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msherman
Faen
(8/6/03 7:33 am)
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3.5 conv: The caves around the NBC
Here's a short section, complete in a single post.

Changelog:
August 6: initial post, complete

Quote:
Page no. 96; CRM 198
Owlbears (2): hp 45, 63; see Monster Manual page 206


Quote:
Page no. 97; CRM 200; EL5
Spiked Pit Trap: CR 5
- The CR of this trap increased by 2 because it cannot be disabled (which is as good as a Disable DC >30).


Quote:
Page no. 97; CRM 202
Dire Apes (4): hp 37, 31, 35, 43; see Monster Manual page 62
- HP increased due to addition of Toughness in 3.5


Quote:
Page no. 97; CRM 203
Dire Ape (advanced): CR 7; Large Animal; HD 11d8+25; hp 77; Init +2; Spd 30 ft., climb 15 ft.; AC 15, touch 11, flat-footed 13; Base Atk +8; Grp +18; Atk Claw +14 melee (1d6+6); Full Atk 2 claws +14 melee (1d6+6) and bite +12 melee (1d8+3); Space/Reach: 10 ft./10 ft.; SA Rend 2d6+9; SQ Low-light vision, scent; AL N; SV Fort +9, Ref +9, Will +8; Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7.

Skills and Feats: Climb +14, Listen +7, Move Silently +6, Spot +8; Altertness, Toughness, Combat Reflexes, Multiattack

- This might be a bit controversial, but I think that in the case of monsters advanced by HD, we should redo them from scratch, aiming to match the CR stated in the module, rather than the HD. Many of the monsters advanced by HD are done so incorrectly in the module according to the 3.0 rules, and the rules for calculating CRs of advanced creatures have changed in 3.5, IMO for the better -- they give much more accurate estimates of the real challenge, now. Simply advancing the monsters correctly to the HD stated in the module leads to over-powerful monsters, such as with the properly advanced Howler.
- The module specifies that this advanced dire ape is exceptionally intelligent, so I've put his lvl 8 ability point into intelligence, even though Dexterity would be a better choice.


Edited by: msherman at: 8/9/03 7:28 pm
Infiniti2000
Verrik
(8/6/03 7:47 am)
Reply
ezSupporter
Re: 3.5 conv: The caves around the NBC
Maybe we could provide both conversions? I converted the howler to the "proper" advancement, and he just got tougher. I did it so I could turn him into a skeleton (I'm a real nasty bastage...Thrommel would be proud).

Infiniti2000
Verrik
(8/6/03 10:19 am)
Reply
ezSupporter
Re: 3.5 conv: The caves around the NBC
I just realized that this is not part of the other thread. Any chance reposting it there to keep them all together?

Infiniti2000
Verrik
(8/9/03 2:44 pm)
Reply
ezSupporter
Re: 3.5 conv: The caves around the NBC
The EL in C200 is also 5.

Dire apes now get Toughness, so I suggest upping their hp by 3 each.

msherman
Faen
(8/9/03 8:55 pm)
Reply
Re: 3.5 conv: The caves around the NBC
Done.

smetzger
Faen
(9/24/03 6:31 am)
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Re: 3.5 conv: The caves around the NBC
Uhm, how did you get CR 7 for the Master Ape?

I come up with CR 5; Animals get +1 for every 3 HD added.

Also, I think the option to include the 15 HD Master Ape should be presented. As such here is my 15 HD Master Ape.

Quote:
Master Dire Ape Large Animal; CR 6; HD 15d8+33; hp 100;Init +2; Spd 30 ft., climb 15 ft.; Space/Reach 10 ft./10 ft.; AC 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14; Base Atk +11; Grp +21; Atk Claw +16 melee (1d8+6); Full Atk 2 claws +16 melee (1d6+6) and bite +14 melee (1d8+3);SA Rend 2d8+12; SQ Low-light vision, scent; AL N SV Fort +11, Ref +11, Will +6; Str 22, Dex 15, Con 14, Int 4, Wis 12, Cha 7;
Skills and Feats: Climb +16, Listen +8, Move Silently +6, Spot +9, Alertness, Toughness, Combat Reflexes, Multi-Attack, Improved Natural Attack(claw), Improved Natural Armor

Rend(Ex): A dire ape that hits with both claw attacks does an extra 2d8+12 point of damage.

Skills: Racial bonus of +8 on climb checks and can always choose to take 10.

msherman
Giant
(9/24/03 7:04 am)
Reply
Re: 3.5 conv: The caves around the NBC
I'll be damned if I can figure out where I got CR7 from... I guess I made a mistake. My best guess is that I misread the starting 5HD as the CR...

arcane12
Faen
(9/24/03 12:56 pm)
Reply
Re: 3.5 conv: The caves around the NBC
I am not 100% sure on that trap CR. You could also call it as having a disable device of 0 as all a character has to do to 'disable' the camoflage that turns the trap from a hidden pit trap to a nasty hole in the ground is remove the tarp, rocks and dust. (one quick pull and voila!) Calculated that way it would have a DC of 2! :/ Perhaps come to a compromise and assign it a DC, or just call it CR 4? (most other traps have had +1 CR, so this would be inline)

ZansForCans 
Cherub
(10/24/03 1:00 pm)
Reply
Re: 3.5 conv: The caves around the NBC
Given that the 15 HD (max advancement, I noticed) dire ape is still only CR 6, I just put that one in the document. Any problem with that? There were a few tweaks, however. Its Int has to stay at 2. No animals can have a higher Int. So, I did spent the two ability jumps on Dex and Cha. I figured it is the leader, so hey...

He looks like this now (gonna skip the formating though):

Quote:
Dire Ape (advanced): Large animal; CR 6; HD 15d8+33; hp 100; Init +3; Spd 30 ft., climb 15 ft.; Space/Reach 10 ft./10 ft.; AC 17 touch 12, flat-footed 14; Base Atk +11; Grp +21; Atk +16 melee (1d8+6, claw); Full Atk +16 melee (1d6+6, 2 claws) and bite +14 melee (1d8+3); SA Rend 2d8+9; SQ Low-light vision, scent; AL N SV Fort +11, Ref +12, Will +10; Str 22, Dex 16, Con 14, Int 2, Wis 12, Cha 8.

Skills and Feats: Climb +16, Listen +8, Move Silently +8, Spot +9, Alertness, Toughness, Combat Reflexes, Multiattack, Improved Natural Attack (claw), Improved Natural Armor.

Rend (Ex): A dire ape that hits with both claw attacks does an extra 2d8+9 point of damage.


Dex bumped his Init, AC, Ref, & MS up. I dropped his attack bonuses down by one since I couldn't get 17. Maybe the -1 size was missed? I get 11 + 6 [Str] - 1 [size]. Rend is only Str x 1.5 now in v3.5, although some of the descriptions for many monsters/animals still have the old x2 value in the meticulously edited MM 3.5. The stat blocks are usually right though.

Re: the trap, I think 5 is right for the CR. Even when you discover a trap, it's still an impediment. If it can be disabled, it's not one anymore. Even if you uncover it, a trap like this has to be bypassed (or you go around perhaps), so any attempts like jumping, climbing, flying, etc. still have some danger to them.

Edit: Oh, and The caves around the NBC have been added


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Edited by: ZansForCans  at: 10/24/03 1:01 pm
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