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msherman
Faen
(8/7/03 6:47 am)
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3.5 conv: Water Temple (CRM 171-197)
I'm including CRM 171 in the water temple thread, because Kadiss and his elves are part of the Water Temple, even though they're met outside the normal boundaries of the Temple.

Change log:

August 7: Thread started, added Advanced Skum (CRM 194)
August 9: Added room-by-room entries for all areas without detailed NPCs, added Kadiss (CRM 171)
August 10: Added Kuo-Toa Ftr1 (197), Urlurg (196)
August 12: Added Oomkaan (192), Gouquog (190), Kelashein (187), Nilbool (188)

I'm done!

Edited by: msherman at: 8/12/03 2:07 pm
msherman
Faen
(8/7/03 6:50 am)
Reply
CRM 194: Advanced Skum
Quote:
Page no. 94; CRM 194
Large Skum (3, advanced): CR 5; Large Aberration (Aquatic); HD 6d8+12; hp 39, 40, 45; Init +3; Spd 20 ft., swim 40 ft.; AC 16, touch 12, flat-footed 13; Base Atk +4; Grp +18; Atk Bite +13 melee (3d6+10) or Underwater crossbow +8 ranged (1d8) ; Full Atk Bite +13 melee (3d6+10) and 2 claws +11 melee (1d6+5) or Underwater crossbow +8 ranged (1d8) ; Space/Reach: 10 ft./10 ft.; SA Rake 1d8+5; SQ Darkvision 60 ft., amphibious; AL LE; SV Fort +4, Ref +5, Will +5; Str 31, Dex 16, Con 15, Int 10, Wis 10, Cha 6.

Skills and Feats: Hide +10 (+14 underwater), Listen +9 (+13 underwater), Move Silently +10, Spot +9 (+13 underwater), Swim +18; Alertness, Weapon Focus (underwater crossbow), Multiattack

Rake (Ex): Attack bonus +11, damage 1d8+5, while grappling. A skum also gains 2 rake attacks when it (full) attacks while swimming.

Possessions: Masterwork underwater crossbow (200gp)

Standing guard in CRM 194, will only swim to CRM 195 in case of battle (in 1 round); will not move to CRM 192

- Redesigned from scratch, to match the CR presented in the module. Skum are Aberrations, so they get +1 CR per 4HD, and an additional +1 CR for the jump to Large size; the effects of the week long Bull's Strength and Endurance from the pools in CRM 195 bump that up to CR5. (See the advanced master ape, CRM 203, for justification for this redesign.)

Edited by: msherman at: 8/7/03 8:36 am
msherman
Faen
(8/9/03 7:49 am)
Reply
Re: Rooms without NPCs in the Water Temple
Here's the small room changes for the Water Temple. Anything big will go in a seperate posting.

Quote:
Page no. 90; CRM 175
Medium Sized Monstrous Scorpions (5): hp 10, 13, 15, 11, 20; see Monster Manual page 287



Quote:
Page no. 90; CRM 177
Human War1 (4): hp 6, 7, 5, 9; see 3.5 conversion of Apendix 3.
Kuo-Toa: hp 12; 2d10 gp each; see Monster Manual page 163



Quote:
Page no. 91; CRM 179
Water Mephits (2): hp 17, 23; see Monster Manual page 185
- Water Mephits now have Toughness



Quote:
Page no. 91; CRM 181
Water Mephit: hp 19; see Monster Manual page 185
- Water Mephits now have Toughness



Quote:
Page no. 91; CRM 182
Skum (6): hp 12, 8, 16, 11, 10, 11; see Monster Manual page 228.



Quote:
Page no. 91; CRM 183
Human War1 (7): hp 8, 5, 4, 5, 10, 5, 6; see 3.5 conversion of Apendix 3.



Quote:
Page no. 92; CRM 186; EL 7
Pit Trap (50 feet deep): CR 5; no attack roll necessary (5d6); Reflex save (DC 20); Search (DC 29); Disable Device n/a.
Carrion Crawler: hp 20; see Monster Manual page 30.



Quote:
Page no. 92; CRM 189
Human War1 (9): hp 8, 4, 5, 4, 7, 5, 6, 10, 5; see 3.5 conversion of Apendix 3.



Quote:
Page no. 93; CRM 193
Zeityan: Water Naga; hp 59; see Monster Manual page 193.
The mini-stat-block for Zeityan is missing from the module. The 3.0 errata thread provides a full stat block with spell list, but since the 3.5 MM has added a typical spell list to the Water Naga description, I've omitted it in favour of a simple page reference.



Quote:
Page no. 94; CRM 195
Unhallow: The site is guarded by magic circle against good (+2 deflection bonus to AC and +2 resistance to saves vs. attacks from Good creatures, no non-evil summoned creatures can enter), +4 profane bonus to rebuke, -4 profane penalty to turn, and aid (+1 morale bonus on attacks and saves vs. fear, 1d8+10 temporary hit points) for all evil creatures within the temple.
The Pools: Bull's Stregth and Cat's Grace can no longer be maximized, so any evil creature who touches all three pools and survives is simply granted +4 Strength and +4 Dexterity for a period of one week.
Horns and Knife: Huge Water Elemental: hp 152; see Monster Manual page 98.



Edited by: msherman at: 8/10/03 6:21 am
msherman
Faen
(8/9/03 1:22 pm)
Reply
Re: Kadiss, CRM 171
Quote:
Page no. 172
Kadiss: Male elf Wiz6; CR 6; Medium humanoid (elf); HD 6d4; hp 17; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +2; Atk masterwork longsword +3 melee (1d8) or +1 longbow +5 ranged (1d8+1) or +1 longbow (within 30') +6 ranged (1d8+2); Full Atk same; Space/Reach: 5 ft./5 ft.; SQ Immune to sleep, low-light vision, +2 bonus on saves vs. enchantments; AL NE; SV Fort +2, Ref +4, Will +7; Str 11, Dex 14, Con 11, Int 16, Wis 14, Cha 13.

Skills and Feats: Concentration +9, Knowledge (arcana) +12, Listen +7, Search +8, Spellcraft +14, Spot +7; Point blank shot, precise shot, scribe scroll, spell focus (enchantment), spell mastery (suggestion, fly, lightning bolt)

Kadiss has mage armor, shield, blur, and bear's endurance in effect upon himself when first encountered in CRM 171. With these spells active: hp: 29; AC 20, touch 12, flat-footed 20; SQ 20% miss chance; SV Fort +4; Ref +4; Will +7; Con 15, Concentration +11.

Spells Prepared (4/4/4/3; save DC 13+spell level): 0-detect magic, prestidigitation, read magic, resistance; 1st-mage armor, shield, sleep*, magic missile;2-blur, bear's endurance, see invisibility, summon monster II;3-fly, lightning bolt, tongues; *Enchantment, DC+1

Spellbook: 0-all cantrips; 1st-mage armor, magic missile, shield, sleep, summon monster I; 2nd-alter self, blur, darkness, bear's endurance, mirror image, see invisibility, shatter, summon monster II; 3rd-fireball, fly, lightning bolt, summon monster III, tongues.

Possessions: +1 longbow, 20 arrows, wand of summon monster IV (6 charges), arcane scroll of summon swarm, arcane scroll of detect thoughts, masterwork longsword

Kadiss and the elves are first encountered in CRM 171, on their way to parley with the Bugbears. Subsequently, they will be met in CRM 178.

- In the module, Kadiss only had 39 skill points spent; he should have 45. I added one (cross-class) rank each in listen, search, and spot.



Quote:
Page no. 89; CRM 171
Kadiss: Male elf Wiz6; hp 29 (normally 17); see 3.5 conversion of Apendix 3.
Elf War1 (5): hp 3, 5, 6, 4, 5; see 3.5 conversion of Apendix 3.


msherman
Faen
(8/10/03 7:29 am)
Reply
Re: Kuo-toa Ftr1, CRM 197
Quote:
Page no. 170
Kuo-Toa Fighters: Male and female kuo-toa Ftr1; CR 3; Medium Monstrous Humanoid (Aquatic); HD 2d8+1d10+3; hp varies (see text); Init +0; Spd 20 ft., swim 50 ft.; AC 20, touch 10, flat-footed 20; Base Atk +3; Grp +4; Atk Shortspear +6 melee (1d6+1) or Bite +4 melee (1d4+1) or Shortspear +4 ranged (1d6+1); Full Atk Shortspear +6 melee (1d6+1) and Bite -1 melee (1d4); Space/Reach: 5 ft./5 ft.; SQ Adhesive, amphibious, immunity to poison and paralysis, keen sight, light blindness, resistance to electricity 10, slippery; AL NE; SV Fort +5, Ref +3, Will +5; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8.

When the fighters quaff their potions of cat's grace and bull's strength, their stats change as follows: Init +2; AC 22, touch 12, flat-footed 20; Grp +6; Atk Shortspear +8 melee (1d6+3) or Bite +6 melee (1d4+3) or Shortspear +4 ranged (1d6+3); Full Atk Shortspear +8 melee (1d6+3) and Bite +1 melee (1d4+1); SV Ref +5; Str 17, Dex 14.

Skills and Feats: Knowledge (religion) +4, Esape artist +8, Listen +8, Move Silently +3, Search +8, Spot +11, Swim +10; Alertness, Great Fortitude, Power Attack, Weapon Focus (shortspear)

Adhesive (Ex): On a failed melee attack, attacker must succeed at a Ref save (DC 14), or a wepon sticks to the Kuo-Toa's shield and is yanked from the wielder's grasp.

Amphibious (Ex): Although kuo-toas breathe by means of gills, they can survive indefinitely on land.

Keen Sight (Ex): Kuo-toas spot a moving object or creature even if it is invisible, ethereal, or astral.

Light Blindness (Ex): Blinded for 1 round by abrupt exposure to bright light (such as sunlight or a daylight spell). Suffers a -1 circumstance penalty on all attack rolls, saves, and checks in bright light.

Slippery (Ex): Not affected by webs or other forms of confinement.

Possessions: potion of cure moderate wounds, potion of cat's grace, potion of bull's strength, masterwork shortspear, pouch with 50gp, leather armor, heavy wooden shield

CRM 197, and accompanying the raid on the fire temple

- These Kuo-Toa have a level of a PC class, so they should either have the elite stat array or a lower CR. Until we reach consensus, I'm leaving that unchanged.
- The halfspear doesn't exist any more; replaced with shortspear




Quote:
Page no. 96; CRM 197
Kuo-toas (2): hp 12, 13; see Monster Manual page 163.
Kuo-toa Ftr1 (6): hp 20, 18, 24, 23, 19, 26; see 3.5 conversion of Apendix 3.


msherman
Faen
(8/10/03 8:55 am)
Reply
Urlurg, CRM 196
Quote:
Page no. 177
Urlurg: Male kuo-toa Mnk6; CR 7; Medium Monstrous Humanoid (Aquatic); HD 8d8+8; hp 44; Init +2; Spd 40 ft., swim 50 ft.; AC 24, touch 16, flat-footed 22; Base Atk +6; Grp +7; Atk Unarmed strike +7 melee (1d8+1) or Shortspear +8 ranged (1d6+1); Full Atk Unarmed strike +7/+2 melee (1d8+1) and Bite +2 melee (1d4) or Flurry of blows +6/+6/+1 melee (1d8+1) or Shortspear +8/+3 ranged (1d6+1); Space/Reach: 5 ft./5 ft.; SA Flurry of blows (-1), unarmed strike (1d8) SQ Amphibious, evasion, immunity to disease, poison and paralysis, keen sight, ki strike (magic), light blindness, resistance to electricity 10, slippery, slow fall (30 ft.), still mind (+2 saves vs. enchantment); AL NE; SV Fort +8, Ref +10, Will +11; Str 13, Dex 14, Con 13, Int 10, Wis 16, Cha 10.

Skills and Feats: Balance +6, Climb +3, Esape artist +10, Knowledge (religion) +1, Listen +10, Move Silently +11, Search +7, Spot +12, Swim +9; Alertness, Combat Reflexes, Deflect Arrows, Dodge, Great Fortitude, Improved Trip, Stunning Fist

Amphibious (Ex): Although kuo-toas breathe by means of gills, they can survive indefinitely on land.

Keen Sight (Ex): Kuo-toas spot a moving object or creature even if it is invisible, ethereal, or astral.

Light Blindness (Ex): Blinded for 1 round by abrupt exposure to bright light (such as sunlight or a daylight spell). Suffers a -1 circumstance penalty on all attack rolls, saves, and checks in bright light.

Slippery (Ex): Not affected by webs or other forms of confinement.

Possessions: Bracers of armor +2, brooch of shielding, 3 shortspears

Lives in CRM 196. Will defend the temple area (CRM 194/195) if he hears fighting. Will accompany the assault on the Fire Temple.

- Urlurg is listed in the module as CR6; I changed it to CR7, taking Monk as a non-associated class, because the base Kuo-Toa's natural attacks don't stack significantly with the Monk unarmed attacks, and without a shield Urlurg loses the use of the Adhesive ability.
- The module doesn't say how many charges are remaining in the brooch of shielding; the DM should roll percentile dice.




Quote:
Page no. 96; CRM 196
Urlurg: Male kuo-toa Mnk6; hp 44; see 3.5 conversion of Apendix 3.


msherman
Faen
(8/12/03 8:27 am)
Reply
Nilbool: should he be a Mystic Theurge?
In the module as written, Nilbool is a Clr2/Wiz5. What do you think about making him a Clr3/Wiz3/Mt1 instead? It dpes change the character's capabilities around a bit, but with MT available, anyone making a clr/wiz without it seems rather wasteful to me.

msherman
Faen
(8/12/03 9:20 am)
Reply
Oomkaan, CRM 192
Quote:
Page no. 174
Oomkaan: Male half-fiend/half-kuo-toa Clr4; CR 8; Medium Outsider (Augmented Monstrous Humanoid, Aquatic, Native); HD 6d8+12; hp 40; Init +2; Spd 20 ft., fly 20 ft. (average), swim 50 ft.; AC 23, touch 12, flat-footed 21; Base Atk +5; Grp +8; Atk +9 melee (1d4+3, claw); Full Atk +9 melee (1d4+3, claw) and +3 melee (1d6+1, bite); Space/Reach: 5 ft./5 ft.; SA Rebuke undead 3/day, Smite Good +6 (1/day), spell-like abilities; SQ Adhesive, amphibious, immunity to poison and paralysis, insanity, keen sight, light blindness, resistance to electricity 10, slippery; AL NE; SV Fort +3, Ref +3, Will +5; Str 17, Dex 14, Con 15, Int 17, Wis 15 (13*), Cha 10.
* Adjusted to take Insanity into account.

Skills and Feats: Concentration +6, Esape artist +8, Heal +5, Knowledge (arcana) +7, Knowledge (nature) +7, Knowledge (religion) +7, Listen +7, Move Silently +5, Search +11, Spellcraft +9, Spot +9, Swim +7; Alertness, Dodge, Great Fortitude, Weapon Focus (claw)

Adhesive (Ex): On a failed melee attack, attacker must succeed at a Ref save (DC 14), or a wepon sticks to the Kuo-Toa's shield and is yanked from the wielder's grasp.

Amphibious (Ex): Although kuo-toas breathe by means of gills, they can survive indefinitely on land.

Insanity (Ex): Insanity score 2. Wis 17 for bonus spells and DCs, Wis 13 for all other Wis-based checks.

Keen Sight (Ex): Kuo-toas spot a moving object or creature even if it is invisible, ethereal, or astral.

Light Blindness (Ex): Blinded for 1 round by abrupt exposure to bright light (such as sunlight or a daylight spell). Suffers a -1 circumstance penalty on all attack rolls, saves, and checks in bright light.

Slippery (Ex): Not affected by webs or other forms of confinement.

Spell-like abilities (Sp): Caster level 6; Darkness 3/day, Descecrate 1/day, Unholy blight 1/day (DC 14).

Spells Prepared (5/4+1/3+1; save DC 13+spell level): 0-cure minor wounds, detect magic, guidance, resistance (2); 1st-cure light wounds, divine favor, entropic shield, obscuring mist*, shield of faith; 2nd-bull's strength, cure moderate wounds, bear's endurance, Tharizdun's Touch*.
*Domain spell. Domains: Madness (once per day add insanity score to wisdom roll); water (turn or destroy fire creatures, rebuke or control water creatures).

Possessions: +2 heavy steel shield, potion of cat's grace, divine scroll of cure moderate wounds (2), 12 pp, water temple symbol, lesser key of water

Typical location: CRM 192

- Oomkaan had two too many feats; I dropped Mobility and Lightning Reflexes
- In the 3.5 MM, the Half-Fiend template specifies that the claw is the primary natural attack, so I changed his Weapon Focus from bite to claw
- Oomkaan is wearing a large shield, so he only gets a single claw attack. For a "straightforward combatant", he's not very combat optimized.
- There's some confusion as to whether Oomkaan should keep the Aquatic subtype. He definitely should not have the Evil subtype he has in the original module, though; in 3.5, half-outsiders do not gain the alignment sub-types of their outsider parent.




Quote:
Page no. 93; CRM 192
Oomkaan: Male half-fiend/half-kuo-toa Clr4; hp 40; see 3.5 conversion of Apendix 3.
Trap; Glyph of Warding: CR 5; Bestow curse (-6 to dexterity); Will save (DC 16); Search (DC 28); Disable Device (DC 28).


Edited by: msherman at: 8/12/03 6:08 pm
msherman
Faen
(8/12/03 12:37 pm)
Reply
Guoquog, CRM 190
Quote:
Page no. 172
Guoquog: Female sea hag Ftr4; CR 8; Medium monstrous humanoid (aquatic); HD 3d8+4d10+10; hp 37; Init +1; Spd 30 ft., swim 40 ft.; AC 14, touch 11, flat-footed 13; Base Atk +7; Grp +13; Atk +14 melee (1d4+8, claw); Full Atk +14/+14 melee (1d4+8, claw); Space/Reach: 5 ft./5 ft.; SA Horrific appearance, evil eye; SQ amphibious, spell resistance 14; AL CE; SV Fort +6, Ref +5, Will +5; Str 22, Dex 12, Con 12, Int 10, Wis 13, Cha 10.

Skills and Feats: Climb +7, Hide +7, Jump +7, Knowledge (Outer Fane) +3, Listen +6, Spot +6, Swim +14; Alertness, Cleave, Power Attack, Toughness, Weapon Focus (claws), Weapon Specialization (claws)

Evil Eye (su): 3/day direct gaze at target within 30'. Will save (DC 13), or be dazed for 3 days and must make a Fortitude save (DC 13) or die from fright.

Horrific Appearance (su): Any creature that looks at the hag must make a Fort save once per day (DC 13) or take 2d6 points of temporary Str damage.

Possessions: potion of blur, bracers of ogre power (as guantlets, +2 strength), 4 pearls (1000 gp each)

Typical location: in the pool at CRM 190.



Quote:
Page no. 93; CRM 190
Guoquog: hp 37; see 3.5 conversion of Apendix 3.
Human Com1 (2): hp 2, 4 (noncombatants).


msherman
Faen
(8/12/03 1:23 pm)
Reply
Re: Kelashein, CRM 187
Quote:
Page no. 172
Kelashein: Female human Clr7; CR 7; Medium humanoid (human); HD 7d8+14; hp 45; Init +0; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base Atk +5; Grp +8; Atk +10 melee (1d8+3, masterwork heavy mace) or +6 ranged (1d8/19-20, light crossbow); Full Atk same; Space/Reach: 5 ft./5 ft.; SA Rebuke undead 4/day (+3/2d6+8); SQ Insanity; AL CE; SV Fort +6, Ref +4, Will +9; Str 16, Dex 10, Con 12, Int 15, Wis 17 (14*), Cha 13.
* Adjusted to take Insanity into account.

Skills and Feats: Bluff +3, Concentration +11, Heal +13, Hide +2, Knowledge (religion) +10, Listen +5, Spellcraft +12; Iron will, Lightning reflexes, Weapon focus (heavy mace), Weapon focus (light crossbow).

SA/SQ (Type): Explanation

Insanity (Ex): Insanity score 3. Wis 20 for bonus spells and DCs, Wis 14 for all other Wis-based checks.

Spells Prepared (6/6+1/4+1/3+1/2+1); save DC 15+spell level): 0-cure minor wounds (2), guidance (2), read magic, resistance; 1st-command, cure light wounds, divine favor, endure elements, obscuring mist, protection from good*, sanctuary; 2nd-cure moderate wounds, death knell, fog cloud*, silence, spiritual weapon; 3rd-bestow curse, blindness/deafness, prayer, water breathing*; 4th-freedom of movement, summon monster IV, unholy blight*
*Domain spell. Domains: Evil (cast evil spells as 8th level), Water (turn or destroy fire creatures, rebuke or command water creatures).

Possessions: Ochre robes, wand of inflict light wounds (20 charges), lens of detection, divine scroll of neutralize poison, masterwork heavy mace, masterwork full plate armor, masterwork large steel shield, light crossbow, 10 bolts, 35gp, coral wreath (200gp), water temple symbol, lesser key of water

Lives in CRM 187, holds court in CRM 185, and presides over ceremonies in CRM 195.

- Her Insanity score is 2 in the module; it should be 3. This gives her an additional 1st level spell per day (I chose Sanctuary), and raises her spell DCs by 1.
- Endure elements is a very different spell now than it was in 3.0, so DMs may wish to replace it with something else.



Quote:
Page no. 92; CRM 187
Kelashein: hp 45; see 3.5 conversion of Apendix 3.
Trap (Glyph of Warding): CR 5; no attack roll necessary (5d8 electrical, 5'); Reflex save (DC 17); Search (DC 28); Disable Device (DC 28).

- The Glyph is too powerful to have been cast by Kelashein herself. If she'd cast it herself, it's stats would be: CR 4; no attack roll necessary (3d8 electrical, 5'); Reflex save (DC 18); Search (DC 28); Disable Device (DC 28)


msherman
Faen
(8/12/03 2:07 pm)
Reply
Nilbool, CRM 188
Quote:
Page no. 174
Nilbool: Male kuo-toa Clr2/Wiz5; CR 8; Medium Monstrous Humanoid (Aquatic); HD 4d8+5d4+9; hp 43; Init +0; Spd 20 ft., swim 50 ft.; AC 17, touch 10, flat-footed 17; Base Atk +5; Grp +6; Atk +6 melee (1d8+1, heavy mace); Full Atk +6 melee (1d8+1, heavy mace) and +1 melee (1d4, Bite); Space/Reach: 5 ft./5 ft.; SQ Adhesive, amphibious, immunity to poison and paralysis, insanity, keen sight, light blindness, resistance to electricity 10, slippery; AL NE; SV Fort +7, Ref +6, Will +12; Str 13, Dex 10, Con 13, Int 16, Wis 15 (14*), Cha 8.
* Adjusted to take Insanity into account.

Skills and Feats: Concentration +8, Craft (metalworking) +6, Esape artist +10, Heal +3, Knowledge (arcana) +10, Knowledge (religion) +10, Listen +7, Move Silently +5, Search +6, Spellcraft +12, Spot +9, Swim +9; Alertness, Craft Wand, Dodge, Great Fortitude, Lightning Reflexes, Scribe Scroll, Spell Focus (Evocation).

Adhesive (Ex): On a failed melee attack, attacker must succeed at a Ref save (DC 14), or a wepon sticks to the Kuo-Toa's shield and is yanked from the wielder's grasp.

Amphibious (Ex): Although kuo-toas breathe by means of gills, they can survive indefinitely on land.

Insanity (Ex): Insanity score 1. Wis 16 for bonus spells and DCs, Wis 14 for all other Wis-based checks.

Keen Sight (Ex): Kuo-toas spot a moving object or creature even if it is invisible, ethereal, or astral.

Light Blindness (Ex): Blinded for 1 round by abrupt exposure to bright light (such as sunlight or a daylight spell). Suffers a -1 circumstance penalty on all attack rolls, saves, and checks in bright light.

Slippery (Ex): Not affected by webs or other forms of confinement.

Wizard Spells Prepared (4/4/3/2; save DC 13+spell level): 0-detect magic, mage hand, read magic, resistance; 1st-magic missile (2), shield, true strike; 2nd-invisibility, mirror image, web; 3rd-displacement, lightning bolt.

Spellbook: 0-all cantrips; 1st-endure elements, mage armor, magic missile, shield, sleep, summon monster I, true strike; 2nd-blur, bear's endurance, cat's grace, darkness, invisibility, mirror image, web; 3rd-blink, displacement, lightning bolt.

Cleric Spells Prepared (4/3+1; save DC 13+spell level): 0-detect magic, light, read magic, resistance; 1st-command, obscuring mist*, protection from good, summon moster I
*Domain spell. Domains: Chaos (cast Chaos spells at 3rd level), Water (turn and destroy fire creatures, rebuke and command water creatures).

Possessions: Wand of slow (8 charges), wand of levitate (25 charges), wand of mage armor (50 charges), potion of haste, potion of protection from energy (fire), potion of non-detection, ring of protection +1, curved knife, heavy mace, two 10gp gold earrings, 50gp coral ring, 75gp gold ring, 110gp coral earring, water temple symbol.

Lives in CRM 188, will join the attack on the Fire temple.

- For his CR, I counted his Cleric levels as associated, due to the lightning bolt power which Kuo-Toa clerics get, but his Wizard levels as unassociated, so the first two Wizard levels only contribute 1 to his CR.
- He had one feat too many, so I dropped Iron Will -- +12 is still pretty good.




Quote:
Page no. 92; CRM 188
Nilbool: Male kuo-toa Clr2/Wiz5; hp 43; see 3.5 conversion of Apendix 3.


Edited by: msherman at: 8/12/03 5:43 pm
msherman
Faen
(8/12/03 2:09 pm)
Reply
The water temple is done!
I hate Kuo-Toa. I can't get the stench of rotting fish off of me.

My party is in for a rough time this weekend if they decide to continue clockwise... :evil

Edited by: msherman at: 8/12/03 2:09 pm
Infiniti2000
Verrik
(8/12/03 4:39 pm)
Reply
ezSupporter
Re: The water temple is done!
"I hate Kuo-Toa. I can't get the stench of rotting fish off of me."
LOL! :D I'm glad I didn't decide to do this section.

Oomkaan: I noticed you made him Evil and Aquatic. From what I read of the MM, it seems that the subtype is not kept when half-fiend is applied. I asked that question with regard to D'Gran. Should the alignment subtype remain? e.g. Is D'Gran Augmented Giant, Evil, Chaotic?

"For a "straightforward combatant", he's not very combat optimized" I agree and plan to change him accordingly IMC.

"Milbool: Male kuo-toa Clr2/Wiz5" Minor typo.

"What do you think about making him a Clr3/Wiz3/Mt1 instead?" We certainly shouldn't put it into the conversion, but a "3.5 Optimized" Who's Who would be nice. I for one would definitely use a Clr3/Wiz3/MT2 Nilbool IMC. If you work it up I'll use it for sure. Otherwise, I'll get around to working it up before my group gets there (maybe).

msherman
Faen
(8/12/03 5:56 pm)
Reply
Re: The water temple is done!
Ok, I fixed the typo on Nilbool.

As for Oomkaan's subtype, it says that his type changes to Outsider; it doesn't say anything about taking away subtypes. I'd say that the Aquatic subtype sticks as part of the Augmented Monstrous Humanoid subtype.

So I'm thinking I should take away Evil (there's no reason to add it in the rules, and none of the example half-outsiders in the MM have an alignment sub-type), but I should add the Native subtype; the MM says that half-fiends are "normally native outsiders".

Infiniti2000
Verrik
(8/12/03 6:19 pm)
Reply
ezSupporter
Re: The water temple is done!
Hmm...I'm thinking that that might be a good question to ask in one of the other forums...maybe Rules.

Edit: I've done so.

Edited by: Infiniti2000 at: 8/12/03 7:33 pm
melanikus2000
Faen
(8/25/03 7:36 am)
Reply
Comment
I just want to check a few things in your conversions:

Shouldnt Kadiss have a BAB of +3 for being a 6th level Wiz?

Also I think Oomkaan's saves are out.
+0, +3, +3 for Koa-Toa with no change for Half Fiend
+4, +1, +4 for 4th Level Cleric
+2, +2, +1 for ability scores (insanity accounted for)
and +2 Fort for Grater Fortitude

I make it +8, +6, +8.

Please correct me if I am wrong. I am still learning the new system.

Thanks,
Chris.

ZansForCans 
Cherub
(10/16/03 10:29 pm)
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Kadiss
As melanikus2k points out, his BAB should be +3. This puts his attacks back where the text had them at +4 melee and +6 ranged (before PBS). Otherwise, looks good.


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ZansForCans 
Cherub
(10/17/03 10:02 pm)
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Re: CRM 194: Advanced Skum
* I get a slightly different Con for the skum, 13 + 4 [size increase] = 17. This bumps up their avg hp to 45, right around Monte's original trio. I'm inclined to keep the original hp's, if that looks right. The Fort save is then +5 as well.

* You took Dex for the 4th level ability rise, correct?

* I noticed you put in masterwork for the crossbow. I couldn't find it specifically in the text, but I think it's a good idea since the ranged drops to +7 without it (even further from Monte's original number).

* The skills of the normal skum in the MM are wrong (surprise, surprise). Someone should check against me, but I have it spending 20 points when it should only have (2+3)x2 = 10. A correct normal skum skill array has +4 for each skill but swim (still +12). Adding 4HD adds 8 points, so just bump all four of them up to +6 for the Large skum.


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msherman
Kalkydrite
(10/18/03 6:36 am)
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Re: CRM 194: Advanced Skum
It's been so long since I did those, I can't remember, exactly; I'll take your word for the corrections on CON and skills, and putting the extra point in DEX sounds right.

As for the MW crossbow, that's noted as masterwork in the body text: "Each of the skum is armed with a strange, clockwork masterwork heavy crossbow..." It really should be listed consistantly as MW in the printed statblock, but it isn't.

ZansForCans 
Cherub
(10/18/03 8:02 pm)
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Re: CRM 194: Advanced Skum
Quote:
As for the MW crossbow, that's noted as masterwork in the body text: "Each of the skum is armed with a strange, clockwork masterwork heavy crossbow..." It really should be listed consistently as MW in the printed statblock, but it isn't.


I swear I read that block several times looking for it and it wasn't there! :) Strange...

Thanks!


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ZansForCans 
Cherub
(10/18/03 9:43 pm)
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Few more random q's
* Trap near Oomkaan: CR is 4, I think (just 1+3 for bestow curse). How come you raised the DC?

* Trap near Kelashein: I'm getting CR 4 via damage (avg. 22.5) and glyph's spell level.

* Oomkaan's unarmed strike: I just participated in a long, dragged-out thread about combining unarmed strikes with natural weapon attacks. I'd vote for not including the bite in the full attack (like Monte did), but it's not a big deal...


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