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smetzger
Memunite
(9/26/03 7:40 am)
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Re: Bethe
Quote: 9/+4 ranged (5d6 lightning, +2 javelin of lightning)
From the 3.5 SRD:Quote: This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half ). It is consumed in the attack.
So, no attack roll is needed. Good thing, otherwise she would be able to Sneak/Death Attack with it.
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Cordo Crowfoot
Dynama
(9/26/03 10:22 pm)
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Re: Bethe
The offending text has been terminated.
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Infiniti2000
Cherub
(10/24/03 4:54 pm)
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ezSupporter
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Re: 3.5 Conversion: Outer Fane
Small issue with Bethe. If her Int is really only an 11, then she cannot cast 2nd level spells. Small typo on the DC, too, it should be only a 10. I'd suggest changing the Int to a 12, leaving the DC as is, adding a first level spell (4/1) and adding the appropriate skill points. Alternatively, leave it as 3/1 and remove the known 2nd level spells and change the DC to 10 + spell level.
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Cordo Crowfoot
Cherub
(10/25/03 5:18 am)
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Re: 3.5 Conversion: Outer Fane
Change made. The DC on her death attack increased to 15 as well. As I said in the notes, I assumed this was her 8th level bonus ability point to minimize impact on the character as presented in the original (and minimize work for me as a bonus).
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ZansForCans 
Cherub
(11/1/03 9:55 pm)
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Victor & Bethe
CC, I saw that comment on the previous page about Victor's skills. Is that still right--you hadn't resolved the skill point issue? I'm finding the same thing, so I just wanted to make sure I didn't miss anything. Here's what I have right now:
In addition to having spent 96 points (he should only have 92), he has 13 ranks (max 12) in 3 skills (Hide, Move Silently, and Tumble). Taking 3 off those and 1 off Listen, I can get him down to 92. So, I have: Hide 17, Listen 12, Move Silently 12, and Tumble 14.
As a half-elf, he gets the new racial bonus on Diplomacy and Gather Information, but with his Cha modifier they both drop to -1.
Finally, his flat-footed AC should be 20 with uncanny dodge. I think we should also add improved uncanny to his SQ list as well now that it has a separate name in 3.5.
Edit: Bethe has the exact same skill point buy, so I did the same thing with her.
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info :: demoEdited by: ZansForCans at: 11/2/03 10:07 pm
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ZansForCans 
Cherub
(11/2/03 11:17 pm)
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Re: OF1 - Chymon
Quote: These trap challenge ratings are very difficult. I don't see any real errors, so I'd leave them as is.
I'm going to take a stab at these, mostly because I was curious how the formula work... comments welcome, of course. I'll couch these as only suggestions in the document due to the complex nature of the traps.
#1: CR 2 from the damage alone, then +6 (or 7 if you make it an official 'magic' trap, but the Search/DD does not reflect this) for the programmed image. However, given the non-damaging nature of the trap/spell, the CR 6 of the text is probably appropriate.
#2: CR 7 from the damage/Search/DD alone. At least +1 for the trapping effect, but maybe more given that it can kill characters under 5' tall. This one is probably also technically magical, but the Search/DD don't reflect that either.
#3: Note that the descriptive text and the stat block for the trap disagree about the DC (17 vs. 19). I'd lean toward the 17 because then it matches the properties of Lich Dust. However since that's ingested, it doesn't help us with the CR. First, the Search and DD give a base of 2 and in v3.5, all never miss traps (gases, liquids, etc.) have an onset delay. By the description, I'd say this is 1 round (the minimum), giving +3 to the CR. As an inhaled, this poison is somewhere between Insanity Mist and Burnt Othur Fumes, so call it +5. The trap is then CR 2 + 3 + 5 = 10.
#4: Treating this one as a mechanical trap (again the Search/DD isn't right for a spell trap): +2 for high Search/DD, +1 for multiple targets, +5 for damage = CR 8. Note that again the descriptive text and stat block are in conflict here: one says "for half" and the other says "avoids" for the Ref save. I'd go with the "for half" since it's closer to the normal spell effect.
Here's a stat block for a straight v3.5 cone of cold trap:
Cold Trap: CR 6; 60-ft. cone (10d6 damage); Reflex save (DC 17) for half; Search (DC 30); Disable Device (DC 30).
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ZansForCans 
Cherub
(11/3/03 2:26 pm)
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Armband of Reduction
I2k, did you intend for Chymon's size to change with the armband by the slide to reduce persion? If so, I think we should provide changes to the stats. But since it will affect so much, including her Snatch, I'd vote to make it work like the old reduce spell instead. reduce person has many more negative effects over the 3.0 version.
If we only want it to affect her dimensions like 3.0, how about this wording:
Quote: Armband of Reduction: This metal armband allows its wearer to halve its height, length, and width and divide its weight by 8, as if a reduce person spell had been cast upon him. Unlike the spell, this transformation does not change the size of the creature. In addition, the effect is not limited to humanoids, although the creature must be able to wear the armband on a limb or appendage. This effect functions once per day and lasts for 2 hours (and may be dismised at will by the wearer).
Caster Level: 5th; Faint Transmutation; Prerequisites: Craft Wondrous Item, reduce person; Market Price: 2,000 gp; Weight 1 lb.
We choose to keep the predominantly v3.0 version of the spell effect this item reflects. It is not entirely clear from the original description of the item whether the wearer also takes on the -5 Str penalty of the spell effect. We leave it up to the DM's discretion.
If you choose instead to have it work exactly like v3.5's reduce person, the creature's size decreases one step. It gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. However, all size-related functions of the creature are also affected. In particluar, Chymon, who initially has the armband, would have her reach reduced, natural attack damage change, her crush attack and Snatch feat be useless, etc. while the effect is active.
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info :: demoEdited by: ZansForCans at: 11/5/03 2:12 pm
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arcane12
Memunite
(11/3/03 3:13 pm)
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Re: Armband of Reduction
reduce. 3.0:
All equipment worn or carried by a creature is reduced by the spell. Magical properties are not decreased by this spell. Weight, mass, and strength are affected, though. A creature’s hit points, Armor Class, and attack rolls do not change, but Strength decreases with size. For every 10% of reduction, a creature’s Strength score suffers an enlargement penalty of –1, to a minimum score of 1.
If you want to change the item to be more 3.0 then I would suggest adding in the -5 STR.
I think having the item reduce as per 3.5 would be OK, just a lot of work for Chymon ;P
traps: They are a bit odd. I would alter the last one to be magical, and #2 as well, perhaps the spell level was forgotten to be added (25 is the starting DC for magic traps). At the very least all the traps are magically activated as they only activate when the Plane is broken. Perhaps they are combination traps with the initial 'spell' triggering the actual trap which is magical or mechanical? If the spell was a cantrip, a detect spell, that would work. Otherwise perhaps a modified alarm spell worked in with the other one? Very much a hard one, and the DC's are in favor of the party so I may be inclined to perhaps run them as is.
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ZansForCans 
Cherub
(11/4/03 2:22 pm)
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Re: Armband of Reduction
Quote: I did not type out the special abilities because they are considered IP.
We already have a lot of this stuff in with certain fishy NPCs. We never really discussed this much, and maybe we should just blindly push forward until there is guidance otherwise. Technically every NPC here is IP, but the errata has existed for a long, long time without much trouble. I'm a strong 'fair use' advocate and have been working on this project with that in mind. This document is useless without purchasing the adventure, which is useless 'as written' without the Monster Manual with all the non-SRD creatures in it. Thoughts?
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ZansForCans 
Cherub
(11/4/03 2:24 pm)
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Chymon
I agree about the abilities and made an even stronger statement in the notes that the stat block really seemed to reflect the 'normal' YA Red array. I also agree with you about the SA focus not upping the crush DC.
Great job on her!
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ZansForCans 
Cherub
(11/4/03 2:48 pm)
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Re: Hedrack
There are some notes in the old errata about him having both a periapt and amulet. Two suggestions are given there:
Quote: Suggestion 1: Change the periapt to a custom +2 helmet of wisdom.
Suggestion 2: Replace the +2 amulet with a +2 ring of protection. Note this changes the type of armor, and would not stack with protection from good.
Do we want to adopt one explicitly to make his stat block 'valid'? We can still include the options in the comment block, of course. If so, I kind of like the second a bit better for some reason, although the super-buffers out there might disagree
Edit: Everything else looks good on him. As a side note, I just noticed that both Hedrack and Tessimon (at least... didn't surf for others) have Empower, but don't have any spells prepped with it! Odd...
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info :: demoEdited by: ZansForCans at: 11/4/03 8:43 pm
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arcane12
Memunite
(11/4/03 6:56 pm)
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Re: Hedrack
remember under 3.5 an item that uses a non-standard slot costs extra:
Uncustomary space limitation : Multiply entire cost by 1.5 eg. Helm of teleportation
Due to Body Slot Affinties:
Each location on the body, or body slot, has one or more affinities: a word or phrase that describes the general function or nature of magic items designed for that body slot.
This would change the item cost somewhat, affecting game balance (very slightly, of course when has that worried us )
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ZansForCans 
Cherub
(11/4/03 9:58 pm)
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Re: Hedrack
Good catch! I put that in the current comment box. I'll leave it as-is for another day or so for more comments. If there are no objections by that time, I think I'll select one of the options and modify his block so that it's not in error anymore.
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ZansForCans 
Cherub
(11/4/03 11:17 pm)
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Satau
I found an extra skill point for him and stuck it in Diplomacy. He also gets the new +2 synergy bonus for Spellcraft from Knowledge (arcana). There were a few nice clarifications for his SA and one noticeable change. The extract now requires a successful grapple check, not just maintaining the hold until his turn.
So, aside from the few lingering minor bits about the armband, Hedrack's equipment, and perhaps any further comments on the traps, Assassins, Chymon, Satau (1-5, 13-19) have been added.
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Infiniti2000
Cherub
(11/5/03 8:48 am)
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ezSupporter
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Re: Satau
ZFC, good point. I like your modification better. It more closely approximates the actual item. No need to make them exactly like 3.5.
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arcane12
Memunite
(11/5/03 11:43 am)
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empower spell
that is a bit odd, usually if they have a metamagic feat and no spells prepared they have scribe scroll and a empowered spell on scroll. They both have srcibe scroll but no empower ones. Perhaps it is so they can cast empowered Inflict spells? For instance Heddrack could drop that pesky greater scrying for an empowered inflict light wounds, mass
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ZansForCans 
Cherub
(11/5/03 2:20 pm)
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Re: empower spell
Re: armband. OK, I added a comment section for it to reflect what we've talked about here. Sound good?
Re: empower. I forgot about the spontaneous metamagicing! That is quite useful... and your suggestion is wonderfully evil. What a nice opener Will DC 24, ~ 21 pts damage, mmmm
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arcane12
Memunite
(11/5/03 5:05 pm)
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Re: empower spell
oh, nevermind, Just realised with 3.5 there is an inflict wounds spell for every level now :/ Still an empowered inflict critical could be more useful than an inflict moderate, mass if you wanted to take a single character down (its fun to hurt everyone, but concerntrating on one character to take him/her out of the combat is more useful )
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Infiniti2000
Cherub
(11/5/03 8:59 pm)
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ezSupporter
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Re: empower spell
Just remember that it's save for 1/2 and using metamagic with a spontaneously cast spells makes it a full-round action (not to be confused with a full round spell).
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ZansForCans 
Cherub
(11/5/03 9:07 pm)
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Re: empower spell
Yeah, it's more for effect
Sort of tangentially, we just realized last session for some reason that the mass cure/inflict spells have very interesting side-effects when in combat with undead. You can simultaneously cure your comrades and do a little side damage to the foe But, you can turn this around for the evil guys who have some undead on their side as well with the inflicts. Fun stuff!
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