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Infiniti2000
Verrik
(8/17/03 5:47 pm)
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ezSupporter
3.5: Map H, C124-155, Eastern Bridge Complex
Change log:

Done!

2003.08.23: C147-155, Reokallitan
2003.08.21: C140-146, Tac
2003.08.18: C139, Eeridik
2003.08.17: C124-C138

Edited by: Infiniti2000 at: 8/23/03 7:25 am
Infiniti2000
Verrik
(8/17/03 6:06 pm)
Reply
ezSupporter
C124-C138
pg. 78 - C124
No changes, but if you have the statues radiate magic, I suggest strong necromancy.

pg. 78 - C125
No changes. The spikes trap CR of 2 is calculated as: +0 (mechanical base) -1 (Reflex save DC 14) +2 (3d6) +1 (multiple targets).

pg. 78 - C126
Dire bats (4): hp 29, 38, 27, 31; see Monster Manual page 62.
Dire bats have blindsense now, not blindsight and an unspecified Stealthy ability. They are also larger given the new Space rules and will be hard pressed to fit in the chamber with the PCs.

pg. 78 - C127
No changes.

pg. 79 - C128
Spectres (4): hp 46, 40, 38, 50; see Monster Manual page 232.
Shadows (6): hp 19, 19, 24, 17, 20, 19; see Monster Manual page 221.

pg. 79 - C129
The pool trap is CR2 (EL2 listed), and is +1 (magical base) +1 (hypnotism). The statue trap is CR3 (EL3 listed), and is +1 (magical base) +2 (damage, higher than the spell level of magic missile).

Ethereal Marauders (4): hp 14, 11, 8, 10; see Monster Manual page 105.
Ethereal Marauders (4): hp 11, 10, 13, 12; see Monster Manual page 105.

pg. 80 - C130
Glyph trap is CR 4 and has a save DC of 14. The trap CR is +1 (magical base) +3 (glyph of warding, equal to the damage).

pg. 80 - C131-132
No changes.

pg. 80 - C133
Ogres (2): hp 33, 29; see Monster Manual page 118.
Ogres have Toughness now, and lowlight vision.

Gnolls (4): hp 9, 10, 14, 11; see Monster Manual page 130.

The Large net trap is CR1: +0 (mechanical base) +1 (multiple targets).

pg. 81 - C134
EL 7 if each guard is CR1.

pg. 81 - C135
Trolls (3): hp 65, 67, 70; 3d10+30gp; AC 20; Large javelins (1d8+6, +5 ranged); see Monster Manual page 247.
Trolls have a lower natural armor bonus (+5 instead of +7). The ranged attack bonus is calculated as +4 (BAB) +2 (Dex) -1 (size).

pg. 81 - C136
No changes.

pg. 81 - C137
EL 5 if each guard is CR1.

pg. 82 - C138
No changes.

Edited by: Infiniti2000 at: 8/18/03 8:22 pm
Infiniti2000
Verrik
(8/18/03 8:26 pm)
Reply
ezSupporter
C139
Quote:
pg. 82 - C139
Eeridik: Wererat Sor8; hp 43; See Appendix 3.

Tactics: Eeridik casts bull's strength, bear's endurance, and ...

Dire Rats (6): hp 4, 5, 5, 4, 6, 3; see Monster Manual page 64.

The petrification trap is assumed to be a flesh to stone spell, as it is specified as magical and the DC matches a 6th level spell for searching and disabling. The CR, therefore, should be 7 and is calculated as +1 (magical base) +6 (spell level).

Infiniti2000
Verrik
(8/18/03 9:15 pm)
Reply
ezSupporter
Eeridik
Wow. This one was really tough. Check out the notes section, carefully. Feel free to double check the skill points, but I warn you, they are complicated. Dont forget to create them as a 8th level human sorcerer, then add the 1HD Dire Rat, and add racial bonuses and feats. I provide all three forms here, because if you use the 3.5 rules, you will need them.
Quote:
pg. 82 - C139

Eeridik: Male Human Wererat Sor8; Medium Humanoid (human, shapechanger) Human Form; CR 10; HD 8d4+16 plus 1d8+3 (hp 43); Init -1; Spd 30ft; AC 14 (+2 bracers, +2 natural, +1 deflection, -1 Dex; touch 10, flat-footed 14); BAB +4; Grapple +4; Atk +5 melee (1d4+1/19-20, +1 dagger) or +4 ranged (1d4+1/19-20, +1 dagger); Full Atk +5 melee (1d4+1/19-20, +1 dagger) or +4 ranged (1d4+1/19-20, +1 dagger); SA None; SQ Alternate form, rat empathy, lowlight vision, scent; Space/Reach 5/5; SV Fort +6, Ref +3, Will +13; Str 10, Dex 8, Con 14, Int 13, Wis 16, Cha 16.

Skills and Feats: Climb +11, Concentration +13, Craft (alchemy) +12, Diplomacy +5, Listen +5, Sense Motive +7, Spellcraft +12, Spot +5, Swim +8; Alertness, Brew Potion, Combat Casting, Dodge, Iron Will, Mobility, Silent Spell, Weapon Finesse.

Spells Known (6/7/7/6/3; base DC = 13 + spell level): 0th - arcane mark, detect magic, detect poison, mage hand, message, open/close, read magic, resistance; 1st - disguise self, expeditious retreat, identify, magic missile, shield; 2nd - bear's endurance, bull's strength, cat's grace; 3rd - haste, lightning bolt; 4th - stoneskin.

Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat.

Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Possessions: Bracers of armor +2, +1 dagger, ring of protection +1, wand of arcane lock (11 charges), arcane scroll of greater invisibility.

All lycanthropes' wisdom increases by 2 and gain Iron Will.

The ability gains (Dex +6, Con +2) only apply to the hybrid and animal forms.

Eeridik cannot use Dodge or Mobility in human form because he does not qualify for the prerequisites in that form, but he can still take the feats.

Eeridik cannot use Curse of lycanthropy in human form, at all. Moreover.

His points are calculated much differently in 3.5. Also, the HD from rat now counts, and actually adds a feat. This is very useful, but it somewhat negates the biggest nerf from 3.5, that he cannot cast spells with verbal components in hybrid form.

The DR does not apply in human form.

Message is now a 0th level spell, so I replaced ghost sound with it (I thought it more useful in his position), and added identify. Alternatively, you could just replace message with a 1st level spell of your choice, such as ventriloquism.

Stoneskin requires a very expensive component, but Eeridik does not have it listed in his possessions. If the PCs see him cast stoneskin or knows he has cast it, they will be looking through his possessions for the diamonds. I suggest adding 2-3 uses of diamond dust (250gp each) to his possessions. He will probably it once on Tac and save the remaining two 4th level slots for silent lightning bolts while in hybrid form (similar DR).




Eeridik: Male Human Wererat Sor8; Medium Humanoid (human, shapechanger) Hybrid Form; CR 10; HD 8d4+16 plus 1d8+3 (hp 43); Init +2; Spd 30ft; AC 18 (+2 bracers, +3 natural, +1 deflection, +2 Dex; touch 13, flat-footed 15); BAB +4; Grapple +4; Atk +7 melee (1d4+1/19-20, +1 dagger) or +6 melee (1d4, claw) or +7 ranged (1d4+1/19-20, +1 dagger); Full Atk +7 melee (1d4+1/19-20, +1 dagger) and +1 melee (1d6 plus disease, bite); or +6 melee (1d4, 2 claws) and +1 melee (1d6 plus disease, bite); or +7 ranged (1d4+1/19-20, +1 dagger); SA Curse of lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, lowlight vision, scent; Space/Reach 5/5; SV Fort +7, Ref +6, Will +13; Str 10, Dex 14, Con 16, Int 13, Wis 16, Cha 16.

Skills and Feats: Climb +13, Concentration +14, Craft (alchemy) +12, Diplomacy +5, Listen +5, Sense Motive +7, Spellcraft +12, Spot +5, Swim +10; Alertness, Brew Potion, Combat Casting, Dodge, Iron Will, Mobility, Silent Spell, Weapon Finesse.

Spells Known (6/7/7/6/3; base DC = 13 + spell level): 0th - arcane mark, detect magic, detect poison, mage hand, message, open/close, read magic, resistance; 1st - disguise self, expeditious retreat, identify, magic missile, shield; 2nd - bear's endurance, bull's strength, cat's grace; 3rd - haste, lightning bolt; 4th - stoneskin.

Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Disease (Ex): Filth fever; bite, Fortitude DC 16, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Possessions: Bracers of armor +2, +1 dagger, ring of protection +1, wand of arcane lock (11 charges), arcane scroll of greater invisibility.

Eeridik cannot inflict the Curse of lycanthropy through the dagger. It can only be done through the bite.

Eeridik cannot cast spells with verbal components in hybrid form. This is why I chose Silent Spell as the bonus feat. A suggested house rule in this respect is to allow Natural Spell to work for lycanthropes. If you do, then that is far preferable to Silent Spell.

It is assumed Eeridik is a natural lycanthrope because he can control his form. This now plays an important point because it determines how much DR he gets.




Eeridik: Male Human Wererat Sor8; Small Humanoid (human, shapechanger) Dire Rat Form; CR 10; HD 8d4+16 plus 1d8+3 (hp 43); Init +2; Spd 40ft, Climb 20ft; AC 16 (+1 size, +3 natural, +2 Dex; touch 12, flat-footed 14); BAB +4; Grapple +0; Atk +7 melee (1d4 plus disease, bite); Full Atk +7 melee (1d4 plus disease, bite); SA Curse of lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, lowlight vision, scent; Space/Reach 5/5; SV Fort +7, Ref +6, Will +13; Str 10, Dex 14, Con 16, Int 13, Wis 16, Cha 16.

Skills and Feats: Climb +13, Concentration +14, Craft (alchemy) +12, Diplomacy +5, Hide +6, Listen +5, Sense Motive +7, Spellcraft +12, Spot +5, Swim +10; Alertness, Brew Potion, Combat Casting, Dodge, Iron Will, Mobility, Silent Spell, Weapon Finesse.

Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Disease (Ex): Filth fever; bite, Fortitude DC 16, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Eeridik cannot cast spells with verbal or somatic components in rat form. With his bonus feat, I gave him Silent Spell. You might consider replacing Dodge and Mobility with Still Spell and Eschew Materials if you want him to cast spells in Dire Rat form.

Edited by: Infiniti2000 at: 10/7/03 6:08 am
msherman
Faen
(8/19/03 5:38 am)
Reply
Re: Eeridik
Good work, I2k. I just reread the Lycanthrope template, and while it's not at all explicit about what exactly you can do in each form, I can see why you came to the conclusions you did.

Rather than Silent Spell, couldn't Eeridik take Natural Spell for his bonus feat? I know that that feat specifies "Wild Shape" as a prereq, but IMO a Lycanthrope's shapechange ability is a very reasonable analog for that. Natural Spell would let him cast all his spells in all forms, without the level penalty.

smetzger
Faen
(8/20/03 4:38 am)
Reply
Re: Eeridik
Quote:
Rather than Silent Spell, couldn't Eeridik take Natural Spell for his bonus feat? I know that that feat specifies "Wild Shape" as a prereq, but IMO a Lycanthrope's shapechange ability is a very reasonable analog for that. Natural Spell would let him cast all his spells in all forms, without the level penalty.


By the rules he can't take Natural Spell, so I don't think it belongs in the 3.5 stat-block. However, it could be put in the notes section in case the DM wanted to house rule it.

Infiniti2000
Verrik
(8/20/03 5:33 am)
Reply
ezSupporter
Re: Eeridik
I put that comment in orange. Thanks! IMC, I'll probably make that a houserule, too. I don't think they were contemplating natural shapeshifters, which should have just as much an advantage as druids. It might even go into the errata and/or FAQ for 3.5.

Infiniti2000
Verrik
(8/21/03 7:11 pm)
Reply
ezSupporter
C140 + Tac
Quote:
pg. 82 - C140
No Changes

Tac: Male Human Mnk9; Medium Humanoid (human); CR 9; HD 9d8+18 (hp 78); Init +3; Spd 60ft; AC 20 (+2 Wis, +3 Dex, +2 bracers, +1 natural, +1 deflection; touch 17, flat-footed 17); BAB +6; Grapple +7; Atk +9 melee (1d10+1, unarmed strike); Full Atk +9/+9/+4 melee (1d10+1, flurry of blows); SA Monk abilities; SQ Monk abilities; AL CE; SV Fort +8, Ref +9, Will +8; Str 13, Dex 16, Con 14, Int 14, Wis 14, Cha 12.

Skills and Feats: Balance +17, Climb +13, Hide +15, Jump +15, Listen +12, Move Silently +15, Spot +8, Tumble +17; Alertness, Deflect Arrows, Dodge, Improved Trip, Improved Unarmed Strike, Mobility, Spring Attack, Stunning Fist, Weapon Finesse.

Stunning Fist (Ex): 9/day, DC 16.

Monk Abilities: Improved Evasion, Ki Strike (magic), Purity of Body, Slow Fall (40ft), Still Mind, Wholeness of Body.

Possessions: Bracers of armor +2, amulet of natural armor +1, ring of sustenance, ring of protection +1, potion of blur, potion of bull's strength, potion of bear's endurance, potion of darkvision, potion of resist energy (cold).

Flurry of blows no imposes no penalty, so his attacks went up. He was missing a feat, so weapon finesse was added, also improved his attack rolls.

He gains ki strike (magic), loses 10ft of slow fall, and loses leap of the clouds.

A ring of warmth no longer exists (due to the change in endure elements), so I replaced it with something of similar value (and same slot, ring) and flavor (potion). If the difference in value (about 7500gp) doesn't bother you, then replace the ring of protection and potion with a ring of minor energy resistance (cold).

Infiniti2000
Verrik
(8/21/03 7:20 pm)
Reply
ezSupporter
C141-146
Quote:
pg. 83 - C141
The EL for this area is now 10 due to the higher CR demon.

Bebilith: hp 150; see Monster Manual page 42.
The bebilith is CR 10 now, not CR 9. For this he has gained about +50% hp, but loses protective aura and his DR is now 10/good.



pg. 83 - C142
No Changes.



pg. 83 - C143
A secret button at the end of the hall to the north, near room 144, and one on ...

No search DC to notice the secret buttons is listed. A DC of 22 is suggested.

Dire Bear: hp 113; see Monster Manual page 63.
Dire bears (like all animals) gain feats. It is slightly stronger for this change and gains Toughness, so I upped his hp (already above average).



pg. 83 - C144
Troll: hp 63; see Monster Manual page 247.



pg. 83 - C145
The EL is now 6 due to the trap.
Water Trap: CR 6 = +0 (mechanical base) +1 (damage) +5 (liquid)



pg. 84 - C146
No Changes.

Edited by: Infiniti2000 at: 8/21/03 7:21 pm
Infiniti2000
Verrik
(8/23/03 7:06 am)
Reply
ezSupporter
C147 + Reokallitan
Quote:
pg. 84 - C147
No Changes.


Reokallitan: Male Troglodyte Rog3/Clr4; CR 8; Medium Humanoid (reptilian); HD 6d8+6 plus 3d6+3 (hp 49); Init +2; Spd 20ft (base 30ft); AC 25 (+6 natural, +8 full plate, +1 Dex; touch 11, flat-footed 24); BAB +6; Grapple +7; Atk +8 melee (1d6+2/19-20, +1 short sword) or +9 ranged (1d6+1, javelin); Full Atk +6/+1 melee (1d6+2/19-20, +1 short sword) and +6 melee (1d6/19-20, masterwork short sword) and +5 melee (1d4, bite); or +9 ranged (1d6+1, javelin); or +7 melee (1d4+1, 2 claws) and +5 melee (1d4, bite); SA Rebuke undead 4/day, sneak attack +2d6, stench; SQ Darkvision 60ft, (evasion), insanity, trapfinding, trap sense +1; Space/Reach 5/5; AL NE; SV Fort +, Ref +6, Will +6; Str 13, Dex 15, Con 12, Int 11, Wis 15 (13*), Cha 12.
* Adjusted to take insanity into account.

Skills and Feats: Balance -1, Bluff +4, Concentration +5, Disable Device +5, Hide +8*, Listen +8, Knowledge (religion) +4, Move Silently -1, Search +3, Spot +4; Ability Focus (stench), Multiattack, Scribe Scroll, Two Weapon Fighting, Weapon Focus (javelin).

Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 14 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

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

Spells Prepared (5/5/4; base DC = 13 + spell level): 0th--cure minor wounds, detect magic, detect poison, guidance, resistance; 1st--bane, command, cure light wounds (2), lesser confusion*; 2nd--bear's endurance, bull's strength, summon monster II, Tharizdun's Touch*.
* Domain spell. Deity: Elder Elemental Eye. Domains: Earth (turn or destroy air creatures, rebuke or command earth creatures); Madness (1/day add Insanity score to Wis-based roll).

Possessions: +1 short sword, divine scroll of summon monster II, divine favor, and bless, masterwork short sword, 4 javelins, full plate armor, curved knife, 21gp, 120gp gold bracelet, earth temple symbol, lesser key of earth.

No ambidexterity in 3.5, so he gains a feat. I chose Ability Focus (stench) signifying that Reokallitan smells particularly bad, even to other troglodytes. An alternative choice for a feat is Quick Draw, which would be very useful for a two weapon wielding rogue with a BAB of +6.

With his armor, he cannot use evasion. Also, rogues now do not get uncanny dodge until 4th level, so his flat-footed AC changed.

Edited by: Infiniti2000 at: 10/7/03 6:04 am
Infiniti2000
Verrik
(8/23/03 7:24 am)
Reply
ezSupporter
C148-155
Quote:

pg. 84 - C148
The EL is 7.
Troll: hp 65; 54 gp; see Monster Manual page 247.
The humans use their longbows while the troll engages in melee.


pg. 85 - C149
6. Bear's Endurance for 1 hour.
Gray Render: hp 125; see Monster Manual page 138.

Strike the paragraph about using the haste glyph. Haste no longer provides an additional partial action.

At first, I thought to change the time of the buff glyphs to 1 minute, but then I realized that the time was nonstandard anyway, so changing it didn't seem right. If you decide to change it, though, I suggest 10 minutes (reflecting the caster level 10 assumed from the haste glyph).

The rend ability of the monster is a little weaker, but the gray render gets 4 feats and an improved BAB by the change in type to magical beast from beast.



pg. 85 - C150
Technically, this is a trap, and should be CR 2, computed as +0 (mechanical base) +1 (damage, 3.5 rounds up to 7) +1 (multiple targets).


pg. 85 - C151
The CR of the trap is not listed, thought the EL is. I figure the trap CR to be 6, computed as +0 (mechanical base) +4 (damage, fall) +1 (damage, acid) +1 (multiple targets). Therefore, the EL should be 6, too.


pg. 86 - C152
The trap CR is not listed, but it is 4 (same as the EL). It is computed as +0 (mechanical base) +4 (damage) -1 (Reflex save DC 15) +1 (multiple targets).


pg. 86 - C153
Fiendish Displacer Beasts (2): hp 55, 61; fire and cold resistance 5; DR 5/magic; SR 11; Smite good 1/day can inflict additional +6 damage to good creatures; see Monster Manual page 66.

The Hide bonus is +10.

Overall, the fiendish displacer beast got slightly weaker.


pg. 86 - C154-155
No Changes.

ZansForCans 
Cherub
(10/5/03 9:42 pm)
Reply
Eeridik
(Minor note Re: dire bat... Stealthy is a new v3.5 feat)

OK, I've only done his human form, but did double-check everything--including the skills! Only a few minor comments:

* I think his Concentration should be +13. You have it green and 14 is in the text, so maybe a minor typo? If he puts 11 skill points (max class ranks) and Con gives +2, I get +13.

* Although this is trivial for the wererat, I have no clue if the animal HD should give the human skill point bonus! The "as if it had multiclassed..." in the lycanthrope skill section suggests it might. It looks like you did--I calculate 48 points spent. Strange... any thoughts?

* Re: Mobility. This is also a bit strange. I know he can use this feat in the other forms, but could he have actually selected it during advancement of his Sor levels since the human form can't? I had the feeling the comment in the lycanthrope feats section was really referring to feats assumed from the base animal, but it's pretty generally written. Also, he is a natural lycanthrope, so maybe it makes some more sense for him (esp. if as Monte has it, he spends most of his time in that form). No biggie from my end here, just a musing...

Other forms:

* Just two minor AC tweaks: in hybrid form, his flat-footed should be 16 (bracers, natural, deflection) and in rat form his touch should be 13 (size, Dex).


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Edited by: ZansForCans  at: 10/6/03 8:20 pm
Infiniti2000
Cherub
(10/6/03 5:48 am)
Reply
ezSupporter
Re: Eeridik
"Minor note Re: dire bat... Stealthy is a new v3.5 feat"
Yeah, I realized that sometime after I wrote the note and forgot about it. Please strike it from the record! :)

"I think his Concentration should be +13. You have it green and 14 is in the text, so maybe a minor typo? If he puts 11 skill points (max class ranks) and Con gives +2, I get +13."

That would not be correct, either, because he has combat casting. What I did was calculate the number of skills and try to keep as close to the original as possible, then spend any leftover skill points (or subtract any extra skill points, but that has not happened in any 3.5 conversion I've seen). I'm fairly sure the skills are correct, otherwise, but I'm sure a mistake is possible.

"Although this is trivial for the wererat, I have no clue if the animal HD should give the human skill point bonus! The "as if it had multiclassed..." in the lycanthrope skill section suggests it might. It looks like you did--I calculate 48 points spent. Strange... any thoughts?"

Good point. I think it is trivial and I would give the benefit of the doubt to the monster, so I think he should get them. He should get the benefit of human or rat unless it says otherwise. Note that his skills/feats don't change, but the ability mods do.

"Re: Mobility. This is also a bit strange."

Interesting point. I'd think he could take a feat if he qualifies for it as a shapechanger. I don't think a druid could, however, but since he can spend all of his time in an alternate form, I think it's okay. Btw, he can get those sorcerer levels in hybrid form. He does not need to be human form to 'level up', as it were.

Thanks for double-checking! Have you taught Lucia how to use the skill point calculator yet? ;)

ZansForCans 
Cherub
(10/6/03 8:00 pm)
Reply
Re: Eeridik
Quote:
That would not be correct, either, because he has combat casting. What I did was calculate the number of skills and try to keep as close to the original as possible, then spend any leftover skill points (or subtract any extra skill points, but that has not happened in any 3.5 conversion I've seen). I'm fairly sure the skills are correct, otherwise, but I'm sure a mistake is possible.


Hmmm, Combat Casting should not normally be included in the skill listing because it's conditional (you have to be casting defensively, grappled, or pinned). See how the following matches with your figuring, if you still have it around:

  
                  Ranks  Ability  Misc  Total  Pts Spent

Climb               3       0       8     11       3
Concentration      11       2             13      11
Craft (Alchemy)    11       1             12      11
Diplomacy           2       3              5       4*
Listen              -       3       2      5       -
Sense Motive        4       3              7       8*
Spellcraft         11       1             12      11
Spot                -       3       2      5       -
Swim                -       0       8      8       -

* = cross-class
Misc: 8's are for dire rat, 2's are for Alertness


He should get 48 points by my reckoning: (9 + 3) x (2 + 1 [Int] + 1 [human]) = 48.

I just started putting in the hybrid form earlier today and it looks like you moved Climb/Swim from Str to Dex for that form, right (per the Dire Rat)?


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Edited by: ZansForCans  at: 10/6/03 8:03 pm
ZansForCans 
Cherub
(10/6/03 8:26 pm)
Reply
Re: Eeridik
One final note (I hope) that I'm posting separately to make sure anyone interested see it.

Do you see his equipment falling off as he changes into dire rat form? The rules say the equipment isn't affected by the shapechange, but does that mean that none of it works for the animal form? Armor and weapons are of course out, but for Eeridik, the bracers and ring could potentially be retained. Thoughts?


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ZansForCans 
Cherub
(10/6/03 9:09 pm)
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Tac & Reo
Reo's Stench DC should only be 14 since the class levels don't go into this calculation: 10 + 1 (HD) + 1 (Con) + 2 (Focus) = 14.

[I'll double-check their skills tomorrow and then I'm done here...]


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Infiniti2000
Cherub
(10/7/03 6:07 am)
Reply
ezSupporter
Re: Tac & Reo
Okay, I fixed Reo. I realized that too late and forgot to go back and fix it. As for the skills on Eeridik, I didn't save the worksheets so I'll take your word for it, so I've modified the Concentration check for each form by one less. Thanks for taking the time on all this.

smetzger
Memunite
(10/9/03 9:13 am)
Reply
Eeridik
His Alignment is not included in any of the statblocks.

ZansForCans 
Cherub
(10/10/03 12:08 pm)
Reply
Done...
Good catch, smetzger. I didn't notice that either.

Reo lost a racial point in Hide from 3.0 to 3.5. He also had extra points to spend (I think that's where your own bump ups come from?), but they are all cleric points by my calc, so I'm coming up with slightly less bumping of those skills because they are cross-class. I end up with his DD unaltered at +3, his Hide back up at +7 (using 3 rogue points and 4 cleric points for 5 ranks total), and Listen right what you have (3 rogue points, 2 cleric points, 4 ranks total).

Tac looks good.

Map H, C124-155, Eastern Bridge Complex has been added.


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Infiniti2000
Cherub
(10/11/03 7:46 am)
Reply
ezSupporter
Re: Done...
Thanks guys. By adding this map, I assume you've fixed the above ZFC so I will not edit the posts.

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