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Comment
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Admiral Xzar
Faen
(8/28/03 9:33 am)
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101-105 - Map L (C218-234, Earth Temple) Conversion [3.5]
ok, next map...
give me some time to work over it, because i have prep-work for my party to do at the same time.
Xzar
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msherman
Giant
(9/2/03 3:24 am)
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Re: 101-105 - Map L (C218-234, Earth Temple) Conversion [3.5
Xzar, I have one suggestion for converting the Earth temple. In room 222 (Uskatoth's Pets), there's EL5 worth of Giant Centipedes. I think replacing that with a Centipede Swarm (CR4) would be a reasonable option to present in the conversion notes. That's what I've done IMC for the restocked earth temple (the players didn't clear this room last time through the temple).
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Admiral Xzar
Faen
(9/4/03 4:36 am)
Reply
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Re: 101-105 - Map L (C218-234, Earth Temple) Conversion [3.5
i will check this, but i think your suggestion is a good call...
sorry that there isn`t anything in this thread until now...
Xzar
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Admiral Xzar
Faen
(9/9/03 12:15 am)
Reply
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Re: 101-105 - Map L (C218-234, Earth Temple) Conversion [3.5
C 234
Quote: Page 105 C234
Troglodytes (2): hp 15, 12; 2d10 gp each; see Monster Manual page 247.
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smetzger
Faen
(9/16/03 1:27 pm)
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Greshta C233
C233:
Quote: Greshta Female Troglodyte Rogue 3; Medium Humanoid (Reptilian) ; CR 4; HD 2d8+3d6; hp 19;Init +2; Spd 20 ft; Space/Reach 5 ft./5 ft.; AC 23 (+2 Dex, +6 natural, +5 armor), touch 12, flat-footed 21;
Base Atk +3; Grp +3; Atk +4 melee (1d8/x3/reach10, longspear) or +3 melee (1d4 bite or claw) or +6 ranged (1d6 javelin);Full Atk +4 melee (1d8/x3/reach10 longspear) and +1 melee (1d4 bite); or 2 +3 melee (1d4, claw) and +1 melee (1d4, bite); or +6 ranged (1d6);
SA Stench, sneak attack +2d6; SQ Darkvision 90 ft., trapfinding, evasion, trapsense +1; AL CE; SV Fort +4, Ref +5, Will +1; Str 10, Dex 14, Con 10, Int 8, Wis 10, Cha 10
Skill/Feats: Hide +11*, Listen +9, Move Silently +10, Search +2, Spot +2, Multiattack, Weapon Focus (javelin), Weapon Focus (long spear)
Stench(Ex): When angry of frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except themselves) within 30 feet must succeed on a DC 11 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.
Skills(): The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves by another +4.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Possessions: 3 potions of invisibility, boots of elvenkind, chitin breastplate, longspear, 5 javelins, pouch with 100 gp.
Notes:
chitin armor +5 AC, +4 dex bonus, -3 check penalty
skills
Hide = +4 racial +3 dex -3 armor +6 ranks = +10
Listen = +8 ranks
MS = +3 Dex -3 armor +4 ranks = 4
Search = -1 Int +3 ranks = 2
Spot = +2 ranks = +2
total = 23 ranks but it should be 5 for racial plus 21 for Rogue, therefore need 3 more ranks
therefore +1 Hide, listen, and MS
9/22 Adjusted Init, Speed should be 20 ft for medium armor.
9/24 Dang, I don't know how I forgot the +5 MS for elf boots
Edited by: smetzger at: 9/24/03 4:59 am
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smetzger
Faen
(9/16/03 2:04 pm)
Reply
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Swordmaster C230
C230
Quote: Swordmaster Troglodyte Fighter 4, Medium Humanoid (Reptilian); CR 5; HD 2d8+4 +4d10+8; hp 60;
Init +4; Spd 20 ft; Space/Reach 5 ft./5 ft.; AC 23 (+6 natural, +7 armor), touch 10, flat-footed 23; Base Atk +5; Grp +7; Atk +10 melee(2d6+7/19-20 sword of earth) or +7 melee (1d4+3 bite/claw) or +6 ranged (1d6+2 javelin); Full Atk +10 melee(2d6+7/19-20 sword of earth) and +5 melee (1d4+1 bite) or 2 claws +7 melee (1d4+3) and +5 melee (1d4+1, bite) or +6 ranged (1d6+2 javelin)
SA Stench; SQ Darkvision 90 ft.; AL CE; SV Fort +9, Ref +1, Will +1; Str 14, Dex 10, Con 14, Int 8, Wis 10, Cha 8
Skills and Feats: Climb –3; Hide +0*; Listen +3; Cleave, Improved Initiative, Multiattack, Power Attack, Weapon focus (greatsword), Weapon Focus (javelin), Weapon Specialization (greatsword);
Stench(Ex): When angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except themselves) within 30 feet must succeed on a DC 13 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.
Skills(): The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves by another +4.
Possessions: Sword of Earth (+2 greatsword, when drawn weilder gains endure elements: acid; 1/day project blast of solid rock for 3d6 damage as ranged touch attack with a range of 30’), 4 javelins, half-plate
Notes: half-plate +7 AC, +0 Dex, -7 check
I get +7 damage for the sword of earth (+2 sword +2 specialization +3 str [1.5 for two-handed weapon])
Skills:
climb +2 str -7 armor +2 rank = -3 // 2 fighter skill points
Hide +4 racial -7 armor +3 rank = +0 // 3 humanoid skill points
Listen +4 rank = +4 // 2 humanoid + 4 fighter ... oops too many
Listen and Hide must be purchased cross-class for a fighter, therefore he has 1 extra rank.
I removed 1 rank from Listen
HP is very close to the maximum of 70, but I kept them as is.
Natural Attacks got +1.5 str bonus for primary and +1/2 for secondary damage
9/22 Speed should be 20 ft for half-plate
Edited by: smetzger at: 9/22/03 6:03 am
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arcane12
Faen
(9/16/03 4:46 pm)
Reply
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Re: Swordmaster C230
std damage is:
Main attack: + str , Secondary attack: +1/2 str
If the creature only has one natural attack it gets: +1 1/2 str
Bite is usually a secondary attack.
Dragons break this rule, and have 1 1/2 str on their bite, and full bonus, and treat any other attacks as secondary. As most bite attacks usually have more damage than claw attacks this is one of the many things that makes dragons nasty! (not that talking about dragons has any relevance but dragons are cool, 'nuff said.)
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smetzger
Faen
(9/17/03 8:23 am)
Reply
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Miikolak C226
C226
Quote: Miikolak, Female Troglodyte Cleric 5 Medium Humanoid (Reptilian); CR 6; HD 2d8+4 (13 hp); Init +0; Spd 20 ft; Space/Reach 5 ft./5 ft.; AC 24 (+6 natural +8 armor), touch 10, flat-footed 24; Base Atk +4; Grp +4; Atk +6 melee (1d6 quarterstaff) or claw +4 melee (1d4) or +5 ranged (1d6 javelin); Full Atk +6 melee (1d6 quarterstaff) and bite +2 melee (1d4) or 2 claws +2 melee (1d4) and bite +2 melee (1d4) or +5 ranged (1d6 javelin); SA Stench, Rebuke Undead 3/day; SQ Darkvision 90 ft., insanity, earth domain, evil domain; AL NE; SV Fort +9, Ref +1, Will +4; Str 10, Dex 11, Con 14, Int 10, Wis 13(11*), Cha 10
Skills and Feats: Climb +0, Concentration +7, Hide +4(+6), Knowledge (religion) +5, Listen +5, Multiattack, Scribe Scroll, Weapon Focus (quarterstaff), Weapon Focus (javelin)
Stench(Ex): When angry of frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except themselves) within 30 feet must succeed on a DC 13 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.
Skills(): The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves by another +4.
Insanity Wis 15 for bonus spells and DCs, Wis 11 for other Wisdom based checks
Spells Prep: (5/5/4/2; base DC = 12 + spell level) 0-cure minor wounds, detect magic, guidance(2), resistance; 1st-bane, bless, divine favor, protection from good*, shield of faith; 2nd-bull’s strength, bear's endurance, soften earth and stone*, spiritual weapon, summon monster II; 3rd- dispel magic, stone shape*
Possessions: Ring of climbing, cloak of resistance +1, potion of cure serious wounds, divine scroll of cure moderate wounds and summon monster III, 2 javelins, MW quarterstaff, chitin full plate armor, curved knife, 56 gp, earth temple symbol
Notes:
chitin full plate armor +8 AC, +2 dex, -5 check
Skills 10 Trog & 10 Cleric
Climb -5 armor +5 ring(new) = +0 Ring of Climbing only grants a +5 bonus instead of a +10
Concentration +2 con +5 cleric = +7
Hide +4 racial -5 check +3 trog = +2 +2 = +4
Knowledge (religion) +5 cleric = +5
Listen +3 Trog = +3 +2 = +5
So we have 4 missing Trog skill points, lets add 2 Hide and 2 Listen
Looks like they forgot that Insanity applies to bonus spells I added Summon Monster II for the bonus 2nd level spell
9/22 - Init changed to +0
Edited by: smetzger at: 9/23/03 9:42 am
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WarrenWright
Faen
(9/17/03 10:57 am)
Reply
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wow
Very timely work smetzger. My sunday game last weekend was cancelled, and we were slated for them to start into the (highly alerted) earth temple.
I'm out of town all weekend until my game starts sunday night, and you are saving my life by converting the priests for me ! ! !
I _will_ return the favor at some point when I reach a section that hasn't been converted, and have time to commit to it.
Warren
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smetzger
Faen
(9/17/03 11:43 am)
Reply
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C223 Uskathoth
C223
Quote: Uskathoth Troglodyte Cleric 6 Medium Humanoid (Reptilian); CR 7; HD 2d8+4 +6d8+12; hp 53;Init +1; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 27 (+1 Dex, +6 natural, +10 armor), touch 11, flat-footed 26; Base Atk +5; Grp +7; Atk +8 melee (1d8+2 morningstar) or claw +7 melee (1d4+2) or +7 ranged (1d6+2 javelin); Full Atk +8 melee (1d8+2 morningstar) and bite +5 melee (1d4+1), or claw +7 melee (1d4+3) and bite +5 melee (1d4+1), or +7 ranged (1d6+2 javelin); SA Stench, rebuke undead 4/day; SQ Darkvision 90 ft., insanity 3, earth domain, madness domain; AL NE; SV Fort +10, Ref +3, Will +7; Str 14, Dex 13, Con 14, Int 12, Wis 17(14), Cha13
Skills and Feats: Concentration +9, Hide +2(+6), Knowledge (religion) +7.5, Listen +9, Spellcraft +8, Dodge, Multiattack, Scribe Scroll, Weapon focus (javelin)
Stench(Ex): When angry of frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except themselves) within 30 feet must succeed on a DC 13 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.
Skills(): The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves by +4
Insanity score 3; Wis 20 for bonus spells and DCs, Wis 14 for other Wisdom based checks
Spells Prep: (5/6/5/4; base DC = 15+spell level): 0-cure minor (2), detect magic, guidance, resistance; 1st-cure light wounds, divine favor (2), magic weapon, lesser confusion, shield of faith; 2nd- aid, bull’s strength, bear's endurance, resist energy, Tharizdun’s touch*; 3rd-bestow curse, blindness/deafness, magic vestment, rage*
Diety: Elder Elemental Eye. Domains: Earth(turn or destroy air creatures, rebuke or command earth creatures), Madness (1/day add insanity to Wis based roll)
Possessions: Gloves of Dexterity +2, potion of cure moderate wounds, divine scroll of dispel magic, MW morningstar, 3 javelins, full plate armor, heavy steal shield, curved knife, three 75 gp gems (rose quartz), iron key (opens chest in area 223), lesser key of earth
Tactics: As a general rule Uskathoth casts Bear's Endurance at the first hint of trouble. Before going into battle he casts Bull's Strength, Protection from Good, and Aid
Notes: Looks like Monte forgot the +1 CR for Trog.
full plate & heavy steel shield +10 AC, +1 Dex, -8 check
Skills: 15 Trog + 18 Cleric
Concentration +2 Con +6 cleric = +8
Hide +4 racial +1 dex -8 armor +3 trog = +1
Knowledge(religion) +1 int +6 cleric = +7
Listen +2 Wis +4 Trog = +6
Spellcraft +1 Int +6 Cleric = +7
Missing 8 Trog skills, so I added 2 to hide and 1 to listen ; 2 Conc, 2 Know(religion), 1 Spellcraft
Had 2 Rage spells preped so I replaced one with blindness/deafness
9/18 replacemed lesser confusion for Random Action
9/22 adjusted allocation of new skill points with max ranks in consideration
Edited by: smetzger at: 9/22/03 6:12 am
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smetzger
Faen
(9/17/03 11:45 am)
Reply
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Re: wow
Quote: Very timely work smetzger. My sunday game last weekend was cancelled, and we were slated for them to start into the (highly alerted) earth temple.
Yeah, my guys are probably gonna reach the earth temple in this Friday nights session. So, I thought I would work backwards from the entrance and see what I get done.
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arcane12
Faen
(9/17/03 11:49 am)
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Re: wow
random action has been renamed : confusion, lesser. (I would just write lesser confusion, sounds stupid otherwise )
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WarrenWright
Faen
(9/17/03 1:24 pm)
Reply
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Re: wow
My guys will probably slaughter it...even with the temple expecting them.
They are all 7th-9th level, and there are 5 of them plus 2 cohorts.
Warren
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smetzger
Faen
(9/18/03 5:30 am)
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C220 Snearak
C220
Quote: Snearak Troglodyte Cleric 5 Medium Humanoid (Reptilian); CR 6; HD 2d8+4 +5d8+10; hp 46;
Init -1; Spd 20 ft; Space/Reach 5 ft./5 ft.; AC 25 (-1 Dex, +6 natural, +10 armor), touch 9, flat-footed 25; Base Atk +4; Grp +4; Atk +5 melee (1d8, MW morningstar) or claw +4 melee (1d4) or +5 ranged (1d6 javelin); Full Atk +5 melee (1d8, MW morningstar) and bite +2 melee (1d4); or 2 claws +4 melee (1d4) and bite +2 melee (1d4); or +5 ranged (1d6 javelin); SA Stench, rebuke undead 4/day; SQ Darkvision 90 ft., insanity 2, earth domain, evil domain; AL NE; SV Fort +9, Ref +2, Will +5;Str 10, Dex 9, Con 15, Int 11, Wis 15(13), Cha 12;
Skills and Feats: Concentration +7, Hide +0(+4), Knowledge (religion) +5, Listen +6, Multiattack, Scribe Scroll, Lightning Reflexes, Weapon Focus (Javelin).
Stench(Ex): When angry of frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except themselves) within 30 feet must succeed on a DC 13 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.
Skills(): The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves by another +4.
Spells Prep: (5/5/4/3; base DC=13+spell level): 0-cure minor, detect magic, detect poison, guidance, resistance; 1st-bane,bless,command, magic stone*, shield of faith; 2nd-hold person(2), spiritual weapon, soften earth and stone*; 3rd-cure serious wounds, dispel magic, stone shape*
Domains: Earth (turn or destroy air creatures, rebuke or command earth creatures); Evil (cast evil spells at 6th level))
Possessions: Wand of summon monster III(12 charges), potion of cure light wounds, divine scroll of hold person, remove paralysis, protection from energy, 2 javelins, MW morningstar, full plate armor, heavy steal shield, 90 gp gem (agate), earth temple symbol, lesser key earth.
Notes:
full plate & heavy steel shield +10 AC, +1 Dex, -8 check
Looks like the majorly messed up his saves in the orginal
Skills: 10 trog and 10 cleric
Concentration +2 Con +5 cleric = +7
Hide +4 racial -1 Dex -8 check +12 trog = +7 -5 skill points
Knowledge (religion) +5 cleric = +5
Listen +1 Wis +3 trog = +4
I count 5 extra skill points from Trog and exceeds max trog skill points for hide; therefore -7 hide and +2 Listen
9/22 Adjusted for max rank considerations
Edited by: smetzger at: 9/22/03 7:52 am
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smetzger
Faen
(9/18/03 6:37 am)
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Troglodyte Warrior
C218 and C220
Quote: Troglodyte Warrior 1; Medium Humanoid (Reptilian); CR 2; HD 2d8+4 +1d8+2; hp varies see text(19 avg); Init -1; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 15 (-1 Dex, +6 natural), touch 9, flat-footed 15; Base Atk +2; Grp +2; Atk +3 melee (1d8/x3/reach10 longspear) or claw +2 melee (1d4) or +2 ranged (1d6 javelin); Full Atk +3 melee (1d8/x3/reach10 longspear) and claw +0 melee (1d4) and bite +0 melee (1d4); or 2 claws +2 melee (1d4) and bite +0 melee (1d4); or +2 ranged (1d6 javelin); SA Stench; SQ Darkvision 90 ft.; AL CE; SV Fort +7, Ref -1, Will +0;
Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills and Feats: Climb +1, Hide +6 (+10), Listen +2, Multiattack, Weapon Focus (javelin), Weapon Focus (longspear)
Stench(Ex): When angry of frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except themselves) within 30 feet must succeed on a DC 13 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.
Skills(): The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves by another +4
.
Possessions: longspear, 5 javelins, pouch with 200 gp, emerald pendant on silver chain (1,000 gp)
Notes:
Notes:
Skills: 5 trog, 1 War
Climb +1 War = +1
Hide +4 racial -1 dex +3 trog = +6
Listen +3 trog = +3 -1 = +2
I count 1 too many trog skill points so I reduced Listen by 1
Are each one of these guys supposed to have pouch with 200 gp, emerald pendant on silver chain (1,000 gp) ?
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Admiral Xzar
Faen
(9/19/03 3:12 am)
Reply
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thanks to smetzger
thx smetzger for your work, i had some problems with my pc and i´m very busy with familiy stuff/work...
it came everything at the same time together... great!
next time i can really work on a section is in one week...
Xzar
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arcane12
Faen
(9/21/03 2:31 pm)
Reply
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Re: thanks to smetzger
This is good stuff My parties are just breaking into here so, this is good.
A couple of notes:
1) Movement rates: The first couple of Trogs (greshta, swordmaster, and miikolak) have a speed of 30 , in medium or heavy armour.
2) Greshta and miikolak init's are wrong.
3) in Uskathoth and Snearak you have calculated thier trog skills with too many ranks (the should have max ranks of five, so having 7 ranks from trog skills wont work). for U just pop the extra skills into something else cross class. For S he will have to take another hit on hide, but bumping his listen.
Still all in all pretty good Can wait to use them (though one party has already taken down the rogue, swordmaster, and first cleric :/ I forgot their stench - luckily they had dispel magics to get rid of some of the haste)
---edit---
argh, sorry, also forgot to mention the boot of elvenkind on G.
And in relation to the pendant thing on the trog warriors what do you think should be done? they are worth 1K each! I think there is only about 6 warriors so it shouldn't pose too much of a problem as the human warriors had a potion of CLW, a MW weapon and MW armor totaling about 700gp+ , so I guess it isn't too out of line. Perhaps alter them somewhat to look like earth temple symbols, making them harder to pawn (who would want to try and sell unholy symbols in their standard jewelers shop?)
Edited by: arcane12 at: 9/23/03 12:22 pm
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ZansForCans 
Cherub
(10/26/03 2:07 pm)
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Re: Greshta
I made a few minor changes to Greshta:
* I removed the bite from the normal attack line. In 3.5, there's a new rule that the secondary attacks always have the -5/-2 penalty even if they are used for a single attack (AoO, etc). I figure she'd be unlikely to use it in this case.
* Skills: I think her armor got lost in the MS transcription. Also, she has a max rank of 8, so Listen can't go that high. Finally, her Dex bonus is only +2, not +3. Putting that all together, I get Hide +8*, Listen +8, Move Silently +7, Search +2, Spot +2. As a side note for the 3.0 errata, as smetzger notes, she hasn't spent all her ranks. She has 6 rogue points unspent in the text.
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ZansForCans 
Cherub
(10/26/03 10:13 pm)
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Swordmaster
If a creature has more than one natural weapon, it only gets +Str to the primary (not 1.5 Str) [edit-noticed arcane12 said this above--I concur! ]. I removed the bite on the Atk like for the same reason as Greshta above. Also, down at the level of minutia, trogs had skill points spent as 3/3 (Hide/Listen) in 3.0 and go down to 2/3 in 3.5. So, if you swap the humanoid points spent for the Swordmaster, he doesn't actually have any extra ranks spent. His Hide just drops to -1. But this works too
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info :: demoEdited by: ZansForCans at: 10/26/03 10:18 pm
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ZansForCans 
Cherub
(10/26/03 11:03 pm)
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Miikolak
Her HD line looked wierd, so I just replaced it with the one from the text. Also, her saves listed here didn't include her cloak. I added the line about Turning bonus since she has the 5 ranks in Knowledge (religion). However, I don't think she gets that extra spell. A 5th level cleric gets 2+1 by default. The bonus brings her up to 3+1, which is what the text has.
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ZansForCans 
Cherub
(10/27/03 11:38 pm)
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Uskathoth, et al.
The notes about U's skills didn't quite match the stat block line. I think maybe it didn't get tweaked for the max rank issue? Anyway I've got Listen at +7, Knowledge (religion) +7(.5), and Spellcraft at +8 for him.
The others look good! Made some trivial tweaks to the Atk lines here and there per my comments above and added some turning notes, but that's about it.
NPCs here are all done. Since it doesn't look like anyone picked up the rooms, I'll scan through them over the next day or so.
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