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grimbold
Memunite
(10/28/03 12:34 am)
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Magic items conversion?
Did anyone convert the new magic items, spells, artifacts etc. yet?
My players have just found the sword of earth and there was a huge discussion about the "resist elemts: acid" effect in 3.5...
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ZansForCans 
Cherub
(10/28/03 10:03 am)
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Re: Magic items conversion?
We had a bit of discussion about this a while ago. Since there is no 3.5 analogue for resist elements, the rule just came over with the swords as-is from 3.0.
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arcane12
Memunite
(10/30/03 1:35 pm)
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Re: Magic items conversion?
Is the thread still around? I will do a search. In the meantime I have stated 3.5 stuff for the swords of [element]. I can post here, either the formula, or a user friendly list, if you want.
Strangly enough the items about double in price if you use 3.5 variants. :P I am currently using 3.5 variants IMC but with the 3.0 price
I have already had one party destroy the earth altar (out of sipte, was suprised when the roof started caving in ) and in theory most good parties, once they understand the working of the swords, would destroy them sooner or later. (and NOT sell them... )
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Infiniti2000
Cherub
(10/30/03 7:05 pm)
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ezSupporter
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Re: Magic items conversion?
There's no reason why you can't just make it an endure energy ability that provides energy resistance 5. No need to make it resist energy or the vastly modified endure elements.
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ZansForCans 
Cherub
(10/30/03 9:19 pm)
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Tenaris Glimmerdawn
Found an NPC that slipped through the cracks...
Quote: Tenaris Glimmerdawn: Female elf Ftr3; CR 3 (currently 2 without gear); Medium humanoid (elf); HD 3d10+3; hp 19; Init +7; Spd 30 ft.; AC 13, touch 13, flat-footed 10; Base Atk +3; Grp +5; Atk +5 melee (1d3+2 nonlethal, unarmed) or +6 ranged; SQ Immune to sleep, low-light vision, +2 bonus on saves against enchantment effects; AL CG; SV Fort +4, Ref +4, Will +1; Str 14, Dex 17, Con 13, Int 11, Wis 10, Cha 12.
Skills and Feats: Climb +6, Handle Animal +4, Listen +2, Ride +6, Search +2, Spot +2; Dodge, Improved Initiative, Mounted Archery, Mounted Combat.
Possessions: None.
Tenaris is bound in chains in the Earth Temple’s prision, C219.
Tenaris had 2 extra skill points spent and her Climb ranks were above her max of 5.
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ZansForCans 
Cherub
(10/30/03 11:11 pm)
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Room bits
Quote: p. 101 — The Swordmaster is in area 230, not 226 as mentioned under the text for Security Level B.
p. 102 (C220) — “In addition to the magic circle against good effect…”
“Average Xorn: hp 48; see Monster Manual page 261.”
Xorn have Toughness now and slightly better AC. Their resistance to slashing weapons is now DR 5/bludgeoning. Note that there is a printing error in the feats lines of xorn for (at least) the first printing of the v3.5 MM. The second and following lines should all be shifted over a whole column. Thus, the average Xorn has CleaveB, Multiattack, Power Attack, and Toughness. Cleave is also new for them in v3.5.
“Troglodytes (6): hp 9, 14, 11, 13, 13, 18; 2d10 gp each; see Monster Manual page 246.”
p. 103 (C221) — “Earth Mephit: hp 19; see Monster Manual page 182.”
All mephits gained a feat in v3.5. Earth mephits gained Toughness.
p. 103 (C222) — The quote box should not include the sentences: "Hundreds of centipedes and millipedes are here, drawn by the corruption of Uaskthoth's magic. Only a few pose a threat."
“Small Monstrous Centipedes (8) : hp 2 each; see Monster Manual page 286.
Medium Monstrous Centipedes (8) : hp 4 each; see Monster Manual page 286.”
An interesting alternative here for v3.5 has been suggested by msherman:
Centipede Swarm: hp 31; see Monster Manual page 238.
This swarm is CR 4, a close match to the EL 5 the original provides. Swarms are not hurt by physical weapon damage, requiring some creative combat techniques. Their attack provides a more appropriate and wonderfully creepy visual than facing off against the solitary big guys above.
Infiniti2000 suggests taking this further by applying a fiendish or pseudonatural (Tome & Blood) template. The fiendish change looks like this:
Fiendish Centipede Swarm: hp 31; see Monster Manual page 238 & 107. Magical Beast (extraplanar), Int 3 (understands abyssal), Smite Good (1/day, +9 damage to good creature), DR 5/magic, resistance to cold and fire 10, SR 14, AL NE, CR 6.
p. 103 (C223) — Under v3.5, bear’s endurance is a much shorter duration spell and should be added (perhaps first) to Uskathoth’s list of spells to cast before combat. It will change his stats to: Con 18, hp 69, Fort +12, Concentration +11. If he casts bull’s strength as well: Str 18, +2 to melee attacks, +2 to all damage (except his bite which only gains +1). Note that aid grants an additional +6 temporary hit points in v3.5 for him now. Finally, he is listed as casting protection from good, but he does not have one memorized. Shield of faith is a good alternative that he does have listed as having on hand.
Furthermore, there is no password for this glyph of warding. Note that the standard Reflex save is 14 for such a trap. With the damage, we must assume that it was placed by a level 10 or greater cleric (or a scroll from such), rather than Uskathoth, who is only level 6. In any case, it is now CR 4 in v3.5.
p. 103 (C224) — “Manticore: hp 60; see Monster Manual page 179.”
The manticore’s size and reach has been reduced as it is only Large now. However, its AC and attacks are up slightly as a result. They also now have Flyby Attack, Track (a nice bonus for scent), and Weapon Focus for its spikes.
There's a severed human hand hidden amongst rocks. No Search DC is given, so assume DC 25.
p. 104 (C226) — “Medium Earth Elemental: hp 30; see Monster Manual page 97.”
p. 104 (C227) — “Poisoned Dart Trap: CR 8…”
In v3.5, the CR of this trap should probably change slightly. If you treat each dart as a trap (CR 1) and combine twelve of them as multiple, independents the CR is 8. However they are linked in pairs, so it might also be reasonable to treat them as six CR 2 traps (+1 for the poison, +1 for either multiple targets or more poison, however you’d choose to classify it) in which case the CR is 7 or 6.
p. 105 (C234) — “Troglodytes (2): hp 15, 12; 2d10 gp each; see Monster Manual page 246.”
That should do it...
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Infiniti2000
Cherub
(10/31/03 5:57 am)
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ezSupporter
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Re: Room bits
You spelled non-lethal wrong on Tenaris.
Re: password for Uskathoth's glyph; I recommend "Die, Fachish, die!"
"An interesting alternative here for v3.5 is:... Centipede Swarm"
Oh, fine, now you tell me!
"This swarm is CR 4, a close match to the EL 5 the original provides..."
A good idea would be to 'advance' the swarm by making it fiendish or pseudonatural. For Fiendish, add the following line:
[font color=orange][b]Fiendish Centipede Swarm[/b]: hp 31; see [i]Monster Manual[/i] page 238. Magical Beast (extraplanar), Int 3 (understands abyssal), Smite Good (1/day, +9 damage to good creature), DR 5/magic, resistance to cold and fire 10, SR 14, AL NE, CR 6.[/font]
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msherman
Kalkydrite
(10/31/03 7:06 am)
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Re: Room bits
Quote: Oh, fine, now you tell me!
Bah! I first suggested that on September 2, way at the top of this thread.
Making it fiendish is _evil_! The DR is wasted, but the fire/cold resistance stacks really nicely with their other defenses.
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ZansForCans 
Cherub
(10/31/03 1:27 pm)
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Re: Room bits
Quote: Bah! I first suggested that on September 2
Yeah, I'm not taking any credit for it
On the other hand, I will take a tiny bit of credit for the fact that Map L (C218-234, Earth Temple) has been added.
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