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Daeinar
Faen
(9/9/03 8:10 am)
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3.5: 111-112 - OF06-12 (Naquent, Minotaurs)
Quote:
Naquent: human Clr10; CR 10; Medium humanoid (human); HD 10d8+10; hp 54; Init +0; Spd. 20 ft.; AC 21 (+9 +1 full plate, +2 heavy steel shield), touch 10, flat-footed 21; Base Atk +7; Grp +7; Atk +8 melee (1d8, masterwork morningstar) or +7 ranged (1d8/19-20, light crossbow); Full Atk +8/+3 melee (1d8, masterwork morningstar) or +7 ranged (1d8/19-20, light crossbow); SA Rebuke undead 5/day; SQ insanity; AL CE; SV Fort +11, Ref +6, Will +9; Str 10, Dex 11, Con 12, Int 16, Wis 18, Cha 14.
Skills and Feats: Concentration +14, Diplomacy +15, Heal +12, Knowledge (Arcana) +16, Knowledge (Religion) +16, Spellcraft +16; Brew Potion, Craft Wand, Grear Fortitude, Lightning Reflexes, Scribe Scroll

Insanity (Ex): Insanity score 5. Wis 23 for bonus spells and DCs; Wis 13 for all other Wis-based checks.

Turn undead: Naquent receives a +2 to turning rolls because she has 5 ranks of knowledge (religion).

Cleric Spells Prepared (6/7/7/5/4/4; base DC 16 +spell level): 0- cure minor wounds, detect magic, guidance (2), read magic, resistance 1st- command, divine fafor, doom, protection from good*, sanctuary, shield of faith, summon monster I; 2nd – death knell, bear’s endurance, hold person, silence, spiritual weapon (2), Tharizdun’s touch*; 3rd – cure serious wounds, magic circle against good*, magic vestment, protection from energy, summon monster III; 4th – cure critical wounds, poison, spell immunity, summon monster IV, unholy blight*; 5th – dispel good*, greater command, spell resistance, slay living

*Domain spell. Deity: Tharizdun. Domains: Evil (cast Evil spells at 11th level); Madness (1/day add insanity score to Wis-based roll)

Possessions: +1 full plate, heavy steel shield, masterwork morningstar, light crossbow, 10 bolts, ochre robes, boots of speed, cloak of resistance +1, wand of dispel magic (20 charges), potion of fly, divine scroll of true seeing, summon monster V and invisibility purge, holy symbol (obex)
Naquent is typically found in the Outer Fane, area 6 (Page 111).

The errata was kinda weird, because it indicated that Naquent had 1 skillpoint to much, but not what to do about it. Since she had too many ranks in Heal anyway, I took it away there.
Ethereal Jaunt ist a 7th level spell now. I replaced it with slay living.


Edited by: Daeinar at: 9/9/03 12:45 pm
Daeinar
Faen
(9/9/03 1:21 pm)
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Re: 3.5: 111-112 - OF06-12 (Naquent, Minotaurs)
Quote:
Minotaur Guards: Minotaur Bbn 2; CR 6; Large monstrous humanoid; HD 6d8+12 plus 2d12+4; hp varies (see text); Init +0; Spd. 40 ft.; AC 18 (-1size, -1 dex, +5 natural, +5 +1 large chain shirt), touch 8, flat-footed 18; Base Atk +8; Grp +18; Atk +14 melee (2d8+9, large masterwork greataxe) or +13 melee (1d8+6, gore); Full Atk +14/+9 melee (2d8+9, large masterwork greataxe) and +8 melee (1d8+6, gore); Space/Reach: 10ft./10ft.; SA Powerful charge 4d6+9, rage; SQ Darkvision 60ft., natural cunning, scent, uncanny dodge (Dex bonus to AC); AL CE; SV Fort +9, Ref +4, Will +5; Str 22, Dex 8, Con 15, Int 6, Wis 10, Cha 7.

Skills and Feats: Intimidate +2, Listen +9, Search +2, Spot +9; Great Fortitude, Power Attack, Track

Powerful Charge (Ex): A minotaur guard typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +13 attack bonus that deals 4d6+9 points of damage (or +15 attack bonus, 4d6+12 when raging).

Natural Cunning (Ex): Although minotaur guards are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Rage (Ex): 1/day – hp +16, AC 16, touch 6, flat footed 16; Atk +16 melee (2d8+12, large masterwork greataxe) or +15 melee (1d8+8, gore); Full Atk +16/+11 melee (2d8+12, large masterwork greataxe) and +10 melee (1d8+8, gore); SV Fort +11, Will +7; Str 26. Con 19. Lasts 7 rounds, then fatigued.

Possessions: large masterwork greataxe, large +1 chain shirt, potion of haste

The minotaur guards are typically found in the Outer Fane, area 12 (Page 112).

The conversion of the minotaurs was rather messy. I was actually forced to build them from scratch to avoid too much confusion – although the result is pretty much the same.
The ability scores do not match with standard minotaurs, nor with any of the standard arrays. I simply left them at what Monte originally wrote up – though I’d rather use the elite array.
Much less skill points in 3.5E.

Note that the powerful charge description does not take into account the +2 attack bonus form charging.


Daeinar
Faen
(9/15/03 12:09 pm)
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Re: 3.5: 111-112 - OF06-12 (Naquent, Minotaurs)
Quote:
Outer Fane

Area 9: Bugbears: See Monster Manual page 29. Tactics: ..carry heavy shields…

Area 10: Mhunaath and Yklah, Dark Nagas: See Monster Manual page 191.

Area 11: Elder Tojanida: See Monster Manual page 244.

Area 12: Insentorix: Quasit; hp 30; HD 6; CR 3; add +1 to AC, +4 to attacks, +2 to saving throws, +1 Dex, 24 skill points, Flyby Attack; See Monster Manual page 46.

* I just didn’t feel that Insentorix was worth the effort of typing in a full statblock. But perhaps somebody feels for him. ;)


And with that, this section is finished.

I'm writing some exams next week, and the semester starts soon after that, but I'll see if I can contribute. Possibly doing Nulb and The Old Temple...

Infiniti2000
Cherub
(10/31/03 8:35 am)
Reply
ezSupporter
Re: 3.5: 111-112 - OF06-12 (Naquent, Minotaurs)
"I just didn’t feel that Insentorix was worth the effort of typing in a full statblock. But perhaps somebody feels for him"

I guess I feel for him. :)

Quote:
Insentorix: Tiny Outsider (chaotic, evil, extraplanar); Quasit; CR 4; HD 6d8 (30 hp); Init +8; Spd 20; AC 19 (+2 size, +4 Dex, +3 natural; touch 16, flat-footed 15); BAB +6; Grapple -3; Atk +12 melee (1d3-1 plus poison, claw); Full Atk +12 melee (1d3-1 plus poison, 2 claws) and +7 melee (1d4-1, bite); SA Poison, spell-like abilities; SQ Darkvision 60ft, alternate form, DR 5/cold iron or good, fast healing 2, immunity to poison, resistance to fire 10; Space/Reach 2˝/0; AL CE; SV Fort +5, Ref +9, Will +6; Str 8, Dex 18, Con 10, Int 10, Wis 12, Cha 10.

Skills and Feats: Bluff +9, Diplomacy +2, Disguise +0 (+2 acting), Hide +21, Intimidate +2, Knowledge (religion) +9, Listen +10, Move Silently +13, Search +9, Spellcraft +9, Spot +9; Ability Focus (poison), Improved Initiative, Weapon Finesse; common, abyssal.

Poison (Ex): Injury, fortitude save DC 17; initial damage 1d4 Dex, secondary damage 2d4 Dex. The save is Con-based and includes a +2 racial bonus.

Spell-like Abilities: At will – detect good, detect magic, invisibility (self only); 1/day – cause fear (as the spell except that its area is 30ft from the quasit, DC 11). Caster level 6th. The DCs are Charisma-based. 1/week – commune (six questions, caster level 12th).

Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack.

I put 3 skill points on each skill (8 skills) since he only gained 3HD and has no modifier for intelligence. I gave him a point in Dex at 4HD and gave him ability focus (poison) for his 6HD feat. Because of the feat I made his CR4 instead of 3 (it's +1 CR per 2HD, so it's halfway and I rounded up in the players' favor).

ZansForCans 
Cherub
(11/5/03 2:48 pm)
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Naquent
I think her Heal only needs to drop to +14, not +12. She did have one extra skill point by my reckoning too. Her Spellcraft is bumped up +2 due to her ranks in Knowledge (arcana). I put a note about haste changes for her boots in the comment block.


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arcane12
Memunite
(11/5/03 5:30 pm)
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Re: Naquent
That's a bit of a bugger about etheral jaunt ... How about giving her a Cape of the Mountebank rather than those boots of speed (and I guess drop the cloak of resistance too) as the Haste effect no long does what Monte would have put it there for : 2 spells per round (there is quite a few of these types isn't there ;) ) and the cape would allow her to do the one part of her tactics that is mentioned. (She seems to be a second line throw spells type cleric). :)

ZansForCans 
Cherub
(11/5/03 8:53 pm)
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Minotaurs
I tweaked a few of the damage entries. Their large greataxe is now 3d6 in v3.5. The gore gets full Str during a standard Atk (as you have), but it drops to 1/2 Str when used as a secondary on the Full Atk.

I kept coming up with one extra skill point spent for both the original (27 vs. 26) and new (14 vs. 13) version here. I knocked one off of Intimidate, but someone is welcome to triple-check me on it...

I added a note about the haste effect changing for them in v3.5.


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ZansForCans 
Cherub
(11/5/03 9:01 pm)
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Re: Naquent
Quote:
That's a bit of a bugger about etheral jaunt ...


Ah, I missed the bit about the tactics section. A very good point! I think that's a bit too much to change in the stat block itself, but I'll put your comment in the notes section.

Edit: After comparing prices, in v3.5 losing the boots and cloak for the cape leaves her with 3,000 gp to spend. I didn't make any recommendations, but did note it in the comments.


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Edited by: ZansForCans  at: 11/5/03 9:22 pm
ZansForCans 
Cherub
(11/5/03 10:15 pm)
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Room comments...
I added some additional bits for some of the rooms:

OF9:
Quote:
“Bugbears (7): hp 16, 20, 13, 18, 16, 15, 20; AC 22, touch 11, flat-footed 21; Longsword +5 melee (1d8+2); Composite longbow [+2 Str] +3 ranged (1d8+2); Climb –4, Hide –3, Move Silently –1; Weapon Focus (longsword); 3d10 gp each; see Monster Manual page 27.”

Under Tactics: “..carry heavy shields…”

Under Development: “(Listen +4)”


OF10:
Quote:
All nagas gained Eschew Materials as a bonus feat in v3.5. There is a “typical spells known” block in the v3.5 Monster Manual now, which you could consider as an alternative to the one provided in the adventure, perhaps just for one of them for diversity. Note that if they use their potion of haste, it does not allow extra partial actions in v3.5 (like casting two spells per round). Instead, it grants an extra attack when taking a full attack action (plus various bonuses).


OF11:
Quote:
Elder Tojanida: hp 130; AC 26, touch 10, flat-footed 25; see Monster Manual page 244.”

The Elder Tojanida gained Alertness and Improved Sunder in v3.5. The effect of the bracers were not explicitly noted in its listing.


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ZansForCans 
Cherub
(11/5/03 10:38 pm)
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Re: Room comments...
111-112 - OF06-12 (Naquent, Minotaurs) has been added.


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Infiniti2000
Cherub
(11/6/03 8:59 am)
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ezSupporter
Re: Room comments...
To give her more footwear, give her boots of elvenkind, about the same cost.

ZansForCans 
Cherub
(11/6/03 1:52 pm)
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Re: Room comments...
Huh, had that though too, but left it open for some reason. Done.


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msherman
Crimson Coil Cultist
(1/1/04 8:56 am)
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Naquent: another option
By the way, I know this is long since done, but I've decided to go another way with Naquent's gear; I replaced the Boots of Speed with a Rod of Lesser Quickening. I know that bumps up the value quite a bit, but I think it's appropriate for a couple reasons: 1) it matches her tactic with the boots quite nicely, 2) I really wanted to put at least one metamagic rod _somewhere_ in this adventure, since it seems silly that the bad guys wouldn't take advantage of that kind of armament at all, and Naquent seemed like the appropriate place to me.

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