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Infiniti2000
Cherub
(10/5/03 8:15 pm)
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ezSupporter
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Lightning Towers
pg. 106 - Lightning Towers
Contact Medallions - No Change.
Lightning bolt now has a fixed range of 120ft. Since the range is arbitrary anyway (a 10d6 lightning bolt in 3e should have a range of at least 200ft), I'd ignore the limit and just use 150ft. Be prepared for rules-conscious players, though.
pg. 106 - 1. Base
Spider Eaters (10): hp 38, 44, 37, 37, 41, 39, 46, 40, 42, 40; see Monster Manual page 234.
Spider Eaters are now only Large. Because of this, they can now implant creatures of Large size or larger. However, some of the victims listed are medium. I suggest replacing all of the medium victims with ogres.
Spider Eater Rider: Medium Humanoid; Male and Female Human Warrior 2; CR 1; HD 2d8+4 (13 hp); Init +1; Spd 20 (base 30); AC 18 (+1 Dex, +5 breastplate, +2 heavy shield; touch 11, flat-footed 17); BAB +2; Grapple +4; (Full) Atk +5 melee (1d10+2/19-20, masterwork bastard sword) or +5 ranged (1d8+2/x3, masterwork composite longbow [+2 Str]); Space/Reach 5/5; AL NE; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 14, Int 11, Wis 8, Cha 12.
Skills and Feats: Handle Animal +6, Intimidate +6, Ride +8; Exotic Weapon Proficiency (bastard sword), Weapon Focus (longbow).
Possessions: masterwork breastplate, masterwork bastard sword, heavy wooden shield, masterwork composite longbow (+2 Str), quiver with 20 arrows, potion of cure moderate wounds, and 2d10gp (11).
Every 1st level warrior in the CRM gets money. Why don't these guards?
pg. 107 - 2. Shocker Prison
Sorcerer: Human Sor6; hp 25; each wears a contact medallion; see Dungeon Master's Guide page 124.
Shocker: Medium Outsider (extraplanar); CR 3; HD 3d8+3 (16 hp); Init +4; Spd 5, fly 30 (perfect); AC 14 (+4 Dex; touch 14, flat-footed 10); BAB +3; Grapple +3; (Full) Atk +7 melee (1d8 electricity, touch); SA Electricity; SQ Darkvision 60ft, shocking discharge, DR 5/-, fire resistance 10, cold resistance 10, immunity to mind-influencing effects, poison, paralysis, stunning and disease, not subject to critical hits, nonlethal damage, ability damage, or energy drain; Space/Reach 5/5; AL N; SV Fort +4; Ref +9; Will +2; Str 10, Dex 18, Con 13, Int 10, Wis 8, Cha 8.
Skills and Feats: Balance +6, Escape Artist +10, Hide +10, Intimidate +5, Jump +8, Listen +5, Move Silently +10, Spot +5, Tumble +10, Use Rope +4 (+8 bindings); Lightning Reflexes, Weapon Finesse.
Electricity (Ex): The touch attack of a shocker inflicts 1d8 points of electrical damage. This damage is dealt to the shocker as well.
Shocking Discharge (Ex): If touched with bare flesh (including being strict in combat with a fist or claw) or a metallic weapon, the shocker delivers 1d8 points of damage to the attacker. This is true whether or not the attack is capable of affecting the shocker. The damage it inflicts is subtracted from the shocker’s hit point total as well.
Subtype of extraplanar seems appropriate. He gets an extra feat and lots more skill points. I chose skills I thought were appropriate, though they will likely never use them. DR 20/+2 doesn't convert well. It could be converted to 10/magic if you wish, but the immunities seemed more like an elemental being. Therefore I thought a similar DR would be more appropriate.
pg. 107 - 2. Lookout Post
No Changes.
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Infiniti2000
Cherub
(10/5/03 8:18 pm)
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ezSupporter
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Lightning Tower Sorcerers
I worked up stat blocks for all the sorcerers. These are posted on ZansForCans's site for 3e. I've redone them in 3.5, though they still have BoVD influences.
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Infiniti2000
Cherub
(10/5/03 8:19 pm)
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ezSupporter
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Jasmine (Tower 1)
Medium Humanoid; Female Human Sorcerer 6; CR 6; HD 6d4+6 (21 hp); Init +2; Spd 30; AC 13 (+2 Dex, +1 bracers; touch 12, flat-footed 11); BAB +3; Grapple +3; (Full) Atk +3 melee (1d4/19-20, dagger) or +5 ranged (1d8/19-20, light crossbow) or +5 ranged (1d4/19-20, dagger); Space/Reach 5/5; AL CE; SV Fort +4; Ref +7; Will +9; Str 10, Dex 14, Con 13, Int 10, Wis 12, Cha 20.
Skills and Feats: Bluff +10, Concentration +10, Diplomacy +10, Sense Motive +6, Spellcraft +3; Greater Spell Focus (necromancy), Iron Will, Lightning Reflexes, Spell Focus (necromancy).
Spells Known (6/7/6/4; base DC=15+spell level, * indicates spell focus DC=17+spell level; known 7/4/2/1): 0th – dancing lights, detect magic, disrupt undead*, light, read magic, resistance, touch of fatigue*; 1st – chill touch*, identify, mage armor, ray of enfeeblement*; 2nd – ghoul touch*, spectral hand*; 3rd – vampiric touch*.
Possessions: light crossbow, quiver with 10 bolts, potion of fly, potion of cure moderate wounds, cloak of charisma +2, wand of levitate (28 charges), dagger, contact medallion, pearl (100gp).
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Infiniti2000
Cherub
(10/5/03 8:21 pm)
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Lauren (Tower 2)
Medium Humanoid; Female Human Sorcerer 6; CR 6; HD 6d4+15 (30 hp); Init +1; Spd 30; AC 13 (+1 Dex, +1 bracers, +1 deflection; touch 12, flat-footed 12); BAB +3; Grapple +4; (Full) Atk +4 melee (1d6+1/x4, masterwork heavy pick) or +4 ranged (1d10/19-20, heavy crossbow); Space/Reach 5/5; AL NE; SV Fort +4; Ref +3; Will +4; Str 12, Dex 13, Con 14, Int 10, Wis 8, Cha 16.
Skills and Feats: Concentration +10, Ride +11, Sense Motive +8; Enlarge Spell, Martial Weapon Proficiency (heavy pick), Spell Penetration, Toughness.
Spells Known (6/7/6/4; base DC=13+spell level; known 7/4/2/1): 0th – detect magic, detect poison, light, mending, prestidigitation, read magic, resistance; 1st – feather fall, mage armor, magic missile, shield; 2nd – bear’s endurance, resist energy; 3rd – keen edge.
Possessions: masterwork heavy pick, heavy crossbow, quiver with 10 bolts, arcane scrolls of true strike, animate rope, arcane lock, locate object, glitterdust (2), and rope trick, bracers of armor +1, ring of protection +1, wand of summon monster II (28 charges), contact medallion.
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Infiniti2000
Cherub
(10/5/03 8:23 pm)
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Tianna (Tower 3)
Medium Humanoid; Female Human Sorcerer 6; CR 6; HD 6d4+9 (24 hp); Init +6; Spd 30; AC 14 (+2 Dex, +1 bracers, +1 deflection; touch 13, flat-footed 12); BAB +3; Grapple +2; (Full) Atk +2 melee (1d4-1/19-20, dagger) or +5 ranged (1d10/19-20, heavy crossbow) or +5 ranged (1d4-1/19-20, dagger); Space/Reach 5/5; AL CE; SV Fort +3; Ref +4; Will +6; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 16.
Skills and Feats: Bluff +5, Concentration +10, Craft (sculpting) +2, Intimidate +7, Spellcraft +2, Ride +3; Improved Initiative, Toughness, Spell Focus (evocation), Spell Focus (transmutation).
Spells Known (6/7/6/4; base DC=13+spell level, * indicates spell focus DC=14+spell level; known 7/4/2/1): 0th – arcane mark, daze, detect magic, flare*, light*, read magic, resistance; 1st – alarm, feather fall*, magic missile*, shield; 2nd – blindness/deafness*, protection from arrows; 3rd – lightning bolt*.
Possessions: heavy crossbow, quiver with 10 bolts, arcane scrolls of hold person, web, shield (2), color spray, invisibility (2), and Melf’s acid arrow, bracers of armor +1, ring of protection +1, wand of unheavened (28 charges), dagger, contact medallion.
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Infiniti2000
Cherub
(10/5/03 8:26 pm)
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Piotr (Tower 4)
Medium Humanoid; Male Human Sorcerer 6; CR 6; HD 6d4+9 (24 hp); Init +6; Spd 30; AC 13 (+2 Dex, +1 bracers; touch 12, flat-footed 11); BAB +3; Grapple +2; (Full) Atk +2 melee (1d6-1, shortspear) or +2 melee (1d4-1/19-20, dagger) or +6 ranged (1d8/19-20, masterwork light crossbow) or +5 ranged (1d6-1, shortspear) or +5 ranged (1d4-1/19-20, dagger); Space/Reach 5/5; AL NE; SV Fort +4; Ref +5; Will +7; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 16.
Skills and Feats: Concentration +10, Knowledge (arcana) +6, Ride +3, Spellcraft +9; Dodge, Mobility, Improved Initiative, Toughness.
Spells Known (6/7/6/4; base DC=13+spell level; known 7/4/2/1): 0th –detect magic, light, mage hand, mending, prestidigitation, read magic, resistance; 1st – cheat, endure elements, summon monster I, unseen servant; 2nd – fog cloud, glitterdust; 3rd – stinking cloud.
Possessions: shortspear, masterwork light crossbow, quiver with 10 bolts, potion of cure moderate wounds, arcane scroll of hold person, bracers of armor +1, cloak of resistance +1, wand of web (30 charges), dagger, contact medallion.
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Infiniti2000
Cherub
(10/5/03 8:28 pm)
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Shann (Tower 5)
Medium Humanoid; Male Human Sorcerer 6; CR 6; HD 6d4+9 (24 hp); Init +6; Spd 30; AC 14 (+2 Dex, +1 bracers, +1 deflection; touch 13, flat-footed 12); BAB +3; Grapple +3; (Full) Atk +3 melee (1d6, shortspear) or +5 ranged (1d6, shortspear); Space/Reach 5/5; AL NE; SV Fort +3; Ref +4; Will +5; Str 10, Dex 14, Con 13, Int 10, Wis 10, Cha 16.
Skills and Feats: Bluff +5, Concentration +10, Craft (painting) +2, Intimidate +7, Spellcraft +2, Ride +3; Greater Spell Focus (transmutation), Improved Initiative, Toughness, Spell Focus (transmutation).
Spells Known (6/7/6/4; base DC=13+spell level, * indicates spell focus DC=15+spell level; known 7/4/2/1): 0th – daze, detect magic, flare, ghost sound, open/close*, read magic, resistance; 1st – expeditious retreat*, grease, magic missile, reduce*; 2nd – eagle’s splendor*, Graz’zt’s long grasp; 3rd – slow*.
Possessions: 2 shortspears, arcane scrolls of dispel magic, summon swarm, mage armor, shield, see invisible, and invisibility, bracers of armor +1, ring of protection +1, wand of flaming sphere (40 charges), wand of magic missile (28 charges), contact medallion.
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Infiniti2000
Cherub
(10/5/03 8:29 pm)
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Krystal (Tower 6)
Medium Humanoid; Female Human Sorcerer 6; CR 6; HD 6d4+9 (24 hp); Init +2; Spd 30; AC 13 (+2 Dex, +1 bracers; touch 12, flat-footed 11); BAB +3; Grapple +2; (Full) Atk +2 melee (1d4-1/19-20, dagger) or +5 ranged (1d10/19-20, heavy crossbow) or +5 ranged (1d4-1/19-20, dagger); Space/Reach 5/5; AL CE; SV Fort +4; Ref +5; Will +9; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 16.
Skills and Feats: Concentration +10, Sense Motive +5, Spellcraft +5, Ride +11; Iron Will, Mounted Combat, Toughness, Spell Focus (evocation).
Spells Known (6/7/6/4; base DC=13+spell level, * indicates spell focus DC=14+spell level; known 7/4/2/1): 0th – dancing lights*, detect magic, disrupt undead, flare*, light*, read magic, resistance; 1st – magic missile*, message, shield, Tenser’s floating disk*; 2nd – eagle’s splendor, darkbolt*; 3rd – fireball*.
Possessions: heavy crossbow, quiver with 10 bolts, potion of haste, potion of cure moderate wounds, bracers of armor +1, cloak of resistance +1, wand of shatter (28 charges), 2 daggers, contact medallion.
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Infiniti2000
Cherub
(10/5/03 8:31 pm)
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Helga (Tower 7)
Medium Humanoid; Female Human Sorcerer 6; CR 6; HD 6d4+9 (24 hp); Init +2; Spd 30; AC 12 (+2 Dex; touch 12, flat-footed 10); BAB +3; Grapple +2; (Full) Atk +2 melee (1d4-1/19-20, dagger) or +5 ranged (1d4-1/19-20, dagger); Space/Reach 5/5; AL CE; SV Fort +3; Ref +4; Will +6; Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 16.
Skills and Feats: Concentration +10, Craft (woodworking) +9, Spellcraft +9; Augment Summoning, Craft Wand, Scribe Scroll, Spell Focus (conjuration).
Spells Known (6/7/6/4; base DC=13+spell level, * indicates spell focus DC=14+spell level; known 7/4/2/1): 0th – acid splash*, arcane mark, detect magic, flare, light, read magic, resistance; 1st – grease*, identify, magic missile, summon monster I*; 2nd – mirror image, summon monster II*; 3rd – summon monster III*.
Possessions: arcane scrolls of magic missile (2), summon monster I (3), mirror image, summon monster II, fireball, and lightning bolt, wand of invisibility (28 charges), wand of blink (15 charges), potion of nondetection, potion of eagle’s splendor (2), 2 daggers, contact medallion, 2 pearls (100gp).
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Infiniti2000
Cherub
(10/5/03 8:32 pm)
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Brock (Tower 8)
Medium Humanoid; Male Human Sorcerer 6; CR 6; HD 6d4+9 (24 hp); Init +3; Spd 30; AC 14 (+3 Dex, +1 bracers; touch 13, flat-footed 11); BAB +3; Grapple +2; (Full) Atk +2 melee (1d6-1, shortspear) or +7 ranged (1d8/19-20, masterwork light crossbow) or +6 ranged (1d6-1, shortspear); Space/Reach 5/5; AL NE; SV Fort +3; Ref +4; Will +6; Str 8, Dex 16, Con 13, Int 10, Wis 12, Cha 16.
Skills and Feats: Concentration +10, Craft (calligraphy) +3, Knowledge (arcana) +6, Spellcraft +9; Dodge, Mobility, Point Blank Shot, Precise Shot.
Spells Known (6/7/6/4; base DC=13+spell level; known 7/4/2/1): 0th –detect magic, light, mage hand, mending, prestidigitation, read magic, resistance; 1st – ray of enfeeblement, shocking grasp, shield, true strike; 2nd – Melf’s acid arrow, invisibility; 3rd – flame arrow.
Possessions: shortspear, masterwork light crossbow, quiver with 10 bolts, potion of cure moderate wounds, arcane scroll of hold person, bracers of armor +1, hand of the mage, wand of flaming sphere (30 charges), contact medallion.
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Taxman66
Kalkydrite
(10/6/03 4:40 am)
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Re: Brock (Tower 8)
Just a short comment. I believe the SE riders should be CR 2, given their stats (nearly the elite array) and their equipment.
Taxman
"It takes an uncommon mind to think of these things, Hobbes." - Calvin
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ZansForCans 
Cherub
(11/11/03 10:52 pm)
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Re: Lightning Towers
SERs: Actually human, orc, & elf Wars don't have any cash, just potions. Seems a little odd to me too (they get paid, don't they?), but if we do it here, maybe we should do it to all of them?
I agree with Taxman that the CR should be 2. Any complaints?
Shockers: Tumble goes to +12 with a synergy bonus from Jump. I think the bindings entry for use rope should just be an additional +2.
"Lightning Reflexes": Cute.
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msherman
Kalkydrite
(11/12/03 8:03 am)
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BoVD material in the conversion PDF?
Zans, are you planning to put these sorcerers in the PDF? If so, I'd recommend removing the BoVD spells, since none of the other conversion material uses it (and, for purely selfish reasons, I don't own it, and I think my party may be crossing their first bridge next week).
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ZansForCans 
Cherub
(11/12/03 2:26 pm)
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Re: BoVD material in the conversion PDF?
I wasn't planning on it, but if folks feel like they should be, let me know. They probably belong in the BoB, though. There was talk of adding a supplement after all this was done that includes real stat blocks for NPCs that aren't fleshed out (like Yether). These would probably be best to go in something like that.
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Infiniti2000
Cherub
(11/13/03 8:47 am)
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ezSupporter
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Re: BoVD material in the conversion PDF?
I have all the stats made up for the people of Rastor, the orc tribe, and others. However, as noted above, I did use the BoVD.
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ZansForCans 
Cherub
(11/13/03 9:05 pm)
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Re: BoVD material in the conversion PDF?
Cool. I know I'm going to need a break after doing this thing, but it might be something fun to do later. Converting back a few things from BoVD isn't likely that much work. And having both versions would be a nice expansion to what was started in the BoB for BoVD as well.
Without anything further, Lightning Towers have been added.
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msherman
Crimson Coil Cultist
(1/8/04 4:39 am)
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Some useful data
I've done a bit of work on these sorcerers for my game. First of all, I removed the BoVD material, replacing those spells/items with stuff from the core books (I might have missed some stuff, as I don't own the BoVD -- if I did, please point it out). Then I assigned the tower numbers to locations on the map, numbering them in the same direction as the OF numbers (ie: counter-clockwise starting from the Fire bridge). Finally, I worked out which spells/items they can use at a range that will reach the bridges, and how far down the bridges (or how far along a straight line from the boat launch to the water door) those effects can reach. I did take into account that the water door is 20' lower than the other bridges. This info should make crossing the bridges a bit more treacherous for your hapless PCs.
Tower 1
Devilification: no changes
Location: Between OF1 and OF5
Tower 2
Devilification: no changes
Location: Between OF10 and OF11
Tower 3
Devilification: Change wand of unheavened to wand of scorching ray
Location: Between OF14 and OF15
Tower 4
Devilification: Change cheat to magic missile
Location: Between OF19 and OF25
Tower 5
Devilification: Change Graz’zt’s long grasp to pyrotechnics
Location: Between OF32 and OF33
Tower 6
Devilification: Change darkbolt to scorching ray
Location: Between OF37 and OF39
Tower 7
Devilification: no changes
Location: Between OF41 and OF43
Tower 8
Devilification: no changes
Location: Between OF45 and OF1
Fire Bridge:
Length: 875’
Distance from tops of towers: 1: 175’, 2: 420’, 7: 355’, 8: 170’
Spells from towers:
7: Fireball (scroll) 480’
8: Melf’s Acid Arrow 615’
Water Door:
Length: 875’
Distance from tops of towers: 1: 365’, 2: 155’, 3: 275’
Spells from towers:
2: Enlarged Magic Missile 280’
3: Melf’s Acid Arrow (scroll) 445’
Earth Bridge:
Length: 925’
Distance from tops of towers: 2: 285’, 3: 155’, 4: 350’
Spells from towers:
2: Enlarged Magic Missile 150’
3: Melf’s Acid Arrow (scroll) 495’
3: Blindness/Deafness 45’
Air Bridge:
Length: 950’
Distance from tops of towers: 4: 425’, 5: 200’, 6: 195’, 7: 425’
Spells from towers:
5: Pyrotechnics 610’
6: Fireball 610’
7: Fireball (scroll) 425’
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