Conversions D1-3 Descent/Kuo-Toa/Drow - Page 6




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  1. #51

    Typical Drow Female Cleric Progression

    Female Drow Cleric 1: CR 2; Medium Humanoid (Elf); HD 1d8; hp 8; Init +3 (+3 Dex); Spd 30 ft; AC 18, touch 13, flat-footed 15 (+4 mithral shirt, +1 buckler, +3 Dex); BAB +0; Grp +0; Atk/Full Atk +1 melee (1d6, masterwork light mace) (+0 BAB, +0 Str, +1 masterwork); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 12; AL CE; SV Fort +2, Ref +3, Will +5 (Cleric F+2, R+0, W+2; Con +0, Dex +3, Wis +2); Str 10, Dex 16, Con 10, Int 10, Wis 15, Cha 15.

    Skills: Concentration +4, Diplomacy +3, Hide +3, Knowledge (arcana) +1, Listen +4, Move Silently +3, Search +2, Spellcraft +2, Spot +4.

    Feats: Combat Casting 1st level.

    Spell-Like Abilities (caster level 1): Once per day—dancing lights, faerie fire, veil of shadows.

    Cleric Spells Known (caster level 1, DC 12 + spell level): 3/2+1.

    Possessions: 2,500 gp total value—mithral shirt (1,100 gp), masterwork buckler (165 gp), masterwork light mace (305 gp), masterwork dagger (302 gp), potion of spider climb 300 gp, 66 pp.

    Skills (Cleric): Concentration 4 ranks (+0 Con), Diplomacy 1 rank (+2 Cha), Hide 0/2 ranks (+3 Dex), Knowledge (arcana) 1 rank (+0 Int), Listen 0/2 ranks (+2 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 2 ranks (+0 Int), Spot 0/2 ranks (+2 Wis, +2 racial bonus) = 8 (8 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st.


    =====

    Female Drow Cleric 2: CR 3; Medium Humanoid (Elf); HD 2d8; hp 12; Init +3 (+3 Dex); Spd 30 ft; AC 19, touch 13, flat-footed 16 (+4 mithral shirt, +2 buckler, +3 Dex); BAB +1; Grp +1; Atk/Full Atk +2 melee (1d6, masterwork light mace) (+1 BAB, +0 Str, +1 masterwork); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 13; AL CE; SV Fort +3, Ref +3, Will +6 (Cleric F+3, R+0, W+3; Con +0, Dex +3, Wis +2); Str 10, Dex 16, Con 10, Int 10, Wis 15, Cha 15.

    Skills: Concentration +5, Diplomacy +4, Hide +3, Knowledge (arcana) +1, Listen +4, Move Silently +3, Search +2, Spellcraft +2, Spot +4.

    Feats: Combat Casting 1st level.

    Spell-Like Abilities (caster level 2): Once per day—dancing lights, faerie fire, veil of shadows.

    Cleric Spells Known (caster level 2, DC 12 + spell level): 4/3+1.

    Possessions: 3,300 gp total value—mithral shirt (1,100 gp), +1 buckler (1,165 gp), masterwork light mace (305 gp), masterwork dagger (302 gp), potion of spider climb 300 gp, scroll of bless weapon 100 gp, 6 pp.

    Skills (Cleric): Concentration 5 ranks (+0 Con), Diplomacy 2 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex), Knowledge (arcana) 1 rank (+0 Int), Listen 0/2 ranks (+2 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 2 ranks (+0 Int), Spot 0/2 ranks (+2 Wis, +2 racial bonus) = 10 (10 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st.


    =====

    Female Drow Cleric 3: CR 4; Medium Humanoid (Elf); HD 3d8; hp 17; Init +3 (+3 Dex); Spd 30 ft; AC 18, touch 13, flat-footed 15 (+4 mithral shirt, +1 buckler, +3 Dex); BAB +2; Grp +2; Atk/Full Atk +3 melee (1d6+1, +1 light mace) (+2 BAB, +0 Str, +1 light mace); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 14; AL CE; SV Fort +3, Ref +4, Will +6 (Cleric F+3, R+1, W+3; Con +0, Dex +3, Wis +2); Str 10, Dex 16, Con 10, Int 10, Wis 15, Cha 15.

    Skills: Concentration +6, Diplomacy +4, Hide +3, Knowledge (arcana) +2, Listen +4, Move Silently +3, Search +2, Spellcraft +2, Spot +4.

    Feats: Combat Casting 1st level, Craft Wondrous Item 3rd level.

    Spell-Like Abilities (caster level 3): Once per day—dancing lights, faerie fire, veil of shadows.

    Cleric Spells Known (caster level 3, DC 12 + spell level): 4/3+1/2+1.

    Possessions: 4,300 gp total value—mithral shirt (1,100 gp), masterwork buckler (165 gp), +1 light mace (2,305 gp), masterwork dagger (302 gp), potion of spider climb 300 gp, scroll of bless weapon 100 gp, 6 pp.

    Skills (Cleric): Concentration 6 ranks (+0 Con), Diplomacy 2 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex), Knowledge (arcana) 2 ranks (+0 Int), Listen 0/2 ranks (+2 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 2 ranks (+0 Int), Spot 0/2 ranks (+2 Wis, +2 racial bonus) = 12 (12 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd = 2.


    =====

    Female Drow Cleric 4: CR 5; Medium Humanoid (Elf); HD 4d8; hp 21; Init +3 (+3 Dex); Spd 30 ft; AC 19, touch 13, flat-footed 16 (+4 mithral shirt, +2 buckler, +3 Dex); BAB +3; Grp +3; Atk/Full Atk +4 melee (1d6, masterwork light mace) (+3 BAB, +0 Str, +1 masterwork); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 15; AL CE; SV Fort +4, Ref +4, Will +7 (Cleric F+4, R+1, W+4; Con +0, Dex +3, Wis +3); Str 10, Dex 16, Con 10, Int 10, Wis 16, Cha 15.

    Skills: Concentration +7, Diplomacy +4, Hide +3 (+8 with cloak drawn), Knowledge (arcana) +2, Listen +5, Move Silently +8, Search +2, Spellcraft +3, Spot +5.

    Feats: Combat Casting 1st level, Craft Wondrous Item 3rd level.

    Spell-Like Abilities (caster level 4): Once per day—dancing lights, faerie fire, veil of shadows.

    Cleric Spells Known (caster level 4, DC 13 + spell level): 5/4+1/3+1.

    Possessions: 5,600 gp total value—drow cloak (1,250 gp), drow boots (1,250 gp), mithral shirt (1,100 gp), +1 buckler (1,165 gp), masterwork light mace (305 gp), masterwork dagger (302 gp), scroll of darkness 150 gp, 16 pp.

    Skills (Cleric): Concentration 7 ranks (+0 Con), Diplomacy 2 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex), Knowledge (arcana) 2 ranks (+0 Int), Listen 0/2 ranks (+3 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex, +5 drow cloak), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 3 ranks (+0 Int), Spot 0/2 ranks (+3 Wis, +2 racial bonus) = 14 (14 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd = 2.


    =====

    Female Drow Cleric 5: CR 6; Medium Humanoid (Elf); HD 5d8; hp 26; Init +3 (+3 Dex); Spd 30 ft; AC 20, touch 13, flat-footed 17 (+5 mithral shirt, +2 buckler, +3 Dex); BAB +3; Grp +3; Atk/Full Atk +4 melee (1d6, masterwork light mace) (+3 BAB, +0 Str, +1 masterwork); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 16; AL CE; SV Fort +4, Ref +4, Will +7 (Cleric F+4, R+1, W+4; Con +0, Dex +3, Wis +3); Str 10, Dex 16, Con 10, Int 10, Wis 16, Cha 15.

    Skills: Concentration +8, Diplomacy +5, Hide +3 (+8 with cloak drawn), Knowledge (arcana) +2, Listen +5, Move Silently +8, Search +2, Spellcraft +3, Spot +5.

    Feats: Combat Casting 1st level, Craft Wondrous Item 3rd level.

    Spell-Like Abilities (caster level 5): Once per day—dancing lights, faerie fire, veil of shadows.

    Cleric Spells Known (caster level 5, DC 13 + spell level): 5/4+1/3+1/2+1.

    Possessions: 7,200 gp total value—drow cloak (1,250 gp), drow boots (1,250 gp), +1 mithral shirt (2,100 gp), +1 buckler (1,165 gp), masterwork light mace (305 gp), masterwork dagger (302 gp), scroll of deeper darkness and dispel magic (750 gp), 15 pp.

    Skills (Cleric): Concentration 8 ranks (+0 Con), Diplomacy 3 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex), Knowledge (arcana) 2 ranks (+0 Int), Listen 0/2 ranks (+3 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex, +5 drow cloak), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 3 ranks (+0 Int), Spot 0/2 ranks (+3 Wis, +2 racial bonus) = 16 (16 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd = 2.


    =====

    Female Drow Cleric 6: CR 7; Medium Humanoid (Elf); HD 6d8; hp 30; Init +3 (+3 Dex); Spd 30 ft; AC 20, touch 13, flat-footed 17 (+5 mithral shirt, +2 buckler, +3 Dex); BAB +4; Grp +4; Atk/Full Atk +5 melee (1d6+1, +1 light mace) (+4 BAB, +0 Str, +1 light mace); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 17; AL CE; SV Fort +5, Ref +5, Will +8 (Cleric F+5, R+2, W+5; Con +0, Dex +3, Wis +3); Str 10, Dex 16, Con 10, Int 10, Wis 16, Cha 15.

    Skills: Concentration +9, Diplomacy +5, Hide +3 (+8 with cloak drawn), Knowledge (arcana) +3, Listen +5, Move Silently +8, Search +2, Spellcraft +3, Spot +5.

    Feats: Combat Casting 1st level, Craft Wondrous Item 3rd level, Lolth’s Blessing 6th level.

    Spell-Like Abilities (caster level 6): 1/day—clairaudience/clairvoyance, dancing lights, discern lie (DC 16), dispel magic, faerie fire, suggestion (DC 15), veil of shadows.

    Cleric Spells Known (caster level 6, DC 13 + spell level): 5/4+1/4+1/3+1.

    Possessions: 9,400 gp total value—drow cloak (1,250 gp), drow boots (1,250 gp), +1 mithral shirt (2,100 gp), +1 buckler (1,165 gp), +1 light mace (2,305 gp), masterwork dagger (302 gp), scroll of deeper darkness, dispel magic, and hold person 900 gp, 26 pp.

    Skills (Cleric): Concentration 9 ranks (+0 Con), Diplomacy 3 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex), Knowledge (arcana) 3 ranks (+0 Int), Listen 0/2 ranks (+3 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex, +5 drow boots), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 3 ranks (+0 Int), Spot 0/2 ranks (+3 Wis, +2 racial bonus) = 18 (18 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd, 1 at 6th = 3.


    =====

    Female Drow Cleric 7: CR 8; Medium Humanoid (Elf); HD 7d8; hp 35; Init +3 (+3 Dex); Spd 30 ft; AC 20, touch 13, flat-footed 17 (+5 mithral shirt, +2 buckler, +3 Dex); BAB +5; Grp +5; Atk/Full Atk +6 melee (1d6+1, +1 light mace) (+5 BAB, +0 Str, +1 light mace); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 18; AL CE; SV Fort +5, Ref +5, Will +9 (Cleric F+5, R+2, W+5; Con +0, Dex +3, Wis +4); Str 10, Dex 16, Con 10, Int 10, Wis 18, Cha 15.

    Skills: Concentration +10, Diplomacy +5, Hide +3 (+8 with cloak drawn), Knowledge (arcana) +3, Listen +6, Move Silently +8, Search +2, Spellcraft +4, Spot +6.

    Feats: Combat Casting 1st level, Craft Wondrous Item 3rd level, Lolth’s Blessing 6th level.

    Spell-Like Abilities (caster level 7): 1/day—clairaudience/clairvoyance, dancing lights, discern lie (DC 16), dispel magic, faerie fire, suggestion (DC 15), veil of shadows.

    Cleric Spells Known (caster level 7, DC 14 + spell level): 6/5+1/4+1/3+1/2+1.

    Possessions: 12,000 gp total value—drow cloak (1,250 gp), drow boots (1,250 gp), +1 mithral shirt (2,100 gp), +1 buckler (1,165 gp), +1 light mace (2,305 gp), masterwork dagger (302 gp), periapt of wisdom +2 2,000 gp, scroll of deeper darkness, dispel magic, and hold person 900 gp, potion of resist fire 20 (700 gp), 5 pp.

    Skills (Cleric): Concentration 10 ranks (+0 Con), Diplomacy 3 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex), Knowledge (arcana) 3 ranks (+0 Int), Listen 0/2 ranks (+4 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex, +5 boots), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 4 ranks (+0 Int), Spot 0/2 ranks (+4 Wis, +2 racial bonus) = 20 (20 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd, 1 at 6th = 3.


    =====

    Female Drow Cleric 8: CR 9; Medium Humanoid (Elf); HD 8d8; hp 39; Init +3 (+3 Dex); Spd 30 ft; AC 22, touch 14, flat-footed 19 (+6 mithral shirt, +2 buckler, +3 Dex, +1 ring of protection); BAB +6; Grp +6; Atk +7 melee (1d6+1, +1 light mace) (+6 BAB, +0 Str, +1 light mace); Full Atk +7/+2 melee (1d6+1, +1 light mace) (+6 BAB, +0 Str, +1 light mace); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 19; AL CE; SV Fort +6, Ref +5, Will +10 (Cleric F+6, R+2, W+6; Con +0, Dex +3, Wis +4); Str 10, Dex 16, Con 10, Int 10, Wis 19, Cha 15.

    Skills: Concentration +11, Diplomacy +6, Hide +3 (+8 with cloak drawn), Knowledge (arcana) +3, Listen +6, Move Silently +8, Search +2, Spellcraft +4, Spot +6.

    Feats: Combat Casting 1st level, Craft Wondrous Item 3rd level, Lolth’s Blessing 6th level.

    Spell-Like Abilities (caster level 8): 1/day—clairaudience/clairvoyance, dancing lights, discern lie (DC 16), dispel magic, faerie fire, suggestion (DC 15), veil of shadows.

    Cleric Spells Known (caster level 8, DC 14 + spell level): 6/5+1/4+1/4+1/3+1.

    Possessions: 16,000 gp total value—drow cloak (1,250 gp), drow boots (1,250 gp), +2 mithral shirt (5,100 gp), +1 buckler (1,165 gp), +1 light mace (2,305 gp), masterwork dagger (302 gp), periapt of wisdom +2 2,000 gp, ring of protection +1 2,000 gp, scroll of darkness and hold person 300 gp, potion of spider climb 300 gp, 5 pp.

    Skills (Cleric): Concentration 11 ranks (+0 Con), Diplomacy 4 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex), Knowledge (arcana) 3 ranks (+0 Int), Listen 0/2 ranks (+4 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex, +5 boots), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 4 ranks (+0 Int), Spot 0/2 ranks (+4 Wis, +2 racial bonus) = 22 (22 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd, 1 at 6th = 3.


    =====

    Female Drow Cleric 9: CR 10; Medium Humanoid (Elf); HD 9d8+9 plus 9; hp 62; Init +3 (+3 Dex); Spd 30 ft; AC 23, touch 14, flat-footed 20 (+6 mithral shirt, +3 buckler, +3 Dex, +1 ring of protection); BAB +6; Grp +6; Atk +7 melee (1d6+1, +1 light mace) (+6 BAB, +0 Str, +1 light mace); Full Atk +7/+2 melee (1d6+1, +1 light mace) (+6 BAB, +0 Str, +1 light mace); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 20; AL CE; SV Fort +7, Ref +6, Will +10 (Cleric F+6, R+3, W+6; Con +1, Dex +3, Wis +4); Str 10, Dex 16, Con 12, Int 10, Wis 19, Cha 15.

    Skills: Concentration +13, Diplomacy +6, Hide +3 (+8 with cloak drawn), Knowledge (arcana) +4, Listen +6, Move Silently +8, Search +2, Spellcraft +4, Spot +6.

    Feats: Combat Casting 1st level, Craft Wondrous Item 3rd level, Improved Toughness 9th level, Lolth’s Blessing 6th level.

    Spell-Like Abilities (caster level 9): 1/day—clairaudience/clairvoyance, dancing lights, discern lie (DC 16), dispel magic, faerie fire, suggestion (DC 15), veil of shadows.

    Cleric Spells Known (caster level 9, DC 14 + spell level): 6/5+1/5+1/4+1/3+1/1+1.

    Possessions: 21,000 gp total value—drow cloak (1,250 gp), drow boots (1,250 gp), +2 mithral shirt (5,100 gp), +2 buckler (4,165 gp), +1 light mace (2,305 gp), masterwork dagger (302 gp), periapt of wisdom +2 2,000 gp, amulet of health +2 2,000 gp, ring of protection +1 2,000 gp, scroll of deeper darkness and resist energy 525 gp, 20 pp.

    Skills (Cleric): Concentration 12 ranks (+1 Con), Diplomacy 4 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex), Knowledge (arcana) 4 ranks (+0 Int), Listen 0/2 ranks (+4 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex, +5 boots), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 4 ranks (+0 Int), Spot 0/2 ranks (+4 Wis, +2 racial bonus) = 24 (24 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd, 1 at 6th, 1 at 9th = 4.


    =====

    Female Drow Cleric 10: CR 11; Medium Humanoid (Elf); HD 10d8+10 plus 10; hp 68; Init +3 (+3 Dex); Spd 30 ft; AC 23, touch 14, flat-footed 20 (+6 mithral shirt, +3 buckler, +3 Dex, +1 ring of protection); BAB +7; Grp +7; Atk +8 melee (1d6+1, +1 light mace) (+7 BAB, +0 Str, +1 light mace); Full Atk +8/+3 melee (1d6+1, +1 light mace) (+7 BAB, +0 Str, +1 light mace); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 21; AL CE; SV Fort +8, Ref +6, Will +11 (Cleric F+8, R+3, W+7; Con +0, Dex +3, Wis +4); Str 10, Dex 16, Con 12, Int 10, Wis 19, Cha 15.

    Skills: Concentration +14, Diplomacy +6, Hide +3 (+8 with cloak drawn), Knowledge (arcana) +4, Listen +6, Move Silently +8, Search +2, Spellcraft +5, Spot +6.

    Feats: Combat Casting 1st level, Craft Wondrous Item 3rd level, Improved Toughness 9th level, Lolth’s Blessing 6th level.

    Spell-Like Abilities (caster level 10): 1/day—clairaudience/clairvoyance, dancing lights, discern lie (DC 16), dispel magic, faerie fire, suggestion (DC 15), veil of shadows.

    Cleric Spells Known (caster level 10, DC 14 + spell level): 6/5+1/5+1/4+1/4+1/2+1.

    Possessions: 27,000 gp total value—drow cloak (1,250 gp), drow boots (1,250 gp), +2 mithral shirt (5,100 gp), +2 buckler (4,165 gp), +1 light mace (2,305 gp), +1 dagger (2,302 gp), ring of protection +1 2,000 gp, periapt of wisdom +2 2,000 gp, amulet of health +2 2,000 gp, scroll of darkness, flame strike, spell resistance, and symbol of pain 4,525 gp, 20 pp.

    Skills (Cleric): Concentration 13 ranks (+1 Con), Diplomacy 4 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex), Knowledge (arcana) 4 ranks (+0 Int), Listen 0/2 ranks (+4 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex, +5 boots), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 5 ranks (+0 Int), Spot 0/2 ranks (+4 Wis, +2 racial bonus) = 26 (26 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd, 1 at 6th, 1 at 9th = 4.


    =====

    Female Drow Cleric 11: CR 12; Medium Humanoid (Elf); HD 11d8+11 plus 11; hp 75; Init +3 (+3 Dex); Spd 30 ft; AC 25, touch 14, flat-footed 22 (+7 drow chain, +4 buckler, +3 Dex, +1 ring of protection); BAB +8; Grp +8; Atk +9 melee (1d6+1, +1 light mace) (+8 BAB, +0 Str, +1 light mace); Full Atk +9/+4 melee (1d6+1, +1 light mace) (+8 BAB, +0 Str, +1 light mace); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 22; AL CE; SV Fort +8, Ref +6, Will +11 (Cleric F+7, R+3, W+7; Con +1, Dex +3, Wis +4); Str 10, Dex 16, Con 12, Int 10, Wis 19, Cha 15.

    Skills: Concentration +15, Diplomacy +7, Hide +1 (+6 with cloak drawn), Knowledge (arcana) +4, Listen +6, Move Silently +6, Search +2, Spellcraft +5, Spot +6.

    Feats: Combat Casting 1st level, Craft Wondrous Item 3rd level, Improved Toughness 9th level, Lolth’s Blessing 6th level.

    Spell-Like Abilities (caster level 11): 1/day—clairaudience/clairvoyance, dancing lights, discern lie (DC 16), dispel magic, faerie fire, suggestion (DC 15), veil of shadows.

    Cleric Spells Known (caster level 11, DC 14 + spell level): 6/6+1/5+1/5+1/4+1/2+1/1+1.

    Possessions: 35,000 gp total value—drow cloak (1,250 gp), drow boots (1,250 gp), +2 drow mail (8,150 gp), +3 buckler (9,165 gp), +1 light mace (2,305 gp), +1 dagger (2,302 gp), periapt of wisdom +2 2,000 gp, amulet of health +2 2,000 gp, ring of protection +1 2,000 gp, pearl of power, 2nd level spell 2,000 gp, scroll of deeper darkness, poison and true seeing 2,450 gp, 25 pp.

    Skills (Cleric): Concentration 14 ranks (+1 Con), Diplomacy 5 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex, -2 armor check), Knowledge (arcana) 4 ranks (+0 Int), Listen 0/2 ranks (+4 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex, +5 boots, -2 armor check), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 5 ranks (+0 Int), Spot 0/2 ranks (+4 Wis, +2 racial bonus) = 28 (28 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd, 1 at 6th, 1 at 9th = 4.


    =====

    Female Drow Cleric 12: CR 13; Medium Humanoid (Elf); HD 12d8+24 plus 12; hp 93; Init +3 (+3 Dex); Spd 30 ft; AC 26, touch 15, flat-footed 23 (+7 drow chain, +4 buckler, +3 Dex, +2 ring of protection); BAB +9; Grp +9; Atk +11 melee (1d6+2, +2 light mace) (+9 BAB, +0 Str, +2 light mace); Full Atk +11/+6 melee (1d6+2, +2 light mace) (+9 BAB, +0 Str, +2 light mace); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 23; AL CE; SV Fort +10, Ref +7, Will +14 (Cleric F+8, R+4, W+8; Con +2, Dex +3, Wis +6); Str 10, Dex 16, Con 14, Int 10, Wis 22, Cha 15.

    Skills: Concentration +17, Diplomacy +7, Hide +1 (+6 with cloak drawn), Knowledge (arcana) +5, Listen +8, Move Silently +6, Search +2, Spellcraft +5, Spot +8.

    Feats: Combat Casting 1st level, Craft Magic Arms and Armor 12th level, Craft Wondrous Item 3rd level, Improved Toughness 9th level, Lolth’s Blessing 6th level.

    Spell-Like Abilities (caster level 12): 1/day—clairaudience/clairvoyance, dancing lights, discern lie (DC 16), dispel magic, faerie fire, suggestion (DC 15), veil of shadows.

    Cleric Spells Known (caster level 12, DC 16 + spell level): 6/7+1/6+1/5+1/4+1/4+1/3+1.

    Possessions: 45,000 gp total value—drow cloak (1,250 gp), drow boots (1,250 gp), +2 drow mail (6,150 gp), +3 buckler (4,665 gp), +2 light mace (4,305 gp), +1 dagger (1,302 gp), periapt of wisdom +4 (8,000 gp), amulet of health +4 (8,000 gp), ring of protection +2 (8,000 gp), scroll of deeper darkness, poison and spell immunity 1,775 gp, 60 pp.

    Skills (Cleric): Concentration 15 ranks (+2 Con), Diplomacy 5 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex, -2 armor check), Knowledge (arcana) 5 ranks (+0 Int), Listen 0/2 ranks (+6 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex, +5 boots, -2 armor check), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 5 ranks (+0 Int), Spot 0/2 ranks (+6 Wis, +2 racial bonus) = 30 (30 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd, 1 at 6th, 1 at 9th 1 at 12th = 5.


    =====

    Female Drow Cleric 13: CR 14; Medium Humanoid (Elf); HD 13d8+26 plus 13; hp 101; Init +3 (+3 Dex); Spd 30 ft; AC 27, touch 15, flat-footed 24 (+8 drow chain, +4 buckler, +3 Dex, +2 ring of protection); BAB +9; Grp +9; Atk +12 melee (1d6+3, +3 light mace) (+9 BAB, +0 Str, +3 light mace); Full Atk +12/+7 melee (1d6+3, +3 light mace) (+9 BAB, +0 Str, +3 light mace); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 24; AL CE; SV Fort +10, Ref +7, Will +14 (Cleric F+8, R+4, W+8; Con +2, Dex +3, Wis +6); Str 10, Dex 16, Con 14, Int 10, Wis 22, Cha 15.

    Skills: Concentration +18, Diplomacy +7, Hide +1 (+6 with cloak drawn), Knowledge (arcana) +5, Listen +8, Move Silently +6, Search +2, Spellcraft +6, Spot +8.

    Feats: Combat Casting 1st level, Craft Magic Arms and Armor 12th level, Craft Wondrous Item 3rd level, Improved Toughness 9th level, Lolth’s Blessing 6th level.

    Spell-Like Abilities (caster level 13): 1/day—clairaudience/clairvoyance, dancing lights, discern lie (DC 16), dispel magic, faerie fire, suggestion (DC 15), veil of shadows.

    Cleric Spells Known (caster level 13, DC 16 + spell level): 6/7+1/7+1/5+1/5+1/4+1/3+1/1+1.

    Possessions: 59,000 gp total value—drow cloak (1,250 gp), drow boots (1,250 gp), +3 drow mail (8,150 gp), +3 buckler (4,665 gp), +3 light mace (9,305 gp), +2 dagger (4,302 gp), periapt of wisdom +4 (8,000 gp), amulet of health +4 (8,000 gp), ring of protection +2 (8,000 gp), wand of darkness (4,500 gp), scroll of deeper darkness and spell immunity 1,075 gp.

    Skills (Cleric): Concentration 16 ranks (+2 Con), Diplomacy 5 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex, -2 armor check), Knowledge (arcana) 5 ranks (+0 Int), Listen 0/2 ranks (+6 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex, +5 boots, -2 armor check), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 6 ranks (+0 Int), Spot 0/2 ranks (+6 Wis, +2 racial bonus) = 32 (32 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd, 1 at 6th, 1 at 9th 1 at 12th = 5.


    =====

    Female Drow Cleric 14: CR 15; Medium Humanoid (Elf); HD 14d8+28 plus 14; hp 108; Init +3 (+3 Dex); Spd 30 ft; AC 29, touch 15, flat-footed 26 (+9 drow chain, +5 buckler, +3 Dex, +2 ring of protection); BAB +10; Grp +10; Atk +12 melee (1d6+3, +3 light mace) (+10 BAB, +0 Str, +3 light mace); Full Atk +12/+7 melee (1d6+3, +3 light mace) (+10 BAB, +0 Str, +3 light mace); SA poison, rebuke undead 5/day, spell-like abilities, spells; SQ darkvision 120 ft, drow traits, spell resistance 25; AL CE; SV Fort +11, Ref +7, Will +16 (Cleric F+9, R+4, W+9; Con +2, Dex +3, Wis +7); Str 10, Dex 16, Con 14, Int 10, Wis 24, Cha 15.

    Skills: Concentration +19, Diplomacy +8, Hide +1 (+6 with cloak drawn), Knowledge (arcana) +5, Listen +9, Move Silently +6, Search +2, Spellcraft +6, Spot +9.

    Feats: Combat Casting 1st level, Craft Magic Arms and Armor 12th level, Craft Wondrous Item 3rd level, Improved Toughness 9th level, Lolth’s Blessing 6th level.

    Spell-Like Abilities (caster level 14): 1/day—clairaudience/clairvoyance, dancing lights, discern lie (DC 16), dispel magic, faerie fire, suggestion (DC 15), veil of shadows.

    Cleric Spells Known (caster level 14, DC 17 + spell level): 6/7+1/7+1/6+1/5+1/4+1/4+1/3+1.

    Possessions: 77,000 gp total value—drow cloak (1,250 gp), drow boots (1,250 gp), +4 drow mail (12,150 gp), +4 buckler (8,665 gp), +3 light mace (9,305 gp), +2 dagger (4,302 gp), periapt of wisdom +6 (18,000 gp), amulet of health +4 (8,000 gp), ring of protection +2 (8,000 gp), wand of darkness (4,500 gp), scroll of harm 1,650 gp, 85 pp.

    Skills (Cleric): Concentration 17 ranks (+2 Con), Diplomacy 6 ranks (+2 Cha), Hide 0/2 ranks (+3 Dex, -2 armor check), Knowledge (arcana) 5 ranks (+0 Int), Listen 0/2 ranks (+7 Wis, +2 racial bonus), Move Silently 0/2 ranks (+3 Dex, +5 boots, -2 armor check), Search 0/2 ranks (+0 Int, +2 racial bonus), Spellcraft 6 ranks (+0 Int), Spot 0/2 ranks (+7 Wis, +2 racial bonus) = 32 (34 skill points)

    NOTE: Number of feats is derived as follows: 1 at 1st, 1 at 3rd, 1 at 6th, 1 at 9th 1 at 12th = 5.
    Last edited by Garnfellow; Friday, 29th April, 2005 at 12:39 AM.
    Best,

    Garnfellow

 

  • #52

    Lurker Cloak

    Here's a first pass at converting the lurker cloak:

    Lurker Cloak: This cloak appears to be made of leather until the command word is spoken. At that time the lurker cloak adheres to the wearer, and he appears nearly identical to a lurker above, a Huge carnivorous aberration that resembles an enormous gray manta ray and is found only in dark, underground places. This transformation acts as the polymorph spell, except that it allows only lurker above form. The wearer gains a +4 natural armor bonus, a -2 size modifier to Armor Class and attack rolls, a +8 racial bonus to Hide checks when next to a stone surface, and a fly speed of 40 feet, like a real lurker above. The wearer gains a 30 Strength, 12 Dexterity, and 19 Constitution but retains his own Intelligence, Wisdom, and Charisma scores.

    Although the cloak does not enable the wearer to smother opponents as a lurker above does, it does have a slam attack dealing 2d4+15 points of damage. The lurker cloak may be used once per day for up to 2 hours.

    Moderate transmutation; CL 9th; Craft Wondrous Item, polymorph, fly; Price 7,200 gp; Weight 1 lb.
    Best,

    Garnfellow

  • #53

    Encounter Area D-3 [Part II]

    OK, now that I've got a cleric progression, let's try converting the second half of Encounter Area D-3. This probably took 40 minutes to do, even using the standard charts. (Spell selection is the biggest drag.)

    Drow Female Contingent (EL 12)

    Creatures: This group consists of eight female fighters, two patrol leaders, and two female clerics. The lesser cleric is Akordia, a canon noble of the House of Despanna. Her superior, High Priestess Vlondril, is a servant of the Great Fane of Lolth. She is charged with reporting to the Fane any significant event which transpires after the fall of Snurre (and the ruin of Eclavdra’s plans, for the latter is an opponent of the Fane). Thus, if for any reason the drow are seriously threatened, she will attempt to save herself by using her magical cloak to change into a lurker above and fly off without being noticed.

    PATROL MEMBERS (8) CR 3
    Female drow elf fighter 2
    CE Medium humanoid
    Init +3; Senses darkvision 120 ft; Listen +4, Spot +4
    ------------
    Languages Common, Elf, Undercommon
    AC 19, touch 13, flat-footed 16
    hp 17 (2 HD)
    Immune sleep
    SR 13
    Fort +4, Ref +3, Will +1 (+3 vs. spells and spell-like abilities, +5 vs. enchantments)
    ------------
    Spd 30 ft
    Melee masterwork short sword +7 (1d6/19–20)
    Ranged hand crossbow +5 (1d4)
    Base Atk +2; Grp +2
    SA poison
    Spell-Like Abilities (CL 2): 1/day—dancing lights, faerie fire, veil of shadows
    ------------
    Abilities Str 10, Dex 17, Con 12, Int 10, Wis 13, Cha 14
    SQ drow traits
    Feats Stealthy, Weapon Finesse, Weapon Focus (short sword)
    Skills Hide +7, Listen +4, Move Silently +5, Search +3, Spot +4
    Possessions mithral shirt, +1 buckler, masterwork short sword, masterwork dagger, hand crossbow and 10 bolts, drow poison (4 doses), 22 gp

    PATROL LEADERS (2) CR 4
    Female drow elf fighter 3
    CE Medium humanoid
    Init +3; Senses darkvision 120 ft; Listen +5, Spot +4
    Languages Common, Elf, Undercommon
    ------------
    AC 18, touch 13, flat-footed 15
    hp 23 (3 HD)
    Immune sleep
    SR 14
    Fort +4, Ref +4, Will +2 (+4 vs. spells and spell-like abilities, +6 vs. enchantments)
    ------------
    Spd 35 ft
    Melee +8 melee (1d6+1/19–20, +1 short sword)
    Ranged +6 ranged (1d4, hand crossbow)
    Base Atk +3; Grp +3
    SA poison
    Spell-Like Abilities (CL 3): 1/day—dancing lights, faerie fire, veil of shadows
    ------------
    Abilities Str 10, Dex 17, Con 12, Int 10, Wis 13, Cha 14
    SQ drow traits
    Feats Dash, Stealthy, Weapon Finesse, Weapon Focus (short sword)
    Skills Hide +7, Listen +5, Move Silently +5, Search +3, Spot +4
    Possessions mithral shirt, masterwork buckler, +1 short sword, masterwork dagger, hand crossbow and 10 bolts, drow poison (4 doses), 22 gp

    CANON AKORDIA CR 7
    Female drow elf cleric 6
    CE Medium humanoid
    Init +3; Senses darkvision 120 ft; Listen +5, Spot +5
    Languages Common, Elf, Undercommon
    ------------
    AC 20, touch 13, flat-footed 17
    hp 30 (6 HD)
    Immune sleep
    SR 17
    Fort +5, Ref +5, Will +8 (+10 vs. spells and spell-like abilities, +12 vs. enchantments)
    ------------
    Spd 30 ft
    Melee +1 light mace +5 (1d6+1)
    Ranged drow flash globe +7 (-)
    Base Atk +4; Grp +4
    SA rebuke undead
    Cleric Spells Prepared (CL 6):
    3—animate dead, bestow curse (+5 melee touch, DC 16), blacklight*(DC 16), remove disease
    2—blindness* (DC 15), desecrate, hold person (DC 15), resist energy, silence (DC 15)
    1—cause fear (DC 14), cure light wounds (x3), obscuring mist*
    0—cure minor wounds, guidance, resistance, virtue
    Domains Darkness and Evil
    Spell-Like Abilities (CL 6): 1/day—clairaudience/clairvoyance, dancing lights, detect good, detect magic, discern lie (DC 16), dispel magic, faerie fire, levitation, suggestion (DC 15), veil of shadows
    ------------
    Abilities Str 10, Dex 16, Con 10, Int 10, Wis 16, Cha 15
    SQ cast evil spells as 7th-level caster, drow traits
    Feats Blind-Fight (b), Craft Wondrous Item, Lolth’s Blessing, Highborn Drow
    Skills Concentration +9, Diplomacy +5, Hide +3 (+8 with cloak drawn), Knowledge (arcana) +3, Listen +5, Move Silently +8, Search +2, Spellcraft +3, Spot +5
    Possessions drow cloak, drow boots, +1 mithral shirt, +1 buckler, +1 light mace, masterwork dagger, 3 drow flash globes, small brooch (of a blue-black mace, inscribed Despana), 26 pp

    HIGH PRIESTESS VLONDRIL CR 10
    Female drow elf cleric 9
    CE Medium humanoid
    Init +3; Senses darkvision 120 ft; Listen +6, Spot +6
    Languages Common, Elf, Undercommon
    ------------
    AC 22, touch 13, flat-footed 19
    hp 62 (9 HD)
    Immune sleep
    SR 20
    Fort +7, Ref +6, Will +10 (+12 vs. spells and spell-like abilities, +14 vs. enchantments)
    ------------
    Spd 30 ft
    Melee +1 light mace +7/+2 melee (1d6+1)
    Base Atk +6; Grp +6
    SA rebuke spiders 5/day, rebuke undead 5/day
    Cleric Spells Prepared (CL 9)
    5—greater command (DC 19), insect plague [arachnids only]*
    4—cure critical wounds, poison (melee touch +6, DC 18), tongues, unholy blight* (DC 18)
    3—deeper darkness, phantom steed [arachnids only]*, prayer, remove disease, speak with dead
    2—augury (2), hold person (2) (DC 16), silence (DC 16), summon swarm*
    1—bless, cause fear (DC 15), cure light wounds (2), protection from good, spider climb*
    0—cure minor wounds, guidance (2), resistance, virtue (2)
    Domains Evil, Spider
    Spell-Like Abilities (CL 9) 1/day—clairaudience/clairvoyance, dancing lights, discern lie (DC 16), dispel magic, faerie fire, suggestion (DC 15), veil of shadows
    ------------
    Abilities Str 10, Dex 16, Con 12, Int 10, Wis 19, Cha 15
    SQ cast evil spells as 10th-level caster, drow traits
    Feats Combat Casting, Craft Wondrous Item, Improved Toughness, Lolth's Blessing
    Skills Concentration +13, Diplomacy +6, Hide +3, Knowledge (arcana) +4, Listen +6, Move Silently +8, Search +2, Spellcraft +4, Spot +6
    Possessions lurker cloak, drow boots, +2 mithral shirt, +2 buckler, +1 light mace, masterwork dagger, periapt of wisdom +2, amulet of health +2, 55 pp. Hidden in Vlondril’s hair is a golden spider pin inscribed (in drow) Lolth, Queen Death Mother.
    Treasure: The side caves contain only a few spare items—sleeping silks, several small boxes of provisions, and individual kits with eating utensils, cups, etc. There are two black metal medallions (of adamantium alloy) bearing a likeness of a spider on one side and a female drow on the other. Each is suspended by a fine loop of black chain. Hidden at the bottom of one provision box (Search DC 18) is a bone tube belonging to Vlondril. It contains a scroll of six cleric spells: find traps, neutralize poison (2), tongues, cure critical wounds, heal.
    Last edited by Garnfellow; Friday, 10th June, 2005 at 04:27 PM.
    Best,

    Garnfellow

  • #54

    Encounter Area M-12

    A couple of notes on this next encounter. Wererats in AD&D had 3 HD, so I’ve given them an extra level of Warrior. The mind flayers had several minor magic items with no real 3e equivalent. Because most of the items do not seem important to the plot and are not particularly powerful, I’ve either deleted them or made substitutions rather than attempted conversions.

    Mind Flayer Outpost (EL 11)

    Creatures: There are 12 ratmen working herein with the mind flayers. Four wererats are in the tunnel proper (two above the cave area and two below), about 60 feet from the center. These watchers are in rat form, and will scurry back to give warning if any creatures approach. They have drow +1 shortswords, and baldrics and hangers kept to either side of the passageway where their eight comrades guard two illithids (four to one side, four to the other). One illithid is near the cave pool with a bound drow merchant captive. He is questioning the dark elf about the current alliances, power groups, and feuds between the drow clans and noble houses. If the illithid gets any chance, he will kill the drow so no tales can be carried.

    Wererat, ratman form (12) CR 3
    Male wererat warrior 2
    LE Medium humanoid (human, shapechanger)
    Init +4; Senses low-light vision, scent; Listen +3, Spot +3
    Languages Undercommon
    -----------
    AC 17, touch 14, flat-footed 13
    hp 17 (3 HD); DR 10/silver
    Fort +7, Ref +6, Will +4
    -----------
    Spd 30 ft
    Melee +1 short sword +8 (1d6+1/19–20) and bite +1 melee (1d4 plus disease)
    Ranged light crossbow +7 ranged (1d8/19–20)
    BAB +2; Grp +2
    SA curse of lycanthropy, disease
    -----------
    Abilities Str 11, Dex 19, Con 14, Int 10, Wis 11, Cha 8
    SQ alternate form, rat empathy
    Feats Alertness (b), Iron Will (b), Stealthy, Weapon Finesse (b), Weapon Focus (short sword)
    Skills Climb +17, Handle Animal +4, Hide +6, Listen +3, Move Silently +6, Spot +3, Swim +17
    Possessions +1 short sword, +1 leather armor, masterwork buckler, masterwork dagger, masterwork light crossbow and 50 bolts, 30 gp, gold ring set with moonstone (worth 400 gp, an indication of service to the illithids)
    -----------
    Wererat, human form: The wererat possesses the following changed statistics in this form:
    Init +1
    AC 16, touch 11, flat-footed 15
    DR none
    Melee +1 short sword +5 melee (1d6+1/19–20)
    Ranged light crossbow +4 ranged (1d8/19–20)
    Grp +2
    Fort +6, Ref +3
    Abilities Dex 13, Con 12
    Skills Climb +5, Hide +3, Move Silently +3, Swim +5
    Wererat, rat form: The wererat possesses the following changed statistics in this form:
    Small humanoid (human, shapechanger)
    Init +4
    Spd 40 ft, climb 20 ft
    AC 18, touch 26, flat-footed 14
    Grp -2
    Melee bite +7 (1d4 plus disease)
    Skills Climb +17, Hide +10, Move Silently +6, Swim +17
    Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat. Changing to or from animal or hybrid form is a standard action.
    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 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
    Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

    Illithids (2) CR 8
    LE Medium Aberration
    Init +6; Senses darkvision 60 ft; Listen +10, Spot +10
    Languages Undercommon, telepathy
    ----------
    AC 15, touch 12, flat-footed 13; Dodge
    hp 44 (8 HD)
    SR 25
    Fort +3, Ref +4, Will +9
    ----------
    Spd 30 ft
    Melee 4 tentacles +8 (1d4+1)
    BAB +6; Grp +7
    SA improved grab, extract, mind blast
    Psionics (Sp) (Caster level 10): At will—astral projection, charm monster (DC 17), detect thoughts (DC 15), levitate, plane shift, suggestion (DC 16), teleport
    ----------
    Abilities Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17
    Feats Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse
    Skills Bluff +8, Concentration +12, Hide +8, Intimidate +10, Knowledge (dungeoneering) +9, Knowledge (local) +9, Listen +10, Move Silently +7, Spot +10
    ----------
    Telepathy (Su): An illithid can communicate telepathically with any other creature within 100 ft that has a language.
    Improved Grab (Ex): To use this ability, the illithid must hit a Small, Medium, or Large creature with its tentacle attack. It can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. An illithid can grab a Huge or larger creature, but only if it can somehow reach the foe's head.
    If an illithid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.
    Extract (Ex): An illithid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent's brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.
    Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 18 Will save or be stunned for 3d4 rounds. Illithids often hunt using this power and then drag off one or two of their stunned victims to feed upon. This ability is the equivalent of a 5th-level spell.

    Tactics: When the party is sighted, the ratmen rush to warn their masters and fellows. The wererats prepare to ambush the party, but only after each illithid delivers an opening mind blast. One mind flayer will survey the melee, using psionic charm monster upon any character who approaches, while the second one returns to be ready to do away with the prisoner. When the battle goes against their servants, the illithids flee northwest and then into the secret tertiary exit to the northeast.

    Treasure: The wererats nest in the caves opposite those which contain the pool. In a small place (suitable for their rat size, but which must be crawled into by even so small a creature as a gnome) is a nest of animal skin, old cloth, bones, etc. Under this is a dull olive cloak (non-magical but valuable if the party eventually reaches the Vault of the Drow) which was among the drow merchant’s possessions.

    On the other side, the mind flayers have encamped in the alcove off the pool area. They have folding cots, a small table, two folding stools, some utensils, and hampers for food. Each has a small coffer of personal effects. Each coffer has poisoned needles in the latch.

    Poison Needle Trap: CR 9; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +20 melee (1 plus poison, needle); poison (wyvern poison, DC 17 Fortitude save resists (poison only), 2d6 Con/2d6 Con); Search DC 30; Disable Device DC 17. Market Price: 7,600 gp.

    One coffer contains a potion of healing, 200 gp, and a black sapphire (worth 5,000 gp). The other has 150 gp, 58 pp, an elixir of fire breath a small silver crescent brooch (of the Aleval merchant clan). A nearby nook, blocked by a small boulder (Search DC 20 to find), contains an iron chest. Within it are 300 copper and 300 silver ingots (10 pounds each). These are used as bribes to subvert drow servants. The handle of the chest lid is actually an iron tube which contains a scroll of sequester, and, hidden in an inner lining (Search DC 18 to find), a scroll of banishment.
    Last edited by Garnfellow; Friday, 10th June, 2005 at 04:31 PM.
    Best,

    Garnfellow

  • #55
    4ognard
    Spellbinder (Lvl 16)

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    ø Ignore TerraDave
    Garnfellow: impresive!

    I am book marking this thread right now, and who knows, in the far future, I might post some play test comments (but it would be a ways off)
    A semi-brief History of D&D and some other RPGs: Part 1: 1967-1979 Part 2: 1980-1989
    All the official stuff for 4e
    Bonus:

    4E has rituals, use them, they're magic;
    Want to see the greatest thing you will ever see? then click;
    You can use “Earth” as a D&D setting;
    Origins of The Rouse; (look for it)
    The Rouse responds; (look for it)
    One can appreciate both old and new D&D.

  • #56
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    Quote Originally Posted by Garnfellow
    You are absolutely right. My solution is a bit drastic: when I run the G sequence, I'm going to use stripped down versions of 3e giants, as suggested by Daniel Collins (http://superdan.net.home.comcast.net...ed_giants.html). Daniel also did the excellent port of the G series that is already in the Conversion library.
    Just noticed this thread... thanks for the kind words, Garnfellow! Looks like you're doing excellent work here, the real labor converting D1-3 is definitely all those drow character class conversions.
    Allowing "New Magic Items" is a rules variant (DMG p. 214), so please put them in House Rules.
    Like the DMG says, "the formulas only provide a starting point".

  • #57
    Thanks for all the kind words, folks! I've been busy trying to wrap up one camaign, which has been pulling me away from this conversion. I hope to get back to this soon. I've got a lot of the warrens done, including Acerbides.

    (As an aside, I keep flip-flopping on how to convert him. I've done him up as a 20th level wizard, as discussed above. But the original tactical notes from D1 seem to clearly imply that the lich is a fighting, not talking encounter. I may present a regressed version of the Big A as well and let each DM pick their poison on that encounter.)
    Best,

    Garnfellow

  • #58

    Aserbides (fully loaded version)

    Here's the 20th level wizard version of Asberdies, in the new statblock format:

    Asberdies "The Scorned King," CR 22
    male human lich Wiz 20
    NE Medium Undead
    Init +4; Senses darkvision 60 ft; Listen +12, Spot +12
    Aura fear, 60 ft radius (DC 24)
    ----------
    AC 27, touch 14, flat-footed 27
    hp 150 (20 HD); DR 15/bludgeoning and magic
    Immune cold, electricity, polymorph, mind-affecting attacks
    SR 20
    Fort +10, Ref +10, Will +15
    ----------
    Spd 30 ft
    Melee +9 touch (1d8+5 plus paralysis)
    BAB +10; Grp +9
    SA paralyzing touch, spells
    Spells Prepared (Caster level 20, +10 ranged touch)
    9th—quickened cone of cold (DC 26), etherealness, mage’s disjunction (DC 28), power word kill, time stop.
    8th—clenched fist (+39 melee), irresistible dance, quickened dimension door, maze, summon monster VIII,
    7th—quickened fireball (DC 23), limited wish, mage’s sword (+32 melee), reverse gravity, waves of exhaustion
    6th—flesh to stone (DC 25), globe of invulnerability, repulsion (DC 25), quickened scorching ray (+10 ranged touch), summon monster VI
    5th—cloudkill (DC 24), cone of cold (DC 26), hold monster (DC 24),quickened magic missile, teleport, wall of force
    4th—charm monster (DC 23), confusion (DC 23), crushing despair (DC 23), dimension door, ice storm, shout (DC 25)
    3rd—dispel magic, fireball (DC 24), fly, lightning bolt (DC 24), major image (DC 22), slow (DC 22)
    2nd—invisibility, mirror image, shatter (DC 21), summon swarm, web (2) (DC 21)
    1st—burning hands (DC 22), charm person (DC 20), magic missile (2), obscuring mist, ray of enfeeblement, ventriloquism (DC 20)
    0—acid splash, detect magic, mage hand, prestidigitation
    ----------
    Abilities Str 9, Dex 11, Con —, Int 29, Wis 13, Cha 18
    SQ turn resistance +4, undead traits
    Feats Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Greater Spell Focus (evocation), Improved Initiative, Improved Toughness, Negotiator, Persuasive, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Stealthy, Sudden Maximize
    Skills Concentration +23, Decipher Script +22, Knowledge (arcana) +29, Knowledge (dungeoneering) +21, Knowledge (history) +21, Knowledge (religion) +21, Knowledge (the planes) +27, Hide +11, Listen +12, Move Silently +11, Search +20, Sense Motive +12, Spellcraft +31, Spot +12
    Possessions scarab of protection, bracers of armor +8, ring of protection +4, cloak of resistance +4, headband of intellect +4
    -----------
    Fear Aura (Su): Asberides is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 24 Will save or be affected as though by a fear spell from a 20th-level sorcerer. A creature that successfully saves cannot be affected again by Asberdies’s aura for 24 hours.
    Paralyzing Touch (Su): Any living creature Asberdies hits with its touch attack must succeed on a DC 24 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
    Damage Reduction (Su): Asberdies’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
    Turn Resistance (Ex): Asberdies is treated as undead with 24 HD for purposes of turn, rebuke, command, or bolster attempts.
    Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
    Last edited by Garnfellow; Thursday, 9th June, 2005 at 07:11 PM.
    Best,

    Garnfellow

  • #59

    Asberdies, econo-model

    Asberdies "The Scorned King," CR 15
    male human lich Wiz 13
    NE Medium undead
    Init +4; Senses darkvision 60 ft; Listen +11, Spot +11
    Aura fear, 60 ft radius (DC 20)
    ----------
    AC 22, touch 12, flat-footed 22
    hp 85 (13 HD); DR 15/bludgeoning and magic
    Immune cold, electricity, polymorph, mind-affecting attacks
    Fort +7, Ref +7, Will +13
    ----------
    Spd 30 ft
    Melee +5 touch (1d8+5 plus paralysis)
    BAB +6; Grp +5
    SA paralyzing touch, spells
    Spells Prepared (Caster level 13, +6 ranged touch)
    7th—quickened fireball (DC 21), reverse gravity
    6th—flesh to stone (DC 23), globe of invulnerability,quickened scorching ray
    5th—cloudkill (DC 22), cone of cold (DC 24),quickened magic missile, wall of force
    4th—charm monster (DC 21), confusion (DC 21), dimension door, ice storm, shout (DC 23)
    3rd—dispel magic, fireball (DC 22), fly, lightning bolt (DC 22), major image (DC 20), slow (DC 20)
    2nd—invisibility, mirror image, shatter (DC 19), summon swarm, web (2) (DC 19)
    1st—burning hands (DC 19), charm person (DC 17), magic missile (2), obscuring mist, ray of enfeeblement, ventriloquism (DC 17)
    0—acid splash, detect magic, mage hand, prestidigitation
    ----------
    Abilities Str 9, Dex 11, Con —, Int 25, Wis 15, Cha 18
    SQ turn resistance +4, undead traits
    Feats Combat Casting, Craft Wondrous Item, Greater Spell Focus (evocation), Improved Initiative, Negotiator, Persuasive, Quicken Spell, Scribe Scroll, Spell Focus (evocation)
    Skills: Concentration +16, Decipher Script +14, Knowledge (arcana) +23, Knowledge (dungeoneering) +14, Knowledge (history) +14, Knowledge (religion) +14, Knowledge (the planes) +18, Hide +9, Listen +11, Move Silently +9, Search +16, Sense Motive +11, Spellcraft +25, Spot +11
    Possessions: bracers of armor +5, ring of protection +2, cloak of resistance +3, headband of intellect +2, periapt of wisdom +2
    ----------
    Fear Aura (Su): Asberides is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 20 Will save or be affected as though by a fear spell from a 13th-level sorcerer. A creature that successfully saves cannot be affected again by Asberdies’s aura for 24 hours.
    Paralyzing Touch (Su): Any living creature Asberdies hits with its touch attack must succeed on a DC 20 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
    Damage Reduction (Su): Asberdies’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
    Turn Resistance (Ex): Asberdies is treated as undead with 17 HD for purposes of turn, rebuke, command, or bolster attempts.
    Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
    Last edited by Garnfellow; Thursday, 9th June, 2005 at 07:12 PM.
    Best,

    Garnfellow

  • #60

    Question on the Drow Fighters...

    I noticed that the drow fighters you created do not have the Blind Fight Feat.

    So I wanted to know is that a Racial Trait? Because I would have thought that would have been a feat at least the fighters would have taken to use in conjunction with their Darkness Special Ability.

    I plan on having the fighters take that feat, but I was wanting to know if I missed somthing or not (Don't want to take that feat if it is Racial Trait).

    By the way, excellent work. Thanks for sharing all your hard work!!!!

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