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<blockquote data-quote="Cleon" data-source="post: 6057693" data-attributes="member: 57383"><p>The Tso's basically a stronger version of the Spelljammer Neogi. Compare the above stat array to the Spelljammer boxed set's Neogi:</p><p></p><p><span style="font-size: 15px"><strong>Neogi</strong></span></p><p><strong>Climate/Terrain:</strong> Any space</p><p><strong>Frequency:</strong> Rare</p><p><strong>Organization:</strong> Tribal/ship</p><p><strong>Activity Cycle:</strong> Any </p><p><strong>Diet:</strong> Carnivore </p><p><strong>Intelligence:</strong> Highly (13-14) </p><p><strong>Treasure:</strong> Q each</p><p><strong>Alignment:</strong> Lawful evil </p><p><strong>No. Appearing:</strong> 1-8 </p><p><strong>Armor Class:</strong> 3 </p><p><strong>Movement:</strong> 6 </p><p><strong>Hit Dice:</strong> 5 </p><p><strong>THAC0:</strong> 15 </p><p><strong>No. of Attacks:</strong> 3 </p><p><strong>Damage/Attack:</strong> 1-3/1-3/1-6 </p><p><strong>Special Attacks:</strong> Slowing poison </p><p><strong>Special Defenses:</strong> See below</p><p><strong>Magic Resistance:</strong> Nil </p><p><strong>Size:</strong> S (3’ high) </p><p><strong>Morale:</strong> Steady (12) </p><p><strong>XP Value:</strong> 270</p><p></p><p>As you see, mechanically the Tso are a step larger in size and natural weapon damage (S vs M, 1d3 vs 1d4, 1d6 vs 1d8) and have a 2-point higher AC, but are otherwise very similar.</p><p></p><p> An AD&D Tso's poison causes<em> paralysis</em> while the AD&D Neogi <em>slows</em>.</p><p></p><p>All Tso are innate mages, and their spellcasting allows a special "cooperative" form of spellcasting.</p><p></p><p>Incidentally, I suspect the Tso are the source of the 3E Neogi's <em>enslave</em> ability. AD&D Neogi did not possess this power, instead they had a <em>charm monster</em> power that only worked on Umber Hulks.</p><p></p><p style="text-align: center">* * *</p> <p style="text-align: center"></p><p></p><p>The basics of a 3E conversion seem pretty simple - just take the 3rd edition Neogi (I'll use the one from <em>Lords of Madness</em>) and increase by a size category and +2 HD, then tweak the AC and weapons.</p><p></p><p>I'll improve the poison so the Tso's is more potent than the 3E Neogi's 1d4 Dex/1d4 Wis. Since it's a paralytic it ought to do Dex damage, and it should also do a bit of Con damage.</p><p></p><p>The main special ability we have to sort out is the "Cooperative Spellcasting". I've got an idea for that, but will leave it for late.</p><p></p><p>The original monster was a 1d4+1 level mage, but 3E prefers set levels. I'll go for a 4th level spellcaster as a default. Most 3E monsters with innate spellcasting are sorcerers, but I think wizard might make more sense in this case.</p><p></p><p>Anyhoos, I'll start a Working Draft.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6057693, member: 57383"] The Tso's basically a stronger version of the Spelljammer Neogi. Compare the above stat array to the Spelljammer boxed set's Neogi: [SIZE=4][B]Neogi[/B][/SIZE] [B]Climate/Terrain:[/B] Any space [B]Frequency:[/B] Rare [B]Organization:[/B] Tribal/ship [B]Activity Cycle:[/B] Any [B]Diet:[/B] Carnivore [B]Intelligence:[/B] Highly (13-14) [B]Treasure:[/B] Q each [B]Alignment:[/B] Lawful evil [B]No. Appearing:[/B] 1-8 [B]Armor Class:[/B] 3 [B]Movement:[/B] 6 [B]Hit Dice:[/B] 5 [B]THAC0:[/B] 15 [B]No. of Attacks:[/B] 3 [B]Damage/Attack:[/B] 1-3/1-3/1-6 [B]Special Attacks:[/B] Slowing poison [B]Special Defenses:[/B] See below [B]Magic Resistance:[/B] Nil [B]Size:[/B] S (3’ high) [B]Morale:[/B] Steady (12) [B]XP Value:[/B] 270 As you see, mechanically the Tso are a step larger in size and natural weapon damage (S vs M, 1d3 vs 1d4, 1d6 vs 1d8) and have a 2-point higher AC, but are otherwise very similar. An AD&D Tso's poison causes[I] paralysis[/I] while the AD&D Neogi [I]slows[/I]. All Tso are innate mages, and their spellcasting allows a special "cooperative" form of spellcasting. Incidentally, I suspect the Tso are the source of the 3E Neogi's [I]enslave[/I] ability. AD&D Neogi did not possess this power, instead they had a [I]charm monster[/I] power that only worked on Umber Hulks. [CENTER]* * * [/CENTER] The basics of a 3E conversion seem pretty simple - just take the 3rd edition Neogi (I'll use the one from [I]Lords of Madness[/I]) and increase by a size category and +2 HD, then tweak the AC and weapons. I'll improve the poison so the Tso's is more potent than the 3E Neogi's 1d4 Dex/1d4 Wis. Since it's a paralytic it ought to do Dex damage, and it should also do a bit of Con damage. The main special ability we have to sort out is the "Cooperative Spellcasting". I've got an idea for that, but will leave it for late. The original monster was a 1d4+1 level mage, but 3E prefers set levels. I'll go for a 4th level spellcaster as a default. Most 3E monsters with innate spellcasting are sorcerers, but I think wizard might make more sense in this case. Anyhoos, I'll start a Working Draft. [/QUOTE]
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