Converting monsters from Dragon magazine

I have no objections.

I guess that'll have to do.

Shall we swap the Magician's Strength and Charisma, to power their spells?

Standard Infernite: Str 14, Dex 13, Con 14, Int 11, Wis 10, Cha 11
Magician Infernite: Str 11, Dex 13, Con 14, Int 11, Wis 10, Cha 14

Spells: A magician infernite casts spells as a 4th level sorcerer.
Typical Sorcerer Spells Known (6/7/4), the save DC is 12+spell level.
0---6 ray of frost? read magic? detect magic? resistance?
1st---3 color spray? mage armor? magic missile?
2nd---1 acid arrow?

I thought about endure elements for one of the 1st level spells, since it'd be particularly useful for an Infernite, but it seems more appropriate for the Leader.
 

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I'd replace acid arrow with scorching ray (to be energy substituted with cold). The rest looks OK, although I wouldn't mind replacing color spray with burning hands (also to be energy-substituted...not necessarily with cold to appease freyar ;)).
 

I'd replace acid arrow with scorching ray (to be energy substituted with cold). The rest looks OK, although I wouldn't mind replacing color spray with burning hands (also to be energy-substituted...not necessarily with cold to appease freyar ;)).

I'll give you scorching ray or burning hands but not both since I want to leave them some variety. Upon reflection color spray is of little use in the Infernites interspecies wars, since they're immune to stunning.

I thought about scorching ray but acid arrow has a much much better range and they Infernites are poorly equipped with long ranged attacks.

How about ray of enfeeblement?

the problem with Energy Substitution (cold) is the sorcerer has to take a full round action to cast its "freezing hand" or the like, which can be a serious liability when using the spell in combat.

Of course, if they were wizard casters they wouldn't have that problem. :p
 

I'll give you scorching ray or burning hands but not both since I want to leave them some variety. Upon reflection color spray is of little use in the Infernites interspecies wars, since they're immune to stunning.

I thought about scorching ray but acid arrow has a much much better range and they Infernites are poorly equipped with long ranged attacks.

How about ray of enfeeblement?

the problem with Energy Substitution (cold) is the sorcerer has to take a full round action to cast its "freezing hand" or the like, which can be a serious liability when using the spell in combat.

Of course, if they were wizard casters they wouldn't have that problem. :p

It's not that big a deal, since they are protected by their kilnmates.

I suppose I can live with acid arrow, since it can be energy-substituted with cold as well.

I'd like the leader to have even more options for cold spells. I really like seeing creatures use a "forbidden" energy type that is detrimental against others of their own environment. Enough frost critters with frost brands and fire dudes with flaming weapons!
 

It's not that big a deal, since they are protected by their kilnmates.

I suppose I can live with acid arrow, since it can be energy-substituted with cold as well.

I'd like the leader to have even more options for cold spells. I really like seeing creatures use a "forbidden" energy type that is detrimental against others of their own environment. Enough frost critters with frost brands and fire dudes with flaming weapons!

Well I also fancied chill touch for the standard magician, we could give it that instead of ray of enfeeblement?

Giving the leader a frost brand would seem fitting. Would a 54,475 gp item be reasonable?
 


That's fine.

Nope. A 10th-level NPC has 19,000 gp in wealth.

Well we could try being unreasonable. :p

However, it would probably make more sense to give the leader a +1 frost longsword, a wand of magic missiles (CL 7), a few scrolls (endure elements, resist energy, protection from arrows), two potion of cure light wounds, bracers of armor +1 and a +2 cloak of charisma (presumably woven from asbestos!), which comes to 18,990 gp.
 




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