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Converting monsters from Tales From The Infinite Staircase

Cleon

Adventurer
I'm thinking the Giant Riding Fly section could benefit from having an "In Maelost" section about the fly mounts used by the hanim:

In Maelost
On their native plane of Maelost, giant riding flies are domesticated by the hanim, a race of humans with a symbiotic bond with wormlike creatures called valgoss, granting them the valgoss host template. Hanim fly mounts have their own valgoss symbionts, allowing the hanim to use their Ride skill without the template's penalty to Charisma skill checks against a creature who isn't a valgoss host.

A typical hanim giant fly has a single valgoss symbiont with the Gift of Constitution, resulting in the following:

Giant Fly Mount (Valgoss Host Riding Fly) (Large Magical Beast; Hit Dice: 6d10+24–2 (55 hp); Init: +2; Speed: 20 ft. (4 squares), climb 20 ft., fly 70 ft. (good); AC: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Attack/Grapple: +6/+14; Attack/Full Attack: Bite +9 melee (2d8+6 plus attach); Space/Reach: 10 ft./5 ft.; Special Attacks: Attach, gnaw; Special Qualities: Darkvision 60 ft., resistant to disease, scent, protection from the taker of life, slaiyith gift (constitution), valgoss telepathy, vermin traits; Saves: Fort +9 (+13 vs. disease), Ref +9, Will +2; Abilities: Str 18, Dex 15, Con 18, Int 1, Wis 10, Cha 3; Skills: Climb +12, Listen +8, Spot +9, Survival +2; Feats: Dodge, Endurance, Lightning Reflexes; CR: 4)
 

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Cleon

Adventurer
Giant Fly Mount (Valgoss Host Riding Fly) (Large Magical Beast; Hit Dice: 6d10+24–2 (55 hp); Init: +2; Speed: 20 ft. (4 squares), climb 20 ft., fly 70 ft. (good); AC: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Attack/Grapple: +6/+14; Attack/Full Attack: Bite +9 melee (2d8+6 plus attach); Space/Reach: 10 ft./5 ft.; Special Attacks: Attach, gnaw; Special Qualities: Darkvision 60 ft., resistant to disease, scent, protection from the taker of life, slaiyith gift (constitution), valgoss telepathy, vermin traits; Saves: Fort +9 (+13 vs. disease), Ref +9, Will +2; Abilities: Str 18, Dex 15, Con 18, Int 1, Wis 10, Cha 3; Skills: Climb +12, Listen +8, Spot +9, Survival +2; Feats: Dodge, Endurance, Lightning Reflexes; CR: 4)

Hold on, a Giant Riding Fly isn't a Vermin so I should either cut out the "vermin traits" or give it some "verminlike" SQ that gives it vermin attributes (like immunity to mind-affecting spells, being vulnerable by vermin-affecting spells, etc).

Which of those options do you prefer?

I'm inclined to just cut out the vermin traits, since the 3E vermin's blanket immunity to mind-affecting spells (a) doesn't exist in AD&D. and (b) the Giant Riding Fly's not mindless!
 

freyar

Extradimensional Explorer
I'm ok with the complicated familiars. It's not so different than other familiar benefits.

The hanim background is good, too. I agree with your point about the domain.

Drop the vermin traits from the Giant Riding Fly, agreed!

What are your thoughts on the wormtongue spell? (Just posting quickly so I stay within a month of my last post!)
 

Cleon

Adventurer
I'm ok with the complicated familiars. It's not so different than other familiar benefits.

Updating Worm Magic.

The hanim background is good, too. I agree with your point about the domain.

Updating Sample Valgoss Host (Hanim).

Hold on, I already put the background in. No update necessary!

Drop the vermin traits from the Giant Riding Fly, agreed!

Updating Giant Fly Mount Giant Riding Fly Working Draft.

I'll also need to update the version in the Creature Catalog…

What are your thoughts on the wormtongue spell? (Just posting quickly so I stay within a month of my last post!)

What, beyond the Wormtongue rough draft I did last November?

I'm thinking of changing its escape grapple modifier from BAB-based to CL-based.

i.e. make it "and its grapple modifier to escape holds equals your caster level (max +20) plus ability modifier (Intelligence or Wisdom) plus a +10 bonus."

Also, I think we should give types to the untyped bonuses - the +4 attack/AC bonus is a size bonus, the +10 escape grapple bonus would be a racial bonus if it was a creature (i.e. the SRD Octopus), but I'm thinking enhancement might be better as it's magic. Although "it's magic" is a bit of a catch-all excuse!
 


Cleon

Adventurer
I've updated my Master Copy of the Creature Catalog, but there's multiple cross-links between the Giant Fly Mount and Valgoss entries, so I think we'd better finish the Hanim and their Worm Magic first before I update the Enworld version of the CC.

We might want to finish the Slaiyith first too before updating - they're all interconnected!
 

freyar

Extradimensional Explorer
You know, that wormtongue working draft does look good. I think I got confused because it's not in the Maelost Worm Magic working draft yet.

Yes, we can do the slaiyith before updating. There should be a lot of hyperlinks, I agree.

I think we still have curse of the worm left. And it's the same level as slay living, which makes logical sense. It's ranged, but it takes longer and has some magical escape hatches. Want to just crib from slay living?
 

Cleon

Adventurer
You know, that wormtongue working draft does look good. I think I got confused because it's not in the Maelost Worm Magic working draft yet.

Updating Worm Magic.

I tweaked wormtongue to change "The subject cannot cast spells with a Verbal component until they regain the ability to speak" to "A subject unable to speak clearly cannot cast spells with a Verbal component" since it's slightly more elegant.

Yes, we can do the slaiyith before updating. There should be a lot of hyperlinks, I agree.

Agreed!

I think we still have curse of the worm left. And it's the same level as slay living, which makes logical sense. It's ranged, but it takes longer and has some magical escape hatches. Want to just crib from slay living?

That's the only remaining spell, yes.

There's still a bit of work on the Worm Lord to finish but at least the end is in sight! Although that end is the start of the Slaiyith.

It seems clearer to do a new post with the "Work So Far" for curse of the worm.

I'm curious as to how the victim can speak and attack normally while live worms are pouring of of their mouths, but I guess it's magic so it doesn't have to make sense! Personally I'd at the very least require a Concentration check or something.
 

Cleon

Adventurer
Here's what we have so far for curse of the worm:

Original Spell:
CURSE OF THE WORMS 5th-Level Priest Spell (Conjuration/Summoning)
Sphere: Animal, Summoning
Range: 30 yds. + 1 yd./levelComponents: V, S, MDuration: SpecialCasting Time: 1 roundArea of Effect: 1 creatureSaving Throw: Special

A horrid variation of slay living (the reverse of raise dead), this spell summons a number of worms into the body of a victim, which then begin to squirm out of every orifice. The victim must make a successful saving throw vs. death magic or die from multiple hemorrhages and suffocation in 1d4 rounds. The worms continue to issue forth during this time and for 1d6 rounds afterward. The victim cannot use spells, magical items, or mental abilities while the worms erupt, but can move, speak, and attack normally. The worms are real in every sense and remain even after the victim is dead. A remove curse or dispel evil spell or successful dispel magic spell cast before the victim dies ends the effect and saves the victim’s life, but the victim still suffers damage as noted below.

Those who successfully make saving throws still suffer 2d8 points of damage from hemorrhaging and choking, and a small number of worms briefly issue forth from the victim’s body.

The material component is a pinch of dust taken from a desiccated worm.

Rough Draft:
Curse of the Worms
Conjuration (Summoning)[Death]
Level: Worm 5
Components: V, S, M, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature
Duration: Special (see below)
Saving Throw: Fortitude partial
Spell Resistance: Yes

[This is basically a ranged and slower-acting slay living spell.]

Material Component: A pinch of powdered dried worm.

The Slay Living Spell:
SRD said:
Slay Living
Necromancy [Death]
Level: Clr, Death 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.

If you're lucky I might get around to a new working draft today, but I fancy a break and have things to do this evening.
 

Cleon

Adventurer
Curse of the Worms
Conjuration (Calling)
Level: Worm 5
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature
Duration: Special (4 rounds plus 1d8 rounds and/or instantaneous, see below for details)
Saving Throw: Will partial and Fortitude negates (see below)
Spell Resistance: Yes

This spell causes live worms to appear within a living creature. The subject must attempt a Will save, if successful the spell ends and the subject immediately purges themselves of the worms, taking 2d8 points of damage +1 point per caster level as the worms pour out of every orifice.

If the subject fails the Will save, worms continually appear within their body for the duration of the spell. The subject must make a Fortitude save as soon as they are affected by curse of the worms and must repeat the save each round the spell lasts. If the subject fails one of these Fort saves, the following round the victim drops to -1 hit points and is dying, and on the subsequent round they die from choking to death and fatal hemorrhages. Creatures that do not need to breathe and are immune to critical hits are immune to this lethal effect. However,the worms destroy some of the victim's vital organs in 4 rounds, causing death regardless of the subject's Fortitude saves or immunity to critical damage and suffocation. Living worms continue pouring out of the victim's corpse after death for the entire duration of the spell, or 1d8 rounds after the worms reach the subject's vital organs.

The worms are ordinary living creatures conjured by a calling effect, so remain in existence after the spell expires. They appear inside the victim's body cavities and the subject can act normally while affected by curse of the worms provided they remain conscious. However, they must make Concentration checks (DC 10 plus caster level) to perform actions that require full attention such as spellcasting, due to the disquieting sensation of having living vermin squirming inside them.

A remove curse or dispel evil spell will end the spell's duration, as will a successful dispel magic or break enchantment spell. Prematurely ending the spell's duration causes the subject to purge the worms from their body, taking 2d8 points of damage +1 point per caster level but avoid the "drop to dying or death" effects of failing a Fortitude save.

Material Component: A pinch of powdered dried worm.
 

freyar

Extradimensional Explorer
This works for me, though I think I'd describe the saves as "Will partial and Fortitude partial (see below)" --- the Fort save doesn't prevent all the effects.
 


Cleon

Adventurer
Right, we might as well finish off the scraps of Red Text in Worm Magic.

Worm Domain Spells:
5. Curse of the Wormsᴹᴰ: #Living target dies over #d# rounds from being filled with worms#

5. Curse of the Wormsᴹᴰ: Kills living target by filling them with worms.

Worm Domain
Text???.

We don't absolutely need any text here but we could add suggestions for deities that grant access to the Worm Domain. If you can think of any!

How about:


Hanim clerics gain access to the Worm Domain by contemplating the valgoss and their role in the entire ecosystem of Maelost, possibly with the guidance of the dark dweller or master slaiyiths.

Deities: Nature gods associated with soil and the simplest of creatures, including some agricultural deities, plus a few gods of decay. Clerics of the worm god Kyuss do not use this domain since it's for deities concerned with living vermin and natural decomposition, while Kyuss is a deity of undeath.

New Spells
Text???.

Might as well keep it simple.

The following section presents the new spells of the Worm Domain (see above) plus additional worm related spells for druids and arcane spellcasters (such as the hanim worm lord).

Maelost Worm Magic
Brief explanation with references to Hanim, [Slaiyith link!] and Valgoss.

Let's see…

Even the lowliest of creatures can inspire magic. The humble worm's near-universal role in nature's cycle of growth and decay has led to the creation of spells based upon them.

One place such worm magic has arisen is the obscure swampy demiplane its human inhabitants, the Hanim, have named Maelost. Wormlife creatures called valgoss are vital to the survival of all life on that plane and are revered by native creatures known as the slaiyith [fix link!], powerful spellcasters who have developed worm-related magic to a high degree and introduced the Hanim to their wormy arts.
 


freyar

Extradimensional Explorer
OK, your various text options look good to me (for the domain, new spells, and Maelost worm magic).

I also agree with the immediate action.

What's next on this one?
 

Cleon

Adventurer
OK, your various text options look good to me (for the domain, new spells, and Maelost worm magic).

I also agree with the immediate action.

Updating Worm Magic.

I tweaked "The following section presents the new spells of the Worm Domain (see above) plus additional worm related spells for druids and arcane spellcasters (such as the hanim worm lord)." to "The following section presents the new spells of the Worm Domain plus additional worm-related spells for druids and arcane spellcasters (such as the hanim worm lord)." since I thought it scanned more smoothly.

What's next on this one?

Finally completing the Hanim Worm Lord!
 

freyar

Extradimensional Explorer
Which part of the worm lord was what I actually meant! :p

Let's start with the AC. What do you think about a breastplate for the fighter host (and wormlord in fighter host)? I'm thinking no shield. Oh, actually, shouldn't the wormlord in fighter host have the same weapons as the fighter host without personality transplant?

For the "normal" wormlord, should we just stick to magic items for armor? Bracers of armor or similar?
 

Cleon

Adventurer
Which part of the worm lord was what I actually meant! :p

I was expecting to do the Skills & Feats, but AC is fine if you'd rather start there.

Let's start with the AC. What do you think about a breastplate for the fighter host (and wormlord in fighter host)? I'm thinking no shield. Oh, actually, shouldn't the wormlord in fighter host have the same weapons as the fighter host without personality transplant?

For the "normal" wormlord, should we just stick to magic items for armor? Bracers of armor or similar?

Yes, the most logical gear is the standard Hanim Warrior stuff.

Besides, it'd probably be a nonmetal breastplate - Maelost has very little iron remember - and there aren't any suitable special materials in the SRD. I'll just transfer over the Hanim gear for now and substitute a masterwork quarterstaff

I'd think the Worm Lord would forgo armour in a fighter host since it'd impair his spellcasting. How about we have dual stats, with both fighter gear and thaumaturge gear?

Hmm, I suppose he'd have armour if they switched bodies in a hurry and he didn't have time to remove the armour.

For the "normal" wormlord, should we just stick to magic items for armor? Bracers of armor or similar?

Yes, that's what I'd go for.

However, remember what the original character had:

Special equipment: wand of negation (21 charges), folding boat, wings of flying (damaged and no longer functional).

We can ignore the wings (since they're ruined), which leaves a wand of negation, which becomes a rod of negation in 3E (37,000 gp) plus a folding boat (7,200 gp).

However, that adds up to 44,200 gp or practically all our 45,000 gp budget.

We could substitute the considerably cheaper but one-use rod of cancellation (11,000 gp) but that seems wasteful.

I'd rather substitute a wand of dispel magic (2,250 gp per CL) with an advanced CL? If it's CL 9th like the Worm Lord's own spell's it'd be 20,250 gp which is still a bit costly.

Hmm, standard AD&D wands perform at caster level 6 so we could use that instead - that'd be 13,500 gp for a fully charged wand of dispel magic (6th).

How much do part-expended wands sell for anyhow? The original wand of negation has 21 charges instead of the full 50 of a new wand (actually AD&D wands fill up to 100 charges, but that's not particularly relevant).

There should be some official 3E guidelines on the market value of partially charged wands considering how many of them there are in published adventures…

So a 21 charge wand would it be worth 42% as much as a fully charged one, as in 8,505 gp for wand of dispel magic (9th). That doesn't feel right, since it's four CLs higher than the basic CL 5th version but 2,755 gp cheaper. It may has a fraction of the uses, but those uses are pretty valuable!

However, let's use that figure for the sake of argument.

Now bracers of armor are way expensive for what you get out of them. How about a ring of force shield instead for 8,500 gp? Or maybe the ring and a low-bonus bracer?

We could give him gloves of dexterity to increase AC by boosting his Dex modifier. A periapt of wisdom and maybe a headband of intellect to improve his spellcasting DCs would be desirable too.

wand of dispel magic (9th, 21 charges) - 8,505 gp
folding boat - 7,200 gp
gloves of dexterity (+2) - 4,000 gp
periapt of wisdom (+2) - 4,000 gp
headband of intellect (+2) - 4,000 gp
ring of force shield - 8,500 gp
masterwork quarterstaff - 600 gp

That's 37,405 gp, leaving 8,195 gp.

Hmm, how about throwing on the following:

wand of cure light wounds - 750 gp
restorative ointment - 4,000 gp
handy haversack - 2,000 gp

That leaves 1,445 gp, which I'd spend on a couple of scroll spells. Likely:
One 5th-level spell (CL 9th)[1,125 hp] and one 2nd-level spell (CL 6th)[300 gp] -1,425 gp
OR two 4th-level spells (CL 7th)[700 gp] - 1,400 gp

The 20 gp or 45 gp change leftover can be spent on a spell component pouch (5 gp) and maybe a another wizard's spellbook (15gp) plus miscellaneous oddments.

He can prepare 44 pages-worth of wizard spells so can fit a full casting complement of spells in one spellbook and have 56 left of the 100 spell pages so might not need multiple books if he has a smallish spell collection, but will likely want a spare spellbook hidden somewhere as a backup. That wouldn't be listed under equipment though, since he won't be carrying it around with him. For that matter, he can leave his spellbook with a far away Hanim ally and just bodyswitch with them to memorize new wizard's spells.

Nevermind, forget about the second spellbook!
 

Cleon

Adventurer
handy haversack - 2,000 gp

I'm having second thoughts about the handy haversack. A lot of our conversions have that wondrous item, simply because it's so cheap for its utility. Maybe we should give the Worm Lord a second masterwork quarterstaff for his host to carry and spend the remaining 1,600 gp budget on some more scrolls, potions and/or a 1st-level wand?
 

freyar

Extradimensional Explorer
I like your suggested gear. We can leave off the haversack --- if you want to add some scrolls or potions, that's fine, but I also think it would be reasonable to leave him with some money or gems.

Regular gear with a masterwork quarterstaff will be fine for the fighter host.
 

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