Converting original D&D and Mystara monsters

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Oriental Adventures, p234
The Shadowlands is an outer plane in Rokugan's cosmology. It is finite, clearly bounded on all sides by the Material Plane lands of Rokugan. Traveling from the Material Plane to the Shadowlands is as simple as traveling over land or across a river--no magic is required.

Oriental Adventures, p52
The Void disciple cannot sense across planar boundaries. Thus, a Void disciple standing on the Kaiu Wall could not extend her senses into the Shadowlands, even within her line of sight.
 

sweetrock, thanks! :) so the faedorne (and by extension, silver warrior) will be Extraplanar, with The Shining Isles as its environment.
 

Knight Otu said:
Fiend Folio - Flame Snake, Greater - maximized fireball - p 76. Good enough?

ok, you win. it seems to break the rules, but two instances sets a precedent (although, if i'm not mistaken, neither book is fully 3.5e).

so, which four feats were we going to go with, then?

BOZ said:
Karelia the faedorne (stat block omitted)
Spells memorised -
First level: charm person, protection from evil, read languages, shield
Second level: detect evil, detect invisible, ESP, invisibility
Third level: fly, haste, lightning bolt, protection from normal missiles
Fourth level: growth of plants, hallucinatory terrain, polymorph self
Fifth level: conjure elemental, teleport
Sixth level: anti-magic shell

if we use her spell list for inspiration, that gives us a start:

Spells: A faedorne can cast arcane spells as a 12th-level wizard. Typical Wizard Spells Prepared (4/5/5/5/4/3/2; save DC 14 + spell level):
0 – ;
1st – charm person, comprehend languages, protection from evil, shield;
2nd – detect thoughts, invisibility, protection from arrows, see invisibility;
3rd – fly, haste, lightning bolt;
4th – hallucinatory terrain, polymorph;
5th – summon monster V, teleport;
6th – antimagic field.
The save DCs are Intelligence-based.

(detect evil and plant growth are divine spells.)


their directly converted AC would be 14. with only a Dex bonus of +3, they have an AC of 13. there are three ways we could correct this discrepancy: give then a natural armor of +1, raise the Dex to 18, or lower the AC to 13.

.
 
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Feats: Augment Summoning (B), Spell Focus (illusion), Greater Spell Focus (illusion), Two-Weapon Fighting, Weapon Finesse. [Augment Summoning benefits could just be appied to silver warriors, negating the need for the feat].

I vote raise the Dex by 1.

More on spell list later.
 


Concentration, Diplomacy, Knowledge (arcana), Knowledge (history), Knowledge (nature), Knowledge (the planes), Listen, Spellcraft, Spot, Use Magical Device for skills...

how about Diplomacy and Sense Motive as well? possibly Craft if we can think of an application?
 

Ok back after a long weekend. :)
BOZ said:
Concentration, Diplomacy, Knowledge (arcana), Knowledge (history), Knowledge (nature), Knowledge (the planes), Listen, Spellcraft, Spot, Use Magical Device for skills...

how about Diplomacy and Sense Motive as well? possibly Craft if we can think of an application?

I have no problems with adding Diplomacy and Sense Motive.

their directly converted AC would be 14. with only a Dex bonus of +3, they have an AC of 13. there are three ways we could correct this discrepancy: give then a natural armor of +1, raise the Dex to 18, or lower the AC to 13.
A second vote to raise their Dex to 18! I don't see them as having natural armor.

if the feat is bonus, then it's not hurting anything to leave it in there is it?
I prefer putting the benefits of Augment Summoning into their Summon Silver Warriors so that it only affected the Silver Warriors.

Regards,
Mortis
 

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