Converting original D&D and Mystara monsters

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X2: Castle Amber said:
The sun brothers vary in hit dice from 10 to 14. They have a morale of 9 normally and a morale of 12 when fighting efreeti.

Should we grant them a racial or morale bonus when fighting efreet? Perhaps a bonus vs. Initmidate checks made by efreet?

Another idea: If you don't want to grant them immunity to fire, we could borrow this:

Forged (Ex): An azerblood gains a +1 bonus on all saving throws against heat and fire spells and effects. This bonus increases by +1 for every five additional levels the azerblood attains.
 
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I like how this looks so far! One of these days, I'm going to have to run a desert campaign.

Shade said:
Should we grant them a racial or morale bonus when fighting efreet? Perhaps a bonus vs. Initmidate checks made by efreet?

I'd make it a morale bonus. Probably +1 or +2 so the LA isn't too high. Maybe the same bonus against Cha based checks made by efreet.

Another idea: If you don't want to grant them immunity to fire, we could borrow this:

Forged (Ex): An azerblood gains a +1 bonus on all saving throws against heat and fire spells and effects. This bonus increases by +1 for every five additional levels the azerblood attains.

Immunity to fire is a lot simpler but maybe more powerful than we want. The thing is, fire subtype seems incredibly appropriate. If we go with the Forged option, don't forget immunity to mundane fire.
 

freyar said:
I like how this looks so far! One of these days, I'm going to have to run a desert campaign.
Me too, maybe centered around the Lost City.

I'd make it a morale bonus. Probably +1 or +2 so the LA isn't too high. Maybe the same bonus against Cha based checks made by efreet.
+2 morale bonus to attacks and saves, +2 racial bonus to skill checks regarding efreet?

Immunity to fire is a lot simpler but maybe more powerful than we want. The thing is, fire subtype seems incredibly appropriate. If we go with the Forged option, don't forget immunity to mundane fire.
I'd go with the forged option, remember a number of them live in deserts and we know how cold deserts can get at night so cold vulnerability might be a bad idea.

Regards
Mortis
 

On to equipment - a 10th level fighter is going to have some magical items.

At the moment we have given him mundane full plate, a +1 magical heavy steel shield (with a continual flame effect) and a longsword and composite short bow.

A 10th level NPC would normally have 16,000 gp worth of gear.

At the very least we can make the armour and weapons magical.

Suggestions?

Regards
Mortis
 


OK, we'll drop the fire subtype and go with forged.

How about: +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks against efreet.


How's this for equipment?

8,315 gp = +1 evil (or fire) outsider bane greatsword
4,170 gp = +2 heavy steel shield w/permanent continual flame
1,500 gp = full plate
2,282 gp = slaying arrow (evil outsiders or fire outsiders)
---------
16,267 gp
 

Shade said:
How about: +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks against efreet.
Sure

How's this for equipment?

8,315 gp = +1 evil (or fire) outsider bane greatsword
4,170 gp = +2 heavy steel shield w/permanent continual flame
1,500 gp = full plate
2,282 gp = slaying arrow (evil outsiders or fire outsiders)
---------
16,267 gp
Looks good but the greatsword should be a longsword. ;)

Regards
Mortis
 


Shade said:
How's this for equipment?

8,315 gp = +1 evil (or fire) outsider bane greatsword
4,170 gp = +2 heavy steel shield w/permanent continual flame
1,500 gp = full plate
2,282 gp = slaying arrow (evil outsiders or fire outsiders)
---------
16,267 gp

Pretty good. Does the pricing work ok if we shift some of the enchantment bonus from the shield to the full plate?
 


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