Planescape Converting Planescape monsters

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water subtype no; aquatic subtype possibly; waterbreathing possibly (remember, her alternate form is a doplhin - what do they breathe? :D )
 

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another thing to consider is if we need to alter the HD or not - when i get a chance to study and compare, i will give some input.
 

If you want to avoid the Water sub-type, I'd go with Aquatic. The original can confer water-breathing for six hours, so it's probably a given that they are water breathers themselves. Also, a dolphin form that is made out of shimmering water but which needs to breathe air doesn't sit right somehow.

They would also need the Amphibious special quality, since they are described as exploring new coastlines and listening to the surf on a strange shore, ect.

As for hit dice, the organizational structure is larger than for the Bralani or Ghaele, so the lower hit dice seem reasonable. But I don't know what changes were made to the other Eladrin between Planescape and 3.5
 

i did look up that very issue yesterday. ;) there was not a whole lot in the way of changes to eladrin HD.

The original HD for eladrins were:
Coure – 2
Noviere – 5
Bralani – 6
Firre – 7
Shiere – 8
Ghaele – 10
Tulani – 12

Changes in 3e are as follows:
Firre – 8
Tulani – 18
Shiradi (new) – 12
The rest - same

Now, since most stayed the same I’d keep the noviere the same. However, when we get to the shiere, I think it would be best to bump them up to 9, as the firre took their “old” place (don’t want both to have the same HD).
 

Another thing to consider is whether to use the Monster Manual 3.5 eladrin resistances (which are inconsistent with 3E) or the BOED eladrin resistances (which are consistent with every other source except MM 3.5).

For comparison:
MM 3.5 - cold 10 and fire 10
BOED - acid 10 and cold 10

I see that your preliminary has the BOED version, which is the one I would choose.
 

i didn't know they screwed it up that much. ;) i also left in the +4 poison resistance which the MM did not have.
 



BOZ said:
the question is, which version is right? ;)

Personally, I'd go with the BOED, as it is true to 3E and every other source product except the MM 3.5. I say majority rules!
 

Ok, let’s get started on some specifics:

PSMC2 said:
They're equally at home in the water or on land.

thus, the aquatic subtype and amphibious quality have been added. ;)

In addition to their demihuman form, novieres can take on the shape of golden dolphins made entirely, of shimmering water.

is alternate form enough to describe this? Described more later…

Novieres can throw their nets 30 feet underwater or 60 feet on land; if they score a hit, their victim must successfully save versus paralyzation or be entangled for 1d6 rounds. Entangled victims are attacked at a +4 bonus to hit. Novieres are usually careful not to allow air-breathers to drown while entangled in their nets.

an entangle attack – like the balor’s whip?

In dolphin form, a noviere's body is composed of water bound together by her magical nature. She can attack by making a powerful ramming strike once per round and can use the surrounding water to shield herself from harm. In this body, the noviere is AC -3. If the noviere scores a hit with natural 19 or 20, she can choose to envelop her opponent, effectively holding it motionless with a Strength of 20. Neither the held opponent nor the noviere can make any attacks while she holds it. To escape the noviere's grasp, the victim must succeed at a bend bars/lift gates roll or find a way to drive the noviere away with magic.

would that be a grapple attack, or something more like the gelatinous cube’s engulf? Would it coincide with the “ram” (slam?) attack, or be its own thing? I see an AC difference here of +6; would that be natural armor or something completely different?

In any form, the noviere has the spell ability of a 5th-level priest.

word, yo.

She can also use the following spell-like powers once per round at will: alter self, charm person, continual light, improved phantasmal force, mirror image, and slow. Once per day a noviere can confer water breathing for 6 hours or hurl a 60-foot water bolt that does 4d6 points of damage to all creatures in a 5-foot-wide path (save vs. spell for half damage.)

at will - alter self, charm person, daylight, minor image, mirror image, slow; 1/day – water breathing (as 3rd level caster?)
as for the “water bolt” would that be better as a unique 1/day power?
 

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