Cool! Are these guys statted out so we can convert 'em.BOZ said:in this module, they play a much lesser role. in fact, they were just about replaced by two golems with even stranger appearances than theirs
I likee.BOZ said:how about this:
Organization: Solitary or cult (Hand and Eye, plus 1-3 clerics of level 8-12, plus 5-10 fighters of level 2-6, plus 2-7 rogues of level 3-6)
or something like that?
Shade said:Cool! Are these guys statted out so we can convert 'em.
Shade said:I likee.
The standard seems to be "plus 2-7 rogues of 3rd-6th level" rather than "of level 3-6", just to nitpick.
I'm fine either now or later. It might be easier now since the module is fresh in our minds. Besides, golems are almost always fast conversions.BOZ said:oh yes, they are, but only in abbreviated stat block form. For other information we’ll have to pull text from the module. If you want to do them next that’s fine, but there’s a waiting list of unfinished conversions I’d like to get to first.![]()
It sure does. That was one smooth conversion.BOZ said:OK, updating Handy-man in homebrews. Looks good to me. Looks good to you?![]()
Shade said:Alertness and/or Improved Init as bonus feats, racial bonus to Spot and Listen, or even an insight bonus to initiative, Spot, and/or Listen could cover this as well.
Vecna Lives! said:The Eye's primary purpose is as a psychic tracker for the priests of Vecna. Once the Eye has seen an intelligent being – either directly or through scrying - it can sense that creature's aura over large distances. The range depends on the abilities of the player character. Those with no spellcasting ability can be detected only within a one-mile radius. Those with any spellcasting abilities are detectable at a radius in mules equal to their spell level. Thus a 12th level wizard (who is able to cast spells up to 6th level) is detectable within a six-mile radius.
The Eye's tracking ability is not infallible. Large concentrations of magical energy can shield a target's aura. Artifacts, stockpiles of magic items, or even areas with a high preponderance of spellcasters all have this effect. For example, simply entering the Guild of Wizardry is enough to block the Eye's tracking sense. In doubtful cases, the Eye must roll a successful saving throw vs. spell to retain the "scent."
Shade said:Caster level is probably a good idea, as it helps with those situations where a creature has a spell-like ability that doesn't mimic a specific spell. I'd go with the Search check. Go with the standard 30 feet for the "large concentration of magical energy"?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.