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D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

Some threads are too good to die! ;)

Knight Otu said:
Didn't rounds last longer back then? Anyway, invisibility is 1 minute per level, that should be enough.
2E PHB said:
A round is approximately one minute long. Ten combat rounds equal a turn (or, put another way, a turn equals 10 minutes of game time). This is particularly important to remember for spells that last for turns, rather than rounds.

well, I wasn’t expecting that. I thought that 2E had 6-second rounds. Well, I had heard that 1E had one-minute rounds, and I assumed that it was changed for 2E… but I guess that was not changed until 3E. hmm, go figure… I would have been converting some things a lot differently in that case. Eh, c’est la vie. ;)

so, in this case I will be generous – an azmyth can be invisible for up to 6 minutes. Thus, listed as is under spell-like abilities is just fine.

Knight Otu said:
I thought there was a devil capable of knowing the alignment of anyone by looking at it, but that must have been dropped in 3.5.

*shrugs* :)

Knight Otu said:
As for shocking grasp, maybe make its damage 2d6 or 3d6, to resemble the spell more closely? (I'd be more in favor of 2d6 if we go that route)

the damage given previously was standard for the time (1d8 +1 per caster level). so, it should deal 2d6 now, as you say. I’d still like to keep this one separate from the other spell-like abilities in its own description.

Knight Otu said:
I'd say +2 (cohort) on first glance.

sounds good, for all I know. ;)

Shade said:
It seems to me when converting the rilmani we found that "know alignment" translated to "detect chaos/evil/good/law".

true, but these are not rilmani. As low level CN beasts, I would only want to see two of those – either good and evil, or chaos and law. Or at most, good, evil, and law. It’s either those or detect thoughts.

Shade said:
Most bats have Hide, Listen, Move Silently, and Spot as skills, so I'd go with Hide 4, Listen 4, Move Silently 4, Spot 3.

Before, it had Hide 5, Intuit Direction 5, Listen 5, Move Silently 5, Search 3, Spot 5 – but back then, Magical Beasts had a lot more skill ranks. :)

Using Shade’s ranks, plus adjustments, this would give it Hide +10, Listen +7, Move Silently +6, Spot +6. would adding Search and/or Survival back in be worth it?
 

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Wait, which creature were we updating again? Ah, that one, ok.

true, but these are not rilmani. As low level CN beasts, I would only want to see two of those – either good and evil, or chaos and law. Or at most, good, evil, and law. It’s either those or detect thoughts.
Detect thoughts might be good enough.

Shade's rank suggestions sound good.
 

Knight Otu said:
Wait, which creature were we updating again? Ah, that one, ok.
I had the same reaction. :)

Detect thoughts should be sufficient. The only reason I can see that they would use it is to determine if a creature would be a candidate for friendship. Detect thoughts would do a better job than the detect alignments spells for this purpose.
 


BOZ said:
well, I wasn’t expecting that. I thought that 2E had 6-second rounds. Well, I had heard that 1E had one-minute rounds, and I assumed that it was changed for 2E… but I guess that was not changed until 3E. hmm, go figure… I would have been converting some things a lot differently in that case. Eh, c’est la vie. ;)
?

...and OD&D had 10-second rounds :)

Regards,
Mortis
 

It looks good. +2 LA for cohort should work.

You might consider replacing telepathy with the new telepathic link ability from MM3, which seems more appropriate:

Telepathic Link (Ex): Creatures with this ability share a communal consciousness, enabling them to communicate telepathically with other creatures of their kind. A group of such creatures within a certain distance of each other (specified in the creature's entry) are in constant contact. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No creature in the group is considered flanked unless all are.
 

I don’t know that this ability is necessarily more appropriate. That sounds like more for creatures that function in groups, which an azmyth certainly is not. (they are always listed as Solitary creatures).

Hmm, let’s see… weight – 20-30 pounds?

Other than that, I’d say this one is good to go.

Mortis said:
...and OD&D had 10-second rounds :)

geez... way to keep things simple, guys. :)
 

I recommended it because telepathy, by default, lets creatures communicate with any other creature, whereas this limited it to others of their kind. But it does grant additional "hive-mindy" characteristics that may not be apporpriate for azmyth, so got with what you like. ;)

25 lbs. (right in the middle of the range you suggested).
 



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