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*Dungeons & Dragons
Has anyone converted cranium rats?
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<blockquote data-quote="Psychotic Jim" data-source="post: 683513" data-attributes="member: 547"><p>There was a conversion on <a href="http://www.ps3e.com," target="_blank">www.ps3e.com,</a> but the webpage is currently down. You might consider turning a normal rat into a magical beast and adding the powers from 2nd ed, like maybe something like this:</p><p></p><p>Rat </p><p>Tiny Magical Beast</p><p>Hit Dice: 1d10 (5 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 15 ft., climb 15 ft.</p><p>AC: 14 (+2 size, +2 Dex)</p><p>Attacks: Bite +5 melee</p><p>Damage: Bite 1d3-4</p><p>Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.</p><p>Special Qualities: Scent, Hive-mind</p><p>Saves: Fort +2, Ref +4, Will +1</p><p>Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 10</p><p>Skills: Balance +10, Climb +12, Hide +18, Move Silently +10</p><p>Feats: Weapon Finesse (bite)</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Swarm (10-100)</p><p>Challenge Rating: ???</p><p>Treasure: None</p><p>Alignment: Always neutral evil</p><p>Advancement: See text</p><p></p><p>Hive-mind (Su): Cranium rats are of sepearate and of one mind all at once. The more cranium rats are present, the greater the intelligence of the rats is. Each cranium rat has a telepathic connection with all the other rats within 10 ft. For every 5 rats, add an extra point of Intelligence to the score for the rats. For 4 or less cranium rats, the Int score is equal to that of the normal rat (2). Adding one more rat gives it an Int of 3. For every 5 more rats, an additional 1 is added to this score. As the intelligence grows, so does the pack's powers.</p><p></p><p>Int score Ability</p><p>7 or less Standard rat</p><p>8 spell-like abilities mimicing total of 1 wizard spell levels</p><p>9 spell-like abilities mimicing total of 2 wizard spell levels</p><p>10 Mind blast, 1 every 3 rounds, as mind flayer</p><p>11 spell-like abilities mimicing total of 3 wizard spell levels</p><p>12 spell-like abilities mimicing total of 4 wizard spell levels</p><p>13 Mind blast, 1 every rounds, as mind flayer</p><p>14 spell-like abilities mimicing total of 5 wizard spell levels</p><p>15 spell-like abilities mimicing total of 6 wizard spell levels</p><p>16 Mind blast, 1 every round, as mind flayer</p><p>17 Gas immunity</p><p>18 Poison Immunity</p><p>19 SR 13</p><p>20 SR 19</p><p>21 SR 25</p><p></p><p>Also, treat the pack as one entity when it comes to HD affected by an area-affecting damage spell. For example, if a 30-rat pack is hit by an 8 HD fireball, only 8 are killed if the pack's Reflex save is failed, or 4 if it is successful. Also, treat the rat's saves as coming from a Magical beast equal to the pack's Intelligence.</p><p></p><p>A cranium rat pack is quick to break telepathic bonds with an individual rat who is under the influence of an mind-influencing affect, so each rat must be so dealt with individuallly. However, killing the members of a pack reduces it's intelligence according to the current number of members.</p><p></p><p>So there's a fairly rough conversion. You might also want to ask about others' interpretation in the Creature Catalog forums.</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 683513, member: 547"] There was a conversion on [url]www.ps3e.com,[/url] but the webpage is currently down. You might consider turning a normal rat into a magical beast and adding the powers from 2nd ed, like maybe something like this: Rat Tiny Magical Beast Hit Dice: 1d10 (5 hp) Initiative: +2 (Dex) Speed: 15 ft., climb 15 ft. AC: 14 (+2 size, +2 Dex) Attacks: Bite +5 melee Damage: Bite 1d3-4 Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. Special Qualities: Scent, Hive-mind Saves: Fort +2, Ref +4, Will +1 Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 10 Skills: Balance +10, Climb +12, Hide +18, Move Silently +10 Feats: Weapon Finesse (bite) Climate/Terrain: Any land and underground Organization: Swarm (10-100) Challenge Rating: ??? Treasure: None Alignment: Always neutral evil Advancement: See text Hive-mind (Su): Cranium rats are of sepearate and of one mind all at once. The more cranium rats are present, the greater the intelligence of the rats is. Each cranium rat has a telepathic connection with all the other rats within 10 ft. For every 5 rats, add an extra point of Intelligence to the score for the rats. For 4 or less cranium rats, the Int score is equal to that of the normal rat (2). Adding one more rat gives it an Int of 3. For every 5 more rats, an additional 1 is added to this score. As the intelligence grows, so does the pack's powers. Int score Ability 7 or less Standard rat 8 spell-like abilities mimicing total of 1 wizard spell levels 9 spell-like abilities mimicing total of 2 wizard spell levels 10 Mind blast, 1 every 3 rounds, as mind flayer 11 spell-like abilities mimicing total of 3 wizard spell levels 12 spell-like abilities mimicing total of 4 wizard spell levels 13 Mind blast, 1 every rounds, as mind flayer 14 spell-like abilities mimicing total of 5 wizard spell levels 15 spell-like abilities mimicing total of 6 wizard spell levels 16 Mind blast, 1 every round, as mind flayer 17 Gas immunity 18 Poison Immunity 19 SR 13 20 SR 19 21 SR 25 Also, treat the pack as one entity when it comes to HD affected by an area-affecting damage spell. For example, if a 30-rat pack is hit by an 8 HD fireball, only 8 are killed if the pack's Reflex save is failed, or 4 if it is successful. Also, treat the rat's saves as coming from a Magical beast equal to the pack's Intelligence. A cranium rat pack is quick to break telepathic bonds with an individual rat who is under the influence of an mind-influencing affect, so each rat must be so dealt with individuallly. However, killing the members of a pack reduces it's intelligence according to the current number of members. So there's a fairly rough conversion. You might also want to ask about others' interpretation in the Creature Catalog forums. [/QUOTE]
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