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<blockquote data-quote="Qwillion" data-source="post: 2186567" data-attributes="member: 14641"><p><strong>Replacing monsters in Region A</strong></p><p></p><p>Yea I am a bit behind the curve because I like to fix things before I play them, I have been reading the book working on an over arching story, I have settled into a more character driven story arch. I have all these replacements on post-it notes in the book but I thought it might be fun to post them here I might make a pdf out of all of them later. </p><p></p><p><strong></strong></p><p><strong>Room A25</strong></p><p>Initial Attitude, Encounter Conditions, Tactics,and Encounter level all remain unchanged. </p><p> <strong>Encounter: </strong> Replace 6 fiendish dire rats with 6 fiendish skinflinters (miser jackels).</p><p> <strong>Treasure: </strong> the Skinflintershave gathered all the listed treasure and have placed it in the leather sack which was then hidden behind the open door and covered with a tatered and chewed up cloak. (Search DC 18)</p><p> <strong>Scaling:</strong> add an additional two fiendish skinflinters (miser jackels), have two skinflinter’s flee upon sighting the party.</p><p></p><p><strong>Fiendish Skinflinter (Miser Jackel) </strong> </p><p>Small Magical Beast (Augmented animal, Extraplanar) </p><p><strong>Hit Dice: </strong> 1d8 (4 hp) </p><p><strong>Initiative: </strong> +3 (+3 Dex) </p><p><strong>Speed: </strong> 50 ft. (10 squares) </p><p><strong>Armor Class: </strong> 14 (+1 size, +3 Dex), touch 14, flat-footed 11 </p><p><strong>Base Attack/Grapple:</strong> +0/-4 </p><p><strong>Attack:</strong> Bite +4 melee (1d4 -2) </p><p><strong>Full Attack: </strong> Bite +4 melee (1d4 -2) </p><p><strong>Space/Reach:</strong> 5 ft./0 ft. </p><p><strong>Special Attacks: </strong> Posion, smite good </p><p><strong>Special Qualities: </strong> Darkvision 60ft., filching, low-light vision, Resistance cold and fire 5, scent, Spell Resistance 6 </p><p><strong>Saves:</strong> Fort +2, Ref +5, Will +1 </p><p><strong>Abilities:</strong> Str 6, Dex 17, Con 11, Int 3, Wis 13, Cha 13 </p><p><strong>Skills: </strong> Hide +9, Jump +2, Listen +7, Move Silently +5, Sleight of Hand +7, Spot +3 </p><p><strong>Feats:</strong> Alertness, Weapon Finesse (B) </p><p><strong>Environment:</strong> Warm plains </p><p><strong>Organization:</strong> Solitary, Pair, or Pack (5-20) </p><p><strong>Challenge Rating:</strong> 1/3</p><p><strong>Treasure:</strong> None </p><p><strong>Alignment:</strong> Always neutral evil </p><p><strong>Advancement:</strong> 2 HD (Small); 3 HD (Medium) </p><p><strong>Level Adjustment:</strong> - </p><p></p><p><em>“A red and black jackal with small horns curling just before its large tall ears”</em></p><p></p><p><strong>Poison (Ex):</strong> Injury, Fortitude DC 14, initial and secondary damage 2 points Dex and Int. The save DC is Constitution-based including a +4 racial bonus.</p><p></p><p><strong>Filching (Ex):</strong> The miser jackal uses it’s gift for stealth to seal metallic objects, they have an uncanny nack for filching items that a group is going to need, granting a +4 insight bonus to slight of hand. The creature can remain hiding and still make use of its slight of hand skill. </p><p></p><p><strong>Skills: </strong> Skinflinters have a +4 racial bonus on Jump, and Listen checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.</p><p></p><p></p><p><em>Fiendish Skinflinter (Miser Jackel); </em> Small Magical Beast (Augmented animal, Extraplanar); CR: 1/3; HD: 1d8 (4 hp) Init: +3 (+3 Dex); Spd: 50 ft.; AC: 14 (+1 size, +3 Dex), touch 14, flat-footed 11; Base atk: +0 Grp: -4; Atk: Bite +4 melee (1d4 -2); Full Atk: Bite +4 melee (1d4 -2); Sp/Rch: 5 ft./0 ft.; SA: poison, smite good ; SQ: Darkvision 60ft., filching, low-light vision, Resistance cold and fire 5, scent, Spell Resistance 6 AL: NE, SV: Fort +2, Ref +5, Will +1 ; Str 6, Dex 17, Con 11, Int 3, Wis 13, Cha 13 </p><p><strong>Skills and Feats:</strong> Hide +9, Jump +2, Listen +7, Move Silently +5, Sleight of Hand +7, Spot +3; Alertness, Weapon Finesse (B) </p><p> <strong>Poison (Ex):</strong> Injury, Fortitude DC 14, initial and secondary damage 2 points Dex and Int. The save DC is Constitution-based including a +4 racial bonus.</p><p><strong>Filching (Ex): </strong> The miser jackal uses it’s gift for stealth to seal metallic objects, they have an uncanny nack for filching items that a group is going to need, granting a +4 insight bonus to slight of hand. The creature can remain hiding and still make use of its slight of hand skill. </p><p>Skills: Skinflinters have a +4 racial bonus on Jump, and Listen checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.</p><p></p><p><strong>Section 15 Copyright notice. </strong> </p><p>System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. </p><p>Creature Collection Copyright 2000, Clark Peterson</p></blockquote><p></p>
[QUOTE="Qwillion, post: 2186567, member: 14641"] [b]Replacing monsters in Region A[/b] Yea I am a bit behind the curve because I like to fix things before I play them, I have been reading the book working on an over arching story, I have settled into a more character driven story arch. I have all these replacements on post-it notes in the book but I thought it might be fun to post them here I might make a pdf out of all of them later. [B] Room A25[/B] Initial Attitude, Encounter Conditions, Tactics,and Encounter level all remain unchanged. [B]Encounter: [/B] Replace 6 fiendish dire rats with 6 fiendish skinflinters (miser jackels). [B]Treasure: [/B] the Skinflintershave gathered all the listed treasure and have placed it in the leather sack which was then hidden behind the open door and covered with a tatered and chewed up cloak. (Search DC 18) [B]Scaling:[/B] add an additional two fiendish skinflinters (miser jackels), have two skinflinter’s flee upon sighting the party. [B]Fiendish Skinflinter (Miser Jackel) [/B] Small Magical Beast (Augmented animal, Extraplanar) [B]Hit Dice: [/B] 1d8 (4 hp) [B]Initiative: [/B] +3 (+3 Dex) [B]Speed: [/B] 50 ft. (10 squares) [B]Armor Class: [/B] 14 (+1 size, +3 Dex), touch 14, flat-footed 11 [B]Base Attack/Grapple:[/B] +0/-4 [B]Attack:[/B] Bite +4 melee (1d4 -2) [B]Full Attack: [/B] Bite +4 melee (1d4 -2) [B]Space/Reach:[/B] 5 ft./0 ft. [B]Special Attacks: [/B] Posion, smite good [B]Special Qualities: [/B] Darkvision 60ft., filching, low-light vision, Resistance cold and fire 5, scent, Spell Resistance 6 [B]Saves:[/B] Fort +2, Ref +5, Will +1 [B]Abilities:[/B] Str 6, Dex 17, Con 11, Int 3, Wis 13, Cha 13 [B]Skills: [/B] Hide +9, Jump +2, Listen +7, Move Silently +5, Sleight of Hand +7, Spot +3 [B]Feats:[/B] Alertness, Weapon Finesse (B) [B]Environment:[/B] Warm plains [B]Organization:[/B] Solitary, Pair, or Pack (5-20) [B]Challenge Rating:[/B] 1/3 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral evil [B]Advancement:[/B] 2 HD (Small); 3 HD (Medium) [B]Level Adjustment:[/B] - [I]“A red and black jackal with small horns curling just before its large tall ears”[/I] [B]Poison (Ex):[/B] Injury, Fortitude DC 14, initial and secondary damage 2 points Dex and Int. The save DC is Constitution-based including a +4 racial bonus. [B]Filching (Ex):[/B] The miser jackal uses it’s gift for stealth to seal metallic objects, they have an uncanny nack for filching items that a group is going to need, granting a +4 insight bonus to slight of hand. The creature can remain hiding and still make use of its slight of hand skill. [B]Skills: [/B] Skinflinters have a +4 racial bonus on Jump, and Listen checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent. [I]Fiendish Skinflinter (Miser Jackel); [/I] Small Magical Beast (Augmented animal, Extraplanar); CR: 1/3; HD: 1d8 (4 hp) Init: +3 (+3 Dex); Spd: 50 ft.; AC: 14 (+1 size, +3 Dex), touch 14, flat-footed 11; Base atk: +0 Grp: -4; Atk: Bite +4 melee (1d4 -2); Full Atk: Bite +4 melee (1d4 -2); Sp/Rch: 5 ft./0 ft.; SA: poison, smite good ; SQ: Darkvision 60ft., filching, low-light vision, Resistance cold and fire 5, scent, Spell Resistance 6 AL: NE, SV: Fort +2, Ref +5, Will +1 ; Str 6, Dex 17, Con 11, Int 3, Wis 13, Cha 13 [B]Skills and Feats:[/B] Hide +9, Jump +2, Listen +7, Move Silently +5, Sleight of Hand +7, Spot +3; Alertness, Weapon Finesse (B) [B]Poison (Ex):[/B] Injury, Fortitude DC 14, initial and secondary damage 2 points Dex and Int. The save DC is Constitution-based including a +4 racial bonus. [B]Filching (Ex): [/B] The miser jackal uses it’s gift for stealth to seal metallic objects, they have an uncanny nack for filching items that a group is going to need, granting a +4 insight bonus to slight of hand. The creature can remain hiding and still make use of its slight of hand skill. Skills: Skinflinters have a +4 racial bonus on Jump, and Listen checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent. [B]Section 15 Copyright notice. [/B] System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Creature Collection Copyright 2000, Clark Peterson [/QUOTE]
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