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Converting monsters from Tales From The Infinite Staircase
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<blockquote data-quote="Cleon" data-source="post: 7510353" data-attributes="member: 57383"><p>Human Warrior is fine. The question is do we want to make them a Hanim? (i,e, the humans of the plane that Valgoss are native too). That would have the benefit that anyone who wants to run the adventure using our conversions (like Oryan77) can use the Valgoss sample creature stats for those NPCs.</p><p></p><p><span style="color: #00FFFF">In the original adventure the Hanim were described as follows:</span></p><p></p><p>Having undergone the Scouring ritual of the Dark Dweller, most of the Hanim have hairless bodies with smooth, muscular skin. They wear leather and hides, using insect carapaces to make armor and shields. Their weapons and tools come from bone and stone. Many Hanim carry torag poles made from bones wrapped in cured leather and decorated with feathers, chitin, and stones. These items possess some strange abilities that seem almost magical—a Hanim can alter the length from 5 feet to almost 10. In combat, they strike as +1 staves.</p><p></p><p><strong>T<span style="font-size: 10px">YPICAL</span> H<span style="font-size: 10px">ANIM</span> W<span style="font-size: 10px">ARRIOR</span></strong> (Pl/♂ or ♀ human/F4) (1d12 or 1 per PC): AC 8 (leather armor); MV 12; hp 26 each; THAC0 17 (16 with pole); #AT 1; Dmg 1d6+1 (torag pole); SZ M (6′ tall); ML champion (18); Int avg (9-10); AL N; XP 175 each.</p><p></p><p><span style="color: #00FFFF"><span style="color: #00FFFF">I can see the above as being either Warrior 4 or Fighter 4. The "torag pole" can be an exotic weapon capable of changing its Reach (say, as a swift or move action?). For the "strike as +1 staves" I'd either make them masterwork weapons that do 1d6+1 base damage OR simply make them <em>+1 magical weapons</em>, depending on your preference. I prefer the first option, since the "seem almost magical" line makes it sound like they're technically mundane items.</span></span></p><p><span style="color: #00FFFF"><span style="color: #00FFFF"></span></span></p><p><span style="color: #00FFFF"><span style="color: #00FFFF"></span>In addition, the tribe of Hanim the PCs encounter are led by a Wizard/Cleric who's declared himself to be "Lord of the Worms" and has </span><span style="color: #00ff00">five new spells</span><span style="color: #00FFFF"> of his own creation.</span></p><p></p><p><strong>Z</strong><span style="font-size: 10px"><strong>OPHIEL</strong></span> (Pl/<span style="font-family: inherit">♂</span> Human/W9, C4)<strong>:</strong> AC 10; MV 18 (valgoss enhanced); hp 7; THAC0 15); #AT 1; Dmg 1d6 (staff); SA All 10 valgoss abilities (see page 55); MR 10%; SZ M (5′ 5″ tall); ML unsteady (5); AL NE; XP 2,000.</p><p></p><p> S 11, D 12, C 10, I 17, W 15, Ch 4 (14 to Hanim)</p><p></p><p> Special equipment: <em>wand of negation</em> (21 charges), <em>folding boat</em>, <em>wings of flying</em> (damaged and no longer functional).</p><p></p><p> Personality; Twisted, sadistic, selfish</p><p></p><p> Priest Spells (6/5/3/2/1): 1st—<em>bless</em>, <em>cure light wounds</em> (x2), <em>faerie fire</em>, <em>light</em>, <em>sanctuary</em>; 2nd—<em>augury, barkskin</em>, <em>dust devil</em>, <em>hold person</em>, <span style="color: #00ff00"><em>summon worms</em></span>; 3rd—<em>continual light</em>, <em>dispel magic</em>, <em>pyrotechnics</em>; 4th—<em>cure serious wounds</em>, <em>neutralize poison</em>; 5th—<span style="color: #00ff00"><em>curse of the worms</em></span></p><p></p><p> Wizard Spells (4/3/3/2/1): 1st—<span style="color: #00ff00"><em>burrow</em></span>, <em>charm person</em>, <em>sleep</em>, <em>spook</em>; 2nd <em>blindness</em>, <em>blur</em>, <em>summon swarm</em>; 3rd—<em>fly</em>, <em>flame arrow*</em>, <span style="color: #00ff00"><em>wormwork</em></span>; 4th—<em>ice storm</em>, <em>stoneskin</em>; 5th—<span style="color: #00ff00"><em>wormtongue</em></span></p><p></p><p> * Spell always cast at maximum efficiency</p><p></p><p><span style="color: #00ffff">You will notice that Zophiel's listed class levels of Wizard 9/Cleric 4 do not match his spells prepared, which indicate he's a Wizard 9/Cleric 9. If we include him in the Valgoss sample creatures as a "Hanim Leader" I would make him a Wizard 3/Cleric 3/Mystic Theurge 6.</span></p><p><span style="color: #00ffff"></span></p><p><span style="color: #00ffff">Statting up Zophiel looks like it'd be a lot of work though. Are you game?</span></p></blockquote><p></p>
[QUOTE="Cleon, post: 7510353, member: 57383"] Human Warrior is fine. The question is do we want to make them a Hanim? (i,e, the humans of the plane that Valgoss are native too). That would have the benefit that anyone who wants to run the adventure using our conversions (like Oryan77) can use the Valgoss sample creature stats for those NPCs. [COLOR=#00FFFF]In the original adventure the Hanim were described as follows:[/COLOR] Having undergone the Scouring ritual of the Dark Dweller, most of the Hanim have hairless bodies with smooth, muscular skin. They wear leather and hides, using insect carapaces to make armor and shields. Their weapons and tools come from bone and stone. Many Hanim carry torag poles made from bones wrapped in cured leather and decorated with feathers, chitin, and stones. These items possess some strange abilities that seem almost magical—a Hanim can alter the length from 5 feet to almost 10. In combat, they strike as +1 staves. [B]T[SIZE=2]YPICAL[/SIZE] H[SIZE=2]ANIM[/SIZE] W[SIZE=2]ARRIOR[/SIZE][/B] (Pl/♂ or ♀ human/F4) (1d12 or 1 per PC): AC 8 (leather armor); MV 12; hp 26 each; THAC0 17 (16 with pole); #AT 1; Dmg 1d6+1 (torag pole); SZ M (6′ tall); ML champion (18); Int avg (9-10); AL N; XP 175 each. [COLOR=#00FFFF][COLOR=#00FFFF]I can see the above as being either Warrior 4 or Fighter 4. The "torag pole" can be an exotic weapon capable of changing its Reach (say, as a swift or move action?). For the "strike as +1 staves" I'd either make them masterwork weapons that do 1d6+1 base damage OR simply make them [I]+1 magical weapons[/I], depending on your preference. I prefer the first option, since the "seem almost magical" line makes it sound like they're technically mundane items. [/COLOR]In addition, the tribe of Hanim the PCs encounter are led by a Wizard/Cleric who's declared himself to be "Lord of the Worms" and has [/COLOR][COLOR=#00ff00]five new spells[/COLOR][COLOR=#00FFFF] of his own creation.[/COLOR] [B]Z[/B][SIZE=2][B]OPHIEL[/B][/SIZE] (Pl/[FONT='inherit']♂[/FONT] Human/W9, C4)[B]:[/B] AC 10; MV 18 (valgoss enhanced); hp 7; THAC0 15); #AT 1; Dmg 1d6 (staff); SA All 10 valgoss abilities (see page 55); MR 10%; SZ M (5′ 5″ tall); ML unsteady (5); AL NE; XP 2,000. S 11, D 12, C 10, I 17, W 15, Ch 4 (14 to Hanim) Special equipment: [I]wand of negation[/I] (21 charges), [I]folding boat[/I], [I]wings of flying[/I] (damaged and no longer functional). Personality; Twisted, sadistic, selfish Priest Spells (6/5/3/2/1): 1st—[I]bless[/I], [I]cure light wounds[/I] (x2), [I]faerie fire[/I], [I]light[/I], [I]sanctuary[/I]; 2nd—[I]augury, barkskin[/I], [I]dust devil[/I], [I]hold person[/I], [COLOR=#00ff00][I]summon worms[/I][/COLOR]; 3rd—[I]continual light[/I], [I]dispel magic[/I], [I]pyrotechnics[/I]; 4th—[I]cure serious wounds[/I], [I]neutralize poison[/I]; 5th—[COLOR=#00ff00][I]curse of the worms[/I][/COLOR] Wizard Spells (4/3/3/2/1): 1st—[COLOR=#00ff00][I]burrow[/I][/COLOR], [I]charm person[/I], [I]sleep[/I], [I]spook[/I]; 2nd [I]blindness[/I], [I]blur[/I], [I]summon swarm[/I]; 3rd—[I]fly[/I], [I]flame arrow*[/I], [COLOR=#00ff00][I]wormwork[/I][/COLOR]; 4th—[I]ice storm[/I], [I]stoneskin[/I]; 5th—[COLOR=#00ff00][I]wormtongue[/I][/COLOR] * Spell always cast at maximum efficiency [COLOR=#00ffff]You will notice that Zophiel's listed class levels of Wizard 9/Cleric 4 do not match his spells prepared, which indicate he's a Wizard 9/Cleric 9. If we include him in the Valgoss sample creatures as a "Hanim Leader" I would make him a Wizard 3/Cleric 3/Mystic Theurge 6. Statting up Zophiel looks like it'd be a lot of work though. Are you game?[/COLOR] [/QUOTE]
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