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Elrond Half Elven
Learned Scribe

United Kingdom
322 Posts

Posted - 12 Jan 2007 :  13:00:34  Show Profile  Visit Elrond Half Elven's Homepage Send Elrond Half Elven a Private Message  Reply with Quote  Delete Topic
Hail! I was looking over an old project of mine decided to bring it upto date, and since I was woefully poor at converting between systems I was wondering if anyone could have ago at converting these two NPCs from 2nd E to 3.5.

Thanks in advance.



Asodomus
Male Human Necromancer 4th Level

Strength 7
Dexerity 13
Constitution 9
Intelligence 17
Wisdom 16
Charisma 11
Comliness 8
AC 10
THAC0 20
Hit Dice 4d4
Hit Points 11
Alignment Neutral Evil
Special Attacks See Below
Special Defenses See Below
Magical Resistance Nil
Size 5'9"

Saving Throws PPDM 14, RSW 11, PP 13, BW 15, S 12

Weapon Proficiencies Dagger
Dagger (Melee): THAC0 20; Dmg 1d4-1

Non-Weapon Proficiencies Anatomy, Animal Handling, Herbalism, Necrology (1 slot, Int 12), Reading Writing, Religion, Spellcraft, Venom Handling

Spells Memorized
1st- Animate Dead Animals, Armour, Chill Touch, Protection From Good
2nd level- Skeletal Hands, Spectral Hands, Summon Swarm

Tactics Asodomus’ tactics are detailed in the description of Room XX but are summarised here. If Asodomus can cast any protective spells a head of a battle he will gladly do so. If taken by surprise Asodomus will usually cast skeletal hands to draw his foe attention and then raise his defences. In battle Asodomus relies on raised Undead and summoned creatures to do his dirty work, loving nothing more than swarming his opponents with his minions. Due to his preferred tactics Asodomus will rarely launch an attack but rather cast the appropriate spells and wait from his enemies to come to him. Finally if it looks as though he is loosing the battle, Asodomus will use his ring of spell holding and teleport to a safe secluded location. There he will re-unite with fellow cultists and await new orders.

Appearance A tall thin weak looking man of about 30 years of age, Asodomus has a mop of hair, his face is adorned with a shaggy beard, both of which are a shocking white. He has the greasy pale pallor of one who is ill. Perhaps the most striking feature (even more than his white hair) is Asodomus’ red eyes- he’s an albino. Because of his easily recognizable features he takes to wearing a purple cowl- this doesn’t just show his standing in the cult but in addition hides his face from prying eyes.

Personality Asodomus is a calculating, evil man and a dangerous opponent indeed. Asodomus loyalties lie first with to himself, and then the Cult. He is willing to do almost anything (except risking his own life) in order to gain power, and if this means the death of a few (dozen) underlings then so be it. In fact he sees the cult as a grand opportunity to gain power. He cannot abide Nephar (who the cult has assigned as his lieutenant), whom he sees as a brutish, direct and dangerous rival. He knows of her short-temper and would like nothing more than to see it getting the better of her. Asodomus awaits the day where Nephar lies dead and he’s free to warp his orders to meet his needs.

Equipment Purple Robes, Staff, Bone Dagger, always carries a pouch with 2 severed skeleton hands, The rest of Asodomus’ belongings are stored in Room XX

Magic Items Minor Ring of Spell Holding- with a teleport spell held in it.

Spell Book
1st- Animate Dead Animals, Armour, Chill Touch, Detect Undead, Hold Portal, Protection from Good
2nd- Animate Skeleton, Skeletal Hands, Spectral Hand, Summon Swarm

History Born in Sembia to a wealthy family, Asodomus was the youngest and the runt of 4 brothers, he realised that he would never reach the position of power within his family, which he craved. This craving meant he was especially receptive to the Cults twisted teachings. Eventually he decided to join a cell- poisoning his older brothers as he fled into the night. It didn’t take long for him to reach Cult activists who helped spirit the young man out of Sembia and in to Cormyr. Here he received tutelage under an un-named necromancer and once he’d been judged to a sufficient level of ability entered as a member of the latest Cults schemes; a scheme to find the lost lair of a Dracolich. He worked his way up into a good position in his cell, in the course becoming well thought of by his superiors and so was chosen to lead the expedition into the Desertmouth mountains. This was a position, which he particularly relished; a true chance to show his superiors what he was worth, and perhaps even a chance to rise an little further, in the ranks of the cult.




Nephar
Female Human Death Priest (Charnelist) of Myrkul (Cyric) 3rd Level

Strength 17
Dexterity 17
Constitution 10
Intelligence 10
Wisdom 17
Charisma 6
Comliness 15
AC 2 (Chainmail + Dex)
THAC0 20
Hit dice 3d8
Hit Points 18
Alignment Chaotic Evil
Special Attacks Spells
Special Defenses Spells
Magical Resistance Nil
Size 5'8"

Saving Throws PPDM 10, RSW 14, PP 13, BW 16, S 15

Weapon Proficiencies Flail, Morning Star.
Flail (Melee Primary Weapon): THAC0 19; Dmg 1d6+2
Morning Star (MeleeOff Hand): THAC0 20; Dmg 2d4+1

Noweapon Proficiences Blind-Fighting (2slots), Herbalism (2slots Int 8), Necrology (1slot Int 10), Religion (1slot Wis 10), Spellcraft (1slot Int 8).

Spells Memorized
1st level- Curse, Fear (x2), Undead Alacrity
2nd level- Aid, Hold Person

Personality Nephar is a warmonger; she would like nothing more than for the Cult to declare open war upon the Dalelands or even the Zhentarim (an organization who seems to enjoy destroying the cults well laid plans concerning the Dalelands). Nephars loyalty to the Cult is totally unshakable, she’s totally willing to die to further the Cults aims (Only if she can take a few of her enemies down). She is very brutish and enjoys nothing more than mauling or torturing her opponents. Nephar is indifferent towards Asodomus- she’s probably not even aware of his hatred for her. If she was she’d probably remove him immediately in the most bloody and painful way possible. In total honesty she’s a true sadistic who’s faith makes her a dangerous opponent indeed.

Equipment Purple Robes, Chain-mail, Flail, Morning Star, Vial of Unholy Water.




Thanks in Advance!

Hanx
Elrond

boddynock
Learned Scribe

Belgium
258 Posts

Posted - 13 Jan 2007 :  10:23:47  Show Profile  Visit boddynock's Homepage Send boddynock a Private Message  Reply with Quote
wow dude. If i have time to do it I will help you with it but I can't promiss when I have enough time right now :)
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 13 Jan 2007 :  17:36:29  Show Profile Send Ergdusch a Private Message  Reply with Quote
Hi! I am working on the cleric right now. Will take some time I guess. Hope to post it until tomorrow night.

Greetz, Ergusch

"Das Gras weht im Wind, wenn der Wind weht."
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 13 Jan 2007 :  18:35:18  Show Profile Send Ergdusch a Private Message  Reply with Quote
I have concerted the stats according to the Coversion manual. If this can be found online I don't know, but Wooly most likely has a link, right?!

Nephar
Female Human Death Priest (Charnelist) of Myrkul (Cyric) 3rd Level

STR 17 +3
DEX 17 +3
CON 10 +0
INT 10 +0
WIS 17 +3
CHA 6 -2

Base Attack: +2
Total Attack: +5 melee = (+2 base + 3 STR), +5 ranged = (+2 base + 3 DEX)
Dmg: 1-8 +3 Morningstar, not proficient with Flail anymore!!!

Fort: +3 = +3 Base +0 CON
Reflex: +1 = +1 Base +0 DEX
Will: +6 = +3 Base +3 WIS

HD: 3d8
HP: Reroll your HP and add your full CON modifier (+3) on each dice rolled or use the character’s old total of 18, as you prefer.
Ini: +7 = +3 Dex +4 through Impr. Ini feat
AC: 17 = 10 base +7 through Chainmail (+5 Armor, +2 max DEX)

Alignment: NE

Skill points:
(2 +0 INT mod) x 4 = 8 at 1st lvl
+4 additional point at 1st lvl for being human
+2 +0 INT mod for each additional lvl = 4
TOTAL of 16 points
(my suggestions: Concentration +3, Intimidate -1, Profession - Herbalist +3, Knowledge – Arcane +2, Knowledge – Religion +2, Spellcraft +4)
Class Feats: Weapon Proficiency – Simple, Armor Proficiency – Light, Medium, Heavy and Shields, Rebuke Undead
Bonus Feats: 3 =1 for being human, 1 at 1st lvl, 1 at 3rd lvl
(my suggestions: Blind-Fight, Power Attack, Improved Initiative [if you play in modern time Fearun, where Myrkul is dead, you should change any of the feats aboe with the feat 'Servant of the Fallen' from the LEoF sourcebook, p. 9])

Spells per Day: 0 lvl – 4, 1 lvl – 3+1, 2 lvl – 2+1 (+1 indicates Domain spells)
Domains: Death and Evil (most likely for Myrkul)[if Myrkul should be dead due to your your current campaign time and you did not choose to take the 'Servant of the Fallen'-Feat change the worshipper's god to Valsharoon, applying the same domains - Death and Evil]
Domain Powers: Death - Death touch, Evil - you cast evil spells at +1 caster lvl
Spells Memorized: (in italics the domain spells)
0 Lvl - Detect Magic, Guidance, Light, Resistance
1 lvl - Fear, Magic Weapon, Shield of Faith, Protection from Good
2 lvl - Bull's Strenght, Sound Burst, Death Knell
Spell DC: 10 base +3 WIS + spell lvl


Personality:
Nephar is a warmonger; she would like nothing more than for the Cult to declare open war upon the Dalelands or even the Zhentarim (an organization who seems to enjoy destroying the cults well laid plans concerning the Dalelands). Nephars loyalty to the Cult is totally unshakable, she’s totally willing to die to further the Cults aims (Only if she can take a few of her enemies down). She is very brutish and enjoys nothing more than mauling or torturing her opponents. Nephar is indifferent towards Asodomus- she’s probably not even aware of his hatred for her. If she was she’d probably remove him immediately in the most bloody and painful way possible. In total honesty she’s a true sadistic who’s faith makes her a dangerous opponent indeed.

Equipment: Purple Robes, Chain-mail, Morning Star, Vial of Unholy Water.


To fully understand all changes made you should read the 'Cleric' entry in the PHB 3.x. Good luck with the dice and enjoy gaming. If you have any questions feel free to ask. I will try to answer them as best as I can...

Ergdusch

"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 14 Jan 2007 13:00:52
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Wooly Rupert
Master of Mischief
Moderator

USA
36878 Posts

Posted - 13 Jan 2007 :  20:26:34  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Ergdusch

I have concerted the stats according to the Coversion manual. If this can be found online I don't know, but Wooly most likely has a link, right?!


Of course! It can be found at the bottom of this page.

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

I am the Giant Space Hamster of Ill Omen!
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 14 Jan 2007 :  11:09:07  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Ergdusch

I have concerted the stats according to the Coversion manual. If this can be found online I don't know, but Wooly most likely has a link, right?!


Of course! It can be found at the bottom of this page.



I knew I could count on you Wolly! Two thumbs up for the Space Hamster!

"Das Gras weht im Wind, wenn der Wind weht."
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 14 Jan 2007 :  11:12:50  Show Profile Send Ergdusch a Private Message  Reply with Quote
Back on topic! Elrond - I will have coverted the other Character stats by the end of today.

Sweet water and light laughter until than...

"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 14 Jan 2007 11:14:41
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 14 Jan 2007 :  12:50:28  Show Profile Send Ergdusch a Private Message  Reply with Quote
I converted the Necromancer with help of the Conversion manual (see above) and according to the rules of the 3.0 Edition.Again, to understand all changes read the PHB entry for 'wizard' and also the sidebar 'School specialization' on page 54.

Asodomus
Male Human Necromancer 4th Level

STR 7 -2
DEX 13 +1
CON 10 +0 (incl. +1 at 4th lvl)
INT 17 +3
WIS 16 +3
CHA 11 +0

Base Attack: +2
Total Attack: +0 melee = (+2 base -2 STR), +3 ranged = (+2 base +1 DEX)
Dmg: 1-4 -2 Dagger

Fort: +1 = +1 Base +0 CON
Reflex: +2 = +1 Base +1 DEX
Will: +7 = +4 Base +3 WIS

HD: 4d4
HP: Reroll your HP and add your full CON modifier (+0) on each dice rolled (minimum 1 HP per Lvl) or use the character’s old total of 11, as you prefer.
Ini: +5 = +1 Dex +4 through Impr. Ini feat
AC: 13 = 10 base +3 DEX

Alignment: NE

Skill points:
(2 + 3 INT mod) x 4 = 20 at 1st lvl
+4 additional point at 1st lvl for being human
+2 + 3 INT mod each additional lvl = 15
TOTAL of 35 points
(my suggestions: Alchemy +3, Concentration +7, Handle Animal +2, Heal +2, Profession - Herbalist +2, Knowledge – Arcane +4, Knowledge – Religion +3, Spellcraft +7)
Class Feats: Weapon Proficiency –club, dagger, heavy & light crossbow, quaterstaff, Armor Proficiency – none, Scribe Scroll, Summon Familier
Bonus Feats: 3 = 1 for being human, 1 at 1st lvl, 1 at 3rd lvl (my suggestions: Improved Initiative, Spellfocus – Necromancy, Greater Spellfocus - Necromancy)

Wizard Specialist: Necromancy (can memorize 1 additional spell per spell level each day from this school, +2 to spellcraft checks to learn spells from this school)
Prohibited Schools: Any one school (my suggestion: Illusion)
Spells per Day: 0 – 4+1, 1 – 4+1, 2 – 3+1 (+1 indicates bonus Necromancy spell)
Spells Memorized: (in italics the nercomancy spells)
0 – Detect Magic, Disrupt Undead, Mage Hand, Ray of Frost, Resistance
1 – Chill Touch, Shocking Grasp, Summon Undead I 2x, Mage Armor,
2 – Ghoul Touch, Spectral Hand, Summon Undead II, Summon Swarm
Spell DC: 10 base +3 INT + spell lvl
Spell DC for Necromancy Spells: 10 base +3 INT + 4 Gr. Spell focus + spell lvl
Spell Book:
0 – all from the PHB
1 - Mage Armor, Chill Touch, Detect Undead, Hold Portal, Protection from Good, Shocking Grasp, Summon Undead I (MoF)
2 - Ghoul touch, Spectral Hand, Summon Swarm, Summon Undead II (MoF)

Tactics:
Round 1: casts any summon spell, most likely Summon Undead II
Round 2+3: while his opponents are occupied with the summoned undead he casts Mage Armour and Spectral Hand
Thereafter: he tries to avoid close combat at all means, casting his several touch spells through the Spectral hand and sends in more summoned creatures to protect him. If all goes wrong he teleports away wit the spell stored in his ring.

Appearance:
A tall thin weak looking man of about 30 years of age, Asodomus has a mop of hair, his face is adorned with a shaggy beard, both of which are a shocking white. He has the greasy pale pallor of one who is ill. Perhaps the most striking feature (even more than his white hair) is Asodomus’ red eyes- he’s an albino. Because of his easily recognizable features he takes to wearing a purple cowl- this doesn’t just show his standing in the cult but in addition hides his face from prying eyes.

Personality:
Asodomus is a calculating, evil man and a dangerous opponent indeed. Asodomus loyalties lie first with to himself, and then the Cult. He is willing to do almost anything (except risking his own life) in order to gain power, and if this means the death of a few (dozen) underlings then so be it. In fact he sees the cult as a grand opportunity to gain power. He cannot abide Nephar (who the cult has assigned as his lieutenant), whom he sees as a brutish, direct and dangerous rival. He knows of her short-temper and would like nothing more than to see it getting the better of her. Asodomus awaits the day where Nephar lies dead and he’s free to warp his orders to meet his needs.

Equipment:
Purple Robes, Staff, Bone Dagger, always carries a pouch with 2 severed skeleton hands, the rest of Asodomus’ belongings are stored in Room XX.

Magic Items: Minor Ring of Spell Holding- with a teleport spell held in it.

History:
Born in Sembia to a wealthy family, Asodomus was the youngest and the runt of 4 brothers, he realised that he would never reach the position of power within his family, which he craved. This craving meant he was especially receptive to the Cults twisted teachings. Eventually he decided to join a cell- poisoning his older brothers as he fled into the night. It didn’t take long for him to reach Cult activists who helped spirit the young man out of Sembia and in to Cormyr. Here he received tutelage under an un-named necromancer and once he’d been judged to a sufficient level of ability entered as a member of the latest Cults schemes; a scheme to find the lost lair of a Dracolich. He worked his way up into a good position in his cell, in the course becoming well thought of by his superiors and so was chosen to lead the expedition into the Desertmouth mountains. This was a position, which he particularly relished; a true chance to show his superiors what he was worth, and perhaps even a chance to rise an little further, in the ranks of the cult.


Again, good luck gaming.

Ergdusch

"Das Gras weht im Wind, wenn der Wind weht."
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Elrond Half Elven
Learned Scribe

United Kingdom
322 Posts

Posted - 02 Feb 2007 :  16:30:26  Show Profile  Visit Elrond Half Elven's Homepage Send Elrond Half Elven a Private Message  Reply with Quote
Thank thee Ergdusch your help is very much apprieciated!

Hanxs
Elrond

Once upon a midnight dreary, while i pondered, weak and weary,
Over many a quaint and curious volume of forgotten lore-
While i nodded, nearly napping, suddenly there came a tapping,
As of some one gently rapping, rapping at my chamber door.
-The Raven by Edgar Allan Poe
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