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Dark_Ansem
2012-11-28, 12:41 PM
I need some help in converting those npcs from the Infinity Engine Games to 3.5

-Planescape Torment
Ravel Puzzlewell (+ her signature weapon)
Trias the Betrayer
The Transcendent one (+ his signature weapon)

-Baldur's Gate 2
Jon Irenicus
common Cowled Wizard
Master Cowled Wizard

which data should I provide in order to start?

Runestar
2012-11-28, 08:02 PM
I managed to find their 2e stats here. http://www.locusinn.com/show/infopage?infoid=106&gameid=208

What cr would you like them to be pegged at, and how complex do you want their builds to be?

For instance, the cowled wizards and Irenicus can easily be single-classed wizards (though Irenicus may possibly be a sorcerer because of the way he flings spells around like confetti), so you could go one step further by multiclassing them into prcs like archmage or guild wizard.

Cowled wizards have a lot of varieties, IIRC, ranging from wiz3 all the way to wiz14? Master cowled wizards are capable of 9th lv spells like timestop, so they are probably wiz18s to wiz20.

Ravel will likely be a night hag wizard/cleric/mystic theurge.

Trias is a fallen astral deva (apparently capable of wiz18 spell casting). You can either build them organically from class lvs (say assimar fighter/wizard/eldritch knight with outsider wings feats), add wiz lvs to an existing deva (thus bloating his cr and HD) or use a planetar as a base, convert his cleric spells to wiz, de-advance him to medium-sized.

Transcendent one is a wiz30/cleric30 of unknown race. :smalleek:

docnessuno
2012-11-28, 08:13 PM
John Irenicus

Chaoic neutral (or Neutral evil, depending onthe source) Sun elf Necropolitan
Wizard 5 / Incantatrix 10 / Archmage 5 / Epic incantatrix 9 / Netherese arcanist 1

Variants:
Elven wizard 1st substitution level
Eidetic spellcaster

Class choices:
Incantatrix banned school: evocation past level 3 spells.
Archmage High arcana: Arcane Reach, Mastery of Shaping, Spell Power x2, Spell-Like Ability (Time stop)


Stats (36 PB, without items)
Str 14 (12 base +2 wish)
Dex 18 (14 base +4 wish)
Con - (8 base)
Int 32 (18 base +2 race +7 level +5 wish)
Wis 18 (14 base +4 wish)
Cha 18 (14 base +4 wish)

HP: 30d12+30 (230)
Fort +10, Ref +14, Will +26


Feats:
Iron will
Skill focus (spellcraft)
Spell focus (Necromancy)
Spell focus (Transmutation)
Extend spell
Persistent spell
Quicken spell
Twin spell
Improved toughness
Scribe scroll
Craft wondrous items
Craft construct
Improved spell capacity x4
Improved metamagic
Multispell x2
Epic Spellcasting

Runestar
2012-11-28, 09:57 PM
I would personally just stat Irenicus as a lv30 sorcerer. At this point, whatever class features he does get is going to be outclassed by epic spellcasting and metamagick'ed spells anyways. Throw in auto-quicken, multispell and he is good to go.

nyjastul69
2012-11-28, 10:18 PM
There is an official conversion manual (http://www.wizards.com/default.asp?x=dnd/er/20030221a) if your interested. It's the last link under 'classic downloads'.

Edit: The manual converts to 3.0 and from there 3.5 is really no conversion at all, just an update. If you're converting a multi-class character from 2e to 3e, you may not like the results however.

JustPlayItLoud
2012-11-28, 11:07 PM
I actually found Irenicus' stats posted by someone on another forum from two years ago. Supposedly they were taken by using a cheat code to add him to the party, so this is pretty much how they were in the game.

Here they are at the end of Shadows of Amn:
Mage: Level 29
Experience: 0
Next Level: 7500000

Proficiencies
Base THAC0: 11
THAC0: 9
Number of Attacks: 1
Lore: 107
Reputation: Heroic (18)
[Um, ignore that; I added him to my party, and I was hovering at 18, desperately trying not to get any more popular.]
AI Script:

Saving Throws
Paralyze/Poison/Death: 8
Rod/Staff/Wand: 3
Petrify/Polymorph: 5
Breath Weapon: 7
Spells: 4

Weapon Proficiencies
Blunt Weapon: +++++

Ability Bonuses
To Hit: 0
Damage: 0
Open Doors: 13
Weight Allowance: 90
Armour class: -4
Missile Adjustment: +2
Reaction Adjustment: +2
Hit Points/Level: 0
Chance to Learn Spell: 85
Reaction: +4

Resistances
Fire: 100
Cold: 100
Electricity: 100
Acid: 100
Magic: 50
Magic Fire: 100
Magic Cold: 100

Strength 13
Dexterity 18
Constitution 14
Intelligence 18
Wisdom 18
Charisma 17

AC: 4
HP: 96

Human

Neutral Evil

Neither
[That's where the sheet would normally give gender. Um, Irenicus is neither male nor female?]

Spells prepared:
0
[Seriously, open up his mage book and there's nothing in it for some reason.]


And here they are at the end of Throne of Bhaal with the Ascension mod, which was written by a former Black Isle employee. So not technically official, but more in line with how they were originally intended:
Mage: Level 30
Experience: 0
Next Level: 7875000

Proficiencies
Base THAC0: 11
THAC0: 11
Number of Attacks: 22
Lore: 107
Reputation: Heroic (20)
[Again, ignore.]
AI Script: default

Saving Throws
Paralyze/Poison/Death: 6
Rod/Staff/Wand: 3
Petrify/Polymorph: 4
Breath Weapon: 5
Spells: 3

Weapon Proficiencies
Quarter Staff: ++
Sling: ++

Ability Bonuses
To Hit: 0
Damage: 0
Open Doors: 13
Weight Allowance: 90
Armour class: -4
Missile Adjustment: +3
Reaction Adjustment: +3
Hit Points/Level: 0
Chance to Learn Spell: 95
Reaction: +4

Resistances
Fire: 25
Cold: 25
Electricity: 25
Acid: 25
Magic: 40
Magic Fire: 25
Magic Cold: 25
Magic Damage: 25
Poison: 50

Strength 13
Dexterity 20
Constitution 14
Intelligence 19
Wisdom 18
Charisma 17

AC: -4
HP: 146

Elf
[Well, I suppose technically that's true...]

Neutral Evil

Male

Spells prepared:
[Erm, I'll just tell you how many spell slots he has, since I don't remember what every spell icon corresponds to from memory! For some levels Irencius has more spells prepared than he actually has spell slots. Spell icons just continue on after the slots run out. Presumably he is allowed to cheat by the game.]
1st: 10
2nd: 10
3rd: 10 [Plus more off the edge]
4th: 12
5th: 10 [Plus more]
6th: 12
7th: 10 [Plus more]
8th: 7
9th: 7

So he's statted as a genderless(!) mage, but given that he apparently seems to be able to straight up cheat with regard to spell slots, sorcerer might be a better choice. Perhaps a sorcerer with Int as a casting stat.

Dark_Ansem
2012-11-29, 02:04 AM
I'd say that all those NPCs should be of Epic Level.
I Think that, for the PsT torment Characters, the Transcendent One should be more powerful (at least in the arcane Arts) of both Ravel and Trias.

I could post its stats at maximum level, what do you think?

EDIT: here are the weapons I talk about:

"CELESTIAL FIRE"
Damage: 3-18 Slashing
Enchanted: +2
Special:
+2 to Armor Class
+10 Fire Damage
+10% Resistance to Slashing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Edged

"DAGGER OF CELESTIAL FIRE"
Damage: 3-18 Piercing
Enchanted: +3
Special:
+2 to Armor Class
+10 Fire Damage
+10% Resistance to Piercing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Edged
Not usable by Priests
Usable only by Lawful Good characters



BLADE OF THE IMMORTAL
(Unique, Artifact)
Damage: 2-3 Piercing
Enchanted: +1
THAC0: +1
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

RAVEL'S FINGERNAIL
(Unique, Artifact)
Damage: 2-7 Piercing
Enchanted: +2
Special: 2-12 Poison Damage
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests

DEIONARRA'S WEDDING RING
Special:
+3 to All Saving Throws
+3 to Armor Class
+3 to Armor Class vs. Piercing
Weight: 0

AEGIS OF TORMENT
Special:
+3 to Constitution
+15 to Base Hit Points
+3 to Armor Class
Weight: 0

RING ZERO
Special:
+3 to Armor Class
+3 to Intelligence
Memorize 1 Additional 1st Level Mage Spell
Memorize 1 Additional 2nd Level Mage Spell
Memorize 1 Additional 3rd Level Mage Spell
Memorize 1 Additional 4th Level Mage Spell
Memorize 1 Additional 5th Level Mage Spell
Memorize 1 Additional 6th Level Mage Spell
Memorize 1 Additional 7th Level Mage Spell
Memorize 1 Additional 8th Level Mage Spell
Memorize 1 Additional 9th Level Mage Spell
Weight: 0

RING OF THEX
Special:
+20 to Base Hit Points
+4 to Armor Class
+2 to All Saving Throws
Weight: 0

Dark_Ansem
2012-11-30, 03:07 AM
also, this is the beginning for Ravel Puzzlewell. I am unsure on how this can help but I think that first of all she'd be a maximized night hag. unless I advanced the creature the wrong way.


Night Hag (Advanced Hit Dice) CR 13
Always Neutral Evil Medium Outsider (Evil, Extraplanar)
Init +1 (+1 dex)
AC 22 FF 21 Touch 11
(+1 Dex, +11 natural)
HD: 16
HP: 136 (16d8+64)
Fort +14 Ref +11 Will +12
Speed 20ft
Base Atk +16 Grp +20
Attack: Bite +20 2d6+6
Full Attack: Bite +20 2d6+6
Full Attack: Greatsword +20/+15/+10/+5 2d6+6 (19-20/x2)
Space 5 ft. (1 squares) Reach 5 ft. (1 squares)
Abilities Str 19(+4) Dex 12(+1) Con 18(+4) Int 11(+0) Wis 15(+2) Cha 12(+1)
Stat Points Gained From Advancement: 2
Skill Points: 152
Skills: Bluff +16, Concentration +19, Diplomacy +16, Disguise +16, Intimidate +16, Listen +17, Ride +16, Sense Motive +17, Spellcraft +15, Spot +17
Gear:
Total Cost of Gear: 0gp
Disease(Ex): Fortitude save DC 22(+8 HD, +0 Racial, +4 Con, +0 Feat) avoids disease.
Demon fever - incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another Fortitude save or take 1 point of Constitution drain.
Dream Haunting(Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once a hag invades someone's dreams, it rides on the victim's back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.
Change Shape(Su): A night hag can assume the form of any Small or Medium humanoid.
Spell Resistance(Su): 25
Damage Reduction(Su): 10/cold iron and magic
Immunity to fire, cold, charm, sleep and fear(Ex):
Detect chaos, evil, good, law, magic(Sp): At will (CL = HD of Night Hag)
Magic missile(Sp): At will (CL = HD of Night Hag)
Ray of Enfeeblement(Sp): A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. (CL = HD of Night Hag)
Sleep(Sp): Will save DC 12(+1 Spell Level, +1 Cha) null
(CL = HD of Night Hag)
Etherealness(Sp): At will as long as the Night has her Heartstone (CL = HD X 2 of Night Hag)

while I think the start for Trias the Betrayer could be this (I doubt there's the need for the most powerful HD and the HUGE advancement but I could be wrong)

Angel, Solar (Advanced Hit Dice) CR 28
Always Good Large Outsider (Angel, Extraplanar, Good)
Init +9 (+5 dex, +4 Improved Initiative)
AC 35 FF 30 Touch 14
(-1 size, +5 Dex , +21 natural)
HD: 33
HP: 313 (33d8+165)
Fort +23 Ref +23 Will +25
Speed 50 ft. (10 squares), fly 150 ft. (good)
Base Atk +33 Grp +46
Attack: +5 dancing greatsword +46 3d6+18
Max Power Attack: +5 dancing greatsword +13 3d6+79
Half Power Attack: +5 dancing greatsword +30 3d6+45
Full Attack: +5 dancing greatsword +46/+41/+36/+31/+26/+21/+16 3d6+18
Space 10 ft. (2 squares) Reach 10 ft. (2 squares)
Abilities Str 28(+9) Dex 20(+5) Con 20(+5) Int 23(+6) Wis 25(+7) Cha 25(+7)
Stat Points Gained From Advancement: 3
Feats: Power Attack, Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Track, Spring Attack, Combat Expertise, Whirlwind Attack
Skill Points: 504
Skills: Concentration +34, Diplomacy +36, Escape Artist +34, Hide +34, Knowledge(Arcana) +35, Knowledge(History) +35, Knowledge(Nature) +35, Knowledge(Religion) +35, Knowledge(The Planes) +35, Listen +36, Move Silently +34, Search +35, Sense Motive +36, Spellcraft +35, Spot +36, Survival +36, Use Rope +34
Gear:
Total Cost of Gear: 0gp
Spell-like abilities(Sp): Fortitude save DC 17(+0 Spell Level, +7 Cha)
Spell-Like Abilities: At will-aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite (), holy word (), invisibility (self only), plane shift (), polymorph (self only), remove curse (), remove disease (), remove fear (); 7/day-cure light wounds (), see invisibility; 1/day-blade barrier (), heal (). Caster level 12th. The save DCs are Charisma-based.
Change Shape(Su): A solar can assume the form of any Small or Medium humanoid.
Damage reduction (Ex): 15/epic and evil
Darkvision(Ex): 60 ft.
Low-light vision(Ex):
Immunity to acid, cold and petrification(Ex):
electricity resistance(Ex): 10
fire resistance(Ex): 10
spell resistance(Ex): 32
tongues(Ex):
protective aura(Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel's statistics block.)
regeneration(Ex): 15 - A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.
I think a solar is the best choice.

Dark_Ansem
2012-12-07, 02:38 PM
Another take for trias.
unless this is a better idea, even if a bit more drastic due to the evil alignment.

Fallen Angel, Solar (Advanced Hit Dice) CR 28
Always Evil Large Outsider (Fallen Angel, Extraplanar, Evil)
Init +9 (+5 dex, +4 Improved Initiative)
AC 35 FF 30 Touch 14
(-1 size, +5 Dex , +21 natural)
HD: 33
HP: 313 (33d8+165)
Fort +23 Ref +23 Will +25
Speed 50 ft. (10 squares), fly 150 ft. (good)
Base Atk +33 Grp +46
Attack: +4 unholy, vicious, wounding greatsword +45 3d6+17
Max Power Attack: +4 unholy, vicious, wounding greatsword +12 3d6+79
Half Power Attack: +4 unholy, vicious, wounding greatsword +29 3d6+45
Full Attack: +4 unholy, vicious, wounding greatsword +45/+40/+35/+30/+25/+20/+15 3d6+17
Space 10 ft. (2 squares) Reach 10 ft. (2 squares)
Abilities Str 28(+9) Dex 20(+5) Con 20(+5) Int 23(+6) Wis 25(+7) Cha 25(+7)
Stat Points Gained From Advancement: 3
Feats: Power Attack, Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Track, Spring Attack, Combat Expertise, Whirlwind Attack
Skill Points: 504
Skills: Concentration +34, Diplomacy +36, Escape Artist +34, Hide +34, Knowledge(Arcana) +35, Knowledge(History) +35, Knowledge(Nature) +35, Knowledge(Religion) +35, Knowledge(The Planes) +35, Listen +36, Move Silently +34, Search +35, Sense Motive +36, Spellcraft +35, Spot +36, Survival +36, Use Rope +34
Gear:
Total Cost of Gear: 0gp
Destruction(Sp): Fortitude save DC 24(+7 Spell Level, +7 Cha) partial. (10d6)
1/day. Caster level 12th.
Plane shift(Sp): At will. Caster level 12th.
Magical Sword(Su): Fallen Solars carry a variety of weapons, though most continue to wield a cursed version of the greatsword they possessed before their fall. Usually this is approximately a +9 weapon. A good example is a +4 unholy, vicious, wounding greatsword. This sword deals an extra 2d6 to any good creature, another 2d6 to any creature (1d6 on itself) and deals 1 point of bleed per hit (which stacks).
Bestow Curse(Sp): Will save DC 21(+4 Spell Level, +7 Cha) negates
At will. Caster level 12th.
Dispel Magic(Sp): At will. Caster level 12th.
True Seeing(Sp): 3/day Caster level 12th.
Invisibility(Sp): At will(self only). Caster level 12th.
Unholy Aura(Sp): Fortitude save DC 25(+8 Spell Level, +7 Cha) negates
At will as the spell (CL12)
Dispel Chaos(Sp): Will save DC 22(+5 Spell Level, +7 Cha) negates
At will as the spell (CL12)
Dispel Good(Sp): At will as the spell (CL12)
Magic Circle Against Good(Sp): Will save DC 20(+3 Spell Level, +7 Cha) negates
At will as the spell (CL12)
Immutable Form(Ex): A Fallen Angel, Solar can no longer change shapes. In fact, the fallen solar is immune to any form of transmutation affect for good or ill.
Damage reduction (Ex): 15/epic and good
Darkvision(Ex): 60 ft.
Low-light vision(Ex):
Immunity to acid, cold and tramsutation affects(Ex):
Aura of Retribution(Su): A Fallen Angel's hateful presence creates an aura painful to non-evil creatures. Any good-aligned creature within 10ft. takes 2d6 points of unholy damage per round on the Fallen Angel's turn. There is no save.
Retributive Flare(Su): Fortitude save DC 31(+16 HD, +0 Racial, +5 Con, +0 Feat) for half damage.
1/day as a swift action the Fallen Angel can cause the aura to pulse with evil delivering 15d6 damage to all good creatures within a 20ft burst and 10d6 to all non-evil creatures.
Electricity resistance(Ex): 10
Fire resistance(Ex): 10
Spell resistance(Ex): 32
Regeneration(Ex): 15 - A Fallen solar takes normal damage from epic good-aligned weapons, and from spells or effects with the good descriptor.
Tongues(Ex):

Dark_Ansem
2013-01-13, 03:37 PM
no help at all?

Dark_Ansem
2013-01-15, 05:38 PM
can someone explain this creature to me? I especially do not understand its "physical" attack.

Shadow, Grand
__________________________________________________ ______________________________
Large Undead (Extraplanar, Incorporeal)
Hit Dice: 14d12+56 (147 hp)
Initiative: +4
Speed: Fly 40 ft. (good)
Armor Class: 17 (-1 size, +4 Dex, +4 deflection),
touch 17, flat-footed 13
Base Attack/Grapple: +7/-
Attack: Incorporeal touch +11 melee (2d6 plus 1d8 x
1.5 Str)
Full Attack: Incorporeal touch +11 melee (2d6 plus
1d8 x 1.5 Str)
Space/Reach: 10 ft./10 ft.
Special Attacks: Corrupting touch, create spawn,
strength damage
Special Qualities: Darkvision 60 ft., resistance
(cold 10), shadow blur, spell resistance 20, turn
resistance +4, undead traits, unholy toughness
Saves: Fort. +4, Ref. +8, Will +12
Abilities: Str -, Dex 19, Con -, Int 14, Wis 17, Cha 18
Skills: Hide +17, Listen +20, Search +19, Sense
Motive +20, Spot +20, Survival +20
Feats: Dodge, Empowered Ability Damage, Mobility,
Spring Attack, Weapon Focus (incorporeal touch)
Environment: Negative Energy Plane
Organization: Solitary or pack (2-8)
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic evil
Advancement: 15-28 HD (Large)
Level Adjustment: -
A large shadowy figure, armed with brutal claws, rises
from the ground below.
Grand shadows, sometimes called true shadows, are
extremely rare, arising from extreme concentrations of
wrong and injustice. As such, they are often dedicated
to vengeance, tracking down their enemies and other
relations. Sometimes, greater shadows may drain
enough strength to evolve into a true shadow.
Grand shadows can roam anywhere, although they
tend to gravitate towards forgotten ruins and deep dungeons.
The Fortress of Regret in the Negative Energy
Plane was said to be the lair of an abnormally large
number of grand shadows. Since they often grow out
of some wrong or injustice, they sometimes serve the
powerful enemies of their enemies. Those who sacrifice
countless innocent victims to prolong their own
existence are often said to be the target of grand shadows.
Shadows and greater shadows generally defer to
them when grand shadows are around.
COMBAT
Grand shadows tend to hunt in packs. Confident in their
superiority, they generally do not utilize the hit-andrun
tactics of other shadows, unless truly necessary to
overcome a foe.
Corrupting Touch (Su): Although a grand shadow is
incorporeal, its claws deal 1d8 points of damage per
hit.
Create Spawn (Su): Any humanoid reduced to
Strength 0 by a grand shadow becomes a shadow under
its control within 1d4 rounds.
Incorporeal Traits: Cannot be harmed by nonmagical
weapons, and has a 50% chance to ignore any
damage from any corporeal source (including magical
weapons), except for force effects or attacks made
with ghost touch weapons. Can pass through solid
objects, but not force effects, at will. Its natural attacks
ignore natural armor, armor, and shields, but deflection
bonuses and force effects work normally against them.
Always moves silently and cannot be heard with Listen
checks if it doesn’t wish to be.
Shadow Blur (Su): A grand shadow is constantly
under the effects of a blur spell, providing 20% miss
chance.
Strength Damage (Su): The touch of a true shadow
deals 1d8 points of strength damage to a living foe. If
reduced to Strength 0, the opponent dies.
Undead Traits: Immune to mind-affecting effects,
poison, sleep effects, any effect that requires a
Fortitude save (unless the effect also works on objects
or is harmless), paralysis, stunning, disease, death
effects, as well as to fatigue and exhaustion effects; not
subject to critical hits, nonlethal damage, ability drain,
Part 1:
Elemental
Denizens
111
Part 1:
Elemental
Denizens
or energy drain; negative energy heals it, and positive
harms it. Not at risk of death from massive damage, but
when reduced to 0 hit points or less, it is immediately
destroyed.
Unholy Toughness (Ex): A grand shadow adds its
Charisma bonus per HD to its total hit points.
Skills: A grand shadow has +2 racial bonus on hide
checks in shadowy areas and -4 penalty in brightly lit
areas.
 Credit: Converted from Planescape: Torment
(CRPG) by Ivan Chia.

Dark_Ansem
2013-01-20, 05:02 AM
how would you convert this weapon to 3.5?
Ravel's Fingernail:
2-7 Piercing
Enchanted +2
+2-12 Poison Damage
THACO +2
speed 1
weight 1

docnessuno
2013-01-20, 12:28 PM
how would you convert this weapon to 3.5?
Ravel's Fingernail:
2-7 Piercing
Enchanted +2
+2-12 Poison Damage
THACO +2
speed 1
weight 1

Ravel's Fingernail:
+2 Short sword
A creature struck by the blade must succeed in a DC 15 fortitude save or suffer 2 Constitution damage.

Dark_Ansem
2013-01-20, 12:33 PM
thanks, why is that?

Arcanist
2013-01-20, 12:35 PM
John Irenicus

Chaoic neutral (or Neutral evil, depending onthe source) Sun elf Necropolitan
Wizard 5 / Incantatrix 10 / Archmage 5 / Epic incantatrix 9 / Netherese arcanist 1

This combination is not possible since you have to be Human (Human Undead or a Shade) for the Netherese Arcanist.

docnessuno
2013-01-20, 03:59 PM
thanks, why is that?

Because:
- "Poison" damage in 3.X has mostly been converted to ability damage.
- Con damage is the most likely to cause HP loss.
- Having it work like a real poison (with another save after 1 minute for additional stat damage) would involve a lot of tracking, so it's probbably better to ditch it for playability.


This combination is not possible since you have to be Human (Human Undead or a Shade) for the Netherese Arcanist.

Yes, and the build is also missing Craft magic arms and armor to qualify for craft construct, so:

- Replace Netherese arcanist with anything you'd like.
- Replace Improved toughness with Craft magic arms and armor.
- Lose improved spell capacity x1..

Dark_Ansem
2013-01-22, 05:59 AM
thanks :) what about this one in its various versions?

"CELESTIAL FIRE"
Damage: 3-18 Slashing
Enchanted: +2
Special:
+2 to Armor Class
+10 Fire Damage
+10% Resistance to Slashing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Edged
Usable Lawful Good characters

"DAGGER OF CELESTIAL FIRE"
Damage: 3-18 Piercing
Enchanted: +3
Special:
+2 to Armor Classs
+10 Fire Damage
+10% Resistance to Piercing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Edged
Not usable by Priests
Usable only by Lawful Good characters



"CLUB OF CELESTIAL FIRE"
Damage: 3-18 Crushing
Enchanted: +3
Special:
+2 to Armor Class
+10 Fire Damage
+10% Resistance to Crushing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Clubs
Not usable by Mages
Usable only by Lawful Good characters

Taelas
2013-01-22, 06:59 AM
You can't make Celestial Fire "legally" in 3.5. The closest would be something like a +2 defending flaming burst weapon, but that misses the custom damage range and the slashing resistance. You could just give it 3d6 damage and have it grant 5 DR/slashing (which seems to my mind to fit), but if you are already customizing that much, you might as well just convert everything straight over. Have it grant a +2 deflection bonus to AC and give +10 fire damage.

Dark_Ansem
2013-01-22, 07:36 AM
how would you convert it?

Taelas
2013-01-22, 09:11 AM
Pretty much like I just said. Change the base damage, add +10 fire damage, make it grant DR 5/slashing, and +2 deflection bonus to AC, and make the enhancement bonus +2.

Dark_Ansem
2013-01-22, 09:14 AM
sorry what I meant is: why it cannot be converted legally?

Taelas
2013-01-22, 09:35 AM
Because there aren't any comparable effects in 3.5 similar to slashing resistance and higher base damage.

Dark_Ansem
2013-01-22, 10:04 AM
oh I understand, thanks!

Dark_Ansem
2013-01-30, 12:17 PM
ready for a couple more?

Dark_Ansem
2013-02-12, 03:43 AM
a bit of a different request. Those spells I'd like to see converted in 3.5

ELYSIUM'S FIRES
Range: 90 feet
Duration: Instant
Speed: 9
Area of Effect: 50 ft. x 50 ft. area
Saving Throw: 1/2

Elysium's Fires split the sky, raining streams of bright white fire down upon
the earth. Each blast explodes when it strikes the ground, causing a tremendous
flash and sending waves of fire rippling out from the point of impact.

This spell summons 8 meteors from Elysium to strike down upon the area and crush
all enemies. As they smash down on the ground, each one explodes in a 15 foot
diameter area, doing 5-20 points of damage. A creature gets a Saving Throw for
each of the blasts that hit him.

RUNE OF TORMENT
Range: 0
Duration: Instant
Speed: 9
Area of Effect: 50 ft. x 50 ft. area
Saving Throw: None

Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall
resonate its anguish. Torment of the mind. Torment of the body. Torment of the
soul. All will be made clear when the Circle is drawn.

After the Ultimate Circle is inscribed on the ground, and the Rune explodes, all
creatures in the 50 ft. x 50 ft. area that are hostile take 30 - 100 hit points
of damage. There is no Saving Throw.

IGNUS' FURY
Range: 100 feet
Duration: Instant
Speed: 8
Area of Effect: One 10 ft. cube per level
Saving Throw: 1/2

Ignus draws flames from the Elemental Plane of Fire to erupt, scorch and burn.

This spell calls forth a horrific storm of fire that inflicts 10-100 pts. of
damage, plus 1 additional pt. of damage per level of the caster, on all
creatures within sight. A successful saving throw vs. spell halves the damage.

FIRE AND ICE
Range: 150 feet
Duration: Instant
Speed: 5
Area of Effect: 30 feet radius globe
Saving Throw: Special

A red sphere of Fire and a blue sphere of Ice shall streak forth and quickly
strike down the target of your choosing.

This spell summons 2 crystal spheres (one red, one blue) that strike a specified
target. Upon impact, the red sphere explodes into a fireball 30' radius that
inflicts 3-18 pts. of fire damage upon all w/in range, while the blue sphere
explodes in the same area of effect, causing 3-18 pts. of cold damage to all
w/in range. A successful saving throw vs. spell halves the damage.

FIERY RAIN
Range: 90 feet
Duration: Instant
Speed: 3
Area of Effect: 1 target/meteor
Saving Throw: None

Streams of fiery rain streak down upon the target, burning and crushing it into
submission.

The caster chooses any single target within range. Then, a stream of fiery
meteors rain down and strike the target and surrounding area - one 'meteor' for
each level of experience, up to a maximum of 10. Each missile that hits inflicts
1-2 points of blunt damage and 1-4 points of fire damage. Anyone within 3 feet
of the target takes 1point of fire damage as well.


INFERNAL SHIELD
Range: 0
Duration: 5 seconds per level or (Special)
Speed: 3
Area of Effect: Caster
Saving Throw: None

Even the Great Destroyer is halted by this mystical barrier. When cast, all
fiery effects are absorbed and altered into healing energies.

Works on caster only. The spell creates a fiery shield that bestows a 150%
Normal Fire Resistance and 150% Magical Fire Resistance. The spell will expire
after 5 seconds / level of the caster.

ELYSIUM'S TEARS
Range: 90 feet
Duration: Instant
Speed: 3
Area of Effect: 1 target/meteor
Saving Throw: None

The skies of the Upper Planes shed tears when evil is done. These tears can burn
even the most armored of foes.

The caster chooses any single target within range. Then, a stream of small
meteors rain down and strike the target and surrounding area - one 'meteor' for
each level of experience, up to a maximum of 10. Each missile that hits inflicts
1-2 points of blunt damage and 1-4 points of fire damage. Anyone within 3 feet
of the target takes 1 point of fire damage as well.

BLACKSPHERE
Range: 30 ft. (50 ft. at level 10+)
Duration: 10 seconds
Speed: 4
Area of Effect: 10 feet radius globe
Saving Throw: Special

This spell illustrates the power of Force, as a wave of concussive force
explodes out in a 10' radius that not only damages but imprisons as well.

The spell allows the caster to create a black sphere of force which explodes and
causes 1-4 pts. of damage, + 1 pt. per caster level, to all creatures with in a
30 ft. radius. Creatures failing a saving throw vs. spell are trapped in a 10-
foot radius sphere of force for the duration of the spell. Even if they make the
saving throw they still take damage from the blacksphere itself.

BLACK-BARBED CURSE
Range: 30 feet
Duration: Instant
Speed: 2
Area of Effect: 1 creature
Saving Throw: None

Ravel's maze seeks new fields in which to grow. This spell summons some of the
barbed seeds from the maze to burrow inside the target's flesh.

When cast, the player can select any target within 30 feet. When a target is
selected, the spell summons a swirling mass of black barbs that grow and burrow
into any target for 4-16 hit points of piercing physical damage.

BLACK-BARBED SHIELD
Range: Self only
Duration: 10-30 seconds
Speed: 2
Area of Effect: Self only
Saving Throw: None

Those who have walked the forest paths of Ravel's maze can summon its branches
to help shield them from damage.

This spell (which affects only the caster) calls forth a series of black barbs
that protect and shield the caster from harm for 10-30 seconds. The player gains
+2 to AC for the duration of the spell, and any creature that attacks the player
with a melee attack should suffer 1-6 hit points of damage every time they
successfully hit the character.

some of them have already been done, but I'd like your opinion on these conversions and eventually help for those not done.


Black Barbed Shield

Conjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Self
Effect / Target: Self
Duration: 1 Minute per Level
Saving Throw: None
Spell Resistance: No

This spell calls into being a whirling barrier of black barbs around the caster, protecting him from harm and inflicting damage on anyone who strikes the caster with a melee attack.

It grants a +2 Shield bonus to armor class and inflicts 1d6 damage every time someone strikes the caster in melee.


Black Barbed Curse

Conjuration

Level: Sor/Wiz 2
Components: V,S,M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect / Target: 1 Creature
Duration: Special
Saving Throw: Fortitude half
Spell Resistance: Yes
_________________________________________

First attributed to the Night Hag Ravel Puzzlewell, as the caster completes this spell a flurry of black barbed vines begin to entangle the target, burrowing under their flesh and causing horrific wounds as the vines subsequently burst free of their victim. The time it takes for the vines to re-emerge varies by caster level – at third level they emerge a round after they appear, and they burrow for an additional round for every four levels (to a maximum of three rounds at 11th level).

Every round spent burrowing, the vines inflict 5d4 points of damage; on the final round they inflict 5d4 and an additional 1 point per caster level. The target may make a Fortitude saving throw each round to halve the damage.


Fiery Rain

Invocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 feet, +10 / Level)
Effect / Target: 1 Creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

This spell, another home-brew special from the infamous pyromaniac Ignus, sends a stream of small flaming meteors streaking towards the target. One meteor is created per caster level, to a maximum of 15, and each one inflicts 1d2 Bludgeoning damage and 1d4 Fire damage. In addition, all creatures within 5 feet of the target suffer one point of Fire damage per meteor.


Blacksphere

Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: 30 feet, +10 / level
Effect / Target: Creatures in a 20 foot radius Burst
Duration: 1 round /2 caster levels (max of 10)
Saving Throw: Reflex Half / Will Negates
Spell Resistance: Yes

This spell causes a massive eruption of black force at the point specified by the caster. Anyone caught in the blast takes 1d4+1 damage per level of the caster (max of 10d4+10) with a Reflex save for half. Furthermore, anyone affected by the spell must succeed at a Will save or be trapped in a sphere of force for the duration of the spell.


Ignus' Fury

Invocation (Fire)
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 Standard Action
Range: N/a
Effect / Target: 100 foot radius, centered on the caster
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

To the pyromancer Ignus, this spell must have seemed like the ultimate answer to all of life’s little problems. Come to think of it, this must have seemed like the answer to a lot of big problems, too. You may have gathered by now that the dreaded pyromania—mancer had a very simple outlook towards life on the Multiverse.

Kill it with fire.

This spell inflicts 10d10 +1/caster level of Fire damage to every single thing within the area of effect. Yes, every building, every person, even your neighbor’s little pet mouse.

It.
All.
Burns.


Elysium's Fires

Conjuration (Good)
Level: Cleric 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: 80 Feet (+5 feet / 2 levels)
Effect / Target: 8 15 foot diameter bursts
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell calls forth a stream of 8 meteors from Elysium, each one striking to detonate in a 15 foot diameter burst as directed by the caster. Each one inflicts 5d4 holy damage in the target area, and everyone in the blast can make a Reflex save to take half damage. A separate save is required fore each meteor as appropriate. Against fiends, the damage increases to 8d6, and requires a Will save to avoid becoming Dazed for two rounds, suffering a -2 to attack rolls and armor class.


Fire and Ice

Conjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: 100 feet, +20 / Level
Effect / Target: 30 foot burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell summons two crystal spheres which strike the target, the first exploding into a 30 foot wide fireball inflicting 4d8 Fire damage to everyone in the blast. The second explodes in the same place, simultaneously causing 4d8 Cold damage.


Ignus' Terror

Enchantment
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: 75 Feet
Effect / Target: All creatures in a 30 Foot burst
Duration: 2d4 Rounds
Saving Throw: Reflex Half, Will negates
Spell Resistance: Yes

This spell conjures a writhing inferno of flames in the target area, inflicting 1d6 +1/level (max +5) damage with a Reflex save for half. In addition, anyone in the target area must make a Will save or flee for 2d4 rounds.


Elysium's Tears

Conjuration (Good)

Level: Cleric 3
Components: V, S
Casting Time: 1 Standard Action
Range: 75 feet, +5 / 2 levels
Effect / Target: One Creature
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes
_________________________________________

This spell calls down a barrage of bolts of blue-white fire from the Upper Planes, each one inflicting 1d4 Fire damage and 1d4 Good damage. Against Fiends the spell inflicts 3d4 Good damage instead of 1d4, but otherwise is unchanged. One bolt is created for every two levels of the Caster, to a maximum of 5 at level 10.

Dark_Ansem
2013-02-15, 11:27 AM
no judgment on the conversions?

Starbuck_II
2013-02-15, 12:09 PM
"CELESTIAL FIRE" Longsword +2
+2 deflection AC, DR 1/blunt or piercing, Flaming Burst
Usable Lawful Good characters; non-lawful or evil creatures using take 1 negative level while wielding. This goes away when stop wielding.

32K for +2 Flaming Burst weapon, 12K (+2 deflection), maybe 1K for DR 1, -30% reduction since limited to LG with negative.
Total Price: 31, 830 gp


RING ZERO
Special:
+3 Deflection AC, (no odd numbers allowed) +4 enhancement Int, but spell slots are increased by Int bonus already so maybe just a Ring of Wizardry 4 (no way to increase past 4).
100K, 24K (Int bonus), 27K Deflection
Total Price: 151K gp

BLADE OF THE IMMORTAL: no longer an artifact as it does nothing special.

Dark_Ansem
2013-02-15, 12:26 PM
"CELESTIAL FIRE" Longsword +2
+2 deflection AC, DR 1/blunt or piercing, Flaming Burst
Usable Lawful Good characters; non-lawful or evil creatures using take 1 negative level while wielding. This goes away when stop wielding.

32K for +2 Flaming Burst weapon, 12K (+2 deflection), maybe 1K for DR 1, -30% reduction since limited to LG with negative.
Total Price: 31, 830 gp


RING ZERO
Special:
+3 Deflection AC, (no odd numbers allowed) +4 enhancement Int, but spell slots are increased by Int bonus already so maybe just a Ring of Wizardry 4 (no way to increase past 4).
100K, 24K (Int bonus), 27K Deflection
Total Price: 151K gp

BLADE OF THE IMMORTAL: no longer an artifact as it does nothing special.
thanks!
I like, but Celestial Fire seems a bit underpowered for being the weapon of a powerful Deva... Trias the Betrayer...

EDIT: the blade of the immortal was used as the only weapon who could kill the PC

Gavinfoxx
2013-02-15, 03:20 PM
Yea, 3.Xe upped the maximum power capability of items in general, with regards to how it was in 2e....

Dark_Ansem
2013-02-15, 04:44 PM
also DR is capped?