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Month Index: October, 2001
From: Flits3 Frietmuts <j.w.van.den.heuvel@???????.com> Date: Thu, 4 Oct 2001 08:21:43 +0200 Subject: Re: 3e delphinid
*****Ehhhh..... I used plain format. I took the HTML code and stripped it away so I could get only the plain text. In the reply there is also only plain text in the mail..... at least with my mail programm..... okay first off man that formatting was awful, i hate to be the on to point it out but man please use plain text when sending posts to the list. ****** I could also submit the HTML file.... but I think that would not be okay by a lot of people. your hitdice are off by one delphinids have only 3 hitdice not four ****** The Delphinid has 3+3 HD so I upgraded the HD to 4 AC is right. delphinids are large sized creatures ***** okay the lowlight vision and darkvision are completely out of place. i think. i checked the entry and it is not mentioned. ******** All beasts have lowlight and darkvision as published in the Dragon Conversion file. I will submit these but first I need an okay by the board because I would not like to clog up the discussion board. All in all there are 14 scanned pages that handle the conversion as published by the Dragon magazine. I use these constantly in my conversions. plus being native to an enviroment that is very well lit i don't think most of them would even encounter real darkness ******** Granted. And lowlight vision would also be out of place. I kept these abilities due to a consistent conversion. Could strip them away.... what do the others think.... people? Anyone else? melee attack bounus +3 og thac0 17 bab 3 -1(size)+1(weapon finess) i am probably missing something but where did you get +8 i also see no reason for the higher strenth with a neutral strenth of 10-11 the original stats are maintained ****** I think you are confusing Weapon Finesse with Weapon Focus. Weapon Finesse let the critter use the Dex-modifier for the attack-roll and the strength mod for the damage. So we get Base Attack +4 (4 HD yes I use for the examlpe my stats) +4 (Weapon Finesse using the Dex mod for the attack bonus) and voila you get the +8 Attack Bonus. If we reduce the hit dice to 3 we have an attack roll of +7. If the Delphinid had an Weapon Focus feat he would have an attack roll of +4 for a 3 HD monster. Also I do not like neutral ability creatures... but hey... that's just me. the CR is also high it should be CR 1 ******* Still guessing for the right CR. Since the hit dice were 4 and the attack bonus +8 I thought it might be a bit too high for an 1rst level group. I thought a 2nd level would handle this much better. Since CR is for an encounter that would strip 25% of the dayly recources of a group I thought CR 1 was too low. I cannot inmagine a 1rst level group encountering 4 of these beasts on a day and still emerge victorious alive.... just my opinion though. The inteligence is also too high. being the only actual stat given (5-7) ido not think it should be raised higher that is originally allowed also wisdome should follow intelligence as a guideline though this is not a hard and fast set rule there shoudl be a reason for making it not neutral (10-11) ******** granted. I could live with that. treasure should be nil ******** They could have swallowed something. Even a purple worm has a treasure. This does not mean that they use it or wallow in it like dragons. They could have tried to digest that shining rocky thing just because it looked good. It was not tasty so further shiny thingies were left afloat in the phlogiston... sounds sound by me (ha ha ha). alignment is also chaotic good ******** Yep. I was off again. That is the probles of using a HTML template for the monsters. You were right. ----- Flits3 Frietmuts wrote: The Delphinid: Large Beast Hit Dice:4d10 +4 (26 hp) Initiative:+4 (Dex) Speed:50 ft. AC: 14 (-1 Size, +4 Dex, +1 Natural) Attacks:Ram +8 Damage:Ram 1d6 Face/Reach:10 ft. x 5 ft./5 ft. Special Attacks:None Special Qualities: Low-light Vision, Darkvision 60 ft Saves:Fort +4, Ref +5, Will +2 Abilities:Str 14, Dex 18, Con 12, Int 9, Wis 12, Cha 14 Skills:Listen +6, Hide +5, Spot +5 Feats:Weapon Finesse (Ram) Climate/Terrain:Phlogiston Organization:Pack (4-12) Challange Rating:2 Treasure:Standard Alignment: Always Neutral</td> Advancement: 5-8 (Large), 8-12 (Large), 13-16 (Huge) These friendly beasts swim harmlessly through the phlogiston. They have on occasion been known to help stranded travelers. A delphinid has a fish-shaped body with trilateral symmetry, with everything found in triplicate. The head tapers to a blunt nose. There are three eyes placed equidistantly around the head. The mouth has three jaws, all of which are hinged. There are three large dorsal fins equidistantly around the large, central part of the body. The tail has three fins as well. Delphinids can change color to match the swirling phlogiston. They can make multi-colored swirls and streamers across their hide. A dead delphinid is a pale grey color. They have been known to intentionally turn grey, black, or white in order to be seen by passing sailors. Combat: A delphinid can attack only by ramming (its teeth are too small to be used effectively as weapons). A delphinid can ram every other round. Each ram inflicts 1d6 points of damage. Any creature that weighs less than the delphinid must roll a successful Dexterity check or be knocked down (or off, or over, or whatever). Delphinids rarely initiate combat. They attack only to protect themselves or their friends. They are smart enough to be creative in their strategies and tactics. They can be taught tricks or maneu-vers quite easily. Habitat/Society: Delphinids are found only in the phlogiston cur-rents. They are usually found swimming with the current, not against it. Since they cannot travel at spelljamming speeds, they are encountered only by ships that are at rest or traveling at tactical speeds. Delphinids are quite friendly. They will play and cavort with sailors. They are dexterous enough that they can dive into a ship's gravity, keep control of their trajectory and make it back out. Any aggressive behavior or attempt to hurt or dominate a delphinid causes the entire school to vanish into the flow. If a sailor falls off a deck, delphinids have been known to carry him back to the ship. If they are feeling particularly frisky, they may even give a sailor a joy ride. The sight of a school of delphinids can do wonders for the morale of a crew that has been in space too long. Each delphinid has its own personality. While they travel to-gether in a school, there does not appear to be a leader. Each delphinid does as it pleases. The group tends to follow the one with the idea of the moment. They like elves, humans, gnomes, halflings, kender, and other fun-loving races. They avoid beholders, mind flayers, neogi, lizard men, and other aggressive races. They are neutral toward dwarves, the arcane, giff, dacon, and such. Ecology: Delphinids somehow get their nourishment from phlo-giston. They like various treats that sailors are fond of throwing to them. In particular they like fruit of any sort. Unfortunately for them, fruit is a rare commodity aboard a spelljamming ship. Delphinid young are born live, with a single calf per birth. Both parents raise the calf until it is old enough to defend itself. Once the calf has left its parents, they part ways as well. Delphinids do not mate for life. ******************************************************************** The D&D; Homepage: http://www.wizards.com/dnd/Welcome.asp The Spelljammer Homepage: http://www.darkwoodforest.com/rpg/compendium/ To unsubscribe, send email to LISTSERV@??????.???????.com with UNSUB SPELLJAMMER-L in the body of the message.
Previous Message: Re: Conversion
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Month Index: October, 2001
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| 3e delphinid | Invoker | |||
| Re: 3e delphinid | Flits3 Frietmuts | |||
| Re: 3e delphinid | Sebastian Lucier |