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Previous Message: Vessel of Stars SJ 2e Conversion pt 1
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Month Index: August, 2002


From:     Thatotherguy <spellj@??????????.com>
Date:     Wed, 28 Aug 2002 09:24:33 -0700
Subject:  Re: Vessel of Stars SJ 2e Conversion
        Rogues, hm&f (7 in module and conversion):  AC 7; MV 12; T3 (uses the
buccaneer kit from the CTHB adjusted for SJ); hp 13 each; #AT 1; Dmg by
weapon; AL N; THAC0 20; I 14; D 15; proficiencies:  common, balance,
spacemanship, wildspace navigation, tumbling, rope use, blind-fighting,
zero-G combat, fire control, appraising, gaming, tightrope walking,
shortsword, shortbow; special abilities:  see ^ÓLearning the Ropes^Ô on
pg 32 of the CTHB
Possessions:  leather armor, shortsword, shortbow, quiver of 20 arrows,
2d4 gp, between them there are a total of 2 potions each of
infravision, healing, and climbing
        Fessid, displacer beast:  AC 4; MV 15; HD 6; hp 27; #AT 2; Dmg
2-8/2-8; SD opponents are always ^Ö2 to hit due to displacement, save as
F12 with +2 to saves vs. direct attacks due to displacement; AL N;
THAC0 13
        Kata, hf:  AC 7 (3 with armor); MV 12; T3 (former W2); hp 10; #AT 1;
Dmg by weapon; SD armor spell that lasts for 10 hp damage; AL CN; THAC0
20; S 8; D17; Cn 13; I 15; W 12; Ch 15 (scores adjusted to allow for
dual class); proficiencies:  common, tumble, appraise, blind-fighting,
gaming, spellcraft, read/write common, spelljamming, wildspace
navigation, spacemanship, balance, cooking, zero-G combat, alchemy,
dagger, shortbow, shortsword
Possessions:  shortbow, shortsword, quiver of 20 arrows, 13 gp, 2
potions of extra-healing, potion of invisibility (8 swallows), potion
of infravision, spellbook
Spells (2L1):  1^×sleep, shield
Spellbook:  1^×light, mending, wizard mark, detect magic, read magic,
cantrip, armor, sleep, shield, identify, jump
        Maldavis, hf:  AC 9; MV 12; W(D)6 (uses geomancer kit from CGR1); hp
19; #AT 1; Dmg by weapon; SD +1 bonus to all surprise die rolls; AL NE;
THAC0 19; S 12; D 15; Cn 13; I 16; W 16; Ch 12 (scores adjusted to meet
specialist and kit requirements); proficiencies:  common, planetology,
read/write common, spelljamming, wildspace navigation, spacemanship,
balance, cartography, alchemy, herbalism, dagger, staff
Possessions:  spellbook, robes with hidden spell component pouches,
spyglass, quarterstaff, 7 gems worth 100gp each, merchant^Òs scales and
weights, 30 sp
Spells (4L1/2L2/2L3+1 divination each level):  1^×shield, light, magic
missile, protection from good, detect magic; 2^×ESP, mirror image,
detect invisibility; 3^×dispel magic (x2), clairvoyance
Spellbook:  1^×light, wizard mark, detect magic*, read magic*, cantrip*,
comprehend languages, identify*, protection from evil, shield, hold
portal, magic missile; 2^×ESP*, locate object*, detect invisibility*,
infravision, mirror image, rope trick; 3^×clairaudience*, clairvoyance*,
tongues, dispel magic, fireball; * = divinations
        Hren, Maldavis^Òs hawk familiar (was gained through use of a scroll):
AC 6; MV 1, fly 33 (MC B); HD 1; hp 14; #AT 3; Dmg 1-2/1-2/1; SA
plummet 100^Ò+ to strike with both claws at +2 to hit for 2-4
damage/claw, 25% to hit eyes with beak (if hit, creature blinded for
1-10 rounds and has 10% of losing one eye); SD never surprised due to
superior vision; AL NE; THAC0 19; grants Maldavis very superior
distance vision, empathic link with Maldavis to 1 mile
        Raz, hm:  AC 8; MV 12; W4 (former C2); hp 15; #AT 1; Dmg by weapon; AL
CN; THAC0 20; S 8; D 14; Cn 13; I 18; W 15; Ch 10 (scores adjusted to
meet dual class requirements and reflect wizard use of Int over Cha);
proficiencies:  common, religion (SJ), read/write common, spelljamming,
healing, wildspace navigation, spacemanship, balance, healing, zero-G
combat, fire control, spellcraft, space heraldry, signaling, semaphore,
footman^Òs mace, staff, dagger
Possessions:  spellbook, holy symbol of planar church of Limbo,
footman^Òs mace, dagger, quarterstaff, 3 healing potions, bracers of
defense AC 8, 8th level scroll of invisibility, cat^Òs grace, and sleep
(x2)
P spells (4L1):  1^×bless, curse (reversed bless), cure light wounds
(x2)
W Spells (3L1/2L2):  1^×light, magic missile, detect magic; 2^×mirror
image, web
Spellbook:  1^×light, detect magic, read magic, cantrip, identify,
shield, mending, magic missile, armor; 2^×web, mirror image, continual
light
        Seril, hm:  AC 10 (6 with armor spell); MV 12; W(E)6 (uses war mage
kit from CGR1); hp 19; #AT 1; Dmg by weapon; SD armor spell that lasts
for 14 hps damage; AL LE; THAC0 19; S 12 (increased to meet kit
minimums); D 14; Cn 13; I 16; W 12; Ch 18; proficiencies:  common,
spelljamming, read/write common, wildspace navigation, spacemanship,
balance, alchemy, herbalism, fire control, spellcraft, brewing, heavy
crossbow, staff
Possessions:  spellbook, robes with hidden spell component pouches,
heavy crossbow, case of 20 heavy crossbow quarrels, quarterstaff,
spellbook, silver mirror, 100gp
Spells (4L1/2L2/2L3+1 enchantment/charm each level):  1^×light, cantrip,
sleep (x2), charm person; 2^×Tasha^Òs uncontrollable hideous laughter,
scare, darkness 15^Ò radius; 3^×hold person, monster summoning I (x2)
Spellbook:  1^×light, mending, detect magic, read magic, cantrip*,
comprehend languages, identify, armor, sleep*, charm person*, message;
2^×Tasha^Òs uncontrollable hideous laughter*, scare*, darkness 15^Ò
radius, wizard lock, continual light; 3^×hold person*, suggestion*,
haste, monster summoning I; * = enchantment/charm
        Sweet Gurta, hf:  AC 5; MV 9; F6 (uses berserker kit from CFHB); hp
38; #AT 1; Dmg by weapon; AL CN; THAC0 15; S 18; D 14; Cn 13; I 8; W
12; Ch 6 (8 to orcs and half-orcs); proficiencies:  common, endurance,
spacemanship, balance, blind-fighting, zero-G combat, fire control,
battle axe, club, morning star, footman^Òs flail, hammer, footman^Òs
mace; special abilities:  go berserk (takes 10 rounds to build up to,
see CFHB pg 20-21)
Possessions:  scalemail+1, battle axe, morning star, footman^Òs flail,
healing potion, 2 extra-healing potions, 3 gp, 7 sp
        Tallon, hem:  AC 4 (with bow) or 3 (with shield); MV ; F5 (uses
myrmidon kit from CFHB); hp 32; #AT 3/2 or 1; Dmg by weapon; AL LN;
THAC0 16; S 16; D 13; Cn 14; I 10; W 12; Ch 8; proficiencies:  common,
read/write common, spacemanship, sail manipulation, balance,
blind-fighting, bastard sword specialization, composite longbow, hand
axe, dagger, morning star
Possessions:  banded mail, ring of protection+1, large shield (cannot
be used with bow), bastard sword, longbow, quiver of 20 flight arrows,
47 gp, 82 sp
        Vrex, hm:  AC 8; MV 12; W(N)8 (uses anatomist kit from CBoNec); hp 26;
#AT 2 or 1; Dmg by weapon; AL LE; THAC0 19; S 10; D 14; Cn 13; I 17; W
16 (increased to meet specialist minimums); Ch 12; proficiencies:
common, healing, anatomy, venom handling, read/write common,
spacemanship, balance, alchemy, herbalism, spellcraft, knife
specialization; special abilities:  improved healing, autopsy (see
CBoNec pg 15); Note:  DM^Òs lacking the CBoNec should remove the
anatomist kit, specialization (including the bonus attacks), and
healing, venom handling, and anatomy NWPs, and give him in place no kit
and dagger, wildspace navigation, spelljamming, and fire control
proficiencies.  The CBoNec spells can simply be removed from the
spellbook list and ignored.
Possessions:  spellbook, robes with hidden spell component pouches,
knife, 5 gems worth 200gp each, 8th level scroll of dispel magic, 8th
level scroll of web, 8th level scroll of detect scrying, 8th level
scroll of fireball (x2), potion of speed, 2 extra-healing potions,
bracers of defense AC 8, wand of conjuration (14 charges)
Spells (4L1/3L2/3L3/2L4+1 necromantic spell each level):  1^×chill
touch, reduce (revere enlarge), shield, jump, magic missile; 2^×darkness
15^Ò radius, spectral hand, weakness (reverse strength), ghoul touch;
3^×lightning bolt, monster summoning I (x2), vampiric touch; 4^×dimension
door, Evard^Òs black tentacles, enervation
Spellbook:  1^×detect magic, read magic, cantrip*, wizard mark, spider
climb, chill touch*, detect undead*, comprehend languages, enlarge,
jump, identify, exterminate* (CBoNec), corpse visage* (CWHB), magic
missile, shield; 2^×ghoul touch* (CWHB), spectral hand*, darkness 15^Ò
radius, shatter, strength, embalm* (CBoNec), skeletal hands* (CBoNec);
3^×haste, monster summoning I, lightning bolt, vampiric touch*, hold
undead*, feign death*; 4^×dimension door, Rary^Òs mnemonic enhancer,
detect scrying, enervation*, Evard^Òs black tentacles; * = necromancy
        Waystation Inhabitants:  The Waystation personnel consist of Merit (hm
C9), 2 acolytes (hf C3, hm C2), 3 laity (hm&f F0), and 4 guards (hm&f
F1) led by a sergeant (hm F4).  The DM should choose any kits desired
for each.  If the waystation is an elven outpost rather than being run
by the planar church of Elysium its personnel are Merit (em C9 of
Corellon Larethian), 2 acolytes (hef C3 and em C2 of Corellon
Larethian), 3 hadozee, and 4 guards (em F1/W1) led by a sergeant (em
F4/W3).  The DM should assign any kits desired.  The hadozee are
standard 3 HD hadozee and skilled in SJ ship maintenance as well as
maintaining large weapons and the building.


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Month Index: August, 2002

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