Subject: MYSTARA-L Digest - 18 Sep 2009 to 19 Sep 2009 (#2009-49) From: MYSTARA-L automatic digest system Date: 20/09/2009, 17:00 To: MYSTARA-L@ORACLE.WIZARDS.COM Reply-to: Mystara RPG Discussion There are 5 messages totalling 424 lines in this issue. Topics of the day: 1. Stronghollow Dwarves (Karameikos d20, DnD 3.6e) (2) 2. Started to read PC4 Night Howlers, Not Impressed 3. Kopru 4e 4. Red Cap ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.pandius.com To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ---------------------------------------------------------------------- Date: Sat, 19 Sep 2009 00:25:33 -0700 From: Joaquin Menchaca Subject: Stronghollow Dwarves (Karameikos d20, DnD 3.6e) I was creating a write up with a localized write up for Stronghollow dwarve= s. Here's what I have for my DnD 3.6e campaign.=0A=0A - Joaquin=0A=0A=0ADw= arves (Stronghollow)=0A-----------------------------=0ADwarves of Mystara t= race their origins to their homeland of Rockhome on the continent of Brun. = Legend has it that dwarves were molded out of the Earth in BC 1800, by the= Immortal patron Kagyar. Overtime there were many migrations of dwarves th= roughout the Brun continent, including the formation of the Stronghollow Cl= an in Karameikos. The Stronghollow dwarves reside in the reclusive Gnomish= town of Highforge. =0APhysical Description: Dwarves are short and stocky a= nd stand between 4 and 4 =C2=BD feet tall, with light tan to deep brown ski= n color, and hair that ranges from black to gray to shades of brown.=0A=0AS= ociety: Stronghollow Dwarves are enterprising and cooperate amongst themse= lves for the benefit of the entire clan. Their society is stratified by th= eir role and work contribution toward the benefit of the clan. Stronghollo= w pride themselves on efficiency and order, and organize themselves into co= llective groups, based on their role, and later into smaller divisions if n= eeded. Adventuring is discouraged and frowned upon, but there is some reco= gnition for the broad experience in the world can bring innovation and oppo= rtunity back to the clan. As Stronghollow collectively share and have equa= l access to wealth, no one dwarf will be penniless and without food. The g= reater role of the family can however direct funds of the clan=E2=80=99s re= sources toward a promising adventurer. (Author=E2=80=99s Note: This diverg= es from GAZ1 canon, in that dwarves command no wealth until the player give= s up adventuring and returns to the clan). Players elect to roll for their social standing within the Stronghollow clan or choose to be from a crafte= r=E2=80=99s family or comfortable with no adjustment to starting funds. Ro= ll d20:=0A=0Ad20=09Role (Equiv. Human Class)=09Adjustment=0A1-6=09Worker (S= truggling)=09=C2=BD starting funds=0A7-12=09Crafter (Comfortable)=09Normal = starting funds=0A13-18=09Craft Master (Wealthy)=091=C2=BD x starting funds= =0A19=09Craft Leader (Very Wealthy)=092 x starting funds=0A20=09The Council= (Ruling)=093 x starting funds=0A=0ARelations: To many Stronghollow dwarve= s seem dour, depressing, taciturn, and unimaginative when dealing with task= s beyond mining, metal smithing, and warfare. In regards toward humans, St= ronghollow dwarves tend to favor the company of Thyatians, whom they consid= er practical unlike the superstitious Traladarans. Stronghollow dwarves in= living closely with gnomes in Highforge, have a strong bond and sense of b= rotherhood shared with gnomes.=0A=0AAlignment and Religion: Most dwarves ar= e Lawful good, given their sacrifice for the greater good and hard working,= structured society lends dwarves to be more orderly. Dwarves worship thei= r Immortal patron Kagyar.=0A=0AAdventurers: Dwarven adventurers are raere c= ompared to humans, especially as adventuring is discouraged by the Strongho= llow clan. Nevertheless, Stronghollow dwarves can be found many parts of K= arameikos and in the greater Known World. They leave their confines to see= k glory for the clan and use wealth defenses against racial enemies. Dwarv= es tend toward classes as fighters or barbarians. A rare few dwarven rogue= s are known for trap making and locksmithing, but in general dwarves abstai= n from outright theft, and a dwarf that is does this is considered insane, = and either killed or banished from dwarven society.=0A=0AMale Names: Thoric= , Boldar=0A=0AFemales Names: Fiya, Brunna=0A=0ADwarf Racial Traits=0A------= ---------------------------------------=0A+2 Constitution, +2 Wisdom, =E2= =80=932 Charisma: Dwarves are both tough and wise, but also a bit gruff.=0A= =0AMedium: Dwarves are Medium creatures and have no bonuses or penalties du= e to their size. =0A=0ASlow and Steady: Dwarves have a base speed of 20 fee= t, but their speed is never modified by armor or encumbrance.=0A=0ADarkvisi= on: Dwarves can see in the dark up to 60 feet.=0ADefensive Training: Dwarve= s get a +4 dodge bonus to AC against monsters of the giant subtype.=0A=0AGr= eed: Dwarves receive a +2 racial bonus on Appraise skill checks made to det= ermine the price of nonmagical goods that contain precious metals or gemsto= nes.=0A=0AHatred: Dwarves receive a +1 bonus on attack rolls against humano= id creatures of the orc and=0Agoblinoid subtypes due to special training ag= ainst these hated foes.=0A=0AHardy: Dwarves receive a +2 racial bonus on sa= ving throws against poison, spells, and=0Aspell-like abilities.=0A=0AStabil= ity: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense whe= n resisting a=0Abull rush or trip attempt while standing on the ground.=0A= =0AStonecunning: Dwarves receive a +2 bonus on Perception checks to potenti= ally notice unusual stonework, such as traps and hidden doors located in st= one walls or floors. They receive a check to notice such features whenever = they pass within 10 feet of them, whether or not they are actively looking.= =0A=0AWeapon Familiarity: Dwarves are proficient with battleaxes, heavy pic= ks, and warhammers, and treat=0Aany weapon with the word =E2=80=9Cdwarven= =E2=80=9D in its name as a martial weapon.=0A=0ALanguages: Dwarves begin pl= ay speaking Common and Dwarven. Dwarves with high Intelligence=0Ascores can= choose from the following: Giant, Gnome, Goblin, Orc, Common (Thyatian), a= nd Traladaran.=0A=0A=0A=0A=0A=0A ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.pandius.com To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ------------------------------ Date: Sat, 19 Sep 2009 00:42:33 -0700 From: Joaquin Menchaca Subject: Re: Started to read PC4 Night Howlers, Not Impressed Wherewolves: Evil or not. Honestly, I have no opinion either way. I have multiple goals. But I wanted to note realism, that they need raw meat to survive. I would give them some regenerative ability if they can eat more raw meat. This should be absolute consideration, and role play it, not assume that the PC can just get the meat. Then there's the bloodlust that can drive them to do things they don't want to do. There's a lot of horror that can go into this, and having these tangible attributes, creates a horror, for either the players opposing a werewolf, or the player playing the werewolf. In my immediate adventures, I will look toward recreating this, and offering a horror effect, and also have diverse werewolves, that give the players some challenges, and learn that not all werewolves are the same. The goal is horror, intrigue, and adventure. I don't want werewolves as another random monster out of a book, but something unique and dynamic. Later, I will expand this to allow werewolves to be PCs, or just have better NPCs. Either way, it's good. As apart of this, werewolf packs and societies adds more substance. I would like to have a story arc of nature's defenders against corruption and perversion, or destruction, of nature. I'm sure Red Steel might be involved in this... Anyhow, it would be a way to tie werewolves together for those that wish to play good werewolves, add continuity, rather than isolated pockets of werewolf-ness. In defending nature, there are various ways, some have the end justify the means, see humans as disposable to justify that goal, while most of the human society, except maybe druids and others knowledgeable in nature, see Werewolves as monstrous creatures, not someone to sit and have a poker game with, or joke around with. I also want to make distinctions between those derived from magical creations or manipulations, and those nature derived, and also those that are naturally lycanthropes, versus those cursed. I would imagine magical creation tend more toward evil, while nature born ones, do not. In any event, they are complex, and have a variety of reasons for their existence. The final thought from any contribution, is to grant more tools for those to play werewolves or use them in a campaign, rather than just what PC4 limits werewolves to be: human alien space invading mages brought them or created them... - Joaquin ps - Segue, PC4 never explained the relationship between certain lycanthrope types with the Elements, i.e. fire (flaem) vs. air (alphatia) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.pandius.com To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ------------------------------ Date: Sat, 19 Sep 2009 04:13:15 -0500 From: George Hrabovsky Subject: Re: Stronghollow Dwarves (Karameikos d20, DnD 3.6e) Joaquin, I began a write-up of the Stronghollow clan for my game. It is located at: http://www.borigon.com/mystara/karameikos/shdwarf.html . George ----- Original Message ----- From: "Joaquin Menchaca" To: Sent: Saturday, September 19, 2009 2:25 AM Subject: [MYSTARA] Stronghollow Dwarves (Karameikos d20, DnD 3.6e) I was creating a write up with a localized write up for Stronghollow dwarves. Here's what I have for my DnD 3.6e campaign. - Joaquin Dwarves (Stronghollow) ----------------------------- Dwarves of Mystara trace their origins to their homeland of Rockhome on the continent of Brun. Legend has it that dwarves were molded out of the Earth in BC 1800, by the Immortal patron Kagyar. Overtime there were many migrations of dwarves throughout the Brun continent, including the formation of the Stronghollow Clan in Karameikos. The Stronghollow dwarves reside in the reclusive Gnomish town of Highforge. Physical Description: Dwarves are short and stocky and stand between 4 and 4 ½ feet tall, with light tan to deep brown skin color, and hair that ranges from black to gray to shades of brown. Society: Stronghollow Dwarves are enterprising and cooperate amongst themselves for the benefit of the entire clan. Their society is stratified by their role and work contribution toward the benefit of the clan. Stronghollow pride themselves on efficiency and order, and organize themselves into collective groups, based on their role, and later into smaller divisions if needed. Adventuring is discouraged and frowned upon, but there is some recognition for the broad experience in the world can bring innovation and opportunity back to the clan. As Stronghollow collectively share and have equal access to wealth, no one dwarf will be penniless and without food. The greater role of the family can however direct funds of the clan’s resources toward a promising adventurer. (Author’s Note: This diverges from GAZ1 canon, in that dwarves command no wealth until the player gives up adventuring and returns to the clan). Players elect to roll for their social standing within the Stronghollow clan or choose to be from a crafter’s family or comfortable with no adjustment to starting funds. Roll d20: d20 Role (Equiv. Human Class) Adjustment 1-6 Worker (Struggling) ½ starting funds 7-12 Crafter (Comfortable) Normal starting funds 13-18 Craft Master (Wealthy) 1½ x starting funds 19 Craft Leader (Very Wealthy) 2 x starting funds 20 The Council (Ruling) 3 x starting funds Relations: To many Stronghollow dwarves seem dour, depressing, taciturn, and unimaginative when dealing with tasks beyond mining, metal smithing, and warfare. In regards toward humans, Stronghollow dwarves tend to favor the company of Thyatians, whom they consider practical unlike the superstitious Traladarans. Stronghollow dwarves in living closely with gnomes in Highforge, have a strong bond and sense of brotherhood shared with gnomes. Alignment and Religion: Most dwarves are Lawful good, given their sacrifice for the greater good and hard working, structured society lends dwarves to be more orderly. Dwarves worship their Immortal patron Kagyar. Adventurers: Dwarven adventurers are raere compared to humans, especially as adventuring is discouraged by the Stronghollow clan. Nevertheless, Stronghollow dwarves can be found many parts of Karameikos and in the greater Known World. They leave their confines to seek glory for the clan and use wealth defenses against racial enemies. Dwarves tend toward classes as fighters or barbarians. A rare few dwarven rogues are known for trap making and locksmithing, but in general dwarves abstain from outright theft, and a dwarf that is does this is considered insane, and either killed or banished from dwarven society. Male Names: Thoric, Boldar Females Names: Fiya, Brunna Dwarf Racial Traits --------------------------------------------- +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Common (Thyatian), and Traladaran. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.pandius.com To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.pandius.com To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ------------------------------ Date: Sat, 19 Sep 2009 06:13:31 -0700 From: Joaquin Menchaca Subject: Kopru 4e I'm not a fan of 4e. But I am a fan of all creations related and usable in= Mystara...=0A=0A=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0AKOPRU=0A=0AA kopru is a str= ange creature resembling no other known thing. It combines several familiar= features into one monstrous whole. Its body is vaguely eel-like, but ends = in three long, flexible, barbed flukes. Its torso is nearly human in appear= ance, and it has two arms that end in webbed claws. It has no neck; instead= , like a fish, its head grows directly from its trunk. It has huge, unblink= ing, fish-like eyes. Its mouth is surrounded by four small tentacles- an od= dity that has led to some speculation that the koprus are somehow related t= o illithids.=0A=0ALong ago, koprus had a large and mysterious undersea civi= lization. For reasons unknown to surface scholars, their society grew more = degenerate over time, falling into decline. Now the only traces of it are u= ndersea ruins and a few scattered outposts. =0A=0AKOPRU SCOUT--- Level 8 Mi= nion=0AMedium aberrant magical beast (aquatic)--- XP 70=0A---=0AInitiative = +7; Senses Perception +5; darkvision=0AHP 1; a missed attack never damages = a minion.=0AAC 22; Fortitude 19; Reflex 20; Will 20=0ASpeed 3, swim 8=0A---= =0A[Melee basic] Bite (standard; at will): +11 vs. AC; 4 damage.=0A=0A[Mele= e] Fluke Strike (standard; only while in water; at will): +13 vs. AC; 6 dam= age. =0A---=0AAlignment chaotic evil; Languages Kopru=0AStr 16; Dex 17; Wis= 12=0ACon 14; Int 11; Cha 17=0A=0A=0AKOPRU WARRIOR--- Level 8 Soldier=0AMed= ium aberrant magical beast (aquatic)--- XP 70=0A---=0AInitiative +8; Senses= Perception +5; darkvision=0AHP 89; Bloodied 44=0AAC 24; Fortitude 22; Refl= ex 20; Will 20=0ASpeed 3, swim 8=0A---=0A[Melee basic] Bite (standard; at w= ill): +13 vs. AC; 1d8+5 damage.=0A=0A[Melee] Fluke Strike (standard; only w= hile in water; at will): +15 vs. AC; 2d6+5 damage, and target slides 2 squa= res.=0A=0A[Melee] Claw (standard; only while in water; at will): +15 vs. AC= ; 1d6+5 damage.=0A=0A[Close] Flurry of Attacks (standard; encounter): Burst= 1; targets up to four enemies in burst; the kopru warrior makes up to one = bite, one fluke strike and two claw attacks, one per target. =0A---=0AAlign= ment chaotic evil--- Languages Kopru=0AStr 21; Dex 18; Wis 12=0ACon 17; Int= 11; Cha 17=0A=0A=0A=0AKOPRU DOMINATOR--- Level 9 Controller=0AMedium aberr= ant magical beast (aquatic)--- XP 400=0A---=0AInitiative +6; Senses Percept= ion +5; darkvision=0AHP 96; Bloodied 48=0AAC 23; Fortitude 20; Reflex 22; W= ill 24=0ASpeed 3, swim 8=0A---=0A[Melee basic] Bite (standard; at will): +1= 2 vs. AC; 1d8+5 damage.=0A=0A[Melee] Fluke Strike (standard; only while in = water; at will): +14 vs. AC; 2d6+5 damage, and target slides 2 squares.=0A= =0A[Ranged] Overwhelming Will (minor; at will): Range 10; +12 vs. Will; Hit= : target slides 4 squares; Miss: target slides 1 square.=0A=0A[Ranged] Mind= Bore (standard; recharge 4 5 6) Psychic: Range 6; +12 vs. Will; 1d12+5 psy= chic damage and target is dazed (save ends).=0A=0A[Close] Burst of Fear (st= andard; encounter) Fear, Psychic: Burst 3; targets each enemy in burst; +10= vs. Will; Hit: 2d12+5 psychic damage, and target slides 4 squares; Miss: h= alf damage and target slides 1 square.=0A---=0AAlignment chaotic evil; Lang= uages Common, Kopru=0AStr 16; Dex 14; Wis 12=0ACon 16; Int 19; Cha 21=0A=0A= =0AKOPRU HARRIER--- Level 9 Skirmisher=0AMedium aberrant magical beast (aqu= atic)--- XP 400=0A---=0AInitiative +8; Senses Perception +12; darkvision=0A= HP 96; Bloodied 48=0AAC 23; Fortitude 23; Reflex 22; Will 21=0ASpeed 3, swi= m 8=0A---=0A[Melee basic] Bite (standard; at will): +12 vs. AC; 1d8+5 damag= e.=0A=0A[Melee] Fluke Strike (standard; only while in water; at will): +14 = vs. AC; 2d6+5 damage, and target slides 2 squares.=0A=0A[Type] Churning Flu= kes (move; only while in water; at will): The kopru harrier=E2=80=99s fluke= s churn the water into a mass of bubbles. It shifts 6 squares and gains con= cealment until the end of its next turn. In addition, it gains combat advan= tage against any enemy that it is adjacent to at the end of its shift.=0A--= -=0AAlignment chaotic evil; Languages Common, Kopru=0ASkills Athletics +14,= Perception +12=0AStr 21; Dex 19; Wis 17=0ACon 16; Int 16; Cha 15=0A=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=0A=0ASource: http://www.enworld.org/forum/4e-fan-creatio= ns-house-rules/238855-8th-level-monster-conversions.html#post4436686=0A=0A_= _________________________________________________=0ADo You Yahoo!?=0ATired = of spam? Yahoo! Mail has the best spam protection around =0Ahttp://mail.ya= hoo.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.pandius.com To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ------------------------------ Date: Sat, 19 Sep 2009 06:19:45 -0700 From: Joaquin Menchaca Subject: Red Cap REDCAP Redcaps are psychotic, mass-murde= Interesting creatures...=0A=0AREDCAP=0A=0ARedcaps are psychotic, mass-murde= ring fey. They epitomize the worst traits of faerie-kind: inconsistency, vi= olent passions, chaotic whimsy and disregard for the rules, desires and nee= ds of others. Redcaps can sometimes be bargained with, but they sometimes i= mmediately betray their bargains.=0A=0AREDCAP SLINGER--- Level 8 Artillery= =0ASmall fey humanoid--- XP 350=0A---=0AInitiative +9; Senses Perception +7= =0AHP 71; Bloodied 35=0AAC 20; Fortitude 20; Reflex 22; Will 20=0ASpeed 6= =0A---=0A[Melee basic] Scythe (standard; at will) Weapon: +15 vs. AC; 1d8+2= damage (1d8+10 on a critical hit).=0A=0A[Ranged basic] Eldritch Sling (sta= ndard; at will) Weapon: Range 10/20; +15 vs. AC; 2d6+5 damage.=0A=0A[Area] = Eldritch Hail (standard; recharges when first bloodied) Weapon: Requires sl= ing; burst 2 within 10; the redcap slinger makes one eldritch sling attack = at each enemy in burst.=0A---=0AAlignment evil; Languages Elven=0ASkills In= timidate +6, Nature +7, Stealth +9=0AStr 14; Dex 21; Wis 17=0ACon 17; Int 1= 1; Cha 14=0A---=0AEquipment sling, scythe=0A=0A=0AREDCAP REAPER--- Level 8 = Skirmisher=0ASmall fey humanoid--- XP 350=0A---=0AInitiative +7; Senses Per= ception +7=0AHP 86; Bloodied 43=0AAC 22; Fortitude 22; Reflex 20; Will 20= =0ASpeed 6=0A---=0A[Melee basic] Scythe (standard; at will) Weapon: +13 vs.= AC; 2d6+5 damage (2d6+17 on a critical hit).=0A=0A[Ranged basic] Eldritch = Sling (standard; at will) Weapon: Range 10/20; +13 vs. AC; 1d6+5 damage.=0A= =0A[Melee] Reaping Run (standard; at will) Weapon: The redcap reaper moves = up to 6 squares and makes a scythe attack at any point during its movement.= It gains +4 bonus to AC vs. opportunity attacks triggered by its movement.= =0A=0ABlood-Curdling Scream (minor; upon bloodying an enemy; encounter): Th= e redcap gains 10 temporary hit points and a +1 attack bonus until the end = of the encounter.=0A---=0AAlignment evil; Languages Elven=0ASkills Intimida= te +6, Nature +7, Stealth +9=0AStr 21; Dex 17; Wis 17=0ACon 14; Int 11; Cha= 14=0A---=0AEquipment sling, scythe=0A=0A=0AREDCAP PSYCHONAUT--- Level 10 C= ontroller=0ASmall fey humanoid; XP 450=0A---=0AInitiative +7; Senses Percep= tion +7=0AHP 86; Bloodied 43=0AAC 24; Fortitude 20; Reflex 22; Will 24=0ASp= eed 6=0A---=0A[Melee basic] Scythe (standard; at will) Weapon: +15 vs. AC; = 1d8+5 damage (1d8+13 on a critical hit).=0A=0A[Ranged basic] Eldritch Sling= (standard; at will) Weapon: Range 10/20; +15 vs. AC; 1d8+5 damage.=0A=0A[M= elee] Psychedelic Blow (standard; at will) Weapon: +15 vs. AC; 1d8+5 damage= and the target is dazed (save ends).=0A=0A[Close] Hallucinogenic Cloud (mi= nor; encounter) Poison: Burst 3; targets each creature in burst; +11 vs. Wi= ll; Hit: the redcap psychonaut chooses the target=E2=80=99s standard action= (save ends); Aftereffect: the redcap psychonaut chooses the target=E2=80= =99s move action (save ends); Aftereffect: the redcap psychonaut chooses th= e target=E2=80=99s minor action (save ends); Miss: the target is dazed (sav= e ends). (In all cases, the redcap chooses when in the character=E2=80=99s = turn its chosen action triggers; if the redcap is slain, the effect ends.)= =0A---=0AAlignment evil; Languages Elven=0ASkills Intimidate +6, Nature +7,= Stealth +9=0AStr 15; Dex 17; Wis 17=0ACon 14; Int 11; Cha 22=0A---=0AEquip= ment sling, scythe=0A=0A=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=0A=0A=0Asource http://www.enworld.o= rg/forum/4e-fan-creations-house-rules/238855-8th-level-monster-conversions.= html#post4436686=0A=0A=0A ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.pandius.com To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ------------------------------ End of MYSTARA-L Digest - 18 Sep 2009 to 19 Sep 2009 (#2009-49) ***************************************************************