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Old January 16th, 2009   #1
Enilno
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Kella

I'm playing with Kella the elven Druid NPC in my party this time around.

She's a pretty cool NPC, but I'd prefer if Kella were level 8 (rather than 9) when you find her ... that way you could pick a crafting feat (or whatever you may want) when she reaches level 9.
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Old January 17th, 2009   #2
sps49
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Re: Kella

Kella is in the original module as level 9:

Quote:
Kella: AC 8, MV 9" or 12", Level 9 Druid, hp 45, #AT 1, D by form, spell, or weapon, SA spells, SD spells and phylactery of change, AL N; XP 3840 S 12 I 11 W 16 D 16 Co 13 Ch 15

Spells:
First level: detect magic (x2), entangle, faerie fire (x2), shillelagh, speak with animals
Second level: barkskin, charm person or mammal, cure light wounds, fire trap, obscurement, warp wood
Third level: cure disease, neutralize poison, protection from fire, water breathing
Fourth level: cure serious wounds, dispel magic, protection from lightning
Fifth level: wall of fire
The module is AD&D (v1), so many elements had to be modified or updated to 3.5; her level is one that didn"t need to be.
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Old January 22nd, 2009   #3
Enilno
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Re: Kella

Quote:
Originally Posted by sps49 View Post
Kella is in the original module as level 9:



The module is AD&D (v1), so many elements had to be modified or updated to 3.5; her level is one that didn"t need to be.
I assumed Kella was level 9 for such reason. I guess I'm saying, for playability (or perhaps that should be re-playability) I like to be able customize the NPCs a bit. (Maybe that's just me.) With Kella already at level 9, most will likely get to pick one feat for her (at level 12) before the game is over.

Anyone else rather see Kella at level 8 when you find her so that you get the opportunity to pick her level 9 feat, or would you rather she remain level 9 since that is what she was in the original module?
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Old January 22nd, 2009   #4
Basil the Timid
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Re: Kella

She is level 9 in the module and therefore will most likely not be changed. If it means a lot to you, go to the General Modifications forum and read about protos.tab where there is a stickied thread about it.

Note that protos.tab has zero tolerance for error so any editing you do had better be done step by step with backups. Also, don't get too wild with it if you are having any difficulties running your game - modders don't like to worry about things that you might have done to screw it up.

So, fiddle with it at your own risk. That said, I can tell you that modding protos opens up whole new avenues for replayability with ToEE. To me, it is one of the features which makes this game so enjoyable.

Good luck. I'll help you when and if I can should you need.
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