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Converting Oriental Adventures creatures

freyar

Extradimensional Explorer
Maybe the frenzy lasts 3+Cha modifier rounds (basing it on barbarian rage)?

+1 flail makes sense. A heavy flail does sound right for the damage, but I'm not sure I like windchimes being a 2-handed weapon. I guess they could be big chimes, though!
I agree with you that detaching the spikes should just be part of the ranged attack. I'd also like to ditch the 20/day limit. I don't know about making the spikes quite as fancy as keen and ghost touch, though! Did we have to boost the Walker's stars to that level, or were the original ones already like that? I don't remember.
I'd have the deflection be of an attack with a weapon, so not area attacks.
 

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Cleon

Legend
Maybe the frenzy lasts 3+Cha modifier rounds (basing it on barbarian rage)?

Charisma made sense to me too, since it's the fallback stat for Special Abilities. The Keeper doesn't have a Constitution score so we can hardly use that. That'd make 6 rounds, which seems a nice round number.

Or we could just arbitrarily set a duration of 5 or 6 rounds, a minute, or whatever else we fancy.

+1 flail makes sense. A heavy flail does sound right for the damage, but I'm not sure I like windchimes being a 2-handed weapon. I guess they could be big chimes, though!

I was thinking we'd make it an Exotic Weapon that just happens to do the same amount of damage as a heavy flail (i.e. 1d10). A One-Handed 1d10 damage weapon is on par for an Exotic Weapon (i.e. Dwarven Waraxe, Bastard Sword). It could have an increased threat range of 19-20 like a Bastard Sword too, but I'm not enamored of the idea.

Presumably it wouldn't do Bludgeoning damage like a flail, but Slashing damage as it's made of razorsharp crystal chimes.

I agree with you that detaching the spikes should just be part of the ranged attack. I'd also like to ditch the 20/day limit.

Agreed.

I don't know about making the spikes quite as fancy as keen and ghost touch, though! Did we have to boost the Walker's stars to that level, or were the original ones already like that? I don't remember.

From what I remembered we'd decided to make it the equivalent of a +3 weapon and picked keen and ghost touch as the traits to add to the base +1. Perhaps because the General has an Intelligent magical weapon?

How about we make it a +1 ghost touch weapon and just give the base weapon a 19-20 critical threat range?

I'd have the deflection be of an attack with a weapon, so not area attacks.

Yes, I was leaning more towards it just being a parrying type ability.

Wouldn't mind giving the Keeper regular or improved Evasion as a protection from Reflex-save Area of Effect attacks though.

It's already got some Monk Abilities from Martial Artistry (most as a 9th level monk, one as a 12 level monk) and 9th-level monks get Improved Evasion, so it's just a question of adding that to its MA.

We could give him some of the other monk abilities too. I wouldn't bother with Still Mind or Diamond Body as the Keeper's undead status makes those pretty worthless, and Slow Fall seems a bit too circumstantial to be useful.

However, I like the idea of Abundant Step, and have been considering expanding that as one of the Keeper's "schticks" as in the Adventure it describes it appearing out of thin air to attack the party.

I was thinking some kind of "Ghost Step" ability that allows the Keeper to reposition itself or maybe even evade attacks.

Indeed, we could make that how he avoids Area of Effects rather than Evasion. If he makes the Reflex save he just vanishes to reappear someplace else.

We'd want to limit the frequency per round and/or maximum number of usages somehow though. If the Keeper can freely spam it every time someone shoots at It the fight won't be terribly fun for the PCs.
 

freyar

Extradimensional Explorer
I'd say 3+Cha for the frenzy. Using the modifier seems more 3.X. We can put 6 rounds in () if we want.

An exotic slashing weapon that works in melee or ranged sounds good to me. I like the 19-20 threat range, too. I'm not super fond of ghost touch for some reason (is it to let the Keeper use the weapon while in ghost form? I guess that would work), though you could convince me. But what if we let it count in melee as a monk weapon for the flurry of blows?

Parrying should probably be an ability of the Keeper and not the weapon, I think.

Evasion and Abundant Step (or something similar that combines the two) is interesting.
 

Cleon

Legend
I'd say 3+Cha for the frenzy. Using the modifier seems more 3.X. We can put 6 rounds in () if we want.

Okay, so shall I add the following to the The Keeper of the Key Working Draft?:

Ki Frenzy (Su): Once per day, the Keeper of the Keys can focus its ki to act in a fanatical frenzy of superhuman speed; this frenzy lasts for a number of rounds equal to 3 + the Keeper's Charisma modifier (a total of 6 rounds). The frenzied Keeper gains a +2 morale bonus on Strength and Dexterity, a +1 morale bonus on Will saves, immunity to fear effects, and all of its modes of movement gain an enhancement bonus of 30 feet, to a maximum of twice the Keeper's normal speed using that form of movement. If the frenzied Keeper makes a full attack action, it may make one extra attack with any weapon it is holding using its full base attack bonus, plus any appropriate modifiers. The effects of ki frenzy are not cumulative with similar effects, such as a haste spell or weapon of speed.

While in a ki frenzy, the Keeper can deflect attacks from ranged weapons. The Keeper can make one deflection attempt per round, plus additional deflect attempts in place of Attacks of Opportunity.

To deflect, the Keeper makes an attack roll with an unarmed strike (+12 modifier) or a monk's weapon (i.e. the +13 modifier of its chimes). If this roll is equal to or greater than the opponent's ranged attack roll, the attack is deflected harmlessly. Deflection causes no damage to the missile. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

The Keeper can deflect missiles while fighting defensively (+2 dodge, –4 attack rolls). The -4 attack penalty for fighting defensively does not apply to deflect rolls. If the Keeper uses the total defense action, it can attempt to parry all ranged attacks made against it in that round.
 

Cleon

Legend
An exotic slashing weapon that works in melee or ranged sounds good to me. I like the 19-20 threat range, too. I'm not super fond of ghost touch for some reason (is it to let the Keeper use the weapon while in ghost form? I guess that would work), though you could convince me. But what if we let it count in melee as a monk weapon for the flurry of blows?

I'm already assuming the Keeper treats its chimes as a monk weapon, which is why I included it in the Ki Frenzy write up.

Well I'd be OK dropping the ghost touch. basically the Shadow Walker's stars had it because we wanted to make them a +3 equivalent weapon. Still, I'd like it to be at least a +2 equivalent weapon, so how about we substitute another +1 magic weapon ability?

Maybe defending or ki focus?

EDIT: Oh, and I'd rather it have different stats in melee than ranged. Probably 1d10/19-20 slashing in melee and maybe 1d6/19-20 piercing at range? Throwing range increments same as a shuriken I guess.
 

Cleon

Legend
Parrying should probably be an ability of the Keeper and not the weapon, I think.

Perhaps we should give it a Parry special ability modeled after the Reaper's Scythe Parry, and then have it make bonus parries when it's in a ki frenzy?

Like so:

Ki Frenzy (Su): Once per day, the Keeper of the Keys can focus its ki to act in a fanatical frenzy of superhuman speed; this frenzy lasts for a number of rounds equal to 3 + the Keeper's Charisma modifier (a total of 6 rounds). The frenzied Keeper gains a +2 morale bonus on Strength and Dexterity, a +1 morale bonus on Will saves, immunity to fear effects, and all of its modes of movement gain an enhancement bonus of 30 feet, to a maximum of twice the Keeper's normal speed using that form of movement. If the frenzied Keeper makes a full attack action, it may make one extra attack with any weapon it is holding using its full base attack bonus, plus any appropriate modifiers. The effects of ki frenzy are not cumulative with similar effects, such as a haste spell or weapon of speed.

While in a ki frenzy, the Keeper of the Keys can make an additional three free parry attempts per round with its martial parry ability (see below) [and gains a +2? bonus on the attack rolls of its parries?].

Martial Parry (Ex): The Keeper of the Keys can parry attacks from melee weapons or ranged weapons. In normal combat, the Keeper can make one free parry attempt per round, plus additional deflect attempts in place of Attacks of Opportunity. If the Keeper is in a ki frenzy (see above) it can make up to four [?] free parry attempts each round instead of one [and gains a +2? bonus on the attack rolls of its parries?].

To parry, the Keeper makes an attack roll with an unarmed strike (+12 modifier[, +14 in ki frenzy?]) or a monk's weapon (i.e. the +13 modifier of its chimes[,or +15 if ki frenzied?]). If this roll is equal to or greater than the opponent's attack roll, the attack is deflected harmlessly. Parrying causes no damage to the opponent's weapon (or to the opponent, if the latter was using a natural weapon). Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

The Keeper can parry while fighting defensively (+2 dodge, –4 attack rolls). The -4 attack penalty for fighting defensively does not apply to parry rolls. If the Keeper uses the total defense action, it can attempt to parry all attacks made against it in that round.
 


freyar

Extradimensional Explorer
Ki Frenzy (Su): Once per day, the Keeper of the Keys can focus its ki to act in a fanatical frenzy of superhuman speed; this frenzy lasts for a number of rounds equal to 3 + the Keeper's Charisma modifier (a total of 6 rounds). The frenzied Keeper gains a +2 morale bonus on Strength and Dexterity, a +1 morale bonus on Will saves, immunity to fear effects, and all of its modes of movement gain an enhancement bonus of 30 feet, to a maximum of twice the Keeper's normal speed using that form of movement. If the frenzied Keeper makes a full attack action, it may make one extra attack with any weapon it is holding using its full base attack bonus, plus any appropriate modifiers. The effects of ki frenzy are not cumulative with similar effects, such as a haste spell or weapon of speed.

While in a ki frenzy, the Keeper of the Keys can make an additional three free parry attempts per round with its martial parry ability (see below).

Martial Parry (Ex): The Keeper of the Keys can parry attacks from melee weapons or ranged weapons. In normal combat, the Keeper can make one free parry attempt per round, plus additional deflect attempts in place of Attacks of Opportunity. If the Keeper is in a ki frenzy (see above) it can make up to four free parry attempts each round instead of one.

To parry, the Keeper makes an attack roll with an unarmed strike (+12 modifier) or a monk's weapon (i.e. the +13 modifier of its chimes). If this roll is equal to or greater than the opponent's attack roll, the attack is deflected harmlessly. Parrying causes no damage to the opponent's weapon (or to the opponent, if the latter was using a natural weapon). Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

The Keeper can parry while fighting defensively (+2 dodge, –4 attack rolls). The -4 attack penalty for fighting defensively does not apply to parry rolls. If the Keeper uses the total defense action, it can attempt to parry all attacks made against it in that round.

I like these but don't really see the need for the extra +2 bonus (so I took it out).

Making the chimes a ki focus weapon makes a lot of thematic sense. Your proposed damage, threat range, and range increments sound good. Does that maybe actually finish the chimes, at least in terms of abilities?
 

Cleon

Legend
I like these but don't really see the need for the extra +2 bonus (so I took it out).

Yeah, I wasn't sure of it myself, hence it being in red.

Updating the The Keeper of the Key Working Draft.

Making the chimes a ki focus weapon makes a lot of thematic sense. Your proposed damage, threat range, and range increments sound good. Does that maybe actually finish the chimes, at least in terms of abilities?

Plus the Keeper's so skilled in its use it wields it as a "special monk weapon" (although it's an exotic weapon for a normal combatant).

How's this:

Chimes: The Keeper of the Keys wields a huge set of crystal wind chimes made up of twenty crystal spikes hanging from a teak bar; a DC ## [20? 25? 30?] Spot check will notice that one of these spikes is shaped like a sword. The Keeper is so skilled with these chimes it treats it as a special monk weapon (it is not a special monk weapon to other wielders).

The chimes is enchanted to be a +1 ki focus magic weapon with the additional property that its wielder can, as a free action, remove from [one to six?] of the crystal spikes to use as throwing weapons. Thrown spikes vanish when they hit and reappear upon the chimes. If a spike leaves its wielder's possession but doesn't hit anything, including the ground, it returns at the end of the round. No more than [six?] crystal spikes can be removed from the chimes at any given time, removing a seventh spike causes the first removed spike to reattach itself to the chimes' frame.

The chimes is an exotic melee weapon that does 1d10 slashing damage with a 19–20 critical threat range. It weighs 10 pounds.

The chimes' crystal spikes are thrown exotic ranged weapon that do 1d6 piercing damage with a 19–20 critical threat range and a 10 ft. range increment. Each spike weighs half a pound when removed (this does not affect the weight or balance of the chimes).
 

freyar

Extradimensional Explorer
Let's go with DC 20 to spot the sword charm.

Do we need to talk about removing the chimes? What if you can remove an indefinite number, and they regrow? The Keeper only gets so many attacks per round, which effectively limits how many chimes it can throw in a round anyway. That would simplify these a bit.
 

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