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.