• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Converting Oriental Adventures creatures

Cleon

Legend
Special Weakness - Shadowless Blade (Ex): Each of the seven swords have a different special weakness. The Shadow Walker's is that its existence is tied to its shadowless blade. Whenever an attack would normally inflict damage to that scythe-chain (hardness 12, break DC 30) the Shadow Walker suffers double that amount of damage instead. In addition, whenever the shadowless blade is damaged the Shadow Walker must succeed on a Fortitude save (DC 15 plus damage inflicted) or be stunned for 1 round.​

I should also update the AC in this Special Weakness as well as the Stunned text:

Special Weakness - Shadowless Blade (Ex): Each of the seven swords have a different special weakness. The Shadow Walker's is that its existence is tied to its shadowless blade. Whenever an attack would normally inflict damage to that scythe-chain (AC 15 (carried) or AC 7 (unattended), hardness 14, break DC 30) the Shadow Walker suffers double that amount of damage instead. In addition, whenever a Seven Swords is damaged through its special weakness it must succeed on a Fortitude save (DC 10 plus damage inflicted) or be shaken for 1 round.
 

log in or register to remove this ad

freyar

Extradimensional Explorer
Your suggested stats for the rattle and changing to the Shaken condition for the special weakness (for all of them) sounds good. What did you think about the break DC for the rattle (I suggested 30)?

I'm not thinking this one needs any other possessions, so probably the stats are done except for height, weight, etc. Did you have any thoughts on that?
 

Cleon

Legend
Your suggested stats for the rattle and changing to the Shaken condition for the special weakness (for all of them) sounds good. What did you think about the break DC for the rattle (I suggested 30)?

Making the rattle DC 30 is included in the "let's crib off the Shadow Walker" approach since the latter's shadowless blade has break DC 30.

Updating The Reaper Working Draft.
Updating The Veiled Maidens Working Draft.
Updating The General Working Draft.
Updating The Shadow Warrior Working Draft.
Updating The Paper Warrior Working Draft.
Updating The Screaming Child Working Draft.

I used the following for the Child:

Special Weakness - Rattle (Ex): Each of the seven swords have a different special weakness. The Screaming Child's is that its existence is tied to its rattle. Whenever an attack would normally inflict damage to the rattle (AC 17 (carried) or AC 9 (unattended), hardness 16, break DC 30) the Child suffers double that amount of damage instead. Any damage done to the rattle is also inflicted upon the Child. In addition, whenever a Seven Swords is damaged through its special weakness it must succeed on a Fortitude save (DC 10 plus damage inflicted) or be shaken for 1 round. Should the Screaming Child be destroyed, the rattle is also destroyed.

I'm not thinking this one needs any other possessions, so probably the stats are done except for height, weight, etc. Did you have any thoughts on that?

Well he's a dwarf that acts like a baby, so I would assume he's somewhat short and thickset.

So is he a Human with a growth disorder or a Dwarf? While "Oriental Dwarf" Korobokuru of the 1E Oriental Adventures) can be wu jen, regular 1E AD&D dwarves can't become Magic-Users and the Wu Jen class are MU-style arcane spellcasters.

So can we give the Child a size and shape that overlaps a Dwarf with a short Human?

A SRD Human male is 58+2d10 inches and weighs 120+2d10×2d4 lbs.

A SRD Dwarf male is 45+2d4 inches and weighs 130+2d4×2d6 lbs.

A Korobokuru male is 45+2d4 inches and weighs 100+2d4×2d6 lbs according to the 3E Oriental Adventures. They're the same height but slimmer.

So that's:

Human: 5' to 6'6" and 124 to 280 pounds (average 5'9", 175 lbs.).
Dwarf: 3'9" to 4'5" and 134 to 226 pounds (average 4'2", ).
Korobokuru: 3'9" to 4'5" and 104 to 196 pounds (average 4'2", ).

So much for that idea, if you use the standard Random tables it's impossible for a Human to be as short as a Dwarf.

Oh well, I guess well just have to be arbitrary rather than random, how about:

The Screaming Child stands 4 feet 6 inches tall and weighs 200 pounds. It can speak Common, ???, ???, and ???.​
 
Last edited:

Cleon

Legend
Hold on a mo! I just noticed a slight problem with the Veiled Maidens - it's got two Special Weaknesses. We started out with a Banner SW and then changed it to a Veils SW to match the original stated weakness but forgot to update & combine the abilities.

Special Weakness - Banners (Ex): Each of the seven swords have a different special weakness. The Veiled Maidens' is that its existence is tied to seven identical "banners" made from the same azure silk as its clothing and veils. These banners typically take the form of flag or wall-hangings about 5 feet square.

Each Veiled Maidens body is linked to a separate banner. Any damage done to a banner is also inflicted upon the body that banner is tied to; the banner and body always have the same number of hit points, and the body is destroyed whenever its banner is (and vice versa). The banners have AC 16 and vulnerability to fire (+50% damage). They can also be ripped apart with a Strength check - the Break DC is 20. Whenever a Seven Swords is damaged through its special weakness it must succeed on a Fortitude save (DC 10 plus damage inflicted) or be shaken for 1 round.

Special Weakness - Veils (Ex): Each of the seven swords have a different special weakness. The Veiled Maidens' is that its existence is tied to its veils. If a veil, or part of one, is separated from a Veiled Maidens (by being disarmed, sundered, stolen by Sleight of Hand, et cetera), any damage done to the separated veil is also inflicted upon the Veiled Maidens' body it was taken from. Should a Veiled Maidens' body be destroyed, all veils that have been separated from that body are also destroyed. A Veiled Maidens can "re-attach" lost portions of its veil as a free action, simply by regaining possession of the veil(s) with any of its bodies. Whenever a Seven Swords is damaged through its special weakness it must succeed on a Fortitude save (DC 10 plus damage inflicted) or be shaken for 1 round.

Let's see, putting them together would be:

Special Weakness - Veils (Ex): Each of the seven swords have a different special weakness. The Veiled Maidens' is that its existence is tied to its veils of azure silk.

Each Veiled Maidens' body is linked to an individual veil. Any damage done to the veil is also inflicted upon the body that veil is tied to; the veil and body always have the same number of hit points, and the body is destroyed whenever its veil is (and vice versa). The veils have AC 16 (carried), AC 8 (unattended), and vulnerability to fire (+50% damage). They can be destroyed by ripping them to pieces (Break DC 20). Whenever a Veiled Maidens' body is damaged through its special weakness it must succeed on a Fortitude save (DC 10 plus damage inflicted) or be shaken for 1 round (only the body tied to the veil is affected).

A Veiled Maidens' body can have part of its veil removed by being disarmed, sundered (requires 5 or more damage in a single blow from a piercing or slashing weapon), stolen by Sleight of Hand, or ripped off by brute force (requires a successful grapple attack and a DC 16 Strength check). The Veiled Maidens can instantly regrow a broken veil and continue fighting without interruption. However, any damage done to a torn-off portion of veil is still inflicted upon the Veiled Maidens' body it was taken from no matter how far away it is. Veiled Maidens can "re-attach" lost veil fragments as a free action, simply by regaining possession of the veil piece(s) with any of its bodies.
 
Last edited:


Cleon

Legend
Hold on a mo! I just noticed a slight problem with the Veiled Maidens - it's got two Special Weaknesses. We started out with a Banner SW and then changed it to a Veils SW to match the original stated weakness but forgot to update & combine the abilities.



Let's see, putting them together would be:

Special Weakness - Veils (Ex): Each of the seven swords have a different special weakness. The Veiled Maidens' is that its existence is tied to its veils of azure silk.

Each Veiled Maidens' body is linked to an individual veil. Any damage done to the veil is also inflicted upon the body that veil is tied to; the veil and body always have the same number of hit points, and the body is destroyed whenever its veil is (and vice versa). The veils have AC 16 (carried), AC 8 (unattended), and vulnerability to fire (+50% damage). They can be destroyed by ripping them to pieces (Break DC 20). Whenever a Veiled Maidens' body is damaged through its special weakness it must succeed on a Fortitude save (DC 10 plus damage inflicted) or be shaken for 1 round (only the body tied to the veil is affected).

A Veiled Maidens' body can have part of its veil removed by being disarmed, sundered (requires 5 or more damage in a single blow from a piercing or slashing weapon), stolen by Sleight of Hand, or ripped off by brute force (requires a successful grapple attack and a DC 16 Strength check). The Veiled Maidens can instantly regrow a broken veil and continue fighting without interruption. However, any damage done to a torn-off portion of veil is still inflicted upon the Veiled Maidens' body it was taken from no matter how far away it is. Veiled Maidens can "re-attach" lost veil fragments as a free action, simply by regaining possession of the veil piece(s) with any of its bodies.

Upon reflection, shouldn't the veils have damage reduction vs Bludgeoning? Could do with including grapple checks in the tests to destroy the veil too. I also noticed I'd mistyped the Break DC 22 as 20 and had to fix it:

Special Weakness - Veils (Ex): Each of the seven swords have a different special weakness. The Veiled Maidens' is that its existence is tied to its veils of azure silk.

Each Veiled Maidens' body is linked to an individual veil. Any damage done to the veil is also inflicted upon the body that veil is tied to; the veil and body always have the same number of hit points, and the body is destroyed whenever its veil is (and vice versa). The veils have AC 16 (carried), AC 8 (unattended), damage reduction 10/bludgeoning and vulnerability to fire (+50% damage). They can be destroyed by ripping them to pieces (Break DC 20, requires a successful grapple check if veil in Maidens' possession). Whenever a Veiled Maidens' body is damaged through its special weakness it must succeed on a Fortitude save (DC 10 plus damage inflicted) or be shaken for 1 round (only the body tied to the veil is affected).

A Veiled Maidens' body can have part of its veil removed by being disarmed, sundered (requires 5 or more damage in a single blow), stolen by Sleight of Hand, or ripped off by brute force (requires a successful grapple attack and a DC 16 Strength check). The Veiled Maidens can instantly regrow a broken veil and continue fighting without interruption. However, any damage done to a torn-off portion of veil is still inflicted upon the Veiled Maidens' body it was taken from no matter how far away it is. Veiled Maidens can "re-attach" lost veil fragments as a free action, simply by regaining possession of the veil piece(s) with any of its bodies.
 

freyar

Extradimensional Explorer
Whew, been a long time. :/ Anyway, suggested height and weight are good. How about Common, Draconic, Undercommon, and Dwarf for languages? They all have Draconic (if they speak more than Common), a lot have Undercommon, and Dwarf is a hint at unknown ancestry.

The Special Weakness you have the the Child is good.

That will work for the Maidens, too.
 

Cleon

Legend
Whew, been a long time. :/ Anyway, suggested height and weight are good. How about Common, Draconic, Undercommon, and Dwarf for languages? They all have Draconic (if they speak more than Common), a lot have Undercommon, and Dwarf is a hint at unknown ancestry.

The Special Weakness you have the the Child is good.

That will work for the Maidens, too.

That works for me, including the languages!

Updating The Veiled Maidens Working Draft.
Updating The Screaming Child Working Draft.

EDIT: Dammit, the damage reduction of the Veiled Maidens' veils ought to be 10/slashing not bludgeoning (since veils are RESISTANT to bludgeoning but can be cut through with slashing weapons, like the DR 5/slashing rope of entanglement). That's what I intended. Easily amended! [/EDIT]
 
Last edited:

freyar

Extradimensional Explorer
Looking good now!

Tactics: The Screaming Child fights from range, using spells, rattle flash, and rattle ball, reverting to using its rattle as a mace only when forced into melee.
 

Cleon

Legend
Looking good now!

Tactics: The Screaming Child fights from range, using spells, rattle flash, and rattle ball, reverting to using its rattle as a mace only when forced into melee.

That seems a little sparse.

Hmm…

The Screaming Child seeks to fight from range using magic and its rattle's ball, only reverting to using its rattle as a mace when forced into melee. The Child favors showy magic that disables opponents such as black tentacles, hideous laughter, shout, stinking cloud or it's rattle's flash power. Disabled opponents are attacked with rattle ball or damaging spells until they perish (the Screaming Child prefers the spectacle of fireball over magic missile). If an enemy casts silence it will be answered by silenced telekinesis.

Normally the Child will have cast protection from arrows on itself as soon as it wakes. If given time to get ready for combat it adds resist energy, shield and haste. Should it only have a few rounds to prepare it casts haste first.
 

Voidrunner's Codex

Remove ads

Top