Converting monsters from Tales From The Infinite Staircase


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Cleon

Legend
Kamerel Leader Working Draft

Kamerel Leader
Kamerel, 10th level wizard
Small Outsider
Hit Dice: 10d4+10 (35 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +3 Dex, +2 ring of protection), touch 16, flat-footed 13
Base Attack/Grapple: +5/-1
Attack: +1 dagger +5 melee (1d3-1/19-20) or +1 dagger +10 ranged (1d3-1/19-20)
Full Attack: +1 dagger +5 melee (1d3-1/19-20) or +1 dagger +10 ranged (1d3-1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enlargement, mirror magic, spells
Special Qualities: Hardened senses, immunity to electricity, immunity to petrification, madness, mirror safety, pass into reflection, summon familiar
Saves: Fort +4, Ref +6, Will +11
Abilities: Str 6, Dex 16, Con 12, Int 18*, Wis 6, Cha 18
*includes +2 headband of intellect
Skills: Concentration +14, Craft (glassware) +17, Knowledge (arcana) +17, Knowledge (the Planes) +17, Spellcraft +19
Feats: Craft Wondrous Itemᴮ, Hostile Mind*, Great Fortitude, Heighten Spellᴮ, Spell Focus (Conjuration), Spell Penetration, Scribe Scrollᴮ
* If your campaign does not include Psionics, substitute Extend Spell for Hostile Mind
Environment: Concordant Domain of the Outlands
Organization: Solitary, team (3-10 3rd-level warriors plus 1-3 6th-level kamerel drivers or mages) or troop (10-20 3rd-level warriors and 3-6 6th-level kamerel drivers or mages, plus 1 leader of 8th-10th level)
Challenge Rating: 10
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment:

A short, white-skinned manlike creature with pointed teeth and foliage braided in its hair.

Kamerel are an ancient race native to the Outlands. They are fantastically xenophobic, so much so that they hate even being looked at by a non-kamerel. Eons ago, the entire kamerel race retreated into the Plane of Reflection to avoid the rilmani. This occurred so long ago that even most rilmani and planar scholars have forgotten them. Now the kamerel have begun to reappear, emerging from mirrors to try reclaiming their long-lost empire.

A kamerel stands about 4 feet tall and weighs 50 pounds on average. Kamerel able to use the Enlargement power (see below) are usually 5 feet tall when enlarged to Medium Sized, with a weight around 100 pounds.

The kamerel leader presented here is based on a 10th-level kamerel wizard, using the following base ability scores: Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 14.

Combat
Kamerel attack from ambush, often using mirrors to surprise their foes. The leader hangs back from combat, casting spells to hamper and debilitate enemies while his underlings finish them off. Due to their xenophobic paranoia, kamerel ask for and give no quarter to non-kamerel opponents.

Enlargement (Ex): A kamerel with 6 or more Hit Dice can enlarge its size to Medium as a full-round action. This size change gives the kamerel a +4 size bonus to Strength but does not alter the kamerel's other ability scores. The enlarged kamerel gains all the other benefits and penalties of being Medium size. All equipment worn or carried by the kamerel is similarly enlarged by this ability, but instantly return to their normal size if they leave the enlarged kamerel's possession. This means that projectile weapons deal their normal (Small) damage. Size enlargement lasts as long as the kamerel remains conscious or until it reverses it (a free action).

Enlarged Kamerel Leader
Armor Class: 15 (+3 Dex, +2 ring of protection), touch 15, flat-footed 12
Base Attack/Grapple: +5/+5
Attack: masterwork dagger +6 melee (1d4+1/19-20) or masterwork dagger +9 ranged (1d3+1/19-20)
Full Attack: masterwork dagger +6 melee (1d4+1/19-20) or masterwork dagger +9 ranged (1d3+1/19-20)
Abilities: Str 10, Dex 16, Con 12, Int 16, Wis 6, Cha 17

Hardened Senses (Ex): A kamerel cannot be blinded, dazzled, or deafened.

Madness (Ex): Kamerel use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A kamerel cannot be restored to sanity by any means short of a miracle or wish spell.

*The racial madness of the kamerel provides a +4 bonus to their Charisma scores and a -4 penalty to their Wisdom scores. A kamerel restored to sanity gains 4 points of Wisdom and loses 4 points of Charisma.

Mirror Magic: Kamerel use a form of arcane magic that functions more easily in the Outlands than normal magic. Rather than needing to succeed at a DC 35 Spellcraft check to cast an impeded spell in the Outlands, a kamerel need succeed only at a DC equal to 20 plus the level of the spell (as if the Outlands had the standard Impeded Magic trait). Mirror magic, like normal magic, does not function at all within 100 miles of the Spire.

A mirror magic spell that normally only affects humanoids (i.e. spells with "person" in its name, such as hold person), will also affect kamerel.

Kamerel cannot use divine magic, because their solipsistic xenophobia prevents them from calling upon the power of a god or other supernatural entity.

Kamerel are unable to use spell-completion or spell-trigger items created by other creatures, and cannot learn or decipher arcane spells written by other creatures. Contrariwise, non-kamerel cannot learn or decipher mirror magic spells or use spell-completion or spell-trigger items created by kamerel.

Apart from the above, items enchanted with kamerel mirror magic function identically to standard magic items. Kamerel magic items generally resemble mirrorwork or glassware instead of their standard appearance, but the difference is purely cosmetic. For example, the kamerel version of a scroll, or "shard", is a small sheet of colored glass that shatters to powder when used; and a kamerel wand is a "sending-glass" that looks like a tiny hand mirror or spyglass.

Kamerel spellcasters can gain levels in any arcane spellcasting classes, but they may have different class abilities from standard as detailed hereafter.

A kamerel wizard or sorcerer loses the ability to summon a familiar and gains the ability to cast mirror spells (see below).

A kamerel bard also gains the ability to cast mirror spells, but their bardic music abilities of suggestion and mass suggestion only work on kamerel. In addition, a kamerel bard can only use their bardic knowledge ability to gain information on kamerel and their works.

Mirror Spells: Kamerel mirror magic includes a special class of spells called mirror spells. A mirror spell is a spell that can be cast as one of two spells whose effects are the opposite of each other. For example, enlarge person/reduce person is a mirror spell that acts as either enlarge person or reduce person when cast.

A kamerel spellcaster can use one mirror spell at each spell level they can cast, but they can use each spell level's mirror spell multiple times if they have more than one spell slot at that level. Each "half" of a mirror spell is usually a spell of the same level, but if the halves have different levels the mirror spell has the same spell level as the highest level half. For example, a light/darkness mirror spell would be a second level spell, since it combines the 2nd level darkness spell and the 0 level light spell. If a mirror spell has material or focus components, it requires the components of both of its halves to cast.

A mirror spell can be used to counterspell either of its halves.

There are two main categories of mirror spell.

A reversible mirror spells are mirror spells that combine two existing spells whose effects cancel each other out. For example, a cure wounds spell cancels the effect of a inflict wounds spell, cause blindness/deafness cancels remove blindness/deafness, freedom cancels imprisonment, stone to flesh cancels flesh to stone and so on. A kamerel spellcaster can combine any such pair of spells into a single mirror spell.

An invertible mirror spell is an existing spell with the Light, Darkness, Fire or Cold descriptor that can be cast as a spell with the opposite descriptor. For example, a fireball/coldball mirror spell can be cast as a Fire spell doing fire damage or a Cold spell doing cold damage. A sunbeam/darkbeam mirror spell can be a Light spell that does double damage to creatures sensitive to sunlight or a Darkness spell that does double damage to creatures sensitive to total darkness.

Mirror Safety (Ex): A kamerel never breaks mirrors by accident, although it can deliberately attack a mirror if it wishes to. If another creature forces a kamerel to strike a mirror (with a Bull Rush attack, for example), the mirror will suffer no damage or breakage unless the kamerel wants to harm it.

Pass Into Reflection (Su): Kamerel have a unique ability to enter the Plane of Reflection, a “pseudo-dimension” made up of reflected images, once per day. To Pass Into Reflection, a kamerel must spend a standard action contemplating itself in a mirror that is large enough to reflect the kamerel’s entire body. The kamerel then simply steps into the mirror and vanishes (this requires a move action, so the kamerel must be within its move distance of the mirror).

A kamerel can bring along objects as long as their weight doesn’t exceed your maximum load. A kamerel with at least 6 Hit Dice may also carry one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) into Reflection for every 6 HD it possesses.

A kamerel can exit the Plane of Reflection by using the same procedure to step out of a mirror from the "other side". It need not be the same mirror as the kamerel used to enter Reflection.

Unlike a normal supernatural power, Pass Into Reflection is only annulled by the limited magic trait around the central spire of the Outlands if the kamerel is within 100 miles of the spire.

Spells: A typical kamerel mage is a 10th level wizard.

Typical Wizard Spells Prepared (4/5/5/4/4/2), DC 14 plus spell level, or DC 15 plus spell level for Conjuration spells.
5th—mage's private sanctum, transmute mud to rock/rock to mud¹ (DC 19);
4th—black tentacles (DC 19), heightened blacklight (DC 18), detect scrying, wall of fire/wall of ice¹;
3rd—dispel magic, greater enlarge/greater reduce¹² (DC 17), scry mirror², stinking cloud (DC 18);
2nd—darkness/continual flame¹, fox's cunning, glitterdust (DC 17), mirror image, whispering wind;
1st—burning hands/freezing hands¹ (DC 15), magic missile (×2), shield, unseen servant;
0—detect magic, message (×2), resistance.
¹ mirror spell.
² new spell - see kamerel mages.

Equipment: +2 ring of protection, +2 headband of intellect, +1 dagger, hand of the mage, two scrolls of scry mirror and 18 gp.

Originally from Tales From the Infinite Staircase (1998)

Skill Points

Equipment
Budget: 16,000 gp [10th level NPC]
+2 ring of protection (8,000 gp)
+2 headband of intellect (4,000 gp)
+1 dagger (2,302 gp)
hand of the mage (900 gp)
two scrolls of scry mirror (780 gp)
Spent: 15,982 gp
Remainder: 18 gp
 
Last edited:

freyar

Extradimensional Explorer
Might as well start with skills. Concentration is a must, as are Spellcraft and Know (arcana). Maybe we can drop one of the Craft skills and put in Know (the planes) instead.
 

Cleon

Legend
Might as well start with skills. Concentration is a must, as are Spellcraft and Know (arcana). Maybe we can drop one of the Craft skills and put in Know (the planes) instead.

I'd be fine cutting the Craft (alchemy) for Knowledge (the Planes).

That's all we really need for the skills.
 

freyar

Extradimensional Explorer
Yup, skills are set.

Keep the same feats as the mage and add maybe Craft Wondrous Item(B) and Extend Spell?
 

Cleon

Legend
Yup, skills are set.

Keep the same feats as the mage and add maybe Craft Wondrous Item(B) and Extend Spell?

I'd rather give Nen Itan a rather different feat selection. The Drivers are supposedly "NCO" types who fight alongside Kamerel warriors, so they have more need for Combat Casting than a leader-type who's likely to keep more to the back ranks. Besides, he'll have a higher Concentration skill just because he's got more ranks in it.

How much use would Extend Spell be to him? Most fights only last a few rounds. I'd lean more towards something that directly increases the effectiveness of his spells, like Heighten Spell.

As for Craft Wondrous Items, I'd be fine with it but I'd prefer to swap it for Craft Wands rather than giving him three Craft feats.

I'm also thinking Spell Focus would be good - maybe Conjuration?

That adds up to:

Feats: Craft Wondrous Itemᴮ, Great Fortitude, Heighten Spellᴮ, Spell Focus (Conjuration), Spell Penetration, Scribe Scrollᴮ

So we still need one more. Anything you fancy?
 

freyar

Extradimensional Explorer
Extend Spell would be more useful for things like Scry Mirror, since Nan Itan will probably be using that a bit. So, if I've convinced you, that could be the last feat. Otherwise, you could pick another metamagic feat or go with maybe Improved Counterspell.
 

Cleon

Legend
Extend Spell would be more useful for things like Scry Mirror, since Nan Itan will probably be using that a bit. So, if I've convinced you, that could be the last feat. Otherwise, you could pick another metamagic feat or go with maybe Improved Counterspell.

I was assuming he was going to have a bunch of scrolls of scry mirror rather than clog up his spell slots with it.

You know, I don't think I've ever given a character Improved Counterspell. Then I remembered that Counterspelling is pretty useless.

I'd rather give it Extend Spell than that! :p

How about Energy Substitution or Hostile Mind?

Come to think of it, didn't we consider giving a kamerel Hostile Mind before, it seems familiar...
 

freyar

Extradimensional Explorer
We did consider Hostile Mind, but I was a little wary of introducing it in non-psionic campaigns. But it makes even better sense for the leader than the mage, so I'll go along with it.
 

Cleon

Legend
We did consider Hostile Mind, but I was a little wary of introducing it in non-psionic campaigns. But it makes even better sense for the leader than the mage, so I'll go along with it.

We could include Extend as a substitute, e.g.:

Feats: Craft Wondrous Itemᴮ, Hostile Mind*, Great Fortitude, Heighten Spellᴮ, Spell Focus (Conjuration), Spell Penetration, Scribe Scrollᴮ
* If your campaign does not include Psionics, substitute Extend Spell for Hostile Mind.
 

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