D&D 3rd Edition / 3.5 Converting Oriental Adventures creatures - Page 12


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  1. #111
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    Updated.

    Finished?
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  • #112
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    Let's be done with them.

  • #113
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    Here's the next one in the article...

    Vampire-Spectre
    #Appearing: 1-2
    AC: 1
    Move: 18
    Hit Dice: 10
    % in Lair: 20%
    Treasure: Type F

    The Ch’ang-Kuei are super-vampires. They have 2 claws 1-4 and 1 bite 2-12 plus drain two levels, and or, if the vampire wishes, it may also, up to five times a day, Cause Disease with its touch — a saving throw is permitted.

    Ch’ang-Kuei can turn into mist or fly but not into bats. Clerics turn them as vampires but must subtract 2 from the roll—if successful, the ordinary 2-12 then turn away. Ch’ang-Kuei Charm as other vampires but each victim must subtract 3 from his throw instead of 2. They can command rats or wolves.

    Each Vampire-Spectre has a 10% chance of carrying a Magic Tiger Skin. This item may be thrown up to 1” away against a victim (or close in, if the caster wants to hang on) as against Armor Class 9. If the skin covers the target, the victim must make a saving throw versus magic. If he fails, he absorbs the skin and becomes a weretiger slave of the caster, or, after the caster is destroyed, simply a Chaotic/Evil weretiger. Someone under the influence of the skin is immune to charm-type spell psionics, music, etc. The skin may be removed only by someone else’s completion of a harrowing Quest, at which point the skin will come off, or by the original caster’s choice to remove the skin.
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  • #114
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    Should we read that as +6 turn resistance? Nice energy drain added on the bite, too! Not sure if they have blood drain, though, from the text.

  • #115
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    It doesn't really sound like it. Should we keep the weretiger curse ability?
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  • #116
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    I'm all for it...it makes 'em unique and quirky.
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    Inside my hands these petals browned;
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    I pushed my fingers through the earth,
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  • #117
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    Quote Originally Posted by demiurge1138 View Post
    It doesn't really sound like it. Should we keep the weretiger curse ability?
    Sure, it makes them distinctive.

    So, are we going to make these a template à la the SRD vampire or a standard monster like the Spectre?

    I'll vote for standard monster, if only for simplicity.

    Do they need to turn into mist to fly? I'd prefer it if they could fly when in corporeal form, and the "or" in "turn into mist or fly" suggests they can do this.

    Shall we start on the stats.

    Medium Undead is pretty obvious, as is 10 Hit Dice.

    40 ft. ground and fly speed?

    Let's talk about ability scores? Here are some baselines:

    Spectre: Str --, Dex 16, Con -, Int 14, Wis 14, Cha 15
    Vampire: Str 17, Dex 14, Con -, Int 13, Wis 13, Cha 14
    (standard array plus racial Str +6, Dex +4, Con -, Int +2, Wis +2, Cha +4)
    Vampire Spawn: Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14

    As 'super-vampires' they probably have higher stats than a standard Vampire or Spectre. We could giv them whichever stat is higher, with an additional +2 on top. That would work out:

    Vampire-Spectre: Str 19, Dex 18, Con -, Int 16, Wis 16, Cha 17

    Does that look OK, or is it too much?

  • #118
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    Wow. Cleon voting for simplicity. Now I've seen everything.

    The ability scores sound pretty good. Maybe more charismatic, to the tune of 19-20. We should probably also give them unholy toughness to keep them durable.

    If we're going to do the weretiger curse, which I'm all for, we shouldn't tie it to an item, but we should make it something it can't do very often. Only one weretiger thrall at a time? A 1/month recharge?
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  • #119
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    Agreed to 1 thrall at a time and Cha increase to 19.

    Added to Homebrews.

    Which of the following standard vampire abilities (not specifically mentioned in the text) should we retain?

    • create spawn
    • damage reduction 10/silver and magic
    • dominate
    • resistance to cold 10 and electricity 10
    • spider climb
    • +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks
    • Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes as bonus feats
    - Shade

    Support the Pathfinder RPG.

    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  • #120
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    Ch’ang-Kuei Charm as other vampires but each victim must subtract 3 from his throw instead of 2.
    That sounds like dominate to me.

    DR, resistances, skill and feat bonuses sound good. I'm ambivalent on create spawn, and spider climb is slightly redundant since they can fly.

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