Incomplete Kamerel Homebrew
KAMEREL
Kamerel Warrior
Kamerel, 3rd level warrior
Small Outsider
Hit Dice: 3d10+3 (19)
Initiative: +0
Speed: 20 ft. (4 squares, base speed 30 ft.)
Armor Class: 18 (+1 size, +6 mirrorwork banded mail, +1 mirrorwork light steel shield), touch 11, flat-footed 18
Base Attack/Grapple: +3/+4
Attack: Mirrorwork longsword +6 melee (1d6/19-20) or mirrorwork hand crossbow +5 ranged (1d4/19-20)
Full Attack: Mirrorwork longsword +6 melee (1d6/19-20) or mirrorwork hand crossbow +5 ranged (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mirror magic, mirrorwork equipment, pass into reflection
Special Qualities: Hardened senses, immunities (blinded, confusion, dazzled, deafened, electricity, insanity, petrification), madness, mirror safety, mirrorsight
Saves: Fort +4, Ref +1, Will +2
Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 7, Cha 12
Skills: 12 - 2@6
**includes -5 armour check penalty for mirrorwork banded mail and light shield
Feats: Weapon Focus (shortsword), Point Blank Shot
Environment: Concordant Domain of the Outlands
Organization:
Challenge Rating: 2
Treasure:
Alignment: Always neutral
Advancement: By character class
Level Adjustment: —
The kamerel warrior presented here is based on a 3rd-level kamerel warrior, using the following base ability scores: Str 13, Dex 9, Con 12, Int 10, Wis 11, Cha 8.
Kamerel Driver
Kamerel, 4th level fighter, 2nd level barbarian
Small Outsider
Hit Dice: 4d10+2d12+12 (47)
Initiative: +2
Speed: 30 ft. (6 squares, base speed 40 ft.)
Armor Class: 20 (+1 size, +2 Dex, +5 mirrorwork chaimail, +2 mirrorwork heavy steel shield), touch 13, flat-footed 18
Base Attack/Grapple: +6/+3
Attack: +1 keen longsword +10 melee (1d6+5/17-20) or mirrorwork hand crossbow +9 ranged (1d4/19-20)
Full Attack: +1 keen longsword +10/+5 melee (1d6+5/19-20) or mirrorwork hand crossbow +9 ranged (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enlargement, mirror magic, mirrorwork equipment, pass into reflection, rage 1/day
Special Qualities: Fast movement, hardened senses, immunities (blinded, confusion, dazzled, deafened, electricity, insanity, petrification), madness, mirror safety, mirrorsight, uncanny dodge
Saves: Fort +9, Ref +3, Will +3
Abilities: Str 14, Dex 14, Con 14, Int 10, Wis 9, Cha 14
Skills: 12 - 2@6
**includes -5 armour check penalty for mirrorwork chainmail and heavy shield
Feats: Combat Reflexes (B), Weapon Focus (longsword), Point Blank Shot (B), Power Attack (B), Weapon Finesse, Weapon Specialization (longsword)
Environment: Concordant Domain of the Outlands
Organization:
Challenge Rating: 6
Treasure:
Alignment: Always neutral
Advancement: By character class
Level Adjustment: —
With Enlargement
Medium Outsider
Armor Class: 19 (+2 Dex, +6 mirrorwork chainmail, +2 mirrorwork heavy steel shield), touch 12, flat-footed 17
Base Attack/Grapple: +6/+8
Attack: +1 keen longsword +9 melee (1d8+5/17-20) or mirrorwork hand crossbow +8 ranged (1d4/19-20)
Full Attack: +1 keen longsword +9/+4 melee (1d8+5/19-20) or mirrorwork hand crossbow +8 ranged (1d4/19-20)
Skills: 12 - 2@6
**includes -5 armour check penalty for mirrorwork chainmail and heavy shield
*Note that kamerel drivers are naturally Small sized, but they normally fight while using size distortion to become Medium size.
The kamerel warrior presented here is based on a 4th-level kamerel fighter and 2nd level barbarian, using the following base ability scores: Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8.
Kamerel are an ancient race of outsiders native to the Concordant Domain of the Outlands. Like most entities of that plane, the kamerel are beings of Neutrality, which they expressed as a complete disregard and disinterest in anything apart from themselves. This became utter xenophobia, and the kamerel avoided any situation where they might come across any creatures who are not kamerel — or even evidence that such creatures existed. The kamerel built an large empire near the Spire, where most normal magic does not work. This is of no concern to the kamerel, who use a curious form of
mirror magic. The kamerel lands were so isolated few visitors came to disturb them.
Then the rilmani arrived.
The rilmani wanted access to a building in the kamerel capital that contained an artifacts that magically created copies of books and writings from across the multiverse. The rilmani called this place The Mirrored Library, but the kamerel knew it as
Timaresh, the Collection of Hated Lore. This magical library was built by a kamerel mirror-mage named Hallonac due to her concern that her people's ignorance of other races might lead to their ruin. The other kamerel killed her, disgusted by her heretical interest in other creatures, but by then Timaresh had been completed. The rilmani saw this place as an invaluable tool in their duty of "maintaining the balance" but the kamerel, as was their wont, ignored all their diplomatic efforts to gain access to it. All efforts at dialogue having failed, the rilmani resorted to invasion. Totally unsuited to warfare – the kamerel at that time could barely stomach the idea of looking at a non-kamerel, let alone attacking one – the entire kamerel race simply vanished off the face of the Outlands.
The rilmani never discovered what had happened, but the kamerel had used their ability to
Pass Into Reflection to escape into an extradimensional mirror-realm. Countless years have passed since then, and the kamerel are now returning, having sensed that the rilmani have left their former home. The eons the kamerel have spent in Reflection have changed them, however. They have been driven insane by the knowledge that places in Reflection only exist when beings on the other side of the mirror look at them, since this means their very "reality" depends on them being observed
by beings who are not kamerel.
COMBAT
All kamerel share the following traits:
Enlargement (Ex): A kamerel with 6 or more Hit Dice can enlarge its size to Medium as a full-round action. This size change does not alter the kamerel's ability scores, but grants it all the other benefits and penalties of Medium size -1 size penalty to AC and attacks, -4 to Hide checks,+4 to Grapple checks, larger weapons, etc.). 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).
Hardened Senses (Ex): A kamerel cannot be blinded, dazzled, or deafened.
Immunities (Ex): Kamerel have immunity to electricity damage and petrification, in addition to the immunities they gain from their hardened sense and madness special qualities.
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: See
Kamerel Working Draft for finalized version
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.
Mirrorsight (Ex): A kamerel is never deceived by mirrors or reflections. It can always distinguish a reflected image from reality, views distorted or inverted reflections as if they were true images, and sees through a one-way mirror as if it was an ordinary pane of glass while simultaneously seeing what is reflected in it. A kamerel is not affected by the
mirror image spell, since it can see which target is real and which are figments.
Mirrorwork Equipment: Kamerel mostly use special equipment called mirrorwork. In most respects, this is identical to masterwork equipment, with the additional property that it can exist in Reflection (see the kamerel ability Pass Into Reflection). Some mirrorwork gear looks literally looks like it's made out of mirrors, but kamerel can make mirrorwork items that appear to be ordinary objects, albeit very shiny or reflective ones. All kamerel magic items are mirrorwork, and they have also developed a wide range of special mirrorwork items, a few of which are described in the kamerel mage entry.
Pass Into Reflection (Su): Kamerel have a unique ability to enter the Plane of Reflection, a “pseudo-dimension” made up of reflected images. To Pass Into Reflection, a kamerel must spend at least a minute 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).
Only kamerel and mirrorwork items can Pass Into Reflection, any other creature or object they try to carry Into Reflection will fall to the ground when the kamerel vanishes.
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.
[stuff about the nature of Reflection].
Notes
Ability Adjustments: -2 Strength, +2 Dexterity. This does not include the -4 Wisdom and +4 Charisma from the Madness special ability.