Kamerel Driver Working Draft
Kamerel Driver
Kamerel, 6th level fighter
Small Outsider
Hit Dice: 6d10+12 (45 hp)
Initiative: +0
Speed: 20 ft. (4 squares, base speed 30 ft.)
Armor Class: 21 (+1 size, +8 masterwork full plate, +2 masterwork heavy steel shield), touch 11, flat-footed 21
Base Attack/Grapple: +6/+4
Attack: +1 longsword +11 melee (1d6+5/19-20) or masterwork hand crossbow +8 ranged (1d4/19-20)
Full Attack: +1 longsword +11/+6 melee (1d6+5/19-20) or masterwork hand crossbow +8 ranged (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enlargement, mirror magic
Special Qualities: Hardened senses, immunity to electricity, immunity to petrification, madness, mirror safety, pass into reflection
Saves: Fort +8*, Ref +5*, Will +8*
*includes
+1 cloak of resistance
Abilities: Str 14, Dex 10, Con 14, Int 12, Wis 6, Cha 17
Skills: Climb +2**, Listen +4, Search +7
**includes -6 armour check penalty for masterwork full plate and masterwork heavy shield
Feats: Cleave (B), Iron Will, Lightning Reflexes, Point Blank Shot (B), Power Attack (B), Weapon Focus (longsword), Weapon Specialization (longsword) (B)
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: 6
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 warrior presented here is based on a 6th-level kamerel fighter, using the following base ability scores: Str 16, Dex 8, Con 14, Int 12, Wis 10, Cha 13.
Combat
Kamerel attack from ambush, often using mirrors to surprise their foes. They work in concert, flanking and mobbing their enemies, with the support of summoned creatures. 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 Driver
Armor Class: 20 (+8 masterwork full plate, +2 masterwork heavy steel shield), touch 10, flat-footed 20
Base Attack/Grapple: +6/+10
Attack: +1 longsword +12 melee (1d8+7/19-20) or masterwork hand crossbow +7 ranged (1d4/19-20)
Full Attack: +1 longsword +12/+7 melee (1d8+7/19-20) or masterwork hand crossbow +7 ranged (1d4/19-20)
Abilities: Str 18, Dex 10, Con 14, Int 12, Wis 6, Cha 17
Skills: Climb +4**, Listen +4, Search +7
**includes -6 armour check penalty for masterwork full plate and masterwork heavy shield
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 (Sp): Kamerel have developed 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.
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. Nonetheless, mirror magic is arcane magic, and spellcasting kamerel gain levels in standard spellcasting classes.
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.
Equipment: +1 longsword,
+1 cloak of resistance, masterwork hand crossbow with 20 bolts, masterwork full plate, masterwork heavy steel shield, 63 gp
Originally from Tales From the Infinite Staircase (1998)
Skill Points
Equipment
Budget: 5,600 gp [6th level NPC]
+1 longsword (2,315 gp)
+1 cloak of resistance (1,000 gp)
masterwork hand crossbow (400 gp) with 20 bolts (2 gp)
masterwork full plate (1,650 gp)
masterwork heavy steel shield (170 gp)
Total: 5537 gp
Remainder: 63 gp