Keeper Working Draft
Seven Swords, The Keeper of the Key
Medium Undead (Spirit)
Hit Dice: 12d12+36 (114 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 21 (+3 Dex, +2 insight, +4 mithral shirt, +2 natural), touch 15, flat-footed 18
Base Attack/Grapple: +9/+12
Attack: Chimes +14 melee (1d10+6/17–20) or unarmed strike +12 melee (1d10+3) or
chimes +14 ranged (1d6+6/17–20) [+15 ranged (1d6+7)/17–20) with Point Blank Shot]
Full Attack: Chimes +14/+14/+14/+9* melee (1d10+6/17–20) or unarmed strike +12/+12/+12/+7* melee (1d10+3) or
chimes +14/+14/+14/+9* ranged (1d6+6/17–20) [+12/+12/+12/+12/+7* with Rapid Shot; +15/+15/+15/+9* (1d6+7)/17–20) with Point Blank Shot; +13/+13/+13/+13/+8* (1d6+7)/17–20) with Rapid Shot and Point Blank Shot]
*using martial artistry's flurry of blow
Space/Reach: 5 ft./5 ft.
Special Attacks: Acrobatics,
chimes, concentrated push, incapacitating strike, ki frenzy, martial artistry, martial parry, martial training, prone fighting, spells
Special Qualities: Darkvision 60 ft., ghostform, ghost step, ghostly evasion, immune to turning, martial resilience, rejuvenation, special weakness -
chimes, unholy toughness
Saves: Fort +8, Ref +11, Will +10
Abilities: Str 17, Dex 16, Con —, Int 10, Wis 14, Cha 17
Skills: Balance +21, Climb +20, Concentration +15, Jump +25, Knowledge (religion) +6, Listen +17, Spot +17, Tumble +23
Feats: Blind-Fightᴮ, Combat Reflexes^, Greater Weapon Focus (
chimes)˟, Improved Critical (
chimes)˟, Improved Disarm^, Improved Initiative, Improved Unarmed Strike^, Point Blank Shot˟, Power Critical (
chimes), Rapid Shot, Stand Still, Spell Focus (Necromancy), Stunning Fist^, Weapon Focus (
chimes)˟, Weapon Specialization (
chimes)˟
˟ fighter bonus feat, ^ monk bonus feat
Environment: Ruins
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: —
Description.
The Keeper of the Key is one of the Seven Swords, a group of seven weapon masters who were transformed into unique undead by an ancient curse that binds them to a castle they once guarded in life. If one of the Seven Swords is destroyed, the curse causes them to reform the following night and continue to haunt the castle.
In life, the Keeper ####.
The Keeper stands 6 feet tall and weighs 175 pounds. It can speak Common.
Combat
The Keeper of the Keys and uses ghost step to maneuver around the battlefield with little risk of being struck by enemies. It favors melee combat but will use missiles and spells to soften up its opponents before closing to fight. Should its foe prove formidable the Keeper will not hesitate to activate its ki krenzy.
The Keeper has no fear of death but if seriously injured it may temporarily withdraw from combat to use spontaneous
inflict spells to heal itself. Once it returns to the fray is normally fights to the finish.
Acrobatics (Su): The Keeper has a +15 competence bonus on Balance, Climb, Jump, and Tumble checks.
Chimes: The Keeper of the Keys wields a huge set of crystal wind chimes made up of twenty crystal spikes hanging from a teak bar; a DC 20 Spot check will notice that one of these spikes is shaped like a sword. The Keeper is so skilled with these
chimes it treats it as a special monk weapon (it is not a special monk weapon to other wielders).
The
chimes is enchanted to be a
+1 ki focus magic weapon with the additional property that its wielder can, as a free action, remove the crystal spikes to use as throwing weapons. Thrown spikes vanish when they hit and reappear upon the
chimes. If a spike leaves its wielder's possession but doesn't hit anything, including the ground, it returns at the end of the round.
The
chimes is an exotic melee weapon that does 1d10 slashing damage with a 19–20 critical threat range. It weighs 10 pounds.
The
chimes' crystal spikes are thrown exotic ranged weapon that do 1d6 piercing damage with a 19–20 critical threat range and a 10 ft. range increment. Each spike weighs half a pound when removed (this does not affect the weight or balance of the
chimes).
Concentrated Push (Su): When the Keeper of the Keys uses unarmed strike, it can use one of its unarmed attacks to make a special touch attack that does not provoke an attack of opportunity (it can use any remaining attacks to make normal unarmed strike attacks). If the touch attack hits, it does no damage and the Keeper and target make opposed Strength checks, The Keeper gets a +4 bonus to the Strength contest. In addition, the Keeper and the defender add a +4 bonus for each size category they are larger than Medium or a –4 penalty for each size category they are smaller than Medium. If the Keeper wins the opposed check, the defender moves back 5 feet plus an additional 5 feet for each 5 points by which the Keeper's check result is greater than the defender's. If the Keeper loses the opposed check by 5 points or more, it is pushed 5 feet straight backwards. A pushed creature takes 1d6 points of damage per 10 feet traveled. If the creature is pushed over a precipice, it takes this amount or falling damage, whichever is greater. If the defender or Keeper is pushed into an occupied space, they fall prone.
The Keeper may remain in place or move with the defender, but can't exceed its normal movement limit. The defender and Keeper provoke attacks of opportunity from other creatures if moved, but do not provoke attacks of opportunity from each other.
Incapacitating Strike (Ex): As a standard action, the Keeper of the Keys makes an unarmed strike attack against the limb of a creature. If it hits, the creature takes 2d8+3 damage and must succeed at a DC 19 Fortitude saving throw or the limb targeted by the Keeper becomes incapacitated for a day. If the unarmed strike scored a critical hit, the unarmed strike inflicts 4d8+6 damage, the Fort save increases to DC 24 and the incapacitation lasts 2 days.
In addition to the damage, incapacitating strike imposes the following penalties: an incapacitated limb lacks the Strength to hold and carry objects or make attacks, held items are dropped, but worn items are not dropped; if an incapacitated limb is used for locomotion (for example, a leg), the target's speed drops by three-quarters and Dexterity suffers a –8 circumstance penalty; if an incapacitated limb is used for manipulation (for example, an arm), the target's Strength and Dexterity suffers a –8 circumstance penalty and all spells with somatic components require a Concentration check (minimum DC 15).
An incapacitated limb can be restored by a DC 19 Heal check (DC 24 for a critical incapacitation) or the use of
heal,
limited wish,
restoration and
wish spells. The save DC is Dexterity-based.
Ki Frenzy (Su): Once per day, the Keeper of the Keys can focus its
ki to act in a fanatical frenzy of superhuman speed; this frenzy lasts for a number of rounds equal to 3 + the Keeper's Charisma modifier (a total of 6 rounds). The frenzied Keeper gains a +2 morale bonus on Strength and Dexterity, a +1 morale bonus on Will saves, immunity to fear effects, and all of its modes of movement gain an enhancement bonus of 30 feet, to a maximum of twice the Keeper's normal speed using that form of movement. If the frenzied Keeper makes a full attack action, it may make one extra attack with any weapon it is holding using its full base attack bonus, plus any appropriate modifiers. The effects of ki frenzy are not cumulative with similar effects, such as a
haste spell or weapon of speed.
While in a ki frenzy, the Keeper of the Keys can make an additional three free parry attempts per round with its martial parry ability (see below).
When in ki frenzy, the Keeper's statistics become:
Initiative: +8
Speed: 70 ft. (14 squares)
Armor Class: 22 (+4 Dex, +2 insight, +4 mithral shirt, +2 natural), touch 16, flat-footed 18
Base Attack/Grapple: +9/+13
Attack: Chimes +15 melee (1d10+7/17–20) or unarmed strike +13 melee (1d10+4) or chimes +15 ranged (1d6+7/17–20) [+16 ranged (1d6+8/17–20) with Point Blank Shot]
Full Attack: Chimes +15/+15/+15/+15/+10* melee (1d10+7/17–20) or unarmed strike +13/+13/+13/+13/+8* melee (1d10+4) or chimes +15/+15/+15/+15/+10* ranged (1d10+7/17–20) [+13/+13/+13/+13/+13/+8* with Rapid Shot; +16/+16/+16/+16/+11* (1d6+8)/17–20) with Point Blank Shot; +14/+14/+14/+14/+14/+9* (1d6+8)/17–20) with Rapid Shot and Point Blank Shot]
*using martial artistry's flurry of blow
Saves: Fort +8, Ref +12, Will +11
Abilities: Str 19, Dex 18, Con —, Int 10, Wis 14, Cha 17
Skills: Balance +22, Climb +21, Concentration +15, Knowledge (religion) +6, Jump +26, Listen +17, Spot +17, Tumble +24
Ghostform (Su): A Seven Swords undead is normally invisible and intangible but senses its surroundings normally. Should the site it is haunting be disturbed, the spirit assumes a corporeal form as a swift action. The Keeper of the Key materializes out of thin air wherever it wishes, usually in front of intruders. Once materialized, the undead spirit can remain in solid form until the sun rises. It can resume ghostform as a full-round action.
Ghost Step (Su): The Keeper of the Keys can shift from the Material Plane to the Ethereal Plane as a free action, and shift back again as a move action (or during a move action). The Keeper cannot
Ghost Step if it has already used
Ghostly Evasion that round. This ability is otherwise identical with
ethereal jaunt (caster level 15th).
Ghostly Evasion (Su): If the Keeper is targeted by a melee attack, a ranged attack, or a special attack, it can avoid it by briefly becoming ethereal, vanishing for an instant and reappearing after the attack passes through the empty space it occupied. The Keeper becomes ethereal using an immediate action, which it must choose to take before any attack roll or saving throw is resolved. It cannot use this ability to avoid
ghost touch weapons or attacks that affect the Ethereal Plane. If the Keeper uses
Ghostly Evasion it cannot use
Ghost Step during the same round.
Martial Artistry (Ex): The Keeper of the Key possesses the bonus feats, AC bonus and unarmed strike abilities of a 9th-level monk and the flurry of blows ability of a 12th-level monk. It adds its inherent monklike abilities to any monk levels it might acquire. Thus, a Keeper 2nd-level monk possesses the AC bonus and unarmed strike of a 11th-level monk and the flurry of blows of a 14th-level monk.
Martial Parry (Ex): The Keeper of the Keys can parry attacks from melee weapons or ranged weapons. In normal combat, the Keeper can make one free parry attempt per round, plus additional deflect attempts in place of Attacks of Opportunity. If the Keeper is in a
ki frenzy (see above) it can make up to four free parry attempts each round instead of one.
To parry, the Keeper makes an attack roll with an unarmed strike (+12 modifier) or a monk's weapon (i.e. the +13 modifier of its
chimes). If this roll is equal to or greater than the opponent's attack roll, the attack is deflected harmlessly. Parrying causes no damage to the opponent's weapon (or to the opponent, if the latter was using a natural weapon). Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
The Keeper can parry while fighting defensively (+2 dodge, –4 attack rolls). The -4 attack penalty for fighting defensively does not apply to parry rolls. If the Keeper uses the total defense action, it can attempt to parry all attacks made against it in that round.
Martial Resilience (Ex): The Keeper of the Keys has all good saves.
Martial Training (Ex): The Keeper of the Key was a master martial artist in life, and retains the martial skills it once possessed. The Keeper possesses the base attack bonus of an 12th-level cleric and bonus fighter feats of a 9th-level fighter. It is proficient with all simple and martial weapons and gains an dodge bonus to AC equal to its Intelligence bonus. It adds its inherent fighter abilities to any fighter levels it might acquire. Thus, a Keeper 3rd-level fighter possesses the fighter feats of a 12th-level fighter.
Prone Fighting (Ex): If the Keeper is prone, it takes no penalties on melee attack rolls or AC and can use any ranged weapon it is proficient in.
Rejuvenation (Ex): The Keeper of the Key cannot be destroyed through simple combat. If "destroyed" its body and equipment evaporates into nothingness with a chilling gust of wind.
The following night, the Keeper reappears at full strength at whatever place it haunted and the sword charm vanishes. The Keeper of the Key can only be destroyed permanently if its sword charm is destroyed before it rejuvenates. A typical sword charm is a Fine sized object with 20 hp, hardness 12, and break DC 24.
Special Weakness - Chimes (Ex): Each of the seven swords have a different special weakness. The Keeper's is its crystal wind chimes: whenever its
chimes are silenced, whether by being within the area of a
silence spell or placed in a soundproof container, the Keeper takes double damage from attacks. 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 Keeper be destroyed, the
chimes are also destroyed.
Spells: The Keeper of the Keys has the spellcasting ability of a 12th level paladin, but selects spells as if it were an evil cleric, including an evil cleric's spontaneous casting ability to convert prepared spells into
inflict spells. Its caster level is 6th.
Typical Cleric Spells Prepared (2/2/1; save DC 12 + spell level, 13 + spell level for necromancy):
1st—
doom (DC 14),
shield of faith (DC 13, +3 deflection to AC);
2nd—
darkness,
hold person (DC 14);
3rd—
blindness/deafness (DC 16).
Unholy Toughness (Ex): The Keeper gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.
Possessions: chimes, mithral shirt, spell component pouch. ???
In Kara-Tur
The Seven Swords were the leading members of the Ito clan and lived in Ito-Jo castle. The malign influence of a krakentoa led to their rule becoming tyrannical and eventually brought down a dreadful curse upon the Swords and the entire castle, turning it into a haunted place of the damned. The Seven Swords of Ito-Jo cannot be destroyed simply by destroying their sword charms. The only way to permanently lay them to rest is to slay the krakentoa responsible for the curse.
The Keeper of the Keys was ####.
Originally appeared in OA2 - Night of the Seven Swords (1986).
Skills Breakdown:
Balance - 1 rank +3 Dex +2 synergy +15 competence
Climb - 2 ranks +3 Str +15 competence
Concentration - 15 ranks +0 Con
Jump - 1 rank +3 Str +4 Speed +2 synergy +15 competence
Listen - 15 ranks +2 Wis
Spot - 15 ranks +2 Wis
Tumble - 5 ranks +3 Dex +15 competence
Knowledge (religion) - 6 ranks