Sure, that seems good to me.
In that case…
Updating
The Keeper of the Key Working Draft.
Does that bring us to the end of the SAs?
This conversion's taken so long I've forgotten
the original stats, so better check them…
…it looks like we've got all the Special Abilities filled in except for the
Spells.
The first question is does The Keeper have Domains like a full cleric caster and, if so, what should they be?
I'd say no, since the 3E
Oriental Adventures sohei just gets divine spells per day without Domain extras.
Domains didn't exist for 1E
Oriental Adventures sohei of course.
The second question is, the original sohei obtained its spells slowly like a Paladin. Their first spell was obtained as a 6th-level sohei. The 1E version had a caster level equal to their class level (e.g. a 12th-level sohei is CL 12th) and could cast a limited number of Shugenja spells (the OA version of the cleric/priest). The 3E version had a CL of half their class level.
For our conversion, my initial draft simplified things by giving him 6th-level clerical casting, but they actually had different spells-per-day:
Class & Level | 1E Spells | 3E Spells |
---|
6th-level Cleric | 3/3/2 | 5/3+1/3+1/2+1 |
6th-level Shukenja | 4/2/1 | 6/6/5/3 |
12th-level Sohei | 3/2/2 | –/1/1/1 |
As you can see, a 12th-level 1E Sohei has 3/2/2 spells-per-day, which is one 2nd-level spell less than the 3/3/2 of a 6th-level 1E Cleric. Their spells are a lot closer to each other than the other editions, so making it a 6th level cleric caster seemed a reasonable approximation.
If you'd rather hue closer to the 3E version of Sohei, we could have the Keeper cast spells as a 12th-level Paladin or Ranger, which would match the spells-per-days in that edition.
They also have their own spell lists rather than just cribbing off the Cleric List.
A 3E Sohei's options are:
1ST-LEVEL SOHEI SPELLS
Attraction*. Attacks are drawn to the subject creature, dealing more damage.
Bane. Enemies suffer –1 attack, –1 on saves against fear.
Bless. Allies gain +1 attack and +1 against fear.
Detect Chaos/Law. Reveals creatures, spells, or objects.
Divine Favor. You gain attack, damage bonus, +1/three levels.
Doom. One subject suffers –2 on attacks, damage, saves, and checks.
Endure Elements. Ignores 5 damage/round from one energy type.
Magic Weapon. Weapon gains +1 bonus.
Protection from Chaos. +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Resistance. Subject gains +1 on saving throws.
Shield of Faith. Aura grants +2 or higher deflection bonus.
Virtue. Subject gains 1 temporary hp.
Weapon Bless*. Prepare one weapon for combat against a particular foe.
2ND-LEVEL SOHEI SPELLS
Animal Messenger. Sends a Tiny animal to a specific place.
Bull’s Strength. Subject gains 1d4+1 Str for 1 hr./level.
Delay Poison. Stops poison from harming subject for 1 hour/level.
Lesser Restoration. Dispels magic ability penalty or repairs 1d4 ability damage.
Remove Paralysis. Frees 1 or more creature.
Resist Elements. Ignores 12/round damage from one energy type.
Shield Other. You take half of subject’s damage.
Warning*. Subject gets +4 to Listen and Spot and retains Dex bonus to AC when flat-footed.
3RD-LEVEL SOHEI SPELLS
Castigate*. Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
Discern Lies. Reveals deliberate falsehoods.
Dispel Magic. Cancels magical spells and effects.
Greater Magic Weapon. +1 bonus/three levels (max +5).
Magic Circle against Chaos. As protection from chaos, but 10-ft. radius and 10 min./level.
Mental Strength. Recipient gains +4 bonus on Will saves.
Prayer. Allies gain +1 on most rolls, and enemies suffer –1.
Protection from Elements. Absorb 12 damage/level from one kind of energy.
The 1E Sohei gets:
1st-Level
Animal Companion
Bless [reversable]
Deflection [reversable]
Resist
Weapon Bless
2nd-Level
Chant
Messenger
Slow Poison
Warning
3rd-Level
Castigate
Dispel Magic
Flame Walk
Prayer
For ease of reference, the original version of the Keeper of the Keys was an 11th-level Sohei with spells:
1st-level: curse, deflection, cause light wounds
2nd-level: hold person, obscurement
3rd-level: cause blindness
Note that
cause light wounds,
hold person,
obscurement and
cause blindness are Shukenja spells that are NOT available to Sohei according to the 1E
Oriental Adventures.
The Keeper must have learned some mystic secrets to expand its magical repertoire.