Converting Oriental Adventures creatures

Cleon

Legend
I'd go with supernatural, too. The MC version also says "Only cure disease or a similar spell can negate the effects."

To be honest, it's pretty close to mummy rot, minus the Cha damage. And I'll modify it a bit since it has to be modified a little anyway... How about this?

Kala Wasting/Death/Breath? (Su): Supernatural disease - inhaled, Fortitude DC X, incubation period 1 day; damage 1d6 Con. The save DC is Constitution?-based.

Unlike normal diseases, kala XX continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Kala XX is a powerful curse, not a natural disease. Conjuration (healing) spells other than remove disease have no effect on the afflicted character. Only a remove disease spell can cure kala XX (the casting character must succeed at a DC X caster level check or the spell has no effect) to cure the disease.

EDIT: that said, I could see going with the break enchantment/remove curse route like mummy rot, too.

I'd definitely add break enchantment and remove curse. The AD&D Kala's disease is a lot less lethal than mummy rot (only 1d6 hits per day), so I'd like to lower the Constitution damage - maybe 1d3?
 

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freyar

Extradimensional Explorer
Hmm, loss of 1-6 hp per day is a lot of Con damage, but I guess I can go down to 1d3. Adding remove curse and break enchantment (but leaving remove disease):

Kala Wasting/Death/Breath? (Su): Supernatural disease - inhaled, Fortitude DC X, incubation period 1 day; damage 1d3 Con. The save DC is Constitution?-based.

Unlike normal diseases, kala XX continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Kala XX is a powerful curse, not a natural disease. Conjuration (healing) spells other than remove disease have no effect on the afflicted character. Only a remove disease, break enchantment, or remove curse spell can cure kala XX (the casting character must succeed at a DC X caster level check or the spell has no effect).


I dunno, does the last bit with the spells look funny?
 


Cleon

Legend
Kala Wasting/Death/Breath? (Su): Supernatural disease - inhaled, Fortitude DC X, incubation period 1 day; damage 1d3 Con. The save DC is Constitution?-based.

Unlike normal diseases, kala XX continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Kala XX is a powerful curse, not a natural disease. Conjuration (healing) spells other than remove disease have no effect on the afflicted character. Only a remove disease, break enchantment, or remove curse spell can cure kala XX (the casting character must succeed at a DC X caster level check or the spell has no effect).

Looks fine and I prefer Wasting for the name.

How's this?

Breath Weapon (Su): Three times per day, an earth kala can breathe a 5 ft. cone of infectious vapor. Any creature within the cone is exposed to kala wasting (see below).

Kala Wasting (Su): Supernatural disease - inhaled, Fortitude DC 15, incubation period 1 day; damage 1d3 Con. The save DC is Constitution-based.

Unlike normal diseases, kala wasting continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Kala wasting is a powerful curse, not a natural disease. Conjuration (healing) spells other than remove disease have no effect on the afflicted character. Only a remove disease, break enchantment, or remove curse spell can cure kala wasting (the casting character must succeed at a DC 15 caster level check or the spell has no effect).
 

Shade

Monster Junkie
Updated.

+4 racial bonus on Survival checks?

Skills: 9 ranks

Feats: Track (B), Two-Weapon Fighting, 2 more (if we only need one, we can remove the bonus tag from Track)
 

Cleon

Legend
Updated.

+4 racial bonus on Survival checks?

Just for Tracking or for any Survival check? I can see a case for both.

Skills: 9 ranks

I'd put a rank in Survival and divide the rest between Listen and Spot.

Feats: Track (B), Two-Weapon Fighting, 2 more (if we only need one, we can remove the bonus tag from Track)

How about Weapon Focus (hand axe) and something not very Combat-relevant but thematically appropriate, like Endurance or Self-Sufficient? They live by themselves or in small groups, so they are presumably good at coping with the challenges of the wild.

Failing that, I'd give them Power Attack or Alertness.

How about giving them a +2 "all purpose" racial bonus to Survival and Self-Sufficient:

Skills: Listen 4, Spot 4, Survival 1
Feats: Self-Sufficient [or Alertness/Power Attack], Track (B), Two-Weapon Fighting, Weapon Focus (hand axe)
 


Shade

Monster Junkie
That works for me. Updated.

Challenge Rating: 4? They're better than ogres (CR 3) but inferior to trolls (CR 5).

Treasure: x
Type "P" is 10-60 sp and 1-20 electrum or platinum

Alignment: Usually neutral?

Advancement: By character class (barbarian)?

Level Adjustment: +3

A kala stands 6 feet tall and weighs x pounds.
 

freyar

Extradimensional Explorer
All agree with all the above suggestions. Treasure could be standard coins, no goods or items. 200-250 lb if the're a bit chunky?
 

Cleon

Legend
That works for me. Updated.

Me too.

Challenge Rating: 4? They're better than ogres (CR 3) but inferior to trolls (CR 5).

They're not that much better than Ogres. To begin with, they have to full-attack to do equivalent damage.

However, I would accept CR 4. A couple of points of AC and better saves, plus their toxic breath and cold immunity have to be worth something.

Treasure: x
Type "P" is 10-60 sp and 1-20 electrum or platinum

Standard coins?

Alignment: Usually neutral?

Either that or "Often neutral". Not fussed which.

Advancement: By character class (barbarian)?

Level Adjustment: +3

That's fine.

A kala stands 6 feet tall and weighs x pounds.

200 pounds? They seem to be pretty stocky.
 

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