Converting Oriental Adventures creatures

freyar

Extradimensional Explorer
Sounds good to me.

I believe all we have on description is "a tattooed man." Do you have additional thoughts on that or the background?
 

Cleon

Adventurer
Sounds good to me.
Updating the Paper Warrior Working Draft.

I believe all we have on description is "a tattooed man." Do you have additional thoughts on that or the background?
Actually it says "These words spring from the page and take the form of a tattooed man" so maybe that's literally true. The Paper Warrior could be a figure formed from calligraphy in the shape of a man. Maybe dressed in robes of paper?

Or maybe a figure whose skin and clothes appear to be made of paper, with calligraphy covering its body?

Hmm…

A figure dressed in scholarly robes as white as the finest paper. Its body is an intricate pattern of calligraphy in the shape of a male human, as if a tattoed man's body vanished while leaving the tattoes visible.

A figure dressed in scholarly robes. Its body is covered in tattoes of intricate calligraphy and its eyes are featureless black orbs like pools of ink. The being's skin is as pure white as its clothes, which both resemble the finest grade of paper.

Do you like either of those?

As for background, how about:

In life, the Paper Warrior was a steward responsible for administering the affairs of the clan and its castle. In death dreams of calligraphy and inventing tyrannical rules of government. Disturbing these contemplations prompts an outraged lecture followed by attempts to confuse and destroy the intruder.

In Kara-Tur
The Paper Warrior was once Ito Chomei, a notable scholar. He cared nothing about the misery of the clan's subjects so long as the paperwork was "elegant".
 

freyar

Extradimensional Explorer
I would go for the second description. And I like the background, but I think we need to edit to "In death, it dreams..."
 

Cleon

Adventurer
Screaming Child Original Stats

Sixth is the smallest and most dangerous, seen and yet unseen: the screaming child. His strength lies in his hand.

A special note for the DM: each of the seven swords possesses a special weakness. If the characters specifically attack the item or achieve the condition, the weapon master suffers double damage from hits scored and has a -2 on initiative for the next round. The weaknesses are:

Screaming Child: His rattle (AC 3).

17. Screaming Child
This room resembles a large auditorium with a stage at one end. Dim light glows from two braziers before the stage, and two bamboo screens stand at the back of the stage. A short distance inside the room, a piece of white cloth on which rests a pin lies on the floor.

This is the chamber of the sixth weapon master, Ito Gohei, a dwarf wu jen. If the pin is disturbed, or the characters make any loud noise, a wail that sounds like a cross between a bawling child and a braying mule rends the air.

Gohei sits on the stage to the left of the screens. He has cast chameleon on himself and is difficult to see. Unless pressed into physical combat, he sits here casting spells and using his weapon to deal with intruders.

Gohei: 9th level Wu Jen, master of air (AC 10 (+1); MV 9”; hp 30; #AT 1(2); THAC0 18; Dmg 2-5 or 2-7; S 8, I 16, W 14, D 15, C 15, Ch 6; ki: +3 to initiative roll, maximum effect of one spell)

His spells include:

First Level: chameleon, drowsy insects, elemental burst, magic missile, shield
Second Level: smoke shape, stinking cloud, wind breath
Third Level: haste, protection from missiles, steam breath
Fourth Level: dancing weapon, shout
Fifth Level: telekinesis

Gohei’s melee weapon looks like a two-foot long rattle. He has the following special attacks:

Ball: The ball head is snapped up to 30 feet away on its chain, inflicting 2-5 points, then springs back to the haft.

Mace: Besides the normal damage of 2-7 points, he can hurl a foe as the martial arts maneuver.

Flash: A single foe within 10’ is blinded for 1-4 rounds unless a save vs. spells is made.

When Ito Gohei is defeated he shrivels to nothing with a whimper. In a pouch that remains are two doses of sand of time which slows a foe for 2-8 rounds, and a small katana charm pin that fits into the medallion.

Statistics
NAMEACMVHDTHAC0DmgSASDAL
Gohei
(Screaming Child)
10+19”9182-5/2-7SpellsKi +3 init, max. spellsCE

Originally from OA2 Night of the Seven Swords (1986).
 

Cleon

Adventurer
Sixth is the smallest and most dangerous, seen and yet unseen: the screaming child. His strength lies in his hand.
Okay, the Screaming Child is a wu jen, which is the Oriental Adventures equivalent of a Wizard.

A Strength 8, AC 10 wizard armed with a rattle does not pose that much of a melee combat challenge to a party of adventurers, so we might have some work to do to increase the Child's survivability.

Maybe increase its Undead HD to, say, 12 while keeping the 9th level spellcasting? I'd also consider giving it a 3/4 BAB Martial Training.

Note that the Child has no martial arts special maneuvers unless the "special attacks" of its weapon are considered such, so I wouldn't award it Martial Artistry.

It prefers to hang back and cast spells, but could do with more ways to ward off its enemies beyond hurling them away with its rattle's mace special attack. The Paper Warrior was much better designed in that area, since it could use its origami proxies to protect itself.

A direct translation of its abilities would be Str 8, Dex 15, Con —, Int 16, Wis 14, Cha 6.

Those look fine apart from Charisma. Presumably we're giving it Unholy Toughness to boost its HP. I'd make the Charisma 15 to match the original's Constitution. I'm quite happy to keep the Strength so low though - we don't need everything to be optimized.

Abilities: Str 8, Dex 15, Con —, Int 16, Wis 14, Cha 15
 

freyar

Extradimensional Explorer
I will agree with all of that.

How does the 3.X version of the wu jen cast? Is it more like the wizard or sorcerer? Sorc casting might be helpful. If we need to, we can change around or add some spells or SLAs or even some special ability to the "rattle."
 

Cleon

Adventurer
I will agree with all of that.

How does the 3.X version of the wu jen cast? Is it more like the wizard or sorcerer? Sorc casting might be helpful. If we need to, we can change around or add some spells or SLAs or even some special ability to the "rattle."
Let me dig out my copy of the 3E Oriental Adventures

Yup, a wu jen casts spells like a wizard (Intelligence-based DCs and bonus spells and identical spells-per-day).

They have different special abilities than a Wizard though, namely:

Elemental Mastery: The spells of a wu jen are divided into five elemental groups: earth, fire, metal, water, and wood. When a wu jen learns all the spells of a single element up to the highest level of spells she can cast, she is considered a master of that element. Thereafter, whenever the wu jen casts a spell of that element, the saving throw DC is increased by 2, while the wu jen herself gets a +2 competence bonus on saving throws against spells of that element. This bonus stacks with the bonus conferred by the Spell Focus feat. Note that when the wu jen gains the ability to cast higher-level spells, she loses her mastery until she learns all the spells of that element at the new spell level. Certain spells on the wu jen spell list are designated “All”; this means they belong to all elemental groups, and a wu jen must learn these spells in order to achieve mastery of any element.

Sudden Action: Once per day, a wu jen can focus her ki to burst into sudden action. This gives her a +4 bonus on her initiative check for that combat.

Bonus Feat: A wu jen begins play with a bonus metamagic feat.

Spell Secret: At 3rd level, and every three levels thereafter, a wu jen can choose one spell known to her that then becomes permanently modified as though affected by one of the following metamagic feats: Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. The spell’s level does not change, and once the choice of spell and modification are chosen, they cannot be changed. As the wu jen goes up in level, she can choose the same spell to be modified in different ways with multiple spell secrets. She does not need to know the feat she applies to the spell.

Taboos: In order to maintain their supernatural power, wu jen must abide by certain taboos that may seem inconsequential to other characters but are vitally important to the wu jen. If a wu jen violates one of her taboos, she cannot cast any more spells that day. A wu jen must choose one taboo at 1st level, and one additional taboo every time she learns a spell secret. Possible taboos include:​


The original 1E AD&D version of the Wu Jen had their own version of the Elemental Mastery, Sudden Action and Taboos SQs described above. They also had an additional ki power as follows:

At 4th level a wu jen gains his second ki power—the ability to summon massive magical energies. This allows him to cast any one spell that is three or more levels lower than the wu jen's level, at maximum effect. The spell automatically has maximum range (if desired), duration, and effect. Thus a 4th-level character can cast a 1st-level spell at maximum effect.
 

Cleon

Adventurer
Screaming Child Working Draft

Seven Swords, The Screaming Child
Medium Undead (Spirit)
Hit Dice: 12d12+24 (102 hp)
Initiative: +2 (+6 with sudden action)
Speed: 30 ft. (6 squares)
Armor Class: 1? (+2 Dex, +3 dodge, +? bonus), touch 1?, flat-footed 1?
Base Attack/Grapple: +9/+8
Attack: Rattle +?? melee (1d8+?) or rattle +?? ranged (1d8+?)
Full Attack: Rattle +??/+?? melee (1d8+?) or rattle +?? ranged (1d8+?)
Space/Reach: 5 ft./5 ft. (30 ft. with rattle ball)
Special Attacks: Air mastery, martial artistry, rattle, spells, spell secrets, sudden action
Special Qualities: Darkvision 60 ft., immune to turning, martial training, rejuvenation, special weakness - rattle, unholy toughness, taboos?
Saves: Fort +4, Ref +6, Will +10
Abilities: Str 8, Dex 15, Con —, Int 16, Wis 14, Cha 15
Skills: 7@15
Feats: One, Two, Three, Four, Five, One Bonusᴮ, Any Other Bonus Featsᴮ
Environment: Ruins
Organization: Solitary
Challenge Rating: 9 or 10?
Treasure: Standard
Alignment: Always chaotic evil
Advancement:
Level Adjustment:

Description.

The Screaming Child 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 Child was. . .

The Screaming Child stands X feet Y inches tall and weighs ZZZ pounds. It can speak ???.

Combat
Tactics.

Air Mastery: Whenever the Screaming Child casts a spell of with the Air descriptor, the saving throw DC is increased by 2, while the wu jen herself gets a +2 competence bonus on saving throws against spells of that element. This bonus stacks with the bonus conferred by the Spell Focus feat. ???

Martial Training (Ex): The Screaming Child was a master martial artist in life, and retains the martial skills it once possessed. The Child possesses the base attack bonus of a rogue of a level equal to its Hit Dice, and qualifies for fighter feats as if had fighter levels equal to its BAB. It is proficient with all simple and martial weapons and gains an dodge bonus to AC equal to its Intelligence bonus.

Rattle: The Screaming Child is armed with a ???.

Rejuvenation (Ex): The Screaming Child cannot be destroyed through simple combat. If "destroyed" . . .

The following night, the Child reappears at full strength at whatever place it haunted and the sword charm vanishes. The Screaming Child 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 - Rattle (Ex): Each of the seven swords have a different special weakness. The Screaming Child's is that its existence is tied to its rattle. This weapon has AC ??, hardness ?? and break DC ??. Any damage done to the rattle is also inflicted upon the Child. Should the Screaming Child be destroyed, the rattle is also destroyed.

Spells: The Screaming Child has the spellcasting ability of a 9th level wizard.

Typical Wizard Spells Prepared (4/5/5/4/2/1; save DC 13 + spell level):
0—detect magic, ghost sound (DC 13), mage hand, read magic;
1st—burning hands (DC 14), magic missile, shield, sleep (DC 14), ventriloquism (DC 14);
2nd—fog cloud, gust of windᴬ (DC 17), hideous laughter (DC 15), resist energy, protection from arrows;
3rd—fireball (DC 16), haste (DC 16), stinking cloud (DC 16), vampiric touch;
4th—black tentacles (grapple +17), shout (DC 17);
5th—telekinesis (DC 15).
* Modified by Spell Secret (see below).
ᴬ Air spell affected by Air Mastery (see above).
[ᴺ New Spell (see New Spells below).]

Spell Maximization (Sp): Once per day the Screaming Child can cast a single spell that is maximized as though using the Maximize Spell feat.

Spell Secret: ???

Sudden Action: Once per day, the Screaming Child can focus its ki to burst into sudden action. This gives it a +4 bonus on its initiative check for that combat.

Unholy Toughness (Ex): The Screaming Child gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.

Taboos: [I think we can drop the wu jen's taboo SQ. It doesn't add anything to the encounter.]

Possessions: rattle, ???.

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 Paper Warrior was once Ito Gohei, a ???.

New Spells
[We might have to stat up some wu jen spells for him, particularly Air spells.]

Originally appeared in OA2 - Night of the Seven Swords (1986).
 
Last edited:

Cleon

Adventurer
Gohei: 9th level Wu Jen, master of air (AC 10 (+1); MV 9”; hp 30; #AT 1(2); THAC0 18; Dmg 2-5 or 2-7; S 8, I 16, W 14, D 15, C 15, Ch 6; ki: +3 to initiative roll, maximum effect of one spell)
The original 1E AD&D version of the Wu Jen had their own version of the Elemental Mastery, Sudden Action and Taboos SQs described above. They also had an additional ki power as follows:

At 4th level a wu jen gains his second ki power—the ability to summon massive magical energies. This allows him to cast any one spell that is three or more levels lower than the wu jen's level, at maximum effect. The spell automatically has maximum range (if desired), duration, and effect. Thus a 4th-level character can cast a 1st-level spell at maximum effect.
I guess we should also give the Child the AD&D Wu Jen's ability to maximize a single spell. The following ought to do:

Spell Maximization (Sp): Once per day the Screaming Child can cast a single spell that is maximized as though using the Maximize Spell feat.
 

freyar

Extradimensional Explorer
Well, that all looks good! We should keep in mind to mark any Air descriptor spells.
Somehow it seems like the scream should have some kind of mechanical effect, given the monster name and all.
Want to deal with the spells and associate abilities or the rattle first?
 

Cleon

Adventurer
Well, that all looks good! We should keep in mind to mark any Air descriptor spells.
Agreed. It'll be easy enough to tag the Air spells with an .

Somehow it seems like the scream should have some kind of mechanical effect, given the monster name and all.
Yes, the Veiled Maidens, Paper Warrior and Shadow Walker all had abilities connected to their names.

Hmm… it may be related to the Child's spell selection since it has shout, wind breath and steam breath.

If it bothers you we could always give it some sort of scream-related Special Attack or spell enhancing ability.

Want to deal with the spells and associate abilities or the rattle first?
Let's do the spells stuff first. That's the Screaming Child's preferred method of attack.
 

freyar

Extradimensional Explorer
OK, after a long break, typical spells prepared:
0th level -- detect magic, ghost sound, mage hand, read magic ??
The original first level spells are
chameleon, drowsy insects, elemental burst, magic missile, shield
so maybe
1st level -- burning hands, disguise self, magic missile, shield, summon monster I ?
I tried to go with thematic matches, since mechanical ones aren't really available in the SRD.
 

Cleon

Adventurer
OK, after a long break, typical spells prepared:
0th level -- detect magic, ghost sound, mage hand, read magic ??
The original first level spells are

chameleon, drowsy insects, elemental burst, magic missile, shield
I'll have to check my 1E Oriental Adventures but from what I remember drowsy insects is its equivalent to sleep.

As for chameleon, it's pretty much the same as the SRD's chameleon psionic power. I'd be tempted to rework that into a spell.

so maybe
1st level -- burning hands, disguise self, magic missile, shield, summon monster I ?
I tried to go with thematic matches, since mechanical ones aren't really available in the SRD.
The 0 level cantrips look fine.

Not sure about the 1st level's disguise self, the Child doesn't strike me as someone who'd favour that spell.

Maybe ventriloquism? At least that could fit the Screaming Child's theme of "noise".

Thinking it over, I'd prefer the "new spell chameleon" idea.

As for summon monster I. I would accept monster summoning since it's so adaptable but still recall sleep being a close match to drowsy insects.

Bear with me for a moment…

Yes I was right, here's the spell description:

Oriental Adventures (1985):
This spell summons a small cloud of stinging and biting insects any where desired within the spell range. These insects swarm around all those in the area of effect, unless they are protected by fire, cold, or smoke. Although the stings and bites cause no damage and are hardly felt, all those swarmed must make a saving throw vs. poison. If the save is successful, the spell has no effect on that creature. If the saving throw is failed, the creature instantly falls into a light slumber and remains asleep for 2d6 rounds unless awakened The victim wakes up when shaken, struck, or otherwise disturbed. Loud noises such as fighting have a 50% chance of awakening the character and actions such as shouting in his ear certainly will. The material component for this spell is a live honeybee or stinging insect.

So how about burning hands, magic missile, shield, sleep and either chameleon or ventriloquism.
 

freyar

Extradimensional Explorer
I can go for
1st -- burning hands, magic missile, shield, sleep, ventriloquism

I don't much fancy writing a new spell for these. They're enough work already!

Second Level: smoke shape, stinking cloud, wind breath
Hmph. We need 5 spells, stinking cloud is 3rd level, and the other two are not SRD. Well, we should go with gust of wind for Air Mastery, and fog cloud should work for stinking cloud. Hideous laughter and shatter may go with the screaming schtick. How about resist energy as a utility combat spell?
2nd -- fog cloud, gust of wind, hideous laughter, resist energy, shatter ???
 

Cleon

Adventurer
I can go for
1st -- burning hands, magic missile, shield, sleep, ventriloquism
Those work for me.

I don't much fancy writing a new spell for these. They're enough work already!
Spoilsport. :p

Hmph. We need 5 spells, stinking cloud is 3rd level, and the other two are not SRD. Well, we should go with gust of wind for Air Mastery, and fog cloud should work for stinking cloud. Hideous laughter and shatter may go with the screaming schtick. How about resist energy as a utility combat spell?
2nd -- fog cloud, gust of wind, hideous laughter, resist energy, shatter ???
I have no objection to that selection.

Updating Screaming Child Working Draft.

Okay, for the 3rd level spells the original has haste, protection from missiles, steam breath.

How about fireball, haste, stinking cloud plus one other.

Now protection from arrows is a 2nd-level spell, so we could do that with a 1-level metamagic boost (i.e. extended) although obviously that would require us to give the Child said metamagic feat!

My preferred solution would be swapping one of its current 2nd level spells (probably shatter) for regular protection from arrows and giving it a different 3rd level spell. Either that old standby dispel magic or something more interesting like blink, sleet storm, vampiric touch or wind wall.
 

freyar

Extradimensional Explorer
I'd be ok with replacing shatter by protection from arrows.

Let's go with fireball, haste, stinking cloud, vampiric touch. That feels right somehow.

At 4th level, the original has dancing weapon and shout. Shout works just fine, but the closest SRD spell to dancing weapon would seem to be spiritual weapon, which is a cleric spell. Maybe fire shield or black tentacles instead?
 

Cleon

Adventurer
I'd be ok with replacing shatter by protection from arrows.

Let's go with fireball, haste, stinking cloud, vampiric touch. That feels right somehow.
Works for me!

Updating Screaming Child Working Draft.

At 4th level, the original has dancing weapon and shout. Shout works just fine, but the closest SRD spell to dancing weapon would seem to be spiritual weapon, which is a cleric spell. Maybe fire shield or black tentacles instead?
Of those two I prefer black tentacles. Shall I update with "black tentacles, shout"?
 

freyar

Extradimensional Explorer
Yup, that works.

The original 5th level spell is telekinesis. Shall we just stick to that?
 

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