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<blockquote data-quote="Cleon" data-source="post: 8363199" data-attributes="member: 57383"><p><strong>The Keeper Original Stats</strong></p><p></p><p><em>Last is the keeper of the key, whose song brings destruction and whose only foe is silence</em>.</p><p></p><p>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:</p><p></p><p><em>Keeper:</em> The chimes (all hits are doubled when these are silenced).</p><p></p><p><strong>42. Keeper</strong></p><table style='width: 100%'><tr><td><em>The wind is brisk upon this open walkway. An ornate door, painted the red and gold of the setting sun faces to the west. The door is latched and there is a The wind is brisk upon this open walkway. An ornate door, painted the red and gold of the setting sun faces to the keyhole.</em></td></tr></table><p></p><p>The door is not locked. Characters looking through the keyhole see a shrine to the dying sun, a cold marble altar before the rear wall. Hanging over the altar is a windchime made of strings of short slender crystals hanging from a teak crossbar.</p><p></p><p>When the door is opened, the chime rings, and any light dances off the faceted crystals. A character making an intelligence save at a +4 penalty notices that one of the crystals is shaped like a dagger.</p><p></p><p>This is the lair of the Keeper of the Key, a sohei and the seventh weapon master. If the PCs enter the shrine he materializes behind the altar. If they retreat he materializes before them with the chime in his hand.</p><p></p><p><em>The Keeper:</em> 11th level sohei (AC 3; MV 15”; hp 59; #AT 3; THAC0 12; Dmg by weapon +2; S 17, I 10, W 12, D 16, C 15, Ch 11)</p><p></p><p>He may use his ki once a day for ten rounds, causing him to gain +1 more to hit damage, and saves, an additional attack, an improvement of 1 AC, an increase of 3” to speed and the ability to dodge or deflect missiles on a save vs. breath for no damage, or only suffer half damage. These adjustments are figured into his score and must be subtracted after ten rounds.</p><p></p><p>He knows the following spells:</p><p></p><table style='width: 100%'><tr><td>First Level:</td><td><em>Curse, deflection, cause light wounds</em></td></tr><tr><td>Second Level:</td><td><em>Hold person, obscurement</em></td></tr><tr><td>Third Level:</td><td><em>Cause blindness</em></td></tr></table><p></p><p>The Keeper is trained in two styles of martial arts weapon fighting and can also perform the following special maneuvers: <em>concentrated push</em>, <em>prone fighting</em>, <em>incapacitator</em>, <em>blind fighting</em>, and <em>leap</em>.</p><p></p><p>His weapon is the windchimes, which serve several functions.</p><p></p><p><em>Flail:</em> as flail (dmg 2-7/2-8).</p><p></p><p><em>Deflect Attack:</em> He receives only half damage. This only requires an action, no roll is necessary.</p><p></p><p><em>Crystal Spike:</em> He can throw up up to 20 crystals as spike shurikens, at shuriken rates (dmg 1-4/1-3).</p><p></p><p>The Keeper tries to separate the PCs, attacking from a different side each round. If he pushes a character off the walk, the character can successfully grab the railing, but must make a Strength save at half his score to climb back up.</p><p></p><p>When the Keeper is slain he and his equipment dissolve into the wind.</p><p></p><p><strong>Statistics for Part 1</strong></p><table style='width: 100%'><tr><td><strong>NAME</strong></td><td><strong>AC</strong></td><td><strong>MV</strong></td><td><strong>HD</strong></td><td><strong>hp</strong></td><td><strong>THAC0</strong></td><td><strong>Dmg</strong></td><td><strong>SA</strong></td><td><strong>SD</strong></td><td><strong>AL</strong></td></tr><tr><td>Keeper</td><td>3</td><td>15”</td><td>11</td><td>59</td><td>12</td><td>as weapon +2</td><td>Ki +1 <em>bless</em> & spells</td><td></td><td>NE</td></tr></table></blockquote><p></p>
[QUOTE="Cleon, post: 8363199, member: 57383"] [B]The Keeper Original Stats[/B] [I]Last is the keeper of the key, whose song brings destruction and whose only foe is silence[/I]. 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: [I]Keeper:[/I] The chimes (all hits are doubled when these are silenced). [B]42. Keeper[/B] [TABLE] [TR] [TD][I]The wind is brisk upon this open walkway. An ornate door, painted the red and gold of the setting sun faces to the west. The door is latched and there is a The wind is brisk upon this open walkway. An ornate door, painted the red and gold of the setting sun faces to the keyhole.[/I][/TD] [/TR] [/TABLE] The door is not locked. Characters looking through the keyhole see a shrine to the dying sun, a cold marble altar before the rear wall. Hanging over the altar is a windchime made of strings of short slender crystals hanging from a teak crossbar. When the door is opened, the chime rings, and any light dances off the faceted crystals. A character making an intelligence save at a +4 penalty notices that one of the crystals is shaped like a dagger. This is the lair of the Keeper of the Key, a sohei and the seventh weapon master. If the PCs enter the shrine he materializes behind the altar. If they retreat he materializes before them with the chime in his hand. [I]The Keeper:[/I] 11th level sohei (AC 3; MV 15”; hp 59; #AT 3; THAC0 12; Dmg by weapon +2; S 17, I 10, W 12, D 16, C 15, Ch 11) He may use his ki once a day for ten rounds, causing him to gain +1 more to hit damage, and saves, an additional attack, an improvement of 1 AC, an increase of 3” to speed and the ability to dodge or deflect missiles on a save vs. breath for no damage, or only suffer half damage. These adjustments are figured into his score and must be subtracted after ten rounds. He knows the following spells: [TABLE] [TR] [TD]First Level:[/TD] [TD][I]Curse, deflection, cause light wounds[/I][/TD] [/TR] [TR] [TD]Second Level:[/TD] [TD][I]Hold person, obscurement[/I][/TD] [/TR] [TR] [TD]Third Level:[/TD] [TD][I]Cause blindness[/I][/TD] [/TR] [/TABLE] The Keeper is trained in two styles of martial arts weapon fighting and can also perform the following special maneuvers: [I]concentrated push[/I], [I]prone fighting[/I], [I]incapacitator[/I], [I]blind fighting[/I], and [I]leap[/I]. His weapon is the windchimes, which serve several functions. [I]Flail:[/I] as flail (dmg 2-7/2-8). [I]Deflect Attack:[/I] He receives only half damage. This only requires an action, no roll is necessary. [I]Crystal Spike:[/I] He can throw up up to 20 crystals as spike shurikens, at shuriken rates (dmg 1-4/1-3). The Keeper tries to separate the PCs, attacking from a different side each round. If he pushes a character off the walk, the character can successfully grab the railing, but must make a Strength save at half his score to climb back up. When the Keeper is slain he and his equipment dissolve into the wind. [B]Statistics for Part 1[/B] [TABLE] [TR] [TD][B]NAME[/B][/TD] [TD][B]AC[/B][/TD] [TD][B]MV[/B][/TD] [TD][B]HD[/B][/TD] [TD][B]hp[/B][/TD] [TD][B]THAC0[/B][/TD] [TD][B]Dmg[/B][/TD] [TD][B]SA[/B][/TD] [TD][B]SD[/B][/TD] [TD][B]AL[/B][/TD] [/TR] [TR] [TD]Keeper[/TD] [TD]3[/TD] [TD]15”[/TD] [TD]11[/TD] [TD]59[/TD] [TD]12[/TD] [TD]as weapon +2[/TD] [TD]Ki +1 [I]bless[/I] & spells[/TD] [TD][/TD] [TD]NE[/TD] [/TR] [/TABLE] [/QUOTE]
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