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Converting Oriental Adventures creatures
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<blockquote data-quote="Cleon" data-source="post: 9227430" data-attributes="member: 57383"><p>In that case…</p><p></p><p>Updating <strong><a href="https://enworld.org/index.php?posts/8363207" target="_blank">The Keeper of the Key Working Draft</a></strong>.</p><p></p><p></p><p></p><p>This conversion's taken so long I've forgotten <strong><a href="http://www.enworld.org/posts/8363199" target="_blank">the original stats</a></strong>, so better check them…</p><p></p><p>…it looks like we've got all the Special Abilities filled in except for the <strong>Spells</strong>.</p><p></p><p>The first question is does The Keeper have Domains like a full cleric caster and, if so, what should they be?</p><p></p><p>I'd say no, since the 3E <em>Oriental Adventures</em> sohei just gets divine spells per day without Domain extras.</p><p></p><p>Domains didn't exist for 1E <em>Oriental Adventures</em> sohei of course.</p><p></p><p>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.</p><p></p><p>For our conversion, my initial draft simplified things by giving him 6th-level clerical casting, but they actually had different spells-per-day:</p><p></p><table style='width: 100%'><tr><th><p style="text-align: left">Class & Level</p> </th><th><p style="text-align: left">1E Spells</p> </th><th><p style="text-align: left">3E Spells</p> </th></tr><tr><td>6th-level Cleric</td><td>3/3/2</td><td>5/3+1/3+1/2+1</td></tr><tr><td>6th-level Shukenja</td><td>4/2/1</td><td>6/6/5/3</td></tr><tr><td>12th-level Sohei</td><td>3/2/2</td><td>–/1/1/1</td></tr></table><p></p><p>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.</p><p></p><p>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.</p><p></p><p>They also have their own spell lists rather than just cribbing off the Cleric List.</p><p></p><p>A 3E Sohei's options are:</p><p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>1ST-LEVEL SOHEI SPELLS</strong></p> <p style="margin-left: 20px"><em>Attraction*</em>. Attacks are drawn to the subject creature, dealing more damage.</p> <p style="margin-left: 20px"><em>Bane</em>. Enemies suffer –1 attack, –1 on saves against fear.</p> <p style="margin-left: 20px"><em>Bless</em>. Allies gain +1 attack and +1 against fear.</p> <p style="margin-left: 20px"><em>Detect Chaos/Law</em>. Reveals creatures, spells, or objects.</p> <p style="margin-left: 20px"><em>Divine Favor</em>. You gain attack, damage bonus, +1/three levels.</p> <p style="margin-left: 20px"><em>Doom</em>. One subject suffers –2 on attacks, damage, saves, and checks.</p> <p style="margin-left: 20px"><em>Endure Elements</em>. Ignores 5 damage/round from one energy type.</p> <p style="margin-left: 20px"><em>Magic Weapon</em>. Weapon gains +1 bonus.</p> <p style="margin-left: 20px"><em>Protection from Chaos</em>. +2 AC and saves, counter mind control, hedge out elementals and outsiders.</p> <p style="margin-left: 20px"><em>Resistance</em>. Subject gains +1 on saving throws.</p> <p style="margin-left: 20px"><em>Shield of Faith</em>. Aura grants +2 or higher deflection bonus.</p> <p style="margin-left: 20px"><em>Virtue</em>. Subject gains 1 temporary hp.</p> <p style="margin-left: 20px"><em>Weapon Bless*</em>. Prepare one weapon for combat against a particular foe.</p> <p style="margin-left: 20px"><strong>2ND-LEVEL SOHEI SPELLS</strong></p> <p style="margin-left: 20px"><em>Animal Messenger</em>. Sends a Tiny animal to a specific place.</p> <p style="margin-left: 20px"><em>Bull’s Strength</em>. Subject gains 1d4+1 Str for 1 hr./level.</p> <p style="margin-left: 20px"><em>Delay Poison</em>. Stops poison from harming subject for 1 hour/level.</p> <p style="margin-left: 20px"><em>Lesser Restoration</em>. Dispels magic ability penalty or repairs 1d4 ability damage.</p> <p style="margin-left: 20px"><em>Remove Paralysis</em>. Frees 1 or more creature.</p> <p style="margin-left: 20px"><em>Resist Elements</em>. Ignores 12/round damage from one energy type.</p> <p style="margin-left: 20px"><em>Shield Other</em>. You take half of subject’s damage.</p> <p style="margin-left: 20px"><em>Warning*</em>. Subject gets +4 to Listen and Spot and retains Dex bonus to AC when flat-footed.</p> <p style="margin-left: 20px"><strong>3RD-LEVEL SOHEI SPELLS</strong></p> <p style="margin-left: 20px"><em>Castigate*</em>. Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.</p> <p style="margin-left: 20px"><em>Discern Lies</em>. Reveals deliberate falsehoods.</p> <p style="margin-left: 20px"><em>Dispel Magic</em>. Cancels magical spells and effects.</p> <p style="margin-left: 20px"><em>Greater Magic Weapon</em>. +1 bonus/three levels (max +5).</p> <p style="margin-left: 20px"><em>Magic Circle against Chaos</em>. As protection from chaos, but 10-ft. radius and 10 min./level.</p> <p style="margin-left: 20px"><em>Mental Strength</em>. Recipient gains +4 bonus on Will saves.</p> <p style="margin-left: 20px"><em>Prayer</em>. Allies gain +1 on most rolls, and enemies suffer –1.</p> <p style="margin-left: 20px"><em>Protection from Elements</em>. Absorb 12 damage/level from one kind of energy.</p> <p style="margin-left: 20px"></p><p>The 1E Sohei gets:</p><p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>1st-Level</strong></p> <p style="margin-left: 20px"><em>Animal Companion</em></p> <p style="margin-left: 20px"><em>Bless</em> [reversable]</p> <p style="margin-left: 20px"><em>Deflection</em> [reversable]</p> <p style="margin-left: 20px"><em>Resist</em></p> <p style="margin-left: 20px"><em>Weapon Bless</em></p> <p style="margin-left: 20px"><strong>2nd-Level</strong></p> <p style="margin-left: 20px"><em>Chant</em></p> <p style="margin-left: 20px"><em>Messenger</em></p> <p style="margin-left: 20px"><em>Slow Poison</em></p> <p style="margin-left: 20px"><em>Warning</em></p> <p style="margin-left: 20px"><strong>3rd-Level</strong></p> <p style="margin-left: 20px"><em>Castigate</em></p> <p style="margin-left: 20px"><em>Dispel Magic</em></p> <p style="margin-left: 20px"><em>Flame Walk</em></p> <p style="margin-left: 20px"><em>Prayer</em></p> <p style="margin-left: 20px"></p><p>For ease of reference, the original version of the Keeper of the Keys was an 11th-level Sohei with spells:</p><p style="margin-left: 20px"></p> <p style="margin-left: 20px">1st-level: <em>curse</em>, <em>deflection</em>, <em>cause light wounds</em></p> <p style="margin-left: 20px">2nd-level: <em>hold person</em>, <em>obscurement</em></p> <p style="margin-left: 20px">3rd-level: <em>cause blindness</em></p> <p style="margin-left: 20px"></p><p>Note that <em>cause light wounds</em>, <em>hold person</em>, <em>obscurement</em> and <em>cause blindness</em> are Shukenja spells that are NOT available to Sohei according to the 1E <em>Oriental Adventures</em>.</p><p></p><p>The Keeper must have learned some mystic secrets to expand its magical repertoire.</p></blockquote><p></p>
[QUOTE="Cleon, post: 9227430, member: 57383"] In that case… Updating [B][URL='https://enworld.org/index.php?posts/8363207']The Keeper of the Key Working Draft[/URL][/B]. This conversion's taken so long I've forgotten [B][URL='http://www.enworld.org/posts/8363199']the original stats[/URL][/B], so better check them… …it looks like we've got all the Special Abilities filled in except for the [B]Spells[/B]. 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 [I]Oriental Adventures[/I] sohei just gets divine spells per day without Domain extras. Domains didn't exist for 1E [I]Oriental Adventures[/I] 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: [TABLE] [TR] [TH][left]Class & Level[/left][/TH] [th][left]1E Spells[/left][/th] [th][left]3E Spells[/left][/th] [/TR] [TR] [TD]6th-level Cleric[/TD] [TD]3/3/2[/TD] [TD]5/3+1/3+1/2+1[/TD] [/TR] [TR] [TD]6th-level Shukenja[/TD] [TD]4/2/1[/TD] [TD]6/6/5/3[/TD] [/TR] [TR] [TD]12th-level Sohei[/TD] [TD]3/2/2[/TD] [TD]–/1/1/1[/TD] [/TR] [/TABLE] 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: [indent] [b]1ST-LEVEL SOHEI SPELLS[/b] [i]Attraction*[/i]. Attacks are drawn to the subject creature, dealing more damage. [i]Bane[/i]. Enemies suffer –1 attack, –1 on saves against fear. [i]Bless[/i]. Allies gain +1 attack and +1 against fear. [i]Detect Chaos/Law[/i]. Reveals creatures, spells, or objects. [i]Divine Favor[/i]. You gain attack, damage bonus, +1/three levels. [i]Doom[/i]. One subject suffers –2 on attacks, damage, saves, and checks. [i]Endure Elements[/i]. Ignores 5 damage/round from one energy type. [i]Magic Weapon[/i]. Weapon gains +1 bonus. [i]Protection from Chaos[/i]. +2 AC and saves, counter mind control, hedge out elementals and outsiders. [i]Resistance[/i]. Subject gains +1 on saving throws. [i]Shield of Faith[/i]. Aura grants +2 or higher deflection bonus. [i]Virtue[/i]. Subject gains 1 temporary hp. [i]Weapon Bless*[/i]. Prepare one weapon for combat against a particular foe. [b]2ND-LEVEL SOHEI SPELLS[/b] [i]Animal Messenger[/i]. Sends a Tiny animal to a specific place. [i]Bull’s Strength[/i]. Subject gains 1d4+1 Str for 1 hr./level. [i]Delay Poison[/i]. Stops poison from harming subject for 1 hour/level. [i]Lesser Restoration[/i]. Dispels magic ability penalty or repairs 1d4 ability damage. [i]Remove Paralysis[/i]. Frees 1 or more creature. [i]Resist Elements[/i]. Ignores 12/round damage from one energy type. [i]Shield Other[/i]. You take half of subject’s damage. [i]Warning*[/i]. Subject gets +4 to Listen and Spot and retains Dex bonus to AC when flat-footed. [b]3RD-LEVEL SOHEI SPELLS[/b] [i]Castigate*[/i]. Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds. [i]Discern Lies[/i]. Reveals deliberate falsehoods. [i]Dispel Magic[/i]. Cancels magical spells and effects. [i]Greater Magic Weapon[/i]. +1 bonus/three levels (max +5). [i]Magic Circle against Chaos[/i]. As protection from chaos, but 10-ft. radius and 10 min./level. [i]Mental Strength[/i]. Recipient gains +4 bonus on Will saves. [i]Prayer[/i]. Allies gain +1 on most rolls, and enemies suffer –1. [i]Protection from Elements[/i]. Absorb 12 damage/level from one kind of energy. [/indent] The 1E Sohei gets: [indent] [b]1st-Level[/b] [i]Animal Companion[/i] [i]Bless[/i] [reversable] [i]Deflection[/i] [reversable] [i]Resist[/i] [i]Weapon Bless[/i] [b]2nd-Level[/b] [i]Chant[/i] [i]Messenger[/i] [i]Slow Poison[/i] [i]Warning[/i] [b]3rd-Level[/b] [i]Castigate[/i] [i]Dispel Magic[/i] [i]Flame Walk[/i] [i]Prayer[/i] [/indent] For ease of reference, the original version of the Keeper of the Keys was an 11th-level Sohei with spells: [indent] 1st-level: [I]curse[/I], [I]deflection[/I], [I]cause light wounds[/I] 2nd-level: [I]hold person[/I], [I]obscurement[/I] 3rd-level: [I]cause blindness[/I] [/indent] Note that [I]cause light wounds[/I], [I]hold person[/I], [I]obscurement[/I] and [I]cause blindness[/I] are Shukenja spells that are NOT available to Sohei according to the 1E [i]Oriental Adventures[/i]. The Keeper must have learned some mystic secrets to expand its magical repertoire. [/QUOTE]
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