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Converting original D&D and Mystara monsters
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<blockquote data-quote="Cleon" data-source="post: 5458196" data-attributes="member: 57383"><p>I don't recall us doing so.</p><p></p><p>Each iteration of the wallara seems to have a different version of the camouflage.</p><p></p><p>The Mystara Monstrous Compendium version has no special hide skill for the normal Chameleon Man, but the Lords of Shade and Hue have a 90% reliable camouflage when unmoving.</p><p></p><p>The Savage Coast version all have the equivalent of a <em>ring of chameleon power</em> which "enables 90% invisibility in most surroundings", with no mention of them needing to stay motionless.</p><p></p><p>The Vaults of Prandius <em>[FONT=&quot]<a href="http://pandius.com/wallara.html" target="_blank"><em>Orc’s Head Peninsula Campaign Book</em></a>[/FONT]</em> gives 3rd+ level Chameleon Men the ability to <em>mimic</em> their surroundings, effectively becoming <em>invisible</em> as long as they remain quiet and motionless (and notes other Chameleon Men can always see another Chameleon Man using <em>mimicry</em>).</p><p></p><p>The BECMI version makes no mention of a chameleon ability.</p><p></p><p>Putting that together suggests something a bit more complex than a straight Hide bonus. Maybe a special ability that increases for mid- or high-level Chameleon Men?</p><p></p><p>Something like this:</p><p></p><p><strong>Chameleon (Ex):</strong> With a move-equivalent action, a chameleon man can have his skin take on the color and texture of nearby objects, including floors and walls. So long as the chameleon man remains quiet and motionless, he then gains a +10 circumstance bonus on Hide checks, this bonus increases to +15 for chameleon men with X+ Hit Dice and +20 for those with Y+ Hit Dice. A chameleon man can not use his chameleon ability if more than 5% of his skin is covered (by clothing, armour, mud or the like).</p></blockquote><p></p>
[QUOTE="Cleon, post: 5458196, member: 57383"] I don't recall us doing so. Each iteration of the wallara seems to have a different version of the camouflage. The Mystara Monstrous Compendium version has no special hide skill for the normal Chameleon Man, but the Lords of Shade and Hue have a 90% reliable camouflage when unmoving. The Savage Coast version all have the equivalent of a [I]ring of chameleon power[/I] which "enables 90% invisibility in most surroundings", with no mention of them needing to stay motionless. The Vaults of Prandius [I][FONT="][URL="http://pandius.com/wallara.html"][I]Orc’s Head Peninsula Campaign Book[/I][/URL][/FONT][/I] gives 3rd+ level Chameleon Men the ability to [I]mimic[/I] their surroundings, effectively becoming [I]invisible[/I] as long as they remain quiet and motionless (and notes other Chameleon Men can always see another Chameleon Man using [I]mimicry[/I]). The BECMI version makes no mention of a chameleon ability. Putting that together suggests something a bit more complex than a straight Hide bonus. Maybe a special ability that increases for mid- or high-level Chameleon Men? Something like this: [B]Chameleon (Ex):[/B] With a move-equivalent action, a chameleon man can have his skin take on the color and texture of nearby objects, including floors and walls. So long as the chameleon man remains quiet and motionless, he then gains a +10 circumstance bonus on Hide checks, this bonus increases to +15 for chameleon men with X+ Hit Dice and +20 for those with Y+ Hit Dice. A chameleon man can not use his chameleon ability if more than 5% of his skin is covered (by clothing, armour, mud or the like). [/QUOTE]
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