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Converting monsters from Tales From The Infinite Staircase
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<blockquote data-quote="Cleon" data-source="post: 6109074" data-attributes="member: 57383"><p>I've been mulling over what to do to make the Kamerel more interesting.</p><p></p><p><span style="color: #ff0000">For a start</span>, all the Kamerel in the adventure are ones that passed into reflection to avoid the Rilmani and have now reemerged. That suggests we should give them all a "Pass Into Reflection" SQ. I'd like to keep <em>transport mirror</em> a spell.</p><p></p><p>I've got some more detailed ideas on that, but I think they need separate discussion otherwise this post will get too confusing.</p><p></p><p><span style="color: #ff0000">Secondly</span>, I noticed something funny about the sizes of the example Kamerel. The Warrior and the Wizard Driver are both Small size, while the Warrior Driver and Kamerel Leader are both Medium size. That seems rather odd, so I wondered how to explain it. In the Reflections adventure there are distorting mirrors (like a fun house mirror, except they can also distort a creature's reflection in the mirror so they appear to change other aspects like sex, race, colour etc). So, how about if the Kamerel can change their size?</p><p></p><p><strong>Size Distortion (Ex):</strong> A kamerel can reduce its size to Small as a full-round action. This size reduction does not alter the kamerel's ability scores, but grants it all the other benefits and penalties of Small size (+1 size bonus to AC and attacks, +4 to Hide checks, -4 to Grapple checks, smaller weapons). All equipment worn or carried by the kamerel is similarly reduced by this ability, but instantly return to their normal size if they leave the shrunken kamerel's possession. This means that thrown weapons deal their normal (Medium) damage.</p><p></p><p><span style="color: #ff0000">Thirdly</span>, I thought we should give them the Madness SQ. I'm toying with the idea of giving them a Charisma bonus and making the spellcasters sorcerers instead of wizards.</p><p></p><p><span style="color: #ff0000">Fourthly</span>, we should emphasize the alienness of their "Mirror Magic" and that Kamerel are incapable of being normal spellcasters. There are a lot of mirror-related magical places and items in the adventure, so we have stuff to work with.</p><p></p><p><span style="color: #ff0000">Fifthly</span>, I guess we could give Kamerel some minor mirror-related special abilities, like being immune to penalties from reflections and visual distortions (including <em>mirror image</em>?) as well as never breaking a mirror unless they want to.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6109074, member: 57383"] I've been mulling over what to do to make the Kamerel more interesting. [COLOR=#ff0000]For a start[/COLOR], all the Kamerel in the adventure are ones that passed into reflection to avoid the Rilmani and have now reemerged. That suggests we should give them all a "Pass Into Reflection" SQ. I'd like to keep [I]transport mirror[/I] a spell. I've got some more detailed ideas on that, but I think they need separate discussion otherwise this post will get too confusing. [COLOR=#ff0000]Secondly[/COLOR], I noticed something funny about the sizes of the example Kamerel. The Warrior and the Wizard Driver are both Small size, while the Warrior Driver and Kamerel Leader are both Medium size. That seems rather odd, so I wondered how to explain it. In the Reflections adventure there are distorting mirrors (like a fun house mirror, except they can also distort a creature's reflection in the mirror so they appear to change other aspects like sex, race, colour etc). So, how about if the Kamerel can change their size? [B]Size Distortion (Ex):[/B] A kamerel can reduce its size to Small as a full-round action. This size reduction does not alter the kamerel's ability scores, but grants it all the other benefits and penalties of Small size (+1 size bonus to AC and attacks, +4 to Hide checks, -4 to Grapple checks, smaller weapons). All equipment worn or carried by the kamerel is similarly reduced by this ability, but instantly return to their normal size if they leave the shrunken kamerel's possession. This means that thrown weapons deal their normal (Medium) damage. [COLOR=#ff0000]Thirdly[/COLOR], I thought we should give them the Madness SQ. I'm toying with the idea of giving them a Charisma bonus and making the spellcasters sorcerers instead of wizards. [COLOR=#ff0000]Fourthly[/COLOR], we should emphasize the alienness of their "Mirror Magic" and that Kamerel are incapable of being normal spellcasters. There are a lot of mirror-related magical places and items in the adventure, so we have stuff to work with. [COLOR=#ff0000]Fifthly[/COLOR], I guess we could give Kamerel some minor mirror-related special abilities, like being immune to penalties from reflections and visual distortions (including [I]mirror image[/I]?) as well as never breaking a mirror unless they want to. [/QUOTE]
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