Faerunian NPCs Errata Quick Reference [Archive] - Wizards Community

Post/Author/DateTimePost
Garnet Hardeon

09-01-03, 05:15 PM
As the thread of Faerunian NPCs Errata is really long at this point, decided to make a quick thread so that we could see the fruits of this thread directly without having to skim through all 10 (so far) pages.

Credit's to all who contributed to the thread. (Notably to ES, who started it and developed quite a number of characters.

Since my HTML sucks (i.e., no knowledge), I can't directly link to each and every character. If someone can show me how, perfect.

All of the characters are in the order they appeared in the thread. Also, their makers/designers are in parentheses in the subject lîne.

Finally, I didn't add character requests (even with stats), incomplete files, and templates. This should be characters only...well, hopefully.

I'll be copying future additions from the main thread into this one. :)
Garnet Hardeon

09-01-03, 05:17 PM
The North

Silver Marches

Silverymoon (Metropolis, 37,073)
Endue Alustriel "The Shining Lady", "Lady Hope" Silverhand, High Lady of the Silver Marches
Female Human Chosen of Mystra Archmage 2/Wizard 22: CR 28; Medium-size humanoid (human); HD 2d4+12 plus 22d4+132; hp 204; Init +7; Spd 30 ft.; AC 24 (touch 14, flat-footed 23); Atk +13/+8 melee (1d6+3/19-20, Staff of Silverymoon); SQ Chosen of Mystra bonus spells, Chosen of Mystra immunities, Chosen of Mystra spell immunities, detect magic, enhanced Constitution, enhanced Intelligence, mastery of shaping, name and song attunement, silver fire, spell power +2; AL CG; SV Fort +12, Ref +9, Will +21; Str 11, Dex 16, Con 23, Int 23, Wis 17, Cha 19. Height 5 ft. 11 in.
Skills and Feats: Alchemy +17, Bluff +11, Concentration +33, Craft (gemcutting) +12, Diplomacy +15, Gather Information +15, Heal +7, Intimidate +7, Intuit Direction +5, Knowledge (arcana) +32, Knowledge (Mystra religion) +10, Knowledge (Silver Marches history) +15, Knowledge (Silver Marches local) +15, Perform (dancing) +10, Profession (herbalist) +9, Scry +20, Search +15, Sense Motive +9, Spellcraft +32; Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Improved Counterspell, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (Enchantment), Spell Focus (Transmutation), Spell Penetration, Spellcasting Prodigy (wizard), Still Spell.
Chosen Bonus Spells: Alustriel may cast each of the following once per day as a spell-like ability: antimagic field, clairaudience/clairvoyance, comprehend languages, detect thoughts, hold monster, minor creation, polymorph any object, shapechange, teleport without error. She must still provide any necessary material components.
Chosen Immunities: As one of the Chosen of Mystra, Alustriel is immune to aging, disease, disintegration, and poison. She need not sleep, although she must rest normally to be able to cast spells. Chosen Spell Immunities: Alustriel is completely unaffected by attacks that duplicate these effects: chill touch, disintegrate, feeblemind, flesh to stone, forcecage, maze, lightning bolt, polymorph other, time stop, web. Detect Magic: Line of sight range. Name and Song Attunement: Whenever Alustriel's name or the rune of the Chosen is spoken, she hears it and the next nine words that person speaks.
Wizard Spells Prepared: 4/6/6/5/5/5/5/4/4/4/1/1. Base DC = 19 + spell level. Base DC = 21 + spell level for abjuration and enchantment spells.
Possessions: bracers of armor +8, cloak of elvenkind, ring of protection +3, ring of lesser ironguard, wand of light (9th level, 22 charges), amulet of proof against detection and location, potion of cure serious wounds x3, Alustriel's sword pendant. As a 24th-level character and the ruler of a small country, Alustriel has many other items not listed here at her disposal.
The longtime high lady of Silverymoon and new ruler of the Silver Marches, Alustriel is a powerful mage and one of the Seven Sisters. Folk in the North love and revere her for gentle, kindly thoughtfulness and caring stewardship of her people. Her serene manner is legendary, and she tends and cherishes the places and people she rules, resorting to violence and battle magic only as a last resort.
Alustriel spent her rebellious youth adventuring and learned very early in life that happiness is something that must be shared, not won alone. She also tirelessly pursued dreams of peace, races dwelling together in harmony, and a place where arts would be prized and nurtured: Silverymoon.
It's seemingly impossible to get Alustriel confused, angry (though she'll weep at personal misfortunes of her people), or overload her concentration on multiple matters at once. This, coupled with her natural talent for perfectly remembering faces, names, voices, and mannerisms, makes her nearly the ideal ruler. Her wits, experience, and scrying enable her to better anticipate future events in the North than almost anyone else in all Faerûn.
Folk in Silverymoon love her as their "Lady Hope" or "Shining Lady." Alustriel has the knack of befriending most people she meets, becoming intimate with them, and helping them (even in small ways) with their concerns and needs of the moment. Only injustice and intolerance anger her, but she seldom shows anger as anything more than cold, pointed speech. She is a builder and an administrator whose success is rooted in her understanding of others.
Garnet Hardeon

09-01-03, 05:18 PM
Taern "Thunderspell" Hornblade, High Mage of Silverymoon
Male Human Evoker 18: CR 18; Medium-size humanoid (human); HD 18d4+36; hp 40; Init +2; Spd 30 ft.; AC 20 (touch 14, flat-footed 18); Atk +12/+7 melee (1d8+3/19-20/x2, +3 dancing spell storing longsword) or +11/+6 melee (1d4+2/19-29/x2, +2 ghost touch dagger); SQ Dwarf traits, familiar benefits, innate spells, permanent spells; AL LG; SV Fort +8, Ref +8, Will +15; Str 11, Dex 14, Con 15, Int 20, Wis 18, Cha 16. Height 5 ft. 10 in.
Skills and Feats: Alchemy +15, Bluff +7, Concentration +20, Diplomacy +10, Knowledge (arcana) +20, Knowledge (Silver Marches history) +15, Knowledge (Silver Marches local) +15, Listen +8, Profession (bookkeeper) +9, Scry +9, Sense Motive +9, Spellcraft +20, Spot +8, Swim +3; Combat Casting, Craft Rod, Innate Spell (magic missile), Heighten Spell, Martial Weapon Proficiency (longsword), Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Mastery (dispel magic, lightning bolt, magic missile, teleport without error, wall of force), Spell Focus (Evocation), Spell Penetration, Still Spell.
Wizard Spells Prepared: 5/7/6/6/6/6/5/4/4/3. Base DC = 15 + spell level. Base DC = 17 + spell level for Evocation spells.
Possessions: bracers of armor +5, Hornblade (+3 dancing spell storing longsword), +2 ghost touch dagger, ring of protection +3, belt of dwarfkind, brooch of shielding, rod of alertness, rod of negation, slippers of spider climbing.
This tall, graybearded mage is a long-time Harper. Until Alustriel chose him to succeed her as High Mage of Silverymoon, he was the founder and leader of the Spellguard of the city. Grave, thoughtful, and deeply in love with Alustriel (as are many Silvaeren), his careful conduct of today contrasts sharply with his reckless youth. Taern tries to avoid confrontation, reaching decisions through consensus and smoothing over all that can be smoothed over. His nickname, Thunderspell, comes from the deadly battle-spells for which he became known in long-ago mage fairs duels, and more recently in defense of Silverymoon. Taern works hard at building friendships with folk great and unknown, to forge alliances of people who can call on each other’s aid when crises arise.
Garnet Hardeon

09-01-03, 05:19 PM
Methrammar Aerasumé, High Marshal of the Argent Legion
Male Moon Half-Elf Wizard 9/Fighter 7: CR 16; Medium-size humanoid (elf); HD 9d4+18 plus 7d10+14; hp 70; Init +5; Spd 30 ft.; AC 20 (touch 11, flat-footed 19); Atk +18/+13/+8 melee (1d10+9/19-20/x2, +3 bastard sword) or +16/+11/+6 ranged (1d8+8/x3, mighty composite oathbow with +2 arrows); SQ Half-elf traits, familiar benefits; AL LG; SV Fort +10, Ref +6, Will +8; Str 17, Dex 12, Con 15, Int 18, Wis 10, Cha 16. Height 6 ft.
Skills and Feats: Concentration +10, Diplomacy +9, Jump +10, Knowledge (arcana) +7, Knowledge (architecture and engineering) +7, Knowledge (geography) +7, Knowledge (Silver Marches history) +7, Knowledge (Silver Marches local) +7, Knowledge (Silver Marches nobility and royalty) +7, Knowledge (religion) +7, Listen +3, Ride (horse) +11, Search +5, Sense Motive +5, Spellcraft +15, Speak Language (Chondathan, Common, Elven), Spot +6, Swim +9; Alertness, Craft Magic Arms and Armor, Exotic Weapon Proficiency (bastard sword), Greater Spell Penetration, Improved Familiar, Improved Initiative, Leadership, Scribe Scroll, Spell Penetration, Weapon Focus (bastard sword), Weapon Focus (composite longbow), Weapon Specialization (bastard sword), Weapon Specialization (composite longbow).
Wizard Spells Prepared: : 4/5/5/4/3/1. Base DC = 13 + spell level. 10% chance of arcane spell failure. 0 -- arcane mark, detect magic, mage hand, mending, open/close, prestidigitation, ray of frost, read magic; 1st -- magic missile, protection from chaos, protection from evil, true strike (2); 2nd -- Aganazzar's scorcher, daylight, mirror image, protection from arrows, see invisibility; 3rd -- dispel magic, fly, haste, keen edge; 4th -- polymorph other, stoneskin, thunderlance; 5th -- hold monster.
Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- alarm, comprehend languages, detect secret doors, detect undead, mage armor, magic missile, protection from chaos, protection from evil, shield, spider climb, true strike; 2nd -- Aganazzar's scorcher, daylight, detect thoughts, eagle's splendor, invisibility, knock, mirror image, protection from arrows, see invisibility, Snilloc's snowball swarm, web; 3rd -- analyze portal, dispel magic, flashburst, fly, haste, hold person, keen edge, magic circle against chaos, magic circle against evil, water breathing; 4th -- fire stride, polymorph other, stoneskin, thunderlance, wall of fire, wall of ice; 5th -- hold monster, lesser ironguard, teleport, wall of force, wall of iron, wall of stone.
Possessions: +3 mithral chain shirt, +3 bastard sword, Swiftflight (+3 mighty composite oathbow, +3 Str bonus; AL LG; Int 12, Wis 10, Cha 12), amulet of natural armor +2, +2 arrows (10), masterwork arrows (50).
The children of Alustriel of Silverymoon are the offspring of a woman who is both a prestigious ruler and a powerful wizard. Because of their parentage, society pressures the youngsters with high expectations. Methrammar Aerasumé, like many of Alustriel's children, grew up in the shadow of the lovely radiance of his mother.
Methrammar constantly tries to live up to the standards set by his mother. Early on, he showed a flair for weapons and enjoyed physical training as a fighter. He also showed promise as a wizard and followed in his mother's arcane footsteps. His diversified interests meant that he fell behind some of his siblings in magical skill, but his martial skill enabled him to develop a significant place for himself in the Silverymoon armed forces.
He quickly rose through the ranks to become the High Marshal of the Argent Legion. He is talented, and he has dedicated himself to the defense of Silverymoon. Despite all his skills, he worries a bit that he gained his position not because of his own merits but because of his mother's influence. He tries to set this insecurity aside and overcomes it from time to time when he succeeds at particularly challenging tasks.
Currently, he heads a contingent of approximately 400 soldiers in the Rauvinwatch Keep about 15 miles west of Silverymoon. Life there is fairly quiet, and most of the time is spent in training.
His soft-spoken ways and humble manners occasionally cause those who don't know him to underestimate him. Almost everyone who gets to know him has a healthy respect for his abilities and skills. He's honest and forthright, with strong ideas about what constitutes right and wrong. His word is his bond, and he'll do whatever he can to keep a promise. People often comment that he would make a splendid paladin. He gently demures, however, because his heart is dedicated not to a deity or an ideal, but to Silverymoon itself.
Many of the men and women under his command serve in the Argent Legion because of personal loyalty to Methrammar. (See Leadership in the Dungeon Master's Guide. Methrammar has a Leadership score of 21.)
Although his pseudodragon familiar, Beau, occasionally acts in ways that Methrammar is hard-put to understand, Methrammar adores the little creature. The two are usually together, even in combat or dangerous situations, although Methrammar does all he can to protect Beau by using a number of spells such as protection from arrows or magic circle against evil.
Until recently, his half-brother (sharing the same father) Tyresia (LG male elf Wiz15) had been his close companion and cohort. They both very much enjoyed spending time with each other and would create magic items together. During their time crafting items, Methrammar made his own mithral shirt and bastard sword. Unfortunately, Tyresia missed his elven family and decided to return home. As a parting present, he made a special composite oathbow for his brother named "Swiftflight." The bow is intelligent and has some of Tyresia's personality, which makes it even dearer to Methrammar. Methrammar misses his half-brother and would welcome a new companion, but he is very particular that any such person holds the same ideals that he does and is also willing to dedicate himself (or herself) to Silverymoon.
Garnet Hardeon

09-01-03, 05:20 PM
Shaevar Shadowsil, Proprietor of Azurestorm Attires
Male Moon Elf Shadowdancer 4/Rogue 4/Fighter 8: CR 16; Medium-size humanoid (elf); HD 4d8+8 plus 4d6+8 plus 8d10+16; hp 100; Init +9; Spd 30 ft.; AC 21 (touch 16, flat-footed 20); Atk +22/+17/+12 melee (1d8+10 plus 1d6 cold/19-20/x2, +5 keen frost longsword) and +21/+16/+11 melee (1d4+7 plus 1d6 fire/19-20/x2, +3 flaming dagger); SA Sneak attack +3d6; SQ Elf traits, darkvision, evasion, hide in plain sight, locate traps, shadow illusion, shadow jump, summon shadow, uncanny dodge; AL CG; SV Fort +10, Ref +15, Will +6; Str 14, Dex 20, Con 15, Int 18, Wis 10, Cha 16. Height 5 ft. 8 in.
Skills and Feats: Climb +9, Craft (tailoring) +15, Decipher Script +7, Disable Device +15, Hide +15, Jump +9, Knowledge (Silver Marches local) +15, Listen +15, Move Silently +15, Open Lock +15, Perform (flute, sing) +15, Profession (tailor) +15, Search +15, Speak Language (Chondathan, Common, Damarran, Elven, Illuskan, Loross), Spot +15; Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Mobility, Quick Draw, Twin Sword Style, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword).
Possessions: amulet of natural armor +1, Azurestorm (+5 keen frost longsword), +3 flaming dagger, cloak of protection +2, ring of protection +2, brooch of shielding, masterwork gold flute.
Garnet Hardeon

09-01-03, 05:22 PM
Sundabar
Sundabar (Large City, 14,259)
Helm Dwarf-friend, Master of Sundabar, Warcaptain of the Bloodaxe Mercernary Company
Male Human Ranger 5 of Mielikki/Fighter 10: CR 15; Medium-size humanoid (human); HD 5d10+25 plus 10d10+50; hp 177; Init +5; Spd 30 ft.; AC 25 (touch 14, flat-footed 24); Atk +22/+17/+12 melee (1d8+9 plus 2d8 sonic/17-20/x2, +3 thundering warhammer) and +22/+17/+12 melee (1d6+7/9-20/x4, +3 defending heavy pick ); SQ Favored enemy orcs +2, favored enemy giants +1; SR 15; AL NG; SV Fort +17, Ref +5, Will +9; Str 17, Dex 12, Con 20, Int 14, Wis 17, Cha 13. Height 6 ft. 4 in.
Skills and Feats: Climb +10, Concentration +9, Craft (weaponsmithing) +10, Diplomacy +7, Handle Animal +7, Heal +5, Intuit Direction +5, Jump +10, Listen +8, Profession (guide) +7, Ride (horse) +15, Search +5, Speak Language (Chondathan, Common, Dwarven, Illuskan), Spot +8, Swim -3, Wilderness Lore +14; Blind-Fight, Cleave, Improved Critical (warhammer), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Mounted Combat, Power Attack, Ride-By Attack, Survivor, Track, Weapon Focus (warhammer), Weapon Specialization (warhammer).
Favored Enemy: +2 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks and weapon damage rolls against orcs; +1 bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks and weapon damage rolls against giants.
Ranger Spells Prepared: 1. Base DC = 11 + spell level. 1st -- delay poison.
Possessions: +5 mithral breastplate of spell resistance, +3 thundering warhammer, +3 defending light pick, bracers of health +4, cloak of resistance +2, ring of protection +3, ring of shooting stars, masterwork dagger (right boot).
The sixth Ruling Master of Sundabar is the former Warcaptain of the Bloodaxe Mercenary Company. He won the leadership of the company by the acclaim of his fellow "Bloody Blades" after many reckless predecessors died in battle or tavern brawls. His valiant fighting to defend the city brought him the same popularity with Sundabarians. When Master Embaeris died of his wounds, the people clamored for their hero, Helm.
For once, the popular choice turned out to be the right one. Helm swept away a welter of corruption and confusing laws and taxes that had built up under previous Masters (Mantrel Darkdagger in particular), and established "the Master's Take," a flat 5% sales tax. Merchants pay it willingly because Helm uses every copper for Sundabar's defenses, patrols, and civic projects for the common benefit. His firm hand and alert attention to looming problems has led to a reputation as a firm, wise ruler.
A devout Mielikkian, Helm believes three trees should be planted for every one cut, lest woodcarvers entirely consume the forests they depend on. He also holds that hunting should be for the table, not sport, and done with care, nurturing the land. Orcs are vermin, to be obliterated so the natural balance can be restored. If humans dwell anywhere in numbers, they are inevitably the greatest predators, and should eliminate others ("monsters") so that lesser creatures don't become overhunted.
Firm and blunt, Helm is an ambitious war-leader. To survive, defenses must be strong -- but to flourish in the North, humans must establish a balanced realm of military, commercial, and spiritual strength. Helm seems to be the man who can raise sword to make it happen, so he must and shall.
Garnet Hardeon

09-01-03, 05:23 PM
Citadel Adbar (Large City, 19,962)
Harbromm, King of Citadel Adbar
Male Shield Dwarf Dwarven Defender 7/Fighter 10: CR 17; Medium-size humanoid (dwarf); HD 7d12+35 plus 10d10+50 plus 3; hp 224; Init +1; Spd 20 ft.; AC 28 (touch 14, flat-footed 28); Atk +27/+22/+17/+12 melee (1d10+12 plus 2d10 fire/17-20/x2, +3 flaming burst dwarven waraxe); SQ Dwarf traits, defensive awareness, defensive stance 4/day, damage reduction 3/-; SR 15; AL LG; SV Fort +17, Ref +6, Will +11; Str 22, Dex 13, Con 20, Int 12, Wis 10, Cha 13. Height 4 ft. 6 in.
Skills and Feats: Climb +10, Craft (metalworking) +15, Craft (stoneworking) +15, Diplomacy +5, Intimidate +7, Listen +4, Ride (horse) +4, Speak Language (Chondathan, Common, Dwarven), Spot +4, Swim –2; Bullheaded, Cleave, Dodge, Endurance, Exotic Weapon Proficiency (dwarven waraxe), Great Cleave, Improved Critical (dwarven waraxe), Iron Will, Leadership, Power Attack, Sunder, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Defensive Stance: During his defensive stance, Harbromm has the following statistics instead of those given above: hp 274; AC 32 (touch 14, flat-footed 32); Atk +28/+23/+18/+13 melee (1d10+13 plus 2d10 fire/17-20/x2, +3 flaming burst dwarven waraxe); SV Fort +19, Ref +8, Will +12; Str 24, Con 24. The defensive stance lasts for 10 rounds after which Harbromm is winded. He can evoke the stance 4 times per day.
Possessions: +3 heavy fortification full plate, +1 large steel shield of cold resistance, +3 flaming burst dwarven waraxe, belt of giant strength +4, dust of appearance, ring of sustenance, scarab of protection.
When he stands on the topmost levels of Citadel Adbar and scans the encircling mountains, Harbromm is not merely taking the air or enjoying the awesome grandeur of the view. He is waiting for the savage hordes of the mountains to appear before his home. Harbromm knows that he was born for that day, for that battle, and until it comes he intends to do all within his power to ensure that Citadel Adbar is made ready for that fight.
It is this conviction and determination that prompted the dwarf-king to accept the invitation to join his holdings to the Silver Marches. He intends to gain as much as he can from the confederation while exposing his stronghold to as little risk as possible. In exchange for selling arms and armor to the confederation signatories at preferential prices, Harbromm gains valuable intelligence about what is occurring in the area. So far, this seems an acceptable arrangement, particularly since it may one day give Citadel Adbar the edge in defeating Obould’s army.
Garnet Hardeon

09-01-03, 05:24 PM
Dark Arrow Keep
Obould Many-Arrows, King of Dark Arrow Keep
Male Orc Barbarian 5/Fighter 4: CR 9; Medium-size humanoid (orc); HD 5d12+10 plus 4d10+8; hp 46; Init +5; Spd 30 ft.; AC 17 (touch 14, flat-footed 13); Atk +15 melee (2d6+8 plus 1d6 fire/17-20/x2, +1 flaming greatsword ) or +10 ranged (1d6/x3, shortbow); SA Rage 2/day; SQ Orc traits; AL CE; SV Fort +10, Ref +3, Will +3; Str 18, Dex 12, Con 14, Int 13, Wis 12, Cha 10. Height 6 ft. 3 in.
Skills and Feats: Bluff +4, Climb +10, Diplomacy +2, Intimidate +4, Intuit Direction +5, Jump +10, Listen +3, Sense Motive +5, Speak Language (Common, Goblin, Orc), Spot +7, Swim +3, Wilderness Lore +4; Cleave, Daylight Adaptation, Improved Critical (greatsword), Improved Initiative, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword).
Rage: During his rage, Obould has the following statistics instead of those given above: hp 64; AC 15 (touch 11, flat-footed 14); Atk +17 melee (2d6+10 plus 1d6 fire/17-20/x2, +1 flaming greatsword ); SV Fort +12, Will +5; Str 22, Con 18. Skills: Climb +13, Jump +13, Swim +6. The rage lasts 7 rounds, after which Obould is fatigued. He can rage 2/day.
Possessions: +1 breastplate, +1 flaming greatsword, boots of the winterlands, crown of fireballs (as necklace of fireballs with 4 3d6 fireballs)
Garnet Hardeon

09-01-03, 05:27 PM
Mithral Hall
Mithral Hall (Large Town, 4,991)
Bruenor Battlehammer, Eighth and Tenth King of Mithral Hall
Male Shield Dwarf Fighter 13: CR 13; Medium-size humanoid (dwarf); HD 13d10+78; hp 168; Init +2; Spd 20 ft.; AC 24 (touch 14, flat-footed 24); Atk +21/+16/+11 melee (1d8+10/17-20/x2, +3 mithral dwarven handaxe); SQ Dwarf traits; AL NG; SV Fort +14, Ref +6, Will +9; Str 18, Dex 15, Con 22, Int 15, Wis 15, Cha 12. Height 4 ft. 6 in.
Skills and Feats: Climb +11, Craft (weaponsmithing) +15, Diplomacy +7, Intimidate +7, Jump +11, Knowledge (the North history) +4, Knowledge (the North local) +4, Ride (horse) +2, Speak Language (Chondathan, Common, Dwarven, Illuskan), Spot +3; Bullheaded, Cleave, Great Cleave, Improved Critical (dwarven handaxe), Iron Will, Leadership, Power Attack, Sunder, Weapon Focus (dwarven handaxe), Weapon Specialization (dwarven handaxe).
+4 mithral shield (with the Clan Battlehammer foam and mug standard emblazoned on it), +3 mithral dwarven handaxe, amulet of natural armor +2, periapt of wound closure, potion of cure serious wounds, potion of heroism. .
Bruenor was only a young lad when Shimmergloom, a shadow dragon, slaughtered all but a few hundred members of the once populous Battlehammer clan and forced them to flee their home. The survivors settled in the Ten Towns region of Icewind Dale. Young Bruenor never forgot his home, however, and committed himself to reclaiming Mithral Hall from the evil forces that held it. He eventually made good on his intentions in 1356 DR, when he and his companions – Drizzt Do’Urden, Catti-brie, Wulfgar, and Regis – led a host of dwarves, barbarians, wizards, and archers (many from Silverymoon) against Shimmergloom, freeing Mithral Hall from the shadow dragon, and the duergar who held it. Following this victory, Bruenor claimed it the title of Eighth King of Mithral Hall.
Since then, King Bruenor ceded his crown to his ancestor, Gandalug, the First and Ninth King of Mithral Hall, and then reclaimed it once again as the Tenth King of Mithral Hall when the Patron of Clan Battlehammer became infirm. In addition to restoring Mithral Hall, Bruenor’s challenges have included fending off two attacks from the drow of Menzoberranzan (he lost his right eye in the first battle against the would-be invaders, and then subsequently getting it healed), getting his mithral mines working again, and cleansing the lower halls of monsters. Bruenor is the epitome of the dwarf monarch, a gruff hero with a heart of gold.
Garnet Hardeon

09-01-03, 05:28 PM
Catti-Brie Battlehammer
Female Human Fighter 7/Ranger 2: CR 9; Medium-size humanoid (human); HD 7d10+14 plus 2d10+4; hp 40; Init +7; Spd 30 ft.; AC 21 (touch 14, flat-footed 17); Atk +15/+10 ranged (1d8+6 plus 1d6 silver/x3, +3 composite longbow with endless +1d6 silver arrows) or +14 melee (1d8+5/17-20/x2, +4 keen longsword); SQ Darkvision 60 ft., favored enemy goblins +1; AL CG; SV Fort +10, Ref +5, Will +5; Str 13, Dex 17, Con 15, Int 14, Wis 17, Cha 16. Height 5 ft. 6 in.
Skills and Feats: Bluff +7, Climb +6, Intuit Direction +5, Jump +6, Knowledge (the North local) +5, Listen +7, Move Silently +7, Profession (pirate hunter) +7, Profession (sailor) +5, Ride (horse) +6, Speak Language (Chondathan, Common, Dwarven, Illuskan), Spot +7, Swim +6, Wilderness Lore +7; Far Shot, Improved Initiative, Mounted Archery, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot.
Possessions: +3 mithral chain shirt , Taulmaril the Heartseeker (+3 composite longbow ), quiver of Anaril (endless supply of magical +1d6 silver arrows), Khazid’hea (+4 keen longsword ), circlet of starlight vision .
Garnet Hardeon

09-01-03, 05:29 PM
Wulfgar
Male Human Barbarian 9: CR 9; Medium-size humanoid (human); HD 9d12+36; hp 88; Init +2; Spd 40 ft.; AC 18 (touch 12, flat-footed 16); Atk +21/+16 melee (1d10+12/17-20/x2, +4 maul of returning) or +16 ranged (1d10+7/19-20/x3, +4 maul of retuning); SQ Rage 3/day; AL CG; SV Fort +11, Ref +5, Will +3; Str 24, Dex 15, Con 18, Int 15, Wis 12, Cha 13. Height 6 ft. 10 in.
Skills and Feats: Climb +13, Concentration +6, Craft (metalworking) +5, Handle Animal +4, Intimidate +5, Intuit Direction +3, Jump +13, Knowledge (the North local) +4, Listen +7, Ride (horse) +5, Speak Language (Chondathan, Common, Illuskan, Uthgardt), Spot +7, Swim +5, Wilderness Lore +7; Alertness, Dodge, Improved Critical (maul), Endurance, Power Attack, Sunder, Weapon Focus (maul).
Rage: During his rage, Wulfgar has the following statistics instead of those given above: hp 97; AC 16 (touch 10, flat-footed 14); Atk +23/+18 melee (1d10+14/19-20/x3, +4 maul of returning ); SV Fort +13, Will +5; Str 28, Con 21. Skills: Climb +15, Jump +15, Swim +7. The rage lasts 8 rounds, after which Wulfgar is fatigued. He can rage 3/day.
Possessions: Aegis-fang (+4 maul of returning ), +3 hide armor .
Garnet Hardeon

09-01-03, 05:30 PM
Drizzt Do'Urden
Male Drow Elf Ranger 5 of Mielikki/Barbarian 1/Fighter 10: CR 17; Medium-size humanoid (elf); HD 5d10+10 plus 1d12+2 plus 10d10+20; hp 126; Init +9; Spd 50 ft.; AC 23 (touch 16, flat-footed 20); Atk +24/+19/+14/+9 melee (1d6+10/18-20/x2, +5 defending scimitar) and +23/+18/+13/+8 melee (1d6+9 plus 1d6 cold plus 2d6 against fire/18-20/x2, +3 aura against flame fire bane frost scimitar); SQ Drow traits, favored enemy goblins +2, favored enemy magical beasts +1, rage 1/day; SR 27; AL CG; SV Fort +15, Ref +9, Will +7; Str 14, Dex 20, Con 15, Int 17, Wis 17, Cha 14. Height 5 ft. 4 in.
Skills and Feats: Climb +9, Handle Animal +10, Hide +15, Intuit Direction +5, Jump +9, Knowledge (nature) +10, Knowledge (the North local) +7, Listen +15, Move Silently +15, Ride (horse) +7, Search +15, Speak Language (Chondathan, Common, Deep Drow (Undercommon), Drow Sign, Goblin), Spot +15, Use Rope +7, Wilderness Lore +10; Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Quick Draw, Track, Twin Sword Style, Two-Weapon Fighting, Weapon Focus (scimitar), Weapon Specialization (scimitar).
Rage: During his rage, Drizzt has the following statistics instead of those given above: hp 158; AC 21 (touch 14, flat-footed 18); Atk +26/+21/+16/+11 melee (1d6+12/18-20/x3, +5 defending scimitar) and +25/+20/+15/+10 melee (1d6+11 plus 1d6 cold plus 2d6 against fire/18-20/x3, +3 aura against flame fire bane frost scimitar); SV Fort +17, Will +9; Str 18, Con 19. Skills: Climb +13, Jump +13. The rage lasts 7 rounds, after which Drizzt is fatigued. He can rage once per day.
Possessions: +4 mithral chain shirt, Twinkle (+5 defending scimitar), Icingdeath (+3 aura against flame fire bane frost scimitar), figurine of wondrous power: onyx panther (name Guenhwyvar), bracers of blinding speed.
Drizzt Do'Urden was born on the night that House D'aermon N'achezbaernon, Tenth House of Menzoberranzan, eliminated House DeVir, Ninth House of Menzoberranzan. Drizzt was to be sacrificed to the Drow's evil goddess Lolth, the Spider Queen. Dinin, the secondboy of House Do'Urden changed this, however. After the initial assault on House DeVir, Dinin drove a dagger through the elderboy of House Do'Urden, Nalfein, making Dinin the elderboy and Drizzt the secondboy. Lolth was satisfied with the death of Nalfein, therefore allowing Drizzt to live. Another oddity about Drizzt was the color of his eyes. His eyes were a deep shade of purple, which was rare among the drow (maybe that showed that Drizzt was different from his kin?).
Drizzt was brought up by Vierna, his sister and an aspiring High Priestess. For 5 years (this 5 years is 16 years in human standards) Vierna taught Drizzt how to be a drow, and also taught him his place in society by reminding him that he was inferior (in the drow society, the males are inferior to the females. This is probably because Lolth, their goddess, is female). In those 5 years, young Drizzt learned how to line objects with faerie fire and also how to levitate (Drow nobles have an innate levitational ability. Most nobles can only levitate once a day, but Do'Urden nobles carried a symbol of their House that was embued with a enchantment that allowed them to levitate as much as they liked), and he also learned the drow hand code, a silent way of communicating with other drow quickly.
Drizzt first met his father, Zaknafein, shortly after his tenure as a page prince had ended and he had become the secondboy. After proving that Drizzt belonged in Melee-Magthere, Zak trained Drizzt for the school. Drizzt's choice weapons were twin scimitars. Drizzt entered Melee-Magthere after completing his training with Zak and ranked best in his class year after year. Upon graduating from Melee-Magthere, he was sent to Sorcere to hone his innate magical abilities (faerie fire, levitation, globes of darkness). While here, he met Masoj Hun'ett of House Hun'ett, whose Matron Mother sat on the ruling council. Masoj had killed the Faceless One years before on the same night that DeVir fell. Alton DeVir witnessed the murder and also heard of his house's elimination. To wait for revenge, he was forced to take the identity of the Faceless One and disfigure his face by pouring acid on it (hence the name "Faceless One"). Masoj also was the possessor of a magical item that could summon forth a creature from the Abyss, whose name was Guenhwyvar (Guenhwyvar was to later become Drizzt's only companion after his exile from Menzoberranzan). After leaving Sorcere, Drizzt was assigned the job of patrol leader and patroled the tunnels around Menzoberranzan daily. Unexpectedly, a raid on the surface was planned.
Drizzt, having strong moral values, was disgusted by the killing and he saved a young elven child from death. This act angered Lolth and House Do'Urden fell into disfavor. This act practically sealed House Do'Urden's downfall. A few weeks later, Drizzt was on a daily patrol when they came upon a mining party from the Sverfnebli city of Blingdenstone. Drizzt defeated an elemental and rushed to his Drow companions. They had captured a number of the gnomes and had killed all but one, a gnome named Belwar (Most Honored Burrow Warden, as he was later called). Drizzt, not wanting his cruel patrol members to slaughter this one like they did the others, suggested that they cut off the gnomes hands and send him back as a sign saying "don't mess with the Drow". The ploy worked and the gnome's hands were cut off. Drizzt didn't like this either, but at least the gnome lived. Around the time of this encounter, Matron Malice, Matron Mother of House Do'Urden, discovered that she had fallen from the favor of Lolth. Matron Malice and her daughters, Vierna, Maya, and Briza, found out about the child, but Drizzt was away and they could not sacrifice him immediately. They slyly told Zaknafein about Drizzt's deed, and Zak, not wanting his son to die, pleaded that he would take Drizzt's place and be sacrificed. When Drizzt came back and found out about this, he fled. Lolth, however, was not satisfied with Zaknafein's death.
Dinin and Briza were sent out to find and capture Drizzt so he could be sacrificed. Years went by with Drizzt living in the underdark and Dinin and Briza searching for him.
Finally, unable to take the lonelieness of living in the underdark, he turned himself in to the Svirfnebli and was taken into the city of Blingdenstone. Here he met Belwar again and they became good friends. The drow had an informant, however. The city councilor had a contact in Menzoberranzan that went by the name of Jarlaxle, a mercernary leader whose mercernary group was called Bregan D'aerthe. The councilor unwittingly let on that Drizzt was staying in Blingdenstone and Jarlaxle, seizing his opportunity to make the Svirfnebli get rid of Drizzt, therefore making it easier to catch him, told the councilor that a House in Menzoberranzan was looking for Drizzt and would eliminate anyone who was in their way. The king of the Svirfnebli, not wanting to instill the wrath of the Drow, kicked Drizzt out of Blingdenstone. Belwar, who resented the king's decision, went with Drizzt. At this time in Menzoberranzan, Matron Malice, in a desperate attempt to capture Drizzt, asked Lolth for Zin-Carla, or reanimation of a corpse complete with the skills that the corpse had in life. Lolth granted this request and Malice chose to reanimate Zaknafein's corpse, both for his skill with weapons and knowing Drizzt had a weakness for his father. About the same time that Drizzt was kicked out of Blingdenstone, Malice sent Zak's reanimated corpse out to search for Drizzt. Drizzt and Belwar encountered evidence of Zak and shortly after this, encountered Zak for the first time. Drizzt was confused but then realized that Zak was not alive in spirit and that Matron Malice was using Zak's body. Drizzt and Belwar ran from Zak the first time.
After thier encounter with Zak, they found a Hook Horror that claimed to be a pech. Earlier Drizzt and Belwar met a human wizard that attacked them and ran away. The Hook Horror told them that his family had been killed by the wizard and he had a polymorph spell cast on him, turning him into a Hook Horror. They came upon the wizard again, but alas, Clacker (Clacker was the name that Drizzt and Belwar had given the pech) killed the wizard in anger because the wizard had insulted him and his family. Clacker, having no other friends besides Drizzt and Belwar, joined up with them. After a short while, they were captured by illithids, or Mind Flayers, and made into slaves. They escaped a short time later,only to meet up with Zak again. Zak's spirit managed to gain control of the body and tell Drizzt what was happening. Zak then destroyed the body so it couldn't be used by Matron Malice.
Drizzt made his decision to go to the surface after this incident with Zak. He went back to Blingdenstone with Belwar and said goodbye to him, then made his way to the surface, where he would meet many new people and make new friendships.
Despite his increasing fame (or infamy) across the Sword Coast North as a drow who dwells on the surface, is deadly in battle, fights with great agility and two enchanted scimitars, and can call on an onyx panther figurine of wondrous power to bring a battle companion to his side, Drizzt Do’Urden remains an enigma.
He worships Mielikki and makes war on the cruel city of his birth (Menzoberranzan), his fellow drow, and all who serve Lolth. He counts as friends human warriors of the North (Wulfgar and Cattie-brie) and the dwarf Bruenor Battlehammer, whom he helped to regain the rulership of Mithral Hall. He has slain dragons and drow matron mothers. He defied fiends (Errtu) and powers (Lolth), battled perhaps the most deadly assassin currently active in Faerûn (Artemis Entreri), and sought to forge his own life on the surface.
Thoughtful and sensitive to others, Drizzt holds himself to the highest ideals but does not expect the same of others. Ever alert for treachery and danger, he speaks little but is apt to be polite (if terse) in his dealings. A perfectionist who yearns to be accepted into places and groups and to make friends widely, Drizzt is haunted by the danger he brings to those he befriends thanks to the scrutiny of Lolth and his other foes (notably Errtu and Entreri). Those he meets see his manner as grim.
Early in his surface travels, Alustriel welcomed him as warmly and personally as she does all in need, but dared not let him openly into Silverymoon at that time. His deeds have, very slowly, made Drizzt Do’Urden more welcome in the Sword Coast North.
Garnet Hardeon

09-01-03, 05:32 PM
Waterdeep

Waterdeep (Metropolis, 132,661)
Khelben "The Blackstaff" Arunsun, Lord Mage of Waterdeep
Male Human Chosen of Mystra Archmage 3/Wizard 24: CR 31; Medium-size humanoid (human); HD 3d4+24 plus 24d4+192; hp 300; Init +3; Spd 30 ft.; AC 24 (touch 14, flat-footed 23); Atk +16/+11 melee (1d6+6/19-20/x2, the black staff); SQ Chosen of Mystra bonus spells, Chosen of Mystra immunities, Chosen of Mystra spell immunities, arcane reach, detect magic, enhanced Constitution, enhanced Intelligence, enhanced Wisdom, mastery of counterspelling, mastery of elements, name and song attunement, silver fire; AL LN; SV Fort +16, Ref +11, Will +26; Str 14, Dex 16, Con 26, Int 24, Wis 20, Cha 15. Height 6 ft.
Skills and Feats: Alchemy +26, Bluff +4, Concentration +34, Craft (painting) +17, Diplomacy +4, Gather Information +9, Intimidate +9, Knowledge (arcana) +34, Knowledge (the planes) +16, Knowledge (Mystra religion) +12, Knowledge (Waterdeep history) +22, Knowledge (Waterdeep local) +24, Perform (drama) +7, Profession (painter) +17, Ride (horse) +7, Scry +25, Search +15, Sense Motive +11, Spellcraft +34, Spot +15, Wilderness Lore +10; Artist (painter), Craft Staff, Craft Wondrous Item, Forge Ring, Iron Will, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (Evocation), Spell Focus (Transmutation), Spell Mastery (blackstaff, chain lightning, fly, magic missile, teleport without error), Spellcasting Prodigy (wizard), Still Spell, Weapon Focus (quarterstaff).
Archmage Special Abilities: Archmage High Arcana: Arcane reach, mastery of counterspelling, mastery of elements.
Chosen Bonus Spells: : Khelben may cast each of the following once per day as a spell-like ability: Alustriel's fang, antimagic field, brain spider, gauntlet, minor spell turning, Muirara's map, the Simbul's skeletal deliquescence, the Simbul's synostodweomer, sphere of wonder, wraithform. He must still provide any necessary material components. Detect Magic: Line of sight range.
Chosen Immunities: : As one of the Chosen of Mystra, Khelben is immune to aging, disease, disintegration, and poison. He need not sleep, although he must rest normally to be able to cast spells. Chosen Spell Immunities: Khelben is completely unaffected by attacks that duplicate these effects: blindness, circle of death, disintegrate, energy drain, forcecage, ice storm, lightning bolt, magic jar, magic missile, Otto's irresistible dance.
Name and Song Attunement: Whenever Khelben's name or the rune of the Chosen is spoken, he hears it and the next nine words that person speaks.
Wizard Spells Prepared: 4/6/6/5/5/5/5/4/4/4/1/1/1/1. Base DC = 20 + spell level. Base DC = 22 + spell level for evocation and transmutation spells.
Possessions: The Black Staff (a staff of power with a permanent blackstaff spell upon it that allows it to dispel magic as an 8th level caster by touch, channel various mind-affecting spells, or cause a touched spellcaster to lose a prepared spell or expend an unused spell slot), bracers of armor +8, ring of protection +3. As a very powerful wizard, Khelben has access to incredible resources and can acquire or make almost any nonartifact item that he might need.
A Chosen of Mystra and a grim, inflexible proponent of law and order, Khelben Arunsun (called “The Blackstaff” for his magic staff and several spells that create stafflike effects) is the Lord Mage of Waterdeep and the husband of Laeral Silverhand of the Seven Sisters. Few know of Khelben’s youth in lost Myth Drannor, or even his true age – but many have learned to fear him.
Khelben dresses in nondescript black robes and never appears in public without his black staff. He has a dignified, imposing manner. He prefers to intimidate or frighten people rather than revealing his dry sense of humor or his keen, playful intelligence and quick dry wits.
In Khelben’s pursuit of law and order, he has founded or supported organizations (such as the Lords’ Alliance) and then abandoned them (the Harpers) when they no longer suited his purposes. He recently resigned from the Lords of Waterdeep and later broke with the Harpers over a disagreement about his methods. He formed his own group of likeminded ex-Harpers, known only as the Moonstars.
Khelben acts as the gravely wise, stern tutor who manipulates agents and adventures he meets by reluctantly dispensing information on a firm “only what you need to know” basis, never volunteering even paltry tidbits. In his words, “A secret isn’t a secret if you tell anyone.”
His beloved Laeral is probably the only person who is privy to all of Khelben’s plans. She is a match for him in both intellect and personal power, and their deep bond of true love has created one of the most formidable magical alliances in contemporary Faerûn.
Garnet Hardeon

09-01-03, 05:33 PM
Mirt, a Masked Lord of Waterdeep
Male Human Rogue 5/Fighter 10: CR 15; Medium-size humanoid (human); HD 5d6+15 plus 10d10+30; hp 107; Init +8; Spd 30 ft.; AC 22 (touch 14, flat-footed 18); Atk +20/+15/+10 melee (1d8+9 plus 3d6 against constructs/17-20/x2, +3 construct bane longsword) and +20/+15/+10 melee (1d4+7 plus 1d6 cold/19-20/x2, +3 frost dagger); SA Sneak attack +3d6; SQ Evasion, locate traps, uncanny dodge; AL CG; SV Fort +11, Ref +11, Will +10; Str 17, Dex 18, Con 16, Int 14, Wis 18, Cha 16. Height 5 ft 10 in.
Skills and Feats: Bluff +7, Climb +10, Diplomacy +11, Handle Animal +8, Intimidate +7, Jump +10, Knowledge (Waterdeep history) +7, Knowledge (Waterdeep local) +7, Listen +7, Move Silently +8, Perform (juggle) +3, Profession (fisherman) +9, Profession (gamer) +9, Profession (sailor) +9, Ride (horse) +10, Sense Motive +10, Speak Language (Chondathan, Common, Dwarven, Illuskan), Spot +7, Swim +10; Ambidexterity, Blind-Fight, Endurance, Improved Critical (longsword), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Leadership, Quick Draw, Twin Sword Style, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword).
Possessions: +4 glamered mithral shirt, +3 construct bane longsword, +3 frost dagger, ring of regeneration, periapt of proof against poison +4, Lord's Amulet (acts as an amulet of proof against detection and location, plus allows access to magically warded areas of Waterdeep), Lord's Helm (disguises voice and acts as a ring of mind shielding), Lord's Robes (magically disguises wearer to appear identical to all other Lords of Waterdeep).
A fat, wheezing old rogue widely (and correctly) believed to be one of the Lords of Waterdeep, Mirt the Moneylender made his fortune in Undermountain after a colorful career as a mercenary general. As Mirt the Merciless or the Old Wolf, Mirt made many enemies, particularly in skirmishes in Amn, Tethyr, and Calimshan. He also made a few good friends, notably the adventurer Durnan.
More than one foe underestimates Mirt's agility and stealth because they see only his public act as a roaring, tipsy braggart. However, only a stranger to Waterdeep underestimates Mirt's cunning and his shrewd judgments of people. These qualities have made him far richer as an investor in business ventures than he ever became as a hiresword or treasure-gathering adventurer.
Mirt is a Harper as well as a Lord of Waterdeep, and has a heart of gold under his boasting and love of horseplay and tavern brawling. He wants to leave Faerûn better than he found it, and the long tales of his adventures would seem to indicate that he just might do so.
Garnet Hardeon

09-01-03, 05:34 PM
Elaith "The Serpent" Craulnobur
Male Moon Elf Wizard 9/Fighter 7: CR 16; Medium-size humanoid (elf); HD 9d4+18 plus 7d10+14; hp 74; Init +8; Spd 30 ft.; AC 23 (touch 16, flat-footed 20); Atk +18/+13/+8 melee (1d8+9/19-20/x2, +3 longsword) and +18/+13/+8 melee (1d4+7/19-20/x2, +3 dagger ) or +18/+13 ranged (1d4+7/x3, +3 dagger); SQ Elf traits; AL NE; SV Fort +10, Ref +9, Will +11; Str 17, Dex 18, Con 15, Int 17, Wis 17, Cha 15. Height 5 ft. 8 in.
Skills and Feats: Climb +8, Concentration +6, Intimidate +9, Intuit Direction +5, Jump +8, Knowledge (arcana) +6, Knowledge (Sword Coast local) +7, Knowledge (Waterdeep local) +7, Listen +8, Move Silently +15, Ride (horse) +7, Search +8, Spellcraft +6, Speak Language (Chondathan, Common, Elven, Illuskan), Spot +8, Swim +6, Tumble +7, Use Rope +7; Ambidexterity, Blind-Fight, Combat Reflexes, Heighten Spell, Improved Initiative, Improved Two-Weapon Fighting, Quick Draw, Scribe Scroll, Twin Sword Style, Two-Weapon Fighting, Weapon Finesse (dagger), Weapon Focus (longsword), Weapon Specialization (longsword).
Wizard Spells Prepared: 4/5/5/4/3/1. Base DC = 13 + spell level. 0 -- arcane mark, detect magic, mage hand, mending, open/close, prestidigitation, ray of frost, read magic; 1st -- animate rope, burning hands, magic missile, shield, true strike; 2nd -- cat's grace, darkness, darkvision, mirror image, see invisibility; 3rd - dispel magic, fireball, fly, lightining bolt; 4th -- dimension door, stoneskin (2); 5th -- cone of cold.
Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- animate rope, burning hands, comprehend languages, feather fall, identify, mage armor, magic missile, shield, spider climb, true strike; 2nd -- cat's grace, darkness, darkvision, endurance, invisibility, knock, mirror image, resist elements, see invisibility, web; 3rd - dispel magic, fireball, fly, haste, hold person, lightning bolt, keen edge; 4th - dimension door, polymorph other, stoneskin, thunderlance, wall of fire, wall of ice; 5th -- cone of cold, lesser ironguard, teleport.
This astonishingly handsome moon elf has silver hair, amber eyes, a slender, smoothly muscled form, and a precise, melodious voice. While maintaining an indifferent air about him, this dangerous elf misses nothing that goes on around him. He earned his nickname as much from his sinuous grace in battles as from his acerbic, black humor.
Once spurned by all he'd held dear, Elaith found escape in evil and violence. He's ruthless and always in control, even to the point of being cold. The only emotion most can ever remember seeing on Elaith's face is a cold, hard rage. The moon elf's sense of ironic, black humor is also a trademark.
Elaith prefers melee combat to magical, but will often soften up his foes with a dramatic fireball or lightning bolt and then close to the up-close-and-personal contest of blades. Elaith's foes are lucky in a way. They get to see firsthand a display of Elaith's dazzlingly graceful swordwork. More than once has Elaith taken certain black glee in toying with an opponent in the midst of a tavern brawl, much to the entertainment of those not involved.
Garnet Hardeon

09-01-03, 05:36 PM
Kymil Nimesin
Male Sun Elf Wizard 9/Fighter 7: CR 16; Medium-size humanoid (elf); HD 9d4+18 plus 7d10+14; hp 74; Init +8; Spd 30 ft.; AC 23 (touch 16, flat-footed 20); Atk +18/+13/+8 melee (1d8+9/19-20/x2, +3 longsword) and +18/+13/+8 melee (1d4+7/19-20/x2, +3 dagger ) or +18/+13 ranged (1d4+7/x3, +3 dagger); SQ Elf traits; AL NE; SV Fort +10, Ref +9, Will +8; Str 17, Dex 18, Con 15, Int 18, Wis 10, Cha 15. Height 5 ft. 8 in.
Skills and Feats: Bluff +10, Climb +10, Concentration +10, Diplomacy +7, Intimidate +7, Jump +10, Knowledge (arcana) +10, Knowledge (Evereska history) +7, Knowledge (Evereska local) +7, Knowledge (Evermeet history) +7, Knowledge (Evermeet local) +7, Knowledge (Evermeet nobility and royalty) +7, Listen +6, Search +6, Spellcraft +15, Speak Language (Chondathan, Common, Elven, Illuskan), Spot +6; Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Heighten Spell, Improved Initiative, Improved Two-Weapon Fighting, Quick Draw, Scribe Scroll, Twin Sword Style, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword).
Wizard Spells Prepared: 4/5/5/4/3/1. Base DC = 13 + spell level. 0 -- arcane mark, detect magic, mage hand, mending, open/close, prestidigitation, ray of frost, read magic; 1st -- animate rope, burning hands, magic missile, shield, true strike; 2nd -- cat's grace, invisibility, mirror image, protection from arrows, see invisibility; 3rd - dispel magic, fireball, keen edge, lightining bolt; 4th -- dimension door, stoneskin, thunderlance; 5th -- teleport.
Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- animate rope, burning hands, comprehend languages, feather fall, identify, mage armor, magic missile, shield, spider climb, true strike; 2nd -- cat's grace, darkness, darkvision, endurance, invisibility, knock, mirror image, resist elements, see invisibility, web; 3rd - dispel magic, fireball, fly, haste, hold person, lightning bolt, keen edge; 4th - dimension door, polymorph other, stoneskin, thunderlance, wall of fire, wall of ice; 5th -- cone of cold, lesser ironguard, teleport.
Garnet Hardeon

09-01-03, 05:38 PM
Bronwyn, Harper agent and proprietor of the Curious Past
Female Human Expert 3/Harper Scout 1/Rogue 4: CR 8; Medium-size humanoid (human); HD 3d8+6 plus 1d6+2 plus 4d6+8; hp 12; Init +4; Spd 30 ft.; AC 19 (touch 14, flat-footed 15); Atk +8 melee (1d6+3/19-20/x2, +1 shortsword) and +8 melee (1d4+3/19-20/x2, masterwork dagger) SA Sneak attack +2d6; SQ Evasion, favored enemy Zhentarim +1, Harper knowledge, locate traps, uncanny dodge; AL NG; Str 10, Dex 17, Con 15, Int 17, Wis 14, Cha 15. Height 5 ft. 4 in.
Skills and Feats: Appraise +7, Climb +7, Concentration +5, Decipher Script +10, Diplomacy +10, Forgery +12, Gather Information +10, Hide +10, Jump +7, Knowledge (Amn history) +7, Knowledge (Amn local) +7, Knowledge (Sword Coast local) +7, Knowledge (Waterdeep local) +7, Listen +8, Move Silently +10, Ride (horse) +7, Search +8, Spot +8, Swim +7, Use Magic Device +7, Use Rope +7; Alertness, Ambidexterity, Cosmopolitan, Dirty Fighting, Multicultural, Smooth Talk.
Harper Scout Spells Prepared: 1. Base DC = 12 + spell level. 1st -- comprehend languages.
Possessions: amulet of natural armor +1, bracers of armor +3, +1 shortsword, ring of protection +2, ring of Samular, bag of sending (sends treasures to the Curious Past), masterwork dagger.
Captured by Zhentarim slavers in early childhood, Bronwyn was raised in Amn. She became an adept counterfeiter of jewelry and coins, and an expert on the real thing. After purchasing her freedom, she became an antiquities dealer. Recruited to the Harpers, she moved to Waterdeep, where she divides her time between tending her shop and adventuring in search of new treasures.
Bronwyn deals skillfully with people from many races and from all walks of life. She is equally at ease discussing a lost family artifact with Moonshae nobility, or bargaining with duergar thieves or Ruathym smugglers. Her knowledge and contacts can provide a number of services to treasure-hunting adventurers: information and lore on little-known treasures, translation of ancient texts and inscriptions, or discrete introductions to "collectors" who operate somewhat left of the law. Bronwyn "hears things" and "knows people," so adventurers hired to find lost or stolen objects would do well to check in with her. She might also arrange to have sensitive goods or persons in need of discretions smuggled into or out of the city.
As a member of the Harpers, Bronwyn carries messages and information and gives aid to Harpers passing through Waterdeep. Given her wide range of contacts, she might be able to introduce a PC to a Waterdhavian merchant, a discreet fence, or a smuggler.
On the lighter side, socialities, dandies, and others who possess excess of coin find Bronwyn's shop, the Curious Past, a rich trove of unusual jewelry and curiosities. The shop is also a popular, clandestine meeting place for halflings and gnomes whose lives are more complicated than appearances would indicate. Brownwyn's shop assistant, a gnome woman named Alice, is a Harper agent and former fighter, and she is active in aiding the adventures and aspirations of Waterdeep's "vertically challenged" citizens.
Bronwyn is a human woman, not quite 25 years old. She is small and slim, with a build more appropriate to an athlete than a courtesan. Her face is triangular, with a sharp, determined chin and high cheekbones. Her large, chocolate-brown eyes are her best feature. She has very thick, very long brown hair, which she usually wears pulled back in a single braid. Despite her love of fine things, she dresses simply.
Garnet Hardeon

09-01-03, 05:39 PM
Undermountain
Halaster Blackcloak, creator of Undermountain
Male Human Archmage 5/Wizard 25: CR 30; Medium-size humanoid (human); HD 5d4+15 plus 25d4+75; hp 146; Init +8; Spd 30 ft.; AC 19 (touch 19, flat-footed 19); Ark +10/+5 melee (1d9/19-20, masterwork staff); SQ Arcane fire, arcane reach, enhanced Intelligence, enhanced Wisdom, mastery of counterspelling, mastery of elements, permanent spells, spell power +3, Undermountain entrenchments; AL CE; SV Fort +11, Ref +12, Will +26; Str 9, Dex 18, Con 16, Int 24, Wis 22, Cha 10. Height 6 ft.
Skills and Feats: Alchemy +17, Concentration +33, Craft (gemcutting) +13, Craft (trapmaking) +17, Disable Device +12, Handle Animal +3, Heal +8, Hide +6, Intuit Direction +8, Knowledge (arcana) +34, Knowledge (architecture and engineering) +27, Knowledge (the planes) +17, Knowledge (religion) +15, Knowledge (Undermountain history) +17, Knowledge (Undermountain local) +22, Listen +9, Profession (herbalist) +11, Scry +22, Search +27, Spellcraft +34, Spot +24, Use Rope +6; Craft Magic Arms and Armor, Craft Wondrous Item, Create Portal, Delay Spell, Improved Initiative, Magical Artisan (Create Portal), Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Concentration), Spell Focus (Enchantment), Spell Focus (Transmutation), Spell Penetration, Spellcasting Prodigy (wizard).
Wizard Spells Prepared: 4/6/6/6/6/5/5/5/4/3. Base DC = 21 + spell level. Base DC = 23 + spell level for enchantment and transmutation spells.
Before the founding of Waterdeep, a wizard settled on the slopes of Mount Waterdeep with seven apprentices. None know the origins of Halaster Blackcloak, the Mad Wizard, but he's said to have devised many spells now widely known. Halaster summoned and bound creatures from other planes to build his tower.
Halaster's creatures -- some of whom hunted humans by night -- dug extensive storage tunnels beneath his abode. At length, their tunnels broke into the large, grand Underhalls, old dwarven delvings of the long-vanished Melairkyn clan. Halaster eradicated the drow infesting the halls and moved entirely into the subterranean ways, leaving behind his tower. His curious apprentices, abandoned on the surface, explored the underground lair but found only traps baited with powerful magic (and enigmatic messages hinting that " true power" awaited them below). One by one, as their courage and capabilities allowed, the seven descended in search of their master. They found a strange, dangerous labyrinth where Halaster stored his treasures, experiments, victuals and necessities, magic items, and servants -- kept safe (he thought) from spying, theft, and attack.
As time passed and Waterdeep grew around the mountain's base, expeditions of armed adventurers into Halaster's stronghold grew numerous. He roamed planes to collect monsters and moved his operations deeper into the endless Underdark. Undermountain became known as a place of horrors, the lair of terrible monsters. Halaster himself grew old, mighty, and insane.
The creator of Undermountain, Halaster Blackcloak is widely and correctly thought of as a very old, very powerful wizard . . . who is also completely insane.
The ancient mage is expert in such diverse talents as gemcutting, engineering, and the breeding and control of monsters (living and undead) from other planes. His insanity makes him constantly chuckle and mutter to himself, and he seems unable to follow arguments or conversations for long. However, his insanity does not prevent him from seeing danger or menace when it threatens -- or defending himself with lightning speed and efficiency.
Halaster possesses literally hundreds of magic items, and when in Undermountain (where he's usually "hidden in the walls," employing his own secret network of passages), he can command constructs such as golems, helmed horrors, and crawling claws. Halaster can also call on contingency spells, clones of himself, and the tricks and traps of Undermountain, including a "moving portal" that can snatch up himself or others and whisk them elsewhere.
Halaster's moments of sanity in Undermountain are rare, but outside it he's usually lucid. On such occasions, Halaster is fastidious, meticulous, dignified, cold, and proper. He remembers any slight or aid given him and brooks no insolence -- and also tries to get his own way in everything, caring nothing for the destruction or harm he may do in the process.
The Blackcloak's chief interests include collecting new monsters and magic. After thousands of years, little of either is really "new" to him. While waiting for such delights, he amuses himself by manipulating events and politics to his whims.
Garnet Hardeon

09-01-03, 05:43 PM
Manshoon, clone of Manshoon in Undermountain
Male Human Archmage 2/Wizard 15: CR 17; Medium-size humanoid (human); HD 2d4+8 plus 15d4+60; hp 80; Init +3; Spd 30 ft.; AC 21 (touch 18, flat-footed 18); Atk +11/+6 melee (1d4+3/19-20, +3 spellblade (harm) dagger); SQ Archmage special abilities, enhanced ability score, Undermountain entrenchments; AL LE; SV Fort +10, Ref +6, Will +17; Str 10, Dex 16, Con 18, Int 20, Wis 17, Cha 18. Height 5 ft. 10 in.
Skills and Feats: Alchemy +15, Concentration +20, Craft (gemcutting) +12, Diplomacy +8, Disguise +7, Intimidate +9, Knowledge (arcana) +20, Knowledge (architecture and engineering) +10, Knowledge (Moonsea history) +15, Knowledge (Zhentil Keep local) +15, Profession (herbalist) +7, Ride (dragon) +7, Scry +15, Spellcraft +20; Combat Casting, Craft Magic Arms and Armor, Craft Staff, Craft Wand, Craft Wondrous Item, Delay Spell, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Focus (Enchantment), Spell Penetration, Spellcasting Prodigy.
Wizard Spells Prepared: 4/6/6/5/5/4/4/4/4/3. Base DC = 17 + spell level. Base DC = 19 + spell level for conjuration and enchantment spells.
Possessions: +3 spellblade (harm) dagger, bracers of armor +5, ring of protection +3, Staff of Fiendish Darkness, ring of spell-battle, wand of fireball (10th level, 24 charges).
Garnet Hardeon

09-01-03, 05:44 PM
Skullport
Zstulkk Ssarmn, High Slaver of the Iron Ring Consortium
Male Human Yuan-ti Abomination Cleric 5 of Sseth (Set): CR 12; Medium-size monstrous humanoid (yuan-ti); HD 9d8+36 plus 5d8+20; hp 108; Init +5; Spd 30 ft.; AC 23 (touch 13, flat-footed 20); Atk +16 melee (2d6+10 plus 1d6 fire/19-20/x2, +5 flaming spiked chain) or +10 melee (1d6+7, constrict); SA Rebuke undead 6/day; SQ Yuan-ti abomination traits; SR 16; AL NE; SV Fort +10, Ref +7, Will +13; Str 18, Dex 12, Con 16, Int 18, Wis 17, Cha 16. Height 5 ft. 8 in.
Skills and Feats: Bluff +9, Climb +10, Concentration +15, Diplomacy +8, Hide +9, Intimidate +9, Knowledge (architecture and engineering) +13, Knowledge (Skullport local) +15, Listen +15, Spellcraft +15, Spot +15; Alertness, Blind-Fight, Cleave, Dodge, Expertise, Great Cleave, Improved Initiative, Mobility, Power Attack.
Cleric Spells Prepared: 5/5/4/3. Base DC = 13 + spell level. 0 -- cure minor wounds, detect magic (2), light, read magic; 1st -- cause fear, cure light wounds, divine favor, endure elements, protection from good*; 2nd -- cure moderate wounds, death knell, desecrate*, hold person; 3rd -- cure serious wounds, dispel magic, greater magic fang*.
* Domain spell. Deity: Sseth (the Mulhorandi god Set). Domains: Evil (cast evil spells at +1 caster level), Scalykind (rebuke or command reptilian animals and snakes 6/day).
Possessions: +5 flaming spiked chain, brooch of shielding, circlet of persuasion, gauntlets of ogre power.
Zstulkk Ssarmn hails from the city of Hlondeth, although he is not related to the ruling Extaminos family there. He is a slaver without peer, even in the cutthroat world of Skullport, and remains one of the strongest members of the Iron Ring Consortium that he helped found. His packs of half- and pureblood yuan-ti “jailers” (what he calls his thugs and overseers) are a common sight throughout Skullport, stalking alleyways looking for easy marks or escorting chained slaves into the city.
As an abomination yuan-ti, Zzstulkk Ssarmn is an aberration as he looks exactly like a very handsome human with angular features, albeit with the occasional scale.
Garnet Hardeon

09-01-03, 05:45 PM
The Unapproachable East

Aglarond

Velprintalar (Metropolis, 66,044)
Alassra Shentrantra "The Simbul" Silverhand, Witch-Queen of Aglarond
Female Human Chosen of Mystra Archmage 2/Sorcerer 30: CR 36; Medium-size humanoid (human); HD 2d4+16 plus 30d4+240; hp 360; Init +8; Spd 30 ft.; AC 27 (touch 14, flat-footed 27); Atk +18/+13 melee (1d4+8/19-20/x2, +5 dagger); SQ Chosen of Mystra bonus spells, Chosen of Mystra immunities, Chosen of Mystra spell immunities, detect magic, enhanced Charisma, enhanced Constitution, mastery of elements, name and song attunement, silver fire, spell power +2, supernatural abilities; AL CN; SV Fort +17, Ref +13, Will +24; Str 14, Dex 18, Con 26, Int 20, Wis 15, Cha 26. Height 5 ft. 10 in.
Skills and Feats: Alchemy +25, Concentration +43, Diplomacy +7, Heal +13, Intimidate +13, Knowledge (arcana) +31, Knowledge (Aglarond history) +15, Knowledge (Aglarond local) +15, Knowledge (Mystra religion) +12, Knowledge (the planes) +25, Profession (herbalist) +12, Scry +25, Search +15, Sense Motive +7, Spellcraft +43, Spot +12, Wilderness Lore +7; Automatic Quicken Spell, Epic Leadership, Epic Reputation, Epic Spellcasting, Forge Ring, Improved Counterspell, Improved Initiative, Improved Metamagic, Maximize Spell, Multispell, Spell Focus (Evocation), Spell Focus (Transmutation), Spellcasting Prodigy (sorcerer), Spell Stowaway (timestop), Twin Spell.
Archmage Special Abilities: Archmage High Arcana: Spell power +2, mastery of elements.
Chosen Bonus Spells: The Simbul may cast each of the following once per day as a spell-like ability: antimagic field, delayed blast fireball, feather fall, fly, hold monster, polymorph other, prismatic wall, the Simbul's skeletal deliquescence, the Simbul's synostodweomer, web. She must still provide any necessary material components. Detect Magic: Line of sight range.
Chosen Immunities: As one of the Chosen of Mystra, the Simbul is immune to aging, disease, disintegration, and poison. She need not sleep, although she must rest normally to be able to cast spells. Chosen Spell Immunities: : The Simbul is completely unaffected by attacks that duplicate these effects: charm person, circle of death, disintegrate, fear, feeblemind, finger of death, fireball, magic missile, misdirection, meteor swarm.
Name and Song Attunement: Whenever the Simbul's name or the rune of the Chosen is spoken, she hears it and the next nine words that person speaks.
Supernatural Abilities: protection from evil, protection from spells, see invisibility, shapechange, ring of protection +3, amulet of proof against detection and location. She may transform herself into a
chain lightning effect that ends as a meteor streak travelling at speed 70 ft., she cannot reform for 1d4+2 hours, taking 10 minutes to do so.
Sorcerer Spells Prepared: 6/9/9/8/8/7/7/6/6/6. Base DC = 21 + spell level. Base DC = 23 + spell level for evocation and transmutation spells.
Possessions: +5 dagger, bracers of armor +10, ring of spell storing (identify, true seeing, wizard eye), ring of shooting stars, wand of magic missile (9th level, 20 charges), wand of lightning bolt (10th level, 20 charges), chaos diamond, staff of passage. As a powerful spellcaster and ruler of a nation, the Simbul has access to incredible resources and can acquire or make almost any nonartifact item she might need, given time.
Alassra Silverhand, one of the Seven Sisters, is known to Faerûnians today only as the Simbul. She is the Queen of Aglarond (called by some “the Witch-Queen”, and many believe this latter term is part of her official title) and has legendary powers of sorcery and a temper to match.
She mastered metamagic long, long ago, and has singlehandedly defeated attacking Thayan armies with titanic combinations of spells. King Azoun IV of Cormyr called the Simbul “a good friend, but a deadly enemy”. She is currently the lover of Elminster, the famous wizard of Shadowdale. Thanks to his love, she has mitigated the worst of her dark berserker rages, which makes her even more formidable in battle – she’s still fearless, but is no longer heedless of the damage she causes. She still seems more driven to master magic than anyone else in Faerûn… and seems quite likely to continue to do so.
The Simbul flits tirelessly around Toril and even other planes, never adhering to any routine, shapechanging at will. As herself, she’s heedless of personal appearance, and is usually barefoot or adventurer-booted, and clad only in a tattered black robe. Her hair is always a wild, tangled mess. Even in her realm of Aglarond, people fear her, avoid her, and think her insane. Red Wizards have been known to faint at the mere thought of facing her in battle. In this, if in nothing else, their judgement is wise.
Garnet Hardeon

09-01-03, 05:46 PM
Thay

Eltabbar (Metropolis, 123,120)
Szass Tam, Zulkir of Necromancy
Male Human Lich Archmage 2/Necromancer 17/Red Wizard 10: CR 31; Medium-size undead (human); HD 29d12+7; hp 139; Init +2; Spd 30 ft.; AC 29 (touch 14, flat-footed 27); Atk +13/+8 melee (1d6+3/19-20/x2, staff of power) or +10 melee (1d8+5 plus paralysis, lich touch); SQ Lich traits, archmage special abilities, enhanced ability scores, Red Wizard abilities; AL NE; SV Fort +8, Ref +10, Will +21; Str 11, Dex 14, Con --, Int 24, Wis 20, Cha 20. Height 6 ft.
Skills and Feats: Alchemy +26, Concentration +32, Craft (gemcutting) +16, Diplomacy +7, Gather Information +7, Heal +9, Hide +10, Intimidate +9, Intuit Direction +7, Knowledge (arcana) +34, Knowledge (architecture and engineering) +17, Knowledge (Thay history) +20, Knowledge (Thay local) +20, Knowledge (the planes) +17, Knowledge (religion) +11, Listen +15, Move Silently +10, Profession (herbalist) +9, Profession (sailor) +9, Scry +26, Search +20, Sense Motive +15, Spellcraft +34, Spot +15; Craft Staff, Craft Wand, Craft Wondrous Item, Maximize Spell, Mind Over Body, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Concentration), Spell Focus (Evocation), Spell Focus (Necromancy), Spell Mastery (animate dead, circle of death, control undead, disintegrate, fear, finger of death, teleport), Spellcasting Prodigy, Still Spell, Tattoo Focus (Necromancy).
Archmage Special Abilities: Archmage High Arcana: Arcane reach, spell power +2. Red Wizard Abilities: Specialist defense (Necromancy) +4, spell power (Necromancy) +5, circle leader, Scribe Tattoo, great circle leader.
Wizard Spells Prepared: 5/7/7/6/6/6/6/5/5/5/1/1/1/1/1/1/1. Base DC = 19 + spell level. Base DC = 21 + spell level for evocation spells. Base DC = 30 + spell level for necromancy spells. Specialized School: Necromancy. Prohibited Schools: Enchantment, Illusion.
Possessions: Death Moon Orb, Thakorsil's Seat, staff of power, bracers of armor +10, ring of three wishes.
Infamous for his wise, cold cruelty and his longevity, Szass Tam is the Zulkir of Necromancy in Thay, its most influential Red Wizard, and–observers say-the true ruler of Thay. A lich for the last two hundred odd years, Szass Tam achieved his present power through great arrogance, the skills and preparation to back up his overweening ambitions, and the brilliant schemes of one of the most cunning and intelligent beings in all Faerûn.
Like other Red Wizards, Szass Tam prefers to remain unseen, working through lackeys and servitor creatures (including vast armies of undead led by vampire generals) while he plots and schemes. His own undeath gives him patience. He’s quite prepared to abandon servants and attempts that fail, and simply try again later in a better way. Tiring of the continual betrayals and slaughters within the Red Wizards, he has decided that the best future for Thay and for the Red Wizards is united under him – controlled through his magic and ruled by fear. He’s not openly exerting power yet, because he wants to preserve Thay’s strength as much as possible, and in doing so control as much as he can before any open conflicts erupt.
Szass Tam possesses a truly incredible collection of magic items, ranging from rings, wands, and other trinkets up through staves and golems to artifacts. In his stronghold northwest of Tyraturos, he’s almost unassailable. Those who meet him (or seemingly real magical images of himself that he creates and sends far across Faerûn) discover Szass Tam to be calm, cultured, and even pleasant. He appears as a richly robed, skeletally thin pale man. Balding, he has dark eyes, a thinning black beard, and hands that have shrivelled to claws. He can, of course, use magic to change his appearance. His favorite false form is that of a tall scholar, aging but vigorous, with glittering jet black eyes and a soft purring voice.
Szass Tam is polite but blunt, and he can be plunged instantly into cold, controlled rage by insolence or deliberate defiance. On the other hand, he seems to admire those who cross or foil him by cleverness, as long as they treat him politely. He’s always spinning more simultaneous intrigues than most Faerûnians have years in their lives, and with his domination ever growing, he seems content to view existence as a great game, with plots and schemes as the playing pieces – or if you prefer, weapons.
Garnet Hardeon

09-01-03, 05:48 PM
The Underdark

Menzoberranzan (Metropolis, 32,000)
Quenthel Baenre, Matron Mistress of Arach-Tinilith, fifthdaughter of House Baenre, First House of Menzoberranzan
Female Drow Elf Divine Disciple 4 of Lolth/Cleric 15: CR 20; Medium-size humanoid (elf); HD 4d8+8 plus 15d8+30; hp 126; Init +9; Spd 30 ft.; AC 25 (touch 16, flat-footed 21); Atk +23/+18/+13/+8 melee (1d8+10 plus 2d6 against good and plus 2d6 against lawful/19-20/x2, +5 chaotic unholy scourge); SQ Drow traits, divine emissary, enhanced Wisdom, imbue with spell ability, sacred defense +2; SR 30; AL CE; SV Fort +15, Ref +11, Will +20; Str 14, Dex 20, Con 15, Int 17, Wis 24, Cha 19. Height 5 ft. 5 in.
Skills and Feats: Bluff +9, Concentration +15, Diplomacy +13, Heal +13, Hide +15, Intimidate +9, Knowledge (Lolth religion) +16, Listen +15, Scry +13, Search +5, Sense Motive +11, Speak Language (Abyssal, Drow, Drow Sign Language, Undercommon), Spellcraft +13, Spot +15; Ambidexterity, Blind-Fight, Combat Reflexes, Craft Magic Arms and Armor, Exotic Weapon Proficiency (scourge), Extra Domain, Improved Initiative, Leadership, Scribe Scroll, Spell Penetration, Spellcasting Prodigy (cleric), Weapon Focus (scourge), Weapon Specialization (scourge).
Possessions: +5 chaotic unholy scourge (Int 16, Wis 20, Cha 12, Ego 30), +4 drow adamantium chain shirt, ring of Arach-Tinilith, amulet of natural armor +2, greater piwafwi cloak, rod of viscid globs, wand of chaos hammer (10th level, 22 charges), wand of cure serious wounds, bag of holding (Type IV), House Baenre insignia.
Garnet Hardeon

09-01-03, 05:49 PM
Gromph Baenre, Archmage of Menzoberranzan, Archmage Emeritus of Sorcere, elderboy of House Baenre, First House of Menzoberranzan
Male Drow Elf Archmage 2/Wizard 25: CR 28; Medium-size humanoid (elf); HD 2d4+8 plus 25d4+100; hp 160; Init +9; Spd 30 ft.; AC 28 (touch 16, flat-footed 24); Atk +15/+10 melee (1d4+5/19-20/x2, +5 spellblade (harm) dagger) or +12/+7 melee (1d6+2/19-20/x2, Staff of the Archmage of Menzoberranzan) or +20 ranged (1d4+10/19-20/x2, +5 spellblade (harm) dagger); SQ Drow traits, enhanced Intelligence, enhanced Wisdom, familiar benefits, mastery of counterspelling, permanent spells (detect magic, protection from arrows, see invisibility, tongues), spell power +2; SR 38; AL CE; SV Fort +11, Ref +12, Will +24; Str 9, Dex 20, Con 18, Int 25, Wis 20, Cha 14. Height 5 ft. 3 in.
Skills and Feats: Alchemy +25, Bluff +4, Concentration +26, Diplomacy +9, Hide +15, Intimidate +7, Knowledge (arcana) +34, Knowledge (Menzoberranzan history) +22, Knowledge (Menzoberranzan local) +22, Knowledge (Menzoberranzan nobility and royalty) +20, Knowledge (Lolth religion) +10, Knowledge (the planes) +16, Listen +15, Scry +25, Search +15, Sense Motive +10, Speak Language (Abyssal, Draconic, Drow, Drow Sign, Giant, Infernal, Loross, Netherese, Seldruin), Spellcraft +34, Spot +15; Craft Staff, Craft Wand, Craft Wondrous Item, Extend Spell, Improved Initiative, Improved Spell Capacity, Maximize Spell, Persistent Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (Divination), Spell Focus (Necromancy), Spell Penetration, Spellcasting Prodigy (wizard).
Wizard Spells Prepared: 4/6/6/6/6/6/6/6/6/6/1/1/1. Base DC = 20 + spell level. Base DC = 20 + spell level for divination and necromancy spells.
Possessions: Staff of the Archmage of Menzoberranzan, +5 spellblade (harm) dagger, Robe of the Archmage of Menzoberranzan, greater piwafwi cloak, Gromph's skull sapphire, bracers of health +6, ring of protection +5, ring of regeneration, crystal ball, amulet of proof against aging, House Baenre insignia, rod of security, staff of fiendish darkness, wand of fear, talisman of the sphere, bag of holding (Type IV), various other trinkets. As a powerful spellcaster and Archmage of one of the most magic-permeated cities in existence, Gromph has access to incredible resources and can acquire or make any nonartifact item he might need, given time.
Garnet Hardeon

09-01-03, 05:50 PM
Pharaun Mizzrym, a Master of Sorcere, elderboy of House Mizzrym, Sixth House of Menzoberranzan
Male Drow Elf Archmage 3/Wizard 14: CR 18; Medium-size humanoid (elf); HD 3d4+6 plus 14d4+28; hp 34; Init +5; Spd 30 ft.; AC 23 (touch 16, flat-footed 20); Atk +10/+5 melee (1d6+2/18-20/x2, +2 rapier) and +10/+5 melee (1d4+2/19-20/x2, +2 dagger) or +16 ranged (1d4+8/19-20, +3 hand crossbow with +3 hand crossbow bolts); SQ Drow traits, mastery of counterspelling, permanent spells (detect magic, see invisibility), spell-like ability (dimension door 2/day), spell power +2; SR 28; AL CE; SV Fort +7, Ref +10, Will +13; Str 10, Dex 20, Con 15, Int 22, Wis 12, Cha 14. Height 5 ft. 3 in.
Skills and Feats: Alchemy +14, Bluff +4, Concentration +15, Gather Information +4, Hide +15, Intimidate +6, Knowledge (arcana) +20, Knowledge (Menzonberranzan local) +12, Knowledge (the planes) +12, Listen +9, Move Silently +15, Scry +16, Search +15, Sense Motive +4, Speak Language (Abyssal, Draconic, Drow, Drow Sign Language, Loross, Netherese, Undercommon), Spellcraft +20, Spot +15; Ambidexterity, Combat Casting, Craft Wondrous Item, Exotic Weapon Proficiency (hand crossbow), Forge Ring, Scribe Scroll, Spell Focus (Evocation), Spell Focus (Illusion), Spell Penetration, Spellcasting Prodigy (wizard), Still Spell.
Wizard Spells Prepared: 4/6/6/5/5/5/5/4/4/4. Base DC = 19 + spell level. Base DC = 21 + spell level for evocation or illusion spells.
Possessions: +2 rapier, +2 dagger, +3 hand crossbow, 50 +3 hand crossbow bolts, vest of resistance +5, greater piwafwi cloak, belt of health +4, gloves of Dexterity +2, Pharaun's signet ring, ring of storing, wand of lightning bolt (10th level, 24 charges), wand of daylight (10th level, 24 charges), wand of magic missile (9th level, 22 charges), wand of detect secret doors (9th level, 22 charges), Heward's handy haversack, House Mizzrym insignia.
Garnet Hardeon

09-01-03, 05:52 PM
Drizzt Do'Urden
Male Drow Elf Ranger 5 of Mielikki/Barbarian 1/Fighter 10: CR 17; Medium-size humanoid (elf); HD 5d10+10 plus 1d12+2 plus 10d10+20; hp 126; Init +9; Spd 50 ft.; AC 23 (touch 16, flat-footed 20); Atk +24/+19/+14/+9 melee (1d6+10/18-20/x2, +5 defending scimitar) and +23/+18/+13/+8 melee (1d6+9 plus 1d6 cold plus 2d6 against fire/18-20/x2, +3 aura against flame fire bane frost scimitar); SQ Drow traits, favored enemy goblins +2, favored enemy magical beasts +1, rage 1/day; SR 27; AL CG; SV Fort +15, Ref +9, Will +7; Str 14, Dex 20, Con 15, Int 17, Wis 17, Cha 14. Height 5 ft. 4 in.
Skills and Feats: Climb +9, Handle Animal +10, Hide +15, Intuit Direction +5, Jump +9, Knowledge (nature) +10, Knowledge (the North local) +7, Listen +15, Move Silently +15, Ride (horse) +7, Search +15, Speak Language (Chondathan, Common, Deep Drow (Undercommon), Drow Sign, Goblin), Spot +15, Use Rope +7, Wilderness Lore +10; Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Quick Draw, Track, Twin Sword Style, Two-Weapon Fighting, Weapon Focus (scimitar), Weapon Specialization (scimitar).
Rage: During his rage, Drizzt has the following statistics instead of those given above: hp 158; AC 21 (touch 14, flat-footed 18); Atk +26/+21/+16/+11 melee (1d6+12/18-20/x3, +5 defending scimitar) and +25/+20/+15/+10 melee (1d6+11 plus 1d6 cold plus 2d6 against fire/18-20/x3, +3 aura against flame fire bane frost scimitar); SV Fort +17, Will +9; Str 18, Con 19. Skills: Climb +13, Jump +13. The rage lasts 7 rounds, after which Drizzt is fatigued. He can rage once per day.
Possessions: +4 mithral chain shirt, Twinkle (+5 defending scimitar), Icingdeath (+3 aura against flame fire bane frost scimitar), figurine of wondrous power: onyx panther (name Guenhwyvar), bracers of blinding speed.
Despite his increasing fame (or infamy) across the Sword Coast North as a drow who dwells on the surface, is deadly in battle, fights with great agility and two enchanted scimitars, and can call on an onyx panther figurine of wondrous power to bring a battle companion to his side, Drizzt Do’Urden remains an enigma.
He worships Mielikki and makes war on the cruel city of his birth (Menzoberranzan), his fellow drow, and all who serve Lolth. He counts as friends human warriors of the North (Wulfgar and Cattie-brie) and the dwarf Bruenor Battlehammer, whom he helped to regain the rulership of Mithral Hall. He has slain dragons and drow matron mothers. He defied fiends (Errtu) and powers (Lolth), battled perhaps the most deadly assassin currently active in Faerûn (Artemis Entreri), and sought to forge his own life on the surface.
Thoughtful and sensitive to others, Drizzt holds himself to the highest ideals but does not expect the same of others. Ever alert for treachery and danger, he speaks little but is apt to be polite (if terse) in his dealings. A perfectionist who yearns to be accepted into places and groups and to make friends widely, Drizzt is haunted by the danger he brings to those he befriends thanks to the scrutiny of Lolth and his other foes (notably Errtu and Entreri). Those he meets see his manner as grim.
Early in his surface travels, Alustriel welcomed him as warmly and personally as she does all in need, but dared not let him openly into Silverymoon at that time. His deeds have, very slowly, made Drizzt Do’Urden more welcome in the Sword Coast North.
Garnet Hardeon

09-01-03, 05:53 PM
Artemis Entreri
Male Human Shade Assassin 1/Ranger 1/Rogue 4/Fighter 12: CR 20; Medium-size outsider (human); HD 1d6+2 plus 1d10+2 plus 4d6+8 plus 12d10+24; hp 128; Init +9; Spd 30 ft.; AC 18 (touch 16, flat footed 18); Atk +24/+19/+14/+9 melee (1d8+10/17-20/x2, +5 keen wounding longsword) and +24/+19/+14/+9 melee (1d4+10 plus 2d6 hp/17-20/x2, +4 life-stealing dagger); SA Death attack, sneak attack +2d6; SQ Evasion, favored enemy humans +1, locate traps, poison use, uncanny dodge; AL LE; SV Fort +13, Ref +15, Will +7; Str 14, Dex 20, Con 15, Int 17, Wis 17, Cha 13. Height 5 ft. 4 in.
Skills and Feats: Climb +9, Disable Device +15, Disguise +15, Hide +15, Intimidate +9, Intuit Direction +5, Jump +9, Knowledge (Calimport local) +7, Knowledge (Sword Coast local) +7, Listen +15, Move Silently +15, Open Lock +15, Ride (horse) +7, Search +15, Speak Language (Alzhedo, Chondathan, Common, Deep Drow, Illuskan), Spot +15, Swim +7, Tumble +9, Use Magic Device +9, Use Rope +7, Wilderness Lore +7; Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Improved Critical (dagger), Improved Initiative, Improved Two-Weapon Fighting, Mobility, Quick Draw, Track, Twin Sword Style, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (longsword), Weapon Specialization (dagger), Weapon Specialization (longsword).
In Darkness or Shadows: hp 154; Spd 50 ft.; AC 22 (touch 20, flat-footed 22); Atk +26/+21/+16/+11 melee (1d8+12/17-20/x2, +5 keen wounding longsword) and +26/+21/+16/+11 melee (1d4+12 plus 2d6 hp/17-20/x2, +4 life-stealing dagger); SA Death attack, sneak attack +2d6; SQ Shade traits, evasion, favored enemy humans +1, locate traps, poison use, uncanny dodge; SR 29; SV Fort +17, Ref +19, Will +11; Str 14, Dex 20, Con 17, Int 17, Wis 17, Cha 15. Height 5 ft. 4 in.
Skills in Darkness or Shadows: : Disguise +16, Hide +23, Intimidate +10, Listen +19, Move Silently +23, Spot +19.
Shade Traits: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel.
Possessions: Charon's Claw (+5 keen wounding longsword; AL LE; Int 15, Ego 15; abilities: 1) at will, create wall of ash, which acts to bestow 50% concealment to wielder, but 20% concealment to his opponents, Blind-fight of wielder reduces 20% to 10%; 2) at will, casts blacklight at 11th level or wielder's character level, whichever is higher), +4 life-stealing dagger, gauntlet of superior dispelling (spell turning - 5 + 1d4 spell levels reflected, of spells directed at wielder only, can be redirected at chosen target within range), ring of protection +3, cloak of arachnida, periapt of health.
Artemis Entreri was born in Memnon and spent his youth as a thief in Calimport. He has become one of the most accomplished thieves, and one of the most deadly assassins in all Faerûn, active all over (and under) the Sword Coast North. His determination, iron self-control, and natural agility make this small, wiry man dangerous. Artemis is a swift learner and always-in control of himself. He may taunt foes (a favorite tactic), but he never allows his emotions to hamper his cold, efficient professionalism.
Artemis is feared not because he is a master infiltrator and capable of impersonating any sort of person from any walk of life to reach his target (which he can do with ease), but he doesn’t resort to poison or the garrotte, common and cowardly tools of his profession. Instead, Artemis is an excellent swordsman and a cunning master of tactics, and prefers to slay his targets in direct confrontation. Because of his skill with the sword, he is often hired to assassinate men and women that are protected against toxins or capable of fighting off a determined attacker. Barbarian warlords and paladin generals have fallen to his blade in a fair fight. Artemis cares nothing for his victim’s goals, ideals, families, or place in the world. He is paid to kill, and he does so efficiently and without emotion.
He keeps himself in top physical form, and is always seeking to improve his martial skills. As he travels he learns the latest news and the little details of life everywhere in Faerûn. He doesn’t forget faces and names – least of all those of his archenemy, the drow Drizzt Do’Urden (against whom he’s very closely matched).
Artemis is compact, carries not an ounce of fat, and has thick, raven-black hair. Though he prefers to be clean-shaven; he always looks like he needs to shave. Above his heavy growth, his eyes are lifeless. They mirror his empty existence – beyond satisfaction at tasks well done, Artemis seems to derive no pleasure from life.
Garnet Hardeon

09-01-03, 05:56 PM
Okay, break time. Though now I just had an awful epiphany and will consult someone on this...
E'tii'stil Shadowsil

09-02-03, 01:29 AM
Ta! (An Australianism for thank you!) :D
Garnet Hardeon

09-02-03, 03:11 AM
Jarlaxle
Male Drow Elf Ranger 1/Rogue 4/Duelist 9/Fighter 3: CR 18; Medium-size humanoid (elf); HD 1d10+2 plus 4d6+8 plus 9d10+18 plus 3d10+6; hp 127; Init +9; Spd 30 ft.; AC 31 (touch 20, flat-footed 23); Atk +24/+19/+14/+9 melee (1d8+10/19-20/x2, +5 wounding longsword) and +24/+19/+14/+9 melee (1d8+10/19-20/x2, +5 longsword) or +26/+26/+21/+21 ranged (1d4+10/19-20/x2, +4 dagger); SA Precise attack +2d6, sneak attack +2d6; SQ Drow traits, acrobatic attack, canny defense, elaborate parry, enhanced mobility, evasion, favored enemy drow +1, grace, improved reflexes, uncanny dodge; SR 28; AL CN; SV Fort +11, Ref +16, Will +7; Str 14, Dex 20, Con 15, Int 18, Wis 15, Cha 18. Height 5 ft. 4 in.
Skills and Feats: Balance +15, Bluff +15, Climb +9, Diplomacy +15, Hide +15, Intimidate +8, Intuit Direction +5, Jump +9, Knowledge (Menzoberranzan history) +15, Knowledge (Menzoberranzan local) +15, Knowledge (Menzoberranzan nobility and royalty) +15, Listen +15, Move Silently +15, Profession (gamer) +6, Ride (horse) +7, Ride (lizard) +10, Search +15, Sense Motive +15, Speak Language (Common, Draconic, Drow, Drow Sign, Elven), Spot +15, Tumble +9, Use Magic Device +15, Use Rope +7, Wilderness Lore +7; Ambidexterity, Combat Reflexes, Daylight Adaptation, Dodge, Expertise, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Quick Draw, Spring Attack, Two-Weapon Fighting, Twin Sword Style, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack.
Possessions: +5 longsword, +5 wounding longsword, bracer of +4 throwing daggers, cape of scintillating colors, vest of displacement, eye patch of mind shielding, brooch of shielding, ring of protection +5, ring of freedom of movement, boots of dark elvenkind (can create a ghost sound effect at will, centered on Jarlaxle), wand of illumination, wand of lightning bolt (6th level, 32 charges), necklace of magic missiles (5th level, 18 charges), diatryma feather of wondrous power, hat of holding [light pellets (10), whistle of Bregan D'aerthe (this item is magically attuned only to the ears of Bregan D'aerthe members), portable hole, greater piwafwi cloak, globe of language translation, various other trinkets].
Garnet Hardeon

09-02-03, 03:13 AM
Sembia

Sembia

Selgaunt (Metropolis, 56,514)
Thamalon I "The Old Owl" Uskevren
Male Human Aristocrat 9/Fighter 5: CR 14; Medium-size humanoid (human); HD 9d8+27 plus 5d10+15; hp 100; Init +9; Spd 30 ft.; AC 18 (touch 14, flat-footed 14); Atk +16/+11/+6 melee (1d8+7/17-20/x2, +2 longsword) or +14/+9/+4 ranged (1d4+3/19-20/x2, masterwork dagger); AL NG; SV Fort +10, Ref +7, Will +11; Str 14, Dex 16, Con 16, Int 17, Wis 18, Cha 16. Height 5 ft. 10 in.
Skills and Feats: Appraise +7, Bluff +7, Climb +9, Diplomacy +11, Gather Information +7, Intimidate +7, Jump +9, Knowledge (Sembia history) +7, Knowledge (Sembia local) +7, Knowledge (Sembia nobility and royalty) +7, Listen +9, Profession (merchant) +14, Read Lips +5, Ride (horse) +7, Search +9, Sense Motive +9, Speak Language (Chondathan, Common, Elven), Spot +9; Blind-Fight, Blooded, Combat Reflexes, Education, Endurance, Improved Critical (longsword), Improved Initiative, Mercantile Background, Silver Palm, Street Smart, Weapon Focus (longsword), Weapon Specialization (longsword).
Possessions: +2 longsword, amulet of natural armor +1, ring of protection +3, masterwork dagger, masterwork buckler.
Garnet Hardeon

09-02-03, 03:15 AM
Erevis Cale
Male Human Cleric 3 of Mask/Rogue 8/Fighter 3: CR 14; Medium-size humanoid (human); HD 3d8+3 plus 8d6+8 plus 3d10+3; hp 42; Init +7; Spd 30 ft.; AC 19 (touch 14, flat-footed 15); Atk +17/+12/+7 melee (1d8+8/17-20/x2, +2 longsword) or +14/+9/+4 ranged (1d4+3/19-20/x2, masterwork dagger); SA Sneak attack +4d6; SQ Evasion, locate traps, uncanny dodge; AL N; SV Fort +9, Ref +11, Will +9; Str 17, Dex 16, Con 13, Int 17, Wis 15, Cha 12. Height 5 ft. 10 in.
Skills and Feats: Bluff +11, Climb +10, Concentration +5, Decipher Script +11, Diplomacy +10, Disable Device +8, Disguise +12, Forgery +8, Gather Information +10, Hide +13, Jump +10, Knowledge (Mask religion) +5, Knowledge (Selgaunt underworld) +10, Listen +8, Move Silently +15, Open Lock +8, Profession (butler) +5, Read Lips +7, Search +8, Speak Language (Chessentan, Chondathan, Common, Dwarven, Elven, Gnome, Halfling, Orc, Thieves Cant (includes Hand Cant), Turmic), Spot +8, Tumble +8, Use Rope +6; Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Critical (longsword), Improved Initiative, Iron Will, Mobility, Spring Attack, Street Smart, Weapon Focus (longsword), Weapon Specialization (longsword).
Cleric Spells Prepared: Base DC = 12 = spell level. Domains: Darkness, Luck.
Possessions: +2 studded leather, +2 longsword, masterwork dagger.
Garnet Hardeon

09-02-03, 03:16 AM
Saerloon (Metropolis, 54,496)
Sindonis, a Monk of the Yellow Rose (Disciple of St. Sollars), in actuality a Monk of the Dark Moon
Male Human Monk 8 of Shar/Ninja of the Crescent Moon 5: CR 13; Mediums-size humanoid (human); HD 8d8+16 plus 5d8+15; hp 79; Init +9; Spd 50 ft.; AC 23 (touch 20, flat-footed 16); Atk +13/+8/+3 melee (1d10+2, unarmed strike) and 13/+8/+3 melee (1d10+2, unarmed strike) or 13/+8/+3 melee (1d6+2/19-20/x2, masterwork nunchaku) or +16 ranged (1d8+5/x3, light crossbow); SA Flurry of blows, kuji-kiri 5/day, silencing attack, sneak attack +3d6, stunning attack 9/day; SQ Evasion, fast climb, fast sneak, improved evasion, leap of the clouds, poison use, purity of body, slow fall, still mind, wholeness of body; AL LE; SV Fort +13, Ref +15, Will +13; Str 14, Dex 20, Con 16, Int 14, Wis 16, Cha 10. Height 5 ft. 5 in.
Skills and Feats: Balance +13, Climb +9, Diplomacy +3, Escape Artist +11, Hide +15, Jump +9, Knowledge (Saerloon local) +4, Knowledge (Shar religion) +5, Listen +15, Move Silently +15, Spot +15, Tumble +15; Ambidexterity, Blooded, Circle Kick, Deflect Arrows, Improved Initiative, Improved Unarmed Strike, Lightning Fists, Quick Draw, Snatch Arrows.
Possessions: bracers of armor +1, cloak of resistance +3, ring of protection +2, ring of mind shielding, monk’s belt.
Garnet Hardeon

09-02-03, 03:19 AM
Anauroch

Shade Enclave (Metropolis, 25,000+?)
Hadrhune, a Prince of the Shade Enclave
Male Moon Elf Shade Shadow Adept 10/Wizard 10: CR 22; Medium-size outsider (elf, evil); HD 10d4+10 plus 10d4+10; hp 24; Init +9; Spd 30 ft.; AC 25 (touch 16, flat-footed 21); Atk +11/+6 melee (1d6+1 plus 1d10 cold/19-20, Hadrhune’s dark staff); SQ Elf traits, shadow adept abilities; SR 17; AL NE; SV Fort +7, Ref +13, Will +18; Str 10, Dex 20, Con 13, Int 21, Wis 14, Cha 14. Height 6 ft.
Skills and Feats: Alchemy +15, Bluff +12, Concentration +23, Craft (woodcarving) +8, Diplomacy +4, Hide +15, Intimidate +4, Knowledge (arcana) +25, Knowledge (the planes) +25, Listen +7, Scry +25, Search +9, Spellcraft +25, Spot +7; Combat Casting, Craft Staff, Craft Wondrous Item, Improved Initiative, Iron Will, Insidious Magic, Lightning Reflexes, Pernicious Magic, Quicken Spell, Scribe Scroll, Shadow Weave Magic, Silent Spell, Spell Penetration, Spellcasting Prodigy (wizard), Tenacious Magic.
In Darkness or Shadows: hp 52; Spd 50 ft.; AC 29 (touch 20, flat-footed 25); Atk +13/+8 melee (1d6+3 plus 1d10 cold/19-20, Hadrhune’s dark staff); SQ Shade traits, elf traits, shadow adept abilities; SR 48; SV Fort +11, Ref +17, Will +22; Str 10, Dex 20, Con 15, Int 21, Wis 14, Cha 16.
Skills in Darkness or Shadows: Bluff +13, Concentration +24, Diplomacy +5, Hide +23, Intimidate +5, Listen +11, Move Silently +8, Spot +11.
Wizard Spells Prepared: 4/6/6/5/5/5/5/4/4/4. Base DC = 16 + spell level. Base DC = 17 = spell level for enchantment, illusion, necromancy, and darkness spells.
Possessions: Hadrhune’s dark staff (+1 icy burst quarterstaff with energy drain, Grimwald’s graymantle, project image, shadow spray, 33 charges), black robe of the evil archmagi, gloves of Dexterity +6, boots of speed, amulet of natural armor +5, cloak of resistance +5, pearl of power (7th level).
nauroch

Shade Enclave (Metropolis, 25,000+?)
Hadrhune, a Prince of the Shade Enclave
Male Moon Elf Shade Shadow Adept 10/Wizard 10: CR 22; Medium-size outsider (elf, evil); HD 10d4+10 plus 10d4+10; hp 24; Init +9; Spd 30 ft.; AC 25 (touch 16, flat-footed 21); Atk +11/+6 melee (1d6+1 plus 1d10 cold/19-20, Hadrhune’s dark staff); SQ Elf traits, shadow adept abilities; SR 17; AL NE; SV Fort +7, Ref +13, Will +18; Str 10, Dex 20, Con 13, Int 21, Wis 14, Cha 14. Height 6 ft.
Skills and Feats: Alchemy +15, Bluff +12, Concentration +23, Craft (woodcarving) +8, Diplomacy +4, Hide +15, Intimidate +4, Knowledge (arcana) +25, Knowledge (the planes) +25, Listen +7, Scry +25, Search +9, Spellcraft +25, Spot +7; Combat Casting, Craft Staff, Craft Wondrous Item, Improved Initiative, Iron Will, Insidious Magic, Lightning Reflexes, Pernicious Magic, Quicken Spell, Scribe Scroll, Shadow Weave Magic, Silent Spell, Spell Penetration, Spellcasting Prodigy (wizard), Tenacious Magic.
In Darkness or Shadows: hp 52; Spd 50 ft.; AC 29 (touch 20, flat-footed 25); Atk +13/+8 melee (1d6+3 plus 1d10 cold/19-20, Hadrhune’s dark staff); SQ Shade traits, elf traits, shadow adept abilities; SR 48; SV Fort +11, Ref +17, Will +22; Str 10, Dex 20, Con 15, Int 21, Wis 14, Cha 16.
Skills in Darkness or Shadows: Bluff +13, Concentration +24, Diplomacy +5, Hide +23, Intimidate +5, Listen +11, Move Silently +8, Spot +11.
Wizard Spells Prepared: 4/6/6/5/5/5/5/4/4/4. Base DC = 16 + spell level. Base DC = 17 = spell level for enchantment, illusion, necromancy, and darkness spells.
Possessions: Hadrhune’s dark staff (+1 icy burst quarterstaff with energy drain, Grimwald’s graymantle, project image, shadow spray, 33 charges), black robe of the evil archmagi, gloves of Dexterity +6, boots of speed, amulet of natural armor +5, cloak of resistance +5, pearl of power (7th level).
Garnet Hardeon

09-02-03, 03:23 AM
The Moonsea

Zhentil Keep (Large City, 14,658)
Fzoul Chembryl*, Chosen Tyrant of Bane, High Priest of the Temple of Bane, Tyrant of the Moonsea, High Lord of the Zhentarim, Lord of Zhentil Keep
Male Human Chosen of Bane Hierophant 2/Cleric 20 of Bane: CR 26; Medium-size humanoid (human); HD 2d8+6 plus 20d8+60; hp 162; Init +7; Spd 30 ft.; AC 21 (touch 14, flat-footed 20); Atk +24/+19/+14/+9 melee (1d8+10 plus 2d6 against chaos plus 2d6 against good/19-20/x2, +5 lawful evil heavy mace); SQ Chosen of Bane benefits, Chosen of Bane bonus spells, enhanced Charisma, enhanced Wisdom, hierophant special abilities, rebuke undead 11/day; AL LE; SV Fort +17, Ref +9, Will +25; Str 14, Dex 16, Con 16, Int 14, Wis 24, Cha 24. Height 6 ft.

*Please note, this is still preliminary.
Garnet Hardeon

09-02-03, 03:32 AM
Scyllua Darkhope, Castellan of Zhentil Keep, High Captain of the Armies of Zhentil Keep
Female Human Ranger 5/Paladin 5/Blackguard 5 of Bane: CR 15; Medium-size humanoid (human); HD 5d10+15 plus 5d10+15 plus 5d10+15; hp 127; Init +5; Spd 20 ft.; AC 23 (touch 10, flat-footed 23); Atk +21/+16/+11 melee (1d10+8 plus 2d6 against chaos/15-20/x2, +3 keen lawful bastard sword); SA Aura of despair, dark blessing, poison use, smite good 2/day, sneak attack +2d6; SQ Command undead 6/day, dark blessing, detect good, familiar benefits, favored enemy Zhentarim +2, favored enemy humans +1, fiendish servant (Targaraene, white nightmare), lay on hands; AL LE; SV Fort +15, Ref +4, Will +8; Str 14, Dex 12, Con 16, Int 14, Wis 16, Cha 16. Height 5 ft. 3 in.
Skills and Feats: Concentration +8, Diplomacy +10, Handle Animal +10, Heal +7, Hide +2, Intimidate +9, Knowledge (Bane religion) +7, Knowledge (Dalelands geography) +4, Knowledge (Dalelands local) +4, Knowledge (Moonsea local) +7, Knowledge (Zhentil Keep history) +7, Knowledge (Zhentil Keep local) +7, Listen +15, Ride (nightmare) +15, Search +15, Sense Motive +7, Spot +15, Wilderness Lore +7; Cleave, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Initiative, Iron Will, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Sunder, Track, Weapon Focus (bastard sword), Weapon Specialization (bastard sword).
Blackguard Spells Prepared: 2/2/1. Base DC = 14 + spell level.
Ranger Spells Prepared: 1. Base DC = 14 + spell level.
Possessions: +3 keen lawful bastard sword, +3 light fortification full plate.
Garnet Hardeon

09-02-03, 03:43 AM
Manshoon, Archmage of the Zhentarim
Male Human Archmage 2/Wizard 23: CR 25; Medium-size humanoid (human); HD 2d4+8 plus 23d4+92; hp 144; Init +3; Spd 30 ft.; AC 24 (touch 14, flat-footed 23); Atk +13/+8 melee (1d6+3/19-20, staff of power); SQ Arcane fire, enhanced Intelligence, permanent spells, spell power +2; SR 17; AL LE; SV Fort +11, Ref +10, Will +21; Str 10, Dex 16, Con 18, Int 23, Wis 16, Cha 19. Height 5 ft. 9 in.
Skills and Feats: Alchemy +17, Concentration +33, Craft (gemcutting) +12, Diplomacy +13, Disguise +7, Handle Animal +7, Intimidate +9, Knowledge (arcana) +33, Knowledge (architecture and engineering) +10, Knowledge (Moonsea geography) +10, Knowledge (Moonsea history) +15, Knowledge (Zhentil Keep history) +15, Knowledge (Zhentil Keep local) +15, Listen +9, Profession (herbalist) +8, Ride (dragon) +9, Ride (horse) +7, Scry +20, Spellcraft +33, Spot +9, Wilderness Lore +7; Craft Staff, Craft Wand, Craft Wondrous Item, Create Portal, Forge Ring, Magical Artisan (Create Portal), Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Concentration), Spellcasting Prodigy (wizard), Spell Penetration, Spell Focus (Conjuration), Spell Focus (Enchantment).
Wizard Spells Prepared: 4/6/6/6/5/5/5/5/4/4/1/1/1. Base DC = 19 + spell level. Base DC = 21 + spell level for conjuration and enchantment.
Possessions: staff of power, brooch of shielding, Manshoon’s battle gorget (protects against neck-targeted attacks, +4 natural armor, quickened lesser ironguard 1/day, feather fall 2/day, repulsion 1/day, lightning bolt 1/day, all at caster 17th caster level), ring of spell storing, ring of wizardry IV, black robe of the evil archmagi.
Garnet Hardeon

09-02-03, 03:46 AM
Tempus
Lord of Battles, the Foehammer
Greater Deity
Symbol: A blazing silver sword on a blood-red shield
Home Plane: Warrior's Rest
Alignment: Chaotic neutral
Portfolio: War, battle, warriors
Worshipers: Warriors, Fighters, Barbarians, Rangers, Half-orcs
Cleric Alignments: CE, CG, CN, LE, LG, LN, N, NE, NG
Domains: Chaos, Protection, Strength, War
Favored Weapon: "Battle Prowess" (battleaxe)

Tempus
Fighter 40/Barbarian 10/Legendary Dreadnought 10/Weapon Master 20/Cavalier 20/Warpriest 20
Paragon Medium-Size Outsider (Chaotic, Human)
Divine Rank: 17
Hit Dice: 20d8+440 (outsider) plus 40d10+880 (Ftr) plus 10d12+220 (Bbn) plus 10d12+220 (Ddn) plus 20d10+440 (Wpm) plus 20d10+440 (Cav) plus 20d8+220 (Wrp) plus 24 (6,144 hp)
Initiative: +26 (+14 Dex, +4 Improved Initiative, +8 Superior Initiative)
Speed: 210 ft.
AC: 149 (+14 Dex, +17 divine, +35 natural, +30 armor (+20 acid warding cold warding fire warding heavy fortification lightning warding negating full plate), +19 deflection, +12 insight, +12 luck)
Attacks*: +17 chaotic power fiery blast keen lightning blast speed variable dread battleaxe +181/+181/+176/+171/+166; or spell +157 melee touch or +136 ranged touch *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*: +17 chaotic power fiery blast keen lightning blast speed variable dread battleaxe 1d8+124 plus 3d6 and 1 negative level against lawful (Fortitude DC 23) plus 3d6 fire plus 3d6 electricity plus +4 to damage against selected creature/15–20; or by spell *Always does maximum damage (battleaxe 132 points).
Special Attacks: Deadly charge 10/day, domain powers, increased multiplier 10/day, ki damage 20/day, mounted weapon bonus battleaxe +10, salient divine abilities, spell-like abilities, unstoppable 2/day.
Special Qualities: Divine aura (17 miles, DC 59), divine immunities, DR 97/+14, fast healing 37, fast movement, fear aura 5/day, fire resistance 37, godly realm (100 miles Outer Plane, 1,700 ft. Material Plane), inflame, plane shift at will, rage 3/day, rally, remote communication 17 miles, ride bonus +18, shrug off punishment, spontaneous casting of divine spells, SR 91, tall in the saddle +10, teleport without error at will, thick skinned, uncanny dodge, understand, speak, and read all languages and speak directly to all beings within 17 miles, unmoveable.
Abilities: Str 80, Dex 38, Con 55, Int 38, Wis 46, Cha 48.
Skills*: Climb +289, Concentration +177, Craft (armorsmithing) +269, Craft (weaponsmithing) +269, Diplomacy +187, Handle Animal +199, Heal +177, Intimidate +175, Intuit Direction +149, Jump +239, Knowledge (arcana) +144, Knowledge (religion) +144, Listen +154, Ride (horse) +277, Scry +147, Spellcraft +169, Spot +97, Swim +227, Wilderness Lore +157 *Always receives a 20 on checks.
Feats: Alertness, Armed Deflection, Armor Skin, Blind-Fight, Cleave, Combat Insight, Combat Reflexes, Craft Magic Arms and Armor, Deflect Arrows, Devastating Critical (battleaxe), Dire Charge, Distant Shot, Dodge, Epic Combat Expertise, Epic Endurance, Epic Fortitude, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Skill Focus (Ride), Epic Toughness, Epic Weapon Focus (battleaxe), Epic Weapon Specialization (battleaxe), Exceptional Deflection, Expertise, Extended Lifespan, Far Shot, Fast Healing, Great Cleave, Improved Bull Rush, Improved Combat Reflexes, Improved Critical (battleaxe), Improved Disarm, Improved Initiative, Improved Stunning Fist, Improved Unarmed Strike, Improved Whirlwind Attack, Infinite Deflection, Legendary Commander, Legendary Rider, Legendary Wrestler, Mighty Sunder, Mobility, Mounted Archery, Mounted Combat, Overwhelming Critical (battleaxe), Penetrate Damage Reduction, Perfect Health, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot, Reflect Arrows, Ride-By Attack, Righteous Strike, Shot On The Run, Skill Focus (Ride), Spectral Strike, Spellcasting Harrier, Spirited Charge, Spring Attack, Storm of Throws, Sunder, Superior Initiative, Swarm of Arrows, Trample, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Whirlwind Attack.
Salient Divine Abilities: Alter Reality (save DC 69 for duplicated spells, temporary nonmagical objects last 17 days, temporary magic objects or creatures last 17 hours), Area Divine Shield, Banestrike (giants), Battlesense, Clearsight 17 ft., Divine Battle Mastery, Craft Artifact, Divine Blast (22/day, up to 17 miles, 49d12 points of damage), Divine Inspiration (rage, up to 17 creatures/day), Divine Shield (25/day, stops 182 points of damage), Divine Storm (170 ft., Fort DC 59), Divine Weapon Focus (battleaxe), Divine Weapon Mastery, Divine Weapon Specialization (battleaxe), Extra Domain (Strength), Indomitable Strength, Irresistible Blows (battleaxe, Fort DC 62), Know Death, Mass Divine Blast, Sunder and Disjoin (save DC 51), Wave of Chaos (170 ft., Will DC 59).
Garnet Hardeon

09-02-03, 03:48 AM
LATHANDER
The Morninglord
Greater Deity
Symbol: A sunrise made of rose, red, and yellow gems
Home Plane: The House of Nature (also the Blessed Fields of Elysium)
Alignment: Neutral good
Portfolio: Athletics, Birth, Creativity, Dawn, Renewal, Self-Perfection, Spring, Vitality, Youth
Worshipers: Aristocrats, artists, athletes, merchants, monks (Sun Soul), the young
Cleric Alignments: CG, LG, NG
Domains: Good, Nobility, Protection, Renewal, Strength, Sun
Favored Weapon: "Dawnspeaker" (heavy mace)

Fighter 20/Cleric 20/Divine Champion 5
Medium-Size Outsider (Good)
Divine Rank: 17
Hit Dice: 20d8+180 (outsider) plus 20d10+180 (Ftr) plus 20d8+180 (Clr) plus 5d10+45 (Chm) (1,155 hp)
Initiative: +13 (+9 Dexterity, +4 Improved Initiative)
Speed: 60 ft.
AC: 91 (+9 Dex, +17 divine, +42 natural, +13 deflection)
Base Attack/Grapple: +43/+54
Attacks*: +5 disruption ghost touch holy heavy mace +92/+87/+82/+77 melee; or spell +82 melee touch or +78 ranged touch *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*: +5 disruption ghost touch holy heavy mace1d8+38/15-20; or by spell *Always does maximum damage (heavy mace 46 points).
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, smite infidel 1/day (+13 on attack and +5 on damage for one weapon attack), spell-like abilities, turn undead 20/day.
Special Qualities: Divine aura (17 miles, DC 55), divine immunities, divine wrath (1/day, +3 on attacks, damage, and saves for 13 rounds, DR 5/--), DR 62/+12, fast healing 37, godly realm, lay on hands (18 hp), plane shift at will, remote communication 17 miles, sacred defense +2, spell resistance 72, spontaneous casting of divine spells, teleport without error at will, understand, speak, and read all languages and speak directly to all beings within 17 miles.
Saves*: Fort +60, Ref +60, Will +64.
Abilities: Str 33, Dex 28, Con 28, Int 26, Wis 37, Cha 36.
Skills*: Appraise +36, Balance +48, Bluff +53, Climb +60, Concentration +81, Diplomacy +104, Gather Information +53, Handle Animal +54, Heal +108, Hide +35, Intimidate +32, Jump +62, Knowledge (arcana) +48, Knowledge (history) +63, Knowledge (nobility and royalty) +93, Knowledge (the planes) +48, Knowledge (religion) +81, Listen +63, Move Silently +35, Perform +42, Ride (horse) +71, Scry +48, Search +55, Sense Motive +59, Spellcraft +91, Spot +53, Swim +53, Tumble +36 *Always recieves a 20 on checks.
Feats: Blind-Fight, Cleave, Combat Reflexes, Craft Rod, Craft Wondrous Item, Dodge, Empower Spell, Expertise, Extend Spell, Extra Turning, Great Cleave, Heighten Spell, Improved Bull Rush, Improved Critical (heavy mace), Improved Disarm, Improved Initiative, Improved Trip, Maximize Spell, Mobility, Mounted Combat, Persistent Spell, Power Attack, Quicken Spell, Ride-By Attack, Silent Spell, Spell Penetration, Spirited Charge, Spring Attack, Trample, Twin Spell, Weapon Focus (heavy mace), Weapon Specialization (heavy mace).
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Form, Banestrike (undead), Call Creatures (up to 17 devas serving simultaneously, each with up to 17 HD), Divine Blast (16/day, up to 17 miles, 30d12 points of damage), Divine Creation, Divine Fast Healing, Divine Inspiration (hope, up to 17 creatures/day), Divine Radiance (170-foot radius, 8d6 or 8d12 points of damage against undead), Divine Shield (12/day, stops 170 points of damage), Divine Spellcasting, Divine Weapon Focus (heavy mace), Extra Domain (Good), Extra Domain (Protection), Extra Domain (Strength), Extra Energy Immunity (fire), Gift of Life, Life and Death, Mass Life and Death (no two targets can be more than 17 miles apart), Power of Nature (17-mile radius, duration concentration + up to 17 minutes), Rejuvenation, Sunder and Disjoin (save DC 32), Undead Mastery (up to 17 undead creatures at once).
Domain Powers: Cast good spells at +1 caster level; 17/day inspire allies (+2 morale bonus on saves, attacks, ability checks, skill checks, and weapon damage for 13 rounds); 17/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour); 17/day regain 1d8+13 hp if brought below 0 hp (but not to -10 hp or below); 17/day feat of strength (+20 enhancement bonus to Str for 1 round); 17/day greater turning.
Spell-Like Abilities: Lathander uses these abilities as a 50th-level caster, expect for good spells, which he uses as a 51st-level caster. Aid (DC 55), antimagic field (DC 61), atonement (DC 58), Bigby's clenched fist, Bigby's crushing hand, Bigby's grasping hand, blade barrier (DC 59), bull's strength (DC 15), charm person (DC 54), demand (DC 61), discern lies (DC 57), dispel evil (DC 58), divine favor (DC 54), endure elements (as cold or fire spell only) (DC 54), enthrall (DC 55), fire seeds (DC 59), fire shield (DC 58), flame strike (DC 58), freedom (DC 62), geas/quest (DC 59), greater command (DC 58), greater restoration (DC 60), heat metal (DC 55), heroes' feast (DC 59), holy aura (DC 61), holy smite (DC 57), holy word (DC 60), lesser restoration (DC 55), magic circle against evil (DC 56), magic vestment (DC 56), mind blank (DC 61), polymorph any object (DC 61), prismatic sphere (DC 62), protection from elements (DC 56), protection from evil (DC 54), reincarnate (DC 57), remove disease (DC 56), repulsion (DC 60), righteous might (DC 58), sanctuary (DC 54), searing light (DC 56), shield other (DC 55), spell immunity (DC 57), spell resistance (DC 58), stoneskin (DC 59), storm of vengeance (DC 62), summon monster IX (as good spell only) (DC 62), sunbeam (DC 60), sunburst (DC 61).
Cleric Spells/Day (Levels 0-13): 6/10/9/9/9/9/7/7/7/7/2/2/2/2; base DC = 25 + spell level.
Possessions: Lathander carries Dawnspeaker, a +5 disruption ghost touch holy heavy mace.

Other Divine Powers
As a greater deity, Lathander automatically recieves the best possible result on any die roll he makes (including attack rolls, damage, rolls, and saves). He is immortal.
Alter Reality: Lathander exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. Lathander can use wish with regard to any action or inaction that promotes Neutral good in general, or matters associated with Athletics, Birth, Creativity, Dawn, Renewal, Self-Perfection, Spring, Vitality, and Youth in particular; he cannot replicate spells in this fashion. Lathander suffers no experience loss and requires a standard action to alter reality in this fashion.
Furthermore, Lathander acquires the following benefits, the total of which he may use in total up to 17 per day and lasts for one round per divine rank:
• Lathander may cast as a 63rd-level Cleric; this boost in power affects every element of spellcasting save increasing the number of spells to which Lathander has access.
• Lathander may add +13 to damage caused by either a melee or ranged (but not magical) attack.
Senses: Lathander can see, hear, touch, and smell at a distance of seventeen miles. As a standard action, he can perceive anything within seventeen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour.
He can extend his senses to up to twenty locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for up to 17 hours.
Portfolio Sense: Lathander senses any birth seventeen tendays before it happens and retains the sensation for seventeen tendays after the event occurs. He is similarily aware of everything that happens within an hour of each dawn. (This awareness is extended to the period within 3 hours of each dawn in the spring, when Lathander's power waxes strongest).
Automatic Actions: Lathander can use Knowledge (arcana), Knowledge (history), Knowledge (nobility and royalty), Knowledge (the planes), Knowledge (religion) as a free action if the DC for the task is 30 or lower. He can perform up to 20 such free actions each round.
Create Magic Items: Lathander can create any kind of item that confers magical healing, such as a staff of healing.
Garnet Hardeon

09-02-03, 03:50 AM
Myroune' Laeral Silverhand"The Lady Mage of Waterdeep",
Female Human Chosen of Mystra Ranger 3/Wizard 25: CR 32; Medium-size humanoid (human); HD 3d8+24 plus 25d4+200; hp 295; Init +7; Spd 30 ft.; AC 23 (touch 13, flat-footed 20); BAB +17 Atk +23/+18/+ 13/ +8 melee (1d4+6/19-20, Dagger +5); SQ Chosen of Mystra bonus spells, Chosen of Mystra immunities, Chosen of Mystra spell immunities, detect magic, enhanced Constitution, name and song attunement, silver fire; AL CG; SV Fort +21(26), Ref +16(21), Will +21(26); Str 13, Dex 17, Con 26, Int 24, Wis 18, Cha 18. Height 6 ft.
Skills and Feats: Alchemy +17, Animal Empathy +7, Bluff +9, Climb +4,Concentration +28, Diplomacy +14, Disguise +12, Gather Information +12, Handle Animal +7, Heal +7, Hide +6, Innuendo +9, Intuit Direction +10, Jump +4, Knowledge (arcana) +35, Knowledge (Mystra religion) +13, Knowledge (the North history) +13, Knowledge (the North local) +13, Knowledge (Waterdeep history) +13, Knowledge (Waterdeep local) +13, Knowledge(nature) +13, Listen +7, Move Silently +6, Perform (singing) +5, Profession (herbalist) +10, Ride +9 Scry +22, Search +10, Sense Motive +12, Spellcraft +35, Spot +7, Swim +7, Wilderness Lore +10; Brew Potion, Dodge, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Endurance, Forge Ring, Improved Counterspell, Improved Initiative, Improved Spell Capacity(10th), Improved Spell Capacity(11th), Improved Spell Capacity(12th), Maximize Spell, Quicken Spell, Scribe Scroll, Spellcasting Prodigy (wizard), Track.
Chosen Bonus Spells: Laeral may cast each of the following once per day as a spell-like ability: spider climb, invisibility, gaseous form, arcane eye, major creation, legend lore, prismatic spray, symbol, mordenkainen's disjunction.
Chosen Immunities: As one of the Chosen of Mystra, Laeral is immune to aging, disease, disintegration, and poison. She need not sleep, although she must rest normally to be able to cast spells.
Chosen Spell Immunities: Laeral is completely unaffected by attacks that duplicate these effects: shocking grasp, blindness/deafness, fireball, charm monster, feeblemind, chain lightning, spell turning, maze, and energy drain. Detect Magic: Line of sight range. Name and Song Attunement: Whenever Alustriel's name or the rune of the Chosen is spoken, she hears it and the next nine words that person speaks.Permanent Effects: Laeral has thru magical means merged into herself a Ring of Fire Resistance Major. She has all the effects of the ring at all times without the ring using up a ring space. Favored Enemy: aberrations.
Wizard Spells Prepared: 4/6/6/6/5/5/5/4/4/4/1/1/1. Base DC = 18 + spell level.
Possessions: 2 Dagger +5, Bracers of Armor +10, Ring of Resistance (as the Cloak) +5. As a very powerful wizard, Laeral has access to incredible resources and can acquire or make almost any nonartifact item that she might need.
Garnet Hardeon

09-02-03, 03:52 AM
Telamont Tanthul
Male Shade Wizard 20/ Archmage 5/ Shadow Adept 10: CR 37; Medium-size outsider; HD 20d4+120 plus 5d4+15 plus 10d4+30; hp 285; Init +3; Spd 30 ft (50 ft in darkness); AC 38, touch +38, flat-footed +35; Atk +20/+15 melee (1d6+2, Staff of the Magi) or +20/+15 ranged touch; SQ: Control Light, Fast Healing, Invisibility, Shadesight, Shadow Image, ShadowStride, Shadow Travel, Arcane Fire, Arcane Reach, Mastery of Counterspelling, Mastery of Elements, Master of Shaping, Shadow Defense, Spell Power, Greater Shield of Shadows, Shadow Walk, Shadow Double; SR 46; AL NE; SV Fort +29, Ref +29, Will +35; Str 15, Dex 17, Con 15, Int 33, Wis 14, Cha 13; Height 6’ 3.”
Skills and Feats: Alchemy +18, Bluff +17, Concentration +28, Craft (Bookbinding) +13, Diplomacy +21, Hide +21, Knowledge (Arcana) +46, Knowledge (Architecture & Engineering) +18, Knowledge (Geography) +19, Knowledge (History, Netherese) +28, Knowledge (Local, Shade) +28, Knowledge (Nature) +18, Knowledge (Nobility &Royalty, Netherese) +19, Knowledge (The Planes) +28, Knowledge (Religion, Shar) +28, Perform (Dance) +13, Profession (Politician) +12, Scry +38, Sense Motive +7, Spellcraft (+48); Skill Focus (Spellcraft), Spell Focus (Enchantment), Spell Focus (Necromancy), Shadow Weave Magic, Quicken Spell, Craft Wondrous Item, Force Ring, Craft Staff, Greater Spell Focus (Enchantment), Greater Spell Focus (Necromancy), Maximize Spell, Still Spell, Insidious Magic, Pernicious Magic, Tenacious Magic, Silent Spell, Craft Epic Wondrous Item, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Automatic Quicken Spell, Multispell.
Control Light: Telamont can decrease the levels of light within a 100’ radius of himself by a factor of 350%. This decreases the overall effective range of vision for character and creatures dependent on light by the same percentage. Characters within the affected area gain a +14 bonus to Hide checks.
Fast Healing: Telamont regains 2 lost hit points every round. He cannot regain hit points when in bright light
Invisibility: Telamont can use this spell-like ability once per turn as a 35th level sorcerer.
Shadesight: Telamont has 60-foot darkvision. He can see normally through any darkness effects, but not through fog, invisibility, obscurement, and so forth.
Shadow Image: Three times per day, Telamont can use this spell-like ability (similar to the mirror image spell) as a sorcerer of 35th level. The ability creates 1d4+11 figments of himself.
ShadowStride: Telamont can vanish from his current location and reappear in any shadowy area within 300 feet, as often as once every 2 rounds. Using this ability is a movement equivalent action, so he can use another ability, cast a spell, or attack in the same round.
Shadow Travel: Once per day, Telamont can use either teleport without error to reach a shadowy locale on the same world on which he is currently located or plane shift to access the Plane of Shadow. Telamont must be in shadows to use this ability.
Arcane Fire (Su): Telamont may cast any spell as an energy bolt (range 600 ft., damage 5d6 +1d6 points per spell level).
Arcane Reach: Telamont’s touch spells have a 30-foot range.
Mastery of Counterspelling: When Telamont successfully counterspells any spell subject to spell turning, he reflects it fully back on the original caster. A spell not subject to spell turning is merely counterspelled.
Mastery of Elements: Telamont can prepare any arcane spell he knows with the acid, cold, fire, electricity, or sonic designator to be cast as a different element.
Mastery of Shaping: Telamont can alter area and effect spells that use the following categories: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area of effect that are not subject to the spell.
Shadow Defense +3: Telamont adds a +3 bonus to his saving throws against spell from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor.
Spell Power +3: Telamont adds a +3 bonus to the DC for saving throws and to caster level checks to overcome spell resistance for spells Telamont casts from the schools of Enchantment, Illusion, or Necromancy, and spells with the darkness descriptor. This stacks with other spell power effects that affect the specified spells.
Greater Shield of Shadows: Telamont can create a mobile disk of purple-black force as a standard action. The shield has the effects of a shield spell and also provides three-quarters concealment (30% miss chance) against attacks from the other side of the shield. Telamont can change the direction of the shield as a free action once per round on his turn. The shield lasts 35 rounds per day but need not be used all at once. The shield also grants spell resistance of 22 on attacks against Telamont that originate from the other side of the shield, as if Telamont were under the effect of a spell resistance spell.
Shadow Walk: Telamont can cast shadow walk once a day.
Shadow Double: Telamont can, once per day, use a standard action to create a double of himself woven from shadowstuff. The double has all the ability scores, base AC, hit points, saves, and attack bonuses of Telamont, but no equipment. The double can attack Telamont’s enemies if given a weapon or items, or function as a target of a project image spell. Mentally commanding the double is a free action.
Wizard Spells per day: 4/6/6/6/12/5/3/4/4/3/1/1. Base DC = 21 + spell level. Base DC = 24 + spell level for Illusion Spells. Base DC = 28 + spell level for Enchantment and Necromancy Spells. Caster Level 35.
Possessions: Robe of Epic Resistance +6, Staff of Power, Bracers of Armor +8, Ring of Wizardry (IV), Ring of Protection +5, Amulet of Natural Armor (+5), Headband of Intellect (+6), Lesser Vestments of Power, Blast Scepter. In addition to these items, Telamont also wears formal attire (magical, but with unknown properties) in public. See last paragraph.
Blast Scepter: Telamont’s Blast Scepter is an ancient Netherese artifact with 50 charges and has the following powers:
Telamont is immune to all fire and lightning attacks while holding the scepter.
Telamont cannot be knocked down or moved by a blast or detonation while holding the scepter. He takes half damage from any blast, such as a horn of blasting, smokepowder detonation, or the blast power of another blast scepter (one-quarter damage with a successful saving throw).
Telamont can stun a target by making a melee touch attack with the scepter. The creature touched can avoid being stunned with a successful Fortitude save (DC 20). The opponent is stunned for 1d4 rounds if the save fails. This power drains one charge.
Telamont can blast opponents with a soundless wave of force in a cone 30 feet long. Targets automatically tale 2d6 points of damage and must make a Reflex save (DC 20) or be knocked off their feet. This power drains two charges.
Telamont can powerstrike any creature or object with a melee touch attack. The touch deals 5d6 points of damage, a Fortitude save (DC20), reduces damage by half. The powerstrike can damage any construct, and constructs who fail their saves are destroyed. This power drains 4 charges.
“Telamont Tanthul, “The High Prince of Shade”, “Lord Shadow” is one of the most powerful mages in the Realms. He is the ruler of the City of Shade, Capital of the Empire of Shadows. Shade, the last surviving floating city of ancient Netheril, was saved from the fate that befell the other floating cities because Telamont transported the entire city to the Plane of Shadow. Now, after waiting for generations, Shade is back.’
“Those who meet the High Prince encounter someone who has had millennia to practice keeping his true thoughts and feelings in check. Telamont is as difficult to read as he is to bluff. Even his sons rarely know what their father is truly thinking behind his impenetrable mask of glacial calm. Despite his inexpressive exterior, Telamont’s mind is always in motion. At heart the High Prince is an autocrat. His determination to lead his city stems from a strong inner conviction that no other individual could possibly be as successful at it as he considers himself to be.’
“Still tall and robust despite his age, the High Prince cuts an imposing figure whether seated on his floating throne or presiding over ceremonies in the streets of the city. Whenever he appears in public, the High Prince prefers to wear the traditional dark armor of the Netherese Imperium, with its dragon-winged overmantle, stylized vambraces, and flowing, dark purple robes.”*
Garnet Hardeon

09-02-03, 03:53 AM
Prince Rivalen Tanthul
Male Shade Wizard 11/ Cleric of Shar 15/ Shadow Adept 7 of Shar: CR 35; Medium-size outsider; HD 11d4+11 plus 15d8+15 plus 7d4+7; hp 162; Init +0; Spd 30 ft (50 ft in darkness); AC 27, touch +10, flat-footed +22; Atk +23/+18/+13 melee (1d8+5 plus 1d6 electrical, x2, Stormstar) or +23/+18/+13 ranged (1d4+7, x3, Triple-throw Shakram +5 of Returning); SA: Rebuke Undead; SQ: Domain: Darkness (Blind-Fight Feat), Knowledge (Divinations cast at +1 Level), Control Light, Fast Healing, Invisibility, Shadesight, Shadow Image, ShadowStride, Shadow Travel, Shadow Defense, Spell Power, Shield of Shadows, Shadow Walk; SR 44; AL NE; SV Fort +23, Ref +18, Will +34; Str 14, Dex 11, Con 12, Int 14, Wis 26, Cha 17; Height 6’ 4.”
Skills and Feats: Bluff +13, Concentration +8, Craft (Sculpting) +8, Diplomacy +21, Disguise +6, Hide+5, Knowledge (Arcana) +30, Knowledge (Architecture & Engineering) +5, Knowledge (Geography) +10, Knowledge (History, Netheril) +15, Knowledge (Local, City of Shade) +10, Knowledge (Nobility & Royalty) +10, Knowledge (The Planes) +15, Knowledge (Religion, Shar) +22, Profession (Scribe) +5, Scry +8, Spellcraft +30; Automatic Quicken Spell (Epic), Blind-Fight, Bonus Domain (Evil) (Epic), Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor (Epic), Epic Spell Focus (Enchantment) (Epic), Eschew Materials, Exotic Weapon Proficiency (Shakram), Extra Turning, Improved Spell Capacity (10th) (Epic), Insidious Magic , Greater Spell Focus (Enchantment), Lightning Reflexes, Maximize Spell, Pernicious Magic , Quicken Spell, Reach Spell, Spell Focus (Enchantment), Shadow Weave Magic, Silent Spell, Tenacious Magic.
Control Light: Rivalen can decrease the levels of light within a 100’ radius of himself by a factor of 330%. This decreases the overall effective range of vision for character and creatures dependent on light by the same percentage. Characters within the affected area gain a +13 bonus to Hide checks.
Fast Healing: Rivalen regains 2 lost hit points every round. He cannot regain hit points when in bright light
Invisibility: Rivalen can use this spell-like ability once per turn as a 33rd level sorcerer.
Shadesight: Rivalen has 60-foot darkvision. He can see normally through any darkness effects, but not through fog, invisibility, obscurement, and so forth.
Shadow Image: Three times per day, Rivalen can use this spell-like ability (similar to the mirror image spell) as a sorcerer of 33rd level. The ability creates 1d4+11 figments of himself.
ShadowStride: Rivalen can vanish from his current location and reappear in any shadowy area within 300 feet, as often as once every 2 rounds. Using this ability is a movement equivalent action, so he can use another ability, cast a spell, or attack in the same round.
Shadow Travel: Once per day, Rivalen can use either teleport without error to reach a shadowy locale on the same world on which he is currently located or plane shift to access the Plane of Shadow. Rivalen must be in shadows to use this ability.
Shadow Defense +2: Rivalen adds a +2 bonus to his saving throws against spell from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor.
Spell Power +2: Rivalen adds a +2 bonus to the DC for saving throws and to caster level checks to overcome spell resistance for spells Rivalen casts from the schools of Enchantment, Illusion, or Necromancy, and spells with the darkness descriptor. This stacks with other spell power effects that affect the specified spells.
Shield of Shadows: Rivalen can create a mobile disk of purple-black force as a standard action. The shield has the effects of a shield spell and also provides three-quarters concealment (30% miss chance) against attacks from the other side of the shield. Rivalen can change the direction of the shield as a free action once per round on his turn. The shield lasts 35 rounds per day but need not be used all at once.
Shadow Walk: Rivalen can cast shadow walk once a day.
Wizard Spells per day: 4/5/5/4/3/2/1. Base DC = 12 + spell level. Base DC = 15 + spell level for Illusion and Necromancy Spells. Base DC = 21 + spell level for Enchantment Spells. Caster Level = 11. Caster Level = 12 for Divination and Evil Spells.
Cleric Spells per day: 6/7/7/7/7/6/5/5/5/4. Base DC = 18 + spell level. Base DC = 21 + spell level for Illusion and Necromancy Spells. Base DC = 26 + spell level for Enchantment Spells. Caster Level = 22. Caster Level = 23 for Divination and Evil Spells.
Domain Spells: Each level usable once per day. 1st Level: Obscuring Mist, Detect Secret Doors, Protection from Good; 2nd Level: Blindness/ Deafness, Detect Thoughts, Desecrate; 3rd Level: Blacklight, Clairaudience/ Clairvoyance, Magic Circle Against Good; 4th Level: Armor of Darkness, Divination, Unholy Blight; 5th Level: Darkbolt, Trueseeing, Dispel Good; 6th Level: Prying Eyes, Find the Path, Create Undead; 7th Level: Nightmare, Legend Lore, Blasphemy; 8th Level: Powerword, Blind, Discern Location, Unholy Aura; 9th Level: Powerword, Kill, Foresight, Summon Monster IX..
Possessions: Stormstar, Triple-throw Shakram +5 of returning, Shadow Full Plate +4, Animated Large Steel Shield +3, Ring of Elemental Command (Air), Ring of Evasion, Cloak of Resistance +5. Rivalen also has access to any type of mundane equipment he could possibly need.
Stormstar: Rivalen’s Stormstar is one of two dozen still in the City of Shade. Typically, the weapon is only wielded by members of the noble family or elite military officers who have earned the favor of the High Prince. The Stormstar is a +3 shocking burst Morningstar. When not in use, it appears to be a normal Morningstar, but when held it crackles with spectacular arcs of electricity. This electrical discharge does not harm the hand that holds the weapon. Additionally, the weapon allows the wielder to cast lightning bolt three times per day and call lightning once per day.
“Prince Rivalen Tanthul is the City of Shade’s high priest of Shar. If the High Prince Telamont is the temporal ruler of the Shadovars, Prince Rivalen is their spiritual leader. From the massive Hall of Shadow located near the royal palaces, the prince administers Shar’s clergy and pronounces her will to the faithful. The prince’s divinations enabled his father to finally guide the city back to Faerun, where Shar hopes that the Shadovars tip the balance of power in her favor in the long struggle against her hated sister, Selune.’
“Rivalen is also Hadrhune’s greatest rival. He resents the favor that his father shows to Hadrhune, and is secretly working to undermine Hadrhune. He knows that he must exercise great caution, because Hadrhune’s enemies have an unpleasant habit of disappearing.”*
Garnet Hardeon

09-02-03, 05:16 AM
Prince Clariburnus Tanthul
Male Shade Sorcerer 14/ Shadow Adept 4/ Fighter 8/ Rogue 3: CR 31; Medium-size outsider; HD 14d4+28 plus 4d4+8 plus 8d10+16 plus 3d6+6; hp 157 (186 in darkness); Init +5; Spd 60 ft (Boots of Springing and Striding) (80 ft in darkness); AC 25 (+3 Shadow Breastplate, +3 Animated Large Steel Shield), (29 in darkness), touch +12 (16 in darkness), flat-footed +18 (22 in darkness); Atk +28/+23/+18 (+30/+25/+20 in darkness) melee (1d10+10 (1d10+12 in darkness), x3, +3 Glaive of Wounding) or +22/+17/+12 (+24/+19/+14 in darkness) ranged (1d4+7 (1d4+9 in darkness), x3, +2 Shakram of Returning); SQ: Control Light, Fast Healing, Invisibility, Shadesight, Shadow Image, ShadowStride, Shadow Travel, Shadow Defense, Low-Light Vision, Spell Power, Shield of Shadows, Shadow Walk; SR 40; AL LE; SV Fort +15 (+19 in darkness), Ref +13 (+17 in darkness), Will +13 (+17 in darkness); Str 20, Dex 13, Con 14 (16 in darkness), Int 12, Wis 10, Cha 21 (23 in darkness); Height 6’ 0.”
Skills and Feats: Appraise +1, Balance +1, Bluff +15, Climb +5, Concentration +2, Craft (Armorer) +1, Diplomacy +10, Disguise +5, Escape Artist +1, Forgery +2, Gather Information +13, Hide +13, Innuendo +5, Intimidate +20, Jump +5, Knowledge (Arcana) +29, Knowledge (History, Netheril) +7, Knowledge (Local, City of Shade) +12, Knowledge (The Planes) +7, Knowledge (Religion, Shar) +7, Listen +5 (+9 in darkness), Move Silently +13, Open Lock +4, Perform (Dance) +5, Profession (Military Commander) +15, Ride +6, Scry +2, Search +7, Sense Motive +10, Spellcraft +29, Spot +5 (+9 in darkness), Tumble +6; Automatic Still Spell (Epic), Combat Casting, Dodge, Empower Spell, Eschew Materials, Exotic Weapon Profiency (Shakram), Ignore Material Components (Epic), Improved Initiative, Insidious Magic, Maximized Spell, Penetrate Damage Reduction (Epic), Pernicious Magic, Power Attack, Shadow Weave Magic, Still Spell, Sunder, Tenacious Magic, Weapon Focus (Glaive), Weapon Specialization (Glaive).
Control Light: Clariburnus can decrease the levels of light within a 100’ radius of himself by a factor of 290%. This decreases the overall effective range of vision for character and creatures dependent on light by the same percentage. Characters within the affected area gain a +11 bonus to Hide checks.
Fast Healing: Clariburnus regains 2 lost hit points every round. He cannot regain hit points when in bright light
Invisibility: Clariburnus can use this spell-like ability once per turn as a 29th level sorcerer.
Shadesight: Clariburnus has 60-foot darkvision. He can see normally through any darkness effects, but not through fog, invisibility, obscurement, and so forth.
Shadow Image: Three times per day, Clariburnus can use this spell-like ability (similar to the mirror image spell) as a sorcerer of 29th level. The ability creates 1d4+9 figments of himself.
ShadowStride: Clariburnus can vanish from his current location and reappear in any shadowy area within 300 feet, as often as once every 2 rounds. Using this ability is a movement equivalent action, so he can use another ability, cast a spell, or attack in the same round.
Shadow Travel: Once per day, Clariburnus can use either teleport without error to reach a shadowy locale on the same world on which he is currently located or plane shift to access the Plane of Shadow. Clariburnus must be in shadows to use this ability.
Shadow Defense +1: Clariburnus adds a +1 bonus to his saving throws against spell from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor.
Low-Light Vision: Clariburnus has low-light vision.
Spell Power +1: Clariburnus adds a +1 bonus to the DC for saving throws and to caster level checks to overcome spell resistance for spells Clariburnus casts from the schools of Enchantment, Illusion, or Necromancy, and spells with the darkness descriptor. This stacks with other spell power effects that affect the specified spells.
Shield of Shadows: Clariburnus can create a mobile disk of purple-black force as a standard action. The shield has the effects of a shield spell and also provides three-quarters concealment (30% miss chance) against attacks from the other side of the shield. Clariburnus can change the direction of the shield as a free action once per round on his turn. The shield lasts 29 rounds per day but need not be used all at once.
Sorcerer Spells per day: 6/8/7/7/7/7/6/6/5/3 (one additional 2nd Level and 6th Level in darkness). Base DC = 15 (16 in darkness) + spell level. Base DC = 17 (18 in darkness) + spell level for Illusion, Enchantment, Necromancy Spells, and spells with the darkness descriptor. Caster Level = 18.
Sorcerer Spells Known: 9/5/5/4/4/4/3/3/2/1. 0 Level: Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Mage Hand, Ray of Frost, Read Magic, Resistance; 1st Level: Charm Person, Mage Armor, Magic Missile, Ray of Enfeeblement, True Strike; 2nd Level: Darkness, Ghoul Touch, Mirror Image, Protection from Arrows, Web, 3rd Level: Fireball, Dispel Magic, Displacement, Hold Person; 4th Level: Dimensional Anchor, Fear, Phantasmal Killer, Stoneskin; 5th Level: Dominate Person, Hold Monster, Shadow Evocation, Teleport; 6th Level: Greater Shadow Evocation, Globe of Invulnerability, Mass Suggestion; 7th Level: Finger of Death, Force Cage, Greater Ironguard; 8th Level: Horrid Wilting, Iron Body; 9th Level: Wail of the Banshee.
Possessions: +3 Glaive of Wounding, +2 Shakram of Returning, +3 Shadow Breastplate, +3 Animated Large Steel Shield, Boots of Spring and Striding. Clariburnus, as a Captain in the City of Shade’s military, also has access to any type of mundane equipment he could possibly need and many other magical items.
“Prince Clariburnus Tanthul is the youngest captain in the city’s military. Though gossip hints that his meteoric rise is due in no small part to his high birth, those who know the prince recognize his worth as a warrior and a tactical commander. He has not yet expressed an opinion about how the Shadovars should conquer the heartlands, largely because no one has asked him.”*
Garnet Hardeon

09-02-03, 05:24 AM
Mashiara Penitent
Female human Wizard 23/ Archmage 2: CR 25; Medium-sized humanoid; 23d4 + 92 plus 2d4 + 8; hp 166; Init +3; Spd 30 ft.; AC 24, touch 15, flat-footed 21; Atk +15/+10 (1d6+2, staff of power), +16/+11 ranged touch (by spell); SQ Arcane fire, spell-like ability, enhanced intelligence, permanent spells, SR 17; AL CG; SV Fort:+14 Ref:+14 Will:+21; Str: 10 Dex: 16 Con: 18 Int: 23 Wis: 16 Cha: 19; Ht. 5’9.
Skills and Feats: Alchemy +17, Concentration +25, Craft (Gemcutting) +12, Diplomacy +9, Disguise +7, Handle Animal +7, Intimidate +7, KS (Arcana) +26, KS (Architecture and Engineering) +10, KS (Moonsea geography) +10, KS (Moonsea history) +16, KS (Zhentil Keep local) +11, Listen +7, Profession (Herbalist) +8, Ride (Dragon) +9, Ride (Horse) +7, Scry +20, Spellcraft +30, Spot +9, Wilderness Lore +7; Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Create Portal, Forge Ring, Great Constitution, Improved Spell Capacity (10th), Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spellcasting Prodigy (Wizard), Spell Penetration, Spell Focus (Conjuration), Spell Focus (Enchantment).
Arcane Fire (Su): Mashiara may cast any spell as an energy bolt (range 480 ft., damage 2d6 plus 1d6 per spell level).
Spell-like Ability: Teleport 4/day.
Enhanced Intelligence: Mashiara has read a Tome of Clear Thought +3. Her intelligence score has a +3 inherent bonus included in its value.
Permanent Spells: Through the use of permanency, Mashiara has the following permanent continuous magical abilities: comprehend languages, darkvision, protection from arrows, and see invisibility.
Wizard Spells per Day: 4/6/6/6/9/4/5/5/3/3/1; base DC 17 + spell level, DC 19 + spell level for Conjuration and Enchantment spells. Caster level 25th.
Spellbook: Mashiara knows more than one hundred spells, including most wizard/sorcerer spells in the Player’s Handbook.
Possessions: Staff of power, Brooch of shielding, Mashiara’s Battle Gorget, Ring of spell storing, Ring of wizardry IV, White robe of the archmagi.

Recognize her?

M

A

N

S

H

O

O

N

That's right- she is a clone of Manshoon. Or, was, before her sex change.

The Manshoon clone which went to the Simbul was eventually given a way around the compulsion to become the sole Manshoon. That one was given a girdle of femininity, and transformed into a woman, whom the Simbul named Mashiara. Soon after, Mashiara had an incident with a helm of reverse alignment, and while the effects were eventually (and grudgingly) lifted, Mashiara spent her ‘good’ time reviewing all the actions of her life, so much so that even with the effects lifted, the results remained. She took the surname Penitent to demonstrate her new outlook on life. Mashiara’s true history remains a secret to all but the Simbul’s most trusted allies: her sisters and the other Chosen.

Mashiara spends her time wandering. Her ultimate goal is to track down the remaining clones and rid Faerûn of their evil, while attempting to undermine the workings of the Black Network- in short, to make amends for her actions as Manshoon. She has not yet chosen a new patron deity as such, but frequently calls upon Mystra, Selûne, and Lathander.

Mashiara has not joined (and will not join) the Harpers or the Moonstars. Joining the Harpers would be too dangerous, and Khelben does not trust her (the distrust is mutual). However, she will aid any Harpers or Moonstars she encounters, while remaining as enigmatic as possible.

Mashiara can be found nearly anywhere on Faerûn, but is most likely to be found in the Heartlands or the Moonsea, except for Zhentil Keep. She will leave Zhentil Keep to her fellow clone, until she feels capable enough to rid Faerûn of him once and for all. Depending on the levels of the PC’s, she would make a good patron, or perhaps an opponent, if the PC’s discover the truth about her and are unconvinced that she is not who she was (in any sense). Or, if you prefer, you can change Mashiara back to her LE alignment (or make her any alignment you wish), and have her keep up this act with any magical items you can find or dream up.
Garnet Hardeon

09-02-03, 05:26 AM
Cor'Shaethkiyn "The Serpent" Nimersha

Male Sun Elf Rogue 5/Assassin 1: CR 6; Medium Humanoid (Elf); HD 5d6 plus 1d6; 21 hp; Init +4; Spd 30 ft; AC 18 (+4 Dex, +4 Armour), 14 ff, 14 touch; Base Atk +3; Grp +4; Atk +1 short sword +8 melee (1d6+4, 19-20/x2) and masterwork silver dagger +5 melee (1d4+1 plus silver, 19-20/x2), or dagger +7 ranged (1d4, 19-20/x2), or mastework shortbow +8 ranged (1d6/x3); Full Atk +1 short sword +8 melee (1d6+4, 19-20 x2) and masterwork silver dagger +5 melee (1d4+1 plus silver, 19-20/x2), or dagger +7 ranged (1d4, 19-20/x2), or masterwork shortbow +8 ranged (1d6/x3; SA Death attack (Fort DC 14), sneak attack +4d6, spells; SQ +2 bonus on Listen, Search, and Spot checks, +2 saving throw bonus against enchantment spells or effects, evasion, immunity to magic sleep effects, low-light vision, poison use, trapfinding, trap sense +1, uncanny dodge, weapon proficiency: elven longbow, longsword, short bow; AL CE; SV Fort +2, Ref +11, Will +2; Str 12, Dex 18, Con 10, Int 17, Wis 10, Cha 12.
Languages: Common, Elven, Sylvan.
Skills and Feats: Bluff +6, Disable Device +15, Disguise +6, Escape Artist +15, Gather Information +7, Hide +15, Listen +7, Move Silently +15, Open Lock +15, Search +8, Sleight of Hand +9, Spot +7, Tumble +8, Use Magic Device +7; Deft Hands, Nimble Fingers, Weapon Finesse (short sword).
Spells/Day: 1. Caster level 1st; save DC 13 + spell level.
Spells Known: 1st – Disguise Self, Obscuring Mist.
Possessions: Cloak of Resistance +1, +1 Short Sword (2lb), Masterwork Silver Dagger (1lb), Masterwork Shortbow (2lb), 20 Masterwork arrows (2lb), 10 Daggers (10lb), Mithral Shirt (10lb), Masterwork Thieves’ Tools (2lb), Grappling Hook (4lb), Handy Haversack (5lb), Goggles of Minute Seeing, Vest of Escape.
Encumbrance: 38lb (Light load up to 43lb). Armour check penalty = 0.

History: Cor'Shaethkiyn, or better known as his preferred title, the Serpent, named for his cold cruel humor, acerbic tongue, and grace in battle, was the scion of a powerful, proud, tradition bound, and politically ambitious Great House. Ancient, and with direct ties to the Royal Throne, House Nimersha was resentful of all other Houses, and their almost meteoric rise in power. Arrogance and haughtiness was their watchword, although they didn’t think of it that way, instead they piled all of their ‘sins’ under the one title of tradition. Therein was their damnation.

Vowing to halt the 'upstarts' while they could, House Nimersha began to wage a private guerrilla war of sorts with all of the other Houses. This turn of events alarmed all other Houses, and allowed them all to unite under a common front, and so, House Nimersha, under what the other Houses dubbed inevitability eventually weakened.

The Royal Throne afraid that it might lose a valued House (known for producing the finest warriors, and mages in all the Elven Lands) ordered a ceasefire and talks for a peaceful mediation to be immediately carried out. House Nimersha agreed at once. The other Houses were initially suspicious, but after House Nimersha enacted their golden tongue for which they were infamous for, succumbed also to a trade alliance.

All was not what it seemed.

Ever eager to advance their own power beyond its already considerable limits, House Nimersha was finally accused, trialed and found guilty of demon trafficking and liaisons with the Depths Below in the Year of (insert appropriate year here). They adamantly believed that they could strengthen their bloodline by mingling it with the infernal.

When their fellow elves learned of these horrifying activities, they destroyed House Nimersha. A few survivors escaped and fled into hiding. A few High Speakers of the Word finally imprisoned the handful of survivors of this assault in a magical prison that confined them for millennia. While they remained in a state of near-slumber, a few lesser Houses decided to follow House Nimersha’s example. Their children were likewise set upon by outraged elves and either killed or imprisoned by elven mages.

To be continued…

Male Sun Elf Rogue 5/Assassin 5: CR 10; Medium Humanoid (Elf); HD 5d6 plus 5d6; 45 hp; Init +8; Spd 30 ft; AC 22 (+4 Dex, +4 Armour, +4 enhanced armor), 18 ff, 14 touch; Base Atk +6; Grp +7; Atk +2 short sword +12 melee (1d6+2, 19-20 x2) and +2 short sword +12 melee (1d6+2, 19-20 x2), or dagger +10 ranged (1d4, 19-20/x2), or +2 composite longbow +12 ranged (1d8+2/x3); Full Atk +2 short sword +12 melee (1d6+2, 19-20 x2) and +2 short sword +12 melee (1d6+2, 19-20 x2), or dagger +10 ranged (1d4, 19-20/x2), or +2 composite longbow +12 ranged (1d8+2/x3; SA Death attack (Fort save DC 18), sneak attack +6d6, spells; SQ +2 bonus on Listen, Search, and Spot checks, +2 save against poison, +2 saving throw bonus against enchantment spells or effects, evasion, immunity to magic sleep effects, improved uncanny dodge, low-light vision, poison use, trapfinding, trap sense +1, uncanny dodge, weapon proficiency (short bow); AL CE; SV Fort +4, Ref +14, Will +4; Str 12, Dex 19, Con 10, Int 17, Wis 10, Cha 12.
Skills and Feats: Bluff +6, Disable Device +17, Disguise +6, Escape Artist +15, Gather Information +7, Hide +17, Listen +15, Move Silently +17, Open Lock +17, Search +15, Sleight of Hand +10, Spot +15, Tumble +15, Use Magic Device +7; Agile, Deft Hands, Improved Initiative, Nimble Fingers, Two-Weapon Fighting, Weapon Finesse (short sword).
Spells/Day: 0/4/3/1. Caster level 5th; save DC 13 + spell level.
Spells Known: 1st – Disguise Self (x2), Obscuring Mist, Sleep; 2nd – Invisibility, Pass Without Trace, Spider Climb; 3rd – Misdirection, Nondetection.
Possessions: Cloak of Resistance +2, +2 Short Sword (2lb), +2 Short Sword (2lb), +2 Composite Longsword (3lb), 20 adamantine arrows (2lb), 10 Daggers (10lb), +2 Glamered Mithral Shirt (10lb), Boots of Levitation (1lb), Ring of Force Shield, Masterwork Thieves’ Tools (2lb), Grappling Hook (4lb), Handy Haversack (5lb), Goggles of Minute Seeing, Vest of Escape, 192 gp.
Encumbrance: 41lb (Light load up to 43lb). Armour check penalty = 0.

Male Sun Elf Rogue 5/Assassin 10: CR 15; Medium Humanoid (Elf); HD 5d6 plus 10d6; 66 hp; Init +9; Spd 30 ft; AC 26 (+5 Dex, +5 Armour, +6 enhanced armor), 21 ff, 15 touch; Base Atk +10; Grp +11; Atk +3 speed wounding short sword +18/+18 melee (1d6+3, 19-20 x2) and +3 speed wounding short sword +18/+18 melee (1d6+3, 19-20 x2), or dagger +15 ranged (1d4, 19-20/x2), or +3 composite longbow +18 ranged (1d8+3/x3); Full Atk +3 speed wounding short sword +18/+18 melee (1d6+3, 19-20 x2) and +3 speed wounding short sword +18+18 melee (1d6+3, 19-20 x2), or dagger +15 ranged (1d4, 19-20/x2), or +3 composite longbow +18 ranged (1d8+3/x3; SA Death attack (Fort save DC 23), sneak attack +8d6, spells; SQ +2 bonus on Listen, Search, and Spot checks, +5 save against poison, +2 saving throw bonus against enchantment spells or effects, evasion, hide in plain sight, immunity to magic sleep effects, improved uncanny dodge, low-light vision, poison use, trapfinding, trap sense +1, uncanny dodge, weapon proficiency (short bow); AL CE; SV Fort +10, Ref +22, Will +9; Str (14), Dex 20, Con (14), Int 17, Wis (12), Cha 12.
Skills and Feats: Bluff +6, Disable Device +28, Disguise +6, Escape Artist +17, Gather Information +7, Hide +28, Listen +15, Move Silently +28, Open Lock +28, Search +15, Sleight of Hand +15, Spot +15, Tumble +15, Use Magic Device +15; Acrobatic, Agile, Combat Reflexes, Deft Hands, Improved Initiative, Improved Two-Weapon Fighting, Investigator, Lightning Reflexes, Nimble Fingers, Two-Weapon Fighting, Weapon Finesse (short sword).
Spells/Day: 0/4/4/4/3. Caster level 10th; save DC 13 + spell level.
Spells Known: 1st – Disguise Self (x2), Obscuring Mist, Sleep; 2nd – Invisibility, Pass Without Trace, Spider Climb, Undetectable Alignment; 3rd – Deep Slumber, False Life, Misdirection, Nondetection; 4th – Dimension Door, Freedom of Movement, Greater Invisibility, Locate Creature.
Possessions: Cloak of Resistance +3, +3 Speed Wounding Short Sword (2lb), +3 Speed Wounding Short Sword (2lb), +3 Composite Longsword (3lb), 20 adamantine arrows (2lb), 10 Daggers (10lb), +3 Glamered Mithral Shirt (10lb), Incandescent Blue Ioun Stone, Pink Ioun Stone (x2), Pearly White Ioun Stone, Gauntlets of Ogre Power (4lb), Boots of Levitation (1lb), Ring of Force Shield, Masterwork Thieves’ Tools (2lb), Grappling Hook (4lb), Handy Haversack (5lb), Rope of Entanglement (5lb), Restorative Ointment (.5lb), Goggles of Minute Seeing, Periapt of Wound Closure, Vest of Escape.
Encumbrance: 50.5lb (Light load up to 58lb). Armour check penalty = 0.

Male Sun Elf Rogue 10/Assassin 10: CR 20; Medium Humanoid (Elf); HD 10d6 plus 10d6; 87 hp; Init +9; Spd 30 ft; AC 31 (+5 Dex, +8 Armour, +8 enhanced armor), 26 ff, 15 touch; Base Atk +14; Grp +16; Atk +5 speed unholy wounding short sword +24/+24/+19 melee (1d6+5, 19-20 x2) and +5 speed unholy wounding short sword +24/+24/+19 melee (1d6+5, 19-20 x2), or dagger +19 ranged (1d4, 19-20/x2), or +5 composite longbow +24 ranged (1d8+5/x3); Full Atk +5 speed unholy wounding short sword +24/+24/+19 melee (1d6+5, 19-20 x2) and +5 speed unholy wounding short sword +24/+24/+19 melee (1d6+5, 19-20 x2), or dagger +19 ranged (1d4, 19-20/x2), or +5 composite longbow +24 ranged (1d8+5/x3; SA Death attack (Fort save DC 23), sneak attack +10d6, spells; SQ +2 bonus on Listen, Search, and Spot checks, +5 save against poison, +2 saving throw bonus against enchantment spells or effects, evasion, hide in plain sight, immunity to magic sleep effects, improved uncanny dodge, low-light vision, poison use, special ability (Slippery Mind), trapfinding, trap sense +3, uncanny dodge, weapon proficiency (short bow); AL CE; SV Fort +16, Ref +27, Will +15; Str (14), Dex 20, Con (14), Int 17, Wis (12), Cha (16).
Skills and Feats: Bluff +15, Disable Device +28, Disguise +15, Escape Artist +24, Gather Information +15, Hide +28, Listen +20, Move Silently +28, Open Lock +28, Search +20, Sleight of Hand +20, Spot +20, Tumble +28, Use Magic Device +15; Acrobatic, Agile, Alertness, Combat Reflexes, Deceitful, Deft Hands, Dodge, Improved Initiative, Improved Two-Weapon Fighting, Investigator, Iron Will, Lightning Reflexes, Nimble Fingers, Two-Weapon Fighting, Weapon Finesse (short sword).
Spells/Day: 0/4/4/4/3. Caster level 10th; save DC 13 + spell level.
Spells Known: 1st – Disguise Self (x2), Obscuring Mist, Sleep; 2nd – Invisibility, Pass Without Trace, Spider Climb, Undetectable Alignment; 3rd – Deep Slumber, False Life, Misdirection, Nondetection; 4th – Dimension Door, Freedom of Movement, Greater Invisibility, Locate Creature.
Possessions: Cloak of Resistance +5, +5 Speed Unholy Wounding Short Sword (2lb), +5 Speed Unholy Wounding Short Sword (2lb), +5 Composite Longsword (3lb), 20 adamantine arrows (2lb), 20 cold iron arrows (2lb), 20 silver arrows (2lb), 20 Masterwork arrows (2lb), 10 Daggers (10lb), +5 Glamered Mithral Shirt (10lb), Ring of Protection +3, Incandescent Blue Ioun Stone, Pink Ioun Stone (x2), Pearly White Ioun Stone, Gauntlets of Ogre Power (4lb), Tome of Leadership and Influence +3 (read), Boots of Levitation (1lb), Ring of Force Shield, Masterwork Thieves’ Tools (2lb), Grappling Hook (4lb), Handy Haversack (5lb), Rope of Entanglement (5lb), Restorative Ointment (.5lb), Goggles of Minute Seeing, Periapt of Wound Closure, Vest of Escape.
Encumbrance: 56.5lb (Light load up to 58lb). Armour check penalty = 0.


Note: Vigilant folk will recognize that this is the same entity that my good friend Selah posted (for me. Please go to Dicefreaks for further elaboration) on the Dicefreaks Forums.
Garnet Hardeon

09-02-03, 05:27 AM
Sembia

Sembia

Selgaunt (Metropolis, 56,514)
Thamalon I "The Old Owl" Uskevren
Male Human Aristocrat 9/Expert 3/Fighter 3/Rogue 1: CR 16; Medium Humanoid (Human); HD 9d8+18 plus 3d6+6 plus 3d10+6 plus 1d6+2; 90 hp; Init +6; Speed 30 ft.; AC 20 (+2 Dex, +9 Armor) 19 ff, 12 touch; Base Atk +11/+6; Grp +12; Atk masterwork longsword +15/+10 melee (1d8+1/19-20/x2), or masterwork dagger +14 ranged (1d4/19-20/x2); Full Atk masterwork longsword +15/+10 melee (1d8+1/19-20/x2), or masterwork dagger +14 ranged (1d4/19-20/x2); SA Sneak attack +1d6; SQ Trapfinding; AL NG; SV Fort +9, Ref +9, Will +13; Str 14, Dex 14, Con 15, Int 17, Wis 17, Cha 16. Height 5 ft. 10 in.
Skills and Feats: Appraise +8, Bluff +8, Climb +9, Craft (winemaking) +15, Diplomacy +15, Disguise +6, Gather Information +8, Intimidate +7, Jump +9, Knowledge (Dragon Coast local) +6, Knowledge (Sea of Fallen Stars local) +6, Knowledge (Selgaunt history) +13, Knowledge (Selgaunt local) +13, Knowledge (Selgaunt nobility and royalty) +15, Knowledge (Sembia history) +8, Knowledge (Sembia local) +8, Listen +9, Profession (merchant) +15, Profession (vintner) +15, Ride (horse) +7, Sense Motive +9, Speak Language (Chessentan, Chondathan, Common, Elven, Turmic), Search +10, Spot +9; Alertness, Blooded, Combat Reflexes, Cosmopolitan, Education, Investigator, Leadership (21), Mercantile Background, Silver Palm, Street Smart, Weapon Focus (longsword).
Possessions: Noble’s Outfit ([Glamered Mithral Shirt; Gold and green double-doublet with burgundy trim, royal purple leggings; House Uskevren emblem is prominently displayed on sinister] 10lb), Masterwork Longsword (4lb), 5 Masterwork Daggers (5lb), Amulet of Natural Armor +1, Ring of Protection +2, Brooch of Shielding, Masterwork Buckler (5lb), Flint and Steel, Hooded Lantern (2lb), Horn (5lb), Belt Pouch (0.5lb), Trail Rations ([Croissants, Almond Cake, miscellaneous edibles] 1 lb), Signet Ring.
Encumbrance: 33.5 lb (Light load up to 58 lb). Armour check penalty = -1.
Garnet Hardeon

09-02-03, 05:29 AM
The Scions of House Uskevren
Thamalon II "Tamlin," "Deuce" Uskevren
Male Human Aristocrat 5/Fighter 1: CR 6; Medium Humanoid (Human); HD 5d8+15 plus 1d10+3; 28 hp; Init +2; Speed 30 ft.; AC 18 (+2 Dex, +6 Armor) 16 ff, 12 touch; Base Atk +4; Grp +5; Atk masterwork rapier +5 melee (1d6+1/18-20/x2), or masterwork battleaxe +5 melee (1d8+1/x3); Full Atk masterwork rapier +5 melee (1d6+1/18-20/x2), or masterwork battleaxe +5 melee (1d8+1/x3); AL NG; SV Fort +4, Ref +3, Will +4; Str 12, Dex 14, Con 16, Int 14, Wis 11, Cha 17. Height 5 ft. 8 in.
Skills and Feats: Bluff +3, Diplomacy +5, Handle Animal +9, Intimidate +1, Knowledge (Selgaunt history) +7, Knowledge (Selgaunt local) +8, Knowledge (Selgaunt nobility and royalty) +8, Knowledge (Sembia history) +7, Knowledge (Sembia local) +7, Listen +3, Ride +8, Sense Motive +3, Speak Language (Chondathan, Common, Damaran, Turmic), Search +4, Spot +3, Education, Leadership (9), Mercantile Background.
Possessions: Mithral Shirt (10lb), Masterwork Rapier (2lb), Masterwork Battleaxe (6lb), Ring of Protection +2, Brooch of Shielding, Noble’s Outfit ([Gold and green double-doublet with burgundy trim, royal purple leggings; House Uskevren emblem is prominently displayed on sinister] 10lb), 300 gp.
Encumbrance: 28 lb (Light load up to 43lb). Armour check penalty = 0.
Garnet Hardeon

09-02-03, 05:30 AM
The Scions of House Uskevren
Thazienne "Tazi" Uskevren
Female Human Aristocrat 2/Fighter 1/Rogue 5: CR 8; Medium Humanoid (Human); HD 2d8+2 plus 1d10+1 plus 5d6+5; 23 hp; Init +4; Speed 30 ft.; AC 19 (+4 Dex, +5 Armor) 15 ff, 14 touch; Base Atk +5; Grp +6; Atk +1 longsword +8 melee (1d8+1/19-20/x2), or masterwork dagger +7 melee (1d4/19-20/x2), or masterwork longbow +10 ranged (1d8/x3); Full Atk +1 longsword +8 melee (1d8+1/19-20/x2), or masterwork dagger +7 melee (1d4/19-20/x2), or masterwork longbow +10 ranged (1d8/x3); SA Sneak attack +3d6; SQ Evasion, trapfinding, trap sense +1, uncanny dodge; AL CG; SV Fort +4, Ref +8, Will +4; Str 12, Dex 18, Con 13, Int 17, Wis 12, Cha 16. Height 5 ft. 4 in.
Skills and Feats: Bluff +8, Climb +7, Diplomacy +2, Disable Device +6, Disguise +9, Escape Artist +4, Gather Information +6, Hide +9, Jump +7, Knowledge (Selgaunt history) +7, Knowledge (Selgaunt local) +8, Knowledge (Selgaunt nobility and royalty) +8, Knowledge (Sembia history) +7, Knowledge (Sembia local) +7, Listen +5, Move Silently +9, Open Lock +9, Sense Motive +5, Sleight of Hand +6, Speak Language (Chondathan, Common, Damaran, Thieves’ Cant, Turmic), Search +8, Spot +5, Tumble +5, Use Rope +7; Deft Hands, Education, Investigator, Street Smart, Weapon Focus (longsword).
Possessions: Masterwork Studded Leather Armor (15 lb), +1 Longsword (4 lb), Masterwork Dagger (1 lb), Ring of Protection +2, Bag of Holding {[Type 1]; Masterwork Longbow (3 lb), 20 MW arrows (3 lb), Masterwork Dagger (1 lb), Masterwork Thieves’ Tools (2 lb), Disguise Kit (8 lb), Grappling Hook (4 lb), Chalk, Flint and Steel, Royal Outfit (15 lb), Peasant’s Outfit (2 lb), Hempen Rope (10 lb), Silk Rope (5 lb), Sack (0.5 lb), Sealing Wax (1 lb), Magnifying Glass.} (15 lb), Brooch of Shielding, Glove of Storing, Belt Pouch (0.5 lb), House Uskevren Signet Ring, 300 gp.
Garnet Hardeon

09-02-03, 05:33 AM
The Simbul

human female (Chosen of Mystra)
Sorcerer 33/Archmage 3
Alignment: Chaotic Neutral
Challenge Rating: 44
(character level 36, +5 Chosen of Mystra template, +3 Unique abilities)

Abilities STR 14, DEX 24 (18 base, +6 Boots), CON 26, INT 18, WIS 15, CHA 44 (32 base, +12 Epic Amulet of Charisma)

Attack: +23/+18 Silvered Dagger +5, or +22/+17 (ranged touch/spell)
Initiative: +11
Hitpoints: 386
Armor Class: 32 (touch 22, flat footed 25)
Saving Throws:
Base: Fort +27, Ref +26, Will +27
Vs. (Su): Fort +32, Ref +31, Will +32
Vs. Spells: Fort +40, Ref +39, Will + 40

Skills: Bluff +26, Craft (gemcutting) +20, Concentration +47, Diplomacy +22, Heal +10, Intimidate +23, Knowledge: Aglarond history +15, Knowledge: Aglarond local +20, Knowledge: Arcana +43, Rashemen history +15, Knowledge: Religion +10, Knowledge: The Planes +25, Perform +21, Search +15, Spellcraft +46*, Spot +10, Swim +5

* spellcraft checks for creating and casting Epic Spells, her total skill modifier is +59, using her charisma modifier as the key ability via the Variant Spellcraft key ability optional rule in the Epic Level handbook

Feats: Spellcasting Prodigy, Attune Gem, Improved Initiative, Skill Focus: Spellcraft, Spell Focus: Evocation, Spell Focus: Transmutation, Maximize Spell, Delay Spell, Explosive Spell, Eschew Materials, Epic Spellcasting, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Enhance Spell, Improved Metamagic I, Improved Metamagic II, Spell Knowledge, Spell Stowaway (Timestop).
Leadership* (54), Epic Reputation*

* = Virtual feats gained from her experience as the Queen of Aglarond, and for her infamous reputation.

Spells: 6/11/11/10/10/9/9/9/8/9/5/4

Typical Spells Known:
0th- Arcane Mark, Detect Magic, Dancing Lights, Flare, Light, Mage hand, Open/Close, Read Magic, 1st- Magic Missile, Burning Hands, Comprehend Languages, Identify, Featherfall, 2nd- Shatter, Web, Daylight, Detect Thoughts, Cat’s Grace, 3rd- Fireball, Sleet Storm, Fly, Dispel Magic, 4th- Ice Storm, Charm Monster, Fireshield, Greater Invisibility, 5th- Telekinesis, Teleport, Feeblemind, Wall of Force, 6th- Greater Dispelling, Chain Lightning, Disintegrate, 7th- Limited Wish, Delayed Blast Fireball, The Simbul’s Spell Sequencer, The Simbul’s Synostodweomer, 8th- Mass Charm Monster, Polymorph Any Object, Sunburst 9th- Time Stop, Meteor Swarm, The Simbul’s Spell Trigger, Wish

note: the Simbul can remove a spell from her known spells repertoire and replace it with a new one of the same spell level via use of the Wish spell and through the Enhanced Arcane Knowledge ability from the Chosen of Mystra template.

Epic Spells per day: 3
Epic Spells Known: Alassra’s Enchantment Absorption, Alassra’s Enchantment Augmentation, Alassra’s Tower Topple, Diamondskin, Dweomerbanish, Gaze of Destruction, The Simbul’s Spell Mantle, Sphere of Chaos, Weavefire, Worldwalk.

Caster Level: 36, effective caster level: 42
DC 28+ spell level, 29+ spell level for Evocation and Transmutation spells.

(The Simbul has an effective Charisma score of 46 for determining bonus spells and spell save DC’s, via +2 from the Spellcasting Prodigy feat. She receives a +5 bonus to her effective caster level from the Mastery of the Weave ability of the Chosen of Mystra Template, and +1 to her effective caster level from the Archmage ability Spellpower)


Archmage High Arcana abilities:
Mastery of Elements
Mastery of Shaping
Spellpower +1

Unique Abilities: The Simbul has gained a number of unique abilities through the use of Wish spells, and through extensive magical experimentation upon herself:

Enhanced Charisma (Ex): Through the use of Wish spells, the Simbul’s Charisma score has a +5 Inherent Bonus.

Supernatural Abilities (Su): The Simbul enjoys the constant benefits of the following magical effects: detect magic, see invisibility, protection from evil, and protection from spells. She is also protected as if constantly wearing a ring of protection +5, a ring of resistance +5, and a greater amulet of proof against detection and location. All of the above effects function as a supernatural ability at her current effective caster level. She retains all of the aforementioned supernatural protections even when she Shapechanges into a form that has innate supernatural abilities (see below).

Innate Shapechange (Su): Due to magical experimentation on herself, the Simbul has the ability to Shapechange at will. She may transform herself into any creature of 50 HD or less, however unlike the spell she is also able to take the form of nonmagical inanimate objects, and unlike the spell she retains the use of all of her Supernatural and Extraordinary abilities while gaining those of her new form. The Simbul may assume a new form each round as a free action.

Form of Energy (Ex): Through extensive magical experimentation on herself, The Simbul has altered her life force to a degree to grant her the ability to transform into a Chain Lightning effect similar to the spell. The damage, targets, range, area of effect, and the saving throw DC are all calculated as if she had cast the spell, although Spell Resistance does not apply. When the final bolt strikes it’s target, The Simbul’s physical form transforms into a fiery glowing blue meteor streak with the following additional statistics:

Size: Small; +1 AC, +1 Attack, 5 ft reach, 5ft x 5ft face.
Speed: Flight (90)
AC: same as character, but receives a +5 Dodge bonus.
Attacks: None, but deals 4d4 electrical electrical damage to all creatures that come into contact with her.
Immunties: While in meteor form, The Simbul is immune to critical hits, poison, sleep, paralysis, stunning, subdual damage, necromantic effects, and sneak attacks. She is also immune to all damage from magical and supernatural Energy, Burst, and Force effects. The Simbul still retains all supernatural and extraordinary abilities and traits that she normally has while in her mundane form.
Vulnerabilities: While in meteor form, The Simbul takes double damage from all metallic weapons. She cannot cast any spells that require verbal, somatic, or material components in this form unless metamagic is employed. Once she transforms, The Simbul cannot re-form 1d4+2 hours, and she is prone and vulnerable during the 10 minutes it requires for her to coalesce her body into her natural state. This is an extraordinary ability, thus it cannot be impeded or suppressed by effects or areas that block magical and supernatural abilities; such as an Antimagic Fields or Dead-magic areas, Nor can such areas halt The Simbul’s passage while in lightning or meteor form. This ability is rarely employed and most often used as a last-ditch defensive maneuver.

Chosen of Mystra abilities:

Enhanced Constitution: the Chosen of Mystra template adds +10 to The Simbul’s Constitution score.

Chosen Spell-like Abilities (Sp): 1/day – Featherfall, Web, Fly, Dimension Door, Hold Monster, Antimagic Field, The Simbul’s Synostodweomer, Mind Blank, Meteor Swarm. Caster level 42nd; save DC 28 + spell level.

Chosen Spell Immunities (Ex): The Simbul is immune to spells and attacks that duplicate these effects: Magic Missle, Blindness/Deafness, Fireball, Ice Storm, Feeblemind, Disintegrate, Finger of Death, Maze, Meteor Swarm.

Immortality (Ex): The Simbul does not age, is immune to all aging effects, and cannot be aged by any magical, supernatural, or extraordinary means. She is immune to all forms of Disease, Poison, and Disintegration, and all effects that duplicate those conditions.

Mastery of the Weave (Ex): The Simbul receives a +5 bonus to all saving throws against spells, spell like effects, and supernatural abilities. She also receives a +5 bonus to her effective caster level by for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only. These bonuses stack with any other similar bonuses The Simbul may already possess.

Enhanced Arcane Knowledge (Ex): The Simbul recieves a +10 insight bonus to all Spellcraft and Knowledge: Arcana checks used to identify a spell being cast through the Weave, or any arcane writing she may come across. The Simbul may choose to remove a known spell from her Sorcerer repertoire and replace it with a new one once per tenday. The new spell must be of the same spell level as the one which was removed and must be a spell on the Sorcerer/Wizard spell list. Removing a known spell in this fashion does not prevent The Simbul from relearning the same spell in the future.

Exceptional Vitality (Su): The Simbul does not need to sleep, although she must rest normally to regain spells. The Simbul is immune to Sleep and Fatigue effects, and she may go without food or water for up to seven days at a time. The Simbul regenerates 1 point of damage per level every hour, and subdual damage heals at a rate of 1 point per level every 5 minutes. If she loses a limb, an organ, or any other body part, then it regenerates in the same fashion of a Regeneration spell.

Weavesight (Su): The Simbul can detect magic at will, up to a range of 90 feet or her line of sight, whichever is greater.

Name and Song Attunement (Su): Whenever The Simbul’s name, titles, nicknames, or her Truename is spoken, she hears it and the next nine words that person speaks. In addition she can also hear the Rune of the Chosen whenever it is spoken, and the next nine words the being that recited the rhyme speaks.

Silver Fire (Su):
At will- the Simbul can be protected as if under the effects of a Ring of Warmth, a Ring of Mind Shielding, or a Necklace of Adaptation. The Simbul may also purge herself of all external magical and supernatural compulsions or mind affecting effects as if a Greater Dispelling had been cast upon her. This use of the Silverfire counts as a free action, however only one of the above effects can be in use at any one time.

Once per round- The Simbul may channel the inherent energy of her spells or spell-like abilities, manifesting it into a bolt of Silverfire. The bolt is a ranged touch attack with a range of 120 feet that deals 1d12 points of damage (no save) per level of the spell channeled to create the effect. This use of the Silverfire counts as a standard action.

Once per Hour- the Chosen of Mystra can unleash the Silverfire in a 5ft wide/70 ft long beam that deals 12d12 damage to all creatures and objects caught in the path. As a supernatural ability the Silverfire is not subject to spell resistance, and creatures in the path of the beam do not receive a saving throw. The beam burns through barriers and physical obstructions in the same fashion as a lightning bolt spell. Alternately this use of the Silverfire may instead be unleashed in a cloud-like emanation 5ft wide at the base, 70 ft long, and 70 ft wide at the end; this effect deals no damage but it permanently banishes all Dead Magic areas that it comes into contact with, and dispels all Antimagic Fields and similar magical and supernatural effects as if a Greater Dispelling had been cast upon them (even if the specified effects are not normally subject to Greater Dispelling).

Once per Day- the Simbul may call upon the Silverfire to duplicate the effects of a Greater Teleport, to transport her to any location in which she previously had used the Silverfire in any of it’s forms.


All above effects of the Silverfire function as if cast by a 42nd level Sorcerer.

Equipment:
A partial list of items The Simbul is known to possess, or have immediate access to would include:
-Bracers of Armor +10
-Silver Dagger +5
-Amulet of Charisma +12
-Boots of Dexterity +6
-Staff of Passage
-Girdle of Many Pouches
-Chaos Diamond
-4 Potions of Cure Serious Wounds (10th)
-Ring of Major Spell Storing
-Ring of Shooting Stars
-Ring of Spell Battle*
-Ring of Lesser Ironguard*
-Ring of Evasion*
-Ring of Spell Turning*
-Greater Rod of Excellent Magic
-Rod of the Epic Spellcaster
-Rod of Absorption
-Rod of Cancellation
-Crystal ball (with telepathy)
-3 Attuned Gem: Heal( 12th level)
-2 Attuned Gem: Alamanther’s Return (18th level)
-10 Attuned Gem: Explosive Maximized Fireball (20th, secured in her hair, all contingent to go off simultaneously off if she is grappled/held/pinned)
-Orb of Storms,
-Scroll of Elminster’s Evasion (29th level),
-10 The Simbul’s Spell Gems**

* =though they are crafted and worn as Rings, they are effectively slotless items, with their creation costs augmented so they can be worn as such.

**Magical Sapphires which can be substituted for the Focus item of The Simbul’s Spell Trigger or The Simbul’s Spell Sequencer or The Simbul’s Spell Matrix spells. If they are used as the focus item for these spells, then the spells duration is extended to 1day per caster level and they resist dispelling as if they were under the effects of the Tenacious Magic Epic Metamagic feat.

The Simbul has access to numerous other magic items in her Palace in Velprintalar, in many hidden caches across Toril, and even within her own spellwoven demiplane. Furthermore, as a sorceress of incredible power and the ruler of a small nation, The Simbul can easily acquire or make any non-artifact item she might need, given time
Garnet Hardeon

09-17-03, 04:39 AM
DRIZZT DO’URDEN
Medium Humanoid (Drow, Elf)
Barbarian 3/Duelist 3/Fighter 12/Ranger 5

Hit Dice: 3d12 (Barbarian) + 3d10 (Duelist) + 12d10 (Fighter) + 5d8 (Ranger) + 46 (159 hp)
Initiative: +11 (+5 Dexterity, +4 Improved Initiative, +2 Improved Reaction)
Speed: 50 ft.
AC: 23 (+5 Dexterity, +8 armor), touch 15, flat-footed 23
Base Attack/Grapple: +22/+24
Attack: Twinkle (+5 arvandorian starlight defending keen scimitar) +33 melee (1d6+9 15-20/x2) and Icingdeath (+4 solanian truesteel [outsider] fire bane icy burst scimitar) +33 melee (1d6+9 plus +2 enchantment bonus against fire outsiders plus +2d6 against fire outsiders plus +1d6 cold 18-20/x2 plus +1d10 cold)
Full Attack: Twinkle (+5 arvandorian starlight defending keen scimitar) +33/+28/+23/+18 melee (1d6+9 15-20/x2) and Icingdeath (+4 solanian truesteel [outsider] fire bane icy burst scimitar) +33/+28/+23/+18 melee (1d6+9 plus +2 enchantment bonus against fire outsiders plus +2d6 against fire outsiders plus +1d6 cold 18-20/x2 plus +1d10 cold)
Space/Reach: 5 ft./5 ft.
Special Qualities: Drow traits, animal companion, canny defense, combat style (two-weapon combat), endurance, enhanced mobility, fast movement, favored enemy humanoid (orcs) +4, favored enemy magical beasts +2, improved reaction +2, rage 1/day, track, trap sense +1, uncanny dodge, wild empathy
Saves: Fort +18, Ref +17, Will +10
Abilities: Str 14, Dex 20, Con 15, Int 17, Wis 17, Cha 14
Skills: Climb +10, Handle Animal +15, Hide +15, Jump +10, Knowledge (Menzoberranzan history) +6, Knowledge (Menzoberranzan local) +6, Knowledge (Menzoberranzan nobility and royalty) +6, Knowledge (nature) +15, Knowledge (the North local) +10, Knowledge (the Underdark local) +9, Listen +15, Move Silently +15, Ride (horse) +9, Search +15, Speak Language (Chondathan, Common, Deep Drow (Undercommon), Drow Sign, Goblin), Spot +15, Survival +15 (+15 above ground, +13 on the planes, +17 while tracking), Tumble +15, Use Rope +9
Feats: Ambidexterity, Animal Affinity, Blind-Fight, Combat Reflexes, Dodge, Endurance (B), Greater Weapon Focus (scimitar), Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Quick Draw, Track (B), Two-Weapon Fighting (B), Weapon Focus (scimitar), Weapon Specialization (scimitar)
Epic Feats: Epic Weapon Focus (scimitar), Perfect Two-Weapon Fighting, Two-Weapon Rend
Climate/Terrain: Any land and underground (The North, Faerun; wanders)
Organization: Unique (Solitary) or Fellowship (Drizzt Do’Urden, Bruenor Battlehammer, Wulfgar, Catt-Brie, Regis, Guenhwyvar)
Challenge Rating: 23
Treasure: +4 Mithral Chain Shirt, Twinkle, Icingdeath, Guenhwyvar (Figurine of Wondrous Power: Onyx Panther), Bracers of Blinding Speed
Alignment: Chaotic Good

Before you stands a silent figure, cowled and cloaked. A perfect oval of darkness eclipses the face, rendering all precognition of race and gender inconclusive. Slight, small and unassuming, the creature seems to pose no threat. However, appearances can be deceiving and misleading. The full weight of the creature does not seem to be balanced. Or rather, it seems to be balanced too well. Long and slender fingers, enclosed in black velvet gloves, entwine around the hilts of twin scimitars. It makes its way towards you.

Combat

Ranger Spells per Day: 1; base DC = 13 + spell level.

GUENHWYVAR
Large Magical Beast (Extraplanar, Fey)

Hit Dice: 12d8+60 (78 hp)
Initiative: +5 (+5 Dexterity)
Speed: 40 ft., climb 40 ft.
AC: 17 (+5 Dexterity, +2 natural), touch 15, flat-footed 12
Base Attack/Grapple: +12/+18
Attack: Claw +18 melee (1d8+6)
Full Attack: 2 Claws +18 melee (1d8+6) and bite +16 melee (2d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d8+3
Special Qualities: Blindsense, damage reduction 10/magic, darkvision, low-light vision, fast healing 2, regeneration, scent
Saves: Fort +13, Ref +16, Will +11
Abilities: Str 23, Dex 20, Con 15, Int 6, Wis 12, Cha 6
Skills: Balance +12, Climb +13, Hide +15, Jump +13, Listen +13, Move Silently +15, Spot +13
Feats: Alertness, Blind-Fight, Combat Reflexes, Multiattack, Natural Attack (claw)
Climate/Terrain: Any land and underground (The North, Faerun; wanders; Astral Plane)
Organization: Fellowship (Drizzt Do’Urden, Bruenor Battlehammer, Wulfgar, Catt-Brie, Regis, Guenhwyvar)
Challenge Rating: 12
Treasure: None
Alignment: Neutral Good
Garnet Hardeon

09-17-03, 04:44 AM
FELIS

Demon Lord (Augmented Sun Elf)
Medium Outsider (Chaotic, Evil, Extraplanar)
Cat Lord 6/Nomad 12/Psychic Warrior 2/Ranger 5/Rogue 10/Void Incarnate 10
Symbol: A coppery-red fiendish dire peregrine falcon preparing to dive on a royal purple field

Hit Dice: 6d8 (Cat Lord) + 5d (Ranger) + 12d4 (Nomad) + 2d8 (Psychic Warrior) + 10d6 (Rogue) + 10d6 (Void Incarnate) + 225 (497 hp)
Initiative: +19 (+11 Dexterity, +8 Superior Initiative)
Speed: 245 ft., fly 490 ft. (average), swim 235 ft.
AC: 37 (+11 Dexterity, +10 armor, +6 profane), touch 26, flat-footed 37
Base Attack/Grapple: +30/+38
Attack: Foremost Discretion (+6 coup de grace psychokinetic burst unholy scimitar) +48 melee (1d6+14 plus +2d6 unholy 18-20/x2 plus +1d10) and Slow Ridicule (+6 anarchic charged wounding scimitar) +48 melee (1d6+14 plus +2d6 anarchic plus +1d4 plus 1 con 18-20/x2)
Full Attack: Foremost Discretion (+6 coup de grace psychokinetic burst unholy scimitar) +48/+43/+38/+33 melee (1d6+14 plus +2d6 unholy 18-20/x2 plus +1d10) and Slow Ridicule (+6 anarchic charged wounding scimitar) +48/+43/+38/+33 melee (1d6+14 plus +2d6 anarchic plus +1d4 plus 1 con 18-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Channel Speed, psionic combat modes (ego whip, id insinuation, mind blast, mind thrust, psychic crush; empty mind, intellect fortress, mental barrier, thought shield, tower of iron will), null strike 1/day, powers, sneak attack +5d6, spell-like abilities, Summon Demons
Special Qualities: Demon Lord Qualities, animal bond, animal companion, animal sense, blank aura, blank mind, combat style (two-weapon combat), damage reduction 20/holy and adamantine, empty presence, endurance, evasion, fast healing 10, favored enemy outsiders (evil) +4, favored enemy magical beasts +2, improved evasion, improved mettle of fortitude, improved mettle of will, improved uncanny dodge, mettle of fortitude, mettle of will, Ravaged Forms, slippery mind, SR , summon animal, The Need for Speed, totem, track, trapfinding, trap sense +3, uncanny dodge, void presence, wild empathy
Saves: Fort +31, Ref +39, Will +20
Abilities: Str 27, Dex 33, Con 20, Int 29, Wis 13, Cha 23
Skills: Appraise +22, Autohypnosis +35, Balance +35, Bluff +38, Climb +35, Concentration +29, Decipher Script +15, Disable Device +19, Escape Artist +29, Gather Information +19, Hide +58, Intimidate +27, Jump +35, Knowledge (arcana) +41, Knowledge (nature) +10, Knowledge (psionics) +42, Knowledge (the planes) +31, Listen +41, Move Silently +58, Open Locks +19, Search +41, Spellcraft +55, Spot +41, Stabilize Self +39, Survival +10 (+12 while on another plane; +12 while tracking), Tumble +41, Use Psionic Device +42
Feats: Blind-Fight (B), Combat Reflexes (B), Dodge (B), Endurance (B), Greater Weapon Focus (scimitar), Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Inertial Armor, Lightning Reflexes, Psionic Dodge, Speed of Thought x3, Track (B), Two-Weapon Fighting (B), Vile Natural Strike (B), Weapon Focus (scimitar)
Epic Feats: Dextrous Fortitude, Dire Charge, Epic Weapon Focus (scimitar), Perfect Two-Weapon Fighting, Superior Initiative (B), Two-Weapon Rend
Climate/Terrain: Any land and underground (The skies of the Infinite Layers of the Abyss)
Organization: Unique (Solitary), or Troupe (1 ?6 Succubi and 1 ?2 Balors)
Challenge Rating: ??
Treasure: Triple Standard
Alignment: Chaotic Evil

Before you stands a creature of stunning, almost painful beauty. Two pairs of tremendous white-feathered wings unfurl from its back. His face is a mask of hatred, devoid of any love or happiness. His large slanted burning red eyes are rimmed with flickering flame, and filled with madness. A perpetual smirk lingers on his face, proving beyond doubt his insanity. He sneers as he makes his way towards you.

Combat

Felis despises physical altercations, finding them to be beneath his person. However, cruelty and necessity are not one and the same. Felis would habitually observe a potential victim in the air. If he spots a likely “test subject,?he immediately casts amplified invisibility, true strike, bull’s strength, and haste on his person. He then descends rapidly and Dire Charges the victim. A red stain on the ground is all that is left of the victim.

Channel Speed (Su): Felis has the ability to unleash any residual remnants of his speed as an explosion of corrupt, destructive Abyssal energy in a form of wave that extends from his person. Felis may use his Channel Speed 7/day, dealing 9d6 points of fire damage and 9d6 points of sonic damage. Felis?Channel Speed explodes in a radius of 43 feet; victims caught in the wave may attempt a Reflex save DC 38 for half damage.

The Need for Speed (Ex): Few minds in Creation are able to fathom the realities of the sorts of speeds that Felis finds absolutely normal. Flesh twists and disintegrates, and even the fabric of reality itself is torn open at such insane speeds. This dreadful power of Felis?manifests any time he enters supersonic speeds (only as part of a haste effect). Victims who look on must succeed in a Will save DC 38. Those who succumb become stunned as the sheer impossibility of such a feat takes precedence above all else. Distracted, the victim suffers a -3 penalty to her base attack bonus, Concentration checks, initiative, Reflex saves, and becomes immobilised unless a remove curse is cast by a 31st level cleric or Deity. The victim must then immediately succeed in a Reflex save DC 38 or become bludgeoned as the resonating sonic and heat waves pummel the victim senseless. Those who fail suffer 9d6 points of sonic damage and 9d6 points of fire damage respectively. Due to the constant blurring of reality induced by this vile power, Felis is under constant effects of a displacement spell.

Demon Lord Qualities:

?Immunity to poison and electricity.
?Cold resistance 10, fire resistance 10, and acid resistance 10.
?Communicate telepathically with any creature within 100 feet that has a language.
?Constantly detects good as a 21st level Sorcerer.
?Constantly detects magic as a 21st level Sorcerer.
?The might of a Demon Lord is such that it gains a degree of might unknown to mortals and lesser Demons. A Demon Lord gains immunity to polymorphing, petrification, or any other attack that alters its form.

Ravaged Form ?Cheetah Legs: Although it is impossible to tell from a causal perusal, Felis?legs are corded with muscle, giving him a +10 increase to base speed.

Ravaged Form ?Balor Eyes: Felis possesses the eyes of a Balor, granting him permanent true sight and a +8 bonus on spot checks.

Ravaged Form ?Slender Build: Although Felis possesses a slender build he is not emaciated. He gains a +2 increase to Dexterity.

Ravaged Form ?Wings: Felis possesses beautiful glossy white-feathered wings, giving him a base speed of 60 ft.

Summon Demons (Sp): As a standard action, Felix may summon lesser Demons totalling up to 30 HD once a day. However, Felis finds the physical presence of most Tanar’ri repugnant, so he rarely attempts to summon unless he summons Succubi.

Ranger Spells per Day: 0; base DC = 10 + spell level.

Power Points per Day: 77

Psionic Powers per Day: 11/7/6/5/5/4/2; base DC = 21 + spell level. 0 ?bolt, burst, catfall, detect psionics, distract, far punch, finger of fire, float, lesser natural armor, my light, verve; 1st ?astral construct I, combat precognition, expanded vision, firefall, lesser concussion, lesser metaphysical weapon, stomp; 2nd ?combat prescience, concussion, control air, inflict pain, recall pain, see invisibility; 3rd ?dimension slide, greater concussion, metaphysical weapon, time hop, ubiquitous vision; 4th ?amplified invisibility, dimensional anchor, dismissal, mass concussion, wall of ectoplasm; 5th ?astral construct V, brilliant blast, mind probe, recall agony; 6th ?breath of the dragon, disintegrate.

Spell-Like Abilities: At will ?antimagic field, baleful polymorph, blasphemy, blink, bull’s strength, circle of death, cloudkill, crushing despair, detect law, dimension door, flesh to stone, greater dispel magic, greater teleport, guards and wards, globe of invulnerability, haste, hold monster, hold portal, keen edge, repulsion, true strike, unhallow, unholy aura, unholy blight, wall of force, waves of fatigue. 6/day ?destruction, finger of death, mage’s disjunction, maze, mind blank, power word kill, prismatic sphere, prismatic wall, symbol of death, temporal stasis, time stop, wail of the banshee. 3/day ?implosion. 1/day ?energy drain, forcecage, greater shout, horrid wilting, imprisonment, reverse gravity, weird. 1/week crushing fist of spite, ruin. 45th level caster; base DC = 16 + spell level.
Garnet Hardeon

10-09-03, 01:28 AM
CORELLON LARETHIAN
Creator of the Elves, the Protector, First of the Seldarine, Protector and Preserver of Life, Ruler of All Elves, Coronal of Arvandor
Greater Deity
Symbol: A silver crescent moon
Home Plane: Arvandor, the Olympian Glades of Arborea
Alignment: Chaotic Good
Portfolio: Elves, Magic, Arts and Crafts, Music, War, Poets, Poetry, Bards, Warriors
Worshipers: Elves, half-elves, bards, bladesingers, musicians, poets, wizards, warriors
Cleric Alignments: Any good
Domains: Chaos, Elf, Good, Magic, Protection, War
Favored Weapon: “Sahandrian” (longsword)

Archmage 5/Bladesinger 10/Cleric 10/Duelist 10/Fighter 20/Wizard 25
Medium Outsider (Chaotic, Extraplanar, Good)
Divine rank: 19

Hit Dice: 5d4 (Archmage) + 10d8 (Bladesinger) +10d8 (Cleric) + 10d10 (Duelist) + 20d10 (Fighter) + 25d4 (Wizard) + 1040 (1620 hp)
Initiative: +32, always first (+20 Dexterity, +8 Superior Initiative, +4 Improved Reaction, Supreme Initiative)
Speed: 60 ft.
AC: 128 (+20 Dexterity, +19 divine, +44 natural, +19 deflection, +16 canny defense), touch 83, flat-footed 107
Base Attack/Grapple: +45/+64
Attack: Sahandrian (+20 anarchic power holy power keen speed longsword) +112/+112 melee (1d8+66 plus +3d6 anarchic and 1 negative level [Fort DC 42] plus +3d6 holy and 1 negative level [Fort DC 42] plus +2d6 precise strike plus [Fort DC 88] or death 15-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 42] plus +6d6 holy and 2 negative levels [Fort DC 42] plus [Fort DC 88] or death plus +1d6), or Kalwynrian (+20 anarchic power distant shot holy speed unerring accuracy mighty composite longbow) +106/+106 ranged (1d8+39 plus +3d6 anarchic and 1 negative level [Fort DC 42] plus +2d6 holy/x3 plus +9d6 and 3 negative levels [Fort DC 42]), or spell +83 melee touch or +84 ranged touch *Always does maximum damage (longsword 74 points; longbow 47 points)
Full Attack: Sahandrian (+20 anarchic power holy power keen speed longsword) +112/+112/+107/+102/+97 melee (1d8+66 plus +3d6 anarchic and 1 negative level [Fort DC 42] plus +3d6 holy and 1 negative level [Fort DC 42] plus +2d6 precise strike plus [Fort DC 88] or death 15-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 42] plus +6d6 holy and 2 negative levels [Fort DC 42] plus [Fort DC 88] or death plus +1d6), or Kalwynrian (+20 anarchic power distant shot holy speed unerring accuracy mighty composite longbow) +106/+106/+101/+96/+91 ranged (1d8+39 plus +3d6 anarchic and 1 negative level [Fort DC 42] plus +2d6 holy/x3 plus +9d6 and 3 negative levels [Fort DC 42]), or spell +83 melee touch or +84 ranged touch *Always does maximum damage (longsword 74 points; longbow 47 points)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acrobatic charge, deflect arrows, domain powers, elaborate parry, precise strike +2d6, salient divine abilities, spell-like abilities, turn undead 24/day
Special Qualities: Elf traits, arcane reach, bladesong, canny defense, countersong, damage reduction 30/epic and evil and adamantine, divine aura (19 miles, DC 63), divine immunities, enhanced mobility, familiar (cats), godly realm, grace, greater spellsong, greater teleport at will, improved reaction +4, lesser spellsong, mastery of counterspelling, mastery of elements, mastery of shaping, plane shift at will, remote communication 19 miles, song of celerity, song of freedom, song of fury, spell mastery, spell power +1, SR 81, suggestion, understand, speak, and read all languages and speak directly to all being within 19 miles
Saves: Fort +68, Ref +81, Will +74
Abilities: Str 49, Dex 50, Con 36, Int 42, Wis 36, Cha 48
Skills: Appraise +65 (+69 for alchemy, +73 for bows, +73 for weapons, +73 for woodworking), Balance +89, Bluff +79, Climb +51, Concentration +119, Craft (alchemy) +70, Craft (bowmaking) +95, Craft (weaponsmithing) +95, Craft (woodworking) +95, Diplomacy +84, Disguise +84, Escape Artist +84, Hide +97, Intimidate +46, Jump +71, Knowledge (arcana) +115, Knowledge (religion) +106, Listen +106, Move Silently +102, Perform +89, Search +106, Sense Motive +106, Spellcraft +118, Spot +106, Survival +57, Swim +51, Tumble +104, Use Rope +66
Feats: Acrobatic (B), Agile (B), Alertness (B), Ambidexterity, Blind-Fight (B), Cleave, Combat Expertise (B), Combat Reflexes (B), Craft Wand, Craft Wondrous Item, Deflect Arrows (B), Dodge (B), Empower Spell, Enlarge Spell, Eschew Materials, Forge Ring, Great Cleave (B), Greater Spell Penetration (B), Greater Weapon Focus (longsword) (B), Greater Weapon Specialization (longsword), Heighten Spell, Improved Feint, Improved Initiative, Magical Aptitude (B), Maximize Spell, Mobility, Point Blank Shot (B), Power Attack, Quick Draw (B), Scribe Scroll (B), Spell Penetration, Spellcasting Prodigy (B), Spring Attack, Still Spell
Epic Feats: Armed Deflection (B), Automatic Still Spell, Devastating Critical (longsword), Dire Charge, Enhance Spell, Epic Reflexes, Epic Spellcasting (B), Epic Weapon Focus (longsword) (B), Epic Weapon Specialization (longsword), Ignore Material Components, Improved Combat Reflexes (B), Improved Metamagic, Improved Whirlwind Attack (B), Intensify Spell (B), Multispell (B), Overwhelming Critical (longsword), Spellcasting Harrier, Tenacious Magic

Combat

Salient Divine Abilities: Annihilating Strike (Fort DC 39 + damage dealt), Arcane Mastery, Area Divine Shield, Automatic Metamagic (quicken wizard spells), Battlesense, Control Creatures (up to 19 elves/day, Will DC 48), Craft Artifact, Create Greater Object, Create Object, Divine Blast (22/day, up to 19 miles, 38d12 points of damage), Divine Celerity, Divine Creation, Divine Shield (16/day, stops 190 points of damage), Divine Spellcasting, Divine Weapon Focus (longsword), Divine Weapon Mastery, Divine Weapon Specialization (longsword), Extra Domain (Chaos), Extra Energy Immunity (fire), Gift of Life, Longsword Finesse, Spontaneous Wizard Spells, Supreme Initiative, Wave of Chaos (190 ft. radius, Will DC 48)

Domain Powers: Cast chaotic spells at +1 caster level; cast good spells at +1 caster level; 19/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour)

Spell-Like Abilities: Corellon uses these abilities as a 58th-level caster, expect for chaos spells and good spells, which he uses as a 59th-level caster. The save DCs are 67 + spell level. Aid, animate objects, antimagic field, antipathy, blade barrier, cat’s grace, chaos hammer, cloak of chaos, commune with nature, dispel evil, dispel law, dispel magic, divine power, find the path, flame strike, holy aura, holy smite, holy word, identify, imbue with spell ability, liveoak, mage’s disjunction, magic aura, magic circle against evil, magic circle against law, magic vestment, magic weapon, mind blank, power word blind, power word kill, power word stun, prismatic sphere, protection from elements, protection from evil, protection from law, protection from spells, repulsion, sanctuary, shatter, shield other, snare, spell immunity, spell resistance, spell turning, spiritual weapon, summon monster IX (as chaos or good spell only), sunburst, tree stride, true strike, word of chaos.

Bladesinger Spells per Day: 0/9/8/7/7; base DC = 44 + spell level.

Cleric Spells per Day: 6/9/8/7/7/6; base DC = 23 + spell level.

Wizards Spells per Day (Levels 0-16): 4/9/8/8/8/8/7/7/7/7/4/4/4/3/3/2/2; base DC = 44 + spell level.

Cleric Epic Spells per Day: 10

Wizard Epic Spells per Day: 11

Other Divine Powers

As a greater deity, Corellon automatically receives the best possible result on any die roll he makes (including attack rolls, damage, rolls, and saves). He is immortal.

Alter Reality: Corellon exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. Corellon can use wish with regard to any action or inaction that promotes Chaotic Good in general, or matters associated with Elves, Magic, Arts and Crafts, Music, War, Poets, Poetry, Bards, and Warriors in particular; he cannot replicate spells in this fashion. Corellon suffers no experience loss and requires a standard action to alter reality in this fashion.

Furthermore, Corellon acquires the following benefits, the total of which he may use in total up to 19 per day and lasts for one round per divine rank:

• Corellon may cast as an 83rd-level Wizard; this boost in power affects every element of spellcasting save increasing the number of spells to which Corellon has access.
Garnet Hardeon

10-09-03, 01:31 AM
* This build makes use of the variant deity rules on www.dicefreaks.com.

EREVAN ILESERE
The Trickster, the Chameleon, the Green Changeling, the Evershifting Shapechanger, the Fey Jester, the Jack of the Seelie Court
Intermediate Deity
Symbol: A nova star with asymmetrical rays
Home Plane: Arvandor, the Olympian Glades of Arborea
Alignment: Chaotic Neutral
Portfolio: Mischief, Change, Rogues
Worshipers: Bards, elves, revelers, rogues, sorcerers, tricksters
Cleric Alignments: CE, CG, CN, N, NE, NG
Domains: Chaos, Elf, Luck, Trickery
Favored Weapon: “Mischief” (scimitar)

Arcane Trickster 10/Rogue 25/Shadowdancer 10/Void Incarnate 10/Wizard 5
Medium Outsider (Chaotic, Extraplanar)
Divine rank: 15
Hit Dice: 10d4 (Arcane Trickster) + 25d6 (Rogue) +10d8 (Shadowdancer) + 10d6 (Void Incarnate) + 5d4 (Wizard) + 660 (1010 hp)
Initiative: +32, always first (+24 Dexterity, +8 Superior Initiative, Supreme Initiative)
Speed: 60 ft.
AC: 102 (+24 Dexterity, +15 divine, +39 natural, +14 deflection), touch 63, flat-footed 102
Base Attack/Grapple: +36/+46
Attack: Mischief (+18 anarchic power icy blast luck blade wounding scimitar) +93 melee (1d6+30 plus +3d6 anarchic and 1 negative level [Fort DC 38] plus +3d6 cold plus 1 Con 18-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 38] plus +6d6 cold plus 1 Con) and Quickstrike (+18 anarchic power lightning blast speed luck blade scimitar) +93/+93 melee (1d6+30 plus +3d6 anarchic and 1 negative level [Fort DC 38] plus +3d6 electricity 18-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 38] plus +6d6 electricity), or spell +61 melee touch or +75 ranged touch
Full Attack: Mischief (+18 anarchic power icy blast luck blade wounding scimitar) +93/+88/+83/+78 melee (1d6+30 plus +3d6 anarchic and 1 negative level [Fort DC 38] plus +3d6 cold plus 1 Con 18-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 38] plus +6d6 cold plus 1 Con) and Quickstrike (+18 anarchic power lightning blast speed luck blade scimitar) +93/+93/+88/+83/+78 melee (1d6+30 plus +3d6 anarchic and 1 negative level [Fort DC 38] plus +3d6 electricity 18-20/x2 plus +6d6 anarchic and 2 negative levels [Fort DC 38] plus +6d6 electricity), or spell +61 melee touch or +75 ranged touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Crippling strike, domain powers, impromptu sneak attack 2/day, null strike, salient divine abilities, sneak attack +21d6, spell-like abilities
Special Qualities: Elf traits, blank aura, blank mind, damage reduction 30/epic and axiomatic and cold iron, darkvision, defensive roll, divine aura (14 miles, DC 49), divine immunities, familiar (cats), fire resistance 20, empty form, evasion, godly realm, greater teleport at will, hide in plain sight, improved evasion, improved mettle of fortitude, improved mettle of will, mettle of fortitude, mettle of will, opportunist, plane shift at will, ranged legerdemain 3/day, remote communication 14 miles, shadow illusion, shadow jump 160 ft., skill mastery, slippery mind, SR 76, summon shadow, trapfinding, trap sense +6, understand, speak, and read all languages and speak directly to all beings within 14 miles, void presence
Saves: Fort +52, Ref +79, Will +53
Abilities: Str 31, Dex 59, Con 33, Int 42, Wis 26, Cha 38
Skills: Appraise +49, Balance +102, Bluff +89, Climb +57, Concentration +88, Decipher Script +76, Diplomacy +65, Disable Device +106, Disguise +118, Escape Artist +106, Forgery +86, Gather Information +68, Hide +115, Jump +57, Knowledge (arcana) +87, Knowledge (religion) +87, Listen +106, Move Silently +115, Open Lock +88, Perform +57, Search +106, Sense Motive +56, Sleight of Hand +124, Spot +106, Tumble +124, Use Magic Device +88, Use Rope +96
Feats: Acrobatic (B), Alertness (B), Ambidexterity, Blind-Fight, Deceitful, Deft Hands (B), Eschew Materials, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Point Blank Shot, Quick Draw, Scribe Scroll (B), Two-Weapon Fighting, Weapon Finesse (scimitar)
Epic Feats: Armor Skin, Dextrous Will, Epic Reflexes (B), Ignore Material Components, Perfect Two-Weapon Fighting, Self Concealment x4, Sneak Attack of Opportunity, Superior Initiative, Two-Weapon Rend

Combat

Salient Divine Abilities: Alter Form, Area Divine Shield, Battlesense, Divine Blast (17/day, up to 15 miles, 29d12 points of damage), Divine Celerity 15 minutes, Divine Dodge (miss chance 105%), Divine Glibness (as mass suggestion cast by a 25th-level sorcerer, up to 25 creatures, Will DC 39), Divine Rogue, Divine Shield (14/day, stops 150 points of damage), Divine Sneak Attack, Footsore (Fort DC 39), Free Move, Increased Damage Reduction, Instant Move, Power of Luck (up to 15 creatures/day, +15 luck bonus or –15 luck penalty), Shapechange, Supreme Initiative, True Shapechange

Domain Powers: Cast chaotic spells at +1 caster level; 15/day reroll a die roll once after it is made

Spell-Like Abilities: Erevan uses these abilities as a 25th-level caster, expect for chaos spells, which he uses as a 26th-level caster. The save DCs are 39 + spell level. Aid, animate objects, antipathy, break enchantment, cat’s grace, chaos hammer, cloak of chaos, commune with nature, confusion, disguise self, dispel law, entropic shield, false vision, find the path, freedom of movement, invisibility, liveoak, magic circle against law, miracle, mislead, moment of prescience, nondetection, polymorph any object, protection from energy, protection from law, screen, shatter, snare, spell turning, summon monster IX (as chaos spell only), sunburst, time stop, tree stride, true strike, word of chaos.

Wizards Spells per Day: 4/8/8/8/8/7/6/5/4; base DC = 26 + spell level.

Alter Reality: Erevan exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. Erevan can use wish with regard to any action or inaction that promotes Chaotic Neutrality in general, or matters associated with Mischief, Change, and Rogues in particular; he cannot replicate spells in this fashion. Erevan suffers no experience loss and requires a standard action to alter reality in this fashion.

Furthermore, Erevan acquires the following benefits, the total of which he may use in total up to 15 per day and lasts for one round per divine rank:

• Erevan may add +24 to all revelant Rogue type saving throws (Evasion, Mettle, etc).
Garnet Hardeon

10-09-03, 01:34 AM
Larajin Wellrun-Uskevren

Female Wild Half-Elf Cleric 2 of Hanali Celanil and Sune Firehair/Commoner 1; CR 5; Medium Humanoid (Human); HD 1d4+2 plus 2d8+4; 16 hp; Init +3; Spd 30 ft.; AC 13, touch 13, flat-footed 10; Base Atk +1; Grp +0; Atk masterwork dagger +1 melee (1d4 19-20/x2), or masterwork dagger +4 ranged (1d4 19-20/x2); Full Atk masterwork dagger +1 melee (1d4 19-20/x2), or masterwork dagger +4 ranged (1d4 19-20/x2); Space/Reach 5 ft./5 ft.; SA Turn undead 5/day; SQ Familiar benefits, half-elf traits, tressym familiar (Goldheart); AL NG; SV Fort +6, Ref +3, Will +5; Str 8, Dex 16, Con 15, Int 14, Wis 15, Cha 14. Height 5 ft. 5 in.; Weight 104 lb.
Languages: Chondathan, Common, Elven, Turmic
Skills and Feats: Bluff +5, Concentration +6, Disguise +5, Handle Animal +7, Heal +5, Listen +3, Move Silently +3, Profession (House Uskevren servant) +3, Search +2, Spot +2; Alertness (B), Animal Affinity, Dodge, Eschew Materials

Cleric Spells per Day: 5/5/4; base DC = 13 + spell level.

Possessions: Masterwork Dagger, House Uskevren Servant Outfit

Goldheart

Female Tressym Familiar; CR --; Tiny Animal; HD 1/2 d8 (effective 3d8); 8 hp; Init +2 (+2 Dexterity); Spd 30 ft., fly 50 ft. (good); AC 16, touch 14, flat-footed 14; Base Atk +1; Grp -11; Atk Claw +5 melee (1d2-4) or bite +0 melee (1d3-4); Full Atk 2 claws +5 melee (1d2-4) or bite +0 melee (1d3-4); Space/Reach 2-1/2 ft./0 ft.; SQ Alertness, deliver touch spells, empathic link, improved evasion, low-light vision, poison immunity, scent, share spells, speak with animals of its kind, speak with master; AL CG; SV Fort +4, Ref +4, Will +4; Str 3, Dex 15, Con 10, Int 12, Wis 12, Cha 13
Skills and Feats: Balance +10, Climb +6, Hide +13, Jump +6, Listen +4, Move Silently +8, Spot +6; Weapon Finesse
Garnet Hardeon

10-09-03, 01:35 AM
Leifander

Male Wild Half-Elf Druid 5 of Aerdrie Faenya; CR 5; Medium Humanoid (Elf); HD 5d8+5; 27 hp; Init +3; Spd 30 ft.; AC 14, touch 13, flat-footed 11; Base Atk +3; Grp +5; Atk masterwork dagger +6 melee (1d4+3 19-20/x2), or longbow +8 ranged (1d8+3 /x3); Full Atk masterwork dagger +6 melee (1d4+3 19-20/x2), or longbow +8 ranged (1d8+3 /x3); Space/Reach 5 ft./5 ft.; SQ Animal companion, half-elf traits, nature sense, resist nature’s lure, trackless step, wild empathy, wild shape 1/day, woodland stride; AL NG; SV Fort +5, Ref +4, Will +5; Str 14, Dex 16, Con 12, Int 14, Wis 13, Cha 13. Height 5 ft. 5 in.; Weight 133 lb.
Languages: Common, Druidic, Elven, Sylvan
Skills and Feats: Concentration +6, Craft (woodworking) +3, Handle Animal +5, Heal +6, Knowledge (nature) +5, Listen +5, Spellcraft +7, Spot +5, Survival +5, Swim +1; Dodge, Forester

Druid Spells per Day: 5/4/2/1; base DC = 11 + spell level.

Possessions: Masterwork Dagger, Masterwork Longbow, 20 Masterwork Arrows, Gilded Bone of Protection +1, Golden Holy Symbol of Aerdrie Faenya
Garnet Hardeon

10-09-03, 01:37 AM
Obould “Many-Arrows” Lammar, Former Chieftain of the Citadel of Many Arrows

Male Gray Orc Barbarian 5/Fighter 4/Orc Warlord 3; CR 12; Medium Humanoid (Orc); HD 5d12+10 plus 4d10+8 plus 3d12+6; 92 hp; Init +5; Spd 40 ft.; AC 17 (+1 Dexterity, +6 armor), touch 11, flat-footed 16; Base Atk +12; Grp +16; Atk (+1 flaming greatsword) +18 melee (2d6+8 plus +1d6 fire 19-20/x2), or (masterwork shortbow) +14 ranged (1d6+4 /x3); Full Atk (+1 flaming greatsword) +18/+13/+8 melee (2d6+8 plus +1d6 fire 19-20/x2), or (masterwork shortbow) +14/+9/+4 ranged (1d6+4 /x3); Space/Reach 5 ft./5 ft.; SQ Fast movement, gather horde x200%, improved uncanny dodge, inspire courage +1, orc traits, rage 2/day, trap sense +1, scent, uncanny dodge; AL CE; SV Fort +13, Ref +4, Will +6; Str 18, Dex 12, Con 15, Int 14, Wis 13, Cha 10. Height 6 ft. 3 in. Weight 210 lb.
Languages: Common, Giant, Goblin, Orc
Skills and Feats: Bluff +4, Climb +9, Diplomacy +5, Intimidate +9, Jump +9, Knowledge (Silver Marches local) +4, Knowledge (the North local) +4, Knowledge (war) +5, Listen +7, Ride (horse) +6, Sense Motive +5, Spot +6, Survival +9, Swim +6; Blood of the Warlord, Daylight Adaptation, Improved Initiative, Leadership (19), Might Makes Right, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword).

Possessions: +1 Flaming Greatsword (8 lb), +1 Breastplate (30 lb), Masterwork Shortbow (2 lb), 20 Masterwork Arrows (3 lb), Boots of the Winterlands (1 lb), Crown of Fireballs Type IV.

Rage: During his rage, Obould has the following statistics instead of those given above: HD 5d12+20 plus 4d10+16 plus 3d12+12; 119 hp; AC 15 (+1 Dexterity, +6 armor, -2 rage), touch 9, flat-footed 14; Atk (+1 flaming greatsword) +20 melee (2d6+10 plus +1d6 fire 19-20/x2); Full Atk (+1 flaming greatsword) +20/+15/+10 melee (2d6+10 plus +1d6 fire 19-20/x2); SV Fort +15, Will +8; Str 22, Con 19. Skills: Climb +11, Jump +11. The rage lasts 7 rounds, after which Obould is fatigued. He can rage twice per day.
Garnet Hardeon

10-09-03, 01:39 AM
Jander Sundstar

Male Sun Elf Vampire Bard 1/Expert 3/Fighter 12; CR 16; Medium Undead (Augmented Elf); HD 1d12 plus 3d12 plus 10d12; 91 hp; Init +9 (+5 Dexterity, +4 Improved Initiative); Spd 30 ft.; AC 29 (+5 Dexterity, +8 armor, +6 natural), touch 21, flat-footed 24; Base Atk +14; Grp +22; Atk (+1 longsword) +24 melee (1d8+9 19-20/x2) and (+1 dagger) +24 melee (1d4+9 19-20/x2), or slam +24 melee (1d6+8 plus energy drain), or (+1 composite longbow) +20 ranged (1d8+9 /x3); Full Atk (+1 longsword) +24/+19/+14 melee (1d8+9 19-20/x2) and (+1 dagger) +24/+19 melee (1d4+9 19-20/x2), or slam +24 melee (1d6+8 plus energy drain), or (+1 composite longbow) +20 ranged (1d8+9 /x3); Space/Reach 5 ft./5ft.; SA Blood drain, children of the night 1/day, create spawn, dominate person (Will DC 21), energy drain; SQ Alternate form, bardic knowledge +5, bardic music, cold resistance 10, countersong, damage reduction 10/silver and magic, electricity resistance 10, elf traits, fascinate, fast healing 5, gaseous form at will, inspire courage +1, spider climb, turn resistance +4; AL NG; SV Fort +13, Ref +15, Will +17; Str 26, Dex 21, Con --, Int 18, Wis 18, Cha 21. Height 5 ft. 7 in.; 132 lb.
Languages: Balok, Chondathan, Common, Damaran, Elven, Illuskan, Orc
Skills and Feats: Bluff +5, Climb +11, Craft (painting) +10, Craft (woodworking) +10, Hide +23, Intimidate +7, Jump +11, Knowledge (Dalelands history) +4, Knowledge (Dalelands local) +4, Knowledge (Evermeet history) +7, Knowledge (Evermeet local) +7, Knowledge (nature) +6, Knowledge (Waterdeep history) +6, Knowledge (Waterdeep local) +6, Listen +23, Move Silently +23, Perform (flute) +12, Search +23, Sense Motive +9, Spot +23; Alertness (B), Ambidexterity, Artist, Blind-Fight, Combat Reflexes (B), Dodge (B), Education, Great Fortitude, Improved Initiative (B), Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes (B), Luck of Heroes, Spring Attack, Strong Soul, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (longsword)

Bard Spells per Day: 2; base DC = 15 + spell level.

Possessions: +4 Mithral Chain Shirt (25 lb), +1 Longsword (4 lb), +1 Dagger (1 lb), +1 Composite Longbow [+4 Str] (3 lb), 20 Adamantine Arrows (3 lb), 20 Cold Iron Arrows (3 lb), 20 Silver Arrows (3 lb), Boots of Elvenkind (1 lb), Brooch of Shielding, Cloak of Elvenkind (1 lb), Ring of Protection +3, Masterwork Elven Rose Flute, White Silk Embroiled Gloves (Glove of Storing [Masterwork Artisan’s Tools, Hammer, Holly and Mistletoe, Silver Stake, Stone of Alarm])