Post Your Favorite Characters! [Archive] - Wizards Community

Post/Author/DateTimePost
Dardin_DelSundin

01-04-05, 10:52 PM
I noticed a lot of people rant on about NPCs, and how powerful they are. I also note that many talk of their own characters!

Well why not POST your favorite character here and allow others to use them in a Campaign setting as a NPC, or just to show them off!!!!
Tempus665

01-05-05, 03:33 AM
Redrick the Magnificent
Male human, Bard 12; CR 12; HD 12d6; hp 48; Init +3; Spd 30; AC 18, touch 13, flat-footed 15; BAB +9; Grapple +15; Att bastard sword +14/+9 (1d10+5, 17-20); SQ bardic music, bardic knowledge, countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness, song of freedom; AL NG; SV Fort +4, Ref +11, Will +11; Str 14, Dex 16, Con 10, Int 14, Wis 16, Cha 22. Height 6´8”.
Skills: Bluff +21, Concentration +15, Diplomacy +21, Perform (sing) +21, Perform (oratory) +24, Perform (strings) +24, Sense Motive +18.
Feats: Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Jotunbrud, Skill Focus (perform: oratory, stringed), Weapon Focus (bastard sword).
Possessions: masterwork yarting (platinum strings, decorated with various gems and metals), handharp, glassteel bastard sword (a gift from an avariel who was really delighted by Redrick’s yarting expertise), elven chain, black clothes with dark blue shades, polished blackwood cane topped with a small emerald (immovable rod, also the focus of the Red Wizard’s domination), potion of restoration (2), potion of cure serious wounds (3), jewelery (golden ring with emerald, silver ring with ruby of wizardry III, platinum ring of protection +3, silver symbol of Milil, several silver necklaces), yarting of dominion.

Spells: DC 16+level; spells per day: 3/5/5/8/3
0 – ghost sound, lullaby, mending, dancing lights, summon instrument, message
1st – ventriloquism, unseen servant, disguise self, animate rope
2nd – hold person, suggestion, eagle’s splendour, animal messenger
3rd – charm monster, speak with animals, crushing despair, fear
4th – cure critical wounds, legend lore, modify memory


Yarting of Dominion: when played by someone who knows what he’s doing (i.e. has ranks in Perform (strings), this magical Yarting places all those who hear it under the command of the player. Subjects of this power are allowed a Will saving throw to ignore the enchantment; the DC is the result of the user's Perform (strings) roll. Those who fail will do what the performer says, as though under the effects of a Suggestion spell.

Brown eyes, long black hair, and a massive, athletic body. Redrick is a graceful, likeable person, even though he has an air of haughtiness around him sometimes. Famous throughout the Unapproachable East, Redrick loves the job and everything that comes with it, from the willing ladies to the free drinks to the battles that ensue whenever he’s searching ancient ruins for more song and story material. Everyone has at least heard of Redrick, and he is, without a doubt, worthy of his surname. Master of the yarting, and a lively storyteller, people always leave his shows satisfied.
Recently, however, a Red Wizard decided to cast a spell on Redrick, and after a battle of the will, he succeeded. Now, Redrick has been dominated by this wizard, who gave him the Yarting of Dominion. The Wizard lets Redrick perform, and then use the instrument to have the audience throw every valuable item they have with them onto the stage. He also commands Redrick to have a number of people meet him backstage, where the Red Wizard and his cronies kill the poor beings, and transform them into undead.
warlockco

01-05-05, 07:33 AM
I noticed a lot of people rant on about NPCs, and how powerful they are. I also note that many talk of their own characters!

Well why not POST your favorite character here and allow others to use them in a Campaign setting as a NPC, or just to show them off!!!!

They are too big to post. At least with stats, full item list, and history. Happens when your favorite characters are holdovers from 1E that has been revised to 3E, since changes between 1E and 2E were almost nil.
Sides I don't think 40+ or 70+ level characters would be appropriate to post :D Very rarely get to play them, and then usually only as "gated" help in an Epic game, with advance DM approval. Since our Epic Game is only at 33rd level so far.
Tom Kalbfus1

01-05-05, 10:42 PM
These modern Forgotten Realms characters are a mixture of D&D and D20 Modern classes for the year 2005 DR. this is a rather unusual setting set in a possible future of the Forgotten Realms setting. The names of the weapons and equipment are taken from the D20 Modern Core rule book, they aren't necessarily the names used in the setting, they are simply the names of items that have stats identical to the items in the character's possession and are used for your ease of reference.

“Ariel” (Charles/Midnight) Franklin: female 9th level wizard/1st level smart hero; CR 10; medium-size humanoid (human); HD 9d4 + 1d6; hp 33; Mas 10; init +0; Spd 30 ft.; Defense 10; Atk +4 melee (dagger 1d4); +4 ranged (dagger 1d4); AL Neutral Good; SV Fort +3, Ref +3, Will +5; AP 11; Rep +0; Str 10, Dex 11, Con 10, Int 18, Wis 10, Cha 20.

Skills and Feats: Alchemy +15, Concentration +11, Computer Use +10, Craft (Chemical) +8, Craft (Electronic) +8, Craft (Mechanical) +8, Craft (Structural) +8, Drive +4, Knowledge (arcane) +15, Knowledge (religion) +15, Knowledge (nature) +15, Knowledge (physical sciences) +10, Knowledge (technology) +10, Profession +11, Repair +2, Research +8, Swim +4; Gearhead, Educated, Scribe Scroll, Brew Potion, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item.

Possessions: Two daggers (one at belt, one hidden in boot), Staff, one potion of healing, Pearl of power (4th level spell).

Spells Prepared (4, 5, 5, 4, 3, 1): 0--Read Magic x 4; 1st--Mage Armor, Charm Person, Feather Fall, Magic Missile, Sleep; 2nd--Continual Flame, Detect Thoughts, Invisibility, Levitate, Arcane Lock; 3rd--Clairaudience/Clairvoyance, Fireball, Hold Person, Greater Magic Weapon; 4th--Ice Storm, Polymorph Other, Polymorph Self; 5th--Fabricate.

Spell book (1, 2, 3, 4, 5) 0--Read Magic; 1st--Mage Armor, Charm Person, Comprehend Languages, Feather Fall, Magic Missile, Expeditious Retreat, Tenser’s Floating Disk, Identify, Shocking Grasp, Sleep; 2nd--Continual Flame, Darkness, Detect Thoughts, Invisibility, Levitate, Locate Object, Scare, Shatter, Arcane Lock, Pyrotechnics; 3rd--Clairaudience/Clairvoyance, Fireball, Fly, Haste, Hold Person, Suggestion, Water Breathing, Greater Magic Weapon; 4th--Dimension Door, Ice Storm, Leomund’s Secure Shelter, Hallucinatory Terrain, Polymorph Other, Polymorph Self, 5th—Fabricate.

Background: Ariel is the fusion of two personalities into one body. Charles Franklin was a software and electrical engineer looking for work in New York City, when a woman approached him on a subway offering a “job with benefits”. Charles hadn’t seen work in a long time so he readily accepted. No sooner did he shake hands with her that the subway train derailed. Charles later found out that the entire train with all of its passengers was plane-shifted to another plane of existence where the Forgotten Realms and more specifically the city of Waterdeep resides, this was a Waterdeep of the Future circa 2005 DR. After the emergency workers let the passengers out of the subway cars and directed them to the emergency exit, Charles wandered the city for a while at first thinking he was still in New York City. Charles notices some subtle differences though, first he didn’t recognize any of the street names, then he found out that his money was no good. Being rendered effectively penniless, and wondering where he was going to spend the night, Charles decided to climb the mountain road leading to Castle Waterdeep which still existed in that era, figuring that place to be the center of governmental authority. The castle received him along with several hundred other displaced New Yorkers. The halfling lord mayor promised to return all the displaced passengers to their proper plane of existence in due course, meanwhile they were given numbers and were called sequentially. When Charles number was called, he was directed to a room where he met a wizard. The wizard had an amulet that belonged to and was left by the mortal Midnight shortly before she ascended to godhood, when Charles approached, the amulet glowed. The wizard concluded that Charles was the chosen one that the goddess Mystra (aka Midnight) was looking for. Charles later found out that the woman who offered him a job was in fact Midnight, or more specifically Midnight’s avatar. The wizard said that he could not return Charles to his world currently because Midnight brought him here for a reason; he assumed it was to become an apprentice. The wizard offered Charles a job and Charles accepted seeing how he had no job. Charles got an advance on his pay, and with a little help from the wizard managed to get a hotel room in town.
While Charles was watching the strange television programs from the Sword Coast, he heard a knock on his door, he asked who it was and the answer he got was, “it’s Midnight.” Charles looked at his watch and it clearly wasn’t midnight and he said so. Midnight teleported into his room saying, “No not that midnight, it’s me Midnight!” Charles got the connection and backed away saying, “How did you do that?” Midnight simply teleported to within a few inches of his face and said, “Like this.” Midnight was a beautiful woman and he didn’t mind her up close, but he said that he had some stuff he left back in his own home. Midnight offered to get it for him, she noticed him staring at her and said matter-of-factly, “do you like this body?” Charles said, “Yes” and then Midnight kissed him. Charles felt a little woozy and when his head cleared, he found himself in Midnight’s body, and she in hers. As he saw Midnight leaving his room, she promised to retrieve his stuff, but warned that there was a powerful goddess named Shar who wanted to kill him and said that he would be safer in her body in this plane than in his own back on Earth. Midnight in Charles’s body disappeared and Charles was staring at himself in the mirror, not quite believing that any of this has happened. The body he was in belonged to the original mortal Midnight and it had that mortal’s memories from 700 years ago. Charles was confused; he couldn’t tell his own memories from hers and really didn’t know who she was. Was he Charles in a woman’s body or the woman Midnight Resurrected? The memories told Charles/Midnight that she was supposed to become a goddess and instead ended up 700 years in the future with no memories in-between, another set of memories told him that he was a man in a woman’s body but he couldn’t tell which were the correct memories and which belonged to a body that wasn’t his. Midnight’s mortal memories formed a distinct personality separate from Charles’s. Charles’s and Midnight’s personalities dueled inside one body with Midnight being the brave and adventuresome one and Charles’s being the one who didn’t want anything to so with adventure and danger. The Midnight part of her remembered the Yawning Portal from 700 years ago, and decided to take a walk to see if it still existed! Charles remembered that too and knew of the well that leaded to the Dungeon Undermountain that was full of monsters, in no way did he want to go there. Charles and Midnight mentally wresled in one body, and Midnight’s personality eventually won out and Charles found himself walking unwillingly to the one location where he did not want to go. Midnight/Charles entered the Tavern and she met 3 other adventurers: a retired soldier/mercenary named Kyle Hobart, a half-drow thief named Sleena, and a cleric of the church of Tymora named Mitchel Perlman. The personalities of Charles and Midnight struggled once again when Midnight wanted to flirt with Kyle, Charles was repelled with the notion and did so unwillingly as the female hormones that came with the body tipped the scales in her favor, but Charles had some control and the flirtation was limited. Another thing Charles realized was that he had not only Midnight’s memories as a mortal, but also her spells! Also in Midnight’s handbag was her 700 year old spellbook. Midnight and the three others descended into Undermountain with Charles still wanting to scream inside her body, but Midnight suppressed it.



Kyle Hobart: male 3rd level strong hero, 1st level soldier; CR 4; Medium-size Humanoid (Human); HD 3d8 + 1d10; hp 19; Mas 11; Init +0; Spd 25 (Tactical Vest); Defense 20 (+7 Tactical vest, +3 class bonus), Touch 13, Flat-footed 17; BAB +3; Atk +3 melee (1d4, knife), +4 ranged (2d8, M16A2 (5.56mm assault rifle)), +3 ranged (4d6, fragmentation grenade); Face/Reach 5 ft. by 5 ft.; SQ Night vision goggles; AL country, chain of command; SV Fort +3, Ref +2, Will +1; AP 8; Rep +0; Str 11, Dex 11, Con 11, Int 11, Wis 11, Cha 11.

Skills and Feats: Climb +5, Craft (structural) +2, Drive +1, Jump +3, Knowledge (current Events) +1, Knowledge (history) +1, Knowledge (popular culture) +1, Knowledge (tactics) +3, Listen +1, Profession +1, Read/Write English, Repair +2, Speak English, Spot +1, Survival +1, Swim+4; Athletic, Brawl, Personal Firearms Proficiency, Advanced Firearms Proficiency, Weapon Focus(M16A2 – Assault rifle).

Possessions: Uniform, Tactical vest, 6 fragmentation grenades, knife, M16A2 – Assault rifle, 6 magazines 5.56mm ammo (20 rounds each), night vision goggles, backpack, boots, tent, mess kit, trail rations (12), GPS receiver, medical kit, sleeping bag, walkie-talkie, PDA, Notebook computer, gas mask, portable stove.

Background: Kyle Hobart is an Army soldier from Waterdeep, he fought against the drow invasion 10 years ago in Undermountain. The drow were repelled with the help of the dwarves. The dwarves reclaimed the upper levels, but suffered tremendous casualities along with many of his human compatriots. The lower levels have yet to be reclaimed but the treasures down there were tremendous. When things settled down a bit and the drow menace receded, Kyle vowed to return their and seek his fortune reclaiming the corridors of the lower levels from the dangers that remained.

Sleena: female 3rd level fast hero, 1st level infiltrator: CR 4; Medium-size humanoid (half-elf, half-drow); HD 3d8 + 1d8; hp 18; Mas 11; Init +4; Spd 35; Defense 19 (+4 Dex, +5 class), touch 19, flatfooted 19; BAB +2; Atk +6 Melee (1d4, knife), +6 Ranged (2d10, HK PSG1 (7.62mm sniper rifle)), +6 ranged (4d6, fragmentation grenades); Face/Reach 5 ft. by 5 ft.; SQ darkvision 120 ft.; AL Neutral; SV Fort +1, Ref +8, Will +1; AP 8; Rep +0; Str 11, Dex 18, Con 11, Int 18, Wis 11, Cha 11.

Skills and Feats: Balance +8, Craft (mechanical) +8, Drive +8, Escape Artist +8, Hide +8, Knowledge (current events) +8, Knowledge (popular culture) +8, Knowledge (streetwise) +8, Listen +5, Move Silently (Dex) +8, Pilot +7, Profession +3, Read/Write Common, Read/Write Undercommon, Read/Write Elvish, Ride +7, Search +10, Sleight of Hand +7, Speak Common, Speak Undercommon, Speak Elvish, Tumble +7; Evasion, Uncanny Dodge, Personal Firearms Proficiency, Stealthy, Weapon Finesse (knife), Sweep.

Possessions: 6 fragmentation grenades, knife, HK PSG1 (7.62mm sniper rifle)), 6 magazines 7.62mm ammo (5 rounds each), backpack, shoes, trail rations (12), GPS receiver, medical kit, sleeping bag, walkie-talkie, PDA, Notebook computer, gas mask.

Background: Sleena is a half-drow thief, Kyle needed a stealthy person to do some reconnaissance in the tunnels of Waterdeep, and after visiting all the seedy bars of the city, he discovered Sleena. Sleena was an attractive woman with dark olive skin and very light blonde hair and he fell for her. Sleena wanted a share of the treasure down there and in fact was quite taken with the handsome soldier. Sleena’s father was a human slave and her mother kept him for her pleasure, that was a long time ago and Sleena has long since escaped from the Drow underworld much like another famous drow 700 years ago. Sleena, like Ariel, is a woman conflicted. Sleena has a wild side that she can barely control, but her human side holds her back from total chaos. That was why she could not get along with her fellow drow, unfortunately Sleena’s drow side has cause her to stay on the wrong side of the law from time to time, but fortunately her skills as a thief has kept from being caught and paying the price for her illegal activities.



Mitchel Perlman: male 3rd level dedicated hero, 5th level cleric: CR 6; Medium-size humanoid (human); HD 3d6 + 5d8; hp 51; Mas 14; Init +0; Spd 25 ft. (Tactical Vest); Defense 19 (+7 Tactical Vest, +2 class), Touch 12, Flat-footed 17; BAB +5; Atk +5 melee (1d6, metal baton), +5 ranged (2d10, Browning BPS (10-gauge shotgun), +5 ranged (4d6, fragmentation grenade); Face/Reach 5 ft. by 5 ft.; SA Turn undead; AL CG, Church of Tymora; SV Fort +8, Ref +2, Will +10; AP 9; Rep +0; Str 11, Dex 11, Con 13, Int 11, Wis 18, Cha 15.

Skills and Feats: Concentration +4, Craft (pharmaceutical) +2, Craft (visual art) +2, Craft (writing) +2, Diplomacy +2, Gamble +6, Heal +6, Investigate +2, Knowledge (arcane lore) +2, Knowledge (theology) +2, Knowledge (philosophy) +2, Listen +8, Profession +6, Read/Write Common, Read/Write Dwarven, Scry +2, Sense Motive +6, Speak Common, Speak Dwarven, Spellcraft +2, Spot +8, Survival +6, Treat Injury +6; Empathy, Improved Aid Another, Personal Firearms Proficiency, Advanced Firearms Proficiency, Exotic Firearms Proficiency, Alertness, Turn Undead, Brew Potion.

Possessions: Tactical vest, 6 fragmentation grenades, metal baton, browning BPS (10-gauge shotgun), 6 magazines of 10-gauge buckshot (10 rounds each), backpack, holy symbol, 2 vials of holy water, boots, trail rations (12), GPS receiver, medical kit, sleeping bag, walkie talkie, PDA, Notebook computer, gas mask.

Spells Prepared (5, 4+1, 3+1, 2+1): 0-Cure minor wounds, Detect Magic, Light, Mending, Read Magic; 1-Entropic Shield, Comprehend Languages, Cure Light Wounds, Divine Favor, Random Action; 2-Aid, Bull’s Strength, Cure Moderate Wounds, Hold Person; 3-Protection From Elements, Cure Serious Wounds, Daylight.

Background: Mitchel Perlman is a Cleric of Tymora, a dear friend of his was killed in the drow invasion 10 years ago. Mitchel has vowed to clear the tunnels down below all the way to the Underdark. Also he was feeling kind of lucky, and grew tired of running the casino in the churches main hall, so he decided to try his fortunes in the tunnels down below.