3.5 Edition stats for the Baldur's Gate PC game NPCs [Archive] - Wizards Community

Post/Author/DateTimePost
Mad Mage

08-12-05, 08:01 PM
Index of stats on this thread

Joinable NPCs
Anomen: Statted by Mad Mage (at lvl 10) and Raidri (lvl 10 & post-Tormite test) pg 3.
Aerie: Statted by Raidri on pg. 2
Cernd: Statted by Raidri on pg. 3
Edwin: Statted by Mad Mage on pg. 2
Haer'Dalis: Statted by Mad Mage on pg. 1
Imoen: Statted by Mad Mage on pg. 1, and by Raidri on pg. 2
Jaheira: Statted by Mad Mage on pg. 2, and by Raidri on pg. 3
Jan: Statted by Mad Mage on pg. 1
Keldorn: Statted by Mad Mage on pg 1 and Raidri on pg 2
Korgan: Statted by Mad Mage on pg 1
Mazzy: Statted by Raidri on pg. 2
Minsc: Statted by Mad Mage & Raidri on pg. 2
Sarevok: Statted by Unamis on pg. 2
Valygar: Statted by Raidri and Mad Mage on pg. 2
Viconia: Statted by Raidri (post-Shadows of Amn) and by Mad Mage (beginning BG2) on pg. 3
Yoshimo: Statted by Mad Mage on pg. 2

Antagonist NPCs
Tazok: Statted by Mad Mage on pg. 3
Jon Irenicus: Statted by Unamis on Pg. 2


Well, I'd asked about this over in 'RPG Boards Business,' so here goes nothing.

Thought I'd show you some of my stat handiwork, composed of 3.5 Edition stats for the NPCs of the Baldur's Gate PC games.

Korgan Bloodaxe
Chaotic Evil Male Shield Dwarf Fighter 6/Barbarian 2/ Battlerager 2* (ECL: 10)
Hit Dice: 6d10+30 plus 4d12+10 (112 hp)

Initiative: +2

Speed: 30 feet (6 squares)

Armor Class: 19 (+2 Dexterity, +5 scale mail, +2 shield), Touch 12, Flat-footed 19

Base Attack/Grapple: +10/+14

Attacks: Battleaxe +16/+11 melee (1d8+7/18-20x2) or throwing axe +12/+7 ranged (1d6+8/x2)

Abilities:
18 Strength
14 Dexterity
20 Constitution
12 Intelligence
9 Wisdom
8 Charisma

Saving throws: Fortitude +16, Reflex +5, Will +2

Special Attacks: Rage 2/day

Special Qualities: Fearless (immune to fear effects, +2 insight bonus to saves against all mind-affecting spells and effects), Gruff (+2 to Intimidate checks & -4 to other Charisma & other Charisma-based skill checks), Rock Gut (additional +2 bonus to saving throws against poison), Shield Dwarf Traits, Uncanny Dodge

Skills and feats: Intimidate +12, Knowledge (Dungeoneering) +7, Knowledge (History) +3, Knowledge (Religion) +3, Listen +3, Perform (Singing) +1, Spot +4; Cleave, Close-Quarter Fighting, Endurance, Improved Critical (Battleaxe), Point Blank Shot, Power Attack, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)

Possessions: +1 Battleaxe, 10 throwing axes, Scale mail, heavy steel shield, steel helmet

Challenge Rating: 10

Books used: 3.5 Edition Player's Handbook, Forgotten Realms Campaign Setting, Races of Faerun(*)

Tell me what you think, especially if some fixes need to be made. Overall, though, enjoy! :cool:
Dielzen

08-12-05, 10:42 PM
Hit Dice: 6d10+30 plus 4d12+10 (112 hp)

d10 = 5.5 * 6 = 33+30 = 63
d12 = 6.5 * 4 = 26+10 = 36


Just as a quicky tip, divide the number in front of the "d" by 2 and add 1 to the number after the "d" and multipy together (6d10 becomes 3*11) when trying to find the average. =)
Dielzen

08-12-05, 10:46 PM
Speed: 20 feet in scale mail armor (4 squares), 30 natural



Scale is medium which doesn't affect barbarian fast movement.
Mad Mage

08-13-05, 09:13 AM
Scale is medium which doesn't affect barbarian fast movement.

The Fast Movement entry for the Barb in the 3.5 Ed. PHB says otherwise.
runestar

08-13-05, 09:53 AM
Just as a quicky tip, divide the number in front of the "d" by 2 and add 1 to the number after the "d" and multipy together (6d10 becomes 3*11) when trying to find the average. =)

Except that he may not be using the average score in the first place. Technically, any number between 50 and 148 is fair game.
And what benchmark do you use to determine the npc's lv? The lv when you would get them in the game?
Weenie

08-13-05, 09:58 AM
- CERND, male natural werewolf (chondathan human) Druid 10; Medium Humanoid (Shapechanger); HD 12d8+12 (62 hp); Init +0; Spd 30 ft.; AC 13 (+2 natural, +1 sacred), touch 11, flat-footed 13; BAB +8; Grap +8; Atk +10 melee (1d6+2, staff of the High Forest), or +8 ranged; SQ alternate form, low-light vision, nature sense, resist nature’s lure, scent, trackless step, venom immunity, wild empathy +12, wild shape (4/day; S-L), wolf empathy +16, woodland stride; SV Fort +12, Ref +7, Will +12; AL N; Str 11, Dex 10, Con 13, Int 14, Wis 18, Cha 15

Skills: Concentration +11, Craft (woodcarving) +6, Diplomacy +6, Handle Animal +8, Heal +14, Knowledge (nature) +12, Listen +18, Move Silently +5, Spot +18, Survival +21, Swim +4.

Feats: Alertness, Create Infusion, Initiate of Selûne, Iron Will, Self-Sufficient, Speaking Wild Shape, Track.

Possessions: cloak of the High Forest*, staff of the High Forest*, sickle, holy and mistletoe, infusions (cure light wounds, cure moderate wounds, remove disease).
* see below

Spells prepared (6/5/5/4/4/2 per day, save DC 14 + spell level): 0 – cure minor wounds, detect magic, guidance, know direction, light, virtue; 1st – cure light wounds, endure elements, handfire, longstrider, magic fang; 2nd – barkskin, chill metal, hold animal, resist energy, tree shape; 3rd – call lightning, cure moderate wounds, greater magic fang, moon blade; 4th – dispel magic, flame strike, strength of the beast, wall of moonlight; 5th – moon web, tree stride.

Wolf Form: 86 hp; Init +2; Spd 50 ft.; AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; Grap +9; Atk +9 melee (1d6+1, bite); SA curse of lycanthropy, trip; SQ damage reduction 10/silver; SV Fort +13, Ref +8; Str 13, Dex 14, Con 17; Concentration +13, Jump +9, Move Silently +7, Swim +7.

Hybrid Form: 86 hp; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; Grap +9; Atk +9 melee (1d6+1, bite); Full Atk +9/+9 melee and +4 melee (1d4+1 and 1d6, claws and bite); SA curse of lycanthropy, trip; SQ damage reduction 10/silver; SV Fort +13, Ref +8; Str 13, Dex 14, Con 17; Concentration +13, Jump +1, Move Silently +7, Swim +7.

-------

Cloak of the High Forest: When younger, Cernd spent a cycle of seasons meditating upon his role in nature. He made no shelter, wanting to feel the land unhindered. Nature may have appreciated the intent, but she also knows that, for all their dedication, children can sometimes be foolish. Cernd found this cloak before the cold season set in, seemingly woven to fit him from the very undergrowth. The message was clear: he can appreciate the rain while still seeking shelter from it.
The cloak of the High Forest grants a +1 sacred bonus to Armor Class and all saving throws; additionally, it bestows a continual endure elements effect on the wearer.
Moderate Abjuration; Price: 8,000 gp

Staff of the High Forest: This +2 quarterstaff was a culmination of a cycle of seasons in which Cernd meditated upon his role within nature. His perch for this personal journey was next to a sapling, a young oak that was a particular interest of study; it seemed odd, yet somehow wonderfully ordered. At the coming of spring, Cernd examined it one last time, and it came loose in his hands, a living staff, granted as boon from nature herself. It has grown to fit his grip, and few others may wield it; indeed, in the hands of anyone other than Cernd, the staff of the High Forest functions as a common quarterstaff.
Weenie

08-13-05, 09:59 AM
- EDWIN ODESSEIRON, male mulan human Conjurer 6/Red Wizard of Thay 4; HD 10d4+30 (55 hp); Init +0; Spd 30 ft.; AC 15 (+5 armor), touch 10, flat-footed 15; BAB +5; Grap +5; Atk +6 melee (1d6, staff of fire), or +5 ranged; SQ enhanced specialization, specialist defense +2, spell power +2; SV Fort +6, Ref +3, Will +9; AL LE; Str 10, Dex 10, Con 16, Int 20, Wis 10, Cha 10.

Skills: Appraise +8, Bluff +7, Concentration +16, Craft (alchemy) +10, Decipher Script +9, Knowledge (arcana +18, local – Amn +11, local – Thay +11, the planes +11), Sense Motive +7, Spellcraft +18.

Feats: Augment Summoning, Empower Spell, Extend Spell, Scribe Scroll, Spell Focus (conjuration, necromancy), Tattoo Focus.

Possessions: bracers of armor +5, Edwin’s Amulet*, staff of size alteration (27 charges remaining), dagger, scroll organizer, spell component pouch, spellbook.
* see below

Enhanced Specialization: Conjurer; his barred schools are evocation and enchantment from 1st, and divination from 7th character level.

Spells prepared (5/6/6/5/5/4 per day, save DC 15 + spell level [+2 conj, +1 necro]): 0 – acid splash, arcane mark, detect magic, mage hand, mending; 1st – corrosive grasp, mount, spirit worm, summon monster I, true strike (x2); 2nd – acid arrow (x2), glitterdust, resist energy, summon swarm, web; 3rd – dispel magic, fly, invisibility [extended], summon monster III, vampiric touch; 4th – black tentacles, fear, Ilyykur’s mantle, lesser globe of invulnerability, stoneskin; 5th – cloudkill, fleshshiver, lesser ironguard, teleport.

--------

Edwin’s Amulet: This necklace is supposedly Edwin’s heirloom; it is made out of lapis lazuli and embedded with three pearls of power. These allow Edwin to recall one 2nd- , one 3rd- , and one 5th-level spell, once per day each.
Weenie

08-13-05, 10:04 AM
- HAER’DALIS, male tiefling (extraplanar) Bard 6/Fighter 4/War Chanter 8; HD 6d6+4d10+8d8 (79 hp); Init +3; Spd 30 ft.; AC 21 (+8 armor, +3 Dex), touch 13, flat-footed 18; BAB +16; Grap +19; Atk +22 melee (1d8+7/17-20, Entropy), or +22 melee (1d6+7/17-20, Chaos), or +19 ranged; Full Atk +20/+15/+10/+5 and +20/+15 melee (1d8+7/17-20 and 1d6+7/17-20, Entropy and Chaos); SA darkness 1/day; SQ bardic knowledge +8, bardic music, combine songs, darkvision 60 ft., elemental resistance (cold 5, electricity 5, fire 5), war chanter music; SV Fort +15, Ref +14, Will +12; AL CN; Str 17, Dex 17, Con 10, Int 15, Wis 13, Cha 17.

Skills: Balance +10, Climb +7, Concentration +8, Bluff +14, Diplomacy +12, Hide +4, Intimidate +19, Jump +14, Knowledge (local – Amn +4, the planes +9), Perform (drama +13, oratory +20, singing +13), Sense Motive +10, Sleight of Hand +5, Tumble +11.

Feats: Combat Expertise, Combat Reflexes, Improved Critical (shortsword), Improved Two-Weapon Fighting, Improved Sunder, Power Attack, Two-Weapon Fighting, Weapon Focus (shortsword), Weapon Specialization (shortsword).

Possessions: Chaos*, Entropy*, Jester’s Chain*, cloak of resistance +3.
* see below

Bardic/War Chanter Music (14/day total): Countersong, fascinate (suggestion DC 16), inspire courage +1, inspire competence +2; inspire awe (DC 21), inspire recklessness, inspire toughness (+16 temporary hp, Diehard), singing shout (+4 Str, 4 rounds).

Spells Known (3/4/3 per day, save DC 13 + spell level): 0 – dancing lights, daze, detect magic, know direction, lullaby, summon instrument; 1st – charm person, cure light wounds, feather fall, remove fear; 2nd – blur, mirror image, tongues.

-------

Chaos: This +2 shortsword made of Abyssal bloodiron is one of Haer’Dalis’s favorite weapons. He prefers using it with its partner, Entropy (see below). Chaos allows the wielder to use a poison effect (Fort DC 14, 1d4 Con/1d4 Con) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the sword strikes.
As a weapon made of Abyssal bloodiron, Chaos grants a +4 bonus to its wielder when rolling to confirm a critical hit; it is treated as a cold iron weapon in regard to bypassing damage reduction.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, poison; Cost 22,310 gp + 894 XP

Entropy: This +2 shortsword made of Baatorian green steel is one of Haer’Dalis’s favorite weapons. He prefers using it with its partner, Chaos (see above). Entropy allows the wielder to use a poison effect (Fort DC 14, 1d4 Dex/1d4 Dex) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the sword strikes.
As a slashing weapon made of Baatorian green steel, Entropy is somewhat lighter than normal steel weapons, and deals damage as if it were one size category larger (1d8 points of base damage in this case).
Faint necromancy; CL 5th; Craft Magic Arms and Armor, poison; Cost 16,310 gp + 604 XP

Jester’s Chain: Friends of Dekirh Fasthands, a bard who insisted on playing the rowdiest towns on the Sword Coast, gave him this magical chain armor as a gift. The +4 chain shirt was given to protect Dekirh from the drunken spectators who often threw rotting produce, chairs, and even knives at the bard. Dekirh appreciated the gift but painted it with wild colours to better fit into his show. The Jester’s Chain has one special property of unknown origin – whoever scores a critical hit on the wearer must make a DC 16 Will save or be overcome with hideous laughter for 1d6 rounds.
Faint Enchantment; CL 12th; Craft Magic Arms and Armor, hideous laughter; Cost 16,550 + 662 XP
Weenie

08-13-05, 10:06 AM
- JAN JANSEN, male rock gnome Illusionist 1/Rogue 4/Gnome Artificer 7; HD 1d4+11d6+24 (66 hp); Init +3; Spd 30 ft.; AC 18 (+3 Dex, +1 size, +3 armor, +1 deflection*), touch 15, flat-footed 18; BAB +8; Grap +3; Atk +9 melee (1d4/19-20, +1 short sword), or +13 ranged (1d8/19-20 plus additional effects, Flasher Launcher); Full Atk +9/+4 melee (1d4/19-20, +1 short sword), or +13 ranged (1d6/19-20 plus additional effects, Flasher Launcher); SA sneak attack +2d6, spell-like abilities; SQ gnome traits, low-light vision, artificer item, evasion, prototype, salvage, trap sense +1, trapfinding, uncanny dodge; SV Fort +5, Ref +14, Will +7; AL CN; Str 9, Dex 17, Con 15, Int 16, Wis 14, Cha 10.
* The deflection bonus to AC is +4 vs. metal weapons, increasing the Armor Class to 21 (see Jansen-Brand Metal-Repellent AdventureWear below)

Skills: Appraise +8, Balance +1, Craft (alchemy +14, armormaking +14, trapmaking +7, weaponmaking +17), Disable Device +21, Hide +9, Jump -3, Knowledge (architecture and engineering +7, history +5), Listen +9, Open Lock +11, Perform (oratory) +8, Profession (engineer +5, vegetable peddler +5), Search +15, Spellcraft +7, Tumble +2.

Feats: Lightning Reflexes, Point Blank Shot, Rapid Reload, Skill Focus (Craft [weaponmaking], Disable Device, Perform [oratory]).

Possessions: +1 short sword, boots of levitation, ring of feather falling, ring of protection +1, Flasher Launcher*, flasher master mates*, Jansen-Brand Metal-Repellent AdventureWear*, Jansen-Brand Spectroscopes*, masterwork short sword.
* see below

Spells prepared (4/3 per day, save DC 13 + spell level): 0 – ghost sound, mage hand, prestidigitation, ray of frost; 1st – net of shadows, shield, ventriloquism.

Specialization: Illusionist; his barred schools are conjuration and necromancy.

Device Powers Known (save DC 13 + power level): 0 – detect poison, electric jolt, flare, launch bolt, light, mage hand, ray of frost; 1st – detect undead, endure elements, expeditious retreat, Horizikaul’s boom, obscuring mist; 2nd – battering ram, see invisibility, shatter; 3rd – shatterfloor, stinking cloud; 4th – shout.

----------------

Flasher Launcher: This mastercraft light crossbow is Jan Jansen’s personal creation, and such is its complexity that only he is considered proficient with it. Likewise, only he can make the special ammunition it is capable of firing (see below). Substantial tinkering on this launcher has made it especially accurate – its mastercraft rating provides a +2 enhancement bonus on attack rolls (instead of the standard +1).
The flasher launcher can be set (as a full round action) to function as a lesser version of a flaming, frost, or shocking weapon, adding +1d4 points of fire, cold, or electricity damage (respectively) to its missiles, but only 10 missiles can be so enhanced before the flasher launcher must be refuelled.

Flasher Master Mates: This category consists of a variety of miniature technological gadgets that Jan Jansen uses as ammunition. Each missile weighs 1 pound, and can only be launched from Jan’s crossbow (see above). It deals normal piercing damage and one or more additional effects, as specified below. These “flasher master mates” look nothing like crossbow bolts, but are referred to as bolts because they are launched from a crossbow… which looks nothing like a crossbow, but what the hell…
- Boomer Mate: This “bolt” blasts its target with a loud, high-pitched sounds, dealing an extra 3d4 points of sonic damage and deafening it for 1d4 rounds. A DC 14 Fortitude save negates the deafening effect.
- Boomer Mate, Greater: This improved version of the boomer mate deals 5d6 points of sonic damage to everyone within 10 ft. of the target, and deafens them permanently; crystalline objects or creatures take double damage. A DC 17 Fortitude save halves the damage (to everyone but the target itself) and negates the deafening effect.
- Bruiser Mate: This “bolt” delivers a battering ram effect, dealing an extra 1d6 points of bludgeoning damage to the target and initiating a bull rush; considered a Large creature with Str 25 for this purpose. The target must be within 1 range increment.
- Stinker Mate: This “bolt” delivers a stinking cloud effect centred on the target, nauseating everyone within 20 ft. for as long as they remain in that area and 1d4 rounds thereafter. A DC 16 Fortitude save must be made each round to avoid nausea.

Jansen-Brand Metal-Repellent AdventureWear (Dryclean only): These strange but stylish contraptions are a set consisting of a large belt, strange vest, and suit of armor. Designed by and for Jan Jansen, only he may wear the thing.
This armor itself is made of a foreign material, very supple but strong to the touch. It is the equivalent of masterwork studded leather armor, but it also provides the wearer with damage reduction 2/–, and entails no arcane spell failure chance. The inertial compensator that provides these benefits is powered by a cumbersome device worn on the back (so the armor is triple normal weight).
Over and below the armor, an odd-looking set of belts with a small control panel extends into a flexible vest that continually hums. This device projects a localized anti-magnetic field that provides a +5 deflection bonus to AC against attacks made using metal weapons or ammunition (including most spears, arrows, and sling bullets, but not stones, quarterstaffs, or unarmed strikes). Additionally, the vest continually adjusts its colour to match the surroundings, granting a +5 enhancement bonus on all Hide checks.
The two parts of the AdventureWear are meant to be worn together, but if necessary, Jan can divide them into two autonomous devices. It takes 4 minutes to don, remove, or separate the AdventureWear.


Jansen-Brand Spectroscopes: These large goggles are electrically powered by an energy unit worn on the back of Jan Jansen’s head. They enable the gnome to continually see invisible objects (as the see invisibility spell), and provide a +5 enhancement bonus on all Search and Spot checks. Additionally, the spectroscopes have an in-built targeting system that reduces any concealment miss chance by 10%.
For some reason, the goggles actually have only one ocular, so the wearer suffers a -2 penalty on all Balance, Jump, and Tumble checks.
Weenie

08-13-05, 10:11 AM
- KELDORN FIRECAAM, male tethyrian human (old age) Paladin 14/Divine Champion 5 of Torm; HD 19d10+57 (166 hp); Init +5; Spd 20 ft.; AC 23 (+1 Dex, +12 armor), touch 11, flat-footed 22; BAB +19; Grap +22; Atk +25 melee (2d6+6/17-20 plus 1d6 fire, Hallowed Redeemer), or +18 ranged; Full Atk +25/+20/+15/+10 melee (2d6+6/17-20 plus 1d6 fire, Hallowed Redeemer); SA turn undead (7/day), smite evil 3/day (+4 attack, +14 damage), smite infidel (+4 attack, +5 damage); SQ aura of courage, aura of good, detect evil, divine grace, divine health, divine wrath (DR 5/– , +3 attack, damage, saves; 4 rounds), lay on hands (56 hp), remove disease 3/week, sacred defense +2; SV Fort +23, Ref +11, Will +13; AL LG; Str 17, Dex 13, Con 17, Int 12, Wis 16, Cha 18.

Skills: Bluff +6, Concentration +13, Diplomacy +13, Gather Information +6, Heal +11, Intimidate +12, Knowledge (nobility and royalty +7, religion +15), Sense Motive +11, Ride +11.

Feats: Cleave, Cosmopolitan, Great Fortitude, Improved Critical (greatsword), Improved Initiative, Mounted Combat, Power Attack, Ride-By Attack, Trample, Weapon Focus (greatsword).

Possessions: gloves of Dexterity +4, Hallowed Redeemer*, Firecam Full Plate*, holy symbol of Torm.
* see below

Spells prepared (3/2/2 per day, save DC 13 + spell level): 1st – bless weapon, divine favor (x2); 2nd – delay poison, shield other; 3rd – dispel magic (x2)

[Stats at 1st level: Str 18, Dex 12, Con 18, Int 10, Wis 14, Cha 16]

[Old age changes: Str -3, Dex -3, Con -3, Int +2, Wis +2, Cha +2]

-----------

Hallowed Redeemer: Keldorn Firecam distinguished himself early in his long career as a paladin, and received this [i]+2 flaming greatsword as a boon from Torm himself. In addition to the blade’s enchantment for accuracy and impact, the wielder can speak a command word to invoke a fire shield effect at will, causing those who would attack him to suffer the fiery wrath of Torm (1d6+7 points of fire damage), and gaining the ability to ignore half damage from fire. None but Keldorn may activate this power.
Moderate varied; CL 7th; Craft Magic Arms and Armor, fire shield and either fireball, flame strike, or flame blade; Cost 137,500 gp + 5,500 XP

Firecam Full Plate: This suit of +4 full plate armor was forged for Keldorn Firecam when he was knighted, and greatly enhanced through divine magic over the years from several sources. Its wearer is granted a continuous freedom of movement effect, and also a +1 resistance bonus on all saving throws. Unlike most suits of magic armor, Firecam Full Plate does not resize to fit its wearer – it was designed specifically for Keldorn, and those that do not match his strong build are unable to equip it properly.
Strong Transmutation; CL 12th; Craft Magic Arms and Armor, freedom of movement, resistance; Cost 152,650 gp + 6,106 XP
Weenie

08-13-05, 10:29 AM
Oh, and BTW - IIRC Korgan is a duergar, not a shield dwarf. (That's right, that hair that Mazzy was so wild about? A wig! ;) )
Dielzen

08-13-05, 05:01 PM
The Fast Movement entry for the Barb in the 3.5 Ed. PHB says otherwise.

Might want to reread pg 25 of the PHB.
Apostate

08-13-05, 05:15 PM
What about the greatest of all Baldur's Gate NPC's?

MINSC and BOO!
Weenie

08-13-05, 07:14 PM
What about the greatest of all Baldur's Gate NPC's?
MINSC and BOO!

- MINSC, male rashemi human Ranger 5/Barbarian 11; HD 5d8+11d12+48 (145 hp); Init +3; Spd 30 ft.; AC 23 (+3 Dex, +6 armor, +4 natural), touch 13, flat-footed 23; BAB +16; Grap +22; Atk +25 melee (2d6+12/17-20, Lilarcor), or +22 melee (1d8+6/x3, warhammer), or +20 ranged (1d8+2/x3, mwk. longbow); Full Atk +25/+20/+15/+10 melee (2d6+12/17-20, Lilarcor), or +22/+17/+12/+7 melee (1d8+6/x3, warhammer), or +20/+15/+10/+5 ranged (1d8+2/x3, mwk. longbow); SQ combat style (archery), damage reduction 2/– , favored enemy (gnolls +2, undead +4), greater rage 3/day, improved uncanny dodge, trap sense +3, wild empathy +4; SV Fort +14, Ref +10, Will +4; AL CG; Str 22, Dex 16, Con 16, Int 8, Wis 6, Cha 9.

Skills: Climb +14, Craft (trapmaking) +4, Handle Animal +5, Intimidate +5, Jump +14, Knowledge (nature) +4, Listen +9, Ride +5, Spot +3, Survival +9, Swim +3.

Feats: Animal Affinity, Bullheaded, Cleave, Endurance, Great Cleave, Improved Bull Rush, Improved Critical (greatsword), Power Attack, Rapid Shot, Track.

Possessions: +1 breastplate, amulet of natural armor +4, Lilarcor*, arrows (x20), hunting knife, masterwork composite longbow (+2 Strength bonus), warhammer.
* see below

Animal Companion: Boo, giant space hamster (http://www.enworld.org/cc/converted/animal/giant_space_hamster.htm) (miniature version).

---------

Lilarcor: +3 intelligent greatsword; AL CN; Int 10, Wis 14, Cha 14; Speech, 120-ft. vision and hearing; Ego score 13.
Lesser Powers: Bluff +12, Intimidate +12.
Special Purpose: Defeat/slay everything.
Dedicated Power: Wielder is immune to all mind-affecting effects.
Personality: Lawrence Lilarcor was well known, not for being brave, but as an idiot. It is not known whether this sentient blade is Lilarcor himself, perhaps imprisoned by an evil mage or some other odd coincidence of fate, but it certainly acts in a manner consistent with his level of competence. If it is he, he has never bemoaned his captivity. He might not realize, or care, that he is no longer human.
As a weapon, Lilarcor has its uses, but many a warrior has eventually given it away. Banter such as “Ouch, that musta hurt”, “Oh yeah, got ‘im good!”, and “Beware my bite for it might … might … might really hurt or something” is a constant barrage on a warrior’s psyche.
Strong Abjuration; CL 15th; Market Price: 82,350 gp.
Arilou_skiff

08-13-05, 07:53 PM
Just a thought: Edwin's banned school in the game was divination, not evocation or enchantment. And shouldn't Keldorn have some levels in some anti-magic PRC?

And Haer'Dalis could have a few levels of the PRC, being a Doomguard and all.
runestar

08-13-05, 10:23 PM
Just a thought: Edwin's banned school in the game was divination, not evocation or enchantment. And shouldn't Keldorn have some levels in some anti-magic PRC?

Except that in 3.5, you can't have div as a opposition school. And Jan was a full fledged thief/illusionist. I would have him at rogue4/illusionist5(to prevent multiclass penalties in 3.5)/arcane rogue4.
Mad Mage

08-13-05, 10:51 PM
Jan Jansen
Chaotic Neutral Male Rock Gnome (Middle-age) Rogue 5/ Illusionist 4 (ECL: 9)
Hit Dice: 5d6+15 plus 4d4+12 (51 hp)

Initiative: +3

Speed: 20 feet (4 squares)

Armor Class: 16 (+1 size, +3 Dexterity, +2 armor), Touch 14, Flat-footed 16

Base Attack/Grapple: +5/+0

Attack: Flasher Master Launcher +9 (1d8+6/19-20x2 plus stun if using Bruiser Mates)

Abilities:
9 Strength
17 Dexterity
16 Constitution
17 Intelligence
12 Wisdom
10 Charisma

Saving Throws: Fortitude +4, Reflex +8, Will +6

Special Attacks: Sneak Attack +3d6

Special Qualities: Copy Scroll, Evasion, Summon Familiar, Trapfinding, Trap Sense +1, Uncanny Dodge, (Rock) Gnome Traits

Spell-like Abilities: 1/day – Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (caster level 1st, DC10)

Skills and Feats: Appraise +11, Balance +9, Bluff +4, Concentration +10, Craft (Tinkering) +11, Craft (Trapmaking) +4, Decipher Script +11, Disable Device +16**, Escape Artist +8 (+10 for checks involving rope binding), Hide +10, Listen +8, Move Silently +7, Open Lock +15*, Search +16**, Sleight of Hand +15*, Spellcraft +9 (+16 when analyzing Illusion spells***), Spot +6, Tumble +11, Use Rope +8; Combat Casting, Craft Wondrous Item, Scribe Scroll, Weapon Finesse

Wizard Spells Prepared: 0 - Read Magic (x4); 1st – Identify, Magic Missile (x2), Color Spray (x2); 2nd – Blur, Glitterdust, Invisibility, Mirror Image (Caster Level: 4th; Prohibited Schools: Necromancy & Enchantment)

Possession: Flasher Master launcher, 5 Flasher Master Bruiser Mates, 20 crossbow bolts, Jansen AdventureWear, Jansen Gadgetizer Gloves ™, Jansen Spectroscopes, thief’s tools, spellbook, spell component pouch

Jansen AdventureWear: This suit of leather armor is extraordinary for its kind. It is soft and as light as silk, yet as protective as magic leather armor. It functions as +1 leather armor with no arcane spell penalty, and the wearer is considered having an additional +5 circumstance armor bonus against missile (excluding exceptional ranged weapons) and melee weapons. The armor is sized for a gnome, so characters of medium size or larger cannot wear it.
Strong Abjuration; CL 15th; Craft Magic Arms & Armor; creator must be a gnome of the Jansen family, Protection from Arrows, Stoneskin; Cost 34,000 gp. Dry Clean only.

Flasher Master Launcher: Jan’s personal weapon functions as a +1 small-sized Heavy Crossbow with the capabilities to launch both crossbow bolts as well as his amazing magical Flasher Master Bruiser Mates.
Strong Evocation; CL 16th; Craft Magic Arms & Armor; creator must be a gnome of the Jansen family, Telekinesis; Cost 34,000 gp.

Flasher Master Bruiser Mate: Jan’s personally-made ammunition, these skull-shaped objects function as +1 crossbow bolts, although when struck, the magical powder inside causes afflicts the target, who must succeed on a DC 12 Fortitude save or be stunned.
Faint Illusion; CL 3rd; Craft Wondrous Item; Only Jan can create, Color Spray; Cost 1,000 gp. (Creates set of 5 at a time)

Jansen Gadgetizer Gloves ™: Jan’s personal gloves, these give him a +5 circumstance bonus on Open Lock & Sleight of Hand checks*. These are sized only for a gnome, so non-gnomes cannot wear them.
Moderate Transmutation; CL 10th; Craft Wondrous Item; creator must be a gnome of the Jansen family, Cat’s Grace, Knock; Cost 5,000 gp.

Jansen Spectroscopes: A peculiar item of Jan’s, these goggles fit a head slot for a character of gnome size. When worn over the eyes, they give the wearer a +5 circumstance bonus to Disable Device and Search checks**, as well as Spellcraft checks for Illusion spells***. Additionally they can be used with a simple command word to detect an invisible character or creature within the sight radius of the wearer. Any character of medium size or larger cannot wear them.
Moderate divination; CL 12th; Craft Wondrous Item; creator must be a gnome of the Jansen family, True Seeing; Cost 6,500 gp.

Challenge Rating: 10

Books Used: 3.5 Edition Player’s Handbook, 3.5 Edition Dungeon Master’s Guide
Mad Mage

08-13-05, 10:58 PM
Here's the protagonist's little shadow!

Imoen
Neutral Good Female Human Rogue 6/ Wizard 4 (ECL: 10)
Hit Dice: 6d8+24 plus 4d4+16 (63 hp)

Initiative: +4

Speed: 30 feet

Armor Class: 14* (+4 Dexterity) Touch 14, Flat-footed 14 (* AC = 15 when Imoen designates a target for a dodge attempt during an action)

Base Attack/Grapple: +6/+5

Attacks: Unarmed Strike +10/+5 melee (1d3+6/x2, nonlethal)

Abilities:
9 Strength
18 Dexterity
18 Constitution
17 Intelligence
10 Wisdom
15 Charisma

Saving Throws: Fortitude +7, Reflex +10, Will +6

Special Attacks: Sneak Attack +3d6

Special Qualities: Copy scroll, Evasion, Summon familiar, Trapfinding, Trap Sense +2, Uncanny Dodge

Skills and feats: Appraise +7, Balance +12, Climb +4 (+6 for checks that involve climbing a rope), Concentration +11, Craft (Trapmaking) +7, Diplomacy +9, Disable Device +14, Hide +11, Knowledge (Arcana) +10, Listen +5, Move Silently +11, Open Lock +15, Profession (Burglar) +8, Search +12, Sleight of Hand +10, Spellcraft +12, Spot +5, Tumble +13, Use Rope +13; Dodge, Eschew Materials, Nimble Fingers, Scribe Scroll, Weapon Finesse, Weapon Focus (Dagger)

Wizard spells prepared: 0 - Read Magic (x4); 1st - Identify, Magic Missile (x2), Mage Armor; 2nd - Blur, Invisibility, Melf's Acid Arrow

Possessions: Imoen's Belt, spellbook, spell component pouch, thief's tools

Imoen's Belt: This device was made for the purpose of extracting her soul over time. Due to the mighty magic that created it, it can only be removed by its manufacturer, Jon Irenicus. It also keeps a feeling in her head that causes her feel pain and panic if her hit points drop below 10.
Strong conjuration & faint abjuration; Caster Level 20th; Craft Wonderous Item, Trap the Soul, Alarm; Price 120,000 gp; Weight 4 lbs.

Challenge Rating: 10

Books used: 3.5 Dungeon Master's Guide, 3.5 Player's Handbook

Note: All NPCs are given the possessions they would (likely) start with when you first gain access to them.
Mad Mage

08-13-05, 10:59 PM
And what benchmark do you use to determine the npc's lv? The lv when you would get them in the game?

Yep. Also, since experience and leveling has changed, I figured that BG1 would have ended @ lvl 10.
Weenie

08-14-05, 02:52 AM
Reasoning:

Edwin & divination: Already answered above.

Keldorn: There's no paladin-ish class that I know of in 3E FR that mimics the Inquisitor kit well enough... not to mention that the kit itself was a munchin's wet dream.

Haer'Dalis: PS factions shouldn't be represented by levels in a prestige class. See www.planewalker.com. Besides, Haer'Dalis doesn't seem to really actively promote the Doomguard cause, he's a factioneer mostly in name...

Jan Jansen: If that's not a gnome artificer, I don't know whaat is! The fact that the CRPG didn't support such a class doesn't mean a P&P version shoul stay with Illusionist/Thief.
Mad Mage

08-14-05, 11:38 AM
Lord Keldorn Firecam
LG Male Tethyrian Human (Old Age) Paladin of Torm 10/Church Inquisitor* 2 (ECL: 12)

Hit Dice: 10d10+30 plus 2d8+6 (106 hp)

Speed: 20 feet in full plate armor (4 squares), 30 natural

Initiative: +3

Base Attack/Grapple: +11/+14

Attacks: Hallowed Redeemer +17 melee (2d6+6/18-20x2 melee) or light crossbow +10 ranged (1d8/x2 ranged)

Abilities:
16 Strength
9 Dexterity
16 Constitution
12 Intelligence
14 Wisdom
18 Charisma

Saving Throws: Fortitude +14, Reflex +6, Will +12

Special Qualities: Aura of Courage, Aura of Good, Detect Evil, Divine Grace, Divine Health, Immune to Charms, Lay on Hands (40 hp), Remove Disease 2/week, Special Mount

Special Attacks: Smite Evil 3/day, Turn Undead as 7th-level cleric 7/day

Skills and Feats: Diplomacy +8, Knowledge (Arcana) +5, Knowledge (Religion) +5, Spellcraft +5; Cleave, Improved Critical (Greatsword), Improved Initiative, Point Blank Shot, Power Attack, Weapon Focus (Greatsword)

Paladin Spells prepared (as paladin of 12th level): 1st- Cure Light Wounds, Divine Favor; 2nd- Remove Paralysis, Zone of Truth; 3rd- Dispel Magic

Possessions: Hallowed Redeemer, Firecam Plate Armor, light crossbow, 20 crossbow bolts, potion of healing, steel helmet


Hallowed Redeemer

This greatsword was given to Keldorn as proof of his valorous service within the Order of the Most Radiant Heart. It is imbued with Torm's blessing, giving him some protection from the dishonorable conduct of his enemies. When by a melee attack in combat, Keldorn's attacker takes 5 points of magical damage. It functions as a +2 greatsword for damage, but it's special powers are only usable if wielded by Keldorn.

Moderate Abjuration; CL 15th; Craft Wondrous Item; Crafter must be a worshipper of Torm, Fire Shield; Price 25,000 gp; Weight 9 lbs.


Firecam Plate Armor

This suit of full plate armor has been the Firecam family for generations, and has seen Keldorn through numerous battles. If worn by a member of the Firecam family, it protects the wearer from movement-delaying effects - such an entanglement spell - and gives them a +1 bonus to their saving throws. If worn by anyone else, the magial properties are inert.

Strong Abjuration; CL 20th; Craft Wonderous Item; Crafter must be a member of the Firecam family; Freedom of Movement, Resistance; Price 200,000 gp; Weight 45 lbs.


Sources Used: 3.5 Core Rulebooks, Complete Divine*

I though ol' Keldy here had a pretty long career as a paladin.

At last! It appears to be done!
Arilou_skiff

08-14-05, 01:11 PM
Haer'Dalis: PS factions shouldn't be represented by levels in a prestige class. See www.planewalker.com. Besides, Haer'Dalis doesn't seem to really actively promote the Doomguard cause, he's a factioneer mostly in name...

Still, War Chanter definately seems like the wrong thing. Something fighter-ish would fit him better, recall that as a blade he had reduced bardic music abilities.
Weenie

08-14-05, 06:34 PM
Still, War Chanter definately seems like the wrong thing. Something fighter-ish would fit him better, recall that as a blade he had reduced bardic music abilities.

How much more fighterish can you get? Warchanter has full BAB, good Fort, bad Ref and Will, and grants bardic abilities that inspire troops im melee. Not to mention that I gave him 4 levels of Fighter...

I'd love to see an alternative build though, preferably not using custom material.
Mad Mage

08-15-05, 01:18 PM
Here's my version.

Haer'Dalis
Chaotic Neutral Male Tiefling Bard 4/Fighter 2/ Dervish* 4 (ECL: 11)
Hit Dice: 4d6-4 plus 2d10-2 plus 4d10-4 (64 hp)

Initiative: +3

Speed: 35 (7 squares)

Armor Class: 14 (+1 Deflection, +3 Dexterity), Touch 14, Flat-footed 11

Base Attack/Grapple: +9/+12

Attack: Chaos +13 melee (1d6+6 18-20/x2) plus Entropy +13 melee (1d6+6 18-20/x2)

Abilities:
16 Strength
16 Dexterity
9 Constitution
12 Intelligence
11 Wisdom
14 Charisma

Saving Throws: Fortitude +4, Reflex +10, Will +8

Skills and Feats: Balance +15, Bluff +9, Concentration +6, Jump +12, Knowledge (Sigil local) +8, Perform (theatrical) +21, Perform (dance) +10, Profession (Actor) +7, Sense Motive +4, Tumble +17; Combat Expertise, Dodge, Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (Scimitar)

Special Attacks: Darkness 1/day (Caster level 11th), Dervish Dance (+1 on attack and damage rolls for a slashing weapon) 2/day

Special Qualities: Bardic Knowledge; Bardic Music: Countersong, Dance of Death, Fascinate, Inspire Competence, Inspire Courage +1; Darkvision 60 feet; Resistance to cold, electricity, and fire 5; Fast Movement (+5 feet); Movement Mastery (Haer’Dalis can take a 10 on Jump, Perform [Dance], or Tumble checks when being distracted or stressed); Slashing Blades (treat scimitars as light weapons)

Bard Spells Known: 0 - Dancing Lights, Daze, Mage Hand; 1st – Cure Light Wounds, Grease, Identify, Sleep (x2); 2nd – Blur

Bard Spells Per Day: 0 – 3; 1st – 4; 2nd – 1

Possessions: Chaos, Entropy, jingling anklets (function as musical instrument)


Chaos

Haer'Dalis had this blade created by a bladesmith in Sigil as payment for one of his most astounding performances. It is a +2 scimitar that causes its target to take a DC 15 Fortitude save or lose 2 points of Dexterity for 1 round.

Moderate Necromancy; CL 12th, Craft Wondrous Item; Bestow Curse; Cost 26,000 gp.


Entropy

This is the other blade Haer'Dalis had crafted for him by an anonymous bladesmith in Sigil as a parting gift from a performance. It is a +2 scimitar that inflicts poison upon a hit unless the target makes a DC 15 Fortitude save. The poison causes 1 point of Consitution damage each round, but the fortitude for each consective round rises up one point. The poison lasts for 4 rounds.

Moderate Necromancy; CL 12th, Craft Wondrous Item; Poison; Cost 26,000 gp.


Sources used: 3.5 Rulebooks, Complete Warrior*
Kvantum

08-16-05, 08:48 PM
Here's a really rough build of everyone's... "favorite" whiny Avariel, Aerie

LG Female Wingless Avariel (LA +1 by Soldarin's ECL calc) Cleric 3/Mage 3/Mystic Theurge 4 (ECL 11)
HD: 3d8 +3d4 +4d4 (42 hp)
Init +3 (Dex)
Speed 30'
+2 +3 +1 +3 Cleric 3
+1 +1 +1 +3 Mage 3
+2 +1 +1 +4 Mystic Theurge 4

BAB +5 Fort +5 Ref +6 Will +13

Str:10 (10 +0 +0) (base + racial + level points)
Dex:17 (13 +4 +0)
Con:10 (11 -2 +1) (what, you want me to leave her with even LESS hp?)
Int:17 (14 +2 +1)
Wis:16 (14 +2 +0)
Cha:14 (14 +0 +0)
Dielzen

08-16-05, 10:26 PM
Dwarven Racial Ability =

Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Barbarian Fast Movement =

A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

(both are from the SRD)

Barbarian Dwarf in Medium armor = 30 ft.
Arilou_skiff

08-17-05, 04:16 AM
Here's my version. Unfinished so far.

Haer'Dalis
CN Male Tiefling Bard 4/Fighter 2/ Dervish* 4 (ECL: 11)
Hit Dice: 4d6-4 plus 2d10-2 plus 4d10-4 (64 hp)

Initiative: +3

Speed: 35 (7 squares)

Armor Class: 14 (+1 Deflection, +3 Dexterity), Touch 14, Flat-footed 11

Base Attack/Grapple: +9/+12

Attack: Chaos +13 melee (1d6+6 18-20/x2) plus Entropy +13 melee (1d6+6 18-20/x2)

Abilities:
16 Strength
16 Dexterity
9 Constitution
12 Intelligence
11 Wisdom
14 Charisma

Skills and Feats: Perform (theatrical) + Perform (dance) +5, Tumble +6;Combat Expertise, Dodge, Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (Scimitar)

Possessions: Chaos, Entropy, jingling anklets (function as musical instrument)

Sources used: 3.5 Rulebooks, Complete Warrior*

Yah, that one is better.
Mad Mage

08-18-05, 11:13 PM
Firkraag
CE Male Wyrm Red Dragon (ECL: 37?)
Gargantuan Dragon (Fire)
Hit Dice: 37d12+370

Initiative: +4

Speed: 40 feet (8 quares), Fly 200 feet (clumsy)

Base Attack/Grapple: +37/+64

Abilities:
41 Strength
10 Dexterity
31 Constitution
26 Intelligence
23 Wisdom
24 Charisma

Skills and Feats: Profession (Noble)+6, Profession (Scam Artist) +; Greater Spell Focus (Illusion), Improved Initiative, Multiattack, Power Attack, Quicken Breath*, Rend*, Snatch*, Spell Focus (Illusion), Tail Sweep Knockdown*, Whirlwind Tail Sweep*

Spells: As 17-level sorcerer

Special Attacks: Crush, Rend, Snatch, Tail Sweep (Full circle, 30 feet, small or smaller take 2d6+22 points of bludgeoning damage and are knocked prone; Reflex save DC 38 for half)

Sources Used: 3.5 Monster Manual, Draconomicon*
Humanculus

08-23-05, 02:56 AM
- MINSC, male rashemi human Ranger 5/Barbarian 11; HD 5d8+11d12+48 (145 hp); Init +3; Spd 30 ft.; AC 23 (+3 Dex, +6 armor, +4 natural), touch 13, flat-footed 23; BAB +16; Grap +22; Atk +25 melee (2d6+12/17-20, Lilarcor), or +22 melee (1d8+6/x3, warhammer), or +20 ranged (1d8+2/x3, mwk. longbow); Full Atk +25/+20/+15/+10 melee (2d6+12/17-20, Lilarcor), or +22/+17/+12/+7 melee (1d8+6/x3, warhammer), or +20/+15/+10/+5 ranged (1d8+2/x3, mwk. longbow); SQ combat style (archery), damage reduction 2/– , favored enemy (gnolls +2, undead +4), greater rage 3/day, improved uncanny dodge, trap sense +3, wild empathy +4; SV Fort +14, Ref +10, Will +4; AL CG; Str 22, Dex 16, Con 16, Int 8, Wis 6, Cha 9.

Skills: Climb +14, Craft (trapmaking) +4, Handle Animal +5, Intimidate +5, Jump +14, Knowledge (nature) +4, Listen +9, Ride +5, Spot +3, Survival +9, Swim +3.

Feats: Animal Affinity, Bullheaded, Cleave, Endurance, Great Cleave, Improved Bull Rush, Improved Critical (greatsword), Power Attack, Rapid Shot, Track.

Possessions: +1 breastplate, amulet of natural armor +4, Lilarcor*, arrows (x20), hunting knife, masterwork composite longbow (+2 Strength bonus), warhammer.
* see below

Animal Companion: Boo, giant space hamster (http://www.enworld.org/cc/converted/animal/giant_space_hamster.htm) (miniature version).

---------

Lilarcor: +3 intelligent greatsword; AL CN; Int 10, Wis 14, Cha 14; Speech, 120-ft. vision and hearing; Ego score 13.
Lesser Powers: Bluff +12, Intimidate +12.
Special Purpose: Defeat/slay everything.
Dedicated Power: Wielder is immune to all mind-affecting effects.
Personality: Lawrence Lilarcor was well known, not for being brave, but as an idiot. It is not known whether this sentient blade is Lilarcor himself, perhaps imprisoned by an evil mage or some other odd coincidence of fate, but it certainly acts in a manner consistent with his level of competence. If it is he, he has never bemoaned his captivity. He might not realize, or care, that he is no longer human.
As a weapon, Lilarcor has its uses, but many a warrior has eventually given it away. Banter such as “Ouch, that musta hurt”, “Oh yeah, got ‘im good!”, and “Beware my bite for it might … might … might really hurt or something” is a constant barrage on a warrior’s psyche.
Strong Abjuration; CL 15th; Market Price: 82,350 gp.

i dont know about BG 1 but in BG 2 his racial enemy is Lycanthropes, so wouldnt he have shapechangers as his favored enemy?
Andyr

08-23-05, 08:50 AM
In BG1 his favoured enemy was Gnolls; in BG2 it changed to Vampires.

Seems to follow what was threatening Dynaheir at the time (since in BG1 she was captured by Gnolls and in BG2 she dies presumably at the hands of Bodhi's vampires working for Irenicus). ;)
Mad Mage

10-16-05, 12:19 AM
Finally, Keldorn's done. Now for the start of someone else... Ooh, who else but one of the other PC's personal buddies!

Jaheira
True Neutral Female Half-Elf Druid of Silvanus 7/ Fighter 3 (ECL: 10)
Hit Dice: 7d8+21 plus 3d10+9 (78 hp)

Initiative: +3

Speed: 30 feet (6 squares)

Armor Class: 13 (Dexterity +3), Touch 10, Flat-Footed 10

Base Attack Bonus: +8/+10

Attack: Unarmed Strike +10/+5 (1d3/x2, non-lethal)

Abilities:
14 Strength
16 Dexterity
16 Constitution
10 Intelligence
14 Wisdom
12 Charisma

Saving Throws: Fortitude +11, Reflex +6, Will +8

Special Attacks: Wild Shape 3/day (small or medium animal only)

Special Qualities: Animal Companion, Nature Sense, Resist Nature’s Lure, Spontaneous Casting (Summon Nature’s Ally spells), Trackless Step, Woodland Stride

Skills and Feats: Concentration +8, Intimidate +7, Heal +8, Knowledge (Nature) +8, Listen +6, Spot +6, Survival +10 (+12 in above-ground areas); Combat Casting, Eschew Materials, Weapon Focus (Club), Weapon Focus (Sling), Weapon Focus (Quarterstaff)

Druid Spells Prepared: 0 – Cure Minor Wounds (x3), Guidance, Read Magic; 1st – Charm Animal, Cure Light Wounds (x2), Entangle; 2nd – Barkskin, Delay Poison, Lesser Restoration; 3rd – Cure Moderate Wounds, Call Lightning, 4th – Cure Serious Wounds

Possessions: None

Books Used: 3.5 Ed. Player’s Handbook

Well, at least she can still wear dragoncraft full plate. :cool:

Edit: Touched up on Haer'Dalis. Hurrah!
Zireael

10-17-05, 03:45 AM
I think Jaheira should be NG not TN.
Wizzy of Eros

10-17-05, 11:54 AM
I have always liked Aerie :)

So, what about stats from Mazzy and Viconia De Vir?
Mad Mage

10-17-05, 02:44 PM
I think Jaheira should be NG not TN.

She was more concerned about the Balance than heroism, trust me. She had a few marking evil tendencies (vengeance against a few quest antagonists, for example) as well as heroic ones.

I have always liked Aerie

So, what about stats from Mazzy and Viconia De Vir?

Been working on those. A little stuck on some things w/ them, and I got college during the week and work on weekends. :embarrass
Unamis

10-18-05, 05:58 AM
Tadah! :)

Jon Irenicus

Wizard 25/Archmage 5
Medium Human (Exiled Elf)
Hit Dice: 30d4+60 (135 hp)
Iniative: +4
Speed: 30ft.
AC: 26 (+6 armor, +5 deflection, +4 dex, +1 monk)
Base Attack/Grapple: +12/+13
Attack: Unarmed strike +13, melee (1d8+1/x2) or spell +16, ranged
Full Attack: Unarmed strike +13/+8/+3, melee (1d8+1/x2)
Space/Reach: 5ft./5ft.
Special Attacks: Spells
Special Qualities: Exiled elf, High Arcana (Arcane Reach [30ft.], Mastery of Elements, Mastery of Shaping, Spell Power +2), Spell Resistance 18
Saves: Fort +17, Ref +19, Will +25
Abilities: Str 13, Dex 18, Con 14, Wis 18, Int 31, Cha 17
Skills: Craft (Bookbinding) +18, Craft (Sewing) +15, Decipher Script +40, Gather Information +40, Diplomacy +8, Intimidate +13, Knowledge (Arcana) +42, Knowledge (Planes) +30, Knowledge (Religion) +30, Spellcraft +46, Use Magic Device +35
Feats: Craft Wondrous Item, Empower Spell, Eschew Materials, Improved Counterspell, Maximize Spell, Quicken Spell, Silent Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Evocation, Necromancy)
Epic Feats: Automatic Quicken Spell (0-9th), Epic Spellcasting, Improved Metamagic, Improved Spell Capacity, Intensify Spell
Environment:Amn
Organization: Solitary (Unique) or with Boddhi
CR: 30
Treasure: Equipment
Alignment: Neutral Evil
Advancement: By character class

Instead of learning the use of natural elven weaponry, Joneleth focused intensly on studying magic. He does not gain the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
Instead, he receives a +2 bonus to Knowledge (Arcana) and Spellcraft, and a single metamagic feat of his choosing (Quicken Spell)

Exiled Elf: Irenicus was banished not just from his people, but completely removed from the elven society by the Seldarine, who stripped him of his elven nature.
Irenicus is a human for all intents and purposes, except for his elven ability score modifications.

Wizard Spell per Day: 4/11/11/10/10/8/9/4/4/5/1. Base DC 20+ spell level, 21+ spell level for Evocation and Necromancy spells. Caster Level 32 (34 made to overcome spell resistance).

Possessions: Robe of the Shattered One, Epic Ring of Wizardry I-VI, Ring of Protection +5, Amulet of Proof against Detection and Location

Robe of the Shattered One: This tight combination of a robe and a leather armor has been handmade for its creator alone, and does not fit to anyone else. The robe comes in two parts. A tight, black, leather skullcap worn tightly around ones head and the leather breastplate with metal studdings and shoulderpads.
Though quite ponderous looking at first, the robe has either been woven and crafted so skillfully that it does not weight more than normal robes, or it has been magically lightened.
For all intents and purposes, the Robe of the Shattered One is a Robe of Archmagi with a +6 armor bonus.
The skullcap functions as a Helm of Comprehend Languages and Read Magic and a Headband of Intellect +6
Mad Mage

10-18-05, 11:25 AM
Nice, Unamis! That's definitely one big weight off my shoulders. :cool:

Edit: As a side not, let me tell you all where I am w/ stats.

- Mazzy: I'm thinking of making her as either a Paladin of Arvoreen or Fighter/Divine Champion. So far, I'm leaning toward Pally.

- Valygar: Currently a Ranger 6/Rogue 1/ Occult Slayer 2. Dunno where to put his tenth level.

- Cernd: This is the guy I'm COMPLETELY STUCK on. Sure, he's a Druid, but what else? Dunno whether to make him an afflicted Werewolf or some sort of PrC. The only problem is, if I don't have the book of any suggested PrC, that's gonna make things difficult. I do have all the Complete books, at least.

- Minsc: Making him into a Barbarian 1/Ranger 8/Frenzied Berserker 2.

- Yoshimo: Here he is! :D

Yoshimo
True Neutral Male Human Rogue 10 (ECL: 10)
Hit Dice: 10d6+40 (85 hp)

Armor Class: 16 (+4 Dexterity, +2 Armor); Touch 14, Flat-foot 16

Base Attack/Grapple: +7/+10

Attack: Katana +11 melee (1d10+/19-20/x2) or shortbow +11 ranged (1d6+4/x3)

Abilities:
17 Strength
18 Dexterity
18 Constitution
13 Intelligence
10 Wisdom
12 Charisma

Skills and Feats: Bluff +8, Craft (Trapmaking) +14, Diplomacy +5, Disable Device +17, Hide +9, Knowledge (Amn Local) +7, Move Silently +9, Open Lock +17, Profession (Bounty Hunter) +13, Search +14, Sleight of Hand +8; Exotic Weapon Proficiency (Bastard Sword), Point Blank Shot, Skill Focus (Craft [Trapmaking])

Special Attacks: Sneak Attack +5d6

Special Qualities: Evasion, Improved Uncanny Dodge, Uncanny Dodge, Skill Mastery (Craft [Trapmaking])

Possessions: +1 Katana, Leather armor, shortbow, thief’s tools

Challenge Rating: 10
theartistformerlyknownas

10-19-05, 03:27 AM
Perhaps the Blood Hound Prc from Complete Adventurer for Yoshimo? I think it fits the whole "Bounty Hunter" concept. And what about the Nature's Warrior Prc from Complete Warrior for Cernd? It, combined with afflicted lycanthropy makes a nice balance. Or if, you wish to tweak with some rules


And maybe blur some campaign lines...



there's the weretouched master from the Eberron Campaign Setting.
Unamis

10-19-05, 04:44 AM
And here's another villain (what else would you expect from a LoD member?)! :)

Sarevok Ankhev

Fighter 15
Medium Human
Hit Dice: 15d10+45 (127hp)
Iniative: +4
Speed: 30ft. or 20ft. in armor
AC: 23 (+12 armor, +1 dex)
Base Attack/Grapple: +15/+19
Attack: Chaos Blade +25, melee (2d6+10 plus 2d6 chaotic, 19-20/x2) or +1 claw +20, melee (1d10+5 plus contagion (Fort DC 14)
Full Attack: Chaos Blade +25/+20/+15/+10, melee (2d6+10 plus 2d6 chaotic, 19-20/x2)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +12, Ref +9, Will +10
Abilities: Str 19, Dex 18, Con 17, Int 14, Wis 12, Cha 15
Skills: Bluff +8, Climb + 5, Diplomacy +7, Intimidate +10, Jump +14, Knowledge (Religion) +6, Listen +7, Spot +6, Tumble +6, Speak Common, Read/Write Common
Feats: Armor Profiency (Light, Medium Heavy), Cleave, Greater Cleave, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword), Improved Critical (Greatsword), Improved Sunder, Iron Will, Power Attack, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Weapon Profiency (simple,martial)
Alignment: Chaotic Evil
Advancement: By character class

Possessions: Chaos Blade, Demon Armor

Chaos Blade: Sarevoks signature weapon, a large greatsword with a demonic motiff. It is considered as a +2 anarchic greatsword.
Mad Mage

10-19-05, 03:50 PM
Perhaps the Blood Hound Prc from Complete Adventurer for Yoshimo? I think it fits the whole "Bounty Hunter" concept. And what about the Nature's Warrior Prc from Complete Warrior for Cernd? It, combined with afflicted lycanthropy makes a nice balance. Or if, you wish to tweak with some rules

I considered the Bloodhound, but I thought that Yoshimo didn't act as much as someone to bring captives back alive through force. He seemed more like a double agent to me.

As far as Cernd goes, I did consider Nature's Warrior, but the fact that he was a lycanthrope just makes me for undecided. That guy's gonna have me tear my brain apart for sure.

there's the weretouched master from the Eberron Campaign Setting.
Don't have any Eberron sourcebooks. Sorry. :(


@ Unamis:
Any idea what the whole "Doombringer" (or whatever it was called) thing was about? I wondered if that could've been translated into a PrC for him.

Edit: Oh, and thanks for all the help, but if you don't mind, I'll try to handle the rest. I'd like to take a shot at some villains myself. ;)
Davidw

10-19-05, 06:22 PM
Sarevok Ankhev
Chaos Blade: Sarevoks signature weapon, a large greatsword with a demonic motiff. It is considered as a +2 anarchic greatsword.

Shouldn't it be greater than +2? It was statted in BG2 as +2, but the descriptive text indicated it had lost the majority of its powers. Aside from anything else, a +2 sword for a 15th level fighter, and the main baddie in BG1, sounds a little underpowered.
Unamis

10-20-05, 04:35 AM
@ Unamis:
Any idea what the whole "Doombringer" (or whatever it was called) thing was about? I wondered if that could've been translated into a PrC for him.

Edit: Oh, and thanks for all the help, but if you don't mind, I'll try to handle the rest. I'd like to take a shot at some villains myself. ;)

No problemo, I actually pretty much copied&pasted these two from another BGII thread there was going on about 4 or 5 months ago, and updated them a bit.

And as for the Doombringer, it was a special strike he could do on a critical hit in Throne of Bhaal, as you probably remember. It gave him around +200 damage when it succeeded.
And since the version I posted is Sarevok the BBG from Baldur's Gate 1, I doubt we can make it fit in there.


Shouldn't it be greater than +2? It was statted in BG2 as +2, but the descriptive text indicated it had lost the majority of its powers. Aside from anything else, a +2 sword for a 15th level fighter, and the main baddie in BG1, sounds a little underpowered.

True, though I want to note that I already did power it up a bit. In BG 2 it's a +2 greatsword, wich deals 2 extra points of chaotic damage. Now it deals 2d6 points of chaotic damage.
If I really wanted to be sure what kind of damage it dealt in BG 1, I'd have to install the game, a monster editor and then check. But it actually might have been a +3 greatsword there.
Mad Mage

10-20-05, 11:37 AM
And as for the Doombringer, it was a special strike he could do on a critical hit in Throne of Bhaal, as you probably remember. It gave him around +200 damage when it succeeded.
And since the version I posted is Sarevok the BBG from Baldur's Gate 1, I doubt we can make it fit in there.

I remember that Sarevok's bio in ToB said that his foster father "trained him to be a Doombringer."

True, though I want to note that I already did power it up a bit. In BG 2 it's a +2 greatsword, wich deals 2 extra points of chaotic damage. Now it deals 2d6 points of chaotic damage.
If I really wanted to be sure what kind of damage it dealt in BG 1, I'd have to install the game, a monster editor and then check. But it actually might have been a +3 greatsword there.
Didn't the sword actually drain a little health from the target and give to the wielder?
Davidw

10-20-05, 01:54 PM
True, though I want to note that I already did power it up a bit. In BG 2 it's a +2 greatsword, wich deals 2 extra points of chaotic damage. Now it deals 2d6 points of chaotic damage.
If I really wanted to be sure what kind of damage it dealt in BG 1, I'd have to install the game, a monster editor and then check. But it actually might have been a +3 greatsword there.

I opened up the game in Infinity Explorer once just to check that. And came away very disappointed to find out it's just an ordinary sword. :(

I guess giving a 15th level fighter, with three tough allies and freakishly powerful armour, an uber powerful sword would have been overkill. Especially when you're fighting him with 7-8th level characters.

Aside from anything else, you're never supposed to be able to get the sword in BG1 (the game ends as soon as you defeat Sarevok, even if he's got other allies still alive) so it doesn't really matter what the sword in the game file is.
Draith

10-21-05, 01:40 AM
There is a Helm of Sarevok that gives +2 AC and immunity to intelligence drain, I'm not sure if it was implemented but you can get it through the cheat, HELMSAR.
Penknight

10-21-05, 02:23 AM
Hey, guys. I was wondering if you would please put Xan on here. He was my favorite character from the original BG. Thanks!
Mad Mage

10-21-05, 02:55 PM
Hey, guys. I was wondering if you would please put Xan on here. He was my favorite character from the original BG. Thanks!

I was considering Xan a couple times myself. Fortunately, I have Magic of Faerun, so adapting his moonblade should be a snap. Note that my stats do take some time, especially with how busy I am on a regular basis. :embarrass
Soul Harverster

10-21-05, 04:40 PM
Nice project..However..I do have a few comments..

1 : I think that Korgan is a Druegar. I believe that some dialogues refer to it, not entirely sure tho.

2 : IMHO, Sarevok should have higher strength. While his other stats are also high, 18 STR really isn't THAT great for a level 15 fighter. At least, I DO picture him as -very- strong in game context. Especially since (at least, to my idea) the fighting style of Deathbringers , would be quite offensive and brutal. Espically if you assume(because of the DeathBringer Assault) that they want to kill their enemies as fast as possible. While I do realise he had simply INCREDIBLE stats in Throne of Bhaa(and this is about the BG1 version,so it might be totally irrelevant), he did have 18/100 STR, which was about the same as an Ogre in 2e, if I'm correct(which is of course a bit overboard).

No offense meant of course.

3: To nitpick:I believe it's Deathbringer , not Doombringer.
Mad Mage

10-21-05, 06:38 PM
Nice project..However..I do have a few comments..

1 : I think that Korgan is a Druegar. I believe that some dialogues refer to it, not entirely sure tho.

And I think I have reason to say otherwise.

2 : IMHO, Sarevok should have higher strength. While his other stats are also high, 18 STR really isn't THAT great for a level 15 fighter. At least, I DO picture him as -very- strong in game context. Especially since (at least, to my idea) the fighting style of Deathbringers , would be quite offensive and brutal. Espically if you assume(because of the DeathBringer Assault) that they want to kill their enemies as fast as possible. While I do realise he had simply INCREDIBLE stats in Throne of Bhaa(and this is about the BG1 version,so it might be totally irrelevant), he did have 18/100 STR, which was about the same as an Ogre in 2e, if I'm correct(which is of course a bit overboard).

Yes, the Gauntlets of Ogre Power in the game series gave that amount of strength, so I'd say a Str score of about 20 or 22 would work.

To nitpick:I believe it's Deathbringer , not Doombringer.

You might be right. Have to check. *sighs and grumbles to himself about reinstalling games*
Karsus the Mad

10-22-05, 08:42 AM
A little knitpick.
Gnome Artificer power DC's aren't 10+Int mod+power level. They're 10+minimum Int mod required to cast the same spell+power level.
http://www.wizards.com/default.asp?x=dnd/rp/20040114a

Irenicus is a 29th level mage in BG2. He's actually a pure ripoff of 2e Elminster (exact same 2e stats, etc).

Mazzy would be best as a Fighter/Divine Champion, since she's more accurately described that way (her own character background states she's not a paladin).
Andyr

10-22-05, 02:00 PM
Korgan is not a duergar.
bondious

10-24-05, 02:24 PM
If I remember the game correctly there were TWO dwarves in the Copper Coronet: Korgan and a duergar (who was disguised as a dwarf) ore merchant that you have to deal with to get that ultra-rare and shiney metal (can't remember the name of it) so that pompous sculpter can make some grand work for the Temple of Helm. Since they are encountered in the same location and NEARLY the same part of the Copper Coronet, this might be part of the confusion.

As for Korgan, who says that a dwarf cannot be a chaotic evil bastard? I'd say that if he was here right now he'd be MIGHTY OFFENDED by being called a stinkin' duerger! Hell, even the evil elven crimelord Elaith Craulnober was about to go agro with "great elven vengence and furious elven anger" against the oh-so-good drow Chosen of Ellistraee, Qilue (of the Seven Sisters)...until she showed him some of her charms! ;)
Mad Mage

10-25-05, 02:32 PM
Edwin Odesseiron
Lawful Evil Male Mulan Human Conjurer 8/ Red Wizard 2 (ECL: 10)
Hit Dice: 10d4+40 (75 hp)

Initiative: +4

Speed: 30 feet (6 squares)

Armor Class: 10, Touch 10, Flat-footed 10

Base Attack/Grapple: +5/+5

Attack: Dagger +6 melee (1d4+6/19-20/x2) or quarterstaff +6 melee (1d6+6/x2) or light crossbow +5 ranged (1d8+5/19-20x2)

Abilities:
10 Strength
10 Dexterity
18 Constitution
20 Intelligence
10 Wisdom
10 Charisma

Saving Throws: Fortitude +6, Reflex +2, Will +9

Special Attacks: N/A

Special Qualities: Copy Scroll, Enhanced Specialization (chose Necromancy as future prohibited school) Specialist Defense (+1 to saving throws on direct-damage spells of the Conjuration school) Spell Power (+1 effective caster level checks, spell DCs, etc.), Summon Familiar

Skills and Feats: Concentration +17, Craft (Calligraphy) +13, Decipher Script +16, Intimidate +5, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +8, Knowledge (Geography) +12, Knowledge (History) +16, Profession (Con Artist) +7, Spellcraft + 18 (+20 for Conjuration spells); Augment Summoning, Combat Casting, Eschew Materials, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Tattoo Focus

Wizard Spells prepared (Caster Level 11th): 0 - Acid Splash, Flare, Mage Hand, Ray of Frost, Resistance; 1st - Grease, Endure Elements, Mage Armor, Magic Missile, Summon Monster I; 2nd - Blur, Melf’s Acid Arrow(x2), Mirror Image, Summon Monster II, Web; 3rd – Dispel Magic, Fireball, Haste, Stinking Cloud, Summon Monster III; 4th – Fire Shield, Ice Storm, Stoneskin (x2), Summon Monster IV; 5th – Cloudkill, Cone of Cold, Lesser Planar Binding, Summon Monster V (Prohibited schools: Divination, Enchantment and Necromancy)

Possessions: +1 Dagger, +1 Quarterstaff, light crossbow, 40 crossbow bolts, spellbook, spell component pouch

Challenge Rating: 10

Books Used: 3.5 Edition Player’s Handbook, 3.5 Edition Dungeon Master’s Guide, Forgotten Realms Campaign Setting, Races of Faerun

I don't know what to say on his amulet, mostly on the bounds of plagiarizing Weenie's post of him.
Raidri

11-03-05, 03:31 PM
Hello everyone,

great thread. Baldur's Gate 2 is still one of my favorite games. So I here is my proposal for our all time favorite Avariel:

Aerie
Female avariel (without wings) cleric [Baervan Wildwanderer] 5, mage 5, mystic theurge 9; CR 20; Medium humanoid; HD 5d8-5 plus 14d4-14 plus 5; hp 47; Init +3; Spd 30 ft.; AC 23 (+4 Dex, +1 insight, +1 deflection, +7 bracers of armor), touch 16, flat-footed 19; Base Atk +10; Grp +10; Atk +15 melee (1d6+5, +5 clouting quarterstaff) or +15 ranged (1d8+2/19-20, +2 light crossbow); Full Atk +15/+10 melee (1d6+5, +5 clouting quarterstaff) or +15 ranged (1d8+2/19-20, +2 light crossbow); SA turn undead/5 day (+2 on turning checks); SQ aura of good, avariel traits, familiar (hawk), familiar benefits (alertness, empathic link, share spells), low-light vision, spell resistance 21 (Cloak of Balduran); AL LG; SV Fort +10, Ref +9, Will +20; Str 10, Dex 17, Con 9, Int 18, Wis 18, Cha 14
Skills and Feats: Concentration +12, Craft (alchemy) +16, Decipher Script +13, Diplomacy +9, Heal +13, Knowledge (arcana) +19, Knowledge (Amn local) +8, Knowledge (nature) +8, Knowledge (religion) +17, Knowledge (the planes) +10, Sense Motive +11, Spellcraft +28, Survival +9 (+11 aboveground, +11 on other planes); AlertnessB, Augment Healing, Brew PotionB, Craft Staff, Great Fortitude, Heighten Spell, Mind over Body, Scribe ScrollB, Silent Spell, Spell Mastery (Aganazzar's scorcher, glitterdust, lightning bolt, stoneskin)
Languages: Auran, Celestial, Chondathan, Common, Elven
Avariel traits: +2 racial bonus on saves against Enchantments, +2 racial bonus on Listen and Search checks, +4 racial bonus on Jump and Spot checks, automatic search, immunity to magic sleep, weapon proficiency (bola, lasso, longsword, rapier)
Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 14 + spell level): 0-create water, detect magic, detect poison, guidance, light, resistance; 1-bless water, detect evil, doom, longstrider*, obscuring mist, protection from evil, sanctuary; 2-aid*, align weapon, augury, cat's grace, owl's wisdom, silence, zone of truth; 3-dispel magic, fly*, magic circle against evil, prayer, remove disease, searing light; 4-freedom of movement, heightened hold person, holy smite*, spell immunity, summon monster IV; 5-dispel evil*, mark of justice, flame strike, true seeing; 6-antilife shell, blade barrier*, harm, visage of the deity; 7-greater teleport*, repulsion, summon monster VII
*Domain Spell. Deity: Baervan Wildwanderer. Domains: Good (cast good spells at +1 caster level), Travel (freedom of movement for a total time per day 1 rnd/cleric lvl)
Wizard Spells Prepared (4/5/5/5/5/3/3/2; save DC 14 + spell level): 0-arcane mark, daze, read magic, touch of fatigue; 1-charm person, grease, magic missile, ray of enfeeblement, shield; 2-silent burning hands, knock, mirror image, protection from arrows, web; 3-clairaudience/clairvoyance, haste, lightning bolt, slow, stinking cloud; 4-dimensional anchor, fear, ice storm, lesser globe of invulnerability, stoneskin; 5-baleful polymorph, feeblemind, hold monster; 6-heightened sword of deception, flesh to stone, mislead; 7-power word blind, spell turning
Possessions: Cloak of Balduran, bracers of armor +7, Staff of the Ram, +2 light crossbow

Cloak of Balduran: Acts as mantle of spell resistance plus cloak of resistance +1 plus ring of protection +1
Staff of the Ram: +5 clouting quarterstaff
Raidri

11-05-05, 12:10 PM
Here is my second character:
Keldorn Firecam how he could be at the end of Baldur's gate 2: Shadow of Amn. Have a nice day!

Keldorn Firecam
Male Tethyrian human paladin [Torm] 20; CR 20; Medium humanoid; HD 20d10+60; hp 175; Init +1; Spd 20 ft.; AC 20 (+1 Dex, +9 full plate), touch 11, flat-footed 19; Base Atk +20; Grp +24; Atk +30 melee (2d6+11/19-20, +5 holy avenger greatsword) or +22 ranged (1d10+1/19-20, +1 seeking heavy crossbow); Full Atk +30/+25/+20/+15 melee (2d6+11/19-20, +5 holy avenger greatsword) or +22 ranged (1d10+1/19-20, +1 seeking heavy crossbow); SA smite evil 7/day, turn undead/7 day (+2 on turning checks); SQ aura of courage, aura of good, detect evil at will, divine grace, divine health, freedom of movement (Firecam full plate), lay on hands, remove disease/5 week, spell resistance 25 (Carsomyr), special mount (currently none); AL LG; SV Fort +20, Ref +11, Will +15; Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 18 (with benefits and penalties of middle age)
Skills and Feats: Concentration +11 (+15 when casting defensively), Diplomacy +21, Handle Animal +9, Heal +10, Knowledge (Amn local) +4, Knowledge (nobility and royality) +9, Knowledge (religion) +13, Profession (scribe) +6, Ride +11, Sense Motive +19; Combat Casting, Divine Might, Extra Smiting, Iron Will, Mercantile BackgroundB, Negotiator, Power Attack, Weapon Focus (greatsword)
Languages: Chondathan, Common, Giant
Paladin Spells Prepared (4/4/4/3; save DC 13 + spell level): 1-bless, detect undead, divine favor, resistance; 2-owl's wisdom, remove paralysis, resist energy, zone of truth; 3-daylight, discern lies, magic circle against evil, righteous fury; 4-cure serious wounds, death ward, neutralize poison
Possessions: Firecam full plate, bracers of dexterity +4, Carsomyr, The Guide

Firecam full plate: Acts as +1 full plate plus cloak of resistance +1 plus ring of freedom of movement
Carsomyr: +5 holy avenger greatsword
The Guide: +1 seeking heavy crossbow
Raidri

11-07-05, 01:24 PM
:) For all interested people: The 3rd character!

Mazzy Fentan
Female lightfood halfling fighter 10, paladin 10 [Arvoreen]; CR 20; Small humanoid; HD 20d10+60; hp 175; Init +8; Spd 15 ft.; AC 23 (+1 size, +2 Dex, +8 chain mail, +2 shield), touch 13, flat-footed 21; Base Atk +20; Grp +19; Atk +27 melee (1d4+7 plus slow/19-20, +2 small short sword of lassitude) or +29 ranged (1d4+3 plus 1d6 force/x3, +3 force small short bow); Full Atk +27/+22/+17/+12 melee (1d4+7 plus slow/19-20, +2 small short sword of lassitude) or +29/+24/+19/+14 ranged (1d4+3 plus 1d6 force/x3, +3 force small short bow); SA smite evil 3/day, turn undead 5/day; SQ aura of courage, aura of good, detect evil at will, divine grace, divine health, fire resistance 10 (Darkmail), freedom of movement (Sword of Arvoreen), lay on hands, lightfood halfling traits, remove disease/2 week, special mount (currently none); AL LG; SV Fort +20, Ref +13, Will +11; Str 16, Dex 18, Con 16, Int 10, Wis 14, Cha 15
Skills and Feats: Climb +8, Concentration +7, Diplomacy +9, Intimidate +8, Jump +6, Knowledge (religion) +4, Ride +8, Sense Motive +11, Swim +1; Combat Reflexes, Dodge, Far ShotB, Improved InitiativeB, Improved Smiting, Mobility, Mounted CombatB, Point Blank ShotB, Quick Draw, Spring Attack, Street Smart, Weapon Focus (short bow)B, Weapon Focus (short sword)B, Weapon Specialization (short sword)B
Languages: Chondathan, Common, Halfling
Lightfood halfling traits: +1 racial bonus on attacks with thrown weapons and slings, +1 racial bonus on all saves, +2 morale bonus on saves against fear, +2 racial bonus on Climb, Jump, Listen and Move Silently checks
Paladin Spells Prepared (2/1; save DC 12 + spell level): 1-bless weapon, cure light wounds; 2-aura of glory
Possessions: Darkmail, Reflection shield, Sword of Arvoreen, Tanherons's Bow

Darkmail: +3 fire resistance chain mail
Reflection shield: +1 light wooden shield of arrow deflection
Tansheron's Bow: +3 force small short bow
Sword of Arvoreen: Acts as +2 small short sword plus gauntlet of lassitude (slow on hit, WillNeg DC 14) plus ring of freedom of movement

Have a nice day!
Raidri

11-10-05, 01:03 PM
A new hero again! The trusted companion and childhood friend of the PC-Hero:

Imoen
Female Tethyrian human rogue 4, wizard 6, arcane trickster 10; CR 20; Medium humanoid; HD 4d6+12 plus 16d4+48; hp 117; Init +8; Spd 30 ft.; AC 21 (+5 Dex, +6 bracers), touch 15, flat-footed 16; Base Atk +11; Grp +11; Atk +21 melee (1d4+5 plus 1d6 electricity/19-20/plus 1d10 electricity, +5 shocking burst dagger) or +20 ranged (1d6+4 plus 1d6 electricity/x3, +4 shocking short bow); Full Atk +21/+21/+16/+11 melee (1d4+5 plus 1d6 electricity/19-20/plus 1d10 electricity, +5 shocking burst dagger) or +20/+20/+15/+10 ranged (1d6+4 plus 1d6 electricity/x3, +4 shocking short bow); SA impromptu sneak attack 2/day, sneak attack +7d6; SQ electricity resistance 10 (Short Bow of Gesen), evasion, familiar (cat), familiar benefits (alertness, empathic link, share spells), ranged legerdemain 3/day, trap sense +1, trapfinding, uncanny dodge; AL NG; SV Fort +9, Ref +17, Will +15; Str 10, Dex 20, Con 16, Int 20, Wis 11, Cha 16
Skills and Feats: Appraise +11, Balance +19, Bluff +8, Climb +6, Concentration +11, Decipher Script +18, Disable Device +19, Disguise +12 (+14 acting), Escape Artist +14, Gather Information +14, Hide +12, Jump +6, Knowledge (arcana) +17, Knowledge (dungeoneering) +12, Knowledge (Western Heartlands local) +13, Knowledge (Amn local) +9, Knowledge (the planes) +9, Listen +8, Move Silently +14, Open Lock +17, Search +13, Sleight of Hand +15, Speak Language (Abyssal, Alzhedo), Spellcraft +22 (+24 scrolls), Spot +8, Tumble +16, Use Magic Device +10 (+14 scrolls); AlertnessB, BullheadedB, Craft Wondrous Item, Dodge, Improved InitiativeB (bracers of blinding strike), Mobility, Point Blank Shot, Rapid Shot, Scribe ScrollB, Silent SpellB, Spell Focus (enchantment), Weapon Finesse
Languages: Abyssal, Alzhedo, Chondathan, Common, Elven, Goblin, Illuskan
Wizard Spells Prepared (4/6/5/5/5/5/3/3/2; save DC 15 + spell level, or DC 16 + spell level for enchantment spells): 0-dancing lights, prestidigitation, read magic, resistance; 1-charm person, hypnotism, mage armor, shocking grasp, true strike, unseen servant; 2-rope trick, silent magic missile (2), spider climb, Tasha's hideous laughter; 3-fireball, haste, protection from energy, suggestion, summon monster III; 4-arcane eye, crushing despair, fire shield, greater invisibility, polymorph; 5-cloudkill, dominate person, feeblemind, passwall, persistent image; 6-repulsion,silent hold monster, summon monster VI; 7-greater teleport, insanity, prismatic spray; 8-mind blank, power word stun
Possessions: bracers of blinding strike, Dagger of the Star +5, Short Bow of Gesen

Dagger of the Star: Acts as +5 shocking burst dagger plus ring of invisibility
Short Bow of Gesen: Acts as +4 shocking short bow plus minor ring of electricity resistance

Until the next time!
Raidri

11-13-05, 12:43 PM
For all fans:

Valygar Corthala
Male Condathan human rogue 6, ranger 14 [no patron deity]; CR 20; Medium humanoid; HD 6d6+18 plus 14d8+42; hp 148; Init +4; Spd 30 ft.; AC 23 (+4 Dex, +8 chain mail, +1 shield), touch 14, flat-footed 19; Base Atk +18; Grp +24; Atk +24 melee (1d10+7 plus 1d6 electricity/19-20/plus 1d8 sonic plus 1d10 electricity, +3 shocking thundering burst katana) or +24 ranged (1d8+6/x3, +2 composite longbow [+4 strength bonus]); Full Atk +24/+19/+14/+9 melee (1d10+7 plus 1d6 electricity/19-20/plus 1d8 sonic plus 1d10 electricity, +3 shocking burst thundering katana) and +23/+18/+13 (1d10+4 plus wounding/19-20, +2 defending wounding katana) or +24/+19/+14/+9 ranged (1d8+6/x3, +2 composite longbow [+4 strength bonus]); SA sneak attack +3d6, favored enemy (constructs +4, humans +4, giants +2); SQ acid resistance 20 (Corthala Family Armor), animal companion (dog), camouflage, evasion, fire resistance 20 (Corthala Family Armor), spell resistance 13 (Corthala Family Armor), swift tracker, trap sense +2, trapfinding, uncanny dodge, wild empathy +16 (+12 magical beasts), woodland stride; AL NG; SV Fort +13, Ref +12, Will +10; Str 18, Dex 18, Con 16, Int 10, Wis 16, Cha 10
Skills and Feats: Balance +10, Climb +11 (+13 with rope), Disable Device +7, Disguise +7, Forgery +6, Gather Information +5, Handle Animal +10, Heal +10, Hide +14, Jump +8, Knowledge (dungeoneering) +5, Knowledge (geography) +7, Knowledge (nature) +6, Listen +12, Move Silently +16, Search +8, Sense Motive +12, Spot +15, Survival +16 (+18 underground, +18 avoid getting lost, +18 following tracks), Swim +4, Tumble +7, Use Magic Device +6, Use Rope +14; Blind Fight, EnduranceB, Exotic Weapon Proficiency (katana), Greater Two-Weapon FightingB, Improved Two-Weapon FightingB, Magical TrainingB, Oversized Two-Weapon Fighting, Run, Self Sufficient, TrackB, Two-Weapon FightingB, Two-Weapon Defense, Weapon Focus (katana)
Languages: Chondathan, Common
Ranger Spells Prepared (3/2/2; save DC 13 + spell level): no ranger spells granted
Possessions: Corthala Family Armor, Celestial Fury, Corthala Family Blade, Ripper

Corthala Family Armor: Acts as +3 improved fire and acid resistance mithral chain mail of spell resistance 13
Corthala Family Blade: Acts as +2 defending wounding katana
Celestial Fury: Acts as +3 thundering shocking burst katana plus lightning bolt 1/day plus blindness 1/day
Ripper: +2 composite longbow [+4 strength bonus]
Raidri

11-17-05, 01:06 PM
Another NPC!

Minsc
Male Rashemi human barbarian 3, fighter 4, ranger 13 [Chauntea]; CR 20; Medium humanoid; HD 13d8+39 plus 4d10+12 plus 3d12+9 plus 20; hp 186; Init +3; Spd 40 ft.; AC 21 (+3 Dex, +7 leather, +1 natural), touch 13, flat-footed 18; Base Atk +20; Grp +24; Atk +28 melee (2d6+11/19-20, +3 anarchic greatsword) or +24 melee (1d3+4, unarmed strike) or +26 ranged (1d8+7/x3, +3 seeking composite longbow [+4 strength bonus]); Full Atk +28/+23/+18/+13 melee (2d6+11/19-20, +3 anarchic greatsword) or +24/+19/+15/+9 melee (1d3+4, unarmed strike) or +26/+21/+16/+11 ranged (1d8+7/x3, +3 seeking composite longbow [+4 strength bonus]); SA favored enemy (gnolls +4, undead +4, evil outsiders +2), rage 1/day; SQ animal companion (hamster), camouflage, evasion, fast movement, uncanny dodge, swift tracker, trap sense +1, wild empathy +14 (+10 magical beasts), woodland stride; AL CG; SV Fort +18, Ref +9, Will +7; Str 19, Dex 16, Con 16, Int 8, Wis 13, Cha 9
Skills and Feats: Climb +13, Concentration +8, Handle Animal +10, Heal +6, Hide +22, Intimidate +7, Jump +11, Knowledge (nature) +7, Listen +11, Move Silently +13, Spot +9, Survival +18 (+20 aboveground), Swim +9; Cleave, Dreadful WrathB, EnduranceB, Extend Rage, Improved Overrun, Improved Precise ShotB, Improved Sunder, Improved Toughness, Improved Unarmed StrikeB, ManyshotB, Power Attack, Rapid ShotB, Run, TrackB, Weapon Focus (greatsword)B, Weapon Specialization (greatsword)B
Languages: Common, Rashemi
Ranger Spells Prepared (2/1/1; save DC 11 + spell level): 1-longstrider, low-light vision; 2-spike growth; 3-summon nature's ally III
Possessions: The Night's Gift, amulet of natural armor +1, Lilarcor, Heartseeker

The Night's Gift: +5 improved shadow leather armor
Heartseeker: +3 seeking composite longbow [+4 strength bonus]
Lilarcor: +3 anarchic greatsword; AL CN; Int 10, Wis 14, Cha 14; Speech, 120 ft. vision and hearing; Ego score 11.
Lesser Powers: deathwatch continually active, protection from law 1/day
Personality: It is not known whether this enchanted weapon is Lilarcor himself, perhaps imprisoned by an evil mage or some other odd coincidence of fate, but it certainly acts in a manner consistent with his level of competence. If it is he, he has never bemoaned his captivity. He might not realize, or care, that he is no longer a human. As a weapon, Lilarcor has its uses, but many a warrior has eventually given it away. Banter such as "Ouch, that musta hurt", "Oh yeah! Got 'im good", and "Beware my bite for it might...might...might really hurt or something" is a constant barrage on a warrior's psyche.
Mad Mage

11-17-05, 01:56 PM
Here's some more of my own.

Valygar Corthala
Neutral Good Male Calishite Human Ranger 6/Rogue 1/ Occult Slayer 2 (ECL: 9)
Hit Dice: 6d8+10 plus 1d6+2 plus 2d8+4 (69 hp)

Initiative: +8

Speed: 30 feet (6 squares)

Armor Class: 18 (+4 Dexterity, +4 armor), Touch 14, Flat-footed 14

Base Attack/Grapple: +8/+11

Attack: Corthala Family Blade + (1d10+/19-20/x2)

Abilities:
16 Strength
18 Dexterity
15 Constitution
10 Intelligence
13 Wisdom
10 Charisma

Saving Throws: Fortitude +7, Reflex +11, Will +6

Special Attacks: Mind over Magic 1/day (Spell Turning; caster level 7th), Sneak attack 1d6, Vicious Strike (Double damage on an attack that disrupts a spellcaster)

Special Qualities: Animal Companion, Combat Style (Ranged), Favored Enemy (Humanoid [Human] +4, Construct +2), Improved Combat Style (Ranged), Magical Defense (+1 to saving throws against spells and spell-like abilities), Trapfinding, Weapon Bond (Corthala Family Blade)

Skills and Feats: Gather Information +4, Hide +10, Knowledge (Arcana) +4, Listen +9, Move Silently +10, Spellcraft +3, Spot +9; Endurance, Exotic Weapon Proficiency (Bastard Sword), Improved Initiative, Weapon Focus (Bastard Sword), Weapon Focus (Longbow)

Ranger Spells Memorized: Valygar does not worship any deity, so he does not gain Ranger spells.

Possessions: Corthala Family Blade, Corthala Family Armor, dagger, longbow (*Katanas count as masterwork bastard swords for all effects)


Corthala Family Blade: This katana has been passed down by generations of the Corthala family for generations. It functions as a +2 katana for all effects, but when used by a person of Corthala blood, it also gains the defending and wounding properties.
Moderate Evocation and Abjuration; CL 14th; Craft Magic Arms and Armor, Mordenkaiden's Sword, Shield, creator must be a member of the Corthala family; Price 20,000 gp + 2000 XP.

Corthala Family Armor: This suit of studded leather armor has been passed down within the Corthala family for generations. It functions as a suit of +2 studded leather armor for any other medium creature that wears it, but for a member of the Corthala family line, it confers 10 resistance to acid, fire, and spells, as well as immunity to charm effects.
Strong Abjuration; CL 16th; Craft Magic Arms and Armor, Mind Blank, Resist Energy, Spell Resistance, creator must be a member of the Corthala family; Price 20,000 gp + 2,000 XP.

Challenge Rating: 11


Minsc
Chaotic Good Male Rashemi Human Barbarian 1/ Ranger of Mielikki 8/ Frenzied Berserker 1 (ECL: 10)
Hit Dice: 1d12+1 plus 8d8+16 plus 1d12+1 (78 hp)

Initiative: +2

Speed: 40 feet (8 squares)

Armor Class: 12 (+2 Dex), Touch 12, Flat-Footed 10

Base Attack/Grapple: +10/+15

Attack: Unarmed Strike +15 melee (1d3x2, non-lethal)

Abilities:
20 Strength
15 Dexterity
15 Constitution
8 Intelligence
11 Wisdom
9 Charisma

Saving Throws: Fortitude +12, Reflex +8, Will +2

Special Attacks: Barbarian Rage 1/day, Frenzy 1/day

Special Qualities: Animal Companion, Combat Style (Ranged), Favored Enemy (Humanoid [Gnoll] +2, Undead +2), Improved Combat Style (Ranged), Swift Tracker, Wild Empathy, Woodland Stride

Skills and feats: Climb +16, Handle Animal +5, Intimidate +1, Jump +16, Listen +2, Spot +2, Survival +12, Swim +12; Cleave, Destructive Rage, Diehard, Endurance, Intimidating Rage, Power Attack, Track, Weapon Focus (Greatsword)

Ranger Spells Memorized: 1st - Calm Animals

Possession: Boo (Animal Companion)

Challenge Rating: 10


Books used: 3.5 Edition Player’s Handbook, 3.5 Edition Dungeon Master’s Guide, Complete Warrior
Raidri

11-19-05, 01:30 PM
Here's some more of my own.

Valygar Corthala
Neutral Good Male Calishite Human Ranger of Mielikki 6/Rogue 1/ Occult Slayer 2 (ECL: 9)


I would delete the patron goddess Mielekki for Valygar. According to some ingame-quotes and interactions in BG2, Valygar does not believe in the gods. So he looses his spellcasting abilities but is more in tune with his background.
Mad Mage

11-20-05, 10:39 PM
I would delete the patron goddess Mielekki for Valygar. According to some ingame-quotes and interactions in BG2, Valygar does not believe in the gods. So he looses his spellcasting abilities but is more in tune with his background.

Alright. I just didn't really do much w/ Valygar besides his personal quest.
Raidri

11-22-05, 12:43 PM
Our lovely would-be-liberator of the oppressed!

Nalia de'Arnise
Female Tethyrian human rogue 3, wizard 16, archmage 1; CR 20; Medium humanoid; HD 3d6+9 plus 17d4+51; hp 115; Init +4; Spd 30 ft.; AC 22 (+4 Dex, +6 bracers of armor, +2 ring of protection), touch 16, flat-footed 18; Base Atk +10; Grp +12; Atk +16 melee (1d6+4, +4 quarterstaff) or +15 ranged (1d6+1/x3 ,+1 speed short bow); Full Atk +16/+11 melee (1d6+4, +4 quarterstaff) or +15/+15/+10 ranged (1d6+1/x3, +1 speed short bow); SA sneak attack +2d6; SQ evasion, familiar (lizard), familiar benefits (alertness, empathic link, share spells), fire resistance 30 (de'Arnise Signet Ring), mastery of shaping, trap sense +1, trapfinding; AL CG; SV Fort +12, Ref +17, Will +16; Str 14, Dex 18, Con 16, Int 19, Wis 10, Cha 13
Skills and Feats: Appraise +7 (+9 alchemy), Bluff +4, Climb +7, Concentration +15, Craft (alchemy) +19, Decipher Script +14, Diplomacy +5, Disable Device +13, Knowledge (arcana) +24, Knowledge (geography) +11, Knowledge (history) +15, Knowledge (Amn local) +9, Knowledge (nobility and royality) +18, Knowledge (the planes) +17, Open Lock +13, Search +10, Sense Motive +4, Sleight of Hand +9, Spellcraft +26; AlertnessB, Craft Wondrous Item, Dodge, Empower SpellB, Forge RingB, Lightning Reflexes, Scribe ScrollB, Silver PalmB, Skill Focus (spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Spell Penetration, Still SpellB
Languages: Alzhedo, Chondathan, Common, Draconic, Shaaran
Wizard Spells Prepared (4/5/5/5/5/4/3/3/2/1; save DC 14 + spell level, or DC 15 + spell level for evocation and transmutation spells): 0-flare, ghost sound, light, read magic; 1-disguise self, expeditious retreat, forcewave, identify, magic missile, 2-blur, cat's grace, Melf's acid arrow, resist energy, stilled obscuring mist; 3-dispel magic, gaseous form, scintillating sphere, stinking cloud, summon monster III; 4-dimension door, ice storm, Otiluke's resilient sphere, phantasmal killer, stoneskin; 5-empowered fireball, telekinesis, teleport, wave of fatigue; 6-chain lightning, globe of invulnerability, disintegrate; 7-ethereal jaunt, empowered cone of cold, Mordenkainen's sword; 8-horrid wilting, summon monster VIII; 9-Bigby's crushing hand
Possessions: bracers of armor +6, de'Arnise Signet Ring, robe of stars, Staff of Rynn, Tuigan short bow

de'Arnise Signet Ring: Acts as ring of protection +2 plus greater ring of fire resistance plus cloak of resistance +2 (Nalia de'Arnise only)
Staff of Rynn: +4/+4 quarterstaff
Tuigan short bow: +1 speed short bow
Mad Mage

11-23-05, 11:58 PM
Tazok
Neutral Evil Male Half-Ogre Fighter 10 (Large Giant) (ECL: 12)
Hit Dice: 10d10+40 (134 hp)

Initiative: +4

Speed: 20 feet (4 squares)

Armor Class: 21 (+4 Natural, +7 Breastplate), Touch 14, Flat-footed 21

Base Attack/Grapple: +10/+16

Attacks: +1 large greatsword +19/+14 melee (3d6+7/18-20x2, slashing)

Abilities:
22 Strength
10 Dexterity
18 Constitution
12 Intelligence
14 Wisdom
12 Charisma

Saving throws: Fortitude +11, Reflex +3, Will +5

Special Attacks: N/A

Special Qualities: Darkvision 60 feet

Skills and feats: Gather Information +8, Intimidate +14, Knowledge (Sword Coast local) +9, Profession (Bandit) +9, Speak Language (Common, Giant, Gnoll); Improved Critical (Greatsword), Improved Initiative, Greater Weapon Focus (Greatsword) Weapon Focus (Greatsword). Weapon Specialization (Greatsword)

Possessions: +1 large greatsword, +2 large breastplate, large steel helmet

Challenge Rating: 13

Books used: 3.5 Edition Player's Handbook, Races of Destiny
Zireael

11-24-05, 07:45 AM
Tazok is an ogre not half-ogre.
Mad Mage

11-24-05, 09:30 AM
Tazok is an ogre not half-ogre.

No, I heard this in dialogues, mostly important ones. And no, I'm not confusing him w/ Mulahey (who's a Half-Orc).
Raidri

11-24-05, 12:49 PM
No, I heard this in dialogues, mostly important ones. And no, I'm not confusing him w/ Mulahey (who's a Half-Orc).

Yep, Tazoks race is also mentioned different times in BG 1.
Raidri

11-26-05, 12:50 PM
The Shining Knight

Anomen Delryn
Male Tethyrian human fighter 6, cleric 10 [Helm], divine champion 2, divine disciple 2; CR 20; Medium humanoid; HD 8d10+24 plus 12d8+36; hp 163; Init 0; Spd 20 ft.; AC 25 (+11 full plate, +4 shield), touch 10, flat-footed 25; Base Atk +17; Grp +21; Atk +25 melee (1d10+9 plus 1d6 fire/19-20, +3 flaming bastard sword) or +20 ranged (1d8+3/x3, +3 longbow); Full Atk +25/+20/+15/+10 melee (1d10+9 plus 1d6 fire/19-20, +3 flaming bastard sword) or +20/+15/+10/+5 ranged (1d8+3/x3, +3 longbow); SA turn undead 7/day (+2 on turning checks); SQ cold resistance 20 (Delryn family shield), divine emissary, fire resistance 20 (Delryn family shield), lay on hands, sacred defense +2; AL LG or LN; SV Fort +21, Ref +8, Will +15; Str 18, Dex 10, Con 16, Int 10, Wis 16, Cha 13
Skills and Feats: Climb +4, Concentration +10 (+14 when casting defensively), Diplomacy +4, Heal +7, Intimidate +12, Jump +7, Knowledge (history) +5, Knowledge (religion) +8, Ride +7, Spellcraft +9, Spot +5; Combat Casting, Craft Magic Arms and Armor, Exotic Weapon Proficiency (bastard sword)B, Extend SpellB, Extra Turning, Improved Shield Bash, Improved TurningB, Initiate of Helm, Mercantile BackgroundB, Mounted CombatB, Power Attack, Spellcasting Prodigy, Weapon Focus (bastard sword)B, Weapon Specialization (bastard sword)B
Languages: Chondathan, Common
Cleric Spells Prepared (6/7/6/6/4/4/3; save DC 13 + spell level): 0-create water, detect magic, light (2), resistance, virtue; 1-bane, cause fear, detect chaos, obscuring mist, protection from chaos*, protection from evil, shield of faith; 2-align weapon, calm emotions*, consecrate, sound burst, spiritual weapon, warning; 3-briar web, clairaudience /clairvoyance*, extended bull's strength, mace of Odo, prayer, protection from energy; 4-dismissal, divine power, giant vermin, order's wrath*; 5-detect scrying*, monstrous regeneration, slay living, spell resistance; 6-greater dispel magic, heroes' feast*, summon monster VI
*Domains: Law (cast law spells at +1 caster level), Planning (extend spell as bonus feat)
Possessions: Delryn family shield, Armor of the Hart, Blade of Searing, the Dead Shot, Rod of Absorption (50 charges)

Delryn family shield: Acts as +2 improved cold and improved fire resistance heavy steel shield plus protection from arrows 3/day
Armor of the Hart: +3 full plate
Blade of Searing: +3 flaming bastard sword
The Dead Shot: +3 longbow
Raidri

11-26-05, 01:10 PM
I would delete the patron goddess Mielekki for Valygar. According to some ingame-quotes and interactions in BG2, Valygar does not believe in the gods. So he looses his spellcasting abilities but is more in tune with his background.

I found the appropriate text in BG2 :) :

Keldorn: I must say, Valygar, that I have watched you fight and have found you to be a most extraordinary warrior. How is it that you have not pursued something more important with your life?
Valygar: More important? What do you mean?
Keldorn: More important ... such as joining one of the Royal Orders. Or perhaps earning a career in the military. Serving your lord or your god, as it were.
Valygar: I was in the army, once, as a scout. It wasn’t for me.
Keldorn: What about serving your god, then?
Valygar: But I have no god, paladin. Whom would I serve?
Keldorn: You have no god?! Do you speak truly? How could one live a life devoid of such faith?!
Valygar: I live it according to my heart. I defend the natural against the unnatural, and that is important enough for me.
Keldorn: Well spoken, Valygar. You’re a good man, if godless. I meant no offense.
Valygar: None taken, Keldorn. Were that all people were of as true of purpose as yourself.


Throne of Bhaal:
Keldorn: Valygar, I have no wish to offend you, but I can remain silent no longer. You are a great warrior and a defender of what is moral and right ...
Valygar: Why should that offend me, Keldorn?
Keldorn: I think you jest, Valygar ... though with you I am never sure. Of course those words will not give offense. But these may: I have once again been pondering your atheistic beliefs.
Valygar: Keldorn, do not waste your breath trying to convert this heathen. I respect what you stand for, but I have no need of a God to serve ... even one as worthy as Helm.
Keldorn: So you say, but your actions say otherwise. You defend righteousness and justice as nobly as any knight of the order. Perhaps you serve the will of Helm despite your protests to the contrary.
Valygar: I will take your words as a compliment, Keldorn ... and not as a high handed condemnation of my own beliefs. I you find comfort believing that I unwittingly serve the will of Helm, I shall not object.
Keldorn: And since you take comfort denying you serve - though your actions say otherwise - I shall no longer let it bother me, friend. I am glad we had this discussion.
Valygar: As am I, Keldorn. As am I.
Andyr

11-27-05, 12:52 PM
The Shining Knight

Anomen Delryn
...


Interesting. Any thoughts on what to do with him if he fails his test and becomes CN? Helm would no longer fit, though I don't know who would best.
Raidri

11-27-05, 01:24 PM
Another martial god would fit, perhaps Tempus (he is CN).
Though Divine Champion and Divine Disciple PrC should be deleted then, too.
My proposal: Fighter 8, Cleric 12

Anomen Delryn
Male Tethyrian human fighter 8, cleric 12 [Tempus]; CR 20; Medium humanoid; HD 8d10+24 plus 12d8+36; hp 163; Init 0; Spd 20 ft.; AC 25 (+11 full plate, +4 shield), touch 10, flat-footed 25; Base Atk +17; Grp +21; Atk +25 melee (1d10+9 plus 1d6 fire/17-20, +3 flaming bastard sword) or +20 ranged (1d8+3/x3, +3 longbow); Full Atk +25/+20/+15/+10 melee (1d10+9 plus 1d6 fire/17-20, +3 flaming bastard sword) or +20/+15/+10/+5 ranged (1d8+3/x3, +3 longbow); SA turn undead 7/day (+2 on turning checks); SQ cold resistance 20 (Delryn family shield), fire resistance 20 (Delryn family shield); AL CN; SV Fort +17, Ref +6, Will +13; Str 18, Dex 10, Con 16, Int 10, Wis 16, Cha 13
Skills and Feats: Climb +5, Concentration +10 (+14 when casting defensively), Diplomacy +4, Heal +7, Intimidate +12, Jump +7, Knowledge (history) +5, Knowledge (religion) +8, Ride +8, Spellcraft +9; Combat Casting, Craft Magic Arms and Armor, Exotic Weapon Proficiency (bastard sword)B, Extend Spell, Extra Turning, Improved Critical (bastard sword)B, Improved Shield Bash, Mercantile BackgroundB, Mounted CombatB, Power Attack, Spellcasting Prodigy, Weapon Focus (bastard sword)B, Weapon Specialization (bastard sword)B
Languages: Chondathan, Common
Cleric Spells Prepared (6/7/6/6/4/4/3; save DC 13 + spell level): 0-create water, detect magic, light (2), resistance, virtue; 1-bane, cause fear, detect law, enlarge person*, obscuring mist, protection from evil, shield of faith; 2-align weapon, bull's strength*, consecrate, sound burst, spiritual weapon, warning; 3-bestow curse, create food and water, extended bear's endurance, magic circle against law*, prayer, protection from energy; 4-chaos hammer*, dismissal, giant vermin, lesser planar ally; 5-monstrous regeneration, righteous might*, slay living, spell resistance; 6-animate objects*, greater dispel magic, summon monster VI
*Domains: Chaos (cast chaos spells at +1 caster level), Strength (feat of strength 1/day)
Possessions: Delryn family shield, Armor of the Hart, Blade of Searing, the Dead Shot, Rod of Absorption (50 charges)

Delryn family shield: Acts as +2 improved cold and improved fire resistance heavy steel shield plus protection from arrows 3/day
Armor of the Hart: +3 full plate
Blade of Searing: +3 flaming bastard sword
The Dead Shot: +3 longbow
Mad Mage

11-27-05, 10:40 PM
Speaking of Anomen, here's his stats from when you first get him (which is the basis of my stats).

Anomen Delryn
Lawful Neutral Male Tethyrian Human Fighter 4/Cleric of Helm 6 (ECL: 10)
Hit Dice: 4d10+8 plus 6d8+12 (84 hp)

Initiative: +0

Speed: 20 feet in scale mail (4 squares), 30 natural

Armor Class: 17 (+4 scale mail, +3 Delryn Family Shield) Touch 10, Flat-footed 17

Base Attack/Grapple: +8/+12

Attacks: Heavy mace +12/+7 melee (1d8+7/x2) or sling +6/+1 ranged (1d4+6/x2)

Abilities:
18 Strength
10 Dexterity
15 Constitution
10 Intelligence
15 Wisdom
13 Charisma

Saving throws: Fortitude +11, Reflex +3, Will +8

Special Attacks: Turn Undead 4/day

Special Qualities: +1 to caster level on law spells, 1/day +3 bonus to AC to a touched subject for 1 hour

Skills and Feats: Concentration +11, Diplomacy +3, Heal +8, Knowledge (Amn Local) +5, Knowledge (Religion) +6, Spellcraft +3; Combat Casting, Improved Turning, Point Blank Shot, Spell Penetration, Weapon Focus (Heavy Mace), Weapon Focus (Sling), Weapon Specialization (Heavy Mace)

Cleric Spells Memorized: 0 - Cure Minor Wounds (x3), Guidance, Resistance; 1st – Bless, Cure Light Wounds (x2), Command; 2nd - Cure Moderate Wounds (x2), Delay Poison; 3rd – Cure Serious Wounds

Cleric Domains: Law and Protection
Domain Spells Memorized:
1st - Protection from Chaos (Law)
2nd - Shield Other (Protection)
3rd – Protection from Energy (Protection)

Equipment: Heavy mace, sling, 40 sling bullets, helmet, scale mail armor, Delryn Family Shield, holy symbol of Helm

Delryn Family Shield (Minor Artifact): This shield has been passed down by generations of the Delryn family, and was given to Anomen by his father. It functions as a +1 Heavy Steel Shield with 10 cold & fire resistance and can be willed 3 times per day to protect Anomen from non-magical missile attacks. If the shield is used by anyone other than a member of the Delryn family line, it functions only as a normal heavy steel shield.
Faint abjuration; Caster Level 5th; Craft Wonderous Item, Resist Energy, Protection from Arrows; Price 26,000 gp; Weight 10 lbs.

Challenge Rating: 7

Books Used: 3.5 Ed. Dungeon Master's Guide, 3.5 Ed. Player's Handbook, Forgotten Realms Campaign Setting, Player's Guide to Faerun, Races of Faerun


I'm looking into making his stats for passing AND failing his test eventually. Comments, anyone?
Raidri

11-30-05, 12:35 PM
Mentor, Nature's Warrior and Harper

Jaheira
Female half-gold elf druid 10 [Silvanus], fighter 6, Harper agent 2, nature's warrior 2; CR 20; Medium humanoid; HD 10d8+40 plus 8d10+32 plus 2d6+8; hp 181; Init +3; Spd 20 ft.; AC 24 (+1 Dex, +12 plate, +1 luck), touch 12, flat-footed 23; Base Atk +16; Grp +20; Atk +21 melee (1d6+6, +2 quarterstaff of Thunder and Lightning) or +23 ranged (1d4+8 plus 1d6 sonic, +4 screaming sling); Full Atk +21/+16/+11/+6 melee (1d6+6, +2 quarterstaff of Thunder and Lightning) and +21 (1d6+4, +2 quarterstaff of Thunder and Lightning) or +23 ranged (1d4+8 plus 1d6 sonic, +4 screaming sling); SA; SQ animal companion (black bear), cold resistance 30 (White Dragon Scale), Deneir's eye, electricity resistance 12 (Greater Harper Pin), half-elf traits, harper knowledge +2, immunity to magic missiles (Greater Harper Pin), Lliira's heart, nature sense, nature's armament (wild growth), nondetection (Greater Harper Pin), resist nature's lure, trackless step, undetectable alignment (Greater Harper Pin), venom immunity, wild empathy +16 (+12 magical beasts), wild shape (tiny, small, medium, large, plant 4/day), woodland stride; AL N; SV Fort +20, Ref +9, Will +16; Str 16 (18 with Gauntlets of Ogre Power), Dex 17, Con 18, Int 10, Wis 16, Cha 15
Skills and Feats: Concentration +9 (+13 when casting defensively), Diplomacy +13, Handle Animal +10, Heal +8, Intimidate +8, Knowledge (Western Heartlands local) +5, Knowledge (nature) +12, Knowledge (the planes) +3, Listen +6, Sense Motive +8, Spellcraft +7, Survival +15 (+17 aboveground); Combat Casting, Combat ReflexesB, Dodge, Endurance, Empower Spell, Luck of Heroes, Natural Spell, Power AttackB, Track, Two-Weapon FightingB, Weapon Focus (quarterstaff)B
Half-elf traits: +1 racial bonus on Listen, Search and Spot checks, +2 racial bonus on Diplomacy and Gather Information checks, +2 racial bonus on saves against enchantments, able to use "elf only" items, immunity to magic sleep
Languages: Chondathan, Common, Elven, Druidic
Druid Spells Prepared (6/6/5/5/3/3/2; save DC 13 + spell level): 0-create water, detect poison, detect magic, know direction, light, resistance; 1-cure light wounds (2), entangle, faerie fire, longstrider, speak with animals; 2-barkskin, bear's endurance, one with the land, resist energy, warp wood; 3-call lightning, cure moderate wounds, entangling staff, greater magic fang, neutralize poison; 4-giant vermin, rusting grasp, spike stones; 5-commune with nature, cure critical wounds, spore cloak; 6-fire seeds, mass cure light wounds
Possessions: White Dragon Scale, Staff of Thunder and Lightning, Sling of Arvoreen, Gauntlets of Ogre Power, Greater Harper Pin

White Dragon Scale: Acts as +4 greater cold resistance dragonhide full plate
Staff of Thunder and Lightning: Like a Rod of Thunder and Lightning but acts as +2/+2 quarterstaff
Sling of Arvoreen: +4 screaming sling
Parcival, the OrcHunter

11-30-05, 05:24 PM
IIRC, the white dragon scale is just that: scale mail (plus, like scale, the cheat is under the chainmail string)
Mad Mage

12-02-05, 01:13 PM
IIRC, the white dragon scale is just that: scale mail (plus, like scale, the cheat is under the chainmail string)

Correct.
Raidri

12-02-05, 01:16 PM
IIRC, the white dragon scale is just that: scale mail (plus, like scale, the cheat is under the chainmail string)

Here are the stats from BG 2:

White Dragon Scale (Throne of Bhaal)

Not surprisingly, this armor created from the scales of a young Ice Dragon provides the wearer with protection from cold and ice.

STATISTICS:
+50% Resistance to Cold
Cast Cone of Cold 3 times/day

Armor Class: -2
Weight: 15
Requires: 8 Strength
Not Usable By:
Mage

I modified the White Dragon Scale a little bit to fit it into D&D 3.5 terms.
Raidri

12-04-05, 12:25 PM
Servant of Silvanus and Lycanthrope

Cernd
Male afflicted werewolf [augmented Chondathan human] druid 16 [Silvanus]; CR 18; Medium humanoid (shapechanger)

Human Form
HD 16d8+32 plus 2d8+8; hp 125; Init 0; Spd 20 ft.; AC 20 (+2 natural, +8 armor), touch 10, flat-footed 20; Base Atk +13; Grp +14; Atk +18 melee (1d6+4, +4 Staff of Woodlands) or +15 ranged (1d4+3, +2 seeking sling); Full Atk +18/+13/+8 melee (1d6+4, +4 Staff of Woodlands) or +15 ranged (1d4+3, +2 seeking sling); SA; SQ acid resistance 30 (Shadow Dragon Scale), alternate form, a thousand faces, animal companion (wolf), low-light vision, nature sense, resist nature's lure, scent, timeless body, trackless step, venom immunity, wild empathy +19 (+15 magical beasts), wild shape (tiny, small, medium, large or huge animal, plants 7/day, small, medium or large elemental 2/day), wolf empathy, woodland stride; AL N; SV Fort +15, Ref +8, Will +19; Str 13, Dex 10, Con 14, Int 12, Wis 20, Cha 13
Skills and Feats: Concentration +12, Control Shape +23, Diplomacy +6, Handle Animal +11, Heal +16, Knowledge (nature) +16, Listen +11, Profession (farmer) +7, Ride +6, Spellcraft +11, Spot +11, Survival +21 (+23 aboveground), Swim +1; Animal Affinity, Brew Potion, Craft Staff, DisciplineB, Extra Wild Shape, Iron WillB, Natural Spell, Self-Sufficient, TrackB, Weapon Focus (bite)

Wolf Form
HD 16d8+32 plus 2d8+8; hp 125; Init +2; Spd 50 ft.; AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; Base Atk +13; Grp +15; Atk +16 melee (1d6+2, bite); Full Atk +16 melee (1d6+2, bite); SA trip; SQ alternate form, a thousand faces, animal companion (wolf), damage reduction 5/silver, low-light vision, nature sense, resist nature's lure, scent, timeless body, trackless step, venom immunity, wild empathy +19 (+15 magical beasts), wild shape (tiny, small, medium, large or huge animal, plants 7/day, small, medium or large elemental 2/day), wolf empathy, woodland stride; AL N; SV Fort +17, Ref +10, Will +19; Str 15, Dex 14, Con 18, Int 12, Wis 20, Cha 13
Skills and Feats: Concentration +12, Control Shape +23, Diplomacy +6, Handle Animal +11, Heal +16, Knowledge (nature) +16, Listen +11, Profession (farmer) +7, Ride +6, Spellcraft +11, Spot +11, Survival +21 (+23 aboveground)*, Swim +6; Animal Affinity, Brew Potion, Craft Staff, DisciplineB, Extra Wild Shape, Iron WillB, Natural Spell, Self-Sufficient, TrackB, Weapon Focus (bite)

Hybrid Form
HD 16d8+32 plus 2d8+8; hp 125; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; Base Atk +13; Grp +15; Atk +19 melee (1d6+4, +4 Staff of Woodlands) or +15 melee (1d4+2, claw); Full Atk +19/+14/+9 melee (1d6+4, +4 Staff of Woodlands) and +11 melee (1d6+1, bite) or +15 melee (1d4+2, 2 claws) and +11 melee (1d6+1, bite); SA; SQ alternate form, a thousand faces, animal companion (wolf), damage reduction 5/silver, low-light vision, nature sense, resist nature's lure, scent, timeless body, trackless step, venom immunity, wild empathy +19 (+15 magical beasts), wild shape (tiny, small, medium, large or huge animal, plants 7/day, small, medium or large elemental 2/day), wolf empathy, woodland stride; AL N; SV Fort +17, Ref +10, Will +19; Str 15, Dex 14, Con 18, Int 12, Wis 20, Cha 13
Skills and Feats: Concentration +12, Control Shape +23, Diplomacy +6, Handle Animal +11, Heal +16, Knowledge (nature) +16, Listen +11, Profession (farmer) +7, Ride +6, Spellcraft +11, Spot +11, Survival +21 (+23 aboveground)*, Swim +6; Animal Affinity, Brew Potion, Craft Staff, DisciplineB, Extra Wild Shape, Iron WillB, Natural Spell, Self-Sufficient, TrackB, Weapon Focus (bite)
Skills: Cernd in wolf or hybrid form gains a +4 racial bonus on Survival checks when tracking by scent.
Languages: Chondathan, Common, Druidic, Sylvan
Druid Spells Prepared (6/7/6/6/5/5/3/3/2; save DC 15 + spell level): 0-detect magic, guidance, mending, naturewatch, purify food and drink, resistance; 1-animate wood, charm animal, endure elements, entangle, goodberry, healing rest, produce flame; 2-animal trance, barkskin, fire trap, fog cloud, gust of wind, treeshape; 3-call lightning, healing sting, protection from energy, remove disease, speak with plants, spike growth; 4-air walk, control water, cure serious wounds, flame strike, ice storm; 5-awaken, commune with nature, cure critical wounds, insect plague, tree stride; 6-greater dispel magic, repel wood, wall of stone; 7-control weather, sunbeam, transmute metal to wood; 8-finger of death, whirlwind
Possessions: Shadow Dragon Scale, +4 Staff of Woodlands (50 charges), +2 seeking sling

Shadow Dragon Scale: Acts as +5 greater acid resistance dragonhide hide armor
LucyWanabe

12-06-05, 02:38 PM
Are you guys willing to take requests? I paged through here and found one that nobody has done/thought of yet (at least, I think they haven't suggested it)...

Viconia. No back-talking drow cleric for our amusement? ;)

Just a suggestion, though, not a demand. :)
Icel

12-06-05, 03:52 PM
And what about Kangaxx The Lich?
I know that the ring of gaxx he is droping is already in the books.

And also Bodhi.
Mad Mage

12-06-05, 04:17 PM
Viconia is someone I have been working on for quite a while. Bodhi I have given some thoughts, but I have a feeling she's better left to Raidri, based on his stats for Irenicus.

Kangaxx, unfortunately, I'm not the most comfy with. I just don't know where to put his spellcasting levels at.

Edit: At this point, Viccy just needs some work on spells, skills, and feats (along with some other number crunching, like saving throws) and she might be all set. I just hope you all don't mind her being done from a 'start of BG2' standpoint.

Edit #2: Just started index of stats in this thread.
LucyWanabe

12-06-05, 05:02 PM
Excellent! I love the stats you've done so far, and I can't wait for Viconia.

I'm glad you said you were doing a build of her, because I was seriously considering it, and I don't want to do double postings of characters.

The lich...I wouldn't know where to start. I'm not very experienced in creating undead characters.
Tevin Kevlak

12-06-05, 05:05 PM
I'm surprised no one has tackled Xzar yet. He's easily my favorite insane Necromancer. I'll make him level 10.

Xzar: Chaotic Evil Male Human Necromancer 10; ECL 10; medium Humanoid
HD: 10d4; HP: 24

Initiative +3

Speed 30 feet

A.C. 13 (+3 dex) Touch 13, Flatfooted 10

Base Attack/Grapple: +5/+7

Attacks: Dagger of Venom +8 melee (1d4+2 19-20x2 DC 14 poison ) or +1 Sling +9 ranged (1d4+3 x2)

Abilities:
14 Strength
16 Dexterity
10 Constitution
19 Intelligence
16 Wisdom
10 Charisma

Saving Throws: Fortitude +3, Reflex +6, Will +10

Skills and Feats: Bluff +6, Concentration +13, Decipher Script +14, Intimidate +6, Knowledge (arcana) +17, Knowledge (necrology) +17, Spellcraft +16; Scribe Scroll, Spell Focus (Necromancy), Spell Penetration, Greater Spell Focus (Necromancy), Empower Spell, Point Blank Shot, Precise Shot, Extend Spell.

Forbidden Schools: Illusion, Conjuration.

Necromancer Spells Prepared: 4/5+1/5+1/4+1/4+1/2+1 0- Touch of Fatigue (2), Light, Ray of Frost. 1- Ray of Enfeeblement (2), Chill Touch (2), Magic Missile, Shield. 2- False Life, Ghoul Touch (2), Blindness/Deafness, Bear's Endurance, Spectral Hand. 3- Vampiric Touch (2), Ray of Exhaustion, Fireball, Dispel Magic. 4- Animate Dead, Fear (2), Stoneskin, Lesser Globe of Invulnerability. 5- Symbol of Pain, Waves of Fatigue, Bigby's Interposing Hand.

Save DC's 14 + spell level. +2 for necromancy spells.

Equipment: Dagger of Venom, +1 Sling, 20 bullets.
Raidri

12-07-05, 01:11 PM
Are you guys willing to take requests? I paged through here and found one that nobody has done/thought of yet (at least, I think they haven't suggested it)...

Viconia. No back-talking drow cleric for our amusement? ;)

Just a suggestion, though, not a demand. :)

You asked for her, so here is the great and only (fanfare, applause):

Viconia de Vir
Female drow cleric [Shar] 18; CR 20; Medium humanoid; HD 18d8-18; hp 67; Init +5; Spd 30 ft.; AC 27 (+4 Dex, +10 chain mail, +3 shield), touch 14, flat-footed 23; Base Atk +13; Grp +13; Atk +19 melee (1d8+5 plus 1d6 electricity, +5 shocking starmetal heavy mace); Full Atk +19/+14/+9 melee (1d8+5 plus 1d6 electricity,+5 shocking starmetal heavy mace); SA spell-like abilities, turn undead/5 day (+2 on turning checks); SQ aura of evil, damage reduction 5/magic (Aslyferund Elven Chain), darkvision 120 ft., drow traits, electricity resistance 10 (Storm Star), spell resistance 29, stonecunning; AL NE; SV Fort +10, Ref +11, Will +16; Str 10 (14 with belt of giant strength +4), Dex 20, Con 8, Int 16, Wis 20, Cha 14
Skills and Feats: Concentration +14, Diplomacy +12, Heal +16, Knowledge (history) +11, Knowledge (religion) +18, Knowledge (the planes) +14, Listen +9, Profession (herbalist) +10, Search +7, Speak Language (common), Spellcraft +19, Spot +9; Blind-FightB, Brew Potion, Craft Rod, Daylight Adaptation, Highborn Drow, Improved Counterspell, Still Spell, Weapon Focus (heavy mace)
Languages: Abyssal, Common, Drow Sign, Elven, Goblin, Undercommon
Drow traits: +2 racial bonus on Listen, Search and Spot checks, +2 racial bonus on Will saving throws against spells and spell-like abilities, +2 racial bonus on saves against Enchantments, automatic search, immunity to magic sleep, light blindness, weapon proficiency (hand crossbow, rapier, short sword)
Spell-like Abilities: 1/day - dancing lights, detect good, detect magic, darkness, faerie fire, levitate. These abilities are as the spells cast by a 18th-level sorcerer.
Cleric Spells Prepared (6/8/7/7/7/6/5/4/4/3; save DC 15 + spell level): 0-detect magic, guidance, purify food and drink, read magic, resistance (2); 1-bless, comprehend languages, detect evil, endure elements, protection from good, obscuring mist*, remove fear, shield of Faith; 2-aid, align weapon, blindness/deafness*, bull’s strength, eagle’s splendor, silence, status; 3-blacklight*, cure serious wounds, dispel magic, helping hand, meld into stone, prayer, weapon of impact; 4-cure critical wounds, dimensional anchor, freedom of movement, know vulnerabilities, Leomund's secret shelter*, poison, stilled bestow curse; 5-greater command, passwall*, righteous might, scrying, summon monster V, wall of stone; 6-geas/quest, heal, prying eyes*, stilled flame strike, summon monster VI; 7-ethereal jaunt, greater restoration, nightmare*, regenerate; 8-earthquake*, fire storm, greater planar ally, summon monster VIII; 9-miracle, power word kill*, storm of vengeance
*Domain Spell. Deity: Shar. Domains: Cavern (gain 'Stonecunning'), Darkness (Blind-Fight as bonus feat)
Possessions: Aslyferund Elven Chain, Shield of Harmony, Storm Star, belt of giant strength +4

Aslyferund Elven Chain: +5 invulnerability elven chain mail
Shield of Harmony: Acts as +2 light wooden shield plus mind blank 1/day
Storm Star: Acts as +5 shocking starmetal heavy mace plus minor ring of electricity resistance plus chain lightning 1/day


What proposal do you have for Vicky after her possible alignment change to "neutral" in Throne of Bhaal? According to the FRCS Shaar is then no possible goddess anymore (one step alignment). So, new domains and new feats eventually?
Mad Mage

12-07-05, 10:35 PM
Well, here's my take on Viccy from the start of BG2. Bare in mind that I haven't played her in any of my files of the game, so if anything doesn't really coincide with her character, take it real easy on me, okay?


Viconia De’Vir
Neutral Evil Female Drow Cleric of Shar 8 (ECL: 10)
Hit Dice: 8d8-8 (54 hp)

Initiative: +5

Speed: 30 feet (6 squares)

Armor Class: 15 (+5 Dexterity), Touch 15, Flat-footed 10

Base Attack Bonus: +6/+6

Attack: Unarmed Strike +6/+1 Melee (1d3/19-20x2, non-lethal)

Abilities:
10 Strength
20 Dexterity
8 Constitution
14 Intelligence
18 Wisdom
12 Charisma

Saving Throws: Fortitude +5, Reflex +7, Will +10

Special Attacks: Command/Rebuke Undead 4 times/day
Special Qualities: Drow traits, +1 to effective caster level of all divination spells (Knowledge domain)

Skills and Feats: Concentration +10, Heal +15, Knowledge (Arcana) +7, Knowledge (Religion) +7, Knowledge (The Planes) +7, Spellcraft +9; Blind-Fight, Combat Casting, Improved Turning, Spell Penetration

Cleric Spells Memorized: 0 – Read Magic (x2), Cure Minor Wounds, Inflict Minor Wounds, Resistance, Virtue; 1st – Bane, Bless, Cure Light Wounds (x2), Inflict Light Wounds; 2nd – Aid, Cure Moderate Wounds (x2), Death Knell; 3rd - Animate Dead, Bestow Curse, Cure Serious Wounds, Inflict Serious Wounds; 4th – Cure Critical Wounds, Death Ward, Restoration

Cleric Domains: Darkness and Knowledge
Domain Spells Memorized: 1st - Obscuring Mist (Darkness), 2nd - Detect Thoughts (Knowledge), 3rd - Blacklight (Darkness), 4th - Armor of Darkness (Darkness)

Possessions: Silver Holy Symbol of Shar, traveler’s outfit

Challenge Rating: 9

Books Used: 3.5 Edition Core Rulebooks, Faiths & Pantheons, Player’s Guide to Faerun
Mad Mage

12-08-05, 01:44 AM
The late husband of Jaheira, statted from around the end of Baldur's Gate with gear he'd most likely have in the game (at least IMHO). Will add Kiel's Helmet statistics later.

Khalid
Neutral Good Male Half-Elf Fighter 10 (ECL: 10)
Hit Dice: 10d10+30 (117 hp)

Initiative: +6

Speed: 20 feet (4 squares), 30 natural

Armor Class: 23 (+1 Dexterity, +8 full plate, +4 shield), Touch 11, Flat-footed 16

Base Attack/Grapple: +10/+14

Attack: +2 frost longsword +18/+13 melee (1d8+8/18-20/x2) or +1 composite longbow +14 ranged (1d8/x3)

Abilities:
18 Strength
14 Dexterity
16 Constitution
11 Intelligence
10 Wisdom
9 Charisma

Saving Throws: Fortitude +10, Reflex +5, Will +3

Special Attacks: N/A

Special Qualities: Immunity to fear (granted by Kiel’s Helmet)

Skills and Feats: Climb +14, Jump +8, Knowledge (Dungeoneering) +4, Ride +5; Cleave, Improved Critical (Longsword), Improved Initiative, Greater Weapon Focus (Longsword), Point Blank Shot, Power Attack, Weapon Focus (Longbow), Weapon Focus (Longsword), Weapon Specialization (Longsword)

Possessions: +2 frost longsword, +1 composite longbow (+2 Strength bonus), quiver with 20 +1 arrows, +2 heavy steel shield, full plate armor, Kiel’s helmet, Gauntlets of Ogre Power (+4 strength bonus, already added to ability scores and affects in statistics)

Challenge Rating: 13
LucyWanabe

12-08-05, 08:39 AM
Good work. And I like that you statted Khalid--he seems to get ignored quite a bit.
Mad Mage

12-08-05, 01:51 PM
Good work. And I like that you statted Khalid--he seems to get ignored quite a bit.

Thank you. :)

I'll likely be working on Xan next.
Raidri

12-12-05, 12:24 PM
A new one: The bounty hunter Yoshimo, as he is in Spellhold.

Yoshimo
Male Shou human rogue 12; CR 12; Medium humanoid; HD 12d6+36; hp 81; Init +4; Spd 30 ft.; AC 20 (+ 4 Dex, +5 studded leather, +1 ring of protection), touch 15, flat-footed 16; Base Atk +8; Grp +11; Atk +13 melee (1d10+5/19-20, +2 defending katana) or +12 melee (1d4+4/19-20, +1 dagger) or +13 ranged (1d6+1/x3, +1 short bow); Full Atk +13/+8 melee (1d10+5/19-20, +2 defending katana) or +12/+7 melee (1d4+4/19-20, +1 dagger) or +13/+8 ranged (1d6+1/x3, +1 short bow); SA sneak attack +6d6; SQ crippling strike, evasion, improved uncanny dodge, trap sense +4, trapfinding, uncanny dodge; AL N; SV Fort +7, Ref +12, Will +4; Str 17, Dex 19, Con 16, Int 14, Wis 10, Cha 14
Skills and Feats: Appraise +7 (+9 traps), Bluff +17, Craft (trapmaking) +9, Disable Device +13, Disguise +6 (+8 acting), Escape Artist +13 (+15 tied with rope), Gather Information +10, Hide +14, Intimidate +10, Listen +8, Move Silently +14, Open Lock +14, Search +9, Sense Motive +10, Sleight of Hand +10, Spot +7, Tumble +10, Use Magic Device +10, Use Rope +14 (+16 with bindings); Combat Expertise, Dodge, Exotic Weapon Proficiency (katana), Improved Disarm, PersuasiveB, Quick Draw
Languages: Common, Orc, Shou
Possessions: +2 studded leather armor, ring of protection +1, Malakar, +1 dagger, +1 short bow

Malakar: +2 defending katana
Davidw

12-12-05, 03:44 PM
Khalid
Neutral Good Male Half-Elf Fighter 10 (ECL: 10)
Hit Dice: 10d10+30 (117 hp)

Armor Class: 17 (+1 Dexterity, +12 full plate, +4 shield), Touch 11, Flat-footed 16

Challenge Rating: 13

How is the AC of 17 worked out? He has base 10 +8 full plate (unless it's +4 full plate [overall +12] but you listed it as standard full plate), +1 dexterity, +4 shield = 23

And how come he's 10th level but CR13?

Aside from anything else, Khalid was human.
Icel

12-12-05, 04:19 PM
Khalid (http://www.gamebanshee.com/showshot.php?/baldursgate/npcs/screenshots/khalid.jpg) was a half-elf.
Mad Mage

12-12-05, 04:42 PM
How is the AC of 17 worked out? He has base 10 +8 full plate (unless it's +4 full plate [overall +12] but you listed it as standard full plate), +1 dexterity, +4 shield = 23

And how come he's 10th level but CR13?

Aside from anything else, Khalid was human.

1) My mistake. Will correct in a moment.

2) I was figuring his equipment. CR is something I often have trouble with. Pardon that, please.

3) Icel is correct.

Oh, and also, I'd prefer a slight change of tone, okay? Your post sounds a little hostile. If you wish to continue a discussion on that, please PM me.

Edit: Mind you, I am also in the midst of college (and coming close to finals) so I'm working on these the best I can.
Davidw

12-12-05, 05:10 PM
Khalid (http://www.gamebanshee.com/showshot.php?/baldursgate/npcs/screenshots/khalid.jpg) was a half-elf.

Weird. I've played Baldur's Gate 1 through a dozen times or more and always had Khalid down as pure human. I wonder how I had him so wrong...?
Davidw

12-12-05, 05:12 PM
Oh, and also, I'd prefer a slight change of tone, okay? Your post sounds a little hostile. If you wish to continue a discussion on that, please PM me.


Er... what? I wasn't being hostile. I was just pointing out you'd made a few mistakes in your write up. I suppose I could have finished every sentence off with a smiley :) to show no hard feelings. :)

:)
Raidri

12-16-05, 12:17 PM
The planewalking charmer!

Haer'Dalis
Male tiefling bard 19; CR 20; Medium outsider (native); HD 19d6; hp 69; Init +4; Spd 30 ft.; AC 22 (+3 Dex, +8 chain mail, +1 shield), touch 14, flat-footed 19; Base Atk +14; Grp +17; Atk +18 melee (1d6+6 plus wounding/19-20, +2 wounding green steel short sword) or +20 ranged (1d4+6, +3 returning dart); Full Atk +18/+13/+8 melee (1d6+6 plus wounding/19-20, +2 wounding green steel short sword) and +18/+13 (1d6+3/17-20, +2 keen short sword) or +20 ranged (1d4+6, +3 returning dart); SA spell-like abilities; SQ bardic knowledge +21, bardic music (countersong, fascinate, inspire competence, inspire courage +3, inspire greatness, inspire heroics, mass suggestion, song of freedom, suggestion) 19/day, cold resistance 5, darkvision 60 ft, electricity resistance 5, fire resistance 5, venom immunity (periapt of proof against poison); AL CN; SV Fort +6, Ref +15, Will +12; Str 17, Dex 17, Con 10, Int 16, Wis 13, Cha 16
Skills and Feats: Appraise +8, Balance +11, Bluff +12, Concentration +9, Decipher Script +8, Diplomacy +17, Disguise +7 (+9 acting), Escape Artist +6, Gather Information +11, Hide +11, Jump +8, Knowledge (arcana) +11, Knowledge (the planes) +12, Listen +4, Move Silently +10, Perform (act) +25, Perform (oratory) +12, Perform (string instruments) +18, Sense Motive +8, Sleight of Hand +8, Spellcraft +15 (+17 scrolls), Tumble +13, Use Magic Device +11 (+15 scrolls); Disguise Spell, Dodge, Improved-Two Weapon Fighting, Magical Aptitude, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (short sword)
Languages: Abyssal, Celestial, Common, Infernal
Tiefling traits: +2 racial bonus on Bluff and Hide checks
Spell-like Abilities: 1/day - darkness. These abilities are as the spells cast by a 19th-level sorcerer.
Bard Spells Known (4/5/5/5/4/4/3; save DC 13 + spell level): 0-flare, ghost sound, mending, message, prestidigitation, read magic; 1-charm person, disguise self, feather fall, Tasha's hideous laughter, ventriloquism; 2-calm emotions, cure moderate wounds, mirror image, pyrotechnics, tongues; 3-crushing despair, haste, Leomund's tiny hut, sculpt sound, see invisibility; 4-cure critical wounds, dimension door, hold monster, modify memory, summon monster IV; 5-greater heroism, mirage arcane, nightmare, shadow walk; 6-greater shout, find the path, Otto's irresistible dance, permanent image.

Possessions: Melodic Chain, Entropy, Chaos Blade, Crimson Dart, Harp of charming, Periapt of proof against poison

Melodic Chain: +3 elven chain mail
Entropy: +2 wounding green steel short sword
Chaos Blade: +2 keen short sword
Crimson Dart: +3 returning dart
Andyr

12-16-05, 08:46 PM
Interesting. Another option would be some levels in the Doomlord Prestige Class from the Planar Handbook--emphasises both his Doomguard membership and makes him more combat-ready (as his Blade kit in BG2 did).
Mad Mage

12-17-05, 12:44 AM
Unfortunately, I don't have the Planar Handbook, so I went with the next best thing on my stats: the Dervish PrC from Complete Warrior.
Raidri

12-20-05, 12:22 PM
I also do not have the Planar Handbook, but I think that the mixture of Haer'Dalis feats give him some "fighter-like" abilities.


But here is a new proposal:

The irritating gnomish inventor!

Jan Jansen
Male rock gnome rogue 10, illusionist 10; CR 20; Small humanoid; HD 10d6+30 plus 10d4+30; hp 122; Init ; Spd 20 ft.; AC 22 (+1 size, + 4 Dex, +4 bracers of armor, +3 deflection), touch 17, flat-footed 14; Base Atk +12; Grp +8; Atk +16 melee (1d3+3 plus sleep/19-20, +3 sleep small dagger) or +20 ranged (1d6+3/19-20, +3 small light crossbow); Full Atk +16/+11/+6 melee (1d3+3 plus sleep/19-20, +3 small sleep dagger) or +20/+15/+10 ranged (1d6+3/19-20, +3 small light crossbow); SA sneak attack +5d6, spell-like abilities; SQ evasion, familiar (Narration), familiar benefits (alertness, empathic link, share spells), improved evasion, improved uncanny dodge, low-light vision, rock gnome traits, trapfinding, trap sense +3; AL CN; SV Fort +9, Ref +14, Will +14; Str 10, Dex 18, Con 16, Int 16, Wis 14, Cha 10
Skills and Feats: Appraise +9 (+11 alchemical items, +11 gems, +11 woodcarving), Bluff +5, Concentration +13, Craft (alchemy) +15, Craft (gemcutting) +13, Craft (woodcarving) +11, Decipher Script +12, Diplomacy +6, Disable Device +12, Forgery +11, Gather Information +8, Hide +13, Knowledge (arcane) +12, Knowledge (architecture and engineering) +10, Knowledge (Amn local) +8, Listen +10, Move Silently +9, Open Lock +12, Perform (oratory) +6, Search +14 (+16 find secret doors), Sense Motive +8, Sleight of Hand +14, Spellcraft +15 (+17 scrolls), Spot +8, Swim +2, Tumble +8, Use Magic Device +11 (+15 scrolls), Use Rope +7; Discipline, Craft WandB, Craft Wondrous ItemB, Enlarge Spell, Greater Spell Focus (illusion), Hamstring, Magical Artisan (craft wondrous item), Rapid Reload, Scribe ScrollB, Spell Focus (illusion)
Rock gnome traits: +1 DC to any Illusion spell cast, +1 racial bonus on attack rolls against kobolds and goblinoids, +2 racial bonus on saves against Illusions, +2 racial bonus on Listen and Craft (alchemy) checks, +4 dodge bonus to AC against giants, weapon familiarity (gnome hooked hammer)
Languages: Chondathan, Common, Gnome, Draconic, Dwarven, Terran
Spell-like Abilities: 1/day - dancing lights, ghost sound, prestidigitation, speak with animals (burrowing animals only). These abilities are as the spells cast by a 1st-level sorcerer.
Wizard Spells Prepared (5/6/6/5/4/3; save DC 13 + spell level, or DC 16 +spell level for illusion spells): 0-arcane mark, detect magic, ghost sound, mage hand, mending; 1-color spray, expeditious retreat, grease, Nystul's magic aura, mage armor, magic missile; 2-fox's cunning, hypnotic pattern, invisibility, Melf's acid arrow, minor image, mirror image; 3-displacement, flashburst, hold person, major image, shrink item; 4-Otiluke's resilient sphere, phantasmal killer, polymorph, summon monster IV; 5-Bigby's interposing hand, persistent image, seeming
Specialized School: Illusion. Prohibited Schools: Abjuration, Necromancy
Possessions: bracers of armor +4, Jansen AdventureWear, Jansen Spectroscopes, Jansen Techno-Gloves, ring of protection +3, Pixie Prick, +3 small light crossbow

Jansen Spectroscopes: Acts as goggles of minute seeing plus see invisibility 1/day
Jansen Techno-Gloves: Gives +5 competence bonus to Sleight of Hands checks and +5 competence bonus to Open Lock checks
Jansen AdventureWear: Gives damage reduction 5/piercing plus arrow deflection
Pixie Prick: Acts as +3 small dagger plus sleep on hit (WillNeg DC 11)

Narration: Male thrush familiar; CR -; Diminutive magical beast [augmented animal]; HD 20; hp 61; Init +2; Spd 10 ft., fly 40 ft. (average); AC 22 (+4 size, +2 Dex, +6 natural), touch 16, flat-footed 10; Base Atk +12; Grp -5; Atk ; Full Atk ; SA; SQ deliver touch spells, improved evasion, empathic link, low-light vision, share spells, speak with birds, speak with master; AL N; SV Fort +9, Ref +14, Will +14; Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 6
Skills and Feats: Listen +8, Spot +8; Alertness
Mith_The_Godling

01-11-06, 10:38 AM
Viconia worships Shar, so shouldn't we give her the Shadow Weave feat?
Raidri

01-11-06, 12:37 PM
Viconia worships Shar, so shouldn't we give her the Shadow Weave feat?

The Shadow Weave feat is not a "must have" for Shar worshippers but it could be an interesting mixture:
Drow + Shar + Shadow Weave = Darkness rules!!!

But now a new "hero"

Korgan Bloodaxe
Male shield dwarf barbarian 5, fighter 10, battlerager 5; CR 20; Medium humanoid; HD 10d12+50 plus 10d10+50; hp 226; Init +2; Spd 30 ft.; AC 31 (+2 Dex, +2 natural armor, +12 full plate, +5 shield), touch 12, flat-footed 29; Base Atk +20; Grp +24; Atk +29 melee (1d8+9 plus 1d6 acid plus 1d6 cold/19-20/x3, +3 corrosive frost battle axe) or +24 melee (1d3+4, unarmed strike) or +24 ranged (1d6+4, +2 returning throwing axe); Full Atk +29/+24/+19/+14 melee (1d8+9 plus 1d6 acid plus 1d6 cold/19-20/x3, +3 corrosive frost battle axe) or +24/+19/+15/+9 melee (1d3+4, unarmed strike) or +24 ranged (1d6+4, +2 returning throwing axe); SA rage 5/day; SQ darkvision 60 ft., fast movement, fearless, fire resistance 10 (Shuruppak's Plate), gruff, improved uncanny dodge, natural armor, rock gut, shield dwarf traits, trap sense +1, uncanny dodge; AL CE; SV Fort +20, Ref +7, Will +7; Str 18, Dex 15, Con 20, Int 12, Wis 10, Cha 8
Skills and Feats: Climb +12, Craft (armorsmithing) +6 (+8 for stone and metal armors), Intimidate +18, Jump +10, Knowledge (religion) +4, Listen +6, Perform (sing) -2, Ride +10, Survival +8, Swim +6, Tumble +2; Bullheaded, Cleave, Close-Quarter FightingB, Endurance, Great CleaveB, Greater Weapon Focus (battleaxe)B, Improved Bull Rush, Improved Critical (battleaxe)B, Improved Toughness, Improved Shield Bash, Improved Unarmed StrikeB, Intimidating Rage, Power AttackB, Reckless OffensiveB, Shock Trooper, Weapon Focus (battleaxe)B, Weapon Specialization (battleaxe)B
Shield dwarf traits: +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on saving throws against spells and spell-like abilities, +2 racial bonus on saves against poison, +2 racial bonus on Appraise and Craft checks for stone or metal items, +4 bonus on ability checks made to resist being bull rushed or tripped, +4 dodge bonus to AC against giants, stonecunning, weapon familiarity (dwarven waraxe, dwarven urgosh)
Languages: Common, Dwarven, Illuskan, Orc
Possessions: Shuruppak's Plate, Saving Grace, Frostreaver, +2 returning throwing axe
Shuruppak's Plate: +4 fire resistance mithral full plate
Saving Grace: +3 heavy steel shield
Frostreaver: +3 corrosive frost battle axe

Books used: DMG 3.5, PH 3.5, Races of Faerun
Raidri

01-15-06, 01:10 PM
Well, we are finally nearing us the last BG2 NPC chararcters. Here is my version of the Red Wizard.

Edwin Odesseiron
Male Mulan human conjurer 10, Red Wizard 10; CR 20; Medium humanoid; HD 20d4+60; hp 112; Init 0; Spd 30 ft.; AC 18 (+5 robe, +1 insight, +2 ring of protection), touch 13, flat-footed 18; Base Atk +10; Grp +10; Atk +13 melee (1d4+3 plus 1d6 fire/19-20, +3 distance flaming returning dagger) or +13 ranged (1d4+3 plus 1d6 fire/19-20, +3 distance flaming returning dagger); Full Atk +13/+8 melee (1d4+3 plus 1d6 fire/19-20, +3 distance flaming returning dagger) or +13 ranged (1d4+3 plus 1d6 fire/19-20, +3 distance flaming returning dagger); SA; SQ circle leader, familiar (imp), familiar benefits (alertness, empathic link, share spells), great circle leader, scribe tattoo, specialist defense +4 (conjuration), spell power +5; AL LE; SV Fort +13, Ref +10, Will +18; Str 10, Dex 10, Con 16, Int 20, Wis 11, Cha 10
Skills and Feats: Bluff +6, Concentration +18, Craft (alchemy) +23, Craft (poisonmaking) +13, Decipher Script +18, Intimidate +10, Knowledge (arcana) +28, Knowledge (dungeoneering) +15, Knowledge (geography) +13, Knowledge (local Thay) +9, Knowledge (local Amn) +10, Knowledge (religion) +10, Knowledge (the planes) +28, Spellcraft +27 (+29 with conjuration spells, +22 with enchantment, illusion, transmutation spells); AlertnessB, Augment Summoning, Brew PotionB, Craft WandB, Extend Spell, Forge RingB, Greater Spell Focus (conjuration), Improved Familiar, Maximize Spell, Quicken Spell, Scribe ScrollB, Spell Focus (conjuration), Tattoo Focus (conjuration)
Languages: Chessentan, Common, Draconic, Gnoll, Infernal, Mulhorandi
Wizard Spells Prepared (5/7/6/6/6/6/5/5/5/5; save DC 15 + spell level, or DC 18 + spell level for conjuration spells): 0-detect magic, flare, read magic, resistance (2); 1-corrosive grasp, ice dagger, identify, mage armor, magic missile, summon monster I, unseen servant; 2-alter self, flaming sphere, fog cloud, resist energy, see invisibility, summon monster II; 3-extended cat's grace, extended fox's cunning, fireball (2), summon monster III, vampiric touch; 4-detect scrying, dimensional anchor, dimension door, fear, fire shield (cold), summon monster IV; 5-dismissal, firebrand, magic jar, Mordenkainen's faithful hound, summon monster V, wall of force; 6-circle of death, greater dispel magic, legend lore, summon monster VI, wall of iron; 7- extended globe of invulnerability, finger of death, greater teleport, Mordenkainen's sword, summon monster VII; 8-Bigby's clenched fist, greater prying eyes, maximized cone of cold, summon monster VII, sunburst; 9-absorption, energy drain, maximized acid fog, quickened cloudkill, summon monster IX. Specialized School: Conjuration. Prohibited Schools: Enchantment, Illusion, Transmutation
Possessions: Black Robe of the Archmage, Ioun stone - dusty rose prism, ring of protection +2, +3 distance flaming returning dagger, wand of lightning bolt (50 charges)
Andyr

01-20-06, 10:57 AM
I'd make Divination one of Edwin's prohibited schools, since that's what it was in the computer games.
Orchestration

01-20-06, 12:31 PM
If you had the TotSC expansion wasn't Sarevok Level 17?

I am also fairly sure he started as Level 17 in your party in ToB.

I also believe that his Sword was considererd +5 (The Dev's considered this for ToB I believe, that when you gave the Sword of Chaos to Sarevok it regained it's power and became +5 but didn't have time to implement it).

Also considering what happend in Baldurs Gate series I would think that most of the NPC's would be at least Level 16+ and some going into epic levels (Minsc, Jaheria, Sarevok and Imoen come to mind).

From a BGII perspective it would appear that Minsc and Jaheria were with the PC upto that point and in likely hood stayed by his side. Imoen obviously because she was your sister and the same with Sarevok. So I would think at the least those guys would have epic stats.

Plus I think Minsc and Sarevok are so cool that they actually need to be included in FR lore.
Mad Mage

01-20-06, 12:36 PM
If you had the TotSC expansion wasn't Sarevok Level 17?

I am also fairly sure he started as Level 17 in your party in ToB.

I also believe that his Sword was considererd +5 (The Dev's considered this for ToB I believe, that when you gave the Sword of Chaos to Sarevok it regained it's power and became +5 but didn't have time to implement it).

Also considering what happend in Baldurs Gate series I would think that most of the NPC's would be at least Level 16+ and some going into epic levels (Minsc, Jaheria, Sarevok and Imoen come to mind).

From a BGII perspective it would appear that Minsc and Jaheria were with the PC upto that point and in likely hood stayed by his side. Imoen obviously because she was your sister and the same with Sarevok. So I would think at the least those guys would have epic stats.

Plus I think Minsc and Sarevok are so cool that they actually need to be included in FR lore.

If my stats are in question, allow me to note (as I did around the beginning of this entire thread) that my stats mostly take place around the end of BG1 and the beginning of BG2.
Raidri

01-20-06, 01:12 PM
I'd make Divination one of Edwin's prohibited schools, since that's what it was in the computer games.

The DMG 3.5 says: "A wizard can never give up divination to fulfill" the requirements of a specialized wizard. Bad luck.


If you had the TotSC expansion wasn't Sarevok Level 17?

I am also fairly sure he started as Level 17 in your party in ToB.

I also believe that his Sword was considererd +5 (The Dev's considered this for ToB I believe, that when you gave the Sword of Chaos to Sarevok it regained it's power and became +5 but didn't have time to implement it).

Also considering what happend in Baldurs Gate series I would think that most of the NPC's would be at least Level 16+ and some going into epic levels (Minsc, Jaheria, Sarevok and Imoen come to mind).

From a BGII perspective it would appear that Minsc and Jaheria were with the PC upto that point and in likely hood stayed by his side. Imoen obviously because she was your sister and the same with Sarevok. So I would think at the least those guys would have epic stats.

Plus I think Minsc and Sarevok are so cool that they actually need to be included in FR lore.

At the end of Throne of Bhaal all NPC have epic levels. But without the Epic Level Handbook it is difficult to develop epic stats and feats.
Raidri

01-21-06, 12:37 PM
Well, it is almost done. Here comes the ultimate villain of BG 1 and new comrade of ToB:

Sarevok Anchev
Male Chondathan human fighter 20; CR 20; Medium humanoid; HD 20d10+80; hp 195; Init +7; Spd 20 ft.; AC 23 (+1 Dex, +11 full plate, +1 natural), touch 11, flat-footed 22; Base Atk +20; Grp +25; Atk +30 melee (2d6+13/17-20, +3 vorpal silver greatsword) or +24 ranged (1d10+1 plus 1d6 fire/19-20, +1 flaming heavy crossbow); Full Atk +30/+25/+20/+15 melee (2d6+13/17-20, +3 vorpal silver greatsword) or +24 ranged (1d10+1 plus 1d6 fire/19-20, +1 flaming heavy crossbow); SA; SQ fire resistance 30 (Red Dragon Scale); AL CE/CG; SV Fort +16, Ref +9, Will +8; Str 20, Dex 17, Con 18, Int 17, Wis 10, Cha 16
Skills and Feats: Bluff +11, Climb +16, Craft (weaponsmithing) +8, Handle Animal +20, Intimidate +28, Jump +13, Knowledge (religion) +10, Ride +23, Swim +8; CleaveB, Combat BruteB, Diehard, Endurance, Furious ChargeB, Faster Healing, Great CleaveB, Greater Weapon Focus (greatsword)B, Greater Weapon Specialization (greatsword)B, Improved Critical (greatsword)B, Improved Initiative, Improved SunderB, Iron Will, Leadership (23), Power AttackB, Power Critical (greatsword)B, Skill Focus (intimidate), Weapon Focus (greatsword)B, Weapon Specialization (greatsword)B
Languages: Chondathan, Damaran, Common, Goblin, Orc
Possessions: Red Dragon Scale, amulet of natural armor, Silver Sword, +1 flaming heavy crossbow

Red Dragon Scale: +3 greater fire resistance dragonhide full plate
Silver Sword: +3 vorpal silver greatsword
Andyr

01-21-06, 04:31 PM
The DMG 3.5 says: "A wizard can never give up divination to fulfill" the requirements of a specialized wizard. Bad luck.


Oh, alright. Never mind, then. :)
Raidri

01-29-06, 12:40 PM
Well, after finishing the BG2 characters I'm now trying to develop the BG 1 NPCs.


Ajantis Ilvastarr
Male llluskan human paladin [Helm] 8; CR 8; Medium humanoid; HD 8d10+24; hp 73; Init +1; Spd 20 ft.; AC 23 (+1 Dex, +8 armor, +3 shield), touch 11, flat-footed 22; Base Atk +8; Grp +12; Atk +14 melee (1d10+5/19-20, +1 bastard sword) or +10/+5 ranged (1d8+5/x3, +1 composite longbow [+4 strength bonus]); Full Atk +14/+9 melee (1d10+5/19-20, +1 bastard sword) or +10/+5 ranged (1d8+5/x3, +1 composite longbow [+4 strength bonus]); SA smite evil 2/day, turn undead 7/day (+2 on turning checks); SQ aura of courage, aura of good, detect evil at will, divine grace, divine health, lay on hands, remove disease 1/week, special mount; AL LG; SV Fort +9, Ref +3, Will +4; Str 18, Dex 13, Con 16, Int 12, Wis 14, Cha 17
Skills and Feats: Concentration +7, Diplomacy +14, Heal +5, Knowledge (Waterdeep local) +13, Knowledge (religion) +11, Ride +8, Sense Motive +7; Divine Shield, Education [Knowledge (Waterdeep local), Knowledge (religion)]B, Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword)
Languages: Chondathan, Common, Illuskan
Paladin Spells Prepared (2/1; save DC 12 + spell level): 1-bless weapon, detect undead; 2-bull's strength
Possessions: +1 heavy steel shield, +1 full plate, +1 bastard sword, +1 composite longbow [+4 strength bonus], boots of speed, 3 potions of cure serious wounds, potion of protection from energy (fire), potion of remove curse, 2 scrolls of bless water, gems and coins worth approximately 2100 gp
Raidri

02-02-06, 01:18 PM
Necromancer and Zhentarim

Xzar
Male Vaasan human necromancer 8; CR 8; Medium humanoid; HD 8d4+3; hp 25; Init +3; Spd 30 ft.; AC 17 (+ 3 Dex, +1 deflection, +3 bracers of armor), touch 14, flat-footed 14; Base Atk +4; Grp +6; Atk +7 melee (1d4+4/19-20, +2 dagger) or +8 ranged (1d8+1/19-20, +1 light crossbow); Full Atk +7 melee (1d4+3/19-20, +2 dagger) or +8 ranged (1d8+1/19-20, +1 light crossbow); SA; SQ familiar (toad), familiar benefits (alertness, empathic link, share spells); AL CE; SV Fort +4, Ref +5, Will +9; Str 14, Dex 16, Con 10, Int 19, Wis 16, Cha 10
Skill and Feats: Concentration +10, Decipher Script +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +13, Knowledge (religion) +14, Knowledge (the planes) +15, Spellcraft +18; AlertnessB, Corpsecrafter, Craft WandB, Craft Wondrous Item, Enervate Spell, Great FortitudeB, Scribe ScrollB
Languages: Chondathan, Common, Damaran, Draconic, Orc
Wizard Spells Prepared (5/6/5/5/4; save DC 14 + spell level): 0-acid splash, daze, detect magic, disrupt undead, mage hand; 1-chill touch, expeditious retreat, grease, identify, magic missile, ray of enfeeblement; 2-command undead, darkness, scorching ray, summon undead II, Tasha's hideous laughter; 3-clairaudience/clairvoyance, enervated Melf's acid arrow, lightning bolt, skull watch, vampiric touch; 4-animate dead, enervated fireball, polymorph, summon undead IV. Specialized School: Necromancy. Prohibited Schools: Abjuration, Illusion
Possessions: bracers of armor +3, ring of protection +1, +2 dagger, +1 light crossbow, wand of ghoul touch (50 charges), scroll of scorching ray, scroll of haste, 310 gp
Raidri

02-08-06, 12:47 PM
The wychalarn

Dynaheir
Female Rashemi human transmuter 7, hathran 1; CR 8; Medium humanoid; HD 8d4+24; hp 46; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 bracers of armor), touch 12, flat-footed 14; Base Atk +3; Grp +3; Atk +4 melee (1d6+1, +1 quarterstaff) or +6 ranged (1d4, masterwork sling); Full Atk +4 melee (1d6+1, +1 quarterstaff) or +6 ranged (1d4, masterwork sling); SA; SQ familiar (weasel), familiar benefits (alertness, empathic link, share spells), leadership +2 (Rashemi female Ethran, male barbarian); AL LG; SV Fort +7, Ref +6, Will +9; Str 11, Dex 14, Con 16, Int 18, Wis 15, Cha 12
Skills and Feats: Concentration +14, Decipher Script +13, Diplomacy +2, Knowledge (arcana) +15, Knowledge (geography) +13, Knowledge (Rashemen local) +11, Knowledge (nature) +12, Knowledge (the planes) +6, Spellcraft +17, Survival +6 (+8 aboveground, +8 avoid getting lost); AlertnessB, Combat Casting, Enlarge SpellB, EthranB, Leadership (9), Scribe ScrollB, Spell Focus (transmutation)
Languages: Aglarondan, Common, Draconic, Mulhorandi, Rashemi
Wizard Spells Prepared (5/6/5/5/4; save DC 14 + spell level or DC 15 + spell level for transmutation spells): 0-detect magic, message, naturewatch, ray of frost, read magic; 1-endure elements, know protections, low-light vision, magic missile, scatterspray, shield; 2-Aganazzar's scorcher, Balagarn's iron horn, fox's cunning, ghoul touch, see invisibility; 3-haste, lightning bolt, magic circle against evil, moonblade, shrink item; 4-enlarged fireball, land womb, polymorph, wall of fire.
Specialized School: Transmutation. Prohibited Schools: Conjuration, Enchantment
Possessions: bracers of armor +4, +1 quarterstaff, masterwork sling, wand of magic missile-5th level (50 charges), scroll of phantasmal killer, scroll of detect scrying, potion of cure moderate wounds, potion of owl's wisdom, gems and coins worth approximately 2400 gp
Raidri

02-13-06, 02:50 PM
Yeslick
Male shield dwarf fighter 4, cleric 4 [Moradin]; CR 8; Medium humanoid; HD 4d10+16 plus 4d8+16; hp 77; Init +1; Spd 20 ft.; AC 22 (+1 Dex, +7 armor, +4 shield), touch 11, flat-footed 21; Base Atk +7; Grp +9; Atk +11 melee (1d8+5/x3, +1 giant bane warhammer) or +9 ranged (1d10+1/19-20, +1 heavy crossbow); Full Atk +11/+6 melee (1d8+5/x3, +1 giant bane warhammer) or +9 ranged (1d10+1/19-20, +1 heavy crossbow); SA turn undead 6/day; SQ aura of good, fire resistance 5; AL LG; SV Fort +15, Ref +4, Will +9; Str 15, Dex 12, Con 18, Int 8, Wis 16, Cha 10
Skills and Feats: Concentration +7, Craft (blacksmithing) +9, Heal +5; Blind-Fight, Extra-Turning, Forgeheart, Great FortitudeB, Power AttackB, Skill Focus [craft (blacksmithing)]B, Weapon Focus (warhammer)B, Weapon Specialization (warhammer)B
Shield dwarf traits: +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on saving throws against spells and spell-like abilities, +2 racial bonus on saves against poison, +2 racial bonus on Appraise and Craft checks for stone or metal items, +4 bonus on ability checks made to resist being bull rushed or tripped, +4 dodge bonus to AC against giants, stonecunning, weapon familiarity (dwarven waraxe, dwarven urgosh)
Languages: Chondathan, Common, Dwarven
Cleric Spells Prepared (5/5/4; save DC 13 + spell level): 0-create water, guidance, purify food and drink, light, resistance; 1-animate rope*, command, detect evil, obscuring mist, shield of faith; 2-bear's endurance*, silence, spiritual weapon, summon monster II
*Domain Spell. Deity: Moradin. Domains: Craft (cast Conjuration (creation) spells at +1 caster level; Skill Focus (craft) as bonus feat), Dwarf (Great Fortitude as bonus feat)
Possessions: +1 banded mail, +2 heavy wood shield, +1 giant bane warhammer, +1 heavy crossbow, cloak of resistance +1, potion of protection from arrows, potion of remove disease, 2 potions of cure serious wounds, scroll of magic circle against evil, scroll of prayer, wand of light (50 charges), wand of summon monster I (50 charges), gems and coins worth approximately 5000 gp
Mad Mage

02-13-06, 09:58 PM
Raidri, did you read the last PM I sent you?
PsiRadish

02-14-06, 06:19 PM
Imoen
...
15 Charisma
...
Sleight of Hand +10Didn't Imoen have 16 charisma? And a small nitpick perhaps, but Imoen had pitiful pickpocket skill in BG2.

And some more nitpicking :DAerie
...
Diplomacy +9, ... Sense Motive +11Aerie led a very sheltered life, and seems rather shy besides. I suppose by level 20 the circus is far behind her, but I still don't think she'd ever develop very good people skills.

Imoen/Nalia
Female Tethyrian humanTethyrian? Where's that come from? To my knowledge it's never said where Imoen was born, and Nalia is a noble of Amn. Is everyone from Tethyr to the Western Heartlands (if not further) considered Tethyrian? That would seem rather strange.

And speaking of your Nalia build, she's much hotter with a sword :blush: (not to mention shortswords are finessable)

Dynaheir
... transmuter 7, hathran 1Dynaheir was an evoker.
Raidri

02-15-06, 02:02 PM
Hey, PsiRadish you comments are much appreciated. So, here is my response to them. ;)


And some more nitpicking :DAerie led a very sheltered life, and seems rather shy besides. I suppose by level 20 the circus is far behind her, but I still don't think she'd ever develop very good people skills.

Aerie is a level 19 character at the end of "Throne of Bhaal". The interactions with other NPC in this part show that she lost some of her naivety so 5 ranks in Diplomacy and 7 ranks in Sense Motive seem not to much. Add in skill synergy and ability modifiers you come to my proposal. She can be successful against low level characters, but is not as good against high level characters.


Tethyrian? Where's that come from? To my knowledge it's never said where Imoen was born, and Nalia is a noble of Amn. Is everyone from Tethyr to the Western Heartlands (if not further) considered Tethyrian? That would seem rather strange.

Imoen: Yup, you are right. You can also say she is Chondathan, Illuskan etc. whatever suits best.
Nalia: Races of Faerûn p. 110. Amn ethnic groups: Tethyrians 65 %, Calishites 30 %, Chondathans 4


And speaking of your Nalia build, she's much hotter with a sword :blush: (not to mention shortswords are finessable)

Weapon Finesse: dagger, punching dagger, spiked gautlet, light mace, sickle, rapier, whip, spiked chain. Sorry, no short sword (it is a light weapon)


Dynaheir was an evoker.

Hm, my German edition of Baldur's Gate says, Dynaheir is a thaumaturg (aka transmuter). Different country versions, perhaps?
Dreamfeed

02-15-06, 03:14 PM
Weapon Finesse: dagger, punching dagger, spiked gautlet, light mace, sickle, rapier, whip, spiked chain. Sorry, no short sword (it is a light weapon)

Weapon Finesse [General]
Prerequisite

Base attack bonus +1.
Benefit

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special

A fighter may select Weapon Finesse as one of his fighter bonus feats.

Natural weapons are always considered light weapons.
They're viable. I have no idea where you got that idea from.


Hm, my German edition of Baldur's Gate says, Dynaheir is a thaumaturg (aka transmuter). Different country versions, perhaps?
She's an evoker, definately.
http://www.gamebanshee.com/baldursgate/npcs/screenshots/dynaheir.jpg
Okay, they call it invoker in-game, but it's still pretty clear.
PsiRadish

02-15-06, 03:57 PM
Nalia: Races of Faerûn p. 110. Amn ethnic groups: Tethyrians 65 %, Calishites 30 %, Chondathans 4Ah, I see.
Hm, my German edition of Baldur's Gate says, Dynaheir is a thaumaturg (aka transmuter). Different country versions, perhaps?Perhaps. Do you remember if conjuration is her restricted school in the German edition? I remember cursing that she couldn't cast Armor, and if she can in the German version then that's unfair :mad: *shakes fist*
Raidri

02-15-06, 04:54 PM
Perhaps. Do you remember if conjuration is her restricted school in the German edition? I remember cursing that she couldn't cast Armor, and if she can in the German version then that's unfair :mad: *shakes fist*

Yes, conjuration and enchantment are forbidden schools. I'm currently playing BG1 again.

Weapon Finesse [General]
Prerequisite

Base attack bonus +1.
Benefit

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special

A fighter may select Weapon Finesse as one of his fighter bonus feats.

Natural weapons are always considered light weapons.

Ups, you are right. I have looked only after simple light weapon weapons in my PH, not martial.
Zireael

02-16-06, 01:48 AM
As for Imoen: It said in one of the banters in ToB, that her mother and protagonist mother were from Silverymoon and they were both born somewhere in the North.
PsiRadish

02-16-06, 04:41 PM
I believe there's contradiction within the games on who the protaganist's mother is. In BGI I'm pretty sure it said your mother was a former lover of Gorion. Then in Throne of Bhaal she's a fanatical priestess of Bhaal. I suppose the former lover story could have been a lie to protect you from the unpleasant truth, but that's still a little cheesy.
Raidri

02-22-06, 12:26 PM
Jaheira's better half

Khalid
Male half-moon elf fighter 8; CR 8; Medium humanoid; HD 8d10+24; hp 73; Init +7; Spd 20 ft.; AC 21 (+3 Dex, +5 breastplate, +2 shield, +1 deflection), touch 14, flat-footed 18; Base Atk +8; Grp +11; Atk +13 melee (1d8+5 plus 1d6 fire/19-20/plus 1d10 fire, +1 flaming burst longsword) or +13 ranged (1d8+3/x3, masterwork composite longbow [+3 strength bonus]); Full Atk +13/+8 melee (1d8+5 plus 1d6 fire/19-20/plus 1d10 fire, +1 flaming burst longsword) or +13/+8 ranged (1d8+3/x3, masterwork composite longbow [+3 strength bonus]); SA; SQ; AL NG; SV Fort +9, Ref +7, Will +2; Str 16, Dex 16, Con 17, Int 12, Wis 10, Cha 10
Skills and Feats: Climb +4, Intimidate +5, Jump +8, Ride +9, Swim +3; Dodge, Endurance, Improved Initiative, Lightning Reflexes, Quick Draw, Weapon Focus (longbow)B, Weapon Focus (longsword)B, Weapon Specialization (longsword)B
Half-elf traits: +1 racial bonus on Listen, Search and Spot checks, +2 racial bonus on Diplomacy and Gather Information checks, +2 racial bonus on saves against enchantments, able to use "elf only" items, immunity to magic sleep
Languages: Alzhedo, Chondathan, Common, Elven
Possessions: masterwork breastplate, masterwork heavy wood shield, ring of protection +1, Flame Tongue, masterwork composite longbow [+3 strength bonus], potion of aid, potion of cure moderate wounds, potion of bull's strength, gems and coins worth approximately 1200 gp
Mad Mage

03-30-06, 09:17 PM
Xan
Lawful Neutral Male Moon Elf Enchanter 10 (ECL: 10)
Hit Dice: 10d4-10 (30 hp)

Initiative: +3

Speed: 30 feet (6 squares)

Armor Class: 20 (+5 armor, +3 Dex, +1 natural, +1 moonblade), Touch 13, Flat-footed 17

Base Attack/Grapple: +5/+6

Attacks: Xan's Moonblade +6 melee (1d8+2/19-20/x2) or +1 longbow +9 ranged (1d8+4/x3)

Abilities:
12 Strength
16 Dexterity
8 Constitution
18 Intelligence
12 Wisdom
14 Charisma

Saving throws: Fortitude +6, Reflex +10, Will +12 (+14 against enchantment spells or effects)

Special Attacks: N/A

Special Qualities: +2 to saving throws against enchantment spells or effects, Copy Scroll, Immunity to magical sleep effects, Low-light vision, Spell Resistance 18 (provided by Grey Robe of Archmagi), Summon Familiar

Skills and Feats: Concentration +12, Diplomacy +4, Knowledge (Arcana) +17, Knowledge (Everska Local) +17, Profession (Noble) +9, Spellcraft +17 (+2 for enchantment spells being cast); Combat Casting, Empower Spell, Eschew Materials, Greater Spell Penetration, Maximize Spell, Scribe Scroll, Spell Penetration

Wizard Spells Memorized: 0 - Acid Splash, Daze, Resistance, Read Magic; 1st - Color Spray (x2), Grease, Identify, Sleep (x2); 2nd -Protection from Arrows, Blur, Melf's Acid Arrow (x2), Tasha's Hideous Laughter (x2); 3rd - Flame Arrow, Dispel Magic, Haste, Heroism, Hold Person; 4th - Confusion, Greater Invisibility, Lesser Globe of Invulnerability (x2), Stoneskin; 5th - Cloudkill, Feeblemind, Hold Monster (Saving throw DC = 14 + spell level)(Forbidden Schools: Evocation and Necromancy)

Equipment: Xan's Moonblade, +1 longbow, Grey Robe of Archmagi, Amulet of Natural Armor +1, leather scroll case, quiver of 20 arrows, spellbook


Xan's Moonblade: +1 defending moonblade, AL LG; Int 17, Wis 17, Cha 10; Speech, Telepathy, 120 ft. darkvision and hearing; Ego score 19.
Lesser Powers: Bless allies 3/day, faerie fire 3/day, detect magic at will
Greater Power: Defending Property
Special Purpose: Protect wielder from Xan's family line
Dedicated Power: Wielder gains 10 fire resistance
Strong abjuration, moderate enchantment, minor evocation, and minor divination; CL 15th; Craft Magic Arms and Armor, creator must be a Moon Elf of a Moon Elf noble family, Shield, Resist Energy, Bless, Faerie Fire, Detect Magic; 64,700 gold.


Challenge Rating: 11

Books Used: 3.5 Ed. Dungeon Master's Guide, 3.5 Ed. Player's Handbook, Magic of Faerun
Gildnao

04-06-06, 03:31 AM
hey everyone, i absolutely love this thread!!

ive read through most of it but (maybe i missed it) i couldnt find Montaron anywhere listed. =(

if anyone has or hasent seen my post im trying to actually set this game up for a D&D session and am trying to follow the game as best as i can. (link = http://boards1.wizards.com/showthread.php?t=616095 sorry i dont know the codes and techniques if this doesnt work right...)

i really appreciate all your guys' hard work in putting up the character stats, id help out but the ones im most familiar with have already been done and with school and job starting im not having too much free time =(

i will check in here and on my thread if anyone has any suggestions / ideas / advice etc, etc.

my game wont be held before summer at the ABSOLUTE (!!!!) earliest, i dont expect it until closer to fall / winter of this year, so any and all advice i can get will be taken into consideration.

Also, if anyone knows where i can find a diologe script for characters and or NPC's or even just main encounters id appreciate it SOOOOO much!! or even if someone knows of a program that will let me go through the game and it will copy to a .txt file all the diologue that'd help too =P

Thanks to Mad Mage for pointing me to this thread! (You've helped me so much by doing that!!)
Zireael

04-06-06, 07:38 AM
Where was it said that mother was Gorion's lover?
Unamis

04-06-06, 07:49 AM
Also, if anyone knows where i can find a diologe script for characters and or NPC's or even just main encounters id appreciate it SOOOOO much!! or even if someone knows of a program that will let me go through the game and it will copy to a .txt file all the diologue that'd help too =P


http://www.sorcerers.net/Games/IEmodding/index.php

The WeiDu v185 is a specific dialog editor in the Sorcerer's Place. Though tr00 BG2 fans know the dialogs by heart! ;)

Being a BG fan I might try that Montaron sooner or later, unless someone beats me to it. Probable actually.

Where was it said that mother was Gorion's lover?

Baldur's Gate 1, when you return to Candlekeep. You can find a scroll in Gorion's quarters, in which he has written a confession about the protagonist.
The exact wording went something along:
"... your mother, an old friend of mine, and once even a lover of mine..."
Mad Mage

04-06-06, 01:34 PM
hey everyone, i absolutely love this thread!!

ive read through most of it but (maybe i missed it) i couldnt find Montaron anywhere listed. =(

<...>

i really appreciate all your guys' hard work in putting up the character stats, id help out but the ones im most familiar with have already been done and with school and job starting im not having too much free time =(

Thanks to Mad Mage for pointing me to this thread! (You've helped me so much by doing that!!)

My pleasure. :tiphat:

I've been thinking about Montaron a bit recently, to tell the truth.
Mad Mage

04-06-06, 01:42 PM
Montaron
Neutral Evil Male Lightfoot Halfling Rogue 6/Fighter 4 (ECL: 10)
Hit Dice: 6d6+6 plus 4d10+4 (74 hp)

Initiative: +4

Speed: 20 feet (4 squares)

Armor Class: 21 (Dex +4, +1 Size, +1 Dodge, +5 armor); Touch 16, Flat-footed 21

Base Attack/Grapple: +9/+11

Attacks: Shortsword +13/+8 melee (1d4+6/19-20/x2 piercing) or sling +15/+10 ranged (1d3+7/x2 bludgeoning)

Abilities:
14 Strength
18 Dexterity
12 Constitution
12 Intelligence
11 Wisdom
9 Charisma

Saving throws: Fortitude +8, Reflex +11, Will +4 (+6 against fear)

Special Attacks: Sneak Attack +3d6

Special Qualities: Evasion, Lightfoot Halfling Traits, Trapfinding, Trap Sense +2, Uncanny Dodge

Skills and Feats: Craft (Trapmaking) +10, Climb +9 (+11 when using a rope), Disable Device +15, Hide +22, Intimidate +3, Jump +9, Move Silently +20, Open Lock +15, Profession (Spy) +9, Search +10, Sleight of Hand +13, Tumble +15, Use Rope +13; Dodge, Point Blank Shot, Power Attack, Weapon Finesse, Weapon Focus (Shortsword), Weapon Focus (Sling), Weapon Specialization (Shortsword)

Equipment: +2 Short Sword, +2 sling, +2 studded leather armor, bag of 100
sling bullets, masterwork thief's tools, cloak of non-detection, boots of stealth (see below)


Boots of Stealth
These are dark brown leather boots with dark silver-grey overlay in most areas, and originated amongst ancient devotees to stealth-oriented deities, most likely Mask. When worn, they grant the bearer increased capabilities of stealthy movement.

Moderate Evocation and Enchantment; CL 10; Craft Wondrous Item, Darkness, Silence; 7,500 gold.


Challenge Rating: 13

Books Used: 3.5 Edition Core Rulebooks
Genasi_tac

04-10-06, 10:09 PM
I've been following this thread for awhile and think it's great, I've used a few for NPC's in my campaign. I just have a few interesting characters from BG1 that you haven't done and thought they'd be cool to see stated.

Tiax: Mad Cleric of Cyric also a little bit of a thief.
Eldoth: Neutral Evil Bard, Not sure if that's his name though, I know it starts with E
Quayle: You all know who I'm talking about :D
Kivan: Copper Elf Ranger

Appreciate all the work you guy's have done and keep it up!
Gildnao

04-11-06, 05:28 PM
ok, quick question everyone, any chance we could work out the characters levels / stats for the levels when you meet them in game? like Imowen level 2, same with Montaron / Xzar, maybe make Minsc level 3 and adjust from there out?

Also if anyone already has and i just missed it (need to reread entire thread) i need some of the big bosses statanized, Mulahey, Tazok, and of course Sarevok. thanks again guys, this game is starting to chug along for me =D
Mad Mage

04-11-06, 10:52 PM
ok, quick question everyone, any chance we could work out the characters levels / stats for the levels when you meet them in game? like Imowen level 2, same with Montaron / Xzar, maybe make Minsc level 3 and adjust from there out?

Yeah, I could do that. Mind you, I am in the midst of college, and that my original intentions were for stats of BG2 joinable NPCs from the beginning of BG2. Still, I can manage your request with time.

Also if anyone already has and i just missed it (need to reread entire thread) i need some of the big bosses statanized, Mulahey, Tazok, and of course Sarevok. thanks again guys, this game is starting to chug along for me =D

Tazok I did from around the end of the game around the top of page 3. Sarevok was done by Unamis from a time that wasn't entirely specified on the upper middle of page 2.
Mad Mage

04-15-06, 11:40 PM
As of now, I'm taking a break from statting in here for a while, mostly due to the fact that it's crunch time in this college semester. Deepest apologies for any inconveniences. :(
Kraptor

04-18-06, 08:24 AM
This is a bit offtopic but thought I would mention it. If you are love with 3/3.5 E you should try playing BG2 again with this:

http://www.weidu.org/iwg2/index.html

This mod converts pretty much everything in the game to IWD2's 3rd E rules. Just thought I would mention this:)
Baptor

06-25-06, 04:16 AM
I played with Aerie all the way through BG2 and ToB, and I never did catch her patron diety.

I saw someone had it listed as Baervan Wildwanderer, but can this be confirmed?
Red_Wizard

06-25-06, 12:23 PM
Edwin Odesseiron
Lawful Evil Male Mulan Human Conjurer 8/ Red Wizard 2 (ECL: 10)
Hit Dice: 10d4+40 (75 hp)

Initiative: +4

Speed: 30 feet (6 squares)

Armor Class: 10, Touch 10, Flat-footed 10

Base Attack/Grapple: +5/+5

Attack: Dagger +6 melee (1d4+6/19-20/x2) or quarterstaff +6 melee (1d6+6/x2) or light crossbow +5 ranged (1d8+5/19-20x2)

Abilities:
10 Strength
10 Dexterity
18 Constitution
20 Intelligence
10 Wisdom
10 Charisma

Saving Throws: Fortitude +6, Reflex +2, Will +9

Special Attacks: N/A

Special Qualities: Copy Scroll, Enhanced Specialization (chose Necromancy as future prohibited school) Specialist Defense (+1 to saving throws on direct-damage spells of the Conjuration school) Spell Power (+1 effective caster level checks, spell DCs, etc.), Summon Familiar

Skills and Feats: Concentration +17, Craft (Calligraphy) +13, Decipher Script +16, Intimidate +5, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +8, Knowledge (Geography) +12, Knowledge (History) +16, Profession (Con Artist) +7, Spellcraft + 18 (+20 for Conjuration spells); Augment Summoning, Combat Casting, Eschew Materials, Improved Initiative, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Tattoo Focus

Wizard Spells prepared (Caster Level 11th): 0 - Acid Splash, Flare, Mage Hand, Ray of Frost, Resistance; 1st - Grease, Endure Elements, Mage Armor, Magic Missile, Summon Monster I; 2nd - Blur, Melf’s Acid Arrow(x2), Mirror Image, Summon Monster II, Web; 3rd – Dispel Magic, Fireball, Haste, Stinking Cloud, Summon Monster III; 4th – Fire Shield, Ice Storm, Stoneskin (x2), Summon Monster IV; 5th – Cloudkill, Cone of Cold, Lesser Planar Binding, Summon Monster V (Prohibited schools: Divination, Enchantment and Necromancy)

Possessions: +1 Dagger, +1 Quarterstaff, light crossbow, 40 crossbow bolts, spellbook, spell component pouch

Challenge Rating: 10

Books Used: 3.5 Edition Player’s Handbook, 3.5 Edition Dungeon Master’s Guide, Forgotten Realms Campaign Setting, Races of Faerun

I don't know what to say on his amulet, mostly on the bounds of plagiarizing Weenie's post of him.


My Two cents on Edwin are simply that perhaps he should be 2-4 levels higher in his Red Wizard class, only because i think in the game it let hint that for a brief time he held either a Tharchion, or Zulkir Position.

Also, his amulet is very basic, it only grants him 1 editional spell per level from his chosen school.
Red_Wizard

06-25-06, 12:29 PM
This is a bit offtopic but thought I would mention it. If you are love with 3/3.5 E you should try playing BG2 again with this:

http://www.weidu.org/iwg2/index.html

This mod converts pretty much everything in the game to IWD2's 3rd E rules. Just thought I would mention this:)

Wow, wow, wow. have you tested this? How well does it work so far??? :D :D :D
Tevin Kevlak

06-25-06, 06:54 PM
I just finished installing it and trying it out. It needs some serioud work, or I just don't know what I'm doing because for all the NPC characters I pick up none of them have any quick buttons. So like, when I got Imoen she couldn't cast any spells or use any of her rogue abilities (search/disable device etc) because they weren't on the bottom of her screen. Normally you can just right click the bottom buttons and replace them with other buttons but that didn't seem to work but only for the NPC's you pick up, my character could do it freely. Did anyone else come across this problem or is it just me?
Burpcycle

06-30-06, 01:39 AM
I played with Aerie all the way through BG2 and ToB, and I never did catch her patron diety.

I saw someone had it listed as Baervan Wildwanderer, but can this be confirmed?

Yes. Her "uncle' Quayle taught her to worship Baervan, but she also respected the Avariel diety, whatever her name was.
The Ubbergeek

09-07-06, 10:09 AM
Great versions, guys. :) I like them.

Now, I'd wish for Icewind Dale serie and tabletop Neverwinter Nights ones... Anyone know of a thread?
katarl

09-07-06, 03:52 PM
In the conversation with Keldorn, Aerie asked whether the fact that she worshipped *many* gods was wrong, to which he replied that she was a purer representation of worship, not focusing too much on one aspect of herself. She doesn't really worship any gods, but many, from human, gnome and elf pantheons.

I'm interested in boo, minsc's giant miniature space hamster, if the creature is not what he believes it is (which is very likely, considering he bought it after a head injury from a man who *looked* sincere), then it would gain a great deal of bonus hd from minscs high level. The hamster would have well over 12hd!
Raging_B0ner

09-09-06, 01:52 AM
how about ToB epic villains...?

Abazigal would have been a fighter/sorc/Blue dragon disciple correct?
Taarkoth

09-27-06, 04:29 PM
I believe there's contradiction within the games on who the protaganist's mother is. In BGI I'm pretty sure it said your mother was a former lover of Gorion. Then in Throne of Bhaal she's a fanatical priestess of Bhaal. I suppose the former lover story could have been a lie to protect you from the unpleasant truth, but that's still a little cheesy.

Only a contradiction if one isn't paying attention. The solar that says the PC's mom is a Bhaalite also says the PC was born shortly after the Time of Troubles. Considering BG is set only 13 years after the ToT... and the PC is an adult... and there's no mention of the PC growing up exceptionally fast... yeah, the solar's lying through her oh-so-holy teeth.

This is why my PC's always told her to go screw herself after she says this, since she's too stupid to get her lies straight.

Baldur's Gate 1, when you return to Candlekeep. You can find a scroll in Gorion's quarters, in which he has written a confession about the protagonist.
The exact wording went something along:
"... your mother, an old friend of mine, and once even a lover of mine..."

Honestly, I think this is the more likely identity of the PC's mother.
Diffan

09-27-06, 05:30 PM
Did anyone do Xan's stats? I know he's not in BGII but I was curious cuz he was one of my favorites.
Karsus the Mad

09-27-06, 05:37 PM
Xan died in the BG1 Novel:(
bondious

09-27-06, 06:59 PM
Did anyone do Xan's stats? I know he's not in BGII but I was curious cuz he was one of my favorites.

I seem to remember that Xan showed up, in the Dock section of the city, petitioning you to rescue Montaron from the Harper Hall. I might be wrong, or mistaking the character for someone else, but I HAVE played Baldur's Gate II a few times now and I'm almost certain that this happened.
Karsus the Mad

09-27-06, 07:05 PM
I seem to remember that Xan showed up, in the Dock section of the city, petitioning you to rescue Montaron from the Harper Hall. I might be wrong, or mistaking the character for someone else, but I HAVE played Baldur's Gate II a few times now and I'm almost certain that this happened.
I thought that too, but that was Xzar (?), not Xan. Confoozled I was.
bondious

09-27-06, 07:17 PM
I thought that too, but that was Xzar (?), not Xan. Confoozled I was.

Oh yeah...Xzar. That's who I was thinking about. Then who's Xan? Must be from the first game, which I didn't really play all that much.
Karsus the Mad

09-27-06, 07:19 PM
Oh yeah...Xzar. That's who I was thinking about. Then who's Xan? Must be from the first game, which I didn't really play all that much.
He was a cowardly elf mage with a moonblade in the first game. The novel portrays him more of a brave warrior.
bondious

09-28-06, 01:33 PM
He was a cowardly elf mage with a moonblade in the first game. The novel portrays him more of a brave warrior.

I see. It's been a while since I've read those books, and even longer still since I've played the first Baldur's Gate game. But, now that I think about it, I DO seem to remember Xan, if not a but a little. Maybe I'll have to dig those up and re-read them sometime, though that'll be a while since I've got A LOT of books to catch up on.

Anyhow, thanks for the correction/info!
Diffan

10-06-06, 08:09 AM
Yea, Xan was portrayed as a fighter with some skill in the book, while in the BG1 he was a wizard with a moonblade. I liked him alot (in both book and game) and could still use his stats. Thanks!
________________________________________ _________________________

-Light laughter and sweet water.
Bladesong

10-06-06, 02:06 PM
He wasn't cowardly, just really depressed and aware of ultimate failure.
renan_martha

11-06-06, 08:27 PM
Well, here's my take on Viccy from the start of BG2. Bare in mind that I haven't played her in any of my files of the game, so if anything doesn't really coincide with her character, take it real easy on me, okay?


Viconia De’Vir
Neutral Evil Female Drow Cleric of Shar 8 (ECL: 10)
Hit Dice: 8d8-8 (54 hp)

Initiative: +5

Speed: 30 feet (6 squares)

Armor Class: 15 (+5 Dexterity), Touch 15, Flat-footed 10

Base Attack Bonus: +6/+6

Attack: Unarmed Strike +6/+1 Melee (1d3/19-20x2, non-lethal)

Abilities:
10 Strength
20 Dexterity
8 Constitution
14 Intelligence
18 Wisdom
12 Charisma

Saving Throws: Fortitude +5, Reflex +7, Will +10

Special Attacks: Command/Rebuke Undead 4 times/day
Special Qualities: Drow traits, +1 to effective caster level of all divination spells (Knowledge domain)

Skills and Feats: Concentration +10, Heal +15, Knowledge (Arcana) +7, Knowledge (Religion) +7, Knowledge (The Planes) +7, Spellcraft +9; Blind-Fight, Combat Casting, Improved Turning, Spell Penetration

Cleric Spells Memorized: 0 – Read Magic (x2), Cure Minor Wounds, Inflict Minor Wounds, Resistance, Virtue; 1st – Bane, Bless, Cure Light Wounds (x2), Inflict Light Wounds; 2nd – Aid, Cure Moderate Wounds (x2), Death Knell; 3rd - Animate Dead, Bestow Curse, Cure Serious Wounds, Inflict Serious Wounds; 4th – Cure Critical Wounds, Death Ward, Restoration

Cleric Domains: Darkness and Knowledge
Domain Spells Memorized: 1st - Obscuring Mist (Darkness), 2nd - Detect Thoughts (Knowledge), 3rd - Blacklight (Darkness), 4th - Armor of Darkness (Darkness)

Possessions: Silver Holy Symbol of Shar, traveler’s outfit

Challenge Rating: 9

Books Used: 3.5 Edition Core Rulebooks, Faiths & Pantheons, Player’s Guide to Faerun


WOW!!! Here I was researching in order to build Viconia as an NPC to my game and BAM! Someone did already did it for me and did it well.

Thank you!

Now, would anyone please tell me what level exactly would she be when ToB is over? And does anyone know what happens to her after that? I haven't played ToB to the end yet, but i need to know this since it has a major impact on her life I suppose.

Thanks again!
Mad Mage

11-06-06, 10:20 PM
Yea, Xan was portrayed as a fighter with some skill in the book, while in the BG1 he was a wizard with a moonblade. I liked him alot (in both book and game) and could still use his stats. Thanks!

Page 4, at the bottom.
renan_martha

11-09-06, 08:27 AM
WOW!!! Here I was researching in order to build Viconia as an NPC to my game and BAM! Someone did already did it for me and did it well.

Thank you!

Now, would anyone please tell me what level exactly would she be when ToB is over? And does anyone know what happens to her after that? I haven't played ToB to the end yet, but i need to know this since it has a major impact on her life I suppose.

Thanks again!

PLEEEEEASE
eocine

11-09-06, 09:22 AM
Umm... It depends on how many of the missions etc you do, I've finished it with her as a 20th level PC and as a 40th level PC, so you have a WIDE area of choice. I'd probably myself put her a little under epic, but accept that others might disagree.
renan_martha

11-12-06, 05:23 PM
Umm... It depends on how many of the missions etc you do, I've finished it with her as a 20th level PC and as a 40th level PC, so you have a WIDE area of choice. I'd probably myself put her a little under epic, but accept that others might disagree.

Hmm. I see. So witch level exactly would you consider low enough for her and why?
renan_martha

11-19-06, 03:54 PM
Hmm. I see. So witch level exactly would you consider low enough for her and why?

would anyone please answer me?
Zireael

11-20-06, 08:38 AM
I did her a long time ago as 20 lvl Cleric/Div 5 Shar.
Xavier_of_Cormyr

11-20-06, 09:12 AM
i think i might do my own draft of Jon Irenics. The write up on this board is ok, but i think a bit more flavor is needed. The guy was big into demons, plannar magic, necromancy & as for being a elf-turnrf human, well, i'm goining by the pics here. yeah, he was once an elf, but in the artwork, he looks like his human face is stitched on... lol, i think the gods cursed him just a little more than too a fate or having to shave his beard & not see in the dark. :P
Icel

11-20-06, 01:21 PM
i think i might do my own draft of Jon Irenics. The write up on this board is ok, but i think a bit more flavor is needed. The guy was big into demons, plannar magic, necromancy & as for being a elf-turnrf human, well, i'm goining by the pics here. yeah, he was once an elf, but in the artwork, he looks like his human face is stitched on... lol, i think the gods cursed him just a little more than too a fate or having to shave his beard & not see in the dark. :P
I would like to see that.
Bodhi also.
The_Shaman

02-03-07, 10:49 AM
@Raidri: just a note on Yeslick: He was a cleric of Clangeddin, not Moradin. Also, to reflect the differences between multiclassing now and in BG I'd have him with less fighter levels (or just as a cleric, possibly cleric-warpriest).
Penknight

02-25-07, 11:44 AM
Sorry it took forever to post back here Mad Mage, but I wanted to say thank you for finally posting Xan here. He's greatly appreciated!
Mad Mage

02-27-07, 01:13 AM
Sorry it took forever to post back here Mad Mage, but I wanted to say thank you for finally posting Xan here. He's greatly appreciated!

You're welcome, Penknight. :tiphat:

Unfortunately, folks, I must regret to say that any updates to this thread may be scarce, if any come at all. I am WAY too swamped with the following:
- College
- Work on weekends
- Life at home
- Other online projects
- Video/computer games

Please be understanding.