Elven Netbook NPCs (SPOILER warning) [Archive] - Wizards Community

Post/Author/DateTimePost
Jiggawha

11-13-06, 04:28 AM
I've decided to start a separate thread for Elven Netbook NPC Chapter, cause everything is mixed in the original thread, for beter overview. It will contain elves from all FR existing sources and unofficial PrCs:

Elves of Faerun

● Ualair the Silent - sun elf high mage - page 1 - Blackstaff spoiler warning - by Jiggawha

● Lashyr Maerdrym - aquatic elf baelnorn dukar - page 1 - by Jiggawha

● Braerindra Calauth - moon elf baelnorn mage - page 1 - by Jiggawha

● Nuvian Eyes-Ashen - wild elf crusader - page 1 - by Jiggawha

● Chvar Eldenbow - half elf cleric - page 1 - by Jiggawha

● Haldreithen - sun elf high mage - page 1 - doesn't contain spoilers from the Last Mythal - by Jiggawha

● Dalanaer Llundlar - half elf hamagess - page 1 - by Jiggawha

● Galaeron Nihmedu - sun elf mage - page 1 - contains minor spoilers from RotA - by Jiggawha

● Takari Moonsnow - wood elf tomb guard - page 1 - contains minor spoiler from RotA - by Jiggawha

● Curudin Ahmaquissar - moon elf mischiefmaker - page 1 - by Green Elven Vampire; edited by Jiggawha and theartistknownas

● Alediran Tir'ent - sun elf air savant - page 2 - by Alediran

● Ferla Treerunner - wild elf shaman - page 2 - by Jiggawha

● Amlaruil Moonflower - moon elf queen - page 2 - by Jiggawha

● Araevin Teshurr - sun elf wizard - page 2 - Last Mythal spoiler warning - by Jiggawha
Jiggawha

11-13-06, 04:28 AM
So I'm testing new Elven High Mage PrC, I cannot say that entirely satisfied with it ...

Contains SPOILERS from Blackstaff, if you haven't read this magnificent book don't read the Description and Note part


Ualair the Silent, the keeper of Uvaeren's Secrets CR 30
Male elite venerable-aged sun elf Wizard 12/Olin Gisir 10/Elven High Mage 8
LG Medium Humanoid (elf)
Init +2; Senses low-light vision; Listen +11, Spot +10
Languages Elven, Common, Draconic, Seldruin, Sylvan, Celestial, Auran, Gnome, Halfling, Dwarven, Terran, Chondathan, Treant
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AC 29, touch 25, flat-footed 27 (+2 Dex, +4 armor, +13 deflection)
Hp 151 (30 HD)
Immune to sleep, hostile or debilitating planar environmental effects
Resist SR 23, magical damage 5
Fort +24, Ref +21, Will +42; (+2 bonus against enchantment and illusion spells or effects, +2 bonus against attacks of evil outsiders)
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Speed 30 ft. (6 squares)
Melee +1 corrosive flaming frost shock skillful quarterstaff known as the prismatic staff of the magi +22/+17/+12 (1d6 +1d6 acid +1d6 cold +1d6 fire/20/x2)
Base Atk +15; Grp +14
Combat Gear belluth of incendiary surge with jacinth (10th, 43 charges), intensified gembomb, gem of antimagic ray, gem of reaving dispel, gem of synostodweomer (11d8) x3, gem of wrathful castigation, scroll of antimagic field, scroll of heavenly host, scroll of wish, scroll of temporal stasis, scroll of time stop, scroll of wraithstrike, tattoo of displacement, tattoo of dragonskin, tattoo of haste, tattoo of magic circle against evil
Wizard Spells Prepared (CL 31st, 32nd for Abjuration*, 33rd in moonlight): 4/8/8/7/7/7/7/10/5/5/3/2/E 3**
E–ahrmaelsuol (myriad), elaorman (myriad), n'maernthor (myriad)
11th–quickened field of icy razors, quickened moment of prescience
10th–empowered deadly sunstroke***, empowered maw of chaos, empowered prismatic sphere
9th–empowered fierce pride of the Beastlands, foresight, quickened superior resistance, time stop, wish
8th–chain dispel, empowered synostodweomer, greater celerity, quickened duelward, quickened teleport
7th–banishment, empowered prismatic aura, forecage, greater teleport, holy word, ironguard, mass hold person, quickened incendiary surge, quickened Otiluke's suppressing field, quickened sensory deprivation
6th–empowered greater fireburst, empowered telekinesis, gemjump, greater heroism, legend lore, quickened haste, repulsion
5th–dispel evil, dragonsight, furious flight, greater blink, quickened daggerspell stance, quickened detect thoughts, reciprocal gyre
4th–condemnation, empowered lightning bolt, empowered soundlance, quickened guided shot, spell enhancer, slashing dispel, translocation trick
3rd–bothersome babble, chain missile, dispel magic, regroup, repelling shield, reverse arrows, suspended silence
2nd–arcane lock, dimension hop, dispelling touch x2, fox's cunning, insight of good fortune, rainbow beam, web
1st–dispel ward, erase, inhibit, nerveskitter, protection from evil, shield, silent image, unseen servant
0–amanuensis x2, arcane mark, light
Spell Save DCs (25+ spell lvl.)
Spell-Like Ability (CL 30th):
14/day–analyze dweomer
3/day–augury
1/day–plane shift
Item Provided Spells (CL 20th, 25 charges):
Doesn't drain charges–detect magic, enlarge person, hold portal, light, mage armor, mage hand
1 charge–dispel magic, fireball, ice storm, invisibility, knock, lightning bolt, passwall, pyrotechnics, wall of fire, web
2 charges–monster summoning IX, plane shift, telekinesis
Spell Save DCs (14+ spell lvl.)
Special: Owner can lower his SR and the staff then acts as an rod of absorption and recharges itself, if the number of charges exceed fifty the stuff explodes in a retributive strike. Staff cannot be broken by usual physical means. Also Ualair can deliver touch spells with his staff (Su) and summon it to his hand (Su) so long as it is on the same plane as a standard action
Contingent Spells gemjump (if he taps his selu'kiira three times)
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Abilities Str 9, Dex 14, Con 11 (17), Int 30 (38), Wis 21, Cha 17
SQ Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow; Ancient Knowledge, Secrets, Signs and Portents, Word of Dispel, Word of Might, Epic Spellcasting, Detect Magic, Selu'taar Spells, Ritual Wards, Selu'taar Rituals, Penetrate Illusion, Analyze Dweomer, Extended Lifespan, Spell Power +1, Circle Leader
Feats Channel Charge [8th lvl. slot, DC 30], Cormanthyran Moon Magic, Craft Construct (bonus), Craft Contingent Spell (bonus), Craft Wondrous Item (bonus), Elven Spell Lore, Empower Spell, Iron Will, Mystic Backlash [reserve], Scribe Scroll (bonus), Silent Spell, Skill Focus (Knowledge arcana), Spellwise, Tattoo Magic (bonus)
Wizard Bonus Feats Attune Gem, Cooperative Spell
Epic Feats Epic Skill Focus (Spellcraft), Improved Metamagic, Improved Spell Capacity x2
Selu'taar Bonus Feats Epic Spellcasting, Extended Life Span, Multispell
Item Provided Feats Epic Skill Focus (Knowledge arcana)
Flaws Loner, Short of Breath
Traits Honest, Focused
Special as a Grand Mage of Cormanthyr, Ualair has read the Quess'Ar'Teranthvar and he gains all the benefits. He has an unique magical tattoo on the lower left side of his neck that projects a tangible field of magic around him, providing +5 deflection bonus to AC and resistance to magical damage of 5. He doesn't need any verbal component when casting nonepic spells. During High Magic rituals he speaks and sings normally as if he doesn't have any vocal disability
Skills Concentration +34, Craft (alchemy) +16, Craft (caligraphy) +18, Craft (gemcutting) +26, Decipher Script +29, Diplomacy +16, Heal +10, Hide +8, Knowledge (arcana) +66, Knowledge (history) +43, Knowledge (local, Cormanthyr) +19, Knowledge (nature) +31, Knowledge (nobility and royalty) +19, Knowledge (religion) +30, Knowledge (the planes) +21, Listen +11, Move Silently +7, Perform (dance) +11, Search +24, Sense Motive +12, Spellcraft +93, Spot +10, Survival +7 (in aboveground natural environments and on the planes), Use Magic Device +20 (+26 for scrolls)
Possessions above plus amulet of health +6, athame, bracers of defense +8, cloak of elvenkind, greater metamagic rod (twin), orange selu'kiira, ring of protection +4, ring of wizardry VII, winged boots of elvenkind

Ualair's orange selu'kiira contains all nonevil spells from PHB, PHB II, SC and Complete Mage except Ualair doesn't like to use necromancy spells though he can prepare them if in dire need of them. Using his kiira Ualair can communicate via telepathy to all intelligent creatures within 60 ft. Additionally the gem contains all High Magic rituals that were known in Uvaerenn, Arcorar and Cormanthyr. Ualair can access all ritual of Solitude that kiira contains and number of rituals of Complement or Myriad equal to his Int bonus + lvl. of Elven High Mage. Any attempt to access more spells results in shattering of the mind (as if under a permanent feeblemindedness) which can only be cured by specific ritual of Myriad or direct intervention of the Seldarine. Ualair can change his known rituals of Complement or Myriad. Such act requires a tenday of constant, undisturbed meditation per spell, though the limit stays as one other known ritual erases from his mind. The selu'kiira provides +8 insight bonus to Will saves and +8 enhancement bonust to Intelligence, it contains 28 ranks in each of these skills: Craft (gemcutting), Decipher Script, Knowledge (arcana), Knowledge (history), Knowledge (nature), Knowledge (religion), Spellcraft and Survival. Ualair uses this skills or his own, whichever are better. He has learned these skills in a process of attument with the gem which involves visions about the arcane lore of previous Elven High Mages who had been wearing it. Selu'kiira also provides the benefits of Epic Skill Focus (Knowledge arcana) feat because Ualair has chosen a different path of becoming a High Mage. Also he can use his gem to absorb spells as it is an rod of absorption. Ualair's high lore gem is truly ancient, created in the long lost, mythical realm of Uvaerenn. [Minor artifact; Overwhelming transmutation; CL 25th; Weight: 0 lbs.]
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Hook "Child you feel magic rather than think it, and your emotions binds us to you.''
Description Ualair is an ancient sun elf, bald, with delicate Elvish sigils tattooed around his temples and down his neck. An orange gem glints on his forehead and the same color shines from his eyes. Ualair was born in the Year of the Shadow glances (-110 DR) in the City of Cormanthyr. During the many centuries of his research of the magic of Tel'Quess he became one of the most mysterious mages of the elvenkind. In the age of Myth Drannor Ualair lived in a remote tree-tower north of the city. Outside of High Magic he has never been known to speak in over 600 years. A jagged white scar is noticable across his throat though the story in the backround is a secret he keeps. His reasons and motivations were known only to himself and those with whom he had linked in High Magic rituals. Despite that he was known as honorable elf, highly trusted by all. Thus he has suceeded the Srinshee as a Grand Mage of Myth Drannor after the tragedies in the claming ceremony. Ualair was a member of Council of Twelve and was involved in its founding after counseling with the Tree Spirits of the Elven Court. In 711 DR when first reports of Army of Darkeness were delivered Ualair and two of his fellow Councilors established an intelligence group known as the N'Vaelahr. Ualair himself recruited N'Tel'Quess in the group for reasons then unknown. As an master of gem magic he personally crafted the famous kiira'n'vaelhars and distributed among the Shadow Soldiers. Although their achievments were truly astonishing they were not enough. Army of Darkness nearly gained access to the Vaults of Uvaeren and its lore crystals, the crystals that Ualair had studied so extensively. Ualair secretly went to the aid of his bravest N'Vaelahr, Rhymallos, the gnome who has infiltrated the enemy forces in a mezzoloth form. They've managed to defend the Vaults but afterwards they disappeared. It became clear to Ualair that the dream that was Myth Drannor was lost and that he has failed. Old sun elf dedicated himself into fulfilment of Oacenth's wow in another way. Ualair and Rhymallos entered the contingent magical sleep in Impilturan tomb. They were awakened in the Year of the Lightning Storms by the Blackstaff who continued Ualair's work over the six centuries and was destined to join him in completing the Pentad's plans
Note Ualair dies at the end of Blackstaff after merging with Khelben to complete the ritual, these stats are for DMs who want to adapt the story or some aspects of the story into their campaigns (e.g. someone disturbs his contingency and awakens Ualair and Rhymallos earlier)
*as long as he has at least one prepared abjuration spell
**spells are detailed in High Magic chapter of the netbook
***energy type changed to sonic by using Elven Spell Lore feat
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Ancient Knowledge (Ex) Ualair has studied ancient knowledge in considerable depth, he gains +4 bonus to Knowledge (arcana), Knowledge (history) and Use Magic Device checks
Secret (Ex) he has picked up countless bits of forgotten lore from ancient elven sources: Ancient Artifice (Craft Wondrous Item feat), Fiend Warding (+2 sacred bonus to AC and saves against attacks of evil outsiders), Forgotten Spell Lore (Quicken Spell feat), Lore of True Stamina (+2 bonus on Fortitude saves)
Signs and Portents (Sp) he knows how to ferret out ancient hidden evils by reading mystic omens in a world around him, 3/day he can use augury as the spell (CL 30th)
Word of Dispel (Sp) Ualair adds dispel evil to his spell list
Word of Might (Sp) he adds holy word to his spell list
Detect Magic (Su) Ualair is under the effects of constant detect magic spell
Ritual Wards (Sp) he knows to create ritual wards to shield casters involved in rituals of Complement or Myriad. The ritual ward comes into being at the beginning rituals and ends the moment the casting is complete. The powers of the ritual ward are fully described in the section on elven high magic. The creation of these wards is not without cost; upon learning his first ritual of complement the elven high mage permanently sacrifices an 8th level spell slot to gain this ability. Likewise he must sacrifice a 9th level slot when he learns his first ritual of myriad
Selu’taar Rituals he has added five high magic rituals to selu'kiira which he had inherited
Penetrate Illusion (Ex) Ualair has the ability to see through illusions of figment and glamer subschool
Analyze Dweomer (Sp) 14/day he can use analyze dweomer (CL 30th)
Circle Leader (Ex) Ualair can become a circle leader of High Magic ritual and can act as the Center for elven circle magic
Spell Power the elven high mage’s effective caster level increases by 1
Code of Conduct if the elven high mage loses an ability that is a prerequisite for becoming an elven high mage (this includes the continued approval of other high mages and the community he serves) he looses the ability to use Selu’taar rituals and circle magic. He retains all other benefits gained from the class
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Sources PHB 3.5, PHB II 3.5E, DMG 3.5, DMG II, ELH (3E), Player's Guide to Faerun (3.5E), Magic of Faerun (3E), Spell Compendium (3.5E), Complete Arcane (3.5E), Complete Mage (3.5E), LEoF (3.5E), Unearthed Arcana (3.5E), Dragon 327, 331, Cormanthyr (2E), the Fall of Myth Drannor, Blackstaff (novel) and Elven Netbook
Jiggawha

11-13-06, 04:32 AM
The White Lady Lashyrr Maerdrym, Paragon of the Numosi Order CR 26
Female Aquatic Elf Baelnorn Dukar 15/Arcane Devotee of Trishina 4/Archmage 5
LG Medium Undead (augmented humanoid)
Init +6; Senses arcane sight, see invisibility, darkvision 60 ft.; Listen +16, Spot +16
Languages Elven, Sylvan, Serusan, Aquan, Common, Triton, Merfolk, Shalarin, Morkoth, Sahuagin, Celestial
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AC 40, touch 17, flat-footed 37 (+3 Dex, +7 armor, +4 deflection, +16 natural)
Hp 137 (24 HD)
Immune to cold, electricity, polymorph, mind effects, sleep, paralysis, stunning, disease, poison, critical hits, nonlethal damage, ability drain, energy drain, death from massive damage, fatigue, exaustion, suffocation, hunger, any effect that requres Fort save (unless it works on objects or is harmless), turning
Resist SR 25 (against evil spells or spells casted by evil creatures), DR 15/bludgeoning and magic, evasion
Fort +11, Ref +17, Will +25; (+2 bonus against divine magic, Sp and Su of outsiders)
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Speed 30 ft. (6 squares), 80 ft. swim (16 squares)
Melee +4 skillful coral claw +22/+17 (1d4 +4 +1d8 acid + 1d8 +5 negative energy/20/x2)
Special any living creature struck with the claw is affected by paralytic weapon (below)
Base Atk +11; Grp +11
Combat Gear scroll (all made of papyrus like sheets of thick fibrous seaweed) of astral projection, scroll of detonate, scroll of foresight, scroll of friend to foe, scroll of harm x3, scroll of limited wish, scroll of mirage arcana, scroll of Otiluke's telekinetic sphere, scroll of Otto's irresistible dance, scroll of screen, scroll of slashing dispel, scroll of summon golem, scroll of symbol of death, scroll of teleportation circle, wand (in fact pearl-coated hydrozoan branch) of inflict critical wounds (49 charges), wand of dispel magic with star saphirre (10th) (6 charges)
Special if an evil creature suceeds in melee attack against her it must make a Fort save (DC 25) or be blinded for 15 rounds
Wizard Spells Prepared (CL 26th): 4/7/7/6/6/4/6/9/4/3/E 2
E–eidolon, memento mori (with appropriate adjustments)
9th–extended Numosi horrid wilting, Numosi wail of the banshee, weird
8th–Numosi devastate undead, Numosi horrid wilting x2, scillanting pattern
7th–control undead, extract water elemental, greater arcane sight, Numosi finger of death x2, project image, quickened displacement, quickened Numosi vampiric touch, righteus glare
6th–Numosi circle of death, Numosi fleshshiver, Numosi incorporeal nova, shadow walk x2, Numosi undeath to death
5th–cone of teeth*, Grimwald's greymantle, Numosi night's caress, Numosi sicken evil
4th–Numosi bestow curse, Numosi doom scarabs, greater mirror image, hallucinatory terrain, improved invisibility, sensory deprivation
3rd–carrier current*, displacement, healing touch, shark bolt*, stars of Arvandor, Numosi vampiric touch
2nd–bloodwater*, disguise undead, geyser*, NumosiKelgore's grave mist, phantasmal assailants, vertigo, wall of gloom
1st–blade of blood, burnishing hand*, dead end, net of shadows, Numosi ray of enfeeblement x2, wings of the sea
0–arcane mark, disrupt undead, read magic x2
Spell Save DC (20 + spell lvl., +1 to DC for Illusion and Necromancy)
Spell-Like Ability (CL 26th):
2/day–shades
2/day–superior invisibility
Item Provided Spells (CL 26th)
3/day–light
1/day–prestidigitation
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Abilities Str 10, Dex 16 (22), Con –, Int 26 (30), Wis 18, Cha 21
SQ Undead, DR 15/Bludgeoning and Magic, Paralyzing Touch, Paralytic Weapon, Pearl Skin, Turn Undead, Projection, Turning Immunity, Summon Familiar (Special, below), Coral Claw, Coral Power x2, Reach of the Holy, Sacred Defense, Divine Synergy, High Arcana x5
Feats Craft Magic Arms and Armor, Enlarge Spell, Quicken Spell, Skill Focus (Spellcraft), Spell Focus (Illusion), Spell Focus (Necromancy), Scribe Scroll (bonus), White Lore of Numos***
Epic Feats Epic Spellcasting, Epic Skill Focus (Spellcraft)
Traits Easygoing, Polite
Permanent Spells arcane sight, see invisibility
Contingent Spells gemjump (if she speaks: ''Adoness Kiira.'')
Skills Animal Empathy +16, Concentration +32 (+35 when casting defensively), Craft (Alchemy) +23, Diplomacy +7, Decipher Script +14, Heal +10, Hide +16, Knowledge (arcana) +37, Knowledge (history, Seros) +14, Knowledge (local, Seros) +22, Knowledge (nature) +19, Knowledge (nobility and royalty) +14, Knowledge (Planes) +15, Listen +16, Move Silently +14, Search +25, Sense Motive +14, Spellcraft +55, Spot +16, Swim +8 (can allways take 10)
Possessions above plus armband of defense +7 , bag of holding, bowl of commanding water elementals, belt of adaptation, circlet of intellect +4, coral of natural armor (implanted) +6, Lashyrr's dukar hand coral, flippers of swiftness, gem of seeing, metamagic rod (empower, greater), metamagic rod (twin, greater), metamagic rod (energy substitution), metamagic rod (nonlethal substitution), ointment of harm, ring of epic wizardry VII, ring of virtuous good, white amulet of the Numosi order
Spellbook (sharkskin treated with chemicals cut into skin) spells prepared plus Lashyrr knows most of the wizard spells in the PHB, PGtF, Sea of The Fallen Stars and some found in SC. Due to her dedication to Numos order (their associated shools are Illusion and Necromancy) she never uses spells of Abjuration and Transmutation.

Lashyrr's Dukar Hand Coral white, implanted, infused with negative energy of the baelnorn, imbued* (considered an enchanted weapon when extracted, hardness 20, 30 hp, other weapon abilities are noted above), her natural healing rate is now 48 hp/day (same for the coral, coral cannot die, it heals itself as long as its host is not destroyed), 72 hp/day when resting (this works for coral only if it's full moon), it takes 1d2 to regenerate missing eye, 2d8 days for missing limb, glows in presence of other hosts.

Flippers of Swiftness these sharkskin shoes are so light that they are barely noticeable around her webbed feet, flippers provide +6 enhancement bonus to Dex, grant the evasion ability and double wearer's swimming speed.

White Amulet of the Numosi Order allows even better manipulation of coral powers. First, it allows her to elasticize the hand that holds a coral and turn it into a tentacle which deals crushing damage (1d4, channels negative energy also, Grp +22, Str 24, 30 ft. reach). Second, she can use the coral power 5/day to communicate with any member of the Numos Order within 100 miles for 10 rounds. Third, Lashyrr can use her Coral Hand to cloak her presence in the sea (3/day, hidden scent, +10 to Hide and Move Silently for 20 turns a day). Fourth, she can use echlocation and sonar to increase her awareness of the surroundings (1/day, echo radius 100 ft. for 2 hours, it also provides +10 to Listen). Fifth, she summons a coral needle from her palm and injects coral based poison with a successful melee attack (1/day, acts like hold monster, lasts 20 rounds). Amulet magically adapts to Lashyrr's movement and is not affected by dynamic forces caused by speed.
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Hook ''Creativity is allowing yourself to make mistakes. Art is knowing which ones to keep.''
Description Lashyrr was born in 396 DR in powerful elven clan of Cormanthyr, the house Maerdrym and she is a cousin of Khelben Arunsun though the last time she met him he was known as the Nameless Chosen. She hasn't used her clan name in 200 years believing that all her relatives are long dead. Upon becoming a baelnorn she has retained her youth beauty as she transformed into a living pearl. She appears as a pale blue, ivory statue. The White Lady is the paragon of liberal Order of Numos, currently the most numerable order. Lady Lashyrr continues to research many new spells and encourages other Orders to do the same. She has even started secret talks with Pharom Ildacer to teach her High Magic in exchange for Dukar magic. Lashyrr relishes re-establishing some bonds with her fellow elves after centuries of near total isolation of Quatoris and Myth Nantar.
Note*this is similar to imbued staff (Dragon 238), but Dukars prefer corals over staffs
**from Sea of Fallen Stars or Dragon 250, 334
***this feat is an exalted version of Black Lore of Moil feat from Complete Arcane (3.5E), instead of the runebone the Numosi use stony corals (skeleton) inscribed with arcane markings (each costs 50 gp per negative energy die)
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Paralyzing Touch (Su) hit target must make a Fort save (DC 27) or be permanently paralyzed
Paralytic Weapon (Su) she is able to channel paralyzing touch through any weapon she wields
Pearl Skin (Ex) her skin is calcified (additional +5 to natural AC, that's why she's called the White Lady)
Turn Undead (Su) 8/day as a good cleric of 24th lvl.
Projection (Sp) 3/day for up to 1 hour at the time she can send wraithlike sentience (1 at the time) of herself up to 1 mile (can see, hear and cast spells through it, can see ethereal thru it), it transcends all known magical barriers even to Ethereal plane, AC 20, Hp's same as baelnorn, projection can move small objects, Lashyrr takes half damage done to projection, cannot be turned or dispelled
Turning Immunity (Ex) cannot be turned or destroyed by nonevil clerics, evil clerics can only attempt to destroy it but at -4 penalty
Familiar White Coral* (she has invested portion of her spirit into the coral, so coral now serves as a familiar and as a weapon, familiar abilities are cantrips (Sp, 3/day light remains until dismissing, also 1/day prestidigitation), Deliver Touch Spells (Su), Summon (Sp, if separated she can summon coral back if it's on the same as a standard action)
Coral Claw (Ex) can extend (and retract) coral under his hand (swift action) to form sharp claw (he's automatically proficient this weapon, 1d4 damage)
Coral Power Acid x2 (Ex) adds 1d8 acid damage to all claw attacks
Reach of the Holy (Ex) 6/day she can apply Enlarge Spell feat to any spell she casts without preparation, increasing casting time or using a higher lvl. slot
Sacred Defense (Ex) +2 bonus on saves vs. divine spells and Sp and Su abilities of outsiders
High Arcana Mastery of Counterspelling (countered spells that can be reflected are affected by spell turning), Spell-like Ability (8th), Spell-like Ability (9th), Spell Power (+2 CL)
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Sources Bestiary of the Realms I (3E), Champions of Valor (3.5E), PHB 3.5, DMG 3.5, Player’s Guide to Faerun (3.5E), ELH (3E), Magic of Faerun (3E), Spell Compendium (3.5E), Sea of Fallen Stars (2E) and Dragon Magazine (250, 334, 338).
Jiggawha

11-13-06, 04:33 AM
Braerindra Calauth, Lady of Moonlight, Watchnorn of the Castle Cormanthor CR 23
Female Moon Elf Baelnorn Wizard 21
LN Medium Undead (augmented humanoid)
Init +2; Senses darkvision 60 ft.; Listen +17, Spot +15
Languages Elven, Sylvan, Common, Draconic, Celestial, Gnome, Dwarven, Halfling, Aquan, Auran
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AC 27, touch 12, flat-footed 25 (+2 Dex, +5 armor, +10 natural)
Hp 147 (21 HD)
Immune to cold, electricity, polymorph, mind effects, sleep, paralysis, stunning, disease, poison, critical hits, nonlethal damage, ability drain, energy drain, death from massive damage, fatigue, exaustion, suffocation, hunger, any effect that requres Fort save (unless it works on objects or is harmless), turning
Resist DR 15/bludgeoning and magic
Fort +11, Ref +14, Will +24;
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Speed 40 ft. (8 squares)
Melee +2 dancing skillful longsword +16/+11 (1d8 +1 +1d8 +5 negative energy/19-20/x2)
Special any living creature struck with the sword is affected by paralytic weapon (below)
Base Atk +11; Grp +10
Combat Gear belluth of resonating bolt with ravenar (10th) (30 charges), scroll antimagic ray, scroll of bloodbriars, scroll of greater dispelling screen, scroll of effulgent epuration, scroll of greater dispel magic, scroll of maw of chaos, scroll of Mystra's miasma, scroll of Mordenkainen's disjunction x2, scroll of prismatic eye, scroll of Sakrattar's triple strike, scroll of Srinshee's spell shift, scroll of stone shape, greater, scroll of true seeing, scroll of wall of greater dispel magic
Wizard Spells Prepared (CL 21th, 23rd in Castle Cormanthor area, 25th under moonlight): 4/7/7/6/6/6/6/5/5/5/E 2
E–gift of alliance, mithrilskin
9th–flash frost field of icy razors, quickened mirage arcana, prismatic sphere*, sonic admixtured sonic cone of cold, weird
8th–flash frost ice claw*, prismatic wall, quickened greater resistance, quickened improved invisibility, sonic admixtured sonic orb of electricity
7th–delayed blast fireball, forecage*, ironguard, radiant assault, ruby ray of reversal
6th–flash frost cone of cold, greater sign of sealing, guards and wards*, mislead, Sakratars's circle of swords, sonic acid storm
5th–dismissal*, flash frost orb of cold, Mordenkainen's private sanctum, permanency, reciprocal gyre, refusal
4th–dimensional anchor, hallucinatory terrain*, illusiory wall, rainbow pattern, sonic blast of flame, sonic wall of fire
3rd–clairaudience/clairvoyance, dispel magic x2*, improved mage armor, major image, reverse arrows
2nd–arcane lock, eagle's splendor, glitterdust, resist energy, sonic scorching ray*, spectral hand, whispering wind
1st–alarm, color spray, detect undead, hold portal, protection from evil, serene visage, shield*
0–detect magic, mage hand*, resistance, silent portal
Spell Save DC (21 + spell lvl., +1 to DC for Abjuration and Evocation)
Spell-Like Abilities (CL 21st):
At will–animal friendship, animal messenger, tree stride
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Abilities Str 8, Dex 15, Con –, Int 27 (31), Wis 21, Cha 23
SQ Undead, DR 15/Bludgeoning and Magic, Paralyzing Touch, Paralytic Weapon, Pearl Skin, Turn Undead, Projection, Turning Immunity, One With the Wood, Symbiosis, Summon Familiar (cat)
Special Braerindra was once a initiate of Windsong Tower and she has studied Arcanus Fundare
Feats Cormanthyran Moon Magic, Energy Substitution (sonic), Eschew Materials, Luck of Heroes, Spell Focus (Abjuration), Spell Focus (Evocation), Spell Thematics
Wizard Bonus Feats Energy Admixture (sonic), Flash Frost Spell, Quicken Spell, Scribe Scroll, Sanctum Spell
Epic Feats Epic Spellcasting
Traits Plucky, Polite
Permanent Spells commune with nature, discern shapechanger, know vulnerabilities, tongues
Skills Concentration +30 (+33 when casting defensively), Diplomacy +11, Decipher Script +17, Heal +7, Hide +12, Knowledge (arcana) +34, Knowledge (history, Cormanthyr) +23, Knowledge (local, Cormanthyr) +17, Knowledge (nature) +23, Knowledge (nobility and royalty) +14, Knowledge (planes) +14, Knowledge (religion) +14, Listen +17, Move Silently +17, Search +20, Sense Motive +13, Spellcraft +82, Spot +15, Use Magic Device +15 (only for scrolls)
Possessions above plus amulet of arcane might, aquamarine of spell extending, cowl of warding, giiraegisir, Janthra's harp, metamagic rod (empower, greater), metamagic rod (earthbound, greater), metamagic rod (persistent, greater), moon bracers +5, mooncloak +5, opposite ring of nine lives (3 charges), ring of spellcraft +10, rod of spheres, Shaundakul's boots

Braerindra's telkiira it provides the same benefits as a normal telkiira. It has 10 ranks in Decipher Script, Knowledge (local, Myth Drannor), Knowledge (arcana), and Spellcraft. Additionally she can activate greater arcane sight as a free action at will.
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Hook ''The forest grows through roofless chambers that once were fair, and scatter the bones and dust that were my kin, while I am here, far distant. A watchnorn, now. Cormanthans term us "ghosts," and fear us, and keep away. Hence our guardianships here be lonely, and bid fair to remain so.''
Description Braerindra is a far more stunning baelnorn than the standard, for she prefers to cloak herself in spell-fields and illusions and rarely appears in physical form, preferring to use her sending to communicate or guard the lands above her lair. With this as a known tactic, few suspect that her primary form is her true visage, achieved by permanent spell effects, Appearing usually unclad, Braerindra's eyes are pits of shadow which wink with silver stars, and her skin and hair glisten and glow a bluish-white as the result of her own unique mithrilskin spell. This baelnorn guardian rests within the Coronal's garden around Castle Cormanthor, her actual lair deep beneath the cellars of the keep. She is the final member of the longforgotten House Calauth, a moon elven House of Arcorar. Somewhat melancholic in nature, Braerindra the Lady of Moonlight, longed for one with whom to chat and remember her once-great House of elven bards, and she found that friend in Elminster Aumar in his early days in Cormanthor. Braerindra was probably destroyed in the last battles as she and her fellow baelnorns furiously attacked the invaders
Note *+1 CL and spell is altered by Spell Thematics feat
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Paralyzing Touch (Su) hit target must make a Fort save (DC 26) or be permanently paralyzed
Paralytic Weapon (Su) she is able to channel paralyzing touch through any weapon she wields
Turn Undead (Su) 9/day as a good cleric of 21st lvl. (Cha check)
Projection (Sp) 3/day for up to 1 hour at the time she can send wraithlike sentience (1 at the time) of herself up to 1 mile (can see, hear and cast spells through it, can see ethereal thru it), it transcends all known magical barriers even to Ethereal plane, AC 20, Hp's same as baelnorn, projection can move small objects, Braerindra takes half damage done to projection, cannot be turned or dispelled
Turning Immunity (Ex) cannot be turned or destroyed by nonevil clerics, evil clerics can only attempt to destroy it but at -4 penalty
One with the Wood (Sp) Braerindra can use the following Sp (CL 21st), constant–commune with nature; at will–animal friendship, animal messenger, and tree stride
Symbiosis (Ex) She is bound to Castle Cormanthor area, and must never stray more than 1 mile from it. In that case she weakens and dies within 4d6 hours
Familiar Sy'ahnvae, black cat, Hp 73, Speed 30 ft., Init +2, Int 16, AC 25, Atk +13, Fort +6, Ref +8, Will +13, low light vison, scent, Alertness, SR 26, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Felines, Scry on Familiar. She provides +3 to Move Silently and Alertness if within reach
Epic Spells mithrilskin (DC 77) is a unique spell that Braerindra has developed. By casting this spell she reinforces her natural resistance to physical blows. Braerindra's DR increases to 30/epic making her almost immune to damage for 24 hours. Her skin appears metalline. She usually casts the spell every day. Transmutation, Components: V,S. Duration: 24 hours. Range: personal. Casting time: 1 minute. Saving throw: Will negates (harmless). SR: Yes (harmless).
[Seed: Fortify (DC 27), fortify DR by 15 points (+15 to DC), fortify DR to epic (ad hoc +24 to DC), gain +6 to resist foe's dispel check (+12 to DC), increase duration by 4 hours (ad hoc +1 to DC), change from touch to personal (-2 to DC)] [To develop: 693000 gp, 14 days, 27720 xp];
Castle Cormanthor's ward (DC 47), this field of magic was created in -87 DR when she sacrificed herself to become a watchnorn of Castle Cormanthor. Braerindra and only a few elite and trusten elven guardians that assist her know command words for vanguard spells. Every day she thoughtfully places these abjurations and illusions in the area. Capstone is a beautiful fountain found in her lair deep under the Castle. Evocation, Components: V,S. Duration: Permanent. Target: 100 ft. radius emanation. Range: 30 ft. Casting time: 10 minutes. Saving throw: None. SR: Yes.
[Seed: Mythal (DC 25), prevalent spell (keyed to Braerindra, and some armathors wearing a special token, constant Foresight, 13500 gp, spell trigger only), vanguard spell (3/day, Dimensional lock, 3000 gp, spell trigger only), vanguard (at will, Guards and Wards, 4500 gp, spell trigger only), vanguard spell (at will, screen, 6000 gp, spell trigger only), vanguard spell (at will, scintillating pattern, 6000 gp, spell trigger only), vanguard spell (at will, programmed image, 4550 gp, spell trigger only), vanguard spell (3/day, greater prying eyes, 3000 gp, spell trigger only), capstone (-20 to DC)] [To develop: 423000 gp, 9 days, 16920 xp];
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Sources Bestiary of the Realms I (3E), PHB 3.5, PHB II (3.5E), DMG 3.5, Player’s Guide to Faerun (3.5E), ELH (3E), Complete Arcane (3.5E), Magic of Faerun (3E), Spell Compendium (3.5E), Cormanthyr (2E), Fall of Myth Drannor (2E) and Elminster in Myth Drannor
Jiggawha

11-13-06, 04:35 AM
Nuvian Eyes-Ashen of the Tel'Teukiira CR 11
Male Wild Elf Crusader 10/Eternal Blade 1 of Sehanine Moonbow
NG Medium Humanoid (elf)
Init +3; Senses low light vision; Listen +6, Spot +4
Immune to magic missile, sleep
Resist electricity 10
Languages Elven, Common, Sylvan, Chondathan, Halfling
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AC 21, touch 14, flat-footed 18 (+3 Dex, +4 armor, +3 deflection, +1 luck)
Hp 101 (11 HD)
Fort +16, Ref +10, Will +11; (+5 against mind-affecting effects, +2 on saves against Enchantment)
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Speed 30 ft. (6 squares)
Melee +2 devoted spirit corrosive shortspear +16/+11/+6 (1d6 +5 +1d6 acid/20/x2)
Ranged the same shortspear
Base Atk +11; Grp +14
Special Atk Furious Counterstrike, Smite 1/day (+3 to attack, +10 to damage)
Combat Gear martial script of dance of the spider, martial script of moment of alacrity, martial script of stalker in the night, martial script of shadow stride, war paint of barkskin x3, war paint of divine power x2
Maneuvers and Stances Known (IL 11th): 10(6)/3
Stances–leading the charge (1st), martial spirit (1st), thicket of blades (3rd)
Strikes–leading the attack (1st), battle leader's charge (2nd), foehammer (2nd), revitalizing* strike (3rd), divine surge* (4th), daunting strike (5th, item provided), radiant charge* (5th), elder mountain hammer* (5th), war leader's charge* (6th)
Boosts–defensive rebuke* (3rd), covering strike* (4th)
Counters–rapid counter (5th, Eternal Training)
Disciplines: Devoted Spirit, Stone Dragon, White Raven
Item provided Powers (buckler):
2/day–psionic dimension door (up to 800 ft.)
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Abilities Str 16, Dex 16, Con 16, Int 14, Wis 14, Cha 16
SQ Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with halfspear, shortbow, longbow, Furious Counterstrike, Steely Resolve 15, Indomitable Soul, Zealous Surge, Blade Guide, Eternal Training
Feats Combat Reflexes, Die Hard (bonus), Elf Dilettante, Luck of Heroes, Photosyntetic Skin, Rapid Assault, Vital Recovery
Flaws Claustrophobic, Love of Nature
Traits Honest, Passionate
Regional Background Celestial-Attended Birth
Skills Balance +9, Concentration +13, Craft (calligraphy) +4, Diplomacy +10, Intimidate +13, Hide +15, Jump +13, Listen +6, Knowledge (history) +8, Knowledge (religion) +12, Martial Lore +14, Move Silently +13, Ride +5, Search +4, Spot +4, Survival +3, Tumble +17
Possessions above plus belt of lions, dust of dispersion, ointment of cure seroius wounds x3, +1 aporter darkwood buckler, +1 dendritic leather armor**, rope of entanglement, Ruehar's flute, sending stone, scholar Devoted Spirit amulet (beads, holy symbol of Sehanine), tatoo of chameleon power, tattoo of defense +3, Teukiir badge

Teukiir Badge is a raw mithral badge that can be disguised with a touch to an image within wearer's mind, so Nuvien wears it just like another tattoo. The badge makes Nuvian immune to magic missile and he's under constant effects of nondetection, resist elements (electricity) and undetectable alignment. It provides +5 bonus against mind-affecting effects. Badge signals by minor tremble when another wearer of the Badge comes within 100 ft. and acts as key to the resources of the Moonstars
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Hook ''Life beyond the green is hostile and harsh. Only under the shade of the Life trees, in harmony with nature, is life of any value. Only those who understand that are true elf-friends.''
Description Nuvian is considered tall amongst the Sy'Tel'Quessir. He has brown hair and grey eyes, his skin is copper colored with green tints. The wild elf is a mysterious member of Tel'Teukira, a deeply secret organization that is very similar to the Harpers. Though they have a more determined, higher purpose. They dwell in shadow and speak in omens, yet they shall bring about waking dreams and save Faerun from The Three Threats That Wait in Darkness, the Prefects and from the Faerunians themselves. Nuvian is their main agent in Vilhon Reach. He lives in Rucien Xan, an ancient capital of lost realm of Nikerymath, a mythical place in Chondalwood hidden from the rest of the world
Note *Readied maneuver
**his leather armor covers much less than normal suite, so it only provides +1 to AC
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Steely Resolve (Ex) he has delayed damage pool that allows him to forestall injuries. It begins with 0 at the beginning of the encounter. When attacked he can delay up to 15 points of damage, he takes the damage at the end of his next turn. Damage pool can be healed
Furious Counterstrike (Ex) Nuvian channels the pain of his injuries in a boiling rage. During his turn he gains bonus to attack and damage rolls equal to delayed damage pool delayed by five. Lasts until the end of his turn
Indomitable Soul (Ex) Nuvian adds his Cha bonus to Will saves
Zealous Surge (Ex) 1/day, boundless energy in dedication to his cause allows him to reroll a single saving throw, he must abide with the result of the second
Smite (Ex) 1/day, he concentrates his determination into a single attack, Nuvian gains +3 bonus to attack roll (Cha bonus) and +10 to damage (crusader lvl.)
Die Hard (Ex) as a bonus feat
Blade Guide (Su) ancient blade spirit provides Nuvian with advice, tactical assistance and training (not as a scout). Blade guide is incorporeal, physical manifestation that resides on Arvandor. It appears as a mote of white energy and communicates to him by telepathy. Blade guide uses Nuvian's senses and saves. It has 101 hp, AC 18 and is of Fine size. It's flying speed is 30 ft. (perfect). Destroying it only severs its link to material plane for 1d6 rounds. Up to 10 minutes per day guide can appear as a ghostly image of how it looked in life. During that time it can speak with others and Nuvian looses class abilities that require guide to function
Eternal Training (Ex) 1/day, during the Reverie his blade guide enters his mind. There Nuvian and guide spar and practice across dreamy battlefields. Current benefit of that is that Nuvian can use rapid counter maneuver which can be recovered during the encounter
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Sources PHB 3.5, PHB II, DMG 3.5, Player’s Guide to Faerun (3.5E), Champions of Valor (3.5E), Races of Faerun (3.5E), Magic of Faerun (3.5E), Races of the Wild (3.5E), Complete Warrior (3.5E), Book of Nine Swords (3.5E), EPH (3.5E), Unearthed Arcana (3.5E), Dragon 324 and Cloak & Dagger (2E).
Jiggawha

11-13-06, 04:36 AM
Chvar Eldenbow the Loreseeker CR 14
Male Half Moon Elf Ranger 2/Cleric 5/Harper Priest 4/Mystic Wanderer 3 of Oghma
CG Medium Humanoid (half-elf)
Init +6; Senses low light vision x2; Listen +13, Spot +11
Immune to magic missile, sleep
Resist electricity 10, evasion
Languages Elven, Common, Chondathan, Sylvan, Illuskan, Dwarven, Celestial
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AC 20, touch 16, flat-footed 14 (+6 Dex, +4 armor)
Hp 76 (14 HD)
Fort +15, Ref +18, Will +21; [+5 against mind-affecting effects, +2 against compulsion and fear effects, +2 against enchantment (charm) effects]
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Speed 60 ft. (12 squares)
Melee +2 keen shock frystalline longsword +13/+8 (1d8 +4 +1d6 electricity/17-20/x2)
Ranged +3 distance composite (+2) elvencraft longbow +20/+15 (1d8* +6/20/x3)
Base Atk +9; Grp +11
Special Atk Point Blank Shot, Rapid Shot
Special Actions Turn undead 5/day (+2 to check)
Combat Gear arrow x10, chardalyn of undeath to death (12th), burrowing arrow x5, death arrow (evil outsiders), gem of banishment, gem of blade barrier, gem of bolt of glory, gem of break enchantment, gem of confusion, gem of greater dispel magic, gem of heal, gem of planar ally, gem of summon monster VI, orcblinder arrow x7, +1 blunt arrow x5, +2 frost arrow x15, +2 exit wound arrow, +2 serpentstongue arrow x10, scroll of antilife shell, scroll of wall of stone, scroll of word of recall, sleep arrow, wand of resonating bolt with ravenar (10th, 14 charges), wand of holy smite with ruby (10th, 27 charges), wand of wall of ice (29 charges)
Cleric Spells Prepared (CL 12th): 6/7/6/5/4/4/3
6th–chasing perfection, lucent lance, wind walk
5th–flame strike, spell resistance, summon bralani eladrin, true seeing
4th–castigate, dismissal, divine power, hypothermia
3rd–bladebane, dispel magic, favorable sacrifice, interplanar message, searing light
2nd–alicorn lance, aura against flame, calm emotions, divine insight, hold person, owl's wisdom
1st–blade of blood, comprehend languages, divine favor, eyes of the avoral, obscuring mist, omen of peril, sanctuary
0–amanuensis, create water, detect magic, detect poison, light, mending
Spontaneus Domain Spells (CL 12th):
6th (1/day)–find the path, mislead
5th (1/day)–false vision, teleport
4th (1/day)–confusion, dimension door
3rd (1/day)–fly, nondetection
2nd (1/day)–invisibility, locate object
1st(1/day)–disguise self, longstrider
Spell Save DC (16+ spell lvl.)
Special Chvar cannot cast spells of lawful or evil descriptor
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Abilities Str 14, Dex 16 (22), Con 12, Int 16, Wis 20 (22), Cha 15
SQ Half-Elven traits: +2 racial bonus on Diplomacy and Gather Information checks, +1 racial bonus on Listen, Search, and Spot checks; elven blood; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; 1st Favored Enemy (human), Track, Wild Empathy, Combat Style, Domains (Travel, Trickery), Spontaneus Domain Casting, Turn or Destroy Undead, Harper Knowledge, Blessing x4, Glory of the Divine, Sleep, Summon, Familiar, Lore of Nature, Gem Magic, Resist Charm
Feats Alertness, Attune Gem (bonus), Craft Wand, Divine Fortune, Double Wand Wielder, Iron Will, No Threat to Me (humans), Point Blank Shot, Rapid Shot (bonus), Skill Focus [Knowledge (Nature), bonus], Track (bonus)
Flaws Hatred, Wild
Traits Easygoing, Quick
Character Theme Wayfinder
Regional Background Church Acolyte (The Halls of Inspiration)
Skills Climb +4, Concentration +13 (+16 when casting defensively), Craft (alchemy) +6, Craft (gemcutting) +5, Craft (calligraphy) +5, Craft (bowmaking) +5, Diplomacy +10, Handle Animal +4, Heal +10, Hide +16, Jump +7, Knowledge (arcana) +8, Knowledge (geography) +5, Knowledge (history) +4, Knowledge (nature) +13, Knowledge (religion) +13, Listen +13, Move Silently +15, Perform (wind instruments) +7, Profession (herbalist) +9, Sense Motive +10, Spellcraft +18, Spot +11, Survival +10 (+12 in aboveground natural environments)
Possessions above plus bag of holding (III), boots of striding and springing, camouflage clothes (forest), cloak of blackflame (12 charges), dust of tracelessness, elixir of sneaking, gems (over 8000 gp worth), gloves of dexterity +6, greater bracers of archery, Harper token (Listen), honey leather, horn of goodness, inflatable kayak, instrument of the winds, luck belt (token of Oghma, 1/day he can reroll percentile die for stabilization), Lorseeker's pendant (holy symbol, provides +2 to Wis and +2 sacred bonus on Spellcraft checks to decipher magical writings, also carries a bead of summons–Harmonious Choir of the Words), magnetic compass, metamagic rod (nonlethal substitution), +2 warming shadow silent moves woodwalk leafweave leather armor, potion of cure serious wounds x4, potion of find traps, potion of water breathing, Quaal's feather token (bird), quiver of Solonor Thelandira, ring of evasion, ring of lore, rope of climbing, rod of metal and mineral detection, sacred scabbard, stone of alarm, tactical vest of resistance +2, trickery scarf (token of Oghma, provides +1 to Disguise), waking herbs

Teukiir Badge is a raw mithral badge that can be disguised with a touch to an image within wearer's mind, so Chvar wears it just like emblem. The badge makes Chvar immune to magic missile and he's under constant effects of nondetection, resist elements (electricity) and undetectable alignment. It provides +5 bonus against mind-affecting effects. Badge signals by minor tremble when another wearer of the Badge comes within 100 ft. and acts as key to the resources of the Moonstars
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Hook ''In my experience, difficult questions are like hydras' heads, each one you vanquish leads to two more.''
Description Chvar Eldenbow known as ''the Loreseeker'' amongst his associates has very recently become a member of Tel'Teukira. He's enthusiastic about many secrets they hold. Chvar is not a typical, cloistered, Oghman cleric, he's a wayfarer who records the lore of the land he visits. Occasionally he reports to the local temple. He's very adventuresome and curious. The Loreseeker wanders the many Western Heartlands woods finding much hidden lore among the wilder sides of Sword Coast that he alone has recorded in Oghma's name
Note *nonmagical arrows
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Favored Enemy (Ex) Chvar was forced to deal with various organizations during his career who were trying to use knowledge to power their evil plots. He has learned that despite all terrible monsters that some humans can be the worst enemy. Chvar recieves +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks against humans, likewise he recieves +2 bonus on weapon damage against them
Wild Empathy (Ex) he can improve an attitude of an animal (or a magical beast with Int 1 or 2, but with -4 penalty), ability functions like Diplomacy check (adds +4 to check), Chvar must be within 30 ft. Influencing takes around a minute
Combat Style (Ex) he has chosen archery (Rapid Shot)
Domain Granted Powers Travel (Su, for up to 12 rounds per day he can act as if under freedom of movement effect, Survival is now on his cleric class skill list), Trickery (Bluff, Disguise and Hide are now on his cleric class skill list)
Harper Knowledge ability works exactly like bardic knowledge ability of the bard class
Blessings Mielikki's step (add +10 ft. to speed in light or medium armor), Lliira's heart (+2 sacred bonus against compulsion and fear effects), Oghma's insight [Skill Focus: Knowledge (nature)], Selune's radiance (doubles the range of existing low-light vision)
Glory of the Divine (Su) if he removes his armor he gains +2 (Cha bonus) sacred bonus to AC
Sleep (Sp) 1/day Chvar can use sleep (CL 12th, DC 13)
Familiar Iorwe, squirrel (provides +2 to Ref saves), Hp 38, AC 19 (touch 14, flat-footed 16), Fort +11, Ref +11, Will +12, Int 7; Alertness; Balance +13, Climb +13, Hide +21, Jump +7, Listen +9, Move Silently +11, Spot +9, Share Spells, empathic link (1 mile), improved evasion, deliver touch spells
Lore of Nature he gains +2 bonus on Profession (herbalist) and Knowledge (nature) checks
Gem Magic (Su) Chvar knows the secrets of gem magic (as Attune Gem feat) and he can store any spell he can cast on gems
Resist Charm he gains +2 sacred bonus on saving throws against enchantment (charm) effects
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Sources PHB 3.5, PHB II, DMG 3.5, Player’s Guide to Faerun (3.5E), Champions of Valor (3.5E), Races of Faerun (3.5E), Magic of Faerun (3E), Races of the Wild (3.5E), Complete Divine (3.5E), Unearthed Arcana (3.5E), Bestiary of the Realms I, Silver Marches WE (3E), Dragon 323, 324, 327, 329, 335 and Cloak & Dagger (2E).
Jiggawha

11-13-06, 04:37 AM
Haldreithen, High Mage of Evermeet CR 24
Male Sun elf Elf Wizard 10/Loremaster 10/Olin Gisir 2/Elven High Mage 2
LN Medium Humanoid (elf)
Init +2; Senses low-light vision; Listen +5, Spot +5
Languages Elven, Common, Sylvan, Draconic, Celestial, Chondathan, Auran, Aquan, Abyssal, Giant, Illuskan, Gnome
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AC 28, touch 15, flat-footed 26 (+2 Dex, +9 armor, +3 deflection, +4 natural)
Hp 81 (24 HD)
Immune to sleep
Fort +13, Ref +14 (+18 with familiar), Will +31; (+2 bonus against enchantment)
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Speed 30 ft. (6 squares)
Melee +2 quarterstaff * +12/+7 (1d6/20/x2)
Ranged +2 greater dispelling magebane teleporting dagger +17/+12 (1d4+1/19-20/x2)
Base Atk +12; Grp +12
Combat Gear scroll of weird, scroll of reaving dispel, scroll of greater dragon ally, scroll of eye of power, scroll of mass hold monster (DC 28), scroll of heavenly host, scroll of temporal stasis, scroll of antimagic field, wand of lightning bolt with beljuril and ruby (17th, DC 24) (17 charges), wand of stoneskin (10th) (10 charges)
Wizard Spells Prepared (CL 23rd, 25th in moonlight): 4/7/7/6/6/6/5/5/8/5/E 2
E–vuorl’kyshut, the seer**
9th–effulgent epuration, extended fierce pride of the Beastlands, hindsight, quickened telekinesis, prismatic sphere, time stop
8th–dragonrage, earthbound disintegrate, extended forecage, extended greater arcane sight, maximized cone of cold, moment of prescience, quickened force orb, quickened improved invisibility
7th–extended guards and wards, ironguard, project image, quickened dispel magic, vision
6th–earthbound scrying, greater dispel magic, greater sign of sealing, maximized lightning bolt, true seeing
5th–contingent energy resistance, fleshshiver, greater blink, reciprocal gyre, telekinesis, wall of force
4th–backlash, extended displacement, force orb, improved invisibility, scrying x2
3rd–arcane sight, dispel magic, fireball, fly, haste, reverse arrows
2nd–continual flame, detect thoughts, glitterdust, life bolt, mirror image, obscure object, whispering wind
1st–alarm, dispel ward, Kaupaer's skittish nerves, magic missile, nightshield, protection from evil, unseen servant
0–amanuensis, detect poison, mage hand, silent portal
Spell Save DCs (19 + spell lvl.)
Item Provided Spells :
At will as a free action–detect magic
3/day as a free action–greater dispel magic (but only if the dagger strikes, CL 20th)
3/day–spell turning (9 levels)
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Abilities Str 6, Dex 14, Con 13, Int 24 (28), Wis 14, Cha 12
SQ Elf Traits, Summon Familiar (Weasel), Natural Link, Lore, Greater Lore, True Lore, Ancient Knowledge +1, Signs and Portents, Detect Magic, Selu'taar spells, Selu'taar rituals, Ritual Wards
Feats Craft Staff, Cormanthyran Moon Magic, Earthbound Spell, Elven Spell Lore, Iron Will, Maximize Spell, Skill focus (Knowledge Arcana)
Epic Feats Epic Skill Focus: Knowledge Arcana, Epic Skill Focus: Spellcraft, Epic Spellcasting (bonus)
Loremaster Secrets Secret Knowledge of Avoidance, Secrets of Inner Strength, The Lore of True Stamina, More Newfound Arcana, Applicable Knowledge (Cooperative Spell)
Olin Gisir Secret Forgotten Spell Lore (Extend Spell)
Wizard Feats Point Blank Shot, Quicken Spell, Scribe Scroll
Traits Absent Minded, Cautious
Skills Appraise +14, Concentration +28 (+31 when casting defensively), Diplomacy +11, Decipher Script +26, Gather Information +11, Heal +7, Hide +2, Knowledge (arcana) +51, Knowledge (history) +31, Knowledge (local, Cormanthor) +15, Knowledge (local, Evermeet) +22, Knowledge (nature) +15, Knowledge (nobility and royalty) +17, Knowledge (Planes) +15, Listen +5, Move Silently +2, Search +16, Sense Motive +4, Spellcraft +54, Spot +5, Survival +2 (+3 in natural environment, +3 on other planes), Use Magic Device +1 (+11 for Scrolls)
Possessions above plus amulet of natural armor +4, bracers of armor +9, brooch of shielding, cloak of stars, Haldreithen's telkiira, Haldreithen's staff, glove of storing, metamagic rod (quicken), ring of counterspells (disintegrate), ring of spell turning
Spellbook spells prepared plus Haldreithen knows most of the wizard spells in the PHB, PGtF and some found in SC. His tel'kiirra stores all these spells and functions as spellbook

Cloak of Stars: appears midnight blue with hundreds of stars gleaming, wearer is invisible to all forms of vision (even magical) when under the open sky on a starry night. It also provides +3 deflection bonus to AC and saves (at all times).
Haldreithen's telkiira: It provides the same benefits as a normal telkiira. It has 10 ranks in Decipher Script, Knowledge (nature), Knowledge (arcana), and Spellcraft. Additionally it functions as Ring of Wizardry VIII and wielder can use detect magic at will as a free action
Haldreithen's staff*: Zalantar staff decorated with gold (in shape of a dragon). It allows the use of following spells light, stick, read magic (0), know protections (1 charge), scent (1 charge), detect metal and minerals (1 charge), spell enhancer (2 charges), watchware (2 charges), gemjump (3 charges), transcribe symbol (3 charges), Simbul's spell trigger (3 charges)
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Hook ''The impudence!''
Description stern and serious sun elf, during his long life he has witnessed many elven tragedies so by the first impression many consider him coldhearted. In fact he's really a father figure, concerned for the People.
Note Epic spells are for individual casting, he knows more powerful spells which require cooperation of a circle of high mages
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Familiar Jerrienthel, weasel (with Natural Link (Su) provides +4 to Ref saves if within arms reach and Alertness feat), AC 26, Int 17, share spells, empathic link (1 mile), improved evasion, speak with master, SR 29, he can scry on familiar 1/day
Lore (Ex) same as Bardic knowledge, +24 on that check
Greater Lore (Ex) undrestands magic items as with the indentify spell
True Lore (Ex) 1/day he can use knowledge as legend lore or analyze dweomer spell
Signs and Portents (Sp) 3/day he can use augury as the spell (CL 23rd)
Detect Magic (Su) Haldreithen is under the effects of constant detect magic spell
Ritual Wards (Sp) he knows to create ritual wards to shield casters involved in rituals of Complement or Myriad. The ritual ward comes into being at the beginning rituals and ends the moment the casting is complete. The powers of the ritual ward are fully described in the section on elven high magic. The creation of these wards is not without cost; upon learning his first ritual of complement the elven high mage permanently sacrifices an 8th level spell slot to gain this ability. Likewise he must sacrifice a 9th level slot when he learns his first ritual of myriad
Selu’taar Rituals he has added one High Magic ritual to his kiira
Epic Spell The Seer**, Haldreithen developed this spell to achieve pinnacle of his life's work. Spell channels the power of celestial paragon, the one whom he deeply respects, Erathaol the Seer. His ability scores change (Str 23, Dex 15, Con 25, Int 35, Wis 25, Cha 23), he recieves +12 to natural AC, +9 deflection bonus to AC, +10 insight bonus to all checks, DR 15/evil, SR 33 and moment of prescience (Sp) usable 1/day. Spell lasts 100 rounds. Before casting Haldreithen casts moment of prescience and then begins the ritual with assisstance of his fellow High mages (most likely including Breithel Olithir, Kileontheal, Isilfarrel, Anfalen and others). Transmutation, Good, DC 77, Casting Time : 10 minutes, Range : personal, Components : V,S, xp.
[Seed: Summon (DC 14), summon CR 28 (+52 to DC), summon unique creature (+60 to DC), Seed: Transform (DC 21), transform into specific creature (+25 to DC), 28 HD (+26 to DC), increase duration by 400 % (+8 to DC), increase casting time by 9 minutes (-18 to DC), channeling rather than summoning (ad hoc -20 to DC), five additional casters contributing 9th lvl. slot (-85 to DC), change to personal (-2 to DC), burns 400 xp from the main caster (-4 to DC)] [To develop : 519750 gp, 11 days, 20790 xp].
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Sources BoED (3.5E), PHB 3.5, DMG 3.5, Player’s Guide to Faerun (3.5E), Lost Empires of Faerun (3.5E), PHB II (3.5E), Races of the Wild (3.5 E), Spell Compendium (3.5E), Elves of Evermeet (2E) and Farthest Reach.
Jiggawha

11-13-06, 04:38 AM
Dalanaer Llundlar of Tall Trees CR 28
Female Half-Sun Elf Druid 6/Diviner 5/Arcane Hierophant 7/Wild Soul 10 of Khalreshaar
N Medium Humanoid (half-elf)
Init +3; Senses low light vision; Listen +17, Spot +17
Immune to disease, fatigue, exaustion and chain lightning, prismatic orb, slow, sleep
Resist Acid 30, Cold 30, Electricity 30, Fire 30, Sonic 30
Languages Elven, Common, Druidic, Sylvan, Illuskan, Celestial, Auran, Treant, Gnome, Dwarven, Aquan, Draconic
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AC 30, touch 25, flat-footed 25 (+3 Dex, +5 armor, +10 deflection, +2 insight)
Hp 91 (28 HD)
Fort +20, Ref +19, Will +36; (+4 against spell-like abilities of fey, +2 bonus against enchantments)
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Speed 40 ft. (8 squares)
Melee +2 dancing starmetal luck blade (1 wish) feycrafted scimitar +22/+17/+12/+7 (1d4 +2 +1d6 against outsiders/18-20/x2)
Special Actions 5/day Aspect of Nature, 6/day Rebuke or Comand Animals or Plants (+2 to check)
Base Atk +16; Grp +16
Combat Gear chardalyn of banishment, gem of deadly lahar, scroll of control weather, scroll of deadly sunstroke, scroll of great worm of the earth, scroll of heal, scroll of towering thunderhead, scroll of unicorn blood, scroll of unicorn heart, scroll of word of balance, wand of dehydrate (10th, 50 charges), wand of arc of lightning (10th, 22 charges) with ruby, wand of quillfire (10th, 30 charges, 22 branches) with red tear, wand of scrying (28 charges) with king's tear
Druid Spells Prepared [CL 18th]: 6/7/7/6/6/4/3/2
7th–conjure nature elemental, heal
6th–chasing perfection, hungry gizzard, transport via plants
5th–animal growth, blood creepers, heal animal companion, memory rot
4th–bite of the wereboar, heart of earth, meteoric strike, sheltered vitality, starvation, thorn spray
3rd–cure moderate wounds, Girallon's blessing, greater magic fang, primal form, quillfire, speak with plants
2nd–bear's endurance, bull's strength, daggerspell stance, embrace the wild, lesser restoration, resist energy, share husk
1st–aura against flame, camouflage, cure light wounds, entangle, goodberry, speak with animals, obscuring mist
0–create water, dawn, know direction, light, naturewatch, purify food and drink
Spell Save DC (18 + spell lvl., +2 for Transmutation, +1 for Conjuration)
Note Dalanaer cannot cast spells of evil descriptor
Wizard Spells Prepared [CL 22nd]: 4+1/7+1/7+1/6+1/6+1/6+1/6+1/5+1/5+1/5+1/3+1/E 2
E–awaken forest, summon spirit of the land
10th–quickened disintegrate, quickened greater dispel magic, quickened superior resistance, quickened true seeing*
9th–dominate monster, foresight*, shapechange, sphere of ultimate destruction, summon elemental monolith, transmute rock to lava
8th–fierce pride of the beastlands, moment of prescience*, prismatic bow, scintillating pattern, summon monster VIII, wrathful castigation
7th–choking cobwebs, glass strike, greater luminous assassin, ironguard, summon monster VII, vision*
6th–disintegrate, extract water elemental, greater dispel magic, Hamagess' staffsprout, probe thoughts*, shadow walk, superior resistance
5th–feeblemind, greater blink, Mordenkainen's private sanctum, prying eyes*, telekinesis, teleport, wall of force
4th–baleful blink, corporeal instability, Evard's black tentacles, explosive rune field, orb of cold, polymorph, treasure scent*
3rd–clairaudience/clairvoyance*, dispel magic x2, fortify familiar, melf's unicorn arrow, slow, unluck
2nd–alter self, boiling blood, crystalline memories, dimension hop, glitterdust, locate object*, web, whispering wind
1st–buzzing bee, detect secret doors*, greater mage hand, magic missile, nerveskitter, ray of clumsiness, true casting, unseen servant
0–amanuensis, dancing lights, detect poison*, message, silent portal
Spontaneus Spell Options
9th–time stop
8th–sympathy
7th–prismatic spray
6th–true seeing
5th–baleful polymorph
4th–break enchantment
3rd–invisibility sphere
2nd–Tasha's hideous laughter
1st–remove fear
Spell Save DC (20 + spell lvl., +2 for Transmutation, +1 for Conjuration)
Note Dalanaer cannot cast spells of Necromancy school
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Abilities Str 10, Dex 17, Con 12, Int 26 (30), Wis 22 (26), Cha 19
SQ Half-Elven traits: +2 racial bonus on Diplomacy and Gather Information checks, +1 racial bonus on Listen, Search, and Spot checks; elven blood; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; Spontaneus Casting, Companion Familiar, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Aspect of Nature, School Specialization (Divination), Ignore Arcane Spell Failure, Channel Animal, Channel Plant, Seelie Courtier, Spontaneus Spells, Seelie Bond, Summon Seelie Ally
Feats Augment Summoning, Greater Spell Focus (Transmutation), Initiate of Nature, Magic of the Land, Minor Shapeshift [reserve, swift, Might (+2 to damage), Mobility (+2 to Balance, Climb, Jump and Swim), Savagery (primary claw attack), Speed (+5 ft. to any movement mode), or Vigor (28 temporary hit points) and +1 CL for polymorph spells], Practiced Spellcaster (Druid), Quicken Spell, Scribe Scroll (bonus), Spell Focus (Conjuration), Spell Focus (Transmutation), Summon Elemental [reserve, large elemental, +1 CL for Conjuration (Summoning)]
Bonus Feat Insightful Divination
Epic Feats Epic Spellcasting, Improved Spell Capacity, Infusion of Balance
Flaws Claustrophobia, Insomniac
Traits Farsighted, Quick
Permanent Spells arcane sight, naturewatch
Special Dalanaer was involved in an epic ritual which has raised her Int and Wis by two points
Skills Concentration +32, Craft (alchemy) +31, Craft (bookbinding) +15, Diplomacy +10, Decipher Script +18, Handle Animal +14, Heal +15, Knowledge (arcana) +36, Knowledge (history) +15, Knowledge (local, High Forest) +16, Knowledge (nature) +45, Knowledge (planes) +20, Knowledge (religion) +15, Listen +17, Profession (herbalist) +13, Ride +4, Spellcraft +45, Spot +17, Survival +18 (+22 in aboveground natural environments, +20 on other planes), Swim +2, Use Magic Device +12 (scrolls only)
Possessions above plus amber acorns of the Moonwood circle, armband of maximized healing, athame, belt of hidden pouches, druids vestments of defense +6, dusty rose ioun stone, cloak of protection +4, elixir of blindsight, elemental gem (air), faith token (2/day –know direction, detect poison), the folio of the Hamagess, glove of storing, greater metamagic rod (earthbound), golden orb of Siluvanede, greater metamagic rod (maximize), grooming kit (bird), Gwaeron's boots (constant pass without trace, leaves no scent), Hierophant's circlet (Int and Wis +4, also acts like watery hachimaki of the typhoon dragon), Llundlar giiraegisir (3/day), metamagic wandgrip, Mielikki's seed pouch, orange ioun stone, +4 shock claw extenders (companion),+3 comfort death ward dendritic health leather armor of unending hunt, quill of scribing, rod of greater spell channeling, spectral ring (companion), staff of homeland, thyrsus of the druid, tome of books, tome of the twelve seals, tome of truenaming, training treats (companion), ring of mighty summons, ring of universal major elemental resistance, zarangan (CL 19th, 1/hour chain lightning, immune to chain lightning, prismatic orb, slow)
Spellbook Dalanaer knows all spells from PHB, PHB II, SC and Complete Mage except necromancy spells, most evil spells and half abjuration spells, she also holds half spells that were ever collected from the Leaves of Gold (unique)
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Hook "Look deep into nature, and then you will understand everything better. Nature always wears the colors of the spirit.''
Description Dalanaer Llundlar is an old member of Teuveamanthaar (former tree-city of Eaerlann) circle, now known as Tall Trees, enclave of druids of the Mielikkian faith. The druids of Tall Trees occupy only a tiny fraction of the entire city, but they seek to preserve as much of the ancient Eaerlanni settlement as possible. She's a descendant of ancient sun-elven clan of Myth Drannor. Llundlar clan always backed the Coronal's dream and eventually the house has become halfelven. In the Year of the Staff (1366 DR) Dalanaer assembled the Folio of the Hamagess (a combination of hamadryad and magess, i.e. a female mage), a unique wizard’s libram that contains more than half of the Leaves of Gold known to have been recovered, and it continues to grow as those who venerate Mielikki make additional contributions. Mintiper Moonsilver contributed a leaf inscribed with the spell known as The Hamagess’ Staffsprout. Dalanaer commonly uses the spell when she wishes to arm a small group with single-shot magical devices that can all be unleashed in a single round, and it has been used to great effect by small bands of wood elves against warbands threatening Teuveamanthaar
Note *bonus divination spell
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Spontaneus Casting Dalanaer can ''loose'' a prepared spell slot to cast any summon nature's ally spell of the same lvl. or lower
Companion Familiar Gwaihuur, N eagle (small magical beast), Hp 71 (9 HD); Str 18, Dex 24, Con 14, Int 16, Wis 14, Cha 8; AC 27; Init +7; Speed 10 ft., fly 80 ft. (good); Base Atk/Grapple +9/+9, Full Atk 2 talons +20 (1d4 +8 +1d6 electricity/20/x2) and bite +14 (1d4 +6/20/x2); Fort +8, Ref +13, Will +5 (+7 against enchantments); SQ Magical Beast traits (darkvision 60 ft., low-light vision), SR 33, Tricks (all), Link (Ex), Share Spells (Ex), Improved Evasion (Ex), Improved Devotion (Ex, +4 morale bonus against enchantments), Alertness (Ex), Empathic Link (Su), Deliver Touch Spells (Su), Speak with Master (Ex), Speak with Animals of Its Kind (Ex, birds), Scry on Familiar (Sp, 1/day); Feats [Fey Heritage, Fey Legacy [Sp, CL 9th, confusion (1/day, DC 13), dimension door, summon nature's ally V], Improved Flight, Multiattack (bonus), Weapon Finesse]; Skills [Concentration +8, Hide +13, Knowledge (nature) +5, Listen +14, Move Silently +13, Spot +22, Survival +8]
Nature Sense (Ex) adds +2 on Knowledge Nature and Survival Checks
Wild Empathy (Ex) she can improve an attitude of an animal (or a magical beast with Int 1 or 2, but with -4 penalty), ability functions like Diplomacy check (add +6 to check), Dalanaer must be within 30 ft. Influencing takes around a minute
Woodland Stride (Ex) she can move through any sort of nonmagical undergrowth at her normal speed without taking damage or suffering any other impairment
Trackless Step (Ex) Dalanaer can choose to leave no trail in natural surroundings
Resist Nature's Lure (Ex) she gains +4 bonus to saving throws against the spell-like abilities of fey
Aspect of Nature (Su) 4/day, Dalanaer take one of these aspects of nature (up to three different aspects can be taken simultaneusly): Agility (+8 to Dex, -4 to Str), Aquatic (she can breathe underwater, gains swim speed of 40 ft., +8 to Swim), Endurance (+4 to Con), Flight (druid grows feathery wings, flight speed is 40 ft. with average maneuverability), Plant (her body becomes plantlike: this gives her +10 bonus to Hide in natural environment, immunity to poison, paralysis and stunning, she gains 1d6 natural slam attack and her natural armor bonus becomes +4, she cant combine Plant with any other aspect except Vigor), Poison (gains bite attack, 1d4 damage plus toxic venom, 1d6 initial and secondary damage, DC 17), Scent, Speed (+30 ft. enhancement to her base land speed), Tooth and Claw (primary bite attack deals 1d6 damage and two claws deal 1d4 damage, claw attacks suffer -5 penalty to attack roll), Vigor (+8 to Str, -4 to Dex); each effect lasts for 13 minutes
Ignore Arcane Spell Failure when casting an arcane spell she ignores arcane spell failure chance for any nonmetallic light or medium armor
Channel Animal (Sp) 2/day she can establish a magical conduit between herself and a single animal (including familiar companion). For each use of this class feature, a spell you cast whoose range is touch or greater can originate from animal, provided that she has line of sight and line of effect to the animal. The spells line of effect extendes from the animal to the target based on the senses of the animal
Channel Plant (Sp) 1/day, functions like the channel animal (except the target is nonanimated plant and the line of effect is based on Dalanaer's senses), plant can also hold spell which discharges when someone touches it
Seelie Courtier (Ex) Dalanaer has chosen seelie path, she gains +9 bonus to Bluff, Diplomacy and Intimidate checks made in to influence fey and magical beasts
Spontaneus Spells she taps into magic that naturally infuses fey, so she can sacrifice any prepared arcane spell to cast particular spell of the same spell lvl. or lower
Seelie Bond (Su) when Dalanaer summons a creature from summon seelie ally list, she gains following benefits: immunity to magical and nonmagical sleep effects, +2 bonus against enchantments (stacks with racial bonus), her base land speed increases 10 ft., add 1 to Spell Save DCs of Enchantment and Illusion spells she casts
Summon Seelie Ally (Sp) 3/day she can summon creatures from summon seelie ally list (CL 28th, 1 from highest lvl. list, 1d3 from second highest or 1d4+1 creatures from lower lvl. lists), also whenever she casts summon monster spell she can choose a creature from the appropriate list
Epic Spells Awaken Forest. This spell transforms all trees of large or huge size in the area into 15 HD treants. Treants are free to do whatever they want and don't have any obligations towards the druid caster (though their motives are often similar). After the danger has passed (or after 24 hours) the caster dismisses the spell and trees return to their original place. Note: Dalanaer uses moment of presicence to cast this spell. Transmutation, DC 66, Casting Time: 1 minute; Range: 75 ft.; Area: 100 ft. hemisphere; Duration: 24 hours; Components: V,S, M/DF.
[Seed: Polymorph Any Object (DC 28); Factors: change target to area of 20 ft. hemisphere (+10 to DC), increase area by 400 % (+16 to DC), caster determines who is effected by the spell (+10 to DC), grant animate trees spell-like ability (+10 to DC), dismissible by caster (+2 to DC); mitigating factors: reduce permanent duration to 24 hours (-10 to DC)] [To develop: 594000 gp, 12 days, 23760 xp].

Other known epic spells:

Priminal Aspect. Dalanaer has very recently developed this spell after decades of her research. She has noticed that Leaves of Gold have another purpose, if you know how to read between various bits of lore. Combining that with her knowledge of the planes and continual usage of mighty divinations she has learned of existence of a race of mythical entities who represent the very foundation of nature or creation. This spell is a conduit that channels a fragment of their essence. After the ritual is complete, Dalanaer and six other prominent druids of Tall Trees are infused with cosmic power for 120 rounds. Their ability scores change (Str 30, Dex 30, Con 20, Int 20, Wis 21, Cha 30 or retain their own whichever are higher), they recieve +12 bonus to natural AC, +12 deflection bonus to AC, +6 insight bonus to all checks, DR 30/evil and silver, SR 45 and can cast rain of black tulips (Sp, CL 20th) 1/day. They also gain the guardinal subtype speak with animals (Sp, CL 8th, as a free action), tongues (Sp, CL 14th, always active)]. Note: bonuses are based and balanced on Talisid, the Celestial Lion of the House of Nature, the only entity in that has some unspecified relation to them. Transmutation, Good, DC 55, Casting Time: 11 minutes, Range: Touch, Components: V,S, XP.
[Seed: Summon (DC 14), summon CR 30 (+56 to DC), Seed : Transform (DC 21), transform into specific 40 HD outsider (+80 to DC), increase duration by 500 % (+10 to DC), six additional targets (+60 to DC). Mitigating factors: channeling rather than summoning (ad hoc -20 to DC), contributing casters: 9th lvl. slot (Sinklayr), 7th lvl. slot (Uthgang), 6th lvl. slot (Elighaer), 6th lvl. slot (Sarragh), 6th lvl. slot (Aeroschlughpalar), 6th lvl. slot (Vanuseed), 2 5th lvl. slots, 3 4th lvl. slots, 3 3rd lvl. slots, 2 2nd lvl. slots, 3 1st. lvl. slots (-137 to DC); 8d6 backlash damage to the primary caster (-8 to DC), increase casting time by 10 minutes (-20 to DC), burns 100 xp from the main caster (-1 to DC)] [To develop: 495000 gp, 10 days, 19800 xp].
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Sources PHB 3.5, PHB II 3.5E, DMG 3.5, DMG II, ELH (3E), MM (3.5E), MM II (3.5E), Player's Guide to Faerun (3.5E), Magic of Faerun (3E), Spell Compendium (3.5E), Complete Arcane (3.5E), Complete Divine (3.E), Complete Mage (3.5E), LEoF (3.5E), Races of the Wild (3.5E), Realms Bestiary II (3.5E), Champions of Valor (3.5E), Dragons of Faerun (3.5E), Book of Exalted Deeds (3.5E), Shining South (3E), Tome of Magic (3.5E), Dragon Magic (3.5E), Unearthed Arcana (3.5E), Dragon 292, 297, 323, 324, 328, 331, 334, 338, Cormanthyr (2E) and Mintiper's Chapbook: Leaves of Gold (http://www.wizards.com/dnd/article.asp?x=dnd/mc/mc20010829c) and Gildenfire (http://www.wizards.com/dnd/article.asp?x=dnd/mc/mc20010829g).
Jiggawha

11-13-06, 04:39 AM
Lord Galaeron Nihmedu CR 22
Male Moon Elf Sorcerer 5/Fighter 4/Ruathar 3/Evereskan Tomb Guardian 4/Shadow Adept 6
CG Medium Humanoid (elf)
Init +7; Senses Low light vision x2, Listen +10, Spot +12
Languages Elven, Common, Chondathan, Sylvan, Draconic, Netherese**
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AC 25, touch 20, flat-footed 20 (+3 Dex, +5 armor, +2 dodge, +5 deflection)
Hp 119 (22 HD)
Immune to sleep
Fort +11, Ref +14, Will +19, (+2 bonus against enchantment, illusion, necromancy, darkness descriptor spells, +1 sacred bonus under the night sky, +2 racial bonus against enchantment)
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Speed 30 ft. (6 squares)
Melee +3 human undead bane longsword +19/+14/+9 (1d8 +5/17-20/x2)
Ranged +1 composite (+2) shortbow +18/+13/+8 (1d6 +3/19-20/x2)
Base Atk +14; Grp +14
Combat Gear five sleep arrows, five death arrows
Sorcerer Spells Known (CL 22nd, 21st for Evocation and Transmutation): 9/5/5/4/4/4/3/3/2/1
10th (1/day)–known spell casted with metamagic feat
9th (3/day)–shades
8th (6/day)–greater shadow evocation, shadow plagues
7th (7/day)–arrow of bone, greater shadow conjuration, prison of night
6th (7/day)–shadow canopy, shadowy grappler, shadow walk, veil
5th (7/day)–curtain of shadows, darkbolt, shadowfade, teleport
4th (8/day)–armor of darkness, dimension door, dipelling screen, viscid glob
3rd (8/day)–dispel magic, fly, haste, shadow binding
2nd (8/day)–invisibility, levitate, shadow mask, shadow shield*, web
1st (8/day)–alarm, charm person, magic missile, net of shadows, sleep
0 (6/day)–arcane mark, dancing lights, daze, detect magic, disrupt undead, launch arrow, mage hand, message, read magic
Spell save DC (18 + spell lvl., +1 for Enchantment, Illusion, Necromancy)
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Abilities Str 15, Dex 17, Con 14, Int 15, Wis 15, Cha 21 (26)
SQ Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow, Metamagic Specialist, Elfwise, Sacred Duty, Star Blessing, Arvandor's Grace, Devoted Pursuit, Swift Tracking, Dodge Bonus (+2), Shadow Defense (+2), Shield of Shadows
Feats Alertness, Maximize Spell, Silent Spell, Practiced Spellcaster, Quicken Spell, Shadow Weave Magic, Track
Fighter Feats Expeditious Dodge, Improved Critical (Longsword), Improved Initiative
Epic Feat Improved Spell Capacity
Shadow Feats Insidious Magic, Pernicious Magic, Tenacious Magic
Skills Bluff +12, Concentration +21 (+24 when casting defensively), Decipher Script +6, Disguise +11, Diplomacy +11, Gather Information +10, Hide +18, Knowledge (arcana) +21, Knowledge (local, Western Heartlands) +6, Knowledge (local, Phaerlin) +27**, Listen +10, Move Silently +18, Search +9, Spellcraft +26, Spot +12, Survival +7
Possessions combat gear plus Evereskan chainmail, gloom bracer of the innatoth, rope of immutable binding, cloak of elvenkind, boots of elvenkind, shadow silk
Rope of Immutable Binding a creature bound in it can escape only with successful Escape Artist check (DC 30) or by breaking it (Str check, DC 30), it has AC 20, 12 hp and hardness 10. All these attempts of escaping cause the rope to constrict dealing 1d4 damage per round
Gloom Bracer of the Innatoth this shadow weave bracer provides +5 bonus to Cha and +5 deflection bonus to AC. It also provides the wearer with appropriate amounts of shadowsilk needed for spell components
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Hook ''I am an elf, I keep my promises.''
Description Young, tall and temperemental moon elf with inborn feel of magic. Eldest child of lord Aubric Nihmedu of Evereska and lady Morgwais of Rheitheillaethor. He went to Academy of Magic and Academy of Arms. Because of his disrespect of authority he was assigned to the Tomb Guard and became a leader of Desert Border South company. Galaeron is suspicious of humans due to grave-robbing. In unfortunate series of events Galaeron breached the sharnwall, caused the Evereska war, summoned the city of Shade back to Faerun but eventually he and his companions damaged their mythallar and delayed plans of the shades. Galaeron was the hero of the last and victorious battle with the phaerimm where he has helped repairing the city's mythal with his shadow weave magic.
Note *shadow weave version of spellshield
**This is the knowledge of Melegaunt Tanthul
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Metamagic Specialist he can apply metamagic feats to spells without increasing the casting time
Sacred Duty (Su) +2 sacred bonus on Gather Information, Hide, Move Silently and Survival while inside region of Evereska, he also recieves +2 to attack and +4 to damage while inside and Evereskan tomb
Devoted Pursuit (Ex) Sacred Duty also applies while pursuing a tomb robber
Swift Tracking (Ex) no longer suffers a penalty on Survival while tracking at normal speed
Shield of Shadows (Su) as shield (+4 to AC and absorbs magic missiles), concealment 20 % miss chance, usable 22 rounds per day
Gift of the Elves Evereskan chainmail
Elfwise (Ex) +2 to Listen, Search and Spot
Star Blessing (Su) +1 to attack and saves under the night sky
Arvandor's Grace (Ex) his lifespan increases 50 percent
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Sources PHB 3.5, PHB II, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E), Races of the Wild (3.5E), Spell Compendium (3.5E), Tome of Magic (3.5E), Dragon 281 and RotA novels.
Jiggawha

11-13-06, 04:40 AM
Takari Moonsnow CR 17
Female Wood Elf Ranger 6 of Rillifane Rallathil/Diviner 3/Evereskan Tomb Guardian 4/Arcane Archer 4
CG Medium Humanoid (elf)
Init +4; Senses low light vision; Listen +17, Spot +16
Immune to sleep
Languages Elven, Common, Chondathan, Sylvan
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AC 21, touch 19, flat-footed 12 (+4 Dex, +2 armor, +5 dodge)
Hp 102 (17 HD)
Fort +13, Ref +18, Will +12; (+2 bonus against enchantment)
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Speed 30 ft. (6 squares)
Melee +2 human undead bane longsword +15/+10/+5 (1d8 +3/19-20/x2) plus +2 keen shock dagger +15/+10 (1d4 +3 +1d6 electricity/17-20/x2)
Ranged +3 distance seeking composite (+1) longbow +26/+21/+16 (1d8 +7/20/x3)
Atk Options Point Blank Shot, Rapid Shot, Imbue Arrow, Seeking Arrow
Base Atk +14; Grp +15
Combat Gear scroll of mass hold person, five sleep arrows, five death arrows
Ranger Spells Prepared (CL 3rd): 2
1st–arrow mind, guided shot
Strikes Known (IL 8th):
1st (1/encounter)–vanguard strike
Wizard Spells Prepared (CL 7th): 4+1/5+1/4+1/2+1/1+1
4th–know vulnerabilities, orb of force
3rd–circle dance, scintillating sphere, steeldance
2nd–chain of eyes, earthen grasp, lively step, rainbow beam, wraithstrike
1st–accelerated movement, critical strike, detect undead, persistent blade, targeting ray, true strike
0–detect magic, detect poison, disrupt undead, light, open/close
Spell Save DC (12 + spell lvl.)
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Abilities Str 12, Dex 18, Con 12, Int 14, Wis 16, Cha 16
SQ Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow, Favored Enemy, Wild Empathy, Combat Style (Two Weapon Fighting), Distracting Attack, Improved Combat Style (Improved Two Weapon Fighting), Divination Specialist, Immediate Magic, Sacred Duty, Dodge Bonus (+1), Devoted Pursuit, Swift Tracking, Enhance Arrow +2, Imbue Arrow, Seeker Arrow
Feats Alertness, Endurance (class bonus), Martial Study (Devoted Spirit), Point Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll (class bonus), Track (class bonus), Weapon Focus (longbow)
Traits Easygoing, Passionate
Skills Climb +6, Concentration +10, Decipher Script +2, Disable Device +3, Escape Aritst +6, Handle Animal +6, Gather Information +5, Heal +7, Hide +28, Jump +6, Knowledge (arcana) +4, Knowledge (local, Western Heartlands) +7, Knowledge (nature) +7, Listen +17, Move Silently +26, Ride +6, Search +9, Sense Motive +4, Spellcraft +4, Spot +16, Survival +11 (+12 in aboveground natural environment), Swim +3, Tumble +5, Use Rope +6
Possessions above plus boots of elvenkind, bracers of greater archery, cloak of elvenkind, Evereskan leather (treated with camouflage dye, +4 to Hide), Evereskan war helm*, ring of spell turning, ring of the tomb guardian, rope of immutable binding
Evereskan War Helm this helmet made by sun elven high mages is gilded in silver and trimmed in gold but is as heavy as a rock though it's very useful sometimes. The wearer is constantly shielded with mind blank effect and can use sending at will.
Ring of the Tomb Guardian this silver ring grants the wearer evasion ability, if the wearer already has the ability then it grants improved evasion. Ring also adds +4 to the dodge bonuses of the Tomb Guardians and the wearer is constantly under freedom of movement spell.
------------------------------------------------------------
Hook "Of course I'm free. I'm Sy’Tel’Quess.''
Description A beautiful wood elf whose youthful face betrays no sign of the two decades of patrolling the Desert Border South. Takari is so small and lithe that humans often mistake her for an elven child. With a cupid's bow smile and doe-brown eyes, she looks far less dangerous than she is. She is allways joyful and playful though she has deep mistrust of humans. Takari, a native of Rheitheillaethor, grew up wandering the High Forest with her brothers and sisters in the summer, then gathering in the village for the companionship of the rest of the tribe during the winter. When Galaeron came to visit Morgwais they struck up an immediate friendship that developed into a deep love. Galaeron immediately backed down remembering his mother's departure from Evereska. But then Takari joined the Tomb Guard (Morgwais arranged that) to gain his trust. After their encounter with the Vaasans Galaeron soon fell in love with Vala. Takari led scouting parties during the siege of phaerimm. To be able to use the darksword she got involved with the Vaasan (she's pregnant), Kuhl but in final battle she overcame the shadow curse of the sword. Takari helped Galaeron to slay leading phaerimm spell circle and brought terror to their enemies with her bow.
Note *She doesn't like to wear this
I just want to add, that pictures in Dragon 281 really suck
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Favored Enemy (Ex) humans (1st), undead (2nd)
Distracting Attack whenever you hit an enemy with a weapon the enemy is considered flanked by you for the purpose of adjucating your allies attacks
Immediate Magic (Ex) 2/day as an immediate action she can use glimpse peril (Sp, lvl. 3, CL 7th, gains +2 insight bonus on the next saving throw she makes until next turn)
Sacred Duty (Su) +2 sacred bonus on Gather Information, Hide, Move Silently and Survival while inside region of Evereska, he also recieves +2 to attack and +4 to damage while inside and Evereskan tomb
Devoted Pursuit (Ex) Sacred Duty also applies while pursuing a tomb robber
Swift Tracking (Ex) no longer suffers a penalty on Survival while tracking at normal speed
Imbue Arrow (Sp) she can place area spell upon her arrow (standard action), spells area is centered where the arrow lands
Seeker Arrow (Sp) 1/day she can loosen an arrow that negates all cover and concealment
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Sources PHB 3.5, PHB II 3.5E, DMG 3.5, Book of Nine Swords (3.5E), Player's Guide to Faerun (3.5E), Spell Compendium (3.5E), Dragon 281 and RotA trilogy.
longarm

11-13-06, 02:02 PM
Jiggawha,
I've not had a chance to look at them all closely but the ones I've seen look good.

Quick question: Why is Galaeron Nihmedu so high a level? I'd never have guessed he was mid to upper teens at best, but then I quit reading the RotA series after the second book for reasons best left unwritten...

-Longarm

PS. Maybe a link to this page from the main netbook thread? :P
Jiggawha

11-13-06, 02:51 PM
If you look at the foes he faced and survived (particularly in the third book) ...

Though some NPCs will be revisioned (Haldreithen is my old NPC, so he'll be changed for sure, Galaeron maybe up to two levels)

Yes, Karsus should link it to his first thread, maybe we'll create entire nexus of threads like this, haha
Lord Karsus

11-13-06, 03:46 PM
-I put a link to this page on the main directory of the Netbook. Very good work, by the way.
Green Elven Vampire

11-13-06, 06:19 PM
Curudin Ahmaquissar: "The Mischiefmaker of Silverymoon".

Male Moon Elf; Rogue 5/ Cleric 7/ Mischiefmaker 4/ Divine Disciple 5 of Erevan Ilesere:

CR 21; medium size humanoid (elf)(outsider- chaos);
HD 5d6+10, plus 7d8+6, plus 4d6+8, plus 5d8+10; HP 135; Init +8; Spd 30';
AC 25 (touch 18, Ff 20);
Atk +20/+15/+10 melee (1d8+6 plus 2d6 chaotic/ 17-20, +3 elven keen, chaotic longsword *Hidden Smile*),
+19/+19/+14 melee (1d6+5/17-20, +2 elven keen shortsword of speed *Little Sneak*), +18/+13/+8 ranged (1d4+6 plus 1d6 elemental/ 18-20, +3 daggers of Elemental aura);

SQ spells, spell-like abilities, moon elf traits, rogue abilities, Turn/rebuke Undead, etc...etc...
AL CG; SV Fort +14, Ref +14, Wil+14;
Str 17, Dex 20, Con 13, Int 15, Wis 20, Cha 15.

Age: 102, Height: 5'10", Eyes: Blue, Hair: Short sapphire-blue & silver, Skin: Pale white with blue tints.

Skills: Knowledge (religion)(arcana) +8/+8, Spellcraft +17, Heal +13, Bluff +16, Disable devise +15, Hide +31, Move Silent +31, Open lock +20, Listen +14, Pick pocket +18, Tumble +13, Sense motive +15, Intimidate +12, Spot +17, Search +17, Disguise +30, Balance +10, Escape artist +25, Gather info +10, Innuendo +10, Read lips +6, Use magic devise +17, Perform (buffoonery +5, dance +15, prank +20);
Feats: Ambidexterity, TwF, Weapon focus (longsword/shortsword), Dodge, Quicker than the eye, Quick draw, Flick of the wrist, Charlatan, Twin sword style.

Special Qualities: Moon elf traits- immune to magic sleep spells, +2 save vs. enchantment spells, low light vision, +2 bonus on listen, search, and spot checks. Divine Disciple abilities- New domain, Divine emissary, Sacred defense +2, Imbue with spell ability, Trancendence. Mischiefmaker abilities- Mock law, Improved pass without trace, Alter appearance, Knock, Thwart magic trap, Sneak attack, Mislead, Polymorph other. Rogue abilities- Trapfinding, Trap sense, Uncanny dodge, Sneak attack +4d6, Evasion. Turn/rebuke undead.

Cleric Spells per day: 6/7/7/7/6/6/5/5/4. Base DC = 15 +spell level. Deity: Erevan Ilesere. Domains: Trickery, Chaos, Luck.
Current Spells: 0 level- Create water, light, read magic, detect poison, detect magic, guidance.

1st level- Divine favor, doom, entropic sheild, protection from law, sheild of faith, Change self, Random action.

2nd level- Spell shield, invisibility, Hold person, Curse of ill fortune, cure moderate wounds, Shatter, Sound burst.

3rd level- Searing light, bestow curse, dispel magic, nondetection, Bladebane, Negative energy protection, Magic circle against law.

4th level- Weapon of the deity, Chaos hammer, Confusion, spell immunity, Know vulnerabilities, Freedom of movement.

5th level- Flame strike, Pixie dust, Crawling darkness, Dispel Law, Teleport, False vision.

6th level-Animate objects, Mislead, Heal, Suppress glyph, Greater dispelling.

7th level - Word of chaos, Spell turning, Screen, Regenerate, Fortunate fate.

8th level - Cloak of chaos, Polymorph any object, Greater planar ally, Symbol of spell loss.

Possessions: +3 elven keen chaotic longsword, +2 elven keen shortsword of speed, +3 ring of protection, Ring of invisibility, Boots of elvenkind, Cloak of elvenkind, Gloves of dexterity, Amulet of natural armor +2, Vest of disguise, +2 elven Deathward studded leather armor, Four +2 daggers of Elemental Aura, Ring of disease immunity, Moonfire salve, Fanged mask, Belt of priestly might and warding, The Tricksters Lucky Dice (Treat as Rod of Wonder)

Personal Info: Curudin Ahmaquissar is the leading cleric of Erevan Ilesere in Silverymoon and Everlund and master of the secret elven Rogues guild known as "The Rogues of the Laughing Twilight" in the same cities.

He is known throughout the city as "The Mischiefmaker of Silverymoon" but none know that he is also the leader of the elven thieves guild. Curudin is extremely handsome even in the eyes of other elves. He is quick, witty, clever, charming, intelligent, alluring and has a completely chaotic disposition on life. He is a hedonist in every sense of the word and hardly ever has his eyes shut. Quick to laugh and even quicker to prank and trick everyone and anyone from the very powerful to the poor. He is very good in melee combat and has a tremendous amount of luck on his side. It is said by other elves who meet him that he is highly favored by his god Erevan.

Curudin is the consummate trickster, and the perfect, living mortal example of mischief incarnate! Change and excitement are the spices of his life, and he is always trying to reinvent himself and others, playing pranks that both amuse and enlighten.

Curudin has never been caught at anything involving thievery, pranking, tricking, games, wenching, scouting, shadowing, hiding, etc... etc... He runs the Midnight Gambol of Erevan every month and invites all who happen upon it.

He is wild, mischievous, independent, and utterly unpredictable, playing pranks on others for the sheer joy of it, and can be found deep in sylvan glades among the fun-loving subjects of the Seelie Court.

In the city of Silverymoon and Everlund his guild of elven rogues steal only from other thieves and give back to the proper owners half of what was initially stolen from them. They run out of town those thieves, and will even fight other rogues who try to set up shop in the city. So far they have never failed.

He owns 3 taverns in Silverymoon. One is for elves only, another is for mixed crowds, and the last is a brothel which fronts as a winery.

Curudin is known by Alustriel Silverhand and others of high rank in the city, but leave him alone for the most part for his efforts to run out other thieves entering the city. His tricks and pranks on the other hand push all who encounter him to the very edge of sanity and reason... even becoming violent! But not a single person can point a finger directly at him for anything linking him to these pranks and tricks.

He is also a well known adventurer and hero in the northlands, having spent most his life so far in absolute danger and peril. He is never one to be scared or frightened and usually laughs in the place of fear. His career has a long list of very worthy accomplishments, including stealing from Fzoul Chembryl, Semmemmon, The Vampire manshoon, Storm Silverhand, Mintipur Moonsilver, Alustriel Silverhand, Mirt the Moneylender, and countless other kings, warlords and the like. All of them have never been able to catch him as of yet.

He is most famous, or infamous, for his risky and daring thefts of other churches, temples and faiths, including those of Bane, Shar, Tyr, Helm, Talona, Auril, Mask, Torm, Grazz't, Beshabba, Tymora and others.

Just recently he was hired by Khelben Arunsun and The Moonstars to go on a extremely difficult mission to sneak into Shade Enclave and steal a item of invaluable price and proportion from the city of Shade and its leaders. The mission was successful and the item was stolen and laid into the hands of Khelben, but not without its losses. Curudin, being a Divine deciple of Erevan Ilesere couldn't help but play a wicked deadly trick on Prince Clariburnus and Prince Yder before making his daring escape in which he lost his prized dice almost at the cost of his life!

And to add to all this... as well as he is known, he is also just as unknown it seems, and he prefers to keep it that way as long as possible. He is quick to laugh and has a very healthy sense of humor... sometimes light and frivolous, and other times dark and sardonic.

As of 1375 he has been seen moving between Silverymoon and Waterdeep, and has been spotted spending a great deal of time with Elaith "the serpent" Craulnober and Fox-at-Twilight as of late.

Last night, Khelben Arunsun, having seen them at the Hidden Dagger tavern, quietly said to himself that Elaith would do well to frequently check his belongings, and to never underestimate the chaotic power of a wicked Prank or Trick; Especially one performed by Curudin Ahmaquissar!!

Here's the guild members in short... "The Rogues of the laughing Twilight"

Curudin Ahmaquissar: Male Moon elf (stats above)

Laeirlefain Starleaf: Male Copper elf, Rogue 5/ Swashbuckler 8/ Street fighter 2

Mitzlevexven Leafbower: Male Moon elf, Rogue 5/ Wizard 5/ Magical Trickster 3

Azdeim Insilnarufen: Male Quickling (fey), Rogue 5/ Wizard 5/ Daggerspell mage 3

Seareghade Shimmerstar: Male Moon half elf, Illusionist 13/ Arcane Devotee 2 of Erevan Ilesere

Terrindill Shaelarra: Male Gold elf, Rogue 6/ Shadowdancer 6 (Shadow walker template)

Cepheus Nightsong: Male Star elf, Bard 16/ Uncanny Trickster 1

Shen-Shen Lhundlar: Female Gold half elf, Rogue 5/ Infiltrator 10

Quintillis Iliathor: Male Moon elf, Rogue 10/ Thief Acrobat 5/ Divine Seeker 2

Nym Nightsong: Male Star elf, Rogue 5/ Wizard 5/ Shadow Adept 4

Saffrathila Winterbough: Female Copper elf, Rogue 5/ Sorcerer 5/ Daggerspell mage 2

Zallathel Amarillis: Male Moon elf: Rogue 5/ Wizard 7/ Mage-killer 5

Filanelendil Winterbough: Male Copper elf: Rogue 7/ Tempest 5/ Temple Raider of Erevan Ilesere 3

All are followers of Erevan Ilesere and are very devoted to each other, mischief and the city of Silverymoon and Everlund. Their pranks range anywhere from making livestock talk, giving a bad stench to someone, turning somebody the colors of Erevan, freezing the bath water of a noble while they were bathing, animating objects to dance and sing, subtly cutting the belt of a warrior so it falls when they reach for their weapon, turning a persons wine or ale into milk or sand, Altering the appearance of someone to look like a Satyr, casting a spell to make a Bard sound like a bugbear, etc... etc..

But also, they are called upon to search and locate ancient elven artifacts and treasures long lost before falling into the wrong hands. And if powerful elven artifacts do fall into the wrong hands then they are also called upon to act as elven assassins to search, find and destroy these wizards and sorcerers who would weild the ancient elven magic. But keep in mind, they do so their own way, on their own terms, for their own reasons, which always lead back to Erevan Ilesere, and the ways of his dogma.

As of early 1374 they are in the employment of Khelben Arunsun and working with the Moonstars towards major events soon to come in the year. They have found "The Shattering Swords of Coronal Ynloeth" along with his Bracer, as well as The ancient Dwarven weapon "Twinblades Alight".
Jiggawha

11-14-06, 03:14 AM
I'm not sure if were going to include NPCs not mentioned in any source, but OK if he's got a good background

Curudin Ahmaquissar: "The Mischiefmaker of Silverymoon".

What about official format, that's in the books, could you change that?
Green Elven Vampire

11-14-06, 05:18 AM
I'm not sure if were going to include NPCs not mentioned in any source, but OK if he's got a good background



What about official format, that's in the books, could you change that?
I really don't know what the official format is honestly. I just use the way they set stats up in 3ED FrCs. If you don't want NPC's on here then I'll remove mine with no hard feelings at all. If you like the background fluff and all that jazz, then you can change the format yourself if you'd like, or show me a link to the format. :D
THETUNNELRAT

11-14-06, 05:42 AM
I jest caught wind of this project the other day and what I want to know is what do you guys have in the way of Aquatic Elves.
Jiggawha

11-14-06, 09:58 AM
I really don't know what the official format is honestly. I just use the way they set stats up in 3ED FrCs. If you don't want NPC's on here then I'll remove mine with no hard feelings at all. If you like the background fluff and all that jazz, then you can change the format yourself if you'd like, or show me a link to the format. :D

The format is like in PoF and MoM

I have nothing against your PC, we definitely need some Fey Jester's clergy. If you want I could rewrite it in format like above, or you can if you want

@TUNNELRAT I was thinking to write about them, Sea of Fallen Stars is my favourite campaign, but sure go ahead, I have still a lot of work with the Wild Elves, you can start with nonSerosian regions or the basic stuff about them, I'd like to write about Myth Nantar

BTW from now on please post all stuff not related to NPCs in the original thread, Thanks
Alediran

11-15-06, 03:23 PM
From the NPCs of House Tir'ent I made only the stats for Alediran (he's a Wizard 6/Elemental Savant (air) 1) and there are 3 more Tir'ent to be full stated, so if anybody wants to do them I'll give you the levels and Class/PrC, I only need the crunch, the fluff is already made.

Alediran's Father: Wizard/Elven High Mage (use the Elven Netbook version to create him)

Alediran's Mother: Conjurer 18/Master Specialist 10 (the one from Complete Mage)

Alediran's Uncle: Wizard/Sorcerer/Ultimate Magus (Complete Mage)

They are all Sun elves of Good Alignment (I have them in a txt at home, that is why I didn't post their names)
Jiggawha

11-15-06, 03:39 PM
I think it should be like this, outside of official NPCs that already have short stats posted I don't think we should bother with any more epic npcs, so this new npcs should have levels somewhat between 7 and 14, like those that serve as examples in sourcebooks. That way npc could be useful in adventures, those with low CR are easy to stat so they shouldn't be included, the same thing for epic characters as epic campaigns are very rare. Alediran's mother can have half of her CR you've statted unless she has a good story to back it up (epic proportions)
Alediran

11-15-06, 03:45 PM
All Tir'ent adventure for more than three hundred years (most of them do it all their lives, its for what they have been borne), only the few who become Elven High Mage retire from adventuring.

Only Aledrian's parents are present at the moment in Evermeet, and are currently helping Miritar's Crusade with lore and spells. The 3 I've mentioned are, along with alediran, the most visible members of the family, but there are many Tir'ent around Faerûn, a couple are members of the Olin Gisiir.
Jiggawha

11-15-06, 03:54 PM
You see, it bothers me a little, if I stat one of them with that high lvl. the crusade would be over much sooner than it officially was
Alediran

11-15-06, 03:59 PM
They don't fight in it, they give support (more direct help is considered weakening those who fight, a philosophical view they aquired after many centuries of wandering), and only in Evermeet, they can't leave the island at the time beeing since they are the only two Tir'ent living in the mansion.
Jiggawha

11-15-06, 04:10 PM
Aye, ok, but keep things realistic
Lord Karsus

11-15-06, 05:12 PM
-I am currently switching my write-up of the storyteller, Daerian Sunstar, into the format that you followed. I should have him finished and up later tonight, or tomorrow, sometime.
Green Elven Vampire

11-15-06, 06:27 PM
The format is like in PoF and MoM

I have nothing against your PC, we definitely need some Fey Jester's clergy. If you want I could rewrite it in format like above, or you can if you want

Hey, wow, that would be great indeed!! You sure you don't mind rewriting the format for Curudin? I mean, he is on his first epic level, but I don't own the ELH so I don't know how to advance him in my game. And even though he has 1 epic level, he is pretty low in actual level as far as singular classes and PrC's. I mean he has 5 levels of rogue and 4 of Divine Seeker, so he is essentially a 9'th level rogue in those terms and a 7'th level Cleric and a 5'th level Divine diciple, essentially making him a 12'th level cleric in those terms. Powerful, but not crazy high class level powerful.

It would be swell if you wanted to do the rewrite on the format. :cool: :D
Jiggawha

11-15-06, 06:57 PM
All right then, everything will remain the same only format, when I'm done I'll send a PM and you can edit your post

If you don't know epic rules use this (http://www.systemreferencedocuments.org/35/sovelior_sage/epicLevels.html)
Lord Karsus

11-16-06, 01:45 AM
Daerian Sunstar, Loremaster of Evermeet CR 16
Male Venerable-aged Sun Elf Wizard 6 / Loremaster 10
LN Medium Humanoid (Elf)
Init +2; Senses Low-Light Vision
Languages: Celestial, Chondathan, Common, Draconic, Dwarven, Elven, Goblin, Infernal, Loross, Netherese, Orc, Seldruin, Shou, Sylvan, Undercommon
------------------------------------------------------------
AC 18, Touch 14, Flat-Footed 15 (+3 Dex, +4 armor, +1 Misc.)
HP 69 (16 HD)
Immune: Sleep
Resist: None
Fort +06, Ref +08, Will +15
------------------------------------------------------------
Speed 30 ft. (6 squares)
Melee: +2 Intelligent Defending Longsword, known as Loreblade
+8 (1d8/20/x2)
Base Attack Bonus: +08
Wizard Spells Prepared (CL 16): 4 / 6 / 5 / 5 / 5 / 5 / 3 / 3 / 2
8th– Greater Prying Eyes, Screen

7th– Greater Arcane Sight, Greater Scrying, Plane Shift

6th– Analyze Dweomer, Legend Lore, True Seeing

5th– Contact Other Plane, Fabricate, False Vision, Rary’s Telepathic Bond, Telekinesis

4th– Arcane Eye, Detect Scrying, Locate Creature, Polymorph, Scrying

3rd– Arcane Sight, Major Image, Phantom Steed, Suggestion x2

2nd– Arcane Lock, Detect Thoughts, Knock, Locate Object, Obscure Object

1st– Charm Person, Comprehend Languages, Hypnotize, Identify, Magic Missile, Nystul’s Magic Aura

Cantrips– Detect Magic x2, Read Magic x2

Spell Save DC: 10 + Spell Level
SR: 21
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Abilities: STR 11, DEX 16, CON 12, INT 21, WIS 16, CHA 13
SQ: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; Low-Light Vision; immune to Sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow

Feats: Courteous Magocracy, Improved Initiative, Investigator, Maximize Spell, Skill Focus (Elven Lore), Silent Spell, Still Spell, Track

Wizard Bonus Feats: Quicken Spell

Loremaster Bonus Languages: Seldruin, Loross

Skills: Alchemy (6), Animal Empathy (3), Appraise (6), Concentration (8), Decipher Script (12), Diplomacy (3), Gather Information (10), Intuit Direction (6), Knowledge: Arcana (13), Knowledge: Geography (7), Knowledge: Elf Lore (20), Knowledge: History (17), Knowledge: Local (15), Knowledge: The Planes (12), Knowledge: Religion (12), Listen (6), Read Lips (9), Search (10), Sense Motive (5), Spellcraft (16), Spot (7)

Possessions: Wand of Cure Serious Wounds, Wand of Dispel Magic, Amulet of Proof Against Detection and Location, Boots of Elvenkind, Candle of Truth, Chime of Opening, Mantle of Spell Resistance, Decanter of Endless Water, Gloves of Storing, Bag of Holding (Type II), Stone of Alarm, Ring of Protection +4, Ring of Sustenance

Loreblade: [Minor artifact]
-Intelligent +2 Defending Longsword
INT- 19, CHA- 13, WIS- 14
Primary Abilities (3):
Item can Intuit Direction (10 Ranks)
Detect Magic at Will
Locate Object in a 120’ Radius
Extraordinary Power:
Clairaudience/Clairvoyance (100’ Range, 1 Min. per Use) 3/Day
Ego: 16
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Hook: "…I was reading the most interesting fact. It seems…”
Description: Daerian Sunstar spent the better portion of his life wandering Toril, and even though he is getting on in age, he still retains some of his youthful vigor. He stands tall and proud, though sometimes he does have to rely on his walking staff. His raven black hair has a few streaks of gray, and is usually pulled into a tight ponytail on the back of his head. His Green eyes are a stunning contrast to his coppery skin. He has developed a few wrinkles around his face, but they give Daerian a refined, cultured look- especially when he is wearing the fine clothing that he has fancied since settling down on Evermeet.

Daerian was born to Kolvar and Sharlyana Sunstar, both of whom have since passed on to Arvandor. Daerian had a voracious appetite for books as he was growing up. It made little difference to him what he read; Poetry, fiction, historical texts- he read them all. As a young adult, Daerian made the difficult choice of leaving Evermeet. Entranced by all of the books he had read in his youth, Daerian wanted to travel all across Toril. Wanderlust must run in the Sunstar blood, as Daerian’s own uncle, Jander, had once done the same. After a brief apprenticeship at the Towers of the Sun and Moon, he received the blessings of his family, and left Evermeet in DR 1072. He was given a spot on board the vessel The Queen’s Pride, which was bound for the then small city of Waterdeep.

Daerian spent much of his time exploring the ancient ruins left behind by the Fair Folk who had once lived on Faerûn. Many times, he accompanied other adventurers while delving into ruins and crypts. Mostly, however, he traveled alone. It was not that he was without friends while on Faerûn. It is quite the opposite, actually. Daerian made many acquaintances and many friends while on the mainland. Though most have perished, the Loremaster still keeps in communication with one Elminster, Sage of Shadowdale.

After nearly a quarter of a millennium, Daerian decided to return home, to the Green Isle. Before he returned to Evermeet, Daerian had two residences- one in the Elven bastion of Evereska, and one in the “Mythal”-clad city of Silverymoon. Daerian has spent countless hours debating Lady Alustriel of Silverymoon, as to whether or not the wards surrounding her city was actually a Mythal or not. The Lady of Silverymoon believes it to be, while Daerian politely disagrees.

Daerian’s plans greatly changed once he returned to Evermeet. He had planned to simply retire to the villa his family owned in Drelagara, and wait out his days until the final call to Arvandor would come and take him home. When he returned, in DR 1345, his plans vastly changed. After being summoned to the Palace of Queen Amlauril, the Queen of Evermeet, Daerian found himself apprenticed to Elasha Evanara, Amlauril’s chief librarian

For almost thirty years now, Daerian has been working diligently in the library of Leuthilspar. He has written many tomes, including A Treatise of Bloodlines during the Crown Wars, A Study of the Elven Mindset on Silverymoon, and Concerning Cath Shee. Since being given the task of writing his tome about Elves on Faerûn, Daerian has been working diligently. His working title for the project is “Elves of Faerûn”.

------------------------------------------------------------
Loremaster Secret: Instant Mastery (Ex): Daerian has extensive knowledge in many topics- even topics foreign to him- due to his years and years engrossed in texts. He receives +4 ranks in a skill he has no ranks in (Read Lips).
Loremaster Secret: Dodge Trick (Ex): Daerian has extensive knowledge in many fields, warfare included. He receives a +1 dodge bonus to his AC.
Loremaster Secret: Weapon Trick (Ex): Daerian has extensive knowledge in many fields, warfare included. He receives a +1 to all attack rolls.
Loremaster Secret: Applicable Knowledge (Ex): Daerian has extensive knowledge in many topics. He receives the knowledge of any one feat (Maximize Spell)
Loremaster Secret: More Newfound Arcana (Ex): Daerian has extensive knowledge about Spellcasting, and the Arcane. He receives one bonus 2nd level spell, as if gained through having a high ability score.
Lore (Ex): Daerian has picked up all kinds of knowledge in his academic pursuits. He may add his Loremaster level to his Intelligence modifier on Knowledge checks, much like a Bard.
Greater Lore (Ex): Once per item examined, Daerian may gain the ability to Identify magical items. This extraordinary ability works as the spell Identify does.
True Lore (Ex): Once per day, Daerian may gain the ability to use his knowledge to gain the effects of a Legend Lore or Analyze Dweomer spell. This extraordinary ability functions exactly as the spells Legend Lore and/or Analyze Dweomer.
------------------------------------------------------------
Jiggawha

11-17-06, 08:00 AM
@Karsus, well done

@Green Elven Vampire: I've found out that PM can't be sent (too long) so I have to post it this way, hope you're satisfied (if you are then post it), check the note and the description part (then I'll delete this one)

BTW much has changed in 3.5E

Curudin Ahmaquissar, the Mischiefmaker of Silverymoon CR 21
Male elite middle-aged moon elf Rogue 5/Cleric 7/Divine Seeker 4/Divine Disciple 5 of Erevan Illesere
CG medium outsider (chaotic, good) (native)
Init +12; Senses darkvision 60 ft., low light vision; Listen +16, Spot +17
Immune to charm spells and similar effects, disease, sleep, all death spells, magical death effects, energy drain and all negative energy effects
Resist evasion
Languages Elven, Common, Celestial, Sylvan, Illuskan, Chondathan, Thieves' Cant
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AC 27, touch 20, flat-footed 27 (+6 Dex, +5 armor, +3 deflection, +2 insight, +1 luck, +2 natural, -1 flaw, -1 trait)
Hp 118 (21 HD)
Fort +14, Ref +22, Will +21; (+2 against enchantments spells and effects, +1 against spells and spell-like abilities, +4 against divine spells, +4 against spell-like and supernatural abilities of outsiders, +1 to Ref saves against traps)
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Speed 40 ft. (8 squares)
Melee +3 feycrafted anarchic keen longsword +24/+19/+14 (1d6 +6 +2d6 chaotic/16-20/x2) and +2 blurstrike keen speed shortsword +23/+23/+18 (1d6 +5/16-20/x2)
Ranged +2 dagger of elemental aura x4 +24/+19/+19/+14 (1d4 +6 + 1d6 elemental/19-20/x2)
Base Atk +15; Grp +18
Special Atk Flick of the Wrist, Point Blank Shot, Razing Strike, Sneak attack +5d6
Special Actions Turn undead 8/day (+2 to check)
Combat Gear chardalyn of flame strike (12th), scroll of faerie form, scroll of sprite venom, scroll of teleport, wand of cure critical wounds (10th, 32 charges), wand of greater mirror image (10th, 27 charges)
Cleric Spells Prepared (CL 12th): 6/7/6/6/4/4/3
6th–animate objects, heal, lucent lance
5th–crawling darkness, dispel law, divine agility, pixie dust
4th–divine power, dust to dust, sound lance, spell immunity
3rd–alter fortune, dispel magic, know vulnerabilities, nondetection, searing light, suppress glyph
2nd–cure moderate wounds, curse of ill fortune, divine insight, insight of good fortune, invisibility, veil of shadow
1st–blade of blood, divine favor, doom, grave strike, protection from law, shield of faith, true strike
0–create water, detect magic, detect poison, guidance, light, read magic
Spontaneus Domain Spells (CL 12th):
6th (1/day)–find the path, mislead
5th (1/day)–break enchantment, commune with nature, false vision
4th (1/day)–confusion, freedom of movement, tree stride
3rd (1/day)–protection from energy, nondetection, snare
2nd (1/day)–aid, cat's grace, invisibility
1st (1/day)–disguise self, entropic shield, true strike
Spell Save DC (17 + spell lvl.)
Special Curudin cannot cast spells of lawful or evil descriptor
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Abilities Str 12 (16), Dex 20 (26), Con 12, Int 16, Wis 21 (24), Cha 16
SQ Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow; Trapfinding, Evasion, Trap Sense, Uncanny Dodge, Aura, Domains (Luck, Trickery), Spontaneus Domain Casting, Turn or Destroy Undead, Sacred Stealth, Thwart Magic Trap, Sacred Defense +2, Locate Creature, Locate Object, Divine Perseverance, Divine Emissary, Sacred Defense +2, Imbue with Spell Ability, New domain (Elf), Transcendence
Feats Divine Fortune, Flick of the Wrist, Luck of Heroes, Improved Two Weapon Fighting, Nymph's Kiss, Point Blank Shot (bonus), Quick Draw, Razing Strike, Stealthy, Two Weapon Fighting, Weapon Finesse
Flaws Divine Gestures, Vulnerable
Traits Aggresive, Passionate
Character Theme Braggart
Skills Balance +12, Bluff +21 (+22 when decieving other creature with words), Climb +4, Concentration +6, Diplomacy +14, Disable Device +7 (+10 for magic traps), Disguise +20 (+22 to checks to act in character), Escape Artist +14, Gather Information +9, Heal +12, Hide +31, Intimidate +5, Jump +5, Knowledge (arcana) +8, Knowledge (local, Silver Marches) +6, Knowledge (religion) +13, Listen +16, Move Silently +30, Open Lock +12, Perform (comedy) +14, Perform (dance) +10, Search +13 (+16 for magic traps), Sense Motive +12, Sleight of Hand +15, Spellcraft +15 (+17 when deciphering spells on scrolls), Spot +17, Survival +8, Tumble +18, Use Magic Device +12
Possessions above plus bag of holding (II), battledancing boots of elvenkind, belt of priestly might and warding (1/day–magic circle against evil), catstink, cloak of elvenkind, disguise kit, dust of tracelessness, elixir of sneaking, fairy dust (10 uses), fanged mask, gems (over 9000 gp worth), gloves of dexterity +6, lockslip grease, luck belt (token of Erevan Illesere, 1/day he can reroll percentile die for stabilization), moonfire salve, +3 deathward feycrafted thistledown padded leather armor, potion of cure critical wounds x4, potion of find traps, Quaal's feather token (bird), ring of disease immunity, ring of protection +3, rogue's vest, rope of climbing, thieves tools, trickery scarf (token of the Fey Jester, provides +1 to Disguise), Trickster's pendant [holy symbol and relic, provides +3 to Wis, +2 sacred bonus on Bluff, Disguise, Escape Artist and Perform (comedy) and +2 dodge insight bonus to AC, also carries a bead of summons–Lady Sensate]
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Hook ''Tricks, jokes, pranks and trouble are the spices of life.''
Description Young and charismatic, Curudin Ahmaquissar is head of the Fey Jester's clergy in the Frozen North. Operating primarily out of Everlund, Curudin commands a small group of like-minded vigilantes known as "The Laughing Twilight" that spoil the machinations of both reputable and infantile thieves guilds attempting to build prescences throughout the Silver Marches. Silvaeren mothers have even used legends of his exploits as stories to scare the local youth out of greed and selfishness, so in spite of the esteem he has earned with the general public, he has developed a bit of a bogeyman reputation among small children (a reputation that Curudin has done nothing to dispel).
"The Laughing Twilight" maintains a front as a festhall and shrine of the same name dedicated to the Fey Jester and similar gods of trickery within Neverwinter, Everlund and Silverymoon. From these bases, Curudin's followers can feel free to plot (seemingly) grand and elaborate schemes to humiliate various proud (and often evil) leaders of powerful organizations throughout the Sword Coast North, for the sheer enjoyment of the act. Curudin and his rogues also hold the Midnight Gambol once a month in praise of Erevan Ilesere and invite any and all who wish to attend. The Rogues more daring exploits include thefts from Fzoul Chembryl, Alustriel Silverhand, Mintiper Moonsilver, and even the Mighty City of Shade (the last nearly ending Curudin's life). They enjoy upsetting all lawful beings of both good and evil dispositions and delight in creating as much chaos and mayhem as possible where ever they travel.
Curudin has close ties to the Seelie Court, and a strong following of fey and feytouched are found in his number. His debaucherous lifestyle, sense of humour and ready smile has ensured him the blessing of Erevan, who has (only half jokingly) named him his 'shadow'. With the aid of powerful fey magic, Curudin's exploits have become nearly as daring of those of the deity himself, never leaving a trace as to the source of the deed. Although there are many who suspect (and correctly so) the church of Erevan to be the source of the "coincedences," The Laughing Twilight was taught by the best to cover their tracks, and so far, maintains a clean record.
If you happen to see Curudin smiling, you may just be the joke behind the grin.
Note Faerie Form and Pixie Dust spells (unique to Erevan Illesere) will be described later in the spells chapter of Elven Netbook
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Sneak Attack Curudin deals extra 4d6 damage to a target who is denied of its Dex bonus to AC or is flanked by him. Extra damage from critical hit is not multiplied. He can Sneak attack any opponent that is not immune to critical hits, its vitals are within reach and is not concealed. For ranged attacks Curudin must be within 30 ft.
Trapfinding he can use Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC at least 20 or higher if it's well hidden. Finding a magical trap has a DC of 25 + the lvl. of the spell used to create it. Curudin can use Disable Device skill to disarm magic traps. They generally have DC of 25 + the spell lvl. If he beats the DC by 10 or more, he figures how the trap works and can bypass it without disarming
Evasion (Ex) if he makes a Ref save against an attack that normally deals half damage on a successful save, he instead takes no damage. While helpless Curudin cannot use the ability
Trap Sense (Ex) Curudin gains intuitive sense that provides +1 bonus on Ref saves made to avoid traps and +1 dodge bonus to AC against attacks made by traps
Uncanny Dodge (Ex) he retains his Dex bonus to AC even when caught flat-footed or struck by an invisible attacker. Curudin loses the ability if immobilized
Aura (Ex) he has a poweful aura (chaos and good when targeted with detect alignment spells)
Domain Granted Powers Elf (bonus feat, Point Blank Shot), Luck (Ex, 1/day he can reroll one roll that he has just made before the DM declares the result, he must take the result of the reroll), Trickery (Bluff, Disguise and Hide are now on his cleric class skill list)
Sacred Stealth (Su) as a standard action Curudin can call upon his deity's power to shield him from prying eyes and ears. As a standard action he can grant himself +10 sacred bonus on Hide and Move Silently checks for up to five minutes per day. The duration need not be consecutive. Ending the effect is a free action
Thwart Magic Trap (Ex) Curudin gains +3 bonus on all Disable and Search checks made to locate, disable, or bypass magic traps
Sacred Defense (Ex) he gains +4 bonus on saves against divine spells, as well as spell-like and supernatural abilities of outsiders
Locate Creature (Sp) 1/day Curudin can use locate creature (CL 9th)
Locate Object (Sp) 1/day he can use locate object (CL 9th)
Divine Perseverance (Su) 1/day if brought to negative hit points Curudin automatically heals 3d6 + 5 hit points
Divine Emissary (Ex) he can comminicate telepathically with CG outsiders (or outsiders that are servants of Erevan Illesere) within 60 ft.
Imbue with Spell Ability (Sp) 1/day (CL 21st)
Transcendence (Su) Curudin transcended into an outsider of the native subtype. The apotheosis grants him immunity to any spell or effect that doesn't affect outsiders as well as darkvision out to 60 ft. He gains chaotic and good subtype. Curudin still must eat, breathe and sleep, and can be raised from the dead normally
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Sources PHB 3.5, PHB II, DMG 3.5, DMG II, Player’s Guide to Faerun (3.5E), Races of Faerun (3.5E), Magic of Faerun (3E), Races of the Wild (3.5E), Complete Warrior (3.5E), Complete Adventurer (3.5E), Unearthed Arcana (3.5E), Silver Marches WE (3E), Realms Bestiary II (3.5E), Dragon 326
Green Elven Vampire

11-17-06, 03:45 PM
Wowsers!!! I don't even know what half of that stuff is, LOL. Great job my friend. Looks great! I didn't think there was that much of a difference between 3 & 3.5ED. (not looking forward to buying all those new books)

So what do I do now? I have his backstory and quote and all that jazz. Do you think he's too powerful? I've played him since 2ED and had to convert to 3ED and that's how you first see him. Lemme know bro!

:cool: :D ;)
Jiggawha

11-17-06, 04:00 PM
I don't think he's overpowered, only the story is unbelievable (at least to me), especially with Khelben and Moonstars and Elaith with Khelben, and the Shades and Churches, give him a more subtle, mysterious description, not mentioning those major events, and drop a few levels of the guild members. Add a joke in Hook

When you're done you can PM me the Description to edit the post or you can edit your own old post by replacing it with this one whatever you want
Jiggawha

11-19-06, 09:37 AM
Ferla Treerunner of the Trunadar CR 14
Male elite old-aged wild elf Barbarian 2/Spirit Shaman 12 of Rillifane Rallathil
CG Medium Humanoid (elf)
Init +5; Senses low light vision; Listen +18, Spot +19
Languages Elven, Common, Sylvan, Dambrathan, Halfling
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AC 15, touch 15, flat-footed 12 (+3 Dex, +3 deflection, -1 trait)
Hp 107 (14 HD)
Immune to erase, sleep
Resist DR 5/cold iron
Fort +16, Ref +10, Will +19; (+1 against spells, +5 against enchantment spells and effects)
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Speed 40 ft. (8 squares)
Melee +1 paralyzing quarterstaff +13/+8/+3 (1d6 +2/20/x2)
Ranged eagles' cry bow +19/+14/+9 (1d8 +6 plus arrow effect/20/x3)
Base Atk +11; Grp +12
Combat Gear death arrow (half-elves), +2 paralyzing (DC 17, 10 rounds) arrow x4, poisoned (black lotus, 3d6 initial and secondary Con damage, DC 20) arrow x12, poisoned (giant wasp, 1d6 initial and secondary Dex damage, DC 18) arrow x8, tattoo of barkskin, tattoo of brittleskin, tattoo of Darsson's cooling breeze, tattoo of forestfold, tattoo of mass camouflage, tattoo of tree shape, tattoo of vigor
Spirit Shaman Spells Retrieved (CL 12th): 3/3/3/3/2/2/1
6th (4/day)–shuffle
5th (6/day)–baleful polymorph, tree stride
4th (8/day)–command plants, sheltered vitality
3rd (8/day)–call lightning, primal form, summon nature's ally III
2nd (8/day)–barkskin, easy trail, splinterbolt
1st (8/day)–cure light wounds, detect snares and pits, wood wose
0 (6/day)–detect magic, detect poison, purify food and drink
Spell Save DCs (18 + spell lvl., +1 per component added to the spell)
Spell-Like Abilities (CL 14th):
At will–blessing of the spirits, detect spirits
1/day–charm monster (DC 22), confusion (DC 22), deep slumber (DC 21), dimension door (DC 22), disguise self, summon nature's ally V, warding of the spirits (DC 21)
1/week–recall spirit
Item Provided Spells (Acorn, CL 3rd):
1/day–speak with animals
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Abilities Str 12, Dex 17, Con 10 (14), Int 14, Wis 22 (26), Cha 18 (22)
SQ Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with halfspear, shortbow, longbow; Fast Movement, Rage, Uncanny Dodge, Spirit Guide, Wild Empathy, Chastise Spirits, Detect Spirits, Blessing of the Spirits, Follow the Guide, Ghost Warrior, Warding of the Spirits, Spirit Form, Guide Magic, Recall Spirit
Feats Alertness (bonus), Fey Heritage, Fey Legacy, Fey Presence, Fey Skin, Nymph's Kiss, Primitive Caster, Tattoo Magic
Flaws Quick Burning Rage, Slow to Anger
Traits Abrasive, Aggresive
Character Theme Tattooed (butterfly)
Skills Climb +2, Concentration +14, Craft (caligraphy) +4, Diplomacy +22 (only for animals), Handle Animal +15, Heal +17, Hide +10 (only in woodlands), Jump +3, Knowledge (history) +5, Knowledge (nature) +17, Listen +18, Profession (herbalist) +10, Ride +4, Search +4, Spellcraft +16, Spot +19, Survival +21 (+23 in aboveground natural environments), Swim +2
Possessions above plus acorn of acuity, armbands of defense +3, camouflage dye, earing of charisma +4, eyes of the jungle (small mask carried by a bird, if Ferla concentrates on the bird scout he can see through her eyes), forest camouflage kit (+2 to Hide in the woodlands), living belt [Leaflord's magical token, adds +4 to Wis, provides +1 to Knowledge (nature)], pouch of trails, spiritual talisman (Seelie relic, wearer must have Nymph's kiss feat to activate it, adds +2 to all checks that use Cha ability as a component),Tunalor's protection pin (token of faith, provides +1 bonus to attack when using the aid another action to grant an ally an AC bonus and acts as amulet of health +4, grants spell immunity to erase spell)

Eagles' Cry Bow this +5 composite longbow (+1) is a sacred relic of the Seldarine. A work of art covered in beautiful woodcarvings depicting scenes from the Trunalor history. The bow has a natural range increment of 220 ft. and a maximum range of twenty increments. Upon a wielders command word it can let out an eagles shriek, all allied elves within 30 ft. hearing it are inspired in courage, recieving +3 morale bonus on saves against charm and fear effects and on attack and damage rolls. They are affected by courage for the following 5 rounds.
Strong Transmutation; CL 15th; Craft Magic Arms and Armor; Far Shot; true strike, creator must be an elf; Price: 73,800 gp; Weight 3 lb.
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Hook ''We'll strike them first, ask questions later.''
Description Ferla ''Treerunner'', or ''Treeclimber'' how would some sages translate this elvish dialect, is the nominal leader of a tribe of wild elves who call themselves the Trunadar or ''star people''. He's a powerful shaman and a spiritual leader of a tribe that inhabits the southern part of the Amtar jungle. Ferla has been their leader for more than a three centuries but he serves his community as an example not a tyrant. Although the Trunadar have perfected skirmishing Ferla knows that due to their number they cannot mount a direct assault against hated drow and their allies. He sometimes sends or leads a raiding party to disrupt logging near Elveswatch. This causes that Dambraii rulers send a force of soldiers against them. When wild elves retreat into the jungle the Crinti soldiers dare not to follow them
Note *''spirit'' includes any of the following creatures: incorporeal undead, fey, elementals, creatures in astral form or with astral bodies (but not on Astral Plane), creatures of the spirit subtype, spirit folk, telthors and creatures created by spells such as dream sight or wood wose
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Fast Movement (Ex) his land speed is faster than normal by 10 ft.
Rage (Ex) 1/day Ferla can fly into a screaming blood frenzy in which he gains +4 to Str and Con, +2 morale bonus on Will saves but he takes a -2 penalty to AC. While raging he cannot use any Cha, Dex or Int based skills (except for Balance, Escape Artist, Intmidate and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. Entering a rage requires him a full round action and it lasts for 4 rounds after which he's fatigued
Uncanny Dodge (Ex) he retains his Dex bonus to AC even when caught flat-footed or struck by an invisible attacker. Ferla loses the ability if immobilized
Spirit Guide inside his own mind and soul exists a personification of the spirit world. Ferla's spirit guide is in a form of an otter who represents joy and laughter. It confers greater awareness of his surroundings, and grants him the Alertness feat
Wild Empathy (Ex) Ferla can improve an attitude of an animal, ability functions like Diplomacy check (add +22 to d20 roll), he must be within 30 ft. Influencing takes around a minute
Chastise Spirits (Su) 11/day as a standard action he can deal 12d6 damage to all spirits* within 30 ft. (Will save DC 30 for half damage), he doesn't have to roll normal 50% miss chance
Detect Spirits (Sp) the spirit shaman's guide perceives nearby spirits, at will he can use detect spirits (as detect undead except different group of creatures is detected)
Blessing of the Spirits (Sp) Ferla knows how to perform a special rite which requires 10 minutes of his time. The ward he creates around himself functions as a protection from evil except it affects spirits. It lasts until dispelled or dismissed
Follow the Guide (Su) if he's affected by enchantment spell or effect, his spirits guide helps him regain control, meaning he can attempt another save 1 round later after failing
Ghost Warrior (Su) any weapon he wields confers the ghost touch special ability, also he's resistant to touch attacks of incorporeal creatures and may use his normal AC against such attack
Warding of the Spirits (Su) 1/day Ferla can perform a special rite that functions as magic circle against evil except it affects spirits. Performing the rite requires 1 minute, the effect lasts for up to two hours
Spirit Form (Su) 1/day, as a strandard action, he can make himself incorporeal for up to 1 minute. Ferla gains immunity to all nonmagical attack forms, a 50% chance to ignore damage from any corporeal source, and the ability to enter or pass through solid objects. he loses any armor or natural armor bonus to AC, but gains +8 deflection bonus (Cha modifier). Also he cannot physically affect corporeal creatures except by his magical melee touch that deals 1d6 damage (uses Dex bonus for attacks rolls)
Guide Magic (Su) as a free action he can assign his spirit guide of concentrating on a spell or spell-like ability that is maintained through concentration. Spirit guide can maintain only one spell at a time and uses Ferla's normal Concentration check. It's not affected by the damage and disturbances that Ferla takes
Recall Spirit (Sp) 1/week Ferla can restore to life a recently deceased creature by reconnecting a spirit to its body. Ability functions like raise dead except it must be used within 1 round of the victim's death, the creature doesn't lose lvl. or Constituton points or spells. It is restored to -1 hit points (stabilized)
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Sources PHB 3.5, DMG 3.5, Player’s Guide to Faerun (3.5E), Races of Faerun (3.5E), Shining South (3E), Complete Divine (3.5E), Complete Mage (3.5E), Races of the Wild (3.5 E), Spell Compendium (3.5E), Unearthed Arcana (3.5E), Dragon 224, 279, 325, 326, 331 and Shining South (2E).
theartistformerlyknownas

11-19-06, 05:18 PM
I don't think he's overpowered, only the story is unbelievable (at least to me), especially with Khelben and Moonstars and Elaith with Khelben, and the Shades and Churches, give him a more subtle, mysterious description, not mentioning those major events, and drop a few levels of the guild members. Add a joke in Hook

When you're done you can PM me the Description to edit the post or you can edit your own old post by replacing it with this one whatever you want

I thought the same thing, so I took the liberty of altering the description to be a lil more relaistic. I hope GEV doesn't mind:

Young and charismatic, Curudin Ahmaquissar is head of the Fey Jester's clergy in the Frozen North. Operating primarily out of Everlund, Curudin commands a small group of like-minded vigilantes known as "The Laughing Twilight" that spoil the machinations of both reputable and infantile thieves guilds attempting to build prescences throughout the Silver Marches. Known by Silvaeren as "The Shadow of Silverymoon," Curudin is a hero of the common folk who have been wronged financially through corrupt business dealings, gambling debts, or petty larceny. Silvaeren mothers have even used legends of his exploits as stories to scare the local youth out of greed and selfishness, so in spite of the esteem he has earned with the general public, he has developed a bit of a bogeyman reputation among small children (a reputation that Curudin has done nothing to dispel).

"The Laughing Twilight" maintains a front as a festhall and shrine of the same name dedicated to the Fey Jester and similar gods of trickery within Neverwinter, Everlund and Silverymoon. From these bases, Curudin's followers can feel free to plot (seemingly) grand and elaborate schemes to humiliate various proud (and often evil) leaders of powerful organizations throughout the Sword Coast North, for the sheer enjoyment of the act. The Rogues more daring exploits include thefts from Fzoul Chembryl, Alustriel Silverhand, Mintiper Moonsilver, and even the Mighty City of Shade (the last nearly ending Curudin's life).

Curudin has close ties to the Seelie Court, and a strong following of fey and feytouched are found in his number. His debaucherous sense of humour and ready smile has ensured him the blessing of Erevan, who has (only half jokingly) named him his 'shadow'. With the aid of powerful fey magic, Curudin's exploits have become nearly as daring of those of the deity himself, never leaving a trace as to the source of the deed. Although there are many who suspect (and correctly so) the church of Erevan to be the source of the "coincedences," The Laughing Twilight was taught by the best to cover their tracks, and so far, maintains a clean record.

NOTE: I left the hook out because I thought this was best left up GEV, seeing how it's his character. I also omitted anything that made the character sound like an invincible superhero. I think it worked out nice and simple.
Jiggawha

11-19-06, 05:54 PM
Thanks, we'll see when GEV shows up
Alediran

11-20-06, 09:36 AM
I have Alediran's stats here.

Alediran Tir'ent CR 11
Male Sun Elf Wizard 5/Elemental Savant (air) 6
CG Medium Humanoid
Deity: Aerdrie Faenya
Init +2; Senses Listen +4, Spot +4
Languages: Elven, Common, Auran, Draconic, Sylvan, Chondatan, Celestial, Goblin, Seldruin, Undercommon
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AC 18, touch 13, flat-footed 16 (+2 Dexterity, +1 Natural, +4 Armor, +1 Deflect, +4 Shield)
HP 44 (11 HD)
Fort +5 (+8), Ref +5 (+9), Will +12 (+16)
SR 20
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Speed 30 ft. (6 squares)
Melee Rapier +5 (1d6/18-20)
Ranged Longbow +7 (1d8/x3)
Base Atk +5; Grp +5
Wizard Spells Prepared (CL 11th, DC 18 + spell lvl/19 + spell lvl for Evocation/20 + spell lvl for Electric Evocations):
6th - Chain Lightning (DC 26), Disintegrate (DC 24), Mass Reflective Disguise
5th - Duelward, Firebrand (DC 24), Reciprocal Gyre (DC 23), Skin of the Steel Dragon, Control Winds
4th - Fire Shield, Ice Storm (DC 23), Greater Invisibility, Leomund's Secure Shelter, Orb of Electricity, Stoneskin
3rd - Alediran's Storm Shield* (DC 23), Dispel Magic, Fly, Gaseous Form, Lightning Bolt (DC 23),
Scintillating Sphere (DC 23), Stars of Arvandor
2nd - Bear's Endurance, Fox's Cunning, Invisibility, Protection From Arrows, See Invisibility, Web
1st - Benign Transportation, Mage Armor, Magic Missile, Obscuring Mist, Shield, Shocking Grasp, True Strike
0 - Arcane Mark, Mage Hand, Message, Prestidigitation
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Abilities Str 10, Dex 14, Con 12, Int 22 (+4), Wis 14, Cha 12
SQ Elven Traits, Elemental specialty, Resistance to Energy 10, Energy Penetration (electric) +2, Energy Focus (electric) +1, Darkvision
Feats Empower Spell, Energy Substitution (Electric), Scribe Scroll,
Spellcasting Prodigy, Spell Focus (Evocation), Combat Casting, Improved Counterspell, Spell Penetration, Maximize Spell
Skills Concentration +20, Decipher Script +17, Diplomacy +7, Knowledge (Arcana) +24, Knowledge (Elves) +8, Knowledge (Local-High Forest) +9, Knowledge (Local-Evermeet) +9, Knowledge (The Planes) +18, Knowledge (History) +18, Ride +6, Spellcraft +24, Survival +4

Possessions Headband of Intellect +4**, Third Eye Penetration, Robe of Arcane Might, Belt of Battle, Tunic of Steady Spellcasting, Cloak of Resistance +2***, Amulet of Natural Armor +1, Bracers of Arcane Freedom, Ring of Deflection +1, Ring of Counterspelling, Boots of Striding & Springing.

Sleep bag, Spell Component Pouch, Spellbook of Infinite Pages****, Spoon of Sustenance, Harper Pin (lesser). As member of House Tir'ent, Alediran can obtain any magical item up to a value of 20.000 GP.

Spellbook spells prepared plus 0 - all; 1st - Accelerated Movement, Alarm, Animate Rope, Appraising Touch, Arcane Sensitivity, Bigby's Helpful Hand, Bigby's Tripping Hand, Charm Person, Comprehend Languages, Disguise Self, Expeditious Retreat, Familiar Pocket, Golem Strike, Hold Portal, Lesser Electric Orb, Mount, Nerveskitter, Protection from Evil, Ray of Enfeeblement, Sleep, Sniper's Shot; 2nd - Alter Self, Animalistic Power, Arcane Lock, Augment Familiar, Bear's Endurance, Blur, Cat's Grace, Continual Flame, False Life, Ghost Touch Armor, Glitterdust, Master's Touch, Ray of Stupidity, Spectral Hand, Spider Climb, Summon Monster II, Touch of Idiocy 3rd - Antidragon Aura, Arcane Sight, Bigby's Disrupting Hand, Clariaudience/Clarivoyance, Deep Darkvision, Haste, Hold Person, Greater Mage Armor, Magic Circle Against Evil, Nondetection, Primal Form, Protection from Energy, Spider Skin, Summon Monster III, Suppress Breath Weapon, Tongues; 4th - Arcane Eye, Detect Scrying, Dimension Dor, Dimensional Anchor, Ethereal Mount, Fire Stride, Force Missiles, Forceward, Otiluke's Resilient Sphere, Polymorph, Rary's Mnemonic Enhancer, Scrying, Summon Monster IV, Wall of Good; 5th - Cone of Cold, Dismissal, Feeblemind, Lesser Ironguard, Mordenkainen's Private Sanctum, Permanency, Prismatic Ray, Rary's Telepathical Bond, Summon Monster V, Teleport, Wall of Force; 6th - Truee Seeing.
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Note: Alediran has a Small Air Elemental as a familiar
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Hook: "Come with me to see the wonders of Faerûn. There is much to discover and old realms to visit. Take my hand and feel like a bird."

* New spell described in the spell section
** Already accounted in the stats
*** Already accounted in the stats
**** New object, described in the Magical Items section
-------------------------------------
Sources: PHB 3.5, Races of Faerûn, Player's Guide to Faerûn, Complete Arcane


Story

Alediran was born in 1247 DR in the island of Evermeet. He is the first son of Vandromil and Elendoriel of House Tir'ent, the famous, among open-minded elves of Evermeet, family that travels Faerûn in search for lost lore, adventures in many places, and to never stop learning about the mainland, the mission Rhistel Tir'ent, formerly Durothil, gave to his descendants the day he returned to Evermeet after more than three centuries of wandering.

Like all members of House Tir'ent, Alediran showed a great connection to the Weave before his birth, so it was natural that he would study magic with his family during his time before acceptance in the Towers of Moon and Sun, still under Amlauril Moonflower's rule. With much free time in his years of apprenticeship due to his already extensive knowledge about the Art, Alediran spent much of it learning about a subject that obsessed him, the lost city of Myth Drannor, a place his uncle Unelas related many times during his short visits to the family.

His passion about Air Magic was started the first time he saw an elf flying with a simple Fly spell, since that moment he wanted to experience the wonders of the sky, making him a faster learner than even before, something incredible, even for a Tir'ent. He had to wait many years to earn the official recognition as a Wizard, but he spent every free time in his favorite subjects. He also got permission to return with his family while he waited for his approval.

Many years passed slowly for Alediran, who started to feel the call for adventure in his blood. The great day happened in the final days of 1370 DR. The official recognition finally was his, so he started his preparations to make the sea travel on Mirtul 1371 DR, his first destination was Halruaa, where an old friend of his parents lived, a master Elemental Savant who will become his new teacher. His voyage was interrupted by Kymil Nimesin's attack. It was a sad day for Alediran when the Towers where he was trained as a Wizard fell, he was the first to arrive at the place where they stood, to find Kymil's brother standing there. Alediran knew him very well, they where old rivals in the same towers that now where just rubble. They fought with spell first and steel later, something that neither of them knew well. The battle finished when the first patrol of elves arrived at the place, just in time to see Kymil's brother leaving the scene.

Just some days after the invasion, Alediran changed his plans, instead of traveling by sea; he used one of the portals known by his family that leads to Waterdeep. There he stayed two tendays, accustoming to the change of life he had, while he waited for a ship that would take him to distant Halruaa. He arrived without incidents, something strange he thought, and went immediately to Aldym Zorastryl's house. Alediran already had a mental image of his future master, but it fell short when he saw him, the very elemental air seemed to flow on him. Alediran knew his path; he would become an Elemental Savant.

Almost a year after he met his newest teacher, Alediran was tasked by him for a final mission in distant Rashemen. An air spirit was trapped there, waiting to be released. Another long and uneventful journey was behind the young elf when he arrived to one of the many villages that dotted the lands. Alediran sensed the old magics in these lands as soon as he arrived. The guards where surprised to see a Tel'Quessir, but not as surprised as Alediran imagined. When he told them about his mission, they only laughed and conducted him to the local Wychlaran.

Great was Alediran's surprise when instead of an old women, he saw a drow, even younger than him, living in that place. She had silver hair, something that Alediran knew, was the blessing of Eilistraee, his mother told him about this, she’d met many followers of Eilistraee during her secret visits to the Promenade Temple. He sensed the bristling eldritch energies that flowed from her.

She presented herself only as Liriel, and they exchanged stories during the rest of the day, many adventures where in the memory of both elves, and they shared the same two things, love for the Art and for the danger of the roads. They became close friends in short time, and she helped him to find the lost spirit. They found him trapped inside a magic circle, the work of Red Wizards said Liriel, she proceeded to release it from the magical imprisonment. It was thankful to both of them and promised to repay the favor one day.

Since his task was complete he was ready to return, but he also found a kindred spirit so he wanted to stay with Liriel, fortunately for him, Liriel was bored with the easy life in Rashemen, so she decided to travel with him. The return trip was a little more interesting, a good sign they both knew.

The very night Alediran arrived to his master's house was the last one he staid there; he finally became an Elemental Savant by bonding a small air elemental that his master called as his familiar. With Liriel and his new familiar, Alediran continues his travels across Faerûn; he was seen in Silverymoon during Flamerule 1372 DR, joining forces with a group of other Tel'Quessir.
Green Elven Vampire

11-20-06, 04:18 PM
I thought the same thing, so I took the liberty of altering the description to be a lil more relaistic. I hope GEV doesn't mind:



NOTE: I left the hook out because I thought this was best left up GEV, seeing how it's his character. I also omitted anything that made the character sound like an invincible superhero. I think it worked out nice and simple.

Great!!! Loved it. Just got back into town after a long weekend, so give me a day to recover and I'll finish it all up. Again, great work and well done. :cool: :D ;)
Jiggawha

11-22-06, 04:46 PM
I'm testing the bladesinger, looks good

Josidiah Starym CR 24
Male elite midle-aged sun elf Bard 1/Wizard 4/Fighter 4/Bladesinger 15
NG Medium Humanoid (elf)
Init +7; Senses low-light vision; Listen +8, Spot +6
Languages Elven, Common, Sylvan, Dwarven, Gnome, Halfling, Undercommon, Celestial, Seldruin, Auran
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AC 42, touch 31, flat-footed 22 (+7 Dex, +4 deflection, +9 dodge, +9 armor, +1 luck, +2 sacred)
Hp 181 (24 HD)
Immune to sleep, fear and fear effect (only under moonlight)
Resist 5/silver, critical hits and sneak attacks (75 percent)
Fort +20, Ref +31, Will +30; (+2 against enchantment spells and effects)
------------------------------------------------------------
Speed 40 ft. (8 squares)
Melee Aryfaern Kerym +30/+30/+30/+25/+20/+15 (1d8 +21 +1d6 fire +2d6 holy/17-20/x2 plus 1d10 fire)
Base Atk +19; Grp +24
Special Atk Arcane Strike (free action, +1 to attack and +1d4 to damage per spell slot sacrificed for 1 round), Blade of Force (swift action, +8 force damage to melee attacks until he misses, ignores miss chance of incorporeal creatures)
Special Actions Combat Expertise (can take up to -5 penalty to attack, which provides +5 dodge bonus to AC), Defensive Targeting (defensive casting, +2 to any touch attack next turn), Narrow Profile (+2 dodge bonus to AC when fighting defensively or using total defense action), Off-Hand Balance (after successfully striking a foe he gains +2 bonus on Tumble checks to avoid attacks of opportunity until the start of next turn), Off-Hand Swap (if he strikes his foe two times in a round he can use special feint using Sleight of Hand), Practiced Defense (defensive casting for 2 rounds, +10 to Concentration in the next turn), Safe Retreat (he doesn't provoke attacks of opportunity in the turn after he's successfully casted a spell from from foes who threatened him), Spell and Sword (if he deals damage with a spell, he gains +1 to first attack roll against affected foes in the next round), Sword and Spell (if he makes a melee attack against a foe, he gains +1 to DC of the first spell he uses against the same foe)
Combat Gear belluth of incendiary surge with jacinth (10th, 14 charges), scroll of coat of arms, scroll of dance of blades, scroll of reciprocal gyre, scroll of the Srinshee's spell shift, scroll of teleport
Wizard Spells Prepared (CL 20th, +1 for force spells*, +1 for Evocation spells): 4/7/6/6/6/6/4/4/3
8th–Halaster's blacksphere, mysterious redirection, smiting emerald flame fist
7th–dragon ally, ironguard, maximized force missiles, Mordenkainen's sword
6th–chasing perfection, howling chain, maximized manyjaws, shadow walk
5th–dimension jumper, lightning leap, maximized crystalline memories, smiting corporeal instability, telekinesis, wall of force
4th–bloodbriars, force claw, greater invisibility, Otiluke's suppressing field, polymorph, vortex of teeth
3rd–chain missile, haste, Laeral's silver lance, smiting combust, smiting infernal wound, spellcaster's bane
2nd–daggerspell stance, deflect, detect thoughts, fox's cunning, glitterdust, smiting shocking grasp
1st–critical strike, hold portal, jump, magic missile, persistent blade, shield, true strike
0–arcane mark, detect poison, mage hand, silent portal
Spell Save DCs (19 + spell lvl.)
Special Josidiah cannot cast spells from Necromancy and Enchantment schools, he can can use Silent Spell, Still Spell and Eschew Material feats automatically without the spell lvl. increase
Bard Spells Known (CL 1st): 4
0 (2/day)–ghostharp, light, lullaby, message
Spell Save DC (16 + spell lvl. )
Item Provided Spells (CL 25th):
At will–detect magic
3/day–greater dispel magic
Item Provided Spells (CL 7th):
1/day–levitate, water walk (self only)
Item Provided Spells (CL 13th):
3/day–spell turning (9 levels)
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Abilities Str 16 (20), Dex 20 (24), Con 12 (16), Int 25 (29), Wis 15 (19), Cha 19 (23)
SQ Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow; Bardic Knowledge, Bardic Music, Bladesong Initiate, Spellsong Magic, Spellsong of Focus, Bladesong Adept, Spellsong of Celerity, Spellsong of Presence, Bladesong Feat, Spellsong of Fury, Bladesong Master
Feats Arcane Strike, Battlecaster Defense, Battlecaster Offense, Blade of Force [reserve], Bladesong Style (bonus), Combat Casting, Luck of Heroes, Maximize Spell, Practiced Spellcaster, Smiting Spell, Scribe Scroll (bonus)
Fighter Bonus Feats Combat Expertise, Einhander, Weapon Focus (longsword)
Epic Feats Combat Insight, Epic Prowess
Flaws Elven Pride of Arms, Forlorn
Traits Easygoing, Polite
Skills Balance +14, Climb +9, Concentration +28 (+32 when casting defensively), Decipher Script +15, Diplomacy +20, Gather Information +11 (+13 in Cormanthor), Handle Animal +10, Hide +10, Intimidate +8, Jump +19, Knowledge (arcana) +34, Knowledge (history) +14, Knowledge (local, Cormanthor) +14, Knowledge (nature) +11, Knowledge (nobility and royalty) +12, Knowledge (religion) +11, Knowledge (the planes) +10, Listen +8, Move Silently +17, Sleight of Hand +8, Perform (dance) +10, Perform (sing) +21, Ride +11, Sense Motive +8, Spellcraft +38, Spot +6, Swim +7, Tumble +26, Use Magic Device +11 (+17 when involving scrolls)
Possessions above plus boots of the woodland (+4 insight bonus to Ref saves, +10 ft. land speed, +10 to Move Silently checks, constant endure elements effect), elixir of vision, elven flute, Moonbow's phylactery (immune to all fear effects if under moonlight), mooncloak +5, moondraught, +5 twilight elvencrafted mithral shirt, retributive amulet, ring of spell turning, ring of medium armor +4, Sakrattars' bracers, Starym giiraegisir (3/day, +5 deflection bonus to AC for 1 minute), shirt of the moon, telkiira

Sakrattars' bracers were once created by elven crafters during the Second Rysar of Cormanthyr for the Coronal. After his passing the bracers were lost and shattered until they were found by Josidiah in the western woods. He restored them. Bracers are made of mithral and three prismatic cut star saphirres. Wearer of the bracers must have a good alignment to gain benefit of the bracers. He is under a constant effect of Sakkratar's triple strike spell.
Moderate Transmutation; CL 10th; Craft Wondrous Item, Sakrattar's triple strike; Price 283,600 gp; Weight 1 lb.
Telkiira Josidiah's lore gem contains 200 spells, he prefers offensive spells with force descriptor or electricity component. Kiira contains two evil spells and no spells of Necromancy and Enchantment schools. Beside all standard abilities lore gem provides his telkiira contains 10 ranks in Decipher Script (+19), Gather Information (+16), Knowledge (history) (+19) and Sense Motive (+14) skills
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Hook ''Music is moonlight in the gloomy night of life.''
Description Josidiah was born in the Year of the Smiling Moon in the City of Cormanthyr to his sun elf father and moon elf mother. He was born in one of the most influential houses of the realm, the Starym clan. During his initiate years as a bladesinger he was given an unique figurine of wondrous power in a shape of a panther, Guenhwyvar. Aravae and Josidiah fell in love years ago when they were wandering the realm. Josidiah is an honorful bearing has increased respectability of the house among the Coronal's Court. In the Year of the Flame Tongue he has undergone a quest to recover the lost Aryvelar Kerym to prove to the Coronal Eltargrim that the heir of the house Starym is worthy marrying his niece and heir, Aravae. He and his troupe of bladesingers and akh'faern ventured into the Underdark beneath the Twisted Tower, vowing to return with the lost treasures. Unfortunately Josidiah returned from longlasting quest after the Eltagrim's passing to Arvandor and after Aravae was assassinated in secret. His reward is personal heartbreak as he realizes all he worked for is gone. As a wielder of the Artblade he took over the leadership of the Akh'Faer. Josidiah no longer walked with his magnificent panther. Bladesinger Spell-Major remained in his position until the the Year of Doom. In the last battle, in defense of the Speculum, after slaying hundreds of fiends alone, blue-eyed sun elf gave a magical salute to his patron godesses Sehanine and Mystra and vanished in the blazing storm of white fire that claimed his malicious foes. Some sages believe that Josidiah and his blade were transported to Dweomerheart or Arvandor
Note all bonuses are calculated presuming that he's in offensive stance
*if they aren't all expanded
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Bardic Knowledge he knows some relevant information about local notable people, legendary item, or noteworthy places. Josidiah adds 11 to the check
Bardic Music 1/day, he can use his song or poetics to produce magical effects on those around him. Starting a effect is a standard action, and standard action is required each round to maintain the ability. Abilities are: Spellbreaker song (Sp, for three rounds he can interfere spells of enemy spellcasters within 30 ft. and they take 20 % failure chance when casting any spell that has a verbal component); Fascinate (Sp, he can use his Perform check against creatures within 90 ft. that are able to hear and see him. His check result is the DC for each affected creature's Will save against the effect. If creature fails the save it sits quietly and listens for 1 round. Target takes -4 penalty to skills made as reactions such as Listen and Spot. Any potential threat requires Josidiah to make another check. Any obvious threat ends the effect; Inspire Courage (Su, Josidiah can use his song or poetics to inspire courage in his allies and himself. Effect last as long as he performs and five rounds thereafter. It provides +1 morale bonus to saves against charm and fear effects and on attack and weapon damage rolls
Bladesong Initiate (Ex) Josidiah has chosen longsword to be his favored weapon. He receives a -2 penalty to attack with all weapons other than his favored weapon. When wielding his favored weapon in one hand, nothing else in the other, and not using a shield, Josidiah is in the bladesong stance. He must be in the bladesong stance to gain any benefits from the bladesong and spellsong abilities of the bladesinger class. If he wears medium or heavy armor, he loses all benefits of the bladesong stance. When in the bladesong stance the bladesinger gains a dodge bonus to Armor Class equal to her class level, up to a maximum of her Intelligence bonus
Spellsong Magic Due to dedication of combining magical and martial skills into a harmonious art, he has abandoned studies in schools of enchantment and necromancy and cannot cast spells from these schools. When the bladesinger uses a spell for any of his spellsong abilities, the spell gains a verbal component. Spells used for spellsong abilities cannot be enhanced by the Silent Spell metamagic feat or have their verbal components otherwise negated or countered, such as under the effects of the silence spell or if the bladesinger cannot speak
Spellsong of Focus (Ex) he can take 10 when making a Concentration check to cast defensively when in the bladesong stance
Bladesong Adept (Ex) when in the bladesong stance Josidiah ignores arcane spell failure chance when wearing light armor. He can also use his favored weapon to do piercing or slashing damage, but not both at the same time
Spellsong of Celerity (Ex) Josidiah can quicken one spell as part of a full attack when in the bladesong stance. Doing this has no effect on the spell's effective level. He must make at least one melee attack in any round in which he uses this ability, and he cannot make an attack with anything other than his favored weapon. The bladesinger can use this ability 9 times per day
Spellsong of Presence (Ex) he can expend a spell as a standard action to use Perform (Singing) in place of Intimidate for up to 7 rounds. The bladesinger gains a bonus on Intimidation checks equal to the spell level expended. He can only use this ability while in the bladesong stance
Spellsong of Fury (Ex) when he makes a full attack while in his bladesong stance, he can make one additional attack in a round at his highest base attack bonus, but this attack and each other attack made in that round takes a -2 penalty. This penalty applies for one round, so it also affects attacks of opportunity the bladesinger might make before her next action. If the bladesinger makes the full attack using spellsong of fury in the same round he successfully casts a spell using spellsong of celerity, Josidiah only takes a -1 penalty to all attacks for the round
Bladesong Master (Ex) Josidiah adds his Dexterity bonus to melee damage when in the bladesong stance. He also gains a +2 competence bonus to disarm and trip attempts with his favored weapon
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Sources PHB 3.5, PHB II, DMG 3.5, Player’s Guide to Faerun (3.5E), Book of Exalted Deeds (3.5E), Races of Faerun (3.5E), Magic of Faerun (3E), Races of the Wild (3.5E), Unearthed Arcana (3.5E), Miniature's Handbook (3.5E), Lost Empires of Faerun (3.5E), Complete Mage (3.5E), Complete Arcane (3.5E), Complete Warrior (3.5E), Waterdeep (3.5E), Dragon 323, 324, 327, 328, 329, 335 and Cormanthyr (2E), the Fall of Myth Drannor (2E).
Dark Wizard

11-23-06, 03:14 PM
Josidiah Starym looks excellent, though technically I'm positively biased :D. How do the numbers look compared to the regular Bladesinger PrCs, to the 2e Kit, or other Fighter/Mage style character setups?

Jiggawha, you choose the two barred schools I figure most bladesingers would choose (since the RoF Bladesinger didn't have a single spell in either of those two school along with a number of other reasons). I added the flavor text about that into my word file after I posted the class mechanics.

I think you made great use of supplemental feats and abilities to work with the Bladesinger's fighting style, a style that is both a strength and a weakness. As expected, wielding the Artblade and a number of other interesting magic items never hurts either. ;)
Jiggawha

11-23-06, 04:29 PM
Josidiah Starym looks excellent, though technically I'm positively biased :D. How do the numbers look compared to the regular Bladesinger PrCs, to the 2e Kit, or other Fighter/Mage style character setups?

Thanks, I think the numbers are good, BAB and spellcasting is balanced, though I don't have anything to compare it

Jiggawha, you choose the two barred schools I figure most bladesingers would choose (since the RoF Bladesinger didn't have a single spell in either of those two school along with a number of other reasons). I added the flavor text about that into my word file after I posted the class mechanics.

Yes, Necromancy is always a good choice for banned shools among elves, though I've discovered that almost exclusively necromancy uses touch spells, I've used all existing touch spells for smiting spell feat released in 3E.

I think you made great use of supplemental feats and abilities to work with the Bladesinger's fighting style, a style that is both a strength and a weakness. As expected, wielding the Artblade and a number of other interesting magic items never hurts either. ;)

Aye, this new books Complete Mage and PHB II really came to good use, never thought it would
Penknight

11-24-06, 10:47 AM
Awesome job on the characters, and I especially liked seeing the Lady of Moonlight from Cormanthyr. I have some very fond memories of my campaign where a few of my PCs encountered her. :)

Do you think that you may get around to statting out Queen Amlauril of Evermeet? I would love to see how you portray her class-wise. Thank you and keep up the great work!! :D
Jiggawha

11-24-06, 11:35 AM
Hmm, maybe, I'm not yet sure what Chosen of Seldarine template does, and we must define some mitigating factors for elven high magic, so, not yet

I'm glad you liked the Lady
Lord Karsus

11-24-06, 01:28 PM
Hmm, maybe, I'm not yet sure what Chosen of Seldarine template does, and we must define some mitigating factors for elven high magic, so, not yet

I'm glad you liked the Lady

-Concerning Queen Amlauril:


What is known for certain is that she can cast the devastating and powerful High Magic spells with none of the ill effects...

and

Teleportation: Queen Amlaruil herself controls the most powerful of the spells that defend Evermeet, an ability granted her by Corellon Larethian himself. At will, the queen can automatically teleport any ship or flying vessel that approaches within five miles of the island. Teleported ships are instantly sent 20d20 miles in a random direction. Amlaruil's teleportation ability is impressive, but it has limitations. She can only use the power three times per day, and it cannot be used on targets below the surface of the ocean or underground. While potent, the teleportation is of limited use against a determined enemy with dozens of ships, or an enemy attacking from underwater or underground. On occasion, the teleportation ability might fling a ship even farther away, or open up gates to other planes or worlds. This might make a good plot device through which PCs can reach distant regions of Toril, or even be transported to another AD&D® game setting such as Krynn...
Jiggawha

11-24-06, 02:27 PM
Thanks, I already have all the sources that include her
Lord Karsus

11-24-06, 04:04 PM
Thanks, I already have all the sources that include her

-Well, then get to it! :D

-I was planning to stat the Queen when I first began the project, but, for whatever the reason, I have a prety hard time doing all that stuff. You seem to be proficient at it, Jigga, so I won't even bother...
Jiggawha

11-24-06, 04:11 PM
So which lvl. she should be?
Lord Karsus

11-24-06, 04:14 PM
So which lvl. she should be?

-She was last stated as a Wiz 20. She should have a few levels of Elven High Mage. Maybe something along the lines of Wizard 18 / Elven High Mage 5?
Jiggawha

11-24-06, 04:17 PM
The minimums for EHM are at least Wiz 21
Lord Karsus

11-24-06, 04:22 PM
The minimums for EHM are at least Wiz 21

-I know that, but it is feasible that one of the abilities granted by being a Chosen of the Seldarine is the ability to cast Epic Magic/Elven High Magic without meeting all of the requirements.
Jiggawha

11-24-06, 04:31 PM
I'll see what I can do
Jiggawha

11-24-06, 05:50 PM
I'm thinking about her levels, so I think, yes she can cast High Magic without requirements (Selu'taar rituals that Longarm adopts to 3.5E), but rules cannot be broken that way she still needs to meet requirements for EHM, and when I think of all other epic mages of Faerun it bothers me to stat her at 23rd
Lord Karsus

11-24-06, 06:06 PM
...and when I think of all other epic mages of Faerun it bothers me to stat her at 23rd

-Me too. But, she was stated in 2e as 20th level character. A lot of cases, character translated from 2e to 3e were given equal, or lower levels. I figure, we don't want to get too far from level 20, which is why I suggested a total of 23 levels.
Jiggawha

11-24-06, 06:14 PM
I think I'll go with 24 (though I'd personally stat her Wiz 21/EHM 10)
Penknight

11-24-06, 09:58 PM
I think I'll go with 24 (though I'd personally stat her Wiz 21/EHM 10)Wow. I am glad there are capable people like yourselves doing this and not I. Figuring out levels was something I was never very good at. I agree with High Mage 10 BTW because she was made the Grand Mage of Evermeet in the novel Evermeet: Island of Elves by Elaine Cunningham and acted as a center of Magi when the King-Killer star appeared before turning over the position to her friend Laeroth Runemaster.

...

Hmm... I am pretty sure that you guys all knew that though, so I'll be quiet now. :P
Lord Karsus

11-24-06, 10:27 PM
I think I'll go with 24 (though I'd personally stat her Wiz 21/EHM 10)

-24 sounds good. It's not too much of a departure from her only known published stats, and seems an accurate portrayal of her. I'd want to stat her a bit higher too, but I'm a bit biased towards Amlauril.


Hmm... I am pretty sure that you guys all knew that though, so I'll be quiet now. :P

-No need to be shy. It's OK. You never know what little tid-bits we know and don't know.
Green Elven Vampire

11-26-06, 11:23 PM
Okay, I kept what theartistformerlyknownas wrote for Curudin and added a bit more. Hope you guys enjoy. ;) his quote is at the bottom.


Young and charismatic, Curudin Ahmaquissar is head of the Fey Jester's clergy in the Frozen North. Operating primarily out of Everlund, Curudin commands a small group of like-minded vigilantes known as "The Laughing Twilight" that spoil the machinations of both reputable and infantile thieves guilds attempting to build prescences throughout the Silver Marches. Silvaeren mothers have even used legends of his exploits as stories to scare the local youth out of greed and selfishness, so in spite of the esteem he has earned with the general public, he has developed a bit of a bogeyman reputation among small children (a reputation that Curudin has done nothing to dispel).
"The Laughing Twilight" maintains a front as a festhall and shrine of the same name dedicated to the Fey Jester and similar gods of trickery within Neverwinter, Everlund and Silverymoon. From these bases, Curudin's followers can feel free to plot (seemingly) grand and elaborate schemes to humiliate various proud (and often evil) leaders of powerful organizations throughout the Sword Coast North, for the sheer enjoyment of the act. Curudin and his rogues also hold the Midnight Gambol once a month in praise of Erevan Ilesere and invite any and all who wish to attend. The Rogues more daring exploits include thefts from Fzoul Chembryl, Alustriel Silverhand, Mintiper Moonsilver, and even the Mighty City of Shade (the last nearly ending Curudin's life). They enjoy upsetting all lawful beings of both good and evil dispositions and delight in creating as much chaos and mayhem as possible where ever they travel.

Curudin has close ties to the Seelie Court, and a strong following of fey and feytouched are found in his number. His debaucherous lifestyle, sense of humour and ready smile has ensured him the blessing of Erevan, who has (only half jokingly) named him his 'shadow'. With the aid of powerful fey magic, Curudin's exploits have become nearly as daring of those of the deity himself, never leaving a trace as to the source of the deed. Although there are many who suspect (and correctly so) the church of Erevan to be the source of the "coincedences," The Laughing Twilight was taught by the best to cover their tracks, and so far, maintains a clean record.

If you happen to see Curudin smiling, you may just be the joke behind the grin.

(his quote: Tricks, jokes, pranks and trouble are the spices of life)
Jiggawha

11-27-06, 02:09 AM
@ GEV All right, it's edited.

BTW I haven't yet started with Amlaruil (I'm busy, I have to write a nonFR, archaeological article about burial rites in middle bronze age etc., today and tommorow) so this is a last chance if anyone has some comments about her lvl. (24) ...
Alediran

11-27-06, 08:28 AM
Jigga, what do you think of Alediran as I wrote it, if there is something that should be changed, or something else.
Zireael

11-27-06, 08:39 AM
Any chance for Alea Dahast?
Jiggawha

11-27-06, 09:11 AM
@ Alediran I'll look into it in a few days, don't have much time right now, in short, the format differs ...

@ Zirael, we'll see
theartistformerlyknownas

11-27-06, 11:10 PM
They enjoy upsetting all lawful beings of both good and evil dispositions and delight in creating as much chaos and mayhem as possible where ever they travel.

No offense, GEV, but I ommitted that paticular line because it just sounded, well, gnomish. People like the Chosen would not tolerate this kind of behavior in or around their cities because it upsets what so many people have worked so hard for so long: to maintain a peaceful and lawful society.

Exclusively targeting lawful characters and political figures for your pranks sure enjoyment just screams lawful to me.
Alediran

11-28-06, 08:09 AM
@ Alediran I'll look into it in a few days, don't have much time right now, in short, the format differs ...

Probably, I used the Complete Mage format.
Green Elven Vampire

11-28-06, 11:03 PM
No offense, GEV, but I ommitted that paticular line because it just sounded, well, gnomish. People like the Chosen would not tolerate this kind of behavior in or around their cities because it upsets what so many people have worked so hard for so long: to maintain a peaceful and lawful society.

Exclusively targeting lawful characters and political figures for your pranks sure enjoyment just screams lawful to me.

But you must understand that is the whole entire purpose of the clergy and followers of Erevan Ilesere! If you read the entry for Erevan Ilesere in the 2ED accessory Demi-human Deities (which is very extensive), it tells of how they delight in upsetting all and everything that deals with all things lawful, be they good or evil. Paladins are very high on their list of orders to mess with and cause trouble with.

And as to the seven sisters and other chosen of mystra in the north... look at their stats, cause they are all mostly CG!!

So how would they be upset?? They are along the same alignment.
theartistformerlyknownas

11-29-06, 12:54 AM
I'm well versed on the dogma of Erevan Ilesere GEV, but I don't think that taking every opportunity to upset the local paladin population is what his church stands for. Chaotic Good or not, upsetting the local authority (such as the Seven Sisters) would be frowned upon, because it upsets carefully laid plans that the Chosen have set into motion, especially considering the Articles of the Confederacy.

We could carry this argument on forever, but I doubt that the others in this thread would be pleased with us. So, if you're willing, we can continue this via private messages.
Lord Vorendal

12-05-06, 04:25 PM
Mind if I request a fey'ri bladesinger from 2nd Edition? I have always been rather fond of Lord-Consort Myrlaer Ealoeth (from Cloak & Dagger) and would very much like to see your take on him if you find the time. Thank you!
Jiggawha

12-10-06, 12:41 PM
Sure, though the list is long
Jiggawha

12-10-06, 01:00 PM
Amlaruil Moonflower, the Sad Queen of Evermeet CR 29
Female elite moon elf Wizard 21/Elven High Mage 3
CG Medium Humanoid (elf)
Init +3; Senses darkvision 60 ft., low-light vision; Listen +9, Spot +8
Languages Elven, Common, Draconic, Seldruin, Sylvan, Celestial, Auran, Gnome, Chondathan, Aquan, Illuskan, Treant plus telepathy 60 ft.
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AC 24, touch 24, flat-footed 21 (+3 Dex, +10 deflection, +1 sacred)
Hp 73 (24 HD)
Immune to aging, death spells and effects, disease, disintegration, enchantment spells and effects, fear effects, illusion (figment), poison, sleep
Resist fire 30
Fort +19, Ref +21, Will +30; (+2 against illusion spells and effects)
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Speed 30 ft. (6 squares)
Melee +2 holy skillful faerie quarterstaff +19/+14/+9 (1d6 +1 +2d6 holy plus faerie sword effect/20/x2)
Base Atk +12; Grp +11
Combat Gear belluth of stars of Arvandor with ruby (10th, 50 charges), gem of Mordenkainen's disjunction, scroll of wish
Wizard Spells Prepared (CL 25th, 26th for good spells, 23rd outside of Evermeet): 4/7/7/7/7/6/6/6/5/8/2/E2
E–celestial army x2
10th–quickened greater heroism, repeated delayed blast fireball
9th–consecrated repeated greater fireburst*, exalted fury, foresight, greater dimension jumper, quickened friend to foe, quickened telekinesis, quickened wall of force, time stop
8th–discern location, consecrated repeated dancing web, moment of prescience, quickened sunbolt, repeated channeled soundblast
7th–aspect of the platinum dragon, arcane spellsurge, consecrated chain lightning, consecrated storm of shards, sprites, vision
6th–antimagic aura, call of the twilight defender, greater dispel magic, howling chain, repeated dispel magic, starmantle
5th–discord, emerald burst, inquisition, Rary's telepathic bond, repeated arcane turmoil, true seeing
4th–blinding beauty, consecrated soundlance, dancing web, greater invisibility, locate creature, perfect summons, sunbolt
3rd–celestial aspect, consecrated boiling blood, elation, healing touch, stars of Arvandor, telepathy tap, warcry
2nd–allied footsteps, Ayailla's radiant burst, daggerspell stance, deflect, detect thoughts, luminous armor, Tasha's hideous laughter
1st–alarm, disguise self, eyes of the avoral, greater mage hand, portal beacon, protection from evil, unseen servant
0–amanuensis, arcane mark, detect poison, launch item
Spell Save DCs (23 + spell lvl.)
Spell-Like Ability (CL 24th):
At will–detect magic
3/day–epic teleport object, greater scrying
1/day–commune with nature, path of the exalted, plane shift (Arvandor only), sprites
Item Provided Spells (CL 30th):
At will–detect thoughts (DC 20), epic heal (DC 28)
3/day–teleport (DC 23)
1/day–suggestion (DC 21)
1/month–epic resurrection (within last two centuries)
10 times–prismatic spray (DC 25)
20 times–wall of fire
30 times–fireball (DC 21)
40 times–daylight
Contingent Spells absorption (if she recognizes a harmful spell), repeated synostodweomer (10d8, if she drops to 24 hit points or less), starmantle (when engaged into a threatening combat situation)
Permanent Spells see invisibility, tongues
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Abilities Str 9, Dex 16, Con 13, Int 28 (35), Wis 22, Cha 22
SQ Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow; Chosen of the Seldarine, Epic Spellcasting, Detect Magic, Ritual Wards, Penetrate Illusion, Circle Leader
Feats Craft Wondrous Item, Defender of the Homeland, Elven Spell Lore, Forge Ring, Nymph's Kiss, Residual Magic, Spellcasting Prodigy, Words of Creation
Wizard Bonus Feats Consecrate Spell, Cooperative Spell, Quicken Spell, Repeat Spell, Scribe Scroll
Epic Feats Epic Skill Focus (Spellcraft), Improved Spell Capacity
Selu'taar Bonus Feat Epic Spellcasting
Chosen Bonus Feats Epic Skill Focus [Knowledge (Arcana)], Magic of the Land, Otherwordly, Sanctum Spell, Spellwise
Flaws Forlorn
Traits Honest, Polite
Skills Concentration +30, Craft (alchemy) +20, Craft (caligraphy) +13, Decipher Script +20, Diplomacy +22 (+28 with elves), Handle Animal +8, Heal +9, Intimidate +11 (only for elves), Knowledge (arcana) +51, Knowledge (architecture and engineering) +20, Knowledge (geography) +14, Knowledge (history) +29, Knowledge (local, Evermeet) +25, Knowledge (nature) +24, Knowledge (nobility and royalty) +20 Knowledge (religion) +27, Knowledge (the planes) +19, Listen +9, Perform (dance) +15 (+21 with elves), Perform (sing) +13 (+19 with elves), Profession (astrologist) +11, Profession (herbalist) +14, Search +17 (+19 for secret doors and similar), Sense Motive +11, Spellcraft +55 (+105 for selu'taar spells), Spot +8, Use Magic Device +11 (+17 when using scrolls and when using items made by Tel'quess)
Possessions above plus bracers of defense +10, chalice of Labelas, crown of the sun, master elfrune, ring of wizardry IX, Tahlshara (back in the vaults, and if a need arises she will take it). Also she can easily aquire any nonartifact if needed

Chalice of Labelas is the second of the three Great Treasures of Evermeet, the chalice is a richly-wrought work of art crafted of silver, onyx, and chalcedony. It is constantly full of cool, spring water, and if drunk from, the chalice heals up to 20d10 damage suffered by the drinker. Water can also heal any poison, disease or affliction. It will even bring a slain individual back to life in the manner as an epic resurrection spell. The chalice can only be used in this fashion once per month, however
[Major artifact; Overwhelming transmutation; CL 30th; Weight: 1 lb.]
Crown of the Sun is the third of the Great Treasures of Evermeet. It is a simple silver circlet set with small blue and green gems, with a single gold leaf at the brow. It combines the powers of the helm of brilliance, helm of telepathy, and helm of teleportation. Crown also contains a green gem that is really one of the oldest selu'kiira's in existence. Amlaruil's kiira holds all nonevil spells from PHB, PHB II, SC, Complete Mage and Elven Netbook. Additionally the gem contains all High Magic rituals known today, and many unique ones. Amlaruil can access all selu'taar rituals that the gem holds. Other wearers still must follow usual rules for using selu'kiiras. The gem itself provides +8 insight bonus to Will saves and +8 enhacement bonust to Intelligence, it contains 28 ranks in each of these skills: Decipher Script, Diplomacy, Knowledge (arcana), Knowledge (history), Knowledge (nature), Knowledge (religion), Sense Motive and Survival. Amlaruil uses this skills or her own, whichever are better.
[Major artifact; Overwhelming transmutation; CL 30th; Weight: 0 lbs.]
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Hook "Do not dismiss what we have accomplished, or demean the sacrifices that we have made. If I did not believe that what I did was for the good of Evermeet, I could not bear this life.''
Description Tales of the Sad Queen are told, in much changed form, even as far away as the high court of distant Shou Lung. Many think of Amlaruil and her realm as a myth, but she is very real and, if possible, even more enchantingly beautiful and wise than the tales imply. The queen stands six feet tall, with long black hair, a slender, high-cheekboned face, and piercing blue eyes. She characteristically dresses in the gray clothes of mourning, sometimes with small white flowers in her hair. Over the years, her existence and essence have grown linked to both the island of Evermeet and the deific powers of the Seldarine. In many ways, Amlaruil desires to leave the pain and suffering of Toril for the peace of Arvandor, but realizes that she is needed by her people. Truly, the queen lives half in one world and half in the other. Queen Amlaruil is viewed with near-religious respect and affection by most elves. She has ruled Evermeet for more than 200 years, but for the past four decades she has had to do so without the support of her beloved husband Zaor, who was slain by an assassin in his own garden. The tragedy was enhanced by the passing of her daughters and sons over the next three decades. Since all these tragic events, Amlaruil's sorrow has been unabated and she rules with a quiet sadness, rarely smiling or laughing, and keeping mostly to herself in the silent hallways of her Moonstone Palace. Despite the tragedies the queen never falters in her duties to the People. After the treacherous assault on Evermeet she let her only remaining son, Lamruil, on a journey to find a new sanctuary for the Fair Folk. Amlaruil entrusted him the greatest treasure of Evermeet, the Tree of Souls. Three years after she supported the Crusade of Seiveril Miritar by giving him another Tree sapling which was planted in the restored Myth Drannor. These events marked the end of the Retreat. Amlaruil is more than 900 years old, quite venerable even for an elf of the Forgotten Realms. Her great longevity, undiminished beauty, high intelligence, and level of achievement as a wizard are all ascribed to her close relationship with Corellon Larethian and the Seldarine. Many elves claim that Amlaruil walks in the gardens and forests of Arvandor while the land sleeps or during reverie, and here she and Zaor may be together again, if only for a short time each night. Whatever her true connection with the Seldarine is, Amlaruil will not say. What's for certain is the embodiment of the island and her nation and she can choose remain on the isle no matter how deadly selu'taar rituals she casts would be. Amlaruil's strength comes from the island of Evermeet itself, and the power remaining here from the land's creation by Corellon Larethian. Should she ever leave, Amlaruil's powers will fade until she is the same as any other elf. Amlaruil is no idle queen, either. Her network of agents and allies would be the envy of any Faerûn monarch, and the magic of her elfrunes enables selected individuals to freely communicate with, or even travel to, Evermeet
Note some spells mentioned will be detailed in the elven spells chapter
*type of energy changed to sonic via Elven Spell Lore feat
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Chosen of Seldarine Abilities (Amlaruil's Int, Wis and Cha increase by 1), Feats [due to her mystical conection to the Seldarine, she recieves these feats, Epic Skill Focus (Knowledge Arcana), Magic of the Land, Otherwordly, Sanctum Spell (automatically applies to any spell she casts, entire Evermeet is considered her sanctum) and Spellwise], Immunities (Ex, aging, death effects, disease, disintegration, poison), Skills (+2 sacred bonus on Concentration, Diplomacy and Perform, additionally she recieves +6 bonus to all Cha based skills when dealing with elves and fey creatures of the Unseelie path), Spell Immunity (Su, Enchantment spells and effects), Spell-like Abilities [Sp, commune with nature, sprites, path of the exalted, plane shift (Arvandor only), 1/day, epic teleport object, greater scrying 3/day], Corellon's Blessing (Ex, she is can cast sanctified spells without sacrifice or abstinence components, additionally Amlaruil is immune to ''caster dies without possibility of resurrection'' mitigating factor and can apply it to any Selu'taar ritual she casts as a free action, mitigating factor can be applied to High Magic rituals that usually don't have it as a factor in place of other mitigating factors). Outside of Evermeet and Arvandor Amlaruil's powers fade and she's the same as any other elf. In the outside world Amlaruil can spend time as long as her next Reverie begins upon which she will permanently pass to Arvandor. Otherwise she's immortal and can live on Evermeet as long as she feels that her people need her
Detect Magic (Su) Amlaruil is under the effects of constant detect magic spell
Penetrate Illusion (Ex) she has the ability to see through illusions of figment subschool
Ritual Wards (Sp) Amlaruil gains the ability to create ritual wards when casting any high elven ritual of complement or myriad. The wards are desrcribed in the High Magic chapter. The creation of these wards is not without cost; she must permanently sacrifice an 8th-level spell slot in order to power this ability. For rituals of myriad, she must likewise sacrifice a 9th-level spell slot
Circle Leader (Ex) Amlaruil can become a circle leader of High Magic ritual and can act as the Center for elven circle magic
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Sources PHB 3.5, PHB II 3.5E, DMG 3.5, ELH (3E), Player's Guide to Faerun (3.5E), Magic of Faerun (3E), Spell Compendium (3.5E), Complete Arcane (3.5E), Complete Mage (3.5E), LEoF (3.5E), Unearthed Arcana (3.5E), Book of Exalted Deeds (3.5E), Champions of Valor (3.5E), Dragon Magic (3.5E), Evermeet (2E), Evermeet (novel), Dragon 333, 340 and Elven Netbook
Penknight

12-10-06, 04:19 PM
Great job on Amlauril, I agree with her abilities completely. :)
Lord Karsus

12-10-06, 07:12 PM
-Excellent job, as always! :)
Penknight

12-10-06, 10:04 PM
Ok, there is one thing that I did forget by being so excited at her stats. *sigh* Evermeet: Island of the Elves states that Amlauril's hair color is red, and Mr. Baker states that it is black. Just wanted to mention that is all. I hope you don't think me too picky...
Alediran

12-11-06, 10:06 AM
It's no problem the difference of color, any lvl 1 wizard could change the color of their hair without problem.
Lord Karsus

12-11-06, 11:50 AM
It's no problem the difference of color, any lvl 1 wizard could change the color of their hair without problem.

-Yeah, what spell is that? Alter Image Prestidigitation? It's a minor cantrip.
Penknight

12-11-06, 02:32 PM
Ok, I guess that's true. :)
Lord Karsus

12-11-06, 05:07 PM
Ok, there is one thing that I did forget by being so excited at her stats. *sigh* Evermeet: Island of the Elves states that Amlauril's hair color is red, and Mr. Baker states that it is black. Just wanted to mention that is all. I hope you don't think me too picky...

-Also, in Radiant Dragon, Elaine says that Amlauril's hair is blue.
Penknight

12-11-06, 06:20 PM
-Also, in Radiant Dragon, Elaine says that Amlauril's hair is blue.*throws up hands in surrender*

Ok, you got me! I guess she changes her hair color on a regular basis, just to complicate the lives of gamers and writers. ;)
Lord Karsus

12-11-06, 06:31 PM
*throws up hands in surrender*

Ok, you got me! I guess she changes her hair color on a regular basis, just to complicate the lives of gamers and writers. ;)

-Well, Baker was totally wrong, and Elaine apologized for getting her hair color wrong, as she was being rushed to finish the complicated story at the time. Her hair color is Red-Gold though...
Penknight

12-11-06, 09:09 PM
-Well, Baker was totally wrong, and Elaine apologized for getting her hair color wrong, as she was being rushed to finish the complicated story at the time. Her hair color is Red-Gold though...Huh. That's pretty interesting. It's always nice to see an author apologize for getting stuff wrong instead of saying, "Well, tough. Deal with it." Plus, Mrs. Cunningham is my favorite realms author of all time, and she is always so nice in her responses and considerate to her readers.

The only thing that I hope now is someone brings back Sarya Dlardrageth in some future novel and her nephew Xhalh, the six-armed half-fiend sun elf. Man, they were so cool. :D

Hmm... maybe I should start writing a Realms novel... :plotting:
Alediran

12-12-06, 08:58 AM
The only thing that I hope now is someone brings back Sarya Dlardrageth in some future novel and her nephew Xhalh, the six-armed half-fiend sun elf. Man, they were so cool. :D

I'm sure they became Another Brick in the Wall (part II)
Alurvelve

12-13-06, 02:34 AM
I have a Qustion (well actually two if you count this one) if you don't mind? My question (#2) is do any of yall plan on Statting out the wonderful Srinshee in all her glory?
Jiggawha

12-14-06, 08:09 AM
Warning spoiler in the Description

Any comments are welcome, I had at least twenty different versions of his lvl. build (warmage + ultimate magus, but I've decided it's too much, so 1 lvl. of duskblade from the Queen's guard days). The same thing, I had many versions of the rite, but every one of them lacked something so I settled for this, epic system has many flaws ...)

Araevin Teshurr, Grand Mage of Myth Drannor CR 24
Male elite celestial sun elf Wizard 20/Duskblade 1/Elven High Mage 1
CG Medium Outsider (augmented humanoid) (native)
Init +2;Senses low-light vision; Listen +9, Spot +9
Languages Elven, Common, Sylvan, Seldruin, Illuskan, Chondathan, Celestial, Dwarven, Gnome, Draconic, Treant
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AC 24, touch 16, flat-footed 22 (+2 Dex, +8 armor, +4 deflection)
Hp 110 (22 HD)
Immune to electricity, petrification, sleep
Resist acid 10, cold 10
Fort +15, Ref +13, Will +21; (+2 bonus against enchantment and illusion spells and effects)
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Speed 30 ft. (6 squares)
Melee Moonril +2 keen skillful longsword +19/+14/+9 (1d8 + 3/17-20/x2)
Base Atk +11; Grp +12
Combat Gear wand of dispel magic with star saphirre (12th, 16 charges), wand of resonating bolt of zalanthar with ravenar (10th, 3 charges)
Wizard Spells Prepared (CL 21st): 4/7/7/10/6/6/6/5/5/5/E 2
E–mythaalniir darach**, vuorl’kyshut**
9th–deadly sunstroke, empowered prismatic spray, empowered spell turning, ondreier ysele**, reaving dispel
8th–empowered disintegrate, great shout, power word stun, quickened energy spheres, quickened Otiluke's suppressing field
7th–banishment, empowered reciprocal gyre, limited wish, prismatic spray, quickened lightning boltST***
6th–disintegrate, globe of invulnerability, greater dispel magic, guards and wards, howling chainST, seal portal
5th–greater blink, passwall, prying eyes, sending, telekinesis, teleport
4th–dimension door, force missilesST, illusory wall, scramble portal, stoneskin, wall of ice
3rd–analyze portal x2, dispel magic x2, fireball, fly, invisibility sphere, lightning boltST*** x2, nondetection
2nd–detect thoughts, levitate, locate object, portal alarm, see invisibility, swift fly, whispering wind
1st–dispel ward, hold portal, magic missile x2ST, protection from evil, portal beacon, shield
0–arcane mark, mage hand, message, silent portal
Spell Save DCs (20 + spell lvl., +1 for Evocation)
Duskblade Spells Known (CL 1st): 4/2
1st (8/day)–stand, true strike
0 (6/day)–acid splash, disrupt undead, ray of frost, touch of fatigue
Spell Save DCs (20 + spell lvl., +1 for Evocation)
Spell-Like Ability (CL 22nd):
0 (13/day)–dancing lights, detect magic, flare, ghost sound, read magic
Spell-like Ability (CL 16th):
At will–arcane sight
Item Provided Spells (CL 1st, staff):
Doesn't drain charges–create water, know direction, light, open/close
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Abilities Str 13, Dex 14, Con 14, Int 26 (31), Wis 17, Cha 16
SQ Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow; Native Outsider traits; Eladrin traits: Immunity (electricity, petrification, energy drain mitigating factor), Resistance (acid 10, cold 10), Arcane Sight, Summon Familiar (none), Arcane Attunement, Armored Mage
Feats Craft Wand, Craft Wondrous Item, Elven Spell Lore, Energy Gestalt*, Portal Master, Scribe Scroll (bonus), Skill Focus (Knowledge arcana), Spell Focus (Evocation), Spellwise
Wizard Bonus Feats Cooperative Spell, Empower Spell, Quicken Spell, Scribe Scroll, Spell Thematics
Epic Feats Epic Skill Focus (Spellcraft)
Selu'kiira's Provided Feat Epic Spellcasting
Traits Focused, Relentless
Skills Concentration +28, Craft (alchemy) +17, Decipher Script +21, Diplomacy +7, Gather Information +8, Heal +4, Hide +8, Jump +2, Knowledge (arcana) +40, Knowledge (history) +28, Knowledge (local, Evermeet) +17, Knowledge (nature) +16, Knowledge (nobility & royalty) +12, Knowledge (religion) +15, Knowledge (the planes) +14, Listen +9, Perform (dance) +4, Perform (sing) +4, Ride +2, Sense Motive +10, Search +14, Spellcraft +51, Spot +9, Survival +6 (+8 in aboveground natural environments), Swim +2, Use Magic Device +4 (+10 for scrolls)
Possessions above plus elven cloak of defense +4, hood of intelligence +5, +4 mithral shirt, ring of counterspells (disintegrate), ring of wizardry III, rucksack (notes, journals, wineskin, 2 wooden mugs, etc.), suede boots, travelling staff, tunic, white kiira

White kiira contains unique spells that were lost since the fall of Aryvandaar. Some of these unique spells are kileaarna reithirgir, mythaalniir darach and ondreirer ysele. Araevin hasn't yet learned all spells contained in the kiira.
[Craft Wondrous Item; legend lore, secret page; Market price: 200,000 gp; Overwhelming transmutation; CL 21st; Weight: 0 lbs.]
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Hook "I think it will be good for me to travel new lands and see new things. There are still a few roads in Faerûn I haven't put under my feet yet.''
Description Araevin Teshurr was born on Evermeet two and a half centuries ago. He was raised in the House of Cedars, his ancestral home that stood on the rocky headland of the Evermeet's northern shore. Before the attacks of the daemonfey Araevin had led an adventurous life and visited many places across Faerun, including Underdark. Also he was honoured to serve in Queen's Guard where he met Ilsevele and they fell in love. In the last eighty years Araevin was a member of the Circle of the Tower Reilloch earning the right to call himself Mage. Secretly he was fascinated with portals and became an expert on them. Araevin returned to the life of adventure when he joined Miritar's Crusade against the daemonfey. He has found an ancient selu'kiira that contained a sentience of Dlardrageth high mage. Araevin then learned that he traces ancestry to that demonspawned house. By using this newfound magic he turned the course of the battle against the daemonfey and cut off their queen from the powers of the mythal. Daemonfey army fled and hid in Myth Drannor. Sarya's power was ever increasing. To counter that Araevin sought the ritual that the original ancient magi of Arcorar used against the daemonfey. In the demiplane of Sildeyuir Araevin transformed himself into a celestial and cleansed the evil presence from the selu'kiira. This tranformation came with a cost, meaning that he lost his communion with the People and Ilsevele's love. Meanwhile Sarya's fiendish armies brought terror to all the neighbouring lands. Myth Drannor was impenetrable. Araevin and his companions found the missing pieces of the Gatekeeper's crystal and Seiveril's army was now able to take the city. Teshurr then used the crystal against the Aryvandaaran ancient weapon, the Waymeet and the fiendish lord who planned to use it against Faerun. Fiendish lord vanished. In the ongoing battle before the Waymeet exploded Araevin had killed Sarya in a spell duel and then escaped through a portal to now retaken by the Crusade, Myth Drannor. Araevin became became the new Grand Mage of the city and caretaker of the new mythal that was anchored on the planted Tree of Ages.
Araevin is tall even for a sun elf, nearly six and a half feet, with a lean build and long hands and legs. In the moonlight his bronzed skin glows with a golden hue, almost as if he were a ghostly image of himself. His eyes glow with opalescent brilliance. Araevin's irises still shimmer with striking, shifting hue that few others could look for long. He had taken to wearing hoods for the comfort of the people around him
Note character's stats are relevant for Eleint 1374 DR and after
*he already has Epic Spellcasting feat so he can choose another from the list of bonus feats
**spells are detailed in High Magic chapter of the Elven Netbook
***energy type changed to crimson fire by using Elven Spell Lore feat
STspells affected with spell thematics feat (+1 CL)
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Arcane Sight (Sp) as the spell, Araevin can activate it at will
Arcane Attunement (Sp) he can use dancing lights, detect magic, flare, ghost sound and read magic up to 13 times per day
Armored Mage (Su) light armor and light shields don't interfere with Araevin's spellcasting
Outsider (native) Type (Ex) Araevin has strong connection with the Prime Material Plane so he can be raised. He also needs to breathe, eat and sleep. Araevin ages much slowly than other living creatures native to the plane and his physical abilities are not affected by aging. He becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target his original type
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Sources PHB 3.5, DMG 3.5, MM 3.5, SRD (3.5E), Player's Guide to Faerun (3.5E), Spell Compendium (3.5E), Complete Arcane (3.5E), BoED (3.5E), Complete Mage (3.5E), LEoF (3.5E), Unearthed Arcana (3.5E), Dragon 333, Last Mythal (novels), forum.candlekeep.com and Elven Netbook

Telmiirkara Neshyrr [Solitude]
Transmutation [Good]
Spellcraft DC: 48
Components: V, S
Casting Time: 10 minutes
Target: One creature
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Development: 432,000 gp; 9 days; 17,280 XP. Seed: transform (DC 21); Factors: change into outsider type, eladrin subtype (+5 to DC), adjust to 21 HD (+12 to DC), gain Arcane Sight (Sp) (+10 to DC), gain immunity to energy drain mitigating factor of selu'taar spells (Ex) (+10 to DC), gain eladrin energy resistances (Ex) (+20 to DC), gain eladrin immunties (+20 to DC); Mitigating Factors: change to personal (-2 to DC), increase casting time by 9 minutes (-18 DC), remain native to this plane and mortal and lose all communual links with former race (ad hoc -10 to DC), ritual must be blessed and approved by the eladrin queen to work (ad hoc -20 to DC).

This ritual transforms the caster into celestial creature of the eladrin subtype. The caster still remains native to the plane of his origin. He still ages naturally, though the rate is tenfold slower and his body remains timeless (his pshyical abilities do not change). Caster gains all the immunities and resistances typical for the eladrin race. Also, transformed creature's time he needs to spend per day for rest and meditation halves. The tranformation can only be successful by the consent of Morwel, the eladrin queen. She evaluates if the caster is worthy of the rite and seals it with a kiss that transforms caster's soul permanently.
Lord Karsus

12-14-06, 12:20 PM
-Good work on Araevin. Of all the NPCs, he is probably the hardest to create, eh?

-Anyway, I saw that you have celestial sun elf as his race. Though this isn't wrong, you should put in parenthesis Surin'Tel'Quessir, 'cause that's what the "race" is called. Did you take a look at Rich Baker's write-up of the race?
Penknight

12-14-06, 03:29 PM
I agree. I am very impressed with how well you have done on him. With that build, some of the things that I was curious about makes sense. Great job!!
Jiggawha

12-14-06, 04:39 PM
-Good work on Araevin. Of all the NPCs, he is probably the hardest to create, eh?


-Anyway, I saw that you have celestial sun elf as his race. Though this isn't wrong, you should put in parenthesis Surin'Tel'Quessir, 'cause that's what the "race" is called. Did you take a look at Rich Baker's write-up of the race?

I am aware of the SKR's template, but Rich Baker's, where's is it?

Anyway SKR's template (http://www.seankreynolds.com/rpgfiles/monsters/eladreetemplateclass.html) IMO doesn't have much in common with Araevin so I think they could share the same name but stats, nah
Lord Karsus

12-14-06, 04:52 PM
I am aware of the SKR's template, but Rich Baker's, where's is it?

Anyway SKR's template (http://www.seankreynolds.com/rpgfiles/monsters/eladreetemplateclass.html) IMO doesn't have much in common with Araevin so I think they could share the same name but stats, nah

-Hmm...I thought that Baker wrote it, since he wrote the book trilogy. Well, scratch what I wrote about Baker, and repace it with SKR.

-Anyway, I've heard a lot of people do not really like the racial write-up.
Penknight

12-14-06, 05:09 PM
-Hmm...I thought that Baker wrote it, since he wrote the book trilogy. Well, scratch what I wrote about Baker, and repace it with SKR.

-Anyway, I've heard a lot of people do not really like the racial write-up.So, let me make sure I get this straight... if you choose to just play one straight out, you get:

+2 Str, +4 Cha, outsider type, planetouched sun elf, darkvision 60 ft., electricity resistance 10, feather fall, lesser eladree powers (your choice from the list), cold resistance 5, fire resistance 5, damage reduction 5/cold iron or magic, greater eladree powers (again, your choice from the list); all of this for a +2 LA? And you are missing the +2 Int and -2 Con?
Jiggawha

12-14-06, 05:53 PM
Yes I don't like it, the template is for something else not for the rite of transformation

I agree about LA +2, just compare avariel and this, lol
Penknight

12-14-06, 06:13 PM
Yes I don't like it, the template is for something else not for the rite of transformation

I agree about LA +2, just compare avariel and this, lolYeah, I agree. Not for the Rite of Transformation.

But this is a pretty spiffy (oh yes. I went there. I said spiffy) thing to play. My question is, where exactly would you put a community like this in the Forgotten Realms? Or would it be more of an aasimar thing... they just crop up in the family line?
Lord Karsus

12-14-06, 06:42 PM
But this is a pretty spiffy (oh yes. I went there. I said spiffy) thing to play.

-Ao is spiffy as well...

My question is, where exactly would you put a community like this in the Forgotten Realms? Or would it be more of an aasimar thing... they just crop up in the family line?

-The Surin'Tel'Quessir are not 'born' in the same way that Lythari are not born. They are created. So, there are very few Surin'Tel'Quessir. Araevin is basically the only one we know of. Theoretically, there are others. I'd say that most of them serve deities in some way, much like the Celadrin, from that recent DRAGON magazine article. Therefore, I forsee most of them being in Arvandor, or maybe in the Seelie Court.
Penknight

12-14-06, 07:09 PM
-Ao is spiffy as well...



-The Surin'Tel'Quessir are not 'born' in the same way that Lythari are not born. They are created. So, there are very few Surin'Tel'Quessir. Araevin is basically the only one we know of. Theoretically, there are others. I'd say that most of them serve deities in some way, much like the Celadrin, from that recent DRAGON magazine article. Therefore, I forsee most of them being in Arvandor, or maybe in the Seelie Court.Wait a minute... Ao... Karsus... I definitely see a name similarity there! That's what happened to you, you became Ao!! Yes, it all makes sense now... :plotting:

On a side note, I guess that means that if you allowed someone to play one, that a good way to retire the character is to have them Ascend to the celestial planes? That's kinda cool, actually...
Lord Karsus

12-14-06, 07:20 PM
Wait a minute... Ao... Karsus... I definitely see a name similarity there! That's what happened to you, you became Ao!! Yes, it all makes sense now... :plotting:

-Um...I won't confirm, nor deny that. :P


On a side note, I guess that means that if you allowed someone to play one, that a good way to retire the character is to have them Ascend to the celestial planes? That's kinda cool, actually...

-Yeah, that would be a very nice way to retire a character.
Penknight

12-14-06, 07:43 PM
-Um...I won't confirm, nor deny that. :P Aha! A double negative, which indicates a positive!! Ohh... those of lesser English skills may have missed it, but I, I am the Penknight!!

*cue thunder and lightning and maniacal laughter*

You are sly, Lord Karsus. ;)

Actually, I'm not evil. I have paladin levels...
FRBRAZIL

12-14-06, 09:46 PM
Ooh God!
I'm now a great fan of this work. You guys are doing an awesome job with People' stats haha
Amlaruil and Ualair are my favorites. :D
Keep up the good work, guys...
theartistformerlyknownas

12-15-06, 01:16 AM
Actually, I'm not evil. I have paladin levels...


That statement is purely subjective!


Araevin Teshurr, Grand Mage of Myth Drannor CR 24
Male elite celestial sun elf Wizard 20/Duskblade 1/Elven High Mage 1
CG Medium Outsider (augmented humanoid) (native)
Init +2;Senses low-light vision; Listen +9, Spot +9
Languages Elven, Common, Sylvan, Seldruin, Illuskan, Chondathan, Celestial, Dwarven, Gnome, Draconic, Treant
------------------------------------------------------------
AC 24, touch 16, flat-footed 22 (+2 Dex, +8 armor, +4 deflection)
Hp 110 (22 HD)
Immune to electricity, petrification, sleep
Resist acid 10, cold 10
Fort +15, Ref +13, Will +21; (+2 bonus against enchantment and illusion spells and effects)
------------------------------------------------------------
Speed 30 ft. (6 squares)
Melee Moonril +2 keen skillful longsword +19/+14/+9 (1d8 + 3/17-20/x2)
Base Atk +11; Grp +12
Combat Gear wand of dispel magic with star saphirre (12th, 16 charges), wand of resonating bolt of zalanthar with ravenar (10th, 3 charges)
Wizard Spells Prepared (CL 21st): 4/7/7/10/6/6/6/5/5/5/E 2
E–mythaalniir darach**, vuorl’kyshut**
9th–deadly sunstroke, empowered prismatic spray, empowered spell turning, ondreier ysele**, reaving dispel
8th–empowered disintegrate, great shout, power word stun, quickened energy spheres, quickened Otiluke's suppressing field
7th–banishment, empowered reciprocal gyre, limited wish, prismatic spray, quickened lightning boltST***
6th–disintegrate, globe of invulnerability, greater dispel magic, guards and wards, howling chainST, seal portal
5th–greater blink, passwall, prying eyes, sending, telekinesis, teleport
4th–dimension door, force missilesST, illusory wall, scramble portal, stoneskin, wall of ice
3rd–analyze portal x2, dispel magic x2, fireball, fly, invisibility sphere, lightning boltST*** x2, nondetection
2nd–detect thoughts, levitate, locate object, portal alarm, see invisibility, swift fly, whispering wind
1st–dispel ward, hold portal, magic missile x2ST, protection from evil, portal beacon, shield
0–arcane mark, mage hand, message, silent portal
Spell Save DCs (20 + spell lvl., +1 for Evocation)
Duskblade Spells Known (CL 1st): 4/2
1st (8/day)–stand, true strike
0 (6/day)–acid splash, disrupt undead, ray of frost, touch of fatigue
Spell Save DCs (20 + spell lvl., +1 for Evocation)
Spell-Like Ability (CL 22nd):
0 (13/day)–dancing lights, detect magic, flare, ghost sound, read magic
Spell-like Ability (CL 16th):
At will–arcane sight
Item Provided Spells (CL 1st, staff):
Doesn't drain charges–create water, know direction, light, open/close
------------------------------------------------------------
Abilities Str 13, Dex 14, Con 14, Int 26 (31), Wis 17, Cha 16
SQ Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow; Native Outsider traits; Eladrin traits: Immunity (electricity, petrification, energy drain mitigating factor), Resistance (acid 10, cold 10), Arcane Sight, Arcane Attunement, Armored Mage
Feats Craft Wand, Craft Wondrous Item, Elven Spell Lore, Energy Gestalt, Portal Master, Scribe Scroll (bonus), Skill Focus (Knowledge arcana), Spell Focus (Evocation), Spellwise
Wizard Bonus Feats Cooperative Spell, Empower Spell, Quicken Spell, Scribe Scroll, Spell Thematics
Epic Feats Epic Skill Focus (Spellcraft)
Selu'taar Bonus Feat Multispell*
Selu'kiira's Provided Feat Epic Spellcasting
Flaws Forlorn
Traits Focused, Relentless
Skills Concentration +28, Craft (alchemy) +17, Decipher Script +21, Diplomacy +7, Gather Information +8, Heal +4, Hide +8, Jump +2, Knowledge (arcana) +40, Knowledge (history) +28, Knowledge (local, Evermeet) +17, Knowledge (nature) +16, Knowledge (nobility & royalty) +12, Knowledge (religion) +15, Knowledge (the planes) +14, Listen +9, Perform (dance) +4, Perform (sing) +4, Ride +2, Sense Motive +10, Search +14, Spellcraft +51, Spot +9, Survival +6 (+8 in aboveground natural environments), Swim +2, Use Magic Device +4 (+10 for scrolls)
Possessions above plus elven cloak of defense +4, hood of intelligence +5, +4 mithral shirt, ring of counterspells (disintegrate), ring of wizardry III, rucksack (notes, journals, wineskin, 2 wooden mugs, etc.), suede boots, travelling staff, tunic, white kiira

Not to nitpick, but I do believe that he once had a familiar at one point, which means he would not be eligible for the forlorn flaw, since this has to be taken at first level. That and a longsword.

Not nitpicking!
Jiggawha

12-15-06, 03:25 AM
Thanks, it's edited (is this info from Book I, cause I don't know where my own is, I've used only Books II and III). What about the sword?
Penknight

12-15-06, 06:43 PM
That statement is purely subjective!You know, I could respond to that, but my paladin levels just won't let me. ;)
Lord Karsus

12-15-06, 07:24 PM
Not to nitpick, but I do believe that he once had a familiar at one point, which means he would not be eligible for the forlorn flaw, since this has to be taken at first level. That and a longsword.

-That's right...An owl, right?
Penknight

12-15-06, 07:47 PM
-That's right...An owl, right?A gyrfalcon, I believe... or just a falcon. One of the two.
Lord Karsus

12-15-06, 07:53 PM
A gyrfalcon, I believe... or just a falcon. One of the two.

-Something like that. If that's Araevin on the cover of Lost Empires of Faerûn, his familiar is probably that bird on the upper left-hand corner.
theartistformerlyknownas

12-17-06, 04:19 AM
The familiar was an owl, and the blade was a longsword named Moonrill.

That's all I got.
Penknight

12-17-06, 04:14 PM
The familiar was an owl, and the blade was a longsword named Moonrill.

That's all I got.Yes, you have the sword correct. However, the novel Forsaken House, on page 12 & 13, states... "and yet the small gray gyrfalcon still seemed a part of him." Then later in the same novel on page79 Grayth states... "I noticed a number of mice in the stables, if your little falcon's feeling hungry."
Lord Vorendal

12-25-06, 09:41 PM
Just wanted to say great job on everyone, and also to help keep this thread on top. Again, excellent work, and Merry Christmas. :)
MarkusTay63

12-27-06, 04:20 AM
-Ao is spiffy as well...
yes, I believe in another thread we decided that overgods are beyond DRs, so we gave him Spiify ranks (SRs) instead. :P

Jiggawha - all I can say is WOW :shocked:

I was going to try my hand at one or two NPCs, but I could never do this. Those are NPCs?! Most of my characters had smaller write-ups. :D

The new format seems rather complicated, I only bought the 3.5 PHB because I didn't feel like re-buying all of the 3.0 stuff. Most of my stuff is 3.0 (and earlier), but I do have MotM. Like someone else said, I don't even know what half of that stuff means (Whats CR?).

Anyhow, this is the first time I wandered over to this end of the project, and you seem to have ALL the NPCs well in hand. Keep up the great work.:incog:
Jiggawha

12-27-06, 09:15 AM
Jiggawha - all I can say is WOW :shocked:

I was going to try my hand at one or two NPCs, but I could never do this. Those are NPCs?! Most of my characters had smaller write-ups. :D

Anyhow, this is the first time I wandered over to this end of the project, and you seem to have ALL the NPCs well in hand. Keep up the great work.:incog:

Well thanks, I have complicated NPCs cause my players have complicated NPCs

Challenge Rating I think it's in DMG pg. 38 or something (160 or something in 3.0E)
MarkusTay63

12-27-06, 10:18 AM
Okay, so it's like the old MR. I wish they wouldn't change stuff without at least sending me a memo. ;)

I got confused, because in the books CR = all the character levs added up, so I thought it meant Character level (which should be CL, not CR). But in your write-ups, they CR is higher by a few then the CL.

At least I know what I'm looking at now. I never bother reading the DMG, I just buy it for posterity. :P
boards

12-27-06, 06:25 PM
Just thought I would let you know, according to Elaine Amlauril still holds the kingsword (actually that Zaors sword remains on Evermeet, but that pretty much says Amlauril has it).
Alediran

12-30-06, 03:59 PM
Jigg, If you haven already looked at alediran's statblock, just take the information presented and order it as it should be.
Jiggawha

12-30-06, 04:08 PM
It's good 4 now, I've added it to tha list
Swimblizz88

01-08-07, 12:38 AM
How are you coming across these stats? Is it through what you believe to be accurate through reseach of novels? good work regardless, just wondering where the information was coming from and what not. :)
Jiggawha

01-08-07, 01:27 PM
I use existing all sources (books, novels, author's answers at Candlekeep) and I sometimes add some things that would fit appropriately to the character, e.g. for Araevin I've read the novels, noted every info, and used some hints that the author provided. Also I try to write NPCs up to date with recent releases ...
Milo_Shishkabibble

03-16-07, 02:44 PM
Actually, I thought that Amlaruil has her own moonblade and that Zaor's is sitting in a case somewhere or something. Amnestria got her's from a cousin, iirc.
Craig C.

04-02-07, 09:18 PM
Araevin Teshurr, Grand Mage of Myth Drannor CR 24
Male elite celestial sun elf Wizard 20/Duskblade 1/Elven High Mage 1
CG Medium Outsider (augmented humanoid) (native)

Nice work on Araevin!

Do you any intentions on building statblocks for any of the other "Last Mythal" characters (besides Lady A. which I also see you did)?

I've only read Book 1 and some of Book 2 so far, but I loved many of the Book 1 elves and would love to see your interpretation of them. :)

Best regards,
Craig
Lord Karsus

04-03-07, 12:12 AM
Do you any intentions on building statblocks for any of the other "Last Mythal" characters (besides Lady A. which I also see you did)?

-Jigga has dropped out of the Elves of Faerûn project, and since he was the main guy creating the NPC stats, it is likely that no more will be created. However, I cannot speak for what he does in his own time, so, for all I know, he might continue statting NPCs for fun (though unlikely).
helicopter

04-03-07, 03:28 PM
That's too bad about Jigga. :-(

Regarding his Araevin statblock interpretation ... are those representative of Araevin after the 3rd book of the Trilogy? I only read the first book, and I did not get the impression that he was anywhere near an epic level character by the end.
Lord Karsus

04-03-07, 10:01 PM
Regarding his Araevin statblock interpretation ... are those representative of Araevin after the 3rd book of the Trilogy? I only read the first book, and I did not get the impression that he was anywhere near an epic level character by the end.

-Yes, indeed. Araevin does go through some changes, and grow as the series progresses.
helicopter

04-04-07, 08:24 AM
-Yes, indeed. Araevin does go through some changes, and grow as the series progresses.
Thanks, LK. I'll pick up the other 2 books at my FLGS this weekend.
Green Elven Vampire

12-29-07, 03:26 AM
I've updated Curudin Ahmaquissar to reflect the year I've played him since I last posted his stats. Hope you all enjoy.
Alediran

12-29-07, 09:07 AM
I updated Alediran too, man how he growed in a year's play.