| Post/Author/DateTime | Post |
|---|---|
| Green Giant09-05-05, 04:39 PM | This thread was created to post your versions of the NPCs found in any of the Forgotten Realms books or magazines. You can also request stats for an NPC. We will keep an index here in the first post which will be updated regularly. This will allow you to easily see what NPCs have already been posted and where to find them. The original Realms NPC Characters thread can be found in this link here (http://boards1.wizards.com/showthread.php?t=142994) The index follows this announcement .... As you probably already know a decision was made by the powers-that-be in WotC that all discussion of novels is now banned on the FR forums. Also all debate and/or complaint about this decision is also banned. The WizO team feels strongly that people need to be able to refer to Realms Lore found in novels hen discussing many issues. What we have been aiming for when we wrote the clarifications to the rules is that people should be able to refer to information in novels along with information from other sources. This means no talk about the books as publications and works of literature; and no talk about subjects only found in books. Please read Novels - Important Info - Read This!!!! (http://boards1.wizards.com/showthread.php?s=&threadid=185204) We understand it is very tempting to talk about people, places, spells and other subjects only found in the novels, but in order for us to retain permission to mention “novels lore” in the context of wider issues we have had to draw a very clear line. Talking about such subjects is too close to making comments about characterization and plot in the novels, which is what got us into this situation in the first place :( This means you cannot post stats for a character found only in a novel. You CAN talk about a character who is mentioned in other sources as well as a novel. It would be a huge help to the team if you mention the sources for your character when you post on this thread. Please don’t debate this decision on the boards. If you want to ask for clarification then send an email to one of the WizOs. If you want to comment on the original decision about novels you can email custserv@wizards.com or write a letter to the Wizards of the Coast Book Publishing Department, P.O. Box 707, Renton, WA 98057-0707 Index For This Thread The index has been completed but is likely to be updated with new NPCs so keep watching this space for new arrivals! Official NPCs are 2E or novel NPCs who have received full 3E or 3.5E official stats or have been given stats by an FR designer. Official NPCs Alias - Realms Bestiary. Alusair Obarskyr, the Steel Regent of Cormyr - Forgotten Realms Campaign Setting. Alustriel - Forgotten Realms Campaign Setting and Epic Level Handbook. Anders Aricssen - Dragon #278. Artemis Entreri - Forgotten Realms Campaign Setting. Avos the Fisher - Dragon #283. Blackwill Akhmelere - Lords of Darkness. King Bruenor Battlehammer of Mithral Hall - Silver Marches. Cadderly, Chosen of Deneir - WotC website. Caladnei, Royal Magician of Cormyr - Forgotten Realms Campaign Setting. Cat Wyvernspur - Realms Bestiary. Catti-brie - WotC website. Danifae Yauntyrr - Dragon #322. Dorn the Dragon Slayer - Dragon #326. Dragonbait - Dragon #292. Drask Riven - Dragon #277. Drizzt Do’Urden - Forgotten Realms Campaign Setting. Dyrr, the Lichdrow - Dragon #312. Elaith “The Serpent” Craulnober - Forgotten Realms Campaign Setting. Elminster - Forgotten Realms Campaign Setting and Epic Level Handbook. Erevis Cale - Dragon #273. Fyldrin of the Eleven Chairs - WotC website. Fzoul Chembryl - Forgotten Realms Campaign Setting. Galaeron Nihmedu - Dragon #281. Galguth Shund - Dungeon #127. Gerti Orelsdottr - Forgotten Realms Campaign Setting and Epic Level Handbook. Gromph Baenre - Dragon #302. Guenhwyvar - WotC website. Hadrhune - Forgotten Realms Campaign Setting. Halaster Blackcloak - Forgotten Realms Campaign Setting and Epic Level Handbook. Halisstra Melarn, First Daughter of House Melarn - Dragon #312 and Dragon #322. King Harbromm of Citadel Adbar - Silver Marches. Helm Dwar-friend, Ruling Master of Sundabar - Silver Marches. Ivan Bouldershoulder - WotC website. Jack Ravenwild - Dragon #278. Jak Fleet - Dragon #277. Jeggred, Son of Triele Baenre - Dragon #302. Karasendrieth the Dragon Bard - Dragon #326. Khelben “Blackstaff” Arunsun - Forgotten Realms Campaign Setting and Epic Level Handbook. Kyriani Agrivar - City of Splendors: Waterdeep Laeral Silverhand Arunsun - City of Splendors: Waterdeep Larloch - Lords of Darkness. Larajin - Dragon #273. Liriel Baenre - WotC website. Manshoon - Forgotten Realms Campaign Setting and Epic Level Handbook. Marance Talendar - Dragon #283. Melegaunt Tanthul - Dragon #281. Methrammar Aerasumé - WotC website. Mirt the Moneylender - Forgotten Realms Campaign Setting. Mourngrym Amcathra - WotC website. Nadul DaRoni - WotC website. Naergoth - Lords of Darkness. Narm Tamaraith - WotC website. Nhyris D’Hothek - Serpent Kingdoms. Nimor Imphraezl, Anointed Blade of the Jaezred Chaulssin - Dragon #322. Nuldrevyn Talendar - Dragon #283. King Obould Many-Arrows - Forgotten Realms Campaign Setting. Ossian Talendar - Dragon #283. Pharaun Mizzrym, Master of Sorcere - Dragon #302. Pikel Bouldershoulder - WotC website. Quenthel Baenre - Dragon #302. Radu Malveen - Dragon #289. Reg Neroz the Whip - Unapproachable East. Regis - WotC website. the Righteous Man (Krollir Venasten) - Dragon #277. Rusk the Huntmaster - Dragon #289. Ryld Argith, Master of Melee-Magthere - Dragon #312. Sememmon - Forgotten Realms Campaign Setting. Sannis Malveen - Dragon #289. Shamur Uskevren - Dragon #273. Shandril Shessair - WotC website. Shuruppak - Epic Level Handbook. The Simbul - Forgotten Realms Campaign Setting and Epic Level Handbook. Sothillis - Power of Faerun. Storm Silverhand - Forgotten Realms Campaign Setting and Epic Level Handbook. Szass Tam - Forgotten Realms Campaign Setting and Epic Level Handbook. Taern Hornblade, High Mage of Silverymoon - Silver Marches. Takari Moonsnow - Dragon #281. Talatha Vaerovree of Innarlith, the Magister - Magic of Faerun. Talbot Uskevren - Dragon #273. Thamalon Uskevren - Dragon #273. Thamalon “Tamlin” Uskevren II - Dragon #273. Thazienne “Tazi” Uskevren - Dragon #273 and WotC website. Trobriand the Metal Mage - City of Splendors: Waterdeep Turlang - Silver Marches. Ugreth - Silver Marches. Vala Thorsdotter - Dragon #281. Valas Hune of the Bregan D’aerthe - Dragon #312. Wulfgar - Silver Marches. Xara Tantlor - Silver Marches. Yrsillar, Lord of the Nothing - Dragon #277. Zabbas Thuul - City of Splendors: Waterdeep Zandria - Dragon #278. Zstulkk Ssarm - Serpent Kingdoms. Unofficial NPCs Aklashala Durothil - Zireael Page 7 Alathene Moonstar - Green Giant Page 1 Alea Dahast - Zireael Page 7 Aleena Paladinstar - Green Giant Page 1 Algashon Nathaire - Jiggawha Page 13 Algorind of Tyr - Green Giant Page 1 Alok Silverspear - warlockco Page 1 Aluvauna Thornym - Falkomur Page 7 Alvaerele Tasundrym - Green Giant Page 12 Alyth Elendara - Green Giant Page 10 Amaeraszantha - Green Giant Page 16 Antrysn Barriath - Green Giant Page 19 Aquilan Greatspan - Green Giant Page 3 Arilyn Moonblade - Green Giant Page 1 Arghorst Talandor - ravennight Page 21 Asilther Graelor - Selvarin Page 12 Atad Yelloweyes - Green Giant Page 16 Aundegul Shawn - Green Giant Page 10 Azoun Obarskyr IV - Steelwind Page 19 Barim Stagwinter - Green Giant Page 18 Bentley Mirrorshade - Green Giant Page 9 Braerindra Calauth - Jiggawha Page 14 Brimstone - Prince Etharion Page 9 Bronwyn - Green Giant Page 1 Brown Maeve - Green Giant Page 6 Buckweather “Sprite-Heels” - Green Giant Page 6 Buldath Andryn - Green Giant Page 18 Caldauvur Maerglauthyn - ravennight Page 17 Callimar Arkhenneld - Zireael Page 6 Cephalopolop - Ramar Aulinvox Page 18 Cephalossk - Green Giant Page 18 Chansrin Aluar - Green Giant Page 18 Chvar Eldenbow - Jiggawha Page 15 Constulgrael - ravennight Page 17 Cyrvisnea - Green Giant Page 9 Dag Zoreth - Green Giant Page 1 Dalanaer Llundlar - Jiggawha Page 15 Danchilaer the Mad Mage - ravennight Page 18 Darthleene - ravennight Page 16 Dathlue Mistwinter - Zireael Page 7 Dauravyn Redbeard - Green Giant Page 15 Dhusarra - Jiggawha Page 14 Dorgon “Stonecloak” Heamiiolothtar - ravennight Page 17 Dorm - Prince Etharion Page 9 Druhzalar - Green Giant Page 11 Durrelon Claddmtor - Green Giant Page 21 Ebenezer Stoneshaft - Green Giant Page 1 Elaith "the Serpent" Craulnober - Steewind Page 19 Eldrus Wands - ravennight Page 17 Embrae Aloevan - Green Giant Page 21 The Emissary - Green Giant Page 17 The Encephalithid - Ramar Aulinvox Page 17 Entar Silvershield - Jiggawha Page 15 The Faceless - Green Giant Page 8 Faril Laheralson - Green Giant Page 11 The Farseer - Green Giant Page 21 Felibarr Blacklance - Green Giant Page 10 Felogyr Sonshal - Green Giant Page 10 Ferla Treerunner - Jiggawha Page 16 Firebeard Elvenhair - Green Giant Page 18 Frethen Harmswa - Ramar Aulinvox Page 4 Fyodor - Selvarin Page 11 Galaeron Nihmedu - Jiggawha Page 12 Garynnon Ongluth - Prince Etharion Page 7 Gellana Mirrorshade - Green Giant Page 9 Gorlist - Selvarin Page 13 Grathgor Hawksong - Prince Etharion Page 7 Grax - Green Giant Page 11 Grralix - Green Giant Page 11 Halbazzer Drin - Green Giant Page 10 Haldreithen - Jiggawha Page 12 Heino - Green Giant Page 11 Hsssthak - Jiggawha Page 13 Iakhovas - Green Giant Page 22 Illis Khendarhine - Green Giant Page 17 Ilphtrin Imphraezl - Green Giant Page 20 Irithra Dawntanthra - ravennight Page 17 Irixis the Sorcerorb - Green Giant Page 20 Ithtyl Calantryn - Green Giant Page 10 Jalynfein the Spider Mage - ramblin chimp2.0 Page 10 Janol “Pinch” Famisso - Green Giant Page 6 Jherek Wolf's-get - Green Giant Page 5 Jhesiyra Kestellharp - ravennight Page 21 Jorunhast - Jiggawha Page 12 Jorus Azuremantle - Green Giant Page 5 Kaanyr Vhok the Sceptered One - Green Giant Page 20 Kelddath Ormlyr - Green Giant Page 9 Kelvhan Olortynnal - Prince Etharion Page 7 Keshna Finlothleer - Green Giant Page 21 Khaza - Green Giant Page 11 Khelben the Younger - Selvarin Page 14 Krammoch Arkhstaff - Green Giant Page 10 Kurtal of Sreve - ravennight Page 21 Kymil Nimesin - Zireael Page 7 Laaqueel - Green Giant Page 5 Lashyrr Maerdrym - Jiggawha Page 12 Laspeera Naerinth - ravennight Page 16 Laummas the Liegelord - Prince Etharion Page 7 Liriel Baenre - Selvarin Page 11 Lissa - Green Giant Page 6 Lonthalin Mintar - Green Giant Page 10 Lugribossk - Jiggawha Page 16 Luvon Greencloak - warlockco Page 1 Madeiron Sunderstone - Green Giant Page 1 Maglad - Green Giant Page 11 Malchor Harpell - Green Giant Page 1 Manefric III - Green Giant Page 6 Manxam - Green Giant Page 19 Marcus "Marco Volo" Wands - Green Giant Page 10 Mauzzkyl of Chaulssin - Green Giant Page 19 Maxer Hlarr - ravennight Page 16 Mellomir - ravennight Page 17 Mintiper Moonsilver - Green Giant Page 1 Mintiper Moonsilver - Selvarin Page 11 The Mistmaster - Green Giant Page 1 Mithbarakaz - Green Giant Page 19 Myrlaer Ealoeth - Green Giant Page 6 Myrmeen Lhal - Green Giant Page 1 Nagus - Green Giant Page 21 Nantrin Bellowglyn - Green Giant Page 10 Nayal - Green Giant Page 11 Nethmoun Aln - Green Giant Page 19 Nexil'Vendyliq - Jiggawha Page 12 Nightshade of the Silent Rain - Otus Page 8 Nosk - Green Giant Page 11 Nouméa Drathchuld - Green Giant Page 12 Nuvian Eyes-Ashen - Jiggawha Page 14 Obould Many-Arrows - Parcival, the Orchunter Page 9 Obould Many-Arrows - Steelwind Page 19 Olorn Ridaugaur - Jiggawha Page 14 Orbakh the Night King - ravennight Page 16 Ovdana Xothcorlar - Jiggawha Page 14 Pacys - Green Giant Page 5 Paeris Hadalar - Zireael Page 7 The Pereghost - Selvarin Page 11 Phindounma the Abominable - Green Giant Page 16 Phiraz of the Naturalists - Green Giant Page 19 Piergeiron Paladinson - Green Giant Page 1 Quaervaxthanus - ravennight Page 17 Quildan Oussghym - Green Giant Page 21 Quivnaxlak the Icosacular - Green Giant Page 20 Ragefast - Green Giant Page 10 Ralayn the Occultacle - Jiggawha Page 13 Ramazith Flamesinger - Green Giant Page 10 Rau'triel Luen - Green Giant Page 11 Rayanna the Rose - Green Giant Page 11 Rhessajan Ambermantle - Green Giant Page 19 Rivaldo - Green Giant Page 10 Sabbas/Sabbar - Green Giant Page 10 Sabyna - Green Giant Page 5 Sammaster - Selvarin Page 12 Savengriff - Green Giant Page 1 Scaled Beauty - Ramar Aulinvox Page 18 Scalmarael the Sage - Green Giant Page 19 Separ - Green Giant Page 11 Shalara Swordshigh - Green Giant Page 18 Shandalar - Green Giant Page 10 Sharthane Zul - Jiggawha Page 12 Skarr - Green Giant Page 11 Skixtalq the Obscurant - Green Giant Page 18 The Srinshee - Prince Etharion Page 7 Ssentenna Di’Natassa - Green Giant Page 16 Symrustar Auglamyr - Green Giant Page 7 Taerom “Thunderhammer” Fuiruim - Green Giant Page 9 Tagreth Cormaeril - Green Giant Page 13 Takari Moonsnow - Jiggawha Page 13 Talana Brakuularn - ravennight Page 17 Talessyr Tranth - Green Giant Page 10 Talvis - Green Giant Page 11 Thalantyr the Conjurer - Green Giant Page 9 Thandraxx - Green Giant Page 11 Tharcereli - Jiggawha Page 15 Therin - Green Giant Page 6 Theskul Mirroreye - Green Giant Page 19 Thibbledorf Pwent - Steelwind Page 19 Thorn - Selvarin Page 13 Tianna Skyflower - Selvarin Page 11 Tomphael Arkenrret - Green Giant Page 20 Triktappic Kelpor'ral - Prince Etharion Page 7 Ulmyn Andalor - Green Giant Page 15 Vala Thorsdottr - Jiggawha Page 13 Vangerdahast - Steelwind Page 19 Vaxall of the Dying Gaze - Green Giant Page 20 Veldrin “Bluehands” Daerivyn - ravennight Page 17 Vesz’zt Auvryana - Green Giant Page 21 Volumvax - Green Giant Page 5 Voruna - Green Giant Page 11 Wangle Towerstruck - Green Giant Page 11 Whispering Serpent of Sammaresh - Jiggawha Page 12 Xenix the Occluded - Green Giant Page 21 Xephras - Jiggawha Page 15 Xianthrope - Green Giant Page 21 Xorthaul Barriath - Green Giant Page 20 Xulla the Voice of Bane - Green Giant Page 19 Ygnaroth the Necroseer - Green Giant Page 16 Zammzt Everharn - Green Giant Page 21 Zilkatrix - Green Giant Page 21 Zormarq the Phantyrant - Green Giant Page 18 Menzoberranzan Baelaskros Do’Ilisharr - warlockco Page 4 Bhaern del’Hluanter - warlockco Page 4 Du’arthe Klendara - warlockco Page 4 Krecil Treak - warlockco Page 4 Menzoberra - Zireael Page 6 “Nal” Xalyth “Not a Lady” - warlockco Page 4 Nantlel of the Three Fingers - warlockco Page 4 Nicholas Tindall - warlockco Page 4 Ologh “Gathergold” Ilyri - warlockco Page 4 Rhauvais del’Ygana - warlockco Page 4 Sh’aun Darnruel - warlockco Page 4 Sheeress of the Many Eyes - warlockco Page 4 Symeera of Neverwinter - warlockco Page 4 Tlar Quel’tlarn - warlockco Page 4 Tolokoph - warlockco Page 4 Uluruela Drael Tuabbar - warlockco Page 4 Mantol-Derith Badrock Peerayton - warlockco Page 4 Gradoc Gant Rockhand - warlockco Page 4 Hadrogh Prohl - warlockco Page 4 Harammamyl H’tithet - warlockco Page 4 Horriwart Tlignlicken - warlockco Page 4 Kassawar Plickenstone - warlockco Page 4 Laral Kroul - warlockco Page 4 Murkolk Szolt - warlockco Page 4 Reftael Jerritril - warlockco Page 4 Saarduel - warlockco Page 4 Yyssisiryl H’tithet - warlockco Page 4 1st House, Baenre Matron Baenre - warlockco Page 1 Bladen’Kerst Baenre - warlockco Page 1 Dantrag Baenre - warlockco Page 1 Jarlaxle - warlockco Page 1 “Methil” El-Viddenvelp - warlockco Page 1 Sos’Umptu Baenre - warlockco Page 1 Triel Baenre - warlockco Page 1 Vendes Baenre - warlockco Page 1 2nd House, Barrison Del'Armgo Mez’Barris Armgo - warlockco Page 1 Pharius Del’Armgo - warlockco Page 1 Uthegentel Armgo - warlockco Page 1 3rd House, Faen Tlabbar Fini’they Tlabbar - warlockco Page 1 Ghenni’tiroth Tlabbar - warlockco Page 1 Ghilanna Tlabbar - warlockco Page 1 Pri’Oront Tlabbar - warlockco Page 1 Rinnill Tlabbar - warlockco Page 1 Vadalma Tlabbar - warlockco Page 1 Former 3rd House, Oblodra K’yorl Odran - warlockco Page 1 4th House, Xorlarrin Brack’thal Xorlarrin - warlockco Page 1 Horroodissomoth Xorlarrin - warlockco Page 1 Jearth Xorlarrin - warlockco Page 1 Zeerith Q’Xorlarrin - warlockco Page 1 Former 5th House, Agrach Dyrr Auro’pol Dyrr - warlockco Page 3 Yasraena Dyrr - warlockco Page 3 6th House, Mizzrym Courdh Mizzrym - warlockco Page 3 Miz’ri Mizzrym - warlockco Page 3 7th House, Fey-Branch Byrtyn Fey - warlockco Page 3 Former 8th House, Do'Urden Briza Do’Urden - warlockco Page 3 Dinin Do’Urden - warlockco Page 3 Malice Do’Urden - warlockco Page 3 Maya Do’Urden - warlockco Page 3 Rizzen - warlockco Page 3 Vierna Do’Urden - warlockco Page 3 Zaknafein Do’Urden - warlockco Page 3 8th House, Tuin'Tarl Prid’eesoth Tuin - warlockco Page 3 9th House, Duskryn Berni’th Duskryn - warlockco Page 3 Calimaar - Seraphim of Night Page 6 Zelzpassa Duskryn - warlockco Page 3 10th House, Srune'lett Srune’Lyris Lett - warlockco Page 3 11th House, Horlbar Ker Horlbar - warlockco Page 3 Jerlys Horlbar - warlockco Page 3 12th House, Kenafin Kyrnill Kenafin - warlockco Page 3 13th House, Druu'giir Carrolloc Giir - warlockco Page 3 14th House, Hunzrin Kintuere Hunzrin - warlockco Page 3 Shakti Hunzrin - warlockco Page 3 15th House, Shobalar Hinkutes’nat Alar - warlockco Page 4 16th House, Vandree Troken’ther Vandree - warlockco Page 4 17th House, Symryvvin Hesken-P’aj Symryvvin - warlockco Page 4 21st House, Nurbonnis Adlictin Lot’ttl - warlockco Page 4 Caraf’nir Pron’nonnis - warlockco Page 4 Carri’pol Nurbonnis - warlockco Page 4 Daevion’lyr Nurbonnis - warlockco Page 4 Karlist Nurbonnis - warlockco Page 4 Nadallas Bonnine - warlockco Page 4 Pernictal Nurbonnis - warlockco Page 4 Rynn’qunnil Nurbonnis - warlockco Page 4 Rynn’qunnil Nurbonnis - warlockco Page 4 25th House, Millithor Carcelen Millithor - warlockco Page 4 Dariel Kront’tane - warlockco Page 4 Ki’Willis Millithor - warlockco Page 4 Marckarius Millithor - warlockco Page 4 Narcelia Millithor - warlockco Page 4 Quertus Millithor - warlockco Page 4 Torrellan Millithor - warlockco Page 4 Skullport/Undermountain Aekyl Dafyre - Green Giant Page 3 Ahmaergo - Green Giant Page 3 Alysae - Green Giant Page 3 Amet’ned-thoth - Green Giant Page 3 Amryyr Yauntyrr - Green Giant Page 3 Aragauthos - Green Giant Page 4 Arcturia - Green Giant Page 2 Aurin the Generous - Green Giant Page 3 Avaereene - Green Giant Page 2 Lord Byronae Trilluach - Green Giant Page 3 Chantos Graybeard - Green Giant Page 3 Colstan Rhuul - Green Giant Page 2 Dalagor the Cold - Green Giant Page 3 Denver Gilliam - Green Giant Page 3 Dwarnid Inkpeddler - Green Giant Page 3 Elegul Another - Green Giant Page 2 Eulagad the Maul - Green Giant Page 3 The Eye (Xanathar) - Green Giant Page 2 Grimmbold the Gith - Green Giant Page 3 Gyudd - Green Giant Page 3 Hlethvagi - Green Giant Page 2 Ilyana Wyrmmruff - Green Giant Page 3 Lord Ithvar Wordkiller - Green Giant Page 3 Kesra Tanor’Thal - Green Giant Page 3 Malakuth Tabuirr - Green Giant Page 3 Misker the Pirate Tyrant - Green Giant Page 2 Muiral the Misshapen - Green Giant Page 2 Nestor Podgin - Green Giant Page 3 Othur Roonsundyr - Green Giant Page 3 Quinan Varnaed - Green Giant Page 3 The Rag Mage - Green Giant Page 4 Randulaith of Mirabar - Green Giant Page 2 Rhaunaguth - Green Giant Page 3 Sangalor of the Secrets - Green Giant Page 3 Shalar Simgulphin - Green Giant Page 2 Shradin Mulophor - Green Giant Page 4 Smallfry - Green Giant Page 3 Spider - Green Giant Page 3 Tohkkal Burrwardern - Green Giant Page 3 Transtra - Green Giant Page 3 Vhondryl - Green Giant Page 3 Ysele the Cat - Green Giant Page 3 |
| Green Giant09-05-05, 04:40 PM | Space reserved for index part 2 |
| Green Giant09-05-05, 04:41 PM | Space reserved for index part 3 |
| Green Giant09-05-05, 05:01 PM | Thought I'd start it off with some of Elaine Cunningham's novel characters. Enjoy. :) Arilyn Moonblade: Female Half-Moon Elf Rog1/Ftr4/Hrp5; CR 10; Medium Humanoid; HD 6d6+12 plus 4d10+8; hp 65; Init +5; Spd 30 ft.; AC 15 (touch 15, flat-footed 10); Base Atk +7; Grp +10; Atk +13 melee (1d8+8/19-20, Arilyn’s moonblade) or +11 melee (1d4+3/19-20, masterwork dagger) or +13 ranged (1d6+3/x3, masterwork composite [+3] shortbow) or +13 ranged (1d8/19-20, masterwork light crossbow); Full Atk +13/+8/+3 melee (1d8+8/19-20, Arilyn’s moonblade) or +11/+6 melee (1d4+3/19-20, masterwork dagger) or +13/+8 ranged (1d6+3/x3, masterwork composite [+3] shortbow) or +13 ranged (1d8/19-20, masterwork light crossbow); Face/Reach 5 ft./5 ft.; SA Sneak attack +1d6; SQ Deneir’s eye, half-elf traits, Harper knowledge +7, Lliira’s heart, Lurue’s voice 3/day, Mystra’s boon, trapfinding, Tymora’s smile 1/day; AL CG; SV Fort +7, Ref +9, Will +7; Str 16, Dex 20, Con 15, Int 15, Wis 15, Cha 16 Skills and Feats: Climb +7, Diplomacy +17, Disguise +8, Gather Information +11, Handle Animal +8, Hide +14, Jump +13, Knowledge (local-Waterdeep) +7, Listen +8, Move Silently +14, Ride (horse) +11, Search +7, Sense Motive +9, Speak Language (chondathan, elven, common, alzhedo, illuskan), Spot +8, Survival +5, Swim +7, Tumble +13; Dodge, Mobility, Negotiator, Spring Attack, Stealthy, Weapon Focus (longsword), Weapon Specialization (longsword) Special Qualities: Half-Elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; +2 racial bonus on Diplomacy and Gather Information, elven blood. Sneak attack +1d6, trapfinding. Harper knowledge +7, Deneir’s eye (+3 sacred bonus on saves vs. glyphs, runes, and symbols), Lliira’s heart (+2 sacred bonus on saves vs. compulsion and fear effects), Tymora’s smile (+2 luck bonus on single save) 1/day, Lurue’s voice (speak with animals as 5th-level caster) 3/day, Mystra’s boon (+2 sacred bonus on saves vs. spells). Possessions: Arilyn’s moonblade, masterwork dagger, masterwork composite short bow, 10 arrows, masterwork light crossbow, 10 bolts, 1 spidersilk bolt (this trails a silk rope when fired), lesser Harper pin, flask of acid. Description: Arilyn’s half-elven beauty gives her the look of a young woman about 20 years old; actually she is over 40. She is tall (5’9”), slender, and looks somewhat delicate. Her creamy skin is touched with blue in her high, sharp cheekbones and pointed ears. Her face is oval and topped with curly black hair. Her blue eyes are almond-shaped. When using the disguise self ability imbued in her moonblade, she can appear as human female courtesan, a human male street youth/laborer, or an elven female priestess of Mielikki. Sources: Heroes’ Lorebook (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Expanded Psionics Handbook (3.5E). Arilyn’s Moonblade: This ancient moonblade was once in the possession of Princess Amnestria of Evermeet before she was murdered by Kymil Nimesin and passed on to Arilyn. Arilyn’s Moonblade: +2 warning longsword of speed; AL CG; Int 12, Wis 10, Cha 12; Empathy, 30 ft. vision and hearing; Ego Score 28. Lesser Powers: Disguise self 3/day, detect hostile intent at will (blade can give off a faint blue glow, silently send a tingling sensation if in scabbard, or by dream). Greater Powers: Immune to fire (as long as blade is within 60 feet), gate control (open, close, or relocate any portal created by an elf that connects Faerun and Evermeet). Special Purpose: Defeat/slay as commanded Dedicated Power: Elfshadow Personality: Unknown Strong (all schools); CL 15th. Danilo Thann: Male Tethyrian Human Ari3/Wiz9/Spellsinger 1; CR 12; Medium Humanoid (Human); HD 3d8+6 plus 9d4+18 plus 1d6+2; hp 69; Init +3; Spd 30 ft.; AC 16 (touch 14, flat-footed 13); Base Atk +6; Grp +9; Atk +11 melee (1d8+5/19-20, Singing Sword) or +10 melee (1d4+3/19-20, masterwork dagger); Full Atk +11/+6 melee (1d8+5/19-20, Singing Sword) or +10/+5 melee (1d4+3/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SQ Spellsong, summon familiar; AL CG; SV Fort +6, Ref +9, Will +14; Str 16, Dex 17, Con 15, Int 20, Wis 16, Cha 19 Skills and Feats: Bluff +9, Concentration +14 (+18 when casting defensively), Craft (composition) +12, Decipher Script +14, Diplomacy +15, Disguise +9 (+11 acting), Gather Information +11, Knowledge (arcana) +17, Knowledge (history-the North) +11, Knowledge (local-Waterdeep) +14, Knowledge (nobility and royalty) +11, Listen +5, Perform (dance) +10, Perform (sing) +18, Perform (string instrument) +10, Profession (cook) +5, Ride (horse) +8, Sense Motive +8, Speak Language (chondathan, common, draconic, dwarven, elven, halfling, illuskan), Sleight of Hand +8, Spellcraft +19, Spot +5; Combat Casting, Extend Spell, Improved Counterspell, Scribe Scroll{B}, Skill Focus (Perform [sing]), Smooth Talk, Spell Focus (enchantment), Spontaneous Casting Special Qualities: Summon familiar. Spellsong (spontaneously cast arcane enchantment spells, DC = 17 + spell level). Wizard Spells Prepared (4/6/5/4/4/3; base DC = 15 + spell level; DC 16 + spell level with enchantment spells; caster level 10th): 0–dancing lights, ghost sound, message, prestidigitation; 1st–disguise self, enlarge, grease, jump, silent image, unseen servant; 2nd–detect thoughts, levitate, magic mouth, rope trick, see invisibility; 3rd–clairaudience/clairvoyance, dispel magic, illusory script, suggestion; 4th–charm monster, hallucinatory terrain, extended heroism, scrying; 5th–persistent image, telekinesis, teleport. Spellbook: As above, plus Danilo Thann’s apprenticeship under Khelben “Blackstaff” Arunsun has granted him access to many of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. He knows all the spells created by Khelben that he is capable of casting. Other two rare spells he has learned are fool’s gold and a variant of bladeweave [CAd], which he calls bladesong. (Both spells can be found in WotC’s website, although the latter one has been updated and renamed in Complete Adventurer. In Danilo’s variant version, the school remains the same as bladeweave but the subschool is considered to be figment rather than pattern, as well as producing magical music in combat. Danilo always chooses a ribald ballad.) Possessions: Singing Sword, masterwork dagger, Danilo’s green bag (bag of holding [type IV]), lesser Harper pin. Description: Danilo is about 30 years old, of average build, and stands 6 feet tall. He has well-styled flaxen hair, mocking gray eyes, and a strong tenor voice. Except under the most arduous of circumstances, he is always well-dressed in the richest of clothes. At parties he is bedecked with lots of jewelry and the latest of fashion. At his hip is a sword and a green leather bag, and a dagger is in his boot. Hidden under his tunic, pinned to his shirt, is a lesser Harper pin. Note: Danilo has not chosen to take a familiar as of yet. Sources: City of Splendors (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Eberron Campaign Setting (3.5E). Danilo’s Green Bag: This green leather bag is a bag of holding (type IV), and it contains a myriad of items, such as his spellbooks, numerous items of clothing (all very well made and expensive), a snuffbox, three ornate silver flasks (containing brandy, Rivengut, and Moonshae Moonshine), pairs of dice (one pair loaded), jewelry and other accessories that would complement any outfit known on Toril, snares, several potions of cure light wounds, cure moderate wounds, cure serious wounds, and neutralize poison, writing paper to compose songs, herbs for cooking, cooking wine, and much, much more. Moderate conjuration; CL 9th; Craft Wondrous Item, Leomund’s secret chest; Price 10,000 gp The Singing Sword: Danilo owns a +2 harmonizing longsword that was originally enchanted to sing a Turmish battle song to inspire others and negate the magical singing of creatures such as harpies and sirens. Danilo changed the enchantment so that the sword now sings a very ribald ballad about a knight and his enchanted lance. One of the his favorite tricks is to loan the sword to the best fighter in the group (usually someone very strait-laced, such as Elaith) and enjoy the look on his face as he fights horrible creatures while the sword bursts out with several verses of this lurid ditty. Source: City of Splendors: Waterdeep (3.5) Faint illusion; CL 6th; Craft Magic Arms and Armor, ghost sound; Price 18,315 gp Algorind of Tyr: Male Tethyrian Human Pal6 of Tyr; CR 6; Medium Humanoid (Human); HD 6d10+18; hp 55; Init +3; Spd 30 ft.; AC 19 (touch 12, flat-footed 17); Atk +6; Grp +10; Atk +12 melee (1d8+5/19-20, +1 longsword) or +11 melee (1d8+4/x3, masterwork spear); Full Atk +12/+7 melee (1d8+5/19-20, +1 longsword) or +11 melee (1d8+4/x3, masterwork spear); Face/Reach 5 ft./5 ft.; SA Smite evil 2/day, turn undead 6/day; SQ Aura of courage, aura of good, detect evil, divine grace, divine health, lay on hands (18 hp), remove disease 1/week, special mount (Icewind); AL LG; SV Fort +9, Ref +6, Will +6; Str 19, Dex 17, Con 16, Int 11, Wis 13, Cha 17 Skills and Feats: Craft (cartography) +2, Craft (trapmaking) +2, Diplomacy +7, Knowledge (nobility and royalty) +5, Knowledge (religion) +5, Ride (horse) +8, Speak Language (chondathan, common), Survival +3; Mounted Combat, Power Attack, Track, Weapon Focus (longsword) Special Qualities: Aura of good (aura equals paladin level), detect evil at will, smite evil 2/day (+3 to attack, +6 to damage), divine grace (Cha bonus to saving throws), lay on hands (cure 18 hp a day), divine health (immune to all diseases including mummy rot and lycanthropy), aura of courage (immune to fear, allies within 10 ft. gain a +4 morale bonus to saving throws against fear effects), turn undead as 3rd level cleric (+2 to turn checks) 6/day, special mount (Icewind), remove disease 1/week. Paladin Spells Prepared (2; base DC = 11 + spell level; caster level 3rd): 1st-bless weapon, protection from evil. Possessions: Masterwork chainmail, masterwork heavy steel shield, +1 longsword, masterwork spear, potion of heroism, potion of shield of faith +3, tabard of resistance +1 (as cloak of resistance), flask of holy water x2, silver holy symbol (Tyr). 388 gp Description: Algorind stands at 6’2” tall and is an earnest young man, full of certainty and strong in faith, and his countenance reflects this: his features are strong, his blue-eyed gaze direct and guile free. He is in his early twenties, tall and fit. His hair is short, curly and very fair. Algorind wears chainmail covered by a white tabard bearing the symbol of Tyr in blue: a balanced scale atop a warhammer. Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Dragon Magazine #251. Icewind: Heavy Warhorse Paladin mount; CR -; Large Magical Beast; HD 6d8+18; hp 48; Init +1; Spd 50 ft.; AC 18 (touch 10, flat-footed 17); Atk +4; Grp +12; Atk +7 melee (1d6+4, hoof); Full Atk +7 melee (1d6+4, 2 hooves) and +5 (1d4+2, bite); Face/Reach 10 ft./5 ft.; SQ Empathic link, improved evasion, low-light vision, scent, share spells, share saving throws; AL N; SV Fort +8, Ref +6, Will +3; Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6 Skills and Feats: Listen +6, Spot +5; Endurance, Multiattack, Run. Special Qualities: Empathic link, improved evasion, share spells, share saving throws. Bronwyn Caradoon: Female Illuskan Human Rog5/Harper Agent 4; CR 9; Medium Humanoid (Human); HD 9d6+9; hp 43; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +6; Grp +6; Atk +7 melee (1d6/19-20, masterwork short sword) or +7 melee (1d4/19-20, masterwork dagger) or +2 melee (1d6/19-20, garrote); Full Atk +7/+2 melee (1d6/19-20, masterwork short sword) or +7/+2 melee (1d4/19-20, masterwork dagger) or +2 melee (1d6/19-20, garrote); Face/Reach 5 ft./5 ft.; SQ Deneir’s eye, Harper knowledge +14, Lliira’s heart, Lurue’s voice 3/day, trapfinding, Tymora’s smile 1/day; AL NG; SV Fort +3, Ref +9, Will +7; Str 10, Dex 18, Con 13, Int 18, Wis 14, Cha 15 Skills and Feats: Appraise +18 (+20 with gems), Bluff +7, Climb +5, Craft (gemcutting) +9, Decipher Script +11, Diplomacy +16, Disable Device +9, Forgery +9, Gather Information +9, Hide +9, Jump +7, Knowledge (arcana) +9, Knowledge (history-the North) +11, Knowledge (local-Waterdeep) +9, Listen +7, Move Silently +9, Ride (horse) +6, Search +9, Sense Motive +9, Sleight of Hand +11, Speak Language (chondathan, common, alzhedo, dwarven, illuskan, thorass), Spellcraft +11, Spot +7, Survival +7 (+9 to find or follow tracks), Tumble +11; Appraise Magic Value, Diligent, Negotiator, Obscure Lore, Track Special Qualities: Harper knowledge +14, Deneir’s eye (+3 sacred bonus on saves vs. glyphs, runes, and symbols), Lliira’s heart (+2 sacred bonus on saves vs. compulsion and fear effects), Tymora’s smile (+2 luck bonus on single save) 1/day, Lurue’s voice (speak with animals as 5th-level caster) 3/day. Possessions: Masterwork short sword, masterwork dagger, garrote, bag of sending, Ring of Samular. Description: Bronwyn is ahuman woman, not quite 25 years old. She is small and slim (5’4”), with a build more appropriate to an athlete than a courtesan. Her face is triangular, with a sharp, determined chin and high cheekbones. Her large, chocolate-brown eyes are her best feature. She has very thick, very long brown hair, which she usually wears pulled back in a single braid. Despite her love of fine things, she dresses simply. Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Adventurer (3.5E), Song and Silence (3E), and Dragon Magazine #251. Bag of Sending: This bag sends any nonliving object placed within to a location the owner desires once per day. The bag can accommodate anything smaller than its 2 feet by 4 feet in size. Strong conjuration; CL 13th; Craft Wondrous Item, teleport object; Price 36,400 gp. Dag Zoreth (Brandon Caradoon): Male Illuskan Human Clr6/Strifeleader 4 of Cyric; CR 10; Medium Humanoid (Human); HD 6d8 plus 4d6; hp 47; Init +0; Spd 30 ft.; AC 14 (touch 10, flat-footed 14); Base Atk +7; Grp +8; Atk +10 melee (1d8+1/19-20, masterwork longsword); Full Atk +10/+5 melee (1d8+1/19-20, masterwork longsword); Face/Reach 5 ft./5 ft.; SA Rebuke undead 6/day, sneak attack +1d6; SQ Aura of evil, dominating aura 30 ft., poison use, skilled prevarication; AL CE; SV Fort +9, Ref +3, Will +14; Str 13, Dex 10, Con 11, Int 17, Wis 16, Cha 17 Skills and Feats: Bluff +14, Concentration +9 (+13 when casting defensively), Disguise +11 (+14 acting), Gather Information +7, Intimidate +15, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (religion) +12, Ride (horse) +4, Sense Motive +7, Speak Language (damaran, common, abyssal, chondathan, elven), Spellcraft +10; Combat Casting, Iron Will, Martial Weapon Proficiency (longsword), Spell Focus (illusion), Weapon Focus (longsword) Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 6th-level cleric (+2 to rebuke checks) 6/day. Dominating aura 30 ft. (-2 morale penalty on saves vs. fear effects for enemies), poison use, skilled prevarication (+2 bonus on Bluff and Intimidate checks, +4 bonus on saves vs. discern lies and zone of truth), sneak attack +1d6. Cleric Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 13 + spell level; DC 14 + spell level with illusion spells; caster level 9th): 0-detect magic, detect poison, guidance, purify food and drink, read magic, resistance; 1st-cause fear, cure light wounds, divine favor, entropic shield, protection from good*, shield of faith; 2nd-bear’s endurance, bull’s strength, death knell, invisibility*, resist energy, spiritual weapon; 3rd-cure serious wounds, dispel magic, flame of faith [CD], magic circle against good*, magic vestment; 4th-cure critical wounds, greater magic weapon, unholy smite*; 5th-dispel good*, scrying. *Domain spell. Deity: Cyric. Domains: Evil (cast evil spells at +1 caster level), Trickery (Bluff, Disguise, and Hide as class skills). Possessions: Mithral shirt, masterwork longsword, scrying bowl, several spheres of speaking, silver unholy symbol (Cyric). Description: Dag Zoreth is Bronwyn Caradoon’s older brother. There is a family resemblance: like her, he is dark and slight. He is a small, slender man, with dark brown eyes and a narrow, handsome face. His hairline dips to a pronounced “widow’s peak.” He had a fondness for luxury and fine clothes, and he always wears black and purple, the colors of Cyric. Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Faiths and Pantheons (3E), Complete Divine (3.5E), and Dragon Magazine #251. Spheres of Speaking: These small crystal globes can transmit messages (as the sending spell) to each other once per day. When the message is sent, the individual who sent it appears in the globe backlit with purple flames. If the the crystal globe who is the receiver of the message is not in a creature’s possession, no message is sent and the user knows the message did not go through. The globes continue functioning so long as there are two remaining. Moderate evocation; CL 7th; Craft Wondrous Item, sending; Price 15,000 gp (pair), for every other globe added the cost increases by 5,000 gp; Weight 1 lb. Ebenezer Stoneshaft: Male Shield Dwarf Ftr7/Rog7; CR 14; Medium Humanoid (Dwarf); HD 7d10+28 plus 7d6+28; hp 123; Init +2; Spd 20 ft.; AC 18 (touch 12, flat-footed 16); Base Atk +12; Grp +17; Atk +20 melee (1d6+9/x3, +2 handaxe); Full Atk +20/+15/+10 melee (1d6+9/x3, +2 handaxe); Face/Reach 5 ft./5 ft.; SA Sneak attack +4d6; SQ Dwarf traits, evasion, trap sense +2, trapfinding, uncanny dodge; AL CN; SV Fort +11, Ref +9, Will +6; Str 20, Dex 15, Con 19, Int 13, Wis 14, Cha 13 Skills and Feats: Bluff +8, Climb +7, Craft (woodworking) +6, Diplomacy +10, Handle Animal +8, Hide +4, Jump +7, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (history) +4, Listen +5, Move Silently +4, Perform (oratory) +10, Ride (horse) +9, Search +6, Speak Language (chondathan, dwarven, common, undercommon), Spot +5, Survival +9 (+11 underground, to avoid getting lost, and find or follow tracks); Cleave, Endurance, Moradin’s Smile, Mounted Combat, Oral History, Power Attack, Track, Weapon Focus (handaxe), Weapon Specialization (handaxe) Special Qualities: Dwarven Traits: 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against goblinoids and orcs; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge. Possessions: +2 ring mail, +2 handaxe. Description: Ebenezer is a dwarf, not quite 200 years old and thus in his prime. He is about four feet tall and very broad through the chest and shoulders. He has curly auburn hair that tends to embarrass him in humid weather or during strenuous exercise, when it springs up into wild ringlets. His red beard, on the other hand, is long and full and almost straight, and it has the decency to just hang there. He shaves his mustache off, which lends his face an almost-boyish aspect. He is very fond of horses and often wears a pendant fashioned from an old horseshoe and a leather thong. Ebenezer likes an occasional pipe and smokes when deep in thought. Fortunately for his health, Ebenezer is not given to frequent bouts of introspection. Note: Skills modified by armor as well as Moradin’s Smile feat. Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Races of Faerun (3E), Races of Stone (3.5E), Arms and Equipment Guide (3E), and Dragon Magazine #251. |
| Green Giant09-05-05, 05:16 PM | Here are some members of Waterdeep's government. Enjoy. :) Aleena Paladinstar: Female Tethyrian Human Wiz7/Dev4 of Tyr; CR 11; Medium Humanoid (Human); HD 11d4+11; hp 40; Init +3; Spd 30 ft.; AC 16 (touch 14, flat-footed 13); Base Atk +5; Grp +7; Atk +8 melee (1d8+3/19-20, Tyr’s Mercy); Full Atk +8 melee (1d8+3/19-20, Tyr’s Mercy); Face/Reach 5 ft./5 ft.; SQ Divine synergy, reach of the holy 4/day, sacred defense +2, summon familiar; AL LG; SV Fort +5, Ref +7, Will +13; Str 14, Dex 16, Con 13, Int 22, Wis 16, Cha 16 Skills and Feats: Concentration +12 (+16 when casting defensively), Craft (alchemy) +12, Decipher Script +12, Diplomacy +14, Disguise +5, Knowledge (arcana) +17, Knowledge (history-the North) +11, Knowledge (local-Waterdeep) +11, Knowledge (nobility and royalty) +17, Knowledge (religion) +14, Sense Motive +8, Speak Language (chondathan, common, draconic, elven, dwarven, giant, illuskan), Spellcraft +21, Use Magic Device +5 (+7 with scrolls); Combat Casting, Craft Magic Arms and Armor, Enlarge Spell, Magical Aptitude, Martial Weapon Proficiency (longsword), Scribe Scroll{B}, Spell Penetration Special Qualities: Reach of the holy 4/day, sacred defense +2, divine synergy. Wizard Spells Prepared (4/6/6/5/4/3/2; base DC = 16 + spell level; caster level 11th): 0–detect magic, electric jolt [MAG], message, read magic; 1st–feather fall, Laeral’s cutting hand [MAG], magic missile, ray of enfeeblement, shield, true strike; 2nd–Aganazzar’s scorcher [FRCS], detect thoughts, glitterdust, Melf’s acid arrow, mirror image, resist energy; 3rd–dispel magic, haste, Laeral’s silver lance [CoS:W], lightning bolt, suggestion; 4th–greater invisibility, locate creature, Tirumael’s energy spheres [MAG], wall of fire; 5th–cloudkill, lesser ironguard [FRCS], teleport; 6th–disintegrate, prismatic eye [PGtF]. Spellbook: As above, plus Aleena Paladinstar’s apprenticeship under Laeral Silverhand Arunsun and Khelben “Blackstaff” Arunsun has granted her access to many of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. She knows all the spells created by Khelben or Laeral that she is capable of casting. Possessions: Tyr’s Mercy (+1 merciful longsword), bracers of armor +2, cloak of resistance +1, headband of intellect +2, pearl of power (1st-level spell), potion of cure light wounds x2, ring of protection +1, scroll: protection from chaos, scroll: detect thoughts, scroll: false life, wand of magic missile (9th) (21 charges). 17 gp Description: Aleena would be considered one of the most beautiful women in Waterdeep today, were she not so intimidating. Among the attributes she shares with her father Piergeiron are her finely chiseled features, bright unflinching eyes of olive green, a reclusive, thoughtful nature, and a deeply-ingrained sense of justice and law; she is also as tall as her father and once disguised herself as him by wearing his full armor. From her mother, Aleena gets her curly auburn locks, her grace and poise, and a penchant for magic. Note: Aleena has not chosen to take a familiar as of yet. Sources: City of Splendors (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), and City of Splendors: Waterdeep (3.5E). Madeiron Sunderstone: Male Illuskan Human Pal15 of Tyr; CR 15; Medium Humanoid (Human); HD 15d10+45; hp 132; Init +1; Spd 20 ft.; AC 19 (touch 11, flat-footed 18); Base Atk +15; Grp +20; Atk +24 melee (1d12+10/19-20/x3, Axe of Heavenly Fire) or +21 melee (1d10+7/19-20, masterwork bastard sword) or +18 melee (2d6+7, iron bar); Full Atk +24/+19/+14 melee (1d12+10/19-20/x3, Axe of Heavenly Fire) or +21/+16/+11 melee (1d10+7/19-20, masterwork bastard sword) or +18/+13/+8 melee (2d6+7, iron bar); Face/Reach 5 ft./5 ft.; SA Smite evil 4/day, turn undead 6/day; SQ Aura of courage, aura of good, detect evil, divine grace, divine health, lay on hands (45 hp), remove disease 4/week, special mount (Hestein); AL LG; SV Fort +15, Ref +9, Will +9; Str 21, Dex 12, Con 16, Int 8, Wis 13, Cha 17 Skills and Feats: Diplomacy +12, Hide +1, Knowledge (nobility and royalty) +4, Knowledge (religion) +4, Listen +4, Ride (horse) +8, Sense Motive +11, Speak Language (illuskan, common), Spot +4; Alertness, Cleave, Improved Critical (greataxe), Jotunbrud, Monkey Grip, Power Attack, Weapon Focus (greataxe) Special Qualities: Aura of good (aura equals paladin level), detect evil at will, smite evil 4/day (+3 to attack, +15 to damage), divine grace (Cha bonus to saving throws), lay on hands (cure 45 hp/day), divine health (immune to all diseases including mummy rot and lycanthropy), aura of courage (immune to fear, allies within 10 ft. gain a +4 morale bonus to saving throws against fear effects), turn undead as 12th level cleric (+2 to turn checks) 6/day, special mount (Hestein), remove disease 4/week. Paladin Spells Prepared (3/1/1; base DC = 11 + spell level; caster level 7th): 1st-bless weapon, divine favor, warning shout [MAG]; 2nd-shield other; 3rd-magic circle against evil. Possessions: +1 blueshine full plate, Axe of Heavenly Fire, masterwork bastard sword, 9-foot-long iron bar (treat as a Large heavy mace), silver holy symbol (Tyr). Description: Madeiron stands an astonishing eight feet tall in height; when on duty, he wears his polished, blueshine full plate and is truly an awesome sight. Madeiron is well-nigh fearless, and not especially bright. His perseverance, however, makes him a formidable foe. Sources: City of Splendors (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Races of Faerun (3E), and Complete Warrior (3.5E). Hestein: Heavy Warhorse Paladin mount; CR -; Large Magical Beast; HD 12d8+36 plus 12; hp 105; Init +1; Spd 60 ft.; AC 24 (touch 10, flat-footed 23); Atk +9; Grp +19; Atk +15 melee (1d6+6, hoof); Full Atk +15 melee (1d6+6, 2 hooves) and +10 (1d4+3, bite); Face/Reach 10 ft./5 ft.; SQ Command equines, empathic link, improved evasion, improved speed, low-light vision, scent, share spells, share saving throws, SR 20; AL N; SV Fort +11, Ref +9, Will +5; Str 22, Dex 13, Con 17, Int 9, Wis 13, Cha 6 Skills and Feats: Listen +9, Spot +8; Diehard, Endurance, Improved Toughness, Power Attack, Run. Special Qualities: Empathic link, improved evasion, share spells, share saving throws, improved speed, command equines. Piergeiron Paladinson: Male Tethyrian Human Pal17 of Tyr; CR 17; Medium Humanoid (Human); HD 17d10+17; hp 115; Init +0; Spd 20 ft.; AC 21 (touch 10, flat-footed 21); Base Atk +17; Grp +20; Atk +26 melee (1d8+8/19-20, holy avenger); Full Atk +26/+21/+16/+11 melee (1d8+8/19-20, holy avenger); Face/Reach 5 ft./5 ft.; SA Smite evil 4/day, turn undead 8/day; SQ Aura of courage, aura of good, detect evil, divine grace, divine health, lay on hands (85 hp), remove disease 4/week, special mount (Empyrea); AL LG; SV Fort +16, Ref +10, Will +14; Str 16, Dex 11, Con 12, Int 16, Wis 18, Cha 21 Skills and Feats: Concentration +10, Diplomacy +29, Handle Animal +15, Heal +15, Knowledge (nobility and royalty) +15, Knowledge (religion) +15, Ride (horse) +18, Sense Motive +18, Speak Language (chondathan, common, elven, dwarven); Blind-Fight, Cleave, Leadership, Mounted Combat, Power Attack, Ride-By-Attack, Weapon Focus (longsword). Special Qualities: Aura of good (aura equals paladin level), detect evil at will, smite evil 4/day (+5 to attack, +17 to damage), divine grace (Cha bonus to saving throws), lay on hands (cure 85 hp/day), divine health (immune to all diseases including mummy rot and lycanthropy), aura of courage (immune to fear, allies within 10 ft. gain a +4 morale bonus to saving throws against fear effects), turn undead as 14th level cleric (+2 to turn checks) 8/day, special mount (Empyrea), remove disease 4/week. Paladin Spells Prepared (3/3/3/2; base DC = 14 + spell level; caster level 8th): 1st-bless, cure light wounds, endure elements; 2nd-bull’s strength, resist energy, zone of truth; 3rd-cure moderate wounds, prayer, remove blindness/deafness; 4th-cure serious wounds, death ward. Possessions: Masterwork full plate, Shining shield, holy avenger, Lord’s Effects (Lord’s amulet, Lord’s helm, Lord’s ring, Lord’s robe), silver holy symbol (Tyr). Description: Piergeiron is 6’4” tall, muscular, and strikingly handsome. Because of his firm jaw, dark eyes, and curly brown hair flecked at the temples with gray, many ladies of the City of Splendors consider him to be the quintessential man. Though he is well past 50 winters, Piergeiron is the most quietly confident man one could meet, and his poise and patience have served him well with his duties inside and outside the city. Note: Piergerion Paladinson has the mental benefits and the physical penalties of old age. Piergeron’s original stat scores were: Str 17, Dex 14, Con 15, Int 14, Wis 16, Cha 17 Sources: Heroes’ Lorebook (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), and City of Splendors: Waterdeep (3.5E). Empyrea: Pegasus Paladin mount; CR -; Large Magical Beast; HD 4d10+12 plus 8d8+24; hp 98; Init +2; Spd 70 ft., fly 130 ft. (average); AC 24 (touch 11, flat-footed 22); Atk +12; Grp +22; Atk +18 melee (1d6+6, hoof); Full Atk +18 melee (1d6+6, 2 hooves) and +16 (1d3+3, bite); Face/Reach 10 ft./5 ft.; SQ Command pegasi, darkvision 60 ft., empathic link, improved evasion, improved speed, low-light vision, scent, share spells, share saving throws, SR 22, spell-like abilities; AL CG; SV Fort +11, Ref +10, Will +7; Str 22, Dex 15, Con 16, Int 10, Wis 13, Cha 13 Skills and Feats: Diplomacy +8, Listen +12, Sense Motive +12, Spot +12; Adroit Flyby Attack, Flyby Attack, Iron Will, Multiattack, Wingover Special Qualities: +4 racial bonus on Listen and Spot checks. Empathic link, improved evasion, share spells, share saving throws, improved speed, command pegasi. Spell-like abilities (as 5th-level caster): at will–detect good and detect evil within a 60-foot radius. Sources: PHB 3.5, DMG 3.5, MM 3.5, and Draconomicon (3.5E). Shining Shield: Many of these +1 daylight heavy steel shields were forged during the days of the Tri-Crowned Kingdom of Phalorm and the Kingdom of Man They were extensively used against the orc hordes of the North that continually plagued those kingdoms. Source: Arms and Equipment Guide. Faint evocation; CL 5th; Craft Magic Arms and Armor, daylight; Price 9,170 gp |
| The Simbul09-05-05, 05:27 PM | This thread was created to post your versions of the NPCs found in any of the Forgotten Realms books or magazines.Thanks. I wanted to post some of my versions somewhere, but I didnt want to hijack your thread and I didnt want to put them in the bumped-once-a-century Faerunian NPCs Erratta thread either. |
| Green Giant09-05-05, 05:27 PM | Here are a pair of former Harpers, now Moonstar Agents. Enjoy. :) Mintiper Moonsilver “The Lonely Harpist”: Male Tethyrian Human Brd19; CR 19; Medium Humanoid (Human); HD 19d6+57; hp 126; Init +7; Spd 30 ft.; AC 20 (touch 13, flat-footed 17); Base Atk +14; Grp +17; Atk +19 melee (1d10+3/19-20, +2 silver bastard sword) or +18 melee (1d8+4/19-20 masterwork longsword) or +18 ranged (1d4+3/19-20, masterwork dagger); Full Atk +19/+14/+9 melee (1d10+3/19-20, +2 silver bastard sword) or +18/+13/+8 melee (1d8+4/19-20 masterwork longsword) or +18 ranged (1d4+3/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SQ Bardic knowledge +24, bardic music 19/day (countersong, fascinate, inspire courage +4, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion); AL CN; SV Fort +9, Ref +14, Will +15; Str 16, Dex 17, Con 17, Int 16, Wis 18, Cha 20 Skills and Feats: Balance +10, Bluff +10, Climb +8, Concentration +22, Decipher Script +8, Diplomacy +14, Forgery +8, Gather Information +10, Hide +13, Intimidate +12, Jump +10, Knowledge (arcana) +8, Knowledge (history-the North) +8, Listen +9, Move Silently +8, Perform (sing) +26, Perform (string instruments) +26, Perform (wind instruments) +16, Ride (horse) +8, Sense Motive +9, Sleight of Hand +10, Speak Language (chondathan, elven, common, illuskan, orc), Spellcraft +10 (+12 to decipher scrolls), Spot +9, Survival +9, Swim +8, Tumble +15, Use Magic Device +10 (+12 with scrolls); Blind-Fight, Combat Expertise, Dodge, Exotic Weapon Proficiency (bastard sword), Improved Iniative, Leadership, Mobility, Spring Attack Special Qualities: Bardic knowledge +24, bardic music 19/day (countersong, fascinate, inspire courage +4, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion). Bard Spells Known (4/6/5/5/5/5/3; base DC = 15 + spell level; caster level 19th): 0-detect magic, ghostharp [MAG], know direction, read magic, resistance, summon instrument; 1st-disguise self, expeditious retreat, focusing chant [CAd], know protections [MAG], unseen servant; 2nd-cat’s grace, detect thoughts, locate object, silence, whispering wind; 3rd-charm monster, clairaudience/clairvoyance, displacement, gaseous form, haste; 4th-cure critical wounds, greater invisibility, hold monster, legend lore, neutralize poison; 5th-greater dispel magic, persistent image, shadow evocation, song of discord; 6th-animate objects, greater shout, Otto’s irresistible dance, protégé [CAd]. Possessions: Masterwork leather armor, +2 silver bastard sword, 2 masterwork longswords, 2 masterwork daggers (stored in boots), bracers of armor +7, cloak of elvenkind, decanter of endless water, greenstone amulet, masterwork handharp, masterwork lute, 1d6 potions of cure light wounds, masterwork reed-flute (recorder), scroll: remove curse, scroll: teleport, scroll: wall of stone, scroll: contingency, scroll: stone to flesh, spare boots and earth-tone nondescript clothes, Teukiir badge. 34 gp in money belt; 14 gp, 19 sp, 9 cp in belt pouch; 6 rubies (5,500 gp each) in one of hollow boot-heels. Description: Mintiper Moonsilver stands at 6’2” and weighs in at 142 lbs. He is believed to be 47 yrs. old with black hair and blue eyes that grow very dark when he is angry, or shine luminously blue when he is excited or delighted. An old burn scar runs diagonally across the back of his right hand. He also bears a silver mark in the form of feminine lips burned into his left shoulder. Note: Mintiper Moonsilver is blessed by the “spellsingers’ luck” which allows him to reroll any failed saving throw every nine turns. Mintiper Moonsilver has the mental benefits and physical penalties of middle age. Skills modified by magic items. Sources: The Code of the Harpers (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), and City of Splendors: Waterdeep (3.5E). Lady Lord Myrmeen Lhal: Female Chondathan Human Rgr12 of Tymora; CR 12; Medium Humanoid (Human); HD 12d8+24; hp 76; Init +3; Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Base Atk +12; Grp +15; Atk +21 melee (1d8+8/17-20, +5 keen longsword) or +15 melee (1d3+3, unarmed strike); Full Atk +21/+16/+11 melee (1d8+8/17-20, +5 keen longsword) and +15/+10/+5 melee (1d3+1, unarmed strike); Face/Reach 5 ft./5 ft.; SA Favored enemy (humanoid [goblinoid] +4, Night Parade +4, outsider [evil] +2); SQ Animal companion, evasion, swift tracker, wild empathy +18, woodland stride; AL NG; SV Fort +10, Ref +11, Will +6; Str 17, Dex 17, Con 14, Int 15, Wis 15, Cha 19 Skills and Feats: Climb +8, Diplomacy +13, Disguise +6, Forgery +7, Heal +7, Handle Animal +9, Hide +13, Jump +8, Knowledge (nature) +14, Knowledge (nobility and royalty) +7, Listen +7, Move Silently +13, Ride (horse) +15, Search +12, Sense Motive +4, Speak Language (chondathan, common, alzhedo, goblin), Spot +7, Survival +16 (+18 aboveground and follow tracks), Swim +8; Combat Expertise, Endurance{B}, Greater Two-Weapon Fighting{B}, Improved Two-Weapon Fighting{B}, Improved Unarmed Strike, Mounted Combat, Negotiator, Point Blank Shot, Track{B}, Two-Weapon Fighting{B}, Weapon Focus (longsword) Special Qualities: Wild empathy +18 (+14 with magical beasts), favored enemy (humanoid [goblinoid] +4, Night Parade +4, outsider [evil] +2), animal companion, woodland stride, swift tracker, evasion. Ranger Spells Prepared (2/2/1; base DC = 12 + spell level; caster level 6th): 1st-charm animal, pass without trace; 2nd-barkskin, hold animal; 3rd-cure moderate wounds. Possessions: Mithral shirt, +5 keen longsword, amulet of disguise, potions of cure light wounds x3, Teukiir badge. Description: Although in her mid-40’s, Myrmeen remains as statuesque and beautiful as she was decades ago. With a full, buxom figure, a trim waist, and long, shapely legs, Myrmeen’s body is the envy of most women. Her face still retains a soft, youthful appearance and is high-lighted by strongly defined cheekbones, full lips, flowing brunette hair, and eyes of deep blue with flecks of gold. Sitting in court, Lady Lord Myrmeen wears steel mesh ceremonial armor with red gems embedded in it. Her hair is tucked neatly into a silver headdress fashioned in the image of a phoenix. While adventuring, she wears a shirt of mithral–but on an information-gathering mission, she will often assume a disguise (such as that of a rich merchant or a fortune-teller) that does not comport with the wearing of armor. Note: Lady Lord Myrmeen Lhal has the mental benefits and physical penalties of middle age. Myrmeen Lhal has not chosen to take an animal companion as of yet. Sources: Heroes’ Lorebook (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), and City of Splendors: Waterdeep (3.5E). Amulet of Disguise: This amulet allows an individual to assume the image and speak in the voice a single individual, chosen at the time of the item’s creation. In the case of Myrmeen Lhal’s amulet, it allows the wearer to assume the shape and speak in the voice of the Lady Lord. Faint illusion; CL 1st; Craft Wondrous Item, disguise self; Price 1,000 gp |
| Green Giant09-05-05, 06:02 PM | Here are a quartet of powerful wizards. Enjoy. :) Lady Alathene Moonstar: Female Illuskan Human Archlich Wiz15/Dev5 of Selûne; CR 22; Medium Undead (Augmented Humanoid); HD 20d12; hp 135; Init +3; Spd 30 ft.; AC 31 (touch 18, flat-footed 28); Base Atk +9; Grp +10; Atk +12 melee touch (1d8+5 plus paralysis, negative energy touch); Full Atk +12 melee touch (1d8+5 plus paralysis, negative energy touch); Face/Reach 5 ft./5 ft.; SA Fear aura, paralyzing touch, negative energy touch, turn undead 7/day; SQ Animate dead, DR 15/bludgeoning and magic, divine shroud 1/day, divine synergy, lich immunities, reach of the holy 5/day, sacred defense +2, summon familiar, turning immunity, undead traits, water walk; AL CG; SV Fort +11, Ref +14, Will +23; Str 13, Dex 16, Con -, Int 34, Wis 20, Cha 19 Skills and Feats: Concentration +27 (+31 when casting defensively), Craft (alchemy) +27, Decipher Script +22, Diplomacy +13, Heal +10, Hide +11, Knowledge (arcana) +34, Knowledge (dungeoneering) +17, Knowledge (history-the North) +23, Knowledge (local-Waterdeep) +23, Knowledge (nobility and royalty) +27, Knowledge (religion) +27, Knowledge (the planes) +22, Listen +13, Move Silently +11, Search +20, Sense Motive +18, Speak Language (chondathan, common, celestial, draconic, dwarven, elven, giant, halfling, illuskan, orc, thorass), Spellcraft +37, Spot +13; Arcane Disciple (Moon domain), Combat Casting, Craft Wondrous Item, Enlarge Spell, Improved Counterspell, Lunar Magic, Quicken Spell, Scribe Scroll{B}, Spell Focus (evocation), Spell Focus (divination), Spell Penetration Special Qualities: Negative energy touch (DC 24), paralyzing touch (DC 24), fear aura (DC 24), undead traits, lich immunities (immune to cold, electricity, polymorph [though she can use polymorph effects on herself], and mind-affecting attacks), turn undead as 20th level cleric (+2 to turn checks) 7/day, animate dead as 20th level caster at will, water walk at will. Reach of the holy 5/day, sacred defense +2, divine synergy, divine shroud (SR 17 for 5 minutes) 1/day. Wizard Spells Prepared (4/7/7/7/7/6/6/6/6/5; base DC = 22 + spell level; DC = 23 + spell level with divination and evocation; caster level 20th): 0–detect magic, disrupt undead, mage hand, read magic; 1st–detect undead, disguise self, know protections [MAG], magic missile, obscuring mist, Shelgarn’s persistent blade [MAG], shield; 2nd–battering ram [MAG], cat’s grace, detect thoughts, Igedrazzar’s miasma [MAG], moonbeam [FRCS] (DC 18), protection from arrows, scorching ray; 3rd–fireball, fly, gaseous form, lightning bolt, magic circle against evil, moon blade [FRCS], protection from energy; 4th–backlash [MAG], charm monster, polymorph, shout, scrying, stoneskin, thunderlance [MAG]; 5th–hold monster, moon path [FRCS] (DC 21), Presper’s moonbow [PGtF], prying eyes, telekinesis, wall of force; 6th–antimagic field, flesh to stone, greater dispel magic, Otiluke’s freezing sphere, prismatic eye [PGtF], true seeing; 7th–ethereal jaunt, greater ironguard [FRCS], greater teleport, project image, spell turning, vision; 8th–Bigby’s clenched fist, discern location, lightning ring [PGtF], prismatic wall, summon monster VIII, temporal stasis; 9th–energy drain, eye of power [PGtF], foresight, meteor swarm, moonfire [FRCS] (DC 25). Spellbook: As above, plus Lady Alathene Moonstar knows many of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Her Arcane Disciple feat has allowed her to create/learn arcane versions of all the spells associated with the Moon domain. Possessions: The Shardstaff (intelligent staff of evocation, 50 charges), Regalia of the Moon. Lady Alathene’s phylactery takes the form of a large diamond easily worth double the amount a normal phylactery should be worth. She has used the hardening spell [MAG] on the diamond. As one of Selûne’s most powerful arcane spellcasters, owner of the Blushing Mermaid, and a senior member of the Moonstar family, Lady Alathene Moonstar has access and funds to many other equipment, both mundane and magical. Description: Lady Alathene Moonstar is very old and very beautiful, her beauty kept up by magic. She glides around dressed in full formal gowns with ornate, upthrust bodices and head veils. Note: Lady Alathene Moonstar has all the mental benefits of being venerable age but her undead state has made her immune to any of the physical penalties. Lady Moonstar’s undead status is flawed and maintains her form by slaying two to three living, sentient beings a year through energy drain spells. She usually chooses beings she dislikes or sees as evil. Lady Moonstar has not chosen to take a familiar as of yet. Sources: Volo’s Guide to Waterdeep (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Complete Divine (3.5E). The Shardstaff: staff of evocation; AL CG; Int 10, Wis 19, Cha 19; Speech, telepathy, 120 ft. darkvision, blindsense, and hearing; Ego Score 27. Lesser Powers: Detect magic at will, faerie fire 3/day, hold person 3/day, Item has 10 ranks in Sense Motive (total modifier +14). Greater Powers: Detect evil at will, dismissal 1/day. Special Purpose: Defeat/slay followers of Shar Dedicated Power: +2 luck bonus on attacks, saves, and checks Personality: This blue crystal staff has been used by many arcane spellcasters devoted to Selûne in their ongoing battle against Shar and her followers. Originally a cleric/sorcerer who was found worthy to join the Shards after one Conjuring of the Second Moon, she chose to remain on Faerun and place her lifeforce into her staff that had served her well many times during her battles against the minions of Shar. She guides and cajoles wielders to strike at Shar’s temples and known followers. In the hands of Lady Alathene Moonstar, she believes she has gained the perfect partner in her crusade and has developed a hatred of LordVanrak Moonstar, taking cues from Lady Moonstar. She speaks in Celestial and reads all languages as well as read magic. The staff is powered by the moon and regains charges at the rate of 1 per night except during nights of the new moon. Strong evocation; CL 13th; Craft Staff, chain lightning, fireball, ice storm, magic missile, shatter, wall of force; Price 188,400 gp Regalia of the Moon: Once forming the regalia used by the Moonstar family, it was believed to have been lost when Vanrak Moonstar fled to Undermountain with them. In reality his sister, Lady Alathene Moonstar, appropriated the regalia for herself before her brother became a traitor and joined Shar’s worship. It consists of the Crown of the Moon (headband of intellect +6), moon bracers +8, a moon mote, Ring of Selune’s Tears (as ring of shooting stars and ring of protection +5), and Robes of the Moon (as mooncloak +5). The Mistmaster: Male Illuskan Human Clr9/Ill16 of Deneir; CR 25; Medium Humanoid (Human); HD 9d8+9 plus 16d4+16; hp 142; Init +3; Spd 30 ft.; AC 21 (touch 16, flat-footed 18); Base Atk +14; Grp +15; Atk +15 melee (1d4/19-20, masterwork silver dagger); Full Atk +15/+10/+5 melee (1d4/19-20, masterwork silver dagger); Face/Reach 5 ft./5 ft.; SA Turn undead 9/day; SQ Aura of good, summon familiar (Murk); AL CN; SV Fort +16, Ref +15, Will +27; Str 12, Dex 16, Con 13, Int 28, Wis 26, Cha 23 Skills and Feats: Concentration +29 (+33 when casting defensively), Craft (alchemy) +17, Craft (calligraphy) +19, Decipher Script +21, Forgery +14, Diplomacy +17, Handle Animal +11, Heal +17, Knowledge (arcana) +28, Knowledge (architecture and engineering) +15, Knowledge (geography) +15, Knowledge (history-the North) +21, Knowledge (local-the North) +17, Knowledge (nature) +15, Knowledge (religion) +24, Knowledge (the planes) +17, Ride (pegasus) +10, Sense Motive +13, Speak Language (illuskan, common, auran, chondathan, draconic, elven, giant, orc, thorass), Spellcraft +39; Alertness*, Combat Casting, Craft Staff, Craft Wondrous Item, Divine Vigor, Extend Spell, Improved Familiar, Inscribe Rune, Practiced Spellcaster (wizard), Quicken Spell, Sanctum Spell, Scribe Scroll{B}, Spell Focus (illusion), Spell Penetration, Spell Thematics (mists) Special Qualities: Aura of good (aura equals cleric level), turn undead (+2 to turn checks) 9/day. Summon familiar (Murk). Cleric Spells Prepared (6/6+1/6+1/5+1/4+1/2+1; base DC = 18 + spell level; 19 + spell level with illusion; caster level 9th): 0–create water, detect poison, guidance, light, mending, purify food and drink; 1st–bless, command, detect evil, divine favor, endure elements, resurgence [CD], sanctuary*; 2nd–aid, bear’s endurance, detect thoughts*, find traps, make whole, silence, zone of truth; 3rd–amanuensis [MAG], create food and water, glyph of warding, invisibility purge, protection from energy*, remove blindness/deafness; 4th–air walk, know vulnerabilities [MAG], revenance [MAG], spell immunity*, tongues; 5th–dance of the unicorn [CD], flame strike, spell resistance*. *Domain spell. Deity: Deneir. Domains: Knowledge (cast divination spells at +1 caster level), Protection (protective ward 1/day, touched subject gains +9 resistance bonus on next saving throw, maximum duration 1 hour). Wizard Spells Prepared (5/8/7/7/7/7/5/5/4; base DC = 19 + spell level; DC 20 + spell level with illusion spells; barred schools – evocation and necromancy; caster level 20th): 0–arcane mark, detect magic, ghost sound, mage hand, read magic; 1st–disguise self, erase, know protections [MAG], Nystul’s magic aura, scatterspray [FRCS], shield, sleep, unseen servant; 2nd–blur, cat’s grace, knock, Melf’s acid arrow, mirror image, obscure object, whispering wind; 3rd–gaseous form, greater magic weapon, illusory script, magic circle against evil, major image, sleet storm, suggestion; 4th–arcane eye, charm monster, Evard’s black tentacles, greater invisibility, phantasmal killer, polymorph, stoneskin; 5th–greater blink [CAr], hold monster, lesser ironguard [FRCS], mirage arcana, Rary’s telepathic bond, shadow evocation, teleport; 6th–disintegrate, greater dispel magic, permanent image, repulsion, summon monster VI; 7th–banishment, greater arcane sight, insanity, project image, reverse gravity; 8th–greater shadow evocation, incendiary cloud, temporal stasis, transcribe symbol [PGtF]. Spellbook: As above, plus The Mistmaster knows all illusion spells found in the Player’s Handbook that he is capable of casting. He knows many of the other wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun except for those schools in which he is barred. The Mistmaster has 7 spellbooks all of which can levitate and are resistant to energy (minor) and waterproof. Possessions: Masterwork silver dagger, bracers of armor +5, cloak of etherealness, Deneir’s pen (stylus of the masterful hand), Earlanni diadem (diadem of perfection +4), lesser vestment of power, Mistaff (50 charges), ring of freedom of movement, ring of misdirection, Savras’ eye (crystal ball with true seeing), Teukiir badge, silver holy symbol (Deneir). As master of the Citadel of the Mists, The Mistmaster has access and funds to many other equipment, both mundane and magical. (A DM is instructed to use Stronghold Builder’s Guidebook and Dragon #295 in the creation of the Citadel of the Mists; especially, taking a closer look at the wondrous architecture found in both sources). Description: Unknown except he is reputed to be a human of extremely long life. Note: The Mistmaster has the mental benefits of venerable age and the physical penalties of middle age. Murk grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Skills modified by magic items. Sources: The North (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), Silver Marches (3E), City of Splendors: Waterdeep (3.5E), Complete Warrior (3.5E), Complete Arcane (3.5E), and Arms and Equipment Guide (3E). Murk: Air Elemental familiar; CR -; Small Elemental (Air, Extraplanar); HD 16; hp 71; Init +7; Spd fly 100 ft. (perfect); AC 25 (touch 14, flat-footed 22); Base Atk +1; Grp -3; Atk +5 melee (1d4, slam); Full Atk +5 melee (1d4, slam); Face/Reach 5 ft./5 ft.; SA Air mastery, whirlwind; SQ Darkvision 60 ft., deliver touch spells, elemental traits, empathic link, improved evasion, scry on familiar 1/day, share spells, SR 21; AL N; SV Fort +0, Ref +6, Will +0; Str 10, Dex 17, Con 10, Int 13, Wis 11, Cha 11 Skills and Feats: Listen +2, Spot +3; Flyby Attack, Improved Iniative{B}, Weapon Finesse{B} Special Qualities: Air mastery (airborne creatures take -1 penalty on attack and damage rolls vs. air elemental), whirlwind (Ref DC 11 or 1d4 damage). Empathic link, improved evasion, share spells deliver touch spells, scry on familiar 1/day. Diadem of Perfection: These diadems provide a +2, +4, or +6 enhancement bonus to its wearer’s mental scores (ie Intelligence, Wisdom, and Charisma). Moderate transmutation; CL 12th; Craft Wondrous Item, eagle’s splendor, fox’s cunning, owl’s wisdom; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb. The Mistaff: This white ash staff bound with silver bands allows use of the following spells: * Obscuring mist (1 charge) * Solid fog (1 charge) * Cloudkill (2 charges) * Acid fog (3 charges) As long as the staff remains in the wielder’s hand and has charges, it provides the user with the ability to see 30 feet through fogs, mists, or other such effects, as well as acid resistance 10. Moderate conjuration; CL 12th; Craft Staff, acid fog, cloudkill, darkvision, obscuring mist, resist energy, solid fog; Price 56,688 gp The Citadel of the Mists: If not obscured by its namesake mists, the Citadel appears as a slim triangle of three towers jutting from two large buildings and an enclosed courtyard. The tallest tower houses the aerie for the Mistmaster’s pegasi, and this (as well as its egress into the Citadel) is heavily guarded by air and fire elementals. The Citadel was built in its current form only 75 years ago, and it rests upon the foundations of an ancient elven fortress. Beneath the castle are ancient cellars and passageways belonging to the stronghold that preceded the Citadel at this location. These under-tunnels have been blocked repeatedly, and no one has walked these halls in nearly 3,000 years. Guarded by both monstrous guardians and mighty magic at all quarters above and below, the Citadel is cloaked in swirling mists whenever the Mistmaster wishes. The Wards of the Citadel of the Mists Component | Cost Arointed Spells Spells with the death descriptor | 15,000 gp Evocation spells* | 30,000 gp * Keyed component; a character in possession of a ward token or sitting upon the capstone can ignore this arointed effect and cast normally. Prevalent Spells Antipathy (against lawful evil, neutral evil, | 72,000 gp and chaotic evil creatures, keyed to demons, devils, drow, giants, goblinoids, orcs, and trolls) False vision | 5,000 gp Vanguard Spells Summon monster IX* (air elementals only) 3/day | 8,100 gp * Keyed component; a character who sits upon the capstone can be the only one to summon the air elementals. Prevalent Powers Obscuring mist* | 10,000 gp Solid fog* | 40,000 gp * Keyed component; a character who sits upon the capstone can be the only one to conjure the mists or fog. The total cost for the component is 180,100 gp. Dividing this value by 1,000 yields a Spellcraft DC modifier of +180. Adding the modifier to the base Spellcraft DC of 25 brings the DC to 205. The ward extend for 1,000 feet in all directions, increasing the area of emanation from 100 feet to 1,000 feet and adding +36 to the DC. Thus, the total Spellcraft DC is 241. The Citadel of the Mists’ wards are anchored and fitted with a capstone. This drops the DC to 161 (3/4x241-20). The mitigating factors for the Citadel of the Mists’ mythal include an expenditure of 8,700 XP (-87), plus the cooperation of one additional wizard casting a 9th-level spell (-17), one additional wizard casting an 8th-level spells (-15), one additional wizard casting a 5th-level spell (-9), one additional wizard casting a 4th-level spell (-7), and one additional wizard casting a 1st-level spell (-1). Applying these factors gives a final Spellcraft DC of 25. This means the value of creating this particular raise mythal spell requires the expenditure of 225,000 gp and 9,000 XP, plus 5 days of research. The capstone for the Citadel of the Mists is known as the Misthrone. Anybody sitting upon the throne can summon air elementals and control the mists surrounding the area. He can change the obscuring mist to solid fog and vice versa as a free action. Malchor Harpell: Male Illuskan Human Wiz20/Acm5; CR 25; Medium Humanoid (Human); HD 25d4+50; hp 114; Init +2; Spd 30 ft.; AC 23 (touch 15, flat-footed 21); Base Atk +11; Grp +13; Face/Reach 5 ft./5 ft.; SQ Archmage high arcana, summon familiar; AL NG; SV Fort +13, Ref +13, Will +20; Str 14, Dex 14, Con 15, Int 26, Wis 15, Cha 15 Skills and Feats: Appraise +13, Concentration +30 (+34 when casting defensively), Craft (alchemy) +23, Craft (painting) +13, Decipher Script +18, Knowledge (arcana) +36, Knowledge (architecture and engineering) +16, Knowledge (dungeoneering) +16, Knowledge (geography) +16, Knowledge (history-the North) +23, Knowledge (local-Waterdeep) +20, Knowledge (nature) +16, Knowledge (nobility and royalty) +16, Knowledge (religion) +16, Knowledge (the planes) +23, Search +17 (+19 with secret or hidden doors), Speak Language (chondathan, common, chondathan, auran, draconic, elven, giant, orc, undercommon), Spellcraft +43; Brew Potion, Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Forge Ring, Quicken Spell, Scribe Scroll{B}, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (evocation) Special Qualities: Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1. Wizard Spells Prepared (4/6/6/6/6/4/4/4/4/3; base DC = 18 + spell level; DC 19 + spell level with abjuration and evocation spells; caster level 25th): 0–detect magic, mage hand, ray of frost, read magic; 1st–forcewave [MAG], burning hands, identify, ray of enfeeblement, shield; 2nd–Aganazzar’s scorcher [FRCS], alter self, blur, detect thoughts, gust of wind, see invisibility; 3rd–fireball, fly, Khelben’s suspended silence [MAG], magic circle against evil, protection from energy, scintillating sphere [MAG]; 4th–assay resistance [CAr], detect scrying, greater invisibility, stoneskin, thunderlance [FRCS], wall of ice; 5th–dismissal, hold monster, prismatic ray [CAr], telekinesis; 6th–acid fog, chain lightning, greater dispel magic, permanent image; 7th–Bigby’s grasping hand, greater scrying, greater teleport, spell turning; 8th–greater shout, mindblank, polymorph any object, spell engine [MAG]; 9th–Mordenkainen’s disjunction, power word kill, summon monster IX. Spellbook: As above, plus Malchor Harpell knows many of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Malchor Harpell has 7 spellbooks all of which are resistant to energy (major) and waterproof. Possessions: Bracers of the Great Worm (bracers of armor +8 with improved cold resistance), Harpell wondrous belt (belt of many pockets), lurker cloak, Malchor’s staff (staff of the magi [50 charges]), potion of cat’s grace, potion of fox’s cunning x2, potion of protection from arrows 15/magic, ring of defense +3, ring of feather falling, Teukiir badge, wand of magic missiles (9th) (50 charges). Malchor Harpell has constructed a shield guardian and numerous other constructs to defend his home. As master of the Tower of Twilight and an epic archmage, Malchor Harpell has access and funds to many other equipment, both mundane and magical. (A DM is instructed to use Stronghold Builder’s Guidebook and Dragon #295 in the creation of the Tower of Twilight; especially, taking a closer look at the wondrous architecture found in both sources). Description: Looking upon Malchor Harpell, one sees a man of many talents with the potential to be nearly anything he puts his mind to. He does not dress as a typical mage, but in expertly tailored commoner’s clothes. Physicall fit and tall, Malchor wears his dark brown hair short and keeps his beard neatly trimmed and close to his face. Malchor is a man whose passions are knowledge and learning; he is also an artist and painter, looking at his magecraft and art as extensions of the same creative forces. He is also said to have one or more rings of warmth and feather falling with him to trade for magic new to him, or timely aid, as well as for his own use. Note: Malchor Harpell has the mental benefits and the physical penalties of middle age. He has not chosen to take a familiar as of yet. Malchor Harpell has used a wish to grant himself a +1 inherent bonus to Intelligence. Sources: Heroes’ Lorebook (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), City of Splendors: Waterdeep (3.5E), and Underdark (3.5E). Ring of Defense: This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Source: Dragon #290. Faint abjuration; CL 5th; Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). Ring of Warmth: This ring provides continuous protection against cold to the wearer as though protected by an endure elements spell. Faint abjuration; CL 1st; Forge Ring, endure elements; Price 1,000 gp Savengriff: Male Illuskan Human Wiz20; CR 20; Medium Humanoid (Human); HD 20d4+20; hp 71; Init +3; Spd 30 ft.; AC 24 (touch 17, flat-footed 21); Base Atk +10; Grp +11; Face/Reach 5 ft./5 ft.; SQ Summon familiar (Blizz); AL LG; SV Fort +11, Ref +13, Will +19; Str 12, Dex 17, Con 13, Int 28, Wis 17, Cha 12 Skills and Feats: Concentration +24 (+28 when casting defensively), Craft (alchemy) +19, Decipher Script +14, Diplomacy +8, Gather Information +8, Hide +8, Knowledge (arcana) +31, Knowledge (dungeoneering) +14, Knowledge (history-the North) +19, Knowledge (local-Waterdeep) +19, Knowledge (the planes) +22, Listen +6, Move Silently +8, Sense Motive +8, Speak Language (chondathan, common, celestial, draconic, elven, giant, illuskan, orc, undercommon), Spellcraft +34, Spot +6; Alertness*, Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Improved Counterspell, Planar Familiar, Quicken Spell, Scribe Scroll{B}, Silent Spell, Skill Focus (Knowledge [the planes]), Spell Focus (abjuration), Spell Penetration, Still Spell Special Qualities: Summon familiar (Blizz). Wizard Spells Prepared (4/7/6/6/6/6/5/5/5/5; base DC = 17 + spell level; DC 18 + spell level with abjuration spells; caster level 20th): 0–detect magic, electric jolt [MAG], message, read magic; 1st–feather fall, grease, Kaupaer’s skittish nerves [MAG], light of Lunia [PlH], magic missile, Nystul’s magic aura, shield; 2nd–flaming sphere, invisibility, knock, locate object, mirror image, spider climb; 3rd–avoid planar effects [PlH], bands of steel [CAr], fireball, reverse arrows, tongues; 4th–arcane eye, explosive cascade [MAG], fire shield, polymorph, stoneskin, unluck [CAr]; 5th–cloudkill, contact other plane, greater blink [CAr], overland flight, persistent image, teleport; 6th–disintegrate, greater dispel magic, Otiluke’s freezing sphere, shadow walk, stone body [PGtF]; 7th–forcecage, prismatic spray, reverse gravity, spell turning, summon monster VII; 8th–blackstaff [MAG], Otiluke’s telekinetic sphere, protection from spells, screen, temporal stasis; 9th–Alamanther’s return [MAG], Bigby’s crushing hand, dominate monster, heavenly host [PlH], imprisonment. Spellbook: As above, plus Savengriff knows many of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. His travels throughout the planes and meeting with the Covenant has also exposed him to some planar spells which he has eagerly learned and brought back to Faerun. Savengriff has 5 spellbooks all of which are resistant to energy (minor) and waterproof. Possessions: Amulet of natural armor +2, Ardeep magehelm (headband of intellect +4), bracers of armor +5, cloak of resistance +3, Dweomerheart planar vest (vestments of steadfast spellcasting), ioun stone: deep red sphere, potion of cure serious wounds x2, potion of protection from evil, ring of protection +4, Savengriff’s starry robes (robe of stars), scroll: lesser globe of invulnerability, scroll: plane shift, staff of banishment (50 charges), wand of dimensional anchor (20 charges), wand of lightning bolt (10th) (37 charges). 19,345 gp and 1 sp in remaining funds for spell components, mundane and magical items. Description: From looking at Savengriff’s plain features and thin body, one would little suspect the amount of power he wields. While not sickly, Savengriff is gaunt and his skin often looks pale against his dark hair and beard and hazel eyes. Note: Savengriff has the mental benefits and the physical penalties of middle age. Blizz grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Sources: Heroes’ Lorebook (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), City of Splendors: Waterdeep (3.5E), and Planar Handbook (3.5E). Blizz: Lantern archon familiar; CR -; Small Outsider (Archon, Extraplanar, Good, Lawful); HD 20; hp 35; Init +4; Spd fly 60 ft. (perfect); AC 25 (touch 11, flat-footed 25); Base Atk +1; Grp -8; Atk +2 ranged touch (1d6, light ray); Full Atk +2 ranged touch (1d6, 2 light rays); Face/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Aura of menace, DR 10/evil and magic, darkvision 60 ft., deliver touch spells, empathic link, immunity to electricity and petrification, improved evasion, magic circle against evil, scry on familiar 1/day, share spells, SR 25, teleport, tongues; AL LG; SV Fort +2, Ref +2, Will +2; Str 1, Dex 11, Con 10, Int 15, Wis 11, Cha 10 Skills and Feats: Concentration +4, Diplomacy +4, Knowledge (the planes) +4, Listen +4, Sense Motive +4, Spot +4; Improved Iniative Special Qualities: Aura of menace (Will DC 12), +4 racial bonus on saves vs. poison. Empathic link, improved evasion, share spells deliver touch spells, scry on familiar 1/day. Spell-like abilities (as 3rd-level caster): at will–aid, continual flame, detect evil. |
| warlockco09-05-05, 08:48 PM | NPCs of Menzoberrazan House Baenre, 1st House of Menzoberranzan: Matron Mother of House Baenre, modified for being Venerable (Yvonnel Baenre, Deceased, killed near Mithril Hall by Bruenor Battlehammer) Matron Baenre: Female Drow Clr16/Dis4/Hie5; CR 26; Medium Humanoid (Elf); HD 25d8+75; hp 287; Init +0; Spd 30 ft.; AC 28 (touch 15, flat-footed 28); Base Atk +15; Grp +14; Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Smite; SQ Drow traits, SR 36, DR 5/Good; AL CE; SV Fort +24, Ref +11, Will +31; Str 9, Dex 10, Con 21, Int 23, Wis 33, Cha 29. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +8, Concentration +15, Diplomacy +18, Gather Information +8, Heal +10, Intimidate +8, Knowledge (Arcana) +15, Knowledge (History) +10, Knowledge (The Planes) +15, Knowledge (Religion) +20, Listen +4, Search +4, Sense Motive +10, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +20, Spot +4. Craft Wand, Craft Wondrous Item, Exotic Weapon (Scourge), Extend Spell, Extra Rings, Iron Will, Forge Ring, Leadership, Persistent Spell (b), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 36. Matron Baenre has used magic to maintain her health, providing a +5 Inherent Constitution bonus. Aura of Evil (as 25th level cleric); Rebuke Undead as 16th level cleric (with a +4 bonus) 12/day. Spell-like Abilities (as 25th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Divine Emissary (Ex): Matron Baenre also gains a bonus equal to her divine disciple level on any Charisma-based skill or ability checks she makes when dealing with outsiders that are chaotic evil or that serve Lolth. Matron Baenre can communicate telepathically with any outsider within 60 feet that is chaotic evil or serves Lolth. This feature of divine emissary is a Supernatural Ability. Sacred Defense (Ex): Matron Baenre has a +4 bonus on saving throws vs Divine Spells, as well as the Spell-like and Supernatural Abilities of outsiders. Imbue with Spell Ability (Sp): Matron Baenre can use Imbue with Spell Ability (caster level 20th). Since it is a Spell-like Ability, Matron Baenre does not need to devote a 4th level spell slot to use it, though the imbued spells themselves take up her lower-level spell slots, as usual. This ability is usable once per day. Blast Infidel (Su): Matron Baenre can use negative energy spells to their maximum effect on lawful good creatures. Any spell with a descriptor that involves inflicting or channeling negative energy (Inflict spells, Mass Inflict Light Wounds, Harm) cast on a lawful good creature works as if under the effect of a Maximize Spell feat. Undead affected by this ability heal the maximized amount of damage. Divine Reach (Su): Matron Baenre can use touch spells on targets up to 60 feet away. If the spell requires a melee touch attack, Matron Baenre must make a ranged touch attack instead. Mastery of Energy (Su): Matron Baenre channels negative energy more effectively, increasing her ability to affect undead. Add a +4 bonus to Matron Baenre’s Rebuke checks and Rebuke damage rolls. Cleric Spells Prepared (6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1; base DC = 21 + spell level; caster level 25th). Deity: Lolth. Domains: Destruction (Smite +4 Att/+25 Dmg 1/day), Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 25th level cleric 12/day) Possessions: Silver Holy Symbol (Lolth), Matron Baenre’s House Insignia, Amulet of Natural Armor +5, Arach-Tinilith Ring, Bag of Spiders, Matron Baenre’s Ring of Antivenom, Ring of Arachnid Control, Ring of Protection +5, Robe of the Matron, Spider Rod, other possessions unknown. As Matron Mother of the most powerful house in Menzoberranzan, Matron Baenre has almost unlimited access to mundane and magical equipment or funds. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Ruby-Red. Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 9, Int 18, Wis 19, Dex 10, Con 16, Cha 15; modified for level and slight modification for new drow modifiers. She is listed as a 25th level Priestess in Menzoberranzan boxed set. Matron Baenre had Ring of Arachnid Control, Ring of Anti-Venom, Spider Wand, Bag of Bones (summons Spiders) listed as equipment in 2E Menzoberranzan boxed set. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Eberron Campaign Setting (3.5E), Complete Divine (3.5E), Dragon #302. And the Drow novels by R.A. Salvatore. Arach-Tinilith Ring: Created only for the highest-ranking priestesses of the order of Arach-Tinilith, this potent ring imbues its wearer with a +6 enhancement bonus to Constitution and a +2 enhancement bonus to Charisma. It also renders the wearer immune to Detect Thoughts, Discern Lies, and any attempt to magically discern the wearer’s alignment. Source: Dragon Magazine #302, Rogues Gallery: The Heroes of the War of the Spider Queen, by Richard Baker (revised to 3.5 by Joseph Weber). Moderate Abjuration and Transmutation; CL: 10th; Forge Ring, Bear’s Endurance, Eagle’s Splendor, Nondetection; Price 54,000 gp. Revision Note: Revision was addition of magic auras and adjustment of price. Bag of Spiders: This small sack appears normal and empty. However, anyone reaching into the bag feels a small hard ball. If the ball is removed and tossed up to 20 feet away, it splits into 1d2+1 Large Spiders. The spiders serve the character that drew them from the bag for 10 minutes (or until slain or ordered back into the bag), at which point they disappear. They will follow any of the commands described in the Handle Animal skill (page 74 of the Player’s Handbook). Only one set of spiders may exist at one time. Up to 10 sets may be drawn from the bag each week. Moderate Conjuration; CL 9th; Craft Wondrous Item, Summon Nature’s Ally V; Price 6,300 gp. Matron Baenre’s House Insignia: Known powers: Levitate at will, and Word of Recall at will to her throne room within the House Baenre complex, other powers unknown. Matron Baenre’s House Insignia will not work for anyone but Matron Baenre. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Strong Conjuration and Transmutation; CL 12th; Craft Wondrous Item, Levitate, Word of Recall; Price 69,750 gp. Creation Note: This item had cost adjusted by x2 for not taking up an item space, and reduced by 75% for being specific to one person. Matron Baenre’s Ring of Antivenom: This ring carved from the tooth of a dwarven king renders the wearer immune to all natural poisons and grants her a +5 resistance bonus on saving throws against any magic or supernatural poison. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week before it will function again. The spirit of a dwarven king (Gandalug Battlehammer) is trapped within the tooth, Matron Baenre will summon him from time to obtain information about Mithril Hall or to just torment him. Source: Underdark (for the magical properties) Moderate Conjuration; CL 7th; Forge Ring, Neutralize Poison; Price 60,000 gp. Ring of Arachnid Control: On command, this ring affects an Arachnid as if the wearer had cast Charm Animal (Will DC 11). This ignores the normal immunity to mind-affecting effects that vermin have. Source: Converted from 2E to 3.5E by Joseph Weber. Faint Enchantment; CL 3rd; Forge Ring, Charm Animal; Price 10,800 gp. Robe of the Matron: This elegant black spidersilk robe is embroidered with mithral thread in a spiderweb design. It provides a +8 armor bonus, a +5 resistance bonus on saves, a +6 enhancement bonus to Wisdom and Charisma, and damage reduction 5/good. Source: Created by Joseph Weber. Strong Abjuration, Conjuration, Evocation, and Transmutation; CL 18th; Craft Wondrous Item, Eagle’s Splendor, Mage Armor, Miracle, Owl’s Wisdom, Resistance, Stoneskin, Creator must be a Drow; Price 317,500 gp; Weight 1 lb. Spider Rod: This potent small rod is favored by priestess of Lolth. This foot-long, tapering stick of smooth, plain wood has two abilities, each activated with a command word: Entangle: The rod can project a silvery strand of web-like material, which acts as a Rope of Entanglement (See DMG 3.5). The webbing vaporizes after 3 rounds. Poison Touch: The rod can also be used as a touch attack to deliver a Poison spell (DC 16). Source: Drow of the Underdark, converted to 3.5E by Joseph Weber. Strong Conjuration, Necromancy, and Transmutation; CL 12th; Craft Rod, Entangle, Poison, Web; Price 151,200 gp. Extra Rings Your familiarity with forging magic rings allows you to make use of more rings than normal. Source: Eberron Campaign Setting. Prerequisite: Forge Ring, caster level 12th. Benefit: You can wear up to four magic rings, two on each hand, and all function normally. Normal: Without this feat, you can only wear and use two magic rings at one time. Matron Mother of House Baenre, former Matron Mistress of the Academy, Elder Daughter of Matron Mother Yvonnel Baenre Matron Triel Baenre: Female Drow Clr20; CR 21; Medium Humanoid (Elf); HD 20d8+120; hp 235; Init +7; Spd 30 ft.; AC 43 (touch 21, flat-footed 37); Base Atk +15; Grp +20; Atk +25 melee (1d8+10/19-20 x2, Triel’s Mace) or +22 melee (1d8+7 plus Special, Scourge of Fangs); Full Atk +25/+20/+15 melee (1d8+10/19-20 x2, Triel’s Mace) or +22/+17/+12 melee (1d8+7 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 31, DR 5/Good; AL CE; SV Fort +23, Ref +18, Will +26; Str 21, Dex 25, Con 22, Int 16, Wis 28, Cha 24. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +16, Diplomacy +10, Heal +4, Intimidate +7, Knowledge (Arcana) +4, Knowledge (The Planes) +10, Knowledge (Religion) +15, Listen +4, Search +4, Sense Motive +4, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +16, Spot +4. Corrupt Spell, Craft Wondrous Item, Exotic Weapon (Scourge), Leadership, Scribe Scroll, Spell Penetration, Spellcasting Prodigy. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 31. Aura of Evil (aura equals cleric level); Rebuke Undead as 20th level cleric 10/day. Spell-like Abilities (as 20th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/8+1/8+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1; base DC = 19 + spell level; caster level 20th). Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 20th level cleric 10/day). Possessions: Adamantine Holy Symbol (Lolth), Triel’s House Insignia, Arms of House Baenre, +5 Heavy Mithral Shield, Triel’s Mace, Scourge of Fangs, Amulet of Natural Armor +5, Arach-Tinilith Ring, Belt of Perfect Excellence, Piwafwi of Charisma +6, Ring of Defense +5, Wand of Fear, other possessions unknown. As former Matron Mistress of the Academy and Matron Mother of the most powerful house in Menzoberranzan, Triel has almost unlimited access to mundane and magical equipment or funds. Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown. Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 15, Int 14, Wis 18, Dex 17, Con 16, Cha 15; modified for level and slight modification for new drow modifiers. She is listed as a 20th level cleric in Underdark, 16th level Priestess in Menzoberranzan boxed set, and 20th level Priestess in Drizzt Do’Urden’s Guide to the Underdark. Triel had +5 Drow Chain, +5 Drow Mace, Whip of Fangs, Wand of Fear listed as equipment in 2E Menzoberranzan boxed set. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Complete Divine (3.5E), Sword and Fist (3E), and Dragons #290 and #302. And the Drow novels by R.A. Salvatore and Elaine Cunningham, and the novels of the War of the Spider Queen series. Note: Corrupt Spell feat used is the version from Complete Divine, not the version from Champions of Ruin. Arms of House Baenre: This finely crafted chainmail bears the emblem of Menzoberranzan’s House Baenre. This armor is a suit of +5 Moderate Fortification Elven Chainmail of Nimbleness that also provides the wearer with damage reduction 5/good. The nimbleness property raises the maximum Dexterity bonus of the armor +6 and reduces the armor check penalty to -1. Source: Created by Joseph Weber. Strong Abjuration, Evocation, and Transmutation; CL 18th; Craft Magic Arms and Armor, Cat’s Grace, Miracle, Stoneskin; Price 199,150 gp; Weight 20 lb. Belt of Perfect Excellence: This finely crafted belt of black spider silk adorned with silver spiders, provides its wearer with a +6 enhancement bonus to Dexterity, Strength, and Wisdom. Source: Sword & Fist as Headband of Perfect Excellence (revised to 3.5 by Joseph Weber). Moderate Transmutation; CL: 8th; Craft Wondrous Item, Bull’s Strength, Cat’s Grace, Owl’s Wisdom; Price: 144,000 gp; Weight 1 lb. Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma. Source: Created by Joseph Weber. Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb. Ring of Defense: This powerful ring offers continual magic protection in the form of a deflection bonus to AC and a resistance bonus to saving throws, from +1 to +5. Source: Dragon Magazine #290, Rogue’s Gallery: The Heroes of Decent into the Depths of the Earth by Paul Kidd (revised to 3.5 by Joseph Weber). Moderate Abjuration; CL 7th; Forge Ring, Resistance, Shield of Faith, Caster level must be three times that of the ring’s bonus; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). Revision Note: Revision was addition of magic auras and adjustment of price. Triel’s House Insignia: Triel wears her house insignia attached to a heavy gold chain. Known powers: Levitate at will, and Word of Recall at will to her throne room within the House Baenre complex, other powers unknown. Triel’s House Insignia will not work for anyone but Triel. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Strong Conjuration and Transmutation; CL 12th; Craft Wondrous Item, Levitate, Word of Recall; Price 69,750 gp. Creation Note: This item had cost adjusted by x2 for not taking up an item space, and reduced by 75% for being specific to one person. Triel’s Mace: This +5 Drowcraft Unholy Adamantine Heavy Mace of Impact bears the Insignia of House Baenre. Source: Created by Joseph Weber. Strong Evocation and Transmutation; CL 15th; Craft Magic Arms and Armor, Contingency, Disintegrate, Unholy Blight, Weapon of Impact, Creator must be Evil; Price 165,012 gp. Second Daughter of Yvonnel Baenre (Deceased, killed near Mithril Hall by Gandalug Battlehammer) Bladen’Kerst Baenre: Female Drow Clr14; CR 15; Medium Humanoid (Elf); HD 14d8+84; hp 163; Init +4; Spd 30 ft.; AC 33 (touch 17, flat-footed 29); Base Atk +10; Grp +17; Atk +19 melee (1d8+9 plus Special, Scourge of Fangs); Full Atk +19/+14 melee (1d8+9 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 25; AL CE; SV Fort +18, Ref +13, Will +17; Str 24, Dex 18, Con 22, Int 12, Wis 17, Cha 17. Skills and Feats (counting all modifiers except equipment and attributes): Concentration +15, Intimidate +8, Knowledge (Religion) +10, Listen +4, Search +2, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spot +4. Cleave, Exotic Weapon (Scourge), Iron Will, Lightning Reflexes (b), Power Attack, Scribe Scroll. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 25. Aura of Evil (aura equals cleric level); Rebuke Undead as 14th level cleric 6/day. Spell-like Abilities (as 14th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/6+1/6+1/5+1/4+1/3+1/3+1/2+1; base DC = 13 + spell level, caster level 14th). Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 14th level cleric 6/day). Possessions: Silver Holy Symbol (Lolth), Baenre House Insignia (Major), +3 Elven Chainmail, +3 Heavy Mithral Shield, Scourge of Fangs, Amulet of Natural Armor +4, Arach-Tinilith Ring, Belt of Giant Strength +6, Drow Boots, Greater Piwafwi, Ring of Defense +3, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: No attributes were listed in the 2E Menzoberranzan boxed set, rolled up. She is listed as a 14th level Priestess in Menzoberranzan boxed set. No possessions listed. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragons #290 and #302. And the Drow novels by R.A. Salvatore. Piwafwi, Greater: The dark-colored greater piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks , and it also provides fire resistance 5. Source: City of the Spider Queen (revised to 3.5 by Joseph Weber). Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Resist Energy, Invisibility, Creator must be a Drow; Price 13,750 gp; Weight 1 lb. Revision Note: Revision was addition of magic auras and adjustment of price. Daughter of Yvonnel Baenre, Keeper of the House Baenre Chapel Sos’Umptu Baenre: Female Drow Clr10/Contemplative5; CR 16; Medium Humanoid (Elf); HD 10d8+50 plus 5d6+25; hp 179; Init +7; Spd 30 ft.; AC 35 (touch 22, flat-footed 28); Base Atk +9; Grp +13; Atk +15 melee (1d8+6 plus Special, Scourge of Fangs); Full Atk +15/+10 melee (1d8+6 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 26, DR 5/Good; AL CE; SV Fort +17, Ref +18, Will +26; Str 18, Dex 25, Con 20, Int 18, Wis 26, Cha 24. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +11, Diplomacy +8, Intimidate +10, Knowledge (Nobility and Royalty) +7, Knowledge (The Planes) +10, Knowledge (Religion) +14, Listen +2, Profession (Shrine Maiden) +10, Search +2, Sense Motive +8, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +13, Spot +2. Blind-Fight, Craft Rod, Craft Wand, Craft Wondrous Item, Exotic Weapon (Scourge), Iron Will, Lightning Reflexes (b), Scribe Scroll. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 26. Aura of Evil (as 15th level cleric); Rebuke Undead as 10th level cleric 10/day. Divine Health; Slippery Mind; Divine Wholeness (20 HP/day); Divine Body. Spell-like Abilities (as 15th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 18 + spell level; caster level 15th). Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 15th level cleric 10/day). Possessions: Silver Holy Symbol (Lolth), Baenre House Insignia (Major), Scourge of Fangs, Amulet of Natural Armor +5, Arach-Tinilith Ring, Belt of Prowess, Piwafwi of Charisma +6, Ring of Defense +5, Robe of the Keeper, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: No attributes were listed in the 2E Menzoberranzan boxed set, rolled up. She is listed as a 12th level Priestess in Menzoberranzan boxed set. No possessions listed. Added levels due to passage of time. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Complete Divine (3.5E), and Dragons #290 and #302. And the Drow Novels by R.A. Salvatore and Elaine Cunningham. Belt of Prowess: This black leather belt is studded with adamantine and mithral. It grants the wearer a +6 enhancement bonus to Dexterity and Strength. Source: Created by Joseph Weber. Moderate Transmutation; CL 10th; Craft Wondrous Item, Bull’s Strength, Cat’s Grace; Price 90,000 gp; Weight 1 lb. Robe of the Keeper: This elegant black spidersilk robe is embroidered with mithral thread in a spiderweb design. It provides a +8 armor bonus, a +6 enhancement bonus to Wisdom, and damage reduction 5/good. Source: Created by Joseph Weber. Strong Abjuration, Conjuration, Evocation, and Transmutation; CL 18th; Craft Wondrous Item, Mage Armor, Miracle, Owl’s Wisdom, Stoneskin, Creator must be a Drow; Price 226,000 gp; Weight 1 lb. Matron Mistress of the Academy, Daughter of Yvonnel Baenre (killed near Mithril Hall by Drizzt Do’Urden, resurrected by unknown power, Lolth perhaps?) Quenthel Baenre: Has an official write-up in Dragon #302. Daughter of Yvonnel Baenre, known as “Duk-Tak” (Unholy Executioner) (Deceased, killed by Drizzt Do’Urden in Menzoberranzan during Starless Night) Vendes Baenre: Female Drow Clr11/Rog3/Asn3; CR 18; Medium Humanoid (Elf); HD 11d8+66 plus 6d6+36; hp 202; Init +7; Spd 30 ft.; AC 31 (touch 21, flat-footed 31); Base Atk +12; Grp +18; Atk +20 melee (1d8+8 plus Special, Scourge of Ebony Fangs); Full Atk +20/+15/+10 melee (1d8+8 plus Special, Scourge of Ebony Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Sneak Attack +4d6, Death Attack; SQ Drow traits, SR 28; AL CE; SV Fort +18, Ref +22, Will +21; Str 22, Dex 26, Con 22, Int 18, Wis 24, Cha 16. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +16, Concentration +18, Craft (Poisonmaking) +10, Disable Device +8, Disguise +4, Heal +10, Hide +8, Intimidate +16, Knowledge (Religion) +13, Listen +7, Move Silently +8, Open Lock +8, Profession (Torturer) +20, Search +7, Sense Motive +8, Sleight of Hand +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +8. Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon (Scourge), Iron Will, Lightning Reflexes (b), Persuasive. Special Qualities: Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 28. Aura of Evil (aura equals cleric level); Rebuke Undead as 11th level cleric 6/day. Sneak Attack +4d6; Trapfinding; Evasion; Trap Sense +1. Death Attack (DC 17); Poison Use; +1 save vs Poison; Uncanny Dodge Spell-like Abilities (as 17th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/6+1/6+1/4+1/3+1/2+1; base DC = 17 + spell level; caster level 11th). Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 11th level cleric 6/day). Assassin Spells Known (3/1; base DC = 14 + spell level; caster level 3rd). Spells Known: 1st–Detect Poison, Jump, True Strike; 2nd–Invisibility, Spider Climb. Possessions: Silver Holy Symbol (Lolth), Baenre House Insignia (Major), Scourge of Ebony Fangs, Amulet of Natural Armor +4, Arach-Tinilith Ring, Belt of Perfect Excellence, Bracers of Armor +6, Ring of Defense +3, Wand of Viscid Globs, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: No attributes were listed in the 2E Menzoberranzan boxed set, rolled up. She is listed as a 11/15 Priestess/Thief in Menzoberranzan boxed set. Listed as having a Whip of Fangs that turns victims to Ebony, used Wand of Viscid Globs in Starless Night. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragons #290 and #302. And the Drow novels by R.A. Salvatore. Scourge of Ebony Fangs: This +2 Scourge has additional properties, refer to Serpent Kingdoms for full details on a Scourge of Fangs. In addition to its normal properties, Vendes’ scourge also transforms her victims to Ebony (Fort DC 22) or be permanently transformed. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set and Serpent Kingdoms. Strong Necromancy and Transmutation; CL 15th; Craft Magic Arms and Armor, Animate Objects, Bestow Curse, Flesh to Stone, Polymorph Any Object; Price 288,000 gp; Weight 5 lb. Archmage of Menzoberranzan, Elderboy of Yvonnel Baenre (Blinded during War of the Spider Queen, gained new eyes) Gromph Baenre: Has an official write-up in Dragon #302. Weapon Master of House Baenre, Secondboy of Yvonnel Baenre (Deceased, killed by Drizzt Do’Urden in Menzoberranzan during Starless Night) Dantrag Baenre: Male Drow Ftr18; CR 19; Medium Humanoid (Elf); HD 18d10+108; hp 264; Init +13; Spd 40 ft.; AC 35 (touch 25, flat-footed 25); Base Atk +18; Grp +25; Atk +35 melee (1d8+15, +5 Adamantine Longsword of Defending) or +32 melee (1d8+13, Khazid’hea); Full Atk +33/+33/+28/+23/+18 melee (1d8+15, +5 Adamantine Longsword of Defending) and +30/+30/+25/+20 melee (1d8+10, Khazid’hea); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 29; AL CE; SV Fort +22, Ref +17, Will +14; Str 22, Dex 30, Con 22, Int 16, Wis 16, Cha 15. Skills and Feats (counting all modifiers except equipment and attributes): Climb +8, Hide +8, Intimidate +10, Jump +5, Listen +6, Move Silently +8, Search +6, Sense Motive +5, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Goblin), Spot +6, Tumble +8. Blind-Fight, Blooded, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus (Longsword), Improved Critical (Longsword), Improved Initiative, Improved Sunder, Improved Two-Weapon Fighting, Mobility, Mounted Combat, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Longsword), Weapon of Choice (Longsword), Weapon Specialization (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 18th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Baenre House Insignia (Major), “Khazid’hea” +2 Keen Adamantine Longsword, +5 Adamantine Longsword of Defending, Belt of Prowess, Bracers of the Blinding Strike, Drow Boots, Greater Piwafwi, Master’s Ring, Ring of Defense +5, other possessions unknown. As Weapon Master of the most powerful house in Menzoberranzan, Dantrag has almost unlimited access to mundane and magical equipment or funds. Height: Unknown, Weight: Unknown, Hair: White, Eyes: Amber. Conversion Note: No attributes were listed in the 2E Menzoberranzan boxed set, rolled up. He is listed as a 18th level Fighter in Menzoberranzan boxed set. Dantrag had +3 Longsword of Sharpness, +5 Longsword Defender, and Bracers of the Blinding Strike listed as equipment in 2E Menzoberranzan boxed set. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Dragons #290 and #312, WotC Novels section Champions of the Hall. And the Novels regarding Drizzt Do'Urden by R.A. Salvatore. Plot & Poison by Green Ronin. Khazid'hea, a.k.a. Cutter: +2 Keen Adamantine Longsword; AL CN; Int 17, Wis 10, Cha 17; Telepathy (Khazid'hea appears to lack the ability to speak or read); 120 ft. darkvision and hearing; Ego score 17. Lesser Powers: Khazid'hea grants its wielder free use of the Cleave, Great Cleave, and Improved Sunder feats. Special Purpose: Defeat/slay all (other than the item and wielder). Dedicated Power: Cause Rage in wielder as wizard spell. Personality: Taken from Dantrag Baenre, a drow battle master, Khazid'hea has little personality of which to speak. The blade longs for little more than the chaos of battle and the blood of foes, and it constantly eggs its wielder into battle and is jealous of any kill for which it is not responsible. However, the blade makes little distinction between friend and foe and is likely to demand its wielder battle allies when all enemies have fallen. The blade grants its wielder the benefits of rage only if the wielder agrees to kill all "foes" or the blade is dominant. If Khazid'hea is dominated by its wielder, it alters its pommel to better suit the aesthetic tastes of its new master. Source: The Lone Drow: Companions of the Hall by Thomas M. Costa on the Wizards Novel site Strong Transmutation; CL 15th; Craft Magic Arms and Armor, Keen Edge; Price 90,315 gp; Cost 46,815 gp + 1,740 XP. Son of Triel Baenre and the Glabrezu Belshazu (Deceased, see War of the Spide Queen: Resurrection) Jeggred Baenre: Has an official write-up in Dragon #302. Daughter of Gromph Baenre (Renegade, living on the Surface) Liriel Baenre: Has an official write-up on the Wizards of the Coast website in the Novels section. Other Important Folk of Menzoberranzan associated with House Baenre: Leader of Bregan D’aerthe (Possible Son of Yvonnel Baenre that survived being sacrificed) Jarlaxle: Male Drow Ftr18; CR 19; Medium Humanoid (Elf); HD 18d10+36; hp 172; Init +7; Spd 60 ft.; AC 26 (touch 18, flat-footed 21); Base Atk +18; Grp +19; Atk +24 melee (1d6+2 plus Special, +1 Keen Rapier of Wounding) or +25 melee (1d4+3 plus Special, +2 Keen Main-gauche of Life Stealing); Full Atk +22/+17/+12 melee (1d6+2 plus Special, +1 Keen Rapier of Wounding) and +23/+18/+13 melee (1d4+2 plus Special, +2 Keen Main-gauche of Life Stealing); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 29; AL NE; SV Fort +18, Ref +16, Will +14; Str 14, Dex 20, Con 15, Int 20, Wis 16, Cha 26. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +11, Diplomacy +11, Gather Information +7, Hide +5, Intimidate +11, Knowledge (Arcana) +2, Knowledge (Local: Underdark-Northdark) +5, Listen +4, Move Silently +5, Search +4, Sense Motive +11, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Illuskan, Gnome, Goblin), Spot +4, Tumble +5, Use Magic Device +7. Blind-Fight, Blooded, Combat Expertise, Combat Reflexes, Daylight Adaptation, Dodge, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Investigator, Leadership, Mobility, Negotiator, Persuasive, Quick Draw, Stealthy, Two-Weapon Fighting, Weapon Finesse. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 18th level caster) 1/day –Dancing Lights, Darkness, Faerie Fire. Possessions: +1 Keen Rapier of Wounding, +2 Keen Main-gauche of Life Stealing, Belt Pouch of Holding (as Type I Bag of Holding), Bracer of Throwing Daggers, Bracers of Armor +8, 12 Daylight Pellets, Earring of Charisma +6, Earring of Resistance +5, Jarlaxle’s Boots, Jarlaxle’s Cape, Jarlaxle’s Eyepatch, Necklace of Missiles, Ring of Protection +3, Ring of Freedom of Movement, Scarab of Protection, 6 Sun Flash Pellets, Wand of Daylight, other possessions unknown. As the leader of Bregan D’aerthe, and being a very well connected person, Jarlaxle can obtain just about any magical item imagined. Height: Unknown, Weight: Unknown, Hair: Bald, Eyes: Unknown. Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 13, Int 18, Wis 15, Dex 20, Con 15, Cha 18. He is listed as a 17th level Fighter in Menzoberranzan boxed set. Equipment listed in Menzoberranzan boxed set for Jarlaxle: Necklace of Missiles, Eyepatch (Fireball and Fear as Wands), Cape of Scintillating Colors, +1 Rapier of Wounding, +2 Main-gauche of Life Stealing, Bracer of Throwing Daggers +4 (provides 5 daggers/round), Wand of Illumination, Pouch of Holding, Light Pellets, Time Bombs; these are just what is thought of what he carries and uses. In Drizzt Do’Urden’s Guide to the Underdark, Jarlaxle is listed as a 17th level Fighter with the following equipment: Necklace of Missiles, Drow Boots, Cape of Scintillating Colors, Hat of Holding, +1 Rapier of Wounding, +2 Main-gauche of Life Stealing, 5 +4 Daggers of Throwing, Ring of Free Action, Ring of Protection +3, Braces of Defense AC 2, Scarab of Protection, and for a short time the evil artifact Crenshinibon the Crystal Shard. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), Volo’s Guide to All Things Magical (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Complete Divine (3.5E). And the Drow novels by R.A. Salvatore. Earring of Charisma: This gold earring grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Cloak of Charisma. Moderate Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor; Price 8,000 gp (+2), 32,000 gp (+4), 72,000 gp (+6). Earring of Resistance: This earring offers the wearer a +1 to +5 resistance bonus on saving throws. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Cloak of Resistance. Faint Abjuration; CL 5th; Craft Wondrous Item, Resistance, caster level must be at least three times the bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5). Bracer of Throwing Daggers: This bracer is able to generate up to five +4 Daggers of Distance per round, if the dagger is not thrown by the end of the round it vanishes. This bracer does not take up an item slot. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Strong Conjuration, Divination, and Transmutation; CL: 16th; Craft Wondrous Item, Clairaudience/Clairvoyance, Greater Magic Weapon, Major Creation; Price 184,000 gp. Jarlaxle’s Boots: These hard-heeled boot can make loud clicking noise as the wearer walks on any surface, or be so quiet that you don’t even know the wearer is there. These boots increases wearer’s base land speed by 30 ft (this is an enhancement bonus) and provides a +10 competence bonus to Balance, Move Silently, and Tumble checks. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Faint Evocation, Illusion, and Transmutation; CL: 5th; Craft Wondrous Item, Cat’s Grace, Expeditious Retreat, Shatter, Silence; Price 85,000 gp; Weight 1 lb. Jarlaxle’s Cape: The wearer of this cape can cause it to display a shifting pattern of incredible hues, color after color cascading from the upper part of the cape to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the cape. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect. Every round of continuous scintillation of the cape gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment). The effect can be used no more than a total of 10 rounds per day. The cape grants the wearer a +10 competence bonus to Hide checks. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set and modified Robe of Scintillating Colors. Faint Illusion; CL: 11th; Craft Wondrous Item, Blur, Invisibility, Rainbow Pattern; Price 32,000 gp; Weight 1 lb. Jarlaxle’s Eyepatch: This magical eyepatch can generate a Fireball once per day upon command, the Fireball deals 10d6 points of damage (Reflex DC 16 half), half of the damage is fire damage, and the other half is divine damage that affects even targets resistant to fire. Additionally once per day the wearer can command the eyepatch to generate Fear (Will 17 for partial). The eyepatch grants a +10 competence bonus to Search and Spot checks. The eyepatch shields the wearer’s thoughts granting immunity to Detect Thoughts, Discern Lies, and any attempt to magically discern his alignment. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Strong Divination, Evocation, and Necromancy; CL: 12th; Craft Wondrous Item, Corrupt Spell, Clairaudience/Clairvoyance, Fear, Fireball, Nondetection, True Seeing; Price 85,200 gp. Formerly Baenre House Adviser for Extra-Menzoberranzan Affairs, now a member of Bregan D’aerthe “Methil” El-Viddenvelp: Male Illithid Psion-Telepath7; CR 15; Medium Aberration (Psionic); HD 8d8+32 plus 7d4+28; hp 141; Init +5; Spd 30 ft.; AC 31 (touch 20, flat-footed 26); Base Atk +9; Grp +13; Atk +14 melee (1d4+4, tentacle); Full Atk +14 melee (1d4+4, 4 tentacles); Face/Reach 5 ft./5 ft.; SA Mind Blast, Improved Grab, Extract; SQ Illithid traits, PR 32; AL LE; SV Fort +13, Ref +14, Will +25; Str 18, Dex 20, Con 18, Int 33, Wis 28, Cha 28. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +12, Concentration +18 (+22 when manifesting defensively), Diplomacy +10, Hide +11, Gather Information +9, Intimidate +11, Knowledge (Arcana) +11, Knowledge (Local: Underdark-Northdark) +11, Knowledge (Psionics) +18, Listen +11, Move Silently +11, Psicraft +18, Sense Motive +10, Speak Language (Common, Undercommon, Abyssal, Draconic, Dwarven, Elven, Gnome, Infernal, Terran), Spot +11, Use Psionic Device +8. Combat Manifestation, Empower Power, Overchannel, Power Penetration, Psionic Body, Psionic Meditation, Talented, Weapon Finesse. Special Qualities: Illithid traits: Darkvision 60’; +3 natural armor; Telepathy 100’; PR 32. [I]Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 23 Will save or be stunned for 3d4 rounds. Illithids often hunt using this power and then drag off one or two of their stunned victims to feed upon. Improved Grab (Ex): To use this ability, an illithid must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple attack as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. An illithid can grab a Huge or larger creature, but only if can somehow reach the foe’s head. If an illithid begins its turn with at least one tentacle attach, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn. Extract (Ex): An illithid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless vs constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras. Psionic Powers Known (Power Points 309; base DC = 21 + power level; manifester level 16th): 1st –Defensive Precognition, Detect Psionics, Mind Thrust, Psionic Charm, Vigor; 2nd –Body Equilibrium, Ego Whip, Id Insinuation, Psionic Levitate, Psionic Suggestion, Read Thoughts; 3rd –Body Adjustment, Dispel Psionics, Mental Barrier; 4th –Intellect Fortress, Psionic Dimension Door, Psionic Dominate; 5th –Mind Probe, Psionic Plane Shift, Psionic True Seeing, Shatter Mind Blank; 6th –Breath of the Black Dragon, Mind Switch, Psionic Disintegration; 7th –Crisis of Life, Personal Mind Blank, Ultrablast; 8th –Bend Reality, Psionic Greater Teleport, True Metabolism. Possessions: Cloak of Resistance +5, Ring of Protection +5, Robes of the Mentalist, Torc of Power Preservation, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: None, Eyes: Milky White. Conversion Note: Listed as Psionicist level 7 in Menzoberranzan boxed set, no other information. Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Monster Manual 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), and Expanded Psionics Handbook (3.5E). Robe of the Mentalist: This dark nondescript robe grants wearer a +6 enhancement bonus to Charisma, Intelligence, and Wisdom. The Robe of the Mentalist also provides a +8 armor bonus to Armor Class. Source: Created by Joseph Weber. Strong Psychokinesis and Psychometabolism; ML 16th; Craft Universal Item, Animal Affinity, Inertial Armor; Price 226,000 gp; Weight 1 lb. |
| warlockco09-05-05, 09:02 PM | House Barrison Del’Armgo, 2nd House of Menzoberranzan: Matron Mother of House Barrison Del’Armgo Matron Mez’Barris Armgo: Female Drow Ftr9/Clr9; CR 19; Medium Humanoid (Elf); HD 9d10+36 plus 9d8+36; hp 209; Init +6; Spd 30 ft.; AC 27 (touch 17, flat-footed 25); Base Atk +15; Grp +21; Atk +27 melee (1d8+13, Qu’ilth or Qu’uente) or +23 melee (1d8+8 plus Special, Scourge of Fangs); Full Atk +23/+18/+13 melee (1d8+13, Qu’ilth) and +23/+18/+13 melee (1d8+13, Qu’uente); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Smite; SQ Drow traits, SR 29; AL CE; SV Fort +21, Ref +17, Will +21; Str 22, Dex 18, Con 18, Int 16, Wis 24, Cha 16. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +21 (+25 when casting defensively), Climb +5, Intimidate +15, Jump +5, Knowledge (Religion) +12, Listen +4, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +15, Spot +6. Blooded, Cleave, Combat Casting, Combat Reflexes, Exotic Weapon (Scourge), Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Lightning Reflexes (b), Power Attack, Strong Off-Hand Attack, Two-Weapon Fighting, Weapon Focus (Heavy Mace), Weapon Specialization (Heavy Mace). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Aura of Evil (aura equals cleric level); Rebuke Undead as 9th level cleric 6/day. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 18th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/6+1/6+1/5+1/3+1/2+1; base DC = 17 + spell level; caster level 9th). Deity: Lolth. Domains: Destruction (Smite +4 Att/+9 Dmg 1/day), Drow. Possessions: Silver Holy Symbol (Lolth), Barrison Del’Armgo House Insignia, Arms of House Barrison Del’Armgo, Scourge of Fangs, “Qu’ilth and Qu’uente (Blood and Guts)” 2 +5 Heavy Maces, Earring of Health, Earring of Wisdom +6, Mez’Barris’ Gloves, Mez’Barris’ Piwafwi, Necklace of the Retriever, Ring of Defense +5, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 15, Int 15, Wis 18, Dex 17, Con 11, Cha 14; modified for level and slight modification for new drow modifiers. She is listed as Ftr9/Clr9 in Underdark, Ftr13/Clr13 in Menzoberranzan boxed set, and Ftr14/Clr14 in Drizzt Do’Urden’s Guide to the Underdark. Mez’Barris had twin +5 Maces, Whip of Fangs, Piwafwi that functioned as a Cloak of Arachnida, Evening Gloves that served as Gauntlets of Ogre Power and Bracers of Defense AC 2, and Necklace of the Retriever listed as equipment in 2E Menzoberranzan boxed set. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #290. And the Drow novels by R.A. Salvatore and Elaine Cunningham, and the novels of the War of the Spider Queen series. Plot & Poison by Green Ronin. Arms of House Barrison Del’Armgo: The personal armor of the Matron Mother of Menzoberranzan’s House Barrison Del’Armgo, this suit of finely made chainmail is emblazoned with the emblem of House Barrison Del’Armgo. This armor is a suit of +5 Glamered Heavy Fortification Elven Chainmail that also provides the wearer with Fire Resistance 30. Source: Created by Joseph Weber. Strong Illusion and Abjuration; CL: 15th; Craft Magic Arms & Armor, Disguise Self, Miracle, Resist Energy; Price 172,850 gp; Weight 20 lb. Earring of Health: This gold earring grants the wearer an enhancement bonus to Constitution of +6. The wearer is also immune to Disease, including Supernatural Disease. Earrings do not count towards the number of magical items worn. Source: Created by Joseph Weber. Moderate Conjuration and Transmutation; CL 8th; Craft Wondrous Item, Bear’s Endurance, Remove Disease; Price 94,500 gp. Earring of Wisdom: This gold earring grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Periapt of Wisdom. Moderate Transmutation; CL 8th; Craft Wondrous Item, Owl’s Wisdom; Price 8,000 gp (+2), 32,000 gp (+4), 72,000 gp (+6). Mez’Barris’ Gloves: These arm-length, open fingered evening gloves appear delicate. These gloves grant a +6 enhancement bonus to Strength, and a +8 Armor bonus to AC of their wearer. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Strong Abjuration and Transmutation; CL 16th; Craft Wondrous Item, Bull’s Strength, Mage Armor; Price 118,000gp. Mez’Barris’ Piwafwi: This cloak provides a +10 competence bonus to Hide checks for its wearer. The wearer can climb as if under the effects of a Spider Climb spell. The cloak grants her immunity to entrapment by Web spells or webs of any sort–she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can cast Web. She also gains a +2 luck bonus on all Fortitude saves vs poison from spiders. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Faint Conjuration, Illusion, and Transmutation; CL 6th; Craft Wondrous Item, Invisibility, Spider Climb, Web, Creator must be a Drow; Price 29,000gp; Weight 1 lb. Necklace of the Retriever (Minor Artifact): This golden necklace is set with four large gems (ruby, diamond, blue sapphire, and obsidian), each valued at no less than 2,000gp each. The first three gems can emit, once per day, 60’ long rays of fire, cold, and lightning respectively, striking a single target and delivering 20d6 points of damage (Reflex DC 22, for half). The obsidian stone fires a ray of transmutation, which turns the victim into mud, stone, gold, or lead (determined randomly) unless a successful Fortitude save is made (DC 22), in which case there is no effect. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Caster level: 20th. Ring of Defense: This powerful ring offers continual magic protection in the form of a deflection bonus to AC and a resistance bonus to saving throws, from +1 to +5. Source: Dragon Magazine #290, Rogue’s Gallery: The Heroes of Decent into the Depths of the Earth by Paul Kidd (revised to 3.5 by Joseph Weber). Moderate Abjuration; CL 7th; Forge Ring, Resistance, Shield of Faith, Caster level must be three times that of the ring’s bonus; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). Revision Note: Revision was addition of magic auras and adjustment of price. Strong Off-Hand Attack [Fighter/General] Your off-hand attacks are as strong as attacks with your preferred hand. Source: Plot & Poison by Green Ronin. Prerequisite: Str 15, Dex 15, Two-Weapon Fighting. Benefit: You add your full Strength bonus to damage dealt by your off-hand attacks. Patron and Weapon Master of House Barrison Del’Armgo (Deceased, killed near Mithril Hall by Bidderdoo Harpell during Siege of Darkness) Known as Streeaka Droc’uh (Mad Dragon), Elgg-hor (the Destroyer), and Ultrin Sargtlin (Supreme Warrior) Uthegentel Armgo: Male Drow Bar17/Ftr4; CR 22; Medium Humanoid (Elf); HD 17d12+119 plus 4d10+28; hp 346; Init +6; Spd 30 ft.; AC 37 (touch 20, flat-footed 32); Base Atk +21; Grp +28; Atk +34 melee (1d8+15, +5 Keen Adamantine Trident); Full Atk +34/+29/+24/+19 melee (1d8+15, +5 Keen Adamantine Trident); Face/Reach 5 ft./5 ft.; SA Rage; SQ Drow traits, SR 32, DR 4/-; AL CE; SV Fort +26, Ref +18, Will +12; Str 27, Dex 24, Con 24, Int 12, Wis 12, Cha 14. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Climb +12, Intimidate +24, Jump +12, Listen +14, Ride +12, Search +6, Sense Motive +4, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +8. Blooded, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Mounted Combat, Power Attack, Weapon Focus (Trident), Weapon Specialization (Trident). Special Qualities: Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 32. Fast Movement; Greater Rage 5/day; Improved Uncanny Dodge; Trap Sense +5; Damage Reduction 4/-; Indomitable Will; Tireless Rage. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 21st level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Uthegentel’s House Insignia, Uthegentel’s Plate, +5 Keen Adamantine Trident, Boots of Speed, Gloves of Dexterity +6, Master’s Ring, Piwafwi of Resistance +5, Ring of Protection +5, Uthegentel’s Nose-ring. Height: Unknown, Weight: Unknown, Hair: White, Eyes: Blood-Red. Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 18/33, Int 10, Wis 12, Dex 18, Con 17, Cha 12; modified for level and slight modification for new drow modifiers. He is listed as Ftr20 in Menzoberranzan boxed set. Uthegentel had +5 Plate Mail, Boots of Speed, +5 Trident, Net of Entrapment, and listed as equipment in 2E Menzoberranzan boxed set. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Epic Level Handbook (3E). Master’s Ring: The most talented and capable masters of Melee-Magthere aspire to win one of these greatly prized rings. Wrought in the pattern of a small twisting dragon, a master’s ring provides a +6 enhancement bonus to Constitution and +4 natural armor bonus. Furthermore, the wearer is continuously under the effect of a Longstrider spell, which increases his base land speed by 10 feet. Source: Dragon #312, Rogues Gallery: The Heroes of the War of the Spider Queen part 2 by Richard Baker. Strong Transmutation; CL 12th; Forge Ring, Bear’s Endurance, Limited Wish, Longstrider; Price 102,000 gp. Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks. Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker. Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow, Creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb. Uthegentel’s House Insignia: Uthegentel’s Barrison Del’Armgo House Insignia has the following powers: Levitate at will and provides a +6 enhancement bonus to Strength. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Moderate Transmutation; CL 8th; Craft Wondrous Item, Bull’s Strength, Levitate; Price 33,000 gp. Creation Note: This item had cost adjusted by x2 for not taking up an item space, and reduced by 75% for being specific to one person. Uthegentel’s Nose-ring: This mithral nose-ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this nose-ring, the nose-ring regenerates it as the spell. In either case, only damage taken while wearing the nose-ring is regenerated. This item does not count towards the number of magical items worn. Source: Created by Joseph Weber. Strong Conjuration; CL 15th; Craft Wondrous Item, Regenerate; Price 180,000 gp. Uthegentel’s Plate: This finely crafted full plate has been enameled black. Worn by the Weapon Master of House Barrison Del’Armgo, this armor is a suit of +5 Moderate Fortification Mithral Full Plate of Nimbleness. The nimbleness property raises the maximum Dexterity bonus of the armor +5 and reduces the armor check penalty to -2. Source: Created by Joseph Weber. Strong Abjuration and Transmutation; CL 15th; Craft Magic Arms and Armor, Cat’s Grace, Miracle; Price 91,500 gp; Weight 25 lb. House Barrison Del’Armgo priestess from adventure in Menzoberranzan boxed set Pharius Del’Armgo: Female Drow Clr8; CR 9; Medium Humanoid (Elf); HD 8d8+16; hp 67; Init +6; Spd 30 ft.; AC 22 (touch 14, flat-footed 18); Base Atk +6; Grp +10; Atk +12 melee (1d8+6, +2 Heavy Mace); Full Atk +12/+7 melee (1d8+6, +2 Heavy Mace); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Smite; SQ Drow traits, SR 19; AL CE; SV Fort +7, Ref +6, Will +10; Str 18, Dex 18, Con 14, Int 18, Wis 20, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Concentration +11, Hide +2, Knowledge (Arcana) +11, Knowledge (Religion) +11, Listen +4, Move Silently +2, Search +3, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +11, Spot +6. Blooded, Divine Vigor, Exotic Weapon (Scourge), Lightning Reflexes (b). Special Qualities: Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 19. Aura of Evil (aura equals cleric level); Rebuke Undead as 8th level cleric 7/day. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 8th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/6+1/4+1/4+1/3+1; base DC = 15 + spell level; caster level 8th). Deity: Lolth. Domains: Destruction (Smite +4 Att/+8 Dmg 1/day), Drow. Possessions: Silver Holy Symbol (Lolth), Barrison Del’Armgo House Insignia, +2 Elven Chainmail, +2 Heavy Mace, Lesser Tentacle Rod, Amulet of Natural Armor +1, Drow Boots, Gauntlets of Ogre Power, Piwafwi, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed in Menzoberranzan boxed set as 8th level Priestess with Purple Tentacle Rod. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Arms and Equipment Guide (3E), and Complete Warrior (3.5E). House Faen Tlabbar, 3rd House of Menzoberranzan: Matron Mother of House Faen Tlabbar (Deceased, killed by Matron K’yorl Oblodra during Siege of Darkness) Matron Ghenni’tiroth Tlabbar: Female Drow Clr16; CR 17; Medium Humanoid (Elf); HD 16d8+16; hp 117; Init +2; Spd 30 ft.; AC 26 (touch 18, flat-footed 23); Base Atk +12; Grp +12; Atk +18 melee (1d4+6, Scrag-tooth) or +20 ranged (1d4+6, Scrag-tooth), or +14 melee (1d8+2 plus special, Scourge of Fangs); Full Atk +18/+13/+8 melee (1d4+6, Scrag-tooth) or +20 ranged (1d4+6, Scrag-tooth) or +14/+9/+4 melee (1d8+2 plus special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 27; AL CE; SV Fort +15, Ref +14, Will +25; Str 11, Dex 17, Con 12, Int 18, Wis 28, Cha 24. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Concentration +19 (+23 when casting defensively), Craft (Alchemy) +15, Diplomacy +12, Intimidate +4, Knowledge (Religion) +19, Listen +4, Search +4, Sense Motive +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +19, Spot +4. Brew Potion, Exotic Weapon (Scourge), Greater Spell Penetration, Lightning Reflexes (b), Negotiator, Spell Focus (Enchantment), Spell Penetration. Special Qualities: Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 27. Aura of Evil (aura equals cleric level); Rebuke Undead as 16th level cleric 10/day. Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/8+1/7+1/7+1/6+1/6+1/4+1/4+1/3+1; base DC = 19 + spell level, 20 + spell level for Enchantment spells, caster level 16th). Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 16th level cleric 10/day). Possessions: Silver Holy Symbol (Lolth), Faen Tlabbar House Insignia, “Scrag-tooth” +6 Venomous Dagger of Returning, Scourge of Fangs, Bracers of Armor +8, Faen Tlabbar Communing Plate, Periapt of Wisdom +6, Piwafwi of Charisma +6, Ring of Defense +5, numerous Elixirs of Love, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown. Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 11, Int 17, Wis 19, Dex 15, Con 12, Cha 16; modified for level and slight modification for new drow modifiers. She is listed as Clr16 in Menzoberranzan boxed set. Ghenni’tiroth had +6 Dagger “Scrag-Tooth” of throwing and venom, communing platter, and vials of Elixir of Love listed as equipment in 2E Menzoberranzan boxed set. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Epic Level Handbook (3E), and Dragon #290. And the Drow novels by R.A. Salvatore. Faen Tlabbar Communing Plate: This platinum platter allows the user to Commune with Lolth once a day. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Moderate Divination; CL: 9th; Craft Wondrous Item, Commune; Price 41,200 gp; Weight 1 lb. Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma. Source: Created by Joseph Weber. Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb. Matron Mother of House Faen Tlabbar (Deceased, cause of death unknown) Matron Ghilanna Tlabbar: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 9; Init +5; Spd 30 ft.; AC 28 (touch 20, flat-footed 23); Base Atk +9; Grp +10; Atk +12 melee (1d8+3 plus special, Scourge of Fangs); Full Atk +12/+7 melee (1d8+3 plus special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +15, Ref +16, Will +20; Str 13, Dex 20, Con 14, Int 18, Wis 24, Cha 26. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +10, Craft (Alchemy) +15, Diplomacy +12, Intimidate +5, Knowledge (Religion) +10, Listen +2, Search +2, Sense Motive +7, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +15, Spot +2. Brew Potion, Exotic Weapon (Scourge), Lightning Reflexes (b), Negotiator, Spell Focus (Enchantment), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th level cleric 11/day. Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/6+1/6+1/4+1/4+1/3+1; base DC = 17 + spell level, 18 + spell level for Enchantment spells, caster level 12th). Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 12th level cleric 11/day). Possessions: Silver Holy Symbol (Lolth), Faen Tlabbar House Insignia, Scourge of Fangs, Bracers of Armor +8, Faen Tlabbar Communing Plate, Periapt of Wisdom +6, Piwafwi of Charisma +6, Ring of Defense +5, numerous Elixirs of Love, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr12 in 2E Drizzt Do’Urden’s Guide to the Underdark, no other information. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Dragon #290. Matron Mother of House Faen Tlabbar Matron Vadalma Tlabbar: Female Drow Clr9; CR 10; Medium Humanoid (Elf); HD 9d8+18; hp 74; Init +3; Spd 30 ft.; AC 26 (touch 18, flat-footed 23); Base Atk +6; Grp +8; Atk +10 melee (1d8+4 plus special, Scourge of Fangs); Full Atk +10/+5 melee (1d8+4 plus special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 20; AL CE; SV Fort +13, Ref +13, Will +18; Str 14, Dex 17, Con 14, Int 18, Wis 24, Cha 24. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +10, Craft (Alchemy) +10, Diplomacy +10, Intimidate +2, Knowledge (Religion) +8, Listen +4, Search +4, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +4. Brew Potion, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Focus (Enchantment), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20. Aura of Evil (aura equals cleric level); Rebuke Undead as 9th level cleric 11/day. Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/6+1/6+1/5+1/3+1/2+1; base DC = 17 + spell level, 18 + spell level for Enchantment Spells; caster level 9th). Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 9th level cleric 11/day). Possessions: Silver Holy Symbol (Lolth), Faen Tlabbar House Insignia, Scourge of Fangs, Bracers of Armor +8, Faen Tlabbar Communing Plate, Periapt of Wisdom +6, Piwafwi of Charisma +6, Ring of Defense +5, numerous Elixirs of Love, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr9 in Underdark, no other information. Sources: Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Dragon #290. Patron of House Faen Tlabbar (Patron to Matron Ghenni’tiroth Tlabbar, current status unknown) Rinnill Tlabbar: Male Drow Ftr9; CR 10; Medium Humanoid (Elf); HD 9d10+27; hp 88; Init +8; Spd 30 ft.; AC 29 (touch 17, flat-footed 25); Base Atk +9; Grp +13; Atk +19 melee (1d6+10, +4 Short Sword); Full Atk +19/+14 melee (1d6+10, +4 Short Sword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 20; AL CE; SV Fort +9, Ref +7, Will +4; Str 18, Dex 18, Con 16, Int 11, Wis 12, Cha 20. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Diplomacy +6, Hide +1, Intimidate +2, Listen +3, Move Silently +1, Search +3, Sense Motive +3, Speak Language (Elven, Undercommon, Drow Sign Language), Spot +3. Combat Reflexes, Dodge, Greater Weapon Focus (Short Sword), Improved Initiative, Mobility, Negotiator, Persuasive, Weapon Focus (Short Sword), Weapon Specialization (Short Sword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20. Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Faen Tlabbar House Insignia, +3 Elven Chainmail, +3 Buckler, +4 Short Sword, Amulet of Health +2, Drow Boots, Gauntlets of Ogre Power, Greater Piwafwi, Ring of Protection +3, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Snow-White, Eyes: Unknown. Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 16, Int 9, Wis 12, Dex 18, Con 13, Cha 17; modified for level and slight modification for new drow modifiers. He is listed as Ftr9 in Menzoberranzan boxed set. Rinnill had +3 Buckler, +4 Short Sword, Piwafwi, and Drow Boots listed as equipment in 2E Menzoberranzan boxed set. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Piwafwi, Greater: The dark-colored greater piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks , and it also provides fire resistance 5. Source: City of the Spider Queen (revised to 3.5 by Joseph Weber). Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Resist Energy, Invisibility, Creator must be a Drow; Price 13,750 gp; Weight 1 lb. Revision Note: Revision was addition of magic auras and adjustment of price. Adopted Daughter of House Faen Tlabbar, most favored of Matron Ghenni’tiroth (Deceased, killed by Matron K’yorl Oblodra during Siege of Darkness) Fini’they Tlabbar: Female Drow Clr9/Dis4; CR 14; Medium Humanoid (Elf); HD 13d8+16; hp 105; Init +4; Spd 30 ft.; AC 26 (touch 20, flat-footed 20); Base Atk +9; Grp +11; Atk +13 melee (1d8+4 plus special, Scourge of Fangs); Full Atk +13/+8 melee (1d8+4 plus special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +17, Ref +17, Will +23; Str 14, Dex 23, Con 14, Int 20, Wis 26, Cha 22. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +16, Craft (Alchemy) +16, Diplomacy +12, Hide +1, Knowledge (Arcana) +10, Knowledge (Religion) +16, Listen +4, Move Silently +1, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +16, Spot +4. Brew Potion, Exotic Weapon (Scourge), Lightning Reflexes (b), Negotiator, Spell Focus (Enchantment), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (as 13th level cleric); Rebuke Undead as 9th level cleric 9/day. Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Divine Emissary (Ex): Fini’they also gains a bonus equal to her divine disciple level on any Charisma-based skill or ability checks she makes when dealing with outsiders that are chaotic evil or that serve Lolth. Fini’they can communicate telepathically with any outsider within 60 feet that is chaotic evil or serves Lolth. This feature of divine emissary is a Supernatural Ability. Sacred Defense (Ex): Fini’they has a +4 bonus on saving throws vs Divine Spells, as well as the Spell-like and Supernatural Abilities of outsiders. Imbue with Spell Ability (Sp): Fini’they can use Imbue with Spell Ability (caster level 13th). Since it is a Spell-like Ability, Fini’they does not need to devote a 4th level spell slot to use it, though the imbued spells themselves take up her lower-level spell slots, as usual. This ability is usable once per day. Cleric Spells Prepared (6/7+1/7+1/6+1/6+1/4+1/3+1/2+1; base DC = 18 + spell level, 19 + spell level for Enchantment spells; caster level 13th). Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 13th level cleric 9/day). Possessions: Silver Holy Symbol (Lolth), Faen Tlabbar House Insignia, Scourge of Fangs, Bracers of Defense +6, Cloak of Charisma +6, Gloves of Dexterity +4, Periapt of Wisdom +6, Ring of Protection +4, Ring of Resistance +5, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr13 in 2E Menzoberranzan boxed set, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). And the Drow novels by R.A. Salvatore. Elderboy & Weapon Master of House Faen Tlabbar (Elderboy of Matron Ghenni’tiroth Tlabbar, current status unknown) Pri’Oront Tlabbar: Male Drow Ftr14; CR 15; Medium Humanoid (Elf); HD 14d10+56; hp 180; Init +12; Spd 30 ft.; AC 31 (touch 23, flat-footed 23); Base Atk +14; Grp +21; Atk +25 melee (1d8+11, +4 Drowcraft Longsword) or +25 melee (1d6+11, +4 Drowcraft Short Sword); Full Atk +23/+18/+13 melee (1d8+11, +4 Drowcraft Longsword) and +23/+18/+13 melee (1d6+7, +4 Drowcraft Short Sword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 25; AL CE; SV Fort +18, Ref +19, Will +11; Str 24, Dex 26, Con 19, Int 18, Wis 14, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Diplomacy +7, Hide +8, Intimidate +10, Listen +7, Move Silently +8, Search +7, Sense Motive +7, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spot +7. Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Leadership, Lightning Reflexes, Mobility, Negotiator, Twin Sword Style, Two-Weapon Fighting. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 25. Spell-like Abilities (as 14th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Faen Tlabbar House Insignia, +4 Drowcraft Longsword, +4 Drowcraft Short Sword, Amulet of Health +4, Belt of Giant Strength +6, Bracers of Armor +8, Drow Boots, Gloves of Dexterity +6, Greater Piwafwi, Ring of Protection +5, Ring of Resistance +5, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as Ftr14 in 2E Menzoberranzan boxed set, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). |
| Kophyn Wistnel09-05-05, 10:10 PM | Nice work Green Giant & Warlockco! I have a request for an NPC if I may be so bold? Luvon Greencloak, the Moon Elven leader of the company of Archers within the Elven Court that stayed behind after the retreat. On a side note. In your write-up of Sharantyr, from the adventuring company the Knights of Myth Drannor, you have her listed as a male. As far as I'm aware "he" is definitely a "she". One of my players has been unsuccesfully trying to woo Sharantyr for months now and was horrified :rofl: , that apart, they are fantastic. Aluve Kophyn |
| warlockco09-05-05, 10:38 PM | Nice work Green Giant & Warlockco! I have a request for an NPC if I may be so bold? Luvon Greencloak, the Moon Elven leader of the company of Archers within the Elven Court that stayed behind after the retreat. On a side note. In your write-up of Sharantyr, from the adventuring company the Knights of Myth Drannor, you have her listed as a male. As far as I'm aware "he" is definitely a "she". One of my players has been unsuccesfully trying to woo Sharantyr for months now and was horrified :rofl: , that apart, they are fantastic. Aluve Kophyn Was most likely a copy/paste error, I know they do creep into there, especially after you been doing a few NPCs in a row. Was Luvon Greencloak given any stats anywhere, like Class/Level? I checked Kuje's NPC list form 1e/2e and didn't get any hits. |
| warlockco09-05-05, 10:55 PM | House Oblodra, Former 3rd House of Menzoberranzan (Destroyed by House Baenre after Time of Troubles): Matron Mother of House Oblodra (Deceased, killed when House was destroyed by Matron Mother Baenre after Time of Troubles) Matron K’yorl Odran: Female Drow Cleric 3/Psion-Telepath 9/Psychic Theurge 6; CR 19; Medium Humanoid (Elf, Psionic); HD 3d8+3 plus 15d4+15; hp 86; Init +3; Spd 30 ft.; AC 26 (touch 13, flat-footed 23); Base Atk +9; Grp +8; Atk +14 melee (1d4+5, Scrag-tooth) or +18 ranged (1d8+5, Scrag-tooth); Full Atk +14/+9 melee (1d4+5, Scrag-tooth) or +18 ranged (1d4+5, Scrag-tooth); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 29; AL CE; SV Fort +9, Ref +9, Will +24; Str 8, Dex 16, Con 12, Int 26, Wis 26, Cha 21. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +12, Concentration +18, Diplomacy +12, Gather Information +12, Knowledge (Arcana) +9, Knowledge (The Planes) +10, Knowledge (Psionics) +18, Knowledge (Religion) +10, Listen +2, Psicraft +18, Search +2, Sense Motive +12, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +2. Craft Universal Item, Expanded Knowledge x3, Iron Will, Overchannel, Psionic Meditation, Talented. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Aura of Evil (as 9th level Cleric); Rebuke Undead as 3rd level cleric 8/day. Spell-like Abilities (as 18th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/6+1/6+1/5+1/4+1/2+1; base DC = 18 + spell level; caster level 9th). Deity: Lolth. Domains: Evil (cast evil spells at +1 caster level), Trickery. Psionic Powers Known (Power Points 255; base DC = 18 + power level; manifester level 15th): 1st –Conceal Thoughts, Detect Psionics, Mind Thrust, Mindlink, Psionic Charm; 2nd –Cloud Mind, Ego Whip, Inflict Pain, Psionic Suggestion, Read Thoughts; 3rd –Dispel Psionics, False Sensory Input, Psionic Blast, Telekinetic Force, Telekinetic Thrust; 4th –Correspond, Inertial Barrier, Mindwipe, Psionic Dimension Door, Psionic Dominate; 5th –Mind Probe, Psionic Teleport, Psychic Crush, Shatter Mind Blank, Tower of Iron Will; 6th –Mass Cloud Mind, Psionic Disintegrate; 7th –Insanity, Personal Mind Blank, Ultrablast; 8th –Greater Psionic Teleportation. Possessions: Silver Holy Symbol (Lolth), Oblodra House Insignia, Scrag-tooth +6 Venomous Dagger of Returning, Psionic Amulet of Natural Armor +5, Robe of the Mind Spider, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed in 2E Menzoberranzan boxed set as Clr9/Psionicist 15 with stats of Str 8, Int 17, Wis 18, Dex 14, Con 11, Cha 13; modified for level and slight modification for new drow modifiers. Matron K’yorl Odran acquired the magical dagger “Scrag-tooth, shortly before her death. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Expanded Psionics Handbook (3.5E)., and Mind’s Eye section of Wizards.com. Rumors of Wichtlin in Clawrift lead to the creation of this version of Matron K’yorl Odran Matron K’yorl Odran: Female Drow Wichtlin Cleric 3/Psion-Telepath 9/Psychic Theurge 6; CR 21; Medium Undead (Augmented Humanoid, Elf, Psionic); HD 18d12; hp 172; Init +5; Spd 30 ft.; AC 32 (touch 15, flat-footed 27); Base Atk +9; Grp +8; Atk +14 melee (1d4+5, Scrag-tooth) or +20 ranged (1d8+5, Scrag-tooth) or +9 melee touch (1d6 negative energy plus poison or paralysis, touch attack); Full Atk +14/+9 melee (1d4+5, Scrag-tooth) and +4 melee touch (1d6 negative energy plus poison or paralysis, touch attack) or +20 ranged (1d4+5, Scrag-tooth); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Elfstroke, Create Spawn; SQ Drow traits, Wichtlin Traits, SR 29, DR 10/Silver and Magic, Partial Invisibility, Turn Resistance +2; AL CE; SV Fort +8, Ref +11, Will +24; Str 8, Dex 20, Con --, Int 22, Wis 26, Cha 25. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +12, Concentration +18, Diplomacy +12, Gather Information +12, Hide +8, Knowledge (Arcana) +9, Knowledge (The Planes) +10, Knowledge (Psionics) +18, Knowledge (Religion) +10, Listen +2, Move Silently +8, Psicraft +18, Search +2, Sense Motive +12, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +10. Craft Universal Item, Expanded Knowledge x3, Iron Will, Overchannel, Psionic Meditation, Talented. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Wichtlin traits: +8 racial bonus to Hide, Move Silently, and Spot checks; Undead traits. Aura of Evil (as 9th level Cleric); Rebuke Undead as 3rd level cleric 10/day. Damage: A wichtlin without natural weapons has a touch attack that uses negative energy to deal 1d6 points of damage to living creatures; a Will save (DC 26) halves the damage. A wichtlin with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d6 points of extra damage on one natural weapon attack. Elfstroke (Su): Any elf or half-elf a wichtlin hits with its touch attack must succeed on a Fortitude save (DC 26) or be paralyzed for 2d4 rounds. Remove Paralysis or any spell that can remove a curse can free the victim (see the Bestow Curse spell description, page 203 of the PHB). The effect cannot be dispelled. Anyone paralyzed by a wichtlin seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive. Create Spawn (Su): An elf or half-elf slain by a wichtlin rises in seven days as a wichtlin. Wichtlin created in this way are not under the control of the wichtlin who spawned them, but will usually work with other wichtlins in service to Kiaransalee. Damage Reduction (Su): A wichtlin has damage reduction 10/silver and magic. A wichtlin’s natural weapons are treated as magical weapons for the purposes of overcoming damage reduction. Partial Invisibility (Su): A wichtlin’s body is mostly transparent, apart from its skeletal hands and its eyes. This grants the wichtlin concealment (20% miss chance). Opponents that cannot see the wichtlin ignore this effect (although they still suffer the penalties of fighting an unseen opponent). A wichtlin that kills a victim becomes visible for 1d4 rounds, temporarily negating this effect. True Seeing and See Invisibility also negate this effect. Turn Resistance (Su): A wichtlin has turn resistance +2. Spell-like Abilities (as 18th level caster) at will–Poison (may only be used on a living creature without elven blood that is hit by the wichtlin’s touch attack), Suggestion (may only be used on an elf or half-elf paralyzed by the wichtlin). Spell-like Abilities (as 18th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/6+1/6+1/5+1/4+1/2+1; base DC = 18 + spell level; caster level 9th). Deity: Kiaransalee. Domains: Chaos (cast chaotic spells at +1 caster level), Evil (cast evil spells at +1 caster level). Psionic Powers Known (Power Points 240; base DC = 16 + power level; manifester level 15th): 1st –Conceal Thoughts, Detect Psionics, Mind Thrust, Mindlink, Psionic Charm; 2nd –Cloud Mind, Ego Whip, Inflict Pain, Psionic Suggestion, Read Thoughts; 3rd –Dispel Psionics, False Sensory Input, Psionic Blast, Telekinetic Force, Telekinetic Thrust; 4th –Correspond, Inertial Barrier, Mindwipe, Psionic Dimension Door, Psionic Dominate; 5th –Mind Probe, Psionic Teleport, Psychic Crush, Shatter Mind Blank, Tower of Iron Will; 6th –Mass Cloud Mind, Psionic Disintegrate; 7th –Insanity, Personal Mind Blank, Ultrablast; 8th –Greater Psionic Teleportation. Possessions: Silver Holy Symbol (Lolth), Oblodra House Insignia, Scrag-tooth +6 Venomous Dagger of Returning, Psionic Amulet of Natural Armor +5, Robe of the Mind Spider, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed in 2E Menzoberranzan boxed set as Clr9/Psionicist 15 with stats of Str 8, Int 17, Wis 18, Dex 14, Con 11, Cha 13; modified for level and slight modification for new drow modifiers. Matron K’yorl Odran acquired the magical dagger “Scrag-tooth, shortly before her death. Rumors of wichtlin in the Clawrift in Drizzt Do'Urden's Guide to the Underdark have contributed towards a wichtlin version of Matron K’yorl Odran. Wichtlin template is from Bestiary of Krynn with a few modifications, such as all Dragonlance Wichtlin automatically become followers of Chemosh, so a change of patron deity to Kiaransalee for a Faerunian Drow would be appropriate. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Expanded Psionics Handbook (3.5E)., Mind’s Eye section of Wizards.com, and Bestiary of Krynn (3.5E). Psionic Amulet of Natural Armor: This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet. Source: DMG 3.5, modified Amulet of Natural Armor, using material from Expanded Psionics Handbook. Faint Psychometabolism; CL 5th; Craft Universal Item, Thicken Skin, creator’s caster level must be at least three times the amulet’s bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5). Robe of the Mind Spider: This plain black spidersilk robe is infused with powerful psychic energy. It provides a +8 armor bonus, a +6 enhancement bonus to Charisma, Intelligence, and Wisdom, and damage reduction 5/good. Source: Created by Joseph Weber. Strong Clairsentience, Psychokinesis, and Psychometabolism; ML 18th; Craft Universal Item, Animal Affinity, Inertial Armor, Inertial Barrier, Reality Revision; Price 334,000 gp; Weight 1 lb. House Xorlarrin, 4th House of Menzoberranzan: Matron Mother of House Xorlarrin Matron Zeerith Q’Xorlarrin: Female Drow Clr17; CR 18; Medium Humanoid (Elf); HD 17d8+51; hp 150; Init +3; Spd 30 ft.; AC 29 (touch 21, flat-footed 23); Base Atk +12; Grp +12; Atk +16 melee (1d4+4, +4 Dagger) or +14 melee (1d8+2 plus special, Scourge of Fangs); Full Atk +16/+11/+6 melee (1d4+4, +4 Dagger) or +14/+9/+4 melee (1d8+2 plus special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 28; AL NE; SV Fort +18, Ref +18, Will +25; Str 11, Dex 22, Con 16, Int 19, Wis 28, Cha 23. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Concentration +15, Diplomacy +14, Intimidate +4, Knowledge (Arcana) +15, Knowledge (Religion) +15, Listen +4, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +15, Spot +4. Craft Wand, Exotic Weapon (Scourge), Lightning Reflexes (b), Magical Artisan (Craft Wand), Negotiator, Spell Penetration, Wand Mastery. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 28. Aura of Evil (aura equals cleric level); Rebuke Undead as 17th level cleric 9/day. Spell-like Abilities (as 17th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/8+1/7+1/7+1/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 19 + spell level; caster level 17th). Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 17th level cleric 9/day) Possessions: Silver Holy Symbol (Lolth), Xorlarrin House Insignia, +4 Dagger, Scourge of Fangs, Amulet of Health +6, Belt of Perfect Excellence, Bracers of Defense +8, Carpet of Flying, Drow Boots, Lesser Tentacle Rod, Piwafwi of Charisma +6, Ring of Defense +5, Ring of Spell-Battle, Wand of Viscid Glob, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 11, Int 17, Wis 19, Dex 16, Con 10, Cha 15; modified for level and slight modification for new drow modifiers. She is listed as Clr17 in Underdark, Clr15 in Menzoberranzan boxed set, and Clr16 in Drizzt Do’Urden’s Guide to the Underdark. Zeerith had +4 Dagger, Wand of Viscid Globs, Russet Tentacle Rod, and Flying Carpet listed as equipment in 2E Menzoberranzan boxed set. Alignment Note: Zeerith is listed as Chaotic Evil in 2E Menzoberranzan boxed set and 2E Drizzt Do’Urden’s Guide to the Underdark, yet is listed as Neutral Evil in Underdark. Using the most recent source, so she is Neutral Evil. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Arms and Equipment Guide (3E), Complete Arcane (3.5E), Eberron Campaign Setting (3.5E), Sword & Fist (3E), and Dragon #290. And the Drow novels by R.A. Salvatore. Belt of Perfect Excellence: This finely crafted belt of black spider silk adorned with silver spiders, provides its wearer with a +6 enhancement bonus to Dexterity, Strength, and Wisdom. Source: Sword & Fist as Headband of Perfect Excellence (revised to 3.5 by Joseph Weber). Moderate Transmutation; CL: 8th; Craft Wondrous Item, Bull’s Strength, Cat’s Grace, Owl’s Wisdom; Price: 144,000 gp; Weight 1 lb. Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma. Source: Created by Joseph Weber. Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb. Ring of Defense: This powerful ring offers continual magic protection in the form of a deflection bonus to AC and a resistance bonus to saving throws, from +1 to +5. Source: Dragon Magazine #290, Rogue’s Gallery: The Heroes of Decent into the Depths of the Earth by Paul Kidd (revised to 3.5 by Joseph Weber). Moderate Abjuration; CL 7th; Forge Ring, Resistance, Shield of Faith, Caster level must be three times that of the ring’s bonus; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). Revision Note: Revision was addition of magic auras and adjustment of price. Patron & House Wizard of House Xorlarrin; Leader of the Council of Wizards who oversee Sorcere, second to the Archmage of Menzoberranzan Horroodissomoth Xorlarrin: Male Drow Wiz11/Lor10; CR 22; Medium Humanoid (Elf); HD 21d4+21; hp 93; Init +3; Spd 30 ft.; AC 34 (touch 21, flat-footed 28); Base Atk +11; Grp +11; Atk +17 melee (1d4+6, +6 Dagger of Dancing); Full Atk +17/+12 melee (1d4+6, +6 Dagger of Dancing); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 32; AL CE; SV Fort +14, Ref +17, Will +23; Str 11, Dex 22, Con 13, Int 30, Wis 14, Cha 11. Skills and Feats (counting all modifiers except equipment and attributes): Concentration +20, Craft (Alchemy) +20, Decipher Script +20, Diplomacy +5, Gather Information +20, Knowledge (Arcana) +27, Knowledge (History) +15, Knowledge (Local: Underdark-Northdark) +15, Knowledge (The Planes) +20, Listen +6, Search +8, Sense Motive +8, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarf, Gnome, Goblin, Illuskan, Netherese, Seldruin), Spellcraft +27, Spot +6, Use Magic Device +20. Brew Potion, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Investigator, Magical Artisan (Craft Wand), Scribe Scroll, Skill Focus (Knowledge: Arcana), Skill Focus (Spellcraft), Spell Penetration, Wand Mastery. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 32. Summon Familiar. Lore; Greater Lore; True Lore; Secrets: Secrets of Inner Strength, The Lore of True Stamina, Applicable Knowledge, Newfound Arcana, More Newfound Arcana. Spell-like Abilities (as 20th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Wizard Spells Prepared (4/8/8/6/10/6/6/5/5/5; base DC = 20 + spell level; caster level 20th). Possessions: Xorlarrin House Insignia, Spellbooks, +6 Dagger of Dancing, Amulet of Natural Armor +5, Belt of Many Pockets, Bracers of Armor +8, Drow Boots, Gloves of Dexterity +6, Greater Piwafwi, Horroodissomoth’s Robe, Horroodissomoth’s Signet Ring, Ring of Wizardry IV, Rod of Lolth, Staff of Frost, numerous wands, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Bald, Eyes: Unknown. Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 11, Int 19, Wis 13, Dex 16, Con 7, Cha 11; modified for level and slight modification for new drow modifiers. He is listed as Wiz18 in Menzoberranzan boxed set and Drizzt Do’Urden’s Guide to the Underdark. Horroodissomoth had +6 Dagger of Dancing, and many wands including a Wand of Frost and a Wand of Lolth listed as equipment in 2E Menzoberranzan boxed set. Added levels due to passage of time. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Complete Arcane (3.5E), Eberron Campaign Setting (3.5E), Epic Level Handbook (3E), and Tome and Blood (3E). Horroodissomoth’s Robe: This nondescript hooded robe of black silk grants the wearer a +8 armor bonus, a +5 resistance bonus to saving throws, a +6 enhancement bonus to Constitution and Intelligence, and the ability to use Disguise Self at will. Source: Created by Joseph Weber. Strong Abjuration, Conjuration, Illusion, and Transmutation; CL 16th; Craft Wondrous Item, Bear’s Endurance, Disguise Self, Fox’s Cunning, Mage Armor, Resistance; Price 212,200 gp; Weight 1 lb. Horroodissomoth’s Signet Ring: Emblazoned with the sign of Sorcere, this ring functions as a Ring of Protection +5 and a Ring of Mind Shielding. Additionally, the ring allows the wearer to read thoughts, as though with the Detect Thoughts spell at will. Source: Created by Joseph Weber. Strong Abjuration and Divination; CL: 15th; Forge Ring, Detect Thoughts, Nondetection, Shield of Faith; Price 78,200 gp. Piwafwi, Greater: The dark-colored greater piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks , and it also provides fire resistance 5. Source: City of the Spider Queen (revised to 3.5 by Joseph Weber). Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Resist Energy, Invisibility, Creator must be a Drow; Price 13,750 gp; Weight 1 lb. Revision Note: Revision was addition of magic auras and adjustment of price. Wand Mastery [General] Wands are more potent in your hands. Source: Eberron Campaign Setting. Prerequisite: Craft Wand, caster level 9th. Benefit: When you use a wand, the DC of saving throws against the wand’s effect is increased by 2 and the wand’s effective caster level is increased by 2. Elderboy of House Xorlarrin Brack’thal Xorlarrin: Male Drow Wiz16; CR 17; Medium Humanoid (Elf); HD 16d4+48; hp 102; Init +4; Spd 30 ft.; AC 27 (touch 19, flat-footed 21); Base Atk +8; Grp +9; Atk +12 melee (1d4+4, +3 Dagger); Full Atk +12/+7 melee (1d4+4, +3 Dagger); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 27; AL CE; SV Fort +12, Ref +15, Will +17; Str 13, Dex 22, Con 16, Int 26, Wis 16, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +18, Craft (Alchemy) +15, Decipher Script +18, Knowledge (Arcana) +19, Knowledge (The Planes) +15, Listen +6, Search +6, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +19, Spot +6. Brew Potion, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Greater Spell Penetration, Magical Artisan (Craft Wand), Scribe Scroll, Spell Penetration, Wand Mastery. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 27. Summon Familiar. Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Wizard Spells Prepared (4/6/6/10/6/5/4/4/3; base DC = 18 + spell level; caster level 16th). Possessions: Xorlarrin House Insignia, Spellbooks, +3 Dagger, Amulet of Natural Armor +3, Black Robes of the Archmagi, Bracers of Health +4, Drow Boots, Gloves of Dexterity +4, Greater Piwafwi, Headband of Intellect +4, Ring of Protection +3, Ring of Wizardry III, numerous wands, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as Wiz14 in 2E Menzoberranzan boxed set, no other information. Added levels due to passage of time. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Eberron Campaign Setting (3.5E),. Weapon Master of House Xorlarrin Jearth Xorlarrin: Male Drow Ftr13/Rog2; CR 16; Medium Humanoid (Elf); HD 13d10+32 plus 2d6+8; hp 162; Init +7; Spd 30 ft.; AC 30 (touch 18, flat-footed 25); Base Atk +14; Grp +21; Atk +27 melee (1d8+13, +4 Keen Adamantine Longsword); Full Atk +23/+18/+13 melee (1d8+13, +4 Keen Adamantine Longsword) and +23/+18/+13 (1d8+9+4 Keen Adamantine Longsword); Face/Reach 5 ft./5 ft.; SA Sneak Attack +1d6; SQ Drow traits, SR 26; AL CE; SV Fort +17, Ref +17, Will +10; Str 24, Dex 20, Con 19, Int 14, Wis 13, Cha 15 Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Hide +15, Intimidate +16, Listen +5, Move Silently +15, Search +4, Sense Motive +2, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +5. Blind-Fight, Blooded, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Greater Weapon Focus (Longsword), Improved Two-Weapon Fighting, Mobility, Quick Draw, Two-Weapon Fighting, Weapon Focus (Longsword), Weapon Specialization (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 26. Sneak Attack +1d6; Trapfinding; Evasion. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 15th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Xorlarrin House Insignia, +5 Mithral Chain Shirt of Strength +4, 2 +4 Keen Adamantine Longswords, Amulet of Natural Armor +3, Bracers of Health +6, Drow Boots, Piwafwi of Resistance +5, Ring of Invisibility, Ring of Protection +3, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 18/42, Int 12, Wis 13, Dex 18, Con 12, Cha 13; modified for level and slight modification for new drow modifiers. He is listed as Ftr13 in 2E Menzoberranzan boxed set. Jearth had pair of +4 Adamantine Longswords that allowed one to fight with two weapons at no penalty listed as equipment in 2E Menzoberranzan boxed set. Added levels due to passage of time. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Dragon #302. |
| Kophyn Wistnel09-05-05, 11:07 PM | Hi Warlockco Considering the amount of work involved it's quite understandable. I believe Luvon was featured in the Original 2e Boxed campaign setting and I shall have a look when I get home from work. I'd love to see your conversion as it would also help my current game immensely! Aluve Kophyn |
| Green Giant09-05-05, 11:12 PM | Nice work Green Giant & Warlockco! I have a request for an NPC if I may be so bold? Luvon Greencloak, the Moon Elven leader of the company of Archers within the Elven Court that stayed behind after the retreat. On a side note. In your write-up of Sharantyr, from the adventuring company the Knights of Myth Drannor, you have her listed as a male. As far as I'm aware "he" is definitely a "she". One of my players has been unsuccesfully trying to woo Sharantyr for months now and was horrified :rofl: , that apart, they are fantastic. Aluve Kophyn Like warlockco said above, it was a copy/paste error. The strange part is I haven't bothered to fix him, I mean, her and you're not the first to tell me about that error. I keep putting it off or forgetting to do so. That's a lot of drow, warlockco. I feel sorry you had to do so many of them and especially, that a majority of them were clerics. It would have driven me mad having to stat out the same class over and over which sometimes happens with me and FR wizards. Seems to be one behind every bush and an archmage behind every tree. |
| warlockco09-05-05, 11:47 PM | Like warlockco said above, it was a copy/paste error. The strange part is I haven't bothered to fix him, I mean, her and you're not the first to tell me about that error. I keep putting it off or forgetting to do so. That's a lot of drow, warlockco. I feel sorry you had to do so many of them and especially, that a majority of them were clerics. It would have driven me mad having to stat out the same class over and over which sometimes happens with me and FR wizards. Seems to be one behind every bush and an archmage behind every tree. Why, you think I haven't gotten beyond the first 4 Houses for Ched Nasad. :weep: It gets so boring.... Right now working on a really big project. Working on a Full Conversion for Daggerford for use with the Age of Worms Adventure Path in Dungeon Magazine, unfortunately it is going a bit slowly at the moment. Didn't realize how many NPCs had stats in the North boxed set for Daggerford. :embarrass |
| ClobberinTime09-06-05, 09:45 AM | Hey, this is great, GG are they going to sticky this one too??? Also I know you are taking the levels literally oh well, nevermind. I would make the mistmaster a mystic theurge so He can at least cast his own ward though. |
| Kophyn Wistnel09-06-05, 11:07 AM | Hi Warlockco As promised I dug around in the 2e Campaign setting (circa 1987) and found Luvon in the DM's Sourcebook of the Realms and he's on p25. This write-up is all the info contained within that section, it does not provide any stats. Luvon Greencloak CG Elven (I personally would guess at a Moon Elf) Male 11th Level Magic user Azuth and Aerdrie Faenya Elven Court Luvon is a former emissary and diplomat of the Elven court before the Elves of Cormesta retreated to Evermeet. He has remained behind to aid any stragglers who wish to head for that Elvish Isle. Luvon wears Bracers of Defense AC6, and is protected by Alok Silverspear and a company of Elvish Longbowmen. I was hoping you also might try and convert Alok Silverspear who was also detailed within the same book but on p17 Alok Silverspear CG Elven (Again, I would guess at Moon Elven) Female 5th level Fighter Solonor Thelandira Elven Court Alok has remained behind as commander of the 20 Elven Longbowmen assigned to protect Luvon Greencloak and the last of the stragglers. As battle-leader, she carries a Silver Spear +3, wears Elven Chainmail +2, and wields a two-handed sword in battle. Alok would rather quit the world of men and retire with the majority of her race to Evermeet, but is loyal to her duty to Luvon. I hope this is enough info Aluve Kophyn |
| warlockco09-06-05, 12:00 PM | Will see what I can whip up, however that is the 1e boxed set, not the 2e. :P |
| Kuje3109-06-05, 12:28 PM | He's a gold elf and he has higher level stats in Cloak & Dagger because he's a member of the Moonstars. But Alok hasn't been mentioned since 1e. :) |
| warlockco09-06-05, 01:54 PM | He's a gold elf and he has higher level stats in Cloak & Dagger because he's a member of the Moonstars. But Alok hasn't been mentioned since 1e. :) Thanks Kuje, btw what subrace do you think Alok is? |
| Kophyn Wistnel09-06-05, 02:14 PM | Thanks Kuje :) 1e? I didn't realise that the boxed set was quite so ancient! I just checked out his additional info in Cloak and Dagger p29 and he is now a M14 Aluve Kophyn |
| warlockco09-06-05, 02:16 PM | There were two boxed sets, one for 1E and one for 2E. |
| Green Giant09-06-05, 02:19 PM | Thanks Kuje, btw what subrace do you think Alok is? Well if she is related to House Silverspear, she is most likely a Silver/Moon elf. The House appears in Elves of Evermeet page 38. |
| warlockco09-06-05, 02:23 PM | Well if she is related to House Silverspear, she is most likely a Silver/Moon elf. The House appears in Elves of Evermeet page 38. Thanks Green Giant |
| Kuje3109-06-05, 05:27 PM | Yes, but even the gold elven houses have moon elven family members. :) As for Alok, who knows...... She could be wood/wild, moon, or sun. Maybe ask Ed. :) |
| Burningspear09-06-05, 05:46 PM | and i dont want to be a spoilsport, but danilo thann was definately a bard and not a spell singer (although i know by his combined levels he should be epic if u wanted to transfer him to 3.5 straight away, witch complicates things i guess, since he should be aprox the same power level as Arilyn Moonblade, as she was his companion in a few adventures....) but still :plotting: :rant: :smirk: , have fun.. |
| warlockco09-06-05, 06:01 PM | and i dont want to be a spoilsport, but danilo thann was definately a bard and not a spell singer (although i know by his combined levels he should be epic if u wanted to transfer him to 3.5 straight away, witch complicates things i guess, since he should be aprox the same power level as Arilyn Moonblade, as she was his companion in a few adventures....) but still :plotting: :rant: :smirk: , have fun.. Talk to Eric L Boyd about that then. |
| Burningspear09-06-05, 06:14 PM | lol |
| warlockco09-07-05, 12:22 AM | NPCs of the Elven Court Luvon Greencloak: Male Gold Elf Wiz14; CR 14; Medium Humanoid (Elf); HD 14d4+14; hp 55; Init +3; Spd 30 ft.; AC 26 (touch 18, flat-footed 23); Base Atk +7; Grp +8; Atk +10 melee (1d6+3, Staff of Power); Full Atk +10/+5 melee (1d6+3, Staff of Power); Face/Reach 5 ft./5 ft.; SQ Gold Elf traits; AL CG; SV Fort +8, Ref +9, Will +17; Str 12, Dex 17, Con 12, Int 22, Wis 16, Cha 16. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +6, Concentration +17, Decipher Script +10, Diplomacy +8, Hide +3, Knowledge (Arcana) +17, Knowledge (History) +10, Listen +2, Move Silently +3, Ride +4, Search +2, Sense Motive +8, Speak Language (Chondathan, Common, Elven, Damaran, Giant, Gnome, Orc, Sylvan), Spellcraft +17, Spot +2. Craft Wand, Craft Wondrous Item, Extend Spell, Iron Will, Negotiator, Scribe Scroll, Still Spell, Strong Soul. Special Qualities: Gold Elf traits: Low-Light Vision; +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; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; Proficient with Longbow (including Composite Longbow), Longsword, Rapier, and Shortbow (including Composite Shortbow). Summon Familiar. +2 bonus on saves against Death Effects, Energy Drain, and Ability Drain Attacks. Wizard Spells Prepared (4/6/6/5/5/4/4/2; base DC = 16 + spell level; caster level 14th). Possessions: Spellbooks, Staff of Power, Boots of Elvenkind, Bracers of Armor +8, Cloak of Elvenkind, Kiira N’Vaelahr, Ring of Protection +3, Teukiir Badge, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed as Wiz11 in the FRCS boxed set (1E). Listed as Wiz14 in Cloak & Dagger. Sources: FRCS boxed set (1E), Cloak & Dagger (2E), PHB 3.5, DMG 3.5, City of Splendors: Waterdeep (3.5E), Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E). Alok Silverspear: Female Moon Elf Ftr9; CR 8; Medium Humanoid (Elf); HD 9d10+18; hp 94; Init +5; Spd 30 ft.; AC 22 (touch 15, flat-footed 17); Base Atk +9; Grp +13; Atk +17 melee (1d8+11, Silverspear) or +16 ranged (1d8+5, +1 Mighty Composite Longbow +4); Full Atk +17/+12 melee (1d8+11, Silverspear) or +16/+11 ranged (1d8+5, +1 Mighty Composite Longbow +4); Face/Reach 5 ft./5 ft.; SQ Moon Elf traits; AL CG; SV Fort +10, Ref +10, Will +7; Str 18, Dex 20, Con 14, Int 16, Wis 15, Cha 16. Skills and Feats (counting all modifiers except equipment and attributes): Climb +6, Hide +4, Jump +6, Listen +4, Move Silently +4, Ride +8, Search +2, Speak Language (Chondathan, Common, Elven, Giant, Orc, Sylvan), Spot +10, Survival +4, Swim +4. Alertness, Fearless, Leadership, Mounted Combat, Point Blank Shot, Precise Shot, Weapon Focus (Composite Longbow), Weapon Focus (Spear), Weapon Specialization (Spear) Special Qualities: Moon Elf traits: Low-Light Vision; +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; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; Proficient with Longbow (including Composite Longbow), Longsword, Rapier, and Shortbow (including Composite Shortbow). Alok is immune to fear effects, magical or otherwise. Possessions: +2 Blueshine Elven Chainmail of Nimbleness, Silverspear, +1 Mighty Composite Longbow +4, Boots of Elvenkind, Cloak of Resistance +2, Quiver of Ehlonna, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed as Ftr5 in the FRCS boxed set (1E), added levels due to passage of time. Sources: FRCS boxed set (1E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E). Silverspear: A prized heirloom of the Silverspear family. This ancient spear has a leaf-shaped head of silver that never tarnishes which is engraved with prayers to the Seldarine in Espruar affixed to a shaft of zalantar. The Silverspear is a +3 Everbright Holy Silver Spear of Returning. The Silverspear is made from magically treated silver instead of alchemical silver, allowing it to do normal damage. In addition to bypassing the damage reduction of creatures vulnerable to silver, the spear does an additional point of damage to such creatures. Source: Created by Joseph Weber. Moderate Evocation, Necromancy, Transmutation; CL 12th; Craft Magic Arms and Armor, Blindness/Deafness, Holy Smite, Searing Light, Telekinesis, Creator must be Good; Price 129,002 gp. |
| Kophyn Wistnel09-07-05, 07:45 AM | Wow! They're fantastic! :bow: Thankyou for taking the time to convert these two Warlockco. Thanks also to Kuje and Green Giant for their vast knowledge. "Never play dice with a Halfling called High-Roll" |
| Kophyn Wistnel09-07-05, 03:50 PM | I have another request if I may Warlockco? It's another rather obscure one... he doesn't even possess a stat block to draw upon :confused: One of the finest descriptions for an NPC, in my opinion, comes from Faiths and Avatars. On p46, in the write-up of the God Bhaal, it details Holy Days/Important ceremonies. The only real calendar ritual occurs on The Feast of the Moon, where the dead were remembered and the Bhaalists celebrated especially important or particularly impressive slayings. It describes one of the most "splendid" tales of gore, the exploits of the Famous Priest-Mage Uthaedeol the Blood-drenched. This guy is the proverbial Epic Cleric-Wizard. It would be nice to see the excellent Primate of Bhaal prestige class incorporated that Thomas M. Costa & Eric L. Boyd created in their pdf Prestige in the Realms. I am aware that Eric was a Co-Designer of Faiths and Avatars along with Julia Martin, so any input would be invaluable! I really don't know what sort of levels Uthaedeol would possess but from the text in Faiths and Avatars it details some rather hefty spells. Uthaedeol also gets a brief mention in the boxed set Lands of Intrigue on p29 of the book 3 supplement, but i mean brief! "Never play dice with a Halfling called High-Roll" |
| ericlboyd09-07-05, 05:51 PM | and i dont want to be a spoilsport, but danilo thann was definately a bard and not a spell singer (although i know by his combined levels he should be epic if u wanted to transfer him to 3.5 straight away, witch complicates things i guess, since he should be aprox the same power level as Arilyn Moonblade, as she was his companion in a few adventures....) but still :plotting: :rant: :smirk: , have fun.. I struggled a lot over this one. I agree Danilo is a bard, but I don't think he has the bard class, if you get the distinction. Danilo certainly hasn't evinced any of the abilities of the bard class given in the Player's Handbook. If you ignore the class names, but pay attention to the class abilities, I think you can build Danilo in a fashion appropriate to the novels. Danilo definitely has lots of "people" skills in Bluff, Diplomacy, Gather Info, Knowledge, Perform, Sense Motive, etc. 3 levels of aristocrat give him a lot of skill ranks (these are all class skills) and proficiency with the longsword. As an added plus, he really is a member of the nobility. Danilo is definitely studying with Khelben as a wizard. Bard's have a list of "known spells" whereas Danilo definitely uses spellbooks to cast unusual spells. In Elfsong, Danilo picks up the abilities of a spellsinger, a very poorly executed kit in 2e in the Complete Bard's Handbook. (Actually, most of the characters in Elfsong are clearly tied to a specific kit in the Complete Bard's Handbook.) After the fact, in 3e, I designed the spellsinger class (albeit somewhat differently than made it through the editorial process) in Races of Faerun to be oriented primary towards bards, but permit a mostly human wizard like Danilo as a rare exception. Danilo has obviously not progressed in the class based on comments in later books. If I were to change anything about the Danilo build, it might be to swap out some wizard levels for loremaster levels. However, IIRC, that's a really constraining PrC for not much benefit, so I rejected it. Anyhow, that was my logic. --Eric |
| warlockco09-07-05, 10:03 PM | I have another request if I may Warlockco? It describes one of the most "splendid" tales of gore, the exploits of the Famous Priest-Mage Uthaedeol the Blood-drenched. This guy is the proverbial Epic Cleric-Wizard. It would be nice to see the excellent Primate of Bhaal prestige class incorporated that Thomas M. Costa & Eric L. Boyd created in their pdf Prestige in the Realms. Glad you liked them, Will see what I can do. Would prefer it if he actually did have a class/level listed, but will see what I can do. |
| Monch909-08-05, 12:46 AM | If I may chime in here. On the very first Danilo/Arilyn encounter in Elfshadow, Danilo was described as using the Bardic Music ability. I agree that Danilo is NOT an accompished Bard (probably not more than 1 level), but it kinda fits still. Monch I struggled a lot over this one. I agree Danilo is a bard, but I don't think he has the bard class, if you get the distinction. Danilo certainly hasn't evinced any of the abilities of the bard class given in the Player's Handbook. If you ignore the class names, but pay attention to the class abilities, I think you can build Danilo in a fashion appropriate to the novels. --Eric |
| Green Giant09-08-05, 01:13 AM | Nice to know some of the thought processes that go into assigning levels to NPCs or in the creation of PrCs, Eric. I thought I had pretty much settled the updates for the NPCs of Waterdeep (those that live above in the city), when I took some time off to catch up on my reading and finished Dungeon #126. Btw, Eric, loved your adventure but it feels like it kinda sparse; maybe that feeling will go away once I get the other two remaining adventures in that arc. So, I started on Dragon #335 and who should appear in Elaine Cunningham's New Olamn Bard College article than Bronwyn Caradoon and she's listed as Bard 7/Harper Agent 1. Makes me want to :banghead: But enough about that. Here are the updated NPCs from Ruins of Undermountain along with a new one that I forgot to create stats for. Enjoy. :) Arcturia: Female Half-Fey Chondathan Human Worm that Walks Wiz15; CR 19; Medium Aberration; HD 15d8+15; hp 86; Init +4; Spd 30 ft.; AC 43 (touch 36, flat-footed 39); Base Atk +7; Grp +8; Atk +10 melee (1d4+3/19-20, +2 dagger); Full Atk +10/+5 melee (1d4+3/19-20, +4 dagger); Face/Reach 5 ft./5 ft.; SA Engulf, frightful presence, spell-like abilities; SQ Aura of chaos, blindsight 300 ft., DR 5/cold iron, discorporate, immune to enchantment spells or effects, immunities, low-light vision, SR 29, summon familiar; AL CE; SV Fort +8, Ref +11, Will +13; Str 12, Dex 19, Con 12, Int 24, Wis 15, Cha 19 Skills and Feats: Bluff +13, Concentration +19 (+23 when casting defensively), Craft (alchemy) +17, Decipher Script +12, Diplomacy +9, Heal +24, Hide +34, Knowledge (arcana) +25, Knowledge (dungeoneering) +14, Knowledge (history-the North) +14, Knowledge (local-Undermountain) +17, Knowledge (nature) +14, Listen +22, Move Silently +24, Speak Language (chondathan, illuskan, common, draconic, elven, giant, goblin, orc, sylvan, undercommon), Spellcraft +27; Combat Casting, Craft Wand, Craft Wondrous Item, Extend Spell, Flexible Mind (Bluff and Heal), Graft Flesh (silthilar), Quicken Spell, Scribe Scroll{B}, Skill Focus (Heal), Spell Focus (transmutation), Spell Penetration Special Qualities: Summon familiar. Aura of chaos (aura equals character level). Discorporate (separate into individual vermin), engulf (engulf opponent no larger than Large size with a melee touch attack, opponent suffer 100 points of damage per round), frightful presence (anyone who witnesses engulf attack must make a Will save [DC 21] or be frightened if save is failed by 5 or fewer points; panicked if failed by 6 to 10 points; cowering if failed by 11 or more points; shaken if save is successful. +5 to saves if already seen attack before; -5 to saves for victim of engulf attack), immunities (no discernable anatomy, immune to critical hits or flanking). Half-fey spell-like abilities (as 15th-level caster): At will – charm person; 3/day – detect law, protection from law; 1/day – confusion or heroism, dominate person or hold monster, eyebite or lesser geas, faerie fire or glitterdust, geas/quest or mass suggestion, mass invisibility, sleep or enthrall, Tasha’s hideous laughter or suggestion. Worm that Walks spell-like abilities (as 20th-level caster): 1/day – animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon vermin (as summon nature’s ally, except it summons 10 HD of vermin per level), vermin plague (as insect plague). Wizard Spells Prepared (4/6/6/6/5/5/4/3/1; base DC = 17 + spell level; DC 18 + spell level with transmutation spells; caster level 15th): 0–detect magic, disrupt undead, mage hand, read magic; 1st–color spray, disguise self, magic missile x3; 2nd–alter self, detect thoughts, flaming sphere, fox’s cunning, see invisibility, web; 3rd–dispel magic, fireball, fly, hold person, lightning bolt, reverse arrows [MAG]; 4th–animate dead, charm monster, enervation, fire shield, thunderlance [FRCS]; 5th–baleful polymorph x2, hold monster, monster summoning V, wall of force; 6th–antimagic field, chain lightning, Dhulark’s glasstrike [MAG], disintegrate; 7th–greater ironguard [FRCS], prismatic spray, spellturning; 8th–polymorph any object. Spellbook: As above, plus Arcturia’s apprenticeship under Halaster has allowed her to learn many of the spell created by the Mad Mage of Undermountain that she is capable of casting. She knows many of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Arcturia has two sets of 5 spellbooks. Each set is resistant to energy (minor), waterproof, and spelltrapped (choose from among any abjuration, conjuration, and transmutation spells, especially spells designed to change a character’s form or incapacitate so she can later experiment on them). Possessions: +2 dagger, amulet of natural armor +2, Arcturia’s changestaff (staff of transmutation [25 charges]), Arcturia’s jewelled belt (as mantle of energy resistance [cold and fire]), bracers of armor +5, Erevan Ilesere’s robe (robe of blending), Hathran wardmask (mask of protection and resistance +2), Horned Ring, wand of lightning bolt (8th) (22 charges), wand of magic missile (9th) (19 charges), wand of polymorph (32 charges). Arcturia primarily dwells in a sublevel known as Arcturiadoom in the Dark Levels in Undermountain. As one of Halaster’s former apprentices, Arcturia has access and funds to many other equipment, both mundane and magical. Her lair is crammed with a wealth of potions, material components, and food. It also contains a number of laboratories where she experiments in grafting or changing creatures. This place is usually protected by 3d4 creatures that possess grafts, are chimerical, or are aberrations themselves. (A DM is instructed to use Stronghold Builder’s Guidebook and Dragon #295 in the creation of Arcturiadoom; especially, taking a closer look at the wondrous architecture found in both sources). Description: Before her death and rebirth as a Worm that Walks, Arcturia had used extensive grafts upon herself and had transformed herself into a half-fey. With a magnificent body and face as well as transparent, sylph-like wings, Arcturia further enhanced herself by grafting behir scales upon her body, equipping her elbows and forearms with sharp bone spurs, and replacing her blood to grant herself regenerative powers. Note: Arcturia has the mental benefits but none of physical penalties of venerable age. Her transformation into a Worm that Walks has left her bereft of a half-fey’s wings. Arcturia’s last familiar perished when she was killed and she has not summoned another as of yet. Skills modified by magic items. Sources: Ruins of Undermountain (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Unapproachable East (3.5E), Underdark (3.5E), Epic Level Handbook (3E), Fiend Folio (3E), Lords of Madness (3.5E), D&D 3.5 Update Booklet (WotC website), and Dragon #326. Elegul Another: Male Tethyrian Human Clr7 of Tymora; CR 7; Medium Humanoid (Human); HD 7d8+21; hp 56; Init +1; Spd 30 ft.; AC 18 (touch 11, flat-footed 17); Base Atk +5; Grp +6; Atk +7 melee (1d8+1, masterwork heavy mace); Full Atk +7 melee (1d8+1, masterwork heavy mace); Face/Reach 5 ft./5 ft.; SA Turn undead 6/day; SQ Aura of good; AL CG; SV Fort +9, Ref +6, Will +10; Str 13, Dex 13, Con 17, Int 18, Wis 19, Cha 16 Skills and Feats: Concentration +13 (+17 when casting defensively), Craft (alchemy) +10, Diplomacy +11, Heal +14, Knowledge (arcana) +9, Knowledge (history) +10, Knowledge (religion) +14, Knowledge (the planes) +9, Speak Language (chondathan, common, celestial, dwarven, elven, illuskan), Spellcraft +16; Brew Potion, Combat Casting, Heroic Destiny, Lightning Reflexes Special Qualities: Aura of good (aura equals cleric level), turn undead (+2 to turn checks) 6/day Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 7th): 0–create water, detect magic, guidance x2, mending, read magic; 1st–bless, conviction [MHb], detect evil, divine favor, entropic shield*, shield of faith; 2nd–aid*, find traps, hold person, resist energy, silence; 3rd–dispel magic, magic circle against evil*, remove curse, remove disease; 4th–freedom of movement*, neutralize poison, restoration. *Domain spell. Deity: Tymora. Domains: Good (cast good spells at +1 caster level), Luck (1/day, reroll a die roll once after it is made). Possessions: +1 chainmail, masterwork light steel shield, masterwork heavy mace, cloak of resistance +1, potion of cure serious wounds x2, potion of cure moderate wounds x4, potion of cure light wounds x4, potion of lesser restoration x2, potion of owl’s wisdom x2, potion of remove blindness/deafness, scroll: searing light, scroll: remove paralysis x2, silver holy symbol (Tymora), flask of holy water x3. 259 gp Description: Unknown. Sources: Ruins of Undermountain (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Miniature’s Handbook (3.5E), and Races of Destiny (3.5E). Randulaith of Mirabar: Male Illuskan Human Wiz9; CR 9; Medium Humanoid (Human); HD 9d4; hp 26; Init +4; Spd 30 ft.; AC 17 (touch 14, flat-footed 13); Base Atk +4; Grp +4; Atk +5 melee (1d4/19-20, masterwork dagger); Full Atk +5 melee (1d4/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SQ Summon familiar (Allurane); AL NE; SV Fort +4, Ref +8, Will +8; Str 11, Dex 18, Con 10, Int 20, Wis 12, Cha 15 Skills and Feats: Bluff +13, Concentration +12 (+16 when casting defensively), Diplomacy +18, Knowledge (arcana) +17, Knowledge (history-the North) +10, Knowledge (local-Waterdeep) +11, Knowledge (nobility and royalty) +13, Sense Motive +8, Speak Language (illuskan, common, aquan, chondathan, dwarven, elven, undercommon), Spellcraft +19; Alertness*, Brew Potion, Combat Casting, Craft Wondrous Item, Extend Spell, Negotiator, Scribe Scroll{B}, Spell Focus (enchantment) Special Qualities: Summon familiar (Allurane). Wizard Spells Prepared (4/6/5/4/3/2; base DC = 15 + spell level; DC 16 + spell level with enchantment spells; caster level 8th): 0–daze, detect magic, mage hand, read magic; 1st–charm person, disguise self, feather fall, magic missile x2, shield; 2nd–detect thoughts, fox’s cunning, mirror image, see invisibility, web; 3rd–dispel magic, lightning bolt, steeldance [MAG], suggestion; 4th–charm monster, fire shield, polymorph; 5th–dominate person, Rary’s telepathic bond. Spellbook: As above, plus Randulaith knows some of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Randulaith has 3 spellbooks. Each book is glamered. Possessions: Masterwork dagger, 2 daggers, bracers of armor +3, cloak of resistance +1, potion of water breathing x2, Randulaith’s persuasor (circlet of persuasion), scroll: arcane eye. 310 gp Description: Randulaith is a handsome, smooth-tongued, impressive negotiator, representative, and spy. He is a quiet, elegant man, with a taste for good wine, clever jokes, and is enamored with mermaids. He wears a plain tunic and breeches. Note: Randulaith has a contingency effect placed on him that teleports his body to the Eye’s presence if he is slain. Allurane grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Skills modified by magic items and bonus provided by snake familiar to Bluff. Sources: Ruins of Undermountain (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), and City of Splendors: Waterdeep (3.5E). Allurane: Tiny viper familiar; CR -; Tiny Magical Beast (Augmented Animal); HD 9; hp 13; Init +3; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 22 (touch 15, flat-footed 19); Base Atk +4; Grp -7; Atk +7 melee (1 plus poison, bite); Full Atk +7 melee (1 plus poison, bite); Face/Reach 2-1/2 ft./0 ft.; SA Poison; SQ Deliver touch spells, empathic link, improved evasion, scent, share spells, speak with master, speak with vipers; AL N; SV Fort +2, Ref +5, Will +1; Str 4, Dex 17, Con 11, Int 10, Wis 12, Cha 2 Skills and Feats: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5; Weapon Finesse Special Qualities: +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks; +8 racial bonus on Swim checks; poison (injury, 1d6 Con dmg initial and secondary, Fort DC 10). Empathic link, improved evasion, share spells, deliver touch spells, speak with master, speak with vipers. Avaereene: Female Tethyrian Human Wiz12; CR 12; Medium Humanoid (Human); HD 12d4+12; hp 43; Init +4; Spd 30 ft.; AC 19 (touch 15, flat-footed 15); Base Atk +6; Grp +7; Atk +11 melee (1d4+1/19-20, masterwork dagger); Full Atk +11/+6 melee (1d4+1/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SQ Summon familiar (Faleic); AL LE; SV Fort +6, Ref +11, Will +11; Str 13, Dex 18, Con 12, Int 20, Wis 15, Cha 14 Skills and Feats: Bluff +7, Concentration +16 (+20 when casting defensively), Craft (alchemy) +13, Intimidate +11, Knowledge (arcana) +20, Knowledge (dungeoneering) +11, Knowledge (history-the North) +11, Knowledge (local-Waterdeep) +16, Speak Language (chondathan, common, draconic, goblin, illuskan, orc, undercommon), Spellcraft +22; Alertness*, Combat Casting, Craft Wand, Craft Wondrous Item, Fell Frighten, Heighten Spell, Improved Counterspell, Natural Bully, Scribe Scroll{B}, Weapon Finesse Wizard Spells Prepared (4/6/5/5/4/4/2; base DC = 15 + spell level; caster level 12th): 0–detect magic, read magic, resistance, touch of fatigue; 1st–color spray, know protections [MAG], magic missile x2, ray of enfeeblement, shield; 2nd–fox’s cunning, Melf’s acid arrow, scorching ray, spectral hand, touch of idiocy; 3rd–dispel magic, lightning bolt, Nybor’s mild admonishment [PGtF], protection from energy, ray of exhaustion; 4th–enervation, locate creature, Otiluke’s resilient sphere, summon monster IV; 5th–baleful polymorph, create darkenbeast [MonF], hold monster, waves of fatigue; 6th–flesh to stone, repulsion. Spellbook: As above, plus Avaereene knows some of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Avaereene has 5 spellbooks. Each book is resistant to energy (minor). Possessions: Masterwork dagger, bracers of armor +4, greenstone amulet, potion of cure serious wounds x3, ring of defense +1, wand of fear (7 charges), wand of hold person (heightened 4th-level) (11 charges), wand of slow (22 charges). 991 gp Description: Avaereene is a beautiful, cruel, and skilled slaver. She is quick-witted, agile, and cool in a fight. Note: Faleic grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to her skills. Bonus to save provided by familiar has been added. Sources: Ruins of Undermountain (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Champions of Ruin (3.5E), and Libris Mortis (3.5E). Faleic: Weasel familiar; CR -; Tiny Magical Beast (Augmented Animal); HD 12; hp 21; Init +2; Spd 20 ft., climb 20 ft.; AC 20 (touch 14, flat-footed 16); Base Atk +6; Grp -6; Atk +8 melee (1d3-4, bite); Full Atk +8 melee (1d3-4, bite); Face/Reach 2-1/2 ft./0 ft.; SA Attach; SQ Deliver touch spells, empathic link, improved evasion, low-light vision, scent, share spells, speak with master, speak with weasels; AL N; SV Fort +2, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 11, Wis 12, Cha 5 Skills and Feats: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3; Weapon Finesse Special Qualities: +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. Empathic link, improved evasion, share spells, deliver touch spells, speak with master, speak with weasels. Ring of Defense: This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Sources: Dragon #290. Faint abjuration; CL 5th; Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). Colstan Rhuul: Male Illuskan Human Clr11 of Bane; CR 11; Medium Humanoid (Human); HD 11d8+11; hp 64; Init +4; Spd 30 ft.; AC 18 (touch 14, flat-footed 14); Base Atk +8; Grp +10; Atk +13 melee (1d4+2/19-20, masterwork dagger); Full Atk +13/+8 melee (1d4+2/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Rebuke undead 4/day; SQ Aura of evil; AL LE; SV Fort +8, Ref +7, Will +10; Str 14, Dex 18, Con 13, Int 17, Wis 17, Cha 13 Skills and Feats: Concentration +15 (+19 when casting defensively), Craft (alchemy) +8, Diplomacy +11, Heal +10, Intimidate +6, Knowledge (arcana) +8, Knowledge (history-the North) +8, Knowledge (religion) +17, Speak Language (chondathan, common, goblin, illuskan, infernal), Spellcraft +19; Combat Casting, Combat Expertise, Corrupt Spell, Initiate of Bane, Weapon Finesse Special Qualities: Aura of evil (aura equals cleric level), rebuke undead (+2 to rebuke checks) 4/day Cleric Spells Prepared (6/6+1/6+1/5+1/3+1/2+1/1+1; base DC = 13 + spell level; caster level 11th): 0–detect magic, guidance x2, read magic, resistance, virtue; 1st–cure light wounds, deathwatch, detect good, divine favor, entropic shield, protection from good*, shield of faith; 2nd–cure moderate wounds, desecrate*, find traps, hold person, owl’s wisdom, silence, undetectable alignment; 3rd–cure serious wounds, dispel magic, magic circle against chaos*, magic vestment, mystic lash [MAG], protection from energy; 4th–greater magic weapon, night’s mantle [LoD], spell immunity, unholy blight*; 5th-dispel good*, flame strike, spell resistance; 6th-blade barrier, create undead*. *Domain spell. Deity: Bane. Domains: Evil (cast evil spells at +1 caster level), Law (cast law spells at +1 caster level). Possessions: Masterwork dagger, Bane’s lock (as periapt of proof against poison except it takes the headband slot), bracers of armor +4, greenstone amulet, Mystra’s bane (ring of spell turningp), potion of cure serious wounds x2. Colstan has used lesser planar ally to gain the services of a Hell Hound Beast of Bane (use sample in Monsters of Faerun p. 86) to guard a shop he owns on the north side of Soldier’s street where he keeps the treasures he has looted. Description: Colstan is a haughty, cold man and a patient, calculating schemer. He wears Bane’s Lock hidden in his thick black hair Sources: Ruins of Undermountain (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Lords of Darkness (3E), and Complete Divine (3.5E). Hlethvagi Anteos: Male Chondathan Human Clr10 of Loviatar; CR 10; Medium Humanoid (Human); HD 10d8+10; hp 58; Init +1; Spd 30 ft.; AC 14 (touch 14, flat-footed 13); Base Atk +7; Grp +10; Atk +12 melee (1d4+5/19-20, +2 dagger) or +11 melee (1d3+4, Loviatar’s caress); Full Atk +12/+7 melee (1d4+5/19-20, +2 dagger) or +11/+6 melee (1d3+4, Loviatar’s caress); Face/Reach 5 ft./5 ft.; SA Rebuke undead 4/day; SQ Aura of evil; AL LE; SV Fort +7, Ref +3, Will +7; Str 17, Dex 13, Con 13, Int 12, Wis 18, Cha 12 Skills and Feats: Concentration +14 (+18 when casting defensively), Diplomacy +7, Intimidate +5, Knowledge (religion) +14, Profession (merchant) +9, Speak Language (chondathan, common, orc), Spellcraft +14; Combat Casting, Exotic Weapon Proficiency (whip), Initiate of Loviatar, Leadership (10), Skill Focus (Intimidate) Special Qualities: Aura of evil (aura equals cleric level), rebuke undead (+2 to rebuke checks) 4/day Cleric Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; base DC = 14 + spell level; caster level 10th): 0–detect magic, detect poison, guidance, purify food and drink, read magic, resistance; 1st–bane*, cause fear, cure light wounds, detect good, divine favor, shield of faith; 2nd–bear’s endurance*, darkness, enthrall, hold person, owl’s wisdom, spiritual weapon; 3rd–contagion, daylight, deeper darkness, dispel magic, magic circle against good*; 4th–enervation*, greater magic weapon, know vulnerabilities [MAG], poison, spell immunity; 5th-fleshshiver [PGtF], spell resistance, symbol of pain*. *Domain spell. Deity: Loviatar. Domains: Evil (cast evil spells at +1 caster level), Suffering (pain touch 1/day, subject touched suffers a –2 penalty on Strength and Dexterity for 1 minute). Possessions: +2 dagger (bejeweled with 9,000 gp worth of rubies), Loviatar’s caress (+1 whip of wounding), ring of mind shielding, ring of protection +2, medallion of thoughts, potion of cure serious wounds x2. Hlethvagi has a 7th-level wizard cohort. In Undermountain, he has an alliance with the Grinning Skull tribe of orcs. He is guarded in Undermountain by 12 orc warriors and two 3rd-level wizards or sorcerers; in Waterdeep, there are 10 1st-4th level warriors, two 3rd-level wizards or sorcerers, and one 1st level priest serving as guardians Description: Hlethvagi is a fat, wispy-bearded, sinister little man. He wears fine robes, often with silken sashes and waistcoats. Sources: Ruins of Undermountain (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Champions of Ruin (3.5E). Shalar Simgulphin: Female Tethyrian Human Ftr4/Brd4/Hrp1; CR 9; Medium Humanoid (Human); HD 4d10+8 plus 5d6+10; hp 62; Init +7; Spd 30 ft.; AC 18 (touch 14, flat-footed 15); Base Atk +7; Grp +11; Atk +13 melee (1d8+9/19-20, luck blade); Full Atk +13/+8 melee (1d8+9/19-20, luck blade); Face/Reach 5 ft./5 ft.; SQ Bardic/Harper knowledge +8, bardic music 4/day (countersong, fascinate, inspire courage +1, inspire competence); AL NG; SV Fort +9, Ref +10, Will +10; Str 18, Dex 16, Con 14, Int 16, Wis 12, Cha 17 Skills and Feats: Bluff +8, Climb +8, Concentration +6, Diplomacy +17, Disguise +8 (+10 acting), Intimidate +9, Jump +10, Knowledge (arcana) +8, Knowledge (local-Waterdeep) +7, Listen +3, Perform (sing) +10, Ride (horse) +8, Sense Motive +8, Speak Language (chondathan, common, illuskan), Spellcraft +10, Spot +3, Survival +3, Swim +7, Tumble +9; Dodge, Improved Iniative, Luck of Heroes, Mobility, Negotiator, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword) Special Qualities: Bardic/Harper knowledge +8, bardic music 4/day (countersong, fascinate, inspire courage +1, inspire competence). Bard Spells Known (3/3/1; base DC = 13 + spell level; caster level 4th): 0-detect magic, mage hand, mending, prestidigitation, read magic, resistance; 1st-disguise self, expeditious retreat, focusing chant [CAr]; 2nd-bladweave [CAd], tune of the dancing weapon [Dr#335]. Possessions: Masterwork chain shirt, luck blade (as luck blade except +1 longsword and no wishes left), lesser Harper pin, potion of cure serious wounds x2. Description: What few beings realize is that this slim, graceful man with the tenor singing voice and the red beard is actually a woman. Shalar has dressed and acted like a man since childhood. Thanks to some padding and the use of prestidigitation and disguise self spells, Shalar’s beard is real and she appears male in build. Note: Skills modified by armor. Sources: Ruins of Undermountain (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E), and Dragon #335. |
| Kuje3109-08-05, 02:51 AM | So, I started on Dragon #335 and who should appear in Elaine Cunningham's New Olamn Bard College article than Bronwyn Caradoon and she's listed as Bard 7/Harper Agent 1. Makes me want to :banghead: Well, as I said over on Candlekeep in the past week when this was asked. I consider that char Elaine's since she created her and even in 2e that char was a bard. :) |
| Green Giant09-08-05, 11:46 PM | Here are two beholders of Skullport/Undermountain. Enjoy. :) The Eye (Xanathar): Advanced Elder Orb Beholder Sor12; CR 29; Huge Aberration; HD 33d8+165 plus 12d4+60; hp 407; Init +3; Spd 5 ft., fly 20 ft. (good); AC 30 (touch 12, flat-footed 30); Base Atk +28; Grp +38; Atk +27 ranged touch (eye rays) and +27 melee (2d6+1, bite) or +27 ranged touch (eye rays) and +30 melee (3d6+4/19-20/x4, Fleshreaper); Full Atk +27 ranged touch (eye rays) and +27 melee (2d6+1, bite) or +27 ranged touch (eye rays) and +30/+25/+20 melee (3d6+4/19-20/x4, Fleshreaper); Face/Reach 15 ft./10 ft.; SA Eye rays; SQ All-around vision, antimagic cone, darkvision 60 ft., flight, summon familiar (Vulontherax); AL LE; SV Fort +29, Ref +24, Will +34; Str 13, Dex 11, Con 21, Int 25, Wis 22, Cha 33 Skills and Feats: Appraise +17, Bluff +28, Concentration +23 (+27 when casting defensively), Diplomacy +25, Disguise +16 (+18 acting), Hide +12, Intimidate +27, Knowledge (arcana) +55, Knowledge (dungeoneering) +17, Knowledge (history-the North) +17, Knowledge (local-Undermountain) +22, Listen +34, Search +37, Sense Motive +16, Speak Language (beholder, common, chondathan, draconic, dwarven, elven, illuskan, orc, undercommon), Spellcraft +38, Spot +38; Agile Tyrant, Alertness{B}, Combat Casting, Disjunction Ray, Empower Spell, Eschew Materials, Flyby Attack, Focused Antimagic, Great Fortitude, Improved Familiar, Improved Iniative, Lightning Reflexes, Metaray, Mobile Spellcasting, Persuasive, Skilled Telekinetic, Weapon Focus (eye ray) Special Qualities: All-around vision (+4 racial bonus on Spot and Search checks; can’t be flanked); antimagic cone (central eye continually produces 150 ft. cone that functions like an antimagic field [caster level 13th]; each round beholder decides whether cone is active or not); eye rays (8 small eyes can produce magical ray once per round as free action, only four eyes at targets in any one 90-degree arc; eye ray resembles spell cast by a 13th-level caster, with a 150 ft. range, and a save DC of 37); flight (natural buoyancy allows it to fly and grants permanent feather fall with personal range). Summon familiar (Vulontherax). Sorcerer Spells Known (6/9/9/9/8/7/5; base DC = 21 + spell level; caster level 12th): 0–arcane mark, detect magic, detect poison, disrupt undead, electric jolt [MAG], mending, message, ray of frost, read magic; 1st–alarm, identify, magic missile, Nystul's magic aura, shield; 2nd–detect thoughts, invisibility, knock, protection from arrows, scorching ray; 3rd–arms of plenty [LoM], fireball, lightning bolt, manyjaws [PGtF]; 4th–arcane eye, enervation, Evard’s black tentacles; 5th–feeblemind, teleport; 6th–disintegrate. Possessions: Fleshreaper (+3 keen mouthpick adamantine scythe of wounding), amulet of proof against location and detection, Graypeak Hive Mother controller (circlet of charisma +6), lens of ray chaining (worn on charm monster eye with 5 charges remaining), lens of ray extending (worn on telekinesis eye and with 7 charges remaining), lens of ray widening (worn on inflict moderate wounds eye and with 4 charges remaining), ring of defense +4. All eyestalks except for those occupied by other magic items hold a ring that have been enspelled by Nystul’s magic aura. The Eye is usually accompanied by swarms of lurking stranglers and eyeball beholderkin, one of which is its familiar. Description: The Eye is an ancient, wrinkled, and extremely paranoid beholder. Note: Used the elite array scores modified by beholder’s adjustments. Original scores were: Str 8, Dex 16, Con 20, Int 20, Wis 17, Cha 19. As an elder orb, The Eye has the following aging modifiers to his ability scores: -3 Str, -3 Dex, -3 Con, +3 Int, +3 Wis, +3 Cha. His increase in size has granted him a +8 Str, -2 Dex, +4 Con. The Eye has lost use of the disintegrate and flesh to stone eye powers. Sources: Ruins of Undermountain (2E), Skullport (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Epic Level Handbook (3E), Complete Adventurer (3.5E), and Lords of Madness (3.5E). Voluntherax: Beholderkin Eyeball familiar; CR -; Diminutive Aberration; HD 45; hp 181; Init +3; Spd 5 ft., fly 40 ft. (good); AC 24 (touch 17, flat-footed 21); Base Atk +28; Grp +16; Atk +35 ranged touch (eye ray) and +25 melee (1d3-2, bite); Full Atk +35 ranged touch (eye ray) and +25 melee (1d3-2, bite); Face/Reach 1 ft./0 ft.; SA Eye rays; SQ All-around vision, darkvision 60 ft., deliver touch spells, empathic link, flight, immunities, improved evasion, share spells, SR 17; AL NE; SV Fort -1, Ref +3, Will +2; Str 6, Dex 16, Con 9, Int 11, Wis 10, Cha 10 Skills and Feats: Hide +19, Listen +2, Search +10, Spot +6; Alertness Special Qualities: All-around vision (+4 racial bonus on Spot and Search checks; can’t be flanked); eye rays (4 small eyes can produce magical ray once per round as free action, can only use one eye ray at a time, must wait 2 rounds if used daze ray or ray of frost, eye ray resembles spell with a 35 ft. range, variable caster level, and a save DC of 32); flight (natural buoyancy allows it to fly and grants permanent feather fall with personal range); immunities (immune to charm and command effects). Empathic link, improved evasion, share spells, deliver touch spells. Source: Monsters of Faerun (3E), Player's Guide to Faerun web enhancement. Ring of Defense: This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Sources: Dragon #290. Faint abjuration; CL 5th; Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). Misker the Pirate Tyrant: Advanced Beholder; CR 19; Huge Aberration; HD 22d8+66; hp 168; Init +2; Spd 5 ft., fly 20 ft. (good); AC 28 (touch 6, flat-footed 28); Base Atk +16; Grp +25; Atk +15 ranged touch (eye rays) and +17 melee (2d6+1, bite); Full Atk +15 ranged touch (eye rays) and +17 melee (2d6+1, bite); Face/Reach 15 ft./10 ft.; SA Eye rays; SQ All-around vision, antimagic cone, darkvision 60 ft., flight; AL LE; SV Fort +14, Ref +9, Will +19; Str 12, Dex 6, Con 16, Int 23, Wis 18, Cha 18 Skills and Feats: Appraise +16, Bluff +10, Diplomacy +15, Gather Information +10, Hide +4, Knowledge (arcana) +20, Knowledge (dungeoneering) +11, Knowledge (local-Undermountain) +11, Listen +26, Search +30, Sense Motive +11, Speak Language (beholder, common, chondathan, dwarven, giant, illuskan, orc, undercommon), Spot +30; Alertness{B}, Combat Expertise, Endurance, Flyby Attack, Great Fortitude, Improved Iniative, Lightning Reflexes, Negotiator, Murky-Eyed, Skilled Telekinetic, Weapon Focus (eye ray) Special Qualities: All-around vision (+4 racial bonus on Spot and Search checks; can’t be flanked); antimagic cone (central eye continually produces 150 ft. cone that functions like an antimagic field [caster level 13th]; each round beholder decides whether cone is active or not); eye rays (10 small eyes can produce magical ray once per round as free action, only three eyes at targets in any one 90-degree arc; eye ray resembles spell cast by a 13th-level caster, with a 150 ft. range, and a save DC of 25); flight (natural buoyancy allows it to fly and grants permanent feather fall with personal range). Possessions: Bracers of armor +4, brooch of shielding (72 points), ioun stone of resistance +2, lens of ray doubling (worn on inflict critical wounds eye with 6 charges remaining), lens of ray widening (worn on dragon breath and with 5 charges remaining), monocle of perusal, potion of cat’s grace, potion of shield of faith +5, ring of mind shielding, ring of spell turning. 2,786 gp Description: Misker is an ancient beholder having lived long beyond the normal life expectancy of his kind. His outer hide has dulled over the years, and its plates are cracked, warty, pitted from age, and scarred from countless battles. Even his eyes look old and milky from age. His central eye perpetually waters and is astigmatic. Note: Misker has mental benefits and physical penalties of venerable age. His increase in size has granted him a +8 Str, -2 Dex, +4 Con. Two of Misker’s eye powers are different than a normal’s beholders. His charm person and inflict moderate wounds eye powers have been replaced with inflict critical wounds (4d8+13 points of damage, Will half) and dragon breath (7d6 acid damage, Ref half) eye powers, respectively. Misker has the Murky-Eyed flaw which grants him a bonus feat. Skills modified by magic items. Sources: Skullport (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Epic Level Handbook (3E), Lords of Madness (3.5E), Complete Adventurer (3.5E), Draconomicon (3.5E), Unearthed Arcana (3.5E), and Arms and Equipment Guide (3E). |
| Burningspear09-09-05, 10:37 AM | ehm ok, ericlboyd, what u say sounds logical, i only know the dude danilo from the heroes lorebook and ther he is wizard and bard! lol, so thats why i reacted... but i never red his book, so i cannot judge on that... but your convictions sound logical :D |
| ericlboyd09-09-05, 01:18 PM | ... when I took some time off to catch up on my reading and finished Dungeon #126. Btw, Eric, loved your adventure but it feels like it kinda sparse; maybe that feeling will go away once I get the other two remaining adventures in that arc. Let me know what you think when you read them. Hlethvagi: Male Chondathan Human Clr10 of Loviatar; CR 10; Medium Humanoid (Human) It should be Hlethvagi Anteos. --Eric |
| Green Giant09-10-05, 01:33 AM | It should be Hlethvagi Anteos. --Eric Now you're just nitpicking. :P ;) :D Just got the next issue of Dungeon with Part 2 of the Vampires of Waterdeep arc but it'll take me awhile to get to it since I've just begun reading Stormwrack. |
| Kophyn Wistnel09-10-05, 11:53 AM | Hey Eric :) seeing as you're frequenting this thread, any thoughts about Uthaedeol the Blood-drenched? It seemed to me from the description in Faiths and Avatars that he was hurling a variant of Spellstorm which according to 2e was a 9th lvl spell... As much as I love the Primate of Bhaal prestige class from your pdf with Thomas M. Costa it doesn't really fit with Uthaedeol's spellcasting prowess. Any ideas on what sort of class levels Uthaedeol would possess? Warlockco has kindly agreed to convert him to v3.5 but apart from the decriptive text in Faiths and Avatars, that's all we have. (Green Giant, I think the conversion of Arcturia is excellent) Thanks in advance.. :) "Never play dice with a Halfling called High-Roll" |
| CTrunks09-12-05, 07:12 PM | I know you guys likely have your work cut out for you, but I still have to ask; could one of you stat Lady Aribeth (LG female half-elf paladin 17-20, not really sure), from Neverwinter Nights? |
| Green Giant09-12-05, 08:16 PM | I know you guys likely have your work cut out for you, but I still have to ask; could one of you stat Lady Aribeth (LG female half-elf paladin 17-20, not really sure), from Neverwinter Nights? Sorry, don't play Neverwinter Nights. Here is an update on one of Halaster's former apprentices. Enjoy. :) Muiral the Misshapen: Male Tauric Human/Large Monstrous Scorpion Brb3/Wiz14/Acm2; CR 20; Large Monstrous Humanoid; HD 3d12+9 plus 16d4+48 plus 5d8+15; hp 159; Init +4; Spd 60 ft.; AC 21 (touch 9, flat-footed 21); Base Atk +14; Grp +26; Atk +25 melee (3d6+15/19-20, Muiral’s Decapitator) or +21 melee (1d6+8, claw); Full Atk +25/+20/+15 melee (3d6+15/19-20, Muiral’s Decapitator) and +16 melee (1d6+4, 2 claws) and +16 melee (1d6+4 plus poison, sting); Face/Reach 10 ft./5 ft.; SA Constrict 1d6+8, improved grab, poison, rage 1/day, spell-like abilities; SQ Archmage high arcana, darkvision 60 ft., fast movement, summon familiar, trap sense +1, tremorsense 60 ft., uncanny dodge; AL CE; SV Fort +15, Ref +8, Will +15; Str 26, Dex 10, Con 16, Int 24, Wis 15, Cha 15 Skills and Feats: Climb +26, Concentration +30 (+34 when casting defensively), Craft (alchemy) +17, Craft (weaponsmithing) +13, Decipher Script +12, Handle Animal +8, Hide +8, Intimidate +8, Jump +14, Knowledge (arcana) +34, Knowledge (architecture and engineering) +17, Knowledge (dungeoneering) +20, Knowledge (history-the North) +17, Knowledge (local-Undermountain) +17, Listen +10, Ride (horse) +8, Speak Language (illuskan, common, chondathan, draconic, dwarven, elven, giant, orc, undercommon), Spellcraft +41, Spot +14, Survival +13 (+15 underground), Swim +14; Cleave, Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Improved Iniative, Power Attack, Quicken Spell, Scribe Scroll{B}, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Weapon Focus (greatsword) Special Qualities: Rage 1/day, fast movement, uncanny dodge, trap sense +1. Summon familiar. Archmage high arcana – mastery of shaping, spell power +1. +4 racial bonus on Climb, Hide, and Spot checks, poison (injury, Fort DC 15, initial and secondary 1d4 Con). Rage: During his rage, Muiral has the following statistics instead of those given above: hp +48; AC 19 (touch 7, flat-footed 19); Atk +27 melee (3d6+18/19-20, Muiral’s Decapitator) or +23 melee (1d6+10, claw); Full Atk +27/+22/+17 melee (3d6+18/19-20, Muiral’s Decapitator) and +18 melee (1d6+5, 2 claws) and +18 melee (1d6+5 plus poison, sting); SA Constrict 1d6+10; SV Fort +17, Will +17; Str 30, Con 20. Skills: Climb +28, Jump +16, Swim +16. The rage lasts for 9 rounds, after which Muiral is fatigued. Wizard Spells Prepared (4/6/6/6/5/4/4/4/2; base DC = 17 + spell level; DC = 18 + spell level with evocation and transmutation spells; caster level 16th): 0–acid splash, detect magic, read magic, resistance; 1st–chill touch, color spray, magic missile x3, shield; 2nd–alter self, battering ram [MAG], cat’s grace, flaming sphere, fox’s cunning, web; 3rd–dispel magic, fireball, haste, lightning bolt, magic circle against good, reverse arrows [MAG]; 4th–animate dead, charm monster, enervation, explosive cascade [MAG], stoneskin; 5th–baleful polymorph, hold monster, summon monster V, wall of force; 6th–chain lightning, disintegrate, greater dispel magic, move earth; 7th–delayed blast fireball, ethereal jaunt, greater teleport, spell turning; 8th–empowered chain lightning, iron body. Spellbook: As above, plus Muiral knows many of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. His apprenticeship under Halaster has allowed him to learn all of the spells created by him that he is capable of casting. Possessions: Muiral’s Decapitator, armband of reduction [takes no body slot], belt of giant strength +4, bracers of armor +5, Horned Ring, Melairkyn tholondring (Dwarfriend helm) [as belt of dwarvenkind except it takes headband slot], Muiral’s baldric (as mantle of spell resistance), necklace of the marauding beast (raging bear), major ring of fire resistance. Description: Muiral is a hideous creature who appears as a human from the waist up, but has the body of a giant scorpion. His form has left him embittered and unbalanced; he is hopelessly insane, and is seldom lucid enough to continue his research. His twisted body causes him to suffer constant pain, and he lashes out at others to lessen the pain. Note: Muiral has the mental benefits but none of the physical penalties of venerable age. Due to Muiral’s madness, he has not taken a familiar. Thanks to some research with the permanency spell before he went insane, Muiral had these spells made permanent on himself (caster level 16th): command undead, detect thoughts, and mind blank. Sources: Ruins of Undermountain II (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Savage Species (3E), and Arms and Equipment Guide (3E). |
| The Simbul09-12-05, 09:15 PM | I know you guys likely have your work cut out for you, but I still have to ask; could one of you stat Lady Aribeth (LG female half-elf paladin 17-20, not really sure), from Neverwinter Nights? You can loard her stat block from the Toolset by opening the campaign modules and selecting her NPC file for editing or viewing. Just beware that many times an NPC (like Halaster in HoTU) will have their skill modifiers (from the books) in place of their skill ranks, which results in an incorrect character. Plus NWN introduces alot of BS like a Parry skill, Knockdown feat, and class and racial abilities listed as feats or sometimes omitted altogether. |
| Davidw09-13-05, 07:41 AM | There are also several different versions of Aribeth available in the game. |
| ericlboyd09-13-05, 10:00 AM | Muiral the Misshapen: Male Tauric Human/Large Monstrous Scorpion Brb3/Wiz14/Acm2 Just for the curious, I had originally intended for Muiral to be a male tauric human / large monstrous scorpion Bbn3/Wiz12/Archmage 2, as the body of a cildabrin matched the description in Ruins of Undermountain better. (My version of the cildabrin had 6 HD.) Unfortunately, there wasn't room to include the cildabrin in the monster chapter, so we made him a tauric human monstrous scorpion. However, the cildabrin is now written up in Lords of Madness, so that would be a possible variant. I don't have the source handy, but the LoM cildabrin may have a lot more hit dice, which causes some complications. --Eric |
| Ilithar Starspiral09-13-05, 12:33 PM | Just finished looking through the Waterdeep book. I'm really impressed with the characters. Not too high of level, but they are skill in positions of power. Anywho, I have a question. Isn't Jander Ilbaereth the elf that got turned into a Vampire, then went to Ravenloft and fought Strahd? Is he on anyones list of characters to stat out? (Just to help out with the stating Jander Ilbaereth (LG male moon elf Wiz7/Arcane Devotee 2 [Lathandar]) Another question. Has anyone ever heard of the the Covenant before? It strikes me as familiar, but I can't place it. Savengriff would be interesting to see statted as well (Savengriff LG Illuskan male Wiz 20). I would ask for the Gray Hand as well, but I think that two is enough...for now at least :D Thanx |
| ericlboyd09-13-05, 12:36 PM | Anywho, I have a question. Isn't Jander Ilbaereth the elf that got turned into a Vampire, then went to Ravenloft and fought Strahd? Is he on anyones list of characters to stat out? (Just to help out with the stating Jander Ilbaereth (LG male moon elf Wiz7/Arcane Devotee 2 [Lathandar]) Nope. Different elf. This fellow stems from City of Splendors (2e) in the write-up of the Foes of the Fang (under adventuring companies in Who's Who, I believe). Another question. Has anyone ever heard of the the Covenant before? It strikes me as familiar, but I can't place it. Savengriff would be interesting to see statted as well (Savengriff LG Illuskan male Wiz 20). Tome of the Covenant in Pages from the Mages is the primary original source. See another thread in this forum where George Krashos opines on the history of the Covenant. --Eric |
| Kuje3109-13-05, 12:46 PM | Just finished looking through the Waterdeep book. I'm really impressed with the characters. Not too high of level, but they are skill in positions of power. Anywho, I have a question. Isn't Jander Ilbaereth the elf that got turned into a Vampire, then went to Ravenloft and fought Strahd? Thanx As Eric said, that's a different elf. The elf you are thinking of is Jander Sunstar. :) |
| Black Kitten09-13-05, 01:33 PM | I don't know if I can post a self-made NPC here... but I'll do it anyway, since she's my pride and joy... I rolled her stats, btw. So don't compain it's not the Elite Stats. I have tried to do this as good to the rules for the rest as I could, but do alert me if I made a mistake. Dianne: Female Chondatan Human Bard10/Examplar4; CR14; Medium Humanoid; HD10d6+10 plus 4d6+4 (63hp); Init +6; Spd 30ft.; AC 18 (touch 12, flat-footed 18); Base Attack +10; Grp +11; Atk +12 melee (1d6+2/15-20, +1 Thundering Rapier) or +12 melee (1d4+1 subdual, +1 Whip) or +13 melee (1d6+2/x3, +1 Comp Shortbow [+1 Str Bonus]); Full Atk +12/+7 (1d6+2/15-20, +1 Thundering Rapier) or +12/+7 melee (1d4+1 subdual, +1 Whip) or +13/+8 melee (1d6+2/x3, +1 Comp Shortbow [+1 Str Bonus]); Face/Reach 5ft/5ft; SA -; SQ Bardic Music 10/day (as 10th lvl bard), Bardic Knowledge (1d20+15), Lend Talent, Sustaining Presence; AL CG; SV Fort +9, Ref +13, Will +10; Str 12, Dex 14, Con 12, Int 20, Wis 13, Cha 18 Skills and Feats: Balance +4, Bluff +21, Climb +23, Concentration! +22, Diplomacy !* +30, Gather Information!* +25, Hide! +19, Jump +3, Knowledge (Arcana) +22, Knowledge (Religion) +12, Perform (String Instruments)! +21, Spellcraft! +24, Tumble +24, Use Magic Device! +21, Use Rope! +14; Combat Expertise, Improved Disarm, Skill Focus (Diplomacy), Improved Initiative, Insightful Reflexes, Improved Critical (Rapier), Open Minded Notes: ! = Dianne can take 10 on these skills even if stressed and distractions would normally prevent her from doing so. (Skill Mastery) * = Dianne has a +4 competence bonus on all checks involving this skill (Skill Artistry) Bard Spells Known: (6/4/4/4/2; Spells per day 3/4/4/3/1; base DC 14 + spell level; Caster Level 10): 0 - Lullaby, Light, Read Magic, Prestidigitation, Message, Detect Magic; 1 - Cure Light Wounds, Hypnotism, Charm Person, Tasha's Hidious Laughter; 2 - Hold Person, Calm Emotions, Rage, Pyrotechnics; 3 - Glibness, Confusion, Charm Monster, Geas (Lesser); 4 - Dimension Door, Invisibility (Greater) Posessions: +1 Thundering Rapier, +1 Whip, +1 Composite Shortbow [+1 Str Bonus], Ring of Charisma +2, Amulet of Intelligence +2, Glamered Mithral Shirt +2, Lyre of Building, Gloves of Climbing (+5 on Climb), Boots of Tumbling (+5 on Tumble), 200 gp, spell components pouch (full), 5 daggers Discription: Dianne is a stunning, average hight (6'00" - No pun, just Dutch guidelines on that one :P), average weight (150lbs.) woman in her early 20s. She generally is clothes in a short top and simple knee-length trousers, elegantly (but not too prominently) carrying her weapons. She has a soft (but potentially loud) voice that always sounds friendly, however she always appears ready for a confrontation. Living in Amn (about everywhere in the country) she is especially well known for her habit of deafening criminals she caught in the act or found proove about having committed a crime. She has a deal with the temple of Sune (the godess she worships) that after forfilling faithful service for the church of Sune, criminals deafened in that way may earn a spell to restore their hearing. A vigilante, she has both earned the respect and love, as well as the hatred of many and has a history of jailtime of her earlier youth. Sources: Faerun Campaign Setting, PHB, DMG, Complete Adventurer, Races of Faerun. Adaptation: A regular know-it-all and friendly conversationist, Dianne will generally be very happy to share a tale or local information to similar minded people (LG, NG, CG, CN and TN qualify) if she thinks no harm will come from it. When found as an opponent, Dianne will keep as far as she can from a direct confrontation with a whole group, but rather face individual PCs to deafen them with her rapier or take them out to justice. She also has a number of friends to aid her, especially Lafiel the Explosive (Moon Elf CG Due3/Ftr2/Evo3/Bladesinger7) |
| Element Master09-13-05, 07:53 PM | Hey Green Giant. Was looking thru RoF and noticed an NPC in the avariel (flying elf) section. He's called Winged Father Aquilan Greatspan (CG male avariel Ftr4/Clr12/Dis5/Hie1), but nothing else about him. I hoped you could work your magic and stat him out. :D |
| Green Giant09-13-05, 08:31 PM | Just for the curious, I had originally intended for Muiral to be a male tauric human / large monstrous scorpion Bbn3/Wiz12/Archmage 2, as the body of a cildabrin matched the description in Ruins of Undermountain better. (My version of the cildabrin had 6 HD.) Unfortunately, there wasn't room to include the cildabrin in the monster chapter, so we made him a tauric human monstrous scorpion. However, the cildabrin is now written up in Lords of Madness, so that would be a possible variant. I don't have the source handy, but the LoM cildabrin may have a lot more hit dice, which causes some complications. --Eric The cildabrin does seem to fit him better from the description given in Ruins of Undermountain II. Although he'd have to be a Wiz13 to qualify for the archmage PrC. The HD of the cildabrin would be a problem since this would give him 29 HD in total and figuring out his CR would be brain-wracking. When I first tackled him before Lords of Madness was released, I simply picked traits from both the spider and scorpion. As I continue in my updates for the denizens of Skullport, I ran into a problem with one the NPCs. Amryyr Yauntyrr (LE male drow Rog3/Sor5/Arcane Trickster 4) has two problems in qualifying for his PrC. The first is his alignment; only nonlawfuls can become Arcane Tricksters. The second is the lack of capability to cast an arcane spell of 3rd-level or higher. There are two possible solutions that I can see. The first is to change his alignment and class level allocations to: NE male drow Rog3/Sor6/Arcane Trickster 3. This keeps him at the same class level, CL, and CR w/o loosing too much capabilities. The second solution is to only change his class levels to: LE male drow Rog3/Sor6/Arcane Trickster 3. As for the alignment difficulties, its possible to create a backstory in which he was once NE or CE which allowed him to qualify for the Arcane Trickster PrC. Its only recently that he's become LE which is no problem since none of the Arcane Trickster's abilities are supernatural or spell-like (abilities he would have more than likely lost from the change in alignment if they were). Of course he can no longer progress in the Arcane Trickster PrC but that doesn't seem too big a loss. Tell me what you think of which solution to follow. Another question. Has anyone ever heard of the the Covenant before? It strikes me as familiar, but I can't place it. Savengriff would be interesting to see statted as well (Savengriff LG Illuskan male Wiz 20). I already posted Savengriff on page 1. Hey Green Giant. Was looking thru RoF and noticed an NPC in the avariel (flying elf) section. He's called Winged Father Aquilan Greatspan (CG male avariel Ftr4/Clr12/Dis5/Hie1), but nothing else about him. I hoped you could work your magic and stat him out. :D It'll take me some time to get to him since I'm in the process of updating the NPCs of Skullport. Hope you can wait. |
| ericlboyd09-13-05, 10:28 PM | As I continue in my updates for the denizens of Skullport, I ran into a problem with one the NPCs. Amryyr Yauntyrr (LE male drow Rog3/Sor5/Arcane Trickster 4) has two problems in qualifying for his PrC. The first is his alignment; only nonlawfuls can become Arcane Tricksters. The second is the lack of capability to cast an arcane spell of 3rd-level or higher. There are two possible solutions that I can see. The first is to change his alignment and class level allocations to: NE male drow Rog3/Sor6/Arcane Trickster 3. This keeps him at the same class level, CL, and CR w/o loosing too much capabilities. The second solution is to only change his class levels to: LE male drow Rog3/Sor6/Arcane Trickster 3. As for the alignment difficulties, its possible to create a backstory in which he was once NE or CE which allowed him to qualify for the Arcane Trickster PrC. Its only recently that he's become LE which is no problem since none of the Arcane Trickster's abilities are supernatural or spell-like (abilities he would have more than likely lost from the change in alignment if they were). Of course he can no longer progress in the Arcane Trickster PrC but that doesn't seem too big a loss. Tell me what you think of which solution to follow. The alignment should stay LE. This matches better with Skullport and the original Dragon article (assuming he's mentioned therein). Assume backstory and alignment change. I'd bump his sorcerer level to 6. --Eric |
| Kophyn Wistnel09-14-05, 03:25 PM | Hey Eric :D I posted a request earlier in the thread for any info on an NPC that featured in a book that you co-designed with Julia Martin. I'm currently planning a return for Uthaedeol the Blood-drenched, the Priest-Mage of Bhaal from Faiths and Avatars. Like I said any info would be greatly appreciated! Many Thanks Kophyn |
| ericlboyd09-14-05, 03:42 PM | Sorry, I must be driving folks nuts with what posts I reply to and what posts I skip. Basically, I usually reply while away from my books. Therefore, if the question requires me to look it up in a book, I postpone answering until I get home. Unfortunately, that usually means I forget to reply. I will try to get to your question tonight (but no promises). --Eric |
| Kophyn Wistnel09-14-05, 04:16 PM | Much appreciated Eric :) It must be strange being bombarded with requests every time you post!! I was hoping you could flesh-out a few details such as stats/levels/history, but to be honest, I would be grateful for anything. The desciption he received in Faiths and Avatars completely blew me away and Warlockco has agreed to convert him :dancin: Yay! Thanks once again. |
| The Simbul09-15-05, 11:15 PM | [sorry, testing word count limits] |
| ericlboyd09-16-05, 11:15 AM | Hey Eric :D I posted a request earlier in the thread for any info on an NPC that featured in a book that you co-designed with Julia Martin. I'm currently planning a return for Uthaedeol the Blood-drenched, the Priest-Mage of Bhaal from Faiths and Avatars. Like I said any info would be greatly appreciated! Many Thanks Kophyn It's been a while since I read that passage (written by Ed if I recall correctly ... Ed contributed a fair bit to the book as well, although he's not credited in the author list). I'd say he's more likely a CE male Tethyrian priest-sorceror than a priest-wizard. Given the high level spells he casts in both classes, he's probably a mystic theurge, with more levels in sorceror than cleric. He might have a few levels of assassin as well just to give him a death attack, but there might be a more appropriate PrC (Havoc mage? Warmage?) from one of the Complete books. By my reading, he casts the following Sor/Wiz spells: teleport, destroying fist (variant localized disintegrate ... effect more like a tiny sphere of annihilation), swarming flight (new spell ... possibly could be a variant of blade barrier ... sends all arrows in into flying swarm), meteor swarm By my reading, he casts the following Clr spells: air walk, blade barrier His armor was probably improved acid resistance armor, as it protected him but was destroyed. His dagger was probably very deadly (assasin's dagger perhaps?) He has the ability to create magic traps (blade barrier trap and meteor swarm trap), so he probably knows alarm as well. --Eric |
| warlockco09-16-05, 02:34 PM | It's been a while since I read that passage (written by Ed if I recall correctly ... Ed contributed a fair bit to the book as well, although he's not credited in the author list). I'd say he's more likely a CE male Tethyrian priest-sorceror than a priest-wizard. Given the high level spells he casts in both classes, he's probably a mystic theurge, with more levels in sorceror than cleric. He might have a few levels of assassin as well just to give him a death attack, but there might be a more appropriate PrC (Havoc mage? Warmage?) from one of the Complete books. By my reading, he casts the following Sor/Wiz spells: teleport, destroying fist (variant localized disintegrate ... effect more like a tiny sphere of annihilation), swarming flight (new spell ... possibly could be a variant of blade barrier ... sends all arrows in into flying swarm), meteor swarm By my reading, he casts the following Clr spells: air walk, blade barrier His armor was probably improved acid resistance armor, as it protected him but was destroyed. His dagger was probably very deadly (assasin's dagger perhaps?) He has the ability to create magic traps (blade barrier trap and meteor swarm trap), so he probably knows alarm as well. --Eric Thanks Eric, Kophyn Wistnel, I'll see what I can get done over the weekend, but no guarantees. Looks like I'll be digging through a few Sourcebooks, and I so hate doing Sorcerers :) And will prob have to alter some spells too, if I can't find anything that comes close. |
| Green Giant09-17-05, 12:20 AM | Here are some business owners in Skullport. Enjoy. :) Aekyl Dafyre: Male Tethyrian Human Rog6; CR 6; Medium Humanoid (Human); HD 6d6; hp 23; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +4; Grp +3; Atk +8 melee (1d6/19-20, Dragon’s Tooth); Full Atk +8 melee (1d6/19-20, Dragon’s Tooth); Face/Reach 5 ft./5 ft.; SA Sneak attack +3d6; SQ Evasion, trap sense +2, trapfinding, uncanny dodge; AL N; SV Fort +3, Ref +6, Will +5; Str 8, Dex 17, Con 10, Int 15, Wis 12, Cha 17 Skills and Feats: Climb +5 (+7 with rope), Craft (cartography) +16, Diplomacy +9, Gather Information +11, Hide +9, Jump +7, Knowledge (local-Undermountain) +8, Listen +9, Move Silently +9, Profession (guide) +7, Search +8, Speak Language (chondathan, common, dwarven, illuskan), Spot +9, Survival +7 (+9 to find or follow tracks, +12 to avoid getting lost), Swim +5, Tumble +11, Use Rope +9; Alertness, Skill Focus (Survival), Track, Weapon Finesse Special Qualities: Sneak attack +3d6, trapfinding, evasion, trap sense +2, uncanny dodge. Possessions: Dragon’s Tooth (+1 dancing short sword), boots of guiding. Aekyl Dafyre owns and operates the cartography shop, the Sword and the Sextant. Description: Aekyl Dafyre is a short, dour human with thin, gray-streaked brown hair pulled back into a ponytail, a pencil-thin moustache, and a dark complexion. His mood is almost always bad, and most folk only hear grunts and grumbles when they speak to him. Note: Skills modified by magic items. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and City of Splendors: Waterdeep (3.5E). Boots of Guiding: These boots grant the wearer a +5 competence bonus on Survival checks to avoid getting lost and a similar bonus to Craft (cartography) checks. Once a week, the wearer can instruct the boots to retrace the steps made in the previous day and create a map of the area. The boots shrink to the size of rice grains and permanently mark the steps along with a map of the surrounding area on a suitable medium, usually parchment or vellum provided by the wearer. Moderate divination; CL 11th; Craft Wondrous Item, scrying, creator must have 5 ranks in the Survival and Craft (cartography) skills; Price 7,515 gp Alysae: Female Tethyrian Human Clr4 of Shar; CR 3; Medium-size Humanoid; HD 4d8+4; hp 25; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +3; Grp +3; Atk +4 melee (1d4-1/19-20, masterwork silver dagger); Full Atk +4 melee (1d4-1/19-20, masterwork silver dagger); Face/Reach 5 ft./5 ft.; SA Rebuke undead 6/day; SQ Aura of evil; AL NE; SV Fort +5, Ref +3, Will +6; Str 11, Dex 14, Con 12, Int 12, Wis 16, Cha 17 Skills and Feats: Concentration +7, Diplomacy +11, Knowledge (religion) +7, Perform (dance) +7, Speak Language (common, alzhedo, chondathan), Spellcraft +7; Blind-Fight{B}, Brew Potion, Harem Trained, Spell Focus (enchantment) Special Qualities: Aura of evil (aura equals cleric level), rebuke undead (+2 to turn checks) 6/day. Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell level; DC 14 + spell level with enhantment spells; caster level 4th): 0-detect magic, detect poison, guidance, purify food and drink, resistance; 1st-cause fear, command, cure light wounds, protection from good*, shield of faith; 2nd-blindness/deafness*, calm emotions, darkness, hold person. *Domain spell. Deity: Shar. Domains: Darkness, Evil (cast evil spells at +1 caster level). Possessions: Masterwork silver dagger, pearl of power (1st-level), potion of cure moderate wounds x2, potion of owl’s wisdom, silver unholy symbol (Shar). Alysae operates and owns the Hobbled Lamia Festhall. Description: Alysae has long, jet-black hair, marking her as one of Shar’s favored to others of her faith, and greenish turquoise eyes. She wears black and purple gowns that emphasize her ample bosom often, but also favors outrageous costumes suitable for reinforcing her role as the manager of the festhall. Her temper is well known to the unsavory elements that frequent the festhall in which she is the unquestioned authority of that place. Underneath a mask of regal placidity, she is a ruthless soul who is quick to answer any challenge to her authority with harsh words, spells, or failing all else, contracted violence. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E), and City of Splendors: Waterdeep (3.5E). Denver Gilliam: Male Tethyrian Human Ari1/Ftr1/Rog5; CR 6; Medium Humanoid (Human); HD 1d8+3 plus 1d10+3 plus 5d6+15; hp 26; Init +5; Spd 30 ft.; AC 13 (touch 12, flat-footed 12); Base Atk +4; Grp +5; Atk +6 melee (1d6+1/18-20, masterwork rapier) or +5 melee (1d4+1/19-20, dagger); Full Atk +6 melee (1d6+1/18-20, masterwork rapier) or +5 melee (1d4+1/19-20, dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack +3d6; SQ Evasion, trap sense +1, trapfinding, uncanny dodge; AL LE; SV Fort +7, Ref +6, Will +4; Str 13, Dex 13, Con 16, Int 16, Wis 10, Cha 15 Skills and Feats: Appraise +13, Bluff +12, Diplomacy +16, Forgery +8, Gather Information +10, Intimidate +10, Knowledge (local-Undermountain) +8, Knowledge (nobility and royalty) +8, Listen +5, Profession (cook) +15, Ride (horse) +5, Search +8, Sense Motive +10, Sleight of Hand +8, Speak Language (chondathan, common, goblin, illuskan, undercommon), Spot +5; Combat Expertise, Improved Feint, Improved Iniative, Skill Focus (Profession [cook]), Silver Palm Possessions: Masterwork rapier, dagger, amulet of natural armor +1, cloak of resistance +1, potion of cure moderate wounds, ring of protection +1. Denver is owner of at least a dozen taverns and ale houses in Waterdeep and nearly as many in Skullport. His pride and joy is the Worm’s Gullet but circumstances have forced him to oversee Traitor Picks, a low dive in Skullport. Description: Denver is in his thirties and is of average height and weight for a human male. He has salt-and-pepper hair and his features ar chunky, as if chiseled poorly from a stone block. His nose is crooked, betraying that it has been broken at some time and badly set, and he tends to get red-faced and to sputter and yell when angered (not an infrequent occurrence). Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and City of Splendors: Waterdeep (3.5E). Dwarnid Inkpeddler: Male Shield Dwarf Exp7; CR 6; Medium Humanoid (Dwarf); HD 7d6+21; hp 48; Init +2; Spd 20 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +5; Grp +8; Atk +9 melee (1d4+3/19-20, masterwork dagger); Full Atk +9 melee (1d4+3/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; AL N; SV Fort +5, Ref +4, Will +5; Str 16, Dex 14, Con 17, Int 11, Wis 11, Cha 10 Skills and Feats: Appraise +7, Concentration +10, Craft (tattooing) +13, Disguise +7, Escape Artist +9, Listen +7, Search +5, Sleight of Hand +9, Speak Language (common, dwarven), Spot +7; Alertness, Endurance, Skill Focus (Craft [tattooing]) Special Qualities: Dwarven Traits: 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against goblinoids and orcs; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Possessions: Masterwork dagger. Dwarnid is owner of the Skin-Deep Tattoos shop. Description: Dwarnid is tall for a dwarf, and powerfully muscled. His entire body is covered with brightly colored tattoos and body piercings. He keeps his beard neatly trimmed and goes about without a shirt, preferring to wear padded leather vests, sturdy trousers, and sandals. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and City of Splendors: Waterdeep (3.5E). Eulagad the Maul: Male Illuskan Human Ftr10; CR 10; Medium Humanoid (Human); HD 10d10-10; hp 52; Init -1; Spd 20 ft.; AC 19 (touch 9, flat-footed 19); Base Atk +10; Grp +12; Atk +15 melee (1d10+6/19-20/x3, +2 construct bane warhammer); Full Atk +15/+10 melee (1d10+6/19-20/x3, +2 construct bane warhammer); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +6, Ref +2, Will +5; Str 14, Dex 9, Con 8, Int 15, Wis 15, Cha 13 Skills and Feats: Climb +7, Craft (carpentry) +7, Intimidate +12, Jump +7, Ride (horse) +7, Speak Language (illuskan, common, chondathan, giant), Swim +5, Tumble +3; Cleave, Endurance, Exotic Weapon Proficiency (maul), Giantbane, Great Cleave, Improved Critical (maul), Power Attack, Toughness, Two-Weapon Fighting, Weapon Focus (maul), Weapon Specialization (maul) Possessions: +3 ring mail, +1 heavy steel shield, Twinirons (+2 construct bane cold iron maul x2), boots of the winterlands. Eulagad is a co-owner of the Burning Troll inn. Description: A northerner in his eighties, Eulagad has watched the Port of Shadows grow and change from a bustling outpost into a center of trade. He lives perpetually in the past, regaling anyone who will listen with tales of bloodthirsty giants, duels with vile sorcerers, and how he and his companions (the Trollsinge Vanguard) plumbed the depths of Halaster’s Underhalls. Eulagad is haunted by his own memories and the knowledge that he has no children and therefore leaves no legacy at his passing. Note: Eulagad has the mental benefits and physical penalties of venerable age. Eulagad can no longer use the Two-Weapon Fighting feat as his Dex score has dropped below the minimum requisite. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Complete Warrior (3.5E). Gyudd: Male Shield Dwarf Ftr3; CR 3; Medium Humanoid (Dwarf); HD 3d10+6; hp 27; Init +2; Spd 20 ft.; AC 8 (touch 8, flat-footed 8); Base Atk +3; Grp +5; Atk +6 melee (1d4+2/19-20, masterwork dagger) or +6 melee (1d3+1, boots of correction); Full Atk +6 melee (1d4+2/19-20, masterwork dagger) or +6 melee (1d3+1, boots of correction); Face/Reach 5 ft./5 ft.; AL NG; SV Fort +5, Ref -1, Will +3; Str 15, Dex 7, Con 15, Int 13, Wis 15, Cha 9 Skills and Feats: Climb +6, Craft (barrelmaking) +5, Jump +6, Profession (brewer) +8, Speak Language (dwarven, common, undercommon); Ancestral Knowledge, Improved Initiative, Power Attack, Skill Focus (Profession [brewer]) Special Qualities: Dwarven Traits: 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against goblinoids and orcs; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Possessions: Masterwork dagger, boots of correction. Gyudd operates and owns Gyudd’s Distillery. Description: Gyudd is a dwarf of middle age with a strong back, wide shoulders, and a substantial paunch. A poor diet and carrying heavy casks up and down stairs have left him slightly bowlegged. His fingers are stubby and rather flat as a result of pinching and mashing them regularly under heavy containers. He dresses poorly in a soiled leather apron over a stained short-sleeved tunic and rough breeches. He wears hob-nailed boots, since it gets mighty slippery in the distillery with all the spills and leaky pipes. He carries a knife or dagger tucked into his belt for emergencies. The truth of being heir to King Melair IV has left him shaken and he has resorted to drinking heavily to drown the voices of the ghosts of the long-extinct Melairkyn dwarves. Note: Gyudd has the mental benefits and physical penalties of middle age. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Races of Stone (3.5E). Boots of Correction: These +1 boots, sized for dwarves only, have the bane weapon special ability against the ancestral enemies of dwarves (goblinoids and orcs). They also function as boots of the winterlands and allow the user to be treated as armed even when unarmed (treat as gauntlets). Any other individual who is not a dwarf attempting to wear these boots have their speed reduced by half and suffer a -4 penalty to Dexterity. Moderate conjuration; CL 8th; Craft Magic Arms and Armor, Craft Wondrous Item, cat’s grace, endure elements, pass without trace, summon monster I; Price 15,527 gp Ilyana Wyrmmruff: Female Tethyrian Human Rog12; CR 12; Medium Humanoid (Human); HD 12d6+12; hp 44; Init +5; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +9; Grp +9; Atk +12 melee (1d4+1/19-20, +1 vermin bane dagger); Full Atk +12/+7 melee (1d4+1/19-20, +1 vermin bane dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack +6d6; SQ Evasion, improved uncanny dodge, special ability (defensive roll), trap sense +4, trapfinding, uncanny dodge; AL CG; SV Fort +5, Ref +11, Will +6; Str 11, Dex 16, Con 12, Int 15, Wis 15, Cha 15 Skills and Feats: Appraise +9, Balance +12, Bluff +7, Climb +12 (+14 with rope), Craft (blacksmithing) +7, Disable Device +14, Escape Artist +10 (+12 escape ropes), Hide +15, Jump +14, Knowledge (local-Waterdeep) +7, Listen +9, Move Silently +15, Open Lock +15, Search +14, Sleight of Hand +10, Speak Language (chondathan, common, elven, illuskan, undercommon), Spot +9, Swim +5, Tumble +18, Use Magic Device +9, Use Rope +10 (+12 to bind); Acrobatic, Alertness, Dodge, Improved Iniative, Mobility, Spring Attack, Weapon Finesse Special Qualities: Sneak attack +6d6, trapfinding, evasion, uncanny dodge, trap sense +4, improved uncanny dode, special ability (defensive roll). Possessions: +1 vermin bane dagger, ring of blinking, several pinches of dust of appearance. Ilyana is co-owner of the Burning Troll inn. Description: Ilyana is a woman in her late sixties. She always seems to have a warm smile plastered to her round, ruddy face, which has deep laugh lines and crow’s feet. She dresses simply but comfortably in floor-length dresses, dark cotton hose, and brightly embroidered vests of padded velvet and suede. Note: Ilyana has the mental benefits and physical penalties of old age. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and City of Splendors: Waterdeep (3.5E). Nestor Podgin: Male Tethyrian Human Tra14; CR 14; Medium Humanoid (Human); HD 14d4+14; hp 50; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +7; Grp +7; Atk +9 melee (1d6+2, +2 quarterstaff) or +8 melee (1d4+1/19-20, +1 dagger); Full Atk +9/+4 melee (1d6+2, +2 quarterstaff) or +8/+3 melee (1d4+1/19-20, +1 dagger); Face/Reach 5 ft./5 ft.; SQ Summon familiar (Nightwing); AL NG; SV Fort +5, Ref +7, Will +10; Str 11, Dex 16, Con 12, Int 19, Wis 12, Cha 10 Skills and Feats: Concentration +18 (+21 when casting defensively), Craft (alchemy) +10, Decipher Script +15, Knowledge (arcana) +21, Knowledge (dungeoneering) +10, Knowledge (history-the North) +16, Knowledge (local-Undermountain) +10, Knowledge (nature) +13, Speak Language (chondathan, common, draconic, elven, halruaan, undercommon), Spellcraft +23; Alertness*, Combat Casting, Craft Wand, Craft Wondrous Item, Extend Spell, Forge Ring, Improved Familiar, Scribe Scroll{B}, Spell Focus (transmutation), Spell Penetration Special Qualities: Summon familiar (Nightwing). Wizard Spells Prepared (5/10/6/6/6/4/4/3; base DC = 14 + spell level; DC 15 + spell level with transmutation spells; barred schools – enchantment, illusion; caster level 14th): 0–detect magic, mage hand, ray of frost, read magic, resistance; 1st–enlarge person, feather fall, mage armor, magic missile x2, protection from evil, ray of enfeeblement, reduce person, scatterspray [FRCS], shield; 2nd–alter self, detect thoughts, flaming sphere, fox’s cunning, Melf’s acid arrow, protection from arrows; 3rd–amorphous form [UND], discern shapechanger [CAr], fireball, fly, gaseous form, protection from energy; 4th–backlash [MAG], bestow curse, ice storm, lesser globe of invulnerability, locate creature, shout; 5th–baleful polymorph x2, teleport, summon monster V; 6th–chain lightning, disintegrate, greater dispel magic, stone body [PGtF]; 7th–ethereal jaunt, forcecage, spell turning. Spellbook: As above, plus Nestor knows the majority of transmutation spells found in the Player’s Handbook. He knows many of the other wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun except for those schools in which he is barred. Nestor also knows the extremely rare spell Duhlark’s animerge, which he bought as the “join animal” spell. This spell was stolen from Duhlark Kolat’s tower by Hlanta Melshimber. It allows the spellcaster to fuse two animals and transform them into a new magical beast. He also knows a process to create monstrous creatures [Savage Species]. Nestor has 5 spellbooks all of which are resistant to energy (minor) and waterproof. Possessions: +2 quarterstaff, +1 dagger, helm of teleportation, ring of wizardry I, ring of shocking grasp, robe of useful items, wand of polymorph (37 charges). Nestor operates and owns the Monsters Made to Order shop. Description: Nestor comes off as a simple, unassuming scholar in his late twenties. He is soft-spoken, introspective, and given to bouts of sudden seriousness and silent contemplation. He has an average physique but is balding prematurely, prompting him to wear a metal skullcap to cover his rapidly thinning hairline. Note: Nightwing grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Races of Faerun (3E), Underdark (3.5E), and Complete Warrior (3.5E). Nightwing: Tressym familiar; CR -; Tiny Magical Beast; HD 14; hp 25; Init +2; Spd 30 ft., fly 50 ft. (good); AC 21 (touch 14, flat-footed 19); Base Atk +7; Grp -5; Atk +11 melee (1d2-4, claw); Full Atk +11 melee (1d2-4, 2 claws) and +6 melee (1d3-4, bite); Face/Reach 2-1/2 ft./0 ft.; SQ Darkvision 60 ft., deliver touch spells, empathic link, improved evasion, low-light vision, poison immunity, scent, scry on familiar, share spells, speak with master, SR 19; AL CG; SV Fort +2, Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 12, Wis 12, Cha 13 Skills and Feats: Balance +12, Climb +4, Hide +16 (+20 in areas of tall grass or trees in leaf), Listen +3, Move Silently +8, Spot +2; Weapon Finesse Special Qualities: +8 racial bonus on Balance checks and a +4 racial bonus to Hide (areas of tall grass or trees in leaf, bonus rises to +8) and Move Silently checks; it uses its Dex modifier for Climb checks. Empathic link, improved evasion, share spells, deliver touch spells, speak with master, scry on familiar. Source: Lost Empires of Faerun (3.5E). Smallfry: Male Lightfoot Halfling Ftr2/Exp3; CR 4; Small Humanoid (Halfling); HD 2d10+2 plus 3d6+3; hp 31; Init +3; Spd 20 ft.; AC 14 (touch 14, flat-footed 11); Base Atk +4; Grp -1; Atk +9 melee (1d3-1/19-20, masterwork dagger); Full Atk +9 melee (1d3-1/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SQ Halfling traits; AL CE; SV Fort +6, Ref +5, Will +4; Str 8, Dex 16, Con 12, Int 14, Wis 11, Cha 12 Skills and Feats: Appraise +6, Climb +10, Hide +10, Jump +10, Listen +5, Move Silently +8, Profession (cook) +14, Speak Language (halfling, common, chondathan, undercommon), Spot +3, Swim +4; Agile Athlete, Dodge, Skill Focus (Profession [cook]), Weapon Finesse Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Possessions: Masterwork dagger, utensils of the master chef. Smallfry is the main chef and owner of Smallfry’s Pantry. (A DM is instructed to use Player’s Handbook and Arms and Equipment Guide to choose the foods and drinks provided at Smallfry’s Pantry). Description: Smallfry is known to be irritable, short-tempered, and pushy. He takes offense at the smallest criticism of his cooking and readily orders his assistants to eject or dispose of anyone uncultured enough to find fault with one of his meals. Note: Skills modified by magic items. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Races of the Wild (3.5E). Utensils of the Master Chef: These masterwork utensils consisting of knives, forks, pots and pans grant a +5 competence bonus on Profession (cook) checks. Faint transmutation; CL 5th; Craft Wondrous Item, creator must have 5 ranks in Profession (cook) skill; Price 2,500 gp. Spider: Male Tiefling Rog4/Ftr3; CR 8; Medium Outsider (Native); HD 4d6+12 plus 3d10+9; hp 54; Init +5; Spd 40 ft.; AC 18 (touch 15, flat-footed 13); Base Atk +6; Grp +7; Atk +12 melee (1d6+2/19-20, +1 short sword); Full Atk +12/+7 melee (1d6+2/19-20, +1 short sword); Face/Reach 5 ft./5 ft.; SA Sneak attack +2d6, spell-like ability; SQ Evasion, darkvision 60 ft., resistance to cold, electricity, and fire 5, trap sense +1, trapfinding, uncanny dodge; AL CG; SV Fort +4, Ref +5, Will +2; Str 13, Dex 20, Con 17, Int 14, Wis 10, Cha 13 Skills and Feats: Appraise +7, Bluff +8, Climb +7, Forgery +7, Gather Information +8, Hide +14, Jump +15, Knowledge (local-Undermountain) +7, Listen +7, Move Silently +12, Search +8, Sleight of Hand +14, Speak Language (chondathan, common, illuskan, undercommon), Spot +7, Swim +7, Tumble +14; Dodge, Goad, Mobility, Spring Attack, Weapon Finesse Special Qualities: +2 racial bonus on Bluff and Hide checks. Sneak attack +2d6, trapfinding, evasion, trap sense +1, uncanny dodge. Spell-like ability (as 7th-level caster): 1/day - spider climb. Possessions: +1 leather armor, +1 short sword, boots of striding and springing. Spider is founder and owner of Spider’s Fleet o’Feet, a courier business. Description: Upon first inspection, one might think Spider had elven blood in his veins. He has a lean, athletic frame, almond-shaped eyes, high cheekbones, and ears terminating in fine points. Further investigation, though, reveals a gray cast to his skin, unusual patterning at his hairline that runs down his neck and back, and the fusion of the first and second digits on his fingers and toes, which possess an additional knuckle and lack nails. Spider is overconfident, brash, and more than a little arrogant for a youth who has yet to reach 20 years of age. He happily taunts his enemies into attacking him, relying upon his speed and natural agility to avoid injury. He is unaware that he is a tiefling considering himself to be an unusual half-elf. Note: Replaced normal darkness spell-like ability of a tiefling with that of spider climb. Skills modified by magic items. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Complete Adventurer (3.5E). Tohkkal Burrwardern: Female Rock Gnome Ftr2/Ill7; CR 9; Small Humanoid (Gnome); HD 2d10+4 plus 7d4+14; hp 51; Init +3; Spd 20 ft.; AC 19 (touch 14, flat-footed 16); Base Atk +5; Grp +5; Atk +10 melee (1d6+1/19-20, +1 vermin bane short sword); Full Atk +10/+5 melee (1d6+1/19-20, +1 vermin bane short sword); Face/Reach 5 ft./5 ft.; SQ Gnome Traits, summon familiar (Gearspring); AL LN; SV Fort +7, Ref +5, Will +7; Str 10, Dex 17, Con 14, Int 19, Wis 14, Cha 12 Skills and Feats: Appraise +9, Concentration +9, Craft (alchemy) +6, Craft (clockworking) +9, Craft (locksmithing) +9, Craft (trapmaking) +9, Disable Device +6, Hide +7, Knowledge (arcana) +11, Knowledge (architecture and engineering) +9, Listen +4, Open Lock +8, Profession (engineer) +10, Speak Language (gnome, common, lantanese, chondathan, dwarven, illuskan), Spellcraft +13; Alertness*, Combat Expertise, Craft Wondrous Item, Extend Spell, Mercantile Background, Nimble Fingers, Scribe Scroll{B}, Skill Focus (Profession [engineer]), Weapon Finesse Special Qualities: Gnomish Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, weapon familiarity (treat gnome hooked hammers as martial weapons), +2 racial bonus on saving throws against illusions, +1 to DC on saves against illusions, low-light vision, +1 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins, and bugbears), +2 racial bonus on Listen checks, +4 dodge bonus against giants, +2 racial bonus on Craft (alchemy) checks. Summon familiar (Gearspring). Spell-like abilities (as 1st-level caster): 1/day - dancing lights, ghost sound, prestidigitation, speak with animals (one minute duration with burrowing animals). Illusionist Spells Prepared (5/6/5/4/3; base DC = 14 + spell level; DC 15 + spell level with illusion spells; barred schools – enchantment, necromancy; caster level 7th): 0–detect magic, read magic, repair minor damage [CAr], resistance, silent portal [MAG]; 1st–alarm, animate rope, identify, silent image, magic missile, Tenser’s floating disk; 2nd–fox’s cunning, glitterdust, knock, Leomund’s trap, repair moderate damage [CAr]; 3rd–bands of steel [CAr], dispel magic, lightning bolt, major image; 4th–illusory wall, minor creation, Otiluke’s resilient sphere. Spellbook: As above, plus Tohkkal knows all the repair spells found in Complete Arcane. She knows many of the illusion spells found in the Player’s Handbook as well as other wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun except for those schools in which she is barred. Tohkkal and Tykkyl both share 3 spellbooks of which are glamered. Possessions: +1 vermin bane short sword, bracers of armor +4, ring of telekinesis. Tohkkal is co-owner of Clockwork Wonders, a shop that designs and builds complex clockworks of all sizes and functions. Description: Tohkkal Burrwarden is the older fraternal twin sister of Tykkyl (CN male rock gnome Rog2/Ill5/Gnome Artificer 2, Craft Construct feat). Where Tykkyl is the dreamer, Tohkkal is the more practical businessperson. Tohkkal like her brother possesses downy golden hair that drifts around a warm round face covered in smile wrinkles. She keeps her long hair tightly braided to keep it out of her face and the clockworks. Her hands are small and remarkably nimble; she handles small complex mechanisms with practiced ease. Note: Gearspring grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. AC modified by bonus provided by hedgehog familiar. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Complete Arcane (3.5E). Gearspring: Hedgehog familiar; CR -; Diminutive Magical Beast; HD 9; hp 25; Init +0; Spd 15 ft.; AC 20 (touch 15, flat-footed 19); Base Atk +5; Grp -11; Atk +10 melee (1d3-4, bite); Full Atk +10 melee (1d3-4, bite); Face/Reach 1 ft./0 ft.; SA Posion; SQ Defensive ball, deliver touch spells, empathic link, improved evasion, low-light vision, share spells, speak with master, speak with hedgehogs; AL N; SV Fort +2, Ref +3, Will +1; Str 3, Dex 12, Con 10, Int 9, Wis 12, Cha 5 Skills and Feats: Hide +17, Listen +5, Spot +5; Weapon Finesse Special Qualities: Defensive ball (roll into ball as standard action, +2 circumstance bonus on saves and AC, unroll as a free action), poison (when in defensive ball, spines poison foes touching the hedgehog; injury, Fort DC 10, initial and secondary damage 1d2 Dex). Empathic link, improved evasion, share spells, deliver touch spells, speak with master, speak with hedgehogs. Transtra: Female Lamia Sor9; CR 11; Large Magical Beast; HD 9d10 plus 9d4; hp 76; Init +3; Spd 60 ft.; AC 21 (touch 12, flat-footed 18); Base Atk +13; Grp +22; Atk +17 melee touch (1d4 Wisdom drain, touch) or +17 melee (1d4+5, claw); Full Atk +17 melee touch (1d4 Wisdom drain, touch) or +17 melee (1d4+5, 2 claws); Face/Reach 10 ft./5 ft.; SA Spell-like abilities, wisdom drain; SQ Darkvision 60 ft., low-light vision, summon familiar (Vixen); AL CE; SV Fort +9, Ref +12, Will +13; Str 21, Dex 16, Con 10, Int 16, Wis 14, Cha 20 Skills and Feats: Bluff +35, Concentration +21 (+25 when casting defensively), Disguise +17 (+19 acting), Hide +15, Intimidate +18, Knowledge (arcana) +15, Move Silently +5, Perform (dance) +11, Speak Language (common, chondathan, undercommon), Spellcraft +17, Spot +14; Alertness*, Combat Casting, Dodge, Extend Spell, Iron Will, Mobility, Persuasive, Spring Attack Special Qualities: +4 racial bonus on Bluff and Hide checks. Summon familiar (Vixen). Spell-like abilities (as 9th level caster) at will–disguise self, ventriloquism; 3/day–charm monster (DC 19), major image (DC 17), mirror image, suggestion (DC 18); 1/day–deep slumber (DC 17). Sorcerer Spells Known (6/8/7/7/5; base DC = 15 + spell level; caster level 9th): 0–dancing lights, daze, detect magic, mage hand, open/close, prestidigitation, read magic, resistance; 1st–identify, magic missile, protection from good, ray of enfeeblement, shield; 2nd–detect thoughts, eagle’s splendor, invisibility, protection from arrows; 3rd–dispel magic, fly, lightning bolt; 4th–enervation, polymorph. Possessions: Bracers of armor +2, circlet of persuasion, potion of cure moderate wounds, ring of the ram (17 charges), wand of polymorph (22 charges). Transtra is owner of the Long Slow Kiss festhall which she keeps secure with hidden charmed warriors. She also has a charmed behir named Ulisss as her servant. Description: In her true form, Transtra is an alluring but lethal-looking humanoid female with metallic bronze skin, long copper hair, and cruel golden cat’s eyes. Her abdomen and lower body are those of a sleek, bronze lion. She wears little save jewelry in the form of torcs, earrings, finger rings, and necklaces of precious metals and stones. Her most common attire is a thin, multistranded collar of gold thread beaded with ruby gemstones that reaches down to her ribcage but is hardly concealing. She rarely appears in her true form outside the House of the Long Slow Kiss festhall, preferring to use disguises and alter egos when out and about. Her other identies are: Thrisada, a palmist; Adriana Fairsong, a bard; and Curza, a street urchin. She adds to her repertoire each month, but while each of her alter egos possesses her own distinct personality, they are all very beautiful and exhibit her biting wit. Note: Used the elite array scores modified by lamia’s adjustments. Vixen grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Skills modified by magic items and bonus provided by fox familiar to Move Silently. Sources: Skullport (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and City of Splendors: Waterdeep (3.5E). Vixen: Fox familiar; CR -; Small Magical Beast; HD 18; hp 38; Init +3; Spd 40 ft.; AC 20 (touch 14, flat-footed 17); Base Atk +13; Grp +7; Atk +17 melee (1d4-2, bite); Full Atk +17 melee (1d4-2, bite); Face/Reach 5 ft./5 ft.; SQ Deliver touch spells, empathic link, improved evasion, low-light vision, scent, share spells, speak with master, speak with foxes; AL N; SV Fort +1, Ref +5, Will +1; Str 6, Dex 17, Con 8, Int 10, Wis 13, Cha 6 Skills and Feats: Hide +9, Listen +4, Spot +4; Alertness, Weapon Finesse{B} Special Qualities: Empathic link, improved evasion, share spells, deliver touch spells, speak with master, speak with foxes. Note: This is a normal fox not an arctic fox and does not receive bonus to Hide checks in areas of snow, ice, or tundra. Source: Frostfell (3.5E) Vhondryl: Female Chondathan Psi(nomad)14; CR 14; Medium Humanoid (Human); HD 14d4+14; hp 50; Init +1; Spd 30 ft.; AC 18 (touch 18, flat-footed 17); Base Atk +7; Grp +8; Face/Reach 5 ft./5 ft.; AL LE; SV Fort +5, Ref +5, Will +13; Str 12, Dex 13, Con 13, Int 19, Wis 18, Cha 19 Skills and Feats: Bluff +11, Concentration +18 (+22 when manifesting defensively), Diplomacy +16, Gather Information +13, Knowledge (arcana) +11, Knowledge (local-Undermountain) +11, Knowledge (psionics) +21, Knowledge (the planes) +11, Sense Motive +13, Speak Language (chondathan, common, dwarven, elven, illuskan, undercommon), Psicraft +23; Combat Manifestation, Craft Universal Item, Imprint Stone, Negotiator, Power Penetration, Psionic Endowment, Psionic Meditation, Quicken Power, Unconditional Power Psionic Powers Known (power points 198; save DC 14 + power level; manifester level 14th): 1st–detect psionics, detect teleportation, mind thrust, missive, sense link; 2nd–biofeedback, cloud mind, feat leech, thought shield; 3rd–body adjustment, mental barrier, psionic blast, time hop; 4th–correspond, energy adaptation, intellect fortress, psionic dimensional anchor; 5th–baleful teleport, catapsi, psionic teleport, teleport trigger; 6th–aura alteration, psionic banishment, psionic disintegrate, retrieve; 7th–divert teleport, energy wave, personal mind blank, psionic ethereal jaunt. Possessions: Bracers of armor +7, ring of shooting stars, figurine of wondrous power: ivory goats, ioun stone: lavender and green ellipsoid (35 spell levels). Vhondryl is mistress of the Hall of Mental Splendor, a group of psionic spies-for-hire. She is owner of the Deepfires inn and also capable of supplying any drink, poison, or potion known on Toril to the willing buyer, albeit at fabulously high prices for some of the rare ones. Description: Those who have dealt with Vhondryl describe her as possessing an alien or fey appearance, with chalk-white skin, knee-length blond hair, and straw-yellow eyes. Her features are otherwise plain and unappealing to most. Her reluctance to speak, and her odd appearance add to her mystique, as does her mercenary approach to her trade. Note: Vhondryl has the mental benefits and physical penalties of middle age. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Expanded Psionics Handbook (3.5E). |
| Green Giant09-17-05, 12:32 AM | Here are a pair of slavers of the Iron Ring. Enjoy. :) Ahmaergo the “Horned Dwarf”: Male Shield Dwarf Ftr9; CR 9; Medium Humanoid (Dwarf); HD 9d10+36; hp 90; Init +3; Spd 20 ft.; AC 22 (touch 11, flat-footed 21); Base Atk +9; Grp +14; Atk +16 melee (1d6+7, rod of lordly might as +2 light mace) or +15 melee (1d8+8 plus 1d6 fire/19-20, rod of lordly might as +1 flaming longsword) or +18 melee (1d8+11/x3, rod of lordly might as +4 battleaxe) or +17 melee (1d6+10, rod of lordly might as +3 shortspear) or +17 melee (1d8+10/x3, rod of lordly might as +3 longspear) or +18 melee (1d8+10/x3, dwarven thrower) or +14 ranged (1d8+8 plus extra damage/x3, dwarven thrower) or +11 ranged (1d8+1/19-20, +1 quick-loading light crossbow); Full Atk +16/+11 melee (1d6+7, rod of lordly might as +2 light mace) or +15/+10 melee (1d8+8 plus 1d6 fire/19-20, rod of lordly might as +1 flaming longsword) or +18/+13 melee (1d8+11/x3, rod of lordly might as +4 battleaxe) or +17/+12 melee (1d6+10, rod of lordly might as +3 shortspear) or +17/+12 melee (1d8+10/x3, rod of lordly might as +3 longspear) or +18/+13 melee (1d8+10/x3, dwarven thrower) or +14 ranged (1d8+10 plus extra damage/x3, dwarven thrower) or +11/+6 ranged (1d8+1/19-20, +1 quick-loading light crossbow); Face/Reach 5 ft./5 ft.; SQ Dwarf traits; AL LE; SV Fort +10, Ref +4, Will +4; Str 20, Dex 12, Con 19, Int 12, Wis 13, Cha 11 Skills and Feats: Appraise +3, Climb +6, Intimidate +14, Jump +5, Listen +5, Speak Language (dwarven, common, chondathan), Spot +5, Swim +0; Alertness, Blind-Fight, Cleave, Endurance, Great Cleave, Power Attack, Thug, Weapon Focus (warhammer), Weapon Specialization (warhammer) Special Qualities: Dwarven Traits: 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against goblinoids and orcs; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Possessions: Horned Armor, rod of lordly might, dwarven thrower, +1 quick-loading light crossbow. Ahmaergo serves the Eye/Xanathar’s thieves’ guild slavery interests in Skullport as a member of the Iron Ring. His operations consist of hands (low level warriors who acquire and transport slaves), mouths (informants), and runners (messengers between Ahmaergo and the Eye). He maintains a sparsely furnished office at the Halls of the Iron Ring but makes his home in a secure area of Skullport’s sewers guarded by death tyrants, traps, and beasts, as well as heavily armored warriors and rogues. Description: Unknown. Note: Skills modified by armor. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), and City of Splendors: Waterdeep (3.5E). Horned Armor: Forged by duergar of Thaglar’s Foundry in Skullport, this +3 warming spiked dwarvencraft full plate allows the wearer once per day on command to reflect the next nine levels of spells cast at him, exactly as if spell turning had been cast upon the wearer. Source: Races of Faerun (3E), Races of Stone (3.5E) Strong abjuration; CL 13th; Craft Magic Arms and Armor, endure elements, spell turning; Price 54,850 gp Quinan Varnaed: Male Chondathan Human Ftr2/Clr14 of Loviatar; CR 16; Medium Humanoid (Human); HD 2d10+8 plus 14d8+56; hp 142; Init +1; Spd 20 ft.; AC 19 (touch 11, flat-footed 18); Base Atk +12; Grp +16; Atk +18 melee (1d3+6, Living whip) or +19 melee (1d8+7, Diresmasher); Full Atk +18/+13/+8 melee (1d3+6, Living whip) or +17/+12/+7 melee (1d8+7, Diresmasher) and +17 (1d8+5, Diresmasher); Face/Reach 5 ft./5 ft.; SA Rebuke undead 5/day; SQ Aura of evil; AL LE; SV Fort +16, Ref +5, Will +14; Str 19, Dex 13, Con 18, Int 14, Wis 20, Cha 14 Skills and Feats: Climb +6, Concentration +18 (+22 when casting defensively), Diplomacy +12, Handle Animal +7, Heal +15, Intimidate +14, Knowledge (religion) +16, Ride (horse) +8, Speak Language (chondathan, common, chessentan, damaran), Spellcraft +19, Swim +3; Combat Casting, Divine Vigor, Endurance, Exotic Weapon Proficiency (dire flail), Exotic Weapon Proficiency (whip), Pulverize Foe, Quicken Spell, Skill Focus (Intimidate), Two-Weapon Fighting Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 14th level cleric (+2 to rebuke checks) 5/day. Cleric Spells Prepared (6/7+1/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 14th): 0-detect magic, guidance x2, read magic, resistance; 1st-bane, cause fear, cure light wounds, divine favor, doom, enlarge person*, entropic shield, shield of faith; 2nd-aid, bear’s endurance, bull’s strength*, cure moderate wounds, darkness, owl’s wisdom, silence; 3rd-bestow curse*, contagion, cure serious wounds, dispel magic, protection from energy, wrack [CD]; 4th-cure critical wounds, divine power, enervation*, poison, spell immunity, summon monster IV; 5th-flame strike, greater command, righteous might*, slay living, spell resistance; 6th-blade barrier, harm, stoneskin*, word of recall; 7th-destruction, mass inflict serious wounds, waves of exhaustion*. *Domain spell. Deity: Loviatar. Domains: Strength (feat of strength 1/day, +14 enhancement to Str for 1 round), Suffering (pain touch 1/day, subject touched suffers a –2 enhancement penalty on Strength and Dexterity for 1 minute). Possessions: +4 scale mail, Living whip, Diresmasher (rod of flailing), gauntlets of ogre power, ring of gargoyle control. Quinan is the founder and a member of the Iron Ring, a consortium of slavers. He makes his home in the Tower of Seven Woes that also serves as a private temple to his goddess. Description: Quinan’s treatment by his family left him bereft of empathy for fellow human beings, but he discovered at an early age how to unlock some feelings by causing harm to others. Note: Skills modified by armor. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Champions of Ruin (3.5E), Complete Divine (3.5E), and Complete Warrior (3.5E). Living Whip: Upon command, this +2 whip lashes forward 15 feet or upward 5 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check. The whip has AC 22, 14 hit points, and hardness 12, and it has damage reduction 5/slashing as well. The whip repairs damage to itself at a rate of 1 point per 5 minutes, but if a living whip is severed (all 14 hit points lost to damage), it is destroyed. Moderate transmutation; CL 12th; Craft Magic Arms and Armor, Craft Wondrous Item, animate object, animate rope, entangle; Price 39,801 gp; Weight 2 lb. Ring of Gargoyle Control: On command, this gray stone ring affects a gargoyle as if the wearer had cast charm monster. Moderate enchantment; CL 7th; Forge Ring, charm monster; Price 40,320 gp |
| warlockco09-17-05, 12:38 AM | Great Job as always. :thumbsup: |
| Green Giant09-17-05, 12:46 AM | Here are some drow of Skullport. Enjoy. :) Amryyr Yauntyrr: Male Drow Rog3/Sor6/Arcane Trickster 4; CR 14; Medium Humanoid (Elf); HD 3d6+9 plus 10d4+30; hp 77; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +7; Grp +8; Atk +12 melee (1d4+2/19-20, +1 dagger) or +14 melee (1d4+4/19-20, +1 drowcraft dagger) or +12 ranged (1d4+2/19-20, +1 returning dagger); Full Atk +12/+7 melee (1d4+2/19-20, +1 dagger) or +14/+9 melee (1d4+4/19-20, +1 drowcraft dagger) or +12 ranged (1d4+2/19-20, +1 returning dagger); Face/Reach 5 ft./5 ft.; SA Impromptu sneak attack 1/day, sneak attack +4d6; SQ Drow traits, evasion, ranged legerdemain 1/day, summon familiar (Jivvin), trap sense +1, trapfinding; AL LE; SV Fort +7, Ref +13, Will +13; Str 12, Dex 18, Con 16, Int 19, Wis 16, Cha 22 Skills and Feats: Appraise +11, Bluff +11, Climb +6, Concentration +12 (+16 when casting defensively), Craft (calligraphy) +8, Decipher Script +13, Disable Device +11, Escape Artist +11, Forgery +9, Gather Information +13, Hide +14, Jump +8, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (local-Underdark [Northdark]) +9, Listen +13, Move Silently +9, Open Lock +14, Search +11, Sleight of Hand +11, Speak Language (elven, undercommon, common, chondathan, draconic, drow sign language, dwarven), Spellcraft +15 (+17 to decipher scrolls), Spot +10, Tumble +11, Use Magic Device +11 (+15 with scrolls); Alertness*, Combat Casting, Diligent, Dodge, Scribe Scroll, Silent Spell, Weapon Finesse Special Qualities: Drow 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; darkvision 120 ft.; immune to sleep; SR 24; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Sneak attack +4d6, trapfinding, evasion, trap sense +1. Summon familiar (Jivvin). Ranged legerdemain (Disable Device, Open Lock, or Sleight of Hand checks at 30 ft. range) 1/day, impromptu sneak attack (melee or ranged attack as sneak attack, no Dex bonus to AC for targets) 1/day. Spell-like abilities (as 13th level caster): 1/day – dancing lights, darkness, faerie fire. Sorcerer Spells Known (6/8/8/7/6/4; base DC = 16 + spell level; caster level 10th): 0–daze, detect magic, mage hand, mending, open/close, ray of frost, read magic, resistance, silent portal [MAG]; 1st–expeditious retreat, grease, magic missile, shield, sleep; 2nd–alter self, cat’s grace, detect thoughts, locate object; 3rd–amanuensis [MAG], lightning bolt, shrink item; 4th–confusion, dimension door; 5th-telekinesis. Possessions: +1 dagger, +1 returning dagger, +1 drowcraft dagger, earrings of charisma +2, Drow house insignia (House Druu’giir) [invisibility], lesser piwafwi, ring of lockpicking, wand of dispel magic (12 charges), amethyst ring (500 gp). Amryyr operates and owns the Fatted Bookworm, which he procures rare books, scrolls, and information. He lives in a townhouse with Malakuth Tabuirr. He is also a member of the Dark Dagger, a society of Vhaeran worshipping drow. Description: Amryyr Yauntyrr is a copper-haired, amber-eyed drow. He usually wears his piwafwi with a neck purse under its collar containing his black metal house insignia (House Druu’giir) along with smooth, supple black, purple, or deep green leather garments and high black boots. He often wears quite elegant mithral jewelry sporting an assortment of gems and is fond of wearing multiple earrings in each ear, some of which are magical. Note: Jivvin grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Skills modified by magic items and bonus provided by bat familiar to Listen. Amryyr can no longer gain any levels in the Arcane Trickster prestige class with his change of alignment. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Races of Faerun (3.5E), Underdark (3.5E), and Complete Adventurer (3.5E). Jivvin: Bat familiar; CR -; Diminutive Magical Beast; HD 13; hp 38; Init +2; Spd 5 ft., fly 40 ft. (good); AC 19 (touch 16, flat-footed 17); Base Atk +7; Grp -10; Face/Reach 1 ft./0 ft.; SQ Blindsense 20 ft., deliver touch spells, empathic link, improved evasion, low-light vision, share spells, speak with master; AL N; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 4 Skills and Feats: Hide +14, Listen +8, Move Silently +6, Spot +8; Alertness Special Qualities: +4 racial bonus on Listen and Spot checks (bonuses are lost if blindsense is negated). Empathic link, improved evasion, share spells, deliver touch spells, speak with master. Earrings of Charisma: These earrings provide a +2, +4, or +6 enhancement bonus to Charisma for the wearer. They take up no body slot. Moderate transmutation; CL 8th; Craft Wondrous Item, eagle’s splendor; Price 8,000 gp (+2), 32,000 gp (+4), 72,000 gp (+6). Kesra Tanor’Thal: Female Drow Ftr3/Clr9 of Lolth; CR 13; Medium Humanoid (Elf); HD 3d10 plus 9d8; hp 61; Init +4; Spd 20 ft.; AC 24 (touch 14, flat-footed 22); Base Atk +9; Grp +12; Atk +14 melee (1d8+5, scourge of fangs); Full Atk +14/+9 melee (1d8+5, scourge of fangs); Face/Reach 5 ft./5 ft.; SA Rebuke undead 5/day; SQ Aura of evil, drow traits; AL CE; SV Fort +9, Ref +10, Will +11; Str 17, Dex 18, Con 11, Int 13, Wis 18, Cha 14 Skills and Feats: Climb +2, Concentration +9 (+13 when casting defensively), Handle Animal +4, Hide +5, Intimidate +8, Jump +2, Knowledge (religion) +10, Listen +6, Ride (Large monstrous spider) +9, Search +3, Speak Language (elven, common, undercommon), Spellcraft +10, Spot +6, Swim -2; Arachnid Rider, Combat Casting, Divine Vigor, Exotic Weapon Proficiency (scourge), Highborn Drow, Lightning Reflexes{B}, Lolth’s Blessing, Mounted Combat Special Qualities: Drow 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; darkvision 120 ft.; immune to sleep; SR 23; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Aura of evil (aura equals cleric level), rebuke undead as 9th level cleric (+2 to rebuke checks) 5/day. Spell-like abilities (as 12th level caster): 1/day - clairaudience/clairvoyance, dancing lights, darkness, detect good, detect magic, discern lies, dispel magic, faerie fire, leviate, suggestion. Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; base DC = 14 + spell level; caster level 9th): 0-detect magic, detect poison, guidance x2, read magic, resistance; 1st-cloak of dark power* [FRCS], cure light wounds, divine favor, entropic shield, protection from good, shield of faith; 2nd-aid, cure moderate wounds, death knell, desecrate*, hold person, silence; 3rd-contagion, cure serious wounds, dispel magic, magic circle against good*, protection from energy; 4th-death ward, divine power, poison, unholy blight*; 5th-dispel good*, flame strike. *Domain spell. Deity: Lolth. Domains: Drow, Evil (cast evil spells at +1 caster level). Possessions: +2 drowcraft chainmail, +1 chainmail, +2 light steel shield, scourge of fangs, Drow House insignia (House Tanor’Thal) [blur], greater piwafwi, winged boots, silver unholy symbol (Lolth). Kesra is matron mother of Skullport. Description: A young drow of a mere 50 winters, Kesra Tanor’Thal is the niece of Matron Mother Haelra Tanor’Thal, ruler of the Underdark drow city of Karsoluthiyl. She possesses a haunting alien beauty, smooth black skin, a muscular frame, and orange eyes with flecks of gold, a characteristic the superstitious drow consider an omen signifying Lolth’s favor. She also bears a small, white, spider-shaped birthmark on the back of her hand, another symbol of the dire Spider Queen’s favor. Kesra is a free spirit, given to dramatic displays of her skill in arms and divine magic. She is haughty, headstrong, and believes that she is truly favored by Lolth and destined for greatness. Note: AC is modified by +2 drowcraft chainmail. She uses the other chainmail if she believes she will travel to an area without faerzress. Skills modified by armor and magic items. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Races of Faerun (3E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Complete Warrior (3.5E). Piwafwi, Greater: The dark-colored greater piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks , and it also provides fire resistance 5. Source: City of the Spider Queen (revised to 3.5 by Joseph Weber). Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, resist energy, invisibility, creator must be a drow; Price 13,750 gp; Weight 1 lb. Revision Note: Revision was addition of magic auras and adjustment of price. Malakuth Tabuirr: Male Drow Ftr5/Rog7; CR 13; Medium Humanoid (Elf); HD 5d10+5 plus 7d6+7; hp 68; Init +4; Spd 20 ft.; AC 25 (touch 14, flat-footed 23); Base Atk +10; Grp +14; Atk +16 melee (1d6+7/15-20, Honglath) or +16 melee (1d6+7/18-20, Streeaka) or +16 ranged (1d4+6 plus poison, +2 dart); Full Atk +14/+9 melee (1d6+7/15-20, Honglath) and +14/+9 melee (1d6+5/18-20, Streeaka) or +16/+11 ranged (1d4+6 plus poison, +2 dart); Face/Reach 5 ft./5 ft.; SA Sneak attack +4d6; SQ Evasion, drow traits, trap sense +2, trapfinding, uncanny dodge; AL CE; SV Fort +7, Ref +10, Will +3; Str 18, Dex 19, Con 12, Int 16, Wis 10, Cha 16 Skills and Feats: Appraise +10, Bluff +10, Climb +7, Forgery +10, Gather Information +12, Handle Animal +8, Hide +14, Intimidate +13, Jump +9, Knowledge (local-Undermountain) +10, Listen +4, Move Silently +9, Open Lock +11, Ride (giant lizard) +12, Search +7, Sleight of Hand +9, Speak Language (elven, common, chondathan, drow sign language, undercommon), Spot +4, Swim +3, Tumble +10; Combat Expertise, Improved Two-Weapon Fighting, Oversized Two-Weapon Fighting, Stealthy, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (rapier), Weapon Specialization (rapier) Special Qualities: Drow 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; darkvision 120 ft.; immune to sleep; SR 23; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge. Spell-like abilities (as 12th level caster): 1/day – dancing lights, darkness, faerie fire. Possessions: +3 drowcraft chainmail, Honglath (“Calm”) and Streeaka (“Reckless”) [+1 keen rapier and +1 defending rapier], master longsword, masterwork short sword, 4 masterwork daggers, six +2 darts (coated with drow knockout poison), lesser piwafwi, ring of protection +2, slippers of spider climbing. Malakuth Tabuirr is a mercenary lord and slaver as well as the local leader in the Dark Dagger, a society of Vhaerun-worshipping drow. He dwells in a townhouse which he has turned the upper levels into a shadowy temple venerating Vhaerun. Description: Malakuth Tabuirr is a skilled trader, cunning opportunist, smuggler, mercenary leader, and slaver. He has smooth, inky-black skin (much like the carapace of a black-widow spider), spindly limbs, sharp features, and bone-white hair. His narrow, almond-shaped eyes are a greenish-brown that shifts to amber when his patience is at an end. He has a devious mind that allows him to formulate complex multilevel schemes and a keen eye for details. Note: AC is modified by Two-Weapon Defense feat. Skills modified by armor and magic items. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Races of Faerun (3E), Underdark (3.5E), Complete Warrior (3.5E), and Complete Adventurer (3.5E). |
| Green Giant09-17-05, 12:57 AM | Here are the mercenary lords of Skullport. Enjoy. :) Lord Byronae Trilluach: Male Half-Moon Elf Rog3/Ftr2/Sor7; CR 12; Medium Humanoid; HD 3d6+12 plus 2d10+8 plus 7d4+28; hp 89; Init +9; Spd 30 ft.; AC 23 (touch 16, flat-footed 19); Base Atk +7; Grp +9; Atk +14 melee (1d6+4/19-20, Elkaryl); Full Atk +14/+9 melee (1d6+4/19-20, Elkaryl); Face/Reach 5 ft./5 ft.; SA Sneak attack +2d6; SQ Evasion, half-elf traits, summon familiar (Earaie), trapfinding, trap sense +1, trapfinding; AL LN; SV Fort +10, Ref +10, Will +6; Str 15, Dex 20, Con 18, Int 13, Wis 11, Cha 15 Skills and Feats: Climb +4, Concentration +11 (+15 when casting defensively), Diplomacy +10, Gather Information +6, Hide +9, Jump +6, Knowledge (arcana) +8, Knowledge (local-Waterdeep) +7, Listen +4, Move Silently +9, Ride (horse) +8, Search +5, Sleight of Hand +9, Speak Language (chondathan, elven, common, illuskan), Spellcraft +10, Spot +4 (+7 in bright light), Swim +2, Tumble +9; Alertness*, Combat Casting, Dodge, Improved Iniative, Mobility, Smooth Talk, Spring Attack, Weapon Finesse Special Qualities: Half-elf traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; elven blood. Sneak attack +2d6, trapfinding, evasion, trap sense +1. Summon familiar (Earaie). Sorcerer Spells Known (6/7/7/4; base DC = 12 + spell level; arcane spell failure 20%; caster level 7th): 0–detect magic, electric jolt [MAG], flare, mending, message, read magic, resistance; 1st–burning hands, expeditious retreat, magic missile, ray of enfeeblement, shield; 2nd–blur, eagle’s splendor, gust of wind; 3rd–fly, lightning bolt. Possessions: +2 warming elven chain, Elkaryl (+2 green dragon bane short sword), ring of arrow defense, ring of protection +2. Description: Lord Trilluach dresses in bright forest tones, soft deerskin breeches, and starched white blouses. His coloring and features reflect his mother’s moon elven heritage. He disdains cloaks and cowls, preferring to wear a leather poncho, which conceals his weapons and armor. Note: Earaie grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Skills modified by armor and bonus provided by hawk familiar to Spot. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Races of Faerun (3E). Earaie: Hawk familiar; CR -; Tiny Magical Beast; HD 12; hp 44; Init +3; Spd 10 ft., fly 60 ft. (average); AC 21 (touch 15, flat-footed 18); Base Atk +7; Grp -3; Atk +12 melee (1d4-2, talons); Full Atk +12 melee (1d4-2, talons); Face/Reach 2-1/2 ft./0 ft.; SQ Deliver touch spells, empathic link, improved evasion, low-light vision, share spells, speak with master, speak with raptors; AL N; SV Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 9, Wis 14, Cha 6 Skills and Feats: Listen +2, Spot +14; Weapon Finesse Special Qualities: +8 racial bonus on Spot checks. Empathic link, improved evasion, share spells, deliver touch spells, speak with master, speak with raptors. Ring of Arrow Defense: This silver ring engraved with fletching provides damage reduction 10/magic against ranged weapons. Moderate abjuration; CL 3rd; Forge Ring, protection from arrows; Price 20,000 gp Dalagor the Cold: Male Illuskan Human Ftr12; CR 11; Medium Humanoid (Human); HD 12d10+24; hp 94; Init +2; Spd 20 ft.; AC 20 (touch 11, flat-footed 19); Base Atk +12; Grp +16; Atk +20 melee (1d12+11/19-20/x3, Doomthirster); Full Atk +20/+15/+10 melee (1d12+11/19-20/x3, Doomthirster); Face/Reach 5 ft./5 ft.; AL CE; SV Fort +10, Ref +6, Will +5; Str 19, Dex 15, Con 14, Int 19, Wis 13, Cha 13 Skills and Feats: Climb +11, Handle Animal +13, Intimidate +16, Jump +11, Knowledge (religion) +11, Listen +5, Ride (horse) +16, Speak Language (illuskan, common, chondathan, dwarven, orc, undercommon), Spot +5, Swim +6; Cleave, Combat Reflexes, Daunting Presence, Enduring Life, Flay Foe, Great Cleave, Improved Critical (greataxe), Undead Leadership (15), Power Attack, Tomb-Born Fortitude, Tomb-Tainted Soul, Weapon Focus (greataxe), Weapon Specialization (greataxe) Possessions: +1 undead controlling full plate, Doomthirster, amulet of proof against location and detection, brooch of shielding (83 points of damage). Dalagor dwells in a fortress that is patrolled by over 30 undead (zombies, skeletons, ju-ju zombies, and cursts) and 10 living lieutenants. Two human male vampire spawn guard the deeper recesses of the keep. Their mistress, Ezira Gloomdelve (CE female Tethyrian human vampire Nec14), serves as Dalagor’s majordomo and advisor. Her cooperation guaranteed by his possession of her only spellbook, which he controls access to. Description: Dalagor earned his nickname from his cruel, calculating, and emotionless approach to his mercenary trade. Dalagor is barely human, having traded his humanity long ago for ruthless, cold-blooded cunning. A robust northerner of about 40 winters, he has dark brown hair just starting to gray in a distinguished manner at his temples, a brown moustache, and eyes so dark a brown that they seem black. He has an athletic build and carries himself proudly. Note: Dalagor has the mental benefits and physical penalties of middle age. Skills modified by armor. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Champions of Ruin (3.5E), Libris Mortis (3.5E), and Ghostwalk (3.5E). Doomthirster: This +3 defending throwing greataxe also functions as a Life-drinker. It bestows two negative levels on its target whenever it deals damage, just af its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level. Each time Doomthirster deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for one hour. The life-drinker abilities do not function if the weapon is thrown. Strong necromancy; CL 13th; Craft Magic Arms and Armor, enervation, magic stone, shield or shield of faith; Price 88,320 gp. Rhaunaguth: Male Chondathan Human Ftr14; CR 14; Medium Humanoid (Human); HD 14d10+14; hp 95; Init +5; Spd 20 ft.; AC 25 (touch 11, flat-footed 24); Base Atk +14; Grp +16; Atk +19 melee (1d8+6/17-20, +2 giant bane longsword) or +17 melee (1d4+3/19-20, +1 dagger) or +17 melee (1d4+2/19-20, masterwork dagger) or +16 melee (1d4+2/19-20, dagger) or +20 ranged (1d4+3, +1 dart) or +19 melee (1d4, dart) or +20 ranged (1d10/x3, masterwork pistol); Full Atk +19/+14/+9 melee (1d8+6/17-20, +2 giant bane longsword) or +17/+12/+7 melee (1d4+3/19-20, +1 dagger) or +17/+12/+7 melee (1d4+2/19-20, masterwork dagger) or +16/+11/+6 melee (1d4+2/19-20, dagger) or +20 ranged (1d4+3, +1 dart) or +19 melee (1d4, dart) or +20 ranged (1d10/x3, masterwork pistol); Face/Reach 5 ft./5 ft.; AL LE; SV Fort +10, Ref +9, Will +5; Str 15, Dex 20, Con 13, Int 15, Wis 13, Cha 17 Skills and Feats: Climb +11, Diplomacy +8, Handle Animal +10, Intimidate +11, Jump +11, Ride (horse) +15, Speak Language (damaran, common, chondathan, giant), Survival +6, Swim +6; Battlefield Inspiration, Cleave, Dodge, Exotic Weapon Proficiency (firearms), Improved Critical (longsword), Inspirational Leadership, Leadership (21), Mobility, Mounted Combat, Natural Leader, Power Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword) Possessions: +2 full plate, Shatterblade (+2 moderate fortification light steel shield), +2 giant bane longsword, two +1 daggers, masterwork dagger, dagger, three +1 darts, dart, two masterwork pistols, 10 bullets, powderhorn (20 ounces). Description: Rhaunaguth is courageous and passionate, he lives for the challenge, readily takes up arms, and often personally leads his troops in battle or raises his voice to toast those who fall in his service. It is his unflinching bravery in the face of danger and commitment to his jolly, pranksome troops that inspires their unwavering loyalty and trust on and off the battlefield. Rhaunaguth is a swarthy man who looks to have a tan even though he has not seen sunlight in quite some time. He has a quick smile, and his eyes and hair are brown. Note: Skills modified by armor. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Miniature’s Handbook (3.5E), and Heroes of Battle (3.5E). |
| Green Giant09-17-05, 01:15 AM | Here are the co-owners of Hired Horrors. Enjoy. :) Aurin the Generous: Male Damaran Human Con17; CR 17; Medium Humanoid (Human); HD 17d4; hp 44; Init -1; Spd 30 ft.; AC 18 (touch 11, flat-footed 18); Base Atk +8; Grp +6; Face/Reach 5 ft./5 ft.; SQ Summon familiar; AL N; SV Fort +7, Ref +6, Will +15; Str 7, Dex 8, Con 10, Int 25, Wis 17, Cha 14 Skills and Feats: Concentration +20 (+24 when casting defensively), Craft (alchemy) +17, Decipher Script +17, Handle Animal +7, Hide +9, Knowledge (arcana) +27, Knowledge (dungeoneering) +12, Knowledge (history-the Cold Lands) +22, Knowledge (local-Undermountain) +21, Knowledge (nobility and royalty) +14, Knowledge (the planes) +17, Sense Motive +10, Speak Language (damaran, common, chondathan, draconic, dwarven, goblin, illuskan, orc, undercommon), Spellcraft +29; Augment Summoning, Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Improved Counterspell, Quicken Spell, Scribe Scroll{B}, Spell Mastery (Melf’s acid arrow, summon monster III, enervation, summon monster V, teleport, summon monster VII), Spell Focus (conjuration), Spell Penetration Special Qualities: Summon familiar. Wizard Spells Prepared (5/7/7/7/6/6/6/5/3/2; base DC = 17 + spell level; DC 18 + spell level with conjuration spells; barred schools - evocation, illusion; caster level 17th): 0–acid splash, mage hand, mending, detect magic, read magic; 1st–endure elements, grease, lesser orb of fire [CAr], ray of enfeeblement, scatterspray [FRCS], shield, sleep; 2nd–cat’s grace, command undead, decastave [UNA], Melf’s acid arrow, protection from arrows, see invisibility, summon swarm; 3rd–fly, invisibility sphere, magic circle against chaos, protection from energy, slow, summon monster III, tongues; 4th–charm monster, enervation, Evard’s black tentacles, locate creature, orb of fire [CAr], Rary’s mnemonic enhancer; 5th–animal growth, baleful polymorph, cloudkill, dismissal, duelward [CAr], hold monster; 6th–acid fog, disintegrate, flesh to stone, greater dispel magic x2, extended summon monster V; 7th–ethereal jaunt, finger of death, greater teleport, limited wish, spell turning; 8th–horrid wilting, mind blank, summon monster VIII; 9th–dominate monster, summon elemental monolith [CAr]. Spellbook: As above, plus Aurin knows the majority of conjuration spells found in the Player’s Handbook. He knows many of the other wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun except for those schools in which he is barred. Aurin has 6 spellbooks all of which are resistant to energy (minor), waterproof, and spelltrapped (Aurin’s traps summon monsters to deal with intruders). Possessions: Bracers of armor +7, cloak of resistance +2, potion of cure serious wounds x2, potion of barkskin +3, ring of protection +2, robe of blending, scroll: fox’s cunning, scroll: banishment, scroll: wall of stone, staff of conjuration [21 charges], Thooher (figurine of wondrous power: serpentine owl). Aurin is co-owner of Hired Horrors, a quartet of arcane spellcasters that provide deepspawn to wealthy clients. Description: Aurin is a moody, secretive, and suspicious of others. He is in his seventies, though he looks to be only about 50 years of age. Note: Aurin has the mental benefits and physical penalties of venerable age. Aurin’s toad familiar was slain in the last assassination attempt and he has been reluctant to summon a new one. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Lost Empires of Faerun (3.5E), and Complete Arcane (3.5E). Chantos Graybeard: Male Illuskan Human Wiz14; CR 14; Medium Humanoid (Human); HD 14d4-14; hp 22; Init -1; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +7; Grp +7; Atk +9 melee (1d4+2/19-20, Fiendstriker) or +8 ranged (1d4+2/19-20, Fiendstriker); Full Atk +9/+4 melee (1d4+2/19-20, Fiendstriker) or +8/+3 ranged (1d4+2/19-20, Fiendstriker); Face/Reach 5 ft./5 ft.; SQ Summon familiar (Zappaz); AL LE; SV Fort +3, Ref +3, Will +14; Str 10, Dex 8, Con 8, Int 22, Wis 20, Cha 14 Skills and Feats: Concentration +16 (+20 when casting defensively), Craft (alchemy) +14, Decipher Script +16, Knowledge (arcana) +23, Knowledge (dungeoneering) +11, Knowledge (history-the North) +21, Knowledge (local-Undermountain) +13, Knowledge (the planes) +13, Sleight of Hand +6, Speak Language (illuskan, common, damaran, chondathan, draconic, dwarven, orc, undercommon), Spellcraft +25, Use Rope +1; Alertness*, Combat Casting, Craft Wand, Craft Wondrous Item, Deft Hands, Enlarge Spell, Improved Familiar, Quicken Spell, Scribe Scroll{B}, Spell Penetration Special Qualities: Summon familiar (Zappaz) Wizard Spells Prepared (4/6/6/5/5/4/4/2; base DC = 16 + spell level; caster level 14th): 0–detect magic, mage hand, read magic, resistance; 1st–feather fall, mage armor, magic missile x2, reduce person, shield; 2nd–Aganazzar’s scorcher [FRCS], detect thoughts, false life, fox’s cunning, protection from arrows, web; 3rd–fly, lightning bolt, major image, protection from energy, sleet storm; 4th–explosive cascade [MAG], fire shield, greater invisibility, lesser globe of invulnerability, polymorph; 5th–greater blink [CAr], summon monster V, teleport, wall of force; 6th–antimagic field, chain lightning, mass suggestion, repulsion; 7th–project image, ruby ray of reversal [PGtF]. Spellbook: As above, plus Chantos Graybeard knows some of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Chantos Graybeard has 5 spellbooks all of which are spelltrapped. Possessions: Fiendstriker (+2 evil outsider bane distance returning dagger), minor cloak of displacement, ioun stones: iridescent spindle, dusty rose prism, pearly white spindle, potion of cure moderate wounds x2, ring of shooting stars, scroll: cat’s grace, scroll: passwall, scroll: illusory wall and illusory script, wand of fireball (10th) (13 charges), wand of dispel magic (25 charges). Chantos is co-owner of Hired Horrors, a quartet of arcane spellcasters that provide deepspawn to wealthy clients. Description: Chantos is never without his midnight blue cloak and his magic items. He is a well-mannered mage gentleman of some 70 summers who is famous for his quick wit and complex, but deft, hand gestures during spellcasting. Note: Chantos has the mental benefits and physical penalties of venerable age. Zappaz grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Sources: Skullport (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Complete Arcane (3.5E). Zappaz: Shocker lizard familiar; CR -; Small Magical Beast; HD 14; hp 13; Init +6; Spd 40 ft., climb 20 ft. swim 20 ft.; AC 23 (touch 13, flat-footed 21); Base Atk +7; Grp +3; Atk +8 melee (1d4, bite); Full Atk +8 melee (1d4, bite); Face/Reach 2-1/2 ft./0 ft.; SA Stunning shock, lethal shock; SQ Darkvision 60 ft., deliver touch spells, electricity sense, empathic link, immunity to electricity, improved evasion, low-light vision, scry on familiar, share spells, speak with master, SR 19; AL N; SV Fort +2, Ref +5, Will +2; Str 10, Dex 15, Con 13, Int 12, Wis 12, Cha 6 Skills and Feats: Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10; Improved Iniative Special Qualities: Stunning shock (once per round, electric shock within 5 ft., 2d8 nonlethal damage to living opponents, [Ref DC 12 half]); lethal shock (two or more shocker lizards within 20 ft., 2d8 electricity damage per lizard [max. 12d8] within 20 ft. radius of any one lizard [Ref DC 10 + number of contributing lizards]); +4 racial bonus on Hide checks, +2 racial bonus on Listen and Spot checks, +8 racial bonus on Climb checks (take 10 even if rushed or threatened), +8 racial bonus on Swim checks (take 10 even if distracted or endangered). Empathic link, improved evasion, share spells, deliver touch spells, speak with master, scry on familiar. Lord Ithvar Wordkiller: Male Chondathan Human Sor18; CR 18; Medium Humanoid (Human); HD 18d4+18 plus 3; hp 67; Init +2; Spd 30 ft.; AC 14 (touch 14, flat-footed 12); Base Atk +9; Grp +9; Atk +11 melee (1d6+2, staff of power); Full Atk +11/+6 melee (1d6+2, staff of power); Face/Reach 5 ft./5 ft.; SQ Summon familiar (Tregan); AL CN; SV Fort +9, Ref +10, Will +16; Str 11, Dex 14, Con 12, Int 18, Wis 17, Cha 20 Skills and Feats: Bluff +21, Concentration +22 (+26 when casting defensively), Craft (alchemy) +19, Intimidate +17, Knowledge (arcana) +25, Knowledge (history-Cormyr) +11, Knowledge (nobility and royalty) +11, Knowledge (the planes) +9, Speak Language (chondathan, common, damaran, draconic, elven, turmic), Spellcraft +27; Alertness*, Combat Casting, Craft Wand, Empower Spell, Heighten Spell, Martial Weapon Proficiency (longsword), Spell Focus (evocation), Still Spell, Widen Spell Special Qualities: Summon familiar (Tregan). Sorcerer Spells Known (6/8/7/7/7/7/6/6/5/3; base DC = 15 + spell level; DC 16 + spell with evocation spells; caster level 18th): 0–arcane mark, daze, detect magic, electric jolt [MAG], flare, mage hand, message, ray of frost, read magic; 1st–burning hands, feather fall, magic missile, ray of enfeeblement, shield; 2nd–detect thoughts, eagle’s splendor, Melf’s acid arrow, mirror image, scorching ray; 3rd–dispel magic, fireball, fly, greater mage armor [CAr]; 4th–enervation, polymorph, scrying, thunderlance [FRCS]; 5th–firebrand [MAG], hold monster, teleport, wall of force; 6th–antimagic field, chain lightning, disintegrate; 7th–greater ironguard [FRCS], power word blind, prismatic spray; 8th–polar ray, power word stun; 9th–power word kill. Possessions: Orolin grandstaff (staff of power [33 charges]), iron bands of Bilarro, ring of spell turning, lesser metamagic rod of extend, metamagic rod of enlarge, sphere of annihilation (shared with Ysele the Cat), wand of polymorph (29 charges), wand of scorching ray (15 charges), wand of wall of ice (7 charges). Ithvar is co-owner of Hired Horrors, a quartet of arcane spellcasters that provide deepspawn to wealthy clients. Description: This one-eyed ex-Cormyrean War Wizard was born to a life of power and privilege. He exceeded all the expectations of both his family and instructors except for controlling his temper. He is headstrong, ambitious, and not given to trusting other wizards. Note: Tregan grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Tregan was actually once Aurin’s familiar (it was called Thonor then) which Ithvar had kidnapped. He then had the bond sundered leading Aurin to believe that his familiar had been slain. Afterward using a dark ritual, Ithvar reforged the bond with the familiar but this time to him. He sought information that Tregan had learned or witnessed under Aurin’s bond. Ithvar is currently contemplating on returning Tregan to Aurin to further spy on his former master. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Complete Arcane (3.5E). Tregan: Toad familiar; CR -; Diminutive Magical Beast; HD 18; hp 33; Init +1; Spd 5 ft.; AC 24 (touch 15, flat-footed 23); Base Atk +9; Grp -8; Face/Reach 1 ft./0 ft.; SQ Amphibious, deliver touch spells, empathic link, improved evasion, low-light vision, scry on familiar, share spells, speak with master, speak with toads, SR 23; AL N; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 14, Wis 14, Cha 4 Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness Special Qualities: +4 racial bonus on Hide checks. Empathic link, improved evasion, share spells, deliver touch spells, speak with master, speak with toads, scry on familiar. Ysele the Cat: Female Half-Wood Elf Sor15; CR 15; Medium Humanoid; HD 15d4; hp 39; Init +3; Spd 30 ft.; AC 16 (touch 16, flat-footed 13); Base Atk +7; Grp +9; Face/Reach 5 ft./5 ft.; SQ Half-elf traits, summon familiar (Shadow); AL NE; SV Fort +5, Ref +8, Will +9; Str 14, Dex 16, Con 11, Int 17, Wis 11, Cha 23 Skills and Feats: Bluff +24, Concentration +15 (+19 when casting defensively), Diplomacy +16, Gather Information +8, Knowledge (arcana) +18, Knowledge (the planes) +8, Listen +1, Move Silently +14, Search +4, Speak Language (chondathan, elven, common, draconic, dwarven, illuskan), Spellcraft +20, Spot +1; Alertness*, Combat Casting, Extra Rings, Forge Ring, Silent Spell, Social Personality, Spell Penetration Special Qualities: Half-elf traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; elven blood. Summon familiar (Shadow). Sorcerer Spells Known (6/8/8/7/7/7/7/4; base DC = 16 + spell level; caster level 15th): 0–dancing lights, daze, detect magic, ghost sound, mage hand, prestidigitation, ray of frost, read magic, silent portal [MAG]; 1st–detect secret doors, disguise self, mage armor, magic missile, shield; 2nd–blur, cat’s grace, detect thoughts, knock, Melf’s acid arrow; 3rd–dispel magic, gaseous form, haste, nondetection; 4th–arcane eye, polymorph, shout, unluck [CAr]; 5th–cone of cold, nightstalker’s transformation [CAr], telekinesis, teleport; 6th–disintegrate, mislead, prismatic eye [PGtF]; 7th–ethereal jaunt, finger of death. Possessions: Boots of elvenkind, crystal ball with detect thoughts, ring of human influence, ring of invisibility, ring of protection +3, sphere of annihilation (shared with Lord Ithvar), staff of passage (16 charges), talisman of the sphere, wand of hold person (39 charges). Ysele is co-owner of Hired Horrors, a quartet of arcane spellcasters that provide deepspawn to wealthy clients. Description: Ysele the Cat gets her appellation from her sharp, feline features and the sex kitten act she puts on when she wants something from someone. She is a remarkably persuasive woman, confident in her magial abilities and her talent for manipulating others. Ysele is secretive, duplicitous, vicious, and utterly without scruples or remorse. Lying, cheating, stealing, or killing are irrelevant; all that matters is her appetite for what she sees as her due. Note: Shadow grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Skills modified by magic items and bonus provided by cat familiar to Move Silently. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Complete Arcane (3.5E), Races of Destiny (3.5E), and Eberron Campaign Setting (3.5E). Shadow: Cat familiar; CR -; Tiny Magical Beast; HD 15; hp 19; Init +2; Spd 30 ft.; AC 22 (touch 14, flat-footed 20); Base Atk +7; Grp -5; Atk +7 melee (1d2-4, bite); Full Atk +7 melee (1d2-4, bite); Face/Reach 2-1/2 ft./0 ft.; SQ Deliver touch spells, empathic link, improved evasion, low-light vision, scent, scry on familiar, share spells, speak with master, speak with cats, SR 20; AL N; SV Fort +1, Ref +5, Will +1; Str 6, Dex 17, Con 8, Int 10, Wis 13, Cha 6 Skills and Feats: Balance +10, Climb +6, Hide +14 (+18 in tall grass or heavy undergrowth), Jump +10, Listen +3, Move Silently +6, Spot +3; Weapon Finesse Special Qualities: +4 racial bonus on Climb, Hide (+8 in tall grass or heavy undergrowth), and Move Silently checks and a +8 racial bonus on Balance and Jump checks; use Dex modifier for Climb and Jump checks. Empathic link, improved evasion, share spells, deliver touch spells, speak with master, speak with cats, scry on familiar. Ring of Human Influence: This emerald studded gold ring provides its wearer with a +2 enhancement bonus to Charisma. It also allows its wearer to cast dominate person (DC 17) and suggestion (DC 15) once a day each. Source: Converted from 2E to 3.5E by Joseph Weber. Moderate Enchantment and Transmutation; CL 9th; Forge Ring, dominate person, eagle’s splendor, suggestion; Price 40,600 gp. |
| Green Giant09-17-05, 01:55 AM | Here are some interesting characters of Skullport. Enjoy. :) Amet’ned-thoth: Male Mulan Human Wiz3/Clr3/Mystic Theurge 1 of Thoth; CR 7; Medium Humanoid (Human); HD 4d4+8 plus 3d8+6; hp 39; Init +0; Spd 30 ft.; AC 14 (touch 11, flat-footed 14); Base Atk +3; Grp +4; Face/Reach 5 ft./5 ft.; SA Turn undead 6/day; SQ Summon familiar (Quill); AL LN; SV Fort +6, Ref +2, Will +12; Str 13, Dex 11, Con 14, Int 18, Wis 18, Cha 17 Skills and Feats: Concentration +9, Decipher Script +12, Diplomacy +10 (+14 with intelligent undead), Knowledge (arcana) +11, Knowledge (local-Undermountain) +10, Knowledge (religion) +11, Profession (barrister) +11, Sense Motive +10, Speak Language (mulhorandi, common, chessentan, chondathan, draconic, durpari, dwarven, elven, gnome, halfling, illuskan, orc, undercommon, untheric), Spellcraft +15, Spot +7; Alertness*, Craft Wondrous Item, Multilingual, Negotiator, Scribe Scroll{B}, Undead Empathy Special Qualities: Summon familiar (Quill). Turn undead as 3rd-level cleric (+2 to turn checks) 6/day. Wizard Spells Prepared (4/4/3; base DC = 14 + spell level; caster level 4th): 0-light, mage hand, message, ray of frost; 1st-expeditious retreat, know protections [MAG], magic missile, shield; 2nd-blur, eagle’s splendor, see invisibility. Spellbook: As above, plus Amet’ned-thoth knows some of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Cleric Spells Prepared (5/4+1/3+1; base DC = 14 + spell level; caster level 4th): 0-detect magic, guidance, mending, read magic, resistance; 1st-endure elements, hide from undead, Nystul’s magic aura*, sanctuary, shield of faith; 2nd-augury, detect thoughts*, enthrall, zone of truth. *Domain spell. Deity: Thoth. Domains: Knowledge (cast divination spells at +1 caster level), Magic (use scrolls, wands, and other spell completion or spell trigger devices as a 4th-level wizard). Possessions: Bracers of armor +3, circlet of comprehend languages and read magic, potion of fox’s cunning, potion of cure serious wounds, ring of protection +1, ring of sustenance, scarab of protection (3 charges), divine scroll: owl’s wisdom, arcane scroll: mirror image, arcane scroll: protection from chaos, wand of lightning bolt (5th) (7 charges). Description: Amet’ned-thoth is a dusky-skinned Mulhorandi of middle years noted for his eloquent and stiff demeanor as well as his prowess as a wizard and priest. He is always immaculately dressed in the kalasiris (a tight-fitting linen skirt stretching fomr the waist to the knees) of his homeland, over which he wears cotton and wool tunics and tabards to keep away the chills of the Underhalls. He has exchanged his native reed sandals, however, for boots more practical to the rough streets and damp of Skullport. He is fond of gold and lapis lazuli jewelry, often sporting elaborate enamelwork, worn as pectorals, bracelets, circlets, and finger rings. Most unusual is the stylized magical circlet sporting an ibis head crest that he wears at all times. Note: Amet’ned-thoth has the mental benefits and physical penalties of middle age. Quill grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Skills modified by bonus provided by ibis familiar to Spot. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Lost Empires of Faerun (3.5E), and Eberron Campaign Setting (3.5E). Quill: Ibis familiar; CR -; Tiny Magical Beast; HD 7; hp 19; Init +3; Spd 20 ft., fly 50 ft. (poor); AC 18 (touch 15, flat-footed 15); Base Atk +3; Grp -7; Atk +8 melee (1d3-2, bite); Full Atk +8 melee (1d3-2, bite); Face/Reach 2-1/2 ft./0 ft.; SQ Deliver touch spells, empathic link, improved evasion, share spells, wading; AL N; SV Fort +2, Ref +5, Will +3; Str 6, Dex 17, Con 10, Int 7, Wis 16, Cha 6 Skills and Feats: Listen +7, Spot +11; Alertness, Weapon Finesse{B} Special Qualities: +4 racial bonus on Spot checks, wading (no movement penalty when walking through water less deep than the length of its legs). Empathic link, improved evasion, share spells, deliver touch spells. Source: Races of Faerun (3E). Grimmbold the Gith: Male Githzerai Rog5/Ftr2/Asn3; CR 11; Medium Humanoid (Extraplanar, Psionic); HD 8d6+8 plus 2d10+2; hp 51; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +7; Grp +11; Atk +12 melee (1d10+7/19-20, Cyric’s Purge); Full Atk +12/+7 melee (1d10+7/19-20, Cyric’s Purge); Face/Reach 5 ft./5 ft.; SA Death attack, psi-like abilities, sneak attack +5d6; SQ +1 save against poison, darkvision 60 ft., githzerai traits, improved uncanny dodge, poison use, PR 15, trapfinding, evasion, trap sense +1, uncanny dodge; AL CE; SV Fort +8, Ref +12, Will +6; Str 18, Dex 17, Con 12, Int 12, Wis 15, Cha 10 Skills and Feats: Bluff +8, Climb +9, Craft (poisonmaking) +6, Disguise +5 (+7 acting), Escape Artist +8, Gather Information +8, Hide +12, Intimidate +7, Jump +12, Listen +5, Move Silently +12, Sleight of Hand +13, Speak Language (gith, common, damaran), Spot +5, Swim +9, Tumble +14; Dodge, Exotic Weapon Proficiency (bastard sword), Mental Leap, Mobility, Spring Attack, Wounding Attack Special Qualities: Githzerai traits: naturally psionic. Sneak attack +5d6, trapfinding, evasion, trap sense +1, uncanny dodge. Death attack (DC 14), poison use, +1 save against poison, improved uncanny dodge. Psi-like abilities (as 5th level manifester) 3/day – catfall, concussion, inertial armor, psionic daze (DC 15). Assassin Spells Known (3; base DC = 11 + spell level; caster level 3rd): 1st–disguise self, feather fall, true strike. Possessions: Cyric’s Purge (+1 anarchic bastard sword), cloak of resistance +2, boots of speed. Grimmbold runs an assassin’s guild in Skullport out of Hell Hound’s Muzzle tavern. He is also the leader of the Zhentarim cell in Skullport, and he leads Jom Bovine (LE male half-ogre Ftr4), Esten (CE male rock gnome Ill7/Rog2) and Esten’s quasit familiar Estryxx in their goal to slay Halaster and assume control of Undermountain. Description: Grimmbold is a foul-tempered, yellow-skinned githzerai whose hatred of Skullport and that fact that he is stuck in it is obvious with every word out of his mouth. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Expanded Psionic Handbook (3.5E). Othur Roonsundyr: Male Illuskan Human Wiz20; CR 20; Medium Humanoid (Human); HD 20d4+40; hp 91; Init +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +10; Grp +13; Atk +13 melee touch (1d6 plus spell, wandstrike); Full Atk +11 melee touch (1d6 plus spell, wandstrike) and +11 melee touch (1d6 plus spell, wandstrike); Face/Reach 5 ft./5 ft.; SQ Summon familiar (Vogun); AL CN; SV Fort +12, Ref +12, Will +20; Str 16, Dex 15, Con 15, Int 25, Wis 18, Cha 17 Skills and Feats: Appraise +10, Concentration +25 (+29 when casting defensively), Craft (alchemy) +17, Craft (calligraphy) +22, Decipher Script +22, Knowledge (arcana) +30, Knowledge (architecture and engineering) +17, Knowledge (dungeoneering) +12, Knowledge (history-the North) +22, Knowledge (local-Undermountain) +12, Knowledge (religion) +17, Profession (scribe) +19, Speak Language (illuskan, common, chondathan, draconic, dwarven, elven, giant, halfling, orc), Spellcraft +32 (+34 to decipher scrolls), Use Magic Device +10 (+14 with scrolls); Alertness*, Combat Casting, Craft Rune Circle, Craft Wand, Double Wand Wielder, Extend Spell, Heighten Spell, Sanctum Spell, Scribe Scroll{B}, Silent Spell, Spell Focus (abjuration), Two-Weapon Fighting, Wand Mastery, Wandstrike Special Qualities: Summon familiar (Vogun). Wizard Spells Prepared (4/6/6/6/5/5/5/5/4/4; base DC = 17 + spell level; DC 18 + spell level with abjuration spells; caster level 20th): 0–arcane mark, detect magic, read magic, zap trap [Dr#302]; 1st–erase, identify, know protections [MAG], magic missile, shield, silent image; 2nd–arcane lock, cat’s grace, detect thoughts, knock, Leomund’s trap, scorching ray; 3rd–amanuensis [MAG], explosive runes, invoke the Cerulean sign [LoM], lightning bolt, sepia snake sigil, sign of sealing [CAr]; 4th–fire shield, lesser globe of invulnerability, Rary’s mnemonic enhancer, scrying, shout; 5th–cone of cold, prismatic ray [CAr], telekinesis, transmute rock to mud, wall of force; 6th-chain lightning, greater dispel magic x2, greater sign of sealing [CAr], true seeing; 7th–antimagic aura [MAG], delayed blast fireball, greater teleport, reverse gravity, spell turning; 8th–mind blank, polymorph any object, sunburst, transcribe symbol [PGtF]; 9th–meteor swarm, Mordenkainen’s disjunction, reaving dispel [CAr], time stop. Spellbook: As above, plus Othur knows all the symbol spells found in the Player’s Handbook. He knows many of the other wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Othur has 7 spellbooks all of which are resistant to energy (major), waterproof, and spelltrapped (use symbols or runes for traps). Possessions: Staff of the magi (40 charges), oil of greater magic weapon +3, Mystryl’s wardmantle (robe of the archmagi [gray]), potion of cure serious wounds x2, potion of lesser restoration, potion of protection from arrows 10/magic, potion of shield of faith +3, arcane scroll: flaming sphere, arcane scroll: fly, arcane scroll: illusory script and secret page, divine scroll: glyph of warding, wand of fox’s cunning (22 charges), wand of magic missile (9th) (26 charges), wand of lightning bolt (17 charges), wand of summon monster IV (34 charges), wand of dispel magic (10th) (12 charges), wand of burning hands (41 charges), wand of web (30 charges), wand of major image (7 charges), wand of ray of enfeeblement (heightened 4th-level) (19 charges), wand of vampiric touch (25 charges), wand of charm monster (37 charges), wand of wall of fire (15 charges). Othur dwells in a warren protected by a permanent prismatic wall that stands at the entrance. He has collected a vast library of information on ancient rune, symbol, and ward magics this side of Candlekeep. They are meticulously catalogued and magically protected from the ravages of time. They are also guarded by powerful summoned monsters and lethal spells and traps. (A DM is instructed to use Stronghold Builder’s Guidebook and Dragon #295 in the creation of the warren/library; especially, taking a closer look at the wondrous architecture found in both sources, as well as the benefits provided by a library). Description: From his appearance, Othur appears to be in his forties, but considering the power he wields, it is most likely he utilizes arcane means to extend his life. He possess a physique better suited to wielding a sword in battle than puttering over dusty tomes. His shoulders are wider than most doorways, his hands are huge, and he stands fully a head taller than most men. His clothes never look th same way twice, though he seems to prefer to wear garments of all shades of one color at a time. He has sandy blond hair, busy eyebrows, and eyes of such a pale shade of gray that they seem almost without color. He is a recluse who comes off tight-lipped, stern, impassive, and cold like a mountain peak. Note: Othur has the mental benefits of venerable age but the physical penalties of middle age. Vogun grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Skills modified by bonus provided by raven familiar to Appraise. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Eberron Campaign Setting (3.5E), Complete Arcane (3.5E), Races of Stone (3.5E), Lords of Madness (3.5E), and Dragon #302. Vogun: Raven familiar; CR -; Tiny Magical Beast; HD 20; hp 45; Init +2; Spd 10 ft., fly 40 ft. (average); AC 24 (touch 14, flat-footed 22); Base Atk +10; Grp -3; Atk +14 melee (1d2-5, claws); Full Atk +14 melee (1d2-5, claws); Face/Reach 2-1/2 ft./0 ft.; SQ Deliver touch spells, empathic link, improved evasion, low-light vision, scry on familiar, share spells, speak with master, speak with ravens, SR 25; AL N; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 15, Wis 14, Cha 6 Skills and Feats: Listen +3, Speak Language (giant), Spot +5; Weapon Finesse Special Qualities: Empathic link, improved evasion, share spells, deliver touch spells, speak with master, speak with ravens, scry on familiar. Sangalor of the Secrets: Male Mind Flayer Clr12 of Oghma; CR 16; Medium Aberration (Psionic); HD 20d8-20; hp 93; Init +4; Spd 30 ft.; AC 19 (touch 12, flat-footed 19); Base Atk +15; Grp +14; Atk +15 melee (1d4-1, tentacle); Full Atk +15 melee (1d4-1, 4 tentacles); Face/Reach 5 ft./5 ft.; SA Extract, improved grab, mind blast, psionics, turn undead 7/day; SQ Darkvision 60 ft., PR 37, telepathy 100 ft.; AL LN; SV Fort +12, Ref +9, Will +25; Str 9, Dex 11, Con 9, Int 20, Wis 27, Cha 19 Skills and Feats: Bluff +10, Concentration +21 (+25 when manifesting defensively), Diplomacy +26, Hide +6, Intimidate +12, Knowledge (arcana) +15, Knowledge (history-Underdark [Northdark]) +15, Knowledge (psionics) +15, Knowledge (religion) +23, Knowledge (the planes) +15, Listen +14, Move Silently +6, Profession (scribe) +14, Sense Motive +20, Speak Language (undercommon, chondathan, common, elven, illuskan, thorass), Spellcraft +25, Spot +14; Combat Manifestation, Improved Iniaitive, Inquisitor, Quicken Spell, Scribe Scroll, Spell Focus (divination), Weapon Finesse Special Qualities: Mind blast (Will DC 18). Turn undead as 12th level cleric (+2 to turn checks) 7/day. Psionic Powers Known (power points 94; save DC 15 + power level; manifester (telepath) level 9th): 1st–defensive precognition, detect psionics, mind thrust (DC 16), psionic charm (DC 16), vigor; 2nd–body equilibrium, ego whip (DC 17), id insinuation (DC 17), psionic levitate, psionic suggestion (DC 17), read thoughts (DC 17); 3rd–body adjustment, dispel psionics, mental barrier; 4th–intellect fortress, psionic dimension door, psionic dominate (DC 19); 5th–mind probe (DC 20), psionic plane shift. Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/4+1/3+1; base DC = 18 + spell level; DC 19 + spell level with divination spells; caster level 12th): 0-detect magic, detect poison, guidance, read magic, resistance; 1st-bless, command, comprehend languages, detect chaos, detect secret doors*, entropic shield, omen of peril [CD], shield of faith; 2nd-augury, calm emotions*, enthrall, hold person, silence, status, zone of truth; 3rd-clairaudience/clairvoyance*, dispel magic, invisibility purge, locate object, magic circle against chaos, magic vestment, speak with dead; 4th-discern lies, divination*, dweomer of transference [XPH], freedom of movement, sending, spell immunity; 5th-commune, raise dead, scrying, slay living, true seeing*; 6th-banishment*, heal, summon monster VI, word of recall. *Domain spell. Deity: Oghma. Domains: Balance (1/day, +5 AC bonus for 12 rounds), Knowledge (cast divination spells at +1 caster level). Possessions: Bracers of armor +4, cognizance crystal (5), elixir of truth, headband of conscious effort, medallion of faith +4 (Oghma), pearl of power (2nd-level), potion of fox’s cunning x2, ring of protection +2, robes of understanding, scroll: endure elements, scroll: cure critical wounds, scroll: neutralize poison, scroll: aid and shield other, wand of magic missile (3rd) (22 charges), vest of resistance +3. Description: Sangalor is an old, soft-spoken and gentlemanly sage who always wears dark red, purple, or black robes covered with glyphs and runes. His tentacles and hairless head are mottled white with age. Note: Sangalor has the mental benefits and physical penalties of old age. Skills modified by magic items. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Underdark (3.5E), Complete Divine (3.5E), Complete Adventurer (3.5E), Complete Arcane (3.5E), and Epanded Psionics Handbook (3.5E). Medallion of Faith: The medallion of faith is usually given to those faithful who have passed a great test and have proven themselves worthy. Besides functioning as a holy or unholy symbol, it also provides a +2, +4, or +6 enhancement bonus to Wisdom and protects the wearer from any action or item that could adversely affect his alignment and his standing with his deity, including magical effects as a phylactery of faithfulness. Moderate divination and transmutation; CL 8th; Craft Wondrous Item, detect chaos, detect evil, detect good, detect law, owl’s wisdom; Price 5,500 gp (+2), 17,500 gp (+4), 37,500 gp (+6). Robe of Understanding: This robe covered in glyphs and runes grants a +3 competence bonus on the wearer’s Intelligence-based checks. Faint transmutation; CL 5th; Craft Wondrous Item, fox’s cunning; Price 4,500 gp |
| Kophyn Wistnel09-17-05, 11:04 AM | Great work yet again Green Giant! This thread is just amazing. Eric, Thankyou for such a thorough and complete writeup :dancin: It was more than i had truly hoped for! Sorry you don't enjoy Sorceror's Warlockco ;) You must admit that if ever there was a candidate for some feats from the Champions of Ruin Sourcebook, here he is :plotting: Many thanks "Wyllow? Aw don't ye be worryin bout her, she's nuttier than a squirrels fart!" Deceased unknown adventurer. |
| runestar09-17-05, 12:27 PM | Good work as always, both to Green Giant and Warlocko. While I have absolutely no idea who 99% of the npcs you have statted are, I can certainly appreciate a good piece of work when I see one. Keep it up. :) |
| warlockco09-18-05, 12:50 AM | House Agrach Dyrr, Former 5th House of Menzoberranzan (No longer a Ruling House, House Agrach Dyrr betrayed Menzoberranzan during the War of the Spider Queen, survived as a lesser noble house subservient to House Baenre): Matron Mother of House Agrach Dyrr (Deceased, killed near Mithril Hall by a Glabrezu summoned by Matron Baenre) Matron Auro’pol Dyrr: Female Drow Clr13; CR 14; Medium Humanoid (Elf); HD 13d8+26; hp 78; Init +2; Spd 30 ft.; AC 21 (touch 15, flat-footed 19); Base Atk +9; Grp +10; Atk +14 melee (1d4+4, +3 Venomous Dagger) or +12 melee (1d8+3 plus special, Scourge of Fangs); Full Atk +14/+9 melee (1d4+4, +3 Venomous Dagger) or +12/+7 melee (1d8+3 plus special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +14, Ref +12, Will +19; Str 13, Dex 15, Con 15, Int 14, Wis 24, Cha 19. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +10, Diplomacy +8, Intimidate +4, Knowledge (Arcana) +6, Knowledge (Religion) +10, Listen +3, Search +3, Sense Motive +1, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +10, Spot +3. Corrupt Spell, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Focus (Evil), Spell Penetration, Weapon Focus (Dagger). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (aura equals cleric level); Rebuke Undead as 13th level cleric 7/day. Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 17 + spell level, 18 + spell level for Evil spells; caster level 13th). Deity: Lolth. Domains: Drow, Evil (cast evil spells at +1 caster level). Possessions: Silver Holy Symbol (Lolth), Agrach Dyrr House Insignia, +3 Venomous Dagger, Scourge of Fangs, Bracers of Armor +6, Cloak of Resistance +4, Fire Elemental Brooch, Gloves of Dexterity +4, Periapt of Wisdom +4, Ring of Arachnid Control, Ring of Protection +3, Rod of the Viper, Sash of Charisma +4, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown. Conversion Note: Listed in 2E Menzoberranzan boxed set as Clr13 of Lolth with Str 13, Int 14, Wis 18, Dex 11, Con 15, Cha 13; modified for level and slight modification for new drow modifiers. Auro’pol had +3 Dagger of Venom, Staff of the Serpent, Ring of Arachnid Control, Fire Elemental Gem listed as equipment in 2E Menzoberranzan boxed set. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Complete Divine (3.5E). And the Drow novels by R.A. Salvatore. Fire Elemental Brooch: Once per day, this large ruby set in a gold brooch can summon a Huge Fire Elemental from any existing fire source. This item does not take up an item slot. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Strong Conjuration; CL 13th; Craft Wondrous Item, Summon Monster VII; Price 72,800 gp. Ring of Arachnid Control: On command, this ring affects an Arachnid as if the wearer had cast Charm Animal (Will DC 11). This ignores the normal immunity to mind-affecting effects that vermin have. Source: Converted from 2E to 3.5E by Joseph Weber. Faint Enchantment; CL 3rd; Forge Ring, Charm Animal; Price 10,800 gp. Matron Mother of House Agrach Dyrr Matron Yasraena Dyrr: Female Drow Clr11; CR 12; Medium Humanoid (Elf); HD 11d8+11; hp 82; Init +6; Spd 30 ft.; AC 25 (touch 19, flat-footed 19); Base Atk +8; Grp +9; Atk +12 melee (1d4+4, +3 Venomous Dagger) or +11 melee (1d8+3 plus special, Scourge of Fangs); Full Atk +12/+7 melee (1d4+4, +3 Venomous Dagger) or +11/+6 melee (1d8+3 plus special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 22; AL CE; SV Fort +12, Ref +13, Will +17; Str 12, Dex 22, Con 12, Int 17, Wis 22, Cha 23. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +10, Diplomacy +10, Intimidate +2, Knowledge (Arcana) +4, Knowledge (Religion) +14, Listen +3, Search +3, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +10, Spot +3. Corrupt Spell, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Focus (Evil), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 22. Aura of Evil (aura equals cleric level); Rebuke Undead as 11th level cleric 9/day. Spell-like Abilities (as 11th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level, 16 + spell level for evil spells; caster level 11th). Deity: Lolth. Domains: Drow, Evil (cast evil spells at +1 caster level). Possessions: Silver Holy Symbol (Lolth), Agrach Dyrr House Insignia, +3 Venomous Dagger, Scourge of Fangs, Bracers of Armor +6, Cloak of Resistance +4, Fire Elemental Brooch, Gloves of Dexterity +4, Periapt of Wisdom +4, Ring of Arachnid Control, Ring of Protection +3, Rod of the Viper, Sash of Charisma +4, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed in 2E Drizzt Do’Urden’s Guide to the Underdark as Clr11 of Lolth. No other information Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Complete Divine (3.5E). And War of the Spider Queen novel series. The Lich Drow (Presumed Destroyed by Gromph during the War of the Spider Queen) Dyrr: Has an official write-up in Dragon #312. House Mizzrym, 6th House of Menzoberranzan: Matron Mother of House Mizzrym Matron Miz’ri Mizzrym: Female Drow Clr13; CR 14; Medium Humanoid (Elf); HD 13d8+26; hp 110; Init +2; Spd 30 ft.; AC 23 (touch 17, flat-footed 21); Base Atk +9; Grp +9; Atk +13 melee (1d4+4, +4 Dagger) or +11 melee (1d8+2 plus special, Scourge of Fangs); Full Atk +13/+8 melee (1d4+4, +4 Dagger) or +11/+6 melee (1d8+2 plus special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +15, Ref +11, Will +20; Str 11, Dex 15, Con 14, Int 18, Wis 25, Cha 21. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +6, Bluff +10, Concentration +12, Diplomacy +10, Intimidate +8, Knowledge (Religion) +10, Listen +4, Search +4, Sense Motive +8, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +4. Corrupt Spell, Exotic Weapon (Scourge), Negotiator, Persuasive, Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (aura equals cleric level); Rebuke Undead as 13th level cleric 8/day. Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 17 + spell level; caster level 13th). Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Trickery. Possessions: Silver Holy Symbol (Lolth), Mizzrym House Insignia, +4 Dagger, Scourge of Fangs, Lesser Tentacle Rod, Bracers of Armor +6, 6 Carpets of Flying (2 of each size), Drow Boots, Earring of Protection +5, Earring of Resistance +5, Gloves of Dexterity +4, Periapt of Wisdom +6, Piwafwi of Charisma +4, Ring of Antivenom, Ring of Freedom of Movement, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 11, Int 15, Wis 18, Dex 9, Con 14, Cha 15; modified for level and slight modification for new drow modifiers. She is listed as Clr13 in Underdark, Clr12 in Menzoberranzan boxed set, and Clr13 in Drizzt Do’Urden’s Guide to the Underdark. Miz’ri had +4 Dagger, Ring of Free Action, Ring of Anti-Venom, Purple Tentacle Rod, Whip of Fangs, 6 Flying Carpets (of various sizes) listed as equipment in 2E Menzoberranzan boxed set. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Arms and Equipment Guide (3E), and Complete Divine (3.5E). And the War of the Spider Queen novels. Earring of Protection: This earring offers the wearer a +1 to +5 deflection bonus to armor class. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Ring of Protection. Faint Abjuration; CL 5th; Craft Wondrous Item, Shield of Faith, caster level must be at least three times the bonus; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5). Earring of Resistance: This earring offers the wearer a +1 to +5 resistance bonus on saving throws. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Cloak of Resistance. Faint Abjuration; CL 5th; Craft Wondrous Item, Resistance, caster level must be at least three times the bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5). Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma. Source: Created by Joseph Weber. Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb. Archmage Emeritus of Menzoberranzan, Past Master of Sorcere Courdh Mizzrym: Male Drow Wiz15/Lor10; CR 26; Medium Humanoid (Elf); HD 25d4+125; hp 211; Init +6; Spd 30 ft.; AC 36 (touch 23, flat-footed 30); Base Atk +12; Grp +13; Atk +15 melee (1d6+3, Staff of Power); Full Atk +15/+10 melee (1d6+3, Staff of Power); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 36; AL CE; SV Fort +22, Ref +21, Will +32; Str 13, Dex 22, Con 20, Int 30, Wis 22, Cha 16. Skills and Feats (counting all modifiers except equipment and attributes): Concentration +25, Craft (Alchemy) +10, Decipher Script +10, Gather Information +25, Knowledge (Arcana) +31, Knowledge (Local: Underdark-Northdark) +28, Knowledge (The Planes) +28, Knowledge (Religion) +10, Listen +7, Search +6, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Gnome, Goblin, Illuskan, Netherese, Seldruin), Spellcraft +28, Spot +6, Use Magic Device +15. Brew Potion, Craft Contingent Spell, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (Divination), Greater Spell Penetration, Iron Will, Scribe Scroll, Skill Focus (Knowledge: Arcana), Spell Focus (Divination), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 36. Summon Familiar. Lore; Greater Lore; True Lore; Secrets: Secrets of Inner Strength, The Lore of True Stamina, Applicable Knowledge, Newfound Arcana, More Newfound Arcana. Spell-like Abilities (as 25th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Wizard Spells Prepared (4/8/8/6/6/6/6/5/5/5; base DC = 20 + spell level, 22 + spell level for Divination spells; caster level 25th). Possessions: Mizzrym House Insignia, Spellbooks, Staff of Power, Amulet of Natural Armor +5, Courdh’s Robe, Courdh’s Signet Ring, Drow Boots, Gloves of Dexterity +4, Greater Piwafwi, Ring of Antivenom, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as Wiz22 in Drizzt Do’Urden’s Guide to the Underdark, was mentioned briefly in Menzoberranzan boxed set. Added levels due to passage of time. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Unapproachable East (3.5E), Complete Arcane (3.5E), and Epic Level Handbook (3E). Courdh’s Robe: This finely tailored black spidersilk robe grants the wearer a +8 armor bonus, +5 resistance bonus to saving throws, and a +6 enhancement bonus to Intelligence and Wisdom. Source: Created by Joseph Weber. Strong Abjuration, Conjuration, and Transmutation; CL: 16th; Craft Wondrous Item, Fox’s Cunning, Mage Armor, Owl’s Wisdom, Resistance; Price 209,500 gp. Courdh’s Signet Ring: Emblazoned with the sign of Sorcere, this ring functions as a Ring of Protection +5 and a Ring of Mind Shielding. Additionally, the ring grants a +6 enhancement bonus to Constitution. Source: Created by Joseph Weber. Strong Abjuration and Transmutation; CL: 15th; Forge Ring, Bear’s Endurance, Nondetection, Shield of Faith; Price 120,000 gp. Son of Miz’ri Mizzrym, one of the Masters of Sorcere (Deceased) Pharaun Mizzrym: Has an official write-up in Dragon #302. House Fey-Branch, 7th House of Menzoberranzan: Matron Mother of House Fey-Branch Matron Byrtyn Fey: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+36; hp 101; Init +7; Spd 30 ft.; AC 28 (touch 17, flat-footed 24); Base Atk +9; Grp +12; Atk +15 melee (1d8+6, +3 Heavy Mace) or +14 melee (1d8+5 plus Special, Scourge of Fangs); Full Atk +15/+10 melee (1d8+6, +3 Heavy Mace) or +14/+9 melee (1d8+5 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +15, Ref +17, Will +20; Str 16, Dex 24, Con 16, Int 17, Wis 26, Cha 26. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +10, Craft (Alchemy) +12, Diplomacy +8, Gather Information +8, Intimidate +2, Knowledge (Arcana) +10, Knowledge (The Planes) +5, Knowledge (Religion) +11, Listen +3, Search +5, Sense Motive +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +8, Spot +3. Brew Potion, Craft Rod, Craft Wondrous Item, Investigator, Lightning Reflexes (b), Spell Focus (Enchantment), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th level cleric 11/day. Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/4+1/3+1; base DC = 18 + spell level; caster level 12th). Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 12th level cleric 11/day). Possessions: Silver Holy Symbol (Lolth), Fey-Branch House Insignia, +3 Heavy Mace, Scourge of Fangs, Amulet of Natural Armor +3, Belt of Perfect Excellence, Bracers of Armor +8, Drow Boots, Earring of Health, Greater Tentacle Rod, Piwafwi of Charisma +6, Ring of Protection +3, Ring of Resistance +4, Spider Rod, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 10, Int 17, Wis 18, Dex 15, Con 7, Cha 14; modified for level and slight modification for new drow modifiers. She is listed as Clr12 in Underdark, Clr11 in Menzoberranzan boxed set, and Clr12 in Drizzt Do’Urden’s Guide to the Underdark. Charisma was raised to 20 due to being described as extremely attractive. Byrtyn had +3 Mace, Whip of Fangs, Violet Tentacle Rod, Spider Wand, and Potions of Magic Resistance, listed as equipment in 2E Menzoberranzan boxed set. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Arms and Equipment Guide (3E). Belt of Perfect Excellence: This finely crafted belt of black spider silk adorned with silver spiders, provides its wearer with a +6 enhancement bonus to Dexterity, Strength, and Wisdom. Source: Sword & Fist as Headband of Perfect Excellence (revised to 3.5 by Joseph Weber). Moderate Transmutation; CL: 8th; Craft Wondrous Item, Bull’s Strength, Cat’s Grace, Owl’s Wisdom; Price: 144,000 gp; Weight 1 lb. Earring of Health: This gold earring grants the wearer an enhancement bonus to Constitution of +6. The wearer is also immune to Disease, including Supernatural Disease. Earrings do not count towards the number of magical items worn. Source: Created by Joseph Weber. Moderate Conjuration and Transmutation; CL 8th; Craft Wondrous Item, Bear’s Endurance, Remove Disease; Price 94,500 gp. Spider Rod: This potent small rod is favored by priestess of Lolth. This foot-long, tapering stick of smooth, plain wood has two abilities, each activated with a command word: •Entangle: The rod can project a silvery strand of web-like material, which acts as a Rope of Entanglement (See DMG 3.5). The webbing vaporizes after 3 rounds. •Poison Touch: The rod can also be used as a touch attack to deliver a Poison spell (DC 16). Source: Drow of the Underdark, converted to 3.5E by Joseph Weber. Strong Conjuration, Necromancy, and Transmutation; CL 12th; Craft Rod, Entangle, Poison, Web; Price 151,200 gp. |
| warlockco09-18-05, 05:22 PM | House Do’Urden, Former 8th House of Menzoberranzan: Matron Mother of House Do’Urden (Deceased, killed during the fall of House Do’Urden) Matron Malice Do’Urden: Female Drow Clr15; CR 16; Medium Humanoid (Elf); HD 15d8+45; hp 153; Init +5; Spd 30 ft.; AC 27 (touch 19, flat-footed 22); Base Atk +11; Grp +13; Atk +15 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +15/+10/+5 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 26; AL CE; SV Fort +17, Ref +14, Will +23; Str 14, Dex 20, Con 18, Int 16, Wis 26, Cha 22. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +12, Craft (Alchemy) +15, Diplomacy +9, Intimidate +2, Knowledge (Arcana) +10, Knowledge (The Planes) +10, Knowledge (Religion) +12, Listen +2, Search +2, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +2. Brew Potion, Craft Wondrous Item, Exotic Weapon (Scourge), Greater Spell Penetration, Iron Will, Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 26. Aura of Evil (aura equals cleric level); Rebuke Undead as 15th level cleric 9/day. Spell-like Abilities (as 15th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 18 + spell level; caster level 15th). Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 15th level cleric 9/day). Possessions: Silver Holy Symbol (Lolth), Do’Urden House Insignia, Scourge of Fangs, Arach-Tinilith Ring, Bracers of Armor +8, Drow Boots, Periapt of Wisdom +6, Piwafwi of Resistance +4, Ring of Protection +4, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Red. Conversion Note: She is listed as Clr15 in Menzoberranzan boxed set with no additional information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #302. Arach-Tinilith Ring: Created only for the highest-ranking priestesses of the order of Arach-Tinilith, this potent ring imbues its wearer with a +6 enhancement bonus to Constitution and a +2 enhancement bonus to Charisma. It also renders the wearer immune to Detect Thoughts, Discern Lies, and any attempt to magically discern the wearer’s alignment. Source: Dragon Magazine #302, Rogues Gallery: The Heroes of the War of the Spider Queen, by Richard Baker (revised to 3.5 by Joseph Weber). Moderate Abjuration and Transmutation; CL: 10th; Forge Ring, Bear’s Endurance, Eagle’s Splendor, Nondetection; Price 54,000 gp. Revision Note: Revision was addition of magic auras and adjustment of price. Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks. Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker. Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow, Creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb. Elder Daughter of House Do’Urden (Deceased, killed during the fall of House Do’Urden) Briza Do’Urden: Clr13; CR 14; Medium Humanoid (Elf); HD 13d8+26; hp 108; Init +2; Spd 30 ft.; AC 26 (touch 16, flat-footed 24); Base Atk +9; Grp +16; Atk +18 melee (1d8+9 plus Special, Scourge of Fangs); Full Atk +18/+13 melee (1d8+9 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +10, Ref +8, Will +13; Str 24, Dex 14, Con 14, Int 14, Wis 21, Cha 14. Skills and Feats (counting all modifiers except equipment and attributes): Concentration +14, Intimidate +8, Knowledge (Arcana) +4, Knowledge (The Planes) +4, Knowledge (Religion) +10, Listen +2, Search +2, Sense Motive +3, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +10, Spot +2. Diehard, Endurance, Exotic Weapon (Scourge), Lightning Reflexes (b), Power Attack, Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (aura equals cleric level); Rebuke Undead as 13th level cleric 5/day. Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/6+1/5+1/5+1/3+1/2+1/1+1; base DC = 15 + spell level; caster level 13th). Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level). Possessions: Silver Holy Symbol (Lolth), Do’Urden House Insignia, +5 Elven Chainmail, Scourge of Fangs, Belt of Giant Strength +4, Drow Boots, Periapt of Wisdom +4, Piwafwi of Resistance +3, Ring of Protection +4, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Red. Conversion Note: She is listed as Clr13 in Menzoberranzan boxed set with no additional information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #302. Second Daughter of House Do’Urden (Joined Bregan D’aerthe as Noamuth Lil “The Wanderer” after the fall of House Do’Urden, Deceased, killed near Mithril Hall by Drizzt Do’Urden) Vierna Do’Urden: Female Drow Clr16; CR 17; Medium Humanoid (Elf); HD 16d8+80; hp 166; Init +4; Spd 30 ft.; AC 28 (touch 18, flat-footed 24); Base Atk +12; Grp +14; Atk +19 melee (1d8+7, +5 Drowcraft Heavy Mace) or +16 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +19/+14/+9 melee (1d8+7, +5 Drowcraft Heavy Mace) or +16/+11/+6 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 27; AL CE; SV Fort +18, Ref +14, Will +23; Str 14, Dex 18, Con 20, Int 18, Wis 26, Cha 21. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Concentration +14, Craft (Alchemy) +12, Diplomacy +10, Intimidate +4, Knowledge (Arcana) +10, Knowledge (The Planes) +7, Knowledge (Religion) +14, Listen +4, Search +4, Sense Motive +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +4. Brew Potion, Craft Wondrous Item, Exotic Weapon (Scourge), Greater Spell Penetration, Iron Will, Lightning Reflexes (b), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 27. Aura of Evil (aura equals cleric level); Rebuke Undead as 15th level cleric 8/day. Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/4+1/3+1; base DC = 18 + spell level; caster level 16th). Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 16th level cleric 8/day). Possessions: Silver Holy Symbol (Lolth), Do’Urden House Insignia, +5 Elven Chainmail, +5 Drowcraft Heavy Mace, Scourge of Fangs, Arach-Tinilith Ring, Drow Boots, Periapt of Wisdom +4, Piwafwi of Resistance +3, Ring of Protection +4, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Violet. Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set with no additional information. Gave her addition levels due to passage of time. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #302. Third Daughter of House Do’Urden (Deceased, killed during the fall of House Do’Urden) Maya Do’Urden: Clr9; CR 10; Medium Humanoid (Elf); HD 9d8+9; hp 50; Init +3; Spd 30 ft.; AC 25 (touch 13, flat-footed 22); Base Atk +6; Grp +7; Atk +11 melee (1d8+4, +3 Drowcraft Adamantine Heavy Mace) or +10 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk +11/+6 melee (1d8+4, +3 Drowcraft Adamantine Heavy Mace) or +10/+5 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 20; AL CE; SV Fort +10, Ref +11, Will +12; Str 12, Dex 16, Con 12, Int 14, Wis 16, Cha 14. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +8, Diplomacy +4, Intimidate +2, Knowledge (Arcana) +4, Knowledge (The Planes) +4, Knowledge (Religion) +8, Listen +2, Search +2, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +8, Spot +2. Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Penetration, Weapon Focus (Heavy Mace), Weapon Focus (Scourge). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20. Aura of Evil (aura equals cleric level); Rebuke Undead as 9th level cleric 5/day. Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 13 + spell level; caster level 9th). Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 9th level cleric 5/day). Possessions: Silver Holy Symbol (Lolth), Do’Urden House Insignia, +3 Elven Chainmail, +3 Drowcraft Adamantine Buckler, +3 Drowcraft Adamantine Heavy Mace, Scourge of Fangs, Drow Boots, Piwafwi of Resistance +3, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Red. Conversion Note: She is listed as Clr9 in Menzoberranzan boxed set with no additional information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #302. Elderboy of House Do’Urden (Joined Bregan D’aerthe after fall of House Do’Urden, turned into a Drider by Vierna Do’Urden, Deceased, killed near Mithril Hall by Bruenor Battlehammer) Dinin Do’Urden: Male Drow Ftr12; CR 13; Medium Humanoid (Elf); HD 12d10+60; hp 167; Init +4; Spd 40 ft.; AC 33 (touch 19, flat-footed 29); Base Atk +12; Grp +15; Atk +21 melee (1d8+8, +5 Drowcraft Keen Adamantine Longsword); Full Atk +17/+12/+7 melee (1d8+8, +5 Drowcraft Keen Adamantine Longsword) and +17/+12/+7 (1d8+6, +5 Drowcraft Keen Adamantine Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 23; AL CE; SV Fort +18, Ref +13, Will +10; Str 16, Dex 18, Con 20, Int 14, Wis 12, Cha 15. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Climb +8, Hide +5, Intimidate +8, Listen +4, Move Silently +5, Search +4, Sense Motive +2, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +4. Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting, Weapon Focus (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Do’Urden House Insignia, +5 Drowcraft Elven Chainmail of Nimbleness, 2 +5 Drowcraft Keen Adamantine Longswords, Drow Boots, Master’s Ring, Piwafwi of Resistance +5, Ring of Protection +5, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown. Conversion Note: He is listed as Ftr12 in Menzoberranzan boxed set with no additional information. Dinin took Zaknafein’s possessions. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Dragon #302, and Dragon #312. Dinin as a Drider, using the Drider Template by Jonathan Tweet & Jeff Quick Dinin Do’Urden: Male Drider Ftr12; CR 15; Large Aberration (Augmented Humanoid, Elf); HD 12d10+108; hp 215; Init +5; Spd 40 ft., climb 15 ft.; AC 39 (touch 19, flat-footed 34); Base Atk +12; Grp +21; Atk +22 melee (1d8+10, +5 Drowcraft Keen Adamantine Longsword) or +16 melee (1d4+2 plus poison, Bite); Full Atk +18/+13/+8 melee (1d8+10, +5 Drowcraft Keen Adamantine Longsword) and +18/+13/+8 (1d8+7, +5 Drowcraft Keen Adamantine Longsword) and +11 melee (1d4+2 plus poison, Bite); Face/Reach 5 ft./5 ft.; SQ Drow traits, Drider traits, SR 23; AL CE; SV Fort +22, Ref +14, Will +11; Str 20, Dex 20, Con 28, Int 14, Wis 14, Cha 17. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Climb +16, Hide +5, Intimidate +8, Listen +4, Move Silently +9, Search +4, Sense Motive +2, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +4. Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting, Weapon Focus (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Drider traits: +4 racial bonus to Hide and Move Silently checks. +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Poison (Ex): Injury, Fortitude DC 25, initial and secondary damage 1d6 Str. Spell-like Abilities (as 12th level caster) 1/day–Clairaudience/Clairvoyance, Dancing Lights, Darkness, Detect Good, Detect Magic, Dispel Magic, Faerie Fire, Levitate, Suggestion. Possessions: Do’Urden House Insignia, +5 Drowcraft Elven Chainmail of Nimbleness, 2 +5 Drowcraft Keen Adamantine Longswords, Drow Boots, Master’s Ring, Piwafwi of Resistance +5, Ring of Protection +5, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown. Conversion Note: He is listed as Ftr12 in Menzoberranzan boxed set with no additional information. Dinin took Zaknafein’s possessions. Took liberties with equipment due to Driders being Large, but the drow torso is still relatively Medium-Sized. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Monster Mayhem section of WotC website, Dragon #302, and Dragon #312. Master’s Ring: The most talented and capable masters of Melee-Magthere aspire to win one of these greatly prized rings. Wrought in the pattern of a small twisting dragon, a master’s ring provides a +6 enhancement bonus to Constitution and +4 natural armor bonus. Furthermore, the wearer is continuously under the effect of a Longstrider spell, which increases his base land speed by 10 feet. Source: Dragon #312, Rogues Gallery: The Heroes of the War of the Spider Queen part 2 by Richard Baker. Strong Transmutation; CL 12th; Forge Ring, Bear’s Endurance, Limited Wish, Longstrider; Price 102,000 gp. Secondboy of House Do’Urden (Renegade, lives on the Surface) Drizzt Do’Urden: Has an official write-up in Forgotten Realms Campaign Setting. Patron of House Do’Urden (Deceased, killed by Zaknafein after he was turned into a zin-carla) Rizzen: Male Drow Ftr8; CR 9; Medium Humanoid (Elf); HD 8d10+16; hp 167; Init +3; Spd 30 ft.; AC 24 (touch 13, flat-footed 21); Base Atk +8; Grp +10; Atk +14 melee (1d8+5, +3 Drowcraft Longsword); Full Atk +14/+9 melee (1d8+5, +3 Drowcraft Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 19; AL CE; SV Fort +8, Ref +5, Will +3; Str 14, Dex 17, Con 14, Int 15, Wis 12, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Climb +6, Hide +3, Intimidate +2, Listen +4, Move Silently +3, Search +2, Sense Motive +3, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +4. Combat Expertise, Combat Reflexes, Dodge, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Weapon Focus (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 19. Spell-like Abilities (as 8th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Do’Urden House Insignia, +3 Drowcraft Elven Chainmail, +2 Buckler, +3 Drowcraft Longsword, Drow Boots, Greater Piwafwi, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as Ftr8 in Menzoberranzan boxed set with no additional information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Piwafwi, Greater: The dark-colored greater piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks , and it also provides fire resistance 5. Source: City of the Spider Queen (revised to 3.5 by Joseph Weber). Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Resist Energy, Invisibility, Creator must be a Drow; Price 13,750 gp; Weight 1 lb. Revision Note: Revision was addition of magic auras and adjustment of price. Weapon Master of House Do’Urden (Deceased, sacrificed to Lolth by Matron Malice Do’Urden, turned into a Zin-Carla) Zaknafein Do’Urden: Male Drow Ftr24; CR 25; Medium Humanoid (Elf); HD 24d10+120; hp 323; Init +8; Spd 40 ft.; AC 35 (touch 21, flat-footed 29); Base Atk +22; Grp +25; Atk +36 melee (1d8+10, +5 Drowcraft Keen Adamantine Longsword); Full Atk +34/+29/+24/+19 melee (1d8+10, +5 Drowcraft Keen Adamantine Longsword) and +34/+29/+24/+19 melee (1d8+8, +5 Drowcraft Keen Adamantine Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 35; AL CE; SV Fort +24, Ref +23, Will +16; Str 16, Dex 26, Con 20, Int 18, Wis 16, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Balance +6, Bluff +12, Climb +9, Hide +12, Intimidate +12, Jump +9, Listen +8, Move Silently +12, Search +8, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Goblin, Illuskan), Spot +8, Tumble +6. Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon (Whip), Greater Two-Weapon Fighting, Improved Critical (Longsword), Improved Disarm, Improved Trip, Improved Two-Weapon Fighting, Lightning Reflexes, Mobility, Over-Sized Two-Weapon Fighting, Perfect Two-Weapon Fighting, Quick Draw, Spring Attack, Twin-Sword Style, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Longsword), Weapon of Choice (Longsword), Weapon Specialization (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 35. Spell-like Abilities (as 24th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Do’Urden House Insignia, +5 Drowcraft Elven Chainmail of Nimbleness, 2 +5 Drowcraft Keen Adamantine Longswords, several Daylight Pellets, Drow Boots, Master’s Ring, Piwafwi of Resistance +5, Ring of Protection +5, several Sun Flash Pellets, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Bone-White, Eyes: Unknown. Conversion Note: He is listed as Ftr24 in Menzoberranzan boxed set with 2 +5 Adamantine Longswords, +5 Chainmail, Daylight Pellets. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Complete Adventurer (3.5E), Epic Level Handbook (3.0E), Dragon #302, Dragon #312, and Plot & Poison. Zaknafein as Zin-Carla Zaknafein Do’Urden: Male Drow Ftr24; CR 26; Medium Undead (Augmented Humanoid, Elf); HD 24d12; hp 288; Init +8; Spd 40 ft.; AC 35 (touch 21, flat-footed 29); Base Atk +22; Grp +25; Atk +36 melee (1d8+10, +5 Drowcraft Keen Adamantine Longsword); Full Atk +34/+29/+24/+19 melee (1d8+10, +5 Drowcraft Keen Adamantine Longsword) and +34/+29/+24/+19 melee (1d8+8, +5 Drowcraft Keen Adamantine Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, Zin-Carla traits, SR 35, DR 5/magic, Turn Resistance +2; AL CE; SV Fort +19, Ref +23, Will +16; Str 16, Dex 26, Con --, Int 18, Wis 16, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Balance +6, Bluff +12, Climb +9, Hide +12, Intimidate +12, Jump +9, Listen +8, Move Silently +12, Search +8, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Goblin, Illuskan), Spot +8, Tumble +6. Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon (Whip), Greater Two-Weapon Fighting, Improved Critical (Longsword), Improved Disarm, Improved Trip, Improved Two-Weapon Fighting, Lightning Reflexes, Mobility, Over-Sized Two-Weapon Fighting, Perfect Two-Weapon Fighting, Quick Draw, Spring Attack, Twin-Sword Style, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Longsword), Weapon of Choice (Longsword), Weapon Specialization (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 35. Zin-Carla traits: Damage Reduction 5/magic; Turn Resistance +2; Undead traits. Spell-like Abilities (as 24th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Do’Urden House Insignia, +5 Drowcraft Elven Chainmail of Nimbleness, 2 +5 Drowcraft Keen Adamantine Longswords, several Daylight Pellets, Drow Boots, Master’s Ring, Piwafwi of Resistance +5, Ring of Protection +5, several Sun Flash Pellets, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Bone-White, Eyes: Unknown. Conversion Note: He is listed as Ftr24 in Menzoberranzan boxed set with 2 +5 Adamantine Longswords, +5 Chainmail, Daylight Pellets. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Faiths and Pantheons (3.0E), Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Complete Adventurer (3.5E), Epic Level Handbook (3.0E), Dragon #302, Dragon #312, and Plot & Poison. Weapon of Choice [Fighter/General] Your skill with a weapon makes it seem feather-light in your hands. Source: Plot & Poison by Green Ronin. Prerequisite: Weapon Proficiency (selected weapon), Weapon Focus (selected weapon), base Attack bonus +4. Benefit: Choose one-weapon of a size category equal to your own, such as a Longsword (Medium) for a Drow (Medium). You treat this weapon as a light weapon for purposes of Two-Weapon Fighting, and can use Weapon Finesse with it. You can even use it in a grapple or when swallowed by a creature. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. |
| warlockco09-18-05, 05:34 PM | House Tuin’Tarl, 8th House of Menzoberranzan: Matron Mother of House Tuin’Tarl Matron Prid’eesoth Tuin: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 98; Init +3; Spd 30 ft.; AC 23 (touch 15, flat-footed 20); Base Atk +9; Grp +11; Atk +13 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +13/+8 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +13, Ref +12, Will +18; Str 14, Dex 16, Con 14, Int 17, Wis 24, Cha 23. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +1, Bluff +11, Concentration +8, Diplomacy +10, Intimidate +4, Knowledge (Arcana) +5, Knowledge (Local: Underdark-Northdark) +1, Knowledge (The Planes) +5, Knowledge (Religion) +8, Listen +4, Search +4, Sense Motive +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +8, Spot +4. Exotic Weapon (Scourge), Greater Spell Penetration, Lightning Reflexes (b), Negotiator, Persuasive, Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th level cleric 9/day. Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/6+1/6+1/4+1/4+1/3+1; base DC = 17 + spell level; caster level 12th). Deity: Lolth. Domains: Drow, Trickery. Possessions: Silver Holy Symbol (Lolth), Tuin’Tarl House Insignia, +3 Elven Chainmail, Scourge of Fangs, Drow Boots, Periapt of Wisdom +4, Piwafwi of Resistance +3, Ring of Protection +2, Sash of Charisma +4, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr12 in Underdark, Clr11 in Menzoberranzan boxed set, and Clr11 in Drizzt Do’Urden’s Guide to the Underdark. No other information. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks. Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker. Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow, Creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb. House Duskryn, 9th House of Menzoberranzan: Matron Mother of House Duskryn Matron Berni’th Duskryn: Female Drow Clr13; CR 14; Medium Humanoid (Elf); HD 13d8+52; hp 136; Init +7; Spd 30 ft.; AC 29 (touch 17, flat-footed 24); Base Atk +9; Grp +14; Atk +16 melee (1d8+6 plus Special, Scourge of Fangs); Full Atk +16/+11 melee (1d8+6 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +15, Ref +14, Will +16; Str 21, Dex 20, Con 18, Int 18, Wis 20, Cha 20. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Concentration +14 (+18 when casting defensively), Diplomacy +6, Intimidate +8, Knowledge (Arcana) +6, Knowledge (The Planes) +4, Knowledge (Religion) +10, Listen +4, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +6. Blind-Fight (b), Blooded, Combat Casting, Corrupt Spell, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (aura equals cleric level); Rebuke Undead as 13th level cleric 8/day. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 15 + spell level; caster level 13th). Deity: Lolth. Domains: Darkness, Drow. Possessions: Silver Holy Symbol (Lolth), Duskryn House Insignia, +4 Mithral Chain Shirt, +3 Buckler, Scourge of Fangs, Amulet of Health +4, Belt of Giant Strength +4, Drow Boots, Piwafwi of Resistance +3, Ring of Protection +2, Ring of Regeneration, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr12 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Complete Divine (3.5E). Leader of the Drow Scavengers in Blingdenstone from Menzoberranzan Zelzpassa Duskryn: Female Drow Clr7/Rog3; CR 11; Medium Humanoid (Elf); HD 7d8+14 plus 3d6+6; hp 75; Init +5; Spd 30 ft.; AC 25 (touch 14, flat-footed 22); Base Atk +7; Grp +10; Atk +12 melee (1d6+5, +2 Short Sword); Full Atk +12/+7 melee (1d6+5, +2 Short Sword); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Sneak Attack +2d6; SQ Drow traits, SR 21; AL NE; SV Fort +6, Ref +5, Will +6; Str 16, Dex 17, Con 14, Int 17, Wis 18, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +4, Climb +4, Concentration +10, Decipher Script +1, Diplomacy +4, Disable Device +5, Hide +3, Intimidate +8, Knowledge (Arcana) +4, Knowledge (Religion) +8, Listen +6, Move Silently +3, Open Lock +5, Search +6, Sense Motive +4, Sleight of Hand +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Gnome), Spellcraft +10, Spot +6, Use Magic Device +6. Blind-Fight (b), Blooded, Combat Reflexes, Dodge, Exotic Weapon (Scourge), Lightning Reflexes (b). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 21. Aura of Evil (aura equals cleric level); Rebuke Undead as 7th level cleric 7/day. Sneak Attack +2d6; Trapfinding; Evasion; Trap Sense +1. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 10th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 7th). Deity: Lolth. Domains: Darkness, Drow. Possessions: Silver Holy Symbol (Lolth), Duskryn House Insignia, +3 Elven Chainmail, +2 Buckler, +2 Short Sword, Drow Boots, Greater Piwafwi, Messenger Medallion, Rod of Metal and Mineral Detection, Ring of Protection +1, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Note: Listed in Underdark as Clr7/Rog3, no other information. Sources: Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Piwafwi, Greater: The dark-colored greater piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks , and it also provides fire resistance 5. Source: City of the Spider Queen (revised to 3.5 by Joseph Weber). Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Resist Energy, Invisibility, Creator must be a Drow; Price 13,750 gp; Weight 1 lb. Revision Note: Revision was addition of magic auras and adjustment of price. House Srune’lett, 10th House of Menzoberranzan: Matron Mother of House Srune’lett Matron Srune’Lyris Lett: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+33; hp 108; Init +3; Spd 30 ft.; AC 22 (touch 15, flat-footed 19); Base Atk +8; Grp +11; Atk +13 melee (1d8+5 plus Special, Scourge of Fangs); Full Atk +13/+8 melee (1d8+5 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +12, Ref +8, Will +13; Str 16, Dex 16, Con 16, Int 18, Wis 18, Cha 16. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +12, Diplomacy +8, Intimidate +3, Knowledge (Arcana) +8, Knowledge (The Planes) +8, Knowledge (Religion) +10, Listen +4, Search +4, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +4. Corrupt Spell, Exotic Weapon (Scourge), Silent Spell, Spell Focus (Evil). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th level cleric 5/day. Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 14 + spell level, 15 + spell level for Evil spells; caster level 12th). Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 12th level cleric 6/day) Possessions: Silver Holy Symbol (Lolth), Srune’lett House Insignia, Scourge of Fangs, Amulet of Natural Armor +2, Bracers of Armor +5, Drow Boots, Piwafwi of Resistance +2, Ring of Protection +2, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Complete Divine (3.5E). House Horlbar, 11th House of Menzoberranzan: Current Matron Mothers unknown, House Horlbar has a tradition of two presiding Matron Mothers at all times, with the death of one, the other must step down, and a new pair of Matron Mothers is chosen from the next generation. Matron Mother of House Horlbar (No longer a Matron Mother with the dead of Jerlys Horlbar) Matron Ker Horlbar: Female Drow Clr14; CR 15; Medium Humanoid (Elf); HD 14d8+26; hp 111; Init +5; Spd 30 ft.; AC 25 (touch 17, flat-footed 20); Base Atk +10; Grp +11; Atk +13 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk +13/+8 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 25; AL CE; SV Fort +13, Ref +13, Will +18; Str 15, Dex 20, Con 14, Int 18, Wis 20, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Concentration +13, Diplomacy +12, Intimidate +4, Knowledge (The Planes) +10, Knowledge (Religion) +13, Listen +4, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spellcraft +10, Spot +4. Corrupt Spell, Exotic Weapon (Scourge), Iron Will, Lightning Reflexes (b), Spell Focus (Evil), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 25. Aura of Evil (aura equals cleric level); Rebuke Undead as 14th level cleric 7/day. Spell-like Abilities (as 14th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level, 16 + spell level for Evil spells; caster level 14th). Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level). Possessions: Silver Holy Symbol (Lolth), Horlbar House Insignia, +3 Mithral Chain Shirt, Scourge of Fangs, Amulet of Natural Armor +1, Drow Boots, Piwafwi of Resistance +2, Ring of Protection +2, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr13 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level. Even though Ker Horlbar is no longer a Matron. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Matron Mother of House Horlbar (Deceased, Killed by Artemis Enteri in Menzoberranzan during Starless Night) Matron Jerlys Horlbar: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 105; Init +5; Spd 30 ft.; AC 24 (touch 17, flat-footed 19); Base Atk +9; Grp +12; Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +12, Ref +11, Will +15; Str 17, Dex 20, Con 14, Int 18, Wis 20, Cha 20. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +15, Diplomacy +10, Intimidate +3, Knowledge (The Planes) +10, Knowledge (Religion) +15, Listen +4, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spellcraft +12, Spot +4. Blind-Fight (b), Combat Reflexes, Corrupt Spell, Exotic Weapon (Scourge), Spell Focus (Evil), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th level cleric 8/day. Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1; base DC = 15 + spell level, 16 + spell level for Evil spells; caster level 12th). Deity: Lolth. Domains: Darkness, Evil (cast Evil spells at +1 caster level). Possessions: Silver Holy Symbol (Lolth), Horlbar House Insignia, +3 Mithral Chain Shirt, Lesser Tentacle Rod, Drow Boots, Piwafwi of Resistance +2, Ring of Protection +2, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr12 in Menzoberranzan boxed set. No other information. Jerlys used a russet tentacle rod in her fight with Artemis. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). And the Drow novels by R.A. Salvatore. House Kenafin, 12th House of Menzoberranzan: Matron Mother of House Kenafin Matron Kyrnill Kenafin: Female Drow Clr14; CR 15; Medium Humanoid (Elf); HD 14d8+28; hp 124; Init +4; Spd 30 ft.; AC 22 (touch 17, flat-footed 18); Base Atk +10; Grp +11; Atk +13 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk +13/+8 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 25; AL CE; SV Fort +14, Ref +11, Will +19; Str 14, Dex 19, Con 15, Int 20, Wis 20, Cha 23. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +8, Bluff +13, Concentration +11, Diplomacy +14, Intimidate +6, Knowledge (Local: Underdark-Northdark) +5, Knowledge (The Planes) +5, Knowledge (Religion) +12, Listen +4, Search +4, Sense Motive +6, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Gnome, Goblin, Illuskan), Spellcraft +10, Spot +4. Corrupt Spell, Exotic Weapon (Scourge), Iron Will, Negotiator, Persuasive. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 25. Aura of Evil (aura equals cleric level); Rebuke Undead as 14th level cleric 9/day. Spell-like Abilities (as 14th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level; caster level 14th). Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Trickery. Possessions: Silver Holy Symbol (Lolth), Kenafin House Insignia, Scourge of Fangs, Amulet of Health +2, Bracers of Armor +5, Drow Boots, Piwafwi of Charisma +4, Ring of Protection +3, Ring of Resistance +3, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr13 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma. Source: Created by Joseph Weber. Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb. House Druu’giir, 13th House of Menzoberranzan: Matron Mother of House Druu’giir Matron Carrolloc Giir: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 101; Init +3; Spd 30 ft.; AC 23 (touch 17, flat-footed 20); Base Atk +9; Grp +10; Atk +12 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk 12/+7 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +13, Ref +13, Will +19; Str 13, Dex 17, Con 14, Int 18, Wis 20, Cha 20. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +10, Concentration +10, Diplomacy +10, Intimidate +6, Knowledge (Arcana) +2, Knowledge (The Planes) +2, Knowledge (Religion) +8, Listen +6, Search +4, Sense Motive +6, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +8, Spot +6. Alertness, Exotic Weapon (Scourge), Iron Will, Lightning Reflexes (b), Negotiator, Persuasive. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th level cleric 8/day. Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1; base DC = 15 + spell level; caster level 12th). Deity: Lolth. Domains: Drow, Trickery. Possessions: Silver Holy Symbol (Lolth), Druu’giir House Insignia, Scourge of Fangs, Bracers of Armor +6, Drow Boots, Periapt of Wisdom +4, Piwafwi of Charisma +4, Ring of Protection +4, Ring of Resistance +4, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). House Hunzrin, 14th House of Menzoberranzan: Matron Mother of House Hunzrin Matron Kintuere Hunzrin: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+60; hp 135; Init +3; Spd 30 ft.; AC 24 (touch 16, flat-footed 21); Base Atk +9; Grp +12; Atk +14 melee (1d8+5 plus Special, Scourge of Fangs); Full Atk +14/+9 melee (1d8+5 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +18, Ref +12, Will +15; Str 16, Dex 16, Con 20, Int 18, Wis 18, Cha 16. Skills and Feats (counting all modifiers except equipment and attributes): Concentration +8, Diplomacy +8, Handle Animal +8, Heal +8, Intimidate +4, Knowledge (Religion) +8, Knowledge (Nature) +8, Listen +4, Search +4, Sense Motive +3, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +6, Spot +4, Survival +4. Exotic Weapon (Scourge), Great Fortitude, Lightning Reflexes (b), Self-Sufficient, Skill Focus (Handle Animal), Skill Focus (Knowledge: Nature). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th level cleric 6/day. Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 12th). Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 12th level cleric 6/day). Possessions: Silver Holy Symbol (Lolth), Hunzrin House Insignia, +3 Elven Chainmail, Scourge of Fangs, Amulet of Health +4, Drow Boots, Piwafwi of Resistance +3, Ring of Antivenom, Ring of Protection +3, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Elder Daughter of Matron Hunzrin (Traitor Priestess in the service of Lolth and Vhaeraun) Shakti Hunzrin: Female Drow Clr9; CR 10; Medium Humanoid (Elf); HD 9d8+36; hp 90; Init +2; Spd 30 ft.; AC 22 (touch 14, flat-footed 20); Base Atk +6; Grp +9; Atk +12 melee (1d8+6 plus 1d6 Electricity, Trident of Lightning) or +11 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +12/+7 melee (1d8+6 plus 1d6 Electricity, Trident of Lightning) or +11/+6 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 20; AL CE; SV Fort +10, Ref +7, Will +10; Str 14, Dex 15, Con 18, Int 16, Wis 18, Cha 15. Skills and Feats (counting all modifiers except equipment and attributes): Animal Handling +8, Bluff +2, Concentration +8, Diplomacy +4, Intimidate +2, Knowledge (Nature) +8, Knowledge (The Planes) +4, Knowledge (Religion) +8, Listen +2, Search +2, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language, Goblin), Spellcraft +8, Spot +2. Exotic Weapon (Scourge), Lightning Reflexes (b), Martial Weapon (Trident) +2, Skill Focus (Animal Handling), Skill Focus (Knowledge: Nature). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20. Aura of Evil (aura equals cleric level); Rebuke Undead as 9th level cleric 5/day. Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; base DC = 14 + spell level; caster level 9th). Deity: Lolth/Vhaeraun. Domains: Drow, Evil (cast Evil spells at +1 caster level). Possessions: Silver Holy Symbol (Lolth), Silver Holy Symbol (Vhaeraun), Hunzrin House Insignia, +3 Drowcraft Elven Chainmail, Scourge of Fangs, Trident of Lightning, Amulet of Health +4, Drow Boots, Greater Piwafwi, Ring of Protection +2, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr8 in Drizzt Do’Urden’s Guide to the Underdark with Ruby Scrying Bowl of Vhaeraun, Whip of Fangs, and +3 Pitchfork. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Trident of Lightning: This +3 Shock Trident is covered with arcane runes. It has the ability, upon command, to shoot a Lightning Bolt (9d6 Electricity, Reflex DC 15 for half) from the tip up to 5 times per day. Source: Daughter of the Drow novel series, adapted to 3.5E by Joseph Weber. Moderate Evocation; CL: 9th; Craft Magic Arms & Armor, Lightning Bolt; Price: 80,915 gp. |
| Green Giant09-18-05, 05:56 PM | Wow, I think you've done most if not all the Houses of Menzoberranzan, warlockco. Congratulations and keep up the great work. :D |
| warlockco09-18-05, 06:52 PM | Wow, I think you've done most if not all the Houses of Menzoberranzan, warlockco. Congratulations and keep up the great work. :D They are all done. It just a matter of getting motivated to post them. :D |
| Thysl09-18-05, 08:56 PM | Thumbs up, Warlock, these little elvses are going straight to the hard drive. Thanks, to you too Giant, you guys are doing a great job! |
| warlockco09-18-05, 10:05 PM | Great work yet again Green Giant! This thread is just amazing. Eric, Thankyou for such a thorough and complete writeup :dancin: It was more than i had truly hoped for! Sorry you don't enjoy Sorceror's Warlockco ;) You must admit that if ever there was a candidate for some feats from the Champions of Ruin Sourcebook, here he is :plotting: Many thanks Kophyn, Haven't forgotten about the NPC, just juggling several things in the air at the moment, plus still trying to decide on the way/approach to making him. |
| Kophyn Wistnel09-19-05, 03:27 AM | Hey Warlockco :) Great work on the Houses on Menzoberranzan! I can guess that you must keep fairly busy with all the NPC's you convert. What are your estimates on Uthaedeols levels if I may ask? I worked on a build, based on Erics excellent notes, and came out with Sorceror 9/Cleric of Bhaal 3/Mystic Theurge 10. I could have added one Assassin level but wouldn't have been able to add it until Uthaedeol reached about 15th-16th level due to the cross-class skill ranks required for the Assassin class. Any thoughts? Kophyn |
| warlockco09-19-05, 04:03 AM | Hey Warlockco :) Great work on the Houses on Menzoberranzan! I can guess that you must keep fairly busy with all the NPC's you convert. What are your estimates on Uthaedeols levels if I may ask? I worked on a build, based on Erics excellent notes, and came out with Sorceror 9/Cleric of Bhaal 3/Mystic Theurge 10. I could have added one Assassin level but wouldn't have been able to add it until Uthaedeol reached about 15th-16th level due to the cross-class skill ranks required for the Assassin class. Any thoughts? Kophyn That sounds about where I was gonna place him, and wasn't going to take the the Assassin PrC. |
| Kophyn Wistnel09-19-05, 05:25 AM | Hi Warlockco I didn't add the Assassin PRc onto my build as I personally felt Uthaedeol didn't really need it and I didn't want to go too mad with levels. I did ponder on my choice of advancement, which increased Uthaedeol's Sorceror to level 9 instead of retaining level 8 and improving the Mystic Theurge to level 11 as it would then benefit both spellcasting classes. Still Undecided though :confused: Kophyn |
| Green Giant09-19-05, 07:43 PM | Here is the leader of the Aerie of the Snow Eagles. Enjoy. :) Winged Father Aquilan Greatspan: Male Avariel Elf Ftr4/Clr12/Dis5/Hie1 of Aerdrie Faenya; CR 23; Medium Outsider (Chaotic, Good, Native); HD 4d10 plus 18d8; hp 107; Init +2; Spd 30 ft., fly 50 ft. (average); AC 21 (touch 12, flat-footed 19); Base Atk +17; Grp +18; Atk +20 melee (1d8+3 plus 1d6 electricity/19-20, Amadrimavin as sword) or +23 ranged (1d8+3 plus 1d6 electricity/x3, Amadrimavin as bow); Full Atk +20/+15/+10/+5 melee (1d8+3 plus 1d6 electricity/19-20, Amadrimavin as sword) or +23/+18/+13/+8 ranged (1d8+3 plus 1d6 electricity/x3, Amadrimavin as bow) or +21/+21/+16/+11/+6 ranged (1d8+3 plus 1d6 electricity/x3, Amadrimavin as bow w/Rapid Shot); Face/Reach 5 ft./5 ft.; SA Turn undead 7/day; SQ Aura of good, avariel traits, darkvision 60 ft., divine emissary, Hierophant ability, imbue with spell ability, sacred defense +2, transcendence; AL CG; SV Fort +17, Ref +9, Will +21; Str 13, Dex 14, Con 11, Int 18, Wis 24, Cha 18 Skills and Feats: Concentration +15 (+19 when casting defensively), Diplomacy +11, Handle Animal +11, Heal +13, Intimidate +8, Jump +12, Knowledge (arcana) +9, Knowledge (history-Coldlands) +9, Knowledge (local-Aerie of the Snow Eagles) +7, Knowledge (nature) +11, Knowledge (nobility and royalty) +9, Knowledge (religion) +21, Knowledge (the planes) +9, Listen +10, Search +6, Speak Language (auran, elven, common, damaran, draconic, giant, sylvan), Spellcraft +21, Spot +13; Aerial Superiority, Combat Casting, Education (Knowledge [religion] and Knowledge [nature]), Enlarge Spell, Far Shot, Flyby Attack, Hover, Point Blank Shot{B}, Quicken Spell, Rapid Shot, Scribe Scroll, Winged Warrior Special Qualities: Avariel traits: +2 racial bonus on Listen and Search (entitled to a search check when passing within 5 feet of a secret or concealed door) checks; +4 racial bonus on Spot checks; +4 racial bonus on Jump checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with lasso and bolas. Aura of good (aura equals cleric level), turn undead as 12th-level cleric (+2 to turn checks) 7/day. Divine emissary, sacred defense +2, imbue with spell ability, transcendence. Hierophant ability: spell power +1. Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 17 + spell level; caster level 18th): 0-detect magic, detect poison, guidance, purify food and drink, read magic, resistance; 1st-bless, command, detect evil, divine favor, entropic shield, remove fear, shield of faith, true strike*; 2nd-aid, calm emotions, cat’s grace*, eagle’s splendor, hold person, owl’s wisdom, silence, summon monster II; 3rd-create food and water, daylight, dispel magic, gaseous form*, magic circle against evil, magic vestment, protection from energy, searing light; 4th-death ward, divine power, freedom of movement, neutralize poison, spell immunity, summon monster IV, summon nature’s ally IV*; 5th-commune with nature*, dispel evil, greater command, scrying, spell resistance, true seeing; 6th-banishment, chain lightning*, greater dispel magic, heal, heroes’ feast, word of recall; 7th-control weather*, ethereal jaunt, greater restoration, holy word, mass cure serious wounds, repulsion; 8th-antimagic field, holy aura, sunburst*; 9th-elemental swarm*, storm of vengeance. *Domain spell. Deity: Aerdrie Faenya. Domains: Air (7/day turn or destroy earth creatures, or rebuke or command air creatures), Animal (speak with animals 1/day), Elf. Possessions: Glassteel breastplate, Amadrimavin (“Flight of the Thunderheart”), quiver of Solonor Thelandira (as quiver of Ehlonna), 10 arrows, 10 silver arrows, 10 adamantine arrows, 10 cold iron arrows, 5 +1 flaming arrows, 5 +1 frost arrows, 5 +1 holy arrows, 5 sleep arrows, amulet of health +2, belt of priestly might, greater bracers of archery, silver holy symbol (Aerdrie Faenya). As leader of the Aerie of the Snow Eagles and a powerful cleric of Aerdrie Faenya, Winged Father Aquilan Greatspan has access to many other equipment, both mundane and magical. Description: Unknown. Note: Winged Father Aquilan Greatspan has the mental benefits and physical penalties of venerable age. Sources: Demihuman Deities (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E), Shining South (3.5E), and Races of the Wild (3.5E). Amadrimavin: This ancient swordbow has long been in the hands of powerful avariel champions. It has been enchanted with special abilities that function differently for each form. In sword form, it is a +2 dancing shock thundering longsword. While in bow form, it is a +2 distance seeking shock thundering longbow. Strong divination and transmutation; CL 15th; Craft Magic Arms and Armor, animate objects, blindness/deafness, call lightning or lightning bolt, clairaudience/clairvoyance, shrink item, true seeing, creator must be elf; Price 180,690 gp |
| Element Master09-20-05, 09:28 AM | Awesome job GG! I had made my own version, but it was not even close to this one. Thanks a lot. |
| warlockco09-22-05, 02:50 AM | As requested by Kophyn Wistnel with input by Erid L Boyd I give you an infamous servant of Bhaal, Uthaedeol the Blood-Drenched. Uthaedeol the Blood-Drenched: Male Tethyrian Human Clr3/Sor10/Mystic Theurge 10; CR 23; Medium Humanoid (Human); HD 3d8+18 plus 20d4+120; hp 210; Init +7; Spd 30 ft.; AC 38 (touch 23, flat-footed 31); Base Atk +12; Grp +17; Atk +22 melee (1d4+10, Uthaedeol’s Dagger); Full Atk +22/+17 melee (1d4+10, Uthaedeol’s Dagger); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Smite; AL CE; SV Fort +21, Ref +20, Will +29; Str 20, Dex 24, Con 22, Int 16, Wis 24, Cha 29. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +12, Concentration +26 (+30 when casting defensively), Craft (Trapmaking) +20, Knowledge (Arcana) +26, Knowledge (History) +6, Knowledge (Religion) +16, Sense Motive +17, Speak Language (Chondathan, Common, Alzhedo, Goblin, Orc), Spellcraft +26. Combat Casting, Craft Contingent Spell, Craft Wondrous Item, Divine Vigor, Luck of Heroes, Practiced Spellcaster (Cleric), Practiced Spellcaster (Sorcerer), Spell Mantle, Via Negativa. Special Qualities: Aura of Evil (equal to 13th level Cleric); Turn Undead as 3rd level Cleric 12/day. Summon Familiar. Cleric Spells Prepared (6/5+1/5+1/4+1/4+1/3+1/2+1/1+1; base DC = 17 + spell level; caster level 17th). Deity: Bhaal. Domains: Destruction (Smite +4 Att/+13 Dmg 1/day), Evil (cast Evil spells at +1 caster level). Sorcerer Spells Known (6/6/6/6/6/6/6/6/6/6; base DC = 19 + spell level; caster level 23rd). 0–Arcane Mark, Detect Magic, Detect Poison, Light, Mage Hand, Prestidigitation, Read Magic, Resistance, Touch of Fatigue; 1st–Alarm, Mage Armor, Magic Missile, Shield, True Strike; 2nd–Decastave*, Invisibility, Knock, Protection from Arrows, See Invisibility; 3rd–Dispel Magic, Fireball, Lightning Bolt, Nondetection; 4th–Dimension Door, Greater Invisibility, Ilyykur’s Mantle*, Stoneskin; 5th–Cone of Cold, Destroying Fist#, Fleshshiver**, Hold Monster; 6th–Contingency, Disintegrate, Globe of Invulnerability; 7th–Greater Teleport, Ruby Ray of Reversal**, Swarming Flight*#; 8th–Horrid Wilting, Polar Ray, Symbol of Death; 9th–Meteor Swarm, Sphere of Ultimate Destruction*, Wish. * Unapproachable East ** Player’s Guide to Faerun # Destroying Fist is as per the Disintegrate spell, except range is Touch. *# Swarming Flight is as per the Blade Barrier spell, except all non-magical arrows are destroyed/consumed in the area of effect. Possessions: Silver Holy Symbol (Bhaal), Armor of Uthaedeol, Uthaedeol’s Dagger, Amulet of Natural Armor +5, Belt of Giant Strength +6, Bracers of Great Health, Gloves of Dexterity +6, Ring of Protection +5, Uthaedeol’s Robe, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Sources: Faiths & Avatars (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Champions of Ruin (3.5E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Lost Empires of Faerun (3.5E), Unapproachable East (3.5E), Book of Exalted Deeds (3.5E), Complete Arcane (3.5E), Complete Divine (3.5E), Complete Warrior (3.5E). Armor of Uthaedeol: This +5 mithral breastplate has been enchanted with the improved acid resistance (Acid Resistance 20), nimbleness, and twilight properties. Speed while wearing this armor is unhindered. The armor has an arcane spell failure chance of 5%, a maximum Dexterity bonus of +7, and an armor check penalty of -0. It is considered light armor and weights 15 pounds. Source: Created by Joseph Weber. Strong Abjuration and Transmutation; CL 15th; Craft Magic Arms and Armor, Cat’s Grace, Resist Energy; Price 93,200 gp. Bracers of Great Health: The wearer of these silver bracers is immune to disease, including supernatural diseases; immune to poison, although poisons still active when the bracers are first donned still run their course; and provides a +6 enhancement bonus to Constitution. Source: Created by Joseph Weber. Moderate Conjuration and Transmutation; CL 8th; Craft Wondrous Item, Bear’s Endurance, Neutralize Poison, Remove Disease; Price 87,750 gp; Weight 1 lb. Uthaedeol’s Dagger: This +5 Keen Unholy Dagger of Wounding is the personal weapon of Uthaedeol the Blood-Drenched. Source: Created by Joseph Weber. Strong Evocation and Transmutation; CL 15th; Craft Magic Arms and Armor, Keen Edge, Mordenkainen’s Sword, Unholy Blight, Creator must be Evil; Price 200,302 gp. Uthaedeol’s Robe: This silk robe of deep purple is lined with deep black silk. It provides a +8 armor bonus, a +5 resistance bonus on saves, a +6 enhancement bonus to Wisdom and Charisma, and damage reduction 5/good. Source: Created by Joseph Weber. Strong Abjuration, Conjuration, Evocation, and Transmutation; CL 18th; Craft Wondrous Item, Eagle’s Splendor, Mage Armor, Miracle, Owl’s Wisdom, Resistance, Stoneskin, Creator must be Evil; Price 317,500 gp; Weight 1 lb. Twilight: This magic armor special ability reduces the chance of arcane spell failure by 10%. Source: Book of Exalted Deeds. Faint Abjuration; CL 5th; Craft Magic Arms and Armor; Price +1 bonus. Divine Vigor [Divine] You can channel energy to increase your speed and durability. Source: Complete Warrior. Prerequisite: Turn or Rebuke Undead ability. Benefit: As a standard action, spend one of your Turn or Rebuke Undead attempts to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma modifier. |
| Element Master09-22-05, 09:41 PM | Mistake |
| Element Master09-22-05, 09:42 PM | Great job Warlockco. I only have one objection. I think his caster levels should be 13 Clr and 20 Sor. Otherwise awesome |
| warlockco09-22-05, 11:53 PM | Great job Warlockco. I only have one objection. I think his caster levels should be 13 Clr and 20 Sor. Otherwise awesome His Caster Levels are Correct due to the Practiced Spellcaster feat taken twice. |
| Kophyn Wistnel09-23-05, 03:19 PM | WOW :bow: Uthaedeol is fantastic! This is how I imagined the nutter from Faiths and Avatars! :clap: Thankyou so much Warlockco for taking the time to convert him from the small amount of info provided!! Thanks also to Eric L. Boyd for taking the time to provide some much needed input!! What do you think Eric?? again... WOW! |
| Yules09-24-05, 04:55 AM | Here is the stat of the BBEG of my campaign in Calimshan called “The son of Shar”. Perspicacious mind will make a link that HE is a son of Shar. To make a short story, he is an assassin for the Shar cult but one day the reason for why he was created for awake in him (steal a part of Mask portfolio throught a very complex processus). I’ve posted here the stat block of the first version, before his latent power are actived. Tos the Night Stalker, Consort of the Shadow Mistress (Irtemara el Eradsari), Favored of Shar, Defender of the Temple of Old Night Male Tiefling Ranger 3/Fighter 2/Rogue 2/Assassin 6; CR 14; Patron: Shar; Medium Outsider (native); Spd 30 ft; AC 21, touch 21, flat-footed 14; HD 5d10+10 plus 8d6+16; hp 93; Init +7; Base Atk +12; Grp +12; Atk +17 melee (1d6+4/x4 +1 keen light pick) or +17 melee (1d4+4/15-20 (x2) unholy bane kukri (human) also called the Shar Nail); Full Atk +15/+10/+15/+10 (two weapon fighting : pick and kukri) or +17/+12 (only one of these two weapons); SA Sneak Attack +4d6, death attack, spells; SQ +3 saves against poisons, Evasion, Favoured Enemy, Improved uncanny dodge, Poison Use, Tiefling traits, Trapfinfing; AL NE; SV Fort +8, Ref +9, Will +3; Str 17, Dex 24, Con 15, Int 16, Wis 12, Cha 10 Skills and Feat : Bluff +11, Disguise +6, Escape Artist +14, Hide +17, Intimidate +3, Jump +18, Knowledge (Dungeoneering) +9, Knowledge (locale, Calimport) +9, Languages (Common, Infernal, Alzhedo, elven, Choldathan) Move Silently +17, Search +7, Sense Motive +5, Spot +7, Survival +11, Tumble +21; Combat Expertise, Endurance, Improved Critical (kukri), Improved Feint, Improved Two Weapon fighting, Track, Two Weapon Fighting, Weapon Finesse Darkness (sp) Darkness 1/day (caster level: 13th) Evasion (ex) saves for zone spells become : save or nothing Favoured Enemy (ex) Human; +2 on bluff, listen, Sense Motive, Spot and Survival, also gains a +2 to damage against them Improved Uncanny (ex) Dodge retain AC even when Flat footed, can’t be flanked Special Qualities: +3 saves against poisons, Death Attack (see DMG p.180… my lazy side), Tiefling traits: Darkvision 60ft, +2 racial bonus on bluff and hide skills, can use Darkness, Resistance to cold 5, electricity 5 and fire 5 Assassins Spells (4/4/2; base DC = 13+spell level; caster level 6th) 1- disguise self, obscuring mist, sleep, true strike 2- deep slumber, deeper darkness, false life, nondetection 3- dimension door, greater invisibility, modify memory Possessions: +1 keen light pick, Shar Nail (+1 unholy bane (human) kukri), +4 gloves of dexterity, +4 cloack of shadow (+5 on hide skill, let the user hide in plain sight), potion of bull strength, potion of Cat Grace, Potion of Bear Endurance. Description: Tos is a dark skinned humanoid with many red stripes on his arms. Except his dark red eyes, his skin and his blood-red hairs, Tos appear as a thin and tall normal human. He always wears practical black cloth. On his torso, in his left pectoral, he bears the Shar symbols as a birth mark. Since he reached adulthood 300 years ago, he haven’t aged. Sources : Calimport (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E) |
| Bahgtru09-24-05, 12:42 PM | Question for Green Giant? In the old NPC thread, you statted Tavis Burdun stronger than Queen Briana? Wasn't Briana's str stat in 2ed higher due to the Hartwick blood line descending from the Hartkiller. I believe her father Camden was stronger still and physically a threat to both her and Tavis. Any chance of restatting them or their sone Kaedlaw who was fathered by "the Ettin" Julian and Arno? Thanks in advance. |
| Green Giant09-24-05, 05:12 PM | Question for Green Giant? In the old NPC thread, you statted Tavis Burdun stronger than Queen Briana? Wasn't Briana's str stat in 2ed higher due to the Hartwick blood line descending from the Hartkiller. I believe her father Camden was stronger still and physically a threat to both her and Tavis. Any chance of restatting them or their sone Kaedlaw who was fathered by "the Ettin" Julian and Arno? Thanks in advance. I never read those novels but the stats found in Heroes' Lorebook show them having the same Str score but that was in 2e, and in 3e/3.5e firbolgs have an average Str score of 36 in MM II which is what I used. Even if Tavis had been created as a normal character his strength would still be higher than that of Queen Briana. Assuming the lowest possible roll of 3 adjusted by the Firbolg's strength (36-10=+26) would have given him a score of 29 which is a lot higher than the maximum possible strength score a human can start with of 18. The Jotunbrud feat seems to be the catch-all for any character with a giant ancestor in FR although there are the giant bloodline traits found in Unearthed Arcana. However neither of the choices provide you with a Str score that could possibly match a giant without the use of magic, divine intervention, or templates. I don't think there is a need to restat them unless they appear in an FR sourcebook with different class levels or are given full official 3.5e stats. As for Kaedlaw, I have no info on him that may help me create stats. Besides isn't he still a kid? |
| Bahgtru09-24-05, 06:24 PM | I never read those novels but the stats found in Heroes' Lorebook show them having the same Str score but that was in 2e, and in 3e/3.5e firbolgs have an average Str score of 36 in MM II which is what I used. Even if Tavis had been created as a normal character his strength would still be higher than that of Queen Briana. Assuming the lowest possible roll of 3 adjusted by the Firbolg's strength (36-10=+26) would have given him a score of 29 which is a lot higher than the maximum possible strength score a human can start with of 18. The Jotunbrud feat seems to be the catch-all for any character with a giant ancestor in FR although there are the giant bloodline traits found in Unearthed Arcana. However neither of the choices provide you with a Str score that could possibly match a giant without the use of magic, divine intervention, or templates. I don't think there is a need to restat them unless they appear in an FR sourcebook with different class levels or are given full official 3.5e stats. As for Kaedlaw, I have no info on him that may help me create stats. Besides isn't he still a kid? In Giantcraft, Camden Hartwick her father actually had a 20 str which was higher than Tavis. This is explained by the fact their line still carries blood of the Hartkiller who was a diety in Giant Lore. I assumed this gave them exceptional strength beyond the Jotunbrud feat, thus Camden Hartwick having a higher strength than Tavis a Firbolg. Camden was also described in the book as being able to look Tavis in the eyes putting him in the nine foot range and tossed a table that weighed as much as a Hartwick Castle gate. |
| Ramar Aulinvox09-24-05, 10:38 PM | Here is my take on the supreme leader of the Githyanki incursion into Gatchorof. Supreme Leader Frethen Harmswa LE female Githyanki Ftr 10/PsyWar 6 Medium Humanoid (Extraplanar, Psionic) HD: 10d10+40+6d8+24 (146hp) Init: +4 Spd: 20' (30' normal) A/C: 25 (+9 Ar, +3 Na, +1 Dx, +2 Df), FF 24, Touch 13 BA/Gr: +14/+19 (+27 3/day) Att: Silversword +16 (2d6+10/17-20:x2) Full Att: Silversword +16/11/6 (2d6+10/17-20:x2) S/R: 5'/5' Special Att: Psi-like Abilities, Sweeping Blade Mastery(Martial Arts Style; allows the use of the Deflect Arrows feat with a slashing weapon)* Special Qual: Darkvision 60', Naturally Psionic (3pp), Power Resist. 21 Saves: Fort +16, Reflex +11, Will +8 Abil: Str 20, Dex 18, Con 18, Int 14, Wis 16, Chr 15 Skills: Autohypnosis +16, Balance +3, Climb +5, Concentration +15, Craft(Weaponsmithing) +6, Intimidate +8, Jump +5, Know(Psionics) +9, Listen +5, Ride +10, Search +7, Spot +6 Feats: Combat Expertise, Combat Reflexes, Dodge, Elusive Target (Tactic)**, Exotic Weapon Prof.(Silversword), Greater Psionic Weapon(Ps)***, Improved Critical(Great Sw.), Improved Disarm, Lightning Reflexes, Mobility, Psionic Meditation(Ps)***, Psionic Weapon(Ps)***, Weapon Focus(Great Sw.), Weapon Spec.(Great Sw.), Wounding Attack(Ps)*** Equipment: +1 Abberation Bane Silversword*, +3 Fullplate, Ring of Prot. +2, Gloves of Titan's Grip***, Red Slaad Cloak*(+3Na, ER 5 to Acid, Cold, Elec., & Fire; ER 10 to Sonic), Dorje of Body Adjustment [ML:7](20)***, Dorje of Personal Mindblank(10)*** Psi-like Abilities: ML:8th; 3/day - Concealing Amorpha, Ps. Daze (11HD, DC:13), Ps. Dimentional Door, Farhand (up to 11 lbs.), & Telekinetic Thrust (8 objects/beings, 325 lbs. max); 1/day - Plane Shift Psionics - PP(23) ; ML: 6th; Powers Known: 1L - Biofeedback, Empty Mind, Force Screen; 2L - Animal Affinity, Body Adjustment, Psionic Lion's Charge *found in Dungeon #100 ** found in Complete Warrior *** found in Expanded Psionic Handbook Sources: PHB 3.5, DMG 3.5, MM 3.5, Expanded Psionic Handbook, Dungeon #100, Complete Warrior, & Underdark. |
| ClobberinTime09-28-05, 12:02 PM | Where the heck is Garrachoff??? |
| Ramar Aulinvox09-28-05, 01:06 PM | Where the heck is Garrachoff??? I mispelled it, it should be Gatchorof. It is an old dwarven settlement near the Illithid city of Oryndoll. More information on the city and the incursion are located in Underdark. |
| ClobberinTime09-28-05, 03:01 PM | Ah, I didn't know they had an incursion plot hook in the underdark book. Might make it worth picking up, could you help me out with some of the details??? |
| Ramar Aulinvox09-28-05, 03:40 PM | Ah, I didn't know they had an incursion plot hook in the underdark book. Might make it worth picking up, could you help me out with some of the details??? This is the "garden variety" incursion of the githyanki, not the incursion adventure type mentioned in Dungeon #100 and the corrisponding Dragon issue. These types of incusions happen all the time, such as the fatal wounding of the Ch'chitl elder brain [the illithid city under Waterdeep, detailed in Underdark p. 134 with the alhoon overcouncil]. I must confess that I statted the above character to convert the Dungeon #100 campaign. My version of the adventure is that the true targets are the illithids. I'm currently working on the elder brain of Oryndoll and the counsel of Ch'chitl. Once I have them done, I will post them on the boards. *edit note, sorry about the many spelling errors. I think I fixed them all. I hope this helps with any confusion you might have had. |
| ClobberinTime09-29-05, 10:35 PM | I belong here! |
| warlockco09-30-05, 01:50 AM | House Shobalar, 15th House of Menzoberranzan: Matron Mother of House Shobalar Matron Hinkutes’nat Alar: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 95; Init +4; Spd 30 ft.; AC 25 (touch 16, flat-footed 21); Base Atk +9; Grp +11; Atk +13 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +13/+8 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +12, Ref +10, Will +14; Str 14, Dex 18, Con 14, Int 18, Wis 19, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Animal Handling +4, Bluff +10, Concentration +10, Diplomacy +8, Intimidate +5, Knowledge (Arcana) +8, Knowledge (Religion) +8, Listen +3, Ride +6, Search +3, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spellcraft +10, Spot +3. Arachnid Rider, Exotic Weapon (Scourge), Mounted Combat, Negotiator, Persuasive. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th level cleric 7/day. Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 12th). Deity: Lolth. Domains: Spider (Rebuke/Command Spiders as 12th level cleric 7/day), Trickery. Possessions: Silver Holy Symbol (Lolth), Shobalar House Insignia, +2 Elven Chainmail, Scourge of Fangs, Amulet of Health +2, Boots of Tremorsense, Bracers of Resistance +2, Cloak of Arachnida, Ring of Antivenom, Ring of Protection +2, Rod of Webspinning, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). House Vandree, 16th House of Menzoberranzan: Matron Mother of House Vandree Matron Troken’ther Vandree: Female Drow Clr11; CR 12; Medium Humanoid (Elf); HD 11d8+22; hp 97; Init +4; Spd 30 ft.; AC 22 (touch 16, flat-footed 18); Base Atk +8; Grp +10; Atk +12 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +12/+7 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits; AL CE; SV Fort +11, Ref +9, Will +14; Str 14, Dex 18, Con 14, Int 19, Wis 20, Cha 20. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +12, Concentration +12, Diplomacy +12, Intimidate +5, Knowledge (Local: Underdark-Northdark) +4, Knowledge (Religion) +10, Listen +3, Search +3, Sense Motive +8, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +10, Spot +3. Exotic Weapon (Scourge), Iron Will, Negotiator, Persuasive. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 22. Aura of Evil (aura equals cleric level); Rebuke Undead as 11th level cleric 8/day. Spell-like Abilities (as 11th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/3+1/1+1; base DC = 15 + spell level; caster level 11th). Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Trickery. Possessions: Silver Holy Symbol (Lolth), Vandree House Insignia, Scourge of Fangs, Amulet of Natural Armor +1, Bracers of Armor +5, Drow Boots, Gloves of Dexterity +2, Piwafwi of Charisma +4, Ring of Protection +2, Ring of Resistance +2, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr10 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma. Source: Created by Joseph Weber. Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb. House Symryvvin, 17th House of Menzoberranzan Matron Mother of House Symryvvin Matron Hesken-P’aj Symryvvin: Female Drow Clr10/Lor10/Hie5; CR 26; Medium Humanoid (Elf); HD 15d8+75 plus 10d4+50; hp 259; Init +4; Spd 30 ft.; AC 32 (touch 19, flat-footed 28); Base Atk +15; Grp +17; Atk +19 (1d8+4 plus Special, Scourge of Fangs); Full Atk +19/+17 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 36, DR 5/Good; AL CE; SV Fort +22, Ref +19, Will +33; Str 14, Dex 19, Con 20, Int 20, Wis 30, Cha 26. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +25, Diplomacy +19, Heal +5, Intimidate +10, Knowledge (Arcana) +28, Knowledge (History) +10, Knowledge (The Planes) +15, Knowledge (Religion) +28, Listen +7, Search +5, Sense Motive +10, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan, Infernal), Spellcraft +28, Spot +7. Corrupt Spell, Extend Spell, Exotic Weapon (Scourge), High Born Drow, Improved Spell Capacity, Leadership, Lolth’s Blessing, Persistent Spell, Scribe Scroll, Skill Focus (Knowledge: Arcana), Skill Focus (Spellcraft). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 36. Aura of Evil (as 25th level cleric); Rebuke Undead as 10th level cleric 11/day (+4 bonus on turning checks and turning damage rolls). Loremaster: Lore +15; Greater Lore, True Lore; Secret: Secrets of Inner Strength, Secret Knowledge of Avoidance, Applicable Knowledge, Newfound Arcana, More Newfound Arcana. Metamagic Feat. Blast Infidel (Su): Matron Symryvvin can use negative energy spells to their maximum effect on lawful good creatures. Any spell with a descriptor that involves inflicting or channeling negative energy (Inflict spells, Mass Inflict Light Wounds, Harm) cast on a lawful good creature works as if under the effect of a Maximize Spell feat. Undead affected by this ability heal the maximized amount of damage. Divine Reach (Su): Matron Symryvvin can use touch spells on targets up to 60 feet away. If the spell requires a melee touch attack, Matron Symryvvin must make a ranged touch attack instead. Mastery of Energy (Su): Matron Symryvvin channels negative energy more effectively, increasing her ability to affect undead. Add a +4 bonus to Matron Symryvvin’s Rebuke checks and Rebuke damage rolls. Spell-like Abilities (as 25th level caster) 1/day–Clairaudience/Clairvoyance, Dancing Lights, Darkness, Detect Good, Detect Magic, Discern Lie, Dispel Magic, Faerie Fire, Levitate. Cleric Spells Prepared (6/9+1/9+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1/2; base DC = 20 + spell level; caster level 25th). Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 20th level cleric 8/day). Possessions: Silver Holy Symbol (Lolth), Symryvvin House Insignia, Scourge of Fangs, Amulet of Natural Armor +5, Arach-Tinilith Ring, Drow Boots, Greater Piwafwi, Ring of Protection +5, Robe of the Matron, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr20 in Menzoberranzan boxed set. No other information. Added levels due to passage of time, and with Matron Baenre dead, she is the most powerful priestess of Lolth in Menzoberranzan. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Epic Level Handbook (3E), and Dragon #302. Arach-Tinilith Ring: Created only for the highest-ranking priestesses of the order of Arach-Tinilith, this potent ring imbues its wearer with a +6 enhancement bonus to Constitution and a +2 enhancement bonus to Charisma. It also renders the wearer immune to Detect Thoughts, Discern Lies, and any attempt to magically discern the wearer’s alignment. Source: Dragon Magazine #302, Rogues Gallery: The Heroes of the War of the Spider Queen, by Richard Baker (revised to 3.5 by Joseph Weber). Moderate Abjuration and Transmutation; CL: 10th; Forge Ring, Bear’s Endurance, Eagle’s Splendor, Nondetection; Price 54,000 gp. Revision Note: Revision was addition of magic auras and adjustment of price. Piwafwi, Greater: The dark-colored greater piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks , and it also provides fire resistance 5. Source: City of the Spider Queen (revised to 3.5 by Joseph Weber). Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Resist Energy, Invisibility, Creator must be a Drow; Price 13,750 gp; Weight 1 lb. Revision Note: Revision was addition of magic auras and adjustment of price. Robe of the Matron: This elegant black spidersilk robe is embroidered with mithral thread in a spiderweb design. It provides a +8 armor bonus, a +5 resistance bonus on saves, a +6 enhancement bonus to Wisdom and Charisma, and damage reduction 5/good. Source: Created by Joseph Weber. Strong Abjuration, Conjuration, Evocation, and Transmutation; CL 18th; Craft Wondrous Item, Eagle’s Splendor, Mage Armor, Miracle, Owl’s Wisdom, Resistance, Stoneskin, Creator must be a Drow; Price 317,500 gp; Weight 1 lb. |
| warlockco09-30-05, 02:01 AM | House Nurbonnis, 21st House of Menzoberranzan: Matron Mother of House Nurbonnis Matron Nadallas Bonnine: Female Drow Clr13; CR 14; Medium Humanoid (Elf); HD 14d8+14; hp 95; Init +5; Spd 30 ft.; AC 28 (touch 15, flat-footed 23); Base Atk +9; Grp +9; Atk +12 melee (1d8+2 plus Special, Scourge of Fangs); Full Atk +12/+7 melee (1d8+2 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +12, Ref +12, Will +17; Str 10, Dex 17, Con 12, Int 14, Wis 22, Cha 16. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Diplomacy +8, Heal +4, Knowledge (Religion) +10, Listen +6, Search +4, Sense Motive +3, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +10, Spot +8. Blind-Fight (b), Blooded, Exotic Weapon (Scourge), Greater Spell Penetration, Lightning Reflexes (b), Spell Penetration, Weapon Focus (Scourge). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Cannot be Shaken, and ignores the effects of the Shaken condition. Aura of Evil (aura equals cleric level); Rebuke Undead as 13th level cleric 6/day. Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/7+1/5+1/5+1/4+1/3+1/1+1; base DC = 16 + spell level; caster level 13th). Deity: Lolth. Domains: Darkness, Drow. Possessions: Silver Holy Symbol (Lolth), Nurbonnis House Insignia, +5 Elven Chainmail, Scourge of Fangs, Drow Boots, Periapt of Wisdom +4, Piwafwi of Resistance +3, Ring of Protection +3, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Creation Note: In Menzoberranzan boxed set, no information on Matron Nadallas Bonnine other than she is Matron Mother of House Nurbonnis. Made her one level higher than Matron Ki’Willis Millithor, since they are rival houses, and House Nurbonnis is 4 ranks higher. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks. Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker. Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow, Creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb. Elder Daughter of House Nurbonnis Rynn’qunnil Nurbonnis: Female Drow Clr8; CR 9; Medium Humanoid (Elf); HD 8d8; hp 52; Init +6; Spd 30 ft.; AC 24 (touch 16, flat-footed 20); Base Atk +6; Grp +7; Atk +9 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk +9/+4 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 19; AL CE; SV Fort +8, Ref +10, Will +11; Str 12, Dex 18, Con 10, Int 12, Wis 16, Cha 16. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Heal +3, Intimidate +2, Knowledge (Religion) +8, Listen +3, Search +3, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +8, Spot +5. Blooded, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 19. Cannot be Shaken, and ignores the effects of the Shaken condition. Aura of Evil (aura equals cleric level); Rebuke Undead as 8th level cleric 6/day. Spell-like Abilities (as 8th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 13 + spell level; caster level 8th). Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level). Possessions: Silver Holy Symbol (Lolth), Nurbonnis House Insignia, +3 Elven Chainmail, Scourge of Fangs, Drow Boots, Piwafwi of Resistance +2, Ring of Protection +2, Ring of Regeneration, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed as Clr8 in Menzoberranzan boxed set with Whip of Fangs, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Second Daughter of House Nurbonnis Rynn’qunnil Nurbonnis: Female Drow Clr7; CR 8; Medium Humanoid (Elf); HD 7d8+14; hp 59; Init +5; Spd 30 ft.; AC 21 (touch 14, flat-footed 18); Base Atk +5; Grp +8; Atk +10 melee (1d8+5 plus Special, Scourge of Fangs); Full Atk +10 melee (1d8+5 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 18; AL CE; SV Fort +8, Ref +8, Will +8; Str 16, Dex 16, Con 14, Int 13, Wis 14, Cha 19. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Heal +4, Intimidate +3, Knowledge (Religion) +7, Listen +2, Search +2, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +7, Spot +5. Blooded, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Cannot be Shaken, and ignores the effects of the Shaken condition. Aura of Evil (aura equals cleric level); Rebuke Undead as 7th level cleric 7/day. Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/5+1/4+1/2+1/1+1; base DC = 12 + spell level; caster level 7th). Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level). Possessions: Silver Holy Symbol (Lolth), Nurbonnis House Insignia, +2 Elven Chainmail, Scourge of Fangs, Drow Boots, Piwafwi of Resistance +1, Ring of Freedom of Movement, Ring of Protection +1, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed as Clr7 in Menzoberranzan boxed set with Whip of Fangs, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Third Daughter of House Nurbonnis Carri’pol Nurbonnis: Female Drow Clr6; CR 7; Medium Humanoid (Elf); HD 6d8+12; hp 51; Init +6; Spd 30 ft.; AC 23 (touch 15, flat-footed 19); Base Atk +4; Grp +8; Atk +11 melee (1d8+6, +2 Drowcraft Adamantine Heavy Mace); Full Atk +11 melee (1d8+6, +2 Drowcraft Adamantine Heavy Mace); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 17; AL CE; SV Fort +8, Ref +9, Will +10; Str 18, Dex 18, Con 14, Int 16, Wis 18, Cha 12. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Diplomacy +5, Heal +4, Intimidate +4, Knowledge (Religion) +7, Listen +3, Search +3, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language, Goblin), Spellcraft +7, Spot +5. Blind-Fight (b), Blooded, Exotic Weapon (Scourge), Lightning Reflexes (b), Weapon Focus (Heavy Mace). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17. Cannot be Shaken, and ignores the effects of the Shaken condition. Aura of Evil (aura equals cleric level); Rebuke Undead as 6th level cleric 4/day. Spell-like Abilities (as 6th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/5+1/4+1/2+1/1+1; base DC = 12 + spell level; caster level 6th). Deity: Lolth. Domains: Darkness, Drow. Possessions: Silver Holy Symbol (Lolth), Nurbonnis House Insignia, +1 Elven Chainmail, +1 Light Metal Shield, +2 Drowcraft Adamantine Heavy Mace, Drow Boots, Piwafwi of Resistance +1, Ring of Protection +1, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed as Clr6 in Menzoberranzan boxed set with +2 Adamantine Mace, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Elderboy & House Wizard of House Nurbonnis Pernictal Nurbonnis: Male Drow Wiz9; CR 10; Medium Humanoid (Elf); HD 9d4+9; hp 40; Init +7; Spd 30 ft.; AC 21 (touch 15, flat-footed 16); Base Atk +4; Grp +3; Atk +7 melee (1d4+3, +4 Dagger); Full Atk +7 melee (1d4+3, +4 Dagger); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 20; AL CE; SV Fort +8, Ref +12, Will +11; Str 9, Dex 20, Con 10, Int 20, Wis 12, Cha 17. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Craft (Alchemy) +10, Decipher Script +6, Knowledge (Arcana) +12, Knowledge (History) +4, Knowledge (Local: Underdark-Northdark) +6, Knowledge (The Planes) +4, Listen +4, Search +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +12, Spot +6. Blooded, Brew Potion, Craft Wondrous Item, Greater Spell Penetration, Scribe Scroll, Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20. Cannot be Shaken, and ignores the effects of the Shaken condition. Summon Familiar. Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Wizard Spells Prepared (4/6/5/4/3/2; base DC = 15 + spell level; caster level 9th). Possessions: Nurbonnis House Insignia, Spellbooks, +4 Dagger, Amulet of Health +2, Bracers of Armor +6, Drow Boots, Gloves of Dexterity +2, Piwafwi of Resistance +4, Ring of Freedom of Movement, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed as Wiz9 in Menzoberranzan boxed set with +4 Dagger, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Secondboy of House Nurbonnis & Captain of the House Guard Daevion’lyr Nurbonnis: Male Drow Ftr3/Wiz5; CR 9; Medium Humanoid (Elf); HD 3d10+3 plus 5d4+5; hp 40; Init +9; Spd 30 ft.; AC 19 (touch 15, flat-footed 16); Base Atk +5; Grp +7; Atk +13 melee (1d8+7, +5 Longsword); Full Atk +13 melee (1d8+7, +5 Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 19; AL CE; SV Fort +7, Ref +7, Will +8; Str 14, Dex 16, Con 12, Int 17, Wis 12, Cha 14. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Climb +3, Intimidate +6, Knowledge (Arcana) +8, Listen +5, Ride +8, Search +2, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language), Spellcraft +8, Spot +7. Blooded, Improved Initiative, Mounted Combat, Scribe Scroll, Spell Penetration, Still Spell, Weapon Focus (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 19. Cannot be Shaken, and ignores the effects of the Shaken condition. Summon Familiar. Spell-like Abilities (as 8th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Wizard Spells Prepared (4/4/3/2; base DC = 13 + spell level; caster level 5th). Possessions: Nurbonnis House Insignia, Spellbooks, +5 Longsword, Bracers of Armor +4, Drow Boots, Piwafwi of Resistance +2, Ring of Protection +2, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed as Ftr6/Wiz5 in Menzoberranzan boxed set with +5 Longsword, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Third Son of House Nurbonnis Karlist Nurbonnis: Male Drow Wiz8; CR 9; Medium Humanoid (Elf); HD 8d4; hp 27; Init +4; Spd 30 ft.; AC 18 (touch 13, flat-footed 16); Base Atk +4; Grp +4 Atk +7 melee (1d4+3, +3 Dagger); Full Atk +7 melee (1d4+3, +3 Dagger); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 19; AL CE; SV Fort +4, Ref +6, Will +9; Str 10, Dex 14, Con 10, Int 18, Wis 12, Cha 13. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Craft (Alchemy) +6, Decipher Script +6, Knowledge (Arcana) +10, Listen +3, Search +3, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +5. Blooded, Craft Wand, Greater Spell Penetration, Scribe Scroll, Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 19. Cannot be Shaken, and ignores the effects of the Shaken condition. Summon Familiar. Spell-like Abilities (as 8h level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Wizard Spells Prepared (4/5/4/4/3; base DC = 14 + spell level; caster level 8h). Possessions: Nurbonnis House Insignia, Spellbooks, +3 Dagger, Bracers of Armor +5, Drow Boots, Piwafwi of Resistance +2, Ring of Minor Fire Resistance, Ring of Protection +1, Wand of Fireballs (CL 8th), other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed as Wiz8 in Menzoberranzan boxed set, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). House Fighter Caraf’nir Pron’nonnis: Male Drow Ftr6; CR 7; Medium Humanoid (Elf); HD 6d10+6; hp 62; Init +9; Spd 30 ft.; AC 20 (touch 13, flat-footed 17); Base Atk +6; Grp +9 Atk +14 melee (1d8+9, +4 Longsword); Full Atk +14/+9 melee (1d8+9, +4 Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 17; AL CE; SV Fort +6, Ref +5, Will +2; Str 16, Dex 16, Con 12, Int 14, Wis 11, Cha 17. Skills and Feats (counting all modifiers except equipment and attributes): Climb +6, Hide +1, Intimidate +8, Jump +3, Listen +4, Move Silently +1, Search +3, Ride +9, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +7. Blooded, Dodge, Improved Initiative, Mobility, Mounted Combat, Weapon Focus (Longsword), Weapon Specialization (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 6h level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Nurbonnis House Insignia, +2 Elven Chainmail, +4 Longsword, Drow Boots, Piwafwi, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed as Ftr6 in Menzoberranzan boxed set with +4 Longsword, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). House Fighter Adlictin Lot’ttl: Male Drow Ftr5; CR 6; Medium Humanoid (Elf); HD 5d10+5; hp 48; Init +9; Spd 30 ft.; AC 20 (touch 13, flat-footed 17); Base Atk +5; Grp +8 Atk +12 melee (1d8+8, +3 Longsword); Full Atk +12 melee (1d8+8, +3 Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 17; AL CE; SV Fort +5, Ref +4, Will +2; Str 16, Dex 17, Con 12, Int 12, Wis 12, Cha 9. Skills and Feats (counting all modifiers except equipment and attributes): Climb +2, Hide +1, Intimidate +6, Listen +3, Move Silently +1, Ride +6, Search +3, Speak Language (Elven, Undercommon, Drow Sign Language), Spot +5. Blooded, Dodge, Improved Initiative, Mounted Combat, Weapon Focus (Longsword), Weapon Specialization (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 6h level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Nurbonnis House Insignia, +2 Elven Chainmail, +3 Longsword, Drow Boots, Piwafwi, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: Listed as Ftr5 in Menzoberranzan boxed set with +3 Longsword, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Piwafwi: The dark-colored Piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks. Source: City of the Spider Queen (revised to 3.5 by Joseph Weber). Faint Illusion; CL 5th; Craft Wondrous Item, Invisibility; Creator must be a Drow; Price 2,500 gp; Weight 1 lb. Revision Note: Revision was addition of magic auras and adjustment of price. House Millithor, 25th House of Menzoberranzan: Matron Mother of House Millithor Matron Ki’Willis Millithor: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 85; Init +1; Spd 30 ft.; AC 22 (touch 14, flat-footed 21); Base Atk +9; Grp +10; Atk +12 melee (1d8+3 plus Special, Scourge of Fangs) or +13 melee (1d4+4, +3 Dagger); Full Atk +12/+7 melee (1d8+3 plus Special, Scourge of Fangs) or +13/+8 melee (1d4+4, +3 Dagger); Face/Reach 5 ft./5 ft.; SA Alluring, Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +13, Ref +8, Will +13; Str 13, Dex 12, Con 15, Int 14, Wis 24, Cha 26. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +7, Concentration +8, Diplomacy +12, Hide +2, Intimidate +4, Knowledge (Arcana) +2, Knowledge (The Planes) +2, Knowledge (Religion) +8, Listen +3, Move Silently +2, Search +3, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +8, Spot +3. Charming, Exotic Weapon (Scourge), Negotiator, Persuasive, Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th level cleric 11/day. Alluring (Su): Ki’Willis can charm any male humanoid (as Charm Person, DC 18) that she speaks to for 1 full round. This is a Sonic Mind-Affecting effect. Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/8+1/6+1/5+1/4+1/4+1/2+1; base DC = 17 + spell level; caster level 12th). Deity: Lolth. Domains: Spider (Rebuke/Command Spiders as 12th level cleric 11/day), Trickery. Possessions: Silver Holy Symbol (Lolth), Millithor House Insignia, +3 Dagger, Scourge of Fangs, Bracers of Armor +8, Driftdisc with Millithor House Insignia (Constant effect of Comprehend Languages and Shield to passenger), Drow Boots, Piwafwi of Charisma +6, Ring of Arachnid Control, Ring of Protection +3, Tiara of Wisdom +4, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set with Str 13, Int 14, Wis 18, Dex 11, Con 15, Cha 13, with +3 Dagger, Mirror of Petrification, Scourge of Fangs, Ring of Arachnid Control, Bracer of Defense AC 2, and a Driftdisc. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level. Increase Cha to 20, described as extremely attractive and pleasant. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma. Source: Created by Joseph Weber. Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb. Ring of Arachnid Control: On command, this ring affects an Arachnid as if the wearer had cast Charm Animal (Will DC 11). This ignores the normal immunity to mind-affecting effects that vermin have. Source: Converted from 2E to 3.5E by Joseph Weber. Faint Enchantment; CL 3rd; Forge Ring, Charm Animal; Price 10,800 gp. Tiara of Wisdom: This tiara increases the wearer’s Wisdom score in the form of an enhancement bonus of +2, +4, or +6 (depending on the individual item). Source: DMG 3.5, modified Periapt of Wisdom. Moderate Transmutation; CL 8th; Craft Wondrous Item, Owl’s Wisdom; Price: 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb. Charming [General] Others find your company appealing Source: Age of Mortals: Dragonlance Campaign Setting Companion by Sovereign Press. Benefit: You get a +2 competence bonus on Diplomacy and Bluff checks. Elder Daughter of House Millithor Narcelia Millithor: Female Drow Clr7; CR 8; Medium Humanoid (Elf); HD 7d8+7; hp 41; Init +0; Spd 30 ft.; AC 17 (touch 10, flat-footed 17); Base Atk +5; Grp +6; Atk +8 melee (1d8+3 plus Blindness, Mace of Blinding) or +8 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk +8 melee (1d8+3 plus Blindness, Mace of Blinding) or +8 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 18; AL CE; SV Fort +6, Ref +4, Will +8; Str 12, Dex 10, Con 12, Int 15, Wis 17, Cha 14. Skills and Feats (counting all modifiers except equipment and attributes): Concentration +8 (+12 when casting defensively), Craft (Alchemy) +6, Diplomacy +6, Knowledge (Religion) +8, Listen +1, Sense Motive +1, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +6, Spot +1. Brew Potion, Combat Casting, Exotic Weapon (Scourge), Lightning Reflexes (b). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Aura of Evil (aura equals cleric level); Rebuke Undead as 7th level cleric 5/day. Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level; caster level 7th). Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level). Possessions: Silver Holy Symbol (Lolth), Millithor House Insignia, +2 Elven Chainmail, Mace of Blinding, Scourge of Fangs, Drow Boots, Greater Piwafwi, Potion Belt, Potion of Cure Serious Wounds, Potion of Reduce Person, Oil of Impact x4 (as Keen Edge but for blunt weapons), other possessions unknown. She also has jewelry worth 3,000 gp and access to funds of 10,000 gp. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr7 in Menzoberranzan boxed set with Str 12, Int 15, Wis 17, Dex 10, Con 11, Cha 14, with +2 Mace of Blinding, Whip of Fangs, +2 Chainmail, Piwafwi, Boots of Elvenkind, several potions. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Mace of Blinding: Those struck by this +2 Heavy Mace must make a Fort save (DC 13) or be permanently blinded. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Moderate Necromancy; CL 6th; Craft Magic Arms and Armor, Blindness/Deafness; Price 20,312 gp; Weight 8 lb. Piwafwi, Greater: The dark-colored greater piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks , and it also provides fire resistance 5. Source: City of the Spider Queen (revised to 3.5 by Joseph Weber). Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Resist Energy, Invisibility, Creator must be a Drow; Price 13,750 gp; Weight 1 lb. Revision Note: Revision was addition of magic auras and adjustment of price. Second Daughter of House Millithor Carcelen Millithor: Female Drow Clr7; CR 8; Medium Humanoid (Elf); HD 7d8; hp 44; Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +5; Grp +7; Atk +9 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +9 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 18; AL CE; SV Fort +5, Ref +5, Will +8; Str 15, Dex 12, Con 10, Int 11, Wis 16, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Concentration +6, Knowledge (Religion) +6, Listen +2, Search +2, Speak Language (Elven, Undercommon, Drow Sign Language), Spellcraft +6, Spot +2. Dodge, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Aura of Evil (aura equals cleric level); Rebuke Undead as 7th level cleric 7/day. Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level; caster level 7th). Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level). Possessions: Silver Holy Symbol (Lolth), Millithor House Insignia, Elven Chainmail, Scourge of Fangs, Ring of Blinking, Drow Boots, Piwafwi, Potion Belt, Potion of Clairvoyance, Potion of Enlarge Person, Potion of Cure Moderate Wounds, Oil of Slipperiness, Scroll of Cure Light Wounds x6, other possessions unknown. She also has jewelry worth 10,000 gp and access to funds of 3,000 gp. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Clr7 in Menzoberranzan boxed set with Str 15, Int 11, Wis 16, Dex 12, Con 9, Cha 12, with Whip of Fangs, Ring of Blinking, several potions. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). Piwafwi: The dark-colored Piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks. Source: City of the Spider Queen (revised to 3.5 by Joseph Weber). Faint Illusion; CL 5th; Craft Wondrous Item, Invisibility; Creator must be a Drow; Price 2,500 gp; Weight 1 lb. Revision Note: Revision was addition of magic auras and adjustment of price. Elderboy of House Millithor Marckarius Millithor: Male Drow Ftr7; CR 8; Medium Humanoid (Elf); HD 7d10+21; hp 75; Init +3; Spd 30 ft.; AC 22 (touch 11, flat-footed 21); Base Atk +7; Grp +11; Atk +16 melee (1d8+10, +4 Longsword) or +10 ranged (1d4+6, +2 Dagger of Distance); Full Atk +16/+11 melee (1d8+10, +4 Longsword) or +10/+5 ranged (1d4+6, +2 Dagger of Distance); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 18; AL CE; SV Fort +8, Ref +3, Will +2; Str 18, Dex 12, Con 16, Int 12, Wis 11, Cha 13. Skills and Feats (counting all modifiers except equipment and attributes): Climb +5, Hide +1, Jump +5, Listen +3, Move Silently +1, Ride +5, Search +3, Speak Language (Elven, Undercommon, Drow Sign Language), Spot +5, Swim +5. Blooded, Cleave, Dodge, Quick Draw, Power Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Millithor House Insignia, +4 Longsword, +3 Elven Chainmail, +1 Buckler, +2 Short Sword, 2 +2 Dagger of Distance, Amulet of Proof vs Detect and Location, Drow Boots, Greater Piwafwi, Potion Belt, Potion of Cure Serious Wounds, Potion of Invisibility, Potion of Flying, other possessions unknown. He also has jewelry worth 7,500 gp and access to funds of 2,000 gp. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as Ftr7 in Menzoberranzan boxed set with Str 18/52, Int 12, Wis 11, Dex 12, Con 15, Cha 13, with +4 Longsword, +3 Chainmail, +1 Buckler, +2 Short Sword, 2 +2 Daggers, Piwafwi, Boots of Elvenkind, and several potions. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Secondboy of House Millithor Torrellan Millithor: Male Drow Ftr3/Wiz4; CR 8; Medium Humanoid; HD 3d10+3 plus 4d4+4; hp 49; Init +2; Spd 30 ft.; AC 22 (touch 12, flat-footed 20); Base Atk +5; Grp +8; Atk +12 melee (1d8+6 plus hold, +3 Longsword of Paralyzing) or +9 ranged (1d4+2, +2 Hand Crossbow); Full Atk +12 melee (1d8+6 plus hold, +3 Longsword of Paralyzing) or +9 ranged (1d4+2, +2 Hand Crossbow); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 18; AL CE; SV Fort +5, Ref +4, Will +5; Str 17, Dex 14, Con 12, Int 16, Wis 10, Cha 8. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +1, Concentration +6, Hide +1, Intimidate +3, Knowledge (Arcana) +6, Knowledge (Local: Underdark-Northdark) +4, Listen +3, Move Silently +1, Ride +2, Search +3, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language), Spellcraft +6, Spot +3. Dodge, Mobility, Quick Draw, Scribe Scroll, Weapon Focus (Longsword), Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Summon Familiar. Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Wizard Spells Prepared (4/4/3; base DC = 13 + spell level; caster level 4th). Possessions: Spellbooks, Millithor House Insignia, +3 Longsword of Paralyzing, +2 Elven Chainmail, +2 Buckler, +3 Dagger, +2 Hand Crossbow, 4 +3 Bolts, 3 Daylight Pellets, Drow Boots, Lurker Cloak, other possessions unknown. He also has jewelry worth 7,500 gp and access to funds of 2,000 gp. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as Ftr5/Wiz4 in Menzoberranzan boxed set with Str 17, Int 15, Wis 10, Dex 14, Con 12, Cha 8, with +3 Longsword of Paralyzing, +2 Chainmail, +2 Buckler, +3 Dagger, Lurker Cloak, 3 Light Pellets, and several potions and magical bolts. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Book of Exalted Deeds (3.5E). Paralyzing: Any creature struck by this weapon must succeed on a DC 17 Will save or be paralyzed. Each round on its turn, the target may attempt a new saving throw to end the effect; otherwise, the paralysis lasts 10 rounds. Spell resistance applies. Bows, crossbows, and slings so crafted confer the paralyzing power upon their ammunition. Source: Book of Exalted Deeds. Moderate Enchantment; CL 10th; Craft Magic Arms & Armor, Hold Monster; Price: +2 bonus. Adopted Son of House Millithor Dariel Kront’tane: Male Drow Ftr6; CR 7; Medium Humanoid (Elf); HD 6d10+18; hp 48; Init +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +6; Grp +9; Atk +14 melee (1d8+9, +4 Longsword) or +9 ranged (1d4+1, +1 Hand Crossbow); Full Atk +14/+9 melee (1d8+9, +4 Longsword) or +7 ranged (1d4+1, +1 Hand Crossbow) and +7 ranged (1d4+1, +1 Hand Crossbow); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 17; AL CE; SV Fort +8, Ref +4, Will +2; Str 16, Dex 14, Con 17, Int 14, Wis 10, Cha 12. Skills and Feats (counting all modifiers except equipment and attributes): Hide +3, Listen +4, Move Silently +3, Search +6, Sense Motive +2, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +6. Dodge, Quick Draw, Rapid Reload (Hand Crossbow), Two-Weapon Fighting, Weapon Focus (Hand Crossbow), Weapon Focus (Longsword), Weapon Specialization (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Millithor House Insignia, Elven Chainmail, +4 Longsword, 2 +1 Hand Crossbows, Brooch of Shielding, Drow Boots, 3 Dust of Appearance, 3 Dust of Disappearance, Greater Piwafwi, Ring of Antivenom, other possessions unknown. He has access to funds of 1,200 gp. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as Ftr6 in Menzoberranzan boxed set with Str 16, Int 14, Wis 10, Dex 13, Con 17, Cha 12, with +4 Longsword, 2 +1 Hand Crossbows, Piwafwi, Boots of Elvenkind, Brooch of Shielding, Ring of Antivenom and several types of magical dust. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). House Wizard of House Millithor Quertus Millithor: Male Drow Wiz7; CR 8; Medium Humanoid (Elf); HD 7d4; hp 24; Init +2; Spd 30 ft.; AC 17 (touch 17, flat-footed 15); Base Atk +3; Grp +2; Atk +7 melee (1d4+4, +5 Dagger); Full Atk +7 melee (1d4+4, +5 Dagger); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 18; AL CE; SV Fort +2, Ref +4, Will +5; Str 9, Dex 15, Con 10, Int 18, Wis 12, Cha 9. Skills and Feats (counting all modifiers except equipment and attributes): Concentration +10 (+14 when casting defensively), Craft (Alchemy) +6, Decipher Script +4, Hide +1, Knowledge (Arcana) +10, Knowledge (Local: Underdark-Northdark) +2, Knowledge (The Planes) +2, Listen +3, Move Silently +1, Search +3, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +10, Spot +3. Brew Potion, Combat Casting, Craft Wondrous Item, Dodge, Scribe Scroll. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Summon Familiar. Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Wizard Spells Prepared (4/5/4/3/2; base DC = 14 + spell level; caster level 7th). Possessions: Millithor House Insignia, Spellbooks, +5 Dagger, Drow Boots, Quertus’ Robe, Ring of Jumping, Ring of Shocking Grasp, Wand of Melf’s Acid Arrow, other possessions unknown. He also has jewelry worth 2,000 gp and access to funds of 12,000 gp. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as Wiz7 in Menzoberranzan boxed set with Str 9, Int 17, Wis 12, Dex 15, Con 10, Cha 9, with +5 Dagger, Ring of Jumping, Ring of Shocking Grasp, Robes (Elvenkind & Protection +5), Wand of Acidic Spheres, several scrolls. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Quertus’ Robe: These dark green robes of spider silk confer a +5 deflection bonus to their wearer’s Armor Class and a +10 competence bonus to the wearer’s Hide checks. Source: Menzoberranzan boxed set, converted to 3.5E by Joseph Weber. Strong Abjuration and Illusion; CL 15th; Craft Wondrous Item, Invisibility, Shield of Faith, Creator must be a Drow; Price: 65,000 gp; Weight 1 lb. Ring of Shocking Grasp: The wearer of this ring can use Shocking Grasp for 2d6 points of electricity damage, three times per hour. The wearer has a +3 bonus on the attack roll if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). Source: Converted from 2E to 3.5E by Joseph Weber. Faint Evocation; CL 2nd; Forge Ring, Shocking Grasp; Price: 4,000 gp. |
| warlockco09-30-05, 02:20 AM | Merchants and Other Folk of Menzoberranzan: Merchant of Bulk Grain, Dates, and Other Foodstuffs Baelaskros Do’Ilisharr: Male Drow Ftr6; CR 7; Medium Humanoid (Elf); HD 6d10+12; hp 55; Init +0; Spd 20 ft.*; AC 18 (touch 13, flat-footed 18); Base Atk +6; Grp +7; Atk +7 ranged (1d4+2 plus 1d6 Fire, +2 Flaming Hand Crossbow) or +8 melee (1d6+2, +1 Short Sword); Full Atk +7/+2 ranged (1d4+2 plus 1d6 Fire, +2 Flaming Hand Crossbow) or +8/+3 melee (1d6+2, +1 Short Sword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 17; AL CE; SV Fort +9, Ref +2, Will +4; Str 12, Dex 10, Con 14, Int 16, Wis 14, Cha 12. *Speed Reduced due to Extremely FAT Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +5, Diplomacy +4, Intimidate +7, Listen +2, Profession (Merchant) +4, Search +2, Sense Motive +5, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin, Illuskan), Spot +2. Great Fortitude, Persuasive, Point Blank Shot, Precise Shot, Rapid Reload (Hand Crossbow), Weapon Focus (Hand Crossbow), Weapon Specialization (Hand Crossbow). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17. Spell-like Abilities (as 6th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: +2 Flaming Hand Crossbow, 6 +3 Bolts, +1 Short Sword, Bracers of Armor +5, Drow Boots, Piwafwi, Ring of Protection +3, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as a Ftr6 in Menzoberranzan boxed set, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Piwafwi: The dark-colored Piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks. Source: City of the Spider Queen (revised to 3.5 by Joseph Weber). Faint Illusion; CL 5th; Craft Wondrous Item, Invisibility; Creator must be a Drow; Price 2,500 gp; Weight 1 lb. Revision Note: Revision was addition of magic auras and adjustment of price. Merchant of Crates, Chests, Casks, and Carts Bhaern del’Hluanter: Male Drow Ftr7; CR 8; Medium Humanoid (Elf); HD 7d10+7; hp 62; Init +3; Spd 30 ft.; AC 20 (touch 13, flat-footed 17); Base Atk +7; Grp +10; Atk +13 melee (1d8+7, +2 Longsword) or +12 melee (1d6+4, +1 Short Sword); Full Atk +11/+6 melee (1d8+7, +2 Longsword) and +10 melee (1d6+2, +1 Short Sword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 18; AL CE; SV Fort +8, Ref +7, Will +6; Str 16, Dex 17, Con 12, Int 16, Wis 15, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +5, Climb +4, Diplomacy +5, Intimidate +6, Listen +2, Profession (Merchant) +5, Search +2, Sense Motive +5, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Dwarven, Goblin), Spot +2, Survival +2. Dodge, Negotiator, Persuasive, Point Blank Shot, Weapon Focus (Longsword), Weapon Focus (Short Sword), Weapon Specialization (Longsword), Two-Weapon Fighting. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: +3 Chain Shirt, +2 Longsword, +1 Short Sword, Drow Boots, Piwafwi of Resistance +2, Ring of Mind Shielding, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as a Ftr7 in Menzoberranzan boxed set, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks. Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker. Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow, Creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb. Textiles Merchant Du’arthe Klendara: Male Drow Ftr5; CR 6; Medium Humanoid (Elf); HD 5d10+10; hp 46; Init +3; Spd 30 ft.; AC 21 (touch 14, flat-footed 18); Base Atk +5; Grp +6; Atk +9 melee (1d6+5, +2 Drowcraft Short Sword); Full Atk +9 melee (1d6+5, +2 Drowcraft Short Sword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 16; AL CE; SV Fort +7, Ref +5, Will +6; Str 13, Dex 17, Con 14, Int 19, Wis 15, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +3, Craft (Weaving) +8, Diplomacy +5, Intimidate +6, Listen +2, Profession (Merchant) +4, Search +2, Sense Motive +5, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Goblin, Illuskan), Spot +2. Dodge, Iron Will, Negotiator, Weapon Focus (Short Sword), Weapon Specialization (Short Sword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 16. Spell-like Abilities (as 5th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: +2 Drowcraft Elven Chainmail, +2 Drowcraft Short Sword, Drow Boots, Piwafwi of Resistance +1, Ring of Protection +1, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as a Ftr5 in Menzoberranzan boxed set, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Leader of Xalyth’s Company. Gem Merchant and Fence. Spell Component Merchant. Very good Reputation as Reliable. “Nal” Xalyth “Not a Lady”: Female Drow Ftr9; CR 10; Medium Humanoid (Elf); HD 9d10+27; hp 97; Init +4; Spd 30 ft.; AC 23 (touch 17, flat-footed 19); Base Atk +9; Grp +14; Atk +19 melee (1d8+11, +4 Longsword of Dancing) or +16 ranged (1d4+2, +2 Hand Crossbow); Full Atk +19/+14 melee (1d8+11, +4 Longsword of Dancing) or +16 ranged (1d4+2, Hand Crossbow); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 20; AL CE; SV Fort +12, Ref +10, Will +12; Str 20, Dex 18, Con 16, Int 18, Wis 22, Cha 20. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +7, Bluff +6, Craft (Gemcutting) +4, Diplomacy +4, Hide +2, Intimidate +6, Knowledge (Arcana) +2, Listen +3, Move Silently +2, Profession (Merchant) +4, Search +3, Sense Motive +6, Speak Language (Common, Elven, Undercommon, Draconic, Drow Sign Language, Dwarf, Gnome, Goblin, Illuskan), Spot +3, Survival +2. Dodge, Haggler, Mobility, Negotiator, Persuasive, Poison Use, Weapon Focus (Hand Crossbow), Weapon Focus (Longsword), Weapon Specialization (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20. Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: +1 Drowcraft Elven Chainmail, +4 Longsword of Dancing, +2 Hand Crossbow, 5 +3 Bolts, 10 doses of Drow Poison, Belt of Giant Strength +4, Drow Boots, Earring of Charisma +4, Earring of Wisdom +4, 4 Figurines of Illusory Escort, Gloves of Dexterity +4, Messenger Medallion, Piwafwi of Resistance +3, Ring of Mind Shielding, Ring of Protection +3, Rod of Security, other possessions unknown. Contingent Spell: Chain Lightning at 12th level (DC 19), command word activated, personal immunity. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as Ftr7 in Menzoberranzan boxed set with Str 15, Dex 14, Con 16, Int 18, Wis 17, Cha 16 and +1 Drow Chainmail and Sword of Dancing. Added 2 levels for passage of time. Added lots of magical items since she is a very capable and successful Drow Merchant. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Age of Mortals (Sovereign Press), and Plot & Poison (Green Ronin). Earring of Charisma: This gold earring grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Cloak of Charisma. Moderate Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor; Price 8,000 gp (+2), 32,000 gp (+4), 72,000 gp (+6). Earring of Wisdom: This gold earring grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Periapt of Wisdom. Moderate Transmutation; CL 8th; Craft Wondrous Item, Owl’s Wisdom; Price 8,000 gp (+2), 32,000 gp (+4), 72,000 gp (+6). Haggler [General] You are a talented negotiator. Source: Age of Mortals: Dragonlance Campaign Setting Companion by Sovereign Press. Benefit: You get a +2 competence bonus on all Appraise and Bluff checks. Poison Use [General] You are trained to use poisons with no risk to yourself. Source: Plot & Poison by Green Ronin. Prerequisite: Dex 13. Benefit: You never risk accidentally poisoning yourself when crafting or applying poisons, or when attacking with a poisoned weapon. Moneylender Nantlel of the Three Fingers: Male Drow Ftr12; CR 13; Medium Humanoid (Elf); HD 12d10+12; hp 101; Init +7; Spd 30 ft.; AC 24 (touch 16, flat-footed 21); Base Atk +12; Grp +15; Atk +20 melee (1d6+7, +4 Drowcraft Short Sword) or +19 ranged (1d4+3, +3 Hand Crossbow of Distance); Full Atk +20/+15/+10 melee (1d6+7, +4 Drowcraft Short Sword) or +19/+14/+9 ranged (1d4+3, +3 Hand Crossbow of Distance); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 23; AL CE; SV Fort +13, Ref +11, Will +15; Str 16, Dex 16, Con 12, Int 16, Wis 20, Cha 17. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +8, Diplomacy +8, Intimidate +11, Listen +4, Profession (Moneylender) +6, Search +2, Sense Motive +8, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spot +4. Dodge, Improved Initiative, Iron Will, Mobility, Negotiator, Persuasive, Point Blank Shot, Precise Shot, Rapid Reload (Hand Crossbow), Shot on the Run, Weapon Focus (Hand Crossbow), Weapon Focus (Short Sword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: +3 Drowcraft Elven Chainmail, +4 Drowcraft Short Sword, +3 Hand Crossbow of Distance, 4 +3 Corrosive Bolts, Drow Boots, Gauntlets of Ogre Power, Periapt of Wisdom +4, Piwafwi of Resistance +4, Ring of Mind Shielding, Ring of Protection +3, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as Ftr11 in Menzoberranzan boxed set, no other information. Added level due to passage of time. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Innkeeper, Owner of Narbondel’s Shadow Nicholas Tindall: Male Chondathan Human Ftr11; CR 11; Medium Humanoid (Human); HD 11d10+44; hp 118; Init +6; Spd 30 ft.; AC 22 (touch 14, flat-footed 20); Base Atk +11; Grp +15; Atk +19 melee (2d6+11 plus 1d6 Fire, +3 Flaming Undead-Bane Greatsword) or +16 melee (1d6+5, +1 Short Sword); Full Atk +19/+14/+9 melee (2d6+11 plus 1d6 Fire, +3 Flaming Undead-Bane Greatsword) or +16/+11/+6 melee (1d6+5, +1 Short Sword); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +11, Ref +5, Will +6; Str 18, Dex 14, Con 18, Int 16, Wis 12, Cha 13. Skills and Feats (counting all modifiers except equipment and attributes): Balance +2, Bluff +3, Climb +6, Diplomacy +5, Gather Information +3, Intimidate +12, Jump +6, Listen +4, Profession (Innkeeper) +3, Sense Motive +3, Speak Language (Common, Chondathan, Tethyrian, Elven, Goblin, Orc, Undercommon), Spot +4, Survival +4, Use Rope +4. Alertness, Blind-Fight, Bullheaded, Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Tunnelfighter, Weapon Focus (Greatsword), Weapon Specialization (Greatsword). Special Qualities: Cannot be Shaken, and ignores the effects of the Shaken condition. Possessions: +3 Breastplate, +3 Flaming Undead-Bane Greatsword, +1 Short Sword, Gauntlets of Ogre Power, Goggles of Night, Ring of Minor Fire Resistance, Ring of Protection +2, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as a Ftr11 in Drizzt Do’Urden’s Guide to the Underdark, no other information. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Moneylender Ologh “Gathergold” Ilyri: Male Drow Ftr5; CR 6; Medium Humanoid; HD 5d10+15; hp 48; Init +0; Spd 20 ft.*; AC 19 (touch 12, flat-footed 19); Base Atk +5; Grp +7; Atk +9 melee (1d6+4, +2 Short Sword) or +7 ranged (1d4+1, +1 Hand Crossbow); Full Atk +9 melee (1d6+4, +2 Short Sword) or +7 ranged (1d4+1, +1 Hand Crossbow); (Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 16; AL CE; SV Fort +11, Ref +3, Will +5; Str 14, Dex 10, Con 17, Int 14, Wis 14, Cha 14 *Speed Reduced due to Extremely FAT Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Diplomacy +2, Intimidate +10, Listen +2, Profession (Moneylender) +4, Search +2, Sense Motive +3, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +2. Great Fortitude, Persuasive, Point Blank Shot, Precise Shot, Weapon Focus (Hand Crossbow). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 16. Spell-like Abilities (as 5th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: +2 Drowcraft Chainmail, +2 Short Sword, +1 Hand Crossbow, 4 +2 Bolts, Periapt of Proof against Poison, Piwafwi of Resistance +2, Ring of Mind Shielding, Ring of Protection +2, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is mentioned only as a fat warrior in Menzoberranzan boxed set. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Merchant of Weapons, Exotic and High Quality (Specialty: Concealed and Envenomed Body-weaponry for Nobles) Rhauvais del’Ygana: Female Drow Ftr6; CR 7; Medium Humanoid (Elf); HD 6d10; hp 43; Init +3; Spd 30 ft.; AC 21 (touch 13, flat-footed 18); Base Atk +6; Grp +9; Atk +12 melee (1d6+7, +2 Short Sword); Full Atk +10/+5 melee (1d6+7, +2 Short Sword) and +10 melee (1d6+5, +2 Short Sword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 17; AL CE; SV Fort +6, Ref +6, Will +5; Str 16, Dex 17, Con 11, Int 19, Wis 15, Cha 17. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +4, Craft (Weaponsmithing) +8, Diplomacy +5, Intimidate +8, Listen +3, Profession (Merchant) +4, Search +2, Sense Motive +5, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Dwarven, Goblin, Illuskan), Spot +3, Survival +1. Dodge, Negotiator, Persuasive, Twin Sword Style, Two-Weapon Fighting, Weapon Focus (Short Sword), Weapon Specialization (Short Sword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17. Spell-like Abilities (as 6th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: +3 Drowcraft Elven Chainmail, 2 +2 Short Swords, Drow Boots, Hammer of the Weaponsmith, Piwafwi of Resistance +1, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as a Ftr6 in Menzoberranzan boxed set, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Merchant of Personal Fashions, Clothing, Body Dyes and Augmentations (Crests, Glued-on Manes of Hair or Wigs, Artificial Limbs, Body Padding, etc.) Sh’aun Darnruel: Female Drow Clr4/Ftr4; CR 9; Medium Humanoid (Elf); HD 4d8+4 plus 4d10+4; hp 57; Init +2; Spd 30 ft.; AC 20 (touch 14, flat-footed 18); Base Atk +7; Grp +8; Atk +10 melee (1d8+5, +2 Scourge); Full Atk +10/+5 melee (1d8+5, +2 Scourge); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 19; AL CE; SV Fort +9, Ref +4, Will +10; Str 12, Dex 14, Con 12, Int 18, Wis 17, Cha 16. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +7, Concentration +6, Diplomacy +12, Intimidate +8, Knowledge (Arcana) +4, Knowledge (Religion) +6, Listen +2, Profession (Merchant) +6, Search +2, Sense Motive +7, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spellcraft +6, Spot +2. Exotic Weapon (Scourge), Iron Will, Negotiator, Persuasive, Weapon Focus (Scourge), Weapon Specialization (Scourge). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 19. Aura of Evil (aura equals cleric level), Rebuke Undead as 4th level cleric 6/day. Spell-like Abilities (as 8th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell level; caster level 4th). Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 4th level cleric 6/day). Possessions: Silver Holy Symbol (Lolth), +2 Scourge, Amulet of Natural Armor +2, Bracers of Armor +4, Drow Boots, Greater Piwafwi, Ring of Protection +2, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as a Clr4/Ftr4 in Menzoberranzan boxed set, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Piwafwi, Greater: The dark-colored greater piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks , and it also provides fire resistance 5. Source: City of the Spider Queen (revised to 3.5 by Joseph Weber). Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Resist Energy, Invisibility, Creator must be a Drow; Price 13,750 gp; Weight 1 lb. Revision Note: Revision was addition of magic auras and adjustment of price. Moneylender, a bitter and paranoid archmage outcast from Sorcere by male wizards who feared her soaring power Sheeress of the Many Eyes: Female Drow Wiz15/Acm3; CR 19; Medium Humanoid (Elf); HD 18d4+18; hp 73; Init +2; Spd 30 ft.; AC 30 (touch 22, flat-footed 25); Base Atk +8; Grp +8; Atk +10 melee (1d6+2, Staff of Power); Full Atk +10/+5 melee (1d6+2, Staff of Power); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 29; AL CE; SV Fort +14, Ref +18, Will +25; Str 10, Dex 21, Con 12, Int 28, Wis 22, Cha 24. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +8, Concentration +18, Decipher Script +6, Diplomacy +10, Intimidate +8, Knowledge (Arcana) +18, Knowledge (Local: Underdark-Northdark) +6, Listen +4, Profession (Moneylender) +15, Search +2, Sense Motive +8, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Netherese), Spellcraft +21, Spot +4. Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Extend Spell, Negotiator, Persuasive, Persistent Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Divination), Spell Focus (Evocation). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Summon Familiar. High Arcana: Arcane Fire, Mastery of Elements, Mastery of Shaping. Spell-like Abilities (as 18th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Wizard Spells Prepared (4/7/6/6/6/6/4/4/3/2; base DC = 19 + spell level, 20 + spell level for Divination, and Evocation spells; caster level 18th). Possessions: Spellbooks, Staff of Power, Amulet of Proof vs Detection and Location, Aquamarine of Spell Extending, Bone Bracers of the Death Deity, Boots of Tremorsense, Gloves of Dexterity +6, Lantern of Revealing, Mantle Stone of Vhyridaan, Mirror of Mental Prowess, Piwafwi of Charisma +6, Ring of Mind Shielding, Ring of Defense+5, Rod of Metamagic-Greater Quicken, Sheeress’ Robe, Tasmia’s Heart, Web Choker, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is mentioned only as a female archmage in Menzoberranzan boxed set. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Dragon #290. Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma. Source: Created by Joseph Weber. Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb. Sheeress’ Robe: This crimson silk robe is covered with a pattern of dark malevolent eyes staring off in all directions. This robe provides it wearer with a +6 enhancement bonus to Intelligence and Wisdom, a +8 armor bonus to Armor Class, a +10 competence bonus to Search and Spot checks, and the use of True Seeing once per day. Source: Created by Joseph Weber. Strong Divination, Conjuration, and Transmutation; CL 16th; Craft Wondrous Item, Fox’s Cunning, Mage Armor, Owl’s Wisdom, True Seeing; Price 323,300 gp; Weight 1 lb. Innkeeper, Owner of Symeera’s Symeera of Neverwinter: Female Illuskan Human Wiz10; CR 10; Medium Humanoid (Human); HD 10d4+20; hp 49; Init +2; Spd 30 ft.; AC 20 (touch 15, flat-footed 18); Base Atk +5; Grp +6; Atk +7 melee (1d4+2, +1 Dagger) or +8 ranged (1d4+2, +1 Dagger); Full Atk +7 melee (1d4+2, +1 Dagger) or +8 ranged (1d4+2, +1 Dagger); Face/Reach 5 ft./5 ft.; AL CG; SV Fort +7, Ref +7, Will +11; Str 13, Dex 15, Con 14, Int 20, Wis 14, Cha 15. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +8, Diplomacy +5, Gather Information +3, Intimidate +4, Knowledge (Arcana) +10, Knowledge (Local: Underdark-Northdark) +4, Profession (Innkeeper) +8, Sense Motive +3, Speak Language (Common, Illuskan, Draconic, Dwarven, Elven, Giant, Undercommon), Spellcraft +14. Craft Wand, Craft Wondrous Item, Dodge, Eschew Materials, Extend Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Evocation). Special Qualities: Summon Familiar. Wizard Spells Prepared (4/6/5/7/4/3; base DC = 15 + spell level, 16 + spell level for Evocation Spells; caster level 10th). Possessions: Spellbooks, +1 Dagger, Bracers of Armor +5, Cloak of Resistance +2, Gloves of Dexterity +2, Headband of Intellect +2, Ring of Protection +3, Ring of Wizardry III, other possessions unknown. Permanent Spells: Darkvision, Detect Magic, Read Magic, See Invisibility. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as a Wiz10 in Drizzt Do’Urden’s Guide to the Underdark, no other information. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Merchant of Fine Metalsmithing, Gemsetting, and Locksmithing Tlar Quel’tlarn: Male Drow Exp2/Ftr2; CR 3; Medium Humanoid (Elf); HD 2d6+4 plus 2d10+4; hp 35; Init +3; Spd 30 ft.; AC 18 (touch 13, flat-footed 15); Base Atk +3; Grp +4; Atk +6 melee (1d8+2, +1 Longsword); Full Atk +6 melee (1d8+2, +1 Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 15; AL CE; SV Fort +5, Ref +3, Will +5; Str 12, Dex 16, Con 14, Int 18, Wis 14, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +5, Craft (Armorsmithing) +5, Craft (Gemcutting) +6, Craft (Locksmith) +6, Craft (Weaponsmithing) +5, Diplomacy +5, Intimidate +4, Listen +2, Profession (Merchant) +4, Search +2, Sense Motive +6, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Goblin, Illuskan), Spot +2. Dodge, Negotiator, Persuasive, Weapon Focus (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 15. Spell-like Abilities (as 4th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: Elven Chainmail, +1 Longsword, Drow Boots, Hammer of the Weaponsmith, Piwafwi, Tongs of the Armorer, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as a Ftr2 in Menzoberranzan boxed set, no other information. Added two levels of Expert. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Merchant of Clothing and Travel Goods of Leather, Lizardskin, and Carved Bone Uluruela Drael Tuabbar: Female Drow Clr3/Ftr3; CR 7; Medium Humanoid (Elf); HD 3d8+3 plus 3d10+3; hp 51; Init +4; Spd 30 ft.; AC 22 (touch 16, flat-footed 18); Base Atk +5; Grp +8; Atk +10 melee (1d8+3, +1 Scourge); Full Atk +10 melee (1d8+3, +1 Scourge); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 17; AL CE; SV Fort +7, Ref +8, Will +7; Str 16, Dex 18, Con 12, Int 19, Wis 16, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +6, Craft (Leatherworking) +6, Diplomacy +8, Intimidate +4, Knowledge (Arcana) +2, Knowledge (Religion) +5, Listen +4, Profession (Merchant) +6, Search +2, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spellcraft +5, Spot +4. Alertness, Exotic Weapon (Scourge), Lightning Reflexes (b), Negotiator, Spell Penetration, Weapon Focus (Scourge). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17. Aura of Evil (aura equals cleric level), Rebuke Undead as 3rd level cleric 6/day. Spell-like Abilities (as 6th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (4/3+1/2+1; base DC = 13 + spell level; caster level 3rd). Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level). Possessions: Silver Holy Symbol (Lolth), +3 Studded Leather, +1 Scourge, Drow Boots, Piwafwi, Ring of Protection +2, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: She is listed as a Clr3/Ftr3 in Menzoberranzan boxed set, no other information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Miscellaneous NPCs of Menzoberranzan: Assassin from Wild Magic adventure in Menzoberranzan boxed set Krecil Treak: Male Drow Rog4/Wiz9/Asn1; CR 15; Medium Humanoid (Elf); HD 5d6+10 plus 9d4+18; hp 83; Init +6; Spd 30 ft.; AC 27 (touch 17, flat-footed 23); Base Atk +7; Grp +10; +14 melee (1d8+7, +4 Longsword) or +14 melee (1d4+7, Dagger of Stone Death) or +15 ranged (1d4+7, Dagger of Stone Death); Full Atk +14/+9 melee (1d8+7, +4 Longsword) or +14/+9 melee (1d4+7, Dagger of Stone Death) or +15/+10 ranged (1d4+7, Dagger of Stone Death); Face/Reach 5 ft./5 ft.; SA Sneak Attack +3d6; SQ Drow traits, SR 25; AL LE; SV Fort +4, Ref +8, Will +7; Str 16, Dex 18, Con 14, Int 18, Wis 16, Cha 13. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +9, Craft (Alchemy) +8, Craft (Poisonmaking) +9, Decipher Script +9, Disable Device +7, Gather Information +7, Hide +7, Intimidate +2, Knowledge (Arcana) +9, Knowledge (Local: Underdark-Northdark) +9, Listen +9, Move Silently +7, Open Lock +7, Search +9, Sense Motive +7, Sleight of Hand +7, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +9, Spot +11, Use Magic Device +7. Blooded, Brew Potion, Combat Reflexes, Greater Spell Penetration, Quick Draw, Scribe Scroll, Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 25. Cannot be Shaken, and ignores the effects of the Shaken condition. Summon Familiar. Sneak Attack +3d6; Trapfinding; Evasion; Trap Sense +1; Uncanny Dodge. Death Attack (DC 15); Poison Use. Spell-like Abilities (as 15th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Wizard Spells Prepared (4/5/5/4/3/1; base DC = 14 + spell level; caster level 9th). Assassin Spells Known (1; base DC = 14 + spell level; caster level 1st). 1st – Detect Poison, True Strike. Possessions: Spellbooks, +4 Twilight Mithral Shirt, +4 Longsword, 2 Daggers of Stone Death, Amulet of Natural Armor +2, Piwafwi of Silence, Ring of Protection +3, Ring of Teleportation, Potion of Haste, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as Wiz9/Asn15 in Menzoberranzan boxed set with 2 Daggers of Stone Death, +4 Longsword, Ring of Teleportation, Cloak of Silence, and Potion of Speed. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Book of Exalted Deeds (3.5E). Dagger of Stone Death: This +4 dagger allows the wielder to use both a Poison effect (as the spell, save DC 17) and Flesh to Stone effect (as the spell, save DC 19) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the Poison effect and Flesh to Stone effect must be invoked in the same round that the dagger strikes. Source: Menzoberranzan boxed set, converted to 3.5E by Joseph Weber. Strong Necromancy and Transmutation; CL 12th; Craft Magic Arms and Armor, Flesh to Stone, Poison; Price 80,302 gp. Piwafwi of Silence: This black cloak grants its wearer a +10 competence bonus to Hide and Move Silently checks. Source: Created by Joseph Weber. Faint Illusion and Transmutation; CL 5th; Craft Wondrous Item, Invisibility, Creator must be a Drow; Price 25,000 gp; Weight 1 lb. Ring of Teleportation: A character wearing this ring may Teleport three times per day, exactly as if he had cast the spell of the same name. Source: DMG 3.5, modified Helm of Teleportation. Moderate Conjuration; CL 9th; Forge Ring, Teleport; Price 73,500 gp. Twilight: This magic armor special ability reduces the chance of arcane spell failure by 10%. Source: Book of Exalted Deeds. Faint Abjuration; CL 5th; Craft Magic Arms and Armor; Price +1 bonus. Merchant Agent of either the Black Claw or the Brown Mushroom Mercantile Houses, featured in the Wild Magic adventure in Menzoberranzan boxed set Tolokoph: Male Drow Rog7/Wiz5; CR 13; Medium Humanoid (Elf); HD 7d6+7 plus 5d4+5; hp 59; Init +4; Spd 30 ft.; AC 22 (touch 17, flat-footed 18); Base Atk +7; Grp +9; Atk +12 melee (1d8+5, +3 Longsword); Full Atk +12/+7 melee (1d8+5, +3 Longsword); Face/Reach 5 ft./5 ft.; SA Sneak Attack +4d6; SQ Drow traits, SR 23; AL LE; SV Fort +4, Ref +10, Will +10; Str 14, Dex 18, Con 12, Int 20, Wis 14, Cha 18 Skills and Feats (counting all modifiers except equipment and attributes): Appraise +15, Bluff +12, Concentration +5, Decipher Script +7, Diplomacy +13, Disable Device +10, Gather Information +5, Hide +6, Intimidate +5, Knowledge (Arcana) +10, Knowledge (Local: Underdark-Northdark) +5, Listen +8, Move Silently +6, Open Lock +10, Profession (Merchant) +10, Search +10, Sense Motive +12, Sleight of Hand +5, Speak Language (Elven, Undercommon, Common, Draconic, Drow Sign Language, Dwarven, Gnome, Goblin, Illuskan), Spellcraft +10, Spot +8, Use Magic Device +8. Craft Wand, Diligent, Iron Will, Negotiator, Persuasive, Scribe Scroll, Skill Focus (Appraise). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Summon Familiar. Sneak Attack +4d6; Trapfinding; Evasion; Trap Sense +2; Uncanny Dodge. Spell-like Abilities (as 15th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Wizard Spells Prepared (4/5/3/2; base DC = 15 + spell level; caster level 5th). Possessions: Spellbooks, +3 Longsword, Bracers of Armor +5, Drow Boots, Piwafwi, Ring of Mind Shielding, Ring of Protection +3, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as Wiz5/Rog7 in Menzoberranzan boxed set with no additional information. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). |
| warlockco09-30-05, 05:08 AM | NPCs of Mantol-Derith: Chief Negotiator for the Menzoberranzan Delegation, of the minor merchant House H’tithet Harammamyl H’tithet: Female Drow Ftr3/Rog3; CR 7; Medium Humanoid (Elf); HD 3d10+6 plus 3d6+6; hp 45; Init +4; Spd 30 ft.; AC 22 (touch 16, flat-footed 18); Base Atk +5; Grp +7; Atk +9 melee (1d6+3, +2 Rapier); Full Atk +9 melee (1d6+3, +2 Rapier); Face/Reach 5 ft./5 ft.; SA Sneak Attack +2d6; SQ Drow traits, SR 17; AL CE; SV Fort +6, Ref +8, Will +4; Str 15, Dex 19, Con 15, Int 20, Wis 14, Cha 19. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +11, Bluff +10, Climb +6, Decipher Script +4, Diplomacy +7, Disable Device +6, Forgery +2, Gather Information +2, Hide +4, Intimidate +9, Knowledge (Local: Underdark-Northdark) +2, Listen +6, Move Silently +4, Open Lock +6, Search +6, Sense Motive +10, Sleight of Hand +2, Speak Language (Elven, Undercommon, Abyssal, Common, Draconic, Drow Sign Language, Dwarven, Gnome, Goblin), Spot +6, Use Magic Device +2. Diligent, Dodge, Negotiator, Persuasive, Quick Draw. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17. Sneak Attack +2d6; Trapfinding; Evasion; Trap Sense +1. Spell-like Abilities (as 6th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: +2 Mithral Shirt, +2 Rapier, Drow Boots, Piwafwi of Charisma +2, Ring of Protection +2, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Creation Note: She is listed as a Ftr3/Rog3 in Underdark. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma. Source: Created by Joseph Weber. Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb. Former Chief Negotiator for the Menzoberranzan Delegation, of the minor merchant House H’tithet (Deceased) Yyssisiryl H’tithet: Female Drow Clr13; CR 14; Medium Humanoid (Elf); HD 13d8+39; hp 121; Init +2; Spd 30 ft.; AC 20 (touch 14, flat-footed 18); Base Atk +9; Grp +11; Atk +13 melee (1d8+4 plus Special, Scourge of Fangs) or +14 melee (1d4+5, +3 Dagger) or +14 ranged (1d4+5, +3 Dagger); Full Atk +13/+8 melee (1d8+4 plus Special, Scourge of Fangs) or +14/+9 melee (1d4+5, +3 Dagger) or +14 ranged (1d4+5, +3 Dagger); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +14, Ref +9, Will +17; Str 14, Dex 14, Con 16, Int 15, Wis 22, Cha 24. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +3, Bluff +7, Concentration +7, Diplomacy +12, Knowledge (Arcana) +7, Knowledge (The Planes) +4, Knowledge (Religion) +7, Listen +2, Search +2, Sense Motive +6, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarf, Gnome), Spellcraft +7, Spot +2. Craft Wondrous Item, Exotic Weapon (Scourge), Extend Spell, Negotiator, Skill Focus (Diplomacy). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (aura equals cleric level), Rebuke Undead as 13th level cleric 10/day. Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/7+1/7+1/5+1/5+1/4+1/3+1/1+1; base DC = 16 + spell level; caster level 13th). Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Trickery. Possessions: Silver Holy Symbol (Lolth), Scourge of Fangs, +3 Dagger, Bracers of Armor +6, Drow Boots, Earring of Resistance +3, Periapt of Wisdom +4, Piwafwi of Charisma +4, Ring of Protection +2, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown. Conversion Note: She is listed as a Clr13 in Menzoberranzan boxed. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Earring of Resistance: This earring offers the wearer a +1 to +5 resistance bonus on saving throws. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Cloak of Resistance. Faint Abjuration; CL 5th; Craft Wondrous Item, Resistance, caster level must be at least three times the bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5). Caravan Escort for the Menzoberranzan Delegation, spy for House Barrison Del’Armgo Reftael Jerritril: Male Drow Ftr16; CR 17; Medium Humanoid (Elf); HD 16d10+48; hp 152; Init +8; Spd 30 ft.; AC 30 (touch 15, flat-footed 28); Base Atk +16; Grp +21; Atk +28 melee (1d8+12, +5 Longsword) or +20 ranged (1d4+2, +2 Hand Crossbow); Full Atk +28/+23/+18/+13 melee (1d8+12, +5 Longsword) or +20/+15/+10/+5 ranged (1d4+2, +2 Hand Crossbow); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 27; AL LE; SV Fort +16, Ref +10, Will +12; Str 20, Dex 14, Con 16, Int 14, Wis 18, Cha 13. Skills and Feats (counting all modifiers except equipment and attributes): Climb +5, Hide +7, Jump +5, Listen +6, Move Silently +7, Ride +6, Search +6, Speak Language (Elven, Undercommon, Common, Drow Sign Language, Dwarf, Gnome, Goblin), Spot +8, Survival +5. Blooded, Combat Reflexes, Dodge, Greater Weapon Focus (Longsword), Improved Initiative, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload (Hand Crossbow), Stealthy, Weapon Focus (Longsword), Weapon Specialization (Longsword). Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 27. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Possessions: +5 Drowcraft Elven Chainmail, +3 Large Mithral Shield, +5 Longsword, +2 Hand Crossbow with 20 bolts, 5 +3 Bolts, 5 +2 Venomous Bolts, 5 +2 Bolts of Paralyzing, 5 Bolts of Lightning, Belt of Giant Strength +4, Drow Boots, Gauntlets of Ogre Power, Piwafwi of Resistance +3, Ring of Mind Shielding, Ring of Protection +3, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as a Ftr16 in Menzoberranzan boxed set. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Book of Exalted Deeds (3.5E). Bolt of Lightning: This bolt when fired from a crossbow turns into a line of lightning reaching out to 120 feet from the end of the crossbow dealing 10d6 points of electrical damage (Reflex DC 16 half). Source: Created by Joseph Weber. Moderate Evocation; CL 10th; Craft Magic Arms and Armor, Lightning Bolt; Price: 1,500 gp. Paralyzing: Any creature struck by this weapon must succeed on a DC 17 Will save or be paralyzed. Each round on its turn, the target may attempt a new saving throw to end the effect; otherwise, the paralysis lasts 10 rounds. Spell resistance applies. Bows, crossbows, and slings so crafted confer the paralyzing power upon their ammunition. Source: Book of Exalted Deeds. Moderate Enchantment; CL 10th; Craft Magic Arms & Armor, Hold Monster; Price: +2 bonus. Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks. Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker. Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow, Creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb. Chief Negotiator for the Surface Dweller Delegation Laral Kroul: Male Half-Orc Ftr8/Rog10; CR 18; Medium Humanoid (Orc); HD 8d10+24 plus 10d6+30; hp 150; Init +6; Spd 30 ft.; AC 29 (touch 17, flat-footed 25); Base Atk +15; Grp +21; Atk +27 melee (1d8+13, +5 Drowcraft Longsword); Full Atk +27/+22/+17 melee (1d8+13, +5 Drowcraft Longsword); Face/Reach 5 ft./5 ft.; SA Sneak Attack +5d6; SQ Half-Orc traits; AL NE; SV Fort +18, Ref +18, Will +13; Str 22, Dex 19, Con 16, Int 18, Wis 16, Cha 14. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +18, Bluff +12, Climb +10, Decipher Script +6, Diplomacy +12, Disable Device +12, Forgery +2, Gather Information +6, Hide +10, Intimidate +11, Jump +10, Knowledge (Local: The North) +2, Knowledge (Local: Underdark-Northdark) +6, Listen +10, Move Silently +10, Open Lock +10, Search +10, Sense Motive +12, Sleight of Hand +6, Speak Language (Common, Illuskan, Orc, Dwarven, Elven, Giant, Gnome, Goblin, Undercommon), Spot +10, Survival +4, Swim +5, Use Magic Device +10. Alertness, Combat Reflexes, Diligent, Dodge, Improved Initiative, Mobility, Negotiator, Persuasive, Quick Draw, Stealthy, Weapon Focus (Longsword), Weapon Specialization (Longsword). Special Qualities: Half-Orc traits: Darkvision 60’; Orc Blood. Evasion; Improved Uncanny Dodge; Slippery Mind; Sneak Attack +5d6; Trapfinding; Trap Sense +3. Possessions: +4 Drowcraft Elven Chainmail, +5 Drowcraft Longsword, Amulet of Natural Armor +3, Belt of Giant Strength +4, Drow Boots, 2 Dust of Disappearance, Gloves of Dexterity +4, Piwafwi of Resistance +5, Ring of Jumping, Ring of Protection +3, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as a Ftr8/Rog9 in Menzoberranzan boxed set. Listed as Ftr8/Rog10 in Underdark. Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Head Mage for the Surface Dweller Delegation, Loyal and Faithful Ally to Laral Kroul Saarduel: Male Illuskan Human Wiz11; CR 11; Medium Humanoid (Human); HD 11d4+22; hp 52; Init +3; Spd 30 ft.; AC 22 (touch 16, flat-footed 19); Base Atk +5; Grp +6; Atk +9 melee (1d4+4, +3 Dagger) or +11 ranged (1d4+4, +3 Dagger); Full Atk +9 melee (1d4+4, +3 Dagger) or +11 ranged (1d4+4, +3 Dagger); Face/Reach 5 ft./5 ft.; AL NE; SV Fort +8, Ref +8, Will +14; Str 12, Dex 16, Con 14, Int 20, Wis 18, Cha 15. Skills and Feats (counting all modifiers except equipment and attributes): Concentration +14, Craft (Alchemy) +10, Decipher Script +10, Knowledge (Arcana) +14, Knowledge (Local: Underdark-Northdark) +6, Listen +3, Search +3, Speak Language (Common, Illuskan, Draconic, Dwarven, Elven, Gnome, Orc, Undercommon), Spellcraft +14, Spot +5, Survival +4. Brew Potion, Craft Wand, Craft Wondrous Item, Heighten Spell, Magical Artisan (Scribe Scroll), Scribe Scroll, Spell Penetration. Special Qualities: Summon Familiar. Wizard Spells Prepared (4/6/9/5/4/3/1; base DC = 15 + spell level; caster level 11th). Possessions: Spellbooks, +3 Dagger, Belt of Many Pockets, Bracers of Armor +6, Ring of Protection +3, Ring of Wizardry II, Robe of Eyes, Staff of Illumination, Vest of Resistance +3, White Cloak of the Spider, other possessions unknown. Permanent Spells: Darkvision, Detect Magic, Read Magic, See Invisibility. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as a Wiz11 in Menzoberranzan boxed set. Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Complete Arcane (3.5E). Half-Drow Trader that is part of the Surface Dweller delegation. Hadrogh Prohl: Male Half-Drow Rog5/Wiz5/Arcane Trickster 3; CR 13; Medium Humanoid (Elf); HD 5d6+10 plus 8d4+16; hp 67; Init +6; Spd 30 ft.; AC 24 (touch 20, flat-footed 18); Base Atk +6; Grp +7; Atk +12 melee (1d8+6, +5 Sizing Venomous Longsword); Full Atk +12/+7 melee (1d8+6, +5 Sizing Venomous Longsword); Full Atk; Face/Reach 5 ft./5 ft.; SA Sneak Attack +4d6; SQ Half-Drow traits; AL CN; SV Fort +5, Ref +14, Will +10; Str 13, Dex 22, Con 14, Int 20, Wis 14, Cha 20. Skills and Feats (counting all modifiers except equipment and attributes):Appraise +12, Bluff +9, Concentration +14, Decipher Script +7, Diplomacy +11, Disable Device +10, Escape Artist +7, Gather Information +12, Hide +6, Intimidate +7, Knowledge (Arcana) +12, Listen +6, Move Silently +5, Open Lock +10, Profession (Merchant) +10, Search +11, Sense Motive +8, Sleight of Hand +5, Speak Language (Common, Elven, Illuskan, Chondathan, Draconic, Dwarven, Giant, Orc, Undercommon), Spellcraft +12, Spot +6, Use Magic Device +6. Craft Wondrous Item (b), Haggler, Martial Weapon (Longsword), Negotiator, Persuasive, Practiced Spellcaster (Wizard), Scribe Scroll (b). Special Qualities: Half-Drow traits: Darkvision 60 ft.; +1 Racial bonus on Listen, Search, and Spot checks; +2 Racial bonus on Diplomacy and Gather Information checks; Immune to Sleep; Drow Blood. Sneak Attack +4d6; Trapfinding; Evasion; Uncanny Dodge; Trap Sense +1. Summon Familiar. Ranged Legerdemain (1/day): Using his unique talents, an Arcane Trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock , or Sleigh of Hand. Working at a distance increases the normal skill check by 5, and an Arcane Trickster cannot take 10 on this check. Any object to be manipulated must weight 5 pounds or less. Impromptu Sneak Attack (1/day): Beginning at 3rd level, once per day an Arcane Trickster can declare one melee or ranged attack he makes to be a sneak attack(the target cannot be more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack. Wizard Spells Prepared (4/6/4/4/3; base DC = 15 + spell level; caster level 12th). Possessions: Spellbooks, +5 Sizing Venomous Longsword, Amulet of Health +4, Drow Boots, Earring of Charisma +6, Eyepatch of Awareness, Folding Boat, Gem of Spell Deflection, Gloves of Dexterity +6, Piwafwi of Protection +4, Ring of Freedom of Movement, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown. Conversion Note: He is listed as a Rog10/Wiz8 in Menzoberranzan boxed set. Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Complete Arcane (3.5E), and Complete Divine (3.5E). Realms of the Underdark.. Age of Mortal: Dragonlance Campaign Setting (3.5E) Earring of Charisma: This gold earring grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Cloak of Charisma. Moderate Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor; Price 8,000 gp (+2), 32,000 gp (+4), 72,000 gp (+6). Eyepatch of Awareness: This plain black eyepatch grants the wearer a +5 competent bonus to Listen, Search, and Spot checks. Source: Joseph Weber. Faint Divination; CL 5th; Craft Wondrous Item, Clairaudience/Clairvoyance, True Seeing; Price 10,000gp. Gem of Spell Deflection: Up to three times per day on command, this gem automatically reflects the next nine levels of spells cast at its possessor, exactly as if Spell Turning had been cast upon the owner. This gem also grants its possessor a +4 armor bonus to Armor Class and a +4 resistance bonus to Saving Throws. This item does not take up an item slot. Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set. Strong Abjuration and Conjuration; CL 13th; Craft Wondrous Item, Mage Armor, Resistance, Spell Turning; Price 244,560 gp. Piwafwi of Protection: This black cloak adds a +1 to +5 deflection bonus to the wearer’s Armor Class and a +10 competence bonus to the wearer’s Hide checks. Source: Created by Joseph Weber. Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Shield of Faith, Creator must be a Drow, Creator’s caster level must be at least three times the deflection bonus; Price 13,000 gp (+1), 22,000 gp (+2), 33,000 gp (+3), 47,000 gp (+4), 65,000 gp (+5); Weight 1 lb. Haggler [General] You are a talented negotiator. Source: Age of Mortals: Dragonlance Campaign Setting Companion by Sovereign Press. Benefit: You get a +2 competence bonus on all Appraise and Bluff checks. Chief Negotiator in Mantol-Derith for the Silver Marches (formerly of Blingdenstone) delegation Kassawar Plickenstone: Male Svirfneblin Clr10; CR 11; Small Humanoid (Gnome); HD 10d8+20; hp 80; Init +4; Spd 20 ft.; AC 26 (touch 19, flat-footed 18); Base Atk +7; Grp +5; Atk +13 melee (1d6+5 plus 1d6 Acid, +3 Corrosive Small Heavy Mace); Full Atk +13/+8 melee (1d6+5 plus 1d6 Acid, +3 Corrosive Small Heavy Mace); Face/Reach 5 ft./5 ft.; SA Turn Air Elemental, Turn Undead; SQ Svirfneblin traits; AL LN; SV Fort +13, Ref +11, Will +16; Str 14, Dex 18, Con 14, Int 18, Wis 20, Cha 14. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +7, Bluff +3, Concentration +7, Craft (Alchemy) +4, Craft (Gemcutting) +6, Decipher Script +3, Diplomacy +8, Knowledge (Arcana) +7, Knowledge (The Planes) +2, Knowledge (Religion) +7, Listen +2, Search +1, Sense Motive +6, Speak Language (Gnome, Undercommon, Common, Draconic, Dwarven, Elven, Illuskan, Terran), Spellcraft +7, Spot +1. Diligent, Mercantile Background, Negotiator, Summon Earth Elemental. Special Qualities: Svirfneblin traits: +2 Racial bonus on Craft (Alchemy) and Listen checks; +2 Racial bonus on Hide checks (improves to +4 in underground environments); +1 Racial bonus on attack rolls vs Kobolds and Goblinoids; +4 Dodge bonus vs all creatures; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +1 to DC of all Illusions spells cast by Svirfneblin; Darkvision 120 ft.; SR 21; +2 Racial bonus on all saving throws; +2 Racial bonus on saving throws vs Illusions; Weapon Familiarity: a svirfneblin may treat gnome hooked hammers as martial weapons rather than exotic weapons. Aura of Good (aura equals cleric level), Turn Undead as 10th level cleric 5/day. Nondetection (Su): A Svirfneblin continuously radiates a Nondetection effect as the spell (caster level equals the Svirfneblin’s class level). Spell-like Abilities (as 10th level caster) 1/day–Blindness/Deafness (DC 18), Blur, Disguise Self. Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; base DC = 15 + spell level, 16 + spell level for Illusions; caster level 10th). Deity: Segojan Earthcaller. Domains: Earth (Turn Air Elementals as 10th level cleric, 5/day), Gnome (cast Illusion spells at +1 caster level) Possessions: Silver Holy Symbol (Segojan Earthcaller), +3 Chain Shirt, +3 Corrosive Small Heavy Mace, Amulet of Proof against ESP, Cloak of Resistance +2, Gem of Brightness, Ring of Blinking, Ring of Earth Elemental Command, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as a Clr8 in Menzoberranzan boxed set. Listed as Clr10 in Underdark. Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Earthmaster of the Silver Marches (formerly of Blingdenstone) delegation Badrock Peerayton: Male Svirfneblin Clr8; CR 9; Small Humanoid (Gnome); HD 8d8+16; hp 62; Init +4; Spd 20 ft.; AC 25 (touch 19, flat-footed 17); Base Atk +6, Grp +3; Atk +9 melee (1d6+3, +2 Small Heavy Mace); Full Atk +9/+4 melee (1d6+3, +2 Small Heavy Mace); Face/Reach 5 ft./5 ft.; SA Turn Air Elemental, Turn Undead; SQ Svirfneblin traits; AL LN; SV Fort +10, Ref +8, Will +13; Str 13, Dex 18, Con 16, Int 18, Wis 20, Cha 16. Skills and Feats (counting all modifiers except equipment and attributes): Concentration +11 (+15 when casting defensively), Craft (Alchemy) +3, Craft (Gemcutting) +6, Knowledge (Arcana) +11, Knowledge (The Planes) +8, Knowledge (Religion) +11, Listen +2, Speak Language (Gnome, Undercommon, Draconic, Dwarven, Elven, Terran), Spellcraft +10. Augment Summoning, Combat Casting, Summon Earth Elemental. Special Qualities: Svirfneblin traits: +2 Racial bonus on Craft (Alchemy) and Listen checks; +2 Racial bonus on Hide checks (improves to +4 in underground environments); +1 Racial bonus on attack rolls vs Kobolds and Goblinoids; +4 Dodge bonus vs all creatures; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +1 to DC of all Illusions spells cast by Svirfneblin; Darkvision 120 ft.; SR 19; +2 Racial bonus on all saving throws; +2 Racial bonus on saving throws vs Illusions; Weapon Familiarity: a svirfneblin may treat gnome hooked hammers as martial weapons rather than exotic weapons. Aura of Good (aura equals cleric level), Turn Undead as 8th level cleric 6/day. Nondetection (Su): A Svirfneblin continuously radiates a Nondetection effect as the spell (caster level equals the Svirfneblin’s class level). Spell-like Abilities (as 8th level caster) 1/day–Blindness/Deafness (DC 19), Blur, Disguise Self. Cleric Spells Prepared (6/6+1/4+1/4+1/3+1; base DC = 15 + spell level, 16 + spell level for Illusions; caster level 8th). Deity: Segojan Earthcaller. Domains: Earth (Turn Air Elementals as 8th level cleric, 6/day), Gnome (cast Illusion spells at +1 caster level) Possessions: Silver Holy Symbol (Segojan Earthcaller), +2 Chain Shirt, +2 Small Heavy Mace, Cloak of Charisma +4, Gem of Brightness, Ring of Freedom of Movement, Ring of Mind Shielding, Rod of Metal and Mineral Detection, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as a Clr6 in Menzoberranzan boxed set. Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Guard Captain of the Silver Marches (formerly of Blingdenstone) delegation Horriwart Tlignlicken: Male Svirfneblin Ftr11; CR 12; Small Humanoid (Gnome); HD 11d10+44; hp 122; Init +4; Spd 30 ft.; AC 26 (touch 19, flat-footed 18); Base Atk +11, Grp +12; Atk +21 melee (1d6+10, +3 Small Longsword); Full Atk +21/+16/+11 melee (1d6+10, +3 Small Longsword); Face/Reach 5 ft./5 ft.; SQ Svirfneblin traits; AL LN; SV Fort +15, Ref +13, Will +11; Str 20, Dex 18, Con 20, Int 14, Wis 16, Cha 10. Skills and Feats (counting all modifiers except equipment and attributes): Climb +4, Hide +7*, Intimidate +4, Listen +8, Search +5, Speak Language (Gnome, Undercommon, Common, Dwarven, Elven, Terran), Spot +7, Survival +5. Alertness, Close-Quarter Fighting, Dodge, Greater Weapon Focus (Short Sword), Iron Will, Lightning Reflexes, Mobility, Summon Earth Elemental, Weapon Focus (Longsword), Weapon Specialization (Longsword). *Hide +9 in underground environments. Special Qualities: Svirfneblin traits: +2 Racial bonus on Craft (Alchemy) and Listen checks; +2 Racial bonus on Hide checks (improves to +4 in underground environments); +1 Racial bonus on attack rolls vs Kobolds and Goblinoids; +4 Dodge bonus vs all creatures; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +1 to DC of all Illusions spells cast by Svirfneblin; Darkvision 120 ft.; SR 22; +2 Racial bonus on all saving throws; +2 Racial bonus on saving throws vs Illusions; Weapon Familiarity: a svirfneblin may treat gnome hooked hammers as martial weapons rather than exotic weapons. Nondetection (Su): A Svirfneblin continuously radiates a Nondetection effect as the spell (caster level equals the Svirfneblin’s class level). Spell-like Abilities (as 11th level caster) 1/day–Blindness/Deafness (DC 16), Blur, Disguise Self. Possessions: +3 Chain Shirt, +3 Small Longsword, Amulet of Health +4, Belt of Giant Strength +4, Boots of Springing and Striding, Cloak of Resistance +2, Ring of Invisibility, Ring of Mind Shielding, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as a Ftr9 in Menzoberranzan boxed set. Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Chief Negotiator for the Gracklstugh Delegation Murkolk Szolt: Male Duergar Ftr8; CR 9; Medium Humanoid (Dwarf); HD 8d10+40; hp 105; Init +4; Spd 20 ft.; AC 27 (touch 11, flat-footed 26); Base Atk +8; Grp +13; Atk +18 melee (1d6+10, +3 Keen Short Sword); Full Atk +18/+13 melee (1d6+10, +3 Keen Short Sword); Face/Reach 5 ft./5 ft.; SQ Duergar traits; AL LE; SV Fort +13, Ref +6, Will +7; Str 21, Dex 15, Con 20, Int 18, Wis 17, Cha 13. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +6, Bluff +2, Craft (Armorsmith) +8, Craft (Weaponsmith) +8, Diplomacy +5, Intimidate +8, Knowledge (Local: Underdark-Northdark) +1, Listen +3, Ride +2, Search +1, Sense Motive +5, Speak Language (Dwarven, Undercommon, Common, Elven, Giant, Gnome, Goblin, Orc, Terran), Spot +4, Survival +1. Alertness, Greater Weapon Focus (Short Sword), Improved Sunder, Negotiator, Power Attack, Thug, Weapon Focus (Short Sword), Weapon Specialization (Short Sword). Special Qualities: Duergar traits: Darkvision 120 ft.; 20 ft. speed in any armor; Immunities to Paralysis, Phantasm, and Poison; Stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 Racial bonus on attack rolls vs Goblinoids and Orcs; +2 Racial bonus on saves vs Spells and Spell-like Abilities; +4 Dodge bonus vs Giants; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 Racial bonus on Appraise checks and Craft checks related to stone or metal; Light Sensitivity (Dazzled in bright light, such as sunlight or a Daylight spell). Spell-like Abilities (as 16th level caster on self only) 1/day –Enlarge Person, Invisibility. Possessions: Storm Armor of the Earth’s Children, +3 Heavy Steel Shield, +3 Keen Short Sword, Amulet of Natural Armor +2, Cloak of Resistance +2, Gauntlets of Ogre Power, Ring of Mind Shielding, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Creation Note: He is listed as a Ftr8 in Underdark. Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). Former Chief Negotiator for the Gracklstugh Delegation (Deceased) Gradoc Gant Rockhand: Male Duergar Ftr9; CR 10; Medium Humanoid (Dwarf); HD 9d10+36; hp 99; Init +4; Spd 20 ft.; AC 27 (touch 13, flat-footed 24); Base Atk +9; Grp +15; Atk +20 melee (1d6+12, +4 Vorpal Short Sword); Full Atk +20/+15 melee (1d6+12, +4 Vorpal Short Sword); Face/Reach 5 ft./5 ft.; SQ Duergar traits, DR 3/-; AL LE; SV Fort +12, Ref +7, Will +7; Str 22, Dex 14, Con 18, Int 16, Wis 15, Cha 12. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +5, Craft (Armorsmith) +5, Craft (Weaponsmith) +5, Diplomacy +3, Intimidate +6, Knowledge (Geography) +1, Knowledge (Local: Underdark-Northdark) +1, Listen +1, Ride +1, Search +1, Sense Motive +4, Speak Language (Dwarven, Undercommon, Common, Elven, Gnome, Goblin, Orc, Terran), Spot +1. Cleave, Improved Critical (Short Sword), Negotiator, Persuasive, Power Attack, Quick Draw, Thug, Weapon Focus (Short Sword), Weapon Specialization (Short Sword). Special Qualities: Duergar traits: Darkvision 120 ft.; 20 ft. speed in any armor; Immunities to Paralysis, Phantasm, and Poison; Stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 Racial bonus on attack rolls vs Goblinoids and Orcs; +2 Racial bonus on saves vs Spells and Spell-like Abilities; +4 Dodge bonus vs Giants; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 Racial bonus on Appraise checks and Craft checks related to stone or metal; Light Sensitivity (Dazzled in bright light, such as sunlight or a Daylight spell). Spell-like Abilities (as 18th level caster on self only) 1/day –Enlarge Person, Invisibility. Possessions: +2 Dwarven Plate, +2 Heavy Steel Shield, +4 Vorpal Short Sword, Belt of Giant Strength +4, Boots of Speed, Cloak of Resistance +2, Medallion of Thoughts, Ring of Protection +2, Ring of Spell Turning, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as a Ftr9 in Menzoberranzan boxed set. Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E). |
| ClobberinTime10-04-05, 06:07 PM | I just wanted to say that I hope being unstickied hasn't curbed your enthusiasm. You guys do a great job- Warlocko I am actually thinking about running CotSQ again just cause now I don't ahve to update all of the NPCs myself, i.e. i can stick in 13th level cleric-here. |
| Green Giant10-04-05, 09:28 PM | I just wanted to say that I hope being unstickied hasn't curbed your enthusiasm. You guys do a great job- Warlocko I am actually thinking about running CotSQ again just cause now I don't ahve to update all of the NPCs myself, i.e. i can stick in 13th level cleric-here. No it hasn't but work and life have cut into my time of making conversions and I've once again fallen back in my reading. I've just barely finished Dungeon #127 (btw, Eric, loved Dungeon of the Crypt) and am starting Dragon #336. I've got Magic of Incarnum to read, and pretty soon I'll be getting Sons of Gruumsh, Heroes of Horror, this month's Dragon and Dungeon, and Magic of Eberron (can never have enough magic in my games). Hopefully this weekend I'll get some of the requests others have asked for done. |
| warlockco10-05-05, 07:51 AM | Same problem here, too much too do, not enough time to do it. |
| ericlboyd10-05-05, 12:15 PM | I've just barely finished Dungeon #127 (btw, Eric, loved Dungeon of the Crypt) ... Glad to hear it. I'd appreciate hearing what you liked and didn't like, but that's probably better done in a new thread. --Eric |
| Zireael10-07-05, 08:05 AM | Warlokco, great work! I have only some questions: 1. Zaknafein is CN as in Villain's Lorebook. 2. drow standard alignment is not CE lub NE. 3. What about House DeVir - former 5th? 4. Is Pharaun Mizzrym dead?! How? |
| GothicDan10-07-05, 05:06 PM | Drow alignment is only NE according to 3E. For 25 or so years they were CE and so far their actions and society haven't actually changed in any way to reflect a different (NE) culture. |
| Ircanis10-07-05, 06:50 PM | Try the personalities of Cormanthor; many of the heroes & villains of the Fall have drawn my attention. |
| Green Giant10-08-05, 06:45 PM | Here is a dragon that used to be trapped in Undermountain. Enjoy. :) Aragauthos is an “old” dragon, her shining blue armored form covering 55 feet (tail included). This female blue dragon is not as ruthless as some dragons are. Her motivations are to gain knowledge first, dinner second. She converses with her prey first, attempting to gain any information from them. She has destroyed all the gems in her treasure as she hates things that might outshine her own scaly, iridescent beauty. Her last known location was in the Cloud Peaks region of Amn where she slew an ancient red wyrm and briefly held discussions with Captain Arilan Krimmevol of Citadel Amnur before taking the red's treasure and leaving. Aragauthos the Bluetalon: Female old blue dragon; CR 18; Huge Dragon (Earth); HD 27d12+162; hp 337; Init +4; Spd 40 ft., burrow 20 ft., fly 150 ft. (poor); AC 34 (touch 8, flat-footed 34); Base Atk +35; Grp +45; Atk +35 melee (2d8+10, bite); Full Atk +35 melee (2d8+10, bite) and +33 melee (2d6+5, 2 claws) and +33 melee (1d8+5, 2 wings) and +33 melee (2d6+15, tail slap); Face/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon, create/destroy water, crush, frightful presence, sound imitation, spell-like abilities, spells; SQ Blindsense 60 ft., DR 10/magic, darkvision 120 ft., immunity to electricity, magic sleep effects, and paralysis, low-light vision, spell resistance 24; AL LE; SV Fort +21, Ref +15, Will +19; Str 31, Dex 10, Con 23, Int 18, Wis 19, Cha 18 Skills and Feats: Appraise +11, Bluff +19, Concentration +33, Diplomacy +23, Hide +2, Intimidate +21, Knowledge (arcana) +31, Knowledge (architecture and engineering) +14, Knowledge (dungeoneering) +14, Knowledge (history) +19, Knowledge (local-Undermountain) +14, Listen +34, Search +34 (+36 with hidden or secret doors), Sense Motive +19, Speak Language (draconic, common, chondathan, dwarven, elven, illuskan), Spellcraft +35, Spot +34; Flyby Attack, Hover, Improved Initiative, Improved Snatch, Multiattack, Power Attack, Quicken Breath, Recover Breath, Shock Wave, Snatch Breath Weapon (Su): 100-ft. line of electricity, 16d8 electricity, Reflex DC 29 half. Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+15 points of bludgeoning damage and must succeed on a DC 29 Reflex save or be pinned. Create/Destroy Water (Sp): 3/day–as create water, but can also be used to destroy water. Caster level 9th; Will DC 27 negates. Frightful Presence (Ex): 240-ft. radius, HD 26 or fewer, Will DC 27 negates. Snatch (Ex): Against Medium or smaller creatures, bite for 2d8+10/round or claw for 2d6+5/round Sorcerer Spells Known (6/7/7/7/5; base DC = 14 + spell level; caster level 9th): 0–detect magic, light, mage hand, mending, open/close, ray of frost, read magic, resistance; 1st–color spray, grease, magic missile, shield, silent image; 2nd–detect thoughts, glitterdust, flaming sphere, scintillating scales [DRA]; 3rd–dispel magic, fireball, haste; 4th–cure critical wounds, greater invisibility. Sound Imitation (Ex): Can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on DC 27 Will saves to detect the ruse. Spell-Like Abilities (Sp): 3/day–ventriloquism; 1/day–hallucinatory terrain. Caster level 9th. Possessions/Hoard: Small mithral shirt, masterwork full plate armor, green enameled scale mail, 2 masterwork heavy steel shields, Large masterwork light steel shield, masterwork heavy zalantar shield, tower shield, 3 heavy steel shields, Small heavy wooden shield, light wooden shield, buckler, 3 masterwork longswords, 2 masterwork battleaxes, Small masterwork spear, masterwork cold iron bastard sword, masterwork dwarven waraxe, masterwork heavy crossbow, masterwork heavy mace, 2 masterwork daggers, 3 longswords, Large adamantine greatsword, 2 heavy maces, light mace, light crossbow, Small shortbow, quarterstaff, flail, 2 spears, 2 morningstars, 2 warhammers, 3 rapiers, 2 scimitars, shortsword, quiver with 20 arrows, trident, greatclub, Small gnome hooked hammer; 3,303 cp, 4,112 sp, 23 toals, 1,009 gp, 79 pp; gem dust (1,000,000 gp worth mixed). Ring of blinking, cursed ring of flying (as ring of clumsiness), ring of freedom of movement, ring of mind shielding, ring of truth, ring of water walking, rod of alertness, rod of cancellation, staff of life (29 charges), wand of fireball (5th) (4 charges), an alchemy jug, scarab of protection, bag of holding (type I), bracers of armor +7, brooch of shielding, a brass vial of dust of dryness (6 pinches), eyes of petrification, gauntlets of swimming and climbing, belt of dwarvenkind, gloves of arrow snaring, horn of fog, a brass coffer containing 7 blocks of incense of meditation, necklace of adaptation, periapt of health, pipes of pain, +2 longtooth dagger, +2 returning dagger, javelin of lightning, +1 keen longsword. Sources: Ruins of Undermountain (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Draconomicon (3.5E). Ring of Truth: This silver ring allows an individual to discern lies at will but consequently cannot tell any lies himself. Moderate divination; CL 7th; Forge Ring, discern lies; Price 50,000 gp Longtooth: This special ability allows a weapon to inflict damage as though it was one size larger. Moderate transmutation; CL 9th; Craft Magic Arms and Armor, enlarge person; Price +1 bonus. |
| ericlboyd10-08-05, 10:41 PM | Aragauthos actually escaped. See Stardock and Lands of Intrigue, IIRC. --Eric |
| Green Giant10-10-05, 08:57 PM | Aragauthos actually escaped. See Stardock and Lands of Intrigue, IIRC. --Eric Thanks for the info, Eric, made some changes to her description/history/introduction. Btw, just got Dungeon #128 with the last part of the Vampires of Waterdeep Arc. Although I haven't read it yet, still have to get through Magic of Incarnum, it looks good after a brief scan. |
| joepoe10-11-05, 12:33 PM | ...from the Last Mythal trilogy. Does anyone have the stats on him? What happened when he did that ritual in the Farthest Reach (can't remember it's name)?? Any template added? |
| Green Giant10-11-05, 10:08 PM | Here's one of the authority figures of Skullport. Enjoy. :) The Rag Mage: Male Drow Sor15/Acm4; CR 20; Medium Humanoid (Elf); HD 19d4; hp 49; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +9; Grp +10; Face/Reach 5 ft./5 ft.; SQ Archmage high arcane, drow traits, summon familiar; AL CN; SV Fort +6, Ref +8, Will +15; Str 12, Dex 15, Con 11, Int 19, Wis 15, Cha 19 Skills and Feats: Bluff +14, Concentration +22 (+26 when casting defensively), Craft (alchemy) +14, Knowledge (arcana) +26, Knowledge (architecture and engineering) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local-Underdark [Northdark]) +9, Listen +8, Search +9 (+11 with secret or hidden doors), Speak Language (elven, undercommon, common, elven, draconic, drow sign, dwarven), Spellcraft +31, Spot +8; Augment Summoning, Combat Casting, Craft Wondrous Item, Extend Spell, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (transmutation) Special Qualities: Drow 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; darkvision 120 ft.; immune to sleep; SR 30; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Archmage high arcana: Mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1. Summon familiar. Spell-like abilities (as 19th level caster) 1/day–dancing lights, darkness, faerie fire. Sorcerer Spells Known (6/7/7/7/7/5/5/5/5/4; base DC = 14 + spell level; DC 15 + spell with conjuration and transmutation spells; caster level 19th): 0–acid splash, detect magic, mage hand, mending, open/close, read magic, repair minor damage [CAr], resistance, stick [UND]; 1st–animate rope, expeditious retreat, magic missile, scatterspray [FRCS], shield; 2nd–detect thoughts, eagle’s splendor, Melf’s acid arrow, mirror image, web; 3rd–fireball, gaseous form, greater mage armor [CAr], lightning bolt; 4th–charm monster, dimension door, enervation, repair critical damage [CAr]; 5th–hold monster, summon monster V, telekinesis, wall of force; 6th–acid fog, disintegrate, greater dispel magic; 7th–antimagic aura [MAG], finger of death, reverse gravity; 8th–maze, polymorph any object, prismatic wall; 9th–summon monster IX, time stop. Possessions: Any sort of object that could have been dropped or discarded as trash in Skullport is at his disposal. Description: The Rag Mage is utterly insane, though not psychotic. He only vaguely remembers his existence as a mortal being and does not remember that he was ever a drow. His deep, whispering voice is really the only clue that he was once a male. The Rag Mage behaves in a fashion that ranges from dotty to menacing. When he appears, rags, bits of metal, leather straps, and all the street refuse in an area seems to surge together. From them rises a short, roughly humanoid shape that seems to be enshrouded by all these bits and pieces. It has two dark shadows for eyes and nothing more. Often he gives folk odd assignments, has his raggamoffyns take possession of people to have them perform seemingly inexplicable tasks, begins singing songs in ancient tongues and then claims not to have been singing if asked what he was doing, consistently calls people by names other than their own, etc. He defends himself fiercely with the raggamoffyns and, occasionally, a powerful spell seemingly pulled from nowhere. Note: The Rag Mage is attended by a closet of common raggamoffyns. Any material components required for his spells is found among the refuse that surrounds him. Ever since his transformation by the Skulls, the Rag Mage has not summoned a familiar. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Underdark (3.5E), Complete Arcane (3.5E), and Monster Manual II (3E). |
| runestar10-12-05, 12:31 AM | Nice job on the rag mage, but I noticed he has an extra 2 feats. Are you using flaws? I cannot seem to find any indication on your character sheet. |
| warlockco10-12-05, 01:01 AM | ...from the Last Mythal trilogy. Does anyone have the stats on him? What happened when he did that ritual in the Farthest Reach (can't remember it's name)?? Any template added? No information on anything from that series yet, except for Sarya and Nephew/Son. |
| Green Giant10-12-05, 12:55 PM | Nice job on the rag mage, but I noticed he has an extra 2 feats. Are you using flaws? I cannot seem to find any indication on your character sheet. You're right, there are two extra feats. I believe they are a holdover from the last time I posted him when I had him pegged as a wizard instead of a sorcerer. All fixed now. Thanks for the heads up. |
| joepoe10-12-05, 05:01 PM | No information on anything from that series yet, except for Sarya and Nephew/Son. Ok. Where can I find Sarya and Xhalph? |
| Kuje3110-12-05, 06:32 PM | Ok. Where can I find Sarya and Xhalph? Hellgate Keep Cloak & Dagger The FRCS Lords of Darkness About the same books for her son. |
| Green Giant10-12-05, 07:57 PM | Ok. Where can I find Sarya and Xhalph? As Kuje mentioned above as well as some unofficial stats I posted in the Realms NPC Characters (http://boards1.wizards.com/showthread.php?t=142994) thread. Countess Sarya and Lord Xhalh can be found on page 8. Lord Ryvvik Dlardrageth can be found on page 19. Here's two variants on another authority figure of Skullport. Enjoy. :) Shradin Mulophor: Male Netherese Human Nishruu Nec22/Acm5; CR 28; Large Outsider (Augmented Humanoid, Chaotic); HD 27d4+81 plus 9d8+27; hp 217; Init +4; Spd Fly 20 ft. (perfect); AC 9 (touch 9, flat-footed 9); Base Atk +17; Grp -; Atk (2d6, swarm of bites); Full Atk (2d6, swarm of bites); Face/Reach 10 ft./5 ft.; SA Absorb magic, distraction, swarm of bites; SQ Archmage high arcana, charge magic, cold resistance 10, DR 10/magic, darkvision 60 ft., gaseous form, immune to mental influence, summon familiar, vulnerabilities; AL NE; SV Fort +17, Ref +14, Will +23; Str -, Dex 10, Con 16, Int 27, Wis 15, Cha 11 Skills and Feats: Appraise +19, Bluff +12, Concentration +42 (+46 when casting defensively), Craft (alchemy) +25, Decipher Script +25, Diplomacy +16, Intimidate +14, Knowledge (arcana) +47, Knowledge (architecture and engineering) +19, Knowledge (dungeoneering) +19, Knowledge (history-Netheril) +28, Knowledge (local-Undermountain) +19, Knowledge (religion) +19, Knowledge (the planes) +19, Listen +16, Move Silently +12, Search +25 (+27 with secret or hidden doors), Sense Motive +13, Speak Language (loross, netherese, abyssal, chondathan, draconic, elven, illuskan, infernal, thorass, undercommon), Spellcraft +54, Spot +16; Alertness, Arcane Manipulation, Black Lore of Moil, Combat Casting, Corpsecrafter, Craft Rod, Eschew Materials, Fell Animate, Improved Iniative, Improved Spell Capacity, Quicken Spell, Scribe Scroll{B}, Silent Spell, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (necromancy), Spell Mastery (ray of enfeeblement, darkness, greater mage hand [MAG], enervation, summon undead V [LM], greater dispel magic, control undead, horrid wilting), Spell Penetration, Still Spell Special Qualities: Summon familiar. Archmage high arcana: Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1. Absorb magic (absorb damaging spells gaining hp equal to damage it would have dealt except cold and fire which function normally for 1 round; absorb nondamaging spells gaining hp equal to spell level; drain 1d4 charges from magic item with charges; negate power of magic item without charges as long it remains in contact and 1d4 rounds afterward; scrolls or potions used within a nishruu do not function until 1d4 rounds later after the character has left the nishruu’s body; artifacts do not operate within a nishruu’s body and 1 round afterward; spellcasters lose one prepared spell or spell slot upon contact and each round in contact with a nishruu and must make a Will save [DC 14] or suffer the effects of a feeblemind spell), charge magic (magic items with charges gain 1d6 charges if in contact with nishruu when it dies; magic weapon’s enhancement bonus is increased by 1 for 1d6 days if used to slay nishruu), distraction (creatures vulnerable to swarm attacks must make a DC 17 Fort save or be nauseated for 1 round; spellcasting requires a concentration check [DC 20 + spell level]), immune to mental influence (immune to charms, compulsions, phantasms, and morale effects), swarm of bites (like a swarm, a nishruu deals damage to any creature whose space it occupies at the end of its move), vulnerabilities (rod of absorption or ring of spell turning has 5% chance of destroying a nishruu when it comes into contact otherwise item is negated as normal; contact with handful of salt deals 2d10 points of damage to a nishruu). Wizard Spells Prepared (5/7/7/7/7/5/5/5/5/4/1; base DC = 18 + spell level; DC 19 + spell level with abjuration and necromancy spells; barred schools – illusion, enchantment; caster level 27th). Spellbook: All of Shradin Mulphor’s spellbooks are now under the control of his clone. The only spells he is capable of memorizing and using are those he has mastered with the Spell Mastery feat. Even then he must use the Eschew Materials, Silent Spell, and Still Spell if he wishes to cast the spells since his gaseous form prevents him from doing so normally. Possessions: All of Shradin Mulphor’s possessions are now under the control of his clone. Description: After his desctruction by the Skulls, Shradin was transformed in a cloud of pale red mist some 20 feet in diameter. Note: Shradin has the mental benefits of venerable age but none of the physical penalties. Ever since his transformation by the Skulls, Shradin has not summoned a familiar. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), Lost Empires of Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Complete Arcane (3.5E), and Libris Mortis (3.5E). Shradin Mulophor, Lord of Bones: Male Netherese Human Nec16/Acm2; CR 18; Medium Humanoid (Human); HD 18d4+36; hp 82; Init +1; Spd 30 ft.; AC 16 (touch 13, flat-footed 15); Base Atk +9; Grp +10; Atk +11 melee (1d4/19-20, masterwork silver dagger); Atk +11/+6 melee (1d4/19-20, masterwork silver dagger); Face/Reach 5 ft./5 ft.; SQ Archmage high arcana, summon familiar (Karohn); AL NE; SV Fort +10, Ref +9, Will +20; Str 12, Dex 13, Con 15, Int 29, Wis 19, Cha 15 Skills and Feats: Appraise +13, Bluff +7, Concentration +23 (+27 when casting defensively), Craft (alchemy) +17, Decipher Script +17, Diplomacy +10, Intimidate +8, Knowledge (arcana) +30 (+35 with necromantic topics), Knowledge (architecture and engineering) +17, Knowledge (dungeoneering) +17, Knowledge (history-Netheril) +17, Knowledge (local-Undermountain) +17, Knowledge (religion) +17, Knowledge (the planes) +17, Search +12 (+14 with secret or hidden doors), Sense Motive +9, Speak Language (loross, netherese, abyssal, draconic, elven, illuskan, infernal, thorass, undercommon), Spellcraft +35; Alertness*, Arcane Manipulation, Black Lore of Moil, Combat Casting, Corpsecrafter, Craft Rod, Fell Animate, Quicken Spell, Scribe Scroll{B}, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (necromancy), Spell Penetration Special Qualities: Summon familiar (Karohn). Archmage high arcana: Mastery of elements, spell power +1. Wizard Spells Prepared (5/8/7/7/7/6/6/5/4/4; base DC = 19 + spell level; DC 20 + spell level with abjuration and necromancy spells; barred schools – illusion, enchantment; caster level 18th): 0–detect magic, mage hand, ray of frost, read magic, touch of fatigue; 1st–alarm, chill touch, detect undead, magic missile x2, ray of enfeeblement, shield, spirit worm [MAG]; 2nd–cat’s grace, darkness, detect thoughts, false life, ghoul touch, protection from arrows, spectral hand; 3rd–fly, lightning bolt, magic circle against good, phantom steed, slow, summon undead III [LM], vampiric touch; 4th–Beltyn’s burning blood [CAr], bestow curse, enervation, Evard’s black tentacles, lesser globe of invulnerability, scrying, wall of ice; 5th–baleful polymorph, cloudkill, cone of cold, spiritwall [CAr], summon undead V [LM], telekinesis; 6th–acid fog, create undead, disintegrate, flesh to stone, greater dispel magic, repulsion; 7th–control undead, delayed blast fireball, greater teleport, ruby ray of reversal [PGtF], spell turning; 8th–blackfire [CAr], horrid wilting, mind blank, polar ray; 9th–energy drain, etherealness, foresight, imprisonment. Spellbook: As above, plus Shradin knows all the necromancy spells found in the Player’s Handbook. He knows many of the other wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Shradin has 7 spellbooks all of which are resistant to energy (major), waterproof, and spelltrapped (use necromantic effects for traps). Possessions: Masterwork silver dagger, bone bracers of the death deity, cloak of resistance +3, Crown of the Dead, master skull staff-scepter of the dead, Nycoptic manuscripts, ring of protection +2, robe of bones, staff of necromancy (20 charges). As clone of an epic archnecromancer, Shradin Mulophor has inherited many other equipment, both mundane and magical. Shradin dwells in a dingy, rundown shop called Shradin’s Excellent Zombies where he sells or rents out “claws” of controllable zombies. Much of this is a front for the true location of his home which is a virtual palace underneath the streets of Skullport. (A DM is instructed to use Stronghold Builder’s Guidebook and Dragon #295 in the creation of the underground palace; especially, taking a closer look at the wondrous architecture found in both sources). Note: Shradin has the mental benefits of venerable age but none of the physical penalties. Karohn grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Skills modified by bonus provided by raven familiar to Appraise. Sources: Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), Monsters of Faerun (3E), Lost Empires of Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Complete Arcane (3.5E), and Libris Mortis (3.5E). Karohn: Raven familiar; CR -; Tiny Magical Beast; HD 18; hp 41; Init +2; Spd 10 ft., fly 40 ft. (average); AC 22 (touch 14, flat-footed 20); Base Atk +9; Grp -4; Atk +13 melee (1d2-5, claws); Full Atk +13 melee (1d2-5, claws); Face/Reach 2-1/2 ft./0 ft.; SQ Deliver touch spells, empathic link, improved evasion, low-light vision, scry on familiar, share spells, speak with master, speak with ravens, SR 21; AL N; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 13, Wis 14, Cha 6 Skills and Feats: Listen +3, Speak Language (loross), Spot +5; Weapon Finesse Special Qualities: Empathic link, improved evasion, share spells, deliver touch spells, speak with master, speak with ravens, scry on familiar. Crown of the Dead: This black iron crown adorned with black sapphires provide a +4 enhancement bonus to Intelligence, Wisdom, and Charisma. It also allows the wearer to control twice as many undead than he normally could. Moderate necromancy and transmutation; CL 10th; Craft Wondrous Item, desecrate, eagle’s splendor, fox’s cunning, owl’s wisdom; Price 79,000 gp Scepter of the Dead: These bone scepters created by Shradin are made from a creature’s forearm wrapped in pieces of flesh of the chosen undead (usually a ju-ju zombie [UNA]). It allows an individual to command a single undead creature chosen at the time of its creation. There is rumored to be a master skull staff that overrides all the other scepters which Shradin kept at his side. Faint necromancy; CL 3rd; Craft Rod, command undead; Price 6,000 gp |
| Falkomur10-17-05, 10:27 AM | Does anyone ever tried to stat this leader of Silverymoons Spellguard. He is listed as a 12th level wizard in the Silver Marches, and I dont believe the Spellguard Prc would do any good. But what would his character be? Hope anyone has some ideas. |
| Kuje3110-17-05, 11:25 AM | Does anyone ever tried to stat this leader of Silverymoons Spellguard. He is listed as a 12th level wizard in the Silver Marches, and I dont believe the Spellguard Prc would do any good. But what would his character be? Hope anyone has some ideas. These are his 2e stats. Jorus Azuremantle, 12th Wizard, Male Half-elf, LG, Taern's nephew. New leader of the Spellguard of Silverymoon, The North: Cities Jorus Azuremantle, 12th Wizard, Male Half-elf, LG, Taern's nephew. New leader of the Spellguard of Silverymoon, Dragon Annual #1 |
| Green Giant10-18-05, 12:48 AM | Heya Eric, one quick question that popped up while I started reading the last part of the Vampires of Waterdeep arc, "The Fireplace Level." Does Ahghairon's Dragonward extend underneath to the Dungeon of the Crypt and the Fireplace Level? The dragonward doesn't mention whether those places are outside the coverage like the halls of the Mad Mage or the docks. I'm asking because you use portal drakes in the last adventure. I've just recently finished Magic of Incarnum and I wanted to apply it to FR when an NPC presented itself by Falkomur's request that seemed to fit. So here's the leader of the Spellguard using some material from Magic of Incarnum. Enjoy. :) Jorus Azuremantle: Male Half-Moon Elf Wiz12; CR 12; Medium Humanoid (Incarnum); HD 12d4+24; hp 55; Init +1; Spd 30 ft.; AC 13 (touch 13, flat-footed 12); Base Atk +6; Grp +6; Face/Reach 5 ft./5 ft.; SQ Essentia 2, half-elf traits, summon familiar (Elimus); AL LG; SV Fort +8, Ref +6, Will +11; Str 10, Dex 13, Con 15, Int 20, Wis 13, Cha 12 Skills and Feats: Concentration +17 (+21 when casting defensively), Craft (alchemy) +11, Decipher Script +11, Diplomacy +5, Gather Information +5, Knowledge (arcana) +20, Knowledge (history-the North) +11, Knowledge (local-Silverymoon) +11, Knowledge (nobility and royalty) +11, Knowledge (the planes) +11, Listen +4, Search +6, Sense Motive +3, Speak Language (elven, illuskan, common, chondathan, draconic, dwarven, orc, sylvan), Spellcraft +22, Spot +4; Alertness*, Combat Casting, Craft Wondrous Item, Improved Counterspell, Incarnum Spellshaping, Quicken Spell, Scribe Scroll{B}, Soultouched Spellcasting, Strong Soul Special Qualities: Half-elf traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; elven blood. Summon familiar (Elimus). Wizard Spells Prepared (4/6/5/5/4/4/2; base DC = 15 + spell level; caster level 12th): 0–detect magic, electric jolt [MAG], mage hand, read magic; 1st–detect incarnum [MoI], endure elements, mage armor, magic missile x2, shield; 2nd–detect thoughts, incarnum arc [MoI], protection from arrows, scorching ray, soul boon [MoI]; 3rd–dispel magic, displacement, fireball, hold person, protection from energy; 4th–adept spirit [MoI], charm monster, Otiluke’s resilient sphere, polymorph; 5th–ball lightning [PGtF], telekinesis, teleport, wall of force; 6th–conjure midnight construct [MoI], disintegrate. Spellbook: As above, plus Jorus knows all the incarnum spells found in Magic of Incarnum he is capable of casting. He knows many of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Jorus has 3 spellbooks all of which are resistant to energy (minor). Possessions: Azuremantle (lesser cloak of soulbound resistance), pearl of incarnum power (2nd-level), potion of cure moderate wounds, potion of fox’s cunning, ring of protection +2, scroll: dispel magic, scroll: fly, wand of lightning bolt (6th) (33 charges). 90 gp. As leader of the Spellguard, Jorus Azuremantle has access to many other equipment, both mundane and magical. He dwells in the White Tower, which was once part of the original High Mage’s keep, and now serves as the central headquarters of the Spellguard. (A DM is instructed to use Stronghold Builder’s Guidebook and Dragon #295 in the creation of the White Tower; especially, taking a closer look at the wondrous architecture found in both sources). Description: Jorus is a restrained, self-assured individual and nephew of Taern Hornblade, High Mage of Silverymoon. Note: Jorus Azuremantle has undergone the ward initiate ritual and has access to the vanguard spells of Silverymoon’s mythal. Elimus grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Skills modified by bonus provided by lemming familiar to Listen and Spot. Bonus provided to saves by the lesser cloak of soulbound resistance is factored without essentia invested in it. Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Silver Marches (3E), Magic of Incarnum (3.5E), and Dragon Annual #1. Elimus: Lemming familiar; CR -; Tiny Magical Beast; HD 12; hp 27; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 20 (touch 14, flat-footed 18); Base Atk +6; Grp -6; Atk +10 melee (1d3-4, bite); Full Atk +10 melee (1d3-4, bite); Face/Reach 2-1/2 ft./0 ft.; SQ Deliver touch spells, empathic link, improved evasion, low-light vision, share spells, speak with master, speak with lemmings, SR 17; AL N; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 11, Wis 12, Cha 2 Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10; Weapon Finesse Special Qualities: +4 racial bonus on Hide and Move Silently checks; +8 racial bonus on Balance, Climb, and Swim checks; take 10 on Climb checks even if rushed or threatened; use Dex modifier for Climb and Swim checks; +8 racial bonus on any Swim check to perform some special action or avoid a hazard; take 10 on Swim checks even if distracted or endangered; use run action while swimming. Empathic link, improved evasion, share spells, deliver touch spells, speak with master, speak with lemmings. Sources: Frostfell (3.5E). |
| Falkomur10-18-05, 08:29 AM | Thanks for the quick reply Green Giant, I always love reading your creations. This one seems nice too, although there is one problem. I dont own Magic of Incarnum, so I have absolutely no idea what the feats and magic items do. Is there any chance you could clarify some things, offcourse without breaking any rules. If not, ah well, I guess it means another trip to the fantasy store. In the version forming in my head, I would give him some skill points in ride (horse). Maybe the Mind over Body feat, and full levels in Spellguard, making him a LG half-elf Wiz 7/Spellguard 5. Let me know what you think. Greetings, a Dutch (which means, no place for buying 2nd edition and getting all the books about 3 months later) DM. |
| Green Giant10-18-05, 10:14 PM | Here's a powerful servant of Shar. Enjoy. :) Volumvax: Male Half-fiend Chondathan Human Shade Quasi-deity (divine rank 0) Clr7/Sha8/Dis5 of Shar; CR 30; Medium Outsider (Native); HD 12d8+36 plus 8d4+24; hp 137; Init +4; Spd 30 ft., fly 30 ft. (average); AC 29 (touch 19, flat-footed 25); Base Atk +12; Grp +18; Atk +18 melee (1d4+6, claw); Full Atk +18 melee (1d4+6, 2 claws) and +13 melee (1d6+3, bite); Face/Reach 5 ft./5 ft.; SA Rebuke undead 8/day (+7, 2d6+12, 7th), smite good (+20 to damage), spell-like abilities; SQ Aura of evil, DR 10/magic, darkvision 60 ft., divine emissary, imbue with spell ability, immunity to poison, quasi-deity traits, resistance to acid, cold, electricity, and fire 10, sacred defense +2, shadow adept abilities, SR 30, transcendence; AL NE; SV Fort +18, Ref +13, Will +30; Str 22, Dex 18, Con 16, Int 23, Wis 32, Cha 20 Skills and Feats: Bluff +13, Concentration +26 (+30 when casting defensively), Diplomacy +22 (+24 with evil creatures), Disguise +13 (+15 acting), Heal +24, Hide +22, Intimidate +15 (+17 with evil creatures), Knowledge (arcana) +16, Knowledge (history) +16, Knowledge (local-the Cold Lands) +11, Knowledge (local-Sembia) +11, Knowledge (religion) +29, Knowledge (the planes) +29, Speak Language (thorass, common, abyssal, chondathan, draconic, elven, infernal, loross), Spellcraft +31; Blind-Fight{B}, Combat Casting, Craft Wondrous Item, Dark Speech, Evil Brand, Insidious Magic{B}, Initiate of Shar, Pernicious Magic{B}, Quicken Spell, Shadow Weave Magic, Spell Penetration, Tenacious Magic{B} In Darkness or Shadows: hp +20; Spd 50 ft., fly 30 ft. (average); AC 30 (touch 20, flat-footed 26); Base Atk +12; Grp +20; Atk +20 melee (1d4+8, claw); Full Atk +20 melee (1d4+8, 2 claws) and +15 melee (1d6+5, bite); SA Rebuke undead 9/day (+7, 2d6+12, 7th); SQ shade abilities, SR 31; SV Fort +22, Ref +17, Will +34; Con 18, Cha 22 Skills in Darkness or Shadows: Bluff +14, Concentration +27 (+31 when casting defensively), Diplomacy +23 (+25 with evil creatures), Disguise +14 (+16 acting), Hide +30, Intimidate +16 (+18 with evil creatures), Listen +15, Move Silently +12, Spot +15 Special Qualities: Aura of evil (aura equals cleric levels), rebuke undead 8/day (+7, 2d6+12, 7th). Shade Abilities: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel. Shadow Adept Abilities: low-light vision, shadow defense +2, shadow walk, greater shield of shadows 20 rounds per day. Divine emissary, sacred defense +2, imbue with spell ability, transcendence. Quasi-deity traits: immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects; fire resistance 5, DR 10/epic, SR 32, immortal. Spell-like abilities (as 20th level caster): 3/day–darkness, poison, unholy aura; 1/day–blasphemy, contagion, desecrate, destruction, horrid wilting, summon monster IX (fiends only), unhallow, unholy blight. Cleric Spells Prepared (6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1; base DC = 21 + spell level; 22 + spell level with enchantment, illusion, and necromancy spells; caster level 20th): 0-detect magic, guidance x2, mending, no light , read magic; 1st-bane, bless, cause fear, disguise self, detect good, divine favor, doom, entropic shield, obscuring mist*; 2nd-aid, cure moderate wounds, death knell, desecrate*, detect thoughts, eagle’s splendor, hold person, silence, wave of grief [CD]; 3rd-contagion, cure serious wounds, deeper darkness, dispel magic, magic circle against good*, protection from energy, slashing darkness [CoR], wind wall, wrack [CD]; 4th-armor of darkness [FRCS], cure critical wounds, damning darkness [BoVD], death ward, divine power, energy vortex [CD], freedom of movement, unholy blight*; 5th-darkbolt [FRCS], dispel good*, dragon breath [CD], flame strike, greater command, scrying, slay living, summon undead V [LM]; 6th-blade barrier, greater dispel magic, harm, heal, prying eyes*, ravage [CoR], summon monster VI; 7th-blasphemy, destruction, greater bestow curse [CD], imprison soul [BoVD], mass inflict serious wounds, nightmare*, repulsion; 8th-antimagic field, earthquake, fire storm, greater spell immunity, power word blind*, unholy aura; 9th-energy drain, etherealness, implosion, miracle, power word kill*, soul bind. [b]*Domain spell. Deity: Shar. Domains: Darkness, Evil (cast evil spells at +1 caster level), Knowledge (cast divination spells at +1 caster level). Possessions: Shadowmight (+8 heavy fortification improved shadow bracers of armor), belt of holy might, greater vestment of power, periapt of wisdom +6, vile spell ring, unholy symbol (Shar). As master of the Adumbral Calyx and a quasi-deity, Volumvax has access to many other equipment, both mundane, magical, and epic. (A DM is instructed to use Stronghold Builder’s Guidebook and Dragon #295 in the creation of the Adumbral Calyx; especially, taking a closer look at the wondrous architecture found in both sources). Description: Lord Sciagraph appears as a tall, imposing human with jet black skin, wearing stained ivory bracers decorated with the symbol of Shar. As part of his insane delusions, Volumvax fancies himself one of the shadevari. He bears leathery wings, horns like a ram, and is very, very handsome. He carries no weapon, preferring to rely upon his wits and magical abilities, not to mention an army of shadow creatures and a cadre of hand-picked deadly assistants. Note: Volumvax has the mental benefits of venerable age but not the physical penalties. Sources: PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Faiths and Pantheons (3E), Shining South (3.5E), Champions of Ruin (3.5E), Book of Vile Darkness (3E), Epic Level Handbook (3E), Deities and Demigods (3E), and Libris Mortis (3.5E). |
| Green Giant10-18-05, 10:34 PM | Thanks for the quick reply Green Giant, I always love reading your creations. This one seems nice too, although there is one problem. I dont own Magic of Incarnum, so I have absolutely no idea what the feats and magic items do. Is there any chance you could clarify some things, offcourse without breaking any rules. If not, ah well, I guess it means another trip to the fantasy store. In the version forming in my head, I would give him some skill points in ride (horse). Maybe the Mind over Body feat, and full levels in Spellguard, making him a LG half-elf Wiz 7/Spellguard 5. Let me know what you think. Greetings, a Dutch (which means, no place for buying 2nd edition and getting all the books about 3 months later) DM. Sorry about using Magic of Incarnum. It would be a little difficult and probably confusing for me to explain the rules of using essentia and incarnum. You are quite welcome to ignore this and replace the feats, spells, and magic items with something of your choice. Your version seems to be a good place to start. |
| Par-Salian10-19-05, 04:42 AM | Thanks for the quick and brilliant write-up of Volumvax, Green Giant! |
| ericlboyd10-19-05, 09:14 AM | Double post. |
| ericlboyd10-19-05, 09:16 AM | Answered in a new thread. --Eric |
| Zireael10-19-05, 12:42 PM | Chalinthra Vrinn (from adventure „Ched Nasad Portal”) Clr 8/Arachne 4, CR 14, medium-size humanoid, HD 8k8+1, hp 33; Init +1, Spd. 30 ft, AC 19 (touch 20, flat-footed 18); Attack +7/+2 melee (scourge of fangs 1k2+3 plus poison); SA rebuke undead 8/day, SC drow traits, SR 23, AL CE; SV Fort +7 Ref +3 Will +8; Str 13, Dex 13 Con 13 Wis 15 Int 12 Cha 20. Skills and feats: Diplomacy +8, Spellcraft +4, Concentration +4, Knowledge (religion) +6, Knowledge (arcane) +4, Scry +5, Search +3, Spot +4, Listen +4; Survival, Highborn Drow, Hold spell, Exortic weapon proficiency (hand crossbow), Vigilance, Dodge, Weapon Focus (csourge), Blind-Fight Cleric spells/day: 6/6+1/6+1/4+1/3+1/3+1/2+1, DC 12 + spell level Deity: Lloth; Domains: spider, darkness Equipment: piwafwi of Charisma +4, drowcraft chainmail +3, scourge of fangs, hand crossbow, 20 bolts, heavy adamantine shield |
| Ztyx10-20-05, 01:30 PM | In the version forming in my head, I would give him some skill points in ride (horse). Maybe the Mind over Body feat, and full levels in Spellguard, making him a LG half-elf Wiz 7/Spellguard 5. Let me know what you think. Greetings, a Dutch (which means, no place for buying 2nd edition and getting all the books about 3 months later) DM. Has he been a spellguard that long then? If he just became a spellguard (promoted to leadership from outside position) he might as well have 0-1 levels in Spellguard. (I won't get silver marches for a few weeks yet - slow buyer, but I figured I might at least comment the issue) |
| Lord Darth Khan10-21-05, 11:45 AM | Does anyone have stats for Qilue Veladorn for 3.5 ? |
| ClobberinTime10-21-05, 12:55 PM | Green Giant, I am going to use the Disciple of Shar as the BBEBG in my campaign now. Thanks, for the stats. |
| warlockco10-21-05, 05:36 PM | Does anyone have stats for Qilue Veladorn for 3.5 ? Check the original NPC thread, there is a link in the sticky, or check GGs sig. I believe GG has already done her. |
| Falkomur10-25-05, 05:33 AM | This question concerns a magic item assigned to Savengriff in the first page of this post. Maybe I am missing something, but therefor I'm asking this question. Either way, I see two possibilities for this magic item: Dweomerheart planar vest (vestments of steadfast spellcasting) Either it's made on Faerun, and named for the plane on which his deity resided, allowing him to cast spells on the planes as he would be able to on the prime material. Making it rather weak in my opinion. Or the more likely option, this shirt has been made on the plane it was named after, allowing Savengriff to cast spells on Faerun with the Extend, Enlarge and Empower feats on them, making it a very powerfull magic item. Can anyone clarify this please? Thanks in advance! |
| Elimelech10-26-05, 09:34 AM | does any of you have stats for Shinthala Deepcrest ( The Vilhon Reach 2nd. page 28)? i am sad for her.. one of the mightest NPC of Faerum forgotten in the 3rd.. |
| Kuje3110-26-05, 12:19 PM | does any of you have stats for Shinthala Deepcrest ( The Vilhon Reach 2nd. page 28)? i am sad for her.. one of the mightest NPC of Faerum forgotten in the 3rd.. I'm not sure if GG or Warlocko can update her since she is one of the three leaders that are Chosen of three deities at once and none of those deities have had thier Chosen templates detailed yet. |
| Sir Gimp10-26-05, 12:50 PM | ok i was wondering if someone could get me stats and some basic info on Volo please..i was told hes a bard but i dont know anything other then that..thanx |
| Kuje3110-26-05, 12:55 PM | ok i was wondering if someone could get me stats and some basic info on Volo please..i was told hes a bard but i dont know anything other then that..thanx Volothamp Geddarm, 5th Wizard, Male Human, CG. These are his 2e stats that can be found in these sourcebooks: Running the Realms in the 2e Campaign box set, Volo's Guide to Waterdeep, Marco Volo: Departure, Marco Volo: Arrival. As for info, he's just a loud mouth pain in the rear who likes to cause problems. For awhile he spent time as a frog because he angered to many wizards. |
| Sir Gimp10-26-05, 12:58 PM | thanx i was told hes friends with elminster or something,is he dead, or currently out doing something? |
| Kuje3110-26-05, 01:02 PM | thanx i was told hes friends with elminster or something,is he dead, or currently out doing something? I wouldn't call them friends....:) Elminster thinks of him as a pain in the rear wizard who spreads to much information around, and usually the wrong information, about wizards. We know he's no longer a frog and that Volo isn't dead but as to what he's up to right now, we're not sure. The Unseen hate Volo also because he showed that they were operating a festhall in Waterdeep and because of that, that base was raided and thier plans were set back. Ed and his player have discussed Volo a little and thier replies can be found in my sig. :) And lastly, we should take this to another thread because it's off topic now. :) |
| Sir Gimp10-26-05, 01:49 PM | ok thanks alot man,another stupid question are there any well known dwarven clerics/and or palladins in the realms? |
| Kuje3110-26-05, 02:23 PM | ok thanks alot man,another stupid question are there any well known dwarven clerics/and or palladins in the realms? Clerics yes. Paladins I'm not sure because until 3/3.5e only humans were allowed to be paladins. |
| runestar10-26-05, 10:41 PM | Wasn't volo statted as a bard5 in waterdeep or something? |
| Kuje3110-26-05, 11:12 PM | Wasn't volo statted as a bard5 in waterdeep or something? No, unless the new sourcebook says otherwise since Volo has ALWAYS been a wizard, as I said above. You might be thinking of Marco Volo who is really Marcus Wands, who is a bard and used Volo's name for a time. |
| Lord Darth Khan10-27-05, 07:50 AM | Check the original NPC thread, there is a link in the sticky, or check GGs sig. I believe GG has already done her. Sorry but I can't find her sheet anywhere. Anyone can help ? Also, there's an ETA for the damn search function to be added at this mb ? |
| runestar10-27-05, 08:01 AM | No, unless the new sourcebook says otherwise since Volo has ALWAYS been a wizard, as I said above. You might be thinking of Marco Volo who is really Marcus Wands, who is a bard and used Volo's name for a time. Sounds logical, guessed I mixed up the two then... :embarrass |
| Ztyx10-27-05, 01:25 PM | Sorry but I can't find her sheet anywhere. Anyone can help ? Also, there's an ETA for the damn search function to be added at this mb ? http://boards1.wizards.com/showthread.php?t=142994&page=17&pp=30 For searches, use google, but add site:boards1.wizards.com to your keywords. |
| warlockco10-27-05, 07:39 PM | Sorry but I can't find her sheet anywhere. Anyone can help ? Also, there's an ETA for the damn search function to be added at this mb ? Page 17 of that Thread. |
| Green Giant10-29-05, 12:50 PM | My new job is eating a lot of my free time. Sorry for the late replies. Green Giant, I am going to use the Disciple of Shar as the BBEBG in my campaign now. Thanks, for the stats. Great. Glad I was able to help in your campaign. This question concerns a magic item assigned to Savengriff in the first page of this post. Maybe I am missing something, but therefor I'm asking this question. Either way, I see two possibilities for this magic item: Dweomerheart planar vest (vestments of steadfast spellcasting) Either it's made on Faerun, and named for the plane on which his deity resided, allowing him to cast spells on the planes as he would be able to on the prime material. Making it rather weak in my opinion. Or the more likely option, this shirt has been made on the plane it was made for, allowing Savengriff to cast spells on Faerun with the Extend, Enlarge and Empower feats on them, making it a very powerfull magic item. Can anyone clarify this please? Thanks in advance! Its definitely the former. A vestment that would give you the ability to Extend, Enlarge, and Empower your spells at will would probably be an epic item. does any of you have stats for Shinthala Deepcrest ( The Vilhon Reach 2nd. page 28)? i am sad for her.. one of the mightest NPC of Faerum forgotten in the 3rd.. An NPC with three Chosen templates would be very difficult to create especially without having official Chosen stats. Not that I haven't created Chosen NPCs (Qilue Veladorn) but I usually create them without their Chosen templates unless an official one exists. ok i was wondering if someone could get me stats and some basic info on Volo please..i was told hes a bard but i dont know anything other then that..thanx I posted some unofficial stats of Volo in the original Realms NPC Characters thread. The link can be found in my sig. He's on page 7. |
| Green Giant10-29-05, 01:03 PM | Here's some heroes from the Threat from the Sea novel trilogies who received some 2e stats in Dragon #255. Enjoy. :) Pacys: Male Damaran Human Brd16; CR 16; Medium Humanoid (Human); HD 16d6; hp 76; Init +4; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +12; Grp +11; Face/Reach 5 ft./5 ft.; SQ Bardic knowledge +20, bardic music 16/day; AL NG; SV Fort +5, Ref +10, Will +12; Str 8, Dex 11, Con 11, Int 15, Wis 15, Cha 23 Skills and Feats: Appraise +6, Bluff +14, Concentration +8, Craft (composition) +10, Decipher Script +6, Diplomacy +26, Disguise +14 (+16 acting), Gather Information +16, Jump +9, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (local-the Vast) +10, Listen +4, Perform (sing) +25, Perform (string instrument) +14, Ride (horse) +1, Sense Motive +8, Sleight of Hand +6, Speak Language (damaran, common, aquan, chondathan), Spellcraft +12, Spot +4, Tumble +10; Disguise Spell, Dodge, Improved Iniative, Negotiator, Sunken Song, Subsonics, Weapon Finesse Special Qualities: Bardic knowledge +20, bardic music 16/day (countersong, fascinate, inspire courage +3, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics). Bard Spells Known (4/6/6/4/4/3/1; base DC = 16 + spell level; caster level 16th): 0–detect magic, mage hand, mending, read magic, resistance, summon instrument; 1st–cause fear, distort speech [CAd], expeditious retreat, remove fear, Tasha’s hideous laughter; 2nd–detect thoughts, eagle’s splendor, enthrall, tongues; 3rd–charm monster, cure serious wounds, dispel magic, major image; 4th–dimension door, hold monster, legend lore, shout; 5th–greater heroism, mirage arcana, mislead, song of discord; 6th–find the path, greater scrying. Possessions: Emerald bracelet of water breathing and freedom of movement, bag of holding (type II), masterwork yarting. Description: Pacys is 76 years old, stands 5’9” tall, lean from years of traveling on the road, but flexible and strong enough to take care of himself. He shaves his head, but his eyebrows are silvery. His skin has browned to the color of old leather, and his clean-shaven face is covered with wrinkles. His eyes are light hazel. Although he’s a bard, he doesn’t wear the colorful clothing favored by most of those in his trade, preferring more subtle shades. He appears very much to be a common man. His strength is his voice, and he can catch the attention of even the rowdiest crowds when he starts singing or telling tales. He’s never seen anywhere without his yarting and often underscores even a casual conversation with a musical background, though others aren’t always aware of it. Note: Pacys has the mental benefits and physical penalties of venerable age. He is no longer capable of using the Dodge feat due to low Dexterity score from age. Sources: Dragon #255, PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Adventurer (3.5E), and Stormwrack (3.5E). Emerald Bracelet of Water Breathing and Freedom of Movement: Given as a gift by a merman cleric to Pacys, the emerald bracelet provides continuous water breathing and freedom of movement to the wearer while underwater. It uses the bracers body slot. Moderate abjuration and transmutation; CL 7th; Craft Wondrous Item, freedom of movement, water breathing; Price 72,000 gp Laaqueel: Female Malenti Sahuagin Clr8 of Sekolah; CR 10; Medium Monstrous Humanoid (Aquatic); HD 9d8+18; hp 62; Init +3; Spd 30 ft., swim 40 ft.; AC 18 (touch 13, flat-footed 15); Base Atk +8; Grp +13; Atk +15 melee (1d8+5, masterwork trident); Full Atk +15/+10 melee (1d8+5, masterwork trident); Face/Reach 5 ft./5 ft.; SA Blood frenzy 1/day, rebuke undead 2/day; SQ Aura of evil, blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light sensitivity, speak with sharks, water dependent; AL LN; SV Fort +8, Ref +8, Will +11; Str 20, Dex 16, Con 14, Int 17, Wis 15, Cha 9 Skills and Feats: Concentration +10 (+14 when casting defensively), Handle Animal +4 (+8 with sharks), Hide +6 (+10 underwater), Knowledge (history) +8, Knowledge (religion) +14, Listen +5 (+9 underwater), Profession (hunter) +5 (+9 within 50 miles of home), Ride (shark) +8, Speak Language (sahuagin, aquan, common, elven), Spellcraft +14, Spot +5 (+9 underwater), Survival +7 (+11 within 50 miles of home); Combat Casting, Dodge, Martial Weapon Proficiency (trident){B}, Multiattack{B}, Power Attack, Sahuagin Flip, Weapon Focus (trident){B} Special Qualities: +8 racial bonus on any Swim check to perform some special action or avoid a hazard; take 10 on Swim checks even if distracted or endangered; use run action while swimming, +4 racial bonus on Hide, Listen and Spot checks underwater; +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of home; +4 racial bonus on Handle Animal checks with sharks; blood frenzy 1/day (take damage and fly into frenzy until enemy is dead; +2 Con, +2 Str, -2 to AC), light sensitivity (dazzled in bright light), water dependent (survive out of water for 1 hour per point of Constitution). Aura of evil (aura equals cleric level), rebuke undead 2/day (+1, 2d6+7, 8th). Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 12 + spell level; caster level 8th): 0–detect magic, guidance x2, mending, read magic, resistance; 1st–cure light wounds, detect good, divine favor, entropic shield, magic weapon*, shield of faith; 2nd–aid, owl’s wisdom, resist energy, silence, spiritual weapon*; 3rd–cure serious wounds, dispel magic, magic vestment*, prayer; 4th–divine power, order’s wrath*, spell immunity. *Domain spell. Deity: Sekolah. Domains: Law (cast law spells at +1 caster level), War. Possessions: Masterwork trident, sahuagin harnesses, unholy symbol (Sekolah). Description: Laaqueel resembles a sea elf except she has the pinkish hue of a surface elf. She stands 5’10” tall. Her hair is long and dark, and she usually wears it in a braid. By human standards, she’s very beautiful (though with gills upon closer inspection) but she thinks of herself as ugly. On the rare occasion that she goes among surface dwellers as an elf, she prefers warrior’s clothing. Under the sea, she goes naked except for the sahuagin harnesses that support her weapons and pouches. Sources: Dragon #255, PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Stormwrack (3.5E). Jherek Wolf’s-get: Male Tethyrian Human Swashbuckler 3; CR 3; Medium Humanoid (Human); HD 3d10+9; hp 36; Init +3 (+4 on ship); Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +3; Grp +5; Atk +7 melee (1d6+2/19-20, masterwork cutlass); Full Atk +7 melee (1d6+2/19-20, masterwork cutlass); Face/Reach 5 ft./5 ft.; SA Insightful strike; SQ Grace +1; AL LG; SV Fort +6, Ref +5, Will +3; Str 15, Dex 16, Con 17, Int 14, Wis 15, Cha 17 Skills and Feats: Balance +11 (+13 on ship), Climb +8, Craft (carpentry) +4, Jump +10, Knowledge (geography) +4, Profession (sailor) +8, Speak Language (chondathan, common, elven, lantanese), Swim +8, Tumble +11 (+13 on ship); Dodge, Heroic Destiny, Sea Legs, Weapon Finesse{B} Special Qualities: Grace +1 (competence bonus to Ref saves), insightful strike (Int bonus to damage rolls with light weapons). Possessions: Masterwork cutlass. Description: Jherek is 19 years old, stands 5’11” tall, and comes across as very naïve because he believes the best of most people. He’s a skilled conversationalist and well-read when he finds someone he will talk to. He’s built lean with broad shoulders and skin tanned brown as a nut from constant exposure to sun and sea. His light brown hair has highlights from the sun, he has pale gray eyes, and he always goes freshly shaven. He carries scars from nets and fishing line, as well as from combat against men and marine life. He wears sailor’s clothes: breeches, loose shirts, and boots. Sources: Dragon #255, PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Warrior (3.5E), Stormwrack (3.5E), and Races of Destiny (3.5E). Sabyna: Female Tethyrian Human Wiz6; CR 6; Medium Humanoid (Human); HD 6d4+6; hp 22; Init +2; Spd 30 ft.; AC 14 (touch 11, flat-footed 14); Base Atk +3; Grp +3; Atk +4 melee (1d4/19-20, masterwork dagger) or +4 melee (1d3 subdual, masterwork whip); Full Atk +4 melee (1d4/19-20, masterwork dagger) or +4 melee (1d3 subdual, masterwork whip); Face/Reach 5 ft./5 ft.; SQ Summon familiar (Bolt); AL CG; SV Fort +3, Ref +4, Will +8; Str 10, Dex 15, Con 12, Int 15, Wis 16, Cha 13 Skills and Feats: Balance +4, Concentration +10, Craft (carpentry) +4, Gather Information +3, Knowledge (arcana) +11, Knowledge (geography) +8, Profession (sailor) +11, Speak Language (illuskan, common, chondathan, draconic), Spellcraft +13; Alertness*, Enlarge Spell, Exotic Weapon Proficiency (whip), Improved Familiar, Scribe Scroll{B}, Ship’s Mage, Stormheart Special Qualities: Summon familiar (Bolt). Wizard Spells Prepared (4/4/4/2; base DC = 12 + spell level; caster level 6th): 0-detect magic, mage hand, mending, read magic; 1st-grease, mage armor, magic missile, obscuring mist; 2nd-fox’s cunning, protection from arrows, stormrunner’s ward [SW], swim [CAr]; 3rd-favorable wind [SW], lightning bolt. Spellbook: As above, plus Sabyna knows some of the wizard/sorcerer spells in the Player’s Handbook as well as a couple of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, Player’s Guide to Faerun, and Stormwrack. Sabyna has one spellbook which is waterproof. Possessions: Masterwork dagger, masterwork whip, bag of holding (type I). Sabyna is the owner of Breezerunner, a cargo ship (use Cog statistics from Stormwrack).. Description: Sabyna is an attractive 23-year-old woman, vivacious and mischievous when given the opportunity. She stands 5’5” tall and keeps her copper-colored hair cut short. Her eyes are slightly lighter, a reddish brown. She has a full figure but keeps lean by working constantly on her ship. She dresses sensibly in breeches while aboard ship but likes to dress up when the occasion presents itself. Scattered freckles cross the bridge of her nose, standing out in spite of her heavy tan. Note: Bolt grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to her skills. Sources: Dragon #255, PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E), and Stormwrack (3.5E). Bolt: Tatterdemanimal familiar; CR -; Small Construct; HD 6; hp 11; Init +5; Spd 40 ft., fly 40 ft. (clumsy); AC 19 (touch 16, flat-footed 14); Base Atk +3; Grp -1; Atk +4 melee (1d4, slam); Full Atk +4 melee (1d4, slam); Face/Reach 5 ft./5 ft.; SA Control host, improved grab, wrap; SQ Construct traits, deliver touch spells, empathic link, immunity to blunt weapons, improved evasion, share spells, speak with master; AL N; SV Fort +0, Ref +5, Will +4; Str 10, Dex 21, Con -, Int 10, Wis 19, Cha 15 Skills and Feats: Hide +15, Move Silently +11; Stealthy Special Qualities: Control host (Will DC 12). Empathic link, improved evasion, share spells, deliver touch spells, speak with master. Source: Monster Manual II (3E). |
| Ztyx10-30-05, 02:38 AM | Page 17 of that Thread. Uumm.. was there anything wrong with my post just above yours? ;) (Or have I been VIP:d / put on the ignore list? :eek: ) |
| warlockco10-30-05, 02:52 AM | Uumm.. was there anything wrong with my post just above yours? ;) (Or have I been VIP:d / put on the ignore list? :eek: ) When I clicked on your link, it took me to the 1st page of the thread. |
| Ztyx10-30-05, 03:05 AM | I'll be.. it does that for me too, now. And I thought I even tested it. One of these two links ought to work, else I am truly stumped (and very worried) http://boards1.wizards.com/showthread.php?p=4004014 http://boards1.wizards.com/showpost.php?p=4004014 |
| Green Giant11-25-05, 04:05 PM | Here is a very late request of a fey'ri. Enjoy. :) Lord-Consort Myrlaer Ealoeth: Male Fey’ri Ftr4/Sor4/Bladesinger 7; CR 18; Medium Outsider (Native); HD 4d10+4 plus 4d4+4 plus 7d8+7; hp 83; Init +2; Spd 30 ft., fly 40 ft. (poor); AC 22 (touch 17, flat-footed 20); Base Atk +13; Grp +16; Atk +19 melee (1d8+7/17-20, Cormanthyrian Elfblade); Full Atk +19/+14/+9 melee (1d8+7/17-20, Cormanthyrian Elfblade); Face/Reach 5 ft./5 ft.; SQ Bladesong style, change shape, DR 10/cold iron or magic, darkvision 60 ft., demonic abilities, elven blood, fey’ri traits, greater spellsong, lesser spellsong, song of celerity (2nd); AL CE; SV Fort +10, Ref +11, Will +12; Str 17, Dex 15, Con 12, Int 17, Wis 11, Cha 17 Skills and Feats: Balance +9, Bluff +7, Climb +7, Concentration +12 (+16 when casting defensively), Hide +9, Jump +16, Knowledge (arcana) +14, Knowledge (nobility and royalty) +4, Knowledge (the planes) +4, Listen +2, Move Silently +7, Perform (dance) +5, Perform (sing) +5, Ride (horse) +5, Search +5, Speak Language (abyssal, elven, common, draconic, gnoll, sylvan), Spellcraft +16, Spot +2, Swim +7, Tumble +16; Combat Casting, Combat Expertise, Dodge, Mobility, Practiced Spellcaster, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack Special Qualities: Fey’ri traits: +2 racial bonus on Bluff, Hide, Listen, Search, and Spot checks; Elven blood: low-light vision; immune to sleep; +2 racial bonus on saves against enchantments. Demonic abilities: +2 racial bonus on saves vs. electricity and poison. Bladesong style, lesser spellsong, song of celerity (2nd), greater spellsong. Spell-like abilities (as 15th level caster): 1/day – dimension door. Sorcerer Spells Known (6/7/7/6/3; base DC = 13 + spell level; caster level 12th): 0–acid splash, detect magic, electric jolt [MAG], mage hand, mending, message, ray of frost, read magic; 1st–burning hands, mage armor, magic missile, ray of enfeeblement, true strike; 2nd–bull’s strength, darkness, eagle’s splendor; 3rd–scintillating sphere [MAG], summon monster III; 4th–wall of fire. Possessions: Cormanthyrian Elfblade (+2 keen longsword), amulet of health +2, boots of elvenkind, cloak of elvenkind, gloves of dexterity +2, ioun stone of resistance +2, kiira, ring of protection +2. 4,185 gp in coins, gems, and jewelry. Description: Lady Nydyaa's consort has the physical form of a tall, lean gold elf wrapped in an incredibly fine mesh of chainmail. Up close, his tanar'ric heritage is readily apparent; his "armor" is actually tiny steel-grey scales that cover his body from the neck down. Myrlaer is a master of the bladesong fighting style, the equal of Evermeet's greatest bladesingers, and he has trained an elite company of fey'ri bladesingers who move and fight as one. As part of his formal duties, Myrlaer leads small bands of fey'ri warriors into the High Forest to capture slaves and plunder ancient elven ruins. He reports to Baron Xhalh, having come to respect him after losing more than one bloody duel to the six-armed cambion. Note: Due to the greater number of demonic abilities coupled with a natural armor bonus of +5, Myrlaer’s CR is greater than normal. Skills modified by magic items except the kiira’s bonus to Knowledge skills; AC modified by magic items and bladesong style. Sources: Cloak & Dagger (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3.5E), Complete Warrior (3.5E), and Arms and Equipment Guide (3E). |
| Penknight11-26-05, 12:27 AM | Thanks Green Giant, he looks awesome. I am definetly going to use him in my campaign. I really appreciate it, but my players probably won't though!! |
| Zireael11-28-05, 07:49 AM | Menzoberra the Kinless Female drow Clr 20/Div 5/Arachne 9, CR 36, medium outsider, HD 20k8+60 plus 5k8+15 plus 9k8+27, hp 238, Init +6, Spd 30 ft., AC 33 (touch 33, flat-footed 29); Attack +28/+23/+18 melee (Menzoberra's Dagger 1k6+11/x2 plus poison); SA rebuke or command undead 8/day, rebuke or command spiders 8/day; SC arachne abilities, drow traits, SR 45; SV Fort +25 Ref +18 Will +28, AL CE; Str 18 Dex 22 Con 17 Wis 22 Int 17 Cha 20. Skills and feats: Spellcraft +15, Concentration +15, Diplomacy +20, Heal +10, Knowledge (religion) +20, Knowledge (arcana) +20, Scry +20, Bluff +14, Ride (spider) +8, Handle Animal + 10, Balance +10, Sense Motive +10, Intimidate +10, Listen +4, Spot +4, Search +2, Gather Information +15, Survival +17; Vigilance, Lightning reflexes, Blind-fight (b), Maximize spell, Art. Of Survival, Hold Spell, Great Fortitude, Weapon Finesse (dagger), Dodge, Weapon Focus (dagger), Highborn Drow Cleric spells for day: 6/7+1/7+1/6+1/5+1/5+1/4+1/4+1, base DC 16+ spell level, caster level 34. (35. for evil spells) Deity: Lloth Domains: Spider, Darkness, Evil Equipment: elven drow chainmail of nimbleness +5, amulet of natural armor +4, ring of protection +5, drow boots, piwafwi of charisma +4, pendant of wisdom +4, belt of prowess, silver holy symbol (Lloth), Menzoberra's Dagger (unholy chaotic dagger +5) Edit: Ehm... Have I posted my Chalinthra Vrinn in that thread or in the old one? :confused: Edit2: I meant Divine Emissary, eh... I forgot, I didn't translate it. And I will have to translate it, warlokco, can you help me with arachne? |
| warlockco11-28-05, 09:06 PM | Menzoberra the Kinless Female drow Clr 20/Bos 5/Arachne 9 What PrC is a Bos?!? Also, you should give the special abilities for the PrCs, not everyone has access to them. A person should for the most part be able to use the NPC without having to refer to a book. |
| KenderBryant11-28-05, 11:17 PM | Where can I find the Realms Bestiary and have you statted out anyone from the Nobles line of books? I particularly like Princess Miliana from The Council of Blades. I like it when she used an illusion to scare off suitors. |
| warlockco11-29-05, 12:44 AM | Where can I find the Realms Bestiary Follow the link in my sig to the site for Eric Boyd and Tom Costa. |
| Demaraden12-01-05, 08:11 AM | Awesome work all of you! I was wondering if there was going to be any Zhentarim popping out? Thanks! |
| KenderBryant12-01-05, 09:38 PM | Just so you know, I'm not trying to be a pest, but see my earlier posting, please. (not about the bestiary, but the other part).. Eh, why not, Kender are pests anyway, so since I'm a kender, I'll be a pest. |
| warlockco12-01-05, 09:44 PM | Just so you know, I'm not trying to be a pest, but see my earlier posting, please. (not about the bestiary, but the other part).. Eh, why not, Kender are pests anyway, so since I'm a kender, I'll be a pest. Might want to ask Green Giant, have no clue who you are talking about. |
| KenderBryant12-01-05, 11:17 PM | Might want to ask Green Giant, have no clue who you are talking about. Read the Nobles series: King Pinch, The Simbul's Gift, Mage in the Iron Mask, Council of Blades, War in Tethyr, and Escape from Undermountain. |
| Zireael12-08-05, 08:05 AM | Next drow NPC. From "Drizzt Do'Urden's Guide to Underdark": Callimar Arkhenneld Male drow lich Enc 20/Acm 5, CR 31, medium undead, HD 20k12+5; hp 125, Init +4, Spd. 30 ft., AC 25 (touch 15, flat-footed 21); Attack +11/+6 melee (staff of power 1k6+1) or +10 melee (1k8+5 [Will DC 25 halves] plus paralysis, lich’s touch), or +11/+6 melee distance touch (by spell); SA paralysing touch, aura of fear; SQ archmage’s high arcana, immunities, turning resistance +4, damage reduction 15/+1, undead traits, SR 42; AL NE; SV Fort +7 Ref +13 Will +23; Str 9 Dex 19 Con – Int 22 Wis 20 Cha 18. Skills and feats: Spellcraft +23, Concentrarion +23, Knowledge (arcana) +23, Knowledge (Underdark) +15, Knowledge (religion) +15, Scry +23, Alchemy +12, Search +10, Spot +10, Listen +10, Intimidate +10, Gather information +5; Maximize spell, Lightning reflexes, Iron Will, Hold Spell, Quiet Spell, Spell Focus (enchantment), Greater Spell Focus (enchantment), Born Spellcaster, Greater Counterspell, Quicken Spell, Create Wand Special qualities: Archmage’s high arcana: spell power +6 (in total), mystic range. Immunity to cold, electricity, polymorph and mind-affecting attacks. Mage spells per day: 4/6/6/6/5/5/5/5/4, DC 17 + spell level, 23 + spell level for enchantment spells, caster level 25. Specialization school: enchantment, banned school: conjuration Equipment: piwafwi of protection +4, mage’s robe (acts as cloak of protection +4), ring of protection +3, staff of power, Arkhenneld House Insignia |
| Kuje3112-08-05, 01:20 PM | Next drow NPC. Sorry, I can't remember which rulebook is he from, but: Callimar Arkhenneld Drizzt Do'Urden's Guide to the Underdark. :) I used thier family in my latest Laborers article, which should be out soon. |
| Prince Etharion12-11-05, 11:25 AM | Hi. I looked for it, but couldn't find it. Stats for: The ruler of the City of Brass. Marrake al-Sidan al-Hariq iben Lazan, Grand Sultan of All the Efreet (LE male efreeti, scorcerer 20). That would be a very nice addition. Greetings Tigald I am sure that in the ELH they suggested the Sultan as being either a 60th Level Wizard or Scorcerer. This is situated towards the back of the book. I think that this would make sense as the Efreet are a very powerful race and the ruler would have to also be extreamely powerful. I am not sure if 60th level is right though. I would suggest 30th-35th level as this seems about right. Could anyone stat him out. |
| Seraphim of Night12-12-05, 04:59 AM | I don't know if you are interested in this, but I have a weapon's master for House Duskryn (1372DR), and I am working on 2 male brothers in the future. :P Calimaar the Branded; Male dark elf; CR 20; Fighter 18; Medium Humanoid; HD 18d10+72 (+18); hp ; Init +5; Spd 30ft.; AC 36, touch 20, flat-footed 30; Base Atk +18; Grp +25; Atk + 27/+22/+17/+12/+27 melee (1d8+13, on-hand 17-20 / x2) & +27/+22/+17 melee (1d6+9, off-hand 17-20 / x2); Space/Reach 5ft./5ft.; SA spell-like abilities; SQ drow traits; AL CE; SV Fort+15, Ref+12, Will+8; Str 18 (24), Dex 20 (22), Con 16 (18), Int 16, Wis 14, Cha 10. Skills & Feats: Climb +28, Hide +11, Intimidate +21, Jump +28, Listen +7, Spot +7, Swim +28, Tumble +9; Improved Buckler Defense, Two-Weapon Fighting, Twin Sword Style, Blind-Fight, Weapon Focus (long sword), Weapon Specialization (long sword), Weapon Focus (short sword), Weapon Specialization (short sword), Greater Weapon Focus (long sword), Combat Expertise, Greater Weapon Specialization (long sword), Improved Critical (long sword), Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Greater Weapon Focus (short sword), Greater Weapon Specialization (short sword), Improved Toughness. Drow Traits: Immune to sleep spells & effects, +2 save vs enchantment spells & effects, +2 racial bonus on will saves against spells or spell-like abilities, darkvision 120ft., spell resistance 29, light blindness, proficient in rapier, short sword, and hand crossbow. Spell-Like Abilities: 1/day – dancing lights, darkness, faerie fire. Caster Level 18th. Possessions: Drowcraft Longsword of Speed +2, Drow Mission Blade (+2 keen drowcraft finder shortsword), Mithral Shirt +4, Buckler +3, Amulet of Natural Armor +4, Ring of Protection +4, Pink Rhomboid Ioun Stone (+2 Con), Belt of Giant Str+6, Gloves of Dex +2, Drow Piwafwi, House Duskryn Symbol (blind-sight), Slippers of Spider Climbing, 2 potions of invisibility. |
| Elvenknight_Cologne12-12-05, 12:42 PM | Have anybody Green Giants and Warlockcos stuff from the char stats in microsoft word and can send me this to elvenknight@web.de ? many thanks :-) greets from germany, Elvenknight |
| KenderBryant12-12-05, 05:39 PM | Crud! I've been looking closer at the thread ( this one and it's companion thread),particularly the beginning, and it says no one from the novels is allowed to be statted if they have not already been so. This means that only Pinch would be allowed to be statted out. That bites! Oh well! :tantrum: :weep: |
| ClobberinTime12-12-05, 06:20 PM | Kender, don't give up so easily, almost every important Novel NPC has been mentioned in some source book, somewhere, so you can probably get stats on almost anybody. This is especially true given the huge amount of 2ed FR stuff. |
| Kuje3112-12-05, 06:33 PM | Crud! I've been looking closer at the thread ( this one and it's companion thread),particularly the beginning, and it says no one from the novels is allowed to be statted if they have not already been so. This means that only Pinch would be allowed to be statted out. That bites! Oh well! :tantrum: :weep: Wait, who else do you need stats for? Pinch and his crew have been stated out in more then one 2e sourcebook. Like, Heroes Lorebook, Villian's Lorebook, Lands of Intrigue. It's very rare that somewhere there isn't a stat for someone, so if you give me a list, I'll see if they appear in my 1e/2e NPC file. :) BTW that file can be downloaded from the link in my sig. :) |
| KenderBryant12-12-05, 08:41 PM | I would like to see current stats for Chenowyn (War in Tethyr), Passepout and Rassendyll (Once Around the Realms and Mage in the Iron Mask repectively-Passepout was in this one too.), Artek the Knife, Beckla, and Corin (Escape From Undermountain), Miliana Manicci, Tekoriikii, Lorenzo Utrelli Da Lomatra, (The Council of Blades). Stats for the other chars in the Nobles series would be good too. The Simbul's Gift would be redundant because most of the chars have already been statted out (Lassra, the Zulkirs). |
| Kuje3112-12-05, 08:58 PM | I would like to see current stats for Chenowyn (War in Tethyr), Passepout and Rassendyll (Once Around the Realms and Mage in the Iron Mask repectively-Passepout was in this one too.), Artek the Knife, Beckla, and Corin (Escape From Undermountain), Miliana Manicci, Tekoriikii, Lorenzo Utrelli Da Lomatra, (The Council of Blades). Stats for the other chars in the Nobles series would be good too. The Simbul's Gift would be redundant because most of the chars have already been statted out (Lassra, the Zulkirs). 1) Chenowyn, Female Ruby Dragon, TN, Apprentice to Zaranda Star, Heroes Lorebook 2) Corin Dezlentyr, 2nd Fighter, Male Half-elf, CG, Heir of the Dezlentyr noble family of Waterdeep, City of Splendors: Who's Who in Waterdeep. Those are the only 2 I could find, sorry. |
| KenderBryant12-12-05, 11:40 PM | I knew Chen was in Heroe's Lorebook with a small paragraph. But what has happened to her since the War in Tethyr? What are her stats now? Is Zaranda still Queen of Tethyr or has she gone back to being Countess Morninggold? |
| Old Sage12-12-05, 11:46 PM | Zaranda is (still) Queen-Monarch of Tethyr along with (now) King Haedrak III (who is also the former scribe to Elminster -- Lhaeo). |
| KenderBryant12-13-05, 02:28 PM | Are they married, or is there some sort of special agreement or arrangement? And what of Chen. Randi sort of adopted her. Does that make her the princess of Tethyr? |
| Kuje3112-13-05, 04:24 PM | Are they married, or is there some sort of special agreement or arrangement? And what of Chen. Randi sort of adopted her. Does that make her the princess of Tethyr? Yes they are married and they have three children. Chen.... sort of disappeared if I recall right. She just up and flew away to the west. All of this is in Lands of Intrigue and that box set is on the free list. The link is in my FAQ of Links in the FR FAQ Board. |
| Green Giant12-26-05, 11:12 PM | Here are some NPCs from the novel, King Pinch. Enjoy. :) King Janol “Pinch” Famisso: Male Chondathan/Shaaran Human Rog10; CR 10; Medium Humanoid (Human); HD 10d6; hp 48; Init +8; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +7; Grp +8; Atk +8 melee (1d4+1/19-20, +1 dagger); Full Atk +8/+3 melee (1d4+1/19-20, +1 dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack +5d6; SQ Trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, special ability (opportunist); AL N; SV Fort +3, Ref +11, Will +5; Str 12, Dex 19, Con 11, Int 18, Wis 15, Cha 14. Skills and Feats: Appraise +14, Bluff +7, Climb +7, Disable Device +10, Disguise +7 (+9 acting), Hide +14, Jump +13, Knowledge (local-Lake of Steam) +9, Listen +6, Move Silently +14, Open Lock +10, Ride (horse) +5, Search +14, Sense Motive +12, Sleight of Hand +12, Speak Language (shaaran, common, alzhedo, chondathan, goblin, tashalan), Spot +6, Tumble +16, Use Magic Device +12, Use Rope +5; Dodge, Improved Iniative, Improved Unarmed Strike, Two-Weapon Fighting, Weapon Finesse Special Qualities: Sneak attack +5d6, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, special ability (opportunist). Possessions: +1 dagger, dwarven delocker, masterwork thieves’ tools. Description: Pinch is presently in his early 40’s, 6 feet tall, and thin. His leathery, lined face has sad, pouchy bags under his eyes and folds around his neck. Even so, he is somewhat handsome with a well-formed chin and high cheekbones. His eyes are hazel, and his salt-and-pepper hair is long and curly. His fingers are long and flexible. His right hand is crippled and the best he can do is curl the fingers of this hand into a weak, clawlike grip. Burned into the palm of this hand is a permanent scar in the form of the rising sun, the result of Pinch’s having grabbed and used the Amulet of the Dawnbreaker. As the ruler of Ankhapur, Janol wears royal robes and other such regalia. Note: Pinch has the mental benefits and physical penalties of middle age. Pinch uses his off hand since his right hand was crippled and as such suffers a –4 penalty to attack rolls along with only inflicting half his Strength bonus on damage as well as a similar penalty to Climb, Craft, Disable Device, Escape Artist, Forgery, Heal, Open Lock, Sleight of Hand, and Use Rope checks. Skills not modified by thieves’ tools. Sources: Heroes’ Lorebook (2e), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Dwarven delocker: This slender magical rod of dull bronze allows an individual to open locks easily thrice per day. When it is touched lightly to the outer surface of a lock, the tip of the rod transforms into a key that will open that lock and then “melts” back into a simple cylindrical shape soon thereafter until the next time it is needed. Strong transmutation; CL 15th; Craft Rod, polymorph any object; Price 124,800 gp Lord of the Watch Buckweather “Sprite-Heels”: Male Lightfoot Halfling Rog7; CR 7; Small Humanoid (Halfling); HD 7d6+7; hp 34; Init +4; Spd 10 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +5; Grp -1; Atk +10 melee (1d4-1/18-20, +1 rapier) or +10 melee (1d3-2/19-20, masterwork dagger); Full Atk +10 melee (1d4-1/18-20, +1 rapier) or +10 melee (1d3-2/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack +4d6; SQ Halfling traits, trapfinding, evasion, trap sense +2, uncanny dodge; AL CN; SV Fort +5, Ref +11, Will +4; Str 7, Dex 18, Con 13, Int 13, Wis 10, Cha 13 Skills and Feats: Climb +2, Disable Device +7, Gather Information +7, Hide +11, Jump +4, Listen +8, Move Silently +9, Open Lock +6, Profession (gambler) +10, Search +4, Sleight of Hand +10, Speak Language (halfling, common, chondathan), Spot +6*, Tumble +9; Blind-Fight, Dodge, Weapon Finesse. * Automatically fails. Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge. Possessions: Cane-sword (+1 rapier hidden within cane), bejeweled masterwork dagger (500 gp worth), potion of cure serious wounds, ring of protection +1, vest of resistance +1. 630 gp Description: This chubby halfling prankster is fond of ale and cheese. He has a tendency to run off at the mouth without engaging his brain, and he verbally snipes at the other members of the gang. His encounter with the lich Mangeric has left him blind and much more subdued than before. Note: Sprite-Heels has been blinded and suffers the appropriate penalties (p. 305 of PHB glossary). Skills not modified by thieves’ tools. Sources: Heroes’ Lorebook (2e), Empires of the Shining Sea (2e), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Therin the Gur: Male Gur Human Ftr2/Rog5; CR 7; Medium Humanoid (Human); HD 2d10+4 plus 5d6+10; hp 46; Init +2; Spd 30 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +5; Grp +9; Atk +11 melee (1d8+5/19-20, +1 longsword) or +10 melee (1d4+4/19-20, masterwork dagger); Full Atk +11 melee (1d8+5/19-20, +1 longsword) or +10 melee (1d4+4/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack +3d6; SQ Trapfinding, evasion, trap sense +1, uncanny dodge; AL N; SV Fort +7, Ref +7, Will +2; Str 18, Dex 14, Con 15, Int 12, Wis 11, Cha 16. Skills and Feats: Climb +10, Hide +8, Intimidate +13, Jump +12, Listen +5, Move Silently +8, Ride (horse) +7, Sleight of Hand +7, Speak Language (gur, common, chondathan), Spot +5, Swim +8, Tumble +10; Cleave, Dodge, Endurance, Power Attack, Quick Draw, Weapon Focus (longsword) Special Qualities: Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge. Possessions: Masterwork studded leather, +1 longsword, masterwork dagger, sap, cloak of resistance +1, potion of bull’s strength, potion of cure moderate wounds, scarf of armor +1 (as amulet of natural armor), antitoxin x2, masterwork thieves’ tools. 608 gp. Therin has united smalltime crooks and minor operators into a force calling themselves the Bloody Scarves. They operate in the city of Ankhapur. Description: Therin is a big, overmuscled man with farmboy good looks. Concealed under a scarf on his neck are scars from a hangman’s noose that Pinch and company barely rescued him from. Therin has an ambitious streak and has tried (unsuccessfully) to challenge Pinch for leadership of the gang. Note: Skills not modified by thieves’ tools. Sources: Heroes’ Lorebook (2e), Empires of the Shining Sea (2e), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Royal Magister Brown Maeve: Female Tethyrian Human Wiz5/Rog3/Arcane Trickster 3; CR 11; Medium Humanoid (Human); HD 8d4 plus 3d6; hp 32; Init +1; Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +5; Grp +5; Atk +6 melee (1d4-1/19-20, masterwork silver dagger); Full Atk +6 melee (1d4-1/19-20, masterwork silver dagger); Face/Reach 5 ft./5 ft.; SA Impromptu sneak attack, sneak attack +3d6; SQ Trapfinding, evasion, ranged legerdemain, summon familiar (Shank), trap sense +1; AL N; SV Fort +5, Ref +10, Will +12; Str 10, Dex 13, Con 11, Int 21, Wis 15, Cha 11 Skills and Feats: Appraise +14, Bluff +5, Concentration +11 (+15 when casting defensively), Craft (alchemy) +16, Decipher Script +12, Disable Device +12, Escape Artist +14, Gather Information +8, Knowledge (arcana) +16, Knowledge (local-Lake of Steam) +10, Open Lock +11, Search +14, Sleight of Hand +9, Speak Language (chondathan, common, draconic, elven, illuskan, shaaran, turmic), Spellcraft +18; Alertness*, Appraise Magic Value, Combat Casting, Craft Wondrous Item, Improved Familiar, Mobile Spellcasting, Scribe Scroll{B}, Silent Spell Special Qualities: Summon familiar (Shank). Sneak attack +3d6, trapfinding, evasion, trap sense +1. Ranged legerdemain 1/day, impromptu sneak attack 1/day. Wizard Spells Prepared (4/6/4/4/3; base DC = 15 + spell level; caster level 8th): 0–detect magic, mage hand, open/close, read magic; 1st–grease, Kaupaer’s skittish nerves [MAG], magic missile x2, ray of enfeeblement, shield; 2nd–detect thoughts, glitterdust, invisibility, pyrotechnics; 3rd–dispel magic, lightning bolt x2, suggestion; 4th–dimension door, polymorph, wall of fire. Spellbook: As above, plus Brown Maeve knows some of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Brown Maeve has 3 spellbooks all of which are pungent and waterproof. Possessions: Masterwork silver dagger, bracers of armor +3, cloak of resistance +2, headband of intellect +2, potion of cure moderate wounds x2, ring of protection +1, scroll: clairaudience/clairvoyance, scroll: knock, scroll: slow, vest of escape, masterwork thieves’ tools. 608 gp Description: Maeve is a middle-aged woman who appears considerably older due to her overindulgence in strong drink. She has long, thin, graying brown hair, and her skin is blotched, and marked here and there with veins. Note: Brown Maeve has the mental benefits and physical penalties of middle age. Skills modified by magic items but not thieves’ tools. Shank grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to her skills. Sources: Heroes’ Lorebook (2e), Empires of the Shining Sea (2e), Realms of Magic anthology (“Too Familiar”), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Adventurer (3.5E). Will o’Horse Shank: Male Brownie familiar; CR -; Tiny Fey; HD 5; hp 16; Init +5; Spd 30 ft.; AC 20 (touch 17, flat-footed 15); Base Atk +5; Grp -6; Atk +5 melee (1d3-3/19-20, masterwork short sword); Full Atk +5 melee (1d3-3/19-20, masterwork short sword); Face/Reach 2-1/2 ft./0 ft.; SA Calm animal, spell-like abilities; SQ Darkvision 30 ft., deliver touch spells, empathic link, evasion, hide in plain sight, improved evasion, low-light vision, share spells, speak with master, uncanny dodge, wild empathy +8 (+4 magical beasts); AL N; SV Fort +2, Ref +7, Will +3; Str 5, Dex 20, Con 14, Int 14, Wis 13, Cha 13 Skills and Feats: Balance +9, Bluff +3, Climb +7, Craft (trapmaking) +6, Diplomacy +4, Escape Artist +10, Hide +17, Listen +6, Move Silently +8, Sense Motive +4, Speak Language (sylvan, common, chondathan, halfling), Spot +3, Tumble +8; Agile, DodgeB Special Qualities: +2 racial bonus on all Craft checks as well as a +2 racial bonus on Listen and Spot checks; brownies use their Dexterity scores for Climb checks; calm animal (As a free action, a brownie can make an animal calm and docile. The power is similar to a calm animals spell as a 7th-level caster, except that it works on a single animal within 30 feet. An animal that has been affected or has made a successful saving throw against this power cannot be affected again for one day. The save DC against this power is 15. The save DC is Charisma-based and includes a +3 racial adjustment.); wild empathy +8 (A brownie can improve the attitude of an animal as a 7th-level character). Empathic link, improved evasion, share spells, deliver touch spells, speak with master. Spell-Like Abilities (as 7th-level caster): 1/day - confusion (DC 15), dancing lights, daylight, dimension door, protection from evil, ventriloquism (DC 12). Source: The Silent Manse adventure locale web article. Lissa of the Morning: Female Chondathan Human Clr8 of Lathander; CR 8; Medium Humanoid (Human); HD 8d8+8; hp 47; Init +1; Spd 20 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +6; Grp +7; Atk +9 melee (1d8+3, +2 heavy mace); Full Atk +9/+4 melee (1d8+3, +2 heavy mace); Face/Reach 5 ft./5 ft.; SA Turn undead 6/day; SQ Aura of good; AL NG; SV Fort +7, Ref +3, Will +9; Str 13, Dex 12, Con 13, Int 10, Wis 17, Cha 16 Skills and Feats: Concentration +9 (+13 when casting defensively), Diplomacy +7, Heal +8, Knowledge (religion) +8, Speak Language (chondathan, common), Spellcraft +8; Brew Potion, Combat Casting, Disciple of the Sun, True Believer Special Qualities: Aura of good (aura equals cleric level), turn undead 6/day (+4, 2d6+11, 8th). Cleric Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 13 + spell level; caster level 8th): 0–detect magic, guidance, light, mending, read magic, resistance; 1st–bless, detect evil, divine favor, nimbus of light [CD], protection from evil*, sanctuary; 2nd–aid*, augury, resist energy, silence, zone of truth; 3rd–create food and water, dispel magic, invisibility purge, searing light*, wind wall; 4th–death ward, holy smite*, summon monster IV. *Domain spell. Deity: Lathander. Domains: Good (cast good spells at +1 caster level), Sun (greater turning 1/day). Possessions: Chainmail, +2 heavy mace, oil of bless weapon, potion of cure light wounds x3, potion of shield of faith +2, potion of owl’s wisdom, gold holy symbol (Lathander), flask of holy water x2. 238 gp Description: Lissa is a young priestess who has beautiful brown hair and nice features and is very dedicated to her faith. Sources: Heroes’ Lorebook (2E), Empires of the Shining Sea (2e), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Divine (3.5E). Amulet of the Dawnbreaker: This relic of Lathander is a crude-looking lump of metal worn on a chain. It was made from a piece of the skull of the Dawnbreaker, a renowned prophet of Lathander, that was then wrapped in rare metals. Only those whom Lathander deems as faithful can call upon its powers, sacrificing a 6th-level divine spell slot or have the True Believer feat and at least 11 HD. It can either blaze forth with the light of day, which destroys undead (the equivalent of a sunbeam spell), or it can blast out a searing wave of heat that fries living enemies (or friends). This is similar to the unearthly heat spell (see Sandstorm), except that it has a 50-foot-radius area of effect. Each effect can only be used once per day. When it does the latter, the holder of the amulet suffers no heat damage but is permanently branded with Lathander’s symbol in the palm of his hand, and from that point on, that hand is unable to hold or grasp anything. Priests of Lathander call this scar the “mark of the Morninglord,” and give great respect to those (such as Janol) who bear it. Strong evocation and transmutation; CL 13th; Sanctify Relic, Craft Wondrous Item, sunbeam, unearthly heat, creator must worship Lathander; Price 49,000 gp King Manefric III: Male Shaaran Human Lich Wiz15/Acm3; CR 20; Medium Undead; HD 18d12; hp 122; Init +1; Spd 30 ft.; AC 24 (touch 14, flat-footed 23); Base Atk +8; Grp +8; Atk +8 melee (1d8+5 plus paralysis, negative energy touch); Full Atk +8 melee (1d8+5 plus paralysis, negative energy touch); Face/Reach 5 ft./5 ft.; SA Fear aura, paralyzing touch, negative energy touch; SQ +4 turn resistance, Archmage high arcana, DR 15/bludgeoning and magic, darkvision 60 ft., lich immunities, summon familiar, undead traits; AL LE; SV Fort +10, Ref +11, Will +20; Str 11, Dex 13, Con -, Int 30, Wis 18, Cha 11 Skills and Feats: Bluff +5, Concentration +21 (+25 when casting defensively), Craft (alchemy) +19, Craft (gemcutting) +19, Decipher Script +15, Diplomacy +11, Hide +9, Intimidate +7, Knowledge (arcana) +31, Knowledge (history-Lake of Steam) +19, Knowledge (local-Lake of Steam) +19, Knowledge (nobility and royalty) +22, Knowledge (religion) +19, Listen +12, Move Silently +9, Sense Motive +17, Speak Language (shaaran, common, abyssal, alzhedo, chondathan, draconic, elven, halruaan, infernal, dwarven, goblin, tashalan), Spellcraft +36, Spot +12; Attune Gem, Combat Casting, Craft Wondrous Item, Empower Spell, Eschew Materials, Forge Ring, Improved Counterspell, Quicken Spell, Scribe Scroll{B}, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (necromancy) Special Qualities: Summon familiar. Archmage high arcana: Mastery of counterspelling, mastery of elements, spell power +1. Negative energy touch (DC 19), paralyzing touch (DC 19), fear aura (DC 19), lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks). Wizard Spells Prepared (4/7/7/6/6/5/6/3/3/3; base DC = 16 + spell level; DC 17 + spell level with evocation and necromancy spells; caster level 18th): 0–detect magic, ray of frost, read magic, touch of fatigue; 1st–burning hands, chill touch, hypnotism, magic missile x2, ray of enfeeblement, sleep; 2nd–blindness/deafness, blur, darkness, detect thoughts, flaming sphere, Melf’s acid arrow, spectral hand; 3rd–blink, fireball, lightning bolt, magic circle against good, protection from energy, vampiric touch; 4th–animate dead, confusion, Evard’s black tentacles, fear, ice storm, stoneskin; 5th–cloudkill, cone of cold, feeblemind, magic jar, telekinesis; 6th–chain lightning, disintegrate, greater dispel magic x2, mass suggestion, summon monster VI; 7th–control undead, finger of death, prismatic spray; 8th–greater planar binding, horrid wilting, maze; 9th–energy drain, meteor swarm, power word kill. Spellbook: As above, plus Manefric knows many of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Manefric has 5 spellbooks all of which are resistant to energy (minor) and waterproof. Possessions: Netherese blast scepter (33 charges), belt of charisma +2 (as cloak), crystal ball with detect thoughts, gem: enervation, gem: flesh to stone, gem: shout, gem: summon monster VII, headband of intellect +4, periapt of wisdom +2, potion of cat’s grace, ring of protection +3, ring of spell storing, robes of the archmagi (black), scroll: limited wish, scroll: temporal stasis, scroll: wall of force. As ruler of Ankhapur, King Menefric III has access to many other equipment, both mundane and magical. Description: Manefric is a recent convert to lichdom and continues to keep the same looks he had in life. His form is drawn and seems without body fat, which was perhaps consumed by the pale grave worms that scuttle beneath his pearly, translucent skin. His frame is thin and partially hunched. Note: Manefric has the mental benefits and the physical penalties of old age. Manefric’s old familiar died when he underwent the transformation to lichdom and he has not bothered to resurrect or replace the familiar. Sources: Villains’ Lorebook (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Magic of Faerun (3E). The Cup and the Knife: The Cup is a large goblet sharply chiseled from perfect black quartz. Around its lip is a band of gold studded with faceted rubies. At its bottom is an enormous white pearl. The Knife is silver, cast as a single piece, and the handle is molded as a handgrip. The blade is ground to razor sharpness and it cuts through skin, flesh, and bone with ease (serving as a +4 keen silver dagger if used in combat). These items are the traditional symbols of Ankhapur’s royal power. Upon the death of the king, a claimant for the throne declares his right to the throne, cuts his wrist with the Knife (inflicting 1 point of damage when used this way), and lets several drops of blood fall into the Cup. After mixing wine into the blood, the claimant drinks the mixture; if he is indeed the next true king, a holy glow appears around his head. The Cup and the Knife are kept in a tower within a central court inside the Temple of the Red Lord. The tower has several nasty traps, including a magically animated tapestry that kills intruders. Strong divination and enchantment; CL 12th; Craft Wondrous Item, augury, bless; Price 50,000 gp (Cup) Strong transmutation; CL 12th; Craft Magic Arms and Armor, keen edge; Price 50,322 gp (Knife) |
| The Simbul12-26-05, 11:24 PM | I am sure that in the ELH they suggested the Sultan as being either a 60th Level Wizard or Scorcerer. This is situated towards the back of the book. I think that this would make sense as the Efreet are a very powerful race and the ruler would have to also be extreamely powerful. I am not sure if 60th level is right though. I would suggest 30th-35th level as this seems about right. Could anyone stat him out. The planar handbook covers his stats. A minimum 10HD elite Efreeti with 20 Sorcerer levels would be sufficient for most games unless your DM is willing to run a game that goes past 30th level, which I dont think would be very common. Why would he be 60th level? As for stats, the Sultan isnt really a FR character, but rather a generic D&D character. It might be better to have his stats posted in the Deities and Planes board. |
| warlockco12-26-05, 11:43 PM | Nice job GG. |
| Mad Mage12-27-05, 12:58 AM | Has King Mith Barak (the silver dragon disguised as the shield dwarf king in that surviving Underdark shield dwarf kingdom) been fully statted here or elsewhere? |
| warlockco12-27-05, 10:07 PM | Has King Mith Barak (the silver dragon disguised as the shield dwarf king in that surviving Underdark shield dwarf kingdom) been fully statted here or elsewhere? The only information we have regarding him is that he is a Great Wyrm Silver Dragon. And taking a quick look in FR11 Dwarves Deep, I see no information at all. |
| KenderBryant12-27-05, 10:43 PM | Here are some NPCs from the novel, King Pinch. Enjoy. :) King Janol “Pinch” Famisso: Male Chondathan/Shaaran Human Rog10; CR 10; Medium Humanoid (Human); HD 10d6; hp 48; Init +8; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +7; Grp +8; Atk +8 melee (1d4+1/19-20, +1 dagger); Full Atk +8/+3 melee (1d4+1/19-20, +1 dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack +5d6; SQ Trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, special ability (opportunist); AL N; SV Fort +3, Ref +11, Will +5; Str 12, Dex 19, Con 11, Int 18, Wis 15, Cha 14. Skills and Feats: Appraise +14, Bluff +7, Climb +7, Disable Device +10, Disguise +7 (+9 acting), Hide +14, Jump +13, Knowledge (local-Lake of Steam) +9, Listen +6, Move Silently +14, Open Lock +10, Ride (horse) +5, Search +14, Sense Motive +12, Sleight of Hand +12, Speak Language (shaaran, common, alzhedo, chondathan, goblin, tashalan), Spot +6, Tumble +16, Use Magic Device +12, Use Rope +5; Dodge, Improved Iniative, Improved Unarmed Strike, Two-Weapon Fighting, Weapon Finesse Special Qualities: Sneak attack +5d6, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, special ability (opportunist). Possessions: +1 dagger, dwarven delocker, masterwork thieves’ tools. Description: Pinch is presently in his early 40’s, 6 feet tall, and thin. His leathery, lined face has sad, pouchy bags under his eyes and folds around his neck. Even so, he is somewhat handsome with a well-formed chin and high cheekbones. His eyes are hazel, and his salt-and-pepper hair is long and curly. His fingers are long and flexible. His right hand is crippled and the best he can do is curl the fingers of this hand into a weak, clawlike grip. Burned into the palm of this hand is a permanent scar in the form of the rising sun, the result of Pinch’s having grabbed and used the Amulet of the Dawnbreaker. As the ruler of Ankhapur, Janol wears royal robes and other such regalia. Note: Pinch has the mental benefits and physical penalties of middle age. Pinch uses his off hand since his right hand was crippled and as such suffers a –4 penalty to attack rolls along with only inflicting half his Strength bonus on damage as well as a similar penalty to Climb, Craft, Disable Device, Escape Artist, Forgery, Heal, Open Lock, Sleight of Hand, and Use Rope checks. Skills not modified by thieves’ tools. Sources: Heroes’ Lorebook (2e), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Dwarven delocker: This slender magical rod of dull bronze allows an individual to open locks easily thrice per day. When it is touched lightly to the outer surface of a lock, the tip of the rod transforms into a key that will open that lock and then “melts” back into a simple cylindrical shape soon thereafter until the next time it is needed. Strong transmutation; CL 15th; Craft Rod, polymorph any object; Price 124,800 gp Lord of the Watch Buckweather “Sprite-Heels”: Male Lightfoot Halfling Rog7; CR 7; Small Humanoid (Halfling); HD 7d6+7; hp 34; Init +4; Spd 10 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +5; Grp -1; Atk +10 melee (1d4-1/18-20, +1 rapier) or +10 melee (1d3-2/19-20, masterwork dagger); Full Atk +10 melee (1d4-1/18-20, +1 rapier) or +10 melee (1d3-2/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack +4d6; SQ Halfling traits, trapfinding, evasion, trap sense +2, uncanny dodge; AL CN; SV Fort +5, Ref +11, Will +4; Str 7, Dex 18, Con 13, Int 13, Wis 10, Cha 13 Skills and Feats: Climb +2, Disable Device +7, Gather Information +7, Hide +11, Jump +4, Listen +8, Move Silently +9, Open Lock +6, Profession (gambler) +10, Search +4, Sleight of Hand +10, Speak Language (halfling, common, chondathan), Spot +6*, Tumble +9; Blind-Fight, Dodge, Weapon Finesse. * Automatically fails. Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge. Possessions: Cane-sword (+1 rapier hidden within cane), bejeweled masterwork dagger (500 gp worth), potion of cure serious wounds, ring of protection +1, vest of resistance +1. 630 gp Description: This chubby halfling prankster is fond of ale and cheese. He has a tendency to run off at the mouth without engaging his brain, and he verbally snipes at the other members of the gang. His encounter with the lich Mangeric has left him blind and much more subdued than before. Note: Sprite-Heels has been blinded and suffers the appropriate penalties (p. 305 of PHB glossary). Skills not modified by thieves’ tools. Sources: Heroes’ Lorebook (2e), Empires of the Shining Sea (2e), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Therin the Gur: Male Gur Human Ftr2/Rog5; CR 7; Medium Humanoid (Human); HD 2d10+4 plus 5d6+10; hp 46; Init +2; Spd 30 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +5; Grp +9; Atk +11 melee (1d8+5/19-20, +1 longsword) or +10 melee (1d4+4/19-20, masterwork dagger); Full Atk +11 melee (1d8+5/19-20, +1 longsword) or +10 melee (1d4+4/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack +3d6; SQ Trapfinding, evasion, trap sense +1, uncanny dodge; AL N; SV Fort +7, Ref +7, Will +2; Str 18, Dex 14, Con 15, Int 12, Wis 11, Cha 16. Skills and Feats: Climb +10, Hide +8, Intimidate +13, Jump +12, Listen +5, Move Silently +8, Ride (horse) +7, Sleight of Hand +7, Speak Language (gur, common, chondathan), Spot +5, Swim +8, Tumble +10; Cleave, Dodge, Endurance, Power Attack, Quick Draw, Weapon Focus (longsword) Special Qualities: Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge. Possessions: Masterwork studded leather, +1 longsword, masterwork dagger, sap, cloak of resistance +1, potion of bull’s strength, potion of cure moderate wounds, scarf of armor +1 (as amulet of natural armor), antitoxin x2, masterwork thieves’ tools. 608 gp. Therin has united smalltime crooks and minor operators into a force calling themselves the Bloody Scarves. They operate in the city of Ankhapur. Description: Therin is a big, overmuscled man with farmboy good looks. Concealed under a scarf on his neck are scars from a hangman’s noose that Pinch and company barely rescued him from. Therin has an ambitious streak and has tried (unsuccessfully) to challenge Pinch for leadership of the gang. Note: Skills not modified by thieves’ tools. Sources: Heroes’ Lorebook (2e), Empires of the Shining Sea (2e), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Royal Magister Brown Maeve: Female Tethyrian Human Wiz5/Rog3/Arcane Trickster 3; CR 11; Medium Humanoid (Human); HD 8d4 plus 3d6; hp 32; Init +1; Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +5; Grp +5; Atk +6 melee (1d4-1/19-20, masterwork silver dagger); Full Atk +6 melee (1d4-1/19-20, masterwork silver dagger); Face/Reach 5 ft./5 ft.; SA Impromptu sneak attack, sneak attack +3d6; SQ Trapfinding, evasion, ranged legerdemain, summon familiar (Shank), trap sense +1; AL N; SV Fort +5, Ref +10, Will +12; Str 10, Dex 13, Con 11, Int 21, Wis 15, Cha 11 Skills and Feats: Appraise +14, Bluff +5, Concentration +11 (+15 when casting defensively), Craft (alchemy) +16, Decipher Script +12, Disable Device +12, Escape Artist +14, Gather Information +8, Knowledge (arcana) +16, Knowledge (local-Lake of Steam) +10, Open Lock +11, Search +14, Sleight of Hand +9, Speak Language (chondathan, common, draconic, elven, illuskan, shaaran, turmic), Spellcraft +18; Alertness*, Appraise Magic Value, Combat Casting, Craft Wondrous Item, Improved Familiar, Mobile Spellcasting, Scribe Scroll{B}, Silent Spell Special Qualities: Summon familiar (Shank). Sneak attack +3d6, trapfinding, evasion, trap sense +1. Ranged legerdemain 1/day, impromptu sneak attack 1/day. Wizard Spells Prepared (4/6/4/4/3; base DC = 15 + spell level; caster level 8th): 0–detect magic, mage hand, open/close, read magic; 1st–grease, Kaupaer’s skittish nerves [MAG], magic missile x2, ray of enfeeblement, shield; 2nd–detect thoughts, glitterdust, invisibility, pyrotechnics; 3rd–dispel magic, lightning bolt x2, suggestion; 4th–dimension door, polymorph, wall of fire. Spellbook: As above, plus Brown Maeve knows some of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Brown Maeve has 3 spellbooks all of which are pungent and waterproof. Possessions: Masterwork silver dagger, bracers of armor +3, cloak of resistance +2, headband of intellect +2, potion of cure moderate wounds x2, ring of protection +1, scroll: clairaudience/clairvoyance, scroll: knock, scroll: slow, vest of escape, masterwork thieves’ tools. 608 gp Description: Maeve is a middle-aged woman who appears considerably older due to her overindulgence in strong drink. She has long, thin, graying brown hair, and her skin is blotched, and marked here and there with veins. Note: Brown Maeve has the mental benefits and physical penalties of middle age. Skills modified by magic items but not thieves’ tools. Shank grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to her skills. Sources: Heroes’ Lorebook (2e), Empires of the Shining Sea (2e), Realms of Magic anthology (“Too Familiar”), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Adventurer (3.5E). Will o’Horse Shank: Male Brownie familiar; CR -; Tiny Fey; HD 5; hp 16; Init +5; Spd 30 ft.; AC 20 (touch 17, flat-footed 15); Base Atk +5; Grp -6; Atk +5 melee (1d3-3/19-20, masterwork short sword); Full Atk +5 melee (1d3-3/19-20, masterwork short sword); Face/Reach 2-1/2 ft./0 ft.; SA Calm animal, spell-like abilities; SQ Darkvision 30 ft., deliver touch spells, empathic link, evasion, hide in plain sight, improved evasion, low-light vision, share spells, speak with master, uncanny dodge, wild empathy +8 (+4 magical beasts); AL N; SV Fort +2, Ref +7, Will +3; Str 5, Dex 20, Con 14, Int 14, Wis 13, Cha 13 Skills and Feats: Balance +9, Bluff +3, Climb +7, Craft (trapmaking) +6, Diplomacy +4, Escape Artist +10, Hide +17, Listen +6, Move Silently +8, Sense Motive +4, Speak Language (sylvan, common, chondathan, halfling), Spot +3, Tumble +8; Agile, DodgeB Special Qualities: +2 racial bonus on all Craft checks as well as a +2 racial bonus on Listen and Spot checks; brownies use their Dexterity scores for Climb checks; calm animal (As a free action, a brownie can make an animal calm and docile. The power is similar to a calm animals spell as a 7th-level caster, except that it works on a single animal within 30 feet. An animal that has been affected or has made a successful saving throw against this power cannot be affected again for one day. The save DC against this power is 15. The save DC is Charisma-based and includes a +3 racial adjustment.); wild empathy +8 (A brownie can improve the attitude of an animal as a 7th-level character). Empathic link, improved evasion, share spells, deliver touch spells, speak with master. Spell-Like Abilities (as 7th-level caster): 1/day - confusion (DC 15), dancing lights, daylight, dimension door, protection from evil, ventriloquism (DC 12). Source: The Silent Manse adventure locale web article. Lissa of the Morning: Female Chondathan Human Clr8 of Lathander; CR 8; Medium Humanoid (Human); HD 8d8+8; hp 47; Init +1; Spd 20 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +6; Grp +7; Atk +9 melee (1d8+3, +2 heavy mace); Full Atk +9/+4 melee (1d8+3, +2 heavy mace); Face/Reach 5 ft./5 ft.; SA Turn undead 6/day; SQ Aura of good; AL NG; SV Fort +7, Ref +3, Will +9; Str 13, Dex 12, Con 13, Int 10, Wis 17, Cha 16 Skills and Feats: Concentration +9 (+13 when casting defensively), Diplomacy +7, Heal +8, Knowledge (religion) +8, Speak Language (chondathan, common), Spellcraft +8; Brew Potion, Combat Casting, Disciple of the Sun, True Believer Special Qualities: Aura of good (aura equals cleric level), turn undead 6/day (+4, 2d6+11, 8th). Cleric Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 13 + spell level; caster level 8th): 0–detect magic, guidance, light, mending, read magic, resistance; 1st–bless, detect evil, divine favor, nimbus of light [CD], protection from evil*, sanctuary; 2nd–aid*, augury, resist energy, silence, zone of truth; 3rd–create food and water, dispel magic, invisibility purge, searing light*, wind wall; 4th–death ward, holy smite*, summon monster IV. *Domain spell. Deity: Lathander. Domains: Good (cast good spells at +1 caster level), Sun (greater turning 1/day). Possessions: Chainmail, +2 heavy mace, oil of bless weapon, potion of cure light wounds x3, potion of shield of faith +2, potion of owl’s wisdom, gold holy symbol (Lathander), flask of holy water x2. 238 gp Description: Lissa is a young priestess who has beautiful brown hair and nice features and is very dedicated to her faith. Sources: Heroes’ Lorebook (2E), Empires of the Shining Sea (2e), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Divine (3.5E). Amulet of the Dawnbreaker: This relic of Lathander is a crude-looking lump of metal worn on a chain. It was made from a piece of the skull of the Dawnbreaker, a renowned prophet of Lathander, that was then wrapped in rare metals. Only those whom Lathander deems as faithful can call upon its powers, sacrificing a 6th-level divine spell slot or have the True Believer feat and at least 11 HD. It can either blaze forth with the light of day, which destroys undead (the equivalent of a sunbeam spell), or it can blast out a searing wave of heat that fries living enemies (or friends). This is similar to the unearthly heat spell (see Sandstorm), except that it has a 50-foot-radius area of effect. Each effect can only be used once per day. When it does the latter, the holder of the amulet suffers no heat damage but is permanently branded with Lathander’s symbol in the palm of his hand, and from that point on, that hand is unable to hold or grasp anything. Priests of Lathander call this scar the “mark of the Morninglord,” and give great respect to those (such as Janol) who bear it. Strong evocation and transmutation; CL 13th; Sanctify Relic, Craft Wondrous Item, sunbeam, unearthly heat, creator must worship Lathander; Price 49,000 gp King Manefric III: Male Shaaran Human Lich Wiz15/Acm3; CR 20; Medium Undead; HD 18d12; hp 122; Init +1; Spd 30 ft.; AC 24 (touch 14, flat-footed 23); Base Atk +8; Grp +8; Atk +8 melee (1d8+5 plus paralysis, negative energy touch); Full Atk +8 melee (1d8+5 plus paralysis, negative energy touch); Face/Reach 5 ft./5 ft.; SA Fear aura, paralyzing touch, negative energy touch; SQ +4 turn resistance, Archmage high arcana, DR 15/bludgeoning and magic, darkvision 60 ft., lich immunities, summon familiar, undead traits; AL LE; SV Fort +10, Ref +11, Will +20; Str 11, Dex 13, Con -, Int 30, Wis 18, Cha 11 Skills and Feats: Bluff +5, Concentration +21 (+25 when casting defensively), Craft (alchemy) +19, Craft (gemcutting) +19, Decipher Script +15, Diplomacy +11, Hide +9, Intimidate +7, Knowledge (arcana) +31, Knowledge (history-Lake of Steam) +19, Knowledge (local-Lake of Steam) +19, Knowledge (nobility and royalty) +22, Knowledge (religion) +19, Listen +12, Move Silently +9, Sense Motive +17, Speak Language (shaaran, common, abyssal, alzhedo, chondathan, draconic, elven, halruaan, infernal, dwarven, goblin, tashalan), Spellcraft +36, Spot +12; Attune Gem, Combat Casting, Craft Wondrous Item, Empower Spell, Eschew Materials, Forge Ring, Improved Counterspell, Quicken Spell, Scribe Scroll{B}, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (necromancy) Special Qualities: Summon familiar. Archmage high arcana: Mastery of counterspelling, mastery of elements, spell power +1. Negative energy touch (DC 19), paralyzing touch (DC 19), fear aura (DC 19), lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks). Wizard Spells Prepared (4/7/7/6/6/5/6/3/3/3; base DC = 16 + spell level; DC 17 + spell level with evocation and necromancy spells; caster level 18th): 0–detect magic, ray of frost, read magic, touch of fatigue; 1st–burning hands, chill touch, hypnotism, magic missile x2, ray of enfeeblement, sleep; 2nd–blindness/deafness, blur, darkness, detect thoughts, flaming sphere, Melf’s acid arrow, spectral hand; 3rd–blink, fireball, lightning bolt, magic circle against good, protection from energy, vampiric touch; 4th–animate dead, confusion, Evard’s black tentacles, fear, ice storm, stoneskin; 5th–cloudkill, cone of cold, feeblemind, magic jar, telekinesis; 6th–chain lightning, disintegrate, greater dispel magic x2, mass suggestion, summon monster VI; 7th–control undead, finger of death, prismatic spray; 8th–greater planar binding, horrid wilting, maze; 9th–energy drain, meteor swarm, power word kill. Spellbook: As above, plus Manefric knows many of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Manefric has 5 spellbooks all of which are resistant to energy (minor) and waterproof. Possessions: Netherese blast scepter (33 charges), belt of charisma +2 (as cloak), crystal ball with detect thoughts, gem: enervation, gem: flesh to stone, gem: shout, gem: summon monster VII, headband of intellect +4, periapt of wisdom +2, potion of cat’s grace, ring of protection +3, ring of spell storing, robes of the archmagi (black), scroll: limited wish, scroll: temporal stasis, scroll: wall of force. As ruler of Ankhapur, King Menefric III has access to many other equipment, both mundane and magical. Description: Manefric is a recent convert to lichdom and continues to keep the same looks he had in life. His form is drawn and seems without body fat, which was perhaps consumed by the pale grave worms that scuttle beneath his pearly, translucent skin. His frame is thin and partially hunched. Note: Manefric has the mental benefits and the physical penalties of old age. Manefric’s old familiar died when he underwent the transformation to lichdom and he has not bothered to resurrect or replace the familiar. Sources: Villains’ Lorebook (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Magic of Faerun (3E). The Cup and the Knife: The Cup is a large goblet sharply chiseled from perfect black quartz. Around its lip is a band of gold studded with faceted rubies. At its bottom is an enormous white pearl. The Knife is silver, cast as a single piece, and the handle is molded as a handgrip. The blade is ground to razor sharpness and it cuts through skin, flesh, and bone with ease (serving as a +4 keen silver dagger if used in combat). These items are the traditional symbols of Ankhapur’s royal power. Upon the death of the king, a claimant for the throne declares his right to the throne, cuts his wrist with the Knife (inflicting 1 point of damage when used this way), and lets several drops of blood fall into the Cup. After mixing wine into the blood, the claimant drinks the mixture; if he is indeed the next true king, a holy glow appears around his head. The Cup and the Knife are kept in a tower within a central court inside the Temple of the Red Lord. The tower has several nasty traps, including a magically animated tapestry that kills intruders. Strong divination and enchantment; CL 12th; Craft Wondrous Item, augury, bless; Price 50,000 gp (Cup) Strong transmutation; CL 12th; Craft Magic Arms and Armor, keen edge; Price 50,322 gp (Knife) HA HA! Janol's band of misfit miscreants are now court officials. That's too funny! :rofl: |
| ClobberinTime12-27-05, 10:56 PM | I think that Dwarf is mentioned in the Underdark supplement, and in Lost Empires of Faerun. |
| Mad Mage12-27-05, 11:48 PM | I think that Dwarf is mentioned in the Underdark supplement, and in Lost Empires of Faerun. Well, I already have both of those, and Underdark's where I first heard of him. ;) |
| runestar12-28-05, 05:57 AM | Has the stats for the Sojourner from the erevis cale trology been statted? What about the rest of the other characters? If yes, could anyone inform me of their class lv breakdowns? Thanks. :) |
| shuman12-28-05, 07:22 PM | Hi. Longtime lurker. First time poster. Has anyone statted out the Shrinshee (sp?). |
| warlockco12-28-05, 09:08 PM | Hi. Longtime lurker. First time poster. Has anyone statted out the Shrinshee (sp?). Check the Original Thread. |
| Twystid12-28-05, 11:45 PM | Could i please get one of you esteemed gents to convert Fyodor from Rashemen to 3.5e? Last stats i saw were 2nd ed from the Heroes lorebook. Cheers |
| nailohi612-30-05, 06:27 PM | just a newbie needing stats, any one have stats for the rest of the harpells? i saw machor earlier and it gave me ideas nice job on all of these it must take forever to figure out. |
| LucyWanabe12-31-05, 09:03 AM | I'm surprised I haven't seen this listed... But I was wondering if someone could stat Alaundo? I'm not sure if he already has stats elsewhere (I have no books that are before 3E). Thanks! |
| Kuje3112-31-05, 12:01 PM | I'm surprised I haven't seen this listed... But I was wondering if someone could stat Alaundo? I'm not sure if he already has stats elsewhere (I have no books that are before 3E). Thanks! Would be to hard since we've never even gotten a short stat block for him. :) Plus it's rumored that he might or might not be the only Chosen of Savras. |
| LucyWanabe12-31-05, 12:17 PM | Chosen of Savras? That sounds very impressive. A shame there's no hints as to what else he might be...I wonder what class(es) that posters around here would give him? I'd throw Loresmaster on there, but I don't know what else I'd give him. I wonder what the "Chosen of Savras" template grants... |
| Green Giant01-01-06, 09:56 PM | Could i please get one of you esteemed gents to convert Fyodor from Rashemen to 3.5e? Last stats i saw were 2nd ed from the Heroes lorebook. Cheers I believe Fyodor had some stats that were being written up (with some assistance from Elaine Cunningham) in another thread some time ago but it may have been deleted already. Don't know if they were finished or not as I forgot to save the info. Maybe somebody else has it. |
| Kuje3101-01-06, 10:15 PM | I believe Fyodor had some stats that were being written up (with some assistance from Elaine Cunningham) in another thread some time ago but it may have been deleted already. Don't know if they were finished or not as I forgot to save the info. Maybe somebody else has it. They were never finished and the project, on her end, was never finished. |
| Zireael01-02-06, 07:34 AM | Repost of some my elven NPC from original thread (with some changes): Kymil Nimesin Gold elf male Wiz 5/Fighter 3/Rog 2/Ari 1/Bladesinger 2, CR 13, medium humanoid (elf), HD 5k4+10 plus 3k10+6 plus 2k6+4 plus 1k8+2 plus 2k6+4, HP 86, Init +8, Spd. 30 ft., AC 25 (touch 8, flat-footed 21), Attack +8 (longsword +4 1k8+7, fire 1k6); SQ gold elf traits, sneak attack +1k6, evasion; AL CE, Fort +10 Ref +10 Will +10, Str 16 Dex 18 Con 15 Int 17 Wis 13 Cha 14. Skills and feats: Spellcraft +6, Concentration +8, Knowledge (arcana) +4, Scry +6, Jump +4, Climb +6, Open Locks +2, Move Silently +6, Hide +6, Diplomacy +10; Weapon focus (longsword), Weapon Specialization (longsword), Improved Initiative, Scribe Scroll, Quiet Spell, Skill focus (Diplomacy) Equipment: elven chain +3, longsword +4, ring of protecti0n +5, helmet Known mage spells: 4/3/2/1, DC 13 Cormanthyr: Empire of Elves sourcebook Aklashala Durothil gold elf female Warrior 15/Windrider 1, CR 16, medium humanoid, HD 16k10+32, HP 117, Spd. 30 ft., Init +8, AC 21 (touch 8, flat-footed 17), Attack +20/+15/+10/+5 melee (spear +3, 1k8+5), SQ gold elf traits, windrider traits; AL CG, Fort +14 Ref +15 Will +6, Str 17 Dex 17 Con 15 Int 13 Wis 11 Cha 15. Skills and feats: Jump +14, Ride (dragon) +16, Climb +12, Handle animals +8, Knowledge (Cormanthor) +10, Knowledge (Evermeet) +8; Track, Ride-by Attack, Mounted Fight, Weapon focus (spear), Weapon Specialization (spear), Dodge Equipment: elven chainmail +1, ring of protection +1, spear +3 Paeris Hadalar gold elf male mage 16, CR 16, medium humanoid, HD 16k4+48, HP 83, Spd. 30 ft., Init +3, AC 22 (touch 9, flat-footed 18) Attack +12 melee (staff +4, 1k6+2), SQ gold elf traits; AL N, Fort +7 Ref +11 Will +11, Str 15 Dex 17 Con 16 Int 19 Wis 16 Cha 13. Skills and feats: Spellcraft +14, Knowledge (arcana) +14, Knowledge (Cormanthor) +8, Leadership, Concentration +12, Hide +6; Spell focus (conjure), Weapon focus (staff), Maximize spell, Empower spell Equipment: staff +4, robes (as cloak of protection +4), ring of protection +4, ring of wizardry III Known mage spells: DC 14 + spell level Dathlue Mistwinter from Cormanthyr: Empire of Elves sourcebook moon elf female Rgr 20 Sehanine/Harper agent 2, CR 22, medium humanoid, HD 20k10+40 plus 2k6+4, HP 149, Spd. 30 ft., Init +7, AC 23 (touch 10, flat-footed 20), Attack +25/+20/+15/+10 (longsword +3, 1k8+4), SQ elf traits, AL CG, Fort +12 Ref +9 Will +13, Str 16 Dex 16 Con 14 Int 12 Wis 17 Cha 14. Skills and feats: Knowledge (religion) +8, Knowledge (nature) +16, Animal Empathy +14, Handle Animal +12, Move Silently +10, Knowledge (Cormanthor) +15, Diplomacy +12; Weapon focus (longsword), Weapon focus (short sword), Improved Initiative, Vigilance Equipment: elven chain +4, ring of protection +4, short sword +2, longsword + 3 Ranger spells per day: 4/4/4/3, base DC 13 + spell level, caster level 10. Alea Dahast Cormanthor: Empire of Elves, mentioned in FRCS as Baerauble's wife female gold elf mage 20/Acm 5/EHM 5, CR 30, medium-size humanoid, HD 25k4+50, HP 140, Init +6, Spd. 30 ft., AC 20 (touch 18, flat-footed 14), Attack +13/+8 melee (staff +5, 1k6+6); SQ gold elf traits, mythal invention, archmage's high arcana: spell power +6 (in all); AL LN, Fort +9 Ref +10 Will +19; Str 13 Dex 17 Con 15 Int 20 Wis 17 Cha 17. Skills and feats: Spellcraft +32, Knowledge (arcana) +30, Knowledge (Cormanthor) +25, Diplomacy +10, Concentration +28, Scry +26, Climb +8, Move Silently +14; Education, Weapon focus (staff), Quiet spell, Hold spell, Dodge, Maximize spell. Equipment: robes of Spell-Major (as cloak of protection +4), staff +5 Edit: Known mage spells: 4/6/5/5/5/5/4/4/4, DC 14 |
| Bsauey01-03-06, 09:16 PM | Have Robillard and Captain Deudermont been statted yet? |
| Mad Mage01-03-06, 11:42 PM | How about Vander the Firbolg from the Cleric Quintet series? |
| Green Giant01-07-06, 09:33 PM | Here is a Chosen of Mystra requested some time ago. Enjoy. :) Lady Symrustar Auglamyr (Chosen of Mystra): Female Gold Elf Sor15/Favored Soul 4/Mystic Theurge 4/Acm1; CR 29; Medium Humanoid (Elf); HD 20d4+120 plus 4d8+24; hp 213; Init +3; Spd 30 ft.; AC 26 (touch 18, flat-footed 23); Base Atk +13; Grp +13; Atk +22 ranged (1d2+5, +5 shuriken); Full Atk +22/+17 melee (1d2+5, +5 shuriken); Face/Reach 5 ft./5 ft.; SQ Archmage high arcana, ageless, Chosen immunities, Chosen spell immunities, Chosen spell-like abilities, detect magic, elf traits, enhanced Constitution, mantle of mysteries, name and song of attunement, sacred bonus, silver fire, sustenance, weave focus; AL CG (formerly CE); SV Fort +23, Ref +20, Will +31; Str 11, Dex 16, Con 23, Int 24, Wis 24, Cha 30 Skills and Feats: Bluff +20, Concentration +33 (+37 when casting defensively), Craft (alchemy) +17, Diplomacy +20, Heal +11, Hide +8, Knowledge (arcana) +34, Knowledge (history-Cormanthor) +11, Knowledge (local-Cormanthor) +11, Knowledge (nobility and royalty) +11, Knowledge (religion) +15, Listen +9, Move Silently +8, Perform (dance) +12, Perform (sing) +12, Search +9, Sense Motive +15, Speak Language (chondathan, elven, common, damaran, draconic, giant, gnome, orc, sylvan, thorass), Spellcraft +47, Spot +9; Combat Casting, Cormanthyran Moon Magic, Craft Wondrous Item, Empower Spell, Exotic Weapon Proficiency (shuriken){B}, Improved Counterspell, Initiate of Mystra{B}, Practiced Spellcaster (sorcerer), Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (evocation), Weapon Focus (shuriken){B} Special Qualities: 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. Archmage high arcana: mastery of elements. Chosen Spell Immunities: Lady Symrustar is unaffected by attacks that duplicate these effects: burning hands, detect thoughts, fireball, enervation, baleful polymorph, flesh to stone, finger of death, polar ray, wail of the banshee. Chosen Spell-like Abilities (all 1/day): charm person, alter self, protection from energy, confusion, teleport, chain lightning, spell turning, polymorph any object, Symrustar’s spellbinding. +5 sacred bonus to all saving throws against spells, spell-like effects, and supernatural abilities; ageless; Chosen immunities (immune to blindness, deafness, disease, disintegration, fatigue, exhaustion, poison, and sleep effects); detect magic at will; enhanced Constitution; mantle of mysteries; name and song of attunement; silver fire; sustenance; weave focus (+5 to DC of spells and to effective caster level). Sorcerer Spells Known (6/9/9/8/8/8/8/7/6/7; base DC = 25 + spell level; DC 26 + spell with enchantment and evocation spells; caster level 29th): 0–daze, detect magic, electric jolt [MAG], mage hand, message, prestidigitation, open/close, ray of frost, read magic; 1st–color spray, know protections [MAG], magic missile, ray of enfeeblement, shield; 2nd–Aganazzar’s scorcher [FRCS], cat’s grace, glitterdust, protection from arrows, Tasha’s hideous laughter; 3rd–deep slumber, displacement, magic circle against evil, suggestion; 4th–bestow curse, charm monster, Otiluke’s resilient sphere, stoneskin; 5th–break enchantment, hold monster, overland flight, reciprocal gyre [CAr]; 6th–chain lightning, greater dispel magic, true seeing; 7th–greater ironguard [FRCS], limited wish, vision; 8th–Otiluke’s telekinetic sphere, power word stun, temporal stasis; 9th–dominate monster, meteor swarm, Srinshee’s spell shift [LEoF]. Favored Soul Spells Known (6/8/8/7/4; base DC = 22 + spell level; DC 23 + spell with enchantment and evocation spells; caster level 13th): 0–create water, cure minor wounds, detect poison, guidance, light, mending, purify food and drink, virtue; 1st–command, cure light wounds, detect evil, divine favor, nimbus of light [CD], sanctuary; 2nd–aid, augury, cure moderate wounds, enthrall, silence; 3rd–amanuensis [MAG], create food and water, daylight, prayer; 4th–death ward, know vulnerabilities [MAG], spell immunity. Possessions: Belt of stars (as robe of stars), boots of elvenkind, moderate fortification bracers of armor +8, cloak of elvenkind, Cormanthyr crown (as diadem of perfection +4), ring of defense +5, ring of shooting stars, Symrustar’s choker, wand of lightning bolt (10th) (20 charges), wand of wall of ice (37 charges). As a powerful spellcaster and Elder of Windsong Tower, Lady Symrustar has access to incredible resources and can acquire or make almost any nonartifact item she might need, given time. Description: Called Symma by her friends and relatives, the Lady Symrustar Auglamyr is yet among the most breathtakingly beautiful women on Faerûn. Her status as the first of the people to become one of Mystra's Chosen is quite evident in the bright silver stomach tattoo that flickers with almost-hidden flames. Her former salaciousness and guile have been transformed into craft and an appreciation for Art, though Mystra's tasks involve the spreading of knowledge between her People and humanity. Thus, Symrustar keeps a sharp eye out to both protect folk from the abuses of elven power in which she once reveled and to find bridges over which everyone can share the gifts of both the Seldarine and the Weave. Note: Lady Symrustar Auglamyr has the physical penalties of a middle-aged elf but the mental bonuses of a venerable elf. Skills modified by magic items except Symrustar’s choker. Symrustar’s familiar passed away a long time ago and she does not have the heart to summon a new one. Sources: Cormanthyr: Empire of Elves (2E), The Fall of Myth Drannor (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Lost Empires of Faerun (3.5E), Epic Level Handbook (3E), Complete Divine (3.5E), and Complete Arcane (3.5E). Diadem of Perfection: These diadems provide a +2, +4, or +6 enhancement bonus to its wearer’s mental scores (ie Intelligence, Wisdom, and Charisma). Moderate transmutation; CL 12th; Craft Wondrous Item, eagle’s splendor, fox’s cunning, owl’s wisdom; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb. Ring of Defense: This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Sources: Dragon #290. Faint abjuration; CL 5th; Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). Symrustar’s choker (minor artifact): This ornate choker of a tightly linked trio of platinum chains beset with gems was made exclusively for Symrustar at her request and enchanted by her. After its completion in the Year of the Dagger (348 DR), Symrustar never appeared anywhere without the familiar diadem glinting on her shapely neck. The choker’s three chains share a singular clasp, though once worn, the clasp disappears and the chains unite until the death of the wearer. Two rows of nine diamond-cut blue gems link the chains together, and these act similarly to kiira in their storage of specific knowledge. In all, the choker can hold up to 540 spells of any level. These kiira are unique in that they are quite useful to sorcerers as well as wizards. Once per day a sorcerer can swap one of her spells known for one found in the kiira. Both spells must be of the same level and the sorcerer loses knowledge of the spell he or she gave up although it is stored in the kiira if he or she wishes to regain it. This transfer takes one hour and requires peace, quiet, and comfort. (Symrustar did so during reverie). The spells found within the choker after Symrustar’s disappearance are: 1st-level: burning hands, grease, spider climb, Tenser’s floating disk; 2nd-alter self, detect thoughts, rope trick, spectral hand; 3rd-blink, dispel magic, haste, lightning bolt; 4th-Evard’s black tentacles, ice storm, scrying, stone shape; 5th-cone of cold, contact other plane, mirage arcana, permanency; 6th-antimagic field, eyebite, globe of invulnerability, veil; 7th-Drawmij’s instant summons, mass invisibility, phase door, prismatic spray; 8th-binding, maze, polymorph any object, prismatic wall; 9th-foresight, Mystra’s miasma [PGtF], prismatic sphere, Symrustar’s spellbinding. Strong divination and transmutation; CL 20th Symrustar’s Spellbinding Transmutation Level: Sor/Wiz 9 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: Special (see below) Saving throw: None Spell Resistance: No This spectacular spell deconstructs wizard spells targeted at the caster or area-effect spells of which the caster is included, canceling their effects and using their own magic to inscribe the particulars of the spell into the book or scrolls marked as the recording medium. In essence, this spell cancels incoming spells and writes them down for the caster to learn later. When cast, specially prepared scrolls or a spellbook must be touched by the caster. Any spell that comes within 30 ft of the caster (whether targeted there or cast as a missile, etc.) is immediately cancelled, and its magic is transformed. Instead of the expected visual effect, the magic becomes a small glowing quill that rushes to the book or scrolls and breaks down the magic of the spell into spell instructions (just as they are in that spell’s caster’s spellbooks). Under the spell’s duration, no magic can harm the book or scrolls upon which the magic plays, though they can be physically affected during this time. If the book is destroyed or damaged physically, the spell ends. The spell also ends if the book is not on the same plane as the caster. Symrustar’s spellbinding can absorb and transcribe the details on quite a number of spells, though it affects only the first contacted spell each round. The magic also can only affect and deconstruct up to the caster’s level in spell levels. The magic otherwise lasts for 1 round + 1round/3 levels before it stops grabbing spells out of the air to record them for posterity. The writing itself is magical and only lasts 1 hour/level. If the caster wishes to save the spells, he must cast permanency and then dispel magic on each spell individually to make them into true spellbook pages for later use and study. If not, the “spellbound” spells fade away and are lost. For sorcerers, knowledge of the spells captured is placed into the caster’s mind and he is able to use the spell as though one of his spells known. Like the writing, these extra spells known only last 1 hour/level. If he wishes to make them a permanent part of his spells known, he must replace them with one of his spells he already knows and of an equal level. The spell replaced is lost from the caster’s memory forever or until he gains a level in the sorcerer class. Symrustar’s spellbinding spell was developed by Symrustar after she became a Chosen of Mystra in the Year of the Soaring Stars (261 DR). Acting as an advocate for the sharing of magical knowledge, this spell granted Symrustar both a unique defense while allowing her to snatch powerful magical knowledge from her foes and spread its secrets among all the races. After three centuries of using this spell, Symrustar managed to record over 100 spells that were once close-kept secrets of one House or another. These spells were always shared with Elminster Aumar, the Srinshee, the Coronal, and various faculties of wizards’ schools in Myth Drannor. This spell alone made her the political enemy of so many nobles, though they did not stop its use, as they were just as eager to gain information on a rival House’s magic as humans were to learn the simplest of elven spells. Focus: An appropriate medium in which to store spells (ie a spellbook, scrolls, kiira, etc.) |
| Green Giant01-07-06, 09:54 PM | Have Robillard and Captain Deudermont been statted yet? They seem familiar but I can't remember who they are or where they appear. How about Vander the Firbolg from the Cleric Quintet series? I don't think he's appeared anywhere except in the novels. |
| Bsauey01-07-06, 11:41 PM | Robillard is a guild wizard of waterdeep and the captain is a pirate hunter who also works for the lords of waterdeep |
| Mad Mage01-08-06, 01:34 AM | I don't think he's appeared anywhere except in the novels. I remember that, but doesn't your original post in this thread say it's for statting characters from books (including novels)? |
| Dark Wizard01-08-06, 02:00 AM | Magnificent write up of Lady Symrustar, Green Giant. Detailed stat blocks usually make my head swim, but this one didn't and I actually got a sense of the character through the stats. Excellent job. Also awesome that she's a gold elf. |
| warlockco01-08-06, 07:15 AM | I remember that, but doesn't your original post in this thread say it's for statting characters from books (including novels)? Novel Characters only if they have Official Information, such as Race/Class/Level/Alignment. Not totally made up stats, like where a person thinks that x npc has y stats. |
| Mad Mage01-09-06, 01:00 PM | Novel Characters only if they have Official Information, such as Race/Class/Level/Alignment. Not totally made up stats, like where a person thinks that x npc has y stats. That's what I figured. :raincloud |
| Prince Etharion01-11-06, 03:21 PM | Cormanthyr A few NPC's from Cormanthyr. The time line is after the Srinshee became a chosen but before the fall. Grand Mage of Cormanthyr The Srinshee, Female Elf, Moon Wiz30 :Chosen of Mystra: CR 34; Medium Humanoid ; HD 30d4+210(Wizard) ; hp 297; Init +6; Spd 30; AC:36 (Flatfooted:31 Touch:33); Atk +21/+16 (1d8+5+2d6, +5 Adamantine Longsword); SA: Spell-like Abilities, Silver Fire (Su) ; SQ: Detect Magic (Su), Does not need to sleep (Ex), Immunity: Disease (Ex), Immunity: Aging (Ex), Immunity: Disintegration (Ex), Immunity: Poison (Ex), Regeneration (Ex): 1; RF: +2 Will bonus to Enchantment spells; AL LG; SV Fort +21, Ref +20, Will +27; STR 10, DEX 22, CON 24, INT 38*, WIS 24*, CHA 20*. Skills: Appraise +15, Balance +7, Concentration +45, Craft (Alchemy) +37, Craft (Armorsmithing) +20, Craft (Weaponsmithing) +32, Decipher Script +40, Diplomacy +10, Disable Device +13, Disguise +7, Escape Artist +7, Jump +1, Knowledge (Arcana) +46, Knowledge (Nature) +21, Knowledge (Portals & Gates) +16, Knowledge (Religion) +25, Knowledge (The Planes) +45, Listen +11, Lucid Dreaming +11, Move Silently +9, Open Lock +6, Perform (Act) +8, Perform (Comedy) +6, Perform (Dance) +11, Perform (Sing) +8, Perform (Wind Instruments) +6, Ride +9, Search +17, Sense Motive +11, Sleight of Hand +7, Speak Language +8, Spellcraft +55, Spot +10, Survival +8, Swim +3, Tumble +8, Use Magic Device +18, Use Psionic Device +6. Feats: Craft Magic Arms and Armor, Delay Spell, Empower Spell, Epic Spellcasting, Extend Spell, Greater Spell Focus: Evocation, Greater Spell Penetration, Heighten Spell, Improved Heighten Spell, Improved Spell Capacity (10th), Intensify Spell, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus: Divination, Spell Focus: Evocation, Spell Penetration, Weapon Focus: Longsword. Chosen Immunities: Magic Missile; Melf`s Acid Arrow; Fireball; Wall of Fire; Feeblemind; Chain Lightning; Finger of Death; Maze; Time Stop Spell Like Abilities (1/day at 30th Level) Identify; Melf`s Acid Arrow; Dispel Magic; Stoneskin; Teleport; Chain Lightning; Ruby Ray of Reversal; Plane Shift, Greater; Wish Spells Known: The Shrinshee knows any spell that the DM wishes. Spells Prepared (Wiz 4/8/8/7/7/8/7/10/6/7/2/2/2/2 Dc26+spell level or Dc27 for Divination or Dc30 for evocation spells): . Possessions: Weapons: +5 Adamantine Longsword: Flaming Burst, Shocking Burst. Magic: Diadem of the Ancients; Book of Infinite Spells; Boots of Teleportation; Bracers of Armor +8; Bright Luminary; Earring of Protection +1; Gem of Seeing ; Gem of Brightness; Gloves of Dexterity +4; Ioun Stone of Resistance +3; Ioun Stone, Clear [Spindle] ; Pearl of Power, 9th-Level Spell; Pearl of Power, 5th-Level Spell; Robe of Ebonsilk; Ring of Epic Wizardry (VII); Ring of Spell-Battle; Staff of Cosmos (Charges: 50); Wand of Fireball (12) (Charges: 45); Wand of Dimension Door (14) (Charges: 27). Clasp of Focus* * This clasp allows spellcasters to add +4 to Dc of there spells. They are also able to store up to 9 levels of spells (i.e 9 times 1st level spells or one times 9th level spell) * I have given the Srinshee the physical attributes of middle age and the mental abilities of Venarable. Arms-Major Kelvhan Olortynnal, Male Elf, Sun Ftr16: CR 16; Medium Humanoid ; HD 16d10+48(Fighter) ; hp 154; Init +8; Spd 30; AC:33 (Flatfooted:29 Touch:26); Atk +28/+23/+18/+13 (1d8+14, The Warblade of Cormanthyr, Masterwork) or +25/+20/+15/+10 (1d6+9+1d6, +3 Sword, short); RF: +2 Will bonus to Enchantment spells; AL NG; SV Fort +17, Ref +13, Will +12; STR 22, DEX 18, CON 16, INT 16, WIS 16, CHA 18. Skills: Climb +10, Decipher Script +7, Diplomacy +9, Handle Animal +16, Intimidate +10, Jump +8, Knowledge (Arcana) +6, Knowledge (Religion) +6, Knowledge (The Planes) +5, Listen +5, Open Lock +3.5, Ride +18, Search +5, Speak Language +5, Spellcraft +5, Spot +5, Swim +16. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Death Blow, Distracting Attack, Fearless, Greater Weapon Focus: Longsword, Greater Weapon Focus: Sword, bastard, Greater Weapon Specialization: Longsword, Greater Weapon Specialization: Sword, bastard, Improved Bull Rush, Improved Initiative, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Longsword, Weapon Focus: Sword, bastard, Weapon Specialization: Longsword, Weapon Specialization: Sword, bastard. Possessions: Weapons: The Warblade of Cormanthyr, Masterwork; +3 Sword, short: Acidic Burst. Armor: +5 Mithral Breastplate: Death Ward. Shields: +5 Mithral Shield, heavy steel: Arrow Deflection. Magic: Ring of Mind Shielding ; Ring of Spell Turning; Belt of Giant Strength +4; Winged Boots; Cloak of Elvenkind and Resistance +4; Ioun Stone, Dusty Rose [Prism]; Ioun Stone, Pink [Rhomboid]. Laummas the Liegelord, Male Human Wiz19/Acm3: CR 24; Medium Undead ; HD 19d12(Wizard) , 3d12(Archmage) ; hp 162; Init +7; Spd 30; AC:27 (Flatfooted:24 Touch:22); Atk +18/+13 (1d4+5, +4 Dagger); SA: Fear Aura (Su) , Paralyzing Touch (Su) ; SQ: Darkvision (Ex): 60 ft., Immunity: Death Effects (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Drain (Ex), Immunity: Critical hits (Ex), Immunity: Stun (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Paralysis (Ex), Immunity: Reincarnate (Ex), Immunity: Raise Dead (Ex), Immunity: Sleep Effects (Ex), Immunity: Poison (Ex), Resistance: Turn (Ex): +4, Immunity: Death from Massive Damage (Ex), Damage Reduction (Su): 15/Bludgeoning, Damage Reduction (Su): 15/Magic, Immunity: Ability Damage (Physical Scores), Immunity: Polymorph (Ex), Racial Traits: Undead, Immunity: Cold (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Electricity (Ex), Immunity: Disease (Ex), Immunity: Mind-Affecting Attacks (Ex); AL CE; SV Fort +13, Ref +16, Will +23; STR 13, DEX 16, CON --, INT 27, WIS 16, CHA 16. Skills: Appraise +9, Bluff +4, Concentration +25, Craft (Alchemy) +20, Craft (Poisonmaking) +17, Decipher Script +24, Diplomacy +6, Gather Information +9, Handle Animal +4, Intimidate +6, Knowledge (Arcana) +36, Knowledge (Nature) +12, Knowledge (Religion) +13, Knowledge (The Planes) +16, Open Lock +2, Ride +10, Sleight of Hand +4, Speak Language +4, Spellcraft +35, Survival +5, Tumble +5, Use Magic Device +9. Feats: Craft Wand, Greater Spell Focus: Necromancy, Heighten Spell, Improved Initiative, Improved Spell Capacity (10th), Maximize Spell, Quicken Spell, Repeat Spell, Scribe Scroll, Skill Focus: Knowledge (Arcana), Spell Focus: Necromancy, Spell Penetration, Weapon Focus: Dagger. Spells Known : DM’s choice Spells Prepared (Wiz 4/6/6/6/6/5/5/5/5/4/1 Dc18 or Dc22 for necromancy spells+ spell level): . Possessions: Weapons: +4 Dagger: Vicious. Magic: Robe of the Archmagi; Bracers of Armor +4; Ring of Protection +5; Ring of Three Wishes; Wand of Animate Dead (14) (Charges: 39); Amulet of the Planes; Cloak of Turn Resistance; Headband of Intellect +2; Staff: of Necromancy (Charges: 50). Penaal of the Akh'Velahr Grathgor Hawksong, Male Elf, Wood Rgr15/Ftr4: CR 19; Medium Humanoid ; HD 15d8+45 (Ranger) , 4d10+12 (Fighter) ; hp 150; Init +13; Spd 30; AC:32 (Flatfooted:25 Touch:32); Atk +28/+23/+18/+13 (1d8+10, +4 Longsword); or +38/+38/+33/+28/+23 (1d10+11+1d6 (fire), +5 Greatbow, composite with Flaming Arrows+4); RF: +2 Will bonus to Enchantment spells; AL CG; SV Fort +20, Ref +23, Will +13; STR 19, DEX 28, CON 16, INT 14, WIS 16, CHA 14. Skills: Climb +14, Concentration +9, Decipher Script +3, Diplomacy +3, Disable Device +1, Handle Animal +8, Heal +6, Hide +49, Jump +6, Knowledge (Arcana) +3, Knowledge (Nature) +18, Listen +9, Move Silently +50, Ride +15, Search +8, Speak Language +3, Spellcraft +6, Spot +20, Survival +17, Swim +9, Tumble +11, Use Magic Device +3. Feats: Able Sniper, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Endurance, Exotic Weapon Proficiency: Greatbow, Improved Critical: Greatbow, Improved Critical: Longsword, Improved Favored Enemy (CW), Improved Initiative, Improved Precise Shot, Manyshot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Track, Weapon Focus: Greatbow, Weapon Focus: Longsword, Weapon Specialization: Greatbow, Weapon Specialization: Longsword. Spells Prepared (Rgr --/3/2/2/1 Dc14+spell level): 1st - Alarm, Animal Messenger, Hawkeye; 2nd - Cure Light Wounds, Summon Nature`s Ally II; 3rd - Cure Moderate Wounds, Find the Gap; 4th - Tree Stride. Possessions: Weapons: +4 Longsword: Brilliant Energy; +5 Greatbow, composite: Distance, Speed . (100) Arrows of Fire+4 Armor: +5 Leafweave, elven Leather: Silent Moves, Greater, Shadow, Greater. Magic: Cloak of Elvenkind and Resistance +4; Amulet of Natural Armor +4; Boots of Elvenkind; Bracers of Archery, Greater; Earring of Non-Detection; Eyes of the Eagle; Gloves of Dexterity +6; Ring of Antivenin; Ring of Chameleon Power. Patriach Garynnon Ongluth, Male Elf, Moon Ftr23: CR 23; Medium Humanoid ; HD 23d10+69 (Fighter) ; hp 203; Init +4; Spd 20; AC:34 (Flatfooted:32 Touch:28); Atk +31/+26/+21/+16 (1d10+17+1d6, +5 Sword, bastard); RF: +2 Will bonus to Enchantment spells; AL N; SV Fort +16, Ref +11, Will +9; STR 18, DEX 18, CON 16, INT 16, WIS 14, CHA 16. Skills: Appraise +5, Climb +9, Concentration +8, Craft (Armorsmithing) +10, Craft (Blacksmithing) +3, Craft (Weaponsmithing) +10, Decipher Script +5, Diplomacy +10, Knowledge (Arcana) +4, Knowledge (Nature) +6, Knowledge (Religion) +6, Knowledge (The Planes) +4, Listen +8, Ride +18, Search +5, Speak Language +6, Spellcraft +8, Spot +6, Swim +9. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Cleave, Epic Weapon Focus: Sword, bastard, Epic Weapon Specialization: Sword, bastard, Great Cleave, Greater Weapon Focus: Sword, bastard, Greater Weapon Specialization: Sword, bastard, Improved Critical: Sword, bastard, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Warrior Born, Weapon Focus: Battleaxe, Weapon Focus: Dagger, Weapon Focus: Flail, heavy, Weapon Focus: Greatsword, Weapon Focus: Longbow, Weapon Focus: Longsword, Weapon Focus: Sword, bastard, Weapon Focus: Sword, short, Weapon Specialization: Longbow, Weapon Specialization: Sword, bastard. Possessions: Weapons: +5 Sword, bastard: Mighty Cleaving, Keen, Flaming Burst. Armor: +5 Mithral Half-plate: Deathward, Fire Warding. Shields: +4 Mithral Heavy Shield. Magic: Ring of Telekinesis; Ring of Feather Falling. Triktappic Kelpor'ral, Male Elf, Aquatic Clr14: CR 14; Medium Humanoid (Aquatic,Elf); HD 14d8+42(Cleric) ; hp 104; Init +4; Spd 30, Swim 40; AC:22 (Flatfooted:18 Touch:18); Atk +17/+12 (1d8+6+1d6, +5 Adamantine Trident); SQ: Immunity: Sleep Effects (Ex), Superior Low-light Vision (Ex), Gills (Ex), +2 Saves vs. Spells and Spell-like Effects; AL NG; SV Fort +16, Ref +12, Will +20; STR 12, DEX 19, CON 16, INT 14, WIS 24, CHA 16. Skills: Concentration +13, Diplomacy +7, Heal +13, Knowledge (Arcana) +15, Knowledge (Religion) +8, Knowledge (The Planes) +4, Listen +10, Move Silently +5, Search +4, Speak Language +3, Spellcraft +15, Spot +9, Swim +2, Tumble +5, Use Magic Device +4. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Martial Weapon Proficiency: Trident, Maximize Spell, Quicken Spell, Reach Spell, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Trident. Spells Prepared (Clr 6/7/7/6/5/4/4/3 Dc17+spell level): 0 - Cure Minor Wounds, Detect Magic, Light, Purify Food and Drink x2, Resistance; 1st - Bless, Cure Light Wounds x3, Deathwatch, Obscuring Mist (d), Obscuring Mist, Protection from Evil; 2nd - Aid (d), Aid, Bear`s Endurance, Bull`s Strength, Cure Moderate Wounds x2, Hold Person, Silence; 3rd - Cure Serious Wounds x2, Dispel Magic, Magic Circle against Evil (d), Prayer, Protection from Negative Energy, Searing Light; 4th - Control Water (d), Cure Critical Wounds, Know Vulnerabilities, Neutralize Poison, Sending, Summon Monster IV; 5th - Dispel Evil, Ice Storm (d), Raise Dead, True Seeing, Warding Gems; 6th -- Banishment, Cone of Cold (d), Heal, Planar Ally, Word of Recall; 7th - Destruction, Holy Word (d), Resurrection, Summon Monster VII. Possessions: Weapons: +5 Adamantine Trident: Keen, Shocking Burst (Lightning Bolt 5/day at 14th Level). Magic: Amulet of Health +2; Bracers of Armor +4; Vest of Resistance +4; Necklace of Adaptation; Ioun Stone, Pearly White [Spindle]; Ioun Stone, Iridescent [Spindle]; Ioun Stone, Dusty Rose [Prism]; Ioun Stone, Incandescent Blue [Sphere] ; Ring: of Protection +3; Ring of Elemental Command, Water. You may have noticed that I have not introduced the Elven High Mage Class, I would have but I do not yet have access to it. I will change once I have. Sources: The Fall of Myth Drannor; Cormanthyr, the empire of the elves, Lost empire of faerun. |
| Jiggawha01-11-06, 03:49 PM | What do you think about 3.5 edition stats of : 1. Parzal the Outrageus - Netheril book - he might have survived the Fall, I would give him levels in monk class instead of cleric 2. Tianna Skyflower - the North, Karse part 3. Lord Duirsar of Evereska 4. Banelich that was destroyed by Fzoul using Scepter of Sorcerer Kings |
| Falkomur01-22-06, 09:38 AM | What about Aluvauna Thornym (NG wizard 11), the founder, and current leader of the Guardians of the Weave. I can imagine her having left her daily array of battle spells (although she should be able to stand her ground until the Waterdavian Watch or other allies arive) in place for a more leadership type selection of magic. Although I don't know what that should mean, maybe you do. Thanks in advance. Greetings, a Dutch DM. |
| Falkomur01-23-06, 07:23 AM | I had an unexpected day off, and started creating the above mentioned npc. I don't know what you think about, but I would sure like to know. Any changes, suggestions etc. are helpfull. Let me know what you think. Aluvauna Thornym Female Human Wizard 11 NG Medium Humanoid Init +0; Senses Listen +1, Spot +7 Languages Common, Chondathan, Draconic, Dwarven, Elven AC 16, touch 12 (16 incorporeal), flat-footed 16 HP 33 (11 HD) Fort +7 Ref +6 Will +14 Speed 30 ft. Melee Masterwork Quarterstaff +5 (1d6-1) Ranged touch +5 Space 5 ft.; Reach 5 ft. Base Atk +5; Grp +4 Wizard Spells Prepared (CL 11th; DC 14 + Spell Level); 6th - Analyze Dweomer 5th - Sending, Teleport 4th - Arcane Eye, Dimension Door, Lesser Globe of Invulnerability, Wall of Fire 3rd - Arcane Sight, Dispel Magic, Fly, Lightning Bolt, Tongues 2nd - Alter Self, Darkvision, Invisibility, Knock, See Invisibility 1st - Endure Elements, Expeditious Retreat, Feather Fall, Mage Armor*, Magic Missile 0 - Arcane Mark, Detect Magic, Message, Read Magic * Already cast Abilities Str 8, Dex 10, Con 13, Int 18, Wis 14, Cha 12 Feats Combat Casting, Craft Wands, Craft Wondrous Items, Empower Spell, Extend Spell, Favored in Guild (Guardians of the Weave), Iron Will, Scribe Scroll Skills Concentration +15, Decipher Script +8, Diplomacy +5, Gather Information +6 (+8 in Waterdeep), Knowledge (Arcana) +18, Knowledge (Local, Waterdeep) +10, Listen +3, Sense Motive +6, Spellcraft +20, Spot +5 Possessions Cloak of Resistance +3, Ring of Protection +2, Wand of Detect Magic (50), Wand of Dispel Magic (10th) (36), Masterwork Quarterstaff, 125 gp Spellbook spells prepared plus 0 - all 1st - Forcewave, Identify, Kauper's Skittish Nerves, Mount, Shocking Grasp 2nd - Bear's Endurance, Cat's Grace, Gust of Wind, Shatter 3rd - Analyze Portal, Displacement, Fireball 4th - Darsson's Potion, Tirumael's Energy Spheres 5th - Break Enchantment, Wall of Force 6th - Dhulark's Glasstrike P.S. I don't use the higher level versions of spells in the Spell Compendium, so levels of spells are per the Player's Guide, Player's Guide to Faerun and Magic of Faerun. |
| Sommers01-23-06, 11:43 PM | Has anyone ever done the stats for Giogi Wyverspur from "The Wyvern's Spur?" There is a one-line sentence in one of the annuals dealing with the Death of the Dragon, but it described his an Ari8 and his wife Cat as an Ari7. I could have sworn that she was a wizard, and I think that he should have some levels other than Aristocrat to model his newfound abilities. |
| Kuje3101-23-06, 11:58 PM | Has anyone ever done the stats for Giogi Wyverspur from "The Wyvern's Spur?" There is a one-line sentence in one of the annuals dealing with the Death of the Dragon, but it described his an Ari8 and his wife Cat as an Ari7. I could have sworn that she was a wizard, and I think that he should have some levels other than Aristocrat to model his newfound abilities. Eric Boyd and Tom Costa did stats for Cat, which could be found here: http://www.ericlboyd.com/dnd/monsters.html As for Giogi, I believe he only has 2e stats. :) |
| Diideral02-13-06, 11:20 AM | Incredible you guys the amount of work... I've been consulting these pages before building anything for a few months now so I tought I'd ask if you've seen or donethis one. Nightshade, leader of the mercenarie band Silent Rain of Evereska. Only mention I've found is in Gold and Glory 2nd without any stats. Keep me posted...please...pretty please etc. Si tu ais le Mal fais le bien parce que le Mal bien fait fait bien mal... |
| Otus02-13-06, 02:19 PM | Incredible you guys the amount of work... I've been consulting these pages before building anything for a few months now so I tought I'd ask if you've seen or donethis one. Nightshade, leader of the mercenarie band Silent Rain of Evereska. Only mention I've found is in Gold and Glory 2nd without any stats. Keep me posted...please...pretty please etc. Si tu ais le Mal fais le bien parce que le Mal bien fait fait bien mal... I actually needed her once, and statted her out. Could not find any other reference either, so I had to invent everything. I needed a quite high level NPC, so I statted her out as a 12th level Ranger. Don't know, if it'll be of any use to you, but here she is. Nightshade of the Silent Rain: Female Wood Elven Ranger 12; CR 12; Medium humanoid (elf); HD 12d8+12; hp 76; Init +6; Spd 30 ft.; AC 24, touch 18, flat-footed 17; Base atk +12; Grp +13; Atk +19 melee (1d6+2 +2d6+2 against goblinoids/19-20, Goblinbane) or +20 ranged (1d8+3 +2d6+2 against orcs/x3, Orcbane); Full atk +19/+14/+9 melee (1d6+2 +2d6+2 against goblinoids/19-20, Goblinbane) or +18/+18/+13/+8 or +20/+15/+10 ranged (1d8+3 +2d6+2 against orcs/x3, Orcbane); SA - ; SQ elven traits, favored enemy (orcs+4, goblinoids+4, monstrous humanoids+2), wild empathy+16, animal companion, woodland stride, swift tracker, evasion, combat style mastery (archery); AL CG; SV Fort +9, Ref +14, Will +5; Str 12, Dex 22, Con 12, Int 12, Wis 14, Cha 14. Skills: Climb +8(7), handle animal +9(7), heal +7(5), hide +25(13), jump +6(5), knowledge (geography) +6(5) (nature) +8(5), listen +9(5), move silently +21(15), ride +10(2), search +8(5), spot +9(5), survival +21(15), swim +6(5), tumble +10(2); Languages: Common, elven, chondathan, illuskan. Feats: Track, weapon finesse, endurance, point blank shot, rapid shot, manyshot, dodge, mobility, improved precise shot, shot on the run. Elven Traits (Ex): As an elf Nightshade is immune to sleep, and gets a +2 racial bonus on saving throws against enchantment effects. Nightshade also has low-light vision, which means that she can see twice as well as a human in poor lightning. Nightshade gets a search check if she passes within 5 feet of a secret door. Evasion (Ex): When Nightshade would be entitled to a reflex save for half damage she instead gets no damage on a successful saving throw. Manyshot (Ex): Nightshade may fire two arrows as a standard action within 30 ft. +16 (2d8+6 +4d6+4 vs. orcs/x2, Orcbane) or three arrows +14 (3d8+9 +6d6+6 vs. orcs/+2d8+6 +4, Orcbane). Ranger Spells Prepared (2/2/1; save DC 12 + spell level, CL 6): 1st–pass without trace, speak with animals; 2nd–barkskin, snare; 3rd–tree shape. Possessions: Mithral shirt+2, Orcbane (a +1 composite longbow [+1Str] of bane (orcs)), 10 sleep arrows (+1, nonlethal damage only, DC 11 Will or fall asleep), 20 mwk arrows, 50 arrows, Goblinbane (a +1 short sword of bane (goblinoids)), silver dagger, ring of protection+1, cloak of elvenkind. |
| Diideral02-13-06, 08:44 PM | I actually needed her once, and statted her out. Could not find any other reference either, so I had to invent everything. I needed a quite high level NPC, so I statted her out as a 12th level Ranger. Don't know, if it'll be of any use to you, but here she is. Right on! Any cues on background...I was picturing her somewhat at odds with the powers that be in Everska...founding/leading a mercs band in a secretive elven community seems awkward or underlying rebellion (not the to the elven ways but to the powers that are...) 12th is just perfect...my PCs are getting close to 10th so it ought to be interesting...Thanks Otus! |
| Evergreen_Aldaron02-14-06, 08:43 AM | Guys, I have no requests, but I wanted to take a moment to say - AWESOME WORK !!!!!!!!! Great job, and very helpful to all of us !!!! |
| Avatar of Paladine02-15-06, 10:38 AM | Would anyone please be willing to convert the following two characters from the module 'How The Mighty Have Fallen': Dracolnobalen, female, 397-year-old Gold Dragon. The Lichlord from the same module who could cast 10th level spells and claimed to be thousands of years old. I have the 2e stats and can PM them to whoever is interested?? |
| Salernodc02-15-06, 02:23 PM | Green Giant or anyone....where can I find some stats for Erevis Cale? I just finished the trilogy of which he was the protagonist and I'm wondering where I can get some game/stat data for the young man from Westgate. Any help would be greatly appreciated! Have a great weekend guys. |
| shuman02-15-06, 05:21 PM | Has anyone done a build on the characters from Ghostwalker book by Erk Scott deBie, or is this crossing the line into the Novel forum? He does such a great job with character development, I would imagine this is a no-brainer! Thanks. |
| Kuje3102-15-06, 11:34 PM | Has anyone done a build on the characters from Ghostwalker book by Erk Scott deBie, or is this crossing the line into the Novel forum? He does such a great job with character development, I would imagine this is a no-brainer! Thanks. It's passing the line since those chars only appear in that source, so far. :) |
| Old Sage02-16-06, 12:43 AM | Has anyone done a build on the characters from Ghostwalker book by Erk Scott deBie, or is this crossing the line into the Novel forum? He does such a great job with character development, I would imagine this is a no-brainer! Thanks.You could, of course, try something like this over at Candlekeep ;). |
| warlockco02-16-06, 02:24 AM | On Ghostwalker or other Novel characters. Someone else might try to make them. However, Green Giant and myself will not do stats for any characters that are purely from a novel source. We prefer to do NPCs that have had a line stat/write-up in 1E/2E or a line stat in 3E. |
| sill0102-16-06, 11:29 AM | Has anyone ever done the stats for Mintassan?? He is mentioned at the end of Cloack&Dagger |
| Green Giant02-21-06, 07:39 PM | Here are some late requests and sorry for the long absence. Work got in the way. Enjoy. :) Parzal the Outrageous: Male Human Mnk6/Wiz20/Enlightened Fist 10/Netherese Arcanist 3; CR 39; Medium Humanoid (Human); HD 16d8+32 plus 23d4+46; hp 220; Init +4; Spd 80 ft.; AC 37 (touch 27, flat-footed 37); Base Atk +23; Grp +25; Atk +28 melee (2d8+5, unarmed strike) or +29 melee (1d6+6, +4 axiomatic staff of clouting) or +26 melee (1d6+3, +1 staff); Full Atk +27/+27/+27/+27 melee (2d8+5, flurry of blows) or +29/+24/+19 melee (1d6+4, +4 axiomatic staff of clouting) or +26/+21/+16 melee (1d6+1, +1 staff); Face/Reach 5 ft./5 ft.; SA Arcane fist, fist of energy (burst), flurry of blows, ki strike (magic), unarmed strike; SQ Arcane rejuvenation, backlash resistance 5, diamond soul, evasion, field specialization (invention), hold ray, purity of body, slow fall (30 ft.), spell focus (epic), still mind, summon familiar (Venas); AL LN; SV Fort +27, Ref +31, Will +36; Str 14, Dex 18, Con 14, Int 28, Wis 22, Cha 13 Skills and Feats: Balance +20, Climb +16, Concentration +38 (+42 when casting defensively), Craft (alchemy) +24, Craft (calligraphy) +19, Decipher Script +19, Diplomacy +9, Escape Artist +18, Hide +20, Jump +18, Knowledge (arcana) +45, Knowledge (geography) +19, Knowledge (history-Netheril) +19, Knowledge (local-Netheril) +19, Knowledge (religion) +19, Knowledge (spirits) +19, Listen +16, Move Silently +20, Profession (scribe) +16, Sense Motive +12, Speak Language (loross, common, draconic, elven, netherese, orc, shou, thorass), Spellcraft +49, Spot +16, Swim +10, Tumble +25; Alertness*, Arcane Manipulation, Blind-Fight, Combat Casting, Craft Staff, Craft Wondrous Item, Deflect Arrows{B}, Dodge, Empower Spell, Epic Spellcasting{B}, Eschew Materials, Improved Disarm{B}, Improved Metamagic, Improved Spell Capacity x 4, Improved Unarmed Strike{B}, Mobility, Quicken Spell, Scribe Scroll{B}, Silent Spell, Spring Attack, Still Spell, Stunning Fist{B} [21/day; Fort DC 33] Special Qualities: Evasion, still mind (+2 on saves vs. enchantments), ki strike (magic), slow fall (30 ft.), purity of body (immune to disease). Summon familiar (Venas). Field specialization (invention), spell focus (epic), backlash resistance 5. Fist of energy (burst), arcane fist, arcane rejuvenation, hold ray, diamond soul (SR 26). Wizard Spells Prepared (4/7/6/6/6/6/5/5/5/5/1/1/1/1; base DC = 19 + spell level; caster level 31st): 0–detect magic, ray of frost, read magic, touch of fatigue; 1st–jump, know protections [MAG], obscuring mist, protection from chaos, ray of enfeeblement, shield, true strike; 2nd–Melf’s acid arrow, mirror image, protection from arrows, shatter, spider climb, touch of idiocy; 3rd–amanuensis [MAG], fireball, gaseous form, haste, lightning bolt, protection from energy; 4th–arcane eye, charm monster, enervation, polymorph, shout, stoneskin; 5th–baleful polymorph, cone of cold, greater blink [CAr], hold monster, lesser ironguard [FRCS], overland flight; 6th–disintegrate, greater dispel magic, howling chain [PGtF], Tenser’s transformation, true seeing; 7th–antimagic aura [MAG], finger of death, greater scrying, spell turning, summon monster VII; 8th–iron body, mind blank, moment of prescience, polar ray, power word stun; 9th–absorption [CAr], foresight, imprisonment, meteor swarm, time stop; 10th–silent, stilled ethereal jaunt; 11th–empowered energy drain; 12th–quickened horrid wilting; 13th–quickened, empowered delayed blast fireball. Epic Spells Per Day: 3 Spellbook: As above, plus Parzal knows most of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, Player’s Guide to Faerun, and Lost Empires of Faerun. Parzal has 7 spellbooks all of which are resistant to energy (major) and waterproof. Possessions: Amulet of mighty fists +3, boots of teleportation, bracers of armor +10, cloak of minor displacement, gloves of dexterity +2, headband of intellect +6, potion of cure serious wounds x3, portable hole, ring of freedom of movement, ring of protection +4, scroll: limited wish, scroll: wall of force, scroll: greater invisibility, staff of mastery (33 charges), vest of resistance +5, wand of dispel magic (10th) (12 charges), wand of magic missiles (9th) (61 charges). Parzal has written many novels with his most famous and popular being Parzal’s Perils. He is also creator of the unique spell: Parzal’s revenge. As owner of the QM branch of shops and a Netherese Arcanist, Parzal has access to many other equipment, both mundane, magical, and epic. Description: Parzal is a young-looking man who stands 6’2” tall, weighs 170 lbs., and has piercing blue eyes. His black hair is always worn in the latest style. Note: Venas grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to his skills. Parzal has read and received the benefits of a tome of understanding +3. He has also made the following spells permanent upon himself: darkvision and see invisibility. Sources: Netheril: Empire of Magic (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), Complete Arcane (3.5E), and Epic Level Handbook (3E). Venas: Rat familiar; CR -; Tiny Magical Beast; HD 20; hp 110; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 24 (touch 14, flat-footed 22); Base Atk +23; Grp +11; Atk +23 melee (1d3-4, bite); Full Atk +23 melee (1d3-4, bite); Face/Reach 2-1/2 ft./0 ft.; SQ Deliver touch spells, empathic link, improved evasion, low-light vision, scent, scry on familiar, share spells, speak with master, speak with rats, SR 25; AL N; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 15, Wis 12, Cha 2 Skills and Feats: Balance +10, Climb +12, Hide +14, Jump +10, Swim +10; Weapon Finesse Special Qualities: +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance, Climb, and Swim checks; can take 10 on Climb checks, even if rushed or threatened; use Dex modifier for Climb and Swim checks. Empathic link, improved evasion, share spells, deliver touch spells, speak with master, speak with rats, scry on familiar. Tianna Skyflower: Female Half-Moon Elf Spellthief 14/Ur-Priest 3; CR 17; Medium Humanoid (Elf); HD 14d6+14 plus 3d8+3; hp 82; Init +7; Spd 30 ft.; AC 22 (touch 15, flat-footed 19); Base Atk +12; Grp +13; Atk +14 melee (1d8+2/x3, Black Thorn) or +15 melee (1d4+2/17-20, +2 keen silvered dagger); Full Atk +14/+9/+4 melee (1d8+2/x3, Black Thorn) or +15/+10/+5 melee (1d4+2/17-20, +2 keen silvered dagger); Face/Reach 5 ft./5 ft.; SA Rebuke undead 8/day (+7, 2d6+8, 3rd), sneak attack +4d6, steal energy resistance 20, steal spell (7th), steal spell effect, steal spell-like ability; SQ Absorb spell, arcane sight, detect magic, discover spells, half-elf traits, spellgrace +2, trapfinding; AL CE; SV Fort +8, Ref +10, Will +20; Str 13, Dex 17, Con 12, Int 14, Wis 19, Cha 24 Skills and Feats: Appraise +6, Bluff +16, Concentration +15, Craft (alchemy) +9, Diplomacy +11, Disable Device +9, Gather Information +9, Hide +17 (+19 in forest), Knowledge (arcana) +13, Knowledge (religion) +13, Knowledge (the planes) +7, Listen +10 (+12 in forest), Move Silently +17 (+19 in forest), Open Lock +10, Search +10, Speak Language (elven, illuskan, common, chondathan, sylvan), Spellcraft +18, Spot +10 (+12 in forest), Swim +5, Tumble +14; Dodge, Divine Vigor, Forester, Improved Iniative, Iron Will, Malign Spell Focus Special Qualities: Half-elf traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; elven blood. Sneak attack +4d6, steal spell (7th), trapfinding, spellgrace +2, steal spell effect, steal energy resistance 20, steal spell-like ability, absorb spell, discover spells. Rebuke undead 8/day. Spell-like abilities (as 14th level caster): 5/day – detect magic, arcane sight. Spellthief Spells Known (4/3/3/1; base DC = 17 + spell level; DC 18 + spell level with evil spells; caster level 7th): 1st–alarm, disguise self, feather fall, scatterspray [FRCS]; 2nd–detect thoughts, invisibility, knock, obscure object; 3rd–deep slumber, dispel magic, fly, major image; 4th–charm monster, polymorph. Ur-Priest Spells Prepared (5/4/2/1; base DC = 14 + spell level; DC 15 + spell level with evil spells; caster level 10th): 0–guidance, light, mending, purify food and drink, read magic; 1st–cure light wounds, divine favor, endure elements, entropic shield; 2nd–death knell, resist energy; 3rd–animate dead. Possessions: +3 mithral shirt, Black Thorn, +2 keen silvered dagger, bag of holding (type II), boots of elvenkind, circlet of charisma +4 (as cloak), cloak of elvenkind, gloves of dexterity +2, periapt of wisdom +2, potion of haste, potion of cure serious wounds x2, ring of defense +2. 450 gp worth of jewelry, gems, and coins. Description: Unknown. Note: Skills modified by magic items. Sources: The North (2e), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Divine (3.5), and Complete Adventurer (3.5E). Ring of Defense: This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Faint abjuration; CL 5th; Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). Sources: Dragon #290. Black Thorn: These weapons were created by the fey’ri to be used against their enemies, other elven houses, and provide them with some protection. A +1 unholy spear stained black from devil’s blood, it allows the wielder upon command to cast protection from good upon himself once a day. Moderate abjuration and evocation [evil]; CL 7th; Craft Magic Arms and Armor, protection from good, unholy blight, creator must be evil; Price 20,822 |
| KenderBryant02-23-06, 09:10 PM | Eric Boyd and Tom Costa did stats for Cat, which could be found here: http://www.ericlboyd.com/dnd/monsters.html As for Giogi, I believe he only has 2e stats. :) Yeah, but it shouldn't be too hard for anyone with the Conversion booklet to convert him to 3.0/3.5. Actually, I'd make him a swashbuckler instead of a fighter. He seems to have more of the sb's style of fighting, from what I remember. |
| johnnype02-24-06, 04:08 PM | Green Giant or anyone....where can I find some stats for Erevis Cale? I just finished the trilogy of which he was the protagonist and I'm wondering where I can get some game/stat data for the young man from Westgate. Erevis Cale had a writeup in an issue of Dragon some time ago, however, the stats were for Erevis BEFORE his latest trilogy. Paul S. Kemp posts regularly on the rasalvatore message boards (http://p197.ezboard.com/frasalvatoreforumsfrm8.showMessageRange? topicID=809.topic&start=601&stop=620) and I asked him for a write up myself. He responded that he didn't have him fully stated up but the following is a close aproximation of his levels: Erevis Cale Male Shade Rogue 6/ Fighter 3/ Cleric of Mask 11/ Devine Agent 2. There is strong evidence to suggest he also has the Chosen of Mask template...Depending on what writeup of the shade template you are using that would put Erevis at around a CR 25 AT LEAST. Mr. Kemp has been coy about releasing any other details. I'm curious to see what the stats are for weaveshear, his sword. In other posts Mr. Kemp also tells us that the Sojourner is one of a few githvyrik, "a race that later branched off into the githyanki and the githzerai." We don't know much about Magadon other than he is 4-6 Ranger/ 7-9 Psion (telepath). The kicker is that he is NOT a tiefling but has a "major fiendish bloodline (as described in Unearthed Arcana)." Riven would have "have 8-10 levels as fighter, 2 or 3 as a rogue, and one as a Divine Champion." I don't think it would be out of line to add Chosen of Mask to his writeup either. |
| runestar02-24-06, 11:35 PM | Fair enough for me. :) |
| warlockco02-25-06, 10:24 PM | Great Job as always GG!! |
| Green Giant03-18-06, 10:34 PM | Well, I finally got and read Cloak & Dagger and I thought I'd use the info in it to complete the last member of the Court of Night Masters. I also decided to try out the new format for setting down NPCs. Enjoy. :) The Faceless CR 19 Male Chondathan Human Vampire Wizard 16/Archmage 1 NE Medium Undead (Augmented Humanoid) Monster Manual 250 Init +9; Senses darkvision 60 ft., permanent see invisibility, Listen +16, Spot +16 Languages Common, Chondathan, Damaran, Draconic, Dwarven, Elven, Giant, Goblin, Orc, permanent comprehend languages ----------------------------------------------------------------------------------------- AC 20, touch 14, flat-footed 16; Dodge hp 116 (17 HD); fast healing 5; DR 10/silver and magic, 10/magic against ranged weapons (permanent protection from arrows) Resist cold 10, electricity 10 Immune undead traits Fort +5, Ref +12, Will +18 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares); climb 20 ft. Melee Maguscepter +10/+5 (1d8+6 plus energy drain) or Melee slam +11 (1d6+4 plus energy drain) Base Atk +8; Grp +11 Special Actions blood drain, children of the night, create spawn, dominate (DC 24) Wizard Spells Prepared (CL 17th, +19 to overcome SR): 9th–imprisonment (+8 melee touch; DC 26) 8th–polymorph any object, symbol of death (DC 25) 7th–finger of death (DC 24), forcecage, phase door, project image (DC 24) 6th–disintegrate (+13 ranged touch; DC 23), greater dispel magic, quickened Melf’s acid arrow (+13 ranged touch), move earth, true seeing 5th–cloudkill (DC 23), cone of cold (DC 22), feeblemind (DC 23), persistent image (DC 22) 4th–animate dead, fear (DC 21), fire shield, scrying (DC 21), stoneskin, summon undead IV [PGtF], wall of ice (DC 21) 3rd–dispel magic, fireball (DC 20), halt undead (DC 20), haste, hold person (DC 21), lightning bolt (DC 20), magic circle against good, nondetection, protection from energy, slow (DC 20) 2nd–blindness/deafness (DC 19), darkness, fog cloud, knock, spectral hand, whispering wind 1st–burning hands (DC 18), chill touch (+8 melee touch; DC 18), color spray (DC 18), detect undead, enlarge person, magic missile 0–detect magic, prestidigitation, ray of frost (+13 ranged touch), touch of fatigue (+8 melee touch; DC 17) Spell-Like Abilities (CL 17th): 4/day–teleport ----------------------------------------------------------------------------------------- Abilities Str 16, Dex 20, Con -, Int 24, Wis 18, Cha 23 SQ alternate form, gaseous form, spider climb, summon familiar (none), turn resistance +4 Feats Alertness{B}, Combat Casting, Combat Reflexes{B}, Craft Staff, Craft Wondrous Item, Dodge{B}, Improved Initiative{B}, Lightning Reflexes{B}, Forge Ring, Quicken Spell, Scribe Scroll{B}, Skill Focus (Spellcraft), Spellcasting Prodigy, Spell Penetration, Spell Focus (conjuration), Spell Focus (enchantment) Skills Bluff +14, Concentration +21 (+25 when casting defensively), Craft (alchemy) +16, Craft (gemcutting) +21, Diplomacy +8, Disguise +7, Handle Animal +7, Hide +13, Intimidate +8, Knowledge (arcana) +27, Knowledge (architecture and engineering) +12, Knowledge (geography-Moonsea) +12, Knowledge (history-Moonsea) +16, Knowledge (local-Westgate) +13, Listen +16, Move Silently +13, Profession (herbalist) +8, Ride (dragon) +10, Ride (horse) +8, Search +15 (+17 with secret or hidden doors), Sense Motive +12, Spellcraft +32, Spot +16, Survival +6 Possessions Argraal of Orlak, minor cloak of displacment, Flying Fangs of the Night King, the Maguscepter [see Lords of Darkness], ring of lore (kept in pocket) [see Complete Arcane], ring of spell turning, ring of wizardry III, 3 doses of diamond and opal dust (for symbol of death spell) worth 5,000 gp each, 2 doses of ruby dust (for forcecage spell) worth 1,500 gp each, doll replica (for project image spell) worth 5 gp, 4 doses of special ointment (for true seeing spell) worth 250 gp each, black onyx gems (for animate dead spell) total worth 1,000 gp, a large mirror 3’ x 6’ (for scrying spell) worth 2,000 gp, 3 doses of granite/diamond dust (for stoneskin spell) worth 250 gp each, 5 pinches of diamond dust (for nondetection spell) worth 50 gp each As one of Manshoon’s clones, the Faceless presumably knows many hidden caches of magic and treasure that Manshoon hid throughout the Heartlands. He can, with some time, arm himself with any minor magic item and some medium magic items. Spellbook spells prepared plus the Faceless knows most of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun, and a few from other sourcebooks. Some of his spellbooks are resistant to energy (minor) and waterproof. Description The Faceless is an average-sized human male and one of Manshoon’s clones Note This clone of Manshoon has the benefits of a +3 inherent bonus to his intelligence that the original Manshoon gained from reading a tome of clear thought +3. Sources Cloak & Dagger (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), Lords of Darkness (3E), Epic Level Handbook (3E), and Complete Arcane (3.5E). |
| Mad Mage03-18-06, 10:47 PM | I wish I had an NPC I could request that was doable. :weep: |
| runestar03-22-06, 11:31 PM | How is it that when the new stat block is adopted by GG, it actually becomes semi-readible, but I continue to get migraines when perusing those created by wotc? :P |
| Harlique03-23-06, 09:25 AM | [QUOTE=Green Giant]Sorry, don't play Neverwinter Nights. Here is an update on one of Halaster's former apprentices. Enjoy. :) Muiral the Misshapen: ... Possessions: [i]Muiral’s Decapitator,... [QUOTE] This weapon was written up as being a Vorpal +3 Greatsword in Undermountain II. Was that removed due to the "NPC Wealth Rules?" :P |
| Green Giant03-23-06, 07:18 PM | Muiral's Decapitator can be found on page 148 in the City of Splendors: Waterdeep sourcebook. And yes, he still has it. |
| Mad Mage03-23-06, 10:38 PM | Has the Yuan-ti lich Nhyris D'Hothek been officially statted here or elsewhere? |
| Salernodc03-24-06, 09:45 AM | Where is Parzal the Outrageous from? In what game books or novels is he mentioned? |
| Prince Etharion03-26-06, 02:04 PM | A Paladin in Hell NPC’s I was brought up on first edition and absolutely loved it. When second edition came out I was not impressed as I was very anti 2nd Ed. Well that was untill A PALADIN HELL was launched. I do believe that along with modules like 'The Temple of Elemental Evil and Giants series' these are what best tells the story of Dungeons and Dragons. A Paladin in Hell even more so as it pitts the PC's against terrible odds and against the oldest and most powerful of enemies... DEMONS & DEVILS. I am trying to convert this module in it's completness over to 3.5 edition. I have listed some of the more important NPC's. Some of them like Amon, Soulfang and Geryon have had stats already listed. I have amended them according to the way that I feel they should play (i.e Geryon is certainly not a CR22 creature and Amon is not a CR18 creature). I wanted to make A Paladin in Hell a very high level module and turning the characters into epic levels. This is why you will see some the characters are more powerful. I really would like peoples opinion or if someone else has converted the module please let me know and where to find it!!!! Emirikol the Chaotic, Male Human Wiz20/HoWlk2/Acm4: CR 26; Medium Humanoid ; HD 20d4+60 (Wizard) , 2d8+6 (Horizon Walker) , 4d4+12 (Archmage) ; hp 129; Init +3; Spd 30; AC:32 (Flatfooted:28 Touch:28); Atk +19/+14 (1d4+5, +4 Adamantine Dagger); AL CN; SV Fort +16, Ref +16, Will +21; STR 12, DEX 16, CON 16, INT 28, WIS 14, CHA 18. Skills: Craft (Alchemy) +26, Craft (Gemcutting) +9, Craft (Weaponsmithing) +14, Gather Information +20, Handle Animal +8, Hide +7, Jump +2, Knowledge (Arcana) +37, Knowledge (Architecture and Engineering) +11, Knowledge (Demonology) +32, Knowledge (Dungeoneering) +25, Knowledge (Geography) +26, Knowledge (History) +18, Knowledge (Local) +20, Knowledge (Nobility and Royalty) +11, Knowledge (Psionics) +11, Knowledge (Religion) +15, Knowledge (The Planes) +29, Knowledge (Underdark) +17, Listen +7, Sleight of Hand +4, Speak Language +11, Spellcraft +38, Survival +31, Use Magic Device +5. Feats: Craft Rod, Craft Staff, Craft Wondrous Item, Endurance, Eschew Materials, Improved Metamagic, Improved Spell Capacityx2, Maximize Spell, Scribe Scroll, Skill Focus: Knowledge (Arcana), Spell Focus (Chaos), Spell Focus: Evocation, Spell Penetration, Still Spell, Weapon Focus: Dagger. Spells Prepared (Wiz 4/7/6/6/12/12/5/5/5/5/1/1 Dc22+spell level): 0 - Acid Splash, Arcane Mark x2, Detect Magic 1st - Charm Person, Disguise Self, Feather Fall, Identify, Mage Armor, Magic Missile x2 2nd - Alter Self, Glitterdust, Melf`s Acid Arrow x2, Spider Climb, Web; 3rd - Dispel Magic x2, Drown, Fireball, Lightning Bolt, Slow; 4th - Acid Orbx2, Cold Orbx2, Dimension Doorx2, Electric Orb, Fire Orb, Lower Spell Resistance x2, Sonic Orb, Wall of Fire; 5th – Cone of Coldx4, Dismissal, Dominate Person, Feeblemind x2, Stop Heart x2, Teleportx2 6th -- Chain Lightning, Disintegrate, Dispel Magic, Greater, True Seeing; 7th - Antimagic Ray, Delayed Blast Fireball, Dragon Ally, Limited Wish, Plane Shift; 8th - Dragon Cloud, Incendiary Cloud, Maze, Power Word, Stun, Symbol of Death; 9th - Dragon Ally, Greater, Meteor Swarm, Power Word, Kill, Time Stop, Wish. 10th – Silent and Maximized Cone of Cold 11th – Silent Timestop Possessions: Weapons: +4 Adamantine Dagger: Banishing. Magic: Headband of Intellect +6; Robe of the Archmagi; Amulet of the Planes; Ring of Wizardry IV/V; Ring of Greater Hive Mind; Bracers of Armor +8; Earring of Protection +6; Rod of Lordly Might; Rod of Wonder ; Wand of Teleport, Greater (24) (Charges: 42). * He also has a contingency that if attacked physically, the attacker faces a disintegrate spell. Ungurth, Male Demon, Glabrezu Ftr4: CR 16; Huge Outsider (Chaotic,Evil,Extraplanar,Tanar`ri); HD 12d8+120(Outsider) , 4d10+40(Fighter) ; hp 237; Init +0; Spd 40; AC:34 (Flatfooted:34 Touch:18); Atk +26 (2d8+13, 2 Pincer) and +21 (1d6+7, 2 Claw) and +21 (1d8+7, Bite); SA: Spell-like Abilities Chaos Hammer 14 At Will Confusion 14 At Will Dispel Magic 14 At Will Minor Image 14 At Will Reverse Gravity 14 At Will Teleport, Greater 14 At Will Unholy Blight 14 At Will Power Word, Stun 14 1 , Improved Grab (Ex) , Summon Tanar`ri (Sp) ; SQ: True Seeing (Su), Immunity: Electricity (Ex), Immunity: Poison (Ex), Damage Reduction (Su): 10/Good, Darkvision (Ex): 60 ft., Resistance: Acid (Ex): 10, Resistance: Cold (Ex): 10, Resistance: Fire (Ex): 10, Spell Resistance (Ex): 21, Telepathy (Su): 100 ft., No Dual Nature (Ex); RF: 1x/Month can grant Wish to a mortal humanoid; AL CE; SV Fort +22, Ref +9, Will +12; STR 32, DEX 10, CON 31, INT 16, WIS 16, CHA 20. Skills: Bluff +15, Concentration +22, Craft (Alchemy) +5, Hide +4, Intimidate +26, Jump +19, Knowledge (The Planes) +22, Listen +11, Move Silently +19, Psicraft +4, Speak Language +9, Spellcraft +12, Spot +11, Survival +22, Tumble +9, Use Magic Device +14. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Finesse, Weapon Focus: Bite, Weapon Focus: Claw, Weapon Focus: Pincer, Weapon Specialization: Bite, Weapon Specialization: Claw, Weapon Specialization: Pincer. Possessions: Magic: Ring of Protection +3. T'rol , Male Githyanki Gith Ftr7/Wiz9: CR 17; Medium Humanoid (Extraplanar); HD 7d10+21(Fighter) , 9d4+27(Wizard) ; hp 120; Init +4; Spd 30; AC:24 (Flatfooted:20 Touch:19); Atk +20/+15/+10 (2d6+12+1d6, +4 Adamantine Greatsword); SA: Psionics (Sp) Mage Hand 1 3 ; SQ: Spell Resistance (Ex): 5+Class Level, Darkvision (Ex): 60 ft., Subtype: Extraplanar; AL CE; SR22; SV Fort +14, Ref +12, Will +13; STR 18, DEX 18, CON 16, INT 18, WIS 14, CHA 17. Skills: Climb +17, Craft (Armorsmithing) +9, Craft (Trapmaking) +8, Craft (Weaponsmithing) +6, Handle Animal +7, Intimidate +12, Knowledge (Arcana) +23, Knowledge (Demonology) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (The Planes) +16, Listen +4, Ride +12, Spellcraft +25, Spot +4, Swim +7, Use Magic Device +5. Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Dodge, Maximize Spell, Power Attack, Quick Draw, Scribe Scroll, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Spell Focus: Enchantment, Spell Penetration, Tower Shield Proficiency, Weapon Focus: Greatsword, Weapon Specialization: Greatsword. Spells Prepared (Wiz 4/5/5/4/3/1 Dc11+spell level): 0 - Arcane Mark, Daze, Detect Magic x2; 1st - Charm Person, Magic Missile x3, Obscuring Mist; 2nd - Bull`s Strength x2, Darkbolt, Glitterdust, Web; 3rd - Dispel Magic x2, Displacement, Fireball; 4th - Acid Orb, Cold Orb, Crushing Despair; 5th - Cone of Cold. Possessions: Weapons: +4 Adamantine Greatsword: Keen, Flaming Burst. Magic: Amulet of Natural Armor +2; Boots of Levitation ; Bracers of Armor +5; Cloak of Resistance +3. Beishim, Male Githyanki Knight Ftr14: CR 15; Medium Humanoid (Extraplanar); HD 14d10+70 (Fighter) ; hp 188; Init +6; Spd 30; AC:32 (Flatfooted:30 Touch:32); Atk +29/+24/+19 (2d6+21, Githyanki Silver Sword+5); SA: Psionics (Sp) Mage Hand 1 3 ; SQ: Spell Resistance (Ex): 5 + Class Level, Darkvision (Ex): 60 ft., Subtype: Extraplanar; SR19; AL CE; SV Fort +14, Ref +6, Will +6; STR 27, DEX 14, CON 20, INT 14, WIS 14, CHA 14. Skills: Climb +22, Intimidate +16, Jump +27, Listen +4, Ride +19, Spot +4, Swim +5. Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Great Cleave, Greater Weapon Focus: Greatsword, Greater Weapon Specialization: Greatsword, Improved Critical: Greatsword, Improved Initiative, Mortalbane, Power Attack, Power Critical: Greatsword, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Greatsword, Weapon Specialization: Greatsword. Possessions: Weapons: Githyanki Silver Sword: Vorpal. Armor: +5 Mithral Half-plate: Fire Resistance, Greater. Magic: Boots of Striding and Springing; Belt of Giant Strength +6; Ring: Protection +4. Ahjani, Female Demon, Marilith Rgr2: CR 19Large Outsider (Chaotic,Evil,Tanar`ri,Extraplanar); HD 16d8+128(Outsider) , 2d8+16(Ranger) ; hp 237; Init +11; Spd 40; AC:38 (Flatfooted:31 Touch:20); Atk +26/+21/+16/+11 (2d6+12, +2 Adamantine Battleaxe) and +26 (2d6+7, +2 Adamantine Longsword) and +27 (1d8+8, +3 Scimitar) and +27 (2d6+8, +3 Morningstar) and +23 (2d8+8+1d6, +3 Sword, bastard); +27 (4d6+15, Tail Slap) SA: Constrict (Ex) , Improved Grab (Ex) , Spell-like Abilities Align Weapon 16 At Will Blade Barrier 16 At Will Magic Weapon 16 At Will Project Image 16 At Will Polymorph 16 At Will See Invisibility 16 At Will Telekinesis 16 At Will Teleport, Greater 16 At Will Unholy Aura 16 At Will , Summon Tanar`ri (Sp) ; SQ: Damage Reduction (Su): 10/Cold Iron, Damage Reduction (Su): 10/Good, Darkvision (Ex): 60 ft., Immunity: Electricity (Ex), Immunity: Poison (Ex), Resistance: Acid (Ex): 10, Resistance: Cold (Ex): 10, Resistance: Fire (Ex): 10, Spell Resistance (Ex): 25, Telepathy (Su): 100 ft., True Seeing (Su), No Dual Nature (Ex); AL CE; SV Fort +21, Ref +20, Will +16; STR 30, DEX 24, CON 26, INT 20, WIS 22, CHA 28. Skills: Balance +10, Bluff +30, Climb +15, Concentration +29, Decipher Script +7, Diplomacy +32, Intimidate +15, Jump +16, Knowledge (Arcana) +15, Knowledge (The Planes) +16, Listen +21, Move Silently +28, Psicraft +6, Search +16, Speak Language +5, Spellcraft +28, Spot +16, Survival +27, Tumble +17, Use Magic Device +30. Feats: Alertness, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Improved Initiative, Multiweapon Fighting, Shield Expert, Shield Proficiency, Simple Weapon Proficiency, Track, Weapon Focus: Battleaxe, Weapon Focus: Longsword, Weapon Focus: Morningstar, Weapon Focus: Scimitar, Weapon Focus: Shield, heavy, Weapon Focus: Slam, Weapon Focus: Sword, bastard. Possessions: Weapons: +2 Adamantine Battleaxe; +3 Morningstar; +3 Sword, bastard: Flaming Burst; +2 Adamantine Longsword: Wounding; +3 Scimitar. Shields: +3 Mithral Shield, heavy steel. Magic: Ring of Spell Storing, Minor (spell- forget); Ring of Climbing. Demonglass (see above), Teleportation Key Astral Deva, Male Angel, Astral Deva Ftr3: CR 17; Medium Outsider (Good,Angel,Extraplanar); HD 12d8+72 (Outsider) , 3d10+18(Fighter) ; hp 165 (currently 5); Init +6; Spd 50, Fly, Good 100; AC:32 (Flatfooted:26 Touch:20); Atk +21 (1d8+10, Slam); SA: Stun (Ex) , Spell-like Abilities (At will) Aid 19, Continual Flame 19, Detect Evil 19, Discern Lies 19, Dispel Evil 20, Dispel Magic 23, Holy Aura 23, Holy Smite 19, Holy Word 22, Invisibility 22 , Plane Shift 22, Polymorph 18, Remove Curse 18, Remove Disease 18, Cure Light Wounds 16 7 See Invisibility 21 1 Blade Barrier 21 At Will Heal 21 At Will Remove Fear 18 At Will ; SQ: Protective Aura (Su), Immunity: Cold (Ex), Immunity: Acid (Ex), Immunity: Petrification (Ex), Tongues (Su), Darkvision (Ex): 60 ft., +4 Saves vs. Poison, Resistance: Electricity (Ex): 10, Resistance: Fire (Ex): 10, Damage Reduction (Su): 10/Evil, Spell Resistance (Ex): 30, Uncanny Dodge (Ex), No Dual Nature (Ex); AL NG; SV Fort +15, Ref +15, Will +15; STR 24, DEX 22, CON 22, INT 22, WIS 22, CHA 24. Skills: Balance +11, Concentration +25, Decipher Script +14, Diplomacy +25, Escape Artist +8, Gather Information +8, Handle Animal +25, Heal +11, Hide +24, Jump +17, Knowledge (Arcana) +24, Knowledge (The Planes) +24, Listen +24, Move Silently +13, Ride +21, Speak Language +7, Spellcraft +17, Spot +18, Survival +10, Swim +13, Use Magic Device +16. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Longsword, Weapon Focus: Mace, heavy. Straoth, Male Demon, Balor Ftr4: CR 24; Large Outsider (Chaotic,Evil,Extraplanar,Tanar`ri); HD 20d8+220 (Outsider) , 4d10+44 (Fighter) ; hp 353; Init +7; Spd 40, Fly, Good 90; AC:39 (Flatfooted:32 Touch:23); Atk +35/+30/+25/+20 (2d8+17, Balor`s Sword of Soul Stealing) and +37/+32 (1d3+11+1d6, +5 Whip, Mighty +4); SA: Spell-like Abilities Blasphemy 20 At Will Dominate Monster 20 At Will Dispel Magic, Greater 20 At Will Teleport, Greater 20 At Will Power Word, Stun 20 At Will Insanity 20 At Will Telekinesis 20 At Will Unholy Aura 20 At Will Fire Storm 20 1 Implosion 20 1 , Entangle (Ex) , Vorpal Sword (Su) , Summon Tanar`ri (Sp) , Death Throes (Ex) ; SQ: Immunity: Electricity (Ex), Immunity: Poison (Ex), Damage Reduction (Su): 15/Cold Iron, Damage Reduction (Su): 15/Good, Darkvision (Ex): 60 ft., Immunity: Fire (Ex), Resistance: Acid (Ex): 10, Resistance: Cold (Ex): 10, Spell Resistance (Ex): 28, True Seeing (Su), Telepathy (Su): 100 ft., Flaming Body 6d6 (Su), No Dual Nature (Ex); SR28; AL CE; SV Fort +25, Ref +21, Will +22; STR 39, DEX 24, CON 32, INT 26, WIS 26, CHA 26. Skills: Bluff +35, Concentration +24, Decipher Script +10, Diplomacy +18, Disguise +18, Gather Information +13, Handle Animal +9, Hide +30, Intimidate +37, Jump +19, Knowledge (Arcana) +35, Knowledge (Demonology) +35, Knowledge (Geography) +35, Knowledge (Local) +35, Knowledge (Nature) +12, Knowledge (Religion) +17, Knowledge (The Planes) +35, Knowledge (Underdark) +14, Listen +40, Move Silently +34, Search +16, Sense Motive +19, Speak Language +11, Spellcraft +37, Spot +18, Survival +15, Use Magic Device +35. Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Great Cleave, Improved Critical: Greatsword, Improved Critical: Longsword, Improved Critical: Sword, bastard, Improved Critical: Whip, Overwhelming Critical: Greatsword, Overwhelming Critical: Sword, bastard, Overwhelming Critical: Whip, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Focus: Greatsword, Weapon Focus: Slam, Weapon Focus: Sword, bastard, Weapon Focus: Whip, Weapon Specialization: Whip. Possessions: Weapons: Balor`s Sword of Soul Stealing: Vorpal; +5 Whip, Mighty +4: Flaming Burst. Special Equipment: ring of invisibility, tele-portation key (a flat, metal, 3-inch-square plate with a single demonic symbol inscribed in red; when the holder stands outside the balor's tower, uses a teleport spell or ability, and focuses on the key, he gains access to one of the upper tower rooms), scroll (written on black flame-resistant vellum) with the following spells: nondetection, fireball, antimagic shell, teleport without error. Kroth, Male Linnorm, Dread Dragon Sor2: CR 27; Colossal Dragon ; HD 20d12+220 (Dragon) , 2d4+22 (Sorcerer) ; hp 397; Init +0; Spd 50, Fly, Good 90, Swim 30; AC:29 (Flatfooted:28 Touch:4); Atk +29/24/19/14 base melee, +13/8/3/-2 base ranged; +30/+25/+25 (4d8+16, 2 Bite; 4d6+8, 2 Claw; 4d6+8, Tail Slap); SA: Breath Weapon (Su) , Crush (Ex) , Poison (Ex) , Spell-like Abilities Antipathy 18 2 Fly 18 At Will Sympathy 18 2 Telekinesis 18 At Will Power Word, Stun 18 3 Move Earth 18 4 , Energy Drain (Su) , Spells Sorcerer 18 ; SQ: Immunity: Paralysis (Ex), Immunity: Sleep Effects (Ex), Keen Senses (Ex), Spell Resistance (Ex): 31, Blindsense (Ex): 120 ft., Damage Reduction (Su): 20/Magic, Darkvision (Ex): 120 ft., Low-light Vision (Ex); SR31; AL CE; SV Fort +24, Ref +13, Will +20; STR 42, DEX 10, CON 32, INT 20, WIS 24, CHA 28. Skills: Bluff +34, Concentration +36, Craft (Alchemy) +5, Decipher Script +6, Diplomacy +16, Disable Device +4, Escape Artist +1, Gather Information +24, Intimidate +36, Jump +24, Knowledge (Arcana) +36, Knowledge (Demonology) +30, Knowledge (History) +7, Knowledge (Local) +31, Knowledge (Nobility and Royalty) +7, Knowledge (Religion) +13, Knowledge (The Planes) +30, Knowledge (Underdark) +7, Listen +23, Move Silently +1, Spellcraft +32, Use Magic Device +13. Feats: Armor Skin, Blind-Fight, Dragon`s Toughness, Empower Spell, Maximize Breath, Quicken Breath, Simple Weapon Proficiency, Weapon Focus: Bite, Weapon Focus: Claw, Weapon Focus: Tail Slap. Spells Known (Sor 6/9/8/8/8/8/7/7/7/7 Dc20+spell level): 0 -- Dancing Lights, Detect Magic, No Light, Open/Close, Ray of Frost, Read Magic, Repair Minor Damage, Slash Tongue, Touch of Fatigue; 1st -- Alarm, Feather Fall, Identify, Mage Armor, Magic Missile; 2nd -- Blur, Invisibility, Melf`s Acid Arrow, Web, Wither Limb; 3rd -- Fireball, Fly, Lightning Bolt, Tongues; 4th -- Polymorph Self, Sonic Orb, Stoneskin, Wall of Fire; 5th -- Cloudkill, Cone of Cold, Teleport, Wall of Force; 6th -- Chain Lightning, Summon Monster VI, True Seeing; 7th -- Antimagic Ray, Delayed Blast Fireball, Forcecage; 8th -- Horrid Wilting, Incendiary Cloud, Power Word, Stun; 9th -- Meteor Swarm, Soul Bind, Time Stop. Cuinre Bonespell, Male Demon, Nalfeshnee Wiz14: CR 23; Huge Outsider (Chaotic,Evil,Extraplanar,Tanar`ri); HD 14d8+140(Outsider) , 14d4+140(Wizard) ; hp 201; Init +7; Spd 30, Fly, Poor 40; AC:32 (Flatfooted:29 Touch:21); Atk +28 (2d8+9, Bite) and +23 (1d8+4, 2 Claw); SA: Spell-like Abilities Call Lightning 12 At Will Feeblemind 12 At Will Dispel Magic, Greater 12 At Will Slow 12 At Will Teleport, Greater 12 At Will Unholy Aura 12 At Will , Smite (Su) , Summon Tanar`ri (Sp) ; SQ: True Seeing (Su), Immunity: Electricity (Ex), Immunity: Poison (Ex), Damage Reduction (Su): 10/Good, Darkvision (Ex): 60 ft., Resistance: Acid (Ex): 10, Resistance: Cold (Ex): 10, Resistance: Fire (Ex): 10, Spell Resistance (Ex): 22, Telepathy (Su): 100 ft., No Dual Nature (Ex); AL CE; SV Fort +25, Ref +18, Will +25; STR 28, DEX 16, CON 30, INT 30, WIS 24, CHA 23. Skills: Appraise +14, Concentration +36, Decipher Script +41, Diplomacy +22, Disguise +37, Gather Information +23, Hide +26, Knowledge (Arcana) +38, Knowledge (Architecture and Engineering) +12, Knowledge (Demonology) +41, Knowledge (Local) +41, Knowledge (The Planes) +41, Knowledge (Underdark) +12, Listen +15, Move Silently +34, Open Lock +2, Psicraft +12, Sense Motive +38, Sleight of Hand +4, Speak Language +15, Spellcraft +43, Spot +15, Use Magic Device +31. Feats: Brew Potion, Craft Construct, Craft Magic Arms and Armor, Craft Staff, Craft Wand, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Improved Initiative, Mortalbane, Power Attack, Scribe Scroll, Simple Weapon Proficiency. Spells Prepared (Wiz 4/7/7/6/6/5/5/3 Dc14+spell level): 0 - Acid Splash x2, Arcane Mark, Detect Magic; 1st - Burning Hands, Charm Person, Identify, Magic Missile x4; 2nd - Alter Self, Darkbolt x2, Glitterdust x3, Web; 3rd - Blink, Fireball x2, Haste, Hold Person x2; 4th - Acid Orb x2, Animate Dead, Cold Orb, Crushing Despair, Wall of Fire; 5th - Burning Blood, Cone of Cold, Dismissal, Draconic Might, Stop Heart; 6th -- Chain Lightning, Disintegrate, True Seeing; 7th - Antimagic Ray x2, Limited Wish. Possessions: Magic: Amulet of Natural Armor +4; Wand: Finger of Death (14) (Charges: 26). Giant Megalodons: CR 22; Colossal Animal (Aquatic); HD 49d8+441 (Animal) ; hp 661; Init +7; Spd Swim 120; AC:27 (Flatfooted:24 Touch:13); Atk +48 (4d8+25, Bite); SA: Improved Grab (Ex) , Swallow Whole (Ex) ; SQ: Darkvision (Ex): 60 ft., Keen Scent (Ex), Low-light Vision (Ex); AL N; SV Fort +21, Ref +15, Will +8; STR 44, DEX 17, CON 28, INT 1, WIS 10, CHA 10. Skills: Spot +17, Swim +69. Feats: Cleave, Diving Charge, Dodge, Epic Weapon Focus: Bite, Great Cleave, Improved Bull Rush, Improved Critical: Bite, Improved Initiative, Iron Will, Power Attack, Weapon Focus: Bite. Amon: CR 24; Large Outsider (Evil,Lawful); HD 24d8+144 (Outsider) ; hp 328; Init +8; Spd 60; AC:45 (Flatfooted:41 Touch:19); Atk +27 (2d4+5, Bite) and +39/+34/+29/+24 (2d6+22 +2d6 vs Chaotic, +3 Mace, heavy); SA: Fear Gaze (Su) , Summon Baatezu (Sp) , Spell-like Abilities AT WILL (As 24th Level Sorcerer) Animate Dead, Blasphemy, Charm Person, Create Undead, Desecrate, Detect Good, Detect Magic, Dispel Magic, Fireball, Hold Person, Improved Invisibility, Magic Circle against Good, Major Image, Polymorph Self, Produce Flame, Pyrotechnics, See Invisibility, Suggestion, Teleport without Error, Unholy Aura, Unhallow, Wall of Ice 1/Day Meteor Swarm, Symbol of Death; SQ: Damage Reduction (Su): 40/+6, Spell Resistance (Ex): 34, Regeneration (Ex): 10, Baatezu Traits (Su), See in Darkness (Su), Scent (Ex), Telepathy (Su), Darkvision (Ex): 60 ft., No Dual Nature (Ex); RF: Summon: Wolves, Control: Wolves; AL LE; SV Fort +19, Ref +17, Will +19; STR 32, DEX 18, CON 22, INT 24, WIS 22, CHA 20. Skills: Bluff +30, Climb +36, Concentration +31, Intimidate +32, Jump +50, Knowledge (Arcana) +32, Knowledge (Nature) +32, Knowledge (The Planes) +32, Listen +31, Search +32, Sense Motive +31, Speak Language +5, Spellcraft +33, Spot +31, Tumble +16. Feats: Cleave, Epic Weapon Focus: Mace, heavy, Epic Weapon Specialization: Mace, heavy, Great Cleave, Greater Weapon Focus: Mace, heavy, Greater Weapon Specialization: Mace, heavy, Improved Bull Rush, Improved Initiative, Power Attack, Simple Weapon Proficiency, Weapon Focus: Mace, heavy, Weapon Specialization: Mace, heavy. Possessions: Weapons: +3 Mace, heavy: Lawful & Thundering Soulfang : CR 15; Huge Magical Beast (Cold); HD 18d10+126 (Magical Beast) ; hp 225; Init +3; Spd 50; AC:22 (Flatfooted:19 Touch:15); Atk +28 (2d6+16, Bite); SA: Breath Weapon (Su) , Trip (Ex) , Breath Weapon DC: 16 , Breath Weapon Type: 15 ft. Cone of Cold , Freezing Bite (Su) ; SQ: Subtype: Cold, Scent (Ex), Darkvision (Ex): 60 ft., Immunity: Cold (Ex), Low-light Vision (Ex), Vulnerability: Fire (Ex); AL NE; SV Fort +18, Ref +14, Will +8; STR 32, DEX 16, CON 24, INT 6, WIS 14, CHA 10. Skills: Hide +18, Jump +19, Listen +3, Move Silently +20, Spot +11, Survival +8. Feats: Blind-Fight, Cleave, Power Attack, Weapon Focus: Bite. Special Attacks: Breath Weapon (Su): Cone of cold, 15 ft., every 1d4 rounds; damage 8d6, Reflex half DC 16. Winter wolves can use their breath weapon while biting. Trip (Ex): A winter wolf that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf. Cozbinaer: CR 22; Large Outsider (Evil,Lawful); HD 20d8+160 (Outsider) ; hp 250; Init +10; Spd 20, Fly, Average 90; AC:30 (43) (Flatfooted:27 Touch:15); Atk +31/+26/+21/+16 (2d6+17, +3 Longspear); SA: Spell-like Abilities (At Will 18) Cure Critical Wounds, Detect Magic, Charm Monster, Charm Person, Dispel Magic, Finger of Death, Ice Storm, Invisibility, Lightning Bolt, Polymorph Self, Produce Flame, Teleport without Error,True Seeing (3 day) Time Stop , Spells Sorcerer 15 ; SQ: Baatezu Traits (Su), Regeneration (Ex): 10, Damage Reduction (Su): 10/-, Spell Resistance (Ex): 34, Darkvision (Ex): 60 ft., No Dual Nature (Ex); AL LE; SV Fort +22, Ref +20, Will +21; STR 26, DEX 22, CON 26, INT 22, WIS 24, CHA 26. Skills: Appraise +8, Climb +16, Concentration +31, Craft (Alchemy) +11, Decipher Script +29, Diplomacy +9, Gather Information +17, Heal +18, Hide +25, Intimidate +26, Knowledge (Arcana) +29, Knowledge (The Planes) +29, Listen +30, Move Silently +29, Speak Language +9, Spellcraft +31, Spot +23, Tumble +29, Use Magic Device +25. Feats: Alertness, Blind-Fight, Improved Critical: Longspear, Improved Initiative, Simple Weapon Proficiency, Weapon Focus: Longspear, Weapon Specialization: Longspear. Spells Known (SA Spells: Sor 6/8/8/8/8/7/7/5 Dc17+spell level): 0 -- Detect Magic, Light, Mage Hand, No Light, Open/Close, Slash Tongue, Stick, Touch of Fatigue, Unnerving Gaze; 1st -- Alarm, Mage Armor, Magic Missile, Sleep, True Strike; 2nd -- Blur, Fog Cloud, Melf`s Acid Arrow, Spider Climb, Web; 3rd -- Displacement, Feign Death, Slow, Tongues; 4th -- Dimension Door, Lower Spell Resistance, Viscid Glob, Wall of Fire; 5th -- Beltyn`s Burning Blood, Cone of Cold, Feeblemind, Permanency; 6th -- Chain Lightning, Disintegrate, Wall of Iron; 7th -- Antimagic Ray, Forcecage. Possessions: Weapons: +3 Longspear: Wounding . Geryon (Arch-Devil): CR 29; Huge Outsider (Evil,Lawful); HD 35d8+420 (Outsider) ; hp 597; Init +7; Spd 20, Fly, Average 50; AC:51 (Flatfooted:48 Touch:15); Atk +51 (2d6+15, 2 Slam) and +49 (2d4+7, Sting); SA: Spells Sorcerer 28 , Spells Cleric 28 , Spell-like Abilities Animate Dead 28 At Will Blasphemy 28 At Will Charm Person 28 At Will Comprehend Languages 28 At Will Daylight 28 At Will Desecrate 28 At Will Detect Good 28 At Will Detect Magic 28 At Will Detect Thoughts 28 At Will Dispel Magic 28 At Will Fireball 28 At Will Geas/Quest 28 At Will Hold Person 28 At Will Ice Storm 28 At Will Improved Invisibility (OA) 28 At Will Magic Circle against Good 28 At Will Major Image 28 At Will Polymorph Self 28 At Will Produce Flame 28 At Will Pyrotechnics 28 At Will Raise Dead 28 At Will Read Magic 28 At Will See Invisibility 28 At Will Suggestion 28 At Will Teleport without Error 28 At Will Unhallow 28 At Will Wall of Ice 28 At Will Wish 28 1 Mass Suggestion 28 1 Meteor Swarm 28 1 Symbol of Death 28 1 , Poison (Ex) , Fear Gaze (Su) , Improved Grab (Ex) , Tear (Ex) , Summon Baatezu (Sp) ; SQ: Damage Reduction (Su): 45/+7, Spell Resistance (Ex): 39, Regeneration (Ex): 20, See in Darkness (Su), Telepathy (Su), Baatezu Traits (Su), Darkvision (Ex): 60 ft., No Dual Nature (Ex); AL LE; SV Fort +28, Ref +17, Will +22; STR 40, DEX 16, CON 34, INT 26, WIS 26, CHA 28. Skills: Bluff +21, Concentration +50, Craft (Alchemy) +27, Craft (Armorsmithing) +25, Craft (Weaponsmithing) +25, Decipher Script +46, Diplomacy +51, Gather Information +28, Handle Animal +13, Hide +14, Intimidate +49, Knowledge (Arcana) +46, Knowledge (Demonology) +24, Knowledge (Religion) +25, Knowledge (The Planes) +46, Listen +46, Move Silently +22, Ride +4, Search +20, Sense Motive +16, Speak Language +6, Spellcraft +48, Spot +46, Tumble +22, Use Magic Device +28. Feats: Blind-Fight, Cleave, Combat Casting, Epic Prowess, Epic Weapon Focus: Slam, Epic Weapon Focus: Sting, Great Cleave, Improved Critical: Slam, Improved Critical: Sting, Improved Initiative, Multiattack, Power Attack, Simple Weapon Proficiency, Weapon Finesse, Weapon Focus: Slam, Weapon Focus: Sting. Spells Known (SA Spells: Sor 6/9/8/8/8/8/7/7/7/7): 0 -- Daze, Detect Magic, Light, Mage Hand, Open/Close, Resistance, Silent Portal, Slash Tongue, Touch of Fatigue; 1st -- Alarm, Charm Person, Identify, Magic Missile, True Strike; 2nd -- Blur, Fog Cloud, Glitterdust, Web, Wraithstrike; 3rd -- Dispel Magic, Fireball, Lightning Bolt, Slow; 4th -- Charm Monster, Dimension Door, Lower Spell Resistance, Wrack; 5th -- Cloudkill, Cone of Cold, Feeblemind, Permanency; 6th -- Chain Lightning, Contingency, Disintegrate; 7th -- Antimagic Ray, Delayed Blast Fireball, Ruby Ray of Reversal; 8th -- Horrid Wilting, Maze, Power Word, Stun; 9th -- Imprisonment, Time Stop, Wail of the Banshee. Spells Prepared (SA Spells: Clr 6/7/7/7/7/6/5/5/5/4): 0 - Cure Minor Wounds, Detect Magic, Inflict Minor Wounds x3, Light; 1st - Bane, Cure Light Wounds, Deathwatch, Obscuring Mist, Painless Death x3; 2nd - Aid, Bear`s Endurance, Bull`s Strength x2, Cure Moderate Wounds, Lava Missile x2; 3rd - Cure Serious Wounds, Dispel Magic, Prayer, Unholy Storm x2, Wrack x2; 4th - Cure Critical Wounds x2, Death Ward, Lower Spell Resistance x2, Wall of Evil x2; 5th - Raise Dead, Slay Living, Spell Resistance, True Seeing, Wall of Dispel Magic x2; 6th -- Banishment, Blade Barrier, Harm, Heal; 7th - Destruction x3, Imprison Soul, Regenerate; 8th - Earthquake, Fire Storm x3, Stormrage; 9th - Implosion x2, Storm of Vengeance, True Resurrection Special Equipment: Horn of the bull (Summons 5d4 minotaurs to serve the summoner unto death—can be blown once per week, upon which surviving minotaurs from previous use disappear). Tiae, Female Planetouched, Tiefling Rog14: CR 14; Medium Outsider (Native); HD 14d6+28(Rogue) ; hp 80; Init +9; Spd 30; AC:22 (Flatfooted:15 Touch:15); Atk +16/+11/+6 (1d4+7, +5 Dagger, Adamantine) and +16 (1d4+6, +5 Dagger, Adamantine); SA: Darkness (Sp) ; SQ: Subtype: Native, Darkvision (Ex): 60 ft., Resistance: Cold (Ex): 5, Resistance: Electricity (Ex): 5, Resistance: Fire (Ex): 5, No Dual Nature (Ex); AL CN; SV Fort +6, Ref +14, Will +6; STR 14, DEX 20, CON 14, INT 16, WIS 14, CHA 16. Skills: Appraise +12, Balance +20, Bluff +5, Climb +13, Concentration +3, Decipher Script +7, Disable Device +15, Escape Artist +14, Forgery +5, Gather Information +6, Hide +39, Intimidate +10, Jump +6, Knowledge (Arcana) +4, Knowledge (Local) +5, Listen +13, Move Silently +37, Open Lock +20, Ride +6, Search +12, Speak Language +4, Spellcraft +9, Spot +13, Swim +4, Tumble +22, Use Magic Device +8. Feats: Armor Proficiency: light, Improved Initiative, Improved Two-Weapon Fighting, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus: Dagger. Special Equipment: +5 Leather: Shadow, Greater, Silent Moves, Greater, twin short sword +5 named Slash and cutter (both made on the Prime Material, so they are reduced to +3 here), ring of joining (allows wearer to sense all that the wearer of the other ring of joining senses—the other is worn by Emirikol), ring of shadows (gray glass ring that creates shadows wherever wearer is— thieves within such an area can hide normally), figurine of wondrous power-ebony fly, potions of healing, fire resistance, and gaseous form. PP Loviath, Female Human Clr8/Wiz5/MysThe10: CR 23; Medium Humanoid ; HD 8d8+40 (Cleric) , 5d4+25 (Wizard) , 10d4+50 (Mystic Theurge) ; hp 164; Init +7; Spd 30; AC:30 (Flatfooted:27 Touch:25); Atk +19/+14/+9 (1d4+5, +4 Dagger, Adamantine); AL LE; SV Fort +19, Ref +13, Will +27; STR 12, DEX 16, CON 20, INT 24, WIS 24, CHA 17. Skills: Bluff +16, Concentration +31, Craft (Alchemy) +11, Craft (Armorsmithing) +19, Decipher Script +33, Diplomacy +11, Gather Information +16, Heal +16, Intimidate +9, Knowledge (Arcana) +33, Knowledge (Religion) +28, Knowledge (The Planes) +22, Listen +16, Sense Motive +13, Speak Language +6, Spellcraft +35, Spot +9, Use Magic Device +11. Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Casting, Epic Spellcasting, Improved Initiative, Maximize Spell, Scribe Scroll, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Weapon Focus: Dagger. Spells Prepared (Clr 6/7/7/7/6/5/5/4/3/2 Dc17+spell level): 0 - Detect Ghost x2, Light, No Light x3; 1st - Bless, Cure Light Wounds x3, Obscuring Mist x2, Protection from Chaos (d), Summon Monster I; 2nd - Aid, Bull`s Strength, Cure Moderate Wounds x2, Devil`s Eye (d), Hold Person x2, Summon Monster II; 3rd - Animate Dead, Deeper Darkness, Devil`s Ego (d), Dispel Magic x3, Unholy Storm, Wrack; 4th - Cure Critical Wounds, Death Ward, Order`s Wrath (d), Stop Heart, Summon Bearded Devil, Summon Monster IV, Tongues; 5th - Command, Greater, Dispel Chaos (d), Flame Strike x2, Spell Resistance, Summon Monster V; 6th -- Dispel Magic, Greater, Harm, Heal, Hold Monster (d), Word of Recall; 7th - Destruction x3, Hellfire Storm (d), Resurrection; 8th - Antimagic Field, Fire Storm, Shield of Law (d), Summon Monster VIII; 9th - Implosion, Miracle, Summon Monster IX (d) (Wiz 4/6/6/6/5/5/4/3/1 Dc17+spell level): 0 - Dancing Lights, Daze, Mage Hand x2; 1st - Charm Person, Identify, Mage Armor, Magic Missile x3; 2nd - Blur, Glitterdust, Melf`s Acid Arrow x2, Summon Monster II, Web; 3rd - Dispel Magic x2, Fireball x2, Lightning Bolt, Slow; 4th - Acid Orb, Dimension Door x3, Summon Monster IV; 5th - Burning Blood, Cone of Cold, Feeblemind, Teleport, Wall of Force; 6th -- Chain Lightning, Disintegrate, True Seeing; 7th - Antimagic Ray x2, Finger of Death; 8th - Horrid Wilting. Possessions: Weapons: +4 Dagger, Adamantine. Magic: Ring of Protection +5; Ring of Spell-Battle; Robe of the Archmagi; Amulet of Health +6; Bracers of Armor +5; Cloak of Elvenkind and Resistance +4; Rod of Absorption; Wand of Wall of Fire (14) (Charges: 15); Wand of Lower Spell Resistance (16) (Charges: 22); Scroll: Bigby`s Grasping Hand (15), Forcecage (15), Finger of Death (15). Mierile Six-Lives (hellcat): CR 11; Huge Outsider (Evil,Lawful,Extraplanar); HD 17d8+85 (Outsider) ; hp 161; Init +4; Spd 40; AC:23 (Flatfooted:19 Touch:15); Atk +25 base melee, +19 base ranged; +25/+20 (2d6+10, 2 Claw; 4d6+5, Bite); SA: Pounce (Ex) , Improved Grab (Ex) , Rake (Ex) ; SQ: Scent (Ex), Invisible in Light (Ex), Damage Reduction (Su): 5/Good, Darkvision (Ex): 60 ft., Resistance: Fire (Ex): 10, Spell Resistance (Ex): 19, Telepathy (Su): 100 ft., No Dual Nature (Ex); AL LE; SV Fort +15, Ref +14, Will +12; STR 31, DEX 19, CON 21, INT 10, WIS 14, CHA 10. Skills: Balance +24, Climb +30, Decipher Script +4, Gather Information +6, Hide +16, Intimidate +10, Jump +14, Listen +26, Move Silently +28, Spot +13, Swim +18. Feats: Simple Weapon Proficiency. Mature Blue Dragon Wiinsor: CR 16; Huge Dragon (Earth); HD 24d12+144 (Dragon) ; hp 300; Init +4; Spd 60, Burrow 20, Fly, Poor 150; AC:31 (Flatfooted:31 Touch:8); Atk +33 (2d8+12, Bite) and +28 (2d6+5, 2 Claw) and +28 (1d8+5, 2 Wing) and +27 (2d6+5, Tail Slap) or +32 (2d8+15, Crush); +32 (14d8, Breath Weapon); SA: Breath Weapon (Su) , Create/Destroy Water (Sp) , Frightful Presence (Ex) , Spell-like Abilities Ventriloquism 7 3 , Breath Weapon DC: 27 , Frightful Presence DC: 25 , Spells Cleric 7 , Spells Sorcerer 7 , Breath Weapon Type: 100 ft. Line of Lightning , Frightful Presence Radius: 210 ft. ; SQ: Immunity: Paralysis (Ex), Immunity: Sleep Effects (Ex), Keen Senses (Ex), Blindsense (Ex): 60 ft., Immunity: Electricity (Ex), Sound Imitation (Ex), Damage Reduction (Su): 10/Magic, Spell Resistance (Ex): 22, Darkvision (Ex): 120 ft., Low-light Vision (Ex); AL LE; SV Fort +18, Ref +12, Will +15; STR 30, DEX 10, CON 22, INT 16, WIS 17, CHA 16. Skills: Bluff +5, Concentration +29, Diplomacy +18, Escape Artist +4, Gather Information +6, Hide +23, Jump +24, Knowledge (Arcana) +30, Knowledge (The Planes) +30, Listen +30, Move Silently +13, Search +16, Sense Motive +10, Speak Language +8, Spellcraft +30, Spot +20, Survival +7, Tumble +5, Use Magic Device +17. Feats: Improved Initiative, Maximize Spell, Power Attack, Silent Spell, Weapon Focus: Bite, Weapon Focus: Claw, Weapon Specialization: Bite. (SA Spells: Sor 6/7/7/5): 0 -- Detect Magic, Flare, Light, No Light, Open/Close, Read Magic, Resistance; 1st -- Charm Person, Identify, Mage Armor, Magic Missile, True Strike; 2nd -- Bull`s Strength, Glitterdust, Wither Limb; 3rd -- Fireball, Lightning Bolt. Spells Prepared (SA Spells: Clr 6/5/4/3/1): 0 - Cure Minor Wounds x3, Detect Magic x2, Light; 1st - Bless, Cure Light Wounds x3, Obscuring Mist; 2nd - Aid, Bull`s Strength, Cure Moderate Wounds x2; 3rd - Dispel Magic x3; 4th - Cure Critical Wounds. Possessions: Magic: Ring of Protection +4 Michuth Gyl, Male Human Ftr12: CR 12; Medium Humanoid ; HD 12d10+48 (Fighter) ; hp 138 (currently 1); Init +7; Spd 30; AC:13 (Flatfooted:10 Touch:13); Atk +19/+14/+9 (2d6+11, Greatsword); AL LG; SV Fort +12, Ref +7, Will +6; STR 20, DEX 16, CON 18, INT 12, WIS 14, CHA 14. Skills: Balance +4, Bluff +3, Climb +9, Concentration +5, Diplomacy +9, Gather Information +5, Handle Animal +8, Heal +3, Hide +4, Intimidate +7, Jump +8, Ride +11, Swim +11. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus: Greatsword, Greater Weapon Focus: Longsword, Greater Weapon Specialization: Greatsword, Improved Critical: Greatsword, Improved Initiative, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Greatsword, Weapon Focus: Longsword, Weapon Specialization: Greatsword, Weapon Specialization: Longsword. Possessions: Weapons: Greatsword Tralion, Male Dwarf, Shield Clr8/Ftr8: CR 16; Medium Humanoid (Dwarf); HD 8d8+24(Cleric) , 8d10+24(Fighter) ; hp 132; Init +4; Spd 20; AC:26 (Flatfooted:26 Touch:21); Atk +23/+18/+13 (1d8+9, +3 Battleaxe); SQ: +1 Attack vs. Orcs and Goblinoids, +2 Appraise (Stone and Metal Items), +2 Craft (Stone and Metal Items), +2 Saves vs. Poison, +2 Saves vs. Spells and Spell-like Effects, +4 Dodge Bonus to AC vs. Giants, Darkvision (Ex): 60 ft., Stability (Ex), Stonecunning (Ex), Weapon Familiarity (Ex); AL LG; SV Fort +15, Ref +4, Will +12; STR 18, DEX 10, CON 16, INT 12, WIS 18, CHA 10. Skills: Climb -1, Concentration +17, Craft (Armorsmithing) +1, Craft (Blacksmithing) +1, Craft (Stonemasonry) +1, Craft (Weaponsmithing) +1, Decipher Script +2, Handle Animal +2, Intimidate +4, Knowledge (Arcana) +10, Knowledge (Religion) +7, Knowledge (The Planes) +6, Profession (Miner) +6, Ride +2, Speak Language +2, Spellcraft +12, Use Magic Device +3. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Greater Weapon Focus: Battleaxe, Improved Initiative, Maximize Spell, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Battleaxe, Weapon Specialization: Battleaxe. Spells Prepared (Clr 6/5/4/4/3 14+spell level): 0 - Detect Magic x2, Light, No Light, Purify Food and Drink, Resistance; 1st - Command, Create Water (d), Cure Light Wounds x2, Detect Evil, Sanctuary; 2nd - Aid, Bull`s Strength, Shield Other (d), Zone of Truth x2; 3rd - Cure Serious Wounds x2, Dispel Magic, Glyph of Warding, Protection from Energy (d); 4th - Cure Critical Wounds x2, Lower Spell Resistance, Spell Immunity (d). Possessions: Weapons: +3 Battleaxe Armor: +3 Half-plate Shields: +3 Shield, heavy steel Magic: Wand of Cure Critical Wounds (8) (Charges: 21). Sister Sahra Hannon, Female Human Clr15: CR 15; Medium Humanoid ; HD 15d8+15(Cleric) ; hp 86; Init +7; Spd 30; AC:21 (Flatfooted:18 Touch:16); Atk +18/+13+/8 (1d8+6, +5 Mace, heavy); AL NG; SV Fort +10, Ref +8, Will +14; STR 12, DEX 16, CON 12, INT 14, WIS 21, CHA 16. Skills: Concentration +19, Craft (Alchemy) +20, Gather Information +4, Heal +21, Knowledge (Arcana) +20, Knowledge (The Planes) +14, Listen +7, Speak Language +3, Spellcraft +22, Spot +7, Tumble +4, Use Magic Device +7. Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Enlarge Spell, Heighten Spell, Improved Initiative, Maximize Spell, Purify Spell, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Mace, heavy. Spells Prepared (Clr 6/7/6/6/5/5/3/2/1 Dc15 + spell level): 0 - Create Water x2, Cure Minor Wounds, Detect Magic, Light, Purify Food and Drink; 1st - Bless, Cure Light Wounds (d), Cure Light Wounds x3, Deathwatch, Detect Evil, Magic Weapon; 2nd - Aid (d), Aid, Bull`s Strength, Hold Person, Silence x2, Zone of Truth; 3rd - Cure Serious Wounds x2, Daylight x2, Dispel Magic, Magic Circle against Evil (d), Protection from Negative Energy; 4th - Celestial Brilliance, Death Ward, Holy Smite (d), Lower Spell Resistance, Neutralize Poison x2; 5th - Crown of Flame, Cure Light Wounds, Mass (d), Flame Strike, Raise Dead x2, Spell Resistance; 6th -- Blade Barrier (d), Blade Barrier, Heal; 7th - Holy Word (d), Restoration, Greater, Resurrection; 8th - Cure Critical Wounds, Mass (d), Last Judgment. Possessions: Weapons: +5 Mace, heavy: Holy. Magic: Bracers of Armor +5; Talisman of Pure Good; Staff of Healing (Charges: 50); Ring of Protection +3; Ring of See Invisibility ; Manual of Gainful Exercise +3; Manual of Bodily Health +5. Kyhor Thorn: Male Human Ftr12/Blk8; CR 20; Medium Humanoid ; HD 12d10+72 (Fighter) , 8d10+48 (Blackguard) ; hp 252; Init + 6; Spd 20; AC 36; Atk +35/+30/+25/+20 (1d8+17+3d6 [vs good], +5 Adamantine Longsword); AL LE; SV Fort + 22, Ref + 10, Will + 11; STR 26, DEX 14, CON 22, INT 14, WIS 16, CHA 15. Possessions: Weapons: +5 Adamantine Longsword: Wounding, Unholy Power. Armor: +6 Half-plate: Great Invulnerability (20/+4). Shields: +4 Shield, heavy steel. Magic: Amulet of Health +4; Belt of Giant Strength +4; Potion: Heal (20); Ring of Rapid Healing. Skills: Climb + 11, Concentration + 14, Craft (Alchemy) + 8, Diplomacy + 7, Handle Animal + 4, Heal + 10, Hide + 6, Intimidate + 25, Jump + 18, Knowledge (Religion) + 10, Listen + 5, Move Silently + 7, Ride + 7, Spot + 5, Survival + 14, Swim + 4. Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Dodge, Great Cleave, Greater Weapon Focus: Longsword, Greater Weapon Specialization: Longsword, Improved Initiative, Improved Sunder, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Longsword, Weapon Specialization: Longsword. Spells Prepared (Blk --/3/2/2/1 DC14+spell level): ; 1st - Cure Light Wounds x3; 2nd - Bull`s Strength, Cure Moderate Wounds; 3rd - Cure Serious Wounds x2; 4th - Cure Critical Wounds. Death priests (8): CR 12; Medium Undead (Evil,Lawful); HD 12d12 (Undead) ; hp 78; Init +5; Spd 30; AC:24 (Flatfooted:23 Touch:22); Atk +17/+9 (1d8+10, +3 Mace, heavy) or +13 (2d6+3, 2 Slam); SA: Spells Cleric 9 , Spell-like Abilities Detect Magic 12 At Will Detect Undead 12 At Will Wall of Ice 12 At Will Dispel Magic 14 2 Slay Living 14 At Will Symbol of Pain 14 1 Symbol of Fear 14 1 Flame Strike 14 1 ; SQ: See Invisibility (Su), Undead Traits, Immunity: Turning (Ex), Spell Resistance (Ex): 26, Damage Reduction (Su): 10/-, Immunity: Reincarnate (Ex), Immunity: Critical hits (Ex), Immunity: Paralysis (Ex), Immunity: Ability Drain (Ex), Immunity: Stun (Ex), Immunity: Exhaustion (Ex), Immunity: Death Effects (Ex), Immunity: Sleep Effects (Ex), No Natural Healing (Ex), Immunity: Fatigue (Ex), Darkvision (Ex): 60 ft., Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Poison (Ex), Immunity: Mind-Affecting Attacks (Ex), Immunity: Disease (Ex), Immunity: Death from Massive Damage (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Damage (Physical Scores), Immunity: Raise Dead (Ex); AL LE; SV Fort +6, Ref +5, Will +14; STR 24, DEX 12, CON --, INT 17, WIS 18, CHA 16. Skills: Concentration +15, Diplomacy +5, Gather Information +6, Knowledge (Arcana) +18, Knowledge (Religion) +18, Knowledge (The Planes) +7, Knowledge (Undead) +18, Listen +7, Speak Language +1, Spellcraft +20, Spot +6, Survival +7, Use Magic Device +6. Feats: Alertness, Improved Initiative, Simple Weapon Proficiency, Spell Focus: Necromancy, Weapon Focus: Mace, heavy, Weapon Focus: Slam. Spells Prepared (SA Spells: Clr 6/5/5/4/3/1 DC18+spell level): 0 - No Light x2, Resistance x2, Slash Tongue x2; 1st - Bane, Inflict Light Wounds, Obscuring Mist x2, Spider Hand; 2nd - Bull`s Strength, Hold Person, Silence x2, Wither Limb; 3rd - Prayer, Summon Undead III, Wrack x2; 4th - Dread Blast, Inflict Critical Wounds, Tongues; 5th - Flame Strike. Possessions: Weapons: +3 Mace, heavy. Klysandral (Spirt) , Saint, Male Human Pal22/Ftr4: CR 29; Medium Outsider (Augmented,Augmented); HD 22d10+110 (Paladin) , 4d10+20 (Fighter) ; hp 332; Init +7; Spd 60; AC:36 (Flatfooted:33 Touch:27); Atk +45/+40/+35/+30 (1d8+23, Holy Devastator); SA: Smite Evil (Su) ; SQ: +4 Saves vs. Poison, Resistance: Acid (Ex): 10, Spell Resistance (Ex): 26 + 10, Resistance: Electricity (Ex): 10, Damage Reduction (Su): 10/Magic, Resistance: Cold (Ex): 10, Darkvision (Ex): 60 ft., Immunity: Disease (Ex); SR36; AL LG; SV Fort +28, Ref +24, Will +24; STR 30, DEX 25, CON 20, INT 17, WIS 24, CHA 22. Skills: Balance +25, Climb +30, Concentration +17, Diplomacy +24, Disable Device +2, Gather Information +10, Handle Animal +29, Heal +13, Intimidate +8, Jump +22, Knowledge (Arcana) +6, Knowledge (Demonology) +10, Knowledge (Nobility and Royalty) +5, Knowledge (Religion) +13, Knowledge (The Planes) +12, Listen +11, Ride +19, Sense Motive +9, Speak Language +4, Spellcraft +10, Spot +10, Survival +10, Tumble +26, Use Magic Device +9. Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Cleave, Dodge, Epic Weapon Focus: Longsword, Epic Weapon Specialization: Longsword, Great Cleave, Improved Critical: Longsword, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Longsword, Weapon Specialization: Longsword. Spells Prepared (Pal --/5/5/5/4): 1st - Bless, Bless Water, Cure Light Wounds x3; 2nd - Aura of Glory, Bull`s Strength, Cloak of Bravery, Shield Other, Zone of Truth; 3rd - Cure Moderate Wounds x3, Daylight, Prayer; 4th - Cure Serious Wounds x2, Dispel Evil, Neutralize Poison. Possessions: Weapons: Holy Devastator: Vorpal. Armor: +5 Mithral Full plate: Negative energy protection, Death Ward. Shields: +6 Mithral Shield, heavy steel. Magic: Belt of Giant Strength +6; Boots of Swiftness |
| ClobberinTime03-26-06, 04:12 PM | Hey those are great, I've been thinking about re-running that one, and it is probably my favorite 2e adventure, so thanks for the good work! |
| Salernodc03-28-06, 10:39 PM | Prince Etharion - cheers on an awesome job! I never had the fortune of playing through that module, but as I'd heard so many good things....I purchased a version to download onto my computer....for posterity. Phenomenal work....your rendition of the module's dramatis personae is analagous to Jonny Wilkinson's big kick versus the Aussies. (I'm assuming that by your Portsmouth, England address that you know what the heck I'm talking about.) |
| Prince Etharion03-29-06, 12:16 AM | I certainly do. It brought a tear to my eyes. |
| runestar03-29-06, 02:37 AM | Very nice job, even if I have no idea who exactly you are statting ;) , and to nitpick a little out of boredom... :embarrass Ungurth's cr should be 17 Cuinre Bonespell, Male Demon, Nalfeshnee Wiz14: CR 23 - cr should be 21. I think geryon's stats have already been provided in a web enhancement of either fiend folio or BOVD. But I guess its fine to come up with one of your own. :) What is this module? Sounds like fun. :cool: |
| ericlboyd03-29-06, 09:01 AM | Has the Yuan-ti lich Nhyris D'Hothek been officially statted here or elsewhere? Serpent Kingdoms. --Eric |
| Mad Mage03-29-06, 10:48 AM | Serpent Kingdoms. --Eric Ahhhh, thank you very much Mr. Boyd. :tiphat: |
| Prince Etharion03-29-06, 01:18 PM | Very nice job, even if I have no idea who exactly you are statting ;) , and to nitpick a little out of boredom... :embarrass Ungurth's cr should be 17 Cuinre Bonespell, Male Demon, Nalfeshnee Wiz14: CR 23 - cr should be 21. I think geryon's stats have already been provided in a web enhancement of either fiend folio or BOVD. But I guess its fine to come up with one of your own. :) What is this module? Sounds like fun. :cool: Its called 'A PALADIN IN HELL'. It was orignally designed for 4-6 characters of 15th-20th level. I know that both Geryon and Amon's stats are in the BOVD and web enchantments but they did not IMHO come close to the CR of what they should be. I will change the CR for both of the above suggestions. Thank you for your honesty. If anyone wants I am nearing completion the adventure. |
| ClobberinTime03-30-06, 03:53 PM | Thinking about this again, Cr-29 is too high for Geryon, if the Characters are high enough level to hurt him, then the rest of the adventure will be way too easy. His Cr-22 from the BoVD WE, probably works better when compared with the Crs of the other Critters in the Module. If you leave him at 22 you don't need to add any class levels onto Straoth or the Marilith, I can't remember if they had them in the original or not. The Nalfeshene Wizard I remember. Did you stat out the Giant Cambion, what was his name.... |
| Parcival, the OrcHunter03-30-06, 04:47 PM | Here's a take for King Obould Many-Arrows, after his ceremony: Obould Many-Arrows; Monster of Legend (Orc); Bbn 5/Ftr 4/ Orc Warlord 5/ Orc Paragon 3; CR 18; hp 228; AC 23 (+10 Fullplate, +3 Dex); Init +8; Spd 30 ft; SQ Darkvision (60 ft), Literate (Orc, Common), Rage 2/day, Uncanny dodge (Dex bonus to AC, can't be flanked), DR 3/- 10/magic, SR 19, Inspire Courage, Gather Horde 200%, Final Rage, Fast healing 5, haste, Immunities (Fear, Mind-affecting), Frightful Presence 20 ft (DC 20), Regrow Limbs, See in Darkness, Elf Killer, Cold Resistance 20, Fire resistance 10, No Daylight Penalties; SA Breath Weapon (fire) 3d6 15 foot cone (DC 25); SV Fort +23, Ref +10, Will +12; Str 30, Dex 18, Con 24, Int 16, Wis 14, Cha 14 Cleave, Improved Critical (Greatsword), Improved Initiative, Leadership (26), Might Makes Right, Power Attack, Weapon Focus (Greatsword), Weapon Specialization (Greatsword) Bluff +8, Climb +15, Diplomacy +7, Inimidate +14, Jump +19, Listen +10, Ride +9, Sense Motive +9, Spot +11, Survival +15, Swim +7 +2 nimble adamantine spiked full plate +10 AC, +3 max dex +1 Flaming Burst Greatsword +28/+23/+18/+13 2d6+18 17-20/x2+1d10 fire Average critical damage 50 damage Skull Helm of spell resistnace 19, +2 adamantine spiked full plate of invulnerablity, scarf of heavy fortifacation, boots of winterlands, crown of fireballs (4 left, 3d6), shirt of fire resistance 10, pants of cold resistance 10, +1 flaming burst greatsword |
| Mad Mage03-30-06, 06:50 PM | Nifty, Parcival. I'd say that sounds a lot more like how Obould is. :clap: Edit: Has Lord Nasher Alagondar of Neverwinter been fully statted? Between him being in the FRCS as a small blurb (just his name and character levels) and playing a small but significant portrayed role in the Neverwinter Nights PC game (which I got for Christmas), I just had to ask. :drool: I remember there being unofficial stats for Lady Aribeth deTylmarande (sp?) done before either in the previous thread or elsewhere here, so I don't know). Note: I did check the index of this thread; no results. |
| Alurvelve03-31-06, 01:36 AM | Has anyone done Belware Dissengulp? I'm wanting ot use him in a upcoming campaign but am not shure what his stats should be like. I have the siler marches book that lists his levels but I am wondering if anyone has stated him out fully thanx. |
| Zireael03-31-06, 02:39 AM | Belwar is in Silver Marches so we can't post him there. |
| Mad Mage03-31-06, 11:56 AM | Belwar is in Silver Marches so we can't post him there. He's just a race/class level blurb in there. |
| Green Giant03-31-06, 10:36 PM | Where is Parzal the Outrageous from? In what game books or novels is he mentioned? Parzal the Outrageous can be found in page 104 of The Winds of Netheril booklet from Netheril: Empire of Magic boxed set. Has the Yuan-ti lich Nhyris D'Hothek been officially statted here or elsewhere? I once had Nhyris D'Hothek posted in the first Realms NPC Characters thread. However I have an unofficial rule in which I remove an NPC that I posted once they have been given full official stats and like Eric said, his stats can be found in Serpent Kingdoms. Nifty, Parcival. I'd say that sounds a lot more like how Obould is. Edit: Has Lord Nasher Alagondar of Neverwinter been fully statted? Between him being in the FRCS as a small blurb (just his name and character levels) and playing a small but significant portrayed role in the Neverwinter Nights PC game (which I got for Christmas), I just had to ask. I remember there being unofficial stats for Lady Aribeth deTylmarande (sp?) done before either in the previous thread or elsewhere here, so I don't know). Note: I did check the index of this thread; no results. Lord Nasher Alagondar is in the original Realms NPC Characters thread on page 10. Just follow the link in my sig. Has anyone done Belware Dissengulp? I'm wanting ot use him in a upcoming campaign but am not shure what his stats should be like. I have the siler marches book that lists his levels but I am wondering if anyone has stated him out fully thanx. I could've sworn someone had posted him already, warlockco perhaps. |
| Mad Mage03-31-06, 11:25 PM | I once had Nhyris D'Hothek posted in the first Realms NPC Characters thread. However I have an unofficial rule in which I remove an NPC that I posted once they have been given full official stats and like Eric said, his stats can be found in Serpent Kingdoms. Not a real problem, my friend. :cool: Lord Nasher Alagondar is in the original Realms NPC Characters thread on page 10. Just follow the link in my sig. :bow: I could've sworn someone had posted him already, warlockco perhaps. Honestly, I was searching on this earlier, and Belwar's on the bottom of pg. 44 of the original thread. |
| Green Giant04-08-06, 06:56 PM | Here is an update of the mate of Syth...er, Sothillis that was originally posted in the Realms NPC Characters thread. Enjoy. :) Cyrvisnea CR 21 Female Ogre Mage Fighter 16 LE Large Giant Monster Manual 200 Init +7 (+8 on ship); Senses darkvision 60 ft., low-light vision, Listen +9, Spot +9 Languages Common, Dwarven, Giant, Goblin ----------------------------------------------------------------------------------------- AC 23, touch 13, flat-footed 20; Dodge, Mobility, Two-Weapon Defense hp 251 (21 HD); regeneration 5 SR 19 Fort +20, Ref +10, Will +8 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) in scale mail; base 40 ft., fly 40 ft. (good) Melee +2 wounding scimitar +29/+24/+19/+14 (1d8+12 plus 1 Con/18-20) or +2 wounding scimitar +27/+22/+17/+12 (1d6+12 plus 1 Con/18-20) and dagger of venom +26/+21 (1d6+5/19-20) Rangedp +1 light crossbow +22 (2d6+1/19-20) Space 10 ft., Reach 10 ft. Base Atk +19; Grp +31 Atk Options Combat Expertise, Crescent Moon, Improved Disarm, Spring Attack, Whirlwind Attack Combat Gear 2 potions of cat’s grace, 2 potions of cure serious wounds, potion of protection from arrows 10/magic Spell-Like Abilities (CL 9th): At will–darkness, invisibility 1/day–charm person (DC 15), cone of cold (DC 19), gaseous form, polymorph, sleep (DC 15) ----------------------------------------------------------------------------------------- Abilities Str 27, Dex 17, Con 23, Int 14, Wis 12, Cha 18 Feats Combat Expertise, Crescent Moon, Dodge, Improved Disarm, Improved Iniative, Improved Two-Weapon Fighting, Leadership, Mobility, Sea Legs, Scourge of the Seas, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (scimitar), Weapon Specialization (scimitar), Whirlwind Attack Skills Balance +2 (on ship), Climb +13, Concentration +12, Hide –4, Intimidate +20, Jump +13, Listen +9, Profession (sailor) +11, Spellcraft +6, Spot +9, Swim +18, Tumble +2 (on ship) Possessions combat gear plus +1 light crossbow, Queenslayer (+2 wounding scimitar), dagger of venom, Pearldiver (scale mail of the deep [as plate armor of the deep]), ring of defense +1 (worn on nose takes up goggle slot), amulet of health +4, 100 gp in jewelry, gems, and coin Description None Note Cyrvisnea is a renown pirate queen who is feared for her cruelty. Her base Leadership score is 24. Due to her position as commander of the naval forces of the Sothillisian Empire, Cyrvisnea has a commander rating slightly less than her mate, a six. She has earned the Mistress of the Bloody Seas (a 20-point decoration) title from the havoc she has caused Amn’s navy. Her effective Leadership score is 50. Sources Lands of Intrigue (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Power of Faerun (3.5E), Epic Level Handbook (3E), Complete Warrior (3.5E), and Stormwrack (3.5E). Ring of Defense: This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Sources: Dragon #290. Faint abjuration; CL 5th; Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). |
| runestar04-08-06, 11:34 PM | Fighter as a non-associated class for ogre mage? I would never have considered it, but considering how little HD they get for their cr... :cool: |
| Mad Mage04-08-06, 11:40 PM | Has Winged Father Aquilan Wingspan (ie: that blurbed Avariel from the Avariel entry in Races of Faerun) been statted? |
| runestar04-09-06, 12:51 AM | I think GG has already done it, should either be here or in the other thread. :) |
| Mad Mage04-09-06, 01:45 AM | I think GG has already done it, should either be here or in the other thread. :) Just checked the index of both threas; no sign of this guy that I could see. |
| Green Giant04-09-06, 11:19 AM | Has Winged Father Aquilan Wingspan (ie: that blurbed Avariel from the Avariel entry in Races of Faerun) been statted? He can be found on page 3 in this thread. I've stopped putting the titles of NPCs in the index so you can find him under Aquilan Wingspan. |
| Mad Mage04-09-06, 11:41 PM | Thanks, GG (if you don't mind me calling you that). One thing about pg. 3: you have Amryyr Yauntyrr as a LE Rog3/Sor6/Arcane Trickster 4. Aren't Arcane Tricksters supposed to be non-lawful? :confused: |
| runestar04-09-06, 11:44 PM | One thing about pg. 3: you have Amryyr Yauntyrr as a LE Rog3/Sor6/Arcane Trickster 4. Aren't Arcane Tricksters supposed to be non-lawful? That's a minor quirk that started out from his original statblock in waterdeep(His alignment was listed as LE there). :) GG merely stats them, not conceptualize them. ;) |
| Verghityax04-14-06, 07:41 AM | Could someone create stats for Bentley and Gellana Mirrorshades from the Friendly Arm? And Kelddath Ormlyr, Taerom Fuiruim and Thalantyr from Beregost? They are described in the NPC Appendix in Volo's Guide to the Sword Coast. I know I ask for much but I need those for my huge Sword Coast project for the official polish D&D site (www.dnd.polter.pl). I know it's not much but I would give you all the credits and big, big thanks on our site. |
| Green Giant04-30-06, 12:09 AM | Here are the owners of the Friendly Arm Inn. Enjoy. :) Bentley Mirrorshade CR 14 Male Rock Gnome Illusionist 5/Rogue 4/Arcane Trickster 5 CG Small Humanoid (Gnome) Init +7; Senses low-light vision, Listen +5, Spot +3 Languages Common, Chondathan, Draconic, Dwarven, Goblin, Gnome, Illuskan, Terran, empathic link ----------------------------------------------------------------------------------------- AC 20, touch 17, flat-footed 16; +4 AC against giants, Dodge, uncanny dodge hp 68 (14 HD) Resist evasion Fort +10, Ref +16, Will +13; +2 on saves against illusions ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 silver rapier +13/+8 (1d4/18-20) Base Atk +7; Grp +3 Atk Options +1 on attacks against kobolds and goblinoids, sneak attack +4d6, impromptu sneak attack 1/day Special Actions ranged legerdemain 2/day Combat Gear potion of cure serious wounds x2, scroll: summon monster V (earth elemental), wand of web (21 charges) Wizard Spells Prepared (CL 10th; prohibited schools enchantment and necromancy): 5th–shadow evocation (DC 22), telekinesis (+12 attack, DC 20), teleport, wall of force 4th–arcane eye, greater invisibility, lesser globe of invulnerability, Otiluke’s resilient sphere (DC 19), solid fog 3rd–blink, dispel magic, fireball (DC 18), major image (DC 20), stinking cloud (DC 18) 2nd–detect thoughts (DC 17), fox’s cunning, glitterdust (DC 17), mirror image, resist energy, rope trick 1st–alarm, animate rope, color spray (DC 18), grease (DC 16), hold portal, magic missile, unseen servant 0–acid splash (+11 ranged touch), detect magic, ghost sound, mage hand, read magic Spell-Like Abilities (CL 1st): 1/day–dancing lights, ghost sound, prestidigitation (Will DC 11), speak with animals (burrowing animals only) ----------------------------------------------------------------------------------------- Abilities Str 10, Dex 19, Con 14, Int 20, Wis 13, Cha 13 SQ familiar, gnome traits, share spells, trap sense +1, trapfinding Feats Alertness{B} (if familiar within 5 ft.), Combat Casting, Dodge, Improved Iniative, Scribe Scroll{B}, Silent Spell, Spell Focus (illusion), Weapon Finesse Skills Bluff +6, Concentration +12 (+16 when casting defensively), Craft (alchemy) +12, Decipher Script +12, Diplomacy +10, Disable Device +12, Disguise +1 (+3 acting), Escape Artist +17, Gather Information +8, Hide +15, Intimidate +3, Knowledge (arcana) +15, Knowledge (local-Western Heartlands) +10, Listen +5, Move Silently +11, Open Lock +15, Profession (innkeeper) +7, Search +11, Sense Motive +8, Sleight of Hand +13, Spellcraft +17, Spot +3, Tumble +12 Possessions combat gear as well as Faeradd (+1 silver rapier), bracers of armor +3, cloak of resistance +3, gloves of dexterity +2, hat of disguise, ring of protection +2, vest of escape. 1,500 gp in coins, gems, jewelry, and merchandise. Spellbook spells prepared plus Bentley Mirrorshade knows many other wizard/sorcerer spells in the Player’s Handbook mostly illusion spells. Description A clever, pleasant, always alert, curly-haired innkeeper who has a habit of humming when deep in thought and of scratching his rather large nose when concerned. Note Bentley has the penalties and bonuses associated with middle age. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E) Baroaen the Sly, Ferret Familiar CR – N Tiny Magical Beast (augmented animal) Init +2; Senses low-light vision, scent; Listen +2, Spot +3 Languages empathic link, speak with master ----------------------------------------------------------------------------------------- AC 17, touch 14, flat-footed 15 hp 34 (14 HD) Resist improved evasion Fort +5, Ref +11, Will +10 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares), climb 20 ft. Melee bite +11 (1d3-4) Space 2-1/2 ft.; Reach 0 ft. Base Atk +7; Grp -1 Atk Options attach, deliver touch spells ----------------------------------------------------------------------------------------- Abilities Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5 Feats Weapon Finesse Skills Balance +10, Bluff +2, Climb +10, Concentration +10, Escape Artist +9, Hide +17, Intimidate -1, Listen +2, Move Silently +13, Search +5, Sense Motive +8, Spot +3, Tumble +10 Gellana Mirrorshade CR 10 Female Rock Gnome Cleric 10 of Garl Glittergold NG Small Humanoid (Gnome) Init +1; Senses low-light vision, Listen +7, Spot +5 Languages Celestial, Common, Chondathan, Dwarven, Gnome ----------------------------------------------------------------------------------------- AC 18, touch 12, flat-footed 16; +4 AC against giants hp 68 (10 HD) Fort +9, Ref +6, Will +14; +2 on saves against illusions ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 heavy mace +9/+4 (1d8+1) Base Atk +7; Grp +3 Atk Options +1 on attacks against kobolds and goblinoids Special Actions protective ward 1/day (touched subject gains +10 resistance bonus on next saving throw, max. duration 1 hour), spontaneous casting (cure spells), turn undead 5/day (+4, 2d6+12, 10th) Combat Gear potion of bear’s endurance, potion of shield of faith +3, scroll: dispel evil, scroll: protection from energy, vial of holy water x2 Cleric Spells Prepared (CL 10th; +1 caster level with illusion spells): 5th–flame strike (DC 20), mark of justice, spell resistance{D}, wall of stone 4th–death ward, greater resistance [SC], neutralize poison, spell immunity{D}, summon monster IV 3rd–create food and water, dispel magic, magic vestment, minor image{D}{I} (DC 19), searing light 2nd–aid, calm emotions (DC 17), hold person (DC 17), shield other{D}, silence{I}, status 1st–command (DC 16), comprehend languages, divine favor, endure elements, entropic shield, remove fear, sanctuary{D} 0–detect magic, detect poison, read magic, guidance, light, purify food and drink D: Domain spell. Deity: Garl Glittergold. Domains: Gnome, Protection I: Illusion spell Spell-Like Abilities (CL 1st): 1/day–dancing lights, ghost sound, prestidigitation (Will DC 12), speak with animals (burrowing animals only) ----------------------------------------------------------------------------------------- Abilities Str 10, Dex 13, Con 14, Int 15, Wis 21, Cha 15 SQ strong aura of good, gnome traits Feats Brew Potion, Combat Casting, Discipline, Lightning Reflexes Skills Concentration +14 (+18 when casting defensively), Craft (alchemy) +4, Diplomacy +10, Heal +13, Hide +5, Knowledge (arcana) +7, Knowledge (religion) +12, Knowledge (the planes) +3, Listen +7, Spellcraft +14, Spot +5 Possessions combat gear as well as +1 heavy mace, +1 mithral shirt, masterwork light steel shield, elixir of truth, holy symbol of faith +2, pearl of power (1st-level). 2,500 gp in coins, gems, jewelry, and religious items. Description None Note Gellana has the penalties and bonuses associated with middle age. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Spell Compendium (3.5E). Holy Symbol of Faith: The Holy Symbol of Faith is usually given to those faithful who have passed a great test and have proven themselves worthy to their deities. Besides functioning similarly as a holy symbol, it also provides a +2, +4, or +6 enhancement bonus to Wisdom and protects the wearer from any action or item that could adversely affect his alignment and his standing with his deity, including magical effects as a phylactery of faithfulness. Moderate divination and transmutation; CL 8th; Craft Wondrous Item, detect chaos, detect evil, detect good, detect law, owl’s wisdom; Price 5,500 gp (+2), 17,500 gp (+4), 37,500 gp (+6). |
| Atlas68904-30-06, 01:17 AM | If I could only bother you guys so much as maybe doing a few requests: Talatha Vaerovree of Innarlith Rai Guy Baerauble Alias Erevis Cale Jack Ravenwild Shuruppak Yamun Kahan Tempus thanks you! :D -Atlas |
| Verghityax04-30-06, 02:55 AM | Green Giant, thank you so very much :D |
| TYGRHobbes05-01-06, 07:29 PM | I'd like to request Faeryl Zauvirr and her mother Ssipriina Zauvirr from Ched Nasad. I didn't see them in either FR Characters thread. Thanks! |
| Verghityax05-06-06, 06:35 AM | Green Giant, Could You stat the (in)famous (probably epic now) wizard Shandalar? His 2nd edition stats are in Volo's Guide to the Sword Coast in NPC Appendix. |
| Sith_Lord_V05-11-06, 11:05 AM | As Kuje mentioned above as well as some unofficial stats I posted in the Realms NPC Characters (http://boards1.wizards.com/showthread.php?t=142994) thread. Countess Sarya and Lord Xhalh can be found on page 8. Lord Ryvvik Dlardrageth can be found on page 19. GG, can you please re-post these three NPC's stats, as the link to the other Thread is no longer working on aly level, even in the stickied area. Thanks ! |
| Green Giant05-11-06, 10:12 PM | GG, can you please re-post these three NPC's stats, as the link to the other Thread is no longer working on aly level, even in the stickied area. Thanks ! That's strange. I just tried the link in my sig and it worked just fine. I'll bump the other thread so you can find the NPC's easier. As for the requests others have made, hopefully I'll get some of them done this weekend. I was reluctant to post any since the boards were undergoing some changes and I would have to repost any NPCs when the new boards were up. But since that's no longer the case, I no longer have to worry about that. |
| basel05-12-06, 01:03 PM | Is it possible to stat Akhlaur the necromancer (mentionned in shining south and in the wizardwar)and if possible the spells, he used. |
| Sith_Lord_V05-12-06, 07:10 PM | That's strange. I just tried the link in my sig and it worked just fine. I'll bump the other thread so you can find the NPC's easier. As for the requests others have made, hopefully I'll get some of them done this weekend. I was reluctant to post any since the boards were undergoing some changes and I would have to repost any NPCs when the new boards were up. But since that's no longer the case, I no longer have to worry about that. Thank you very much Sir !! |
| Green Giant05-13-06, 08:51 PM | Here some requested NPCs of Beregost. Enjoy. :) Most Radiant of Lathander Kelddath Ormlyr CR 16 Male Tethyrian Human Cleric 16 of Lathander NG Medium Humanoid (human) Init +4; Senses Listen +8, Spot +8 Languages Celestial, Common, Chondathan, Elven, Illuskan ----------------------------------------------------------------------------------------- AC 26, touch 12, flat-footed 26 hp 91 (16 HD) Fort +13, Ref +7, Will +20 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) in armor; base 30 ft. Melee +2 holy heavy mace +17/+12/+7 (1d8+4) Base Atk +12; Grp +14 Atk Options feat of strength 1/day (+16 enhancement to Strength for 1 round) Special Actions protective ward 1/day (touched subject gains +16 resistance bonus on next saving throw, max. duration 1 hour), spontaneous casting (cure spells and spells with the light descriptor or the word light in its name), turn undead 6/day (+5, 2d6+19, 16th) Combat Gear potion of resist energy (fire) 10, oil of daylight, scroll: searing light, scroll: magic circle against evil, vial of holy water x2 Cleric Spells Prepared (CL 16th): 8th–antimagic field, fire storm (DC 26), holy aura (DC 26), mind blank{D} 7th–Bigby’s grasping hand{D}, control weather, destruction (DC 25), greater shield of Lathander [PGtF], holy word 6th–blade barrier (DC 24), greater dispel magic, heal, stoneskin{D}, summon monster VI 5th–break enchantment, dispel evil (DC 23), flame strike (DC 23), mark of justice, spell resistance{D}, wall of stone 4th–air walk, death ward, dismissal (DC 22), divination, divine power, neutralize poison, spell immunity{D} 3rd–invisibility purge, know vulnerabilities (DC 21) [SC], magic vestment{D}, prayer, remove disease, stone shape, weapon of impact [SC], wind wall 2nd–aid, bull’s strength{D}, calm emotions (DC 20), eagle’s splendor, enthrall (DC 20), hold person (DC 20), silence, status 1st–bless, command (DC 19), divine favor, endure elements, entropic shield, remove fear, sanctuary{D}, shield of faith 0–create water, detect magic, guidance x2, mending, read magic D: Domain spell. Deity: Lathander. Domains: Protection, Strength ----------------------------------------------------------------------------------------- Abilities Str 14, Dex 11, Con 12, Int 17, Wis 27, Cha 17 SQ strong aura of good Feats Combat Casting, Enlarge Spell, Improved Initiative, Initiate of Lathander, Leadership, Negotiator, Weapon Focus (heavy mace) Skills Concentration +20 (+24 when casting defensively), Diplomacy +23, Heal +18, Knowledge (arcana) +8, Knowledge (religion) +22, Knowledge (the planes) +11, Listen +8, Profession (farmer) +16, Sense Motive +15, Spellcraft +24, Spot +8 Possessions combat gear as well as Dawncaller (+2 holy heavy mace [sheds light]), +2 full plate, +2 heavy steel shield, cloak of resistance +2, periapt of wisdom +4, ring of protection +2, gold holy symbol (Lathander). 5,000 gp in coins, gems, jewelry, religious items, and investments. Description None Note Kelddath has the penalties and bonuses associated with middle age. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Spell Compendium (3.5E). Taerom “Thunderhammer” Fuiruim CR 1 Male Chondathan Human Fighter 1/Expert 1 NG Medium Humanoid (human) Init +0; Senses Listen +4, Spot +4 Languages Common, Chondathan, Illuskan ----------------------------------------------------------------------------------------- AC 15, touch 10, flat-footed 15 hp 25 (2 HD) Fort +5, Ref +0, Will +6 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) in armor; base 30 ft. Melee masterwork iron staff +5 (1d8+4) Base Atk +1; Grp +4 Atk Options Power Attack Combat Gear potion of cure moderate wounds ----------------------------------------------------------------------------------------- Abilities Str 17, Dex 11, Con 17, Int 13, Wis 18, Cha 13 Feats Power Attack, Skill Focus (Craft [armorsmithing]), Toughness Skills Climb +1, Craft (armorsmithing) +9, Craft (blacksmithing) +6, Craft (metalworking) +6, Intimidate +5, Jump +1, Listen +4, Spot +4 Possessions combat gear as well as masterwork iron staff (treat as heavy mace), masterwork chainmail, masterwork artisan’s tools, fancy smithy workshop (see Stronghold Builder’s Guidebook). Description A burly giant standing 7 feet tall with shoulders almost 4 feet wide. He has chestnut hair and sports mutton-chop whiskers with gray and white. Note Taerom has the penalties and bonuses associated with middle age. Bonuses derived from tools and smithy not included in skills. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E) Thalantyr the Conjurer CR 17 Male Chondathan Human Wizard 17 NG Medium Humanoid (human) Init +2; Senses permanent darkvision, see invisibility; Listen +4, Spot +4 Languages Chondathan, Common, Draconic, Dwarven, Elven, Giant, Illuskan, Orc, permanent comprehend languages ----------------------------------------------------------------------------------------- AC 21, touch 16, flat-footed 19 hp 61 (17 HD) Fort +8, Ref +9, Will +18 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee staff of power +10/+5 (1d6+2) Base Atk +8; Grp +8 Combat Gear potion of barkskin +3, potion of cure serious wounds x2, scroll: limited wish, scroll: acid fog, wand of ice storm (7 charges) Wizard Spells Prepared (CL 17th, +19 to overcome SR): 9th–summon monster IX 8th–discern location, polar ray (+10 ranged touch) 7th–greater scrying (DC 24), greater teleport, ironguard [SC], prismatic spray (DC 24) 6th–chain lightning (DC 23), disintegrate (+10 ranged touch; DC 23), greater dispel magic, mass suggestion (DC 23), summon monster VI 5th–baleful polymorph (DC 22), cloudkill (DC 22), prying eyes, telekinesis, wall of force 4th–enervation, Evard’s black tentacles (+25 grapple), greater invisibility, polymorph, wall of fire 3rd–dispel magic, fireball (DC 20), hold person (DC 20), lightning bolt (DC 20), protection from energy, summon monster III 2nd–cat’s grace, daze monster (DC 19), detect thoughts (DC 19), Melf’s acid arrow, protection from arrows, scorching ray (+10 ranged touch) 1st–color spray (DC 18), feather fall, magic missile, obscuring mist, ray of enfeeblement (+10 ranged touch), shield 0–detect magic, ray of frost (+10 ranged touch), read magic, resistance ----------------------------------------------------------------------------------------- Abilities Str 10, Dex 14, Con 12, Int 24, Wis 18, Cha 15 SQ summon familiar (none) Feats Arcane Manipulation, Augment Summoning, Bullheaded, Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Quicken Spell, Scribe Scroll{B}, Spell Penetration, Spell Focus (conjuration) Skills Appraise +12, Concentration +21 (+25 when casting defensively), Craft (alchemy) +17, Decipher Script +24, Knowledge (arcana) +27, Knowledge (architecture and engineering) +15, Knowledge (dungeoneering) +15, Knowledge (history-Netheril) +24, Knowledge (the planes) +19, Listen +4, Search +12 (+14 with secret or hidden doors), Spellcraft +29, Spot +4 Possessions combat gear as well as staff of power (14 charges), bracers of armor +5, headband of intellect +2, ring of protection +2, nugget of adamantine (for ironguard spell) worth 100 gp, a mirror 2’ x 4’ (for greater scrying spell) worth 1,000 gp. Thalantyr is also owner of High Hedge, an estate in Beregost. It contains a dark, turreted stone house overgrown with pines and a fishpond behind it. It is guarded by a fiercely loyal mated pair of griffons and a bound invisible stalker that spies and delivers things for Thalantyr. 1,000 gp in coins, gems, jewelry, and material components. Spellbook spells prepared plus Thalantyr knows many of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. Description Thalantyr is a courtly man never found without his black staff. Note Thalantyr has the penalties and bonuses associated with middle age. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Lost Empires of Faerun (3.5E), and Spell Compendium (3.5E) |
| Prince Etharion05-15-06, 03:22 PM | The Year of the Rogue Dragon I have just finished reading the third and final installment of this triology. I will not spoil it for anyone but I thought that THE RUIN was the best one. The characters are superb and I am now considering creating a campaign based around the triologies events. Please read and let me know your thoughts on the first two NPC's. These are after the triology ends. Brimstone:Male Advanced Vampiric Smoke Dragon Necromancer14; CR 25; Huge Undead (Air,Fire); HD 18d12 (Dragon) , 15d12 (Wizard) ; hp 314; Init + 12; Spd 40, Fly, Good 120; AC 33; Atk +33 (2d6+10, Bite) and +31 (1d8+5, 2 Claw) and +30 (2d8+5, Tail Slap); SA: Breath Weapon (Su) , Children of the Night (Su) , Create Spawn (Su) , Dominate Person (Su) , Energy Drain (Su) , Blood Drain (Ex) ; SQ: Darkvision (Ex): 60 ft., Immunity: Fire (Ex), Immunity: Paralysis (Ex), Immunity: Sleep Effects (Ex), Low-light Vision (Ex), Vulnerability: Cold (Ex), Resistance: Turn (Ex): +4, Resistance: Cold (Ex): 10, Gaseous Form (Su), Damage Reduction (Su): 10/Magic, Damage Reduction (Su): 10/Silver, Spider Climb (Ex), Resistance: Electricity (Ex): 10, Alternate Form (Su), Fast Healing (Ex): 5, Racial Traits: Undead; AL NE; SV Fort + 18, Ref + 28, Will + 26; STR 30, DEX 26, CON --, INT 24, WIS 20, CHA 25. Possessions: Magic: Ring of Protection +5; Ring of Spell-Battle. Skills: Bluff + 8, Concentration + 30, Craft (Alchemy) + 19, Decipher Script + 32, Diplomacy + 8, Escape Artist + 11, Gather Information + 13, Hide + 33, Jump + 16, Knowledge (Arcana) + 32, Knowledge (Religion) + 13, Knowledge (The Planes) + 16, Knowledge (Undead) + 16, Listen + 34, Move Silently + 35, Search + 16, Speak Language + 4, Spellcraft + 39, Spot + 17, Tumble + 13, Use Magic Device + 22. Feats: Alertness, Automatic Still Spell, Combat Reflexes, Delay Spell, Dodge, Eschew Materials, Heighten Spell, Ignore Material Components, Improved Critical: Bite, Improved Initiative, Intensify Spell, Lightning Reflexes, Multiattack, Quicken Spell, Reach Spell, Repeat Spell, Scribe Scroll, Spell Focus: Conjuration, Spell Focus: Necromancy, Spell Mastery(7), Twin Spell, Weapon Focus: Bite, Weapon Focus: Claw. Caster Level 15 or 16 for Necromantic spells Spells Prepared (Wiz 5/7/7/7/6/6/5/4/2 Dc17 or Dc19 for Nec spells + spell level): . Dorm Male Half-Iron Golem/Human Ftr8/Dsly8; CR 19; Medium Humanoid ; HD 8d10+48 (Fighter) , 8d10+48 (Dragonslayer) ; hp 191; Init + 2; Spd 20; AC 32; Atk +32/+27/+22/+17 (2d6+21, +3 Greatsword); SA: Breath Weapon (Su) ; SQ: Vulnerability: Rust (Ex), Immunity: Magic (Ex), +2 Racial Bonus on Fortitude Saves; AL N; SV Fort + 18, Ref + 8, Will + 12; STR 33, DEX 14, CON 22, INT 12, WIS 14, CHA 8. Possessions: Weapons: +3 Greatsword: Keen. Armor: +4 Breastplate. Skills: Climb + 13, Craft (Armorsmithing) + 4, Craft (Blacksmithing) + 3, Craft (Weaponsmithing) + 1, Gather Information + 3, Handle Animal + 1, Heal + 3, Intimidate + 14, Jump + 5, Knowledge (Arcana) + 2, Knowledge (The Planes) + 2, Knowledge (Undead) + 2, Listen + 4, Ride + 9, Speak Language + 1, Spellcraft + 2, Spot + 4, Survival + 6, Tumble + 8, Use Magic Device + 0. Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Cleave, Dodge, Greater Weapon Focus: Greatsword, Improved Critical: Greatsword, Iron Will, Lightning Reflexes, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Greatsword, Weapon Focus: Longsword, Weapon Specialization: Greatsword. For those that have read the final book I would like your thoughts on the following NPC's before I convert them and also what level would you put the campaign at... I was thinking of starting at about 10th-12th progrssing up to early epic levels. Raryn - Male Artic Dwarf - Ftr4/Rgr9/Dsly2 CR15 Taegan - Male Averiel Elf - Sor3/Ftr4/BldS7/Dsly1 CR15 Jivex - Male Faerie Dragon - Advanced to HD6 with Sor3 CR7 Pavel - Male Human - Clr11/Dsly2 CR13 Stival - Male Human - Ftr7/Dsly1 CR8 Madislak - Male Human - Druid22* CR22 * due to the spell that he casts Nexus - Male Great Wyrm Gold Dragon - instead of having Sor levels as a normal Gold Dragon I was thinking of changing these to Wizard levels plus adding Wiz3/Acm5 to give Wiz22/Acm5. CR35 Baerimel - Female Human - Wiz13/Acm1 CR14 Tamarand - Advanced Great Wyrm Gold Dragon - HD50 - CR29 Firefingers - Male Human - Wiz16/Acm3 CR19 Karasendrieth - Female Young Adult Song Dragon - instead of clerical levels replace them with Bard levels also add 4 additional bard levels to make Bard11 - CR17 Sammaster - Human Male Lich - Wiz16/WoP10/Acm5 - CR33 - I was thinking not as powerful as either Larloch but about the same as Sazz Tam |
| FireHeart05-18-06, 05:01 PM | Hi! I'm trying to find updated (3.5) stats for Felibarr Blacklance Sir Rivaldo Sabbas They are all from the Marco Volo 2E adventures. I've checked my books, and the two NPC threads and didn't see these guys listed. Can anyone help? Thank you! ~Fireheart |
| Green Giant05-20-06, 06:41 PM | Here is another requested NPC. Enjoy. :) Shandalar CR 25 Male Halruaan Human Wizard 20/Halruaan Elder 3/Archmage 2 CN Medium Humanoid (human) Init +4; Senses permanent arcane sight, darkvision; Listen +3, Spot +3 Languages Chondathan, Common, Dambrathan, Draconic, Elven, Goblin, Halfling, Halruaan, Illuskan, Tashalan ----------------------------------------------------------------------------------------- AC 21, touch 13, flat-footed 21 hp 114 (25 HD) Immune electricity Resist evasion Fort +12, Ref +11, Will +23 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee rod of thunder and lightning +8/+3 (1d6) Base Atk +12; Grp +10 Atk Options mastery of elements Combat Gear 3 doses of mushroom powder, potion of barkskin +2, potion of cure serious wounds x2, scroll: scrying, scroll: summon monster VIII, scroll: wall of force, wand of lightning bolt (5th) (21 charges) Wizard Spells Prepared (CL 25th, +27 to overcome SR): 10th–quickened, empowered cone of cold (DC 24) 9th–foresight, meteor swarm (DC 28), time stop, wail of the banshee (DC 27) 8th–lightning ring (DC 26) [SC], mind blank, power word stun, screen 7th–control weather, finger of death (DC 25), insanity (DC 25), project image, spell turning 6th–cacophonic shield (DC 25), chain lightning (DC 25), control water, globe of invulnerability, greater dispel magic 5th–ball lightning (DC 24) [SC], hold monster (DC 23), overland flight, teleport 4th–charm monster (DC 22), ice storm, lightning fog (DC 22) [SS], shout (DC 23), stone shape, wall of ice 3rd–dispel magic, fireball (DC 22), protection from energy, sleet storm, summon monster III, wind wall 2nd–blur, cat’s grace, detect thoughts (DC 20), glitterdust (DC 20), gust of wind (DC 21), protection from arrows 1st–endure elements, feather fall, magic missile x2, obscuring mist, shield 0–electric jolt (+12 ranged touch), mage hand, mending, read magic ----------------------------------------------------------------------------------------- Abilities Str 7, Dex 10, Con 13, Int 26, Wis 17, Cha 14 SQ adroit casting (Empower Spell), circle link, spell power +1, summon familiar (none) Feats Combat Casting, Craft Rod, Craft Wondrous Item, Empower Spell, Halruaan Adept, Improved Iniative, Improved Spell Capacity, Improved Toughness, Quicken Spell, Scribe Scroll{B}, Signature Spell (lightning bolt){B}, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Spell Penetration, Spell Thematics (lightning) Skills Concentration +29 (+33 when casting defensively), Craft (alchemy) +28, Decipher Script +18, Diplomacy +9, Knowledge (arcana) +36, Knowledge (architecture and engineering) +24, Knowledge (dungeoneering) +13, Knowledge (geography) +19, Knowledge (history-Halruaa) +24, Knowledge (nature) +24, Knowledge (the planes) +19, Listen +3, Profession (herbalist) +15, Profession (pilot) +15, Search +13 (+15 with secret or hidden doors), Sense Motive +8, Spellcraft +46, Spot +3 Possessions combat gear as well as rod of thunder and lightning, amulet of health +4, belt of many pockets, bracers of armor +8 with spell resistance 13, ring of evasion, ring of protection +3, vest of resistance +3. Shandalar is also owner of Stormrod, a Halruaan skyship moored in Ulgoth’s Beard. Its upper decks have been rebuilt into a series of balconies, hanging gardens, gabled rooms, and lightning rods. A small stone hut lies beneath Shandalar’s skyship which leads to an extensive network of caverns filled with mushrooms he cultivates for sale, treasure he hides for powerful pirates and outlaws, and a gate leading to an unknown destination. All of these are guarded by myconids and a swarm of mechanical spiders. 5,000 gp in coins, gems, jewelry, and mushrooms. Spellbook spells prepared plus Shandalar knows many of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. His spellbooks are protected by resist energy (minor). Description Shandalar is an eccentric mage which most belief to be insane. He has trained his three daughters, Delorna, Helshara, and Ithmeera into wizards of great skill. Note Shandalar has the penalties and bonuses associated with old age. He sells and is addicted to mushroom powder (see Book of Vile Darkness). Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Shining South (3.5E), Complete Arcane (3.5E), and Spell Compendium (3.5E) |
| Verghityax05-21-06, 08:33 AM | Green Giant, you're great :D So maybe now for some Baldur's Gate NPCs? ;) Here's the request list. I will be grateful for any of these (and they are all described in the NPC Appendix in Volo's Guide to the Sword Coast): "Lady" Alyth Elendara Aundegul Shawn Felogyr Sonshal Halbazzer Drin Ithtyl Calantryn Krammoch Arkhstaff Lonthalin Mintar Nantrin Bellowglyn Ragefast Ramazith Flamesinger Talessyr Tranth |
| Master Sylvius05-22-06, 08:07 AM | Wonderfull work! Truely! Since you seem to have WAY more information than I can seem to gather. Do you have any idea of Queen Amlaruil's stats? |
| ramblin_chimp2.005-30-06, 05:16 PM | With the War of the Spider queen over and now that i finally got the Underdark acessory, i decided to update and redue the my older stats for Jalnyfein. enjoy Jalnyfein "The Spider Mage": Male Drow Wizard 17/Archmage 3/Arachnomancer 4*; CR 25; Medium-Size Humanoid; HD 24d4+32; hp 90; Init +2; Spd 30 ft; AC 20 (touch 16, flat-footed 14); Base Atk +7; Grp +10; Atk +13 melee (1d3+3/19-20, +3 dagger); Face/Reach 5 ft./5 ft.; SA Spells, Spell-Like Abilities; SQ Drow Racial Traits, Archmage High Arcana, Arachnomancer Special Features, Contingency; AL CN; SV Fort +11, Ref +13, Will +19; Str 12, Dex 16, Con 14, Int 26, Wis 18, Cha 16 Skills and Feats: Bluff +13, Concentration +28 (+32 when casting defensively), Craft (Alchemy) +20, Decipher Script +15, Diplomacy +10, Intimidation +8, Knowledge (Arcana) +35, Knowledge (Dungeoneering) +18, Knowledge (History-Menzoberranzan) +13, Knowledge (Local-Menzoberranzan) +17, Knowledge (Religion) +15, Knowledge (The Planes) +24, Listen +15, Move Silently +11, Search +16 (+18 with hidden or secret doors), Speak Language (Elven, Undercommon, Common, Apyssel, Draconic, Drow Sign Language, Orc, Gnome, Goblin, Lorross, Illusken), Spellcraft +40, Spot +14; Combat Casting, Craft Contingent Spell, Craft Wondrous Item, Empower Spell, Alertness, Spell Penetration, Silent Spell, Quicken Spell, Greater Spell Penetration, Craft Wand, Skill Focus (Spellcraft), Scribe Scroll, Brew Potion, Extradimensional Spell. Special Qualities: Drow 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; darkvision 120 ft.; immune to sleep; SR 35; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; spell-like abilities-dancing lights, darkness, faerie fire; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier, short sword, and hand crossbow. Archmage High Arcana: Mastery of Energy, Mastery of Shaping, Spell-Like Ability-summon swarm. Arachnomancer Special Features: Speak with Spiders, Spiderform, Poison Touch, Spider Magic, Command Spiders. Contingent spell (Maximized Twined magic missile) when pinky is broken. Wizard Spells Prepared (4/7/6/7/6/6/6/5/5/5; base DC = 23 + spell level) Possessions: ring of protection +6, Jalnyfeins Spider Mask, rod of absorption, drow boots of elvenkind, greater pwafawi, +3 dagger, wand of magic missiles (empowered, 23rd level caster). As a master of Sorcere and perhaps the most powerful wizard in Menzobarranzen, Jalnygeins collection of magical items, potions, spellbooks, and artifacts rivals, if not exceeds, that of such powerful figures such as Gromph Baenre and Dyrr the Lichdrow. Jalnyfeins Spider Mask: created by Jalnyfein to hide his true identity from the matron mothers of Menzobarrenzen and his fellow masters of Sorcere. Jalnyfeins spider mask is shaped like the face of a drow and made out of mithril. It extributes the abilities of a spider mask as detailed in the Underdark Ascessory with the following benefits. The Wearer of the mask is continuously under the affects of a mind blank spell and a true seeing spell. The Wearer can also use eyebite 3/day as the spell. Strong Abjuration, Conjuration, and Transmutation; CL 18th; Craft Wonderous Item, darkvision, neutralize poison, mind blank, true seeing, eyebite; price 50,000 gp; Weight 1 lb. *due to a change in alignment, Jalnyfein no longer meets the requirements for the Arachnomancer prestige class and can no longer progress in the class |
| Verghityax06-09-06, 05:43 AM | Green Giant, I don't mean to be somehow rude but there are some Cormyrean NPC's I need for my current project and I would be extremely grateful if You could state them :D One of them is Oversword Faril Laheralson from Thunderstone and Wangle Towerstruck the Harper agent, also from Thunderstone. 2nd ed. stats of both of them are in the "Bad Neighbor Policy" module in "Four From Cormyr". The last NPC I need is Rayanna the Rose - the leader of Red Ravens mercenary company though she hasn't been stated anywhere. There's only some info on her in "Gold & Glory" supplement. |
| Steropes06-09-06, 07:53 AM | Is there some where stats for Robillard? Or other Harpells than Malchor? |
| VonRaventheDaring06-09-06, 10:48 AM | Any one know of, or have the stats for Kimuriel Oblodra? I know he is a 2nd edition psion from the books, at least thats how he is written, and i think he is a cleric of Lolth as well, but i would love to find his stats. |
| GothicDan06-09-06, 01:26 PM | He was a Psionicist; slight difference. In 2E, all Psionicists cast off of a combo. of Wisdom and Intelligence. |
| VonRaventheDaring06-11-06, 11:40 PM | You don't have his stats do you GothicDan, master of all types of forgotten lore? |
| GothicDan06-11-06, 11:47 PM | I'm hardly a Master, but thanks anyway. As for his stats, I do not believe they were ever printed. |
| DOKS_DM_Bill06-12-06, 02:27 PM | Does aanyone know the stats of him. In the FRCS it says 18th level wizard. I'm asking for more. Please! |
| Green Giant06-14-06, 07:11 PM | Here are some requested NPCs from the Marco Volo Adventure Trilogy. Enjoy. :) Marcus “Marco Volo” Wands CR 7 Male Tethyrian Human Bard 7 CN Medium Humanoid (Human) Init +3; Senses Listen +3, Spot -2 Languages Chondathan, Common, Dwarven, Elven ----------------------------------------------------------------------------------------- AC 17, touch 13, flat-footed 14; Dodge hp 41 (7 HD) Fort +5, Ref +9, Will +4 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee +1 rapier +9 (1d6+1/18-20) Base Atk +5; Grp +5 Atk Options Blind-Fight Special Actions bardic music 7/day (suggestion [DC 17], inspire competence, inspire courage +1, fascinate 3 creatures, countersong) Combat Gear potion of shield of faith +2, scroll of sleep Bard Spells Known (CL 7th): 3rd (1/day)–dispel magic, glibness 2nd (3/day)–eagle’s splendor, mindless rage (DC 16) [SC], mirror image, sound burst (DC 16) 1st (4/day)–alarm, cure light wounds, disguise self, expeditious retreat 0 (3/day)–detect magic, mage hand, open/close, prestidigitation, read magic, summon instrument ----------------------------------------------------------------------------------------- Abilities Str 11, Dex 16, Con 15, Int 14, Wis 6, Cha 18 SQ bardic knowledge +9 Feats Blind-Fight, Dodge, Smooth Talk, Weapon Finesse Skills Balance +5, Bluff +11, Climb +5, Diplomacy +16, Disguise +11 (+13 acting), Gather Information +9, Jump +2, Knowledge (arcana) +7, Listen +3, Move Silently +8, Perform (dance) +9, Perform (sing) +14, Perform (string instrument) +11, Profession (sailor) +3, Sleight of Hand +10, Spellcraft +11, Spot –2, Tumble +10 Possessions combat gear plus mithral shirt, +1 rapier, boots of elvenkind, vest of resistance +1. 200 gp in coins, gems, and jewelry. Description A tall, spare man who moves with the grace of an acrobat, Marcus Wands can usually be found dressed in a fanciful doublet and hose. Note Skills modified by magic items. Sources Marco Volo Adventure Trilogy (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), and Spell Compendium (3.5E). Sabbas/Sabbar CR 17 Male Chondathan Human Wizard 10/Planeshifter 7 CE Medium Humanoid (human) Init +0; Senses permanent see invisibility; Listen +1, Spot +1 Languages Abyssal, Chondathan, Common, Draconic, Dwarven, Elven, Illuskan, Infernal, Orc, telepathy 100 ft. ----------------------------------------------------------------------------------------- AC 22, touch 12, flat-footed 22 hp 17 (17 HD) Immune natural planar effects Fort +8, Ref +8, Will +13 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee staff of power +8/+3 (1d6) or dagger of venom +7/+2 (1d4-1/19-20) Base Atk +8; Grp +6 Special Actions grant planar survival (7 creatures), morphic stability 210 ft. Combat Gear potion of bear’s endurance, potion of shield of faith +2, potion of cure serious wounds x2, scroll of teleport Wizard Spells Prepared (CL 17th, +19 to overcome SR): 8th–incendiary cloud (DC 25) 7th–finger of death (DC 24), power word blind, prismatic spray (DC 25) 6th–antimagic field, chain lightning (DC 24), circle of death (DC 23), stone to flesh 5th–baleful polymorph (DC 22), cloudkill (DC 22), cone of cold (DC 23), feeblemind (DC 22), summon monster V 4th–animate dead, confusion (DC 21), fear (DC 21), ice storm, wall of fire 3rd–dispel magic, fireball (DC 21) x2, haste, hold person (DC 20), protection from energy 2nd–darkness, detect thoughts (DC 19), false life, flaming sphere (DC 20), fog cloud, fox’s cunning 1st–feather fall, magic missile x3, ray of enfeeblement (+8 ranged touch), sleep (DC 18) 0–detect magic, message, ray of frost (+8 ranged touch), resistance Spell-Like Abilities (CL 17th): 7/day–analyze portal 1/day–plane shift ----------------------------------------------------------------------------------------- Abilities Str 7, Dex 10, Con 1, Int 24, Wis 12, Cha 8 SQ control planar flux (+4 caster level w/dimensional anchor and dismissal spell), summon familiar (none) Feats Combat Casting, Craft Wondrous Item, Empower Spell, Great Fortitude, Improved Toughness, Practiced Spellcaster, Scribe Scroll{B}, Spell Focus (evocation), Spell Penetration, Transdimensional Spell Skills Concentration +15 (+19 when casting defensively), Craft (alchemy) +20, Craft (calligraphy) +14, Decipher Script +17, Diplomacy +6, Intimidate +9, Knowledge (arcana) +27, Knowledge (religion) +17, Knowledge (the planes) +24, Listen +1, Profession (astrology) +8, Ride (horse) +7, Search +17, Spellcraft +29, Spot +1, Survival +1 (+3 on other planes) Possessions combat gear as well as dagger of venom, amulet of the planes, bracers of armor +10, robe of stars, staff of power (25 charges). At least 20,000 gp in coins, gems, jewelry, and material components to pay bounty on Volo. Spellbook spells prepared plus Sabbas/Sabbar knows many of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. His spellbooks are protected by resist energy (minor). Description Unknown Note Sabbas/Sabbar has the penalties and bonuses associated with venerable age. Sources Marco Volo Adventure Trilogy (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E), Complete Warrior (3.5E), and Manual of the Planes (3E). Felibarr Blacklance CR 12 Male Chondathan Human Sorcerer 8/Mage-Killer 4 CE Medium Humanoid (human) Init +1; Senses Listen +1, Spot +1 Languages Chondathan, Common, Elven, Goblin, Orc ----------------------------------------------------------------------------------------- AC 14, touch 11, flat-footed 13 hp 67 (12 HD) Fort +6, Ref +6, Will +10 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork dagger +9/+4 (1d4+2/19-20) Base Atk +6; Grp +8 Combat Gear potion of cure serious wounds, wand of fireball (5th) (16 charges) Sorcerer Spells Known (CL 12th): 6th (3/day)–summon monster VI 5th (5/day)–blacklance* (DC 19), teleport 4th (6/day)–Evard’s black tentacles, lesser globe of invulnerability, phantasmal killer (DC 17) 3rd (7/day)–blink, dispel magic, fireball (DC 17), slow 2nd (7/day)–eagle’s splendor, invisibility, knock, Melf’s acid arrow (+7 ranged touch), minor image 1st (7/day)–burning hands (DC 15), feather fall, magic missile, mount, shield 0 (6/day)–acid splash (+7 ranged touch), daze, detect magic, electric jolt (+7 ranged touch), mage hand, message, ray of frost (+7 ranged touch), read magic, resistance ----------------------------------------------------------------------------------------- Abilities Str 14, Dex 12, Con 17, Int 17, Wis 12, Cha 17 SQ improved saves (+1 Fort and Ref saves), summon familiar (none) Feats Augment Summoning{B}, Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency (lance), Spell Focus (evocation){B} Skills Bluff +14, Concentration +18 (+22 when casting defensively), Craft (alchemy) +21, Gather Information +10, Intimidate +12, Knowledge (arcana) +18, Knowledge (architecture and engineering) +7, Listen +1, Profession (herbalist) +9, Spellcraft +20, Spot +1 Possessions combat gear as well as masterwork dagger, amulet of natural armor +3, gem of seeing. Description Felibarr is skeletally thin, sporting a small black beard and deep-set eyes. Sources Marco Volo Adventure Trilogy (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Magic of Faerun (3E). Blacklance Evocation Level: Sor/Wiz 5 Component: V, S Casting Time: 1 standard action Range: Medium (100 ft + 10 ft./level) Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes A lance of pure black energy streaks from your fingertips toward the target you chose. Felibarr’s prized spell, from which he chose his surname, is a spear of black energy tapped from the Negative Energy Plane. The lance deals 1d4 points of negative energy damage per caster level (maximum 20d4) to the primary target. After it strikes, the lance can leap to a number of secondary targets equal to your caster level (maximum 12). The secondary spears each strike one target and deal half as much damage as the primary one did (rounded down). For example, a 12th-level sorcerer generates a primary lance (12d4 points of damage) and as many as twelve secondary spears (each of which deals half as much damage as the primary lance dealt). Each target can attempt a Fortitude saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Undead targeted by the spell are healed a like amount of damage. A target under the effects of a death ward spell or effect is protected from the negative energy damage. Sir Rivaldo CR 9 Male Tethyrian Human Aristocrat 10 N Medium Humanoid (Human) Init +0; Senses Listen +4, Spot +4 Languages Chondathan, Common ----------------------------------------------------------------------------------------- AC 15, touch 10, flat-footed 15 hp 58 (10 HD) Fort +4, Ref +3, Will +6 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +2 longsword +12/+7 (1d8+4/19-20) Base Atk +7; Grp +9 Atk Options Cleave, Mounted Combat, Power Attack, Ride-By Attack Combat Gear potion of cure moderate wounds x2 ----------------------------------------------------------------------------------------- Abilities Str 15, Dex 11, Con 12, Int 10, Wis 9, Cha 8 Feats Cleave, Mounted Combat, Power Attack, Ride-By Attack, Weapon Focus (longsword) Skills Bluff +9, Diplomacy +8, Handle Animal +4, Intimidate +11, Knowledge (nobility and royalty) +10, Listen +4, Ride (horse) +12, Spot +4, Swim +1 Possessions combat gear plus masterwork breastplate, +2 longsword, bag of holding (type II). 500 gp in coins, gems, and jewelry. Description Unknown Note Skills modified by armor. Sources Marco Volo Adventure Trilogy (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). |
| Green Giant06-14-06, 07:35 PM | Does aanyone know the stats of him. In the FRCS it says 18th level wizard. I'm asking for more. Please! I posted a version of him in the original Realms NPC Characters thread. He can be found on page 42. The link is in my sig. |
| Atlas68906-21-06, 09:15 PM | Well i put in a request a while back possibly a few months ago but it never got mentioned or done, I'm sure u guys have a lot on ur plate and i dont blame u for this i just wanted to simply remind u of it and maybe change a few things around as of now i have been able to find some of my old requests but gathered up newer ones, as of yet the list is: Talatha Vaerovree of Innarlith Baerauble of Cormyr Jack Ravenwild from City of Ravens Araevin Teshurr from The Last Mythal Seiveril Miritar from The Last Mythal Ilsevele Miritar from The Last Mythal Fflar Starbrow Melruth from The Last Mythal Maresa Rost from The Last Mythal Grayth Holmfast from The Last Mythal Athrogate from Promise of the Witch-King Calihye from Promise of the Witch-King If i shall be ignored once again im fine with that as im just another schmuck in the road but if my stuff is on a very long list of requests, i would like to be told so, and if u even do get around to doing some, one, or all of the requests that would be very much appreciated. I did not mean to be rude in this post but if u were so offended im sorry! Tempus thanx you. -Atlas |
| Ilithar Starspiral06-22-06, 06:50 AM | Well i put in a request a while back possibly a few months ago but it never got mentioned or done, I'm sure u guys have a lot on ur plate and i dont blame u for this i just wanted to simply remind u of it and maybe change a few things around as of now i have been able to find some of my old requests but gathered up newer ones, as of yet the list is: Talatha Vaerovree of Innarlith Baerauble of Cormyr Jack Ravenwild from City of Ravens Araevin Teshurr from The Last Mythal Seiveril Miritar from The Last Mythal Ilsevele Miritar from The Last Mythal Fflar Starbrow Melruth from The Last Mythal Maresa Rost from The Last Mythal Grayth Holmfast from The Last Mythal Athrogate from Promise of the Witch-King Calihye from Promise of the Witch-King If i shall be ignored once again im fine with that as im just another schmuck in the road but if my stuff is on a very long list of requests, i would like to be told so, and if u even do get around to doing some, one, or all of the requests that would be very much appreciated. I did not mean to be rude in this post but if u were so offended im sorry! Tempus thanx you. -Atlas A lot of these may not be able to be made. If I've read the rules correctly, if the characters levels are not in an adventure or campaign book, then they cannot be posted. Not only that, I don't think characters that appear only in novels can be posted either. So don't be surprised if your requests can't be done. You did make a good list though. I would love to seem them stated out as well. But, alas, it may not be written in the stars for that to happen. |
| Monch906-22-06, 07:15 AM | Hi, Fflar is in the original Realms NPC Characters thread. As for the others from the Last Mythal Series, Rich Baker gave a rough estimate in levels in the Candlekeep Forums. Check out the book club section (beware spoilers). Look under the final gate, chapters 15-18 & Epilogue. You can stat them on your own from his guidelines. Monch |
| Zireael06-22-06, 12:44 PM | I think I posted Baerauble in original thread if my memory is right. |
| Green Giant06-22-06, 07:31 PM | Well i put in a request a while back possibly a few months ago but it never got mentioned or done, I'm sure u guys have a lot on ur plate and i dont blame u for this i just wanted to simply remind u of it and maybe change a few things around as of now i have been able to find some of my old requests but gathered up newer ones, as of yet the list is: Talatha Vaerovree of Innarlith Baerauble of Cormyr Jack Ravenwild from City of Ravens Araevin Teshurr from The Last Mythal Seiveril Miritar from The Last Mythal Ilsevele Miritar from The Last Mythal Fflar Starbrow Melruth from The Last Mythal Maresa Rost from The Last Mythal Grayth Holmfast from The Last Mythal Athrogate from Promise of the Witch-King Calihye from Promise of the Witch-King If i shall be ignored once again im fine with that as im just another schmuck in the road but if my stuff is on a very long list of requests, i would like to be told so, and if u even do get around to doing some, one, or all of the requests that would be very much appreciated. I did not mean to be rude in this post but if u were so offended im sorry! Tempus thanx you. -Atlas Forgive me Atlas but I've been very busy with work lately and I haven't had much time to do anything except read the books and magazines I've been getting. Even then, I'm behind in NPCs and reading. I've got 11 2e boxed sets to go through as well as Fiendish Codex I and Mysteries of Moonsea. Most of the NPCs you've asked for, as has been mentioned before, are not allowed to be posted. As for some of the other ones, they already have official stats and I don't post stats on those NPCs whether 3e or 3.5e. In fact if any NPC I've posted is given official stats, I remove him/her/it from my list. Talatha Vaerovree of Innarlith - has official 3e stats in Magic of Faerun Baerauble of Cormyr - Unknown to me but seems to me he can't be posted per novel rules. Jack Ravenwild - has official 3e stats in Dragon #278 Araevin Teshurr - NPC has appeared in novels only. Can't be posted per novel rules. Seiveril Miritar - NPC has appeared in novels only. Can't be posted per novel rules. Ilsevele Miritar - NPC has appeared in novels only. Can't be posted per novel rules. Fflar Starbrow Melruth - NPC is in the original Realms NPC Characters thread on page 19. Link is in my sig. Maresa Rost - NPC has appeared in novels only. Can't be posted per novel rules. Grayth Holmfast - NPC has appeared in novels only. Can't be posted per novel rules. Athrogate - NPC has appeared in novels only. Can't be posted per novel rules. Even then I haven't read the novel. Calihye - NPC has appeared in novels only. Can't be posted per novel rules. Even then I haven't read the novel. Your earlier post had other NPCs that don't appear in this new list. Rai Guy - Unknown to me. :confused: Alias - has stats which I consider to be official in Realms Bestiary by Eric L. Boyd and Thomas M. Costa. You can download it for free here (http://www.ericlboyd.com/dnd/realmslore.html) as well as other goodies. Erevis Cale - has official 3e stats in Dragon #273. Shuruppak - has official 3e stats in Epic Level Handbook. Yamun Kahan - Stats can be posted. Please be patient. I hope this doesn't discourage you from asking for more NPCs. But please be aware that with my limited time now, it might be a good idea to list where you got your NPCs from like you did right now and have some patience because its going to take me awhile. |
| Salernodc06-23-06, 01:53 PM | Guys - I have official (if you consider the author Paul Kemp to be official) stats updated to the day on Erevis Cale. Paul emailed me a stat block he built in late May/early June of this year. Please let me know if you want me to have Green Giant post here or how we should organize things....obviously this stat block is more recent and updated than what was ever printed in Dragon. Have a great weekend! |
| Atlas68906-23-06, 11:01 PM | If i may explain my situation to you fellow sages I'm sure you will understand my intent for these stats, personally it is not the stats I am perticularly interested in but rather the physical description of the character and his possesions. You might think this odd to be coming here for them but I am not the owner of any of these magazines or lorebooks other than the Forgotten Realms Campaign Setting. It is for this reason I come here hoping to receive these descriptions. Now let me let u in on my little secret, I am what is called a graphic designer and like to get away from the big fancy pictures (as does anybody from there job) so I make tiny little characters using the simplest program out there (MS Paint) to do this, they are called Microheroes and I am not the only one who makes them, but I am the only one who makes the FR or D & D characters that I have come by or know of (probably because there are none as it is a small community). So that is my perticament (sp?). Lastly let me show you a couple I have done (although there are ALOT more)... Alusair http://img70.imageshack.us/img70/7238/alusairobarskyr5ty5ar.png Artemis Entreri http://img70.imageshack.us/img70/3168/artemisentreri5ke9wa.png Khelben http://img148.imageshack.us/img148/9563/khelbenarunsun3vr3ui.png Piergeiron http://img66.imageshack.us/img66/3495/lordpiergeiron0ca5la.png Tempus http://img48.imageshack.us/img48/9769/tempus8ct.jpg Drizzt http://img48.imageshack.us/img48/560/urden1pq5ak.png Yamun http://img138.imageshack.us/img138/9589/yamunkhahan2qp4he.png Anyhow I'm sure their are problems with how they look and all this should be that way and that should be this way but that's really my problem I'm walking into this with blind eyes. So I was hoping that for some of the characters I listed you could just give me the physical description (hair color eye color etc.) of these characters. If not I understand and will still check for them over the internet but if one of you can it will be much apprectiated (and if the person has a specific or made up character they would like to see done I can surely arrange this for the desired information). -Atlas P.S. The Request list (remember just physical characteristics and clothes and posessions) Syluné of Shadowdale Qilué Veladorn Talatha Vaerovree of Innarlith Lady Oluevaera Estelda, “The Srinshee” Cadderly Danilo Thann Kymil Nimesin Caladeni Karsus the Mad Sammaster Coronal Eltargrim Irithyl Queen Amlaruil Moonflower Alea Dahast Manshoon Gromph Baenre Jarlaxle Baenre (his clothes) Telamont Tanthul Shandril Shessair Erevis Cale Jack Ravenwild Aklashala Durothil Alea Dahast Kimmuriel Oblodra Fflar Starbrow Melruth Baerauble of Cormyr Maresa Rost Seiveril Miritar Rai Guy |
| Karsus the Mad06-25-06, 09:52 AM | For a physical description of me (I'm rather cute ;) ) there's this passage from The Temptation of Elminster that describes what I look like. Other descriptions say I look pretty bald with a few strands of wispy hair, short, somewhat squat, and not particularly sane...I prefer the following:P The image wore robes of rich crimson trimmed with black, and golden rings gleamed on its fingers...their hue matched by the blazing gold of the man's eyes. He had tousled brown hair and the untidy beginnings of a beard, and his voice fairly leaped with eager confidence. "I am Karsus, as you are Karsus. If you behold this, disaster has befallen me, the first Karsus...and you, the second, must carry on to glory." "I know not what you recall of my... our...life, some say my mind is less than clear, these days. Know that many mages of our people have achieved great power, mightiest of these, the archwizards of Netheril, rule their own domains. Mine, like many, is a floating city, I named it for us. I am the most powerful of all the archwizards, the Arcanist Supreme. They call me Karsus the Great." "Of course, given your awakening, none of that may mean anything. I may not have been slain by a rival or suffered a purely personal doom...Karsus the city and the glory of Netheril itself may have fallen in a great war or cataclysm, we have made many foes, the greatest of them ourselves. We war among ourselves, we Netherese, and some of us war within ourselves. My wits are not always wholly my own. You may well share this affliction, watch for it, and guard against it." The image of Karsus smiled, arching a sardonic eyebrow. "Perhaps you'll have no need of these recording spells of mine, but I've prepared one for each speculum you see on the floor in this place, a series of spellcasting lessons, lest you face the perils of this world lacking certain enchantments I've found crucial. Our work must continue, only through power absolute can I...we...find perfection... and Karsus exists, has always existed, to achieve perfection and transform all Toril." |
| shuman06-28-06, 08:16 PM | Guys - I have official (if you consider the author Paul Kemp to be official) stats updated to the day on Erevis Cale. Paul emailed me a stat block he built in late May/early June of this year. Please let me know if you want me to have Green Giant post here or how we should organize things....obviously this stat block is more recent and updated than what was ever printed in Dragon. Have a great weekend! Yes, please do post. Most interesting! |
| Atlas68906-28-06, 11:37 PM | Yes please do post the erevis cale stats for it will be most useful! -Atlas |
| DarthXaos06-29-06, 07:47 PM | Anyone know whe I can find stats for Olive Ruskettle? |
| Ztyx06-30-06, 05:13 AM | That's odd - I was certain she should have been somewhere.. Maybe I should try to stat her up - I need to make a couple of characters in this thread too. (Unless someone has a sighting somewhere) |
| dangerdude6907-01-06, 12:42 PM | I was hoping that the new Oriental Adventures would be focused on the old AD&D lands, like Shou Lung (mentioned in this thread), but what about Wa, Kozakura (specifically for this one; I like the Japanese culture more than the chinese, but complete opposite with the food lol), and wasn't there another one? Kind of like a southeast asia kind of thing? I'm in Iraq so i don't have most of my books handy. Thanks! |
| dangerdude6907-01-06, 12:46 PM | Sorry guys, was doing three different posts at a time! |
| dangerdude6907-01-06, 01:30 PM | Sorry if i've already posted this once. I'm asking on a few different threads here. Does anyone know where i can find the stats of any edition on Midnight, Kelemvor, Cyric, and Adon? Maybe here on WotC or somewhere else? Trying to do a Back to the Future kind of adventure for my guys here in Iraq. Thanks! |
| Green Giant07-01-06, 10:49 PM | Sorry if i've already posted this once. I'm asking on a few different threads here. Does anyone know where i can find the stats of any edition on Midnight, Kelemvor, Cyric, and Adon? Maybe here on WotC or somewhere else? Trying to do a Back to the Future kind of adventure for my guys here in Iraq. Thanks! Adon's 2e stats can be found in Heroes' Lorebook. I did post a 3.5e conversion of Adon, although his stats are those post-Time of Troubles when he turned to the worship of Mystra. He can be found in the original Realms NPC Characters thread on page 32. Link is in my sig. I can't be sure (because I don't have them) but I believe the stats on all four of them can be found in the Shadowdale, Tantras, and Waterdeep adventures. |
| Green Giant07-01-06, 11:51 PM | Here are some Baldur's Gate NPCs as requested. Coming next, more Marco Volo NPCs. Enjoy. :) “Lady” Alyth Elendara CR 7 Female Half-Aquatic Elf Ranger 7 of Selûne CG Medium Humanoid (Elf) Init +2; Senses low-light vision; Listen +12, Spot +12 Languages Aquan, Chondathan, Common, Elven, Halfling, Illuskan ----------------------------------------------------------------------------------------- AC 16, touch 13, flat-footed 14 hp 42 (7 HD) Immune sleep Fort +7, Ref +8, Will +7 (+9 against enchantments) ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares), swim 20 ft. Melee masterwork shortspear +7/+2 (1d6+1) Ranged +1 composite aquatic longbow +10/+5 (1d8+2/x3) or Ranged +1 composite aquatic longbow +8/+8/+3 (1d8+2/x3) with Rapid Shot or Ranged +1 composite aquatic longbow +6 (2d8+4/x3) with Manyshot Base Atk +7; Grp +8 Atk Options favored enemy aberrations +4, favored enemy magical beast +2, Point Blank Shot Combat Gear potion of cure light wounds x2 Ranger Spells Prepared (CL 3rd): 1st–hunter’s mercy[SC], resist energy ----------------------------------------------------------------------------------------- Abilities Str 13, Dex 15, Con 13, Int 17, Wis 18, Cha 16 SQ animal companion (none at present), aquatic woodland stride, sea longing, wild empathy +12 (+8 magical beasts) Feats Aquatic Shot, Endurance{B}, Manyshot{B}, Point Blank Shot, Rapid Shot{B}, Track{B}, Water Adaptation Skills Climb +6 (+8 with rope), Escape Artist +2 (+8 to escape ropes), Handle Animal +8, Heal +6, Hide +9, Jump +8, Knowledge (geography) +8, Knowledge (nature) +12, Listen +12, Move Silently +9, Profession (cook) +6, Profession (sailor) +9, Search +9, Spot +12, Survival +11 (+13 to avoid getting lost or natural hazards, aboveground natural environments, find or follow tracks), Swim +8*, Use Rope +7 * +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. Possessions combat gear plus masterwork sharkskin armor, masterwork shortspear, +1 composite aquatic longbow (+1 Str bonus), ring of defense +1. 260 gp in coins, gems, jewelry, and merchandise related to running a tavern. Alyth is owner of the Elfsong Tavern. Description Alyth is graceful and courtly who most folk think she is nobility of some sort. Note Skills modified by magic items. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E), Stormwrack (3.5E), and Spell Compendium (3.5E). Ring of Defense: This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Sources: Dragon #290. Faint abjuration; CL 5th; Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). Aundegul Shawn CR 4 Male Tethyrian Human Fighter 4/Expert 1 LN Medium Humanoid (Human) Init +4; Senses Listen +3, Spot +3 Languages Chondathan, Common, Dwarven, Illuskan, Orc ----------------------------------------------------------------------------------------- AC 15, touch 10, flat-footed 15 hp 35 (5 HD) Fort +6, Ref +2, Will +7 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee masterwork battleaxe +8 (1d8+4/x3) Ranged masterwork heavy crossbow +5 (1d10/19-20) Base Atk +4; Grp +6 Atk Options Cleave, Power Attack Combat Gear potion of cure serious wounds, potion of bull’s strength ----------------------------------------------------------------------------------------- Abilities Str 15, Dex 11, Con 13, Int 14, Wis 17, Cha 11 Feats Cleave, Improved Initiative, Power Attack, Rapid Reload, Weapon Focus (battleaxe), Weapon Specialization (battleaxe) Skills Climb +7, Intimidate +8, Jump +7, Listen +3, Profession (innkeeper) +7, Profession (vintner) +7, Ride (horse) +4, Spot +3, Swim +9 Possessions combat gear plus masterwork breastplate, masterwork battleaxe, masterwork heavy crossbow, cloak of resistance +1. 1,250 gp in coins, gems, jewelry, and merchandise related to running an inn. Aundegul is owner of the Blade and Stars inn. Description Aundegul is a close-mouthed, unassuming man. Note Aundegul has the penalties and bonuses associated with middle age. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Felogyr Sonshal CR 5 Male Illuskan Human Warrior 3/Expert 3 CN Medium Humanoid (Human) Init +2; Senses Listen +5, Spot +5 Languages Chondathan, Common, Dwarven, Giant, Illuskan ----------------------------------------------------------------------------------------- AC 18, touch 12, flat-footed 18 hp 33 (6 HD) Fort +5, Ref +4, Will +6 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee rapier +8 (1d6+3/18-20) Ranged musket +7 (1d12/x3) or Ranged masterwork pistol +8 (1d10/x3) Base Atk +5; Grp +8 Atk Options Point Blank Shot Combat Gear potion of cure moderate wounds, potion of shield of faith +2 ----------------------------------------------------------------------------------------- Abilities Str 16, Dex 14, Con 13, Int 17, Wis 14, Cha 17 Feats Cosmopolitan, Exotic Weapon Proficiency (firearms), Point Blank Shot, Quick Draw Skills Appraise +9, Bluff +5, Climb +7, Gather Information +13, Intimidate +9, Jump +7, Knowledge (local-Sword Coast) +9, Listen +5, Profession (merchant) +8, Ride (horse) +6, Sense Motive +10, Spot +5, Swim +9 Possessions combat gear plus +1 breastplate, rapier, musket, masterwork pair of pistols, powderhorn (32 shots). 1,500 gp in coins, gems, jewelry, and merchandise related to firearms or smokepowder. Felogyr is owner of Felogyr’s Fireworks store. Description Felogyr is a jovial, burly man constantly making jokes and roaring with gusts of laughter. Note Felogyr has the penalties and bonuses associated with middle age. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Halbazzer Drin CR 18 Male Tethyrian Human Wizard 7/Master Alchemist 10/Archmage 1 LN Medium Humanoid (human) Init -1; Senses permanent arcane sight; Listen +4, Spot +4 Languages Chondathan, Common, Draconic, Dwarven, Elven, Giant, Halfling, Illuskan ----------------------------------------------------------------------------------------- AC 16, touch 11, flat-footed 16 hp 28 (18 HD); vest of false life Fort +6, Ref +7, Will +21 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Base Atk +8; Grp +6 Atk Options mastery of shaping Combat Gear wand of lightning bolt (8th) (12 charges), wand of hold person (4th) (7 charges), flask of alchemist’s fire, flask of acid, potion of cat’s grace, potion of cure light wounds x4, potion of mind blank, potion of stoneskin, scroll of remove curse Wizard Spells Prepared (CL 18th): 9th–meteor swarm (DC 28), time stop 8th–discern location, greater shout (DC 27), polymorph any object (DC 27), summon monster VIII 7th–greater teleport, limited wish, prismatic spray (DC 26), spell turning 6th–acid fog, greater dispel magic, legend lore, mass bull’s strength 5th–break enchantment, cone of cold (DC 24), fabricate, sending, wall of force 4th–bestow curse (DC 22), charm monster (DC 22), minor creation, remove curse, scrying, summon monster IV 3rd–displacement, fireball (DC 21), illusory script, protection from energy, shrink item, tongues 2nd–bear’s endurance, continual flame, detect thoughts (DC 20), mirror image, protection from arrows, whispering wind 1st–alarm, burning hands (DC 20), identify x2, magic missile, shield 0–acid splash (+7 ranged touch), mending x2, prestidigitation ----------------------------------------------------------------------------------------- Abilities Str 6, Dex 8, Con 7, Int 27, Wis 18, Cha 13 SQ brew 4/day, brew potion (4th-9th), familiar (none), improved identification Feats Brew Potion, Combat Casting, Craft Wondrous Item, Improved Counterspell, Magical Artisan (Brew Potion), Scribe Scroll{B}, Skill Focus (Craft [Alchemy]), Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation) Skills Concentration +19 (+23 when casting defensively), Craft (alchemy) +32, Decipher Script +15, Gather Information +3, Heal +13, Knowledge (arcana) +29, Knowledge (local-Sword Coast) +14, Knowledge (nature) +19, Listen +4, Profession (herbalist) +14, Search +9, Spellcraft +34, Spot +4, Survival +4 (+6 on aboveground natural environments) Possessions combat gear as well as bracers of armor +5, cloak of resistance +3, headband of intellect +4, ring of protection +2, lesser quicken metamagic rod, vest of false life [SaF]. At least 30,000 gp in coins, gems, jewelry, material components, and components related to brewing potions or crafting alchemical items. He dwells in a modest, shuttered stone tower on Stormshore Street in Baldur’s Gate, guarded by golems and animated objects and weapons. The tower has a tiny shopfront that bears the signboard Sorcerous Sundries. He sells alchemical items, potions, and spells. Spellbook spells prepared plus Halbazzer knows many of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. He also has created unique spells related to the banishment of mildew and moisture which he share with no one. Description Halbazzer is a balding, white-haired, gruff old man, now frail of health and stooped. Note Halbazzer has the penalties and bonuses associated with venerable age. Halbazzer outlived his last familiar and no longer wishes to summon another one. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), and Sword and Fist (3E). Ithtyl Calantryn CR 12 Female Tethyrian Human Sorcerer 10/Master of the Unseen Hand 2 CN Medium Humanoid (human) Init +4; Senses Listen +4, Spot +4 Languages Chondathan, Common, Illuskan, Orc, empathic link ----------------------------------------------------------------------------------------- AC 18, touch 15, flat-footed 14; Dodge hp 67 (12 HD) Fort +7, Ref +8, Will +13 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee +1 spear +8/+3 (1d8+1/x3) or Melee +1 spear +18 (1d8+1/x3) with telekinesis Ranged masterwork light crossbow +12 (1d8/19-20) Base Atk +7; Grp +7 Atk Options telekinetic wielder Combat Gear potion of cure serious wounds, potion of resist energy (fire) 30, wand of suggestion (5 charges) Sorcerer Spells Known (CL 10th, CL 12th with telekinesis): 5th (4/day)–telekinesis (DC 21) 4th (6/day)–locate creature, Otiluke’s resilient sphere (DC 20) 3rd (7/day)–dispel magic, lightning bolt (DC 19), protection from energy 2nd (8/day)–battering ram [SC], cat’s grace, levitate, protection from arrows 1st (8/day)–burning hands (DC 17), expeditious retreat, magic missile, shield, Tenser’s floating disk 0 (6/day)–acid splash (+11 ranged touch), detect magic, light, mage hand, mending, message, ray of frost (+11 ranged touch), read magic, resistance ----------------------------------------------------------------------------------------- Abilities Str 11, Dex 18, Con 17, Int 15, Wis 14, Cha 22 SQ familiar (Felaxine), share spells, sustained concentration, versatile telekinesis Feats Alertness{B} (if familiar within 5 ft.), Combat Casting, Dodge, Enlarge Spell, Self-Sufficient, Spell Penetration, Track Skills Bluff +12, Concentration +18 (+22 when casting defensively), Craft (trapmaking) +8, Diplomacy +8, Heal +4, Intimidate +10, Knowledge (arcana) +17, Listen +4, Move Silently +12, Profession (hunter) +12, Spellcraft +19, Spot +4, Survival +7 Possessions combat gear as well as +1 spear, masterwork light crossbow, 5 +1 thundering bolts, amulet of charisma +2 (as cloak of charisma), boots of elvenkind, bracers of armor +3, ring of defense +1, travel cloak. 350 gp in coins, gems, jewelry, and material components. Description Unknown. Note Skills modified by magic items. Sources Volos’ Guide to Baldur’s Gate (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), and Spell Compendium (3.5E). Ring of Defense: This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Sources: Dragon #290. Faint abjuration; CL 5th; Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). Felaxine, Cat Familiar CR – N Tiny Magical Beast (augmented animal) Init +2; Senses low-light vision, scent; Listen +3, Spot +3 Languages empathic link, speak with master, speak with felines ----------------------------------------------------------------------------------------- AC 19, touch 14, flat-footed 17 hp 33 (10 HD) Resist improved evasion Fort +3, Ref +5, Will +11 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee 2 claws +11 (1d2-4) and bite +6 (1d3-4) Space 2-1/2 ft.; Reach 0 ft. Base Atk +7; Grp -5 Atk Options deliver touch spells ----------------------------------------------------------------------------------------- Abilities Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 7 Feats Weapon Finesse Skills Balance +10, Bluff +4, Climb +6, Diplomacy +0, Hide +14*, Intimidate +2, Listen +3, Move Silently +6, Spot +3, Survival +4 * In areas of tall grass or heavy undergrowth, the Hide skill rises to +18. Krammoch Arkhstaff CR 8 Male Chondathan Human Expert 9 NE Medium Humanoid (Human) Init +1; Senses Listen +10, Spot +16 Languages Chondathan, Common, Giant, Illuskan ----------------------------------------------------------------------------------------- AC 12, touch 11, flat-footed 11 hp 52 (9 HD) Immune petrification Fort +9, Ref +6, Will +12 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork light mace +8 (1d6) Base Atk +6; Grp +6 Atk Options Blind-Fight Combat Gear potion of cure moderate wounds, potion of shield of faith +2, scroll of stone to flesh x2 ----------------------------------------------------------------------------------------- Abilities Str 10, Dex 12, Con 14, Int 15, Wis 18, Cha 8 Feats Blind-Fight, Great Fortitude, Persuasive, Skill Focus (Knowledge [arcana]), Weapon Finesse Skills Appraise +11, Bluff +10, Decipher Script +8, Diplomacy +1, Handle Animal +11, Intimidate +9, Knowledge (arcana) +17, Knowledge (nature) +11, Listen +10, Profession (scribe) +13, Spellcraft +10 (+17 to decipher scrolls), Spot +16, Survival +4 (+6 in aboveground natural environments), Use Magic Device +5 (+14 to use scrolls) Possessions combat gear plus masterwork light mace, amulet of natural armor +1, spellsight spectacles [CAd], vest of resistance +2. 1,000 gp in coins, gems, jewelry, and books related to basilisks. Krammoch breeds and sells basilisks on a country estate near Baldur’s Gate. Description Unknown Note Krammoch has the penalties and bonuses associated with middle age. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Adventurer (3.5E). Lonthalin Mintar CR 11 Male Changeling Wizard 11 CN Medium Humanoid (Shapechanger) Init +5; Senses Listen +8, Spot +8 Languages Common, Chondathan, Elven, Halfling, Illuskan, Orc, empathic link ----------------------------------------------------------------------------------------- AC 15, touch 12, flat-footed 14 hp 62 (11 HD) Fort +8, Ref +6, Will +12; +2 on saves against sleep and charm effects ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork dagger +5 (1d4-1/19-20) Base Atk +5; Grp +4 Combat Gear potion of cure serious wounds, scroll of invisibility, wand of slow (15 charges) Wizard Spells Prepared (CL 11th; prohibited schools conjuration, evocation, and necromancy): 6th–repulsion (DC 20), veil (DC 21) 5th–dominate person (DC 19), fabricate, shadow evocation (DC 20) 4th–confusion (DC 18), polymorph x2, shadow conjuration (DC 19) 3rd–dispel magic, fly, major image (DC 18), suggestion (DC 17), tongues 2nd–alter self x2, detect thoughts (DC 16), fox’s cunning, spider climb 1st–charm person (DC 15), color spray (DC 16), disguise self x2, shield 0–detect magic, mending, prestidigitation x2 ----------------------------------------------------------------------------------------- Abilities Str 8, Dex 13, Con 17, Int 19, Wis 16, Cha 15 SQ dual specialization, familiar (Myxx), limited spell knowledge, minor change shape, morphic familiar, racial substitution levels, share spells Feats Alertness{B} (if familiar within 5 ft.), Extend Spell, Improved Iniative, Quick Change [RoE], Scribe Scroll{B}, Skill Focus (Disguise), Spell Focus (illusion) Skills Bluff +12, Concentration +14, Craft (alchemy) +15, Diplomacy +4, Disguise +13* (+15 acting), Gather Information +4, Intimidate +6, Knowledge (arcana) +15, Knowledge (local-Western Heartlands) +10, Listen +8, Profession (tailor) +9, Sense Motive +5, Sleight of Hand +7, Spellcraft +17, Spot +8 * +10 circumstance bonus on Disguise checks when using minor change shape. Possessions combat gear plus masterwork dagger, amulet of natural armor +1, bracers of armor +2, cloak of resistance +2, pearl of power (2nd-level), ring of protection +1, disguise kit x4. 270 gp in coins, gems, jewelry, and items related to disguise or fashion. Spellbook spells prepared plus Lonthalin Mintar knows a few other wizard/sorcerer spells in the Player’s Handbook mostly illusion and transmutation spells. Description Unknown Note Disguise skill not modified by disguise kit. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Eberron Campaign Setting (3.5E), and Races of Eberron (3.5E). Myxx, Snake Morphic Familiar CR – N Tiny Magical Beast (augmented animal) Init +3; Senses scent; Listen +6, Spot +6 Languages empathic link, speak with master, speak with snakes ----------------------------------------------------------------------------------------- AC 23, touch 15, flat-footed 21 hp 31 (11 HD) Resist improved evasion; SR 16 Fort +3, Ref +6, Will +8 ----------------------------------------------------------------------------------------- Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft. Melee bite +8 (1 plus poison) Space 2-1/2 ft.; Reach 0 ft. Base Atk +5; Grp -6 Atk Options deliver touch spells, poison (DC 15, 1d6 Con/1d6 Con) ----------------------------------------------------------------------------------------- Abilities Str 4, Dex 17, Con 11, Int 11, Wis 12, Cha 2 Feats Weapon Finesse Skills Balance +11, Bluff +4, Climb +11, Diplomacy -2, Disguise +4 (+6 acting), Hide +15, Intimidate -2, Listen +6, Move Silently +13, Sleight of Hand +7, Spot +6 Nantrin Bellowglyn CR 8 Male Tethyrian Human Fighter 8 LN Medium Humanoid (Human) Init +1; Senses Listen +8, Spot +7 Languages Alzhedo, Chondathan, Common, Elven, Goblin ----------------------------------------------------------------------------------------- AC 20, touch 12, flat-footed 19 hp 64 (8 HD) Fort +9, Ref +4, Will +6 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 bastard sword +13/+8 (1d10+6/19-20) Base Atk +8; Grp +11 Atk Options Cleave, Combat Expertise, Power Attack Combat Gear potion of cure serious wounds, potion of protection from arrows 10/magic ----------------------------------------------------------------------------------------- Abilities Str 17, Dex 13, Con 15, Int 17, Wis 17, Cha 11 Feats Alertness, Cleave, Combat Expertise, Exotic Weapon Proficiency (bastard sword), Eyes in the Back of Your Head [CW], Power Attack, Shieldmate [MH], Weapon Focus (bastard sword), Weapon Specialization (bastard sword) Skills Climb +7, Intimidate +11, Jump +7, Listen +8, Profession (innkeeper) +8, Ride (horse) +9, Spot +7, Swim +6 Possessions combat gear plus masterwork chainmail, +1 heavy steel shield, +1 bastard sword, cloak of resistance +1, ring of protection +1. 1,500 gp in coins, gems, jewelry, and merchandise related to running an inn. Nantrin is owner of the Three Old Kegs inn. Description Nantrin is a tall, quiet man with long, curly black hair and a diagonal sword scar from his nose down across one cheek. Note Nantrin has the penalties and bonuses associated with middle age. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Miniature’s Handbook (3.5E), and Complete Warrior (3.5E). Ragefast CR 5 Male Chondathan Human Expert 6 NG Medium Humanoid (Human) Init -1; Senses Listen +11, Spot +14 Languages Chondathan, Common, Dwarven, Elven, Giant, Halfling, Illuskan ----------------------------------------------------------------------------------------- AC 10, touch 9, flat-footed 10 hp 26 (6 HD) Fort +3, Ref +2, Will +11 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork silver dagger +3 (1d4-3/19-20) Base Atk +4; Grp +2 Combat Gear potion of cure moderate wounds ----------------------------------------------------------------------------------------- Abilities Str 7, Dex 9, Con 10, Int 21, Wis 20, Cha 18 Feats Negotiator, Skill Focus (Knowledge [arcana]), Skill Focus (Knowledge [history-the Sword Coast]), Toughness Skills Appraise +14 (+16 with books), Craft (bookbinding) +11, Decipher Script +11, Diplomacy +17, Knowledge (arcana) +17, Knowledge (history-the Sword Coast) +17, Knowledge (local-the Sword Coast) +14, Knowledge (nobility and royalty) +14, Listen +11, Profession (scribe) +14, Sense Motive +13, Spot +14, Swim +5 Possessions combat gear plus masterwork bejeweled silver dagger (900 gp), bracers of armor +1, cloak of resistance +1. 2,500 gp in coins, gems, jewelry, and books related to genealogy, history, and magic of the Sword Coast. Description Ragefast is a small, frail, bearded man of rakish appearnce and ready laughter. Note Krammoch has the penalties and bonuses associated with old age. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Ramazith Flamesinger CR 6 Male Tethyrian Human Swashbuckler 5/Harper Agent 1 CG Medium Humanoid (Human) Init +2; Senses Listen +4, Spot +4 Languages Aquan, Chondathan, Common, Elven, Halfling, Illuskan ----------------------------------------------------------------------------------------- AC 16, touch 12, flat-footed 14; Dodge bonus +1 hp 47 (6 HD) Fort +7, Ref +5, Will +7 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee +1 rapier +9 (1d6+4/18-20) Base Atk +5; Grp +8 Atk Options insightful strike +4 Combat Gear elixir of swimming, potion of cure moderate wounds ----------------------------------------------------------------------------------------- Abilities Str 16, Dex 14, Con 15, Int 19, Wis 16, Cha 15 SQ grace +1, harper knowledge +5 Feats Endurance, Expert Swimmer, Negotiator, Stormheart, Weapon Finesse{B} Skills Balance +11, Bluff +7, Climb +8, Diplomacy +14, Intimidate +4, Jump +10, Knowledge (dungeoneering) +8, Knowledge (local-Sword Coast) +8, Knowledge (nature) +8, Listen +4, Perform (dance) +5, Profession (sailor) +11, Sense Motive +7, Spot +4, Survival +5, Swim +12, Tumble +13 Possessions combat gear plus mithral shirt, +1 rapier, cloak of resistance +1. 600 gp in coins, gems, and jewelry. Description Ramazith is lean, athletic, bearded, dashingly handsome, and a notorious ladies’ man. Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Stormwrack (3.5E). Talessyr Tranth CR 13 Female Illuskan Human Sorcerer 13 CN Medium Humanoid (human) Init +2; Senses Listen +8, Spot +8 Languages Chondathan, Common, Dwarven, Halfling, Illuskan, Undercommon, empathic link ----------------------------------------------------------------------------------------- AC 17, touch 14, flat-footed 15 hp 34 (13 HD) Fort +6, Ref +8, Will +13 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee +1 morningstar +8/+3 (1d8+2) Base Atk +6; Grp +7 Combat Gear potion of cure moderate wounds, potion of cure serious wounds, scroll of teleport, wand of disguise self (31 charges) Sorcerer Spells Known (CL 13th): 6th (4/day)–chain lightning (DC 20), summon monster VI 5th (6/day)–cone of cold (DC 19), hold monster (DC 19), teleport 4th (7/day)–arcane eye, charm monster (DC 18), minor creation, polymorph 3rd (7/day)–dispel magic, displacement, fireball (DC 17), fly 2nd (7/day)–alter self, detect thoughts (DC 16), eagle’s splendor, glitterdust, resist energy 1st (7/day)–burning hands (DC 15), disguise self, magic missile, shield, unseen servant 0 (6/day)–detect magic, electric jolt (+8 ranged touch) [SC], launch item [SC], mage hand, mending, prestidigitation, ray of frost (+8 ranged touch), read magic, stick [SC] ----------------------------------------------------------------------------------------- Abilities Str 12, Dex 15, Con 11, Int 18, Wis 16, Cha 19 SQ familiar (Ullau), scry on familiar, share spells Feats Alertness{B} (if familiar within 5 ft.), Combat Casting, Eschew Materials, Heighten Spell, Improved Familiar, Scribe Scroll, Spell Penetration Skills Bluff +20, Concentration +16 (+20 when casting defensively), Craft (alchemy) +17, Craft (tattooing) +14, Diplomacy +9, Disguise +15 (+17 acting), Intimidate +9, Knowledge (arcana) +20, Listen +8, Spellcraft +22, Spot +8 Possessions combat gear as well as +1 morningstar, bracers of armor +3, circlet of persuasion, cloak of resistance +2, gloves of dexterity +2, ring of protection +2, disguise kit x4. 700 gp in coins, gems, and jewelry. Description This tall, courtly, mustachioed man is actually a woman wearing a semipermanent disguise. Note Skills modified by magic items. Disguise skill not modified by disguise kit. Sources Volos’ Guide to Baldur’s Gate (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), Monsters of Faerun (3E), and Spell Compendium (3.5E). Ullau, Eyeball Beholderkin Familiar CR – NE Tiny Aberration Init +3; Senses darkvision 60 ft., all-around vision; Listen +5, Spot +8 Languages empathic link, speak with master ----------------------------------------------------------------------------------------- AC 23, touch 15, flat-footed 20; Dodge, can’t be flanked hp 17 (13 HD) Immune charm and command effects Resist improved evasion; SR 18 Fort +3, Ref +7, Will +8 ----------------------------------------------------------------------------------------- Speed 5 ft. (1 square), fly 40 ft. (good) Melee bite +6 (1d3-2) or Ranged eye rays +11 touch (see below) Space 2-1/2 ft.; Reach 0 ft. Base Atk +6; Grp -4 Atk Options deliver touch spells ----------------------------------------------------------------------------------------- Abilities Str 6, Dex 16, Con 9, Int 12, Wis 10, Cha 10 SQ flight Feats Alertness{B}, Dodge Skills Bluff +13, Diplomacy +2, Disguise +8 (+10 acting), Hide +11, Intimidate +2, Listen +5, Search +7, Spot +8 ----------------------------------------------------------------------------------------- Eye Rays (Su): An eyeball can use on of its four eye rays each round as a free action. If it uses its daze or ray of frost eye ray, it can’t use that ray again until 2 rounds later. Each eye’s effect resembles a spell (caster level 4th), but follows the rules for a ray. Each ray has a range of 35 feet and a save DC of 16. The save DCs are Charisma-based. The four eye rays include: Cause Fear: The target must succeed on a Will save or be affected as though by the spell. Daze: The target must succeed on a Will saver or be affected as though by the spell. Mage Hand: As the spell, except an eyeball can move an unattended object that weighs no more than 5 pounds up to 15 feet as a free action each round. Ray of Frost: This works like the spell, dealing 1d3 points of cold damage. |
| Verghityax07-02-06, 04:37 AM | Green Giant... that's... that's awesome :bow: :bow: :bow: :bounce: |
| Atlas68907-04-06, 07:00 PM | On Green Giant response towards Atlas689’s requests… I understand that Talatha Vaerovree of Innarlith has official 3e stats in Magic of Faerun, though is it possible that her stats can be listed or redone so they could be listed? Baerauble of Cormyr or Baerauble Etharr was talked about not only in novels but also written in Dragon Magazine issue 279(80) entitled the "Lost Treasures of Cormyr" written by Ed Greenwood D&D3. Jack Ravenwild has official 3e stats in Dragon #278 but could his stats be listed or redone so they could be listed? Also if there was any doubt about Erevis Cale, he is written in Dragon Magazine issue 273(72) entitled "Rogues Gallery: The Heroes of Stormweather" by Paul Kemp D&D3. Is it also possible to stat gods? If so could Azuth and Mystra be stated? Lastly Emrylara Etharr is written in Dragon Magazine 279(81) entitled "Lost Treasures of Cormyr" by Ed Greenwood D&D3. -Atlas |
| soulthief07-05-06, 09:36 PM | Hey Green Giant how about fleshing out Tagreth Cormaeril Grandfather of Assassins from The Fire Knives. If not keep up the great work. |
| Matron_Shessar07-07-06, 04:41 PM | Wow! It's been a while since I've been a member here. This thread is quite amazing...and useful. Thank-you to those who have contributed.! |
| Green Giant07-08-06, 10:59 AM | Here's part 1 of more requested Marco Volo NPCs. Enjoy. :) Nayal CR 8 Male Chondathan Human Monk 1/Cleric 7 of Bhaal LE Medium Humanoid (human) Init +2; Senses Listen +6, Spot +6 Languages Chondathan, Common, Giant, Orc ----------------------------------------------------------------------------------------- AC 18, touch 16, flat-footed 16 hp 47 (8 HD) Fort +9, Ref +7, Will +12 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork heavy mace +7 (1d8+1) or Melee unarmed strike +6 (1d6+1) or unarmed strike +4/+4 (1d6+1) with flurry of blows Base Atk +5; Grp +6 Atk Options smite 1/day (+4 attack, +7 damage), Stunning Fist 2/day (DC 18) Special Actions death touch 1/day (7d6), spontaneous casting (inflict spells), rebuke undead 3/day (+2, 2d6+7, 7th) Combat Gear potion of cure moderate wounds x2, scroll of protection from energy Cleric Spells Prepared (CL 7th): 4th–death ward{D}, dismissal (DC 18), greater magic weapon 3rd–contagion{D} (DC 17), dispel magic, magic vestment, prayer 2nd–aid, bull’s strength, darkness, death knell{D} (DC 16), spiritual weapon 1st–bane (DC 15), cause fear{D} (DC 15), command (DC 15), divine favor, entropic shield, shield of faith 0–detect magic, detect poison, guidance x2, purify food and drink, virtue D: Domain spell. Deity: Bhaal. Domains: Death, Destruction ----------------------------------------------------------------------------------------- Abilities Str 13, Dex 14, Con 13, Int 15, Wis 18, Cha 11 SQ strong aura of evil Feats Alertness, Combat Casting, Divine Vigor, Improved Unarmed Strike{B}, Servant of the Fallen (Bhaal), Stunning Fist{B} Skills Bluff +5, Concentration +8 (+12 when casting defensively), Diplomacy +2, Disguise +4 (+6 acting), Hide +6, Intimidate +2, Jump +3, Knowledge (arcana) +7, Knowledge (religion) +13, Listen +6, Move Silently +6, Spellcraft +14, Spot +6, Tumble +6 Possessions combat gear as well as masterwork heavy mace, amulet of misdirection (LG), bracers of armor +2, cloak of resistance +1, silver holy symbol (Bhaal). 85 gp in coins, gems, and jewelry. Description Nayal is a skilled actor talented at playing a friendly, bumbling, and completely unthreatening monk. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Lost Empires of Faerun (3.5E), and Complete Warrior (3.5E). Amulet of Misdirection These amulets are sometimes used by evil beings to ward themselves against characters who have access to spells or abilities that allow them to discern auras. Adventurers occasionally use them to infiltrate dark temples to rescue innocents. Description: Most amulets are nondescript so as to not draw attention but a few of them are shaped in the form of holy symbols. This allows the wearer to mask himself as an adherent of the faithful and enter sacred places he otherwise wouldn’t have been able to. Activation: An amulet of misdirection functions automatically and continuously while it is worn. Effect: An amulet of misdirection is given an alignment that cannot be changed once created. If a detect chaos/evil/good/law spell is attempted against the wearer, the caster of the divination must succeed on a Will save against a DC of 13. Otherwise the wearer is detected as having an alignment of that of the amulet. Aura/Caster Level: Faint illusion; CL 3rd. Construction: Craft Wondrous Item, misdirection, 1,500 gp, 120 XP, 3 days. Weight: -. Price: 3,000 gp Separ CR 5 Male Chondathan Human Cleric 5 of Myrkul CE Medium Humanoid (human) Init +0; Senses Listen +3, Spot +3 Languages Chondathan, Common ----------------------------------------------------------------------------------------- AC 15, touch 10, flat-footed 15 hp 36 (5 HD) Fort +6, Ref +1, Will +7 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee masterwork morningstar +7 (1d8+4) Base Atk +3; Grp +6 Atk Options Power Attack Special Actions pain touch 1/day (-2 penalty to Str and Dex for 1 minute), spontaneous casting (inflict spells), rebuke undead 2/day (+1, 2d6+4, 5th) Combat Gear potion of bull’s strength, potion of cure moderate wounds Cleric Spells Prepared (CL 5th; CL 6th with evil spells): 3rd–dispel magic, magic circle against good{D}{E}, magic vestment 2nd–aid, bear’s endurance{D}, spiritual weapon x2 1st–bane{D} (DC 14), cause fear (DC 14), divine favor, magic weapon, shield of faith 0–detect magic, detect poison, guidance, resistance, virtue D: Domain spell. E: Evil spell. Deity: Myrkul. Domains: Evil, Suffering ----------------------------------------------------------------------------------------- Abilities Str 16, Dex 11, Con 15, Int 10, Wis 16, Cha 8 SQ strong aura of evil Feats Power Attack, Servant of the Fallen (Myrkul), Skill Focus (Intimidate) Skills Concentration +10, Intimidate +5, Knowledge (religion) +5, Listen +3, Spellcraft +5, Spot +3 Possessions combat gear as well as masterwork breastplate, masterwork morningstar, amulet of misdirection (LG), silver holy symbol (Myrkul). 15 gp in coins. Description A quiet, glowering man with a lean, frail appearance that belies his strength. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Lost Empires of Faerun (3.5E). Heino CR 8 Male Rock Gnome Illusionist 8 CG Small Humanoid (Gnome) Init +3; Senses low-light vision, Listen +4, Spot +2 Languages Common, Chondathan, Dwarven, Elven, Gnome, Goblin, Illuskan, Orc, empathic link ----------------------------------------------------------------------------------------- AC 15, touch 15, flat-footed 12; +4 AC against giants hp 32 (8 HD) Fort +4, Ref +6, Will +7; +2 on saves against illusions ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee masterwork dagger +9 (1d3/19-20) Base Atk +4; Grp +2 Atk Options +1 on attacks against kobolds and goblinoids Combat Gear potion of cure serious wounds, wand of major image (18 charges) Wizard Spells Prepared (CL 8th; CL 7th with conjuration spells): 4th–confusion (DC 19), dimension door {C}, phantasmal killer (DC 21), rainbow pattern (DC 11) 3rd–clairaudience/clairvoyance, dispel magic, gaseous form, illusory wall (DC 20), invisibility sphere 2nd–blur, fool’s gold (DC 19) [PoF], glitterdust {C}, invisibility, major image (DC 19) 1st–color spray (DC 18), disguise self (DC 18), expeditious retreat, grease {C} (DC 16), hypnotism (DC 16), minor image (DC 18), Nystul’s magic aura (DC 18) 0–detect magic, ghost sound, prestidigitation (DC 15), silent image (DC 17), ventriloquism (DC 17) C: Conjuration spell. Prohibited schools: evocation and necromancy Spell-Like Abilities (CL 8th): 1/day–dancing lights, ghost sound, prestidigitation (Will DC 13), speak with animals (burrowing animals only) ----------------------------------------------------------------------------------------- Abilities Str 10, Dex 17, Con 12, Int 20, Wis 10, Cha 17 SQ extended illusions, familiar (Prince Everon), gnome illusion spells, gnome traits, racial substitution levels, share spells Feats Alertness{B} (if familiar within 5 ft.), Craft Wand, Scribe Scroll{B}, Spell Focus (illusion), Weapon Finesse Skills Bluff +8, Concentration +12, Craft (alchemy) +15, Diplomacy +7, Handle Animal +5, Hide +7, Intimidate +5, Knowledge (arcana) +16, Knowledge (local-Western Heartlands) +9, Listen +4, Profession (cook) +4, Spellcraft +18, Spot +2 Possessions combat gear as well as masterwork dagger, chime of opening (5 charges), cloak of resistance +1, ring of protection +1. 1,000 gp in coins, gems, jewelry, material components, and tools and items related to carnival performances. Spellbook spells prepared plus Heino knows some other wizard/sorcerer spells in the Player’s Handbook mostly illusion spells. Description Heino is friendly and, at times, too jolly. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Power of Faeurn (3.5E), and Races of Stone (3.5E) Prince Everon, Toad Familiar CR – N Diminutive Magical Beast (augmented animal) Init +1; Senses low-light vision; Listen +4, Spot +4 Languages empathic link, speak with master, speak with amphibians ----------------------------------------------------------------------------------------- AC 19, touch 14, flat-footed 18 hp 16 (8 HD) Resist improved evasion Fort +2, Ref +3, Will +8 ----------------------------------------------------------------------------------------- Speed 5 ft. (1 square) Melee – Space 1 ft.; Reach 0 ft. Base Atk +4; Grp -13 Atk Options deliver touch spells ----------------------------------------------------------------------------------------- Abilities Str 1, Dex 12, Con 11, Int 9, Wis 14, Cha 4 SQ Amphibious Feats Alertness Skills Bluff +2, Diplomacy -1, Hide +21, Intimidate -1, Listen +4, Spot +4 Grax CR 7 Male Half-Orc Fighter 5/Bard 1/Master Thrower 1 CN Medium Humanoid (Orc) Init +4; Senses darkvision 60 ft.; Listen +0, Spot +4 Languages Chondathan, Common, Dwarven, Orc ----------------------------------------------------------------------------------------- AC 18, touch 14, flat-footed 14 hp 48 (7 HD) Fort +5, Ref +9, Will +3 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee +1 dagger +12/+7 (1d4+3/19-20) Ranged +1 dagger +12/+7 (1d4+3/19-20) Base Atk +6; Grp +8 Atk Options Blind-Fight, doubletoss (two thrown weapons against one or two targets), Point Blank Shot, Precise Shot Special Actions bardic music 1/day (inspire courage +1, fascinate 1 creature, countersong) Combat Gear potion of cure serious wounds, potion of cat’s grace x2 Bard Spells Known (CL 1st): 0 (2/day)–dancing lights, detect magic, mending, resistance ----------------------------------------------------------------------------------------- Abilities Str 15, Dex 18, Con 13, Int 13, Wis 10, Cha 13 SQ bardic knowledge +2, thrown weapon trick Feats Blind-Fight, Knifefighter, Point Blank Shot, Precise Shot, Quick Draw{B}, Weapon Focus (dagger), Weapon Finesse Skills Climb +7, Handle Animal +6, Intimidate +6, Jump +7, Listen +0, Perform (sing) +5, Ride (horse) +10, Sleight of Hand +8, Spot +4, Swim +7 Possessions combat gear plus +1 studded leather, 2 +1 daggers. 70 gp in coins, gems, and jewelry Description Unknown Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Warrior (3.5E). Grralix CR 5 Male Flind Aristocrat 4 LE Medium Humanoid (Gnoll) Init +2; Senses darkvision 60 ft; Listen +4, Spot +4 Languages Common, Gnoll ----------------------------------------------------------------------------------------- AC 19, touch 12, flat-footed 17 hp 54 (6 HD) Fort +9, Ref +4, Will +4 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 flindbar +12 (2d4+7/19-20) Base Atk +4; Grp +10 Atk Options Cleave, Power Attack Combat Gear potion of cure moderate wounds, potion of eagle’s splendor ----------------------------------------------------------------------------------------- Abilities Str 22, Dex 15, Con 18, Int 10, Wis 8, Cha 12 SQ +2 racial bonus on Charisma-based checks made to influence gnolls Feats Cleave, Power Attack, Weapon Focus (flindbar) Skills Bluff +6, Diplomacy +8, Intimidate +3, Knowledge (nobility and royalty) +5, Listen +4, Sense Motive +4, Spot +4 Possessions combat gear plus masterwork breastplate, +1 flindbar, cloak of resistance +1. 20 gp in coins. Description Grralix considers himself a sophisticate and speaks in an erudite fashion. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Monster Manual III (3.5E). Sir Talvis CR 10 Male Chultan Human Paladin 8/Justiciar of Tyr 2 LG Medium Humanoid (Human) Init +1; Senses Listen +3, Spot +3 Aura courage (10 ft., allies gain +4 against fear) Languages Chultan, Common, Goblin, empathic link ----------------------------------------------------------------------------------------- AC 21, touch 11, flat-footed 20 hp 77 (10 HD) Immune disease, fear Fort +15, Ref +7, Will +12 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 mighty cleaving silver longsword +16/+11 (1d8+7/19-20) Base Atk +9; Grp +14 Atk Options Cleave, favored enemy goblinoids +2, Improved Sunder, Power Attack, smite anarchy 1/day (+4 attack, +2 damage), smite evil 2/day (+4 attack, +8 damage) Special Actions lay on hands (cure 32 hp/day), turn undead 7/day (+6, 2d6+9, 5th) Combat Gear potion of heroism, potion of bull’s strength Paladin Spells Prepared (CL 5th): 2nd–resist energy, zone of truth 1st–bless weapon, divine favor Spell-Like Abilities (CL 8th): At will–detect chaos, detect evil 1/week–remove disease ----------------------------------------------------------------------------------------- Abilities Str 20, Dex 13, Con 15, Int 12, Wis 16, Cha 18 SQ strong aura of good, bureaucratic knowledge +2, call mount (Lux), divine grace, divine health, share spells Feats Cleave, Divine Might, Foe Hunter, Power Attack, Weapon Focus (longsword) Skills Concentration +7, Diplomacy +16, Handle Animal +9, Heal +8, Knowledge (religion) +12, Listen +3, Ride (horse) +11, Sense Motive +11, Spot +3 Possessions combat gear as well as +2 full plate, Sunblade (+1 mighty cleaving silver longsword), silver holy symbol (Tyr). 850 gp in coins, gems, and jewelry Description Sir Talvis is a stern, unyielding paladin. Sources Marco Volo: Arrival (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Warrior (3.5E). Lux, Heavy Warhorse Paladin Mount CR – N Large magical beast (augmented animal) Init +1; Senses low-light vision, scent; Listen +7, Spot +6 Languages empathic link, speak with master ----------------------------------------------------------------------------------------- AC 20, touch 10, flat-footed 19 hp 60 (8 HD) Resist improved evasion Fort +12, Ref +3, Will +6 ----------------------------------------------------------------------------------------- Speed 60 ft. (12 squares) Melee 2 hooves +10 (1d6+5) and bite +8 (1d4+2) Space 10 ft.; Reach 5 ft. Base Atk +6; Grp +15 ----------------------------------------------------------------------------------------- Abilities Str 20, Dex 13, Con 17, Int 7, Wis 13, Cha 6 Feats Endurance, Multiattack, Run Skills Listen +7, Spot +6 Thandraxx CR 12 Female Chondathan Human Lich Sorcerer 12 NE Medium Undead (augmented humanoid) Init +2; Senses darkvision 60 ft.; Listen +17 (+19 in forests), Spot +17 (+19 in forests) Aura fear (60-ft. radius, Will DC 24) Languages Chondathan, Common, Draconic, Elven, Goblin, Orc, Sylvan, Thorass ----------------------------------------------------------------------------------------- AC 19, touch 14, flat-footed 17 hp 83 (12 HD); DR 15/bludgeoning and magic Immune cold, electricity, polymorph; undead traits Fort +6, Ref +8, Will +15; +2 on saves against acid, sleep, and paralysis ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee touch +7 (1d8+5 negative energy plus paralysis [DC 24]) Base Atk +6; Grp +7 Atk Options Draconic Breath (60-ft. line, 2d6 acid damage per spell level, [Ref DC 18 + spell level]) Combat Gear potion of cat’s grace, lesser rod of enlarge metamagic, scroll of enervation and summon monster IV Sorcerer Spells Known (CL 12th): 6th (4/day)–disintegrate (+8 ranged touch, DC 24) 5th (6/day)–cloudkill (DC 23), teleport 4th (8/day)–confusion (DC 22), fear (DC 22), ice storm 3rd (8/day)–dispel magic, fireball (DC 21), haste, stinking cloud (DC 21) 2nd (8/day)–blindness/deafness (DC 20), flaming sphere (DC 20), Melf’s acid arrow (+8 ranged touch), mirror image, see invisibility 1st (8/day)–mage armor, magic missile, ray of enfeeblement (+8 ranged touch), shield, sleep (DC 19) 0 (6/day)–acid splash (+8 ranged touch), daze (DC 18), detect magic, flare (DC 18), mage hand, mending, message, prestidigitation, read magic ----------------------------------------------------------------------------------------- Abilities Str 12, Dex 14, Con -, Int 23, Wis 20, Cha 27 SQ familiar (none), +4 turn resistance Feats Combat Casting, Craft Wondrous Item, Draconic Breath [CAr], Draconic Heritage (green) [CAr], Empower Spell, Forester Skills Bluff +23, Concentration +23 (+27 when casting defensively), Craft (alchemy) +21, Diplomacy +10, Disguise +8 (+10 acting), Hide +11 (+13 in forests), Intimidate +15, Knowledge (arcana) +21, Listen +17 (+19 in forests), Move Silently +21 (+23 in forests), Search +14, Sense Motive +13, Spellcraft +23, Spot +17 (+19 in forests) Possessions combat gear as well as circlet of charisma +4 (as cloak of charisma), cloak of resistance +2, ring of protection +2. 300 gp in coins, gems, jewelry, and material components. Description Thandraxx desires conquest, control, and power. Note Thandraxx has the bonuses associated with venerable age but none of the penalties. Sources Marco Volo: Arrival (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Arcane (3.5E). |
| bitter thorn07-16-06, 04:06 AM | I'm curious if anyone is using the Marshall class to stat any military or noble Realms personalities, or are the new classes pretty much ingored? It just seems an especially appropriate class for great military leaders. |
| Atlas68907-16-06, 12:18 PM | Who are the known Chosen of the Pantheons of Faerun? -Atlas |
| Green Giant08-06-06, 05:58 PM | Here's part 2 of Marco Volo NPCs. Enjoy. :) Nosk CR 6 Male Chondathan Human Fighter 6 CE Medium Humanoid (Human) Init +1; Senses Listen +1, Spot +3 Languages Chondathan, Common ----------------------------------------------------------------------------------------- AC 21, touch 11, flat-footed 20 hp 49 (6 HD) Fort +7, Ref +3, Will +3 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 bastard sword +11/+6 (1d10+6/19-20) Ranged masterwork composite longbow (+3 Str) +8/+3 (1d8+3/x3) Base Atk +6; Grp +9 Atk Options Cleave, Improved Bull Rush, Power Attack Combat Gear potion of bull’s strength, potion of cure moderate wounds, potion of cure light wounds ----------------------------------------------------------------------------------------- Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10 Feats Blooded, Cleave, Exotic Weapon Proficiency (bastard sword), Improved Bull Rush, Quick Draw, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword) Skills Climb +0, Intimidate +9, Jump +0, Listen +1, Ride (horse) +4, Spot +3, Swim -9 Possessions combat gear plus masterwork full plate, masterwork heavy steel shield, +1 bastard sword, masterwork composite longbow (+3 Str), everburning torch. Description Nosk is broke and needs the money, so he fights fiercely. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Khaza CR 6 Female Bedine Human Fighter 5 LE Medium Humanoid (Human) Init +3; Senses Listen +0, Spot +0 Languages Chondathan, Common, Midani ----------------------------------------------------------------------------------------- AC 17, touch 13, flat-footed 14 hp 37 (5 HD) Fort +5, Ref +4, Will +0 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork scimitar +8 (1d6+2/18-20) Ranged +1 composite shortbow (+2 Str) +9 (1d6+3/x3) or +1 composite shortbow (+2 Str) +7/+7 (1d6+3/x3) with Rapid Shot Base Atk +5; Grp +7 Atk Options Point Blank Shot Combat Gear potion of cure light wounds x2 ----------------------------------------------------------------------------------------- Abilities Str 14, Dex 16, Con 13, Int 12, Wis 8, Cha 10 Feats Improved Mounted Archery, Mounted Archery, Mounted Combat, Point Blank Shot, Rapid Shot, Ride-By Attack Skills Climb +7, Handle Animal +8, Intimidate +6, Jump +9, Listen +0, Ride (horse) +13, Spot +0, Swim +0 Possessions combat gear plus masterwork chain shirt, masterwork scimitar, +1 composite shortbow (+2 Str), Shad’iar light warhorse. 60 gp in coins, jewelry, and riding gear. Description Khaza is merciless and enjoys tormenting her prey with hope of escape before finishing them off. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Champions of Valor (3.5E), and Complete Warrior (3.5E). Druhzalar CR 6 Male Tethyrian Human Wizard 6 CN Medium Humanoid (Human) Init +2; Senses Listen +1, Spot +4 (+7 in shadows) Languages Chondathan, Common, Draconic, Giant, Halfling, Illuskan, empathic link ----------------------------------------------------------------------------------------- AC 14, touch 12, flat-footed 12 hp 19 (6 HD) Fort +2, Ref +4, Will +4 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee quarterstaff +4 (1d6+1) Base Atk +3; Grp +4 Combat Gear potion of cure serious wounds, potion of fox’s cunning, scroll of fly, scroll of invisibility Wizard Spells Prepared (CL 6th): 3rd–deep slumber (DC 17), fireball (DC 17), hold person (DC 17) 2nd–cat’s grace, fog cloud, glitterdust (DC 16), Melf’s acid arrow (+5 ranged touch) 1st–magic missile x3, shield 0–detect magic, mage hand, ray of frost (+5 ranged touch), resistance ----------------------------------------------------------------------------------------- Abilities Str 13, Dex 14, Con 10, Int 19, Wis 8, Cha 12 SQ familiar, share spells Feats Alertness{B} (if familiar within 5 ft.), Brew Potion, Enlarge Spell, Extend Spell, Scribe Scroll{B}, Spell Focus (divination), Toughness Skills Appraise +4 (+6 with alchemical items and books), Concentration +9, Craft (alchemy) +10, Craft (bookbinding) +10, Decipher Script +10, Knowledge (arcana) +13, Knowledge (history) +10, Listen +1, Profession (scribe) +5, Spellcraft +15, Spot +4 (+7 in shadows) Possessions combat gear plus quarterstaff, bracers of armor +2. 270 gp in coins, gems, jewelry, and material components. Spellbook spells prepared plus Druhzalar knows very few other wizard/sorcerer spells in the Player’s Handbook mostly divination spells. Description Druhzalar is an alcoholic and can only be relied upon to remain sober long enough to carry out any required tasks. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Vision, Owl Familiar CR – N Tiny Magical Beast (augmented animal) Init +3; Senses low-light vision; Listen +14, Spot +6 (+14 in shadowy illumination) Languages empathic link, speak with master ----------------------------------------------------------------------------------------- AC 20, touch 15, flat-footed 17 hp 9 (6 HD) Resist improved evasion Fort +2, Ref +5, Will +7 ----------------------------------------------------------------------------------------- Speed 10 ft. (2 squares), fly 40 ft. (average) Melee talons +8 (1d4-3) Space 2-1/2 ft.; Reach 0 ft. Base Atk +3; Grp -8 Atk Options deliver touch spells ----------------------------------------------------------------------------------------- Abilities Str 4, Dex 17, Con 10, Int 8, Wis 14, Cha 4 Feats Weapon Finesse Skills Listen +14, Move Silently +17, Spot +6* * +8 racial bonus in areas of shadowy illumination. Maglad CR 5 Male Chondathan Human Wizard 5 LE Medium Humanoid (Human) Init +1; Senses Listen +4, Spot +4 Languages Chondathan, Common, Draconic, Illuskan, Orc, empathic link ----------------------------------------------------------------------------------------- AC 12, touch 12, flat-footed 11 hp 19 (5 HD) Fort +4, Ref +2, Will +6 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork dagger +3 (1d4/19-20) Base Atk +2; Grp +2 Combat Gear potion of cure serious wounds, scroll of fox’s cunning, wand of cat’s grace (11 charges) Wizard Spells Prepared (CL 5th): 3rd–lightning bolt (DC 16), summon monster III 2nd–blur, minor image, scorching ray (+3 ranged touch) 1st–magic missile x2, ray of enfeeblement (+3 ranged touch), silent image 0–acid splash (+3 ranged touch), detect magic, message, resistance ----------------------------------------------------------------------------------------- Abilities Str 10, Dex 12, Con 13, Int 17, Wis 14, Cha 8 SQ familiar, share spells Feats Augment Summoning, Craft Wand, Planar Familiar, Scribe Scroll{B}, Spell Focus (conjuration) Skills Appraise +3 (+5 with alchemical items), Concentration +9, Craft (alchemy) +8, Decipher Script +8, Knowledge (arcana) +11, Knowledge (the planes) +11, Knowledge (religion) +9, Listen +4, Spellcraft +13, Spot +4, Survival +2 (+4 in other planes) Possessions combat gear plus masterwork dagger, ring of protection +1. 150 gp in coins, jewelry, and material components. Spellbook spells prepared plus Maglad knows a few other wizard/sorcerer spells in the Player’s Handbook mostly conjuration and evocation spells. Description Maglad is cold and calculating, but never pointlessly cruel, preferring to dispatch his opponents and get on with business. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Planar Handbook (3.5E). Gnawsh, Fiendish Rat Familiar CR – LE Tiny Magical Beast (augmented animal) Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +4, Spot +4 Languages empathic link, speak with master ----------------------------------------------------------------------------------------- AC 17, touch 14, flat-footed 15 hp 9 (5 HD); DR 5/magic Resist cold 5, fire 5; improved evasion; SR 10 Fort +2, Ref +4, Will +5 ----------------------------------------------------------------------------------------- Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft. Melee bite +6 (1d3-4) Space 2-1/2 ft.; Reach 0 ft. Base Atk +2; Grp -10 Atk Options deliver touch spells, smite good 1/day (+5 damage to good foe) ----------------------------------------------------------------------------------------- Abilities Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2 Feats Weapon Finesse Skills Balance +10, Climb +12*, Hide +14, Listen +4, Move Silently +10, Spot +4, Swim +10* * A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dex modifier instead of its Str modifier for Climb and Swim checks. +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Voruna CR 6 Female Chondathan Human Cleric 6 of Loviatar LE Medium Humanoid (human) Init +1; Senses Listen +3, Spot +3 Languages Chondathan, Common ----------------------------------------------------------------------------------------- AC 18, touch 11, flat-footed 17 hp 24 (6 HD) Fort +4, Ref +3, Will +8 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 scourge +6 (1d8+2) Ranged light crossbow +5 (1d8/19-20) Base Atk +4; Grp +5 Atk Options strike of vengeance 1/day Special Actions pain touch 1/day (-2 penalty to Str and Dex for 1 minute), spontaneous casting (inflict spells), rebuke undead 5/day (+4, 2d6+8, 6th) Combat Gear potion of cure moderate wounds x2, scroll of resist energy Cleric Spells Prepared (CL 6th): 3rd–bestow curse{D} (DC 16), cure serious wounds, dispel magic, magic vestment 2nd–bear’s endurance{D}, bull’s strength, hold person (DC 15), silence, spiritual weapon 1st–cause fear (DC 14), cure light wounds, divine favor, doom (DC 14), shield of faith{D} 0–detect magic, guidance x2, resistance, virtue D: Domain spell. Deity: Loviatar. Domains: Retribution, Suffering ----------------------------------------------------------------------------------------- Abilities Str 13, Dex 12, Con 8, Int 10, Wis 16, Cha 14 SQ strong aura of evil, strong aura of law Feats Combat Casting, Divine Vigor, Endurance, Exotic Weapon Proficiency (scourge) Skills Concentration +8 (+12 when casting defensively), Intimidate +5, Knowledge (religion) +6, Listen +3, Spellcraft +6, Spot +3 Possessions combat gear as well as +1 scale mail, +1 light steel shield, +1 scourge, light crossbow, silver holy symbol (Loviatar). 85 gp in coins, gems, and jewelry. Description Voruna enjoys generating agony and pain upon her victims before they die. She has a high tolerance for pain, and will not be discouraged by serious wounds. She can endure any amount of interrogation without revealing information. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Warrior (3.5E). Skarr CR 8 Male Chondathan Human Rogue 8 CE Medium Humanoid (Human) Init +7; Senses Listen +5, Spot +5 Languages Chondathan, Common, Damaran, Orc ----------------------------------------------------------------------------------------- AC 18, touch 14, flat-footed 14; Dodge, Mobility, improved uncanny dodge, uncanny dodge hp 38 (8 HD) Resist evasion Fort +4, Ref +11, Will +4 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee +1 rapier +11/+6 (1d6+1/18-20) Ranged masterwork shortbow +10/+5 (1d6/x3) Base Atk +6; Grp +6 Atk Options sneak attack +4d6 Combat Gear potion of cure moderate wounds, scroll of expeditious retreat, tanglefoot bag ----------------------------------------------------------------------------------------- Abilities Str 10, Dex 19, Con 13, Int 14, Wis 12, Cha 8 SQ trap sense +2, trapfinding Feats Dodge, Improved Iniative, Mobility, Weapon Finesse Skills Balance +14, Climb +8, Disable Device +10, Escape Artist +12, Gather Information +1, Hide +15, Jump +10, Knowledge (local-Cormyr) +10, Listen +5, Move Silently +15, Open Lock +12, Search +10, Sleight of Hand +12, Spot +5, Tumble +17, Use Magic Device +7 Possessions combat gear as well as +1 studded leather, +1 rapier, masterwork shortbow, cloak of resistance +1, gloves of dexterity +2, masterwork thieves’ tools. 120 gp in coins, gems, and jewelry. Description None Note Masterwork thieves’ tools bonus not added to skills. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Rau’triel Luen CR 11 Female Drow Sorcerer 10 CE Medium Humanoid (elf) Init +3; Senses darkvision 120 ft.; Listen +4, Spot +4 Languages Abyssal, Common, Draconic, Drow Sign, Elven, Undercommon ----------------------------------------------------------------------------------------- AC 14, touch 14, flat-footed 11 hp 26 (10 HD) Immune sleep; SR 21 Fort +4, Ref +7, Will +10 (+12 against spells or spell-like abilities) ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork rapier +7 (1d6+1/18-20) Ranged masterwork hand crossbow +9 (1d4/19-20) Base Atk +5; Grp +6 Combat Gear 2 doses of drow poison, potion of cure serious wounds, potion of eagle’s splendor, scroll of cat’s grace, scroll of cloudkill, wand of mage armor (25 charges) Sorcerer Spells Known (CL 10th): 5th (3/day)–teleport 4th (6/day)–ice storm, summon monster IV 3rd (7/day)–fireball (DC 17), fly, wind wall 2nd (7/day)–blindness/deafness (DC 16), invisibility, spider climb, web (DC 16) 1st (7/day)–cause fear (DC 15), charm person (DC 15), feather fall, magic missile, shield 0 (6/day)–acid splash (+8 ranged touch), detect magic, detect poison, flare (DC 14), mage hand, mending, message, ray of frost (+8 ranged touch), read magic Spell-Like Abilities (CL 10th): 1/day–dancing lights, darkness, faerie fire ----------------------------------------------------------------------------------------- Abilities Str 12, Dex 16, Con 11, Int 16, Wis 14, Cha 19 SQ able to notice secret or concealed doors, drow traits, familiar (none) Feats Combat Casting, Daylight Adaptation, Empower Spell, Scribe Scroll Skills Appraise +3 (+5 with alchemical items), Bluff +14, Concentration +13 (+17 when casting defensively), Craft (alchemy) +13, Diplomacy +6, Hide +13, Intimidate +6, Knowledge (arcana) +16, Knowledge (dungeoneering) +6, Listen +4, Search +5, Spellcraft +18, Spot +4 Possessions combat gear as well as masterwork rapier, masterwork hand crossbow, piwafwi of resistance +1, ring of protection +1. 70 gp in coins, gems, jewelry, and material components. Description Unknown. Note Skills modified by magic items. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks. Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker. Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, invisibility, resistance, creator must be a Drow, creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb. |
| Selvarin08-06-06, 11:42 PM | A few years ago I (along with several others) tried to work up some 3E stats for Liriel Baenre on behalf of Elaine Cunningham, who had them posted on the WotC website. It's been a while since 3.5 so I thought I'd rework them to better reflect her character and abilities. In addition the late, great Fyodor hasn't been updated since 2E's Heroes' Lorebook so I thought I'd include them as well. Hopefully no harm will come of it. Liriel Baenre, Female Elf, Drow, Female Wiz10/Ftr2/Clr3/MysThe2: CR 18 (ECL19); Medium Humanoid (Elf); HD 10d4+10(Wizard) , 2d10+2(Fighter) , 3d8+3(Cleric) , 2d4+2(Mystic Theurge) ; hp 74; Init +3; Spd 30; AC:19 (Flatfooted:16 Touch:13); Atk +11/6 base melee, +13/8 base ranged; +13/8 (1d6+3, +2 Sword, short); +14/9 (1d3+2, +1 Adamantine Throwing Spiders of Fleshgrinding); +14/9 (1d4+1, Bolas, Masterwork); SA: Spell-like Abilities Dancing Lights, Darkness, Detect Good, Detect Magic, Faerie Fire, and Levitate 1/day ; SQ: Immunity: Sleep Effects (Ex), +2 Saves vs. Enchantment Spells and Effects, Darkvision (Ex): 120 ft., Light Blindness (Ex), +2 Will Saves vs. Spells and Spell-like Effects; SR 28; AL NG; SV Fort +10, Ref +7, Will +15; STR 12, DEX 16, CON 13, INT 21, WIS 14, CHA 16. Skills: Bluff +8, Climb +2, Concentration +17, Craft (Runemaking) +10, Decipher Script +9, Diplomacy +10, Handle Animal +6, Heal +4, Hide +9, Intimidate +9, Jump +2, Knowledge (Arcana) +17, Knowledge (Dungeoneering) +7, Knowledge (Local - Illuskan) +6, Knowledge (Local - Rashemen) +6, Knowledge (Local - Underdark (Northdark)) +7, Knowledge (Religion) +12, Knowledge (The Planes) +7, Listen +5, Move Silently +9, Perform (Dance) +6, Profession (Fisher) +4, Profession (Hunter) +4, Profession (Sailor) +3, Search +8, Sense Motive +8, Speak Language +2, Spellcraft +17, Spot +5, Survival +4, Swim +6. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Daylight Adaptation, Ethran, Exotic Weapon Proficiency: Bolas, Exotic Weapon Proficiency: Throwing Spiders (5), Highborn Drow, Inscribe Rune, Practiced Spellcaster:Wizard, Quicken Spell, Scribe Scroll, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Spellcasting Prodigy, Tower Shield Proficiency. Spells Known (Wiz 4/6/5/5/4/4/2): 0 -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Electric Jolt, Flare, Ghost Sound, Horizikaul`s Cough, Launch Bolt, Light, Mage Hand, Mending, Message, No Light, Open/Close, Preserve Organ, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance, Silent Portal, Slash Tongue, Stick, Touch of Fatigue, Unnerving Gaze; 1st -- Disguise Self, Expeditious Retreat, Feather Fall, Identify, Mage Armor, Magic Missile, Magic Weapon, Orb of Cold, Lesser, Orb of Fire, Lesser, Ray of Enfeeblement, Sea Legs, Shelgarn`s Persistent Blade, Shield, Shocking Grasp, Silent Image, Summon Monster I; 2nd -- Alter Self, Battering Ram, Cat`s Grace, Flaming Sphere, Invisibility, See Invisibility, Summon Monster II, Web; 3rd -- Daylight, Dispel Magic, Fireball, Fly, Lightning Bolt, Nondetection, Protection from Energy, Summon Monster III; 4th -- Detect Scrying, Dimension Door, Orb of Fire, Remove Curse, Scrying, Stoneskin; 5th -- Ball Lightning, Break Enchantment, Dismissal, Passwall, Sending; 6th -- Cloak of the Sea, Control Water, Legend Lore, Planar Binding, True Seeing; 6th – Planar Binding, True Seeing, Undeath to Death. Spells Prepared (Wiz 4/6/5+1/5/4/4/2+1): 0 - Detect Magic, Detect Poison, Light, Read Magic; 1st - Feather Fall, Magic Missile x2, Ray of Enfeeblement, Shield, Shocking Grasp; 2nd - Alter Self, Cat`s Grace, Flaming Sphere x2*, See Invisibility, Web; 3rd - Dispel Magic, Fireball, Lightning Bolt x2, Protection from Energy; 4th - Detect Scrying, Dimension Door, Orb of Fire, Stoneskin; 5th - Ball Lightning, Break Enchantment, Passwall, Sending; 6th – Planar Binding, True Seeing, Undeath to Death*. * Bonus spells due to Spellcasting Prodigy feat. (Clr 5/4/3/1): 0 - Create Water, Guidance, Light, Mending, Read Magic; 1st - Command, Detect Evil, Faerie Fire (d), Protection from Evil, Remove Fear; 2nd - Augury, Hold Person, Moonbeam (d), Silence; 3rd - Moon Blade (d), Wind Wall. Possessions: Weapons: +1 Adamantine Throwing Spiders (10): Fleshgrinding (42,602 gp); +2 Sword, short: Drowcraft (18,310 gp); Bolas, Masterwork (305 gp). Armor: +2 Mithral Chain shirt (5,250 gp). Goods: Coin: gp (15398) (15,398 gp). Magic: Ring: Water Breathing (15,000 gp); Wondrous: Boots of Elvenkind (2,500 gp); Wondrous: Piwafwi, Liriel`s (12,500 gp), Book of Portals (minor artifact—see the original Liriel Baenre article found on the WotC website). Notes of interest; A) Liriel, due the Practiced Spellcaster feat, casts wizard spells as if she were a 16th level wizard with regard to duration, overcoming spell resistance, and the like. (Her spellcaster level is conservative since she could easily have had access to 7th or 8th level spells.) In addition, due to the Spellcasting Prodigy feat she is treated as having Int 23, resulting in a bonus 2nd level spell and a 6th level spell. B) Liriel, in this version, has the Ethran feat despite its revised prerequisites (see the PgtoF), which would otherwise prohibit her gaining access. There's a very good reason for it. Purists may replace it with Spell Penetration and just note that she can participate in ‘circle magic’ if they prefer. C) For the sake of character building I chose to portray her as she would upon gaining Eilistraee ‘s acceptance, giving Liriel full access to her clerical powers. D) Liriel’s piwafwi is the same as a lesser piwafwi (i.e., a cloak of elvenkind) except it also allows the wearer to become invisible 1/day. E) Throwing spiders are similar to shuriken, only a little sharper and better made.(More details in the original Liriel Baenre article found elsewhere on WotC’s website.) Originally I gave them the ‘grinding’ ability (which is almost the same as the fleshgrinding property found in BoVD) but it’s just easier to give them the BoVD version despite the fact it was for melee weapons only. Why reinvent the wheel? F) Liriel has access to more spells than listed here (including sea-based spells found in spellbooks in the Green Room of Ruathym and Underdark/drow-based spells from her time in Menzoberranzen). She is full of surprises, accordingly. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ Fyodor, Male Human, Rashemi Bbn10/Bear2: CR 12; Medium Humanoid ; HD 10d12+30(Barbarian) , 2d12+6(Bear Warrior) ; hp 116; Init +2; Spd 40; AC:16 (Flatfooted:16 Touch:16); Atk +16/11/6 base melee, +14/9/4 base ranged; +15/10/5 (2d6+5+1d6, +1 Greatsword wielded one-handed); +17/12/7 (2d6+7+1d6, +1 Greatsword, two-handed); +16/11/6 (1d6+6, Club); +16/11/6 (1d4+4, Dagger); AL NG; SV Fort +13, Ref +5, Will +7; STR 18, DEX 15, CON 16, INT 14, WIS 12, CHA 13. Skills: Climb +12, Craft (Blacksmithing) +5, Handle Animal +6, Intimidate +12, Jump +8, Knowledge (History) +7, Knowledge (Local - Rashemen) +7, Listen +7, Perform (Oratory) +5, Perform (Sing) +2, Ride +7, Search +3, Sense Motive +3, Spot +5, Survival +10, Swim +6, Tumble +5. Feats: Aftersight, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Great Cleave, Instantaneous Rage, Monkey Grip, Power Attack, Shield Proficiency, Simple Weapon Proficiency. Possessions: Weapons: +1 Greatsword: Merciful (8,350 gp); Dagger (2 gp); Club (0 gp). Goods: Coin: gp (8648) (8,648 gp). Magic: Wondrous: Amulet of Natural Armor +4 (32,000 gp). When in a barbarian rage— Fyodor, Male Human, Rashemi Bbn10/Bear2: CR 12; Medium Humanoid ; HD 10d12+30(Barbarian) , 2d12+6(Bear Warrior) ; hp 140*; Init +2; Spd 40; AC:14*; Atk +18/13/8 base melee, +14/9/4 base ranged; +17/12/7 (2d6+5+1d6, +1 Greatsword, one-handed), +18/13/8(1d6+8, Club); AL NG; SV Fort +13, Ref +5, Will +9; STR 22*, DEX 15, CON 20*, INT 14, WIS 12, CHA 13. * Adjusted for barbarian rage. When in black bear form (as allowed by the Bear Warrior prestige class)— Fyodor, Male Human, Rashemi Bbn10/Bear2: CR 12; hp 140**; Init +3**; Spd 40; AC:16**; Atk +20/15/10 base melee; +20/15/10; (1d4+8, claw), and +20(1d6+8, bite); AL NG; SV Fort +13, Ref +5, Will +9**; STR 26**, DEX 17**, CON 20**, INT 14, WIS 12, CHA 13. ** Adjusted for black bear/barbarian rage form. Notes of Interest: A) It would’ve been easy to just give him a regular greatsword and note it deals slashing damage to non-Rashemi only, but this is the Forgotten Realms (which is magic-laden) so…I gave him an enchanted weapon that pretty much does the same thing as an equivalent. If this upsets the purists then just change it back. (And yes, I’m aware that Hathrans cannot create magic weapons, etc., only the vremyonni can do so.) B) The Monkey Grip feat is what allows Fyodor to wield his greatsword one-handedly although he seems to do so only when in a rage. Again, I have reasons for all of this but I've chosen to keep this posting as 'tight' as possible. |
| runestar08-07-06, 12:22 AM | I would have expected fyodor to have lvs in the frenzied berserker prc... :P |
| Selvarin08-07-06, 01:20 AM | Ehhhh *except* his inability to control his rages was a byproduct of the Time of Troubles. He never wanted that. Besides, in the original--unpublished--incarnation I gave him levels of Berserker (Found in Deities & Demigods? I can't remember now) but the Bear Warrior felt like a better fit. Too bad Gorlist and Thorn weren't statted previously by WotC, as I have 'em loaded and ready. (See, this is what one does in between jobs...) :plotting: |
| bitter thorn08-09-06, 03:15 AM | Here's part 2 of Marco Volo NPCs. Enjoy. :) Nosk CR 6 Male Chondathan Human Fighter 6 CE Medium Humanoid (Human) Init +1; Senses Listen +1, Spot +3 Languages Chondathan, Common ----------------------------------------------------------------------------------------- AC 21, touch 11, flat-footed 20 hp 49 (6 HD) Fort +7, Ref +3, Will +3 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 bastard sword +11/+6 (1d10+6/19-20) Ranged masterwork composite longbow (+3 Str) +8/+3 (1d8+3/x3) Base Atk +6; Grp +9 Atk Options Cleave, Improved Bull Rush, Power Attack Combat Gear potion of bull’s strength, potion of cure moderate wounds, potion of cure light wounds ----------------------------------------------------------------------------------------- Abilities Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10 Feats Blooded, Cleave, Exotic Weapon Proficiency (bastard sword), Improved Bull Rush, Quick Draw, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword) Skills Climb +0, Intimidate +9, Jump +0, Listen +1, Ride (horse) +4, Spot +3, Swim -9 Possessions combat gear plus masterwork full plate, masterwork heavy steel shield, +1 bastard sword, masterwork composite longbow (+3 Str), everburning torch. Description Nosk is broke and needs the money, so he fights fiercely. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Khaza CR 6 Female Bedine Human Fighter 5 LE Medium Humanoid (Human) Init +3; Senses Listen +0, Spot +0 Languages Chondathan, Common, Midani ----------------------------------------------------------------------------------------- AC 17, touch 13, flat-footed 14 hp 37 (5 HD) Fort +5, Ref +4, Will +0 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork scimitar +8 (1d6+2/18-20) Ranged +1 composite shortbow (+2 Str) +9 (1d6+3/x3) or +1 composite shortbow (+2 Str) +7/+7 (1d6+3/x3) with Rapid Shot Base Atk +5; Grp +7 Atk Options Point Blank Shot Combat Gear potion of cure light wounds x2 ----------------------------------------------------------------------------------------- Abilities Str 14, Dex 16, Con 13, Int 12, Wis 8, Cha 10 Feats Improved Mounted Archery, Mounted Archery, Mounted Combat, Point Blank Shot, Rapid Shot, Ride-By Attack Skills Climb +7, Handle Animal +8, Intimidate +6, Jump +9, Listen +0, Ride (horse) +13, Spot +0, Swim +0 Possessions combat gear plus masterwork chain shirt, masterwork scimitar, +1 composite shortbow (+2 Str), Shad’iar light warhorse. 60 gp in coins, jewelry, and riding gear. Description Khaza is merciless and enjoys tormenting her prey with hope of escape before finishing them off. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Champions of Valor (3.5E), and Complete Warrior (3.5E). Druhzalar CR 6 Male Tethyrian Human Wizard 6 CN Medium Humanoid (Human) Init +2; Senses Listen +1, Spot +4 (+7 in shadows) Languages Chondathan, Common, Draconic, Giant, Halfling, Illuskan, empathic link ----------------------------------------------------------------------------------------- AC 14, touch 12, flat-footed 12 hp 19 (6 HD) Fort +2, Ref +4, Will +4 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee quarterstaff +4 (1d6+1) Base Atk +3; Grp +4 Combat Gear potion of cure serious wounds, potion of fox’s cunning, scroll of fly, scroll of invisibility Wizard Spells Prepared (CL 6th): 3rd–deep slumber (DC 17), fireball (DC 17), hold person (DC 17) 2nd–cat’s grace, fog cloud, glitterdust (DC 16), Melf’s acid arrow (+5 ranged touch) 1st–magic missile x3, shield 0–detect magic, mage hand, ray of frost (+5 ranged touch), resistance ----------------------------------------------------------------------------------------- Abilities Str 13, Dex 14, Con 10, Int 19, Wis 8, Cha 12 SQ familiar, share spells Feats Alertness{B} (if familiar within 5 ft.), Brew Potion, Enlarge Spell, Extend Spell, Scribe Scroll{B}, Spell Focus (divination), Toughness Skills Appraise +4 (+6 with alchemical items and books), Concentration +9, Craft (alchemy) +10, Craft (bookbinding) +10, Decipher Script +10, Knowledge (arcana) +13, Knowledge (history) +10, Listen +1, Profession (scribe) +5, Spellcraft +15, Spot +4 (+7 in shadows) Possessions combat gear plus quarterstaff, bracers of armor +2. 270 gp in coins, gems, jewelry, and material components. Spellbook spells prepared plus Druhzalar knows very few other wizard/sorcerer spells in the Player’s Handbook mostly divination spells. Description Druhzalar is an alcoholic and can only be relied upon to remain sober long enough to carry out any required tasks. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Vision, Owl Familiar CR – N Tiny Magical Beast (augmented animal) Init +3; Senses low-light vision; Listen +14, Spot +6 (+14 in shadowy illumination) Languages empathic link, speak with master ----------------------------------------------------------------------------------------- AC 20, touch 15, flat-footed 17 hp 9 (6 HD) Resist improved evasion Fort +2, Ref +5, Will +7 ----------------------------------------------------------------------------------------- Speed 10 ft. (2 squares), fly 40 ft. (average) Melee talons +8 (1d4-3) Space 2-1/2 ft.; Reach 0 ft. Base Atk +3; Grp -8 Atk Options deliver touch spells ----------------------------------------------------------------------------------------- Abilities Str 4, Dex 17, Con 10, Int 8, Wis 14, Cha 4 Feats Weapon Finesse Skills Listen +14, Move Silently +17, Spot +6* * +8 racial bonus in areas of shadowy illumination. Maglad CR 5 Male Chondathan Human Wizard 5 LE Medium Humanoid (Human) Init +1; Senses Listen +4, Spot +4 Languages Chondathan, Common, Draconic, Illuskan, Orc, empathic link ----------------------------------------------------------------------------------------- AC 12, touch 12, flat-footed 11 hp 19 (5 HD) Fort +4, Ref +2, Will +6 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork dagger +3 (1d4/19-20) Base Atk +2; Grp +2 Combat Gear potion of cure serious wounds, scroll of fox’s cunning, wand of cat’s grace (11 charges) Wizard Spells Prepared (CL 5th): 3rd–lightning bolt (DC 16), summon monster III 2nd–blur, minor image, scorching ray (+3 ranged touch) 1st–magic missile x2, ray of enfeeblement (+3 ranged touch), silent image 0–acid splash (+3 ranged touch), detect magic, message, resistance ----------------------------------------------------------------------------------------- Abilities Str 10, Dex 12, Con 13, Int 17, Wis 14, Cha 8 SQ familiar, share spells Feats Augment Summoning, Craft Wand, Planar Familiar, Scribe Scroll{B}, Spell Focus (conjuration) Skills Appraise +3 (+5 with alchemical items), Concentration +9, Craft (alchemy) +8, Decipher Script +8, Knowledge (arcana) +11, Knowledge (the planes) +11, Knowledge (religion) +9, Listen +4, Spellcraft +13, Spot +4, Survival +2 (+4 in other planes) Possessions combat gear plus masterwork dagger, ring of protection +1. 150 gp in coins, jewelry, and material components. Spellbook spells prepared plus Maglad knows a few other wizard/sorcerer spells in the Player’s Handbook mostly conjuration and evocation spells. Description Maglad is cold and calculating, but never pointlessly cruel, preferring to dispatch his opponents and get on with business. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Planar Handbook (3.5E). Gnawsh, Fiendish Rat Familiar CR – LE Tiny Magical Beast (augmented animal) Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +4, Spot +4 Languages empathic link, speak with master ----------------------------------------------------------------------------------------- AC 17, touch 14, flat-footed 15 hp 9 (5 HD); DR 5/magic Resist cold 5, fire 5; improved evasion; SR 10 Fort +2, Ref +4, Will +5 ----------------------------------------------------------------------------------------- Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft. Melee bite +6 (1d3-4) Space 2-1/2 ft.; Reach 0 ft. Base Atk +2; Grp -10 Atk Options deliver touch spells, smite good 1/day (+5 damage to good foe) ----------------------------------------------------------------------------------------- Abilities Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2 Feats Weapon Finesse Skills Balance +10, Climb +12*, Hide +14, Listen +4, Move Silently +10, Spot +4, Swim +10* * A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dex modifier instead of its Str modifier for Climb and Swim checks. +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Voruna CR 6 Female Chondathan Human Cleric 6 of Loviatar LE Medium Humanoid (human) Init +1; Senses Listen +3, Spot +3 Languages Chondathan, Common ----------------------------------------------------------------------------------------- AC 18, touch 11, flat-footed 17 hp 24 (6 HD) Fort +4, Ref +3, Will +8 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 scourge +6 (1d8+2) Ranged light crossbow +5 (1d8/19-20) Base Atk +4; Grp +5 Atk Options strike of vengeance 1/day Special Actions pain touch 1/day (-2 penalty to Str and Dex for 1 minute), spontaneous casting (inflict spells), rebuke undead 5/day (+4, 2d6+8, 6th) Combat Gear potion of cure moderate wounds x2, scroll of resist energy Cleric Spells Prepared (CL 6th): 3rd–bestow curse{D} (DC 16), cure serious wounds, dispel magic, magic vestment 2nd–bear’s endurance{D}, bull’s strength, hold person (DC 15), silence, spiritual weapon 1st–cause fear (DC 14), cure light wounds, divine favor, doom (DC 14), shield of faith{D} 0–detect magic, guidance x2, resistance, virtue D: Domain spell. Deity: Loviatar. Domains: Retribution, Suffering ----------------------------------------------------------------------------------------- Abilities Str 13, Dex 12, Con 8, Int 10, Wis 16, Cha 14 SQ strong aura of evil, strong aura of law Feats Combat Casting, Divine Vigor, Endurance, Exotic Weapon Proficiency (scourge) Skills Concentration +8 (+12 when casting defensively), Intimidate +5, Knowledge (religion) +6, Listen +3, Spellcraft +6, Spot +3 Possessions combat gear as well as +1 scale mail, +1 light steel shield, +1 scourge, light crossbow, silver holy symbol (Loviatar). 85 gp in coins, gems, and jewelry. Description Voruna enjoys generating agony and pain upon her victims before they die. She has a high tolerance for pain, and will not be discouraged by serious wounds. She can endure any amount of interrogation without revealing information. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Warrior (3.5E). Skarr CR 8 Male Chondathan Human Rogue 8 CE Medium Humanoid (Human) Init +7; Senses Listen +5, Spot +5 Languages Chondathan, Common, Damaran, Orc ----------------------------------------------------------------------------------------- AC 18, touch 14, flat-footed 14; Dodge, Mobility, improved uncanny dodge, uncanny dodge hp 38 (8 HD) Resist evasion Fort +4, Ref +11, Will +4 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee +1 rapier +11/+6 (1d6+1/18-20) Ranged masterwork shortbow +10/+5 (1d6/x3) Base Atk +6; Grp +6 Atk Options sneak attack +4d6 Combat Gear potion of cure moderate wounds, scroll of expeditious retreat, tanglefoot bag ----------------------------------------------------------------------------------------- Abilities Str 10, Dex 19, Con 13, Int 14, Wis 12, Cha 8 SQ trap sense +2, trapfinding Feats Dodge, Improved Iniative, Mobility, Weapon Finesse Skills Balance +14, Climb +8, Disable Device +10, Escape Artist +12, Gather Information +1, Hide +15, Jump +10, Knowledge (local-Cormyr) +10, Listen +5, Move Silently +15, Open Lock +12, Search +10, Sleight of Hand +12, Spot +5, Tumble +17, Use Magic Device +7 Possessions combat gear as well as +1 studded leather, +1 rapier, masterwork shortbow, cloak of resistance +1, gloves of dexterity +2, masterwork thieves’ tools. 120 gp in coins, gems, and jewelry. Description None Note Masterwork thieves’ tools bonus not added to skills. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Rau’triel Luen CR 11 Female Drow Sorcerer 10 CE Medium Humanoid (elf) Init +3; Senses darkvision 120 ft.; Listen +4, Spot +4 Languages Abyssal, Common, Draconic, Drow Sign, Elven, Undercommon ----------------------------------------------------------------------------------------- AC 14, touch 14, flat-footed 11 hp 26 (10 HD) Immune sleep; SR 21 Fort +4, Ref +7, Will +10 (+12 against spells or spell-like abilities) ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork rapier +7 (1d6+1/18-20) Ranged masterwork hand crossbow +9 (1d4/19-20) Base Atk +5; Grp +6 Combat Gear 2 doses of drow poison, potion of cure serious wounds, potion of eagle’s splendor, scroll of cat’s grace, scroll of cloudkill, wand of mage armor (25 charges) Sorcerer Spells Known (CL 10th): 5th (3/day)–teleport 4th (6/day)–ice storm, summon monster IV 3rd (7/day)–fireball (DC 17), fly, wind wall 2nd (7/day)–blindness/deafness (DC 16), invisibility, spider climb, web (DC 16) 1st (7/day)–cause fear (DC 15), charm person (DC 15), feather fall, magic missile, shield 0 (6/day)–acid splash (+8 ranged touch), detect magic, detect poison, flare (DC 14), mage hand, mending, message, ray of frost (+8 ranged touch), read magic Spell-Like Abilities (CL 10th): 1/day–dancing lights, darkness, faerie fire ----------------------------------------------------------------------------------------- Abilities Str 12, Dex 16, Con 11, Int 16, Wis 14, Cha 19 SQ able to notice secret or concealed doors, drow traits, familiar (none) Feats Combat Casting, Daylight Adaptation, Empower Spell, Scribe Scroll Skills Appraise +3 (+5 with alchemical items), Bluff +14, Concentration +13 (+17 when casting defensively), Craft (alchemy) +13, Diplomacy +6, Hide +13, Intimidate +6, Knowledge (arcana) +16, Knowledge (dungeoneering) +6, Listen +4, Search +5, Spellcraft +18, Spot +4 Possessions combat gear as well as masterwork rapier, masterwork hand crossbow, piwafwi of resistance +1, ring of protection +1. 70 gp in coins, gems, jewelry, and material components. Description Unknown. Note Skills modified by magic items. Sources Marco Volo: Journey (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks. Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker. Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, invisibility, resistance, creator must be a Drow, creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb. Cool! Moderate level NPCs :cool: |
| Selvarin08-09-06, 04:58 AM | Tianna was a bit of an elf-drow renegade mentioned in a few FR books about the North, yet nothing much was done with her. Last I saw she was a 2nd Edition Clr 5/Thief 12, Wizard 11, since she was a worshipper of Malar I decided to tweak her just a bit (OK, a lot). Oh well, another multi-class villian to tangle with. Tianna Skyflower, Female Half-Drow Elf Rog4/Sor4/Drd3/ArcHie7: CR 18; Medium Humanoid ; HD 4d6+4(Rogue) , 4d4+4(Sorcerer) , 3d8+3(Druid) , 7d6+7(Arcane Hierophant) ; hp 95; Init +8; Spd 30; AC:20 (Flatfooted:20 Touch:17); Atk +13/8/3 base melee, +16/11/6 base ranged; +14/9/4 (1d8+2, Spear of Impaling); +14/9/4 (1d4+2, +1 Dagger); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), Darkvision (Ex): 60 ft., +2 Saves vs. Enchantment Spells and Effects; AL NE; SV Fort +8, Ref +12, Will +16; STR 13, DEX 18, CON 12, INT 16, WIS 16, CHA 17. Skills: Appraise +5, Balance +8, Bluff +8, Climb +10, Concentration +15, Craft (Trapmaking) +7, Decipher Script +5, Diplomacy +12, Disable Device +5, Handle Animal +8, Heal +5, Hide +12, Intimidate +10, Jump +6, Knowledge (Arcana) +14, Knowledge (Local - High Forest) +7, Knowledge (Nature) +15, Listen +10, Move Silently +12, Ride +7, Search +8, Sense Motive +10, Sleight of Hand +12, Spellcraft +15, Spot +10, Survival +10, Swim +8, Tumble +8. Feats: Arcane Strike, Armor Proficiency: light, Armor Proficiency: medium, Arterial Strike, Improved Initiative, Initiate of Malar, Practiced Spellcaster:Sorcerer, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Track. Spells Known (Sor 6/7/7/7/6/4): 0 -- Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Message, Read Magic; 1st -- Identify, Magic Missile, Protection from Good, True Strike, Unseen Servant; 2nd -- Death Armor, Detect Thoughts, Mindless Rage, Protection from Arrows, Wracking Touch; 3rd -- Dispel Magic, Displacement, Lightning Bolt, Shadow Binding; 4th -- Dimension Door, Orb of Force, Scrying; 5th -- Shadow Tentacle, Greater, Waves of Fatigue. Spells Prepared (Drd 6/5/5/4/3/2): 0 - Detect Crossroads, Flare, Know Direction, Naturewatch, Purify Food and Drink, Read Magic; 1st - Claws of the Beast, Cure Light Wounds, Enrage Animals, Faerie Fire, Pass without Trace; 2nd - Bear`s Endurance, Flame Blade, Gust of Wind, Remedy Moderate Wounds, Spectral Stag; 3rd - Dominate Animal, Greenfire, Protection from Energy, Thornskin; 4th - Claws of the Savage, Flame Strike, Land Womb; 5th - Baleful Polymorph, Summon Nature`s Ally V. Possessions: Weapons: Spear of Impaling (32,305 gp); +1 Dagger: Blood Seeking (8,302 gp). Goods: Coin: gp (49000) (49,000 gp). Magic: Wand: Lightning Bolt (6) (Charges: 50) (13,500 gp); Wondrous: Amulet of Natural Armor +3 (18,000 gp); Wondrous: Bracers of Armor +3 (9,000 gp). Alakka, Male Animal, Wolverine : CR 3; Medium Animal ; HD 7d8+28 ( Animal) ; hp 62; Init + 3; Spd 30, Burrow 10, Climb 10; AC 19; Atk + 8 base melee, + 8 base ranged; +8/+3 ( 1d4+3, 2 Claw; 1d6+1, Bite ); SA: Rage (Ex) ; SQ: Scent (Ex), Low-light Vision (Ex); AL N; SV Fort + 9, Ref + 8, Will + 3; STR 16, DEX 17, CON 19, INT 10, WIS 12, CHA 10. Skills: Climb +11, Listen +6, Spot +6. Feats: Alertness, Toughness, Track. * Has higher Int and special abilities as per a wizard’s familiar of 10th level. Not: Edited/updated as it was pointed out that one must be 4th level sorcerer to cast 2nd level spells. (I'm using e-Tools and I've been discovered a few 'quirks' of the system. I love it but due to the original progam limitations and the sheer number of feats, etc., to be added via data sets, mistakes do crop up.) |
| Green Giant08-10-06, 06:59 PM | Nice job, Selvarin. :cheer: Hope you've got some more. :waits: |
| Selvarin08-11-06, 04:03 AM | Back when I had a web site I used to have a number of NPCs statted and ready. One of thes was the Pereghost, of whom I had three different versions because I found the switch from a LE Ftr10 (rumored to be a former paladin who serves Evil beause he cannot be Good) to a CE Ftr7/DvC5 of Cyric was too much of a stretch. No sense in redoing three versions for 3.5. However, here's how I imagine him, as a former paladin who's since undergone rituals to burn away that part of his past in order to be a champion of Cyric, but who nonetheless has a remnant of his former self to contend with. (Several feats found in Champions of Ruin.) (3.5'd) The Pereghost, Male Human, Chondathan Ftr7/DvC5: CR 12; Medium Humanoid ; HD 7d10+28(Fighter) , 5d10+20(Divine Champion) ; hp 107; Init +2; Spd 20; AC:20 (Flatfooted:19 Touch:10); Atk +15/10/5 base melee, +14/9/4 base ranged; +19/14/9 (1d8+8, +3 Longsword); +16/11/6 (1d3+3, Gauntlet, Masterwork); +16/11/6 (1d6+3, Sword, short, Masterwork); +15/10/5 (1d6+3, Shortbow, composite ( +3 Str Bonus), Masterwork); +16/11/6 (2d4+5, +1 Guisarme); AL NE; SV Fort +13, Ref +5, Will +5; STR 17, DEX 15, CON 18, INT 13, WIS 14, CHA 18. Skills: Bluff +5, Climb +2, Diplomacy +8, Handle Animal +9, Intimidate +13, Jump -6, Knowledge (Religion) +5, Ride +13, Sense Motive +5, Speak Language +1, Swim -6. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Improved Critical: Longsword, Leadership, Mounted Combat, Power Attack, Quick Draw, Scion of Sorrow, Shield Proficiency, Simple Weapon Proficiency, Tormented Knight, Touch of Benevolence, Tower Shield Proficiency, Trample, Weapon Focus: Longsword, Weapon Specialization: Longsword. Possessions: Weapons: +3 Longsword: Unholy (50,315 gp); Shortbow, composite ( +3 Str Bonus), Masterwork (600 gp); Sword, short, Masterwork (310 gp); Gauntlet, Masterwork (302 gp); +1 Guisarme (2,309 gp). Armor: +2 Half-plate: Nimbleness (9,750 gp). Goods: Coin: gp (19000) (19,000 gp). Mount (not updated to 3.5, not sure if it's needed): Arvask (the replacement for Sandusk, who’s since died) Heavy warhorse; Large Animal (Horse); CR 2; HD 4d8 +12; HP 40; Init +1 (Dex), Spd 50 ft, fly 20 ft (poor); AC 16 (-1 size, +2 harness, +1 Dex, +4 natural); Atk +6/+6 melee (1d6+4, hooves) or +1 melee (1d4+2, bite); Face/Reach: 5 ft x 10 ft/5 ft; SQ: Scent; AL N; Saves: Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Skills: Listen +7, Spot +7. Possessions: Military saddle (+2 to rider’s Ride checks), winged harness+2 (see below for details). New Magic Item (again, not updated to 3.5, and the load portion is probably way off!) Winged Harness +2: This item resembles an ordinary harness that can be strapped to any Large-sized creature. When a command is uttered, however, gigantic raven-like wings come forth on each side of the creature, enabling it to fly (as the spell) twice per day. When aloft, the harness provides the wearer with the carrying capacity of a creature with 25 Strength. The speed and maneuverability is affected by the total load, as follows: Load Speed Manueverability Lt (01-266 lbs.) 60 ft Good Md (267-533 lbs.) 40 ft Average Hvy (534-800 lbs.) 20 ft Poor If the load increases beyond 800 lbs during flight (or if the wearer/rider wishes it), then the flight effect changes to feather fall for the remainder of the spell, or until the spell’s duration lapses. In either case, the spells are treated as if they were cast by a spellcaster of 12th level with regard to duration, dispelling, etc. This particular harness also provides +2 armor protection (as bracers of armor) for the wearer. This magic item is especially useful to those who wish to enable their mounts (such as a warhorse) to fly. It does require some training, though, before the animal is suitably comfortable with its effects. At least two weeks of ‘breaking in’ is necessary, and at least one successful Handle Animal/Ride check each (DC 18). If one is failed, another week is required before another check may be made (two weeks if both fail). Once both checks are successfully made, then the animal is used to the harness and its effects. Caster Level: 12th; Prerequisites: Craft Wondrous Item, feather fall, strength, fly, mage armor; Market Value: 19,000. Cost to Create: 9,500 gp + 910 XP. In the 2.0 Darkhold supplement, the Pereghost was a Ftr 10 who preferred the use of a LE sentient bastard sword named "Determination". Haven't had time to stat it for 3.5, I decided to switch it for a +3 unholy longsword ("Deceit"). Perhaps "Determination" was destroyed by the Pereghost as part of the rituals used to change himself, or maybe it found its way into the hands of a Banite somewhere. Sentient blades are a tricky lot, you never know where they may end up. |
| Quirion_Ranger08-13-06, 11:40 AM | Tianna Skyflower, Female Half-Drow Elf Rog4/Sor3/Drd3/ArcHie7: Maybe Sorcerer 4? Entry Requirements from Arcane Hierophant: Ability to cast 2nd-level arcane spells and 2nd-level divine spells. Sorcerer 3 can't cast 2nd-level arcane spells, 2nd-level arcane spells can cast Sorcerer 4. |
| Selvarin08-13-06, 03:04 PM | Thanks, I've edited it accordingly. (I use e-Tools for this but it isn't perfect, nor am I.) In retrospect she could be restatted as a Drd3/Rog2/Wiz3/ArcHie7, I'm just too bushed to do so at this time. :raincloud |
| Green Giant08-13-06, 05:53 PM | Here are some more requested NPCs. Enjoy. :) Oversword Faril Laheralson CR 5 Male Chondathan Human Warrior 6 CN Medium Humanoid (Human) Init -1; Senses Listen +3, Spot +3 Languages Chondathan, Common, Orc ----------------------------------------------------------------------------------------- AC 17, touch 9, flat-footed 17 hp 48 (6 HD) Fort +8, Ref +1, Will +3 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee masterwork longsword +11/+6 (1d8+3/19-20) Base Atk +6; Grp +9 Atk Options Power Attack Combat Gear oil of greater magic weapon +1, potion of cure moderate wounds x2 ----------------------------------------------------------------------------------------- Abilities Str 17, Dex 9, Con 16, Int 12, Wis 12, Cha 12 Feats Alertness, Furious Charge, Power Attack, Weapon Focus (longsword) Skills Climb +5, Intimidate +10, Jump +5, Listen +3, Ride (horse) +6, Spot +3, Swim -1 Possessions combat gear plus +1 chainmail, masterwork heavy steel shield, masterwork longsword, Purple Dragon ring. 340 gp in coins, gems, and jewelry Description Faril is a boisterous, coarse, and domineering man who gives lip service to the Crown. Sources Four from Cormyr (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Wangle Towerstruck CR 9 Male Chondathan Ranger 9 of Mielikki CG Medium Humanoid (Human) Init +4; Senses Listen +7, Spot +7 Languages Chondathan, Common, Elven, Goblin ----------------------------------------------------------------------------------------- AC 19, touch 14, flat-footed 15; Two-Weapon Defense hp 71 (9 HD) Resist evasion Fort +9, Ref +10, Will +6 ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee +1 short sword +15/+10 (1d6+6/19-20) or +1 short sword +13/+8 (1d6+6/19-20) and masterwork dagger +13/+8 (1d4+2/19-20) Ranged masterwork composite shortbow (+5 Str) +14/+9 (1d6+5/x3) Base Atk +9; Grp +14 Atk Options favored enemy goblinoids +4, favored enemy magical beast +2 Combat Gear potion of cure light wounds, potion of cure serious wounds Ranger Spells Prepared (CL 4th): 2nd–cat’s grace 1st–longstrider, resist energy ----------------------------------------------------------------------------------------- Abilities Str 20, Dex 18, Con 17, Int 15, Wis 16, Cha 8 SQ animal companion (Noble), link with companion, share spells, swift tracker, woodland stride, wild empathy +10 (+6 magical beasts) Feats Animal Affinity, Endurance{B}, Improved Two-Weapon Fighting{B}, Mounted Combat, Negotiator, Ride-By Attack, Track{B}, Two-Weapon Defense, Two-Weapon Fighting{B} Skills Climb +11, Diplomacy +4, Disguise +2, Handle Animal +11, Hide +13, Jump +11, Knowledge (local-Cormyr) +6, Knowledge (nature) +10, Listen +7, Move Silently +13, Ride (horse) +14 (+15 with Noble), Search +8, Sense Motive +7, Spot +7, Survival +15 (+17 in aboveground natural environments, +17 to find or follow tracks), Swim +11 Possessions combat gear plus +1 mithral shirt, +1 short sword, masterwork dagger, masterwork composite shortbow (+5 Str), Gwaeron’s boots, lesser Harper Pin, wooden holy symbol (Mielikki). 40 gp in coins, gems, and jewelry. He owns Wangle’s Livery. Description Wangle is a towering hulk of a man with a simple, childlike demeanor (which is an act), yet a good eye for horses. Sources Four from Cormyr (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Magic of Faerun (3E). Noble, Cormyrean Destrier Animal Companion CR – N Large Animal Champions of Valor 154 Init +1; Senses low-light vision, scent; Listen +7, Spot +6 ----------------------------------------------------------------------------------------- AC 17, touch 11, flat-footed 15 hp 45 (6 HD) Resist evasion Fort +8, Ref +7, Will +4 ----------------------------------------------------------------------------------------- Speed 50 ft. (10 squares) Melee 2 hooves +8 (1d6+4) and bite +6 (1d4+2) Space 10 ft., Reach 5 ft. Base Atk +4; Grp +13 ----------------------------------------------------------------------------------------- Abilities Str 21, Dex 14, Con 17, Int 2, Wis 15, Cha 6 SQ 2 bonus tricks Feats Endurance, Multiattack, Run Skills Listen +7, Spot +6 Rayanna the Rose CR 9 Female Chondathan Human Fighter 4/Marshal 4/Legendary Leader 1 LN Medium Humanoid (Human) Init +0; Senses Listen +0, Spot +0 Languages Chondathan, Common, Goblin ----------------------------------------------------------------------------------------- AC 20, touch 11, flat-footed 20 hp 58 (9 HD) Immune fear Fort +10, Ref +3, Will +10 ----------------------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 longsword +12/+7 (1d8+6/19-20) Base Atk +7; Grp +10 Atk Options Power Attack, favored enemy goblinoids +2 Special Actions grant move action 1/day Combat Gear potion of cure moderate wounds x2, potion of bull’s strength Marshal Auras Known: Minor (at will)–Motivate Dexterity (+3 bonus on Dexterity-based checks, including initiative checks), Over the Top (+3 bonus on damage rolls when charging) Major (at will)–Resilient Troops (+1 bonus on all saves) Commander Aura Known: At will–Melee Commander (+1 morale bonus on melee attack rolls) ----------------------------------------------------------------------------------------- Abilities Str 16, Dex 11, Con 13, Int 12, Wis 10, Cha 17 SQ hero’s luck +1, legendary reputation +1 Feats Foe Hunter (goblinoid), Iron Will, Leadership, Mounted Combat, Power Attack, Skill Focus (Diplomacy){B}, Veteran Knowledge, Weapon Focus (longsword), Weapon Specialization (longsword) Skills Climb +4, Diplomacy +17, Intimidate +10, Jump +4, Knowledge (history) +7, Knowledge (nobility and royalty) +7, Listen +0, Ride (horse) +7, Sense Motive +5, Spot +0, Swim +0 Possessions combat gear plus +1 breastplate, +1 heavy steel shield, +1 longsword, cloak of charisma +2, ring of protection +1. 265 gp in coins, gems, and jewelry Description Unknown Note Rayanna is a mercenary whose policies are well-received and for not cheating clients. Her base Leadership score is 12. Due to her position as commander of the Red Raven Mercenary Company, Rayanna has a commander rating of 5. She has earned the Shield of the Stonelands (a 20-point decoration) title. Her effective Leadership score is 37. Sources Gold and Glory (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Power of Faerun (3.5E), Miniature’s Handbook (3.5E), and Heroes of Battle (3.5E). |
| Planesdancer08-13-06, 06:21 PM | I would love to see a 3.5 version of Laroth Runemaster(Evermeet) and Kimmuriel from Bregen D'Arythe. |
| devilmanotis08-14-06, 05:05 AM | just wondering if anything had been done specifically with the high mages of evermeet from the second ed - either offically or through u guys on this thead? any help would be most excellent |
| Zireael08-15-06, 12:48 PM | Laeroth (and probably the mages) is in the first Realms' NPC Chars thread. Kimmuriel, as far as I know, was only in novels. |
| johnnype08-15-06, 01:44 PM | Question: are there stats anywhere for the charcters in the Year of Rogue Dragons anywhere? |
| Selvarin08-15-06, 07:04 PM | Question: are there stats anywhere for the charcters in the Year of Rogue Dragons anywhere? I'd like to hope so, I tried looking for them in a few issues of Dragon magazine but I don't recall finding the stats. In Dragons of Faerun Dorn is listed as a CN male half-iron golem [augmented Vaasan human] fighter 10/ranger 3. Kara is a CG female adult song dragon sorcerer 3/bard 2. |
| Nylle08-15-06, 07:20 PM | Has the stats for The Nentyarch ever been published or made? I can't seem to find it anywhere |
| Atlas68908-15-06, 11:11 PM | Ok now i got doable requests of characters that rnt just from novels but dont have any requests, so if i may ask if one of you fine gentlemen can either find them were i can not or create them, if you did it would be great, if u didnt well i think i can find it in my heart to forgive ye ;) : Noumea Drathchuld Alvaerele Tasundrym Gevras Imesfor Grand Mage of Evereska Breithel Olithir, Grand Mage of Evermeet Shaaan the Serpent Queen P.S. Isn't Laeroth Runemaster dead from the attack on the Tower of Sun |
| Prince Etharion08-16-06, 05:33 PM | Firstly Ive got to say that this is a great book. One the best for years IMHO. Just a few questions.... Well the hell did Alagshon Nathaire get that powerful. He has managed to go from a Clr14 (Bane) to quite possibly the most powerful Cleric on Faerun (Not counting The Grand Cabal bird 30th Level or something Driud). In fact I would say on pure Character levels he is the most powerful Cleric ever that has had a small stat block created. He is also a Banelich, so I would kinda assume a CR34 ish...... That was my first observation and secondly (It would have been nice to have had Sammasters stats done) what level would Sammaster have to be then if Alagshon at level 30th is ONLY second-speaker. Any ideas. I would put him at about 32nd level. However I can not see him quite at the level of Larloch or Aumor the Undying. Any help....... |
| Master Sylvius08-24-06, 10:24 PM | Do any of you know where I could find the stats of queen Zarandas' arcane mentor: Nyadnar. I know she is a ametyst dragon and has powerfull spells at her disposal, more than what a normal gem dragon her age should... If anybody can help my out, I'd very much appreciate it :) And how about her daughter. the first ruby dragon? Don't think they're saying much about her in the dragons of Faerun book... Anyway... Thanx for your help :) |
| MerrikCale08-25-06, 11:28 PM | Firstly Ive got to say that this is a great book. One the best for years IMHO. I agree the best in a long time. |
| Selvarin08-26-06, 04:33 AM | I can't remember if I posted stats for Mintiper Moonsilver...If I did, it was a tad incorrect since they've switched him back from being a 19th-level bard to a Ftr5/Rog5/Brd9. (Since my 3e version was a Ftr6/Rog4/Brd9 I don't feel so bad...) Anyhow, here's updated stats based on both his entry in Code of the Harpers (2E) and Lost Empires of Faerun (which only lists his classes and levels). I've upped his Int and Cha and added one or two new items due to bonuses for high levels, otherwise he's pretty close to what's been written in CotH: Mintiper Moonsilver, Male Half-Elf Ftr5/Rog5/Brd9: CR 19; Medium Humanoid (Elf); HD 5d10+20(Fighter) , 5d6+20(Rogue) , 9d6+36(Bard) ; hp 157; Init +8; Spd 30; AC:23 (Flatfooted:23 Touch:14); Atk +17/12/7 base melee, +18/13/8 base ranged; +19/14/9 (1d10+5, +2 Silver Sword, bastard); +17/12/7 (1d4+3, Dagger); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Spells and Spell-like Effects; RF: Elven Blood; "Spellsinger's Luck" (see text below); AL CN; SV Fort +12, Ref +15, Will +11; STR 17, DEX 18, CON 18, INT 16, WIS 17, CHA 18. Skills: Appraise +5, Balance +8, Bluff +10, Climb +12, Concentration +12, Craft (Trapmaking) +10, Decipher Script +5, Diplomacy +12, Disable Device +5, Disguise +9, Forgery +9, Gather Information +8, Handle Animal +6, Hide +17, Intimidate +10, Jump +8, Knowledge (Arcana) +7, Knowledge (History) +9, Knowledge (Local - Sword Coast) +4, Knowledge (Local - The North) +7, Listen +9, Move Silently +12, Perform (Oratory) +7, Perform (Sing) +13, Perform (String Instruments) +14, Perform (Wind Instruments) +7, Ride +7, Search +7, Sense Motive +8, Sleight of Hand +9, Speak Language +3, Spellcraft +9, Spot +5, Survival +8, Swim +8, Tumble +8, Use Magic Device +6. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Cleave, Deceitful, Exotic Weapon Proficiency: Sword, bastard, Improved Initiative, Leadership, Obscure Lore, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting. Spells Known (Brd 3/4/3/3): 0 -- Daze, Detect Crossroads, Detect Magic, Know Direction, Read Magic, Summon Instrument; 1st -- Disguise Self, Identify, Unseen Servant, Ventriloquism; 2nd -- Detect Thoughts, Eagle`s Splendor, Locate Object, Silence; 3rd -- Dispel Magic, Haunting Tune, Remove Curse. Possessions: Weapons: +2 Silver Sword, bastard (9,335 gp); Dagger (2 gp); Dagger (2 gp); Dart (5 sp); Dart, Masterwork (301 gp); Dart (5 sp); Dart (5 sp); Dart (5 sp); Dart (5 sp). Armor: Leather, Masterwork (160 gp). Goods: Coin: gp (50) (50 gp); Coin: sp (19) (19 sp); Coin: cp (9) (9 cp); Thieves` tools, Masterwork (100 gp); Forgery Kit (40 gp); Musical instrument, String, Masterwork (100 gp); Musical instrument, Wind, Masterwork (100 gp); Elven Harp, Hand (150 gp); Ruby (6) (30,000 gp); Ruby (12) (3,000 gp). Magic: Wondrous: Greenstone Amulet (N/A gp); Wondrous: Decanter of Endless Water (9,000 gp); Wondrous: Cloak of Elvenkind (2,500 gp); Potion: Cure Serious Wounds (5) (750 gp); Potion: Cure Serious Wounds (5) (750 gp); Potion: Cure Serious Wounds (5) (750 gp); Potion: Cure Serious Wounds (5) (750 gp); Wondrous: Bracers of Armor +7 (49,000 gp); Scroll: Remove Curse (7) (525 gp); Scroll: Teleport (9) (1,125 gp); Scroll: Stone to Flesh (11) (1,650 gp); Ring: Spell Storing [Teleport or Wall of Stone] (50,000 gp); Wondrous: Bag of Holding, type I (2,500 gp). Age: 56(as of 1374 DR?); Ht. 6’2”; Wt. 142 lbs.(?); Hair: Brown; Eyes: Blue. “Spellsinger’s Luck”(Su)—Thrice per day, Mintiper gets to re-roll a failed saving throw that would otherwise result in him being charmed, dominated, or slain. This occurs automatically, and Mintiper has no control over its use. (* Adapted from the description in Code of the Harpers) |
| Gallameed08-26-06, 04:42 AM | Taegan Nightwind stats anywhere? |
| Selvarin08-26-06, 04:48 AM | Firstly Ive got to say that this is a great book. One the best for years IMHO. Just a few questions.... Well the hell did Alagshon Nathaire get that powerful. He has managed to go from a Clr14 (Bane) to quite possibly the most powerful Cleric on Faerun (Not counting The Grand Cabal bird 30th Level or something Driud). In fact I would say on pure Character levels he is the most powerful Cleric ever that has had a small stat block created. He is also a Banelich, so I would kinda assume a CR34 ish...... That was my first observation and secondly (It would have been nice to have had Sammasters stats done) what level would Sammaster have to be then if Alagshon at level 30th is ONLY second-speaker. Any ideas. I would put him at about 32nd level. However I can not see him quite at the level of Larloch or Aumor the Undying. Any help....... He was listed in Cult of the Dragon (2E) as a 26th-level wizard prior to becoming a lich. He had additional necromantic powers which could be mimicked somewhat with feats. As a lich he'd be CR 30, probably CR 32 if adjusted for additional spells and the amoung of powerful magic items and such that he has access to. If there's time this weekend I can update him a bit. |
| Selvarin08-26-06, 11:17 PM | Here is Asilther, Mintiper Moonsilver's partner-in-crime and oftime companion. The complete story of the two can be found in Dragon #187 ("The Lonely Harpist"), which was repackaged in Code of the Harpers (p. 64-70). Asilther was last listed as a 6th-level thief but...I'd think by now she'd be more experienced after tagging along with Mintiper all these years. (Also, how much can a rog6 contribute in a battle that Mint's involved in?) The texts mentions she uses a longsword and is often asked by the Harpers to kill/assassinate Zhentarim targets so her stats have been tailored somewhat to account for this. Asilther Graelor, Female Half-Elf Rog10/Ftr2: CR 12; Medium Humanoid (Elf); HD 10d6+30(Rogue) , 2d10+6(Fighter) ; hp 83; Init +8; Spd 30; AC:22 (Flatfooted:22 Touch:14); Atk +12/7 base melee, +13/8 base ranged; +14/9 (1d8+5, +2 Longsword); +14/9 (1d4+5, +2 Dagger); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Spells and Spell-like Effects; RF: Elven Blood; AL CG; SV Fort +9, Ref +11, Will +6; STR 16 (+2 Str via gauntlest of ogre power), DEX 19, CON 17, INT 16, WIS 16, CHA 17. Skills: Appraise +8, Balance +10, Bluff +10, Climb +13, Decipher Script +5, Diplomacy +13, Disable Device +12, Disguise +10, Escape Artist +10, Gather Information +5, Handle Animal +5, Heal +4, Hide +13, Intimidate +7, Jump +11, Listen +7, Move Silently +15, Open Lock +12, Ride +6, Search +10, Sense Motive +10, Sleight of Hand +17, Speak Language +2, Spot +10, Swim +7, Tumble +9, Use Magic Device +5, Use Rope +7. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Combat Reflexes, Dodge, Flick of the Wrist, Improved Initiative, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Swift and Silent, Tower Shield Proficiency. Bonus rogue skill (special ability chosen at 10th level): Improved evasion. Possessions: Weapons: +2 Longsword: Sure Striking (18,315 gp); +2 Dagger: Seeking (18,302 gp); Dagger, Masterwork (302 gp); Dagger, Masterwork (302 gp). Armor: Leather, Masterwork (160 gp, not worn). Goods: Coin: gp (36) (36 gp); Locksmith`s tools, Masterwork (55 gp); Crowbar (2 gp); Flint and steel (1 gp); Thieves` tools, Masterwork (100 gp); Antitoxin (vial) (50 gp); Rope, silk (50 ft.) (10 gp); Sack (1 sp); Emerald (25) (25,000 gp); Amber (100 gp); Black pearl (4) (2,000 gp); Coin: sp (32) (32 sp); Coin: cp (4) (4 cp); Silver Bracelet with emeralds (880 gp). Magic: Wondrous: Greenstone Amulet (NaN gp); Wondrous: Bracers of Armor +8 (64,000 gp); Wondrous: Carpet of Flying, 5 ft. by 10 ft. (35,000 gp); Wondrous: Gauntlets of Ogre Power (4,000 gp); Wondrous: Dust of Disappearance (3,500 gp); Potion: Cure Serious Wounds (5) (750 gp); Potion: Cure Serious Wounds (5) (750 gp); Potion: Invisibility (3) (300 gp); Potion: Invisibility (3) (300 gp); Potion: Fly (5) (750 gp). Age: 31 (as of 1374 DR?), Ht: 5’6”, Wt: 100 lbs. Hair: Silver-blond, Eyes: Green. Languages: Alzhedo, Chondathan, Common, Elven. |
| Selvarin08-28-06, 03:13 AM | This is the most I've done with Sammaster so far--no spells, no magic items. Using eTools I created a template that gave him the power to rebuke undead as a cleric of the same level (adding +1 to his CR). Sammaster, Male Human Lich, Chondathan Wiz21/ArMa5: CR 31; Medium Undead ; HD 21d12(Wizard) , 5d12(Archmage) ; hp 170; Init +7; Spd 30; AC:13 (Flatfooted:10 Touch:13); Atk +12/7 base melee, +16/11 base ranged; SA: Arcane FIre (Su),Fear Aura (Su) , Paralyzing Touch (Su) Rebuke Undead (as 26th level cleric, 5 times/day); SQ: Darkvision (Ex): 60 ft., Immunity: Death Effects (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Drain (Ex), Immunity: Critical hits (Ex), Immunity: Stun (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Paralysis (Ex), Immunity: Reincarnate (Ex), Immunity: Raise Dead (Ex), Immunity: Sleep Effects (Ex), Immunity: Poison (Ex), Resistance: Turn (Ex): +4, Immunity: Death from Massive Damage (Ex), Damage Reduction (Su): 15/Bludgeoning, Damage Reduction (Su): 15/Magic, Immunity: Ability Damage (Physical Scores), Immunity: Polymorph (Ex), Racial Traits: Undead, Immunity: Cold (Ex), Immunity: Nonlethal Damage (Ex), Immunity: Electricity (Ex), Immunity: Disease (Ex), Immunity: Mind-Affecting Attacks (Ex); AL CE; SV Fort +10, Ref +13, Will +19; STR 8, DEX 17, CON --, INT 25, WIS 18, CHA 15. Skills: Concentration +27, Craft (Alchemy) +20, Decipher Script +15, Diplomacy +10, Knowledge (Arcana) +36, Knowledge (Dragons) +30, Knowledge (History) +20, Knowledge (Local - Western Heartlands) +8, Knowledge (Religion) +10, Knowledge (The Planes) +23, Knowledge (Undead) +30, Search +15, Sense Motive +12, Speak Language +3, Spellcraft +40, Spot +6. Feats: Additional Item Space:Neck (Amulet, Brooch, Medallion, Necklace, Periapt, Scarab), Automatic Quicken Spell, Craft Wondrous Item, Dragon Cohort, Extra Turning, Fell Drain, Forge Ring, Heighten Spell, Heighten Spell, Improved Counterspell, Improved Initiative, Quicken Spell, Scribe Scroll, Skill Focus: Spellcraft, Spell Focus: Evocation, Spell Focus: Necromancy. Spells Prepared (Wiz 4/6/6/6/5/5/5/5/4/4): . Possessions: Goods: Coin: gp (975000) (975,000 gp). High Arcana (Archmage class skills): Arcane Fire, Arcane Reach, Mastery of Counterspelling, Mastery of Elements, Mastery of Shaping. (Need to recheck spells to make sure the spell slots are taken away.) Special note: Due to Sammaster's advanced studies (and dealings with dark powers), he can rebuke undead as a cleric equal to his chracter level. Likewise, despite specializing in necromancy he still has access to all schools. (This is in keeping with his listing in Cult of the Dragon). I did read the Dragonrage books a while back, it's a little late so I can't remember what discernible spells he cast, the magic items shown, etc... |
| Green Giant09-03-06, 11:39 AM | Here are two requests, former Magisters now Chosen of Mystra. I have used Simbul's Chosen of Mystra Template as it best represents what the Chosen can truly do. Enjoy. :) Nouméa Drathchuld the Gentle Teacher CR 28+ Female Illuskan Human Chosen of Mystra Wizard 7/Loremaster 6/Incantatrix 10 LG Medium Humanoid (human) Init +5; Senses darkvision 60 ft., arcane sight; Listen +4, Spot +5 Languages Celestial, Chondathan, Common, Draconic, Dwarven, Elven, Giant, Illuskan, Orc, Sylvan ------------------------------------------------------------ AC 29, touch 21, flat-footed 24 (+5 Dex, +8 armor, +5 deflection, +1 dodge) hp 220 (23 HD) Immune magic missile, touch of idiocy, fireball, fear, feeblemind, chain lightning, insanity, horrid wilting, energy drain; ageless; Chosen immunities Resist evasion Fort +19, Ref +19, Will +27; +5 sacred bonus against spells, spell-like effects, and supernatural abilities ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +2 defending dagger +14/+9 (1d4+3/19-20) Base Atk +11; Grp +12 Atk Options instant metamagic 2/day, seize concentration, snatch spell Special Actions cooperative metamagic 11/day, metamagic effect 11/day, silver fire Combat Gear pearl of power (5th), potion of cure serious wounds x3, scroll of foresight, scroll of greater teleport, wand of dispel magic (10th) (25 charges), wand of magic missile (9th) (20 charges), wand of hold person (heightened 4th) (35 charges) Wizard Spells Prepared (CL 28th): 9th–imprisonment (DC 32), shapechange, summon monster IX, time stop, weird (DC 32) 8th–greater prying eyes, Otiluke’s telekinetic sphere (DC 31), power word stun, prismatic wall (DC 31), temporal stasis (DC 31) 7th–greater scrying, greater teleport, limited wish, project image, spell turning 6th–acid fog, analyze dweomer, Bigby’s forceful hand, greater dispel magic (CL 30th), repulsion (DC 29) 5th–Bigby’s interposing hand, contact other plane, hold monster (DC 28), lesser ironguard [SC], persistent image (DC 28), summon monster V 4th–charm monster (DC 27), greater invisibility, lesser globe of invulnerability, locate creature, Otiluke’s resilient sphere (DC 27), solid fog 3rd–clairaudience/clairvoyance, daylight, deep slumber (DC 26), lightning bolt (DC 26), phantom steed, suggestion (DC 26) 2nd–blur, detect thoughts (DC 26), glitterdust (DC 25), protection from arrows, scorching ray (+16 ranged touch), see invisibility 1st–alarm, color spray (DC 24), detect secret doors, disguise self, erase, shield, unseen servant 0–amanuensis [SC], mage hand, mending, read magic Prohibited school: necromancy Spell-Like Abilities (CL 23rd): At will–detect magic, identify 1/day–feather fall, detect thoughts (DC 14), protection from energy, dimension door, break enchantment, true seeing, banishment (DC 19), maze, foresight ------------------------------------------------------------ Abilities Str 12, Dex 20, Con 24, Int 26, Wis 19, Cha 15 SQ applicable knowledge, dodge trick, improved metamagic, lore +16, mantle of mysteries, metamagic spell trigger, name and song attunement, secret knowledge of avoidance, summon familiar (none), sustenance, weave focus Feats Arcane Manipulation, Combat Casting, Craft Wondrous Item, Education (knowledge [arcana] and knowledge [history]), Elven Spell Lore (acid fog), Enlarge Spell, Extend Spell, Heighten Spell, Initiate of Mystra{B}, Iron Will, Nonlethal Substitution, Quicken Spell, Scribe Scroll{B}, Skill Focus (knowledge [arcana]), Spell Focus (divination), Spell Penetration, Spellcasting Prodigy Skills Appraise +17 (+19 with alchemical items and books), Concentration +33 (+37 when casting defensively), Craft (alchemy) +18, Craft (bookbinding) +18, Craft (calligraphy) +18, Decipher Script +24, Diplomacy +9, Gather Information +11, Heal +9, Knowledge (arcana) +39, Knowledge (history-the North) +22, Knowledge (local-Silverymoon) +20, Knowledge (religion) +13, Knowledge (the planes) +18, Listen +4, Profession (librarian) +14, Profession (scribe) +14, Search +6 (+11 with hidden or secret doors and traps), Sense Motive +9, Spellcraft +48, Spot +5, Survival +4 (+6 on other planes) Possessions combat gear as well as +2 defending dagger, Azuth’s blessed book, belt of many pockets, boots of the winterlands, bracers of armor +8, gloves of dexterity +6, goggles of minute seeing, ring of evasion, ring of protection +5, shawl of resistance +5, tome of understanding +1 (already read). As a former Magister and Chosen of Mystra, Nouméa has access to incredible resources and can acquire or make almost any nonartifact item she might need, given time. Spellbook spells prepared plus Nouméa Drathchuld knows most of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun except necromancy spells. ------------------------------------------------------------ Hook “If the Chosen be Our Lady’s crusaders, then I am content to be her missionary.” Description Nouméa is a gentle, studious, shy woman with a silent grace and poor eyesight. Note Nouméa Drathchuld has the bonuses associated with venerable age but none of the penalties. She also has the Farsighted trait (Unearthed Arcana p.87) which gives her a +1 bonus on Spot checks and a –2 penalty on Search checks. ------------------------------------------------------------ Ageless (Ex) The Chosen of Mystra ceases to age, is immune to aging effects, and cannot die as a result of old age. Upon gaining this template, a Chosen may revert to any age category he or she has previously attained. Chosen Immunities (Ex) A Chosen of Mystra is immune to blindness, deafness, disease, disintegration, fatigue, exhaustion, poison, and sleep effects. Cooperative Metamagic (Su) As a readied standard action, an incantatrix can apply any metamagic feat she possesses to a spell being cast by a willing adjacent allied caster. This provokes an attack of opportunity and the incantatrix must make a Spellcraft check (DC 18 + [3 x modified spell level]) to succeed. Improved Metamagic (Su) The spell slot modifier to all metamagic feats is reduced by one level, to a minimum of +1. This also applies to the cooperative metamagic and metamagic effect (reducing the Spellcraft DC) as well as the metamagic spell trigger (reducing charges used). Instant Metamagic (Su) An incantatrix can apply a single metamagic feat she possesses to a spell without preparing it beforehand or increasing its casting time. The spell does not use a higher-level spell slot. Mantle of Mysteries (Su) A Chosen is immune to all scrying and divination effects, and all effects that discern her thoughts or alignment. Likewise, a Chosen cannot be controlled or compelled by any magical, supernatural, or psionic abilities or effects, although a clever Chosen may play along and pretend to be acting under an enemy’s charm or compulsion. In addition, a Chosen's Truename cannot be discovered or discerned by any being unless the Chosen willingly chooses to reveal it to them. Metamagic Effect (Su) As a full round action, an incantatrix can attempt to apply a metamagic feat she possesses to an persistent spell effect she is adjacent to or within. This provokes an attack of opportunity and the incantatrix must make a Spellcraft check (DC 18 + [3 x modified spell level]) to succeed. Metamagic Spell Trigger (Su) An incantatrix can apply a metamagic feat to the effect of a spell trigger item she has the appropriate item creation feat. This expends an additional number of charges equal to the effective spell levels the metamagic feat would add to a spell. Name and Song Attunement (Su) Whenever a Chosen’s name or the Rune of the Chosen is spoken, the Chosen hears it and the next nine words uttered by the being that spoke her name or recited the song. This ability does not inhibit or interfere with concentration, and can be suppressed or resumed as a free action. Seize Concentration (Su) An incantatrix can wrest control of a spell that requires concentration from another spellcaster within 30 feet. This requires an opposed caster level check unless the target is willing. Silver Fire (Su) All Chosen of Mystra can wield the Silver Fire (see template). Skills A Chosen of Mystra gains a +10 insight bonus on Spellcraft checks Snatch Spell (Su) An incantatrix can attempt to seize control over a persistent effect that does not require concetration from another spellcaster within 30 feet. This requires an opposed caster level check. Sustenance (Su) A Chosen of Mystra does not need to eat, drink, breathe, or sleep, although she must rest normally to regain spells. Weave Focus (Su) Upon gaining this template, a Chosen of Mystra is forever barred from ever taking the Shadow Weave Magic feat. In addition, all spells cast through the Weave by a Chosen of Mystra have a +5 bonus to their saving throw DC's and +5 to their effective caster level (for purposes of determining level dependent spell variables, Dispel Checks, Spell Resistance checks, and opposed caster level checks). ------------------------------------------------------------ Sources Secrets of the Magister (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E), Lost Empires of Faerun (3.5E), Complete Arcane (3.5E), Player’s Handbook II (3.5E), and Spell Compendium (3.5E). Alvaerele Tasundrym the Silent Chosen CR 29+ Female Half-wood elf Chosen of Mystra Wizard 10/Master Alchemist 4/Olin Gisir 10 NG Medium Humanoid (elf) Init +5; Senses darkvision 60 ft., low-light vision, see invisibility; Listen +7, Spot +7 Languages Alzhedo, Chondathan, Common, Draconic, Dwarven, Elven, Giant, Goblin, Illuskan, Orc ------------------------------------------------------------ AC 29, touch 18, flat-footed 24 (+5 Dex, +9 armor, +3 deflection, +2 natural) hp 205 (24 HD) Immune chill touch, Melf’s acid arrow, fireball, phantasmal killer, baleful polymorph, eyebite, finger of death, polymorph any object, imprisonment; ageless; Chosen immunities SR 21 Fort +17, Ref +16, Will +35; +5 sacred bonus against spells, spell-like effects, and supernatural abilities ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee masterwork silver dagger +13/+8 (1d4-1/19-20) Base Atk +12; Grp +12 Special Actions silver fire Combat Gear augmented acid x2, augmented acidic fire x2, augmented alchemist’s fire x2, augmented alchemist’s frost x2, augmented alchemist’s spark x2, elixir of fire breath, elixir of vision, oil of greater magic weapon +5, poultice of cure critical wounds x2, chewing herbs of haste, potion of protection from arrows 15/magic, scroll of banishment, scroll of polymorph any object, lesser staff of Silverymoon (50 charges), wand of lightning bolt (10th) (30 charges) Wizard Spells Prepared (CL 29th): 9th–Alamanther’s return [SC], meteor swarm (DC 34), prismatic sphere (DC 34), time stop, wish 8th–moment of prescience, prismatic wall (DC 33), protection from spells, summon monster VIII, sunburst 7th–finger of death (DC 32), greater teleport, holy word (DC 32), prismatic spray (DC 32), reverse gravity 6th–chain lightning (DC 31), disintegrate (+17 ranged touch, DC 31), flesh to stone (DC 31), globe of invulnerability, greater dispel magic, summon monster VI 5th–baleful polymorph (DC 30), cone of cold (DC 30), dispel evil (DC 30), major creation, transmute rock to mud 4th–enervation (DC 29), Evard’s black tentacles (grapple +37), minor creation, polymorph, shout (DC 29), stone shape 3rd–displacement, fireball (DC 28), lightning bolt (DC 28), fly, gaseous form, stinking cloud (DC 28) 2nd–Darsson’s potion x2 [SC], flaming sphere (DC 27), knock, mirror image, pyrotechnics, spider climb 1st–feather fall, grease (DC 26), ironguts [SC], magic missile x2, shield, Tenser’s floating disk 0–detect poison, mage hand, prestidigitation, read magic Spell-Like Abilities (CL 24th): At will–detect magic 3/day–augury 1/day–expeditious retreat, resist energy, dispel magic, greater invisibility, fabricate, antimagic field, spell turning, polymorph any object, etherealness ------------------------------------------------------------ Abilities Str 10, Dex 21, Con 23, Int 30, Wis 23, Cha 16 SQ ancient artifice, ancient knowledge +4, brew 2/day, brew potion (4th-6th), fiend warding, forgotten spell lore, mantle of mysteries, name and song attunement, summon familiar (none), secret of inner strength, sustenance, weave focus Feats Augmented Alchemy, Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Initiate of Mystra{B}, Iron Will, Magical Artisan (Brew Potion), Quicken Spell, Scribe Scroll{B}, Self-Sufficient, Silent Spell, Skill Focus (Craft [alchemy]), Still Spell Skills Appraise +10 (+14 with alchemical items), Concentration +33 (+37 when casting defensively), Craft (alchemy) +40, Diplomacy +7, Gather Information +7, Heal +18, Hide +10, Knowledge (arcana) +41, Knowledge (history) +28, Knowledge (local-Tethyr) +20, Knowledge (nature) +20, Knowledge (nobility and royalty) +20, Listen +7, Move Silently +10, Profession (cook) +16, Profession (herbalist) +16, Search +11, Spellcraft +51, Spot +7, Survival +9 (+11 in natural environment, +11 on other planes) Possessions combat gear as well as masterwork silver dagger, amulet of natural armor +2, belt of spell resistance, boots of elvenkind, bracers of armor +9, cloak of elvenkind, gloves of dexterity +4, incandescent blue sphere ioun stone, ring of defense +3, Tasundrym telkiira. As a former Magister and Chosen of Mystra, Alvaerele has access to incredible resources and can acquire or make almost any nonartifact item she might need, given time. Spellbook spells prepared plus Alvaerele Tasundrym knows most of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. ------------------------------------------------------------ Hook “I shall guard the secrets and families of our Lady.” Description The Lady Master of Many Kitchens, Alvaerele is a half-elven sage of healing and health brought about through careful eating, cookery, and use of herbs. Note Alvaerele Tasundrym has the bonuses associated with venerable age but none of the penalties. Alvaerele creates alternate potions appearing as fruit, herbs, poultices, or wafers similar to those presented in Complete Arcane p. 138. ------------------------------------------------------------ Ageless (Ex) The Chosen of Mystra ceases to age, is immune to aging effects, and cannot die as a result of old age. Upon gaining this template, a Chosen may revert to any age category he or she has previously attained. Brew (Ex) A master alchemist can brew more potions in a day than one whose total worth is less than 1,000 gp. Chosen Immunities (Ex) A Chosen of Mystra is immune to blindness, deafness, disease, disintegration, fatigue, exhaustion, poison, and sleep effects. Mantle of Mysteries (Su) A Chosen is immune to all scrying and divination effects, and all effects that discern her thoughts or alignment. Likewise, a Chosen cannot be controlled or compelled by any magical, supernatural, or psionic abilities or effects, although a clever Chosen may play along and pretend to be acting under an enemy’s charm or compulsion. In addition, a Chosen's Truename cannot be discovered or discerned by any being unless the Chosen willingly chooses to reveal it to them. Name and Song Attunement (Su) Whenever a Chosen’s name or the Rune of the Chosen is spoken, the Chosen hears it and the next nine words uttered by the being that spoke her name or recited the song. This ability does not inhibit or interfere with concentration, and can be suppressed or resumed as a free action. Silver Fire (Su) All Chosen of Mystra can wield the Silver Fire (see template). Skills A Chosen of Mystra gains a +10 insight bonus on Spellcraft checks Sustenance (Su) A Chosen of Mystra does not need to eat, drink, breathe, or sleep, although she must rest normally to regain spells. Weave Focus (Su) Upon gaining this template, a Chosen of Mystra is forever barred from ever taking the Shadow Weave Magic feat. In addition, all spells cast through the Weave by a Chosen of Mystra have a +5 bonus to their saving throw DC's and +5 to their effective caster level (for purposes of determining level dependent spell variables, Dispel Checks, Spell Resistance checks, and opposed caster level checks). ------------------------------------------------------------ Sources Secrets of the Magister (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), Lost Empires of Faerun (3.5E), Complete Arcane (3.5E), Player’s Handbook II (3.5E), and Spell Compendium (3.5E). Ring of Defense: This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Sources: Dragon #290. Faint abjuration; CL 5th; Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). Tasundrym telkiira: The Tasundrym telkiira confers the same benefits as a normal telkiira. It has 10 ranks in Decipher Script, Knowledge (arcane), Knowledge (history), and Spellcraft. |
| Jiggawha09-06-06, 07:22 AM | Here's a character from my recent campaign, I know that he's only appeared in Last Mythal but his stats are easy to guess : 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 ------------------------------------------------------------ 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) ------------------------------------------------------------ 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): 4/7/7/6/6/6/5/5/10/6/E 2 E–nailed to the sky, the seer** 9th–effulgent epuration, extended fierce pride of the Beastlands, hindsight, Mordenkainen's disjunction, quickened telekinesis, prismatic sphere, time stop 8th–dragonrage, earthbound disintegrate, extended forecage, extended greater arcane sight, fierce pride of the Beastlands, maximized cone of cold, moment of prescience, quickened force orb, quickened improved invisibility, polar ray 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) ------------------------------------------------------------ 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, Seed Affinity (Summon), Mythal Invention 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 Spellcasting Loremaster Secrets Secret Knowledge of Avoidance, Secrets of Inner Strength, The Lore of True Stamina, More Newfound Arcana, Applicable Knowledge (Epic Skill Focus : Spellcraft) 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). ------------------------------------------------------------ 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 ------------------------------------------------------------ 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) Mythal Invention he may develop single epic spell for the 75 % of the normal development cost in gold, time and xp. 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 12), 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 200 xp from the main caster (-2 to DC)] [To develop : 519750 gp, 11 days, 20790 xp]. ------------------------------------------------------------ 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. |
| runestar09-06-06, 08:20 AM | Male Sun elf Elf Wizard 10/Loremaster 10/Olin Gisir 2/Elven High Mage 2 Doesn't an elf have to be at least lv24 before becoming a high mage, since said prc requires 2 epic skill focus feats?:P Still a nice job though.:) |
| Jiggawha09-06-06, 08:42 AM | I've used loremaster secret Applicable knowledge (at 21st lvl.) to recieve bonus feat. This rule really needs a revision. |
| Jiggawha09-07-06, 03:32 PM | Here's another NPC from the same campaign, I've changed him a little as an aquatic elf-friend : Jorunhast the Kingslayer, Paragon of the Kupav Order CR 28 Male Chondathan Human Dukar 16/War Wizard 4/Archmage 2/Loremaster 3/Ruathar 3 LN Medium Humanoid (human) Init +4; Senses low light vision; Listen +11, Spot +9 Languages Common, Chondathan, Elven, Turmic, Draconic, Aquan, Serusan, Triton, Netherese, Merfolk, Shalarin, Morkoth, Sahuagin ------------------------------------------------------------ AC 25, touch 15, flat-footed 25 (+0 Dex, +4 armor, +5 deflection, +6 natural) Hp 141 (28 HD) Immune to acid Fort +20, Ref +16, Will +35; (+1 bonus during the tide) ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +1 keen frost enfeebling wounding saber +16/+11 (1d8+2 +1d6 cold/17-20/x2) Base Atk +13; Grp +13 Combat Gear scroll (made of kelp and coral mixtures) of alter self, scroll of legend lore x4, scroll of disintegrate, scroll of guards and wards, scroll of hindsight, scroll of empowered horrid wilting, scroll of enhanced disintegrate, scroll of knock, scroll of analyze dweomer, scroll of permanency, scroll of repulsion, scroll of sending, scroll of Tenser's transformation, scroll of true seeing, wand of ray of deanimation with star saphirre (12th, DC 24) (7 charges), wand of dispel magic with star saphirre (10th) (23 charges) Wizard Spells Prepared (CL 28th, 29th for Transmutation, 27th for Necromancy): 4/7/8/7/6/5/6/10/4/4/3/3/E 3 E–let go of me, mass corals***, superb dispelling 11th–empowered maw of chaos, empowered time stop, empowered sphere of ultimate destruction 10th–empowered polar ray, quickened disintegrate, quickened greater dispel magic 9th–maw of chaos, quickened duelward, quickened wall of force, shapechange 8th–discern location, excavate, quickened know vulnerabilities, widened fresh surroundings* 7th–empowered cone of teeth*, enlarged curse of spilt water*, enlarged extract water elemental, ethereal jaunt, mass teleport, quickened dispel magic, quickened haste, ruby ray of reversal, synostodweomer x2 6th–analyze dweomer, aura of the sea*, curse of spilt water*, enlarged empowered acidball, enlarged empowered shark bolt*, hardening 5th–baleful polymorph, break enchantment, empowered enlarged geyser*, Lutzaen's frequent jaunt, wall of dispel magic 4th–arcane eye, empowered geyser* x2, Ilyykur's mantle, ray of deanimation, wreck compass* 3rd–coldball (most times), amorphous form, arcane sight, carrier current*, lash of the kraken*, sign of sealing, slow 2nd–aquavision*, bloodwater*, enlarged magic missile, obscure object, summon swarm (aquatic), sashelan blessing*, scent, wraithstrike 1st–burnishing hand*, float*, know protections, neutral water*, shield, true strike, wings of the sea 0–amanuensis, mending, read magic, stick Spell Save DC (21 + spell lvl., +1 to DC for Abjuration and Transmutation, +1 for cold spells) Spell-Like Abilities (CL 28th): 2/day–maw of chaos Item Provided Spells (Pearl of Deep Netheril, CL 25th) : At will–endure elements 6/day–sound burst 6/day–water breathing 6/day–freedom of movement 3/day–wall of ice 3/day–Otiluke's freezing sphere 3/day–watersprout 1/day–maelstrom 1/day–water elemental swarm also his boots provide 3/day–teleport ------------------------------------------------------------ Abilities Str 12, Dex 10, Con 14, Int 32, Wis 18, Cha 16 SQ Summon Familiar (Water Gen), Coral Claw, Coral Power x2, Lore, Widen Spell, High Arcana x2, Word of Friendship, Gift of the Elves, Low Light Vison, Elfwise, Star Blessing, Arvandor's Grace Feats Enlarge Spell, Martial Weapon Proficiency (Saber), Skill focus (Knowledge Arcana), Skill Focus (Spellcraft), Spell Focus (Abjuration), Spell Focus (Transmutation), Scribe Scroll (bonus), Weapon Focus (bonus, Saber), Widen Spell Epic Feats Epic Spellcasting, Improved Spell Capacity, Multispell War Wizard Feats Empower Spell, Quicken Spell Loremaster Secrets Applicable Knowledge (Improved Spell Capacity), More Newfound Arcana Item Provided Feats Combat Casting, Improved Counterspell, Improved Initiative Traits Detached, Spellgifted Permanent Spells epic repulsion (aberration) Contingent Spells safe time Skills Appraise +21 (+24 for alchemical items), Concentration +33 (+40 when casting defensively), Craft (Alchemy) +26, Craft (Caligraphy) +19, Diplomacy +12, Decipher Script +27, Gather Information +11 (+14 for Seros), Heal +7, Hide +3, Knowledge (arcana) +45, Knowledge (history) +35, Knowledge (local, Cormyr) +21, Knowledge (local, Seros) +29, Knowledge (nature) +28, Knowledge (nobility and royalty) +18, Knowledge (Planes) +28, Listen +11, Move Silently +3, Profession (Archaeologist) +25, Search +18, Sense Motive +9, Spellcraft +51, Spot +9, Survival +9 (+12 in natural environment, +12 on other planes), Use Magic Device +22 (only for scrolls) Possessions above plus arcane capacitor, armband of defense +5, dukar hand coral, boots of teleportation, coral of natural armor (implanted) +6, dimensional shackles, gem of seeing, harness of armor +4, horn of tritons, metamagic rod (quicken), metamagic rod (chain), metamagic rod (energy admixture), metamagic rod (persistent), pearl of Deep Netheril, ring of elemental immunity (acid), sovereign glue, universal solvent, warmage's belt Special Jorumhast has read tome of clear thought +4, he has inscribed three magical tattoos (first provides +2 resistance on all saves, second +2 to Str and third +2 to Int) Spellbook (made of sharkskin) spells prepared plus Jorunhast knows most of the wizard spells in the PHB, PGtF, Sea of The Fallen Stars and some found in SC. Due to his dedication to Kupav order (their associated shools are Abjuration and Transmutation) he rarely uses spells of Illusion and Necromancy. Arcane Capacitor this potent electrum ring adds four free spell slots to its wielder's highest spell slot minus four. Dukar Hand Coral blue, implanted, his natural healing rate is now 56 hp/day, 84/day when resting, it takes 1d2 to regenerate missing eye, 2d8 days for missing limb, glows in presence of other hosts Warmage's Belt provides Combat Casting, Improved Counterspell, Improved Initiative feats Pearl of Deep Netheril (minor artifact, Overwhelming Transmutation, CL 25th), Jorumhast has excavated this flawless pearl of considerable size in ruined Netherese enclave of Nhalloth. When wielder speaks a command word and pearl (its color changes to light blue) is held in one hand he can use (above noted) spells of the ocean. If the wielder is a spellcaster he doesn't need to use verbal components of his spells. He also doesn't need to breathe and is protected to the effects of water pressure. ------------------------------------------------------------ Hook ''The only good is knowledge and the only evil is ignorance'' Description Jorunhast, one-time Royal Wizard of Cormyr under kind Rhigaerd II and Vangergahast was his apprentice. During his exile (over a century) he has grown special fondness toward Seros. He became a lorekeeper of the Dukars and has visited many ancient sites, particularly of Deep Netheril, Jhaamdath and Aryselmaryl. In 1370 DR he has become an active paragon of Order of Kupav after Gayar the morkoth was slain by aquatic elves of Selu'Maraar. Recently he has done much to keep the peace in Myth Nantar and has gained trust and thankfullness of its inhabitants. Jorunhast lives in the impressive tower with no discernible doors. He also owns Tower of Stars, adorned with mosaics, located on the smaller island of Prespur. Those that have visited the Traitor's island can never get closer than 300 ft. from it. Jorunhast is loyal to Cormyr and is a secret ally of the Tel'Teukiira Note * from the Sea of Fallen Stars or Dragon 250, 334 ** It should be Star Blessing (Su) but in aquatic environment this is more appropriate ***This is a an epic spell very similar to mass frog except targets transform into corals ------------------------------------------------------------ Familiar Whoorie, water gen (provides +1 bonus to DC of spells with cold decriptor if within 1 mile reach, and if within arms reach and Alertness feat), AC 34, Int 19, Share Spells, Empathic Link (1 mile), Deliver Touch Spells, Speak with Aquatic Creatures, Improved Evasion, speak with master, SR 33, he can scry on familiar 1/day 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 color spray (Sp) (At will, coral glows intensely in confusing patterns, one hand must be free, DC 21), wound transfer (Su) (At will, touch, transfers 1d6 hp's from Dukar and heals target, target can be healed up to max hp's +10, temporary hp's can last 1 hour) Widen Spell (Ex) 4/day he can apply this metamagic effect without preparing it in advance, increasing casting time or using higher spell slot High Arcana Mastery of Elements (can change elemental type of spell before casting), Spell-like Ability (2/day, maw of chaos) Lore (Ex) same as Bardic knowledge, +17 on that check Word of Friendship (Sp) knows a magical phrase so elves are generally friendly to him Gift of the Elves horn of tritons Elfwise (Ex) +2 to Listen, Search and Spot Ocean Blessing*** (Su) +1 to attack and saves during the tide Arvandor's Grace (Ex) his lifespan increases 50 percent ------------------------------------------------------------ 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), Races of the Wild (3.5 E), Spell Compendium (3.5E), Sea of Fallen Stars (2E) and Dragon Magazine (250, 334). |
| Jiggawha09-08-06, 06:02 PM | And another : Sharthane Zul, High Priest of Cyric of Bezantur CR 23 Male Mulan Human Cleric 6/bloodline Yugoloth 3/Strifeleader 10/Divine Disciple 1/Hierophant 3 NE Medium Humanoid (human) Init +8; Senses Listen +10, Spot +10 Languages Common, Mulhorandi, Abyssal, Untheric ------------------------------------------------------------ AC 23, touch 11, flat-footed 21 (+2 Dex, +7 armor, +4 shield, +1 natural) Hp 127 (20 HD) Immune to fear Resistance acid 5, electricity 5, fire 5 Fort +22, Ref +13, Will +34; (+2 against poison, +4 against discern lies and zone of truth) ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +3 frost vile longsword +19/+14/+9 (1d8+5+1d6 cold +2 vile/19-20/x2) Ranged angel blood +15 (grenade, 5d6 acid) Base Atk +13; Grp +13 Atk Options smite 1/day (+4 attack, +20 damage), sneak attack +3d6, death attack (DC 29) Special Actions rebuke undead 7/day (23th) Combat Gear scroll of abyssal army, scroll of commune, scroll of blasphemy x3, scroll of divine power, scroll of forbiddance, scroll of gate, scroll of greater planar ally, scroll of greater restoration, scroll of hunters of Hades, scroll of neutralize poison, scroll of regenerate x6, scroll of soul bind, scroll of symbol of death, scroll of unholy aura Cleric Spells Prepared (CL 23rd, 24th for Illusion): 6/8/8/7/7/6/6/4/1/1 9th–implosion 8th–heat drain 7th–corrupted ice flowers, regenerate, triple mask, wretched blight 6th–banishment, blade barrier, corrupted flame strike, greater dispel magic, ravage, word of recall 5th–corrupted skull of secrets, dispel law, scrying, skull eyes, true seeing, unhallow 4th–abyssal might, bleakness, divination, dread blast, identify transgressor, phantasmal killer, psychic poison 3rd–animate dead, flesh ripper, know vulnerabilities, mark of doom, masochism, skull watch, wrack 2nd–augury, black talon, desecrate, divine insight, hold person, invisibility x2, mirror image 1st–anarchic water, blade of blood, drug resistance, ebon eyes, extract drug, protection from evil, sacrificial skill, sorrow 0–create water, detect magic, detect poison, no light, preserve organ, read magic Spell Save DC (20 + spell lvl., +1 to DC for Illusion, +2 to DC for evil spells) Spontaneus Domain Spells (CL 23rd, 24th for Illusion) : 9th (1/day)–implosion, time stop, weird 8th (1/day)–earthquake, polymorph any object, screen 7th (1/day)–disintegrate, screen, project image 6th (1/day)–harm, mislead 5th (1/day)–false vision, mass inflict light wounds 4th (1/day)–confusion, inflict critical wounds, phantasmal killer 3rd (1/day)–contagion, displacement, nondetection 2nd (1/day)–invisibility, minor image, shatter 1st (1/day)–disguise self, inflict light wounds, silent image Spell-Like Abilities (CL 19th): 2/day–time stop 2/day–veil of undeath 2/day–chain dispel 1/day–alter self Item Provided Spells 1/day–ethereal jaunt (CL 13th) 1/day–haste (free action, 10 rounds) 3/day–keen edge (free action, CL 5th) Special Sharthane cannot cast spells of lawful or good descriptor. ------------------------------------------------------------ Abilities Str 15, Dex 14, Con 10, Int 17, Wis 24 (30), Cha 18 SQ Aura, Domains (Destruction, Trickery), Spontaneus Domain Casting, Rebuke Undead, Major Bloodline (Yugoloth), Dominating Aura, Poison Use, Bonus Domain (Illusion), Divine Emissary, Special Ability (Spell-like Ability) x3 Feats Corrupt Spell, Craft Contingent Spell, Dark Speech, Initiate of Cyric, Iron Will, Profane Aura, Spell Focus (Illusion), Weapon Focus (longsword) Bloodline Feats Improved Initiative, Malign Spell Focus Item Provided Feats Divine Might, Hamstring Traits Aggresive, Dishonest Contingent Spells bodak's glare (if he speaks: ''You'll serve me''), general of undeath (if he says: ''F... Kelemvor, here's the power''), greater dispel magic x5 (stunned by magic x2, blind, if he fails a Ref save against magic x2), opalescent glare x9 (if he speaks: ''Look into the eyes of the One, the All, the Everything ! x9), word of recall x2 (if under 10 hp, if helpless) Skills Bluff +22, Concentration +26 (+29 when casting defensively), Diplomacy +11, Disguise +15, Gather Information +10, Heal +14, Hide +18, Intimidate +13, Knowledge (planes) +9, Knowledge (religion) +29, Listen +10, Move Silently +17, Sense Motive +20, Sleight of Hand +5, Spellcraft +29, Spot +10, Survival +10 (+11 on other planes), Use Magic Device +8 (only for scrolls) Possessions above plus ankh of ascension, boots of speed, bone ring (41 charges),+3 darksoul protection buckler, cloak of resistance +5, elixir of sneaking, metamagic rod (maximize),+3 etherealness glamered greater silent moves mithral shirt, pearl of power (9th, 8th), periapt of wisdom +6, ring of the murderer*, scabbard of keen edges Ring of the Murderer* this ring infused with the power of the deity of murder grants his followers Hamstring and Divine Might feats and also provides +2 to death attack DC ------------------------------------------------------------ Hook ''I'm from the murder capital, where we murder for capital.'' Description Sharthane is one of the most powerful individuals in Thay, rivaling even the zulkirs themselves. His mansion is a palace worthy of the rulers of some smaller kingdoms. Hundreds of slaves see to his every need. Origin of his heritage is unknown though his servants consider it a special blessing of the One. Sharthane often exploits this and loves to manipulate daemonic powers in service of the Dark Sun Note Sharthane's abilities are modified for middle age ------------------------------------------------------------ Domain Granted Powers Destruction (Su, 1/day he can add +4 to a single attack and +20 to damage if hit is successful, smite attack must be declared before), Trickery (Bluff, Disguise and Hide are now on his cleric class skill list), Illusion (+1 CL for illusions) Major Bloodline (Yugoloth) 1st (+2 to Intimidate), 2nd (Improved Initiative), 3rd (Int +1), 4th (Sp, alter self 1/day), 5th (Loth Affinity, +2 to Bluff, Diplomacy, Gather Information and Intimidate checks made to interact with yugoloths), 6th (Su, Smite Good 1/day, a melee attack as a blackguard of your character level), 7th (+2 to Bluff), 8th (Ex, Resistance to acid 5), 9th (Cha +1), 10th (+2 on saves against poison), 11th (Loth Affinity, +4), 12th (Ex, Resistance to fire 5), 13th (+2 to Gather Information), 14th (Malign Spell Focus), 15th (Wis +1), 16th (Ex, Resistance to electricity 5), 17th (Loth Affinity, +6), 18th (+1 to natural armor), 19th (+2 to Sense Motive), 20th (Vile Martial Strike, longsword) Dominating Aura (Su) enemies within 40 ft. suffer -2 morale penalty on saves vs. fear Skilled Prevarication (Ex) skilled in lying, +2 to Bluff and Intimidate, +4 on saves vs. discern lies and zone of truth Illusions adds ghost sound, invisibility, minor image, mirror image, major image, phantasmal killer and silent image to his list of cleric spells Death Attack (Ex) if he studies his victim for 3 rounds and then hits it with a melee sneak attack (within the next three rounds) the victim must save (Fort DC 27) or die. Sharthane can also make paralyzation attack instead (failed save means that the victim is helpless for 1d6+10 rounds). Divine Emissary (Ex) he can comminicate telepathically with NE outsiders (or outsiders that are servants of Cyric) within 60 ft. ------------------------------------------------------------ Sources Book of Vile Darkness (3E), Champions of Ruin (3.5E), PHB 3.5, PHB II, DMG 3.5, Player’s Guide to Faerun (3.5E), Faiths and Pantheons (3E), Spell Compendium (3.5E) and Spellbound (2E). |
| Green Giant09-09-06, 11:29 AM | Love those write-ups, Jiggawha, especially, Journhast's. I hope you've got some more or are planning some more. |
| shuman09-09-06, 01:42 PM | Has there ever been any stat write ups for the characters from the old Endless Quest series of books? I remember them from when I was young, sorta a nostalgia thingy...THanks. |
| Jiggawha09-09-06, 01:52 PM | Thanks Green Giant, I have more of them (have to put them on the computer), but most of them are allready here so I'll post only new ones and some that really need an update, here's one of them, these are stats at the end of the Sorcerer : (if you have more suggestions, particularly in determining his spells, please write) 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** ----------------------------------------------------------------------------------------- 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) ----------------------------------------------------------------------------------------- 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) ----------------------------------------------------------------------------------------- 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 ------------------------------------------------------------ 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 ------------------------------------------------------------ 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 ------------------------------------------------------------ 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. |
| Selvarin09-09-06, 03:01 PM | Lady Morgwais of Rheitheillaethor Pray tell, where is there info on this individual and was there some basic stats (alignment, class/level) provided in that source? I realize the book/novel side but I'd like to know in what gamebook I can read up on her. I saw the reference to a 'Morgwais' before but nothing else. (Just curious since I feel like fleshing out a part of the High Forest and want to know more about the elven leaders.) |
| Jiggawha09-09-06, 03:07 PM | Rich said : If I'm thinking of the right character, she first appeared in Troy Denning's "Return of the Archwizards" series. She was Galaeron's mother, and an important wood elf leader. I picked her up to be the leader of the High Forest wood elves in "Forsaken House." I assumed she was reasonably competent, but she's no Grand Mage. (It was never really important in my story to know exactly what she could or couldn't do, so I didn't make any assumptions about her game stats.) Maybe she's about a 10th-level wizard with a level or two of druid thrown in? Also LEoF says that wood elves of High Forest consider her as a leader of the Caerilcarn council, thats all. |
| Selvarin09-09-06, 03:51 PM | Rich said : If I'm thinking of the right character, she first appeared in Troy Denning's "Return of the Archwizards" series. She was Galaeron's mother, and an important wood elf leader. I picked her up to be the leader of the High Forest wood elves in "Forsaken House." I assumed she was reasonably competent, but she's no Grand Mage. (It was never really important in my story to know exactly what she could or couldn't do, so I didn't make any assumptions about her game stats.) Maybe she's about a 10th-level wizard with a level or two of druid thrown in? Also LEoF says that wood elves of High Forest consider her as a leader of the Caerilcarn council, thats all. That's where my curiosity perked up. I had to wonder if she was so important why no bare stats (and thus the question). Well, a Drd 3/Wiz 9 will do for my campaign. I may end up using a 3rd-party product to depict the main settlement and alter it accordingly. Thanks for letting me know, by the way. |
| Prince Indirian09-09-06, 08:59 PM | Where is the spell-shield or Shadow.shield listed ? thanks in advance... |
| Twilightwolf09-09-06, 11:43 PM | What class is the Dukar? Or where can i find it? |
| Selvarin09-09-06, 11:48 PM | What class is the Dukar? Or where can i find it? The Dukar is listed as a kind of 'substitution level' class for wizards who join the particular order. It's detailed in Champions of Valor (see p.38-39 for the levels). You take a substitution level at certain points, etc... |
| Verghityax09-12-06, 05:45 AM | Green Giant, I've got another request: Dauravyn Redbeard (the keeper of the Way Inn) and Ulmyn Andalor (the miller from Bowshot). They're both described in "Volo's Guide to the Sword Coast" in Folk of the Sword Coast appendix. |
| Jiggawha09-12-06, 07:54 AM | Where is the spell-shield or Shadow.shield listed ? thanks in advance... Players Guide to Faerun (pg. 113) In the novel the spell shield is used many times but I don't know, really there should be some spell that absorbs offensive spells. |
| Jiggawha09-12-06, 08:22 AM | Here's another, I would've designed better epic spell but spell seeds of necromancy (good) and illusion are the worst, there's not much to do with them. Also she transformed herself into a living pearl (but fortify and transform seeds are all Transmutation) so I used altered version (pearls also consist of aragonit) Rock Skin (Ex) for good liches. 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 ------------------------------------------------------------ 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) ------------------------------------------------------------ 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 ------------------------------------------------------------ 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. ------------------------------------------------------------ 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) ------------------------------------------------------------ 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) ------------------------------------------------------------ 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). |
| Prince Indirian09-12-06, 01:21 PM | Players Guide to Faerun (pg. 113) In the novel the spell shield is used many times but I don't know, really there should be some spell that absorbs offensive spells.' Thanks I really appreciate it. And I agree, there should be more absorbing spells. That's what I liked about Baldurs Gate, all the spell battles... Sorry I am off topic... |
| bitter thorn09-12-06, 10:21 PM | I was under the impresion that he had some ranger levels. Thanks Green Giant, I have more of them (have to put them on the computer), but most of them are allready here so I'll post only new ones and some that really need an update, here's one of them, these are stats at the end of the Sorcerer : (if you have more suggestions, particularly in determining his spells, please write) 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** ----------------------------------------------------------------------------------------- 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) ----------------------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee +3 human undead bane longsword +19/+14/+9 (1d8 +5/17-20/x2) Ranged +1 mighty (+2) composite 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): 9/5/5/4/4/4/3/2/1 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) ----------------------------------------------------------------------------------------- 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 ------------------------------------------------------------ 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 ------------------------------------------------------------ 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 ------------------------------------------------------------ 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. |
| Jiggawha09-13-06, 03:53 AM | I was under the impresion that he had some ranger levels. I was considering this a long time. It would surely be lot easier to use it for for skill requirements of an Tomb Guardian. First, ranger is somewhat a divine class, Galaeron doesn't even mention a name of some deity of the Seldarine and doesn't show required dedication to it. Also abilities like Wild Empathy, specific combat style or animal companion and general ranger-like dedication to the nature aren't just a part of his character. I was considering to put Rgr 1 but the thought of xp penalty really annoys me. Considering his historical background (Academy of Arms) and Dragon 281 (where he's stated as Ftr 7/Sor 8 before the Siege which also doesn't reflect his capabilities in the novel) and that most of the stuff from 3e wasn't released then I think that this is currently the most close thing. Please this long quote was unecessary, reduce it down to the part with lvls. |
| Selvarin09-13-06, 04:24 AM | Penalty, shmenalty. Ignore it. It's an unneccesary part of the game, those who 'dabble' in several main classes already get penalized because two levels spent on X usually don't stack very well with Y or Z. The 'jack of all trades/master of none' syndrome. As for the character...that's a lot of classes there. |
| Jiggawha09-15-06, 02:43 PM | Nexil'Vendyliq, Savant of the Dark Tide CR 23 Aboleth (advanced 18 HD) Sorcerer 6/Aboleth Savant 5 LE Gargantuan Aberration (aquatic) Init +1; Senses darkvision 70 ft.; Listen +14, Spot +20 Languages Aboleth, Aquan, Undercommon, Infernal, Draconic, Common, Abyssal ------------------------------------------------------------ AC 31, touch 7, flat-footed 30 (–4 Size, +1 Dex, +6 armor, +18 natural) Hp 306 (29 HD) Fort +20, Ref +10, Will +26; ------------------------------------------------------------ Speed 10 ft. (2 squares), swim 60 ft. (12 squares) Melee 4 tentacles +24 (1d8 +12 plus slime plus virulent venom/20/x2) Special it has 15 ft. reach Base Atk +16; Grp +40 Combat Gear wand of lightning bolt with beljuril and ruby (12th, DC 20) (26 charges), wand of stoneskin (10th) (37 charges) Sorcerer Spells Known (CL 15th): 9/5/4/3/2/1 5th (5/day)–feeblemind 4th (7/day)–charm monster, improved invisibility 3rd (8/day)–dispel magic, hold person, sound lance 2nd (8/day)–extend tentacles, rainbow beam, touch of idiocy, web 1st (8/day)–blood wind, charm person, hypnotism, true strike, wings of the sea 0 (6/day)–acid splash, daze, detect magic, detect poison, disrupt undead, mage hand, message, resistance, touch of fatigue Spell Save DCs (20 + spell lvl., +1 for Enchantment) Psi-like Abilities (CL 23rd) At will–hypnotic pattern (DC 22), illusory wall (DC 24), mirage arcana (DC 25), persistent image (DC 25), programmed image (DC 26), project image (DC 27), veil (DC 26) Spell-like Ability (CL 29th) 5/day–elder glyph of warding (DC 29) ------------------------------------------------------------ Abilities Str 34, Dex 12, Con 26, Int 21, Wis 23, Cha 30 SQ Enslave, Slime, Mucus Cloud, Metamagic Specialist, Glyph Mastery, Ossification, Enlarged Enslave, Recrudescent Memories, Greater Glyph, True Enslave, Elder Glyph Feats Ability Focus (enslave), Ablity Focus (slime), Craft Aboleth Gyph, Quickslime, Practiced Spellcaster, Pulverize Foe, Snatch, Spell Focus (Enchantment), Violate Spell Epic Feats Fast Healing Traits Abrasive, Nightsighted Skills Bluff +19, Concentration +40, Disguise +12, Diplomacy +13, Gather Information +25, Intimidate +11, Knowledge (arcana) +37, Knowledge (local, Underdark) +13, Knowledge (history, aboleth) +18, Listen +14, Sense Motive +15, Spellcraft +43, Spot +20, Swim +20 Possessions above plus bracers of armor +6, bracelet of psychic poison, greater metamagic rod (twin), glyph of the deep*, glyph of enfeeblement x6, glyph of extension x6, glyph of slave's glory x2, glyph of slime curse, lenses of seeing, phylactery of virulent venom (1d10 primary and secondary damage, DC 20), master ring, ring of counterspells (dominate monster), ring of weaponbreaking ------------------------------------------------------------ Hook ''Be open to your dreams, human. Embrace that distant shore. Because your mortal journey is over all too soon.'' Description Aboleth from Swordsea Depths who has deliberately joined Iakhovas' armies to ''sneak'' to Waterdeep sewers. Nexil and its other two fellow aboleths swam into foulest heart of the sewers and established a nigh-impregnable lair (Drain of Madness). The Savants of the Dark Tide are in pursuit of an ancient legend, the Sargauth Swimmer, an aboleth of enormous size and incredible age. It's rumored to be dreaming in the Sargauth river. Sargauth Swimmer's knowledge could tip off the balance in neverending war against the drow and an alliance of svirfneblins and tomb tappers. Aboleths have enlaved Cellarers' and Plumbers' Guild and transformed many individual rogues into skum. Note *all these glyphs are placed thoughtfully in Drain of Madness (without suppression) ------------------------------------------------------------ Metamagic Specialist it can apply metamagic feats to spells without increasing the casting time True Enslave (Su) 3/day it can attempt to enslave any one living person within 60 ft., target must make a save (Will DC 26, CL 23rd) or be affected by dominate person. Target obeys its telepathic commands until dispelled and it cannot hear them only if on another plane (domination remains). Quickslime (Ex) creature hit by a tentacle must make a save (Fort DC 26) or begin to transform over 1d4 +1 rounds as its skin becomes a slimy membrane. Afflicted creature must remained moistened or take 1d12 points of damage every 10 minutes. Slime reduces natural armor by 1.Remove disease before complete transformation will restore creature to normal otherwise only heal works. Mucus Cloud (Ex) aboleth underwater surrounds itself with 1 ft. thick viscous cloud. Any creature coming into contact or inhaling must make a Fort save (DC 22) or lose ability to breathe for next 3 hours. Affected creature suffocates in 2d6 minutes if removed from water. Renewed contact (and failed save) prolongs the effect for another 3 hours. Ossification (Ex) its natural armor improves by 6 (bone ridges) Recrudescent Memories (Ex) ancient racial aboleth memories return from hidden depths of its mind giving it +4 bonus to Int, Wis and Cha ------------------------------------------------------------ Sources BoVD (3.5E), PHB 3.5, DMG 3.5, PHB II (3.5E), Lords of Madness (3.5E), Spell Compendium (3.5E) and Waterdeep (3.5E). |
| Argaud09-16-06, 05:45 PM | Thanks Green Giant, I have more of them (have to put them on the computer), but most of them are allready here so I'll post only new ones and some that really need an update, here's one of them, these are stats at the end of the Sorcerer : (if you have more suggestions, particularly in determining his spells, please write) Lord Galaeron Nihmedu CR 22 Male Moon Elf Sorcerer 5/Fighter 4/Ruathar 3/Evereskan Tomb Guardian 4/Shadow Adept 6 Excellent write-up! Are you planning to post Vala and the other Vaasans too? Vala was stated as a fighter 12 in 3.0, but obviously she (and the others) aren’t just fighters, they regularly sneak up on enemies (and even elven scouts). |
| Prince Indirian09-16-06, 08:12 PM | Vala and the others could be Bloodstorm blades in the Book on Nine swords. Basically they are experts at throwing stuff...and they are very good at it..They don't have any supernatural abilities as far asI know... |
| Jiggawha09-17-06, 07:15 AM | Excellent write-up! Are you planning to post Vala and the other Vaasans too? Vala was stated as a fighter 12 in 3.0, but obviously she (and the others) aren’t just fighters, they regularly sneak up on enemies (and even elven scouts). Thanks, I already have Vala but I need to do a revision for 3.5 editon, and maybe check the novels again. I'll post her next Saturday (I'll have to do something at my university) or someone else could post her earlier. @Prince Indiran I'll check the book though I would rather use something else, she certainlly isn't a Warblade or Crusader or a Swordsage and the darksword's magic allows it to fly |
| Jiggawha09-17-06, 08:03 AM | Here's a psionic version of the Whispering Serpent of Lapaliiya from SK. My PCs were playing a low epic yuan-ti (each different type) working for an awakened sarrukh, they thought they're so powerful until...at least one of them repented Whispering Serpent of Sammaresh CR 26 Male Couatl Egoist 1/Meditant 15 LG Large Outsider (native) Init +6(+9); Senses darkvision 60 ft.; Listen +20 (+26), Spot +18 (+24) Languages Celestial, Common, Draconic, Chultan, Nexalan, Tashalan, Sylvan, Shaaran, Sarrukhar, Yuan-ti ------------------------------------------------------------ AC 28(38), touch 13(16), flat-footed 24(34) (–1 Size, +4 Dex, +15 natural) (meditation: +3 Dex, +7 natural) Hp 187 (25 HD) (meditation: 115 temporary hit points, Fast Healing 2) Immune to acid, disease, charms, domination, sleep Resist PR 35, DR 10/magic, cold 10, electricity 10 Fort +15 (+25), Ref +14 (+21), Will +26 (+34); (+4 bonus against poison) ------------------------------------------------------------ Speed 20 ft. (4 squares), fly 60 ft. (perfect) Melee bite +24 (+27) [1d3 +7(+10) plus poison/20/x2] Atk Options 1/day smite evil (+20 to damage) Base Atk +19; Grp +28(+31) Combat Gear power stone x2(these stones are implanted in his scales) (true metabolism, 7 charges) Psionic Powers Known (ML 24th): 36 (5/4/4/4/4/5/4/3/3/2) E (2/day)–shredding, venom of the primal serpent*** 9th–affinity field, assimilate, reality revision 8th–greater glory, psionic mind blank, shadow body 7th–evade burst, planar champion, psionic moment of prescience, reddopsi 6th–inconstant location, mend wounds, psionic disintegrate, psychometry, suspend life 5th–celestial conduit, detain ectoplasm, incarnate, psionic true seeing 4th–correspond, death urge, energy adaptation, implanted suggestion 3rd–body adjustment, dispel psionics, energy burst, psionic glyph of warding 2nd–damp power, energy emanation, feat leech, psychoportive shelter 1st–control flames, defensive precognition, eidetic lock, inertial armor, mind thrust Power Points 460 (meditation: 65 temporary power points) Power Save DC (20 + power lvl.) (meditation: +7 to Psychometabolism, +5 to other disciplines) Psi-Like Abilities (ML 9th): At will–detect chaos, evil and law, detect thoughts [DC 19(23)], invisibility, plane shift [DC 24(28)], polymorph (self only) Spell-Like Abilities (CL 25th) 3/day–protection from evil 1/day–bless 1/day–aid 1/day–detect evil 1/day–cure serious wounds [DC 20(24)] 1/day–neutralize poison 1/day–holy smite [DC 21(25)] 1/day–remove disease 1/day–dispel evil [DC 22(26)] 1/day–holy word 3/day–holy aura [DC 25(29)] 1/day–hallow 1/day–mass charm monster [DC 25(29)] ------------------------------------------------------------ Abilities Str 21 (27), Dex 19 (25), Con 18 (24), Int 30 (38), Wis 26 (34), Cha 24 (32) SQ Outsider, Constrict, Improved Grab, Poison, Ethereal Jaunt, Telepathy 90 ft., Psicrystal, Discipline (Psychometabolism), Psychic Meditation, Inner Peace, Meditative Sustenace, Deeper Psychic Meditation, Intense Psychic Meditation, Prepared Mind, Ethereal Form, Epic Inner Harmony, Epic Psychic Meditation x2 Feats Deep Psychic Meditation x3, Maximize Power, Metamorphic Transfer, Psychic Meditation, Psymbiot Psion Bonus Feat Quicken Power Epic Feats Epic Manifestation, Epic Skill Focus (Psicraft) Epic Meditant Bonus Feats Epic Inner Harmony, Epic Psychic Meditation Traits Detached, Honest Incarnate Powers aura sight, conceal thoughts, danger sense, detect psionics, detect remote viewing, detect teleportation, know direction and location, ubiquitous vision Contingent Powers astral seed Skills** Autohypnosis +36, Concentration +32 (+36 when manifesting defensively), Diplomacy +34, Decipher Script +15, Gather Information +19, Heal +11, Hide +4, Knowledge (psionics) +38, Knowledge (history, serpent kingdoms) +27, Knowledge (local, Chult) +24, Knowledge (local, Lapaliiya) +19, Knowledge (nature) +23, Knowledge (Planes) +21, Listen +20, Move Silently +4, Search +15, Sense Motive +31, Psicraft +53, Spot +18, Survival +16 (+18 in natural environment and on other planes), Tumble +9, Use Psionic Device +17 (+24 for scrolls) Possessions above plus plumed guardian, Jazirian's mask, ring* of epic psionics V, tailband of natural armor +5, ring* of excellent psionics Special Whispering Serpent has read sutra of tranquil thought (17 pp bonus) Psicrystal construct traits, hp 93, AC 28, Int 18, Fort +11, Ref +13, Will +17, PR 30, hardness 8, improved evasion, Init +2, Climb +14, Listen +6, Move Silently +6, Search +2, Spot +6. It speaks Sarrukhar and has a Nimble personality (+2 to Initiative). Within arms reach it provides Alertness feat. Self Propulsion (Speed 30 ft., climb 20 ft.), Share Powers, Sighted, Telepathic Link (mindlink 1 mile), Deliver Touch Powers, Telepathic Speech (30 ft.), Flight (50 ft., average), Sight Link (remote view 1/day), Channel Power (up to 1 mile) Jazirian's Mask minor artifact, this ancient crystal mask made of turquoise constantly provides the wearer with effect similar to planar embrace power (ML 30th, gains half-celestial template, his eyes sparkle through the mask, halo doesn't appear). If the wearer already has wings the power doubles its flight speed and improves its maneouvrability by one stage. Additionally the wearer is considered superior invisible to any LE creature and is immune to acid. Anyone other than the wearer trying to remove the mask must succeed in Str check (DC 40). If an evil creature dons the mask (willingfully) then it suffers 10 points of acid damage per round until its face falls apart of it succeeds in a mentioned Str check. Plumed Guardian this psicrown is constructed from twelve small saphirres and green (mostly silver) alloy in a ''serpent biting its tail'' shape. It has 636 power points and allows the use of following powers (ML 20th): empathic transfer, fission, greater metamorphosis, protection from psionics, psionic restoration, psionic revivify, telekinetic thrust, wall of ectoplasm. ------------------------------------------------------------ Hook ''Those who dream by day are cognizant of many things which escape those who dream only by night.'' Description This mysterious couatl is known only as a Whispering Serpent and this is only in Sammarash where he's an ethereal advisor to lady Ilnara Mremman. All that have seen him believe that he's a ghost. Rumors speak that once he was a worshipper of Jazirian. In reality he's an ancient couatl involved in longlasting war of chultan couatls devoted to Ubtao against yuan-ti houses, remnants of the Serpentes Empire. Couatl often asks adventurers to counter evil plots of the yuan-ti. Note A base couatl casts powers as a 9th lvl. psion and has access to Good and Law and Guardian mantle powers *These rings are around his body, tightly fitted **Add +4 to Skill checks that have key ability score Int, Wis or Cha, +3 for Str, Dex, Con ***He sometimes uses reality revision power to change his epic powers, these powers are not that warlike like those mentioned here ------------------------------------------------------------ Constrict (Ex) a couatl deals 2d6 +7(+12) damage with successful grapple check Improved Grab (Ex) must hit a creature up to two size categories larger, he can start grapple as a free action, if he wins the grapple check it establishes a hold and can constrict Poison (Ex) injury, Fort DC 18(21), 2d4 initial Str damage, 4d4 secondary Str damage Telepathy (Su) he can telepathically communicate with any intelligent creature within 90 ft. Ethereal Jaunt (Su) this ability works as ethereal jaunt spell (CL 16th) Daylight (Su) as the spell Psychic Meditation active psychic energy centers: Heart x3, Throat x3, Solar Plexus x3, Base x3, Crown x3, Third Eye x2 Inner Peace meditation time required to awaken each of his psychic energy centers is reduced by 450 minutes Meditative Sustenace (Su) by meditating for an hour he can go without food and water for a day Deeper Psychic Meditation 17/day he can activate psychic energy center Intense Psychic Meditation he increses the intensity of his meditation by spending two or three activations at once Prepared Mind (Su) as long as he maintais a psionic focus he can attempt to turn back mind affecting effects that target him if he makes a successful save Ethereal Form (Su) 4/day he can become ethereal (including his equipment) for an unlimited time (until shifting back to material plane) Inner Harmony (Su) activating a psychic energy center is considered a swift action Epic Psychic Meditation Throat, Sacral, Solar Plexus Epic Inner Harmony durations of all psychic meditation bonuses are 25 hours. This means that he activates his psychic energy centers at the beginning of the day Epic Powers Venom of the primal serpent (DC 50) this power increases the potency of poison in his fangs [Fort DC increases to 38(41)] so that his most powerful foes soon become helpless. Casting time is 1 minute, poison remains fortified for 20 hours. Psychometabolism, Components: Vi, Au. [Seed: Fortify (DC 17), increase poison DC by 20 (+40 to DC), change to personal (-2 to DC), seed within primary discipline (-5 to DC)] [To develop : 450000 gp, 9 days, 18000 xp]; Shredding (DC 53) couatl usually manifests this power on himself, power causes him to emanate 12d12 acid damage [Ref save DC 30(35) for half damage] per round out to a 1 ft. radius. This is particularly useful when he constricts his target, and then chunks of its flesh are eaten out or are falling down. Power can be activated as a swift action and lasts for 20 hours but can be dismissed at will. Psychokinesis, Components: power points. [Seed: Energy (DC 19), increase damage by 10d6 (+10 to DC), increase damage die three times (+30 to DC), dismissible by manifester (+2 to DC), quickened action (+28 to DC), hide Vi display (+4 to DC), decrease area by 1000 % (-20 to DC), drain 60 power points from the manifester (ad hoc -20 to DC)] [To develop : 477000 gp, 10 days, 19080 xp]; In extreme circumstances Whispering Serpent uses reality revision to erase one known epic power from his mind to learn this terrible power: Cryoblast (DC 80) this terrible power was designed to cause fear in entire yuan-ti race as they taste cold death. Couatl uses the power only in a meditative state, he first manifests quickened psionic moment of prescience and in the same round releases the power that inflicts 400 cold damage in 60 ft. radius. Range is 300 ft., Ref save (DC 35) for half damage. Backlash damage of the power hits his temporary hit points first. Psychokinesis, Components: xp. [Seed: Energy (DC 19), increase damage by 10d6 (+20 to DC), increase damage die four times (+40 to DC), maximize power (+28 to DC), 1 action casting time (+20 to DC), change area to 20 ft. radius (+2 to DC), increase area by 200 % (+8 to DC), hide Vi display (+4 to DC), drain 2000 xp from the ring (-20 to DC), backlash damage 41d6 (-41 to DC)] [To develop : 720000 gp, 15 days, 28800 xp]. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM 3.5, ELH (3E), EPH (3.5E), Complete Psionic (3.5E), Mind's Eye (WotC web articles, 3.5) and Serpent Kingdoms (3.5E). |
| Dxzauvrinn09-18-06, 02:46 PM | A few years ago I (along with several others) tried to work up some 3E stats for Liriel Baenre on behalf of Elaine Cunningham, who had them posted on the WotC website. It's been a while since 3.5 so I thought I'd rework them to better reflect her character and abilities. In addition the late, great Fyodor hasn't been updated since 2E's Heroes' Lorebook so I thought I'd include them as well. Hopefully no harm will come of it. Liriel Baenre, Female Elf, Drow, Female Wiz10/Ftr2/Clr3/MysThe2: CR 18 (ECL19); Medium Humanoid (Elf); HD 10d4+10(Wizard) , 2d10+2(Fighter) , 3d8+3(Cleric) , 2d4+2(Mystic Theurge) ; hp 74; Init +3; Spd 30; AC:19 (Flatfooted:16 Touch:13); Atk +11/6 base melee, +13/8 base ranged; +13/8 (1d6+3, +2 Sword, short); +14/9 (1d3+2, +1 Adamantine Throwing Spiders of Fleshgrinding); +14/9 (1d4+1, Bolas, Masterwork); SA: Spell-like Abilities Dancing Lights, Darkness, Detect Good, Detect Magic, Faerie Fire, and Levitate 1/day ; SQ: Immunity: Sleep Effects (Ex), +2 Saves vs. Enchantment Spells and Effects, Darkvision (Ex): 120 ft., Light Blindness (Ex), +2 Will Saves vs. Spells and Spell-like Effects; SR 28; AL NG; SV Fort +10, Ref +7, Will +15; STR 12, DEX 16, CON 13, INT 21, WIS 14, CHA 16. Skills: Bluff +8, Climb +2, Concentration +17, Craft (Runemaking) +10, Decipher Script +9, Diplomacy +10, Handle Animal +6, Heal +4, Hide +9, Intimidate +9, Jump +2, Knowledge (Arcana) +17, Knowledge (Dungeoneering) +7, Knowledge (Local - Illuskan) +6, Knowledge (Local - Rashemen) +6, Knowledge (Local - Underdark (Northdark)) +7, Knowledge (Religion) +12, Knowledge (The Planes) +7, Listen +5, Move Silently +9, Perform (Dance) +6, Profession (Fisher) +4, Profession (Hunter) +4, Profession (Sailor) +3, Search +8, Sense Motive +8, Speak Language +2, Spellcraft +17, Spot +5, Survival +4, Swim +6. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Daylight Adaptation, Ethran, Exotic Weapon Proficiency: Bolas, Exotic Weapon Proficiency: Throwing Spiders (5), Highborn Drow, Inscribe Rune, Practiced Spellcaster:Wizard, Quicken Spell, Scribe Scroll, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Spellcasting Prodigy, Tower Shield Proficiency. Spells Known (Wiz 4/6/5/5/4/4/2): 0 -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Electric Jolt, Flare, Ghost Sound, Horizikaul`s Cough, Launch Bolt, Light, Mage Hand, Mending, Message, No Light, Open/Close, Preserve Organ, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance, Silent Portal, Slash Tongue, Stick, Touch of Fatigue, Unnerving Gaze; 1st -- Disguise Self, Expeditious Retreat, Feather Fall, Identify, Mage Armor, Magic Missile, Magic Weapon, Orb of Cold, Lesser, Orb of Fire, Lesser, Ray of Enfeeblement, Sea Legs, Shelgarn`s Persistent Blade, Shield, Shocking Grasp, Silent Image, Summon Monster I; 2nd -- Alter Self, Battering Ram, Cat`s Grace, Flaming Sphere, Invisibility, See Invisibility, Summon Monster II, Web; 3rd -- Daylight, Dispel Magic, Fireball, Fly, Lightning Bolt, Nondetection, Protection from Energy, Summon Monster III; 4th -- Detect Scrying, Dimension Door, Orb of Fire, Remove Curse, Scrying, Stoneskin; 5th -- Ball Lightning, Break Enchantment, Dismissal, Passwall, Sending; 6th -- Cloak of the Sea, Control Water, Legend Lore, Planar Binding, True Seeing; 6th – Planar Binding, True Seeing, Undeath to Death. Spells Prepared (Wiz 4/6/5+1/5/4/4/2+1): 0 - Detect Magic, Detect Poison, Light, Read Magic; 1st - Feather Fall, Magic Missile x2, Ray of Enfeeblement, Shield, Shocking Grasp; 2nd - Alter Self, Cat`s Grace, Flaming Sphere x2*, See Invisibility, Web; 3rd - Dispel Magic, Fireball, Lightning Bolt x2, Protection from Energy; 4th - Detect Scrying, Dimension Door, Orb of Fire, Stoneskin; 5th - Ball Lightning, Break Enchantment, Passwall, Sending; 6th – Planar Binding, True Seeing, Undeath to Death*. * Bonus spells due to Spellcasting Prodigy feat. (Clr 5/4/3/1): 0 - Create Water, Guidance, Light, Mending, Read Magic; 1st - Command, Detect Evil, Faerie Fire (d), Protection from Evil, Remove Fear; 2nd - Augury, Hold Person, Moonbeam (d), Silence; 3rd - Moon Blade (d), Wind Wall. Possessions: Weapons: +1 Adamantine Throwing Spiders (10): Fleshgrinding (42,602 gp); +2 Sword, short: Drowcraft (18,310 gp); Bolas, Masterwork (305 gp). Armor: +2 Mithral Chain shirt (5,250 gp). Goods: Coin: gp (15398) (15,398 gp). Magic: Ring: Water Breathing (15,000 gp); Wondrous: Boots of Elvenkind (2,500 gp); Wondrous: Piwafwi, Liriel`s (12,500 gp), Book of Portals (minor artifact—see the original Liriel Baenre article found on the WotC website). Notes of interest; A) Liriel, due the Practiced Spellcaster feat, casts wizard spells as if she were a 16th level wizard with regard to duration, overcoming spell resistance, and the like. (Her spellcaster level is conservative since she could easily have had access to 7th or 8th level spells.) In addition, due to the Spellcasting Prodigy feat she is treated as having Int 23, resulting in a bonus 2nd level spell and a 6th level spell. B) Liriel, in this version, has the Ethran feat despite its revised prerequisites (see the PgtoF), which would otherwise prohibit her gaining access. There's a very good reason for it. Purists may replace it with Spell Penetration and just note that she can participate in ‘circle magic’ if they prefer. C) For the sake of character building I chose to portray her as she would upon gaining Eilistraee ‘s acceptance, giving Liriel full access to her clerical powers. D) Liriel’s piwafwi is the same as a lesser piwafwi (i.e., a cloak of elvenkind) except it also allows the wearer to become invisible 1/day. E) Throwing spiders are similar to shuriken, only a little sharper and better made.(More details in the original Liriel Baenre article found elsewhere on WotC’s website.) Originally I gave them the ‘grinding’ ability (which is almost the same as the fleshgrinding property found in BoVD) but it’s just easier to give them the BoVD version despite the fact it was for melee weapons only. Why reinvent the wheel? F) Liriel has access to more spells than listed here (including sea-based spells found in spellbooks in the Green Room of Ruathym and Underdark/drow-based spells from her time in Menzoberranzen). She is full of surprises, accordingly. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~ Fyodor, Male Human, Rashemi Bbn10/Bear2: CR 12; Medium Humanoid ; HD 10d12+30(Barbarian) , 2d12+6(Bear Warrior) ; hp 116; Init +2; Spd 40; AC:16 (Flatfooted:16 Touch:16); Atk +16/11/6 base melee, +14/9/4 base ranged; +15/10/5 (2d6+5+1d6, +1 Greatsword wielded one-handed); +17/12/7 (2d6+7+1d6, +1 Greatsword, two-handed); +16/11/6 (1d6+6, Club); +16/11/6 (1d4+4, Dagger); AL NG; SV Fort +13, Ref +5, Will +7; STR 18, DEX 15, CON 16, INT 14, WIS 12, CHA 13. Skills: Climb +12, Craft (Blacksmithing) +5, Handle Animal +6, Intimidate +12, Jump +8, Knowledge (History) +7, Knowledge (Local - Rashemen) +7, Listen +7, Perform (Oratory) +5, Perform (Sing) +2, Ride +7, Search +3, Sense Motive +3, Spot +5, Survival +10, Swim +6, Tumble +5. Feats: Aftersight, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Great Cleave, Instantaneous Rage, Monkey Grip, Power Attack, Shield Proficiency, Simple Weapon Proficiency. Possessions: Weapons: +1 Greatsword: Merciful (8,350 gp); Dagger (2 gp); Club (0 gp). Goods: Coin: gp (8648) (8,648 gp). Magic: Wondrous: Amulet of Natural Armor +4 (32,000 gp). When in a barbarian rage— Fyodor, Male Human, Rashemi Bbn10/Bear2: CR 12; Medium Humanoid ; HD 10d12+30(Barbarian) , 2d12+6(Bear Warrior) ; hp 140*; Init +2; Spd 40; AC:14*; Atk +18/13/8 base melee, +14/9/4 base ranged; +17/12/7 (2d6+5+1d6, +1 Greatsword, one-handed), +18/13/8(1d6+8, Club); AL NG; SV Fort +13, Ref +5, Will +9; STR 22*, DEX 15, CON 20*, INT 14, WIS 12, CHA 13. * Adjusted for barbarian rage. When in black bear form (as allowed by the Bear Warrior prestige class)— Fyodor, Male Human, Rashemi Bbn10/Bear2: CR 12; hp 140**; Init +3**; Spd 40; AC:16**; Atk +20/15/10 base melee; +20/15/10; (1d4+8, claw), and +20(1d6+8, bite); AL NG; SV Fort +13, Ref +5, Will +9**; STR 26**, DEX 17**, CON 20**, INT 14, WIS 12, CHA 13. ** Adjusted for black bear/barbarian rage form. Notes of Interest: A) It would’ve been easy to just give him a regular greatsword and note it deals slashing damage to non-Rashemi only, but this is the Forgotten Realms (which is magic-laden) so…I gave him an enchanted weapon that pretty much does the same thing as an equivalent. If this upsets the purists then just change it back. (And yes, I’m aware that Hathrans cannot create magic weapons, etc., only the vremyonni can do so.) B) The Monkey Grip feat is what allows Fyodor to wield his greatsword one-handedly although he seems to do so only when in a rage. Again, I have reasons for all of this but I've chosen to keep this posting as 'tight' as possible. Have you or anyone else ever statted out Nisstrye, Nisstrye's son (forgot his name. he was the fighter that could sense dragons), or more importantly, the Windwalker Amulet???? I've been wanting to use the Windwalker Amulet in my campaign for some time, but I've never seen it statted out. I know it allows it's wielder to use place magic anywhere. I think it would have some great potential now that nodes have been added to the game. I would love to see both of these, especially the |
| Dxzauvrinn09-18-06, 03:23 PM | [QUOTE=warlockco]Merchants and Other Folk of Menzoberranzan: Miscellaneous NPCs of Menzoberranzan: Assassin from Wild Magic adventure in Menzoberranzan boxed set Krecil Treak: Male Drow Rog4/Wiz9/Asn1; CR 15; Medium Humanoid (Elf); HD 5d6+10 plus 9d4+18; hp 83; Init +6; Spd 30 ft.; AC 27 (touch 17, flat-footed 23); Base Atk +7; Grp +10; +14 melee (1d8+7, +4 Longsword) or +14 melee (1d4+7, Dagger of Stone Death) or +15 ranged (1d4+7, Dagger of Stone Death); Full Atk +14/+9 melee (1d8+7, +4 Longsword) or +14/+9 melee (1d4+7, Dagger of Stone Death) or +15/+10 ranged (1d4+7, Dagger of Stone Death); Face/Reach 5 ft./5 ft.; SA Sneak Attack +3d6; SQ Drow traits, SR 25; AL LE; SV Fort +4, Ref +8, Will +7; Str 16, Dex 18, Con 14, Int 18, Wis 16, Cha 13. Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +9, Craft (Alchemy) +8, Craft (Poisonmaking) +9, Decipher Script +9, Disable Device +7, Gather Information +7, Hide +7, Intimidate +2, Knowledge (Arcana) +9, Knowledge (Local: Underdark-Northdark) +9, Listen +9, Move Silently +7, Open Lock +7, Search +9, Sense Motive +7, Sleight of Hand +7, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +9, Spot +11, Use Magic Device +7. Blooded, Brew Potion, Combat Reflexes, Greater Spell Penetration, Quick Draw, Scribe Scroll, Spell Penetration. Special Qualities: Drow 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; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 25. Cannot be Shaken, and ignores the effects of the Shaken condition. Summon Familiar. Sneak Attack +3d6; Trapfinding; Evasion; Trap Sense +1; Uncanny Dodge. Death Attack (DC 15); Poison Use. Spell-like Abilities (as 15th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Wizard Spells Prepared (4/5/5/4/3/1; base DC = 14 + spell level; caster level 9th). Assassin Spells Known (1; base DC = 14 + spell level; caster level 1st). 1st – Detect Poison, True Strike. Possessions: Spellbooks, +4 Twilight Mithral Shirt, +4 Longsword, 2 Daggers of Stone Death, Amulet of Natural Armor +2, Piwafwi of Silence, Ring of Protection +3, Ring of Teleportation, Potion of Haste, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Conversion Note: He is listed as Wiz9/Asn15 in Menzoberranzan boxed set with 2 Daggers of Stone Death, +4 Longsword, Ring of Teleportation, Cloak of Silence, and Potion of Speed. Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Book of Exalted Deeds (3.5E). Dagger of Stone Death: This +4 dagger allows the wielder to use both a Poison effect (as the spell, save DC 17) and Flesh to Stone effect (as the spell, save DC 19) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the Poison effect and Flesh to Stone effect must be invoked in the same round that the dagger strikes. Source: Menzoberranzan boxed set, converted to 3.5E by Joseph Weber. Strong Necromancy and Transmutation; CL 12th; Craft Magic Arms and Armor, Flesh to Stone, Poison; Price 80,302 gp. Piwafwi of Silence: This black cloak grants its wearer a +10 competence bonus to Hide and Move Silently checks. Source: Created by Joseph Weber. Faint Illusion and Transmutation; CL 5th; Craft Wondrous Item, Invisibility, Creator must be a Drow; Price 25,000 gp; Weight 1 lb. Ring of Teleportation: A character wearing this ring may Teleport three times per day, exactly as if he had cast the spell of the same name. Source: DMG 3.5, modified Helm of Teleportation. Moderate Conjuration; CL 9th; Forge Ring, Teleport; Price 73,500 gp. Twilight: This magic armor special ability reduces the chance of arcane spell failure by 10%. Source: Book of Exalted Deeds. Faint Abjuration; CL 5th; Craft Magic Arms and Armor; Price +1 bonus. QUOTE] This is good. The only thing I'd change is I'd make him a rog4/wiz5/wild mage4/asn2 |
| Jiggawha09-19-06, 02:13 PM | Here's Vala, as requested, I would've made her most interesting with PrC and all but really there isn't PrC that would be for her, I checked all of them (including Bloodstorm Blade). Stats - after the Sorcerer (1372 DR). Vala Thorsdotter CR 18 Female Vaasan Human Fighter 18 NG Medium Humanoid (human) Init +3; Senses darkvision 70 ft.; Listen +2, Spot +2 Languages Common, Damaran, Orc, Netherese ------------------------------------------------------------ AC 27, touch 22, flat-footed 23 (+3 Dex, +8 armor, +5 deflection, +1 dodge) Hp 170 (19 HD) Fort +19, Ref +14, Will +12; ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +5 flying longsword +27/+27/+22/+17 (1d8 +14 +1d6 in the first round/17-20/x2) Ranged +5 flying longsword +28/+28/+23/+18 (1d8 +15/17-20/x2) Atk Options Cometary Collision, Improved Bull Rush, Power Attack, Slashing Flurry, Throw Anything, 1/round before attack can allways treat d20 roll as 10, +4 to resist being disarmed, can make full attack agaist a foe that grapples her Base Atk +18; Grp +21 Combat Gear masterwork dagger, ring of shooting stars Strikes Known (IL 9th): 1st (1/encounter)–shadow blade technique ------------------------------------------------------------ Abilities Str 16, Dex 17, Con 17, Int 12, Wis 12, Cha 16 SQ Human traits Feats Cometary Collision, Improved Bull Rush, Martial Study (Shadow Hand), Melee Weapon Mastery (slashing), Rapid Assault, Slashing Flurry, Superior Unarmed Strike, Throw Anything Fighter Bonus Feats Cleave, Improved Critical (longsword), Improved Unarmed Strike, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Point Blank Shot, Power Attack, Weapon Focus (longsword), Weapon Specialization (longswod), Weapon Supremacy (longsword) Traits Nightsighted, Saddleborn Skills Climb +13, Handle Animal +8, Hide +18, Intimidate +4, Jump +23, Listen +2, Move Silently +8, Ride +13, Speak Language (Netherese), Spot +2, Survival +6, Swim +8, Tumble +7 Possessions above plus Escanor's cloak, elven chain +3* ------------------------------------------------------------ Hook "Our men sleep in the snow." Description Vala is the great-granddaughter of Bodvar the Black, with whom Melegaunt Tanthul struck original bargain. Thanks to Granite Keep and twenty darkswords the mysterious mage gave her forebear, her people have lived in relative safety in Vaasa for over a century. When Melegaunt sent word that he wanted twenty warriors to meet him beneath certain crypt near Evereska she didn't hesitate to take up her ailing father's darksword. Leaving her young son with her grandparents (the father was not her life mate), she gathered rest of the group, captured a beholder (to help with excavations) and set of across Faerun. After the breach of Sharnwall Vala's company traveled with Melegaunt and the Tomb Guards to Evereska. Later they went to recover Karsestone from the clutches of lich Wulgreth of Dire Wood. Melegaunt and the demilich Wulgreth perished in the battle. There the love between Galaeron and Vala grew stronger (he saved her). Eventually Vala, Galaeron, stone giant Aris, Malik and Harper witch Ruha were brought to Shade. Galaeron promised to Vala to never use shadow weave magic again. Vala distracted the shades so the party could escape. Therefore Escanor sent her alone into a phaerimm lair in Myth Drannor where she has slain six of them with the help of elven baelnorn. Vala refused to be Escanor's consort. So they threw her into the dungeons of Shade until the Chosen saved her. During her escape she killed prince Escanor in his bed. In the battle with the princes they manage to damage the mythallar and escape the city. After they returned to Evereska she was involved in slaying of many phaerimm and their mindslaves. The phaerimm were beaten after Galaeron repaired the mythal. Vala and her warriors decided to return to Vaasa and Galaeron joined them. Practical woman who has spent her life defending her homelands against the many dangers of Vaasa, Vala regards wonders of the Heartlands in much the same way she would treasure of a white dragon, a temptation embrace only by those destined to become meals. Sole exception to this is Evereska which she thinks must be the equal of Selune's Palace of the Moon. She is allways determined to perform her duty completely and loyally, Vala keeps her word and prizes honor above all. A woman of many moods. She looks powerfully built, with honey colored hair and green eyes. Note*this is just a speculative gift of Evereskan elves as the novel doesn't mention her armor in the last fight ------------------------------------------------------------ Vala's Darksword this minor artifact (CL 20th) was made in the city of Shade. Longsword is made of black glass as hard as steel, perfectly molded, with shimmering black hilts and shadow-smooth blades that never need sharpening. Beside noted above the sword ignores any Weave-based magical armor bonuses and gives darkvision (60 ft.) to the wielder. Anyone not of her family line suffers 1d4 cold damage per round. Vala's command word that makes the sword fly back requires a concentration. Unique ability of this sword is that it can show what is happening in Granite Tower's bedchambers during the night through clairvoyance. Escanor's Cloak this is the shadow weave cloak that Vala took from prince's room to drape herself after she killed Escanor in his bed. Cloak provides +5 bonus to all saves, +5 to Hide, spell immunity (abolish shadows) and +5 deflection bonus to AC. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, PHB II (3.5), Complete Warrior (3.5E), Book of Nine Swords (3.5E), Dragon 281 and RotA trilogy. |
| Jiggawha09-20-06, 09:06 AM | Here's Takari at the end of the Sorcerer : 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 ------------------------------------------------------------ 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) ------------------------------------------------------------ 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.) ------------------------------------------------------------ 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 ------------------------------------------------------------ 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 ------------------------------------------------------------ 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. |
| Sophuz09-20-06, 01:53 PM | I could not find Cadderly´s stats anywhere in WoTC website. Could a good soul remove my blindness? :D Or there is no more of his stats? |
| Dxzauvrinn09-21-06, 01:42 AM | Can someone stat Nisstry, Gorlist and the Windwalker amulet from the Shadows and Starlight series? |
| Jiggawha09-21-06, 02:58 PM | I don't think they're statted anywhere as for Amulet download Volo's Guide to All Things Magical (2E) at WotC free downloads. |
| Jiggawha09-22-06, 01:48 PM | I could not find Cadderly´s stats anywhere in WoTC website. Could a good soul remove my blindness? :D Or there is no more of his stats? This is from somewhere : Cadderly, the Chosen of Deneir Male human (Chosen of Denier) Clr 20; CR 24; Medium-size humanoid (human); HD 20d8+60; hp 150; Init +6; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Atk +21/+16/+11 melee (1d6+8, +2 quarterstaff); or +17/+12/+7 (1d4+4, spindle disk), or +18 (1d4+1/19-20, hand crossbow with +1 crossbow bolts), or +19 ranged (1+2/19-20, +2 hand crossbow); SA advanced turning, brand of Denier, psionics, turn undead 5/day; SQ immunities, languages, shapechange, song of Denier, tome of harmony, altered lifespan, psionics; AL NG; SV Fort +15, Ref +8, Will +19; Str 18, Dex 15, Con 17, Int 18, Wis 20, Cha 15. Height: 5 ft. 9 in. Skills and Feats: Diplomacy +7, Heal +6, Knowledge (architecture and engineering) +22, Knowledge (history) +21, Knowledge (nature) +19, Knowledge (religion) +27, Profession (stoneworking) +12, Ride (horse) +4, Speak Language +3, Spellcraft +20, Wilderness Lore +8; Dodge, Education (Knowledge [history], Knowledge [nature]), Exotic Weapon Proficiency (hand crossbow), Exotic Weapon Proficiency (shuriken), Exotic Weapon Proficiency (repeating crossbow), Improved Initiative, Iron Will, Point Blank Shot. Advanced Turning (Su): If Cadderly makes a melee touch attack with his holy symbol against an undead creature, he can automatically use a turn undead attempt that round against that undead (affecting only that undead and no others nearby). This attempt counts as a use of the character's turn attempts for the day. He gains a +4 sacred bonus to his turning check and turning damage with this attack. Brand of Deneir (Su): By calling upon the holy power of Deneir and pressing his holy symbol to the forehead of an evil creature (a melee touch attack that provokes an attack of opportunity), Cadderly can permanently brand the target with Deneir's symbol. This magical brand cannot be healed, but it can be dispelled. Any good-aligned being that sees the brand immediately knows that the bearer is evil and the viewer's attitude shifts one category toward hostile where appropriate. Spell-like Abilities: Once per day -- antipathy, daze, detect lies, detect thoughts, dominate person, enthrall, mass suggestion, mind blank, Rary's telepathic bond, sending, shield other, suggestion. Caster level 20th; save DC 12 + spell level. Immunities (Ex): Cadderly is immune to disease, level draining, negative levels, and poison. Languages (Su): Upon becoming a Chosen of Deneir, Cadderly immediately gained knowledge Damaran, Dwarven, Elven, and Mulhorandi languages. These languages are lost if Cadderly ever loses his Chosen of Deneir status. Shapechange (Su): Cadderly can change into a large, white-furred, flying squirrel. There is no limit to the amount of time that can be spent in this form, nor to the number of uses per day. Cadderly gains low-light vision, a climb speed of 30 feet, a +8 bonus on Balance checks, and can fall safely up to 50 feet as long as he is not helpless. (He needs to be able to take physical actions to orient his wing-flaps and fall.) Song of Deneir (Su): Cadderly does not need to prepare his clerical spells. Instead, he mentally reviews a unique magical song called the Song of Deneir, which then places the spell in his mind so that he can immediately cast it. This means that casting a spell in this manner is always at least a full round action. (If it's less than a full round, it becomes a full round much like a sorcerer casting metamagicked spells. If it's already a full round or longer, the casting time is unchanged.) Cadderly may prepare clerical spells normally. He is still nominally limited to the number of spells per day that he can cast as determined by Table 3-6: The Cleric in the Player's Handbook. He can cast his normal number of spells per day, but each spell cast beyond this limit risks a powerful headache that leaves him dazed for 1 hour and unable to cast spells above 4th level for a number of weeks equal to the level of the spell that caused the headache. He can avoid the headache by making a Constitution check (DC 18 + spell level + number of spells beyond the limit he has already cast in the past 24 hours). The Tome of Universal Harmony: Cadderly is the bearer of the Tome of Universal Harmony, which is the holiest of books of Deneir's faith and understandable only by his Chosen. The pages of the book are filled with mysterious runes, and over time the Chosen of Deneir can determine the pattern within the text -- it depicts the Song of Deneir, which is what gives Cadderly his unusual spellcasting ability. The book is handed from one Chosen of Deneir to the next when the old Chosen of Deneir realizes that his time of death is approaching. Any person other than a Chosen of Deneir who tries to read the book must make a Fortitude save (DC 25) or be knocked unconscious for one hour. While the following abilities are not benefit to all Chosen of Deneir, the following abilities are granted to Cadderly, by Deneir, so that he can finish his task; the rebuilding of the Edificant Library. Altered Lifespan: Every year that Cadderly spends working on the Edificant Library seems to age him five years. Though he is effectively immortal agewise, so long as he is working on the Library, by the time he is done, he may be too old to survive. Also, this task consumes all of Cadderly's time, and he will not leave the Library. Psionics: Cadderly has been granted nearly infinite power of the mind, even greater, perhaps, then the world's most powerful psions. Cadderly can use any psionic powers he chooses, and effectively knows all of them. The only limits he possesses on them is a lack of feats to alter them (he cannot ever gain any psionic feats), and having only so many power points. Cadderly has 100 power points for his powers. Deity: Deneir. Domains: Good (cast good spells at +1 caster level), Knowledge (cast divinations at +1 caster level). Possessions: +2 quarterstaff, +2 blowgun, hand crossbow, spindle disk, drow sleep poison (1 dose), +1 hand crossbow bolts (each with a dose of oil of force bursts in a tiny vial which shatters if the bolt hits) (16) Spindle Disk: A spindle disk is a tiny exotic melee weapon. The fist-sized sharpened crystal disk has a seam around the edge and a 3-foot cord wrapped into the seam. It is used like a yo-yo; the wielder spins the disk outward at a target, and, if it misses, it automatically winds itself up again (it can be used to make iterative attacks). If the disk hits a target, it must be wound manually (a move-equivalent action) before it can be used to attack again. A spindle disk is technically a thrown item and uses the wielder's Dexterity bonus instead of Strength for the attack roll, although it does not provoke an attack of opportunity when used. The wielder's Strength bonus applies to damage. Cost 5 gp; damage 1d4, critical x2, weight 3 lb., type bludgeoning. Blowgun: A blowgun is usually a hollow wooden tube about 3 feet long, but some versions are longer. A dart is inserted into one end of the tube, and a quick strong breath hurls it out of the tube at a target. Because of their low damage, blowgun darts are usually poisoned. Cost: 1 gp, damage 1, critical x2, range increment 30 feet, weight 3 lb., type piercing. Darts (10): cost 1 sp, weight -- (10 sets of 10 darts weigh 1 lb.). Oil of Force Bursts: The oil of force bursts is used to coat a single melee weapon or up to 10 small projectiles (shuriken, arrows, bolts, and so on). When the weapon strikes an object, the oil deals an additional +1d6 points of force damage. The oil's potency wears off after 1 minute. Because the coated weapon must hit a creature to cause the oil to activate, an incorporeal creature that was missed because of its incorporeal miss chance does not suffer force damage from the oil. (In other words, the weapon has to successfully hit an incorporeal creature in order to trigger the oil's effects.) Coating a weapon or 10 small projectiles is a standard action. Caster Level: 10th; Prerequisites: Brew Potion, spiritual weapon; Market Price: 1,000 gp. |
| johnnype09-22-06, 06:50 PM | Just thought I'd mention that Paul S Kemp has posted the 3.5 stats for Erevis Cale on the Candlekeep website. I think he made a mistake with the wisdom score (listed at 13 when I think it should be at least 16) but it's nice to see nonetheless. Male Shade Rogue 6/ Fighter 3/ Cleric of Mask 11/ Divine Agent 2. Neutral Medium Outsider Complete stats here (http://www.candlekeep.com/). |
| johnnype09-22-06, 06:51 PM | One other thing. I believe that WotC has lifted the ban on discussion about novels. I'm not sure but I think that means we are free to post stats if we like. Just a thought. |
| GothicDan09-22-06, 08:31 PM | Why do you think that? |
| Lord Mortanius09-23-06, 03:06 AM | Green Giant, I was reading the statistics for Rhangaun earlier and noticed you statted him as a Wiz 20/Sor 8/Archmage 5. Wouldn't he be better off with the new Wyrm Wizard PrC from Dragon Magic? |
| Green Giant09-23-06, 04:54 PM | Here's a request from some time ago. Enjoy. :) Lord Tagreth Cormaeril CR 17 Male Chondathan Human Fighter 3/Rogue 7/Assassin 7 LE Medium Humanoid (Human) Init +11; Senses Listen +10, Spot +10 Languages Chondathan, Common, Damaran, Goblin, Halfling, Orc, Turmic ------------------------------------------------------------ AC 26, touch 19, flat-footed 20 (+6 armor, +3 deflection, +6 Dex, +1 natural); Dodge, Mobility, improved uncanny dodge, uncanny dodge hp 104 (17 HD) Resist evasion Fort +12, Ref +21, Will +13; +3 against poisons ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee Venomfire’s fang +22/+17/+12 (1d4+5 plus 1 fire/17-20) Melee +1 rapier +21/+16/+11 (1d6+4/18-20) Ranged masterwork hand crossbow +21 (1d4/19-20) Base Atk +13; Grp +16 Atk Options Blind-Fight, Spring Attack, death attack (DC 23), sneak attack +8d6 Combat Gear bloodwine positoxin x2, giant wasp poison x4, potion of cure serious wounds x2, potion of lesser restoration, silversheen, sunlight oil positoxin Assassin Spells Known (CL 7th) 4th (1/day)-freedom of movement, greater invisibility 3rd (3/day)-false life, nondetection, wraithstrike [SC] 2nd (4/day)-darkness, flame dagger (+20 melee touch) [SC]*, fox’s cunning, spider climb 1st (5/day)-disguise self, feather fall, jump, true strike * Fire Knives assassins are taught to use this spell. It replaces the ice knife spell from the Assassin’s list found on page 245 in Spell Compendium. ------------------------------------------------------------ Abilities Str 16, Dex 24, Con 15, Int 20, Wis 16, Cha 16 SQ poison use, trap sense +2, trapfinding Feats Blind-Fight, Dodge, Improved Critical (dagger), Improved Initiative, Iron Will, Mobility, Spring Attack, Stealthy, Weapon Finesse Skills Balance +16, Bluff +10, Climb +10, Craft (poisonmaking) +12, Diplomacy +16, Disable Device +14, Disguise +10 (+12 acting), Escape Artist +20, Gather Information +12, Hide +16, Intimidate +12, Jump +12, Knowledge (local-Dragon Coast) +10, Knowledge (nobility and royalty) +10, Move Silently +16, Open Lock +20, Listen +10, Ride +13, Search +12, Sense Motive +10, Sleight of Hand +16, Spot +10, Swim +9, Tumble +26, Use Magic Device +10 Possessions combat gear plus +2 mithral shirt, +1 rapier, Venomfire’s fang, masterwork hand crossbow, 10 bolts, amulet of natural armor +1, boots of levitation, cloak of resistance +3, gloves of dexterity +4, ring of protection +3, vest of escape, masterwork thieves’ tools. 5,000 gp in coins, gems, jewelry, and art objects. ------------------------------------------------------------ Hook “The blood of Cormyr shall burn from my wrath.” Description Tagreth is a cantankerous and disagreeable curmudgeon, who is not as frail or helpless as he appears. His unnatural vigor comes from magical sources. Note Tagreth has the benefits of venerable age but only the physical penalties of middle age. Skills modified by tools and magic items. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Lords of Darkness (3E), Libris Mortis (3.5E), Draconomicon (3.5E), and Spell Compendium (3.5E). Venomfire’s Fang This magic dagger was crafted from one of Venonfaerenaze's fangs (“Venomfire”), a scion of Arnfalamee Redwing. This adult red dragon once terrorized the Way of the Manticore attacking caravans and ships traveling between Cormyr and Sembia. He was finally slain by the then Grandfather of the Fire Knives when one of Venomfire’s raids slew his daughter and heir. His hoard was plundered and his fangs were taken as a trophies which would eventually become relics of the Fire Knives passed down or taken by each succeeding Grandfather. Most were lost or stolen but one still remains in the possession of the Grandfather of the Fire Knives. Description: The dagger has a slight curve to its shape with a serrated blade made from a red dragon’s tooth. It is blackened by fire and has a slight smell of sulfur to it. Its hilt made of iron with the handle wrapped in red dragonhide leather. Its pommel is shaped in a dragon’s head with its mouth gripping a large ruby. When drawn the blade glows red with internal heat. Activation: The dagger can be wielded as normal. Once per day, its poison effect can be activated as a free action after a successful attack. Effect: Venomfire’s fang is a +2 dragonfang dagger that provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of fire damage on each successful hit. Once per day, it allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes. Moderate necromancy; CL 9th; Craft Magic Arms and Armor, Dragoncrafter, Craft (weaponsmithing), poison, slay living; Price 25,000 gp; Cost 12,000 gp + 960 XP. |
| johnnype09-23-06, 05:24 PM | Why do you think that? This thread (http://boards1.wizards.com/showthread.php?t=692461). So, can we start stating up novel characters now?? |
| Green Giant09-23-06, 05:26 PM | Green Giant, I was reading the statistics for Rhangaun earlier and noticed you statted him as a Wiz 20/Sor 8/Archmage 5. Wouldn't he be better off with the new Wyrm Wizard PrC from Dragon Magic? You're probably right but I was using the abbreviated stats in Lords of Darkness which give him those class levels. I may make some changes to him but he along with others that I believe need an update, will have to wait until I get through some of the requests posted. |
| Jiggawha09-27-06, 08:22 AM | Here's an alternate historical version of him : Algashon Nathaire, the First Interpreter CR 32 Male Vaasan Human Banelich Wizard 4/Cleric 3/Mystic Theurge 4/Dreadmaster 10/Divine Disciple 3/Wearer of the Purple 6 LE Medium Undead (augmented humanoid) Init +1; Senses darkvision 60 ft.; Listen +16, Spot +16 Languages Common, Vaasan, Damaran, Draconic, Chondathan, Infernal ------------------------------------------------------------ AC 31, touch 11, flat-footed 30 (+1 Dex, +5 armor, +15 natural) Hp 213 (30 HD) Immune to to cold, electricity, polymorph, mind effects, 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) Resistance DR 15/bludgeoning and magic, SR 35, Fire 15, +4 to turn resistance Fort +24, Ref +18, Will +38; (+4 bonus against good spells, +1 bonus against divine spells, Su and Sp of outsiders) ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +2 axiomatic human bane impact domineering heavy mace +25/+20/+15 (1d8 +8 +2d6 unholy/19-20/x2) plus his claw +23 (1d6 +6 +1d8 +5 plus despair/20/x2) Ranged coldfire +18/+13 (3d10 negative energy) Base Atk +17; Grp +20 (+25) Atk Options smite 1/day (+4 attack, +20 damage) Special Actions rebuke and command undead 7/day (30th, add +6 to check) Combat Gear scroll of bestow greater curse, scroll of damning darkness, scroll of false sending, scroll of fiendish clarity, scroll of greater dispel magic x6, scroll of hell's power, scroll of identify transgressor, scroll of imprison soul, scroll of morality undone, scroll of ravage x3, scroll of pestilence, scroll of psychic poison, scroll of unliving weapon, scroll of wretched blight Cleric Spells Prepared (CL 30th, 31st for evil spells): 6/7/7/7/7/6/5/5/5/4/E 3 E–animus blizzard, dragon knight, enslave (all appropriately adjusted) 9th–hellish horde, miracle, plague of undead, spread of savagery 8th–bodak's glare, death symbol of Bane, general of undeath, greater antidragon aura, greater planar ally 7th–blasphemy, death dragon, destruction, dictum, withering palm 6th–cometfall, harm x2, remorseless charm, undeath to death 5th–aura of evasion, chromatic ray, dispel good, dragon breath, soul scour 4th–aggravate dracorage, castigate, dismissal, divination, dragon blight x2, life ward 3rd–animate dead, bestow curse, bladebane, dispel magic x2, revelation, slashing darkness 2nd–aura against flame, desecrate, divine insight, hold person x2, owl's wisdom, stone bones 1st–axiomatic water, blood wind, comprehend languages, dispel ward, ice gauntlet, sanctuary, shield of faith 0–amanuensis, detect magic x2, no light, preserve organ, resistance Spontaneus Domain Spells (CL 30th, 31st for evil spells): 9th (1/day)–dominate monster, implosion, summon monster IX, wail of the banshee 8th (1/day)–antipathy, earthquake, mass charm, unholy aura 7th (1/day)–Bigby's grasping hand, blasphemy, disintegrate 6th (1/day)–create undead, forbiddance, geas/quest, harm 5th (1/day)–dispel good, greater command, mass inflict light wounds, righteus might 4th (1/day)–fear, inflict critical wounds, song of discord, unholy blight 3rd (1/day)–bestow curse, contagion, discern lies, magic circle against good 2nd (1/day)–desecrate, enthrall, scare, shatter 1st (1/day)–command, doom, inflict light wounds, protection from good Spell Save DC (18 + spell lvl., +1 for Enchantment and Necromancy, +2 for compulsion spells) Special Algashon cannot cast spells of chaos or good descriptor. Wizard Spells Prepared (CL 8th): 4/5/4/4/3 4th–abate dracorage, cone of euphoria, steelsting 3rd–compel breath, fly, pebble wind, scattergloom 2nd–alter self, invisibility, touch of idiocy, whispering wind 1st–alarm, charm person x2, corrosive grasp, shield 0–daze, detect magic, message, read magic Spell Save DC (14 + spell lvl., +1 for Enchantment and Necromancy, +2 for compulsion spells) ------------------------------------------------------------ Abilities Str 12 (22), Dex 12, Con –, Int 18, Wis 27, Cha 18 SQ Undead, DR 15/Bludgeoning and Magic, SR 35, Fear Aura, Touch of Despair, Coldfire, Summon Familiar (currentlly none), Domains (Tyranny, Hatred), Spontaneus Domain Casting, Rebuke Undead, Dominating Aura, Insidious Insight, Rodcraft, Enhanced Leadership, Fanatical Loyalty, Special Cohort, Energy Resistance, Bonus Domains (Destruction, Evil), Dracoride, Divine Emissary, Sacred Defense +1, Imbue with Spell Ability Feats Craft Rod (bonus), Divine Vigor, Iron Will, Leadership, Master Manipulator, Practiced Spellcaster (Cleric), Scribe Scroll (bonus), Skill Focus (Intimidate), Spell Focus (Enchantment), Spell Focus (Necromancy) Epic Feats Craft Epic Rod (bonus), Epic Devotion, Epic Leadership, Epic Spellcasting, Unholy Strike Special Bonus Feat due to many mutilating, experimental attempts on himself trying to emulate dragon's claw, Algashon's off hand has Deformity (Clawed Hands) vile feat, attack with this claw is considered natural secondary attack Traits Dishonest, Suspicious Permanent Spells see invisibility Skills Appraise +7, Bluff +15, Concentration +31 (+34 when casting defensively), Decipher Script +11, Diplomacy +27, Gather Information +20, Heal +11, Hide +9, Intimidate +12, Knowledge (arcana) +19, Knowledge (history) +10, Knowledge (planes) +8, Knowledge (religion) +34, Listen +16, Move Silently +9, Ride +12 (+17), Search +12, Sense Motive +32, Spellcraft +37, Spot +16, Survival +11, Use Magic Device +11 (only for scrolls) Possessions above plus algashon's bracers, cloak of epic resistance +6, dragon blight bomb, emerald rod of divergence, gauntlet of the black lord, helm of teleportation, idol of apostasy, metamagic rod (quicken), metamagic rod (intensify), greater metamagic rod (maximize), greater metamagic rod (wounding), rod of the black wyrm, rod of absorption, rod of cancellation, rod of rulership, pearl of power (9th, 7th), phylactery of undead rebuking, ring of dragons, ring of spell turning, robe of crumbled dragons, tome of the dragon (not original) Algashon's Bracers these epic bracers of armor (+10) also provide +2 bonus on all Charisma checks and to his leadership score Gauntlet of the Black Lord this left gauntlet provides the wearer +4 luck bounus on melee touch attacks, furthermore any touch spell delivered through this gauntlet is considered maximized Robe of Crumbled Dragons legend about this artifact speaks that it's maker killed and shattered the bones of a few dozen metallic dragons then in a vile ritual he used their marrow to enchant his robe. Robe grants the wearer +10 natural bonus to AC, +10 bonus to Str also he can activate greater antidragon aura as a free action 1/day. ------------------------------------------------------------ Hook ''And naught will be left save shattered thrones with no rulers. But the dead dragons shall rule the world entire ...'' Description Algashon the Manipulator, short, dark, and thin of body, Algashon's devious, evil mind was as sharp as a razor. By the time he met the unstable Sammaster, Algashon the priest of tyranny and strife had surpassed the abilities of Algashon the mage, and this allowed him to pass himself off as a mage whenever theneed arose. Further, Algashon had by this time wholeheartedly adopted the Banite tenet that Bane's priests, as servants to the god of tyranny, should seek out tyrants and would-be tyrants and support them. In this way, they could better serve their god by enhancing tyranny and strife across the face of the Realms. Of course, this also allowed them to be the true powers behind the thrones of any weak-willed or weak-minded tyrants that could be found. In the unstable Sammaster, Algashon saw the chance to create a formidable tyrant, and Bane must also have smiled upon the chance to rob one of his most powerful enemy's Chosen of his last vestiges of sanity and perhaps his powers or even his life. At Bane's command Algashon wanted to steal the secret of Mystra's silver fire. In 875 DR Algasho coerces Sammaster into attacking his former lover, Alustriel of Silverymoon, intending to steal her silver fire. Alustriel is wounded in Sammaster's initial assault and calls for aid from Khelben Arunsun and Laeral Silverhand, two more Chosen of Mystra. Sammaster is stripped of his Chosen powers by Azuth. After their departure Algashon resurrects Sammaster, who, insane, embraces evil from this point onward. Sammaster drew on his own translation of Maglas's prophecy (Algashon's whisperings) and ancient tomes unearthed in Anauroch and Raurin. They founded the first Cult cell un the city of Chondathan (Saerloon) and set about creating all manner of draconic undead. C. 916 to 940 DR after Sammaster's downfall in battle against avatar of Lathander and Those Who Harp, Algashon leads the Cult underground for the first time since its creation in the prior century. Algashon's Cult adopts many of the revenue-generating schemes required to finance much of the Cult's operations. In 972 DR after the recent defeat in Surkh, dissidents within the Cult begin to openly question Algashon's leadership and the weighty influence the church of Bane has had in Cult operations in the preceding years, with the mage Drakewings becoming a particularly outspoken opponent of the god of tyranny's place in the Cult of the Dragon. Soon factionalism within the Cult increases with most members joining either Algashon's reformational Baneinfluenced camp or Drakewings' pragmatic faction. In 1018 DR Gargauth arises from a pit at Pelevaran, freed by Tuelhalva Drakewings. A horde of abishai baatezu summoned by Gargauth allow Drakewings to take over the country of Peleveran. Drakewings' faction breaks from the Cult of the Dragon in Sembia and relocates to Peleveran. Less than one month later, Algashon musters and incites a Rage of Dragons and destroys the entire nation of Peleveran. Both Drakewings and Algashon perish. In the Year of the Rogue Dragons (1373 DR) risen Sammaster raised Algashon as a banelich. After his defeat from the adventurers Algashon established a triumvirate with Aurgloroasa the Sibilant Shade and Daurgothoth the Creeping Doom who now has the control over the Cult of the Dragon. Note about his phylactery, placement is left to the DM ------------------------------------------------------------ Coldfire (Su) he can produce balls of cold blue-green fire that deals 3d10 negative damage upon hit, can use full attack to throw two of them (-5 to attack with the other). Range increment is 15 ft. Fear Aura (Su) he's shrouded in dreadful aura of evil and death. All creatures within 60 ft. radius that have less than 5 HD and look at the lich are affected by fear spell (CL 30th, Will DC 29 to resist the effect for 24 hours) Touch of Despair (Su) his touch in addition to dealing damage has the effect of emotion, despair spell (Will DC 29). Those who fail the save have -2 penalty on attacks, damage, saves, skill and ability check for the duration of the encounter. Domain Granted Powers Destruction (Su, 1/day he can add +4 to a single attack and +20 to damage if hit is successful, smite attack must be declared before), Evil (he casts evil spells at +1 CL), Hatred (1/day as a free action he can choose a opponent, against it he +2 profane bonus on attack, saves and AC for a minute), Tyranny (adds +2 to the DC of any compulsion spell he casts) Dominating Aura (Su) enemies within 60 ft. radius of him suffer -4 morale penalty on saves against fear effects Insidious Insight (Ex) +2 bonus on Sense Motive and Gather Information Rodcraft (Ex) when he makes a rod DC for saves against rod's power are 2 points higher Enhanced Leadership (Ex) +6 bonus to leadership, he doesn't suffer penalty for causing death of a cohort (for up to 5 cohorts) or for cruelty Fanatical Loyalty (Su) his followers and cohorts are fanatically loyal to him (concerning taking life threatening actions or actions with moral implications etc.) Divine Emissary (Ex) he can comminicate telepathically with LE outsiders (or outsiders that are servants of Bane) within 60 ft. Sacred Defense (Ex) he gains +1 bonus on saves against divine spells, Su and Sp of outsiders Imbue with Spell Ability (Sp) 1/day (CL 30th) Energy Resistance (Ex) as fire was embodied in Shargrailar breath weapon, Algashon has Fire Resistance 15 Dracoride (Ex) Algashon uses normal Ride check for when mounting dragons Special Algashon's leadership score is 42. He has at any given time one 38 HD great black wyrm dracolich and red wyrm dracolich at the disposal. He's only beginning to build his network of utterly loyal servants. ------------------------------------------------------------ Sources PHB 3.5, PHB II, DMG 3.5, ELH (3E), Monsters of Faerun (3E), Dragons of Faerun (3.5E), Player’s Guide to Faerun (3.5E), Faiths and Pantheons (3E), Spell Compendium (3.5E) and Cult of the Dragon (2E). |
| Jiggawha09-30-06, 11:29 AM | Hope this one is good Harkon: Hsssthak CR 29 Male Mummifed Sarrukh Sorcerer 14/Archmage 1 LE Medium Undead (sarrukh) Init +2; Senses darkvision 70 ft.; Listen +24, Spot +41 Languages Sarrukhar, Isstossefese*, Okothian*, Mhairshaulkan*, Draconic, Aearee, Bathrachi, Aquan, Sylvan, Talfiric, Yuan-ti, Abyssal, Infernal, Netherese, Giant ----------------------------------------------------------------------------------------- AC 52, touch 14, flat-footed 48 (+2 Dex, +10 armor, +2 insight, +28 natural) Hp 175 (29 HD) Immune to fire, 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) Resist SR 20, DR 5/– Fort +8, Ref +17, Will +28; (+8 against spells and spell-like abilities) ------------------------------------------------------------ Speed 20 ft. (4 squares) Melee 2 claws +30 (1d6 +9 plus mummy rot/20/x2) and bite +25 (1d6 +4 plus poison/20/x2) Base Atk +21; Grp +30 Combat Gear rod of withering, scepter of negation (Mordenkainen's disjunction, 3 charges, CL 25th, effulgent epuration, 3 charges, CL 17th, 44 charges), stone tablet of antimagic field, stone tablet of dimensional lock x4, stone tablet of freedom of movement, stone tablet of guards and wards x10, stone tablet of harm x3, stone tablet of hellish horde, stone tablet of horrendous dessication, stone tablet of Mordenkainen's disjunction x6, stone tablet of memento mori, stone tablet of necromantic singularity, stone tablet of polymorph any object, stone tablet of prismatic sphere, stone tablet of prying eyes, greater, stone tablet of soul bind, stone tablet of time stop, stone tablet of transmute rock to lava, stone tablet of wish x2, wand of inflict critical wounds (3 charges), staff of swarming insects Sorcerer Spells Known (CL 19th): 9/5/5/4/4/4/3/2 7th (5/day)–limited wish, project image 6th (8/day)–disintegrate, geas/quest, greater dispel magic 5th (9/day)–baleful polymorph, permanency, prying eyes, telekinesis 4th (9/day)–bestow curse, charm monster, fang trap, venom bolt 3rd (9/day)–gentle repose, haste, hold person, spell vulnerability 2nd (9/day)–arcane lock, darkness, flaming sphere, razorscales, web 1st (10/day)–charm person, magic missile, ray of enfeeblement, sleep, unseen servant 0 (6/day)–amanuensis, arcane mark, detect magic, mage hand, mending, message, open/close, read magic, repair minor damage Spell save DC (25 + spell lvl., +1 for enchantment, +3 for Transmutation) Spell-Like Ability (CL 14th): 3/day–disrupt undead, identify, invisibility, knock, magic missile, misdirection (DC 26), see invisibility, sleep (DC 25) 2/day–confusion (DC 28), fireball (DC 27), lightning bolt (DC 27), polymorph 1/day–teleport (DC 29), plane shift (DC 31), wall of force ------------------------------------------------------------ Abilities Str 28, Dex 14, Con –, Int 36, Wis 27, Cha 38 SQ Darkvision 60 ft., SR 20, Immunity to Fire, Fear Aura, Poison, Manipulate Form, Undead, DR 5/–, Despair, Mummy Rot, Summon Familiar (snake, augmented), High Arcana, ignores all hostile or debilitating planar effects Feats Alertness (bonus), Craft Artifact (bonus), Craft Construct (bonus), Craft Scepter (bonus), Craft Wondrous Item (bonus), Eschew Materials, Greater Spell Focus (Transmutation), Practiced Spellcaster, Skill Focus (Spellcraft), Spell Focus (Transmutation), Spell Focus (Enchantment), Toughness (bonus) Epic Feats Craft Epic Scepter (bonus), Enhance Effect, Epic Spell Focus (Transmutation), Ignore Material Components Traits Absent Minded, Nightsighted Permanent Spells arcane sight, tongues Contingent Spells Hssthak's curse Special as one of the original members of the Baetith, Hssthak has read and studied Golden Skins of the World Serpent and he recieves all known benefits Skills Appraise +20 (+25 for alchemical items), Bluff +45, Concentration +46 (+49 when casting defensively), Craft (Alchemy) +41, Decipher Script +35, Diplomacy +28, Disguise +18 (+24 to act in character), Heal +12, Intimidate +24, Hide +11, Knowledge (arcana) +46, Knowledge (architecture and engineering) +27, Knowledge (history, Sarrukh) +38, Knowledge (history, Days of Thunder) +38, Knowledge (nature) +29, Knowledge (nobility and royalty) +27, Knowledge (Planes) +28, Knowledge (Religion) +31, Listen +24, Move Silently +21, Search +23, Sense Motive +15, Sleight of Hand +8, Spellcraft +84, Spot +41, Survival +20 (+22 in natural environment and on planes), Use Magic Device +25 (only for scrolls) Possessions above plus bracers of armor +10, bronze serpents x20, cloak of major displacement, crown of brilliance, darkskull, deck of many things, dust of dryness, magical mirror of sight and sound, metamagic rod (intensify), metamagic rod (twin, greater), metamagic rod (quicken, greater), metamagic rod (violate, greater), oil of speak with the dead, ointment of harm x4, ring of sequstering, ring of three wishes (2 rubies), serpentflesh golem (with max hit points) x36, two golden skins of the World Serpent Two Golden Skins of the World Serpent beside already known benefits these two items contain two spells Awaken Intelligence [Transmutation, lvl. 4, Components: V,S,M; Casting time: standard action; Range: touch; Area: 1 creature; Duration: permanent; Saving throw: special; SR: yes (harmless). Spell gives sentience to a non-sentient creature (roll 3d6 to select Intelligence score), or in already sentient creatures, improves Intelligence by 2d6 points. Requires a Fort save (DC 16) to survive its effects. Awakened Intelligence may not be passed on to offspring unless locked into the creature's genetic makeup by the alter beast spell. The material components are a dried fish and a piece of brain coral] and Alter Beast [Transmutation, lvl. 8, Components: V,S,M; Casting time: 10 rounds; Range: touch; Area: 1 creature; Duration: permanent; Saving throw: special; SR: yes (harmless). Allows the caster to modify a selected part of a living creature.s physical form. This could be changing paws into hands, giving a quadruped an upright, bipedal stance, increasing brain capacity, and so on. Changes made by this spell affect the creature's genetic makeup and are permanent. The effects can be passed on to offspring if the creature mates with a similarly altered creature of its own original species. Only a limited or full wish will reverse the spell's effects. Each use of this spell requires a Fort save (DC 22) or the creature dies. The material component is two strands of heavy gold wire twisted together in a double helix. Magical Mirror of Sight and Sound this item works like crystal ball with clairaudience/clairvoyance ------------------------------------------------------------ Hook ''Death is nothing to us, since when we are, death has not come, and when death has come, we are not.'' Description Hsssthak (pronounced Eeesss-Tak), a cadaverous sarrukh surrounded by dusty carvings of beasts no man has seen, Hsssthak of ancient Isstosseffiil broods upon his ebony throne, in an airless hall deep beneath the mighty desert. Across the eons he has rested here, but he has found no peace. He dreams dark visions of an age when his people ruled, practicing mighty sorcery and creating exotic new life forms. Mummy believes to be the last of the Isstossef, only Hsssthak now remains, his dry, withered features barely hinting at the lost glory of his reptilian race. Seers among the reptilian creator race felt that a time might come when the lizard folk would need help to reclaim their rightful place in the world. Hsssthak, once a noted sorcerer among his reptilian people, willingly allowed himself to be mummified in order to protect part of the heritage of his race, the ability to magically modify other creatures. Hsssthak patiently awaits the day when the lesser descendants of his ancient race will come seeking the golden spell scrolls that he guards. He is aware of much of what goes in the outer world through the use of his magical mirror of sight and sound, and is aware of activity in the outer crypt areas, and will prepare himself accordingly, depending on whether or not the intruders are reptilian or humans and demi-humans. Hsssthak is patient and does not act hastily. He has had eons to prepare for the meeting with his lesser progeny or intruders. If the intruders are humans or demi-humans, he will seek to charm them into doing his bidding, and if that fails, then geas them. Even though he has watched their progress over the ages, Hsssthak considers all non-reptilians to be little more than beasts. Hssthak decays outside his tomb 1 hp per round until he crumbles into dust. Note during over thirty millenia of his existence Hssthak has used wish spell to increase his Cha five times. *consider this a distinct, remote dialect of Sarrukhar **poison is now Cha based ------------------------------------------------------------ Fear Aura (Su) as a free action he can acivate an aura in 10 ft. radius, the effect is identical to fear spell (CL 14th, DC 31). A creature that suceeds a saving throw is immune to the effect for 24 hours. Also other sarrukhs are immune. Posion (Ex) Bite, Injury, Fort DC 31**, initial and secondary damage 2d6, by embracing undeath Hssthak's natural organic poison grew even more potent, infused with negative energy and mixed with terrible microorganisms that managed to survive in his foul mouth Manipulate Form (Su) at will he can modify form of any Scaled One native to Toril (except undead and aquatic types), target falls unconscious due to schock for 2d4 rounds, a successful Fort save (DC 31) negates the effect. He can change minor aspect of the creature such as color and shape or change overall body shape such as adding an appendage, he can also change ability scores (min 1, max his own abilities) or grant or remove Sp, Ex or Su. Change bestowed takes effect immediately and is permanent. It passes onto creature's offspring. Sarrukhs are immune to this. Despair (Su) the mere sight of him causes the viewers to be paralyzed in fear for 1d4 rounds if they fail Will save (DC 26). Despair can only work on one creature once per 24 hours. Mummy Rot (Su) Supernatural disease – slam, Fort DC 26, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. Mummy rot continues until the victim reaches Con 0 (and dies) or is cured. Familiar Isstochnoodjaja, female spellstitched mummified augmented snake (tiny viper), Str 11, Dex 20, Con –, Int 20, Wis 19, Cha 24, AC 37, HP 90, Fort +10, Ref +20, Will +26, Speed 10 ft., improved evasion, SR 20, DR 5/magic and silver, undead traits, +2 turn resistance, Scent, Atk bite +26 melee (1 plus vile poison, DC 9, 2d6 Con/2d6 Con) plus SA [Despair (DC 15), Mummy Rot (DC 15)], Spell-like abilities [CL 15th, 1st (4/day, magic missile), 2nd (4/day, web), 3rd (2/day, gentle repose), 4th (2/day, bestow curse), 5th (2/day, teleport), 6th (1/day, create undead)], Feats (Weapon Finesse, Allertness, Toughness), Skills (Balance +13, Climb +14, Hide +17, Listen +11, Spot +11), before mummification Hssthak has used his Manipulate Form (Su) to give his familiar a humanoid torso and two arms, and has raised her Int and Cha score. Familiar powers are share spells, empathic link (1 mile), deliver touch spells, speak with master, speak with animals of its kind, he can scry on familiar 1/day, and it +3 to Bluff to its master. High Arcana Mastery of Counterspelling countered spells that can be reflected are affected by spell turning Epic Spells Perilous Chamber (DC 95) this spell is placed in Hssthak's chamber, capstone is his dark throne made of serpentinite. Field of magic is anchored and may fail if someone manages to destroy Hssthak. Its powers are described below. Evocation, Components: V, S. Duration: permanent. Casting time: 10 minutes. [Seed: Mythal (DC 25), prevalent spell (Foresight, 48600 gp, keyed to mummies and sarrukh), prevalent spell (Protection from spells, 38400 gp, keyed to mummies and sarrukh), arointed subschool (Evocation, light, 15000 gp), arointed subschool (Conjuration, healing, 15000 gp), maximized spells (Transmutation, ad hoc 56000 gp, keyed to sarrukh), arointed energy type (acid, 10000 gp), vanguard spell (3/day, Create greater undead, 6400 gp, keyed to Hssthak, spell trigger only), anchored (x3/4), capstone (-20 to DC), decrease area to 50 ft. emanation (-2 to DC), burn 4200 xp (-42 to DC)] [To develop: 855000 gp, 18 days, 34200 xp]; Hssthak's curse (DC 95) this terrible curse activates after someone opens a secret door in the chamber without speaking a secret phrase that only Hssthak knows. All creatures within 40 ft. radius must save (Will DC 51) or be compelled to attempt to kill themselves until they succeed in the action. Affected creatures will try to isolate themselves, and then they will try to end their life without interference, at any imaginable way within next twenty hours. Enchantment, Components: V,M. Duration: 20 hours or until expended. Range: 75 ft. Casting time: 1 minute. Saving throw: Will negate. SR: Yes. [Seed: Compel (DC 14), contingent (+25 to DC), unreasonable request (+10 to DC), increase spell's DC by 15 (+30 to DC), gain +5 to overcome SR (+10 to DC), change from target to 20 ft. area (+12 to DC), increase area 100 % (+4 to DC), burn 1000 xp (-10 to DC)] [To develop: 855000 gp, 18 days, 34200 xp]; ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, Champions of Ruin (3.5E), Lost Empires of Faerun (3.5E), Player’s Guide to Faerun (3.5E), ELH (3E), Spell Compendium (3.5E), Serpent Kingdoms (3.5E) and Lords of Darkness (2E). |
| Selvarin09-30-06, 07:52 PM | Can someone stat Nisstry, Gorlist and the Windwalker amulet from the Shadows and Starlight series? I'd think Gorlist would be a Ftr 12 and Nisstyr a Wiz 8/Arc Dev 5...? But no official stats so far. Generally character death 'kills' the need for stats. However, I do have stats for Gorlist as well as Thorn. I can re-read Daughter o/t Drow and stat Nisstyre accordingly once I' done studying. Prepping for a tech interview on the phone this week, sheese. (By the way, sorry for not responding earlier, for some reason I wasn't getting *any* notifications regarding the threads I was subscribed to.) As for someone mentioning that we're able to talk about novels now, I'd think there would be an official post stuck at the top of the FR forum or something. So just in case... |
| Selvarin09-30-06, 08:47 PM | OK, here's Gorlist (minus the magic ear ring/cuff and magic dragon tattoo): Gorlist, Male Elf, Drow - Male Ftr12: CR 12; Medium Humanoid (Elf); HD 12d10+24(Fighter) ; hp 93; Init +8; Spd 30; AC:20 (Flatfooted:16 Touch:16); Atk +15/10/5 base melee, +16/11/6 base ranged; +20/15/10 (1d6+9, +2 Adamantine Rapier); +18/13/8 (1d4+5, +2 Dagger); +17/12/7 (1d4+3, Dart, acid, Masterwork); SA: Spell-like Abilities Dancing Lights 1day, Darkness 1/day, Faerie Fire 1/day ; SQ: Immunity: Sleep Effects (Ex), +2 Saves vs. Enchantment Spells and Effects, +2 Will Saves vs. Spells and Spell-like Effects, Light Blindness (Ex), Spell Resistance (Ex) 23, Darkvision (Ex): 120 ft.; AL NE; SV Fort +10, Ref +8, Will +5; STR 17, DEX 18, CON 14, INT 13, WIS 12, CHA 13. Skills: Climb +7, Handle Animal +3, Hide +15, Intimidate +12, Jump +5, Listen +5, Move Silently +15, Search +3, Spot +5, Swim +5. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Expertise, Greater Weapon Focus: Rapier, Greater Weapon Specialization: Rapier, Highborn Drow, Improved Critical: Rapier, Improved Disarm, Improved Initiative, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Stealthy, Tower Shield Proficiency, Weapon Finesse, Weapon Focus: Rapier, Weapon Specialization: Rapier. Possessions: Weapons: +2 Adamantine Rapier: Drowcraft (21,320 gp); +2 Dagger (8,302 gp); Dart, acid, Masterwork (320 gp); Dart, acid, Masterwork (320 gp); Dart, acid, Masterwork (320 gp). Goods: Coin: gp (3680) (3,680 gp). Magic: Ring: Protection +2 (8,000 gp); Wondrous: Bracers of Armor +4 (16,000 gp); Wondrous: Boots of Elvenkind (2,500 gp); Wondrous: Piwafwi, Lesser (2,500 gp); Wondrous: Earring of Regeneration (90,000 gp). (The earring occupies the same 'slot', so to speak, as an amulet or brooch with regard to how many magic items can function when worn, and where, etc.) |
| Dxzauvrinn10-01-06, 08:03 PM | OK, here's Gorlist (minus the magic ear ring/cuff and magic dragon tattoo): Gorlist, Male Elf, Drow - Male Ftr12: CR 12; Medium Humanoid (Elf); HD 12d10+24(Fighter) ; hp 93; Init +8; Spd 30; AC:20 (Flatfooted:16 Touch:16); Atk +15/10/5 base melee, +16/11/6 base ranged; +20/15/10 (1d6+9, +2 Adamantine Rapier); +18/13/8 (1d4+5, +2 Dagger); +17/12/7 (1d4+3, Dart, acid, Masterwork); SA: Spell-like Abilities Dancing Lights 1day, Darkness 1/day, Faerie Fire 1/day ; SQ: Immunity: Sleep Effects (Ex), +2 Saves vs. Enchantment Spells and Effects, +2 Will Saves vs. Spells and Spell-like Effects, Light Blindness (Ex), Spell Resistance (Ex) 23, Darkvision (Ex): 120 ft.; AL NE; SV Fort +10, Ref +8, Will +5; STR 17, DEX 18, CON 14, INT 13, WIS 12, CHA 13. Skills: Climb +7, Handle Animal +3, Hide +15, Intimidate +12, Jump +5, Listen +5, Move Silently +15, Search +3, Spot +5, Swim +5. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Expertise, Greater Weapon Focus: Rapier, Greater Weapon Specialization: Rapier, Highborn Drow, Improved Critical: Rapier, Improved Disarm, Improved Initiative, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Stealthy, Tower Shield Proficiency, Weapon Finesse, Weapon Focus: Rapier, Weapon Specialization: Rapier. Possessions: Weapons: +2 Adamantine Rapier: Drowcraft (21,320 gp); +2 Dagger (8,302 gp); Dart, acid, Masterwork (320 gp); Dart, acid, Masterwork (320 gp); Dart, acid, Masterwork (320 gp). Goods: Coin: gp (3680) (3,680 gp). Magic: Ring: Protection +2 (8,000 gp); Wondrous: Bracers of Armor +4 (16,000 gp); Wondrous: Boots of Elvenkind (2,500 gp); Wondrous: Piwafwi, Lesser (2,500 gp). thanks for writing up Gorlist's stats, but there are some things I disagree with. Gorlist couldn't have had a drowcraft rapier because he traveled on the surface often and the rapier would have disintigrated. Also, I would replace his highborn drow feat (since he wasn't a noble) with daylight adaptation. Other than that, everything else looks pretty good, though I would have liked to see his tattoo and earring. |
| Selvarin10-01-06, 08:25 PM | thanks for writing up Gorlist's stats, but there are some things I disagree with. Gorlist couldn't have had a drowcraft rapier because he traveled on the surface often and the rapier would have disintigrated. Also, I would replace his highborn drow feat (since he wasn't a noble) with daylight adaptation. Other than that, everything else looks pretty good, though I would have liked to see his tattoo and earring. 1) The drowcraft property isn't necessary (merely added for flavor) but I don't recall a single incidence where his rapier was drawn out in direct sunlight and, according to the drowcraft property, that is what causes a DC 8 Fort save to resist disintegration. (If someone can list a page number in any of the books in the Starlight & Shadows where Gorlist is seen in daylight with his rapier bared in direct sunlight I will change it accordingly). It could easily be replaced with a rapier +2 instead, in any event. 2) In the 3rd book Windwalker, Gorlist uses levitation. That is the reason for it, and thus I see no reason for removing the highborn drow feat. (The prereqs for the feat itself don't require that one belong to a noble family, only that one is drow and have +2 Will save.) 3). The dragon tattoo merely allows the use of a 1st or 2nd level detection spell automatically. The ear ring can be done later when I have time. (Already added the earring, se above.) |
| Selvarin10-01-06, 09:04 PM | Here's a rough one for Thorn. I say 'rough' because it's a bit laborous to keep things straight even with eTools. So, for now, it is what it is: Thorn, Champion of Eilistraee, Female Elf, Moon Rgr8/DvC2/Ftr2: CR 14; Medium Humanoid (Elf,Shapechanger); HD 8d8+16(Ranger) , 2d10+4(Divine Champion) , 2d10+4(Fighter) ; hp 93; Init +7; Spd 30; AC:19 (Flatfooted:16 Touch:13); Atk +14/9/4 base melee, +15/10/5 base ranged; +18/13/8 (1d8+4, +2 Longbow, composite ( +2 Str Bonus)); +16/11/6 (1d10+4, +1 Sword, bastard); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects, Lycanthropic Empathy (Ex), Alternate Form (Su), Scent (Ex); AL CG; SV Fort +14, Ref +9, Will +7; STR 14, DEX 17, CON 14, INT 14, WIS 17, CHA 12. Skills: Climb +10, Concentration +7, Craft (Trapmaking) +5, Handle Animal +5, Heal +5, Hide +15, Intimidate +10, Jump +5, Knowledge (Dungeoneering) +5, Knowledge (Local - Rashemen) +3, Knowledge (Nature) +9, Knowledge (Religion) +5, Listen +6, Move Silently +15, Perform (Dance) +5, Ride +4, Search +5, Sense Motive +4, Spot +8, Survival +8, Swim +5, Tumble +5. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Expertise, Endurance, Improved Critical: Longbow, Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Quick Draw, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Track, Weapon Focus: Longbow, Weapon Focus: Sword, bastard. Spells Prepared (Rgr --/2/1): 1st - Detect Snares and Pits, Stalking Brand; 2nd - Cat`s Grace. Possessions: Weapons: +1 Sword, bastard: Holy (18,335 gp); +2 Longbow, composite ( +2 Str Bonus) (8,600 gp); +1 Arrow, Flight (2,308 gp); Arrow (5 cp). Armor: +2 Leather (4,160 gp). Goods: Coin: gp (8665) (8,665 gp). Magic: Wondrous: Boots of Elvenkind (2,500 gp); Wondrous: Cloak of Elvenkind (2,500 gp). In animal form: Thorn, Champion of Eilistraee, Female Elf, Moon Rgr8/DvC2/Ftr2: CR 14; Medium Humanoid (Elf,Shapechanger); HD 8d8+32(Ranger) , 2d10+8(Divine Champion) , 2d10+8(Fighter) ; hp 117; Init +9; Spd 30; AC:19 (Flatfooted:14 Touch:15); Atk +15/10/5 base melee, +17/12/7 base ranged; +15/10 claw (1d4 +3/1d4+3) and +16 bite (1d6+3); SA: Trip (Ex) , Curse of Lycanthropy (Su) ; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects, Lycanthropic Empathy (Ex), Alternate Form (Su), Damage Reduction (Su): 10/Silver, Scent (Ex); AL CG; SV Fort +16, Ref +11, Will +7; STR 16, DEX 21, CON 18, INT 14, WIS 17, CHA 12. Skills: Climb +11, Concentration +9, Craft (Trapmaking) +5, Handle Animal +5, Heal +5, Hide +17, Intimidate +10, Jump +6, Knowledge (Dungeoneering) +5, Knowledge (Local - Rashemen) +3, Knowledge (Nature) +9, Knowledge (Religion) +5, Listen +6, Move Silently +17, Perform (Dance) +5, Ride +6, Search +5, Sense Motive +4, Spot +8, Survival +8, Swim +6, Tumble +7. Feats: As above plus Weapon Focus (Bite). In hybrid form: Thorn, Champion of Eilistraee, Female Elf, Moon Rgr8/DvC2/Ftr2: CR 14; Medium Humanoid (Elf,Shapechanger); HD 8d8+48(Ranger) , 2d10+12(Divine Champion) , 2d10+12(Fighter) ; hp 141; Init +9; Spd 30; AC:23 (Flatfooted:18 Touch:15); Atk +15/10/5 base melee, +17/12/7 base ranged; +20/15/10 (1d8+4, +2 Longbow, composite ( +2 Str Bonus)); +17/12/7 (1d10+5, +1 Sword, bastard); or +15/10 claw (1d4 +3/1d4+3) and +16 bite (1d6+3); SA: Curse of Lycanthropy (Su) ; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects, Lycanthropic Empathy (Ex), Damage Reduction (Su): 10/Silver, Scent (Ex), Alternate Form (Su); AL CG; SV Fort +18, Ref +11, Will +7; STR 16, DEX 21, CON 22, INT 14, WIS 17, CHA 12. Skills: Climb +11, Concentration +11, Craft (Trapmaking) +5, Handle Animal +5, Heal +5, Hide +17, Intimidate +10, Jump +6, Knowledge (Dungeoneering) +5, Knowledge (Local - Rashemen) +3, Knowledge (Nature) +9, Knowledge (Religion) +5, Listen +6, Move Silently +17, Perform (Dance) +5, Ride +6, Search +5, Sense Motive +4, Spot +8, Survival +8, Swim +6, Tumble +7. Feats: As above plus Weapon Focus (Bite). |
| Jiggawha10-02-06, 03:40 PM | Undead phase continues ... Ralayn the Occultacle CR 24 Male Alhoon Telepath 3/Wizard 5/Cerebremancer 6 NE Medium Undead (augmented aberration) Init +1; Senses darkvision 60 ft.; Listen +22, Spot +25 Languages Undercommon, Common, Aquan, Terran, Draconic, Elven, Infernal, Alzhedo, Chondathan, Semaphore, Signaling, Drow Sign plus telepathy 100 ft. ------------------------------------------------------------ AC 27, touch 15, flat-footed 26 (+1 Dex, +7 armor, +4 deflection, +5 natural) Hp 143 (22 HD) Immune to to cold, electricity, polymorph, mind effects, 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) Resistance DR 15/bludgeoning and magic, SR and PR 39, +4 to turn resistance Fort +6, Ref +8, Will +25; ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee 4 tentacles +13 (1d4+1 plus 1d8 +5 negative energy plus paralyzation/20/x2) Base Atk +12; Grp +17 Special Attacks improved grab, extract, mind blast (DC 21) Combat Gear pearl of mind seed, psionic seal cranial deluge x7, psionic seal dimension twister x12, scroll of analyze portal, scroll of mislead, scroll of summon monster VII, wand of lightning bolt with beljuril and ruby (10th, DC 20) (1 charge), wand of stoneskin (10th) (50 charges) Wizard Spells Prepared (CL 15th): 4/8/7/7/6/5/3 6th–maximized lightning bolt, symbol of persuasion, Tenser's transformation 5th–dismissal, feeblemind, maximized touch of idiocy, mirage arcana, wall of force 4th–dimensional anchor, Evard's black tentacles, improved invisibility, maximized magic missile, polymorph, shout 3rd–deep slumber, displacement, halt undead, lightning bolt, magic circle against good, slow, vampiric touch 2nd–command undead, darkness, extend tentacles, fox's cunning, invisibility, Melf's acid arrow, summon swarm 1st–alarm, blood wind, color spray, grease, hold portal, magic missile x2, shield 0–detect magic, disrupt undead x2, mage hand Spell Save DCs (23 + spell lvl.) Psionic Powers Known (ML 13th): 19 (5/4/4/4/2) 5th–cranial deluge, mind probe 4th–mindwipe, psionic dimension door, psionic dominate, schism 3rd–dimension twister, dispel psionics, hostile empathic transfer, time hop 2nd–brain lock, psionic lock, psychoportive shelter, swarm of crystals 1st–deflection field, dissipating touch, entangling ectoplasm, know direction and location, mindlink Power Points 143 Power Save DC (23 + power lvl.) Psi-like Abilities (ML 9th) At will–charm monster (DC 20), detect thoughts (DC 18), levitate, plane shift, suggestion (DC 19) ------------------------------------------------------------ Abilities Str 13, Dex 13, Con –, Int 30 (36), Wis 23, Cha 22 SQ Undead, Mind Blast, Improved Grab, Extract, Fear Aura, Negative Energy Touch, Paralyzing Touch, Summon Familiar (currently none) Feats Ability Focus (Mind Blast), Greater Psionic Fist, Hostile Mind, Improved Grapple, Overchannel, Practiced Manifester, Practiced Spellcaster, Psionic Fist, Psionic Meditation Bonus Wizard Feats Scribe Scroll, Maximize Spell Bonus Psionic Feats Craft Psionic Seal, Knockdown Power, Psicrystal Affinity Traits Cautious, Plucky Skills Autohypnosis +21, Bluff +19, Concentration +31 (+34 when casting or manifesting defensively), Decipher Script +18, Diplomacy +12, Gather Information +15, Hide +24, Intimidate +21, Knowledge (arcana) +38, Knowledge (planes) +19, Knowledge (psionics) +40, Knowledge (religion) +19, Knowledge (wildspace) +26, Listen +22, Move Silently +14, Psicraft +32, Search +21, Sense Motive +22, Spellcraft +34, Spot +25, Use Magic Device +10 (scrolls only) Possessions above plus amulet of catapsi, bracers of armor +7, cloak of deflection +4, decanter of endless water, greater metapsionic rod (quicken), Ralayn's crown, ring of chameleon power, oil of fiery burning, ring of teleportation, thought extruder Ralayn's Crown this psicrown made of ivory and amethysts provides +6 bonus to Int and acts as a psicrown of astral legion Ring of Teleportation 1/day he can use greater teleport ------------------------------------------------------------ Hook ''We are much more than what we eat.'' Description This mauve-skinned illithilich appears very similar to a living mind flayer, with its pupilless orbs and four mouth tentacles, despite its undead status. However, its hide is dry and rough rather than the glistening, slimy hide of a normal illithid. However, it keeps itself relatively moist with its decanter of endless water, and can pass for a normal illithid for short periods of time. Ralayn the Occultacle favors silk robes of spiders silk, and he is rarely seen in colors other than royal purple and silver. Ralayn is an outcast alhoon of Oryndoll and Runeschal who ventured from the Underdark up into the Forest of Mir in southern Tethyr some twenty years ago, though his lifespan started over a century before this. It came to the surface seeking its former alhoon master, within the Forest of Mir. Ralayn is a close ally of Priamon ''Frostrune'' Rakesk, a senior Runemaster, and acts as his second (though he hopes to become a Runemaster in a decade or two). He's influence among the Rune rises, though it realizes it must maintain good relations with Priamon, the only other member to know the full details of Halaster's gates. While some tales hint that Ralayn was slain by a band of brave adventures in Undermountain during the operation with the portals, the illithilich apparently escaped or was later restored to unlife by one or more Runemasters of the Twisted Rune. Ralayn's lair is beneath Vorpal Tower, the ruined tower is long abandoned, its open areas exposed to the elements and now well covered in lichens and small forest growth. Its subterranean exit is nearly 1 mile away in the foothills of the Marching Mountains. Lair is linked by gates to at least three other meeting places of the Rune. Note alhoon template from Monsters of Madness updates the one in Monsters of Faerun hence he has paralyzing touch and fear aura ------------------------------------------------------------ Mind Blast (Sp) 60 ft. long cone, anyone caught inside must make a Will save (DC 21) or be stunned for 3d4 rounds Improved Grab (Ex) to use this he must hit S, M or L creature (or larger but must have foe's head in reach) with its tentacle attack, it can then start to grapple as a free action, if he wins a grapple check it establishes a hold, if he begins his turn with at least one tentacle attached it can try to attach others. Opponent can escape with successful grapple check or an Escape Artist check (but alhoon gets +2 bonus for every tentacle) Extract (Ex) if he begins his turn with four tentacles attached, a successful grapple check extracts opponent's brain, instantly killing it Fear Aura (Su) he's shrouded in dreadful aura of evil and death. All creatures within 60 ft. radius that have less than 5 HD and look at the illithilich are affected by fear spell (CL 22nd, Will DC 27 to resist the effect for 24 hours) Paralyzing Touch (Su) target hit with his natural attacks (tentacles or melee touch) must make a Fort save (DC 27) or be permanently paralyzed Negative Energy Touch (Su) add 1d8 +5 negative energy damage (Will save DC 27 for half) to his natural attacks or he can use it as melee touch attack Psicrystal construct traits, hp 71, AC 20, Int 10, Fort +7, Ref +9, Will +18, hardness 8, improved evasion, Init +2, Climb +14, Listen +6, Move Silently +6, Search +2, Spot +6. It speaks Undercommon and has a Observant personality (+3 to Spot). Within arms reach it provides Alertness feat. Self Propulsion (Speed 30 ft., climb 20 ft.), Share Powers, Sighted, Telepathic Link (mindlink 1 mile), Deliver Touch Powers, Telepathic Speech (30 ft.), Flight (50 ft., average) ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM (3.5E), Lords of Madness (3.5E), Expanded Psionics Handbook (3.5E), Complete Psionic (3.5E), Spell Compendium (3.5E), Spelljammer.org (3E), Undermountain – Stardock (2E), Lands of Intrigue (2E) and Drizzt's Do'Urden's Guide to Underdark (2E). |
| MerrikCale10-02-06, 04:32 PM | One other thing. I believe that WotC has lifted the ban on discussion about novels. I'm not sure but I think that means we are free to post stats if we like. Just a thought. Frankly, I never understood the concept behind the ban |
| Selvarin10-02-06, 04:42 PM | Frankly, I never understood the concept behind the ban I never understood the ban on stats for characters they didn't have time to do--after all, once they do have official stats then the fan version can go out the door, no big whoop. The ban on novel discussions and characterizations was probably because the posts could get pretty harsh (although fair or not was beside the point). A number of authors who used to skim the forums decided it was too much, I suppose. They stopped showing up, barring a few who were game designers before they became authors. Of course I could be all wrong about this, but I know three years ago the forums prior to the ban were more 'rousing', as it were. |
| MerrikCale10-02-06, 04:47 PM | I never understood the ban on stats for characters they didn't have time to do--after all, once they do have official stats then the fan version can go out the door, no big whoop. The ban on novel discussions and characterizations was probably because the posts could get pretty harsh (although fair or not was beside the point). A number of authors who used to skim the forums decided it was too much, I suppose. They stopped showing up, barring a few who were game designers before they became authors. Of course I could be all wrong about this, but I know three years ago the forums prior to the ban were more 'rousing', as it were. Well, if you can't take the heat etc etc etc. Why is it that I can go on these boards and trash a sourcebook but not a novel. Doesn't make a bit of sense to me. |
| Selvarin10-02-06, 04:58 PM | Well, if you can't take the heat etc etc etc. Why is it that I can go on these boards and trash a sourcebook but not a novel. Doesn't make a bit of sense to me. Game designers are tied to the hip with us. They're used to harsh criticism since it relates directly to the game mechanics, etc. etc... Perhaps novels are a different story because the authors aren't exactly employees per se. They have contracts and while they like hearing from the readership they don't like delving into a potentially hostile environment where the way the write and the mindsets behind it are in danger of hatcheting? Or perhaps WotC got tired of what they saw and wanted to be proactive about it. I don't know how, guess I'd have to re-read the posts on it again. But that's neither here nor there so...*shrug*...At least no one's been stomped yet, so far. |
| Dxzauvrinn10-02-06, 06:56 PM | Here's a rough one for Thorn. I say 'rough' because it's a bit laborous to keep things straight even with eTools. So, for now, it is what it is: Thorn, Champion of Eilistraee, Female Elf, Moon Rgr8/DvC2/Ftr2: CR 14; Medium Humanoid (Elf,Shapechanger); HD 8d8+16(Ranger) , 2d10+4(Divine Champion) , 2d10+4(Fighter) ; hp 93; Init +7; Spd 30; AC:19 (Flatfooted:16 Touch:13); Atk +14/9/4 base melee, +15/10/5 base ranged; +18/13/8 (1d8+4, +2 Longbow, composite ( +2 Str Bonus)); +16/11/6 (1d10+4, +1 Sword, bastard); SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects, Lycanthropic Empathy (Ex), Alternate Form (Su), Scent (Ex); AL CG; SV Fort +14, Ref +9, Will +7; STR 14, DEX 17, CON 14, INT 14, WIS 17, CHA 12. Skills: Climb +10, Concentration +7, Craft (Trapmaking) +5, Handle Animal +5, Heal +5, Hide +15, Intimidate +10, Jump +5, Knowledge (Dungeoneering) +5, Knowledge (Local - Rashemen) +3, Knowledge (Nature) +9, Knowledge (Religion) +5, Listen +6, Move Silently +15, Perform (Dance) +5, Ride +4, Search +5, Sense Motive +4, Spot +8, Survival +8, Swim +5, Tumble +5. Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Expertise, Endurance, Improved Critical: Longbow, Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Quick Draw, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Track, Weapon Focus: Longbow, Weapon Focus: Sword, bastard. Spells Prepared (Rgr --/2/1): 1st - Detect Snares and Pits, Stalking Brand; 2nd - Cat`s Grace. Possessions: Weapons: +1 Sword, bastard: Holy (18,335 gp); +2 Longbow, composite ( +2 Str Bonus) (8,600 gp); +1 Arrow, Flight (2,308 gp); Arrow (5 cp). Armor: +2 Leather (4,160 gp). Goods: Coin: gp (8665) (8,665 gp). Magic: Wondrous: Boots of Elvenkind (2,500 gp); Wondrous: Cloak of Elvenkind (2,500 gp). In animal form: Thorn, Champion of Eilistraee, Female Elf, Moon Rgr8/DvC2/Ftr2: CR 14; Medium Humanoid (Elf,Shapechanger); HD 8d8+32(Ranger) , 2d10+8(Divine Champion) , 2d10+8(Fighter) ; hp 117; Init +9; Spd 30; AC:19 (Flatfooted:14 Touch:15); Atk +15/10/5 base melee, +17/12/7 base ranged; +15/10 claw (1d4 +3/1d4+3) and +16 bite (1d6+3); SA: Trip (Ex) , Curse of Lycanthropy (Su) ; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects, Lycanthropic Empathy (Ex), Alternate Form (Su), Damage Reduction (Su): 10/Silver, Scent (Ex); AL CG; SV Fort +16, Ref +11, Will +7; STR 16, DEX 21, CON 18, INT 14, WIS 17, CHA 12. Skills: Climb +11, Concentration +9, Craft (Trapmaking) +5, Handle Animal +5, Heal +5, Hide +17, Intimidate +10, Jump +6, Knowledge (Dungeoneering) +5, Knowledge (Local - Rashemen) +3, Knowledge (Nature) +9, Knowledge (Religion) +5, Listen +6, Move Silently +17, Perform (Dance) +5, Ride +6, Search +5, Sense Motive +4, Spot +8, Survival +8, Swim +6, Tumble +7. Feats: As above plus Weapon Focus (Bite). In hybrid form: Thorn, Champion of Eilistraee, Female Elf, Moon Rgr8/DvC2/Ftr2: CR 14; Medium Humanoid (Elf,Shapechanger); HD 8d8+48(Ranger) , 2d10+12(Divine Champion) , 2d10+12(Fighter) ; hp 141; Init +9; Spd 30; AC:23 (Flatfooted:18 Touch:15); Atk +15/10/5 base melee, +17/12/7 base ranged; +20/15/10 (1d8+4, +2 Longbow, composite ( +2 Str Bonus)); +17/12/7 (1d10+5, +1 Sword, bastard); or +15/10 claw (1d4 +3/1d4+3) and +16 bite (1d6+3); SA: Curse of Lycanthropy (Su) ; SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects, Lycanthropic Empathy (Ex), Damage Reduction (Su): 10/Silver, Scent (Ex), Alternate Form (Su); AL CG; SV Fort +18, Ref +11, Will +7; STR 16, DEX 21, CON 22, INT 14, WIS 17, CHA 12. Skills: Climb +11, Concentration +11, Craft (Trapmaking) +5, Handle Animal +5, Heal +5, Hide +17, Intimidate +10, Jump +6, Knowledge (Dungeoneering) +5, Knowledge (Local - Rashemen) +3, Knowledge (Nature) +9, Knowledge (Religion) +5, Listen +6, Move Silently +17, Perform (Dance) +5, Ride +6, Search +5, Sense Motive +4, Spot +8, Survival +8, Swim +6, Tumble +7. Feats: As above plus Weapon Focus (Bite). One quip. Thorn is a lythari not a moon elf. |
| Selvarin10-02-06, 07:08 PM | Lythari is treated as a lycanthropic template (they are lycanthropes after all), added onto another humanoid base. Since her description is pretty much that of a moon elf, that is how she was 'built'. The interesting part is that Monsters of Faerun says they have no hybrid form whereas in Races of Faerun doesn't say anything about it. There are other differences but they are elven werewolves, basically. |
| Twilightwolf10-03-06, 01:34 AM | Sorry, but a Drow cannot be a Ly-Tel'Quessir (Lythari). The Ly-Tel'Quessir are like the Ar-Tel'Quessir (Goldelves) an own Subrace of the Tel'Quessir. |
| Selvarin10-03-06, 02:35 AM | ??? Who said anything about a drow being a lythari? In any event re-read the definition of 'lythrai' in both MoF and RoF. It's a template now which can be applied to any elf, which is understandable since they can transfer their status upon willing elves. They are a separate race but, like other lycanthropes, are 'transformed' from another species--in this instance, elves. In MoF it indicated their elven form is that of wood elves while in RoF it doesn't indicate a specific preference. In that sense you could say the prereqs were broadened, just as the bladesinger PrC ws broadened to allow for half-elves. Gee, now that I think of it, I suppose a drow can be a lythari as long as he/she proves herself to one and willingly undergoes the ritual required. It's just a template after all. Hmm. :evillaugh *listens to the howls of purists everywhere* That was fun. |
| Harkon Lukas10-03-06, 03:39 AM | Brilliant work on Ralayn, Jiggawha, top job! |
| Jiggawha10-03-06, 08:35 AM | Thanks Harkon, I have some other requests so ... Huntmistress Dhusarra CR 19 Female Calishite Human Vampire Fighter 2/Cleric 5/Sacred Fist 10 of Malar CE Medium Undead (augmented humanoid) Init +11; Senses darkvision 60 ft.; Listen +22, Spot +16 Languages Common, Alzhedo, Chondathan, Sylvan, Illuskan, Abyssal ------------------------------------------------------------ AC 34, touch 20, flat-footed 28 (+7 Dex, +9 armor, +3 dodge, +6 natural, -1 trait) Hp 103 (17 HD) Immune 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) Resist DR 10/Silver and Magic, 10 cold, 30 electricity, +4 turn resistance Fort +16, Ref +18, Will +13; ------------------------------------------------------------ Speed 60 ft. (12 squares) Melee +2 frost claws of Malar +24/+19/+14 and +24 (3d6 +9 +1d6 cold plus energy drain/20/x2) Special Attacks Blood Drain, Dominate (DC 23), Energy Drain, Sacred Flames, Stunning Fist (DC 24) Special Actions Rebuke Undead 7/day Base Atk +15; Grp +22 Combat Gear scroll of blade barrier, scroll of confusion, scroll of freedom of movement, scroll of geas/quest x3, scroll of harm, scroll of mass hold person, scroll of regenerate, scroll of scorching ray, scroll of slashing darkness, scroll of summon monster VII, scroll of symbol of sleep, scroll of wall of fire, wand of inflict critical wounds (19 charges), wand of dispel magic with star saphirre (10th) (40 charges) Cleric Spells Prepared (CL 17th, 18th for evil spells): 6/7/7/5/5/4/3/1 7th–wretched blight 6th–cometfall, harm, summon monster VI 5th–empowered fell the greatest foe, empowered slashing darkness, flame strike, slay living 4th–divine power, inflict critical wounds, strength of the beast, summon monster IV, wrack 3rd–bestow curse, dispel magic, meld into stone, possess animal, slashing darkness 2nd–darkness, hold person, infernal wound, inflict moderate wounds, protection from positive energy, silence, spectral stag 1st–dispel ward, divine favor, foundation of stone, moon lust, nightshield, obscuring mist, shield of faith 0–detect magic x3, no light x2, read magic Spontaneus Domain Spells (CL 17th, 18th for evil spells): 7th (1/day)–Bigby's grasping hand, blasphemy 6th (1/day)–create undead, stoneskin 5th (1/day)–dispel good, righteus might 4th (1/day)–spell immunity, unholy blight 3rd (1/day)–magic circle against good, magic vestment 2nd (1/day)–bull's strength, desecrate 1st (1/day)–enlarge person, protection from good Spell Save DC (16 + spell lvl.) Dhussara cannot cast lawful or good spells ------------------------------------------------------------ Abilities Str 20 (24), Dex 20 (24), Con –, Int 18, Wis 23, Cha 20 SQ Undead, DR 10/Silver and Magic, Fast Healing 5, Blood Drain, Energy Drain, Create Spawn, Children of the Night, Dominate, Spider Climb, Aura, Domains (Evil, Strength), Spontaneus Domain Casting, Rebuke Undead, AC Bonus, Unarmed Damage, Fast Movement, Sacred Flames, Blindsense, Inner Armor, Code of Conduct SW*Garlic, Holy Symbol and Water, Invitation, Mirror, Running Water, Sunlight, Wooden Stake Feats Combat Casting, Divine Fortune, Empower Spell, Initiate of Malar, Practiced Spellcaster, Superior Unarmed Strike, Versatile Unarmed Strike Fighter Feats Improved Unarmed Strike, Stunning Fist Vampire Feats Alertness, Combat Reflexes, Improved Initiative, Lightning Reflexes Traits Aggresive, Passionate Permanent Spells resistance, see invisibility Skills Balance +16, Bluff +18, Concentration +20 (+27 when casting defensively), Diplomacy +7, Escape Artist +12, Heal +11, Handle Animal +7, Hide +22, Intimidate +12, Jump +26, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (planes) +6, Knowledge (religion) +17, Listen +22, Move Silently +20, Ride +9, Search +12, Sense Motive +14, Spellcraft +19, Spot +16, Tumble +25 Possessions above plus cloak of displacement (major), Dhussara's ring, harness of armor +9, ring of shocking grasp, scarab of enraging enemies, winged boots Claws of Malar, this relic of Malar grants its wearer +4 bonus to Str and Dex, it's compatible and its damage stacks with all unarmed abilities of its wearer. Bracer also allows one attack with off hand at the highest base attack bonus Dhussara's Ring, minor artifact, this ring (acts as a major ring of electricity resistance) is one of a set of four, it works like a horned ring of Halaster’s creation and is one of the few ways to reliably greater teleport or use gates within Undermountain. The gates normally only respond to living creatures, and the ring bypasses that problem. It does not make her register as a living being to other detection spells. Also the wearer is immune to Halaster's teleport cage, magic missile and can cloak herself in antimagic aura with a command word. Worn by a living creature, it is powerless Ring of Shocking Grasp adds 1d8 +6 electricity damage to one attack per round ------------------------------------------------------------ Hook ''Taste the blood of those you slay, and never kill from a distance.'' Description Dhusarra appears to be a seductive young woman with the dark skin of Calishite birth. She has long ravenblack hair and eyes of deep chestnut brown. She wears black silk tunics and breeches with black slippers, over which she wears a mantle and headdress made from the complete pelt of a displacer beast. While she seems to be about 25 years old, she has been a vampire for over 50 years and is actually 79 years old. Dhusarra was a rebellious young woman of a minor Calishite family who fled her home to escape an arranged marriage. She fell in with some adventurers heading north and learned how to fight from a warrior named Katar. She learned quickly, and she and her comrades learned the ways of the Underdark, where many of the group’s expeditions led them. Her destiny took a wide turn with an accidental teleport into Undermountain’s mysterious Wyllowood. Her companions fell one at a time to the hunts of the priests of Malar. She conspired with one of the priests to allow her to live and join them. She renounced her fellows and became an ardent follower of Malar, the god of blood and the hunt. This religion was her true calling, the faith matching her own inner ruthlessness. After two years with the sect in Wyllowood, Dhusarra claimed the title of Huntmistress by her skill and determination (as well as a little selective thinning of her opponents). She felt ready to lead a group of Malar’s faithful on more dedicated hunts within the halls of the fabled dungeon Undermountain itself. While her first three forays were successful, she and two others fell in battle with a vampire during her first trip to the Lost Level. The trio became slave vampires to the master, a hundred year-old vampire, Noreyth. The four vampires used the various portals out of the Lost Level to prey on creatures both inside and outside of Undermountain. Approximately 50 years ago, a well-prepared group of adventurers ambushed the quartet of vampires on Level Two of the dungeon. Her two companions were slain outright, and she and her master were nearly killed as well. Dhusarra helped Noreyth escape and then destroyed him in his crypt, reclaiming her title as a Huntmistress of Malar and now a master vampire. In 40 years, she has set up more than a dozen defensible resting places within Undermountain, but the Lost Level is still her home. She knows where eight of the teleports from Room 30 lead, and has scrawled in the floor her names for their destinations in Alzhedo. Her picture from Dungeon 126 http://img243.imageshack.us/img243/3572/dhussaraow0.gif Note*more about vampire's repelling and destruction see in MM 3.5 (pg. 252, 253) ------------------------------------------------------------ Fast Healing (Ex) as long as she doesn't have 0 hp (automatically asumes gaseous form) she heals 5 hp per round Blood Drain (Ex) she can suck blood from living victim with her fangs by making a successful grapple check, draining causes 1d4 Con damage per round the target is pinned, she gains 5 temporary hit points per sucking round Children of the Night (Su) 1/day she can call 1d6+1 rat swarms, 1d4+1 rat swarms or pack of 3d6 wolves, these creatures arrive in 2d6 rounds to serve for an hour Create Spawn (Su) a humanoid or monstrous humanoid slain by her energy drain raises as a vampire spawn in 1d4 days after burial, if the creature is slain by blood drain then those with 4 HD or less rise as vampire spawns (max 34 HD at any given time) and those with higher HD as vampires (they can have their own enslaved spawns or vampires) all under her command until her destruction, she can free enslaved spawns or vampires but she cannot enslave them again Energy Drain (Su) 1/round living creature hit by her melee attack gains two negative levels (this gives her 10 temporary hit points per hit) Dominate (Su) as a standard action she can crush opponents will (Will DC 23 to resist) if it looks into her eyes just like dominate person spell (CL 12th), range is 30 ft. Spider Climb (Ex) she can climb sheer surfaces as though with a spell Alternate Form (Su) can assume shape of a bat, dire bat, wolf, dire wolf as a standard action (as polymorph CL 12th except bonus hit points, loses natural slam attack and dominate ability), lasts until next sunrise Gaseous Form (Su) at will as the spell (CL 5th), can remain indefinitely and has a fly speed 20 ft. (perfect) Domain Granted Powers Evil (evil spells +1 CL), Strength (Su, 1/day as a free action she gains +13 bonus to Str for 1 round) Rebuke Undead (Su) 7/day, 13th lvl. (+4 to the check) Initiate of Malar her summoned animals or fiendish animals recieve +4 bonus to Str and Con AC Bonus (Ex) she's highly trained in dodging blows and has a sixth sense, +3 to AC Unarmed Damage (Ex) she inflicts same amount of unarmed damage as 10th lvl. monk Fast Movement (Ex) 30 ft. enhancement bonus to her speed Sacred Flames (Su) 2/day as a standard action she can invoke flames around her arms, so she deals +16 damage (8 fire, 8 divine) with her unarmed attacks for 1 minute Blindsense (Su) Dhussara has blindsense 10 ft. Inner Armor (Ex) 1/day she can invoke +4 sacred bonus to AC, saves and SR 25 for 6 rounds ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM (3.5E), Player’s Guide to Faerun (3.5E), Complete Divine (3.5E), Spell Compendium (3.5E), Waterdeep (3.5E), Book of Nine Swords (3.5E) and Undermountain – The Lost Level. |
| ericlboyd10-03-06, 11:43 AM | Thanks Harkon, I have some other requests so ... Huntmistress Dhusarra CR 19 ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM (3.5E), Player’s Guide to Faerun (3.5E), Complete Divine (3.5E), Spell Compendium (3.5E), Waterdeep (3.5E), Book of Nine Swords (3.5E) and Undermountain – The Lost Level. What about Dungeon #126? ;-) --Eric |
| Jiggawha10-03-06, 12:12 PM | I'll check it out, I haven't played that one. Does it have some additional information ? Only Undermoutain was listed in request. |
| Selvarin10-03-06, 12:24 PM | I'll check it out, I haven't played that one. Does it have some additional information ? Only Undermoutain was listed in request. It has the full updated 3.5 stats. |
| ericlboyd10-03-06, 12:37 PM | It has the full updated 3.5 stats. I was just teasing. (I wrote the adventure in Dungeon #126 that features her.) I'm glad to see folks doing alternate stats that take different approaches to capturing a character, so please don't stop just because a set of 3.5e stats already exist. Of the recent ones, I most enjoyed the aboleth. --Eric |
| Jiggawha10-03-06, 12:44 PM | Thanks Eric, this means much to me. I usually check if the NPC is already statted. |
| Selvarin10-03-06, 02:44 PM | I was just teasing. (I wrote the adventure in Dungeon #126 that features her.) I'm glad to see folks doing alternate stats that take different approaches to capturing a character, so please don't stop just because a set of 3.5e stats already exist. Of the recent ones, I most enjoyed the aboleth. --Eric I know, by the way I'm almost done updating your version of Khelben 'the Younger'. Just need to rework the unique magic items a bit...oh and he knows way too many unusual spells for me to convert them. :P |
| ericlboyd10-03-06, 03:22 PM | I know, by the way I'm almost done updating your version of Khelben 'the Younger'. Just need to rework the unique magic items a bit...oh and he knows way too many unusual spells for me to convert them. :P Slacker! Very cool, BTW. --Eric |
| Selvarin10-03-06, 03:32 PM | Slacker! Very cool, BTW. --Eric Thanks. By the way you wouldn't mind if I made him NG? Just from looking at the deities he venerated it seemed the preponderance were NG (aside from Azuth), I'd think. And then there's the tressym (not sure if the furry flier would have a problem or not from a personality standpoint). The original LN works fine, I was just looking at other indications of where he was at philosophically. |
| ericlboyd10-03-06, 04:45 PM | Thanks. By the way you wouldn't mind if I made him NG? Just from looking at the deities he venerated it seemed the preponderance were NG (aside from Azuth), I'd think. And then there's the tressym (not sure if the furry flier would have a problem or not from a personality standpoint). The original LN works fine, I was just looking at other indications of where he was at philosophically. Your call. Like I said, I like reading other people's interpretations of a character I've worked on in the past. I'd rather not give direction, as then I don't get surprised. --Eric |
| Jiggawha10-04-06, 12:24 PM | Selvarin, may/can I post images of some NPCs in this thread? |
| Selvarin10-04-06, 12:48 PM | Selvarin, may/can I post images of some NPCs in this thread? ??? I suppose links to images are easy enough to post, not sure if images can be embedded. Never tried it. |
| Jiggawha10-04-06, 01:01 PM | I don't want to post links, I mean real images beside NPC stats. I've tried but nothing. |
| Selvarin10-04-06, 01:19 PM | I don't want to post links, I mean real images beside NPC stats. I've tried but nothing. Hmm. Well...I don't recall seeing embedded images in any forum post, here or elsewhere. I checked some other forum sites and it works but they use <img /> to do so. They may have it disabled so jokers don't troll through and post images they can't review/cesor before the fact. But go ahead, try <img /> and see what happens. then again < probably functions the same as [ here. Chris |
| Jiggawha10-08-06, 07:43 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 ------------------------------------------------------------ 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; ------------------------------------------------------------ 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 ------------------------------------------------------------ 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. ------------------------------------------------------------ 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 ------------------------------------------------------------ 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]; ------------------------------------------------------------ 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 |
| Selvarin10-09-06, 12:06 AM | A while back, Eric L. Boyd provided 2e stats for Khelben the Younger. since then the editions have rolled forth a few times so I thought it would be nice to update him a bit. Please keep in mind the following: A) The original Khelben the Younger was listed as LN, but his reverence for various deities made me think he would be better cast as NG. Also, I'm sure it made his tressym familiar more agreeable with him. :P B) He has access to more spells than I can list (or that I can provide via eTools). Many haven't been updated in newer D&D products and I'm strapped for time (prepping for my new job, yay) so they'll have to do. The full list is available here: http://www.geocities.com/TimesSquare/Castle/2566/khelbenravencloak.htm C) I'm no expert on rating magic items. I used the guidelines in the back of the DMG when guaging the value of the cloak of the silver raven but...oh well, you already know. Oh, and the starshine power was left out, also the shapechange ability was reduced accordingly. But anyhow(!)... Khelben the Younger, Revised Khelben the Younger, Male Human, Illuskan Wiz10/Lor5: CR 15; Medium Humanoid ; HD 10d4+20(Wizard) , 5d4+10(Loremaster) ; hp 77; Init +2; Spd 30; AC:18 (Flatfooted:16 Touch:12); Atk +8/3 base melee, +9/4 base ranged; +10/5 (1d4+3, +2 Dagger); AL NG; SV Fort +9, Ref +9, Will +14; STR 13, DEX 15, CON 15, INT 21, WIS 17, CHA 15. Skills: Appraise +10, Concentration +20, Craft (Alchemy) +9, Decipher Script +13, Diplomacy +5, Gather Information +12, Handle Animal +6, Heal +6, Knowledge (Arcana) +18, Knowledge (History) +18, Knowledge (Local - The North) +6, Knowledge (Local - Waterdeep) +6, Knowledge (Oerth History) +12, Knowledge (Religion) +12, Profession (Astrologer) +10, Profession (Scribe) +5, Sense Motive +6, Speak Language +2, Spellcraft +20, Swim +3. Feats: Brew Potion, Craft Wondrous Item, Improved Counterspell, Improved Familiar, Reach Spell, Scribe Scroll, Silent Spell, Skill Focus: Knowledge (History), Spell Focus: Divination, Spell Penetration. Languages: Common (Faerunian, Oerth), Draconic, Elven, Illuskan. Patron deity: Mystra. (Originally Azuth, Mystra, Selune, and Celestian in 2e) Spells Known (Wiz 4/6/5/5/5/5/3/2/1): 0 -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Electric Jolt, Flare, Ghost Sound, Horizikaul`s Cough, Launch Bolt, Light, Mage Hand, Mending, Message, No Light, Open/Close, Preserve Organ, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance, Silent Portal, Slash Tongue, Stick, Touch of Fatigue, Unnerving Gaze; 1st -- Alarm, Arcane Sensitivity, Burning Hands, Charm Person, Color Spray, Comprehend Languages, Enlarge Person, Erase, Feather Fall, Identify, Magic Missile, Orb of Sound, Lesser, Protection from Evil, Shield, Tenser`s Floating Disk, Unseen Servant; 2nd -- Aganazzar`s Scorcher, Alter Self, Arcane Lock, Decastave, Detect Thoughts, Flame Dagger, Knock, Melf`s Acid Arrow, Minor Image, Mirror Image, See Invisibility, Shatter, Spectral Hand, Spider Climb; 3rd -- Arcane Sight, Blacklight, Blink, Clairaudience/Clairvoyance, Daylight, Dispel Magic, Explosive Runes, Fireball, Fly, Haste, Hold Person, Illusory Script, Improved Mage Armor, Khelben`s Suspended Silence, Leomund`s Tiny Hut, Lightning Bolt, Magic Circle against Evil, Nondetection, Secret Page, Sepia Snake Sigil, Slow, Suggestion, Wind Wall; 4th -- Arcane Eye, Backlash, Charm Monster, Detect Scrying, Dimension Door, Fear, Fire Shield, Invisibility, Greater, Locate Creature, Lower Spell Resistance, Orb of Acid, Polymorph, Remove Curse, Scrying, Shout, Stoneskin, Wall of Ice; 5th -- Cloudkill, Cone of Cold, Contact Other Plane, Dismissal, Feeblemind, Hold Monster, Lesser Ironguard, Major Creation, Mordenkainen`s Faithful Hound, Passwall, Permanency, Prying Eyes, Sending, Shadow Form, Stone Sphere, Wall of Force, Wall of Stone; 6th -- Antimagic Field, Contingency, Disintegrate, Globe of Invulnerability, Guards and Wards, Legend Lore, Tenser`s Transformation, True Seeing; 7th -- Forcecage, Prismatic Spray, Project Image, Teleport, Greater; 8th -- Blackstaff, Mind Blank. Spells Prepared (Wiz 4/6/5/5/5/5/3/2/1): 0 - Dancing Lights, Detect Magic, Flare, Light; 1st - Color Spray, Feather Fall, Identify, Magic Missile, Orb of Sound, Lesser, Protection from Evil; 2nd - Decastave, Knock, Mirror Image, Spectral Hand, Spider Climb; 3rd - Blink, Fireball, Khelben`s Suspended Silence, Lightning Bolt, Slow; 4th - Fire Shield, Lower Spell Resistance, Orb of Acid, Scrying, Stoneskin; 5th - Contact Other Plane, Feeblemind, Lesser Ironguard, Sending, Wall of Force; 6th -- Disintegrate, Globe of Invulnerability, Legend Lore; 7th - Forcecage, Teleport, Greater; 8th - Blackstaff. Possessions: Weapons: +2 Dagger: Seeking (18,302 gp). Goods: Coin: gp (46500) (46,500 gp). Magic: Wondrous: Amulet of the Planes (120,000 gp); Wondrous: Bracers of Armor +6 (36,000 gp); Ring: Shooting Stars (50,000 gp); Ring: Spell Storing (50,000 gp); Staff: Fire (Charges: 50) (29,000 gp); Wand: Hold Person (5) (Charges: 50) (11,250 gp); Wondrous: Cloak of the Silver Raven (109,500 gp). Monarch, Male Animal, Tressym : CR 1/4; Tiny Animal ; HD 15d8 ( Animal) ; hp 38; Init + 2; Spd 30, Fly, Good 50; AC 19; Atk + 5 base melee, + 11 base ranged; +11/+6 ( 1d2-4, 2 Claw; 1d3-4, Bite ); SQ: Scent (Ex), Immunity: Poison (Ex); AL CG; SV Fort + 4, Ref + 6, Will + 9; STR 3, DEX 15, CON 10, INT 10, WIS 12, CHA 13. Skills: Appraise +10, Balance +10, Climb +5, Concentration +20, Craft (__________) +9, Diplomacy +5, Gather Information +12, Heal +6, Hide +17, Listen +4, Move Silently +9, Sense Motive +6, Spot +4, Swim +3. Feats: Alertness, Weapon Finesse. Wondrous Magic Item: Cloak of the Silver Raven This unique magical cloak was fabricated by Khelben "Ravencloak" Arunsun after settling in the city of Greyhawk. It is woven from an unknown type of metallic thread he gathered during his wanderings of the multiverse. In appearance, the Cloak of the Silver Raven appears as a full-length raven black cloak on which shimmers the image of a raven's head in a silvery light. The raven's head appears to hover immediately above the cloak as opposed to being part of the cloak itself (much like a hologram). The cloak is fastened with a pair of clasps that appear as platinum raven's claws, and it is lined with a 2-inch wide band of silver cloth around the entire edge. The Cloak of the Silver Raven provides numerous benefits and special powers: The cloak will glow with a silver faerie fire radiance at will. The cloak gives the wearer a +3 resistance bonus to all saves. The cloak also allows the wearer to speak with and understand ravens. At the mental command of the wearer, the silver raven's head will shift to envelop the wearer's head and neck, completely masking the wearer's face, although the effect itself may lead to the wearer's identification. While in this position, the wearer can see normally, with darkvision, or as if peering through Eyes of Eagle as desired. Speaking, eating, and spellcasting are also unaffected. While in this position, the wearer is also protected as if by a Ring of Mind Shielding. Alternatively, the wearer of the Cloak of the Silver Raven can polymorph into the form of a normal, huge, or giant raven or back to his or her normal form 3/day. While in any raven form, the wearer gains the same vision and mind-shielding bonuses as described above. All raven forms are very distinctive--the body of the raven is black while the head is silver in color. Moderate transmutation. CL 9th(?); Craft Wondrous Item, clairaudience/clairvoyance, darkvision, faerie fire, nondetection, polymorph, resistance, speak with animals; Price: 109,500gp. Weight: 1 lb. |
| poolbaby10-09-06, 03:13 AM | Thanks very much Jiggawha!! Great job on Huntmistress Dhusarra and Braerindra Watchnorn of Castle Cormanthor, truly first rate!! |
| Zireael10-09-06, 06:36 AM | Who's Khelben the Younger?! |
| Selvarin10-09-06, 11:43 AM | From the link I previously posted... "Although travelers to other crystal spheres may have heard of the famous Khelben "Blackstaff" Arunsun [03][14], resident and secret lord of the city of Waterdeep on the world known as Abeir-Toril, the Blackstaff, as he is often known, is not exactly who he claims to be. The true son of Zelphar Arunsun of Neverwinter and Lhestyn "The Masked Lady", named for his powerful and still living ancestor, is Khelben "the Younger" Arunsun. Born in 1302 Dale Reckoning (270 Northern Reckoning), Khelben "the Younger" spent many years in apprenticeship to his father, Zelphar, and grandfather, Khelben the Elder, and had little contact with persons outside his family. Khelben the Elder, one of Mystra's Chosen, had learned the secret of long years much like Elminster and Ahghairon. When the Blackstaff took over the long vacant Arunsun Tower, renaming it Blackstaff Tower, he assumed the identity of his grandson. The elder Khelben sought to hide his long lifespan from the people of Waterdeep, fearing they would shun his leadership if they knew of his magically enhanced lifespan. Seeking to escape the shadow of Khelben the Elder, Khelben the Younger eagerly took to traveling the planes. The younger Khelben agreed not to return to Faerun or Waterdeep without first contacting his ancestor and allowing him time to prepare. During one of his rare visits to Faerun, he acquired a type of winged cat known as a tressym as his familiar. The beautiful butterfly-like wings of the tressym and it's regal demeanor inspired the name 'Monarch.'" |
| Monch910-11-06, 03:07 AM | CALLING GREEN GIANT :D I know it's not in your thread to stat out NPC's that have already been statted in WOTC books. Everyone complains of how weak the Simbul stats look. But I can't wait to see your interpretation of the Simbul combined with this Prestige Class from the Complete Mage Book. http://www.wizards.com/default.asp?x=dnd/ex/20061010a&page=3 Monch |
| bitter thorn10-11-06, 04:22 AM | I'd like to see that too! |
| Panurg10-11-06, 12:26 PM | I hope I haven't overread them, but if it isn't allready out there: Could someone post the stats of Eltan from the Flaming Fists in Baldurs Gate and/or Dabron Sashenstern? |
| Selvarin10-11-06, 11:25 PM | I hope I haven't overread them, but if it isn't allready out there: Could someone post the stats of Eltan from the Flaming Fists in Baldurs Gate and/or Dabron Sashenstern? Dabron's in Power of Faerun, I do believe... |
| Jiggawha10-12-06, 05:41 AM | Duke Eltan - pg. 5 by Green Giant |
| Jiggawha10-12-06, 06:55 AM | Here's my favourite NPC in FR 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 ------------------------------------------------------------ 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) ------------------------------------------------------------ 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.) ------------------------------------------------------------ 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 ------------------------------------------------------------ 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 ------------------------------------------------------------ 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 ------------------------------------------------------------ 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). |
| MerrikCale10-12-06, 07:54 PM | I do like this character. |
| Jiggawha10-14-06, 07:01 AM | For all dwarven and psionic fans out there :king: ;) War King Olorn Ridaugaur of the Steel Kingdom CR 25 Male Grey Dwarf Fighter 4/Psychic Warrior 18 LE Large Humanoid (grey dwarf) Init +2; Senses darkvision 120 ft.; Listen +18, Spot +8 Languages Dwarven, Undercommon, Common, Draconic, Giant ------------------------------------------------------------ AC 28, touch 11, flat-footed 27 (+14 armor, +3 deflection, +3 natural, +1 insight, -1 flaw, -1 trait, -1 size) Hp 319 (21 HD) Immune to paralysis, phantasm, poison Resistance DR 5/– Fort +29, Ref +11, Will +17; (+5 against psionic effects, +3 against spells and spell-like abilities) ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +2 flaming keen parrying suppression large deep crystal dwarven warpike +36/+31/+26/+21 (3d6 +24 +1d6 fire +2d6 psionic/19-20/x3) Special his weapon is under effect of empower weapon power and holds a charge of greater stomp augmented by 4 power points, psionic damage delivered through weapon requires expenditure of 2 power points per minute Base Atk +17; Grp +31 Atk Options Defensive Sweep, Greater Psionic Weapon, Knockback, Short Haft Combat Gear tatoo of animal affinity, tattoo of body purification, tattoo of energy emanation, tattoo of hustle, tatoo of power weapon, tattoo of prowess, tattoo of stygian bane, tattoo of vampiric blade Psychic Warrior Powers Known (ML 18th): 18 (2/2/2/2/2/4) 6th–blackstone hammer, form of doom, inconstant location, rage of the remorhaz 5th–perfect riposte, psychofeedback 4th–fiendish apotheosis, weapon of energy 3rd–evade burst, greater concealing amorpha 2nd–damp power, dissolving weapon 1st–biofeedback, offensive prescience Power Points 161 Power Save DC (14 + power lvl.) Psi-Like Abilities (ML 22nd): At will–empowered control air** 1/day–extension, invisibility ------------------------------------------------------------ Abilities Str 30 (34), Dex 10, Con 24 (30), Int 14, Wis 18, Cha 12 (14) SQ Duergar traits (darkvision 120 ft., immunity to poison, phantasm and paralysis, +4 to resist being bull rushed or tripped when standing on ground, stonecunning, naturally psionic, +1 bonus on attacks rolls against orcs and goblinoids, +4 dodge bonus against creatures of giant type, light sensitivity, +4 racial bonus to Move Silently, +1 to Listen and Spot, +2 racial bonus to Appraise and Craft if it involves stone or metal) Feats Craft Psionic Arms and Armor, Energize Armor, Empower Power, Greater Psionic Weapon, Improved Bull Rush, Invest Armor, Iron Mind, Knockback, Quicken Power Fighter Bonus Feats Cleave, Power Attack, Weapon Specialization (dwarven warpike) Psychic Warrior Bonus Feats Armor Specialization, Defensive Sweep, Great Cleave, Melee Weapon Mastery (slashing)*, Psionic Weapon, Short Haft, Weapon Focus (dwarven warpike) Epic Feat Improved Manifestation Flaws Shaky, Vulnerable Traits Abrasive, Aggresive Incarnate Powers conceal thoughts, danger sense, detect psionics, ubiquitous vision Skills Autohypnosis +23, Climb +14, Concentration +32, Craft (weaponsmithing) +11, Diplomacy +6, Handle Animal +5, Intimidate +8, Jump +19, Listen +18, Knowledge (psionics) +21, Knowledge (religion) +6, Knowledge (nobility and royalty) +6, Psicraft +7, Ride +17, Sense Motive +7, Spot +8, Tumble +2 Possessions above plus amulet of health +6, belt of dwarvenkind, boots of temporal acceleration, crown of Dunspeirrin, crystalline spider bead, eye of druuthbane, gloves of titan's grip, mind crystal anchor, +5 floating glamered strength (+4) adamantine heavy plate, ring of regeneration, scepter of Barakuir, skin of the hero, shard of listen +10, stone of good luck, tether ring, torc of power preservation Crown of Dunspeirrin is a crownlike helmet made of adamantine and heavily adorned with greenstone. Wearer is under constant effect of personal mind blank power. Crown also provides +2 bonus to Cha. Also it functions as a standard psicrown with 800 power points. It allows use of the following powers (ML 16th, currently 378 power points): body adjustment, deflection field, force screen, heavy earth, hostile empathic transfer, inertial armor, psionic iron body, psionic lion's charge ------------------------------------------------------------ Hook ''We will endure all and become stronger than adamantine. The moment of claiming our legacy is near!'' Description War King Olorn Ridaugaur is a dark-skinned dwarf who stands nearly 12 ft. tall. He claims to be a son of Deep Duerra, the demigod of conquest, and a grandson of Laduguer. In the Year of Shadows avatar of Deep Duerra appeared in Underspires or Dunspeirrin and acted as a regent. Olorn was still young. During her reign she shaped the Army of Steel into its highest level of readiness in centuries and extended city's holdings to the tunnels deep beneath Deepwing and Cloven mountains, reaching into the deepest mines of long-fallen Tathtar. After that she disappeared and the young War King ascended to Ultokolor, the Worldthrone. Until today Olorn has rekindled many ancient enmities and has sent armies in many different directions, against illithids of Oryndoll to the west, svirfneblin beneath Dragonreach to the north, and against the drow. War King is heavily influenced by War Queen Ovdana Xothcorlar, who speaks with authority of Deep Duerra and he seeks her counsel in all matters of the state. Ridaugaur wields the Scepter of Barakuir, which also served as Scepter of Holorar after Iron Kingdom's fall, although he doesn't know any of the command words which will enable him to claim Wyrmskull Throne. He can use it only as a magical club. Olorn has sent many agents and scholars throughout Underdark seeking out words of power. Scepter was recaptured during by scions of Clan Duergar when Holorar was overrun and it has been handed down by the monarchs of the House Ridaugaur ever since. He and his offspring are the last of the bloodline of Taark Shanat, though distantly through more than hundred generations. And only they can reactivate true power of the artifact. Recently another concern for the War King has spung up. A crusade of gold dwarves from the south or the Army of Gold is trying to restore Shanatar and they've encountered Ridaugaur's armies. They would rather see the Throne destroyed before allowing duergars to find it. When giving audiences Olorn doesn't sit on his throne which is an ancient tradition. It's based on a prophecy of duergar that one of their own will one day sit on the Wyrmskull Throne. Note *he inflicts slashing damage with warpike (unless opponent has specific DR) **this psi-like ability is an extraordinary divine gift that he possesses, it functions as 5 power point augmented empowered psionic power ------------------------------------------------------------ Light Sensitivity (Ex) duergars are dazzled in sunlight or within similar light effects ------------------------------------------------------------ Sources PHB 3.5, PHB II, DMG 3.5, EPH (3.5E), Complete Psionic (3.5E), Complete Warrior (3.5E), Magic of Faerun (3.5E), Player’s Guide to Faerun (3.5E), Unearthed Arcana (3.5E), Races of Stone (3.5E), Races of Faerun (3E), Wyrmskull Throne (2E) and Dragon 267. |
| Jiggawha10-15-06, 08:51 AM | I you're asking yourself what ''Norothor'' is, I've used corrupted version of Sanctified Mind from Lords of Madness and renamed it Norothor (which is the name of Duerran clerics). In 2E she's statted Clr 12/Psi 12 so I think that this PrC is perfect for her, it has high BAB (considering war domain), cleric saves, divine magic and psionic progression, and SA against aberrations and psionics (illithids). I think this PrC is even better for clerics of Deep Duerra than the original PrC for an order of St. Cuthbert. So if anyone has complaints about that, your'e free to write. Who really rules the city ... War Queen Ovdana Xothcorlar the Voice of the Depths CR 18 Female Grey Dwarf Cleric 6/Telepath 4/Norothor 6 LE Medium Humanoid (grey dwarf) Init +2; Senses darkvision 120 ft.; Listen +14, Spot +14 Languages Dwarven, Undercommon, Common, Draconic, Elven, Infernal ------------------------------------------------------------ AC 25, touch 15, flat-footed 23 (+2 Dex, +6 armor, +3 deflection, +4 shield) Hp 104 (16 HD) Immune to paralysis, phantasm, poison Resistance PR 21, DR 10/magic (only against arrows, bolts ...), Fire 15 Fort +19, Ref +11, Will +27; (+4 against psionic effects, +2 against spells and spell-like abilities) ------------------------------------------------------------ Speed 20 ft. (4 squares) Melee +2 psychic* sundering deep crystal battleaxe +21/+21/+16/+11 (1d8 +8 +2d6 psionic/20/x3) Special psionic damage delivered through the weapon requires expenditure of 2 power points per minute Base Atk +12; Grp +14 Atk Options Cleansing Strike 1/day (+8 to attack, +6d6 to damage), Disrupting Blow Special Actions Command or Rebuke undead 5/day (+2 on check) Combat Gear dorje of crisis of life with an emerald (15th, 42 charges), pearl of mind seed, power stone (mind probe x3), power stone (psychic crush x5), tatoo of body adjustment, tattoo of body purification, tattoo of cerebral phantasm, tattoo of dismiss ectoplasm, tatoo of heavy earth, tattoo of psychic containment, tattoo of solicit psicrystal Cleric Spells Prepared (CL 11th): 6/7/6/6/5/3/2 6th–empowered sound lance, ice flowers 5th–empowered glyph of warding, flame strike, slay living 4th–giant vermin, hypothermia, sound lance, stone metamorphosis, wall of sand 3rd–dispel magic, favorable sacrifice, glyph of warding, inflict serious wounds, meld into stone, stone shape 2nd–darkness, dark way, infernal wound, make whole, shatter, owl's wisdom 1st–command, divine favor, endure elements, foundation of stone, inflict light wounds, nightshield, updraft 0–create water, detect magic, guidance, mending x2, resistance Spontaneus Domain Spells (CL 11th): 6th (1/day)–blade barrier, Rary's telepathic bond 5th (1/day)–flame strike, mind fog 4th (1/day)–divine power, modify memory 3rd (1/day)–clairaudience/clairvoyance, magic vestment 2nd (1/day)–detect thoughts, spiritual weapon 1st (1/day)–lesser confusion, magic weapon Spell Save DC (18 + spell lvl., +1 for Enchantment) Psion Powers Known (ML 13th): 19 (5/4/4/4/2) 5th–psionic major creation, psychic crush 4th–death urge, personality parasite, schism, wall of ectoplasm 3rd–dimension twister, false sensory input, hostile empathic transfer, telekinetic thrust 2nd–brain lock, earth walk, psionic suggestion, read thoughts 1st–control flames, energy ray, matter agitation, missive, psionic charm Power Points 97 Power Save DC (15 + power lvl., +2 for Telepathy) Psi-Like Abilities (ML 16th): 1/day–extension, invisibility Special Ovdana cannot cast spells of good and chaos descriptor. Item Provided Spells** (CL 9th): At will–dimension door, feather fall, true seeing ------------------------------------------------------------ Abilities Str 14, Dex 14, Con 15, Int 16 (20), Wis 20 (26), Cha 14 SQ Duergar traits (darkvision 120 ft., immunity to poison, phantasm and paralysis, +4 to resist being bull rushed or tripped when standing on ground, stonecunning, naturally psionic, +1 bonus on attacks rolls against orcs and goblinoids, +4 dodge bonus against creatures of giant type, light sensitivity, +4 racial bonus to Move Silently, +1 to Listen and Spot, +2 racial bonus to Appraise and Craft if it involves stone or metal), Aura, Domains (Mentalism, War), Spontaneus Domain Casting, Rebuke or Command Undead, Partition Mind, Cleansing Strike, Disrupting Blow, Hard to Hold, Power Resistance Feats Divine Armor, Duergar Mindshaper, Empower Spell, Imprint Stone, Iron Mind, Practiced Manifester, Quicken Power, Weapon Focus (battleaxe, bonus) Psion Bonus Feat Mind over Body Flaw Divine Gestures Traits Focused, Polite Incarnate Powers aura sight, detect psionics, detect remote viewing Skills Autohypnosis +21, Bluff +6, Concentration +18, Craft (gemcutting) +9, Diplomacy +20, Gather Information +18, Heal +9, Listen +14, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (history) +9, Knowledge (nobility and royalty) +8, Knowledge (psionics) +13, Knowledge (religion) +14, Move Silently +6, Psicraft +17, Sense Motive +16, Spellcraft +14, Spot +14 Possessions above plus belt of dwarvenkind, boots of stomping, bracers of blinding strike, comprehension crystal anchor, crystal mask of otherwordly gaze, elemental effigy (geodite), greater vestments of power (of dark blue velvet trimmed with fur of surface animals), metamagic rod (earthbound, greater), metapsionic rod (burrowing power, greater),+3 heartening linked mithral buckler, Ovdana's circlet (acts as psicrown of the great dominator and headband of intellect +4), psionatrix of telepathy (holy symbol, acts as periapt of wisdom +6, carved to resemble the skull of an illithid), ring of nine lives (8 charges), ring of self sufficiency, skin of fiendish emrace, shard of diplomacy +10, tether ring, third eye of gather Psicrystal construct traits, Hp 52, AC 20, Int 10, Fort +11, Ref +7, Will +14, hardness 8, improved evasion, Init +2, Climb +14, Listen +6, Move Silently +6, Search +2, Spot +6. It speaks Undercommon and has a Hero personality (+2 to Fort save). Within arms reach it provides Alertness feat. Self Propulsion (Speed 30 ft., climb 20 ft.), Share Powers, Sighted, Telepathic Link (mindlink 1 mile), Deliver Touch Powers, Telepathic Speech (30 ft.), Flight (50 ft., average) ------------------------------------------------------------ Hook "The time has come. We gotta expand. . . the whole operation, distribution, Oryndoll, Guallidurth, Sshamath. We gotta set our own mark, and enforce it. We shall destroy or enslave all those reliant on petty magics to survive." Description War Queen Ovdana, daul of Cathbara, blood of Llaemna, is the high priestess of Deep Duerra in Dunspeirrin and the true power behind the Worldthrone. Her clerical title is the Voice of the Depths and she speaks with authority of Deep Duerra. War King Ridaugaur seeks her counsel in all matters of the state. In this duergar city Laduguer is pushed back to a secondary role. Other religious expression in the city is although discouraged is not stamped out entirely. Only the drow expression is crushed entirely. From her temple complex, the Spear of Conquest, she oversees 336 norothors (''those who seize enemy land'') and 512 followers. Empty seat at the center of the temple is called Daul's Throne and serves as a reminder that Queen of Invisible Art is allways watching. Temple occupies entire stalactite and serves a tripartite role as a college for military strategy, a school of psionics and the primary house of worship. Ultokolor, the royal palace is also a great Duerran temple where she operates. Note *attack and damage bonus are calculated assuming that she has currently more than 79 power points **need to be pointed out amongst many others ------------------------------------------------------------ Light Sensitivity (Ex) duergars are dazzled in sunlight or within similar light effects Domain Granted Powers Mentalism (Mental Ward, Sp, touch, 1/day, grants +18 resistance bonus to Will saving throw for an hour), War (Weapon Focus: battleaxe) Partition Mind (Su) as an immediate action she can choose to partition her mind, if she's dazed or stunned she can choose to be slowed for 8 rounds per day Cleansing Strike (Su) Ovdana can expend her psionic focus to smite psionic creature, she adds +8 to attack roll (Wis bonus) and deals extra 6d6 points of damage Disrupting Blow (Su) 2/day, psionic creature hit by her attack must make a save (Fort DC 24) or lose all psionic or psi-like abilities for 1d4 rounds Hard to Hold (Ex) she gains +6 bonus to all grapple checks to resist or escape from a grapple Power Resistance she has PR 21 (5 +character lvl.) ------------------------------------------------------------ Sources PHB 3.5, PHB II, DMG 3.5, EPH (3.5E), Complete Psionic (3.5E), Complete Warrior (3.5E), Magic of Faerun (3.5E), Player’s Guide to Faerun (3.5E), Unearthed Arcana (3.5E), Lords of Madness (3.5E), Races of Faerun (3E) and Dragon 267, 326. |
| Green Giant10-15-06, 01:33 PM | No complaints Jiggawha. I'm enjoying you're Duergar posts. |
| Green Giant10-15-06, 02:03 PM | CALLING GREEN GIANT :D I know it's not in your thread to stat out NPC's that have already been statted in WOTC books. Everyone complains of how weak the Simbul stats look. But I can't wait to see your interpretation of the Simbul combined with this Prestige Class from the Complete Mage Book. http://www.wizards.com/default.asp?x=dnd/ex/20061010a&page=3 Monch Just received the book yesterday, it'll take me awhile to figure out what's the best combination of classes and prestige classes to give her. |
| Jiggawha10-15-06, 02:12 PM | No complaints Jiggawha. I'm enjoying you're Duergar posts. Thanks I was really concerned about complaints |
| ericlboyd10-15-06, 04:39 PM | Thanks I was really concerned about complaints Why complaints? I enjoy seeing these characters return. --Eric |
| Zireael10-16-06, 07:49 AM | I agree with Eric, they're fantastic, as I'm interested in Underdark. Any chance for more? |
| Jiggawha10-16-06, 08:32 AM | Why complaints? I enjoy seeing these characters return. --Eric Eric I very much like your explanation of the Sundering at Candlekeep :thumbsup: it's really original I agree with Eric, they're fantastic, as I'm interested in Underdark. Any chance for more? There will be many more (though I like to do different NPCs) if you want someone specific send a PM |
| ericlboyd10-16-06, 01:37 PM | I'd like to see a couple of "emissaries" from Oryndoll. In other words, some of the illithids mentioned in DDGttU that go out on missions to acquire exclusive rights to a bit of knowledge. --Eric |
| Jiggawha10-16-06, 02:02 PM | You mean some Loretakers of the Scriptoriums? Tharcereli? |
| ericlboyd10-16-06, 02:03 PM | You mean some Loretakers of the Scriptoriums? Yes. |
| Jiggawha10-19-06, 08:23 AM | Loretaker will be posted in a few days, but first the Loreseeker :elf: : 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 ------------------------------------------------------------ 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] ------------------------------------------------------------ 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 ------------------------------------------------------------ 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 ------------------------------------------------------------ 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 ------------------------------------------------------------ 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 ------------------------------------------------------------ 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). |
| Jiggawha10-20-06, 04:44 PM | A scary thing :coolcthul Tharcereli, Creedmaster of the Loretakers CR 30 Male Psionic Ulitharid Telepath 13/Archpsion 5 LE Large Aberration (psionic) Init +3; Senses blindsight, darkvision 60 ft.; Listen +22, Spot +20 Languages Undercommon, Common, Chondathan, Aquan, Terran, Auran, Draconic, Elven, Dwarven, Gnome, Orc, Goblin, Infernal, Abyssal, Kuo-Toan, Yuan-ti plus telepathy 200 ft. ------------------------------------------------------------ AC 40, touch 22, flat-footed 32 (-1 Size, +3 Dex, +9 armor, +5 deflection, +5 insight, +9 natural) Hp 272 (30 HD) Resistance PR 45 Fort +23, Ref +25, Will +33; ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee 2 long tentacles +21 (1d8 +4/20/x2) and 4 extended tentacles +23 (1d10 +6/20/x2) Base Atk +18; Grp +26 Special Attacks improved grab, extract, mind blast (DC 25) Combat Gear dorje of intellect bomb with red tear (17th, 50 charges), dorje of metafaculty with water opal (17th, 17 charges), pearl of mind seed, power stone of dispelling buffer (5 powers), tattoo of evade burst Psionic Powers Known (ML 33rd): 58 (5/5/6/7/7/5/7/6/8/E 2) E (3/day)–enslave, power worm (with appropriate adjustments) 9th–apopsi, assimilate, microcosm, pain affinity field, psionic etherealness, psychic chirurgery, reality revision, true mind switch 8th–greater psionic teleport, planar embrace, psionic mind blank, shadow body, stygian veil, true metabolism 7th–crisis of life, decerebrate, evade burst, insanity, planar champion, psionic moment of prescience, ultrablast 6th–cranial deluge, inconstant location, mind over energy, psychometry, temporal acceleration 5th–catapsi, detain ectoplasm, metaconcert, mind probe, psionic true seeing, psychotic break, shatter mind blank 4th–hostile empathic transfer, implanted suggestion, psionic dimension door, psionic dominate, psionic modify memory, schism, wall of ectoplasm 3rd–body adjustment, cerebral phantasm, dispel psionics, energy bolt, mindfire, psychic containment 2nd–cloud mind, crystalstorm, damp power, ego whip, read thoughts 1st–call to mind, control light, mind thrust, primal fear, psionic charm Power Save DC (24 + power lvl., +4 for Telepathy, +1 for Metacreativity) Power Points 472 (cognizance crystal included) ------------------------------------------------------------ Abilities Str 18, Dex 16, Con 18 (22), Int 38, Wis 22, Cha 28 SQ Aberration (darkvision 60 ft.), SR 45, Telepathy 200 ft., Mind Blast, Improved Grab, Extract, Psicrystal, High Psionics x5 Feats Ability Focus (Mind Blast), Chain Power, Craft Dorje, Graft Illithid Flesh, Linked Power, Psionic Focus (Metacreativity), Psionic Focus (Telepathy), Skill Focus (psicraft), Twin Power Bonus Psion Feats Dorje Mastery, Psicrystal Affinity, Quicken Power Epic Feats Epic Manifesting, Epic Psionic Focus, Improved Metapsionics, Psycrystal Power x2 (bonus) Traits Absent Minded, Cautious Incarnate Powers Detect Psionics, Detect Remote Viewing Special Tharcereli has used reality revision power to increase his Int by 4 points, and his Cha by 2 points. He has read Sutra of Tranquil Thought Skills Autohypnosis +30, Bluff +32, Concentration +42 (+46 when manifesting defensively), Craft (alchemy) +19, Decipher Script +23, Diplomacy +30, Gather Information +29 (+33 in Lower Darklands), Heal +16, Hide +8, Intimidate +23, Knowledge (architecture and engineering) +23, Knowledge (history) +33, Knowledge (local, Lower Darklands) +45, Knowledge (nobility and royalty) +29, Knowledge (planes) +35, Knowledge (psionics) +60, Knowledge (religion) +33, Listen +22, Move Silently +8, Psicraft +46, Search +19 (+21 when involving secret doors and similar), Sense Motive +34, Spot +20 Possessions above plus bracers of armor +9, brain canister, brainmate (psionics, local–Underdark), cephalometer, cloak of resistance +5, cognizance crystal (17), dimensional tracking net, extractor globe, eyes of vampiric power leech, greater metapsionic rod (phrenic leech), epic psionatrix of telepathy (+3), hardy carapace (symbiont, grants +4 to Con, natural armor and Blindsight 60ft., it shares powers with host), master ring, resonance stone of microcosm (60 ft.), ring of protection +5, ring of self-sufficiency, striator, tendril rings of Ilsensine, tentacle extensions, tentacle net, Tharcereli's tessadyle robe, third eye of sense and view, thought extruder, traveler psicrown (256 power points) Psicrystal construct traits, Hp 136, AC 31, Int 21, Fort +11, Ref +13, Will +21, hardness 8, improved evasion, PR 35, Init +2, Climb +14, Listen +18, Move Silently +7, Search +10, Spot +16. It speaks Undercommon and has a Greater Single Minded personality (+3 to Concentration, 1/day, as swift action he can regain his psionic focus on a roll of 6 or better on 1d20). Within arms reach it provides Alertness feat. Self Propulsion (Speed 30 ft., climb 20 ft.), Share Powers, Sighted, Telepathic Link (mindlink 1 mile), Deliver Touch Powers, Telepathic Speech (30 ft.), Flight (50 ft., average), Sight Link (Sp, 1/day, he can remote view psicrystal), Channel Power (Sp, up to 1 mile), Psicrystal Powers (ML 33rd, Greater Psionic Teleport, Stygian Veil, 30 power points) Tendril Rings of Ilsensine like the other members of Elder Conclave Tharcereli has recieved these rings during the Tentacled Lord's recent sojuourn in the City of Loretakers. They are thin slips of silver that slide over the mouth tentacles. Rings provide +1 sacred bonus to his saving throws and are implanted with psionic greater teleport trigger. When wearer's hit points are reduced to 10 or lower the rings contingently teleport him to predetermined safe location. Though this drains half of his remaining power points. 1/week when illithid rubs his tentacles against each other the rings produces eerie sound (soothing for illithids) that resonates not only physically but also mentally. A channel of divine power opens in a 720 ft. cone, all non-illithids must save (Will DC 28) or be stunned for 2d10 rounds. Psionics are only stunned for 3d4 rounds. Regardless of whether or not the save has been made, victims exposed to the maddening thoughts of Ilsensine recieve -2 penalty to all rolls for 10 rounds. Divine and arcane casters lose 1d4 random spell slots and must memorize or pray for them again. The disorientation caused by the rings is so acute that victims fail all Concentration checks (inluding regaining spells) and cannot be psionically focused for a half day Tharcereli's Tessadyle Robe is made of tessadyle (specific stringy fungi of Underdark that is psionically reactive and quite receptive to psionic circuitry) by the Creative Creed. While the wearer has at least one power point in reserve the robe provides +5 insight bonus to AC and Reflex saves. Tharcereli can also use following powers once per day (ML 13th): body equilibrium, body purification, earth walk, extend reach, psionic fly ------------------------------------------------------------ Hook ''There is only one good, knowledge, and one evil, ignorance.'' Description The Creedmaster of the Loretakers Tharcereli is one of the most powerful individuals in Oryndoll, behind only the Encephalithid of Ilsensine and the Spawn of Lugribossk (Ilsensine's proxy). Tharcereli has an abiding hunger for knowledge of any kind, but for all its learnedness the Creedmaster never shares its insights with any nonillithid. His Creed is dedicated to incessive accumulation of exclusive knowledge of both the Realms Above and the Realms Below. They have striven for millenia to aquire knowledge of any sort, no matter how trivial, and then destroy any person or item that retains a memory or recording of it. In their workshops, known as the Scriptoriums, they endlessly labor to catalog all new information brought in (written in Qualith). The goal is of course achieving utter dominance over Abeir-Toril. After the Time of Troubles Creedmaster of the Venerators (priestly creed that tends the Elder Brain) has taken preeminent role in Elder Concord. This has forced Tharcereli to intensify his efforts. So he has ordered many new assaults on the surface lorehouses. He's associated with the Influencer Creed who act by removing critical pillars of knowledge from societies by pillaging libraries and assassinating key sages. Tharcereli has at his disposal a wide variety of psionically powered devices designed to steal knowledge from thrall races Note in skills I've used official rules for synergies, otherwise I use different houserules. Also additional bonuses to knowledge skills due to consumated brains and similar stuff is DM optional ------------------------------------------------------------ Mind Blast (Sp) 60 ft. long cone, anyone caught inside must make a Will save (DC 25) or be stunned for 3d4 rounds Improved Grab (Ex) to use this he must hit S, M or L creature (or larger but must have foe's head in reach) with its tentacle attack, it can then start to grapple as a free action, if he wins a grapple check it establishes a hold, if he begins his turn with at least one tentacle attached it can try to attach others. Opponent can escape with successful grapple check or an Escape Artist check (ulitharid gets +2 bonus for every tentacle) Extract (Ex) if he begins his turn with four tentacles attached, a successful grapple check extracts opponent's brain, instantly killing it High Psionics Mastery of Power Negation (when he successfully counters a spell or power, it is turned back on the caster or manifester as if it were fully affected by spell turning or reddopsi. If the spell or power cannot be affected by spell turning then it is merely countered. This ability causes the character to permanently lose 11 power points; Psionic Reach (he can use touch powers on targets up to 30 feet away. Ability costs 11 power points; Sculpt Power (psion can modify an area power by changing the area's shape. The new area must be chosen from the following list: burst, cylinder, cone, emanation or spread. The archpsion can further alter the shape to create spaces within the power's area of effect that are not subject to the power. The minimum dimension for these spaces is a 5-foot cube. Ability costs 9 power points; Greater Psionic Focus +2 (+2 ML, 14 power points cost) ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM (3.5E), Lords of Madness (3.5E), Expanded Psionics Handbook (3.5E), Complete Psionic (3.5E), Underdark (3.5E), The Mind's Eye (3E), Magic of Faerun (3E), Dragon 255, 296, 308, 345 and Drizzt's Do'Urden's Guide to Underdark (2E). |
| ericlboyd10-20-06, 07:33 PM | Very scary indeed! Nice job. --Eric |
| Jiggawha10-22-06, 10:11 AM | Hope you'll enjoy this one, it was really fun to stat him :) Xephras, Stormazîn of the Jotunbrud CR 25 Male Cloud Giant Cleric 6/Runecaster 8 of Annam NG Huge Giant (Air) Init +4; Senses low-light vision (even through mist), darkvision 60ft.; Listen +16, Spot +28 Languages Jotun (Giant), Jotunskye, Jotunalder (old), Common, Uluik, Dwarven, Auran, Elven ------------------------------------------------------------ AC 36, touch 20, flat-footed 31 (-2 Size, +4 armor, +4 deflection, +5 insight, +12 natural, +3 sacred) Hp 207 (31 HD) Immune to all death spells, magical death effects, energy drain and all negative energy effects Resistance DR 10/evil, SR 23, Electricity 10, ability damage is minimized Fort +32, Ref +10, Will +36; (+3 against nonmagical diseases, +1 against poison) ------------------------------------------------------------ Speed 50 ft. (10 squares) Melee +2 holy enfeebling shock gargantuan aurorum spear (hellig spyd) +36/+31/+26/+21 (4d6 +18 +1d6 electricity +2d6 against evil/20/x3 +1d6+2 Str) Ranged rock with rune +23 [2d8 +10 +75 fire (DC 27) +75 divine/20/x3] Base Atk +22; Grp +40 Atk Options Awesome Blow, Improved Bull Rush, Improved Overrun Special Atk Rock Throwing Special Actions 14/day Turn Undead (+4 on check), 1/day Greater Turn Undead (+4 on check) Combat Gear rock with maximized flame strike rune (CL 15th, 1 charge) x8, scroll of holy word, scroll of mass spell resistance, scroll of summon giants x2, scroll of wind walk x3 Cleric Spells Prepared (CL 18th, 19th for Divination and in Annam's temple): 6/8+1/8+1/7+1/7+1/5+1/5+1/4+1 7th–control weather, holy star, legend lore (d), maximized sound lance x2 6th–banishment, cometfall, fire seeds (d), maximized awaken sin, maximized holy storm, word of recall 5th–boreal wind, divine agility, downdraft, hibernal healing, meteoric strike, true seeing (d) 4th–conjure ice beast IV, divination, fire shield (d), freeze armor, Hibyrntic's curse [artifact spell], runic marker, sound lance x2 3rd–bestow curse, create food and water, dispel magic, glyph of warding, magic circle against maug, mantle of maat, searing light (d), stone shape 2nd–calm emotions, detect thoughts (d), divine insight, lesser energized shield, hold person, obscuring snow, shield other, silence, zone of truth 1st–comprehend languages, detect maat, detect maug, divine favor, endure elements (d), remove fear, snowshoes, updraft, vision of glory 0–amanuensis, create water, detect magic, light, purify food and drink x2 Spell Save DC (22+ spell lvl., +2 for Evocation) Spell-Like Abilities (CL 25th): 3/day–levitate (self plus 2000 pounds), obscuring mist 1/day–fog cloud Special Xephras cannot cast spells of evil descriptor Item Provided Spells (CL 15th): 3/day–overland flight 3/day–reverse gravity ------------------------------------------------------------ Abilities Str 31, Dex 10, Con 16, Int 19, Wis 29 (34), Cha 24 SQ Cloud Giant traits (sees through fog and mists easily, low light vison, ovesized weapon, rock catching, scent), Aura (good), Code of Conduct, Domains (Knowledge, Sun), Spontaneus Casting (healing spells), Turn or Destroy Undead, Rune Craft, Improved Runecasting, Rune Power, Maximize Rune Feats Defensive Sweep, Divine Fortune, Divine Spell Power, Extra Turning, Greater Spell Focus (Evocation), Inscribe Rune, Maximize Spell, Practiced Spellcaster, Spell Focus (Evocation) Epic Feats Energy Resistance (electricity), Epic Fortitude, Epic Will Item Provided Feat Awesome Blow, Improved Bull Rush, Improved Initiative Flaws Aligned Devotion, Poor Reflexes Traits Easygoing, Hard of Hearing Permanent Spell darkvision Skills Climb +14, Concentration +21 (+25 when casting defensively), Craft (stonecarving) +19 (+22 to inscribe runes), Diplomacy +17, Heal +16, Intimidate +7, Listen +16, Knowledge (arcana) +9, Knowledge (architecture and engineering) +6, Knowledge (history) +10, Knowledge (local, The Ice Spires) +6, Knowledge (nature) +7, Knowledge (nobility & royalty) +7, Knowledge (the planes) +5, Knowledge (religion) +29, Perform (string instruments) +11, Sense Motive +19, Spot +28, Spellcraft +28, Use Magic Device +9 (scrolls only) Possessions* above plus air elemental gem, bag of holding (VII), bapart (''temple'') ring (all spells he casts in Annam's temple recieve +1 to CL), belt of krigga (''warrior'', provides Improved Bull Rush, Improved Overrun and Awesome Blow feats), boots of the winterlands, bracers of krig magisk (adds +2 to damage of all damage inflicting spells), cloud giant (''skyejotun'') harp (deep slumber effect), giant horn of Valhalla (2 stone or 1 cloud giant), horn of maat, grun hjelm, kappe forvar (''cloak'' of defense with permanent exalted raiment rune)+4, mazînmagist (''priestcraft'') togs (provides that his runcaster levels stack with cleric for purposes of turning undead) with permanent death ward and magic vestment runes, medallion of prakt (''bravery'', provide +2 morale bonus to attack rolls), metamagic rod (persistent), ring of sustenance Grun Hjelm in Jotun means ''green helmet''. Hjelm is an ancient giant relic made of unknown green metal or alloy inlaid with ''gill'' (gold) runes and adorned with ''gill'' feathers. Xephras believes it was made in ages before giant pantheon migrated to Jotunheim. While worn by maat (this was before Othea's betrayal) giant the helm provides +5 bonus to Wisdom, +5 insight bonus to AC and Improved Initiative feat. A cleric of giant pantheon can 3/day cast any spell he has prepared as a swift action (assuming the spell doesn't have long casting time). Also if the wearer is a cloud giant 3/day he can use overland flight and reverse gravity. Other giant races could use other undetermined spells ------------------------------------------------------------ Hook ''Am du paart (''I honor you''). Honor the Ordning and your ''ordning''. Do not fear time." Description Xephras is a stormazîn, the Great Priest of Annam, who sits atop entire hierarchy of giant clerics and spirit shamans. His duties include tending to Annam's grand temple (currently located in the Ice Spire Mountains), traveling to each of the giant steadings to participate in important rituals and ceremonies, resolving disputes between priests, maintaining and revising the code of conduct for the clergy, and training new priests. Although the stormazîn has no official sanction to establish policy that falls outside the religious arena, he is always a highly respected figure within giant society. Most chieftains tend to accept his advice, particularly since he traditionally offers it so sparingly. Xephras is an unusually short cloud giant (this allways means less respect amongst giants) with flowing white hair and a long white beard. Several hundred years old, he is now quite sickly and walks with a pronounced stoop in his back. For these reasons, Xephras is unable to visit the various giant steadings scattered throughout the Spires nearly so often as he feels he should. He is currently looking for a worthy successor so he can step down, though so far no appropriate candidates have emerged. Unlike most of the other giants of the Ice Spires, Xephras doesn't trust in the teachings of the Twilight Spirit. Although he has no clues to the Spirit's identity, he does not believe that the Spirit is a true representative of Annam's will. Xephras and his two disciples (both stone giants) reside in a marble temple located northeast of Hartsvale and constructed during the last years of the war against dragonkind. His another preoccupation is revival of ancient rune magic of the giants which will surely contribute to attempts of Ostoria restoration. Xephras has became interested in rune magic after has experienced precognitive vision sent to him by All-Father. He knows that in ancient ages Annam has undergone an epic quest which took over a millennium. At the end he has learned secrets of rune magic in enormous clockwork palace by defeating an unknown cosmic entity of order. Xephras also knows that first runecaster was Nicias, son of Annam and a cloud giant (along with storm giant Vilmos), which makes him very proud. Note giants have different alignment comprehension, maat is similar to ''good'' [e.g. behavior (from most ''good'' to the least) is honoring Annam, honoring Othea, showing maat giant mercy or charity, honoring any other giant god, bravery and honoring family members] and maug is their concept of evil [e.g. behaviour (from most ''evil'' to the least) is betraying Annam, violating the ordning (order, status), betraying tribe, betraying family, cowardice, killing another maat giant, betraying a trust, stealing from another giant, forcing another giant to live in another geographical domain (e.g. frost giants in forest) and being gian-kin or ogre (firbolgs, verbeegs and voadkyns are maug, stained by Othea's sin)] *all his possessions are of huge size ------------------------------------------------------------ Oversized Weapon (Ex) he can wield gargantuan two-handed weapons without penalty Rock Throwing (Ex) he recieves +1 racial bonus on attack rolls with throwing rocks Rock Catching (Ex) he can catch rocks (of appropriate size) or similar projectiles, 1/round if he's aware he can make a Ref save (DC 15 for a small rock, DC 20 for medium, DC 25 for large, etc.) Code of Conduct any cleric or spirit shaman of Annam who strikes another giant must fortfeit his position and undergo divestiture. Anyone who speaks Ulutiu's name at ceremony honoring Annam must die Domain Granted Powers Knowledge (adds all Knowledge skills to Cleric class skill list, +1 CL for Divination school), Sun (1/day he can perform greater turn undead that destroys undead that would otherwise be turned) Rune Craft (Ex) Xephras gains +2 bonus to Craft checks made to inscribe runes Improved Runecasting (Su) he can specify when his runes will be triggered Rune Power (Ex) the DC for all attempts made to dispel, erase or disable his runes and for CL lvl. checks to overcome SR increases by 2 Maximize Rune (Ex) he can create runes with maximized effects (as if by the feat, but without altering spell lvl.), this adds 5 to Craft DC required to inscribe it ------------------------------------------------------------ Sources PHB 3.5, PHB II, DMG 3.5, Faiths & Pantheons (3E), Player’s Guide to Faerun (3.5E), Unearthed Arcana (3.5E), Champions of Valor (3.5E), Book of Exalted Deeds (3.5E), Frostburn (3.5E), Dragon 314, 345 and Giantcraft (2E). |
| MerrikCale10-22-06, 12:32 PM | nice job. Love the description |
| Verghityax10-26-06, 03:46 AM | Green Giant, I have yet another request since I'm recently working on a project concerning Fields of the Dead. Could you stat the following NPCs: Amaeraszantha (neutral amethyst dragon of Tempus' Tears) Barim Stagwinter (an adventurer of Boareskyr Bridge) Buldath Andryn (a mage from Scornubel) Chansrin Aluar (sorceress from Scornubel) Nethmoun Aln (a mage from Scornubel) Phraz of the Naturalists (a sage from Scornubel) Lady Rhessajan Ambermantle (the ruler of Scornubel) Theskul Mirroreye (Tyr's priest from Boareskyr Bridge) All of them can be found in NPC Appendix in Volo's Guide to the Sword Coast. Thanks in advance for any help. |
| Mad Mage10-27-06, 06:24 PM | Hope you'll enjoy this one, it was really fun to stat him :) Xephras, Stormazîn of the Jotunbrud CR 25 :clap: Bravo! Honestly, I haven't heard of this guy you statted 'till now, but I'm very impressed! Maybe I could learn a little something from this. :cool: |
| Jiggawha10-29-06, 11:43 AM | Thanks, that was my intention to spread some giant lore |
| Green Giant10-29-06, 04:46 PM | Here are some late requests. Enjoy. :) Dauravyn Redbeard CR 6* Male Illuskan Human Fighter 5/Expert 1 LG Medium Humanoid (Human) Init +5; Senses Listen +6, Spot +6 Languages Common, Elven, Giant, Illuskan, Orc ------------------------------------------------------------ AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex); Dodge hp 47 (6 HD) Fort +6, Ref +4, Will +6 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +2 vampiric greatsword +11 (2d6+8/19-20) Base Atk +5; Grp +8 Atk Options Cleave, Power Attack Combat Gear potion of cure serious wounds ------------------------------------------------------------ Abilities Str 16, Dex 13, Con 14, Int 16, Wis 16, Cha 13 Feats Cleave, Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword) Skills Climb +11, Intimidate +9, Jump +11, Listen +6, Profession (innkeeper) +7, Ride (horse) +6, Sense Motive +6, Spot +6, Swim +8 Possessions combat gear plus Gholskar (+2 greatsword), bracers of armor +6, vampiric ring of regeneration, one of a pair of sending stones (the other is in the possession of Lord Piergeron). 500 gp in coins, gems, jewelry, and merchandise related to running an inn. ------------------------------------------------------------ Hook “I shall not fail in the quest for the Unicorn Blade and my love.” Description Dauravyn is a stout, middle-aged former adventurer who owns the Way Inn. He is a pleasant man, a shrewd judge of folk, and a discreet keeper of many secrets. Note Dauravyn has the penalties and bonuses associated with middle age. His CR is one point higher due to his equipment. ------------------------------------------------------------ Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Arcane (3.5E). Gholskar This greatsword was once owned and named after a Uthgardt barbarian chieftain of the Griffon Tribe. The sword was said to give him some of the qualities of his tribe’s beast totem. Description: The greatsword contains Illuskan runes running up its blade naming it Gholskar. Its handle is in the shape of a golden griffon with its outstretched wings forming the handguards and an amber stone wrapped by the griffon’s tail on it pommel. Activation: The greatsword can be wielded as normal. It’s darkvision ability is conferred continuously so long as it is wielded. Once per day, its fly effect can be activated as a swift action. Effect: Holskarn is a +2 greatsword that provides its wielder darkvision 60 ft. when it is wielded. Once per day, it allows the wielder to use fly as the spell for one round as a swift action. Moderate transmutation; CL 6th; Craft Magic Arms and Armor, darkvision, swift fly [SC]; Price 22,750 gp; Cost 11,375 gp + 910 XP. Vampiric Ring of Regeneration: This black onyx ring provides the vampiric magic weapon special ability (see Unapproachable East) to any of the wearer’s melee attacks. Moderate necromancy; CL 7th; Forge Ring, vampiric touch; Price 18,000 gp; Cost 9,000 gp + 720 XP. Ulmyn Andalor CR 4 Male Tethyrian Human Warrior 4/Expert 1 NG Medium Humanoid (Human) Init +1; Senses Listen +5, Spot +5 Languages Chondathan, Common, Halfling, Illuskan ------------------------------------------------------------ AC 18, touch 11, flat-footed 17 (+4 armor, +3 shield, +1 Dex) hp 25 (5 HD) Fort +4, Ref +2, Will +5 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +1 battleaxe +6 (1d8+3/x3) Base Atk +4; Grp +6 Combat Gear potion of cure light wounds x 2 ------------------------------------------------------------ Abilities Str 14, Dex 13, Con 11, Int 14, Wis 14, Cha 12 Feats Alertness, Endurance, Weapon Focus (battleaxe) Skills Climb +9, Intimidate +8, Jump +6, Knowledge (nature) +6, Listen +5, Profession (miller) +6, Ride (horse) +5, Spot +5, Swim +5 Possessions combat gear plus masterwork chain shirt, +1 zalantar heavy shield, +1 battleaxe. 400 gp in coins, gems, and lumber. ------------------------------------------------------------ Hook “This wood is from the Nsi Wastes found in the jungles of Chult.” Description Ulmyn is an affable, portly man with a curly white beard and a bald plate. He never seems to sleep, can be seen trotting about night and day, covered with sawdust, overseeing a large staff in turning out cheap, plentiful cut lumber for sale in Waterdeep and Daggerford. A simple man who takes great pleasure in efficiency, Ulmyn knows and can identify both common and exotic woods better than most carpenters. Note Ulmyn has the penalties and bonuses associated with old age. ------------------------------------------------------------ Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Magic of Faerun (3.5E). |
| Jiggawha10-30-06, 09:56 AM | Maybe I've exaggerated (a little) with this one but I'll post it anyway 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 ------------------------------------------------------------ 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) ------------------------------------------------------------ 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 ------------------------------------------------------------ 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) ------------------------------------------------------------ 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 ------------------------------------------------------------ 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]. ------------------------------------------------------------ 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). |
| Torkwaret11-02-06, 09:36 AM | Superb as usual :) |
| festerday11-02-06, 11:18 AM | Hi guys, your job is really amazing! I would like to see something about Manxam, one of the Zhentarim beholders allies. Bye-bye |
| Jiggawha11-02-06, 11:50 AM | Thanks, I already have many beholder requests (Clusterfang, Manxam, Xiimoraavir, and many of the Graypeak Hive) but these are all standard monsters (+ some unique items). Xulla of the Zhentarim has recently undergone a interesting transformation into a mindwitness, so what about her? |
| ericlboyd11-03-06, 03:28 PM | Thanks, I already have many beholder requests (Clusterfang, Manxam, Xiimoraavir, and many of the Graypeak Hive) but these are all standard monsters (+ some unique items). Xulla of the Zhentarim has recently undergone a interesting transformation into a mindwitness, so what about her? Has someone done the Eye/the Xanathar yet? --Eric |
| Jiggawha11-03-06, 03:30 PM | Has someone done the Eye/the Xanathar yet? --Eric Yes, Green Giant pg. 2 |
| Zireael11-04-06, 01:43 PM | Khalreshaar is Mielikki, am I right? |
| Jiggawha11-04-06, 01:57 PM | Yes, elven alias |
| Jiggawha11-04-06, 03:00 PM | As requested ... Grand Duke Entar Silvershield of Baldur's Gate CR 21 Male elite middle-aged Tethyrian human Marshal 7/Fighter 4/Knight 4/Cavalier 6 LG Medium Humanoid (human) Init +1; Senses Listen +9, Spot +14 Languages Common, Chondathan, Illuskan ------------------------------------------------------------ AC 35, touch 13, flat-footed 34 (+1 Dex, +11 armor, +2 deflection, +6 shield, +5 natural) Hp 193 (21 HD) Immune to all mind-affecting spells and effects, all divinations that gather information about him, scrying Resistance DR 2/–, Fire 12 Fort +24, Ref +14, Will +22; [+4 against necromantic effects or any effect that would transport him to another locale or dimension, i.e. against maze he can attempt a Will save (DC 20) to negate it] ------------------------------------------------------------ Speed 80 ft. (16 squares, mounted), 30 ft. (on foot) Melee +4 flaming human bane longswod +37/+32/+27/+22 (1d8 +17 +1d6 fire/17-20/x2) plus shield +29 (1d8 +10/20/x2) or +2 collision flaming maiming lance of the last rider with standard of no retreat +35 (1d8 +19 +1d6 fire/20/x1d6) Note while he carries his lance all allies within 30 ft. recieve +2 morale bonus to attack rolls, saves and skill checks, area is also affected by dimensional anchor (DC 19), weapon also allows free bull rush attempt, on successful hit and attempt his foe moves but its mount doesn't Base Atk +19; Grp +28 Atk Options Deadly Charge, Fighting Challenge +1, Power Attack, Leaping Charge, Spirited Charge, Test of Mettle, Throw Anything, Unhorse Special Actions Daunting Presence (DC 23) Combat Gear potion of heal x3 ------------------------------------------------------------ Abilities Str 22 (28), Dex 12, Con 14, Int 13, Wis 10, Cha 16 SQ Human Traits, Auras, Adrenaline Boost, Knights Challenge 5/day, Knight's Code, Shield Block, Bulwark of Defense, Armor Mastery, Special Mount, Mounted Weapon Bonus, Ride Bonus, Courtly Knowledge, Burst of Speed, Full Mounted Attack Feats Armor Specialization (full plate), Cavalry Charger, Cleave, Daunting Presence, Melee Weapon Mastery (slashing), Mounted Combat (bonus), Power Attack, Skill Focus (Diplomacy, bonus), Throw Anything, Trample, Weapon Focus (longsword), Weapon Specialization (longsword) Bonus Fighter Feats Ride-By Attack, Spirited Charge, Weapon Focus (lance) Epic Feat Epic Toughness Flaws Chivalrous Courtesy, Pride of Arms Traits Polite, Saddleborn Character Theme Leader of the Company Regional Background Knight Squire Skills Bluff +7, Diplomacy +26, Handle Animal +9, Intimidate +6, Jump +16, Knowledge (arcana) +4, Knowledge (geography) +7, Knowledge (history) +5, Knowledge (local, Sword Coast) +7, Knowledge (nature) +5, Knowledge (nobility and royalty) +10, Knowledge (religion) +5, Listen +9, Perform (oratory) +9, Ride +25, Sense Motive +14, Spot +14, Survival +9, Swim +10, Tumble +2 Possessions above plus amulet of warding (like greenstone amulet but also provides +5 to natural armor), belt of giant strength +6, boots of teleportation (3/day–teleport), cloak of protection from fire, commander's ring (3/day–daylight, feather fall, knock, wall of force), Duke's gauntlets (balances his hands, can store his lance into extradimensional space as a swift action), Flaming Fist tabard, heavy warhorse (''Argento'', carries horeshoes of speed, +1 spearblock mithral full barding), helm of glorious recovery, horn of volume, horn of valhalla, patent of nobility, +3 arrow deflection light fortification mithral full plate of speed (can be hasted for 10 rounds per day, free action),+4 bashing mithral heavy shield, ring of communication, scabbard of keen edges, silvern lantern, Triad cartulary ------------------------------------------------------------ Hook ''We are going to have peace even if we have to fight for it.'' Description Duke Entar is one of the leaders of the Flaming Fist mercenary company of Baldur's Gate. It is the most powerful, most magical, and most expensive fighting company in the Realms. The Fist has a good record of achievements, particularly when operating against other mercenary companies, such as the non-human bands. The Fist numbers some two thousand strong, and requires the resources of the city of Baldur's Gate to keep it in supply when it is not actively on duty. It is the best organized of the companies, including scouts, support, transportation, and other areas that most companies leave to their employer. Company is expensive even by mercenary standards, due to its numbers and due to the fact that all of its front-line troops are of experienced warriors. This makes The Fist a incredible weapon on the battlefield, but only to be afforded by nations or the very, very wealthy. All this is the result of decades of work and effort undergone by Entar, Scar, Entar, and Moruene both in training and in accumulating magical items for use on the battlefield. All these decades of work has made him incredibly rich. Entar, when leading his cavalry is nearly a flawless warrior and leader, always successful in defeating much numerous armies. The device of the Company, flown on its banners and depicted on its tents and wagons, is the Flaming Fist. In battle, Entar wears white tabard blazoned with this device Note Entar's bonuses are all statted presuming that he's mounted and ready for charge *currently active aura ------------------------------------------------------------ Minor Aura (Ex) adds +3 bonus (Cha) to these rolls, applies to Entar and his allies within 60 ft. who can hear him, constant effect, he can activate other aura as a free action: Art of War (bonus on bull rush, disarm, sunder and trip attempts), Master of Opportunity (bonus to AC against attacks of opportunity), Over the Top* (bonus to damage rolls when charging), Watchful Eye (bonus to Reflex saves) Major Aura (Ex) adds +2 bonus (Cha) to these rolls, applies to Entar and his allies within 60 ft. who can hear him, constant effect, he can activate other aura as a free action: Motivate Attack (bonus on melee attack rolls), Resilient Troops* (bonus on all saves) Adrenaline Boost (Su) 1/day, standard action, he can grant 7 temporary hit points to all allies within 30 ft., if ally's current hit points are no more than half his full normal hit points, the number of granted temporary hit points doubles, ability lasts for up to 7 minutes Knight's Challenge 5/day he can manipulate his foes: Fighting Challenge (Ex, swift action, against a single opponent, target must have Int of 5 or higher, have a language of some sort, and CR greater of 18, Entar gains +1 morale bonus to attack, damage rolls and Will saves against his foe, if his foe reduces him to 0 hit points or lower, Entar loses two uses of Knight's challenge abilities for the day due to loss to his ego, ability lasts for 8 rounds), Test of Mettle (Ex, swift action, target must have Int of 5 or higher, have a language of some sort, and CR greater of 18, all enemies within 100 ft. must make Will save DC 15 or be forced to attack him immediately, if Entar is reduced to 0 hit points or lower, he gains 1 additional use of Knight's Challenge per day gained from his confidence against overwhelming odds, each target can be affected only once per day, ability lasts for 8 rounds) The Knight's Code Entar does not gain attack bonus when flanking, he never strikes a flat-footed opponent, instead allowing him to ready himself, and he never deals a lethal damage against helpless opponent. If he violates any part of the code, he loses one use of Knight's challenge ability per day Shield Block (Ex) he can designate a single opponent against whom he gains +1 shield bonus to AC Bulwark of Defense (Ex) an opponent that begins its turn in your threatened area treats all squares Entar threatens as difficult terrain Armor Mastery (Ex) Entar ignores the standard speed reduction when wearing medium armor Special Mount (Sp) cavalier's class lvl. stacks with any paladin lvl. character might have Mounted Weapon Bonus (Ex) Entar gains +2 competence bonus to attack rolls with sword and lance while mounted Ride Bonus (Ex) he gains +4 competence bonus to Ride skill Courtly Knowledge (Ex) Entar gains +6 competence bonus to Knowledge (nobility and royalty) Deadly Charge (Ex) when mounted and charging he declares a ''deadly'' attack, if he hits, he deals triple damage with a melee weapon (or quadruple with a lance), ability does not stack with Spirited Charge feat Burst of Speed (Ex) 1/day Entar can urge his mount to double its normal speed when charging up to four times its speed, for each additional use of the ability per day the mount must make a Will save (DC 20) or suffer 2d6 damage after the conclusion of the charge Full Mounted Attack (Ex) mounted cavalier can make full attack when his mount moves more than 5 ft. but no farther than single move action would carry him, he cannot combine this full attack with a charge ------------------------------------------------------------ Sources PHB 3.5, PHB II, DMG 3.5, Player’s Guide to Faerun (3.5E), Champions of Valor, Power of Faerun (3.5E), Magic of Faerun (3E), Unearthed Arcana (3.5E), Miniatures Handbook (3.5E), Heroes of Battle (3.5E), Complete Warrior (3.5E), Dragon 324, 331, FR Adventures (2E), Gold and Glory (2E) and FRCS (2E) |
| festerday11-06-06, 09:31 AM | It is my intention to make Manxam stats by my own, but I need your precious help: I imagine Manxam as an augmented beholder, say 19 HD, and I am going to change some of his feats to make him different. Now I have a question, is his caster level still going to be considered 13? |
| Jiggawha11-06-06, 09:56 AM | No, it will be 17th. (6x2/3 = 4, 13 +4 = 17) |
| MerrikCale11-07-06, 10:57 PM | Great as always Jiggawha |
| Mad Mage11-07-06, 11:11 PM | Has Firebeard Elvenhair been done in either of these threads, Green Giant? I found out he (supposedly) had 2nd Edition stats in Dragon, but what about 3.X, here or otherwise? |
| bitter thorn11-09-06, 11:48 AM | I concur with Merrikcale, excellent write up Jiggawha! |
| Jiggawha11-09-06, 02:28 PM | I'm glad you like them |
| Torkwaret11-09-06, 05:52 PM | Entar is perfect...peeerfect :cool: Fantastic job as always, Jiggawha :D |
| Ishmayl11-16-06, 04:42 PM | Here's some heroes from the Threat from the Sea novel trilogies who received some 2e stats in Dragon #255. Enjoy. :) Pacys: Male Damaran Human Brd16; CR 16; Medium Humanoid (Human); HD 16d6; hp 76; Init +4; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +12; Grp +11; Face/Reach 5 ft./5 ft.; SQ Bardic knowledge +20, bardic music 16/day; AL NG; SV Fort +5, Ref +10, Will +12; Str 8, Dex 11, Con 11, Int 15, Wis 15, Cha 23 Skills and Feats: Appraise +6, Bluff +14, Concentration +8, Craft (composition) +10, Decipher Script +6, Diplomacy +26, Disguise +14 (+16 acting), Gather Information +16, Jump +9, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (local-the Vast) +10, Listen +4, Perform (sing) +25, Perform (string instrument) +14, Ride (horse) +1, Sense Motive +8, Sleight of Hand +6, Speak Language (damaran, common, aquan, chondathan), Spellcraft +12, Spot +4, Tumble +10; Disguise Spell, Dodge, Improved Iniative, Negotiator, Sunken Song, Subsonics, Weapon Finesse Special Qualities: Bardic knowledge +20, bardic music 16/day (countersong, fascinate, inspire courage +3, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics). Bard Spells Known (4/6/6/4/4/3/1; base DC = 16 + spell level; caster level 16th): 0–detect magic, mage hand, mending, read magic, resistance, summon instrument; 1st–cause fear, distort speech [CAd], expeditious retreat, remove fear, Tasha’s hideous laughter; 2nd–detect thoughts, eagle’s splendor, enthrall, tongues; 3rd–charm monster, cure serious wounds, dispel magic, major image; 4th–dimension door, hold monster, legend lore, shout; 5th–greater heroism, mirage arcana, mislead, song of discord; 6th–find the path, greater scrying. Possessions: Emerald bracelet of water breathing and freedom of movement, bag of holding (type II), masterwork yarting. Description: Pacys is 76 years old, stands 5’9” tall, lean from years of traveling on the road, but flexible and strong enough to take care of himself. He shaves his head, but his eyebrows are silvery. His skin has browned to the color of old leather, and his clean-shaven face is covered with wrinkles. His eyes are light hazel. Although he’s a bard, he doesn’t wear the colorful clothing favored by most of those in his trade, preferring more subtle shades. He appears very much to be a common man. His strength is his voice, and he can catch the attention of even the rowdiest crowds when he starts singing or telling tales. He’s never seen anywhere without his yarting and often underscores even a casual conversation with a musical background, though others aren’t always aware of it. Note: Pacys has the mental benefits and physical penalties of venerable age. He is no longer capable of using the Dodge feat due to low Dexterity score from age. Sources: Dragon #255, PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Adventurer (3.5E), and Stormwrack (3.5E). Emerald Bracelet of Water Breathing and Freedom of Movement: Given as a gift by a merman cleric to Pacys, the emerald bracelet provides continuous water breathing and freedom of movement to the wearer while underwater. It uses the bracers body slot. Moderate abjuration and transmutation; CL 7th; Craft Wondrous Item, freedom of movement, water breathing; Price 72,000 gp Laaqueel: Female Malenti Sahuagin Clr8 of Sekolah; CR 10; Medium Monstrous Humanoid (Aquatic); HD 9d8+18; hp 62; Init +3; Spd 30 ft., swim 40 ft.; AC 18 (touch 13, flat-footed 15); Base Atk +8; Grp +13; Atk +15 melee (1d8+5, masterwork trident); Full Atk +15/+10 melee (1d8+5, masterwork trident); Face/Reach 5 ft./5 ft.; SA Blood frenzy 1/day, rebuke undead 2/day; SQ Aura of evil, blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light sensitivity, speak with sharks, water dependent; AL LN; SV Fort +8, Ref +8, Will +11; Str 20, Dex 16, Con 14, Int 17, Wis 15, Cha 9 Skills and Feats: Concentration +10 (+14 when casting defensively), Handle Animal +4 (+8 with sharks), Hide +6 (+10 underwater), Knowledge (history) +8, Knowledge (religion) +14, Listen +5 (+9 underwater), Profession (hunter) +5 (+9 within 50 miles of home), Ride (shark) +8, Speak Language (sahuagin, aquan, common, elven), Spellcraft +14, Spot +5 (+9 underwater), Survival +7 (+11 within 50 miles of home); Combat Casting, Dodge, Martial Weapon Proficiency (trident){B}, Multiattack{B}, Power Attack, Sahuagin Flip, Weapon Focus (trident){B} Special Qualities: +8 racial bonus on any Swim check to perform some special action or avoid a hazard; take 10 on Swim checks even if distracted or endangered; use run action while swimming, +4 racial bonus on Hide, Listen and Spot checks underwater; +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of home; +4 racial bonus on Handle Animal checks with sharks; blood frenzy 1/day (take damage and fly into frenzy until enemy is dead; +2 Con, +2 Str, -2 to AC), light sensitivity (dazzled in bright light), water dependent (survive out of water for 1 hour per point of Constitution). Aura of evil (aura equals cleric level), rebuke undead 2/day (+1, 2d6+7, 8th). Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 12 + spell level; caster level 8th): 0–detect magic, guidance x2, mending, read magic, resistance; 1st–cure light wounds, detect good, divine favor, entropic shield, magic weapon*, shield of faith; 2nd–aid, owl’s wisdom, resist energy, silence, spiritual weapon*; 3rd–cure serious wounds, dispel magic, magic vestment*, prayer; 4th–divine power, order’s wrath*, spell immunity. *Domain spell. Deity: Sekolah. Domains: Law (cast law spells at +1 caster level), War. Possessions: Masterwork trident, sahuagin harnesses, unholy symbol (Sekolah). Description: Laaqueel resembles a sea elf except she has the pinkish hue of a surface elf. She stands 5’10” tall. Her hair is long and dark, and she usually wears it in a braid. By human standards, she’s very beautiful (though with gills upon closer inspection) but she thinks of herself as ugly. On the rare occasion that she goes among surface dwellers as an elf, she prefers warrior’s clothing. Under the sea, she goes naked except for the sahuagin harnesses that support her weapons and pouches. Sources: Dragon #255, PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Stormwrack (3.5E). Jherek Wolf’s-get: Male Tethyrian Human Swashbuckler 3; CR 3; Medium Humanoid (Human); HD 3d10+9; hp 36; Init +3 (+4 on ship); Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +3; Grp +5; Atk +7 melee (1d6+2/19-20, masterwork cutlass); Full Atk +7 melee (1d6+2/19-20, masterwork cutlass); Face/Reach 5 ft./5 ft.; SA Insightful strike; SQ Grace +1; AL LG; SV Fort +6, Ref +5, Will +3; Str 15, Dex 16, Con 17, Int 14, Wis 15, Cha 17 Skills and Feats: Balance +11 (+13 on ship), Climb +8, Craft (carpentry) +4, Jump +10, Knowledge (geography) +4, Profession (sailor) +8, Speak Language (chondathan, common, elven, lantanese), Swim +8, Tumble +11 (+13 on ship); Dodge, Heroic Destiny, Sea Legs, Weapon Finesse{B} Special Qualities: Grace +1 (competence bonus to Ref saves), insightful strike (Int bonus to damage rolls with light weapons). Possessions: Masterwork cutlass. Description: Jherek is 19 years old, stands 5’11” tall, and comes across as very naïve because he believes the best of most people. He’s a skilled conversationalist and well-read when he finds someone he will talk to. He’s built lean with broad shoulders and skin tanned brown as a nut from constant exposure to sun and sea. His light brown hair has highlights from the sun, he has pale gray eyes, and he always goes freshly shaven. He carries scars from nets and fishing line, as well as from combat against men and marine life. He wears sailor’s clothes: breeches, loose shirts, and boots. Sources: Dragon #255, PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Warrior (3.5E), Stormwrack (3.5E), and Races of Destiny (3.5E). Sabyna: Female Tethyrian Human Wiz6; CR 6; Medium Humanoid (Human); HD 6d4+6; hp 22; Init +2; Spd 30 ft.; AC 14 (touch 11, flat-footed 14); Base Atk +3; Grp +3; Atk +4 melee (1d4/19-20, masterwork dagger) or +4 melee (1d3 subdual, masterwork whip); Full Atk +4 melee (1d4/19-20, masterwork dagger) or +4 melee (1d3 subdual, masterwork whip); Face/Reach 5 ft./5 ft.; SQ Summon familiar (Bolt); AL CG; SV Fort +3, Ref +4, Will +8; Str 10, Dex 15, Con 12, Int 15, Wis 16, Cha 13 Skills and Feats: Balance +4, Concentration +10, Craft (carpentry) +4, Gather Information +3, Knowledge (arcana) +11, Knowledge (geography) +8, Profession (sailor) +11, Speak Language (illuskan, common, chondathan, draconic), Spellcraft +13; Alertness*, Enlarge Spell, Exotic Weapon Proficiency (whip), Improved Familiar, Scribe Scroll{B}, Ship’s Mage, Stormheart Special Qualities: Summon familiar (Bolt). Wizard Spells Prepared (4/4/4/2; base DC = 12 + spell level; caster level 6th): 0-detect magic, mage hand, mending, read magic; 1st-grease, mage armor, magic missile, obscuring mist; 2nd-fox’s cunning, protection from arrows, stormrunner’s ward [SW], swim [CAr]; 3rd-favorable wind [SW], lightning bolt. Spellbook: As above, plus Sabyna knows some of the wizard/sorcerer spells in the Player’s Handbook as well as a couple of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, Player’s Guide to Faerun, and Stormwrack. Sabyna has one spellbook which is waterproof. Possessions: Masterwork dagger, masterwork whip, bag of holding (type I). Sabyna is the owner of Breezerunner, a cargo ship (use Cog statistics from Stormwrack).. Description: Sabyna is an attractive 23-year-old woman, vivacious and mischievous when given the opportunity. She stands 5’5” tall and keeps her copper-colored hair cut short. Her eyes are slightly lighter, a reddish brown. She has a full figure but keeps lean by working constantly on her ship. She dresses sensibly in breeches while aboard ship but likes to dress up when the occasion presents itself. Scattered freckles cross the bridge of her nose, standing out in spite of her heavy tan. Note: Bolt grants its master Alertness as long as it is within 5 feet. Skill bonus provided by Alertness feat has not been added to her skills. Sources: Dragon #255, PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E), and Stormwrack (3.5E). Bolt: Tatterdemanimal familiar; CR -; Small Construct; HD 6; hp 11; Init +5; Spd 40 ft., fly 40 ft. (clumsy); AC 19 (touch 16, flat-footed 14); Base Atk +3; Grp -1; Atk +4 melee (1d4, slam); Full Atk +4 melee (1d4, slam); Face/Reach 5 ft./5 ft.; SA Control host, improved grab, wrap; SQ Construct traits, deliver touch spells, empathic link, immunity to blunt weapons, improved evasion, share spells, speak with master; AL N; SV Fort +0, Ref +5, Will +4; Str 10, Dex 21, Con -, Int 10, Wis 19, Cha 15 Skills and Feats: Hide +15, Move Silently +11; Stealthy Special Qualities: Control host (Will DC 12). Empathic link, improved evasion, share spells, deliver touch spells, speak with master. Source: Monster Manual II (3E). Are there any updates for these characters' stats by the end of the series? |
| Jiggawha11-19-06, 09:40 AM | I've already posted this one in Elven Netbook, but it must be here also ... 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 ------------------------------------------------------------ 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) ------------------------------------------------------------ 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 ------------------------------------------------------------ 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. ------------------------------------------------------------ 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 ------------------------------------------------------------ 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) ------------------------------------------------------------ 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). |
| ClobberinTime11-20-06, 12:17 PM | Elven netbook? Where is this? |
| Jiggawha11-20-06, 12:35 PM | It's a project we're working on, look around (http://boards1.wizards.com/showthread.php?t=732165) |
| Mordor1111-24-06, 08:26 AM | Hi to everyone. We currently have a thread running regarding the stats of Gareth Dragonsbane and his party as well as Athrogate of the Sellswords books. Anybody interested in taking on the project or is it currently being worked on? |
| Jiggawha11-24-06, 03:10 PM | Gareth and his party are here (http://boards1.wizards.com/showpost.php?p=2952067&postcount=258) And Athrogate is a novel (only) character I'm not sure he can be posted here |
| Green Giant11-24-06, 05:49 PM | Are there any updates for these characters' stats by the end of the series? Sorry but there don't seem to be any. I haven't read the Threat from the Sea trilogy although I do have the anthology, so I don't know what the characters' stats may look like. |
| Green Giant11-26-06, 03:26 PM | Here is one requested NPC. Enjoy. :) Amaeraszantha the Great Wyrm of the Tears CR 26 Female great wyrm amethyst dragon N Gargantuan dragon (earth) Monster Manual II 79 Init +1; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Listen +48, Spot +48 Languages Aquan, Auran, Common, Draconic, Dwarven, Gnome, Ignan, Terran ------------------------------------------------------------ AC 45, touch 7, flat-footed 44 (-4 size, +38 natural, +1 Dex) hp 565 (39 HD); DR 20/magic Immune paralysis, sleep; ring of freedom of movement Resist fire 15; PR 31 Fort +29, Ref +22, Will +27; +4 on saves against force-based effects ------------------------------------------------------------ Speed 40 ft., fly 200 ft. (clumsy), burrow 20 ft., swim 10 ft. Melee bite +49 (4d6+14/19-20) and 2 claws +47 (2d8+7) and 2 wings +47 (2d6+7) and tail slap +47 (2d8+21) Space 20 ft.; Reach 15 ft. (20 ft. with bite) Base Atk +39; Grp +65 Atk Options Adroit Flyby Attack, Cleave, Great Cleave, Power Attack, Quicken Breath, Snatch; crush (4d6+21, DC 37 Reflex half), tail sweep (2d6+21, DC 37 Reflex half) Special Actions breath weapon (120 ft. line, 24d8 lethal or nonlethal concussive force, DC 37 Reflex half) Combat Gear cognizane crystal (5 power points), dorje of telekinetic maneuver (39 charges), psicrown of the cautious warrior (225 power points), power stone of psionic major creation, power stone of psionic blast Power Points/Day 301 Powers Known (ML 17th, psychokinesis primary discipline) 9th-reality revision 8th-psionic greater teleport, psionic mind blank, psionic telekinetic sphere (DC 24), true metabolism 7th-energy conversion, energy wave (DC 23), psionic moment of prescience, reddopsi 6th-null psionics field, psionic disintegrate (ranged touch +40, DC 22), psychometry, temporal acceleration 5th-energy nullification field, psionic true seeing, psychic crush (DC 21), telekinetic buffer 4th-aura sight, correspond, inertial barrier, metamorphosis, psionic divination 3rd-body adjustment, dispel psionics, energy cone (DC 19), mental barrier 2nd-detect hostile intent, ego whip (DC 18), psionic identify, psionic tongues 1st-call to mind, control object, defensive precognition, detect psionics, inertial armor Psi-Like Abilities (ML 17th) 3/day–stomp (17d4 nonlethal, DC 17) 1/day–amethyst telekinesis, body equilibrium, explosive gem (13d6, DC 29), invisibility, psionic suggestion (8 targets, DC 18) ------------------------------------------------------------ Abilities Str 39, Dex 12, Con 27, Int 22, Wis 23, Cha 22 SQ planar travel Feats Adroit Flyby Attack, Cleave, Draconic Knowledge, Expanded Knowledge (metamorphosis), Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Multiattack, Quicken Breath, Quicken Power, Power Attack, Psionic Endowment, Psionic Meditation, Recover Breath, Snatch, Wingover Skills Bluff +45, Concentration +45, Diplomacy +45, Hide +15, Intimidate +35, Knowledge (arcana) +30, Knowledge (history) +45, Knowledge (nature) +20, Knowledge (psionics) +45, Knowledge (the planes) +20, Listen +48, Move Silently +15, Psicraft +29, Search +48, Sense Motive +30, Spot +48, Survival +6 (+8 in natural environment or on planes), Swim +14, Use Magic Device +16 Possessions combat gear plus hoard as well as ring of freedom of movement ------------------------------------------------------------ Hook “Knowledge is like fish; both are slippery and hard to grasp.” Description This wise, reclusive dragon may be the eldest of her race in Faerun. She spends much of her time swimming or basking in a stagnant lake at the heart of ruined Haumoritas, an ancient human city now known as Tempus’ Tears. She often metamorphosizes into a beautiful human female and dons a set of manacles she has magically arranged and altered so that she appears to be set out as a sacrifice “for the terrible dragon that lairs near here.” In this way, she learns a lot about the true natures and intent of intruders before any hostilities begin. She is wary and experienced in battle, and her purple scales have darkened almost to black. She is sometimes mistaken for a black dragon. ------------------------------------------------------------ Planar Travel (Su): An amethyst dragon has the innate ability to pass instantly between the Material Plane and the Inner Planes. ------------------------------------------------------------ Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), Monster Manual II (3E), Draconomicon (3.5E), Expanded Psionic’s Handbook (3.5E), and D&D 3.5 Update Booklet. Hoard Coins: 10,857 gp, 1,281 pp Goods: 3 azurites (8 each), 2 obsidians (10 each), blue quartz (10), smoky quartz (30), bloodstone (80), white pearl (120), violet garnet (200), 2 amethysts (500 each), 2 black pearls (700 each), 1 black star sapphire (700), 4 red tears (1000 gp each), cedar couch (30), pair of brass bowls (90 each), silver tiara with missing gems (120), steel belt engraved with battle scenes (140), cold iron holy symbol of Tempus (200), silver plate (200), coral crown (300), small copper mobile of the celestial heavens (300), silver Netherese blast scepter [all charges used] (300), adamantine pin with pearl (400), lion skin blanket (400), bronze circlet with lapis lazuli (700), silk tapestry of dancing geishas (700), steel mug studded with rubies (900), mithral brooch in the shape of a pine tree (1,000), black dragon’s horn with a silver mouthpiece (1,500), large steel statue of a Hellrider (1,600), gold amulet with amethyst (2,000), silver anklet depicting mountains (2,000), darkwood armoire filled with various outfits (3,000 armoire, 3,000 total clothing), Maztican plumaweave tapestry depicting the feathered dragon Qotal (3,000), painting of the greatship Hommein (4,000), glass pillar engraved with scenes of love (5,000), gold tray etched with flowers and studded with sapphires, rubies, and emeralds (9,000), small crystal statue of Aghairon’s tower (11,000) Items: +2/+2 quarterstaff, +2 mindcrusher longsword, potion of water breathing, boots of temporal acceleration |
| Ishmayl11-26-06, 09:31 PM | Sorry but there don't seem to be any. I haven't read the Threat from the Sea trilogy although I do have the anthology, so I don't know what the characters' stats may look like. Well, with that being said, I would like to officially make a request for said stats. Cheers! |
| Alurvelve11-27-06, 02:53 AM | I would just like to say to everyone who has been spending thier time to post all these npcs Thank You. It helps out so many of us as a community to have such capable people doing these and just wanted to show some appreciation. |
| Jiggawha12-23-06, 08:06 AM | Thanks Alurvelve This was a somewhat unusual request, sorry for tha delay but I'm busy these days ... the hook and description are what they are, I'm not currently into mind flayer state of mind so maybe they seem undetailed ... Lugribossk, Proxy of Ilsensine DvR 1 Male elite psionic ulitharid Telepath 8/Divine Mind 4 of Ilsensine LE Large Aberration (psionic) (demigod) Init +10; Divine Senses darkvision 1 mile; Listen +17, Spot +27 Languages any plus telepathy 1 mile ------------------------------------------------------------ AC 57, touch 40, flat-footed 57 (-1 Size, +3 Dex, +11 armor, +17 deflection, +1 divine, +10 insight, +6 natural) (-4 Size in changeling form) Hp 480 (528) (24 HD) Immune to ability drain, ability damage, acid, cold, death effects, death from massive damage, disease, disintegration, electricity, energy drain, mind affecting effects, paralysis, poison, sleep, stunning, transmutation Resist DR 25/epic, fire 21, PR 39, sonic 21 Fort +50 (52), Ref +47 (46), Will +55; ------------------------------------------------------------ Speed 80 ft. (16 squares), 120 ft. (in changeling form) Melee 2 long tentacles +26 (1d8 +10/20/x2) and 4 deep crystal extended tentacles of lawful power +26 (1d10 +2d6 psionic +3d6 lawful +10/20/x2 +6d6 lawful) Changeling Melee 2 long tentacles +29 (1d8 +3d6 acid +16/20/x2 +6d6 acid) and 4 deep crystal extended tentacles of lawful power +29 (1d10 +3d6 acid +2d6 psionic +3d6 lawful +16/20/x2 +6d6 lawful +6d6 acid) or 2 claws +32 (8d6 +16 plus slow/20/x2) Base Atk +16; Grp +29 (+41 in changeling form, but he cannot extract brains with tentacles that long) Space/Reach 10 ft./10 ft. or 20 ft./20 ft. (26 ft. for claws, 50 ft. for tentacles) in changeling form Special Actions command or rebuke oozes (20/day, +4 to check) Special Attacks improved grab, extract, mind blast (DC 34) Combat Gear dorje of intellect bomb (20th, 50 charges) Psionic Powers Known (ML 26th, 27th for evil, law and Clairsentience powers): 38 (5/4/4/4/3/6/4/3/5/E 2) E (2/day)–enslave, power worm 9th–assimilate, pain affinity field, psionic etherealness, timeless body, urge extermination 8th–bend reality, mind seed, true metabolism 7th–decerebrate, energy claw, evade burst, psionic moment of prescience 6th–inconstant location, mass cloud mind, psionic contingency, psionic disintegrate, psychometry, temporal acceleration 5th–adapt body, detain ectoplasm, psionic plane shift 4th–empathic feedback, psionic modify memory, psychic reformation, schism 3rd–crisis of breath, mindfire, telekinetic force, psionic glyph of warding 2nd–body adjustment, brain lock, ego whip, psionic levitate 1st–contol flames, control light, defensive precognition, matter agitation, mind thrust Power Points 924 (32 max for 1 power) Power Save DC (32 + power lvl., +2 for compulsion powers, +4 for Telepathy powers) Spell-like Abilities (CL 11th): 9th (at will)–dominate monster, foresight, implosion, Mordenkainen's disjunction, summon monster IX, weird 8th (at will)–discern location, mass charm monster, mind blank, power word blind, protection from spells, shield of law, unholy aura 7th (at will)–Bigby's grasping hand, blasphemy, brain spider, destruction, dictum, greater teleport, legend lore, spell turning 6th (at will)–antimagic field, create undead, geas/quest, hold monster, find the path, probe thoughts, transmute rock to mud 5th (at will)–dispel chaos, dispel good, Evard's black tentacles, greater command, Rary's telepathic bond, spell resistance, true seeing 4th (at will)–discern lies, divination, fear, imbue with spell ability, order's wrath, rusting grasp, unholy blight 3rd (at will)–clairaudience/clairvoyance, discern lies, dispel magic, lesser telepathic bond, magic circle against chaos, magic circle against good, poison 2nd (at will)–calm emotions, detect thoughts, desecrate, enthrall, identify, Melf's acid arrow 1st (at will)–command, comprehend languages, detect secret doors, grease, Nystul's magic aura, protection from chaos, protection from good Spell Save DC (28 + spell lvl.) Item Provided Powers (ML 20th): 1/day–genesis, greater metamorphosis, metafaculty, psychic chirurgery, true creation, true seeing ------------------------------------------------------------ Abilities Str 30 (42), Dex 17, Con 28 (36), Int 42 (50), Wis 28, Cha 37 (45) SQ Aberration, Immortality, Divine Immunities, Divine Resistances, Salient Divine Ability (Divine Psionics), Domain Powers, Divine Aura, Divine Senses, Remote Communication, Remote Sensing, Portfolio, SR 39, Regeneration 1, Telepathy 1 mile, Mind Blast, Improved Grab, Extract, Psicrystal, Psychic Aura 1 mile ft. (Perception), Mantle, Divine Grace, Changeling Form Feats Ability Focus (Mind Blast), Craft Psionic Seal, Dark Speech, Graft Illithid Flesh, Improved Initiative, Linked Power, Practiced Manifester Bonus Psion Feats Psicrystal Affinity, Quicken Power, Twin Power Bonus Divine Mind Feat Wild Talent Epic Feats Epic Manifesting, Epic Psionic Focus Traits Nightsighted, Suspicious Incarnate Powers augmented danger sense, detect psionics, detect remote viewing Contingent Powers astral seed, timeless body (if targeted by salient divine power) Special Lugribossk has read the Sutra of Tranquil Thought Skills Autohypnosis +15, Bluff +40, Concentration +41 (43), Craft (alchemy) +29, Decipher Script +33, Diplomacy +46, Gather Information +45, Intimidate +34, Knowledge (history) +41, Knowledge (nobility and royalty) +39, Knowledge (psionics) +48, Knowledge (religion) +48, Knowledge (the planes) +48, Listen +17, Psicraft +82, Search +21, Sense Motive +40, Spot +27, Survival +14 (only when on other planes) Possessions above plus bracers of armor +11, cloak of resistance +7, divine tessadyle robe, epic psionatrix of telepathy (+4), extractor globe, greater metapsionic rod (intensify), headband of intellect +8, ring of the body and soul +8 (Con and Cha increase), rod of excellent psionics, shard of psicraft +30, staff of ancient Penumbra, tendril rings of Ilsensine, tentacle extensions of lawful power Psicrystal construct traits, Hp 240, AC 26, Int 16, Fort +7, Ref +9, Will +18, hardness 8, improved evasion, PR 30, Init +2, Skills: ranks as owner, different modifiers. It speaks Undercommon and has a Resolved personality (+2 to Will saves). Within arms reach it provides Alertness feat. Self Propulsion (Speed 30 ft., climb 20 ft.), Share Powers, Sighted, Telepathic Link (mindlink 10 miles), Deliver Touch Powers, Telepathic Speech (30 ft.), Flight (50 ft., average), Sight Link (Sp, 1/day, he can remote view psicrystal), Channel Power (Sp, up to 10 miles), Psicrystal Power (ML 26th, timeless body, 17 power points) Tendril Rings of Ilsensine are thin slips of silver that slide over the mouth tentacles. Rings provide +1 sacred bonus to his saving throws and are implanted with plane shift trigger. When wearer's hit points are reduced to 10 or lower the rings contingently teleport him to predetermined safe location. 1/day when he rubs his tentacles against each other the rings produces eerie sound (soothing for illithids) that resonates not only physically but also mentally. A channel of divine power opens in a 1 mile ft. cone, all non-illithids must save (Will DC 30) or be stunned for 20 rounds. Psionics are only stunned for 12 rounds. Regardless of whether or not the save has been made, victims exposed to the maddening thoughts of Ilsensine recieve -2 penalty to all rolls for 20 rounds. Divine and arcane casters lose 4 random spell slots and must memorize or pray for them again. The disorientation caused by the rings is so acute that victims fail all Concentration checks (inluding regaining spells) and cannot be psionically focused for an entire day [Major Artifact; Overwhelming Metacreativity; ML 35th; Weight: 6 lbs.] Divine Tessadyle Robe if the wearer has at least one power point in reserve the robe provides +10 insight bonus to AC and Reflex saves. Lugribossk can also use following powers once per day (ML 20th): genesis, greater metamorphosis, metafaculty, psychic chirurgery, true creation [Minor Artifact; Overwhelming Metacreativity; ML 30th; Weight: 30 lbs.] ------------------------------------------------------------ Hook ''In the end the whole multiverse will succomb to the dominion of Ilsensine.'' Description Ilsensine is far more apt to dispatch a proxy than an avatar when the deity stirs from its brooding dreams of domination. When Ilsensine does send a proxy to assist a particularly bold illithid plan of subjugation, that proxy is usually Lugribossk. Lugribossk has two forms. Normally, it appears a an ulitharid (a 7-foot-tall, six-tentacled illithid). In this form it takes the role of an important Creedmaster from a distant illithid city, arriving to consult on an important matter. When enraged or in battle, Lugribossk calls upon the power of its lord to grow and change to a more fearsome form Note I've assumed that Ilsensine's DvR is 16 *bonus power points are based on Improved Manifestation [epic] feat, e.g. minimum +10 ability modifier would give +19 power points, +11 would provide +40 (19 +21) etc. **based on Improved Spell Capacity [epic] feat, adjusted to his Int and balanced to half ------------------------------------------------------------ Mind Blast (Sp) 60 ft. long cone, anyone caught inside must make a Will save (DC 34) or be stunned for 3d4 rounds Improved Grab (Ex) to use this he must hit S, M or L creature (or larger but must have foe's head in reach) with its tentacle attack, it can then start to grapple as a free action, if he wins a grapple check it establishes a hold, if he begins his turn with at least one tentacle attached it can try to attach others. Opponent can escape with successful grapple check or an Escape Artist check (ulitharid gets +2 bonus for every tentacle) Extract (Ex) if he begins his turn with four tentacles attached, a successful grapple check extracts opponent's brain, instantly killing it Domain Powers Evil (casts evil powers at +1 CL), Knowledge (casts Clairsentience powers at +1 CL), Law (casts powers with law descriptor at +1 CL), Magic (use scrolls, wands or spell trigger activation as a wizard of 12th lvl.), Mind (+2 on Bluff, Diplomacy and Sense Motive checks), Slime (he can rebuke or command oozes as an evil cleric, 20/day), Tyranny (the saving throw DC of and power of compulsion descriptor increases by 2) Salient Divine Ability (Ex) Divine Psionics (Lugribossk gains 319* bonus power points, he also can also expend 11** power points more than the usual maximum of his psion lvl. Also he recieves Psionic Endowmet feat for any power he manifests with no effect on his Concentration. Lugribossk's manifesting doesn't provoke attacks of opportunity) Divine Senses (Ex) Lugribossk can use his senses up to 1 mile radius Remote Communication (Ex) as a standard action he can send a communication to a remote location, he can speak to any of Ilsensine's worshipers and to anyone within 1 mile from a site dedicated to it. The creature being contacted recieves a telepathic message or some manifestation or omen. Communication power crosses all planes and barriers. Lugribossk can communicate up to two beings at once as a free action as long as he likes Remote Sensing (Su) as a standard action he can percieve everything within a 1 mile radius around any of Ilsensine's worshipers and sites sacred to it. Effect can be centered on any location where someone speaks Ilsensine's name or an event related to portfolio happens within last hour. He can sense two locations at once and still be able to sense what's going on around him. The power can only be blocked by Divine Shield or by a deity with higher DvR. This means that Lugribossk can also block such powers for an hour in the mentioned places Portfolio Portfolio Sense (he automatically senses an event, in fact only knows that it happens now, that involves Ilsensine's portfolio, or an event that affects one thousand or more mind flayers), Automatic Actions (Lugribossk can make one skill check per round as a free action if it involves Ilsensine's portfolio), Create Psionic Items (he can create psionic items related to Ilsensine's portfolios without any requisite creation feats, for psionic seals and illithid grafts the cost is halved) Divine Aura (Ex) mortals and quasi-deities can be affected (successful Will save DC 28 to resist it for a day). As a free action Lugribossk can choose to extend aura radius up to 1 mile, also he can choose which creatures will be affected by it and by which effect: Daze (affected beings just stare in fascination, they can defend themselves but they cannot take any other actions); Fright (affected beings suffer -2 morale penalty on all rolls and checks, they flee, though they can choose their own path); Resolve (allies recieve +4 morale bonus on all rolls and checks, foes suffer -4 morale penalty) Psychic Aura (Su) Perception (currently active, Lugribossk and his allies within 1 mile gain +2 morale bonus to Initiative, Listen and Spot checks) Mantle (Ex) Mental Power (his allies within aura gain +2 bonus on saves against mind-affecting powers and abilities) Divine Grace (Su) Lugribossk gains a bonus on his saves equal to his Cha bonus Improved Uncanny Dodge (Ex) he retains his Dex bonus to AC even if caught flat-footed, he cannot be flanked Changeling Form (Ex) Lugribossk can call upon a power of his deity to change into more fearsome, gargantuan form. The change requires 1 full round to complete. His size increases to Gargantuan (suffers -3 penalty to Attack and AC, gains +8 bonus to grapple checks, +12 to Str, -2 to Dex, +4 to Con), his tentacles extend 30 ft., and recieve Acidic Blast weapon ability (his tentacles secrete terrible flesh-dissolving enzyme), his nails grow to menacing black claws (as if affected by claws of darkness power). The claws inflict 8d6 damage and creature struck by it is slowed (Fort DC 31 to negate). In addition Lugribossk's eyes glow like beacon fires (as if affected by aura sight and hypercognition simultaneusly) and his mauve skin leaves a suggestive brail of purple radiance in the air to mark his passage ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM (3.5E), Lords of Madness (3.5E), Expanded Psionics Handbook (3.5E), Faiths and Pantheons (3E), Deities and Demigods (3E), Complete Psionic (3.5E), Underdark (3.5E), Dragon 255, 296, 308, 345 and Ilithiad (2E). |
| Torkwaret12-25-06, 05:13 AM | His size increases to Gargantuan, his tentacles extend 30 ft., and secrete terrible flesh-dissolving enzyme, his nails grow to menacing black claws He, he, he :D The Krakentua is coooomiiiing :evillaugh |
| Green Giant12-25-06, 01:10 PM | Has Firebeard Elvenhair been done in either of these threads, Green Giant? I found out he (supposedly) had 2nd Edition stats in Dragon, but what about 3.X, here or otherwise? Hey Mad Mage, I have your NPC request statted as well as some others that have been requested. Unfortunately, I just got a new PC :D and all the files are in the old. So until I find a way to transfer them, it'll be a while before I post NPCs. :( I hope you and the rest of those with requests can wait. |
| Grond Peaksmasher12-27-06, 03:57 AM | Thank you so much for Ligribossk, Jiggawha - top job!! |
| Jiggawha12-27-06, 09:08 AM | He, he, he :D The Krakentua is coooomiiiing :evillaugh Bwahaha good old krakhead |
| Green Giant01-20-07, 11:09 AM | Atad Yelloweyes CR 13 Male Yuan-ti Pureblood Ranger 9 of Mielikki/Harper Agent 1 CG Medium Monstrous Humanoid (Psionic) Init +6; Senses darkvision 60 ft., Listen +5, Spot +5 Languages Chondathan, Common, Yuan-ti ------------------------------------------------------------ AC 21, touch 18, flat-footed 15 (+6 Dex, +2 armor, +2 deflection, +1 natural); Dodge, Mobility HP 93 (14 HD) Resist evasion; PR 24 Fort +10, Ref +18, Will +12 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +1 scimitar +16/+11/+6 (1d6+3/17-20) Melee masterwork dagger +16/+11/+6 (1d4+2/19-20) Ranged +3 composite shortbow (+2 Str) +23/+18/+13 (1d6+5/x3) or +3 composite shortbow (+2 Str) +21/+21/+16/+11 (1d6+5/x3) with Rapidshot or +3 composite shortbow (+2 Str) +17/+12/+7 (3d6+15/x3) with Manyshot Base Atk +13; Grp +15 Atk Options Blind-Fight, Point Blank Shot, favored enemy serpentfolk +4, favored enemy magical beast +2 Combat Gear potion of cure serious wounds x2, potion of lesser restoration Ranger Spells Prepared (CL 4th): 1st–hunter’s mercy, resist energy Psi-Like Abilities (ML 3rd) At will–detect hostile intent, psionic charm (affects animals, fey, giants, humanoids, magical beasts, and monstrous humanoids, DC 12*), psionic daze (6 HD, DC 11*) 1/day–aversion (DC 12), concealing amorpha, darkness, entangling ectoplasm (Large creature*). *Includes augmentation for the pureblood’s manifester level. ------------------------------------------------------------ Abilities Str 14, Dex 22, Con 13, Int 12, Wis 12, Cha 10 SQ alternate form, animal companion (none), Harper knowledge +2, swift tracker, woodland stride, wild empathy +9 (+5 magical beasts) Feats Alertness {B}, Blindfight {B}, Dodge, Endurance{B}, Manyshot {B}, Mobility, Negotiator, Point Blank Shot, Rapid Shot {B}, Shot on the Run, Track{B}, Skills Climb +7, Diplomacy +12, Disguise +5 (+10 as human), Hide +17, Jump +7, Gather Information +2, Knowledge (dungeoneering) +6, Knowledge (local-Western Heartlands) +6, Knowledge (nature) +8, Listen +5, Move Silently +15, Search +6, Sense Motive +8, Spot +5, Survival +10 (+12 underground, in aboveground natural environments, and to find or follow tracks), Swim +7 Possessions combat gear plus chameleon leather, +1 scimitar, masterwork dagger, +3 composite shortbow (+2 Str), quiver, 3 +1 corrosive arrows, 20 arrows, cloak of resistance +2, gloves of dexterity +2, lesser bracers of archery, lesser Harper Pin, ring of protection +2, wooden holy symbol (Mielikki). 200 gp in coins, gems, and jewelry. ------------------------------------------------------------ Hook “I can guide you.” Description Unknown (possible yellow eyes revealing his yuan-ti heritage). ------------------------------------------------------------ Alternate Form (Sp): Yuan-ti can assume the form of a Tiny to Large viper as a psionic ability. This ability is similar to a polymorph spell (caster level 19th), but a yuan-ti does not regain any hit points for changing form, and it can only assume viper forms. The yuan-ti loses its natural weapons (if any) and gains the natural weapon of the viper form it assumes. If the yuan-ti has a poisonous bite of its own, it uses its own or the viper’s poison, whichever is most potent. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Magic of Faerun (3E), Expanded Psionics Handbook (3.5E), and Spell Compendium (3.5E). Ssentenna Di’Natassa CR 21 Female Yuan-ti Pureblood Cleric 5 of Sseth/Sorcerer 5/Mystic Theurge 8 CE Medium Monstrous Humanoid (Psionic) Init +2; Senses darkvision 60 ft., Listen +9, Spot +9 Aura evil (strong) Languages Common, Draconic, Tashalan, Yuan-ti, empathic link ------------------------------------------------------------ AC 25, touch 18, flat-footed 15 (+2 Dex, +8 armor, +3 deflection, +2 natural) HP 76 (22 HD) PR 32 Fort +13, Ref +15, Will +27 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +1 venomous dagger +15/+10/+5 (1d4+2/19-20) Ranged +1 light crossbow +16 (1d8+1/19-20) Base Atk +13; Grp +14 Atk Options Blind-Fight Special Actions rebuke scaled one animals 9/day (+8, 2d6+13, 5th), rebuke undead 9/day (+8, 2d6+13, 5th) Combat Gear 2 doses of duthlah’hass oil, 2 doses of jalasss oil, potion of gaseous form, potion of protection from energy (fire), ring of spell storing (air walk, sanctuary), arcane scroll of lightning bolt, divine scroll of summon monster VI, staff of transmutation (10 charges), wand of cure critical wounds (30 charges), wand of suggestion (19 charges) Cleric Spells Prepared (CL 9th; 1d20+11 to overcome SR): 5th–animal growth (DC 20) {D}, greater command (DC 20), slay living (DC 20) 4th–freedom of movement, poison (melee touch +14, DC 19) {D}, spell immunity, tongues 3rd–dispel magic {D}, invisibility purge, know vulnerabilities (DC 18), protection from energy, wind wall 2nd–aid, animal trance (scaled one animals only) (DC 17) {D}, cure moderate wounds, enthrall (DC 18), silence, undetectable alignment 1st–bane (DC 16), command (DC 16), divine favor, entropic shield, magic fang {D}, sign [SC], vision of glory [SC] 0–detect magic, detect poison, guidance x2, mending, purify food and drink D: Domain spell. Deity: Sseth (Set). Domains: Magic, Scalykind Sorcerer Spells Known (CL 9th; 1d20+11 to overcome SR) 4th (5/day)–confusion (DC 20), dimension door 3rd (7/day)–displacement, major image (DC 19), suggestion (DC 19) 2nd (8/day)–cat’s grace, detect thoughts (DC 18), Melf’s acid arrow (+15 ranged touch) 1st (8/day)–animate rope, disguise self, grease (DC 17), magic missile, shield 0 (6/day)–acid splash (+15 ranged touch), dancing lights, launch bolt (+15 ranged attack) [SC], mage hand, message, prestidigitation, read magic, stick (DC 16) Psi-Like Abilities (ML 3rd) At will–detect hostile intent, psionic charm (affects animals, fey, giants, humanoids, magical beasts, and monstrous humanoids, DC 18*), psionic daze (6 HD, DC 17*) 1/day–aversion (DC 18), concealing amorpha, darkness, entangling ectoplasm (Large creature*). *Includes augmentation for the pureblood’s manifester level. ------------------------------------------------------------ Abilities Str 12, Dex 14, Con 10, Int 15, Wis 20, Cha 22* SQ alternate form, familiar (Sslonsss), share spells Feats Alertness {B}, Blindfight {B}, Combat Casting, Craft Wondrous Item, Divine Armor, Eschew Materials, Extend Spell, Forked Tongue, Improved Familiar, Spell Penetration Skills Bluff +13, Concentration +16 (+20 when casting defensively), Diplomacy +15, Disguise +10 (+12 acting, +15 as human), Hide +6, Knowledge (arcana) +21, Knowledge (religion) +21, Listen +9, Sense Motive +10, Spellcraft +23, Spot +9 Possessions combat gear plus +1 venomous dagger, +1 light crossbow, case, 5 +1 unholy bolts, 20 bolts, belt of priestly might and warding, bracers of armor +8, carpet of flying (5 ft. by 10 ft.), robes of resistance +4, rod of splendor, periapt of wisdom +2, ring of protection +3, slippers of spider climbing, golden holy symbol (Sseth). 5,000 gp in coins, gems, and jewelry. * Ssentenna Di’Natassa uses the jahi’s Charisma for all Cha-based checks. Her own Charisma score is an 18. ------------------------------------------------------------ Hook “Chult isss oursss.” Description A snake-tongued seductress of unparalleled beauty. ------------------------------------------------------------ Alternate Form (Sp): Yuan-ti can assume the form of a Tiny to Large viper as a psionic ability. This ability is similar to a polymorph spell (caster level 19th), but a yuan-ti does not regain any hit points for changing form, and it can only assume viper forms. The yuan-ti loses its natural weapons (if any) and gains the natural weapon of the viper form it assumes. If the yuan-ti has a poisonous bite of its own, it uses its own or the viper’s poison, whichever is most potent. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Shining South (3.5E), Magic of Faerun (3E), Expanded Psionics Handbook (3.5E), Spell Compendium (3.5E), and Player’s Handbook II (3.5E). Sslonsss, Jaculi Familiar CR – CE Medium Magical Beast (psionic) Serpent Kingdoms 67 Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen +10, Spot +10 Languages empathic link ------------------------------------------------------------ AC 16, touch 13, flat-footed 13 hp 48 (22 HD) Resist improved evasion Fort +11, Ref +12, Will +19 ------------------------------------------------------------ Speed 30 ft. (6 squares), climb 20 ft., swim 20 ft. Melee bite +16 (1d6+4) Base Atk +13; Grp +16 Atk Options Power Attack, constrict 1d8+4, flying gore 1d8+6, improved grab Special Actions spring Psi-Like Abilities (ML 12th) At will–chameleon 1/day–animal trance (DC 9). ------------------------------------------------------------ Abilities Str 17, Dex 17, Con 15, Int 11, Wis 12, Cha 2 Feats Alertness, Power Attack, Toughness Skills Balance +11*, Climb +11*, Hide +10*, Jump +20*, Listen +10*, Spot +10*, Swim +11* * +4 racial bonus on Hide, Listen, and Spot checks. +8 racial bonus on Balance, Climb, and Jump checks. A jaculi can always choose to take 10 on Climb checks, even if rushed or threatened. +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. ------------------------------------------------------------ Flying Gore (Ex): A jaculi can hurl itself down on an opponent like an arrow from a point 30 feet or more above. This flying gore attack (+10 melee) deals piercing damage from the jaculi’s horns and does not provoke attack of opportunity. Spring (Ex): A jaculi can gather its coils and then launch itself in a jump. The Jump Dcs for both long jumps and high jumps are halved, and no running start is required. Furthermore, when jumping down, the jaculi takes damage as if it had dropped 70 feet fewer than it actually did. Jahi CR 16 LE Tiny Undead (Incorporeal) Monster Manual II 130 Init +4; Senses darkvision 60 ft.; Listen +22, Spot +22 Languages Common, Yuan-ti ------------------------------------------------------------ AC 16, touch 16, flat-footed 16 (+2 size, +4 deflection) Miss Chance 50% (incorporeal) hp 162 (25 HD) Immune undead immunities SR 27 Fort +8, Ref +10, Will +18 ------------------------------------------------------------ Speed fly 60 ft. (perfect) (12 squares); Flyby Attack Melee incorporeal touch +14 (1d3 plus 1d4 Cha) Space 2-1/2 ft; Reach 0 ft. Base Atk +12; Grp – Atk Options Blind-Fight, Combat Expertise Special Actions Charisma drain Spell-Like Abilities (CL 20th) 4/day–dominate person (DC 20). ------------------------------------------------------------ Abilities Str –, Dex 11, Con –, Int 15, Wis 15, Cha 18 SQ incorporeal traits, invest Charisma, undead traits Feats Ability Focus (dominate person), Alertness, Blind-Fight, Combat Expertise, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability (dominate person) Skills Balance +2, Bluff +19, Diplomacy +25, Escape Artist +23, Hide +26, Intimidate +6, Jump +2, Listen +22, Search +20, Sense Motive +20, Spot +22, Tumble +23 ------------------------------------------------------------ Hook “Chult isss oursss.” Description A ghostly image of a serpentine, scaled worm with three elongated faces. It embodies the unfulfilled desires of the yuan-ti to reclaim the Chultan Peninsula. ------------------------------------------------------------ Charisma Drain (Su): Each day, a jahi’s chosen one must make a Fortitude save (DC 26) or permanently lose 1d3 points of Charisma. The jahi heals 5 points of damage whenever it drains Charisma, gaining any excess as temporary hit points. Invest Charisma (Ex): After draining all Charisma from its chosen one, a jahi can automatically adhere to that creature and replace the lost Charisma with its own. While so invested, the creature uses the jahi’s Charisma for all Cha-based checks. This investment lasts as long as the jahi and the chosen one are in physical contact. If the jahi detaches, it removes the investments of its Charisma. At that point, the chosen one’s Charisma score falls to 0 and he or she becomes unconscious until at least 1 point of Charisma has been restored. |
| ravennight02-09-07, 08:33 PM | I'm trying to do write-ups for some of the magisters listed in Secrets of the Magister, and although there isn't a lot to go on, I'm taking some creative liberties. Here's what I've got so far, and I'd appreciate any input, and certainly there are some problems. First off, I'm not sure if I added up the skill points correctly, or if the additional Intelligence points are retroactive, but from what I could figure, he has 220 points to use and I think I only got to around 150, that's a lot of skills. Second of all, I think if anyone deserves some of the feats offered in the Book of Vile Darkness and Heroes of Horror, it would be "...one of the most feared magisters..." Magister Isilger Mountrant: LE male Damaran wizard 19/ archmage 5/ arcane lord 3; CR 31; Medium humanoid; HD 19d4+38 plus 5d4+10 plus 3d4+6; hp 122, Init +7; Spd 30ft; AC +13 (+ natural), (flatfooted), (touch); Atk +11/+6; SA arcane fire (su), arcane reach (su); SQ master of counterspelling, spell power, arcane generosity (su), spellpurge (su), Mystra's shield (ex), magesight (ex), spell-like abilities, mind blank (su), spell immunities (su), magister's step (su), spell focus (su), imbuement (su), name attunement (su), the magister's sigil (su), rapid preperation (su); SR 20; AL LE; SV Fort +7, Ref +7, Will +15; Str 12 (+1), Dex 16 (+3), Con 15 (+2), Int 22 (+6), Wis 15 (+2), Cha 14 (+2); Height 6ft 3in, Wt. 167lbs. Skills and Feats: Bluff +9, Concentrate +22, Craft (alchemy) +16, Craft (calligraphy) +14, Decipher Script +16, Intimidate +16, Gather Information +11, Knowledge (arcana) +42, Knowledge (history) +12, Knowledge (geography) +14, Knowledge (nobility) +19, Knowledge (the planes) +13, Move Silently +8, Profession (apothecary) +17, Profession (scribe) +7, Sense Motive +4, Spellcraft +49; Improved Initiative, Iron Will, Spell Focus (evocation), Craft WandB, Improved Counterspell, Spell Girding, Empower SpellB, Piercing EvocationComplete Mage, Maximize SpellB, Skill Focus (Spellcraft), Wounding Spell, Chain SpellB, Improved Spellcasting (10th), Improved Spellcasting (11th), Intensify SpellB, Enhance SpellEpic; |
| Green Giant02-11-07, 06:08 PM | Here are two requested NPCs from Underdark. Enjoy. :) Phindounma the Abominable CR 22 Revered Elder Phaerimm Sorcerer 1 Player’s Guide to Faerun web enhancement 8 NE Huge Aberration Init +3; Senses full vision (true seeing), Listen +12, Spot +12 Languages Beholder, Chondathan, Common, Draconic, Netherese, Orc, Phaerimm, telepathy ------------------------------------------------------------ AC 36, touch 13, flat-footed 36 (-2 size, -1 Dex, +7 armor, +5 deflection, +1 insight, +26 natural) HP 151 (20 HD), regeneration 1/hour; DR 15/magic and silver SR 29 Fort +13, Ref +9, Will +21 ------------------------------------------------------------ Speed 10 ft. (2 squares), fly 30 ft. (good) Melee 6 claws +18 (1d8+6) and bite +16 (2d8+3) and stinger +16 (2d6+3 plus poison and implant) Space 15 ft.; Reach 15 ft. (5 ft. with bite) Base Atk +14; Grp +18 Atk Options poison (DC 22, paralysis and levitation 2d4 rounds/paralysis and levitation 1d3 hours) Special Actions implant Combat Gear potion of cure serious wounds x3, potion of greater magic fang +5, potion of resist energy (sonic) 30, potion of resist energy (acid) 30, metamagic rod of empower, scroll of flesh to stone, scroll of stone to flesh, wand of lightning bolt (10th) (19 charges), wand of polymorph (23 charges), wand of suggestion (39 charges) Sorcerer Spells Known (CL 20th; 1d20+22 to overcome SR): 9th (7/day)–absorption, dominate monster (DC 30), shapechange 8th (7/day)–demand (DC 29), polar ray (+12 ranged touch), summon monster VIII 7th (8/day)–greater teleport, insanity (DC 28), project image 6th (8/day)–chain lightning (DC 27), disintegrate (+12 ranged touch, DC 28), greater dispel magic 5th (8/day)–baleful polymorph (DC 27), hold monster (DC 26), telekinesis (DC 27), wall of force 4th (8/day)–charm monster (DC 25), know vulnerabilities (DC 25), Otiluke’s resilient sphere (DC 25), stoneskin 3rd (9/day)–deep slumber (DC 24), displacement, fireball (DC 24), slow (DC 25) 2nd (9/day)–cat’s grace, knock, Melf’s acid arrow (+12 ranged touch), mirror image, protection from arrows 1st (9/day)–grease (DC 22), magic missile, ray of enfeeblement (+12 ranged touch), shield, true strike 0 (6/day)–acid splash (+12 ranged touch), amanuensis, daze (DC 22), mage hand, mending, message, open/close, read magic, stick Spell-like Abilities (CL 20th) At will–detect magic ------------------------------------------------------------ Abilities Str 22, Dex 9, Con 16, Int 21, Wis 22, Cha 32 SQ phaerimm magic Feats Extend Spell, Graft Flesh (beholder), Improved Initiative, Multiattack, Skill Focus (Heal), Spell Focus (transmutation), Spell Penetration Skills Concentration +26, Craft (alchemy) +9, Diplomacy +24, Heal +17, Knowledge (arcana) +28, Knowledge (dungeoneering) +16, Listen +12, Search +11, Sense Motive +22, Spellcraft +30, Spot +12, Survival +6 (+8 underground and follow tracks) Possessions combat gear plus bracers of armor +7, dusty rose prism ioun stone, pearly white spindle ioun stone, ioun stone of resistance +4, ring of charisma +6 (as cloak), ring of protection +5. 2,225 gp in ancient coins, gems, and jewelry. ------------------------------------------------------------ Hook “Do not struggle so I can improve you.” Description A master of beholder physiology, Phindounma has a program to breed new beholder strains, attempting to create abominations similar to those that hive mothers create. ------------------------------------------------------------ Implant (Ex): As a standard action, a phaerimm can use its stinger to lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the eggs, as does a successful DC 20 Heal check by someone with ranks in that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. Phaerimm Magic: Phaerimm cast their sorcerer as if they were spell-like abilities. Thus, they require no verbal, somatic, or material components. ------------------------------------------------------------ Sources Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Monsters of Faerun (3E), Spell Compendium (3.5E), Fiend Folio (3E), and Arms and Equipment Guide (3E). Ygnaroth the Necroseer CR 27 Revered Elder Phaerimm Sorcerer 6 Player’s Guide to Faerun web enhancement 8 NE Huge Aberration Init +1; Senses full vision (true seeing), Listen +16, Spot +16 Languages Beholder, Chondathan, Common, Draconic, Loross, Netherese, Orc, Phaerimm, telepathy ------------------------------------------------------------ AC 40, touch 16, flat-footed 39 (-2 size, +1 Dex, +10 armor, +5 deflection, +26 natural) HP 179 (25 HD); DR 15/magic and silver SR 29 Fort +16, Ref +12, Will +26 ------------------------------------------------------------ Speed 10 ft. (2 squares), fly 30 ft. (good) Melee 6 claws +21 (1d8+6) and bite +19 (2d8+3) and stinger +19 (2d6+3 plus poison and implant) Space 15 ft.; Reach 15 ft. (5 ft. with bite) Base Atk +17; Grp +21 Atk Options poison (DC 22, paralysis and levitation 2d4 rounds/paralysis and levitation 1d3 hours) Special Actions implant Combat Gear aroma of curdled death, potion of inflict serious wounds x4, rod of undead mastery, scroll of antimagic field, scroll of limited wish, scroll of plague of undead, staff of necromancy (25 charges), wand of dispel magic (10th) (12 charges), wand of fear (34 charges) Sorcerer Spells Known (CL 25th; 1d20+29 to overcome SR): 9th (7/day)–energy drain (+16 ranged touch, DC 29), foresight, power word kill 8th (7/day)–create greater undead, horrid wilting (DC 28), trap the soul (DC 27) 7th (7/day)–control undead (DC 27), ethereal jaunt, finger of death (DC 27) 6th (7/day)–create undead, greater dispel magic, shadow walk 5th (8/day)–cloudkill (DC 24), dominate person (DC 25), shadow evocation (DC 24), summon undead V 4th (8/day)–animate dead, confusion (DC 24), enervation (+16 ranged touch), phantasmal killer (DC 23) 3rd (8/day)–gaseous form, protection from energy, suggestion (DC 23), vampiric touch 2nd (8/day)–command undead (DC 22), darkness, eagle’s splendor, spectral hand, touch of idiocy 1st (9/day)–chill touch (DC 21), detect undead, magic missile, protection from good, spell flower 0 (6/day)–arcane mark, disrupt undead (+16 ranged touch), launch item, mage hand, message, open/close, ray of frost (+16 ranged touch), read magic, touch of fatigue Spell-like Abilities (CL 25th) At will–detect magic ------------------------------------------------------------ Abilities Str 22, Dex 13, Con 16, Int 21, Wis 22, Cha 28 SQ phaerimm magic Feats Combat Casting, Corpsecrafter, Fell Drain, Greater Spell Penetration, Multiattack, Necromantic Presence, Spell Focus (enchantment), Spell Focus (necromancy), Spell Penetration, Tomb-Tainted Soul Skills Bluff +18, Concentration +31 (+35 when casting defensively), Craft (alchemy) +14, Diplomacy +35, Intimidate +21, Knowledge (dungeoneering) +10, Knowledge (arcana) +33 (+38 with necromancy), Knowledge (religion) +18, Knowledge (the planes) +10, Listen +16, Search +17, Sense Motive +28, Speak Language (Loross), Spellcraft +37, Spot +16, Survival +6 (+8 on other planes and follow tracks) Possessions combat gear plus bracers of armor +10, gloves of dexterity +4, nycoptic manuscripts, ring of defense +5, tome of leadership and influence +1 (already read), Velsharoon’s binding. 4,000 gp in ancient coins, gems, and jewelry. ------------------------------------------------------------ Hook “Would you like to eye my creations?” Description Ygnaroth administers the city of Ooltul and creates and controls death tyrants. He sells death tyrants with a single eyestalk to traders across the Underdark for a king’s ransom in magic and lore. ------------------------------------------------------------ Implant (Ex): As a standard action, a phaerimm can use its stinger to lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the eggs, as does a successful DC 20 Heal check by someone with ranks in that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. Phaerimm Magic: Phaerimm cast their sorcerer as if they were spell-like abilities. Thus, they require no verbal, somatic, or material components. ------------------------------------------------------------ Sources Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Monsters of Faerun (3E), Spell Compendium (3.5E), and Libris Mortis (3.5E). Ring of Defense: This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Sources: Dragon #290. Faint abjuration; CL 5th; Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). |
| ravennight02-11-07, 09:33 PM | This may not be as complete an entry as Green Giant's, but here goes: Darthleene CR 24 CG female Tethyrian archlich wizard 18/archmage 4; medium-sized undead [augmented human] Init +2; AC , touch , flat-footed HD 22d12; hp 132; Fort +7, Ref +10, Will +17; Speed 30 ft. (6 squares); Base Atk +12/+7; Abilities Str 13 (+1), Dex 17 (+3), Con -, Int 22 (+6), Wis 21 (+5), Cha 16 (+3); SA Spell-Like Ability- hold person 6/day, spell-like abilities (1/day) chain lightning, delayed blast fireball, dispel magic, fly, identify, invisibility, greater teleport, tongues, wall of force, turn undead 5/day(su), animate dead (sp), chill touch (su);SQ immunities, projection (su), turning immunity (ex), water walk (su), mastery of counterspelling (ex), mastery of elements (ex), spell power (su); SR 21; Skills: Appraise +16, Concentration +15, Craft (bookbinding) +21, Craft (calligraphy) +20, Craft (gemcutting) +19, Decipher Script +16, Diplomacy +11, Heal +7, Knowledge (arcana) +21, Knowledge (history) +28, Knowledge (local- Western Heartlands) +19, Perform (poetry)+7, Profession (scribe) +13, Profession (bookkeeper) +17, Sense Motives +7, Spellcraft +34; Feats Skill Focus (Knowledge [history]), Spell Focus (Abjuration), Scribe Scroll (bonus), Magic Disruption [reserve], Attune Gem (bonus), Spell Penetration, Greater Spell Penetration, Still Spell (bonus), Craft Wondrous Item, Quicken Spell (bonus), Skill Focus (Spellcraft), Greater Spell Focus )(Abjuration), Still Spell (bonus), Multispell [epic], Languages Tethyrian, Common, Draconic, Elvish, Dwarf, Gnome, Flaws Noncombatant (-2 to melee attack rolls), Traits Polite (+1 to Diplomacy, -2 to Intimidate), Romantic (+1 to Diplomacy, -1 to Sense Motives), Possessions mantle of spell resistance, ring of arcane supremacy, lesser rod of quickening, veil of disguise (as hat), wand of magic missiles, staff of power, robe of stars; Wizard Spells Prepared 4/5/5/5/5/2/4/3/3/3; CL 22nd, 25th for Abjuration: 0-arcane mark, dancing lights, mending, read magic1st-endure elements, protection from evil, unseen servant, sleep, identify; 2nd-arcane lock, resist energy, web, detect thoughts, locate object, spider climb; 3rd-dispel magic, magic circle against evil, nondetection, suggestion, gaseous form; 4th- remove curse, stoneskin, dimension door, arcane eye, Otiluke's resilient sphere; 5th-break enchantment, teleport; 6th- greater dispel magic, guards and wards, legend lore, mislead; 7th-spell turning, mass hold person, Mordenkainen's sword; 8th-prismatic wall, protection from spells, power word stun; 9th-imprisonment, prismatic sphere, summon monster IX; ------------------------------------------------------------ Hook "Tell me a tale of adventure, of love and battle and heroes and dragons.'' Description Darthleene is a reclusive archlich who is also the proprietress of the Dawn of Any Day shop in Berdusk, where she is known as a friend to the Harpers and a lover of tales of adventure. She is friendly with most youths and young adventurers who come to her shop, selling them magical items and curios, and has been rumored to sell at a discount in exchange for a sufficiently entertaining story. The lich is a romantic at heart who was once an adventurer, though lost her love, a handsome bard named Tanalith Sorndarr. ----------------------------------------------------------- Sources Volo's Guide to the Sword Coast, PH 3.5, PHII, DMG 3.5, Complete Adventurer, Complete Mage, Unearthed Arcana, Heroes of Horror, Magic of Faerun, Epic Level Handbook, Monsters of Faerun. |
| ravennight02-12-07, 12:06 AM | Here's Orback the Night King, one of the Manshoon Clones, and leader of the Night Masks of Westgate. Orback the Night King: male Damaran wizard 16/archmage 1; CR 19; Medium undead (augmented humanoid); HD 17d12; hp 133; Init +5; Spd 30 ft.; AC 19 (+6 natural, +3 Dex, touch , flat-footed ); Base Atk +8/+3; Grp +; Face/Reach 5 ft./5 ft.; SA blood drain, children of the night, dominate, create spawn, energy drain; SQ alternate form, damage reduction 10/silver and magic, fast healing 5, gaseous form, resistances (cold 10, electricity 10), spider climb, turn resistance +4, high arcana (spell power); AL NE; SV Fort +5, Ref +8, Will +13; Str 16, Dex 20, Con -, Int 24, Wis 16, Cha 22; Skills Bluff +8, Concentration +20, Craft (alchemy) +19, Craft (gemcutting) +15, Diplomacy +9, Disguise +7, Handle Animal +7, Hide +8, Intimidate +7, Knowledge (arcana) +22, Knowledge (architecture and engineering) +10, Knowledge (Dragon Coast Geography) +8, Knowledge (Moonsea Geography) +10, Knowledge (Moonsea history) +12, Knowledge (Westgate local) +20, Knowledge (Zhentil Keep local) +11, Listen +13, Move Silently +8, Profession (herbalist) +8, Ride (dragon) +9, Ride (horse) +7, Search +8, Sense Motive +8, Spellcraft +26, Spot +17; Feats Spellcasting Prodigy, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Enchantment), Craft Wand (bonus), Combat Casting, Spell Focus (Conjuration), Maximize Spell (bonus), Quicken Spell, Craft Wondrous Item, Forge Ring (bonus), Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Languages Damaran, Common, Draconic, Elvish, Orc, Giant, Flaws Extreme Cruelty, Megalomaniac, Traits Focused, Relentless, Methodical, Possessions ; Wizard Spells Prepared 4/6/6/6/5/4/5/4/2/1; CL 18th, 19th for Enchantment and Conjuration: 0-; 1st-; 2nd-; 3rd-; 4th-; 5th-; 6th-; 7th-; 8th-; 9th-; ------------------------------------------------------------ Hook "If you have nothing useful to offer me then your reward is death.'' Description Orback is one of the earlier clones of Manshoon, former Lord of the Zhentarim. He was hidden away in stasis in the catacombs of Westgate, where he awoke to find himself having been converted to a vampire. After slaying his creator, he assumed that vampire's identity as the Night King, and along with several powerful magical items he was able to collect a small cadre of servitors before setting out to take the leadership of the Night Masks. He's now reorganized that band and surrounded himself with powerful allies under his control. While he was a clone to the original Manshoon, he was in no way inferior or any less of a ruthless megalomaniac. In his mind people are either worthless chattle or those who have been elevated beyond their true worth. Despite still being short-sighted and not having gained the patience of longer-surviving undead, he is still a dangerous foe who is a natural schemer. His ultimate goal would be to create a nation of vampires where he is king and mortals are slaves and food. Note I've left the spell list open for DM's as there is no mention of what resources were left with this clone, and it is possible that most of his spellbooks had been stolen. In either case, he should have access to many of the spells in the Players Handbook. ----------------------------------------------------------- Sources Cloak and Dagger (2nd edition), PH (3.5), Lords of Darkness, Monsters Manual (3.5), Epic Level Handbook, PH2, DMG (3.5). |
| ClobberinTime02-13-07, 04:18 PM | Green Giant- Just a mechanical question, how come you didn't give the phaenrim some Quicken Spell Like ability feats, I normally use that to simulate their devastating mastery of magic from 2e and the 3e Archwizards books. Raven- Thanks for putting more NPCs up here, I am a junky for NPC stats. |
| ravennight02-13-07, 07:42 PM | Your welcome clobber, I am surprised that Orback doesn't already have stats, since he is one of the manshoon clones and leader of the night masks, but I hope that is useful. I'll post more as I hunt down npc's that haven't been stated yet, AND, I do want to continue on the Magister project, just because there is enough info on alot of them to put together some reasonably accurate stats, and their magic is important to the realms. |
| ravennight02-14-07, 09:17 AM | Here's my first of the wizards of Cormyr. Laspeera Naerinth CR 17 NG female Chondathan wizard 14/loremaster 3; medium-sized humanoid (human) Init +2; AC 12, touch , flat-footed (+ Dex, + armor, + deflection) HD 14d4+14 plus 3d4+3; hp 59; Fort +6, Ref +9, Will +18; Speed 30 ft. (6 squares); Base Atk +9/+4; Abilities Str 12 (+1), Dex 15 (+2), Con 13 (+1), Int 20 (+5), Wis 18 (+4), Cha 18 (+4); SA ;SQ Leadership score- 27, secret (instant mastery), lore, secret (applicable knowledge); SR ; Skills Concentration +18, Craft (calligraphy) +13, Decipher Script +15, Diplomacy +14, Gather Information +10, Intimidate +6, Knowledge (arcana) +20, Knowledge (Cormyr geography) +20, Knowledge (Cormyr history) +20, Knowledge (nobility and royalty) +26, Perform (oratory) +5, Perform (dance) +7, Profession (scribe) +7, Ride (horse) +3, Search +7, Sense Motives +14, Spellcraft +27; Feats Discipline, Lightning Reflexes, Scribe Scroll (bonus), Skill Focus (Knowledge [nobility and royalty]), Craft Wand (bonus), Skill Focus (Spellcraft), Negotiator, Extend Spell (bonus), Leadership, Spell Focus (Abjuration), Quicken Spell (bonus), Investigator (bonus), Languages Chondathan, Common, Draconic, Elvish, Dwarf, Gnome, Possessions war wizard's cloak, purple dragon ring, staff of divination; Wizard Spells Prepared 4/6/5/5/5/5/4/3/2/1; CL 17th, 19th for Abjuration: 0-dancing lights, mage hand, detect magic, daze; 1st-hold portal, protection from evil, detect undead, comprehend languages, disguise self; 2nd-arcane lock, protection from arrows, detect thoughts, see invisibility; 3rd-dispel magic, magic circle against evil, lightning bolt, gaseous form; 4th-dimensional anchor, solid fog, Ilyykur's mantle, Tirumael's energy spheres; 5th-break enchantment, Mordenkainen's private sanctum, teleport, feeblemind, wall of force; 6th-greater dispel magic, globe of invulnerability, mass bull's strength, globe of invulnerability; 7th-spell turning, mass hold person, greater arcane sight; 8th-dimensional lock, protection from spells; 9th-quickened lesser ironguard; ------------------------------------------------------------ Hook "I serve the good of the realm, and since the health of the realm depends on this monarchy, I am lucky to be able to protect the ones I care about in the process.'' Description Laspeera is the de facto leader of the War Wizards, running many day-to-day activities of organizing the body of wizards and of their training. She also assists Caladnei, the Mage Royal, as often as she needs, and with the departure of Vangerdahast, is almost always at the Royal Palace as consul to the Steel Regent. ----------------------------------------------------------- Sources Volo's Guide to Cormyr, Players Handbook 3.5, Dungeon Master's Guide 3.5, Players Guide to the Realms. |
| ClobberinTime02-14-07, 10:13 AM | Hey, did you all download a template to make the stats in such a nice format? If you have it handy coule you pm it to me. I don't know why but I can never get them to go into this message board without being screwy. |
| ravennight02-14-07, 11:31 AM | Hey, did you all download a template to make the stats in such a nice format? If you have it handy coule you pm it to me. I don't know why but I can never get them to go into this message board without being screwy. I just copy and pasted it from previous posts. Then you have to go through and do the text style editing in the posting box. |
| ravennight02-14-07, 12:55 PM | Maxer Hlarr, CR 13 LG male Chondathan evoker 6/master specialist 7; medium-sized humanoid (human) Init +7; AC 13, touch , flat-footed (+ Dex, + armor, + deflection) HD 6d4+24 (wizard) plus 7d4+28 (master specialist); hp 96; Fort +6, Ref +9, Will +18; Speed 30 ft. (6 squares); Base Atk +9/+4; Abilities Str 14 (+2), Dex 16 (+3), Con 18 (+4), Int 20 (+5), Wis 16 (+3), Cha 13 (+1); SA ;SQ Skill Focus bonus feat, expanded spellbook, Greater Spell Focus bonus feat, minor school esoterica, caster level +1; SR ; Skills Appraise +9, Concentration +20, Craft (alchemy) +15, Craft (armorsmithing) +9, Craft (metalsmithing) +12, Craft (weaponsmithing) +10, Decipher Script +10, Intimidate +6, Knowledge (arcana) +20, Knowledge (architecture and engineering) +9, Knowledge (Cormyr local) +13, Knowledge (history) +11, Spellcraft +23, Use Magic Device +15; Feats Spell Focus (Evocation), Combat Casting, Scribe Scroll (bonus), Spell Girding, Craft Wand (bonus), Improved Initiative, Skill Focus (Spellcraft) (bonus), Spell Penetration, Greater Spell Focus (bonus), Craft Construct, Languages Chondathan, Common, Draconic, Dwarf, Possessions cloak of resistance +2, bracers of armor +3, wand of lightning bolt, wand of fireball, wand of magic missile, staff of power, major circle of blasting; Wizard Spells Prepared 4/6+1/5+1/5+1/5+1/4+1/2+1/1+1; CL 13th, 16th for Evocation: 0-detect magic, dancing lights, light, mage hand; 1st-protection from evil, mage armor, burning hands, magic missile x2, feather fall, comprehend languages; 2nd-resist energy, protection from evil, Melf's acid arrow, invisibility, spider climb, scorching ray; 3rd-dispel magic, magic circle against evil, fireball x2, lightning bolt x2, fly; 4th-globe of invulnerability, shout, incendiary surge x2, Tirumael's energy spheres; 5th-teleport, cone of cold, firebrand, ball lightning; 6th-chain lightning, disintegrate, lingering flames; 7th-delayed blast fireball, maximized incendiary surge; ------------------------------------------------------------ Hook "I've learned to be prepared, so I continue my research and am to busy to teach.'' Description Maxer is a late middle aged man who dwells in a well guarded house in Suzail, protected by dozens of magical constructs, some of which have a limited form of sentience. He was bestowed with the title of “Defender of Suzail” by Azoun IV after defeating four dragons who were attacking the city, and saving several noted local wizards who had already engaged the wyrms. He avoids wizards who approach him for tutelage, as well as the attentions of numerous female spellcsters. ----------------------------------------------------------- Sources Volo's Guide to Cormyr, Cormyr TSR9410, Players Handbook 3.5, Dungeon Master's Guide 3.5, Players Guide to the Realms, Complete Mage. |
| Green Giant02-14-07, 06:53 PM | Hey, did you all download a template to make the stats in such a nice format? If you have it handy coule you pm it to me. I don't know why but I can never get them to go into this message board without being screwy. Sorry, but I don't have a template. I wish I did since it would make my life easier in statting. |
| Green Giant02-14-07, 07:02 PM | Your welcome clobber, I am surprised that Orback doesn't already have stats, since he is one of the manshoon clones and leader of the night masks, but I hope that is useful. I'll post more as I hunt down npc's that haven't been stated yet, AND, I do want to continue on the Magister project, just because there is enough info on alot of them to put together some reasonably accurate stats, and their magic is important to the realms. Orbakh did have stats posted. I posted him under the name of the Faceless. He can be found on page 8. |
| ravennight02-14-07, 11:54 PM | Oh well, GG, at least it doesn't look like I'm too far off of what you did. I just don't do as complete of a write-up as you do. I'm going to continue writing up the Cormyrean wizards and Magisters, though, I love wizards, so I am going to try and do as many as possible. |
| ravennight02-15-07, 01:12 AM | Mellomir of Arabel, CR 27 LN male Tethyrian wizard 12/loremaster 10/arcane devotee 5 of Azuth; medium-sized humanoid (human) Init +3; AC 13, touch , flat-footed (+ Dex, + armor, + deflection) HD 12d4+48 (wizard) plus 10d4+40 (loremaster) plus 5d4+20 (arcane devotee); hp 181; Fort +11, Ref +19, Will +22; Speed 30 ft. (6 squares); Base Atk +13/+8; Abilities Str 12 (+2), Dex 15 (+3), Con 16 (+4), Int 22 (+6), Wis 16 (+3), Cha 14 (+2); SA reach of the holy, divine synergy;SQ instant mastery (ride), lore, secrets of inner strength, applicable knowledge (Craft Scepter), dodge trick,weapon trick, the lore of true stamina, greater lore, true lore, sacred defense +1, sacred defense +2, divine shroud, spell turning (first nine levels each round); Skills Concentration +33, Craft (alchemy) +26, Craft (painting) +10, Craft (woodcarving) +12, Decipher Script +21, Gathering Information +13, Heal +9, Knowledge (arcana) +39, Knowledge (history) +26, Knowledge (religion) +26, Profession (scribe) +13, Spellcraft +38, Use Magic Device +17; Feats Skill Focus (Knowledge [arcana]), Eschew Materials, Scribe Scroll (bonus), Magical Aptitude, Craft Wondrous Item (bonus), Enlarge Spell, Extend Spell, Craft Wand (bonus), Improved Counterspelling, Quicken Spell, Still Spell, Craft Staff, Craft Scepter (bonus), Improved Spellcasting (epic), Multispell (epic), Languages Chondathan, Common, Draconic, Dwarf, Elven, Alzhedo, Lantanese, Orc, Chessentan, Illuskan; Possessions cloak of resistance +4, bracers of armor +6, wand of lightning bolt, staff of divination, headband of intellect +4, robes of the archmagi, ring of arcane supremacy, ring of enduring arcana, necklace of acid pearls, +2 flying dagger, 4 masterwork daggers, +2 shocking bolt light crossbow, 20 crossbow bolts, 2 flasks of acid, 2 flasks of alchemist's fire; as an wizard of power he is able to acquire or craft almost any magical item. Wizard Spells Prepared 4/7/6/6/6/6/5/5/5/5/1; CL 27th: 0-mage hand, detect magic, dancing lights, arcane mark; 1st-protection from evil, mage armor, unseen servant, identify, burning hands, magic missile, Tenser's floating disk; 2nd-resist energy, Melf's acid arrow, detect thoughts, invisibility, levitate, bull's strength; 3rd-dispel magic, magic circle against evil, nondetection, arcane sight, hold person, fireball; 4th-minor globe of invulnerability, scrying, Ilyykur's mantle, backlash, incendiary surge, silent lightning bolt; 5th-teleport, wall of force, lesser ironguard, ball lightning, Presper's moonbow, coat of arms; 6th-globe of invulnerability, legend lore, chain lightning, silent still incendiary surge, lingering flames; 7th-greater teleport, project image, reverse gravity, greater ironguard, silent stilled ball lightning; 8th-prismatic wall, Otiluke's telekinetic sphere, iron body, lightning ring, dreaded form of the eye tyrant; 9th-prismatic sphere, teleportation circle, meteor swarm, prismatic deluge, quickened ball lightning; 10th-quickened chain lightning; ------------------------------------------------------------ Hook "We must learn from history or we are doomed to repeat it, that is the true power of knowledge.'' Description This man is a sage known across the realms for his knowledge of history and his predictions. Over the years he has made many notable predictions including the death of Bhaal and Myrkul during the Time of Troubles. He is protected by powerful spells of his own devising, and is known to have single-handedly destroyed a Westgate family who had marked him as an enemy and repeatedly tried to assassinate him. ----------------------------------------------------------- Sources Volo's Guide to Cormyr, Players Handbook 3.5, Dungeon Master's Guide 3.5, Players Guide to the Realms, Complete Mage, Epic Level Handbook, Forgotten Realms Campaign Setting, Magic of Faerun. |
| Mordukhavar02-15-07, 08:02 AM | Love the stats for the Phaerimm Green Giant, great work! Have you any plans to stat out the other Underdark NPC's like the Imaskari sorcerer Illis Khendarhine or the Cloaker lord, the Emissary? |
| ravennight02-15-07, 02:58 PM | Here you go Mordukhavar, this is Talana, the one who first started the Magefairs, though the dates you gave were for the next magister, so I assume you still wanted her. Talana Brakuularn, CR 19 NE female Tethyrian wizard 15; medium-sized humanoid (human); Init +0; AC 10, HD 15d4+15 (wizard); hp 48; Fort +8, Ref +8, Will +12; Speed 30 ft. (6 squares); Base Atk +6/+1; Abilities Str 9 (-1), Dex 10, Con 12 (+1), Int 17 (+3), Wis 11, Cha 13 (+1); SA arcane generosity, spellpurge, spell-like abilities;SQ mind blank, spell immunities, magister's step, spell focus, name attunement, the magister's sigil, rapid preperation, Mystra's shield, magesight; SR 20; Skills Concentration +11, Craft (calligraphy) +6, Decipher Script +9, Gather Information +6, Intimidate +7, Knowledge (arcana) +21, Knowledge (history) +13, Sense Motive +8, Spellcraft +24; Feats Spell Focus (Enchantment), Skill Focus (Sense Motives), Scribe Scroll (bonus), Improved Counterspell, Craft Wand (bonus), Unsettling Enchantment, Touch of Distraction, Extend Spell (bonus), Practiced Spellcaster, Arcane Defense (Enchantment), Empower Spell (bonus), Languages Alzhedo, Common, Chessentan, Draconic; Possessions wand of magic missile, wand of charm person, wand of lightning bolt, wand of fireball, ring of mind shielding, ring of protection +3, items too numerous to list, as Magister she had access to innumerable items and spells. Wizard Spells Prepared 4/5/5/5/4/4/3/2/1; CL 19th, 20th with Enchantment. ----------------------------------------------------------- Hook "I'm the wisest one to know how to use the magic around me, wizards hould refer to my judgment.'' Description Talana was a decadent, large, and homely woman whose paranoia about other wizards caused her to try and destroy those around her she thought might rise enough in Art to challenge her for magic. She, did, however also have a sense of grandeur about herself, seeing herself as the leader of a cadre of subservient wizards, she gathered a group of noblewomen in the Shoon Imperium where she lived, and began an arcane 'club' in which all new magic was shared, and no experimentation was allowed except by her own supervision, ensuring that she would have access to a pool of new and recently discovered magic. This also meant she could deny access to her rivals or those who disobeyed, eventually causing infighting among the women involved. When the tension rose against her she decided to host the first Magefair, relieving what plots might develop among her peers. This was her one notable action as Magister, although she was killed the night before her second Magefair, though it had been so successful the first time that those in attendance convinced her to host a second. Notes I've left the spells memorized section empty as she had access to such a wide selection of spells, any DM should feel free to tailor it to their campaign. I have also left out the benefit under Mystra's Shield of a SR of 50 for the first couple months of being Magister, which reflected a change to the beginning powers of the Magister that happened later to protect newly arisen Magisters. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever she gives away a magic item she created or teaches someone a new spell, she gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon her by other people are removed. The new Magister is also offered an immediate teleport to a safe place where she can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows her to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of her magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day-charm person, detect thoughts, lightning bolt, globe of invulnerability, dominate person, globe of invulnerability, circle of death, finger of death, demand, power word kill. Mind Blank (Su) The Magister is constantly protected by a hightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. She is also immune to: magic missile, scorching ray, fireball, enervation, cone of cold, circle of death, finger of death, horrid wilting, imprisonment. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell she has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. She also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has her own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour. ----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Players Handbook 3.5, Dungeon Master's Guide 3.5, Magic of Faerun, Players Guide to Faerun, Complete Adventurer, Complete Arcane, Complete Mage. |
| Mordukhavar02-16-07, 03:10 AM | Thank you very much Ravennight, very appreciated!! |
| ravennight02-16-07, 01:29 PM | Irithra Dawntanthra, CR 32 CN female Calishite wizard 7/sorcerer 15/ultimate magus 6; medium-sized humanoid (human); Init +1, AC 19, HD 7d4+14 (wizard) plus 15d4+30 (sorcerer) plus 6d4+12 (ultimate magus); hp 126; Fort +13, Ref +13, Will +23; Speed 30 ft. (6 squares); Base Atk +13/+8; Abilities Str 10, Dex 13 (+1), Con 15 (+2), Int 15 (+2), Wis 15 (+2), Cha 20 (+5); SA arcane generosity, spellpurge, spell-like abilities;SQ arcane spell power +1, expanded spell knowledge (1st level or lower), augmented casting, arcane spell power +2, expanded spell knowledge (2nd or lower), expanded spell knowledge (3rd level or lower), mind blank, spell immunities, magister's step, spell focus, name attunement, the magister's sigil, rapid preperation, Mystra's shield, magesight; SR 20; Skills Concentration +22, Craft (leatherworking) +6, Decipher Script +15, Gather Information +11, Intimidate +13, Knowledge (arcana) +42, Knowledge (geography) +10, Knowledge (history) +9, Sense Motive +7, Spellcraft +42; Feats Mind Over Body, Skill Focus [Spellcraft], Scribe Scroll (bonus), Spell Hand, Extend Spell (bonus), Craft Wondrous Item, Chain Spell, Martial Weapon Proficiency (longsword), Combat Casting, Repeat Spell, Craft Staff, Spontaneous Spell (epic), Twin Spell (bonus), Efficient Item Creation (Craft Wondrous Item) (epic); Possessions cloak of resistance +4, +2 dispelling longsword, bracers of armor +8, quill of scribing, items too numerous to list, as Magister she had access to innumerable items and spells. Sorcerer Spell Slots 6/8/7/7/7/7/6/6/6/4; CL 19th; Sorcerer Spells Known 9/5/5/4/4/4/3/3/3/2. Wizard Spells Prepared 4/5/5/4/4/3; CL 13th. ----------------------------------------------------------- Hook "I have no time for blustering old archmages, my time is better served by guiding the young onto the path.'' Description Born to a Calashite woman who fled an badly arranged marriage, Irithra was raised in the Moonshaes and spent most of her young adult life there, watching her mother cast small spells for fees, and using divining spells to watch events on the mainland. Eventually Irithra began learning rudimentary spellcraft as well, concentrating mostly on practical things. When Azuth offered her the office of Magister, she spent time asking him questions about the purpose of the position and the goals of himself and Mystra in having a Magister, which he answered fully. After learning the powers of her office and gaining significantly in skill, she spent her years wandering the realms, crafting items and placing them and beginning spellbooks in the hands of young people showing magical promise. The rise in mages during her time as Magister made her many enemies and led to her death, in an untimely duel where she defeated her foe, but awakened a white wyrm, only to defeat the wyrm and flee, exhausted, directly into an adventuring wizard headed to destroy the dragon himself. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever she gives away a magic item she created or teaches someone a new spell, she gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon her by other people are removed. The new Magister is also offered an immediate teleport to a safe place where she can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows her to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of her magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day-unseen servant, protection from arrows, fireball, arcane eye, teleport, globe of invulnerability, feeblemind, protection from spells, Mystra's miasma. Mind Blank (Su) The Magister is constantly protected by a hightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. She is also immune to: burning hands, Melph's acid arrow, fireball, Evard's black, cone of cold, chain lightning, prismatic spray, maze, wail of the banshee. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell she has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. She also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has her own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour. ----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Players Handbook 3.5, Dungeon Master's Guide 3.5, Magic of Faerun, Players Guide to Faerun, Complete Adventurer, Complete Arcane, Complete Mage. |
| Jhiroth02-17-07, 06:07 PM | Thanks for the phaerimm, Green Giant! |
| bitter thorn02-20-07, 12:22 AM | Very nicely done! Of course I'm swiping this for my Cormyr game!;) Thanks! Here's my first of the wizards of Cormyr. Laspeera Naerinth CR 17 NG female Chondathan wizard 14/loremaster 3; medium-sized humanoid (human) Init +2; AC 12, touch , flat-footed (+ Dex, + armor, + deflection) HD 14d4+14 plus 3d4+3; hp 59; Fort +6, Ref +9, Will +18; Speed 30 ft. (6 squares); Base Atk +9/+4; Abilities Str 12 (+1), Dex 15 (+2), Con 13 (+1), Int 20 (+5), Wis 18 (+4), Cha 18 (+4); SA ;SQ Leadership score- 27, secret (instant mastery), lore, secret (applicable knowledge); SR ; Skills Concentration +18, Craft (calligraphy) +13, Decipher Script +15, Diplomacy +14, Gather Information +10, Intimidate +6, Knowledge (arcana) +20, Knowledge (Cormyr geography) +20, Knowledge (Cormyr history) +20, Knowledge (nobility and royalty) +26, Perform (oratory) +5, Perform (dance) +7, Profession (scribe) +7, Ride (horse) +3, Search +7, Sense Motives +14, Spellcraft +27; Feats Discipline, Lightning Reflexes, Scribe Scroll (bonus), Skill Focus (Knowledge [nobility and royalty]), Craft Wand (bonus), Skill Focus (Spellcraft), Negotiator, Extend Spell (bonus), Leadership, Spell Focus (Abjuration), Quicken Spell (bonus), Investigator (bonus), Languages Chondathan, Common, Draconic, Elvish, Dwarf, Gnome, Possessions war wizard's cloak, purple dragon ring, staff of divination; Wizard Spells Prepared 4/6/5/5/5/5/4/3/2/1; CL 17th, 19th for Abjuration: 0-dancing lights, mage hand, detect magic, daze; 1st-hold portal, protection from evil, detect undead, comprehend languages, disguise self; 2nd-arcane lock, protection from arrows, detect thoughts, see invisibility; 3rd-dispel magic, magic circle against evil, lightning bolt, gaseous form; 4th-dimensional anchor, solid fog, Ilyykur's mantle, Tirumael's energy spheres; 5th-break enchantment, Mordenkainen's private sanctum, teleport, feeblemind, wall of force; 6th-greater dispel magic, globe of invulnerability, mass bull's strength, globe of invulnerability; 7th-spell turning, mass hold person, greater arcane sight; 8th-dimensional lock, protection from spells; 9th-quickened lesser ironguard; ------------------------------------------------------------ Hook "I serve the good of the realm, and since the health of the realm depends on this monarchy, I am lucky to be able to protect the ones I care about in the process.'' Description Laspeera is the de facto leader of the War Wizards, running many day-to-day activities of organizing the body of wizards and of their training. She also assists Caladnei, the Mage Royal, as often as she needs, and with the departure of Vangerdahast, is almost always at the Royal Palace as consul to the Steel Regent. ----------------------------------------------------------- Sources Volo's Guide to Cormyr, Players Handbook 3.5, Dungeon Master's Guide 3.5, Players Guide to the Realms. |
| cheyne02-20-07, 03:08 AM | Irithra Dawntanthra, CR 32 CN female Calishite wizard 7/sorcerer 15/ultimate magus 6; medium-sized humanoid (human); Init +1, AC 19, HD 7d4+14 (wizard) plus 15d4+30 (sorcerer) plus 6d4+12 (ultimate magus); hp 126; Fort +13, Ref +13, Will +23; Speed 30 ft. (6 squares); Base Atk +13/+8; Abilities Str 10, Dex 13 (+1), Con 15 (+2), Int 15 (+2), Wis 15 (+2), Cha 20 (+5); Sorcerer Spell Slots 6/8/7/7/7/7/6/6/6/4; CL 19th; Sorcerer Spells Known 9/5/5/4/4/4/3/3/3/2. Wizard Spells Prepared 4/5/5/5/4/3/2/1:eek: ; CL 13th. ----------------------------------------------------------- I think there is a little problem here... Nice write up anyway... |
| ravennight02-20-07, 10:32 PM | I think there is a little problem here... Nice write up anyway... I've fixed it, thanks for pointing it out, I must have got something mixed up with another character. |
| ravennight02-21-07, 12:08 AM | Quaervaxthanus, CR 31 LN advanced beholder 15HD/beholder mage 10; large-sized aberration (beholder); Init +3, AC 27 (-1 size, +3 Dex, +15 natural), touch 12, flat-footed 24, HD 15d8+120 (beholder) plus 10d4+80 (beholder mage); hp 278; Fort +19, Ref +12, Will +26; Speed 5 ft. (1 square), fly 20ft (good); Base Atk/Grapple +8/+12; Abilities Str 11, Dex 17 (+3), Con 26 (+8), Int 27 (+8), Wis 20 (+5), Cha 16 (+3); SA eye rays, arcane hands, arcane generosity, spellpurge, spell-like abilities;SQ all-around vision, darkvision 60ft, flight, ocular transformation, mind blank, spell immunities, magister's step, spell focus, name attunement, the magister's sigil, rapid preperation, Mystra's shield, magesight; SR 20; Skills Concentration +26, Craft (alchemy) +15, Hide +12, Decipher Script +18, Diplomacy +8, Knowledge (arcana) +27, Listen +18, Search +21, Sense Motives +10, Spot +22, Spellcraft +25, Survival +15, Use Magic Devise +31; Feats Alertness (bonus), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Combat Casting, Magic Device Attunement, Scribe Scroll, Craft Wand, Chain Spell; Possessions items too numerous to list, as Magister it had access to innumerable items and spells. Spells Prepared 6/6/6/6/6/6/6/6/6/5; CL 13th. ----------------------------------------------------------- Hook "I glide quietly through the shadows and master what magic I can. If the world knows me not then I am better for it, as I can then concentrate on my crafting and my collecting.'' Description Born in a forgotten beholder city, during the middle of a coup in which a handful of beholders sought to destroy all those of particular bloodlines, it was maimed, losing its central eye, and then fled to wander the Underdark. During its many years of travel it learned the art of magic and gathered an impressive array of spells. Even more impressive was the collection of spells it crafted as either improvements on or variations of many common spells. It was famed for appearing to young elf wizards who showed talent, and delivering bundles of spell scrolls. It grafted wands and rods of all description within the cavity that had been its central eye, all of which it was able to activate to devastating effect. It was finally destroyed completely when lured into a trap by an ambitious mage, the effect of which blew apart the mountain around it. Notes I used the Beholder Mage prestige class from the Lords of Madness accessory instead of that in the Monsters of Faerun, in part because it reflected more of 3.5 edition, but also as the acquired abilities seemed more realistic to the beholder nature. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever she gives away a magic item she created or teaches someone a new spell, she gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon her by other people are removed. The new Magister is also offered an immediate teleport to a safe place where she can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows her to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of her magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day-alarm, protection from arrows, protection from energy, charm monster, prying eyes, antimagic field, greater teleport, mass charm monster, eye of power. Mind Blank (Su) The Magister is constantly protected by a hightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. She is also immune to: magic missile, scorching ray, lightning bolt, wall of fire, cloudkill, antimagic field, prismatic spray, maze, imprisonment. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell she has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. She also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has her own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour. ----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Players Handbook 3.5, Lords of Madness, Monsters of Faerun, Players Guide to Faerun, Complete Arcane, Complete Mage, Monster Manual 3.5. |
| Mordukhavar02-21-07, 03:10 AM | Thank you very much for the Magisters, Ravennight - great work! |
| ravennight02-21-07, 02:35 PM | Here is another magister I've gotten a couple requests for. I sure have to give much respect to Green Giant and all the others who do these, they take a good amount of time, especially when doing them from game material, or gathering information from multiple references. Veldrin “Bluehands” Daerivyn, CR 28 CE male Calishite evoker 11/air elemental savant 10/arcane lord 4; medium-sized elemental (human); Init +5, AC 11; HD 11d4+55 (wizard) plus 10d4+50 (elemental savant) plus 4d4+20 (arcane lord); hp 184; Saves Fort +13, Ref +8, Will +22; Speed 30ft.; Base Atk/Grapple +10; Abilities Str 11, Dex 13 (+1), Con 20 (+5), Int 22 (+6), Wis 13 (+1), Cha 14 (+2); SA energy penetration +4, recall spell 1/day, arcane generosity, spellpurge, spell-like abilities; SQ elemental specialty, immunity to sleep, energy focus +2, darkvision 60ft, immunity to paralysis and poison, elemental perfection, energy immunity (electricity), mind blank, spell immunities, magister's step, spell focus, name attunement, the magister's sigil, rapid preperation, Mystra's shield, magesight; SR 20; Skills Bluff +14, Concentration +30, Craft (woodcarving) +11, Decipher Script +21, Disguise +15, Gather Information +6, Intimidate +14, Knowledge (arcana) +31, Knowledge (geography) +21, Knowledge (the planes) +29, Perform (mimicry) +5, Sense Motive +11, Spellcraft +34; Feats Skill Focus (Spellcraft), Improved Initiate, Scribe Scroll (bonus), Spell Focus (Evocation), Quicken Spell (bonus), Energy Substitution (electricity), Greater Spell Focus (Evocation), Empower Spell, Combat Casting, Maximize Spell, Still Spell (bonus), Spell Girding, Repeat Spell (bonus), Improved Spellcasting (10th level) (epic), Intensify Spell (bonus); Possessions items too numerous to list, as Magister she had access to innumerable items and spells. Wizard Spells Prepared 4/6/6/5/5/5/5/4/4/4/1; CL 25th, 27th for evocation, 29th for evocation [electricity] or (air). ----------------------------------------------------------- Hook "As ruling lord of wizards, it is my right to whatever magic wizards possess, and to seize what I will, that is my reward for service and my due.'' Description One of the most dominant wizards of his time, this magister was infamous for appearing from nowhere and using devastating spells to attack rivals, or potential rivals. If the wizard left a legacy aside from broken wizards, it was his scrying of wizards driven by his paranoia of hidden magic. This led to the creation of spells to slip into the minds of other wizards, spells which led to his downfall. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever she gives away a magic item she created or teaches someone a new spell, she gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon her by other people are removed. The new Magister is also offered an immediate teleport to a safe place where she can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows her to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of her magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day-burning hands (substituted with electricity), scorching ray (substituted with electricity), lightning bolt, scrying, teleport, chain lightning, greater teleport, lightning ring, meteor swarm (electricity). Mind Blank (Su) The Magister is constantly protected by a hightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. He is also immune to: magic missile, scorching ray, fireball, enervation, cone of cold, stone to flesh, delayed blast fireball, polar ray, sphere of ultimate destruction. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell she has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. She also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has her own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour. ----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Players Handbook 3.5, Players Guide to Faerun, Complete Arcane, Dragon Magazine #297. |
| Captain Raoul Dumont02-22-07, 03:04 AM | Thanks very much Ravennight, great stuff!! |
| Yorath_theWolf02-22-07, 01:11 PM | itty bitty, teeny tiny nitpick Ravennight. is Veldrin “Bluehands” Daerivyn a 'he' or a 'she'? reason I ask is cause of this lil bit here: Possessions items too numerous to list, as Magister she had access to innumerable items and spells.. again not a big deal, just an tiny lil annoyance. |
| ravennight02-22-07, 01:27 PM | Veldrin is a 'he', sorry for the confusion, i've just been pasting that section and sometimes forget to change the pronouns. i've corrected it in the next one I'm posting. PS, don't be afraid to point things out, like if you think their are too many ranks distributed in the skills section, or if you have issue with the feats selection, let me know. I'm going off my best guess from the literature I've found, estimating from the accomplishments that I've read about, and even they are vague and sketchy, so these characters are open to MUCH interpretation. |
| ravennight02-22-07, 01:36 PM | OK, so this is a very anticipated posting. I have been agonizing over this Magister for a while, and was one of the reasons I started writing them up. I finally figured out a way of estimating his power level, and so here you go: Dorgon “Stonecloak” Heamiiolothtar, CR 40 LG male Chondathan wizard 31/arcane devotee 5; medium-sized humanoid (human); Init +4, AC 17 (-1 Dex, +8 bracers); HD 31d4 (wizard) plus 5d4 (arcane devotee); hp 204; Fort +16, Ref +13, Will +23; Speed 30ft.; Base Atk/Grapple +16/+11; Abilities Str 4/7, Dex 4/8, Con 11/17 (+3), Int 28 (+9), Wis 18 (+4), Cha 18 (+4); SA reach of the holy, arcane generosity, spellpurge, spell-like abilities; SQ sacred defense +2, divine synergy, divine shroud, mind blank, spell immunities, magister's step, spell focus, name attunement, the magister's sigil, rapid preperation, Mystra's shield, magesight; SR 20; Skills Bluff +15, Concentration +33, Craft (alchemy) +34, Craft (calligraphy) +29, Craft (jewelrysmithing) +21, Craft (leatherworking) +15, Craft (metalsmithing) +21, Craft (painting) +21, Decipher Script +29, Heal +22, Knowledge (arcana) +61, Knowledge (history) +29, Knowledge (geography) +19, Knowledge (nobility and royalty) +19, Perform (singing) +12, Performing (dancing) +12, Profession (herbalist) +28, Sense Motives +14, Spellcraft +61, Use Magic Device +48; Feats Skill Focus (Spellcraft), Skill Focus (Knowledge [arcana]), Scribe Scroll (bonus), Practiced Spellcaster, Enlarge Spell (bonus), Improved Initiative, Improved Counterspelling, Craft Wondrous Item (bonus), Spell Focus (Abjuration), Quicken Spell, Maximize Spell (bonus), Spell Girding, Craft Scepter (bonus), Extended Lifespan (epic), Multispell (epic) (bonus), Craft Staff, Automatic Quicken Spell (epic) (bonus), Extend Lifespan (epic), Improved Spell Capacity (10th)(epic) (bonus), Improved Spell Capacity (11th) (epic) (bonus), Epic Skill Focus (Spellcraft) (epic), Craft Epic Wondrous Item (epic); Possessions bracers of armor +8, belt of giant strength +3, gloves of dexterity +4, amulet of health +6, items too numerous to list, as Magister she had access to innumerable items and spells. Wizard Spells Prepared 4/6/6/6/6/6/5/5/5/5/1/1; CL 41st. ----------------------------------------------------------- Hook "If I could gaurantee every young person a life free of tyrant mages I would, but the best I can offer Mystra and the world is a kind word and a hand along the way.'' Description One of the longest serving Magisters, Dorgon was a kind man whose gentleness with children and love of peace was matched only by his ruthlessness when roused to anger and action. He grew so strong in his Art that after the first few decades in office, no one dared challenge him. He then spent his time wandering Faerun, dispencing magic and learning where he could, and crafting a vast number of minor items to hand out to those he deamed in need. When he grew too feeble to continue, he found the most ruthless and inscrupulous mage he could and attacked, resulting in a spellduel that claimed both of their lives. He routinely used divinations to watch young and promising wizards as well as established mages of power, often appearing in the guise of an animal and casting protection from spells upon a rival of an unprincipled and evil mage. Notes The statistics listed in his block represent this magister near the end of his office. They thus account for aging effects, as he is well into his hundreds. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, she gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows her to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day-unseen servant, invisibility, fly, scrying, teleport, globe of invulnerability, spell turning, greater prying eyes, shapechange. Mind Blank (Su) The Magister is constantly protected by a hightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and his presence does not trigger their effects. He is also immune to: magic missile, detect thoughts, fireball, fear, cone of cold, disintegrate, forcecage, prismatic wall, prismatic sphere. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if he had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell he has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear his name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. He also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has his own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour. ----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Players Handbook 3.5, Players Guide to Faerun, Complete Arcane, Complete Mage, Epic Level Handbook, Dungeon Master's Guid 3.5, Magic of Faerun. |
| ravennight02-23-07, 11:25 AM | Another much-anticipated Magister: Eldrus Wands, CR 32 NG male human wizard 18/unseen seer 10; medium-sized humanoid (human); Init +3, AC 13; HD 18d4+36 (wizard) plus 10d4+20 (unseen seer); hp 136; Fort +11, Ref +12, Will +24; Speed 30ft.; Base Atk/Grapple +18/+13; Abilities Str 13 (+1), Dex 16 (+3), Con 14 (+2), Int 21 (+5), Wis 15 (+2), Cha 18 (+4); SA damage bonus +4d6, arcane generosity, spellpurge, spell-like abilities; SQ divination spell power +3, guarded mind, divine shroud, mind blank, spell immunities, magister's step, spell focus, name attunement, the magister's sigil, rapid preperation, Mystra's shield, magesight; SR 20; Skills Bluff +15, Concentration +24, Craft (alchemy) +15, Craft (jewelrysmithing) +17, Decipher Script +17, Disguise +16, Hide +12, Intimidate +8, Knowledge (arcana) +36, Knowledge (history) +16, Knowledge (geography) +12, Knowledge (nobility and royalty) +8, Perform (acting) +14, Performing (dancing) +6, Profession (herbalist) +8, Profession (merchant) +6, Profession (scribe) +7, Sense Motives +7, Spellcraft +33, Use Magic Device +23; Feats Greyhawk Method, Insightful, Scribe Scroll (bonus), Lightning Reflexes, Combat Casting (bonus), Persuasive, Skill Focus (Disguise), Craft Wondrous Item (bonus), Craft Staff, Forge Ring, Extend (bonus), Persistant Spell, Silent Spell (bonus), Still Spell, Improved Spell Capacity (10th) (epic), Extra Slot (9th); Possessions items too numerous to list, as Magister she had access to innumerable items and spells. Wizard Spells Prepared 4/6/6/5/5/5/5/4/4/5/1; CL 32nd. ----------------------------------------------------------- Hook "I just want to be left alone to enjoy my work and live my life, the world doesn't need another world-shaking wizard king.'' Description Another of the longest serving Magisters, he was obsessed with magic to hide his identity and protect against hostile spellcasters. He maintained many identities in different parts of Faerun, living different lives. The women he wooed in these different locations he set up as local soothsayers and sellers of magical curios. Those with whom he concieved children he would send visions of what to name the children, first and surnames, and aid with gifts of magic and money, guiding them through subtle ways, and swelling the ranks of the Waterdhavian noble clan. He was so successful at maintaining his privacy that he never fought a single challenge to his office. It is thought that he died of heartstop, fever or from the cold somewhere near Hill's Edge. Notes Greyhawk Method feat is listed in Dragon Magazine #315, p.53 and raises the bonus spells per level to four and adds Combat Casting, Greater Spell Focus, Greater Spell Penetration, Magical Aptitude, Spell Focus, and Spell Penetration to the feats a wizard can take as bonus feats. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows he to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day-disguise self, detect thoughts, fly, polymorph, seeming, disintegrate, greater teleport, prismatic wall, refuge. Mind Blank (Su) The Magister is constantly protected by a hightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and his presence does not trigger their effects. He is also immune to: burning hands, flaming sphere, fireball, shout, cone of cold, acid fog, waves of exhaustion, dimensional lock, power word kill. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell he has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. He also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has his own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour. ----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Dragon Magazine #315, Players Handbook 3.5, Complete Arcane, Complete Mage, Player's Handbook II, Waterdeep: City of Splendors 3.5, Complete Adventurer, Complete Scoundrel. |
| ravennight02-25-07, 01:32 AM | Here is another requested magister, I hope these are helpful. Again, I have left the possessions area and the wizard's spellbooks out as they have access to an incredible wealth of both items and spells. Rather, it's more a reflection of what I could ascertain as to their character, their experiences and specialties, and their stories. Constulgrael, CR 35 CE male great wyrm black dragon wizard 9; gargantuan-sized dragon; Init +4, AC 42 (-4 size, +36 natural), touch 6, flat-footed 42; HD 37d12+370 plus 9d4+90 (wizard); hp 790; Fort +33, Ref +23, Will +32; Speed 60ft, fly 200ft (clumsy), swim 60ft.; Base Atk/Grapple +41/+66, (2 claws 2d8+16) +58; Abilities Str 42 (+16), Dex 10, Con 30 (+10), Int 26 (+8), Wis 22 (+6), Cha 22 (+6); SA spell-like abilities, arcane generosity, spellpurge, spell-like abilities; SQ immunity to acid, water breathing, DR 20/magic, mind blank, spell immunities, magister's step, spell focus, name attunement, the magister's sigil, rapid preperation, Mystra's shield, magesight; SR 48; Skills 608 Appraise +23, Concentration +40, Craft (alchemy) +18, Diplomacy +21, Escape Artist +25, Heal +19, Intimidate +36, Knowledge (arcana) +29, Knowledge (geography) +18, Listen +46, Search +46, Sense Motive +26, Spellcraft +29, Spot +46, Use Magic Device +38; Feats Improved Initiative, Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Power Attack, Snatch, Weapon Focus (claw), Fast Healing (epic), Maximize Breath, Maximize Spell, Scribe Scroll (bonus), Craft Wondrous Item, Craft Contingent Spell (bonus), Chain Spell, Craft Wand; Possessions items too numerous to list, as Magister she had access to innumerable items and spells. Sorcerer Spells Known 9/5/5/4/4/4/3/2; 0-mage hand, dancing lights, detect magic, light, mending, arcane mark, acid splash, detect poison, message; 1st-alarm, unseen servant, identify, charm person, ray of enfeeblement; 2nd-arcane lock, web, detect thoughts, whispering wind, wings of air; 3rd-dispel magic, protection from energy, arcane sight, tongues; 4th-scrying, polymorph, stone shape, wingbind; 5th-prying eyes, dream, telekinesis, greater wings of air; 6th-flesh to stone, geas/quest, symbol of persuasion; 7th-project image, limited wish; Sorcerer Spells per Day 6/8/8/7/7/7/7/4; CL 15th; Wizard Spells Prepared 4/6/6/5/4/2; CL 9th. ----------------------------------------------------------- Hook "The world holds no greater joy than water rushing through my scales, and when the appreciative lesser races take what gifts of magic I give.'' Description One of the more unusual Magisters, and the only true dragon, Constulgrael's full story is unknown. What is known is that he attained the office through happenstance, when he bit off the head of the former office holder when aroused from sleep as the other set up camp unknowingly on the dragon's back, and from then on led a successful career of spreading magic through long night travels and whispered messages to wizards. His activities were partially misconstrued through local lore in Thay where he was known to have had devastating responses to hostile Thayan wizards. ----------------------------------------------------------- Spell-Like Abilities (Su) CL 15; 3/day- darkness, insect plague, charm reptiles;1/day- corrupt water, plant growth; Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows he to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day-magic missile, razorfangs, prismatic mist, Otiluke's suppressing field, teleport, disintegrate, energy immunity. Mind Blank (Su) The Magister is constantly protected by a hightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. He is also immune to: burning hands, flaming sphere, fireball, enervation, cone of cold, fire spiders, prismatic spray, binding, meteor swarm. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell he has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. He also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has his own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour. ----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Players Handbook 3.5, Complete Arcane, Complete Mage, Player's Handbook II, Players Guide to Faerun, Spell Compendium, Draconomicon, Monster Manual 3.5. |
| Captain Raoul Dumont02-26-07, 03:39 AM | Thank you so much for these Ravennight, I love what you've done with them! |
| Leinart02-26-07, 05:39 PM | Hey just wondering if anyone did berg'inyon baenre? |
| Green Giant03-03-07, 08:09 PM | Here's the High Lord Planner of Deep Imaskar. Enjoy. :) Illis Khendarhine CR 30 Male Deep Imaskari Sorcerer 4/Wizard 20/Archmage 5/Imaskari Portal Lord 1 LN Medium Humanoid Init +2; Senses darkvision 60 ft., low-light vision, arcane sight, see invisibility; Listen +3, Spot +3 Languages Abyssal, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Roushoum, Terran, Thorass, Undercommon, permanent tongues ------------------------------------------------------------ AC 44, touch 19, flat-footed 42 (+2 Dex, +20 armor, +5 deflection, +2 luck, +5 natural) hp 136 (30HD); persistent bear’s endurance Immune mind-affecting spells and effects, divinations SR 18 Fort +19, Ref +19, Will +30 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +2 quarterstaff +14/+9 (1d6+1) Base Atk +13; Grp +12 Atk Options mastery of counterspelling, mastery of elements, mastery of shaping Special Actions arcane fire, spell clutch 1/day, warp shield 1/day Combat Gear Keoghtom’s ointment, potion of cure serious wounds x3, greater rod of metamagic empower, scroll of acid fog, scroll of limited wish, scroll of shapechange, staff of power (39 charges), wand of summon monster IV (22 charges) Sorcerer Spells Known (CL 4th): 2nd (4/day)–blur 1st (7/day)–feather fall, obscuring mist, true strike 0 (6/day)–arcane mark, dancing lights, detect poison, mage hand, open/close, prestidigitation Wizard Spells Prepared (CL 31st; 1d20+35 to overcome SR): 10th–transdimensional delayed blast fireball (DC 30), quickened greater dispel magic, extended undermaster 9th–absorption, foresight, Mordenkainen’s disjunction, summon monster IX, wish 8th–persistent bear’s endurance*, incendiary cloud (DC 32), mind blank*, Otiluke’s telekinetic sphere (DC 31), temporal stasis (DC 31) 7th–banishment (DC 31), ethereal jaunt, greater scrying, greater teleport, prismatic spray (DC 30) 6th–chain lightning (DC 29), disintegrate (+15 ranged touch, DC 29), greater dispel magic, mislead, summon monster VI 5th–baleful polymorph (DC 28), hold monster (DC 28), major creation, reciprocal gyre (DC 29), telekinesis (DC 28), wall of force 4th–charm monster (DC 27), dimension door, Evard’s black tentacles (+39 grapple), greater invisibility, Otiluke’s resilient sphere (DC 27), stone shape, stoneskin 3rd–anticipate teleportation*, dispel magic, fireball (DC 26), fly, lightning bolt (DC 26), protection from energy, summon monster III 2nd–detect thoughts (DC 25), flaming sphere (DC 25), knock, Melf’s acid arrow (+15 ranged touch), mirror image, protection from arrows, spider climb 1st–burning hands (DC 24), color spray (DC 24), disguise self, expeditious retreat, magic missile x2, scatterspray (DC 24), shield 0–acid splash (+15 ranged touch), detect magic, mending, read magic Epic Spells Known (CL 31st): 3/day–epic mage armor*, epic repulsion, greater ruin (DC 33), peripety, ruin (DC 33), superb dispelling Spell-like Abilities (CL 18th) 1/day–dominate monster (DC 23), imprisonment (DC 23), meteor swarm (DC 27), time stop * already cast ------------------------------------------------------------ Abilities Str 8, Dex 14, Con 14, Int 37, Wis 16, Cha 18 SQ spell power, summon familiar (none) Feats Augment Summoning, Combat Casting, Craft Wondrous Item, Dimensional Jaunt, Epic Spellcasting, Extend Spell, Improved Spell Capacity, Persistent Spell, Portal Master, Quicken Spell, Scribe Scroll{B}, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (conjuration), Spell Penetration, Transdimensional Spell Skills Bluff +11, Appraise +18 (+20 with alchemical items), Concentration +33 (+37 when casting defensively), Craft (alchemy) +28, Decipher Script +28, Diplomacy +10, Gather Information +6, Hide +7 (+11 underground), Intimidate +6, Knowledge (arcana) +46, Knowledge (architecture and engineering) +23, Knowledge (dungeoneering) +28, Knowledge (geography) +23, Knowledge (history) +28, Knowledge (local-Deep Imaskar) +28, Knowledge (nature) +23, Knowledge (nobility and royalty) +28, Knowledge (religion) +23, Knowledge (the planes) +28, Listen +3, Move Silently +7, Search +21 (+23 to find secret doors), Sense Motive +8, Spellcraft +53, Spot +3, Survival +3 (+5 underground, avoid getting lost, in natural environments, on other planes, and to find or follow tracks) Possessions combat gear as well as amulet of natural armor +5, bracers of armor +10, cloak of stone, gloves of dexterity +4, headband of intellect +6, ring of protection +5, robe of the archmagi (gray), uskura. As High Lord Planner of Deep Imaskar, Illis has access to incredible resources and can acquire or make almost any nonartifact item he might need, given time. Spellbook spells prepared plus Illis Khandarhine knows most of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Spell Compendium. ------------------------------------------------------------ Hook “The continued safety of our hidden refuge relies on our isolation.” Description Unknown Note Illis Khendarhine has the bonuses associated with venerable age but none of the penalties. Illis has used wishes to grant himself a +2 inherent bonus to Int as well as having read a tome of leadership and influence +1. His daily access to the Third Imaskarcana grants him spell-like abilities. ------------------------------------------------------------ Arcane Fire (Su): +15 ranged touch, 600 ft. range, deals 5d6 damage + 1d6 per spell level used to create. Mastery of Counterspelling: Spells that are counterspelled are affected by spell turning. If the spell cannot be affected by spell turning, then it is merely counterspelled. Mastery of Elements: Alter acid, cold, fire, electricity, or sonic arcane spells when cast so that it utilizes a different element from the one it normally uses. Mastery of Shaping: Alter burst, cone, cylinder, emanation, or spread spells so as to leave one or more “holes” in the area of effect. Those within such holes are not subject to the spell’s effect. Each hole must be at least a 5-foot cube. Any shapeable spell has a minimum dimension of 5 feet instead of 10 feet. Spell Clutch (Su): Once per day, a deep Imaskari can recall any 1st-level spell that she has already prepared and then cast. The spell is then prepared again, just as if it hadn’t been cast. Spell Power: Increases effective caster level by +1 (for purposes of determining level-dependent spell variables). Warp Shield (Su): Once per day, call forth an invisible cocoon of teleportation magic that has a 20% of redirecting any magical, melee or ranged attacks upon the portal lord. Attacks made upon the portal lord that are affected by the warp shield instead strike an area adjacent to the portal lord (use random grenade for area that is struck). Creatures standing in the space where an attack is redirected risk being subject to that attack. A warp shield lasts for 1 round/portal lord level. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Complete Mage (3.5E), Epic Level Handbook (3E), and Spell Compendium (3.5E). The Imaskari Portal Lord PrC can be found here (http://www.candlekeep.com/library/articles/leof_ipl.htm). |
| Green Giant03-04-07, 03:29 PM | Here is the Emissary from the cloaker city of Rringlor Noroth in Underdark. Enjoy. :) The Emissary CR 15 Advanced Half-Fiend Shadow Cloaker Shadowcaster 7 CE Huge Outsider (Extraplanar) Init +10; Senses darkvision 90 ft., low-light vision; Listen +18, Spot +18 Languages Abyssal, Undercommon ------------------------------------------------------------ AC 30, touch 16, flat-footed 24 (-2 size, +6 Dex, +3 armor, +2 deflection, +8 natural, +3 shield) hp 245 (20 HD); fast healing 2; DR 10/magic Immune poison Resist acid 10, cold 15, electricity 10, fire 10; evasion; SR 30 Fort +22, Ref +17, Will +20 ------------------------------------------------------------ Speed 15 ft. (3 squares), fly 60 ft. (average); Flyby Attack Melee tail slap +20 (2d6+10) and bite +15 (2d6+5) and 2 claws +15 (1d8+5) Space 15 ft.; Reach 10 ft. Base Atk +12; Grp +30 Atk Options Combat Reflexes, engulf, moan, smite good 1/day (+20 damage to good foe) Special Actions Extend Mystery, Reach Mystery, Shadow Cast, shadow blend, shadow shift Combat Gear gem of night, orb of shadow (4th), wand of thoughts of shadow (25 charges) Mysteries Known (CL 7th): Initiate paths 4th–shadows fade (spell, 1/day) Apprentice paths 3rd–umbral touch (spell-like, 2/day, DC 21, CL 8th) 2nd–black fire (spell-like, 2/day, DC 19), flesh fails (spell-like, 2/day, CL 8th) 1st–carpet of shadows (spell-like, 2/day), life fades (spell-like, 2/day, DC 19, CL 8th), steel shadows* (spell-like, 2/day) Fundamentals 0–arrow of dusk (supernatural, 3/day, +16 ranged touch), caul of shadow* (supernatural, 3/day), mystic reflections (supernatural, 3/day), umbral hand (supernatural, 3/day) Spell-like Abilities (CL 20th) 3/day–darkness, poison (DC 21), unholy aura (DC 25) 1/day–blasphemy (DC 24), cause fear (DC 18), contagion (DC 20), desecrate, destruction (DC 24), horrid wilting (DC 25), plane shift (Shadow Plane only), summon monster IX (fiends only), unhallow, unholy blight (DC 21) * already cast ------------------------------------------------------------ Abilities Str 30, Dex 22, Con 26, Int 20, Wis 14, Cha 24 SQ save bonus, sustaining shadow (eat 1 meal/week), umbral sight Feats Ability Focus (moan), Combat Reflexes, Extend Mystery, Flyby Attack, Improved Initiative, Improved Natural Attack (tail), Path Focus (Touch of Twilight), Reach Mystery, Shadow Cast Skills Bluff +12, Concentration +26, Diplomacy +11, Hide +14, Intimidate +19, Knowledge (arcana) +23, Knowledge (dungeoneering) +13, Knowledge (religion) +13, Knowledge (the planes) +20, Listen +18, Move Silently +28, Search +13, Sense Motive +10, Spellcraft +25, Spot +18, Survival +2 (+4 underground, on other planes, and to find or follow tracks) Possessions combat gear as well as ring of nullification, ring of resistance +3 (as cloak). 27,000 in coins, gems, art, and jewelry. ------------------------------------------------------------ Hook Incomprehensible moaning Description Unknown ------------------------------------------------------------ Engulf (Ex): As a standard action, initiate a grapple that does not provoke attacks of opportunity to wrap a Large or smaller creature in its body. If successful, it establishes a hold and makes an immediate bite attack against victim with a +4 bonus on its attack. It can still use its tail to strike other targets. Attacks against an engulfing cloaker deal half damage to it and half to the trapped victim. Moan (Ex): A shadowcloak elder can emit one of four subsonic moans (a sonic, mind-affecting ability) as a standard action. It is immune to the moans of other cloakers. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hours. Unnerve: 60-foot spread, -2 penalty on attack and damage rolls; Will DC 25 save after 6 consecutive rounds of hearing or enter a trance and unable to attack or defend themselves until moaning stops. Fear: 30-foot spread, Will DC 25 save or become panicked for 2 rounds Nausea: 30-foot cone, Fort DC 25 save or fall prone and become nauseated for 1d4+1 rounds Stupor: single creature within 30-feet, Fort DC 25 or be affected as if by a hold monster spell for 5 rounds. Save must be repeated if the shadowcloak elder uses this effect again. Save Bonus (Su): +2 luck bonus on all saving throws due to its shadow creature template. This is already included in the save modifiers given above. Shadow Blend (Su): In any conditions other than full daylight, a shadowcloak elder can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will. Shadow Shift (Su): A shadowcloak elder can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects. Obscure Vision: The shadowcloak elder gains concealment (20% miss chance) for 1d4 rounds. Dancing Images: This effect duplicates a mirror image spell (CL 13th). Silent Image: This effect duplicates a silent image spell (DC 17, CL 13th). ------------------------------------------------------------ Sources Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Lords of Madness (3.5E) and Tome of Magic (3.5E). |
| Ramar Aulinvox03-04-07, 07:38 PM | Here's my take on the Encephalithid (elder brain of Oryndoll) The Encephalithid CR45 Elder Brain, Psion(Telepath) 20 Large Aberration (Psionic) Int: +6; Senses:Blindsight 240', Telepathic Awareness 350'; Listen +60, Spot +60 Languages:all --------------------------- AC: 31, touch 11, flat-footed 29 (-1 size, +20 natural, +2 dex) HP:929, regeneration 10; DR: 15/adam. Resis: cold 10 & fire 10; PR:34 Fort +32, Reflex +18, Will +38 ----------------------------------------------------- Speed: 10 ft, Fly 30 ft (good), Swim 30 ft Melee: 4 Tendrils +30 (1d6+1 plus extraction); improved grab Space:10 ft; Reach: 10 ft Base Att: +29; Grp: +34 Special attacks: Extract (ex), Improved Grab (ex), Mind Blast (sp) [will save DC: 34 or stundded for 3d4 rounds; usuable 1/3 rounds], Psionic Powers Powers Known: (ML:40; PP: 563; DC: 28 + PL; 4 epic powers per day) 1L - Defensive Precognition, Detect Psionics, Mind Thrust, Psionic Charm, Vigor, Mindlink 2L - Body Equilibrium, Ego Whip, Id Insinuation, Ps. Levitate, Ps. Suggestion, Read Thoughts, Aversion, Brain Lock 3L - Body Adjustment, Body Purification, Dispel Psionics, False Sensory Input, Mental Barrier, Crisis of Breath, Hostile Empathic Transfer 4L - Intellectual Fortress, Personality Parasite, Ps. Dimension Door, Ps. Divination, Ps. Dominate, Schism, Ps. Modify Memory, Thieving Mindlink, Psychic Reformation 5L - Adapt Body, Mind Probe, Ps. Plane Shift, Psychic Crush, Shatter Mind Blank, Metaconcert 6L - Remote View Trap, Mass Cloud Mind, Ps. Disintegrate, Ps. True Seeing, Mind Switch, Ps. Contigency 7L - Crisis of Life, Insanity, Personal Mind Blank, Energy Wave, Energy Conversion, Ultrablast, Ps. Sequester 8L - Mind Seed, Ps. Greater Teleport, True Metabolism, Ps. Mind Blank 9L - Apopsi, Assimilate, Microcosm, Psychic Chirurgery, Metafaculty, True Mind Switch, Timeless Body, Reality Revision, Affinity Field, Ps. Etherealness Epic: Damnation, Demise Unseen, Enslave, Soul Dominion, Epic Counterspell, Contingent Resurection, Request Avatar of Ilsenine [in epic forum under epic spells] ----------------------------------------------------------------------- Str 13, Dex 15, Con 42, Int 47, Wis 29, Chr 33 SQ: Blindsight 240 ft, Bud Brain Golem, DR: 15/adam., Regen 10 (regular from sonic and acid), Resis. cold 10 & fire 10, PR 34, Telepathic Awareness 350 ft. Feats: Alertness, Great Fort., Improved Init., Iron Will, Lightning Reflexes, Psionic Meditation, Quicken Power, Psionic Body, Weapon Focus (tendril), Burrowing Power, Empower Power, Maximize Power, Opportunity Power, Unconditional Power Epic Feats: Improved Metapsionics, Epic Psionic Focus, Improved Manifestation (19pp), Improved Manifestation (21pp), Epic Manifestation, Epic Skill Focus (Psicraft), Epic Expanded Knowledge (Metafaculty) Skills: (not including possible equipment) Bluff +60, Concentration +65, Diplomacy +76, Disguise +11 (+17 to stay in character), Intimidate +66, Know (Dungeonering) +67, Know (Planes) +67, Know (Psionics) +67, Listen +60, Psicraft +83, Sense Motive +58, Spot +60, Survival +9 (+15 in underground or other plane or avoiding getting lost; +13 aboveground), Gather Information +36 (+42 or 38 in Underdark areas), Know (Arcana) +67, Know (arch. & engin.) +47, Know (geography) +67, Know (history) +47, Know (nature) +47, Know (nobility & royalty) +47, Know (religion) +47, Know (local - Underdark(Darklands)) +67, Spellcraft +46, Know (local - Underdark(Old Shanatar)) +28, Know (local - Underdark(Great Bhaerynde)) +28, Know (local - Underdark(Glimmersea)) +28, Know (local - Underdark(Deepwaste)) +28, Know (local - Underdark(Northdark)) +28 [substitute know(local) areas for ones particular to your campaign] Possessions: unknown ------------------------------------------------------------------- Sources: PHB, DMG, MM, Lords of Madness, Underdark, Expanded Psionics Handbook, Lost Empires of Fearun, Epic Level Handbook. |
| ravennight03-05-07, 02:51 PM | Here's my writeup for Caldauvur Maerglauthyn, the weredragon consort of Taline Telgara. I did my best to fit him into the lyncanthrope package, but if anyone has suggestions or comments about it, please feel free to tell me what you think. Caldauvur Maerglauthyn, CR 29 CG male Chondathan wizard 5/sorcerer 18; medium-sized humanoid (human, shapechanger); Init +1, AC 13 (+2 natural +1 Dex), touch 12, flat-footed 13; HD 5d4+40 18d4+144 (sorcerer) plus 12d12+96; hp 411; Fort +16, Ref +12, Will +15; Speed 30ft; Base Atk/Grapple +11/+6; Abilities Str 13 (+1), Dex 13 (+1), Con 16 (+3), Int 17 (+3), Wis 15 (+2), Cha 22 (+4); SA curse of lycanthropy, arcane generosity, spellpurge, spell-like abilities; SQ alternate form, draconic empathy, immunity to sleep and paralysis, mind blank, spell immunities, magister's step, spell focus, name attunement, the magister's sigil, rapid preperation, Mystra's shield, magesight; SR 20; Skills Balance +6, Concentration +23, Craft (gemcutting) +8, Diplomacy +12, Escape Artist +3, Jump +5, Knowledge (acrana) +32, Knowledge (nature) +12, Knowledge (history) +11, Knowledge (geography) +11, Perform (dancing) +6, Perform (harp) +6, Spellcraft +39, Swim +5, Tumble +7, Use Magic Device +16; Feats Alertness, Eschew Materials, Scribe Scroll (bonus), Craft Wondrous Item, Extend Spell (bonus), Draconic Heritage, Mobile Spellcasting, Still Spell, Chain Spell, Craft Staff, Leadership; Possessions items too numerous to list, as Magister she had access to innumerable items and spells. Sorcerer Spells Known 9/5/5/4/4/4/3/3/2/1; 0-resistance, detect poison, detect magic, read magic, dancing lights, light, mage hand, message, arcane mark; 1st-alarm, protection from evil, identify, sleep, magic missile; 2nd-fog cloud, web, detect thoughts, flaming sphere, alter self; 3rd-dispel magic, nondetection, lightning bolt, water breathing; 4th-dimension door, scrying, ice storm, polymorph; 5th-major creation, teleport, prying eyes, cone of cold; 6th-globe of invulnerability, chain lightning, disintegrate; 7th-greater teleport, prismatic spray, project image;8th-binding, polar blast; 9th-meteor swarm; Sorcerer Spells per Day 6/8/8/7/7/7/7/6/5/3; CL 18th. Wizard Spells Prepared 4/4/3/2; CL 5th. Draconic Form: Init +4, AC 24 (+11 natural, +4 Dex), touch 10, flat-footed 21; Fort +16, Ref +11, Will +9; Speed 60ft, fly 250 (good); Base Atk/Grapple +14/+17; Abilities Str 20 (+5), Dex 19 (+4), Con 23 (+6), Int 19 (+3), Wis 18 (+2), Cha 24 (+4); SA curse of lycanthropy, breath weapon, spell-like abilities; SQ alternate form, draconic empathy, immunity to fire, vulnerability to cold, protected sight; Skills same as human form Feats same as human form Breath Weapon (Su) intense light that burns whatever it touches, dealing fire damage (4d8, DC 18). Protected Sight (Ex) A mercury dragon is immune to any effect that would blind or dazzle it. It also gains a +3 racial bonus on saving throws against any light or pattern effect. Spell-Like Abilities At will-color spray, hypnottic pattern; 3/day-mirror image. Half-Dragon Hybrid Form: AC 15 (+4 natural, +1 Dex), touch 14, flat-footed 15; Base Atk/Grapple +15/+20; Abilities Str 21 (+5), Dex 13 (+1), Con 18 (+4), Int 19 (+4), Wis 15 (+2), Cha 24 (+7); SA curse of lycanthropy, breath weapon; SQ alternate form, draconic empathy, darkvision 60ft, low-light vision, immunity to sleep and paralysis; SR 20; Breath Weapon (Su) A 60ft cone of light that deals 6d8 points of damage (DC 16, Reflex for half) 1/day. ----------------------------------------------------------- Hook "I lost my love, so all I have left is service to the Mother, it's my duty to honor what's been lost.'' Description Born a mercury weredragon, Caldauvur acquired the hoard of a dying great wyrm who voluntarily gifted it to the youth, which he used to fund his magical education at a mage school somewhere south west of Westgate on the Dragon Coast. Little is known about his activities until his involvement with the Magister Taline Telgara. The two fell in love, traveling far and wide in draconic form and dispensing magic freely. The night of their marriage, something triggered a series of contingency magics on the Magister, causing Caldauvur to resume draconic form and tear the woman apart. In his grief upon the death of his love, he begged the Lady of Mysteries and Lord of Spells to take his life and return Taline to life. The two deities gently rebuffed his pleas and challenged him to be as good of a Magister as late wife. After he retreated in dragon form to a mountaintop near Waterdeep, he was attacked and didn't defend himself in his grief. The deities spent the winter months protecting the grieving Magister until he finally returned in the springtime to begin a career of intense instruction of youths of magical talent. He was merciless in his instruction but spread his teaching among a greater number of young wizards than any previous holder of the office. It wasn't until near the end of his stint as Magister that wizards around the Western Heartlands came to respect his creation of a body of disciplined mages with a common value system. He was finally killed when a number of scheming wizards lured him into a trap, posing as a settlement of his former apprentices and attacking him en masse. Notes His spellcasting abilities through class levels supercede his sorcerer levels in draconic form. He still has access to all the powers and immunities of the Magister in either draconic or hybrid form. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows he to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day-charm person, whirling blade, protection from energy, blast of flame, teleport, repulsion, energy immunity, protection from spell, meteor swarm. Mind Blank (Su) The Magister is constantly protected by a hightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and his presence does not trigger their effects. He is also immune to: magic missile, Melf's acid arrow, lightning bolt, dimensional anchor, cloudkill, chain lightning, prismatic spray, polar ray, power word kill. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if hehad the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell he has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear hename or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. He also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has his own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour. ----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Magic of Faerun, Players Handbook 3.5, Complete Arcane, Complete Mage, Players Guide to Faerun, Draconomicon, Monster Manual 3.5, Dragons of Faerun. |
| ericlboyd03-05-07, 07:13 PM | The intended 3e replacement for the weredragon is the song dragon. It's not a perfect fit by any means. --Eric |
| ravennight03-06-07, 09:41 AM | The intended 3e replacement for the weredragon is the song dragon. It's not a perfect fit by any means. --Eric Yeah, that's a problem with this character especially since the Water King was supposed to be the only true dragon. I'll do an alternate version of this one, since I had doubts about the weredragon as the lycanthrope template is meant for animal creatures. |
| herceg03-06-07, 03:00 PM | Shornthal Imynster, please please please :) |
| zakman03-07-07, 02:05 PM | These NPCs are great stuff indeed. Keep it up! :) Further, it would be great if someone could do Danchilaer the Mad Mage (PoF) Thanks in advance |
| Ramar Aulinvox03-07-07, 11:04 PM | Here is the power behind the throne of the Kuo-toan City of Sloopdilmonpolop (Middledark, Old Shanatar). Cephalopolop CR19 Kraken, Wizard 14 Gargantuan Magical Beast (aquatic) Int: +6; Senses: Darkvision 60 ft, Low-light vision, Listen +30, Spot +30 Languages: undercommon, aquan, Kuo-toan, terran, elvish, dwarvish, draconic, infernal --------------------------- AC: 22, touch 8, flat-footed 20 (-4 size, +14 natural, +2 dex) HP:580 Fort +28, Reflex +18, Will +21 ----------------------------------------------------- Speed: Swim 20 ft Melee: 2 Tentacles +25 (2d8+12/19-20) & 6 arms +30 (1d6+6) & bite +30 (4d6+6); improved grab; Constrict (2d8+12 or 1d6+6) Space:20 ft; Reach: 15 ft (60 ft. w/ tentacles, 30 ft w/ arms) Base Att: +27; Grp: +51 Special attacks: Improved Grab (ex), Constrict (ex), Spells Commonly Memorized Spells: (CL:18, 24 to overcome PR; DC: 19 + SL; Cast fire spells underwater normally; Water doesn't stop line of effect) 0L - Detect Magic, Message (x3) 1L - Shield, Mage Armor, Charm Person, Ray of Enfeeblement, Chill Touch, Shocking Grasp, Ventriloquism 2L - Whispering Wind, Fox's Cunning, Invisibility, Scorching Ray, See Invis., Detect Thoughts 3L - Air Breathing (CoR), Tongues, Haste, Fly, Fireball, Nondetection 4L - Polymorph, Greater Invisibility, Ice Storm, Charm Monster, Dimension Door, Stoneskin 5L - Dream, Animal Growth, Sending, Hold Monster, Rary's Telepathic Bond 6L - False Sending (BoVD), True Seeing, Disintegrate, Greater Dispel Magic 7L - Spell Turning, Greater Scrying, Prismatic Spray Spell-like Abilities: (CL: 9) 1/day - control weather, control winds, dominate animal (dc:19), resist energy. ----------------------------------------------------------------------- Str 34, Dex 14, Con 34, Int 29, Wis 22, Chr 22 SQ: Summon Familiar (none currently), Darkvision 60 ft, low-light vision, Ink Cloud (see MM), Jet (see MM), Spell-like abilities Feats: Blind-fight, Combat Expertise, Improv. Crit (tentacle), Improved Initiative, Improv. Trip, Practiced Spellcaster (wizard), Spell Penetration, Scribe Scroll (B), Aquatic Spellcasting, Greater Spell penetration, Enlarge Spell (B), Heighten Spell (B), Eschew Materials Epic Feats: Epic Spell Penetration Skills: (not including possible equipment bonuses) Concentration +50, Diplomacy +20, Hide +2, Intimidate +30, Know(geography) +26, Know(nature) +28, Listen +30, Search +33, Sense Motive +30, Spot +30, Survival +30 (+2 when following tracks, +2 in natural or underground, & +2 to avoid getting lost), Swim +20, Use Magic Device +30 (+6 when using scrolls), Spellcraft +51 (+2 when deciphering scrolls), Decipher Script +26, Know(local-Underdark(Old Shanatar)) +23, Know(arcana) +47, Know(dungeoneering) +23 Possessions: unknown ------------------------------------------------------------------- Strategy Notes: Cephalopolop uses a variety of ways to influence the kuo-toan priest-king of Sloopdilmonpolop which are reflected in the prepaired spells. Through use of polymorph or air breathing and fly, the powerful kraken to take the battle to those on land, air, and sea. ------------------------------------------------------------ Sources MM, PHB, DMG, Lords of Madness, Underdark, Champions of Ruin, Complete Arcane, Book of Vile Darkness, Epic Level Handbook |
| ravennight03-08-07, 12:24 AM | These NPCs are great stuff indeed. Keep it up! :) Further, it would be great if someone could do Danchilaer the Mad Mage (PoF) Thanks in advance I've almost got the Mad Mage done, I'll probably post him tomorrow. |
| ravennight03-09-07, 01:24 AM | Danchilaer the Mad Mage, CR 32 LN male Halruaan wizard 21/sorcerer 6/archmage 5; medium-sized humanoid (human) Init +3; AC 13, touch 10, flat-footed 10 (+3 Dex); HD 21d4+21 (wizard) plus 6d4+6 (sorcerer) plus 5d4+5 (archmage); hp 119; Fort +15, Ref +18, Will +21; Speed 30 ft. (6 squares); Base Atk +15/+10; Abilities Str 12 (+1), Dex 16 (+3), Con 13 (+1), Int 24 (+7), Wis 16 (+3), Cha 14 (+2); SA arcane fire, spell-like ability (teleport 4/day); SQ arcane reach, mastery of counterspelling, spell power +1; Skills Bluff +8, Concentration +31, Craft (alchemy) +20, Craft (sculpture) +12, Decipher Script +22, Diplomacy +9, Disguise +16, Escape Artist +7, Hide +6, Intimidate +17, Knowledge (arcana) +40, Knowledge (history) +26, Knowledge (local-Border Kingdoms) +18, Knowledge (local-Halruaa) +19, Sense Motives +7, Spellcraft +42; Feats Skill Focus (Spellcraft), Spell Focus (abjuration), Scribe Scroll (bonus), Persuasive, Extend Spell (bonus), Spell Focus (enchantment), Iron Will, Craft Wand (bonus), Persistent Spell, Craft Wondrous Item (bonus), Quicken Spell, Greater Spell Focus (enchantment), Epic Spellcasting (epic), Epic Will (epic), Epic Skill Focus (Spellcraft). Languages Hulruaan, Common, Elvish, Dwarvish, Gnoll, Shaaran. Possessions robe of resistance +4, bracers of armor +6, ring of the ram, ring of shooting stars, headband of intellect +6, rod of absorption, pink ioun stone, gloves of dexterity +4, wand of fireball (10th level), crystal ball with detect invisibility; Sorcerer Spells Known (spells per day 6/7/6/3; Caster Level 6th, 7th for Abjuration, 8th for Enchantment): 0-resistance, detect magic, read magic, dancing lights, ghost sound, message, arcane mark; 1st-shocking grasp, cause fear, feather fall, sleep; 2nd-magic mouth, whispering wind; 3rd-suggestion; Wizard Spells Prepared 4/6/6/6/5/3/5/4/3/3; CL 27th, 28th for Abjuration, 29th for Enchantment: 0-dancing lights, mage hand, detect magic, daze; 1st-charm person, magic missile x2, Tenser's floating disk, feather fall, true casting; 2nd-protection from arrows, detect thoughts, darkness, flaming sphere, invisibility, magic mouth, scare; 3rd-dispel magic, nondetection, protection from energy, hold person, suggestion, fly; 4th-dimension door, arcane eye, scrying, greater invisibility, polymorph; 5th-prying eyes, dominate person, feeblemind; 6th-geas, permanent image, prismatic aura, extended dominate person, extended hold monster; 7th-spell turning, greater scrying, project image, energy immunity; 8th-mind blank, demand, dreaded form of the eye tyrant; 9th-dominate monster, shapechange, superior invisibility; ------------------------------------------------------------ Hook "My secrets are mine own, and what I know and what I do are important to the region and the realms.'' Description Danchilaer the Mad Mage is a mysterious and reclusive Halruaan expatriate who now resides in and around the town of Dapplegate near the northern border of the realm of Derlusk in the Border Kingdoms. His motives and goals are unknown but it is known that he appeared in the Border Kingdoms around four-hundred years ago and to have periodically kidnapped and enlisted into services and tasks whose true purpose are only known to the Mag Mage. What is known is that whatever his activities are they seem to have been in protection of the town and the freedom of the region, although his methods and tasks are amoral, though he seems to be neither insane nor malicious. He has a tower at the edge of the town, though he seems to not reside in it as the building seems to constantly be the focus of roaming adventurers. So far no one has penetrated the trapped labyrinths and catacombs beneath the tower. Note The wizard has developed a mythal inside the labyrinths of his tower that reset the physical traps inside the tower as well as prevent him from aging while within the building or his hidden libraries and laboratories. ----------------------------------------------------------- Sources Players Handbook 3.5, Players Handbook II, Complete Arcane, Complete Mage, Power of Faerun, Epic Level Handbook, Dungeon Master's Guide 3.5. |
| Entreri100003-09-07, 06:34 PM | These Netherese are over powered. Since there are only 40 levels now, you have to multiply by 0.8. From the previous thread, somebody stated Lady Polgara (Nethril triology) as a 35th level caster now. She is pathetically weak in comparison to someone like Telemont Thanthul. She could not even defeat a regular arch fiend, while someone who is 35th level now should be able to toy with an average archfiend. Hell, Szass Tam (29th level) who was ambushed by Simbuls friends was still able to defeat an archfiend. I am sure than the Simbul would walk all over her, and rather easily, without or without Chosen powers. If she was 35th level then, she should be now be 28th level. And I can understand why a 28th level sorcerer would have difficulty with an archfiend. I can understand stating Karsus and Illoaulum as 36th, since they were the "best" even though they were only 41 level before (so 33 level now). However, someone like Larloch has been unfairly downgraded, since according to Ed Greenwood he was a 46th level, now under new rules, he should be 36th level, and slightly more powerful than Telemont (35th level, and I think the highest level now divine being?). On another note: Srinshee is incredibly old, probably the most powerful elven magic user, but only 30th level. The realms have placed too much emphasis on immensily powerful humans. Srinshee should be 36th level if she is the most powerful elven mage. |
| ravennight03-09-07, 07:30 PM | There isn't a limit to the levels a character can attain in any of the 3e materials. In fact, there is progression well beyond levels 30 and 40, so technically, unless a character is challenged or prevented to do so by a deity or other uber powerful being, a mortal has unlimited progressions. |
| Karsus the Mad03-09-07, 08:18 PM | These Netherese are over powered. Since there are only 40 levels now, you have to multiply by 0.8. Uhhh...ok. First, there is no level limit, so I have no idea where you get this "since there are only 40 levels now you have to multiply by 0.8". I can understand stating Karsus and Illoaulum as 36th, since they were the "best" even though they were only 41 level before (so 33 level now). Ioulaum is 41st level. He's an Elder Brain lich wizard 31/ archmage 5/ Netherese arcanist 5, to be exact. So again, no clue where you're getting "36th level" from. However, someone like Larloch has been unfairly downgraded, since according to Ed Greenwood he was a 46th level, Please don't do that. Larloch is NOT 46th level, even according to ED, so don't say something like that. Ed said he's "probably". Probably is not a statement of fact. Also, finish reading that statement and you'll find that it might all just be rumor spread by Zhents and Red wizards.... On another note: Srinshee is incredibly old, probably the most powerful elven magic user, but only 30th level. The realms have placed too much emphasis on immensily powerful humans. Srinshee should be 36th level if she is the most powerful elven mage. It might have something to do with human drive...and the specifics that elves, by even elven, don't have the drive to overcome obstacles like humans do. Just a crazy thought.... |
| Orog03-10-07, 03:14 PM | Has anyone made King Many-Arrows yet? :D |
| Entreri100003-10-07, 08:05 PM | So you are saying that someone can go up to level infinity? If that is the case, these Netherese are pathetically weak, even 40+ levels cannot handle the Phaerimm, or in the case of that women, a mere archfiend. As for the humans, get real, since there are literally infinite number of others beings in the realms, some how humans are the highest level casters. |
| Ramar Aulinvox03-10-07, 09:12 PM | Here's an NPC from Underdark's 2nd web enhancement. Scaled Beauty CR12 Half-blue dragon Nymph, Sorcerer 5 Medium Dragon Int: +5; Senses: Darkvision 60 ft, Low-light vision, Listen +12, Spot +12 Languages: draconic, silvan, common, damaran, undercommon --------------------------- AC: 33, touch 25, flat-footed 28 (+3 Armor, +5 natural, +5 dex, +10 deflection) HP:76; immune to electricity; DR: 10/cold iron Fort +16, Reflex +21, Will +22 ----------------------------------------------------- Speed: 30 ft, Swim 20 ft Melee: 2 Claws +10 (1d4+4) and Bite +5 (1d6+2) Space:5 ft; Reach: 5 ft Base Att: +5; Grp: +9 Special attacks: Breath Weapon: line of lightning 6d8 dam (DC:17) 1/day, Blinding Beauty (DC: 24) [see MM], Druid Spells, Stunning Glance (DC: 24) [see MM], Spell-like Abilities, Sorcerer Spells Commonly Memorized Druid Spells: (CL:7; DC: 13 + SL) 0L - Detect Crossroads (Mag), Ram's Might (Mag), Create Water, Know Direction, Mending, Purify Food & Drink 1L - Cure light wounds, Detect Snares & Pits, Pass without Trace, Magic Fang, Goodberry 2L - Scent (Mag), Flaming Sphere, Heat Metal, Resist Energy 3L - Spiderskin (UND), Spike Growth, Cure Moderate Wounds 4L - Mass Camouflage (Mag) Sorcerer Spells: (CL: 9; DC: 20 + SL) 0L (6/day): Detect Magic, Read Magic, Resistance, Detect Poison, Mage Hand, Prestidigation 1L (8/day): Shield, Ray of Enfeeblement, Alarm, Magic Missile 2L (7/day): Gedlee's Electric Loop (PGtF), See Invisibility. Spell-like Abilities: (CL: 7) 1/day - Dimension Door. ----------------------------------------------------------------------- Str 19, Dex 21, Con 17, Int 20, Wis 17, Chr 28 (30 with Cloak) SQ: Summon Familiar (none currently), Darkvision 60 ft, low-light vision, Spell-like abilities, Immunities (sleep, paralysis, electricity), DR: 10/cold iron, Unearthly grace [see MM], Wild Empathy +18 (+14 vs. magical beasts) Feats: Combat Casting, Practiced Spellcaster (Sorc), Weapon Finesse, Leadership Skills: Concentration +17, Diplomacy +23, Escape Artist +14, Handle Animal +15, Heal +7, Hide +14, Listen +12, Move Silent +14, Ride +11, Sense Motive +12, Spot +12, Swim +9, Use Rope +14 (+2 when tieing someone up), Bluff +18, Know (Arcana) +13, Spellcraft +21 Possessions: Amulet of Natural Armor +1, Bracers of Armor +3, Mwk. dagger, Cloak of Chr. +2, Rod of Lesser Empower, Staff of Fire (20), Wand of Cure Moderate Wounds (25), Wand of Haste (20), Heward's Handy Haversack, Wand of Melf's Acid Arrow (20), Scroll of Dispel Magic ------------------------------------------------------------------- Strategy Notes: Scaled Beauty travels around with a group of advanced kobolds that she really cares for. These kobolds worship her as a goddess. A possible list that would make an encouter 17 leve would be: 4 kobold ranger 5 4 kobold rogue 5 1 kobold druid 5 1 kobold sorcerer 5 2 kobold fighter 3/sorcerer 2 1 kobold sorcerer 6/rogue 4 1 kobold ranger 5 cavelord 5 1 kobold fighter 2/rogue 2/sorcerer 4/spellsword 6 ------------------------------------------------------------ Sources MM, PHB, DMG, Underdark, Complete Arcane, Player's Guide to Faerun, Magic of Faerun, Web Enhancement 2 for Underdark. |
| Jacko03-21-07, 03:53 AM | *bump* |
| runestar03-21-07, 06:14 AM | Would those sorc lvs count as non-associated for the scaled beauty? She seems a tad weak for a cr14 challenge...:P Though thanks for the stat block - reading the web enhancement now. Never realized it existed... |
| Ramar Aulinvox04-06-07, 12:48 AM | Would those sorc lvs count as non-associated for the scaled beauty? She seems a tad weak for a cr14 challenge...:P Though thanks for the stat block - reading the web enhancement now. Never realized it existed... I counted them as associated class levels since the nymph's abilities are primarily spellcasting. With the casting abilities of a seventh level druid on top of her other abilities, I think that she can make a decent CR 14 encounter on her own. |
| The Simbul04-06-07, 01:16 AM | ActuallyA spellcasting class is an associated class for a creature that already has the ability to cast spells as a character of the class in question, since the monster’s levels in the spellcasting class stack with its innate spellcasting ability.So sorcerer levels should generally not be considered associated for a Nymph. However I believe there are instances where even the authors misunderstand that section of the rules, so at least you aren't alone on that one. :D |
| Exploit04-09-07, 01:24 PM | I'd like to thank everyone who has posted NPCs on this thread since this is one of the best resources that I have found. Does anyone already have or feel like creating the stat block for Malchior of Darkhold, the 13th level cleric of Cyric, found in the City of Splendors: Waterdeep and originally found in Cloak & Dagger? I noticed a small discrepancy on the Dag Zoreth of Darkhold entry on Page 1 of this thread. Here is a Clr6/Strifeleader 4 while in the City of Splendors he is listed as Clr5/Strifeleader 5. |
| Green Giant04-09-07, 08:56 PM | I'd like to thank everyone who has posted NPCs on this thread since this is one of the best resources that I have found. Does anyone already have or feel like creating the stat block for Malchior of Darkhold, the 13th level cleric of Cyric, found in the City of Splendors: Waterdeep and originally found in Cloak & Dagger? I noticed a small discrepancy on the Dag Zoreth of Darkhold entry on Page 1 of this thread. Here is a Clr6/Strifeleader 4 while in the City of Splendors he is listed as Clr5/Strifeleader 5. I believe I had this discussion with Eric L Boyd who created the class levels of Dag Zoreth. The problem is he doesn't have the requirements to enter the Strifeleader PrC since he'll fall one feat short. He can't take Weapon Focus (longsword) without taking Martial Weapon Proficiency (longsword). Martial Weapon Proficiency requires a BAB of +1 or better, so he can't take it at first level since a cleric has a BAB of +0 at that point. In order to correct this, he needs one more level of cleric (6th level) to get Weapon Focus (longsword). It should look something like this: 1st - Spell Focus (illusion) Bonus Human feat - Iron Will 3rd - Martial Weapon Proficiency (longsword) 6th - Weapon Focus (longsword) |
| Jacko04-19-07, 03:04 AM | What's happened to this thread guys? Ravennight and Green Giant are you guys still posting because this thread is the best one of these entire boards and you two were making it so single-handedly but it's gone a bit dead? |
| Green Giant04-19-07, 08:17 AM | What's happened to this thread guys? Ravennight and Green Giant are you guys still posting because this thread is the best one of these entire boards and you two were making it so single-handedly but it's gone a bit dead? I've been busy catching up on my D&D reading, but I have a few requests that will soon be posted. Be patient. |
| Green Giant04-22-07, 03:57 PM | Here is a late request. Enjoy. :) Cephalossk the Spawn of Lugribossk CR 21 Ulitharid Cleric 18 of Ilsensine Lords of Madness 158 LE Large Aberration (Psionic) Init +5; Senses darkvision 60 ft.; Listen +17, Spot +22 Aura evil (overwhelming), law (overwhelming) Languages Chondathan, Common, Draconic, Dwarven, Elven, Infernal, Terran, Undercommon, telepathy 200 ft. ------------------------------------------------------------ AC 26, touch 14, flat-footed 25 (-1 size, +1 Dex, +7 armor, +4 deflection, +5 natural) hp 258 (30 HD) PR 45 Fort +20, Ref +13, Will +31 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee 2 long tentacles +24 melee (2d6+5) and 4 short tentacles +22 melee (1d8+3) Space 10 ft.; Reach 5 ft. (15 ft. with 2 long tentacles) Base Atk +20; Grp +27 Atk Options improved grab (tentacle) Special Actions extract, mind blast, rebuke undead 10/day (+9, 2d6+25, 18th) Combat Gear cognizance crystal (5 power points), wand of slashing darkness (20 charges) Power Points/Day 192 Powers Known (ML 17th, telepathy primary discipline, 1d20+19 to overcome PR): 7th–decerebrate (DC 24) 6th–mass cloud mind (DC 23), personality parasite (DC 23), shatter mind blank (DC 23) 5th–mind probe (DC 22), psionic plane shift 4th–intellect fortress, mindwipe, psionic dimension door, psionic dominate (DC 21) 3rd–body adjustment, dispel psionics, mental barrier, telekinetic force 2nd–body equilibrium, ego whip (DC 19), id insinuation (DC 19), psionic levitate, psionic suggestion (DC 19), read thoughts (DC 19) 1st–defensive precognition, detect psionics, mind thrust (DC 18), psionic charm (DC 18), vigor Cleric Spells Prepared (CL 18th): 9th–astral projection, energy drain (DC 28), foresight {D} (CL 19th), miracle 8th–antimagic field, earthquake, mind blank {D}, quickened divine power, unholy aura (DC 27) 7th–destruction (DC 26), ethereal jaunt, greater scrying (CL 19th), legend lore {D} (CL 19th), repulsion (DC 26) 6th–animate objects, blade barrier (DC 25), greater dispel magic, heal, probe thoughts {D} (CL 19th, DC 25), wind walk 5th–dispel good (DC 24), flame strike (DC 24), greater command (DC 24), greater stone shape, slay living (DC 24), true seeing {D} (CL 19th), wall of stone 4th–cure critical wounds, death ward, divination {D} (CL 19th), dweomer of transference [XPH], freedom of movement, greater magic weapon x2, spell immunity 3rd–clairaudience/clairvoyance {D} (CL 19th), cure serious wounds, deeper darkness, dispel magic, invisibility purge, know opponent (CL 19th, DC 22), magic vestment, protection from energy 2nd–bear’s endurance, cure moderate wounds, detect thoughts {D} (CL 19th, DC 21), eagle’s splendor, extend tentacles, shatter (DC 21), silence (DC 21), sound burst (DC 21) 1st–command (DC 20), comprehend languages {D} (CL 19th), cure light wounds, deathwatch, detect good (CL 19th), divine favor, entropic shield, sanctuary (DC 20), shield of faith 0–create water, detect magic, detect poison, guidance, mending, read magic D domain spell; Deity: Ilsensine; Domain: Knowledge, Mind ------------------------------------------------------------ Abilities Str 16, Dex 12, Con 18, Int 24, Wis 28, Cha 24 SQ spontaneous casting (inflict spells) Feats Ability Focus (mind blast), Combat Manifestation, Craft Universal Item, Improved Initiative, Improved Natural Attack, Iron Will, Quicken Spell, Power Penetration, Practiced Manifester, Sanctify Relic, True Believer Skills Autohypnosis +19, Bluff +19, Concentration +37 (+41 when manifesting defensively), Diplomacy +34, Disguise +7 (+9 acting), Heal +17, Hide +7, Intimidate +24, Knowledge (arcana) +22, Knowledge (dungeoneering) +17, Knowledge (history) +22, Knowledge (psionics) +30, Knowledge (religion) +28, Knowledge (the planes) +22, Listen +17, Move Silently +11, Psicraft +19, Sense Motive +19, Spellcraft +30, Spot +22, Survival +7 (+9 underground and on other planes) Possessions combat gear as well as tentacle extension x2, bracers of armor +7, periapt of wisdom +4, ring of protection +4, tendril rings of Ilsensine, silver unholy symbol (Ilsensine). 2,100 in coins, gems, and jewelry. ------------------------------------------------------------ Hook “It is the will of Ilsensine.” Description Sinister and regal, this towering humanoid-shaped being stands almost 9 feet tall. Its flesh is rubbery and mauve in color, glistening with slime. It wears ornate robes that sweep the ground. Its head is octopoidal in form, with four short tentacles and two much longer ones where its mouth should be. Its eyes are blank orbs of silver-white. Note Cephalossk had the following statistics before racial and HD ability score increases and equipment bonuses: Str 10, Dex 8, Con 12, Int 14, Wis 15, Cha 13. ------------------------------------------------------------ Extract (Ex): If Cephalossk begins its turn with at least four tentacles attached and makes a successful grapple check, it automatically extracts its opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads. Improved Grab (Ex): To use this, Cephalossk must hit a small, medium, or large creature (or larger but the foe’s head must be within reach) with its tentacle attack. It can then start to grapple as a free action without provoking an attack of opportunity. If Cephalossk wins the grapple check, it establishes a hold and attaches a tentacle to the opponent’s head. If Cephalossk begins its turn with at least one tentacle attached, it can try to attach others. Opponents can escape with a successful grapple check or an Escape Artist check but Cephalossk gets a +2 bonus for every tentacle that was attached at the beginning of its opponent’s turn. Mind Blast (Psi): 60 ft. cone, anyone caught inside must succeed on a DC 23 Will save or be stunned for 3d4 rounds. ------------------------------------------------------------ Sources Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Lords of Madness (3.5E), Expanded Psionics Handbook (3.5E), Complete Psionic (3.5E), Magic Item Compendium (3.5E), Spell Compendium (3.5E), and Dragon #255. Tendril Rings of Ilsensine [Relic] Price (Item Level): 5,000 gp (9th) Body Slot: Face Caster Level: 20th Aura: Strong; (DC 25) psychoportation Activation: swift (manipulation) Weight: - These thin slips of silver come in pairs engraved in the illithid language of Qualith promising power and protection. These devices can be created only in illithid communities that have been visited by an avatar or proxy of their god, Ilsensine. They are reserved for eminent members of a mind flayer community and feature several valuable psionic powers. Tendril rings of Ilsensine can only be worn by illithids, their half-spawn, or an individual who has taken the Illithid Heritage feat along with Illithid Blast and the Illithid Grapple feat twice. The rings slide over the mouth tentacles. They provide a +1 resistance bonus on saving throws, if you are lawful evil, lawful neutral, or neutral evil. Relic Power: If you have established the proper divine connection, the rings are implanted with an automatic teleport trigger effect. Once per day when your hit points are reduced to 10 or less, the rings psionically teleport you to a predetermined safe location. To use the relic power, you must worship Ilsensine and either sacrifice a 5th-level divine spell slot or have the True Believer feat and at least 9 HD. If you sacrifice a 7th-level divine spell slot or have the True Believer feat and at least 14 HD, once a week the rings have the power to enhance the mind blasts of illithids by rubbing them together with its tentacles. The rings produce an eerie sound that resonates not only physically but also mentally. A channel is opened, and an infinitesimal portion of the god’s power leaks through. While illithids find these mental vibrations soothing, the alien thoughts of the god causes severe disorientation to all other races. The mind blast of the illithid is enlarged and empowered (as the metamagic feats of the same name). Divine and arcane spellcasters lose 1d4 random spell slots should they fail their save, and must memorize or pray for them again. The disorientation caused by the tendril rings is so acute that victims fail all Concentration checks (inluding regaining spells) and cannot be psionically focused for an entire day if they fail their save. Lore: Most of the tendril rings have originated from the illithid city of Oryndoll beneath the Shining Plains. During the Time of Troubles, Ilsensine adopted the elder brain of Oryndoll as its avatar form. This resulted in a mental stimulation of Oryndoll’s illithid inhabitants and a resultant burst of creative energy. The Creative Creed along with the Venerator Creed used their resources in creating tendril rings as instructed by the avatar of the Tentacled Lord before it left. Many of the Creedmasters of Oryndoll are gifted with such rings (Knowledge [religion] DC 20). Prerequisites: Craft Universal Item, Sanctify Relic, defensive precognition, psionic teleport, must be an illithid, half-illithid, or have the Illithid Heritage feat. Cost to Create: 2,500 gp, 200 XP, 5 days |
| Green Giant04-25-07, 09:06 PM | Here is one of the High Heralds. Enjoy. :) “Old Night” Shalara Swordshigh CR 10 Female Human Bard 6/Ranger 4 of Mielikki CG Medium Humanoid (Human) Init +3; Senses Listen +7, Spot +9 Languages Chondathan, Common, Elven, Orc, Sylvan ------------------------------------------------------------ AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor); Dodge hp 51 (10 HD) Immune shaken Fort +7, Ref +10, Will +8 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +1 silver scimitar +10/+5 (1d6+1/18-20) Ranged masterwork longbow +10/+5 (1d8/x3) or masterwork longbow +8/+8/+3 (1d8/x3) with Rapid Shot Base Atk +8; Grp +9 Atk Options favored enemy orcs +2 Special Actions bardic music 6/day (inspire courage +1, fascinate 2 creatures, countersong, inspire competence, suggestion [DC 16]) Combat Gear wand of invisibility (10 charges) Bard Spells Known (CL 6th): 2nd (3/day)–cure moderate wounds, detect thoughts (DC 15), tongues 1st (4/day)–charm person (DC 14), disguise self, herald’s call, remove scent 0 (3/day)–detect magic, mage hand, open/close, read magic, resistance, summon instrument Ranger Spells Prepared (CL 2nd): 1st–speak with animals ------------------------------------------------------------ Abilities Str 12, Dex 13, Con 13, Int 17, Wis 15, Cha 17 SQ animal companion, bardic knowledge +11, link with companion, share spells, wild empathy +9 (+5 with magical beasts) Feats Blooded, Dodge, Endurance {B}, Point Blank Shot, Rapid Shot {B}, Skill Focus (Knowledge [nobility and royalty]), Stealthy, Track {B} Skills Bluff +9, Climb +6, Concentration +5, Diplomacy +15, Disguise +3 (+5 acting), Handle Animal +8, Hide +7, Jump +8, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (nature) +11, Knowledge (nobility and royalty) +12, Listen +7, Move Silently +7, Perform (sing) +12, Perform (string instruments) +9, Ride +6, Sense Motive +8, Spellcraft +11, Spot +9, Survival +7 (+9 in natural environment), Swim +6, Tumble +12 Possessions combat gear plus +1 silver scimitar, masterwork longbow, quiver with 20 arrows, boots of the winterlands, bracers of armor +4, Fochlucan bandore, iron bands of Bilarro, light warhorse, military saddle. As one of the High Heralds and master of Herald’s Holdfast, Shalara has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “Here, let me copy your company’s name and sign so there’ll be a record to remember you by after King Obould’s orcs get through with you. Good hunting.” Description Unknown Note Shalara has the benefits and penalties of middle age. Shalara Swordshigh had the following statistics before aging, HD ability score increases, and equipment bonuses: Str 13, Dex 13, Con 14, Int 15, Wis 14, Cha 16 ------------------------------------------------------------ Sources The Code of the Harpers (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Silver Marches (3E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Regal, Owl Animal Companion CR – N Tiny Animal Init +3; Senses low-light vision; Listen +14, Spot +6 (+14 in shadowy illumination) ------------------------------------------------------------ AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural) hp 4 (1 HD) Fort +2, Ref +5, Will +2 ------------------------------------------------------------ Speed 10 ft. (2 squares), fly 40 ft. (average) Melee talons +5 (1d4-3) Space 2-1/2 ft.; Reach 0 ft. Base Atk +0; Grp -11 ------------------------------------------------------------ Abilities Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4 SQ 1 bonus trick Feats Weapon Finesse Skills Listen +14, Move Silently +17, Spot +6* * +8 racial bonus in areas of shadowy illumination. |
| Green Giant04-26-07, 10:34 PM | Here is another late request. Enjoy. :) Zormarq the Phantyrant CR 22 Hive Mother Doomsphere Favored Soul 9 of the Great Mother Lords of Madness 136, Monsters of Faerun 88 LE Huge Undead (augmented aberration) Init +5; Senses all-around vision, darkvision 60 ft.; Listen +40, Spot +44 Languages Abyssal, Beholder, Common, Draconic, Infernal, Phaerimm, Terran, Undercommon ------------------------------------------------------------ AC 46, touch 13, flat-footed 45 (-2 size, +1 Dex, +8 armor, +4 deflection, +25 natural); can’t be flanked hp 134 (29 HD) Immune cold, electricity, undead immunities Resist +4 turn resistance, fire 10 Fort +12, Ref +11, Will +25 ------------------------------------------------------------ Speed fly 30 ft. (perfect) Melee corrupting bite +32 touch (2d6+16) Ranged eye rays +19 touch (see below) Space 15 ft.; Reach 10 ft. Base Atk +20; Grp +36 Atk Options Disjunction Ray, Flyby Attack, eye rays, improved grab Special Actions Focused Antimagic, command beholder, swallow whole Favored Soul Spells Known (CL 13th; 1d20+15 to overcome SR): 4th (6/day)–divine power, divination, spell immunity 3rd (9/day)–cure serious wounds, dispel magic, glyph of warding (DC 20), protection from energy 2nd (9/day)–aid, darkness, death knell (DC 19), owl’s wisdom, silence (DC 19) 1st (9/day)–bane (DC 18), command (DC 18), deathwatch, divine favor, entropic shield, sanctuary (DC 18) 0 (6/day)–detect magic, detect poison, guidance, light, mending, read magic, resistance, virtue ------------------------------------------------------------ Abilities Str 27, Dex 12, Con –, Int 22, Wis 24, Cha 32 SQ rejuvenation, undead traits Feats Alertness{B}, Disjunction Ray, Eschew Materials, Flyby Attack, Focused Antimagic, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Iron Will, Practiced Spellcaster, Spell Penetration, Weapon Focus (bite) {B} Skills Bluff +20, Concentration +14, Diplomacy +24, Disguise +11 (+13 acting), Hide +24, Intimidate +36, Knowledge (arcana) +39, Knowledge (dungeoneering) +15, Knowledge (religion) +29, Listen +40, Search +41, Sense Motive +16, Spellcraft +22, Spot +44, Survival +7 (+9 following tracks and underground) Possessions amulet of mighty fists +4, bracers of armor +8, ring of protection +4, strand of prayer beads, tome of understanding +1 (already read), silver unholy symbol (Great Mother). 2,200 in coins, gems, and jewelry. ------------------------------------------------------------ Hook “The Great Mother has shown me the way.” Description Zormarq is the last hive mother to claim the title of ocularch of Ooltul. Zormarq wants to reconquer Ooltul, and its ghostly presence is the preeminent voice of authority seeking to maintain Hive unity. Note Zormarq had the following statistics before racial and HD ability score increases and equipment bonuses: Str 13, Dex 8, Con 10, Int 12, Wis 15, Cha 14. ------------------------------------------------------------ Antimagic Cone (Su): 240-foot cone of antimagic (CL 20th). During its turn, Zormarq can decide whether the antimagic cone is active or not. Command Beholder (Sp): Dominate monster at will (CL 20th), but only against beholders and beholderkin. DC 30 Will save negates. Zormarq is immune to the command beholder ability of other hive mothers. Zormarq can sense the loss of control and knows the position and distance to the beholder at the time control was lost. Eye Rays (Su): Zormarq can produce a magical ray once per round as a free action and can aim up to six eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 20th). Each ray has a range of 240 feet and a save DC of 31. The save DCs are Charisma-based. The ten eye rays include: Animate Dead: As the spell ,except with ray. Boneshatter: Fort save; 2d6 damage on successful save; 3d6 damage on failed save with an additional 1d8 damage on the next round. Incorporeal, gaseous, or invertebrate (including plants, oozes, elementals, worms, and mollusks without shells, such as squid or octopus) creatures are not affected. Chill Ray: 12/day, 2d6 temporary Constitution damage. In addition, Will save or be slowed for 29 rounds. Enervation: As the spell. Fort negates. Fear: As the spell, except it targets one creature. Will negates. Flesh Sear: 2d4 damage for 5 rounds. Hold Monster: As the spell. Will negates. Slow: As the spell, except it targets one creature. Will negates. Unholy Blight: As the spell. Fort save for half damage and negates sickening effect. Withering: 1d4 temporary Strength and Constitution damage. On critical hit, damage is permanent ability drain. Fort negates Improved Grab (Ex): To use this, Zormarq must hit with its bite attack. It can then start to grapple as a free action without provoking an attack of opportunity. If Zormarq wins the grapple check, it establishes a hold. Swallow Whole (Ex): Zormarq can swallow an opponent size Medium or smaller with a successful grapple check. Once swallowed, the opponent takes 2d8+7 points of crushing damage plus 2d8 points of corrupting damage per round. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 20). Once the creature exits, the hole closes; another swallowed opponent must cut its own way out. Zormarq can hold 1 Medium, 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents. ------------------------------------------------------------ Manifestation (Su): When Zormarq manifests on the Material Plane, its statistics change as follows: LE Huge Undead (augmented aberration, incorporeal) AC 20, touch 20, flat-footed 19 (-2 size, +1 Dex, +11 deflection); can't be flanked Immune cold, electricity, incorporeal immunities, undead immunities Melee corrupting bite +24 touch (2d6+4) Atk Options Disjunction Ray, Flyby Attack Special Actions Focused Antimagic, command beholder SQ incorporeal traits, rejuvenation, undead traits ------------------------------------------------------------ Sources Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Monsters of Faerun (3E), Lords of Madness (3.5E), Complete Divine (3.5E), Magic Item Compendium (3.5E), and Spell Compendium (3.5E). |
| Mad Mage04-26-07, 11:02 PM | I wonder if I'll ever see Firebeard Elvenhair at this point. :allalone: |
| Green Giant04-27-07, 06:44 PM | I wonder if I'll ever see Firebeard Elvenhair at this point. :allalone: Actually, I've already statted him along with some other requests from before but they're in my old computer which my cousin is borrowing. Hopefully, he'll bring it this weekend so I can transfer the info and post the stats. |
| ericlboyd04-27-07, 06:45 PM | I've seen several requests in private notes and on various threads asking for the Patron Fathers of the Jaezred Chaulssin. --Eric |
| Green Giant04-28-07, 02:01 PM | Here's another request. Enjoy. :) Skixtalq the Obscurant CR 33 Beholder Elder Orb Chosen of Gzemnid Sorcerer 20 Lords of Madness 41 CE Huge Aberration Init +3; Senses all-around vision, darkvision 60 ft., fog sight; Listen +33, Spot +37 Languages Abyssal, Alzhedo, Beholder, Chondathan, Common, Draconic, Dwarven, Gnome, Infernal, Shaaran, Terran, Undercommon ------------------------------------------------------------ AC 42, touch 12, flat-footed 42 (-2 size, -1 Dex, +10 armor, +5 deflection, +20 natural); can’t be flanked hp 461 (40 HD); DR 10/magic Immune aging, gasses Miss 50% chance Resist acid 20, cold 20, electricity 20, fire 20, sonic 20 Fort +31, Ref +20, Will +37 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good) Melee bite +25 (2d6+3) Ranged eye rays +22 touch (see below) Space 15 ft.; Reach 10 ft. Base Atk +25; Grp +35 Atk Options Disjunction Ray, Flyby Attack, eye rays Special Actions Focused Antimagic Combat Gear lens of ray chaining (worn on disintegrate eye and with 9 charges remaining), lens of ray widening (worn on flesh to stone eye and with 9 charges remaining), potion of cure serious wounds x3, scroll of analyze dweomer, scroll of limited wish, staff of conjuration (33 charges), wand of stoneskin (25 charges) Sorcerer Spells Known (CL 20th; 1d20+22 to overcome SR): 9th (7/day)–astral projection, summon monster IX, weird (DC 30) 8th (7/day)–discern location, incendiary cloud (DC 29), mind blank 7th (7/day)–greater scrying (DC 27), greater teleport, project image 6th (8/day)–greater dispel magic, guards and wards (DC 26), legend lore 5th (8/day)–break enchantment, cloudkill (DC 26), cone of cold (DC 25), contact other plane 4th (8/day)–enervation (+22 ranged touch), Evard’s black tentacles (+28 grapple), greater invisibility, polymorph 3rd (8/day)–blink, lightning bolt (DC 23), major image (DC 24), protection from energy 2nd (9/day)–cat’s grace, detect thoughts (DC 22), malevolent miasma (DC 23), Melf’s acid arrow (+22 ranged touch), protection from arrows 1st (9/day)–comprehend languages, erase, magic missile, shield, wall of smoke (DC 21) 0 (6/day)–amanuensis, caltrops, detect magic, electric jolt (+22 ranged touch), mage hand, mending, message, open/close, read magic Spell-like Abilities (CL 40th) Constant–displacement, nondetection At will–gaseous form, obscuring mist 3/day–solid fog, hallucinatory terrain (DC 25), veil (DC 27) 1/day–phase door, screen (DC 29) ------------------------------------------------------------ Abilities Str 15, Dex 8, Con 27, Int 30, Wis 26, Cha 30 SQ breathless, familiar (none) Feats Alertness{B}, Cloudy Conjuration, Disjunction Ray, Eschew Materials, Extend Spell, Flyby Attack, Focused Antimagic, Great Fortitude, Improved Initiative, Iron Will, Skilled Telekinetic, Spell Focus (conjuration), Spell Focus (illusion), Spell Penetration Skills Appraise +21, Bluff +33, Concentration +31, Decipher Script +21, Diplomacy +23, Disguise +10 (+12 acting), Gather Information +19, Hide +14, Intimidate +27, Knowledge (arcana) +53, Knowledge (dungeoneering) +21, Knowledge (history) +31, Knowledge (the planes) +31, Listen +33, Search +37, Spellcraft +48, Spot +37, Survival +8 (+10 following tracks, underground, and other planes) Possessions combat gear as well as amulet of health +6, amulet of natural armor +2, bracers of armor +10, crystal ball with telepathy, ring of defense +5, ring of freedom of movement, major ring of universal energy resistance 20, sphere mirror x2. 5,000 in coins, gems, jewelry, and books. ------------------------------------------------------------ Hook “I, Tyrant by Anadar. Such work must never see the light of day.” Description Skixtalq the Obscurant is Zokir’s preeminent acquirer of knowledge, much lik a sage. He is said to receive vision from Gzemnid, and other beholders regularly seek its counsel. His title “the Obscurant” refers to its relentless efforts to eliminate all knowledge about beholder aboveground. Note Skixtalq has the benefits and penalties of venerable age. Skixtalq had the following statistics before aging, racial, size, and HD ability score increases and equipment bonuses: Str 10, Dex 8, Con 12, Int 14, Wis 13, Cha 15. ------------------------------------------------------------ Antimagic Cone (Su): 150-foot cone of antimagic (CL 13th). During its turn, Skixtalq can decide whether the antimagic cone is active or not. Eye Rays (Su): Skixtalq can produce a magical ray once per round as a free action and can aim up to two eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 30. The save DCs are Charisma-based. See MM 26-27. ------------------------------------------------------------ Sources Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Lords of Madness (3.5E), Complete Mage (3.5E), Magic Item Compendium (3.5E), Spell Compendium (3.5E), and Epic Level Handbook (3E). Creating a Chosen of Gzemnid Chosen of Gzemnid is a template that can be added to any beholder or beholderkin (referred to hereafter as the "character") that the Gas Giant chooses to entrust a portion of its power to. A Chosen of Gzemnid uses all of the character's statistics and special abilities except as noted below. Type/Subtype: same as the character. Appearance: The Chosen of Gzemnid takes on a blue tint to their hide and grows a small circle of tentacle-fronds on the crown of its head, although these are nowhere near as dextrous as those of Gzemnid’s. Special Qualities: A Chosen of Gzemnid retains all of the special qualities of the character and also gains the following: Bonus Spells (Sp): Constant–displacement, nondetection. At will–gaseous form, obscuring mist. 3/day–solid fog, hallucinatory terrain, veil. 1/day–phase door, screen. Breathless (Ex): A Chosen of Gzemnid does not need to breathe, so it is immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison). Damage Reduction (Ex): 10/magic Fog Sight (Ex): A Chosen of Gzemnid’s vision and eye rays is unaffected by fog, smoke, or other obscure gasses. Immunities (Ex): A Chosen of Gzemnid is immune to aging effects and does not age. Bonuses still accrue, and the Chosen still dies of old age when its time is up. A Chosen of Gzemnid is also immune to all the effects of gasses (such as acid fog, cloudkill, incendiary cloud, poison gas, etc.). Saves: Same as the character. Abilities: Increase from the character as follows: Intelligence +6, Wisdom +4, Charisma +4 Skills: Same as the character. Feats: Same as the character. Climate/Terrain: Same as the character. Organization: Same as the character. Challenge Rating: +4. Alignment: Always chaotic evil. Treasure: Same as the character. Advancement: Same as the character. Ring of Defense: This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Sources: Dragon #290. Faint abjuration; CL 5th; Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5). |
| Lord Dracul04-28-07, 02:49 PM | I've seen several requests in private notes and on various threads asking for the Patron Fathers of the Jaezred Chaulssin. --Eric Yeah, what Eric said. P.S. This is my request. LOL |
| Green Giant04-29-07, 11:03 PM | Here's a very, very, very late request. Enjoy. :) Firebeard Elvenhair CR 8 Male Tethyrian Human Wizard 7/Loremaster 1 NG Medium Humanoid (human) Init +3; Senses Listen +2, Spot +2 Languages Chondathan, Common, Draconic, Elven, Halfling, Illuskan ------------------------------------------------------------ AC 15, touch 14, flat-footed 12 (+1 deflection, +1 natural, +3 Dex) hp 24 (8 HD) secret health Fort +2, Ref +5, Will +9 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee quarterstaff +2 (1d6-1) Melee masterwork dagger +3 (1d4-1/19-20) Ranged masterwork dagger +7 (1d4-1/19-20) Base Atk +3; Grp +2 Combat Gear brooch of shielding (101 points), potion of cure moderate wounds x2, wand of magic missile (7th) (15 charges), wand of fox’s cunning (10 charges) Wizard Spells Prepared (CL 8th): 4th–detect scrying, polymorph, summon monster IV 3rd–blink, dispel magic, gaseous form, lightning bolt (DC 17) 2nd–knock, levitate, locate object, scare (DC 16) 1st–charm person (DC 15), comprehend languages, erase, mage armor, magic missile 0–amanuensis, detect magic, mending, resistance ------------------------------------------------------------ Abilities Str 9, Dex 16, Con 11, Int 19, Wis 14, Cha 15 SQ familiar (none) Feats Craft Wand, Craft Wondrous Item, Enlarge Spell, Extend Spell, Scribe Scroll{B}, Skill Focus (knowledge [arcana]) Skills Appraise +9, Concentration +11, Diplomacy +4, Gather Information +4, Knowledge (arcana) +15, Knowledge (history) +15, Knowledge (local-The Sword Coast) +12, Knowledge (nobility and royalty) +12, Listen +2, Profession (scribe) +10, Spellcraft +17, Spot +2 Possessions combat gear as well as quarterstaff, masterwork dagger, amulet of natural armor +1, ring of protection +1. At least 425 gp in coins, gems, jewelry, material components, and books. Spellbook spells prepared plus 0–all; 1st–identify; 2nd–continual flame, fox’s cunning, spider climb; 3rd-shrink item. ------------------------------------------------------------ Hook “Never judge a book by its cover unless you enjoy paying more.” Description Unknown ------------------------------------------------------------ Sources Dragon #255, PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Spell Compendium (3.5E). |
| Mad Mage04-30-07, 01:57 AM | Looks nice, Green Giant. Well worth the wait. :cool: Meant to remind you of this as well, but... didn't I also request King Mith Barak when I originally asked for Firebeard Elvenhair? :confused: |
| Jacko04-30-07, 03:28 AM | Love both beholders Green Giant, great stuff!! |
| Green Giant04-30-07, 06:52 PM | Here as some more late requests. Enjoy. :) Barim Stagwinter CR 7 Male Chondathan Human Fighter 7 NG Medium Humanoid (Human) Init +3; Senses Listen +3, Spot +3 Languages Chondathan, Common, Elven, Giant, Orc ------------------------------------------------------------ AC 21, touch 13, flat-footed 18 (+6 armor, +2 shield, +3 Dex) hp 67 (7 HD) Immune shaken Fort +9, Ref +6, Will +6 ------------------------------------------------------------ Speed 20 ft. (4 squares) Melee +1 bastard sword +13/+8 (1d10+7/19-20) Ranged masterwork composite longbow [+4 Str] +11/+6 (1d8+4/x3) Base Atk +7; Grp +11 Atk Options Cleave, Power Attack Combat Gear potion of bull’s strength, potion of cure light wounds x2, potion of cure serious wounds, potion of shield of faith +3 ------------------------------------------------------------ Abilities Str 18, Dex 17, Con 16, Int 16, Wis 13, Cha 16 Feats Bullheaded, Cleave, Exotic Weapon Proficiency (bastard sword), Mounted Combat, Power Attack, Quick Draw, Weapon Focus (bastard sword), Weapon Specialization (bastard sword) Skills Climb +14, Handle Animal +10, Intimidate +11, Jump +14, Listen +3, Ride (horse) +12, Spot +3, Swim +14 Possessions combat gear plus +1 breastplate, masterwork heavy steel shield, +1 bastard sword, masterwork composite longbow [+4 Str], quiver w/20 arrows, cloak of resistance +1. 100 gp in coins. ------------------------------------------------------------ Hook “The burdens of rulership can sometimes be troublesome and life is too short.” Description Unknown ------------------------------------------------------------ Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Buldath Andryn CR 15 Male Tethyrian Human Wizard 8/Mindbender 7 LN Medium Humanoid (human) Init +3; Senses Listen +3, Spot +3 (+8 to spot disguise) Languages Chondathan, Common, Draconic, Dwarven, Elven, Giant, Halfling, Illuskan, empathic link, telepathy 100 ft. ------------------------------------------------------------ AC 20, touch 15, flat-footed 17 (+5 armor, +2 deflection, +3 Dex) hp 54 (15 HD) Fort +11, Ref +10, Will +17 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee masterwork silver dagger +8/+3 (1d4-1/19-20) or Ranged masterwork silver dagger +11 (1d4-1/19-20) Base Atk +7; Grp +7 Combat Gear wand of hold person (4th) (17 charges), potion of cat’s grace, potion of cure serious wounds x2, scroll of invisibility, scroll of break enchantment Wizard Spells Prepared (CL 15th, CL 17th with enchantment spells): 6th–disintegrate (ranged touch +10, DC 23), greater dispel magic, probe thoughts (DC 23) 5th–hold monster (DC 23), prying eyes, teleport, wall of force 4th–detect scrying, Otiluke’s resilient sphere (DC 21), phantasmal killer (DC 21), summon monster IV 3rd–deep slumber (DC 21), dispel magic, fireball (DC 20), fly, lightning bolt (DC 20), major image (DC 20) 2nd–eagle’s splendor, glitterdust (DC 19), mirror image, resist energy, spectral hand, touch of idiocy 1st–color spray (DC 19), feather fall, magic missile x2, serene visage, shield 0–daze (DC 18), detect magic, mage hand, read magic Spell-like Abilities (CL 15th) 4/day–mindread (DC 17) 2/day–eternal charm (DC 19), push the weak mind (DC 18) 1/day–dominate (DC 24) ------------------------------------------------------------ Abilities Str 10, Dex 17, Con 12, Int 25, Wis 16, Cha 11 SQ familiar, share spells, skill boost Feats Alertness{B} (if familiar within 5 ft.), Combat Casting, Cosmopolitan, Craft Wondrous Item, Extend Spell, Forge Ring, Improved Familiar, Practiced Spellcaster (wizard), Scribe Scroll{B}, Spell Focus (enchantment) Skills Bluff +12, Concentration +19 (+23 when casting defensively), Craft (alchemy) +12, Diplomacy +13, Gather Information +4, Intimidate +14, Knowledge (arcana) +25, Knowledge (local-Western Heartlands) +15, Knowledge (nobility and royalty) +15, Listen +3, Profession (taxidermist) +11, Sense Motive +21, Spellcraft +27, Spot +3 (+8 to spot disguise) Possessions combat gear as well as masterwork silver dagger, bracers of armor +5, Buldath’s ring of the wraith, cloak of resistance +3, crown of steady rulership, medallion of intellect +4. At least 1,000 gp in coins, gems, jewelry, and material components. Buldath sells preserved monster components all over the Coast lands. Spellbook spells prepared plus Buldath knows many of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms Campaign Setting, Magic of Faerun, and Player’s Guide to Faerun. ------------------------------------------------------------ Hook “I know what you’re thinking.” Description Buldath is a taciturn mage who casts spells for hire and uses them to probe the minds of those who serve him. ------------------------------------------------------------ Dominate (Sp): Buldath can dominate any single living Large or smaller creature within 100 feet (as dominate monster) once per day. The duration is 24 hours. Eternal Charm (Sp): Buldath can charm any single living Large or smaller creature within 100 feet (as charm monster) twice per day. The duration is permanent. Buldath can only have two creatures so charmed at any given time. Mindread (Sp): Four times per day, Buldath can read the surface thoughts of a living creature within 100 feet. He must be able to see the target. Push the Weak Mind (Sp): Twice per day, Buldath can use suggestion, as the spell, on a living Large or smaller creature within 100 feet. The duration is 12 hours. Buldath can communicate the suggested course of action telepathically if he chooses, which allows him to use the effect regardless of the target’s language. Skill Boost (Ex): Buldath adds 1/2 his mindbender levels as a competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks. All factored in except Sense Motive, the crown of steady rulership [CAd] provides a better competence bonus to his Sense Motive. ------------------------------------------------------------ Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E), Complete Adventurer (3.5E), and Spell Compendium (3.5E). Buldath’s Ring of the Wraith This is a plain silver ring set with a black diamond. People who peer closely at the diamond can sometimes see it roiling within bringing an unsettling feeling to them. Description: While traveling through the Hill of Lost Souls and the Battle of Bones, Buldath encountered a wraith intent on draining his life. Through the judicious use of a scroll of haunt shift (Libris Mortis 66), provided by Rolanda Ivenweigh, Buldath was able to translate the wraith into a haunting presence (Libris Mortis 6) of his ring he had been wearing and staining the diamond black from its undead nature. At first, Buldath was unsure of what had happened but eventually he realized that the wraith had not been destroyed when it manifested again. Defeating it this time with his magic and forcing it back into the ring, he then wove powerful compulsions upon the ring to ensure his mastery of the wraith. Activation: The ring’s protective qualities function continuously so long as the wraith has not been summoned. Summoning the wraith is a standard action; forcing it to return before its time ends requires a move action. Effect: Buldath’s Ring of the Wraith is a ring of protection +2. Five times per week, the wraith can be summoned each time for five minutes where it follows the wearer’s commands to the best of its abilities. While summoned the wearer loses the deflection bonus provided by the ring as this quality is powered by the wraith’s own deflection bonus. Moderate necromancy; CL 9th; Forge Ring, command undead, haunt shift; Price 10,000 gp; Cost 5,000 gp + 400 XP. Olorono, Pseudodragon Familiar CR – NG Tiny Dragon Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Listen +7, Spot +7 Languages empathic link, speak with master, telepathy 60 ft. (Common or Sylvan) ------------------------------------------------------------ AC 22, touch 14, flat-footed 20 (+2 size, +2 Dex, +8 natural) hp 27 (8 HD) Immune sleep, paralysis Resist improved evasion; SR 19 Fort +8, Ref +6, Will +12 ------------------------------------------------------------ Speed 15 ft. (3 squares), fly 60 ft. (good) Melee sting +9 (1d3-2 plus poison) and bite +4 (1) Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail) Base Atk +7; Grp -3 Atk Options deliver touch spells, poison (injury, DC 17, 1 minute sleep/1d3 hours sleep) ------------------------------------------------------------ Abilities Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10 Feats Weapon Finesse Skills Bluff +7, Diplomacy +10, Gather Information +2, Hide +20*, Intimidate +11, Knowledge (arcana) +18, Knowledge (local-Western Heartlands) +8, Knowledge (nobility and royalty) +8, Listen +7, Search +6, Sense Motive +11, Spellcraft +20, Spot +7, Survival +1 (+3 following tracks) * +4 racial bonus on Hide chacks. In forests or overgrown areas, this bonus improves to +8. Chansrin Aluar CR 9 Female Illuskan Human Sorcerer 6/Barbarian 1/Rage Mage 2 CG Medium Humanoid (human) Init +3; Senses Listen +0, Spot +0 Languages Chondathan, Common, Draconic, Dwarven, Illuskan ------------------------------------------------------------ AC 13, touch 13, flat-footed 10 (+3 Dex); Dodge, Mobility hp 50 (9 HD) Fort +9, Ref +4, Will +5 ------------------------------------------------------------ Speed 40 ft. (8 squares) Melee masterwork spear +7 (1d8+1/x3) Base Atk +5; Grp +6 Atk Options rage 1/day (7 rounds) Special Actions spell rage 1/day (5 rounds) Combat Gear oil of magic weapon, potion of cure light wounds, potion of cure moderate wounds, potion of shield of faith +2, wand of Melf’s acid arrow (10 charges) Sorcerer Spells Known (CL 7th): 3rd (5/day)–dispel magic, lightning bolt (DC 18) 2nd (7/day)–cat’s grace, flaming sphere (DC 17), resist energy 1st (8/day)–chill touch (DC 16), enlarge person, mage armor, magic missile, shield 0 (6/day)–detect magic, electric jolt (+8 ranged touch), light, mage hand, ray of frost (+8 ranged touch), read magic, resistance ------------------------------------------------------------ Abilities Str 12, Dex 17, Con 14, Int 16, Wis 10, Cha 20 SQ familiar (none), overcome spell failure Feats Acrobatic, Battle Caster Offense, Combat Casting, Dodge, Mobility Skills Balance +5, Bluff +11, Concentration +14 (+18 when casting defensively), Craft (alchemy) +9, Diplomacy +7, Jump +11, Intimidate +11, Knowledge (arcana) +14, Listen +0, Spellcraft +17, Spot +0, Tumble +13 Possessions combat gear as well as masterwork spear, cape of the mountebank. 270 gp in coins, gems, jewelry, and material components. ------------------------------------------------------------ Hook “Feel the fury of my spells.” Description Chansrin is a quick, sharp-tongued sorceress who’s always eager for adventure, Chansrin loves battle and often assists the watch in her home city of Scornubel. She’s slim, short, flame-haired, and has very large, dark eyes. She likes to bite people when angry or excited, giggles often in delight, and is given to impulsive action. Chansrin’s a generous friend, but is easily bored or distracted. She’s always happiest when she’s rushing off somewhere else, so long as the somewhere else is within Scornubel. ------------------------------------------------------------ Overcome Spell Failure (Ex): Chansrin’s arcane spell failure chance when wearing light or medium armor decreases by 10%. Spell Rage (Ex): Chansrin can enter spell rage once per day. This allows her to cast spells whose casting time is no more than 1 full round while in a spell rage, using her character level as her caster level. The spell rage lasts for 5 rounds, or until she wills it to end. Chansrin is fatigued for the rest of the current encounter when her spell rage ends. Unlike a barbarian’s rage, Chansrin can use the Concentration skill to avoid having her spell disrupted. ------------------------------------------------------------ Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Warrior (3.5E), Complete Mage (3.5E), and Spell Compendium (3.5E). When raging, Chansrin has the following changed statistics AC 11, touch 11, flat-footed 7 (-2 raging, +3 Dex) hp 68 Fort +11, Will +7 Melee masterwork spear +9 (1d8+3/x3) Grp +8 Abilities Str 16, Con 18 Skills Jump +13 When spell raging, Chansrin has the following changed statistics AC 11, touch 11, flat-footed 7 (-2 raging, +3 Dex) Sorcerer Spells Known (CL 7th, CL 9th with abjuration, conjuration, evocation, necromancy, or transmutation spells): |
| Green Giant05-05-07, 05:13 PM | Here's another set of requests. Enjoy. :) Nethmoun Aln CR 12 Male Tethyrian Human Wizard 12 CN Medium Humanoid (human) Init +3; Senses Listen +3, Spot +3 Languages Chondathan, Common, Draconic, Dwarven, Elven, Giant, Halfling, Illuskan ------------------------------------------------------------ AC 17, touch 14, flat-footed 14 (+3 Dex, +2 armor, +1 deflection, +1 natural) hp 58 (12 HD) Fort +8, Ref +9, Will +13 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee masterwork quarterstaff +6/+1 (1d6-1) Base Atk +6; Grp +5 Combat Gear potion of cure moderate wounds x3, scroll of greater dispel magic, scroll of necrotic skull bomb [CoR], scroll of Nezram’s sapphire screen of shielding [LEoF], scroll of Shard blessing aura [CoV], wand of dispel magic (10th) (10 charges), wand of lightning bolt (10 charges) Wizard Spells Prepared (CL 12th): 6th–analyze dweomer, Otiluke’s freezing sphere (DC 24), summon monster VI 5th–persistent image, telekinesis (DC 22), teleport, vitriolic sphere (DC 23) 4th–confusion (DC 21), defenestrating sphere (DC 21), Nezram’s emerald energy shield [LEoF], summon monster IV 3rd–fireball (DC 20), fly, primal form, Nezram’s amethyst aura [LEoF], protection from energy, suggestion (DC 20) 2nd–detect thoughts (DC 19), flaming sphere (DC 19), glitterdust (DC 20), mirror image, protection from arrows, Theskyn’s hearty heave [LEoF] 1st–appraising touch, comprehend languages, identify, magic missile x2, shield 0–detect magic, mage hand, mending, read magic ------------------------------------------------------------ Abilities Str 8, Dex 16, Con 15, Int 24, Wis 17, Cha 13 SQ familiar (none) Feats Augment Summoning, Combat Casting, Craft Staff*, Craft Wand*, Craft Wondrous Item*, Enlarge Spell, Magical Artisan (Craft Wondrous Item), Scribe Scroll{B}, Spell Focus (conjuration) * The magic items Nethmoun creates can shed light as the light spell on command. Skills Appraise +12, Bluff +6, Concentration +17 (+21 when casting defensively), Craft (alchemy) +13, Decipher Script +17, Diplomacy +10, Disguise +1 (+3 acting), Intimidate +3, Knowledge (arcana) +22, Knowledge (history) +12, Knowledge (the planes) +12, Listen +3, Sense Motive +8, Spellcraft +24, Spot +3, Survival +3 (+5 on other planes) Possessions combat gear as well as masterwork quarterstaff, amulet of natural armor +1, bracers of armor +2, headband of intellect +2, infinite scrollcase, ring of protection +1, vest of resistance +2. At least 1,200 gp in coins, gems, jewelry, and material components. Nethmoun collects rare and unusual spells, trading for them magical training or magical items he’s made. Spellbook spells prepared plus Nethmoun knows many of the wizard/sorcerer spells in the Player’s Handbook as well as a few of those found in the Forgotten Realms. His trades have garnered him a small collection of rare spells. ------------------------------------------------------------ Hook “Come to trade for a spell.” Description Nethmoun Aln is a reclusive mage, soft of speech and a little odd in looks. His head is very small, and his features are plain, but usually untidily bewhiskered as he tries to grow yet another beard. He dwells in a small, ramshackle hut on the eastern edge of Scornubel, surrounded by formidable guardian monsters and by the defensive spells of a complicated ward. He employs a strikingly beautiful cook, and often uses an image of her as an agent in his dealings. Note Nethmoun has the penalties and bonuses associated with middle age. ------------------------------------------------------------ Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Lost Empires of Faerun (3.5E), Champions of Ruin (3.5E), Champions of Valor (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Phiraz of the Naturalists CR 6 Male Chondathan Human Wizard 6/Expert 1 LN Medium Humanoid (human) Init +1; Senses Listen +6, Spot +6 Languages Chondathan, Common, Draconic, Elven, Giant, Illuskan, Orc, empathic link ------------------------------------------------------------ AC 11, touch 11, flat-footed 10 (+1 Dex) hp 37 (7 HD) Resist +4 to saves vs. disease Fort +6, Ref +3, Will +11 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee quarterstaff +3 (1d6) Ranged masterwork light crossbow +5 (1d8/19-20) Base Atk +3; Grp +3 Combat Gear pearl of power (1st), potion of cure serious wounds, wand of scorching ray (10 charges) Wizard Spells Prepared (CL 6th): 3rd–dispel magic, fireball (DC 18), fly 2nd–daze monster (DC 17), detect abberation [LoM], false life, resist energy 1st–burning hands (DC 16), endure elements, mage armor, magic missile, shield 0–detect magic, mage hand, read magic, resistance ------------------------------------------------------------ Abilities Str 11, Dex 13, Con 14, Int 20, Wis 19, Cha 14 SQ familiar (rat), share spells Feats Alertness{B} (if familiar within 5 ft.), Extend Spell, Resist Disease, Scribe Scroll{B}, Self-Sufficient, Skill Focus (Knowledge [dungeoneering]), Toughness Skills Concentration +12, Craft (alchemy) +15, Heal +15, Knowledge (arcana) +15, Knowledge (dungeoneering) +18, Knowledge (geography) +11, Knowledge (nature) +11, Listen +6, Spellcraft +17, Spot +6, Survival +6 (+9 underground, avoid getting lost, and in natural aboveground environment) Skill Tricks Collector of Stories Possessions combat gear as well as quarterstaff, masterwork light crossbow, case of 10 bolts, tome of worldly memory. At least 600 gp in coins, gems, jewelry, and material components. Spellbook spells prepared plus Phiraz knows some of the wizard/sorcerer spells in the Player’s Handbook as well as a smattering of those found in the Forgotten Realms. ------------------------------------------------------------ Hook “The digestive system of the otyugh is very efficient.” Description Phiraz is a sage who dwells in Scornubel, where he sometimes assists the watch with his spells. He is the reigning Faerunian expert on otyughs, and he makes his field of study the fauna of the High Moor. A typical interview with him costs 25 gp; the fee is doubled if detailed tactics or locales are desired. Note Phiraz has the penalties and bonuses associated with middle age. Phiraz had the following statistics before aging, HD ability score increases and equipment bonuses: Str 12, Dex 14, Con 15, Int 18, Wis 18, Cha 13. ------------------------------------------------------------ Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Lords of Madness (3.5E), Complete Scoundrel (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Scurren, Rat Familiar CR – N Tiny Magical Beast (augmented animal) Init +2; Senses low-light vision, scent; Listen +4, Spot +4 Languages empathic link, speak with master ------------------------------------------------------------ AC 17, touch 14, flat-footed 15 (+2 size, +2 Dex, +3 natural) hp 18 (7 HD) Resist improved evasion Fort +2, Ref +2, Will +7 ------------------------------------------------------------ Speed 15 ft. (3 squares), climb 15 ft., swim 15 ft. Melee bite +7 (1d3-4) Space 2-1/2 ft.; Reach 0 ft. Base Atk +3; Grp -9 Atk Options deliver touch spells ------------------------------------------------------------ Abilities Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2 Feats Weapon Finesse Skills Balance +10, Climb +12*, Hide +14, Listen +4, Move Silently +10, Spot +4, Swim +10* * A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dex modifier instead of its Str modifier for Climb and Swim checks. +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Lady Rhessajan Ambermantle CR 14 Female Tethyrian Human Bard 14 NG Medium Humanoid (Human) Init +5; Senses Listen +8, Spot +10 Languages Chondathan, Common, Draconic, Dwarven, Elven, Halfling, Illuskan, Orc ------------------------------------------------------------ AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor); Dodge hp 79 (14 HD), regenerate 14/hour SR 20 Fort +6, Ref +10, Will +14 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee +1 rapier of speed +12/+12/+7 (1d6+2/18-20) Base Atk +10; Grp +11 Atk Options Combat Expertise Special Actions bardic music 14/day (inspire courage +4, fascinate 5 creatures, countersong, inspire competence [+3 skill checks], suggestion [DC 25], inspire greatness 2 creatures [+3 HD, +3 attack, +2 Fort save], song of freedom) Combat Gear ring of the ram (10 charges) Bard Spells Known (CL 14th): 5th (2/day)–dragonsight, greater dispel magic, shadow walk 4th (4/day)–greater invisibility, hold monster (DC 19), shout (DC 19), voice of the dragon (DC 19) 3rd (4/day)–charm monster (DC 18), cure serious wounds, deep slumber (DC 18), Leomund’s tiny hut 2nd (4/day)–detect thoughts (DC 17), fox’s cunning, silence, tongues 1st (5/day)–appraising touch, disguise self, feather fall, sticky fingers 0 (4/day)–detect magic, mage hand, mending, read magic, resistance, songbird ------------------------------------------------------------ Abilities Str 12, Dex 13, Con 14, Int 20, Wis 20, Cha 20 SQ bardic knowledge +19 Feats Combat Expertise, Disguise Spell, Dodge, Dragonsong, Improved Initiative, Song of the Heart, Versatile Performer Skills Appraise +12, Balance +10, Bluff +19, Climb +8, Concentration +9, Diplomacy +23, Disguise +12 (+14 acting), Gather Information +14, Hide +8, Intimidate +7, Jump +10, Knowledge (arcana) +12, Knowledge (local-Western Heartlands) +12, Listen +8, Move Silently +8, Perform (dance) +22, Perform (sing) +22, Sense Motive +12, Sleight of Hand +10, Speak Language (Draconic), Spellcraft +14 (+16 to decipher scrolls), Spot +10, Swim +8, Tumble +17, Use Magic Device +12 (+14 with scrolls) Possessions combat gear plus mithral shirt, +1 rapier of speed, ring of regeneration, scarab of protection (6 charges). As mistress of the Caravan City Scornubel, Rhessajan has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “What joke or news of dragons do you have?” Description Also known as Old Vixen, and when she was a famous explorer and adventurer, Rhessajan of the Tents, Rhessajan is now the just, wary ruler of the Caravan City. A wrinkled old woman of rasping voice, sharp eyes, and gusty good humor, she still wears the boots, breeches, and tunic of her adventuring days. She likes nothing more than a good joke and is well-known among the folk of Scornubel for her keen interest in all news of song dragons. Note Rhessajan has the benefits and penalties of old age. Rhessajan Ambermantle had the following statistics before aging, HD ability score increases, and equipment bonuses: Str 15, Dex 16, Con 17, Int 17, Wis 18, Cha 16. Age and many vices have robbed some of Rhessajan’s voice. She suffers a -2 penalty to her Perform (sing) checks already included in her stats. ------------------------------------------------------------ Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Adventurer (3.5E), Draconomicon (3.5E), Eberron Campaign Setting (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Theskul Mirroreye, Long Lawful Arm of Tyr CR 6 Male Chondathan Human Cleric 6 of Tyr LG Medium Humanoid (human) Init +1; Senses Listen +4, Spot +4 Aura good (strong), law (strong) Languages Chondathan, Common, Giant, Illuskan ------------------------------------------------------------ AC 20, touch 11, flat-footed 19 (+1 Dex, +8 armor, +1 shield) hp 42 (6 HD) Immune shaken Fort +7, Ref +3, Will +11 (+5 to saves vs. gaze attacks) ------------------------------------------------------------ Speed 20 ft. (4 squares) Melee masterwork longsword +8 (1d8+3/19-20) Ranged light crossbow +5 (1d8/19-20) Base Atk +4; Grp +7 Special Actions turn undead 6/day (+5, 2d6+9, 6th) Cleric Spells Prepared (CL 6th): 3rd–dispel magic, magic vestment {D}, searing light (+5 ranged touch) 2nd–bull’s strength, calm emotions {D} (DC 16), resist energy, zone of truth (DC 16) 1st–detect evil, divine favor, magic weapon {D}, shield of faith 0–detect magic, guidance, light, resistance, virtue D Domain spell. Deity: Tyr. Domains: Law, War ------------------------------------------------------------ Abilities Str 17, Dex 13, Con 15, Int 14, Wis 18, Cha 16 SQ spontaneous casting (cure spells) Feats Bullheaded, Cleave, Combat Casting, Martial Weapon Proficiency (longsword){B}, Power Attack, Weapon Focus (longsword){B} Skills Concentration +8 (+12 when casting defensively), Diplomacy +12, Heal +11, Knowledge (local-Western Heartlands) +6, Knowledge (religion) +11, Listen +4, Spellcraft +8, Spot +4 Possessions combat gear as well as masterwork full plate, light steel shield, masterwork longsword, light crossbow, case with 10 bolts, mirror lens (as mirror mask), silver holy symbol (Tyr). 600 gp in coins, gems, and jewelry. ------------------------------------------------------------ Hook “And by holy Tyr, it shall be ordered, town by town, farm by farm, until I’m too old to carry such work forward.” Description Theskul is tall and splendid in appearance, his flowing hair prematurely white. A fearless warrior and shrewd judge of folk, he has little patience for those who try to twist rules and agreements to their own ends or try to set such aside. Note Theskul Mirroreye had the following statistics before HD ability score increases and equipment bonuses: Str 16, Dex 13, Con 15, Int 14, Wis 18, Cha 16. ------------------------------------------------------------ Sources Volo’s Guide to the Sword Coast (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3E), and Champions of Valor (3.5E). |
| Steelwind05-06-07, 03:30 AM | Elaith "The Serpent" Craulnober: Male Moon Elf Fighter2/Wizard6/Spellsword5; CR13; Medium-size Humanoid (Elf); HD 2d10+4 plus 6d4+12 plus 5d8+10; HP 73; Init+5; Spd 30ft; AC 26 (touch 18, flat-footed 22, w/twin sword style 28); Base Atk +10; Grp +13; Atk +17 melee (1d8+5/15-20, +2 Elven Thinblade) or +17 melee (1d6+5/15-20, +2 Elven Lightblade) or +15 ranged (1d4+4/19-20, +1 Returning Dagger); Full Atk +15/+10 melee (1d8+5/15-20, +2 Elven Thinblade) and +15/+10 melee (1d6+3/15-20, +2 Elven Lightblade) or +15/+10 ranged (1d4+4/19-20, +1 Returning Dagger); Face/Reach 5 ft/5 ft; SQ elf traits, summon familiar, ignore spell failure 20%, channel spell 3/day; AL NE; SV Fort +15, Ref +11, Will +16; Str 17, Dex 18, Con 15, Int 16, Wis 16, Cha 17 Skills and Feats: Balance +6, Bluff +5, Climb +6. Concentration +12, Decipher Script +7, Gather Info +5, Hide +10, Intimidate +7, Jump +6, Knowledge (Arcana) +10, Knowledge (Waterdeep history) +6, Knowledge (Waterdeep local) +6, Listen +8, Move Silently +10, Ride +7, Search +8, Sense Motive +5, Spellcraft +17, Spot +8, Swim +6, Tumble +6; Blind-Fight, Heighten Spell, Improved Critical (Rapier), Improved Two Weapon Fighting, Improved Weapon Familiarity, Practiced Spellcaster (Wizard), Scribe Scroll, Twin Sword Style, Two Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier). The rapier counts as both a thinblade and a lightblade when pertaining to weapon specific feats. Wizard Spells Prepared: (4/5/5/4/2/1; base DC 13 + spell level; caster level 13th) 0 - detect magic, message, prestidigitation, read magic; 1st - feather fall, magic missile, shield, sleep, true strike; 2nd - cat's grace, darkness, invisibility, mirror image, web; 3rd - dispel magic, fireball, fly, lightning bolt; 4th - dimension door, stoneskin; 5th - cone of cold. Spellbook: Due to his power and wealth, Elaith knows many of the spells in the Players Handbook of up to 5th lvl as well as several from the Spell Compendium. Possessions: +2 Elven Thinblade, +2 Elven Lightblade, +1 Returning Dagger, Bracers of Armor +8, Cloak of Elvenkind, Boots of Elvenkind, Ring of Defense +4, Ring of the Ram (25 charges), Several Potions of Cure Serious Wounds, Moonblade*. As a wealthy and influencial man in the city of Waterdeep, and a connaisseur of all things magical, Elaith has access to more magic items should the need arise. He also keeps his family's moonblade safe for when the time comes that his daughter can rightfully claim it. Elaith's magic item choices come from two motivations, his pride in all things elven and his penchant for self preservation. |
| Steelwind05-06-07, 08:37 AM | Has anyone made King Many-Arrows yet? :D King Obould Many-Arrows: Male Mountain Orc Barbarian5/Fighter4/Orc Warlord5; CR 14; Medium-size Humanoid (Orc); HD 10d12+60 plus 4d10+24; HP 170; Init +5; Spd 30 ft; AC 26 (touch 13, flat-footed 25); Base Atk +14; Grp+22; Atk +26 (2d6+13 plus 1d6 fire/17-20, +3 Flaming Burst Greatsword); Full Atk +26/+21/+16 (2d6+13 plus 1d6 fire/17-20, +3 Flaming Burst Greatsword); Face/Reach 5 ft/5 ft; SQ orc traits, rage 2/day, fast movement, uncanny dodge, improved uncanny dodge, trap sense +1, gather horde 200%, inspire courage, final rage, fire resistance 10, cold resistance 10, DR 3/-, chosen of gruumsh*; AL CE; SV Fort +18, Ref +8, Will +9; Str 26, Dex 20, Con 22, Int 17, Wis 16, Cha 14 Skills and Feats: Bluff +6, Climb +10, Diplomacy +6, Handle Animal +7, Intimidate +19, Jump +10, Knowledge (Geography) +6, Knowledge (The North-history) +4, Knowledge (The North-local) +4, Listen +12, Ride +10, Sense Motive +6, Spot +12, Survival +11, Swim +10; Blood of the Warlord, Cleave, Daylight Adaptation, Intimidating Rage, Improved Critical (Greatsword), Leadership, Power Attack, Weapon Focus (Greatsword), Weapon Specialization (Greatsword) Possessions: +3 Flaming Burst Greatsword, +4 Spiked Adamantine Full Plate of Heavy Fortification, Glassteel Skull Helm, Scarf of Protection +2, Shirt of Fire Resistance, Pants of Cold Resistance, Boots of the Winterlands, Crown of Fireballs (as necklace of fireballs with 4 3d6 fireballs). As a self proclaimed king and leader of his horde, Obould has access to different magic items if needed. Chosen of Gruumsh: Obould has undergone a divine orcish ritual in which his physical attributes have been increased by 8 and his mental attributes have been increased by 4. Edit: Due to going back and thumbing through The Lone Drow and The Two Swords I am updating his chosen benefits and equipment, as to better repersent his abilities in those books. |
| Telis05-06-07, 09:29 AM | nice write up of King Obould Many-Arrows. There should be a chosen template. This should increase Str to about 30-32 as he wrestled a Frost Giant and one abd con should def be above 20 maybe as high as 23-24. |
| Steelwind05-06-07, 10:15 AM | Thanks man, yeah I know, had there been a chosen template I would have definately applied it and I do agree that his str and con should both be higher, but unfortunately all I had to go on was the writeup of the cerimony from the book. Maybe we should get some official stats from el Salvatore. |
| Telis05-06-07, 12:24 PM | BABA YAGA ________________________________________ Medium Outsider (Extraplanar,Evil) Hit Dice: 39d8+429 (604 hp) Initiative: +15 Speed: 30 ft. (6 squares) AC: 46 (+7 Dex, +19 Natural), touch 27, flatfooted 44 Base Attack/Grapple: +39/+50 Attack: 2 Claw +51 melee (4d6+11) or Bite +51 melee (2d12+18) Full Attack: 2 Claw +51 melee; or Bite +51 melee Space/Reach: 5ft. / 5ft. Special Attacks: Spells (Wiz 28), Spells (Clr 13), Fear Aura (Su), Poison (Ex) Special Qualities: Regeneration (Ex): 8, Damage Reduction (Su): 15/-, Darkvision (Ex): 120 ft., Immunity: Fire (Ex), Immunity: Poison (Ex), Immunity: Cold (Ex), Spell Resistance (Ex): 34, Immunity: Petrification (Ex), Immunity: Aging (Ex), Immunity: Banishment, Immunity: Charm (Ex), Immunity: Disintegration, Immunity: Disease (Ex), Immunity: Paralysis (Ex), No Dual Nature (Ex) Saves: Fort +29, Ref +25, Will +29 Abilities: Str 32, Dex 24, Con 32, Int 38, Wis 32, Cha 10 Skills: Appraise +21, Balance +16, Bluff +23, Climb +22, Concentration +39, Craft (Alchemy) +40, Craft (Armorsmithing) +37, Craft (Blacksmithing) +16, Craft (Bookbinding) +30, Craft (Bowmaking) +18, Craft (Cooking) +32, Craft (Dreams Weave) +23, Craft (Locksmithing) +14, Craft (Poisonmaking) +35, Craft (Weaponsmithing) +40, Decipher Script +38, Diplomacy +12, Disable Device +23, Disguise +33, Escape Artist +24, Forgery +26, Gather Information +36, Handle Animal +3, Heal +22, Hide +32, Intimidate +28, Jump +18, Knowledge (Arcana) +50, Knowledge (Dreams) +18, Knowledge (Forbidden Lore) +39, Knowledge (Ghost Lore) +28, Knowledge (Monsters) +29, Knowledge (Nature) +23, Knowledge (Nobility and Royalty) +28, Knowledge (Portals & Gates) +37, Knowledge (Religion) +23, Knowledge (The Planes) +56, Knowledge (Undead) +32, Listen +28, Lucid Dreaming +14, Move Silently +30, Open Lock +13, Search +36, Sense Motive +31, Speak Language +15, Spellcraft +59, Spot +28, Tumble +14, Use Magic Device +34, Use Psionic Device +5 Feats: Alertness, Attune Gem, Augment Summoning, Automatic Quicken Spell, Automatic Silent Spell, Brew Potion, Chain Spell, Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Create Portal, Delay Spell, Dodge, Enlarge Spell, Epic Spellcasting (Arcana), Eschew Materials, Extend Spell, Greater Spell Focus: Conjuration, Greater Spell Penetration, Heighten Spell, Improved Initiative, Intensify Spell, Maximize Spell, Persistent Spell, Power Attack, Quicken Spell, Simple Weapon Proficiency, Spell Focus: Conjuration, Spell Mastery(1), Spell Penetration, Still Spell, Superior Initiative, Twin Spell, Weapon Focus: Bite, Weapon Focus: Claw, Weapon Focus: Quarterstaff, Weapon Specialization: Bite, Whirlwind Attack, Widen Spell Languages: Abyssal, Auran, Beholder, Celestial, Common, Draconic, Drow Sign Language, Druidic, Dwarven, Elven, Githyanki, Githzerai, Gnoll, Gnome, Goblin, Infernal, Loross, Midani, Netherese, Olman, Orc, Rashemi, Shou, Slaad, Sylvan, Terran, Thorass, Undercommon, Yuan-Ti ________________________________________ Climate/Terrain: Any Organization: This information is not exported! Challenge Rating: 30 Treasure: Coins: None , Goods: None , Items: None Alignment: Always Neutral Evil Advancement: 0-39 HD (Medium) Please let me know your thoughts. Not quite finished fleshing out this NPc yet. Comments are more than welcome. I am also working on a Paladin in Hell conversion. Any ideas |
| Steelwind05-07-07, 08:00 AM | Here's one for the late, great king. :king: :fight!: King Azoun Obarskyr IV: Male Chondathan Human Knight5/Purple Dragon Knight5/Cavalier10; CR 20; Medium-size Humanoid; HD 5d12+10 plus 15d10+30; HP 151; Init +2; Spd 30 ft; AC 31 (touch 14, flat-footed 29); Base Atk +20; Grp +24; Atk +30 (1d8+9/17-20, +5 Vorpal Longsword) or +29 (1d8+8/17-20, +4 Defending Longsword) or +28 (1d4+8/19-20, +4 Silver Dagger); Full Atk +30/+25/+20/+15 (1d8+9/17-20, +5 Vorpal Longsword) or +29/+24/+19/+14 (1d8+8/17-20, +4 Defending Longsword) or +28/+23/+18/+13 (1d4+8/19-20, +4 Silver Dagger); Face/Reach 5 ft/5 ft; SQ knights code, knights challenge, fighting challenge +1, shield block +1, bulwark of defense, armor mastery (medium), test of mettle, vigilant defender, heroic shield, rallying cry, inspire courage 2/day, fear (DC 20), oath of wrath, final stand, mounted weapon bonus (sword, lance, +3), ride bonus (+8), courtly knowledge, burst of speed, full mounted attack, unstoppable charge 5/day, DR 2/-; AL LG; SV Fort +16 Ref +9 (+35 when mounted) Will +17; Str 19, Dex 15, Con 15, Int 17, Wis 16, Cha 20 Skills and Feats: Bluff +10, Climb +8, Diplomacy +29, Handle Animal +15, Intimidate +17, Jump +8, Knowledge (Cormyr-history) +10, Knowledge (Cormyr-local) +10, Knowledge (nobility and royality) +20, Listen +8, Ride (horse) +35, Sense Motive +10, Spot +8, Swim +6; Cavalry Charger, Improved Critical (Longsword), Leadership, Mounted Combat, Power Attack, Ride-by Attack, Saddleback, Spirited Charge, Trample, Weapon Focus (Lance), Weapon Focus (Longsword) Possessions: +5 Vorpal Longsword, +4 Defending Longsword, +4 Silver Dagger, +5 Mithral Dwarven Full Plate, +2 Large Steel Shield (bears Azoun's standard, the purple dragon), Commanders Ring, Purple Dragon Ring, Ring of Freedom of Movement, Bracers of Armor +7 As a powerful and benevolent king and ruler of Cormyr, Azoun has access to pretty much any non-artifact he might need. |
| Mad Mage05-09-07, 12:59 AM | Ummmm, Green Giant, any word on King Mith Barak? :confused: |
| AGFA05-09-07, 04:03 PM | I would like to ask everyone to post the characters in the same format as Green Giant does. Its just a very nice format to use for NPC!! Furthermore great work everyone! |
| Steelwind05-10-07, 02:33 AM | I would like to ask everyone to post the characters in the same format as Green Giant does. Its just a very nice format to use for NPC!! Furthermore great work everyone! If I can get to it this weekend, I plan on revising all my posted charecters with the new format. |
| Salernodc05-11-07, 02:38 PM | What abour Obould's glassteeled helmet that he was given by the tribe in the lead-up to his duel with Drizzt Do'Urden? |
| Green Giant05-12-07, 09:07 AM | Here's another request. Enjoy. :) Mithbarakaz CR 26 Male great wyrm silver dragon LG Colossal dragon (cold) Init +4; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Listen +55, Spot +55 Aura frightful presence (360 ft. radius, DC 42 Will negates) Languages Aquan, Auran, Celestial, Chondathan, Common, Draconic, Dwarven, Gnome, Elven, Terran, Thorass, Undercommon ------------------------------------------------------------ AC 49, touch 5, flat-footed 49 (-8 size, +3 deflection, +44 natural) hp 644 (40 HD); DR 20/magic Immune acid, cold, critical hits, paralysis, sleep SR 32 Fort +30, Ref +20, Will +31 Weakness vulnerable to fire ------------------------------------------------------------ Speed 40 ft., fly 200 ft. (clumsy) Melee bite +45 (4d8+16) and 2 claws +40 (4d6+8) and 2 wings +40 (2d8+8) and tail slap +40 (4d6+24) Space 30 ft.; Reach 20 ft. (30 ft. with bite) Base Atk +40; Grp +70 Atk Options Blind-Fight, Cleave, Flyby Attack, Great Cleave, Hover, Power Attack, Snatch; crush (4d8+24, DC 40 Reflex half), tail sweep (2d8+24, DC 40 Reflex half) Special Actions breath weapon (70 ft. cone, 24d8 cold, DC 40 Reflex half; or 70 ft. cone, paralysis 1d6+12 rounds, DC 40 Fort negates) Combat Gear gem of brightness (50 charges), memento magica (2nd), memento magica (6th) Sorcerer Spells Known (CL 19th) 9th (5/day)–time stop, undermaster 8th (8/day)–antimagic field, moment of prescience, sunburst (DC 30) 7th (8/day)–banishment (DC 29), plane shift, repulsion (DC 29) 6th (8/day)–chain lightning (DC 28), greater dispel magic, heal 5th (8/day)–break enchantment, superior magic fang, true seeing, wall of stone 4th (9/day)–fire shield, freedom of movement, greater magic weapon, planar tolerance 3rd (9/day)–magic vestment, revitalize least legacy, searing light (+40 ranged touch), tongues 2nd (9/day)–aid, calm emotions, cat’s grace, heat metal (DC 24), make whole 1st (9/day)–appraising touch, divine favor, entropic shield, magic missile, shield 0 (6/day)–amanuensis, detect magic, electric jolt (+40 ranged touch), guidance, light, mage hand, mending, read magic, resistance Spell-Like Abilities (CL 19th) 3/day–fog cloud, control winds 2/day–feather fall 1/day–control weather, reverse gravity ------------------------------------------------------------ Abilities Str 43, Dex 10, Con 31, Int 30, Wis 33, Cha 34 SQ alternate form, cloudwalking Feats Blind-Fight, Cleave, Draconic Knowledge, Epic Legacy (Mithral Crown of Iltkazar), Exotic Weapon Proficiency (dwarven waraxe), Flyby Attack, Great Cleave, Greater Legacy (Mithral Crown of Iltkazar) {B}, Hover, Improved Initiative, Leadership, Least Legacy (Mithral Crown of Iltkazar) {B}, Lesser Legacy (Mithral Crown of Iltkazar) {B}, Power Attack, Silent Spell, Snatch, Still Spell Skills Appraise +20, Bluff +41, Concentration +54, Diplomacy +71, Disguise +59 (+63 acting), Escape Artist +20, Gather Information +20, Hide -15, Intimidate +45, Jump +37, Knowledge (arcana) +54, Knowledge (architecture and engineering) +36, Knowledge (dungeoneering) +36, Knowledge (history) +54, Knowledge (local-Old Shanatar) +36, Knowledge (nobility and royalty) +36, Knowledge (the planes) +36, Listen +55, Search +54 (+58 with hidden or secret doors), Sense Motive +55, Spellcraft +28 (+32 to decipher scrolls), Spot +55, Survival +21 (+25 underground or on planes), Use Magic Device +41 (+43 with scrolls) Possessions combat gear as well as amulet of natural armor +5, crystal ball, gemstone of heavy fortification, Mithral Crown of Iltkazar, ring of spell storing, ring of X-ray vision, stone of good luck. As king of the Mithral City Iltkazar and a great wyrm silver dragon, Mithbarakaz has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “Wisdom is the bedrock to just rule.” Description Unknown (As King Mith Barak, Mithbarakaz appears as a shield dwarf with silvery blue skin and a silver beard). ------------------------------------------------------------ Alternate Form (Su): Mithbarakaz can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. He can remain in its animal or humanoid form until he chooses to assume a new one or return to its natural form. In his King Mith Barak the Clanless form, his statistics change as follows: LG Medium dragon (cold) Senses darkvision 60 ft.; Listen +55, Spot +55 Aura none ------------------------------------------------------------ AC 27, touch 13, flat-footed 27 (+9 armor, +3 deflection, +5 natural) hp 644 (HD 40); DR none Immune none SR none Fort +28 (+30 vs. poison), Ref +25, Will +36 (+2 vs. spells) ------------------------------------------------------------ Speed 15 ft. (3 squares) Melee +1 keen hizagkuur dwarven waraxe +38/+33/+28/+23 (1d10+3 plus 1 electricity and plus 1 fire/19-20/x3) Space 5 ft.; Reach 5 ft. Base Atk +40; Grp +40 Atk Options Blind-Fight, Cleave, Great Cleave, Power Attack Special Actions none Sorcerer Spells Known (CL 19th, 25% arcane spell failure chance) ------------------------------------------------------------ Abilities Str 15, Dex 11, Con 16 SQ alternate form, cloudwalking, stonecunning Skills Bluff +41 (+42 with dwarves), Concentration +46, Diplomacy +71 (+72 with dwarves), Escape Artist +17, Gather Information +20 (+21 with dwarves), Hide -2, Intimidate +45 (+46 with dwarves), Jump +20 Possessions combat gear as well as mithral full plate of speed, +1 keen hizagkuur dwarven waraxe, amulet of natural armor +5, belt of dwarvenkind, crystal ball, gauntlets of ogre power, Mithral Crown of Iltkazar, ring of spell storing, ring of X-ray vision, stone of good luck, vest of resistance +5. As king of the Mithral City Iltkazar and a great wyrm silver dragon, Mithbarakaz has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. Cloudwalking (Su): Mithbarakaz can tread on clouds or fog as though on solid ground. This ability functions continuously but can be negated or resumed at will as a free action. ------------------------------------------------------------ Sources Drizzt’ Do’Urden Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Draconomicon (3.5E), Weapons of Legacy (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Mithral Crown of Iltkazar A gift from the patron of Iltkazar, Clangeddin Silverbeard, this mithral crown has four spires; three bending outward with the fourth (the one usually worn facing outward toward others) contains a large star sapphire. Nonlegacy Game Statistics: circlet of persuasion; Cost 4,500 gp Omen: As long it is not hidden and worn, you appear more commanding than usual and gain a +1 competence bonus to your Leadership score for the purpose of attracting followers only. History The Mithral Crown of Iltkazar was a gift from Clangeddin Silverbeard to one of the eight sons of Taark Shanat dwarves who founded Iltkazar in -10,500 DR. He was a courageous and militaristic paladin. This set the requirements of who would next inherit the crown. This continued until the Spawn Wars of -9000 DR when the subkingdoms of Shanatar battled each other in a bid to extend their borders. The crown changed hands many times during that period as champion after champion of Clangeddin fell in battle. Eventually the crown seemed lost in one great battle against the kingdom of Barakuir. (DC 15) In truth, Clangeddin had taken back his gift after being sickened by the depredations that Iltkazar was inflicting upon its neighbors. The crown would not be seen again until after the Second Spider War in -8137 DR when the eight kings of Shanatar pledged that they would never again fight one another. (DC 18; Smoothing the Stones). The kingdom of Iltkazar flourished with Shanatar for the next six thousand years until the Kin Clashes struck Shanatar. Clan Duergar led by Queen Duerra invaded Deep Shanatar with only Iltkazar spared this destruction. So many warriors had been lost in protecting Iltkazar from disaster that it could no longer afford to hold its borders. It was in this time of despair and malaise that the new king of Iltkazar came to the throne. King Irekent (“Young Mountain”) was considered by the surviving dwarven elders to be young and inexperienced. They awaited from him to give the foolhardy order of trying to hold on to the entire Mithral Kingdom. That day never came. King Irekent instead surprised them all by keeping them busy in fortifying the capital city of Iltkazar until they forgot their despair. He further cemented their loyalty when he led an expedition to find a new mine in Kazardaern and discovered a large vein of hizagkuur but what was more surprising was the discovery of mithral tablets containing works on Dumathoin. All this led a change of Iltkazar’s mindset from one of valor and victory to one of craftsmanship and scholarship. (DC 25; Irekent’s Discovery). In the Year of Flames Rising (-650 DR), Iltkazar, one of the four subkingdoms of the Calimshan Empire won their freedom from Calimshan’s control. The Calimshan Empire was weakened by the Night Wars but they made one last attempt in retaking Iltkazar. A powerful wizard was paid to summon the kolyarut Partisan. He was told that the rebellion in Iltkazar was breaking a social contract between the government and the people. When he arrived in Iltkazar, he discovered that the region’s inhabitants had sworn fealty to the Deep King of Iltkazar. He journeyed to meet the king and eventually came to have a talk with him. No one knows to this day what was discussed but when it was over, Partisan concluded that no rebellion had taken place, promptly offered his services to the king of Iltkazar should it ever be required sometime in the future, and left. (DC 31; Victory through Peace). Legacy Rituals Three rituals are required to unlock all the abilities of the Mithral Crown of Iltkazar. As well as an epic ritual, for high level characters. Smoothing the Stones: You must make peace between two or more parties that are hostile to each other. A dwarf must be a member of one of these parties. Cost: 2,200 gp. Feat Granted: Least Legacy (Mithral Crown of Iltkazar). Irekent’s Discovery: You must found a new mine or add to the lore of Iltkazar’s libraries. Cost: 12,500 gp. Feat Granted: Lesser Legacy (Mithral Crown of Iltkazar). Victory through Peace: You must defeat a creature without the use of weapons or bloodshed. The creature’s Challenge Rating must be equal to or greater than your character level. Cost: 40,500 gp. Feat Granted: Great Legacy (Mithral Crown of Iltkazar). Silverbeard’s Crusade: You must join one of Clangeddin Silverbeard’s periodic crusades to the Lower Planes and survive to see the end of it. Cost: 150,000 gp. After completing this ritual, you must choose the Epic Legacy (Mithral Crown of Iltkazar) feat. Wielder Requirements Dwarve paladins, clerics, knights, or marshals have the most to gain from wearing the Mithral Crown of Iltkazar. Yet any character who wishes with leadership qualities can benefit from the item. Mithral Crown of Iltkazar Requirements Lawful good Must be dwarf Diplomacy 4 ranks Knowledge (nobility and royalty) 4 ranks Table: Mithral Crown of Iltkazar Personal Costs Wielder Attack Save Hit Point Level Penalty Penalty Loss Abilities 5 Crown of protection +1 6 4 Silverbeard 1/day 7 8 -1 Commanding leadership +2 9 -1 2 10 Wise leadership +2 11 12 2 Commanding leadership +4 13 -2 14 Crown of protection +2 15 2 16 -2 Commune 1/day 17 Partisan’s Order 18 -3 2 19 2 Victorious mind 20 2 Crown of protection +3 21 Crusader’s Call Legacy Item Abilities All the following are legacy item abilities of the Mithral Crown of Iltkazar. Silverbeard (Sp): Beginning at 6th level, once per day on command, you can use silverbeard as the spell. Caster level 5th. Commanding Leadership (Su): At 8th level, your leadership abilities become more commanding, gaining a +2 enhancement bonus to Charisma. At 12th level, this bonus rises to +4. Wise Leadership (Su): A leader must show some wisdom to command his followers. At 10th level, you gain a +2 enhancement to Wisdom. Commune (Sp): Sometimes a leader needs divine guidance to make a correct decision. At 16th level, you can use commune as the spell to ask the diety you worship up to ten questions per day. Caster level 10th. Partisan’s Order (Sp): Beginning at 17th level, once per day you can call upon the aid of the kolyarut named Partisan as the planar ally spell. If the task presented to him involves the enforcement of laws, rules, or contracts, no payment is required. Otherwise, Partisan expects to be compensated for other tasks usually in the form of services. Caster level 15th. Victorious Mind (Su): A great leader needs to have a clear and free mind to give orders. Beginning at 19th level, as long as you wear the Mithral Crown of Iltkazar, your mind is protected from mental and emotional tampering, as if continually affected by the mind blank spell. Crusader’s Call (Sp): At 21st level, you can use astral projection as the spell once per day. While your spirit travels through the astral and other planes, your body is protected by turning into solid mithral, along with any garments and equipment worn or carried. In statue from, your body gains hardness 15 and retains your hit points. Obstenibly, this ability was granted to the greatest dwarven heroes so they could join Clangeddin Silverbeard’s crusades without suffering any lasting damage but you are not required to do so and can decide to travel anywhere throughout the planes. |
| The_Black_Rose05-13-07, 01:23 PM | wow- i have to thank Green Giant. Have you read every single book in the FR?!?!?!? thank you so much for putting all this time aside. also, id like to thank warlocko- ALL the hoses of menzoberranzan! thats amazing. Well done. and bravo. |
| Mad Mage05-14-07, 12:26 AM | Oh... my... goodness... :eek: Green Giant, those have got to the most prolific stats I've seen, concerning the king of Iltkazar. More than worth the wait. What say we raise mugs for Green Giant, folks? :pint: :clap: |
| soulthief05-19-07, 08:37 PM | Patron Fathers for Jaezred Chaulssin please!!!!!!! |
| Lord Dracul05-20-07, 05:23 AM | Patron Fathers for Jaezred Chaulssin please!!!!!!! I second that. |
| Steelwind05-20-07, 05:30 AM | Thibbledorf Pwent: Male Shield Dwarf Barbarian5/Fighter2/Battlerager5; CR 12; Medium-sized Humanoid (Dwarf); HD 10d12+50 plus 2d10+10; HP 136; Init +2; Spd 30 ft; AC 23 (touch 11, flat-footed 22); Base Atk +12; Grp +20; Atk +17 melee (1d4+5/x2, +1 Spiked Gauntlets) or +17 melee (1d6+5/x2, +1 Razored Full Plate) or +17 melee (1d3+5/x2, +1 Spiked Helm); Full Atk +17/+12/+7 (1d4+5/x2, +1 Spiked Gauntlets) or +17/+12/+7 (1d6+5/x2, +1 Razored Full Plate) or +17/+12/+7 (1d3+5/x2, +1 Spiked Helm) or any combination of the three; Face/Reach 5 ft/5 ft; SQ dwarf traits, rage 5/day, fast movement, uncanny dodge, improved uncanny dodge, trap sense +1, gruff, rock gut, fearless, natural armor; AL CN; SV Fort +16 Ref +4 Will +2; Str 18, Dex 15, Con 20, Int 12, Wis 11, Cha 10 Skills and Feats: Climb +6, Craft (Brewer) +9, Intimidate +13, Jump +10, Knowledge (The North-history) +2, Knowledge (The North-local) +2, Knowledge (Religion) +3, Listen +8, Perform (Singing) +2, Spot +4, Survival +7, Swim +4, Tumble +10; Cleave, Close-Quarter Fighting, Diehard, Endurance, Great Cleave, Improved Bull Rush, Improved Grapple, Improved Unarmed Strike, Power Attack, Reckless Offensive, Tireless, Two Weapon Fighting Possesions: +1 Spiked Gauntlets, +1 Spiked Full Plate, +1 Spiked Helm, Amulet of Natural Armor +2, Flask of Gutbuster. Pwents armor is enchanted to give him a bonus to attack rolls with his armor spikes, not his AC. |
| Steelwind05-20-07, 09:29 AM | And heres the other half of the Cormyrean dynamic duo. :mage: Statted before his transformation. Vangerdahast: Male Chondathan Human Wizard10/War Wizard of Cormyr5/Archmage4; CR 19; Medium-sized Humanoid; HD 19d4+57; HP 97; Init +2; Spd 30 ft; AC 22 (touch 14, flat-footed 20); Base Atk +9; Grp +10; Atk +13 melee (1d4+4/19-20, +3 Silver Dagger); Full Atk +13/+8 (1d4+4/19-20, +3 Silver Dagger); Face/Reach 5 ft/5 ft; SQ summon familiar, widen spell 3/day, enhanced spell area, arcane reach (30 ft), mastery of counterspelling, mastery of elements, mastery of shaping; AL LN; SV Fort +13 Ref +9 Will +23; Str 12, Dex 14, Con 16, Int 26, Wis 19, Cha 15 Skills and Feats: Bluff +10, Concentration +27. Craft (alchemy) +23, Decipher Script +20, Diplomacy +10, Gather Information +8, Knowledge (arcana) +28, Knowledge (architecture and engineering) +15, Knowledge (geography) +10, Knowledge (Cormyr-history) +18, Knowledge (Cormyr-local) +18, Knowledge (nature) +9, Knowledge (nobility and royality) +14, Knowledge (religion) +9, Knowledge (the planes) +17, Listen +8, Profession (brewer) +12, Ride (horse) +7, Search +16, Sense Motive +10, Spellcraft +35, Spot +8; Craft Wand, Craft Woundrous Item, Disicpline, Empower Spell, Enlarge Spell, Forge Ring, Martial Weapon Proficiency (longsword), Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (spellcraft), Spell Focus (abjuration), Spell Focus (evocation), Weapon Focus (longsword), Widen Spell Wizard Spells Prepared: (4/6/6/6/6/5/4/3/4/3; base DC 18 + spell level, DC 19 + spell level for abjuration and evocation spells; caster level 19th) Spellbook: As the Royal Magician of Cormyr and a powerful archmage in his own right, Vangy has access to most spells in the Players Handbook as well as many from the Spell Compendium and some obscure ones from different Forgotten Realms sourcebooks. Possesion: +3 Silver Dagger, Bracers of Armor +8, Commanders Ring, Purple Dragon Ring, Ring of Three Wishes, War Wizard Cloak, Royal Cormyrean Signet Ring, Wand of Frost (as Staff of Frost). Due to his wealth, position, and crafting ability, Vangy has access to pretty much any non aftifact he might need. |
| bitter thorn05-23-07, 01:39 AM | Cool! Good stuff as always!:D |
| Green Giant05-25-07, 08:54 PM | Sorry for the delay, got caught up watching Bleach anime. Here's the current Anointed Blade of the Jaezred Chaulssin. Enjoy. :) Antrysn Barriath CR 20 Male Half-Shadow Dragon Drow Rogue 1/Sorcerer 5/Assassin 1/Blood Magus 10 Dragons of Faerun web enhancement 4 CE Medium Dragon Init +2; Senses darkvision 120 ft., low-light vision; Listen +6, Spot +8 Languages Common, Draconic, Drow Sign, Elven, Undercommon ------------------------------------------------------------ AC 20, touch 12, flat-footed 18 (+2 Dex, +4 armor, +4 natural) hp 94 (17 HD); DR 1/bludgeoning Immune sleep, paralysis, energy drain; SR 28 Resist fire 5; +2 racial bonus to saves vs. enchantment spells and effects Fort +15, Ref +13, Will +12 (+14 against spells or spell-like abilities) Weakness light blindness ------------------------------------------------------------ Speed 30 ft. (6 squares), fly 60 ft. (average) Melee +2 assassin’s dragonfang dagger +12/+7 (1d4+5 plus 1 negative energy/19-20) or 2 claws +10/+10 (1d4+3) and bite +5 (1d6+1) Ranged masterwork hand crossbow +10 (1d4+1/19-20) Base Atk +7; Grp +10 Atk Options awaken blood, breath weapon, death attack, sneak attack +2d6, poison use Special Actions death knell, bloodseeking spell, bloodwalk Combat Gear 3 doses of drow knockout poison, 3 doses of underdark blight, 1 dose of creeping nullscourge, gem of night, greater staff of shadow (10 charges), hand of Kiaransalee’s glory, wand of cure critical wounds (20 charges) Sorcerer Spells Known (CL 18th, 1d20+20 to overcome SR): 6th (5/day)–greater dispel magic, spectral dragon*** (CL 20th, +27 attack, DC 23)[Dragons of Faerun] 5th (7/day)–channeled lifetheft* [Complete Mage], shadow evocation* (DC 22), teleport 4th (8/day)–Beltyn’s burning blood* (DC 21), enervation (+9 ranged touch), shadow conjuration* (DC 21), stoneskin 3rd (8/day)–fireball** (CL 17th, DC 19), displacement*, protection from energy, shadow binding* (DC 20) 2nd (8/day)–cat’s grace, death armor, dragoneye rune [Dragon Magic], protection from arrows, shadow radiance* (DC 19) 1st (8/day)–combat readiness (Drow of the Underdark), magic missile** (CL 17th), ray of enfeeblement* (+9 ranged touch), shield 0 (6/day)–caltrops, detect magic, detect poison, launch bolt (CL 17th, +9 ranged attack), mage hand (CL 17th), message (CL 17th), open/close (CL 17th), read magic, silent portal* (DC 19) *1d20+21 to overcome SR **1d20+19 to overcome SR ***1d20+22 to overcome SR Assassin Spells Known (CL 2nd, 1d20+4 to overcome SR): 1st (1/day)–disguise self (DC 13), ebon eyes (CL 1st) Spell-Like Abilities (CL 17th): 1/day–dancing lights, darkness, faerie fire ------------------------------------------------------------ Abilities Str 16, Dex 14, Con 15, Int 14, Wis 15, Cha 26 SQ blood component, blood draught, drow traits, durable casting, familiar (none), half-dragon traits, homunculus (none), infusion, scarification, stanch, trapfinding Feats Bane Magic (humanoid [elf]), Great Fortitude, Practiced Spellcaster (sorcerer), Shadow Weave Magic, Spell Penetration, Toughness Skills Bluff +13, Concentration +18, Craft (alchemy) +6, Craft (poisonmaking) +6, Diplomacy +10, Disguise +12 (+14 acting), Hide +20, Intimidate +20, Knowledge (arcana) +7, Listen +6, Move Silently +10, Search +6, Spellcraft +17 (+19 to decipher scrolls), Spot +8, Use Magic Device +14 (+16 with scrolls) Possessions combat gear as well as Fang of Jaezred Chaulssin, masterwork hand crossbow, 20 +1 bolts, blood robe, bracers of murder, drow house insignia – scattergloom 1/day (worn as belt), greater piwafwi of resistance +3, ring of arcane might, ring of charming +4 (as cloak of charisma), ring of silent spells. 2,000 gp in coins, gems, jewelry, and material components. ------------------------------------------------------------ Description Antrysn is a powerfully-built drow male with a nasty temper and a penchant for sadism. He favors blood red robes devoid of ornamentation. He keeps his body shorn of all hair, and his dark-scaled skin is heavily scarred with arcane runes (the result of regular scarification). Note Antrysn had the following statistics before racial, and HD ability score increases and equipment bonuses: Str 8, Dex 12, Con 13, Int 10, Wis 15, Cha 14. ------------------------------------------------------------ Awaken Blood (Su): Once per day, Antrysn can deal 10d10 points of damage with a melee touch attack. If he fails he can try again. Creatures without blood are immune to this effect. Blood Component (Su): Antrysn can substitute a drop of his own blood for a spell’s material component (if it has no gp value) as a free action. Using this ability deals 1 point of damage to Antrysn but raises the spell’s caster level by 1. Damage reduction does not apply to this damage. Blood Draught (Ex): Antrysn can store up to twelve potions in his blood for later use as if using the Brew Potion feat. To consume a draught is a standard action that provokes attacks of opportunity. He can share his blood draught with others but it must be consumed within 1 round or it loses potency. Antrysn has the following potions stored in his blood: barkskin +5, bear’s endurance, bull’s strength, cure light wounds x2, greater magic fang +3, haste, nondetection, shield of faith +5 Bloodseeking Spell (Su): Antrysn can imbue his spells to draw blood from their targets as a free action. Using this ability deals 3 points of damage to Antrysn but allows spells that deal hit point damage to deal an extra 1d6 damage to each target. Creatures without blood are immune to this effect. Damage reduction does not apply to this damage. Bloodwalk (Su): Once per day as a standard action, Antrysn can travel any distance between two living creatures of Medium or size larger. If the intended creature is unwilling, Antrysn must make a successful melee touch attack. When exiting, he chooses an adjacent square next to the creature in which to appear. Antrysn can deal 10d6 damage (DC 23 Fort save negates) to a creature he is exiting if he wishes. He must make a DC 15 Fortitude save or be stunned for 1 round from exiting violently. Creatures without blood are immune to this effect. Breath Weapon (Su): Once per day, Antrysn can breathe a 30-foot cone that bestows 1 negative level. A successful DC 12 Reflex avoids this effect. A DC 12 Fortitude save removes the negative level after 24 hours. Death Attack (Ex): If Antrysn studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 13 (16 with fang of Jaezred Chaulssin and bracers of murder) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Death Knell (Sp): Once per day, Antrysn can use death knell as the spell. CL 10th Durable Casting (Ex): Antrysn subtracts 10 from the DC of Concentration checks made to cast, concentrate on, or direct spells when he takes damage (or per source of continuous damage). Infusion (Ex): Antrysn gains a +2 bonus to his Constitution score. Already added. Poison Use (Ex): Antrysn is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Scarification (Ex): Antrysn can inscribe up to six spells on his own skin for later use as if using the Scribe Scroll feat. Antrysn has the following spells inscribed on his skin: antimagic field, greater invisibility, magic circle against chaos, polymorph, shadow mask Stanch (Ex): Antrysn automatically becomes stable when his hit points drop below 0. He still dies if he reaches -10 hit points or below. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of the Spider Queen (3E), Dragons of Faerun (3.5E), Lost Empires of Faerun (3.5E), Underdark (3.5E), Complete Arcane (3.5E), Complete Mage (3.5E), Heroes of Horror (3.5E), Drow of the Underdark (3.5E), Dragon Magic (3.5E), Tome of Magic (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the slain shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) (17th) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Blood Robe Price (Item Level): 64,500 gp (19th) Body Slot: Body Caster Level: 8th Aura: Moderate; (DC 19) necromancy Activation: standard (mental) Weight: 1 lb. This is a simple blood red robe. Created by a powerful magelord who enjoyed causing wounds in his opponents and then watching them bleed to death, this robe provides a +4 armor bonus to AC. It allows the wearer to use deathwatch at will and three times per day, the wearer can wound his spells of 6th level or lower as though using the Wounding Spell metamagic feat. Prerequisites: Craft Wondrous Item, Wounding Spell, deathwatch. Cost to Create: 32,325 gp, 2,580 XP, 65 days Greater Piwafwi of Resistance Price (Item Level): 11,500 gp (+1) [13th], 16,000 gp (+2) [14th], 22,500 gp (+3) [15th], 31,000 gp (+4) [16th], 40,000 gp (+5) [17th] Body Slot: Shoulders Caster Level: 5th Aura: Faint; (DC 17) abjuration, illusion Activation: - Weight: 1 lb. Formed of fine black cloth smoother and lighter than silk, this delicate cloak is covered in a fine layer of spider webs. This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws, a +10 competence bonus to the wearer’s Hide checks, and fire resistance 5. Prerequisites: Craft Wondrous Item, invisibility, resist energy, resistance, drow, creator’s caster level must be at least three times the resistance bonus. Cost to Create: 5,750 gp, 460 XP, 12 days (+1); 8,000 gp, 640 XP, 16 days (+2); 11,250 gp, 900 XP, 23 days (+3); 15,500 gp, 1,240 XP, 31 days (+4); 20,000 gp, 1,600 XP, 40 days (+5). Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker. |
| soulthief05-26-07, 11:28 AM | Great work, please do the rest of the Patron Fathers!!!!! |
| Lord Dracul05-26-07, 01:53 PM | Great work, please do the rest of the Patron Fathers!!!!! I second that. I am still waitin for the stats of Xorthaul Barriath. |
| Green Giant05-26-07, 09:21 PM | Here's another late request. Enjoy. :) Scalmarael the Sage CR 22 Revered Elder Phaerimm Sorcerer 4 Player’s Guide to Faerun web enhancement 8 NE Huge Aberration Init -1; Senses full vision (true seeing), Listen +13, Spot +13 Languages Beholder, Chondathan, Common, Draconic, Netherese, Orc, Phaerimm, telepathy ------------------------------------------------------------ AC 44, touch 9, flat-footed 44 (-2 size, -1 Dex, +5 armor, +2 deflection, +30 natural) hp 166 (23 HD); DR 15/magic and silver Immune petrification, polymorph SR 29 Fort +12, Ref +8, Will +22 ------------------------------------------------------------ Speed 10 ft. (2 squares), fly 30 ft. (good) Melee 6 claws +20 (1d8+6) and bite +18 (2d8+3) and stinger +18 (2d6+3 plus poison and implant) Space 15 ft.; Reach 15 ft. (5 ft. with bite) Base Atk +16; Grp +30 Atk Options poison (DC 22, paralysis and levitation 2d4 rounds/paralysis and levitation 1d3 hours) Special Actions implant Combat Gear greater metamagic rod of extend, memento magica (6th), potion of cat’s grace, potion of cure serious wounds x2, potion of greater magic fang +3, rod of splendor, scroll of antimagic field, scroll of ethereal jaunt, scroll of protection from arrows, scroll of protection from spells, scroll of time stop, staff of conjuration (25 charges), wand of fear (20 charges), wand of stoneskin (37 charges) Sorcerer Spells Known (CL 23rd; 1d20+27 to overcome SR): 9th (7/day)–foresight, summon monster IX, wish (DC 28) 8th (7/day)–Bigby’s clenched fist (+42 attack), greater planar binding (DC 28), moment of prescience 7th (7/day)–delayed blast fireball (DC 26), greater scrying (DC 27), plane shift (DC 27) 6th (7/day)–acid fog, greater dispel magic, probe thoughts (DC 26) 5th (8/day)–cone of cold (DC 24), contact other plane, dismissal (DC 24), summon monster V 4th (8/day)–charm monster (DC 23), dimension door, fire shield, know vulnerabilities (DC 24) 3rd (8/day)–lightning bolt (DC 22), major image (DC 22), summon monster III, tongues 2nd (8/day)–detect thoughts (DC 22), gust of wind (DC 21), invisibility, resist energy, summon swarm 1st (9/day)–hail of stone, identify, magic missile, scatterspray (DC 20), shield 0 (6/day)–amanuensis, detect magic, launch item, light, mage hand, mending, open/close, read magic, sonic snap (DC 19) Spell-like Abilities (CL 23rd) At will–detect magic ------------------------------------------------------------ Abilities Str 22, Dex 9, Con 16, Int 21, Wis 22, Cha 29 SQ familiar (none), phaerimm magic Feats Augment Summoning, Greater Spell Penetration, Heighten Spell, Insightful Divination, Multiattack, Spell Focus (conjuration), Spell Focus (divination), Spell Penetration Skills Appraise +10, Bluff +9, Concentration +29, Decipher Script +10, Diplomacy +13, Gather Information +14, Intimidate +11, Knowledge (arcana) +31, Knowledge (dungeoneering) +15, Knowledge (history) +10, Knowledge (the planes) +10, Listen +13, Search +12, Sense Motive +11, Spellcraft +35, Spot +13, Survival +6 (+8 underground, other planes, and follow tracks) Skill Tricks Collector of Stories Possessions combat gear plus bracers of armor +5, ring of counterspells (greater dispel magic), ring of defense +2, scrying shard, skin of the defender. 4,500 gp in ancient coins, gems, and jewelry. ------------------------------------------------------------ Hook “What secrets have you brought me?” Description Scalmarael lurks behind every transaction in the marketplace of Ooltul, ensuring that its beholder merchant minions ruthlessly bargain for every scrap of information possible, no matter how mundane or esoteric, to counter sharn magic. ------------------------------------------------------------ Implant (Ex): As a standard action, a phaerimm can use its stinger to lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the eggs, as does a successful DC 20 Heal check by someone with ranks in that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. Phaerimm Magic: Phaerimm cast their sorcerer as if they were spell-like abilities. Thus, they require no verbal, somatic, or material components. ------------------------------------------------------------ Sources Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Monsters of Faerun (3E), Underdark (3.5E), Complete Mage (3.5E), Complete Scoundrel (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3E). Ring of Defense Price (Item Level): 3,500 gp (+1) [8th], 14,000 gp (+2) [14th], 31,500 gp (+3) [16th], 56,000 gp (+4) [18th], 87,500 gp (+5) [20th] Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 16) abjuration Activation: - Weight: - This simple platinum ring is set with a single star sapphire. This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Prerequisites: Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring. Cost to Create: 1,750 gp, 140 XP, 4 days (+1); 7,000 gp, 560 XP, 14 days (+2); 15,750 gp, 1,260 XP, 32 days (+3), 28,000 gp, 2,240 XP, 56 days (+4), 43,750 gp, 3,500 XP, 88 days (+5). Sources: Dragon #290. |
| Torkwaret05-30-07, 01:01 AM | Hmm...somewhat lonely here :) Where are all the new, beautiful NPC's that were promised ?? :D |
| Penknight05-31-07, 05:49 AM | I was sort of wondering if there might be a way of requesting the fey'ri Teryani Eaoleth from The Last Mythal series, as well as Lords of Darkness please. Thanks! :D |
| Green Giant06-04-07, 09:21 PM | Here's another Jaezred Chaulssin. Enjoy. :) Patron Grandfather Mauzzkyl of Chaulssin CR 34 Male great wyrm drow-dragon Sorcerer 13/Assassin 5 CE Gargantuan dragon (elf) Draconomicon 191, Dragons of Faerun 44 (sidebar) Init +5; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Listen +59, Spot +59 Aura frightful presence (360 ft. radius, DC 39 Will negates) Languages Abyssal, Aquan, Chondathan, Common, Draconic, Drow Sign Language, Dwarven, Gnome, Elven, Infernal, Terran, Thorass, Undercommon ------------------------------------------------------------ AC 50, touch 10, flat-footed 50 (-4 size, +4 deflection, +40 natural); improved uncanny dodge hp 587 (55 HD); DR 20/magic Immune energy drain, paralysis, sleep SR 33 Fort +42 (+44 vs. poison), Ref +34, Will +45 ------------------------------------------------------------ Speed 80 ft., fly 150 ft. (clumsy); Flyby Atttack, Hover Melee bite +45 (4d6+12) and 2 claws +40 (2d8+6) and 2 wings +40 (2d6+6) and tail slap +40 (2d6+18) Space 20 ft.; Reach 15 ft. (20 ft. with bite) Base Atk +46; Grp +70 Atk Options Blind-Fight, Combat Expertise, Improved Feint, Power Attack, Quicken Breath, Snatch; crush (4d6+18, DC 39 Reflex half), tail sweep (2d6+18, DC 39 Reflex half); death attack, sneak attack +3d6 Special Actions breath weapon (60 ft. cone, energy drain for 8 negative leves, DC 39 Reflex half) Combat Gear chaos diamond, memento magica (7th), potion of barkskin +5, potion of bear’s endurance, potion of gaseous form, rod of rulership (100 minutes remaining), scroll of horrid wilting, scroll of miracle, scroll of Mordenkainen’s disjunction, scroll of simulacrum, wand of cure critical wounds (20 charges), wand of dispel magic (10th) (10 charges), wand of stoneskin (10 charges) Sorcerer Spells Known (CL 30th; 1d20+34 to overcome weave-user SR): 9th (8/day)–dominate monster* (DC 36), shades* (DC 36), time stop (CL 29th) 8th (9/day)–antimagic field, greater shadow evocation* (DC 35), mind blank 7th (9/day)–greater teleport, limited wish, project image (DC 34) 6th (9/day)–greater dispel magic, heal, spectral dragon*** (+46 attack, CL 32nd, DC 33)[Dragons of Faerun] 5th (9/day)–greater command* (DC 32), hold monster* (DC 32), slay living* (DC 32), superior magic fang 4th (10/day)–charm monster* (DC 31), inflict critical wounds* (DC 31), greater invisibility, lesser globe of invulnerability 3rd (10/day)–control darkness and shadow [Champions of Ruin], protection from energy, slashing darkness* (+47 ranged touch), suggestion* (DC 30) 2nd (10/day)–cat’s grace (CL 29th), detect thoughts (DC 28), shadow double (+62 attack, DC 29) [Drow of the Underdark], spectral hand, touch of idiocy* 1st (10/day)–divine favor (CL 29th), entropic shield, magic missile** (CL 29th), nightshield, ray of enfeeblement (+47 ranged touch) 0 (6/day)–detect magic, detect poison, ghost sound (DC 27), guidance, mage hand, open/close, read magic, silent portal, touch of fatigue* (DC 27) *1d20+31 to overcome SR (+35 to overcome weave-user SR) **1d20+29 to overcome SR (+34 to overcome weave-user SR) ***1d20+32 to overcome SR (+36 to overcome weave-user SR) Assassin Spells Known (CL 5th): 3rd (3/day)–deep slumber* (DC 24), wraithstrike 2nd (5/day)–darkness, pass without trace, spider climb 1st (6/day)–disguise self (DC 22), ebon eyes, obscuring mist, true strike *1d20+31 to overcome SR (+35 to overcome weave-user SR) Spell-Like Abilities (CL 30th) 3/day–mirror image, nondetection 2/day–dimension door 1/day–shadow walk ------------------------------------------------------------ Abilities Str 35, Dex 12, Con 27, Int 32, Wis 32, Cha 43 SQ alternate form, create shadows, shadow blend Feats Blind-Fight, Combat Expertise, Favored in Guild, Flyby Attack, Guildmaster, Hover, Improved Feint, Improved Initiative, Insidious Magic, Leadership, Pernicious Magic, Power Attack, Quicken Breath, Reaping Spell, Recover Breath, Snatch, Shadow Weave Magic, Stealthy, Umbral Spell Skills Appraise +26 (+28 with alchemical items and poisons), Balance +11, Bluff +54, Concentration +66, Craft (alchemy) +27, Craft (poisonmaking) +27, Diplomacy +49, Disguise +41 (+45 acting), Escape Artist +26, Gather Information +28, Hide +52, Intimidate +68, Jump +39, Knowledge (arcana) +67, Knowledge (dungeoneering) +36, Knowledge (history) +36, Knowledge (local-Northdark) +36, Knowledge (religion) +38, Knowledge (the planes) +36, Listen +59, Move Silently +64, Search +51, Sense Motive +38, Sleight of Hand +24, Spellcraft +56 (+60 to decipher scrolls), Spot +59, Survival +11 (+15 underground, on other planes, and follow tracks), Tumble +13, Use Magic Device +41 (+45 with scrolls) Skill Tricks Conceal Spellcasting, False Theurgy, Spot the Weak Point Possessions combat gear as well as +3 twilight mithral shirt of silent moves (in drow form), greater fang of Jaezred Chaulssin (in drow form), +1 elfbane hand crossbow (in drow form), 20 +1 seeking bolts, circlet of charisma +6, crystal ball with telepathy, drow house insignia (shadow cache 1/day), greater piwafwi (in drow form), ring of defense +4, ring of shadows. As patron grandfather of the Jaezred Chaulssin and a great wyrm drow-dragon, Mauzzkyl has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “Power rules; absolute power rules absolutely.” Description Unknown (In drow form, Mauzzkyl appears as a hale old dark elf with broad shoulders and a deep chest, his hair is thinning to sharp widow’s peak). Note Mauzzkyl has read a manual of quickness in action +2 included above. ------------------------------------------------------------ Alternate Form (Su): Mauzzkyl can assume drow form as a standard action three times per day. He can remain in its drow form until he chooses to return to its natural form. Create Shadows (Su): Three times per day, Mauzzkyl can conjure a mass of leaping shadows with a radius of 100 yards and a duration of 1 hour. All normal and magical light sources are negated within this radius, and all characters and creatures gain a +4 bonus to Hide checks within the shadows, hiding even if directly observed. Creatures tied to the Plane of Shadow and shadow dragons gain total concealment within the shadows but can move and attack normally. Their attacks gain a +2 bonus and deny their opponents any Dexterity bonus to AC, because they are considered invisible. Death Attack (Ex): If Mauzzkyl studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 30 (32 with greater fang of Jaezred Chaulssin) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Poison Use (Ex): Mauzzkyl is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Shadow Blend (Su): In any conditions other than full daylight, Mauzzkyl can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or a continual flame spell, does not negate this ability, but a daylight spell will. ------------------------------------------------------------ Sources Dragons of Faerun web enhancement III (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Champions of Ruin (3.5E), Draconomicon (3.5E), Dungeon Master’s Guide II (3.5E), Drow of the Underdark (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, enervation, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Ring of Defense Price (Item Level): 3,500 gp (+1) [8th], 14,000 gp (+2) [14th], 31,500 gp (+3) [16th], 56,000 gp (+4) [18th], 87,500 gp (+5) [20th] Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 16) abjuration Activation: - Weight: - This simple platinum ring is set with a single piece of star sapphire. This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Prerequisites: Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring. Cost to Create: 1,750 gp, 140 XP, 4 days (+1); 7,000 gp, 560 XP, 14 days (+2); 15,750 gp, 1,260 XP, 32 days (+3), 28,000 gp, 2,240 XP, 56 days (+4), 43,750 gp, 3,500 XP, 88 days (+5). Sources Dragon #290. |
| MerrikCale06-04-07, 10:52 PM | does anyone have a priest of shaundakul or two lying around? perhaps Juxril Thammarcast or Eldrisel Tylosar? |
| Green Giant06-09-07, 07:40 PM | Here are two beholders allied with the Zhentarim. Enjoy. :) Xulla the Voice of Bane CR 23 Half-Illithid Advanced Beholder (“Mindwitness”) Underdark 89-91 LE Huge Aberration Init +5; Senses all-around vision, darkvision 60 ft.; Listen +35, Spot +39 Languages Beholder, Chondathan, Common, Elven, Giant, Goblin, Infernal, Undercommon ------------------------------------------------------------ AC 38, touch 12, flat-footed 37 (-2 size, +1 Dex, +5 armor, +3 deflection, +21 natural); can’t be flanked hp 262 (25 HD) Immune natural poisons SR 35 Fort +18, Ref +11, Will +23 (+1 against spells, powers, spell-like abilities, and psi-like abilities; +4 insight against charms, compulsions, or glamers; +4 morale against fear; +2 morale against mind-affecting effects; +5 resistance against magical or supernatural poisons) ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Melee four tentacles +24 (1d8+8) Ranged eye rays +19 touch (see below) Space 15 ft.; Reach 10 ft. Base Atk +18; Grp +32 Atk Options antimagic cone, extract, eye rays, improved grab, mind blast Special Actions Focused Antimagic Combat Gear belt of holy might, lens of ray extending (worn on disintegrate eye with 9 charges), psicrown of the dominator (200 power points), ring of spell storing (cure light wounds, eagle’s splendor, cure moderate wounds), wand of summon monster IV (20 charges) Psi-like Abilities (ML 8th) 3/day–psionic levitate, psionic suggestion (three targets, DC 18), read thoughts (DC 18) 1/day–psionic charm (all targets, DC 20) *Includes augmentation for the half-illithid’s manifester level. ------------------------------------------------------------ Abilities Str 22, Dex 12, Con 22, Int 22, Wis 20, Cha 22 SQ flight Feats Alertness{B}, Flyby Attack, Focused Antimagic, Great Charisma, Great Fortitude, Illithid Heritage, Improved Initiative, Iron Will, Skilled Telekinetic, Wild Talent Skills Bluff +11, Disguise +6 (+8 acting), Hide +18, Intimidate +18, Knowledge (arcana) +31, Knowledge (psionics) +11, Knowledge (religion) +16, Knowledge (the planes) +11, Listen +35, Search +37, Spot +39, Survival +5 (+7 on other planes, +9 following tracks), Use Magic Device +11, Use Psionic Device +16 Possessions combat gear as well as amulet of mighty fists +2, bracers of armor +5, ioun stone of resistance +2, lenses of clarity, ring of antivenom, ring of protection +3. 2,300 in coins, gems, and jewelry. ------------------------------------------------------------ Hook “I am the Voice of Bane. Hear my power.” Description This nightmare of eyes and lashing tentacles, flies across the ground without apparent support. Note Xulla has undergone the Ritual of Terror’s Allegiance of the Church of Bane included above. ------------------------------------------------------------ Antimagic Cone (Su): 150-foot cone of antimagic (CL 13th). During its turn, Xulla can decide whether the antimagic cone is active or not. Extract (Ex): If Xulla begins its turn with at least four tentacles attached and makes a successful grapple check, it automatically extracts its opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads. Eye Rays (Su): Xulla can produce a magical ray once per round as a free action and can aim up to two eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 28. The save DCs are Charisma-based. See MM 26-27. Flight (Ex): Xulla’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it permanent feather fall effect (as the spell) with personal range. Improved Grab (Ex): To use this, Xulla must hit a small, medium, or large creature (or larger but the foe’s head must be within reach) with its tentacle attack. It can then start to grapple as a free action without provoking an attack of opportunity. If Xulla wins the grapple check, it establishes a hold and attaches a tentacle to the opponent’s head. If Xulla begins its turn with at least one tentacle attached, it can try to attach others. Opponents can escape with a successful grapple check or an Escape Artist check but Xulla gets a +2 bonus for every tentacle that was attached at the beginning of its opponent’s turn. Mind Blast (Psi): 40 ft. cone, anyone caught inside must succeed on a DC 28 Will save or be stunned for 1d4 rounds. This ability is the equivalent of a 4th-level power. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Lords of Darkness (3E), Underdark (3.5E), Power of Faerun (3.5E), Shining South (3.5E), Lords of Madness (3.5E), Expanded Psionics Handbook (3.5E), Complete Psionics (3.5E), Arms and Equipment Guide (3E), Magic Item Compendium (3.5E), Spell Compendium (3.5E), and Epic Level Handbook (3E). Manxam CR 23 Advanced Beholder LE Huge Aberration Init +5; Senses all-around vision, darkvision 60 ft.; Listen +37, Spot +39 Languages Beholder, Chondathan, Common, Goblin, Orc, Undercommon ------------------------------------------------------------ AC 41, touch 12, flat-footed 40 (-2 size, +1 Dex, +6 armor, +3 deflection, +23 natural); can’t be flanked hp 540 (30 HD) Immune disease Resist acid 20 Fort +24, Ref +14, Will +24 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Melee bite +24 (2d6+4) Ranged eye rays +24 touch (see below) Space 15 ft.; Reach 10 ft. Base Atk +22; Grp +34 Atk Options Disjunction Ray, antimagic cone, eye rays Special Actions Focused Antimagic Combat Gear helm of telepathy, lens of ray chaining (worn on flesh to stone eye with 9 charges), lens of ray doubling (worn on charm monster eye with 9 charges), lens of ray widening (worn on fear eye with 9 charges), potion of cure serious wounds x2, potion of greater magic fang +2 ------------------------------------------------------------ Abilities Str 18, Dex 12, Con 28, Int 18, Wis 15, Cha 19 SQ flight Feats Agile Tyrant, Alertness{B}, Disintegration Finesse, Disjunction Ray, Flyby Attack, Focused Antimagic, Great Fortitude, Improved Initiative, Improved Toughness, Iron Will, Skill Focus (Intimidate), Weapon Focus (eye ray) Skills Hide +26, Intimidate +23, Knowledge (arcana) +37, Listen +37, Search +41, Spot +39, Survival +2 (+6 following tracks) Possessions combat gear as well as amulet of health +6, amulet of natural armor +5, periapt of health, bracers of armor +6, major ring of acid resistance, ring of defense +3, ring of mind shielding, ruby cincture of immutability. 2,300 in coins, gems, and jewelry. ------------------------------------------------------------ Hook “Always keep an eye out for opportunity.” Description Unknown. Note Manxam has the maximum possible hit points which makes him tougher than an ordinary beholder of his HD. His challenge rating has been increased by 1. ------------------------------------------------------------ Antimagic Cone (Su): 150-foot cone of antimagic (CL 13th). During its turn, Manxam can decide whether the antimagic cone is active or not. Eye Rays (Su): Manxam can produce a magical ray once per round as a free action and can aim up to three eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 29. The save DCs are Charisma-based. See MM 26-27. Flight (Ex): Manxam’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it permanent feather fall effect (as the spell) with personal range. ------------------------------------------------------------ Sources Villain’s Lorebook (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Lords of Madness (3.5E), and Magic Item Compendium (3.5E). Ring of Defense Price (Item Level): 3,500 gp (+1) [8th], 14,000 gp (+2) [14th], 31,500 gp (+3) [16th], 56,000 gp (+4) [18th], 87,500 gp (+5) [20th] Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 16) abjuration Activation: - Weight: - This simple platinum ring is set with a single piece of star sapphire. This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Prerequisites: Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring. Cost to Create: 1,750 gp, 140 XP, 4 days (+1); 7,000 gp, 560 XP, 14 days (+2); 15,750 gp, 1,260 XP, 32 days (+3), 28,000 gp, 2,240 XP, 56 days (+4), 43,750 gp, 3,500 XP, 88 days (+5). Sources: Dragon #290. |
| Cymric_Steiner06-12-07, 11:13 PM | can you do stats for character from books? If so could you do Amira from Frostfell and Ussisi from darkvision? |
| MerrikCale06-12-07, 11:17 PM | can you do stats for character from books? If so could you do Amira from Frostfell and Ussisi from darkvision? the lythari and his human friend would be welcomed as well. Forget their names though |
| Mad Mage06-13-07, 01:55 AM | I was curious: What about some members of the Uskevren family (from the Sembia series)? IIRC, Tazi Uskevren got official stats in an article that concerned The Crimson Gold, while I wouldn't be suprised if the one featured in Lord of Stormweather has been officially statted before too, though. |
| Green Giant06-13-07, 06:45 PM | can you do stats for character from books? If so could you do Amira from Frostfell and Ussisi from darkvision? Unfortunately, I haven't read those novels nor do I have much time to read that much except sourcebooks and adventures. So unless someone wishes to share/post some general details and class level suggestions, you'll have to stat them yourself or wait for someone else to post them. Sorry.:( |
| Green Giant06-13-07, 06:48 PM | I was curious: What about some members of the Uskevren family (from the Sembia series)? IIRC, Tazi Uskevren got official stats in an article that concerned The Crimson Gold, while I wouldn't be suprised if the one featured in Lord of Stormweather has been officially statted before too, though. I believe there are official stats of the Uskevren family in Dragon #273 unless you're asking for more up to date stats since the series ended. |
| Lord Dracul06-13-07, 08:08 PM | Will the rest of the Jaezred Chaulssin get statted in this thread?? |
| Mad Mage06-14-07, 12:27 AM | I believe there are official stats of the Uskevren family in Dragon #273 unless you're asking for more up to date stats since the series ended. Only if you feel really enthusiastic about doing such. I'll probably try and see if I can get my hand on that Dragon issue you mentioned first. |
| Green Giant06-14-07, 07:11 PM | Will the rest of the Jaezred Chaulssin get statted in this thread?? I will continue statting the rest of the Jaezred Chaulssin but I'll be posting them one at a time. If I try to stat them all at once, there's a chance that they'll end up looking alike in terms of same skills and feats chosen. Please be patient.:) |
| Green Giant06-16-07, 07:30 PM | Here's a patron father of Jaezred Chaulssin. Enjoy. :) Patron Father Tomphael Arkenrret CR 24 Male mature adult drow-dragon Wizard 13/Assassin 1 CE Large dragon (elf) Draconomicon 191, Dragons of Faerun 44 (sidebar) Init +4; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Listen +30, Spot +30 Aura frightful presence (210 ft. radius, DC 26 Will negates) Languages Abyssal, Chondathan, Common, Draconic, Drow Sign Language, Elven, Giant, Terran, Undercommon ------------------------------------------------------------ AC 45, touch 13, flat-footed 45 (-1 size, +8 armor, +3 deflection, +25 natural) hp 324 (36 HD); DR 10/magic Immune energy drain, paralysis, sleep SR 25 Fort +24, Ref +20, Will +25 ------------------------------------------------------------ Speed 80 ft., fly 150 ft. (poor); Flyby Atttack Melee bite +34 (2d6+6) and 2 claws +29 (1d8+3) and 2 wings +29 (1d6+3) and tail slap +29 (1d8+9) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Base Atk +29; Grp +39 Atk Options Blind-Fight; death attack, sneak attack +1d6 Special Actions breath weapon (40 ft. cone, energy drain for 4 negative leves, DC 26 Reflex half), poison use Combat Gear potion of barkskin +5, gem of night x3, metamagic rod of quicken, scroll of greater teleport, scroll of repulsion, greater staff of shadow (50 charges), wand of invisibility (10 charges) Sorcerer Spells Known (CL 7th; 1d20+9 to overcome SR): 3rd (5/day)–cure serious wounds, protection from energy 2nd (7/day)–cat’s grace, make whole, silence 1st (8/day)–alarm, appraising touch, deathwatch, divine favor, entropic shield 0 (6/day)–amanuensis, detect magic, guidance, mage hand, mending, read magic, silent portal Wizard Spells Prepared (CL 17th; 1d20+19 to overcome SR): 7th–project image, waves of exhaustion 6th–analyze dweomer, disintegrate (+29 ranged touch, DC 26), greater dispel magic, spectral dragon (+28 attack, CL 18th, DC 26)[Dragons of Faerun] 5th–cone of cold, cloudkill, hold monster (DC 25), superior magic fang, wall of force 4th–charm monster (DC 24), enervation (+29 ranged touch), Evard’s black tentacles (+25 grapple), fire shield (DC 24), phantasmal killer (DC 24), scrying 3rd–displacement, fireball (DC 23), gaseous form, lightning bolt (DC 23), shadow binding (DC 23), suggestion (DC 23) 2nd–darkness, detect thoughts (DC 22), flaming sphere (DC 22), glitterdust (DC 22), protection from arrows, shatter (DC 22), spider climb 1st–disguise self, magic missile x2, ray of enfeeblement (+29 ranged touch), shield, spirit worm (DC 21), Tenser’s floating disk 0–dancing lights, electric jolt (+29 ranged touch), message, ray of frost (+29 ranged touch) Assassin Spells Known (CL 1st): 1st (3/day)–ebon eyes, true strike Spell-Like Abilities (CL 7th) 3/day–mirror image 2/day–dimension door ------------------------------------------------------------ Abilities Str 23, Dex 10, Con 19, Int 30, Wis 20, Cha 21 SQ alternate form, shadow blend Feats Blind-Fight, Brew Potion, Craft Construct, Craft Magic Arms and Armor, Craft Staff, Craft Wand, Craft Wondrous Item, Dragoncrafter, Embed Spell Focus, Favored in Guild, Flyby Attack, Forge Ring, Improved Initiative, Practiced Spellcaster (wizard), Scribe Scroll {B}, Spell Penetration Skills Appraise +18 (+20 with alchemical items, poisons, and weapons), Concentration +42, Craft (alchemy) +20, Craft (poisonmaking) +20, Craft (weaponsmithing) +20, Decipher Script +26, Diplomacy +7, Disguise +14, Gather Information +7, Hide +15, Intimidate +15, Knowledge (arcana) +48, Knowledge (architecture and engineering) +28, Knowledge (dungeoneering) +28, Knowledge (history) +28, Knowledge (local-Northdark) +20, Knowledge (religion) +20, Knowledge (the planes) +28, Listen +30, Move Silently +15, Search +35 (+37 with secret or hidden doors), Sense Motive +15, Spellcraft +30 (+32 to decipher scrolls), Spot +30, Survival +5 (+7 underground, on other planes, and follow tracks), Use Magic Device +17 (+21 with scrolls) Skill Tricks Magical Appraisal Possessions combat gear as well as fang of Jaezred Chaulssin (in drow form), bracers of armor +8, casting glove (in drow form), headband of intellect +6, drow house insignia (unseen servant 1/day), greater piwafwi of resistance +3 (in drow form), ring of protection +3, ring of spell-battle, spellsight spectacles (in drow form). As a patron father of the Jaezred Chaulssin and a mature adult drow-dragon, Tomphael has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. Spellbook spells prepared plus Tomphael Arkenrret knows most of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Spell Compendium. ------------------------------------------------------------ Hook “The shadows are bound to my will.” Description Unknown ------------------------------------------------------------ Alternate Form (Su): Tomphael can assume drow form as a standard action three times per day. He can remain in its drow form until he chooses to return to its natural form. Death Attack (Ex): If Tomphael studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 25 (27 with fang of Jaezred Chaulssin) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Poison Use (Ex): Tomphael is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Shadow Blend (Su): In any conditions other than full daylight, Tomphael can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or a continual flame spell, does not negate this ability, but a daylight spell will. ------------------------------------------------------------ Sources Dragons of Faerun web enhancement III (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Draconomicon (3.5E), Dungeon Master’s Guide II (3.5E), Drow of the Underdark (3.5E), Tome of Magic (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, enervation, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Greater Piwafwi of Resistance Price (Item Level): 11,500 gp (+1) [13th], 16,000 gp (+2) [14th], 22,500 gp (+3) [15th], 31,000 gp (+4) [16th], 40,000 gp (+5) [17th] Body Slot: Shoulders Caster Level: 5th Aura: Faint; (DC 17) abjuration, illusion Activation: - Weight: 1 lb. Formed of fine black cloth smoother and lighter than silk, this delicate cloak is covered in a fine layer of spider webs. This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws, a +10 competence bonus to the wearer’s Hide checks, and fire resistance 5. Prerequisites: Craft Wondrous Item, invisibility, resist energy, resistance, drow, creator’s caster level must be at least three times the resistance bonus. Cost to Create: 5,750 gp, 460 XP, 12 days (+1); 8,000 gp, 640 XP, 16 days (+2); 11,250 gp, 900 XP, 23 days (+3); 15,500 gp, 1,240 XP, 31 days (+4); 20,000 gp, 1,600 XP, 40 days (+5). Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker. |
| Torkwaret06-17-07, 02:14 AM | Howdy Green Giant, we missed you :) I've a question though, how did you count Tomphael's CR, because whatever metod I use, the number is either slightly smaller, or much greater :confused: Thanks !! |
| runestar06-17-07, 10:18 AM | The NA also seems a little off. With 36 HD, it supposedly has 22 dragon HD, but has 25NA (dragons are supposed to have racial HD - 1 in NA score). It should only have +21NA instead. As for its cr, I can only assume that GG made its 13 wizard lvs non-associated. Thus, a mature adult drow dragon is cr16+1 = cr17, +6 from 13 lvs of wizard (round down), and +1 from 1 lv of assassin, for a final cr of 24.:) |
| TheDarkPrince06-17-07, 03:34 PM | Has anyone statted out Valas Hune? Including all of his talismans/trinkets? |
| Green Giant06-17-07, 06:19 PM | Here is another beholder. Enjoy. :) Vaxall of the Dying Gaze CR 36 Beholder Elder Orb Sorcerer 20 Lords of Madness 41 LE Huge Aberration Init +4; Senses all-around vision, darkvision 60 ft.; Listen +43, Spot +47 Languages Alzhedo, Beholder, Chondathan, Common, Draconic, Infernal, Shaaran, Undercommon ------------------------------------------------------------ AC 47, touch 15, flat-footed 47 (-2 size, +9 armor, +5 deflection, +2 luck, +23 natural); can’t be flanked hp 623 (53 HD) SR 20 Fort +38, Ref +28, Will +42 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Melee bite +34 (2d6+6) Ranged eye rays +32 touch (see below) Space 15 ft.; Reach 10 ft. Base Atk +34; Grp +42 Atk Options Disjunction Ray, eye rays Special Actions Focused Antimagic, Metaray Combat Gear lens of ray chaining (worn on flesh to stone eye and with 9 charges remaining), lens of ray doubling (worn on slow eye and with 9 charges remaining), memento magica (5th), memento magica (9th), ocular gem (mind fog), potion of greater magic fang +5, potion of protection from arrows 15/magic, ring of nine lives (7 charges), greater metamagic rod of substitution (acid), scarab of protection (12 charges), scroll of mind blank, scroll of protection from spells, scroll of spell turning, scroll of wish, staff of power (25 charges), wand of dispel magic (10th) (20 charges), wand of bear’s endurance (20 charges), wand of summon monster IV (20 charges) Sorcerer Spells Known (CL 20th; 1d20+22 to overcome SR): 9th (8/day)–imprisonment (DC 32), meteor swarm (DC 32), prismatic sphere (DC 32) 8th (8/day)–clone, create death tyrant*, mass charm monster (DC 31) 7th (8/day)–forcecage, project image (DC 30), Vaxall’s doomstalk* 6th (8/day)–guards and wards (DC 29), Otiluke’s freezing sphere (DC 29), wall of blackstone* 5th (9/day)–lower spell resistance (DC 27) [Draconomicon], permanency, sending, teleport 4th (9/day)–arcane eye, control death tyrant*, polymorph, stone shape 3rd (9/day)–gaseous form, lightning bolt (DC 26), stony grasp (+28 grapple), water breathing 2nd (9/day)–blindness/deafness (DC 25), blur, detect thoughts (DC 25), knock, pyrotechnics (DC 25) 1st (10/day)–charm person (DC 24), comprehend languages, identify, magic missile, shield 0 (6/day)–amanuensis, caltrops, detect magic, launch item, mage hand, mending, open/close, read magic, stick * See below. ------------------------------------------------------------ Abilities Str 19, Dex 10, Con 26, Int 23, Wis 20, Cha 36 SQ familiar (none) Feats Alertness{B}, Combat Casting, Craft Wondrous Item, Disjunction Ray, Empower Spell, Enlarge Spell, Eschew Materials, Flyby Attack, Focused Antimagic, Great Fortitude, Improved Initiative, Iron Will, Leadership, Metaray, Persuasive, Rapid Metamagic, Sanctum Spell, Skilled Telekinetic, Spell Penetration Skills Bluff +35, Concentration +28 (+32 when casting defensively), Diplomacy +28, Disguise +13 (+15 acting), Gather Information +15, Hide +28, Intimidate +37, Knowledge (arcana) +62, Knowledge (dungeoneering) +15, Knowledge (history) +24, Knowledge (local-Lake of Steam) +13, Knowledge (religion) +15, Listen +43, Search +46, Sense Motive +16, Spellcraft +41, Spot +47, Survival +5 (+7 underground and following tracks) Possessions combat gear as well as amulet of natural armor +5, amulet of proof against detection and location, belt of giant strength +4, bracers of armor +9, circlet of charisma +6, dimensional pocket, ring of blinking, ring of defense +5. As one of the oldest living eye tyrants of southwestern Faerun, Vaxall has access to incredible resources and can acquire or make almost any nonartifact item he might need, given time. He is assisted by the Doom Brigade, a company of ten helmed horrors led by Gauntlet, a battle horror fitted with a helm of telepathy and accompanied by Skullpyr, a flameskull made from the skull of the Sultan of Mintar’s former Court Sorcerer. ------------------------------------------------------------ Hook “My vision shall return my empire.” Description Vaxall is more tolerant and farsighted than most eye tyrants, viewing itself as the chief architect behind the resurgence of its kin on the western shores of the Lake of Steam. It serves both as leader and mediator of its hive, brooking little dissent. Vaxall came to realize that if beholders were ever to regain their rightful positions of leadership in the region, they would have to learn again to work closely with the humans of the region and treat some of them more as trusted servants than slaves. Toward this objective, the Elder Orb has forged a strong working relationship with Teldorn Darkhope and the other Banites who compose the leadership of the Order of the Black Gauntlet. He has refounded the ancient beholder cults that once thrived on the western shores of the Lake of Steam. Vaxall has also become a relatively trusted ally of the Twisted Rune. Note Vaxall has the benefits and penalties of venerable age. Vaxall had the following statistics before aging, racial, size, and HD ability score increases and equipment bonuses: Str 10, Dex 8, Con 12, Int 14, Wis 13, Cha 15. Due to age and numerous battles against adventurers, Vaxall has lost the use of his charm person and finger of death eyestalks. Vaxall has read a manual of bodily health +5 included above. ------------------------------------------------------------ Antimagic Cone (Su): 150-foot cone of antimagic (CL 13th). During its turn, Vaxall can decide whether the antimagic cone is active or not. Eye Rays (Su): Vaxall can produce a magical ray once per round as a free action and can aim up to two eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 39. The save DCs are Charisma-based. See MM 26-27. ------------------------------------------------------------ Sources Dungeon #69, Lands of Intrigue (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Lords of Madness (3.5E), Complete Arcane (3.5E), Magic Item Compendium (3.5E), Spell Compendium (3.5E), and Dragon #313. Control Death Tyrant Necromancy Level: Sor/Wiz 4 Components: V Casting Time: 1 round Range: 1 mile/level Target: One Death Tyrant per point of Intelligence of caster Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The utterances you made have entranced the death tyrant(s) to your will. This spell allows the caster to control Death Tyrants in a manner similar to the charm monster spell. This spell always overrides any directives previously given to affected Death Tyrants, and they are powerless to resist the spell. This control can only be maintained on one Death Tyrant for every point of Intelligence that the caster has. If there are a larger number of Death Tyrants within the spell's range than the caster's limit, the caster has the option of dropping control of one Tyrant in one round, and then assuming control of another Tyrant in the next round. The two Death Tyrants involved in such a switch take no action during those two rounds. Create Death Tyrant Necromancy [Evil] Level: Sor/Wiz 8 Components: V Casting Time: 3 rounds Range: Close (25 ft + 5 ft/2 levels) Target: One beholder corpse/level Duration: 1d12 rounds + 1 round/level Saving Throw: None Spell Resistance: No The blasmephous words spoken infuse the beholder’s corpse with unlife. This spell creates Death Tyrants from the corpses or empty shells of beholders. This spell also provides the caster with control over the undead beholders, but for a limited duration of 1d12 rounds plus one round per level or Hit Die of the caster. After this time, the Control Death Tyrant spell is necessary to maintain control over the undead. Casting this spell is an act of inherent evil. Vaxall’s Doomstalk Conjuration [Teleport]/Transmutation Level: Sor/Wiz 7 Components: V, M Casting Time: 1 round/appendage Range: Touch Target: See text Duration: 1 day/level Saving Throw: See text Spell Resistance: Yes (harmless) With a few words of power, the appendage smeared in boggle blood disappears only to reappear upon the object’s opening. Vaxall’s doomstalk, also known as dimension appendage, is a powerful spell whose effects can be employed by any creature with one or more distinct appendages. The Elder Orb developed this spell as a method of remote investigation via one or more expendable proxies. This spell can only be cast on the spellcaster or a willing participant. If the target is unwilling, the spell fails. During the casting of this spell, the target is physically touched by the spellcaster on an appendage (such as an arm, leg, tail, or eye stalk). (If the spellcaster is casting this spell on himself, he merely needs to visualize the location on its appendage where the spell will take effect.) Immediately thereafter, the spellcaster must physically touch an opening in a nonliving object of greater diameter than the selected appendage but less than twice its total diameter. This process is repeated for each appendage, but no more than one appendage may be linked with any given opening. Upon the completion of the spell, each appendage appears to vanish where it was touched (typically just below the shoulder or the arm, or near the base of an eye stalk) when inserted through a different opening of nearly equivalent diameter, reappearing through the linked portal in a fashion similar to a boggle’s dimension door spell-like ability. One appendage for every level of the spellcaster (to a maximum of ten appendages) can be linked by means of this spell. These extra-dimensional links are maintained until the spell expires, the target or spellcaster withdraws a linked appendage from the corresponding local portal (only if all the links are broken does the spell terminate under this situation), either the target or its appendage attempts or is forced to travel to another plane of existence, or the remote portal is physically sundered. If a dispel magic or similar spell is successfully cast upon an appendage, the effect is terminated for that limb only. But if a dispel magic or similar spell is successfully cast upon the target itself, the entire spell effect is immediately terminated. The target of the spell can manipulate its appendage normally, no matter what the distance between the creature and its limb. Any magical abilities that emanante from the appendage can be employed while under the effects of Vaxall’s doomstalk, but those magical abilities continue to suffer standard restrictions. (A beholder could still only activate one eye power as a free action per round while under the effects of a Vaxall’s doomstalk.) It is not possible to cast spells through the remote appendage, and spells that require somatic components involving the appendage cannot be employed while the target is under the effect of the spell. Sensory inputs of all sorts are transmitted by the magic of this spell, but physical substances such as swallowed foods, poisons, and enveloping atmospheres are not transmitted. Damage inflicted upon the appendage affects not only the appendage, but the entire creature’s hit point total, if appropriate. Material Component: A pint of fresh boggle blood harvested within the last 24 hours or preserved by a spell. Wall of Blackstone Conjuration (Creation) [Earth] Level: Clr 6, Drd 7, Sor/Wiz 6 With some gestures and words of power, you shape a wall of blackstone to your desires. This spell functions like wall of stone, except the stone is black in color and when exposed to a dispel magic spell or an antimagic field or ray, however, the blackstone disappears for one round. Anyone unlucky enough to stand in an area of reappearing blackstone will find himself encased in the rock. Encased creatures do not suffer any damage; however they will starve to death if not freed from the stone. Dispel magic will temporarily eliminate one 5-foot square per caster level. An antimagic field or ray cast on a quantity of blackstone will temporarily eliminate an area of stone equivalent to the dimensions of the field or ray. The value of this stone in the construction of a wizard’s home or a beholders’s chamber is obvious–blackstone portals insure the privacy of the caster from nonmagical persons and spellcasters of low level. It is also not uncommon for an evil spellcaster to encase prisoners or enemies in knee-high blocks of blackstone. Ring of Defense Price (Item Level): 3,500 gp (+1) [8th], 14,000 gp (+2) [14th], 31,500 gp (+3) [16th], 56,000 gp (+4) [18th], 87,500 gp (+5) [20th] Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 16) abjuration Activation: - Weight: - This simple platinum ring is set with a single piece of star sapphire. This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Prerequisites: Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring. Cost to Create: 1,750 gp, 140 XP, 4 days (+1); 7,000 gp, 560 XP, 14 days (+2); 15,750 gp, 1,260 XP, 32 days (+3), 28,000 gp, 2,240 XP, 56 days (+4), 43,750 gp, 3,500 XP, 88 days (+5). Sources: Dragon #290. |
| Green Giant06-17-07, 06:28 PM | Howdy Green Giant, we missed you :) I've a question though, how did you count Tomphael's CR, because whatever metod I use, the number is either slightly smaller, or much greater :confused: Thanks !! Runestar has it correct, I counted wizard and assassin levels as non-associated, thereby being worth half in determining CR. The NA also seems a little off. With 36 HD, it supposedly has 22 dragon HD, but has 25NA (dragons are supposed to have racial HD - 1 in NA score). It should only have +21NA instead. As for its cr, I can only assume that GG made its 13 wizard lvs non-associated. Thus, a mature adult drow dragon is cr16+1 = cr17, +6 from 13 lvs of wizard (round down), and +1 from 1 lv of assassin, for a final cr of 24. The NA of a mature adult shadow dragon is +25 in Draconomicon. Has anyone statted out Valas Hune? Including all of his talismans/trinkets? Official stats for Valas Hune can be found in Dragon #312. |
| TheDarkPrince06-17-07, 10:32 PM | Thanks. Cheers :D |
| Rhangaun06-18-07, 03:08 AM | Thank you so much for the Beholders, Green Giant - really is great work!! |
| Green Giant06-24-07, 02:55 PM | Here's an update on Kaanyr Vhok. I combined some of the stats from Underdark and Power of Faerun. (Thank you, Tom Costa for your version of Scepter Malevolous.) Enjoy. :) Kaanyr Vhok the Sceptered One CR 18 Male Marquis Cambion (Illuskan) Fighter 7/Rogue 2/Sorcerer 6 Expedition to the Demonweb Pits 195-197 CE Medium Outsider (chaotic, evil, native) Init +6; Senses darkvision 60 ft., Listen +13, Spot +13 Languages Abyssal, Common, Dwarven, Elven, Illuskan, Orc, Undercommon ------------------------------------------------------------ AC 17, touch 15, flat-footed 15 (+2 Dex, +3 deflection, +2 natural); Dodge, Mobility hp 155 (21 HD); DR 5/good or magic Immune electricity, poison Resist acid 10, cold 10, fire 10; evasion; SR 16 Fort +14, Ref +13, Will +15 ------------------------------------------------------------ Speed 40 ft. (8 squares); Spring Attack Melee +2 spellblade [cone of cold] longsword +24/+19/+14/+9 (1d8+9/19-20) Melee +1 anarchic morphing unholy heavy mace +22/+17/+12/+7 (1d8+6) Base Atk +17; Grp +22 Atk Options aligned strike (chaotic, evil), sneak attack +1d6 Special Actions alternate form Combat Gear Scepter Malevolous Sorcerer Spells Known (CL 6th): 3rd (4/day)–fly 2nd (6/day)–detect thoughts (DC 16), scare (DC 16) 1st (7/day)–cause fear (DC 15), color spray (DC 15), grease, magic missile 0 (6/day)–detect magic, electric jolt (+19 ranged touch), mage hand, message, read magic, resistance, touch of fatigue (+22 melee touch) Spell-Like Abilities (CL 6th): At will–charm person (DC 15), fear (DC 18) 7/day–levitate ------------------------------------------------------------ Abilities Str 20, Dex 15, Con 16, Int 18, Wis 15, Cha 19 SQ metamagic specialist 7/day, silent metal, trapfinding Feats Alertness, Combat Casting, Dodge, Enlarge Spell, Exotic Weapon Proficiency (whip), Improved Initiative, Iron Will, Leadership, Mobility, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword) Skills Bluff +18, Climb +21, Concentration +12 (+16 when casting defensively), Craft (poisonmaking) +15, Diplomacy +13, Gather Information +15, Hide +11, Intimidate +22, Jump +14, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (local-the North) +13, Knowledge (the planes) +9, Listen +13, Move Silently +11, Sense Motive +11, Sleight of Hand +9, Spellcraft +15, Spot +13, Survival +2 (+4 underground and other planes), Swim +12, Tumble +15 Possessions combat gear as well as Burnblood (+2 spellblade [cone of cold] longsword), ghost gauntlet, ring of protection +3. As commander of the Scoured Legion, Kaanyr Vhok has access to a number of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “All those in power will serve my purpose.” Description Kaanyr Vhok has a light olive complexion and silver-gray hair. He appears to be an aging half-elf due to his pointed ears, but beneath his rich clothes and cloak, his chest, upper arms, and legs are covered with deeper green scales. Any who see his scales are killed, as Kaanyr plans to use his looks to disguise himself and infiltrate certain power groups. Note Kaanyr Vhok has taken the metamagic specialist alternative class feature from PHBII instead of opting to summon a familiar. ------------------------------------------------------------ Aligned Strike Kaanyr Vhok’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Alternate Form (Su) Kaanyr Vhok can assume the form of a specific Medium humanoid as a standard action once per day. This ability functions as a polymporph spell cast on himself as a 6th-level caster, except he does not regain hit points for changing form and can assume only the form of that specific creature. He can remain in his humanoid form until he chooses to return to his natural form. Metamagic Specialist (Ex) Kaanyr Vhok can apply metamagic feats to his sorcerer spells without increasing the casting time. Silent Metal (Ex) Kaanyr Vhok has no armor check penalty on Hide and Move Silently checks. ------------------------------------------------------------ Sources Hellgate Keep (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3.5E), Player’s Handbook II (3.5E), Expedition to the Demonweb Pits (3.5E), and Magic Item Compendium (3.5E). Scepter Malevolous Price (Item Level): 99,312 gp (20th) Body Slot: - (held) Caster Level: 10th Aura: Moderate; (DC 19) evocation, transmutation Activation: Standard Weight: - This is an 18-inch rod of metal carved with glistening black runes. Created long ago in the Abyss, the Septer Malevolous is a +1 anarchic morphing unholy heavy mace. Three times per day, you can simultaneously detect good and law as a 1st-level caster. Once per day, you can create a havoc pulse (a simultaneous chaos hammer and unholy blight effect) as a 10th-level caster. Prerequisites: Craft Magic Arms and Armor, chaos hammer, detect good, detect law, fabricate, unholy blight, creator must be chaotic evil. Cost to Create: 49,500 gp (plus 312 for masterwork heavy mace), 3,960 XP, 99 days. Ghost Gauntlet Price (Item Level): 5,000 gp (9th) Body Slot: Hands Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: - Weight: - This white leather gauntlet seems to be light and immaterial. Any weapon you hold or unarmed strike you make with this gauntlet deals damage against incorporeal creatures normally without the 50% miss chance as though it had the ghost touch weapon special ability. Incorporeal creatures can also benefit from this gauntlet and a manifested ghost can use it against corporeal foes. Prerequisites: Craft Wondrous Item, consecrate. Cost to Create: 2,500 gp, 200 XP, 5 days. |
| Jhiroth06-24-07, 04:00 PM | Vaxall of the Dying Gaze CR 36 Beholder Elder Orb Sorcerer 20 Well. Great writeup, but....Vaxall at CR36? He is 'an elite member of the Twisted Rune', but not even a Runemaster, and his CR is higher then just about anyone else in the Rune? Care to share your thoughts on why you made him this strong, or did the way it all came together demand that CR? |
| Green Giant06-24-07, 05:19 PM | Well. Great writeup, but....Vaxall at CR36? He is 'an elite member of the Twisted Rune', but not even a Runemaster, and his CR is higher then just about anyone else in the Rune? Care to share your thoughts on why you made him this strong, or did the way it all came together demand that CR? I had intended to have him with less sorcerer levels but the write-up in Dungeon gave him a caster level of 20th and ninth level spells. Coupled with the fact that he is one of the oldest beholders in southwest Faerun brought a huge increase to his HD (the maximum possible for a beholder). If you take a look at Manxam on page 19, you'll see he's just 3 HD away from the maximum and he's supposed to be the one of the oldest beholders in northeast Faerun even if he's not an elder orb. Manxam also needed to be at least on par with Xulla, another member of the Zhentarim, otherwise why point out his age. Besides, the leadership of the Twisted Rune is made up of liches and undead. Vaxall could destroy their bodies, but he'd have a hard time finding the phylacteries and permanently destroying them. I also have a hard time believing that his CR is that high but the math ends up like that. (Figuring epic CR is frustrating and more of an art than science). His spellcasting is kinda weak compared to his CR. A run in with adventurers at that level would see him destroyed easily. Perhaps a CR of 30-33 would be more appropriate. |
| Simon Murray07-05-07, 03:03 AM | *BUMP* |
| Green Giant07-05-07, 09:01 PM | Here's a patron father of the Jaezred Chaulssin. Enjoy. :) Patron Father Ilphtrin Imphraezl CR 22 Male mature adult drow-dragon Rogue 1/Fighter 4/Assassin 6 CE Large dragon (elf) Draconomicon 191, Dragons of Faerun 44 (sidebar) Init +4; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Listen +32, Spot +32 Aura frightful presence (210 ft. radius, DC 26 Will negates) Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Terran, Undercommon ------------------------------------------------------------ AC 37, touch 9, flat-footed 37 (-1 size, +28 natural); improved uncanny dodge hp 324 (33 HD); DR 10/magic Immune energy drain, paralysis, sleep SR 25 Fort +25 (+28 vs. poison), Ref +21, Will +26 ------------------------------------------------------------ Speed 80 ft., fly 150 ft. (poor); Flyby Atttack Melee bite +32 (2d8+11) and 2 claws +30 (1d8+5/x4) and 2 wings +30 (1d6+5) and tail slap +30 (1d8+16) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Base Atk +28; Grp +43 Atk Options Awesome Blow, Blind-Fight, Combat Brute, Improved Sunder, Large and in Charge, Power Attack; death attack, sneak attack +4d6 Special Actions Death Blow, Mutilator; breath weapon (40 ft. cone, energy drain for 4 negative leves, DC 26 Reflex half), poison use Combat Gear potion of greater magic fang +3, potion of protection from arrows 15/magic, potion of resist energy (acid) 20, wand of dispel magic (10th) (10 charges) Sorcerer Spells Known (CL 7th): 3rd (5/day)–cure serious wounds, heroism 2nd (7/day)–cat’s grace, bear’s endurance, shatter (DC 17) 1st (8/day)–deathwatch, divine favor, entropic shield, ray of enfeeblement (+27 ranged touch), shield 0 (6/day)–detect magic, detect poison, guidance, mage hand, read magic, silent portal, virtue Assassin Spells Known (CL 6th): 3rd (2/day)–deeper darkness, nondetection, wraithstrike 2nd (5/day)–alter self, invisibility, spider climb, summon weapon [Complete Mage] 1st (5/day)–combat readiness, critical strike, ebon eyes, true strike Spell-Like Abilities (CL 7th): 3/day–mirror image 2/day–dimension door ------------------------------------------------------------ Abilities Str 32, Dex 10, Con 19, Int 22, Wis 20, Cha 21 SQ alternate form, shadow blend Feats Awesome Blow, Blind-Fight, Combat Brute, Death Blow, Exotic Weapon Proficiency (elven courtblade), Favored in the Guild, Flyby Attack, Improved Initiative, Improved Sunder, Large and in Charge, Multiattack, Mutilator, Power Attack, Weapon Focus (elven courtblade), Weapon Specialization (elven courtblade) Skills Climb +31, Concentration +29, Diplomacy +7, Disguise +18, Gather Information +7, Hide +30, Intimidate +41, Jump +38, Knowledge (arcana) +31, Knowledge (dungeoneering) +16, Knowledge (local-Northdark) +16, Knowledge (the planes) +16, Listen +32, Move Silently +34, Search +31, Sense Motive +25, Spot +32, Swim +18, Survival +5 (+7 underground and on other planes; +9 to follow tracks), Tumble +17, Use Magic Device +16 Possessions combat gear as well as +4 elven chainmail of improved shadow and improved silent moves (in drow form), +4 keen elven courtblade (in drow form), fang of Jaezred Chaulssin (in drow form), amulet of safety +3, belt of giant strength +6, claws of the ripper, headband of intellect +2, drow house insignia – shadow double 1/day (worn as ring in drow form), jaws of the dragon, piwafwi (in drow form), ring of protection +3 (in drow form). As a patron father of the Jaezred Chaulssin and a mature adult drow-dragon, Ilphtrin has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “Stealth has its purpose but in battle, skill and raw strength is what matters.” Description Unknown ------------------------------------------------------------ Alternate Form (Su): Ilphtrin can assume drow form as a standard action three times per day. He can remain in its drow form until he chooses to return to its natural form. Death Attack (Ex): If Ilphtrin studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 26 (28 with fang of Jaezred Chaulssin) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Poison Use (Ex): Ilphtrin is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Shadow Blend (Su): In any conditions other than full daylight, Ilphtrin can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or a continual flame spell, does not negate this ability, but a daylight spell will. ------------------------------------------------------------ Sources Dragons of Faerun web enhancement III (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Champions of Ruin (3.5E), Draconomicon (3.5E), Dungeon Master’s Guide II (3.5E), Drow of the Underdark (3.5E), Complete Warrior (3.5E), Complete Adventurer (3.5E), Races of the Wild (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, enervation, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Amulet of Safety Price (Item Level): 3,500 gp (+1) [8th], 14,000 gp (+2) [14th], 31,500 gp (+3) [16th], 56,000 gp (+4) [18th], 87,500 gp (+5) [20th] Body Slot: Throat Caster Level: 5th Aura: Faint; (DC 16) abjuration and transmutation Activation: - Weight: - This golden amulet is set with a single star ruby. This amulet provide a natural bonus to AC and a resistance bonus to saving throws. Prerequisites: Craft Wondrous Item, barkskin, resistance, creator’s caster level must be at least three times greater than the bonus of the amulet. Cost to Create: 1,750 gp, 140 XP, 4 days (+1); 7,000 gp, 560 XP, 14 days (+2); 15,750 gp, 1,260 XP, 32 days (+3), 28,000 gp, 2,240 XP, 56 days (+4), 43,750 gp, 3,500 XP, 88 days (+5). |
| Lord Dracul07-07-07, 08:58 AM | What about Xorthaul?? I can't wait to see his stats. |
| Green Giant07-07-07, 02:45 PM | Here's another beholder request. Enjoy. :) Irixis the Sorcerorb CR 24 Advanced Beholder Beholder Mage 4 Lords of Madness 43 CE Huge Aberration Init +5; Senses all-around vision, darkvision 60 ft.; Listen +29, Spot +33 Languages Abyssal, Beholder, Chondathan, Common, Draconic, Phaerimm, Infernal, Terran, Undercommon ------------------------------------------------------------ AC 45, touch 14, flat-footed 44 (-2 size, +1 Dex, +8 armor, +5 deflection, +23 natural); can’t be flanked hp 245 (24 HD) SR 20 Fort +21, Ref +14, Will +25 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Melee bite +18 (2d6+3) Ranged eye rays +16 touch (see below) Space 15 ft.; Reach 10 ft. Base Atk +17; Grp +28 Atk Options eye rays Combat Gear Keoghtom’s ointment (5 doses), potion of cure serious wounds x2, potion of greater magic fang +1, scroll of enervation, scroll of stoneskin, scroll of teleport, scarab of protection (6 charges), staff of fire (20 charges), wand of lightning bolt (10th) (20 charges), wand of magic missile (9th) (10 charges), wand of major image (20 charges) Beholder Mage Spells Known (CL 12th; 1d20+16 to overcome SR): 3rd (5/day)–arcane sight, deep slumber (DC 23), dispel magic, displacement, fireball (DC 23), gaseous form, lightning bolt (DC 23), major image (DC 23), nondetection, protection from energy, ray of exhaustion (+16 ranged touch; DC 23), shatterfloor (DC 23), slow (DC 23), spell vulnerability (DC 23), suggestion (DC 23), summon monster III, tongues, water breathing, vampiric touch 2nd (9/day)–bear’s endurance, blindness/deafness (DC 22), cat’s grace, darkness, death armor, detect thoughts (DC 22), false life, flaming sphere, glitterdust (DC 22), gust of wind (DC 22), invisibility, knock, Melf’s acid arrow (+16 ranged touch), mirror image, protection from arrows, razorfangs, resist energy, scorching ray (+16 ranged touch), shatter, see invisibility, spectral hand, summon monster II, summon swarm, touch of idiocy, web (DC 22), whispering wind 1st (9/day)–alarm, animate rope, burning hands (DC 21), charm person (DC 21), color spray (DC 21), comprehend languages, endure elements, erase, expeditious retreat, grease (DC 21), greater mage hand, identify, magic missile, obscuring mist, ray of clumsiness (+16 ranged touch), ray of enfeeblement (+16 ranged touch), scatterspray (DC 21), shield, sleep (DC 21), summon monster I, targeting ray (+16 ranged touch), true strike 0 (6/day)–acid splash (+16 ranged touch), amanuensis, arcane mark, caltrops, dancing lights, daze (DC 20), detect magic, detect poison, disrupt undead (+16 ranged touch), electric jolt (+16 ranged touch), flare (DC 20), ghost sound (DC 20), launch item, light, mage hand, mending, message, open/close, prestidigitation, ray of frost (+16 ranged touch), read magic, resistance, sonic snap (DC 20), stick, touch of fatigue (DC 20) ------------------------------------------------------------ Abilities Str 16, Dex 12, Con 22, Int 30, Wis 18, Cha 16 SQ arcane hands, flight Feats Alertness{B}, Combat Casting, Enlarge Spell, Flyby Attack, Great Fortitude, Greater Spell Penetration, Improved Initiative, Iron Will, Practiced Spellcaster (beholder mage), Spell Penetration Skills Appraise +15, Bluff +8, Concentration +13 (+17 when casting defensively), Diplomacy +9, Gather Information +5, Hide +16, Intimidate +16, Knowledge (arcana) +35, Knowledge (dungeoneering) +15, Knowledge (history) +15, Knowledge (local-the Buried Realms) +15, Listen +29, Search +37, Sense Motive +9, Spellcraft +21 (+23 to decipher scrolls), Spot +33, Survival +4 (+6 underground and to follow tracks), Use Magic Device +8 (+10 to use scrolls) Possessions combat gear as well as amulet of natural +5, bracers of armor +8, headband of intellect +6, ioun stone of resistance +5, medallion of thoughts, ring of mind shielding, ring of protection +5. 2,400 in coins, gems, jewelry, and books. ------------------------------------------------------------ Hook “I shall see that Ooltul is once again mine.” Description Irixis secretly works to undermine the Triumvirate of phaerimm that rules Ooltul and reestablish the hive under its own rule. It has extensive contacts throughout the upper Underdark beneath the Teshar river valley, but it spends at least as much time undermining the efforts of exiled beholder rivals as it does advancing its own ambitions. Note Irixis had the following statistics before racial, size, and HD ability score increases and equipment bonuses: Str 8, Dex 10, Con 13, Int 15, Wis 14, Cha 12. As a beholder mage, Irixis is unable to use his antimagic cone and he has lost the use of his charm person, fear, sleep, and slow eye powers to convert to spell-stalks. ------------------------------------------------------------ Arcane Hands (Su): Similar to the mage hand spell, this ability is constantly activated and can manipulate objects and use spell-trigger items. It has an effective Strength score of 4 and can be used to attack or defend. Using an arcane hand to make an unarmed strike provokes an attack of opportunity. Eye Rays (Su): Irixis can produce a magical ray once per round as a free action and can aim up to two eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 23. The save DCs are Charisma-based. See MM 26-27. Flight (Ex): Irixis’ body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it permanent feather fall effect (as the spell) with personal range. ------------------------------------------------------------ Sources Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Lords of Madness (3.5E), Arms and Equipment Guide (3E), Magic Item Compendium (3.5E), and Spell Compendium (3.5E). |
| Green Giant07-08-07, 02:44 PM | Here's another patron father of the Jaezred Chaulssin. Enjoy. :) Patron Father Xorthaul Barriath CR 22 Male mature adult drow-dragon Rogue 1/Cleric 9 of Vhaeraun/Assassin 1 CE Large dragon (elf) Draconomicon 191, Dragons of Faerun 44 (sidebar) Init +4; Senses blindsense 60 ft., darkvision 150 ft., low-light vision; Listen +34, Spot +34 Aura frightful presence (210 ft. radius, DC 26 Will negates) Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Terran, Undercommon ------------------------------------------------------------ AC 39, touch 12, flat-footed 39 (-1 size, +3 deflection, +27 natural) hp 322 (33 HD); DR 10/magic Immune energy drain, paralysis, sleep SR 25 Fort +22, Ref +20, Will +27 ------------------------------------------------------------ Speed 80 ft., fly 150 ft. (poor); Flyby Atttack Melee bite +35 (2d6+8) and 2 claws +30 (1d8+4) and 2 wings +30 (1d6+4) and tail slap +30 (1d8+12) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Base Atk +28; Grp +40 Atk Options Blind-Fight; death attack, sneak attack +1d6 Special Actions Divine Vigor; breath weapon (40 ft. cone, energy drain for 4 negative leves, DC 26 Reflex half), poison use, rebuke undead 12/day (+9, 2d6+14, 9th) Combat Gear daylight pellet x2, gem of night, potion of greater magic fang +2, rod of impenetrable darkness, scroll of summon monster V, wand of cure critical wounds (20 charges) Sorcerer Spells Known (CL 7th; 1d20+9 to overcome SR): 3rd (5/day)–displacement, haste [CL 6th] 2nd (7/day)–cat’s grace [CL 6th], detect thoughts (DC 17), flaming sphere (DC 17) [CL 6th] 1st (8/day)–ebon eyes [CL 6th], expeditious retreat [CL 6th], magic missile [CL 6th], ray of enfeeblement (+27 ranged touch), shield 0 (6/day)–caltrops, detect magic, mage hand [CL 6th], message [CL 6th], open/close [CL 6th], read magic, silent portal Cleric Spells Prepared (CL 13th; 1d20+15 to overcome SR): 5th–flamestrike (DC 24) [CL 12th], righteous might [CL 12th], slay living* (DC 25), spiderform {D} [CL 12th] 4th–confusion* {D} (DC 24), cure critical wounds, divine power [CL 12th], poison* (DC 24), spell vulnerability (DC 23) [CL 12th] 3rd–darkfire (+27 ranged touch) [CL 12th], dispel magic, locate object, meld into stone [CL 12th], nondetection {D}, protection from energy 2nd–bear’s endurance [CL 12th], cure moderate wounds, darkness [CL 17th], hold person (DC 22), invisibility {D}, shatter (DC 21) [CL 12th], silence* (DC 22) 1st–command* (DC 21), cure light wounds, deathwatch, disguise self {D}, divine favor [CL 12th], doom* (DC 21), entropic shield, sanctuary (DC 20) 0–create water, detect poison, guidance, mending, purify food and drink, virtue D Domain Spell. Domains: Drow, Trickery *1d20+16 to overcome SR Assassin Spells Known (CL 1st): 1st (2/day)–combat readiness [Drow of the Underdark], true strike Spell-Like Abilities (CL 7th): 3/day–mirror image 2/day–dimension door ------------------------------------------------------------ Abilities Str 27, Dex 10, Con 19, Int 20, Wis 29, Cha 21 SQ alternate form, shadow blend, trapfinding Feats Blind-Fight, Divine Metamagic (Empower Spell), Divine Vigor, Empower Spell, Extra Turning, Favored in the Guild, Flyby Attack, Improved Initiative, Lightning Reflexes {B}, Practiced Spellcaster (cleric), Shadow Weave Magic, Spell Penetration, Trickery Devotion Skills Bluff +16, Concentration +35, Diplomacy +31, Disguise +13 (+15 acting), Heal +21, Hide +18, Intimidate +29, Jump +22, Knowledge (arcana) +27, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (religion) +36, Knowledge (the planes) +10, Listen +34, Move Silently +22, Search +30, Sense Motive +31, Spellcraft +19 (+21 to decipher scrolls), Spot +34, Survival +9 (+11 underground and on other planes; +13 to follow tracks), Tumble +10, Use Magic Device +17 (+19 with scrolls) Possessions combat gear as well as +1 light fortification adamantine breastplate of improved silent moves (in drow form), +1 drowcraft steel buckler (in drow form), rapier of puncturing (in drow form), fang of Jaezred Chaulssin (in drow form), belt of priestly might and warding, drow house insignia – shadow cache 1/day, headband of wisdom +6, greater shroud of night, greater piwafwi of resistance +1 (in drow form), Vhaerun’s mask. As a patron father of the Jaezred Chaulssin and a mature adult drow-dragon, Xorthaul has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “May Vhaerun’s mask hide you.” Description Unknown ------------------------------------------------------------ Alternate Form (Su): Xorthaul can assume drow form as a standard action three times per day. He can remain in its drow form until he chooses to return to its natural form. Death Attack (Ex): If Xorthaul studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 20 (22 with fang of Jaezred Chaulssin) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Poison Use (Ex): Xorthaul is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Shadow Blend (Su): In any conditions other than full daylight, Xorthaul can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or a continual flame spell, does not negate this ability, but a daylight spell will. ------------------------------------------------------------ Sources Dragons of Faerun web enhancement III (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Shining South (3.5E), Draconomicon (3.5E), Dungeon Master’s Guide II (3.5E), Drow of the Underdark (3.5E), Complete Divine (3.5E), Complete Champion (3.5E), Tome of Magic (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, enervation, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Greater Piwafwi of Resistance Price (Item Level): 11,500 gp (+1) [13th], 16,000 gp (+2) [14th], 22,500 gp (+3) [15th], 31,000 gp (+4) [16th], 40,000 gp (+5) [17th] Body Slot: Shoulders Caster Level: 5th Aura: Faint; (DC 17) abjuration, illusion Activation: - Weight: 1 lb. Formed of fine black cloth smoother and lighter than silk, this delicate cloak is covered in a fine layer of spider webs. This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws, a +10 competence bonus to the wearer’s Hide checks, and fire resistance 5. Prerequisites: Craft Wondrous Item, invisibility, resist energy, resistance, drow, creator’s caster level must be at least three times the resistance bonus. Cost to Create: 5,750 gp, 460 XP, 12 days (+1); 8,000 gp, 640 XP, 16 days (+2); 11,250 gp, 900 XP, 23 days (+3); 15,500 gp, 1,240 XP, 31 days (+4); 20,000 gp, 1,600 XP, 40 days (+5). Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker. Special Holy Symbol Vhaerun’s Mask: Crafted in the shape of a pair of black sapphire lenses that form a mask, this is a holy symbol of Vhaerun, drow patron of thieves. When used during the casting of Trickery domain spells or spells that have the darkness descriptor, Vhaerun’s mask increases your effective caster level by 1. Price: 350 gp |
| Mad Mage07-09-07, 02:06 AM | Hey, Green Giant, I understand that Shuruppak's 3.0 stats are in the Epic Level Handbook. Two questions, though: 1) Do you have access to that? 2) Have a 3.5 (or otherwise more worthy) rehash of his stats been done, or - in your humble opinion - need to be done, in either of your threads? Oh, and so you know, I'm contemplating turning my homebrew Bruenor and King Harbromm stats into your current style of stat block before I post them in this thread. :plotting: |
| Grimgrag07-10-07, 10:31 AM | i was looking in my fr books coudnt find all of the shade ppl there anyone got lvl's amd stats for them ? |
| Green Giant07-10-07, 06:55 PM | Hey, Green Giant, I understand that Shuruppak's 3.0 stats are in the Epic Level Handbook. Two questions, though: 1) Do you have access to that? 2) Have a 3.5 (or otherwise more worthy) rehash of his stats been done, or - in your humble opinion - need to be done, in either of your threads? Oh, and so you know, I'm contemplating turning my homebrew Bruenor and King Harbromm stats into your current style of stat block before I post them in this thread. :plotting: 1. Yes, I have access to the ELH. 2. I don't think a 3.5e Shuruppak has been posted in the Realms NPC Characters thread. And there really is no need to change his stats aside from renaming some of his feats from 3e to 3.5e. Although I kinda wish they had made him a sorcerer instead of a wizard. |
| Green Giant07-10-07, 06:58 PM | i was looking in my fr books coudnt find all of the shade ppl there anyone got lvl's amd stats for them ? Abbreviated stats of the Shade Princes can be found in Lords of Darkness. Unofficial full stats can be found in the Realms NPC Characters thread. Check my sig and it will take you to the first page where the index is located. They should all be in the same post, I believe. |
| Grimgrag07-10-07, 07:20 PM | yeah i got the book and there is like 12 of them but in lord of darkness there is only 10 and i think 1 of them was named in the return of the arcwizard boks econar or somthing lol cant remamber the name and there is also 1 that isnt in the lord of darkness whit a name whit the twins i coud only see 10 and at the first page i coudnt find so many shades |
| The Simbul07-11-07, 05:02 PM | Two princes of Shade were slain during in The Sorcerer, and they were never noted in Lords of Darkness, most likely because they are still dead. Escanor Tanthul was slain by Vala during her escape from captivity, and Malath Tanthul was slain by Mystra’s Chosen during the battle in the mythallar chambers. |
| Wizardman07-11-07, 05:42 PM | Two princes of Shade were slain during in The Sorcerer, and they were never noted in Lords of Darkness, most likely because they are still dead. And yet Melegaunt was listed. The reasoning makes sense, but I wish that they had listed all twelve princes anyway. There's always resurrection. |
| Green Giant07-15-07, 07:25 PM | Here's another beholder request. Enjoy. :) Quivnaxlak the Icosacular CR 30 Hive Mother Ocular Master 5 Lords of Madness 136 LE Gargantuan Aberration Init +9; Senses all-around vision, darkvision 60 ft.; Listen +52, Spot +56 Languages Abyssal, Alzhedo, Beholder, Common, Draconic, Infernal, Terran, Undercommon ------------------------------------------------------------ AC 50, touch 11, flat-footed 45 (-4 size, +5 Dex, +5 deflection, +34 natural); can’t be flanked; Dodge, Mobility hp 746 (45 HD) Resist acid 20, cold 20, electricity 20, fire 20, sonic 20 Fort +33, Ref +25, Will +38 ------------------------------------------------------------ Speed 5 ft., fly 20 ft. (good); Flyby Attack Melee bite +47 (3d8+24) Ranged eye rays +37 touch (see below) Space 20 ft.; Reach 15 ft. Base Atk +33; Grp +62 Atk Options Combat Expertise, Disjunction Ray, eye of madness, eye rays, improved grab, ocular hammer, wandering eye Special Actions Focused Antimagic, command beholder, swallow whole Combat Gear lens of ray extending (worn on disintegrate eye and with 6 charges remaining), lens of ray widening (worn on fear eye and with 9 charges remaining), potion of cure serious wounds x3, potion of neutralize poison x2, potion of protection from arrows 15/magic ------------------------------------------------------------ Abilities Str 38, Dex 20, Con 32, Int 28, Wis 24, Cha 35 SQ agile aim, flight, power blast Feats Agile Tyrant, Alertness{B}, Combat Expertise, Disintegration Finesse, Disjunction Ray, Dodge, Flyby Attack, Focused Antimagic, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Improved Toughness, Iron Will, Leadership, Mobility, Versatile Tyrant (disintegrate eye), Weapon Focus (eye ray) Skills Bluff +26, Concentration +19, Diplomacy +19, Disguise +12 (+14 acting), Hide +36, Intimidate +57, Knowledge (arcana) +57, Knowledge (dungeoneering) +52, Listen +52, Search +56, Sense Motive +21, Spellcraft +23, Spot +56, Survival +7 (+11 following tracks and underground) Possessions amulet of mighty fists +3, amulet of natural armor +5, belt of magnificence +6, circlet of resistance +5, dimensional pocket, ring of protection +5, major ring of universal energy resistance, periapt of wound closure, ring of mind shielding. As autarch of the beholder city Zokir and a hive mother, Quivnaxlak has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “None shall blind the eyes of Zokir.” Description Unknown ------------------------------------------------------------ Agile Aim (Ex): Quivnaxlak gains a +2 competence bonus on ranged touch attack rolls for all its eye ray attacks, including eye of madness, ocular hammer, and wandering eye. Antimagic Cone (Su): 240-foot cone of antimagic (CL 20th). During its turn, Quivnaxlak can decide whether the antimagic cone is active or not. Command Beholder (Sp): Dominate monster at will (CL 20th), but only against beholders and beholderkin. DC 31 Will save negates. Quivnaxlak is immune to the command beholder ability of other hive mothers. Quivnaxlak can sense the loss of control and knows the position and distance to the beholder at the time control was lost. Eye of Madness (Su): By combining its charm monster and fear eye rays and making a ranged touch attack, Quivnaxlak can produce an insanity effect similar to the spell. A successful Will save (DC 36) must be made to resist the effect. Even on a successful save, the target is shaken for 1d10 rounds. This effect counts as one ray for the purpose of determining how many rays per 90-degree arc Quivnaxlak can use. The charm monster and fear rays cannot be used as normal during the round that the ocular master uses eye of madness. Eye Rays (Su): Quivnaxlak can produce a magical ray once per round as a free action and can aim up to three eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 20th). Each ray has a range of 240 feet and a save DC of 36. The save DCs are Charisma-based. See LoM 136. Flight (Ex): Quivnaxlak’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it permanent feather fall effect (as the spell) with personal range. Improved Grab (Ex): To use this, Quivnaxlak must hit with its bite attack. It can then start to grapple as a free action without provoking an attack of opportunity. If Quivnaxlak wins the grapple check, it establishes a hold. Ocular Hammer (Su): Twice per day, by combining three of its eye rays (one of which must be the disintegrate ray) and making a ranged touch attack, Quivnaxlak can produce an empowered disintegrate effect. A successful Fortitude save (DC 36) must be made to resist the effect. Even on a successful save, the lesser damage is still considered to be empowered. This effect counts as one ray for the purpose of determining how many rays per 90-degree arc Quivnaxlak can use. The disintegrate ray and the two other rays used to produce this effect cannot be used as normal during the round that the ocular master uses ocular hammer. Power Blast (Ex): The save DC for each of its eye ray attacks increases by +1. This bonus also applies to eye of madness, ocular hammer, and wandering eye. Swallow Whole (Ex): Quivnaxlak can swallow an opponent size Large or smaller with a successful grapple check. Once swallowed, the opponent takes 3d8+14 points of crushing damage plus 2d8 points of acid damage per round. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 24). Once the creature exits, the hole closes; another swallowed opponent must cut its own way out. Quivnaxlak can hold 1 Large, 2 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents. Wandering Eye (Su): By combining its slow and telekinesis eye rays and making a ranged touch attack, Quivnaxlak can produce a maze effect similar to the spell with no save. This effect counts as one ray for the purpose of determining how many rays per 90-degree arc Quivnaxlak can use. The slow and telekinesis rays cannot be used as normal during the round that the ocular master uses wandering eye. ------------------------------------------------------------ Sources Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Monsters of Faerun (3E), Lords of Madness (3.5E), Miniature’s Handbook (3.5E), Magic Item Compendium (3.5E), and Dragon #313. |
| powerofgreyskull07-17-07, 03:24 AM | Has anyone posted stats for the characters in the Sacrifice of the Widow book? Specifically, I'd like to see the Lady Penitent and Dhairn statted out, but if someone posts, say, Flinderspeld's stats instead, beggers can't be choosers. ;-) |
| Green Giant07-21-07, 09:44 PM | Here are the remaining members of the Jaezred Chaulssin. Enjoy. :) Patron Father Durrelon Claddmtor CR 16 Male young adult drow-dragon Ranger 5 of Vhaerun/Assassin 4 CE Medium dragon (elf) Draconomicon 191, Dragons of Faerun 44 (sidebar) Init +4; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Listen +25, Spot +25 Aura frightful presence (150 ft. radius, DC 22 Will negates) Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Undercommon ------------------------------------------------------------ AC 31, touch 12, flat-footed 31 (+2 deflection, +19 natural); uncanny dodge hp 219 (25 HD); DR 5/magic Immune energy drain, paralysis, sleep SR 20 Fort +19 (+21 vs. poison), Ref +16, Will +17 ------------------------------------------------------------ Speed 80 ft., fly 150 ft. (poor); Flyby Atttack Melee bite +27 (1d8+4) and 2 claws +25 (1d6+2) and 2 wings +25 (1d4+2) Space 5 ft.; Reach 5 ft. Base Atk +23; Grp +27 Atk Options Blind-Fight, Dire Charge; death attack, distracting attack, favored enemy elf +4 (+7 to damage), favored enemy vermin +2 (+5 to damage), sneak attack +2d6 Special Actions breath weapon (30 ft. cone, energy drain for 2 negative leves, DC 21 Reflex half), poison use Combat Gear daylight pellet x6, potion of greater magic fang +3 Sorcerer Spells Known (CL 3rd): 1st (6/day)–combat readiness [Drow of the Underdark], cure light wounds, true strike 0 (6/day)–detect magic, guidance, message, read magic, resistance Ranger Spells Prepared (CL 2nd): 1st–resist energy Assassin Spells Known (CL 4th): 2nd (2/day)–cat’s grace, darkness, invisibility 1st (4/day)–critical strike, disguise self, ebon eyes, shadow double (DC 15) [Drow of the Underdark] Spell-Like Abilities (CL 5th): 3/day–mirror image ------------------------------------------------------------ Abilities Str 18, Dex 10, Con 16, Int 18, Wis 18, Cha 19 SQ alternate form, shadow blend, trapfinding, wild empathy +9 Feats Alertness, Blind-Fight, Dire Charge, Endurance {B}, Favored in the Guild, Flyby Attack, Improved Favored Enemy, Improved Initiative, Multiattack, Track {B}, Two-Weapon Defense, Two-Weapon Fighting {B} Skills Climb +14, Concentration +22, Diplomacy +6, Disguise +8, Hide +25, Intimidate +23, Jump +16, Knowledge (arcana) +23, Knowledge (dungeoneering) +23, Knowledge (geography) +12, Knowledge (nature) +12, Knowledge (the planes) +23, Listen +25, Move Silently +25, Search +23, Sense Motive +11, Spot +25, Survival +14 (+16 underground, avoid getting lost, natural aboveground, on other planes, and to follow tracks), Tumble +9 Possessions combat gear as well as armor of the unending hunt (in drow form), +2 elfbane rapier (in drow form), fang of Jaezred Chaulssin (in drow form), drow house insignia – shadow phase 1/day, greater piwafwi (in drow form), ring of protection +2. As a patron father of the Jaezred Chaulssin and a young adult drow-dragon, Durrelon has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “None shall escape from the fangs of Jaezred Chaulssin.” Description Unknown Note Durrelon has replaced his animal companion with the Distracting Attack (PHB II) alternative class feature. ------------------------------------------------------------ Alternate Form (Su) Durrelon can assume drow form as a standard action three times per day. He can remain in its drow form until he chooses to return to its natural form. Death Attack (Ex) If Durrelon studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 22 (24 with fang of Jaezred Chaulssin) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Distracting Attack (Ex) Whenever, Durrelon hits an enemy with a weapon attack, that enemy is considered flanked for the purpose of adjudicating his allies’ attacks. This condition lasts until either the enemy is attacked by one of his allies or until the start of his next turn, whichever comes first. This ability has no effect on creatures that can’t be flanked. Poison Use (Ex) Durrelon is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Shadow Blend (Su) In any conditions other than full daylight, Durrelon can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or a continual flame spell, does not negate this ability, but a daylight spell will. ------------------------------------------------------------ Sources Dragons of Faerun web enhancement III (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Draconomicon (3.5E), Dungeon Master’s Guide II (3.5E), Player’s Handbook II (3.5E), Drow of the Underdark (3.5E), Complete Warrior (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, enervation, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Patron Father Vesz’zt Auvryana CR 20 Male vampiric adult drow-dragon Rogue 6/Assassin 3 CE Large undead Draconomicon 191, Dragons of Faerun 44 (sidebar) Init +8; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Listen +47, Spot +47 Aura frightful presence (180 ft. radius, DC 27 Will negates) Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Terran, Undercommon ------------------------------------------------------------ AC 40, touch 16, flat-footed 40 (-1 size, +4 Dex, +3 deflection, +24 natural); improved uncanny dodge; Dodge hp 181 (28 HD); fast healing 5; DR 10/magic Immune undead traits Resist cold 20, electricity 20; evasion; SR 22 Fort +15 (+16 vs. poison), Ref +23, Will +21 Weakness vampiric weaknesses ------------------------------------------------------------ Speed 80 ft., fly 150 ft. (poor); Flyby Atttack Melee bite +28 (2d6+6) and 2 claws +26 (1d8+3 plus energy drain) and 2 wings +26 (1d6+3) and tail slap +26 (1d8+9) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Base Atk +23; Grp +33 Atk Options Arterial Strike, Blind-Fight, Combat Expertise, Combat Reflexes, Improved Feint, Quicken Breath; death attack, sneak attack +5d6 Special Actions blood drain, breath weapon (40 ft. cone, energy drain for 3 negative leves, DC 27 Reflex half), charm, domination, poison use Combat Gear potion of barkskin +5, potion of greater magic fang +2 Sorcerer Spells Known (CL 5th): 2nd (6/day)–command undead (DC 20), death knell (DC 20) 1st (8/day)–deathwatch, detect undead, divine favor, entropic shield 0 (6/day)–detect magic, disrupt undead, guidance, mage hand, message, read magic Assassin Spells Known (CL 3rd): 2nd (2/day)–darkness, invisibility 1st (4/day)–disguise self, ebon eyes, true strike Spell-Like Abilities (CL 6th): 3/day–mirror image 2/day–dimension door ------------------------------------------------------------ Abilities Str 23, Dex 18, Con -, Int 22, Wis 22, Cha 26 SQ alternate form, create spawn, shadow blend, trap sense +2, trapfinding, +4 turn resistance Feats Alertness {B}, Arterial Strike, Blind-Fight, Combat Expertise, Combat Reflexes {B}, Create Spectral Spawn, Dodge {B}, Favored in the Guild, Flyby Attack, Improved Energy Drain, Improved Feint, Improved Initiative {B}, Lightning Reflexes {B}, Multiattack, Quicken Breath Skills Balance +15, Bluff +31, Climb +15, Concentration +22, Diplomacy +21, Disguise +17 (+19 acting), Gather Information +10, Hide +39, Intimidate +35, Jump +17, Knowledge (arcana) +28, Knowledge (dungeoneering) +28, Knowledge (local-the Deep Wastes) +28, Knowledge (the planes) +28, Listen +47, Move Silently +43, Search +36, Sense Motive +36, Spot +47, Survival +6 (+8 underground, on other planes and to follow tracks), Tumble +21 Possessions combat gear as well as +2 mithral shirt of shadow and silent moves (in drow form), rapier of puncturing (in drow form), fang of Jaezred Chaulssin (in drow form), cloak of charisma +4 (in drow form), drow house insignia – protection from positive energy 1/day, ring of protection +3, ring of shadows, vest of resistance +2 (in drow form). As a patron father of the Jaezred Chaulssin and an adult drow-dragon, Vesz’zt has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “Listen to them: the children of the Underdark. What sweet sounds they make.” Description Unknown ------------------------------------------------------------ Alternate Form (Su) Vesz’zt can assume drow form as a standard action three times per day. He can remain in its drow form until he chooses to return to its natural form. Blood Drain (Ex) Vesz’zt can suck blood from a Medium or smaller living foe he has pinned, dealing 1d4 points of Constitution drain each round the pin is maintained. Charm (Su) Vesz’zt’s voice can bewitch listeners. This requires a full-round action by Vesz’zt, but any creature within 180 feet who can hear his voice must make a DC 27 Will save or become charmed (as charm monster). The charm is immediately broken if he uses his frightful presence within range of the charmed individual or makes an attack against the charmed individual. He need not see his targets to use this power. Create Spawn (Su) A humanoid or monstrous humanoid slain by Vesz’zt’s energy drain becomes a vampire spawn in 1d4 rounds. A victim reduced to 0 Constitution by his blood drain becomes a vampire spawn if it had 4 or fewer HD, or a vampire if it had more. In either case, the new vampire or spawn is under Vesz’zt’s command and remains enslaved until his death. An adult or older dragon slain by his blood drain returns as a vampiric dragon; young adult or younger dragons (or any dragon slain by his energy drain) rise as mindless zombie dragons. Death Attack (Ex) If Vesz’zt studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 23 (25 with fang of Jaezred Chaulssin) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Domination (Su) Vesz’zt can crush an opponent’s will just by looking into its eyes. This works similarly to a gaze attack except Vesz’zt must use a standard action; those merely looking at him aren’t affected. The target can resist with a DC 27 Will save, otherwise he falls under Vesz’zt’s influence as though by a dominate monster spell (caster level 18th). This ability has a range of 90 feet. Energy Drain (Su) A living creature hit by Vesz’zt’s claw attack gains one negative level. Fast Healing (Ex) Vesz’zt heals 5 hit points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points or lower, he assumes gaseous form (fly speed 40 feet, otherwise as the spell) and attempts to escape. He must reach his hoard within 2 hours or be utterly destroyed. Once at rest upon his hoard, he rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round. Poison Use (Ex) Vesz’zt is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Shadow Blend (Su) In any conditions other than full daylight, Vesz’zt can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or a continual flame spell, does not negate this ability, but a daylight spell will. Vampiric Weaknesses Direct sunlight slows Vesz’zt, allowing him only a single standard or move action each round. He survive exposure to direct sunlight for 6 rounds, after which he is utterly destroyed. Driving a wooden stake through his heart slays him as well. He is not injured by immersion in water, nor is he repelled by garlic or mirrors and can freely cross running water. He can’t enter a home unless invited. ------------------------------------------------------------ Sources Dragons of Faerun web enhancement III (3.5E), PHB 3.5, DMG 3.5., MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Draconomicon (3.5E), Dungeon Master’s Guide II (3.5E), Drow of the Underdark (3.5E), Complete Warrior (3.5E), Libris Mortis (3.5E), and Magic Item Compendium (3.5E). Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, enervation, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Patron Father Zammzt Everharn CR 23 Male mature adult drow-dragon Rogue 5/Assassin 8 CE Large dragon (elf) Draconomicon 191, Dragons of Faerun 44 (sidebar) Init +7; Senses blindsense 60 ft., darkvision 150 ft., low-light vision; Listen +30, Spot +30 Aura frightful presence (210 ft. radius, DC 26 Will negates) Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Terran, Undercommon ------------------------------------------------------------ AC 31, touch 14, flat-footed 31 (-1 size, +3 Dex, +2 deflection, +25 natural); improved uncanny dodge; Dodge, Mobility hp 350 (35 HD); DR 10/magic Immune energy drain, paralysis, sleep Resist evasion; SR 25 Fort +25 (+29 vs. poison), Ref +24, Will +26 ------------------------------------------------------------ Speed 80 ft., fly 150 ft. (poor); Flyby Atttack, Spring Attack Melee bite +36 (2d6+8) and 2 claws +31 (1d8+6) and 2 wings +31 (1d6+6) and tail slap +31 (1d8+11) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Base Atk +29; Grp +40 Atk Options Blind-Fight; death attack, sneak attack +7d6 Special Actions breath weapon (40 ft. cone, energy drain for 4 negative leves, DC 26 Reflex half), hide in plain sight, poison use Combat Gear daylight pellet x4, 5 doses of creeping nullscourge, 2 doses of darklight brew, 2 doses of deathblade, 5 doses of drow poison, 5 doses of shadow essence, 5 doses of underdark blight, potion of barkskin +5, potion of neutralize poison x2, wand of cure critical wounds (10 charges), wand of dispel magic (10th) (20 charges) Sorcerer Spells Known (CL 7th): 3rd (5/day)–know vulnerabilities (DC 18), protection from energy 2nd (7/day)–knock, see invisibility, silence 1st (8/day)–deathwatch, divine favor, expeditious retreat, shield, true strike 0 (6/day)–caltrops, detect magic, guidance, message, open/close, read magic, silent portal Assassin Spells Known (CL 8th): 4th (1/day)–deathsight [Complete Mage], freedom of movement, greater invisibility 3rd (3/day)–misdirection, toxic tongue (DC 18) [Complete Mage], vital strike [Complete Mage], wraithstrike 2nd (3/day)–animate weapon [Complete Mage], cat’s grace, darkness, spider climb 1st (3/day)–combat readiness [Drow of the Underdark], disguise self, ebon eyes, shadow double (DC 16)[Drow of the Underdark] Spell-Like Abilities (CL 7th): 3/day–mirror image 2/day–dimension door ------------------------------------------------------------ Abilities Str 23, Dex 16, Con 19, Int 20, Wis 20, Cha 21 SQ alternate form, shadow blend, trap sense +1, trapfinding Feats Blind-Fight, Destructive Attack, Dodge, Favored in the Guild, Flyby Attack, Improved Death Attack, Improved Initiative, Lingering Death, Mobility, Power Attack, Spring Attack, Two-Weapon Fighting Skills Balance +15, Bluff +15, Climb +16, Concentration +29, Diplomacy +20, Disable Device +22, Disguise +15 (+17 acting), Escape Artist +13, Hide +32, Intimidate +17, Jump +18, Knowledge (arcana) +30, Knowledge (dungeoneering) +15, Knowledge (local-Northdark) +15, Knowledge (the planes) +15, Listen +30, Move Silently +36, Open Lock +22, Search +30, Sense Motive +15, Sleight of Hand +24, Spot +30, Survival +5 (+7 underground, on other planes; +9 to follow tracks), Tumble +24, Use Magic Device +16 Skill Tricks Acrobatic Backstab, Spot the Weak Point Possessions combat gear as well as +2 mithral shirt of improved shadow and improved silent moves (in drow form), +2 assassination rapier (in drow form), sword of subtlety (in drow form), greater fang of Jaezred Chaulssin (in drow form), masterwork silver dagger (in drow form), masterwork cold iron dagger (in drow form), adamantine dagger (in drow form), amulet of mighty fists +2, assassin’s cloak (in drow form), bracers of murder, drow house insignia – shadow mask 1/day (worn as ring), ring of defense +2, rogue’s vest (in drow form). As a patron father of the Jaezred Chaulssin and a mature adult drow-dragon, Zammzt has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “Our fangs will strike from the shadows.” Description Unknown Note Zammzt has a +3 inherent bonus to his Dexterity from using a manual of quickness in action +3. ------------------------------------------------------------ Alternate Form (Su) Zammzt can assume drow form as a standard action three times per day. He can remain in its drow form until he chooses to return to its natural form. Death Attack (Ex) If Zammzt studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 31 (33 with greater fang of Jaezred Chaulssin) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Hide in Plain Sight (Su) Zammzt can use his Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open without anything to actually hide behind. He cannot hide in his own shadow. Poison Use (Ex) Zammzt is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Shadow Blend (Su) In any conditions other than full daylight, Zammzt can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or a continual flame spell, does not negate this ability, but a daylight spell will. ------------------------------------------------------------ Sources Dragons of Faerun web enhancement III (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Draconomicon (3.5E), Dungeon Master’s Guide II (3.5E), Drow of the Underdark (3.5E), Complete Mage (3.5E), Complete Scoundrel (3.5E), Cityscape web enhancement III (3.5E), Epic Level Handbook (3E), Spell Compendium (3.5E), Magic Item Compendium (3.5E), and Dragon #297. Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, enervation, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Ring of Defense Price (Item Level): 3,500 gp (+1) [8th], 14,000 gp (+2) [14th], 31,500 gp (+3) [16th], 56,000 gp (+4) [18th], 87,500 gp (+5) [20th] Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 16) abjuration Activation: - Weight: - This simple platinum ring is set with a single piece of star sapphire. This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Prerequisites: Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring. Cost to Create: 1,750 gp, 140 XP, 4 days (+1); 7,000 gp, 560 XP, 14 days (+2); 15,750 gp, 1,260 XP, 32 days (+3), 28,000 gp, 2,240 XP, 56 days (+4), 43,750 gp, 3,500 XP, 88 days (+5). Sources: Dragon #290. Patron Father Quildan Oussghym CR 15 Male young adult drow-dragon Rogue 5/Assassin 1 CE Medium dragon (elf) Draconomicon 191, Dragons of Faerun 44 (sidebar) Init +4; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Listen +23, Spot +23 Aura frightful presence (150 ft. radius, DC 23 Will negates) Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Undercommon ------------------------------------------------------------ AC 33, touch 10, flat-footed 33 (+4 armor, +19 natural); uncanny dodge hp 171 (22 HD); DR 5/magic Immune energy drain, paralysis, sleep Resist evasion; SR 20 Fort +14, Ref +15, Will +16 ------------------------------------------------------------ Speed 80 ft., fly 150 ft. (poor); Flyby Atttack Melee bite +20 (1d8+3) and 2 claws +15 (1d6+1) and 2 wings +15 (1d4+1) Space 5 ft.; Reach 5 ft. Base Atk +17; Grp +20 Atk Options Blind-Fight; death attack, sneak attack +4d6 Special Actions breath weapon (30 ft. cone, energy drain for 2 negative leves, DC 20 Reflex half), poison use Combat Gear potion of cure light wounds x3, potion of shield of faith +3, ring of drow blood Sorcerer Spells Known (CL 3rd): 1st (7/day)–shield, serene visage, sniper’s shot 0 (6/day)–detect magic, guidance, launch bolt, message, read magic Assassin Spells Known (CL 1st): 1st (1/day)–disguise self, ebon eyes Spell-Like Abilities (CL 5th): 3/day–mirror image ------------------------------------------------------------ Abilities Str 17, Dex 10, Con 15, Int 18, Wis 18, Cha 20 SQ alternate form, shadow blend, trap sense +1, trapfinding Feats Blind-Fight, Favored in the Guild, Flyby Attack, Hand Crossbow Focus, Improved Initiative, Master Manipulator, Sweet Talker, Versatile Performer (Perform [dance, oratory, sing, string instruments]) Skills Bluff +16, Concentration +12, Diplomacy +24, Disguise +16 (+18 acting), Gather Information +18, Hide +19, Intimidate +16, Jump +13, Knowledge (arcana) +23, Knowledge (dungeoneering) +14, Knowledge (local-Northdark) +14, Knowledge (nobility and royalty) +14, Knowledge (the planes) +14, Listen +23, Move Silently +19, Perform (wind instruments) +16, Search +23, Sense Motive +14, Sleight of Hand +10, Spot +23, Survival +4 (+6 underground, on other planes, and to follow tracks), Tumble +10, Use Magic Device +16 Skill Tricks Assume Quirk, Second Impression, Social Recovery, Timely Misdirection Possessions combat gear as well as +1 seeking hand crossbow (in drow form), 20 bolts, fang of Jaezred Chaulssin (in drow form), bracers of armor +4, circlet of persuasion, drow house insignia – shadow cache 1/day, greater piwafwi of resistance +2 (in drow form). As a patron father of the Jaezred Chaulssin and a young adult drow-dragon, Quildan has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “You shall dance to my tune soon enough.” Description Unknown ------------------------------------------------------------ Alternate Form (Su) Quildan can assume drow form as a standard action three times per day. He can remain in its drow form until he chooses to return to its natural form. Death Attack (Ex) If Quildan studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 19 (21 with fang of Jaezred Chaulssin) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Poison Use (Ex) Quildan is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Shadow Blend (Su) In any conditions other than full daylight, Quildan can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or a continual flame spell, does not negate this ability, but a daylight spell will. ------------------------------------------------------------ Sources Dragons of Faerun web enhancement III (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Draconomicon (3.5E), Dungeon Master’s Guide II (3.5E), Player’s Handbook II (3.5E), Drow of the Underdark (3.5E), Complete Adventurer (3.5E), Complete Scoundrel (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, enervation, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Greater Piwafwi of Resistance Price (Item Level): 11,500 gp (+1) [13th], 16,000 gp (+2) [14th], 22,500 gp (+3) [15th], 31,000 gp (+4) [16th], 40,000 gp (+5) [17th] Body Slot: Shoulders Caster Level: 5th Aura: Faint; (DC 17) abjuration, illusion Activation: - Weight: 1 lb. Formed of fine black cloth smoother and lighter than silk, this delicate cloak is covered in a fine layer of spider webs. This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws, a +10 competence bonus to the wearer’s Hide checks, and fire resistance 5. Prerequisites: Craft Wondrous Item, invisibility, resist energy, resistance, drow, creator’s caster level must be at least three times the resistance bonus. Cost to Create: 5,750 gp, 460 XP, 12 days (+1); 8,000 gp, 640 XP, 16 days (+2); 11,250 gp, 900 XP, 23 days (+3); 15,500 gp, 1,240 XP, 31 days (+4); 20,000 gp, 1,600 XP, 40 days (+5). Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker. |
| Green Giant07-21-07, 09:46 PM | Has anyone posted stats for the characters in the Sacrifice of the Widow book? Specifically, I'd like to see the Lady Penitent and Dhairn statted out, but if someone posts, say, Flinderspeld's stats instead, beggers can't be choosers. ;-) Sorry, haven't read any of those books. Don't have the time, perhaps another person can help you. |
| zakman07-29-07, 06:51 AM | After reading the indexes of both threads, I'm quite disappointed to see that no one has yet statted out Keshna Finlothleer, the Grand Master of Shadows and leader of the Telflammar Shadowlords. Thus, could someone please do & post her stats? Thanks in advance. |
| sir_mullich07-31-07, 01:16 AM | any stats about Sefris, the adept of Shar from "The black Bouquet" ? :confused: |
| Green Giant08-04-07, 10:46 PM | Here are some more beholder requests. Enjoy. :) Xenix the Occluded CR 13 Beholder LN Large Aberration Init +5; Senses all-around vision, darkvision 60 ft.; Listen +18, Spot +22 Languages Beholder, Common, Goblin, Undercommon ------------------------------------------------------------ AC 29, touch 13, flat-footed 27 (-1 size, +2 Dex, +2 deflection, +16 natural); can’t be flanked, Dodge hp 93 (11 HD) Fort +9, Ref +5, Will +11 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Melee bite +7 (2d4) Ranged eye rays +9 touch (see below) Space 10 ft.; Reach 5 ft. Base Atk +8; Grp +12 Atk Options antimagic cone, eye rays Combat Gear potion of cat’s grace, potion of cure moderate wounds x2, potion of displacement, potion of magic fang ------------------------------------------------------------ Abilities Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15 SQ flight Feats Alertness{B}, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will Skills Hide +12, Knowledge (arcana) +17, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks) Possessions combat gear as well as amulet of natural armor +1, ring of protection +2. 1,300 in coins, gems, and jewelry. Xenix runs the Severed Stalk inn in Ooltul. ------------------------------------------------------------ Hook “Is there something you would like to see?” Description Xenix is a rheumy-eyed beholder who is believed to have lost the use of most or all of his magical powers. Note Xenix has the Murky-Eyed flaw (Unearthed Arcana 91) granting it a bonus feat. ------------------------------------------------------------ Antimagic Cone (Su) 150-foot cone of antimagic (CL 13th). During its turn, Xenix can decide whether the antimagic cone is active or not. Eye Rays (Su) Xenix can produce a magical ray once per round as a free action and can aim up to two eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 17. The save DCs are Charisma-based. See MM 26-27. Flight (Ex) Xenix’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it permanent feather fall effect (as the spell) with personal range. ------------------------------------------------------------ Sources Drizzt’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Unearthed Arcana (3.5E). Nagus CR 23 Beholder Elder Orb Sorcerer 8 Lords of Madness 43 LE Huge Aberration Init +2; Senses all-around vision, darkvision 60 ft.; Listen +28, Spot +32 Languages Beholder, Chondathan, Common, Draconic, Dwarven, Elven, Undercommon ------------------------------------------------------------ AC 41, touch 11, flat-footed 41 (-2 size, -2 Dex, +8 armor, +5 deflection, +22 natural); can’t be flanked hp 223 (28 HD) Fort +21, Ref +13, Will +26 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Melee bite +17 (2d6) Ranged eye rays +15 touch (see below) Space 15 ft.; Reach 10 ft. Base Atk +19; Grp +27 Atk Options Disjunction Ray, eye rays Special Actions Focused Antimagic Combat Gear potion of bear’s endurance, potion of cat’s grace, potion of ventriloquism, divine scroll of death ward, arcane scroll of protection from energy, arcane scroll of stone to flesh, arcane scroll of stoneskin, staff of frost (26 charges), wand of cure critical wounds (20 charges), wand of detect secret doors (9 charges) Sorcerer Spells Known (CL 12th): 4th (5/day)–control death tyrant* 3rd (7/day)–dispel magic, displacement 2nd (9/day)–detect thoughts (DC 22), protection from arrows, web (DC 22) 1st (9/day)–color spray (DC 21), hail of stone, magic missile, obscuring mist, shield 0 (6/day)–caltrops, dancing lights, detect magic, mage hand, mending, message, open/close, read magic * see below ------------------------------------------------------------ Abilities Str 10, Dex 6, Con 18, Int 20, Wis 17, Cha 30 SQ flight, metamagic specialist Feats Agile Tyrant, Alertness{B}, Disjunction Ray, Flyby Attack, Focused Antimagic, Great Fortitude, Improved Initiative, Iron Will, Practiced Spellcaster, Quicken Spell, Skilled Telekinetic Skills Bluff +26, Concentration +20, Diplomacy +12, Disguise +10 (+12 acting), Hide +13, Intimidate +20, Knowledge (arcana) +39, Listen +28, Search +32, Spellcraft +20, Spot +32, Survival +3 (+5 underground and following tracks), Use Magic Device +21 Possessions combat gear as well as amulet of natural armor +4, belt of many pockets, bracers of armor +8, circlet of charisma +6 (as cloak), ioun stone of resistance +5, ring of protection +5, ring of sustenance. 2,300 gp in coins, gems, and jewelry ------------------------------------------------------------ Hook “You will witness my Ring of Death.” Description None Note Nagus has the benefits and penalties of venerable age. Nagus had the following statistics before aging, racial, size, and HD ability score increases and equipment bonuses: Str 8, Dex 10, Con 12, Int 14, Wis 13, Cha 15. Nagus has replaced his familiar with the Metamagic Specialist (PHB II) alternative class feature. ------------------------------------------------------------ Antimagic Cone (Su) 150-foot cone of antimagic (CL 13th). During its turn, Nagus can decide whether the antimagic cone is active or not. Eye Rays (Su) Nagus can produce a magical ray once per round as a free action and can aim up to three eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 30. The save DCs are Charisma-based. See MM 26-27. Flight (Ex) Nagus’ body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it permanent feather fall effect (as the spell) with personal range. Metamagic Specialist (Ex) Nagus can apply metamagic feats that it knows to sorcerer spells without increasing the casting time. This benefit even lets it quicken sorcerer spells with the Quicken Spell feat. Nagus can use this class feature 8/day. ------------------------------------------------------------ Sources Undermountain: The Lost Level (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Lords of Madness (3.5E), Complete Arcane (3.5E), Arms and Equipment Guide (3E), and Spell Compendium (3.5E). Control Death Tyrant Necromancy Level: Sor/Wiz 4 Components: V Casting Time: 1 round Range: 1 mile/level Target: One Death Tyrant per point of Intelligence of caster Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The utterances you made have entranced the death tyrant(s) to your will. This spell allows the caster to control Death Tyrants in a manner similar to the charm monster spell. This spell always overrides any directives previously given to affected Death Tyrants, and they are powerless to resist the spell. This control can only be maintained on one Death Tyrant for every point of Intelligence that the caster has. If there are a larger number of Death Tyrants within the spell's range than the caster's limit, the caster has the option of dropping control of one Tyrant in one round, and then assuming control of another Tyrant in the next round. The two Death Tyrants involved in such a switch take no action during those two rounds. Zilkatrix CR 16 Beholder Sorcerer 7 LE Large Aberration Init +5; Senses all-around vision, darkvision 60 ft.; Listen +19, Spot +23 Languages Beholder, Common, Damaran, Draconic, Giant, Orc, Undercommon, empathic link ------------------------------------------------------------ AC 33, touch 12, flat-footed 32 (-1 size, +1 Dex, +5 armor, +2 deflection, +16 natural); can’t be flanked hp 176 (18 HD) Fort +15, Ref +6, Will +19 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Melee bite +10 (2d4) Ranged eye rays +11 touch (see below) Space 10 ft.; Reach 5 ft. Base Atk +11; Grp +15 Atk Options antimagic cone, eye rays Combat Gear elixir of fire breath, lens of ray extending (worn on disintegrate eye and with 9 charges remaining), potion of cure serious wounds x2, scroll of cat’s grace, scroll of fireball, scroll of lightning bolt, wand of summon monster IV (20 charges) Sorcerer Spells Known (CL 11th): 3rd (6/day)–dispel magic, gaseous form 2nd (8/day)–glitterdust (DC 19), mirror image, resist energy 1st (8/day)–alarm, grease (DC 18), magic missile, ray of enfeeblement (+11 ranged touch), shield 0 (6/day)–acid splash (+11 ranged touch), caltrops, detect magic, detect poison, mending, message, read magic ------------------------------------------------------------ Abilities Str 10, Dex 12, Con 22, Int 20, Wis 17, Cha 25 SQ familiar (Paxxaz), flight Feats Alertness{B}, Combat Casting, Eschew Materials, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Practiced Spellcaster Skills Bluff +21, Concentration +16 (+20 when casting defensively), Diplomacy +11, Disguise +7 (+9 acting), Hide +11, Intimidate +19, Knowledge (arcana) +26, Listen +19, Search +23, Sense Motive +9, Spellcraft +17, Spot +23, Survival +3 (+5 following tracks) Possessions combat gear as well as amulet of health +2, amulet of natural armor +1, bracers of armor +5, ring of charisma +4 (as cloak), ring of defense +2. 1,600 in coins, gems, and jewelry. ------------------------------------------------------------ Hook “Vigilance is the key to betrayal.” Description None Note Zilkatrix had the following statistics before racial and HD ability score increases and equipment bonuses: Str 10, Dex 8, Con 12, Int 14, Wis 13, Cha 15. ------------------------------------------------------------ Antimagic Cone (Su) 150-foot cone of antimagic (CL 13th). During its turn, Zilkatrix can decide whether the antimagic cone is active or not. Eye Rays (Su) Zilkatrix can produce a magical ray once per round as a free action and can aim up to two eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 22. The save DCs are Charisma-based. See MM 26-27. Flight (Ex) Zilkatrix’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it permanent feather fall effect (as the spell) with personal range. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Monstrous Compendium: Monsters of Faerun (3E), Player’s Guide to Faerun (3.5E), Mysteries of the Moonsea (3.5E), Player’s Guide to Faerun web enhancement, Lords of Madness (3.5E), Complete Arcane (3.5E), and Spell Compendium (3.5E). Paxxaz, Eyeball Beholderkin Familiar CR – NE Diminutive Aberration Init +3; Senses all-around vision, darkvision 60 ft.; Listen +16, Spot +20 Languages empathic link, speak with master ------------------------------------------------------------ AC 22, touch 17, flat-footed 19 (+4 size, +3 Dex, +5 natural); can’t be flanked hp 79 (18 HD) Immune charm, command effects Resist improved evasion Fort +4, Ref +8, Will +12 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 40 ft. (good) Melee bite +13 (1d3-2) or Ranged eye rays +18 touch (see below) Space 2-1/2 ft.; Reach 0 ft. Base Atk +11; Grp -3 Atk Options deliver touch spells ------------------------------------------------------------ Abilities Str 6, Dex 16, Con 9, Int 9, Wis 10, Cha 10 SQ flight Feats Alertness Skills Bluff +14, Diplomacy +4, Hide +29, Intimidate +12, Listen +16, Search +21, Sense Motive +6, Spot +20, Survival +0 (+2 following tracks) ------------------------------------------------------------ Eye Rays (Su) An eyeball can use one of its four eye rays each round as a free action. If it uses its daze or ray of frost eye ray, it can’t use that ray again until 2 rounds later. Each eye’s effect resembles a spell (caster level 4th), but follows the rules for a ray. Each ray has a range of 35 feet and a save DC of 19. The save DCs are Charisma-based. The four eye rays include: Cause Fear: The target must succeed on a Will save or be affected as though by the spell. Daze: The target must succeed on a Will saver or be affected as though by the spell. Mage Hand: As the spell, except an eyeball can move an unattended object that weighs no more than 5 pounds up to 15 feet as a free action each round. Ray of Frost: This works like the spell, dealing 1d3 points of cold damage. Flight (Ex) Paxxaz’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 40 feet and grants it permanent feather fall effect (as the spell) with personal range. Ring of Defense Price (Item Level): 3,500 gp (+1) [8th], 14,000 gp (+2) [14th], 31,500 gp (+3) [16th], 56,000 gp (+4) [18th], 87,500 gp (+5) [20th] Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 16) abjuration Activation: - Weight: - This simple platinum ring is set with a single piece of star sapphire. This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Prerequisites: Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring. Cost to Create: 1,750 gp, 140 XP, 4 days (+1); 7,000 gp, 560 XP, 14 days (+2); 15,750 gp, 1,260 XP, 32 days (+3), 28,000 gp, 2,240 XP, 56 days (+4), 43,750 gp, 3,500 XP, 88 days (+5). Sources: Dragon #290. Xianthrope CR 20 Beholder Beholder Mage 7 Lords of Madness 43 CE Large Aberration Init +4; Senses all-around vision, darkvision 60 ft.; Listen +18, Spot +22 Languages Beholder, Common, Dambrathan, Draconic, Elven, Halfing, Halruaan, Undercommon, Yuan-ti ------------------------------------------------------------ AC 36, touch 13, flat-footed 36 (-1 size, +8 armor, +2 deflection, +2 luck, +15 natural); can’t be flanked hp 140 (18 HD) Resist contigent teleport activates when reduced to below half its hit points Fort +13, Ref +7, Will +18 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Melee bite +10 (2d4) Melee staff of power +10/+5/+0 (1d6) Ranged eye rays +10 touch (see below) Space 10 ft.; Reach 5 ft. Base Atk +11; Grp +15 Atk Options eye rays Combat Gear elemental gem (earth), potion of barkskin +5, potion of cure serious wounds x3, lesser metamagic rod of maximize, arcane scroll of repulsion, arcane scroll of waves of exhaustion, divine scroll of heal, staff of power (20 charges) Beholder Mage Spells Known (CL 18th; 1d20+20 to overcome SR): 7th (4/day)–banishment, Bigby’s grasping hand (+41 grapple), delayed blast fireball (DC 27), finger of death (DC 27), greater scrying, greater teleport, ironguard, limited wish, power word blind, prismatic spray (DC 27), project image, reverse gravity, spell turning, summon monster VII 6th (7/day)–acid fog, analyze dweomer (DC 26), antimagic field, Bigby’s forceful hand, chain lightning (DC 26), contingency, create undead, disintegrate (+10 ranged touch, DC 26), flesh to stone, globe of invulnerability, greater dispel magic, stone to flesh, summon monster VI, true seeing 5th (8/day)–baleful polymorph (DC 25), Bigby’s interposing hand, break enchantment, cloudkill (DC 25), cone of cold (DC 25), feeblemind (DC 25), dominate person (DC 25), greater blink, hold monster (DC 25), mirage arcana (DC 25), Mordenkainen’s private sanctum, passwall, summon monster V, telekinesis (DC 25), teleport, wall of force 4th (8/day)–animate undead, charm monster (DC 24), dimension door, enervation (+10 ranged touch), greater invisibility, ice storm, lesser globe of invulnerability, lightning fog (DC 24) [Shining South], phantasmal killer (DC 24), polymorph, rainbow pattern (DC 24), summon monster IV, wall of fire (DC 24) 3rd (8/day)–arcane sight, deep slumber (DC 23), dispel magic, displacement, fireball (DC 23), gaseous form, haste, lightning bolt (DC 23), major image (DC 23), nondetection, protection from energy, suggestion (DC 23), summon monster III, tongues, water breathing, vampiric touch 2nd (9/day)–bear’s endurance, blindness/deafness (DC 22), cat’s grace, darkness, detect thoughts (DC 22), flaming sphere, glitterdust (DC 22), gust of wind, hypnotic pattern (DC 22), invisibility, knock, Melf’s acid arrow (+10 ranged touch), mirror image, protection from arrows, resist energy, scorching ray (+10 ranged touch), shatter, see invisibility, spectral hand, summon monster II, summon swarm, web (DC 22), whispering wind 1st (9/day)–alarm, burning hands (DC 21), charm person (DC 21), color spray (DC 21), comprehend languages, endure elements, erase, expeditious retreat, grease (DC 21), identify, mage armor, magic missile, obscuring mist, ray of enfeeblement (+10 ranged touch), scatterspray, shield, sleep (DC 21), summon monster I, true strike 0 (6/day)–acid splash (+10 ranged touch), amanuensis, arcane mark, caltrops, dancing lights, daze (DC 20), detect magic, detect poison, disrupt undead (+10 ranged touch), electric jolt (+10 ranged touch), flare (DC 20), ghost sound (DC 20), launch item, light, mage hand, mending, message, open/close, prestidigitation, ray of frost (+10 ranged touch), read magic, resistance, sonic snap (DC 20), stick, touch of fatigue (DC 20) ------------------------------------------------------------ Abilities Str 10, Dex 11, Con 19, Int 31, Wis 14, Cha 18 SQ arcane hands, flight Feats Alertness{B}, Combat Casting, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Practiced Spellcaster, Spell Penetration Skills Appraise +20 (+22 with alchemical items), Concentration +14 (+18 when casting defensively), Craft (alchemy) +20, Decipher Script +20, Gather Information +6, Hide +10, Intimidate +13, Knowledge (arcana) +31, Knowledge (dungeoneering) +20, Knowledge (history) +20, Knowledge (local-Luiren) +20, Listen +18, Search +28, Spellcraft +20 (+22 to decipher scrolls), Spot +22, Survival +2 (+4 underground and to follow tracks), Use Magic Device +14 (+18 to use scrolls) Possessions combat gear as well as bracers of armor +8, headband of intellect +6, ring of protection +2. 2,000 in coins, gems, jewelry, and books. ------------------------------------------------------------ Hook “The snakes and the runts will see my wrath.” Description Unknown Note Xianthrope has the benefits and penalties of old age. Xianthrope had the following statistics before aging, racial, and HD ability score increases and equipment bonuses: Str 13, Dex 10, Con 14, Int 15, Wis 8, Cha 12. As a beholder mage, Xianthrope is unable to use his antimagic cone and he has lost the use of his charm monster, charm person, disintegrate, finger of death, flesh to stone, sleep, and telekinesis eye powers to convert to spell-stalks. ------------------------------------------------------------ Arcane Hands (Su) Similar to the mage hand spell, this ability is constantly activate and can manipulate objects and use spell-trigger items. It has an effective Strength score of 7 and can be used to attack or defend. Using an arcane hand to make an unarmed strike provokes an attack of opportunity. Eye Rays (Su) Xianthrope can produce a magical ray once per round as a free action and can aim up to two eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 19. The save DCs are Charisma-based. See MM 26-27. Flight (Ex) Xianthrope’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it permanent feather fall effect (as the spell) with personal range. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Shining South (3.5E), Lords of Madness (3.5E), Magic Item Compendium (3.5E), and Spell Compendium (3.5E). |
| Mad Mage08-06-07, 01:14 PM | Has Brenth Stoutshield been statted yet? Granted, is there enough information on this founder of the Citadel Raised Anew to even consider making stats? |
| Blade_Shadow08-06-07, 09:34 PM | has anyone done the characters from the novel bladesinger? l |
| Green Giant08-11-07, 01:19 PM | Here is the Grand Master of the Shadowmasters of Telflamm. Enjoy. :) Grand Master of Shadows Keshna Finlothleer CR 20 Female Damaran Human Shadow-walker Rogue 9/Assassin 4/Teflammar Shadowlord 6 NE Medium Humanoid (Human) Unapproachable East 37, 70 Init +11; Senses darkvision 60 ft., shadowsight; Listen +6, Spot +6 Languages Aglarondan, Chondathan, Common, Damaran ------------------------------------------------------------ AC 26, touch 20, flat-footed 19 (+7 Dex, +6 armor, +3 deflection); Dodge, Mobility; improved uncanny dodge Miss Chance shadow blur hp 88 (19 HD); shadow discorporation Resist evasion Fort +11 (+13 vs. poison), Ref +26, Will +10 Weakness light blindness ------------------------------------------------------------ Speed 30 ft.; Spring Attack Melee +2 keen vampiric rapier of shadowstrike +20/+15/+10 (1d6+1 plus 1d6/15-20) and assassin’s dagger +20 (1d4+1/19-20) Base Atk +13; Grp +12 Atk Options Blind-Fight, death attack, shadow pounce, sneak attack +7d6 Special Actions poison use, shadow jump Combat Gear potion of barkskin +5, potion of cure serious wounds x3, potion of resist energy (fire) 20, potion of resist energy (electricity) 20, wand of shadow conjuration (20 charges) Assassin Spells Known (CL 4th): 2nd (2/day)–animate weapon [Complete Mage], pass without trace, spider climb 1st (4/day)–disguise self (DC 15), lightfoot, shadow double (DC 15) [Drow of the Underdark], true strike Teflammar Shadowlord Spells Known (CL 6th): 3rd (2/day)–confusion (DC 17), mislead 2nd (3/day)–air walk, greater invisibility, nondetection 1st (3/day)–darkness, knock, levitate Spell-Like Abilities (CL 19th) 4/day–shadow walk 3/day–darkness, dimension door, shadow mask, shadow spray (DC 14) 2/day–displacement 1/day–Evard’s black tentacles (+27 grapple) ------------------------------------------------------------ Abilities Str 8, Dex 24, Con 12, Int 18, Wis 10, Cha 14 SQ trap sense +3, trapfinding Feats Blind-Fight, Dodge, Improved Initiative, Mobility, Shadow Striker, Spring Attack, Two-Weapon Fighting, Weapon Finesse Skills Appraise +10, Balance +15, Bluff +8, Decipher Script +10, Diplomacy +6, Disable Device +16 (+18 with tools), Disguise +8 (+10 acting), Escape Artist +13, Gather Information +10, Hide +33, Intimidate +10, Jump +7, Knowledge (local-Thesk) +10, Listen +6, Move Silently +33, Open Lock +18 (+20 with tools), Search +16, Sense Motive +6, Sleight of Hand +21, Spot +6, Survival +0 (+2 when following tracks), Tumble +30, Use Magic Device +14 (+16 with scrolls) Skill Tricks Acrobatic Backstab Possessions combat gear as well as Shadowraith (+2 keen vampiric rapier of shadowstrike), assassin’s dagger, amulet of health +2, bracers of armor +6, boots of elvenkind, cloak of elvenkind, gloves of dexterity +6, headband of intellect +4, ring of protection +3, vest of resistance +4, masterwork thieves’ tools. 2,000 gp in coins, gems, and jewelry. As grand master of the Shadowmasters of Telflamm, Keshna has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “Our shadows will spread.” Description Unknown Note Keshna had the following statistics before racial and HD ability score increases and equipment bonuses: Str 8, Dex 15, Con 12, Int 14, Wis 10, Cha 13. ------------------------------------------------------------ Death Attack (Ex) If Keshna studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, she can kill or paralyze her foe unless the victim succeeds at a DC 24 (26 with assassin’s dagger) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Keshna for 1 round. In addition, she takes a -1 penalty on all attack rolls, saves, and checks when operating in bright light. She also cannot use any of her spell-like abilities in an area of bright light. Poison Use (Ex) Keshna is skilled in the use of poison and never risks accidentally poisoning herself when applying poison to a blade. Shadowsight (Ex) Keshna has darkvision 60 ft. and can see through any form of normal or magical darkness without hindrance. Shadow Blur (Su) Keshna can cloak her movements, conferring the benefits of a blur spell when not in daylight or the illuminated radius of a light source. She can activate or end this effect as a free action. Shadow Discorporation (Su) Keshna can discorporate into dozens of flitting shadows if she is in shadow or darkness and suffers damage that would reduce her to 0 hit points or below. She must make a Reflex save (DC 5 + damage dealt) and if successful, she vanishes along with anything she was holding or carrying. She reappears at a spot of her choosing within one mile of where she was forced to discorporate at the next sunset. While discorporated, she does not exist – she can do nothing, nor can any of her enemies do anything to her. Shadow Jump (Su) Keshna can travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some shadows or darkness. She can jump up to a total of 120 feet per day. She can split up the jumps into any amount, but each jump, no matter how small, counts as a 10-foot increment. Shadow Pounce (Ex) Keshna may execute a full round attack upon completion of the use of an ability, spell, or effect with the teleportation descriptor (such as shadow jump). She must have line of sight on her intended target from her location, and the spot to which she teleports must be a place from which she can launch a melee attack at the intended target with whatever weapon she has in hand at the beginning of her action. ------------------------------------------------------------ Sources Unapproachable East (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Player’s Handbook II (3.5E), Drow of the Underdark (3.5E), Complete Mage (3.5E), Complete Scoundrel (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). |
| Green Giant08-11-07, 01:22 PM | any stats about Sefris, the adept of Shar from "The black Bouquet" ? :confused: has anyone done the characters from the novel bladesinger? l I'm afraid I haven't read any of those novels, perhaps someone else may be able to help you. |
| XerelinFexdrion08-14-07, 01:22 PM | if i may make a request. I have been searching everywhere for a stat Write-up for Qilue Valadorn and haven't had any luck. The only thing that i've found on her is: Qilue Veladorn, Female FRCS, Elf, Drow - Female Clr16/Dis3 (and obviously she also has the chosen's cool gizmos) i filled out a e-tools file for her, but i know that is far from correct. could someone see if they can dig up a Write-up or point me in the right direction? thanks Xer. |
| DarkSongKnight08-14-07, 02:29 PM | Hello, I have a request/question. Has anyone made a version of Hamalitia Everlove, the moon elf High Priestess of Hanali Celanil, who leads the Fountainheart of Shimmering Gold (temple of Hanali) in Evereska? If no one has made a previous version of her, may I request one built with the "Hanalian Goldheart" from The Elven Netbook? Here is the Prestige class. http://forums.gleemax.com/showpost.php?p=11640767#post11640767 It would be greatly appreciated! :D |
| thrallmaster08-22-07, 01:04 PM | This is a uh...strange request I know but I am unable to find a set of stats for a AVATAR of Disapater, (Spelled wrong, 2nd layer of hell city of Dis etc. etc.) I am hoping to use a weakened version of him for the final fight of a med.-level camp. So are there stats for an avatar? Or some sort of templete? |
| Zireael08-30-07, 09:49 AM | How come Kaanyr was in Expedition to the Demonweb, he's got nothing to do with Lloth. |
| Skarlett Spyder08-30-07, 03:42 PM | I have a question. What book is the Shadow Striker feat from? I've looked in all of the books listed in the stat block for Keshna, but didn't see it in any of them. |
| Green Giant08-30-07, 10:09 PM | if i may make a request. I have been searching everywhere for a stat Write-up for Qilue Valadorn and haven't had any luck. The only thing that i've found on her is: Qilue Veladorn, Female FRCS, Elf, Drow - Female Clr16/Dis3 (and obviously she also has the chosen's cool gizmos) i filled out a e-tools file for her, but i know that is far from correct. could someone see if they can dig up a Write-up or point me in the right direction? thanks Xer. Qilue Veladorn can be found on page 17 in the original Realms NPC Characters thread. Check my sig for the link. |
| Green Giant08-30-07, 10:10 PM | I have a question. What book is the Shadow Striker feat from? I've looked in all of the books listed in the stat block for Keshna, but didn't see it in any of them. The Shadow Striker feat is in Player's Handbook II on page 94. It's a tactical feat. |
| Green Giant08-30-07, 10:14 PM | How come Kaanyr was in Expedition to the Demonweb, he's got nothing to do with Lloth. Kaanyr isn't in Expedition to the Demonweb Pits as far as I know. If you're mentioning this from the recent stats I posted of him, I used the marquis cambion race presented in that book (of which Kaanyr is a member of in 2E FR) as requested by another individual. |
| sir_mullich09-02-07, 02:46 PM | I'm afraid I haven't read any of those novels, perhaps someone else may be able to help you. thanx ;) what about the heroes from the Counselors & Kings trilogy ? :) anyone has Stats about them I was wondering how strong the young woman was to be able to resist in the unseelie realm (shadow plan ?) |
| Phelf_Der_Zemit09-30-07, 06:55 PM | Well sense I finally found the number II thread, then Ill ask here too. Has anybody made a lay out of Q'arlynd Melarn, a main charactor in the Lady Penient series? |
| ravennight10-01-07, 12:10 AM | Thanks Green Giant for the heads up...I'm continuing my earlier work on the Magisters. Any requests can be messaged to me, but check the index for previous posts first. Although this may become useless when 4th edition comes out, I've continued my work on the Magisters. A possible conversion for this is that there will always be a god of wizards, I'm guessing that Azuth will survive whatever is coming, so the Magister will be solely the servant of Azuth, like it would be for Boccob in Greyhawk. So Here we go, Kurtal of Sreve, one of my favorites... Kurtal of Sreve hp 182 (32d4+96 HD); DR ; CN male Tethyrian wizard 28/archmage 4 Init +5 (+2 Dex); Senses Listen +9, Spot +9. Languages Common, Draconic, Chondathan, Tethyrian, AC (+2 Dex) Immune 1 spell per level from 1st through 9th. Resist spell resistance 20. Fort +15, Ref +15, Will +20. Speed 30 ft. Melee +. Space 5ft; Reach 5ft. Base Atk +16/+11; Special Actions spells, spell-like abilities, arcane fire, Magister's step, imbuement. Spells CL 34 , CL 40 for evocation; 4/6/6/5/5/3/5/4/3/2/1/1/1; Spell-Like Abilities At will – feather fall (automatic), levitate, read magic, true seeing; 8/day – I; 6/day – I; 1/day – 1 spell per level from 1st – 9th; Abilities Str 12, Dex 15, Con 16, Int 22, Wis 15, Cha 8. SA high arcana – arcane fire, mastery of elements, spell power, spell-like ability's, arcane generosity, spellpurge, spell-like abilities. SQ mind blank, magister's step, spell focus, name attunement, the Magister's sigil, rapid preperation, Mystra's shield, magesight; Feats Spellcasting Prodigy, Alertness, Scribe Scroll, Improved Initiative, Craft Potion, Skill Focus (Spellcraft), Spell Focus (evocation), Craft Wand, Maximize Spell, Iron Will, Empower Spell, Spell Focus (divination), Vatic Gaze, Craft Contingent Spell, Skill Focus (Knowledge [arcana]), Greater Spell Focus (evocation), Epic Spell Focus (evocation), Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), Skills Appraise 10, Concentration 25, Craft (bookbinding) 15, Gather Information 14, Heal 10, Hide 10, Knowledge (arcana) 35, Knowledge (geography) 19, Knowledge (history) 13, Listen +5, Profession (apothecary) 27, Search 8, Sense Motive 15, Spellcraft 35, Spot 5, Use Magic Device 17. Possessions As Magister and as an extremely powerful wizard he has access to any non-artifact item. Spellbook Hook "I want to be left alone so I can continue my work. If you bother me I'll blast you to ashes.'' Description Born in the small village of Sreve, just north of the Cloud Peaks at the present northern border of Amn, Kurtal was apprenticed at a young age and witnessed the spell battle between his mentor and a rival wizard which killed his master. He then stole some spellbooks and minor magic and fled. Horribly ugly from a young age, he was taunted all through his young life until he was powerful enough to return to Sreve, destroy the wizard who had killed his master, and took up residence in a hillside fortress not far from town. He was known for a 'blast first, ask later' mentality but also to be incredibly generous with the magic he handed out through a cloud-like spectral image to young mages of little power. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows he to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day- 1 spell per level from 1st through 9th. Mind Blank (Su) The Magister is constantly protected by a heightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. He is also immune to: 1 spell per level from 1st through 9th. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell he has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. He also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has his own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour. ----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Magic of Faerun, Player's Handbook 3.5, Player's Handbook II, Complete Arcane, Complete Mage, Players Guide to Faerun, Epic Level Handbook |
| ravennight10-01-07, 11:54 PM | Arghorst Talandor LN male Tethyran wizard 21/archmage 5 hp 123 (21d4+42 , 5d4+10 HD); DR ; Init +1 (+1 Dex); Senses Listen +3, Spot +3. Languages Common, Tethyrian, Draconic, Dwarf, AC 11 (+1 Dex) Immune Resist spell resistance 20. Fort +9, Ref +9, Will +15. Speed 30 ft. Melee . Space 5ft; Reach 5ft. Base Atk +13/+8; Special Actions spells, spell-like abilities, arcane fire, Magister's step, imbuement.. Spells CL 27, 28 (Divination), 29 (Abjuration); 4/6/5/5/5/4/4/4/4/4/4 0 – arcane mark, dancing lights, flare, mage hand 1st – burning hands, mage armor, magic missile, protection from evil, sleep, unseen servant, 2nd – alter self, detect thoughts, invisibility, magic mouth, web, 3rd – dispel magic, fly, magic circle against evil, protection from energy, tongues, 4th – arcane eye, bestow curse, greater invisibility, polymorph, stoneskin, 5th – break enchantment, feeblemind, cone of cold, prying eyes, 6th – globe of invulnerability, greater dispel magic, legend lore, chain lightning, 7th – greater arcane sight, mass hold person, prismatic spray, project image, 8th – binding, greater shout, prismatic wall, protection from spells, 9th – imprisonment, Mordenkainen's disjunction, meteor swarm, shapechange, Spell-Like Abilities At will – feather fall (automatic), levitate, read magic, true seeing; 6/day – dimension door, water walk; 2/day – teleport; 1/day any 1 spell per level between 1st and 9th; Abilities Str 11, Dex 12, Con 14, Int 20, Wis 16, Cha 13. SA high arcana – arcane fire, mastery of elements, mastery of counterspelling, spell power, spell-like abilities, arcane generosity, spellpurge, spell-like abilities. SQ mind blank, magister's step, spell focus, name attunement, the Magister's sigil, rapid preperation, Mystra's shield, magesight; Feats Skill Focus (Spellcraft), Iron Will, Scribe Scroll, Improved Counterspell, Extend Spell, Persistent Spell, Spell Focus (Abjuration), Repeat Spell, Greater Spell Focus (abjuration), Spell Focus (divination), Craft Wondrous Item, Twin Spell, Craft Contingent Spell, Reactive Counterspell, Negotiator, Epic Counterspell, Skills Concentration 20, Craft (alchemy) 18, Craft (bookbinding) 8, Decipher Script 16, Diplomacy 12, Gather Information 8, Knowledge (arcana) 29, Knowledge (geography) 11, Knowledge (nature) 7, Knowledge (nobility and royalty) 12, Knowledge (the planes) 9, Sense Motive 10, Spellcraft 29. Possessions As the Magister of Mystra he has access to any non-artifact item. Spellbook As the Magister he has access to any spell from any source, even new spells not widely known. Feel free to insert your own spells into the campaign here. Hook "Magic is wasted when uselessly attacking a rival, we should be working together so that it grows and evolves.'' Description The first widely loved Magister since Dorgon Stonecloak, he worked tirelessly while he was in office to aid those mages in need of guidance or instruction. He mitigated conflicts between mages, instructed endless numbers of mages, leaving behind spell scrolls or even small books, and was even said to offer appreciation on his killer's technique in spellcasting. He is one of the most valuable shadowstaves in Mystra's service, often being sent back to Faerun in mortal form to instruct a mage with promise or to oversee important projects. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows he to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day- 1 spell per level from 1st through 9th. Mind Blank (Su) The Magister is constantly protected by a heightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. He is also immune to: 1 spell per level from 1st through 9th. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell he has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. He also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has his own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour. ----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Player's Handbook 3.5, Player's Handbook II, Complete Arcane, Complete Mage, Players Guide to Faerun, Epic Level Handbook. |
| ravennight10-02-07, 11:15 PM | Here's one of the one's I've requested most often since I started doing this series, and I hope I did her justice... Jhesiyra Kestellharp hp 110 (23d4+46 HD); DR ; NG female Netherese wizard 21/archmage 2 Init +7 (+3 Dex, +4 Improved Initiative); Senses Listen +6, Spot +6. Languages Common, Draconic, Dwarf, Elven, Gnome, Netherese, Loross, AC (+3 Dex) Immune . Resist . Fort +7, Ref +7, Will +13. Speed 30 ft. Melee Space 5ft; Reach 5ft. Base Atk +12/+7; Special Actions spells, spell-like abilities, arcane fire, imbuement. Spells CL 24, 25 (conjuration), 26 (evocation); 4/6/5/5/5/4/4/4/4/3 Spell-Like Abilities At will – feather fall (automatic), levitate, read magic, true seeing; 6/day – dimension door, water walk; 1 spell of every level between 1st and 9th; Abilities Str 11, Dex 16, Con 13, Int 20, Wis 19, Cha 17. SA high arcana – arcane fire, spell power, spell-like abilities, arcane generosity, spellpurge, spell-like abilities. SQ mind blank, magister's step, spell focus, name attunement, the Magister's sigil, rapid preperation, Mystra's shield, magesight. Feats Skill Focus (Spellcraft), Spell Focus (conjuration), Scribe Scroll, Improved Initiative, Craft Wondrous Item, Spell Focus (evocation), Alertness, Craft Wand, Maximize Spell, Twin Spell, Portal Master, Greater Spell Focus (evocation), Craft Contingent Spell, Improved Spell Capacity (10th). Skills Concentration 20/+23, Craft (alchemy) 16/+21, Craft (armorsmithing) 18/+23, Decipher Script 12/+17, Diplomacy 4/+7, Knowledge (arcana) 26/+31, Knowledge (architecture & engineering) 13/+18, Knowledge (history) 17/+22, Knowledge (local) 6/+11, Knowledge (the planes) 11/+16, Profession (scribe) 3/+8, Search 8, Sense Motive 6/+10, Spellcraft 26/+34. Possessions and Spellbook As magister, she has access to all non-artifact items and spells from any core product and all non-unique items and spells from any Forgotten Realms product. Hook "When magic is nurtured through generously distributing knowledge and by caring experimentation rather than hoarding it in dark caverns filled with madness, it becomes beautiful and wondrous rather than dark and twisted. That is its ultimate purpose.'' Description The first widely loved Magister since Dorgon Stonecloak, he worked tirelessly while he was in office to aid those mages in need of guidance or instruction. He mitigated conflicts between mages, instructed endless numbers of mages, leaving behind spell scrolls or even small books, and was even said to offer appreciation on his killer's technique in spellcasting. He is one of the most valuable shadowstaves in Mystra's service, often being sent back to Faerun in mortal form to instruct a mage with promise or to oversee important projects. Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them. Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he can remain undisturbed for up to a tenday, learning more about the duties of the Magister. Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects. Magesight (Ex) A Magister's connection to the Weave allows he to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day- 1 spell per level from 1st through 9th. Mind Blank (Su) The Magister is constantly protected by a heightened (10th level) mind blank. Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. He is also immune to: 1 spell per level from 1st through 9th. Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it. Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools. Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell he has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used. Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. He also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect. The Magister's Sigil (Su) The Magister, like almost all powerful mages, has his own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days. Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour. Sources Secrets of the Magister 2nd Ed., Player's Handbook 3.5, Complete Arcane, Complete Mage, Players Guide to Faerun, Epic Level Handbook, Dungeon Master's Guide, Complete Adventurer. |
| The Ubbergeek10-02-07, 11:26 PM | Someone did 3,5 stats for somes Icewind Dale 2 and Neverwinter Night 1 main npc? |
| Green Giant10-07-07, 04:48 PM | Here is a recent request. Enjoy. :) Embrae Aloevan, Chosen of Mystra and Sehanine CR 31 Female Moon Elf Ghost Wizard 19 CG Medium Undead (augmented humanoid, incoporeal) Init +7; Senses darkvision 60 ft., low-light vision; Listen +6, Spot +6 Languages Chondathan, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Illuskan, Orc ------------------------------------------------------------ AC 27, touch 18, flat-footed 24 (+3 Dex, +8 armor, +5 deflection, +1 insight) AC 27, touch 18, flat-footed 24 (+3 Dex, +8 armor, +5 deflection, +1 insight) against ethereal foes hp 135 (19 HD) Miss Chance 50% (incorporeal) Immune chill touch, touch of idiocy, fireball, phantasmal killer, cone of cold, flesh to stone, finger of death, horrid wilting, meteor swarm; ageless; Chosen immunities; electricity; undead immunities Resist turn resistance +4; SR 18 Fort +13 (+18 vs. lycanthropy), Ref +15, Will +22; +2 vs. enchantments; +5 sacred bonus against spells, spell-like effects, and supernatural abilities ------------------------------------------------------------ Speed fly 30 ft. (perfect) (6 squares) Melee incorporeal touch +12 (1d6) Melee incorporeal touch +8 (1d6-1) against ethereal foes Ranged moonbow +12/+7 (special) Ranged moonbow +12/+7 (special) against ethereal foes Base Atk +9; Grp +8 Atk Options deathsong, moonbow Special Actions silver fire Combat Gear amulet of empowerment (as greater metamagic rod of empower), ring of shooting stars Wizard Spells Prepared (CL 24th; 1d20+28 to overcome SR) 9th–foresight, Mordenkainen’s disjunction, wail of the banshee (DC 33), wish 8th–greater bestow curse (DC 32), moment of prescience, power word stun, scintillating pattern (DC 32) 7th–Bigby’s grasping hand (+41 grapple), greater teleport, prismatic spray (DC 31), reverse gravity, waves of exhaustion 6th–chain lightning (DC 30), flesh to stone, greater dispel magic x2, summon monster VI 5th–baleful polymorph (DC 29), cone of cold (DC 29), hold monster (DC 29), persistent image (DC 29), telekinesis (DC 29), wall of force 4th–charm monster (DC 28), confusion (DC 28), fire shield, phantasmal killer (DC 28), shout (DC 28), wall of fire (DC 28) 3rd–deep slumber (DC 27), fireball (DC 27), lightning bolt (DC 27), protection from energy, suggestion (DC 27), tongues 2nd–cat’s grace, detect thoughts (DC 26), mirror image, protection from arrows, shatter (DC 26), see invisibility 1st–burning hands (DC 25), color spray (DC 25), grease, magic missile x2, shield, unseen servant 0–dancing lights, daze (DC 24), mage hand, read magic Spell-Like Abilities (CL 19th) Constant–feather fall, mage armor, detect secret doors At will–aid, detect magic, minor image (DC 16), moonbeam (DC 17) 5/day–displacement, moon blade 3/day–insanity (DC 22), mislead (DC 21) 1/day–obscuring mist, glitterdust (DC 27), major image (DC 28), fear (DC 29), dream, true seeing, project image, temporal stasis (DC 23), meteor swarm (DC 24), moonfire (DC 24), weird (DC 24) ------------------------------------------------------------ Abilities Str 8, Dex 16, Con -, Int 29, Wis 19, Cha 21 SQ elf traits, the goddess’ cycle, lunar lady’s mysteries, magical radiance, manifestation, mantle of mysteries, name and song attunement, rejuvenation, smile of the night sky, summon familiar (none), sustenance, undead traits, weave focus Feats Combat Casting, Cormanthyr Moon Magic, Craft Wondrous Item, Education (arcana and religion) {B}, Eschew Materials, Extend Spell, Improved Initiative, Initiate of Mystra {B}, Lunar Magic, Mind Over Body {B}, Quicken Spell, Scribe Scroll {B}, Spell Penetration, Strong Soul {B}, Transdimensional Spell, Weapon Focus (longsword) {B} Skills Bluff +10, Concentration +27 (+31 when casting defensively), Craft (alchemy) +14, Decipher Script +14, Diplomacy +16, Gather Information +8, Intimidate +8, Knowledge (arcana) +33, Knowledge (history) +16, Knowledge (local-Ardeep) +16, Knowledge (nature) +16, Knowledge (nobility and royalty) +16, Knowledge (religion) +19, Knowledge (the planes) +16, Listen +6, Search +11, Sense Motive +9, Spellcraft +43, Spot +6, Survival +4 (+6 aboveground natural environment and on other planes) Possessions combat gear as well as headband of intellect +6, moonbracers +8, ring of protection +5, robes of the archmage, telkiira of Aloevan (Diplomacy, Knowledge [arcana], Sense Motive, Spellcraft). Spellbook spells prepared plus Embrae Aloevan knows all of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Spell Compendium. ------------------------------------------------------------ Hook “Fair be our meeting, for our hearts are light and our swords sheathed, we hold peace in our hands and its light guides us, I bid you enter the Court of Silver Fire.” Description Unknown ------------------------------------------------------------ Ageless (Ex) The Chosen of Mystra ceases to age, is immune to aging effects, and cannot die as a result of old age. Upon gaining this template, a Chosen may revert to any age category he or she has previously attained. Chosen Immunities (Ex) A Chosen of Mystra is immune to blindness, deafness, disease, disintegration, fatigue, exhaustion, poison, and sleep effects. Deathsong (Su) Once per day, Embrae can sing a hollow dirge for 1 to 4 rounds (her discretion). The song causes all living beings within 90 feet to become panicked unless they make a Will save DC 24. Panicked creatures have a -2 penalty on saving throws, flee at top speed for 10 rounds, and have a 50% chance to drop what they’re holding. The song also creates a 10-foot-radius field that cancels all enchantment effects for the duration of the song plus 6 rounds afterward. Any physical attack made by the ghost while singing a deathsong deals triple normal damage. Immunities (Ex) Chosen of Sehanine are immune to aging effects and do not age. She is also immune to all illusion and mind-affecting spells of 3rd level or lower. The Goddess’ Cycle (Ex) The chosens power varies with the cycle of the moon. During the full moon she gains a +4 divine bonus to the DC of all her spells cast from the Illusion, Moon and Elf domains. During the first and last quarter moon her bonus drops to +2. During the New moon she gains no divine bonus and her spell DC's are normal. Lunar Lady's Mysteries (Su) Whenever in direct moonlight, whatever weapons the chosen is wielding gains the following powers – ghost touch, keen (this is stackable), and sure striking. The powers remain effective on the weapons as long as she remains in a source of moonlight. Magical Radiance (Su) Embrae can at will cause all magic items within 60 feet to glow with a cold, white radiance. The items illuminate a 5-foot radius and flow for 2d4x10 minutes. Manifestation (Su) Embrae dwells on the Ethereal Plane and, as an ethereal creature, she cannot affect or be affected by anything in the material world. When she manifests, she partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. Mantle of Mysteries (Su) A Chosen is immune to all scrying and divination effects, and all effects that discern her thoughts or alignment. Likewise, a Chosen cannot be controlled or compelled by any magical, supernatural, or psionic abilities or effects, although a clever Chosen may play along and pretend to be acting under an enemy’s charm or compulsion. In addition, a Chosen's Truename cannot be discovered or discerned by any being unless the Chosen willingly chooses to reveal it to them. Moonbow (Sp) The chosen may create a crystalline bow the size and strength of a long bow or short bow. A thin beam of silvery light serves as the bowstring and, when it is drawn back causes a shimmering silver arrow to magically appear in the proper position. Only the chosen may employ the moonbow. She attacks at her BAB against any foe within range. Each shaft trails a stream of whispy silver smoke delineating the path of flight. After any attack, whether it hits or not, the arrow vanishes. Upon a successful ranged attack the moonshaft deals 7d4 points of damage against living creatures, and 14d4 against all undead foes. Undead creatures struck also become outlines by a silvery faerie fire effect lasting 1d4+1 rounds. This ability may be used twice a day and lasts as many rounds equal to the Chosen’s total character level. Name and Song Attunement (Su) Whenever a Chosen’s name or the Rune of the Chosen is spoken, the Chosen hears it and the next nine words uttered by the being that spoke her name or recited the song. This ability does not inhibit or interfere with concentration, and can be suppressed or resumed as a free action. Rejuvenation (Su) If she would otherwise be destroyed, Embrae returns in 2d4 days if she makes a successful DC 16 level check (1d20+19). Embrae can be permanently destroyed if a new Ardeep kingdom is reborn. Silver Fire (Su) All Chosen of Mystra can wield the Silver Fire (see template). Skills A Chosen of Mystra gains a +10 insight bonus on Spellcraft checks Smile of the Night Sky (Sp) Whenever in the direct source of moonlight the Chosen trails tiny motes of moonlight in her wake that shimmer as she walks resembling a silvery cloak. These motes of moonlight give her a +2 deflection bonus to AC and last as long as she stays within an area of moonlight. Sustenance (Su) A Chosen of Mystra does not need to eat, drink, breathe, or sleep, although she must rest normally to regain spells. Weave Focus (Su) Upon gaining this template, a Chosen of Mystra is forever barred from ever taking the Shadow Weave Magic feat. In addition, all spells cast through the Weave by a Chosen of Mystra have a +5 bonus to their saving throw DC's and +5 to their effective caster level (for purposes of determining level dependent spell variables, Dispel Checks, Spell Resistance checks, and opposed caster level checks). ------------------------------------------------------------ Sources City of Splendors web enhancement II (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Lost Empires of Faerun (3.5E), Magic of Faerun (3E), Monster Compendium: Monsters of Faerun (3E), Player’s Handbook II (3.5E), Complete Arcane (3.5E), and Spell Compendium (3.5E). Chosen of Mystra by the Simbul Creating a Chosen of Mystra Chosen of Mystra is a template that can be added to any creature (referred to hereafter as the "character") that Mystra chooses to entrust a portion of her power to. A Chosen of Mystra uses all of the character's statistics and special abilities except as noted here. A Chosen of Mystra has its power only at the will of Mystra; should she decide to remove Chosen of Mystra status from the character, then he reverts to his original abilities. For all intents and purposes this is an acquired template. In special circumstances the Chosen of Mystra template may be considered an inherited template if the character was created by Mystra for the sole purpose of becoming a Chosen (such as the Seven Sisters). In such circumstances, the character only gains the benefits of this template if and when she proves herself to Mystra and accepts the burden of her inheritance. In addition to the normal powers and abilities of a Chosen of Mystra, a character whom was created by Mystra for the purpose of becoming a Chosen does acquire minor abilities at birth which persist regardless if he or she later does or does not become a Chosen (see Feats and Advancement, below). Challenge Rating: +5. Type/Subtype: same as the character. Alignment: Same as the character. Saves: +5 sacred bonus to all saving throws against spells, spell-like effects, and supernatural abilities. Abilities: +10 Constitution. Special Qualities: A Chosen of Mystra retains all of the special qualities of the character and also gains the following: Bonus Spells (Sp): The Chosen of Mystra may choose one spell, of each level one through nine, which she may use once per day as a spell-like ability. The caster level for these spells is equal to the Chosen’s character level or Hit dice; and saving throw DC’s are Charisma based. Once chosen, these spells cannot be changed. Spell Immunity (Su): The Chosen of Mystra may choose one spell, of each level one through nine, which she is completely unaffected by as if protected by a Mystran Spellward spell (see New Spells below). Once chosen, these spells cannot be changed. Weave Focus (Su): Upon gaining this template, a Chosen of Mystra is forever barred from ever taking the Shadow Weave Magic feat. In addition, all spells cast through the Weave by a Chosen of Mystra have a +5 bonus to their saving throw DC's and +5 to their effective caster level (for purposes of determining level dependent spell variables, Dispel Checks, Spell Resistance checks, and opposed caster level checks). Immunities (Ex): A Chosen of Mystra is immune to Blindness, Deafness, Disease, Disintegration, Fatigue, Exhaustion, Poison, and Sleep effects. Ageless (Ex): The Chosen of Mystra ceases to age, is immune to aging effects, and cannot die as a result of old age. Upon gaining this template, a Chosen may revert to any age category he or she has previously attained. Sustenance (Su): A Chosen of Mystra does not need to eat, drink, breathe, or sleep, although she must rest normally to regain spells. Detect Magic (Sp): line of sight. Mantle of Mysteries (Su): A Chosen is immune to all Scrying and divination effects, and all effects that discern her thoughts or alignment. Likewise, a Chosen cannot be controlled or compelled by any magical, supernatural, or psionic abilities or effects, although a clever chosen may play along and pretend to be acting under an enemy’s charm or compulsion. In addition, a Chosen's Truename cannot be discovered or discerned by any being unless the Chosen willingly chooses to reveal it to them. Name and Song Attunement (Su): Whenever a Chosen’s name or the Rune of the Chosen is spoken, the Chosen hears it and the next nine words uttered by the being that spoke her name or recited the song. This ability does not inhibit or interfere with concentration, and can be suppressed or resumed as a free action. Silver Fire (Su): All Chosen of Mystra can wield the Silver Fire (ability updated; see below). Feats: Initiate of Mystra. In addition, if the template is inherited (see above) then the Chosen also gains Spellcasting Prodigy as a bonus feat at 1st level. Skills: +10 insight bonus to Spellcraft checks. Spells: Same as the character, however a Chosen of Mystra with levels in any spellcasting class gains the following abilities: If the Chosen has levels as a Wizard, then she may learn, scribe, and research new spells with much more ease than a normal Wizard. To study newly discovered spell or scribe a new spell into a spellbook only requires one hour instead of one day, and the material costs and time required to research new spells are halved. If the Chosen has levels as a Sorcerer or Bard, then once per tenday she may choose to remove a known spell from her Sorcerer or Bard spell repertoire and replace it with a new spell of the same spell level from the appropriate class spell list (removing a known spell in this fashion does not prevent a Chosen from relearning the same spell in the future). If the Chosen has levels as a Cleric, Paladin, Druid, or Ranger, then she gains access to all spells in the Spell, Magic, Illusion, Knowledge, Luck, and Good Domains and all Initiate spells unique to Mystra of any spell level that she can cast, in addition to any other spells normally available to her, and may prepare and cast such spells using any divine spell slot of the appropriate spell level. Unknown Powers: Many of the powers of a Chosen of Mystra may remain as of yet unrevealed, in some instances even to the Chosen themselves. Advancement: Same as the character. If the template is inherited (see above) then the Chosen may consider the Sorcerer class as a favored class, for purposes of multiclassing and determining XP, in addition to any other favored classes her race or character background would normally allow. Climate/Terrain: Same as the character. Organization: Same as the character. Appearance: The Chosen of Mystra appear no different than other creatures of their type. Treasure: Same as the character. The Silver Fire: This powerful supernatural ability is unique to the Chosen of Mystra, a portion of the raw magical energy of the weave lying dormant within their bodies until called upon. Manifesting as a beautiful silver-white flame that surrounds the wielder and fills the area into which it is projected, Silver Fire can be used for any of the following magical effects: The Silver Fire can banish all magical effects upon the chosen as if a Greater Dispelling spell had been cast upon her, except that the Dispel check bonus is not capped at caster level 20. This use of the Silver Fire can be called upon at will, once per round. The Silver Fire can be unleashed as a bright silver flame that engulfs all creatures and objects it strikes with the burning raw magical energy of the Weave. The flame may take the form of a bolt 5ft wide and 5ft tall, extending to a length of up to 10 ft per level of the Chosen which deals 1d6 points of damage for every two levels of the Chosen to all creatures and objects in its path and burns through physical barriers in the same fashion as a lightning bolt spell. Any being in the path of the bolt may attempt a reflex save (DC 10 + ½ the Chosen’s level + the Chosen’s Constitution modifier) for half damage. At the their option, the Chosen may instead unleash the Silver Fire in the form of a burning sphere, which is hurled at a single target by means of a ranged touch attack (no save) and deals 1d6 points of damage per every two levels of the Chosen. Both of the above uses of the Silver Fire breach all magical and supernatural barriers or defenses automatically. Alternatively, this flame may instead surround the Chosen as a radiant burning aura that deals 4d12 points of damage plus an addition point of damage per level of the Chosen to any creature who touches or strikes her in combat for the next 2d4 rounds. Any of the above uses of the Silver Fire can only be called upon once every six rounds. The Silver Fire can be unleashed as a cloud-like emanation with a 90 ft radius, permanently banishing all Dead Magic zones and dispelling all Antimagic effects it comes into contact with. This cloud effect is draining on the Weave, and it can only be called upon once per hour. Mystra discourages its use except for dire emergencies. The Silver Fire can be called upon to duplicate the effects of a Greater Teleport spell to transport the Chosen to any location where she had previously wielded the Silver Fire, duplicate the effects of a Regenerate spell upon the Chosen, or allow any spell or spell-like ability she casts to be augmented by any metamagic feat she possesses without raising the spell level of the spell or increasing it’s casting time. Any of these effects of the Silver Fire can be called upon a number of times per day equal to the Constitution bonus of the Chosen. The Silver Fire may be used to contribute to an Epic Spell ritual as though it were a spell, or be included into the development of an Epic Spell as a unique spell component. The Spellcraft DC reduction of any Epic Spell that uses the Silver Fire as a special focus is –20, and the reduction for any Epic Spell that uses contributions of the Silver Fire to its ritual is –20 for each Chosen contributing Silver Fire to the spell. The Silver Fire can be called upon to substitute the XP cost of a spell that is cast by the Chosen, or to substitute the XP cost of crafting or repairing a magic item whose item caster level is equal to or lower than Chosen’s caster level. This effect is draining upon the Weave, and the Chosen who calls upon the Silver Fire for this purpose may not manifest the Silver Fire again in any of it’s forms for 1d4+1 days. All of the above effects of the Silver Fire function as if cast by a spellcaster equal to the level or hit dice of the Chosen. Chosen of Sehanine Moonbow Also known as The Moonsinger by Green Elven Vampire Creating a Chosen of Sehanine Moonbow It is a template that can be added to any Elf or Half Elf. A Chosen of Sehanine uses the character's statistics and special abilities except as noted below. Challenge Rating: Same as the character +5. Alignment: Chosen of Sehanine are almost always chaotic good Saves: The character adds +2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Wisdom +8, Charisma +4. Special Qualities: A Chosen of Sehanine retains all of the special qualities of the character and also gains the following: Bonus Spells (Sp): The Chosen of Sehanine gains the following spell-like abilities Constant–feather fall, mage armor, detect secret doors At will–aid, minor image, moonbeam 5/day–displacement, moonblade 3/day–insanity, mislead 1/day–moonfire, weird Immunities (Ex): Chosen of Sehanine are immune to aging effects and do not age. She is also immune to all illusion and mind-affecting spells of 3rd level or lower. The Goddess’ Cycle (Ex): The chosens power varies with the cycle of the moon. During the full moon she gains a +4 divine bonus to the DC of all her spells cast from the Illusion, Moon and Elf domains. During the first and last quarter moon her bonus drops to +2. During the New moon she gains no divine bonus and her spell DC's are normal. Smile of the Night Sky (Sp): Whenever in the direct source of moonlight the Chosen trails tiny motes of moonlight in her wake that shimmer as she walks resembling a silvery cloak. These motes of moonlight give her a +2 deflection bonus to AC and last as long as she stays within an area of moonlight. Lunar Lady's Mysteries (Su): Whenever in direct moonlight, whatever weapons the chosen is wielding gains the following powers – ghost touch, keen (this is stackable), and sure striking. The powers remain effective on the weapons as long as she remains in a source of moonlight. Moonbow (Sp): The chosen may create a crystalline bow the size and strength of a long bow or short bow. A thin beam of silvery light serves as the bowstring and, when it is drawn back causes a shimmering silver arrow to magically appear in the proper position. Only the chosen may employ the moonbow. She attacks at her BAB against any foe within range. Each shaft trails a stream of whispy silver smoke delineating the path of flight. After any attack, whether it hits or not, the arrow vanishes. Upon a successful ranged attack the moonshaft deals 7d4 points of damage against living creatures, and 14d4 against all undead foes. Undead creatures struck also become outlines by a silvery faerie fire effect lasting 1d4+1 rounds. This ability may be used twice a day and lasts as many rounds equal to the Chosen’s total character level. Lycanthropy Shield (Sp): The chosen is granted the ability to ward off most lycanthropy infections. She gains a +5 divine bonus to her Fortitude save when bitten or struck by a lycanthrope. This ability is a constant effect. Feats: Weapon Focus (longsword or quarterstaff), Education, Mind over Body, and Strong Soul. Skills: Concentration, Knowledge (any), and Spellcraft are class skills, regardless of the character's class. Advancement: Same as the character Climate/Terrain: Same as the character. Organization: Same as the character, but must be a devoted follower of Sehanine Moonbow. Treasure: Same as the character. |
| ExtinctionBeta10-07-07, 05:41 PM | I spent 25 mins trying to comprehend this so that I may be more diverse with the site. You killed my mind. I am googling it at the moment so that I may have a more educated response about this. Do the NPC's stats change depending on events that follow in upcomming books? |
| Archmage10-10-07, 01:42 AM | Would someone be kind enough to stat out Darsson Spellmaker, the researcher wizard detailed in Pages from the Mages? Ravennight--Jhesirya is a 19th-level sorcerer, according to Expedition to the Ruins of Undermountain. She's a living wish spell now, but I guess that doesn't matter, since you're focusing on her time as a living human woman Magister. Also, her description is copied & pasted from one of your other Magisters. |
| Green Giant10-21-07, 08:28 PM | Here's another request. Enjoy. :) The Farseer CR 28 Male Tashalan Human Diviner 10/Cleric 8 of Savras/Mystic Theurge 10 LN Medium Humanoid (human) Init +0; Senses arcane sight, darkvision 120 ft., see invisibility 120 ft.; Listen +7, Spot +17 Languages Alzhedo, Chultan, Common, Draconic, Shaaran, Tashalan, Yuan-Ti, permanent tongues ------------------------------------------------------------ AC 23, touch 15, flat-footed 23 (+8 armor, +5 deflection); uncanny dodge hp 115 (28 HD) Fort +14, Ref +9, Will +27 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee masterwork silver dagger +10/+5 (1d4-4/19-20) Base Atk +12; Grp +9 Special Actions divine counterspell Combat Gear arcane scroll of astral projection, arcane scroll of moment of prescience, divine scroll of greater spell immunity, divine scroll of heal, staff of divination (20 charges) Wizard Spells Prepared (CL 20th; 1d20+24 to overcome SR; prohibited school necromancy): 10th–quickened antimagic field 9th–foresight [CL 21st], hindsight [CL 21st], meteor swarm (DC 27), Mordenkainen’s disjunction (DC 27), time stop 8th–persistent bear’s endurance*, persistent detect thoughts* (DC 23) [CL 21st], greater prying eyes [CL 21st], mind blank, screen (DC 26), sunburst (DC 26) 7th–control weather, forcecage, greater teleport, heightened hold monster (DC 25), project image, vision [CL 21st] 6th–analyze dweowmer [CL 21st], chain lightning (DC 24), globe of invulnerability, greater dispel magic x2, legend lore [CL 21st] 5th–Mordenkainen’s private sanctum, overland flight, Rary’s telepathic bond [CL 21st], sending, summon monster V, wall of force 4th–arcane eye [CL 21st], charm monster (DC 22), detect scrying, fire shield, enlarged fireball (DC 21), greater invisibility, know vulnerabilities (DC 25) [CL 21st] 3rd–displacement, gaseous form, lightning bolt (DC 21), nondetection, protection from energy, unluck (DC 24) [CL 21st], wind wall 2nd–cat’s grace, discern shapechanger [CL 21st], glitterdust (DC 20), gust of wind (DC 20), mirror image, protection from arrows, whispering wind 1st–erase, expeditious retreat, feather fall, identify [CL 21st], magic missile x2, shield 0–arcane mark, light, mage hand, message, read magic [CL 21st] Cleric Spell Prepared (CL 18th; 1d20+22 to overcome SR) 10th–quickened heal 9th–energy drain (DC 26), foresight {D}[CL 19th] , miracle 8th–discern location {D}, earthquake, fire storm (DC 25), shield of law (DC 25) 7th–heightened daylight, destruction (DC 24), dictum (DC 24), repulsion (DC 24), vision {D}[CL 19th] 6th–animate objects, blade barrier, find the path [CL 19th], geas/quest {D}, heroes’ feast, extended spel l resistance 5th–break enchantment, dispel chaos (DC 22), flame strike, greater command (DC 22), mark of justice {D}, raise dead 4th–death ward, dismissal, divination {D}[CL 19th] , freedom of movement, greater magic weapon, neutralize poison, restoration 3rd–clairaudience/clairvoyance {D}[CL 19th], create food and water, magic circle against chaos, prayer, remove blindness/deafness, remove curse, remove disease, searing light (+12 ranged touch), speak with dead (DC 20) 2nd–aid, augury {D}[CL 19th], calm emotions (DC 19), enthrall (DC 19), find traps [CL 19th], make whole, status [CL 19th], zone of truth (DC 19) 1st–bless, detect chaos [CL 19th], detect secret doors {D}[CL 19th], detect undead [CL 19th], divine favor, magic stone, omen of peril, sanctuary (DC 18) 0–create water, detect poison, guidance, mending, purify food and drink, virtue D Domain Spell. Domains: Fate, Knowledge Psion Powers Known (ML 1st; power points 2) 1st–precognition * Already cast ------------------------------------------------------------ Abilities Str 5, Dex 10, Con 11, Int 27, Wis 25, Cha 14 SQ enhanced awareness Feats Enlarge Spell, Extend Spell, Improved Toughness, Insightful Divination, Greater Spell Focus (divination), Greater Spell Penetration, Heighten Spell, Hidden Talent, Improved Spell Capacity, Persistent Spell, Quicken Spell, Scribe Scroll {B}, Spell Focus (divination), Spell Penetration Skills Concentration +31, Craft (alchemy) +18, Decipher Script +18, Diplomacy +12, Heal +15, Knowledge (arcana) +39, Knowledge (history) +18, Knowledge (religion) +39, Knowledge (the planes) +18, Listen +7, Search +18, Sense Motive +17, Spellcraft +43, Spot +17, Survival +7 (+9 on other planes) Possessions combat gear as well masterwork silver dagger, bracers of armor +8, candle of invocation (LN), crystal ball with telepathy, headband of intellect and wisdom +6, ring of protection +5, robe of eyes, vest of resistance +5, silver holy symbol. 2,800 gp in gems, jewelry, and coins. Spellbook spells prepared plus the Farseer knows most of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Spell Compendium. He knows all divination spells from the Player’s Handbook. ------------------------------------------------------------ Hook “What do you wish to see?” Description Unknown Note The Farseer has the bonuses and penalties associated with old age. The Farseer had the following statistics before aging, HD ability score increases, and equipment bonuses: Str 8, Dex 13, Con 10, Int 15, Wis 14, Cha 12. ------------------------------------------------------------ Divine Counterspell Three times per day, the Farseer can counter a spell as a supernatural ability. This ability functions as dispel magic, but uses his cleric level rather than his caster level, with a +4 synergy bonus from Knowledge (arcana) (total bonus of +12). Enhanced Awareness The Farseer has Sense Motive on his list of wizard class skils. When he casts identify, it takes only 10 minutes, rather than the standard casting time of 1 hour. When the Farseer casts arcane eye, the sensor travels 20 feet per round (rather than 10) while studying surroundings. The Farseer adds 1 to the saving throw DCs of his divination spells; this improvement stacks with his Greater Spell Focus (divination) feat. To gain this alternative class feature, the Farseer gave up the ability to summon a familiar. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Complete Mage (3.5E), Epic Level Handbook (3E), Expanded Psionics Handbook (3.5E), Unearthed Arcana (3.5E), and Spell Compendium (3.5E). |
| Phelf_Der_Zemit10-22-07, 10:57 PM | Bare with me, for this is my first posted, and replicated NPC. *Crosses Fingers* Drasek Riven: Male Human (Chosen of Mask) Fighter 8/ Rogue 6/ Divine Champion of Mask 4; CR 18; Med-Size Humanoid; HD 8d10+6d6+4d10+18; hp 116; +9; Spd 30ft; AC; 21, touch 16, flat-footed 16, Base Attack +16; Grp +13; Full Atk +17/+12/+7/+5 (1d8+6/ 17-20x2, +3 Saber of Speed) & +17 (1d8+5/ 17-20x2, +3 Defending Human Bane Saber) or +18/+13/+8/+6 (1d4+2 19-20/x2, +1 Distance Dagger); SA Sneak Attack +3d6; Evasion, Uncanny Dodge, Trapfinding, Trap Sense +2, Lay on Hands, Sacred Defense, Smite Infidel; AL NE; SV Fort +13, Ref +16, Will +6; Str 12, Dex 21, Con 13, Int 11, Wis 10, Cha 15. Skills and Feats: Balance +10, Climb +14, Disable Device +5, Disguise +9, Escape Artist +13, Hide +19, Intimidate +15, Jump +5, Move Silently +24, Ride +8, Sleight of Hand +10; Combat Reflexes, Weapon Focus (Saber), Weapon Specialization (Saber), Two-Weapon Fighting, Two-Weapon Defense, Stealthy, Spring Attack, Dark Speech, Dodge, Improved Critical (Saber), Quick Draw, Improved Initiative; Gnome, Common. Possessions: +3 Speed Saber, +3 Human Bane Defending Saber, +1 Distance Dagger, +1 Shadow Studded Leather Armor, Amulet of Natural Armor +2 [Doubles as Holy Symbol (Mask)], Cloak of Resistance +2, Disguise kit, Boots of Elvenkind, Bedroll, Ring of Teleporation (as boots of teleportation). Chosen of Mask Abilities: (this is what I've gathered so far) Resistance to Scrying: If Drasek is trying to be scryed/divined apon, he recieves a +6 bonus to resist it. I'd post a discription of the Dark Speech feat, but I dont have it, if anybody would like to PM me with it ill post it as well. Also dont be afraid to critique my shaky grasp of this char. |
| dfemling11-16-07, 09:39 PM | Good day green gaint, would like to know if you have any info and would be interested in doing a stat write up for Dhamir Ercals (CE male human Clr 16 of Cyric). He is the Co-leader to The Pereghost in darkhold. Thank you for any reply. Drew |
| Zireael11-19-07, 02:38 AM | The Ubbergeek, there was a thread about BG NPCs somewhere around there... I won't repost everything here. |
| betrayor12-04-07, 07:45 AM | Do you think it would be okay if i post the stats of the companions from the NW2 game? |
| betrayor12-04-07, 07:25 PM | So i think it is okay to post stats for the companion NPCs from NW2 game. They would be at their higher level possible within the game and also because in the game they gain maximum hit point per level i shall post them likewise. SO: Kipp CR 3 Male Human Rogue 3 CN Medium Humanoid (human) Init +3 Senses Listen +5 Spot +5 Languages common ------------------------------------------------------------ AC 17 touch 13 flat-footed 14 (+4 armor) HP 21 (3 HD) Fort +2 Ref +6 Will +0 ------------------------------------------------------------ Speed 30 Feet (6 squares) Melee masterwork short sword +6 (1d6-1) Ranged masterwork shortbow +6(1d8) Base attack +2 Grapple +1 Combat Gear Mithral shirt,Elixir of hiding Elixir of sneaking. ------------------------------------------------------------ Abilities Str 8 Dex 17 Con 12 Int 13 Wis 8 Cha 9 Feats Dodge,Toughness,Weapon Finesse Skills listen +5 , open lock +9, hide +9 ,spot +5 , tumble +9, disable device +7,move silently +9, sleight of hand +9,use magic device +5,search +7 Possesions As combat gear +300 gp ------------------------------------------------------------ Hook: Let's open this chest. ------------------------------------------------------------ Sources: Players handbook,Players handbook 2,Neverwinter Nights 2. |
| Lord Teclis Malahandyr12-24-07, 06:13 AM | Has any one stated the Last Mythal series yet? If not what kinda of levels do you think they are (at the end of the last book). Also has anyone tried stating the Pale Queen? I was think something like..... Fflar Starbrow elven male Ftr22 Seiveril Miritar elven male Clr15/Div3 CR18 Jorildyn half elven male Wiz16 CR16 Donnor Kerth human male Clr11/Ftr4 CR15 Maresa air genesi female (unsure) Rog8/Ftr4 CR13 Jorin elven male Rgr13 CR13 Nesterin star elven male unsure Ilsevele Miritar elven female Ftr5/Sor4/SpellA4 CR13 Araevin sun elven male Wiz23* no elven high mage class as can cast high magic without that class The Pale Queen some form of Vampire with spell casting of a 20th+ necromancer |
| LordMortanius12-25-07, 02:36 AM | Have Sigil Fernel (LE M Human Nec 20) and Phthta Thak (CE F Human Nec 24) been statted yet? Both are from Elminster's Ecologies Appendix 1. |
| Dankan01-08-08, 01:42 AM | What about the characters in the Blackstaff novel: Tsarra, or whatever her name was?(I would guess 6-8Sor/2Rgr/2-4Arc Archer) Raegar Stoneblade (Rogue lvl?) The Frostrune(Wiz lvl 20 at least) And this new Chosen half elf chick(i think)?Any info about her? |
| Green Giant01-09-08, 10:48 PM | Took me awhile but here's Iakhovas. I'm unsure if I got the CR right. Background and Goals to Iakhovas can be found in the Threat from the Sea novels trilogy. Link to Nawidnehr (http://www.enworld.org/showpost.php?p=2649221&postcount=98). Enjoy. :) IAKHOVAS CR 22 CE Gargantuan Outsider (Aquatic, Native, Shapechanger) Init +10; Senses blindsense, blindsight 500 ft., darkvision 60 ft., keen scent, low-light vision, true seeing; Listen +27, Spot +27 Languages Abyssal, Aquan, Celestial, Infernal, telepathy 1,000 ft., tongues ------------------------------------------------------------ AC 36, touch 17, flat-footed 30 (+6 Dex, -4 size, +5 deflection, +19 natural) hp 600 (30 HD); regeneration 10; DR 15/pearlsteel, good, and magic Immune anathematic secrecy (malefic property), elder evil immunities, sonic Resist cold 20, fire 20; SR 33 Fort +25, Ref +25, Will +20 ------------------------------------------------------------ Speed swim 80 ft. (16 squares); Rapid Swimming, Swim-By Attack Melee bite +45 (5d4+29 plus bleeding wounds) Space 20 ft.; Reach 15 ft. Base Atk +30; Grp +61 Atk Options Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Power Attack, magic strike, roar Special Actions bleeding wounds, discord and woe, song, summon abyssal depths Sorcerer Spells Known (CL 15th; 1d20+17 to overcome SR): 7th (5/day)–greater arcane sight, limited wish (DC 25) 6th (7/day)–disintegrate (+32 ranged touch, DC 24), flesh to stone (DC 24), veil (DC 24) 5th (7/day)–dominate person (DC 23), persistent image (DC 23), telekinesis (DC 23), teleport 4th (8/day)–dimension door, enervation (+32 ranged touch), mirage arcana (DC 22), shout (DC 22) 3rd (8/day)–fireball (DC 21), fly, invisibility sphere, lightning bolt (DC 21), shrink item 2nd (8/day)–gust of wind (DC 20), knock, levitate, Melf’s acid arrow (+32 ranged touch), web (DC 20) 1st (8/day)–disguise self, Laeral’s cutting hand [SC], protection from good, ray of flame (+32 ranged touch) [SC], Tenser’s floating disk 0 (6/day)–amanuensis, detect magic, detect poison, light, mage hand, mending, message, open/close, read magic, stick ------------------------------------------------------------ Abilities Str 38, Dex 22, Con 30, Int 20, Wis 20, Cha 27 SQ amphibious, nondetection, sign (invasion), shark empathy, tattoos Feats Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Exotic Weapon Proficiency (bastard sword), Improved Initiative{B}, Iron Will, Leadership, Multiattack{B}, Power Attack, Rapid Swimming{B}, Spell Penetration, Swim-By Attack Skills Bluff +36, Concentration +25, Diplomacy +15, Disguise +26 (+30 acting), Hide +26, Intimidate +35, Knowledge (arcana) +20, Listen +27, Move Silently +26, Profession (sailor) +20, Spellcraft +22, Spot +27, Swim +29 Possessions Sharkstooth (+5 keen bastard sword of wounding), circlet of persuasion, ring of regeneration, cloak of weaponry ------------------------------------------------------------ Description In its natural form, Iakhovas appears as a ninety-foot great white shark. Its scars and tattoos appearing around its golden eye. Its favorite humanoid form, is that of a male human standing over seven feet tall, thickchested, and wide shoulders. Black hair spilling over its shoulders, framing a face that would have been handsome if not for the ancient scarring that twisted its features. He wears a short beard and mustache. A black eye patch covering the empty socket that gleamed with golden light. Dressed in black breeches and a dark green shirt with its flowing magical black cloak hung over its shoulders. Note Some of Iakhovas’ abilities are tied to his magic items. Without the ring he loses his regeneration ability, his circlet of persuasion (effects already added to skills) is tied to his summon abyssal depths, and his cloak grants him the Rapid Swimming feat. ------------------------------------------------------------ Anathematic Secrecy (Su) Iakhovas is immune to all divine divination spell effects. Change Shape (Su) Iakhovas' natural form is that of a gargantuan dire shark, but it can assume two other forms as a standard action: any humanoid, monstrous humanoid, or giant of Gargantuan or smaller size or a hybrid combining the features of a shark and one of its other forms. In shark form, Iakhovas cannot use its song ability. In its other forms, Iakhovas cannot use its bite attack, roar, or swallow whole ability. In hybrid form, Iakhovas’ swim speed is reduced to match its much faster land speed, and it gains two claw attacks (or can use its claws to wield weapons, if it prefers). This form otherwise resembles the wereshark form with damage from bite and claws modified by size. (Lost Empires of Faerun) Iakhovas remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but Iakhovas reverts to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in any other form except shark form. *When using its change shape ability, Iakhovas gains a +10 circumstance bonus on Disguise checks. Bleeding Wounds (Ex) A wound from Iakhovas’ bite attack in natural or hybrid form continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple bite wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on). Blindsense (Ex) Iakhovas can locate creatures underwater within a 30-foot radius. This ability works only when it is underwater. Improved Grab (Ex) To use this ability, Iakhovas must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom or can try to swallow the foe the following round. Discord and Woe (Su) Each round as a standard action, Iakhovas can force a creature within 100 miles to attempt a DC 33 Will save. An affected creature enters a barbarian rage, attacking the closest creature and taking 1 point of vile damage per round until it is killed or the effect ends. The creature can attempt a new Will save each round to escape the effect. This property does not come into effect until Iakhovas has recovered and placed his missing eye back into its place (when its overwhelming invasion sign manifests). Keen Scent (Ex) Iakhovas can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile. Nondetection (Su) As the nondetection spell; continuous; caster level 20th. Regeneration (Ex) Iakhovas takes lethal damage from good-aligned attacks and spells and effects with the good descriptor. Roar (Su) Iakhovas in its natural form can loose a thunderous roar every 1d4 rounds. All creatures except nawidnehrs within a 50-foot cone must succeed on a DC 35 Fortitude save or be stunned for 2d4 rounds. This is a sonic effect. The save DC is Constitution-based. Shark Empathy (Ex) In any form, Iakhovas can communicate and empathize with normal or dire sharks. This gives him a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack." Song (Su) Iakhovas in humanoid, monstrous humanoid, giant, or hybrid form can sing a haunting song. All creatures except nawidnehrs within 50 feet must succeed on a DC 32 Will save or be cowering for 1d4+4 rounds. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based. Summon Abyssal Depths (Su) Iakhovas can summon creatures with the aquatic subtype up to three times per day as a standard action. Although the kind of creature can vary, each use of this ability can summon no more than three creatures that have a total of 30 HD or lower. The creatures arrive immediately and serve Iakhovas until slain. Swallow Whole (Ex) Iakhovas can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+19 points of bludgeoning damage plus 1d8+4 points of acid damage per round from it’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to it’s digestive tract (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Iakhovas’ gullet can hold 2 Huge, 8 Large, 32 Medium or Small, 128 Tiny, 512 Diminutive, or 2,048 Fine or smaller opponents. Tattoos (Su) Iakhovas’ runic tattoos provide him with a +5 deflection bonus to AC and a +5 resistance bonus to saves Tongues (Su) As the tongues spell; continuous; caster level 20th. True Seeing (Su) As the true seeing spell, continuous; caster level 20th. Skills Iakhovas has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. ------------------------------------------------------------ Sources Threat from the Sea novels trilogy, PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Elder Evils (3.5E), Stormwrack (3.5E), Arms and Equipment Guide (3E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E) Sign: Invasion The seas erupt with waves of hostile aquatic creatures. At first these invasions consists of normal animals with the aquatic subtype but as the invasion grows, monstrous creatures such as aboleths, krakens, and sahuagin become more common. Faint: The check frequency is once a week. The Encounter Level of the invasion should be 2 lower than the average party level. Moderate: As faint, but the check increases to once a day. Strong: The check frequency increases to once every 1d4 hours. The EL should be equal to the average party level. Overwhelming: The check frequency increases to once every hour, and the chance of encountering wandering monsters increases to 20%. The EL should be equal to the average party level +2. Tarjana (Fisherhawk on Wing): Galley; Colossal vehicle; Seaworthiness +0; Shiphandling +0; Speed wind x 15 ft. or oars 20 ft. (poor); Overall AC –3; Hull sections 78 (sink 19 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 2; Rigging 60 hp (hardness 0), AC 1; Ram 6d6; Space 130 ft. by 20 ft.; Height 15 ft. (draft 15 ft.); Complement 300; Watch 10 plus 160 rowers; Cargo 150 tons (Speed wind x 10 ft. or oars 15 ft. if 75 tons or more); Cost 201,800 gp. Equipment: 9 ballistae, ramming prow, earth-keel, masterwork controls, ship has the submersing augmentation (Stronghold Builder’s Guidebook). |
| Crazygx3401-10-08, 02:51 AM | Thank you for this tread. Great one.;) But if I can suggest something. If you could edit your first tread to put in wich page we can find the restated npc on this tread. Example I want to check Ryld Argild stat but I really don't know if it have be post somehere and I really don't have the time to search all them. I don't own the nu.320 of dragon. Yes I will buy it if I can but I own the mini of him and I want to see if someone post it here. It just an exemple I think it could help for looking at the npc already post. Thanks:) Sorry for my english! |
| Kossles01-11-08, 11:26 AM | Great stuff Green Giant and brilliant to have you back on this thread! Could you possibly have a stab at the sharn in the recent module of Anauroch: Empire of Shade. It was made up of three entities, the seer Augathra the Mad, the phaerimm Xeris and the Myth Drannan wizard Shar Cormrael. Also what the spell for turning into a sharn would possibly be? Thanks for any help!! |
| cheyne_daak01-12-08, 12:45 PM | Also what the spell for turning into a sharn would possibly be? Something like this should work : Fhaor’Akh’Tel’Quess: Fhaorn’Quessir (Lost) Conjuration (creation) Spellcraft DC: 50 Components: V, S, XP Casting Time: 10 days Range: 300 ft. Target: three humanoids, monstrous humanoid, magical beast, giant, dragon or fey Effect: Transforms targets into a sharn Duration: Permanent Saving Throw: None Spell Resistance: No Development: 450,000 gp; 9 days; 18,000 XP. Seeds: transform (DC 21). Factors: assume all sharn extraordinary and supernatural abilities (+60 DC), gain sharn’s spell casting characteristics (ad. hoc. +100 DC), change creature type to aberration (+10 DC), gain sharn’s mental abilities (+25 DC). Mitigating Factors: increase casting time by 9 minutes (-18 DC), increase casting time to 10 days (-20 DC), two additional casters contribute epic spell slots (-38 DC), the three targets donate 3,000 XP each (-90 DC). This lost version of the Fhaor’Akh’Tel’Quess ritual transforms a three willing being into a sharn, with all of the abilities and features this entails including a sharn’s attributes (regardless of the caster’s original scores). The sharn casts spells as a 6th level sorcerer and a 6th level favored soul. The three creatures lose all of their class levels and abilities and are transformed into a sharn with four aberration hit dice. The sharn may advance in class levels (or racial HD) and keep all knowledge about the three targets former life. The three transformed creatures must be willing to undergo the ritual. This ritual requires three elven high mages to cast and does not require any of them be attuned to the weave. It is based on an epic spell done by Longarm for the Elven Netbook |
| cheyne_daak01-12-08, 01:14 PM | Could you possibly have a stab at the sharn in the recent module of Anauroch: Empire of Shade. It was made up of three entities, the seer Augathra the Mad, the phaerimm Xeris and the Myth Drannan wizard Shar Cormrael. Thanks for any help!! If you want a sharn, I use this one in an homebrew campaign of mine : A’Usteer CR 26 Male 12 HD Sharn Mystic theurge 10 CN Huge Aberration Init +4 Senses darkvision 60ft., ring of X-ray; Listen +20, Spot +20 Langages Common, Draconic, Dwarven, Elven, Sylvan, Seldruin ------------------------------------------------------------- AC 40, touch 32, flat-footed 36 (-2 size, +4 Dex, +8 natural, +20 armor) Miss Chance 40% (attacks of opportunity emanating from hex portals only) hp 299 (22HD); regeneration 2; DR 10/cold iron and lawful Immune mind-affecting spells and abilities; inviolate form; freedom of movement Resist evasion; SR 28 Fort +17, Ref +11, Will +25 ------------------------------------------------------------- Speed 15 ft. (3 squares), fly 60ft (perfect) Melee 9 claws +20 each (1d8+8) and 3 bites +18 each (3d6+4) Space 15 ft. ; Reach 10 ft. (5 ft. through a hex portal) Base Atk +14; Grp +30 Atk Options independent actions, weapons Special Actions hex portals Favored Soul Spells Known (CL 20th): Epic (3/day) – Fhaor’Akh’Tel’Quess (Fhaorn’Quessir), Ahrinaesuol, Contingent resurrection* 9th (8/day) – miracle, summon monster IX 8th (8/day) – planar ally greater, spell immunity greater 7th (9/day) – holy word 6th (9/day) – heal 5th (9/day) – 4th (9/day) – 3rd (10/day) – 2nd (10/day) – 1st (10/day) – 0 (6/day) – Spell Save DC 27 + spell lvl. Sorcerer Spells Known (CL 20th): Epic (3/day) – Superb dispelling, U’Aestar’Kess, Soul Scry, Epic mage armor* 9th (8/day) – time stop, gate, foresight 8th (8/day) – moment of prescience, discern location 7th (9/day) – ruby ray of reversal, antimagic ray 6th (9/day) – disintegrate, greater dispel magic, chain lightning 5th (9/day) – telekinesis, teleport, wall of force 4th (9/day) – 3rd (10/day) – 2nd (10/day) – 1st (10/day) – 0 (6/day) – Spell Save DC 28 + spell lvl. ------------------------------------------------------------- Abilities Str 26, Dex 18, Con 31, Int 33, Wis 30, Cha 44 SQ archetypal shape, incorporate consciousness, inviolate form Feats AlternessB, Combat Reflexes, MultiattackB, Multiweapon FightingB, Education (history), Scribe ScrollB, Forge RingB, Craft Wondrous ItemB, Spell Focus (divination), Insightful Divination, Empower Spell, Rapid Metamagic, Quicken Spell Epic Feats Epic Spellcasting Skills Bluff +32, Concentration +35, Decipher script +36, Diplomacy +36, Intimidate +25, Knowledge (arcana) +36, Knowledge (geography) +21, Knowledge (history) +38, Knowledge (religion) +36, Knowledge (the planes) +27, Listen +20, Sense Motive +35, Spellcraft +70 (+76 for casting epic spells), Spot +20 Skills Trick False Theurgy, Swift Concentration Possessions Ioun Stones: deep green sphere (+4 Con), Incandescent blue sphere (+4 Wis), pink and green spiral (+8 Cha), cerulean rhomboid (ring of freedom of movement), pale orange star (ring of telekinesis), deep blue prism (ring of X-ray) Note +5 inherent bonus to intelligence, charisma and +3 to constitution, Quess’Ar’Theranthvar studying bonus (+30 on spellcraft checks, +1 save DC for arcane spells, magical items construction cost reduce to 75% of their value) *Already cast Advancement by character class ------------------------------------------------------------- Hook "Divided psyche mean divided objectives. However and above all, pursue of historical knowledge stays mine.'' Description ------------------------------------------------------------- Archetypal Shape (Ex) No other creatures can assume the form of a sharn by means of polymorph abilities Hex Portals (Su) As a full-round action, a sharn can form one to three miniatures portals -ethereal windows- anywhere within 20 feet of its body, each portal coalescing out of a swirl of purple motes. Incorporate Consciousness (Su) A sharn can grow by incorporating the body and consciousness of a being into its form. Independent Action (Ex) A Sharn’s three separate actions and a move action, or a full round action and a move action, or a full-round action and a separate standard action, each round. It can thus cast two separate spells in a round, through the two spells must come from the lists of different classes due to the peculiar structure of a sharn’s mental processes. Inviolate Form (Ex) A sharn is immune to spells and effects that would significantly change its bodily form or composition, including polymorph, petrifaction or gaseous form. Regeneration (Ex) A sharn takes normal damage from lawful and cold iron weapons, and from spells or effects that have the lawful description. Spells Sharns can use their sorcerer or favored soul spells as if they were spell-like abilities, so they require no verbal, somatic or material components. Weapons (Ex) A sharn is considered one size category smaller for the purpose of what size weapons it can wield. Feats Because of its independent action ability and 18 Dexterity, a sharn’s Combat Reflexe feat allow it to make twelve additional attacks of opportunity, but no more than three attacks of opportunity with any given attack. It's not totaly finished but I hope it can help you... |
| Dankan01-14-08, 01:52 AM | Where can i find the statistics of the sharn in 3.5?Also did u not make him a little overpowered:confused: ?If u just putted him 10 lvls in mystic theurge then he shouldn't be able to cast epic spells |
| cheyne_daak01-14-08, 03:51 AM | Where can i find the statistics of the sharn in 3.5?Also did u not make him a little overpowered:confused: ?If u just putted him 10 lvls in mystic theurge then he shouldn't be able to cast epic spells 3.5 statistics of the sharns can be find in Anauroch. And he is not overpowered: a 12HD sharn casts spells as a 10th level sorcerer and 10th level favored soul. |
| Kossles01-14-08, 03:59 AM | Thanks very much for your help cheyne_daak, it is very appreciated and the spell is great, I really liked your sharn stats too. I do still need the stats for the sharn that was made up of Augathra the Mad, the phaerimm Xeris and the Myth Drannan wizard Shar Cormrael if anyone at all can help me?!? |
| LordMortanius01-15-08, 01:44 AM | The Frostrune(Wiz lvl 20 at least) Priamon 'Frostrune' Rakesk is a Wizard 23/Archmage 4. |
| Dankan01-15-08, 06:49 AM | Priamon 'Frostrune' Rakesk is a Wizard 23/Archmage 4. Where did u find that? |
| cheyne_daak01-15-08, 08:57 AM | Priamon 'Frostrune' Rakesk is a Wizard 23/Archmage 4. Where did u find that? In Lord of Darkness, I think. There is a whole chapter on the Twisted Rune. |
| zakman01-16-08, 12:26 PM | Has anyone yet tried to do Pherix Traeleth from the class chronicles (http://www.wizards.com/default.asp?x=dnd/frcc/20070328) ? That would be great :) Thanks in advance |
| EytanBernstein01-19-08, 04:15 AM | Has anyone yet tried to do Pherix Traeleth from the class chronicles (http://www.wizards.com/default.asp?x=dnd/frcc/20070328) ? That would be great :) Thanks in advance Indeed I have, but I have plans for him that will likely be affected by the 4e version of the warlock. |
| zakman01-19-08, 11:42 AM | Ah, I see. It's good to hear that he will be present in 4e. Otherwise it would have been quite a short appearance :) |
| Iliyan01-21-08, 04:15 AM | Wow, this is amazing, Godsent! I have a request tho, Phaerun Mizzrim ( one of the houses of menzoberanzan, from the War of the Spider Queen) He hasnt been stated anywhere i could see, and i'd like to request it, if possible, ty in advance! |
| drakan201-21-08, 10:16 PM | Dose any one have a copy of Gromph Banere's stats as I wish to use him in one of my new games I have planed:D . |
| sir_mullich01-28-08, 03:32 PM | Wow, this is amazing, Godsent! I have a request tho, Phaerun Mizzrim ( one of the houses of menzoberanzan, from the War of the Spider Queen) He hasnt been stated anywhere i could see, and i'd like to request it, if possible, ty in advance! his stats (and Gromph's as well) are in dragon magazine #302 ;) |
| Iliyan01-30-08, 04:31 AM | yep, found them in dragon magazines, ty One other thing im wondering about is Evard the Black( the suppoed creator of Evard's Black tentacles) He is supposed to be a conjurer from what i can tell, but im interested in his history more then anything, since im just about clueless about him, and am looking to find out more, anyone got any info on him? |
| Phelf_Der_Zemit02-01-08, 05:00 PM | Were is he at? And I'm not sure if he is even Forgotten Realms specific. |
| Iliyan02-04-08, 06:01 AM | Never mind, i found some ppl already trying to stat him out |
| Iliyan02-06-08, 05:57 AM | Edit: deleted |
| Thanael02-06-08, 01:48 PM | Evard is from Greyhawk, iirc he was statted as a critical threat in Dungeon sometime. Yep, Dungeon#107 (February 2004) has him: Evard: Debased Information Broker (by Erik Mona, CR16 Conjuror 16) Evard of Black Tentacles infamy, an information-monger worthy to be Robilar's peer! In addition to the NPC, we're also treated to his nasty divinatory spell, Evard's All Seeing Worm. |
| Iliyan02-08-08, 12:24 PM | Ok, so this request might be a bit big, but here goes... I'm interested in the Council of Evermeet, which is composed of the following people: -Queen Amlaruil Moonflower-The Sad Queen, the current ruler of Evermeet, a Moon Elf, she is the Chosen of the whole Seldarine pantheon and is over 900 years old... posesses Tahlshara and the Chalice of Labelas, two of the three Great Treasures of Evermeet(female) -Lord Seiveril Miritar-Lord of Elion, over 400 years old, Sun Elf(male) -High Admiral Emardin Elsydar-Sun Elf(male) -Scribe Zaltarish-???( supposedly old)(male) -Princess Jerreda Starcloak-representative of the Wood Elves in the council, Wood Elf(female) -Selsharra Durothil-Sun Elf, matron of the Durothil Clan(female) -Grand Mage Breithel Olithir-grand mage of the tower of the sun...???(male) -High Marshal Keryth Blackhelm-Moon Elf, High Marshal of evermeet(male) -Speaker Meraera Silden-Moon Elf, speaker of Leuthilspar(female) -Governor Ammisyll VeldannSun elf, governor of Nimlith(female) well, thats about all the info i have, any mroe would be appreciated... stats, from what i can tell are nonexistent |
| Lord Karsus02-13-08, 10:25 AM | I'm interested in the Council of Evermeet, which is composed of the following people: -Queen Amlaruil Moonflower-The Sad Queen, the current ruler of Evermeet, a Moon Elf, she is the Chosen of the whole Seldarine pantheon and is over 900 years old... posesses Tahlshara and the Chalice of Labelas, two of the three Great Treasures of Evermeet(female) -Stats for Queen Amlauril can be found in the NPC section of Elves of Faerûn. |
| Iliyan02-14-08, 07:22 AM | very nice! that whole section for elves is amazing, but i still need more of the npc's |
| TheDarkPrince02-22-08, 06:27 PM | I was wondering if I could commision (without pay, lol) someone to stat out Valas Hune of the War of the Spider Queen series. I know he was in Dragon, but I don't have access to it, and I was wondering if anyone could post a similar version, or maybe give me an idea as to what classes/levels in each, he has. If Green Giant doesn't want the thread to be cluttered with responses, a PM would work just fine. Thanks so much! P.S. Any stats on his magic items would be very helpful as well. P.P.S If anyone has versions of him that differ from those posted in Dragon, I would like them as well! Including home brew classes (as long as a link is posted to the class). Thanks, Cheers! :D |
| Thanael02-26-08, 03:06 AM | Unfortunately it's forbidden on these boards. |
| Ztyx02-26-08, 12:04 PM | So my recommendation would be: http://paizo.com/store/byCompany/p/paizoPublishingLLC/dragon Enjoy ;) |
| Dankan02-28-08, 04:02 PM | Has anyone tried to stat any of the 13 Princes of Shade?I'm thinking of using some of them in an adventure and i would like to see them fully stated not only in LOD |
| TheDarkPrince03-11-08, 12:49 AM | Wait....why is it illegal to post your own versions of him? Or homebrew versions of magic items like his? P.S. I'm just curious, I'm not trying to fight it or anything. Thanks, Cheers! :D |
| Thanael03-13-08, 07:22 AM | That would really interest me too. |
| Jiggawha03-15-08, 11:27 AM | it's not illegal, post freely |
| Ztyx03-15-08, 06:18 PM | Yeah, what is illegal (on the forums, not at home) is to stat up a character that has only appeared in the books. If someone official and sanctioned has statted them up somehow (even if only by mention of level or class) then they are fair game. However there was something about not fighting the official line - if they had been given a full statblock already, then they should not be statted here, in this thread. |
| DrakulDraequel04-10-08, 08:51 PM | Yeah, what is illegal (on the forums, not at home) is to stat up a character that has only appeared in the books. If someone official and sanctioned has statted them up somehow (even if only by mention of level or class) then they are fair game. However there was something about not fighting the official line - if they had been given a full statblock already, then they should not be statted here, in this thread. So, a member can't stat their favorite character as a Fan Fic?? I don't see anything illegal in that. |
| Green Giant04-11-08, 08:03 AM | So, a member can't stat their favorite character as a Fan Fic?? I don't see anything illegal in that. When I created this new thread, the novels forum had just been taken down and discussions of novels and the characters who appeared on them were restricted. But I believe some of those restrictions are loosening up although I'm not truly sure. As for the official stats restriction on this thread, I didn't want to list 50+ versions of Drizzt or other such popular NPC in the Table of Contents on page 1. |
| DrakulDraequel04-11-08, 11:34 AM | I was talkin about others that wanted to post their own version of their fave characters. Probably have them posted on a different thread and have it titled Fan Fic Characters. That is what I was gettin at. |
| Ztyx04-11-08, 01:28 PM | I was talkin about others that wanted to post their own version of their fave characters. Probably have them posted on a different thread and have it titled Fan Fic Characters. That is what I was gettin at. That is quite accepted. Just make sure to create a separate thread for Drizzt :D |
| DrakulDraequel04-11-08, 01:41 PM | A complete thread for Fan Fic Characters: The Drizzt Section?? Oh, the humanity. LOL. There would be 20,000 posts within the first week alone on that thread. |
| MysticalNyte04-13-08, 07:16 PM | Someone mentioned this before but didn't get an answer, I would like to see some stats on Taegan Nightwind from the Rage of Dragons series. I have searched the boards and online without hardly any success. This is what I found on here so far: Sor3/Ftr4/BldS7/Dsly1. Any help would be appreciated. Many thanks in advance. |
| samuraixsithlord05-02-08, 01:39 AM | Someone mentioned this before but didn't get an answer, I would like to see some stats on Taegan Nightwind from the Rage of Dragons series. I have searched the boards and online without hardly any success. This is what I found on here so far: Sor3/Ftr4/BldS7/Dsly1. Any help would be appreciated. Many thanks in advance. change Sor3 to Wiz3 (Taegan uses a spellbook) and you've just about got it |
| samuraixsithlord05-02-08, 01:45 AM | great job on the Iakhovas stats Greengiant. the Elder Evil template works great. I finally got the Elder Evils sourcebook and i thought that it would be perfect for stating out the Ghezneths from the Cormyr saga. It'd be awesome if you could throw something together |
| betrayor05-05-08, 06:14 PM | Great thread it is been very helpful so far. We are playing in Neverwinter and i am wondering if i could have some help with some Npcs. I saw that Nasher was allready stated. The ones i am asking about are 1)Ophala Cheldarstorn half-elf the owner of the moonstone mask , she is described in several 2.0 books as a 14 level magic user and that she is a member of the many-starred cloak. 2)The high-priest of tyr in Neverwinter Oleff Uskar who is statted in 2.0 books as a 10 level priest of Tyr. I ask for help because i have not the faintest idea of how to convert an 2.0 to third edition. |
| capnvan05-15-08, 07:17 AM | :bump: |
| Thanael05-16-08, 05:42 AM | I ask for help because i have not the faintest idea of how to convert an 2.0 to third edition. It's not that hard if you do know the 3E rules. My advice: just re-build the NPC from the ground up and look for some inspiration in the official 2e->3E Conversion booklet. (http://www.wizards.com/dnd/files/conversionbook.zip) The only real problem is converting 2E multiclass characters faithfully. |
| shelbydapimp07-18-08, 12:41 PM | TTT For this thread also |
| MerrikCale08-06-08, 12:18 PM | should this be moved? |
| Quale_08-06-08, 12:49 PM | isn't this for the archives |
| MerrikCale08-06-08, 01:09 PM | isn't this for the archives I was thinkin' of putting it in the Running the Realms section |
| Lord Karsus08-06-08, 03:14 PM | -Yeah. Sure. There's a back up, since things I asked moved days ago haven't, but when things get moving, I'll have this one sent away there. |
| 18DELTA08-06-08, 03:32 PM | -I put this Thread in my Handy Links Thread. It is in the 3.5 Legacy Section. 18DELTA |
| MerrikCale08-06-08, 04:18 PM | -I put this Thread in my Handy Links Thread. It is in the 3.5 Legacy Section. 18DELTA the good old days |
| darth_skald08-31-08, 10:12 AM | :bump: |
| Lord Karsus08-31-08, 11:44 PM | -Weird, this thread escaped my grasp. Well, I'll have it moved now. |