Cattie Brie(sp?) and Regis Stats [Archive] - Wizards Community

Post/Author/DateTimePost
theHermit

12-03-04, 09:14 PM
Anyone know the statistics (or a good approx.) of these two? Two NPC's from Forgotten Realms... Need 'em for tonights game, and I can't seem to find them in any of the books I've got.

Thanks in advance for any help.

-Philip
Magnus029

12-03-04, 09:45 PM
Did you search through here? (http://boards1.wizards.com/showthread.php?t=142994&highlight=catta+brie+stats)

Funny thing that link, it takes you to the Forgotten Realms board to like people and places section or something.
Draco Strang

12-03-04, 09:53 PM
If you go to the actual WotC site, and hit the search option, and type in something like "Regis NPC stats" or "Catti-brie NPC stats" you get actual, statted versions of them for 3.0. Hell, it might be 3.5....i forget.
Aeromus

12-03-04, 11:19 PM
Catti-brie: Female human fighter 7; CR 7; Medium humanoid; HD 7d10+14; hp 52; Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +7; Grp +8; Atk +10 melee (1d8+3/17-20, +2 keen adamantine longsword) or +9 melee (1d4+2/19-20, +1 distance dagger) or +8 melee (1d6+1/0, +3 force keen elven longbow as "club") or +14 ranged (1d8+2 plus 1d6 force/19-20/x3, +3 force keen elven longbow with alchemical silver arrows) or +11 ranged (1d4+1/19-20, +1 distance dagger); Full Atk +10/+5 melee (1d8+3/17-20, +2 keen adamantine longsword) or +9/+4 melee (1d4+2/19-20, +1 distance dagger) or +8/+3 melee (1d6+1/0, +3 force keen elven longbow as "club") or +14/+9 ranged (1d8+2 plus 1d6 force/19-20/x3, +3 force keen elven longbow with alchemical silver arrows) or +12/+12/+7 ranged (1d8+2 plus 1d6 force/19-20/x3, +3 force keen elven longbow with alchemical silver arrows and Rapid Shot) or +11/+6 ranged (1d4+1/19-20, +1 distance dagger); AL CG; SV Fort +7, Ref +5, Will +5; Str 12, Dex 17, Con 15, Int 14, Wis 16, Cha 17. Height 5 ft. 4 in.

Skills and Feats: Climb +6, Handle Animal +4, Hide +6, Jump +6, Knowledge (local -- the North) +3, Listen +4, Move Silently +6, Profession (sailor) +4, Ride +5, Sense Motive +4, Spot +6, Survival +8, Swim +2, Dodge, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot , Shot On The Run, Weapon Focus (longbow).

Languages: Chondathan, Common, Dwarven, Illuskan.

Possessions: +1 mithral shirt, Khazid'hea (see below), +1 distance dagger, Taulmaril (a.k.a. Heartseeker; +3 force keen elven longbow; see elven bow below), circlet of starlight sight (see below), quiver of Anariel (alchemical silver arrows; see below).

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 alter its pommel to better suit the aesthetic tastes of its new master.

Strong transmutation; CL 15th; Craft Magic Arms and Armor, keen edge; Price 90,315 gp; Cost 46,815 gp + 1,740 XP.

Catti-brie's mother died in childbirth, and her father moved with his daughter from Mirabar to Termalaine, one of the Ten Towns. For three years, he was quite successful -- but then a goblin ended the man's life. All of Termalaine might have fallen to a goblin onslaught but for the dwarves of clan Battlehammer rushing from their valley to turn back the horde. Bruenor himself saved the orphan girl from death. When the smoke cleared, he claimed the orphan as his adopted daughter.

Catti-brie has no memories of the time before Bruenor took her in, but she had a pleasant childhood with the dwarves. During the five years Wulfgar spent in Bruenor's service, she helped him to break the bonds of his barbarian upbringing and bring out the compassion and intelligence that was inside him. The bond between them continued to grow stronger as they adventured together with Bruenor, Regis, and Drizzt. But then tragedy struck their relationship when drow seeking the death of Drizzt attacked Mithral Hall, and Wulfgar was lain low during one of the battles.

For quite a while Catti-brie mourned the loss of her love, but as time passed she found herself falling in love with Drizzt. When Wulfgar returned from his apparent death, it caused a great deal of mixed emotions in Catti-brie. Wulfgar fled his friends, eventually finding his own way and accepting Catti-brie's burgeoning relationship with Drizzt.

Catti-brie is a beautiful auburn-haired and blue-eyed woman. She is kind, tolerant, and pragmatic. Moreover, Catti-brie has grown into the emotional compass for her adventuring companions, guiding both Drizzt and Wulfgar into wise action with her common sense and clear insight.

In combat, Catti-brie usually supports her friends with Taulmaril and her limitless supply of arrows. She is not hesitant about entering melee, however, and will charge into combat with Khazid'hea at the ready, generally confident in her ability to dominate the blade.

Note: Catti-brie's incredible possessions far exceed the value of an average NPC's gear and consequently increase the amount of XP granted by an encounter involving her by 20%. To be an average NPC of her level, Catti-brie should replace all of the above possessions with the following: masterwork chain mail, +1 longsword, +1 elven longbow (see below), circlet of starlight sight, 20 alchemical silver masterwork arrows

Regis: Male lightfoot halfling rogue 7; CR 7; Small humanoid; HD 7d6+14; hp 38; Init +4; Spd 20 ft.; AC 20, touch 15, flat-footed 20; Base Atk +5; Grp +1; Atk +4 melee (1d6+2, +2 heavy mace) or +7 melee (1d4/19-20, masterwork dagger) or +11 ranged (1d4/19-20, masterwork dagger); Space/Reach 5 ft./5 ft.; SA sneak attack +4d6; SQ evasion, halfling traits, trap sense +2, trapfinding, uncanny dodge; AL NG; SV Fort +7, Ref +12, Will +7; Str 10, Dex 18, Con 15, Int 13, Wis 15, Cha 15. Height 3 ft. 0 in.

Skills and Feats: Appraise +8 (+10 scrimshaw), Balance +10, Bluff +11, Climb +6, Craft (scrimshaw carving) +8, Decipher Script +4, Diplomacy +8, Disable Device +10, Escape Artist +8, Forgery +5, Gather Information +8, Hide +17, Intimidate +6, Jump +8, Knowledge (local -- Calimshan) +5, Knowledge (local -- the North) +5, Listen +11, Move Silently +15, Open Lock +13, Profession (fisherman) +5, Search +8, Sense Motive +8, Sleight of Hand +15, Speak Language (Goblin), Spot +9, Swim +4, Tumble +11, Use Rope +10; Deft Hands, Negotiator, Street Smart.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Regis takes no damage with a successful saving throw.

Halfling Traits: Regis has a +2 morale bonus on saving throws against fear, a +1 racial bonus on all saving throws, +1 racial attack bonus with a thrown weapon or sling, and a +2 racial bonus on Climb, Jump, Listen, and Move Silently checks (already figured into the statistics given above).

Trap Sense (Ex): Regis has a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks by traps.

Trapfinding: Regis can use the Search skill to find traps with Search DCs higher than 20

Uncanny Dodge (Ex): Regis retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker.

Languages: Alzhedo, Common, Dwarven, Goblin.

Possessions: +1 mithral shirt, +2 small heavy mace, ruby pendant of beguiling (see below), stone of good luck +2 (as standard stone, but grants +2 bonus), masterwork small dagger, masterwork thieves' tools.

Ruby Pendant of Beguiling: The ruby creates a charm monster (DC 16) effect on any creature within 30 feet that can see the pendant. The effect lasts for as long as the targets can see the pendant plus 10 minutes. The pendant is treated as a gaze attack except as noted below. A creature that fails its save is allowed a new save once the charm effect has ended and upon a new exposure to the pendant. However, once the target makes its save, the creature does not need to make another save against the pendant for the rest of the day.

In addition, as a result of targets being friendly to the wielder, the pendant also grants the wielder a +10 circumstance bonus on all Bluff checks made to convince a charmed creature of the truth of the wielder's words. The creature must be able to understand the wielder for this bonus to apply. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)

Moderate enchantment; CL 7th; Craft Wondrous Item, charm monster; Price 70,000 gp.

and if you plan to use Drizzt you need his cats stats.

Guenhwyvar: Female unique panther; CR 7; Medium magical beast (extraplanar); HD 9d10+36; hp 85; Init +6; Spd 40 ft., climb 20 ft.; AC 24, touch 16, flat-footed 18; Base Atk +9; Grp +13; Atk +15 melee (1d8+4, bite); Full Atk +15 melee (1d8+4, bite) and +13 melee (1d4+2, 2 claws); SA improved grab, magic strike, pounce, rake 1d4+2; SQ darkvision 60 ft., devotion, evasion, low-light vision, plane shift 2/day, scent, share spells, tricks; AL NG; SV Fort +10, Ref +12, Will +5; Str 19, Dex 22, Con 18, Int 5, Wis 15, Cha 9.

Skills and Feats: Balance +14, Climb +12, Hide +12, Jump +12, Listen +8, Move Silently +12, Spot +8; Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw), Multiattack, Weapon Finesse.

Improved Grab (Ex): To use this ability, Guenhwyvar must hit with her bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can rake.

Magic Strike (Ex): This ability allows Guenhwyvar to treat her natural weapons as cold iron, silver, magic, and good-aligned.

Pounce (Ex): If Guenhwyvar charges a foe, she can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +15 melee, damage 1d4+2.

Devotion (Ex): Guenhwyvar's devotion to her master is so complete that she gains a +4 morale bonus on Will saves against enchantment spells and effects.

Evasion (Ex): If Guenhwyvar is subjected to an attack that normally allows a Reflex saving throw for half damage, she takes no damage if she makes a successful saving throw.

Plane Shift (Su): Guenhwyvar can plane shift upon command of her master as the spell with up to one other being from The House of Nature to her master and back to the House of Nature every other day for a period of 6 hours. Guenhwyvar cannot heal naturally on the Material Plane but heals at double the rate (18 hp/day) when on The House of Nature. If slain, she reverts to her figurine form and automatically plane shifts back to The House of Nature where she begins to heal as if she were stabilized at -9 hp.

Scent (Ex): Guenhwyvar can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Share Spells (Ex): As a former animal companion, Guenhwyvar retains her ability share the spells her master casts. At her master's option, she may have any spell her master casts upon himself also affect her so long as she is within 5 feet. Additionally, her master may cast a spell with a target of "You" on Guenhywvar (as a touch range spell) instead of on himself.

Tricks (Ex): Guenhwyvar knows the following ten tricks, as described under the Handle Animal skill in Chapter 4 of the Player's Handbook: attack, come, defend, down, fetch, guard, heel, seek, stay, and track.

Languages: Guenhwyvar understands, but cannot speak, Common and Undercommon

Skills: Guenhwyvar has a +8 racial bonus on Balance and Jump checks, and a +4 racial bonus on Hide and Move Silently checks. She has a +8 racial bonus on climb checks, and she can always choose to take 10 on a Climb check, even if rushed or threatened.

Note: Guenhwyvar is owned by the owner of the figurine.

This and more can be found here http://www.wizards.com/default.asp?x=books/fr/lonedrowstats
(Psi)SeveredHead

12-04-04, 12:09 AM
You know this gives FR a bad name, right?

Anytime someone mentions why they think Eberron is better than FR, they mention all of these good-aligned PCs. They're perfectly fine as long as they stick to the novels. FR is a setting about villains and the heroes (read PCs, not some do-goodies) who oppose them.

At least you didn't ask for any of the high-powered characters :)