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| #1darkling2k8Nov 04, 2010 2:58:56 | Fearunians, please help. My favorite forgotten realms character of all time is Eravis Cale, pre or post shade, and I want to play a variant of him in 4th Edition. Unfortunately, he is obviously 3.5, and way more powerful than a 4E character can be built; at least to my limited skills. After reading the trilogy yet again, I've decided he has riposte strike as atleast one of his at-wills (Jak's bouncing around with twin strike; shortsword/dagger style.) I figure he would be built as a human, since he is a human, but by level ?? would be house-ruled to pick up Shadar-Kai feats, and also be given the Shade template somehow. However, I worry that would make him too powerful and never be playable. Also; would he be a hybrid rogue/cleric MC'd in assassin, or maybe he picks up a paragon path in divine, or... I don't even know where to begin, except that his Epic destiny is Chosen of Mask (who isn't even in 4th), and there's even a couple options that make more sense there too... If anyone has any insight on building Eravis Cale for 4th Edition. Please help. Maybe I'll be really lucky and Paul Kemp himself haunts these forums (Dude, you Rock!) and might even see this... Thanks in advance |
| #2suin_bahhar_02Nov 04, 2010 7:47:10 | I remember seeing his 4e stats somewhere on these forums. I'll get back to ye. |
| #3suin_bahhar_02Nov 04, 2010 8:27:41 | Found it! Check out Keveras' awesome work on Cale. Lots of other well known realms NPC's 4e stats are to be found here also. Erevis Cale This man was a proficient rogue and assassin before his transformation into a shade, and now his abilities have been increased exponentially by the transformation. ________________________________________ Erevis Cale Level 27 x Elite Controller Medium shadow humanoid XP 22 x ,000 Male Human Shade Rogue/Shadow Adept Chosen [Monster] ________________________________________ Initiative +18 x Senses Perception +19 x ; darkvision Benighted Presence aura 10 x ; light-producing effects within the aura whose level is lower than Cale’s can create only dim light. HP 528 x ; Bloodied 264 x ; see also Divine Recovery Regeneration 10 x (If Cale takes radiant damage, his regeneration doesn’t function on his next turn.) AC 43 x ; Fortitude 39 x , Reflex 45 x , Will 43 x ; see also Shield of Shadows Resist 10 x necrotic; see also Shield of Shadows Saving Throws +2 x Speed 6 x ; see also Shadow Stride Action Points 1 x ________________________________________ Weaveshear (standard; at-will) – x ; Weapon +32 x vs. AC; 1d8 + 4 damage (critical 3d8 + 12 plus 5d6 damage), and one arcane effect or condition currently affecting Cale is dispelled. +34 vs. AC; 1d8 + 4 plus 2d6 damage against arcane spellcasters (critical 3d8 + 24 plus 5d6 damage), and one arcane effect or condition currently affecting Cale is dispelled. Miss: 3 damage. Darkbolt (standard; recharge 4 x 5 6) – Cold Ranged 10 x ; +31 vs. Reflex; 3d8 + 9 cold damage. Secondary Target: Each enemy adjacent to the primary target; 2d6 + 7 cold damage and the target is dazed (save ends). Miss: Half damage, and no secondary attack. Magic Absorption (immediate interrupt, when hit by an arcane close blast or ranged attack; recharge 4 x 5 6) – Weapon Weaveshear absorbs the arcane power. Cale can release the absorbed energy as a minor action as a ranged attack at any time during his turn. Killer’ x ;s Eye (standard; recharge 6 x ) – Weapon +31 x vs. Reflex; 4d6 + 9 damage. If this attack is made before the target has acted in the encounter, the weapon damage increases to 7d6 + 9. Miss: Half damage. Shield of Shadows (immediate reaction, when first bloodied; encouter) Until the end of the encounter, Cale gains a +2 x power bonus to all defenses, concealment, and resist 5 cold and fire. Shadow Blast (free, when first bloodied; encounter) – x ; Cold Close burst 10 x ; each enemy takes 10 ongoing cold damage and is slowed (save ends both). First Strike (minor, at the start of an encounter; encounter) Cale has combat advantage and deals an extra 3 x d6 damage against any creatures that has not yet acted in that encounter. Divine Recovery (immediate reaction, when first reduced to 0 x hit points; daily) - Healing Cale regains hit points equal to half his maximum hit points. Shadow Stride (move; recharge 5 x 6) - Teleportation Cale can teleport 20 x squares but must end his move in dim light or darkness. Coalescing Darkness If Cale moves 3 x or more squares by any means, he is cloaked with supernatural darkness, gaining total concealment. ________________________________________ Alignment Unaligned Languages Chondathan, Common, Elven, Giant, Netherese, Supernal Class Features Brutal Scoundrel (+4 x ), Divine Fortune (+2), Divine Spark, Healer’s Lore (+6), Healing Word (3/encounter, close burst 15, +6d6), Insidious Magic (+6), Ritual Casting, Rogue Weapon Talent, Shadow Defense (+13), Sneak Attack (+5d6), Turn Undead (+10, close burst 8) Skills Acrobatics +18 x , Athletics +17, Heal +19, Religion +32, Stealth +23, Streetwise +20, Thievery +23 Str 18 x (+17) Dex 21 x (+18) Wis 22 x (+19) Con 20 x (+18) Int 29 x (+22) Cha 24 x (+20) ________________________________________ Equipment Holy Symbol of Mask (+5 x to Religion), Weaveshear (Magic Absorption) Weaveshear Level 23 x +]This gloomy sword was once the favored weapon of a chosen of Mask, and it’ x ;s especially effective against mages. _________________________________________________________________ Lvl 23 x +5 x 425,000 gp Lvl 27 x +6 x 1,625,000 gp Weapon: Longsword Enhancement: Attack rolls and damage rolls Critical: +1 x d6 damage per plus, +2d6 damage per plus against arcane spellcasters Property: Weaveshear ignores concealment (but not total concealment). Property: If you worship a deity associated with shadow, you can use Weaveshear as a holy symbol. It deals another 1 x d8 damage when used in this manner. Power (At-will): Immediate reaction. If you hit with an attack, one arcane effect or condition currently affecting you is dispelled. _________________________________________________________________ Quirks: If you’ re not a shade, Weaveshear loses all its special properties and powers except the +1d6 damage per plus on a critical hit. |