FR NPC generator

Post/Author/DateTimePost
#1

Diffan

Nov 07, 2007 11:42:50
Hey all,

I'm starting this thread because I like to create NPCs and because I know that there are DMs out there who might be too busy to create them. Whether it's because you don't have the time, work, or are concentrating on another aspect of your campaign, give me some info and I'll try to come up with a good NPC just for you. All you need to do is give me the NPC's name, sex, region, class/prestige class, levels, and alignment and I'll see what I can do. The more info about the NPC, the more detail it'll have. I have access most of the DnD books (except Psionics, Sorry) and ALL of the sourcebooks for FR. Here's a few samples of some NPC's to give you an idea of the format/templates I use:

Sir Brenan Dunarch-Human Paladin 12 (old stat block)
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Sir Brenan Dunarch: Male Tethyrian paladin 12 (Tyr); CR 12; Medium humanoid; HD 12d10+36; hp 125; Init +1; Spd 20 ft.; AC 25, touch 12, flat-footed 24; Base Atk +12; Grp +18; Atk +20 melee (1d8+10 plus 2d6 against evil/19-20, +1 holy longsword) or +18 melee (1d10+9/x3, silvered maul); Full Atk +20/+15/+10 (1d8+10 plus 2d6 against evil/19-20, +1 holy longsword) or +18/+13/+8 (1d10+9/x3, silvered maul); SA charging smite, smite evil 3/day, turn undead 10/day (+9, 2d6+16; 9th); SQ aura of courage, aura of good, detect evil, divine grace, divine health, lay on hands 84/day, remove curse 3/tenday; AL LG; SV Fort +20, Ref +14, Will +16; Str 22, Dex 12, Con 16, Int 10, Wis 16, Cha 25.
Skills and Feats: Concentration +5, Diplomacy +13, Handle Animal +10, Heal +9, Knowledge (nobility/royalty) +3, Knowledge (arcana) +1, Knowledge(religion) +5, Profession (cook) +3, Ride +12, Sense Motive +10; Awesome SmiteCC, Battle BlessingCC, Combat BruteCW, Improved SunderCW, Power Attack, Weapon Focus (longsword).
Languages: Chrondathan, Common.
Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Sir Brenan gains a +4 morale bonus on saving throws against fear effects.
Aura of Good (Su): The power of Sir Brenan’s aura of good (see the detect good spell) is equal to his paladin level, just like the aura of a cleric of a good deity.
Charging Smite (Ex): When using the charging action and smiting, Sir Brenan can triple the smiting damage. If he misses on the attack, the attempt isn’t considered used for the day.
Detect Evil (Sp): Detect evil at will, as the spell.
Discerning Insight (Ex): Sir Brenan can recognize when a person is trustworthy or not. He gains a +3 bonus on Sense Motive checks when trying to get a "hunch" about the subject's personality after a 1-minute conversation.
Divine Grace (Ex): Sir Brenan adds his Charisma modifier, if any to his saving throws.
Divine Health (Ex): Immunity to disease.
Remove Curse (Sp): Remove curse 3/week, as the spell. Sir Brenan may use up two remove curse attempts to produce a break enchantment effect as the spell.
Smite Evil (Su): Three times per day, Sir Brenan can attempt to smite evil with one normal melee attack. He adds +7 to his attack roll and deals an extra 12 points of damage.
Paladin Spells Prepared (caster level 6th): 1st-divine sacrificeSC, rhino’s rushSC; 2nd-knight’s moveSC, remove paralysis; 3rd-find the gapSC (2).
Possessions: +2 mithral full plate, +1 animated heavy steel shield, Trueheart (+1 holy longsword), amulet of health +2, belt of Strength +4, cloak of Charisma +4, helm of Wisdom +2, ring of protection +1, vest of resistance +2, wand of cure light wounds (CL 5th; 50 charges), silver holy symbol (Tyr), silver maul.

Sources Used: Player’s Handbook 3.5, Player’s Handbook II, Web Enhancement:“Dead Levels” WotC website, Forgotten Realms Campaign Setting, Complete Champion, Complete Mage, Complete Warrior, and Spell Compendium.
#2

rinonalyrna_fathomlin

Nov 07, 2007 11:52:00
I like it, though I don't have any need for it at the moment. Nice work.
#3

uzzy

Nov 07, 2007 13:34:55
Hmm, not got a name for her at the moment, but I've a character in need of stating up.

Female Human from the Dalelands. 10th Level, Classes: Bard 6, Rogue 2, Herald (from Power of Faerún) 2, Alignment NG.

Thanks in advance!
#4

Diffan

Nov 07, 2007 20:18:52
I like it, though I don't have any need for it at the moment. Nice work.

Thanks, much appreciated.

Hmm, not got a name for her at the moment, but I've a character in need of stating up.

Female Human from the Dalelands. 10th Level, Classes: Bard 6, Rogue 2, Herald (from Power of Faerún) 2, Alignment NG.

Thanks in advance!

Well, I'll do my best. I've never made a bard though, so it might be a bit generic. Starting gold will probably be character wealth by level chart if that's ok.
#5

Diffan

Nov 08, 2007 9:35:16
Well, here's my 1st crack at a Bard Uzzy, I hope it's good enough. The character's more of a Buff/diplomacy gal with ALOT of Knowledge abilities. You might want to play with the Concentration skill if your going to use her alot in battle for casting defensively.

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Female Chondathan bard 6/rogue 2/court herald 2; CR 10; Medium humanoid; HD 8d6+16 plus 2d4+4; hp 54; Init +3; Spd 30 ft.; AC 19, touch 14, flat-footed 16; Base Atk +6; Grp +6; Atk +10 melee (1d6+1/18-20, +1 rapier) or +9 melee(1d4/19-20, dagger) or +10 ranged (1d8/19-20, mwk light crossbow); Full Atk +10/+5 melee (1d6+1/18-20, +1 rapier) or +9/+4 melee (1d4/19-20, dagger) or +10 ranged (1d8/19-20, mwk light crossbow); SA sneak attack +1d6; SQ bardic knowledge +13, bardic music 10/day (countersong, fascinate, inspire courage +1, inspire competence, suggestion), evasion, secret, trapfinding; AL NG; SV Fort +7, Ref +12, Will +11; Str 10, Dex 16, Con 14, Int 16, Wis 15, Cha 21.
Skills and Feats: Appraise +4, Balance +5, Bluff +9, Climb +2, Concentration +4, Craft (alchemy) +6, Decipher Script +6, Diplomacy +11, Disable Device +6, Disguise +7, Escape Artist +5, Forgery +5, Gather Information +13, Hide +6, Intimidate +5, Jump +1, Knowledge (arcana) +10, Knowledge (history) +13, Knowledge (local [Dalelands]) +6, Knowledge (nature) +6, Knowledge (nobility and royalty) +13, Listen +5, Move Silently +6, Open Lock +3, Perform +17, Profession +2, Search +5, Sense Motive +6, Sleight of Hand +6, Spellcraft +10, Swim +0, Tumble +5, Use Magic Device +8, Use Rope +5; Extra Music, Lyric Spell, Melodic Casting, Skill Focus (Knowledge [arcana]), Weapon Finesse.
Languages: Chondathan, Common, Draconic, Elven, Sylvan.
Bardic Knowledge: You may make a bardic knowledge check, adding +13 to your roll to see whether you know some relevant information about local notable people, legendary items, or noteworthy places.
Bardic Music: 10 times per day, you can use your songs or poetics to produce magical effects on yourself and those around you.
Countersong (Su): You can counter magical effects that depend on sound. Any creature within 30 ft. of you (yourself included) may use your Perform check result in place of its saving throw, if the Perform check is higher.
Evasion (Ex): If you are exposed to any effect that normally allows a Reflex saving throw for half damage, you take no damage instead with a successful saving throw.
Fascinate (Sp): You can use your music or poetics to cause two creatures to become fascinated with you. Each creature must be within 90 ft, able to see and hear you, and able to pay attention to you. You also must be able to see the creatures. Distractions or combat near the creature prevents the ability from working.
Inspire Courage (Su): You can use your music or poetics to inspire courage in your allies, bolstering them against fear and improving their combat abilities. Allies able to see and hear you gain a +1 morale bonus to saves against charm and fear effects and a +1 bonus to attack and damage rolls.
Inspire Competence (Su): You can use your music or poetics to help an ally succeed at a task, giving them a +2 competence bonus on skill checks. The ally must be within 30 ft, and able to see and hear you. You must also be able to see the ally.
Lore: You may add your Court Herald levels to your bardic knowledge ability.
Secret: The lore of true stamina grants a +2 bonus to Fort saves.
Sneak Attack (Ex): You do an extra 1d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Suggestion (Sp): You can make a suggestion (as the spell) to a creature that you have already fascinated. A Will save DC 20 negates the effect. This ability affects only a single creature.
Trapfinding (Ex): You can find, disarm, or bypass traps with a DC of 20 or higher. You can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If your Disable Device result exceeds the trap’s DC by 10 or more, you discover how to bypass the trap without triggering or disarming it.
Bardic Spells Known (3/5/4/2 per day; caster level 8th) 0-detect magic, ghost sound, light, mage hand, message, prestidigitation; 1st-feather fall, improvisation, inspirational boost, hideous laughter (DC 16); 2nd-alter self, glitterdust (DC 17), harmonic chorus, invisibility; 3rd-cure serious wounds, haste, ray of dizziness.
Possessions: +1 twilight mithral chain shirt, +1 rapier, ring of protection +1, cloak of charisma +2, vest of resistance +1
, 1,095 gp.
#6

dmd

Nov 08, 2007 14:03:01
I have one for you.

Need an Efreeti Sorcerer. I want him to be a CR 40. Not sure about the CR on the Efreeti. I will not be getting to this chronicle for some time so no rush. His alignment is L-E.

I would love to see what you come up with, especially with so many levels to play with. He should at least have access to 9th level spells. Don't really care what prestige classes you use.

I like the builds you have done so far. :D

Have fun.

Thanks.
#7

uzzy

Nov 08, 2007 14:12:39
Thanks Diffan! That's brilliant. She shall be put to use post haste.
#8

Diffan

Nov 08, 2007 15:36:09
I have one for you.

Need an Efreeti Sorcerer. I want him to be a CR 40. Not sure about the CR on the Efreeti. I will not be getting to this chronicle for some time so no rush. His alignment is L-E.

I would love to see what you come up with, especially with so many levels to play with. He should at least have access to 9th level spells. Don't really care what prestige classes you use.

I like the builds you have done so far. :D

Have fun.

Thanks.

lol, well I've never made a character past 20th level, so it definitly will be interesting. So a sorcerer build and any prestige classes I want hmmm? I'll look into some PrC's while at work tonight and should have a good build by either tomorrow or the next.

Thanks Diffan! That's brilliant. She shall be put to use post haste.

I'm glade you like it. Enjoy!
#9

blibbering_humdinger

Nov 08, 2007 17:00:20
I have a character in mind called Abraxas Mir who is a high-level wizard of no particular specialization, or perhaps he might be a Shadow Adept--I haven't read more than a brief blurb on that prestige class, but it sounds like it could be one of Abraxas's talents. He is high-leveled (in the league of Elminster or Khelben, though not one of any god's chosen) and Chaotic Evil in alignment. He might possibly be affiliated part-time with the Zhentarim or some other evil power group (but not the Red Wizards of Thay; this wizard dresses in purple and black), and has no particular designs--he seems to do evil simply for the pleasure of it, despite the fact that his is externally emotionless at all times, and I have a feeling he may be slightly insane. (Not XZAR insane, but... well, you get the picture. Not right in the head.)

In terms of character levels, there have to be at least twenty-five--probably in the realm of thirty--though Abraxas does NOT have any warrior or cleric-related talents. (He is atheist, so definitely no cleric alignments. No offense to any atheists in attendence--I'm one, too, so it's not meant as an insult.) He does, however, have some meager theiving talents, though he cannot pick pockets and prefers to open locks by magic rather than by hand.

Abraxas Mir is a half-human, half-drow who has lived at least one hundred and fifty years beyond his normal lifespan, and possesses a Cloak of Displacement, several rings and wands of powerful enchantment (Fireballs, Lightning Bolts, Invisibility or Improved Invisibility, high-rank protection, mage enhancements such as extra spells, and the like, though he has no objects that enhance his already admirable Wisdom and Intelligence), a Frost Quarterstaff +4 with the power to protect its holder from heat and cold alike (+%75 resistance to ice and fire, and protection from the elements) which is fashioned with a head to resemble a white dragon, and Boots of Haste with an added ability which allows him to walk and stand on walls and ceilings as if gravity had shifted direction only for him, though doing so temporarily deactivates the Haste aspect of the boots. He also possesses a Figurine of Wondrous Power of an Obsidian Steed, exactly like the ones Artemis Entreri and Jarlaxle obtain during the Sellswords Trilogy. He recently acquired, from a mage he murdered in Luskan, "Firefang," a Throwing Dagger of Returning +3 with an added enchantment similar to Athrogate's morning star which secrets oil of impact, a weapon that has come to be one of Abraxas's favorite toys. He possesses a Pouch of Holding with which he carries all of his mundane equipment such as camping gear and the like, and a hidden pocket of holding within his robes in which he hides his magical toys when they need concealment or are not in use--this pocket is undetectable by wizard or cleric unless the searcher is of considerably high level and is using their own innate power, and is designed to hide magical emanations from within. The robe itself is magically resistant to stabbing, slashing, or blunt weapons, though would be little use against a blow from an ogre or giant, or one magically enhanced with similar strength. His final and most useful object is a Silver Mask of Silence--an object which allows him to cast a spell of magical silence on the area around him up to a distance of thirty feet, and to still cast spells within that silence, as the wearer of the mask is unaffected--this item can only be used once every three days, however, so he uses it sparingly. With the exception of the dagger, Obsidian Steed, and some of his rings/wands, these are all self-enchanted items and are the only things in life he actually values.

His Strength and Constitution scores leave something to be desired (though the former is at least 10), but his Intelligence is very high and his Wisdom stat is admirable. Due to his pointed lack of people skills, his Charisma is minimal. He prefers to roast first and ask questions later. His Dexterity is at an admirable level, 15 to 17 at least. His weapons of choice are throwing daggers and the quarterstaff.

Spells typically kept in his arsenal are defensive spells--magical armor, blurring spells--a handful of decent illusions and a more-than-healthy number of offensive or manipulative spells, depending on his needs at the time. Being somewhat paranoid beneath his calm facade, Abraxas keeps his offensive and defensive spells memorized no matter what his circumstance. Magic Missles remain his favorite low-level spell, though he's not averse to using Larloch's Minor Drain or Chromatic Orb from time to time. He takes particular delight in the use of spells that charm or manipulate the minds of his enemies, though his favorite tactic usually involves a lightning bolt or fireball, or some other flashy catastrophe--again in spite of his mask of emotionlessness.

Feats should focus pointedly on magery, though he should also have some theiving talents, of course. Avoid feat which involve locks, as, again, he rarely practices manual lock-picking, prefering spells to bypass the tedium.

Abraxas Mir has no real base of operations, and can be found doing his fairly covert mischief in various parts of the Realms, though he has not yet been moved to venture beyond the boundaries of Faerun to either Kara-Tur or Zakhara. His favorite locale changes as whim dictates. As of the Year of Wild Magic, it is the region around the Snowflake Mountains, and he has caused Cadderly a fair bit of grief, though has not moved directly against the cleric--partly because he overestimates Cadderly's powers (Abraxas is far more powerful than Aballister) and partly because he has no motivation to. He has thus far avoided crossing Elminster, Khelben, any of the Seven Sisters, or any other of Mystra's chosen--again, partly because he overestimates their powers, though in this case he is closer to the mark, as any two of them would make thick red paste of him given the opportunity.

Because of his stealth and cunning, Abraxas has no reputation in the Realms, and he is happy to keep it that way, preferring to act unknown. He has no desire to be known. He also has no apparent care for his own life, and his caution is merely practicality. He wants to be powerful, but for no reason other than because it gives him something with which to occupy his hands.

He was born in Calimport to a renegade female mage of Halruaa and her drow rogue consort. It was from the drow that he learned his thieving talents and the mother and father together who schooled him in the arts arcane. When his parents inevitable died due to their own mischief... the drow to a city guardsman who slew him on sight when his stealth failed him--purely bad luck, incidentally, as the guard should not have been where he was; his mother died due to a magical experiment that resulted in the transfer of her own innards to another part of the city--which resulted in a darkly humorous scene in which two lovers found themselves covered in blood, bile, and the contents of her large intestines--Abraxas was forced to fend for himself, and did quite well, though eventually he fell in with a travelling band of adventurers. He was never seen again, but twenty years later, the bodies of two of the party (the third, the party's Shar cleric, having died at the hands of an angry blue dragon not long after their departure from Calimport) were found in an inn in Silverymoon. A cursory examination of the scene was enough for Dove Falconhand (who was on hand at the time) to conclude that the murder was the work of a magic-user, though the fact that none had heard anything combined with the sheer wreckage of the room suggested a spell of magical silence had been cast--something that cause confusion among the investigators. So far, the case hasn't been solved. Abraxas Mir is still at large, and has even visited Silverymoon from time to time, with fake identification papers that identify him as Rayman Wilson, a middling mage from Memnon. It is his favorite alias, and the fact that he is unpleasant to speak with even as Rayman discourages the notion that the disguise is the disguise. He has altered his alias and appearance over the years so as to hide the fact that he is too old to be what he claims to be when he goes in disguise--a minor traveling mage of unimpressive power.

He sometimes travels with companions but never reveals his true name when he does. The companions he travel with only ever witness a fraction of his power or possessions, and as many of his companions wind up mysteriously dead or vanished as they do alive and well when he and they part company. Most of the time, he travels alone. He has little inclination to dungeon-crawl or adventure, and little inclination to shut himself in a room and practice magic in solitude, and little inclination to seek wealth--what he does is usually on pure whim, and there is rarely any outside prompting. Even Abraxas does not know what Abraxas wants.

I'll let you handle his gameplay statistics beyond that, friends. You have what you need--now do something with it. I know too little about D&D gaming to build a good gameplay character.
#10

Diffan

Nov 09, 2007 8:52:11
Ok DMD, i've got your Genie in a bottle here. I might of messed up on the Spell-Like Abilities caster level, but the Monster Manual says that it's usually it's HD=caster level, and considering he started out with 10 HD (CL 12th), and then I added 32 levels, I'd assume his CL for them would be 44th. If i'm wrong, sorry. Well, here ya go:

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Efreeti sorcerer 20/ epic 3/ fate spinner CArc 4/ archmage 5; CR 40; Large outsider (extraplanar, fire); HD 10d8+50 plus 32d4+160; hp 306; Init +8; Spd 20 ft., fly 40 ft. (perfect); AC 32, touch 18, flat-footed 28; Base Atk +26; Grp +39; Atk +39 melee (2d4+17 plus 1 con/15-20x2 plus 1 negative level, +4 keen enervating falchion of wounding) or +35 melee (1d8+9 plus 1d6 fire, slam); Full Atk +39/+34/+29/+24 (2d4+17 plus 1 con/15-20x2 plus 1 negative level, +4 keen enervating falchion of wounding) or +35/+30/+25/+20 (1d8+9 plus 1d6 fire, 2 slams); SA change size, deny fate, fickle finger of fate, heat, resist fate, spin fate 4/day; SQ arcane reach, darkvision 60 ft., immunity to fire, mastery of elements, mastery of shaping, plane shift, spell-like abilities, spell power, telepathy 100 ft., vulnerability to cold; AL LE; SV Fort +26, Ref +25, Will +35; Str 29, Dex 18, Con 20, Int 12, Wis 15, Cha 24.
Skills and Feats: Bluff +20, Concentration +48 (casting defensively) +52, Craft (alchemy) +28, Diplomacy +9, Disguise +9 (+11 acting), Intimidate +18, Knowledge (arcana) +16, Listen +15, Move Silently +17, Profession (gambler) +7, Sense Motive +15, Spellcraft +46, Spot +15, Sleight of Hand +4; Awesome Blow, Combat Casting, Combat Reflexes, Dodge, Improved Bull Rush, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Quicken Spell-Like Ability (invisibility), Quicken Spell-Like Ability (scorching ray), Rapid Meta-magic, Shock Trooper, Skill Focus (spellcraft), Spell Focus (evocation), Spell Focus (conjuration).
Languages: Auran, Common, Ignan, Infernal.
Arcane Reach (Su): You can use spells with a range of touch on a target up to 30 ft. away.
Change Shape (Sp): Twice per day, the Efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell, except that the ability can work on the Efreeti. A DC 14 Fort save negates the effect.
Deny Fate (Ex): Once per day, on the first occasion the Efreeti needs to make a check to become stable from dying, the check automatically succeeds.
Fickle Finger of Fate (Ex): Once per day, the Efreeti can force any other creature-friend or enemy- to reroll a roll that was just made. The Efreeti must have line of sight.
Heat (Ex):The Efreeti’s body deals 1d6 points of extra fire damage whenever it hits in melee or each round it maintains a hold when grappling.
Mastery of Elements: The Efreeti can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses.
Mastery of Shaping: The Efreeti can alter area and effect spells that use one of the following shapes: bursts, cones, cylinders, emanations, or spread. This consists of creating at least a 5 ft. cube within the spell’s area or effect. Also, any shapeable spells have a minimum dimension of 5 ft. instead of 10 ft.
Plane Shift (Sp): The Efreeti can enter any of the Elemental Planes, the Astral Plane, or Material Plane. This ability transports the Genie and up to eight other creatures, provided they all link hands.
Resist Fate (Ex): Once per day, the Efreeti can reroll a roll it just made. It must abide by the second roll, even if it’s worse than the original.
Spin Fate (Ex): As a free action, the Efreeti can use stored spin points to boost the save DC of a spell it casts, adding some or all of it’s 4 points of spin to the DC, on a point-by-point basis.
Spell Power: The Efreeti’s effective caster level is increased by 1 (for purposes of determining level-dependent spell variables such as damage die or range, and caster level checks only.)
Spell-Like Abilities (caster level 44th): At will-detect magic, produce flame, pyrotechnics (DC 20), scorching ray (1 ray only); 3/day-invisibility, wall of fire (DC 22); 2/day-synostodweomer (CL 33rd); 1/day-grant up to 3 wishes (to non-genies only), gaseous form, permanent image (DC 23), polymorph (self only).
Sorcerer Spells Known (6/8/8/8/7/6/6/6/5/6 per day; caster level 33rd) 0-acid splash, arcane mark, dancing lights, ghost sound, message, no light, prestidigation, read magic, silent portal; 1st-grease (DC 19), magic missile, nerveskitter, ray of enfeeblement, true strike; 2nd-baleful transposition (DC 20), blindness/deafness (DC 19), burning sword, mirror image, web (DC 20); 3rd- clairaudience/clairvoyance, dispel magic, fireball (DC 21), haste; 4th-blast of flame (DC 22), dimension door, evard’s black tentacles, spell enhancer; 5th- cloudkill (DC 23), permanency, spell matrix [lesser], teleport; 6th-brilliant blade, disintegrate (DC 23), dispel magic [greater]; 7th-banishment, synostodweomer, symbol of weakness (DC 24); 8th-polymorph any object (DC 25), symbol of insanity (DC 25), prismatic wall; 9th-meteor swarm (DC 27), time stop, wish.
Possessions: Last Wish (+4 keen enervating falchion of wounding), amulet of health +6, belt of giant strength +4, bracers of armor +8, cloak of charisma +6, Efreeti bottle, flying carpet 10ft./10ft., ring of protection +5, ring of spell turning, slippers of speed, turban of teleportation, vest of resistance +5
#11

dmd

Nov 09, 2007 9:17:26
Great job. Thanks. I will absolutely use him as is.

I really appreciate it.

The plot for this BTW, is that Memnon has returned and is conquering Calimsham. Memnon of course is still trapped as a result of the High Magic of the Elves. However, this Genie is using his name to gather supporters and intimidate anyone else who would dare to challenge him so he can create his own kingdom on Faerun much like the ancient Genie's of old.

This will be the last adventure of the chronicle and the chracters will be 35th or so. That is why he had to be so high level.
#12

Diffan

Nov 09, 2007 9:35:59
Great job. Thanks. I will absolutely use him as is.

I really appreciate it.

The plot for this BTW, is that Memnon has returned and is conquering Calimsham. Memnon of course is still trapped as a result of the High Magic of the Elves. However, this Genie is using his name to gather supporters and intimidate anyone else who would dare to challenge him so he can create his own kingdom on Faerun much like the ancient Genie's of old.

This will be the last adventure of the chronicle and the chracters will be 35th or so. That is why he had to be so high level.

Ah, i see. Well it sounds really interesting, and I hope he proves to be a menace to your PCs. I suggest you use his Permanency spells for Symbol of Weakness and Insanity, Spell Enhancer to up the DCs of your 9th/8th level spells and nerveskitter then Time Stop right off the bat. I've also quickened his invisibility giving him the ability to appear at random and Synostodweomer to heal himself if he's getting low on HP. I didn't add a Familiar, mainly because he's already pretty High, I didn't know what a good one would do. If you want to add one, Just add his Sorcerer levels and Epic levels to get the full abilities of his familiar.


Couple of Questions Blibbering_Humdinger: Do you want him to have a familiar? Is there a gold limit? Does Wizard 20/ Epic 5/ Arcmage 5; Wizard 20/ Shadow Adept 10; or Wizard 20/ Rogue 2/ Epic 3/ Archmage 5 sound like some builds you'd like? I can also look into Drow specific Prestige Classes as well.
#13

blibbering_humdinger

Nov 09, 2007 16:24:32
Ah, i see. Well it sounds really interesting, and I hope he proves to be a menace to your PCs. I suggest you use his Permanency spells for Symbol of Weakness and Insanity, Spell Enhancer to up the DCs of your 9th/8th level spells and nerveskitter then Time Stop right off the bat. I've also quickened his invisibility giving him the ability to appear at random and Synostodweomer to heal himself if he's getting low on HP. I didn't add a Familiar, mainly because he's already pretty High, I didn't know what a good one would do. If you want to add one, Just add his Sorcerer levels and Epic levels to get the full abilities of his familiar.


Couple of Questions Blibbering_Humdinger: Do you want him to have a familiar? Is there a gold limit? Does Wizard 20/ Epic 5/ Arcmage 5; Wizard 20/ Shadow Adept 10; or Wizard 20/ Rogue 2/ Epic 3/ Archmage 5 sound like some builds you'd like? I can also look into Drow specific Prestige Classes as well.

Ah... well I don't know what Epic and Archmage classes do. ^_^' That's why I left it up to you all: my own general ignorance of game mechanics, owing, no doubt, to my lack of Player/DM handbooks. (I got a decent new winter job, tho', so I'll be remedying that deficiency shortly...)

I like an arrangement like Rogue 2/Wizard 20/Shadow Adept 8 or something of that nature--however the arrangement would work mechanically. Just give Abraxas some half-notable trap disarmament abilities and I'll be happy.

Basically, Abraxas is a character I thought up in five minute's time while pondering possible supervillains for high-level FR campaigning while I'd be DMing--as the only one in my household who knows jack about the Realms, I'd be the obvious DM choice (and my decent voice-acting skills would help in that department), so I wanted to figure out a plotline to bring my characters into several encounters with an enemy of epic proportions--to give their game a sort-of final/not-so-final-but-certainly-epic boss villain. Originally I intended to resurrect Jon Irenicus, but then Abraxas Mir came to mind. Most of what I wrote above I made up on the fly as I was typing, so forgive me if it seems sloppily-thought-out. I definitely want Abraxas to be a mage of Elminster proportions, however, as I want him to be able to stand up for himself should Elminster (or Khelben, or Alustriel, or Cadderly, or Storm, or Drizzt, or...) actually wind up as part of the active campaign at that point. (I definitely want them all in the world, but what the players do about their presence is up to them. I also wanted to create a majorly epic villain just to shift the balance of power in our campaign a bit more to the even side--so that Khelben and the Harpers don't run unopposed, you know; it's no fun if your side's already winning!

As for a familiar, yeah, I think so. An imp would be good, but I don't know much about the selectable familiars, so there's probably a better choice. What sort of familiars can a Chaotic Evil mage recruit?
#14

Diffan

Nov 11, 2007 18:51:28
Ok Blibbering_Humdinger, I've got your evil crazy mage here. I used alot of Create Item feats and some 'Magery' Feats including Improved Spell Capacity and Improved Counterspell. Here he is:

Show

Abraxas Mir: Male half-drow wizard 20/ rogue 2/ shadow adeptPG 8; CR 30; Medium humanoid (elf); HD 28d4+28 plus 2d6+2; hp 96; Init +7; Spd 30 ft.; AC 30, touch 18, flat-footed 27; Base Atk +15; Grp +15; Atk +19 melee (1d6+4 plus 1d6 cold/x2, +4 frost quarterstaff) or +18 melee (1d4+3/19-20x2, +3 returning dagger) or +21 ranged (1d4+3/19-20x2, +3 returning dagger); Full Atk +19/+14/+9 melee (1d6+4/x2, +3 frost quarterstaff) or +18/+13/+8 melee (1d4+3/19-20x2, +3 returning dagger) or +21 ranged (1d4+3/19-20x2, +3 returning dagger); SA sneak attack +1d6; SQ darkvision 60 ft., evasion, familiar benefits (Alertness, empathic link, share spells, speak with master, scry on familiar), half-drow traits, low-light vision, endure elements, resistance to cold 10 and fire 10; shield of shadow (greater), shadow defense +2, shadow walk, SR 20, trapfinding; AL CE; SV Fort +14, Ref +16, Will +27; Str 10, Dex 17, Con 12, Int 25, Wis 18, Cha 9.
Skills and Feats: Appraise +8, Balance +5, Climb +3, Concentration +26, Craft (alchemy) +22, Craft (poisonmaking) +12, Decipher Script +24, Diplomacy +0, Disable Device +19, Disguise +5, Escape Artist +7, Forgery +9, Gather Information +4, Hide +22, Intimidate +0, Jump +3, Knowledge (arcana) +27, Knowledge (history) +22, Knowledge (local [Calimshan]) +22, Knowledge (nature) +17, Knowledge (the planes) +20, Listen +9, Move Silently +17, Search +10, Sense Motive +6, Spellcraft +37, Sleight of Hand +11, Spot 9, Swim +1, Tumble +4, Use Magic Device -1, Use Rope +3; Alertness*, Chain Spell, Combat Familiar, Craft Magical Arms and Armor, Craft Wondrous Item, Delay Spell, Forge Ring, Improved Counterspell, Improved Familiar, Improved Initiative, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Insidious Magic, Maximize Spell, Pernicious Magic, Quicken Spell, Reactive Counterspell, Scribe Scroll, Shadow Weave Magic, Tenacious Magic.
Languages: Alzhedo, Chondathan, Common, Draconic, Drow Sign, Elven, Infernal.
Evasion (Ex): If Abraxas is exposed to any effect that normally allows a Reflex saving throw for half damage, he take no damage instead with a successful saving throw.
Endure Elements: Abraxas is constantly under the spell effects of endure elements, which emits from his staff. This ability can be used at will.
Familiar: Abraxas’s familiar is a quasit named Xun. The familiar uses the better of its own and Abraxas’s base saves bonuses. The creature’s abilities and characteristics are summarized below.
Xun: Quasit familiar; CR --; Tiny outsider (Chaotic, Extraplanar, Evil); HD 30; hp 48; Initiative +7; Spd 20 ft., fly 50 ft. (perfect); AC 25, touch 13, flat-footed 22; Base Atk +15; Grp +6; Atk +18 melee (1d3-1 plus poison, claw); Full Atk +18 melee (1d3-1 plus poison, 2 claws) and +13 melee (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA poison, spell-like abilities; SQ alternate form, deliver touch spells, DR 5/cold iron or good, darkvision 60ft., fast healing 2, immunity to poison, improved evasion, low-light vision, resistance to fire 10, share spells, speak with master, speak with quasits, SR 35, scry on familiar; AL CE; SV Fort +15, Ref +18, Will +20; Str 8, Dex 17, Con 10, Int 15, Wis 12, Cha 10.
Skills and Feats: Bluff +6, Diplomacy +2, Disguise +6 (+8 acting), Hide +17, Intimidate +2, Knowledge (arcana) +22, Listen +8, Move Silently +12, Search +6, Spellcraft +32, Spot +6; Improved Initiative, Weapon Finesse.
Alternate Form (Su): Xun can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (CL 12th), except that it does not regain hit points for changing form, and can assume only one or two forms no larger than medium. Common forms include bat, monstrous centipede, toad, and wolf. Xun in this alternate form loses its poison attack.
Deliver Touch Spells (Su):Xun can deliver touch spells for Abraxas.
Improved Evasion (Ex): If Xun is exposed to any effect that normally allows it to attempt a Reflex save for half damage, it takes no damage with a successful saving throw and half damage if the saving throw fails.
Poison (Ex): Injury, Fort DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Speak with Master (Ex): Xun can communicate verbally with Abraxas. Other creatures do not understand the communication without magical help.
Speak with Quasits (Ex): Xun can communicate with animals of approximately the same kind as itself.
Spell-Like Abilities: At will- detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that it’s area is a 30 ft. radius from Xun, DC 11) Caster level 6th. Save DC is Charisma-based. Once per week Xun can use commune to ask six questions. This ability otherwise works as the spell (caster level 12th).
Familiar Benefits: Abraxas gains special benefits from having a familiar.
Alertness (Ex): Xun grants its master Alertness as long as it is within 5 feet.
Empathic Link (Su): Abraxas can communicate empathically with Xun at a distance of up to 1 mile. He has the same connection to an item or place that Xun does.
Share Spells (Su): Abraxas may have any spell he casts on himself also affect Xun if the latter is within 5 feet at the time. He may also cast a spell with a target of “You” on Xun.
Half-Drow Traits: Half-drow are immune to magical sleep effects, +2 to saves against enchantment spells or effects, +1 to Listen, Search, and Spot checks, +2 to Diplomacy and Gather Information checks, and for all effects related to race, a half-drow is considered a drow.
Shadow Defense (Ex): Abraxas gains a +2 profane bonus to saves against enchantments, illusion, and necromancy spells, as well as spells with the darkness descriptor.
Shield of Shadow (Ex): As a standard action, Abraxas can surround himself with a globe of purple-black force, which functions like a shield spell, granting him a +4 shield bonus to AC and absorbing magic missiles. In addition, it provides concealment (20% chance miss) against melee and ranged attacks, grants him spell resistance 20, and can be used up to 28 rounds per day. This duration need not be consecutive and disarming the shield is a standard action.
Shadow Walk (Sp): Once per day, Abraxas can use shadow walk, as the spell. Caster level 8th.
Sneak Attack (Ex): Abraxas can do an extra 1d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Trapfinding (Ex): Abraxas can find, disarm, or bypass traps with a DC of 20 or higher. He can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If the Disable Device result exceeds the trap’s DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
Wizard Spell Prepared (caster level 28th, 27th for evocation and transmutation): 0-arcane mark, detect magic, no light, read magic; 1st-charm person (DC 20), grease (DC 18), magic missile (2), nerveskitter, stupor (DC 20); 2nd-addiction (DC 21), blindness/deafness (DC 21), knock, mirror image, misdirection, scorching ray; 3rd-crule disappointment (DC 22), curse of the putrid husk (DC 22), dispel magic, fireball (DC 20), fly, lightning bolt (DC 20); 4th-charm monster (DC 23), dimension door, evard’s black tentacles, maximize magic missile (2), mnemonic enhancer, phantasmal killer (DC 23), polymorph, stone skin, wall of fire; 5th-chain blindness/deafness (DC 21), cone of cold (DC 22), permanency, spell matrix [lesser], teleport; 6th-acid fog, chain curse of the putrid husk (DC 22), circle of death (DC 25), delay fireball (DC 20), permanent symbol of persuasion (DC 25); 7th-finger of death (DC 26), forcecage, limited wish, maximize enervation, reverse gravity; 8th-quicken wrack (DC 23), permanent symbol of insanity, polymorph any object, trap the soul (DC 25); 9th-gate, sphere of ultimate destruction (DC 26), time stop, wish; 10th-maximize delay fireball blast; 11th-quicken anti-magic ray (DC 24).
Spellbook: As a powerful wizard, Abraxas has a vast library of spells, including all the spells listed in the Player’s Handbook and Player’s Guide to Faerun as well as many spells found in the Spell Compendium. Because he casts spells of the shadow weave, he cannot prepare spells with the light descriptor.
Possessions: Abraxas’s Staff (+4 frost quarterstaff), +3 returning dagger, bracers of armor +8, vest of resistance +5, ring of protection +5, ring of wizardry IV, lockpicking ring, belt of hidden pouches, bolt shirt, spider climbing boots of speed*, gauntlet of infinite blades, greater piwafwi, rod of force, rod of frost, wand of lightning bolt (10th), wand of fireball (10th), wand of summon monster IV, rod of empower meta-magic, rod of quicken meta-magic, figurine of wondrous power (obsidian steed). Abraxas has other useful items at his disposal, though these are his most used and favorites of the bunch.
#15

blibbering_humdinger

Nov 12, 2007 2:07:50
From what my amateur-RPer mind can make of that jumble of information (yes, I know, it's rather pathetic that I can't read character sheets, but I'm more accustomed to having the info neatly arranged over 3-5 pages than to having it all squeezed into one page of condensed groups :embarrass ), it looks good. I may make one or two tweaks to this or that when I finally get around to writing the guy into my campaign, but for now it looks great. Thanks--I've saved the info to my system for later use.

EDIT: As a matter of interest, what do you think of the background sketch I wrote up here? Are there any improvements that can be made, do you think, and is what I do have even vaguely interesting?
#16

Diffan

Nov 12, 2007 6:52:29
From what my amateur-RPer mind can make of that jumble of information (yes, I know, it's rather pathetic that I can't read character sheets, but I'm more accustomed to having the info neatly arranged over 3-5 pages than to having it all squeezed into one page of condensed groups :embarrass ), it looks good. I may make one or two tweaks to this or that when I finally get around to writing the guy into my campaign, but for now it looks great. Thanks--I've saved the info to my system for later use.

Yea, that's fine. I figured some tweaking would be done, I've just put out the spells I thought were useful and some that were cool. Also, the books I used for your abilities/spells/feats are Player's Handbook, Spell Compendium, Book of Vile Darkness, Player's Guide to Faerun, Magic Item Compendium, Monster Manual (for familiar), and Dungeon Master's Guide. If you need any additional help, with another spell, or feat description, just let me know and I'll see what I can do.

EDIT: As a matter of interest, what do you think of the background sketch I wrote up here? Are there any improvements that can be made, do you think, and is what I do have even vaguely interesting?

The backround story is really interesting. His history is in depth and I espically like his motives, which are basically what's motivating him at the present second and that "crazy" element is something I find fun with mages in general. The fact that he's a shadow weave user is fun and a good DM can do all sorts of side quests involving just that aspect alone. Over all, well done!
#17

uzzy

Nov 12, 2007 6:56:59
Ah, Diffan. I've got another one for you. With a name this time!

Erika Benson. Region: Cormyr. Alignment: CG. Bard 6/Rogue 4. I'm looking for a stealthy assassin type character, and an acrobatic one too. She's a Lliiran Scarlet Mummer, so points in Perform (Dance) would be mandatory, I think.

Thanks again.
#18

Diffan

Nov 12, 2007 8:29:40
Here's a few more random NPC's i've got on the computer. Let me know if you like/dislike them. Enjoy!

Show

Avaelus Illistyn: Male Half-drow fighter 2/domain wizardUA 5; CR 7; Medium humanoid (elf); HD 2d10+4 plus 5d4+10; hp 39; Init +5; Spd 30 ft.; AC 20, touch 14, flat-footed 16; Base Atk +4; Grp +6; Atk +11 (1d8+2/18-20, +1 slimblade) or +9 (1d4 plus drow poison (DC 14)/19-20, hand crossbow) or +9 (1d4+1/19-20, dagger); Full Atk +11 (1d8+2/18-20, +1 slimblade) or +9 (1d4 plus drow poison (DC 14)/19-20, hand crossbow) or +9 (1d4+1/19-20, dagger); SQ darkvision 60 ft., half-drow traits, low-light vision; AL CG; SV Fort +7, Ref +7, Will +7 (+9 against enchantments); Str 12, Dex 21, Con 15, Int 16, Wis 14, Cha 11. Height 5 ft. 8 in.
Skills and Feats: Climb +1, Concentration +12, Craft (alchemy) +9, Craft (weaponsmithing) +7, Decipher Script +5, Diplomacy +3, Gather Information +3, Handle Animal +1, Hide +8, Intimidate +6, Jump 0, Knowledge (arcana) +10, Move Silently +8, Spellcraft +13, Swim -1, Tumble +5; Alacritous Cogitation, Combat Casting, Craft Magical Arms and Armor, Dodge, Practiced Spellcaster, Scribe Scroll, Weapon Finesse, Weapon Focus (slimblade).
Languages: Common, Draconic, Drow Sign, Elven, Goblin.
Half-Drow Traits: Half-drow have immunity to magic sleep effects, +2 to saves against enchantment spells or effects, +1 to Listen, Search, and Spot checks, +2 to Diplomacy and Gather Information checks and for all effects related to race, a half-drow is considered a drow.
Moon Domain: Avaelus can cast spells from the moon domain with a +1 to his caster level. Spells from the moon domain are marked with D.
Wizard Spells Prepared (CL 7th, chooses spells as CL 5th): 0-detect magic, electric jolt, ghost sound, no light; 1st-feather fall, moon lust D(DC 14), nerveskitter, ray of enfeeblement; 2nd-bull’s strength, invisibility, moonbeam D(DC 15), scorching ray; 3rd-dispel magic, moon blade D, open slot.
Spellbook: spells prepared plus 0-all; 1st-enlarge person, identify, lesser orb of fire, magic weapon, shield, sleep, spirit worm, truestrike; 2nd-bladeweave, blindness/deafness, dimension hop, knock; 3rd-fly, haste, lightning bolt.
Possessions: +1 elven chain, +1 slimblade, gloves of dexterity+2, cloak of elvenkind, boots of elvenkind, vest of resistance+1, dagger, hand crossbow with 20 bolts, standard adventuring gear, spell component pouch.
#19

Diffan

Nov 12, 2007 9:41:28
Ah, Diffan. I've got another one for you. With a name this time!

Erika Benson. Region: Cormyr. Alignment: CG. Bard 6/Rogue 4. I'm looking for a stealthy assassin type character, and an acrobatic one too. She's a Lliiran Scarlet Mummer, so points in Perform (Dance) would be mandatory, I think.

Thanks again.

Ok, well I'm off tonight from work and we're gaming tonight. I should have the character posted by say.....wednesday morning? Any specific weapon styles or the usual dagger? Also, any starting gold amout or just use the NPC by wealth chart?
#20

uzzy

Nov 12, 2007 9:59:00
Daggers are good. She's also a human character, I seem to have left that bit out. Furthermore, I'd like her to have the 'Chime of Harmonic Agony' from Magic Item Compendium, which was mentioned in a web article as a tool of the Scarlet Mummers.
#21

fingoldfin

Nov 12, 2007 10:01:59
Hey Diffan,

I just wanted to say thanks and great job. I DM an Elf game in High Forest so Levileous will be put to good use.:D
#22

Diffan

Nov 12, 2007 10:07:34
Daggers are good. She's also a human character, I seem to have left that bit out. Furthermore, I'd like her to have the 'Chime of Harmonic Agony' from Magic Item Compendium, which was mentioned in a web article as a tool of the Scarlet Mummers.

Sounds good, anything else specific?

Hey Diffan,

I just wanted to say thanks and great job. I DM an Elf game in High Forest so Levileous will be put to good use.

Glad I could be of service. I've a few more elven characters roughly the same level and a few a bit higher. I'll post them soon as I get some sleep. Working nights is hard at times, lol.
#23

blibbering_humdinger

Nov 12, 2007 14:43:22
Yea, that's fine. I figured some tweaking would be done, I've just put out the spells I thought were useful and some that were cool. Also, the books I used for your abilities/spells/feats are Player's Handbook, Spell Compendium, Book of Vile Darkness, Player's Guide to Faerun, Magic Item Compendium, Monster Manual (for familiar), and Dungeon Master's Guide. If you need any additional help, with another spell, or feat description, just let me know and I'll see what I can do.

I will if something comes up, but once I have my hands on the rulebooks and have gotten used to looking at things in this type of format, I'm pretty certain I'll be able to understand most of it. Thanks for listing this books, though, I'll be sure to get 'em.

The backround story is really interesting. His history is in depth and I espically like his motives, which are basically what's motivating him at the present second

I know what motives are, thank you very much! :P

Nah, I get ya--that came out maybe a little wrong, but I understood what you meant. His motives are whatever his motives happen to be at a given time. Yeah, I wanted that element of total unpredictability there, mostly because it means I can throw Abraxas into almost any high-level adventure and not have to worry about coming up with a reason that makes sense. He fits in anywhere. ;)

and that "crazy" element is something I find fun with mages in general. The fact that he's a shadow weave user is fun and a good DM can do all sorts of side quests involving just that aspect alone. Over all, well done!

Thanks. The really vexing part about this is that I'm not sure how the PCs can learn any of that history. The best things I can come up with are encountering Dove Falconhand and her drawing the connection to that old murder case in Silverymoon (matter of consequence when considering continuity, here: just how old is Dove? I know nothing save that she's one of the Seven Sisters, that she's a ranger, that she appeared in Sojourn, and that no wiki entry on her that I can find says anything about her beyond that... ^_^' ), and the characters finding out a bit about his oddball mage mother and his drow father, provided they make their way to Calimshan and happen to talk to the right people (Maybe an elf, who *might* have lived long enough to remember such things and would probably have remember the drow, if not the absent-minded Halruaan professorette).

I want the PCs to be able to learn this guy's story and motivations because without that, he'll likely come off as being just another lunatic mage (admittedly one who's far above the norm as far as sheer power goes). I don't think it likely that he'll write journal entries and conveniently leave them lying around, a la Jon Irenicus, so I'll have to come up with something else...
#24

rinonalyrna_fathomlin

Nov 12, 2007 18:51:08
There's more to be found on Dove in Silverfall: Stories of the Seven Sisters, the Knights of Myth Drannor novels (only the first two are out so far), various sourcebooks such as the 2E one specifically about the Seven Sisters, and numerous other places (like Ed Greenwood's answers on Candlekeep.com).
#25

Diffan

Nov 13, 2007 0:13:55
Yea, I haven't read up alot on Dove either. Aside from the main sources you and Rinonalyrna mentioned, i'm not sure where else to look. A good way to go to get the other PCs involved with your history is for it to, as they say "come back to haunt you." I'm sure there are other events in Abraxas's life that might have left a trail, for example the mage he killed in Luskan to get the +3 returning dagger, they don't just grow on trees and someone from the guys family or guild might scry it's location and find you, then send an assassin to kill you, so on and so forth. There are lots of options for you, and with his detailed past, I don't have any doubts you can come up with something creative.
#26

johnkretzer

Nov 13, 2007 0:54:48
Great job...don't need this myself, bit I might ask you for some though later to hit my PCs with something not build by me...

Wondering what 3.0 souces you have? Played a character once and just wondering how you would build it...
#27

blibbering_humdinger

Nov 13, 2007 1:02:49
Yea, I haven't read up alot on Dove either. Aside from the main sources you and Rinonalyrna mentioned, i'm not sure where else to look. A good way to go to get the other PCs involved with your history is for it to, as they say "come back to haunt you." I'm sure there are other events in Abraxas's life that might have left a trail, for example the mage he killed in Luskan to get the +3 returning dagger, they don't just grow on trees and someone from the guys family or guild might scry it's location and find you, then send an assassin to kill you, so on and so forth. There are lots of options for you, and with his detailed past, I don't have any doubts you can come up with something creative.

It wouldn't fit for someone to scry out Abraxas's location for any reason, and here's why: I've already told you Abraxas is somewhat paranoid. He keeps combat spells prepared even when he plans to spend the day cloistered in a secluded cave doing nothing but staring at the ceiling or something equally lethargic; likewise he keeps on the lookout for scrying attempts and knows how to interrupt them. (I've read that scrying is easy to protect against.)

But other than that, you're right. There should be plenty of ways to drag Abraxas's past into the story, though those elements that involve his childhood could prove difficult. An adventure to Ust Natha, the home city of his drow father, could prove beneficial in this regard--it would, at least, provide some opportunity to learn something of the father and how he came to dwell in Calimport with an eccentric Halruaan misfit. And I wouldn't be surprised if one of the Luskan wizards' colleagues did hunt the dagger down somehow--the slain wizard was a prominent member of the Hosttower of the Arcane, after all, and had no shortage of allies. Heck, maybe the search for the dagger is the quest that introduces the heroes to Abraxas in the first place...

Hmm... I have to think on this one...
#28

Diffan

Nov 13, 2007 2:31:20
It wouldn't fit for someone to scry out Abraxas's location for any reason, and here's why: I've already told you Abraxas is somewhat paranoid. He keeps combat spells prepared even when he plans to spend the day cloistered in a secluded cave doing nothing but staring at the ceiling or something equally lethargic; likewise he keeps on the lookout for scrying attempts and knows how to interrupt them. (I've read that scrying is easy to protect against.)

But other than that, you're right. There should be plenty of ways to drag Abraxas's past into the story, though those elements that involve his childhood could prove difficult. An adventure to Ust Natha, the home city of his drow father, could prove beneficial in this regard--it would, at least, provide some opportunity to learn something of the father and how he came to dwell in Calimport with an eccentric Halruaan misfit. And I wouldn't be surprised if one of the Luskan wizards' colleagues did hunt the dagger down somehow--the slain wizard was a prominent member of the Hosttower of the Arcane, after all, and had no shortage of allies. Heck, maybe the search for the dagger is the quest that introduces the heroes to Abraxas in the first place...

Hmm... I have to think on this one...

Scrying was something I thought of quickly, though there could be more mundane methods of tracking the dagger down to Abraxas, and espically if the ones doing the tracking are archmages from the Hostower of the Arcane. The fact is, the character's pretty long lived, and it's relatively easy to pull in some back story plot or unfinished buisness from way back when to introduce your current campanions to your back story.

Great job...don't need this myself, but I might ask you for some though later to hit my PCs with something not build by me...

Wondering what 3.0 souces you have? Played a character once and just wondering how you would build it...

Thanks John, I'd be more than happy to create a monster or 3 for you to throw at some of your PCs. ! As for 3.0 sources, not many i'm afraid. I traded them all in at Half-Price Books for $$ to get 3.5 stuff. What 3.0 material are you interested in, cuz it usually can be researched and the conversion is pretty minimal.
#29

zanan

Nov 13, 2007 10:04:12
Great stuff Diffan ... just keep them coming. I'm never tired of hand-crafted, well thought through NPCs. Levels 8 to 16 would always be high on the agenda.
#30

Diffan

Nov 13, 2007 12:18:30
Great stuff Diffan ... just keep them coming. I'm never tired of hand-crafted, well thought through NPCs. Levels 8 to 16 would always be high on the agenda.

Thanks Zanan! I should have Uzzy's Scarlet Mummer done by tomorrow morning, and here are a few more character's for everyone to play around with:

Show

Valdrake ‘The Black’ Alandrith: Male Damaran fighter 10/ tempestCAdv 5/ aristocrat 1; CR 15; Medium humanoid (human); HD 15d10+30 plus 1d8+2; hp 192; Init +4; Spd 40 ft.; AC 32, touch 21, flat-footed 24; Base Atk +16; Grp +23; Atk +26 melee (1d8+9, plus 1d6 fire, plus 1 Con/17-20, +2 flaming sweeping longsword of wounding) or +26 melee (1d6+5, plus 1 Con/19-20, +2 cold iron deflecting hand-axe of wounding) or +24 melee (1d8+7/x3, mwk lance); Full Atk +26/+21/+16/+11 melee (1d8+9, plus 1d6 fire, plus 1 Con/17-20, +2 flaming sweeping longsword of wounding) and +26/+21 melee (1d6+5, plus 1 Con/19-20, +2 cold iron deflecting hand-axe of wounding) or +24/+19/+14/+9 melee (1d10+7/x3, mwk lance); SA ambidexterity, two-weapon versatility; SQ DR 5/bludgeoning, immunity to fear, tempest defense +3; AL LN; SV Fort +17, Ref +12, Will +9; Str 24, Dex 18, Con 14, Int 13, Wis 12, Cha 8.
Skills and Feats: Balance +14 (+12 in armor), Climb +12 (+10 in armor), Handle Animal +5, Intimidate +3, Jump +12(+10 in armor), Listen +5, Profession (teamster) +4, Ride +29, Sleight of Hand +7, Spot +5, Swim +12 (+8 in armor), Tumble +14 (+12 in armor); Bounding Assault, Combat Expertise, Dodge, Fearless, High Sword-Low Axe, Improved Critical (longsword), Improved Trip, Improved Two-Weapon Fighting, Mobility, Mounted Combat, Ride by Attack, Spring Attack, Two- Weapon Fighting, Weapon Focus (longsword).
Languages: Common, Damaran, Elven.
Ambidexterity (Ex): Valdrake’s attack penalties for fighting with two weapons is lessened to +0 (if his off hand weapon is a light weapon).
Tempest Defense (Ex): Valdrake gains a +3 bonus to armor class when wielding a double weapon or two weapons. He loses this ability when fighting in medium or heavy armor.
Two-Weapon Versatility (Ex): When Valdrake fights with two weapons, his Improved Critical (longsword) and Weapon Focus (longsword) feats apply to his second weapon as well as to his longsword.
Two-Weapon Spring Attack (Ex): When Valdrake makes a spring attack, he can attack once each with two different weapons as an attack action. He loses this ability when fighting in medium or heavy armor.
Possessions: Hell-forge (+2 flaming sweeping longsword of wounding), Thresher (+2 cold iron deflecting hand-axe of wounding), +5 elven chain of axe/spear blocking, ring of protection +3, amulet of natural armor +2, vest of resistance +4, belt of giant Strength +4, gloves of Dexterity +2, ring of improved invisibility, storm-rider boots.

Arngrim, Cormyrean destrier (heavy warhorse): Large animal; CR 4; HD 6d8+18; hp 48; Init +1; Spd 50 ft.; AC 20, touch 10, flat-footed 19; Base Atk +4; Grp +13; Atk +8 melee (1d6+5, hoof); Full Atk +8/+8 melee (1d6+5, 2 hooves) and +3 melee (1d4+2, bite); SA -; SQ Low-light vision, scent; AL N; Fort +8, Ref +6, Will +3; Str 20, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +7, Spot +6; Diehard, Endurance, Run.
Possessions: +1 mithral chainmail barding, battle bridal.



Sources used: PHB 3.5, DMG 3.5, Player's Guide to Faerun, Complete Adventurer, Complete Warrior, Magic Item Compendium and PHB II.
#31

johnkretzer

Nov 13, 2007 13:51:32
Ok here is one...build me a 20th level. Rogue, Fighter, Dervish, Lasher( old PrC from Sword and Fist...completely adaptable to 3.5 even with the changing the whip from a ranged weapon to a melee one). Use a whip-dagger from the same souce(1d6, 19-20/x2 crit range otherwise acts like a whip except dealing real damage)

Some back ground: Female character from Calimshan, escaped Harem slave. Started off as Rogue(2 levels) then fighter(4 levels). The rest mix them as you want. NG in alignment and worshipps Illmater.

Stats: Are rolled...starts at Str:12, Dex:16, Con:13, Int:14, Wis:12, Cha:16.

Wealth use the wealth for a 20th level PC.

If you need infomation on Lasher just PM me. Like I said I am wondering how you would build this character...might get a chance to play her again in a different game(I sometimes do recyle character ideas especialy fun ones like this). It is also a nasty build to use with Loviatorians too it is also useful as a NPC villian.
#32

jaiadrottsingr

Nov 13, 2007 20:31:19

Build me an undead aristocrat, 18th level, with one level in Sorcerer. Please?

#33

ianten_silverblade

Nov 13, 2007 22:12:21
Can you please create the following two NPC's (a husband and wife duo of mine) in old style 3.5 stat templates (not the new style):

(Note: You can find stats for anything you are unfamiliar with here on this thread at www.crystalkeep.com D&D PDF's)

Name: Ianten Silverblade (Lawful Good)

Race/Gender: Male Lesser Aasimar

Classes/Prestige Classes: Fighter 1/Knight 9/Paladin 9 of Raziel

Abilities (racial/level increases already added): Str 18, Dex 14, Con 14, Int 16, Wis 16, Cha 20

Must Have Skills: Appraise, Balance, Climb, Concentration, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (geography), Knowledge (history), Knowledge (local - Damara), Knowledge (nature), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the Planes), Profession (Inn Keeper), Listen, Ride (horse), Search, Sense Motive, Spot, Survival, Swim.

Feats/Bonus Feats Chosen: Detoxifying Touch, Extra Remove Disease, Extra Smiting, Hands of a Healer, Improved Shield Bash (Fighter Bonus), Nymph's Kiss, Quick Draw (Knight Bonus), Ranged Smite Evil, Servant of the Heavens (Raziel).

Equipment: Rimesunder (+1 yugoloth bane keen ghost touch holy dragonfang [silver] longsword), Dragon's Doom (+1 dragon bane ghost touch seeking holy dragonbone composite longbow [+3 Strength Bonus]), arrows and quiver (20), Crusader (+1 comfort strength [+4] mithral full plate), Justice (+1 heavy strength [+4] mithral shield), +1 ring of protection and resistance, +1 dragon mantle (red) of natural armor, +2 mithral barding of swiftness (for mount), silver holy symbol (Raziel).
-----------------------------------------------------------------------------------------------
Name: Saria Greenfeather (Chaotic Good)

Race/Gender: Female Half-Nymph/Half-Human

Classes/Prestige Classes: Bard 17 of Titania

Abilities (racial/level increases already added): Str 12, Dex 18, Con 14, Int 18, Wis 16, Cha 22

Only Skills She Has: Appraise, Balance, Bluff, Climb, Concentration, Diplomacy, Hide, Jump, Knowledge (arcana), Knowledge (geography), Knowledge (history), Knowledge (local – Damara), Knowledge (local – the Earthwood), Knowledge (nature), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the Planes), Listen, Move Silently, Perform (dance), Perform (sing), Perform (wind instrument), Profession (entertainer), Sense Motive, Spellcraft, Swim, Use Magical Device.

Feats/Bonus Feats Chosen: Soothe the Beast, Song of the Heart, Focused Performer, Focused Performance, Green Ear, Requiem, Skill Focus (Profession [entertainer]).

Equipment: Seelie Kiss (+1 defending keen ghost touch holy dagger), masterwork orcania, +2 ring of protection, +2 amulet of natural armor, +2 bracers of armor, +2 harness of armor, cursed ring of universal energy immunity (curse: only works for female chaotic good arcane spellcasting wearers who are in danger of harm to their bodies and cannot be removed unless wearer dies of natural causes).
#34

Diffan

Nov 14, 2007 7:43:26
Ok Uzzy, here's your Scarlet Mummer. I left some skill prereferences like Profession and Knowledge open for you, to put in what ever you wanted. I went for a ranged sneak attack build using Point Blank Shot and Precise Shot and for you to use the Invisibility spell to get them flat-footed. Hope you like it!

Show

Erika Benson: Female Chondathan rogue 4/ bard 6; CR 10; Medium humanoid (human); HD 10d6+6; hp 46; Init +4; Spd 30 ft.; AC 20, touch 15, flat-footed 20; Base Atk +7; Grp +8; Atk +12 melee (1d4+2 plus 1d6 to sneak attack/19-20, +1 returning dagger of deadly precision) or +12 melee (1d6+1/18-20, mwk rapier) or +12 ranged (1d4+2 plus 1d6 to sneak attack/19-20, +1 returning dagger of deadly precision); Full Atk +12/+7 melee (1d4+2 plus 1d6 to sneak attack/19-20, +1 returning dagger of deadly precision) or +12/+7 melee (1d6+1/18-20, mwk rapier) or +12 ranged (1d4+1 plus 1d6 to sneak attack/19-20, +1 returning dagger of deadly precision); SA sneak attack +2d6, spells; SQ bardic knowledge +8, bardic music 10/day (countersong, fascinate, inspire courage, inspire competence, suggestion), evasion, trapfinding, trap sense +1, uncanny dodge; AL CG; SV Fort +5, Ref +14, Will +8; Str 12, Dex 18, Con 12, Int 15, Wis 12, Cha 18.
Skills and Feats: Appraise +4, Balance +8, Bluff +10, Climb +4, Concentration +11, Craft (any) +8, Decipher Script +4, Diplomacy +7, Disable Device +8, Disguise +8, Escape Artist +8, Forgery +4, Gather Information +13, Hide +14, Intimidate +6, Jump +3, Knowledge (any) +8, Knowledge (any) +4, Knowledge (local [Cormyr]) +7, Listen +4, Move Silently +11, Open Lock +8, Perform (dance) +14, Profession (any) +2, Search +3, Sense Motive +4, Sleight of Hand +7, Spellcraft +4, Spot +3, Swim +1, Tumble +6, Use Magic Device +5, Use Rope +4; Extra Music, Lyric Spell, Point Blank Shot, Precise Shot, Weapon Finesse.
Languages: Chondathan, Common, Elven, Goblin.
Bardic Knowledge: Erika may make a bardic knowledge check, adding +8 to her roll to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places.
Bardic Music: 10 times per day, Erika can use her songs or poetics to produce magical effects on herself and those around her.
Countersong (Su): Erika can counter magical effects that depend on sound. Any creature within 30 ft. of her (herself included) may use her Perform check result in place of its saving throw, if the Perform check is higher.
Fascinate (Sp): Erika can use her music or poetics to cause two creatures to become fascinated with her. Each creature must be within 90 ft, able to see and hear her, and able to pay attention to her. She also must be able to see the creatures. Distractions or combat near the creature prevents the ability from working.
Inspire Courage (Su): Erika can use her music or poetics to inspire courage in her allies, bolstering them against fear and improving their combat abilities. Allies able to see and hear her gain a +1 morale bonus to saves against charm and fear effects and a +1 bonus to attack and damage rolls.
Inspire Competence (Su): Erika can use your music or poetics to help an ally succeed at a task, giving them a +2 competence bonus on skill checks. The ally must be within 30 ft, and able to see and hear her. She must also be able to see the ally.
Suggestion (Sp): She can make a suggestion (as the spell) to a creature that she has already fascinated. A Will save DC 20 negates the effect. This ability affects only a single creature.
Evasion (Ex): If Erika is exposed to any effect that normally allows a Reflex saving throw for half damage, she takes no damage instead with a successful saving throw.
Sneak Attack (Ex): Erika does an extra 2d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Trapfinding (Ex): Erika can find, disarm, or bypass traps with a DC of 20 or higher. She can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If her Disable Device result exceeds the trap’s DC by 10 or more, she discovers how to bypass the trap without triggering or disarming it.
Bard Spells Known (3/4/3 per day; caster level 6th; 10% arcane spell failure): 0-dancing lights, detect magic, ghost sound (DC 14), lullaby (DC 14), mage hand; 1st-cure light wounds, grease (DC 15), identify, ventriloquism (DC 15); 2nd-harmonic chorus, invisibility, mirror image.
Possessions: Swift Strike (+1 returning dagger of deadly precision), +1 mithral chain shirt, ring of protection +1, cloak of charisma +2, gloves of dexterity +2, vest of resistance +1, chimes of harmonic agony, masterwork rapier, 200 gp.

Sources Used: PHB, DMG, Magic Item Compendium, Complete Adventurer, Player's Guide to Faerun.
#35

Diffan

Nov 14, 2007 8:05:13
Ok Uzzy, here's your Scarlet Mummer. I left some skill prereferences like Profession and Knowledge open for you, to put in what ever you wanted. I went for a ranged sneak attack build using Point Blank Shot and Precise Shot and for you to use the Invisibility spell to get them flat-footed. Hope you like it!

Show

Erika Benson: Female Chondathan rogue 4/ bard 6; CR 10; Medium humanoid (human); HD 10d6+6; hp 46; Init +4; Spd 30 ft.; AC 20, touch 15, flat-footed 20; Base Atk +7; Grp +8; Atk +12 melee (1d4+2 plus 1d6 to sneak attack/19-20, +1 returning dagger of deadly precision) or +12 melee (1d6+1/18-20, mwk rapier) or +12 ranged (1d4+2 plus 1d6 to sneak attack/19-20, +1 returning dagger of deadly precision); Full Atk +12/+7 melee (1d4+2 plus 1d6 to sneak attack/19-20, +1 returning dagger of deadly precision) or +12/+7 melee (1d6+1/18-20, mwk rapier) or +12 ranged (1d4+1 plus 1d6 to sneak attack/19-20, +1 returning dagger of deadly precision); SA sneak attack +2d6, spells; SQ bardic knowledge +8, bardic music 10/day (countersong, fascinate, inspire courage, inspire competence, suggestion), evasion, trapfinding, trap sense +1, uncanny dodge; AL CG; SV Fort +5, Ref +14, Will +8; Str 12, Dex 18, Con 12, Int 15, Wis 12, Cha 18.
Skills and Feats: Appraise +4, Balance +8, Bluff +10, Climb +4, Concentration +11, Craft (any) +8, Decipher Script +4, Diplomacy +7, Disable Device +8, Disguise +8, Escape Artist +8, Forgery +4, Gather Information +13, Hide +14, Intimidate +6, Jump +3, Knowledge (any) +8, Knowledge (any) +4, Knowledge (local [Cormyr]) +7, Listen +4, Move Silently +11, Open Lock +8, Perform (dance) +14, Profession (any) +2, Search +3, Sense Motive +4, Sleight of Hand +7, Spellcraft +4, Spot +3, Swim +1, Tumble +6, Use Magic Device +5, Use Rope +4; Extra Music, Lyric Spell, Point Blank Shot, Precise Shot, Weapon Finesse.
Languages: Chondathan, Common, Elven, Goblin.
Bardic Knowledge: Erika may make a bardic knowledge check, adding +8 to her roll to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places.
Bardic Music: 10 times per day, Erika can use her songs or poetics to produce magical effects on herself and those around her.
Countersong (Su): Erika can counter magical effects that depend on sound. Any creature within 30 ft. of her (herself included) may use her Perform check result in place of its saving throw, if the Perform check is higher.
Fascinate (Sp): Erika can use her music or poetics to cause two creatures to become fascinated with her. Each creature must be within 90 ft, able to see and hear her, and able to pay attention to her. She also must be able to see the creatures. Distractions or combat near the creature prevents the ability from working.
Inspire Courage (Su): Erika can use her music or poetics to inspire courage in her allies, bolstering them against fear and improving their combat abilities. Allies able to see and hear her gain a +1 morale bonus to saves against charm and fear effects and a +1 bonus to attack and damage rolls.
Inspire Competence (Su): Erika can use her music or poetics to help an ally succeed at a task, giving them a +2 competence bonus on skill checks. The ally must be within 30 ft, and able to see and hear her. She must also be able to see the ally.
Suggestion (Sp): She can make a suggestion (as the spell) to a creature that she has already fascinated. A Will save DC 17 negates the effect. This ability affects only a single creature.
Evasion (Ex): If Erika is exposed to any effect that normally allows a Reflex saving throw for half damage, she takes no damage instead with a successful saving throw.
Sneak Attack (Ex): Erika does an extra 2d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Trapfinding (Ex): Erika can find, disarm, or bypass traps with a DC of 20 or higher. She can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If her Disable Device result exceeds the trap’s DC by 10 or more, she discovers how to bypass the trap without triggering or disarming it.
Bard Spells Known (3/4/3 per day; caster level 6th; 10% arcane spell failure): 0-dancing lights, detect magic, ghost sound (DC 14), lullaby (DC 14), mage hand; 1st-cure light wounds, grease (DC 15), identify, ventriloquism (DC 15); 2nd-harmonic chorus, invisibility, mirror image.
Possessions: Swift Strike (+1 returning dagger of deadly precision), +1 mithral chain shirt, ring of protection +1, cloak of charisma +2, gloves of dexterity +2, vest of resistance +1, chimes of harmonic agony, masterwork rapier, 200 gp.

Sources Used: PHB, DMG, Magic Item Compendium, Complete Adventurer, Player's Guide to Faerun.
#36

zanan

Nov 14, 2007 9:47:22
Coming to think of it, I am under the impression that Diffan wants to get into the Wizards "Good Books", don't he?! :D
Alas ... some of the NPCs in recent Core books could have benefitted from his skills.

Now ... how about something different? A succubus "Spellcollector" (i.e. archivist 12) and a brachina (pleasure devil, FC II) hexblade 6? (No need to hurry ;)
#37

uzzy

Nov 14, 2007 13:04:54
Excellent stuff once again, Diffan. Thanks!
#38

Diffan

Nov 14, 2007 15:52:05
Coming to think of it, I am under the impression that Diffan wants to get into the Wizards "Good Books", don't he?!
Alas ... some of the NPCs in recent Core books could have benefitted from his skills.

Now ... how about something different? A succubus "Spellcollector" (i.e. archivist 12) and a brachina (pleasure devil, FC II) hexblade 6? (No need to hurry

Thank you. I can have your succubus for tomorrow, though I don't have the Fiendish Codex II. Could you direct me to a site or let me know what the brachina's stats are?

Excellent stuff once again, Diffan. Thanks!

I'm glad you like it!
#39

craig_c._dup

Nov 14, 2007 15:57:06
Nice work, Diffan. And very generous of you to offer this service to the community. I'll be nabbing a few of these gems of yours for my future Moonsea campaign I'm working on. Albeit with a few tweaks.

I'll put in my own request for a Binder soon (Tome of Magic).

Take care!
#40

ianten_silverblade

Nov 14, 2007 16:51:17
Do you need anymore info on the two NPC's I asked for dude?
#41

zanan

Nov 15, 2007 3:15:54
Sorry about the brachina. To my knowledge, they first appeared in FC II. But never mind, I take that succubus and am happy for a while .
#42

Diffan

Nov 15, 2007 8:06:14
Do you need anymore info on the two NPC's I asked for dude?

No, the info you gave me if fine, though I have to change one of the Aasimar's feats to Power Attack and I'll have to drop either the Fighter class or one of the Knight levels to add either a cleric or favored soul level so I can cast Divine Favor and meet the Prereqs for the Fist of Raziel. The Half-Nymph bard is easy enough though.

Sorry about the brachina. To my knowledge, they first appeared in FC II. But never mind, I take that succubus and am happy for a while .

It's ok, I'll keep looking for some stats on the brachina while I do the succubus character. Maybe it's in the Book of Vile Darkness.

Nice work, Diffan. And very generous of you to offer this service to the community. I'll be nabbing a few of these gems of yours for my future Moonsea campaign I'm working on. Albeit with a few tweaks.

I'll put in my own request for a Binder soon (Tome of Magic).

Take care!

Thank you. I have lots of hours at work to kill and I don't have any new novels to read, so making characters passes the time, and while I enjoy making NPCs for no other reason than to just see if they work, helping out people who don't have the time is more fun anyways.


Ok John, I finished your Lasher character. I didnt' know what all the abilities were for the Lasher, ie: Supernatural or Extraordinary, so I kinda guessed. Here she is:

Show

Female Calishite rogue 2/ fighter 4/ dervishCW 4/ lasher 10; CR 20; Medium humanoid (human); HD 2d6+10 plus 18d10+90; hp 208; Init +13; Spd 40 ft.; AC 31, touch 24, flat-footed 25; Base Atk +19; Grp +22; Atk +31 melee (1d6+10 plus 1 Con plus 1d6 to sneak atk/17-20x2, +3 keen wounding whip-dagger of speeding deadly precision) or +27 melee (1d4+3/19-20, dagger) or +27 ranged (1d4+3/19-20, dagger); Full Atk +31/+31/+26/+21/+16 (1d6+10 plus 1 Con plus 1d6 to sneak atk/17-20x2, +3 keen wounding whip-dagger of speeding deadly precision) or +27/+22/+17/+12 (1d4+3/19-20, dagger) or +27 ranged (1d4+3/19-20, dagger); Space/Reach 5 ft./15 ft. (with whip-dagger); SA crack of doom, crack of fate, death spiral 1/day, dervish dance 2/day, sneak attack +5d6, stunning snap 10/day; SQ close combat, dance of death, evasion, lashing whip, movement mastery, third hand, trapfinding, whip lash, wound; AL NG; SV Fort +13, Ref +25, Will +10; Str 16, Dex 27, Con 20, Int 14, Wis 15, Cha 24.
Skills and Feats: Appraise +2, Balance +20, Bluff +15, Climb +7, Concentration +17, Craft (any) +7, Decipher Script +4, Diplomacy +8, Disable Device +4, Disguise +7, Escape Artist +15, Forgery +2, Gather Information +8, Hide +27, Handle Animal +7, Intimidate +17, Jump +12, Knowledge (local [Calimshan]) +5, Listen +6, Move Silently +14, Open Lock +2, Perform (dance) +17, Profession (any) +2, Search +3, Sense Motive +4, Sleight of Hand +12, Spot +7, Swim +4, Tumble +17, Use Magical Device +10, Use Rope +23, Ride +10; Bounding AssaultPHB II, Combat ExpertiseB, Dodge, Exotic Weapon Proficiency (whip-dagger), Improved DisarmB, Improved Feint, Improved Initiative, Improved TripB, Martial Study (Sapphire Nightmare Blade)ToB, Mobility, Spring AttackB, Weapon Finesse, Weapon Focus (whip-dagger), Weapon Specilization (whip-dagger)B.
Languages: Alzhedo, Common, any two other.
Closed Combat: Attacking with a whip doesn't provoke attacks of opportuinity.
Crack of Doom (Ex): You may make two extra attacks at your highest attack bonus, but all your attacks suffer a -4 penalty.
Crack of Fate (Ex): You may make an extra attack at your highest attack bonus, but all your attacks suffer a -2 penalty.
Dance of Death (Ex): You gain the benefits of the Cleave feat while performing a dervish dance, even if you don't meet the prerequisites. Also, do not have to move 5 ft. before making the extra attack granted by this abilitiy.
Death Spiral (Su): Once per day, enemies within a 15 feet must succeed a Reflex save DC 27 or be stunned for 1d4+1 rounds. Foes who fail this save must then make a Fort save DC 18 or become helpless for 1d4-1 rounds.
Dervish Dance (Ex): Twice per day, you can make a single move action and still make a full attack, but you must move 5 feet between each attack and cannot return to a square you just exited. You gain a +2 bonus on attack and damage rolls when performing the dervish dance with a slashing weapon. This effect lasts for 5 rounds.
Evasion (Ex): If you are exposed to any effect that normally allows a Reflex saving throw for half damage, you take no damage instead with a successful saving throw.
Sneak Attack (Ex): You do an extra 5d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Stunning Snap (Ex): Stunning Snap forces a foe damaged by your whip (or whip-dagger) to make a Fort save DC 23, in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning snap 10/day and no more than once per round. Creatures immune to critical hits cannot be stunned.
Third Hand (Ex): This allows you to do whip tricks like retrieving an unattended object or catching yourself or another just before a fall.
Trapfinding (Ex): You can find, disarm, or bypass traps with a DC of 20 or higher. You can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If your Disable Device result exceeds the trap’s DC by 10 or more, you discover how to bypass the trap without triggering or disarming it.
Whip Lash: This ability allows you to threaten adjacent squares with a whip (or whip-dagger).
Possessions: +3 keen wounding whip-dagger of speeding deadly precision, +5 mithral vanishing chain shirt of greater shadow, ring of protection +5, gloves of Dexterity +6, cloak of charisma +6, stormstrider boots, bracers of infinate blades, lockpicking ring, mask of lies, ring of entropic deflection, rogue's vest, scout's headband, belt of giant strength +4, amulet of health +6, gem of seeing, tome of understanding +3 (ability increase added), manual of quickness in action +3 (ability increase added).


Sources Used: PHB 3.5, DMG 3.5, PHB II, Complete Adventurer, Complete Mage, Complete Warrior, Magic Item Compendium, and Tome of Battle: Book of Nine Swords.

Sapphire Nightmare Blade
Diamond Mind (strike)
Level: Swordsage 1, warblade 1
Initiation Action: 1 standard action
Range: Melee Attack
Target: One creature.

You attempt a Concentration check as part of this maneuver, using the target creatures's AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If you Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, you attack is made with a -2 penalty and deals normal damage.
#43

ianten_silverblade

Nov 15, 2007 9:24:07
No, the info you gave me if fine, though I have to change one of the Aasimar's feats to Power Attack and I'll have to drop either the Fighter class or one of the Knight levels to add either a cleric or favored soul level so I can cast Divine Favor and meet the Prerequisites for the Fist of Raziel.

Um, okay. I really didn't want Ianten to be a Fist of Raziel yet dude. However, I need to make one change to him though (sorry to pull that one ya late). I need you to make him a Fighter 1/Knight 10/Paladin 10 and give him the Knight Training feat as his 3rd Level Feat (when he becomes a Fighter 1/Knight 1/Paladin 1 of Raziel). Please don't forget to add Nymph's Kiss as his 1st Level Feat kay?

Second, the Half-Nymph has a +2 level adjustment, do you want that added to her 17 levels or is it 17 levels and a +2 adjustment? It shouldn't be a problem, just let me know, thanks!

Um, I would like Saria with 17 levels of Bard so she can have all the feats I gave her. Hope that answers your question. Again, sorry to spring all this on ya dude at the last minute. I really appreciate you doing all this for me. (hugs) ^_^
#44

Diffan

Nov 15, 2007 9:31:38
Um, okay. Please drop the fighter level then as well as Hands of a Healer.

No problem. I should have them both statted by tomorrow morning, around the same time as Johns and the others.
#45

ianten_silverblade

Nov 15, 2007 9:59:02
No no. Look at my above post. I edited it. Sorry. I typed the wrong thing. I want Ianten to be a Fighter 1/Knight 10/Paladin 10. Kay? I'm sorry for the misunderstanding.
#46

balafre

Nov 15, 2007 15:42:23
ok

Braela Traelstarr

Human Aglarondan Female CR7

Paladin 5 / Knight of the Weave 2

stats at lvl 1
STR 15
DEX 13
CON 15
INT 12
WIS 12
CHA 17

based at Velprintalar

thanks in advance
#47

Diffan

Nov 15, 2007 16:32:04
No no. Look at my above post. I edited it. Sorry. I typed the wrong thing. I want Ianten to be a Fighter 1/Knight 10/Paladin 10. Kay? I'm sorry for the misunderstanding.

It's cool. A fighter 1/ knight 10/ paladin 10 of Raziel. That's easy enough .

ok

Braela Traelstarr

Human Aglarondan Female CR7

Paladin 5 / Knight of the Weave 2

stats at lvl 1
STR 15
DEX 13
CON 15
INT 12
WIS 12
CHA 17

based at Velprintalar

thanks in advance

No problem, I should have him posted probably in a day or two.
#48

dspayre

Nov 15, 2007 16:59:28
i have two I would like you to do

Morkaash - Human (shadow walker template) wiz3/ cleric 3/ mystic theurge 8/
shadow adept 10/ Master of shrouds 10

stats: Int 22 dex 16 str 9 con 17 wis 18 chr16

i beleive this works if not change it but make it as close as possible

Mahrok- Half giant/half iron golem cleric of bane 20

stats up to you along wtih his weapon and everything else

Thank you in advance
#49

johnkretzer

Nov 16, 2007 2:05:01
Ok John, I finished your Lasher character. I didnt' know what all the abilities were for the Lasher, ie: Supernatural or Extraordinary, so I kinda guessed. Here she is.

Nice work...very interesting.

Though I generally don't use the Book of Nine Swords(should have mentioned it before.. ) very interesting. Though I'll probably replace that BoNS feat with Telling Blow from PHB2.

While I don't have time to actualy creat stat blocks if you need wants advice on a feat, PrC. etc for a NPC or PC feel free to ask.(I would open this to anyone though just PM me as I don't want to steal this thread from Diffan.
#50

Diffan

Nov 16, 2007 20:51:07
Hey,

Sorry for posting sorta late, but work was actually hectic and I didnt get alot done character wise. Ianten, I should have both of your characters posted by tomorrow as well as Zanan's 12th level succubus archivist.

DSPAYRE, actually I have the materials necessary to make your half-giant/half-iron golem so it shouldn't be a problem. Though where do I find the Shadow-walker template for Morkaash?

John, I'm glad you liked it. I did notice that Telling Blow is a better feat, and changing that with the ToB one is a better choice. If I've any trouble with some builds I'll be sure to ask you, thanks for the help.
#51

Diffan

Nov 17, 2007 8:59:41
OK Ianten, I got both of your PCs here. All I basically added was the skills and put it into stat blocks. Check them out:

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Ianten Silverblade: Male lesser aasimar fighter 1/ knightPH II 10/ paladin 10 (Raziel); CR 21; Medium humanoid (outsider); 11d10+22 plus 10d12+20; hp 174; Init +2; Spd 30 ft.; AC 26, touch 13, flat-footed 24; Base Atk +21; Grp +25; Atk +26 melee (1d8+4 plus 2d6 against evil and yugoloth/17-20, +1 yugoloth bane holy keen silver ghost touch longsword) or +24 ranged (1d8+4 plus 2d6 against dragons and evil/x3, +1 dragon bane ghost touch holy dragonbone composite longbow of seeking [Str +3]); Full Atk +26/+21/+16/+11 melee (1d8+4 plus 2d6 against evil and yugoloth/17-20, +1 yugoloth bane holy keen silver ghost touch longsword) or +24/+19/+14/+9 ranged (1d8+4 plus 2d6 against evil and yugoloth/17-20, +1 yugoloth bane holy keen silver ghost touch longsword); SA call to battle, daylight, fighting challenge +2, smite evil 5/day, test of mettle, turn undead 5/day (+7, 2d6+12; 7th); SQ armor mastery, aura of courage, aura of good, bulwark of defense, darkvision 60 ft., detect evil, divine grace, divine health, knight's challenge 10/day, lay on hands 50/day, remove disease 2/tenday, resistance to acid 5, cold 5, and electricity 5, shield ally, shield block, special mount, vigilant defender; AL LG; SV Fort +18, Ref +12, Will +16; Str 18, Dex 14, Con 14, Int 16, Wis 16, Cha 20.
Skills and Feats: Appraise +8, Balance +5 (+2 in armor), Climb +15 (+12 in armor), Concentration +7, Diplomacy +20, Handle Animal +15, Heal +10, Intimidate +10, Jump +12 (+9 in armor), Knowledge (geography) +5, Knowledge (history) +3, Knowledge (local [Damara]) +5, Knowledge (nature) +5, Knowledge (nobility/royalty) +4, Knowledge (religion) +8, Knowledge (the planes) +4, Profession (inn keeper) +7, Listen +6, Ride +17, Search +5, Sense Motive +16, Spot +6, Survival +5, Swim +10 (+4 in armor); Detoxifying Touch, Extra Remove Disease, Extra Smite, Improved Shield BashB, Mounted CombatB, Nymph's Kiss, Power Attack, Quick DrawB, Ranged Smite Evil, Ride-by-AttackB, Servant of the Heavens.
Languages: Celestial, Common, Sylvan, any 2 others.
Armor Mastery (Ex): Ianten can ignore the standard speed restriction for wearing heavy armor.
Aura of Courage (Ex): Immune to fear, and each ally within 10 feet of Ianten gains a +4 morale bonus against fear effects.
Bulwark of Defense (Ex): When an opponent starts his/her turn in an area Ianten threatens, he/she treats all squares Ianten threatens as difficult terrain.
Call to Battle (Ex): As a swift action, Ianten can spend one of his knight's challenges ability to grant an ally another saving throw against fear effects. The target gains a bonus equal to Ianten's Charisma modifier.
Daylight (Sp): Ianten can use daylight, as the spell, once per day (caster level 21st).
Detect Evil (Sp): Detect evil at will, as the spell.
Divine Health (Ex): Immunity to disease.
Fighting Challenge (Ex): As a swift action, Ianten can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater or equal to his level minus 2. If the target meets those requirements, Ianten gains a +2 moral bonus on Will saves, attacks, and damage rolls for ten rounds against that opponent.
Knight's Challenge (Ex): Ianten can issue a call to battle, fighting challenge or test of mettle ten times per day.
Shield Ally (Ex): As an immediate action, Ianten can opt to absorb part of the damage delt to an adjacent ally. He can only absorb physical melee and ranged attacks.
Smite Evil (Su): Five times per day, Ianten can attempt to smite evil with one normal melee attack. He adds +5 to his attack roll and deals an extra 10 points of damage.
Special Mount (Sp): Once per day for up to 20 hours, Ianten can call upon his heavy warhorse as a full-round action. The creature's abilities and statistics are summarized below:
Test of Mettle (Ex): As a swift action, Ianten can expend one of his knight’s challenge ability to cause all enemies within 100 ft. with a CR greater than or equal to his level minus 2 to make a Will save DC 20. If they fail, they are forced to attack him with their melee, ranged, or spell attacks in preference over other targets.
Vigilant Defender (Ex): If an opponent tries to tumble through a square Ianten threatens or his space without an attack of opportunity, the DC increases by 5.
Paladin Spells Prepared (caster level 5th): 1st-divine sacrifice, rhino's rush; 2nd-holy mount, remove paralysis

Heavy Warhorse (special paladin mount); CR -; Large magical beast (extraplanar); 8d8+24; hp 69; Init +1; Spd 50 ft.; AC 24, touch 11, flat-footed 23; Base Atk +6, Grp +15; Atk +11 melee (1d6+5, hoof); Full Atk +11/+11 melee (1d6+5, 2 hooves) and +6 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ improved evasion, improved speed, low-light vision, scent, share spells, share saving throws; SV Fort +9, Ref +7, Will +4; Str 20, Dex 13, Con 17, Int 7, Wis 14, Cha 6.
Skills and Feats: Jump +14, Listen +7, Spot +7; Diehard, Endurance, Run.
Possessions: +2 mithral breastplate barding of swiftness

Possessions: Rimesunder (+1 yugoloth bane keen ghost touch holy dragonfang [silver] longsword), Dragon's Doom (+1 dragon bane ghost touch seeking holy dragonbone composite longbow [+3 Strength Bonus]), arrows and quiver (20), Crusader (+1 comfort strength [+4] mithral full plate), Justice (+1 heavy strength [+4] mithral shield), +1 ring of protection and resistance, +1 dragon mantle (red) of natural armor, +2 mithral barding of swiftness (for mount), silver holy symbol (Raziel).
#52

ianten_silverblade

Nov 17, 2007 9:21:41
Sniff...tis so awesome. Thank you so much! ^_^
#53

dspayre

Nov 17, 2007 18:14:02
the shadow-walker template is in the Unapprochable East. If you don't have this book use the shade template instead. thank you
#54

jaiadrottsingr

Nov 18, 2007 19:27:45

No problem Jaia, though which undead template did you have in mind?

Any one that can think for itself, I don't really care. Thanks, guys.

*Man it's been quite a while since I posted in this forum.*

#55

Diffan

Nov 18, 2007 19:49:30
Ok Ianten, here's your other character:

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Saria Greenfeather: Female half-nymph bard 17; CR 19; Medium humanoid (fey); 17d6+34; hp 103; Init +4; Spd 30 ft.; AC 22, touch 16, flat-footed 18; Base Atk +12; Grp +13; Atk +14 melee (1d4+2 plus 2d6 against evil/17-20, +1 defending keen ghost touch holy dagger); Full Atk +14/+9/+4 (1d4+2 plus 2d6 against evil/17-20, +1 defending keen ghost touch holy dagger); SA Awesome beauty; SQ bardic knowledge 21; bardic music 17/day (countersong, fascinate, inspire courage +3, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroes); AL CG; SV Fort +17, Ref +14, Will +13; Str 12, Dex 18, Con 14, Int 18, Wis 16, Cha 22.
Skills and Feats: Appraise +9, Balance +9, Bluff +13, Climb +4, Concentration +22, Diplomacy +11, Hide +11, Jump +4, Knowledge (arcana) +9, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local [Damara]) +9, Knowledge (nature) +14, Knowledge (nobility/royalty) +7, Knowledge (religion) +7, Knowledge (the planes) +6, Listen +11, Move Silently +11, Perform (dance) +26, Perform (sing) +26, Perform (wind instruments) +26, Profession (entertainer) +25, Sense Motive +7, Spellcraft +11, Swim +2, Use Magical Device +8; Focused Performance, Focused Performer, Green Ear, Skill Focus (Profession [entertainer]), Song of the Heart, Soothe the Beast, Requiem.
Languages: Common, Sylvan, any 3.
Awesome Beauty (Ex): Any humanoid within 30 feet who looks at Saria is shaken (Will save DC 16) for 1 minute. Continued looking results in additional saves, the failure of which resets the duration. Saria can suppress or resume this ability as a free action. This is a [mind] [fear] effect.
Bardic Knowledge: Saria may make a bardic knowledge check, adding +21 to her roll to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places.
Bardic Music: 17 times per day, Saria can use her songs or poetics to produce magical effects on herself and those around her.
Countersong (Su): Saria can counter magical effects that depend on sound. Any creature within 30 ft. of her (herself included) may use her Perform check result in place of its saving throw, if the Perform check is higher.
Fascinate (Sp): Saria can use her music or poetics to cause two creatures to become fascinated with her. Each creature must be within 90 ft, able to see and hear her, and able to pay attention to her. She also must be able to see the creatures. Distractions or combat near the creature prevents the ability from working.
Inspire Courage (Su): Saria can use her music or poetics to inspire courage in her allies, bolstering them against fear and improving their combat abilities. Allies able to see and hear her gain a +3 morale bonus to saves against charm and fear effects and a +3 bonus to attack and damage rolls.
Inspire Competence (Su): Saria can use her music or poetics to help an ally succeed at a task, giving them a +2 competence bonus on skill checks. The ally must be within 30 ft, and able to see and hear her. She must also be able to see the ally.
Suggestion (Sp): She can make a suggestion (as the spell) to a creature that she has already fascinated. A Will save DC 24 negates the effect. This ability affects only a single creature.
Inspire Greatness (Su): Saria can use music or poetics to inspire greatness in herself or three willing allies within 30 feet, granting him or her extra fighting capability. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom (Sp): Saria can use music or poetics to create an effect equivalent to the break enchantment spell (caster level 17th). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. Saria can’t use song of freedom on herself.
Inspire Heroics (Su): Saria can use music or poetics to inspire tremendous heroism in herself or a single willing ally within 30 feet. To inspire heroics, Saria must sing and an ally must hear her sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears Saria sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Bard Spells Known (4/6/6/5/4/4/2 per day; caster level 17th): 0-dancing lights, detect magic, ghost sound (DC 16), lullaby (DC 16), mage hand, read magic; 1st-charm person (DC 17), cure light wounds, grease (DC 17), identify, ventriloquism (DC 17); 2nd-alter self, harmonic chorus, invisibility, mirror image, silence (DC 18); 3rd-confusion (DC 19), dispel magic, haste, scrying; 4th-cure critical wounds, dimension door, invisibility [greater], war cry; 5th-dream, mind fog (DC 21), shadow walk, song of discord (DC 21); 6th-geaes/quest, irresistible dance (DC 22), permanent image.
Possessions: Seelie Kiss (+1 defending keen ghost touch holy dagger), masterwork orcania, +2 ring of protection, +2 amulet of natural armor, +2 bracers of armor, +2 harness of armor, cursed ring of universal energy immunity (curse: only works for female chaotic good arcane spellcasting wearers who are in danger of harm to their bodies and cannot be removed unless wearer dies of natural causes).
#56

Diffan

Nov 18, 2007 20:38:53
Any one that can think for itself, I don't really care. Thanks, guys.

Alright, well vampires come to mind when the class levels are Aristocrat 17/sorcerer 1. So if that's cool, I'll go ahead with a vampire.

the shadow-walker template is in the Unapprochable East. If you don't have this book use the shade template instead. thank you

Yea, i just found it. After I do JaiaDrottsingr and Balafre's I'll look into doing both of yours.

Zanan, while I have the stats and info for the Succubus, my cousin is borrowing my copy of Heroes of Horror. It shouldn't be too long before I get it back, but if you don't want to wait, I can do another character for you, or if you want to change the succubus's class to something else, I can do that too. Just let me know (and sorry for not having the info at hand).
#57

zanan

Nov 19, 2007 3:12:56
Zanan, while I have the stats and info for the Succubus, my cousin is borrowing my copy of Heroes of Horror. It shouldn't be too long before I get it back, but if you don't want to wait, I can do another character for you, or if you want to change the succubus's class to something else, I can do that too. Just let me know (and sorry for not having the info at hand).

No problem, no hurry. Just a link:

http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3

:D
#58

Diffan

Nov 19, 2007 6:31:37
Oh, well then nevermind, it won't be a problem. Thanks! Yours, along with a few others, should be along shortly. I would've spent some time last night at work but my wife needed some drow NPCs to throw at us, so that took up the majority of my time. I'll see what I can do in the near future here, so just check back regularly. Once again, thanks.
#59

Diffan

Nov 20, 2007 11:16:35
I was going through my files, and I found some more NPC spell casters. Figured while I'm doing some of the requested characters, I'll throw in some unique NPCs of my own.

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Pharaxus Torrendol: Male Halruaan warmageCArc 14/ archmage 2; CR 16; Medium humanoid (human); HD 14d6+14 plus 2d4+2; hp 79; Spd 30 ft.; AC 28, touch 15, flat-footed 25; Base Atk +8; Grp +9; Atk +11 melee (1d6+3/x3, +2 quarterstaff of spell-storing) or +10 melee (1d4+1/19-20, mwk dagger) or +13 ranged touch (disintegrate effect (DC 24), prismatic ray effect (DC 24), or force missiles effect; CL 16th, +2 quarterstaff of spell-storing); Full Atk +11/+6 melee (1d6+3/x3, +2 quarterstaff of spell-storing) or +10/+5 melee (1d4+1/19-20, mwk dagger); SA warmage edge; SQ armored mage (medium), advanced learning (floating disc), eclectic learning (dimension hop, lesser globe of invulnerability), spell power +1, mastery of shaping; AL LN; SV Fort +8, Ref +11, Will +15; Str 12, Dex 16, Con 12, Int 20, Wis 10, Cha 24
Skills and Feats: Concentration +18, Craft (alchemy) +13, Intimidate +22, Knowledge (arcana) +22, Knowledge (history) +15, Knowledge (the plains) +14, Listen +6, Spellcraft +24, Spot +6; Craft Staff, Skill Focus (spellcraft), Spellcasting Prodigy, Spell Focus (conjuration), Spell Focus (Evocation), Spell Penetration, Sudden Empower, Sudden Enlarge, Sudden Maximize.
Languages: Common, Draconic, Elven, Ignan
Advanced Learning (Ex): Pharaxus has added floating disc to his spell list.
Armored Mage (Ex): Pharaxus can wear medium and light armor with no chance of arcane spell failure.
Eclectic Learning (Ex): Pharaxus has added dimension hop and lesser globe of invulnerability to his spell list, though they both are one spell level higher than they’re description.
Mastery of Shaping: Pharaxus can alter the area and effect of his spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell.
Spell Power: Pharaxus’s effective caster level is increased by 1.
Warmage Edge (Ex): Pharaxus adds his Int modifier to damage from his spells.
Warmage Spells Known (6/8/8/8/8/7/7/6/4 per day; CL 17th; 1d20+19 to overcome SR): 0-acid splash, disrupt undead, light, ray of frost; 1st-accuracy, burning hands (DC 19), chill touch (DC 18), fist of stone, floating disc, hail of stone, magic missile, orb of acid [lesser], orb of cold [lesser], orb of electricity [lesser], orb of fire [lesser], orb of sound [lesser], shocking grasp, true strike; 2nd-acid arrow, blades of fire, continual flame, fireburst (DC 20), fire trap (DC 19), flaming sphere (DC 20), ice knife (DC 20), pyrotechnics (DC 20), scorching ray, shatter (DC 20), whirling blade; 3rd-dimension hop, fire shield, fireball (DC 21), flame arrow, gust of wind (DC 20), ice storm, lightning bolt (DC 21), poison (20), ring of blades, sleet storm, stinking cloud (DC 21); 4th-black tentacles, blast of flame (DC 22), contagion (DC 21), orb of acid (DC 22), orb of cold (DC 22), orb of electricity (DC 22), orb of fire (DC 22), orb of force (DC 22), orb of sound (DC 22), phantasmal killer (DC 21), shout (DC 22), wall of fire; 5th-arc of lightning (DC 23), cloud kill (DC 23), cone of cold (DC 23), fire shield [mass] (DC 23), fireburst [greater] (DC 23), flame strike (DC 23), lesser globe of invulnerability, prismatic ray (DC 23); 6th-acid fog, blade barrier (DC 24), chain lightning (DC 24), circle of death (DC 23), disintegrate (DC 23), fire seeds (DC 24), freezing sphere (DC 24), transformation; 7th-delayed fireball blast (DC 25), earthquake (DC 25), finger of death (DC 24), fire storm (DC 25), mage’s sword, prismatic spray (DC 25), sunbeam (DC 25), waves of exhaustion; 8th-horrid wilting (DC 25), incendiary cloud (DC 26), polar ray, prismatic wall (DC 25), scintillating pattern, shout [greater] (DC 26), sunburst (DC 26).
Possessions: Pharaxus’s Staff (+2 quarterstaff of spellstoring, 50 charges), +5 mithral full-plate of death warding, cloak of charisma +4, headband of intellect +4, gloves of dexterity +2, amulet of health +2, boots of speed, ring of protection +2, ring of feather falling, vest of resistance +4.
#60

fingoldfin

Nov 21, 2007 0:51:20
Diffan,

Thanks again. Ny'thandael will see action in my campaign.:D
#61

Diffan

Nov 21, 2007 18:01:41
Thats great! He was actually my first Bladesinger PC, and has done well for me so far. Check back tomorrow, I should have some requesed NPCs up for people in the morning.
#62

Diffan

Nov 24, 2007 18:25:26
Hey everyone,

Sorry for not posting in a few days, Thanksgiving was kinda hecktic and it's been sorta busy. I finished a few NPCs in the last two days so let me know what you think.

1st is Balafre's paladin 5/ knight of the weave 2 character:
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Braela Traelstarr: Female Damaran paladin 5 (Mystra)/ knight of the weaveCoV 2; CR 7; Medium humanoid (human); HD 5d10+10 plus 2d8+4; hp 57; Init +1; Spd 30 ft.; AC 21, touch 11, flat-footed 20; Base Atk +6; Grp +8; Atk +9 melee (1d8+3/x3, +1 valorous lance) or +9 melee (2d6+3/19-20, mwk greatsword) or +7 ranged (1d8+2/x3, composite longbow [Str +2]); Full Atk +9/+4 melee (1d8+3/x3, +1 valorous lance) or +9/+4 melee (2d6+3/19-20, mwk greatsword) or +7/+2 ranged (1d8+2/x3, composite longbow [Str +2]); SA smite evil 2/day, turn undead 8/day (+5, 2d6+8, 3rd); SQ armored caster, aura of courage, aura of good, detect evil, detect magic, divine grace, divine health, lay on hands 25/day, read magic, special mount 1/day; AL LG; Fort +14, Ref +6, Will +6; Str 15, Dex 13, Con 15, Int 12, Wis 12, Cha 20.
Skills and Feats: Concentration +3, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Diplomacy +10, Handle Animal +8, Heal +4, Intimidate +5, Knowledge (arcana) +2, Knowledge (history) +2, Knowledge (nobility/royalty) +2, Knowledge (religion) +4, Professon (any) +1, Ride +9, Sense Motive +3, Spellcraft +4, Spot +2, Use Magical Device +5; Calvary Charger, Mounted Combat, Spirited Charge, Trample.
Languages: Aglarondan, Common, Elven.
Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Braela gains a +4 moral bonus on saving throws against fear effects.
Armored Spellcaster: Braela can cast her arcane spells while wearing light armor without incurring the normal arcane spell failure chance.
Detect Evil (Sp): Detect evil at will, as the spell.
Detect Magic (Sp): Detect magic at will, as the spell.
Divine Health (Ex): Immune to disease.
Read Magic (Sp): Read Magic, at will, as the spell.
Smite Evil (Su): Twice per day, Braela can attempt to smite evil with one normal melee attack. She adds +5 to her attack roll and deals an extra 5 points of damage.
Special Mount (Sp): Once per day for up to 10 hours, Braela can call upon her heavy warhorse as a full-round action. The creature's abilities and statistics are summarized below:
Knight of the Weave Spells Prepared (caster level 2nd): 1st-magic missile, shield*
*: Already Cast
Paladin Spells Prepared (caster level 2nd): 1st-Rhino's Rush

Heavy Warhorse (special paladin mount); CR -; Large magical beast (extraplanar); 6d8+18; hp 46; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base Atk +4, Grp +12; Atk +8 melee (1d6+4, hoof); Full Atk +8/+8 melee (1d6+4, 2 hooves) and +3 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ improved evasion, low-light vision, scent, share spells, share saving throws; SV Fort +8, Ref +6, Will +3; Str 18, Dex 13, Con 17, Int 6, Wis 13, Cha 6.
Skills and Feats: Jump +13, Listen +5, Spot +5; Dieheard, Endurance, Run.

Possessions: +1 mithral breastplate, +1 valorous lance, cloack of Charisma +2, vest of resistance +1, 2 potions of cure serious wounds (CL 10th), masterwork greatsword, composite longbow [Str +2] with 20 arrows and 10 +1 arrows.
#63

Diffan

Nov 24, 2007 21:11:07
I found some more random NPCs here, have fun!

Fey'ri duskblade
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Dreythalos Dlardrageth: Male Fey’ri duskbladePH II 4; CR 5; HD 4d8+4; hp 36; Init +3; Spd 30 ft., fly 40 ft. (poor); AC 20, touch 14, flat-footed 17; Base Atk +4; Grp +7; Atk +9 melee (1d8+4/19-20, +1 longsword) or +8 melee (1d4+3/19-20, mwk dagger) or +8 ranged (1d8+3/x3, mwk composite longbow [Str +3]); Full Atk +9 melee (1d8+4/19-20, +1 longsword) or +8 melee (1d4+3/19-20, mwk dagger) or +8 ranged (1d8+3/x3, mwk composite longbow [Str +3]); SA arcane channeling; SQ arcane attunement, armored mage, darkvision 60 ft., DR 5/bludgeoning or piercing, fey’ri traits, fire resistance 10; AL NE; SV Fort +6, Ref +5, Will +5 (+7 against enchantment spells and effects); Str 17, Dex 16, Con 13, Int 20, Wis 11, Cha 15.
Skills and Feats: Bluff +5, Climb +4, Concentration +8 (+12 casting defensively), Craft (weaponsmithing) +9, Decipher Script +7, Jump +6, Knowledge (arcana) +10, Knowledge (the plains) +8, Listen +2, Hide +4, Ride +3, Sense Motive +4, Search +5, Spellcraft +10, Spot +2, Swim -1; Combat Casting, Quickened Spell-Like Ability (darkness), Weapon Focus (longsword).
Languages: Abyssal, Common, Draconic, Elven, Gnoll, Goblin, Illuskan, Sylvan.
Armored Mage (Ex): Dreythalos can cast spells while wearing light and medium armor and heavy shields with no arcane spell failure.
Arcane Attunement (Sp): Dreythalos can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic eight times per day.
Arcane Channeling (Su): As a standard action, Dreythalos can cast any touch spells he knows and deliver the spell through his sword with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less.
Fey’ri Traits: Immune to sleep spells and effects, +2 racial bonus on Will saves against enchantment spells and effects, +2 racial bonus to Bluff, Hide, Listen, Search, and Spot checks, can cast Alter Self at will to assume any humanoid form, and can remain in that form indefinitely.
Spell-Like Abilities (Sp): 1/day-charm person (DC 13), clairaudience/clairvoyance, quickened darkness.
Duskblade Spells Known (6/6 per day; caster level 4th): 0-acid splash (+9 ranged touch), disrupt undead, ray of frost (+9 ranged touch), touch of fatigue (+9 melee touch, DC 15); 1st-blade of blood, cause fear (DC 16), chill touch (+7 melee touch, DC 16), shocking grasp (+7 melee touch), swift expedious retreat.
Possessions: +1 longsword, mwk dagger, mwk composite longbow [Str +3] with 20 arrows, +1 elven chain of axe-blocking, ring of protection+1, cloak of resistance+1.
#64

Diffan

Nov 24, 2007 21:11:58
deleted
#65

nastasialorn

Nov 25, 2007 5:52:54

Wow, that Vampire is awesome...

#66

Diffan

Nov 25, 2007 7:28:20

Wow, that Vampire is awesome...


Thank you. The disarming longsword property helps with it's Crecent Moon and Improved Disarm feats that basically guarantee's the opponent is losing a weapon. Also, the necrotic focus allows him to deal his energy drain through his weapon and giving the DC a +3 bonus to resist it, which I've just added to it's stats. All in all, a very dangerous aristocrat.



p.s. Sorry again for the double post, you can disreguard the second one.
#67

razal_dazzle

Nov 25, 2007 9:02:03
You think you could make me a Female Shade. I want her to be from the City of Shade, a spellcaster, a shadow-adept, and at least 4 lvls of Cleric. Use NPC wealth and such. Give her nice items.
#68

Diffan

Nov 25, 2007 10:04:45
sure, that can be arranged. I'm guessing the charater is going to worship Shar? Also, I'll post her stats in and out of darkness so you won't have to do the conversions. It might take a little while, I still have Zanan's pleasure devil and DSPAYRE 2 characters yet to stat, but they both should be done for Monday morning.
#69

razal_dazzle

Nov 25, 2007 11:24:58
Take your time. They wont encounter her for a while. Thank you.
#70

zanan

Nov 26, 2007 3:48:57
Thank you very much for the Archivist "lass". I will customize her a wee bit for my needs.

If you have time to spare, some human barbarian / frenzied berserkers (inbetween CR 8 to 14) and human barbarian / runescarred berserkers (Unapproachable East, same CR) would be on the agenda next. But take your time!
#71

Diffan

Dec 01, 2007 7:24:51
Hey all,

Sorry for not posting in a while, works been sorta busy and I'm preparing to go on a trip Disney World from today through the 6th. Though I haven't finished the requested NPCs yet, I'm still working on them so have hope. Laters!
#72

Diffan

Dec 01, 2007 8:47:26
Before I leave, I figured I'd post a few of my own NPCs for you to use, have fun!

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Nivall Thordsk: Male Illuskan necromancer 3; CR 3; Medium humanoid (human); HD 3d4+6; hp 18; Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk +1; Grp +1; Atk +2 melee (1d6/x2, mwk quarterstaff) or +4 ranged (1d8+1/19-20x2, +1 light crossbow); Full Atk +2 melee (1d6/x2, mwk quarterstaff) or +4 ranged (1d8+1/19-20x2, +1 light crossbow); SA -; SQ familiar, familiar benefits; AL NE; SV Fort +4, Ref +4, Will +6; Str 10, Dex 14, Con 14, Int 18, Wis 14, Cha 8.
Skills and Feats: Bluff +2, Concentration +8, Craft (alchemy) +8, Decipher Script +8, Knowledge (arcana) +8, Knowledge (the planes) +6, Listen +4, Profession (apothacary) +6, Spellcraft +10, Spot +5; Alacritous Cogitation, Alertness*,Education, Improved Familiar, Scribe ScrollB, Spell Focus (necromancy).
Languages: Chondathan, Common, Draconic, Elven, Illuskan.
Familiar: Nivall's familiar is a flying snake named Sessik. The familiar uses the better of his own and Nivall's base save bonuses. The creature's abilities and characteristics are summarized below.
Alertness (Ex): *Sessik grants his master alertness as long as he's within 5 feet.
Empathic Link (Su): Nivall can communicate telepathically with his familiar at a distance of up to 1 mile. The master has the same connection to an item or a place that the familiar does.
Share Spells (Su): Nivall can have any spell he casts on himself also affect his familiar if the latter is within 5 feet at the time. He can also cast a spell with the target of "You" on his familiar.
Wizard Spells Prepared (caster level 3rd): 0-choke (DC 15), detect magic, flare (DC 14), read magic; 1st-color spray (DC 15), magic missile, shield+, spirit worm (DC 16); 2nd-combust (DC 16), ghoul touch (DC 17), mirror image.
+: Already cast.
Possessions: 1 scroll of Aganazzar’s scorcher, 1 scroll of vertigo, 1 scroll of ray of enfeeblement, bracers of armor +1, vest of resistance +1, +1 light crossbow with 20 bolts, masterwork quarterstaff, 2,000 gp.
Spellbook: spells prepared plus 0-all except conjuration and enchantment; 1st-identify, ray of enfeeblement; 2nd- Aganazzar’s scorcher, invisibility, scorching ray.
*Note: Nivall’s spellbook is made of dragonhide, has a minor resistance 5 against acid, cold, electricity, fire and is waterproof.


Sessik: Flying snake familiar; CR -; Small magical beast; HD 3d8; hp 9; Init +3; Spd 20 ft.; climb 20 ft.; fly 20 ft. (average); AC 19, touch 14, flat-footed 16; Base Atk +2; Grp -4; Atk or Full +5 melee (1d3-2 plus 1 acid, bite); face/reach 2 1/2 ft. by 0 ft.; SA acid spit, constrict, improved grab; SQ deliver touch spells, empathic link, improved evasion, share spells; AL NE; SV +2, Ref +5, Will +1; Str 6, Dex 17, Con 11, Int 7, Wis 12, Cha 2.
Skills and Feats: Balance +11, Climb +12, Hide +12; Alertness, Weapon Finesse.
Acid Spit (Ex): Once per round, Sessik can spit acid as a ranged touch attack. The acid deals 1 point of damage but is insufficient to count as a grenade like weapon. When Sessik hits with his melee attack automatically deals 1 point of acid damage.
Constrict (Ex): Sessik deals 1d3-2 points of damage with a successful grapple check against Tiny or smaller creatures.
Deliver Touch Spells (Su): Sessik can deliver touch spells for Nviall (see Familiars, page 52 of the Player's Handbook).
Improved Evasion (Ex): If Sessik is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage from a successful saving throw and half damage if the saving throw fails.
Improved Grab (Ex): To use this ability, Sessik must hit with it’s bite attack. If he gets hold, he can constrict.
#73

balafre

Dec 01, 2007 16:26:33
1st is Balafre's paladin 5/ knight of the weave 2 character:
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Braela Traelstarr: Female Damaran paladin 5 (Mystra)/ knight of the weaveCoV 2; CR 7; Medium humanoid (human); HD 5d10+10 plus 2d8+4; hp 57; Init +1; Spd 30 ft.; AC 21, touch 11, flat-footed 20; Base Atk +6; Grp +8; Atk +9 melee (1d8+3/x3, +1 valorous lance) or +9 melee (2d6+3/19-20, mwk greatsword) or +7 ranged (1d8+2/x3, composite longbow [Str +2]); Full Atk +9/+4 melee (1d8+3/x3, +1 valorous lance) or +9/+4 melee (2d6+3/19-20, mwk greatsword) or +7/+2 ranged (1d8+2/x3, composite longbow [Str +2]); SA smite evil 2/day, turn undead 8/day (+5, 2d6+8, 3rd); SQ armored caster, aura of courage, aura of good, detect evil, detect magic, divine grace, divine health, lay on hands 25/day, read magic, special mount 1/day; AL LG; Fort +14, Ref +6, Will +6; Str 15, Dex 13, Con 15, Int 12, Wis 12, Cha 20.
Skills and Feats: Concentration +3, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Diplomacy +10, Handle Animal +8, Heal +4, Intimidate +5, Knowledge (arcana) +2, Knowledge (history) +2, Knowledge (nobility/royalty) +2, Knowledge (religion) +4, Professon (any) +1, Ride +9, Sense Motive +3, Spellcraft +4, Spot +2, Use Magical Device +5; Calvary Charger, Mounted Combat, Spirited Charge, Trample.
Languages: Aglarondan, Common, Elven.
Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Braela gains a +4 moral bonus on saving throws against fear effects.
Armored Spellcaster: Braela can cast her arcane spells while wearing light armor without incurring the normal arcane spell failure chance.
Detect Evil (Sp): Detect evil at will, as the spell.
Detect Magic (Sp): Detect magic at will, as the spell.
Divine Health (Ex): Immune to disease.
Read Magic (Sp): Read Magic, at will, as the spell.
Smite Evil (Su): Twice per day, Braela can attempt to smite evil with one normal melee attack. She adds +5 to her attack roll and deals an extra 5 points of damage.
Special Mount (Sp): Once per day for up to 10 hours, Braela can call upon her heavy warhorse as a full-round action. The creature's abilities and statistics are summarized below:
Knight of the Weave Spells Prepared (caster level 2nd): 1st-magic missile, shield*
*: Already Cast
Paladin Spells Prepared (caster level 2nd): 1st-Rhino's Rush

Heavy Warhorse (special paladin mount); CR -; Large magical beast (extraplanar); 6d8+18; hp 46; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base Atk +4, Grp +12; Atk +8 melee (1d6+4, hoof); Full Atk +8/+8 melee (1d6+4, 2 hooves) and +3 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ improved evasion, low-light vision, scent, share spells, share saving throws; SV Fort +8, Ref +6, Will +3; Str 18, Dex 13, Con 17, Int 6, Wis 13, Cha 6.
Skills and Feats: Jump +13, Listen +5, Spot +5; Dieheard, Endurance, Run.

Possessions: +1 mithral breastplate, +1 valorous lance, cloack of Charisma +2, vest of resistance +1, 2 potions of cure serious wounds (CL 10th), masterwork greatsword, composite longbow [Str +2] with 20 arrows and 10 +1 arrows.
#74

crazygx34

Dec 06, 2007 17:55:13
Hello I have a character for you to make. I don't know all her background story by now. But she came from a barbarian tribe in the Uthgart region. It a female and she are Illuskan. She workship Auril and she name Sonia if you can find her a last name for her region . She Red hair long ang curly. She live all her child live in her family tribe but leave it near the age of 17 with one of his friend. I don't how by now how she will become a Pirate captain maybe she will make some rogue work or maybe she manage to get a boat by force from a evil slaver with her rogue band. She some kind of good rogue like more rebel against the autority than against the innocent people. It some kind of Albator girl if you know the comic.

Now she a rebel pirate captain with is crew in a real fast boat. She about 27 years old by now. She not so strong but with I medium muscular constition heritage from her tribe. She really quick with great reflex, intelligent , beautiful and leader with some kind of beginnig of wisdom. She fight with a scimitar maybe magic and she got explosive potion that she trowing for ranged weapon. She don't wear a lot of cloat maybe some kind of light leather armor for sexy women. She acrobatic and love to use potion to get out of trouble.

It about the general aspect of you can handle her like your will and if you have question you can ask. She will get some level in rogue but if you can find another great class for a pirate rebel captain it will do. She don't use magic but maybe wand or scroll of low level. Her level may be for a captain of 27 years with 10 years experiance in rogue and piracy and rebellions. Maybe she can get secret of doing some explosive and smoke potion from a gnome or maybe she will get potion from one of her crew member I don't know by now.
She real fast and acrobatic in melee combat.

Ok thank you!
#75

Diffan

Dec 06, 2007 22:53:07
thanks a lot for that Sir Diffan

if I have something else I'll comme to you

Your welcome. Please, feel free to request anything you like and I'll do my best to come up with something good. Not all my builds are done for number crunching and "Char-Optimization" but it's nice to have a character whos proactive in your party and I try to build to the character's best qualities.

Hello I have a character for you to make. I don't know all her background story by now. But she came from a barbarian tribe in the Uthgart region. It a female and she are Illuskan. She workship Auril and she name Sonia if you can find her a last name for her region . She Red hair long ang curly. She live all her child live in her family tribe but leave it near the age of 17 with one of his friend. I don't how by now how she will become a Pirate captain maybe she will make some rogue work or maybe she manage to get a boat by force from a evil slaver with her rogue band. She some kind of good rogue like more rebel against the autority than against the innocent people. It some kind of Albator girl if you know the comic.

Now she a rebel pirate captain with is crew in a real fast boat. She about 27 years old by now. She not so strong but with I medium muscular constition heritage from her tribe. She really quick with great reflex, intelligent , beautiful and leader with some kind of beginnig of wisdom. She fight with a scimitar maybe magic and she got explosive potion that she trowing for ranged weapon. She don't wear a lot of cloat maybe some kind of light leather armor for sexy women. She acrobatic and love to use potion to get out of trouble.

It about the general aspect of you can handle her like your will and if you have question you can ask. She will get some level in rogue but if you can find another great class for a pirate rebel captain it will do. She don't use magic but maybe wand or scroll of low level. Her level may be for a captain of 27 years with 10 years experiance in rogue and piracy and rebellions. Maybe she can get secret of doing some explosive and smoke potion from a gnome or maybe she will get potion from one of her crew member I don't know by now.
She real fast and acrobatic in melee combat.

Ok thank you!

Ok, well considering most Uthgart barbarians come from The North, most are Illuskan (think Norway Viking) so that could be her Ethnic race. As for classes, if she's been pirating for 10 years, She'd be (at least I believe) level 9 through 12, though it's hard to guess. I'd give her at least 2 level in rogue and at least 5 levels in swashbuckler. Maybe prestige class into Dread Pirate? Let me know the level and if you like the above classes and we'll go from there.


I go back to work friday night and I'm bringing my books so I should have some requested NPCs done for Saturday. I may not post them until the afternoon, so we'll see.
#76

Diffan

Dec 07, 2007 1:22:14
Here's a couple more from the vault. A couple of CR 7's and a CR 2 wiz/ftr gish character.

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Helian: Male moon elf duskbladePH2 7; CR 7; Medium humanoid (elf); HD 7d8+14; hp 59; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 16; Base Atk +7; Grp +11; Atk +13 melee (1d8+8/17-20, +1 keen longsword) or +12 melee (1d4+5/19-20, mwk blade boot) or +12 ranged (1d6+2/x3, mwk composite shortbow [Str +1]); Full Atk +13/+8 melee (1d8+8/15-20, +1 keen longsword) or +12/+7 melee (1d4+5/19-20, mwk blade boot) or +12/+7 ranged (1d6+2/x3, mwk composite shortbow [Str +1]); SA arcane channeling, quick cast 1/day; SQ Armored mage, elven traits, low-light vision, spell power +2; AL CG; SV Fort +8, Ref +6, Will +6 (+8 against enchantment spells and effects); Str 20, Dex 17, Con 14, Int 16, Wis 11, Cha 10.
Skills and Feats: Climb +9, Concentration +12 (+16 casting defensively), Decipher Script +5, Jump +11, Knowledge (arcana) +9, Knowledge (nature) +6, Knowledge (the planes) +6, Listen +2, Ride +4, Sense Motive +4, Spellcraft +12, Spot +2, Swim +7; Combat Casting, Improved Bull-rush, Power Attack, Shock Trooper.
Languages: Common, Dwarven, Elven, Goblin, Sylvan.
Elven Traits: Immune to sleep spells and effects, +2 on saves against enchantment spells and effects, +2 bonus on Listen, Search, and Spot checks, can detect secret or concealed doors.
Armored Mage (Ex): Helian ignores spell failure while wearing light or medium armor and with heavy shields.
Arcane Attunement (Sp): Helian can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic six times per day.
Arcane Channeling (Su): Helian can channel any touch spell he knows through his sword as a standard action. Casting spells this way doesn’t provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the attack is successful, the attack deals damage normally, then the effect of the spell is resolved.
Quick Cast (Su): Helian can cast one spell as a swift action once per day, so long as the casting time of the spell is 1 standard action or less.
Spell Power (Ex): If Helian makes a successful melee attack against an opponent, he receives a +2 bonus on rolls to overcome spell resistance for the rest of the encounter.
Duskblade Spells Known (6/7/6 per day; caster level 7th): 0-acid splash, disrupt undead, ray of frost, touch of fatigue; 1st-blade of blood, chill touch, ray of enfeeblement, shocking grasp, swift expedious retreat; 2nd-dimension hop, scorching ray, swift fly.
Possessions: +1 keen longsword, +1 mithral breastplate, vest of resistance +1, gauntlets of ogre strength, masterwork blade boot, masterwork composite shortbow [Str +1] with 20 +1 arrows, spell component pouch.
#77

crazygx34

Dec 07, 2007 2:53:58
Yes Uthgar are viking like. I think Wulfgar are born one too. Rogue 2/ swashbucler 5 / Dread pirate 4 or 5 may do it. I was looking for his alignement and deity. I don't know of the Uthgard deity. I think it Tempus and they have totem I think not sure of it. But it not matter because she choose another one early. Auril or Umberlee may be to evil for her. I was think she can be an honorable dread pirate of Chaotic good workshiping Selune . I think you can do with thats.

Thank again
#78

jaiadrottsingr

Dec 07, 2007 19:50:50

Thanks again, man.

I'd ask for another thing, but the next session's enemies are going to be a bunch of CR 9 kobold sorcerers...

#79

redrake

Dec 08, 2007 0:26:45
How about a female yuan ti pureblood blackguard?
#80

Diffan

Dec 08, 2007 17:12:01
Thanks again, man.

I'd ask for another thing, but the next session's enemies are going to be a bunch of CR 9 kobold sorcerers...

Well, I could whip up one or two, just let me know when you need them by and any specific spell selections.

How about a female yuan ti pureblood blackguard?

Sure, what deity does she worship and going rogue 1/ fighter 6 is the easiest route, also you can go straight fighter 7 or any other melee class of 7 levels (though taking odd levels of fighter makes me queasy).
#81

Diffan

Dec 10, 2007 8:28:30
Serving up a few more NPCs here:

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Jothurin Sunderstone: Male Illuskan barbarian 2/ fighter 4/ champion of GwynharwyfBoED 3; CR 9; Medium humanoid (human); HD 5d12+15 plus 4d10+12; hp 133; Init +2; Spd 50 ft.; AC 19, touch 13, flat-footed 19; Base Atk +9; Grp +18; Atk +14 melee (2d6+5/19-20, +1 large longsword); Full Atk +12/+7 melee (2d6+5/19-20, +1 large longsword) and +12/+7 melee (2d6+3/19-20, +1 large longsword); SA rage 2/day, smite evil 1/day; SQ DR 2/-, detect evil, divine grace, fast movement, furious casting, resist enchantment, uncanny dodge; AL CG; SV Fort +15, Ref +6, Will +7; Str 21, Dex 14, Con 16, Int 11, Wis 16, Cha 14.
Skills and Feats: Climb +11, Craft (armorsmithing) +4, Craft (weaponsmithing) +5, Handle Animal +6, Intimidate +11, Jump +12, Listen +9, Ride +4, Spot +4, Swim +5; Improved Two-Weapon Fighting, JotunbrudRac, Knight of StarsBoED, Monkey GripCW, Oversized Two-Weapon FightingCAd, Power AttackB, Righteous WrathBoED, Two-Weapon FightingB, Weapon Focus (longsword)B.
Languages: Common, Illuskan.
Detect Evil (Sp): Detect Evil at will, as the spell.
Furious Casting (Ex): Jothurin can cast his spells even while raging. If he adds another spellcasting class, he cannot cast spells from that class while raging.
Rage (Ex): Twice per day, Jothurin can enter a state of fierce rage that lasts for 8 rounds. The following changes are in effect as long as he rages: hp 101; AC 17, touch 11, flat-footed 17; Grp +19; Atk +14 melee (2d6+7/19-20, +1 large longsword); Full Atk +14/+9 melee (2d6+8/19-20, +1 large longsword) and +14/+9 (2d6+4/19-20, +1 large longsword); SV Fort +17, Will +9; Str 25, Con 20; Climb +13, Jump +14. At the end of his rage, Jothurin is fatigued for the duration of the encounter.
Resist Elements (Su): Jothurin gains a +2 morale bonus to all saves against enchantments spells and effects.
Smite Evil (Su): Once per day, Jothurin can attempt to smite evil with one normal melee attack. He adds +2 to his attack roll and deals an extra 3 points of damage.
Uncanny Dodge (Ex): Jothurin retains his Dexterity bonus to AC even when flat-footed or targeted by an unseen foe (he still loses this bonus if paralyzed or otherwise immobile).
Champion of Gwynharwyf Spells Prepared (caster level 3rd): 1st-divine sacrifice, lesser restoration; 2nd-bull’s strength.
Possessions: +2 chain shirt, two +1 large longswords, ring of protection +1, boots of springing and striding, cloak of Charisma +2.
#82

bladedancer

Dec 10, 2007 12:49:13
Hey, man I think you are doing a wonderful job with these npc's! I was wondering if you could make me up a Race: human class:rogue 2/ hexblade 4 Align: CN

Thanks in Advance
#83

Diffan

Dec 11, 2007 14:57:22
Hey, man I think you are doing a wonderful job with these npc's! I was wondering if you could make me up a Race: human class:rogue 2/ hexblade 4 Align: CN

Thanks in Advance

Sure no problem.

I'm almost done with DSPAYRE's two and I'll get working on RazAl_Dazzle's female shade. Though I'm not sure how many levels you want her to be?
#84

bladedancer

Dec 11, 2007 20:09:44
No hurry man I will not need him for a couple of weeks.

Thanks for putting forth the effort on this!
#85

razal_dazzle

Dec 12, 2007 4:53:15
Um.... ECL 24.

Sorry about the lack of clarification.
#86

redrake

Dec 12, 2007 14:46:27
Sure, what deity does she worship and going rogue 1/ fighter 6 is the easiest route, also you can go straight fighter 7 or any other melee class of 7 levels (though taking odd levels of fighter makes me queasy).

Actually I was thinking more like a ranger/blackguard. This way she gets to have some snake or some other reptile as animal companion. As for deity, Talona seems the most fitting. Yuan-ti's are close to poison.
#87

Diffan

Dec 12, 2007 20:59:30
OK, I got DSPAYRE's two charcters done. Here they are:

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Morkaash: Male shadow-walker human wizard 3/ cleric 3/ mystic theurge 8/ shadow adeptPG 10/ master of shroudsLbM 10; CR 35; Medium humanoid (human); HD 21d4+62 plus 13d8+39; hp 193; Init +3; Spd 30 ft.; AC 28, touch 22, flat-footed 25; Base Atk +19; Grp +18; Atk +19 melee (1d6-1/x2, shadowstaff) or +19 melee (1d8 plus 1d8 (DC 11)/x3, rod of enervating strike) or +25 ranged (1d8+3 plus 2d6 against good/19-20, +3 quick loading light crossbow); Full Atk +19/+14/+9/+4 melee (1d6-1/x2, shadowstaff) or +19/+14/+9/+4 melee (1d8 plus 1d8 (DC 11)/x3, rod of enervating strike) or +25/+20/+15/+10 ranged (1d8+3 plus 2d6 against good/19-20, +3 quick loading light crossbow); SA rebuke undead 15/day (+5, 2d6+17; 13th), spells; SQ darkvision 60ft., extra rebuking, improved summoning, light blindness, low-light vision, shadow defense +3, shadow double, shadow walk, shield of shadows (greater), spell-like abilities, summon undead 7/day; AL NE?; SV Fort +15, Ref +13, Will +33 (+3 against enchantments, illusion, and necromancy spells and effects); Str 9, Dex 16, Con 17, Int 22, Wis 22, Cha 18.
Skills, Feats, and Flaws: Bluff +23, Concentration +18 (+22 casting defensively), Craft (any) +25, Decipher Script +25, Diplomacy +13, Disguise +13, Hide +16, Knowledge (arcane) +35, Knowledge (dungeoneering) +26, Knowledge (nature) +16, Knowledge (religion) +24, Knowledge (the planes) +25 Profession (any) +25, Sense Motive +25, Spellcraft +35; Augment Summoning, Blind FightB, Cloudy ConjurationCMa, Combat CastingB, Divine Metamagic (Quicken Spell), Extra Rebuking (2), Improved Spell Capacity (arcane), Improved Spell Capacity (divine), Insidious MagicB, Knowledge DevotionCCh, Maximize Spell, Pernicious MagicB, Quicken Spell, Scribe ScrollB, Shadow Veil, Shadow Weave Magic, Spell Focus (conjuration), Spell Focus (necromancy)B, Tenacious MagicB; Forlorn (unable to summon a familiar).
Languages: Abyssal, Common, Draconic, Elven.
Improved Summoning (Ex): Whenever Morkaash casts a summon undead spell or uses his summon undead ability, the summoned creatures gains a +2 enhancement bonus on attack rolls and damage rolls.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Morkaash for 1 round. In addition, he takes a -1 penalty on all attack rolls, saves, and checks when operating in bright light.
Shadow Double (Su): Once per day, Morkaash can use a standard action to create a double of himself woven from shadowstuff. The double has the ability scores, base AC, hit points, saves, and attack bonuses of Morkaash, but no equipment. The double can attack his enemies if given a weapon to do so. Furthermore, it can function as the target of a project image spell, duplicating Morkaash’s actions and functioning as the originator of his spells when it is within his direct line of sight. Mentally commanding the double is a free action. This duration lasts 21 rounds even if Morkaash dies.
Shadow Defense (Ex): Morkaash gains a +3 profane bonus to saves against enchantments, illusion, and necromancy spells, as well as spells with the darkness descriptor.
Shadow Walk (Sp): Shadow walk 1/day, as the spell (caster level 10th).
Shield of Shadow (Ex): As a standard action, Morkaash can surround himself with a globe of purple-black force, which functions like a shield spell, granting him a +4 shield bonus to AC and absorbing magic missiles. In addition, it provides concealment (20% chance miss) against melee and ranged attacks, grants him spell resistance 22, and can be used up to 21 rounds per day. This duration need not be consecutive and disarming the shield is a standard action.
Summon Undead (Sp): Seven times per day, Morkaash can summon one dread wraith, two greater shadows, four specters, four wraiths, or four shadows. Also, he adds his Charisma modifier to the duration of the effect.
Cleric Spells Prepared (caster level 20th): 0-create water, detect magic*, detect poison*, no light, purify food/drink, read magic*; 1st-bane (DC 18), convictionSC, detect secret doors*D, divine favor, ebon eyesSC, inflict light wounds (DC 19), inhibitSC (DC 18), signSC; 2nd-align weapon, blindness/deafnessD (DC 20), cure moderate wounds, darkwaySC, desecrate, hold person (DC 19), spiritual weapon, status*; 3rd-aid [mass], bestow curse (DC 21), blacklightD SC, cure serious wounds, dispel magic, invisibility purge, knight’s moveSC; 4th-consumptive fieldSC (DC 22), cure critical wounds, divination*D, divine power, recitationSC, restoration, wrackSC (DC 22) ; 5th-command [greater] (DC 22), curse of ill fortune [mass]SC (DC 22), darkboltD SC (DC 21), plane shift, righteous wrath of the faithfulSC, slay living (DC 23), summon undead VSC; 6th-banishment (DC 23), dispel magic [greater], harm (DC 24), maximize inflict serious wounds (DC 22), prying eyes*D, wind walk; 7th-blapshemy (DC 25), blood to waterSC (DC 25), consumptive field [greater]SC (DC 25), nightmareD (DC 24), resurrection; 8th-brilliant auraSC, cure critical wounds [mass], discern location*D, maximized darkboltSC (DC 21), symbol of insanity (DC 25); 9th-gate, implosion (DC 25), miracle, plague of undeadSC, power word killD; 10th-maximized blood to waterSC (DC 25).
D: Domain Spell. Domains: Darkness (gain Blind-Fight as bonus feat), Knowledge (all knowledge skills are class skills, cast divination[*] spells at +1 caster level).
Wizard Spells Prepared (caster level 21st, 20th for evocation and transmutation spells): 0-daze (DC 18), ghost sound (DC 18), mage hand, message; 1st-feather fall, grease (DC 19), magic missile, nerveskitter, ray of enfeeblement, spirit worm (DC 19); 2nd-arcane lock, daze monster (DC 19), glitterdust (DC 20), invisibility, mirror image, scorching ray; 3rd-fly, lightning bolt (DC 19), ray of exhaustion (DC 21), reverse arrows, vampiric touch; 4th-enervation, Evard’s black tentacles, dimension door, globe of invulnerability [lesser], phantasmal killer (DC 21); 5th-cloudkill (DC 22), feeblemind (DC 22), fly [mass], magic jar (DC 22), teleport; 6th-antimagic field, circle of death (DC 23), disintegrate (DC 22), maximize fireball (DC 19), wall of iron; 7th-insanity (DC 24), maximized orb of cold, reverse gravity, teleport [greater]; 8th-charm monster [mass] (DC 25), polar ray, symbol of death (DC 25), trap the soul (DC 25); 9th-Ensul’s soultheft (DC 27), time stop, weird (DC 26), wish; 10th-maximized avasculate (DC 25).
Spell-Like Abilities: 4/day-shadow walk; 3/day-darkness, dimension door, shadow mask; 2/day-displacement; 1/day-Evard’s black tentacles. These abilities are as the spells cast by a 21st level sorcerer.
Possessions: Shadow Staff, rod of enervating touch, +3 quick loading light crossbow with 100 +1 unholy bolts, bracers of armor +6, ring of protection +5, cloak of Charisma +2, periapt of Wisdom +6, wand of cure serious wounds (50 charges), spell components pouch.
Spellbook: Morkaash knows all the spells from the Player’s Handbook and all spells of 7th level and lower from the Spell Compendium
#88

Diffan

Dec 13, 2007 9:53:18
Alright, well I got two more requested NPCs done at work last night. Here's Crazygx34's pirate wench:

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Sonia Stormwind: Female Illuskan rogue 2/ swashbucklerCW 5/ honorable dread pirateCAd 5; CR 12; Medium humanoid (human); HD 2d6+4 plus 5d10+10 plus 5d8+10; hp 82; Init +9; Spd 30ft.; AC 25, touch 19, flat-footed 25; Base Atk +11; Grp +12; Atk +17 melee (1d6+5/15-20, +1 keen rapier of deadly precision) or +18 ranged (1d4+6/19-20, +2 returning dagger) or +16 ranged (1d6 plus blind and dazzled (DC 15), flash pellet of impact); Full Atk +15/+10/+5 melee (1d6+5/15-20, +1 keen rapier of deadly precision) and +16 melee (1d4+6/19-20, +2 returning dagger); SA sneak attack +2d6 (+3d6 with deadly precision); SQ acrobatic charge, dodge bonus +1, evasion, fearsome reputation +2, luck of the wind 1/day, rally the crew, seamanship +5 (+2 for allies), trapfinding; AL CG; SV Fort +9, Ref +16, Will +5; Str 12, Dex 20, Con 14, Int 16, Wis 12, Cha 16.
Skills and Feats: Appraise +12, Balance +11, Bluff +17, Climb +4, Craft (any) +6, Diplomacy +11, Disable Device +6, Escape Artist +8, Gather Information +7, Intimidate +12, Jump +5, Knowledge (local The North) +3, Listen +6, Open Lock +7, Profession (sailor) +14, Search +5, Sense Motive +7, Sleight of Hand +11, Spot +6, Tumble +12, Use Magic Device +13, Use Rope +11, Swim +12; Combat Expertise, Deft StrikeCAd, Dodge, Improved Feint, Improved Initiative, Quick Draw, Two-Weapon FightingB, Weapon FinesseB.
Languages: Aquan, Chondathan, Common, Illuskan.
Acrobatic Charge (Ex): She can charge over difficult terrain that normally slows movement or allies blocking her path.
Evasion (Ex): If Sonia is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw.
Luck of the Wind (Ex): Once per day, Sonia can reroll any failed attack roll, skill check, ability check, or saving throw. She must take the result of the second roll, even if it’s worse than the original roll.
Sneak Attack (Ex): Sonia does an extra 2d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Steady Stance (Ex): Sonia is not considered flat-footed while balancing or climbing, and she gains a +4 bonus on Balance or Climb checks to remain balancing or climbing when she takes damage.
Trap Finding (Ex): Sonia can find, disarm, or bypass traps with a DC of 20 or higher. She can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If her Disable Device result exceeds the trap’s DC by 10 or more, she discovers how to bypass the trap without triggering or disarming it.
Possessions: +3 studded leather, Savvy (+1 keen rapier of deadly piercing), quicktoss (+2 returning dagger), gloves of Dexterity +2, ring of protection +2, ring of swimming, vest of resistance +2, wand of cure moderate wounds (50 charges), wand of magic missile 9th (50 charges), corsair’s eye patch, 20 flash pellets of impact, sailing boat, 200 pp, 460 gp, 30 sp.
#89

redrake

Dec 13, 2007 12:25:43
Honorable dread pirate... I don't think I ever heard of this class
ounds fun. She probably robs you in an honorable way, if such a thing is even possible.:D
#90

crazygx34

Dec 14, 2007 6:40:29
Thank you very much Divian! She look better than a imaginate her. I have other member of her crew to make too if you want , that have Pamela, Jessica, Claudia and more... Just kiding but just say if you want to make more for me. I have her best friend to make some kind of spear barbarian fighter thug of 6ft4po .

T)hank again!

Honorable dread pirate... I don't think I ever heard of this class
ounds fun. She probably robs you in an honorable way, if such a thing is even possible.:D

Yes she a little bit like robin Hood. Attack other pirate and fighting bad authority. She try too not kill every body, prefer to let them rot on a small boat full of people or on a desert island. She try to rob for a good cause:D

That her on the picture a draw whitout his armor and blouse
IMAGE(http://img517.imageshack.us/img517/1809/soniajpjng6.th.jpg)' alt='IMAGE(IMAGE(http://img517.imageshack.us/img517/1809/soniajpjng6.th.jpg))' />
#91

razal_dazzle

Dec 14, 2007 8:15:49
Thanks Diffan. Your craft(NPC) skill is amazing. I know have a BBEG to throw at my players. Good luck to you, sir.
#92

Diffan

Dec 15, 2007 7:14:59
Thanks Diffan. Your craft(NPC) skill is amazing. I know have a BBEG to throw at my players. Good luck to you, sir.

Thank you. If you have any questions about a feat I used or what a magical item is or what it does, feel free to ask. I pull a lot of info from many sources so it does get confusing. I hope your players have fun attempting to defeat her .

Thank you very much Divian! She look better than a imaginate her. I have other member of her crew to make too if you want , that have Pamela, Jessica, Claudia and more... Just kiding but just say if you want to make more for me. I have her best friend to make some kind of spear barbarian fighter thug of 6ft4po .

T)hank again!

No problem. I was going to use a scimitar, like you asked, but the swashbuckler does so much better with a weapon she can use her Weapon Finesse feat with. Also, I always pictured a pirate more of a rapier wielding person myself. The flash pellets of impact were taken from two different sources, flash pellets can be found in the Complete Adventurer and the oil of force burst can be found here:http://ww2.wizards.com/Books/Wizards/?doc=fr_deneir. I just added the two together.


I have my own original NPC here, take a look:
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Draevik: Male Chondathan monk 5/ paladin 5 (Lathander)/ sun soul monkCoS 3; CR 13; Medium humanoid (human); 8d8+16 plus 5d10+10; hp 89; Init +7; Spd 50 ft.; AC 22, touch 22, flat-footed 19; Base Atk +10; Grp +13; Atk +13 melee (2d8+3, unarmed strike) or +15 melee (1d8+4/19-20, +1 blessed everbright longsword); Full Atk +8/+8/+3 melee (2d8+3, unarmed strike with flurry of blows) or +10/+10/+5 melee (1d8+4/19-20, +1 blessed everbright longsword with flurry of blows); flaming fist 1/day, ki strike (magic), smite evil 2/day, sun soulray 1/day, turn undead 6/day (+5, 2d6+5; 2nd); SQ aura of courage, aura of good, detect evil, divine grace, divine health, evasion, lay on hands 15/day, low-light vision, slow fall 20ft., special mount, still mind, sun soul 3/day; AL LG; SV Fort +14, Ref +14, Will +16; Str 16, Dex 16, Con 14, Int 11, Wis 20, Cha 16.
Skills and Feats: Balance +7, Climb +7, Concentration +10, Craft (alchemy) +2, Diplomacy +8, Escape Artist +5, Handle Animal +3, Heal +8, Hide +8, Jump +6, Knowledge (arcana) +4, Knowledge (history) +1, Knowledge (nobility/royalty) +1, Knowledge (religion) +5, Listen +6, Move Silently +8, Perform (oratory) +5, Profession (bookkeeper) +7, Ride +5, Sense Motive +9, Spot +6, Swim +6, Tumble +6; Ascetic KnightCAd, Athletic, Deflect ArrowsB, Extra Stunning, Improved Initiative, Improved Unarmed StrikeB, Stunning FistB, Whirling Steel StrikeECS, Weapon Focus (longsword).
Languages: Chondathan, Common, Ignan, Loross.
Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Draevik gains a +4 morale bonus on saving throws against fear effects.
Detect Evil (Sp): Detect Evil at will, as the spell.
Divine Health (Ex): Immunity to disease.
Evasion (Ex): If Draevik is exposed to any effect that normally allows a Reflex saving throw for half damage, he takes no damage instead with a successful saving throw.
Flaming Fist (Su): Once per day as a swift action, Draevik can give his unarmed strike the flaming weapon special ability for 5 rounds.
Slow Fall (Ex): A monk within arm’s reach of a wall can use it to slow his decent while falling. Draevik takes damage as if the fall were 20 feet shorter than it actually is.
Smite Evil (Su): Twice per day, Draevik can attempt to smite evil with one normal melee attack. He adds +3 to his attack roll and deals and extra 10 points of damage.
Special Mount (Sp): Once per day for up to 10 hours, Draevik can call upon his heavy warhorse as a full-round action. The creature’s abilities and characteristics are summarized below:
Still Mind (Ex): +2 bonus on saves against spells and effects of the enchantment school.
Sun Soul (Sp): Draevik can use daylight three times per day (caster level 13th, duration 13 minutes). He must choose himself as the object from which the light emanates.
Sun Soulray (Sp): Draevik can use searing light once per day (caster level 13th).
Paladin Spells Prepared (caster level 2nd): 1st-restoration [lesser].
Possessions: Dawnblade (+1 blessed everbright longsword), ki strapsMIC, Draevik’s belt (monk’s belt), ring of protection +2, potion of mage armor, 2 daylight pelletsMIC, 4 potions of cure light wounds.

Araol, heavy warhorse (Special Paladin Mount): CR -; Large magical beast (extraplanar); HD 6d8+18; hp 46; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base Atk +4; Grp +12; Atk +7 melee (1d6+4, hoof); Full Atk +7/+7 melee (1d6+4, 2 hooves) and +2 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ empathic link, improved evasion, low-light vision, scent, share saving throws, share spells; SV Fort +9, Ref +6, Will +3; Str 19, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +6, Spot +4; Diehard, Endurance, Run.
Possessions: Military saddle, bridle.
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Draevik is the son of Ghentilara, a Sunrise Lord and high priestess of Lathander at the Spires of the Morning temple in Waterdeep. Being raised in the church, it's no wonder he quickly became a devout follower of the Morninglord and was soon studying the doctrine of the faith. Through contemplation and the purity of body and mind, he quickly gained strength and skill in the Monastery of the Sun. From there, he adventured with his friends across Faerun, doing good and spreading the word of Lathander where ever they went. It was then that he felt a direct connection to the Morninglord, and became a champion of justice for him. Upon hearing the stress between the Monastery and the church, he quickly came back to Waterdeep and has positioned himself as mitigator between his Mother and Abbot Hanor Kichavo.
#93

crazygx34

Dec 15, 2007 7:47:49
Ok! I was thinking of put her a scimitar because scimitar are used a little by uthgar. But like you said she can use her fineese feets and pirate use rapier. But I don't know if you know Sinbad but he a good expample of the pirate she be. But I don't know the exact name of simbad weapon. It not a rapier, it look like a scimitar. I don't know if you play ddm but the cloudreaver mini look like a pirate with scimitar.
But the question is if a put her a scimitar she lost her finease feat?
I have made some adition to her say what you think. But first I wondering if she use full ranged attack how much attack she got? You put her just one I wonderig why just one and three of melee?
The addition:
Smoke bomb:carry two on her ;for 10d6; dc16 fire damage;ignite flamable(ex:wood) . take this one on Neverwinter game. Don't know wich book?
Throwing dagger: +16/+11/+6 ranged(1d4+5,throwing poison dagger +1; poison (dc14); 1 shot by combat. Don't know if the attack are good and if she can make three attack?
Reroll hit dice: for 82 hp

And I want to know why she score critical on 15-20. I know rapier does on 18
+1 for the keen but how she do 15?

Ok thank!
#94

Diffan

Dec 15, 2007 9:37:57
Ok! I was thinking of put her a scimitar because scimitar are used a little by uthgar. But like you said she can use her fineese feets and pirate use rapier. But I don't know if you know Sinbad but he a good expample of the pirate she be. But I don't know the exact name of simbad weapon. It not a rapier, it look like a scimitar. I don't know if you play ddm but the cloudreaver mini look like a pirate with scimitar.
But the question is if a put her a scimitar she lost her finease feat?
I have made some adition to her say what you think. But first I wondering if she use full ranged attack how much attack she got? You put her just one I wonderig why just one and three of melee?
The addition:
Smoke bomb:carry two on her ;for 10d6; dc16 fire damage;ignite flamable(ex:wood) . take this one on Neverwinter game. Don't know wich book?
Throwing dagger: +16/+11/+6 ranged(1d4+5,throwing poison dagger +1; poison (dc14); 1 shot by combat. Don't know if the attack are good and if she can make three attack?
Reroll hit dice: for 82 hp

And I want to know why she score critical on 15-20. I know rapier does on 18
+1 for the keen but how she do 15?

Ok thank!

Ok, yea she'd lose her Weapon Finesse feat if she used a Scimitar and the Cloudreaver mini does wield a scimitar. She only gains 1 ranged attack because a returning weapon only returns before your next turn, hence 1 attack. The smoke bomb looks good, though It's been a long time since i've played Neverwinter Night's so I'm not sure if it's Canon. The keen property doubles the threat range on a weapon. If the weapon starts at 18-20 (that's 3) it would double to 6 or 15-20.
#95

crazygx34

Dec 15, 2007 17:39:32
Ok! thank again! But sorry for the smoke bomb it a fire bomb. I was thinking of making a smoke bomb too...
#96

Diffan

Dec 16, 2007 7:15:08
Ok! thank again! But sorry for the smoke bomb it a fire bomb. I was thinking of making a smoke bomb too...

I don't see why it couldn't be both. Or maybe she has two or more types of explosive bombs at hand or on her. She could easily have...say a masterwork bandolier(sp?) or potion belt that she carries all sorts of different bombs (smoke, fire, explosive, flash pellets, etc...)

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I've finished Bladedancer's rogue/hexblade character last night at work. I made he/she from Rasheman for the Regional feat. If you want to change it, then I'd suggest switching that feat with Improved Sunder or maybe Ability Focus from the MM. Anyways, here it is:

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Male Rashemi: rogue 2/ hexbladeCW 4; CR 6; HD 2d6+4 plus 4d10+8; hp 44; Init +3; Spd 30 ft.; AC 20, touch 14, flat-footed 17; Base Atk +5; Grp +7; Atk +8 melee (1d10+4/19-20, +1 heavy flail) or +9 ranged (1d8+1/19-20, light crossbow); SA hexblade's curse 1/day, sneak attack +1d6; SQ arcane resistance, dark companion, evasion, mettle, trapfinding; AL any; SV Fort +4, Ref +7, Will +5 (+4 to saves against spells and spell-like effects); Str 15, Dex 17, Con 14, Int 13, Wis 12, Cha 18.
Skills and Feats: Appraise +1, Balance +3, Bluff +9, Climb +5, Concentration +9, Craft (any) +2, Decipher Script +3, Diplomacy +8, Disable Device +6, Disguise +4, Escape Artist +2, Forgery +1, Gather Information +4, Hide +5, Intimidate +12, Jump +7, Knowledge (arcana) +2, Knowledge (local Rasheman) +3, Listen +3, Move Silently +4, Open Lock +5, Perform (any) +7, Profession (any) +2, Search +1, Sense Motive +3, Sleight of Hand +5, Spellcraft +6, Spot +3, Swim +2, Tumble +3, Use Magic Device +8, Use Rope +4; Combat Expertise, Dreadful WrathPG, Improved Trip, Power Attack.
Languages: Common, Goblin, Rashemi.
Arcane Resistance (Su): Gain a bonus equal to Charisma modifier on saving throws against spells and spell-like effects.
Dark Companion (Ex): You conjure an illusory panther from the darkness of night to be your companion. Any enemy adjacent to your dark companion takes a -2 penalty to saving throws and AC. Your companion's speed equals yours, acts during your turn, and it follows your mental commands perfectly. Since it has no real substance, it cannot attack or otherwise affect creatures or objects. To gain this class feature, the hexblade has given up the ability to summon a familiar.
Evasion (Ex): If the hexblade is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.
Hexblade's Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target takes a -2 penalty on attacks, saving throws, ability checks, skill checks, and weapon damage rolls for 1 hour. A successful Will save (DC 16) negates the effect. The target must be visable to the hexblade and within 60 feet. Any foe who resist the effect cannot be affected again by the same curse for 24 hours.
Mettle (Ex): If the hexblade is exposed to any effect that normally allows him to attempt a Fortitude or Will saving throw to negate or for half damage, he takes no damge with a successful saving throw.
Sneak Attack (Ex): He does an extra 1d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Trapfinding (Ex): You can find, disarm, or bypass traps with a DC of 20 or higher. You can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If your Disable Device result exceeds the trap’s DC by 10 or more, you discover how to bypass the trap without triggering or disarming it.
Hexblade Spells Known (1 per day; caster level 2nd): 1st-distract assailant (DC 15), undectable alignment.
Possessions: +2 chain shirt, +1 heavy flail, armbands of mightMIC, ring of protection +1, light crossbow with 20 +1 bolts, 10 silver bolts, 20 masterwork bolts, spell component pouch.
#97

bladedancer

Dec 16, 2007 14:34:12
Thanks Diffan! He will work out very nicely for the muscle for the npc wizard that will be a thorn in the side of the pc's very soon
#98

crazygx34

Dec 16, 2007 23:43:13
I don't see why it couldn't be both. Or maybe she has two or more types of explosive bombs at hand or on her. She could easily have...say a masterwork bandolier(sp?) or potion belt that she carries all sorts of different bombs (smoke, fire, explosive, flash pellets, etc...)
Yes I know and I thinking about to making her a smoke bomb or like. Thank for the idea of the belt. But I really don't know where they talk about smoke bomb and what the effect could be? I don't have read much book but I can have access to almost all. I will check a little on my side and if you got an idea of what the smoke bomb can look like just post it here!

Thank!
#99

Diffan

Dec 17, 2007 9:28:43
Yes I know and I thinking about to making her a smoke bomb or like. Thank for the idea of the belt. But I really don't know where they talk about smoke bomb and what the effect could be? I don't have read much book but I can have access to almost all. I will check a little on my side and if you got an idea of what the smoke bomb can look like just post it here!

Thank!

Let me think of something and I'll get back to you.
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Ok, well I made another NPC last night for the heck of it and I re-statted and updated Drizzt's stats to fit the character better than that dreadful write up in the FRCS. Tell me what you think.

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Ilandeth Silverspear: Male moon elf ranger 3 (Shevarash)/ sorcerer 4/ Evereskan tomb guardianPG 5; CR 12; Medium humanoid (elf); HD 3d8+3 plus 4d4+4 plus 5d6+5; hp 57; Init +7; Spd 40 ft.; AC 23, touch 17, flat-footed 18; Base Atk +8; Grp +10; Atk +11 melee (1d10+4/17-20, +1 glassteel keen bastardsword) or +15 ranged (1d8+4/x3, +2 seeking composite longbow [Str +2]) or +11/+11 ranged (1d8+4/x3, +2 seeking composite longbow [Str +2] with Manyshot); Full Atk +11/+6 melee (1d10+4/17-20, +1 glassteel keen bastardsword) or +15/+10 ranged (1d8+4/x3, +2 seeking composite longbow [Str +2]) or +13/+13/+8 ranged (1d8+4/x3, +2 seeking composite longbow [Str +2] with Rapid Shot); SA Spells; SQ Combat style (archery), devoted pursuit, dodge bonus +2, elf traits, hawk familiar, familiar benefits (+3 to Spot in bright light, Alertness, empathic link, share spells), favored enemy (human +2), silent guardian, swift tracking, wild empathy; AL CG; SV Fort +6, Ref +13, Will +10 (+2 against enchantment spells and effects); Str 14, Dex 20, Con 12, Int 13, Wis 15, Cha 20.
Skills and Feats: Bluff +5, Climb +3, Concentration +11, Craft (alchemy) +10, Craft (bowmaking) +8, Decipher Script +3, Disable Device +2, Escape Artist +6, Gather Information +6, Handle Animal +6, Heal +3, Hide +12, Intimidate +5, Jump +4, Knowledge (arcana) +1, Knowledge (dungeoneering) +3, Knowledge (nature) +3, Listen +9, Move Silently +12, Open Lock +3, Profession (guide) +4, Ride +7, Search +4, Sense Motive +2, Sleight of Hand +5, Spot +7, Survival +7, Swim +2, Tumble +8, Use Rope +7; Alertness, EnduranceB, Many Shot, Practiced Spellcaster, Precise Shot, Point Blank Shot, Rapid ShotB, TrackB.
Languages: Chondathan, Common, Draconic, Elven.
Devoted Pursuit (Ex): While pursuing a robber of an Evereskan tomb, Ilandeth retains his bonuses on Gather Information, Hide, Move Silently, and Survival checks from the sacred duty ability even while outside of Evereska. Ilandeth also retains the bonuses from that ability on attacks and damage rolls, but these apply only to attacks against the tomb robber.
Elven Traits: Immune to magic sleep effects, able to detect secret or concealed doors, +2 racial bonus on Listen, Search, and Spot checks.
Familiar: Ilandeth’s familiar is a hawk named Ivelliol. The familiar uses the better of its own and Ilandeth’s base save bonuses. The creature’s abilities and characteristics are summarized below:
Familiar Benefits: Ilandeth gains special benefits from having a familiar. This creature grants Ilandeth a +3 bonus on Spot checks in bright light (included in the above statistics).
Alertness (Ex): *Ivelliol grants its master Alertness as long as it is within 5 feet.
Empathic Link (Su): Ilandeth can communicate empathically with Ivelliol at a distance of up to 1 mile. He has the same connection to an item or a place that Ivelliol does.
Share Spells (Su): Ilandeth may have any spell he casts on himself also affect Ivelliol if the latter is within 5 feet at the time. He may also cast a spell with the target of “You” on Ivelliol.
Sacred Duty (Su): Ilandeth gains a +2 sacred bonus on Gather Information, Hide, Move Silently, and Survival checks made inside the region of Evereska. While inside an Evereskan tomb, Ilandeth gains a +2 sacred bonus on attack rolls and a +5 sacred bonus on damage rolls.
Silent Guardian (Ex): Ilandeth can attune himself to the looks and sounds of his surroundings, which takes 10 minutes of concentration. As long as he remains within 100 feet of the spot where he first attuned himself, he gains a +4 bonus to Hide, Listen, Move Silently, and Spot checks.
Swift Tracking (Ex): Ilandeth no longer takes a -5 penalty on Survival checks for tracking at his normal speed. Also, he only takes a -10 (instead of -20) penalty when moving up to twice his normal speed while tracking.
Sorcerer Spells Known (6/8/7/7/5 per day; caster level 12th, chooses spells as 9th; 10% spell failure): 0-caltropsSC, detect magic, electric joltSC, flare (DC 15), light, message, read magic, silent portalSC; 1st-arrow mindSC, magic missile, persistent bladeSC, ray of enfeeblement, shield; 2nd-mirror image, scorching ray, see invisibility, wraithstrikeSC; 3rd-dispel magic, fly, lightning bolt (DC 18), 4th-dimension door, invisibility [greater].
Possessions: Tomb-Guard mail (+1 twilight elven chain of nimbleness), Sure Fire (+2 seeking composite longbow [Str +2]), Emerald Shard (+1 glassteel keen bastardsword), Ilanden’s cloak (cloak of Charisma +2), Bracer’s of Blinding Strike, Sandals of the Light Step, Vest of Freemovement, ring of protection +2, gloves of flame, Quiver of Mielikki.


Ivelliol: Hawk familiar; CR -; Tiny magical beast (augmented animal); HD 12; hp 28; Init +3; Spd 10 ft., fly 60 ft. (good); AC 19, touch 15, flat-footed 16; Base Atk +8; Grp -2; Atk +12 melee (1d4-2, talons); Full Atk +12/+7 melee (1d4-2, talons); Space/Reach 2-1/2 ft./0 ft.; SQ deliver touch spells, improved evasion, low-light vision, share spells; AL CG; SV Fort +8, Ref +12, Will +10; Str 6, Dex 18, Con 10, Int 7, Wis 14, Cha 6.
Skills and Feats: Listen +8, Spot +20; Weapon Finesse.
Deliver Touch Spells (Su): Ivelliol can deliver touch spells for Ilanden (see Familiars, page 52 of the Player’s Handbook).
Improved Evasion (Ex): If Ivelliol is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw and half damage if the saving throw fails.
#100

ianten_silverblade

Dec 17, 2007 16:53:31
Dear Diffan,

Thanks for the awesome job you did on my last two PC's. Here is a variation of those two PC's I would like you to do for me in the latest 3.5 stat block style (not the old stat block version).

Name: Ianten Silverblade (Lawful Good)

Race/Gender: Male Aasimar

Classes/Prestige Classes: Fighter 1/Knight 11/Paladin 5/Knight of the Iron Glacier 3 of Raziel

Abilities (racial/level increases already added): Str 16, Dex 12, Con 14, Int 14, Wis 12, Cha 18

Must Have Skills: Appraise, Balance, Climb, Concentration, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (architecture and engineering), Knowledge (geography), Knowledge (history), Knowledge (local - Damara), Knowledge (local – the Earthwood), Knowledge (nature), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the Planes), Knowledge (undead), Profession (Inn Keeper), Listen, Ride, Search, Sense Motive, Spot, Survival, Swim

Feats/Bonus Feats Chosen: Animal Affinity (Knight Bonus Feat), Celestial Mount, Detoxifying Touch, Exotic Weapon Proficiency (Bastard Sword) (Fighter Bonus Feat), Extra Smiting, Extra Remove Disease, Mounted Combat (Knight's Bonus Feat), Nymph's Kiss, Ranged Smite Evil, Ride-by Attack (Knight Bonus Feat), Servant of the Heavens (Raziel)

Equipment: +2 yugoloth bane ghost touch holy dragonfang (silver) bastard sword, +2 dragon bane holy dragonbone (silver) composite longbow (+3 strength bonus), +2 comfort mithral full plate of strength (+2), +2 heavy mithral shield of strength (+2), arrows (20), dragon mantle (red) of natural armor and resistance +2, +2 mithral full plate barding of strength (+2) and swiftness

Special Mount: Brenda (Female Celestial War Megaloceros = Found in Frostburn Book)
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Name: Saria Greenfeather (Chaotic Good)

Race/Gender: Female Half-Nymph/Half-Human

Classes/Prestige Classes: Variant Bard 18 (Variant Bard class [Saria looses Bardic Knowledge and Most of her Bardic Music abilities but gains animal companion, nature sense, resist nature's lure, and wild empathy {this variant can be found at the D20 Hypertext site under variant classes as well as in the book Unearthed Arcana)

Abilities (racial/level increases already added): Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 22

Must Have Skills: Appraise, Balance, Bluff, Climb, Concentration, Diplomacy, Hide, Jump, Knowledge (arcana), Knowledge (geography), Knowledge (history), Knowledge (local – Damara), Knowledge (local – the Earthwood), Knowledge (nature), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the Planes), Listen, Move Silently, Perform (dance), Perform (sing), Perform (wind instrument), Profession (entertainer), Sense Motive, Spellcraft, Survival, Swim, Use Magical Device.

Feats/Bonus Feats Chosen: Animal Friend, Fey Heritage, Fey Legacy, Fey Presence, Fey Power, Fey Skin, Green Ear, Requiem.

Equipment: +1 humanoid bane ghost touch keen holy dagger, +1 humanoid bane screaming seeking holy short bow, masterwork orcania, arrows (20), ring of full protection +2 (acts like a ring of protection +2 and a cloak of resistance +2), amulet of natural armor +2, bracers of armor +2, ring of universal energy immunity.

Animal Companion: Seraph - (Male Advanced Celestial Dire Wolf of Legend [13th Lv. Animal Companion {Monster of Legend Template Benefits include = Can cast cleric spells as a 5th Cleric, Fast Healing 5, and Immune to Poison or mind-affecting effects}])
#101

Diffan

Dec 18, 2007 13:31:09
Dear Diffan,

Thanks for the awesome job you did on my last two PC's. Here is a variation of those two PC's I would like you to do for me in the latest 3.5 stat block style (not the old stat block version).

Ok Ianten, I've statted up your 1st character here. There were a few things that had to be changed. 1st- Your character cannot remove disease yet because he has only 5 level of paladin. So the feats Detoxifying Touch and Extra Remove Disease can't be taken. I've instead given the character Spirited Charge and Improved Initiative (both better feats reguardless). If you want to change it so he has 6 levels of paladin, you can then take the appropriate feats. 2nd- You armor property Strength [+2] doesn't stack with your shield property Strength [+2], so your only gaining a +2 Str instead of a +4. 3rd- Knowledge (undead) is grouped with Knowledge (religion). Other than that, it's A-OK. Let me know what you think and I should have your other one statted out tomorrow, if not, within the week.

Show

Ianten Silverblade; CR 21
Male aasimar fighter 1/ knightPH II 11/ paladin 5 (Raziel)/ knight of the Iron GlacierFB 3
LG Medium outsider (native)
Init +5 (+8 in Frostfell); Senses darkvision 60 ft., Listen +3 (+5 in Frostfell), Spot +3 (+5 in Frostfell)
Aura courage (10ft. allies +4 against fear)
Languages: Celestial, Common, Sylvan, and any 2 others
**********************************************************
AC 27, touch 11, flat-footed 26; shield block +2
(+10 armor, +4 shield, +1 Dex, +2 natural)
hp 201 (20 HD)
Immune disease, fear
Resist acid 5, cold 5, and electricity 5
Fort +20, Ref +12, Will +18 (+1 to saves against spells and spell-like abilities)
**********************************************************
Speed 30ft. (6 squares)
Melee +2 yugoloth bane ghost touch holy dragonfang silver bastard sword +26/+21/+16/+11 (1d10+6 plus 2d6 against yugoloth and plus 2d6 against evil/19-20) or
Ranged +2 dragon bane holy dragonbone (silver) composite longbow [Str +3] +23/+18/+13/+8 (1d8+5 plus 2d6 against dragons and 2d6 against evil/x3)
Base Atk +20; Grp +24
Atk Options fighting challenge +2, smite evil 4/day (+4 attack, +5 damage; use with ranged weapons), test of mettle (DC 19)
Special Actions call to battle, lay on hands 20/day, turn undead 7/day (+6, 2d6+9; 2nd)
Paladin Spells Prepared (CL 2nd):
1st-endure elements
Spell-Like Abilities (CL 20th):
At will-detect evil
1/day-daylight
**********************************************************
Abilities Str 18, Dex 12, Con 14, Int 14, Wis 12, Cha 18
SQ armor mastery (heavy), bulwark of defense, knight’s challenge 9/day, knight’s code, shield ally, vigilant defender
Feats Animal AffinityB, Celestial Mount, Exotic Weapon Proficiency (Bastard Sword)B, Extra Smiting, Improved Initiative, Mounted CombatB, Nymph's Kiss, Ranged Smite Evil, Ride-by AttackB, Spirited Charge, Servant of the Heavens (Raziel)
Skills Appraise +3, Balance +1, Climb +6, Concentration +5, Diplomacy +13, Handle Animal +13, Heal +7, Intimidate +11, Jump +5, Knowledge (architecture and engineering) +2, Knowledge (geography) +5, Knowledge (history) +4, Knowledge (local [Damara]) +5, Knowledge (local [The Earthwood]) +5, Knowledge (nature) +4, Knowledge (nobility and royalty) +7, Knowledge (religion) +7, Knowledge (the planes) +2, Profession (Inn Keeper) +5, Ride +16, Search +4, Sense Motive +9, Survival +5, Swim +3
Possessions: Rimesunder (+2 yugoloth bane ghost touch holy dragonfang (silver) bastard sword), Dragon’s Doom (+2 dragon bane holy dragonbone (silver) composite longbow [Str +3]), with 20 arrows, Crusader (+2 comfort mithral full plate of strength [+2]), Justice (+2 heavy mithral shield), dragon mantle (red) of natural armor and resistance +2
*********************************************************
Armor Mastery (Ex): Ianten can ignore the standard speed restriction for wearing medium and heavy armor.
Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Ianten, gains a +4 moral bonus on saving throws against fear effects
Bulwark of Defense (Ex): When an opponent starts his or her turn in an area Ianten threatens, he or she treats that area as difficult terrain.
Call to Battle (Ex): As a swift action, Ianten can expend one use of his knight’s challenge ability to grant an ally another save against a fear effect. The target gains a +4 bonus on this save and if successful, gains the benefit for a successful save against the attack or spell.
Daylight (Sp): Ianten can use daylight, as the spell, once per day (CL 20th)
Detect Evil (Sp): Detect evil at will, as the spell
Divine Grace (Ex): Ianten adds his Charisma modifier, if any, to his saving throws.
Divine Health (Ex): Immunity to disease.
Fighting Challenge (Ex): As a swift action, Ianten can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater or equal to his level minus 2. If the target meets those requirements, Ianten gains a +2 moral bonus on Will saves, attacks, and damage rolls for seven rounds against that opponent.
Knight’s Challenge: Ianten can issue a call to battle, fighting challenge, or test of mettle nine times per day.
Knight’s Code: Ianten does not gain bonuses when flanking, never strikes a flat-footed opponent, and never deals lethal damage to a helpless foe. If he violates this code, he looses one of his knight’s challenges for the day, (if he has none, then he takes a -2 on attack rolls and saves for the rest of the day.)
Shield Block (Ex): During his action, Ianten can designate a single opponent as the target of this ability and gain a +2 shield bonus against that opponent.
Smite Evil (Su): Four times per day, Ianten can attempt to smite evil
with one normal melee or ranged attack. He adds +4 to his attack roll and
deals an extra 5 points of damage.
Special Mount (Sp): Once per day, for up to 16 hours, Ianten can call upon his celestial war megaloceros as a full-round action. The creature’s abilities and characteristics are summarized below:
Test of Mettle (Ex): As a swift action, Ianten can expend one of his knight’s challenge ability to cause all enemies within 100 ft. with a CR greater than or equal to his level minus 2 to make a Will save DC 19. If they fail, they are forced to attack him with their melee, ranged, or spell attacks in preference over other targets.
Vigilant Defender (Ex): If an opponent tries to tumble through a square Ianten, threatens or his space without an attack of opportunity, the DC increases by 5.


Brenda, Celestial War Megaloceros (Paladin Special Mount)
N Large magical beast (augmented animal, extraplanar)
Init +1; Senses darkvision 60 feet, low-light vision, scent; Listen +11, Spot +11
Languages: empathic link
**********************************************************
AC 30, touch 10, flat-footed 29
(+10 armor, +1 Dex, +10 natural, -1 size)
hp 92 (11 HD)
DR 5/magic
Resist improved evasion; acid 10, cold 10, electricity 10; SR 16
Fort +14, Ref +10, Will +12
**********************************************************
Speed 60 ft. (12 squares)
Melee +14/+9 gore (1d10+11)
Atk Options improved grab, smite evil 1/day (+11 damage), stampede, toss
Space/Reach 10 ft./5 ft.
Base Atk +8; Grp +19
**********************************************************
Abilities Str 27, Dex 12, Con 19, Int 7, Wis 13, Cha 8
Feats Alertness, Improved Natural Attack, Lightning Reflexes, Run
Skills Listen +11, Spot +11
Possessions +2 mithral full plate barding of strength [+2] and swiftness, military saddle
**********************************************************
Improved Grab (Ex): To use this ability, Brenda must hit a medium or smaller creature with it's gore attack. If it gets hold, she scoops up the opponent with it's antlers and can toss it aside.
Smite Evil (Su): Brenda can attempt to smite evil with one normal melee attack. She deals an extra 11 points of damage.
Toss (Ex): Brenda can vigorously shake any creature caught in her hornes and fling it in a random direction. Resolve the toss as a bull rush maneuver (+9 check modifier), except there is no attack of opportuinity. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.
#102

crazygx34

Dec 18, 2007 13:39:28
Let me think of something and I'll get back to you.
*************************************************
Ok, well I made another NPC last night for the heck of it and I re-statted and updated Drizzt's stats to fit the character better than that dreadful write up in the FRCS. Tell me what you think.

I have looked a little and I think the best it to make the smoke bomb look like the spell cloud fog. 20ft radius , well it in the players handook.

Your carachter look good but for Drizzt I'm not sure if he is really sensitive to bright ligh like other drow. He was in the begining but I think he developed some endurance to it. I read the first six book of it adventure and the four of the path of darkness. In the first time in daylight he try to combat it and all it drow equipement set appart in dust. He was so ashame of drow heritage that he combat it with all his heart. And his eye are not like other drow they are "Lavande" (not sure in english) like his father Mafnakein(something like that). When he was born pristress pass a ligh candle forward is eye and he was not sensible to it. That an heritage of it father genetic.
#103

Diffan

Dec 18, 2007 15:20:03
I have looked a little and I think the best it to make the smoke bomb look like the spell cloud fog. 20ft radius , well it in the players handook.

Your carachter look good but for Drizzt I'm not sure if he is really sensitive to bright ligh like other drow. He was in the begining but I think he developed some endurance to it. I read the first six book of it adventure and the four of the path of darkness. In the first time in daylight he try to combat it and all it drow equipement set appart in dust. He was so ashame of drow heritage that he combat it with all his heart. And his eye are not like other drow they are "Lavande" (not sure in english) like his father Mafnakein(something like that). When he was born pristress pass a ligh candle forward is eye and he was not sensible to it. That an heritage of it father genetic.

Well, I found something on your smoke bomb, it was issued in an article in Dragon Magazine: Smoke pellet/bomb: When thrown against a hard surface, produces 10’ cube of opaque smoke that dissipates in 2 rounds.
I don't know if that's as good as a spell, but it's official i guess. Yea, i forgot to add Daylight Adaptation to his feat list. The change is made though, thanks.
#104

bladedancer

Dec 19, 2007 11:48:51
Hey Diffan thanks again for your work on the hexblade/rogue.
I was wondering if could mak another one for me.

Sex: Male Race:Chondathan Human Align:LE Classes:Wizard 5/War Weaver 2. As this guy will be BBEG of the plot arc in my campaign if you want to use the wealth limits of a pc that is cool.

Thanks for all your efforts
#105

bonzai

Dec 19, 2007 18:21:33
Nice Npc's Diffan! Maybe you can help me with an on going project of mine.

http://forums.gleemax.com/showthread.php?t=941163

This is for a one shot, gladiatorial tournament that I am going to throw again when the group has some down time. Right now I have 20 NPC's, and I am trying to work towards having 32 of them. I have ideas for about 7 more of them. If you have any ideas or inspiration for the remaining 5, I would love to hear it!

The NPC's I have left to make so far are;
1. a werewolf/black blood hunter
2. a Flesh golem
3. a Skarn monk/spinemeld warrior
4. a Rakasha fighter
5. a hobgoblin warblade
6. Swordsage/Teflamar Shadowlord
7. a duskling scout/ranger archery build

I am going for as exotic as I can, with each npc having different strategies and tactics. Any help on the remaining would be appreciated!
#106

dspayre

Dec 19, 2007 20:46:17
Haven't checked in for awhile. Just wanted to thank you for my two NPC's. I'll put both of them to good use in this weeks game session. once again thanks
#107

crazygx34

Dec 20, 2007 6:18:20
Nice Npc's Diffan! Maybe you can help me with an on going project of mine.

http://forums.gleemax.com/showthread.php?t=941163

This is for a one shot, gladiatorial tournament that I am going to throw again when the group has some down time. Right now I have 20 NPC's, and I am trying to work towards having 32 of them. I have ideas for about 7 more of them. If you have any ideas or inspiration for the remaining 5, I would love to hear it!

The NPC's I have left to make so far are;
1. a werewolf/black blood hunter
2. a Flesh golem
3. a Skarn monk/spinemeld warrior
4. a Rakasha fighter
5. a hobgoblin warblade
6. Swordsage/Teflamar Shadowlord
7. a duskling scout/ranger archery build

I am going for as exotic as I can, with each npc having different strategies and tactics. Any help on the remaining would be appreciated!

I have some idea for you Karsus. Jackie Chan, Chun Liu, Wemic Barbarian, Rashemi berserker, Drow assasin , Goliath, Ogre (mage), Hill giant, Orc blackguard , Efreeti, Djinni, Lezardfolk platinum knight, Shaugin, water elf master of many form, sucubus mortal hunter, erinyes, Marilith, Aasimar master of radiance, Master vampire and tiefling girl witch-hunter.

#108

Diffan

Dec 20, 2007 8:07:26
Hey Diffan thanks again for your work on the hexblade/rogue.
I was wondering if could mak another one for me.

Sex: Male Race:Chondathan Human Align:LE Classes:Wizard 5/War Weaver 2. As this guy will be BBEG of the plot arc in my campaign if you want to use the wealth limits of a pc that is cool.

Thanks for all your efforts

Your welcome. At work tonight, I'll have some free time to do the stats for Ianten's other character and I'll do yours as well. Luckly I have the Heroe's of Battle book so it's all good.

Nice Npc's Diffan! Maybe you can help me with an on going project of mine.

http://forums.gleemax.com/showthread.php?t=941163

This is for a one shot, gladiatorial tournament that I am going to throw again when the group has some down time. Right now I have 20 NPC's, and I am trying to work towards having 32 of them. I have ideas for about 7 more of them. If you have any ideas or inspiration for the remaining 5, I would love to hear it!

The NPC's I have left to make so far are;
1. a werewolf/black blood hunter
2. a Flesh golem
3. a Skarn monk/spinemeld warrior
4. a Rakasha fighter
5. a hobgoblin warblade
6. Swordsage/Teflamar Shadowlord
7. a duskling scout/ranger archery build

I am going for as exotic as I can, with each npc having different strategies and tactics. Any help on the remaining would be appreciated!

hmm....I've always liked straight melee damage for arena type games. 1st one comes to mind is a Minotaur barbarian 1/ fighter 2/ tempestCAd 5 using two greatswords in either hand or maybe two large greatswords in both hands with the Monkey Grip feat. Another is maybe a 10th level druid lizardfolk who focuses on summoning creatures, or a Ettin barbarian 5 who relies on his Rage ability. An Azer fighter 6 is a solid character as well and I'm partial to a Centaur ranger with archery feats or power attack feats. Those are just monsters I know of in the MM. There's also the Arcadian Avenger with Crusader levels in the MM 5, and other good ones in the Monsters of Faerun as well. Hope that helps some, and let me know if you need any stats for some.

Haven't checked in for awhile. Just wanted to thank you for my two NPC's. I'll put both of them to good use in this weeks game session. once again thanks

I'm glad you like them. I also pulled some spells from the Book of Vile Darkness too, in case you couldn't find them. Good luck and let me know how it goes. I expect great things :D
#109

bonzai

Dec 20, 2007 11:03:25
Thanks for the suggestions. I guess I should add what my criterea was for this arena event. ECL 15, 32 point buy, 59k wealth, no full caster/manefestor classes, no pre-buffing.

The Gladiators I have thus far are;

Dreagoloth Thayan Gladiator 5: Focuses on his enhanced natural attacks and spell like abilities.

Troll Barbarian 4: Uses rages, and relys on his natural attacks and regeneration to see him through.

Loxo Fighter 2/Warhulk 6: Uses his spike chain, impressive reach, and massive strength to trip up his foes and attack from a distance.

Half Dragon Ogre Fighter 2/ Gladiator 4: Uses a Glaive and strafes opponents with his breath weapon and fly by attacks.

Spell stiched tainted minion swarm shifter rogue 7/Invisible Blade 5: He attempts to deliver an arterial strike, then stay in swarm form while they bleed out. Plus some nasty template stacking.

Elf Swashbuckler 3/warblade 4/Duelist 3/Eternal Blade 5: Intelligence based fighter, with a nice selection of abilities and manuevers.

Karsite Binder 13: This is an experiment. If Binders prove to be over powered, then I'll add them to the full caster ban list.

Hexblade 15: One of the nastiest. He can potentially debuff you to -14 to saves and then baleful polymorph you, all on the first turn.

Warforged Barbarian 6/Frenzied Berzerker 9: Being a warforged counters most of the drawbacks to Frenzy and Rage.

Thri-Keen Totemist 11: Insane amount of natural attacks. Also an experiment. If full meldshaping proves to powerful, I will also add it to the full caster list.

Githyanki Psy Warrior 13: Sunder specialist. He will take out all of his opponents weapons and armor, then go to town.

Mindflayer: Pretty much your vanilla Illithid.

Dwarf Fighter 2/Warblade 3/Bloodstorm Blade 4/Dwarven Defender 6: He's the AC monkey of the group. Goes into his stance, and throws his axe around to attack.

Samurai 6/Iaijutsu Master 9: Quick draw specialist.

Chain Devil fighter 1: Fun with dancing chains.

Whisper Gnome swashbuckler 5/Blade Bravo 10: Dexterous fienter/ arterial striker.

Whisper Gnome Swordsage 15: Judo gnome.

Fire Gensai Swordsage 7/Dervish 6/Swordsage 1: Focuses on using boosts with his Dervish Dance.

Fighter 15: Heh, I just wanted to see how a plain Jane fighter would fair in this competition.

Paladin 15: Smiter build

I already have several ragers, so I was kind of looking for something different. Minatuar Tempest, and Centaur Ranger could be interesting. Like I said, I have an idea for maybe 7 more, so any help I can get is appreciated!
#110

crazygx34

Dec 20, 2007 16:08:35
I have some idea for you Karsus. Jackie Chan, Chun Liu, Wemic Barbarian, Rashemi berserker, Drow assasin , Goliath, Ogre (mage), Hill giant, Orc blackguard , Efreeti, Djinni, Lezardfolk platinum knight, Shaugin, water elf master of many form, sucubus mortal hunter, erinyes, Marilith, Aasimar master of radiance, Master vampire and tiefling girl witch-hunter.


Sorry to call you Karsus if that offend you I'm real sorry and if it why you not reply to my post I'm big sorry It because he got the same avatar than your and looked to fast. Beg your pardon Mister Bonzai Do I have say that I like very much your idea of arena in Thay and some of character look real bad dangerous. I will definite my idea maybe they was not clear...

-Jackie chan and chun liu: It was a just a joke:D

-Wemic barbarian: Big wemic with high hit point and real sthrengh. Tatoo and piercing of all sort in the nose and ear. Use a big two handed Axe or a maul or a two handed big club. Up to you I prefer the axe.

-Rashemi berserker: Maybe that look common but some become slave in Thay and one becoming gladiator it not a bad idea.

-Drow assassin: This one poison is ennemy with shorth sword and dagger.

-Goliath ,efreeti ,djinni ,hill giant ,marilyth and Sahaugin: I not know of the class they can be but it just idea for races that I see well in arena.

-Ogre Mage: Well a big Ogre Mage

-Orc Blackguard: Heavly Armored Orc Blackguard in full plate with tower shield and a pike use monkey grip and javalin for throw. Some sort of impaler....

-Gnoll or Flind or demonic gnoll: With a large flail

-Erinyes or Succubus Mortal hunter:With a whip and a long sword. With some spell like stun or web and charm for paralize ennemy.

-Platinum knight Lizard folk: Good lizard wearing breastplate with a two-handed sword.

-Aquatic Elf master of many form:Aquatic elf using claw as weapon and shapechanger.

-Master vampire: well a vampire with long teeth

-Aasimar master of radiance: Girl with a fire shield and a fire spear.

-Thiefling girls (withhunter): Thiefling girls who hunt undead and witch. Crossbow and stake , holy water, Katana.

I like te idea of Diffian for the minotaur.

I know you can't love my idea but I just tryed to give you some idea to inspired you. I know my english not as good as your. But I prefer to know that you not like its than you say nothing. I really hate posting and people act like if I was not there. Just let's me know what you think and I can keep my idea for me that really not make me leave tears.

Thank you!
#111

bonzai

Dec 20, 2007 17:38:35
Crazygx34,

No offense taken. I appreciate the help. Lol, I actually did a search on the boards for "Jackie Chan and Chun Li" builds, thinking they were some popular build type I had missed.

As for the individual suggestions, they are appreciated and I did go over them. Main thing is that I am trying to come up with different stategies as well as exotic combatants. So if you could post some tricks or strategies with the general builds, it would help alot more. Again, thank you for the help!
#112

zanan

Dec 21, 2007 5:43:37
Diffan, may I have a Frostfolk (Frostburn) Druid 9 over x-mas?
#113

crazygx34

Dec 21, 2007 9:05:41
Crazygx34,

No offense taken. I appreciate the help. Lol, I actually did a search on the boards for "Jackie Chan and Chun Li" builds, thinking they were some popular build type I had missed.

As for the individual suggestions, they are appreciated and I did go over them. Main thing is that I am trying to come up with different stategies as well as exotic combatants. So if you could post some tricks or strategies with the general builds, it would help alot more. Again, thank you for the help!

Well they not all clear in my mind. Some are just idea to inspired you or diffan. But some I can see them well in the pit. Maybe they not got all the gladiator type. But well...

Wemic Barbarian: I see him well there big guy high hp big axe. Charge and slash is Double handed axe like a crazy dude. Swing like a baseball bat and smash like if he want to cut wood in one shot.

Aquatic elves master of many form: Aquatic elves use claw if not shapechanged. Shape change on what she assume to be the best for the combat to come. Dependant of her level. More level she got and more shape she can assume. But this class it not all well explanained.

Orc blackguard: Maybe it not his place in the arena but it an orc or Half-orc no matter. Heavy armored in full plate with a tower shield. Use a long pike(polearm) . Stand ennemie at bay. Have some javelin in his back for throwing. Take is position hammer is pike in the ground. Throw some Javelin before ennmie is in melee reach. If ennemies use ranged too. Take his polearm and charge with is tower shield up. Tough guy high ac , strengh and hp.

Succubus or Erinyes: Outsider Human hunter. Use is whip try to entangle. Throw paralis spell or charm splell. Stab sneak attack on his stunned ennemies. Teleport if she miss until she got it stunt. If obligate to fight use her long sword fighting ability. Flying and almost nude

Jackie Chan drunken master: Fight them all in same time with fist or item near. Try to put is ennemie K.O. without kill them..:D

Lizard folk Platinum night: Weld two-handed sword and breast plate. Graceful and good hearthed. Don't know what he doing in the arena try to survive.

Thiefling Witch hunter: Well it a girl like the vampire hunter in the D&D mini. Don't find it in any book. I put her witch hunter. Hunting wicth and undead. Use heavy crossbow to throw at her fleeing ennemies. Use katana and items for killing undead. Use more her katana than her crossbow.

Rashemi berserker: Typical rashemi berserker. Rage and sword or axe.

Aasimar master of radiance: Fire shield and fire word. Use the power of the sun for defeat ennemie. No special strategy. Defense more than attack. Use spell if she got one or ability.

Master vampire: Vampire in need of blood. Really aggressive and bluff. Faking death or weakness for stab his ennemies in reverse.

A big gnoll/flind/Deminic gnoll: Large flail and medium shield. Spiked armor. Look intelligent for a gnoll don't go down head in combat. Smash is big flail quickly

Drow assasin: Artemis Entreri clone style. As a drow he use a short sword and a dagger. Pison and death strike. Quick, dodge, acrobatic, sthealty and intelligent fighing. Use is spell fo hide or enchanced his body.

chun liu: Tried to get in the mortal combat game he was cut. Now trying Forgottens realms. Mister nobody make a search for him in google just for fun..:D

That just idea. I see well the Wemic there and the master of many form. But say me what you think. I'm really open minded if they sound like joke you can say "He look like a jerk"...
#114

Diffan

Dec 21, 2007 9:55:00
Diffan, may I have a Frostfolk (Frostburn) Druid 9 over x-mas?

Sure that's no problem. Any build type specifics like a specific animal companion or fighting style? If not, then I might just go with a build that relies on summon creature spells and feats that help the character out like Augmented Summoning and Spell Focus (conjuration). Also, any gender preference? I should be taking my stuff to work tonight, so I can get a few characters done. I've been kinda pre-occupied at work, studying for the Police Officer's exam, hence no characters in a while. But i'll see what I can do for tomorrow .

Thanks for the suggestions. I guess I should add what my criterea was for this arena event. ECL 15, 32 point buy, 59k wealth, no full caster/manefestor classes, no pre-buffing.

Hmm, well then the minotaur build should be barbarian 2/ fighter 4/ tempest 5 to get an ECL of 15. Another build is the Arcadian Avenger crusaderToB 10 with flying feats and two weapon fighting build (if you don't have the stats for it, I can post them for you). A FirbolgMM 2 barbarian 3 is nice with the Power Attack/Leap Attack/Shock Trooper feats (note the Firbolg needs to be changed to 3.5 and since it starts with 13 HD, it should have at least 5 feats, not the 3 statted in the book). Also a Tifeling rogue 5/ assassin 9 does wonders with a good sneak attack build. That's all I can think of right now, but I hope you can pull a few good one from the list.
#115

bonzai

Dec 21, 2007 11:24:56
Were is arcadian avenger from? I don't think I've heard of it before.

I appreciate all the suggestions. I will definatly make a minataur, and right now I am debating on whether to go with a Centaur swift hunter or a duskling one.

You and Crazygx34 also gave me an idea for using an assasin type character that specializes in poison. Now to decide between using a Tiefling, Drow, or perhaps a Yaun ti. Hmm.. a yaun ti Monk/Fang of Seth/master Thrower specializing in poisoned shurikens could be interesting...
#116

Diffan

Dec 21, 2007 16:15:11
The Arcadian Avenger can be found in the Monster Manual 5. Think of a metallic angel who wields two masterwork longswords and is perfection in almost every way. They fight even harder when they see a comrade fall in battle and they're favored class is the Crusader from the Tomb of Battle or Paladin.

Here's a Pic:http://www.wizards.com/dnd/images/MM5_Gallery/106277.jpg
#117

mazrimtaim

Dec 21, 2007 16:52:36
I have need of this, actually. I have two characters for a future campaign that need to be statted out. :P

They are a pair, the first is a Male Human from the Sembia. 4th Level Cleric of Cyric, NE.

The second is his consort a Female Human from the Dalelands. 3rd Level Bard, also a follower of Cyric and NE.

I was also curious on your methods. I can never make stat blocks like that. Mine always end up all conjulted and all over the place. :o
#118

Diffan

Dec 21, 2007 17:41:44
I have need of this, actually. I have two characters for a future campaign that need to be statted out. :P

They are a pair, the first is a Male Human from the Sembia. 4th Level Cleric of Cyric, NE.

The second is his consort a Female Human from the Dalelands. 3rd Level Bard, also a follower of Cyric and NE.

I was also curious on your methods. I can never make stat blocks like that. Mine always end up all conjulted and all over the place. :o

Sure, that can be arranged. My methods are pretty simple. I use Microsoft Word and when putting the stat blocks in the old format it's pretty standard, it usually goes name; race; class and level; CR; size and type; etc... and I look at a lot of examples of existing stat blocks if I don't know which category something fall in like SA (special attacks) or SQ (special qualities). When posting them online, I use the feature to make a letter or abbreviation small like D for Domain spells. I make bold the areas of interest like feats and skills section and bold/italics for areas of interest like spells or spell-like abilities. Hope that helps some, and I usually put it on my computer first and then cut/paste it into a post, it seems to work easier that way.
#119

Diffan

Dec 22, 2007 8:08:30
Ok, got Bladedaner's wizard/war weaver character up, check it out:

Show

Male Chondathan wizard 5/ war weaverHoB 2; CR 7; HD 7d4+4; hp 33; Init +7; Spd 30 ft.; AC 16, touch 14, flat-footed 13; Base Atk +3; Grp +4; Atk +5 melee (1d6+1 plus 1 cold/x2, +1 dlarun quarterstaff); SA Spells; SQ Eldritch tapestry, rat familiar, familiar benefits (+3 to Fortitude saves, Alertness, empathic link, share spells), quiescent weaving; AL LE; SV Fort +6, Ref +4, Will +8; Str 13, Dex 16, Con 15, Int 20, Wis 15, Cha 10.
Skills and Feats: Concentration +12 (+16 casting defensively), Craft (alchemy) +12, Craft (weaving) +11, Decipher Script +11, Knowledge (arcana) +11, Knowledge (nature) +11, Knowledge (the planes) +10, Listen +4, Profession (any) +6, Spellcraft +13, Spot +3; Alertness*, Combat Casting, Enlarge SpellB, Empower Spell, Improved Initiative, Scribe ScrollB, Spell Focus (enchantment).
Languages: Chondathan, Common, Draconic, Elven, Infernal.
Eldritch Tapestry (Su): He can cast a spell requiring willing targets or those with a saving throw entry of harmless through an eldritch tapestry he creates when he prepares his spell. When he does, the spell simultanesouly affects up to five allies he designated when he created the eldritch tapestry.
Familiar: His familiar is a rat named Zek. The familiar uses the better of its own and his base save bonuses. The creature’s abilities and characteristics are summarized below:
Familiar Benefits He gains special benefits from having a familiar. This creature grants Him a +3 bonus on Fortitude saves (included in the above statistics).
Alertness (Ex): *Zek grants its master Alertness as long as he is within 5 feet.
Empathic Link (Su): He can communicate empathically with Zek at a distance of up to 1 mile. He has the same connection to an item or a place that Zek does.
Share Spells (Su): He may have any spell he casts on himself also affect Zek if the latter is within 5 feet at the time. He may also cast a spell with the target of “You” on Zek.
Speak with Master: He can communicate verbally with Zek, though no one else can understand what is being said.
Quiescent Weaving (Su): He can cast on spell of up to 2nd level into the eldritch tapestry, where they remain dorment until he releases them with a move action.
Wizard Spells Prepared (caster level 6th): 0-acid splash, detect magic, light, red magic; 1st-charm person (DC 17), grease (DC 16), magic missile, obscuring mist, ray of enfeeblement; 2nd-bull's strength, invisibility, scorching ray, Tasha's hideous laughter (DC 18); 3rd-dispel magic, enlarged web (DC 17), empowered orb of acid [lesser].
Spellbook: spells prepared plus 0-all; 1st-identify, nerveskitter, shield; 2nd-Melf's acid arrow, see invisibility, wraithstrikeSC; 3rd-dragonskinSC, lightning bolt, sound lanceSC
Possessions: bracers of armor +2, headband of Intellect +2, ring of protection +1, pearl of power (2nd), lesser rod of silent metamagic, +1 dlarun quarterstaff, spell component pouch, spellbook.

Zek: Rat familiar; CR -; HD 5; hp 16; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 17, touch 14, flat-footed 15; Base Atk +3; Grp -9; Atk +5 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.; SQ deliver touch spells, improved evasion, low-light vision, share spells; AL LE; SV Fort +4, Ref +6, Will +5; Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2.
Skills and Feats: Balance +10*, Climb +12, Hide +14, Move Silently +10*, Swim +10*; Weapon Finesse.
Deliver Touch Spells (Su): Zek can deliver touch spells for his master (see Familiars, page 52 of the Player’s Handbook).
Improved Evasion (Ex): If Zek is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw and half damage if the saving throw fails.
#120

zanan

Dec 22, 2007 11:01:05
Sure that's no problem. Any build type specifics like a specific animal companion or fighting style? If not, then I might just go with a build that relies on summon creature spells and feats that help the character out like Augmented Summoning and Spell Focus (conjuration). Also, any gender preference? I should be taking my stuff to work tonight, so I can get a few characters done. I've been kinda pre-occupied at work, studying for the Police Officer's exam, hence no characters in a while. But i'll see what I can do for tomorrow .

Good luck for that exam!

As for the druid, no preferences for the gender. The can use battleaxe and longbow, so I'll go with that. Animal companion is not that important (maybe a smilodon :D ) right now either. Preference on cold based spells maybe.
#121

redrake

Dec 22, 2007 11:53:21
Next up is Bladedancer's Rogue/Hexblade and Redrake's Yuan-ti ranger/blackguard (as soon as I know how many levels of which).

Sorry for taking so long, I must have missed this post. I do not remember exactly how many levels of ranger must be taken prior to being able to becoming a blackguard. I think it was level 6 or 7. Regardless, my suggestion would be ranger until level 7 and then around 8 levels of blackguard.
#122

jaiadrottsingr

Dec 22, 2007 11:54:17

Well, I could whip up one or two, just let me know when you need them by and any specific spell selections.

I consider kobolds to be in complete lack of need for optimization. Thanks, though.

#123

Diffan

Dec 23, 2007 11:28:11
Sorry for taking so long, I must have missed this post. I do not remember exactly how many levels of ranger must be taken prior to being able to becoming a blackguard. I think it was level 6 or 7. Regardless, my suggestion would be ranger until level 7 and then around 8 levels of blackguard.

ok, so pure yuan-ti ranger 7/ blackguard 8 with a snake companion? Could I use some sorta dinosaur or strange reptile creature for it's Animal Companion? Also, I'll use the PC wealth by level so it has a lot of good equipment. I'll see what characters I can get done today and tonight, and hopefully have some posted for tomorrow morning, or even as early as tonight.

Good luck for that exam!

As for the druid, no preferences for the gender. The can use battleaxe and longbow, so I'll go with that. Animal companion is not that important (maybe a smilodon ) right now either. Preference on cold based spells maybe.

Thanks! It's not the written part I'm overly nervous about, but the physical. Of all the requirements I have to do, a mile and a half run in 13:22 is somewhat hard for me and I guess I have to hit the Gym harder.

I should have the druid done today if not tomorrow.
#124

Diffan

Dec 23, 2007 15:42:29
While I'm doing some of these characters, I'd thought I would post a few of my original NPCs. Here's an adventuring company called the Blackblades:

Show

Sir Argath Blackblade; CR 4
Male Illuskan knightPH2 4
LE medium humanoid (human)
Init +1; Senses Listen +2, Spot +2
Languages Common, Illuskan
**********************************************************
AC 22, touch 12, flat-footed 21; shield block +1
(+8 armor, +2 shield, +1 deflection, +1 dex)
hp 42 (4 HD)
Fort +5, Ref +3, Will +7
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 bastard sword +9 (1d10+4/19-20) or
Melee dagger +7 (1d4+3/19-20)
Base Atk +4; Grp +7
Atk Options Cleave, Power Attack, fighting challenge (+1), test of mettle
**********************************************************
Abilities Str 16, Dex 12, Con 16, Int 10, Wis 14, Cha 16
SQ armor mastery (medium), knight’s challenge 5/day, knight’s code
Feats Cleave, Mounted CombatB, Power Attack, Weapon Focus (bastard sword)
Skills Climb +7 (+1 in armor), Handle Animal +4, Intimidate +6, Jump +6 (0 in armor), Knowledge (nobility and royalty) +3, Ride +8, Swim +3 (-3 in armor)
Possessions +1 bastard sword, masterwork heavy steel shield, masterwork full plate, standard adventuring gear, dagger, cloak of resistance+1, 230 gp in coins.
**********************************************************
Armor Mastery (Ex): Argath can ignore the standard speed restriction for wearing medium armor.
Fighting Challenge (Ex): As a swift action, Argath can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater or equal to his level minus 2. If the target meets those requirements, Argath gains a +1 moral bonus on Will saves, attacks, and damage rolls for seven rounds against that opponent.
Knight’s Challenge: Argath can issue a fighting challenge or test of mettle five times per day.
Knight’s Code: Argath does not gain bonuses when flanking, never strikes a flat-footed opponent, and never deals lethal damage to a helpless foe. If he violates this code, he looses one of his knight’s challenges for the day, (if he has none, then he takes a -2 on attack rolls and saves for the rest of the day.)
Shield Block (Ex): During his action, Argath can designate a single opponent as the target of this ability and gain a +1 shield bonus against that opponent.
Test of Mettle (Ex): As a swift action, Argath can expend one of his knight’s challenge ability to cause all enemies within 100 ft. with a CR greater than or equal to his level minus 2 to make a Will save DC 15. If they fail, they are forced to attack him with their melee, ranged, or spell attacks in preference over other targets.
**********************************************************
Description: Sir Argath is tall and broad shouldered. He boasts much about his prowess and can easily back it up in battle. His ego is large and he never backs down from a fight. In battle, he abides by the rules of fair combat, but when things become dangerous or over his head, he's doesn't have qualms about cheating or taking advantage of his opponent. He’s the leader of the Black Blade gang.
#125

Diffan

Dec 24, 2007 14:52:24
Hey all!

I got a couple of NPCs done at work. I can't post them all right now, but rest assured, i'll try to get them posted during the holiday festivities.

Here is the Arcadian Avenger for Bonzai:
Show

Arcadian Avenger; CR 15
CrusaderToB 9 (Tyr)
LG medium outsider (extraplanar, good, lawful)
Init +7; Senses darkvision 60 ft.; Listen +12, Spot +12
Languages Celestial, Common
**********************************************************
AC 27, touch 13, flat-footed 24
(+7 armor, +3 Dex, +1 shield, +6 natural)
hp 132 (17 HD)
Fort +15, Ref +12, Will +11; zealous surge
**********************************************************
Speed 30 ft. (6 squares); fly 30 ft. (good)
Melee +1 holy longsword +22/+17/+12/+7 (1d8+5 plus 2d6 against evil/19-20) or
Melee +1 holy longsword +20/+15/+10/+5 (1d8+5 plus 2d6 against evil/19-20) and +1 holy longsword +20/+15/+10/+5 (1d8+5 plus 2d6 against evil/19-20)
Base Atk +17; Grp +20
Atk Options aligned strike (good, lawful), blade rend, furious counterstrike, smite evil 1/day, steely reslove 15, wrath
Special Actions elude chance
**********************************************************
Maneuvers and Stances (IL 9th):
Stances-bolstering voice (1st), iron guard's glare (1st), thicket of blades (3rd)
Strikes-battle leader's charge (2nd), bonecrusher (3rd), charging minotaur (1st), divine surge (4th)*, leading the attack (1st), radiant charge (5th)*, revitilizing strike (3rd)*, white raven strike (4th)*
Boosts-shield block (2nd)*
Disciplines: Devoted Spirit, Stone Dragon, White Raven
* Readied maneuver
**********************************************************
Abilities Str 18, Dex 16, Con 16, Int 10, Wis 12, Cha 13
Feats Improved Initiative, Improved Two-Weapon Fighting, Oversized Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Pounce, Two-Weapon Fighting
Skills Balance +15, Concentration +9, Diplomacy +12, Intimidate +13, Jump +2, Knowledge (arcana) +5, Knowledge (religion) +6, Knowledge (the planes) +11, Martial Lore +8, Sense Motive +13
Possessions +2 mithral breastplate, 2 +1 holy longswords, gauntlets of Strength +2
**********************************************************
Blade Rend (Ex): If an Arcadian avenger hits a single target with at least one attack from each of her swords during a full attack, she deals an extra 2d6 points of damage.
Elude Chance (Su): Three times per day, as an immediate action, an Arcadian avenger can tap directly into the power of law, allowing her to avoid the uncertainty of chance. When an Arcadian avenger activates this ability, her next melee attack or saving throw is treated as if the result of the die roll were 10.
Furious Counterstrike (Ex): The Arcadian avenger can channel her pain into a boiling rage that gives her a +3 to attack and damage for 1 round if she has 15 points or more in her delayed damage pool.
Indomitable Soul (Ex): The Arcadian avenger adds her Charisma bonus to her Will saves. This ability does not stack with a paladin’s divine grace ability.
Smite Evil (Ex): Once per day, the Arcadian avenger can attempt to smite evil with one normal melee attack. She adds +1 to her attack roll and deals an extra 9 points of damage.
Steely Resolve (Ex): The Arcadian avenger has a delayed damage pool that can soak up to 15 points of damage every round. At the end of the round, the damage goes through and it resets back to 0.
Wrath (Ex): Any time an Arcadian avenger sees an ally fall in battle, she gains a +2 morale bonus to melee damage rolls, which lasts for 1 minute.
Zealous Surge (Ex): Once per day, the Arcadian avenger can opt to re-roll a saving throw. You must abide by the result of the new, second saving throw, even if it’s lower than the first. You must decide after you roll and before the DM answers.
#126

bladedancer

Dec 25, 2007 9:33:49
Thanks again Diffan for the wonderful work!

Merry Christmas to all!
#127

redrake

Dec 25, 2007 12:12:23
ok, so pure yuan-ti ranger 7/ blackguard 8 with a snake companion? Could I use some sorta dinosaur or strange reptile creature for it's Animal Companion? Also, I'll use the PC wealth by level so it has a lot of good equipment. I'll see what characters I can get done today and tonight, and hopefully have some posted for tomorrow morning, or even as early as tonight.

Yes, a small dinosaur could work too. In my mind she's coming from Chult, so dinos should be appropriate, although some poisonous reptile is more desirable, since she worships Talona, not Sseth.
#128

Diffan

Dec 26, 2007 10:04:07
Yes, a small dinosaur could work too. In my mind she's coming from Chult, so dinos should be appropriate, although some poisonous reptile is more desirable, since she worships Talona, not Sseth.

Ok, I'll see what kinda monsters there are in the MM 1, 2, 3, and 5 (the MMs I got) and I'll come up with something. The character is almost done, I still have to do racial, ranger, and blackguard skill points and some other equipment plus the animal companion and Fiendish servant from the blackguard.

I did, however get a few other requested ones done at work tonight.

1st is Mazrim Taim's two characters:
Show

Male Chondathan cleric 4 (Cyric); CR 4
NE medium humanoid (human)
Init +5; Senses Listen +3, Spot +3
Aura evil (faint)
Languages Abyssal, Chondathan, Common
**********************************************************
AC 21, touch 10, flat-footed 21
(+9 armor, +2 shield)
hp 31 (4 HD)
Fort +7, Ref +2, Will +8
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee mwk heavy mace +7 (1d8+3/x2) or
Melee mwk dagger +7 (1d4+3/19-20)
Ranged light crossbow +3 (1d8/19-20)
Base Atk +3; Grp +6
Special Actions rebuke undead 6/day (+3, 2d6+7; 4th)
Combat Gear wand of cure light wounds (50 charges)
Cleric Spells Prepared (CL 4th):
2nd-corrupt doom(DC 15), bull's strength, hold person (DC 15), invisibilityDI
1st-bane (DC 14), cure light wounds(2), disguise selfDI, sign
0-cure minor wounds, detect magic, light, read magic, resistance
D: Domain Spell. Domains: Illusion (cast illusion spells [I] at +1 caster level), Trickery (Add Bluff, Disguise, and Hide to your list of cleric class skills)
**********************************************************
Abilities Str 16, Dex 10, Con 14, Int 13, Wis 16, Cha 16
Feats Corrupt Spell, Improved Initiative, Spell Focus (evil)
Skills Bluff +6, Concentration +9, Craft (any) +3, Diplomacy +6, Disguise +5, Heal +5, Hide -7, Knowledge (arcana) +3, Knowledge (local Sembia) +2, Knowledge (religion) +4, Knowledge (the planes) +2, Profession (any) +3, Spellcraft +3
Possessions +1 full plate, cloak of resistance +1, masterwork heavy steel shield, masterwork heavy mace, light crossbow with 20 masterwork bolts, silver holy symbol (Cyric)
#129

ianten_silverblade

Dec 26, 2007 10:54:13
Um, Diffan, did you forget about my other character?

I'd like to add another one actually:

Oonja: Female Human Wereskunk Seer 7/Telepath 7
#130

bonzai

Dec 26, 2007 14:12:10
Hey all!

I got a couple of NPCs done at work. I can't post them all right now, but rest assured, i'll try to get them posted during the holiday festivities.

Here is the Arcadian Avenger for Bonzai:
Show

Arcadian Avenger; CR 15
CrusaderToB 9 (Tyr)
LG medium outsider (extraplanar, good, lawful)
Init +7; Senses darkvision 60 ft.; Listen +12, Spot +12
Languages Celestial, Common
**********************************************************
AC 27, touch 13, flat-footed 24
(+7 armor, +3 Dex, +1 shield, +6 natural)
hp 132 (17 HD)
Fort +15, Ref +12, Will +11; zealous surge
**********************************************************
Speed 30 ft. (6 squares); fly 30 ft. (good)
Melee +1 holy longsword +22/+17/+12/+7 (1d8+5 plus 2d6 against evil/19-20) or
Melee +1 holy longsword +20/+15/+10/+5 (1d8+5 plus 2d6 against evil/19-20) and +1 holy longsword +20/+15/+10/+5 (1d8+5 plus 2d6 against evil/19-20)
Base Atk +17; Grp +20
Atk Options aligned strike (good, lawful), blade rend, furious counterstrike, smite evil 1/day, steely reslove 15, wrath
Special Actions elude chance
**********************************************************
Maneuvers and Stances (IL 9th):
Stances-bolstering voice (1st), iron guard's glare (1st), thicket of blades (3rd)
Strikes-battle leader's charge (2nd), bonecrusher (3rd), charging minotaur (1st), divine surge (4th)*, leading the attack (1st), radiant charge (5th)*, revitilizing strike (3rd)*, white raven strike (4th)*
Boosts-shield block (2nd)*
Disciplines: Devoted Spirit, Stone Dragon, White Raven
* Readied maneuver
**********************************************************
Abilities Str 18, Dex 16, Con 16, Int 10, Wis 12, Cha 13
Feats Improved Initiative, Improved Two-Weapon Fighting, Oversized Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Pounce, Two-Weapon Fighting
Skills Balance +15, Concentration +9, Diplomacy +12, Intimidate +13, Jump +2, Knowledge (arcana) +5, Knowledge (religion) +6, Knowledge (the planes) +11, Martial Lore +8, Sense Motive +13
Possessions +2 mithral breastplate, 2 +1 holy longswords, gauntlets of Strength +2
**********************************************************
Blade Rend (Ex): If an Arcadian avenger hits a single target with at least one attack from each of her swords during a full attack, she deals an extra 2d6 points of damage.
Elude Chance (Su): Three times per day, as an immediate action, an Arcadian avenger can tap directly into the power of law, allowing her to avoid the uncertainty of chance. When an Arcadian avenger activates this ability, her next melee attack or saving throw is treated as if the result of the die roll were 10.
Furious Counterstrike (Ex): The Arcadian avenger can channel her pain into a boiling rage that gives her a +3 to attack and damage for 1 round if she has 15 points or more in her delayed damage pool.
Indomitable Soul (Ex): The Arcadian avenger adds her Charisma bonus to her Will saves. This ability does not stack with a paladin’s divine grace ability.
Smite Evil (Ex): Once per day, the Arcadian avenger can attempt to smite evil with one normal melee attack. She adds +1 to her attack roll and deals an extra 9 points of damage.
Steely Resolve (Ex): The Arcadian avenger has a delayed damage pool that can soak up to 15 points of damage every round. At the end of the round, the damage goes through and it resets back to 0.
Wrath (Ex): Any time an Arcadian avenger sees an ally fall in battle, she gains a +2 morale bonus to melee damage rolls, which lasts for 1 minute.
Zealous Surge (Ex): Once per day, the Arcadian avenger can opt to re-roll a saving throw. You must abide by the result of the new, second saving throw, even if it’s lower than the first. You must decide after you roll and before the DM answers.
#131

mazrimtaim

Dec 26, 2007 17:05:25
Thank you for the characters.
#132

Diffan

Dec 26, 2007 17:22:24
Um, Diffan, did you forget about my other character?

I'd like to add another one actually:

Oonja: Female Human Wereskunk Seer 7/Telepath 7

Ah, my fault. With the holidays and everything, I must of forgot. I'll have her posted tomorrow morning. Sorry.

Thanks Diffan! I'll post post it to my thread and add some back ground information to it. Hmm... I'm thinking something like an ambitious apprentice of the Zulkier of Conjuration bound it to participate in the competition, and defeat the Chain Devil that the Zulkier had entered as a show of power. Hmm.. I'll have to add it up, but I also think she has some more money to spend...Just an estimate, but I would say she has about 30k left. I'll look it over and maybe upgrade a few of her items. Maybe make her swords +2 Holy longswords, armor +3 Mithral BP, and do something for the other 5k.

Fortunatley over the holiday I came up with one more idea, a ninja 7/ghost faced killer 8. That leaves one spot left. Btw, since it was your idea, would you like to make a build for the minataur?

Thanks for all the help!

I'm glad you like the Avenger. I can whip up that Minotaur for tomorrow as well. I'll use the gp of a level 11th PC ok?

Thank you for the characters.

Your welcome
#133

Diffan

Dec 26, 2007 19:57:46
Ianten, I've been looking for stuff on the Wereskunk and the seer class, but I can't find anything. Any idea where I could find the info? Thanks.
#134

ianten_silverblade

Dec 26, 2007 21:12:10
Seer is another form of the Psion class just like Telepath. You can find more about it from the D20 Hypertext site.

As for the Wereskunk, um, I don't have an utter clue. Can anyone provide Diffan with the Wereskunk template?

Cause I have NO IDEA where to get it.
#135

ianten_silverblade

Dec 26, 2007 21:37:54
Actually, forget about the Wereskunk. Instead, please do the following new versions of my previous two characters for me:

Ianten Silverblade: Male Aasimar Fighter 2/Knight 10/Paladin 4/Knight of the Iron Glacier 4

Abilities (includes Level Bonuses): Str 16, Dex 12, Con 14, Int 14, Wis 12, Cha 18

Must Have Feats: Nymph's Kiss (1st Level), Dragoncrafter

Must Have Skills: Appraise, Balance, Climb, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (arcana), Knowledge (geography), Knowledge (local - Damara), Knowledge (local - the Earthwood), Knowledge (nature), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the Planes), Listen, Ride, Search, Sense Motive, Spot, Survival, Swim.

Warmount: Brenda (Female War Megaloceros)

Equipment: +4 dragonfang (silver) yugoloth bane ghost touch keen holy bastard sword, +4 dragonbone dragon bane distance holy composite greatbow (+3 Str bonus), +4 comfort mithral full plate of strength (+4), +4 heavy mithral shield, +2 dragonhide mantle (red) of defense (acts like a ring of protection +2 and a cloak of resistance +2), saddlebag of holding (Type IV), +4 comfort mithral full plate barding of strength (+4) and zephyr (for Brenda).

Saria Greenfeather: Female Half-Nymph/Half-Human Wild Bard (UA - as described via previous post [aka NOT SAVAGE BARD]) 18

Abilities (includes Level Bonuses): Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 22

Must Have Skills: Appraise, Balance, Bluff, Climb, Diplomacy, Handle Animal, Heal, Jump, Knowledge (arcana), Knowledge (geography), Knowledge (local - Damara), Knowledge (local - the Earthwood), Knowledge (nature), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the Planes), Perform (dance), Perform (sing), Perform (wind instruments), Profession (entertainer), Listen, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble.

Animal Companion: Seraph (Male Advanced Celestial Dire Wolf of Legend)

Equipment: +5 human bane keen ghost touch holy dagger, +5 earring of proof against poison (acts like a periapt of proof against poison), earring of health (acts like a periapt of health), ring of wound closure (acts like a periapt of wound closure), ring of defense +5 (acts like a ring of protection +5 and a cloak of resistance +5), amulet of natural armor +5, gloves of armor +8 (acts like a bracers of armor +8), ostrich feather boa of feather falling and warmth.

That's basically all I ask. Thanks for all the hard work so far. ^_^
#136

Diffan

Dec 27, 2007 7:48:03
Ok Ianten, here's your knight/paladin character, take 2. I'd rather not have to re-stat him if you decide to change one of his levels again because I have other characters I need to get to as well. I didn't bring the books with the Fey feats required for you Bard to work last night, but I will get her statted as well, plus I found the alternate class bard you were talking about, so no problem there. Here he is:

Show

Ianten Silverblade; CR 21
Male aasimar fighter 2/ knightPH2 10/ paladin 4 (Raziel)/ knight of the Iron GlacierFB 4
LG Medium outsider (native)
Init +5 (+8 in Frostfell); Senses darkvision 60 ft., Listen +3 (+5 in Frostfell), Spot +3 (+5 in Frostfell)
Aura courage (10ft. allies +4 against fear)
Languages Celestial, Common, Sylvan, and any 2 others
**********************************************************
AC 27, touch 11, flat-footed 26; shield block +1
(+10 armor, +4 shield, +1 Dex, +2 natural)
hp 201 (20 HD)
Immune disease, fear
Resist acid 5, cold 5, and electricity 5
Fort +22, Ref +12, Will +19 (+1 to saves against spells and spell-like abilities)
**********************************************************
Speed 30ft. (6 squares)
Melee +2 yugoloth bane ghost touch holy dragonfang silver bastard sword +26/+21/+16/+11 (1d10+6 plus 2d6 against yugoloth and plus 2d6 against evil/19-20) or
Ranged +2 dragon bane holy dragonbone (silver) composite longbow [Str +3] +23/+18/+13/+8 (1d8+5 plus 2d6 against dragons and 2d6 against evil/x3)
Base Atk +20; Grp +24
Atk Options fighting challenge +2, smite evil 3/day (+4 attack, +4 damage; use with ranged weapons), test of mettle (DC 19)
Special Actions call to battle, lay on hands 16/day, rally the troops, turn undead 7/day (+6, 2d6+8; 1st)
Paladin Spells Prepared (CL 2nd):
1st-endure elements
Spell-Like Abilities (CL 20th):
At will-detect evil
1/day-daylight
**********************************************************
Abilities Str 18, Dex 12, Con 14, Int 14, Wis 12, Cha 18
SQ armor mastery (heavy), bulwark of defense, knight’s challenge 9/day, knight’s code, shield ally, vigilant defender
Feats Animal AffinityB, Celestial Mount, Dragoncrafter, Exotic Weapon Proficiency (Bastard Sword)B, Extra Smiting, Improved InitiativeB, Mounted CombatB, Nymph's Kiss, Ranged Smite Evil, Ride-by AttackB, Spirited Charge, Servant of the Heavens (Raziel)
Skills Appraise +3, Balance +1, Climb +6, Concentration +5, Diplomacy +13, Handle Animal +13, Heal +7, Intimidate +11, Jump +5, Knowledge (architecture and engineering) +2, Knowledge (geography) +5, Knowledge (history) +4, Knowledge (local [Damara]) +5, Knowledge (local [The Earthwood]) +5, Knowledge (nature) +4, Knowledge (nobility and royalty) +7, Knowledge (religion) +7, Knowledge (the planes) +2, Profession (Inn Keeper) +5, Ride +16, Search +4, Sense Motive +9, Survival +5, Swim +3
Possessions Rimesunder (+2 yugoloth bane ghost touch holy dragonfang (silver) bastard sword), Dragon’s Doom (+2 dragon bane holy dragonbone (silver) composite longbow [Str +3]), with 20 arrows, Crusader (+2 comfort mithral full plate of strength [+2]), Justice (+2 heavy mithral shield), dragon mantle (red) of natural armor and resistance +2**************************************** *****************
Armor Mastery (Ex): Ianten can ignore the standard speed restriction for wearing medium and heavy armor.
Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Ianten, gains a +4 moral bonus on saving throws against fear effects
Bulwark of Defense (Ex): When an opponent starts his or her turn in an area Ianten threatens, he or she treats that area as difficult terrain.
Call to Battle (Ex): As a swift action, Ianten can expend one use of his knight’s challenge ability to grant an ally another save against a fear effect. The target gains a +4 bonus on this save and if successful, gains the benefit for a successful save against the attack or spell.
Daylight (Sp): Ianten can use daylight, as the spell, once per day (CL 20th)
Detect Evil (Sp): Detect evil at will, as the spell
Divine Grace (Ex): Ianten adds his Charisma modifier, if any, to his saving throws.
Divine Health (Ex): Immunity to disease.
Fighting Challenge (Ex): As a swift action, Ianten can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater or equal to his level minus 2. If the target meets those requirements, Ianten gains a +2 moral bonus on Will saves, attacks, and damage rolls for seven rounds against that opponent.
Knight’s Challenge: Ianten can issue a call to battle, fighting challenge, or test of mettle nine times per day.
Knight’s Code: Ianten does not gain bonuses when flanking, never strikes a flat-footed opponent, and never deals lethal damage to a helpless foe. If he violates this code, he looses one of his knight’s challenges for the day, (if he has none, then he takes a -2 on attack rolls and saves for the rest of the day.)
Rally the Troops (Su): Once per day, Ianten can inspire his allies by speaking to them for at least 1 minute. This effect can affect up to eight people, giving them a +2 morale bonus on attack rolls and Will saving throws, and immunity to fear for 1 hour.
Shield Block (Ex): During his action, Ianten can designate a single opponent as the target of this ability and gain a +1 shield bonus against that opponent.
Smite Evil (Su): Three times per day, Ianten can attempt to smite evil
with one normal melee or ranged attack. He adds +4 to his attack roll and
deals an extra 4 points of damage.
Special Mount (Sp): Once per day, for up to 16 hours, Ianten can call upon his celestial war megaloceros as a full-round action. The creature’s abilities and characteristics are summarized below:
Test of Mettle (Ex): As a swift action, Ianten can expend one of his knight’s challenge ability to cause all enemies within 100 ft. with a CR greater than or equal to his level minus 2 to make a Will save DC 19. If they fail, they are forced to attack him with their melee, ranged, or spell attacks in preference over other targets.
Vigilant Defender (Ex): If an opponent tries to tumble through a square Ianten, threatens or his space without an attack of opportunity, the DC increases by 5.


Brenda, Celestial War Megaloceros (Paladin Special Mount)
N Large magical beast (augmented animal, extraplanar)
Init +1; Senses darkvision 60 feet, low-light vision, scent; Listen +11, Spot +11
Languages empathic link
**********************************************************
AC 30, touch 10, flat-footed 29
(+10 armor, +1 Dex, +10 natural, -1 size)
hp 92 (11 HD)
DR 5/magic
Resist improved evasion; acid 10, cold 10, electricity 10; SR 16
Fort +14, Ref +10, Will +12
**********************************************************
Speed 60 ft. (12 squares)
Melee +14/+9 gore (1d10+11)
Atk Options improved grab, smite evil 1/day (+11 damage), stampede, toss
Space/Reach 10 ft./5 ft.
Base Atk +8; Grp +19
**********************************************************
Abilities Str 27, Dex 12, Con 19, Int 7, Wis 13, Cha 8
Feats Alertness, Improved Natural Attack, Lightning Reflexes, Run
Skills Listen +11, Spot +11
Possessions +2 mithral full plate barding of strength [+2] and swiftness, military saddle
**********************************************************
Improved Grab (Ex): To use this ability, Brenda must hit a medium or smaller creature with it's gore attack. If it gets hold, she scoops up the opponent with it's antlers and can toss it aside.
Smite Evil (Su): Brenda can attempt to smite evil with one normal melee attack. She deals an extra 11 points of damage.
Toss (Ex): Brenda can vigorously shake any creature caught in her hornes and fling it in a random direction. Resolve the toss as a bull rush maneuver (+9 check modifier), except there is no attack of opportuinity. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.
#137

zanan

Jan 02, 2008 8:53:32
Thanks for the FF druid, Diffan. Will try him out as early as tonight, mabye.
#138

balafre

Jan 03, 2008 9:20:33
happy new year Diffan

I have a easy one for you but I want him to be optimised to the fullest hehe

Male Chondathan Wizard lvl 4, he's part of the Cult of the Dragon

I didnt choose his stats but he should have a total of 86 points (at lvl 1) fpr his stats

thanks a lot

1
#139

Diffan

Jan 04, 2008 6:44:43
Hey folks,

Sorry i've been sorta lax lately. The holiday season is so busy with my family and all It's just been pretty crazy the last two weeks. My wife also bought me this game called World of Warcraft for x-mas and lets just say it sorta sucks you into the game.

Thanks for the FF druid, Diffan. Will try him out as early as tonight, mabye.

Well, I hope he worked out for you. I tried to keep it sorta simple, using feats mostly from the PHB and Frostburn. He should be difficult for your PCs with his sabertooth tiger animal companion (which is really cool BTW) and cold property spells. Glad you enjoyed him!

happy new year Diffan

I have a easy one for you but I want him to be optimised to the fullest hehe

Male Chondathan Wizard lvl 4, he's part of the Cult of the Dragon

I didnt choose his stats but he should have a total of 86 points (at lvl 1) fpr his stats

thanks a lot

1

Thanks, and happy new years to you as well.

I have the character written up on this scratch piece of paper I found at work and should have his stats up today sometime. I'm not really sure what you mean by 86 points for his stats, so I'll post him and you can tell me what you need changed and I'll be happy to oblige.
#140

zanan

Jan 04, 2008 10:12:10
(That frightening bunch (4 at ECL 13) slaughtered a white dragon (CR 12) yesterday in about three rounds ... well, essentially, their cleric and my bad dice rolls did. :weep
#141

bonzai

Jan 04, 2008 14:50:08
Heh, with my group I find that I have to raise the CR to about 2-3 levels above thier ECL to keep things interesting. Otherwise they chew through things too quick. I've also resorted to giving everything max hp for their hd too.

It may sound a bit extreme, but it's a very experienced group. Heck, we had a Duskblade dealing about 30 damage in one hit, at ECL 2. That means he could one shot most ECL 2 encounters. That early I didn't raise the CR that much, as at that point it could easily kill them. So I went with hordes of CR1/2 encounters. Even though he could one shot one, there would be 2 or 3 more to deal with. It worked well until he got cleave. LOL.
#142

zanan

Jan 05, 2008 5:53:07
(Well, the lass playing an Aurilite cleric was lucky ... first using a Flamestrike (without exactly knowing that the whites don't like fire (88 HP gone - she made all rolls, the dragon didn't)), then the dragon snatched her up and carried her away from the group, only for her to "bite" back with a Harm - heroic style, of course (while being caught in the beast's teeth - and made all rolls again), next 130 HP gone ... what a mess. But let's not get distracted here. :D )
#143

Diffan

Jan 06, 2008 12:57:26
Ok, here's Balafre's dragon cult wizard

Show

Male Chondathan wizard 4; CR 4
CE medium humanoid (human)
Init +3; Senses Listen +1, Spot +1
Languages Abyssal, Chondathan, Common, Draconic, Elven, Goblin
**********************************************************
AC 19, touch 13, flat-footed 16
(+2 armor, +3 Dex, +4 shield)
hp 20 (4 HD)
Fort +3, Ref +5, Will +6
**********************************************************
Speed 30 ft. (6 squares)
Melee mwk quarterstaff +2 (1d6-1/x2)
Ranged mwk light crossbow +6 (1d8/19-20)
Base Atk +2; Grp +1
Atk Options Fiery Blast (DC 16; 2d6 fire damage)
Combat Gear wand of color spray (DC 14; 20 charges), wand of magic missile (1st; 20 charges)
Wizard Spells Prepared (CL 4th):
2nd-mirror image, scorching ray (+5 ranged touch), web (DC 16)
1st-nerveskitter, ray of enfeeblement (+5 ranged touch), shield*, sleep (DC 16)
0-daze (DC 15), detect magic, flare (DC 14), resistance*
*: Already cast
**********************************************************
Abilities Str 9, Dex 16, Con 13, Int 19, Wis 12, Cha 10
Feats Fiery BlastCM, Scribe ScrollB, Spell Focus (enchantment), Spellcasting ProdigyPG
Skills Concentration +8, Craft (alchemy) +10, Craft (poisonmaking) +8, Decipher Script +9, Knowledge (arcana) +11, Knowledge (dungeoneering) +7, Knowledge (nature) +7, Knowledge (the planes) +8, Profession (apothacary) +3, Spellcraft +11
Possessions bracers of armor +2, masterwork quarterstaff, masterwork light crossbow with 20 bolts, spell component pouch, spellbook, cult of the dragon signia
Spellbook spells prepared plus 0-all; 1st-alarm, color spray, magic missile, true strike, unseen servant; 2nd-detect thoughts, invisibility, protection from arrows, Tasha's hideous laughter, touch of idiocy
Note: This wizard has yet to pick a familiar, waiting to gain further power to call a dragon for a familiar.
#144

balafre

Jan 07, 2008 18:48:00
thanks a lot diffan for that character

you have the ability to make them a lot more better than when I do them myself lol

tell me, do you have by any chances a Cleric of Bane CR 5 or 6 in your files?

I could use it for this weekend session

Have a nice one :D
#145

Diffan

Jan 08, 2008 2:08:08
thanks a lot diffan for that character

you have the ability to make them a lot more better than when I do them myself lol

tell me, do you have by any chances a Cleric of Bane CR 5 or 6 in your files?

I could use it for this weekend session

Have a nice one :D

Actually, I do!

Show

Neval Ambelcrown; CR 6
Male Chondathan cleric 6 (Bane)
NE Medium humanoid (human)
Init +1; Senses Listen +4, Spot +4
Languages Chondathan, Common
**********************************************************
AC 24, touch 13, flat-footed 23
(+9 armor, +2 shield, +2 deflection, +1 Dex)
hp 56 (6 HD)
Immune charm and compulsion effects, rust attacks
Resistance 10 negative energy
Fort +8, Ref +5, Will +12
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 darksteel morningstar +11 (1d8+6, plus 1 electricity, plus 2 for 6 rounds/x2)
Base Atk +4; Grp +9
Atk Options hateful glare 1/day (+2 to atk, SV, AC for 1 minute against 1 opponent), smite good 1/day (+4 attack, +6 damage)
Special Actions rebuke undead 5/day (+4, 2d6+10; 6th)
Combat Gear wand of cure light wounds (25 charges), potion of lesser restoration, scroll of dispel magic
Cleric Spells Prepared (CL 6th):
3rd-bestow curseD (DC 18), cure serious wounds, mystic lash, unholy storm
2nd-bull’s strength*, cure moderate wounds, infernal wound*, protection from negative energy*, scareD (DC 17)
1st-bane (DC 16), cure light wounds, doomD (DC 16), inhibit (DC 16), protection from good*, shield of faith*
0-detect magic, guidance, light (2), read magic, resistance
D: Domain Spells. Domains: Destruction, Hatred
*: Already cast
**********************************************************
Abilities Str 16 (20), Dex 12, Con 13, Int 11, Wis 20, Cha 15
SQ faint evil aura
Feats Combat Casting, Furious ChargePG, Initiate of Bane, Via NegativiaCoR, Weapon Focus (morningstar)
Skills Concentration +10 (+14 casting defensively), Diplomacy +5, Heal +7, Hide +6 (0 in armor), Knowledge (religion) +5, Spellcraft +8
Possessions combat gear plus +1 blueshine full plate, +1 darksteel morningstar, masterwork heavy steel shield, periapt of Wisdom +2, silver holy symbol (Bane), vest of resistance +2
#146

balafre

Jan 08, 2008 15:27:58
yes I would like to use your witch, I will have a good plan for her

Thank God for your presence Diffan, it saves a lot of time and your NPCs are a lot more efficient than mine

1
#147

Diffan

Jan 08, 2008 16:44:51
yes I would like to use your witch, I will have a good plan for her

Thank God for your presence Diffan, it saves a lot of time and your NPCs are a lot more efficient than mine

1

Your welcome, and thanks. I try to put alot of thought in their abilities, stats, and spells (if they have them) but don't think their 'Power-gamed' enough to make it ridiculous.

OK, the witch class is from this site- http://www.community3e.com/dn/class/SaerosWitch.pdf

Here are her stats:

Show

Devorra Yelethro; CR 6
Female Rashemi witch 6 (Shar)
NE medium humanoid (human)
Init +3; Senses Listen +2, Spot +2
Languages Common, Draconic, Goblin, Rashemi, Infernal
**********************************************************
AC 16, touch 14, flat-footed 13
(+2 armor, +3 dex, +1 deflection)
hp 42 (6 HD)
Fort +5, Ref +6, Will +8
**********************************************************
Speed 30 ft. (6 squares)
Melee +1 whip +7 (1d3+2 non-lethal, plus +2 to disarm/x2)
Ranged mwk light crossbow +7 (1d8/19-20)
Base Atk +3; Grp +4
Atk Options frightful presence (DC 16 Will; when charging, making a full-round action, or cast spells that targets enemies)
Combat Gear potion of cure light wounds (2), potion of hypnotism, rod of viscid globs (5/day)
Witch Spells Known (CL 6th):
3rd (2/day)-clairvoyance/clairaudience, curse of the putrid husk (DC 17), dispel magic
2nd (3/day)-alter self*, blindness/deafness (DC 16), cure moderate wounds, invisibility, minor image
1st (5/day)-cause fear (DC 15), charm person (DC 16), cure light wounds, doom (DC 15), hypnotism (DC 16), speak with animals
0 (7/day)-arcane mark, cure minor wounds, daze (DC 15), detect magic, ghost sound, read magic
*: Already cast
**********************************************************
Abilities Str 13, Dex 16, Con 14, Int 16, Wis 14, Cha 19
SQ summon familiar, trackless step
Feats Brew PotionB, Dreadful WrathPG, Spell Focus (enchantment), Unsettling EnchantmentCM, Weapon Finesse
Skills Bluff +12, Concentration +11, Craft (poisonmaking) +8, Heal +11,
Knowledge (arcana) +12, Knowledge (Rasheman local) +12, Profession(brewer) +9, Spellcraft +12, Survival +10
Possessions combat gear plus +1 whip, bracers of armor +2, ring of protection +1, vest of resistance +1, masterwork light crossbow with 20 bolts, spell component pouch, 400 pp.
**********************************************************
Hook “You’ll fall for my beautiful charms.”

Note: This character has yet to summon a familiar
#148

chaze

Jan 08, 2008 22:40:47
Hey Diffan, I just need three level 6 NPCs made up. No rush at all, so take your time.

Human Rog 3/ Rgr 3. Two weapon fighting spec.

Human Bbn 2/ Ftr 4

Human Wiz 6.

Sorry that I havent elaborated on details, but I guess that gives you some room to make them how you want . All are Neutral Evil.

Thanks Diffan!

[EDIT]: All are from Zhentil Keep if that makes any difference. My PC's need a counterpart to face off one on one and thought a Heroic battle against some Zhents might do the trick.
#149

Diffan

Jan 09, 2008 7:32:05
Hey Diffan, I just need three level 6 NPCs made up. No rush at all, so take your time.

Human Rog 3/ Rgr 3. Two weapon fighting spec.

Human Bbn 2/ Ftr 4

Human Wiz 6.

Sorry that I havent elaborated on details, but I guess that gives you some room to make them how you want . All are Neutral Evil.

Thanks Diffan!

[EDIT]: All are from Zhentil Keep if that makes any difference. My PC's need a counterpart to face off one on one and thought a Heroic battle against some Zhents might do the trick.

Those shouldn't take long at all. If it's ok with you, i'll use the PC wealth chart considering they're taking on your PCs and they'll have sub-races that are common among people of Zhentil Keep and the Moonsea region.

I got done Bonzai's Minotaur gladiator last night, so take a look. BTW, sorry it took so long

Show

Minotaur; CR 15
barbarian 2/ fighter 4/ tempestCAd 5
CN large monstrous humanoid
Init +3; Senses darkvision 60 ft.; Listen +10, Spot +10
Languages Common
**********************************************************
AC 30, touch 17, flat-footed 30; dodge, mobility
(+8 armor, +3 Dex, +2 deflection, tempest defense +3, +5 natural, -1 size)
hp 196 (17 HD)
Immune maze spells
Fort +20, Ref +12, Will +11
**********************************************************
Speed 40 ft. (8 squares)
Melee +2 wounding large longsword +27/+22/+17/+12 (2d6+11 plus 1 Con/19-20) or
Melee gore +25 (1d8+9) or
Melee +2 wounding large longsword +27/+22/+17/+12 (2d6+11 plus 1 Con/19-20) and +2 wounding large longsword +27/+22 (2d6+6 plus 1 Con/19-20) and +20 gore (1d8+5)
Base Atk +17; Grp +30
Atk Options Power Attack, powerful charge, two-weapon spring attack, rage 1/day
Combat Gear potion of cure moderate wounds (3)
**********************************************************
Abilities Str 28, Dex 17, Con 20, Int 10, Wis 14, Cha 12
SQ ambidexterity (-2/+0), fast movement, scent, tempest defense +3, two-weapon versatility
Feats DodgeB, Improved Bull Rush, Improved Two-Weapon FightingB, Oversized Two-Weapon FightingCAd, Power Attack, Shock TrooperCW, Spring Attack, Two-Weapon Fighting
Skills Balance +5, Climb +11, Craft (weaponsmithing) +4, Handle Animal +1, Intimidate +11, Jump +15, Ride +3, Search +6, Sleight of Hand +2, Survival +4, Swim +10
Possessions combat gear plus 2 +2 wounding large longsword, +3 mithral breastplate, ring of protection +2, cloak of resistance +2, gloves of Dexterity +2
**********************************************************
Ambidexterity (Ex): The minotaur's attack penalties for fighting with two weapons is lessened to +0 (if his off hand weapon is a light weapon).
Powerful Charge (Ex): When charging, this allows the minotaur to make a single gore attack with a +25 attack bonus that deals 4d6+13 points of damage.
Natural Cunning (Ex): Minotaurs have immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Tempest Defense (Ex): The minotaur gains a +3 bonus to armor class when wielding a double weapon or two weapons. He loses this ability when fighting in medium or heavy armor.
Two-Weapon Versatility (Ex): When the minotaur fights with two weapons, feats specilized for one weapon apply to his second weapon as well.
Two-Weapon Spring Attack (Ex): When the minotaur makes a spring attack, he can attack once each with two different weapons as an attack action. He loses this ability when fighting in medium or heavy armor.

The following are in effect as long as the minotaur rages:

hp 230
**********************************************************
AC 28, touch 15, flat-footed 28
Fort +22, Will +13
**********************************************************
Melee +2 wounding large longsword +29/+24/+19/+14 (2d6+13 plus 1 Con/19-20) or
Melee gore +27 (1d8+11) or
Melee +2 wounding large longsword +29/+24/19/+14 (2d6+13 plus 1 Con/19-20) and +2 wounding large longsword +29/+24 (2d6+8 plus 1 Con/19-20) and gore +22 (1d8+6)
**********************************************************
Skills Climb +13, Jump +17
#150

bonzai

Jan 09, 2008 10:35:12
Thanks Diffan! I appreciate it.
#151

chaze

Jan 09, 2008 17:19:04
Those shouldn't take long at all. If it's ok with you, i'll use the PC wealth chart considering they're taking on your PCs and they'll have sub-races that are common among people of Zhentil Keep and the Moonsea region.

Absolutely, do what you want with them, just so long as they are beatable by a character the same level as they
#152

Diffan

Jan 12, 2008 7:42:47
Hey,

I've got a few NPCs to serve up here starting with Chaze's Zhents:

1.
Show

Zhent Sneak; CR 6
Male Damaran rogue 3/ ranger 3
NE medium humanoid (human)
Init +5; Senses Listen +3, Spot +3
Languages Chessentan, Common, Damaran
**********************************************************
AC 19, touch 14, flat-footed 16
(+5 armor, +3 Dex, +1 deflection)
hp 36 (6 HD)
Fort +7, Ref +10, Will +4
**********************************************************
Speed 30 ft. (6 squares)
Melee +1 rapier +9 (1d6+3/18-20) or
Melee mwk shortsword +9 (1d6+2/19-20) or
Melee +1 rapier +7 (1d6+3/18-20) and mwk shortsword +7 (1d6+2/19-20)
Ranged mwk composite shortbow [Str +1] +9 (1d6+1/x3)
Base Atk +5; Grp +7
Atk Options favored enemy humans +2, sneak attack +2d6
Combat Gear potion of spider climb, potion of invisibility, 4 flash pellets
**********************************************************
Abilities Str 14, Dex 16, Con 15, Int 13, Wis 12, Cha 17
SQ combat style (two-weapon fighting), evasion, trapfinding, trap sense +1, wild empathy
Feats Combat Expertise, EnduranceB, Improved Feint, ThugPG, TrackB, Two-Weapon FightingB, Weapon Finesse
Skills Appraise +4, Balance +6, Bluff +8, Climb +5, Concentration +2, Craft (poisonmaking) +8, Decipher Script +2, Diplomacy +3, Disable Device +5, Disguise +5, Escape Artist +3, Forgery +1, Gather Information +5, Handle Animal +3, Heal +5, Hide +12, Intimidate +8, Jump +4, Knowledge (dungeoneering) +5, Knowledge (geography) +3, Knowledge (local Moonsea) +4, Knowledge (nature) +4, Move Silently +12, Open Lock +5, Perfrom (any) +3, Profession (any) +1, Ride +4, Search +5, Sense Motive +5, Sleight of Hand +3, Survival +1, Swim +2, Tumble +5, Use Magic Device +3, Use Rope +3
Possessions combat gear plus +1 rapier, +1 mithral chain-shirt, cloak of Charisma +2, vest of resistance +1, ring of protection +1, masterwork shortsword, masterwork composite shortbow [Str +1] with 20 arrows, 18 gp
************************************************************************
Evasion (Ex): If he is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.
Sneak Attack (Ex): He does an extra 2d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Trapfinding (Ex): He can find, disarm, or bypass traps with a DC of 20 or higher. He can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If his Disable Device result exceeds the trap’s DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
Trap Sense (Ex): Against attacks by traps, he gets a +1 bonus on Reflex saves and a +1 dodge bonus to Armor Class.
Wild Empathy (Ex): His wild empathy check is 1d20+3
#153

chaze

Jan 13, 2008 2:34:17
Amazing! Thanks Diffan, these NPC's will be put to good use in the very near future. I'll post and let you know how it goes.
#154

Diffan

Jan 13, 2008 23:21:51
Amazing! Thanks Diffan, these NPC's will be put to good use in the very near future. I'll post and let you know how it goes.

Hey, no problem. I'm glad you enjoy them. I do often wonder how they end up in people's campaigns (probably dead and robbed), but I at least hope they make it difficult. Good luck!

I was going through my buddy's campaign folder and found my one character i've been using. It's a fun character so I figured I'd post it for anyone who needed a cleric/justicar of Tyr lvl 11

Show

Sir Ajantis Greycastle; CR 11
Male Chondathan cleric 8/ justicar of TyrPG 3
LG medium humanoid (human)
Init +1; Senses Listen +5, Spot +5
Aura good (moderate)
Languages Celestial, Chondathan, Common
**********************************************************
AC 27, touch 13, flat-footed 26
(+11 armor, +1 Dex, +3 shield, +2 deflection)
hp 121 (11 HD)
Fort +13, Ref +5, Will +15
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 brilliant energy longsword +15/+10 (1d8+6/19-20) or
Melee mwk heavy mace +13/+8 (1d8+4/x3)
Ranged mwk light crossbow +10 (1d8/19-20)
Base Atk +8; Grp +12
Atk Options smite anarchy 1/day (+3 attack, +3 damage)
Special Actions turn undead 10/day (+5, 2d6+11; 8th)
Combat Gear wand of cure light wounds (34 charges), wand of hold person (50 charges), (3) potions of cure moderate wounds
Cleric Spells Prepared (CL 11th):
6th-blade barrierD, cometfall (DC 21)
5th-flamestrikeD (DC 20), revivify, righteous might, righteous wrath of the faithful
4th-air walk, divine power, fire shieldD, recitation, sound lance (DC 20)
3rd-dispel magic, invisibility purge, knight's move, prayer, remove curse, speak with deadD
2nd-darkway, lesser restoration, silence (DC 17), remove paralysis, spiritual weaponD, sunbolt (+9 ranged touch; DC 17)
1st-command (DC 16), detect evil, divine favor, inhibit (DC 16), light of lunia (+9 ranged touch), remove fear, shield of faithD, sign
0-create water, detect magic, guidance, light, read magic, virtue
D: Domain spells. Domains: Retribution, War
Spell-like Abilities (CL 11th):
At will-detect chaos
**********************************************************
Abilities Str 18, Dex 13, Con 16, Int 12, Wis 21, Cha 16
SQ bureaucratic knowledge, axiomatic spellcasting +1
Feats Divine Metamagic (Quicken Spell), Extra Turning, Hand of TyrCoS, Martial Weapon Proficiency (longsword)B, Power Attack, Quicken Spell, Weapon Focus (longsword)B
Skills Concentration +14, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Diplomacy +10, Heal +10, Knowledge (arcana) +5, Knowledge (local Waterdeep) +5, Knowledge (religion) +9, Knowledge (the planes) +5, Profession (seige engineer) +9, Spellcraft +10
Possessions combat gear plus +3 full plate, +2 light steel shield, Righteous Steel (+1 brilliant energy longsword), cloak of resistance +1, periapt of Wisdom +2, gauntlets of Strength +2, ring of protection +2, masterwork heavy mace, silver holy symbol (Tyr), 2 diamonds (1,000 gp each), 2,730 pp, 47 gp
************************************************************************
Axiomatic Spellcasting (Ex): The save DC for any spell with the lawful descriptor that Sir Adjantis casts increases by +1.
Bureaucratic Knowledge (Ex): Sir Adjantis gains a +3 bonus on all Knowledge and Gather Information checks related to laws or legal proceedings. He also gains a +3 bonus on Charisma-based skill or ability checks made to argue legal matters.
Detect Chaos (Sp): Detect chaos at will, as the spell
Smite Anarchy (Su): Once per day, Sir Adjantis can attempt to smite chaos with one normal melee attack. He adds +3 to his attack roll and deals an extra 3 points of damage.
************************************************************************
Description Sir Adjantis has been a devout follower of the maimed god since his childhood. When he was fourteen, he and five other friends were delving into an abandoned house, searching for treasure. While looking around, they came upon a door. Adjantis happened to be the first to touch the handle and was seized by a powerful flesh to stone spell trap. As the spell went through his hand and up his arm, there was a blinding flash of divine power and there stood before him an angel. The angel spoke to him and laid before him Tyr's will and hope that he would follow the righteous god in many dark trials ahead. Reverently Adjantis agreed and he was released from the deadly spell, but not without a scar. His right hand to the middle of his forearm was still stone, a clutching fist with the symbol of Tyr etched into the top of his hand.
#155

lord_karsus

Jan 14, 2008 3:19:45
-Hey, Diffan, that's all awesome. I might hit you up later for some Elven NPCs for EoF. I want to include pretty much one of every subrace, and now, if there is anything missing, I know who to go to.
#156

Diffan

Jan 14, 2008 10:33:25
-Hey, Diffan, that's all awesome. I might hit you up later for some Elven NPCs for EoF. I want to include pretty much one of every subrace, and now, if there is anything missing, I know who to go to.

Awesome! If there's anything I can do to help, just ask.
#157

Diffan

Jan 14, 2008 16:18:11
Hey all,

I've posted two more NPC's, lvl 12. Enjoy!

Show

Bergthor Hallsteinn; CR 12
Male Illuskan fighter 1/ wizard 6/ spellswordCW 5
LN medium humanoid (human)
Init +6; Senses Listen +3, Spot +3
Languages Chondathan, Common, Damaran, Draconic, Elven, Illuskan
**********************************************************
AC 23, touch 14, flat-footed 21
(+9 armor, +2 Dex, +2 deflection)
hp 107 (12 HD)
Fort +13, Ref +7, Will +12
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +2 shocking greatsword +15/+10 (2d6+8 plus 1d6 electricity/19-20)
Ranged mwk dagger +12 (1d4+4/19-20)
Base Atk +9; Grp +13
Atk Options Acidic Splatter, Storm Bolt, channel spell 3/day
Combat Gear 2 potions of cure moderate wounds, metamagic rod of empower [lesser]
Wizard Spells Prepared (CL 12th; chooses spells as 9th, cast acid and electricity spells[*] at +1 caster level):
5th-draconic mightSC, teleport
4th-invisibility [greater], orb of electricity* (DC 20), stoneskin
3rd-acid breath* (DC 19), dispel magic, haste, fly, vampiric touch (+13 melee touch)
2nd-bull's strength, dimension hopPH2, glitterdust (DC 18), rainbow beamSC, scorching ray (+11 ranged touch), touch of idiocy (+13 melee touch)
1st-grease (DC 17), nerveskitter, obscuring mist, persistant blade, ray of enfeeblement (+11 ranged touch), shield
0-detect magic, electric jolt* (+11 ranged touch), mage hand, read magic
**********************************************************
Abilities Str 18, Dex 14, Con 16, Int 23, Wis 12, Cha 10
Feats Acidic SplatterCM, Combat Casting, Extend SpellB, Improved Bull Rush, Improved Initiative, Power AttackB, Practiced Spellcaster, Scribe ScrollB, Shock TrooperCW, Spellcasting ProdigyPG, Storm BoltB
Skills Climb +5, Concentration +16 (+20 casting defensively), Craft (armorsmithing) +12, Craft (weaponsmithing) +12, Decipher Script +12, Handle Animal +1, Intimidate +5, Jump +9, Knowledge (arcana) +14, Knowledge (nature) +8, Knowledge (the planes) +11, Profession (scribe) +3, Ride +4, Spellcraft +20, Swim +0
Flaw Forlorn
Possessions combat gear plus Mage Plate (+1 mithral twilight full plate), Static Steel (+2 shocking greatsword), Bergthor's Circlet (headband of Intellect +2), vest of resistance +2, Bergthor's Ring (ring of protection +2), pearl of power (2nd), lockpicking ring, diamond dust worth 750 gp, spell component pouch, spellbook, masterwork dagger
**********************************************************
Channel Spell (Sp): As a move action, Bergthor can channel a spell he has prepared into his sword, thus using up the spell as though it has been cast. The next creature he hits with his sword is affected by the spell (saving throws and spell resistance applies). Only the target is affected by the spell, even if it's an area spell.
**********************************************************
Description Bergthor studied the Art at the Host Tower of the Arcane and was gradually advancing in the Arcane Brotherhood wizards guild. Before he reached full membership status, he was ordered to kill his friend and colleague to prove his faithfulness. Unable to follow through with the act, he fled the tower and has been roving The North with various adventuring bands. Currently, he's residing in Silverymoon and attempting to put together a company of Spellswords to further strengthen Silverymoon's defenses and gain a name for himself.
#158

lord_karsus

Jan 15, 2008 17:56:28
-Alright, Diffan, could you bring this statblock to life? Don't worry about history, or those other things, as I'll fill it all in:

Xzorsh (Male Aquatic Elf Ranger 6 /Aquarian* 1 / Wizard 1)

*From Elves of Faerûn. That version requires the ability to cast Divine Spells, but I have subsequently eliminated that requirement, so just ignore it.
#159

Diffan

Jan 15, 2008 18:10:14
-Alright, Diffan, could you bring this statblock to life? Don't worry about history, or those other things, as I'll fill it all in:

Xzorsh (Male Aquatic Elf Ranger 6 /Aquarian* 1 / Wizard 1)

*From Elves of Faerûn. That version requires the ability to cast Divine Spells, but I have subsequently eliminated that requirement, so just ignore it.

Yea, no problem. Would you like him to have PC wealth by level? Also, any preferences on the animal companion, ie. dolphin, shark, that sorta thing?
#160

lord_karsus

Jan 15, 2008 20:29:36
Yea, no problem. Would you like him to have PC wealth by level? Also, any preferences on the animal companion, ie. dolphin, shark, that sorta thing?

-PC wealth, sure. I don't believe he had an animal companion, but I could see him with a Dolphin. As for all of the extra stuff, do what you see fit- you're the expert. Things can be edited at a later point, if need be.
#161

Diffan

Jan 17, 2008 7:39:47
Hey,

Well i finished your aquatic elf Lord Karsus, but there were some requirement issues with the Aquarian class. Everything is solid except for the 6 rank requirement in Disguise. Rangers don't have this as a class skill and must be at least 9th level to gain enough cross-class ranks to obtain it. So I just lowered the requirement to 4 like most of the other required skills (hope you don't mind). Also, the divine spellcasting requirement wasn't an issue considering rangers gain the ability to cast spells at lvl 4. Other than that, enjoy and tell me what you think!:

Show

Xzorsh; CR 8
Male aquatic elf ranger 6 (Deep Sashelas)/ aquarian 1/ wizard 1
CG medium humanoid (aquatic, elf)
Init +4; Senses Superior low-light vision; Listen +4, Spot +4
Languages Aquan, Common, Elven, Sylvan
**********************************************************
AC 18, touch 16, flat-footed 14
(+2 armor, +4 Dex, +2 deflection)
hp 49 (8 HD)
Immune magic sleep effects
Fort +8, Ref +9, Will +8 (+10 against enchantments)
**********************************************************
Speed 30 ft. (6 squares); swim 40 ft. (8 squares)
Melee +2 trident +10/+5 (1d8+4/x2) or
Melee +1 shortsword +11/+6 (1d6+2/19-20) or
Melee +2 trident +8/+3 (1d8+4/x2) and +1 shortsword +9/+4 (1d6+2/19-20)
Base Atk +6; Grp +8
Atk Options favored enemy (monstrous humanoids +4, medium humaniods [aquatic] +2)
Combat Gear wand of magic missile (CL 5th; 50 charges)
Ranger Spells Prepared (CL 3rd):
1st-detect poison, horrible taste (DC 13)
Wizard Spells Prepared (CL 1st):
1st-obscuring mist, silent image
0-detect magic, message, resistance
**********************************************************
Abilities Str 15, Dex 19, Con 12, Int 14, Wis 14, Cha 10
SQ animal companion, gills, summon familiar, surface sojourn 5/day, wild empathy
Feats Close Quarters FightingCW, EnduranceB, Improved Two-Weapon FightingB, Scribe ScrollB, Skill Focus (Swim), TrackB, Two-Weapon FightingB, Weapon Finesse
Skills Climb +2, Concentration +3, Craft (any) +2, Decipher Script +2, Diplomacy +4, Disguise +4, Gather Information +4, Handle Animal +6, Heal +3, Hide +12, Jump +2, Knowledge (arcana) +2, Knowledge (geography) +3, Knowledge (local) +4, Knowledge (nature) +4, Move Silently +4, Profession (any) +2, Ride +4, Search +3, Sense Motive +6, Spellcraft +6, Survival +8, Swim +11, Use Rope +5
Possessions combat gear plus +2 trident, +1 shortsword, bracers of armor +2, coral ring (ring of protection +2), masterwork scroll case, spell-component pouch, spellbook, 600 gp
**********************************************************
Gills: Xzorsh can survive out of water for 12 hours before the effects of suffocation occur
Surface Sojourn (Su): Xzorsh may make extended trips to the surface world because he gains the ability to cast the spell Surface Sojourn innately. This supernatural ability can be used up to five times per day.
Wild Empathy (Ex): Xzorsh's wild empathy check is 1d20+8 (+4 for magical beasts)
Spellbook: spells prepared plus 0-all; 1st-distract assailant, expedious retreat [swift], identify, orb of sound [lesser], sleep
**********************************************************
Note: Xzorsh has yet to summon a familiar


Porpoise (animal companion); CR-
N medium animal
Init +4; Senses blindsense 120 ft., low-light vision; Listen +9, Spot +8
Language Link
**********************************************************
AC 18, touch 14, flat-footed 14
(+4 Dex, +4 natural)
hp 28 (4 HD)
Fort +6, Ref +8, Will +2
**********************************************************
Speed swim 80 ft. (16 squares)
Melee +7 slam (2d6+1)
Base Atk +4; Grp +5
**********************************************************
Abilities Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 6
SQ hold breath, share spells
Feats Improved Natural Attack, Weapon Finesse
Skills Swim +9
#162

lord_karsus

Jan 17, 2008 10:26:30
-Great job. Don't worry about the Aquarian requirements. I changed the skill requirements in Disguise to reflect this.
#163

Diffan

Jan 18, 2008 14:48:13
-Great job. Don't worry about the Aquarian requirements. I changed the skill requirements in Disguise to reflect this.

Thanks, I'm glad you like it. If you need more done, just let me know!
#164

lord_karsus

Jan 19, 2008 0:40:34
-Sure. If you're willing, I have no problem 'pawning' all of this work on you! ;)

-How about: Queen Ordalf (Female Le’Shay Aristocrat 4)? That should be fairly easy...I think.
#165

Diffan

Jan 19, 2008 10:45:02
-Sure. If you're willing, I have no problem 'pawning' all of this work on you! ;)

-How about: Queen Ordalf (Female Le’Shay Aristocrat 4)? That should be fairly easy...I think.

Sure, though what is and where can I find the Le'Shay?
#166

lord_karsus

Jan 19, 2008 11:03:32
Sure, though what is and where can I find the Le'Shay?

-They are a Race in the Epic Level Handbook. Do you not have that book? Because, if you don't, I can give you a different NPC. There ain't no shortage of 'em. ;)
#167

Diffan

Jan 19, 2008 19:54:49
-They are a Race in the Epic Level Handbook. Do you not have that book? Because, if you don't, I can give you a different NPC. There ain't no shortage of 'em. ;)

Yea, I have that book. I didn't know they had different races in it. Although, I hope it doesn't matter if the version I have is 3.0
#168

lord_karsus

Jan 20, 2008 2:23:43
Yea, I have that book. I didn't know they had different races in it. Although, I hope it doesn't matter if the version I have is 3.0

-Meh, you think I know the difference between 3e and 3.5e? ;)

-I use a 3.5e Player's Handbook, a 3e Dungeon Master's Guide and a 3e Monster Manual, so what do I know, right?
#169

ianten_silverblade

Jan 20, 2008 19:28:36
Diffan, since you keep forgetting to do my Half-Nymph/Half-Human character will you at least just do her Celestial Advanced Dire Wolf of Legend animal companion? The Special Qualities as a Monster of Legend attributes it has are as follows:

Casts spells as a 5th level Cleric with Protection, Strength, & War Domain spells on its list and has Fast Healing 5 and Immunities to Polymorphing and Mind-Affecting Effects
#170

Diffan

Jan 23, 2008 7:31:54
Hey all,

Sorry I haven't posted in a few days, Gleemax has been somewhat bothersome with not letting me sign on. I got 2 characters done at work last night, so check them out.

1st up is Lord_Karsus's LeShay character:

Show

Queen Ordalf; CR 31
Female leShay aristocrat 4
CG medium fey
Init +21; Senses low-light vision; Listen +30, Spot +27
Language special
**********************************************************
AC 52, touch 47, flat-footed 35
(+17 Dex, +20 insight, +5 natural)
hp 844 (54 HD)
Immune disease, magical sleep effects, poison
DR 20/cold iron; SR 42
Fort +30, Ref +45, Will +39 (+41 against enchantments)
**********************************************************
Speed 40 ft. (8 squares)
Melee 2 +10 keen brilliant energy bastard swords +56/+51/+46/+41 (1d10+15/17-20)
Base Atk +28; Grp +34
Atk Options Great Cleave, Power Attack, Spring Attack, Whirlwind Attack, gaze attack
Spell-Like Abilities (CL 28th):
At will-alter thoughts, detect thoughts, displacement, freedom, greater dispelling, heal, improved invisibility, knock, speak with plants, spell turning, teleport with out error, water breathing
**********************************************************
Abilities Str 22, Dex 45, Con 37, Int 33, Wis 23, Cha 47
SQ able to detect secret or concealed doors, elf traits, fast-healing 10
Feats Alertness, Blinding SpeedE, Blind-Fight, Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Contingency Spell, Dodge, Endurance, Great Cleave, Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Maxamize Spell-Like Ability (heal), PolygotE, Power Attack, Quick Draw, Spell Stowaway (heal)E, Spring Attack, Toughness, Weapon Finesse, Weapon Focus (leShay weapon), Whirlwind Attack
Skills Bluff +38, Concentration +33, Diplomacy +35, Disguise +38, Escape Artist +37, Intimidate +20, Knowledge (arcana) +26, Knowledge (local) +37, Knowledge (nature) +37, Knowledge (religion) +26, Knowledge (the planes) +26, Move Silently +37, Search +13, Speak Language (any five)
**********************************************************
Gaze (Su): All creatures within 30 feet who meet the gaze of Queen Ordalf become affected as if by a charm monster spell. A Will saving throw DC 53 negates the effect. Each opponent in range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn. Queen Ordalf can also actively gaze as an attack by choosing a target within range. LeShay are immune to their own gaze.
LeShay Weapons (Su): Each leShay carries two personal melee weapons that she manifests from her own life essence. The weapon can change form as she shifts, typically appearing as a bastard sword (one in each hand). When not in combat, the weapons simply do not exist, but a leShay can "draw" their weapons from nowhere as a free action. LeShay weapons are considered light weapons, reguardless of thier size.
Superior Two-Weapon Fighting (Ex): A leShay fights with a leShay weapon in each hand. Because these weapons are an extention of it's own body, the leShay does not take an attack or damage penalty for attacking with two weapons
#171

lord_karsus

Jan 23, 2008 7:35:09
Sorry I haven't posted in a few days, Gleemax has been somewhat bothersome with not letting me sign on. I got 2 characters done at work last night, so check them out.

1st up is Lord_Karsus's LeShay character:

-Excellent, thank you.

-And, you shouldn't be apologizing to us. You are doing us a favor, so thank you!
#172

alediran

Jan 23, 2008 8:28:22
On behalf of EoF I'll ask you if you can make Alediran. He is already stated until 12th level so you only need to give him 10 more levels and the list of feats I already did (he'll earn some extra feats thanks to the Nether Scrolls). I'll give you the links:

Feat/Class abilities list:
http://forums.gleemax.com/showpost.php?p=14865174&postcount=1345

The build (give the Elemental savant a full caster progresion, since it converts all energy spells to electric I think the 8/10 level progression only weakens the PrC more than necessary. That's why I'm taking Mastery of Elements with the Archmage). He should go from Wiz 5/Elemental Savant (air) 7 to Wizard 7/Elemental Savant (air) 10/Archmage 5:

http://forums.gleemax.com/showpost.php?p=10690257&postcount=35

Don't worry about equipement, I'll make it.
#173

Diffan

Jan 24, 2008 9:19:35
-Excellent, thank you.

-And, you shouldn't be apologizing to us. You are doing us a favor, so thank you!

Hey, no problem. I'm glad you enjoy the character. And anything I can do to further the development and greatness that is the Elves of Faerun just let me know.

On behalf of EoF I'll ask you if you can make Alediran. He is already stated until 12th level so you only need to give him 10 more levels and the list of feats I already did (he'll earn some extra feats thanks to the Nether Scrolls). I'll give you the links:

Feat/Class abilities list:
http://forums.gleemax.com/showpost.p...postcount=1345

The build (give the Elemental savant a full caster progresion, since it converts all energy spells to electric I think the 8/10 level progression only weakens the PrC more than necessary. That's why I'm taking Mastery of Elements with the Archmage). He should go from Wiz 5/Elemental Savant (air) 7 to Wizard 7/Elemental Savant (air) 10/Archmage 5:

http://forums.gleemax.com/showpost.p...7&postcount=35

Don't worry about equipement, I'll make it.

Ok, that should be easy enough. I cut and pasted the two links to take to work with me tonight so it shouldn't be a problem. Would you like me to just include the equipment that was on the character in the 2nd link? It would make it look better than not adding anything into the Melee, Ranged, and Possessions categories.
#174

alediran

Jan 24, 2008 9:31:11
I'll probably update it anyways, do it just to have them there. Put the Artblade stats in Alediran's build since he'll be the EoF and Ye Classic... newest Spell-Major of Cormanthor. There will be another weapon Alediran will have (I'll make it using the rules for Staff Familiars in one of the Dungeon Magazines). Oh, and erase the Air Elemental Familiar, it's the entity that changes Alediran to a half-elemental. Talk about Wizar/Familiar link :P
#175

lord_karsus

Jan 24, 2008 14:57:13
Hey, no problem. I'm glad you enjoy the character. And anything I can do to further the development and greatness that is the Elves of Faerun just let me know.

-In that case...:P

-We're actually almost done with the 'Select Elven NPCs of Faerûn' section. Can you make up The Belkagen (Male Lythari Ranger 5 / Herbalist 5)? He has no equipment, and there are no specific feats that I can think of that he'd have, except for Skill Focus: Knowledge (Nature), or Knowledge (Local). His Favored Terrains are Tundras and Plains.

-If you don't know the character, he is basically a shaman-like wiseman for the Eastern Lythari tribes. So, anything you think is appropriate for such a archetype...
#176

ianten_silverblade

Jan 24, 2008 20:25:07
Heh, okay, I gotta ask for this, since you do such a awesome job Diffan. Please consider scrapping Saria and instead do the following:

Alustriel Silverhand Female Human (Chosen of Mystra) Wizard 22/Archmage 5 of Mystra

Dove Falconhand Female Human (Chosen of Mystra) Ranger 15/Rogue 3/Sorcerer 7/Harper Agent 5/Harper Paragon 3 of Mystra

Elminster: Male Human (Chosen of Mystra) Fighter 3/Rogue 3/Cleric 3/Wizard 27/Archmage 5 of Mystra

Storm Silverhand Female Human (Chosen of Mystra) Rogue 3/Fighter 3/Bard 9/Sorcerer 13/Harper Agent 3

Drizzt Do’Urden: Male Drow Fighter 9/Dervish 3/Barbarian 3/Ranger 7 of Mielikki

Catti-Brie Battlehammer: Female Human Fighter 7/Ranger 5/Illusionist 3 of Dumathoin

Bruenor Battlehammer: Male Shield Dwarf Fighter 13/Dwarven Defender 7 of Dumathoin

Wulfgar: Male Human Barbarian 7/Fighter 5/Ranger 3 of Uthgar

Regis: Male Lightfoot Halfling Rogue 7/Fighter 5/Cleric 3 of Yondalla
#177

Diffan

Jan 25, 2008 8:45:34
Ok, I got a few more request done last night at work.

Up first is Aledrian:

Show

Aledrian Tir'ent; CR 24
Male sun elf wizard 9/ elemental savantCA 10/ archmage 5
CG medium elemental (air, extraplanar)
Init +2; Senses darkvision 60 ft., low-light vision; Listen +8, Spot +8
Languages Auran, Celestial, Chondathan, Common, Draconic, Elven, Goblin, Seldruin, Sylvan, Undercommon
**********************************************************
AC 18, touch 13, flat-footed 16
(+4 armor, +2 Dex, +1 deflection, +1 natural)
hp 96 (24 HD)
Immune critical hits, electricity, magic sleep effects, paralysis, stunning
SR 20
Fort +10, Ref +11, Will +21 (+23 against enchantments)
**********************************************************
Speed 40 ft. (8 squares); fly 100 ft. (perfect) (20 squares)
Melee rapier +11/+6/+1 (1d6/18-20) or
Melee slam +11/+6/+1 (1d6)
Ranged longbow +13/+8/+3 (1d8/x3)
Base Atk +11; Grp +11
Atk Options whirlwind (DC 21)
Wizard Spells Prepared (CL 24th; 1d20+30 [+34 for electricity] to overcome SR):
9th-absorptionSC, foresight, time stop, spell matrix [greater]SC, wish
8th-dimensional lock, empowered chain lightning (DC 29), invisibility [superior]SC, polar ray (+13 ranged touch)
7th-prismatic spray (DC 28), reverse gravity, spell turning, synostodweomer, teleport [greater]
6th-antimagic field, chain lightning (DC 29), disintegrate (DC 27), reflective diguise [mass], wall of iron
5th-duelward, firebrand (DC 28), reciprocal gyre (DC 26), ironguard [lesser]
4th-dimension door, fire shield, ice storm (DC 27), Leomund's secure shelter, orb of electricity (+13 ranged touch; DC 26), stoneskin
3rd-Alediran's storm shield* (DC 26), dispel magic, gaseous form, lightning bolt (DC 26), scintillating sphere (DC 26), stars of arvandor
2nd-bear's endurance, fox's cunning, ghost touch armor, protection from arrows, see invisibility, touch of idiocy (+13 ranged touch), web (DC 22)
1st-benign transportation, magic missile, nerveskitter, obscuring mist, shield, shocking Grasp (+11 melee touch), true strike
0-arcane mark, mage hand, message, prestidigitation
**********************************************************
Abilities Str 10, Dex 14, Con 12, Int 30, Wis 14, Cha 12
SQ air mastery, elemental specialty (air), energy focus +2, energy penetration +4 (electricity), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +2
Feats Arcane Mastery, Combat Casting, Craft Contingent Spell, Craft Spell Mantle, Craft Staff, Craft Wonderous Item, Empower SpellB, Energy Substitution (electricity), Epic Spell Penetration, Improved Counterspell, Maximize Spell, Scribe ScrollB, Skill Focus (Spellcraft), Spellcasting Prodigy, Spell Focus (abjuration), Spell Focus (evocation), Spell Penetration
Skills Concentration +33 (+37 casting defensively), Decipher Script +30, Diplomacy +11, Knowledge (arcana) +37, Knowledge (elves) +10, Knowledge (history) +24, Knowledge (local Evermeet) +14, Knowledge (local High Forest) +14, Knowledge (the planes) +29, Ride +9, Spellcraft +37, Survival +7
Possessions headband of Intellect +4, third eye penetration, robe of arcane might, belt of battle, tunic of steady spellcasting, cloak of resistance +2, amulet of natural armor +1, bracers of arcane freedom, ring of deflection +1, ring of counterspelling, boots of striding & springing, sleep bag, spell component pouch, spellbook of infinite pages, spoon of sustenance, harper pin (lesser).
As member of House Tir'ent, Alediran can obtain any magical item up to a value of 20.000 GP.
**********************************************************
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against Alediran
Elemental Specialty (Ex): Alediran's elemental specialty is air. When Alediran casts a spell that deals energy damage, it's energy descriptor changes to electricity
Energy Focus (Ex): The save DC for any spell with the electricity descriptor Alediran casts is increased by 2
Energy Penetration (Ex): When Alediran casts a spell that has the electricity descriptor, he gains a +4 competence bonus on caster level checks to beat a creature's spell resistance (in addition to the bonus from his Spell Penetration and Epic Spell Penetration feats)
Mastery of Counterspelling: When Alediran counterspells a spell, it is turned back upon the caster as if it were fully affected y a spell turning spell. If the spell doesn't meet the requirements to be affected, then it is merely countered
Mastery of Elements: Alediran can alter an arcane spell so that it utilizes a different element from the one it normally uses
Mastery of Shaping: Alediran can alter the area and effect that uses on of the following: burst, cone, cylinder, emination, and spead
Spell Power: Alediran's effective caster level is increased by +2
Whirlwind (Su): Alediran can transform himself into a whirlwind once every 10 minutes and remian in that form for 12 rounds. The whirlwind is 8 feet tall and weights 2 lbs. If the whirlwind enters a square occupied by an opponent one or more sizes smaller than the whirlwind, or if the opponent touches or attempts to move through the whirlwind, that opponent must successed a DC 21 Reflex saving throw or be caught, taking 1d6 points of damage.
#178

alediran

Jan 25, 2008 8:53:02
I can't wait to see Alediran in my game to reach that level, it gives me the exact feel I have for him. One thing that you forgot to include is the Immunity to Critical Hits from the 10th lvl of Elemental Savant, bot don't worry, I'll add it later, including the stats of his new equipement and other lesser things.
#179

Diffan

Jan 25, 2008 9:14:52
Ok, I added the immunity. I'm glad you like it. I added spells that I thought someone of his (soon to be) importance would have memorized on a daily basis and used the existing spells in his spellbook for additional lower level spells. I never really put much thought into the Elemental Savant Prc, but I'm really beginning to like it.
#180

alediran

Jan 25, 2008 10:04:56
It's a really good PrC for spellcasters of any kind. I particularly love the Air version since it gives fly movement with perfect maneuverability and 100 ft movement range. Not even counting how awesome you look like when you use the whirlwind attack for the first time. The next feat Alediran will get is Metamagic School Focus (evocation), that means an Empowered Maximized Chain Lightning at 9th circle.
#181

Diffan

Jan 25, 2008 19:25:29
Lord Karsus,

I can't find the source for the Herbalist class/prc, where can it be located? Also, is the character in any novels that I could read or reference to get a bead on the archtype? Thanks!

-Diffan
#182

alediran

Jan 26, 2008 6:36:28
http://forums.gleemax.com/leaving.php?destination=http://boards1.wizards.com/showpost.php%3Fp%3D11251841%26postcount%3D442

That's the herbalist.
#183

Diffan

Jan 26, 2008 6:40:19
http://forums.gleemax.com/leaving.php?destination=http://boards1.wizards.com/showpost.php%3Fp%3D11251841%26postcount%3D442

That's the herbalist.

Ah, ok. Well I can have the character done by say Monday morning if that's not too late. Thanks for the link.
#184

mustafathered

Jan 26, 2008 13:37:49
Milord Diffan:

I have one - a male grey orc from Thesk, Cleric of Waukeen 5, Goldeye 1. His name is Gor'ag du Waukeen. He needs to speak Shou (in addition to the Damarran and Orc he gets as normal languages). He gets to have a regional feat as a bonus feat and may buy a 2nd regional feat if desired. His alignment should be LN and he channels positive energy. Abilities are by 5d6 keep the best three.

His job is to accompany caravans throughout Thesk to facilitate trade (and, of course, to ensure that Waukeen receives her due - my Thesk has such a cleric accompanying all merchant groups of non-Thesk origin). Given this, he may not be optimized either by build or spell selection for combat.

Thanks!
#185

Diffan

Jan 27, 2008 1:49:17
Milord Diffan:

I have one - a male grey orc from Thesk, Cleric of Waukeen 5, Goldeye 1. His name is Gor'ag du Waukeen. He needs to speak Shou (in addition to the Damarran and Orc he gets as normal languages). He gets to have a regional feat as a bonus feat and may buy a 2nd regional feat if desired. His alignment should be LN and he channels positive energy. Abilities are by 5d6 keep the best three.

His job is to accompany caravans throughout Thesk to facilitate trade (and, of course, to ensure that Waukeen receives her due - my Thesk has such a cleric accompanying all merchant groups of non-Thesk origin). Given this, he may not be optimized either by build or spell selection for combat.

Thanks!

Sure, so spells related to combat are out? How about buff spells ie Bull's Strength, Bless, Prayer, that sorta thing?. If so, it shouldn't be a problem and I can have the character done along with LK's on Monday morning.
#186

mustafathered

Jan 27, 2008 10:25:35
Well, not saying that there should be NO combat spells, just that his duties are more than just combat - tongues might be useful, things like that. Part of his duty is to help repel bandits, but that is a secondary part of his duty.

Thanks!
#187

ianten_silverblade

Jan 28, 2008 16:57:01
Thank you for Saria and Seraph Diffan! I completely understand you not wanting to do those epic PC's the way I asked for. One question though.

Is it possible for you to just list what changes would be made for each PC (aka how many new feats and skill points he or she would gain, what new SA or SQ's they would gain, and stuffs) rather than a complete stat block?

Just wonderin. ^_~
#188

Diffan

Jan 31, 2008 8:32:21
Hey all,

I haven't posted in a while, but I got a few requests done.

First up is The Belkagen. I used the lycanthrope stat block of Brenvol Whitebrow in Champions of Valor as a template (grossly inaccurate BTW) to find out how a Lycan's stats look. Here he is:

Show

The Belkagen (Elven Form); CR 12
Male lythari ranger 5/ herbalist 5
CG medium humanoid (shapechanger)
Init +4; Senses low-light vision, scent; Listen +7, Spot +7
Languages Aglarondan, Common, Damaran, Elven
**********************************************************
AC 22, touch 15, flat-footed 18
(+5 armor, +4 Dex, +1 deflection, +2 natural)
hp 79 (12 HD)
Immune magical sleep effects
Fort +12, Ref +12, Will +7 (+9 against enchantments)
**********************************************************
Speed 30 ft. (6 squares)
Melee mwk longsword +10/+5 (1d8/19-20)
Ranged +1 longbow +14/+9 (1d8+1/x3) or
Ranged +1 longbow +12/+12/+7 (1d8+1/x3) with Rapid Shot
Base Atk +9; Grp +9
Atk Options favored enemy humanoid (human) +4, monstrous humanoid +2
Combat Gear (2) potions of cure moderate wounds
Ranger Spells Prepared (CL 2nd):
1st-detect favored enemy
**********************************************************
Abilities Str 10, Dex 18, Con 12, Int 14, Wis 14, Cha 18
SQ alternate form, animal companion, detect plants, distill water, favored terrain (plains, tundras), good berry, link with companion, nature's lore, share spells, speak with plants, wild empathy +9 (+5 magical beasts), wolf empathy
Feats EnduranceB, Point Blank Shot, Precise Shot, Rapid ShotB, Self-Sufficent, Skill Focus (knowledge [nature]), TrackB, Weapon Focus (bite)B
Skills Climb +4, Concentration +7, Craft (alchemy) +10, Craft (bowmaking) +8, Handle Animal +11, Heal +13 (+15 in plains or tundras), Hide +10, Jump +2, Knowledge (dungeoneering) +3, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (nature) +16 (+18 in planes or tundras), Move Silently +15, Search +2, Survival +16 (+18 in aboveground natural environments, +20 in plains or tundras)*, Use Rope +5
* +4 racial bonus to Survival checks when tracking by scent
Possessions +2 studded leather, +1 longbow with 25 arrows, 25 silver arrows, ring of protection +1, boots of elvenkind, cloak of Charisma +2, masterwork longsword, 345 gp
**********************************************************
Alternate Form (Su): The Belkagen is a natural lycanthrope that can take on both wolf and hybrid forms as a standard action.
Detect Plants (Su): The Belkagen may detect plants, as the spell 3/day. This ability only functions in plains and tundra environments, in any other terrain, the ability simply does not work.
Distill Water (Su): Three times per day, The Belkagen may attempt to distill water, as per the purify food and drink spell by making a successful Concentration check (DC 10)
Favored Terrain (Ex): The Belkagen has chosen Plains and Tundra as his favored terrains. He gains a +2 bonus to all Heal, Knowledge (nature) and Survival checks while operating within these terrain types.
Goodberry (Su): By making a successful Concentration check (DC 15), the Belkagen can infuse a handful of berries with energy from the positive energy plane, as per the goodberry spell. This ability may be used twice per day.
Healing Ministration (Ex): While operating within his favored terrains, he may quickly identify herbs and plants that have curative properties. He must succeed on a Survial check (DC 10) to locate herbs and plants with minor curative properties. These herbs heal 1d4+5 hit points, but characters must wait 6 hours before ingesting these herbs once more. If six hours does not pass, there is a 10% chance that the character becomes poisoned, as the spell. Every subsequent dosage resets the six-hour timer, and increases the chance of being poisoned by 10%
Nature's Lore (Ex): The Belkagen gains a +2 bonus on all Knowledge (nature) and Survival checks. This bonus stacks with any other bonuses.
Speak with Plants (Su): Once per day, the Belkagan may speak with plants, as the spell. The plant he wants to speak to must occur naturally in the plains or tundra environment.

If the Belkagen assumes hybrid form, use the following changed statistics:

Init +6
**********************************************************
AC 20, touch 16, flat-footed 14
hp 103; DR 10/silver
Fort +14, Ref +14
**********************************************************
Speed 30 ft. (6 squares)
Melee mwk longsword +11/+6 (1d8+1/19-20) and bite +6 (1d6 plus curse of lycanthropy) or
Melee 2 claws +10 (1d4+1) and bite +6 (1d6 plus curse of lycanthropy)
Ranged +1 longbow +16/+11 (1d8+1/x3) or
Ranged +1 longbow +14/+14/+9 (1d8+1/x3) with Rapid Shot
Grp +10
Special Actions curse of lycanthropy
**********************************************************
Abilities Str 12, Dex 22, Con 16
SQ cannot cast spells in hybrid form
**********************************************************
Curse of Lycanthropy (Su): Target of successful bite attack must make DC 15 Fort save or contract lycanthropy if Small, Medium, or Large

If the Belkagen assumes wolf form:

Init +6
**********************************************************
AC 18, touch 16, flat-footed 12
hp 103; DR 10/silver
Fort +14, Ref +14
**********************************************************
Speed 50 ft. (10 squares)
Melee bite +11 (1d6+1 plus curse of lycanthropy)
Atk Options trip
Grip +10
Special Actions curse of lycanthropy
Abilities Str 12, Dex 22, Con 16
SQ cannot cast spells in wolf form
**********************************************************
Curse of Lycanthropy (Su): Target of successful bite attack must make DC 15 Fort save or contract lycanthropy if Small, Medium, or Large
Trip (Ex): On successful bite attack, +1 to trip as free action


Wolf Animal Companion; CR -
N medium animal
Init +2; Senses low-light vision, scent; Listen +3, Spot +3
**********************************************************
AC 14, touch 12, flat-footed 12
hp 13 (2 HD)
Fort +5, Ref +5, Will +1
**********************************************************
Speed 50 ft. (10 squares)
Melee bite +3 (1d6+1)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +2
Atk Options trip
**********************************************************
Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
SQ 1 bonus trick
Feats TrackB, Weapon Focus (bite)
Skills Hite +2, Listen +3, Move Silently +3, Spot +3, Survival +1 (+5 tracking by scent)
**********************************************************
Trip (Ex): On successful bite attack, +1 to trip as free action
#189

Diffan

Feb 04, 2008 10:42:29
Well, I hope everyone liked the last two characters I did. The ones posted below are from an Avatar campaign we've been doing for some time in the Realms. For people who don't know what an Avatar campaign is, it's where you play as yourself being teleported/dropped into a fantasy setting (much like the 80's D&D cartoon). We used our opinions of each other to figure out what class/race would best describe us and went from there. So far our adventures have nabbed us an Adventuring Charter and some acclaim in the city of Beregost and Baldur's Gate. We call ourselves the Swords of the Pheonix.

Show

Sir Marcus; CR 7
Male human knightPH2 5/ cleric 2 (Torm)
LG medium humanoid (human)
Init +1; Senses Awareness +1
Aura courage (10ft. allies +4 against fear), good (faint)
Languages Common
**********************************************************
AC 22, touch 12, flat-footed 21; shield block +1
(+9 armor, +1 Dex, +1 shield, +1 deflection)
hp 90 (7 HD)
Fort +8, Ref +2, Will +8
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 solarian truesilver greatsword +10/+5 (2d6+5/19-20) or
Melee mwk glaive +10/+5 (1d10+4/x3)
Reach 10 feet (with glaive) or
Ranged mwk composite longbow (Str +3) +8/+3 (1d8+3/x3)
Base Atk +6; Grp +9
Atk Options Power Attack, fighting challenge +1, test of mettle (DC 16)
Special Actions turn undead 6/day (+6, 2d6+5; 2nd)
Cleric Spells Prepared (CL 6th, chooses spells as 2nd; 5 spell points):
1st (1 point)-divine favor, enlarge personD, protection from evil, shield of faith
0 (0 points)-detect poison, light, read magic, resistance
D: Domain Spell. Domains: Courage, Strength
**********************************************************
Abilities Str 16, Dex 12, Con 15, Int 10, Wis 12, Cha 16
SQ bulwark of defense, knight’s challenge 5/day, knight’s code
Feats Great FortitudeB, Improved Buckler Defense, Improved Bull Rush, Mounted CombatB, Power Attack, Practiced Spellcaster, Servant of the Heavens
Skills Climb +6 (+1 in armor), Concentration +2, Craft (armorsmithing) +4, Craft (weaponsmithing) +3, Diplomacy +3, Handle Animal +4, Heal +1, Intimidate +7, Jump +8 (+3 in armor), Knowledge (history) +2, Knowledge (nobility and royalty) +2, Knowledge (Realmslore) +10, Knowledge (religion) +5, Profession (guard) +1, Ride +5, Spellcraft +0, Swim -2
Flaw Qualm: Code of Arms
Possessions Righteous Call (+1 solarian truesteel greatsword), surcoat of valor, +1 full plate, cloak of Charisma +2, amulet of health +2, masterwork buckler, masterwork glaive, silver holy symbol (Torm), standard adventuring gear.
**********************************************************
Armor Mastery (Ex): Sir Marcus can ignore the standard speed restriction for wearing medium armor.
Aura of Courage (Su): Each ally within 10 feet of Sir Marcus (including himself) gains a +4 morale bonus on saving throws against fear effects.
Bulwark of Defense (Ex): When an opponent starts his/her turn in an area Sir Marcus threatens, he/she treats that area as difficult terrain.
Fighting Challenge (Ex): As a swift action, Sir Marcus can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater or equal to his level minus 2. If the target meets those requirements, Sir Marcus gains a +1 moral bonus on Will saves, attacks, and damage rolls for seven rounds against that opponent.
Knight’s Challenge: Sir Marcus can issue a fighting challenge or test of mettle five times per day.
Knight’s Code: Sir Marcus does not gain bonuses when flanking, never strikes a flat-footed opponent, and never deals lethal damage to a helpless foe. If he violates this code, he looses one of his knight’s challenges for the day, (if he has none, then he takes a -2 on attack rolls and saves for the rest of the day.)
Shield Block (Ex): During his action, Sir Marcus can designate a single opponent as the target of this ability and gain a +1 shield bonus against that opponent.
Test of Mettle (Ex): As a swift action, Sir Marcus can expend one of his knight’s challenge ability to cause all enemies within 100 ft. with a CR greater than or equal to his level minus 2 to make a Will save DC 15. If they fail, they are forced to attack him with their melee, ranged, or spell attacks in preference over other targets.
Vigilant Defender (Ex): If an opponent tries to tumble through a square Sir Marcus threatens or his space without an attack of opportunity, the DC increases by 5.
**********************************************************
Description Big and strong, he knows the most about Faerun and is the most diplomatic of the group. He found faith in Torm while adventuring and is serving him by doing what's right and just where ever he and his friends go. He's friendly and kind, if a bit naive and always tries to see the best in things as well as people.
-"Oh, it's time to bring the pain! For TORM!"
#190

mustafathered

Feb 04, 2008 19:54:10
Thanks Diffan!
#191

Diffan

Feb 05, 2008 14:50:29
Thanks Diffan!

Hey, no problem. I'm glad I could be of assistance :D
#192

zanan

Feb 06, 2008 8:15:50
Diffan ... you still have my little special request on the agenda?
#193

Diffan

Feb 07, 2008 6:57:28
Hey,

I actually have had her statted for a while now, sorry I sorta forgot. :embarrass But as I went over some of the things you sent me, I realized that her equipment is WAY stronger than in her blurb of info. Would u like me to stick more to that info or take her as she is? I can do either fairly quickly, so just let me know. Thanks!
#194

zanan

Feb 07, 2008 7:14:51
Hey,

I actually have had her statted for a while now, sorry I sorta forgot. :embarrass But as I went over some of the things you sent me, I realized that her equipment is WAY stronger than in her blurb of info. Would u like me to stick more to that info or take her as she is? I can do either fairly quickly, so just let me know. Thanks!

Well, she is quite powerful a being and if she needs to be toned down for my little adventure, I'll tone her down a bit. ;)
#195

Diffan

Feb 10, 2008 1:41:14
Here's another cleric of Tyr that i've been playing through my wife's campaign:

Show

Balan Dulsaer; CR 9
Male human cleric 5/ordained champion 4 (Tyr)
LG medium humanoid (human)
Init +1; Senses Listen +1, Spot +1
Aura good (faint)
Languages Common
**********************************************************
AC 25, touch 14, flat-footed 24
(+8 armor, +3 shield, +1 Dex, +2 deflection, +1 luck)
hp 90 (9 HD)
Fort +12, Ref +3, Will +14
**********************************************************
Speed 20 ft. (4 squares); base 30ft.
Melee +2 spell storing warhammer +11/+6 (1d8+3/x3) or
Melee mwk dagger +11/+6 (1d4+3/19-20)
Base Atk +7; Grp +10
Atk Options Power Attack, channel spell, smite (+2 attack, +9 damage)
Special Actions turn undead 9/day (+4, 2d6+11, 9th)
Combat Gear scroll of protection from evil, wand of cure light wounds (30 charges)
Cleric Spells Prepared (CL 7th):
4th-divine power, fire shieldD, recitation
3rd-daylight, dispel magic, magic vestmentD
2nd-bull’s strength, darkway, sunbolt (DC 17), spiritual weaponD
1st-bless, divine favor, inflict light wounds (DC 16), inhibit (DC 16), omen of peril, rhino’s rushD
0-create water, detect magic, guidance, light, read magic
D: Domain Spell. Domains: Retribution, War, Wrath
**********************************************************
Abilities Str 16, Dex 12, Con 14, Int 10, Wis 20, Cha 14
SQ faint aura of good, divine bulwark, fist of the gods, spontaneous casting
Feats Divine Meta-Magic (quicken spell), Extra Turning, Improved Bull RushB, Luck of HeroesB, Martial Weapon Proficency (warhammer)B, Power AttackB, Quicken Spell, Sacred Healing, Spellcasting ProdigyB, Shock Trooper, Spontaneous Healer, Weapon Focus (warhammer)B
Skills Concentration +7, Diplomacy +6, Heal +8, Knowledge (arcana) +1, Knowledge (history) +1, Knowledge (religion) +7, Knowledge (local) +2, Spellcraft +7
Flaws Compulsive Honesty, Inattentive
Possessions combat gear plus masterwork dragon hide full plate, +1 heavy steel shield of light fortification, +2 spell storing warhammer, masterwork dagger, silver holy symbol (Tyr), shortsword, hellhound pelt, folding boat, lesser strand of prayer beads, (3) flasks of holy water, lesser piwafwi, periapt of Wisdom +2, standard adventuring gear, 117 gp, 2 sp, 2 cp.
#196

Diffan

Feb 12, 2008 16:20:24
Posting another character from the vault, here's a half-sun elf duskblade:

Show

Vel'a'dren; CR 9
Male half-sun elf duskbladePH2 9
CG medium humanoid (elf)
Init +3; Senses low-light vision; Listen +1, Spot +1
Languages Chondathan, Common, Elven, Goblin, Orc, Sylvan
**********************************************************
AC 20, touch 14, flat-footed 17; dodge
(+6 armor, +3 Dex, +1 deflection)
hp 62 (9 HD)
Immune magic sleep effects
Fort +9, Ref +7, Will +7 (+9 against enchantments)
**********************************************************
Speed 20ft. (4 squares)
Melee +1 courtblade +14/+9 (1d10+7/18-20) or
Melee mwk dagger +14/+9 (1d4+6/19-20)
Ranged mwk composite longbow [Str +3] +13/+8 (1d8+3/x3)
Base atk +9; Grp +14
Atk options arcane channeling, quick cast 1/day, Power Attack, Arcane Strike
Combat Gear 1 scroll of magic missile, 2 scrolls of ray of enfeeblement, 1 scroll of true strike, 1 scroll of Melf’s acid arrow, 1 scroll of bull’s strength
Duskblade Spells Known (CL 9th):
3rd (3/day)-dispelling touch
2nd (7/day)-dimension hop, ghoul touch (+12 melee touch, DC 16), scorching ray (+11 ranged touch)
1st (8/day)-blade of blood, obscuring mist, ray of enfeeblement (+11 ranged touch), shocking grasp (+12 melee touch), true strike
0 (6/day)-acid splash (+11 ranged touch), disrupt undead, touch of fatigue (+12 melee touch), ray of frost (+11 ranged touch)
Spell-like Abilities (CL 8th):
7/day-dancing lights, detect magic, flare (DC 14), ghost sound (DC 14), read magic
**********************************************************
Abilities Str 18, Dex 16, Con 14, Int 18, Wis 11, Cha 12
SQ armored mage (medium, heavy shield), spell power +2
Feats Arcane StrikeCW, Combat CastingB, Dodge, Exotic Weapon Proficiency (elven courtblade), Power Attack
Skills Climb +8 (+6 in armor), Concentration +13 (+17 casting defensively), Decipher script +7, Diplomacy +4, Gather Information +3, Jump +14 (+12 in armor), Knowledge (arcana) +10, Knowledge (nature) +5, Knowledge (religion) +5, Search +5, Sense Motive +5, Spellcraft +12, Swim +8 (+4 in armor)
Possessions +1 courtblade, +1 breastplate, ring of protection +1, headband of Intellect +2, gauntlets of Strength +2, cloak of resistance +1, ring of feather falling, hand of the mage, masterwork dagger, masterwork longbow with 40 arrows, spell component pouch, 51 gp
**********************************************************
Description Vel'a'dren, or Vel to his friends, grew up in Silverymoon. In such a prosperous town with a mix of races, no one looked twice at his heritage and as such, recieved little scorn or pity among his peers. This sort of environment encouraged his study in the Art and sword play, to which he excelled at. With his gaining skills, an elf named Tharimian noticed his potential and started to guide him in the mystic and ancient ways of the Duskblade. As time passed, Vel'a'dren slowly learned about the history of the duskblades and many of their dark deeds during the Crown Wars. At first he was disgusted and appalled, refusing to use his powers and focusing solely on his melee and ranged skills. But, as Silverymoon was drawn into the battles with drow at Mithral Hall, he knew his powers would help save peoples lives and so he used those powers with fervor. Now, hes come to accept what he is and has vowed to use his powers for the greater good and to the protection of ideals and values all free elves and men value.
#197

ianten_silverblade

Feb 13, 2008 8:57:00
Yo Diffan! Here's an unusual request for ya (two monsters [one of which is a very big and somewhat famous ape {^_~}, a type of cultist of the currently dead god Myrkul, and a friar of Kelemvor)

Astra Deva (redone)

Size: Medium Outsider (Angel, Extraplanar, Good)

New Ability Score: Str 26, Dex 22, Con 24, Int 22, Wis 22, Cha 20

Hit Dice: 14d8 + Constitution modifier

New Special Attacks: SEE BELOW

Spell-like Abilities:
At will— aid, continual flame, cure light wounds, detect evil, dispel magic, invisibility (self only), see invisibility; 7/day discern lies, holy smite, remove fear; 5/day remove curse, remove disease; 3/day dispel evil; plane shift; 2/day—blade barrier, heal; 1/day holy aura, holy word; Caster level 12th. The save DCs are Charisma-based.

Stun (Su)
If an astral deva strikes an opponent twice in one round with any weapon it wields (and is proficient with), that creature must succeed on a DC Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Spells
Astral Deva's can cast divine spells as 14th-level clerics. An Astra Deva has access to two of the following domains: Air, Good, Healing, Protection, Strength, Sun, or War (plus any others from it's deity). The save DCs are Wisdom-based.

New Special Qualities: Fast healing 5, regeneration 5, and all the other old Special Qualities of the 3.5 Astra Deva.

New Feat Assortment: Cleave, Flyby Attack, Hover, Power Attack, Wingover

New Equipment: +1 Holy Bastard Sword, +1 Breastplate.
---------------------------------------------------------------------------------------------
Oonga

Type: Male Advanced Dire Ape

Size: Gargantuan Animal

Hit Dice: 36d8+

Special Attacks: Rend

Special Qualities: Fast healing 5, immune to mind-affecting spells and effects, low-light vision, resistance to fire 15, electricity 15, and cold 15, spell resistance 29, scent (also none of those special qualities I posted originally for Oonga [aka Gallop etc])

Must Have Abilities: The regular Dire Ape's Ability Scores improved via the Elite Ability Score Array rules and advanced properly to a Dire Ape of his HD and size.

Must Have Skills: Balance +, Climb +, Hide +, Jump +, Listen +, Move Silently +, Search +, Spot +;

Feats: Awesome Blow, Greater Mighty Roar, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Natural Armor, Improved Natural Attack (bite), Improved Natural Attack (claw), Mighty Roar, Multiattack, Multisnatch, Power Attack, Snatch.
---------------------------------------------------------------------------------------------
Cultist of Myrkul

Race/Class/Prestige Class Human Cleric 6/Wizard (Necromancer) 6/Mystic Theurge 1 of Myrkul

Must Have Feats: Greater Spell Focus (necromancy), Servant of the Fallen (Myrkul), Spell Focus (necromancy), Spell Penetration.
---------------------------------------------------------------------------------------------
Friar of Kelemvor

Race/Class/Prestige Class Human Cleric 7/Hunter of the Dead 3/Doomguide 3 of Kelemvor

Must Have Feats: Extra Turning, Great Fortitude.
#198

manshoon13

Feb 13, 2008 12:07:17
Diffan, I need two characters.

The first is a Drow who uses the shadow weave. Wizard and Shadow Adept? If you got any other ideas, just throw 'em in at will. If you don't mind I would like him to be level 20. His name is Espar Voldurez .

The other is a Sniverfneblin (spelling?!), you know, those gnomes. Anywho, he is a crazy magic wielder. Steer away from the wizard, it's too lawful in my mind. Choose what you will, anything suits me, just try to toss in that crazy thing and I'll be set. Possibly a warlock? I dunno'. His name is Gaurl Urdame.

Thanks a ton.
-Manshoon

P.S. I know, I know, but if you could shoot me a quick email when they are ready I would be greatful---I work and don't always have time to check this site, between gaming sessions and work:

[email]kknowles@securespeed.us[/email]
#199

Diffan

Feb 13, 2008 18:14:38
Yo Diffan! Here's an unusual request for ya:

Ookong

Type: Male Advanced Dire Ape

Hit Dice: 38d10+

Size: Gargantuan

Special Qualities: Darkvision 60 ft., fast healing 5, gallop, immune to mind-affecting spells and abilities, low-light vision, resistance to fire 15, electricity 15, and cold 15, scent, spell resistance 29

Abilities: Str 38, Dex 10, Con 24, Int 8, Wis 12, Cha 10

Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Greater Mighty Roar, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Toughness, Mighty Roar, Multiattack, Power Attack, Snatch

This mighty simian appears to be nothing more than an gargantuan gorilla, with a heavy coat of brownish-black fur and yellow eyes. It's roar is nearly deafening as it pound it's fists against it's chests and tramples the ground.

Constrict (Ex): Oonga deals automatic slam damage with a successful grapple check.

Double Damage against Objects (Ex): If Oonga makes a full attack against an object or structure, he deals double damage.

Improved Grab (Ex): To use this ability, Oonga must hit with his slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict. On a successful grapple check, Oonga deals automatic bite damage.

Rend (Ex): If Oonga hits with both slam attacks, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional d+ points of damage.

Trample (Ex): The save DC is Strength-based.

Gallop (Ex): Oonga can get down on all fours and gallop along at a speed of +10 feet, provided that his hands are free. When running on all fours, Oonga can launch himself into a jump. The jump DCs for both long jumps and high jumps are halved while galloping.

Skills: Oonga has a +8 racial bonus on Climb checks. Oonga can always choose to take 10 on Climb checks, even if rushed or threatened.

Ok, I can have him statted as early as tonight. I'll print out the info and take it to work with me.

Diffan, I need two characters.

The first is a Drow who uses the shadow weave. Wizard and Shadow Adept? If you got any other ideas, just throw 'em in at will. If you don't mind I would like him to be level 20. His name is Espar Voldurez .

The other is a Sniverfneblin (spelling?!), you know, those gnomes. Anywho, he is a crazy magic wielder. Steer away from the wizard, it's too lawful in my mind. Choose what you will, anything suits me, just try to toss in that crazy thing and I'll be set. Possibly a warlock? I dunno'. His name is Gaurl Urdame.

Thanks a ton.
-Manshoon

Ok, I was thinking something like Wizard 5/ shadow adept 10/ archmage 5, though his CR will be 21, if that's ok. I'll start on him tonight along with the Ianten's character. As for the deep gnome, I can go Warlock and maybe multiclass with Sorcerer and then prestige class into the Eldritch Theurge? or straight Warlock. I'm also guessing you want him to be 20th level. I'll try to have him done within the week .
#200

manshoon13

Feb 14, 2008 13:48:28
Thanks a lot. Yeah, whatever you come up with is fine.

Thanks again.
-Manshoon
#201

ianten_silverblade

Feb 15, 2008 23:59:05
Diffan. Please look back to my post above. I've made SEVERE CHANGES. Please take them as my new request. I'm terribly sorry if you've already done that previous version of Oonga. Please accept my apologies if you have.
#202

Diffan

Feb 17, 2008 20:10:54
Diffan. Please look back to my post above. I've made SEVERE CHANGES. Please take them as my new request. I'm terribly sorry if you've already done that previous version of Oonga. Please accept my apologies if you have.

Hey, I saw the changes and I'll make them to Oonga (shouldn't be a problem). As for the other characters, I can possibly get the Cultist and Friar done tonight. I'm assuming the Cultist is a specialtist wizard and so I'll use the suggestions in Complete Mage as to which schools to prohibit.

For Manshoon13, I have your character done. Here he is:

Show

Espar Voldurez; CR 21
Male drow wizard 5/ shadow adept 10/ archmage 5
NE medium humanoid (elf)
Init +10; Senses darkvision 120 ft.; Listen +5, Spot +5
Languages Abyssal, Common, Draconic, Elven, Goblin, Undercommon
**********************************************************
AC 27, touch 19, flat-footed 23
(+8 armor, +4 Dex, +5 deflection)
hp 91 (20 HD)
Immune magical sleep effects
Resist 50% chance miss; SR 31
Fort +12, Ref +14, Will +23 (+28 against enchantments, +3 to all saves against illusion and necromancy)
**********************************************************
Speed 30 ft. (6 squares)
Melee mwk quarterstaff +10/+5 (1d6/x2)
Melee +1 dagger +10/+5 (1d4+1/19-20)
Ranged mwk hand crossbow +14/+9 (1d4 plus drow poison/19-20)
Base Atk +9; Grp +9
Atk Options Storm Bolt
Combat Gear metamagic rod of quicken [lesser], wand of searing light (CL 6th; 50 charges), 5 doses of drow poison
Special Actions greater shield of shadows 21 rounds/day (+4 shield, 20% miss chance, absorbs magic missile, SR 21)
Wizard Spells Prepared (CL 21st; 20th for evocation and conjuration spells):
9th-absorptionSC, time stop, wish
8th-charm person [mass] (DC 28), horrid wilting (DC 28), lightning ring (DC 26), scintillating pattern
7th-finger of death (DC 27), greater teleport, reverse gravity, spell turning
6th-chain lightning (DC 24), greater dispel magic, tenser's transformation, wall of iron
5th-break enchantment, magic jar (DC 25), prying eyes
4th-dimensional door, greater invisibility, polymorph, shadow wellSC (DC 24), spell enhancerSC, stone skin
3rd-clairaudience/clairvoyance, fly, lightning bolt (DC 21), ray of dizzinessSC (+13 ranged touch), ray of exhaustion (+13 ranged touch; DC 23), reverse arrows
2nd-blindness/deafness (DC 22), dimension hopPH2, mirror image, scorching ray (+13 ranged touch), touch of idiocy (+9 melee touch), web (DC 20)
1st-magic missile (2), nerveskitterSC, obscuring mist, persistant blade, ray of clumsiness (+13 ranged touch)
0-detect magic, mage hand, message, read magic
Spell-Like Abilities (CL 20th):
1/day-dancing light, faerie fire, shadow walk (CL 10th)
3/day-avascular mass (DC 28), darkness
**********************************************************
Abilites Str 11, Dex 18, Con 15, Int 27, Wis 16, Cha 16
SQ arcane fire, detect secret or concealed doors, mastery of counter-spelling, mastery of shaping, shadow double 1/day, spell power +1
Feats Extend SpellB, Improved Initiative, Insidious MagicB, Instinctive DarknessDotU, Pernicious MagicB, Shadow Weave Magic, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (necromancy), Storm Bolt, Tenacious MagicB
Skills Bluff +9, Concentration +18, Craft (alchemy) +17, Craft (any) +14, Craft (poison making) +20, Decipher Script +15, Disguise +8, Hide +14, Knowledge (arcana) +21, Knowledge (dungeoneering) +17, Knowledge (nature) +13, Knowledge (the planes) +14, Knowledge (local Underdark) +18, Profession (any) +10, Search +15, Spellcraft +34
Possessions combat gear plus +1 dagger, rune-staff of power, amulet of the planes, headband of Intellect +4, vest of resistance +5, robe of stars, bracers of armor +8, casting gloves, cloak of major displacement, ring of major spell-storing, ring of protection +5, boots of teleportation, belt of battle, pearl of power (2nd), masterwork hand crossbow, spell component pouch, spell book
Spellbook: Espar has extended knowledge of spells, having all the spells from the Player's Handbook known as well as most enchantment, illusion, and necromancy spells from the Spell Compendium
**********************************************************
Arcane Fire (Su): Espar has the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (600 feet) that deals 5d6 points of damage plus 1d6 points of damage per level of the spell used to create the effect.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Espar for 1 round. In addition, he takes a -1 penalty on all attack rolls, saves, and checks when operating in bright light.
Mastery of Counterspelling: When Espar counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
Mastery of Shaping: Espar can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Shadow Double (Su): Once per day, Espar can use a standard action to create a double of himself woven from shadowstuff. The double has the ability scores, base AC, hit points, saves, and attack bonuses of Espar, but no equipment. The double can attack his enemies if given a weapon to do so. Furthermore, it can function as the target of a project image spell, duplicating Espar’s actions and functioning as the originator of his spells when it is within his direct line of sight. Mentally commanding the double is a free action. This duration lasts 21 rounds even if Espar dies.
Shadow Defense (Ex): Espar gains a +3 profane bonus to saves against enchantments, illusion, and necromancy spells, as well as spells with the darkness descriptor.
Shield of Shadow (Ex): As a standard action, Espar can surround himself with a globe of purple-black force, which functions like a shield spell, granting him a +4 shield bonus to AC and absorbing magic missiles. In addition, it provides concealment (20% chance miss) against melee and ranged attacks, grants him spell resistance 22, and can be used up to 21 rounds per day. This duration need not be consecutive and disarming the shield is a standard action.
#203

ianten_silverblade

Feb 17, 2008 22:21:29
Yay! Yes the cultist is a cleric and also a wizard specialized in Necromancy. On top of that the cultist has one level of mystic theurge. Um, do you have a problem doing my Astral Deva revision? If so, lemme know kays?
#204

Diffan

Feb 18, 2008 6:55:56
Yay! Yes the cultist is a cleric and also a wizard specialized in Necromancy. On top of that the cultist has one level of mystic theurge. Um, do you have a problem doing my Astral Deva revision? If so, lemme know kays?

No, the Deva shouldn't be a problem. One question though, will the deva have the domain powers along with the spells?
#205

ianten_silverblade

Feb 18, 2008 7:16:49
No.
#206

bladedancer

Feb 18, 2008 9:06:15
Heya, Diffan First up thanks for the two npc's you did prior for me now I was wondering if you could make me a 6th level bard or bard/swashbuckler combo any race will do he is the herald of his lord the Knight Evan Wraithen also 6th level. I would like it if you could have the two play off each other if could reflect that in there feats etc. Full PC wealth is fine.

Thanks in Advance
#207

Diffan

Feb 18, 2008 9:26:05
Heya, Diffan First up thanks for the two npc's you did prior for me now I was wondering if you could make me a 6th level bard or bard/swashbuckler combo any race will do he is the herald of his lord the Knight Evan Wraithen also 6th level. I would like it if you could have the two play off each other if could reflect that in there feats etc. Full PC wealth is fine.

Thanks in Advance

Sure, I can do that. Sir Evan will then have the Knight base class from the Player's Handbook 2 then?
#208

bladedancer

Feb 18, 2008 10:46:07
Aye
#209

Diffan

Feb 20, 2008 20:56:35
Hey everyone,

It's taking me some time to do the requested characters, so while those are getting done i've posted another character of mine along with his Organization. I used the rules/guides from the PH2 for organizations and this one is called The Radiant Crusade. Enjoy!

The Radiant Crusade

Symbol: The symbol of the Radiant Crusade is a brilliant golden sun on a scarlet field.
Backround, Goals, and Dreams: The Radiant Crusade is a militaristic, armored organization dedicated to stamping out undead from the face of Faerun. The crusader Tarious Lydamar founded the Radiant Crusade in 1361 (Year of Maidens) with the hopes of doing good deeds, healing the sick, giving alms to the poor, and destroying undead. Fairly new to Faerun, the Radiant Crusade has started to make a name for itself as the bane of undeath. As with most Lathanderite orders and companies, ensuring the well being of it's members as well as all people who live in the surrounding areas is one of their goals, just not the first. Because Radiant Crusaders often strike out into dangerous places such as haunted woods and cemeteries in search of undead, they are less likely to work in villages or towns for lenghty periods.
Members: The Radiant Crusade looks kindly on all like minded races, and it's members welcome all equally. Most classes within the Crusade are clerics, crusadersToB, fighters, knightsPH2, and paladins. Other classes such as the ranger might find this organization useful if his favored enemy is undead and the Crusade's militaristic aspects appeal to the scoutCAd as well. Arcane casters are also welcome into the Crusade's roster, namely warmagesCA and wizards. The former brings a host of arcane artillery and the fact that they can use armor makes them less vulnerable while the latter is a wellspring of information about such creatures and their habits plus their plethora of utility spells can make a big difference on any battlefield.
Enemies and Allies: With the work of Dawnlord Tarious, they have gained potent allies such as the Order of Aster, the Champions Vigilant, and the Knights of the Eternal Order along with other good-aligned churches.
The Crusade's first and foremost enemies are the undead (archliches/baelnorn excluded). Other enemies include evil-aligned churches such as the church of Bane, Cyric, Shar, and Talos. The church of Velsharoon however is far more vile to the Crusade because of what it represents and it's clergy are always attacked on sight. Evil organizations such as the Zhentarim, the Red Wizards of Thay, and espically the Cult of the Dragon are forefront on their list of enemies.
Scale 10 (regional)
Affiliation Score Criteria: Organization membership is open to anyone, although most are required to perform some sort of task appropriate to their rank and abilities to demonstrate their commitment and zeal to destroying undead.
[b]Criterion / Affilitation Score Modifier[/b]<br /> [i]One-Time[/i]<br /> Chracter level [b]/[/b] +1/2 PC's level<br /> Knowledge (religion) 5-9 ranks [b]/[/b] +1<br /> Knowledge (religion) 10 or more ranks [b]/[/b] +2<br /> Heal 5-9 ranks [b]/[/b] +1<br /> Heal 10 or more ranks [b]/[/b] +2<br /> Can cast [i]Heal[/i] [b]/[/b] +3<br /> Can cast [i]Undeath to Death[/i] [b]/[/b] +5<br /> Has been undead [b]/[/b] -8<br /> <br /> [i]Multipul Use[/i]<br /> Destroys a CR 8 or higher undead creature* [b]/[/b] +1/4 creatures CR<br /> Undertakes a mission to hunt undead* [b]/[/b] +1<br /> Razes the stronghold of an undead creature* [b]/[/b] +8<br /> Brings a dead creature back to life with <br /> [i]raise dead or similar magic[/i] [b]/[/b] +2<br /> Aids the less fortunate with own funds [b]/[/b] +1/500 gp expended<br /> Converts a new member [b]/[/b] +1<br /> Associates with undead [b]/[/b] -4<br /> Associates with evil outsiders [b]/[/b] -2<br /> Casts [i]animate dead or summon undead[/i] [b]/[/b] -4<br /> Acts against alignment [b]/[/b] -10<br /> *Stacks with other mission criteria.
#210

bladedancer

Feb 21, 2008 8:24:38
Kick ass as usual! I approve sir keep up the excellent work!
#211

Diffan

Feb 21, 2008 8:51:41
Hey,

Finished 3 of Ianten's characters last night at work. Still working on Oonga and I'll start on Bladedancer's bard/knight combo tonight.

1st up:
Show

Friar of Kelemvore; CR 13
Male human cleric 7 (Kelemvore)/ doomguideF&P 3/ hunter of the deadCW 3
LN medium humanoid (human)
Init +1; Senses Listen +5, Spot +5
Aura lawful (moderate)
Languages Celestial, Common
**********************************************************
AC 27, touch 13, flat-footed 26
(+11 armor, +1 Dex, +3 shield, +2 deflection)
hp 63 (13 HD)
Fort +12, Ref +5, Will +15 (+6 to saves against spells and effects from undead)
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +2 undead bane bastardsword +14/+9 (1d10+4 plus 2d6 to undead/19-20)
Ranged heavy crossbow +13 (1d10/19-20)
Base Atk +10; Grp +12
Atk Options Improved Turning, death touch 1/day (+12 melee touch; 7d6), smite undead 3/day (+6 attack, +3 damage)
Special Actions rite of the passing 3/day, turn undead 11/day (+9, 2d6+11; 10th)
Combat Gear wand of cure light wounds (50 charges), potion of cure moderate wounds
Cleric Spells Prepared (CL 10th; 11th for abjuration [*] spells)
5th-raise dead, righteous wrath of the faithfulSC, slay living (DC 21), spell resistance*
4th-death ward*D, divine power, restoration, delay death, recitationSC
3rd-daylight, prayer, searing light (+11 ranged touch), speak with deadD
2nd-auguryD, consecrate, darkway, ghost touch armor*, shield other, spiritual weapon, protection from negative energy*
1st-bane (DC 17)command (DC 17), divine favor, hide from undead, nimbus of light (+11 ranged touch), sign, true strikeD
0-create water, detect magic, light (2), purify food and drink, read magic
D: Domain Spell. Domains: Fate, Repose
Hunter of the Dead Spells Prepared (CL 3rd):
2nd-bulls strength, remove paralysis
1st-magic stone, magic weapon, remove fear
Spell-Like Ability (CL 13th):
At will-detect undead
**********************************************************
Abilities Str 15, Dex 12, Con 13, Int 12, Wis 22, Cha 18
SQ converse with the dead 3/day
Feats Disciple of the SunCD, Extra SmiteCW, Extra TurningB, Exotic Weapon Proficiency (bastard sword), Great Fortitude, Improved Turning, Quicken TurningB, Sacred VengeanceCW, Sacred Vitality
Skills Concentration +13, Craft (any) +7, Diplomacy +11, Heal +12, Knowledge (arcana) +6, Knowledge (nature) +4, Knowledge (religion) +9, Knowledge (the planes) +5, Profession (any) +9, Spellcraft +10, Search +4
Possessions combat gear plus Lay to Rest (+2 undead bane bastardsword), +3 full plate, +1 shield of daylight, periapt of Wisdom +4, ring of protection +2, gloves of Dexterity +2, cloak of Charisma +2, vest of resistance +1, heavy crossbow, quiver with 20 bolts and 10 silver bolts.
**********************************************************
Converse with Dead (Ex): The friar can coax additional information from corpses when using the speak with dead spell. He may ask one question per caster level.
Detect Undead (Sp): Detect undead at will, as the spell
Rite of the Passing (Su): As a standard action, the friar can touch a corpse to protect it from those who would seek to animate it. The dead creature may not be animated in any way except by the direct intervention of a deity. Creatures with four or more HD than the friar are immune to this ritual. He may use this ability three times per day
Smite Undead (Su): Three times per day, the friar can attempt to smite undead with one normal melee attack. He adds +6 to his attack roll and deals an extra 3 points of damage.
#212

Diffan

Feb 21, 2008 9:18:19
Kick ass as usual! I approve sir keep up the excellent work!

Thank you. I appreciate that alot.
#213

ianten_silverblade

Feb 21, 2008 21:54:30
Thanks Diffan! Your da mastercrafter of NPC's! ^_~

Here's another one for ya (a Disciple of the Archomental Princess of Good Earth Elementals, Sunnis):

Disciple of SunnisMale Human Knight 3/Warmage 3/Cleric 3/Mystic Theurge 5/Elemental Savant 3/Elemental Warrior 3 of Sunnis

Must Have Feats: Energy Substitution (acid), Battlecaster.
#214

da3mon

Feb 22, 2008 1:09:36
You are great.

Can I ask for your help on a quest? If yes could you please do:

A "high priest" of chauntea, I am unfamiliar with any kind of prestige class one like this would take, witch is why I need your help ^^. Make it a male from Rashemen, lvl 17 would be great and have fun with it if you can!

And then I would need a NPC that would rely a lot on feats/classes from the vile darkness he would be a "chief" summoner for a underground church of devil summoners. Trying to open a portal is their thing.

With 3 different followers (one been mage type, one divine and one fighter.).

Use half-fiend template on the "chief summoner", CR of 20 including the template, LE using rashemen human has base race. Most levels in a arcane class leading to a arcane prestige class and at least 2 levels in fighter, he will be using a "Mace of blood" a cursed item found in the DM guide (he has succeeded every rolls for becoming chaotic evil up to now and also you don't need to count the cost of this weapon, he may have other weapons on him), I only added the "unholy" abiliti to the mace. He has read a "book of vile darkness" minor artifact found in the DM guide.

The followers are each lvl 4, LE, do the races has you want.

Use ANYTHING you find interesting in the vile darkness and I mean everything surprise my players ^^.

BTW I give a divine rank to the arcdevils so they grant divine spell (for the priest NPCs).

The devil-god they worship is asmodeus (what a surprise -_-)


If you need help on something or if I misstyped any info just say it!!
And sorry for the poor english im french ^^.
#215

Diffan

Feb 22, 2008 8:01:07
Hey,

Ok 1st up is Bladedancer's two characters:

Show

Sir Evan Wraithen; CR 6
Male Tethyrian knightPH2 6
LG medium humanoid (human)
Init +1; Senses Listen +2, Spot +2
Languages Chondathan, Common
**********************************************************
AC 24, touch 12, flat-footed 23; shield block +1
(+9 armor, +1 Dex, +3 shield, +1 deflection)
hp 91 (6 HD)
Fort +5, Ref +3, Will +7
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 lance +12/+7 (1d8+5/x3) or
Melee mwk longsword +11/+6 (1d8+4/19-20)
Ranged shortbow +7/+2 (1d6/x3)
Base Atk +6; Grp +10
Atk Options Power Attack, fighting challenge +1, test of mettle (DC 17)
Combat Gear 2 potions of cure light wounds, potion of bless weapon, potion of bull's strength, potion of protection from arrows 10/magic
**********************************************************
Abilities Str 18, Dex 12, Con 16, Int 11, Wis 14, Cha 18
SQ armor mastery (medium), knight's challenge 7/day, knight's code, shield ally, vigilant defender
Feats Lunging StrikePH2, Mounted CombatB, Power Attack, Ride-by-AttackB, Short HaftPH2, Weapon Focus (lance)
Skills Climb +7 (+1 in armor), Handle Animal +10, Intimidate +9, Jump +7 (+1 in armor), Knowledge (nobility/royalty) +4, Ride +12, Swim +5 (-7 in armor)
Possessions combat gear plus +1 full plate, +1 heavy steel shield, +1 lance, cloak of Charisma +2, ring of protection +1, masterwork longsword, shortbow, quiver with 20 arrows
**********************************************************
Armor Mastery (Ex): Sir Evan can ignore the standard speed restriction for wearing medium armor
Bulwark of Defense (Ex): When an opponent starts his/her turn in an area Sir Evan threatens, he/she treats that area as difficult terrain.
Fighting Challenge (Ex): As a swift action, Sir Evan can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater or equal to his level minus 2. If the target meets those requirements, Sir Evan gains a +1 moral bonus on Will saves, attacks, and damage rolls for seven rounds against that opponent.
Knight’s Challenge: Sir Evan can issue a fighting challenge or test of mettle seven times per day.
Knight’s Code: Sir Evan does not gain bonuses when flanking, never strikes a flat-footed opponent, and never deals lethal damage to a helpless foe. If he violates this code, he looses one of his knight’s challenges for the day, (if he has none, then he takes a -2 on attack rolls and saves for the rest of the day.)
Shield Ally (Ex): As and immediate action, Sir Evan can opt to absorb physical damge to an adjacent ally. Each time this ally takes damage, Sir Evan takes have on his turn and only physical attacks such as a melee or ranged attack can be affected by this ability.
Shield Block (Ex): During his action, Sir Evan can designate a single opponent as the target of this ability and gain a +1 shield bonus against that opponent.
Test of Mettle (Ex): As a swift action, Sir Evan can expend one of his knight’s challenge ability to cause all enemies within 100 ft. with a CR greater than or equal to his level minus 2 to make a Will save DC 16. If they fail, they are forced to attack him with their melee, ranged, or spell attacks in preference over other targets.
Vigilant Defender (Ex): If an opponent tries to tumble through a square Sir Evan threatens or his space without an attack of opportunity, the DC increases by 5.
#216

da3mon

Feb 22, 2008 13:42:49
For the Cleric of Chauntea, I was thinking of the Holt Warden from Complete Champion. It fits pretty well with the nature/earth style and is a pretty good class for clerics. It gives a character Nature Sense, Plant affinity, communion with the earth, woodland stride, venom immunity, etc...a good class Oui? I will look into other sourcs to see if there are any Chauntea specific classes out there though.

I just looked at Holt warden and oui it is a good class! Otherwise if you find anything that seems more appealing at the moment you are doing the NPC, just do it!

As for the half-fiend, i'll think of a build and run it past you first before I go ahead and do it. I'll have to look into sources, but what first came to mind is the Thaumaturge from the DMG. It's a good summoning class and might fit well.

Pair it up with some vile darkness feats and it can be perfect!

Thanks a bunch, really appreciate the help
#217

ianten_silverblade

Feb 22, 2008 15:41:59
Thanks for the compliment.

Your welcomes. ^_^

The character should be pretty easy, though what book is the Elemental Warrior found in?

The Planar Handbook I believe. It's a prestige class found next to the Astral Dancer. Naturally this guy is gonna go with Earth.

And, where exactly can I find the Sunnis Race?

Sunnis isn't a race. She's an Archomental, a sort of quasi-demigod (like the Lords of the Nine somewhat) only she's the patron of good aligned earth elemental creatures. As for what domains the disciple will have by worshiping her, I'll go with Good and Earth. ^_^

Oonga is taking a little more time. I'm bad with increasing HD for animals, so bear with me.

Oonga forgives you but you must hurry as he has female amazon princess sacrifices to deal with. ^_~
#218

lord_karsus

Feb 24, 2008 22:50:33
-Diffan, whenever you get the time, I have another request. I'd like you to stat out Nakiasha, Amlauril's teacher while she was a student at the Towers of the Sun and Moon. Here's some of the basics:

Race: Wood Elf
Classes: Wizard 13 / Archmage 5
Templates: Chosen of the Seldarine (The stats for Amlauril have the template)
Feats: Nothing specific*
Skills: Nothing specific*
Items: Nothing specific*

* Note that Nakiasha has been settled down on Evermeet for a long time, and has been a teacher at the Towers of the Sun and Moon for a long time. As such, her skills, feats and items shouldn't be...'optimum'/'prime' for combat, if you know what I mean.

-As always, there is no rush.
#219

bladedancer

Feb 25, 2008 13:38:45
Once again thank you for the npc's wonderful job as always. The rogue levels will work very well and add a twist I hadn't thought about. Thanks again!
#220

Diffan

Feb 25, 2008 15:30:50
-Diffan, whenever you get the time, I have another request. I'd like you to stat out Nakiasha, Amlauril's teacher while she was a student at the Towers of the Sun and Moon. Here's some of the basics:

Race: Wood Elf
Classes: Wizard 13 / Archmage 5
Templates: Chosen of the Seldarine (The stats for Amlauril have the template)
Feats: Nothing specific*
Skills: Nothing specific*
Items: Nothing specific*

* Note that Nakiasha has been settled down on Evermeet for a long time, and has been a teacher at the Towers of the Sun and Moon for a long time. As such, her skills, feats and items shouldn't be...'optimum'/'prime' for combat, if you know what I mean.

-As always, there is no rush.

Cool, when I finish with Ianten's ape and Da3mon's charcters, that's next on the list. It's been busy the past few days and i have to, yet again, extend our Us in the Realms campaign while my friends decide who's going to DM next . It's not that I mind DM'ing, but when you do it alot it does tend to get bothersome. lol, maybe i'll try to kill them this week :D

Once again thank you for the npc's wonderful job as always. The rogue levels will work very well and add a twist I hadn't thought about. Thanks again!

Thanks, I'm glad you like them.
#221

lord_karsus

Feb 25, 2008 16:18:22
Cool, when I finish with Ianten's ape and Da3mon's charcters, that's next on the list. It's been busy the past few days and i have to, yet again, extend our Us in the Realms campaign while my friends decide who's going to DM next . It's not that I mind DM'ing, but when you do it alot it does tend to get bothersome. lol, maybe i'll try to kill them this week :D

-Sit on it as long as you need to.
#222

ianten_silverblade

Feb 29, 2008 0:29:11
Yo Diffan! Not to overload you with work or anything like but when your done with Oonga and the male human Disciple of Sunnis and after you've rested well and good I'd like it if you could make the following changes to the Astral Deva ya did for me as well as remake Planetar to what I have below:

Name: Astra Deva (redone)

New Size/Type/Subtype: Medium Outsider (Angel, Extraplanar, Good)

New Hit Dice: 15d8+Con mod

New Abilities: Str 32, Dex 26, Con 26, Int 22, Wis 22, Cha 24

New Feat Assortment: Cleave, Flyby Attack, Great Cleave, Hover, Improved Initiative, Power Attack

New Special Attack Assortment: Spell-like abilities (see below), stun (see below), spells (see below).

New Assortment of Spell-like Abilities: At will—aid, continual flame, cure light wounds, dispel magic, invisibility (self only), lesser restoration, speak with dead; 7/day—holy smite, remove fear; 5/day—remove curse, remove disease; 3/day—dispel evil, plane shift; 2/day—blade barrier, heal; 1/day—holy aura, holy word; Caster level 12th. The save DCs are Charisma-based.

Stun (Su): If an astral deva strikes an opponent twice in one round with ANY WEAPON IT WIELDS AND IS PROFICIENT WITH, that creature must succeed on a DC Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Spells: Astral Deva's can cast divine spells as 14th-level clerics. An Astra Deva has access to two of the following domains: Air, Good, Healing, Protection, Strength, Sun, or War (plus any others from it's deity). The save DCs are Wisdom-based.

New Special Quality Assortment: Change shape, damage reduction 5/evil, darkvision 60 ft., fast healing 5, low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 5, resistance to electricity 5 and fire 5, spell resistance 25, tongues, uncanny dodge

The following abilities are always active on the astral deva's person, as the spells (caster level 14th): detect evil, detect snares and pits, discern lies (DC), see invisibility, and true seeing. They can be dispelled, but the astral deva can reactivate them as a free action.
------------------------------------------------------------------------------------------
Name: Planetar (redone)

New Hit Dice: 18d8+Con mod

New Size/Type/Subtype: Large Outsider (Angel, Extraplanar, Good)

New Abilities: Str 38, Dex 28, Con 28, Int 26, Wis 26, Cha 26

New Feat Assortment: Cleave, Flyby Attack, Great Cleave, Hover, Improved Initiative, Power Attack, Quicken Spell-Like Ability (holy smite)

Special Attacks: Spell-like Abilities (see below), Spells (see below).

New Assortment of Spell-like Abilities: At will—aid, continual flame, cure light wounds, detect magic, holy smite, invisibility (self only), lesser restoration, speak with dead; 7/day—dispel magic, remove curse, remove disease, move fear; 5/day—flame strike, plane shift, raise dead, waves of fatigue; 3/day—blade barrier, greater restoration; 1/day—earthquake. firestorm, mass charm monster, power word stun, waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.

Spells: Planetars can cast spells as a 17th level cleric. A planetar has access to two of the following domains (pick two): Air, Good, Healing, Protection, Strength, Sun, War, or any others from it's deity.The save DCs are Wisdom-based.

Special Qualities: Aura of righteousness (see below), change shape, damage reduction 10/evil, darkvision 60 ft., fast healing 10, low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues

Aura of Righteousness (Su): All good aligned creatures within 120 feet except the Planetar gain a +4 sacred bonus on attack and damage rolls against evil aligned creatures and a +4 morale bonus on saving throws against fear effects. The Planetar can call or dismiss this ability as a free action.

The following abilities are always active on the planetar’s person, as the spells (caster level 17th): detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.

New Equipment: +3 Holy Great Sword, +3 Breastplate.
#223

Diffan

Feb 29, 2008 15:11:13
Sure, I'll see what I can do. I'm sorta taking a week off from NPC creation. Rest assured, monday morning I should have some of the above mentioned characters done.
#224

ianten_silverblade

Mar 02, 2008 19:31:08
Cool. I look forward too it. ^_~

Crap though. I forgot to mention that the Astral Deva's equipment is changed as well.

The Astral Deva now wields a +1 holy longsword and is equipped with a +1 breastplate.
#225

ianten_silverblade

Mar 05, 2008 21:21:31
Um, you still alive dude?
#226

lord_karsus

Mar 06, 2008 5:47:05
Um, you still alive dude?

-He said he's taking some time off. Stop being so annoying. He'll be back when he comes back.
#227

ianten_silverblade

Mar 06, 2008 6:56:02
Screw you. I'm just a bit confused as he said come MONDAY MORNING he'd have something for me. Well Monday is two days ago. So I'm hoping something BAD DIDN'T HAPPEN to him!
#228

lord_karsus

Mar 06, 2008 7:01:54
Screw you. I'm just a bit confused as he said come MONDAY MORNING he'd have something for me. Well Monday is two days ago. So I'm hoping something BAD DIDN'T HAPPEN to him!

-And, he didn't. When he comes back, he will. If the NPCs in question are so important, that you need them ASAP, just make them up yourself.
#229

sickboyfrank

Mar 06, 2008 10:33:49
Hi man, First of all..Wow and thanks for all the work you do.

I would like to ask you 3 NPC's

I'm DM,ing a game in the unnaprochable east and eventually sending my guys against the rotting man and his minnions. I need 3 blightlords. with these corresponding CR's (they can be a bit higher)

1-CR8 Half-elven druid that turned blightlord. Armed with a nasty Glaive

2-CR12 vampire Blightlord (with fighter levels) specialised in greatsword

3-CR15 Blightlord with some levels (3 or 4) in the class Oozemaster found in the "masters of the wils guidebook).
If possible Sorcerer/blightlord/Oozemaster

Thx in advance if you want more info contact me.
#230

Diffan

Mar 06, 2008 10:56:28
Hey all,

I've not posted for a while cuz things have come up at work and i've not had the time there to do as many requests as I would like. If I could devote a couple of uninterrupted hours at work to do them, God knows I would. But work really isn't the best place to make NPCs for DnD and I'm also married and you can guess how much time THAT takes up ;). I did stat Da3mon's two big characters and i'll post them below.

Show

High Priest of Chauntea; CR 17
Male Rashemi cleric 7 (Chauntea)/ holt warden 10
NG medium humanoid (human)
Init +1; Senses Listen +8, Spot +8
Aura good (moderate)
Languages Common, Rashemi, Sylvan
**********************************************************
AC 31, touch 16, flat-footed 30
(+10 armor, +1 Dex, +5 shield, +5 deflection)
hp 128 (17 HD)
Immune poison
Fort +17, Ref +8, Will +22
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.; woodland stride
Melee +5 holy heavy mace +20/+15/+10 (1d8+8/x3 plus 2d6 against evil)
Ranged mwk light crossbow +14 (1d8/19-20)
Base Atk +12; Grp +15
Special Actions rebuke plants 7/day (+6, 2d6+21; 17th), turn undead 5/day (+6, 2d6+11; 7th), plant devotion 4/day, web of life 1/day
Combat Gear metamagic rod of extend, wand of cure moderate wounds (50 charges)
Cleric Spells Prepared (CL 17th):
9th-miracle, shamblerD
8th-antimagic field, earthquake, polymorph any objectD, summon monster VIII
7th-animate plantsD, control weather, greater restoration, mass cure serious wounds, summon monster VII
6th-banishment, heal, hereo's feastD, planar ally, righteous wrath of the faithfulSC, word of recall
5th-break enchantment, commune, flame strike (DC 23), recitationSC, righteous might, wall of thornsD
4th-air walk, cure critical wounds, poison (+15 melee touch, DC 22), reincarnateD, repel vermin, restoration, summon monster IV
3rd-bestow curse (+15 melee touch, DC 21), cure serious wounds, dispel magic, invisibility purge, plant growthD, prayer, remove disease
2nd-aid, augury, barkskinD, bull's strength, cure moderate wounds (2), remove paralysis, summon monster II
1st-bless, charm personD (DC 19), cure light wounds (2), entropic shield, obscuring mist, protection from evil, remove fear
0-create water, detect magic, detect poison, light, purify food and drink, read magic
D: Domain spell. Domains: Plant, Renewal
**********************************************************
Abilities Str 16, Dex 12, Con 16, Int 12, Wis 26, Cha 18
SQ earth's communion 4/day, nature sense, plant affinity, timeless body, trackless step, whispers of the forest 4/day
Feats Augment Summoning, Divine Metamagic (Quicken Spell), Extra Turning, Plant Devotion, Quicken Spell, Spell Focus (conjuration), Summon ElementalCM
Skills Concentration +12, Craft (alchemy) +8, Diplomacy +8, Handle Animal +8, Heal +12, Hide +7 (+3 in armor), Knowledge (arcana) +3, Knowledge (nature) +11, Knowledge (religion) +6, Move Silently +7 (+3 in armor), Spellcraft +12, Survival +15 (+17 above ground)
Possessions Dragon Plate (+5 green dragonhide breastplate of improved acid resistance), +3 animated heavy darkwood shield, Verdant Force (+5 holy heavy mace), ring of protection +5, ring of evasion, periapt of Wisdom +6, vest of resistance +2, cloak of Charisma +2, boots of speed
#231

da3mon

Mar 07, 2008 21:59:46
Thank you so much these chars are great and I really mean it!

*Note: I can add the ability descriptions later if you want, but i'm pressed for time and didn't add them. Let me know if you want them or not.

No need for that ^^


*Note: I've yet to include his Imp familiar, and i'll do that as soo as it's statted.
I will try to get the level 4 charcters done as soon as possible, and if this is holding back your game in any way, let me know and i'll see if I can't speed it up a bit.

oki you can take another week if you need to for the 4th levels char and the imp, I only need the druid for some time ^^.





It has been really busy this week and this is Da3mon's first time requesting anything. Hence why his was (well sorta) done first. I really am trying to work hard to get these done but life isn't always gracious with it's time.

Again thx a bunch your characters are great!
#232

ianten_silverblade

Mar 15, 2008 13:33:44
My apologies. Really was not trying to be annoying. I completely understand and hear ya Diffan. Work and being in a relationship can make roleplaying hard, er, the table top roleplaying anyways (I won't mention other kinds of roleplaying you can possibly do ^_~).
#233

dspayre

Mar 17, 2008 9:39:34
I know your busy but I wonder if you could get these characters done:

Sidious- Half yuanti/half dragon (green) cleric of Tiamat 20

Onyx the Shadowsphere - (beholder with the shadow template) beholder mage lvl?and shadow adept lvl 7
Not sure if it's even possible

Cyndre - Human Cleric of Kossuth 13/ fiendbinder 10

Thanks in advance
#234

Diffan

Mar 17, 2008 10:05:33
Hey all,

Starting Tuesday night I'm going to roll through some of these requests. I'll see how many I can get done before the week is out and i'm going to write below the order in which they're going to be done:

(already done, but need to put on the Comp)-Da3mon's 3 NPC's and the guys familiar

2nd-Iantan's Astral Deva, Planetar, and Oonga

3rd-LK's Nakiasha

4th-sickboyfrank's characters

5th-DSPAYRE's characters

It's going to take some time to write them up at work and sometimes I can only get 1 or 2 a night. Hopefully by this time next week I can get almost caught up. Hope that helps shed some light on stuff !
#235

vhurka

Mar 22, 2008 15:29:30
HUZZAH FOR AN FR NPC GENERATOR!!
I desperately need help with a CE 26th level cleric with the fire and destruction domains (don't ask, it's for a Maztica thing). I'm starting the campaign in two weeks, so speed would be appreciated. Thanks!
#236

Diffan

Mar 27, 2008 7:50:07
Hey all,

Ok, i'm just cutting straight to the chase

For Da3mon:
Show

Imp (wizards familiar); CR -
LE tiny outsider (Evil, Extraplanar, Lawful)
Init +3; Senses darkvision 60 ft., Listen +7, Spot +7
Languages Common, empathic link, infernal
**********************************************************
AC 20, touch 15, flat-footed 17
(+2 size, +3 Dex, +5 natural)
hp 53
Immune poison; SR 20
Resist fire 5; DR 5/good and silver
Fort +8, Ref +6, Will +18
**********************************************************
Speed 20 ft. (4 squares); fly 50 ft. (good)
Melee sting +14 (1d4+poison)
Space/Reach 2-1/2 ft./0 ft.
Spell-Like Abilities (CL 6th):
At will-detect good, detect magic, invisibility (self only)
1/day-suggestion (DC 15)
**********************************************************
Abilities Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
SQ alternate form, deliver touch attacks, fast healing 2, improved evasion, share spells
Feats Alertness, Dodge, Weapo Finesse
Skills Diplomacy +8, Hide +17, Knowledge (the planes) +6, Move Silently +9, Search +6, Spellcraft +6, Survival +1 (+3 following tracks)
**********************************************************
Alternate Form (Su): An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
#237

Diffan

Mar 27, 2008 8:48:33
Batch #2

For Ianten:

Astral Deva
Show

Astral Deva; CR 16
Any Good medium outsider (Angel, Extraplanar, Good)
Init +12; Senses darkvision 60 ft., low-light vision; Listen +26, Spot +26; see invisibility, true seeing
Languages special
**********************************************************
AC 33, touch 18, flat-footed 25
(+8 Dex, +15 natural)
hp 184 (15 HD)
Immune acid, cold, petrification
Resist electricity 10, fire 10; DR 10/evil
Fort +17 (+21 against poison), Ref +17, Will +15
SR 25
**********************************************************
Speed 50 ft. (10 squares); fly 100 ft. (good)
Melee +3 holy bastardsword +29/+24/+19 (1d10+19/19-20 plus 2d6 against evil and stun) or
Melee slam +26/+21/+16 (1d8+16/x2)
Base Atk +15, Grp +26
Special Attacks Powe Attack, spell-like abilities, stun
Cleric Spells Prepared (CL 14th):
7th-radiant assault (DC 23), repulsionD (DC 23), resurrection
6th-banishment (DC 22), cometfall (DC 22), greater dispel magic, superior resistance, stoneskinD
5th-break enchantment, flamestrike (DC 21), revivify, righteous mightD, righteous wrath of the faithful
4th-assy spell resistance, discern lies, recitation, sound lance (DC 20), spell immunityD, wall of good
3rd-dispel magic, invisibility purge, knight's move, mass align weapon, prayer, protection from energyD
2nd-augury, bull's strengthD, consecrate, dark way, find traps, lesser restoration, owl's wisdom, shield other
1st-blood wind(2), divine favor, ebon eyes, enlarge personD, inhibit (DC 17), sanctuary, sign
0-create water, detect magic, detect poison, light, purify food and drink, read magic
D: Domain spell. Domains: Protection, Strength
Spell-Like Abilities (CL 12th):
Active-detect evil, detect snares and pits, discern lies
At will-aid, continual flame, cure light wounds, dispel magic, invisibility (self only), lesser restoration, speak with dead
7/day-holy smite (DC 21), remove fear
5/day-remove curse, remove disease
3/day-dispel evil (DC 22), plane shift
2/day-blade barrier (DC 23), heal
1/day-holy aura, holy word (DC 24)
**********************************************************
Abilities Str 32, Dex 26, Int 22, Wis 22, Cha 24
SQ uncanny dodge
Feats Cleave, Fly-by-Attack, Great Cleave, Hover, Improved Initiative, Power Attack
Skills Concentration +21, Craft or Knowledge (any three) +20, Diplomacy +24, Escape Artist +20, Hide +20, Intimidate +22, Listen +25, Move Silently +20, Sense Motive +21, Spot +25, Use Rope +4 (+6 with bindings)
Possessions +3 holy bastardsword
**********************************************************
Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 32 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 18th level. It can flank characters with the uncanny dodge ability as if it were a 14th level rogue.
#238

Diffan

Mar 29, 2008 7:01:32
Ianten, here's your Disciple of Sunnis-

Show

Disciple of Sunnis, CR 20
Male human knightPH2 3/ warmageCA 4/ cleric 3/ mystic theurge 5/ elemental savant 3/ elemental warrior 2
Neutral Good medium humanoid (human)
Init +4; Senses Listen +4, Spot +4
Aura Good (moderate)
Languages Common, Draconic, Dwarven, Elven, Terran
**********************************************************
AC 33, touch 17, flat-footed 31; shield block +1
(+13 armor, +2 Dex, +5 deflection, +2 shield)
hp 151 (20 HD)
Immune magical sleep effects
Resist fire 10
Fort +19, Ref +12, Will +26
**********************************************************
Speed 30 ft. (6 squares)
Melee +5 large acidic bursting corrosive greatsword +19/+14/+9 (3d6+6/19-20, plus 1d6 acid and 1d10 acid on critical hit) or
Melee touch +14 (by spell)
Ranged touch +15 (by spell)
Base Atk +13; Grp +14
Atk Options Power Attack, fighting challenge +1, warmage edge
Special Actions elemental manifestation (earth), turn air creatures 11/day (+8, 2d6+11; 3rd), turn undead 11/day (+10, 2d6+11; 3rd)
Cleric Spells Prepared (CL 8th):
4th-death ward, divine power, restoration, spike stonesD
3rd-dispel magic, invisibility purge, prayer, stone shapeD
2nd-aidD, bull's strength, find traps, shield other, spiritual weapon
1st-bless, divine favor, entropic shield, obscuring mist, protection from evilD, remove fear
0-create water, detect magic, detect poison, light, purify food and drink, read magic
D: Domain spell. Domains: Earth, Good
Warmage Spells Per Day (CL 12th, 1d20+12 to overcome SR with acid spells):
6th (4/day)-as per warmage spell list
5th (6/day)-as per warmage spell list
4th (8/day)-as per warmage spell list
3rd (8/day)-as per warmage spell list; plus wraithstrike
2nd (8/day)-as per warmage spell list
1st (8/day)-as per warmage spell list; plus persistant blade
0 (6/day)-as per warmage spell list
**********************************************************
Abilities Str 13, Dex 14, Con 19, Int 22, Wis 18, Cha 26
SQ armored mage (medium), advanced learning (persistant blade), bulwark of defense, eclectic learning (wraithstrike), elemental affinity (earth), elemental specialty (acid), knight's challenge 9/day, knight's code
Feats Battle Caster, Divine Metamagic (Quicken Spell), Energy Substitution (acid), Improved Buckler Defense, Improved Sunder, Mounted CombatB, Power Attack, Quicken Spell, Spell Focus (evocation)
Skills Climb +4, Craft (alchemy) +15, Craft (weaponsmithing) +11, Concentration +19, Decipher Script +12, Diplomacy +10, Handle Animal +14, Heal +6, Intimidate +18, Jump +6, Knowledge (arcana) +16, Knowledge (history) +7, Knowledge (religion) +13, Knowledge (the planes) +12, Ride +11, Sense Motive +10, Spellcraft +27, Swim -1
Possessions +5 aporter mithral full-plate, +2 buckler, +5 large acidic burst corrosive greatsword, strong-arm bracers, boots of speed, casting gloves, amulet of health +4, headband of Intellect +6, ring of elemental command (earth), ring of protection +5, cloak of Charisma +6, vest of resistance +5, belt of battle, greater metamagic rod of sculpting, metamagic rod of chaining, lesser metamagic rod of quickening, staff of earth and stone
#239

Diffan

Mar 29, 2008 7:03:38
HUZZAH FOR AN FR NPC GENERATOR!!
I desperately need help with a CE 26th level cleric with the fire and destruction domains (don't ask, it's for a Maztica thing). I'm starting the campaign in two weeks, so speed would be appreciated. Thanks!

Ok, well I'm trying to bust out some more NPC's over the next week starting up Sunday night. I can get through most of them hopefully by Wednesday and get to your character and have it done for Thursday (but no promises). That's the best I can do and later on in the week i'll throw some ideas of prestige classes for ya.
#240

kuros81

Mar 30, 2008 18:52:34
I'm running a campaign on the Sea of Fallen Stars with a single player. He's a CN rogue4/swashbuckler3. He's legal counsel and negotiator for the ship, which is a merchant vessel. However, the ship itself is a living tree that can levitate 10' above the water.

The ship is leaving Sembia for Luthcheq, and from Luthcheq it is bound for Thay. I need some sort of LE villain working for House of Karanok. Although this character would eschew magic, as an inquisitor, he/she would need access to detect magic somehow. I'd like this character to be comfortable with attacking with his hands, but you may be flexible with what class(es) you use. He'll need some skills to compete with the rogue PC. Maybe character level 7 or 8.

This is not urgent, and need not be ready until the end of April. Thanks in advance.
#241

nyt

Apr 01, 2008 2:10:03
Hello there! could you please finish this in time my session for the end of this week?
I can see that your busy, and I would be very thankful if you could make them for me.
I need a merchant group that are in need of an escort. I need about four of them. Three of them i want to be 2 level experts, and the 4th i would like the leader to be a rog2/sor2l.Could you make the leader a fey-ri? Give them all quirks, and make the leader female. Two out of three experts will be human, another I want to be a high elf. She(the leader) is going to be a recurring BBEG, so high bluff, and optimise her skills. a lot.
with thanks,
Nyt
#242

dmd

Apr 04, 2008 13:45:48
Hey Diffan, looks like busines has picked up :D

Thanks for the ridiculously high level Genie you created for me ohh so long ago.

I have a few new requests ( I will need them for June so no rush.)

1) Duergar w/ Half Fiend Template (and some kind of fiery ability template, just being in his presence causes hellfire damage) He should not be a priest or spellcaster. Make something up new for the fiery ability if you like. In total he should be CR 33.

2) Duergar - Priest of Orcus (Thrall of Orcus template from BoVD if you have it), anything else you want to add is fine with me. Total CR 31.

Thanks a lot.
#243

Diffan

Apr 05, 2008 7:28:30
Hey all,

Due to time restraints, I had to finish some people's NPCs that were due this week. So, below are vhurka's Fire/Destruction Domain cleric.

Show

Stormlord; CR 26
Male human cleric 16 (Talos)/ elemental savantCAr 10
CE medium elemental (extraplanar, fire)
Init +1; Senses darkvision 60 ft., Listen +8, Spot +8
Aura evil (moderate)
Languages Common, Ignan
**********************************************************
AC 36, touch 16, flat-footed 35
(+13 armor, +1 Dex, +7 shield, +5 deflection)
hp 147 (26 HD)
DR 5/bludgeoning and piercing
Immune magic sleep effects, fire, paralysis, poison, stunning
Fort +15, Ref +13, Will +25
**********************************************************
Speed 40 ft. (8 squares); base 50 ft.
Melee +2 flaming maiming shortspear of impaling +25/+20/+15/+10 (1d6+8/x2 plus 2d6 fire and 1d6 on critical hit) or
Melee slam +23/+18/+13/+8 (1d6+6 plus 1d6 fire)
Base Atk +17; Grp +23
Atk Options Divine Might, Power Attack, burn (DC 14), smite good 3/day (+7 attack, +32 damage)
Special Actions rebuke fire creatures or turn water creatures 10/day (+9, 2d6+23; 16th), rebuke undead 14/day (+9, 2d6+23; 16th)
Cleric Spells Prepared (CL 24th; 1d20+14 to overcome SR with [fire] spells):
10th-quicken greater dispel magic
9th-energy drain (+18 ranged touch; DC 27), implosionD (DC 27), miracle, quicken flamestrike (DC 29), summon elemental monolith
8th-antimagic field, firestorm (DC 28), heat drainSC (DC 28), incindiary cloudD (DC 28), summon monster VIII, unholy aura
7th-brilliant bladeSC, disintegrateD (+18 ranged touch; DC 26), fortune fate, greater consumptive field (DC 26), greater scrying, repulsion (DC 26)
6th-blade barrier (DC 24), cometfall (DC 24), ghost trap, heal, fire seedsD (DC 26), zealot pact
5th-break enchantment, fire shieldD, quicken nightshield, revivify, righteous might, righteous wrath of the faithful, spell resistance
4th-air walk, cure critical wounds, divine power, inflict critical wounds (+23 melee touch; DC 22), recitation, restoration, sound lance (DC 24), wall of fireD
3rd-bestow curse (DC 21), contagionD (DC 21), cure serious wounds, dispel magic, invisibility purge, knight's move, prayer, vigor
2nd-aid, augury, bears endurance, darkway, find traps, lesser restoration, remove paralysis, shatterD, status
1st-burning handsD (DC 21), command (DC 19), cure light wounds, deathwatch, divine favor, entropic shield, omen of peril, sign
0-create water, detect magic, light, mending, read magic, virtue
D: Domain spell. Domains: Destruction, Fire
**********************************************************
Abilities Str 23, Dex 12, Con 14, Int 11, Wis 26, Cha 25
SQ Elemental Specialty (fire), Energy Focus +2, not subject to critical hits or flanking
Feats Combat Casting, Divine Metamagic (Quicken Spell), Divine Might, Extra Smite, Extra Turning, Energy Substitution (fire), Improved Spell Capasity, Improved Smiting, Power Attack, Quicken Spell
Skills Concentration +16 (+20 casting defensively), Craft (armorsmithing) +12, Diplomacy +14 (+16 with fire creatures), Heal +13, Knowledge (arcana) +7, Knowledge (religion) +5, Knowledge (the planes) +8, Profession (any) +13, Spellcraft +20
Possessions Plate of Flames Fury (+5 called menacing full plate), Blade Bane (+5 called axe-blocking heavy steel shield), Searing Spike (+2 flaming maiming shortspear or impaling), periapt of Wisdom +6, Nymph's Cloak (cloak of Charisma +6), belt of Strength +6, Fiendhelm, gloves of endless javelins, Stormlord's Vestments (lightning tunic), boots of swift passage, ring of protection +5
**********************************************************
Burn (Ex): His slam attack deal bludgeoning damage as well as fire damage from his flaming body. Those hit by the attack must also make a Reflex (DC 14) or catch fire for 1d4 rounds. A creature may spend a move action to put out the flames.
Elemental Specialty (Ex): The elemental specialty is fire. When he casts a spell that deals energy damage, it's energy descriptor changes to fire
Energy Focus (Ex): The save DC for any spell with the fire descriptor he casts is increased by 2
Energy Penetration (Ex): When he casts a spell that has the fire descriptor, he gains a +4 competence bonus on caster level checks to beat a creature's spell resistance.
#244

Diffan

Apr 05, 2008 14:09:58
OK, here's Nyt's Fey'ri BBEG and 1 expert- I ran out of time to put in the othe 2 experts, but they can easily be built from the DMG. Hope that helps some.

Show

Fey'ri; CR 6
Female fey'ri rogue 2/ sorcerer 2
Any evil medium outsider (native)
Init +4, Senses darkvision 60 ft., low-light vision; Listen +4 , Spot +4
Languages Abyssal, Common, Draconic, Elven
**********************************************************
AC 15, touch 14, flat-footed 11
(+1 armor, +4 Dex)
hp 22 (4 HD)
Immune magical sleep effects
Fort +2 (+4 against poison), Ref +8 (+10 against electricity), Will +5 (+7 against enchantments)
**********************************************************
Speed 30 ft. (6 squares); fly 40 ft. (poor)
Melee +1 shortsword +7 (1d6+2/19-20)
Ranged mwk light crossbow +7 (1d8/19-20)
Base Atk +2; Grp +3
Atk Options sneak attack +1d6, spell-like abilities
Sorcerer Spells Known (CL 2nd):
1st (5/day)-charm person (DC 14), magic missile
0 (6/day)-acid splash (+6 ranged touch), daze (DC 13), detect magic, mage hand, message, read magic
Spell-Like Abilities (CL 4th):
At will-alter self
1/day-clairaudiance/clairvoyance, darkness, detect thoughts, suggeston
**********************************************************
Abilities Str 12, Dex 18, Con 12, Int 13, Wis 13, Cha 16
SQ evasion, trapfinding
Feats Combat Expertise, Improved Feint, Weapon Finesse
Skills Appraise +1, Balance +4, Bluff +11, Climb +1, Craft (poisonmaking) +7, Decipher Script +1, Diplomacy +8, Disable Device +4, Disguise +5, Escape Artist +5, Forgery +2, Gather Information +7, Hide +7, Intimidate +6, Jump +2, Knowledge (arcana) +1, Knowledge (local) +2, Move Silently +5, Open Lock +2, Perform (any) +5, Search +4, Sense Motive +4, Sleight of Hand +5, Swim +1, Tumble +4, Use Magic Device +5, Use Rope +4, Spellcraft +4
Possessions combat gear plus +1 shortsword, bracers of armor +1, vest of resistance +1, masterwork light crossbow, quiver of 20 crossbow bolts.
**********************************************************
Evasion (Ex): The fey'ri can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Sneak Attack (Ex): She does an extra 1d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Trapfinding (Ex): She can find, disarm, or bypass traps with a DC of 20 or higher. She can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If her Disable Device result exceeds the trap’s DC by 10 or more, she discovers how to bypass the trap without triggering or disarming it.
#245

nyt

Apr 05, 2008 20:09:58
Thank you so much I needed it a great deal. Your great at this, you know that?

Edit: It does help a lot
#246

bladedancer

Apr 10, 2008 3:37:31
Hey Diffan I am here to once again beg the use of your awesome skills. I was wondering if you could make me a kick ass follower of Shevarash the elven deity of drow slaying. The pc's in my Menzo campaign have been rather uppity with the surfacers of late and need some humility. I would like him to be around level 10-14. As far as classes go I think ranger or maybe a druid would fit the bill but anything that will give them a run for their money will work. They are all around 8-10th level and there is 6-7 in the group (depends on who is able to show up). I envission this guy harrasing them from the shadows until he can get that one great shot by spel blade or arrow that will land one more drow in the dead book

Thanks again and no hurry on this guy as I won't need him for at 2 weeks or so.
#247

Diffan

Apr 10, 2008 6:35:41
I do have this character- posted on page 4, post #99

Show

Ilandeth Silverspear: Male moon elf ranger 3 (Shevarash)/ sorcerer 4/ Evereskan tomb guardianPG 5; CR 12; Medium humanoid (elf); HD 3d8+3 plus 4d4+4 plus 5d6+5; hp 57; Init +7; Spd 40 ft.; AC 23, touch 17, flat-footed 18; Base Atk +8; Grp +10; Atk +11 melee (1d10+4/17-20, +1 glassteel keen bastardsword) or +15 ranged (1d8+4/x3, +2 seeking composite longbow [Str +2]) or +11/+11 ranged (1d8+4/x3, +2 seeking composite longbow [Str +2] with Manyshot); Full Atk +11/+6 melee (1d10+4/17-20, +1 glassteel keen bastardsword) or +15/+10 ranged (1d8+4/x3, +2 seeking composite longbow [Str +2]) or +13/+13/+8 ranged (1d8+4/x3, +2 seeking composite longbow [Str +2] with Rapid Shot); SA Spells; SQ Combat style (archery), devoted pursuit, dodge bonus +2, elf traits, hawk familiar, familiar benefits (+3 to Spot in bright light, Alertness, empathic link, share spells), favored enemy (human +2), silent guardian, swift tracking, wild empathy; AL CG; SV Fort +6, Ref +13, Will +10 (+2 against enchantment spells and effects); Str 14, Dex 20, Con 12, Int 13, Wis 15, Cha 20.
Skills and Feats: Bluff +5, Climb +3, Concentration +11, Craft (alchemy) +10, Craft (bowmaking) +8, Decipher Script +3, Disable Device +2, Escape Artist +6, Gather Information +6, Handle Animal +6, Heal +3, Hide +12, Intimidate +5, Jump +4, Knowledge (arcana) +1, Knowledge (dungeoneering) +3, Knowledge (nature) +3, Listen +9, Move Silently +12, Open Lock +3, Profession (guide) +4, Ride +7, Search +4, Sense Motive +2, Sleight of Hand +5, Spot +7, Survival +7, Swim +2, Tumble +8, Use Rope +7; Alertness, EnduranceB, Many Shot, Practiced Spellcaster, Precise Shot, Point Blank Shot, Rapid ShotB, TrackB.
Languages: Chondathan, Common, Draconic, Elven.
Devoted Pursuit (Ex): While pursuing a robber of an Evereskan tomb, Ilandeth retains his bonuses on Gather Information, Hide, Move Silently, and Survival checks from the sacred duty ability even while outside of Evereska. Ilandeth also retains the bonuses from that ability on attacks and damage rolls, but these apply only to attacks against the tomb robber.
Elven Traits: Immune to magic sleep effects, able to detect secret or concealed doors, +2 racial bonus on Listen, Search, and Spot checks.
Familiar: Ilandeth’s familiar is a hawk named Ivelliol. The familiar uses the better of its own and Ilandeth’s base save bonuses. The creature’s abilities and characteristics are summarized below:
Familiar Benefits: Ilandeth gains special benefits from having a familiar. This creature grants Ilandeth a +3 bonus on Spot checks in bright light (included in the above statistics).
Alertness (Ex): *Ivelliol grants its master Alertness as long as it is within 5 feet.
Empathic Link (Su): Ilandeth can communicate empathically with Ivelliol at a distance of up to 1 mile. He has the same connection to an item or a place that Ivelliol does.
Share Spells (Su): Ilandeth may have any spell he casts on himself also affect Ivelliol if the latter is within 5 feet at the time. He may also cast a spell with the target of “You” on Ivelliol.
Sacred Duty (Su): Ilandeth gains a +2 sacred bonus on Gather Information, Hide, Move Silently, and Survival checks made inside the region of Evereska. While inside an Evereskan tomb, Ilandeth gains a +2 sacred bonus on attack rolls and a +5 sacred bonus on damage rolls.
Silent Guardian (Ex): Ilandeth can attune himself to the looks and sounds of his surroundings, which takes 10 minutes of concentration. As long as he remains within 100 feet of the spot where he first attuned himself, he gains a +4 bonus to Hide, Listen, Move Silently, and Spot checks.
Swift Tracking (Ex): Ilandeth no longer takes a -5 penalty on Survival checks for tracking at his normal speed. Also, he only takes a -10 (instead of -20) penalty when moving up to twice his normal speed while tracking.
Sorcerer Spells Known (6/8/7/7/5 per day; caster level 12th, chooses spells as 9th; 10% spell failure): 0-caltropsSC, detect magic, electric joltSC, flare (DC 15), light, message, read magic, silent portalSC; 1st-arrow mindSC, magic missile, persistent bladeSC, ray of enfeeblement, shield; 2nd-mirror image, scorching ray, see invisibility, wraithstrikeSC; 3rd-dispel magic, fly, lightning bolt (DC 18), 4th-dimension door, invisibility [greater].
Possessions: Tomb-Guard mail (+1 twilight elven chain of nimbleness), Sure Fire (+2 seeking composite longbow [Str +2]), Emerald Shard (+1 glassteel keen bastardsword), Ilanden’s cloak (cloak of Charisma +2), Bracer’s of Blinding Strike, Sandals of the Light Step, Vest of Freemovement, ring of protection +2, gloves of flame, Quiver of Mielikki.


Ivelliol: Hawk familiar; CR -; Tiny magical beast (augmented animal); HD 12; hp 28; Init +3; Spd 10 ft., fly 60 ft. (good); AC 19, touch 15, flat-footed 16; Base Atk +8; Grp -2; Atk +12 melee (1d4-2, talons); Full Atk +12/+7 melee (1d4-2, talons); Space/Reach 2-1/2 ft./0 ft.; SQ deliver touch spells, improved evasion, low-light vision, share spells; AL CG; SV Fort +8, Ref +12, Will +10; Str 6, Dex 18, Con 10, Int 7, Wis 14, Cha 6.
Skills and Feats: Listen +8, Spot +20; Weapon Finesse.
Deliver Touch Spells (Su): Ivelliol can deliver touch spells for Ilanden (see Familiars, page 52 of the Player’s Handbook).
Improved Evasion (Ex): If Ivelliol is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw and half damage if the saving throw fails.
#248

capnvan

Apr 10, 2008 8:55:01
Hey Diffan, fantastic work you're doing. Thank you.

I'm wondering, when you have the time, if you can work up a human cleric 7/divine disciple 2 of Ilmater for me. He's coming out of the Vast.

He's also very much a pacifist and ascetic - as in he might carry a staff that might be used as a last ditch weapon, or something of the sort, but he's not going much beyond that, even at risk to life and limb - no armor, no combat-related feats, etc.

He's entirely focused on alleviating suffering, either through healing or helping people embrace and cope with their pain.

Take your time, and thanks in advance!
#249

Diffan

Apr 10, 2008 10:34:10
Hi man, First of all..Wow and thanks for all the work you do.

I would like to ask you 3 NPC's

I'm DM,ing a game in the unnaprochable east and eventually sending my guys against the rotting man and his minnions. I need 3 blightlords. with these corresponding CR's (they can be a bit higher)

1-CR8 Half-elven druid that turned blightlord. Armed with a nasty Glaive

2-CR12 vampire Blightlord (with fighter levels) specialised in greatsword

3-CR15 Blightlord with some levels (3 or 4) in the class Oozemaster found in the "masters of the wils guidebook).
If possible Sorcerer/blightlord/Oozemaster

Thx in advance if you want more info contact me.

Hey Frank, i was going to do your characters last night at work, but i've some questions reguarding the Blightlord prestige class. 1st, the half-elven druid would be a druid 7/blightlord 1 with a nasy glaive. 2nd, the vampire is more tricky. The blightlord requires lvl 4 divine spells. How do you want me to proceed with the vamp? fighter 2/ cleric 7/blightlord 3-this would give the character a CR of 14. 3rd, sorcerer won't allow you to proceed into the blightlord unless you want me to fudge the requirements to allow arcane or divine spells of 4th level. Let me know so I can draw them up. Thanks!

@ DSPAYRE- The beholder is do-able, luckily I have the Lords of Madness book. I think there's an adaptation to a beholder having spellcasting levels. As for the shadow-template, i'm not really sure where I can find this. Some more info is appreciated, thanks!

@ capnvan- Easy to accomplish. His spells will reflect healing, buffs, and spells to keep him aware of his allies health. Other spells might include divinations and protective spells such as Shield Other and Sanctuary. How does the character feel about undead? Feats will tend toward amping his healing abilities and focusing his turning into ways of keeping people alive. Weapons will mostly deal non-lethal damage or hamper your opponents for your friends to mop up (however much the character dislikes it). How's that sound?
#250

lord_karsus

Apr 10, 2008 10:54:17
As for the shadow-template, i'm not really sure where I can find this. Some more info is appreciated, thanks!

-Manual of the Planes, the Shadow Creature template.
#251

capnvan

Apr 10, 2008 11:06:12
@ capnvan- Easy to accomplish. His spells will reflect healing, buffs, and spells to keep him aware of his allies health. Other spells might include divinations and protective spells such as Shield Other and Sanctuary. How does the character feel about undead? Feats will tend toward amping his healing abilities and focusing his turning into ways of keeping people alive. Weapons will mostly deal non-lethal damage or hamper your opponents for your friends to mop up (however much the character dislikes it). How's that sound?

Sounds great! I'm seeing this guy as a long-term contact/mentor/moral foil for the party. Someone who performs good work without combat; who has no interest in treasure; or personal advancement - a "saint" of sorts, except that he asks the party to do all of that dirty work. Albeit, not in a bad way.

For him, getting into combat is a failure of faith - where the acceptance and alleviation of suffering is the ideal as part of his pursuit of Ilmater's path.

Thanks!
#252

bladedancer

Apr 10, 2008 11:22:45
Hmmm, my pc's haven't been anywhere near Evereska so that's out. Maybe something with Justice of Weald and Woe from Champions of Ruin would work. But I leave it up to you Master Craftsman.
#253

sickboyfrank

Apr 11, 2008 9:37:57
Hey man, thx again for the effort.

For the First blightlord go ahead with druid 7/blightlord 2

For the vampire go with the build fighter5/cleric of talona7 leave the blightlord class behind but specialize in Greatsword.

For the last one, you can make him instead of a sorcerer a cleric of a god of decay...is there a cleric of moander template that exists somewere? I know he is a dead god but there is a chance my players might ressurect him if they are not carefull. If not go with cleric of talona. So he would be Cleric(either talona or moander)/blightlord/Oozemaster.

THX for all the great work! I really appreciate it.
#254

dmd

Apr 17, 2008 12:07:28
#255

sickboyfrank

Apr 24, 2008 7:59:06
Roche qui roule n'amasse pas mousse!

Bump
Hehehe;) ;)
#256

Diffan

Apr 25, 2008 7:20:42
Hey all,

Sorry for not posting in a while. 2 people quit at my work while another 2 are done at the end of the month. So it's just been work work work lately. Also, with some time i've got, i've been working on stuff for my home-brew campaign. Rest assured, i haven't forgotten about anyone's request, and I really really really plan on doing them this week coming up, I promise.

Oh BTW, just found out last night that my wife's pregnant! So in the coming future, things might slow down a bit for obvious reasons. Due date is mid-late December, yay!!!
#257

sickboyfrank

Apr 25, 2008 8:42:59
Congradulations!!!!! (is this how you write it?)

À baby is a great adventure...but pregnancy is like walking in a dragon's lair!!

Thanks for the heads'up that you haven't forgotten about us

Félicitation!!!!
#258

dmd

Apr 25, 2008 10:34:19
Congrats on the baby.

I have been working like crazy as well.

I do not feel forgotten. I just think it is useful to keep bumping this thread for people who perhaps have not seen it and can use it. (For as long as we have these 3rd edition boards anyway...)

Thanks for your help.
#259

nyt

May 01, 2008 13:45:01
Diffan: Congradulations

Keep up on the good work,

sickboyfrank: nice analogy.
#260

lord_karsus

May 01, 2008 22:30:28
Oh BTW, just found out last night that my wife's pregnant! So in the coming future, things might slow down a bit for obvious reasons. Due date is mid-late December, yay!!!

-Congrats, Diffan.
#261

rinonalyrna_fathomlin

May 02, 2008 18:28:22
Yeah, congrats!
#262

Diffan

May 05, 2008 17:29:31
hey all,

I wanted to say thanks for all the wonderful comments and my wife says thanks too :D!

I finished Nakiasha and 2 of Sickboyfranks characters last night, but i've come down with the flu. I'll try and get them posted tonight if I start to feel better.

@ sickboyfrank- where can I find the oozemaster prestige class so I can finish your last character? Thanks.
#263

lord_karsus

May 05, 2008 20:13:23
I finished Nakiasha and 2 of Sickboyfranks characters last night, but i've come down with the flu. I'll try and get them posted tonight if I start to feel better.

-Cool.

@ sickboyfrank- where can I find the oozemaster prestige class so I can finish your last character? Thanks.

-Wasn't that in Player's Guide to Faerûn? The Ghaunadauran Vile PrC.
#264

sickboyfrank

May 06, 2008 8:08:54
You can find the Oozemaster in "Masters of the wild, a guidebook to barbarians, rangers and druids". It's 3rd edition me thinks...

Thanks a lot!
#265

ianten_silverblade

May 06, 2008 22:02:00
Oh BTW, just found out last night that my wife's pregnant!

and lo on the fifth day, Misses Diffan bore the Diffster a child, hence forth known as Mini-Diffin...DESTROYER OF STAT BLOCKS...and legos! ^_~

Heh...sorry Diffan...couldn't resist. ^~
#266

Diffan

May 09, 2008 9:40:11
Hey all,

Well, i'm feeling better now that the flu is gone so i figured i'd post Nakiasha, and 2 of Sickboyfranks's characters.

Nakiasha
Show

Nakiasha (Chosen of Seldarine)
Female wood elf wizard 13/ archmage 5
Any good medium humanoid (elf)
Init +5; Senses detect magic, low-light vision, Listen +3, Spot +3
Languages Celestial, Common, Draconic, Elven, Sylvan
**********************************************************
AC 20, touch 16, flat-footed 16
(+4 armor, +4 Dex, +2 deflection)
hp 67 (18 HD)
Immune aging, death effects, disease, disintegration, enchantments, poison, sleep
Fort +8, Ref +11, Will +15
**********************************************************
Speed 30 ft. (6 squares)
Melee Nakiasha's staff +8 (1d6/x2)
Ranged Nakiasha's staff +12 touch (rainbow beam effect, CL 15th; SpC 165)
Base Atk +8; Grp +8
Atk Options arcane fire
Wizard Spells Prepared (CL 19th, 1d20+14 to overcome SR):
9th-wish
8th-Otto's irrestable dance, spell engineMX
7th-forcecage, silent chain lightning (DC 24), synostodweomer
6th-antimagic field, greater heroism, legend lore, quicken baleful transposition (DC 19)
5th-cone of cold (DC 23), dismissal (DC 22), teleport, wall of stone
4th-dimension door, enervation (+12 ranged touch), Evard's black tentacles, lesser globe of invulnerability, polymorph
3rd-blink, dispel magic, displacement, fly, silent scorching ray (+12 ranged touch)
2nd-alter self, cat's grace, darkway, detect thoughts (DC 19), fog cloud, glitterdust (DC 19), knock, protection from arrows, rope trick, touch of idiocy (+8 melee touch)
1st-grease (DC 18), magic missile, nerveskitter, obscuring mist, persistant blade, ray of enfeeblement (+12 ranged touch)
0-detect poison, mage hand, message, read magic
Spell-Like Abilities:
3/day-epic teleport object, greater scrying
1/day-commune with nature, path of the exalted, plane shift (Arvandor only), sprites
**********************************************************
Abilities Str 10, Dex 18, Con 12, Int 24, Wis 12, Cha 10
SQ circle leader, corellon's blessing, mastery of counterspelling, mastery of elements, mastery of shaping, penetrate illusion, ritual wards, spell power +1, summon familiar
Feats Craft Contingent Spell, Craft Staff, Craft WandB, Epic Skill Focus (Knowledge [arcana])B, Magic of the LandB, OtherworldlyB, Quicken Spell, Scanctium SpellB, Scribe ScrollB, Skill Focus (spellcraft), Silent SpellB, Spell Focus (enchantment), Spell Focus (evocation), Spell Penetration, SpellwiseB
Skills Concentration +18, Craft (alchemy) +13, Decipher Script +13, Diplomacy +4 (+10 with elves and fey), Knowledge (arcana) +34, Knowledge (dungeoneering) +12, Knowledge (local Evermeet) +15, Knowledge (nature) +12, Knowledge (the planes) +12, Knowledge (religion) +12, Perform (oratory) +4 (+10 with elves and fey), Profession (any) +6, Search +10, Spellcraft +30
Possessions Nakiasha's staff, bracers of armor +4, headband of Intellect +4, cloak of resistance +2, ring of protection +2, ring of wizardry II, belt of battle
#267

sickboyfrank

May 09, 2008 10:24:46
Wow! Thankx a LOT!!! It's what i wanted, I'll probably boost the glaive's power (thinking about making it an intelligent item so it can be a reccuring villain...they'll never suspect the glaive...mouahahaha).

You are a king among men my friend!

Can't wait to see the last one...

Continue the good work

-François
#268

lord_karsus

May 09, 2008 10:38:00
-Thanks, Diffan.
#269

dspayre

May 18, 2008 10:45:44
BUMP... hoping I'll get my characters soon:D
#270

Diffan

May 19, 2008 16:07:57
DSPAYRE, I got Sidious done last night at work. The Beholder mage i'm still working on. Do you want the Beholder Mage class listed in the Lord of Madness or a Beholder with wizard levels? Personally, i don't like the beholder mage class because the beholder loses his central eye and loses his eye rays for the ability to cast spells through them. It's your call though.

Sidious-
Show

Sidious; CR 21
Male half yuan-ti/half dragon (green) cleric 20 of Tiamat
CE Medium dragon (air)
Init +2; Senses darkvision 60 ft., detect poison, scent; Listen +9, Spot +9
Aura evil (moderate)
Languages Abyssal, Common, Draconic, Yuan-ti
************************************************************************
AC 41, touch 16, flat-footed 40
(+13 armor, +1 Dex, +5 natural, +7 shield, +5 deflection)
hp 144 (20 HD)
Immune acid, paralysis, sleep; critical hits and sneak attack
Resist DR 3/-, SR 34
Fort +20, Ref +13, Will +26
************************************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +2 flaming morningstar +25/+20/+15 (1d8+14/x2 plus 1d6 fire) or
Melee 2 claws +23 (1d4+8) and bite +18 (1d6+4 plus poison)
Base Atk +15; Grp +23
Atk Options breath weapon, produce acid, poison, smite good 3/day (+4 attack, +20 damage)
Special Action rebuke undead 17/day (+8, 2d6+26; 20th)
Combat Gear rod of lesser metamagic (Quicken), wand of cure critical wounds (50 charges)
Cleric Spells Prepared (CL 20th):
9th-abyssal army, energy drain (+17 ranged touch, DC 28), gate, implosion (DC 28), miracle, time stopD
8th-antimagic field, brilliant aura, dimensional lock, earthquakeD, symbol of insanity, wall of greater dispel magic
7th-blasphemy (DC 26), blood to water (DC 26), disintegrationD (+17 ranged touch, DC 26), greater consumptive field (DC 26), repulsion, resurrection
6th-animate object, cometfall (DC 25), greater dispel magic, mislead, wind walk, word of recall
5th-break enchantment, divine agility, false visionD, mass curse of ill fortune (DC 24), plane shift, righteous might, righteous wrath of the faithful, scrying
4th-air walk, death ward, delay death, inflict critical woundsD (+23 melee touch, DC 23), divine power, recitation, restoration, wrack (DC 23)
3rd-bestow curse (DC 22), blindness/deafness (DC 22), contagionD, cure serious wounds, glyph of warding, invisibility purge, prayer, remove curse
2nd-aid, augury, bear's endurance, darkness, invisibilityD, remove paralysis, silence (DC 21), undetectable alignment
1st-bless, death watch, detect good, divine favor, disguise selfD, ebon eyes, entropic shield, omen of peril, sign
0-detect magic (2), light, mending, read magic (2)
D: Domain spell. Domains: Destruction, Trickery
Spell-Like Abilities (CL 20th):
3/day-animal trance (DC 18), cause fear (DC 17), entangle (DC 17)
1/day-deeper darkness, neutralize poison (DC 19), suggestion (DC 19)
**********************************************************
Abilities Str 26, Dex 14, Con 16, Int 12, Wis 28, Cha 22
SQ alternate form, chameleon power,Regenerate 20
Feats AlertnessB, Blind FightB, Divine Metamagic (Persistant Spell), Extra Smite, Extra Turning (2), Extend Spell, Persistant Spell, True Believer
Skills Bluff +15, Concentration +14, Diplomacy +13, Disguise +13, Heal +12, Hide +4*, Knowledge (arcana) +6, Knowledge (history) +3, Knowledge (the planes) +4, Knowledge (religion) +6, Spellcraft +13
Possessions combat gear plus chromatic rod, dragonscale cloak, periapt of Wisdom +6, gauntlets of Strength +6, ring of protection +5, +5 adamantine full plate of heavy fortification, +5 animated ghost touch heavy steel shield, ring of regeneration, belt of battle, boots of speed, vest of resistance +5, helm of Charisma +4, tome of understanding +2 (already read), 7,432 gp
************************************************************************
Breath Weapon (Ex): Once per day Sidious can use a 30 foot cone of corrosive (acid) gas as a breath weapon. This gas deals 6d8 points of damage, a saving throw (Reflex DC 23) reduces damage by half.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Con. The save DC is Constitution based.
Produce Acid (Sp): Sidious has the psionic power to exude acid from his body, dealing 3d6 points of acid damage to the next creature it touches, including a creature hit by his bite attack. If Sidious is grappling or pinning a foe when it uses this power, its grasp deals 5d6 points of acid damage. The acid becomes inert when it leaves Sidious's body, and Sidious is immune to it's effects
Chameleon Power (Sp): Sidious can psionically change the coloration of himself and his equipment to match his surroundings, granting him a +10 circumstance bonus on hide checks.
#271

dspayre

May 19, 2008 18:39:25
Thanks for the work on Sidious. A beholder with wizard levels is fine with me. Once again thanks
#272

dmd

May 20, 2008 19:25:35
#273

lord_typhus

May 21, 2008 14:24:53
Hey Diff, how's life been with the baby man? Best of luck with that by the way.

I'll have a request up, hopefully tonight if possible; if not then deffinitely tomorrow...I've got some book consulting to do so I can truly contemplate on just how...well, diabolical to say the least, that I want this NPC to be...I'm leaning towards the Half-Vampire template, most likely human base; throw in some crazy assed BoVD feats, and maybe go towards life-drinker...or a Life Drinker/Soul Eater combo...but doesn't that require some sort of outsider or some such base? Can't remember off hand, as I said- I've got some research to do...I can't quite make up my mind if I wanna go caster or maybe melee or stealth oriented...I've got many possibilities in mind...

Maybe a trio of half-vamps? A Caster, Melee'r, and a stealthy little bastard to go along with em'? It's up to you if you'd be up for a challenge like 3 NPCs (which, calling it a challenge is an understatement for you) but I just don't want to overload your busy scheduel/ family time/work...you know? If you're willing to make the trio, let me know and I'll have the specifics to you by tomorrow evening at the latest.
#274

Diffan

May 22, 2008 8:09:57
Hey Diff, how's life been with the baby man? Best of luck with that by the way.

Thanks. My wife's been a bit emotional so thats been...........interesting. And FYI to let people who might not know, morning sickness is not designated just to the morning.

I'll have a request up, hopefully tonight if possible; if not then deffinitely tomorrow...I've got some book consulting to do so I can truly contemplate on just how...well, diabolical to say the least, that I want this NPC to be...I'm leaning towards the Half-Vampire template, most likely human base; throw in some crazy assed BoVD feats, and maybe go towards life-drinker...or a Life Drinker/Soul Eater combo...but doesn't that require some sort of outsider or some such base? Can't remember off hand, as I said- I've got some research to do...I can't quite make up my mind if I wanna go caster or maybe melee or stealth oriented...I've got many possibilities in mind...

Maybe a trio of half-vamps? A Caster, Melee'r, and a stealthy little bastard to go along with em'? It's up to you if you'd be up for a challenge like 3 NPCs (which, calling it a challenge is an understatement for you) but I just don't want to overload your busy scheduel/ family time/work...you know? If you're willing to make the trio, let me know and I'll have the specifics to you by tomorrow evening at the latest.

The half-vamp is listed in Libris Mortis right? Let me know the specifics and i'll put it on the list. Later today, I'll get DSPAYRE's beholder shadow mage up.
#275

sickboyfrank

May 22, 2008 10:39:05
Hey Diffan, I know you probably haven't forgotten about me but did you find everything you needed for that Oozemaster? You know the third bligthlord I asKed you about?

Thx in advance
#276

lord_typhus

May 22, 2008 15:18:14
Thanks. My wife's been a bit emotional so thats been...........interesting. And FYI to let people who might not know, morning sickness is not designated just to the morning.



The half-vamp is listed in Libris Mortis right? Let me know the specifics and i'll put it on the list. Later today, I'll get DSPAYRE's beholder shadow mage up.

I believe so, and I apologize for the inability to post a reply last night, had to go to the ER for like 3 hours (acute bronchitis) and didnt get a chance to stop @ my buddy's house to pick up the books...I'll do that today and have a definite answer on the trio's stats for you tomorrow. THANKS!!!
#277

Diffan

May 22, 2008 19:53:21
Hey Diffan, I know you probably haven't forgotten about me but did you find everything you needed for that Oozemaster? You know the third bligthlord I asKed you about?

Thx in advance

No, i haven't forgotten. I've been searching my resouces for the Oozemaster prestige class, but alas I don't have the material. If there is a way for you to PM me the prereqs, and class ability and descriptions I can do the character, or switch the class to something else. LK noted the Slime lord in the back of the Player's Guide to Faerun so you might want to look at that as well. Let me know how to proceed and I will.

I believe so, and I apologize for the inability to post a reply last night, had to go to the ER for like 3 hours (acute bronchitis) and didnt get a chance to stop @ my buddy's house to pick up the books...I'll do that today and have a definite answer on the trio's stats for you tomorrow. THANKS!!!

No need to apologize, theres no rush. As you can see, requests are keeping me busy
#278

lord_typhus

May 23, 2008 9:55:29
The Trio's Stats:


1.) The Melee'r: Human Half-Vamp (Blood Drain Ability) Fighter/Blackguard/Warrior of Darkness (BoVD)

2.) The Caster: Human Half-Vamp (Children of the Night Ability) Conjurer/Diabolist

3.) The Stealthy One: Human Half-Vamp (Charming Gaze Ability) rogue/Assassin/Disciple of Asmodeus

** Please try to include lots of BoVD / LM feats for these guys...I want em' to be truly horrific. ** Half-Vamp is on page 106 in the LM I believe.

Standard NPC Wealth per lvl....I'd say ECL 20 tops...If you need further info, I left you an email with my #, feel free to give me a call

Thanks bro.
#279

blackball8_dup

May 23, 2008 11:10:39
Oh man! I just finished writing up the BBEG for my own campaign. I wish I knew about your "services" Diffan, before I did! You're doing a really awesome thing, man, and the next time I need a really good villain, I know who to call.

Congrats on your baby, too.
#280

lord_typhus

May 23, 2008 18:30:24
Hey Diffan, looks like we've got a new cable so I'll have the comp now

that said, feel free to reach me here if you cant call
#281

lord_typhus

May 25, 2008 10:57:52


Any clue on how long it'll take for the trio to be finished?
#282

lord_typhus

May 26, 2008 19:44:42
If you can have them done by next weekend, it would be greatly appreciated; I've got some ideas for an Organization which these three will be founding members of, and I'd like to kick off that part of our campaign whenever they're finished. I can wait longer if needed, I'd just like to know a general time-frame of when they will be done.


Thanks Diffan, and as always, your work is greatly appreciated and proper credit will be given in my campaign to your help in creating the trio. I will also keep you updated on their involvement in the campaign to let you know how they flesh out.
#283

ianten_silverblade

May 27, 2008 21:27:16
#284

lord_typhus

May 28, 2008 18:13:08


Where, oh where has Diffan gone?
#285

Diffan

May 29, 2008 6:37:22
Oh, i'm still here. I just finished typing up DSPAYRE's Onyx, Shadow Sphere on my hard drive. I know i've been a bit absent, but my friend let me read this really interesting book about possession's and their exorcisms. Awesome stuff if your into that and it's been sorta taking up my limited time at work. LT, I can get your vamps done but i need levels to go with them. How many levels of each class, etc.. I stil have to get other requests done (espically long overdue ones ) and i'll double my efforts.
#286

lord_typhus

May 29, 2008 12:22:20
Oh, i'm still here. I just finished typing up DSPAYRE's Onyx, Shadow Sphere on my hard drive. I know i've been a bit absent, but my friend let me read this really interesting book about possession's and their exorcisms. Awesome stuff if your into that and it's been sorta taking up my limited time at work. LT, I can get your vamps done but i need levels to go with them. How many levels of each class, etc.. I stil have to get other requests done (espically long overdue ones ) and i'll double my efforts.

Just make em with any level combo you'd like; please keep the ECL to like 21 max, ok? thank you!!!!!!
#287

lord_typhus

May 30, 2008 17:12:23
So what'd you decide upon for their final stats bro?
#288

lord_typhus

May 31, 2008 20:05:18
#289

vhurka

Jun 01, 2008 20:41:32
Thanks upon thanks, man. May Lathandar bless you.
#290

lord_typhus

Jun 02, 2008 11:47:03
Diffan, you still hangin' in there bro?

#291

Diffan

Jun 02, 2008 14:28:23
1.) The Melee'r: Human Half-Vamp (Blood Drain Ability) Fighter/Blackguard/Warrior of Darkness (BoVD)

2.) The Caster: Human Half-Vamp (Children of the Night Ability) Conjurer/Diabolist

3.) The Stealthy One: Human Half-Vamp (Charming Gaze Ability) rogue/Assassin/Disciple of Asmodeus

1.) Human half-vampire fighter 6/ blackguard 10/ warrior of darkness 3; CR 20

2.) Human half-vampire conjurer 9/ diabolist 10; CR 20

3.) Human half-vampire rogue 5/ assassin 9/ disciple of Asmodeus 6; CR 20

Of course I can always play around with some of the class levels, and add another Prestige class here or there as well. Most of the feats for the casters will come from Complete Mage, Complete Arcana, and Libris Mortis. I'll also look into Heros of Horror too.
#292

Diffan

Jun 02, 2008 15:40:54
For Dspayre

Show

Onyx, Shadow Sphere; CR 29
hp 183 (26 HD); DR 10/magic
Beholder wizard 5/ shadow adept 10
LE Large magical beast (augmented aberration)
Init +6; Senses all-round vision, low-light vision, darkvision 60 ft.; Listen +18, Spot +22
Languages Common, Draconic, Elven, Undercommon
**********************************************************
AC 39, touch 16, flat-footed 37
(-1 size, +8 armor, +2 Dex, +15 natural, +5 deflection)
Resist cold 20; Regenerate 2
Immune flanking
Fort +16, Ref +14, Will +27 (+3 on saves against enchantment, illusion, necromancy, darkness)
**********************************************************
Speed 10 ft. (2 square); fly 30 ft. (good)
Melee bite +14 (2d4) or
Ranged eye rays +17 ranged touch
Base Atk +15; Grp +19
Space 10 ft.; Reach 5 ft.
Atk Options eye rays
Special Actions antimagic cone, greater shield of shadows 15 rounds/day, shadow double 1/day
Wizard Spells Prepared (CL 15th):
8th-dimension lock, Otto's irrestable dance
7th-forcecage, greater teleport, reverse gravity (CL 14th)
6th-circle of death (DC 25), greater dispel magic, true seeing, wall of iron
5th-break enchantment, cloudkill (DC 23), feeblemind (DC 24), magic jar (DC 24), mind fog (DC 24)
4th-dimension door, enervation (+17 ranged touch), greater invisibility, phantasmal killer (DC 23), remove curse, stoneskin
3rd-dispel magic, explovise runes, gaseous form (CL 14th), haste (CL 14th), hold person[/i] (DC 22), lightning bolt (CL 14th, DC 21)
2nd-blur, cat's grace (CL 14th), command undead, daze monster (DC 21), see invisibility, touch of idiocy (+17 ranged touch)
1st-grease (DC 19), magic missile (CL 14th), nerveskitter, obscuring mist, persistent blade, unseen servant
0-amanuensis, detect magic, launch item, read magic
Spell-Like Abilities:
mirror image 1/day
plane shift 1/day (shadow plane only)
shadow walk 1/day (CL 10th)
**********************************************************
Abilities Str 10, Dex 14, Con 16, Int 26, Wis 15, Cha 16
SQ evasion, flight, shadow blend
Feats Ability Focus (eye rays)B, AlertnessB, Craft Contingent Spell, Empower Spell, Eschew Materials, Fly-by-Attack, Greater Fortitude, Improved Initiative, Insidious MagicB, Iron Will, Magic DisruptionB, Pernicious MagicB, Quicken Spell, Scribe ScrollB, Shadow Weave Magic
Skills Bluff +7, Concentration +20, Craft (alchemy) +13, Decipher Script +16, Disguise +8, Hide +20, Knowledge (arcana) +27, Knowledge (dungeoneering) +14, Knowledge (nature) +14, Knowledge (the planes) +16, Search +21, Spellcraft +31, Survival +2 (+4 following tracks)
Possessions circlet of Intelligence +6, ring of protection +5, bracers of armor +8, ring of restoration +5
************************************************************************
Eye Rays (Su): Onyx eye rays resemble spells cast by a 13th level caster. Each eye ray has a range of 150 ft. and a save DC of 19. The save DCs are Charisma-based. The then eye rays include:
Charm Monster: The target must succeed on a Will save or be affected as though by the spell. Onyx uses this ray to confuse the opposition, usually employing it early in a fight. Onyx usually instructs a charmed target to either restrain a comrade or stand aside.
Charm Person: The target must succeed on a Will save or be affected as though by the spell. Onyx uses this ray in the same manner as the charm monster ray.
Disintegrate: The target must succeed on a Fortitude save or be affected as though by the spell. Onyx likes to use this ray on any foe he consideres a real threat.
Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be affected as though by the spell. Onyx likes to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition.
Finger of Death: The target must succeed on a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if it's saving throw succeeds. Onyx uses this ray to eliminate dangerous foes quickly.
Flesh to Stone: The target must succeed on a Fortitude save or be affected as though by the spell. Onyx aims this ray at enemy spellcasters. He also uses it on any creature whose appearance he finds interesting.
Inflict Moderate Wounds: This works like the spell, causing 2d8+10 points of damage (Will half).
Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates). Onyx uses this ray against warriors and other physically powerful creatures. He knows his foes can quickly awaken the sleepers, but he also knows that doing so takes time and can dely an effective counterattack.
Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the effect. Onyx often uses this ray against the same creature he targeted by his disintegration, flesh to stone, or finger of death ray. If one of the former rays fails to eliminate the foe, this ray might at least hamper it.
Telekinesis: Onyx can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.
Antimagic Cone (Su): Onyx's central eye continually produces a 150-foot cone of antimagic. This functions just like antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed-even Onyx's own eye rays. Once each round, during his turn, Onyx decides whether the antimagic cone is active or not, by shutting his central eye or not.
#293

dspayre

Jun 02, 2008 20:25:55
Thanks Diffan. Onyx is great! If you have time for a couple more let me know. But I get the feeling your really busy nowadays. Once again thanks
#294

lord_typhus

Jun 02, 2008 22:19:11
1.) Human half-vampire fighter 6/ blackguard 10/ warrior of darkness 3; CR 20

2.) Human half-vampire conjurer 9/ diabolist 10; CR 20

3.) Human half-vampire rogue 5/ assassin 9/ disciple of Asmodeus 6; CR 20

Of course I can always play around with some of the class levels, and add another Prestige class here or there as well. Most of the feats for the casters will come from Complete Mage, Complete Arcana, and Libris Mortis. I'll also look into Heros of Horror too.

Sounds good to me brother; thanks again for your help!


Also, the three books I put into bold...if you use feats from them, would you mind putting descriptions of them? I would appreciate it since I don't have those three...

Any clue on a finish date?

Thanks again man
#295

Diffan

Jun 03, 2008 2:47:36
Thanks Diffan. Onyx is great! If you have time for a couple more let me know. But I get the feeling your really busy nowadays. Once again thanks

No problem. I was going to do the cleric of Kossuth on Friday night at work, but it wasn't til I got started when I realized that the prestige class was fiendbender and not mindbender from the Complete Arcana book. Any idea where i can locate this Fiendbender prestige class? If so, let me know and i'll finish the cleric of Kossuth.

Sounds good to me brother; thanks again for your help!


Also, the three books I put into bold...if you use feats from them, would you mind putting descriptions of them? I would appreciate it since I don't have those three...

Any clue on a finish date?

Thanks again man

Well, more importantly when do you need them by? I still have to do DMD's, and Capnvan's characters. It shouldn't take too long since i've finished the prep-work for my Cormyr: Tearing of the Weave campaign.
#296

lord_typhus

Jun 03, 2008 11:04:00
No rush at all man; as soon as you can get time for em' whenever you're not too swamped with work, the baby, etc...lol

Thanks again!
#297

dspayre

Jun 04, 2008 6:44:55
The Fiendbinder class is in the Tome of Magic. If you don't have that book feel free to use some other class that deals with summoning demons. Nar Demonbinder or Demonologist ( can't remember if there arcane or divine based)

Thanks again
#298

Diffan

Jun 04, 2008 6:54:39
Ya, the Tome of Magic is one of the few 3.5 books I don't own. I can do the Nar Demonbinder no prob. And if you point me in the right direction, I can look into the Demonologist
#299

lord_typhus

Jun 04, 2008 8:13:35
Ya, the Tome of Magic is one of the few 3.5 books I don't own. I can do the Nar Demonbinder no prob. And if you point me in the right direction, I can look into the Demonologist

Demonologist is BoVD material.
#300

Diffan

Jun 04, 2008 16:17:48
Thanks Lord_Typhus. Well, I can do either Demonologist or the Nar Demonbinder prestige classes DSPAYRE, just let me know.

On another note, today is my B-DAY!!! I figured it be better saying so here than making a thread for it. My wife knows me so well. She pre-ordered the 4e PHB, MM, DMG for me :D.
#301

lord_karsus

Jun 04, 2008 17:56:14
On another note, today is my B-DAY!!! I figured it be better saying so here than making a thread for it.

-Happy birthday.

My wife knows me so well. She pre-ordered the 4e PHB, MM, DMG for me :D.

-Never, ever, ever preorder things. Unless you get something from placing the preorder, of course. With something like a book, always flip through it before purchase. I do that with even the 3e Forgotten Realms stuff, back in the "day".
#302

rinonalyrna_fathomlin

Jun 04, 2008 19:34:43
Happy Birthday!

By preordering the 4E giftset, I got a really cheap price. Plus, I had a $10 gift certificate to use on it to, which made it even cheaper.;)
#303

lord_karsus

Jun 04, 2008 20:09:59
By preordering the 4E giftset, I got a really cheap price. Plus, I had a $10 gift certificate to use on it to, which made it even cheaper.;)

-Well, if you are able to get a discount by preordering...Alright.
#304

rinonalyrna_fathomlin

Jun 04, 2008 20:24:51
-Well, if you are able to get a discount by preordering...Alright.

A 40% discount, before using the certificate.
#305

lord_typhus

Jun 04, 2008 20:31:02
Happy birthday bro; gratz on the book set!

Any clue when the trio will be ready?
#306

dspayre

Jun 05, 2008 6:48:18
Nar Demonbinder is fine. Happy B-Day
#307

lord_karsus

Jun 05, 2008 9:47:18
A 40% discount, before using the certificate.

-That's almost half off...More than worth it.
#308

rinonalyrna_fathomlin

Jun 05, 2008 9:48:08
-That's almost half off...More than worth it.

Indeed, I can't wait until it arrives!:D
#309

Diffan

Jun 06, 2008 7:56:44
Ya, i'm not sure if Megan (my wife) went through Amazon.com to get the stuff, but I assume she did and probably got the discount as well.

Thanks to all for wishing me a happy b-day. You only turn 26 once, so i'm told.

Ok, back to business-

DMD, I got one of your Duergar characters done. Here's his stats:

Show

Flame Warrior of Mephistopheles; CR 33
hp 384 (29 HD); DR 10/magic
Male half-fiend duergar barbarian 2/ fighter 8/ frenzied berserkerCW 9/ disciple of MephistophelesBoVD 10
LE Medium outsider (Lawful, Evil, Extraplanar)
Init +4; Senses darkvision 120 ft.; Listen +13, Spot +14
Languages Abyssal, Common, Draconic, Dwarven, Infernal, Undercommon
**********************************************************
AC 37, touch 19, flat-footed 33
(+10 armor, +4 Dex, +7 shield, +5 deflection, +1 natural)
Immune paralysis, phantasams, poison
Resist acid 10, cold 10, electricity 10, fire 20; stability (+4 to resist bull rush, disarm, and trip attempts)
SR 35
Fort +35, Ref +21, Will +20 (+2 on saves against spells and spell-like abilities)
Weakness light sensitivity
**********************************************************
Speed 40 ft. (8 squares); fly 50 ft. (good)
Melee +4 large consumptive, unholy, valorous greatsword of viciousness +45/+40/+35/+30 (3d6+24/19-20 plus 2d6 plus 2d6 against good plus 1d6 against living targets) or
Melee 2 claws +40 (1d4+16) and bite +35 (1d6+5)
Base Atk +29; Grp +40
Atk Options Cleave, Leap Attack, Power Attack, Shock Trooper, hellfire blast, hellfire grasp, frenzy 5/day, improved power attack, smite good 1/day (+20 damage), supreme cleave, rage 3/day
Spell-Like Abilities (CL 29th):
3/day-darkness, poison (DC 17), hellfire (CL 15th), unholy aura
2/day-fire shield (CL 15th), hellfire storm (CL 15th)
1/day-blasphemy (DC 20), cause fear (DC 14), contagion (DC 16), desicrate, destruction (DC 20), detect thoughts (DC 15), dispel good (DC 18), enlarge person, flare (CL 15th, DC 13), horrid wilting (DC 21), inflict critical wounds (+40 melee touch, DC 17), invisibility, resist energy (electricity or fire only), suggestion (DC 16), summon hamatula (CL 15th), summon monster IX (fiends only), teleport (self plus 50 pounds of objects only), unhallow, unholy blight (DC 17)
**********************************************************
Abilities Str 32, Dex 18, Con 26, Int 18, Wis 16, Cha 16
SQ body of flame, deathless frenzy, evasion, inspire frenzy 2/day, greater frenzy
Feats CleaveB, Destructive Rage, DiehardB, Disciple of Darkenss, Evil Brand, Fiendish Heritage, Fiendish Legacy, Fiendish Presence, Improved Bull Rush, Intimidating Rage, Leap Attack, Melee Weapon Mastery (slashing)B, Monkey Grip, Power Attack, Shock TrooperB, Weapon Focus (greatsword)B, Weapon Specialization (greatsword)B
Skills Balance +10, Climb +25, Craft (poisonmaking) +16, Disable Device +13, Disguise +10, Escape Artist +9, Handle Animal +12, Hide +12, Intimidate +23, Jump +27, Knowledge (religion) +10, Move Silently +17, Ride +14, Search +13, Survival +11, Swim +19
Possessions combat gear plus Horror field plate (+5 menacing mithral spiked breastplate), Deflector Shield (+5 animated heavy steel shield of arrow deflection), Deathbound (+4 large consumptive unholy valorous greatsword of viciousness), ring of protection +5, cloak of Charisma +6, vest of resistance +5, amulet of health +6, belt of Strength +6, deathstrike bracers, boots of speed, true strike gauntlets, fiendhelm, ring of evasion
**********************************************************
Body of Flame (Su): Once per day for 10 min, the Flame Warrior can transform his body into flame. He gains fire immunity and damage reduction 15/cold iron, and anyone he touches must succeed at a Ref save (DC 15) or catch fire. The flames burn for 1d4 rounds. Any creature hitting the Flame Warrior with natural weapons or unarmed natural attacks take 2d6 points of fire damage and also catch fire unless they succeed on the Reflex save.
Deathless Frenzy (Ex): As long as the Flame Warriors frenzy continues, he is not treated as disabled at 0 hit points, nor is he treated as dying at -1 to -9 hit points. Even reduced to -10 hit points or less, he continues to fight normally until his frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed.
Frenzy (Ex): When frenzied, the Flame Warrior gains a +10 bonus to Strength, and he gains a single extra attack at a +50 bonus if he makes a full attack. He gains a -4 penalty to armor class and takes 2 points of nonlethal damage every round. The frenzy lasts for 11 rounds, or 13 rounds if he's also raging. If he takes damage and still has uses of greater frenzy remaining that day, he goes into greater frenzy as a free action during his next turn unless he succeeds on a Will save (DC 10 + points of damage).
Hellfire Blast (Su): The Flame Warrior can release a gout of hellfire from his hand at will, dealing 4d6 points of fire damage as a ranged touch attack. The range for this attack is 30 feet.
Hellfire Grasp (Su): A Flame Warrior deals 1d6 points of fire damage as a touch attack at will. This damage is added to damage dealt by other unarmed attacks.
Improved Power Attack: The Flame Warrior gains a +3 bonus on his melee damage for every -2 penalty he takes on his melee attack rolls when using the Power Attack feat (or +3 for every -1 penalty if wielding a two-handed weapon other than a double weapon). This benefit does not stack with the normal effects of Power Attack.
Inspire Frenzy (Su): Twice per day, the Flame Warrior can inspire frenzy in his allies while he himself is frenzied. When he uses this ability, all willing allies within 10 feet gain the benefits and disadvantages of frenzy as if they had that ability themselves. The frenzy of affected allies lasts for 11 rounds (or 13 if hes also raging).
Rage (Ex): 3/day, +4 to Str, +4 Con, +2 on Will saves, -2 to AC for up to 13 rounds
Smite Good (Su): Once per day, the Flame Warrior can attempt to smite good with one normal melee attack. This attack deals an extra 20 points of damage.
Summon Hamatula (Sp): The Flame Warrior can summon 1d4 hamatulas once per day. This functions as a summon monster spell cast by a 15th level caster.
#310

Diffan

Jun 06, 2008 8:24:09
Oh, since i'm on. I wanted to see some opinions on changes i'm making to 3.5 for our Cormyr: Tearing of the Weave campaign-

Cleric- Clerics rely on their domains for added spells and their granted powers in combat. Granted powers now are 1/encounter rather than 1/day if your domain power is a per day effect. Also, your domain powers advance by caster level rather than cleric level, thus not hindering your God's granted gift by prestige classing. Also, clerics rely on Divine abilities to empower themselves to further their Deity's plan. At 4th level they gain a bonus feat that can be taken from the Divine Feat list. At every 4 levels and after (8th, 12th, 16th, 20th) they gain 1 additional Divine feat. They must still meet the prereqs for the feat.

Sorcerer- Sorcerers manipulate their innate magic through their force of will and determination. At 2nd level, sorcerers gain the Metamagic Specialist ability without losing their familiar. Also, sorcerers gain additional feats. At 1st level, they gain Eschew Materials. At 4th level and every 3 levels afterward (7th, 10th, so on) they gain a bonus feat that can taken from the Heritage Feat or Metamagic Feat list. They must still meet the prereqs for the feat.

Wizard- Because of intensive study, wizards accumilate vast amounts of spells which they store in spellbooks. Because of this, they tend to fly through pages of these books for the right spell because they know the books like the back of their hands. Starting at 2nd level wizards gain Magi Study. This allows wizards to swap a prepared spell in place of casting a spell from their spellbook. This requires spending 2 prepared spell in place of 1 spell of the same level or lower to be cast from his/her spellbook. Magi Study can be used 1 + Int modifer per day (minimum 1 day).
Example: Magi-study (Ex): As a full round action a wizard may expend 2 prepared spells of the same level to cast a spell from their spellbook of a level equal to or lower than the level of the expended spells. This ability may be used 1 + Int modifier per day. Spells with a casting time of longer than 1 standard action cannot be cast with this ability while the wizard is under stress (in combat, immediate danger, etc.)

Also, I think familiars need a more viable and prominant role for wiz/sor. So, from now on, familiars gain levels equal to their master's caster level rather than specific wiz/sor level. Also, while familars help in some ways, the benifits gaind no where near compare to the penalties lost if they die. So, henceforth when a familiar dies, the spellcaster recieves a -1 penalty to his caster level for all level related effects for his spells. This does not include the loss of any spell levels and the wizard can re-summon his familiar on the following day with a 1-hour ritual.

I know there are some things people won't like, but that's cool. I think, overall, it give more flavor to the classes and helps extend their granted gifts.
#311

dmd

Jun 06, 2008 8:42:03
Thanks Diffan.

Cleric 20/Thrall of Orcus 10 sounds good to me. Generalist Cleric is fine. My players run through low level undead like water anyway. Low level undead in my game just appear as mass combat units which are not nearly as easy to deal with. :-)

Also, I think those house rules are pretty solid. I agree that the sorcerer having a few more feats especially heritage feats allows players to differentiate their sorcerers.

Oh and happy birthday! I have turned 26 5 times so I don't know what those people you are talking to are telling you....
#312

Diffan

Jun 06, 2008 9:03:25
Cleric 20/Thrall of Orcus 10 sounds good to me. Generalist Cleric is fine. My players run through low level undead like water anyway. Low level undead in my game just appear as mass combat units which are not nearly as easy to deal with. :-)

Ok, cool. There are alot of cool feats for making undead, Corpse Crafter is one of the best. Also, there is a feat that if the undead die, they explode and other feats that give their attacks added cold damage and also make undead faster too. But going generalist is easy to do and i'll put feats like Quicken Spell, Divine Metamagic (Quicken Spell), Extra Turning, etc. And do you want the character to wield the Rod/Wand of Orcus?

Also, I think those house rules are pretty solid. I agree that the sorcerer having a few more feats especially heritage feats allows players to differentiate their sorcerers.

Thanks, i always felt the Sorcerer got shafted when all he got was a lonesome familiar and a crappy spell progression. Now it has more diversity in that you can choose to have draconic (most common) heritages, celestial, fey, infernal, and fiendish. And the familiar isn't a nusiance anymore.

Oh and happy birthday! I have turned 26 5 times so I don't know what those people you are talking to are telling you....

Thanks! Ya I have been and hopefully always will be a kid at heart.
#313

dmd

Jun 06, 2008 9:06:13
Hey Diffan. They are going to face Orcus at some point so they can deal with his Wand then :D

Thanks again.
#314

Diffan

Jun 06, 2008 9:17:47
Sure thing. I hope the character above is "fire-crazy" enough for you. I was thinking of making up my own firey ability when I can across the Disciple of Mephistopheles. It's not exactly demon-ish, but I think it applies nicely and you can alwasy change it to disciple of -----. Also, his sword has the valorous property. I'm guessing the character doesn't use valor much, but the ability deals double damage on a charge attack. This pumps up the damage from a measly 230-ish average to 445-ish average when he's raging/frenzying/charging/leap-attacking and you can throw in the smiting too for some ridiculous dmg output :D.
#315

dmd

Jun 06, 2008 11:09:06
Yes. I am very pleased with his fiery abilities.

I am just going to call the template one for Orcus. I am the DM and I can do what I like. ;)

They have not fought a frenzied berserker in quite some time so it should be a rude awakening. The last time they fought one they just avoided him until his frenzy ran out and he died. Of course then they were in Myth Drannar, not too easy to run away where they will be....
#316

sickboyfrank

Jun 06, 2008 12:57:19
Hi Diffan, been a while, I was busy with work...

As an answer about the oozemaster (the last Talonar blightlord) yeah you can use the Slimelord template. Just bump the drow god outta there and replace it with talona.

Hope i'll see his ugly oozing face soon enough

Thanks again for the other two, my players are gonna meet one of them on monday...hehehe, him and his blighted Vodloni rangers....
#317

lord_typhus

Jun 07, 2008 21:18:56
Hey Diffster, how'd the wedding go? You catch the bouqet?

Lol!

Any luck with the trio?
#318

Diffan

Jun 07, 2008 22:26:25
Hey,

The wedding wass good, nice and hot. The receiption was good toos, lots of drinking! So i'm a bits tipsy when styping this.

I got the duergar cleric 2o0/ thrulll of Orcus 10 done last night at work and Capnvan's clerics 7/ divine discple 2 done as wells. But im a bits tired when i'm typng so i thinks im going to go to bed and type it up tomorws. nitey!
#319

lord_karsus

Jun 08, 2008 0:06:26
The wedding wass good, nice and hot. The receiption was good toos, lots of drinking! So i'm a bits tipsy when styping this.

-So I see. ;)
#320

ianten_silverblade

Jun 08, 2008 1:31:16
He's drunk Jim.

^_~
#321

lord_typhus

Jun 08, 2008 10:48:27


Sober yet bro? Lol!
#322

lord_typhus

Jun 09, 2008 8:10:17
Diffan, you still breathing man?
#323

Diffan

Jun 09, 2008 9:43:04
....ugh this is about how i felt all yesterday ! I don't get head-ache hangovers, but a constant nausea that won't go the **** away. Rule #1- NEVER second guess yourself when you think you've had too much. Rule #2- AVOID drinking liquor after beer. I think i was at beer numeral 8? when i got the wonderful idea to start drinking rum and cokes. THEN i got home and polished off the case sitting in my mini-fridge (that was about 6 more) when i decided that enough was enough. I can tell you two things....when you can smell your own breath it's time to call it a night and attempt to hydrate somewhat before bed. *sigh*

Now that thats said I completed DMD's duergar cleric/thrull of Orcus and capnvan's cleric. I'll post them below.

for DMD-
Show

Priest of Orcus; CR 31
hp 214 (HD 30); DR 5/bludgeoning or piercing
Male duergar cleric 20/ thrull of OrcusBoVD 10
LE Medium humanoid (dwarf)
Init +5; Senses darkvision 120 ft.; Listen +9, Spot +9
Aura evil (strong)
Languages Abyssal, Common, Dwarven, Undercommon
**********************************************************
AC 37, touch 16, flat-footed 36
(+13 armor, +1 Dex, +8 shield, +5 deflection)
Immune paralysis, phantasms, poisons
Resist stability (+4 against bull rush and trip)
Fort +27, Ref +15, Will +32; +2 on saves against spells and spell-like abilities
**********************************************************
Speed 20 ft. (4 squares)
Melee +5 stygian vampiric heavy mace of impact +37/+32/+27/+22 (1d8+12/19-20 plus 1 negative level plus 1d6 to living creatures)
Base Atk +25; Grp +32
Atk Options death touch Fort save (DC 25)
Special Actions rebuke undead 27/day (+7, 2d6+25; 20th)
Cleric Spells Prepared (CL 24th):
10th-corrupt implosion (DC 28)
9th-energy drain (DC 27), gate, miracle, soul bind, wail of the bansheeD (DC 27)
8th-antimagic field, avascular massD (DC 27), dimensional lock, mass inflict critical wounds (DC 26), symbol of insanity (DC 26), wall of greater dispel magic
7th-avasculateD (DC 26), blood to water (DC 25), corrupt harm (DC 25), fortunate fate, greater restoration, greater scrying
6th-banishment (DC 24), cometfall (DC 24), create undeadD, greater dispel magic, mass bull's strength, word of recall
5th-break enchantment, corrupt inflict critical wounds (+32 melee touch, DC 24), earth reaver (DC 23), righteous might, righteous wrath of the faithful, revive undeadD
4th-consumptive field (DC 23), death ward, divination, iron bones, recitation, sound lance (DC 22), summon undead IV, wither limbD (DC 23)
3rd-bestow curse (DC 21), clutch of orcus (DC 22), cure serious wounds, fangs of the vampire kingD, invisibility purge, knight's move, mass aid, slashing darkness (+26 ranged touch)
2nd-bear's endurance, blade of pain and fearD (DC 20), curse of ill fortune (DC 20), cure moderate wounds, darkness, darkway, silence (DC 20), sound burst (DC 20)
1st-bless, chill of the graveD, cure light wounds, death watch, detect good, ebony eyes, sanctuary, sign
0-detect magic (2), light, read magic (2), virtue
D: Domain spells. Domains: Deathbound, Undeath
Spell-Like Abilities (CL 30th):
1/day-enlarge person, invisibility, summon nightwing, summon undead
**********************************************************
Abilities Str 24, Dex 12, Con 16, Int 13, Wis 26, Cha 20
SQ carrion stench, demon wings, massive girth, pallor of death
Feats Corrupt Spell, Deformity (Obese)B, Divine Metamagic (Quicken Spell), Evil Brand, Extra Turning (3), Improved Spell Capasity, Lich Loved, Profane Aura, Quicken Spell, Thrall to Demon
Skills Bluff +11, Concentration +15, Craft (poisonmaking) +10, Diplomacy +14, Heal +11, Hide +9 (+3 in armor), Intimidate +15, Knowledge (arcana) +6, Knowledge (religion) +6, Knowledge (the planes) +6, Move Silently +9 (+3 in armor), Profession (any) +9, Spellcraft +20
Possessions Life Drainer (+5 stygian vampiric heavy mace of impact), +5 axe blocking roaring full plate, +5 heavy steel shield, Reliquary of Orcus (reliquary holy symbol), belt of Strength +6, helm of Wisdom +6, cloak of Charisma +6, gloves of Dexterity +4, ring of protection +5, ring of resistance +6, nightstick
**********************************************************
Carrion Stench (Ex): When desired, the priest of Orcus emits a terrible smell in a 10-foot radius. Living creatures in the radius must succeed at a Fort save (DC 23) or take -2 penalty on all attack and damage rolls, saving throws, skill and ability checks for 10 rounds. Undead withing the stench believe the priest of Orcus to be undead.
Death Touch (Sp): The priest of Orcus can force a living creature hit with a touch attack to attempt a Fort save (DC 25). IF the target fails, it dies.
Demon Wings (Su): At will, the priest of Orcus can bring forth massive black wings from his back. He gains a fly speed of 20 ft. with average maneuverability.
Pallor of Death (Su): Once per day, the priest of Orcus can adopt the appearance of a humanoid undead creature of his choosing as if he had the alter self spell. While in this form, he gains an aura of fear (as the fear spell cast by a 6th-level caster) that affects only living nonoutsiders within 25 feet. This lasts for 10 min.
Touch of fear (Sp): Three times per day, the priest of Orcus can produce an effect identical to that of the cause fear spell cast by a 10th-level caster.
Summon Nightwing (Sp): The priest of Orcus can summon 1 nightwing once per week, as the summon monster spell cast by a 15th-level caster.
Summon Undead (Sp): Once per day, the priest of Orcus can summon 1d3 mummies, 1 spectre, 1 mohrg, 1 vampire, or 1 ghost. If he chooses a vampire or ghost, it's character level is one less that the priest's class level.
#324

lord_karsus

Jun 09, 2008 10:08:23
-Diffan deserves a round of applause for consuming an incredible amount of alcohol. :: claps ::
#325

lord_typhus

Jun 09, 2008 21:00:19
-Diffan deserves a round of applause for consuming an incredible amount of alcohol. :: claps ::



You mean Diffan's alter ego: Stumbles McDrunk.


LOL!

Diffster, any progress on the trio?
#326

Diffan

Jun 10, 2008 0:35:17
-Diffan deserves a round of applause for consuming an incredible amount of alcohol. :: claps ::

*bows graciously*

Diffster, any progress on the trio?

Not yet. I should have them done this week, since i've got some free time at work. I'll keep you posted on their progress though.

@ sickboyfrank- how many levels of each classs do you want for your slimelord? Cleric 7/ blightlord ??/ slime-lord ??

@ DSPAYRE- got the basics done for the cleric of kossuth/ Nar demonbinder and should have him statted out by Wednesday morning
#327

Diffan

Jun 10, 2008 2:14:04
Hey all,

While i'm getting some requests done, i thought i'd post some NPC characters i've created for my Cormyr: Tearing of the Weave campaign. We've just started and we're not yet even in Wheloon. I figured the PCs needed to get acquainted before the whole thing starts so I started our campaign in Thunderstone. There, the law is enforced by a Faril Laheralson (LG fighter 7/ranger 3), Commander of the Purple Dragons. I've also made some sample Purple Dragon NPCs, all 4th level and easily adjustable to fit into any Cormyr setting.

Faril Laheralson
Show

Faril Laheralson, Purple Dragon Commander; CR 10
hp 87 (10 HD)
Male Tethyrian human fighter 7/ ranger 3
LG Medium humanoid
Init +5; Senses Listen +3, Spot +3
Languages Chondathan, Common
**********************************************************
AC 24, touch 11, flat-footed 23
(+10 armor, +1 Dex, +3 shield)
Fort +13, Ref +8, Will +6
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 goblinoid bane longsword +16/+11 (1d8+7/19-20 plus 2d6 against goblinoids)
Ranged mwk composite longbow (Str +4) +12/+7 (1d8+4/x3) or
Ranged mwk composite longbow (Str +4) +10/+10/+5 (1d8+4/x3) with Rapid Shot
Base Atk +10; Grp +14
Atk Options Cleave, Power Attack, Shock Trooper, favored enemy (+2 goblinoids)
Combat Gear 2 potions of cure moderate wounds, 1 potion of restoration
**********************************************************
Abilities Str 18, Dex 12, Con 16, Int 11, Wis 12, Cha 13
SQ combat style (archery), wild empathy
Feats Cleave, EnduranceB, Improved Bull RushB, Improved Initiative, Leadership, Mounted Combat, Power Attack, Rapid ShotB, Ride-by-AttackB, Shock TrooperB, TrackB, Weapon Focus (longsword)B, Weapon Specialization (longsword)
Skills Climb +9 (+3 in armor), Concentration +4, Craft (weaponsmithing) +5, Handle Animal +5, Heal +4, Intimidate +5, Jump +9 (+3 in armor), Knowledge (Cormyr local) +3, Knowledge (dungeoneering) +2, Knowledge (geography) +2, Profession (soldier) +3, Ride +5, Search +4, Survival +4, Swim +4 (-8 in armor), Use Rope +2
Possessions Cormyrian Goblinthrasher (+1 goblinoid bane longsword), Cormyrian Greatshield (+1 arrow deflection heavy steel shield), +2 full plate, surcoat of resistance +2, masterwork composite longbow with 10 silvered arrows, 10 cold iron arrows, 20 masterwork arrows
#328

lord_typhus

Jun 10, 2008 8:33:18
Very cool NPCs Diff; I may actually use them in my game, with your permission of course...As long as you can finish the trio by this weekend, that's cool with me...if for some reason they take longer, just let me know and I can rework my group's encounters to accomodate them later.

My wife surprised the hell out of me after playing OBLIVION w/the Shivering Isles expansion for Xbox360--- She expressed a lot of interest in it and is very into it, she loved playing and wouldn't let me on til' she had to go to the airport the other day, lol...she also mentioned D&D & said she'd be interested...if you knew my wife, this is highly out of her 'personality'...lol...of course, she fell in love with her Dark Elf character on Oblivion which means she wants a Drow PC for D&D...when I mentioned the Drow's society being Matriarchal...yikes!

Needless to say she's all for it so I may be making her a PC when she comes home monday to start another low lvl campaign...:D
#329

Diffan

Jun 10, 2008 8:55:29
That's awesome. My wife started playing when our group started back up about 3 years ago. She read some of the Drizzt books and knew a little about DnD but nothing about the game itself. Sure enough, when she started her campaign, it centered around Drow. I'm not sure, but I think it's a women, power-trip thing to use Drow the way they do, lol. If you would like any suggestions on character builds/idea/feats/etc..for her drow just let me know.

As for your characters, I'll hopefully be finishing up DSPAYRE's cleric/demonbinder character tonight at work and If I have time to start on your half-vamps tonight, I will. If not, i'll work on them from Wednesday thru Friday night and can have them posted as I finish with them. Because I work at night's most of my posts are usually in the morning.
#330

dmd

Jun 10, 2008 9:29:27
Thanks again Diffan.

I appreciate the help.
#331

Diffan

Jun 10, 2008 10:07:43
Hey, no problem. Sorry it took so long though :embarrass
#332

lord_typhus

Jun 10, 2008 10:53:37
That's awesome. My wife started playing when our group started back up about 3 years ago. She read some of the Drizzt books and knew a little about DnD but nothing about the game itself. Sure enough, when she started her campaign, it centered around Drow. I'm not sure, but I think it's a women, power-trip thing to use Drow the way they do, lol. If you would like any suggestions on character builds/idea/feats/etc..for her drow just let me know.

As for your characters, I'll hopefully be finishing up DSPAYRE's cleric/demonbinder character tonight at work and If I have time to start on your half-vamps tonight, I will. If not, i'll work on them from Wednesday thru Friday night and can have them posted as I finish with them. Because I work at night's most of my posts are usually in the morning.

She's got a bard on OBLIVION, but we all know the class-system on there is lax and you can theoretically have the aforementioned 'bard' running around in full-plate wielding a 2-handed sword if you so desire...it's not like D&D in the fact that when you choose a class you are somewhat 'restricted' to your equipment and all that stuff so that it fits your class

That said, I'm going to try to gear her towards playing a Drow Cleric (most likely a priestess of Lolth or perhaps Eilistraee(sp?) since she liked those ideas...I'll let you know. Thanks again bro.
#333

sickboyfrank

Jun 10, 2008 14:17:18
Hi,

Soooo...
Cleric 7
Blightlord 5
slime lord 5

yes yes....excellent....


Thx again and with your permission i would like to use your Cormyr pc's since after dealing wiht the rotting man's minions my group is gonna do the tearing of the weave...i'll have to boost the CR's though.....
#334

Diffan

Jun 10, 2008 15:14:45
No prob, the character should be posted tomorrow (hopefully).


Also to everyone,

Please feel free to use any character I post on the boards. They're there for your enjoyment and to use in any way you see fit. If you like a character but want to change something like it's class/level/equipemnt/feat/etc...don't hesistate. Also, if your wondering how I generate my Ability scores, I roll 4d6 six times and drop the lowest die. If, for some reason their scores don't equal a 30 point buy, I re-roll.
#335

lord_typhus

Jun 10, 2008 16:43:53
His, or mine? His most likely- I'm not that lucky
lol...

Sorry, just busting your balls Diff; I'm bored senseless...I blame the Army
#336

lord_typhus

Jun 11, 2008 8:07:00


#337

lord_typhus

Jun 11, 2008 12:44:25
Hey Diffan any chance of a finished product by the weekend? My buddy just asked about them since we're trying to make The Dhampir Camarilla into an actual organization for our realms and these 3 are key NPCs in it...

Sorry for buggin' ya, he's just all hyped up about it...
#338

Diffan

Jun 12, 2008 7:56:30
Hey all,

Sorry for the delay, but Jury Duty will do that now and again.

Next up is the Blightlord/Slimelord

Show

Priest of Talona; CR 17
hp 146 (17 HD); DR 3/-
Male human cleric 7/ blightlordUNA 5/ slimelordPG 5
Any Evil Medium humanoid
Init +1; Senses Listen +10, Spot +10
Aura evil (moderate)
Languages Common, Sylvan
**********************************************************
AC 25, touch 13, flat-footed 24
(+7 armor, +1 Dex, +5 shield, +2 deflection)
Immune critical hits, disease, sleep, sneak attack
Fort +17, Ref +8, Will +17
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +4 spell storing glaive of wounding +20/+15/+10 (1d10+11/x3 plus 1 Con) or
Melee 2 pseudopods +16 (1d6+7 plus paralytic slime, Fort [DC 19])
Ranged mwk heavy crossbow +13 (1d10/19-20)
Base Atk +11; Grp +16
Atk Options blight touch 2/day, charming gaze 1/day, paralytic slime, psudopods 2/day, smite good 1/day (+4 attack, +7 damage)
Special Actions blightmind 1/day, rebuke undead 16/day (+7, 2d6+12; 7th), rebuke or command blight spawned 8/day (+5, 2d6+12; 12th)
Combat Gear nightstick, metamagic rod of lesser empower
Cleric Spells Prepared (CL 12th; spells per day: 6/7+1/6+1/6+1/4+1/4+1/3+1)
Domains: Blightbringer, Destruction, Slime
Spell-Like Abilities:
at will-alter self
**********************************************************
Abilities Str 20, Dex 12, Con 18, Int 12, Wis 25, Cha 20
Feats Divine Metamagic (Persistant Spell), Extend Spell, Extra Turning, Great Fortitude, Martial Weapon Proficiency (glaive), Persistant Spell, Willing Deformity
Skills Bluff +10, Concentration +12, Diplomacy +8, Disguise +12, Escape Artist +6 (+3 in armor), Heal +9, Hide +6 (+3 in armor), Intimidate +10, Handle Animal +7, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (religion) +6, Knowledge (the planes) +3, Move Silently +6 (+3 in armor), Spellcraft +8, Survival +10
Possessions combat gear plus Blood Glaive (+4 spell storing glaive of wounding), Impenetratable Breastplate (+2 adamanite heavy fortification breastplate), Mithral Protector (+3 animated mithral shield), helm of Wisdom +6, amulet of health +4, cloak of Charisma +6, belt of battle, winged boots, gauntlets of Strength +4, ring of protection +2
************************************************************************
Blightmind (Su): Once per day as a standard action, the priest of Talona may establish a mental link with and dominate (as dominate monster) a single blightspawned creature within 60 feet. The mental link lasts for up to 5 min and has a range of up to one mile. The blightspawned creature receives a Will save (DC 22) to negate the effect.
Blight Touch (Su): Twice per day, the priest of Talona can attempt a melee touch attack to infect a victim with Talona's blight.
Talona's Blight: Supernatural disease-by spell, Fortitude save (DC 22), incubation period 1d6 days; damage 1d4 temporary Constitution and 1d4 temporary Charisma. Unlike normal diseases, the effects of blight touch continue until the victim reaches Constitution 0 (and dies), Charisma 0 (becoming a blightspawned creature, if the victim qualifies), or receives a remove disease spell or similar magic.
Charming Gaze (Su): Five times per day, the priest of Talona can activate a charming gaze for 1 round. Any creature that meets the priest of Talona's gaze must make a Will save (DC 20) or be affected as if by a charm monster spell (CL 5th).
Paralytic Slime (Ex): The priest of Talona's pseudopods are coated with slime that can paralyze a foe. Any creature struck by the priest's natural attack must succeed on a Fort save (DC 19) or be paralyzed for 1d4+1 rounds.
Pseudopods (Ex): As a move action three times per day, the priest of Talona can transform his hands into pseudopods or back into normal hands. This transformation can last for up to 5 rounds, though the priest can change his pseudopods back into hands before the durtaion expires with a move action.
#339

sickboyfrank

Jun 12, 2008 11:03:50
WOW!

Thanks they are going to wet their pants when they meet that guy!

The glaive rocks!

good luck with Jury duty
#340

lord_typhus

Jun 12, 2008 17:34:20
Ya, I could possibly have all 3 done by Saturday morning. It wont be long for me to finish up with the cleric/nar demonbinder tonight and start on your vamps.

Cool man, thanks...

#341

lord_typhus

Jun 12, 2008 21:44:21
What kinda goodies should I expect from the trio? Anything special?:P
#342

Diffan

Jun 13, 2008 7:51:06
What kinda goodies should I expect from the trio? Anything special?:P

Death, lots and lots of death, lol! Seriously though, the fighter type will probably focus on either heavy damage dealing or uber-protection, not sure which yet. The diabolist will focus mainly on Conjuring demons so you'll see alot of Feats that help conjure minions and a few vile metamagic feats for boosts to spell DCs. The rogue will focus mostly on dealing alot of sneak attack damage, hiding and stealthy movements. For wealth, do you want me to go 760,000 gp (standard wealth by level for PC) or 220,000 (standard wealth by level for NPC)? Let me know by tonight so I can do they're items.
#343

lord_typhus

Jun 13, 2008 7:54:38
Death, lots and lots of death, lol! Seriously though, the fighter type will probably focus on either heavy damage dealing or uber-protection, not sure which yet. The diabolist will focus mainly on Conjuring demons so you'll see alot of Feats that help conjure minions and a few vile metamagic feats for boosts to spell DCs. The rogue will focus mostly on dealing alot of sneak attack damage, hiding and stealthy movements. For wealth, do you want me to go 760,000 gp (standard wealth by level for PC) or 220,000 (standard wealth by level for NPC)? Let me know by tonight so I can do they're items.

760,000 gp (standard wealth by level for PC)
Go for it.

Also, for the rogue-type, make sure he's capable with bluff & stuff like that too because he will be the head of the clan that handles all the forgeries, smuggling, etc done by his fellow cultists of Asmodeus

I'd say more uber-damage than protection for the fighter type, though give him some decent armor anyways

Thanks again bro.
#344

Diffan

Jun 13, 2008 7:56:21
No prob. Should be interesting. Only problem though is that they're not Undead. I could have SOOO much fun with undead things...........and don't take that in a bad way!
#345

lord_typhus

Jun 13, 2008 7:58:26
No prob. Should be interesting. Only problem though is that they're not Undead. I could have SOOO much fun with undead things...........and don't take that in a bad way!

Mumbles something about necrophilia and shakes his head in disgust.

Sure...right...fun,....with...dead things....whatever you say Diffster...
#346

Diffan

Jun 13, 2008 8:16:49
Oh, i forgot to mention. I created my first 4e character yesterday. It was rough going for a little bit, trying to figure out what stuff does, but in the end I think it's a cool system and could have loads of fun with it. Check it out. Any questions about abilities or stuff let me know.

Sir Marcus
[sblock]
Sir Marcus D'Arch; Level 1 paladin
Medium natural humanoid
Initiative +1; Senses Perception +2
HP 28; Bloodied 14
AC 18; Fortitude +16, Reflex +13; Will +14
Speed 5
*Greatsword (standard; at-will)* Weapon
+7 vs. AC; 1d10+5 damage
*Enfeebling Strike (standard; at-will)* Divine, Weapon
+6 vs. AC; 1d10+4 damage; if target was marked, take a -2 penalty to attack rolls until Sir Marcus's next turn
*Holy Strike (standard; at-will)* Divine, Radiant, Weapon
+7 vs. AC; 1d10+5 radiant damage; if target was marked, deal an additional 2 damage
*Valiant Strike (standard; at-will)* Divine, Weapon
+7 plus 1 per enemy adjacent Sir Marcus vs. AC; 1d10+5 damage
*Radiant Smite (standard; encounter)* Divine, Radiant, Weapon
+7 vs. AC; 2d10+5 plus 2 additional damage
*Paladin's Judgment (standard; daily)* Divine, Healing, Weapon
+7 vs. AC; 3d10+5, and 1 ally within 5 squares of Sir Marcus can spen a healing surge.
Miss: one ally within 5 squares of Sir Marcus can spend a healing surge
*Divine Challenge (minor; at-will)* Divine, Radiant
You mark a target. While target is marked it takes a -2 penalty to attacks for any attack that doesn't include you.
Alignment Lawful Good Languages Common, Supernal
Skills Endurance +4, Heal +7, Insight +7, Intimidate +8, Religion +5
Str 18 (+4) Dex 12 (+1) Wis 15 (+2)
Con 13 (+1) Int 10 (+0) Cha 17 (+3)
Equipment plate armor, greatsword, holy symbol (Torm), standard adventuring gear
[/sblock]
#347

lord_typhus

Jun 13, 2008 8:43:48
Oh, i forgot to mention. I created my first 4e character yesterday. It was rough going for a little bit, trying to figure out what stuff does, but in the end I think it's a cool system and could have loads of fun with it. Check it out. Any questions about abilities or stuff let me know.

Sir Marcus
[sblock]
Sir Marcus D'Arch; Level 1 paladin
Medium natural humanoid
Initiative +1; Senses Perception +2
HP 28; Bloodied 14
AC 18; Fortitude +16, Reflex +13; Will +14
Speed 5
*Greatsword (standard; at-will)* Weapon
+7 vs. AC; 1d10+5 damage
*Enfeebling Strike (standard; at-will)* Divine, Weapon
+6 vs. AC; 1d10+4 damage; if target was marked, take a -2 penalty to attack rolls until Sir Marcus's next turn
*Holy Strike (standard; at-will)* Divine, Radiant, Weapon
+7 vs. AC; 1d10+5 radiant damage; if target was marked, deal an additional 2 damage
*Valiant Strike (standard; at-will)* Divine, Weapon
+7 plus 1 per enemy adjacent Sir Marcus vs. AC; 1d10+5 damage
*Radiant Smite (standard; encounter)* Divine, Radiant, Weapon
+7 vs. AC; 2d10+5 plus 2 additional damage
*Paladin's Judgment (standard; daily)* Divine, Healing, Weapon
+7 vs. AC; 3d10+5, and 1 ally within 5 squares of Sir Marcus can spen a healing surge.
Miss: one ally within 5 squares of Sir Marcus can spend a healing surge
*Divine Challenge (minor; at-will)* Divine, Radiant
You mark a target. While target is marked it takes a -2 penalty to attacks for any attack that doesn't include you.
Alignment Lawful Good Languages Common, Supernal
Skills Endurance +4, Heal +7, Insight +7, Intimidate +8, Religion +5
Str 18 (+4) Dex 12 (+1) Wis 15 (+2)
Con 13 (+1) Int 10 (+0) Cha 17 (+3)
Equipment plate armor, greatsword, holy symbol (Torm), standard adventuring gear
[/sblock]

Pretty cool; seriously doubting that I'll get into 4ED, but looks cool nonetheless...
#348

nyt

Jun 13, 2008 14:01:08
your skills are awesome, diffan.
#349

lord_typhus

Jun 13, 2008 20:55:41
your skills are awesome, diffan.

Awesome being an understatement of course...:P
#350

Diffan

Jun 13, 2008 21:00:40
lol, you guys are too much. But I appreciate your comments, thank you.
#351

lord_typhus

Jun 13, 2008 21:28:56
lol, you guys are too much. But I appreciate your comments, thank you.

NP bro; how're the dhampir coming along? Got any preview stats? (doesbt have to be finished, but a peek would be nice) :P
#352

ianten_silverblade

Jun 14, 2008 2:45:15
Bumpity bumpbump. ^_^
#353

lord_typhus

Jun 14, 2008 11:51:05
You know, Diffan....it is Saturday morning...

You're probably watching cartoons...
#354

Diffan

Jun 14, 2008 16:02:40
Hey,

Well I finished the half-vamp fighter/blackguard/warrior of darkness and the half-vamp conjurer/diabolist but not the rogue/assassin/... because I forgot the character's info sheet i printed up and books to do the rogue. Sorry, but i'll post the warrior and mage below-

Show

Vamp Warrior; CR 20
hp 190 (19 HD); DR 5/silver or magic
Male half-vampire fighter 6/ blackguard 10/ warrior of darknessBoVD 3
Any Evil Medium humanoid (human)
Init +9; Senses Listen +5, Spot +5
Aura despair (10 ft. enemies take -2 penalty on all saves), evil
(moderate)
Languages Abyssal, Common, Infernal
**********************************************************
AC 40, touch 18, flat-footed 37
(+13 armor, +3 Dex, +7 shield, +5 deflection, +2 natural)
Immune death by massive damage
Resist cold 5, electricity 5, 25% chance to ignore critical hits and sneak attack
Fort +27, Ref +18, Will +22
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +4 unholy souldrinking greatsword +33/+28/+23/+18 (2d6+17/17-20 plus 2d6 against good plus 1 negative level; 2 negative levels on critical hit) or
Melee slam +28/+23/+18/+13 (1d6+13)
Ranged +2 brilliant energy composite longbow (Str +4) +28/+23/+18/+13 (1d8+8/x3)
Base Atk +19; Grp +28
Atk Options Combat Brute, Cleave, Divine Might, Power Attack, Shock Trooper, blood drain, charm gaze, smite good 3/day (+7 attack, +20 damage), sneak attack +3d6
Special Actions command/rebuke undead 10/day (+9, 2d6+15; 8th)
Blackguard Spells Prepared (CL 10th):
4th-cure critical wounds, implacable persuer
3rd-deeper darkness, mantle of evil, unholy storm
2nd-cure moderate wounds, hand of divinity, zeal
1st-corrupt weapon, divine sacrifice, inflict light wounds (+28 melee touch; DC 16)
Spell-Like Abilities (CL 10th):
at will-detect good
**********************************************************
Abilities Str 28, Dex 20, Con 20, Int 10, Wis 20, Cha 24
SQ blood dependency, darkling weapon, evasion, poison use, fast healing 1
Feats Ability Focus (charm gaze), Blind-FightB, Cleave, Combat BruteB, Divine Might, Improved Bull Rush, Improved CriticalB, Improved InitiativeB, Improved Sunder, Iron Will, Power AttackB, Shock Trooper, Tomb-Born Fortitude, Tomb-Tainted Soul, Weapon Focus (greatsword)
Skills Climb +14 (+11 in armor), Concentration +12, Craft (alchemy) +5, Handle Animal +10, Hide +14 (+11 in armor), Initmidate +14, Jump +17 (+14 in armor), Knowledge (arcana) +1, Knowledge (religion) +2, Knowledge (the planes) +2, Ride +10, Spellcraft +3, Swim +5 (-1 in armor)
Possessions Blackguard's Blade (+4 unholy souldrinking greatsword plus description in BoVD, p. 112), Brilliant Bow (+2 brilliant energy composite longbow [Str +4]) with 20 arrows, Death-Plate (+5 darksoul mithral spiked full plate), Wraith's Demise (+5 animated ghost touch heavy mithral shield), helm of Wis +6, cloak of Charisma +6, amulet of health +6, vest of resistance +5, bracers of greater archery, gloves of Dexterity +6, winged boots, ring of protection +5, ring of evasion, pearl of power (4th), belt of Strength +6, scabbard of keen edges, goggles of night, holy symbol, 30 gp.
#355

lord_typhus

Jun 14, 2008 16:13:37
Hey,

Well I finished the half-vamp fighter/blackguard/warrior of darkness and the half-vamp conjurer/diabolist but not the rogue/assassin/... because I forgot the character's info sheet i printed up and books to do the rogue. Sorry, but i'll post the warrior and mage below-

Show

Vamp Warrior; CR 20
hp 190 (19 HD); DR 5/silver or magic
Male half-vampire fighter 6/ blackguard 10/ warrior of darknessBoVD 3
Any Evil Medium humanoid (human)
Init +9; Senses Listen +5, Spot +5
Aura despair (10 ft. enemies take -2 penalty on all saves), evil
(moderate)
Languages Abyssal, Common, Infernal
**********************************************************
AC 40, touch 18, flat-footed 37
(+13 armor, +3 Dex, +7 shield, +5 deflection, +2 natural)
Immune death by massive damage
Resist cold 5, electricity 5, 25% chance to ignore critical hits and sneak attack
Fort +27, Ref +18, Will +22
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +4 unholy souldrinking greatsword +33/+28/+23/+18 (2d6+17/17-20 plus 2d6 against good plus 1 negative level; 2 negative levels on critical hit) or
Melee slam +28/+23/+18/+13 (1d6+13)
Ranged +2 brilliant energy composite longbow (Str +4) +28/+23/+18/+13 (1d8+8/x3)
Base Atk +19; Grp +28
Atk Options Combat Brute, Cleave, Divine Might, Power Attack, Shock Trooper, blood drain, charm gaze, smite good 3/day (+7 attack, +20 damage), sneak attack +3d6
Special Actions command/rebuke undead 10/day (+9, 2d6+15; 8th)
Blackguard Spells Prepared (CL 10th):
4th-cure critical wounds, implacable persuer
3rd-deeper darkness, mantle of evil, unholy storm
2nd-cure moderate wounds, hand of divinity, zeal
1st-corrupt weapon, divine sacrifice, inflict light wounds (+28 melee touch; DC 16)
Spell-Like Abilities (CL 10th):
at will-detect good
**********************************************************
Abilities Str 28, Dex 20, Con 20, Int 10, Wis 20, Cha 24
SQ blood dependency, darkling weapon, evasion, poison use, fast healing 1
Feats Ability Focus (charm gaze), Blind-FightB, Cleave, Combat BruteB, Divine Might, Improved Bull Rush, Improved CriticalB, Improved InitiativeB, Improved Sunder, Iron Will, Power AttackB, Shock Trooper, Tomb-Born Fortitude, Tomb-Tainted Soul, Weapon Focus (greatsword)
Skills Climb +14 (+11 in armor), Concentration +12, Craft (alchemy) +5, Handle Animal +10, Hide +14 (+11 in armor), Initmidate +14, Jump +17 (+14 in armor), Knowledge (arcana) +1, Knowledge (religion) +2, Knowledge (the planes) +2, Ride +10, Spellcraft +3, Swim +5 (-1 in armor)
Possessions Blackguard's Blade (+4 unholy souldrinking greatsword plus description in BoVD, p. 112), Brilliant Bow (+2 brilliant energy composite longbow [Str +4]) with 20 arrows, Death-Plate (+5 darksoul mithral spiked full plate), Wraith's Demise (+5 animated ghost touch heavy mithral shield), helm of Wis +6, cloak of Charisma +6, amulet of health +6, vest of resistance +5, bracers of greater archery, gloves of Dexterity +6, winged boots, ring of protection +5, ring of evasion, pearl of power (4th), belt of Strength +6, scabbard of keen edges, goggles of night, holy symbol, 30 gp.
#356

Diffan

Jun 14, 2008 16:16:12
Awesome! You coulda done fighter 7/blackguard 10/WoD 2..that would have been OK lol

He's still 'legal' with the prerequisite reduction, right?

Either way, badass!

I'm not sure what you mean by "legal", but I honesly don't see why a Blackguard would even need ranks in Hide, espically 5 of them. I can change it if you want, it's not a problem and if the character looks good to you, then it's all good. I'll come back later and fill in the ability descriptions and if you want, the conjurer's specific prepared spells too
#357

lord_typhus

Jun 14, 2008 16:19:21
I'm not sure what you mean by "legal", but I honesly don't see why a Blackguard would even need ranks in Hide, espically 5 of them. I can change it if you want, it's not a problem and if the character looks good to you, then it's all good. I'll come back later and fill in the ability descriptions and if you want, the conjurer's specific prepared spells too

I just meant that noone would about the redux...personally, I don't care--I love it!

Sounds good to me bro...thanks again!
#358

bladedancer

Jun 15, 2008 3:04:32
Heya Diffan,
I was wondering if you could come up with 4 or so npc's for me (I already stole Ilandeth Silverspear for the leader of the group) their focus should be drow hunting. Around 8-11th level each should work level-wise. My players in my drow camapign have been slaughtering their way through the surface lately and have become a little to uppity for my tastes so I would like to sober them up a bit. No hurry on them

Thanks in Advance
#359

Diffan

Jun 15, 2008 9:48:45
Are these evil NPCs that hunt drow? And i'll need some ideas as to what type of characters they're going to be. General ideas are good, ie. fighter with bow, melee fighter, spell-hurler, sneaky type or you could give me specifics like fighter x/ranger x/justice of wield and woe x. Stuff like that. Give me a bit more info and i'll see what I can do
#360

ianten_silverblade

Jun 15, 2008 18:59:08
While your at it Diffan, can you let me know if you'll get Ianten and Saria done by the end of next week? Like I said in an AIM way back you can forget about doing Oonga and Oonja.
#361

Diffan

Jun 15, 2008 19:56:35
Ya, i can get them both done by say Friday of next week Ianten.
#362

lord_typhus

Jun 15, 2008 21:25:37
Ever finish the trio's stuff Diffan?
#363

bladedancer

Jun 16, 2008 10:53:07
Ok I was thinking of maybe a Wizard/Olin Glisir, a half-fey warlock, a Ranger/Justice of Weald And Woe, a scout/Justice of weald and woe, and a barbarian/druid,and a cleric of Shevarash. Levels ranging from 8-11. Alignment wise I would say CN-CG

No hurry on them and thanks again o Master Craftsman
#364

Diffan

Jun 16, 2008 12:23:32
Ok I was thinking of maybe a Wizard/Olin Glisir, a half-fey warlock, a Ranger/Justice of Weald And Woe, a scout/Justice of weald and woe, and a barbarian/druid,and a cleric of Shevarash. Levels ranging from 8-11. Alignment wise I would say CN-CG

No hurry on them and thanks again o Master Craftsman

So is that 6 character then? A wizard/Olin Glisir (gold elf probably), a warlock (half-fey), a ranger/justice of weald and woe, a scout/justice of weald and woe, a barbarian/druid, and a cleric (Shevarash)?

Ever finish the trio's stuff Diffan?

Not yet, I still have the assassin still to finish and the selection of the one's spells. I should have things up and running on Wednesday morning
#365

Diffan

Jun 17, 2008 16:15:29
Hey all,

Just giving you guys an update:

@ Lord_Typhus- I'm finishing up your assassin character tonight along with the spell selection of the half-vamp diabolist and his imp familiar

@ Bladedancer- Your characters are up next. I should have an idea of which classes along with which levels. Also, i'm going to need races to go along with them.

@ Ianten- Your two characters are up after those. I recevied the info on Ianten and Saria so it's all good
#366

dspayre

Jun 17, 2008 16:48:55
what ever happened to my cleric/ nar demonbinder?
#367

lord_typhus

Jun 17, 2008 19:03:08
Sweet...lemme know when they're finished bro; thanks a lot!!!:P
#368

bladedancer

Jun 17, 2008 21:23:36
Hey you can drop the barbarian/druid. I realized I already yoinked one of your npcs for the leader. I would say they are either gold elves or wood elves. As for class levels whatever you want is fine with me as I have seen your work and I more than trust it. If someone else has a more pressing need for their npc's that's cool I won't need mine for a while.

Thanks again for doing this
#369

ianten_silverblade

Jun 17, 2008 23:15:19
Hey guys. I've got a problem. Basically I'm making a couple of NPC's:

Nuns who are Female Humans Clerics 6/Fighter 6 who wield duel longswords and wear banded mail. Sorta like Sisters of Battle. They worship Torm and are guardians/administrators of the Temple of Holy Justice (a temple devoted to the Triad) in Damara's Heliogabalus.

City guards who are Male Humans Fighter 6/Knight 6 who wield a longsword and have a heavy steel shield and wear banded mail.

Here's the problem. I need a single level in a prestige class for each one of them and I can't figure out what to give who. I want the Battle Nun to have access to one more level of Cleric spellcasting for the ability to cast Holy Smite and the City Guards to have something which focuses on their ability to defend others.

Any ideas?
#370

bladedancer

Jun 19, 2008 2:57:52
Well for the city guards the only thing I could think of was Knight Protector out of Complete Warrior you can transfer 2 points of ac to someone with lower HD than as long as they are in an adjacent square. I was thinking maybe Church Inquisitor out of Complete Divine (a free domain never hurts) or war priest although the first level doesn't advance your spellcasting ability.
#371

ianten_silverblade

Jun 19, 2008 23:11:26
Thanks dude. I went with Church Inquisitor and Knight Protector.
#372

bladedancer

Jun 20, 2008 6:40:50
Glad I could help
#373

lord_karsus

Jun 22, 2008 21:46:08
-Diffan (or anybody): Do you(se) have a link to a listing of official PrCs?
#374

Diffan

Jun 22, 2008 22:11:42
-Diffan (or anybody): Do you(se) have a link to a listing of official PrCs?

*cracks knuckles* of course my lad! Ask and ye shall receive.

Crystal Keep: http://www.crystalkeep.com/

It's the biggest range of prestige class i've found so far. There might be a few missing, but it's a pretty big list.
#375

lord_karsus

Jun 22, 2008 22:34:09
*cracks knuckles* of course my lad! Ask and ye shall receive.

Crystal Keep: http://www.crystalkeep.com/

It's the biggest range of prestige class i've found so far. There might be a few missing, but it's a pretty big list.

-Nice...That looks like an all-around good site, with other useful things...Thanks.
#376

dmd

Jun 23, 2008 12:00:28
Hey Diffan-

My players should be encountering those 2 NPC's this week. I will let you know how it goes.
#377

lord_typhus

Jun 23, 2008 12:52:33
Hey bro; did the trio ever get finished? I really wanna get them integrated in my campaign asap...
#378

Diffan

Jun 23, 2008 12:59:21
Yes, they are finished as well as DSPAYRE's Nar Demonbinder. Unfortunately my wife had borrowed my notebook and left it at her work over the weekend hence why no characters in a while. Also, Gleemax has been a bit screwy recently and when I typed up 2 character (taking a little more than an hour) it didn't go through and the info was lost. Suffice to say the message boards have not been kind to me but as soon as I get the notebook, i'll post the characters.

Hey Diffan-

My players should be encountering those 2 NPC's this week. I will let you know how it goes.

Awesome, I hope they work out for you.
#379

lord_typhus

Jun 23, 2008 13:59:33
Damn, sorry for your luck bro; as soon as you get the chance to post them, let me know and I'll keep you updated on their progress in the campaign...:P
#380

dspayre

Jun 26, 2008 8:08:58
just a bump
#381

bladedancer

Jun 27, 2008 7:40:36
Bump again
#382

dspayre

Jun 28, 2008 16:11:46
bumptiy bump bump
#383

ianten_silverblade

Jun 28, 2008 18:55:23
Hey! You stole that bumpity from me! ^_~ (joke)

Ahem, bump. ^_^
#384

lord_typhus

Jun 30, 2008 20:39:51
Diffster, you still alive mate? Any chance of finishing the trio?

Sad news everyone...I've succumbed to 4ED...
#385

ianten_silverblade

Jul 01, 2008 3:03:15
Enjoy the three years it lasts before they come out with 4.5 edition. That's all I can say really.
#386

lord_typhus

Jul 01, 2008 10:52:57
Enjoy the three years it lasts before they come out with 4.5 edition. That's all I can say really.

Ay,...it'll be put to the grindstone...we'll see how I like it...
#387

bladedancer

Jul 05, 2008 13:11:56
Just a bump and looking forward to seeing more of your work O Master Craftsman!
#388

Diffan

Jul 06, 2008 20:52:28
Diffster, you still alive mate? Any chance of finishing the trio?

Ya, sorry i've been so lax about requests lately. I too have succumbed to 4th edition and have been pouring over the books for some time now. I do apologize if i've put a kink in anyone's campaigns. I'm going to start back up with creation this Tuesday night (July 8th) with typing up Lord Typhus's 3rd half-vampire and the Nar Demonbinder character as well. I'll go back a few pages to see where I left off in the order and try to finish those up as well.

Sad news everyone...I've succumbed to 4ED...

No, it's not sad. I think it's awesome and will gladly start making 4e characters for people who are interested. I think the changes to alot of the mechanics of 3.5 are a god-send and really add balance to the game.
#389

lord_typhus

Jul 09, 2008 8:19:08
Ya, sorry i've been so lax about requests lately. I too have succumbed to 4th edition and have been pouring over the books for some time now. I do apologize if i've put a kink in anyone's campaigns. I'm going to start back up with creation this Tuesday night (July 8th) with typing up Lord Typhus's 3rd half-vampire and the Nar Demonbinder character as well. I'll go back a few pages to see where I left off in the order and try to finish those up as well.



No, it's not sad. I think it's awesome and will gladly start making 4e characters for people who are interested. I think the changes to alot of the mechanics of 3.5 are a god-send and really add balance to the game.

I'll be here--I finally came home after a 2-week vacation...keep me posted...I may have a 4ED request soon...Thanks!
#390

lord_karsus

Jul 09, 2008 22:25:02
-Just to put it out there, the Realms Vault (www.forgottenrealmsvault.com) has a new section to post your Forgotten Realms NPCs, so if you want to share, or pick up others' NPCs, or whatever...
#391

bladedancer

Jul 15, 2008 8:44:18
Heya Diffan ,

Just wondering if you are still around and just wanting to bump this thread.
#392

panics

Jul 16, 2008 14:54:36
Hi Diffan,

Really great job you've done with all those NPCs !

Wondering If you are still doing some... I would need one:

3.5ed
Class: Wizard + PrC that would fit with a Genie like-wieilder summoner (Fire-Efreet)
Level: 20-23 (Epic)
Race: Human (Tethyrian, Amnian or Erlkazan)
Features: This man is a human with an amulet with part of the essence of the Efreet Memnon. Controled by the amulet is goal is to bring back Memnon from its Cristal prison in Calimshan. He was a young adventuring wizard (level 10) before being controled by the amulet. The amulet would have made him a servant of Memnon, so of all Efreet things and spells, and bla... you see the point !

Thank you ! and Keep the good work !
#393

Diffan

Jul 18, 2008 6:58:44
Hey all,

Got the Nar Demonbinder up for you.

Summoner of Kossuth
Show

Summoner of Kossuth; CR 20
hp 121 (20 HD); DR 5/bludgeoning or piercing
Male Rashemi cleric 13 (Kossuth)/ nar demonbinder 7
LE Medium humanoid (human)
Init +3; Senses Listen +10, Spot +10
Aura evil (moderate)
Languages Abyssal, Common, Rashemi
**********************************************************
AC 29, touch 16, flat-footed 28
(+13 armor, +1 Dex, +5 deflection)
Resist electricity 5, 75% critical hits and sneak attack
Fort +17, Ref +12, Will +28
**********************************************************
Speed 20 ft. (4 squares); base 30 ft.
Melee +5 flaming unholy heavy mace of speed +18/+18/+13/+8 (1d8+6/x3 plus 1d6 fire and 2d6 against good)
Base Atk +12; Grp +13
Atk Options baleful energy
Special Actions rebuke undead 18/day (+9, 2d6+20; 13th), turn water creatures or command fire creatures 10/day (+7, 2d6+20; 13th)
Cleric Spells Prepared (CL 13th, 15th for conjuration [summoning, calling]; +14 to overcome SR): 6/7+1/7+1/6+1/6+1/4+1/3+1/2+1
Domains: Fire, Summoning
Nar Demonbinder Spells Per Day (CL 20th, +14 to overcome outsider's SR): 5/5/4/3/1
4th-burning blood, dimensional anchor, dismissal, lesser planar binding; 5th-dispel good, plane shift, spell resistance, summon monster V; 6th-banishment, fiend form, planar binding; 7th-blasphemy, fire storm; 8th-flensing
**********************************************************
Abilities Str 13, Dex 12, Con 14, Int 11, Wis 26, Cha 24
SQ inimical casting, master summoner, silver sign, summon familiar
Feats Augment Summoning, Divine Metamagic (Extend Spell), Extend Spell, Extra Turning, Imbued Summoning, Iron Will, Persistant Spell, Spell Focus (conjuration)
Skills Concentration +12, Craft (metalworking) +3, Decipher Script +3, Diplomacy +12, Heal +9, Intimidate +13, Knowledge (arcana) +5, Knowledge (religion) +5, Knowledge (the planes) +10, Sense Motive +12, Spellcraft +10
Equipment Flame's Fury (+5 flaming unholy heavy mace of speed), +5 moderate fortified axeblock full plate, helm of teleportation, periapt of Wisdom +6, storm gauntlets, vest of resistance +5, ring of protection +5, ring of blinking, winged boots, belt of battle, cloak of Charisma +6, nightstick, metamagic rod of chaining, metamagic rod of quicken, metamagic rod of greter extend
#394

Diffan

Jul 18, 2008 6:59:36
When I get back from the movies around 4pm I'll post the Assassin Half-Vampire for you Lord_Typhus
#395

lord_karsus

Jul 18, 2008 22:15:17
-Diffan, are you still going to be doing 3e characters? Just wondering...
#396

bladedancer

Jul 19, 2008 7:16:48
Ah he still lives! Nice to see you still around (yoinks the Nar demonbinder)
#397

Diffan

Jul 19, 2008 7:30:59
-Diffan, are you still going to be doing 3e characters? Just wondering...

Yea but things have been sorta....rough lately. On Tuesday my neighbor's dog passed away and asked me to drive him and it to the vets for disposal. Being the nice guy that I am, I said sure. Well he didn't bother to tell me it was still covered in fleas and now my car's been infested for the better part of 5 days. Flea powder and spray didn't kill em' all and I had to Fog my car. Hopefully they're dead now, but how knows They say "No good deed goes unpunished".......ain't that the ****ing truth.

If you need characters done, i'll be happy to oblige. Though many people have been asking for like level 20+ character and it takes time. Let me know way in advance and I'll see what I can do.

Ah he still lives! Nice to see you still around (yoinks the Nar demonbinder)

Your welcome to him. You still have to put in the spells you want and a imp familiar with level 7 abilities gained from it FYI.
#398

lord_karsus

Jul 19, 2008 11:27:44
Yea but things have been sorta....rough lately. On Tuesday my neighbor's dog passed away and asked me to drive him and it to the vets for disposal. Being the nice guy that I am, I said sure. Well he didn't bother to tell me it was still covered in fleas and now my car's been infested for the better part of 5 days. Flea powder and spray didn't kill em' all and I had to Fog my car. Hopefully they're dead now, but how knows They say "No good deed goes unpunished".......ain't that the ****ing truth.

-Nice...Nice...

If you need characters done, i'll be happy to oblige. Though many people have been asking for like level 20+ character and it takes time. Let me know way in advance and I'll see what I can do.

-No, I was just wondering.
#399

lord_typhus

Jul 26, 2008 10:38:17
Diffan, how you been bro? Anything ever happen to the Dhampir?

Ps. I'll be working on a 4ED character for you to review if possible...
#400

Diffan

Jul 27, 2008 7:16:31
Diffan, how you been bro? Anything ever happen to the Dhampir?

Ps. I'll be working on a 4ED character for you to review if possible...

Hey LT!

Ya I've been busy lately. I do have the Half-vamp rogue done (for a while now :embarrass) and i'll post it below. Things are pretty crazy around here lately, mostly cuz the wife is 4 1/2 months along (half way there !!) so you can imagine.........the craziness? I've also been doing 4e conversion of the free 3.5 mini-adventures found here----> http://www.wizards.com/default.asp?x=dnd/oa/20030530b&page=1 . I have "A Dark and Stormy Knight" finished but I want to run my PCs through it before I post so I can make corrections and suggestions on the adaptations.

Here ya go man

Assassin of Asmodeus
Show

Assassin of Asmodeus; CR 20
hp 108 (19 HD); DR 5/silver or magic
Male half-vampire rogue 5/ assassin 9/ disciple of asmodeus 5
Any Evil Medium humanoid (human)
Init +14; Senses Listen +13, Spot +13
Languages Common, Elven, Sylvan
**********************************************************
AC 36, touch 20, flat-footed 36
Resist cold 5, electricity 5
Fort +12, Ref +25, Will +14
**********************************************************
Speed 30 ft. (6 squares)
Melee +2 impaling keen rapier of deadly precision +22/+17/+12 (1d6+5/15-20 plus additional 1d6 sneak attack) or
Melee slam +16/+11/+6 (1d6+4)
Ranged +1 light crossbow +21 (1d8+1/19-20)
Base Atk +13; Grp +16
Atk Options charming gaze (DC 24), command, death attack, sneak attack +9d6
Assassin Spells Per Day (CL 10th; DC=13 + spell level):
4th (3/day)-cursed blade, dimensional door, greater teleport, heart ripper
3rd (4/day)-amorphous form, deeper darkness, find the gap, nondetection
2nd (4/day)-absorb weapon, alter self, spider climb, veil of shadow
1st (4/day)-distract assailant, ebon eyes, feather fall, sticky fingers
**********************************************************
Abilities Str 16, Dex 24, Con 14, Int 16, Wis 12, Cha 16
SQ evasion, fast healing 1, hide in plain sight, poison use, improved uncanny dodge, trapfinding, trap sense +1, learn secret 3/day, summon hellcat
Feats Ability Focus (charming gaze), Deft Strike, Disciple of Darkness, Evil Brand, Improved Feint, Improved InitiativeB, Leadership, Sickening Strike, Weapon Finesse
Skills Appraise +4, Balance +13, Bluff +14, Climb +8, Craft (poisonmaking) +11, Decipher Script +13, Diplomacy +11, Disable Device +12, Disguise +10, Escape Artist +12, Forgery +5, Gather Information +10, Hide +25, Intimidate +10, Jump +6, Knowledge (local) +9, Move Silently +23, Open Lock +16, Search +13, Sense Motive +6, Slight of Hand +12, Swim +8, Tumble +19, Use Magic Device +8, Use Rope +11
Possessions Keen Blade (+2 impaling keen rapier of deadly precision), Shadow Chain (+5 mithral shadow chain-shirt), amulet of natural armor +5, rogue’s vest, gloves of Dexterity +4, belt of battle, ring of protection +3, ring of force shield, dimension stride boots, cloak of resistance +4, harrow rod, 2 blast globes, masterwork thieves tools
#401

lord_typhus

Jul 27, 2008 21:51:02
Awesomeness...thanks man!

One other request is due though, since I picked up 4ED...I'll copy my post from the 4ED boards...

Thanks in advance,
LT



Hey all,

I'm currently an active duty member of the US Army, and an avid D&D player. I recently purchased the 4ED PHB & H1: Keep on the Shadowfell adventure...I reviewed the pregenerated characters in the module and was sad to see there was a lack of a warlock, tiefling or otherwise...that said, I have a pretty cool concept for a scythe weilding Tiefling Infernal Warlock in my head that I would love to see fleshed out,....like I said though, I'm currently employed by the military and with a recent training exercise, I have been left with little time to create my dream PC...if someone wouldn't mind statting him for me, I would greatly appreciate it...please let me know so I can provide you with details on equipment, feats etc...

Thanks,

LT
#402

lord_typhus

Jul 28, 2008 14:51:49




#403

Diffan

Jul 28, 2008 14:56:07
Hey all,

I'm currently an active duty member of the US Army, and an avid D&D player. I recently purchased the 4ED PHB & H1: Keep on the Shadowfell adventure...I reviewed the pregenerated characters in the module and was sad to see there was a lack of a warlock, tiefling or otherwise...that said, I have a pretty cool concept for a scythe weilding Tiefling Infernal Warlock in my head that I would love to see fleshed out,....like I said though, I'm currently employed by the military and with a recent training exercise, I have been left with little time to create my dream PC...if someone wouldn't mind statting him for me, I would greatly appreciate it...please let me know so I can provide you with details on equipment, feats etc...

Thanks,

LT

Let me know what feats you want and what level the tiefling is (i'm guessing 1st?) and I'll have him up in a jiffy. Also, do you want the powers statted out or just listed? One really good thing about 4e is characters are much easier to list/post for everyones enjoyment :D.
#404

lord_typhus

Jul 28, 2008 16:39:58
Level 1 Tiefling Infernal Pact Warlock (Scourge build option)

Hellfire blood @ 1st lvl of course

he will be high damage oriented, with a sickle as a pact blade @ lvl 3 along with some sort of rod/wand

as of now, give him the sickle and whatever other good equipment he can afford, some type of armor & cloak cuz I am basing him off of this:
http://www.wizards.com/dnd/images/RacesNClasses_Gallery/110246.jpg

Yes, that's more of a wizard-ish pic but that imp could pass for the Ambassador Imp utility...

Also, he will be going Life-Stealer Paragon, and maybe Demigod or some other Epic Destiny...
#405

lord_typhus

Jul 29, 2008 10:26:56


#406

Diffan

Jul 29, 2008 13:01:49
Any preferences on how the ability scores will work? I usually roll 4d6 then drop the lowes die 7 times, dropping the lowest score. If your scores don't equal to the minimal point buy I re-roll. If that's cool with you (and everyone else wanting characters) I shall stat him out sometime today.
#407

lord_typhus

Jul 29, 2008 13:58:57
Any preferences on how the ability scores will work? I usually roll 4d6 then drop the lowes die 7 times, dropping the lowest score. If your scores don't equal to the minimal point buy I re-roll. If that's cool with you (and everyone else wanting characters) I shall stat him out sometime today.

just as long as no score is single digit...fine with me

thanks bro
#408

lord_typhus

Jul 30, 2008 11:08:47
#409

Diffan

Aug 03, 2008 15:55:33
For Lord Tyhpus-

Show

Tiefling Warlock; Level 1
Medium-sized humanoid
Initiative +1; Senses Perception +1; low-light vision
HP 29; Bloodied 14
AC 15; Fortitude 11, Reflex 14, Will 15
Healing Surge 9/day; Surge Value 7
Speed 6
Action Points 1
* Eldritch Blast (standard; at-will)* Arcane, Implement
Ranged 10; +4 vs. Reflex; 1d10 + 4 damage
* Sickle (standard; at-will)* Weapon
+2 vs. AC; 1d6 damage
* Hellish Rebuke (standard; at-will)* Arcane, Fire, Implement
Ranged 10; +3 vs. Reflex; 1d6 + 3 fire damage, and if you take damage, until the end of your next turn the target take an additional 1d6 + 3 fire damage
* Vampiric Embrace (standard; encounter)* Arcane, Implement, Necrotic
Ranged 5; +3 vs. Will; 2d8 + 3 necrotic damage, and you gain 8 temporary hit points
* Flames of Phlegethos (standard; daily)* Arcane, Fire, Implement
Ranged 10; +3 vs. Reflex; 3d10 + 3 fire damage, and the target takes ongoing 5 fire damage (save ends)
Class Features Infernal Pact, Prime Shot, Shadow Walk, Warlock's Curse (+1d6)
Alignment Unaligned?; Languages Common, Supernal
Feats Improved Dark One's Blessing
Skills Arcana +8, Bluff +11, Intimidate +9, Stealth +3, Streatwise +8
Str 10 (+0) Dex 13 (+1) Wis 12 (+1)
Con 17 (+3) Int 16 (+3) Cha 18 (+4)
Equipment Leather armor, sickle, rod, standard adventuring gear
#410

Diffan

Aug 03, 2008 16:33:32
Hi Diffan,

Really great job you've done with all those NPCs !

Wondering If you are still doing some... I would need one:

3.5ed
Class: Wizard + PrC that would fit with a Genie like-wieilder summoner (Fire-Efreet)
Level: 20-23 (Epic)
Race: Human (Tethyrian, Amnian or Erlkazan)
Features: This man is a human with an amulet with part of the essence of the Efreet Memnon. Controled by the amulet is goal is to bring back Memnon from its Cristal prison in Calimshan. He was a young adventuring wizard (level 10) before being controled by the amulet. The amulet would have made him a servant of Memnon, so of all Efreet things and spells, and bla... you see the point !

Thank you ! and Keep the good work !

I'll see what I can come up with. The Nar Demonbinder posted above might be something to look into and I'll search for some other ideas on a good Prestige Class.
#411

lord_karsus

Aug 03, 2008 16:41:53
-Diff, as a suggestion: You might want to peruse through your thread, and copy and paste all of the character's you've statted on the first page, to direct people to, if similar requests come up.
#412

Diffan

Aug 03, 2008 16:59:32
-Diff, as a suggestion: You might want to peruse through your thread, and copy and paste all of the character's you've statted on the first page, to direct people to, if similar requests come up.

Good idea. It might take a while to accomplish though, lol.
#413

lord_karsus

Aug 03, 2008 17:11:48
-Yeah, well...No one said it'd be easy. At least it's mostly copying & pasting, think of it like that. ;)
#414

Diffan

Aug 03, 2008 17:26:58
-Yeah, well...No one said it'd be easy. At least it's mostly copying & pasting, think of it like that. ;)

True, though it only allows me to post so many words (i think 5000) per post. How would I go about putting all of the created NPCs on the first page? I'm not really sure how to do single post links.
#415

lord_karsus

Aug 03, 2008 18:00:37
-Yes, linking would be the best idea. To link single pages, click on the white post number on the upper right corner of the post. It's next to the 'Report Post' yield sign. When you click on that, a new tab/window should open, with just that post. Take the URL from the top, and there you go.
#416

lord_typhus

Aug 04, 2008 9:50:12
Diff; thanks for the PC brother...good work as usual!
#417

Diffan

Aug 06, 2008 12:15:59
This should probably be put into the other section as well.
#418

lord_karsus

Aug 06, 2008 14:09:51
-I put in the order for most of the threads that don't belong here, but nothing has been done, yet.
#419

18DELTA

Aug 06, 2008 14:35:02
-I put this Thread in my Handy Links Thread. It is in the 3.5 Legacy Section.


18DELTA
#420

Diffan

Aug 09, 2008 21:49:29
Here's a personal NPC whos attempting to gain the Arcane Heirophant PrC Races of the Wild, enjoy!

Show

Feralor Nareth; CR 5
hp 25 (5 HD)
Male moon elf druid 3/ wizard* 2
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Listen +7, Spot +7 (+10 in bright light)
Languages Chondathan, Common, Draconic, Druidic, Elven, Sylvan
**********************************************************
AC 15, touch 12, flat-footed 12
(+3 armor, +3 Dex, -1 Misc)
Immune sleep
Fort +5, Ref +5, Will +11 (+13 against enchantments)
**********************************************************
Speed 40 ft. (8 squares)
Melee +1 longsword +7 (1d8+2/19-20)
Ranged mwk longbow +7 (1d8/x3)
Base Atk +3; Grp +4
Druid Spells Prepared (CL 3rd, DC= 14 + spell level):
2nd-bull's strength, flaming sphere
1st-entangle, obscuring mist, snake's swiftness
0-create water, detect magic, flare, read magic
Wizard Spells Prepared (CL 2nd, DC= 13 + spell level; spell failure 10%):
1st-Bigby's tripping hand (+7 trip), enlarge person, ray of enfeeblement (+6 ranged touch), shield
0-acid splash (+6 ranged touch), daze, ghost sound, message
**********************************************************
Abilities Str 13, Dex 17, Con 12, Int 16, Wis 18, Cha 12
SQ trackless step, wild empathy, woodland stride
Feats Alertness* (within 5 ft. of familiar), Augment Summoning, Fleet of FootB, Scribe ScrollB, Spell Focus (conjuration), Spontaneous Healer
Skills Concentration +6, Craft (alchemy) +7, Decipher Script +4, Diplomacy +3 (+9 for magical beasts), Handle Animal +6, Heal +8, Knowledge (arcana) +5, Knowledge (nature) +8, Knowledge (religion) +7, Knowlege (The Wealdath local) +4, Profession (apothacary) +5, Ride +3, Search +5, Spellcraft +10, Survival +8, Swim +1
Flaw Reckless (-1 to AC)
Possessions +1 leather armor, +1 longsword, cloak of resistance +1, masterwork longbow, 20 arrows, spell component pouch, standard adventuring gear.
Spellbook spells prepared plus 0-all; 1st-alarm, feather fall, fist of stone, grease, hail of stone, magic missile, ventriloquism, wall of smoke
***********************************************************************
Note*: Feralor has taken the elven racial substitution for wizard at 1st level and has been given a free regional feat at 1st level as well.

Hawk (familiar), Ariela; CR -
hp 12 (5 HD)
N Tiny magical beast (augmented animal)
Init +3; Senses low-light vision; Listen +2, Spot +14
Languages empathic link
**********************************************************
AC 18, touch 15, flat-footed 15
(+2 size, +3 Dex, +3 natural)
Fort +3, Ref +5, Will +8
**********************************************************
Speed 10 ft. (2 squares); fly 60 ft. (average)
Melee talons +8 (1d4-2)
Base Atk +3; Grp -7
**********************************************************
Abilities Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6
SQ improved evasion, share spells
Feats Weapon Finesse
Skills Listen +2, Spot +14


Wolf (animal companion), Bael; CR -
hp 28 (4 HD)
N Medium animal
Init +3; Senses low-light vision, scent; Listen +3, Spot +3
**********************************************************
AC 17, touch 13, flat-footed 14; Dodge
(+3 Dex, +4 natural)
Fort +6, Ref +7, Will +2
**********************************************************
Speed 50 ft. (10 squares)
Melee bite +6 (1d6+2)
Base Atk +3; Grp +5
Atk Options trip
**********************************************************
Abilities Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
SQ evasion, share spells
Feats Dodge, TrackB, Weapon Focus (bite)
Skills Hide +4, Move Silently +4, Survival +1 (+5 tracking by sent)
#421

bladedancer

Aug 13, 2008 6:43:00
Heya Diffan,
I was just wondering if you were making any progress on the band of drow hunters I had requested
#422

Diffan

Aug 13, 2008 7:07:22
Ya.....I totally forgot about them, sorry man :embarrass. I'll go through the posts to find them and start on them tonight at work.

For anyone else who's requested NPCs, if I haven't posted it yet it's a good bet I've either gotten side tracked or have forgotten. Let me know via here or a PM and i'll get started right away. I apologize for any inconvenience this may have caused.
#423

bladedancer

Aug 13, 2008 11:32:24
No problem man. I don't need them for a few weeks yet so take your time.
#424

bladedancer

Aug 19, 2008 11:11:36
So how goes npc crafting o master?
#425

Diffan

Aug 19, 2008 15:31:24
It's going. I've 2 of 4 done and should have them up in a few days. Would've had more done but the weekend was busy with Saturday going to Kennywood (the local amusement park) and Sunday to a family reunion. I'll post them all at the same time for you though.
#426

bladedancer

Aug 19, 2008 21:24:02
Kick ass! Kennywood eh? Sounds fun. Looking forward to the players in my drow game crapping there pants as finally someone on the surface gives them a run for there money.
#427

bladedancer

Aug 27, 2008 6:51:56
How goes the work?
#428

Diffan

Aug 27, 2008 7:55:15
It goes well. I've got finished-

Gold elf wizard 7/olin gisir 3
Wood elf ranger 6/justice of weald and woe 5
Moon elf scout 8/justice of weald and woe 1

I'm still working on the half-fey warlock (was going to work on it at work but forgot the half-fey template at home last night :embarrass). They should be up by tomorrow, Friday morning (8-ish) at the latest. Do you need them earlier than that?
#429

Diffan

Aug 27, 2008 8:23:13
BTW, is it bad to vote ***** stars for your own thread? :D
#430

lord_karsus

Aug 27, 2008 11:53:34
-I've still yet to figure out why that voting system was implemented...
#431

bladedancer

Aug 27, 2008 17:45:58
Friday should work great for me (gaming session Friday night :D )
#432

Diffan

Aug 29, 2008 6:40:41
Ok Bladedancer, here they are-

Hunter 1
Show

Wood elf ranger 6/ justice of weald and woe 5; CR 11
hp 73 (11 HD)
Medium humanoid (elf)
Init +6; Senses low-light vision; Listen +10, Spot +10
Languages Common, Elven, Sylvan
**********************************************************
AC 25, touch 18, flat-footed 19
(+7 armor, +6 Dex, +2 deflection)
Immune sleep
Fort +12, Ref +16, Will +6 (+8 against enchantments)
**********************************************************
Speed 30 ft. (6 squares)
Melee +1 greatsword +13/+8 (2d6+5/19-20)
Ranged +2 deadly precision composite longbow (Str +3) +18/+13 (1d8+7/19-20 +1d6 additional sneak attack damage) or
Ranged +2 deadly precision composite longbow (Str +3) +18/+18/+13 (1d8+7/19-20 +1d6 additional sneak attack damage) with Rapid Shot or
Ranged +2 deadly precision composite longbow (Str +3) +14/+14 (1d8+7/19-20 +1d6 additional sneak attack damage) with Many Shot
Base Atk +9; Grp +12
Atk Options Many Shot, Point Blank Shot, Rapid Shot, favored enemy (+4 against drow, +2 against humans), lucky shot 1/day, sneak attack +1d6
Justice of Weald and Woe Spells Known (CL 5th):
2nd (3/day)-brilliant energy arrow, fog cloud, spider climb
1st (4/day)-camouflage, faerie fire, longstrider, pass without trace, woodwisp arrow
Ranger Spells Prepared (CL 3rd):
1st-entangle (DC 13), resist energy
**********************************************************
Abilities Str 17, Dex 22, Con 14, Int 12, Wis 14, Cha 10
SQ able to notice secret or concealed doors, poison use, trackless step, wild empathy (1d20+8), woodland strde
Feats EnduranceB, Improved Rapid Shot, Many ShotB, Point Blank Shot, Precise Shot, Rapid ShotB, TrackB, Weapon Focus (longbow), Weapon Specialization (longbow)B
Skills Balance +13, Climb +12, Craft (bowmaking) +9, Handle Animal +5, Heal +5, Hide +21, Jump +9, Knowledege (dungeoneering) +3, Knowledge (nature) +8, Move Silently +20, Ride +10, Search +3, Sense Motive +2, Survival +11 (+13 above ground), Swim +3, Tumble +11, Use Rope +8
Possessions +3 mithral chain-shirt, Bull's Eye (+2 deadly precision composite longbow [Str +3]), +1 greatsword, amulet of health +2, gloves of Dexterity +2, ring of protection +2, boots of elvenkind, cloak of elvenkind, belt of battle, vest of resistance +1, 20 masterwork arrows, 10 cold-iron arrows, 10 silver arrows.
#433

bladedancer

Aug 29, 2008 8:30:43
No problem man
#434

Diffan

Aug 29, 2008 15:22:22
Hunter 4
Show

Sun elf wizard 7/ olin gisirLEoF 3; CR 10
hp 64 (10 HD)
Medium humanoid (elf)
Init +7; Senses low-light vision; Listen +4, Spot +4
Languages Chondathan, Common, Draconic, Elven, Orcish, Sylvan
**********************************************************
AC 19, touch 15, flat-footed 16
(+4 armor, +3 Dex, +2 deflection)
Immune sleep
Fort +7, Ref +7, Will +10 (+12 against enchantments)
**********************************************************
Speed 30 ft. (6 squares)
Melee +2 longsword +5 (1d8+1/19-20)
Ranged +1 longbow +8 (1d8+1/x3)
Base Atk +4; Grp +3
Atk Options Storm Bolt (5d6)
Combat Gear 4 potions of cure light wounds, potion of blur, wand of magic missile (3rd, 50 charges), scroll of knock
Wizard Spells Prepared (CL 10th):
5th-ball lightning (DC 21), break enchantment, hold monster (DC 21), teleport
4th-confusion (DC 20), dimension door, polymorph, spell enchancer
3rd-dispel magic, fly, haste, lightning bolt (DC 19)
2nd-curse of impending blades, glitterdust (DC 18), invisibility, mirror image, scorching ray (+7 ranged touch), snake's swiftness
1st-feather fall, hail of stone, persistant blade, nerveskitter, ray of enfeeblement (+7 ranged touch), shield
0-amanuensis, detect magic, message, read magic
Spell-Like Abilities (CL 3rd):
3/day-augury
**********************************************************
Abilities Str 9, Dex 16, Con 16, Int 23, Wis 14, Cha 11
SQ able to notice secret or concealed doors, ancient knowledge +1, secret (ancient artifice), summon familiar
Feats Craft WandB, Empower SpellB, Extend Spell, Improved Initiative, Iron Will, Scribe ScrollB, Storm BoltCM
Skills Concentration +15, Craft (alchemy) +11, Decipher Script +17, Heal +9, Hide +8, Knowledge (arcana) +19, Knowledege (dungeoneering) +9, Knowledge (history) +17, Knowledge (nature) +10, Knowledge (the planes) +10, Move Silently +8, Profession (any) +4, Spellcraft +19
Possessions +2 longsword, +1 longbow, braces of armor +4, ring of protection +2, vest of resistance +1, cloak of elvenkind, boots of elvenkind, headband of Intellect +2, quill of scribing, spellguard ringsCM
Note* The wizard took the 1st level of elven wizard substitution level referenced in Races of the Wild. The wizard receives 1 additional spell in his/her spell book and can prepare 1 additional spell of the highest level of spells he/she can cast. These abilities replaces the wizard's ability to specialize.
#435

bladedancer

Aug 31, 2008 4:48:40
Well the group is making their way through Cormanthor slowly making progress to Myth Drannor. Where they will attempt raid an ancient tomb for Gromph Baenre. On the way there I have been using the group's archers to harass them as they go inflicting decent damage from the shadows and then melding away into the woods. I plan on luring them to a place of my choosing where I will be bring the mage and warlock into play via an ambush. So far it's been fun I will update you next week after my session if you want.
#436

Diffan

Aug 31, 2008 7:39:36
Well the group is making their way through Cormanthor slowly making progress to Myth Drannor. Where they will attempt raid an ancient tomb for Gromph Baenre. On the way there I have been using the group's archers to harass them as they go inflicting decent damage from the shadows and then melding away into the woods. I plan on luring them to a place of my choosing where I will be bring the mage and warlock into play via an ambush. So far it's been fun I will update you next week after my session if you want.

Awesome, always glad to know how my creations do in people's campaigns. I noticed you also requested a cleric of Shevarash. Do you still want me to make one and if so, any prestige classes?
#437

lord_karsus

Aug 31, 2008 15:27:47
-Don't forget to post those ones you just posted on the first page!
#438

Diffan

Sep 01, 2008 20:44:05
-Don't forget to post those ones you just posted on the first page!

Yea, I still have to make the 1st page a list/index of all the NPCs I made. It does take a while though.
#439

bladedancer

Sep 02, 2008 6:48:18
Oh yeah I almost forgot about the cleric of Shevarash. If you have time that would be great! I can't really think of any cleric PRC's that would go with a hunter of drow but if you find something I would be cool with it. The only thing I would like to see is high ranks in hide/move silently so he can be a bit stealthy.
#440

bladedancer

Sep 17, 2008 0:43:57
So the last session has proved effective for your little band of drow hunters. They have crippled the Drow wizard(critical table throat shot so no casting atm), sent the Orog Barbarian into the negatives and sorely wounded the drow fighter/rogue. This is just with the two archers pegging them from afar. I plan to bring the rest of hunting party in to "finish the job" this Friday. So I was wondering if you made any progress on the Shevarash priest who I will make the leader of the party.
#441

ianten_silverblade

Sep 18, 2008 21:41:20
(Bumpity Bump Bump)

^_~
#442

bladedancer

Oct 02, 2008 6:55:07
Bump
#443

dmd

Oct 04, 2008 13:36:35
Hey Diffan-

My PC's finally confronted the Epic Duergar you created for me.

The Frenzied Berserker character pounded the fighters and almost killed one (had him down to -72 but he had a spell which gave him a heal once he hit negative I forget the spell name but it is legit) (than had the same character down to -9 he has die hard so he was still up).

The master of many forms character changed into a colosal gold dragon picked up the berserker and threw him through a portal to the abyss, but not before they had him down to -402 HP :P

The Priest used a variety of spells on them but in the end had to flee when his defenders were all slain or thrown into portals. ;)

Thanks.
#444

bladedancer

Oct 19, 2008 8:25:05
Bump
#445

bladedancer

Jan 07, 2009 13:59:42
#446

Diffan

Jan 07, 2009 20:13:11

I'm still here. I've good new though, my wife had our first daughter on Sunday, January 4. She's a healthy 7lb, 4oz baby. That's been taking up alot of the time recently. Rest assured, in a few days I'll be back to creating NPCs for either 3e or 4e and additional paragon paths for 4e.

Your concern is much appreciated though :D!
#447

lord_karsus

Jan 08, 2009 9:23:45
-Well, congratulations.
#448

rinonalyrna_fathomlin

Jan 08, 2009 19:07:43
Yes, congrats.
#449

Diffan

Jan 09, 2009 17:59:03
-Well, congratulations.

Yes, congrats.

Thanks. Whenever anyone needs an NPC (3e or 4e) let me know and I'll see what I can do.
#450

dmd

Jan 11, 2009 18:38:54
Congrats Diffan.

I have been plugging away at my own Epic NPCs. Not too many left now as my Epic game is almost over. I will be starting over at first level with an Age of Worms campaign at the end of the year.
#451

lord_karsus

Jan 12, 2009 13:13:59
-Diffan, do you mind if I link to the NPCs that you've made?
#452

ianten_silverblade

Jan 14, 2009 23:17:10
Yosh! The Mini-Diffster have hath arrived! May he destroyeth many a stat block and cheweth many a binkie :D

(hugs Diffster)...congrats man...and good luck. Your going to NEED it. ;)
#453

Diffan

Jan 18, 2009 13:37:12
-Diffan, do you mind if I link to the NPCs that you've made?

Sure man, go right ahead.

Yosh! The Mini-Diffster have hath arrived! May he destroyeth many a stat block and cheweth many a binkie

(hugs Diffster)...congrats man...and good luck. Your going to NEED it.

Well, it is a she and she does love her binkies. About needing luck, could I borrow some?
#454

ianten_silverblade

Jan 18, 2009 18:20:23
Well, it is a she

Oops. LOL. Sorry bout that.

and she does love her binkies.

The mini-diffster loveth her binkies as a mother stork embraces her young. ^~

About needing luck, could I borrow some?

NO! YOU CAN'T HAVE ANY! IT'S MINE! MINE! MINE! MINE! ^_~

On a side note, I'm going to send ya the revised stat blocks of some NPC's I'd like you to do Diffster.

Get around to them when ya can kay and how goes work on your broken cpu; Best Buy still being morons?
#455

Diffan

Mar 25, 2009 20:56:11
I'm now currently taking requests for generic and specific NPCs for your FR enjoyment (3.5 and 4e).
#456

ianten_silverblade

Mar 29, 2009 15:41:28
What about stat blocks Diffster for our NPC's? Are you still willing to do Pathfinder stat blocks?
#457

Diffan

Mar 30, 2009 8:42:30
What about stat blocks Diffster for our NPC's? Are you still willing to do Pathfinder stat blocks?

Yea, I'm willing to do Pathfinder rules as well. Though when they actually put out their final version I'm not going to buy it, so I hope they don't make too many revisions.

Anyways, here's another Random level 9 cleric/crusader of Tempus

Boors Kulenov
Show

Boors Kulenov; CR 9
hp 71 (9 HD)
_________________________________________________________________
Male Vaasan human cleric 4 (Tempus)/ crusaderToB 1/ ruby knight vindicatorToB 4
CN Medium humanoid
Init +1; Senses Listen +5, Spot +5
Aura Chaotic (moderate)
Languages Common, Damaran
_________________________________________________________________
AC 25, touch 12, flat-footed 24
(+10 armor, +1 Dex, +3 shield, +1 deflection)
Fort +10, Ref +4, Will +14
_________________________________________________________________
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 battleaxe +13/+8 (1d8+4/x3) or
Melee dagger +11/+6 (1d4+3/19-20)
Base Atk +8; Grp +15
Atk Options Power Attack, Shock Trooper, furious counterstrike, steely resolve 5
Special Actions spontaneous cast cure spells, turn undead 14/day (+8, 2d6+7; 4th)
Combat Gear wand of cure light wounds (50 charges)
Cleric Spells Prepared (CL 7th):
4th--divine power*, recitation, sound lance (DC 19)
3rd--dispel magic, knight's move, magic vestments*, prayer
2nd--bull's strength*, dark way, hold person (DC 17), iron silence, spiritual weapon
1st--bless, divine favor, enlarge person*, entropic shield, obscuring mist, sign, summon monster I
0 (orisons)--create water, detect poison, light, read magic, mending, virtue
* Domain spells. Deity: Tempus. Domains: Strength (1/day; +4 Strength enhancement bonus), War (gain Weapon Proficiency: battleaxe and Weapon Focus: battleaxe)
_________________________________________________________________
Maneuvers and Stances Known (IL 5th):
Stances--bolstering voice (1st), iron guard's glare (1st)
Strikes--crusader's strike (1st), divine surge* (4th), leading the attack* (1st), mountain hammer* (2nd), stone bones* (1st), tactical strike* (2nd), white raven tactics* (3rd)
Disciplines: Devoted Spirit, Stone Dragon, White Raven
* Readied maneuvers
_________________________________________________________________
Abilities Str 16, Dex 13, Con 15, Int 13, Wis 20, Cha 16
SQ divine recovery
Feats Divine Metamagic (Quicken Spell), Extra Turning, Improved Bull Rush, Jontunbrun*, Martial Weapon Proficiency (battleaxe)B, Power Attack, Quicken Spell, Shock Trooper, Weapon Focus (battleaxe)B
Skills Balance -2, Concentration +12, Diplomacy +3, Heal +9, Hide +4, Intimidate +7, Knowledge (arcana) +3, Knowledge (Damara local) +1, Knowledge (history) +1, Knowledge (religion) +9, Knowledge (the planes) +1, Martial Lore +1, Ride +2, Sense Motive +7, Spellcraft +13
Flaws Bravado (You may not gain the benefit of any dodge bonuses to your AC. Spells, items, and effects that provide a dodge bonus provide no benefit for you. In addition, you cannot fight Defensively, nor can you use the Withdraw action during combat).
Possessions combat gear plus +1 battleaxe, +2 full plate, +1 heavy mithral shield, ring of protection +1, periapt of Wisdom +2, cloak of Charisma +2, tabard of resistance +1, nightstick, counterstrike bracers, dimension stride boots, gauntlets of throwing, dagger, adventuring gear, 120 gp.

*Note: This character has a bonus Regional feat gained at 1st level.
#458

Diffan

Mar 30, 2009 22:30:45
Here's an oddity cleric/warlock moon elf, enjoy!

Kael'inor Sylellion
Show

Kael'inor Sylellion; CR 9
hp 64 (9 HD)
_________________________________________________________________
Male Moon elf cleric 4/ warlock 1/ eldritch discipleCM 4
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision; Listen +7, Spot +7
Aura chaotic (moderate)
Languages Chondathan, Common, Elven
_________________________________________________________________
AC 21, touch 14, flat-footed 18
(+7 armor, +3 Dex, +1 deflection)
Immune sleep
Fort +10, Ref +6, Will +16 (+18 against enchantments)
_________________________________________________________________
Speed 30 ft. (6 squares)
Melee +2 longsword +10/+5 (1d8+3/19-20) or
Melee dagger +7/+2 (1d4+1/19-20)
Ranged eldritch blast +9 ranged touch (3d6)
Base Atk +6; Grp +7
Atk Options eldritch spear, maximized eldritch blast 3/day
Special Actions gift of the divine patron (healing blast), gift of the divine patron (wild frenzy), spontaneously cast cure spells, turn undead 11/day (+6, 2d6+12; 8th)
Cleric Spells Prepared (CL 7th):
4th--air walk, divine power*, recitation
3rd--dispel magic, prayer, ring of blades, snare*
2nd--darkness, hold person (DC 17), lesser restoration, silence (DC 17), spiritual weapon*
1st--bane (DC 16), bless, divine favor, entropic shield, remove fear, sign, true strike*
0 (orison)--create water, detect magic, light, mending, read magic, virtue
*: Domain spell. Deity: Corellon Larethian. Domains: Elf (gain Point Blank Shot), War (gain Weapon Proficiency longsword and Weapon Focus longsword)
Invocations Known (CL 5th):
Least--beguiling influence, devil's sight, eldritch spear
_________________________________________________________________
Abilities Str 12, Dex 16, Con 13, Int 12, Wis 20, Cha 18
SQ able to notice concealed or secret doors
Feats Divine Metamagic (Quicken Spell), Extra Turning, Maximize Spell-Like Ability (eldritch blast), Otherworldly*, Point Blank ShotB, Precise Shot, Quicken Spell, Weapon Focus (longsword)B
Skills Bluff +4, Concentration +6, Craft (alchemy) +1, Diplomacy +6, Disguise +4, Heal +8, Intimidate +6, Jump -1, Knowledge (arcana) +2, Knowledge (Evermeet local) +2, Knowledge (history) +1, Knowledge (nature) +1, Knowledge (religion) +9, Knowledge (the planes) +5, Profession (brewer) +5, Search +3, Sense Motive +8, Spellcraft +10, Use Magic Deice +4
Flaw Proud (Once per game session, the DM or another player can activate your Flaw in order to get you to refuse an offer of aid)
Possessions +2 elven chain, +2 longsword, cloak of Charisma +2, periapt of Wisdom +2, vest of resistance +1, ring of protection +1, gloves of Dexterity +2, sacred scabbard, dagger, adventurer's kit, 285 gp.

*Note: This character has a bonus Regional feat gained at 1st level.
#459

ianten_silverblade

Mar 30, 2009 22:45:27
Sent ya a PM Diffster. ^_^
#460

lord_karsus

Mar 30, 2009 23:15:37
Here's an oddity cleric/warlock moon elf, enjoy!

Kael'inor Sylellion
Show

Kael'inor Sylellion; CR 9
hp 64 (9 HD)
_________________________________________________________________
Male Moon elf cleric 4/ warlock 1/ eldritch discipleCM 4
CN Medium outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision; Listen +7, Spot +7
Aura chaotic (moderate)
Languages Chondathan, Common, Elven
_________________________________________________________________
AC 21, touch 14, flat-footed 18
(+7 armor, +3 Dex, +1 deflection)
Immune sleep
Fort +10, Ref +6, Will +16 (+18 against enchantments)
_________________________________________________________________
Speed 30 ft. (6 squares)
Melee +2 longsword +10/+5 (1d8+3/19-20) or
Melee dagger +7/+2 (1d4+1/19-20)
Ranged eldritch blast +9 ranged touch (3d6)
Base Atk +6; Grp +7
Atk Options eldritch spear, maximized eldritch blast 3/day
Special Actions gift of the divine patron (healing blast), gift of the divine patron (wild frenzy), spontaneously cast cure spells, turn undead 11/day (+6, 2d6+12; 8th)
Cleric Spells Prepared (CL 7th):
4th--air walk, divine power*, recitation
3rd--dispel magic, prayer, ring of blades, snare*
2nd--darkness, hold person (DC 17), lesser restoration, silence (DC 17), spiritual weapon*
1st--bane (DC 16), bless, divine favor, entropic shield, remove fear, sign, true strike*
0 (orison)--create water, detect magic, light, mending, read magic, virtue
*: Domain spell. Deity: Corellon Larethian. Domains: Elf (gain Point Blank Shot), War (gain Weapon Proficiency longsword and Weapon Focus longsword)
Invocations Known (CL 5th):
Least--beguiling influence, devil's sight, eldritch spear
_________________________________________________________________
Abilities Str 12, Dex 16, Con 13, Int 12, Wis 20, Cha 18
SQ able to notice concealed or secret doors
Feats Divine Metamagic (Quicken Spell), Extra Turning, Maximize Spell-Like Ability (eldritch blast), Otherworldly*, Point Blank ShotB, Precise Shot, Quicken Spell, Weapon Focus (longsword)B
Skills Bluff +4, Concentration +6, Craft (alchemy) +1, Diplomacy +6, Disguise +4, Heal +8, Intimidate +6, Jump -1, Knowledge (arcana) +2, Knowledge (Evermeet local) +2, Knowledge (history) +1, Knowledge (nature) +1, Knowledge (religion) +9, Knowledge (the planes) +5, Profession (brewer) +5, Search +3, Sense Motive +8, Spellcraft +10, Use Magic Deice +4
Flaw Proud (Once per game session, the DM or another player can activate your Flaw in order to get you to refuse an offer of aid)
Possessions +2 elven chain, +2 longsword, cloak of Charisma +2, periapt of Wisdom +2, vest of resistance +1, ring of protection +1, gloves of Dexterity +2, sacred scabbard, dagger, adventurer's kit, 285 gp.

*Note: This character has a bonus Regional feat gained at 1st level.
#461

Diffan

Mar 31, 2009 0:07:18
-Been there, done that. :P

Yes, I see that. Though my char. is good and mixes Divine magic with powers vested in him from the celesital Eladrins :D. I should level him up and pit the two against one another in an epic brawl, lol.
#462

balafre

Apr 05, 2009 17:56:12
Hi Diffan

do you still create NPCs for the 3.5 edition?

if you have some of these in your collections that would be great

I need a barbarian (lvl 7), sorcerer (lvl 7), fighter (lvl 7), rogue (lvl 7), cleric of Talos (lvl 7)

they can be of any race and any prestige class

thanks in advance
#463

Diffan

Apr 06, 2009 15:26:28
Hi Diffan

do you still create NPCs for the 3.5 edition?

if you have some of these in your collections that would be great

I need a barbarian (lvl 7), sorcerer (lvl 7), fighter (lvl 7), rogue (lvl 7), cleric of Talos (lvl 7)

they can be of any race and any prestige class

thanks in advance

No prob.
#464

Diffan

Apr 12, 2009 7:38:22
OK Ianten, heres your 1st of two:

Ianten Silverblade
Show

Ianten Silverblade; CR 12
hp 72 (11 HD)
_________________________________________________________________
Male aasimar fighter 1/ranger 3/ paladin 7 of Iomedae
LG Medium outsider (native)
Init +5 (+6 in urban terrain); Senses darkvision 60 feet; Perception +8 (+10 sight- and sound-based or +12 in urban terrain)
Aura courage (10ft. allies +4 against fear), good (faint)
Languages Celestial, Common, Dwarven, Elven, Hallit, Skald
_________________________________________________________________
AC 31, touch 13, flat-footed 30
(+12 armor, +1 Dex, +4 shield, +2 deflection, +2 natural)
Resist acid 5, cold 5, and electricity 5
Immune diseases, fear
Fort +18, Ref +12, Will +11
_________________________________________________________________
Speed 20 ft. (4 squares); base 30 feet.
Melee +1 holy mithral longsword +15/+10/+5 (1d8+4/19-20 plus 2d6 against evil)
Ranged +1 holy darkwood composite longbow (Str +3) +13/+8/+3 (1d8+4/x3 plus 2d6 against evil)
Base Atk +11; CMB +14
Atk Options Power Attack, favored enemy (undead +2), smite evil 3/day (+4 attack, +7 damage)
Special Actions channel positive energy 5/day (2d6 damage, flee 1d4+5 rounds; DC 16), lay on hands 9/day, light of purity 1/week (3d6 damage; DC 17), special mount 1/day (14 hours)
Paladin Spells Prepared (CL 3rd):
2nd--remove paralysis
1st--divine favor, lesser restoration
Spell-Like Abilities (CL 11th):
At-will--detect evil
1/day--daylight
_________________________________________________________________
Abilities Str 16, Dex 12, Con 14, Int 14, Wis 14, Cha 18
SQ combat style (archery), favored terrain (urban), wild empathy 1d20+7 (+3 for magical beasts)
Feats Animal Affinity, EnduranceB, Extra Lay on Hands, Improved Initiative, Mounted Combat, Point Blank ShotB, Power AttackB, Selective Channeling, TrackB
Skills Acrobatics -2, Climb +6, Craft (armorsmithing) +8, Craft (bowmaking) +7, Craft (weaponsmithing) +9, Diplomacy +10, Handle Animal +13, Heal +10, Intimidate +9, Knowledge (dungeoneering) +7, Knowledge (engineering) +6, Knowledge (geography) +7 (+9 in urban terrain), Knowledge (history) +2, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (religion) +7, Profession (teacher) +8, Ride +10, Sense Motive +7, Spellcraft +9, Stealth +3 (+5 in urban terrain), Survival +6 (+8 in urban terrain), Swim +1
Possessions +1 holy mithral longsword, +1 holy darkwood composite longbow (Str +3), +4 mithral full plate, +2 heavy mithral shield, gauntlets of ogre power, ring of protection +2, amulet of natural armor +2, cloak of resistance +2.
#465

Diffan

Apr 12, 2009 11:39:47
OK Ianten, here's 2nd of two:

Saria Silverblade
Show

Saria Silverblade; CR 12
hp 58 (12 HD)
_________________________________________________________________
Female elf bard 7/ wizard (Abjuration) 5
NG Medium humanoid (elf)
Init +6; Senses Low-light vision; Perception +10 (+12 sight- and sound-based)
Languages Common, Elven
_________________________________________________________________
AC 27, touch 15, flat-footed 25
(+9 armor, +2 Dex, +3 deflection, +3 natural)
Immune sleep
Fort +7, Ref +11, Will +14 (+16 against enchantments; +4 against bardic performance, sonic, and language-dependant effects)
_________________________________________________________________
Speed 30 ft. (6 squares)
Melee +1 orc bane mithral shortsword +8/+3 (1d6+1/19-20 plus 2d6 against orcs)
Ranged +1 darkwood fey bane shortbow +10/+5 (1d6+1/x3 plus 2d6 against fey)
Base Atk +7; CMB +7
Atk Options arcane duelist 4/day
Special Actions bardic performance 7/day (countersong, distraction, fascinate [DC 17], inspire courage +2, suggestion [DC 17]), lore master 1/day, protective ward (+2 deflection bonus)
Combat Gear wand of cure serious wounds (50 charges; CL 7th)
Bard Spells Known (CL 7th):
3rd (2/day)--cure serious wounds, scrying
2nd (4/day)--cure moderate wounds, delay poison, mirror image, tongues
1st (5/day)--alarm, comprehend languages, cure light wounds, feather fall, identify
Cantrips--detect magic, know direction, lullaby, mending, prestidigitation, summon instrument
Wizard Spells Prepared (CL 5th):
3rd--lightning bolt (DC 18), sound lance (DC 18)
2nd--acid arrow (+9 ranged touch), bear's endurance, frost breath, protection from arrows*, scorching ray (+9 ranged touch)
1st--alarm, endure elements, mage armor, mount, magic missile, protection from evil* (2)
Cantrips--acid splash (+9 ranged touch), daze (DC 14), mage hand, message
* Bonus abjuration spells
_________________________________________________________________
Abilities Str 10, Dex 14, Con 12, Int 18, Wis 14, Cha 18
SQ able to notice secret or concealed doors, inspire competence, school power (abjuration), well-versed
Feats Arcane Armor Training, Combat Casting, Improved Initiative, Scribe ScrollB, Skill Focus (spellcraft), Spell Focus (evocation), Spell Penetration
Skills Acrobatics +9, Appraise +12, Bluff +10, Climb +5, Diplomacy +10, Handle Animal +5, Heal +3, Knowledge (arcana) +13, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +12, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (religion) +9, Knowledge (the planes) +8, Linguistics +9, Perform (dance) +15, Perform (sing) +14, Perform (wind instruments) +14, Ride +6, Sense Motive +8, Spellcraft +20 (+22 to cast defensively), Stealth +6 (+11 sight- and sound-based), Sleight of Hand +7, Survival +5, Swim +2, Use Magic Device +8
Possession combat gear plus +1 bane (orc) mithral short sword, +1 bane (fey) darkwood short bow, +5 mithral chain shirt, quiver, amulet of natural armor +3, boots of elvenkind, cloak of elvenkind, ring of defense +3 (acts as a ring of protection +3 and a cloak of resistance +3)
#466

Diffan

Apr 12, 2009 13:07:47
Balafre, your characters are up:

Barbarian
Show

Feng Bloodclaw; CR 7
hp 69 (7 HD); DR 1/-
_________________________________________________________________
Male half-orc barbarian 7
CN Medium humanoid (orc)
Init +2; Senses darkvision 60 feet; Listen +3, Spot +1
Languages Common, Orc
_________________________________________________________________
AC 19, touch 13, flat-footed 18
(+6 armor, +2 Dex, +1 deflection)
Fort +9, Ref +5, Will +4
_________________________________________________________________
Speed 40 ft. (8 squares)
Melee +1 vicious greataxe +13/+8 (1d12+8/x3 plus 2d6 damage and 1d6 damage to self)
Ranged mwk javelin +10 (1d6+5/x3)
Base Atk +7; Grp +12
Atk Options Power Attack, rage 2/day
_________________________________________________________________
Abilities Str 20, Dex 14, Con 16, Int 8, Wis 13, Cha 11
SQ fast movement, improved uncanny dodge, trap sense +1
Feats Improved Bull Rush, Power Attack, Shock Trooper
Skills Climb +9, Handle Animal +2, Intimidate +8, Jump +10, Ride +5, Survival +6, Swim +5
Possessions +1 vicious greataxe, +2 chain shirt, gauntlets of ogre power, ring of protection +1, cloak of resistance +1
#467

Diffan

Apr 12, 2009 13:17:11
Rogue
Show

Celbrath Venarim; CR 7
hp 38 (7 HD)
_________________________________________________________________
Male Moon elf rogue 7
N Medium humanoid (elf)
Init +5; Senses low-light vision; Listen +6, Spot +6
Languages Chondathan, Common, Elven, Undercommon
_________________________________________________________________
AC 22, touch 16, flat-footed 22
(+6 armor, +5 Dex, +1 deflection)
Immune sleep
Fort +5, Ref +11, Will +4 (+6 against enchantments)
_________________________________________________________________
Speed 30 ft. (6 squares)
Melee +1 shortsword +11 (1d6+2/19-20)
Ranged mwk light crossbow +11 (1d8/19-20)
Base Atk +5; Grp +6
Atk Options Improved Feint, Telling Blow, sneak attack +4d6
_________________________________________________________________
Abilities Str 12, Dex 20, Con 14, Int 14, Wis 12, Cha 15
SQ able to notice secret or concealed doors, trap finding, trap sense +2, uncanny dodge
Feats Combat Expertise, Improved Feint, Telling Blow, Weapon Finesse
Skills Appraise +3, Balance +10, Bluff +9, Climb +4, Craft (poisonmaking) +9, Decipher Script +5, Diplomacy +4, Disable Device +11, Disguise +2, Escape Artist +6, Forgery +2, Gather Information +4, Hide +16, Intimidate +3, Jump +3, Knowledge (Silver Marches local) +3, Move Silently +16, Open Lock +7, Perform (dance) +4, Search +9, Sense Motive +6, Slight of Hand +9, Swim +2, Tumble +12, Use Magic Device +8, Use Rope +6
Possessions +2 mithral chain shirt, +1 shortsword, +1 ring of protection, cloak of elvenkind, boots of elvenkind, gloves of Dexterity +2
#468

hexsixsic6

Apr 13, 2009 2:47:42
I need a human Wizard(necromancer)/Cleric/Mystic Theurge at CL 16, optimized for controlling undead. Can you help me out when you get a chance? Thanks
#469

Diffan

Apr 13, 2009 7:28:22
*EDITED Following NPC below*

Show

The "Bone Collector"; CR 16
hp 91 (16 HD)
________________________________________________________________________________
Male Chondathan human cleric 3/ wizard 3/ true necromancer 10
LN Medium humanoid
Init +6; Senses Listen +6, Spot +6
Aura desecration (100 ft. radius), (lawful (strong)
Languages Chondathan, Common, Elven, Goblin, Orc, Sylvan
________________________________________________________________________________
AC 26, touch 14, flat-footed 24
(+7 armor, +2 Dex, +5 shield, +2 deflection)
Fort +12, Ref +10, Will +24
________________________________________________________________________________
Speed 30 ft. (6 squares)
Melee +3 heavy mace +12/+7 (1d8+4/x2)
Ranged mwk heavy crossbow +11 (1d10/19-20)
Base Atk +8; Grp +9
Atk Options death touch 1/day (+9 melee touch, 3d6)
Special Actions rebuke undead 15/day (+6, 2d6+17; 13th), spontaneously cast cure and inflict spells
Cleric Spells Prepared (CL 15th; choose spells as CL 11th):
6th--contingency*, harm (DC 23), wind walk
5th--flame strike (DC 21), righteous wrath of the faithful, slay living* (DC 22), summon undead V
4th--divine power, freedom of movement*, iron bones, recitation, summon undead IV
3rd--blindness/deafness (DC 20), dispel magic, haste*, prayer, summon undead III (2)
2nd--death knell*, divine protection, lesser restoration, silence (DC 18), spiritual weapon, summon undead II (2)
1st--bless, cause fear* (DC 18), divine favor, obscuring mist, sanctuary (DC 17), sign, summon undead I
0 (orisons)--create water, detect magic, detect poison, light, mending, purify food and drink
* Domain spells. Deity: Velsharoon. Domains: Death, Time
Wizard Spells Prepared (CL 15th; choose spells as CL 11th):
6th--chain lightning (DC 21)
5th--duelward, magic jar (DC 21), teleport
4th--dimension door, enervation (DC 20), Evard's black tentacles, polymorph
3rd--chain missile, dispel magic, mass curse of impending blades, sound lance (DC 18), undead torch
2nd--glitterdust (DC 17), mirror image, scare (DC 18), scorching ray (+5 ranged touch), rope trick
1st--magic missile (2), nerveskitter, ray of clumsiness (+5 ranged touch), ray of enfeeblement (+5 ranged touch), spiritworm (DC 17)
0 (cantrips)--dancing lights, flare (DC 15), ray of frost (+5 ranged touch), read magic
Spell-Like Abilities (CL 19):
1/day--create greater undead, horrid wilting (DC 24)
2/day--create undead
________________________________________________________________________________
Abilities Str 13, Dex 14, Con 14, Int 20, Wis 22, Cha 18
SQ major desecration, necromantic presence +3
Feats Corpse Crafter, Destruction Retribution, Discipline, Divine Metamagic (Quicken
Spell), Extra Turning (2), Improved Initiative, Practiced Spellcaster (cleric), Practiced
Spellcaster (wizard), Quicken Spell. Spell Focus (necromancy), Spontaneous Healer
Skills Concentration +17, Craft (alchemy) +18, Decipher Script +10, Diplomacy +11,
Heal +11, Knowledge (arcana) +17, Knowledge (dungeoneering) +10, Knowledge
(Dalelands local) +9, Knowledge (nature) +6, Knowledge (religion) +18, Knowledge
(the planes) +10, Profession (farmer) +12, Search +13, Spellcraft* +24
Flaw Frail (-1 hp at each level)
Possessions +3 heavy mace, +3 twilight mithral chain shirt, ring of protection +2, cloak of Charisma +4, headband of Intellect +2, periapt of Wisdom +2, vest of resistance +3, +3 heavy mithral shield, nightstick.
#470

hexsixsic6

Apr 14, 2009 2:34:37
Ok 7 more levels of true necromancer would be good
#471

balafre

Apr 14, 2009 5:24:36
thanks a lot Diffan for the NPCs

cant wait to see how you built the cleric :D

have a nice one
#472

Diffan

Apr 15, 2009 18:48:23
Balafre, here's your cleric

Cleric
Show

Pryus Ordard; CR 7
hp 47 (7 HD)
________________________________________________________________________________
Male Nar human cleric 5/ stormlordCD 2
CN Medium humanoid
Init +0; Senses Listen +4, Spot +4
Aura chaotic (moderate)
Languages Common, Damaran
________________________________________________________________________________
AC 24, touch 11, flat-footed 24
(+10 armor, +3 shield, +1 deflection)
Resist electricity 5
Fort +11, Ref +2, Will +12
________________________________________________________________________________
Speed 20 ft. (4 squares); base 30 feet
Melee +1 shortspear +7 (1d6+3/x2)
Ranged javelin +6 (1d6+3/x2 plus 1d6 electricity)
Base Atk +4; Grp +6
Atk Options smite 1/day (+4 attack, +5 damage)
Special Actions rebuke undead 6/day (+5, 2d6+8; 5th), spontaneously cast inflict spells
Cleric Spells Prepared (CL 7th):
4th--cure critical wounds, divine power, sleet storm*
3rd--call lightning* (DC 17), dispel magic, invisibility purge, ring of blades
2nd--bull's strength, cure moderate wounds, deific vengeance (DC 16), shatter* (DC 16), silence (DC 16)
1st--bane (DC 15), command (DC 16), cure light wounds, divine favor, entropic shield*, sign
0 (orisons)--create water, detect magic, light, mending, read magic, virtue
* Domain Spells. Deity: Talos. Domains: Destruction, Storm
________________________________________________________________________________
Abilities Str 14, Dex 10, Con 12, Int 11, Wis 20, Cha 16
SQ enhanced javelins +1, shock weapons
Feats Endurance, Great Fortitude, Domain Spontaneity (Storm), Weapon Focus (javelins)
Skills Concentration +8, Diplomacy +5, Disguise +5, Gather Information +3, Heal +8, Intimidate +6, Knowledge (arcana) +1, Knowledge (religion) +5, Knowledge (the planes) +1, Spellcraft +4, Survival +6, Swim -10
Possessions +2 fullplate, +1 heavy shield, +1 shortspear, periapt of Wisdom +2, ring of protection +1, cloak of resistance +1, 10 javelins.
#473

krownhunter07

Apr 15, 2009 19:16:20
If you have the chance, I'd love a 4e Eladrin Swordmage/Wizard hybrid, Bladesinger (using your PP) at 22nd level...

Haven't decided if Demigod or Chosen would be better. He's either Corellon's (semi-mortal) son or he'll be his Chosen.

Either way, he'll eventually become an Exarch for CL and patron of Bladesingers.

Hmm, you could just make him level 30, if you like...
#474

Diffan

Apr 16, 2009 6:35:54
If you have the chance, I'd love a 4e Eladrin Swordmage/Wizard hybrid, Bladesinger (using your PP) at 22nd level...

Haven't decided if Demigod or Chosen would be better. He's either Corellon's (semi-mortal) son or he'll be his Chosen.

Either way, he'll eventually become an Exarch for CL and patron of Bladesingers.

Hmm, you could just make him level 30, if you like...

How would you like me to construct him? Fleshing him out as a full PC with feats and every available at-will/encounter/daily power or as an NPC with some encounters and dailys and no feats? It really depends on whether or not your using him against or with your PCs. If it's against, then he should be statted as a monster, but if not, then a PC or NPC would work well.

As for his level and epic destiny, I can do either so it's up to you. Personally, I feel he'd make a better Chosen or Elf High Mage from the Epic Faerun pdf.
#475

krownhunter07

Apr 16, 2009 8:03:20
How would you like me to construct him? Fleshing him out as a full PC with feats and every available at-will/encounter/daily power or as an NPC with some encounters and dailys and no feats? It really depends on whether or not your using him against or with your PCs. If it's against, then he should be statted as a monster, but if not, then a PC or NPC would work well.

As for his level and epic destiny, I can do either so it's up to you. Personally, I feel he'd make a better Chosen or Elf High Mage from the Epic Faerun pdf.

I'd prefer as a PC and you have free reign to choose his stuff if you like. Chosen or High Mage... hmm, whatever would better relate his abilities to Corellon's, but a focused Bladesinger for sure.

Thank you very much.
#476

Diffan

Apr 16, 2009 9:13:14
I'd prefer as a PC and you have free reign to choose his stuff if you like. Chosen or High Mage... hmm, whatever would better relate his abilities to Corellon's, but a focused Bladesinger for sure.

Thank you very much.

Gotcha. I'll see what I can cook up. I usually roll for stats (4d6x7, drop the lowest die and score). If that's cool with you I'll stick with it, if not, I can use the array given in the PHB.
#477

krownhunter07

Apr 16, 2009 9:14:27
Gotcha. I'll see what I can cook up. I usually roll for stats (4d6x7, drop the lowest die and score). If that's cool with you I'll stick with it, if not, I can use the array given in the PHB.

I leave it in your capable hands.
#478

krownhunter07

Apr 21, 2009 16:29:45
Oh, I just looked over Storm Sovereign the other day, and I think that ED would fit nicely if it were tweaked to be 'Archfey' like?

Or as is, I suppose.
#479

Diffan

Apr 21, 2009 19:48:16
Oh, I just looked over Storm Sovereign the other day, and I think that ED would fit nicely if it were tweaked to be 'Archfey' like?

Or as is, I suppose.

I'm guessing that's from the Arcane Power supplement? I don't have that book yet (I should be ordering it from Amazon soon) but if you could PM me the prereqs, Class Features and Class Powers I can the character made up.

Usually I would've done it by now but since last Friday i've been working on all the paperwork to get my Gaming License from the state of Pennsylvania to work at our brand new casino in Pittsburgh :D. But now that it's all done with, I can concentrate on character creation.

Let me know about the ED.
#480

krownhunter07

Apr 21, 2009 19:54:45
I'm guessing that's from the Arcane Power supplement? I don't have that book yet (I should be ordering it from Amazon soon) but if you could PM me the prereqs, Class Features and Class Powers I can the character made up.

Usually I would've done it by now but since last Friday i've been working on all the paperwork to get my Gaming License from the state of Pennsylvania to work at our brand new casino in Pittsburgh :D. But now that it's all done with, I can concentrate on character creation.

Let me know about the ED.

Lucky cuss, you live in Steeler Country...

Anyways, it is in Dragon 372 Masters of the Planes.
#481

Diffan

Apr 21, 2009 21:06:02
Lucky cuss, you live in Steeler Country...

ohh, please don't remind me Considering that I'm a former Seahawks fan......it's just bad juju.
#482

krownhunter07

Apr 21, 2009 21:12:43
ohh, please don't remind me Considering that I'm a former Seahawks fan......it's just bad juju.

LOL, that's funny... I was a Steelers fan living in Washinton. I sent the PM, btw.
#483

ianten_silverblade

May 01, 2009 21:23:09
Bump.
#484

ianten_silverblade

May 03, 2009 20:53:05
Still alive Diffster?
#485

panics

May 05, 2009 13:16:24
wow Diffan, I really like your Bone Collector... I was wondering how I could create an undead army general... you are my answer !

Was wondering if you could make 1 or 2 other NPC like that for me. Im dming a modified City of the spider queen and would need Undead controllers and creators, what would you suggest ? of course they are Drow cleric of Kiaransalee (3.5e)

Thanks for tthe good job !
#486

Diffan

May 12, 2009 2:42:41
wow Diffan, I really like your Bone Collector... I was wondering how I could create an undead army general... you are my answer !

Was wondering if you could make 1 or 2 other NPC like that for me. Im dming a modified City of the spider queen and would need Undead controllers and creators, what would you suggest ? of course they are Drow cleric of Kiaransalee (3.5e)

Thanks for tthe good job !

Well, an undead controller specialist would definitly be the Dread Necromancer (Heroes of Horror) but they use arcane magic instead of the divine. Though I don't think Kiaransalee would mind dread necromancers giving her lip service, she can't grant them spells.

Other than the clr/wiz/true necromancer build, there is always the Pale Master PrC and maybe one or two more from other sources. Is there a definite style or build your looking for?
#487

ianten_silverblade

May 13, 2009 7:07:38
Yeah! He really looks like he can get his GRAVE on! ^_~
#488

ianten_silverblade

May 28, 2009 10:40:23
Bumpity bump bump. ^_^
#489

Diffan

May 28, 2009 20:54:19
With the recent near-death of my current Realms character (a purple dragon knight), i've decided to have a backup incase he met his demise.

Stromovich Krosovechky
Show

Stromovich Krosovechky; CR 10
hp 107 (10 HD) or 127 (when raging)
_________________________________________________________________
Male Rasheman human barbarian 2/ fighter 4/ tempestCAd 4
CG Medium humanoid
Init +3; Senses Listen +4, Spot +4
Languages Common, Rashemi
_________________________________________________________________
AC 24, touch 14, flat-footed 24; or (22, touch 12, flat-footed 22 when raging); Dodge
(+8 armor, +3 Dex, +1 deflection, +2 class)
Immune shaken
Fort +16 (+18 when raging), Ref +7, Will +8 (+10 when raging)
_________________________________________________________________
Speed 40 ft. (8 squares); Mobility
Melee +2 large warhammer +19/+14 (2d6+8/x3) or
Melee +1 large keen battleaxe +18/+13 (2d6+7/19-20x3) or
Melee +2 large warhammer +17/+12 (2d6+8/x3) and
+1 large keen battleaxe +16/+11 (2d6+7/19-20x3) with Improved Two-Weapon Fighting or
Melee +2 large warhammer +19/+14 (2d6+10/x3) and
+2 large keen battleaxe +18/+13 (2d6+9/19-20x3) with Improved Two-Weapon Fighting and raging
Base Atk +10; Grp +16
Atk Options Power Attack, Spring Attack, rage 3/day (8 rounds)
_________________________________________________________________
Abilities Str 22, Dex 17, Con 16, Int 11, Wis 14, Cha 12
SQ Ambidexterity (-2/+0), tempest defense +2, two-weapon versatility, uncanny dodge
Feats Bullheaded*, Dodge, Extra Rage, Improved Two-Weapon Fighting, Mobility, Monkey Grip, Oversized Two-Weapon Fighting, Power Attack, Spring Attack, Two-Weapon Fighting, Weapon Focus (battleaxe)
Flaw Qualm: Code of Arms (-4 to melee attack and damage rolls against unarmed opponents or opponents using ranged weapons.);
No Retreat (You will never run from combat, no matter the odds. In extreme circumstances, you may make a Will Save (DC 30) in order to negate this flaw temporarily. However, if successful, you suffer a -4 penalty to all attack rolls, saves, and skill checks for 1d6 hours due to feelings of guilt and cowardice. If for some reason an outside source (such as an ally, or a failed save against a spell or effect) causes you to flee or be pulled out of the fight against your will, you suffer a -2 penalty to all attack rolls, saves, and skill checks for 1 hour).
Skills Balance +9, Climb +10, Craft (armorsmithing) +5, Craft (weaponsmithing) +5, Handle Animal +4, Intimidate +7, Jump +11, Ride +4, Sleight of Hand +5, Survival +6, Swim +6, Tumble +8
Possessions Keg-Splitter (+2 large warhammer), Skull-Splitter (+1 large keen battleaxe), +3 mithral breastplate, Strom's Girdle (belt of ogre power +2), amulet of health +2, cloak of resistance +2, ring of protection +1, dagger, standard adventuring gear, 5,028 gp
_________________________________________________________________
Description Stromovich, or Strom as his friends say, is a highly skilled warrior of the Snow Tiger Lodge. His fierce style of fighting is only matched by his reverent prayers to Tempus, the God of Battle. His height and body are large as he stands over six and half feet and weighing as much as three hundred and fourty pounds. His light blond hair is long and braided as a dwarfs would be yet he keeps his face shaven save for a long goatee. He dreams of becoming a devout warrior of Tempus and serves the Hathran witches dutifully.

* I've taken Bullheaded as a bonus Regional feat. If you want to use this character, but don't want the feat, subtract 2 from his Will saves and cancel the Immunity to shaken effect.
#490

ianten_silverblade

May 28, 2009 21:42:44
With the recent near-death of my current Realms character (a purple dragon knight), I've decided to have a backup in case he met his demise.

and...with the untimely death of his character...

HE'S NOT QUITE DEAD!

...and...with the mere mortal wounding of his character...

HE'S GETTING BETTER!

^_~
#491

gildaheir

May 29, 2009 6:01:05
Heya Diff, awesome post here. I too am from the 'Burgh, South Hills area. How bout you?

I was wondering if you're still up to making NPCs. If you are there's a few things I could use:

An Eye of Gruumsh that's roughly CR 11

A small party of evil-aligned Russian-themed (Rashemen?) mercenaries (mixed classes) that would each be CR 7-10 with a CR 12 leader.

And a CR 18 Moon Elf Necromancer

Much thanks? Do you use some sort of program or do you just have a fascination with crafting NPCs?
#492

Diffan

May 29, 2009 6:39:06
and...with the untimely death of his character...

HE'S NOT QUITE DEAD!

...and...with the mere mortal wounding of his character...

HE'S GETTING BETTER!

^_~

lol, yea it was really bad. Our party encountered a 10th level half-orc banite cleric and a dread wraith with 160 hp. It turned out to be quite......unpleasant. It dropped my Con to 4 within 3 turns and I had to use a special ability conferred to all of us by Sylune to negate the ability damage. Then 3 to 4 turns later, dropped me a full 8 Con in 1 turn thus rendering me toast. Thankfully our cleric had lesser restoration prepared to put my Con to 1 which had me at -1 hp. Too close for comfort if you ask me.

Heya Diff, awesome post here. I too am from the 'Burgh, South Hills area. How bout you?

I grew up in the South Hills (South Park actually) and now live in Turtle Creek, though I'm out that way all the time.

I was wondering if you're still up to making NPCs. If you are there's a few things I could use:

An Eye of Gruumsh that's roughly CR 11

A small party of evil-aligned Russian-themed (Rashemen?) mercenaries (mixed classes) that would each be CR 7-10 with a CR 12 leader.

And a CR 18 Moon Elf Necromancer

Much thanks?

No problem. I'm doing some NPCs for Ianten at the present moment but it shouldn't take me too much longer. By small party, do you mean the standard size of 4? Also, do you include Regional feats as bonus feats for your characters and should I use NPC or PC starting gold?

Do you use some sort of program or do you just have a fascination with crafting NPCs?

Nope, no program. I just found myself making them for sh!ts and giggles and realized I'd help the FR community by making specific ones for their campaigns. I've often realized that WotC doesn't do a good job making (as Lord Karsus would say) throw away NPCs/Monsters.
#493

gildaheir

May 29, 2009 6:58:31
4 normal and one leader would be fantastic. I agree completely with the lack of disposable NPCs. Awesome work, Diff, thank you.
#494

ianten_silverblade

May 30, 2009 15:34:06
Too close for comfort if you ask me.

Ethereal enemies are hard to hit and thus hard to damage so yeah, I understand. I'm curious, a dread wraith is CR 16 right? What was the average Level of your party? 14? 15?
#495

Diffan

Jun 01, 2009 6:58:20
Ethereal enemies are hard to hit and thus hard to damage so yeah, I understand. I'm curious, a dread wraith is CR 16 right? What was the average Level of your party? 14? 15?

It's a CR 11 in addition to the CR 10 cleric who kept healing it. Not to mention that it was like our 3rd or 4th encounter of the day so it was really tough. Our sorcerer only had like 2 or 3 1st level spells going into the battle.

As for it being Ethereal, the ironic thing is my weapon is called Wraithbane and it's a +1 everbright ghosttouch bastardsword. Out of three attacks (2 sword and 1 shield) i'd hit it at least once a round. Even then it didn't go down fast.
#496

ianten_silverblade

Jun 01, 2009 20:55:08
Not to mention that it was like our 3rd or 4th encounter of the day so it was really tough.

I present the solution to your troubles. ^_^

Scepter of Refuge

A CL6 Mordenkainen’s Magnificent Mansion (costs 2 charges).

A CL6 Mordenkainen's Private Sanctum (costs 2 charges).

Cost: 85,500 (and perhaps a favor owed to the crafting mage)
#497

Diffan

Jun 02, 2009 11:02:16
Ianten, heres the first two- Sister of Justice and Shayla

Sister of Justice
Show

Sister of Justice; CR 12
hp 83 (12 HD)
________________________________________________________________________________
Female Damaran human fighter 6/ cleric 6 of Tyr
LG Medium humanoid
Init +3; Senses Listen +3, Spot +3
Aura good (faint)
Languages Common, Damaran, Goblin
________________________________________________________________________________
AC 24, touch 14, flat-footed 21; Dodge
(+10 armor, +3 Dex, +1 deflection)
Fort +12, Ref +7, Will +10
________________________________________________________________________________
Speed 20 ft. (4 squares); base 30 ft.
Melee +2 longsword +17/+12 (1d8+6/19-20) or
Melee +2 longsword +15/+10 (1d8+6/19-20) and
+2 longsword +15/+10 (1d8+4/19-20) with Two-Weapon Fighting
Base Atk +10; Grp +14
Atk Options Divine Vigor, Spring Attack, Two-Weapon Pounce, strike of vengeance 1/day
Special Actions spontaneously cast cure spells, turn undead 5/day (+2, 2d6+8; 6th)
Cleric Spells Prepared (CL 6th):
3rd--dispel magic, magic circle against evilD (CL 11th), prayer, searing light (+13 ranged touch)
2nd--aid, bear's enduranceD, lesser restoration, shield other, spiritual weapon
1st--bless, command (DC 14), divine favor, obscuring mist, shield of faithD
0--detect magic, detect poison, light, resistance (2)
D: Domain spells. Domains: Good, Retribution
________________________________________________________________________________
Abilities Str 18, Dex 17, Con 14, Int 13, Wis 16, Cha 14
Feats Divine ArmorPH2, Divine VigorCW, Dodge, Improved Two-Weapon FightingB, MobilityB, Oversized Two-Weapon Fighting, Spring AttackB, Two-Weapon Fighting, Two-Weapon PouncePH2, Weapon Focus (longsword)
Skills Concentration +7, Craft (armorsmithing) +5, Craft (weaponsmithing) +5, Climb +7, Diplomacy +4, Handle Animal +7, Heal +8, Intimidate +7, Jump +7, Knowledge (arcana) +3, Knowledge (history) +3, Knowledge (religion) +3, Knowledge (the planes) +2, Ride +9, Spellcraft +6, Swim +2
Possessions 2 +2 longswords, +2 mithral full-plate, gauntlets of ogre power
#498

panics

Jun 04, 2009 15:02:55
Well, an undead controller specialist would definitly be the Dread Necromancer (Heroes of Horror) but they use arcane magic instead of the divine. Though I don't think Kiaransalee would mind dread necromancers giving her lip service, she can't grant them spells.

Other than the clr/wiz/true necromancer build, there is always the Pale Master PrC and maybe one or two more from other sources. Is there a definite style or build your looking for?

Well, they are leaders of an undead legion ! ;) They would not be more than level 12 to 14.

Thanks !
#499

bladedancer

Jun 09, 2009 8:33:08
Hey Diffan I was wondering if you could make me a half-fiend(drow as the base race) Eldritch theurge. I was thinking maybe necromancer3/Warlock3/Eldritch theurge10. This guy will be the bbeg of my current campaign arc. I would like it if you could make him with feats and flavor favoring the undead.

Thanks in Advance!
#500

Diffan

Jun 11, 2009 19:13:37
Heres another PM request

Gisela
Show

Gisela; CR 14
hp 79 (14 HD)
_________________________________________________________________
Female Half-sun elf fighter 2/ sorcerer 12
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Listen +2, Spot +2
Languages Common, Elven, Sylvan
_________________________________________________________________
AC 22, touch 16, flat-footed 18; Dodge
(+6 armor, +4 Dex, +2 deflection)
Immune sleep
Fort +11, Ref +10, Will +11 (+16 against enchantments)
_________________________________________________________________
Speed 30 ft. (6 squares)
Melee sun blade +14/+9 (1d8+4/19-20) or
Melee sun blade +16/+11 (1d8+6/19-20/x2 [x3 against negative planar creatures and undead]) against evil creatures
Base Atk +8; Grp +10
Atk Options Power Attack
Spell-Like Abilities (CL 14th):
1/day--confusion (DC 20), dimension door, summon nature's ally V
Sorcerer Spells Known (CL 12th):
6th (4/day)--chain lightning (DC 22)
5th (6/day)--arcane fusionCM, cloudkill (DC 21)
4th (7/day)--greater invisibility, orb of force (+12 ranged touch), polymorph, scrying
3rd (7/day)--dispel magic, fireball (DC 19), fly, mass curse of impending bladesSC
2nd (8/day)--glitterdust (DC 18), knock, mirror image, scorching ray (+12 ranged touch), wraithstrikeSC
1st (8/day)--charm person (DC 17), disguise self, magic missile, nerveskitter, shield
0 (8/day)--acid splash (+12 ranged touch), detect magic, light, mage hand, mending, message, open/close, read magic, resistance
_________________________________________________________________
Abilities Str 14, Dex 18, Con 15, Int 12, Wis 13, Cha 23
SQ familiar, share spells
Feats AlertnessB (if familiar within 5 ft.), Dodge, Empower Spell, Fey HeritageCM, Fey LegacyCM, Improved Familiar, Power AttackB, Weapon FinesseB
Skills Bluff +11, Climb +4, Concentration +11, Craft (alchemy) +6, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Diplomacy +10, Gather Information +3, Handle Animal +9, Intimidate +9, Jump +4, Knowledge (arcana) +8, Profession +2, Ride +6, Search +2, Spellcraft +13, Swim +3
Possessions sun blade (longsword form), +2 twilight mithral chain-shirt, cloak of Charisma +2, ring of protection +2, ring of feather falling, boots of levitation, bracers of arcane freedom, belt of battle, gloves of Dexterity +2, vest of resistance +2

Nethic, Pseudodragon Familiar; CR --
hp 39 (12 HD)
_________________________________________________________________
CG Tiny dragon (augmented dragon)
Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Listen +9, Spot +9
Languages empathic link, speak with dragons, speak with master, telepathy 60 ft.
_________________________________________________________________
AC 24, touch 14, flat-footed 22
(+2 size, +2 Dex, +10 natural)
Immune paralysis, sleep
Resist improved evasion
Fort +9, Ref +10, Will +9
SR 19
_________________________________________________________________
Speed 15 ft. (3 squares), fly 60 ft. (good)
Melee sting +12 (1d3-2 plus poison) and
Bite +7 (1)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
Base Atk +8; Grp -2
Atk Options deliver touch spells, poison (Fort DC 14, sleep 1 min/sleep 1d3 hours)
_________________________________________________________________
Abilities Str 6, Dex 15, Con 13, Int 11, Wis 12, Cha 10
Feats Weapon Finesse
Skills Diplomacy +4, Hide +20 (+28 in forests or overgrown areas), Listen +9, Search +8, Sense Motive +9, Spot +9, Survival +3 (+5 following tracks)
#501

leowar

Jun 12, 2009 13:35:15
hey, can someone help me out by creating a human female Dark Cleric.
The last evil guy wasn't a succes, he went to quickly down (only 10 rounds). One positive thing, for my as a DM, was that at least one player went down with him :D

So I though maybe one of you guys could help me out by creating one terrifying Dark Cleric.
some nota by helping the NPC:
- She would be a 11 lvl Cleric and she worships Tiamat
- She prefers to beat the hell out of her opponents, instead of blasting them to peaces with her spells. Most of her feats would be based on helping her in melee combat.
- They party existing out of 5 players (fighter, ranger/scout, wizard, rogue and a second wizard).

Thanks in advance
#502

bladedancer

Jun 30, 2009 11:04:57
Bump
#503

capnvan

Aug 02, 2009 13:55:54
#504

bladedancer

Sep 15, 2009 15:01:54

Bumpity

#505

Diffan

Oct 01, 2009 13:45:59

Thanks for the bump. I'm sure I have previous requests that I haven't done yet but I'm trying to re-start the generating process. That being said, I'd like to concentrate on 4e material, but if you really want a 3/3.5 character, I'll do my best.


In addition, I'm not overly confident in my abilities when it come to Character Optimization for 4e NPCs so please bear with me here.


The books I have for 4e (so you know what I can get and what-not) are as follows:


PHB
PH2
Martial Power
Divine Power
Arcane Power
MM
MM2
DMG
FRCG
FRPG
Manual of the Planes
Open Grave

I don't have DDi access so paragon paths, feats, classes (such as the Assassin) can't be used yet so just give me time. As well, I have a load of Home-brew Realm paragon-paths that can be used as well.

#506

bladedancer

Oct 07, 2009 12:12:06

Heya Diffan I know you wanted to keep to 4th edition but my group refuses to even think about trying it so I was wondering if you make me a male drow 13 duskblade/shadow adept1.


 


Thanks in Advance

#507

Diffan

Oct 07, 2009 21:10:24


Heya Diffan I know you wanted to keep to 4th edition but my group refuses to even think about trying it so I was wondering if you make me a male drow 13 duskblade/shadow adept1.


 


Thanks in Advance





Ok, well what alignment, gender, and feats do you feel (s)he should have? In addition, do you want PC or NPC weath by level?  
#508

bladedancer

Oct 08, 2009 9:36:19

I would say male, NE, and NPC wealth if you please. As far as feats I know he needs Shadow weave magic and a meta magic feat to qualify for Shadow adept anything else you want is fine.

#509

Diffan

Oct 13, 2009 10:12:14

K Bladedancer, here ya go.


El'rith Phar'aen                                                                                                                          CR 15
  hp 91 (14 HD)
________________________________________________________________________________
  Male drow duskblade 13/ shadow adept 1
  NE Medium humanoid (elf)
  Init +3; Senses darkvision 120 ft.; Listen +2, Spot +2
  Languages Abyssal, Common, Drow Sign Language, Elven, Undercommon
________________________________________________________________________________
  AC 26, touch 15, flat-footed 22
     (+8 armor, +3 shield, +4 Dex, +1 deflection)
  Immune magic sleep effects
  SR 25
  Fort +12, Ref +10, Will +14 (+16 against spells, spell-like abilities, and enchantments)
  Weakness light blindness
________________________________________________________________________________
  Speed 30 ft. (6 squares)
  Melee +2 rapier +19/+14/+9 (1d6+5 plus poison/18-20)
  Ranged mwk hand crossbow +18 (1d4 plus poison/19-20)
  Base Atk +13; Grp +16
  Atk Options arcane channeling (full-attack), poison (advanced drow poison, Fort DC 16,
     unconscious 1 minute/unconscious 2d6 hours) quick cast 2/day
  Combat Gear 5 doses of advanced drow poison, 2 potions of cure moderate wounds, elixer of
     hiding
, elixer of sneaking
  Duskblade Spells Known (CL 14th):
     4th (4/day)-dimension door, enervation (+17 ranged touch)
     3rd (8/day)-dispelling touch, keen edge (CL 13th), protection from energy, vampiric touch
       (+16 melee touch)
     2nd (10/day)-bull's strength (CL 13th), scorching ray (CL 13th, +17 ranged  touch),
       see invisibility, swift fly (CL 13th)
     1st (11/day)-blade of blood, obscuring mist, ray of enfeeblement (+17 ranged touch), shocking
       grasp
(CL 13th, +16 melee touch), true strike (CL 13th)
     0 (6/day)-acid splash (+17 ranged touch), disrupt undead, ray of frost (CL 13th, +17 ranged
       touch), touch of fatigue (+16 melee touch)
  Spell-Like Abilities (CL 16):
     2/day-dancing lights, darkness, faerie fire 
  Arcane Attunement (CL 14):
     8/day-dancing lights (CL 13), detect magic, flare (CL 13), ghost sound, read magic
______________________________________________________________________________
  Abilities Str 16, Dex 18, Con 14, Int 22, Wis 15, Cha 12
  SQ armored mage (light and medium armor; heavy shields), shadow feats, spell power +2
  Feats Arcane Strike, Combat Casting*, Empower Spell, Insidious Magic*, Master of Shadow,
     Pernicious Magic*, Shadow Weave Magic, Tenacious Magic*, Weapon Finesse
     *Bonus Feats
  Skills Bluff +3, Climb +8, Concentration +18 (+22 casting defensively), Decipher Script +13,
     Disguise +3, Hide +4, Jump +8, Knowledge (arcana) +18, Knowledge (dungeoneering) +12, 
     Knowledge (nature) +12, Knowledge (religion) +13, Ride +11, Sense Motive +10, Spellcraft +23,
     Swim +6
  Possessions +2 rapier, +3 mithral chainmail, +2 light steel shield, vest of resistance +2, boots of
     spider climbing, circlet of Intelligence +2, gloves of Dexterity +2, shadow cloak
, masterwork hand
     crossbow with 20 bolts.
______________________________________________________________________________
  Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds
     drow for 1 round. In addition, they take a -1 circumstance penalty on attacks rolls, saves, and
     checks when in bright light.


**NOTE: The Shadow Weave Magic feat really hampers the character's spellcasting with reguards to all his Evo/Trans spells. So instead of having to pick other spells, I've just denoted the CL by 1 to make it easier. But, by all means if you would like to change up the spell list go ahead.

#510

Diffan

Oct 15, 2009 19:28:56

 So to give some 4e love, I've posted my conversion of our "Us in the Realms" character. It's a campaign where the player is actually the character (sorta like the old D&D cartoon of the 80's)


Before (ie. 3.5)


Sir Marcus Diffendal II                                                                                                                CR 8
  hp 112 (8 HD)
______________________________________________________________________________
  Male human knight 5/ cleric 2/ prestige paladin 1 of Torm
  LG Medium humanoid
  Init +1; Senses Listen +2, Spot +2
  Aura courage (10 ft. allies +4 against fear)
  Languages Common
______________________________________________________________________________
  AC 22, touch 12, flat-footed 21; shield block +1
     (+9 armor, +1 Dex, +1 shield, +1 deflection)
  Fort +12, Ref +3, Will +10
______________________________________________________________________________
  Speed 20 ft. (4 squares); base 30 ft.
  Melee +1 solarian truesilver greatsword +13/+8 (2d6+8/19-20) or
  Melee mwk glaive +13/+8 (1d10+6/x3)
  Reach 10 feet (with mwk glaive)
  Ranged mwk composite longbow (Str +3) +9/+4 (1d8+3/x3)
  Base Atk +7; Grp +11
  Atk Options Power Attack, fighting challenge +2, test of mettle (DC 16)
  Special Actions feat of strength 1/day (+2 enhancement bonus), smite evil 1/day (+3 attack, +1
     damage), turn undead 6/day (+5, 2d6+5; 2nd)
  Cleric Spells Prepared (CL 7th, chooses spells as 3rd):
     2nd-aid*, bull's strength, spiritual weapon
    
1st-divine favor, enlarge person*, rhino's rush, sign
    
0 (orisons)-create water, detect poison, light, read magic
 
* Domain spells. Deity: Torm. Domains: Courage, Strength.
  Spell-Like Abilities (CL 1st):
     At will--detect evil
_____________________________________________________________________  
  Abilities Str 20, Dex 12, Con 16, Int 10, Wis 14, Cha 16
  SQ armor mastery (medium), bulwark of defense, knight's calling (vigilant protector), knight's
     challenge 5/day, knight's code, moderate aura of good, vigilant defender
  Feats Endurance, Great Fortitude, Improved Buckler Defense, Improved Bull Rush, Power Attack,
     Practiced Spellcaster, Servant of the Heavens
  Skills Climb +6, Craft (armorsmithing) +4, Diplomacy +7, Handle Animal +8, Heal +7, Intimidate
     +10, Knowledge (nobility) +5, Knowledge (religion) +5, Knowledge (Realmslore) +8, Profession
     (guard) +6, Ride +9, Sense Motive +7, Spellcraft +5, Swim +5
  Flaw Qualm: Code of Arms (-4 penalty to attack and damage rolls against enemies not armed
     with melee weapons.)
  Possessions +1 solarian truesteel greatsword, surcoat of valor, +1 full plate, cloak of Charisma +2,
     amulet of health +2, ring of protection +1, ring of resistance +1,
masterwork buckler, masterwork
     glaive, silver holy symbol (Torm), masterwork composite longbow (Str +3) with 20 arrows,
     standard adventuring gear, 85 pp, 2 gp, 9 sp.


And after (4e):

Sir Marcus Diffendal                                                                                              Level 8 Defender
Medium natural humanoid
Male human Paladin
______________________________________________________________________________
Initiative +4   Senses Perception +6
HP 76; Bloodied 38
Healing Surges 12/day; Surge Value 19
AC 25; Fortitude 23, Reflex 18, Will 20
Speed 5 squares
Saving Throws +2 against immobilized, poison, slowed, weakened
Action Points 1
______________________________________________________________________________
Sun fullblade +2 (standard; at-will) ♦ Radiant, Weapon
+15 vs. AC; 1d12 + 9 Strength modifier radiant damage


Ardent Strike (standard; at-will) ♦ Divine, Radiant, Weapon
+15 vs. AC; 1d12 + 9 Strength modifier radiant damage, and the target is subjected to your divine sanction until the end of your next turn.


Holy Strike (standard; at-will) ♦ Divine, Radiant, Weapon
+15 vs. AC; 1d12 + 9 Strength modifier radiant damage, and if the target was marked, deal addition 2 damage.


Valiant Strike (standard; at-will) ♦ Divine, Weapon
+15 (plus 1 per adjacent enemy to you) vs. AC; 1d12 + 9 damage.


Divine Pursuit (standard; encounter) ♦ Divine, Weapon
+15 vs. Fort; 2d12 + 9 Strength modifier damage, and the target is pushed 2 squares. You then shift to the nearest square adjacent to the target.


Strength from Valor (standard; encounter) ♦ Divine, Weapon
Close burst 1; +15 vs. Fort; 1d12 + 9 Strength modifier damage, and gain 5 temporary hit points for each target hit by the attack.


Force of Arms (standard; encounter) ♦ Divine, Weapon
+15 vs. AC (if you have used the Channel Divinity power divine strength during this turn, you gain an additional +2 bonus to the attack roll); 2d12 + 9 Strength modifier damage.


Blood of the Mighty (standard; daily) ♦ Divine, Reliable, Weapon
+15 vs. AC; 4d12 + 9 Strength modifier damage; and you take 5 damage which can't be reduced in any way.


Arc of Vengeance (standard; daily) ♦ Divine, Radiant, Weapon
Close burst 1; +15 vs. AC; 2d12 + 9 radiant damage, and the target is subject to your divine sanction until the end of your next turn. If the target was already marked by you, it also takes 2 radiant damage whenever it deals damage to you or any ally (save ends).
Miss: Half-damage.


Call of Challenge (minor; encounter) ♦ Divine
Close burst 3 (each enemy within burst); each target is subject to your divine sanction until the end of your next turn.


Shield of Discipline (minor; encounter) ♦ Divine
Until the end of your next turn, you gain resistance 5 to all damage.
______________________________________________________________________________
Alignment Lawful Good       Languages Common, Elven
Class Features Ardent Vow (2/day), Channel Divinity (1/encounter- divine mettle, divine strength), Divine Challenge
Skills Athletics +12, Diplomacy +11, Endurance +9, Heal +11, Insight +6, Intimidate +11, Religion +9
Feats Berserker's Fury, Mighty Challenge, Mounted Combat, Toughness, Virtuous Recovery, Weapon Expertise (heavy blades), Weapon Proficiency (fullblade)
Str 20 (+9)      Dex 11 (+4)     Wis 15 (+6)
Con 14 (+6)     Int 10 (+4)      Cha 14 (+6)
Equipment +2 layered bloodiron plate, +2 sun fullblade, iron armbands of power, amulet of physical resolve +2, boots of adept charging, 4 potions of healing, standard adventuring gear, 80 gp.


 


 


    


 


 

#511

bladedancer

Oct 17, 2009 10:16:19

Thanks again man! This guy should give my drow players a nice surprise.

#512

Diffan

Oct 20, 2009 8:02:27


Thanks again man! This guy should give my drow players a nice surprise.





No prob. man. Good luck with that guy.
#513

sage_saria

May 15, 2010 19:15:35
Hi Diffan. Instead of doing 4th edition Rydia (which I deleted) please consider doing the Pathfinder/D&D 3.5 version of the following:

Saria Blossomfeather

Female Half–Elf Sorcerer (Fey Bloodline) 14

7th (4/day) —
summon monster vii

6th (6/day) —
chain lightning, contingency, freezing orb, mislead

5th (7/day) —
arc of lightning, cone of cold, lesser spell matrix, tree stride

4th (8/day) —
dimension door, ice storm, lesser globe of invulnerability, poison, shout

3rd (8/day) —
acid breath, deep slumber, fireball, lightning bolt, dispel magic, sound lance

2nd (8/day) —
cat’s grace, combust, eagle’s splendor, hideous laughter, frost breath, scorching ray

1st (8/day) —
burning hands, entangle, identify, magic missile, shocking grasp, sonic blast

Cantips —
arcane mark, detect magic, detect poison, light, mending, read magic

Abilities
Str 10, Dex 16, Con 12, Int 16, Wis 14, Cha 20 (26 with Circlet of Intellect +6)

Feats
Combat Casting, Dodgeb, Extra Spell (contingency, lesser globe of invulnerability, sound lance) (3), Improved Counterspell, Martial Weapon Proficiency (shortbow), Point Blank Shotb, Spell Focus (Evocation), Spell Penetration

Skills
Acrobatics +4, Appraise +8, Bluff +10, Craft (alchemy) +8, Diplomacy +8, Disguise +6, Escape Artist +4, Fly +8, Handle Animal +6, Heal +4, Intimidate +10, Knowledge (arcana) +12, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +10, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linquistics +7, Perception +6, Perform (dance) +6, Ride +6, Sense Motive +6, Spellcraft +18, Stealth +7, Survival +6, Use Magic Device +10

Languages
Aquan, Auran, Celestial, Dwarven, Elven, Gnome, Halfling, Sylvan, Taldane

Combat Gear
+5 distance seeking ghost touch holy shortbow, quiver (20 arrows)

Other Gear
circlet of charisma +6 (acts as cloak of charisma), earring of armor +5 (acts as bracers of armor), earring of natural armor +5 (acts as amulet of natural armor), ring of protection +5, exotic outfit, feather boa of entanglement (acts as a rope of entanglement)

I know she has way too many feats and her ability scores are unnaturally high but I'm playing a version of Pathfinder that's kinda similar to 4th Edition (aka you get +1 to two ability scores at 4th, 8th, 12th, etc and you also get a feat at 1st, 2nd, and then at every even numbered level afterwards). Makes for a much better player experience in my opinion. ^_^
#514

sage_saria

May 15, 2010 19:24:27
Lucky cuss, you live in Steeler Country...

ohh, please don't remind me Considering that I'm a former Seahawks fan......it's just bad juju.



At least your team lost at just ONE SUPER BOWL Diffan. The Bills have lost THREE SO FAR!

(shakes fist) GOD DAMN YOU X-FILES SMOKING MAN! 
#515

Diffan

May 16, 2010 16:43:35
Sage_Saria,

Actually, the feats are pretty close to the normal Pathfinder feats (i think you might have 1 more than normal). As for the skills, are those the total ranks and bonuses with ability scores or just the ranks? If they're just the ranks, I'm assuming that the only the Sorcerer class skills get the bonus right?

And while the Bills lost 4 Superbowls in a row, they still have some respect while the 'hawks never have.
#516

sage_saria

May 16, 2010 18:34:36
Yo Diffan. The Skills I gave are already calculated (aka with ranks allocated and ability score and feat bonuses given). Thought it would make it easier for ya. ^_~
#517

Diffan

May 16, 2010 19:44:40
Yo Diffan. The Skills I gave are already calculated (aka with ranks allocated and ability score and feat bonuses given). Thought it would make it easier for ya. ^_~



Well I appreciate that. From what I've seen from the Pathfinder stat-blocks, they differ from the normal 3.5 stat blocks (not the realy old ones which seemed to read like a book). So I'm going to do it like normal, putting the CMB, CMD near the BAB and all that stuff on the same line. I'll write it up and you let me know if everything is cool. I'll see if  I can throw it together tonight but if not, then I'm off tomorrow and Tuesday so I can do it then.

#518

sage_saria

May 16, 2010 21:35:57

How's is Miss Mini-Diffan. ^_~

#519

Diffan

May 17, 2010 9:12:27

How's is Miss Mini-Diffan. ^_~




Rhiannon is doing good. She's already walking and talking (and almost to sentences) and counting too. And the wife is going really good, just started her new job making almost twice what she was before. All in all, I can't complain.

So here's the stats for Saria Blossomfeather:

Saria Blossomfeather; CR 14
hp
59 (14 HD)
________________________________________________________________________________

Female half-elf sorcerer (fey bloodline)
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
Languages Aquan, Auran, Celestial, Dwarven, Elven, Gnome, Halfling, Sylvan, Taldane
________________________________________________________________________________

AC 28, touch 18, flat-footed 25; Dodge
(+5 armor, +3 Dex, +5 deflection, +5 natural)
Immune sleep
Fort +5, Ref +7, Will +11 (+13 against enchantments)
________________________________________________________________________________

Speed 30 ft. (6 squares)
Melee laughing touch +7 melee touch (creature can only take move actions for 1 round)
Ranged +5 distance seeking ghost touch holy shortbow +15/+10 (1d6+5/x3, plus 2d6 against evil)
Base Atk +7; CMB +7, CMD 20
Atk Options Point Blank Shot, laughing touch 11/day
Spell-Like Abilities (CL 14th):
14 rounds/day--fleeting glance (acts as greater invisibility)
________________________________________________________________________________

Sorcerer Spells Known (CL 14th):
7th (4/day)--summon monster VII
6th (6/day)—chain lightning (DC 24) contingency, freezing orb (+10 ranged touch), mislead (DC 26)
5th (7/day)arc of lightning (DC 23), cone of cold (DC 23), lesser spell matrix, tree stride
4th (8/day)dimension door, ice storm, lesser globe of invulnerability, poison (DC 22), shout (DC 22)
3rd (8/day) acid breath (DC 21), deep slumber (DC 21), fireball (DC 21), lightning bolt (DC 21), 
   dispel magic, sound lance (DC 21)
2nd (8/day) cat’s grace, combust (DC 20), eagle’s splendor, hideous laughter (DC 22), frost breath,  
   scorching ray
(+10 ranged touch)
1st (8/day) burning hands (DC 19), entangle (DC 19), identify, magic missile, shocking grasp (+7 melee touch), sonic blast
Cantipsarcane mark, detect magic, detect poison, light, mending, read magic
________________________________________________________________________________

Abilities Abilities Str 10, Dex 16, Con 12, Int 16, Wis 14, Cha 20 (26 with Circlet of Intellect +6)
SQ woodland stride
Feats Combat Casting, Dodgeb, Extra Spell (contingency, lesser globe of invulnerability, sound lance) (3), Improved Counterspell, Martial Weapon Proficiency (shortbow), Point Blank Shot, Skill Focus (spellcraft), Spell Focus (Evocation), Spell Penetration
Skills Acrobatics +4, Appraise +8, Bluff +10, Craft (alchemy) +8, Diplomacy +8, Disguise +6, Escape Artist +4, Fly +8, Handle Animal +6, Heal +4, Intimidate +10, Knowledge (arcana) +12, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +10, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linquistics +7, Perception +6, Perform (dance) +6, Ride +6, Sense Motive +6, Spellcraft +24, Stealth +7, Survival +6, Use Magic Device +10
Possessions +5 distance seeking ghost touch holy shortbow, quiver (20 arrows), circlet of charisma +6 (acts as cloak of charisma), earring of armor +5 (acts as bracers of armor), earring of natural armor +5 (acts as amulet of natural armor), ring of protection +5, exotic outfit, feather boa of entanglement (acts as a rope of entanglement)




#520

sage_saria

Jun 08, 2010 14:02:20
40430976.png

Saria Blossomfeather; CR 14
Female half-elf sorcerer (fey bloodline) 14
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
Languages Aquan, Auran, Celestial, Dwarven, Elven, Gnome, Halfling, Sylvan, Taldane
AC 20, touch 6, flat-footed 17; Dodge (+3 armor, +3 Dex, +2 deflection, +2 natural)
hp 65; Immune sleep
Fort +5, Ref +7, Will +11 (+13 against enchantments)
Speed 30 ft. (6 squares)
Melee laughing touch +7 melee touch (creature can only take move actions for 1 round)
Ranged +1 bane (fey) distance seeking holy darkwood shortbow, +11/+6 (1d6+1 plus 2d6 holy/x3)
Base Atk +7; CMB +7, CMD 20
Atk Options Point Blank Shot, laughing touch 10/day
Spell-Like Abilities (CL 14th):
14 rounds/day--fleeting glance (acts as greater invisibility)
Sorcerer Spells Known (CL 14th):
7th (4/day)summon monster vii
6th (6/day)chain lightning  (DC 25), contingency, freezing orb (DC 25), mislead (DC 26)
5th (7/day)arc of lightning (DC 24), cone of cold (DC 24), teleport, tree stride
4th (8/day)acid rain (DC 23), ice storm (DC 23), force missiles (DC 23), lesser globe of invulnerability, poison (touch attack +7; DC 23), shout (DC 23)
3rd (8/day)acid breath (DC 22), deep slumber (DC 22), fireball, (DC 22) lightning bolt (DC 22), sound lance (DC 22)
2nd (8/day)acid arrow (ranged touch attack +10), bear’s endurance, cat’s grace, combust (DC 21), mirror image, hideous laughter (DC 22)
1st (8/day)burning hands (DC 20), endure elements, entangle, identify, magic missiles (DC 20), sonic blast (DC 20)
Cantipsarcane mark, detect magic, detect poison, light, mage hand, mending, prestidigitation, read magic
Abilities Str 10, Dex 16, Con 12, Int 16, Wis 14, Cha 26
SQ woodland stride
Feats Combat Casting, Dodgeb, Extra Spell (contingency, lesser globe of invulnerability) (2), Improved Counterspell, Martial Weapon Proficiency (shortbow), Point Blank Shotb, Skill Focus (spellcraft)b, Spell Focus (Conjuration), Spell Focus (Evocation), Spell Penetration
Skills Acrobatics +8, Appraise +8, Bluff +10, Craft (alchemy) +8, Diplomacy +8, Disguise +6, Escape Artist +4, Fly +8, Handle Animal +6, Heal +4, Intimidate +10, Knowledge (arcana) +12, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +10, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linquistics +7, Perception +6, Perform (dance) +6, Ride +6, Sense Motive +6, Spellcraft +20, Stealth +10, Survival +6, Use Magic Device +10
Possessions +1 bane (fey) distance seeking holy darkwood shortbow, amulet of natural armor +2, boots of elvenkind, bracers of armor +3, cloak of elvenkind, empowered (lesser) quickened (lesser) silenced (lesser) metamagic staff  (as the rods), headband of alluring charisma +6, quiver (20 arrows), ring of protection +2, travelers outfit

Lemme know if I made any mistakes kay Diffan-Sama? ^_^
#521

Diffan

Nov 18, 2010 10:35:58
I'm  giving this thread a nice little bump to lets people know I'm construction more NPCs and what-have-you.

As before, the more information you give me the better the creation is. Name, gender, class/levels, and special quirks (ie Templates, homebrew rules such as automatic Regional feats) should be included with your request. Also, the more indepth and unique the character is, often the longer it takes.

Also, while I have access to much of v3.5 material and 4E material, there are some things I'm not totally familar with. Ask for a Psionic character and well, It'll take that much longer to read up on the mechanics of that particular class/concept.

I construct characters using:

  • v3.5 edition

  • Pathfinder

  • 4th edition and Essentials


Happy gaming!!
#522

Diffan

Nov 18, 2010 10:40:01
And when I make up a 4E character, You can either ask for a write-up using the Character Generator (off-line  version and  thus no Essentials *sorry*) OR a Monster Stat-up block like you'd see in the Monster Vault/Manual. So make sure there's a difference in your preference so I know how to write it up. Thanks!!
#523

Diffan

Dec 03, 2010 14:27:34
Here's a quick character for low-level play. She could be placed in any small hamlet or village as the primary physician or spiritual leader.

Adorned Ariel Pell; CR 3
  Female Damaran human cleric 3 (Ilmater)
  Init +0; Senses Listen +3, Spot +3
  Aura good (faint)
  Languages Common, Damaran
========================================================================
  AC 19, touch 10, flat-footed 19
     (+7 armor, +2 shield)
  hp 21 (3 HD)
  Fort +4, Ref +1, Will +6
========================================================================
  Speed 20 ft. (4 squares); base 30 ft.
  Melee mwk heavy mace +4 (1d8+1/x2) or
  Melee unarmed attack +3 (1d4+2/x2)
  Ranged mwk light crossbow +3 (1d8/19-20)
  Base Atk +2; Grp +3
  Special Actions feat of strength (1/day, +3 enhancement), turn undead 9/day (+2, 2d6+5; 3rd)
  Cleric Spells Prepared (CL 3rd):
     2nd--aid, bulls' strength*, lesser restoration
    
1st--bless, detect undead, enlarge person*, protection from evil
    
0 (orisons)--detect poison, guidance, purify food and drink, virtue
 
* Domain Spell. Domains: Healing (+1 to CL for all Conjuration (healing) spells), Strength (feat of
  strength 1/day). Deity: Ilmater
======================================================================
  Abilities Str 13, Dex 10, Con 12, Int 10, Wis 17, Cha 14
  SQ able to spontaneously cast cure spells.
  Feats Brew Potion, Extra Turning, Improved Unarmed Strike*, Sacred Vitality, Street Smart^
  Skills Concentration +3, Craft (alchemy) +3, Diplomacy +3, Gather Information +4, Heal +7,
     Intimidate +4, Knowledge (arcana) +1, Knowledge (religion) +3, Profession (herbalist) +4,
     Sense Motive +5, Spellcraft +3
  Possessions mwk heavy mace, mwk half-plate, mwk heavy steel shield, healer's kit, silver holy
     symbol (Ilmater).
======================================================================
Description: Ariel is a very kind, nurturing woman in her middle thirties. Dedicated to Ilmater, she spends her time among the poor and down-trodden. What little money she gains from her healing services is spread among those less fortunate. Often she'll take on a quest where there is known undead activity and destory the monsters to the best of her clerical ability. With the rewards, she keeps only what can help her perform her clerical services and donates the rest. 

Currently, Ariel resides in a small hamlet just south of the town of Glister. An up-and-coming mining town where her growing temple won't register with the local Zhentarim soldiers. Though the town has seen it's share of problems, including an increasing  amount of diseased Miners, she acts as a piliar of strength and a councelor to the people residing there.  


For my own campaign, she's the main clergy in the adventure called The Burning Plague on the Free Original Adventures site. You'll have to google it 'cuz the link doesn't want to work. 

Sources Used: Player's Handbook, Player's Guide to Faerun, Libris Mortis.
  • I gave Ariel a bonus Regional feat at 1st level (Region: Moonsea)
  • 32-point buy
  • I gave Ariel the Improved Unarmed Strike feat because she's a cleric of Ilmater and should be proficient in his favored weapon.
#524

Diffan

Dec 05, 2010 12:47:03
erdana, Arial, Helvetica">====== Created Using Wizards of the Coast D&D Character Builder ======
A.R.T.U.S, level 1
Warforged, Warlord
Warlord: Commanding Presence
Commanding Presence: Tactical Presence

FINAL ABILITY SCORES
Str 18, Con 14, Dex 10, Int 16, Wis 10, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 12, Dex 10, Int 16, Wis 10, Cha 12.


AC: 16 Fort: 15 Reflex: 13 Will: 13
HP: 26 Surges: 9 Surge Value: 6

TRAINED SKILLS
Intimidate +8, History +8, Athletics +8, Diplomacy +6

UNTRAINED SKILLS
Acrobatics -1, Arcana +3, Bluff +1, Dungeoneering, Endurance +3, Heal, Insight, Nature, Perception, Religion +3, Stealth -1, Streetwise +1, Thievery -1

FEATS
Level 1: Tactical Assault

POWERS
Warlord at-will 1: Wolf Pack Tactics
Warlord at-will 1: Commander's Strike
Warlord encounter 1: Warlord's Favor
Warlord daily 1: Lead the Attack

ITEMS
Adventurer's Kit, Chainmail, Glaive, Javelin (3)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Personality/Traits: A.R.T.U.S is new to the world, having only be activated a very short time ago. His programming has given him the opportunity to put his skills in arms and tactics to the test and he is actively looking for a way to show his usefulness. But try as he might, he cannot re-format his memory bank to access the information of his origins. The only link to his past is his name A.R.T.U.S, which he knows stands for Armored Reconnaissance and Tactical Unit; S-class, which means that he was to be apart of some unit as a supportive leader.

Mannerisms/Appearance: His mannerisms are straight forward and un-biased yet they can come off as arrogant and insensitive. His voice is not like that of a golem but of an actual humanoid that rises in pitch and tone. However, his thought process is one of logic and calculation, giving more to numbers and statistic than random emotions. His appearance is one of metal and cords and he stands at six and a half feet tall. He is rather shiny and no marks yet bare his exterior save the insignia of the word S.W.O.R.D and a blue sword engraved on his chest.

Companions/Allies: None at this present time though he looks forward to finding others of his kind or organics that might help him find more about his past.
#525

panics

Jan 04, 2011 14:44:08
HI Diffan !

Always love your NPCs... I would like some help to design my bad ass Villain.  4e Monster stats.

Name:  Aston Baltarr
Level: 10-12
Elite Monster

Aston is a spellcaster and Shadovar with a big hope to become a Shade... soon to be.  He pray to Shar for is Shadow powers.



Thanks !
#526

almeidaboo

Jan 04, 2011 14:45:28
I don't really need anything, just dropped by to praise your initiative. Thanksa bunch!
#527

Diffan

Jan 06, 2011 4:45:59
HI Diffan !

Always love your NPCs... I would like some help to design my bad ass Villain.  4e Monster stats.

Name:  Aston Baltarr
Level: 10-12
Elite Monster

Aston is a spellcaster and Shadovar with a big hope to become a Shade... soon to be.  He pray to Shar for is Shadow powers.



Thanks !



Hmm, I think I can come up with something. If he prays to Shar to get his powers then he'll probably be a Elite Controller or Skirmisher and possibly a leader of other Shadowy creatures. Is that cool? Any time you need him by?

#528

Diffan

Jan 06, 2011 4:47:22
I don't really need anything, just dropped by to praise your initiative. Thanksa bunch!



Hey, Thanks for the support!
#529

panics

Jan 06, 2011 8:55:36
HI Diffan !

Always love your NPCs... I would like some help to design my bad ass Villain.  4e Monster stats.

Name:  Aston Baltarr
Level: 10-12
Elite Monster

Aston is a spellcaster and Shadovar with a big hope to become a Shade... soon to be.  He pray to Shar for is Shadow powers.



Thanks !



Hmm, I think I can come up with something. If he prays to Shar to get his powers then he'll probably be a Elite Controller or Skirmisher and possibly a leader of other Shadowy creatures. Is that cool? Any time you need him by?


Hi Diffan,

I think he would be more of an Elite Controller.  Yes he has Shadow creature minions, but also a Shardar-Kai, Goblinoids and humans minions. I live it to your inspiration for magic items and implement.

I have no rush... unless you plan to take one month to make it... the adventure might be over :P

Thank you very much !

#530

Diffan

Sep 10, 2013 7:02:44

Wow, I totally forgot about this thread! I'm glad it made it through the  transition to the new forum mode. Sorry about the thread necromancy but I had hoped to keep it around a while.

#531

Diffan

May 12, 2015 6:17:51

 

Started making characters and NPCs again in my free time so I figured I'd give this thread a bump.

#532

Diffan

May 23, 2015 6:21:28

PRAETORIN, DRAGONBORN PALADIN
Medium humanoid
Armor Class 18 (scale, shield)
Hit Points 28 (3d10 + 6)
Speed 30 ft.
Senses normal
Str 19 (+4) Dex 14 (+2) Con 14 (+2)
Int 10 (+0) Wis 13 (+1) Cha 16 (+3)
Alignment lawful good
Languages Common, Draconic
Saves Constitution, Charisma
Skills Athletics (+6), History (+2), Insight (+3), Religion (+2)
Proficiency Bonus: +2

TRAITS
===========================================================================
Damage Resistance: Praetorin has resistance to all fire damage.

Divine Health: Praetorin is immune to disease.

Divine Smite: Whenever Praetorin hits a creature with a weapon attack, he may expend one paladin spell slot to smite, dealing 2d8 extra radiant damage for a 1st-level spell. If the creature is undead or a fiend, the damage increases to 3d8.

Spellcasting: Praetorin is a 2nd-level spellcaster that uses Charisma as his magic ability (spell save DC 13). He has the following spells prepared:
1st Level (3/day)—bless, protection from evil, shield of faith, sanctuary

ACTIONS
===========================================================================
Melee Attack—Battleaxe: +6 to hit (reach 5 ft.; one creature).
Hit: 8 (1d8 + 4) slashing damage.

Ranged Attack—Shortbow: +4 to hit (range 80 ft./320 ft.; one creature).
Hit: 5 (1d6 + 2) piercing damage.

Breath Weapon: Reflex save DC 12, half; 15-ft. cone
Hit: 6 (2d6) fire damage. Praetorin regains this ability after a short or long rest.

Lay on Hands: Praetorin has a pool of healing equal to 15 points, which he can use to heal the wounds of any creature he touches. Alternatively he can expend 5 hit points from the pool to cure a target of one disease or neutralize one poison.

Channel Divinity: Praetorin can use his channel divinity to perform one of two abilities: Sacred Weapon or Turn Undead.

Sacred Weapon: As an action, Praetorin can imbue one weapon with positive energy. For 1 minute he adds his Charisma modifier (+3) to attack rolls made with the weapon and the weapon emits a bright light in a 20-foot radius and dim light 20 feet beyond that.

Turn Undead: As an action, Praetorin presents his holy symbol and speaks a prayer censuring undead. Each undead creature within 25 feet of him must make a Wisdom saving throw (DC 13), unless the creature has total cover. If the creature fails it’s saving throw, it is turned for 1 minute or until it takes damage. If such a creature has hit point maximum equal to or lower than 9, it is destroyed instead.

EQUIPMENT
===========================================================================
Scale armor, battleaxe, shortbow with 30 arrows, adventuring gear, shield emblazoned with holy symbol (Bahamut), holy water, healer’s kit, 9 gp.

History: Praetorin was born from two prolific dragonborn adventurers who hailed from the country of Tymanther. His father, named Patrin, was a noble warrior who at first hated dragons due to his scarred childhood in Returned Abeir. He scorned them all and the Gods they served. It didn't matter if they were metallic or chromatic as he felt they lorded their might and power over all others. His view was opposed by his mate, a female dragonborn sorcererss named Sorin who saw the dragon God Bahamut as a sort of savior for the greater Dragon race. Even though this was between them, their adventuring days led to form a strong bond between and together they produced an offspring, Praetorin.

After the offspring, they settled down in a town south of the Methwood on the outskirts of Tymanther. Their peace, however, didn't last. Their town was raided by marauders and in the fight, Patrin was slain. Sorin attemped to flee West, back to Djerad Thymar with Pratorin but was cut off. Her and a few survivors had to flee further Northeast, across Underchasm and into Chessenta. But the survivors found no love from the Chessentians and many were attacked in the areas around there. Sorin was able to use her limited fame as an adventurer to book passage onto a ship in Mordulkin. Her voyage spanned the Sea of Fallen Star and into the safe harbor of Suzail in Cormyr. The trip, sadly, would seal her fate for she contracted a disease and was slowly passing away. In vain hope for her offspring, she went to a local temple of Torm and offered them her child so that he may have a better future. The Tormites took her in and prayed with her as she passed away a few short days later.

A bit befuddled, the priests of Torm didn't really know what to do with the creature. Sorin was very ill and didn't speak much in ways to care for him. After debating among themselves, they decided it would be best for a priest of Bahamut to look after the child (it was only right, considering the God's nature). Soon the baby was taken to a chapter of Bahamut in Cormyer and he was raised in the years after to be a strong follower of the light. He rose to the rank of Paladin early and decided to leave the temple to spread the word of Bahamut and bring justice to Faerûn.