Magicians of the Realms: A Collection of NPCs

Post/Author/DateTimePost
#1

lord_karsus

Dec 05, 2008 17:15:53
-Inspired by Bonzai's Assassins of the Realms thread, here is a thread to post and catalog your magician NPCs: Wizards, Sorcerers, Clerics, something else, whatever they are.

Aurum Of The Dark Parade
Baelali Kavar
Gnurka Bluescale
Jarwyn Daeyr
"Crazy" Ali al-Hassan
Dorje
Hounirin Istgar
Aelios Maldraven
Colaíth Moonheart
Gaelvin Sieti
Sundryl Starmantle, the Technomancer
Khadgar Stoneshield
Daerian Sunstar
Pheren Sunstar
#2

lord_karsus

Dec 05, 2008 17:18:08
Daerian Sunstar, Loremaster of Evermeet
LN Sun Elf Male Wizard 6 / Loremaster 10
HP: 69 (16 HD)
Init: +2
Speed: 30 feet
Space/Reach: 5 feet
AC: 18 (T: 14, F: 15)
BAB: +8
Attack: +2 Intelligent Defending Longsword (1d8+2/20)
Abilities: STR 11, DEX 16, CON 12, INT 21, WIS 16, CHA 13
Saves: Fort +06, Ref +08, Will +15 (+17 against Enchantments)
Skills: Alchemy +6, Animal Empathy +3, Appraise +6, Concentration +8, Decipher Script +12, Diplomacy +3, Gather Information +10, Intuit Direction +6, Knowledge (Arcana) +13, Knowledge (Geography) +7, Knowledge (Elf Lore) +20, Knowledge (History) +17, Knowledge (Local) +15, Knowledge (The Planes) +12, Knowledge (Religion) +12, Listen +6, Read Lips +9, Search +10, Sense Motive +5, Spellcraft +16, Spot +7
Languages: Celestial, Chondathan, Common, Draconic, Dwarven, Elven, Goblin, Infernal, Loross, Netherese, Orc, Seldruin, Shou, Sylvan, Undercommon
Feats: Courteous Magocracy, Improved Initiative, Investigator, Maximize Spell, Skill Focus (Elven Lore), Silent Spell, Still Spell, Track
Possessions: Wand of Cure Serious Wounds, Wand of Dispel Magic, Amulet of Proof Against Detection and Location, Boots of Elvenkind, Candle of Truth, Chime of Opening, Mantle of Spell Resistance, Decanter of Endless Water, Gloves of Storing, Bag of Holding (Type II), Stone of Alarm, Ring of Protection +4, Ring of Sustenance
Features:
Sun Elf Qualities
Summon Familiar: Daerian has yet to summon a Familiar.
Scribe Scroll: Daerian has the ability to create magic scrolls (See Scribe Scroll, PHB 99, and Creating Magic Items, DMG 282).
Wizard Bonus Feats: Quicken Spell
Loremaster Secret: Instant Mastery (Ex): Daerian has extensive knowledge in many topics- even topics foreign to him- due to his years and years engrossed in texts. He receives +4 ranks in a skill he has no ranks in (Read Lips).
Loremaster Secret: Dodge Trick (Ex): Daerian has extensive knowledge in many fields, warfare included. He receives a +1 dodge bonus to his AC.
Loremaster Secret: Weapon Trick (Ex): Daerian has extensive knowledge in many fields, warfare included. He receives a +1 to all attack rolls.
Loremaster Secret: Applicable Knowledge (Ex): Daerian has extensive knowledge in many topics. He receives the knowledge of any one feat (Maximize Spell)
Loremaster Secret: More Newfound Arcana (Ex): Daerian has extensive knowledge about Spellcasting, and the Arcane. He receives one bonus 2nd level spell, as if gained through having a high ability score.
Lore (Ex): Daerian has picked up all kinds of knowledge in his academic pursuits. He may add his Loremaster level to his Intelligence modifier on Knowledge checks, much like a Bard.
Greater Lore (Ex): Once per item examined, Daerian may gain the ability to Identify magical items. This extraordinary ability works as the spell Identify does.
True Lore (Ex): Once per day, Daerian may gain the ability to use his knowledge to gain the effects of a Legend Lore or Analyze Dweomer spell. This extraordinary ability functions exactly as the spells Legend Lore and/or Analyze Dweomer.
Loremaster Bonus Languages: Seldruin, Loross
Spellcasting:
Wizard Spells Prepared (CL 16): 4 / 6 / 5 / 5 / 5 / 5 / 3 / 3 / 2

Combat/Tactics: Daerian tends to avoid combat for as long as possible, considering himself a scholar, and not a warrior. When he is forced into combat, he primarily relies on his magical spells, not to attack enemies, but instead to escape combat.

Friends/Allies: Daerian, in his role as librarian of Evermeet, has numerous friends and allies on the island. While he knows many powerful individual, such as Queen Amlauril herself, Daerian does not have the ability to summon her to aid him when he needs such help. Over the course of the decades, Daerian has made numerous friends and allies all over Faerûn, as well as in other planes and even other Crystal Spheres. Most would still be friendly, and Daerian keeps in close contact with many of these individuals.

Foes/Enemies: Over the course of his wanderings, Daerian has gained himself numerous enemies, primary among the organized groups the Eldreth Veluuthra, and the Olin Gisiae. The latter group, Daerian earned their enmity while doing research on the organization. The former group, Daerian has run afoul numerous times. Daerian has dedicated his life to unearthing Elven secrets, while the Olin Gisiae have dedicated their lives to making sure such secrets stay secrets. As such, the two viewpoints naturally clash, as they are diametrically opposed.

Appearance: Daerian Sunstar spent the better portion of his life wandering Abeir-Toril, and even though he is getting on in age, he still retains some of his youthful vigor. He stands tall and proud, though sometimes he does have to rely on his walking staff. His raven black hair has a few streaks of gray, and is usually pulled into a tight ponytail on the back of his head. His Green eyes are a stunning contrast to his coppery skin. He has developed a few wrinkles around his face, but they give Daerian a refined, cultured look- especially when he is wearing the fine clothing that he has fancied since settling down on Evermeet.

Personality: Daerian is highly analytical. Even before tackling the most basic task, he studies the situation, formulating in his mind the best strategy to accomplish his intended goal. Because, over the course of his wanderings, he has befriended and run afoul of so many individuals, Daerian never takes people or things at face value. He understands that, out in the multiverse, exist good Drow, and evil Aasimar. Since settling down on Evermeet, Daerian has become quite accustomed to the formal life of the court of Evermeet, and makes sure to keep to protocol when associating with individuals he no history with. As such, he is always polite, cordial, respectful, and well mannered. When he is with individuals that he has a history with, he lets his personality show more.

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

Daerian spent much of his time exploring the ancient ruins left behind by the Fair Folk who had once lived on Faerûn. Many times, he accompanied other adventurers while delving into ruins and crypts. Mostly, however, he traveled alone. It was not that he was without friends while on Faerûn. It is quite the opposite, actually. Daerian made many acquaintances and many friends while on the mainland. Though many have perished,an equal number remain.

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

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

Motivations and Goals: Above all, Daerian seeks to finish his tome, “Elves of Faerûn”. Since starting the tome, it has become his obsession, cataloguing as much of Elven life and history as possible, before his final call to Arvandor comes. Daerian himself has no children that he knows about- it may be wholly possible that he has children living on Faerûn that he is totally unaware of, products of Midsummer unions, or other such happenings- and has stipulated in his will that his tome, if not finished, be given to his adventurous nephew, to complete. Daerian briefly considered Lichdom, being turned into a Baelnorn, but decided against it.
#3

bonzai

Dec 05, 2008 17:45:01
Now I see what you mean by giving you an idea. Kudos! I may have one or two to post here.
#4

lord_karsus

Dec 05, 2008 17:52:55
Now I see what you mean by giving you an idea.

-Yep.
#5

lord_karsus

Dec 05, 2008 18:50:37
“Crazy” Ali al-Hassan
CN Human Male Beguiler 6
HP: 37 (6 HD)
Init: +3
Speed: 30 feet
Space/Reach: 5 feet
AC: 18 (T: 14, F: 15)
BAB: +3
Attack: +1 Dagger (1d4+1/19-20)
Abilities: STR 12, DEX 16, CON 14, INT 17, WIS 10, CHA 16
Saves: Fort +04, Ref +05, Will +05
Skills: Appraise +5, Bluff +15, Concentration +4, Diplomacy +9, Disguise +5, Forgery +6, Gather Information +9, Hide +16, Intimidate +7, Knowledge (Arcana) +7, Knowledge (History) +4, Knowledge (Religion) +4, Move Silently +6, Open Lock +6, Profession (Cook) +1, Search +4, Sense Motive +7, Sleight of Hand +10, Spellcraft +7, Spot +3, Use Magic Device +5
Languages: Alzhedo, Common, Ignan, Thieves’ Cant, Undercommon
Feats: Street Smart, Magical Aptitude, Unsettling Enchantment
Possessions: Wand of Magic Missile (19 Charges), Headband of Intellect +2, Potion of Cure Moderate Wounds, Pearl of Power (1st Level), Wand of Mage Armor (14 Charges), Ring of Protection +1, Chime of Opening, Potion of Wyvern Poison, Holy Symbol of Waukeen, Masterwork Ney (Flute), +1 Shadow Leather Armor
Features:
Human Qualities
Armored Mage: Ali can wear up to light armor, and ignore the chance of Arcane spell failure.
Trapfinding: Ali can use the Search skill to locate traps when the task has a difficulty class greater than DC 20.
Cloaked Casting (Ex): Ali’s Beguiler spells are more effective against unwary foes. He gains a +1 to spell DC when targeting an opponent that would be denied his/her Dexterity bonus to AC.
Surprise Casting (Ex): Ali can use his Bluff skill to feign in combat, denying his foe their Dexterity bonus against his next attack or spell.
Beguiler Bonus Feat: Silent Spell
Beguiler Advanced Learning Bonus Spell: Tasha’s Hideous Laughter
Spellcasting:
Beguiler Spells Prepared (CL 06): 6 / 6 / 5 / 3

Combat/Tactics: Ali, when in combat, uses his enchantment spells to great effect. He does not inflict damage on his enemies, but rather, uses his spells to weaken enemies for his allies to deal with. Because of his Unsettling Enchantment feat, even enemies who pass their Will saves are weakened by his spells.

Friends/Allies: Ali has very few true friends. He certainly has made numerous acquaintances over the years, but most are nothing more than just that: acquaintances. Because of his ways, however, Ali has brought that on himself. Many people know him only as an assumed persona, and not as Ali al-Hassan. Since leaving Calimport, Ali has befriended a group of adventurers from Zazzaspur, Tethyr.

Foes/Enemies: Ali has made many enemies, most of whom live in Calimport, or in Calimshan. Because of his conniving ways, most of those who were tricked in some fashion by him- be it faulty magic item, misinformation, or whatever else- remember his name, and would be more than willing to extract their revenge.

Appearance: Ali is a 26-year-old Calashite Human. His skin is bronzed from the sun baking down upon Calimshan. He is mostly clean-shaven, except for a short beard that he keeps neatly maintained and trimmed. Ordinarily, Ali wears simple clothing, a loose white shirt, loose brown pants, sandals, and brown cloak, and a white turban. He has a variety of fake identities that he has used over the years, and alters his appearance to suit the persona he is faking. One of his favorite guises is Calashite nobleman, Sheik Hassan Akhbed bin-Hezbollah al-Ali.

Personality: Ali is Calashite. As such, it is his second nature to barter, haggle and otherwise argue with others. While he doesn’t necessarily always do so, his mind is constantly whirling with ways to counter what others are saying. Because of this, and the environment in which he grew up in and around, in the Najhit Sabban of the Trade Ward of Calimport, Ali seems to naturally gravitate towards getting in to trouble, either with others, or with the law. Since leaving Calimshan- because of this tendency- he has made a concentrated effort to act in a more law abiding manner, but around others who might share his mischievous ways, he sometimes “reverts” to the Ali that seeks to take advantage of others.

History: Ali al-Hassan was born in 1,348 DR, the Year of the Spur, in a caravan heading to Calimport. His father, Hassan, was a merchant, and was bringing his pregnant wife on his latest business trip, in case she went into labor. And, sure enough, as the caravan was returning to Calimport, from Tethyr, Bedia went into labor. She gave birth to a healthy baby boy, but in the process, lost a great deal of blood. There was nothing the traders could do, as they trekked through the desert, and by the time they arrived back in Calimport, she was dead.

Hassan, Ali’s father, barely made ends meet, supporting both himself and Ali. Hassan was a trader, selling dried fruits and smoked meats in the Najhit Sabban in the Trade Ward of Calimport. As Ali grew older, he began utilizing Ali more and more in his business venture.

By chance, one of Ali’s friends revealed to him that he was a member of one of the many shady criminal underground organizations that operated in the city. Ali’s father warned him to keep away from these types of people, but the advice fell on deaf ears. It did not help that Ali’s father himself consorted with such people and organizations himself.

Ali was eventually made an offer by one of the people he associated with, who he considered a friend. Ali would be given a storefront in the prestigious Makista Sabban of the Grand Ward of Calimport, free of charge, in exchange for acting as the front for their illegal operations there. Furthermore, they would also give him 30% of the profits that were made in the store. Ali had a massive falling out with this, with his father, and the two- both stubborn- parted ways. This was the last time Ali spoke with his father. To this day, Ali is convinced that he father was against the idea because the criminal organization that Hassan was involved with- run, it is said, by Drow- would not have benefited.

In 1374 DR, Ali became the proprietor of “Crazy Ali’s”, a store that sold minor magical items. For weeks, everything went smoothly, and Ali’s partners even kept their part of the deal, giving him 30% of the profits that the store made. Things went downhill when a group of armed thieves broke into the store, and stole a large amount of semi-expensive items.

Ali’s “friends” demanded of him 24,000 GP to replace what had been stolen- before the end of the tenday. Fearful for his life, Ali decided to buy a spot on a caravan headed for Tethyr, until the ordeal blew over. The caravan arrived in Darromar, and he soon joined an adventuring band operating in Tethyr.

Motivations and Goals: Ali is a Calashite. As such, he is naturally greedy, and values the coin over almost anything else. Underneath his exterior, however, Ali is indeed a nice person, and this personality tends to manifest itself while with his adventuring partners. Ali seeks to return to Calimport one day, to show his adventuring friends his home. He also seeks to impress one of his adventuring partners, a Half-Elven Bard, as he makes no bones about it, that he is attracted to her.
#6

rinonalyrna_fathomlin

Dec 05, 2008 19:32:01
Haha, I knew you were going to talk about Ali!:D
#7

rinonalyrna_fathomlin

Dec 05, 2008 19:40:11
Above all, Daerian seeks to finish his time, “Elves of Faerûn”.

Tome. And I hope he finishes. ;)

Daerian himself has no children that he knows about...

So what's he waiting for?:P ;)
#8

lord_karsus

Dec 05, 2008 20:46:12
Tome.

-Thank you.

So what's he waiting for?:P ;)

-Is that an invitation?
#9

bonzai

Dec 06, 2008 15:12:54
You know LK, we may want to consolidate all these NPC threads into one big one. That way we are not flooding the boards with a bunch of threads. May be a "Consolidated collection of 3.5 Realms NPCs" thread?
#10

lord_karsus

Dec 07, 2008 22:23:53
-When/if the time comes. This section could use some manual stimulation (no sexual innuendo intended).
#11

erevis_cale_dup

Dec 08, 2008 1:16:02
Dark and Empty, too late. :D
#12

baneofelves

Dec 08, 2008 11:43:10
Hmm. This is a cool idea. I guess I'll post up my wizard once I've fully fleshed him out and made him like a person, not a sheet of stats.
#13

lord_karsus

Dec 09, 2008 17:39:53
Pheren Sunstar
CN Sun Elf Wizard 5 / Wild Soul 10 / Sorcerer 1 / Ultimate Magus 5
HP: 68 (21 HD)
Init: +8 (+9 after moving 10’)
Speed: 30 feet (40 feet if a Seelie creature is summoned)
Space/Reach: 5 feet
AC: 11
BAB: +9/+4
Attack:
Abilities: STR 10, DEX 12, CON 10, INT 25*, WIS 12, CHA 14
*Score increased via Wish spell
Saves: Fort +05 , Ref +07, Will +18 (+22 versus Enchantments)
Skills: Bluff +2 (+12 with Fey and Magical Beasts), Concentration +24, Decipher Script +27, Diplomacy +2 (+12 with Fey and Magical Beasts), Intimidate +2 (+12 with Fey and Magical Beasts), Knowledge (Arcana) +27, Knowledge (Nature) +27, Knowledge (The Planes) +27, Listen +3, Search +3, Spellcraft +27, Search +3, Use Magic Device +16
Languages: All (Polyglot Epic Feat)
Feats: Still Spell, Quicken Spell, Sudden Still, Sudden Silent, Sudden Extend, Sudden Empower, Sudden Quicken, Polygot
Possessions: None
Features:
Sun Elf Qualities
Summon Familiar: Pheren has yet to summon a Familiar.
Scribe Scroll: Pheren has the ability to create magic scrolls (See Scribe Scroll, PHB 99, and Creating Magic Items, DMG 282).
Wizard Bonus Feat: Silent Spell
Seelie Courtier (Ex): Pheren has chosen the Seelie Path.
Spontaneous Spells: Pheren can tap into the magic that naturally infuses Fey and Magical Beasts to cast spells that were not prepared ahead of time. He can sacrifice any prepared Arcane spell or any Arcane spell slot to cast a particular spell of the same level or lower. These spells are not considered to be part of his class spell list, so this does not grant him the ability to activate spell trigger or spell completion items using these spells.
1st Level- Remove Fear
2nd Level- Tasha’s Hideous Laughter
3rd Level- Invisibility Sphere
4th Level- Break Enchantment
5th Level- Baleful Polymorph
6th Level- True Seeing
7th Level- Prismatic Spray
8th Level- Sympathy
9th Level- Time Stop
Seelie Bond (Su): When Pheren casts Summon Seelie Ally, or Summon Monster to bring forth a creature that can be summoned by Summon Seelie Ally, his connection to the Seelie increases, granting him numerous benefits that remain as long as at least one of the Seelie creatures summoned is alive. Pheren gains immunity to nonmagical sleep effects, a +2 untyped bonus on saves against Enchantment spells or effects, his base land speed increases by 10 feet, and he gains a +1 to the DC of all Enchantment and Illusion spells that he casts.
Summon Seelie Ally (Sp): Pheren can summon a Seelie ally three times per day. This ability functions like Summon Monster spells except that he chooses a creature from a list of options, detailed below. He can use this ability to summon 1 creature from the highest-level list, 1d3 creatures of the same kind from the next highest-level, or 1d4+1 creatures from any lower-level list. In addition, whenever he casts a Summon Monster spell of 4th to 8th level, he can choose a Seelie creature from the list below in place of one of the normal options.
2nd Level (Summon Monster IV)
Blink Dog
Pegasus
Senmurv FF
Unicorn
4th Level (Summon Monster V)
Nixie
Satyr (With pipes)
6th Level (Summon Monster VI)
Pixie (Can't cast Otto's Irresistible Dance; with sleep arrows, but not memory loss arrows)
Shimmerling Swarm MMIII
8th Level (Summon Monster VII)
Lillend
Leskylor BoED
10th Level (Summon Monster VIII)
Bearhound MMIII
Leskylor, three-headed BoED
Arcane Spell Power (Ex): Pheren’s Caster Level for all Arcane spells increases by +2.
Expanded Spell Knowledge (Ex): Pheren has selected numerous spells from his Spellbook, and added them to his list of Arcane spells known for his Sorcerer spells known list. He has selected Silent Image and Invisibility.
Augmented Casting (Su): Pheren can choose to sacrifice a spell or spell slot from one of his classes to apply the effect of a Metamagic feat that he knows to another Arcane class. The level of the spell to be augmented can’t exceed 3. The level of the spell slot sacrificed must equal or exceed the spell level adjustment of the Metamagic feat. Pheren can use this ability six times per day.
Ultimate Magus Bonus Feat: Sudden Maximize
Spellcasting:
Wizard Spells Prepared (CL 17): 4 / 4 / 4 / 4 / 4 / 4 / 4 / 3 / 2 / 1
Sorcerer Spells Prepared (CL 06): 6 / 6 / 6 / 4
Sorcerer Spells Known: 7 / 4 / 2 / 1

Combat/Tactics: Pheren tends to avoid combat for as long as possible. When forced into combat, he tends to turn himself invisible and summon Seelie allies, to aid him in combat and to bolster his own powers. In battle, he generally attempts to enchant enemies, bolstering his spells when necessary with Sudden Metamagic enhancements.

Friends/Allies: Pheren is a servitor of the Seelie Court, and counts the Seelie Court and Fey and Sylvan creatures as his allies. On Faerûn, Pheren counts many powerful Elven magi as his allies, even Elven Selu’Taar. Since pledging his allegiance to the Seelie Court, and spending time on the Plane of Faerie, Pheren has seen very little of his Elven allies, but has been known to assist them when they are in need.

Foes/Enemies: Pheren has very few enemies. He has no direct enemies, and only counts the Unseelie Court and Unseelie creatures as enemies, by virtue of him being a servitor of the Seelie Court.

Appearance: Pheren, who was just entering into the prime of his life before taking his fateful trip to the Plane of Faerie, had dark bronze skin, purple eyes, and platinum blonde hair. He most commonly wore fine magician robes, usually of green and gold hues. Since returning from the Plane of Faerie, Pheren appears drastically different. His skin is a pale peach color, his hair is a deeper red than it was before, and his eyes are pools of purple, without pupils.

Personality: Before his trip to the Plane of Faerie, Pheren was brilliant, constantly reading and learning. He was inquisitive and curious, and his appetite for knowledge was insatiable. He was proud of his intelligence and the Arcane power that he could command. Since his trip to the Plane of Faerie, Pheren is very much a changed Elf. He rarely speaks, and is rarely found in the company of others. Indeed, he abandoned his villa in Dregalara, and comes and goes as he pleases, his mindset almost alien to most Elves.

History: Pheren is the youngest son of Kolvar and Sharlyana Sunstar, his elder brothers being Herianamae and Daerian. Like his brother Daerian, Pheren felt a much closer affinity with magic than swordplay. Unlike his brother Daerian, however, Pheren was a child prodigy. As a child, he had already surpassing many of the other magicians on Evermeet, and as he was just finishing his first century of life, the Selu’Taar of the Towers of the Sun and Moon were reportedly watching the young man, determining if he could be taught Elven High Magic at such a young age, so great was his power and potential.

That day would never come, however. While experimenting with opening magical portals, Pheren opened a portal to the Plane of Faerie. Enchanted by the Fey music and hypnotic lights, Pheren entered into the portal, into the eldritch world of the Plane of Faerie. There, he encountered the Seelie Court, and at some point, pledged his allegiance to them, in exchange for the mystical powers that the Elven magician exhibits.

Pheren disappeared for years, and even the skilled diviners of the Elven court of Evermeet could not locate the lost youth. Both his mother and father went to their graves not knowing the true fate of their youngest son, Pheren. In 1345 DR Pheren reappeared to his older brother Daerian, who had recently returned to Evermeet. Cryptically, Pheren explained where he had been, and departed. Daerian has attempted numerous times, but has yet to contact his younger brother again.

Pheren has been reportedly spotted numerous times since then, all over Evermeet. Pheren was confirmed to have battled against the forces of Kymil Nimesin after the destruction of the Towers of the Sun and Moon, and against the Fey’ri who had invaded Evermeet in pursuit of the Gatekeeper’s Crystal.

Motivations and Goals: Pheren’s goals and motivations are known only to him, and are quite mysterious. Though he has periodically aided the Elves he was raised with in various ways since his transformation, his allegiance seems to be with the Seelie Court.
#14

RUMPLESTIX

Dec 18, 2008 16:58:48
I hate to be a party pooper, but there is a problem (easily fixable since he is an npc...) with Daerian Sunstar, Loremaster of Evermeet.

The prerequisite list for being a loremaster includes any two knowledges of at least 10th rank which means a minimum level of 7 prior to becoming a loremaster.
#15

lord_karsus

Dec 19, 2008 9:15:40
-See, that's what happens when you leave me in charge of making NPCs. ;)

-So, to fix it, I need to add an extra level of Wizard, correct?
#16

RUMPLESTIX

Dec 19, 2008 20:47:29
That would work. It would also give access to 9th level spells. I'm sure you know that, I'm just saying it could be a healthy jump in power.

Other than that, I like the format used for 'laying out' the NPCs.

I have a question out of curiosity. Some other threads I have been reading make me want to ask if you all (the DMs posting NPCs) make many female NPCs. Do you?
#17

lord_karsus

Dec 19, 2008 20:54:38
I have a question out of curiosity. Some other threads I have been reading make me want to ask if you all (the DMs posting NPCs) make many female NPCs. Do you?

-That's something I've noticed independently, actually. I keep a Microsoft Excel file with all of the NPCs of my own setting, separated by class. Gender is something that I record, and having noticed this a while ago, I can say that I, personally, tend to create many more male NPCs than female NPCs.

-It certainly isn't anything inherently sexist- I love women as much as the next guy, especially very special ones- unless, of course, you want to get into, you know, hypothesizes with less factual information to support them, like me, being a male, subconsciously attempting to subject women- something along the lines that a strong feminist would say. That said, I do have two NPCs that have been created that are female- Empress Peyma Holang and one of her personal assassins, Khon Ma. Only the latter is original, and I haven't fully statted her out yet, so only one will be posted.
#18

RUMPLESTIX

Dec 19, 2008 22:24:11
Rest assured, I wasn't trying to insinuate anything sexist.

From some of the threads I have been reading, I've learned that different people have more difficulty with different types of NPCs. There was one thread started by a girl asking for help because she couldn't run/make good (quality not alignment) female NPCs. I've seen posts by guys who say they make better female NPCs because they spend more time creating them. This isn't the place for such a discussion though.

I'm just looking forward to seeing some more NPCs. I expect that the depth of information (which I like) makes the compilation a slow process, but I have patience.

I'm sorry to say that I have not DM'd in years and never in the Realms, so I don't really have a cool list of campaign NPCs to choose from and add to the collection.

Personally, I think this is one of the best thread ideas I have seen in a while.
#19

lord_karsus

Dec 19, 2008 22:36:00
-I don't DM in the Realms. I just like it, and subsequently, make up NPCs for it- as long as they are relevant to things I am doing and/or working on. My one Forgotten Realms character, Ali, I posted already. I need to update him, though. Bought and sold equipment, and I leveled up.
#20

RUMPLESTIX

Dec 19, 2008 22:47:26
Given a little time, I might put together a few then. From about 2002 to 2007 I didn't get to play any D&D but made one heck of a lot of characters and storylines.
#21

lord_karsus

Dec 19, 2008 22:50:42
-I hear ya.
#22

bonzai

Dec 20, 2008 17:19:35
I do DM in the realms. And yes, I do tend to make more male npc's than female. That being said, my first NPC in my Assassins of the Realms thread was a female.
#23

splarg

Dec 20, 2008 23:41:10
Not to miss out on the Heroes of the Realms fun I've added a creation of my own

Khadgar Stoneshield, Royal Artificer of the Great Rift.
LG Gold Dwarf Male Fighter 2/Wizard 10/Spellsword 1
HP: 93
Init: +0
Speed: 20 feet
Space/Reach: 5 feet
AC: 21 (T: 12, F: 21)
BAB: +8
Attack: +13/+8 (+3 flaming goblinbane warhammer, 1d8+5+1d6/x3)
Abilities: STR 14, DEX 11, CON 16, INT 18, WIS 12, CHA 10
Saves: Fort +11, Ref +3, Will +10
Skills: climb +6, concentration +19, craft (armour) +9, craft (weapon) +23, diplomacy +2, intimidate +5, knowledge (arcana) +14, knowledge (dungeoneering) +9, knowledge (history) +9, spellcraft +14
Languages: Common, Dwarven, Gnome, Goblin, Shaaran, Undercommon
Feats: cleave, craft magic arms & armour, craft wondrous item, empower spell, magical artisan (arms & armour), power attack, scribe scroll, skill focus (craft weapon), thunder twin, weapon focus (warhammer)
Possessions: +3 mithral chainshirt, +2 flaming goblinbane warhammer, +2 amulet of natural armour, +2 ring of protection, boots of the winterlands, minor ring of spell storing (contains some low-level utility spells)
Features:
Gold Dwarf Racial Traits
Summon Familiar (Khadgar has a lizard familiar named Squee which tends to spend most of its time camped out somewhere close to the forge where Khadgar forges the weapons which he later enchants)
Ignore Spell Failure (Ex): Kadghar reduces the spell failure chance of any armour he wears by 10%.
Spellcasting:
Wizard Spells Prepared (CL 11) 4/5/5/5/4/2/1
Khadgar tends to have whatever spells he requires for his crafting prepared unless he is going out on a sorty with a squad of Dwarven troops in which case he will make use of such spells as mass bull’s strength, prying eyes, wall of stone, stoneskin, and daylight, generally his spells will enhance the warriors in the squad or provide some form of combat advantage. Usually Khadgar has few flashy evocations prepared although he has been known to send a fireball down a tunnel before the squad moves in to finish off any survivors. He doesn’t do this very often though as it tends to ruin the rest of the squad’s fun.

Combat/Tactics: Khadgar tends to use his spells to enhance himself and his allies granting arcane enhancements and protections or for scouting and defence. He has few purely offensive spells but those he does have he uses with excellent skill. He will often have at least one wall of stone spell prepared to either provide a means for his squad to retreat or to block of retreat of his enemies.

Friends/Allies: Khadgar’s greatest ally is his brother Theroc who remains in the army and has risen to a position some importance. Khadgar can also call upon his fellow Artificers for aid and they often collaborate on item creation.

Foes/Enemies: Khadgar has few if any true enemies as he spends the majority of his time at the forge or in the Royal Artificer’s laboratories enchanting new weapons for the Rift’s soldiers. At times he joins a squad of Dwarves clearing the caves of any encroachments from the Underdark using his magic to aid his clansmen but he has never earned the lasting enmity of any of his foes.

Appearance: Khadgar appears much like a typical dwarf although his beard tends to be a tad shorter than many other dwarves due to one to many accidents at the forge. If prepared for combat he wears lighter armour than many other dwarven warriors wearing a light chainshirt of mithral rather than heavy plate armour.

Personality: Khadgar loves crafting weapons almost as much as he loves enchanting them with arcane energies, he spends a large amount of his time at the forge crafting multiple weapons until he finally creates one which he thinks is worth enchanting. If not at the forge then Khadgar can often be found in the main meeting hall of the Royal Artificers discussing magical theory or the properties of various metals with regards to weapon crafting with other members. If he isn’t there then Khadgar will often be out on patrol providing magical aid for his brother’s squad and swinging his warhammer alongside the other squad members.

History: Kadghar was a young soldier in the Dwarven army of the Great Rift who stood alongside his brother in many engagements against orcish hordes or against creatures of the Underdark before he was noted by the recently formed Royal Artificers, a small and newly formed organisation for the crafting of arcane weapons of power for the defence of the Dwarven homeland. Khadgar has been offered a position as a senior artificer but declined due to the fact that the position would have meant less time at the forge than his current position allows him.

Motivations and Goals: Khadgar’s greatest goal is the creation of a mighty warhammer, a legacy item that he can leave behind for his descendants.
#24

lord_karsus

Jan 15, 2009 14:42:18
Sundryl Starmantle, the Technomancer
LN Moon Elf Artificer 10 / Sorcerer 2
HP: 98 (12 HD)
Init: +3
Speed: 35 feet
Space/Reach: 5 feet
AC: 16
BAB: +8/+3
Attack: Axiomatic Darksteel Quarterstaff (1d6+1/x2)
Abilities: STR 11, DEX 16, CON 18, INT 18, WIS 16, CHA 13
Saves: Fort +07 (+09), Ref +06 (+08), Will +13 (+15)
Skills: Appraise +14, Concentration +14, Craft (Alchemy) +14, Decipher Script +8, Disable Device +12, Listen +5, Knowledge (Arcana) +16, Knowledge (Architecture & Engineering) +16, Knowledge (The Planes) +16, Open Lock +6, Profession (Architect) +8, Search +5, Sense Motive +5, Spellcraft +14, Spot +5, Use Magic Device +11
Languages: Common, Draconic, Elven, Giant, Gnome, Lantanese, Orc , Sylvan
Feats: Skill Focus (Knowledge [Arcana]), Skill Focus (Knowledge [Architecture & Engineering]), Skill Focus (Knowledge [The Planes]), Technological ImplantDRA 351, Legendary ArtisanECS
Possessions: Axiomatic Darksteel Quarterstaff, Cloak of Resistance +2, Hand of the Mage, Elven Prosthetic Limb: ArmEoF, Ring of Protection +3, Technomagical Implant: Cheetah’s SwiftnessDRA 351, Technomagical Implant: Darkeye LensesDRA 351
Features:
Moon Elf Qualities
Summon Familiar: Sundryl can summon a familiar.
Infusions: Sundryl can infuse items with magic. These infusions are drawn from the Artificer Infusion list. He can use his Craft Reserve pool to offset the EXP cost of items he makes, by drawing a portion of this cost from his Craft Reserve Pool and from his total EXP.
Artificer Crafting Feats: Scribe Scroll, Brew Potion, Craft Wondrous Item, Craft Magical Arms and Armor, Craft Wand, Craft Rod
Artificer Bonus Feats: Craft Construct, Extraordinary Artisan
Artificer Knowledge: Sundryl can make a special Artificer knowledge check with a bonus equal to +4, his Artificer Level + INT Bonus, to detect whether or not an item has magical qualities. What these magical qualities are is not revealed. Sundryl must hold and examine the item for 1 minute. A successful check of DC 15 reveals that the item has magical qualities, but not what these magical qualities are. He cannot take 10 or 20 on this check, and it can only be done once. If the check fails, Sundryl can learn no more about the item.
Artisan Bonus: Sundryl gains a +2 Use Magical Device bonus to any skill checks involving the use of potions, wondrous items, magical weapons and armors, wand, and rods.
Disable Trap: Sundryl can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. He can deactivate mundane traps, magical traps, and bypass both mundane and magical traps.
Item Creation (Ex): Sundryl can create magical items, even if he does not have access to the spells that are prerequisites to create them. Sundryl must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st Level Wand of Magic Missile, Sundryl would need a Use Magic Device check of 21 or higher. Sundryl must make a successful Use Magic Device check for each prerequisite for each item he makes. If he fails a check, he must wait a single day before he can attempt it again.
Craft Homunculus (Ex): Sundryl can create a Homunculus. He must emulate the spell requirements for making a magic item, and he must pay the usual gold and EXP costs. Sundryl can also upgrade an existing Homunculus that he has created. Any Homunculus that Sundryl creates can have a total Hit Dice equal to his own Hit Dice minus two.
Retain Essence (Su): Sundryl has the ability to salvage the EXP from a magic item and use those points to create another magic item. He must spend an entire day with the item, and he must have the appropriate Item Creation feat for the item he is salvaging. After one day, the item is destroyed, and Sundryl can add the EXP that it took to create this item to his own Craft Reserve.
Metamagic Spell Trigger (Su): Sundryl has the ability to apply any metamagic feats he knows to a spell trigger item (most commonly wands). He must know the appropriate Item Creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.
Spellcasting
Sorcerer Spells Per Day (CL 02): 6 / 4
Sorcerer Spells Known: 5 / 2
Infusions Per Day: 3 / 3 / 3 / 2
Craft Reserve: 400

Combat/Tactics: Sundryl avoids combat as much as possible. Many of his clockwork devices and mechanisms can possibly break in combat, and Sundryl seeks to avoid this as much as possible. If ever confronted, he uses his Artificer abilities to escape physical combat in whatever way possible.

Friends/Allies: Sundryl Starmantle spent many years on the plane of Mechanus. It is this time that shaped Sundryl into the Elf he is today. Sundryl is on good terms with the Fraternity of Order, the faction from Sigil that maintains the Fortress of Discipled Enlightenment on Mechanus.

Foes/Enemies: Sundryl is slightly paranoid, and believes that he has many enemies, or many potential enemies. He, in reality, has no actual enemies, but there are many who would oppose him due to his own personal philosophies and opinions.

Appearance: Sundryl is a very atypical Elf, perhaps the most atypical Elf to have existed on Faerûn. While, as a younger child, he felt an affinity for nature like most other Elves, as he matured, Sundryl became obsessed with clockwork machinery to the point where he began altering his own body. His light blue skin seems paler than most Moon Elves, because of the fact that Sundryl spends most of his time in his Clockwork Tower. Sundryl has placed technomagical implants in his Achilles tendons, causing wires to stick out of his ankles instead of tendons. He has replaced his right arm with a prosthetic limb made of mithral, and wears his mummified hand around his neck. His most striking features are his eyes, which he replaced with technomagical implants that glow red.

Personality: Sundryl is a very quiet and very private individual. He is content to leave others alone, and in return, he wishes to be left alone himself. Those who have interacted with Sundryl claim that he lacks a common sense, is too straightforward, and has no sense of humor. Sundryl, true or not, is content to let others believe this, so long as it causes others to leave him alone, and to continue with his scientific and magical research.

History: Sundryl was born in -5,450 DR, in the Elven nation of Uvaeren. The young Sundryl grew up as any other Moon Elven boy might, and showed a natural talent towards magic since birth. In fact, it was Sundryl’s budding magical skills that caused his parents, traders who traveled from city to city, to settle down in Uvaeren. They recognized their boy’s potential magical prowess, and decided that he would receive the best education about these powers in Uvaeren.

Shortly after he turned 140, in -5,310 DR, Sundryl, along with a few other traders, including his parents, traveled to the island-nation of Lantan. What Sundryl saw there changed his entire outlook on life. The clockwork mechanisms and technological devices created by the Gnomes and Humans on the island boggled his mind. Sundryl soon became very interested in these devices. In the two trips he made after the initial foray to Lantan, Sundryl became friendly with a Gnome by the name of Schnippa Loopmottin Stumbleduck, and decided, in -5,299 DR to permanently make his residence in Lantan.

While on Lantan, both Sundryl and Schnippa learned of Mechanus, the plane of ultimate law. Wanting to see for themselves some of the exotic clockwork creatures residing on the plane, the two traveled there, in -5,297 DR. After experiencing so many new things, the duo came across the Fortress of Discipled Enlightenment. The pair were granted access into the fortress, and both became members of the Fraternity of Order, the group that maintained the fortress.

At some point during his stay with the Fraternity of Order, Sundryl learned of a theory that was both horrifying and exciting. According to many Guvners in the fortress, there existed a scientific law that governed reality, known as the Metareality Hypothesis. If this law was properly discovered, one could divine the future unerringly. The theory relied heavily on mathematical equations, magical theories, and astronomy.

Sundryl remained on Mechanus for nearly 100 years, finally arriving back on the Material Plane in -5,193 DR. The Sundryl who returned was remarkably different from the Sundryl that had left to go to Mechanus, however. He had replaced numerous parts of his body with technomagical and clockwork devices, in order to aid and expedite his experimentation with the Metareality Hypothesis.

Sundryl settled back in Uvaeren, building a Wizard’s tower that was quite unlike any others in the Elven nation. Known as the Clockwork Tower, Sundryl’s home was powered by technomagical and clockwork devices, included all sorts of machines, and sported a massive telescope at it’s top.

Motivations and Goals: Since coming to Uvaeren, Sundryl has kept to himself, appearing out of his Clockwork Tower only when absolutely necessary. He is constantly at work, testing various mathematical, magical and mechanical hypothesizes. Having spent a great deal of time on Mechanus, Sundryl believes that the future can be divined through studying and understanding various natural laws and phenomena.
#25

rinonalyrna_fathomlin

Jan 15, 2009 15:33:58
And there's the character we talked about last night.;)
#26

bonzai

Jan 21, 2009 17:46:11
Here's an npc I may be using soon.

Aelios Maldraven, NE Archavist 7/Fiendbinder 10
HP: 162
Init: +0
Speed: 30ft
Space/Reach: 5ft
AC: t: F:
Bab: 8/3
Attack: 9/4 1d8+1
Abilities: Str: 10, Dex: 11, Con: 18, Int: 18 Wis: 10, Cha: 8
Saves: Fort 12, Ref 5, Will 12
Skills: Concentration 20, True Speech 20, Knowledge of the planes 15, Knowledge Arcana 15, Knowledge Religion 10, Knowledge Nature 10, Knowledge Dungeoneering 10, Knowledge History 10, SpellCraft 20, Gather Information 5, Search 5, spot 5, listen 5.
Feats: Scribe Scroll, True Speech Training, Skill Focus True Speech, Archivist of Nature, Draconic Archivist, Spell penetration, Heighten spell, Maximize spell.
Possessions: Greater amulet of the Silver tongue (+10 true Speech), +4 Chain Shirt, +2 Morningstar, Headband of intellect +4, 1 Bound Marilith, 3 vrocks, 1 Hezrou.
Features: Dark Knowledge: 5/day, Make an appropriate knowledge check to identify target creature/creatures. If successful, chose from one of the following effects to effect all creatures within 60ft for one minute. If the check succeeds by more than 10, the bonus is increased to +2. If over 20, the bonus is increased to +3. Tactics: allys and you gain +1 to attack rolls on targeted creatures. Puissance: Allys and you gain +1 bonus to saves against affects from targeted creatures.
Lore Mastery (Arcana and Planes): +2 to decipher script, and to knowledge checks relating to the chosen field.
Still Mind: +2 to saves vs mind effecting.
Bind Fiend: True speech checks to command and bind; Babau DC 27, Succubus DC 29, Hellcat DC 29, Vrock DC 33, Cauchmar DC 37, Retriever DC 37, Hezrou DC 37, Barbed Devil DC 37, Ice Devil DC 41, Marilith DC 49.
Call forth Fiend: 1/day, 10 rounds. One fiend from the bind fiend list comes and serves you faithfully. DC above.
Bind Tormented Soul: DC 30 True Speech check, swift action. Dropping to negative 9 hp doesn’t disable you. At -10 or lower you can make a single move action or standard action. Lasts 3 rounds, you are fatigued for an hour afterward.
Gift of Archfiend: Standard, DC 35 truespeech check, gain DR/5 cold iron and good, darkvision 60ft, immunity to electric and poison. Resistance to acid 10, cold 10, and fire 10.
Double Command: can make two commands at once. To two different targets, or two commands to one target. Increases DC by +5.
Summon Fiends: 1d6 Vrock, 1d4 Hezrous, full round action.
Spells
O lvl spells/4 day: Create water, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance, virtue.
1st lvl spells/5 day: Entropic shield, Sanctuary, Cure light wounds, Command, Shield of faith, endure elements, Detect undead, hide from undead, Doom, charm animal, speak with animal, produce flame.
2nd lvl spells/5 day: Cure moderate, lesser restoration, Silence, zone of truth, Barkskin, Flame Sphere, Spider climb.
3rd lvl spells/5 day: Cure serious, dispel magic, remove disease, remove curse, Daylight, Water breathing.
4th lvl spells/5 day: Cure Critical, Summon monster 4, restoration, lesser planar ally, Freedom of movement, scrying.
5th lvl spells/4 day: Flame Strike, True Seeing, Commune, Mass Cure light wounds, Stone skin.
6th lvl spells/4 day: Heal, Planar Ally, Mass Bulls strength, Mass Cure Moderate, stone tell.
7th lvl spells/3 day: Repulsion, Destruction, Mass Cure Serious, Etherial Jaunt, wind walk

Combat/Tactics: Aelios will generally have commanded his Demon’s to guard him, which means that they will attack the first thing that attacks him. He prefers to let his minions do the direct fighting, while he supports them from a distance. He will also make good use of his summon Fiends ability.

Friends/Allies: Aelios has no real friends or allies, though he does have his demonic minions. To call them allies is a stretch, as most serve him unwillingly.

Foes/Enemies: Many of the Demons that he has bound to his service resent his control over them, and would jump at the chance for vengeance… if they weren’t scared of his power. To most others, he is little better than a tomb robber at best, and a demonologist at worst. Most clergies would be horrified at his use of their prayers and rituals to suit his own means. Fortunately for him, he has kept a low profile, searching through decrepit ruins and dungeons for lost lore.

Appearance: Aelios is a man in his late 40’s, about 5’10, and developing a slight paunch around his middle. He has steel grey hair, that has severely receded in the middle. He keeps a neatly trimmed beard and mustache. He favors serviceable and utilitarian clothes that usually see a lot of wear and tear from crawling through ruins. His hands and sleeves tend to be ink stained, as he is constantly scribbling notes into his journal. Overall he has the appearance of a monkish scholar.

Personality: Aelios is a man obsessed with his research. In his younger years, it was a fascination with religions and cultures. However as he got older, his passion for knowledge became a lust for power. He relishes the rewards that his life time of research has won him, yet still he thirsts for more. He has spent so much time away from civilization, that he no longer feels any real connections to society. All that matters is solving the next mystery, or discovering the secrets of some long lost culture. He is so consumed by his research, that he is completely oblivious to the potential consequences of his actions. It has gotten so bad, that he thinks nothing of binding demons to his will and using them as his slaves. They are simply a means to an end, and tool like any other.

History: Aelios was born in Halruaa, to a well off merchant family. As a boy, he had an unquenchable thirst for knowledge, and his family had high hopes that he would pursue a promising career in wizardry. However, he chose a slightly different road. Instead of pouring over spell books and learning arcane treatises, he studied ancient histories and lore. Religions and cultures fascinated him, and before long he was learning ancient prayers and rites. When they started to actually work, he knew he had found his calling. He set out on a life of exploration and adventure. Some times he would join adventuring bands, other times he would strike out on his own.

His moral decay started slowly. He broke into an elven tomb, in an area that outsiders were forbidden to venture to. He succeeded, and discovered some fascinating lore, but was caught by an elven patrol. He defended himself, and slew his attackers. Instead of feeling sorrow over the lives he had taken, he was exhilarated over the success of his research. After that, he took more and more risks, and nothing was taboo in his quest for knowledge.

Eventually he made his way North, and began to study the ancient culture of Narfel. He found it fascinating, and combed hundreds of ruins. It was in one of these that he found a magically preserved tome with the true name of several demons. It was then that his research took a whole new turn. It wasn’t long before he had summoned and bound his first demon. Now he has nearly perfected his binding skills, and has become an expert in Nar demonology.

Motives and Goals: To Aelios knowledge is the ultimate pursuit. Nothing can be purer than the quest to expand ones mind, and to rediscover things that were lost. Everything else is inconsequential.
#27

lord_karsus

Jan 22, 2009 22:03:14
Dorje
NE Human Rogue 3 / Sorcerer 2 / Unseen Seer 8
HP: 65 (13 HD)
Init: +5
Speed: 30 feet
Space/Reach: 5 feet
AC: 11
BAB: +8/+3
Attack: +2 Defending Quarterstaff
Abilities: STR 10, DEX 13, CON 14, INT 18, WIS 18, CHA 18
Saves: Fort +05, Ref +06, Will +14
Skills: Bluff +14, Concentration +9, Diplomacy +8, Disguise +9, Escape Artist +6, Gather Information +20, Hide +9, Intimidate +8, Knowledge (Arcana) +11, Knowledge (Local) +11, Listen +19, Search +20, Sense Motive +20, Spellcraft +8, Spot +12
Languages: Tabotan, Kao Te Shou, Trade Tongue,
Feats: Improved Initiative, Combat Expertise, Dodge, Eschew Materials, Spell Focus (Divination), Insightful Divination
Possessions: Varies
Features:
Human Qualities
Sneak Attack: Dorje deals an extra 4d6 points of damage when striking an opponent when the opponent is denied a Dexterity bonus to Armor Class, such as when it is surprised and flat-footed, or when you attack from a flanking position. This extra damage only applies to living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this extra damage.
Trapfinding: Dorje can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. He can use the Disable Device skill to disarm magical traps.
Evasion (Ex): If Dorje makes a successful Reflex Saving Throw against an attack that normally deals half damage on a successful save, he takes no damage. This ability can only be used if Dorje is wearing light armor or no armor. If Dorje is helpless, he does not gain the benefit of evasion.
Trap Sense (Ex): Dorje gains a +1 bonus on Reflex Saving Throws made to avoid traps and a +1 Armor Class bonus against attacks made by traps.
Summon Familiar: Dorje has the ability to summon a familiar. He has yet to do so.
Damage Bonus: Dorje deals extra damage with his Sneak Attack ability.
Silent Spell: Dorje gains the Silent Spell feat.
Divination Spell Power (Ex): Dorje receives a +2 bonus to his caster level when casting Divination spells. At the same time, he receives a –2 penalty to his caster level for spells of all other schools.
Guarded Mind (Ex): Dorje is protected by a permanent field of Nondetection, where the caster level is equal to Dorje’s total character level (13).
Unseen Seer Advanced Learning Bonus Spells: Detect Animals and Plants, Scrying, Commune
Spellcasting:
Sorcerer Spells Prepared (CL 10): 6 / 6 / 6 / 6 / 5 / 3
Sorcerer Spells Known: 9 / 5 / 4 / 3 / 2 / 1

Combat/Tactics: Dorje rarely enters into combat. When he does, he uses his Divination spells to learn of his enemy, using his Dodge and Combat Expertise feats along with his magical quarterstaff to raise his Armor Class to a sufficient level. When he understands enough of his enemy, he uses the insights gained by these Divination spells to defeat his opponents, exploiting their weaknesses as much as possible.

Friends/Allies: Dorje is loyal to Peyma Holang, the Empress of Phutan. As such, he enjoys the political prestige that serving her comes with, though Dorje is a member of her secret police, and his presence is rarely made public. He shares a Rary’s Telepathic Bond that was made permanent with his twin sister, Khon Ma, though, being a Diviner, he was much more receptive to this idea than she.

Foes/Enemies: Dorje considers any enemies of Empress Holang his enemies. Because his existence is a tightly controlled secret, very few know that Dorje exists. As such, there are very few individuals who he can consider foes. Phyug Phen Do, the consort of Empress Holang, distrusts Dorje and his sister, believing them to be plotting to overthrow the Cypress Queen.

Appearance: Dorje tends to try to stay out of the limelight, as his position and abilities tend to need this sort of behavior. Dorje appears as any other ethnic Tabotan, with a rounded face and a flat nose. He keeps his hair cut short, wears ordinary peasants garb, despite his political power and wealth within the nation.

Personality: Dorje is quiet, to the degree that some find it unnerving. Rarely does he speak first without being spoken to. Dorje simply feels that information and knowledge is power, and that it should not be shared freely. Rather, it should only be shared when necessary, or when paid for it.

History: Phyug Mukow Jian of Pim Tung raised Dorje, along with his twin sister. The two were found as orphans in the streets of the city, which Mukow Jian came across, and raised as his own. That is the story that the noble told, however. Subsequent divinations by Dorje revealed a much different past: He and his sister were indeed found as orphans, but they, like other children, were trained as assassins and soldiers by the noble, and had their memories erased using wizardry and herbal mixtures.

When Phyug Mukow Jian rose up against Tabot, Dorje, as a member of the Vian-chi, supported the noble. When his wife Peyma Holang killed Mukow Jian, Dorje was aware of this, but did nothing to help him. Peyma Holang had always been nice to Dorje, so in gratitude, he allowed her to slay Mukow Jian, even thought he knew of her plot to assassinate him.

Since Peyma Holang became Empress of Phutan, Dorje has served her much in the fashion that he served her late husband. Dorje is one of the empress’ most trusted advisors and assassins. Since gaining the throne of Phutan, she has relied on Dorje’s skills as a diviner more than his skills as an assassin, though she periodically sends him on missions of importance to keep his skills sharp, and to ensure that the task is taken care of completely.

Motivations and Goals: Empress Holang is the absolute ruler of Phutan, and she intends to keep it this way, using her secret network of spies and assassins to discover and stop plots seeking to topple her government. As such, Dorje serves his queen by divining those who are plotting against her, and killing them. Unlike his sister, Dorje is not secretly plotting against the empress, but, at the same time, Dorje has not shared this fact with his master.
#28

lord_karsus

Jan 26, 2009 9:50:42
Colaíth Moonheart
CE Half-Elf Warlock 9 / Hellfire Warlock 3 / Disciple of Mephistopheles 4
HP: 92 (16 HD)
Init: +8
Speed: 30 feet
Space/Reach: 5 feet
AC: 22
BAB: +12/+7/+2
Attack: +1 Unholy Bloodfeeding Dagger of Flaming Burst (1d4+1 19-20/x2)
Abilities: STR 12, DEX 18, CON 14, INT 11, WIS 13, CHA 16
Saves: Fort +08, Ref +08, Will +13
Skills: Concentration +3, Diplomacy +5 (+7 with Evil Creatures), Gather Information +5, Intimidate +12 (+14 with Evil Creatures), Knowledge (Arcana) +4, Knowledge (Religion) +2, Knowledge (The Planes) +12, Listen +2, Search +1, Sense Motive +6, Spellcraft +6, Spot +2
Languages: Common, Elven, Infernal, Alzhedo
Feats: Devil’s Favor, Disciple of Darkness, Devil’s Aura, Evil Brand, Obtain Familiar, Improved Familiar
Possessions: Kyton Armor (+1 Mithral Chain Shirt), +1 Unholy Bloodfeeding Dagger of Flaming Burst, Potion of Gaseous Form, Ring of Protection +3, Wand of Hold Person, Wand of Restoration, Mask of the Skull, Hellcat Gauntlets
Features:
Half-Elf Qualities
Invocations: Colaíth does not prepare or cast spells as other wielders of Arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him/her to focus the wild energy that suffuses his/her soul. Colaíth’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. Colaíth is entitled to a Concentration check to successfully use an invocation if he/she is hit with an attack while invoking, just as a spellcaster would be. He can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. Colaíth’s invocations are subject to spell resistance unless an invocation description specifically states otherwise. His caster level for his/her invocations is equal to his/her Oni Sorcerer Level.
Eldritch Blast (Sp): Colaíth attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. His Eldritch Blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. His Eldritch Blast deals 6d6 points of damage, and is equivalent to 4th Level spell
Detect Magic (Sp): Colaíth can use the Detect Magic spell at will. He can freely cast it eight times per day.
Damage Reduction (Su): Fortified by the Diabolic power flowing through his body, Colaíth gains a Damage Reduction of 2/Cold Iron.
Deceive Item (Ex): Colaíth has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, he can take 10, even if distracted or threatened.
Fiendish Resilience (Sp): Once per day, Colaíth can enter into a state in which he gains Fast Healing 1. He can remain in this state for two minutes. Entering into this state is a Free Action.
Hellfire Blast (Sp): Colaíth can change his Eldritch Blast into a Hellfire Blast. A Hellfire Blast deals an extra 6d6 points of damage to the recipient(s). The damage is not fire, but instead, Hellfire. As such, Hellfire bypasses any fire resistances. Each time Colaíth uses a Hellfire Blast, he loses 1 point of Constitution.
Hellfire Infusion (Su): Colaíth can infuse items that he uses with Hellfire as a Swift Action. Whenever he uses a charged magic item, he can apply any one of the following effects to its next use: Empower Spell, Enlarge Spell, Widen Spell, Energy Substitution. He can do this to charged magic items 3 times per day.
Hellfire Shield (Su): Colaíth can summon Hellfire to form a protective barrier around himself. Whenever someone directs a melee attack against him, he can direct a blast of Hellfire at that individual, as an Immediate Action. This blast does 12d6 points of damage. This blast automatically hits the target, which can attempt to make a Reflex Saving Throw for half damage (DC 21). Each time he uses a Hellfire Shield, he loses 1 point of Constitution.
Hellfire Grasp (Su): Colaíth can deal 1d6 points of fire damage as a touch attack at will. This damage is added to any other damage from an unarmed attack.
Fire Adept (Su): Colaíth gains a +1 to his caster level when casting spells with the fire descriptor, if he learns to cast Arcane or Divine magic.
Fire Resistance (Su): Colaíth gains Fire Resistance 10.
Hellfire Blast (Su): Colaíth can release a gout of Hellfire from his hand at will that deals 4d6 points of fire damage as a ranged touch attack. The range for this ability is 30 feet.
Flare (Sp): Colaíth can produce an effect identical to that of the Flare spell cast by a 15th Level caster once per day.
Spellcasting
Invocations Known: 7
Least Invocations: Darkness, Eldritch Spear, See The Unseen
Lesser Invocations: Brimstone Blast, Charm, Eldritch Chain,
Greater Invocations: Eldritch Cone

Combat/Tactics: When engaged in combat, Colaíth uses his Warlock powers in conjunction with the Hellfire granted to him by Mephistopheles. He typically keeps opponents as far away from melee range as possible, by employing his Eldritch Blast and Hellfire Blast abilities. If forced into melee combat, he makes use of his Hellfire Shield and Hellfire Grasp abilities.

Friends/Allies: Colaíth, after leaving his home and falling in league with a cult of Mephistopheles, gained all sorts of “partners in crime”. And really, this is all these fellow cultists were, as none trusted each other more than they could throw each other. Colaíth is now the leader of the cult of the Archdevil, but view those in his cabal in the same light. They are tools to be used for power, and are disposable.

Foes/Enemies: Various organizations across Faerûn oppose Colaíth and his cult in principle and philosophy. The Half-Elf views his half-brother Rastabian as his most hated foe. Rastabian is the only living associate of Colaíth who knows of his past, and knows of his association with Mephistopheles. Above almost all else, Colaíth wishes to see his half-brother captured and slowly burned with Hellfire, and regularly allots resources from the cabal he leads to make this dream a reality.

Appearance: Colaíth has the pale white skin of his Moon Elven mother, but inherited the black hair of his Human father. He keeps his hair shoulder length, and normally has his hair greased back. His eyes were once gray, a trait inherited from his Moon Elven mother, but his eyes have since discolored to a jaundiced yellow color, due to his association with Mephistopheles. Colaíth tends to wear dark robes that cover most of his body. Branded across his chest is the mark of evil that his Archdevil patron marked him with.

Personality: Growing up as a child, Colaíth was often jealous of his older half-siblings, and as a result, developed an inferiority complex. Since choosing his own destiny, and allying himself with Mephistopheles, Colaíth is much more self-confident. He still, sometimes, has bouts inferiority and weakness, but only in secret. Colaíth’s feelings of inferiority and self-loathing have translated in his adulthood as spite towards others, and often excessive violence.

History: Colaíth Moonheart was born in 569 DR, in the city of Glaurachyndaar. His mother was a Moon Elf living in the city, and his father was a Human trader who was passing through the area. The two met one night, and the rendezvous ended with Colaíth being born. He was a Half-Elf, and as such, often felt somewhat out of place with his Elven relatives, though they certainly did not treat him as a pariah.

That Colaíth was not very smart did not help matters, especially when compared to his older brother and older sister, both of whom were relatively intelligent for their ages. As a result, the young Half-Elf developed an inferiority complex. Internally, he was jealous of his older siblings, and secretly began hating them for being everything that the child wished he was. Eventually, in 592 DR, when Colaíth was 23, he ran away from his home, and eventually drifted to Calimport.

In Calimport, Colaíth got involved with a local thieves’ guild, and eventually ended up working as a guard at an illegal house of prostitution. One night, an Erinye that was posing as a Human prostitute slept with Colaíth. She gained a glimpse of the feelings of anger within his mind, and informed her superior, Mephistopheles, of this. Seeking to corrupt another mortal, the Archdevil began sending Colaíth repeated dreams depicting scenes from his past that were the basis for his dislike of himself and his relatives. The Archdevil eventually instructed Colaíth to one of his cults in the city. Colaíth, already twisted by Mephistopheles, saw the cult as a way to empower himself and to escape from the shadows of his family members.

For years, Colaíth remained a member of this cult. As time when on, he began committing more and more depraved acts. In 610 DR, Mephistopheles informed Colaíth that he would bless the Half-Elf with his Diabolical power, in exchange for his soul. Colaíth agreed, and returned to his place of birth to sign the pact. Beneath a red blood moon, Colaíth brutally murdered his own mother and older sister, setting them on fire with his own two hands. Colaíth fled the scene before he could be captured, but his older brother- an intended victim- escaped. Even worse, he had identified Colaíth.

Colaíth returned to Calimport, and disposed of the cabal leader he had been following, making himself the leader of Mephistopheles’ cult. Empowered by the Lord of the Eighth’s power, Colaíth does the bidding of his master, at the same time plotting against him.

Motivations and Goals: Upon signing his soul to Mephistopheles, Colaíth has not entertained any hopes of “being saved” upon death. He knows that upon death, his soul belongs to the Archdevil, who will do with it what he pleases. As such, Colaíth does all he can to ensure that he does not die. A nagging obsession that the Half-Elf has is to capture, torture, and kill his half-brother, Rastabian.
#29

lord_karsus

Jan 26, 2009 11:29:07
Gnurka Bluescale
CE Blue Goblin Fighter 2 / Psychic Warrior 4
HP: 46 (6 HD)
Init: +7
Speed: 30 feet
Space/Reach: 5 feet
AC: 14
BAB: +5
Attack: Venomous Short Sword (1d6+2)
Abilities: STR 12, DEX 14, CON 12, INT 14, WIS 10, CHA 8
Saves: Fort +08, Ref +03, Will +1
Skills: Climb +4, Concentration +5, Diplomacy +3, Handle Animal +2, Intimidate +5, Jump +3, Move Silently +7, Ride +6, Search +7, Swim +4
Languages: Common, Goblin, Orc, Elven
Feats: Improved Initiative, Power Attack, Reckless Offensive
Possessions: Venomous Short Sword, Leather Armor
Features:
Blue Goblin Qualities
Fighter Bonus Feats: Weapon Focus (Short Sword), Weapon Specialization (Short Sword)
Psychic Warrior Bonus Feats: Inquisitor, Cleave
Spellcasting
Power Points per Day: 6
Powers Known: 4
Maximum Power Level Known: 2nd Level

Combat/Tactics: Alone, Gnurka is not a very impressive foe, even with his small degree of Psionic powers. Being the leader of his tribe, Gnurka uses swarm tactics to overwhelm his enemies.

Friends/Allies: Gnurka is the leader of the Bluescale Goblin tribe. As such, all members of the tribe listen to him, and obey what he says. Many tribe members do not actually like Gnurka, and he himself is aware of this. But, none dare to challenge him for control of the tribe, and as such, Gnurka does not worry about his tribe disobeying him.

Foes/Enemies: Gnurka has numerous enemies, most of whom are members of his own tribe. Most do not dare move against him, though. Gnurka, being a Goblin, is an annoyance to “higher” races, like Drow. Most would consider him a minor annoyance, and not bother to go after the Goblin, however.

Appearance: Like the other Goblin in his tribe, Gnurka’s hide is a mottled blue. He, being the leader of his tribe, carries the best equipment and wears the best clothes, though to the standards of many other races, these items are still of relatively poor quality and construction.

Personality: Gnurka is smarter than the average Goblin, and is smarter than many other individuals. He, however, isn’t the wisest or charismatic, and as a result, he comes off as pushy, uncivilized (which he is!) and stupid. Like other Goblins, Gnurka is obsessed with power and staying in control of his tribe.

History: Gnurka was born in the bondage of House Baenre of Menzoberranzan. El-Viddenvelp, better known as “Methil” to the Drow of Menzoberranzan, was his “father”. For decades, the Illithid experimented with various Goblin slaves that Matron Baenre provided it with. Methil eventually created the Bluescale tribe, a tribe of Blue Goblin that were Psionically infused.

Gnurka and the rest of the Bluescale tribe were slaves to House Baenre, despite their unique heritage and abilities. During the Silence of Lolth, however, when Menzoberranzan was attacked, Gnurka led his tribe out of Menzoberranzan, during the confusion. The Goblin are currently wandering the Underdark, though they have found an unclaimed cavern that suits them nearly 50 miles from Menzoberranzan.

Motivations and Goals: Being a Goblin, Gnurka is not very long-term goal oriented. All Gnurka cares about for the long-term future is that he stays in control of the tribe of Goblins that he currently leads, and that he eventually get revenge on the Drow who kept him and his tribe in captivity and experimented on them.
#30

mynameisjake

Jan 26, 2009 20:21:56
“Crazy” Ali al-Hassan
CN Human Male Beguiler 6

Features:
Human Qualities
Armored Mage: Ali can wear up to light armor, and ignore the chance of Arcane spell failure.

How does he have Armored Mage? I thought you had to have a level of Fighter to take it?


MrJake
#31

lord_karsus

Jan 26, 2009 21:46:28
How does he have Armored Mage? I thought you had to have a level of Fighter to take it?


MrJake

-It's a Beguiler Level 1 ability.
#32

mynameisjake

Jan 26, 2009 21:56:21
Thanks.


MrJake
#33

sfdragon

Jan 29, 2009 4:30:53
So can I add the pnp forms of my nwn series characters here???
#34

lord_karsus

Jan 29, 2009 9:16:54
-Yeah, sure. As long as they are not actual Forgotten Realms NPCs, post away.
#35

RUMPLESTIX

Apr 06, 2009 16:32:20
Using my ddi Character Builder, I have made a half-orc archmage with the FR background.


...just kidding. I may be playing one in a 3rd edition epic campaign but I won't make one up just to put in here.

Still, I have a few old characters I might get around to posting.
#36

lord_karsus

Apr 06, 2009 16:47:35
I may be playing one in a 3rd edition epic campaign but I won't make one up just to put in here.

-That's what I've done with every NPC I posted. ;) :P
#37

RUMPLESTIX

Apr 06, 2009 16:52:39
-That's what I've done with every NPC I posted. ;) :P

I will make up an npc to post, just not a half-orc archmage.
(Of course, it is kind of tempting since I am playing one in a homebrew world.)
#38

lord_karsus

Jul 13, 2009 14:24:07
-Ali is dead. Fireballed to death.
#39

ody_saraph_of_karsus

Jul 13, 2009 14:54:23
Holy Sh*t LK this thread is awesome! Why I havent seen it before is beyond me

I guess I'll be bringging my PC and a NPC tomorrow to work :P

Aurum Of The Dark Parade

CN Male Gnome Cleric 3 (Velsharoon)/ Necromaner 3/ True Necromancer 10
HP: 100
Init:+2
Speed: 20 ft.
AC18 (T: 12, F:16)
BAB 8/3
Attacks: none?
Abilities:STR 12, DEX 14, CON16, INT20, WIS 20, CHA 14
Saves: Fort +10, Ref+7, Will +18
Skills: Consetration + 22, Knowledge (arcana) + 24, Kowledge (religion) +24, Search +24, Spellcraft + 24
Feats: Spell Focus (Necromancy), Tomb-Tained Soul, Corpse Carfter, Mother Cyst, Destruction retribiution, Undead Lidership
LanguagesGnome, Draconic, Giant, Goblin, Loross
Possessions:Rod Of Undead Mastery,Incandesent blue Ioun Stone, Scarlet Red and Blue Ioun Stone, Ring of Sustenance, Circlet Of Rapid Casting, Bracers of Armor +6
Features:Gnome Traits
Summon FamiliarAurum Has Yet to summon a familiar
Scibe Scroll
Rebuke Undead
Death Domain(Su):Once per day as a standard action, Aurum can make a melee touch attack against a living creature, roll 3d6, if the total at least equals the touhed creatures current hit points, it dies (no save)
Undeath Domain: Aurum"s limit for controlind undead animated with spells is three times his caster level (CL = 11) instead of the normal two times.
Create Undead 2/day: As the spell (PHB 215) (CL 15)
Create Grater Undead 1/day: As the spell (PHB 215) (CL 15)
Necromantic Prowess +3 (Ex): When Aurum Rebukes undead, Cast a necromacy spell or or uses a necromancy ability that mimics a necromacy spell, his effective CL increases to +3
Major Desecration(Su): Aurum Exerts his authorithy over undead. This funtions like the desecrate spell exept that affects only allied undead and extends for 100ft.
Horrid Wilting (Sp): As the spell (PHB 242) (CL 15)

Spellcasting: CL 11 (CL 15 for necromancy) (CL 12 for Illutions)
Wizard Spells: 4/6/5/5/4/3/2
Cleric Spell: (including Domain Spells) : 6/5/5/4/3/2

Combat/Tactics: Aurum relies primarly on his minions that He's always surrounded by, followed by spells. He has a very good knowledge of portals and teleportation magic and he'll use them in needed. If his "dauther" is in danger he'll fight to the death.

Friends/Allies:Aurum has no true friends but Piker (N whisper Gnome Rag 11) A fellow suvivor from The ruby Mine Masacre. His always with his "dauther" Autumn (Slaymate (LM 122)), his Dark Parade of undead and haunted by his dead wife Lily (CG Winged Ghost Female Gnome Sor1) that he just refuse to destroy nor control. Aurum had great reagard for his father "The Fixer" (NG Rog/6 Gate crasher 10), although his whereabots has been unknown for the last 53 years.

Foes/Enemies: Due to his consant way of "recruiting" to his Dark Parade Aurum has made enemies of The Counsil Of Six, The Church of Lathander, Kelemvor and suprisingly of Cyric. Also the Cult of Dragon for wiping a Amn cell out and stealing The Book of Dragons (an Blasphemy to cultist) and earning the eneminity of the dragon Bagalos, The Flying Flame for (aparently) killing his half-dragon half-troll son, The Red One.His knowledge on portals has help elude his enemies however.

Appearance: Aurum looks tired and wiery young gnome, he has little to no consideration to hygine. He wears old-blood-stained (his, his enemies and some undead he creates blood) robes.

Personality: He's a desatatched person, he care of nothing but his little girl, he posses an inmesarurable amount of loyalty, reflected by his actions and in-actions.

History: Aurum was always bieng view with high expectation due his father exploits as a adventurer, although he felt his calling was to serve the church of The Trickster he love to have the chance to go on church buisness as a way for adventuring. during his adventures he met his wife Lily and had a daughter Autumn, although he kept on adventuring. One day he was visiting his family in the Red Ruby Mine field in the Troll Mountains in Amn to fufill his daughter the wish to go to Asthakla so she can see the "Odlanier Parade" (a parade dedicated to a hero that saved the city numerous times and defeated The Moustrous Army to the south a few years back).

That's when The Red One attacked. Leader Of the Troll city of Stonecrush and son of the red dragon Bagalos,The Red One was a creature of pure power and greed. His wife burned alive by The Red fire breath as she tried to fly to safety with her daughter. and seeing Autumn being partialy eaten by a troll afterwards, was too much for Aurum. He lost all faith. In his shock he was ake in the back by the enemy, leaving him a broken man and left for dead. The Red one enslaved the Male gnomes for mining while taking the women children and dead for food.

Being left for dead in a pile of corpses he managed in a moment of rage to kill a human that followed The Red One. Meanwhile A group of adventures hired by Piker defeated The Red One. believing they where no survivors, he adventures left. The human Aurum just killed had a dragonhide book full evil and vile spells and rituals. After hearing the calling of Velsharoon He felt The Power Flowing once more through his body as he accepted the could heal his own body. Velsharoon demanded from him to learn The Art and promise his the ability to create what he wanted was Between The Art and The Power thus Aurum The True Necromancer of the Dark Parade was born. Having Power granted once again, posseing that "draco-necronomicon and a mine full of the dead, He can now bring his daughter to un-life, and give her a parade.

Motivations and Goals: Aurum wants to make the perfect parade to his poor Autumn. Full of creatures like her, Creatures that don't get tired nor sad. and can play for her til the end of times The bigger the parade the better. He goes town to town killing all that he and his minions can to add up to his parade. Due the fact that he's got great knowlwg on portals is uknow where The Dark Parade will apear next.
#40

omniblackchaos

Jul 15, 2009 17:43:30
Hounirin Istgar, House Wizard of House Nalune
"Come face me, you will only meet death"

N Male Drow Wizard 13
HP: 47
Init:+2
Speed: 30 ft.
AC14 (T: 13, F:12)
BAB 6/1
Attacks: +1 Elf Bane Frost Dagger (1d4+1/19-20)
Abilities:STR 10, DEX 14, CON 12, INT 25, WIS 10, CHA 12
Saves: Fort +5, Ref+6, Will +8
Skills: Concentration +17, Decipher Script +21, Diplomacy +6, Knowledge (arcana) +23, Knowledge (arch & eng) +12, Knowledge (dungeoneering) +12, Knowledge (local) +12, Knowledge (noblility) +12, Knowledge (religion) +12, Knowledge (the planes) +12, Ride +5, Speak Language +4 (Auran, Infernal, Terran, Ignan), Spellcraft +25, Spot +5
Feats: Highborn Drow, Scribe Scroll, Eschew Materials, Spell Focus (Envocation), Spell Penetration, Craft Wonderous Item, Craft Contingent Spell, Sudden Extend
Languages: Common, Elven, Undercommon, Abyssal, Aquan, Auran, Draconic, Drow Sign Language, Goblin, Ignan, Infernal, Terran
Possessions: +1 elf bane frost dagger, ring of protection +1, ring of wizardry II, bracers of armor +1, headband of intellect +2, amulet of proof against detection and location, greater piwafwi, robe of blending, belt of many pockets, boots of elvenkind, wand of energy spheres, wand of thunderlance, 1 scroll of greater teleport, 2 scrolls of repulsion, Nalune House Insignia
Features: Drow Traits
Summon Familiar Hounirin has yet to summon a familiar
Scibe Scroll
Spell-like Abilities 1/day-Dancing Lights, Darkness, Faerie Fire, Detect Good, Detect Magic, Levitate

Spellcasting: CL 13
Wizard Spells: 4/6/10/5/5/4/3/1

Combat/Tactics: Hounirin rarely lets his attackers get close. He tends to feel his targets out before using his more powerful spells. Only when he is sure of victory will he bring forth his full power. But he always keeps some magic to remove himself out of harms way. Should his allies fall he has been known to leave a gift for the victors in the form of his most powerful spell.

Friends/Allies: As the house wizard and a noble scion of the house he has many allies to call upon. Hounirin mostly works on his own or with his consort and personal assassin Akneth (ninja 6/assassin 7). Hounirin due to his reputation and personal power could also call in past debts owed by many from fellow wizards to merchants.

Foes/Enemies: Hounirin's enemies are many. Any enemy of his house is his enemy as well as rival wizards looking to earn a name for themselves thru his death. The priestesses that hate him for his freedom from their influence. Finally much of his own family that wish to remove him as a threat or rival.

Appearance: Hounirin is tall for a male at just under 6 feet. He tends to wear his hair in different styles but he currently favors a blossomed top with three long tight braids coming out from the back of his head. He has white eyes with flicks of gold in them and sharp ears with a narrow face giving him a slightly dragon like look. His body while not as compactly muscled as the warriors is none the less lean and fit. His robes due to the magic within them can change to suit his mood. Mostly he keeps them in dark colors such as black and purple or a mixture of both, they sport designs of the arcane nature. Hounirin always keeps himself well groomed by his own hands and magic.

Personality: Hounirin is like most drow wizards. He craves power and has no problems about going thru a few bodies to get it. But Hounirin is always thinking his moves thru and goes about all his actions knowing full well what effects they will have. He does not allow his emotions to cloud his judgement or control his actions. He is a firm believer of working hard towards a goal. He has his moments of extremes and dispite himself has been known to be reckless at times. Hounirin is a drow of passion for all that he cares for. Not only in his magic but also in his life and those with in it. Unlike many drow he cares nothing for the many pleasures that other drow seem to crave for he has but one pleasure alone that he craves and he has it. Hounirin is sure of all his actions in all that he does but one. His consort Akneth has a hold on his heart and while he has gone thru considerable trouble to make sure it is not magical it still clings to him. This more then anything disturbs him.

History: Hounirin was born to a branch of House Nalune and while he was a noble by birth he was not in a direct line to the Matron. His father as a male was of no worth mentioning if he was even known, while his mother had been killed shortly after his birth by rival house's assassin. Hounirin spent the next years of his life fighting to survive like all the other drow children. Without his mother he was thought of no better then any other male and so noble or not he was cast down with the commoners. Hounirin was never the strongest or even the most cunning but he was if nothing else relentless. He survived by his sheer will and when he was of age was trained as all drow were. He was no warrior and he knew it but his abilities were passable.
Hounirin had come across one of the captains while he was studying his spellbook. He had just finished and spotted Hounirin watching when he threw his old spellbook at him to drive him away like a lizard. Hounirin studied the tome and found it to be simple. He had learned the spells as if they were childrens writing. He spent the next few years devouring tomes and growing in power. It was during an attack by another house that Hounirin proved himself by leading his group when their captain was killed and using cunning tactics to repel the invaders.
After the battle the Matron took notice and brought him into the inner family. He started his formal training as a wizard shortly after in the tower of Sorcere. He completed his training fairly quickly compared with other novices due to his talent and careful study. Once he returned to his House he was a whole different drow. He had come out of Sorcere polished by power and with a deep seated hate for the flaws in his people due to the priestesses.
Hounirin's power grew over the years as did his place with in the House. With in a decade of his return he became the house wizard. He met Akneth as a hired assassin for a mission on the surface to raid and kill some dwarves. Hounirin was impressed by her skill and kept her on as his personal assassin and guard.


Motivations and Goals: Hounirin protects and advances his house only until his power has grown enough that he no longer needs them. He cares for no one other then Akneth and see's all others as pawns or threats. His dream is to create a city on the surface were the arcane and reason ruled over the whims of any god.

Hope it did not turn out to bad. This thread is great. Enjoy
#41

omniblackchaos

Jul 16, 2009 1:32:54
....
#42

ody_saraph_of_karsus

Jul 23, 2009 16:01:05
You should stick this LK
#43

omniblackchaos

Jul 31, 2009 3:56:25
Baelali Kavar, The Blade Mage
"Let us dance to your destruction"

N Male Sun elf Diviner 10 WoB 6 Acm 1
HP: 102
Init:+4
Speed: 30 ft.
AC17 (T:14, F:13)
BAB 8/3
Attacks: +2 Flaming Cold Iron Longsword (1d8+3/19-20x2), +2 Frost Silver Longsword (1d8+2/19-20x2)
Abilities:STR 12, DEX 18, CON 14, INT 30, WIS 12, CHA 16
Saves: Fort +7, Ref+12, Will +15
Skills: Bluff +15, Concentration +22, Craft (poisonmaking) +17, Decipher Script +23, Knowledge (arcana) +30, Knowledge (arch & eng) +12, Knowledge (dungeoneering) +12, Knowledge (geography) +14, Knowledge (history) +20, Knowledge (local) +19, Knowledge (nature) +14, Knowledge (nobility) +12, Knowledge (religion) +12, Knowledge (the planes) +14, Listen +15, Sense Motive +13, Speak Language +2, Spellcraft +35, Spot +9, Swim +2
Feats: Master of Poisons, Leadership, Skill Focus (Spellcraft), Brew Potion, Spell Focus (Divination, Evocation), Scribe Scroll, Craft Wand, Practiced Spellcaster
Languages: Common, Elven, Abyssal, Auran, Draconic, Gnome, Infernal, Celestial, Sylvan
Possessions: +2 flaming cold iron longsword, +2 frost silver longsword, robe of blending, ring of invisibility, ring of spell storing, gloves of storing, bracers of armor +3, headband of intellect +2, mantle of spell resistance, belt of many pockets, boots of levitation, amulet of proof against detection and location, wand of energy spheres, wand of summon monster IV, wand of dimensional anchor, 1 scroll of repulsion, 1 scroll of true seeing, 1 scroll of maze, 1 scroll of demensional lock, 2 doses of carrion crawler brain juice, 1 dose of black lotus extract, 2 doses of purple worm poison, 2 doses of deathblade, 2 doses of giant wasp poison
Features: Sun Elf Traits
Scribe Scroll
Summon Familiar Baelali has yet to summon a familiar
High Arcana- Mastery of Shaping
Extended Dance
Unfettered Defense
Blade Deflection
Stalwart Cavort
Dancing 2
Greater Dancing Connection 10ft
Threatening Dance

Spellcasting: CL 17 (prohibited school enchantment)
Wizard Spells: 5/8/8/7/7/6/6/4/3

Combat/Tactics: Baelali prefers to study his targets beforehand to make use of any weaknesses. Normally he relies on spells like any other wizard but makes use of his rare talents to not only have an unexpected defense but also to great effect when facing magically tough or protected foes. Baelali also employs powerful poisons he makes himself. His choice of poison depends on the target. If he is attacked without forethought he quckly sends his blades to dancing to give himself room to start casting spells.

Friends/Allies: Due to Bealali's lifestyle he has few true friends. Currently he is training an apprentice named Zoruk (male human fighter 5/wiz 4/WoB 1). He has many allies to call upon from his work and those that profited from his actions.

Foes/Enemies: Baelali has many enemies from past jobs. Also he is watched carefully by the many forces and organizations of the cities he visits.

Appearance: Baelali has faded silver hair and bright golden eyes. He keeps his hair short and thrown back. His face is slightly worn dispite his age and he has a well groomed goatee, a rarity among elves. He is tall and wiry muscled dispite being a wizard with a red tattoo running up his left arm.Baelali also tends to keep his robe in the form of attire more suited to a rogue or street theif, when he does wear it in the form of a robe he keeps to mostly faded or bland colors.

Personality: Baelali is simply an old man at heart. He finds things tiring and pointless most of the time. He takes the long view of things and laughs off most concerns. He acts very professional about his work and rarely breaks his personal code. He feels a great need to pass on the old ways to others so that they are not forgotten and lost.

History: Baelali had been born and raised as any sun elf. He showed interest and promise in the art of divination magic. He had a great hunger for knowledge and more so for the knowledge of the past, such as ancient and lost magics. During his studies of ancient mages he came across a strange passage that detailed a close guarded order of mages that could cast spells and fight weapon to weapon at the same time. Baelali not only grew interested but in time obessesed with it. He collected every tome or bit of knowledge regarding this ancient order but quickly found that their art was never allowed to be written. He was able to find out how it appeared so thru his own efforts over many years slowly found out how to use it. Baelali had become far traveled in his search for knowledge and found that the crime world was the best place to find and sell information. Once he learned how to use the blade art he found that like fighters his abilities would only truely grow thru practice in battle. With his unique abilities he was able to kill with ease and so became an assassin for hire. He did not kill just anyone but he would also only accept jobs that could give him a chance to use his skills. He became a well known and feared assassin in the underworld for his abilities but now seeks to master his blade art along with finding a true seccessor. All his past students have been a disappointment in skill or character and as a result were killed by Baelali.

Motivations and Goals: Baelali seeks to be the greatest of all assassins. Baelali wishes to carve his name in a great legend that will stand the test of time then retire to enjoy his hard earned riches and love of knowledge. Also he seeks to find a truely talented mage that he can pass on his inner most secrets of the blade art.

WoB is a homebrewed class that I found interesting to write about :D
#44

Zireael

Aug 01, 2009 5:44:03
WoB is a homebrewed class that I found interesting to write about :D

Maybe if you put WoB in a thread the write-up would be easier to understand.
#45

omniblackchaos

Aug 01, 2009 7:54:55
Well some have told me it is overpowered and other such things so I did not want to start a whole thing about it, personally I dont find it overpowered but I could post a link for where I found it.

(I dont know how to do that hide tab thing lol)

http://www.dandwiki.com/wiki/Waltz_of_Blades_%283.5e_Prestige_Class%29
#46

omniblackchaos

Aug 04, 2009 19:46:52
Gaelvin Sieti, Plane Song
"Hear my song, let it flow thru you and touch eternity"

NG Male Moon Elf Bard 6/ Seeker of the Song 10/ Sublime Chord 2/ Lyric Thaumaturge 3/ Dragonsong Lyrist 1
HP: 133
Init:+7
Speed: 30 ft.
AC26 (T:15, F:21)
BAB 14/9/4
Attacks: +5 Everdancing Defending Keen Adamantine Longsword (1d8+6/17-20x2)
Abilities:STR 12, DEX 24, CON 14, INT 16, WIS 14, CHA 32
Saves: Fort +12, Ref+24, Will +26
Skills: Balance +8, Concentration +26, Diplomacy +37, Disguise +12, Escape Artist +8, Gather Information +12, Hide +8, Knowledge (arcana) +26, Knowledge (history) +4, Knowledge (local) +4, Knowledge (religion) +4, Knowledge (the planes) +4, Listen +28, Move Silently +8, Perform (dance) +12, Perform (oratory) +12, Perform (string instruments) +13, Perform (sing) +39, Profession (astrologer) +8, Sense Motive +17, Speak Language +4, Spellcraft +12, Spot +14, Tumble +10, Use Magic Device +17
Feats: Leadership (B), Skill Focus (Sing), Disguise Spell, Extra Music (B), Green Ear (B), Lingering Song, Versatile Performer, Ironskin Chant, Captivating Melody, Melodic Casting, Dragonsong, Lasting Inspiration
Languages: Common, Elven, Abyssal, Auran, Draconic, Infernal, Celestial, Sylvan
Possessions: +5 Everdancing Defending Keen Adamantine Longsword, Kethendmiirik, +3 Blinding Adamantine Buckler, +4 Ghost Touch Greater Silent Moves Studded Leather, Ring of Greater Universal Energy Resistance, Ring of the Shifting Priest (evasion and mystic healing), Gloves of Dexterity +4, Bracers of Armor +5, Hat of Disguise and Teleportation, Mask of Mental Armor, Cloak of Charisma +6, Belt of Many Pockets, Boots of Speed, Amulet of the Ghost (proof against detection and location & scentblinder), Vest of Resistance +4, Token of Plane Shifting, Rod of Words (tongues and comprehend languages), Wand of Greater Invisibility, Wand of Summon Monster IV, Wand of Cure Critical Wounds, 4 Scrolls of True Seeing

Kethendmiirik: This masterwork mandolin grants you a +4 circumstance bonus on Perform (string instruments) checks. When kethendmiirik is being played the user and all allies within 120ft. are immune to any form of silence, also when using bardic music allies with in 60ft. gain fast healing 3 for one minute, kethendmiirik has a constent calming effect on all beings with in its hearing range (this effect acts like the calm emotions spell but without a saving throw or any other form of resistance but this effect can be dismissed by the user). The effects of three different songs can be used at once by the user (this ability stacks with any class abilities and feats but is limited to the abilities of the user). You can also command kethendmiirik to produce one of four effects (mass cure moderate wounds, call lighting, control weather, and mirage arcana) twice per day with a successful Perform (oratory, sing, or string instruments) 30 DC. If anyone other then a bard with at least 15 ranks in Perform (oratory, sing, or string instruments) picks up kethendmiirik they recieve one negitive level that can't be overcome and are struck deaf until they lose possession of it.

Hidden Power: Kethendmiirik has two hidden powers. These hidden powers are unknown to all but the creator of Kethendmiirik and while the first may be discovered easily enough the second can only be invoked by beings of great power (spellcaster of at least 20th lvl). If Kethendmiirik's last wielder is killed and not ressurrected with in a month then Ketherndmiirik loses all its abilities for a year and ressurrects it's last wielder (as per the true ressurrection spell). Kethendmiirik's second hidden power lies in it's symbol. If the wielder pours all their magical power into the symbol along with Kethendmiirik's own power (kethendmiirik loses all its abilities for a year) then wills the symbol to shatter it summons an avatar of whichever god the wielder worships. If the wielder does not worship any god then the avatar of the most like minded lesser god is summoned. The wielder has no control over the avatar but the avatar will not attack the wielder without cause. This power is only useable once and destroys the symbol.

Lore: Kethendmiirik was created as a gift for Plane Song Gaelvin. Both its creator and the one who gave it to Gaelvin are unknown to all save Gaelvin himself which has refused to ever name them. It was created to enhance Gaelvin's own skills as well as serve him as a potent magical item. Kethendmiirik is made from a mix of dragonhide and many kinds of rare gems which gives the bronze copperish scales a deep luster. Its strings are made of fine mithral and adamantine with a small chain and a unique symbol (acts as a holy symbol for any god) attached to the top end of Kethendmiirik.

Features: Moon Elf Traits
Bardic Music- 24/day Countersong, Fascinate, Inspire Courage, Inspire Competence, Suggestion, Song of Arcane Power
Bardic Knowledge
Rapture of the Song- +2 AC, +2 saves, DR 2/-, Freedom of Movement
Seeker Music- Burning Melody, Song of Unmaking, Dirge of Frozen Loss, Song of Life, Anthem of Thunder and Pain, Hymn of Spelldeath, Ballad of Agony Reborn, Aria of Everywhere, Dirge of Songdeath, Hymn of Revealing
Combine Songs
Subvocalize
Bonus Spell
Captivating Melody- Class bonus feat
Spell Secret
Greater Dragonsong- Song of Strength

Spellcasting: CL 11
Bard Spells: 3/6/6/5
Sublime Chord Spells: 0/0/0/0/4/4

Combat/Tactics: Gaelvin is well traveled and over the years has learned to avoid battles with monsterous creatures and can normally talk his way out of most fights. When forced into battle he puts Kethendmiirik's calming power into effect. If Kethendmiirik's calming power is overcome or ill suited Gaelvin uses his music as a weapon and shield but also has his trusty longsword, buckler, and quick feet to fall back on. Gaelvin has been involved with many wars and adventures which in turn has made him more suited to team work and supporting roles. Gaelvin's abilites are most effective in large groups where his empowering songs have been known to turn legions into engines of distruction and revive groups of wounded men.

Friends/Allies: Many name Plane Song Gaelvin as a friend and ally. Many powerful people call on Gaelvin for his skills as a bard as well as his silver tongue when it came to court battles of the quick witted mind and shifting words. Gaelvin's greatest allies are those made in other planes and among dragon kind whom he has taken a great interest in.

Foes/Enemies: Gaelvin has no true enemies to speak of. Their are those that envy his power and status but few would move against him.

Appearance: Gaelvin Sieti is a tall moon elf with dark blue hair and cystal blue eyes. His hair is kept short and thrown about in a roguish manner. His face is narrow with a sharp nose and with nearly a constent impish smirk. His body is light with strong compacted muscles and a lithe frame. Gaelvin favors clothes for the location but when freely moving about he prefers the attire of fine clothes mostly due to the habit of spending so much time in the presence of powerful beings or the courts of royality.

Personality: Gaelvin Sieti is light hearted and quick witted but not above playing pranks. He loves music deeply and is always hearing it with every sound. He reserves his more serious side for battle or when he uses his music for destruction. Gaelvin has also been known to be reserved when observing events of great evil due to being a bard. He also has a great and deep seated hatred for other bards that use their skills and music for evil, but Gaelvin takes no small pleasure in removing such insults to his profession.

History: Gaelvin was born to a pair of traveling moon elves. His years on the road gave him a wider view of the world and a love for wandering. He found that his own lifestyle was ideal for a bard and took up the craft that shared his heart. He quickly learned that he had a talent and love for music that impressed even seasoned bards. After many years practicing his craft and traveling Gaelvin had a chance encounter with a wizard of great power. Gaelvin gave the wizard a stirring proformance. The wizard rewarded Gaelvin by offering to take him before a king in another plane for it turned out that this wizard was a plane walker. Gaelvin accepted the offer and has been hooked on planer travel ever sense. Gaelvin's skill grew rapidly and many planer beings granted him gifts. One such being from a plane of endless forest gave him power over plants while others have given him rewards such as magical items and riches, Gaelvin accepted all such gifts yet gives away much of his wealth or has the one who bestowed the gift keep it for safe keeping due to his traveling lifestyle. After years of traveling the planes and perfecting his art he returned changed and known as Plane Song Gaelvin. Many sent summons to hear the other worldly songs and epics he had gained. The summoners soon found that Gaelvin's songs gave them such peace of the mind and soul that whole cities would raise their voices in priase at his coming.

Motivations and Goals: Gaelvin wishes to keep improving and learn more songs thru out his travels. He also wants to play before every being thruout existance and test his skills before even the most twisted and coldest of hearts. He has heard music that could tear the very fabric of time and space but what he seeks is the song of eternity, the never ending song that recounts all that ever was and ever will be.

I hope a epic bard goes here. Enjoy my 1st epic posting
#47

omniblackchaos

Aug 17, 2009 1:40:52
Jarwyn Daeyr, The Clockwork Sigil Maker
"Remember to never trust your eyes"

N Male Fey'ri Wizard 7/ Effigy Master 5/ Geometer 4
HP: 74
Init:+4
Speed: 30 ft., Fly 40 ft. (Poor)
AC15 (T:14, F:11)
BAB 7/2
Attacks: +2 Keen Mithral Longsword (1d8+3/17-20x2), +1 Holy Returning Mithral Dagger (1d4+3/19-20x2)
Abilities:STR 13, DEX 18, CON 15, INT 24, WIS 13, CHA 16
Saves: Fort +6, Ref +8, Will +14
Skills: Appraise +9, Concentration +21, Craft (Metalworking) +26, Decipher Scirpt +22, Diplomacy +11, Disable Device +16, Knowledge (arcana) +26, Ride +5, Search +18, Spellcraft +28, Use Magic Device +5
Feats: Spell Penetration, Craft Wonderous Item, Craft Wand, Scribe Scroll, Practiced Spellcaster, Magical Artisan (Craft Effigy), Magical Artisan (Craft Wand), Magical Artisan (Craft Wonderous Item)
Languages: Common, Elven, Abyssal, Draconic, Sylvan, Gnoll, Goblin
Possessions: +2 Keen Mithral Longsword, +1 Holy Returning Mithral Dagger, Robe of Stars, Ring of Counterspells, Ring of Freedom of Movement, Gloves of Storing, Bracers of Armor +1, Circlet of Tongues, Cloak of Elvenkind, Belt of Many Pockets, Boots of Elvenkind, Amulet of Undetectable Alignment, Wand of Greater Invisibility, Wand of Stoneskin, Wand of Repair Critical Damage, Wand of Dispel Magic, 2 Scrolls of Summon Monster VIII, 1 Scroll of Ironbody, 1 Scroll of Symbol of Death, 8 Spellglyph's
Features: Fey'ri Traits
DR 10/Magic
Fire Resistance 10
Spell-like Abilities:
At will- Alter Self, 1/day Detect Thoughts,Charm Person, Suggestion
Scribe Scroll
Craft Effigy
Improved Effigy
Effigy Link
Glyph of Warding
Draw Spellglyph
Book of Geometry
Sigilsight
Pass Sigil


Spellcasting: CL 16 (CL 18 to overcome SR)
Wizard Spells: 4/6/6/6/5/5/4/3/1

Combat/Tactics: The days of combat are gone as far as Jarwyn is concerned. Due to his careful nature he still keeps himself ready. Only the foolish would dare to attack Jarwyn in his shop or even the city he calls home. Jarwyn always has an effigy with him when he leaves his shop and all of the city's effigies were created by him as well. During combat he relies on his creations to protect him but if he is threated he has spells to protect himself and summon reinforcements. When Jarwyn goes on the attack he makes good use of his spellglyphs to stay undetected as he rains down spells.

Friends/Allies: Jarwyn has made many friends over the years with those that deal with him. His closest friend is the city's guard captain Vicksu (Fighter 10/ Ranger 1/ Justiciar 2). He has many allies thru out the city as suppliers or customers. He also has a certian status with in the city due to creating and maintaining much of the city's defenses.

Foes/Enemies: Jarwyn is considered an enemy by the fey'ri house due to leaving and going off on his own which in turn made him a renegade in their eyes. Like all renegades he must be cautious of not only his own kin but of all surface elves who would most likely kill him on sight. The leader of the fey'ri Countess Sarya Dlardrageth is the greatest threat from his kin even if Jarwyn has grown much in power over the years. Jarwyn also considers the city he dwells in as his city and any that seek to harm it in anyway will be named an enemy.

Appearance: Jarwyn is a tall and mildly built elf. He has slightly larger wings then most fey'ri, a long pointed tail, deep red skin, and fiery red eyes. In all other respects he appears as a typical sun elf. He keeps his short orange hair tied in a small pony tail to keep it clear when he works. His face is average save for his sharp nose. Jarwyn rarely assumes his true form and normally takes the shape of a sun elf who looks much like himself but lacking the demonic aspects of his people.

Personality: Jarwyn is more like a sun elf then a fey'ri. He took to the wizards study of magic over the innate sorcererous power with in his blood. He is understanding and controlled in his manner. He never shows anger or any of the common outbrust that many of his people have. He takes everything in life with a careful steady hand and calm mind. He is well mannered and treats everyone well until he is given a reason to do otherwise. Those who lose his respect he treats rather coldly and curtly. He never forgets any details in every aspect of his life to the eternal rage of the many merchents he deals with who try to swinddle him.

History: Jarwyn is of the recent generation of fey'ri. He was born after their prison was broken and so was never imprisioned himself. He holds none of the old ways of his people dispite his upbringing. When he came of age to learn a skill he showed no talent for fighting and he did not show any innate magic greater then what most fey'ri could already do. Jarwyn wasgiven basic training and then sent to help the sorcerer's with their work collecting and recording old magic. He showed a great talent with records and with the ability to study the items they collected. His talent did not go unnoticed and one of the few tiefling wizards took him as a student. Over the years Jarwyn learned the ways of wizardry and gained power. But as he became a greater wizard he learned of the world and sought to see it for himself. One day he simply left to wander the world. After many years of exploring much of the world he felt that he should find a true home. He came upon a small village with little more then a dozen farmer families. He offered his services as a wizard in exchange for some land and materials to build himself a shop. The villagers were more then happy to have a wizard so far from the more tamed lands and one that was an elf at that, which would mean that they would have one for lifetimes. Jarwyn had a run in with a priest shortly after his arrival and agreement with the villagers. The priest knew that Jarwyn was not what he appeared and conforted him about it. Jarwyn was forced to use his magic on the priest and after the priest was magicaly convinced that he what he said, he went thru great pains to hide any and all traces of his disguise. As the years went by Jarwyn's shop became the life blood of the village. His effigies protected the village along with his magic and many traders came to buy his smaller clockwork creations as toys. The sheer amount of gold that Jarwyn brought in was more then he needed or wanted and so he used it to improve the village. After years of Jarwyn's aid the village transformed into a city on to itself. While the city is run by a group of elected leaders everyone knows that its Jarwyn's city even if he denies such a claim. Jarwyn not only paid for the cities future in gold but also insures it's safety with the many effigies he has created over the years. Their are currently over three hundred effigies guarding the city under the command of the city guard. Recently Jarwyn has gotten word thru his contacts that the fey'ri are looking for him in more detail, Jarwyn has sense increased the protections on his shop and the city.

Motivations and Goals: Jarwyn enjoys creating effigies for the city and for children along with studying word magic. He wants to complete his recent master creation. A young adult gold dragon effigy with magical glyphs set with in its body to store and cast spells. Jarwyn's greatest dream is to create a truely one of a kind effigy with all the powers and abilities of the real creature but with all the improvements of being a construct.

Trying my hand at a way different race.
#48

Zireael

Aug 17, 2009 4:36:55
N Male Fey'ri Wizard 7/ Effigy Master 5/ Geometer 4

Neutral fey'ri? That's like the good Entreri. :D :D :D :D
#49

omniblackchaos

Aug 17, 2009 14:22:30
In races of faerun it says they are rare but a fair amount exist. So its not that far out there. I like the fact that even with demon blood so deep that their sun elf sides still battle it. True makes many of them unstable but thats just fun to do every once in a while :P
#50

omniblackchaos

Sep 28, 2009 3:20:51

Aflian Vonather, Holy Mage (formaly Demon Killer Afvon)


"Trust in the light for it will always beat back the darkness"



LG Male Moon elf Conjurer 3/ Master Specialist 10/ Demonwrecker 5/ Celestial Mystic 3
HP: 130
Init:+7
Speed: 30 ft.
AC26 (T: 17, F:19)
BAB 10/10
Attacks: +1 Blessed Banishing Cold Iron Longsword (1d8+1/19-20x2)
Abilities:STR 11, DEX 24, CON 17, INT 34, WIS 14, CHA 14
Saves: Fort +11, Ref+15, Will +22
Skills: Concentration +27, Craft (Calligraphy) +17, Decipher Script +27, Diplomacy +26, Knowledge (arcana) +36, Knowledge (history) +24, Knowledge (religion) +31, Knowledge (the planes) +36, Sense Motive +21, Speak Language +6, Spellcraft +41
Feats: Augment Summoning, Spell Focus (Conjuration), Scribe Scroll, Skill Focus (Spellcraft), Greater Spell Focus (Conjuration), Spell Penetration, Practiced Spellcaster (Wizard), Sacred Vow, Vow of Abstinence, Servant of the Heavens, Epic Spellcasting
Languages: Common, Elven, Abyssal, Auran, Draconic, Gnome, Infernal, Terran, Celestial, Sylvan, Ignan, Aquan
Possessions: +1 blessed banishing cold iron longsword, ring of wizardry V, ring of freedom of movement, gloves of dexterity +6, bracers of armor +5, headband of intellect +6, cloak of resistance +3, belt of many pockets, amulet of natural armor +4, robe of arcane might (conjuration), shirt of ironskin, boots of levitation, wand of translocation trick, wand of orb of sound, wand of greater mage armor, scroll of (summon golem, maze, and trap the soul)
Features:


Moon Elf TraitsScribe ScrollRapid SummoningExpanded Spellbook (3)Minor School EsotericaCaster Level Increase (+2)Moderate School EsotericaMajor School EsotericaBreach Spell ResistanceSpell Smite 3/dayDemonwreck Spell DamagePerfect BreachBlessing of the Silver HeavenCelestial SpellsBlessing of the Golden Heaven



Spellcasting: CL 21/24 for Conjuration Spells (prohibited schools necromancy and enchantment)
Wizard Spells: 5/8/7/7/7/12/6/6/6/6

Combat/Tactics: Aflian has changed sense his hatred filled days and so has his combat style. He takes his time to read his enemies with testing strikes such as lower level summonings and spells. He only uses the needed power to defeat his enemies. On the rare chance where he is forced to call on his full power he shows a shadow of his former self in crushing his enemy. He never retreats in a single deathmatch or if his allies are in danger of being killed. If given time to prepare for a battle he cast spells of protection on himself. In large scale battles he favors spells that allow him to move about the battle field unnoticed or to relocate his allies where they are most needed. He has even been known to move enemies about the field.



Friends/Allies: Aflian counts all goodly people as his friends and allies but he counts the heavenly host as his family for saving him from his own nature. The one who took him under his wing, in both senses, Zeph the solar is like a brother in every sense to Aflian.

Foes/Enemies: Aflian thinks of all evil beings to be his enemies yet he does give them a chance to prove him wrong but so far none have done so. Aflian destroys any demon or devil he comes across without exception unless he has an extremly good reason not to. Also among all the evils in the multiverse only demons hold a special place in Aflians heart and he will never allow any demon to survive if he is aware of them. Only Zeph has ever been able to restrain Aflian without force in this matter.

Appearance: Aflian is slightly over six feet and he has a solid build unlike most elves. His hair is black as night and his eyes are crystal blue and clear as the sky. He wears robes of white with light blue trimming with his longsword on his hip. He keeps his hair mostly tied back and long with bits of crystal in it. He keeps himself clean and neat with both work and magic only letting his cloak ever get dirty.

Personality: Aflian is trying to leave his past behind and focus on the future and how he can help the world become a better place for all. He is hopeful but not naive about the world and so at times finds disappointment about the state of things yet is not surprised. He takes life as it is and works to improve it along with being an example of how people can change for the better. He is more flexible when it comes to the lesser races but takes it almost as an insult when older wiser races turn to evil. Aflian is also more forgiving then those of the heavenly host but not by much.

History: Aflian Vonather was born in the south. He grew up within a group of families that traveled thru out the southern woods. It was typical life for moon elves and besides the small battles with orcs and such they lived in peace and ease. Then that all changed one day as the family groups neared a tower that had not been their before, granted the last time the elves were anywhere near this location it had been nearly a decade ago. A small scouting party was sent to look. Aflian's father was among them, when they entered they found the remains of wizard along with all his tomes and treasure. The elves knew that few beings would leave such things undisturbed unless they wished to use it as bait because such things meant nothing to them. The elves quickly left but it was too late, a pair of red eyes burning with hatred had seen them. The demon was a babau and it had been able to summon a few of its brothern. That night the demons attacked the elves and while the elves fought hard they were only able to take down one while three others killed everyone else. Aflian's mother had taken him to the tower and manged to find the binding room, she had some knowledge of how magic worked and used it to change the binding rooms magic to repel demons. The effect could only be used on one being and she choose Aflian. The demons found Aflian's mother and killed her before his eyes. The magic had worked as the demons could not see, hear, or even feel Aflian as he tried to attack them bare fisted. The demons quickly left the binding room as they did not wish to tempt any magic left with in. Aflian searched the tower and found all of the wizards treasure and tomes. He took them and left the tower to seek out a master in which to learn from.


Years later Aflian returned a powerful mage with the power to both summon such beings and bind them to his will. That night he bound the demons with in the tower and took his time destroying them. The last demon was the one who had killed his mother and with its last words it taunted Aflian that it would only return to the abyss and one day come for him once more. Aflian took those words to heart as he knew them to be true from his studies. From that day forward Aflian traveled the planes gaining information on the many layers of the abyss. He visited each layer and when his visits drew to much attention he would move to another layer or find information and yet another. He came to be known as Demon Killer Afvon among the demons and many planes. Over the years his skill at demon killing grew to the point that even bolars and demon lords were becoming nervous that a mortal elf could keep killing so many of their kind.


A powerful bolar had set a trap for Aflian as it had learned some of his past and found the same babau that had killed his mother. He used the lesser demon as bait that Aflian took without a moments thought. The bolars trap spring and a company of demons spring to kill the mortal that dared to destroy so many of them. With in moments the bolar saw his minions fall like leaves before a storm, he could bearly believe the thing before him. It looked more like a twisted mockery of what an elf was. A hunched over ragged looking thing, it appeared half dead as if it belonged in the abyss, the only thing that truely seemed alive were the blue eyes between the strains of black hair. Clear blue eyes with a fire behind them that showed unbending, unstoppable hatred and determination. The bolar finally felt fear and more so from a mere mortal. Suddenly the bolar found itself gone, its destruction unseen and unnoticed. Aflian was about to leave when he sensed more then saw anything and turned to where the bolar had been. He was nearly thrown back by what he saw, a solar standing beside the point where the bolar had been. Aflian could not help but laugh at the sheer insanity of the scene.


Aflian summed it up to another trick and sent a spell its way. The solar brsuhed aside his magic without any effort. Aflian did not give it any thought as he had seen the moment he cast his spell that it would not have any effect. He had lived thru all his battles by knowing his targets and he knew he had no chance with this one. His spell complete he was wisked away to another plane. Only to find himself in heaven of all places standing before the same solar. Zeph the Redeemer, as Aflian would know him later on, had come for him.



Motivations and Goals: Aflian wishes to wipe evil from the face of fearun and aid the heavenly host. Also completly destroy demonkind which in his eyes are the root of all evil and would make the very existance of devils and the evil they spread moot. His most current goal is to develop and complete an epic spell that will seal the demoncyst's. Aflian is also hoping to create a spell that will allow him to keep aiding the heavenly host for all time, he is a young elf but even the many years of an elf is little compared to the eternity that those of the heavenly host have before them. Aflian does not fear death but he will not use it as an excuse to leave his duty undone.


I rarely make epics and more so when they are at extremes like this guy so hopefully he turned out ok. ^.^