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| #1MattDrozJan 19, 2009 8:11:15 | What is the policy on posting WotC owned characters with Pathfinder (or other third party) based statistics? I'm putting together some of the NPCs (Elminster, etc.) using the Pathfinder Beta rules and wanted to see if I'm even allowed to post the material. Okay, here's some of the basics I'm working with when creating the characters: Races - I'm using the basics of Diffan's thread for the races except as noted below. Show Drow +2 Dex, -2 Con, +2 Int Darkvision 120' Keen Senses: Drow receive a +2 bonus on touch- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking. Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial saving throw bonus on Will saves against spells and spell-like abilities. Drow Magic: A drow with a Charisma score of 11 or higher has the following spell-like abilities: 1/day - Dancing lights, Daze, Touch of fatigue. Caster level equals the drow's class levels. Weapon Familiarity: Drow are proficient with hand crossbows, shortswords, and rapiers, and treat any weapon with the word “elven” in its name as a martial weapon. Light Blindness: Exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Star Elf +2 Dex, -2 Con, +2 Cha Keen Senses: Elves receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Appraise skill checks made to identify the properties of magic items. Otherworldly Touch (Su): Between sunset and sunrise, a star elf confers the Ghost Touch ability on any melee weapon she wields and any armor she wears, but only so long as she keeps the weapon or wears the armor. Extraplanar: Star elves are not outsiders, but they are not native to Faerûn. Spells and effects that target extraplanar creatures affect star elves Svirfneblin -2 Str, +2 Con, +2 Wis Darkvision 60' Keen Senses: Svirfneblins receive a +2 bonus on smell- and touch-based Perception checks. Stonecunning: Svirfneblins treat any Profession skill related to stone as a class skill. In addition, they receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking. Magic Resistant: Svirfneblin get a +2 racial saving throw bonus against spells or spell-like effects. Svirfneblin Magic: Svirfneblins add +1 to the DC of any saving throws against illusion spells that they cast. Svirfneblins with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—resistance, daze, lullaby. The caster level for these effects is equal to the svirfneblin’s level. The DC for these spells is equal to 10 + the spell’s level + the svirfneblin’s Charisma modifier. Weapon Familiarity: Svirfneblins treat any weapon with the word “gnome” in its name as a martial weapon. Defensive Training: Svirfneblins get a +1 dodge bonus to AC against all creatures. Stealthy: Svirfneblins get a +2 racial bonus to Stealth checks. This increases to +4 when underground. Aasimar -2 Dex, +2 Con, +2 Cha Darkvision 60' Aasimars have a +2 racial bonus on touch- and sight- Perception checks. Spell-like Abilities: 1/day - Daylight Special Qualities: Resistance to acid 5, cold 5, and electricity 5. Favored Class: Paladin, Cleric Tiefling +2 Dex, -2 Int, +2 Cha Darkvision 60' Tieflings have a +2 Racial bonus on Stealth checks. Spell-like Abilities: 1/day - Darkness Special Qualities: Resistance to cold 5, electricity 5, and fire 5. Favored Class: Rogue, Sorcerer |
| #2DiffanJan 19, 2009 8:23:37 | What is the policy on posting WotC owned characters with Pathfinder (or other third party) based statistics? I'm putting together some of the NPCs (Elminster, etc.) using the Pathfinder Beta rules and wanted to see if I'm even allowed to post the material. There isn't a policy about posting stuff using 3rd party rules. Considering I did a Pathfinder to FR conversion for various races, I never received contact that it isn't allowed. Here's the thread for your viewing pleasure......Pathfinder to Forgotten Realms Conversion I for one would like to see how El, and some other NPCs would be statted using the Beta rules. |
| #3keverasJan 19, 2009 8:26:32 | I for one would like to see how El, and some other NPCs would be statted using the Beta rules. Me too. So just post them here, MattDroz. |
| #4MattDrozJan 19, 2009 9:30:49 | There isn't a policy about posting stuff using 3rd party rules. Considering I did a Pathfinder to FR conversion for various races, I never received contact that it isn't allowed. Here's the thread for your viewing pleasure......Pathfinder to Forgotten Realms Conversion I for one would like to see how El, and some other NPCs would be statted using the Beta rules. Thank you, Diffan! The domains are going to help greatly... So far, they're looking pretty good. I'll try to get El and a few others up today. |
| #5MattDrozJan 19, 2009 15:14:34 | Elminster Aumar CR 39 Male Chondathan Human (Dedicated) Chosen of Mystra Fighter 1/Rogue 2/Cleric 3/Wizard 24/Archmage 5 Init +10; Senses Perception +11, Detect Magic (line of sight range) AC 31, touch 19, flat-footed 27 (+7 armor, +5 deflection, +5 natural armor, +4 Dex) hp 378 (29d6+5d8+1d10+245) Fort +27, Ref +23, Will +29 Defensive Abilities evasion; Immune aging, disease, disintegration, and poison; Spell Immunity Magic missile, Detect thoughts, Fireball, Evard’s black tentacles, Feeblemind, Finger of death, Sunburst, Temporal stasis; SR 21 Spd 30 ft Melee +5 Longsword [thundering, arcane bonded] +25/+20/+15 (1d8+6/19-20) Ranged +23 Special Attacks Sneak Attack +1d6, Arcane fire (600’, 5d6+1d6 per level of spell used) Spell-like Abilities (CL 29th) 1/day - Spider climb, See invisibility, Dispel magic, Thunderlance*, Lesser ironguard*, True seeing, Greater Teleport, Simbul’s synostodweomer*, Shapechange Cleric Spells (CL 3rd, +10 to overcome Spell Resistance) Per day 4/3/2; Base DC 16 + spell level, 18 + spell level for Evocation and Enchantment spells Wizard Spells (CL 30th, +37 to overcome Spell Resistance) Per day 4/6/6/6/6/4/5/3/4/3/1; Base DC 24 + spell Level, 26 + spell level for Evocation and Enchantment spells. Str 13, Dex 18, Con 24, Int 27, Wis 18, Cha 17 Base Atk +19; CMB +20 Feats: BloodedPGtF, Combat Expertise, Craft Staff, Craft Wondrous Item, Delay SpellCAr, Empower Spell, Endurance, Enhance SpellCAr, Eschew Materials, Exotic Weapon Proficiency (Shuriken), Forge Ring, Heighten Spell, Improved Initiative, Improved Metamagic, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus [Spellcraft], Spell Focus (Enchantment), Spell Focus (Evocation), Spell Penetration, Still Spell, Twin SpellCAr Skills: Acrobatics +13, Appraise +13, Bluff +10, Climb +7, Craft +43, Diplomacy +13, Disable Device +15, Escape Artist +9, Fly +11, Heal +10, Intimidate +10, Knowledge (Arcana) +43, Knowledge (Dungeoneering) +21, Knowledge (Geography) +37, Knowledge (History) +35, Knowledge (Local) +40, Knowledge (Nature) +23, Knowledge (Nobility) +23, Knowledge (Planes) +40, Knowledge (Religion) +43, Linguistics +18, Perception +12, Perform (Dance) +9, Ride +9, Sense Motive +16, Sleight of Hand +9, Spellcraft +51, Stealth +15, Survival +10, Swim +7 Languages Common, Chondathan, Damaran, Elven, Draconic, Seldruin, Thorass, Aglarondan, Halruaan, Mulhorandi, Shou SQ: : Arcane Bond; Arcane Reach; Channel Positive Energy; Domain Powers – Magic Domain: Hand of the Acolyte, Detect Magic; Mastery of All Schools; Mastery of Counterspelling; Mastery of Elements; Metamagic Mastery; Rogue talent (quick disable); School Powers – Hand of the Apprentice; Silver Fire; Spell Domain: Magic Resistant Touch, Spell Protection Aura; Spell Power +1; trapfinding; Weapon Training (longsword) Combat Gear: +7 Bracers, +5 Longsword [thundering], Ring of Protection +5, Amulet of Natural Armor +5, Ring of Regeneration, Mantle of Spell Resistance (includes resistance +5), Elminster's eversmoking pipe, Ring of Spell Storing, Necklace of Fireballs (VII), 4 Blessed Books, MW Thieves' Tools Arcane Bond (Su): Elminster has bonded the hilt of his father’s sword, which was reconstructed into his thundering longsword. Arcane Reach (Su): Elminster can use spells with a range of touch on a target up to 30 feet away. He must make a ranged touch attack. Dispelling Touch (Su): Elminster can use a targeted dispel magic as a melee touch attack. If he hits, roll to dispel the spells affecting the target normally. He can use this ability 15/day. Hand of the Acolyte (Su): As a standard action, Elminster can summon a ghostly hand to do his bidding. This functions like mage hand with the following changes. When summoned, the hand can draw a weapon (including a magic weapon) on his person as a free action, so long as he is proficient in it. The hand can be directed to make a single +23 attack against a foe within 30 feet, dealing the weapon's damage +4. The hand does not threaten foes and does not make attacks of opportunity. You must concentrate on the hand each round or it winks out, returning any item held to you before it disappears. Hand of the Apprentice (Su): Universal School Power, identical to Hand of the Acolyte. Magic Resistant Touch (Su): Elminster gain a +1 resistance bonus on saving throws against spells and spell-like abilities. As a standard action, he can touch an ally and grant them the resistance bonus for 1 minute. When you use this ability, he loses the resistance bonus granted by this ability for 1 minute. Mastery of All Schools (Su): All of Elminster's spell DCs increase by +2 and he gains a +4 insight bonus on caster level checks made to overcome spell resistance. Mastery of Counterspelling: When Elminster counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. Mastery of Elements: Elminster can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. Elminster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. Metamagic Mastery (Su): Elminster can apply any one metamagic feat that he knows to a spell he is about to cast. This does not alter the level of the spell or the casting time. He can use this ability up to 15 times a day. Any time he uses this ability to apply a metamagic feat that increases the spell level by more than 1, he must use an additional daily usage for each level above 1 that the feat adds to the spell. Quick Disable (Ex): It takes Elminster half the normal amount of time to disable a trap using Disable Device (minimum 1 round). Silver Fire (Su): Manifesting as a beautiful silver-white flame that surrounds Elminster and fills the area into which it is projected, silver fire can be used for different effects, both beneficial and revitalizing to the wielder or as a weapon upon their foes. Spell Power: This ability increases Elminster’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). Spell Protection Aura (Su): Elminster can emit a 30-ft. aura of protection for up to 3 rounds per day. He and his allies within the aura gain a +1 resistance bonus on all saving throws against spells and spell-like abilities and a +1 deflection bonus to AC against touch attacks. These rounds do not need to be consecutive. |
| #6MattDrozJan 19, 2009 15:15:04 | So, let me know what you think. |
| #7DiffanJan 19, 2009 23:39:48 | Looks good man. You could personalize it a little more, for example instead of "The Archmage can use spells with a range of touch on a target up to 30 feet away" you could say "Elminster can use spells with a range of touch on a target up to 30 feet away". Other than that though, very well done. |
| #8MattDrozJan 20, 2009 7:53:31 | Looks good man. You could personalize it a little more, for example instead of "The Archmage can use spells with a range of touch on a target up to 30 feet away" you could say "Elminster can use spells with a range of touch on a target up to 30 feet away". Other than that though, very well done. Thanks! Right now, I'm building the characters in an Excel spreadsheet, then copying the build into Word to format and edit. I'll make sure to do that for future characters. And I'm going to try to get a couple more up today. |
| #9keverasJan 20, 2009 13:46:14 | Looking at those stats it occurs to me that I really seem to have forgotten how to create 3e NPCs. Off the top of my head I don't think I'd be able to create some useable stats. Especially with the 3.75 ruleset. Damn 4e. |
| #10DiffanJan 20, 2009 13:58:05 | Looking at those stats it occurs to me that I really seem to have forgotten how to create 3e NPCs. Off the top of my head I don't think I'd be able to create some useable stats. Especially with the 3.75 ruleset. Damn 4e. lol I think I might try to re-stat Drizzt, though his "rage" is going to be less spectacular with him having only 1 level of Barbarian an all. Maybe I'll do all the Companions of the Hall, but 4e is definitly taking up lots of my time :D |
| #11MattDrozJan 20, 2009 20:54:14 | Sorry about the lack of an update. Been a bit busy today and this evening. If I can get something together tonight I'll post it. Oh, and I've got Drizzt and Artemis planned out already. ;) |
| #12MattDrozJan 20, 2009 23:06:41 | Drizzt Do'Urden CR 17 Male Drow Fighter 10/Barbarian 1/Ranger 5 Init +9; Senses Darkvision 120' Perception +19 AC 29, touch 17, flat-footed 22 (+11 armor, +1 shield, +2 dodge, +5 Dex) hp 135 (15d10+1d12+32) Fort +15, Ref +12, Will +7 Immune sleep Spd 40 ft Melee +3 Scimitar [Icingdeath, frost] +19/+14/+9/+4 (1d6+8/18-20) and +2 Scimitar [Twinkle, defending] +18/+13/+8 (1d6+7/18-20) Ranged +17 (+18 with bows) Spell-like Abilities (CL 16th) 1/day – Dancing Lights, Darkness, Faerie Fire Ranger Spells (CL 5th) 1 – Detect plants or animals, Detect snares or pits Str 13, Dex 20, Con 15, Int 17, Wis 17, Cha 14 Base Atk +16; CMB +17 Feats: Blind-fight, Combat Reflexes, Daylight AdaptationPGtF, Dodge, Double Slice, Endurance, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Track, Twin Sword StylePGtF, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus [Scimitar], Weapon Specialization [Scimitar], Skills: Acrobatics +18, Climb +17, Escape Artist +2, Handle Animal +10, Knowledge (Dungeoneering) +11, Knowledge (Nature) +9, Perception +19, Ride +21, Stealth +18, Survival +12, Swim -2 Languages: Common, Undercommon, Drow, Elven SQ: Armor Training, Bravery, Fast Movement (+10’), Favored Enemy (Goblinoids +4, Favored Terrain (Cold), Hunter’s Bond (Companion bonus), Keen Senses, Magical Beasts +2), Rage, Two Weapon Combat Style, Weapon Training, Wild Empathy Combat Gear: +4 Elven Chainmail, +3 Scimitar [Icingdeath, frost], +2 Scimitar [Twinkle, defending], Figurine of Wondrous Power [Onyx Panther] Armor Training: Drizzt gains added protection from the armor he is wearing. He gains a +2 armor bonus to AC, reduces the Armor Check Penalty by 2 and increases the Max Dexterity by 2 Bravery: Drizzt gains a +3 bonus on Will saves against fear. Keen Senses: Drizzt receives a +2 bonus on touch- and sound-based Perception checks. He can make a Perception check to spot a secret or concealed door if he passes within 10 feet, regardless of whether or not he is actively looking. Rage (Ex): Drizzt has 6 rage points, allowing him to rage up to six rounds. When raging, he gains a +4 bonus to Strength and Constitution, a +2 morale bonus to Will saves and takes a -2 penalty to AC. Weapon Familiarity: Drizzt is proficient with hand crossbows, shortswords, and rapiers. Weapon Training (Bows): Drizzt gains a +1 bonus on attacks and damages from bow weapons Weapon Training (Heavy Blades): Drizzt gains a +2 bonus on attacks and damages from heavy-bladed weapons When raging: Str 17, Con 19 AC 27, touch 15, flat-footed 20 hp 167 (15d10+1d12+64) Will +9 Melee +3 Scimitar [Icingdeath] +21/+16/+11/+6 (1d6+10/18-20) and +2 Scimitar [Twinkle] +20/+15/+10 (1d6+9/18-20) CMB +19 |
| #13MattDrozJan 20, 2009 23:11:07 | I used the LA version of the Drow for this build since the Lesser Drow version does not have Darkness or Faerie Fire, which are staples of Drizzt's battle tactics. |
| #14MattDrozJan 21, 2009 9:58:49 | Storm Silverhand CR 32 Female Human (Charismatic) Chosen of Mystra Rogue 2/Fighter 10/Sorcerer (Arcane) 3/Bard 9/Harper Agent 4 Init +9; Senses Perception +22, Detect Magic (line of sight range) AC 40, touch 23, flat-footed 33 (+12 armor, +5 deflection, +5 natural armor, +2 dodge, +5 Dex, +1 other) hp 369 (3d6+15d8+10d10+224) Fort +28, Ref +27, Will +27 Defensive Abilities evasion; Immune aging, disease, disintegration, poison, and sleep; Spell Immunity Charm person, Misdirection, Fireball, Fear, Feeblemind, Geas/quest, Circle of death, Prismatic spray, Horrid wilting, Meteor swarm Spd 30 ft Melee +3 Longsword [Luck, 2 wishes remaining] +30/+25/+20 (1d8+11/19-20) Ranged +20 (+21 Ranged Touch) Special Attacks Sneak Attack +1d6 Spell-like Abilities (CL 12th) 1/day – Detect thoughts, Identify, Legend Lore, Simbul’s Synostodweomer*, Stoneskin, Teleport, Water breathing Sorcerer Spells (CL 3rd) 1st – (6/day) Comprehend languages, Magic Missile, Jump Cantrips – (at will) Disrupt Undead, Ghost Sound, Light, Mage Hand, Mending Bard Spells (CL 12th) 4th – (4/day) Break Enchantment, Cure Critical Wounds, Greater Invisibility, Neutralize Poison 3rd – (5/day) Blink, Cure Serious Wounds, Daylight, Scrying 2nd – (6/day) Cure Moderate Wounds, Darkness, Daze Monster, Silence, Suggestion 1st – (6/day) Charm Person, Cure Light Wounds, Feather Fall, Identify, Remove Fear, Sleep Cantrips – (at will) Dancing Lights, Flare, Open/Close, Read Magic, Resistance, Summon Instrument Str 18, Dex 20, Con 26, Int 15, Wis 16, Cha 18 Base Atk +19; CMB +23 Feats: Alertness, Blind-fight, Caught Off Guard, Combat Casting, Combat Reflexes, Dodge, Endurance, Epic ReputationCAd, Eschew Materials, Greater Weapon Focus [Longsword], Improved Combat CastingCAr, Improved Initiative, Iron Will, Lasting Inspiration, Luck of HeroesPGtF, Martial Weapon Proficiency [Longsword], Mobility, Negotiator, Spellcasting Harrier, Spring Attack, Weapon Focus [Longsword], Weapon Specialization [Longsword], Wind Stance Skills: Acrobatics +27, Bluff +25, Climb +8, Diplomacy +27, Disable Device +11, Disguise +9, Escape Artist +11, Intimidate +18, Knowledge (Arcana) +11, Knowledge (History) +21, Knowledge (Local) +24, Knowledge (Religion) +14, Perception +22, Perform (Act) +18, Perform (Comedy) +8, Perform (Dance) +24, Perform (Keyboard) +8, Perform (Oratory) +18, Perform (Percussion) +8, Perform (String) +24, Perform (Wind) +8, Perform (Sing) +24, Ride +4, Sense Motive +15, Sleight of Hand +9, Spellcraft +10, Stealth +27, Survival +8, Swim +8, Use Magic Device +15 Languages: Chondathan, Common, Elven SQ: Arcane Bond, Armor Training, Bardic Knowledge, Bardic Performance, Bonus Racial feat, Bravery, Deneir's eye, Harper Knowledge, Lliira's heart, Lore master, Lurue's voice, Metamagic Adept, Rogue Talent (Fast Stealth), Silver Fire, Skilled, Trapfinding, Tymora's smile, Weapon Training (Longsword) Combat Gear: +5 Elven chainmail, +3 Longsword [Luck, 2 wishes remaining], Amulet of Natural Armor +5, Cloak of Elvenkind, Boots of Elvenkind, Ring of Protection +5, Ring of Spell storing, Amulet of proof against detection and location, Tiara of major fire resistance, 2 potions of cure serious wounds, Belt buckle of warmth and feather falling, Harp of charming, Lyre of Buidling, Gloves of Dexterity +2, Wand of Charm person, Dust of disappearance, Thieves' Tools Arcane Bond (Su): Storm has bonded her ring of protection. Armor Training: Storm gains added protection from the armor she is wearing. She gains a +2 armor bonus to AC, reduces the Armor Check Penalty by 2 and increases the Max Dexterity by 2 Bardic Music: Countersong, Dirge of Doom, Discordant Performance, Distraction, Fascinate, Inspire Competence, Inspire Courage +2, Inspire Greatness, Suggestion, Bravery: Storm gains a +3 bonus on Will saves against fear. Deneir’s Eye (Su): Storm gains a +3 sacred bonus on saves against glyphs, runes and symbols. Harper Knowledge (Ex): This functions the same as Bardic Knowledge and stacks with those bonuses. Fast Stealth (Ex): This ability allows Storm to move at full speed using Stealth without penalty. Lliira’s Heart (Su):Storm gains a +2 sacred bonus on saves against compulsion and fear effects. Lore Master (Ex): Storm is a master of lore and can take 10 on any Knowledge skill check that she has ranks in. She can choose not to take 10 and can instead roll normally. In addition, once per day, she can take 20 on any Knowledge skill check as a standard action. Lurue’s voice (Sp): Storm may use Speak with Animals (CL 4th) three times per day as a spell-like ability. Metamagic Adept (Ex): 1/day - Storm can apply any one metamagic feat she knows to a spell she is about to cast without increasing the casting time. She must still expend a higher-level spell slot to cast the spell. Weapon Training (Close): Storm gains a +1 bonus on attacks and damages from close weapons Weapon Training (Heavy Blades): Storm gains a +2 bonus on attacks and damages from heavy-bladed weapons Silver Fire (Su): Manifesting as a beautiful silver-white flame that surrounds the Storm and fills the area into which it is projected, silver fire can be used for different effects, both benificial and revitalizing to her or as a weapon upon her foes. Tymora’s Smile (Su): Storm gains a +2 luck bonus to any single saving throw once per day. This bonus can be added after the die is rolled and success or failure of the save has been determined. |
| #15keverasJan 21, 2009 10:08:49 | Her mental abilities are a bit low, don't you think? I know she has some relatively low abilities at her official stats, though official doesn't necessarily mean good. |
| #16MattDrozJan 21, 2009 10:38:02 | Artemis Entreri CR 18 Male Human (Fast) Half-Shade Rogue 4/Fighter 13/Assassin 1 Init +9; Senses Superior Low-light Vision, Perception +15 AC 23, touch 19, flat-footed 17 (+4 armor, +3 deflection, +1 dodge, +5 Dex) hp 128 (5d8+13d10+18) Fort +10, Ref +14, Will +8 Defensive abilities evasion, trap sense +1, uncanny dodge Spd 30 ft Melee +3 Longsword [Charon's Claw, wounding] +22/+17/+12/+7 (1d8+9/17-20) and +4 Dagger [vampiric] +24/+19 (1d4+10/17-20) Ranged +17 (+18 with bows) Special Attacks Sneak Attack +3d6, Death Attack, Poison use Assassin Spells (CL 1st) 1st – (1/day) Detect Poison, True Strike Str 14, Dex 20, Con 13, Int 16, Wis 16, Cha 11 Base Atk +16; CMB +18 Feats: Blind-fight, Combat Expertise, Combat Reflexes, Dodge, Improved Critical [Dagger], Improved Critical [Longsword], Improved Initiative, Improved Two-Weapon Fighting, Mobility, Quick Draw, Spring Attack, Track , Two-Weapon Fighting, Weapon Focus [Dagger], Weapon Focus [Longsword], Weapon Specialization [Dagger], Weapon Specialization [Longsword] Skills: Acrobatics +17, Bluff +14, Climb +14, Diplomacy +12, Disable Device +17, Disguise +12, Escape Artist +17, Handle Animal +9, Intimidate +14, Knowledge (Local) +15, Perception +15, Ride +7, Sense Motive +11, Sleight of Hand +12, Stealth +27, Swim +7, Use Magic Device +8 Languages: Alzhedo, Chondathan, Common, Undercommon SQ: Armor Training, Bravery, Racial Bonus Feat, Resiliency), Rogue Talent (Bleeding Attack, Skilled, Slowed aging, Trapfinding, Weapon Training, Weapon Training (Longsword) Combat Gear: +4 Bracers, +3 Longsword [Charon's Claw, wounding], +4 Dagger [vampiric], Ring of Protection +3, Cloak of Arachnids, Periapt of Health Armor Training: Artemis gains added protection from the armor he is wearing. He gains a +3 armor bonus to AC, reduces the Armor Check Penalty by 3 and increases the Max Dexterity by 3 Bleeding Attack: Opponents hit by Artemis’ sneak attack take 3 additional points of damage a round which can removed by a DC 15 Heal check or any effect that heals hit point damage. Opponents hit multiple times do not incur more damage than the first attack. Bravery: Artemis gains a +3 bonus on Will saves against fear. Death Attack: If Artemis studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target. While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a DC 14 Fortitude save against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+1 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Artemis has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. Hide in Plain Sight (Ex): Artemis can use the Stealth skill even while being observed. Poison Use: Artemis is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Resiliency: Once per day, Artemis can gain 4 temporary hit points. Activating this ability is an immediate action that can only be performed if he is brought below 0 hit points. Weapon Training (Blades, Heavy): Artemis gains a +2 bonus on attacks and damages from heavy-bladed weapons Weapon Training (Blades, Light): Artemis gains a +3 bonus on attacks and damages from light-bladed weapons Weapon Training (Bows): Artemis gains a +1 bonus on attacks and damages from bow weapons |
| #17MattDrozJan 21, 2009 10:43:39 | Her mental abilities are a bit low, don't you think? I know she has some relatively low abilities at her official stats, though official doesn't necessarily mean good. Looking at the official stats, I saw that she was based off a 30 point build. She has +3 to all mental stats for being over 600 years old (and no physical penalties since Chosen are immune to aging). I always saw her and Dove as the 'warriors' of the Seven, so they physical stats were more predominant. Also, I am trying to stick close to the published statistics already out there to keep the 'feel' of the Realms. I'd like to point out to that if anyone has alternative builds for the NPCs, please post! I'll link them to the index in the original post. |
| #18MattDrozJan 21, 2009 10:46:51 | Oh, another quick note: For the NPCs like Elminster, Halaster and others that buffed their stats with Wish spells, I did notice that Paizo changed how the wish spell functioned on this. The SRD version says that it's a straight permanent buff to the stat, while Paizo utilizes a 'switch' for the stats. IOW, if Elminster buffed his Intelligence by 4, he pulled the 4 points from other stats (in the case of the build posted here, he pulled 4 points from Strength; he was a fighter originally... ;)). |
| #19MattDrozJan 26, 2009 11:03:48 | Just an FYI, I'm not done converting, just been a bit busy. The group I'm running through the CSA trilogy has just completed Shadowdale and begun Anauroch. Of course, with the treasure haul they got from Shadowdale, it means a lot of bookkeeping right now. They managed to go the entire book without selling loot, so they are very antsy! |
| #20ig88Feb 01, 2009 23:22:31 | Great conversions! Just a technical Q: Didin't Artemis have a cloak of the Bat, not Cloak of Arachnids? And at one point Charon's Claw kills the weilder - maybe Nine live stealer? and what of its "ash" building power (maybe a concealment ability?) Depending on what time period he is stated in he also has Jarlaxles fig of wond power: nightmare steed. |
| #21MattDrozFeb 01, 2009 23:47:29 | Great conversions! Just a technical Q: Didin't Artemis have a cloak of the Bat, not Cloak of Arachnids? And at one point Charon's Claw kills the weilder - maybe Nine live stealer? and what of its "ash" building power (maybe a concealment ability?) Depending on what time period he is stated in he also has Jarlaxles fig of wond power: nightmare steed. I am basing most of the stats off already published material (where available), I updated the sword, because that stuck in my mind most (been a few since I read Road of the Patriach), so it's my bad on missing the cloack and figurine. Re: Charon's Claw, there a lot of differing builds throughout the forum for this sword, I thought I would just leave that up to individuals to stat the weapon out completely. Being an intelligent Netherese artifact, it's a bit beyond what I wanted to do for now. After I get a bit more time, I will try and go back and stat out his items more completely. Alas, right now, I'm sending some poor adventurers through Anauroch, then an epic-level adventure to prevent the spellplague, and going without a break from DMing. ![]() |
| #22keverasFeb 02, 2009 5:40:56 | Re: Charon's Claw, there a lot of differing builds throughout the forum for this sword... Unfortunately, the least of which is the official one found in Dragon #359. |
| #23asgetrionApr 07, 2009 17:30:18 | Matt, if I redid his stats, I might have changed Artemis' class levels to: Fighter 10/Rogue 3/Asn 5 or Fighter 8/Rogue 3/Asn 7 -- both would make more sense to me than the 3E stat block (after all, Artemis is one of the most infamous assassins in the Realms, which a couple of Rogue levels and one level in Assassin doesn't really cover well). |
| #24MattDrozApr 07, 2009 23:12:27 | Matt, if I redid his stats, I might have changed Artemis' class levels to: Fighter 10/Rogue 3/Asn 5 or Fighter 8/Rogue 3/Asn 7 -- both would make more sense to me than the 3E stat block (after all, Artemis is one of the most infamous assassins in the Realms, which a couple of Rogue levels and one level in Assassin doesn't really cover well). Heh, one of the reasons this is taking me so long is I'm beginning to think that I'm going to redesign them from the ground up. Especially since most of the published stats were put out there prior to the last 4-5 novels. Of course, I'm also considering just waiting until August when the final release of the Pathfinder rules hits the market. |