Realms NPC Characters

Post/Author/DateTimePost
#1

green_giant_02

Dec 04, 2003 18:01:42
This thread was created to post your versions of the NPCs found in any of the Forgotten Realms books or magazines. You can also request stats for an NPC. We will keep an index here in the first post which will be updated regularly. This will allow you to easily see what NPCs have already been posted and where to find them.

The index follows this announcement ....
As you probably already know a decision was made by the powers-that-be in WotC that all discussion of novels is now banned on the FR forums. Also all debate and/or complaint about this decision is also banned.
The WizO team feels strongly that people need to be able to refer to Realms Lore found in novels hen discussing many issues. What we have been aiming for when we wrote the clarifications to the rules is that people should be able to refer to information in novels along with information from other sources. This means no talk about the books as publications and works of literature; and no talk about subjects only found in books. Please read Novels - Important Info - Read This!!!!
We understand it is very tempting to talk about people, places, spells and other subjects only found in the novels, but in order for us to retain permission to mention “novels lore” in the context of wider issues we have had to draw a very clear line. Talking about such subjects is too close to making comments about characterization and plot in the novels, which is what got us into this situation in the first place
This means you cannot post stats for a character found only in a novel. You CAN talk about a character who is mentioned in other sources as well as a novel. It would be a huge help to the team if you mention the sources for your character when you post on this thread.
Please don’t debate this decision on the boards. If you want ask for clarification then email me at [email]bigsister@wizo.wizards.com[/email] Of you want to comment on the original decision about novels you can (a) email [email=custserv@wizards.com ]custserv@wizards.com[/email]or write a letter to the Wizards of the Coast Book Publishing Department, P.O. Box 707, Renton, WA 98057-0707


[i][color=darkred]Index For This Thread[/i][/color]
The index has been completed but is likely to be updated with new NPCs so keep watching this space for new arrivals!

[color=red]Unofficial NPCs[/color]
Aballister Bonaduce - Villains’ Lorebook; by Green Giant Page 12
Adon - Heroes' Lorebook; by Green Giant Page 32
Aeron Morieth - FRCS; by Green Giant Page 13
Ahgharion - City of Splendors; by Green Giant Page 12
Aklashala Durothil - Cormanthyr: Empire of Elves; by Zireael Page 40
Al Dimeneira - Volo's Guide to All Things Magical; by Zeathiel Page 43
Alastra “The Night Cloak” Hathwinter - Volo’s Guide to the North; by Green Giant Page 13
Alea Dahast - FRCS; by Zireael Page 38
Alicia Kendrick - Heroes’ Lorebook; by Green Giant Page 12
Aliisza the Favored - Hellgate Keep; by Green Giant Page 8
Alisanda Rayburton – Heroes’ Lorebook; by Green Giant Page 16
Bowlord Allain Kevanarial (Foxfire) - Dragon Annual #1, Lost Empires of Faerun; by Green Giant Page 3
Alusair Obarskyr - FRCS; by Klyden Page 18
Anderia - Dungeon of Death; by Green Giant Page 8
Anders Beltgarden - Realms of Valor anthology; by Green Giant Page 3
Ardryll Maerdrym - Cormanthyr: Empire of Elves; by Green Giant Page 11
Arilyn Moonblade - Sword and Sorcery novel series; by Garnet Hardeon Page 3
Ariton Delmis - The Return of Randal Morn; by Cyril Lokner Page 33
Artus Cimber – Heroes’ Lorebook; by Green Giant Page 16
Aruph “Red” Thunderfist – The North: Guide to the Savage Frontier; by Green Giant Page 13
Ashenford Torinbow - Vilhon Reach; by Green Giant Page 21
Arthindol the Terraseer - Netheril: Empire of Magic, Lost Empires of Faerun; by Green Giant Page 12
Artor Morlin - City of Splendors: Waterdeep; by Lord Teclis Malahandyr Page 42
Asilther Graelor - The Code of the Harpers; by Green Giant Page 42
Atreus Eleint - Dragon Annual #3; by Green Giant Page 3
Aumvor the Undying - Netherese lich; by Green Giant Page 14
Aurora of Waterdeep - FRCS boxed set; by Green Giant Page 3
Avner of Hartwick the Seraph of Thieves - Dragon #245; by Green Giant Page 39
Azalar Falconhand - Heroes’ Lorebook; by ramblin_chimp2.0 Page 8
King Azoun Obarskyr IV - Heroes’ Lorebook; by Green Giant Page 9
Baelam “the Bold” – Ruins of Myth Drannor; by Green Giant Page 3
Bandearl Dumatheri - Dungeon Crawl: Undermountain the Lost Level; by Green Giant Page 38
Burrow Warren Belwar Dissengulp - Silver Marches; by warlockco Page 44
Bert and Lugg – Heroes’ Lorebook; by Green Giant Page 16
Bleucorundum - Dungeon #69; by Green Giant Page 11
Bowgentle - Lands of Intrigue, Pages from the Mages; by Green Giant Page 14
Brenna Graycloak - Heroes’ Lorebook; by Green Giant Page 6
Brianna Burdun - Heroes’ Lorebook; by Green Giant Page 13
Bryth Moonaxe - Dungeon #69; by Green Giant Page 8
Bucklal "Buttons" Boldover - Ruins of Myth Drannor; by Green Giant Page 6
Buoyance the Lichlord - Netheril: Empire of Magic; by Green Giant Page 13
Caladeni - FRCS; by Klyden Page 18
Caledan Caldorien - Heroes’ Lorebook; by Green Giant Page 9
Cassana - Villains’ Lorebook; by Green Giant Page 11
Cassana - Villains’ Lorebook; by Kuje31 Page 11
Charchee - Lords of Darkness (1E); by Green Giant Page 14
Brother Chaunticleer - Heroes’ Lorebook; by Green Giant Page 12
Chever - Netheril: Empire of Magic; by Green Giant Page 13
The Chronomancer (Jeriah Chronos) - Netheril: Empire of Magic; by Green Giant Page 13
Conall Maerdrym - Cormanthyr: Empire of Elves; by Green Giant Page 11
Cyndre - Villains’ Lorebook; by Green Giant Page 12
Dahlia Vhammos – Lords of Darkness; by Green Giant Page 11
Daltim Flamefist - Shining South, Gold and Glory, Pages from the Mages; by Green Giant Page 27
Danica - Heroes’ Lorebook; by Green Giant Page 12
Danilo Thann - Sword and Sorcery novel series; by Reefy Page 5
Daryth of Calimshan - Heroes’ Lorebook; by Green Giant Page 12
Dathlue Mistwinter - Cormanthyr: Empire of Elves; by Zireael Page 40
Lady Decampus - Netheril: Empire of Magic; by Green Giant Page 13
Dediana Extaminos - Vilhon Reach, Serpent Kingdoms; by Green Giant Page 30
Demron the Archmage - Ruins of Myth Drannor, Cormanthyr: Empire of Elves, Player’s Guide to Faerun; by Green Giant Page 4
The Dire Dragon – Volo’s Guide to the Sword Coast; by Green Giant Page 13
Dmetrio Extaminos – Serpent Kingdoms; by Green Giant Page 30
Dornal Silverhand - The Seven Sisters; by ramblin_chimp3.0 Page 16
Draegan Guldar – Lords of Darkness; by Green Giant Page 11
Dragonbait - Heroes’ Lorebook; by warlockco Page 16
Druth Daern - Ruins of Myth Drannor; by Green Giant Page 6
Ecamane Truesilver - The North: Guide to the Savage Frontier; by Green Giant Page 14
Elbereth - Heroes’ Lorebook; by Green Giant Page 12
Elsura Dauniir - Ruins of Myth Drannor; by Green Giant Page 6
Duke Eltan - Gold and Glory, FR Adventures; by Green Giant Page 5
Coronal Eltargrim Irithyl - Cormanthyr: Empire of Elves; by Green Giant Page 19
Emrock Uerngulphim the Mad Merchant - Ruins of Myth Drannor; by Green Giant Page 6
Eragyn the Dark - Doom of Daggerdale; by Cyril Lokner Page 32
Estellia - Dungeon of Death; by Green Giant Page 8
Evenyl Nathtalond - Unapproachable East; by Green Giant Page 40
Ferret - Dragon Annual #1; by Green Giant Page 3
Captain Fflar Starbrow - Ruins of Myth Drannor, The Fall of Myth Drannor; by Green Giant Page 19
Galvin - Heroes’ Lorebook; by Green Giant Page 6
Garnet - Cormanthyr:Empire of Elves; by Zireael Page 39
Ghost - Villains’ Lorebook; by Green Giant Page 12
King Haedrak III - Heroes’ Lorebook, Lands of Intrigue, FRCS; by Green Giant Page 8
Harndarr Oryn, High Mornmaster - Volo's Guide to the Dalelands; by Cyril Lokner Page 33
Hasheth - Dragon Annual #1; by Green Giant Page 3
Hobarth - Villains’ Lorebook; by Green Giant Page 12
Holly Harrowslough - Dragon Annual #2; by Green Giant Page 3
Sir Hydel Pontifax – Heroes’ Lorebook; by Green Giant Page 16
Hykros Allumen - City of Splendors: Waterdeep; by Lord Teclis Malahandyr Page 42
Icelia the demilich - Nightmare Keep; by Green Giant Page 12
Iniarv - Volo’s Guide to the North, The North: Guide to the Savage Frontier; by Green Giant Page 13
Inther Blackfeather – The North: Guide to the Savage Frontier; by Green Giant Page 13
Ioulaum the Elder Brain Lich - Netheril: Empire of Magic, Lost Empires of Faerun; by Green Giant Page 1
Irtemara el Eradsari - Calimport; by Green Giant Page 38
Iryklathagra "Sharpfangs" - Empires of the Shining Sea; by Ramar Aulinvox Page 24
Jalboun of the Two Blades – The North: Guide to the Savage Frontier; by Green Giant Page 13
Jasmine - Dragon Annual #2; by Green Giant Page 3
High Seeker Jhoadil Zulthind - City of Splendors: Waterdeep; by Lord Teclis Malahandyr Page 42
Joel the Rebel Bard - Dragon Annual #2; by Green Giant Page 3
Josidiah Starym - Cormanthyr: Empire of Elves, The Fall of Myth Drannor, Lost Empires of Faerun; by Green Giant Page 3
Kaanyr Vhok the Sceptered One - Hellgate Keep, Lords of Darkness; by Lord Teclis Malahandyr Page 35
Kappiyan Flurmastyr - City of Splendors: Waterdeep; by Lord Teclis Malahandyr Page 42
Karsus - Netheril: Empire of Magic; by ramblin_chimp2.0 Page 7
Karsus - Netheril: Empire of Magic; by Karsus the Mad Page 25
Keane - Heroes’ Lorebook; by Green Giant Page 12
The Keeper - Unknown; by Ramar Aulinvox Page 23
Kelthas the Dread - N5 Under Illefarn; by warlockco Page 44
Kierkan Rufo - Villains’ Lorebook; by Green Giant Page 12
Kharis Maerdrym - Cormanthyr: Empire of Elves; by Green Giant Page 11
Korin Ironaxe - N5 Under Illefarn; by warlockco Page 44
Lareth, "His Resplendence" - Draconomicon (2E); by Delnyn Page 26
Larloch the Ultra-Lich - Lords of Darkness; by ramblin_chimp3.0 Page 16
Lord Lashan Aumersair of Scardale - FRCS; by Green Giant Page 11
Laummas the Lich-King of Hlondath - The Fall of Myth Drannor; by Green Giant Page 15
Lissandra the Gateseeker - Faces of Sigil; by Green Giant Page 3
Maaleshiira Maerdrym - Cormanthyr: Empire of Elves; by Green Giant Page 11
Maalthiir - FRCS; by Green Giant Page 42
Madeiron Sunderstone - City of Splendors; by Green Giant Page 18
Maligor - Villain's Lorebook; by Green Giant Page 38
Malik el Sami yn Nasser the Seraph of Lies - Dragon #245; by Green Giant Page 39
High Lord Abbot Mantasso of Summit Hall - City of Splendors: Waterdeep; by Lord Teclis Malahandyr Page 42
Mari Al'maren - Heroes’ Lorebook; by Green Giant Page 9
General Matick - Netheril: Empire of Magic; by Green Giant Page 13
Matteo - Counselors and Kings trilogy; by ramblin_chimp2.0 Page 8
Emerald Boa of the Vilhon Reach Medusanna Mhairdaul – Serpent Kingdoms; by Green Giant Page 30
Melisanda of Arrabar - FRCS; by Green Giant Page 13
Mentor Wintercloak - Cormanthyr: Empire of Elves, The Fall of Myth Drannor; by Green Giant Page 4
Mestin “Troll” Durmark - The Return of Randal Morn, The Sword of the Dales; by Cyril Lokner Page 33
“Methil” El-Viddenvelp - Menzoberranzan; by warlockco Page 17
Methrammar Aerasumé - The Seven Sisters; by Monch9 Page 23
Mhair Szeltune - City of Splendors: Waterdeep; by Teclis Malahandyr Page 42
Mistinarperadnacles Hai Draco - Villains’ Lorebook; by Green Giant Page 22
Mistinarperadnacles Hai Draco - Villains’ Lorebook; by Ztyx Page 40
Morasha - Lost Empires of Faerun; by Lord Teclis Malahandyr Page 36
Morg - Dragon Magazine #236; by Green Giant Page 4
Muiral the Misshapen - City of Splendors: Waterdeep; by Lord Teclis Malahandyr Page 42
Myronthanil Silverspear - Evermeet: Island of the Elves; by Tythanil Page 2
High Moonlight Naneatha Suaril - City of Splendors: Waterdeep; by Lord Teclis Malahandyr Page 42
Lord Nasher Alagondar - FRCS; by Green Giant Page 10
Nentyarch - Unapproachable East; by Green Giant Page 26
Nexus - Draconomicon (2E); by Green Giant Page 13
Nyvorlas Maerdrym - Cormanthyr: Empire of Elves; by Green Giant Page 11
Oberon - Netheril: Empire of Magic; by Green Giant Page 13
Orgauth - Ruins of Zhentil Keep; by Burningsper Page 42
Orjalun - The North: Guide to the Savage Frontier; by Green Giant Page 13
Otavius Genheeris - Ruins of Adventure; by Ztyx Page 41
Paeris Hadalar - Cormanthyr: Empire of Elves; by Zireael Page 40
Pawldo of Lowhill - Heroes’ Lorebook; by Green Giant Page 12
Phaeldara - Unapproachable East; by Green Giant Page 40
Phultan Hammerwand – Lords of Darkness; by Green Giant Page 11
Lady Polaris - Netheril: Empire of Magic; by Green Giant Page 4
Pox - Cult of the Dragon; by Green Giant Page 7
Pureheartman – The North: Guide to the Savage Frontier; by Green Giant Page 13
Qilué Veladorn - The Seven Sisters; by Green Giant Page 17
Quantoul - Netheril: Empire of Magic; by Green Giant Page 13
Randal Morn - Doom of Daggerdale, FRCS; by Green Giant Page 6
Raurinn “Skullpulper” Standstone - Silver Marches; by warlockco Page 44
Reiner Trall - Doom of Daggerdale; by Cyril Lokner Page 33
Ren o'the Blade - Heroes’ Lorebook; by Green Giant Page 23
Rhalaglingalade - FRCS boxed set, The North: Guide to the Savage Frontier; by Green Giant Page 13
Rishi Saubhari the “Ginger Prince” - Dragon Annual #3; by Green Giant Page 3
Robyn Kendrick - Heroes’ Lorebook; by Green Giant Page 12
The Rotting Man - Unapproachable East; by Green Giant Page 39
Ruha the Harper Witch - Heroes' Lorebook, Dragon #245; by Green Giant Page 39
Lord Ryvvik Dlardrageth - Hellgate Keep; by Green Giant Page 19
Sadebreth - Netheril: Empire of Magic; by Green Giant Page 13
Saed, Beast Chieftain of Veldorn - Dragon Magazine #236; by Green Giant Page 10
Saestra Karanok “The Lady of the Night”: - Dragon Magazine #236; by Green Giant Page 4
Lady Saharel - Lost Empires of Faerun; by Lord Teclis Malahandyr Page 36
Sammaster - Cult of the Dragon; by Green Giant Page 2
The Sannyasi, Warden of Langdarma - Dragon Annual #3; by Green Giant Page 3
Countess Sarya Dlardrageth - Hellgate Keep, Lords of Darkness; by Green Giant Page 8
Saurglyce - Cult of the Dragon; by Green Giant Page 7
Seema Indrani - Dragon Annual #3; by Green Giant Page 3
Semorav of the Cobra’s Hood – Serpent Kingdoms; by Green Giant Page 30
Lady Shadowmoon Crystalembers - Vilhon Reach; by Green Giant Page 21
Shal Bal - Heroes’ Lorebook; by Green Giant Page 9
Shayleigh - Heroes’ Lorebook; by Green Giant Page 12
Shinthala Deepcrest - Vilhon Reach; by Green Giant Page 21
Qysar Shoon IV - Lands of Intrigue; by Green Giant Page 4
Necroqysar Shoon VII - Lands of Intrigue; by Green Giant Page 4
Slarkrethel, Chosen of Umberlee - Lords of Darkness; by Green Giant Page 32
The Srinshee (Lady Oluevaera Estelda) - Cormanthyr: Empire of Elves; by Green Giant Page 2
The Srinshee (Lady Oluevaera Estelda) - Cormanthyr: Empire of Elves; by Lord Teclis Malahandyr Page 35
First Consort Ssibalentanamas – Serpent Kingdoms; by Green Giant Page 30
Stallac Benadi the Banelich - Ruins of Zhentil Keep; by Green Giant Page 2
Sorenth “Happy” Gorender – Lords of Darkness; by Green Giant Page 11
Sylune of Shadowdale - The Seven Sisters; by Green Giant Page 10
Tabra - Volo’s Guide to the North; by Green Giant Page 13
Tarch the Slaver - Dragon Annual #3; by Green Giant Page 3
Tarl Desanea - Heroes’ Lorebook; by Green Giant Page 9
Taurgosz “Tenhamer” Khosann - Gold and Glory; by Green Giant Page 5
Tavis Burdun - Heroes’ Lorebook; by Green Giant Page 13
Tebryn “Shadowstalker” Dhialael – Lords of Darkness; by Green Giant Page 11
High Prince Telamont Tanthul - Lords of Darkness; by Jaerom Darkwind Page 18
Tethtoril - Volo’s Guide to the Sword Coast; by riceisnice Page 14
Thauglor the Black - FRCS; by Zireael Page 37
Thorneira Thalance - Unapproachable East; by Green Giant Page 40
Trebbe - Netheril: Empire of Magic; by Green Giant Page 13
Tristan Kendrick - Heroes’ Lorebook; by Green Giant Page 12
Tzigone - Counselors and Kings trilogy; by ramblin_chimp2.0 Page 8
Ulgar Crossedaxe - Silver Marches; by warlockco Page 44
Ulraunt, "The Old Buzzard" - Volo’s Guide to the Sword Coast; by riceisnice Page 14
Uther – Heroes’ Lorebook, Volo’s Guide to Cormyr; by Green Giant Page 16
Vangerdahast - Heroes’ Lorebook; by warlockco Page 15
Vangerdahast - Heroes’ Lorebook; by Green Giant Page 15
Vangerdahast - Heroes’ Lorebook; by Tom M. Costa Page 15
Vanrak Moonstar - City of Splendors: Waterdeep; by Lord Teclis Malahandyr Page 42
Velsharoon - Moonshae; by Green Giant Page 26
Volothamp Geddarm - Marco Volo: Arrival; by Green Giant Page 7
Whisper - The North: Guide to the Savage Frontier; by Green Giant Page 13
Wulgreth the Lich - The North: Guide to the Savage Frontier; by Green Giant Page 2
Wynter - Heroes’ Lorebook; by Green Giant Page 6
Xana the Once-Martyred - Ruins of Zhentil Keep; by Green Giant Page 5
Lord Xhalth Dlardrageth - Hellgate Keep; by Green Giant Page 8
Yago - Dragon Annual #3; by Green Giant Page 3
Yarash - Ruins of Adventure; by Green Giant Page 38
Yrneha Maerdrym - Cormanthyr: Empire of Elves; by Green Giant Page 11
Zulkir Ythazz Buvaar - Unapproachable East; by Green Giant Page 15
Zallanora Argentresses (aka Necroqysar Shoon VII) - Lands of Intrigue; by Green Giant Page 4
Queen-Monarch Zaranda Star Rhindaun - Heroes’ Lorebook, FRCS; by Green Giant Page 8
Zhengyi the Witch-King - Bloodstone modules; by Green Giant Page 12

[color=red]Adventuring Companies[/color]
The Buckleswashers (Small Humanoids need only apply) - Bungobar Talltankard, Carthax Nayusiyim, Dimvel Stoutkeg, Lyratha Talltankard, Osco, Tannyth Moonharness; by Green Giant Page 2
The Company of Crazed Venturers - Dumal Erard, Loene, Nain Keenwhistler, Tolgar Anuvien, Trunnian Regallis; by Green Giant Page 9
The Company of Eight - Manfred "Manny" Arbustle, Marilyn Haresdown, Tardeth Llanistaph, Sylvanus Moondrop, Lawantha Silendia, Arkaneus Silvermane, Paddy Stoutfellow; by Green Giant Page 20
The Company of the Catlash (All Female) - Catlindra Serpentar, Chaldara Immerstar, Jandeth Ilmura, Kaldura Othmeir, Shaliira Duon, Taruele Elfrost; by Green Giant Page 4
Knights of Myth Drannor - Doust Soulwood, Dove Falconhand, Florin Falconhand, Illistyl Elventree, Islif Lurelake, Jelde Asturien, Jhessail Silvertree, Lanseril Snowmantle, Merith Strongbow, Rathan Thentraver, Lady Shaerl Rowanmantle Amcathra of Shadowdale, Sharantyr, Torm; by Green Giant Page 9
The Masked Marauders - Gaurldar Ravenhand, Ilueth Dragonil, Irlon Shulstarr, Llurella Shulstarr; by Green Giant Page 2

[color=red]The Arcane Brotherhood[/color]
Alagar Hawkluster, Alatha Sonsybal, Arabeth Raurym, Arklem Greeth, Blaskar Lauthlon, Cannather Vool of Calimshan, Deltagar Zelhund, Dendybar the Mottled, Eldeluc, Eltuth Oyim “the Wyvernmaster” of Tashluta, Galarth “Wizardkiller” Ultashund, Jaluth “Snakeface” Alaerth, Ornar the Claw, Rimardo Domine, Valindra Shadowmantle - by Green Giant Page 13

[color=red]Ched Nasad[/color]
Matron Aunrae Nasadra - Drizzt Do'Urden's Guide to the Underdark; by warlockco Page 40
Matron Drisinil Melarn - Drizzt Do'Urden's Guide to the Underdark; by warlockco Page 40
Ildibane Nasadra - Drizzt Do'Urden's Guide to the Underdark; by warlockco Page 40
Matron Inidil Mylyl - Drizzt Do'Urden's Guide to the Underdark; by warlockco Page 40
Matron Jyslin Aleanrahel - Drizzt Do'Urden's Guide to the Underdark; by warlockco Page 40
Matron Shyntlara Auvryndar - Drizzt Do'Urden's Guide to the Underdark; by warlockco Page 40
Matron Umrae D’Dgttu - Drizzt Do'Urden's Guide to the Underdark; by warlockco Page 40
Zesstra Aleonrahel - Drizzt Do'Urden's Guide to the Underdark; by warlockco Page 40

[color=red]The Cold Lands[/color]
Abordabe – Bloodstone Lands; by Green Giant Page 9
Afrafa – Bloodstone Lands; by Green Giant Page 9
Bahooha Shortsleeves – Bloodstone Lands; by Green Giant Page 9
Banak – Bloodstone Lands; by Green Giant Page 9
Bistro Battenrooj – Bloodstone Lands; by Green Giant Page 9
Cantoule - Bloodstone Lands; by Green Giant Page 9
Cat One-Eye – Bloodstone Lands; by Green Giant Page 9
Celedon Kierney – Bloodstone Lands; by Green Giant Page 9
Queen Christine Dragonbane – Bloodstone Lands; by Green Giant Page 9
Baron Dimian Ree of Morov – Bloodstone Lands; by Green Giant Page 9
Duke Dormythyrr of Brandiar – Bloodstone Lands; by Green Giant Page 9
Dygah – The Great Glacier; by Green Giant Page 6
Emelyn the Gray – Bloodstone Lands; by Green Giant Page 9
Friar Dugal – Bloodstone Lands; by Green Giant Page 9
King Gareth Dragonsbane – Bloodstone Lands; by Green Giant Page 9
Garumbelly “Grumble” Hillsafar – Bloodstone Lands; by Green Giant Page 9
Hedweck – Bloodstone Lands; by Green Giant Page 9
Hobart Bracegirdle – Bloodstone Lands; by Green Giant Page 9
Horse – Bloodstone Lands; by Green Giant Page 9
Inum – The Great Glacier; by Green Giant Page 6
Johmm – The Great Glacier; by Green Giant Page 6
Kallak – The Great Glacier; by Green Giant Page 6
Kane – Bloodstone Lands; by Green Giant Page 9
Knellict – Bloodstone Lands; by Green Giant Page 9
Kyrlraun – Bloodstone Lands; by Green Giant Page 9
Luftuk – The Great Glacier; by Green Giant Page 6
Mafwik – The Great Glacier; by Green Giant Page 6
Marco Wildfeet – Bloodstone Lands; by Green Giant Page 9
Mariabronne the Rover – Bloodstone Lands; by Green Giant Page 9
Mistukqu – The Great Glacier; by Green Giant Page 6
Commander Mykros – Bloodstone Lands; by Green Giant Page 9
Myrddin Viligoth – Bloodstone Lands; by Green Giant Page 9
Najass – The Great Glacier; by Green Giant Page 6
Duke Olwen Forrest-friend of Soravia – Bloodstone Lands; by Green Giant Page 9
Quillan the Sage – Bloodstone Lands; by Green Giant Page 9
Riordan Parnell – Bloodstone Lands; by Green Giant Page 9
Sharra Frohm – The Great Glacier; by Green Giant Page 6
Baroness Sylvia of Ostel – Bloodstone Lands; by Green Giant Page 9
Tarkos Ree – Bloodstone Lands; by Green Giant Page 9
Timoshenko – Bloodstone Lands; by Green Giant Page 9
Tukurshuk – The Great Glacier; by Green Giant Page 6
Uhokkalki – The Great Glacier; by Green Giant Page 6

[color=red]Comics[/color]
Dwalimar Omen - Dragon Magazine #247; by Green Giant Page 6
Foxilon Cardluck - Dragon Magazine #247; by Green Giant Page 6
Ishi Barasume - Dragon Magazine #247; by Green Giant Page 6
Minder - Dragon Magazine #247; by Green Giant Page 6
Onyx the Invincible - Dragon Magazine #246; by Green Giant Page 6
Priam Agrivar - Dragon Magazine #247; by Green Giant Page 6
Timoth Eyesbright - Dragon Magazine #246; by Green Giant Page 6
Duchess Vajra Valmeyjar - Dragon Magazine #246; by Green Giant Page 6
Vartan Hai Sylvar - Dragon Magazine #247; by Green Giant Page 6

[color=red]Daggerford[/color]
Duke Pwyll “Greatshout” Daggerford, Lady Bronwyn Daggerford, Lord Sir Llewellyn Longhand, Gwydion pen Dafwyd, Sherlen Spearslayer, Kelson Darktreader, Delfen “Yellowknife” Ondabarl, Derval Ironeater, Korbus Brightjewel, Bando the Lame, Fulbar Hardcheese, Baergon Bluesword, Maerovyna, Liam Sunmist, Filarion Filvendorson, Sir Elorfindar Floshin, Darfin Longwalker, Shalendra Dare-all, Elorshin Highthought, Filvendor Lightfoot, Redeye, Melandrach, Korin Ironaxe; by warlockco Page 22

[color=red]Evermeet[/color]
Aerilaya – Elves of Evermeet; by Green Giant Page 6
Lady Ahskahala Durothil – Elves of Evermeet; by Green Giant Page 6
Lord Alinar Le’Quella – Elves of Evermeet; by Green Giant Page 6
Amlaruil Moonflower – Elves of Evermeet; by Green Giant Page 2
Carreigh Macumail – Elves of Evermeet; by Green Giant Page 6
Elasha Evanara – Elves of Evermeet; by Green Giant Page 6
King Gwyon Ironhoof – Elves of Evermeet; by Green Giant Page 6
Princess Ilyrana – Elves of Evermeet; by Green Giant Page 6
Karsel’lyn Lylyl-Lytherralas – Elves of Evermeet; by Green Giant Page 1
Keryth Blackhelm – Elves of Evermeet; by Green Giant Page 6
Laeroth Runemaster – Elves of Evermeet; by Green Giant Page 6
Prince Lamruil – Elves of Evermeet; by Green Giant Page 6
Lysanthir Ahmaquissar – Elves of Evermeet; by Green Giant Page 6
Marikoth Korianthil – Elves of Evermeet; by Green Giant Page 6
Mourn – Elves of Evermeet; by Green Giant Page 6
Rennyn Aelorothi – Elves of Evermeet; by Green Giant Page 6
Lady Ryllae Windwalker – Elves of Evermeet; by Green Giant Page 6
Shanyrria Alenauth – Elves of Evermeet; by Green Giant Page 6
Lord Sharian Korianthil – Elves of Evermeet; by Green Giant Page 6
Skalanis – Elves of Evermeet; by Green Giant Page 6
Tanyl Evanara – Elves of Evermeet; by Green Giant Page 6
Tyssaklera – Elves of Evermeet; by Green Giant Page 6
Lady Verrona Eroth – Elves of Evermeet; by Green Giant Page 6

[color=red]High Captains of Luskan[/color]
Baram, Kurth, Rethnor, Suljak, Taerl; by Green Giant Page 13

[color=red]Menzoberranzan[/color]
Matron Mother Baenre - Menzoberranzan; by Green Giant Page 2
Matron Mother Baenre - Menzoberranzan; by warlockco Page 20
Berg'inyon Baenre - Menzoberranzan; by ramblin_chimp3.0 Page 14
Briza Do'Urden - Menzoberranzan; by warlockco Page 32
Calimar Arkhenneld - Underdark; by Green Giant Page 13
Courdh Mizzrym - Menzoberranzan; by warlockco Page 21
Dantrag Baenre - Menzoberranzan; by ramblin_chimp3.0 Page 14
Dinin Do'Urden - Menzoberranzan; by Green Giant Page 12
Matron Ghilanna Tlabbar - Menzoberranzan; by warlockco Page 20
Gromph Baenre - Menzoberranzan, Underdark; by Aluroon Page 21
House Baenre - Bladen’Kerst Baenre, Sos’Umptu Baenre, Vendes Baenre, Dantrag Baenre; by warlockco Page 18
House Do'Urden - Matron Malice Do’Urden, Briza Do’Urden, Vierna Do’Urden, Maya Do’Urden, Dinin Do’Urden, Rizzen, Zaknafein Do’Urden; by warlockco Page 44
House Millithor - Matron Ki’Willis Millithor, Narcelia Millithor, Carcelen Millithor, Marckarius Millithor, Torrellan Millithor, Dariel Kront’tane, Quertus Millithor; by warlockco Page 17
House Nurbonnis - Matron Nadallas Bonnine, Rynn’qunnil Nurbonnis, Rynn’qunnil Nurbonnis, Carri’pol Nurbonnis, Pernictal Nurbonnis, Daevion’lyr Nurbonnis, Karlist Nurbonnis, Caraf’nir Pron’nonnis, Adlictin Lot’ttl; by warlockco Page 23
House Tlabbar - Rinnill Tlabbar, Fini’they Tlabbar, Pri’Oront Tlabbar; by warlockco Page 17
House Xorlarrin - Brack’thal Xorlarrin, Horroodissomoth Xorlarrin, Jearth Xorlarrin; by warlockco Page 17
Jalynfein the Spider Mage - Menzoberranzan; by Green Giant Page 7
Jalynfein the Spider Mage - Menzoberranzan; by ramblin_chimp2.0 Page 8
Jarlaxle Baenre - Menzoberranzan, Underdark; by Green Giant Page 4
Jarlaxle Baenre - Menzoberranzan, Underdark; by Tebryn14 Page 31
Matron K’yorl Odran - Menzoberranzan; by warlockco Page 44
Mantol-Derith Delegates - Harammamyl H’tithet, Yyssisiryl H’tithet, Reftael Jerritril, Laral Kroul, Saarduel, Hadrogh Prohl, Kassawar Plickenstone, Badrock Peerayton, Horriwart Tlignlicken, Murkolk Szolt, Gradoc Gant Rockhand; by warlockco Page 15
Matron Malice Do'Urden - Menzoberranzan; by Green Giant Page 14
Maya Do'Urden - Menzoberranzan; by warlockco Page 35
Menzoberranzan Matron Mothers - Matron Srune’Lyris Lett, Matron Ker Horlbar, Matron Jerlys Horlbar, Matron Kyrnill Kenafin, Matron Carrolloc Giir, Matron Kintuere Hunzrin, Matron Hinkutes’nat Alar, Matron Troken’ther Vandree, Matron Hesken-P’aj Symryvvin, Matron Ghenni’tiroth Tlabbar, Matron Ghilanna, Matron Zeerith Q’Xorlarrin, Matron Auro’pol Dyrr, Matron Miz’ri Mizzrym, Matron Byrtyn Fey, Matron Prid’eesoth Tuin, Matron Berni’th Duskryn, Matron Triel Baenre, Matron Mez’Barris Armgo, Matron K’yorl Odran, Matron Vadalma Tlabbar, Matron Yasraena Dyrr; by warlockco Page 17
Menzoberranzan Merchants and Traders - “Not a Lady” Xalyth, Nantlel of the Three Fingers, Du’arthe Klendara, Uluruela Drael Tuabbar, Bhaern del’Hluanter, Sh’aun Darnruel, Baelaskros Do’Ilisharr, Tlar Quel’tlarn, Rhauvais del’Ygana, Hadrogh Prohl; by warlockco Page 15
“Methil” El-Viddenvelp - Menzoberranzan; by warlockco Page 17
Nicholas Tindall - Menzoberranzan; by warlockco Page 24
Ologh “Gathergold” Ilyri - Menzoberranzan; by warlockco Page 23
Pharaun Mizzrym - Menzoberranzan; by Aluroon Page 21
Pharius Del’Armgo - Menzoberranzan; by warlockco Page 15
Shakti Hunzrin - Menzoberranzan; by warlockco Page 24
Sheeress of the Many Eyes - Menzoberranzan; by warlockco Page 23
Symeera of Neverwinter - Menzoberranzan; by warlockco Page 24
Tolokoph - Menzoberranzan; by warlockco Page 17
Matron Triel Baenre - Menzoberranzan; by warlockco Page 43
Uthegentel Armgo - Menzoberranzan; by warlockco Page 20
Uthragental Barrison Del'Armigo - Menzoberranzan; by ramblin_chimp3.0 Page 14
Vierna Do'Urden - Menzoberranzan; by warlockco Page 32
Matron Yasraena Dyrr - Menzoberranzan; by warlockco Page 21
Zaknafein Do'Urden - Menzoberranzan; by ramblin_chimp3.0 Page 14

[color=red]Princes of Shade[/color]
Brennus Tanthul, Clariburnus Tanthul, Mattick Tanthul and Vattick Tanthul, Rivalen Tanthul, Telamont Tanthul, Yder Tanthul, Melegaunt Tanthul, Lamorak Tanthul, Dethud Tanthul, Aglarel Tanthul; by Green Giant Page 5

[color=red]Shining South[/color]
Baltor - Shining South (2E); by Green Giant Page 6
Bilaska Semenir - Shining South (2E); by Green Giant Page 6
Brace Bristletoes - Shining South (2E); by Green Giant Page 6
Cacitro Burrow - Shining South; by Green Giant Page 6
Princess Catharyn - Shining South (2E); by Green Giant Page 6
Crimonil - Shining South (2E); by Green Giant Page 6
King Drasna Bluemantle the Fortunate - Shining South; by Green Giant Page 6
Flynagin Nightshadow - Shining South (2E); by Green Giant Page 6
Hobnap Baker - Shining South (2E); by Green Giant Page 6
Jromin - Shining South (2E); by Green Giant Page 6
Grand Nawab Kara Jeratma - Shining South; by Green Giant Page 6
Landswith Meilin Jromin - Shining South (2E); by Green Giant Page 6
Lata Hisiir - Shining South (2E); by Green Giant Page 6
Melino Smalltoes "Richtoes" - Shining South; by Green Giant Page 6
Duchess Merial - Shining South (2E); by Green Giant Page 6
Ramael the Reader - Shining South (2E); by Green Giant Page 6
Random Riellor - Shining South (2E); by Green Giant Page 6
Rhodea Firehair - Shining South; by Green Giant Page 6
Rym Windwalker - Shining South (2E); by Green Giant Page 6
Duchess Tralia Falrith - Shining South (2E); by Green Giant Page 6
Duchess Selanith - Shining South; by Green Giant Page 6
Nightmare Queen Yenandra - Shining South; by Green Giant Page 6
Nentyarch Zalathorm - Shining South; by Green Giant Page 4

[color=red]Templates[/color]
Cairn - Undead stone giant; by Thomas M. Costa Page 20
Lythari - Elven lycanthropes; by Tythanil Page 3
Reverend One - Elven deathless; by Green Giant Page 3

[color=red]The Twisted Rune[/color]
Jymahna - Lords of Darkness; by Green Giant Page 4
Kartak Spellseer - Castle Spulzeer, Lords of Darkness; by Green Giant Page 3
Priamon “Frostrune” Rakesk - Lords of Darkness; by Green Giant Page 4
Rhangaun - Lords of Darkness; by Green Giant Page 5
Sapphiraktar the Blue - Lords of Darkness; by Green Giant Page 5
Shangalar the Black - Lords of Darkness; by Green Giant Page 4
Shyressa - Lords of Darkness; by Green Giant Page 4

[color=red]Unapproachable East[/color]
Aznar Thrul - Spellbound; by Green Giant Page 1
Dmitra Flass the Tharchioness - Spellbound; by Green Giant Page 7
Druxus Rhym - Spellbound; by Green Giant Page 1
Lallara Mediocros - Spellbound; by Green Giant Page 1
Lauzoril - Spellbound; by Green Giant Page 1
The Masked One - Spellbound; by Green Giant Page 8
Mythrell’aa - Spellbound; by Green Giant Page 1
Naglatha the Black Flame - Spellbound; by Green Giant Page 7
Nevron - Spellbound; by Green Giant Page 1
Novaad Hylassra - Spellbound; by Green Giant Page 7
Rubyn Thalasara - Spellbound; by Green Giant Page 7
Tharchioness Thessaloni Canos - Spellbound; by Green Giant Page 7
Iron Lord Thydrim Yvarrg Bearkiller - Spellbound; by Green Giant Page 7
Trovar Halaern - Spellbound; by Green Giant Page 7
Yaphyll - Spellbound; by Green Giant Page 1
Ygvarri the Dark - Spellbound; by Green Giant Page 7
Lady Yhelbruna - Spellbound; by Green Giant Page 17

[color=red]Underdark[/color]
Blessed Seahaven - Sloomik Goldscales, Bibble Goddessgifted, Jopaarg; by warlockco Page 16
Blingdenstone - Seldig, Zelzpassa Duskryn; by warlockco Page 16
Cairnheim, Demesne of the Dodking - The Dodkong, Ruvok Aerthmett, Koenig Serpentspine; by warlockco Page 16
Hurnoj Rikrekts - Underdark; by warlockco Page 15
Krashos Morueme - Underdark; by warlockco Page 16
Krecil Treak - Underdark; by warlockco Page 17
Prellyn Teh’Kinrellz - Underdark; by warlockco Page 15
Reeshov - Grenel Throatbiter, Shepsurletts, Zlurpunvt, Churt Trapsetter; by warlockco Page 17
Zesstra Aleonrahel - Underdark; by warlockco Page 15

[color=red]Undermountain[/color]
Amryyr Yauntyrr - Skullport; by warlockco Page 18
Anithlynn – Skullport; by Green Giant Page 10
Arlen of the Swiftstrike - Ruins of Undermountain II; by Green Giant Page 5
Benita Darkwind - Ruins of Undermountain II; by Green Giant Page 5
Briglynn – Skullport; by Green Giant Page 10
Crissann - Ruins of Undermountain II; by Green Giant Page 5
Dulic Vedar - Ruins of Undermountain II; by Green Giant Page 5
Ezzat the Archlich - Ruins of Undermountain II; by Green Giant Page 5
Garrik Oakspear - Ruins of Undermountain II; by Green Giant Page 5
Haffa – Skullport; by Green Giant Page 10
Halaster Blackcloak - FRCS; by Aluroon Page 26
Iljrene Ahbruyn - Skullport; by warlockco Page 18
Ithlyn of the Five Fingers - Skullport; by warlockco Page 18
Jasmar’n Shadewidow – Skullport; by Green Giant Page 10
Jhaniloth Dhree - Ruins of Undermountain; by Green Giant Page 7
Kaitlynn – Skullport; by Green Giant Page 10
Matron Kesra Tanor’Thal - Skullport; by warlockco Page 18
Matron Kesra Tanor’Thal (Variant) - Skullport; by warlockco Page 18
Kumar - Ruins of Undermountain II; by Green Giant Page 5
Mal - Ruins of Undermountain II; by Green Giant Page 5
Malakuth Tabuirr - Skullport; by warlockco Page 18
Molheeruae - Skullport; by warlockco Page 18
Nandel Greenward - Ruins of Undermountain II; by Green Giant Page 5
Olophin - Ruins of Undermountain; by Green Giant Page 7
Sher Redmane - Ruins of Undermountain II; by Green Giant Page 5
Shindia Darkeyes - Skullport; by warlockco Page 18
Sigafyse Wimbly - Ruins of Undermountain II; by Green Giant Page 5
Spite Harrowdale - Ruins of Undermountain II; by Green Giant Page 5
Trestyna Ulthilor - Ruins of Undermountain; by Green Giant Page 7
Tykkyl Burrwardern – Skullport; by Green Giant Page 10
Wachiru - Ruins of Undermountain II; by Green Giant Page 5
Wyllow - Ruins of Undermountain II; by Green Giant Page 5

[color=red]Al-Qadim[/color]
Court of Hiyal - Sultana Alurah bint Asrah, Prince Anjar bin Alurah, Prince Omar bin Alurah, Imam Raman bin Alurah min-Najm, Princess Hannah bint Alurah, Princess Alurah bin Alurah, Tocka; by Green Giant Page 14
Gorar al-Aksar – Land of Fate boxed set; by Green Giant Page 14
Emir Hatit Abd al-Wajib – Land of Fate boxed set; by Green Giant Page 14
Grand Caliph Khalil al-Assad al-Zahir - Land of Fate boxed set; by Green Giant Page 14
Matruda al-Muhif – Land of Fate boxed set; by Green Giant Page 14
Nar-Aidiya “the Bonfire” – Land of Fate boxed set; by Green Giant Page 14
Z'ul Janah – Dungeon #; by Green Giant Page 14

[color=red]Kara-Tur[/color]
Emperor Kai Tsao Shou Chin – Kara-Tur boxed set; by Green Giant Page 14
Emperor Wai Gada Sinzu – Kara-Tur boxed set; by Green Giant Page 14
Northern Wastes NPCs - Ayana No-Shui, Chieftain Pekaonit, Chieftain Shan Khantayan, Sirya Redlock; by Green Giant Page 20
Plain of Horses NPCs - Chuqali Shilai, Jeorug Khalaga, Marash Rashi, Qaland T’akk, Razak Irdi, Shajji Hoijarek, Torgoja P’a, Yitriq Rukku; by Green Giant Page 18
Receivers of the Dragon - Huang Ch’ung, Hsiung chi Kang, Mei Li Mao, Wan Tu Ma, Sen Lin Hsao, Lien Hua Liang, Hua Li Te, Kuang Ming Ling, Hsiao Nan Tzu Wen, Ling Yu Pao, Yen Tsu Wang, Chen Ching Ch’ien, Ju Huo Wang, An Ching Wang, Chien Jang Liang, Shou Chih Long, Yu Fu Fang, Mei Kuei Chu, Hu Tieh, K’ai Hua Liu, YuYa Mao, Hu, Nan Wu; by Green Giant Page 14
Tabot NPCs - Mo Kin, Baron Phen Do, Ning D’Ahn, Pag Hou Ling, Lady Holang, Nako Nang, Moo Kalai; by Green Giant Page 18
T'u Lung NPCs - Empress Dowager Wai Locunni Eio, Kodo Smara, Rah Kigi Lo, Wai Ghuto Sa, Lord Ghira Tso of Lenachi, Ruri Who, Do Enang, Ukito Wan, Osu Qyu Lo’ahn, Utwa So, Ghutan Dox Ayani, Heto Yiodo, Nu’sazto Ichi, Chu Raiza Pwee, Ghira Bui So, Gyoro, Yondak the Giant of Durkon, Tenrax, Benchi, Echu Nan the Mercenary, Sang Yi the Potter of Dentarr, Hong Too, Tan Mikao Tso, Cheng Ta Ubo, Nuska Ohm Wy; by Green Giant Page 15
#2

zombiegleemax

Dec 04, 2003 18:59:18
Looks pretty sweet, nice job.

*waits for some fanboi's to proclaim it needs a billion more levels*
;)
#3

Kezghan

Dec 04, 2003 20:52:47
That is solid work. I like my high level characters as much as the next guy but uber high level to me is 30+.

Good work Greenie.
#4

Crust

Dec 05, 2003 6:16:51
Where would one find information on High Elven Mages?
#5

zombiegleemax

Dec 05, 2003 6:29:49
Originally posted by Crust
Where would one find information on High Elven Mages?

Fluff or Stats?


Fluff: Evermeet by Elaine Cunningham

Stats: Races of Faerun
#6

Crust

Dec 05, 2003 9:50:52
Mythal invention...

Is that a quality of the high mage?
#7

Kezghan

Dec 05, 2003 14:08:47
you should make a new thread with your Zulkirs and other NPCs in them cause all those great NPC write up are hiding in that Aznar Thrul Thread.
#8

green_giant_02

Dec 05, 2003 22:40:27
Here are the Zulkirs of Thay in case anyone didn't want to look for them in the Aznar Thrul thread.

Aznar Thrul: Male Mulan Human Evo10/Red10/Acm3; CR 23; Medium-size Humanoid; HD 23d4+69; hp 117; Init +1; Spd 30 ft.; AC 17 (touch 17, flat-footed 16); Base Atk +12; Grp +13; Atk +15 melee (1d6+3, staff of power) or +14 melee (1d4+2/19-20, +1 vampiric dagger); Full Atk +15/+10 melee (1d6+3, staff of power) or +14/+9 melee (1d4+2/19-20, +1 vampiric dagger); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, great circle leader, Archmage high arcana; AL CE; SV Fort +15, Ref +13, Will +21; Str 13, Dex 12, Con 17, Int 23, Wis 13, Cha 15.
Skills and Feats: Concentration +23 (+27 when casting defensively), Craft (alchemy) +16, Craft (tattooing) +11, Diplomacy +9, Intimidate +12, Knowledge (arcana) +32, Knowledge (history-Thay) +21, Knowledge (local-Thay) +16, Knowledge (the planes) +26, Profession (administrator) +11, Search +12, Sense Motive +12, Speak Language (common, mulhorandi, infernal, rashemi, abyssal, draconic, ignan, orc), Spellcraft +39; Combat Casting, Craft Magic Arms and Armor, Craft Construct, Craft Staff, Craft Wondrous Item, Empower Spell, Maximize Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (evocation), Spell Penetration, Tattoo Focus.
Special Qualities: Specialist defense +4 (saving throw bonus vs. evocation), spell power +5 (bonus to caster level checks to overcome spell resistance; +6 with evocation spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), great circle leader (great circle with nine apprentices). Arcane fire (520 ft., 3d6 plus 1d6 per spell level sacrificed), mastery of elements (fire), mastery of counterspelling.
Wizard Spells Prepared (5/7/7/6/6/6/6/4/4/4; base DC = 16 + spell level; DC 17 + spell level with abjuration spells; DC 18 + spell level with evocation spells; barred schools - enchantment, conjuration, necromancy; caster level 23rd).
Possessions: Staff of power, +1 vampiric dagger, robe of Rukhyon, ring of protection +4, manual of golems.
Height: 6’3”, Weight: 175 lbs., Hair: None, Eyes: Black.
#9

green_giant_02

Dec 05, 2003 22:42:09
Druxus Rhym: Male Mulan Human Tra10/Red10/Acm4; CR 24; Medium-size Humanoid; HD 24d4+24; hp 74; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +12; Grp +12; Atk +17 melee (1d4+5/19-20, Devourer), +19 ranged (1d4+5/19-20, Devourer), or +14 melee (1d6+2, rod of thunder and lightning); Full Atk +17/+12 melee (1d4+5/19-20, Devourer), +19/+12 ranged (1d4+5/19-20, Devourer), or +14/+9 melee (1d6+2, rod of thunder and lightning); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, great circle leader, Archmage high arcana; AL NE; SV Fort +9, Ref +10, Will +17; Str 11, Dex 15, Con 13, Int 24, Wis 12, Cha 14.
Skills and Feats: Appraise +18 (+20 with alchemy), Concentration +27 (+31 when casting defensively), Craft (alchemy) +21, Craft (tattooing) +11, Intimidate +12, Knowledge (arcana) +34, Knowledge (history-Thay) +26, Knowledge (local-Thay) +21, Knowledge (the planes) +26, Search +11, Sense Motive +10, Speak Language (common, mulhorandi, infernal, abyssal, draconic, ignan, rashemi, chessentan, untheric), Spellcraft +41; Combat Casting, Craft Rod, Craft Wondrous Item, Eschew Materials, Extend Spell, Forge Ring, Heighten Spell, Quicken Spell, Scribe Scroll, Simple Weapon Proficiency (light mace), Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (transmutation), Tattoo Focus.
Special Qualities: Specialist defense +4 (saving throw bonus vs. transmutation), spell power +5 (bonus to caster level checks to overcome spell resistance; +6 with transmutation spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), great circle leader (great circle with nine apprentices). Arcane fire (560 ft., 4d6 plus 1d6 per spell level sacrificed), arcane reach, mastery of counterspelling, spell-like ability (teleport).
Wizard Spells Prepared (5/7/7/7/6/5/6/4/5/4; base DC = 17 + spell level; DC 18 + spell level with enchantment spells; DC 19 + spell level with transmutation spells; barred schools - abjuration, necromancy, conjuration; caster level 24th).
Possessions: Devourer, ring of shooting stars, rod of thunder and lightning.
Height: 5’8”, Weight: 175 lbs., Hair: None, Eyes: Black.

Devourer: This is a +5 distance, returning dagger also allows the user to discharge a lightning bolt (as 10th level caster) three times a day and cast a greater teleport once a day.


Here is a pic of the Zulkir of Transmutation, Druxus Rhym by druid berrymore.
#10

green_giant_02

Dec 05, 2003 22:43:26
Lallara Mediocros: Female Mulan Human Abj10/Red10/Acm1; CR 21; Medium-size Humanoid; HD 21d4+21; hp 65; Init +3; Spd 30 ft.; AC 23 (touch 13, flat-footed 20); Base Atk +10; Grp +10; Atk +11 melee (1d6, rod of withering); Full Atk +11/+6 melee (1d6, rod of withering); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, great circle leader, Archmage high arcana; AL CE; SV Fort +7, Ref +9, Will +16; Str 9, Dex 16, Con 12, Int 22, Wis 15, Cha 16.
Skills and Feats: Appraise +11 (+13 with alchemy and tattoos), Concentration +25 (+29 when casting defensively), Craft (alchemy) +21, Craft (tattooing) +11, Diplomacy +12, Intimidate +16, Knowledge (arcana) +30, Knowledge (history-Thay) +16, Knowledge (local-Thay) +16, Knowledge (nobility and royalty) +16, Knowledge (the planes) +16, Search +10, Sense Motive +7, Speak Language (common, mulhorandi, infernal, abyssal, draconic, ignan, rashemi, chondathan), Spellcraft +35; Combat Casting, Craft Rod, Craft Wondrous Item, Enlarge Spell, Forge Ring, Heighten Spell, Scribe Scroll, Simple Weapon Proficiency (light mace), Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (divination), Spell Penetration, Tattoo Focus.
Special Qualities: Specialist defense +4 (saving throw bonus vs. abjuration), spell power +5 (bonus to caster level checks to overcome spell resistance; +6 with abjuration spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), great circle leader (great circle with nine apprentices). Mastery of counterspelling.
Wizard Spells Prepared (5/7/7/6/6/6/6/4/5/5; base DC = 16 + spell level; DC 17 + spell level with divination spells; DC 18 + spell level with abjuration spells; barred schools - transmutation, illusion, conjuration; caster level 21st).
Possessions: Bracers of armor +10, cube of force, ring of regeneration, rod of withering.
Height: 5’10”, Weight: 145 lbs., Hair: None, Eyes: Green.


Here is a pic of the Zulkir of Abjuration, Lallara Mediocros by druid berrymore.
#11

green_giant_02

Dec 05, 2003 22:45:22
Lauzoril: Male Mulan Human Enc10/Red10/Acm2; CR 22; Medium-size Humanoid; HD 22d4+21; hp 65; Init +3; Spd 30 ft.; AC 16 (touch 16, flat-footed 14); Base Atk +10; Grp +10; Atk +13 melee (1d4+2/17-20, Shazzelurt) or +12 melee (1d6+1, ebon lash); Full Atk +13/+8 melee (1d4+2/17-20, Shazzelurt) or +12/+7 melee (1d6+1, ebon lash); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, great circle leader, Archmage high arcana; AL NE; SV Fort +8, Ref +9, Will +17; Str 8, Dex 15, Con 12, Int 23, Wis 14, Cha 18.
Skills and Feats: Bluff +15, Concentration +26 (+30 when casting defensively), Craft (alchemy) +21, Craft (tattooing) +11, Diplomacy +17, Intimidate +18, Knowledge (arcana) +31, Knowledge (history-Thay) +17, Knowledge (local-Thay) +17, Knowledge (nobility and royalty) +17, Knowledge (the planes) +17, Search +11, Sense Motive +7, Speak Language (common, mulhorandi, infernal, abyssal, draconic, rashemi, thorass, sylvan), Spellcraft +38; Chain Spell, Craft Wondrous Item, Exotic Weapon Proficiency (whip), Forge Ring, Heighten Spell, Quicken Spell, Persuasive, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (illusion), Tattoo Focus, Trustworthy.
Special Qualities: Specialist defense +4 (saving throw bonus vs. enchantment), spell power +5 (bonus to caster level checks to overcome spell resistance; +6 with enchantment spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), great circle leader (great circle with nine apprentices). Arcane fire (480 ft. 2d6 damage plus 1d6 per spell level sacrificed), spell power +1.
Wizard Spells Prepared (5/7/7/6/6/5/6/5/5/4; base DC = 16 + spell level; DC 17 + spell level with illusion spells; DC 18 + spell level with enchantment spells; barred schools - evocation, necromancy, conjuration; caster level 22nd).
Possessions: Shazzelurt, ring of protection +4, carpet of flying, ebon lash, stone horse.
Height: 5’9”, Weight: 145 lbs., Hair: Blond with gray, Eyes: Green.


Here is a pic of the Zulkir of Enchantment, Lauzoril by druid berrymore.
#12

green_giant_02

Dec 05, 2003 22:48:32
Mythrell’aa: Female Mulan Human Ill10/Red7/Sha3; CR 20; Medium-size Humanoid; HD 20d4-20; hp 21; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +8; Grp +8; Atk +8 melee (1d3-1, whip); Full Atk +8/+3 melee (1d3-1, whip); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, circle leader, shadow defense, shadow power; AL CE; SV Fort +5, Ref +9, Will +16; Str 9, Dex 17, Con 8, Int 23, Wis 13, Cha 14.
Skills and Feats: Bluff +8, Concentration +22, Craft (alchemy) +16, Craft (tattooing) +11, Disguise +6, Hide +9, Intimidate +11, Knowledge (arcana) +29, Knowledge (history-Thay) +16, Knowledge (local-Thay) +16, Knowledge (the planes) +21, Move Silently +7, Sense Motive +8, Speak Language (common, mulhorandi, infernal, abyssal, draconic, ignan, rashemi, untheric), Spellcraft +31; Craft Wand, Craft Wondrous Item, Extend Spell, Exotic Weapon Proficiency (whip), Greater Spell Penetration, Heighten Spell, Insidious Magic, Pernicious Magic, Sanctum Spell, Scribe Scroll, Spell Focus (illusion), Spell Penetration, Shadow Weave Magic, Tattoo Focus, Tenacious Magic.
Special Qualities: Specialist defense +3 (saving throw bonus vs. illusion), spell power +3 (bonus to caster level checks to overcome spell resistance; +4 with illusion spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), circle leader (circle with five apprentices). Low-light vision, shadow defense +1.
Wizard Spells Prepared (5/7/7/6/6/6/6/5/5/5; base DC = 16 + spell level; DC 18 + spell level with illusion spells; barred schools - necromancy, evocation, abjuration; caster level 20th).
Possessions: Rod of cancellation, ring of spell turning, wand of dispel magic (10th), wand of major image.
Height: 5’1”, Weight: 95 lbs., Hair: None, Eyes: Green.


Here is a pic of the Zulkir of Illusion, Mythrell'aa by druid berrymore.
#13

green_giant_02

Dec 05, 2003 22:50:45
Nevron: Male Mulan Human Cjr10/Red12/Acm2; CR 24; Medium-size Humanoid; HD 24d4+48; hp 98; Init +0; Spd 30 ft.; AC 15 (touch 10, flat-footed 15); Base Atk +10; Grp +10; Atk +10 melee (1d6-2, staff of conjuration); Full Atk +10/+5 melee (1d6-2, staff of conjuration); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, great circle leader, Archmage high arcana; AL NE; SV Fort +10, Ref +8, Will +18; Str 7, Dex 11, Con 15, Int 24, Wis 14, Cha 15.
Skills and Feats: Concentration +29 (+33 when casting defensively), Craft (alchemy) +27, Craft (tattooing) +15, Intimidate +17, Knowledge (arcana) +34, Knowledge (history-Thay) +22, Knowledge (local-Thay) +22, Knowledge (nature) +22, Knowledge (the planes) +34, Search +12, Sense Motive +17, Speak Language (common, mulhorandi, infernal, abyssal, draconic, ignan, rashemi, thorass, untheric), Spellcraft +41; Augment Summoning, Combat Casting, Craft Staff, Craft Wondrous Item, Eschew Materials, Extend Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (enchantment), Spell Penetration, Tattoo Focus, Thrall to Demon.
Special Qualities: Specialist defense +5 (saving throw bonus vs. conjuration), spell power +6 (bonus to caster level checks to overcome spell resistance; +7 with conjuration spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), great circle leader (great circle with nine apprentices). Mastery of counterspelling, spell power +1.
Wizard Spells Prepared (5/7/7/11/6/5/6/5/5/5; base DC = 17 + spell level; DC 18 + spell level with enchantment spells; DC 19 + spell level with conjuration spells; barred schools - evocation, illusion, necromancy; caster level 24th).
Possessions: Robe of the archmagi, staff of conjuration, ring of wizardry (III).
Height: 5’6”, Weight: 180 lbs., Hair: Gray, Eyes: Blue.


Here is a pic of the Zulkir of Conjuration, Nevron by druid berrymore.
#14

green_giant_02

Dec 05, 2003 22:52:28
Yaphyll: Female Mulan Human Div10/Red5/Lor4; CR 19; Medium-size Humanoid; HD 19d4+19; hp 62; Init +2; Spd 30 ft.; AC 15 (touch 15, flat-footed 13); Base Atk +8; Grp +8; Atk +11 melee (1d6+2, +3 quarterstaff); Full Atk +11/+6 melee (1d6+2, +3 quarterstaff); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, circle leader, lore; AL LE; SV Fort +8, Ref +9, Will +21; Str 9, Dex 15, Con 12, Int 22, Wis 17, Cha 15.
Skills and Feats: Appraise +13 (+15 with alchemy and tattoos), Concentration +25 (+29 when casting defensively), Craft (alchemy) +16, Craft (tattooing) +16, Decipher Script +13, Intimidate +8, Gather Information +11, Knowledge (arcana) +31, Knowledge (architecture and engineering) +17, Knowledge (history-Thay) +26, Knowledge (local-Thay) +21, Knowledge (the planes) +21, Sense Motive +8, Speak Language (common, mulhorandi, infernal, abyssal, draconic, ignan, rashemi, damaran, loross), Spellcraft +30 (+32 to decipher scrolls), Use Magic Device +9 (+13 with scrolls); Combat Casting, Craft Wondrous Item, Discipline, Extend Spell, Forge Ring, Heighten Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [arcana]), Spell Focus (divination), Spell Penetration, Still Spell, Tattoo Focus.
Special Qualities: Specialist defense +2 (saving throw bonus vs. divination), spell power +2 (bonus to caster level checks to overcome spell resistance; +3 with divination spells), circle leader (great circle with five apprentices). Lore +12.
Wizard Spells Prepared (5/7/7/6/6/6/6/5/4/4; base DC = 16 + spell level; DC 18 + spell level with divination; barred schools – conjuration, evocation; caster level 19th).
Possessions: +3 quarterstaff, cloak of resistance +2, ring of protection +3, amulet of perpetual youth, ring of elemental wildshaping (fire).
Height: 5’4”, Weight: 130 lbs., Hair: None, Eyes: Blue.
#15

zombiegleemax

Dec 05, 2003 23:42:10
Now I do like your stats on The Srinshee. But I think I would give her a couple more levels, just a couple not a million. The level 30 thing was from THe Fall of Myth Drannor and since its been 700 or 800 years since the fall she probably picked up at least a couple of levels. I know at least as of about 100 years past she was in stasis but I doubt she's spent all that time since the fall in stasis. I do like the idea of making her a baelnorn though
#16

zombiegleemax

Dec 06, 2003 1:21:34
In My Campaign, Oluevara is a Wiz 30/EHM10 - my attempt to adapt the rules on Elven High Magic and "uber elves" in Cormanthyr:Empire of the Elves to 3/3.5e. (I also give the elven high mage full caster progression though, sop this admittedly makes for a pretty uber Srinshee.) Yeah, i know this is a little munchkin, but c'mon, gimme a break -- Srinshee is my favorite character, if you couldn't tell by the name.

Incidentally, i guess i'm that "fanboi"
#17

Kezghan

Dec 06, 2003 17:00:40
hmmm

i'd forgotten about the High Elven Mage.

25 Wizard/5 Archmage/10 HEM?

35 level caster level sounds plenty..

40 levels puts her at the top of her class for the most part and i think most people want to see her there.

Green Giant do you have Races of Faerun?
#18

zombiegleemax

Dec 06, 2003 17:41:08
Originally posted by Green Giant
Mythrell’aa: Female Mulan Human Ill10/Red7/Sha3; CR 20; Medium-size Humanoid; HD 20d4-20; hp 21; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +8; Grp +8; Atk +8 melee (1d3-1, whip); Full Atk +8/+3 melee (1d3-1, whip); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, circle leader, shadow defense, shadow power; AL CE; SV Fort +5, Ref +9, Will +16; Str 9, Dex 17, Con 8, Int 23, Wis 13, Cha 14.
Skills and Feats: Bluff +8, Concentration +22, Craft (alchemy) +16, Craft (tattooing) +11, Disguise +6, Hide +9, Intimidate +11, Knowledge (arcana) +29, Knowledge (history-Thay) +16, Knowledge (local-Thay) +16, Knowledge (the planes) +21, Move Silently +7, Sense Motive +8, Speak Language (common, mulhorandi, infernal, abyssal, draconic, ignan, rashemi, untheric), Spellcraft +31; Craft Wand, Craft Wondrous Item, Extend Spell, Exotic Weapon Proficiency (whip), Greater Spell Penetration, Heighten Spell, Insidious Magic, Pernicious Magic, Sanctum Spell, Scribe Scroll, Spell Focus (illusion), Spell Penetration, Shadow Weave Magic, Tattoo Focus, Tenacious Magic.
Special Qualities: Specialist defense +3 (saving throw bonus vs. illusion), spell power +3 (bonus to DCs of illusion spells and to caster level checks to overcome spell resistance), scribe tattoo (give Tattoo Focus feat to qualified individuals), circle leader (circle with five apprentices). Low-light vision, shadow defense +1 (saving throw bonus vs. enchantment, illusion, necromancy and darkness spells), spell power +1 (bonus to DCs of enchantment, illusion, necromancy and darkness spells and to caster level checks to overcome spell resistance)
Wizard Spells Prepared (5/7/7/6/6/6/6/5/5/5; base DC = 16 + spell level; DC 18 + spell level with illusion spells; barred schools - necromancy, evocation, abjuration).
Possessions: Rod of cancellation, ring of spell turning, wand of dispel magic (10th), wand of major image.
Height: 5’1”, Weight: 95 lbs., Hair: None, Eyes: Green.

Well, i haven't read Crimson Gold, and don't remember how exactly Mythrella'a is statted in the FRCS, but i don't know how i feel about just making her a shadow adept without any previous mention of her ability to do this. I would either convert those shadow adept levels back to Red Wizard Levels, or do that and then add a Sha lvl - this indicating a change from the official writeups.

If i'm bein a pain in the butt, many apologies.
#19

Kezghan

Dec 06, 2003 20:08:17
no in either FRCS or Lords of Darkness it states that she is experimenting with the Shadow Weave, those are the assigned offical levels.
#20

zombiegleemax

Dec 06, 2003 20:47:21
ah, cool, gotcha.
#21

zombiegleemax

Dec 06, 2003 21:11:40
Originally posted by Knightcrawler
I do like the idea of making her a baelnorn though

She actually was a baelnorn for a few millennia before she was rejuvenated by Mystra around the time of Myth Drannor's founding.

An alternate source of both fluff and crunch for Elven High Mages would be Cormanthyr: Empire of Elves and The Fall of Myth Drannor from 2E.
#22

green_giant_02

Dec 06, 2003 22:32:26
Here is the new version of Ioulaum using the abbreviated stats given in Lost Empires of Faerun. I used the psionics stats presented in Lords of Madness. Enjoy.


Ioulaum the Elder Brain Lich: Male Netherese Human Elder Brain Lich Wiz31/Acm5/Netherese Arcanist 5; CR 53; Large Undead (Augmented Aberration, Augmented Humanoid, Psionic); HD 67d12 plus 67; hp 508; Init +5; Spd 10 ft., fly 30 ft. (good), swim 30 ft.; AC 30 (touch 10, flat-footed 29); Base Atk +34; Grp +39; Atk +34 melee (1d8+5, touch) or +34 melee (1d6+1 plus 1d8+5 negative energy plus extract, tendril); Full Atk +34 melee (1d8+5, touch) or +34 melee (1d6+1 plus 1d8+5 negative energy plus extract, 4 tendrils); Face/Reach 10 ft./10 ft.; SA Damaging touch, extract, fear aura, improved grab, mind blast, paralyzing touch, psi-like abilities, psionics, spells; SQ +4 turn resistance, Archmage high arcana, backlash resistance, blindsight 240 ft., bud brain golem, DR 15/adamantine, bludgeoning and magic, epic spell artisan, field specialization, greater spell focus (epic), immunity to cold, electricity, polymorph, and mind-affecting effects, power resistance 34, regeneration 10, resistance to fire 10, spell focus (epic), telepathic awareness, undead traits; AL LN; SV Fort +29, Ref +30, Will +44; Str 13, Dex 13, Con -, Int 44, Wis 28, Cha 26
Skills and Feats: Appraise +27 (+31 with alchemical items), Bluff +33, Concentration +78 (+82 when casting defensively), Craft (alchemy) +57, Decipher Script +57, Diplomacy +50, Disguise +18 (+22 acting), Hide +9, Intimidate +40, Knowledge (arcana) +87, Knowledge (architecture and engineering) +52, Knowledge (dungeoneering) +52, Knowledge (geography) +52, Knowledge (history-Netheril) +62, Knowledge (local-the North) +62, Knowledge (nature) +52, Knowledge (nobility and royalty) +52, Knowledge (psionics) +52, Knowledge (religion) +52, Knowledge (the planes) +62, Listen +41, Move Silently +9, Profession (scribe) +19, Psicraft +47, Ride (dragon) +6, Search +35 (+39 with hidden or secret doors), Sense Motive +43, Speak Language (loross, common, abyssal, aquan, aragrakh, auran, celestial, draconic, dwarven, elven, ignan, illuskan, infernal, netherese, roushoum, seldriun, terran, thorass, undercommon), Spellcraft +138, Spot +41, Survival +19 (+23 underground, avoid getting lost, and aboveground; +25 on other planes); Alertness, Combat Casting, Craft Artifact{B}, Craft Construct{B}, Craft Magic Arms and Armor{B}, Craft Rod{B}, Craft Staff, Craft Wand{B}, Craft Wondrous Item, Epic Spellcasting{B}, Empower Spell, Epic Skill Focus (Spellcraft), Eschew Materials, Extend Spell, Forge Ring, Heighten Spell, Improved Combat Casting, Improved Heighten Spell, Improved Iniative, Improved Metamagic, Improved Spell Capacity x 4, Improved Toughness, Multispell, Nonverbal Spell, Practiced Spellcaster (wizard), Psionic Mediation, Quicken Power, Quicken Spell, Scribe Scroll{B}, Silent Spell, Skill Focus (Spellcraft), Spell Focus (divination), Spell Focus (evocation), Spell Penetration, Still Spell
Special Qualities: Damaging touch (DC 51), paralyzing touch (DC 51), fear aura (DC 51), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks). Blindsight 240 ft., bud brain golem, extract, mind blast (DC 51), power resistance 34, regeneration 10, resistance to fire 10, telepathic awareness. Archmage high arcana: arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1. Field specialization, spell focus (epic), backlash resistance, epic spell artisan, greater spell focus (epic).
Spell-like abilities (as 45th level caster): at will – avoid planar effects (self only, always constant, if dispelled can be reactivated as a free action); 1/day – plane shift.
Psionic Powers Known (power points 513; save DC 27 + power level; manifester (telepath) level 20th): 1st–defensive precognition, detect psionics, mind thrust (DC 28), psionic charm (DC 28), vigor; 2nd–body equilibrium, ego whip (DC 29), id insinuation (DC 29), psionic levitate, psionic suggestion (DC 29), read thoughts (DC 29); 3rd–body adjustment, body purification, dispel psionics, false sensory input (DC 30), mental barrier; 4th–intellect fortress, personality parasite (DC 31), psionic dimension door, psionic divination, psionic dominate (DC 31), schism; 5th–adapt body, mind probe (DC 32), psionic plane shift, psychic crush (DC 32), shatter mind blank (DC 32); 6th–energy wave (DC 33), mass cloud mind (DC 33), psionic disintegrate (DC 33), psionic true seeing; 7th–crisis of life (DC 34), insanity (DC 34), personal mind blank; 8th-mind seed (DC 35), psionic greater teleport, true metabolism; 9th-apopsi (DC 36), assimilate (DC 36), microcosm, psychic chirurgery (DC 36).
Wizard Spells Prepared (4/9/8/8/8/7/6/6/6/6/4/4/4/4; base DC = 28 + spell level, DC 29 + spell level with divination and evocation spells; caster level 45th).
Arcane Epic Spells Per Day: 7
Possessions: Unknown.
Description: Unknown.
Note: Ioulaum has used wishes to grant himself the maximum inherent scores in Intelligence, Wisdom, and Charisma. As an ancient Netherese he has the benefits of being venerable age,
Sources: Netheril: Empire of Magic (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Lost Empires of Faerun (3.5E), Underdark (3.5E), Epic Level Handbook (3E), Expanded Psionics Handbook (3.5E), Deities and Demigods (3E), Planar Handbook (3.5E), Libris Mortis (3.5E), and Lords of Madness (3.5E).
#23

kuje31

Dec 06, 2003 22:47:36
Originally posted by Green Giant
P.S. I have all FR 3e sourcebooks except the DM Screen. I also may create a Srinshee of the current age as some have said that she probably increased her levels since the Fall of Myth Drannor. Of course there is the question of whether she has kept her youthful looks or has she aged since?

If I recall right she looked the same as she always does when she made a appearance in the novel Elminster in Hell. Which takes place in or around 1372......
#24

green_giant_02

Dec 06, 2003 23:02:32
Is it possible she may have been using magic to make herself look younger or was she truly young? I'm also wondering if she is a Chosen of Mystra or not?
#25

green_giant_02

Dec 07, 2003 23:33:15
Well does anyone have an opinion as to whether Srinshee is a Chosen of Mystra or not. It would be very helpful to know to add if I'm going to increase her levels to reflect experience gained from the Fall of Myth Drannor.
#26

zombiegleemax

Dec 07, 2003 23:40:01
I don't think she's chosen.

Basied on info from another thread, she has probably been in some kind of magical sleep in a demiplane somewhere with the Ruler's Blade for most pf the last 700 years.
#27

zombiegleemax

Dec 07, 2003 23:41:42
Originally posted by Crust
Mythal invention...

Is that a quality of the high mage?

Yes. It allows you to make epic spells easier by lowering the base DC for Seeds.
#28

zombiegleemax

Dec 07, 2003 23:48:28
Excellent job on Ioulaum, that's exactly how I would picture him if he is still alive.

I was gonna make stats for him once, but like you, I found it to be a pain in the arse, so I gave up. ;)

I'd love to see him updated with Netherese Arcanist levels when PGtF comes out.
#29

green_giant_02

Dec 08, 2003 0:53:47
Here's a father-daughter duo (father has middle-age benefits and penalties). Enjoy :D

Piergeiron Paladinson, the Open Lord of Waterdeep: see Realms NPC Characters II

Aleena Paladinstar: see Realms NPC Characters II
#30

zombiegleemax

Dec 08, 2003 1:28:20
Originally posted by Green Giant
Here's someone I had fun with although he was a pain in the to stat out. (I wish they allowed intelligence increases to retroactively affect skill points). He has placed all ability increases to intelligence, has age bonuses, and used wish spells to increase his mental scores (Int, Wis and Cha) to the maximum. The Arcane Lord PrC can be found in Dragon #297 created by Andy Collins. (I needed an epic spellcasting PrC suitable for wizards). This will be his stats until Player's Guide to Faerun comes out with the Netherese Arcanist (I hope it doesn't get cut) which I will replace with the Arcane Lord.

This is his stats at the height of his abilities before he was destroyed by cabal of alhoon. His choice of languages are different similar to the Srinshee's languages. I also made him an Archlich since he doesn't strike me as an evil lich although he isn't that much on the side of the angels considering his last spell created requires the deaths of spellcasters to work properly.

Ioulaum the Archlich: Male Netherese Human Wiz30/Acm5/Arcane Lord 10; CR 49; Medium-size Undead; HD 45d12; hp 276; Init +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +23; Grp +25; Atk +25 melee (1d8+5, touch); Full Atk +25/+20 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura, turn undead; SQ Turning immunity, DR 15/bludgeoning and magic, undead traits, lich immunities, animate dead, water walk, Archmage high arcane, recall spell, expanded spell, gauge weakness, recognize spell, arcane mastery; AL LN; SV Fort +18, Ref +20, Will +35; Str 14, Dex 15, Con -, Int 39, Wis 28, Cha 26.
Skills and Feats: Appraise +18 (+22 with alchemy), Concentration +48 (+52 when casting defensively), Craft (alchemy) +39, Decipher Script +24, Diplomacy +24, Hide +10, Knowledge (arcana) +62, Knowledge (architecture and engineering) +39, Knowledge (dungeoneering) +39, Knowledge (geography) +39, Knowledge (history-Netheril) +44, Knowledge (local-the North) +44, Knowledge (nature) +39, Knowledge (nobility and royalty) +39, Knowledge (religion) +39, Knowledge (the planes) +54, Listen +22, Move Silently +10, Profession (administrator) +20, Ride (dragon) +7, Search +31, Sense Motive +27, Speak Language (loross, common, aquan, aragrakh, auran, celestial, draconic, dwarven, elven, ignan, illuskan, netherese, seldriun, terran, thorass, undercommon), Spellcraft +71, Spot +22; Combat Casting, Craft Magic Arms and Armor, Craft Construct, Craft Staff, Craft Wand, Craft Wondrous Item, Epic Spellcasting, Eschew Materials, Forge Ring, Heighten Spell, Improved Metamagic, Improved Spellcasting x 5, Leadership, Multispell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (divination), Spell Focus (evocation), Spell Penetration, Still Spell.
Special Qualities: Touch attack (DC 40), paralyzing touch (DC 40), fear aura (DC 40), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn undead as 45th level cleric (+4 to turning checks) 11/day, animate dead as 45th level sorcerer at will, water walk at will. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1. New spell x5, recall spell 3/day, expanded spell power 2/day, gauge weakness 1/day, recognize spell, arcane mastery 1/day.
Wizard Spells Prepared (4/8/8/7/7/6/6/5/5/5/4/3/3/3/3; base DC = 24 + spell level, DC 25 + spell level with divination and evocation spells).
Epic Spells Per Day: 4
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


P.S. I have all FR 3e sourcebooks except the DM Screen. I also may create a Srinshee of the current age as some have said that she probably increased her levels since the Fall of Myth Drannor. Of course there is the question of whether she has kept her youthful looks or has she aged since?

So i don't have that issue of dragon, but i'm wonderin' if anyone can give me some info on the Arcane Lord PrC. I gather that these:
New spell x5, recall spell 3/day, expanded spell power 2/day, gauge weakness 1/day, recognize spell, arcane mastery 1/day

are the abilities it grants at 10th level, but i'd kinda like to know what all that nice looking stuff does. If someone could post a summary of the class, that woyuld rock so hard.
#31

green_giant_02

Dec 08, 2003 1:29:45
After reading some of the Larloch thread, I probably won't increase Srinshee's levels since it seems she has been asleep all this while (unless she has been having some wild and kinky dreams:D ).
#32

zombiegleemax

Dec 08, 2003 1:34:44
I respect your decision, but i just wanna point out that

1) she could have gained some levels in the sixteen years between 650 DR (When Cormanthyr:Empire of the Elves is set) and 666 DR - when she went to the demiplane for naptime. Sixteen years may not be that long when you've been around for like four thousand, but for everybody else it's more than enough time to gain a couple levels.

2)It's suggested that she hasn't been asleep for ALL of the 706 yrs she's was gone (prioir to her appearance in El in Hell.) So she might have racked up a level somewhere. Maybe.

The whole 'Srinshee with the rulers' blade asleep in a demiplane' thing is way too Arthurian for my blood.
#33

green_giant_02

Dec 08, 2003 1:38:30
New spell just gives a new spell to add to the character's spellbook.

Recall spell allows a character to recall one spell that he/she has cast that day.

Expanded spell power allows a caster to go over the capped damage of a spell x2. (ie a fireball does 20d6 damage, etc.)

Gauge weakness: allows a spellcaster to know the save bonuses of an opponent to tailor spells to his weakest save:D

Recognize spell allows an arcane lord to know when a spell is cast and what it is to hopefully counterspell it.

Arcane mastery allows a caster to re-roll a random effect of a spell such as confusion.
#34

zombiegleemax

Dec 08, 2003 1:43:31
cool, thanks!
#35

zombiegleemax

Dec 08, 2003 4:42:05
Very good job on The Srinshee and Ioulaum, Green Giant, very impressed mate!
#36

Crust

Dec 08, 2003 6:32:40
I'm not sure if weapon focus is the best choice for Piergeiron. I imagine improved critical would be a better choice in the long run.
#37

green_giant_02

Dec 08, 2003 15:33:10
Here's two more from Elves of Evermeet sourcebook.

The queen I gave her aging benefits but no penalties since Evermeet keeps her healthy. If she were to leave the island she would lose 6 points in her physical scores (Str, Dex, Con).

Queen Amlaruil Moonflower, “The Sad Queen”: Female Moon Elf Wiz24/Elven High Mage 1; CR 25; Medium-size Humanoid; HD 25d4+25; hp 77; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +12; Grp +12; Face/Reach 5 ft./5 ft.; SQ Elf traits, seed affinity; AL CG; SV Fort +9, Ref +11, Will +19; Str 9, Dex 16, Con 13, Int 27, Wis 21, Cha 21.
Skills and Feats: Concentration +29 (+33 when casting defensively), Craft (alchemy) +20, Decipher Script +12, Diplomacy +13, Handle Animal +10, Knowledge (arcana) +48, Knowledge (history-Evermeet) +19, Knowledge (local-Evermeet) +19, Knowledge (nature) +19, Knowledge (nobility and royalty) +19, Knowledge (religion) +19, Knowledge (the planes) +19, Perform (dance) +10, Profession (herbalist) +10, Ride (horse) +8, Sense Motive +9, Speak Language (elven, common, aquan, auran, celestial, chondathan, draconic, illuskan, seldruin, sylvan), Spellcraft +52; Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Scribe Scroll, Enlarge Spell, Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Extend Spell, Heighten Spell, Improved Spell Capacity, Quicken Spell, Spell Penetration, Spellwise.
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Seed affinity.
Wizard Spells Prepared (4/6/6/6/6/5/5/5/5/4/1; base DC = 18 + spell level; caster level 25th).
Epic Spells Per Day: 2
Possessions: Chalice of Labelas, Tahlshara, Crown of the Sun.
Height: 6’, Weight: Unknown, Hair: Red-gold, Eyes: Blue.



Karsel’lyn Lylyl-Lytherralas: Female Drow Clr9 of Eilistraee/Sword Dancer 3; CR 14; Medium-size Humanoid; HD 12d8+24; hp 76; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +8; Grp +8; Atk +10 melee (1d10/19-20, masterwork katana); Full Atk +10/+5 melee (1d10/19-20, masterwork katana); Face/Reach 5 ft./5 ft.; SA Turn undead, sword song, sword dance; SQ Drow traits, aura of good, low-light vision, moonlights; AL CG; SV Fort +9, Ref +7, Will +12; Str 11, Dex 13, Con 15, Int 15, Wis 20, Cha 15.
Skills and Feats: Concentration +10, Craft (weaving) +4, Diplomacy +7, Heal +10, Knowledge (history) +7, Knowledge (religion) +12, Perform (dance) +10, Profession (herbalist) +8, Speak Language (common, elven, undercommon, drow sign language, gnome), Spellcraft +12, Swim +1; Combat Expertise, Dodge, Exotic Weapon Proficiency (katana), Skill Focus (Perform [dance]), Weapon Focus (katana).
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; darkvision 120 ft.; immune to sleep; SR 23; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; spell-like abilities (as 12th level caster) – dancing lights, darkness, faerie fire; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Aura of good (aura equals cleric level), turn undead 5/day. Low-light vision, sword song (katana) 5 rounds/day, moonlights, sword dance (katana) 3/day.
Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1; base DC = 15 + spell level; caster level 12th).
*Domain spell. Deity: Eilistraee. Domains: Good (cast good spells at +1 caster level), Moon (turn lycanthropes 5/day).
Possessions: Masterwork katana, silver holy symbol (Eilistraee)
Height: unknown, Weight: unknown, Hair: unknown, Eyes: unknown.


Edit: Changed Courteous Magocracy to Spellwise for the queen along with the bonuses given.
#38

green_giant_02

Dec 08, 2003 15:38:53
The first version is of the Srinshee after she has been rejuvenated by Mystra. I've added the benefits of aging but she does not have any penalties from it since her rejuvenation. Her bonus languages are different since she is very old. The DM can decide which seed affinities and mythal inventions she has. I also didn't want to go over the levels she had in the Cormanthyr sourcebook which listed her as a 30th level wizard. I have no idea what possessions she might have.

Lady Oluevaera Estelda, “The Srinshee”: Female Sun Elf Wiz24/Elven High Mage 6; CR 30; Medium-size Humanoid; HD 30d4+60; hp 122; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +15; Grp +17; Face/Reach 5 ft./5 ft.; SQ Elf traits, seed affinity, mythal invention; AL LN; SV Fort +13, Ref +14, Will +21; Str 14, Dex 16, Con 15, Int 30, Wis 19, Cha 21.
Skills and Feats: Concentration +35 (+39 when casting defensively), Craft (alchemy) +31, Decipher Script +19, Diplomacy +18, Knowledge (arcana) +53, Knowledge (architecture and engineering) +20, Knowledge (dungeoneering) +20, Knowledge (geography) +20, Knowledge (history-Cormanthyr) +25, Knowledge (local-Cormanthor) +25, Knowledge (nature) +25, Knowledge (nobility and royalty) +20, Knowledge (religion) +20, Knowledge (the planes) +20, Listen +11, Perform (dance) +10, Perform (sing) +10, Search +12, Sense Motive +13, Speak Language (elven, common, damaran, auran, celestial, draconic, dwarven, gnome, halfling, loross, seldruin, sylvan, thorass), Spellcraft +57, Spot +11, Survival +9 (+11 aboveground, underground, avoid getting lost and other planes); Brew Potion, Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Energy Substitution (sonic), Eschew Materials, Scribe Scroll, Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Heighten Spell, Improved Spell Capacity, Maximize Spell, Quicken Spell, Silent Spell, Spell Penetration, Still Spell.
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Seed affinity x3, Mythal invention x2.
Wizard Spells Prepared (4/7/7/6/6/6/6/5/5/5/3; base DC = 20 + spell level; caster level 27th).
Epic Spells Per Day: 3
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Sapphire-blue, Eyes: Unknown.



The second version is the Srinshee as a baelnorn. She has the penalties for aging because I created her as a baelnorn after she had received the aging penalties.

Lady Oluevaera Estelda, “The Srinshee”: Female Sun Elf Baelnorn Wiz24/Elven High Mage 6; CR 34; Medium-size Undead; HD 30d12; hp 186; Init +0; Spd 30 ft.; AC 15 (touch 10, flat-footed 15); Base Atk +14; Grp +14; Atk +14 melee (1d8+5, touch); Full Atk +14/+9 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, turn undead; SQ Elf traits, turn resistance +4, DR 15/bludgeoning and magic, undead traits, lich immunities, projection, seed affinity, mythal invention; AL LN; SV Fort +11, Ref +11, Will +22; Str 8, Dex 10, Con -, Int 32, Wis 21, Cha 23.
Skills and Feats: Concentration +33 (+37 when casting defensively), Craft (alchemy) +33, Decipher Script +20, Diplomacy +19, Hide +8, Knowledge (arcana) +54, Knowledge (architecture and engineering) +22, Knowledge (dungeoneering) +22, Knowledge (geography) +22, Knowledge (history-Cormanthyr) +27, Knowledge (local-Cormanthor) +27, Knowledge (nature) +27, Knowledge (nobility and royalty) +22, Knowledge (religion) +22, Knowledge (the planes) +22, Listen +20, Move Silently +8, Perform (dance) +11, Perform (sing) +11, Search +21, Sense Motive +22, Speak Language (elven, common, damaran, auran, celestial, draconic, dwarven, gnome, halfling, loross, seldruin, sylvan, thorass), Spellcraft +58, Spot +20, Survival +10 (+12 aboveground, underground, avoid getting lost and other planes); Brew Potion, Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Energy Substitution (sonic), Eschew Materials, Scribe Scroll, Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Heighten Spell, Improved Spell Capacity, Maximize Spell, Quicken Spell, Silent Spell, Spell Penetration, Still Spell.
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Touch attack (DC 31), paralyzing touch (DC 31), undead traits, lich immunities (immunity to cold, electricity, polymorph [though she can use polymorph effects on herself], and mind-affecting attacks), turn undead as 30th level cleric (+2 to turning checks) 9/day, projection 3/day. Seed affinity x3, Mythal invention x2.
Wizard Spells Prepared (4/7/7/6/6/6/6/5/5/5/3; base DC = 20 + spell level; caster level 27th).
Epic Spells Per Day: 3
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Sapphire-blue, Eyes: Unknown.


... And here's to end the debate as to whether Srinshee should have more levels to reflect the current age and to keep the fanbois happy.:D

Lady Oluevaera Estelda, “The Srinshee”: Female Sun Elf Wiz30/Elven High Mage 10; CR 40; Medium-size Humanoid; HD 40d4+80; hp 162; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +20; Grp +22; Face/Reach 5 ft./5 ft.; SQ Elf traits, seed affinity, mythal invention; AL LN; SV Fort +18, Ref +19, Will +26; Str 14, Dex 16, Con 15, Int 33, Wis 19, Cha 21.
Skills and Feats: Concentration +45 (+49 when casting defensively), Craft (alchemy) +40, Decipher Script +24, Diplomacy +22, Knowledge (arcana) +64, Knowledge (architecture and engineering) +27, Knowledge (dungeoneering) +27, Knowledge (geography) +27, Knowledge (history-Cormanthyr) +33, Knowledge (local-Cormanthor) +33, Knowledge (nature) +33, Knowledge (nobility and royalty) +27, Knowledge (religion) +27, Knowledge (the planes) +33, Listen +11, Perform (dance) +10, Perform (sing) +10, Search +13, Sense Motive +17, Speak Language (elven, common, damaran, auran, celestial, draconic, dwarven, gnome, halfling, loross, seldruin, sylvan, thorass, undercommon), Spellcraft +68, Spot +11, Survival +9 (+11 aboveground, underground, avoid getting lost and other planes); Brew Potion, Combat Casting, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Energy Admixture (sonic), Energy Substitution (sonic), Eschew Materials, Scribe Scroll, Empower Spell, Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Forge Ring, Heighten Spell, Improved Combat Casting, Improved Spell Capacity x 2, Maximize Spell, Quicken Spell, Silent Spell, Spell Penetration, Still Spell.
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Seed affinity x4, Mythal invention x4.
Wizard Spells Prepared (4/7/7/7/6/6/6/6/5/5/3/3; base DC = 21 + spell level; caster level 35th).
Epic Spells Per Day: 4
Possessions: Ar’Cor’Kerym
Height: Unknown, Weight: Unknown, Hair: Sapphire-blue, Eyes: Unknown.
#39

zombiegleemax

Dec 08, 2003 15:39:53
Whoa - that is one Uber Amlaruil

Good job with Karsel’lyn, but i think her CR would be 13, not 14. (ECL is 14.)
#40

zombiegleemax

Dec 08, 2003 15:42:06
Originally posted by Green Giant
... And here's to end the debate as to whether Srinshee should have more levels to reflect the current age and to keep the fanbois happy.:D

Lady Oluevaera Estelda, “The Srinshee”: Female Sun Elf Wiz30/Elven High Mage 10; CR 40; Medium-size Humanoid; HD 40d4+80; hp 162; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +20; Grp +22; Face/Reach 5 ft./5 ft.; SQ Elf traits, seed affinity, mythal invention; AL LN; SV Fort +18, Ref +19, Will +26; Str 14, Dex 16, Con 15, Int 33, Wis 19, Cha 21.
Skills and Feats: Concentration +45 (+49 when casting defensively), Craft (alchemy) +40, Decipher Script +24, Diplomacy +22, Knowledge (arcana) +64, Knowledge (architecture and engineering) +27, Knowledge (dungeoneering) +27, Knowledge (geography) +27, Knowledge (history-Cormanthyr) +33, Knowledge (local-Cormanthor) +33, Knowledge (nature) +33, Knowledge (nobility and royalty) +27, Knowledge (religion) +27, Knowledge (the planes) +33, Listen +11, Perform (dance) +10, Perform (sing) +10, Search +13, Sense Motive +17, Speak Language (elven, common, damaran, auran, celestial, draconic, dwarven, gnome, halfling, loross, seldruin, sylvan, thorass, undercommon), Spellcraft +68, Spot +11, Survival +9 (+11 aboveground, underground, avoid getting lost and other planes); Brew Potion, Combat Casting, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Energy Admixture (sonic), Energy Substitution (sonic), Eschew Materials, Scribe Scroll, Empower Spell, Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Forge Ring, Heighten Spell, Improved Combat Casting, Improved Spell Capacity x 2, Maximize Spell, Quicken Spell, Silent Spell, Spell Penetration, Still Spell.
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Seed affinity x4, Mythal invention x4.
Wizard Spells Prepared (4/7/7/7/6/6/6/6/5/5/3/3; base DC = 21 + spell level).
Epic Spells Per Day: 4
Possessions: Ar’Cor’Kerym
Height: Unknown, Weight: Unknown, Hair: Sapphire-blue, Eyes: Unknown.

:D Ok, Now, I'm Happy
#41

green_giant_02

Dec 09, 2003 13:16:32
Does anyone know the standard stats that were given to create the Demon Lords and the Archdevils in BoVD. I'm trying to create Eltab for my next Realms character. I'm making him a Demon Lord of Warmongering (similar to the Warmongering genies of Zahkara) since his write-up in Spellbound boxed set seems to suggest that all he knows is war which would make sense for the Thayans to have summoned him to defeat the Mulhorandi armies.

I need to know how the AC bonuses was given although I know the insight bonus comes from Wisdom. I need the base Abilities stats if they were given one and how to figure DR and SR. Thanks to whoever responds.:D
#42

zombiegleemax

Dec 09, 2003 13:58:28
It's been said that in 3.5 Energy Substitution and Admixture will no longer allow the munchkin [Sonic] option. You might want to correct that.

You wrote the Red Wizard's Spell Power as in the 3.0 version. Also, it would help to note down the actual caster levels.

Otherwise, KUDOS!!!!!
#43

zombiegleemax

Dec 09, 2003 16:22:30
i could have sworn the Srinshee was also a Chosen of Mystra.
i remember reading the Battle of Myth Drannor and she and elminster and khelben were there, or was that the Crown Wars...hrm...i hate being at work and not being able to remember =/
#44

kuje31

Dec 09, 2003 16:51:48
Originally posted by Sylvos
i could have sworn the Srinshee was also a Chosen of Mystra.
i remember reading the Battle of Myth Drannor and she and elminster and khelben were there, or was that the Crown Wars...hrm...i hate being at work and not being able to remember =/

She is, but I forgot the source also. And according to this thread, where we put together all the official Chosen, she's listed.

http://boards1.wizards.com/showthread.php?s=&threadid=45969&highlight=srinshee
#45

zombiegleemax

Dec 09, 2003 17:06:28
I don't think she's a Chosen of Mystra... we've never seen her use/have any type of Chosen powers, and I've never seen it said in any book or source. They are obviously on good terms though. ;)
#46

kuje31

Dec 09, 2003 18:08:01
Originally posted by Kain's avatar
I don't think she's a Chosen of Mystra... we've never seen her use/have any type of Chosen powers, and I've never seen it said in any book or source. They are obviously on good terms though. ;)

I have to disagree here.

Page 342 of El in Hell.

"They formed a wraithlike figure: a female elf of tiny, nigh-perfect beauty, who looked perhaps nine years old - except for her eyes, which were as old and wise as those of a goddess... or at least a Chosen who has seen many centuries."

Vangy blah blah.

"Most call me the Srinshee." blah blah.
#47

zombiegleemax

Dec 09, 2003 18:46:05
That's a simile, not a statement of fact.

Maybe i'm wrong and forgetting some source material, but i don't think i've ever seen her described as such using an auxiliary verb rather than a conjunction conoting analogical similarity.

;)
#48

green_giant_02

Dec 09, 2003 20:49:00
While I'm waiting for the Demon Lord abilities, I've agreed with Irafel666 and I should've posted caster levels. I'll edit them as soon as I can and I've also reduced Queen Amlaruil's levels. But for now here's another Chosen of Mystra (or should I say former Chosen....;) ).

Sammaster the lich: Male Chondathan Human Wiz21/Acm5/Wearer of Purple 10; CR 38; Medium-size Undead; HD 36d12; hp 222; Init +3; Spd 30 ft.; AC 18 (touch 13, flat-footed 15); Base Atk +17; Grp +17; Atk +17 melee (1d8+5, touch); Full Atk +17/+12 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura, grasp of death, frightful presence, paralyzing gaze; SQ Turning resistance +4, DR 20/bludgeoning and magic, undead traits, lich immunities, Archmage high arcane, fire resistance 15; AL CE; SV Fort +14, Ref +17, Will +28; Str 8, Dex 17, Con -, Int 32, Wis 19, Cha 18.
Skills and Feats: Appraise +24 (+28 with alchemy), Concentration +29 (+33 when casting defensively), Craft (alchemy) +40, Decipher Script +15, Diplomacy +25, Gather Information +19, Hide +11, Knowledge (arcana) +50, Knowledge (architecture and engineering) +26, Knowledge (dungeoneering) +26, Knowledge (geography) +26, Knowledge (history) +31, Knowledge (local) +31, Knowledge (nature) +31, Knowledge (nobility and royalty) +26, Knowledge (religion) +32, Knowledge (the planes) +31, Listen +12, Move Silently +11, Ride (dragon) +16, Search +27, Sense Motive +17, Speak Language (chondathan, common, aragrakh, abyssal, celestial, damaran, draconic, dwarven, elven, illuskan, infernal, netherese, thorass), Spellcraft +47, Spot +12; Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Enhance Spell, Forge Ring, Greater Spell Focus (necromancy), Heighten Spell, Improved Spellcasting x 2, Iron Will, Leadership, Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (necromancy), Spell Focus (transmutation), Spell Penetration.
Special Qualities: Touch attack (DC 32), paralyzing touch (DC 32), fear aura (DC 32), grasp of death (DC 32), undead traits, lich immunities (immunity to cold, electricity, polymorph [though she can use polymorph effects on herself], and mind-affecting attacks). Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1. Death domain (10d6), frightful presence (DC 19), paralyzing gaze (DC 19) 5/day.
Wizard Spells Prepared (4/7/7/7/6/5/5/5/4/4/3/3; base DC = 21 + spell level, DC 22 + spell level with transmutation spells; DC 23 + spell level with necromancy spells; caster level 36th).
Possessions: Unknown
Height: 5’10”, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Sammaster the demilich: Male Chondathan Human Wiz25/Acm5/Wearer of Purple 10; CR 48; Diminutive Undead; HD 40d12; hp 246; Init +3; Spd fly 180 ft. (perfect); AC 62 (touch 57, flat-footed 59); Base Atk +63; Grp +47; Atk +63 melee (10d6+20, touch); Full Atk +63/+58 melee (10d6+20, touch); Face/Reach 1 ft./0 ft.; SA Touch attack, paralyzing touch, fear aura, grasp of death, frightful presence, paralyzing gaze, trap the soul; SQ Turning resistance +20, DR 30/-, undead traits, demilich immunities, magic immunity, phylactery transference, acid, fire, and sonic resistance 20, Archmage high arcane; AL CE; SV Fort +16, Ref +19, Will +34; Str 8, Dex 17, Con -, Int 41, Wis 27, Cha 26.
Skills and Feats: Appraise +28 (+32 with alchemy), Concentration +33 (+37 when casting defensively), Craft (alchemy) +48, Decipher Script +19, Diplomacy +29, Gather Information +23, Hide +35, Knowledge (arcana) +58, Knowledge (architecture and engineering) +36, Knowledge (dungeoneering) +36, Knowledge (geography) +36, Knowledge (history) +41, Knowledge (local) +41, Knowledge (nature) +41, Knowledge (nobility and royalty) +36, Knowledge (religion) +43, Knowledge (the planes) +42, Listen +28, Move Silently +23, Ride (dragon) +16, Search +43, Sense Motive +33, Speak Language (chondathan, common, aragrakh, abyssal, celestial, damaran, draconic, dwarven, elven, halruann, illuskan, infernal, loross, netherese, roushoum, thorass, undercommon), Spellcraft +55, Spot +28; Automatic Quicken Spell, Brew Potion, Blinding Speed, Combat Casting, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Enhance Spell, Forge Ring, Greater Spell Focus (necromancy), Heighten Spell, Improved Spellcasting x 4, Iron Will, Leadership, Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (necromancy), Spell Focus (transmutation), Spell Penetration, Tenacious Magic.
Special Qualities: Touch attack, paralyzing touch (DC 58), fear aura (DC 22), grasp of death (DC 58), trap the soul (DC 58), undead traits, demilich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), perfect automatic still spell, spell-like abilities (as 40th level caster; DC 58) at will – alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispelling, harm, summon monster I-IX, telekinesis, weird; 2/day – greater planar ally, magic immunity, phylactery transference. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1. Death domain (10d6), frightful presence (DC 23), paralyzing gaze (DC 23) 5/day.
Wizard Spells Prepared (4/8/8/8/7/6/6/6/5/5/4/4/3/3; base DC = 25 + spell level, DC 26 + spell level with transmutation spells; DC 27 + spell level with necromancy spells; caster level 40th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
#49

green_giant_02

Dec 10, 2003 1:15:17
Here's another lich (seems like the Realms is infested with these creatures). Enjoy

Stallac Benadi the Banelich: Male Vassan Human Clr9 of Bane/Dreadmaster 10; CR 21; Medium-size Undead; HD 19d12; hp 120; Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +13; Grp +15; Atk +15 melee (1d8+5, touch), +14 ranged (3d10, coldfire), +18 melee (1d8+5, mace of smiting) or +16 melee (1d8+2, mace of the Darkchildren); Full Atk +15/+10 melee (1d8+5, touch), +14/+9 ranged (3d10, coldfire), +18/+13 melee (1d8+5, mace of smiting), or +16/+11 melee (1d8+2, mace of the Darkchildren); Face/Reach 5 ft./5 ft.; SA Rebuke undead, touch attack, paralyzing touch, fear aura, coldfire, grasp of death, painwrack, touch of despair, voice of maleficence; SQ Aura of evil, turning resistance +4, DR 15/bludgeoning and magic, undead traits, lich immunities, dominating aura, insidious insight, rodcraft, enhanced leadership, fanatical loyalty, special cohort; SR 31; AL LE; SV Fort +13, Ref +7, Will +21; Str 14, Dex 13, Con -, Int 23, Wis 27, Cha 18.
Skills and Feats: Concentration +22 (+26 when casting defensively), Diplomacy +16, Gather Information +13, Heal +13, Hide +9, Intimidate +25, Knowledge (arcana) +16, Knowledge (local-the Moonsea) +16, Knowledge (history-the Moonsea) +16, Knowledge (religion) +28, Knowledge (the planes) +21, Listen +16, Move Silently +9, Search +14, Sense Motive +23, Speak Language (common, damaran, chondathan, draconic, goblin, infernal, thorass), Spellcraft +30, Spot +16; Combat Casting, Craft Rod, Craft Wondrous Item, Extra Turning, Leadership, Scribe Scroll, Skill Focus (Intimidate), Spell Focus (enchantment).
Special Qualities: Touch attack (DC 22), paralyzing touch (DC 22), fear aura (DC 22), grasp of death (DC 22), painwrack (DC 22), touch of despair (DC 22), voice of maleficence (DC 22), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks). Aura of evil (aura equals cleric level), rebuke undead as 9th level cleric (+8 to turning checks) 11/day. Dominating aura 60 ft., insidious insight, rodcraft, enhanced leadership +6, fanatical loyalty, special cohort x2.
Cleric Spells Prepared (6/7+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1/4+1; base DC = 18 + spell level; DC 19 + spell with enchantment spells; caster level 19th).
*Domain spell. Deity: Bane. Domains: Evil (cast evil spells at +1 caster level), Tyranny (+2 DC to compulsion spells).
Possessions: Mace of the Darkchildren, mace of smiting, brooch of shielding, ring of blinking, silver holy symbol (bane)
Height: unknown, Weight: unknown, Hair: unknown, Eyes: unknown.

P.S. Guess from which sourcebook or boxed set he's from.
:D
#50

zombiegleemax

Dec 10, 2003 3:49:50
Really a top job on Sammaster and Stallac Benadi, Green Giant, very well done!
#51

zombiegleemax

Dec 10, 2003 4:03:02
"They formed a wraithlike figure: a female elf of tiny, nigh-perfect beauty, who looked perhaps nine years old - except for her eyes, which were as old and wise as those of a goddess... or at least a Chosen who has seen many centuries."

Personally, I would say that is comparing her to a Chosen, not describing her as one, but you'd have to ask Ed to know for sure.

Good work Green Giant! Although, I don't know if Sammaster would have Wearer of Purple levels himself... seems like they would be reserved for his clergy only. Similar to how gods don't have levels in their own prestige classes. Then again, it's the dragons that they consider gods, so maybe he would... that's a tough one. Good work nonetheless!
#52

zombiegleemax

Dec 10, 2003 8:50:07
I'm tending to say that the Srinshee is not a Chosen, for two main reasons:

- No explicit mentioning of this title anyway, nor any display of Chosen powers. I don't see any reason TSR/WotC might have decided not to say she is a Chosen, if she truly were.

- Mystra already has enough Chosen and enough powerful. Let's not make the Mystra-haters enrage any more.

- Several epic wizards and sorcerers all over Faerun are known for being favoured by Mystra, yet they have not been Chosen, like the Creeping Doom or Larloch.
#53

green_giant_02

Dec 11, 2003 0:03:03
That Srinshee debate keeps popping up, guess I'll have to design a Chosen of Mystra Srinshee to end the debate. But for now, on with the show. :D

Gaurldar Ravenhand: Male Chondathan Human Ftr12; CR 12; Medium-size Humanoid; HD 12d10+48; hp 113; Init +2; Spd 20 ft.; AC 19 (touch 11, flat-footed 18); Base Atk +12; Grp +17; Atk +20 melee (1d10+9/19-20/x3, masterwork halberd), +18 melee (1d8+5/19-20, masterwork longsword), +18 melee (1d8+5/x3, masterwork battleaxe), or +15 ranged (1d4+5/19-20, masterwork dagger); Full Atk +20/+15/+10 melee (1d10+9/19-20/x3, masterwork halberd), +18/+13/+8 melee (1d8+5/19-20, masterwork longsword), +18/+13/+8 melee (1d8+5/x3, masterwork battleaxe), or +15/+10 ranged (1d4+5/19-20, 2 masterwork daggers); Face/Reach 5 ft./5 ft.; AL LE; SV Fort +12, Ref +8, Will +8; Str 20, Dex 15, Con 18, Int 14, Wis 14, Cha 14.
Skills and Feats: Climb +15, Craft (armorsmithing) +8, Craft (weaponsmithing) +8, Handle Animal +8, Intimidate +17, Jump +15, Ride (horse) +16, Speak Language (chondathan, common, dwarven, goblin), Swim +15; Cleave, Endurance, Great Cleave, Greater Weapon Focus (halberd), Greater Weapon Specialization (halberd), Improved Critical (halberd), Improved Sunder, Iron Will, Lightning Reflexes, Mounted Combat, Power Attack, Weapon Focus (halberd), Weapon Specialization (halberd).
Possessions: Masterwork full plate, masterwork halberd, masterwork longsword, masterwork battleaxe, 2 masterwork daggers, vial of drow knockout poison, stone with permanent daylight, coffer with 33 cp, 45 sp, and 9 pp, belt purse with 3 cp, 4 sp, and 16 gp.
Height: 6’2”, Weight: 196 lbs., Hair: Black, Eyes: Hazel.

Ilueth Dragonil: Female Tethyrian Human Wiz9; CR 9; Medium-size Humanoid; HD 9d4-9; hp 14; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +4; Grp +4; Face/Reach 5 ft./5 ft.; AL CE; SV Fort +2, Ref +6, Will +9; Str 11, Dex 17, Con 9, Int 20, Wis 17, Cha 17.
Skills and Feats: Concentration +11 (+15 when casting defensively), Craft (alchemy) +13, Decipher Script +13, Knowledge (arcana) +17, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nobility and royalty) +13, Knowledge (the planes) +15, Speak Language (chondathan, common, draconic, elven, dwarven, giant, illuskan), Spellcraft +19; Craft Wand, Craft Wondrous Item, Combat Casting, Forge Ring, Maximize Spell, Scribe Scroll, Spell Penetration, Toughness.
Wizard Spells Prepared (4/6/5/4/3/2; base DC = 15 + spell level; caster level 9th).
Possessions: Ring of shooting stars, minor ring of fire resistance, wand of magic missile (66 charges), iron bands of Bilarro, potion of cure serious wounds, scroll (see invisibility, invisibility, arcane eye), traveling spellbook.
Height: 5’6”, Weight: 89 lbs., Hair: Black, Eyes: Emerald Green.

Irlon Shulstarr: Male Vassan Human Rog7; CR 7; Medium-size Humanoid; HD 7d6+21; hp 45; Init +8; Spd 30 ft.; AC 16 (touch 14, flat-footed 12); Base Atk +5; Grp +7; Atk +8 melee (1d6+2/19-20, masterwork short sword), +10 ranged (1d4+2/19-20, masterwork dagger), or +10 ranged (1d4+2, masterwork dart); Full Atk +8 melee (1d6+2/19-20, masterwork short sword), +10 ranged (1d4+2/19-20, masterwork dagger), or +10 ranged (1d4+2, masterwork dart); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge; AL NE; SV Fort +5, Ref +9, Will +3; Str 14, Dex 19, Con 16, Int 16, Wis 13, Cha 16.
Skills and Feats: Appraise +10 (+12 with forgeries), Bluff +12, Climb +9, Craft (calligraphy) +11, Disable Device +10, Disguise +16, Forgery +15, Hide +11, Listen +7, Move Silently +11, Open Lock +11, Search +10, Sleight of Hand +13, Speak Language (damaran, common, chondathan, giant, orc), Spot +7, Tumble +11, Use Magic Device +10; Charlatan, Deceitful, Hamstring, Improved Iniative.
Special Qualities: Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Possessions: Masterwork leather armor, masterwork short sword, 3 masterwork daggers, 6 masterwork darts, amulet of proof against detection and location, potion of cure serious wounds. 6 gp, 2 sp and 2 cp.
Height: 5’6”, Weight: 101 lbs., Hair: Brown, Eyes: Black.

Llurella Shulstarr: Female Vassan Human Rog7; CR 7; Medium-size Humanoid; HD 7d6+14; hp 38; Init +4; Spd 30 ft.; AC 16 (touch 14, flat-footed 12); Base Atk +5; Grp +6; Atk +7 melee (1d6+1/19-20, masterwork short sword), +7 melee (1d6+1, masterwork chain), +7 melee (1d6+1/19-20, masterwork garotte), +10 ranged (1d4+1/19-20, masterwork dagger), or +10 ranged (1d4+1, masterwork dart); Full Atk +7 melee (1d6+1/19-20, masterwork short sword), +7 melee (1d6+1, masterwork chain), +7 melee (1d6+1/19-20, masterwork garotte), +10 ranged (1d4+1/19-20, masterwork dagger), or +10 ranged (1d4+1, masterwork dart); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge; AL NE; SV Fort +4, Ref +9, Will +3; Str 12, Dex 19, Con 15, Int 14, Wis 12, Cha 17.
Skills and Feats: Appraise +7, Bluff +8, Climb +7, Disable Device +9, Disguise +12, Hide +12, Jump +15, Listen +6, Move Silently +12, Open Lock +10, Perform (dance) +8, Perform (sing) +8, Search +9, Sleight of Hand +12, Speak Language (damaran, common, chondathan, orc), Spot +6, Tumble +18, Use Magic Device +8; Acrobatic, Exotic Weapon Proficiency (chain), Exotic Weapon Proficiency (garrote), Quick Draw.
Special Qualities: Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Possessions: Masterwork leather armor, masterwork short sword, 2 masterwork daggers, 8 masterwork darts, hidden masterwork chain, hidden masterwork garotte, sharpened steel piece, 2 courtier’s outfits. 9 gp, 4 sp and 1 cp.
Height: 5’4”, Weight: 86 lbs., Hair: Brown, Eyes: Black.
#54

The_Simbul_of_Aglarond

Dec 11, 2003 16:23:22
except for her eyes, which were as old and wise as those of a goddess... or at least a Chosen who has seen many centuries."

Since Chosen do not age, to comparing Srinshee to a "chosen who has seen many centuries" is a perfect analogy to describe her youthful looking appearence. Since Elminster is a chosen, and Elminster in Hell (along with much of Ed's writing) focuses on the Chosen, then it's quite silly to derive anything more from that single sentence beyond a complimentary description of her appearence.

By the same logic of your arguement, you could easily find numerous references in Elminster in Hell that would lead one to argue Halaster Blackcloak is a Chosen, yet I doubt many would approve of such an assumption.
#55

green_giant_02

Dec 11, 2003 20:43:25
Here's everyone's favorite pint-size heroes. Enjoy.:D

Tannyth Moonharness: Female Lightfoot Halfling Ftr2/Rog4; CR 6; Small-size Humanoid; HD 2d10 plus 4d6; hp 25; Init +8; Spd 20 ft.; AC 18 (touch 15, flat-footed 14); Base Atk +5; Grp +2; Atk +8 melee (1d6+1/19-20, masterwork short sword) or +8 melee (1d4+1/19-20, masterwork dagger); Full Atk +8 melee (1d6+1/19-20, masterwork short sword) or +8 melee (1d4+1/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Halfling traits, trapfinding, evasion, trap sense, uncanny dodge; AL NG; SV Fort +5, Ref +9, Will +4; Str 12, Dex 19, Con 11, Int 15, Wis 14, Cha 14.
Skills and Feats: Climb +7, Disable Device +8, Hide +15, Jump +19, Knowledge (local-Waterdeep) +6, Listen +6, Move Silently +13, Open Lock +10, Perform (sing) +8, Search +8, Sleight of Hand +10, Speak Language (common, halfling, chondathan, dwarven, elven), Spot +4, Tumble +13, Use Magic Device +8; Dodge, Improved Iniative, Mobility, Quick Draw, Spring Attack.
Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Sneak attack +2d6, trapfinding, evasion, trap sense +1, uncanny dodge.
Possessions: +1 leather armor, masterwork short sword, masterwork dagger, ring of jumping.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Unknown.

Carthax Nayusiyim: Male Rock Gnome Ill6; CR 6; Small-size Humanoid; HD 6d4+18; hp 32; Init +2; Spd 20 ft.; AC 13 (touch 13, flat-footed 11); Base Atk +3; Grp -1; Atk +7 melee (1d8+3, mace of smiting); Full Atk +7 melee (1d8+3, mace of smiting); Face/Reach 5 ft./5 ft.; SQ Gnome Traits; AL LG; SV Fort +5, Ref +4, Will +7; Str 10, Dex 14, Con 16, Int 17, Wis 15, Cha 14.
Skills and Feats: Concentration +12 (+16 when casting defensively), Craft (alchemy) +14, Decipher Script +7, Hide +6, Knowledge (arcana) +12, Knowledge (the planes) +8, Listen +4, Speak Language (common, gnome, chondathan, draconic, illuskan, goblin), Spellcraft +14; Combat Casting, Craft Wondrous Item, Simple Weapon Proficiency (heavy mace), Scribe Scroll, Spell Focus (illusion).
Special Qualities: Gnomish Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, weapon familiarity (treat gnome hooked hammers as martial weapons), +2 racial bonus on saving throws against illusions, +1 to DC on saves against illusions, low-light vision, +1 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins, and bugbears), +2 racial bonus on Listen checks, +4 dodge bonus against giants, +2 racial bonus on Craft (alchemy) checks, spell-like abilities – 1/day speak with animals (one minute duration with burrowing animals), dancing lights, ghost sound, prestidigitation.
Wizard Spells Prepared (5/5/5/4; base DC = 13 + spell level, DC = 15 + spell level with illusion spells; prohibited schools – enchantment and necromancy; caster level 6th)
Possessions: Mace of smiting.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Osco: Male Lightfoot Halfling Rog6; CR 6; Small-size Humanoid; HD 6d6+6; hp 27; Init +9; Spd 20 ft.; AC 18 (touch 16, flat-footed 13); Base Atk +4; Grp +0; Atk +11 melee (1d6/19-20, masterwork short sword) or +11 melee (1d4/19-20, masterwork dagger); Full Atk +11 melee (1d6/19-20, masterwork short sword) or +11 melee (1d4/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Halfling traits, trapfinding, evasion, trap sense, uncanny dodge; AL LN; SV Fort +4, Ref +11, Will +4; Str 10, Dex 21, Con 12, Int 15, Wis 12, Cha 10.
Skills and Feats: Climb +8, Disable Device +8, Hide +20, Intimidate +6, Jump +10, Listen +9, Move Silently +18, Open Lock +11, Search +8, Sleight of Hand +11, Speak Language (common, halfling, chondathan, goblin, orc), Spot +7, Tumble +16, Use Magic Device +9; Improved Iniative, Stealthy, Weapon Finesse.
Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Sneak attack +3d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Possessions: Masterwork leather armor, masterwork short sword, masterwork dagger, slippers of spider climbing.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Dimvel Stoutkeg: Male Lightfoot Halfling Brb6; CR 6; Small-size Humanoid; HD 6d12+24; hp 66; Init +2; Spd 30 ft.; AC 13 (touch 13, flat-footed 11); Base Atk +6; Grp +5; Atk +11 melee (1d6+4, +1 throwing axe of distance and returning) or +11 ranged (1d6+4, +1 throwing axe of distance and returning); Full Atk +11/+6 melee (1d6+4, +1 throwing axe of distance and returning) or +11/+6 ranged (1d6+4, +1 throwing axe of distance and returning); Face/Reach 5 ft./5 ft.; SA Rage; SQ Halfling traits, trap sense, improved uncanny dodge; AL CG; SV Fort +10, Ref +5, Will +4; Str 17, Dex 15, Con 18, Int 12, Wis 12, Cha 18.
Skills and Feats: Climb +10, Handle Animal +9, Hide +6, Intimidate +9, Jump +10, Listen +8, Move Silently +4, Perform (comedy) +5, Ride (pony) +9, Speak Language (common, halfling, chondothan, illuskan, giant), Survival +7, Swim +8; Endurance, Power Attack, Track.
Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Rage 2/day, trap sense +2, improved uncanny dodge, literate.
Possessions: +1 throwing axe of distance and returning, boots of the winterlands.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Green.

Bungobar Talltankard: Male Lightfoot Halfling Ftr7; CR 6; Small-size Humanoid; HD 7d10+14; hp 54; Init +3; Spd 20 ft.; AC 17 (touch 14, flat-footed 14); Base Atk +8; Grp +6; Atk +14 melee (1d6+5/19-20, masterwork short sword); Full Atk +14/+9 melee (1d6+5, masterwork short sword); Face/Reach 5 ft./5 ft.; SQ Halfling Traits; AL CG; SV Fort +8, Ref +6, Will +3; Str 16, Dex 16, Con 15, Int 14, Wis 10, Cha 15.
Skills and Feats: Climb +13, Handle Animal +10, Hide +7, Intimidate +10, Jump +13, Listen +2, Move Silently +5, Ride (pony) +13, Speak Language (common, halfling, chondathan, dwarven, elven), Swim +11; Combat Expertise, Dodge, Mobility, Spring Attack, Weapon Focus (short sword), Weapon Specialization (short sword), Whirlwind Attack.
Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings.
Possessions: Masterwork studded leather, masterwork short sword, gauntlets of ogre power, Bungobar’s rope of swinging (immovable rod attached with 20‘ rope).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Lyratha Talltankard: Female Lightfoot Halfling Clr6 of Lathander; CR 6; Small-size Humanoid; HD 6d8+6; hp 34; Init +3; Spd 20 ft.; AC 22 (touch 14, flat-footed 17); Base Atk +3; Grp -1; Atk +4 melee (1d6-1, masterwork light mace); Full Atk +4 melee (1d6-1, masterwork light mace); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Halfling traits, aura of good; AL NG; SV Fort +7, Ref +6, Will +10; Str 8, Dex 16, Con 12, Int 16, Wis 19, Cha 16.
Skills and Feats: Climb +1, Concentration +9, Heal +9, Hide +7, Jump +1, Knowledge (arcana) +8, Knowledge (history-Waterdeep) +8, Knowledge (religion) +12, Knowledge (the planes) +8, Listen +6, Move Silently +5, Speak Language (common, halfling, chondathan, celestial, dwarven, elven), Spellcraft +13; Brew Potion, Extra Turning, Scribe Scroll.
Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Aura of good (aura equals cleric level), turn undead 10/day.
Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 14 + spell level; caster level 6th).
*Domain spell. Deity: Lathander. Domains: Good (cast good spells at +1 caster level), Sun (greater turn undead 1/day).
Possessions: Bracers of armor +6, gem of brightness, masterwork light mace, gold holy symbol (Lathander).
Height: Unknown, Weight: Unknown, Hair: Blonde, Eyes: Unknown.
#56

green_giant_02

Dec 12, 2003 22:19:36
Matron Mother Baenre: Female Drow Clr11/Arachne 9/Hie5 of Lolth; CR 26; Medium-size Humanoid; HD 25d8+75; hp 179; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +15; Grp +14; Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Drow traits, aura of evil, spider familiar, spider affinity, , spidereyes, webspinner, spider mount, dominate male drow, zin-carla, Hierophant abilities; AL CE; SV Fort +19, Ref +8, Will +25; Str 9, Dex 10, Con 16, Int 18, Wis 27, Cha 15
Skills and Feats: Bluff +7, Concentration +28 (+32 when casting defensively), Diplomacy +11, Handle Animal +9, Heal +13, Intimidate +9, Knowledge (arcana) +9, Knowledge (history-Menzoberranzan) +13, Knowledge (religion) +29, Knowledge (the planes) +13, Listen +10, Ride (large monstrous spider) +9, Search +6, Sense Motive +13, Speak Language (elven, undercommon, common, abyssal, draconic, drow sign language, gnome), Spellcraft +31, Spot +10; Arachnid Rider, Combat Casting, Corrupt Spell, Craft Wondrous Item, Great Fortitude, Highborn Drow, Leadership, Lolth’s Blessing, Spell Penetration, Still Spell
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; darkvision 120 ft.; immune to sleep; SR 36; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; spell-like abilities (as 25th level caster) 1/day – clairaudience/clairvoyance, dancing lights, darkness, detect good, discern lies, detect magic, dispel magic, faerie fire, levitate, suggestion; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Aura of evil (aura equals cleric level), rebuke undead as 11th-level cleric (+4 to turning checks) 5/day. Spider familiar, spider affinity, spidereyes, webspinner, spider mount, dominate male drow, zin-carla. Blast infidel, divine reach, mastery of energy, spell power +1.
Cleric Spells Prepared (6/7+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1/4+1; base DC = 18 + spell level; caster level 20th).
*Domain spell. Deity: Lolth. Domains: Evil (cast evil spells at +1 caster level), Spider (rebuke or command spiders as 11th-level cleric 5/day)
Possessions: Ring of antivenom, ring of animal friendship, rod of the spider, bag of tricks, silver holy symbol (Lolth)
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Matron Baenre has a ring of antivenom from the Magic of Faerun sourcebook, a ring of animal friendship that affects spiders only, and a bag of tricks that produces spiders only.

Rod of the spider: This rod produces web as the spell 3/day and poison 2/day.
#57

zombiegleemax

Dec 13, 2003 9:15:32
Green Giant very nice write ups!
But i have read (somewhere) that one of the zulkirs was roumored to be a tiefling... Now i don't remember who it was but i just thought you'd like to know...
#58

zombiegleemax

Dec 13, 2003 10:44:13
Myronthanil Silverspear Male Moon Elf Fighter 6/Rogue 3/Sorceror 1/Bladesinger 6; CR 17; Medium-size Humanoid; HD 6d10+6 plus 3d6+3 plus 1d4+1 plus 6d8+6; hp 109; Init +0; Spd 30 ft; AC 22 (touch 19, flat-footed 18); Base Atk +14/+9/+4; Atk +16/+11/+6 (1d8+1/15-20, +1 keen, everbright longsword); SA Sneak Attack; SQ Elven traits, Bladesinger Abilities; AL CG; SV Fort Fort +9, Ref +14, Will +12; Str 11, Dex 19, Con 12, Int 13, Wis 14, Chr 16

Skills and Feats: Balance +4 ranks, Bluff +4 ranks, Climb +1 ranks, Concentration +6 ranks, Disable Device +1 rank, Hide +1 rank, Jump +6 ranks, Knowledge (arcana) +4 ranks, Move Silently +2 ranks, Perform (dance/sing) +2 ranks, Spellcraft +4 ranks, Spot +2 ranks, Tumble +8 ranks, Speak Language (common, elven);Combat Casting, Combat Reflexes, Dodge, Expertise, Expert Tactician, Improved Disarm, Improved Critical (longsword); Quick Draw, Shadow, Snatch Weapon, Still Spell, Weapon Focus (longsword)

Special Qualities: Immunity to sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects; Low-light vision; Proficient with longsword or rapier; proficient with shortbow, longbow, composite longbow or composite shortbow; +2 racial bonus on Listen, Search, and Spot checks; entitled to a Search check when pass within 5' of a secret door as if actively searching for it; Sneak Attack +2d6, Evasion, Uncanny Dodge; Summon Familiar; Bladesong, Lesser Spellsong, Song of Celerity

Sorceror Spells Per Day: 5/4

Sorceror Spells Known: resistance, daze, mage hand, open/close, change self, magic missile

Bladesinger Spells Per Day: 3/3/2

Possessions: +1 keen, everbright longsword, bracers of armour +4, ring of deflection +3, cloak and boots of elvenkind

Height:5 ft 6 in Weight:112 Hair:Ash Grey Eyes:Steely Grey
#59

green_giant_02

Dec 13, 2003 22:14:03
Again with the rumors of a tiefling or half-fiend zulkir. The only mentions of a possible zulkir that I know is Nevron, Zulkir of Conjuration. The FRCS says he is fiend-touched and the Lords of Darkness says he has a close connection with demons. None of them say he is a tiefling or a half-fiend. The only connection with tieflings that Nevron has is Realms Personalities Udalamath and his twin Oroleth who are twin tieflings bred to be assassins although Oroleth has rejected his master.

Tythanil - Great writeup. You'll have to jog my memory from which sourcebook Myronthanil Silverspear is from. I've been avoiding creating any character that uses the Bladesinger prestige class until I can get my hands on the Complete Warrior which gives the Bladesinger a +1 level of spellcasting/2 levels instead of a seperate spell list.
#60

zombiegleemax

Dec 14, 2003 8:50:27
Green Giant:
Myronthanil is not from a sourcebook technically. He's written about in Cunningham's book about Evermeet - he was friends with King Zaor. It's a very small part in the book, but he's there nonetheless.
His last name is Silverspear so I put two and two together making him the husband of Tyllaetha Silverspear and patriarch of that house as mentioned in the _Elves of Evermeet_ sourcebook.

I, too, hesitated when doing the Bladesinger. I was going to do homebrew (closer to 2nd Ed version), but thought that might ruffle some feathers. Once I get a peek at CW I'll make the change to his Bladesinger.
#61

wooly_rupert_dup

Dec 14, 2003 12:59:44
Myrin Silerspear is also mentioned in Elfshadow. He was the innkeeper and owner of the Halfway Inn, and was the one who reported to the rulers of Evereska that Bran Skorlsun was there. Apparently, he real role was to be something like an advance guard, and watch who all came and went...
#62

zombiegleemax

Dec 14, 2003 17:43:43
Myrin or Myronthanil?

Same or different elves?

Just asking cuz I'm trying to piece this all together.
#63

green_giant_02

Dec 14, 2003 18:33:21
Thanks for the info. Although I've never read Evermeet, I do have Elves of Evermeet and that is where the name Silverspear struck me as familiar. Good job on the writeup.
#64

wooly_rupert_dup

Dec 14, 2003 20:43:30
Originally posted by Tythanil
Myrin or Myronthanil?

Same or different elves?

Just asking cuz I'm trying to piece this all together.

The same, I would assume. Tythanil, the person who did the write-up, says that Myronthanil was a friend of King Zaor's. In Elfshadow, Bran Skorlsun says he met Myrin Silverspear on his one trip to Evermeet, and that Silverspear was a captain of the palace guard. So Myrin could be just a shorter version of Myronthanil.
#65

green_giant_02

Dec 15, 2003 23:01:49
Here's a gal who's out of this world. Enjoy.:D

Lissandra the Gateseeker: Female Tethyrian Human Wiz9; CR 9; Medium-size Humanoid; HD 9d4+18; hp 38; Init +3; Spd 30 ft.; AC 19 (touch 11, flat-footed 19); Base Atk +4; Grp +5; Face/Reach 5 ft./5 ft.; AL NG; SV Fort +5, Ref +4, Will +6; Str 12, Dex 8, Con 15, Int 18, Wis 10, Cha 14.
Skills and Feats: Concentration +14 (+18 when casting defensively), Craft (alchemy) +9, Decipher Script +9, Knowledge (arcana) +16, Knowledge (architecture and engineering) +9, Knowledge (history) +9, Knowledge (local-Sigil) +10, Knowledge (the planes) +16, Speak Language (chondathan, common, draconic, celestial, elven, dwarven), Spellcraft +18; Combat Casting, Craft Wondrous Item, Extend Spell, Improved Iniative, Lightning Reflexes, Scribe Scroll, Spell Penetration.
Wizard Spells Prepared (4/5/5/4/3/1; base DC = 14 + spell level; caster level 9th).
Possessions: +8 bracers of defense, +2 ring of protection, portal finder rod, spelltrapped portal log book (lightning bolt and suggestion)
Height: 6’, Weight: Unknown, Hair: Blonde, Eyes: Green.
#66

green_giant_02

Dec 16, 2003 17:07:52
Here's another one for you.

Baelam “the Bold”: Male Tethyrian Human Rog5/Wiz5/Arcane Trickster 7; CR 17; Medium-size Humanoid; HD 5d6+10 plus 12d4+24; hp 76; Init +8; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +9; Grp +11; Atk +16 melee (1d4+5/19-20, +3 blinking dagger); Full Atk +16/+11 melee (1d4+5/19-20, +3 blinking dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack, impromptu sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, ranged legerdemain; AL CG; SV Fort +7, Ref +12, Will +11; Str 15, Dex 19, Con 15, Int 21, Wis 15, Cha 13.
Skills and Feats: Appraise +11 (+13 with alchemical items), Balance +12, Climb +10 (+12 with rope), Concentration +14 (+18 when casting defensively), Craft (alchemy) +11, Decipher Script +12, Diplomacy +7, Disable Device +11, Escape Artist +11 (+13 escaping ropes), Gather Information +9, Hide +12, Jump +10, Knowledge (arcana) +17, Knowledge (architecture and engineering) +11, Knowledge (history-the Sword Coast) +11, Knowledge (local-Dalelands) +11, Knowledge (the planes) +11, Listen +8, Move Silently +12, Open Lock +12, Search +13 (+15 with secret or hidden doors), Sleight of Hand +12, Speak Language (chondathan, common, draconic, elven, dwarven, giant, illuskan), Spellcraft +22 (+24 to decipher scrolls), Spot +8, Tumble +18, Use Magic Device +9 (+13 with scrolls), Use Rope +12 (+14 to bind someone); Combat Casting, Craft Wondrous Item, Eschew Materials, Forge Ring, Improved Iniative, Scribe Scroll, Silent Spell, Still Spell, Weapon Finesse.
Special Qualities: Sneak attack +6d6, trapfinding, evasion, trap sense +1, uncanny dodge. Ranged legerdemain 2/day, impromptu sneak attack 2/day.
Wizard Spells Prepared (4/6/5/5/4/4/2; base DC = 15 + spell level; caster level 12th).
Possessions: Ring of the ram, ring of regeneration, +3 blinking dagger, Baelam’s automaton hand, rope of entanglement, potion of cure light wounds.
Height: 6’1”, Weight: 207 lbs., Hair: Black, Eyes: Hazel.

+3 blinking dagger: Allows user to blink once a day.

Baelam’s automaton hand: Functions as a gauntlet, can strike those as a magic weapon, and can be lit up with faerie fire at will.
#67

green_giant_02

Dec 17, 2003 16:07:38
Here are the characters from Elaine Cunningham's In Silver Shadows, updated to 3e, from Dragon Magazine Annual #1. Enjoy. :D

Hasheth: Male Calishite Human Rog5; CR 5; Medium-size Humanoid; HD 5d6; hp 30; Init +5; Spd 30 ft.; AC 15 (touch 15, flat-footed 10); Base Atk +2; Grp +2; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge; AL CN; SV Fort +0, Ref +9, Will +1; Str 9, Dex 20, Con 10, Int 18, Wis 10, Cha 9.
Skills and Feats: Appraise +9, Bluff +7, Climb +4, Diplomacy +8, Disable Device +6, Disguise +6, Gather Information +9, Hide +13, Jump +11, Knowledge (local-Tethyr) +12, Knowledge (nobility and royalty) +6, Move Silently +13, Open Lock +10, Profession (gambler) +2, Ride (horse) +8, Search +6, Sense Motive +5, Sleight of Hand +12, Speak Language (chondathan, common, alzhedo, shaaran, thorass, tashalan), Tumble +15; Exotic Weapon Proficiency (garrote), Martial Weapon Proficiency (scimitar), Resist Poison.
Special Qualities: Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge.
Possessions: Sand-hue sash (as gloves of dexterity +2), ring of jumping.
Height: 5’9”, Weight: Unknown, Hair: Black, Eyes: Black.

Ferret: Female Wood Elf Ftr4/Rog8; CR 12; Medium-size Humanoid; HD 4d10+8 plus 8d6+16; hp 73; Init +10; Spd 30 ft.; AC 18 (touch 16, flat-footed 12); Base Atk +10; Grp +10; Atk +12 melee (1d8+2/19-20, masterwork longsword) or +17 ranged (1d4/19-20, masterwork throwing dagger); Full Atk +12/+7 melee (1d8+2/19-20, masterwork longsword) or +17/+12 ranged (1d4/19-20, masterwork throwing dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Elf traits, trapfinding, evasion, trap sense, improved uncanny dodge; AL CG; SV Fort +8, Ref +13, Will +5; Str 10, Dex 22, Con 15, Int 13, Wis 10, Cha 16.
Skills and Feats: Climb +7, Disguise +12, Heal +2, Hide +13, Jump +9, Knowledge (history) +3, Knowledge (local-Tethyr) +7, Knowledge (nature) +3, Listen +4, Move Silently +18, Open Lock +8, Perform (dance) +7, Profession (herbalist) +2, Search +7, Sleight of Hand +8, Speak Language (elven, common, chondathan, sylvan), Spot +4, Survival +4, Swim +7, Tumble +15; Dodge, Improved Iniative, Iron Will, Mobility, Spring Attack, Track, Weapon Focus (longsword), Weapon Specialization (longsword).
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Sneak attack +4d6, trapfinding, evasion, trap sense +2, improved uncanny dodge.
Possessions: Masterwork leather armor, masterwork longsword, masterwork throwing daggers, disguise kit, boots of elvenkind.
Height: 5’4”, Weight: Unknown, Hair: Brown, Eyes: Black.


Bowlord Allain Kevanarial (Foxfire): Male Wild Elf Rgr4/Sor4/Arcane Archer 3; CR 11; Medium Humanoid (Elf); HD 7d8+14 plus 4d4+8; hp 67; Init +4; Spd 30 ft.; AC 16 (touch 14, flat-footed 12); Base Atk +9; Grp +12; Atk +13 melee (1d8+3/19-20, masterwork elvencraft longsword), or +11 melee (1d4+1/19-20, masterwork bone dagger), or +17 ranged (1d8+5/x3, masterwork elvencraft composite [+3] longbow); Full Atk +13/+8 melee (1d8+3/19-20, masterwork elvencraft longsword), or +11/+6 melee (1d4+1/19-20, masterwork bone dagger), or +15/+15/+10 ranged (1d8+5/x3, masterwork elvencraft composite [+3] longbow w/Rapid Shot); Face/Reach 5 ft. by 5 ft./5 ft.; SA Favored enemy (humanoid [goblinoid] +2), enhance arrow +2; SQ Elf traits, animal companion, wild empathy +5, imbue arrow; AL NG; SV Fort +10, Ref +12, Will +9; Str 16, Dex 18, Con 14, Int 16, Wis 17, Cha 19
Skills and Feats: Climb +7, Concentration +7, Craft (bowmaking) +9, Craft (trapmaking) +9, Heal +8, Handle Animal +9, Hide +11, Jump +7, Knowledge (arcana) +8, Knowledge (nature) +8, Listen +8, Move Silently +11, Perform (dance) +5, Profession (herbalist) +8, Ride (horse) +11, Search +8, Speak Language (common, chondathan, elven, draconic, goblin, sylvan), Spellcraft +10, Spot +8, Survival +13 (+15 aboveground and to avoid getting lost), Swim +7, Use Rope +5; Dodge, Endurance{B}, Point Blank Shot, Precise Shot, Rapid Shot{B}, Track{B}, Weapon Focus (longbow)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword or rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Animal companion, favored enemy (humanoid [goblinoid] +2), wild empathy +6. Enhance arrow +2, imbue arrow.
Ranger Spells Prepared (1; base DC = 13 + spell level; caster level 2nd): 1st-longstrider.
Sorcerer Spells Known (6/6/4; base DC = 14 + spell level; arcane spell failure 10%; caster level 4th): 0-detect magic, light, mending, message, read magic, resistance; 1st-feather fall, obscuring mist, sleep; 2nd-glitterdust.
Possessions: Masterwork leather armor, masterwork elvencraft longsword, masterwork bone dagger, masterwork elvencraft composite [+3] longbow, 20 arrows.
Height: 5’9”, Weight: 125 lbs., Hair: Auburn, Eyes: Dark.
Note: I had to increase his sorcerer level by one, otherwise he wouldn’t be able to qualify for the Arcane Archer PrC since his base attack bonus was one short. All arrows receive a +2 enhancement bonus thanks to his Arcane Archer PrC's enhance arrow special ability.
Sources: Lands of Intrigue (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Lost Empires of Faerun (3.5E), Races of the Wild (3.5E), and Dragon Annual #1.
#68

zombiegleemax

Dec 17, 2003 16:29:52
most munificent green one:

can you stat out the lythari from silver shadows as well?
#69

green_giant_02

Dec 17, 2003 22:37:48
Unfortunately I've never read In Silver Shadows. Except for the Realms anthologies, Maztica trilogy and two of the Harper series books, I've never read any of the other FR novels. (Time is a factor). Someone else will probably have to do the lythari unless you're willing to give it a shot. Sorry.
#70

wooly_rupert_dup

Dec 17, 2003 23:59:03
The lythari were also written up in Elves of Evermeet, if that helps...

They're briefly mentioned in Races of Faerûn, under Lycanthropes. Ditto for Monsters of Faerûn, which further specifies that willing elves can be made into lythari thru a special ceremony.

I liked them better as a subrace -- especially since it's not like normal lycanthropy. It's more like the hengeyokai -- a race that can naturally assume the shape of some animal, but aren't lycanthropes.
#71

green_giant_02

Dec 18, 2003 1:34:36
Here's another group of characters from Dragon Magazine Annual #2. Thanks to Kate Novak and Jeff Grubb for Finder's Bane and Tymora's Luck. (Too bad they weren't able to keep Bane from returning). Enjoy.

Joel the Rebel Bard: Male Tethyrian Human Brd2/Clr3 of Finder Wyvernspur; CR 5; Medium-size Humanoid; HD 2d6+2 plus 3d8+3; hp 26; Init +6; Spd 30 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +3; Grp +4; Atk +5 melee (1d6+1/19-20, masterwork short sword); Full Atk +5 melee (1d6+1/19-20, masterwork short sword); Face/Reach 5 ft./5 ft.; SA Turn Undead; SQ Bardic knowledge, bardic music, aura of good; AL CG; SV Fort +4, Ref +4, Will +6; Str 12, Dex 15, Con 12, Int 14, Wis 18, Cha 16.
Skills and Feats: Concentration +7, Craft (composition) +8, Diplomacy +9, Disguise +5, Gather Information +5, Knowledge (history) +7, Knowledge (religion) +7, Knowledge (the planes) +5, Perform (oratory) +5, Perform (sing) +11, Perform (string instruments) +5, Perform (wind instruments) +5, Sense Motive +9, Sleight of Hand +4, Speak Language (chondathan, common, elven, celestial), Spellcraft +8; Extra Music, Improved Iniative, Skill Focus (Perform [sing]).
Special Qualities: Bardic knowledge +6, bardic music 6/day (countersong, fascinate, inspire courage +1). Aura of good (aura equals cleric level), turn undead (+2 to turning checks) 6/day.
Bard Spells Known (4/1; base DC = 13 + spell level; caster level 2nd): 0 – ghost sound, know direction, prestidigitation, read magic, summon instrument; 1st – disguise self, expeditious retreat.
Cleric Spells Prepared (4/3+1/2+1; base DC = 14 + spell level; caster level 3rd).
*Domain spell. Deity: Finder Wyvernspur. Domains: Charm (increase Cha by +4 for 1 minute), Renewal (regain 1d8+3 hp if brought below 0 hp).
Possessions: Masterwork leather armor, masterwork short sword, masterwork birdpipes, finder’s stone.
Height: 6’, Weight: Unknown, Hair: Red, Eyes: Blue.

Jasmine: Female Tethyrian Human Ftr5; CR 5; Medium-size Humanoid; HD 5d10+10; hp 40; Init +3; Spd 30 ft., fly 60 ft. (good); AC 15 (touch 13, flat-footed 12); Base Atk +5; Grp +6; Atk +12 melee (1d6+5/19-20, luck blade) or +10 melee (1d4+1/19-20, masterwork dagger); Full Atk +12 melee (1d6+5/19-20, luck blade) or +10 melee (1d4+1/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; AL CG; SV Fort +7, Ref +5, Will +5; Str 12, Dex 16, Con 15, Int 12, Wis 17, Cha 13.
Skills and Feats: Appraise +3, Climb +3, Disguise +3, Jump +3, Profession (sailor) +5, Profession (gambler) +5, Speak Language (chondathan, common, giant), Survival +7, Swim +3; Endurance, Exotic Weapon Proficiency (firearms), Improved Unarmed Strike, Weapon Finesse, Weapon Focus (short sword), Weapon Specialization (short sword).
Possessions: Masterwork leather armor, luck blade, masterwork dagger, black crystal paperweight full of drifting stars.
Height: 5’5”, Weight: Unknown, Hair: Black, Eyes: Brown.

Holly Harrowslough: Female Zakharan Human Pal5 of Lathander; CR 5; Medium-size Humanoid; HD 5d10+5; hp 35; Init +1; Spd 20 ft.; AC 18 (touch 9, flat-footed 18); Base Atk +5; Grp +6; Atk +8 melee (1d6+2/18-20, +1 scimitar), +7 melee (1d4+1/19-20, masterwork dagger), or +5 ranged (1d4/19-20, masterwork hand crossbow with masterwork bolts); Full Atk +8 melee (1d6+2/18-20, +1 scimitar), +7 melee (1d4/19-20, masterwork dagger), or +5 ranged (1d4/19-20, masterwork hand crossbow with masterwork bolts); Face/Reach 5 ft./5 ft.; SA Smite evil, turn undead; SQ Aura of good, detect evil, divine grace, lay on hands, aura of courage, divine health, special mount; AL LG; SV Fort +9, Ref +4, Will +7; Str 13, Dex 9, Con 12, Int 10, Wis 15, Cha 18.
Skills and Feats: Heal +5, Knowledge (local-Dalelands) +2, Knowledge (religion) +8, Ride (horse) +4, Speak Language (chondathan, common, midani), Spot +4, Survival +4; Blooded, Exotic Weapon Proficiency (hand crossbow), Weapon Focus (scimitar).
Special Qualities: Aura of good (aura equals paladin level), detect evil at will, smite evil 2/day (+4 to attack, +5 to damage), divine grace (Cha bonus to saving throws), lay on hands (cure 20 hp a day), divine health (immune to all diseases including mummy rot and lycanthropy), aura of courage (immune to fear, allies within 10 ft. gain a +4 morale bonus to saving throws against fear effects), turn undead as 3rd level cleric (+2 to turning checks) 7/day.
Paladin Spells Prepared (1; base DC = 12 + spell level; caster level 2nd).
Possessions: +2 half-plate, +1 scimitar, masterwork hand crossbow, masterwork bolts, masterwork dagger, golden holy symbol (Lathander).
Height: 5’10”, Weight: Unknown, Hair: Brown, Eyes: Brown.
#72

green_giant_02

Dec 19, 2003 1:23:48
Here are the characters from Troy Denning's Faces of Deception updated to 3e from Dragon Magazine Annual #3. Although Atreus isn't evil the vile feats from BoVD fits right with his appearance. Also Yago suffers from the benefits and penalties of old age. I've also removed any equipment they might have just like in their journey. Enjoy.


Atreus Eleint: Male Tethyrian Human Ftr10; CR 10; Medium-size Humanoid; HD 10d10+40; hp 95; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +10; Grp +15; Face/Reach 5 ft./5 ft.; AL NG; SV Fort +11, Ref +6, Will +4; Str 20, Dex 17, Con 18, Int 14, Wis 12, Cha 12.
Skills and Feats: Climb +10, Diplomacy +6, Handle Animal +6, Intimidate +5, Jump +10, Listen +6, Perform (dance) +6, Ride (horse) +10, Speak Language (chondathan, common, giant, shaaran), Spot +6, Survival +6, Swim +10; Cleave, Deformity (face), Exotic Weapon Proficiency (bastard sword), Improved Unarmed Strike, Leadership, Power Attack, Weapon Focus (bastard sword), Weapon Focus (club), Weapon Specialization (bastard sword), Weapon Specialization (club), Willing Deformity.
Possessions: Blessing ring (functions as a permanent bless spell), spelltrapped coffer of safe custody (power word blind, explosive runes, fire trap).
Height: 6’4”, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Yago, Captain of the Shieldbreaker Guard: Male Ogre Ftr8; CR 11; Large Giant; HD 4d8+8 plus 8d10+16; hp 84; Init +1; Spd 40 ft.; AC 15 (touch 10, flat-footed 14); Base Atk +9; Grp +19; Face/Reach 10 ft./10 ft.; SQ Ogre Traits; AL LN; SV Fort +12, Ref +4, Will +5; Str 20, Dex 12, Con 15, Int 11, Wis 15, Cha 9.
Skills and Feats: Climb +9, Diplomacy +2, Hide –3, Jump +7, Listen +4, Speak Language (common, giant), Spot +4, Survival +3, Swim +7; Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Improved Unarmed Strike, Track, Power Attack, Weapon Focus (greatclub), Weapon Specialization (greatclub).
Special Qualities: Ogre traits: Darkvision 60’; natural armor +5.
Possessions: Blessing ring (functions as a permanent bless spell).
Height: 11’, Weight: 450 lbs., Hair: Gray, Eyes: Purple.


Rishi Saubhari the “Ginger Prince”: Male Mar Human Rog8; CR 8; Medium-size Humanoid; HD 8d6+16; hp 43; Init +8; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +6; Grp +7; Atk +11 ranged (1d4+1/19-20, masterwork throwing dagger); Full Atk +11/+6 ranged (1d4+1/19-20, masterwork throwing dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, improved uncanny dodge; AL CE; SV Fort +4, Ref +10, Will +1; Str 12, Dex 19, Con 14, Int 15, Wis 8, Cha 17.
Skills and Feats: Appraise +13, Bluff +16, Climb +5, Disable Device +8, Diplomacy +15, Disguise +15, Forgery +12, Hide +10, Listen +3, Move Silently +10, Open Lock +12, Perform (dance) +11, Profession (gambler) +7, Search +6, Sleight of Hand +14, Speak Language (durpari, common, illuskan, shou), Spot +3, Tumble +15, Use Magic Device +7; Charlatan, Deceitful, Improved Iniative, Smooth Talk.
Special Qualities: Sneak attack +4d6, trapfinding, evasion, trap sense +2, improved uncanny dodge.
Possessions: 20 masterwork throwing daggers, masterwork thieves' tools.
Height: 5’7”, Weight: Unknown, Hair: Black, Eyes: Unknown.


Seema Indrani: Female Mar Human Clr7 of Serene Abhirati/Apostle of Peace 2; CR 9; Medium-size Humanoid; HD 7d8+28 plus 2d4+8; hp 72; Init +3; Spd 30 ft.; AC 28 (touch 16, flat-footed 25); Base Atk +7; Grp +9; Face/Reach 5 ft./5 ft.; SA Turn undead, exalted strike; SQ Aura of good, pacifying touch, endure elements, sustenance, mind shielding; AL LG; SV Fort +13, Ref +9, Will +13; Str 14, Dex 16, Con 18, Int 12, Wis 19, Cha 18.
Skills and Feats: Concentration +16, Craft (alchemy) +7, Diplomacy +16, Heal +16, Knowledge (religion) +13, Profession (herbalist) +8, Speak Language (durpari, common, shou), Spellcraft +13, Survival +5; Brew Potion, Exalted Turning, Gift of Faith, Nymph’s Kiss, Sacred Vow, Servant of the Heavens, Vow of Nonviolence, Vow of Peace, Vow of Poverty.
Special Qualities: Aura of good (aura equals cleric level), turn undead as 9th level cleric (+2 to turning checks) 7/day. Pacifying touch at will. Endure elements, exalted strike +1 (magic), sustenance, mind shielding.
Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 7th).
*Domain spell. Deity: Serene Abhirati. Domains: Good (cast good spells at +1 caster level), Healing (cast healing spells at +1 caster level).
Apostle of Peace Spells Prepared (5/4/1; base DC = 14 + spell level; caster level 5th).
Possessions: Wooden holy symbol (Serene Abhirati), woolen satchel, wooden mixing bowl, herbs, healer's kit.
Height: 5’8”, Weight: Unknown, Hair: Black, Eyes: Brown.


Tarch the Slaver: Male Barbazu Ftr8; CR 13; Medium-size Outsider (Evil, Extraplanar, Lawful); HD 6d8+24 plus 8d10+32; hp 124; Init +7; Spd 40 ft.; AC 20 (touch 13, flat-footed 17); Base Atk +6; Grp +11; Atk +13 melee (1d10+9/x3 plus infernal wound, masterwork glaive) or +11 melee (1d6+5, claw); Full Atk +13/+8 melee (1d10+9/x3 plus infernal wound, masterwork glaive) or +11 melee (1d6+5, 2 claws); Face/Reach 5 ft./5 ft. (10 ft. with masterwork glaive); SA Infernal wound, beard, battle frenzy, summon devil; SQ Outsider traits, devil traits, DR 5/silver or good, spell-like abilities; SR 17; AL LE; SV Fort +9, Ref +8, Will +5; Str 20, Dex 16, Con 18, Int 12, Wis 10, Cha 10.
Skills and Feats: Climb +14, Craft (trapmaking) +11, Diplomacy +11, Hide +12, Intimidate +14, Listen +9, Move Silently +12, Sense Motive +9, Speak Language (infernal, common, durpari), Spot +9, Survival +6; Cleave, Exotic Weapon Proficiency (whip), Improved Iniative, Leadership, Power Attack, Track, Weapon Focus (glaive), Weapon Focus (whip), Weapon Specialization (glaive), Weapon Specialization (whip).
Special Qualities: Outsider traits: darkvision 60’. Devil traits: immune to fire and poision, resistance to acid and cold 10, see in darkness, telepathy 100 ft., summon devil (2d10 lemures 50% or 1 barbazu 35%). Infernal wound, beard, battle frenzy 2/day, spell-like abilities at caster level 12th – greater teleport (self plus 50 lbs.)
Possessions: Masterwork glaive.
Height: 6’, Weight: 225 lbs., Hair: Unknown, Eyes: Black.


The Sannyasi, Warden of Langdarma: Male Movanic Deva; CR 9; Medium-size Outsider (Extraplanar, Good); HD 6d8+24; hp 52; Init +8; Spd 40 ft., fly 90 ft. (good); AC 22 (touch 14, flat-footed 18); Base Atk +6; Grp +11; Atk +13 melee (2d6+8/19-20 plus 1d6 fire, +1 flaming greatsword); Full Atk +13/+8 melee (2d6+8/19-20 plus 1d6 fire, +1 flaming greatsword); Face/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Outsider traits, angel traits, DR 10/evil, divine equilibrium, heavenly deflection, soothing presence of nature; SR 19; AL LG; SV Fort +9, Ref +9, Will +9; Str 20, Dex 18, Con 18, Int 18, Wis 19, Cha 18.
Skills and Feats: Balance +12, Concentration +12, Diplomacy +14, Heal +8, Intimidate +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (religion) +12, Listen +12, Perform (sing) +7, Perform (string instruments) +7, Sense Motive +12, Speak Language (celestial, common, durpari, shou, draconic, thorass), Spellcraft +12, Spot +12; Blind-Fight, Improved Iniative, Weapon Focus (greatsword).
Special Qualities: Outsider traits: darkvision 60’. Angel traits: low-light vision, immune to acid, cold, and petrification, resistance to electricity and fire 10, +4 racial bonus on saves against poison, protective aura, tongues (this ability is always active). Divine equilibrium, heavenly deflection, soothing presence of nature, spell-like abilities at caster level 9th.
Possessions: +1 flaming greatsword.
Height: 6’, Weight: Unknown, Hair: Silver, Eyes: Silver.
#73

zombiegleemax

Dec 22, 2003 10:26:44
Lythari

Lythari are elves capable of transforming themselves into lupine form. Lythari are beautiful and otherworldly, even for elves. In elven form they are tall, pale skinned with light blue or green eyes and silver hair. Lythari in wolf form are equally beautiful with pale gray or silver fur, and intelligent blue or brown eyes. Lythari in wolf form leave no impression of danger and ferocity, but rather seem friendly and companionable.

Creating a Lythari

Lythari is a template that can be added only to a chaotic good aligned elf (referred to hereafter as the character). The creature's type changes to shapechanger. The Lythari takes on the characteristics of the lupine animal (referred to hereafter as the animal).
A Lythari uses either the character's or the animal's statistics and special abilities in addition to those set out below.
Hite Dice: Same as character or animal, or whichever produces the higher hit point total.
Speed: Same as character or animal, depending on form
AC: The character or animals natural armour increases by +2
Attacks: Same as character or animal
Damage: Same as character or animal
Special Attack: Same as character or animal, plus the following:
Lytharic Emathy: Lythari are capable of emphatic communications between themselves. They can issue simple commands such as "friend", "foe", "flee", or "attack" when in animal form that is understood by Lythari both in character and in animal form.
Gift of Lythari: Unlike lychanthropy, the shapechanging ability granted by the Lythari is not a curse. It is a gift bestowed upon an elf by the Lythari for any number of reasons. The most common is love. But, the bestowing of Lytharidom for reasons such as friendship and gratitude are not unheard of. There is no saving throw to resist becoming Lythari, because the infection and transformation are voluntary.
Special Qualities: A Lythari retains all the special qualities of its animal and character form, plus it gains the use of these listed below.
Alternate Form (Su): All Lythari can shift into animal form as though using the polymorph spell. Unlike normal lychanthrope the Lythari's gear changes with the transformation. However, the Lythari does not have a hybrid form as do most all lychanthropes. Changing from character to animal form, and vice versa, is a standard action. Upon assuming either form the Lythari regains hit points as if having rested for a day. A slain Lythari remains in whatever form it was slain in.
Damage Reduction: A Lythari in character or animal form gains damage reduction 5/silver and 5/+1.
Saves: The base saves are as for character or animal, whichever is better. In addition, Lythari receive a +2 racial bonus to Fort and Ref saves.
Abilities: Do not change from character to animal form
Skills: Lythari receive a +4 racial bonus to Search, Spot, and Listen checks, which stack with their elven racial bonuses. In animal form, these bonuses increase to +8.
Feats: Same as character. A Lythari does not need Control Shape as do other lychanthropes. There is no distinction between its two forms - it is both wolf and elf and merely chooses which form it will take.
Climate: Same as character or animal
Organization: Solitary or in communal settings (2-12)
Challenge Rating: Same as animal +2
Treasure : Standard
Alignment: Chaotic good only; Lythari live in small, anarchic, communal societies with no real leaders and complete equality for all members.
Advancement: By character class
#74

wooly_rupert_dup

Dec 22, 2003 10:36:20
Pretty good, Tythanil... I may have to use that one, meself.
#75

zombiegleemax

Dec 22, 2003 13:43:27
Tythanil: Nice template (though I haven't read anything about the Lythari). You should update it to 3.5, though:

- Shapechanger is a subtype, not a type. Lythari, therefore, should just gain it.

- DR /+1-5 no longer exists. Lythari should gain DR 5/magic and silver.

Also, a few minor notes:

- "A Lythari uses either the character's or the animal's statistics and special abilities in addition to those set out below." -> "A Lythari possesses both the character's and the animal's special abilities in addition to those set out below." This is IMO clearer.

- Challenge Rating should be "Same as animal or character (whichever higher) +2" Otherwise a Wolf Lythari Wiz35 would have a CR around 4.

- Include a Level Adjustment (I suggest +3)

- Alignment should be "Usually Chaotic Good". "Only" is never used; use "Always" for creatures such as outsiders, which have inborn compulsions to a certain alignment.
#76

green_giant_02

Dec 26, 2003 22:34:01
Been awhile with the holiday shopping and parties but I'm back.:D Great work on the Lythari writeup Tythanil although it was my belief that Srinshee wanted the lythari characters from In Silver Shadows. Here's another character from the Castle Spulzeer adventure module and had a hand in the formation of the Twisted Rune. Enjoy.

Kartak Spellseer: Male Tethyrian Human Nec20/Archmage 5/Aristocrat 6; CR 33; Medium-size Undead; HD 31d12; hp 202; Init +0; Spd 30 ft.; AC 15 (touch 10, flat-footed 15); Base Atk +17; Grp +17; Atk +17 melee (1d8+5, touch); Full Atk +17/+12 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura; SQ Turn resistance, DR 15/bludgeoning and magic, undead traits, lich immunities, Archmage high arcana; AL CE; SV Fort +13, Ref +13, Will +24; Str 10, Dex 11, Con -, Int 30, Wis 21, Cha 19.
Skills and Feats: Appraise +19 (+21 with alchemy), Bluff +13, Concentration +28 (+32 when casting defensively), Craft (alchemy) +30, Decipher Script +25, Diplomacy +19, Forgery +13, Hide +8, Intimidate +15, Knowledge (arcana) +38, Knowledge (architecture and engineering) +25, Knowledge (dungeoneering) +25, Knowledge (geography) +25, Knowledge (history) +30, Knowledge (local) +25, Knowledge (nature) +25, Knowledge (nobility and royalty) +30, Knowledge (religion) +25, Knowledge (the planes) +25, Listen +13, Move Silently +8, Ride (horse) +9, Search +26 (+28 with hidden or secret doors), Sense Motive +22, Speak Language (chondathan, common, abyssal, auran, elven, giant, goblin, ignan, illuskan, infernal, shaaran, thorass), Spellcraft +43, Spot +13; Combat Casting, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Forge Ring, Great Fortitude, Heighten Spell, Improved Spellcasting, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (divination), Spell Focus (necromancy), Still Spell.
Special Qualities: Touch attack (DC 24), paralyzing touch (DC 24), fear aura (DC 24), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn resistance +4. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, arcane reach.
Wizard Spells Prepared (5/8/8/7/7/7/6/4/5/4/4; base DC = 20 + spell level; 21 + spell level with divination and necromancy; barred schools - enchantment and illusion; caster level 25th).
Possessions: Ring of spell turning, ring of teleportation.
Height: 6’, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

P.S. A belated Merry Christmas to all! :D
#77

zombiegleemax

Dec 27, 2003 9:30:08
Just an attempt; I admit having some difficulty in generating characters who I haven't raised from level 1 in adventuring sessions!

Also, minor spoilers for those who haven't read EC's books up to Dream Spheres. All stats in 3.0.


Arilyn Moonblade (The Dream Spheres)


Half elf female Fighter 9/Ranger 3/Rogue 3/Ex-Harper Scout 1 of Hanali Celanil: CR 16; medium-sized humanoid (half-elf); HD 12d10 plus 4d6 plus 32; hp 157; Init+12; Spd 30 ft.; AC 22 (touch 16, flatfooted 21); Atk +20/+15/+10 melee (1d8+7/15-20 +2 keen moonblade); SA sneak attack+3d6 SQ change self, danger sense, dream warning, elfgate, elfshadow, evasion, fire resistance 20, half-elf traits, Harper knowledge, favored enemy (Knights of the Shield), favored enemy (Zhentarim), fight with two weapons, low-light vision, sword attunement, Tethyr elves’ attunement, uncanny dodge; AL NG; SV Fort+15 Ref+17 Will+8; Str 17, Dex 20, Con 15, Int 15, Wis 15, Cha 16. Height 5 ft, 9 in.

Skills and Feats: Bluff+8,Climb+9, Diplomacy+11, Disable Device+5, Disguise+16, Escape Artist+8, Gather Information+6, Hide+8, Jump+9, Knowledge (local)+6, Move Silently+10, Open Lock+5, Perform+8, Ride+11, Sense Motive+5, Speak Language (Drow), Spot+4, Swim+9, Tumble+9, Use Rope+7, Wilderness Lore+4; Alertness, Combat Reflexes, Dodge, Improved Bull Rush, Improved Critical (longsword), Improved Initiative, Iron Will, Track, Weapon Focus (longsword), Weapon Specialization (longsword), Power Attack, Quick Draw.

Possessions: standard adventuring gear, amulet of water breathing, crossbow, spider silk rope, suction cup bolts,+2 elven chainmail, +2 keen moonblade, with the following abilities*:

(Active powers):Bearer gains +2 Dexterity, +4 Initiative, Fire Resistance 20; change self at will; danger sense & dreamwarning: cannot be surprised by opponents, even in conditions of natural sleep; elfgate: Arilyn may open, close or relocate Blackstaff Tower’s permanent portal to Evermeet; Elfshadow: Arilyn may call on the essences of up to all previous bearers of the moonblade, up to and including her. Each elfshadow was a powerful PC in its own right, though calling upon this power negates all powers of the moonblade while the elfshadow ability is in effect.


(Conditional powers): Sword Attunement: Arilyn may not be separated from the sword without risk of death. Moonblade Defense:Any who touch the moonblade without permission from the wielder is blasted by an 8d6 lightning bolt, at no save. Drawing the sword without permission is death (at no save), though the slain may be raised or resurrected normally. Moral Defense: the moonblade cannot hurt goodly aligned creatures who do not threaten either the bearer or the elven People; bearer is afflicted with Symbol of Pain should the moonblade be lifted against the described above. Tethyr Elves’ Attunement: Arilyn is instantly warned of threats to the elves of the Forest of Tethyr. She must answer all threats as they come.


Spells: 3. Though Arilyn eschews magic, should she cast spells as a harper scout, these would be comprehend languages, and light.









*Removed the speed quality of the blade in lieu for a heightened Dexterity and Initiative; sadly, my DMG is now missing pages 186-187 which hade magical weapon qualities. Also, this assumes a fully functional moonblade.



Principal sources: Dungeon Master’s Guide (3.0), Dream Spheres, Elfshadow, Forgotten Realms Campaign Sourcebook (3.0), Heroes’ Lorebook (2.0), Player’s Handbook (3.0), Silver Shadows..
#78

zombiegleemax

Dec 27, 2003 9:52:02
Nice write-up for Arilyn, certainly, but am I missing something?

Speak Language (Goblin)

Er?
#79

zombiegleemax

Dec 27, 2003 9:58:50
Whoops. Wasn't thinking.

That should've been 'Undercommon' or 'Drow. I figured if she was able to impersonate one long enough to survive in the Underdark, she must've had some way to understand the stuff going on around her.

Will edit.
#80

zombiegleemax

Dec 27, 2003 10:16:14
I'm not sure -- did she actually go into the Underdark? I recall that she masqueraded as a drow, but am not sure if she ever set foot Below.

Anyway, I was asking because I thought Elvish (and a number of other languages) should also be included. That, or I'm a clueless noob, and it's understood that Arilyn speaks the "standard" languages for a half-elf.
#81

zombiegleemax

Dec 28, 2003 2:08:53
She ventured Below when she masqueraded as Drow, I think. From Elfshadow.

I just added the "nonstandard" language---I noticed in the FRCS, it didn't bother to note that Elaith, for example, could be Elvish.
#82

green_giant_02

Dec 28, 2003 20:36:17
Reverend Ones are ancient elven warriors whose love and oath to the elven cause continues even after passing to Arvandor, the elven home of rest. They are created by the Seldarine to further their cause and defend the elves and their nations from any threat.

Reverend Ones typically appear as they did in life rejuvenated by the magic of Arvandor, wearing the armor and equipment they had except it being more regal. They are more impressive and seem to be more ethereal looking than a typical elf. The appear as tall elves with violet eyes and usually wearing beautiful ornate armor if allowed.

They speak any languages they knew in life.

Sample Reverend One
Before you appears a beautiful young elven lass that seems to be more spirit than flesh. She is wearing a suit of brilliant chain armor and wields a cocked longbow in her hands and carries a longsword in her scabbard.

This example uses an elven 5th-level fighter/2nd-level wizard/5th-level arcane archer as the base creature.

Reverend One, 12th-Level Elf Fighter/Wizard/Arcane Archer
Medium Deathless (Augmented Humanoid)

Hit Dice: 12d12 (78 hp)
Iniative: +6
Speed: 40 ft. (8 squares)
AC: 23 (+6 Dex, +1 deflection, +4 mithral shirt, amulet of natural armor +2), touch 17, flat-footed 17
Base Attack/Grapple: +11/+13
Attack: +1 distance, thundering composite longbow [+2 Str bonus] +20 ranged (1d8+7/x3) or +1 longsword +14 melee (1d8+3/19-20).
Full Attack: +1 distance, thundering composite longbow [+2 Str bonus] +20/+15/+10 ranged (1d8+7/x3) or +1 longsword +14/+9/+4 melee (1d8+3/19-20).
Face/Reach: 5 ft./5 ft.
Special Attacks: Seldarine’s blessing
Special Qualities: Damage reduction 10/cold iron and magic, deathless traits, SR 17, enhance arrow, imbue arrow, seeker arrow
Saves: Fort +8, Ref +11, Will +7
Abilities: Str 14, Dex 22, Con -, Int 15, Wis 14, Cha 12
Skills: Climb +7, Concentration +2 (+6 casting defensively), Craft (bowmaking) +7, Craft (weaponsmithing) +7, Hide +11, Jump +7, Listen +17, Knowledge (arcana) +4, Move Silently +11, Ride (horse) +12, Search +12, Sense Motive +10, Spellcraft +4, Spot +17, Survival +7.
Feats: Dodge, Combat Casting, Mobility, Point Blank Shot, Precise Shot, Scribe Scroll, Shot on the Run, Weapon Focus (longbow), Weapon Specialization (longbow).
Environment: Any elven land or Arvandor
Organization: Solitary
Challenge Rating: 14
Treasure: Double Standard
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment: ?

Combat
A Reverend One's melee and unarmed attacks are considered to have the holy, disruption and dismisser weapon special abilities.
Elf Traits (Ex): +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks (already figured into the statistics given here); low-light vision (can see twice as far as a human in low-light conditions); immune to sleep spells and effects; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow.
Enhance Arrows (Su): Every nonmagical arrow becomes magical, gaining a +3 enhancement bonus.
Imbue Arrow (Sp): Take a standard action to cast an area spell upon an arrow and fire it. The spell’s area is centered on where the arrow lands.
Seeker Arrow (Sp): Once a day as a standard action an arrow fired can negate any concealment or cover modifiers and can travel around corners to get to its target within its range.
Typical Wizard Spells Prepared (4/3; save DC 12 + spell level; 10% spell failure; caster level 2nd): 0-detect magic, disrupt undead, resistance, touch of fatigue; 1st-protection from evil, sleep, true strike.
Possessions: Mithral shirt, +1 distance, thundering composite longbow [+2 Str bonus], 20 masterwork arrows, +1 longsword, gloves of dexterity +2, amulet of natural armor +2, wand of magic missile (50 charges), spellbook.

Creating a Reverend One
Reverend One is an acquired template that can be added to any good character of elven blood (except those of drow blood) who has achieved ten character levels and worships the Seldarine.

A reverend one uses all the base creatures’ statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to deathless (augmented humanoid). Do not recalculate base attack bonus, saves or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: All forms of movement are increased by +10 ft.
Armor Class: The base creature gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attack: The reverend one retains all the attacks of the base creature.
Full Attack: The reverend one retains all the attacks of the base creature.
Special Attacks: A reverend one retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 reverend one’s HD + reverend one’s Cha modifier unless otherwise noted.
Seldarine’s Blessing (Su): A reverend one’s attacks with unarmed strikes or melee weapons function as a holy weapon special ability inflicting +2d6 damage to evil creatures. The reverend one also gains the disruption and dismisser (Unapproachable East sourcebook) when making a strike unarmed or with a melee weapon.
Special Qualities: A reverend one retains all the special qualities of the base creature and gains those described below.
Damage Reduction (Su): A reverend one has damage reduction 10/cold iron and magic. A reverend one’s natural attacks are treated as good-aligned and magic weapons for the purpose of overcoming damage reduction.
Spell Resistance (Ex): A reverend one has spell resistance equal to 5 + Hit Dice.
Turn Resistance (Ex): A reverend one has +4 turn resistance.
Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +4. As a deathless creature, a reverend one has no Constitution score.
Skills: Reverend Ones have a +8 racial bonus to Listen, Search, Sense Motive and Spot checks. Otherwise same as base creature.
Environment: Any elven lands or Arvandor.
Organization: Solitary, pair, troubadour (3-5), or host (10-100).
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Always good (any).
Advancement: By character class.
Level Adjusment: ?

Special
Any weapons, armor or other equipment used by the Reverend Ones is destroyed upon their demise.

In the Realms
Reverend Ones can be found in any of the elven lands in the Realms or that once had elven people. This includes Evermeet, Evereska, the High Forest, the Wealdath, and Cormanthor. It is thanks to the unceasing vigilance of the Reverend Ones in the Elven Court that the drow now found in that area have not expanded upon their holdings. It is believed that a host of these warriors can be found wandering in the High Moor, lamenting the sad fate of Miyeritar.
#83

zombiegleemax

Dec 29, 2003 14:51:41
Was anyone else put off by Bruenor Battlehammer's stats in the Silver Marches? Besides being just plain wrong on some of this history (his missing eye for example, which should have been caught, even if other changes haven't been updated from Salvatore's more recent books), wouldn't it have shown some stones to give Bruenor a few levels of expert (weaponsmith) to show his devotion to this craft.

Stumpet Raginclaw would have been appreciated too.

BTW, does anyone have any thoughts on Artemis' sword and Charon's Claw, which never seem to be mentioned (as well as the fact that the dagger is always mentioned as being a defender in game products, when in the books its vampiric).
#84

green_giant_02

Jan 02, 2004 0:06:41
Here's my take on that merchant-magician. Must have been a tough year for Aurora's Whole Realms Catalog with the creation of the Thayvan enclaves. I wonder if there is a trade war looming in the future.

Q: Has her Catalog or shops appeared in any of the novels?

Aurora of Waterdeep: Female Tethyrian Human Wiz10/Wayfarer Guide3/Expert3; CR 16; Medium-size Humanoid; HD 13d4+26 plus 3d6+6; hp 77; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +8; Grp +9; Face/Reach 5 ft./5 ft.; AL LG; SV Fort +7, Ref +7, Will +15; Str 12, Dex 14, Con 14, Int 22, Wis 15, Cha 15.
Skills and Feats: Appraise +12 (+14 with alchemy), Bluff +8, Concentration +18 (+22 when casting defensively), Craft (alchemy) +16, Diplomacy +14, Gather Information +10, Knowledge (arcana) +32, Knowledge (geography) +35, Knowledge (history-the North) +15, Knowledge (local-the North) +16, Knowledge (nobility and royalty) +11, Knowledge (the planes) +16, Profession (merchant) +13, Sense Motive +8, Speak Language (chondathan, common, draconic, elven, dwarven, giant, illuskan, orc), Spellcraft +34, Survival +8 (+10 to avoid getting lost and other planes); Augment Summoning, Combat Casting, Craft Wondrous Item, Quicken Spell, Sanctum Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [geography]), Spell Focus (conjuration), Spell Penetration.
Special Qualities: Enhanced capacity, extra teleportation, enhanced accuracy.
Wizard Spells Prepared (4/6/6/5/4/4/3; base DC = 16 + spell level; DC = 17 + spell level with conjuration; caster level 12th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Red, Eyes: Uknown.
#85

kuje31

Jan 02, 2004 0:28:52
Originally posted by Green Giant
Here's my take on that merchant-magician. Must have been a tough year for Aurora's Whole Realms Catalog with the creation of the Thayvan enclaves. I wonder if there is a trade war looming in the future.

Q: Has her Catalog or shops appeared in any of the novels?

Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Uknown.

Cloak & Dagger says she's in her early 40's and she has long red hair according to her pic on her catalog....
#86

wooly_rupert_dup

Jan 02, 2004 10:53:32
Cloak & Dagger also had her as just a 16th-level wizard. The other classes are good, but I'd up her wizard levels a bit.

I don't know that I'd have any problems between her and the Thayvians. Thay focuses their mercantile efforts more on stuff that Aurora wouldn't carry -- magic stuff, scrolls, illegal stuff... There might be some competition on some things, but not on a lot of things.
#87

green_giant_02

Jan 04, 2004 17:19:39
Thanks for the info on Aurora, Kuje31.

As for making her a 10th level wizard, Wooly Rupert, I see her semi-retiring around that time. During that period she develops the means to increase her teleportation spells (ie Wayfarer Guide) and uses it to create her business empire. With time she becomes an expert to better facilitate her business acumen.

Now on with the show!!!:D

I just got my hand on Complete Warrior and I've decided to try my hand in creating the ultimate bladesinger. I miss the bonus feats the PrC gets from RoF and they should really think about adding a special ability that mimics the way a bladesinger can subsitute his swordplay with the somatic component of spells. But that deserves its own thread.:D

After rereading the short story in Realms of Magic, looking up the Cormanthyr: Arcane Age sourcebook and the Fall of Myth Drannor adventure module, I hope I've gotten him right. The first stats represent him after the short story, while the second set is after returning to Myth Drannor from his quest. The second stats have the aging benefits but none of the penalties (he was already venerable by the time he started his quest). I'm making a big assumption that he might have rejuvenated by way of the Seldarine for recovering the sword, if not...

Comments are welcome. Enjoy.

Josidiah Starym: Male Sun Elf Ftr4/Wiz3/Bladesinger7; CR 14; Medium Humanoid (Elf); HD 4d10+8 plus 3d4+6 plus 7d8+14; hp 94; Init +4; Spd 30 ft.; AC 19 (touch 14, flat-footed 15); Base Atk +12; Grp +15; Atk +18 melee (1d8+7 plus 1d6 fire/19-20, +2 flaming longsword); Full Atk +14/+9/+4 melee (1d8+7 plus 1d6 fire/19-20, +2 flaming longsword) and +14 melee (1d8+7 plus 1d6 fire/19-20, +2 flaming longsword); Face/Reach 5 ft./5 ft.; SQ Elf traits, bladesong style, lesser spellsong, song of celerity (2nd), greater spellsong; AL NG; SV Fort +9, Ref +11, Will +11; Str 16, Dex 18, Con 14, Int 16, Wis 15, Cha 15.
Skills and Feats: Balance +8, Climb +6, Concentration +11 (+15 when casting defensively), Jump +8, Knowledge (arcana) +13, Knowledge (local-Cormanthor) +6, Knowledge (nature) +8, Knowledge (nobility and royalty) +6, Listen +4, Perform (dance) +4, Perform (sing) +4, Search +5, Speak Language (elven, common, chondathan, orc, thorass), Spellcraft +13, Spot +4, Survival +4 (+6 aboveground), Swim +4, Tumble +12; Combat Casting, Combat Expertise, Dodge, Mobility, Quick Draw, Scribe Scroll{B}, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword).
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Bladesong style, lesser spellsong, song of celerity (2nd), greater spellsong.
Wizard Spells Prepared (4/5/4/3/1; base DC = 13 + spell level; caster level 7th).
Possessions: Elven chain mail, +2 flaming longsword, +2 flaming longsword, figurine of wondrous power: onyx panther (Guenhwyvar).
Height: Unknown, Weight: Unknown, Hair: Golden blonde, Eyes: Blue.
Note: Skills modified by armor, as well as racial bonus. Since he wields two swords, he does not gain any of the special abilities of the Bladesinger PrC.
Sources: Cormanthyr: Empire of Elves (2E), Realms of Magic novel, PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Warrior (3.5E).



Josidiah Starym: Male Sun Elf Ftr4/Wiz10/Bladesinger10; CR 24; Medium Humanoid (Elf); HD 4d10+16 plus 10d4+40 plus 10d8+40; hp 192; Init +7; Spd 30 ft.; AC 36 (touch 26, flat-footed 32); Base Atk +19; Grp +24; Atk +29 melee (1d8+11/17-20, Aryfaern Kerym); Full Atk +27/+27/+22/+17/+12 melee (1d8+11/17-20, Aryfaern Kerym w/song of fury); Face/Reach 5 ft./5 ft.; SA Song of fury; SQ Elf traits, bladesong style, lesser spellsong, song of celerity (4th), greater spellsong; AL NG; SV Fort +20, Ref +24, Will +26; Str 20, Dex 24, Con 18, Int 24, Wis 22, Cha 22.
Skills and Feats: Balance +12, Climb +8, Concentration +22 (+26 when casting defensively), Craft (alchemy) +12, Decipher Script +12, Hide +10, Jump +10, Knowledge (arcana) +24, Knowledge (dungeoneering) +12, Knowledge (history-Cormanthor) +12, Knowledge (local-Cormanthor) +11, Knowledge (nature) +12, Knowledge (nobility and royalty) +10, Knowledge (the planes) +12, Listen +8, Move Silently +10, Perform (dance) +9, Perform (sing) +9, Search +9, Speak Language (common, chondathan, elven, draconic, orc, sylvan, thorass, undercommon), Spellcraft +26, Spot +8, Survival +8 (+10 aboveground, underground and other planes), Swim +6, Tumble +20; Combat Casting, Combat Expertise, Dodge, Empower Spell, Fortify Spell, Mobility, Quick Draw, Practiced Spellcaster (wizard), Scribe Scroll{B}, Spring Attack, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack, Widen Spell.
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Bladesong style, lesser spellsong, song of celerity (4th), greater spellsong, song of fury.
Wizard Spells Prepared (4/6/6/6/5/5/4/3/1; base DC = 17 + spell level; caster level 19th).
Possessions: +5 elven chain mail, Aryfaern Kerym, belt of magnificence +4, boots of elvenkind, bracers of quick strike, cloak of elvenkind, kiira, ring of lesser arcane power, ring of defense +5, shirt of the moon. 800 gp
Height: Unknown, Weight: Unknown, Hair: Golden blonde, Eyes: Blue.
Note: Josidiah has all the benefits of being venerable age but none of the penalties. Skills modified by armor, as well as racial bonus. AC modified by bladesong style.
Sources: Cormanthyr: Empire of Elves (2E), Fall of Myth Drannor (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Lost Empires of Faerun (3.5E), Epic Level Handbook (3E), Complete Warrior (3.5E), Complete Arcane (3.5E), Miniature’s Handbook (3.5E), and Dragon #303.


Ring of Defense: This ring provide a deflection bonus to AC and a resistance bonus to saving throws.
Faint abjuration; CL 5th; Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5).

Ring of Lesser Arcane Power: This ring functions as a ring of arcane might and a minor ring of spell storing but is only able to store arcane spells. The bonus to arcane caster levels from the ring of arcane might functions for any arcane spell stored within.
Moderate abjuration and evocation; CL 8th; Forge Ring, limited wish, greater magic weapon; Price 47,000 gp.



Bonus Material

Anders Beltgarden: Male Chondathan Human Rgr3/Wiz15; CR 18; Medium-size Humanoid; HD 3d8 plus 15d4; hp 55; Init +4; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +9; Grp +9; Face/Reach 5 ft./5 ft.; SA Favored enemy; SQ Wild Empathy; AL NG; SV Fort +8, Ref +8, Will +15; Str 8, Dex 11, Con 10, Int 23, Wis 16, Cha 14.
Skills and Feats: Climb +5, Concentration +15 (+19 when casting defensively), Craft (alchemy) +21, Decipher Script +16, Handle Animal +8, Hide +6, Jump +5, Knowledge (arcana) +21, Knowledge (geography) +16, Knowledge (history-Cormanthyr) +12, Knowledge (local-Cormanthor) +12, Knowledge (nature) +20, Knowledge (the planes) +18, Listen +8, Move Silently +6, Search +12, Speak Language (chondathan, common, draconic, dwarven, elven, giant, orc, thorass), Spellcraft +23, Spot +8, Survival +9 (+11 to avoid getting lost, above ground, and other planes), Swim +5; Alertness, Combat Casting, Craft Wand, Craft Wondrous Item, Endurance, Forge Ring, Heighten Spell, Improved Iniative, Iron Will, Maximixe Spell, Scribe Scroll, Spell Focus (transmutation), Spell Penetration, Track, Two-Weapon Fighting.
Special Qualities: Wild empathy +7, favored enemy (animal +2).
Wizard Spells Prepared (4/6/6/5/5/5/4/2/1; base DC = 16 + spell level; DC 17 + spell level with transmutation spells; caster level 15th).
Possessions: Wand of hold animal, ring of shooting stars, portable hole.
Height: Unknown, Weight: Unknown, Hair: Gray, Eyes: Green.

PS No one has commented on my Reverend Ones template.
#88

zombiegleemax

Jan 04, 2004 17:29:34
Uhmm... under 3.5 rules (and 3.0 for that matter) bladesingers cannot use two weapons - their class features require one hand empty, and the other wielding a longsword or rapier. The second Josidiah is fine (though you forgot the attacks), but the first is technically illegal.

I don't know how to fix this; it's a big problem
#89

green_giant_02

Jan 04, 2004 17:35:45
The PrC gives benefits when using a longsword or rapier in one hand and nothing in the other but they are not forbidden from using two weapons to fight. It simply means Josidiah gains no benefits when using two weapons to fight except the greater spellsong ability.
#90

zombiegleemax

Jan 05, 2004 7:26:11
Nice job on Kartak, Green Giant!!
#91

zombiegleemax

Jan 05, 2004 7:26:44
Nice job on Kartak, Green Giant!!
#92

green_giant_02

Jan 07, 2004 23:23:13
Here's the all-female adventuring group. Enjoy.

Catlindra Serpentar: Female Damaran Human Ftr9; CR 9; Medium-size Humanoid; HD 9d10+18; hp 76; Init +7; Spd 20 ft.; AC 20 (touch 11, flat-footed 19); Base Atk +9; Grp +13; Atk +16 melee (1d8+6/17-20, masterwork longsword), +14 melee (1d6+4/19-20, masterwork short sword), +15 melee (1d8+6, catlash), or +14 melee (1d4+4/19-20, masterwork dagger); Full Atk +14/+9 melee (1d8+6/17-20, masterwork longsword) and +12 melee (1d6+4/19-20, masterwork short sword), or +15/+10 melee (1d8+6, catlash), or +14/+9 melee (1d4+4/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; AL NG; SV Fort +8, Ref +6, Will +6; Str 19, Dex 16, Con 15, Int 14, Wis 16, Cha 16.
Skills and Feats: Climb +7, Diplomacy +6, Handle Animal +8, Intimidate +8, Jump +7, Ride (horse) +15, Speak Language (damaran, common, chondathan, dwarven), Survival +8, Swim +2; Combat Expertise, Exotic Weapon Proficiency (scourge), Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Iniative, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword).
Possessions: Masterwork full plate, masterwork longsword, masterwork short sword, 3 masterwork daggers, ring of spell turning, 2 potions of cure serious wounds, potion of cure light wounds, potion of remove disease, catlash, small cloth bag with 4 pp, and three 1000 gp black opals, 4 hidden gold pieces, belt purse with 11 cp, 4 sp, 12 gp, and 6 pp.
Height: 6’, Weight: 109 lbs., Hair: Brown, Eyes: Green.

Catlash: This +2 holy, evil outsider bane scourge is usually found in the lands of Mulhorand. The weapon's seven strands can extend out when it is striking and can be used as a reach weapon at will.


Shaliira Duon: Female Half-Sun Elf Ftr2/Wiz6; CR 8; Medium-size Humanoid; HD 2d10+2 plus 6d4+6; hp 38; Init +6; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +5; Grp +8; Atk +11 melee (1d4+4/19-20, +1 dagger), +11 melee (1d4+3/19-20, masterwork dagger), +9 ranged (1d4+3/19-20, masterwork dart); Full Atk +11 melee (1d4+4/19-20, +1 dagger), +11 melee (1d4+3/19-20, masterwork dagger), +9 ranged (1d4+3/19-20, masterwork dart); Face/Reach 5 ft./5 ft.; SQ Half-elf traits; AL CG; SV Fort +6, Ref +6, Will +6; Str 17, Dex 19, Con 13, Int 19, Wis 12, Cha 14.
Skills and Feats: Climb +6, Concentration +10 (+14 when casting defensively), Craft (painting) +13, Diplomacy +4, Disguise +5, Gather Information +4, Jump +6, Knowledge (arcana) +13, Listen +2, Perform (dance) +7, Ride (horse) +9, Search +5, Speak Language (common, elven, chondathan, damaran, gnome, orc, sylvan), Spellcraft +15, Spot +4, Swim +6; Blooded, Combat Casting, Dodge, Empower Spell, Heighten Spell, Scribe Scroll, Weapon Finesse, Weapon Focus (dagger).
Special Qualities: Half-Elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on Diplomacy and Gather Information, elven blood.
Wizard Spells Prepared (4/4/4/3; base DC = 14 + spell level; caster level 6th).
Possessions: +1 dagger (glows with faerie-fire), 2 masterwork daggers, 3 masterwork darts, scroll: identify, scroll: flaming sphere, scroll: dispel magic, scroll: lightning bolt, spelltrapped spellbook (spell turning x2), cloth bag with six 90 gp carnelians, four sapphires (1000, 1200, 1400 and 3600 gp), and 7100 gp diamond, belt purse with 6 cp, 8 sp, 19 gp, and 2 pp.
Height: 5’4”, Weight: 89 lbs., Hair: Blonde, Eyes: Blue-green.


Taruele Elfrost: Female Half-Moon Elf Sor10; CR 10; Medium-size Humanoid; HD 10d4; hp 29; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +5; Grp +6; Atk +7 melee (1d4+1/19-20, masterwork dagger), +7 melee (1d4/19-20, masterwork silvered dagger), +9 ranged (1d4+1, masterwork sling with masterwork bullets); Full Atk +7 melee (1d4+1/19-20, masterwork dagger), +7 melee (1d4/19-20, masterwork silvered dagger), +9 ranged (1d4+1, masterwork sling with masterwork bullets); Face/Reach 5 ft./5 ft.; SQ Half-elf traits; AL CG; SV Fort +3, Ref +6, Will +10; Str 12, Dex 17, Con 11, Int 14, Wis 17, Cha 20.
Skills and Feats: Concentration +10 (+14 when casting defensively), Diplomacy +12, Gather Information +9, Heal +5, Knowledge (arcana) +12, Listen +4, Perform (sing) +9, Profession (escort) +5, Search +3, Speak Language (common, elven, chondathan, damaran, gnome, orc, sylvan), Spellcraft +14, Spot +4; Combat Casting, Scribe Scroll, Toughness, Trustworthy.
Special Qualities: Half-Elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on Diplomacy and Gather Information, elven blood.
Sorcerer Spells Known (6/8/7/7/6/4; base DC = 15 + spell level; caster level 10th): 0 – dancing lights, daze, detect magic, mage hand, open/close, prestidigitation, read magic, ray of frost, resistance; 1st – charm person, identify, magic missile, shield, sleep; 2nd – darkness, invisibility, Melf’s acid arrow, spider climb; 3rd – daylight, fireball, lightning bolt; 4th – arcane eye, ice storm; 5th – teleport.
Possessions: 2 beads of force, masterwork dagger, masterwork silvered dagger, masterwork sling, 26 masterwork bullets, ring of regeneration, ring of the ram, scroll: dancing lights, scroll: daylight, scroll: darkness, scroll: knock, scroll: locate creature, scroll: rope trick, scroll: charm monster, scroll: arcane eye, scroll: teleport, 6 gp and 4 sp hidden, belt purse with 12 cp, 9 gp, and 12 pp.
Height: 6’, Weight: 99 lbs., Hair: White, Eyes: Dark purple.


Kaldura Othmeir: Female Gold Dwarf Ftr8; CR 8; Medium-size Humanoid; HD 8d10+24; hp 72; Init +2; Spd 20 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +8; Grp +12; Atk +15 melee (1d10+6/x3, masterwork dwarven waraxe), +13 melee (1d8+4/x3, masterwork warhammer), +13 melee (1d8+4, masterwork morningstar), +13 melee (1d6+4, masterwork light mace), +13 melee (1d4+4/19-20, masterwork blade boot), or +11 ranged (1d6+4, masterwork throwing axe); Full Atk +15/+10 melee (1d10+4/x3, masterwork dwarven waraxe), +13/+8 melee (1d8+4/x3, masterwork warhammer), +13/+8 melee (1d8+4, masterwork morningstar), +13/+8 melee (1d6+4, masterwork light mace), +13/+8 melee (1d4+4/19-20, masterwork blade boots), or +11/+6 ranged (1d6+4, masterwork throwing axe); Face/Reach 5 ft./5 ft.; SQ Dwarf traits; AL CN; SV Fort +9, Ref +4, Will +3; Str 19, Dex 15, Con 17, Int 13, Wis 12, Cha 12.
Skills and Feats: Appraise +3 (+5 with stone or metal items, +7 with gems), Climb +5, Craft (gemcutting) +11, Craft (stonemasonry) +8, Intimidate +9, Profession (miner) +8, Speak Language (common, dwarven, chondathan, terran); Cleave, Endurance, Exotic Weapon Proficiency (blade boots), Great Cleave, Greater Weapon Focus (dwarven waraxe), Power Attack, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Special Qualities: Dwarf Traits: 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against aberrations; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).
Possessions: Masterwork chainmail, masterwork dwarven waraxe, masterwork throwing axe, masterwork light mace, masterwork morningstar, masterwork warhammer, masterwork blade boots, small cloth bag with fourteen 2000 gp black opals, 6000 gp emerald and four turquoises (44 gp, 26 gp, 16 gp, and 10 gp), 4 hidden gold pieces, snake-shaped mesh purse with 8 cp, 14 sp, and 7 gp.
Height: 4’1”, Weight: 104 lbs., Hair: Blonde, Eyes: Amber.


Chaldara Immerstar: Female Chondathan Human Clr7 of Tymora; CR 7; Medium-size Humanoid; HD 7d8+14; hp 49; Init +2; Spd 20 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +7; Grp +8; Atk +9 melee (1d8+1, masterwork morningstar) or +9 melee (1d6+1, masterwork light mace); Full Atk +9/+4 melee (1d8+1, masterwork morningstar) or +9/+4 melee (1d6+1, masterwork light mace); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good; AL CG; SV Fort +7, Ref +4, Will +9; Str 13, Dex 14, Con 15, Int 16, Wis 19, Cha 14.
Skills and Feats: Concentration +12 (+16 when casting defensively), Craft (calligraphy) +13, Diplomacy +7, Heal +9, Knowledge (arcana) +8, Knowledge (religion) +13, Knowledge (the planes) +8, Speak Language (common, chondathan, elven, damaran, orc), Spellcraft +15; Brew Potion, Combat Casting, Scribe Scroll.
Special Qualities: Aura of good (aura equals cleric level), turn undead 5/day.
Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 7th).
*Domain spell. Deity: Tymora. Domains: Good (cast good spells at +1 caster level), Luck (1/day reroll a dice roll after it is made).
Possessions: Masterwork chainmail, masterwork morningstar, masterwork light mace, scroll: purify food and drink x3, 2 potions of cure serious wounds, silver holy symbol (Tymora), belt purse with 6 cp, 24 sp, and 36 gp.
Height: 5’8”, Weight: 97 lbs., Hair: Greying black, Eyes: Amber.


Jandeth Ilmura: Female Chondathan Human Clr6 of Tymora; CR 6; Medium-size Humanoid; HD 6d8+6; hp 36; Init +2; Spd 30 ft.; AC 15 (touch 12, flat-footed 13); Base Atk +6; Grp +8; Atk +9 melee (1d8+2, masterwork morningstar) or +9 melee (1d6+2, masterwork light mace); Full Atk +9/+4 melee (1d8+2, masterwork morningstar) or +9/+4 melee (1d6+2, masterwork light mace); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good; AL CG; SV Fort +6, Ref +4, Will +9; Str 14, Dex 14, Con 12, Int 14, Wis 19, Cha 16.
Skills and Feats: Concentration +10, Heal +9, Knowledge (religion) +11, Perform (act) +7, Profession (seamstress) +9, Speak Language (common, chondathan, damaran, halfling), Spellcraft +11; Extra Turning, Sacred Spell, Scribe Scroll.
Special Qualities: Aura of good (aura equals cleric level), turn undead 10/day.
Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 14 + spell level; caster level 6th).
*Domain spell. Deity: Tymora. Domains: Good (cast good spells at +1 caster level), Protection (1/day touched subject gains +6 resistance bonus on next saving throw, max. duration 1 hour).
Possessions: Masterwork studded leather, masterwork morningstar, masterwork light mace, silver holy symbol (Tymora).
Height: 5’11”, Weight: 106 lbs., Hair: Brown, Eyes: Blue.
#93

zombiegleemax

Jan 08, 2004 3:12:12
As you did Kartak Spellseer so well is there any chance of you (please please!) statting the resting of the Twisted Rune as well, by that I mean:

Jymahoa (NE F Hum Lich Enc 19)
Priamon "Frostrune" Rakesk (CE M Hum Lich Wiz 20/Acm 4/Epic 3)
Rhangaun (NE M Hum Lich Wiz 20/Acm 5/Epic 8)
Shangalar the Black (LE M Tiefling Lich Wiz 20/Acm 5/Epic 2)
Shyressa (NE F Hum Vampire Wiz 20/Acm 3)

Pretty please...
#94

zombiegleemax

Jan 08, 2004 3:12:40
As you did Kartak Spellseer so well is there any chance of you (please please!) statting the resting of the Twisted Rune as well, by that I mean:

Jymahoa (NE F Hum Lich Enc 19)
Priamon "Frostrune" Rakesk (CE M Hum Lich Wiz 20/Acm 4/Epic 3)
Rhangaun (NE M Hum Lich Wiz 20/Acm 5/Epic 8)
Shangalar the Black (LE M Tiefling Lich Wiz 20/Acm 5/Epic 2)
Shyressa (NE F Hum Vampire Wiz 20/Acm 3)

Pretty please...
#95

meldorian

Jan 08, 2004 10:19:51
@Green Giant:

I don't want to be nitpicking, but don't you think that 109 pounds is a little bit under-weight for a 6 feet human woman? Pictures of famine-victims and people with eating disorders come to my mind, to tell the truth. Make it about 150 pounds, that's still rather leight for the size, especially for someone supposed to be physically powerful. The same is true for the other humans in that party.
#96

zombiegleemax

Jan 08, 2004 11:50:35
halaster blackcloak is a chosen of mystra as is the srinshee in elminster in hell she had summoned all her chosen to save elminster and the simbul in the simbuls throne room. she only uses the 9 point start flas for the summoning of her chosen because she has 9 original chosen plus the srinshee which was able to weave the threads of the magic of the weave and halaster if you all could remember was only touched by shar and mystra said to him touch me. chosen are the only ones who can summon silver fire and halaster does do this while on his second trip to hell
#97

green_giant_02

Jan 08, 2004 19:04:27
Ask and you shall receive (well, at least most of them). Here are the stats for the rest of the Twisted Rune except Rhangaun. Until I can scrounge up some loose change to buy Draconomicon Sapphiraktar the Blue and Rhangaun will have to wait. Sapphiraktar is teaching Rhangaun draconic magic and Draconomicon has draconic feats and prestige classes suitable to take care of the 8 open epic feats. I've also fixed Kartak Spellseer to reflect the stats in Lord of Darkness. Enjoy.

Meldorian, I'm just posting the stats found in Ruins of Myth Drannor. This was probably done around the time that all female npcs were supermodels in disguise.:D

Remember all stats have aging benefits but very few or none aging penalties.

Priam was once a guild wizard but not anymore. That means he no longer has access to the spellpool or the improved spell acquisition ability, he does however retain the bonus item creation feat.

Priamon “Frostrune” Rakesk: Male Tethyrian Human Lich Wiz20/Acm5/Guild Wizard of Waterdeep 3; CR 32; Medium-size Undead; HD 28d12; hp 187; Init +1; Spd 30 ft.; AC 19 (touch 14, flat-footed 18); Base Atk +13; Grp +14; Atk +14 melee (1d8+5, touch); Full Atk +14/+9 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura; SQ Turn resistance, DR 15/bludgeoning and magic, undead traits, lich immunities, Archmage high arcana; AL CE; SV Fort +10, Ref +11, Will +24; Str 13, Dex 13, Con -, Int 30, Wis 21, Cha 17.
Skills and Feats: Concentration +31 (+35 when casting defensively), Craft (alchemy) +32, Decipher Script +22, Hide +19, Knowledge (arcana) +41, Knowledge (architecture and engineering) +25, Knowledge (dungeoneering) +25, Knowledge (geography) +20, Knowledge (history-the North) +30, Knowledge (local-Waterdeep) +30, Knowledge (nature) +20, Knowledge (nobility and royalty) +25, Knowledge (religion) +20, Knowledge (the planes) +30, Listen +13, Move Silently +9, Search +26 (+28 with hidden or secret doors), Sense Motive +13, Speak Language (chondathan, common, abyssal, auran, elven, giant, goblin, illuskan, infernal, orc, thorass, undercommon), Spellcraft +48, Spot +13; Combat Casting, Craft Wondrous Item, Energy Admixture (cold), Energy Substitution (cold), Eschew Materials, Forge Ring, Improved Spellcasting, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (necromancy), Spell Penetration, Still Spell.
Special Qualities: Touch attack (DC 27), paralyzing touch (DC 27), fear aura (DC 27), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn resistance +4. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (4/7/7/6/6/5/5/4/4/4/3; base DC = 20 + spell level; 21 + spell level with evocation and necromancy; caster level 28th).
Possessions: Ring of spell turning, ring of protection +3, robe of blending, helm of telepathy.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


I suspect that one of Jymahna's silver mask functions is similar to a cloak of charisma +6 which I have added to her abilities.

Jymahna: Female Calishite Human Lich Enc19; CR 23; Medium-size Undead; HD 19d12; hp 129; Init +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +9; Grp +9; Atk +10 melee (1d8+5, touch); Full Atk +10/+5 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura; SQ Turn resistance, DR 15/bludgeoning and magic, undead traits, lich immunities; AL NE; SV Fort +6, Ref +8, Will +16; Str 12, Dex 15, Con -, Int 25, Wis 20, Cha 29.
Skills and Feats: Concentration +19 (+23 when casting defensively), Craft (alchemy) +17, Decipher Script +12, Diplomacy +20, Gather Information +18, Hide +10, Knowledge (arcana) +27, Knowledge (history-the Lands of Intrigue) +17, Knowledge (local-Calimshan) +17, Knowledge (nobility and royalty) +17, Knowledge (the planes) +17, Listen +13, Move Silently +10, Perform (dance) +16, Perform (sing) +16, Search +15, Sense Motive +13, Speak Language (alzhedo, common, auran, chondathan, chultan, draconic, ignan, shaaran, tashalan), Spellcraft +32, Spot +13; Combat Casting, Craft Wondrous Item, Extend Spell, Greater Spell Focus (enchantment), Harem Trained, Heighten Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Penetration, Trustworthy.
Special Qualities: Touch attack (DC 27), paralyzing touch (DC 27), fear aura (DC 27), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn resistance +4.
Wizard Spells Prepared (5/7/7/7/6/6/6/6/4/4; base DC = 17 + spell level; 19 + spell level with enchantment; barred schools – conjuration and necromancy; caster level 19th).
Possessions: Jymahna’s silver mask.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Shangalar shouldn't be able to be a lich but then again there are alhoon in the Realms. The interaction with his outsider type and his lich apothoesis has doubled the natural armor class he should have and given him a constant spell turning ability.

Shangalar the Black: Male Tiefling Lich Wiz20/Acm5/Rog2; CR 33; Medium-size Undead; HD 27d12; hp 181; Init +8; Spd 30 ft.; AC 24 (touch 14, flat-footed 20); Base Atk +13; Grp +15; Atk +15 melee (1d8+5, touch); Full Atk +15/+10 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura, sneak attack; SQ Tiefling traits, turn resistance, DR 15/bludgeoning and magic, undead traits, lich immunities, spell turning, Archmage high arcana, trapfinding, evasion; AL LE; SV Fort +9, Ref +9, Will +17; Str 15, Dex 18, Con -, Int 31, Wis 19, Cha 17.
Skills and Feats: Bluff +10, Concentration +28 (+32 when casting defensively), Craft (alchemy) +25, Decipher Script +20, Disable Device +15, Hide +19, Intimidate +11, Knowledge (arcana) +38, Knowledge (architecture and engineering) +20, Knowledge (dungeoneering) +25, Knowledge (geography) +20, Knowledge (history-the Lands of Intrigue) +25, Knowledge (local-Calimshan) +25, Knowledge (nature) +20, Knowledge (nobility and royalty) +25, Knowledge (religion) +15, Knowledge (the planes) +25, Listen +12, Move Silently +17, Open Lock +9, Search +26 (+28 with hidden or secret doors), Sense Motive +12, Sleight of Hand +11, Speak Language (alzhedo, common, abyssal, auran, aquan, celestial, chondathan, draconic, ignan, infernal, terran, thorass), Spellcraft +45, Spot +12, Tumble +9; Augment Summoning, Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Extend Spell, Heighten Spell, Improved Iniative, Improved Spellcasting, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Penetration.
Special Qualities: Tiefling traits: Darkvision 60 ft., +2 racial bonus on Bluff and Hide, darkness 1/day as 27th level caster, resistance to cold 5, electricity 5, and fire 5. Touch attack (DC 26), paralyzing touch (DC 26), fear aura (DC 26), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), spell turning (as the spell), turn resistance +4. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, spell power +2. Sneak attack +1d6, trapfinding, evasion.
Wizard Spells Prepared (4/7/7/6/6/4/6/4/4/4/3; base DC = 20 + spell level; 21 + spell level with conjuration and necromancy; caster level 25th).
Possessions: Black dragonhide cloak.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Shyressa: Female Calishite Human Vampire Wiz20/Acm3; CR 25; Medium-size Undead; HD 23d12; hp 155; Init +8; Spd 30 ft.; AC 20 (touch 14, flat-footed 16); Base Atk +11; Grp +15; Atk +15 melee (1d6+4 plus energy drain, slam); Full Atk +15/+10 melee (1d6+4 plus energy drain, slam); Face/Reach 5 ft./5 ft.; SA Blood drain, children of the night, create spawn, dominate, energy drain; SQ Alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance, undead traits, vampire weakness, Archmage high arcana; AL NE; SV Fort +7, Ref +13, Will +18; Str 18, Dex 18, Con -, Int 26, Wis 17, Cha 25.
Skills and Feats: Bluff +15, Concentration +26 (+30 when casting defensively), Craft (alchemy) +18, Decipher Script +29, Diplomacy +9, Hide +12, Knowledge (arcana) +34, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +18, Knowledge (history-the Lands of Intrigue) +23, Knowledge (local-Calimshan) +23, Knowledge (nobility and royalty) +23, Knowledge (the planes) +23, Listen +13, Move Silently +12, Perform (dance) +14, Perform (sing) +14, Search +22 (+24 with hidden or secret doors), Sense Motive +11, Speak Language (alzhedo, common, abyssal, auran, chondathan, draconic, infernal, ignan, shaaran, thorass), Spellcraft +41, Spot +13; Alertness, Combat Casting, Combat Reflexes, Craft Wondrous Item, Dodge, Empower Spell, Eschew Materials, Extend Spell, Harem Trained, Heighten Spell, Improved Iniative, Lightning Reflexes, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (evocation), Spell Penetration, Spell Thematics (blackfire).
Special Qualities: Blood drain, children of the night, create spawn, dominate (DC 28), energy drain (DC 28 to remove negative level), alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weakness. Arcane fire (520 ft., 3d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements.
Wizard Spells Prepared (4/6/6/6/6/5/5/4/4/3; base DC = 18 + spell level; 19 + spell level with enchantment and evocation; caster level 23rd).
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Edit: Removed Empower spell and gave Portal Master to Priamon due to the knowledge gained from Halaster.
#98

zombiegleemax

Jan 08, 2004 20:45:15
Originally posted by voices
halaster blackcloak is a chosen of mystra as is the srinshee in elminster in hell she had summoned all her chosen to save elminster and the simbul in the simbuls throne room.

Halaster Blackcloak is NOT Chosen of Mystra. Ed Greenwood stated as much at GenCon 2003. He's something, were just not sure what.
#99

zombiegleemax

Jan 09, 2004 3:17:48
Wow, Green Giant, you've excelled yourself mate, thank you very, very much! top class take on the members of the Twisted Rune.

Can't wait to see your take on the last two!
#100

green_giant_02

Jan 09, 2004 22:14:31
Here's the enigmatic Mistmaster. Enjoy.

The Mistmaster: see Realms NPC Characters II
#101

green_giant_02

Jan 10, 2004 21:20:25
Here are two infamous rulers in the Shoon Imperium. Enjoy.

Qysar Shoon IV: Male Calishite Human Nec20/Acm5; CR 25; Medium-size Humanoid; HD 25d4-50; hp 48; Init -1; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +12; Grp +11; Face/Reach 5 ft./5 ft.; SQ Archmage high arcana; AL NE; SV Fort +6, Ref +7, Will +19; Str 8, Dex 8, Con 6, Int 27, Wis 17, Cha 17.
Skills and Feats: Concentration +28 (+32 when casting defensively), Craft (alchemy) +18, Decipher Script +17, Diplomacy +10, Intimidate +8, Knowledge (arcana) +36, Knowledge (architecture and engineering) +23, Knowledge (dungeoneering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility and royalty) +23, Knowledge (religion) +18, Knowledge (the planes) +23, Search +13 (+15 with secret or hidden doors), Speak Language (alzhedo, common, auran, chondathan, draconic, elven, goblin, ignan, illuskan, thorass), Spellcraft +43; Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring, Heighten Spell, Mind Over Body, Quicken Spell, Sanctum Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (necromancy), Spell Penetration, Still Spell.
Special Qualities: Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, arcane reach.
Wizard Spells Prepared (5/7/7/7/7/6/5/4/5/4; base DC = 18 + spell level; 19 + spell level with abjuration and necromancy; barred schools – enchantment and illusion; caster level 25th).
Possessions: Annuli Qysarus, Fanged Shield of Shyk Korort, Ghazir the Desert’s Edge, Janhyra’s Tome.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Annuli Qysarus: A pair of rings created by Shoon Qysar IV; both rings resonate with each other when worn together. One of the rings functions as a ring of spell turning, the other functions as a major ring of spell storing. Their major power is revealed when both rings are worn together. If both rings are worn on the same hand they count as one ring only. They also give the vampiric special ability to any weapon or unarmed strike the wielder makes with that hand. The wielder can gain +1 point of damage per each die a spell strikes for per every 10 hp sacrificed.

Janyra’s Tome (Major Artifact): This small book adorned with symbols similar to Deneir’s holy symbol was created by a priestess of Deneir to be used against Qysar Shoon IV. The priestess failed in her quest and the book became part of the Qysar’s treasure until it was lost in 1018 DR when the rule of the Mameluks during the Seventh Age of Calimshan fell to a Rage of Dragons.

Any character who touches the tome is automatically affected by an energy drain as the spell every round it is held (DC 30 to recover the lost level). The character holding the tome cannot release the book until all levels are drained or an individual using one of Janyra’s rings pries the character from the book. (A character slain by the book rises as a spectre.) Every round that the character is holding the book he looses memories of the previous 24 hour period similar to the spell modify memory. Also the character’s memories are recorded within the book as a percentage of the character’s age to the levels lost (ie a 50 year-old 10th level character has 10 years inscribed in the book for every level lost).

Memories, skills, feats and spells are recorded in the book and any character who has one of Janyra’s rings and reads the book gains one experience level - receiving enough XP to put the character’s XP total midway between the minimum needed for his new (higher level) and the minimum needed for the level beyond that. This benefit is gained only if the class memories inscribed within matches that of the reader (ie a 7th level fighter is level drained by the book, so only a character who has a level in the fighter class would gain the XP benefit for the fighter class only if he is multiclass). Arcane spells recorded in the book can be copied by a wizard just as a scroll.

The drawback to reading other’s memories is the possibility of taking the other’s persona. The character must make two DC 30 intelligence checks. One to prevent an alignment change matching that of the memories recorded in the book and the other to prevent a 2 point ability drain in Int, Wis and Cha.




Zallanora Argentresses (aka Necroqysar Shoon VII): Female Copper Elf Nec31/Acm5; CR ?; Medium-size Humanoid; HD 3d4+3; hp 12; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +17; Grp +19; Face/Reach 5 ft./5 ft.; SQ Elf traits, Archmage high arcana; AL NE; SV Fort +15, Ref +17, Will +31; Str 14, Dex 16, Con 12, Int 40, Wis 29, Cha 31.
Skills and Feats: Concentration +38 (+42 when casting defensively), Craft (alchemy) +41, Decipher Script +35, Diplomacy +24, Hide +23, Knowledge (arcana) +53, Knowledge (architecture and engineering) +35, Knowledge (dungeoneering) +33, Knowledge (geography) +33, Knowledge (history-Shoon Imperium) +35, Knowledge (local-Shoon) +35, Knowledge (nature) +33, Knowledge (nobility and royalty) +35, Knowledge (religion) +33, Knowledge (the planes) +40, Listen +29, Move Silently +23, Search +33 (+37 with secret or hidden doors), Sense Motive +29, Speak Language (alzhedo, common, abyssal, chondathan, chultan, draconic, elven, giant, ignan, illuskan, infernal, loross, netherese, roushoum, shaaran, thorass, undercommon), Spellcraft +60, Spot +29; Automatic Quicken Spell, Blinding Speed, Combat Casting, Craft Epic Staff, Craft Staff, Craft Epic Wondrous Item, Craft Wondrous Item, Epic Spellcasting, Forge Ring, Greater Spell Focus (necromancy), Heighten Spell, Improved Spell Capacity x 5, Leadership, Quicken Spell, Resist Poison, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (necromancy), Spell Penetration, Tenacious Magic.
Special Qualities: Elf traits retained: Low-light vision. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (5/9/9/9/8/7/7/7/6/6/4/3/3/3/3; base DC = 25 + spell level, DC 26 + spell level with enchantment spells; DC 27 + spell level with necromancy spells; barred schools – conjuration and illusion; caster level 36th).
Epic Spells per Day: 3
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Silver, Eyes: Hazel.


Necroqysar Shoon VII: Male Calishite Human Nec31/Acm5; CR 44; Diminutive Undead; HD 36d12; hp 239; Init +0; Spd fly 180 ft. (perfect); AC 55 (touch 50, flat-footed 55); Base Atk +53; Grp +40; Atk +53 melee (10d6+20, touch); Full Atk +53/+48 melee (10d6+20, touch); Face/Reach 1 ft./0 ft.; SA Touch attack, paralyzing touch, fear aura, grasp of death, frightful presence, paralyzing gaze, trap the soul; SQ Turning resistance +20, DR 30/-, undead traits, demilich immunities, magic immunity, phylactery transference, acid, fire, and sonic resistance 20, Archmage high arcana; AL NE; SV Fort +14, Ref +14, Will +31; Str 8, Dex 10, Con -, Int 40, Wis 29, Cha 31.
Skills and Feats: Concentration +38 (+42 when casting defensively), Craft (alchemy) +41, Decipher Script +35, Diplomacy +24, Hide +23, Knowledge (arcana) +53, Knowledge (architecture and engineering) +35, Knowledge (dungeoneering) +33, Knowledge (geography) +33, Knowledge (history-Shoon Imperium) +35, Knowledge (local-Shoon) +35, Knowledge (nature) +33, Knowledge (nobility and royalty) +35, Knowledge (religion) +33, Knowledge (the planes) +40, Listen +29, Move Silently +23, Search +33 (+37 with secret or hidden doors), Sense Motive +29, Speak Language (alzhedo, common, abyssal, chondathan, chultan, draconic, elven, giant, ignan, illuskan, infernal, loross, netherese, roushoum, shaaran, thorass, undercommon), Spellcraft +60, Spot +29; Automatic Quicken Spell, Blinding Speed, Combat Casting, Craft Epic Staff, Craft Staff, Craft Epic Wondrous Item, Craft Wondrous Item, Epic Spellcasting, Forge Ring, Greater Spell Focus (necromancy), Heighten Spell, Improved Spell Capacity x 5, Leadership, Quicken Spell, Resist Poison, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (necromancy), Spell Penetration, Tenacious Magic.
Special Qualities: Touch attack, paralyzing touch (DC 56), fear aura (DC 24), trap the soul (DC 56), undead traits, demilich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), perfect automatic still spell, spell-like abilities (as 36th level caster; DC 56) at will – alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispelling, harm, summon monster I-IX, telekinesis, weird; 2/day – greater planar ally, magic immunity, phylactery transference. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (5/9/9/9/8/7/7/7/6/6/4/3/3/3/3; base DC = 25 + spell level, DC 26 + spell level with enchantment spells; DC 27 + spell level with necromancy spells; barred schools – conjuration and illusion; caster level 36th).
Epic Spells per Day: 3
Possessions: Tome of the Unicorn.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Edit: Gave Qysar Shoon IV an insight bonus to AC from the changes in the Mind Over Body feat from PGtF.
#102

zombiegleemax

Jan 12, 2004 3:45:38
Thank you very, very much for these Green Giant!!
#103

green_giant_02

Jan 13, 2004 23:13:33
Here's Wulgreth in the current year. He can cast epic spells after being able to tap in the remnant divine energies found in Karsus' remains in the Dire Wood. Enjoy.

Wulgreth the Lich: Male Netherese Human Lich Wiz20/Diabolist 10; CR 32; Medium-size Undead; HD 30d12; hp 200; Init +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +14; Grp +16; Atk +16 melee (1d8+5, touch); Full Atk +16/+11 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura; SQ Turn resistance, DR 15/bludgeoning and magic, undead traits, lich immunities, diabolism, imp familiar, vile diabolism; AL LE; SV Fort +11, Ref +13, Will +24; Str 14, Dex 14, Con -, Int 30, Wis 20, Cha 20.
Skills and Feats: Bluff +21, Concentration +33 (+37 when casting defensively), Craft (alchemy) +25, Decipher Script +20, Diplomacy +22 (+24 with evil creatures), Hide +10, Intimidate +23 (+25 with evil creatures), Knowledge (arcana) +43, Knowledge (architecture and engineering) +20, Knowledge (dungeoneering) +20, Knowledge (geography) +20, Knowledge (history-Netheril) +25, Knowledge (local-the North) +25, Knowledge (nature) +20, Knowledge (nobility and royalty) +20, Knowledge (religion) +20, Knowledge (the planes) +43, Listen +13, Move Silently +10, Search +18 (+20 with secret or hidden doors), Sense Motive +13, Speak Language (loross, common, abyssal, aragrakh, draconic, dwarven, elven, illuskan, infernal, netherese, thorass, undercommon), Spellcraft +47, Spot +26; Augment Summoning, Combat Casting, Corrupt Spell, Craft Rod, Craft Staff, Craft Wondrous Item, Disciple of Darkness, Epic Spellcasting, Evil Brand, Improved Spell Capacity, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (conjuration), Spell Penetration, Still Spell, Transdimensional Spell.
Special Qualities: Touch attack (DC 30), paralyzing touch (DC 30), fear aura (DC 30), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn resistance +4. Diabolism +3d6 4/day, imp familiar, vile diabolism.
Wizard Spells Prepared (4/7/7/6/6/6/6/5/5/5/3; base DC = 20 + spell level, DC 21 + spell level with conjuration spells; caster level 30th).
Epic Spells Per Day: 3
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Edit: Deleted theory due to Kuje31's info.

Second Edit: Changed some of the feats.
#104

kuje31

Jan 13, 2004 23:24:32
Originally posted by Green Giant
Wulgreth's history is kinda muddled. The Netheril boxed set has him as a lich with a grudge against Karsus for something that happened to him. However Hellgate Keep, which was released after Netheril, describes Wulgreth as a lesser Ascalhi wizard who summons devils that later turn him into a lich!

My theory is this: Karsus employed Wulgreth to test a new version of the lich formula. The experiment went awry and Wulgreth became a half-lich, although everybody else thought was a lich. What's more, he remained stuck at that level (sort of like Azalin's curse in Ravenloft) and could no longer advance or learn new spells. After the Fall of Netheril the curse was broken but he was still a half-lich. When he learned about the new cult of Karsus forming in the Dire Wood, he rushed there and joined the cult to destroy it from within (he wasn't about to have Karsus be immortalized). Later he revealed to everybody that the so-called "clerics" were really a sham and had no powers whatsoever. The cult broke up and any who stayed were destroyed by Wulgreth. Some time passed on and Wulgreth learned about Ascalhorn in the North. He joined the wizards there and learned that his powers were minor compared to others. This rankled him and he started to summon baatezu to increase his powers. The baatezu were quite glad to be summoned by him since in his haste he was careless about control. Then some of the baatezu gave him the formula to become a full lich for control of Ascalhorn. Wulgreth agreed and allowed the baatezu free access to the city. This of course was not acceptable to some of the wizards and so they summoned demons which destroyed the devils but also became the new overlords. During the battle Wulgreth left the city to return to the Dire Wood.

The Return of Shade novels fixed this error. Evidently there was two Wulgreths. One of them is a demi lich and I forgot what the other was, he might have been a normal lich or he too was a demi lich. But both of them both lived in the same place just many years apart of each other.
#105

green_giant_02

Jan 14, 2004 0:04:48
This is what happens when you dont read novels. I wish WotC would have a site that listed any changes done in novels that affected FR gaming materials. If that is the case in Return of the Archwizards then the Wulgreth above is the Wulgreth from Ascalhorn.
#106

kuje31

Jan 14, 2004 0:12:12
Originally posted by Green Giant
This is what happens when you dont read novels. I wish WotC would have a site that listed any changes done in novels that affected FR gaming materials. If that is the case in Return of the Archwizards then the Wulgreth above is the Wulgreth from Ascalhorn.

Sorry Well the Shade novels are supposed to have a write up in the Player's Guide so maybe the will include the changes to Wulgreth in there.....
#107

green_giant_02

Jan 14, 2004 14:00:44
Here's Lady Polaris from Netheril at her height. Her charisma has been magnified with inherent levels due to the rumored mystical fountain she would go to increase her charisma. I've made her as a sorcerer but once Player's Guide to Faerun is released, I'm planning on removing some of her sorcerer levels and replacing them with the Netherese Arcanist PrC (if they allow sorcerers to qualify). Enjoy.

Lady Polaris: Female Netherese Human Sor30/Acm5/Netherese Arcanist 5; CR 40; Medium-size Humanoid; HD 40d4+80; hp 181; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +19; Grp +20; Face/Reach 5 ft./5 ft.; SQ Archmage high arcane, field specialization, spell focus (epic), backlash resistance, epic spell artisan, greater spell focus (epic); AL CN; SV Fort +18, Ref +18, Will +27; Str 13, Dex 14, Con 15, Int 21, Wis 17, Cha 36
Skills and Feats: Bluff +46, Concentration +45 (+49 when casting defensively), Craft (alchemy) +28, Decipher Script +14, Diplomacy +26, Knowledge (arcana) +48, Knowledge (architecture and engineering) +15, Knowledge (dungeoneering) +15, Knowledge (geography) +15, Knowledge (history-Netheril) +15, Knowledge (local-Netheril) +15, Knowledge (nature) +15, Knowledge (nobility and royalty) +15, Knowledge (the planes) +15, Listen +8, Search +13 (+15 with secret or hidden doors), Sense Motive +8, Speak Language (loross, common, draconic, elven, netherese, seldruin, thorass), Spellcraft +62, Spot +8; Chain Spell, Combat Casting, Craft Wondrous Item, Epic Spellcasting, Epic Skill Focus (Spellcraft), Extend Spell, Heighten Spell, Improved Metamagic, Improved Spell Capacity x 4, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (transmutation), Spell Penetration, Twin Spell
Special Qualities: Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1. Field specialization, spell focus (epic), backlash resistance, epic spell artisan, greater spell focus (epic)
Sorcerer Spells Known (6/7/6/6/6/6/5/5/5/5/3/3/3/3; base DC = 23 + spell level; DC 24 + spell with enchantment and transmutation spells; caster level 35th): 0 – dancing lights, daze, detect magic, mage hand, open/close, prestidigitation, read magic, ray of frost, resistance; 1st – charm person, identify, magic missile, shield, sleep; 2nd – detect thoughts, eagle’s splendor, invisibility, scorching ray, touch of idiocy; 3rd – dispel magic, fireball, fly, suggestion; 4th – charm monster, phantasmal killer, polymorph, scrying; 5th – break enchantment, feeblemind, permanency, persistent image; 6th – antimagic field, geas/quest, legend lore; 7th – greater teleport, insanity, reverse gravity; 8th – demand, summon monster VIII, temporal stasis; 9th – dominate monster, soul bind, wish; 10th - ? (3 open); 11th - ? (3 open); 12th - ? (3 open); 13th - ? (3 open).
Epic Spells Per Day: 4
Possessions: As ruler of the Netherese enclave Delia, Lady Polaris has access to many other equipment, both mundane, magical and epic
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Edit: As you can see I've decided to keep her sorcerer levels and just add the Netherese Arcanist PrC because she'll probably need those levels to make and cast those epic spells.
#108

green_giant_02

Jan 14, 2004 18:40:29
Here's two characters from Myth Drannor. Enjoy.

Mentor Wintercloak: Male Damaran Human Wiz10/Dev5/Clr4 of Oghma; CR 19; Medium-size Humanoid; HD 15d4 plus 4d8; hp 61; Init -1; Spd 30 ft.; AC 9 (touch 9, flat-footed 9); Base Atk +10; Grp +9; Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Reach of the holy, sacred defense, divine synergy, divine shroud; AL CN; SV Fort +9, Ref +4, Will +19; Str 8, Dex 9, Con 10, Int 24, Wis 17, Cha 18.
Skills and Feats: Bluff +9, Concentration +22 (+26 when casting defensively), Craft (alchemy) +17, Decipher Script +17, Diplomacy +15, Disguise +9, Hide +4, Knowledge (arcana) +29, Knowledge (architecture and engineering) +12, Knowledge (history) +17, Knowledge (local) +17, Knowledge (nobility and royalty) +12, Knowledge (religion) +20, Knowledge (the planes) +17, Profession (teacher) +10, Speak Language (damaran, common, chondathan, draconic, dwarven, elven, giant, orc, thorass), Spellcraft +31; Combat Casting, Craft Wand, Craft Wondrous Item, Enlarge Spell, Extend Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (divination), Spell Penetration, Still Spell, Strong Soul.
Special Qualities: Turn undead (+2 to turning checks) 7/day. Reach of the holy 5/day, sacred defense +2, divine synergy, divine shroud.
Wizard Spells Prepared (4/6/6/6/5/5/4/3/1; base DC = 17 + spell level; 18 + spell level with divination; caster level 15th).
Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell level; 14 + spell level with divination; caster level 4th).
*Domain spell. Deity: Oghma. Domains: Knowledge (cast divination spells at +1 caster level), Trickery (Bluff, Disguise and Hide as class skills).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Demron the Archmage: Male Chondathan Human Wiz20/Acm5; CR 25; Medium-size Humanoid; HD 25d4; hp 64; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +13; Grp +12; Face/Reach 5 ft./5 ft.; SQ Archmage high acana; AL NG; SV Fort +8, Ref +8, Will +19; Str 8, Dex 10, Con 11, Int 25, Wis 16, Cha 14.
Skills and Feats: Concentration +28 (+32 when casting defensively), Craft (alchemy) +25, Decipher Script +22, Knowledge (arcana) +35, Knowledge (architecture and engineering) +17, Knowledge (dungeoneering) +17, Knowledge (geography) +17, Knowledge (history) +17, Knowledge (local) +17, Knowledge (nobility and royalty) +17, Knowledge (the planes) +22, Profession (scribe) +12, Search +15 (+17 with secret or hidden doors), Speak Language (chondathan, common, damaran, draconic, dwarven, elven, giant, sylvan, thorass), Spellcraft +42; Combat Casting, Craft Epic Magic Arms and Armor, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Epic Prowess, Eschew Materials, Extend Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (evocation), Still Spell, Twin Spell, Widen Spell.
Special Qualities: Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (4/6/6/6/5/4/4/4/3/3; base DC = 17 + spell level; DC 18 + spell level with abjuration and evocation spells; caster level 25th).
Possessions: Co-creator of Evaelathil (Flamebane), Mhaorathil (Plaguebane), Morvian (Darkbane), Faervian (Battlebane), Dragathil (Hatebane), and Keryvian (Foebane).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Edit: I've renamed the changes of the Arcane Devotee for Mentor Wintercloak. Also, I've removed the Baneblades since they are now found in Player's Guide to Faerun. I've noticed they were lowered in power probably for PCs to be able to own them since before they were minor artifacts.
#109

green_giant_02

Jan 15, 2004 1:11:20
Here are two vampires converted to 3.5 from Dragon Magazine #236 done by Paul Culotta. Enjoy.

Morg: Male Hill Giant Monstrous Vampire Clr6 of Grolantor; CR 15; Large Undead; HD 18d12; hp 129; Init +8; Spd 30 ft.; AC 31 (touch 14, flat-footed 27); Base Atk +12; Grp +27; Atk +24 melee (2d8+15, masterwork large greatclub) or +22 melee (1d8+10 plus energy drain, slam) or +16 ranged (2d6+10, rock); Full Atk +24/+19/+14 melee (2d8+15, masterwork large greatclub) or +22 melee (1d8+10 plus energy drain, 2 slams) or +16 ranged (2d6+10, rock); Face/Reach 10 ft./10 ft.; SA Rock throwing, blood drain, children of the night, create spawn, dominate, energy drain; SQ Giant traits, rock catching, alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance, undead traits, vampire weakness; AL CE; SV Fort +13, Ref +12, Will +12; Str 31, Dex 19, Con -, Int 13, Wis 17, Cha 20
Skills and Feats: Bluff +13, Climb +14, Concentration +11 (+15 when casting defensively), Diplomacy +8, Hide +10, Jump +14, Knowledge (religion) +7, Listen +19, Move Silently +10, Search +9, Sense Motive +11, Speak Language (giant, common, goblin), Spellcraft +7, Spot +19; Alertness, Cleave, Combat Casting, Combat Reflexes, Craft Wondrous Item, Dodge, Improved Bull Rush, Improved Iniative, Improved Sunder, Lightning Reflexes, Power Attack, Weapon Focus (greatclub).
Special Qualities: Giant traits: low-light vision, +9 natural armor class, rock throwing, rock catching, proficient with simple and martial weapons, proficient with light and medium armor and shields. Blood drain, children of the night, create spawn, dominate (DC 24), energy drain (DC 24 to remove negative level), alternate form (can change into a dire bear or a giant owl), DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weakness. Aura of evil (aura equals cleric level), rebuke undead 8/day.
Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + spell level; caster level 6th).
*Domain spell. Deity: Grolantor. Domains: Death (1/day death touch, if subject touched has less hit points than 6d6 roll, it dies), Evil (cast evil spells at +1 caster level).
Possessions: Masterwork large hide armor, masterwork large greatclub, heads of paralyzation.
Height: 13’, Weight: Unknown, Hair: Unknown, Eyes: Gray



Saestra Karanok “The Lady of the Night”: Female Chessentan Human Vampire Rog7/Skr1; CR 10; Medium-size Undead; HD 8d12; hp 57; Init +10; Spd 30 ft.; AC 22 (touch 16, flat-footed 16); Base Atk +5; Grp +9; Atk +10 melee (1d4+4 plus poison/19-20, masterwork dagger) or +9 melee (1d6+4 plus energy drain, slam); Full Atk +10 melee (1d4+4 plus poison/19-20, masterwork dagger) or +9 melee (1d6+4 plus energy drain, 2 slams); Face/Reach 5 ft./5 ft.; SA Sneak attack, blood drain, children of the night, create spawn, dominate, energy drain; SQ trapfinding, evasion, trap sense, uncanny dodge, alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance, undead traits, vampire weakness, sacred stealth, thwart magic trap; AL CE; SV Fort +2, Ref +15, Will +6; Str 18, Dex 23, Con -, Int 17, Wis 14, Cha 20
Skills and Feats: Balance +13, Bluff +10, Climb +9, Decipher Script +8, Disable Device +13 (+16 with magic traps), Disguise +10 (+12 acting), Escape Artist +11, Hide +16, Intimidate +12, Jump +11, Knowledge (religion) +6, Knowledge (local-Luthcheq) +8, Listen +9, Move Silently +18, Open Lock +11, Search +13 (+16 with magic traps), Sense Motive +7, Sleight of Hand +15, Speak Language (chessentan, common, chondathan, mulhorandi, untheric), Spot +9, Tumble +18, Use Magic Device +10 (+12 with scrolls); Alertness, Combat Reflexes, Dodge, Improved Iniative, Lightning Reflexes, Mobility, Quick Draw, Spring Attack, Stealthy
Special Qualities: Blood drain, children of the night, create spawn, dominate (DC 19), energy drain (DC 19 to remove negative level), alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weakness. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge. Sacred stealth (5 minutes), thwart magic trap.
Possessions: Masterwork dagger, carrion crawler brain juice (contact DC 13), witchweed, 4 spellbooks, ring of the ram, wand of fireballs (40 charges), figurine of wondrous power (silver raven), folding boat, six scrolls, ring of water walking, +1 dagger.
Height: 5’9”, Weight: Unknown, Hair: Brown, Eyes: Light violet

I wonder if Saestra Karanok will appear in the new Maiden of Pain novel if it is set in Luthcheq.


Edit: Made the revisions to Saestra due to the new Divine Seeker PrC requirements and abilities.
#110

king_cornish

Jan 15, 2004 14:15:44
+ = ???

These two have been buddies for years, and now, through the magic of computers I bring them to you:

Brent Craigworthy and Billy Zabka - (AD&D 2nd edition)
________________________________

Brent Craigworthy
Elven 0-Level Commoner
Alignment - CN
Quote: "Brent like little lizard. Little Lizard nice Lizard. Me eat. Ummmmm. Blood like lubricant for spines. Brent still hungry, but time for sleep. Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz."


With the pertinent statistics being:
Str. 18/00, Dex. 8, Con. 16, Wis. 5, Int. 5, Cha. 6 (stupidity can be funny, and attractive)

Physical Description:
Think Frankenstein with pointy ears.

Personality:
What personality?

A Slice of Brent:
Brent wields a stunning two-handed sword, which he is not proficient with. He used to be a zombie, but is now an elf. He used to be a half-dragon exemplitan, but after meeting with Gamblar he found out his parents were unworthy, so he became a seventh centurian blizzard teller, tempting the wolves, and resulting in his family to disown him, much to his dismay. He joined up with a party of traveling dingleberry gatherers, who were secretly evil blood-mongrels, who tried to kill him in his sleep, but his big ears tipped him off and he woke up and pounded them to a pulp. If you call him a dummy he will pound you to a pulp. If you use his last name he will pound you to a pulp. His favorite food is anything small and alive. He wears armor made from human hair (gross, yet ineffective). He has terrible gas, and a unique sense of humor. He can't read but he likes to look at words. He currently leads a party of adventurers called "The heroes of Silverymoon," which saved the city from total destruction at the hands of several crafty elephants in musth. The whole town almost smelled like the drippings of young male elephants. Brent grew up in the country, but he is a city boy at heart. He was born with his heart on the wrong side of his chest. He has a heart of gold (figuratively), and a handful of animal entrails. He overuses the phrase "to be quite honest." He is way ahead of his time, a thug poet. He waxes nostalgic at the drop of a copper piece, but will pound you to a pulp if you crack a smile. Historic men give speeches in his dreams, the yellow cracked walls of his hovel play games with his mind as he stares at them in the moonlight. He has greasy hair and dirt under his fingernails. He never steps on a crack. When he walks to the tavern, he avoids all signs of a revolt and makes sure to walk around the blacksmith's store 4 times before going to the bathroom. As far as superstition goes, he prefers cracked mirrors, can't fit under a ladder, and has eaten 5 black cats.

The End
Listen, Brent has to go now, it's time for his nap. Now get! That's right, get!


Billy Zabka
3rd Level Human Ninja (Cobra-Kai)
Alignment - NE
Quote: "You'll never beat me (fill in name here)y-boy!"


With the pertinent statistics being:
Str. 14, Dex. 15, Con. 13, Wis. 7, Int. 8, Cha. 15 (with the ladies), Cha. 6 (with the guys), Com. 16

Physical Description:
Billy has short-cropped blond hair, bright blue eyes and is in great physical shape. His garb ranges depending on the type of battle he is involved in - from a black ninja suit with red accents, to a heavy designer fur jacket and white pantaloons (suited for cold weather), to swimming trunks (with aspen tree pattern) and no shirt. He is approximately 6'3" tall, about as tall as a six-foot-three-inch tree.

Personality:
Billy is the quintessential bully. Wherever there is someone weaker than him he will be there, standing over the unfortunate person, surrounded by his laughing cronies, making fun of or challenging the individual to something that he is much better at.

Billy is very vengeful, conniving, and disgruntled. His whole life, someone weaker than him has found some powerful ally or mentor who has trained him/her to be able to compete with Billy, or given them the mental toughness (or eye of the tiger, as you will) to pull off an amazing upset right at the last moment.

A Slice of Billy:
When around women, Billy is a charmer, able to pick up almost anyone. That is, until they see the way he treats other men. He might see an elf sitting at a tavern sipping his wine and enjoying himself, and for no reason stalk over to him and spill the wine all over the elf's clothes. Then he looks down on the elf with a scowl on his face while his buddies laugh behind him (the ones that aren't laughing have a scowl), and says "Hey elfy-boy, you'll never beat ME!" (Sometimes he switches his subject and predicate and adds capitals to his words for emphasis, just to switch it up.) The elf, incredulous, says "Beat you in what?" Then Billy says, "Oh, now elfy-boy grew some guts! Name the challenge pipsqueak!" Billy's cronies smile and nod at eachother knowingly. One of them laughs, a deep, throaty, genuine laugh, like that sound a dog makes just before it throws up. The rest of the buddies, including Billy, stare at him until he stops, with an uncomfortable and embarassed look on his face. The elf says, "Look, I don't want any trouble. I just came into this tavern to get out of the cold and rest up before I return to the road." Sometimes the bartender will say, "Come on now Billy, the stranger doesn't want any trouble. Why don't you give the little guy a break?" In slow motion, Billy turns his head to the bartender and scowls, and the bartender's pleading smile turns into a mask of fear as he puts both hands up and mouths the words, "NEVER MIND". Just then, the elf stands up and brushes himself off and tries to blanch the red wine that is spilled all over his jerkin and pants. Billy says, "Oh look everybody! Looks like elfy-boy got so scared he peed himself!" This draws a hearty laugh from his cronies. The elf just looks up at him, shakes his head and starts to walk away. Billy takes a step in front of the elf and pushes him backwards, where he trips over one of the buddies who was sitting crouched on all fours behind him (an old trick used extensively by Billy and his buddies). The elf slams his head on a table as he falls, while Billy says in a falsetto voice, "Oh, the elfy-boy fell and hurt his head. Is he gonna cry now?" The elf stands up slowly, feeling the rising bump on his head. "That's it. I'm sick of these childish games. You name the place and I'll be there to challenge you in whatever you'd like." Billy just kind of half-turns his head to his buddies and nods with a smile on his face, "I knew elfy-boy would come around. Two weeks from today. Sledding/fighting combo match, top of Dragonspine Mountain. First one to the bottom gets a point, then we fight. Whoever wins gets another point. First one to 3 points wins." The elf says, "That's only 2 points total." Billy smirks and says, "The little elfy-boy is smarter than I thought. That's right, elfy-boy. The final challenge is an ass-eating contest. Whoever eats the most donkey meat in 1 hour gets 10 points! Are you up for the challenge?" The elf pauses for a second, thinking he had lost something in his translation of Billy's last statement. Then he says, "You're on," but as he walks away he can only think, "How did I get myself into this? I don't know the least thing about sledding, fighting, or donkey-eating." His thoughts tumbled in his head, making and breaking alliances like underpants in a tumble dryer. One of Billy's buddies follows the elf with his eyes, and has an almost sympathetic look on his face. He's seen this happen before, and he doesn't like it.

You know what happens after this - The elf finds an unlikely mentor, who reluctantly takes him on and teaches him everything he needs to know to challenge Billy. Somehow Billy is beaten, is furious (and all of his friends have scowls on their faces), and the elf walks away with Billy's girl (once you go elf, you can't control yourself). Oh, also, Billy's sympathetic friend ends up jumping off of a cliff, hitting the ground like a paper bag filled with vegetable soup.

Whenever Billy actually wins a fight, or humiliates someone, he just stands over them with his friends and they cross their arms and laugh like cartoon villains.

The End (or is it? - that answer depends on YOU, the reader)
I'm getting tired of writing about Billy now. If you'd like to know more, I'll gladly oblige, but I just want you to know right now that I get REALLY nervous when I write about Billy. On second thought, I'll never talk about him again. I love my pediatrician, he's my Dad.

I hope this helps you, and that it in some way makes a MAJOR difference in your life.

Thank You.

(Fin)
#111

zombiegleemax

Jan 16, 2004 2:56:10
Another cracking job, thank you so, so much Green Giant!!!
#112

zombiegleemax

Jan 16, 2004 16:00:07
Hey Green Giant.....ever thought about giving stats to Myrmeen Lhal?
#113

green_giant_02

Jan 16, 2004 22:26:05
There are a number of characters that I want to convert to 3.5e or create a 3.5e version of them but I've postponed simply because I don't have the correct sourcebook or I'm waiting for the sourcebook to come out.

Sapphiraktar the Blue and Rhangaun: Gotta buy the Draconomicon. Rhangaun has 8 open epic levels and there might be a PrC suitable for him in the Draconomicon. If there's not, I might simply give him 8 sorcerer levels since he is learning draconic magic from Sapphiraktar.

Saed: I'm awaiting the Expanded Psionics Handbook to convert him to 3.5e

Dove Falconhand: She has a level in the Harper Scout (the Harper Agent in PGtF) and am waiting for the Player's Guide to Faerun to be released.

Myrmeen Lhal: She has the same complication as Dove Falconhand. Although Dragon Magazine Annual #5 has her listed as a Ranger 13, I feel she should have some levels in the Harper Agent Prc (or should I say Ex-Harper Agent PrC).

Lady Polaris and Ioulaum: Some of their levels should be converted to the Netherese Arcanist from the PGtF.

When those books are released and I get them I'll be converting those characters to 3.5e


By the way is anyone finding useful the characters I'm statting out? Need some comments.
#114

zombiegleemax

Jan 19, 2004 2:48:58
I've found them very useful in a campaign I'm currently running so thank you once again.

As an aside do you think you'll get round to statting Triobrand from Undermountain who I'm a bit of a fan of??
#115

zombiegleemax

Jan 19, 2004 9:40:42
could you do jarlaxle from forgotten realms? i need him for a campaign in which he does a cameo appearance and a bit of a fight
#116

green_giant_02

Jan 19, 2004 22:45:12
Trobriand the Metal Mage: check City of Splendors: Waterdeep
#117

green_giant_02

Jan 20, 2004 14:01:20
As I've already stated I don't usually read novels (except for the Realms Anthologies) since I don't have the luxury of time nowadays. So Jarlaxle may or may not be true to the novels. I've mostly used the Villain's Lorebook and the short story in Realms of Shadow to convert him to 3.5e (I had assumed he had already been statted out before for 3e but I was wrong). If there are any problems with him (feats, magic items, looks, etc.), I would like the feedback. Enjoy.

Jarlaxle: Male Drow Ftr18; CR 19; Medium-size Humanoid; HD 18d10+36; hp 139; Init +10; Spd 30 ft.; AC 28 (touch 19, flat-footed 22); Base Atk +18; Grp +21; Atk +26 melee (1d6+6/15-20, +1 rapier of wounding) or +26 melee (1d4+5/19-20, +2 life-stealing main-gauche) or +28 ranged (1d4+7/19-20, +4 distance dagger); Full Atk +24/+19/+14/+9 melee (1d6+6/15-20, +1 rapier of wounding) and +24/+19 melee (1d4+5/19-20, +2 life-stealing main-gauche) or +28/+23/+18/+13 ranged (1d4+7/19-20, +4 distance dagger); Face/Reach 5 ft./5 ft.; SQ Drow traits; AL NE; SV Fort +13, Ref +12, Will +8; Str 16, Dex 22, Con 15, Int 18, Wis 15, Cha 18
Skills and Feats: Climb +8, Craft (trapmaking) +15, Diplomacy +9, Intimidate +15, Jump +14, Knowledge (arcana) +9, Listen +6, Perform (dance) +9, Profession (gambler) +7, Ride +16, Search +6, Speak Language (common, elven, undercommon, drow sign language, gnome), Spot +6, Survival +7, Swim +13, Use Rope +11; Daylight Adaptation, Dodge, Endurance, Highborn Drow, Improved Critical (rapier), Improved Iniative, Improved Two-Weapon Fighting, Leadership, Mobility, Quickdraw, Spring Attack, Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; darkvision 120 ft.; immune to sleep; SR 29; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; spell-like abilities (as 18th level caster) – dancing lights, darkness, detect good, detect magic, faerie fire, levitate; proficient with rapier and short sword, proficient with hand crossbow.
Possessions: +1 rapier of wounding, +2 life-stealing main-gauche, five +4 distance daggers, bracers of armor +8, ring of protection +3, ring of freedom of movement, hat of holding (as bag of holding I), cape of scintillating colors (as robe of scintillating colors), necklace of fireballs V, pouch of accessibility (as bag of holding I), rod of illumination (as staff of illumination except each spell can be used only once a day), scarab of protection, eyepatch of fiery fear (as wand of fireball and wand of fear), whistle of opening (as chime of opening), daylight pellets, portable hole (also allows passwall).
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown.
#118

green_giant_02

Jan 20, 2004 22:56:27
Here's the Wizard-King of Halruaa. Enjoy.

Netyarch Zalathorm Kirkson: Male Halruaan Human Div20/Lor4/Halruaan Elder 5; CR 29; Medium Humanoid; HD 29d4; hp 74; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +14; Grp +14; Face/Reach 5 ft./5 ft.; SQ Loremaster secrets, lore, adroit casting, circle link; AL LN; SV Fort +11, Ref +13, Will +24; Str 10, Dex 14, Con 10, Int 28, Wis 20, Cha 17.
Skills and Feats: Appraise +14 (+16 with alchemical items), Concentration +32 (+36 when casting defensively), Craft (alchemy) +29, Decipher Script +29, Diplomacy +15, Gather Information +7, Knowledge (arcana) +44, Knowledge (architecture and engineering) +19, Knowledge (dungeoneering) +19, Knowledge (geography) +19, Knowledge (history-Halruaa) +24, Knowledge (local-Halruaa) +24, Knowledge (nature) +19, Knowledge (nobility and royalty) +24, Knowledge (religion) +19, Knowledge (the planes) +24, Profession (administrator) +16, Sense Motive +13, Speak Language (common, halruaan, celestial, dambrathan, draconic, elven, halfling, netherese, seldruin, shaaran, thorass), Spellcraft +48 (+50 to decipher scrolls), Use Magic Device +8 (+14 with scrolls); Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Extend Spell, Halruaan Adept, Heighten Spell, Leadership, Quicken Spell, Scribe Scroll, Signature Spell x2 [DM's prerogative], Silent Spell, Skill Focus (Knowledge [arcana]), Spell Focus (divination), Spell Penetration, Spell Thematics, Still Spell.
Special Qualities: Loremaster secrets x2 (the lore of true stamina, secret knowledge of avoidance), lore +15, bonus languages (loross). Adroit casting x2, circle link.
Wizard Spells Prepared (5/8/7/7/7/7/6/6/6/6; base DC = 19 + spell level, DC 20 + spell level with divination; barred schools – conjuration; caster level 29th).
Possessions: Crystal Orb, floating carriage with globe of invulnerability. As ruler of Halruaa, Zalathrom has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
#119

wooly_rupert_dup

Jan 20, 2004 23:14:07
Green Giant, thinks I that you need a website of your own for all these 3.5 conversions!
#120

zombiegleemax

Jan 21, 2004 4:19:50
OMG! thats close to 50 or so NPC's green Giant...
You are the man.

Hey u think u could do a post on a completely fictional person... or at least because my knowlage doesnt extend as far as yours on FR, but the leader of the nightmasks, Orbek i think his name is. That would be awsome. And u rock.
#121

green_giant_02

Jan 21, 2004 9:43:11
I doubt I could post the stats on Orbakh, the Night King without violating copyright laws since he is a clone of Manshoon and a clone of Manshoon has been statted in p. 283 of the FRCS (it would be too similar). He would nevertheless be very easy to do since you only have to reduce his levels, reduce his Intelligence by two points (ability score increases), then add the vampire template and change his possessions.

However as a consolation I'll soon be posting complete stats on the princes of shade. The question is whether the princes were born as shades or became shades later on (this is to determine whether they qualify for the extra feat and skill point every level that humans have as racial abilities).
#122

zombiegleemax

Jan 21, 2004 12:06:16
Originally posted by Green Giant
However as a consolation I'll soon be posting complete stats on the princes of shade. The question is whether the princes were born as shades or became shades later on (this is to determine whether they qualify for the extra feat and skill point every level that humans have as racial abilities).

It does not matter - even though their entry in Races of Faerûn was written as if they were a race, Richard Baker confirmed that "shade" is still a template. So a shade human has a LA of +4 and both human and shade traits.
#123

green_giant_02

Jan 21, 2004 20:14:57
As promised here are the Shades. I made the decision that Lord Shadow acquired the shade template but his sons were born with the template (ie the sons don't have the extra feat or skill points of a human). Sorry for the long post. Enjoy.

High Prince Telamont Tanthul: Male Netherese Human Shade Wiz20/Acm5/Sha10/Netherese Arcanist 5; CR 42; Medium-size Outsider; HD 40d4+80; hp 181; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +18; Grp +20; Face/Reach 5 ft./5 ft.; SQ Shadow adept abilities, Archmage high arcane, field specialization, spell focus (epic), backlash resistance, epic spell artisan, greater spell focus (epic); AL NE; SV Fort +18, Ref +19, Will +26; Str 15, Dex 17, Con 15, Int 36, Wis 17, Cha 16
Skills and Feats: Bluff +13, Concentration +45 (+49 when casting defensively), Craft (alchemy) +28, Decipher Script +28, Disguise +13 (+15 acting), Diplomacy +14, Hide +13, Knowledge (arcana) +56, Knowledge (architecture and engineering) +34, Knowledge (dungeoneering) +34, Knowledge (geography) +34, Knowledge (history-Netheril) +37, Knowledge (local-Shade) +37, Knowledge (nature) +34, Knowledge (nobility and royalty) +34, Knowledge (religion) +35, Knowledge (the planes) +56, Profession (administrator) +8, Search +21 (+23 with hidden or secret doors), Sense Motive +8, Speak Language (loross, common, abyssal, aquan, aragrakh, auran, celestial, draconic, elven, hulgorkyn, ignan, infernal, seldruin, terran, thorass), Spellcraft +63; Combat Casting, Craft Staff, Craft Wondrous Item, Epic Spellcasting, Forge Ring, Heighten Spell, Improved Metamagic, Improved Spell Capacity x4, Insidious Magic, Pernicious Magic, Quicken Spell, Scribe Scroll, Shadow Weave Magic, Silent Spell, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (illusion), Spell Penetration, Still Spell, Tenacious Magic
In Darkness or Shadows: hp 221; Spd 50 ft.; AC 17 (touch 17, flat-footed 14); Base Atk +20; Grp +22; Atk +2 to damage; SQ Shade abilities, shadow adept abilities, Archmage high arcane, field specialization, spell focus (epic), backlash resistance, epic spell artisan, greater spell focus (epic); SR 46; SV Fort +23, Ref +23, Will +30; Str 15, Dex 17, Con 17, Int 36, Wis 17, Cha 18
Skills in Darkness or Shadows: Bluff +14, Concentration +46 (+50 when casting defensively), Disguise +14 (+16 acting), Diplomacy +15, Hide +21, Listen +7, Move Silently +11, Spot +7
Special Qualities: Shade Abilities: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel. Shadow Adept Abilities: Darkvision, low-light vision, shadow defense +3, shadow double, shadow walk, greater shield of shadows 10 rounds per day. Archmage high arcana: Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1. Field specialization, spell focus (epic), backlash resistance, epic spell artisan, greater spell focus (epic).
Wizard Spells Prepared (4/8/7/7/7/6/5/5/5/4/3/3/3/3; base DC = 23 + spell level; 24 + spell level with necromancy and darkness spells; 25 + spell level with enchantment and illusion spells; caster level 35th).
Epic Spells Per Day: 4
Possessions: As ruler of the Netherese enclave Shade, High Prince Telamont Tanthul has access to many equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Prince Rivalen Tanthul: Male Netherese Human Shade Wiz11/Clr15 of Shar/Sha7; CR 35; Medium-size Outsider; HD 18d4+36 plus 15d8+30; hp 182; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +18; Grp +20; Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil, shadow adept abilities; AL NE; SV Fort +17, Ref +14, Will +28; Str 14, Dex 15, Con 14, Int 20, Wis 24, Cha 16
Skills and Feats: Bluff +13, Concentration +38 (+42 when casting defensively), Craft (alchemy) +14, Decipher Script +12, Diplomacy +24, Heal +17, Hide +7, Knowledge (arcana) +36, Knowledge (history-Netheril) +21, Knowledge (local-Shade) +15, Knowledge (nobility and royalty) +15, Knowledge (religion) +41, Knowledge (the planes) +18, Profession (administrator) +12, Sense Motive +16, Speak Language (loross, common, abyssal, celestial, draconic, infernal, thorass), Spellcraft +45; Blind-Fight, Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Wand, Craft Wondrous Item, Enlarge Spell, Exotic Weapon Proficiency (chakram), Extra Turning, Insidious Magic, Pernicious Magic, Sacred Spell, Scribe Scroll, Shadow Weave Magic, Silent Spell, Spell Penetration, Still Spell, Tenacious Magic, Widen Spell
In Darkness or Shadows: hp 215; Spd 50 ft.; AC 16 (touch 16, flat-footed 14); Base Atk +20; Grp +22; Atk +2 to damage; SA Rebuke undead 11/day; SQ Aura of evil, shade abilities, shadow adept abilities; SR 44; SV Fort +21, Ref +18, Will +32; Str 14, Dex 15, Con 16, Int 20, Wis 24, Cha 18
Skills in Darkness or Shadows: Bluff +14, Concentration +39 (+43 when casting defensively), Disguise +9 (+11 acting), Diplomacy +25, Hide +15, Listen +11, Move Silently +10, Spot +11
Special Qualities: Aura of evil (aura equals cleric levels), rebuke undead as 15th-level cleric (+4 to turning checks) 10/day. Shade Abilities: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel. Shadow Adept Abilities: Darkvision, low-light vision, shadow defense +2, shadow walk, shield of shadows 7 rounds per day.
Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/6+1/5+1/5+1/4+1/4+1; base DC = 17 + spell level; 18 + spell level with enchantment, illusion, necromancy and darkness spells; caster level 20th).
*Domain spell. Deity: Shar. Domains: Darkness, Evil (cast evil spells at +1 caster level).
Wizard Spells Prepared (4/6/5/5/5/4/2/1; base DC = 15 + spell level; 16 + spell level with enchantment, illusion, necromancy and darkness spells; caster level 13th).
Possessions: As one of the princes of the Netherese enclave Shade, Prince Rivalen Tanthul has access to many equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Prince Clariburnus Tanthul: Male Netherese Human Shade Sor14/Sha4/Ftr8/Rog3; CR 31; Medium-size Outsider; HD 18d4+18 plus 8d10+8 plus 3d6+3; hp 128; Init +9; Spd 30 ft.; AC 15 (touch 15, flat-footed 10); Base Atk +17; Grp +19; Atk +23 melee (1d10+5/x3, +3 glaive of wounding); Full Atk +23/+18/+13 melee (1d10+5/x3, +3 glaive of wounding); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Shadow adept abilities, trapfinding, evasion, trap sense; AL LE; SV Fort +14, Ref +18, Will +18; Str 15, Dex 21, Con 13, Int 16, Wis 14, Cha 22
Skills and Feats: Bluff +18, Climb +11, Concentration +22 (+26 when casting defensively), Craft (alchemy) +11, Gather Information +13, Handle Animal +11, Hide +14, Intimidate +19, Jump +11, Knowledge (arcana) +24, Knowledge (local-Shade) +8, Knowledge (nobility and royalty) +8, Listen +7, Move Silently +10, Profession (commander) +12, Ride (veserab*) +16, Search +8, Sense Motive +13, Speak Language (loross, common, draconic, infernal, thorass), Spellcraft +26 (+28 to decipher scrolls), Spot +7, Tumble +12, Use Magic Device +11 (+13 with scrolls); Combat Casting, Craft Magic Arms and Armor, Dodge, Empower Spell, Improved Iniative, Insidious Magic, Leadership, Mobility, Mounted Combat, Pernicious Magic, Shadow Weave Magic, Silent Spell, Spell Penetration, Spring Attack, Still Spell, Tenacious Magic, Weapon Focus (glaive), Weapon Specialization (glaive)
In Darkness or Shadows: hp 157; Spd 50 ft.; AC 19 (touch 19, flat-footed 14); Base Atk +19; Grp +21; Atk +25 melee (1d10+7/x3, +3 glaive of wounding); Full Atk +25/+20/+15 melee (1d10+7/x3, +3 glaive of wounding); SA Sneak attack; SQ Shade abilities, shadow adept abilities, trapfinding, evasion, trap sense; SR 40; SV Fort +19, Ref +21, Will +22; Str 15, Dex 21, Con 15, Int 16, Wis 14, Cha 24
Skills in Darkness or Shadows: Bluff +19, Concentration +23 (+27 when casting defensively), Gather Information +14, Handle Animal +12, Hide +22, Intimidate +14, Listen +11, Move Silently +18, Spot +11, Use Magic Device +12 (+14 with scrolls)
Special Qualities: Shade Abilities: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel. Shadow Adept Abilities: Low-light vision, shadow defense +1, shield of shadows 4 rounds per day. Sneak Attack +2d6, trapfinding, evasion, trap sense +1.
Sorcerer Spells Known (6/8/8/7/7/7/7/6/5/3; base DC = 16 + spell level; 17 + spell level with enchantment, illusion, necromancy and darkness spells; caster level 18th): 0 – acid splash, daze, detect magic, mage hand, open/close, prestidigitation, read magic, resistance, touch of fatigue; 1st – charm person, endure elements, ray of enfeeblement, shield, true strike; 2nd – detect thoughts, eagle’s splendor, Melf’s acid arrow, spectral hand; 3rd – dispel magic, displacement, heroism, vampiric touch; 4th – enervation, Evard’s black tentacles, phantasmal killer, scrying; 5th – break enchantment, cloudkill, persistent image, shadow evocation; 6th – antimagic field, chain lightning, true seeing; 7th – finger of death, greater teleport, spell turning; 8th – summon monster VIII, temporal stasis; 9th – wish.
Possessions: +3 glaive of wounding. As one of the princes of the Netherese enclave Shade, Prince Clariburnus Tanthul has access to many more equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

* Dragon Magazine #299


Prince Brennus Tanthul: Male Netherese Human Shade Div12/Lor8/Sha6; CR 28; Medium-size Outsider; HD 26d4+26; hp 92; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +13; Grp +14; Face/Reach 5 ft./5 ft.; SQ Shadow adept abilities, loremaster secrets, lore, greater lore; AL NE; SV Fort +12, Ref +12, Will +24; Str 12, Dex 13, Con 12, Int 24, Wis 16, Cha 14
Skills and Feats: Appraise +15 (+17 with alchemy), Bluff +11, Concentration +30 (+34 when casting defensively), Craft (alchemy) +22, Craft (calligraphy) +15, Decipher Script +23, Diplomacy +11, Gather Information +12, Knowledge (arcana) +39, Knowledge (architecture and engineering) +16, Knowledge (history-Netheril) +36, Knowledge (local-Shade) +22, Knowledge (nobility and royalty) +16, Knowledge (the planes) +24, Profession (scribe) +8, Speak Language (loross, common, abyssal, celestial, draconic, elven, infernal, orc, thorass), Spellcraft +40 (+42 to decipher scrolls), Use Magic Device +10 (+14 with scrolls); Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Heighten Spell, Insidious Magic, Pernicious Magic, Quicken Spell, Scribe Scroll, Shadow Weave Magic, Silent Spell, Skill Focus (Knowledge [arcana]), Spell Focus (divination), Spell Penetration, Spellcasting Prodigy, Still Spell, Tenacious Magic
In Darkness or Shadows: hp 118; Spd 50 ft.; AC 15 (touch 15, flat-footed 14); Base Atk +15; Grp +16; Atk +2 to damage; SQ Shade abilities, shadow adept abilities, loremaster secrets, lore, greater lore; SR 37; SV Fort +17, Ref +16, Will +28; Str 12, Dex 13, Con 14, Int 24, Wis 16, Cha 16
Skills in Darkness or Shadows: Bluff +12, Concentration +31 (+35 when casting defensively), Diplomacy +12, Gather Information +13, Hide +9, Listen +7, Move Silently +9, Spot +7, Use Magic Device +11 (+15 with scrolls)
Special Qualities: Shade Abilities: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel. Shadow Adept Abilities: Low-light vision, shadow defense +2, shield of shadows 4 rounds per day. Loremaster secrets x4 (secrets of inner strength, the lore of true stamina, secret knowledge of avoidance, applicable knowledge), lore +19, greater lore, bonus languages x2 (aragrakh, seldruin)
Wizard Spells Prepared (5/7/7/7/7/6/6/6/6/5; base DC = 17 + spell level, 18 + spell level with divination, enchantment, illusion, necromancy and darkness spells; barred schools – conjuration; caster level 26th).
Possessions: As one of the princes of the Netherese enclave Shade, Prince Brennus Tanthul has access to many equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Prince Mattick Tanthul and Vattick Tanthul: Male Netherese Human Shade Ill16/Sha9; CR 27; Medium-size Outsider; HD 25d4+25; hp 89; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +13; Grp +14; Face/Reach 5 ft./5 ft.; SQ Shadow adept abilities; AL LE; SV Fort +9, Ref +12, Will +17; Str 13, Dex 18, Con 13, Int 22, Wis 13, Cha 13
Skills and Feats: Bluff +13, Concentration +29 (+33 when casting defensively), Craft (alchemy) +34, Craft (trapmaking) +18, Decipher Script +16, Disguise +16 (+18 acting), Gather Information +8, Hide +13, Knowledge (arcana) +34, Knowledge (history-Netheril) +16, Knowledge (local-Shade) +16, Knowledge (nobility and royalty) +11, Knowledge (the planes) +16, Perform (comedy) +6, Speak Language (loross, common, abyssal, draconic, elven, infernal, orc, thorass), Spellcraft +38; Combat Casting, Cooperative Spell, Craft Wand, Craft Wondrous Item, Eschew Materials, Extend Spell, Heighten Spell, Insidious Magic, Quicken Spell, Pernicious Magic, Scribe Scroll, Shadow Twin*, Shadow Weave Magic, Silent Spell, Spell Penetration, Still Spell, Tenacious Magic
In Darkness or Shadows: hp 114; Spd 50 ft.; AC 18 (touch 18, flat-footed 14); Base Atk +15; Grp +16; Atk +2 to damage; SQ Shade abilities, shadow adept abilities; SR 36; SV Fort +14, Ref +16, Will +21; Str 13, Dex 18, Con 15, Int 22, Wis 13, Cha 15
Skills in Darkness or Shadows: Bluff +14, Concentration +30 (+34 when casting defensively), Disguise +17 (+19 acting), Gather Information +9, Hide +21, Listen +5, Move Silently +12, Perform (comedy) +7, Spot +5
Special Qualities: Shade Abilities: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel. Shadow Adept Abilities: Darkvision, low-light vision, shadow defense +3, shadow walk, greater shield of shadows 9 rounds per day.
Wizard Spells Prepared (5/7/7/6/6/6/6/5/5/5; base DC = 16 + spell level, 17 + spell level with divination, enchantment, illusion, necromancy and darkness spells; barred schools – evocation and transmutation; caster level 25th).
Possessions: As princes of the Netherese enclave Shade, Prince Mattick and Vattick Tanthul have access to many equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

* This feat is the same as the Thunder Twin feat in FRCS p.38


Prince Yder Tanthul: Male Netherese Human Shade Ftr11/Sor12/Sha4/Chm4; CR 33; Medium-size Outsider; HD 15d10+45 plus 16d4+48; hp 220; Init +2; Spd 30 ft.; AC 10 (touch 12, flat-footed 10); Base Atk +23; Grp +29; Face/Reach 5 ft./5 ft.; SA Smite infidel; SQ Shadow adept abilities, lay on hands, sacred defense; AL LE; SV Fort +20, Ref +15, Will +18; Str 22, Dex 14, Con 16, Int 16, Wis 14, Cha 19
Skills and Feats: Bluff +23, Climb +11, Concentration +22 (+26 when casting defensively), Craft (alchemy) +8, Handle Animal +19, Hide +6, Intimidate +24, Jump +11, Knowledge (arcana) +22, Knowledge (nobility and royalty) +8, Knowledge (religion) +13, Listen +8, Profession (commander) +14, Ride (veserab*) +18, Sense Motive +7, Speak Language (loross, common, infernal, orc, thorass), Spellcraft +24, Spot +8; Cleave, Combat Casting, Craft Magic Arms and Armor, Devastating Critical, Empower Spell, Exotic Weapon Proficiency (chakram), Great Cleave, Improved Critical (greatsword), Insidious Magic, Maximize Spell, Mounted Combat, Overwhelming Critical, Pernicious Magic, Power Attack, Shadow Weave Magic, Spell Penetration, Tenacious Magic, Weapon Focus (chakram), Weapon Focus (greatsword), Weapon Specialization (greatsword)
In Darkness or Shadows: hp 251; Spd 50 ft.; AC 16 (touch 16, flat-footed 14); Base Atk +25; Grp +31; Atk +2 to damage; SA Smite infidel; SQ Shade abilities, shadow adept abilities, lay on hands, sacred defense; SR 42; SV Fort +25, Ref +19, Will +22; Str 22, Dex 14, Con 18, Int 16, Wis 14, Cha 21
Skills in Darkness or Shadows: Bluff +24, Concentration +23 (+27 when casting defensively), Handle Animal +20, Hide +14, Intimidate +25, Listen +12, Move Silently +10, Spot +12
Special Qualities: Shade Abilities: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel. Shadow Adept Abilities: Low-light vision, shadow defense +1, shield of shadows 4 rounds per day. Lay on hands (cure 16 hp a day), sacred defense +2, smite infidel (+4 to attack, +4 to damage).
Sorcerer Spells Known (6/7/7/7/7/6/6/5/3; base DC = 14 + spell level; 15 + spell level with enchantment, illusion, necromancy and darkness spells; caster level 16th): 0 – acid splash, detect magic, detect poison, mage hand, message, open/close, read magic, resistance, touch of fatigue; 1st – cause fear, grease, magic missile, shield, true strike; 2nd – darkness, eagle’s splendor, mirror image, protection from arrows, see invisibility; 3rd – dispel magic, haste, magic circle against evil, rage; 4th – crushing despair, shadow conjuration, shout, stoneskin; 5th – cone of cold, hold monster, shadow evocation, teleport; 6th – circle of death, globe of invulnerability, Tenser’s transformation; 7th – limited wish, summon monster VII; 8th - Bigby’s clenched fist.
Possessions: As one of the princes of the Netherese enclave Shade, Prince Yder Tanthul has access to many equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

* Dragon Magazine #299


Prince Melegaunt Tanthul: Male Netherese Human Shade Div16/Sha4; CR 22; Medium-size Outsider; HD 20d4+40; hp 91; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +10; Grp +12; Face/Reach 5 ft./5 ft.; SQ Shadow adept abilities; AL LE; SV Fort +8, Ref +8, Will +16; Str 15, Dex 14, Con 14, Int 19, Wis 14, Cha 18
Skills and Feats: Bluff +13, Concentration +25 (+29 when casting defensively), Diplomacy +19, Disguise +6, Gather Information +11, Knowledge (arcana) +20, Knowledge (history-Netheril) +9, Knowledge (local-Shade) +9, Knowledge (nobility and royalty) +15, Knowledge (the planes) +9, Profession (courtier) +12, Sense Motive +13, Speak Language (loross, common, abyssal, draconic, infernal, thorass), Spellcraft +22; Charlatan, Combat Casting, Craft Rod, Craft Staff, Craft Wondrous Item, Extend Spell, Insidious Magic, Negotiator, Pernicious Magic, Scribe Scroll, Shadow Weave Magic, Spell Penetration, Tenacious Magic, Trustworthy
In Darkness or Shadows: hp 111; Spd 50 ft.; AC 17 (touch 17, flat-footed 14); Base Atk +12; Grp +14; Atk +2 to damage; SQ Shade abilities, shadow adept abilities; SR 31; SV Fort +12, Ref +12, Will +20; Str 15, Dex 14, Con 16, Int 19, Wis 14, Cha 20
Skills in Darkness or Shadows: Bluff +14, Concentration +26 (+30 when casting defensively), Diplomacy +20, Disguise +7, Gather Information +12, Hide +10, Listen +6, Move Silently +10, Spot +6
Special Qualities: Shade Abilities: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel. Shadow Adept Abilities: Low-light vision, shadow defense +1, shield of shadows 4 rounds per day.
Wizard Spells Prepared (5/6/6/6/6/5/5/5/5/5; base DC = 14 + spell level, 15 + spell level with divination, enchantment, illusion, necromancy and darkness spells; barred schools – evocation; caster level 20th).
Possessions: As one of the princes of the Netherese enclave Shade, Prince Melegaunt Tanthul has access to many equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Prince Lamorak Tanthul: Male Netherese Human Shade Wiz19/Sha7; CR 28; Medium-size Outsider; HD 26d4+52; hp 118; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +13; Grp +13; Face/Reach 5 ft./5 ft.; SQ Shadow adept abilities; AL NE; SV Fort +11, Ref +11, Will +20; Str 11, Dex 15, Con 15, Int 23, Wis 16, Cha 14
Skills and Feats: Bluff +12, Concentration +31 (+35 when casting defensively), Craft (alchemy) +22, Decipher Script +16, Disguise +9, Gather Information +10, Hide +9, Knowledge (arcana) +35, Knowledge (history-Netheril) +16, Knowledge (local-Shade) +26, Knowledge (nobility and royalty) +16, Knowledge (the planes) +16, Profession (judge) +23, Search +10, Speak Language (loross, common, abyssal, celestial, draconic, elven, infernal, thorass), Spellcraft +39; Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Forge Ring, Heighten Spell, Insidious Magic, Investigator, Pernicious Magic, Quicken Spell, Scribe Scroll, Shadow Weave Magic, Silent Spell, Skill Focus (Profession [judge]), Spell Penetration, Still Spell, Tenacious Magic
In Darkness or Shadows: hp 144; Spd 50 ft.; AC 16 (touch 16, flat-footed 14); Base Atk +15; Grp +15; Atk +2 to damage; SQ Shade abilities, shadow adept abilities; SR 37; SV Fort +15, Ref +15, Will +25; Str 11, Dex 15, Con 17, Int 23, Wis 16, Cha 16
Skills in Darkness or Shadows: Bluff +13, Concentration +32 (+36 when casting defensively), Disguise +10, Gather Information +11, Hide +17, Listen +7, Move Silently +10, Spot +7
Special Qualities: Shade Abilities: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel. Shadow Adept Abilities: Darkvision, low-light vision, shadow defense +2, shadow walk, shield of shadows 7 rounds per day.
Wizard Spells Prepared (4/6/6/5/5/5/5/4/4/4; base DC = 16 + spell level, 17 + spell level with enchantment, illusion, necromancy and darkness spells; caster level 26th).
Possessions: As one of the princes of the Netherese enclave Shade, Prince Lamorak Tanthul has access to many equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Prince Dethud Tanthul: Male Netherese Human Shade Nec15/Sha8; CR 25; Medium-size Outsider; HD 23d4+69; hp 128; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +12; Grp +14; Face/Reach 5 ft./5 ft.; SQ Shadow adept abilities; AL LE; SV Fort +10, Ref +8, Will +19; Str 14, Dex 12, Con 16, Int 21, Wis 18, Cha 14
Skills and Feats: Bluff +13, Concentration +28 (+32 when casting defensively), Craft (alchemy) +22, Decipher Script +15, Knowledge (arcana) +30, Knowledge (architecture and engineering) +13, Knowledge (history-Netheril) +18, Knowledge (local-Shade) +18, Knowledge (nobility and royalty) +13, Knowledge (religion) +13, Knowledge (the planes) +23, Speak Language (loross, common, abyssal, draconic, elven, infernal, thorass), Spellcraft +34; Chain Spell, Combat Casting, Craft Wand, Craft Staff, Craft Wondrous Item, Delay Spell, Heighten Spell, Insidious Magic, Pernicious Magic, Scribe Scroll, Shadow Weave Magic, Silent Spell, Spell Penetration, Still Spell, Tenacious Magic, Twin Spell
In Darkness or Shadows: hp 151; Spd 50 ft.; AC 15 (touch 15, flat-footed 14); Base Atk +14; Grp +16; Atk +2 to damage; SQ Shade abilities, shadow adept abilities; SR 34; SV Fort +14, Ref +12, Will +23; Str 14, Dex 12, Con 18, Int 21, Wis 18, Cha 16
Skills in Darkness or Shadows: Bluff +14, Concentration +29 (+33 when casting defensively), Hide +9, Listen +8, Move Silently +9, Spot +8
Special Qualities: Shade Abilities: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel. Shadow Adept Abilities: Darkvision, low-light vision, shadow defense +2, shadow walk, greater shield of shadows 8 rounds per day.
Wizard Spells Prepared (5/7/6/6/6/6/5/5/5/5; base DC = 15 + spell level, 16 + spell level with enchantment, illusion, necromancy and darkness spells; barred schools – conjuration and evocation; caster level 23rd).
Possessions: As one of the princes of the Netherese enclave Shade, Prince Dethud Tanthul has access to many equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Prince Aglarel Tanthul: Male Netherese Human Shade Sor10/Ftr10/Clr6 of Shar/Sha2; CR 30; Medium-size Outsider; HD 10d10+50 plus 12d4+60 plus 6d8+30; hp 250; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +18; Grp +21; Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil, shadow adept abilities; AL NE; SV Fort +20, Ref +11, Will +21; Str 16, Dex 15, Con 20, Int 17, Wis 18, Cha 19
Skills and Feats: Bluff +19, Climb +13, Concentration +26 (+30 when casting defensively), Craft (alchemy) +10, Handle Animal +9, Intimidate +16, Jump +13, Knowledge (arcana) +13, Knowledge (nobility and royalty) +8, Knowledge (religion) +11, Listen +16, Profession (commander) +9, Ride (veserab*) +14, Sense Motive +9, Speak Language (loross, common, draconic, orc, thorass), Spellcraft +26, Spot +16; Alertness, Blind-Fight, Combat Casting, Combat Expertise, Craft Magic Arms and Armor, Divine Cleansing, Divine Vigor, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Insidious Magic, Mounted Combat, Quicken Spell, Pernicious Magic, Shadow Weave Magic, Silent Spell, Spell Penetration, Still Spell, Tenacious Magic, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
In Darkness or Shadows: hp 278; Spd 50 ft.; AC 16 (touch 16, flat-footed 14); Base Atk +20; Grp +23; Atk +2 to damage; SA Rebuke undead 8/day; SQ Shade abilities, shadow adept abilities; SR 42; SV Fort +24, Ref +15, Will +25; Str 16, Dex 15, Con 22, Int 17, Wis 18, Cha 21
Skills in Darkness or Shadows: Bluff +20, Concentration +27 (+31 when casting defensively), Handle Animal +10, Hide +10, Intimidate +17, Listen +20, Move Silently +10, Spot +20
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 6th-level cleric (+2 to turning checks) 7/day. Shade Abilities: Control light, fast healing 2, invisibility, shadesight, shadow image, shadow stride, shadow travel. Shadow Adept Abilities: Low-light vision.
Sorcerer Spells Known (6/7/7/7/6/3; base DC = 14 + spell level; 15 + spell level with enchantment, illusion, necromancy and darkness spells; caster level 10th): 0 – acid splash, daze, detect magic, detect poison, mage hand, message, open/close, read magic, resistance; 1st – alarm, magic missile, protection from good, ray of enfeeblement, shield; 2nd – blur, darkness, protection from arrows, see invisibility; 3rd – dispel magic, haste, slow; 4th – dimension door, wall of fire; 5th – Mordenkainen’s faithful hound
Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 14 + spell level; 15 + spell level with enchantment, illusion, necromancy and darkness spells; caster level 8th).
*Domain spell. Deity: Shar. Domains: Darkness, Evil (cast evil spells at +1 caster level).
Possessions: As one of the princes of the Netherese enclave Shade, Prince Aglarel Tanthul has access to many equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

* Dragon Magazine #299



Edit: There have been many changes to the Princes of Shade not the least were the changes to the Shadow Adept from PGtF. The High Prince has the Netherese Arcanist PrC and I changed my mind and gave the other princes their bonus human feat and their bonus skills. Since the new Shadow Adept no longer gives a metamagic feat this has resulted a zero net gain for the princes; only bonus skill points were gained.
#124

zombiegleemax

Jan 21, 2004 22:01:13
Excellent job GG!
#125

zombiegleemax

Jan 22, 2004 3:06:41
Brilliant job mate!
#126

green_giant_02

Jan 22, 2004 21:29:13
Thanks for the praise gentlemen. I hope the Princes of Shade are useful for others as well. In a related note it seems that enclave Shade wasn't the only one to disappear. Doubloon, a rogue enclave notorious for counterfeiting, also disappeared. Although who knows if this was because of an invisibility spell or because Karsus banished the city to a fiendish demiplane that Lord Shadow had discovered. Could there be another Return of the Archwizards series part deux in the near future?;)
#127

wooly_rupert_dup

Jan 22, 2004 22:40:17
Originally posted by Green Giant
Thanks for the praise gentlemen. I hope the Princes of Shade are useful for others as well. In a related note it seems that enclave Shade wasn't the only one to disappear. Doubloon, a rogue enclave notorious for counterfeiting, also disappeared. Although who knows if this was because of an invisibility spell or because Karsus banished the city to a fiendish demiplane that Lord Shadow had discovered. Could there be another Return of the Archwizards series part deux in the near future?;)

Doubloon, huh? I had forgotten all about that one...
#128

zombiegleemax

Jan 23, 2004 9:20:41
How about some Mystic Theurges and Eldritch Knights? No min/max going on in Shade?

Otherwise, good job, Giant!
#129

green_giant_02

Jan 24, 2004 15:23:05
I used the classes and levels assigned in Lords of Darkness, Israfel666. Since this was a 3e sourcebook, the Mystic Theurge and the Eldritch Knight had not yet been created. I suppose if Lords of Darkness was done 3.5e there might have been some changes to the classes.

On another subject, I've been giving some thought to what happened to Doubloon. Here are some of my theories:

1. The invisibility spell used to make Doubloon invisible was permanent. All citizens of Doubloon became permanently invisible but could see each other, themselves and their city. When magic failed after Karsus momentarily became a god, the invisibility failed but their city also fell. After the Weave was restored , the curse(?) of invisibility came back and the few survivors who survived the fall of the city banded together to create an invisible society. Fast-forward to the present their a city somewhere in Faerun composed of invisible men and women. Considering that Doubloon was a city of thieves, its quite possible they have continued this grand tradition. Their invisibility should be on par with that of an invisible stalker except it takes a true seeing spell just to view a dim outline of these people. There is also the remains of an invisible city, Doubloon, somewhere in Anauroch.

2. Karsus did banish them to a fiendish demiplane. In this case it was a demiplane of madness, alien intelligence and pseudonaturals. The Forgotten Realms equivalent to the Far Realms. The citizens underwent a metamorphosis to survive in that hostile environment. Introduce the Kaorti from Fiend Folio just change the history to match the one in FR. Also make some of them psions and psychic warriors. Millenia of being stuck in that demiplane has twisted their minds, instead of seeking escape they wish to transform Faerun into another version of the Far Realms. The return of Shade has weakened the boundaries of the demiplane and Faerun allowing them to returning.

3. Nothing permanent happened. The enclave of Doubloon used an invisibility spell to escape but it wasn't permanent. After that close call with Karsus, Doubloon fled the environs of Netheril. When magic failed their city plummeted and many died but there were survivors. However since the ruined city isn't in Anauroch, it can be anywhere the DM wishes along with the survivors who use the ruins or have cannibalized the ruins to create their own society. Personally I'd put them somewhere east such as the Tortured Lands.
#130

wooly_rupert_dup

Jan 25, 2004 20:16:52
I do like that third option... You could really go take that one far, and have them have made it to one of the "unknown" continents when the Fall happened...
#131

green_giant_02

Jan 28, 2004 2:02:00
Here's a foe a character could encounter in Undermountain. Enjoy.

Muiral: see Realms NPC Characters II
#132

green_giant_02

Jan 29, 2004 15:48:43
Here are two mercenary captains of the Realms. I never would have thought the old D&D trading cards could come in handy but they did with the equipment listed (although Duke Eltan is listed as a 14th level warrior ). Enjoy.

Duke Eltan is a middle-age man and so has the benefits and penalties associated with such an age.

Duke Eltan: Male Tethyrian Human Ftr20; CR 20; Medium-size Humanoid; HD 20d10+60; hp 174; Init +5; Spd 20 ft.; AC 24 (touch 11, flat-footed 23); Base Atk +20; Grp +25; Atk +30 melee (1d8+12 plus 1d6 cold/17-20, +3 icy burst longsword) or +27 melee (1d6+7/19-20, +2 short sword); Full Atk +28/+23/+18/+13 melee (1d8+12 plus 1d6 cold/17-20, +3 icy burst longsword) and +25/+20/+15 melee (1d6+4/19-20, +2 short sword); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +15, Ref +9, Will +10; Str 20, Dex 13, Con 16, Int 15, Wis 15, Cha 17
Skills and Feats: Climb +10, Diplomacy +12, Handle Animal +7, Intimidate +13, Jump +10, Knowledge (architecture and engineering) +7, Knowledge (nobility and royalty) +7, Profession (commander) +12, Ride (horse) +18, Sense Motive +7, Speak Language (chondathan, common, goblin, illuskan), Swim +5; Cleave, Combat Expertise, Formation Expert, Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Iniative, Improved Two-Weapon Fighting, Iron Will, Leadership, Lightning Reflexes, Mounted Combat, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Possessions: +4 full plate, +3 icy burst longsword, +2 short sword, hammer of thunderbolts, adventuring gear.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Taurgosz “Tenhamer” Khosann: Male Illuskan Human Ftr11; CR 11; Medium-size Humanoid; HD 11d10+44; hp 109; Init +2; Spd 20 ft.; AC 20 (touch 12, flat-footed 18); Base Atk +11; Grp +16; Atk +20 melee (1d10+12/x3, +3 maul); Full Atk +20/+15/+10 melee (1d10+12/x3, +3 maul); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +11, Ref +5, Will +4; Str 20, Dex 15, Con 18, Int 13, Wis 13, Cha 13
Skills and Feats: Climb +9, Handle Animal +6, Intimidate +10, Jump +9, Profession (commander) +6, Ride (horse) +12, Speak Language (chondathan, common, illuskan), Swim +5; Cleave, Combat Brute, Exotic Weapon Proficiency (maul), Great Cleave, Improved Sunder, Jotunbrud, Leadership, Mounted Combat, Power Attack, Weapon Focus (maul), Weapon Specialization (maul)
Possessions: +3 chain mail, +3 maul, adventuring gear.
Height: 7’, Weight: 350 lbs., Hair: Black, Eyes: Unknown
#133

king_cornish

Jan 30, 2004 9:41:25


Can you do Arkeowyn Alean'Mitore the 11th level elven thief who is great with his short bow? I love that guy!

Thank You.
#134

zombiegleemax

Jan 31, 2004 9:26:19
Under the new organisation this thread about NPCs now belongs in the "People And Places" forum, so I am moving it over there
#135

green_giant_02

Jan 31, 2004 17:09:45
Looks like we moved to a better place. :D

King Cornish, which sourcebook or novel is Arkeowyn Alean'Mitore from? Having trouble locating him.
#136

green_giant_02

Feb 02, 2004 0:00:08
Here's the entire NPC roster of Ruins of Undermountain II. Enjoy.

Arlen of the Swiftstrike: Male Moon Elf Ftr5/Wiz5/Clr5 of Erevan Ilesere/Rog5; CR 20; Medium-size Humanoid; HD 5d10+15 plus 5d4+15 plus 5d8+15 plus 5d6+15; hp 146; Init +10; Spd 30 ft.; AC 20 (touch 16, flat-footed 14); Base Atk +13; Grp +17; Atk +19 melee (1d8+7/17-20; +1 dancing longsword) or +20 melee (1d8+7, +3 flail) or +20 ranged (1d4/19-20, masterwork hand crossbow); Full Atk +19/+14/+9 melee (1d8+7/17-20; +1 dancing longsword) or +20/+10/+5 melee (1d8+7, +3 flail) or +20 ranged (1d4/19-20, masterwork hand crossbow); Face/Reach 5 ft./5 ft.; SA Turn undead, sneak attack; SQ Elf traits, aura of chaos, trapfinding, evasion, trap sense, uncanny dodge; AL CN; SV Fort +16, Ref +16, Will +16; Str 18, Dex 22, Con 16, Int 16, Wis 16, Cha 14
Skills and Feats: Appraise +8, Bluff +7, Climb +12, Concentration +14 (+18 when casting defensively), Craft (alchemy) +8, Disable Device +8, Disguise +8 (+10 acting), Hide +10, Jump +12, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (local-Waterdeep) +8, Knowledge (religion) +11, Listen +7, Move Silently +15, Open Lock +10, Ride (horse) +14, Search +10, Sleight of Hand +10, Speak Language (elven, common, chondathan, halfling, illuskan, undercommon), Spellcraft +18, Spot +7, Swim +12, Tumble +14; Combat Casting, Combat Reflexes, Craft Wondrous Item, Dodge, Exotic Weapon Proficiency (hand crossbow), Improved Critical (longsword), Improved Iniative, Mobility, Quick Draw, Scribe Scroll, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Aura of chaos (aura equals cleric level), turn undead (+2 to turning checks) 5/day. Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge.
Wizard Spells Prepared (4/4/3/2; base DC = 13 + spell level; caster level 5th).
Cleric Spells Prepared (5/4+1/3+1/2+1; base DC = 13 + spell level; caster level 5th).
*Domain spell. Deity: Erevan Ilesere. Domains: Chaos (cast chaos spells at +1 caster level), Trickery (Bluff, Diguise, and Hide as class skills).
Possessions: +2 leather armor, +1 dancing longsword, +3 flail, masterwork hand crossbow, 10 masterwork bolts, cloak of resistance +3, boots of elvenkind, bag of holding I, three packets of dust of disappearance. Also has 2,500 gp, 1,200 sp, 300 cp and 100 pp stashed around in Undermountain along with more dust of disappearance and some dust of tracelessness. His home in Skullport contains a disguise kit.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Benita Darkwind: Female Illuskan Human Clr13 of Malar/Dis4; CR 17; Medium-size Humanoid; HD 17d8+68; hp 76; Init +4; Spd 30 ft.; AC 21 (touch 14, flat-footed 17); Base Atk +11; Grp +15; Atk +15 melee (1d4+4/19-20, claws of Malar) or +17 melee (1d8+6, +3 heavy mace); Full Atk +15/+10/+5 melee (1d4+4/19-20, claws of Malar) or +17/+12/+7 melee (1d8+6, +3 heavy mace); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil, divine emissary, imbue with spell ability, sacred defense; AL CE; SV Fort +16, Ref +9, Will +17; Str 17, Dex 18, Con 18, Int 17, Wis 21, Cha 15
Skills and Feats: Climb +6, Concentration +24 (+28 when casting defensively), Craft (alchemy) +10, Diplomacy +10, Heal +17, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +17, Knowledge (religion) +23, Knowledge (the planes) +11, Speak Language (chondathan, common, giant, illuskan, orc), Spellcraft +25, Survival +12 (+14 aboveground and other planes); Combat Casting, Craft Magic Arms and Armor, Endurance, Exotic Weapon Proficiency (claw bracer), Self-Sufficient, Scribe Scroll, Track
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 13th-level cleric (+2 to rebuke checks) 5/day. Divine emissary, imbue with spell ability, sacred defense +2.
Cleric Spells Prepared (6/7+1/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1; base DC = 15 + spell level; caster level 17th).
*Domain spell. Deity: Malar. Domains: Animal (speak with animals 1/day), Evil (cast evil spells at +1 caster level), Moon (turn lycanthropes 5/day).
Possessions: +2 elven chainmail, claws of Malar (+1 wounding claw bracer), +3 heavy mace, phylactery of faithfulness, belt of the beast (monkey climbing) [treat as ring of climbing]. Golden holy symbol (Malar). Also has 400 gp stored in her chamber in Malar’s temple in Undermountain. She is accompanied by 3 dire boars.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Crissann: Female Tethyrian Human Wiz7; CR 7; Medium-size Humanoid; HD 7d4+28; hp 47; Init +4; Spd 20 ft.; AC 15 (touch 15, flat-footed 11); Base Atk +3; Grp +3; Atk +6 melee (1d6+3, +2 quarterstaff of strength) or +4 melee (1d4+1/19-20, +1 dagger); Full Atk +6 melee (1d6+3, +2 quarterstaff of strength) or +4 melee (1d4+1/19-20, +1 dagger); Face/Reach 5 ft./5 ft.; AL LE; SV Fort +8, Ref +8, Will +8; Str 11 (13 with staff), Dex 18, Con 18, Int 19, Wis 13, Cha 20
Skills and Feats: Concentration +14 (+18 when casting defensively), Craft (alchemy) +11, Decipher Script +11, Knowledge (arcana) +14, Knowledge (dungeoneering) +11, Knowledge (nature) +11, Knowledge (the planes) +11, Profession (scribe) +6, Speak Language (chondathan, common, draconic, elven, giant, illuskan), Spellcraft +16; Combat Casting, Craft Wondrous Item, Heighten Spell, Scribe Scroll, Spell Focus (enchantment), Spell Penetration
Wizard Spells Prepared (4/5/4/3/2; base DC = 14 + spell level, DC 15 + spell level with enchantment spells; caster level 7th)
Possessions: +2 quarterstaff of strength (as gauntlets of ogre power but only with staff), +1 dagger, ring of protection +1, comb of beauty +4 (as cloak of charisma), cloak of resistance +2, collar of ogre control, elixir of hiding, potion of invisibility, potion of fly, potion of cure serious wounds, potion of resist energy (fire) 20. She is usually accompanied with 4 ogres.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Collar of Ogre Control: These collars allow an individual to use mass charm monster once a day.


Dulic Vedar: Male Tethyrian Human Clr8 of Malar; CR 8; Medium-size Humanoid; HD 8d8+16; hp 34; Init +4; Spd 20 ft.; AC 18 (touch 12, flat-footed 16); Base Atk +6; Grp +9; Atk +10 melee (1d4+4/19-20, claws of Malar); Full Atk +10/+5 melee (1d4+4/19-20, claws of Malar); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil; AL CE; SV Fort +9, Ref +7, Will +9; Str 17, Dex 18, Con 15, Int 17, Wis 15, Cha 14
Skills and Feats: Concentration +13 (+17 when casting defensively), Diplomacy +7, Heal +10, Knowledge (arcana) +8, Knowledge (religion) +14, Knowledge (the planes) +8, Speak Language (chondathan, common, dwarven, giant, illuskan), Spellcraft +16, Survival +8 (+10 in other planes); Combat Casting, Divine Vigor, Exotic Weapon Proficiency (claw bracer), Track
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead (+2 to rebuke checks) 5/day.
Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 12 + spell level; caster level 8th).
*Domain spell. Deity: Malar. Domains: Evil (cast evil spells at +1 caster level), Strength (+8 enhancement bonus to Str for 1 round).
Possessions: +1 chainmail, claws of Malar (+1 wounding claw bracer), phylactery of long years, cloak of Malar (lion), stone of good luck. He keeps 300 gp in his chamber in Malar’s temple in Undermountain. He is usually accompanied with his half-brother, Wachiru, and 5-8 warriors of 2nd-5th levels.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Cloak of Malar: These cloaks are made of animal skins, usually powerful predators. Three times a day, the cloaks allow the wearer to polymorph into the animal of whose skin the cloak is made of.


Ezzat the Archlich: Male Sun Elf Wiz20/Acm5; CR 27; Medium-size Undead; HD 25d12; hp 12; Init +0; Spd 30 ft.; AC 15 (touch 10, flat-footed 15); Base Atk +12; Grp +11; Atk +11 melee (1d8+5, touch); Full Atk +11/+6 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura, turn undead; SQ Elf traits, turning immunity, DR 15/bludgeoning and magic, undead traits, lich immunities, animate dead, water walk, Archmage high arcana; AL NG; SV Fort +8, Ref +8, Will +21; Str 8, Dex 10, Con -, Int 31, Wis 20, Cha 18
Skills and Feats: Concentration +28 (+32 when casting defensively), Craft (alchemy) +30, Decipher Script +25, Hide +8, Knowledge (arcana) +38, Knowledge (architecture and engineering) +20, Knowledge (dungeoneering) +25, Knowledge (geography) +20, Knowledge (history-Aryvandaar) +26, Knowledge (local-Undermountain) +26, Knowledge (nature) +25, Knowledge (nobility and royalty) +20, Knowledge (religion) +20, Knowledge (the planes) +30, Listen +15, Move Silently +8, Search +28 (+30 with hidden or secret doors), Sense Motive +13, Speak Language (elven, common, auran, celestial, draconic, dwarven, gnome, halfling, loross, seldruin, sylvan, thorass), Spellcraft +45, Spot +15; Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Eschew Material, Heighten Spell, Improved Spell Capacity, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (transmutation), Spell Penetration, Still Spell
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Touch attack (DC 26), paralyzing touch (DC 26), fear aura (DC 26), undead traits, lich immunities (immunity to cold, electricity, polymorph [though she can use polymorph effects on herself], and mind-affecting attacks), turn undead as 25th level cleric (+2 to turning checks) 6/day, animate dead as 25th level sorcerer at will, water walk at will. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (4/7/7/6/6/5/5/4/4/4/3; base DC = 20 + spell level, DC 21 + spell level with enchantment and transmutation spells; caster level 25th).
Possessions: Cloak of arachnida, amulet of proof against location and detection, 1-4 potions of inflict light wounds, decanter of endless water, periapt of proof against poison [takes no slot].
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Garrik Oakspear: Male Moon Elf Rog20; CR 20; Medium-size Humanoid; HD 20d6+40; hp 112; Init +10; Spd 40 ft.; AC 22 (touch 16, flat-footed 16); Base Atk +15; Grp +16; Atk +23 melee (1d6+3/19-20; +2 short sword of speed) or +26 melee (1d4+6/19-20, +5 dagger); Full Atk +23/+23/+18/+13 melee (1d6+3/19-20; +2 short sword of speed) or +26/+21/+16 melee (1d4+6/19-20, +5 dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Elf traits, trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge, special abilities; AL N; SV Fort +8, Ref +18, Will +8; Str 13, Dex 23, Con 14, Int 15, Wis 14, Cha 8
Skills and Feats: Appraise +7, Balance +13, Bluff +4, Climb +16 (+18 with rope), Decipher Script +7, Disable Device +17, Escape Artist +16 (+18 from ropes), Hide +23, Intimidate +6, Jump +23, Knowledge (local-Waterdeep) +7, Listen +14, Move Silently +23, Open Lock +21, Search +19, Sleight of Hand +23, Speak Language (elven, common, chondathan, illuskan, undercommon), Spot +14, Swim +16, Tumble +23, Use Magic Device +14 (+16 with scrolls), Use Rope +11 (+13 to bind); Combat Reflexes, Dodge, Improved Iniative, Mobility, Quick Draw, Spring Attack, Stealthy, Weapon Finesse
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Sneak attack +10d6, trapfinding, evasion, improved uncanny dodge, special abilities (crippling strike, defensive roll, improved evasion) trap sense +6, uncanny dodge.
Possessions: +2 short sword of speed, +5 dagger, bracers of armor +6, boots of striding and springing, wand of quench (32 charges), brooch of fire resistance (as major ring of fire resistance), ring of invisibility, horned ring, brooch of shielding (58 damage points left) [takes no slot].
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Kumar: Male Ogre Mage Shaman 7 of Sung Chiang; CR 15; Large Giant (Spirit); HD 5d8+15 plus 7d6+21; hp 87; Init +4; Spd 40 ft., fly 40 ft. (good); AC 19 (touch 14, flat-footed 19); Base Atk +8; Grp +17; Atk +14 melee (2d6+9/x3, +2 spear) or +12 melee (2d6+5, unarmed strike); Full Atk +14/+9 melee (2d6+9/x3, +2 spear) or +12/+7 melee (2d6+5, unarmed strike); Face/Reach 10 ft./10 ft.; SA Rebuke undead; SQ Ogre mage traits, aura of evil, animal companion, spirit sight, spirit’s favor; AL LE; SV Fort +9, Ref +5, Will +9; Str 21, Dex 10, Con 17, Int 14, Wis 16, Cha 17
Skills and Feats: Bluff +10, Concentration +18 (+22 when casting defensively), Diplomacy +7, Disguise +5, Heal +7, Hide –4, Knowledge (arcana) +7, Knowledge (religion) +12, Listen +11, Speak Language (giant, common, shou, undercommon), Spellcraft +19, Spot +11; Blind-Fight, Brew Potion, Combat Casting, Improved Iniative, Improved Unarmed Strike, Lightning Reflexes, Weapon Focus (spear)
Special Qualities: Ogre Mage traits: Darkvision 60 ft., low-light vision, +5 natural armor, regneration 5, spell-like abilities: at will – darkness, invisibility; 1/day – charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14); spell resistance 19. Aura of evil (aura equals shaman level), animal companion as druid, rebuke undead 6/day, spirit sight, spirit’s favor.
Shaman Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level; caster level 7th).
*Domain spell. Deity: Sung Chiang. Domains: Evil (cast evil spells at +1 caster level), Trickery (Bluff, Diguise, and Hide as class skills).
Possessions: +2 spear, wand of detect magic (22 charges), earring of protection +5 (as ring of protection), earring of deception, bag of holding IV. He has 1-4 miscellaneous potions with him. He keeps his wealth in his bag which includes 2,400 gp worth of pearls and gems, 20 gp, 10 pp, 30 sp. He leads a band of 8 ogres and may be accompanied by them. He may also be encountered with Spite Harrowdale.
Height: 11’, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Earring of Deception: A character wearing this earring cannot be detected for telling any lies. He also gains a +5 competence bonus to his Bluff checks.


Mal: Male Half-Moon elf Rgr7/Clr7 of Malar; CR 14; Medium-size Humanoid; HD 14d8+42; hp 108; Init +1; Spd 20 ft.; AC 25 (touch 11, flat-footed 24); Base Atk +12; Grp +17; Atk +20 melee (1d8+7/19-20, +2 khopesh) or +19 melee (1d8+7, +2 flail); Full Atk +16/+11/+6 melee (1d8+7/19-20, +2 khopesh) and +15/+10 melee (1d8+4, +2 flail); Face/Reach 5 ft./5 ft.; SA Rebuke undead, favored enemy; SQ Half-elf traits, aura of evil, wild empathy, animal companion, woodland stride; AL NE; SV Fort +13, Ref +8, Will +11; Str 20, Dex 13, Con 16, Int 13, Wis 19, Cha 14
Skills and Feats: Climb +3, Concentration +20 (+24 when casting defensively), Diplomacy +4, Gather Information +4, Heal +9, Hide +3, Jump +3, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (nature) +11, Knowledge (religion) +11, Listen +5, Move Silently +3, Search +2, Speak Language (chondathan, common, illuskan), Spellcraft +13, Spot +5, Survival +14 (+16 aboveground, underground and avoid getting lost), Swim -2; Cleave, Combat Casting, Endurance, Exotic Weapon Proficiency (khopesh), Improved Two-Weapon Fighting, Power Attack, Stealthy, Track, Two-Weapon Fighting, Weapon Focus (khopesh)
Special Qualities: Half-elf traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; elven blood. Aura of evil (aura equals cleric level), rebuke undead (+2 to rebuke checks) 5/day. Wild empathy +9, favored enemy (human +4, elf +2), animal companion, woodland stride.
Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 7th).
*Domain spell. Deity: Malar. Domains: Animal (speak with animals 1/day), Strength (+8 enhancement bonus to Str for 1 round).
Ranger Spells Prepared (2; base DC = 14 + spell level; caster level 3rd).
Possessions: +3 banded mail, +3 heavy steel shield, +2 khopesh, +2 flail, ring of feather falling. Golden holy symbol (Malar). Has hidden 13,000 gp worth of coins and gems behind a rocky outcropping.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Nandel Greenward: Female Tethyrian Human Wiz13; CR 13; Medium-size Humanoid; HD 13d4; hp 37; Init +1; Spd 30 ft.; AC 21 (touch 14, flat-footed 20); Base Atk +6; Grp +8; Atk +11 melee (1d6+5, +3 quarterstaff) or +11 melee (1d4+5/19-20, +3 dagger); Full Atk +11/+6 melee (1d6+5, +3 quarterstaff) or +11/+6 melee (1d4+5/19-20, +3 dagger); Face/Reach 5 ft./5 ft.; AL CE; SV Fort +6, Ref +5, Will +12; Str 15, Dex 12, Con 10, Int 24, Wis 19, Cha 21
Skills and Feats: Concentration +16 (+20 when casting defensively), Craft (alchemy) +17, Decipher Script +12, Knowledge (arcana) +23, Knowledge (architecture and engineering) +15, Knowledge (dungeoneering) +15, Knowledge (history-Waterdeep) +17, Knowledge (local-Undermountain) +15, Knowledge (nobility and royalty) +17, Knowledge (the planes) +17, Profession (scribe) +14, Speak Language (chondathan, common, abyssal, draconic, elven, illuskan, orc, thorass, undercommon), Spellcraft +25; Combat Casting, Craft Wondrous Item, Great Fortitude, Heighten Spell, Improved Familiar, Scribe Scroll, Spell Focus (enchantment), Spell Penetration, Toughness
Wizard Spells Prepared (4/6/6/6/5/4/3/2; base DC = 17 + spell level; DC = 18 + spell level with enchantment; caster level 13th).
Possessions: +3 quarterstaff, +3 dagger, bracers of armor +7, ring of protection +3, boots of levitation, wand of detect magic (18 charges), wand of magic missile (49 charges), ring of warmth, pouch with dust of disappearance (12 doses). Nandel has a quasit named Shadow as a familiar.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Ring of Warmth: This ring provides cold resistance 5.


Sher Redmane: Male Tethyrian Human Clr15 of Lliira; CR 15; Medium-size Humanoid; HD 15d8+15; hp 86; Init +3; Spd 30 ft.; AC 17 (touch 9, flat-footed 17); Base Atk +11; Grp +13; Atk +15 melee (1d6+4, +2 quarterstaff); Full Atk +15/+10/+5 melee (1d6+4, +2 quarterstaff); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good; AL CN; SV Fort +10, Ref +6, Will +13; Str 14, Dex 9, Con 12, Int 12, Wis 19, Cha 17
Skills and Feats: Concentration +15 (+19 when casting defensively), Craft (alchemy) +6, Diplomacy +8, Heal +9, Knowledge (arcana) +6, Knowledge (religion) +15, Knowledge (the planes) +6, Speak Language (chondathan, common, elven), Spellcraft +17, Survival +9 (+11 on other planes); Brew Potion, Combat Casting, Divine Cleansing, Extra Turning, Improved Iniative, Lightning Reflexes, Scribe Scroll
Special Qualities: Aura of good (aura equals cleric level), turn undead (+2 to turn checks) 11/day.
Cleric Spells Prepared (6/5+1/5+1/5+1/4+1/4+1/3+1/2+1/1+1; base DC = 14 + spell level; caster level 15th).
*Domain spell. Deity: Lliira. Domains: Chaos (cast chaos spells at +1 caster level), Travel (15 rounds freedom of movement).
Possessions: +2 quarterstaff, bracers of armor +8, boots of speed, ring of water walking, three oils of sweet water. Golden holy symbol (Lliira).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Oil of Sweet Water: This oil purifies any drink it is poured into.


Sigafyse Wimbly: Male Illuskan Human Wiz5/Ftr4/Spellsword9; CR 18; Medium-size Humanoid; HD 5d4+15 plus 4d10+12 plus 9d8+27; hp 137; Init +4; Spd 20 ft.; AC 21 (touch 10, flat-footed 21); Base Atk +15; Grp +20; Atk +25 melee (2d6+11/17-20, +4 greatsword); Full Atk +25/+20/+15 melee (2d6+11/17-20, +4 greatsword); Face/Reach 5 ft./5 ft.; SQ Channel spell; AL NE; SV Fort +14, Ref +5, Will +13; Str 20, Dex 10, Con 16, Int 20, Wis 14, Cha 17
Skills and Feats: Climb +10, Concentration +18 (+22 when casting defensively), Craft (alchemy) +13, Intimidate +8, Jump +10, Knowledge (arcana) +20, Knowledge (architecture and engineering) +10, Knowledge (dungeoneering) +15, Knowledge (history-Waterdeep) +15, Knowledge (local-Undermountain) +15, Knowledge (nobility and royalty) +15, Knowledge (the planes) +15, Ride (horse) +5, Speak Language (chondathan, common, draconic, dwarven, giant, gnoll, illuskan), Spellcraft +22, Survival +7 (+9 underground and other planes), Swim +1; Arcane Strike, Blind-Fight, Cleave, Combat Casting, Craft Magic Arms and Armor, Empower Spell, Improved Critical (greatsword), Improved Iniative, Improved Sunder, Maximize Spell, Power Attack, Scribe Scroll, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Special Qualities: Channel spell 5/day.
Wizard Spells Prepared (4/4/4/3/3/2; base DC = 15 + spell level; caster level 10th; arcane spell failure 5%).
Possessions: +3 full plate, +4 greatsword, ring of sustenance, helm of comprehend languages and read magic, Keoghtom’s ointment (3 doses). He also has 61,400 g worth of gems and jewelry. He leads a band of 8-12 gnolls.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Spite Harrowdale: Male Chondathan Human Wiz17; CR 17; Medium-size Humanoid; HD 17d4+68; hp 115; Init +3; Spd 30 ft.; AC 18 (touch 14, flat-footed 14); Base Atk +8; Grp +8; Atk +10 melee (1d6+2, +2 quarterstaff) or +9 melee (1d4+1 plus poison/19-20, dagger of venom); Full Atk +10/+5 melee (1d6+2, +2 quarterstaff) or +9/+4 melee (1d4+1 plus poison/19-20, dagger of venom); Face/Reach 5 ft./5 ft.; AL NE; SV Fort +9, Ref +8, Will +14; Str 10, Dex 17, Con 18, Int 25, Wis 18, Cha 19
Skills and Feats: Concentration +24 (+28 when casting defensively), Craft (alchemy) +20, Decipher Script +17, Knowledge (arcana) +27, Knowledge (architecture and engineering) +17, Knowledge (dungeoneering) +17, Knowledge (history) +17, Knowledge (local-Undermountain) +17, Knowledge (nature) +22, Knowledge (the planes) +22, Profession (scribe) +9, Speak Language (chondathan, common, draconic, elven, giant, illuskan, orc, thorass, undercommon), Spellcraft +32; Combat Casting, Craft Staff, Craft Wondrous Item, Enlarge Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (transmutation), Spell Penetration, Still Spell
Wizard Spells Prepared (4/6/6/6/5/5/5/4/2/1; base DC = 17 + spell level; DC = 18 + spell level with transmutation spells; caster level 17th).
Possessions: +2 quarterstaff, dagger of venom, ring of protection +4, ring of blinking, pouch of accessibility (as bag of holding I), Keoghtom’s ointment (5 doses). He also has a firetrapped chest that contains his spellbooks, 4,500 gp worth of wealth and spare potions and scrolls. He may be encountered with Kumar.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Valdemar: use Monster Manual example on p.75 for dragon.
Possessions: Scarab of protection, brooch of shielding (80 damage points left).


Wachiru: Male Tethyrian Human Clr8 of Malar; CR 8; Medium-size Humanoid; HD 8d8+16; hp 34; Init +1 Spd 20 ft.; AC 19 (touch 11, flat-footed 18); Base Atk +6; Grp +10; Atk +11 melee (1d8+5, +1 scourge); Full Atk +11/+6 melee (1d8+5, +1 scourge); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil; AL CE; SV Fort +10, Ref +3, Will +9; Str 18, Dex 12, Con 18, Int 14, Wis 16, Cha 14
Skills and Feats: Concentration +14 (+18 when casting defensively), Heal +8, Knowledge (arcana) +7, Knowledge (religion) +12, Knowledge (the planes) +7, Move Silently +2, Speak Language (chondathan, common, giant, illuskan), Spellcraft +14, Survival +8 (+10 in other planes); Combat Casting, Exotic Weapon Proficiency (scourge), Extra Turning, Scribe Scroll
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead (+2 to rebuke checks) 9/day.
Cleric Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 13 + spell level; caster level 8th).
*Domain spell. Deity: Malar. Domains: Chaos (cast chaos spells at +1 caster level), Strength (+8 enhancement bonus to Str for 1 round).
Possessions: +3 chainmail, +1 scourge, boots of elvenkind, Myrlund’s spoon. Golden holy symbol (Malar). He keeps 300 gp in his chamber in Malar’s temple in Undermountain. He is usually accompanied with his half-brother, Dulic, and 5-8 warriors of 2nd-5th levels.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Wyllow: Female Wood Elf Drd14 of Rillifane Rallathil; CR 14; Medium-size Humanoid; HD 14d8+42; hp 101; Init +4; Spd 30 ft.; AC 21 (touch 14, flat-footed 17); Base Atk +10; Grp +12; Atk +15 melee (1d8+5/x3; +3 spear) or +14 melee (1d6+4, staff of the woodlands); Full Atk +15/+10 melee (1d8+5/x3; +3 spear) or +14/+9 melee (1d6+4, staff of the woodlands); Face/Reach 5 ft./5 ft.; SQ Elf traits, a thousand faces, animal companion, nature sense, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape; AL NG; SV Fort +12, Ref +8, Will +14; Str 14, Dex 18, Con 16, Int 12, Wis 20, Cha 20
Skills and Feats: Concentration +17 (+21 when casting defensively), Diplomacy +10, Handle Animal +12, Heal +15, Knowledge (nature) +19, Listen +11, Ride (elephant) +13, Search +3, Speak Language (elven, common, chondathan, sylvan), Spellcraft +15, Spot +11, Survival +12 (+14 abovground), Swim +7; Animal Affinity, Combat Casting, Craft Staff, Natural Spell, Track
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. A thousand faces, animal companion, nature sense, resist nature’s lure, trackless step, venom immunity, wild empathy +21, wild shape (large, plant, tiny) 5/day
Druid Spells Prepared (6/7/6/5/5/4/3/2; base DC = 15 + spell level; caster level 14th).
Possessions: +3 spear, staff of the woodlands, bracers of armor +7, comb of beauty +4 (as cloak of charisma), ring of regeneration. Wooden holy symbol (Rillifane Rallathil). She has a 1,900 gp pearl necklace, 3,000 gp emerald ring, 90 gp pair of silver earrings, 400 gp gold necklace, 350 gp silver cup, 60 gp silk shaw, 50 gp silver-edged mirror, and a 2,300 gp jeweled dagger hidden in the trunk of a tree.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Edit: Made some changes to Kumar due to the updates given in OA in Dragon Magazine #318.
#137

zombiegleemax

Feb 02, 2004 3:08:15
That is so cool Green Giant, brilliant work mate!
#138

Kezghan

Feb 02, 2004 3:12:36
Fairly solid work all the way thru GG, a few of you NPC builds i have minor issues with but that is all.

Have you done up any of the NPC's from the Skullport accessory?

If you havent let me know if your interested in tackling some of them. thanks man, keep up the good work.
#139

green_giant_02

Feb 02, 2004 18:27:11
Here's a cleric of Bane from Ruins of Zhentil Keep who was once instrumental in Xvim's rise. I'd use her as a roving inquisitor of the Tyrant of the Moonsea; traveling around Faerun and visiting temples of Bane to make sure they haven't strayed from the Chosen of Bane's dictates. Enjoy.

Xana the Once-Martyred: Female Vassan Human Clr10 of Bane/Dis4; CR 14; Medium-size Humanoid; HD 14d8+30; hp 82; Init +3; Spd 20 ft.; AC 21 (touch 13, flat-footed 18); Base Atk +9; Grp +11; Atk +15 melee (1d8+7, +4 morningstar); Full Atk +15/+10 melee (1d8+7, +4 morningstar); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil, divine emissary, imbue with spell ability, sacred defense; AL LE; SV Fort +13, Ref +7, Will +16; Str 15, Dex 16, Con 15, Int 13, Wis 20, Cha 16
Skills and Feats: Concentration +16 (+20 when casting defensively), Diplomacy +8, Heal +10, Intimidate +5, Knowledge (arcana) +6, Knowledge (religion) +15 (+19 when performing a sacrifice), Knowledge (the planes) +6, Speak Language (damaran, common, chondathan, infernal), Spellcraft +17; Combat Casting, Craft Rod, Leadership, Sacred Spell, Sacrificial Mastery, Spell Focus (enchantment)
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 10th-level cleric (+2 to rebuke checks) 5/day. Divine emissary, imbue with spell ability, sacred defense +2. Ritual of Terror’s Allegiance, The Rite of Dread Presence.
Cleric Spells Prepared (6/7+1/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level; DC = 16 + spell level with enchantment spells; caster level 14th).
*Domain spell. Deity: Bane. Domains: Evil (cast evil spells at +1 caster level), Hatred (1/day +2 profane bonus on attacks, saves and AC against a selected opponent for 1 minute), Tyranny (+2 to DC of any compulsion spell).
Possessions: +3 chainmail, +4 morningstar, amulet of proof against detection and location, talisman of protection from good [takes no slot]. Golden holy symbol (Bane). Also has 35 pp in a purse and a 500-gp blood-red ruby.
Height: 5’6”, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Talisman of Protection from Good: This talisman provides a constant protection from good as the spell.
#140

green_giant_02

Feb 03, 2004 18:35:24
Just got the Draconomicon and thought I'd finish with the last two Runemasters. Enjoy.

Rhangaun: Male Tethyrian Human Lich Wiz20/Acm5/Sor8; CR 35; Medium-size Undead; HD 33d12; hp 220; Init +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +16; Grp +18; Atk +18 melee (1d8+5, touch) or +18 melee (1d6+2, staff of the magi); Full Atk +18/+13 melee (1d8+5, touch) or +18/+13 melee (1d6+2, staff of the magi); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura; SQ Turn resistance, DR 15/bludgeoning and magic, undead traits, lich immunities, Archmage high arcana; AL NE; SV Fort +12, Ref +14, Will +25; Str 14, Dex 15, Con -, Int 33, Wis 21, Cha 23
Skills and Feats: Bluff +17, Concentration +36 (+40 when casting defensively), Craft (alchemy) +28, Decipher Script +23, Hide +10, Knowledge (arcana) +47, Knowledge (architecture and engineering) +31, Knowledge (dungeoneering) +31, Knowledge (geography) +26, Knowledge (history-the Lands of Intrigue) +31, Knowledge (local-Calimshan) +31, Knowledge (nature) +26, Knowledge (nobility and royalty) +31, Knowledge (religion) +26, Knowledge (the planes) +36, Listen +13, Move Silently +10, Profession (scribe) +15, Search +19 (+21 with hidden or secret doors), Sense Motive +13, Speak Language (chondathan, common, abyssal, alzhedo, aragrakh, auran, draconic, elven, ignan, illuskan, infernal, thorass, undercommon), Spellcraft +54, Spot +13; Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Dragoncrafter, Forge Ring, Improved Metamagic, Improved Spell Capacity x 2, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (necromancy), Spell Penetration, Still Spell, Twin Spell
Special Qualities: Touch attack (DC 32), paralyzing touch (DC 32), fear aura (DC 32), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn resistance +4. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (4/7/7/7/6/5/5/5/4/4/3/3; base DC = 21 + spell level; 22 + spell level with evocation and necromancy; caster level 25th).
Sorcerer Spells Known (6/8/8/6/4; base DC = 16 + spell level; DC 17 + spell with evocation and necromancy spells; caster level 8th): 0 – detect magic, electric jolt, Horizikaul’s cough, mage hand, prestidigitation, read magic, resistance, touch of fatigue; 1st – forcewave, Horizikaul’s boom, ray of enfeeblement, shield, ventriloquism; 2nd – detect thoughts, eagle’s splendor, Gedlee’s electric loop; 3rd – dragon breath, dragonskin; 4th – voice of the dragon.
Possessions: Staff of the magi, shoonring of human influence, shoonring of major spellstoring, two ellipsoid (lavender and green) ioun stones.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Shoonring of Human Influence: On command, this ring affects a humanoid as if the wearer had cast charm person.




Sapphiraktar the Blue: Male ancient blue dracolich; CR 19; Gargantuan undead; HD 33d12; hp 214; Init +0; Spd 40 ft., burrow 20 ft., fly 200 ft. (clumsy); AC 40 (touch 8, flat-footed 42); Base Atk +33; Grp +57; Atk +41 melee (4d6+12, bite); Full Atk +41 melee (4d6+12, bite) and +36 melee (2d8+6, 2 claws) and +36 melee (2d6+6, 2 wings) and +36 melee (2d8+18, tail slap); Face/Reach 20 ft./15 ft. (20 ft. with bite); SA breath weapon (120-ft. line of electrical energy), control undead, create/destroy water, crush, frightful presence, paralyzing gaze, paralyzing touch, rend, snatch, spell-like abilities, spells, tail sweep; SQ blindsense 60 ft., DR 15/magic and 5/bludgeoning, darkvision 120 ft., immunities to cold, electricity, magic sleep effects, polymorph, and paralysis, invulnerability, keen senses, low-light vision, spell resistance 30, undead traits; AL LE; SV Fort +18, Ref +18, Will +23; Str 35, Dex 10, Con -, Int 20, Wis 21, Cha 22
Skills and Feats: Bluff +21, Concentration +36 (+40 when manifesting defensively), Diplomacy +21, Escape Artist +15, Gather Information +16, Hide +15, Intimidate +21, Knowledge (arcana) +21, Knowledge (dungeoneering) +20, Knowledge (geography) +20, Knowledge (history-High & Deep Shanatar) +20, Knowledge (local-Calimshan) +20, Knowledge (nature) +20, Knowledge (religion) +15, Knowledge (the planes) +15, Listen +41, Search +41, Sense Motive +20, Speak Language (chondathan, draconic, common, aragrakh, auran, ignan, thorass, undercommon), Spellcraft +33 (+35 with deciphering scrolls), Spot +36, Survival +10 (+12 aboveground, other planes, underground or find/follow tracks), Use Magic Device +11 (+13 with scrolls); Awesome Blow, Combat Casting, Craft Contruct, Craft Magic Arms and Armor, Craft Wondrous Item, Flyby Attack, Hover, Improved Bull Rush, Large And In Charge, Power Attack, Rend, Snatch

Breath Weapon (Su): Once every 1d4 rounds, Sapphiraktar can breathe a 120-foot line of electrical energy that deals 20d8 points of electricity damage to every creature in the area (Reflex DC 32 half).

Crush (Ex): When flying or jumping, Sapphiraktar can land on Medium or smaller creatures as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under Sapphiraktar's body. Each creature in the affected area must succeed at a Reflex save (DC 32) or be pinned, automatically taking 4d6+18 points of bludgeoning damage. Thereafter, if Sapphiraktar chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Frightful Presence (Ex): This ability takes effect automatically when Sapphiraktar attacks, charges, or flies overhead. It affects only opponents with 32 or fewer Hit Dice or levels within a radius of 300 feet. Each affected creature must make a successful Will save (DC 32) to resist the effect. On a failure, a creature with 5 or more Hit Dice or levels becomes shaken for 4d6 rounds, and a creature with 4 or fewer Hit Dice or levels becomes panicked for 4d6 rounds. Success indicates that the target is immune to Sapphiraktar’s frightful presence for one day.

Invulnerability: If Sapphiraktar is slain, its spirit immediately returns to its phylactery, from where it may attempt to possess a suitable corpse.

Keen Senses (Ex): Sapphiraktar sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision out to 120 feet.

Paralyzing Gaze (Su): The gaze of Sapphiraktar’s glowing eyes can paralyze victims within 40 feet if they fail a DC 24 Fortitude save. If the saving throw is successful, the character is forever immune to the gaze of Sapphiraktar. If it fails, the victim is paralyzed for 2d6 rounds.

Paralyzing Touch (Su): A creature struck by any of Sapphiraktar’s physical attacks must make a DC 24 Fortitude save or be paralyzed for 2d6 rounds. A successful saving throw against this effect does not confer any immunity against subsequent attacks.

Rend (Ex): Extra damage 4d8+18.

Snatch (Ex): Against Medium or smaller creatures, bite for 4d6+12/round or claw for 2d8+6/round.

Sorcerer Spells Known (6/8/8/7/7/7/5; base DC 16 + spell level; caster level 13th): 0 - arcane mark, dancing lights, daze, detect magic, mage hand, open/close, read magic, resistance, touch of fatigue; 1st - charm person, Horizikaul’s boom, identify, magic missile, shield; 2nd - darkness, detect thoughts, Igedrazaar’s miasma, mirror image, touch of idiocy; 3rd - dispel magic, displacement, hold person, suggestion; 4th - breath weapon substitution, inflict critical wounds, polymorph, scrying; 5th - Mestil’s acid sheath, persistent image, teleport; 6th - antimagic field, prismatic eye.

Spell-Like Abilities (Sp): 3/day - create/destroy water (Will DC 32 negates), ventriloquism (DC 17); 1/day – hallucinatory terrain (DC 20), veil (DC 22). Caster level 33rd.

Tail Sweep (Ex): Sapphiraktar can sweep with its tail as a standard action. The sweep affects a half-circle with a diameter of 30 feet. It deals 2d6+21 points of damage to Small or smaller creatures (Reflex DC 32 half).

Possessions: Unknown.
#141

zombiegleemax

Feb 04, 2004 4:42:58
Well worth the wait Green Giant, another top class job!
#142

zombiegleemax

Feb 05, 2004 9:05:46
Wow, Green Giant, I'm very impressed with your work, keep it up. :D
#143

zombiegleemax

Feb 05, 2004 9:09:29
Okay, here's my version of Danilo for 3E, any feedback would be appreciated.

Danilo Thann

Male Human Aristocrat 1/Wizard 9/Bard 3/Spellsinger2: CR 15; Medium-size humanoid (human); HD 1d8 plus 9d4 plus 3d6 plus 2d6; hp 49; Init +5; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Atk +9/+4 melee (1d8+2/19-20/x2, Blade of Bawdy Ballads) or +10/+5 melee (1d4+3/19-20/x2, +2 defending dagger); SQ bardic music, bardic knowledge, compelling song, spellsong; AL CG; SV Fort +4, Ref +10, Will +17; Str 12, Dex 13, Con 10, Int 17, Wis 16, Cha 18. Height 6 ft.
Skills and Feats: Alchemy +5, Appraise +7, Bluff +14, Concentration +13, Diplomacy +14, Gather Information +10, Knowledge (arcana) +11, Knowledge (Waterdeep history) +7, Knowledge (Waterdeep local) +7, Knowledge (Waterdeep nobility and royalty) +7, Listen +6, Perform +18, Ride (horse) +5, Sense Motive +8, Spellcraft +12, Spot +6, Tumble +4; Combat Casting, Improved Counterspell, Improved Initiative, Scribe Scroll, Skill Focus (perform), Smooth Talk, Spell Mastery, Spell Penetration, Spellcasting Prodigy (wizard).
Bardic music: Inspire courage, countersong, fascinate, inspire competence, suggestion, inspire greatness.
Wizard spells per day: 4/5/5/4/2/1. Base DC = 14 + spell level.
Spellbook: 0 – all; 1st – Alarm, Charm Person, Colour Spray, Comprehend Languages, Detect Secret Doors, Grease, Jump, Magic Missile, Magic Weapon, Message, Shield, Silent Image, Spider Climb, Ventriloquism; 2nd – Arcane Lock, Cat’s Grace, Detect Thoughts, Fog Cloud, Knock, Levitate, Resist Elements, See Invisibility, Web; 3rd – Clairaudience/Clairvoyance, Dispel Magic, Haste, Lightning Bolt, Shrink Item, Suggestion; 4th –Charm Monster, Leomund’s Secure Shelter, Minor Globe Of Invulnerability Stoneskin,; 5th – Feeblemind, Hold Monster.
Bard spells known: 6/5/4. Base DC 14 + spell level. 0 – Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic; 1st – Cure Light Wounds, Feather Fall, Identify, Mage Armour, Sleep; 2nd – Daylight, Eagle’s Splendour, Invisibility, Mirror Image.
Bard spells per day: 3/4/2.
Possessions: Blade of Bawdy Ballads (+1 singing longsword, as silence, and bless), +2 defending dagger, bracers of armour +5, ring of teleportation (teleport up to 3 people 1/day), major Harper pin, green leather pouch of holding (as Type IV bag of holding; spell books, spell components, paper and ink, healing salves, phantom inks, vials of antitoxin, gaming dice [one set loaded], clothing, jewellery, wine, herbs.
#144

zombiegleemax

Feb 05, 2004 9:46:24
Nice job mate, I like it!
#145

zombiegleemax

Feb 05, 2004 10:57:09
Green Giant, I think an interesting challenge would be the leader of the Kraken Society (male kraken Wizard 20, Chosen of Umberlee). I don't know if a Chosen of Umberlee template already exists, but if it doesn't, I can create one.
#146

wooly_rupert_dup

Feb 05, 2004 11:09:39
Uh, Reefy, Danilo originally had some levels as a fighter -- as evidenced in the novel Elfshadow. The Hero's Lorebook, for example, listed him as being W9/F3 before he became a bard.

I'd give him more bard levels, too. He was 13th level as a bard...
#147

zombiegleemax

Feb 05, 2004 11:21:44
Just noticed - Green Giant, Sapphiraktar should definitely have polymorph on his spell selection; he's been noted to have a wide network of allies whom he approached under disguise (see Lands of Intrigue).
#148

zombiegleemax

Feb 05, 2004 12:54:37
Originally posted by Wooly Rupert
Uh, Reefy, Danilo originally had some levels as a fighter -- as evidenced in the novel Elfshadow. The Hero's Lorebook, for example, listed him as being W9/F3 before he became a bard.

I'd give him more bard levels, too. He was 13th level as a bard...

Hmm, I never read it that he was a fighter, more that he'd just had a bit of training with the blade, nothing too serious. There are an awful lot of classes he could have had, four is plenty already. I also think that he's a much higher level wizard than bard, he's been taught by Khelben since he was about 12 yet has only been a bard for a few years, the spellsinger levels make a total of 5 bard levels, which I thought was fair. I guess it's just a matter of interpretation, but in the conversion I thought aristocrat was more appropriate than fighter, and in much the same way, Drizzt has more levels in fighter than ranger, I saw Danilo being similar with more levels in wizard than bard.
#149

green_giant_02

Feb 05, 2004 17:38:51
Originally posted by Israfel666
Just noticed - Green Giant, Sapphiraktar should definitely have polymorph on his spell selection; he's been noted to have a wide network of allies whom he approached under disguise (see Lands of Intrigue).

Forgot about his spies. Just changed his spell selection by removing shout and adding polymorph.


Reefy - Good work on Danilo Thann. I too would have given him aristocrat levels as a replacement of his fighter levels.
#150

zombiegleemax

Feb 05, 2004 20:29:18
Wow! Green Giant, you do excellent work!! Just outta curiousity, have you ever thought of statting out Karsus?;)
#151

zombiegleemax

Feb 08, 2004 20:53:11
Could someone please show me a recent write up on Pikel Bouldershoulder. I have read tom costas version on the Wotc site
and was wondering if anyone here had a different one could they repost it or provide a link.

p.s. I'm not lazy the quality of what I have just read prompted this post.

Thanks in advance. Adam
#152

meldorian

Feb 09, 2004 9:23:45
blank message
#153

green_giant_02

Feb 09, 2004 18:16:47
Here are the rest of the NPCs of Ruins of Myth Drannor. Enjoy.

The Shapeshifter class is from OA.

Elsura Dauniir: Female Illuskan Human Wiz15/Shapeshifter5; CR 20; Medium-size Humanoid (Augmented Humanoid, Shapechanger); HD 15d4+60 plus 5d8+20; hp 142; Init +7; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +10; Grp +12; Atk +13 melee (1d4+3/19-20, +1 invisible dagger); Full Atk +13/+8 melee (1d4+3/19-20, +1 invisible dagger); Face/Reach 5 ft./5 ft.; SQ Shapeshift, wildshape; AL NG; SV Fort +13, Ref +12, Will +16; Str 14, Dex 17, Con 18, Int 23, Wis 17, Cha 16
Skills and Feats: Concentration +27 (+31 when casting defensively), Craft (alchemy) +21, Decipher Script +16, Handle Animal +10, Knowledge (arcana) +24, Knowledge (geography) +21, Knowledge (history-the North) +16, Knowledge (local-Silver Marches) +16, Knowledge (nature) +29, Knowledge (the planes) +16, Listen +5, Profession (cook) +8, Speak Language (chondathan, illuskan, common, dwarven, elven, giant, goblin, orc, sylvan), Spellcraft +31, Spot +5, Survival +10 (+12 aboveground, avoid getting lost, and other planes), Swim +7; Combat Casting, Craft Wand, Craft Wondrous Item, Eschew Materials Extend Spell, Improved Counterspell, Improved Iniative, Natural Spell, Scribe Scroll, Silent Spell, Spell Focus (transmutation), Spell Penetration, Still Spell
Special Qualities: Shapeshift (cat form only), wildshape (large, tiny) 4/day.
Wizard Spells Prepared (4/6/6/5/5/5/5/3/2/1; base DC = 16 + spell level; DC 17 + spell level with transmutation spells; caster level 17th).
Possessions: Necklace of missiles IV (2 4-die globes left), +1 invisible dagger (can only be seen by Elsura or see invisibility spell), wand of magic missile (19 charges), Elsura’s baldric, 2 potions of cure serious wounds, scroll: teleport. 1-20 gp, 1-12 sp, 1-10 cp, and 1d8 gems.
Height: 6’, Weight: 120 lbs., Hair: Black, Eyes: Gold-green

Elsura’s baldric: This baldric functions under the effects of a wilding clasp. It can also be turned invisible and allows telekinesis to be used upon it to remove items or material components.


Emrock Uerngulphim“the Mad Merchant”: Male Chondathan Human Rog11/Ftr2/Exp2; CR 14; Medium-size Humanoid; HD 11d6+33 plus 2d10+6 plus 2d6+6; hp 104; Init +5; Spd 30 ft.; AC 15 (touch 15, flat-footed 10); Base Atk +11; Grp +14; Atk +16 melee (1d4+5/19-20, +2 dagger); Full Atk +16/+11/+6 melee (1d4+5/19-20, +2 dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge, special ability; AL CN; SV Fort +9, Ref +12, Will +9; Str 16, Dex 21, Con 16, Int 15, Wis 16, Cha 15
Skills and Feats: Appraise +12, Balance +14, Bluff +12, Climb +10 (+12 with rope), Decipher Script +8, Diplomacy +11, Disable Device +12, Escape Artist +10 (+12 escaping ropes), Gather Information +11, Handle Animal +8, Hide +15, Jump +12, Knowledge (local) +8, Listen +8, Move Silently +15, Open Lock +15, Profession (gambler) +8, Profession (caravan master) +5, Ride (snowcloak) +12, Search +12, Sleight of Hand +15, Speak Language (chondathan, illuskan, common, dwarven, elven), Spot +8, Tumble +18, Use Magic Device +8 (+10 with scrolls), Use Rope +12 (+14 to bind someone); Combat Expertise, Dodge, Exotic Weapon Proficiency (garotte), Flick of the Wrist, Hamstring, Improved Feint, Mobility, Quick Draw, Spring Attack
Special Qualities: Sneak attack +6d6, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge. Special ability (defensive roll).
Possessions: Ring of spell turning, ring of regeneration, +2 dagger (glows with faerie fire), potion of gaseous form, potion of cure serious wounds, 1d4 additional potions. 1-100 pp, 10-1000 gp, 2-20 ep, 5-50 sp, 2-20 cp. Vleem (snowcloak*).
Height: 5’8”, Weight: 169 lbs., Hair: Steel-grey, Eyes: Hazel

* I used a snowcloak for Vleem from the Silver Marches sourcebook as the closest version of the mantari.


Bucklal “Buttons” Boldover: Male Lightfoot Halfling Rog8; CR 8; Small-size Humanoid; HD 8d6+24; hp 54; Init +9; Spd 20 ft.; AC 16 (touch 16, flat-footed 10); Base Atk +6; Grp +7; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Halfling traits, trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge; AL CE; SV Fort +3, Ref +7, Will +3; Str 13, Dex 20, Con 16, Int 14, Wis 12, Cha 15
Skills and Feats: Bluff +8, Climb +11, Disable Device +10, Escape Artist +11, Hide +17, Intimidate +10, Jump +18, Listen +7, Move Silently +15, Open Lock +13, Search +10, Sleight of Hand +15, Speak Language (common, halfling, chondathan, gnome), Spot +5, Tumble +17, Use Magic Device +10; Dodge, Improved Iniative, Weapon Finesse
Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge, improved uncanny dodge.
Possessions: Ring of jumping, ring of shooting stars, ring of sustenance (not worn), wand of magic missile (5th), wand of dispel magic, horn of blasting, rod of wonder, 2 iron bands of Bilarro.
Height: 3’2”, Weight: 66 lbs., Hair: Black, Eyes: Green
#154

green_giant_02

Feb 11, 2004 2:30:27
Here are the NPCs of the Elves of Evermeet sourcebook. All have been done except three (two were already posted before and the last one is a deity). Will split it into two posts. Enjoy.

Note: I haven't read the novel Evermeet, so please forgive if there have been any changes to these characters.

Aerilaya: Female Wood Elf Drd10 of Rillifane Rallathil; CR 10; Medium-size Humanoid; HD 10d8+10; hp 58; Init +0; Spd 30 ft.; AC 14 (touch 10, flat-footed 14); Base Atk +7; Grp +8; Atk +10 melee (1d6+2/18-20; +1 scimitar) or +8 melee (1d6+1, staff of swarming insects) or +8 ranged (1d4+1, masterwork sling); Full Atk +10/+5 melee (1d6+2/18-20; +1 scimitar) or +8/+3 melee (1d6+1, staff of swarming insects) or +8/+3 ranged (1d4+1, masterwork sling); Face/Reach 5 ft./5 ft.; SQ Elf traits, animal companion, nature sense, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape; AL CN; SV Fort +8, Ref +5, Will +11; Str 12, Dex 11, Con 13, Int 14, Wis 19, Cha 15
Skills and Feats: Concentration +11 (+15 when casting defensively), Diplomacy +7, Handle Animal +7, Heal +14, Knowledge (nature) +16, Listen +10, Profession (herbalist) +9, Search +4, Speak Language (elven, common, chondathan, illuskan, sylvan), Spellcraft +12, Spot +10, Survival +16 (+18 abovground), Swim +2; Combat Casting, Create Infusion, Lightning Reflexes, Natural Spell
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Animal companion, nature sense, resist nature’s lure, trackless step, venom immunity, wild empathy +14, wild shape (large) 4/day
Druid Spells Prepared (6/5/5/4/4/2; base DC = 14 + spell level; caster level 10th).
Possessions: Masterwork hide, +1 scimitar, staff of swarming insects, masterwork sling, 10 sling bullets. Wooden holy symbol (Rillifane Rallathil). May be encountered with Carreigh Macumail.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Lady Ahskahala Durothil: Female Gold Elf Ftr15/Dragonrider 5; CR 20; Medium-size Humanoid; HD 20d10+40; hp 50; Init +8; Spd 30 ft.; AC 21 (touch 11, flat-footed 20); Base Atk +20; Grp +23; Atk +24 melee (1d8+3/x3; masterwork lance) or +28 melee (1d8+9/17-20, Morvian) or +26 ranged (1d8+3/x3, masterwork composite [+3] longbow); Full Atk +24 melee (1d8+3/x3; masterwork lance) or +28/+23/+18/+13 melee (1d8+9/17-20, Morvian) or +26/+21/+16/+11 ranged (1d8+3/x3, masterwork composite [+3] longbow); Face/Reach 5 ft./5 ft.; SQ Elf traits, dragonriding, immune to frightful presence, mounted spellcasting, flyby attack, spur mount; AL CG; SV Fort +15, Ref +10, Will +12; Str 17, Dex 18, Con 15, Int 17, Wis 16, Cha 18
Skills and Feats: Balance +4, Climb +3, Craft (armorsmithing) +8, Craft (weaponsmithing) +8, Diplomacy +14, Handle Animal +14, Jump +3, Knowledge (nobility and royalty) +8, Listen +5, Profession (commander) +8, Ride (horse) +16, Ride (dragon) +24, Search +5, Speak Language (elven, common, illuskan, auran, draconic, sylvan), Spot +10, Swim +0; Cleave, Great Cleave, Improved Critical (longsword), Improved Iniative, Improved Mounted Archery, Mounted Archery, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Ride [dragon]), Spirited Charge, Trample, Weapon Focus (composite longbow), Weapon Focus (longsword), Weapon Specialization (composite longbow), Weapon Specialization (longsword)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Dragonriding, immune to frightful presence, mounted spellcasting, flyby attack, spur mount.
Possessions: +2 full plate of etherealness, masterwork lance, Morvian, masterwork composite [+3] longbow, 20 masterwork arrows. Rides Haklashara (gold great wyrm dragon).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Morvian (artifact): This is a +4 dragons bane longsword. In the hands of an elf of chaotic good alignment the sword also gains the abilities of a sun blade and holy avenger.



Lord Alinar Le’Quella: Male Silver Elf Ftr5/Order of the Bow Initiate 8; CR 13; Medium-size Humanoid; HD 5d10+10 plus 8d8+16; hp 94; Init +6; Spd 30 ft.; AC 16 (touch 16, flat-footed 10); Base Atk +13; Grp +15; Atk +18 melee (1d8+5/19-20; Dragathil) or +22 ranged (1d8+2/x3, masterwork composite [+2] longbow) or +16 (3d8+6/x3, masterwork composite [+2] longbow with Manyshot); Full Atk +18/+13/+8 melee (1d8+5/19-20, Dragathil) or +22/+17/+12 ranged (1d8+2/x3, masterwork composite [+2] longbow) or +20/+20/+15/+10 ranged (1d8+2/x3, masterwork composite [+2] longbow with Rapid Shot); Face/Reach 5 ft./5 ft.; SA Ranged precision; SQ Elf traits, close combat shot; AL CG; SV Fort +8, Ref +13, Will +7; Str 14, Dex 22, Con 15, Int 11, Wis 10, Cha 12
Skills and Feats: Craft (bowmaking) +5, Craft (weaponsmithing) +5, Handle Animal +3, Jump +5, Knowledge (religion) +2, Ride (horse) +8, Speak Language (elven, common, illuskan), Spot +5, Survival +2; Far Shot, Greater Weapon Focus (composite longbow), Improved Precise Shot, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Sharpshooting, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Ranged precision +4d8, close combat shot.
Possessions: Dragathil (+3 dancing longsword), masterwork composite [+2] longbow, 20 masterwork arrows, elfrune ring.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Elfrune ring: This ring allows an individual to teleport to and from Evermeet, bypassing the wards on the island that prevent such travel.



Carreigh Macumail: Male Illuskan Human Ftr8; CR 8; Medium-size Humanoid; HD 8d10+16; hp 64; Init +2; Spd 30 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +8; Grp +13; Atk +15 melee (1d10+7/19-20, masterwork bastard sword); Full Atk +15/+10 melee (1d10+7/19-20, masterwork bastard sword); Face/Reach 5 ft./5 ft.; AL CG; SV Fort +9, Ref +4, Will +1; Str 20, Dex 15, Con 16, Int 13, Wis 9, Cha 15
Skills and Feats: Balance +4, Climb +10, Diplomacy +5, Jump +10, Profession (sailor) +7, Speak Language (illuskan, common, elven), Spot +1, Swim +11, Use Rope +4; Cleave, Dodge, Endurance, Exotic Weapon Proficiency (bastard sword), Great Cleave, Power Attack, Skill Focus (Profession [sailor]), Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Possessions: Masterwork leather, masterwork bastard sword, Mist-Walker ship
Height: 6’8”, Weight: 300+ lbs., Hair: Blonde, Eyes: Blue



Elasha Evanara: Male Gold Elf Clr9 of Labelas Enoreth/Lor3; CR 12; Medium-size Humanoid; HD 9d8+9 plus 3d4+3; hp 64; Init +6; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +7; Grp +7; Atk +8 melee (1d4/19-20; masterwork dagger); Full Atk +8/+3 melee (1d4/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Elf traits, aura of good, lore; AL CG; SV Fort +8, Ref +8, Will +14; Str 11, Dex 15, Con 12, Int 17, Wis 21, Cha 14
Skills and Feats: Concentration +13, Craft (bookbinding) +8, Craft (calligraphy) +8, Diplomacy +7, Heal +10, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (religion) +13, Knowledge (the planes) +8, Listen +7, Profession (librarian) +10, Profession (scribe) +10, Search +5, Speak Language (elven, common, illuskan, auran, celestial, sylvan), Spellcraft +17, Spot +7; Brew Potion, Improved Iniative, Sacred Spell, Scribe Scroll, Skill Focus (Knowledge [religion]), Spell Focus (divination)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Aura of good (aura equals cleric level), turn undead as 9th level cleric (+2 to turning checks) 5/day. Lore +8, secrets (instant mastery, secret knowledge of avoidance).
Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1; base DC = 15 + spell level; DC = 16 + spell level with divination spells; caster level 12th).
*Domain spell. Deity: Labelas Enoreth. Domains: Knowledge (cast divination spells at +1 caster level), Time (Improved Iniative feat).
Possessions: Masterwork dagger, golden holy symbol (Labelas Enoreth)
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



King Gwyon Ironhoof: Male Centaur Rgr7 of Skerrit; CR 10; Large Monstrous Humanoid; HD 11d8+44; hp 97; Init +3; Spd 50 ft.; AC 15 (touch 12, flat-footed 12); Base Atk +11; Grp +20; Atk +18 melee (1d8+9/19-20, +2 luckblade longsword) or +15 ranged (1d8+6/x3, +1 composite [+5] longbow) or +9 (3d8+18/x3, +1 composite [+5] longbow with Manyshot); Full Atk +18/+13/+8 melee (1d8+9/19-20, +2 luckblade longsword) or +13 melee (1d8+9/19-20, +2 luckblade longsword) and +5 (1d6+2, 2 hooves) or +15/+10/+5 ranged (1d8+6/x3, +1 composite [+5] longbow) or +13/+13/+8/+3 ranged (1d8+6/x3, +1 composite [+5] longbow with Rapid Shot); Face/Reach 10 ft./5 ft.; SQ Centaur traits; AL CG; SV Fort +11, Ref +13, Will +10; Str 20, Dex 16, Con 18, Int 12, Wis 16, Cha 15
Skills and Feats: Concentration +11, Diplomacy +7, Handle Animal +7, Hide +4, Jump +10, Knowledge (nature) +9, Listen +8, Move Silently +8, Speak Language (sylvan, common, elven), Spot +8, Survival +14 (+16 aboveground), Swim +11; Dodge, Endurance, Manyshot, Point Blank Shot, Rapid Shot, Track, Weapon Focus (composite longbow), Weapon Focus (longsword)
Special Qualities: Centaur Traits: Darkvision 60 ft., +3 natural armor. Wild empathy +11, favored enemy (magical beast +4, animal +2), animal companion, woodland stride.
Ranger Spells Prepared (2; base DC = 13 + spell level; caster level 3rd).
Possessions: +2 luckblade longsword, +1 composite [+5] longbow.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Princess Ilyrana: Female Silver Elf Clr12 of Angharradh; CR 12; Medium-size Humanoid; HD 12d8+24; hp 81; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +9; Grp +10; Atk +11 melee (1d6+1; masterwork light mace); Full Atk +10/+5 melee (1d6+1, masterwork light mace); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Elf traits, aura of good; AL CG; SV Fort +10, Ref +7, Will +13; Str 12, Dex 16, Con 14, Int 15, Wis 20, Cha 17
Skills and Feats: Concentration +12 (+16 when casting defensively), Craft (weaving) +6, Diplomacy +10, Heal +12, Knowledge (religion) +12, Listen +7, Perform (string instrument) +5, Profession (farmer) +7, Profession (herbalist) +7, Ride (horse) +5, Search +4, Speak Language (elven, common, chondathan, celestial, sylvan), Spellcraft +12, Spot +7; Brew Potion, Combat Casting, Nimbus of Light, Point Blank Shot, Sacred Spell, Scribe Scroll
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Aura of good (aura equals cleric level), turn undead as 12th level cleric (+2 to turning checks) 6/day.
Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1; base DC = 15 + spell level; caster level 12th).
*Domain spell. Deity: Angharradh. Domains: Elf (Point Blank Shot feat), Good (cast good spells at +1 caster level).
Possessions: Masterwork light mace, golden holy symbol (Angharradh)
Height: Unknown, Weight: Unknown, Hair: White tinged with green, Eyes: Pale green to deep blue



Keryth Blackhelm: Male Silver Elf Ftr10/Cavalier 3; CR 13; Medium-size Humanoid; HD 13d10+39; hp 115; Init +4; Spd 20 ft.; AC 23 (touch 11, flat-footed 22); Base Atk +13; Grp +18; Atk +22 melee (1d8+10/x3; Khormalashalal); Full Atk +22/+17/+12 melee (1d8+10/x3, Khormalashalal); Face/Reach 5 ft./5 ft.; SQ Elf traits, courtly knowledge, mounted weapon bonus (lance), mounted weapon bonus (sword), ride bonus, deadly charge, burst of speed; AL LG; SV Fort +13, Ref +8, Will +6; Str 20, Dex 18, Con 16, Int 12, Wis 11, Cha 15
Skills and Feats: Climb +8, Craft (armorsmithing) +6, Diplomacy +7, Handle Animal +7, Jump +8, Knowledge (nobility and royalty) +9, Listen +2, Profession (commander) +3, Ride (horse) +17, Search +3, Speak Language (elven, common, chondathan), Spot +2, Survival +2, Swim +8; Blind-Fight, Endurance, Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (composite longbow), Weapon Focus (lance), Weapon Focus (longsword), Weapon Specialization (composite longbow), Weapon Specialization (lance), Weapon Specialization (longsword)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Courtly knowledge, mounted weapon bonus (lance) +1, mounted weapon bonus (sword) +1, ride bonus +2, deadly charge 1/day, burst of speed.
Possessions: Masterwork full plate, Amlaruil’s shield, Khormalashalal, Keryth’s blackhelm, moon horse (Sundancer).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Khormalashalal (minor artifact): This is a +3 distance, returning, throwing lance that can also be used as a longspear. It grants the bane special weapon ability when used against drow, goblins, orcs and undead.

Keryth’s Blackhelm: This helm provides a constant globe of invulnerability and allows the user to regenerate as a ring of regeneration.

Amlaruil’s Shield: This +2 angelic heavy steel shield also gives a continuous prayer effect on the wielder.



Laeroth Runemaster: Male Gold Elf Wiz24/Elven High Mage 10; CR 34; Medium-size Humanoid; HD 34d4+34; hp 120; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +17; Grp +17; Face/Reach 5 ft./5 ft.; SQ Elf traits, seed affinity, mythal invention; AL LG; SV Fort +14, Ref +16, Will +24; Str 11, Dex 16, Con 13, Int 30, Wis 21, Cha 17
Skills and Feats: Concentration +38 (+42 when casting defensively), Craft (alchemy) +25, Decipher Script +21, Diplomacy +13, Knowledge (arcana) +59, Knowledge (architecture and engineering) +25, Knowledge (history-Evermeet) +25, Knowledge (local-Evermeet) +25, Knowledge (nature) +25, Knowledge (nobility and royalty) +25, Knowledge (religion) +25, Knowledge (the planes) +25, Listen +7, Perform (sing) +13, Profession (herbalist) +15, Profession (sailor) +15, Ride (horse) +8, Search +12 (+14 with hidden or secret doors), Sense Motive +15, Speak Language (elven, common, aragrakh, aquan, auran, celestial, chondathan, draconic, illuskan, seldruin, sylvan, thorass), Spellcraft +63, Spot +7; Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Enlarge Spell, Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Extend Spell, Heighten Spell, Improved Metamagic, Improved Spell Capacity, Maximize Spell, Quicken Spell, Sanctum Spell, Scribe Scroll, Silent Spell, Spell Penetration, Spellwise, Still Spell
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Seed affinity x4, mythal invention x4.
Wizard Spells Prepared (4/7/7/6/6/6/6/5/5/5/3; base DC = 20 + spell level; caster level 29th).
Epic Spells Per Day: 3
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Dark blond, Eyes: Black



Prince Lamruil: Male Silver Elf Ftr10; CR 10; Medium-size Humanoid; HD 10d10+20; hp 79; Init +3; Spd 30 ft.; AC 20 (touch 13, flat-footed 17); Base Atk +10; Grp +14; Atk +17 melee (1d8+8/17-20; Halakashara); Full Atk +17/+12 melee (1d8+8/17-20, Halakashara); Face/Reach 5 ft./5 ft.; SQ Elf traits; AL CG; SV Fort +9, Ref +6, Will +4; Str 18, Dex 16, Con 15, Int 13, Wis 12, Cha 16
Skills and Feats: Climb +8, Craft (armorsmithing) +3, Craft (blacksmithing) +3, Craft (bowmaking) +3, Craft (weaponsmithing) +3, Diplomacy +5, Handle Animal +5, Jump +8, Knowledge (nobility and royalty) +7, Listen +3, Profession (gambler) +3, Ride (horse) +8, Search +3, Speak Language (elven, common, chondathan, illuskan), Spot +3, Swim +8; Combat Expertise, Dodge, Education, Improved Critical (longsword), Mobility, Quick Draw, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow.
Possessions: Elven chain, heavy mithral shield, Halakashara (+2 undead bane, disruption longsword).
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Blue


Edit: I've changed the Courteous Magocracy to Spellwise and reduced Diplomacy and increased Knowledge (arcana) for Laeroth Runemaster. Prince Lamruil's Knowledge (nobility and royalty) was also changed by increasing it due to the changes in the Education feat.
#155

green_giant_02

Feb 11, 2004 2:46:36
Here is the second post to the Elves of Evermeet. Enjoy.


Lysanthir Ahmaquissar: Male Silver Elf Ftr6/Rog5; CR 11; Medium-size Humanoid; HD 6d10+6 plus 5d6+5; hp 66; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +9; Grp +12; Atk +16 melee (1d6+3/18-20; masterwork scimitar); Full Atk +16/+11 melee (1d6+3/18-20, masterwork scimitar); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Elf traits, trapfinding, evasion, trap sense, uncanny dodge; AL CN; SV Fort +6, Ref +6, Will +3; Str 16, Dex 18, Con 13, Int 12, Wis 8, Cha 18
Skills and Feats: Balance +11, Climb +8 (+10 with ropes), Craft (armorsmithing) +3, Diplomacy +9, Handle Animal +9, Jump +10, Knowledge (history) +3, Knowledge (nobility and royalty) +3, Listen +1, Profession (gambler) +6, Profession (sailor) +6, Ride (horse) +11, Search +3, Speak Language (elven, common, chondathan, illuskan), Spot +1, Swim +8, Tumble +14, Use Rope +9; Blind-Fight, Dodge, Mobility, Point Blank Shot, Rapid Shot, Spring Attack, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge.
Possessions: Masterwork scimitar.
Height: Unknown, Weight: Unknown, Hair: Gray, Eyes: Unknown



Marikoth Korianthil: Male Silver Elf Ftr9/Knight Protector 3; CR 12; Medium-size Humanoid; HD 12d10+12; hp 22; Init +3; Spd 20 ft.; AC 21 (touch 13, flat-footed 18); Base Atk +12; Grp +17; Atk +26 melee (1d8+10/x3; +3 lance) or +24 melee (1d8+10/19-20, +1 vorpal longsword); Full Atk +26 melee (1d8+10/x3; +3 lance) or +24/+19/+14 melee (1d8+10/19-20, +1 vorpal longsword); Face/Reach 5 ft./5 ft.; SA Supreme cleave; SQ Elf traits, defensive stance, shining beacon, best effort; AL LG; SV Fort +8, Ref +7, Will +8; Str 20, Dex 16, Con 13, Int 12, Wis 11, Cha 15
Skills and Feats: Climb +6, Craft (armorsmithing) +3, Diplomacy +10, Jump +6, Knowledge (nobility and royalty) +6, Listen +2, Ride (horse) +15, Search +3, Speak Language (elven, common, chondathan), Spot +5, Survival +2, Swim +6; Cleave, Endurance, Great Cleave, Iron Will, Mounted Combat, Power Attack, Track, Weapon Focus (lance), Weapon Focus (longsword), Weapon Specialization (lance), Weapon Specialization (longsword)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Defensive stance +2, shining beacon, best effort +2, supreme cleave.
Possessions: Elven full plate, +3 lance, +1 vorpal longsword, helm of valor.
Height: Unknown, Weight: Unknown, Hair: Silver, Eyes: Unknown

Helm of Valor: This helm protects the user as if he had the Deflect Arrows feat while wearing it.



Mourn: Male Drow Rog5/Assassin 7; CR 12; Medium-size Humanoid; HD 12d6+24; hp 76; Init +8; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +8; Grp +11; Atk +12 melee (1d6+3/18-20, masterwork rapier) or +12 melee (1d4+3 plus poison/19-20, masterwork dagger); Full Atk +10/+5 melee (1d6+3/18-20, masterwork rapier) and +10 melee (1d4+3 plus poison/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack, death attack; SQ Drow traits, trapfinding, evasion, trap sense, uncanny dodge, poison use, improved uncanny dodge, save against poison; AL CE; SV Fort +5, Ref +13, Will +3; Str 16, Dex 18, Con 14, Int 16, Wis 11, Cha 11
Skills and Feats: Balance +14, Bluff +5, Climb +8, Craft (trapmaking) +8, Disable Device +9, Disguise +10, Escape Artist +12, Forgery +9, Hide +16, Intimidate +8, Jump +10, Listen +7, Move Silently +16, Open Lock +9, Profession (gambler) +5, Search +10, Sleight of Hand +9, Speak Language (common, elven, undercommon, drow sign language, goblin, gnome), Spot +7, Tumble +21, Use Magic Device +5; Arterial Strike, Blind-Fight, Dodge, Improved Iniative, Two-Weapon Fighting
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; darkvision 120 ft.; immune to sleep; SR 23; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; spell-like abilities (as 12th level caster) – dancing lights, darkness, faerie fire; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Sneak attack +7d6, trapfinding, evasion, trap sense +1, uncanny dodge. Death attack (DC 20), poison use, +3 save against poison, improved uncanny dodge
Assassin Spells Known (4/4/3; base DC = 13 + spell level; caster level 7th): 1st – disguise self, feather fall, obscuring mist, true strike; 2nd – cat’s grace, invisibility, pass without trace, spider climb; 3rd – false life, misdirection, nondetection.
Possessions: Masterwork rapier, masterwork dagger, poison.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Rennyn Aelorothi: Male Gold Elf Ftr2/Wiz3/Rog3/Spymaster 7; CR 15; Medium-size Humanoid; HD 2d10+2 plus 3d4+3 plus 3d6+3 plus 7d8+7; hp 81; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +10; Grp +12; Atk +14 melee (1d8+2/x3; masterwork spear); Full Atk +14/+9 melee (1d8+2/x3, masterwork scimitar); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Elf traits, trapfinding, evasion, trap sense, cover identity, undetectable alignment, quick change, uncanny dodge, slippery mind, spot scrying; AL CG; SV Fort +8, Ref +13, Will +9; Str 14, Dex 19, Con 12, Int 17, Wis 11, Cha 12
Skills and Feats: Bluff +16, Climb +8, Craft (bowmaking) +7, Diplomacy +19, Disable Device +8, Disguise +13 (+15 acting), Gather Information +15, Hide +9, Jump +10, Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (nobility and royalty) +8, Listen +7, Move Silently +9, Open Lock +9, Profession (herbalist) +4, Ride (horse) +8, Search +10, Sense Motive +10, Sleight of Hand +11, Speak Language (elven, common, chondathan, illuskan, sylvan), Spellcraft +10, Spot +7, Swim +8, Tumble +16; Blind-Fight, Charlatan, Dodge, Mobility, Scribe Scroll, Skill Focus (Bluff), Spring Attack, Trustworthy, Weapon Focus (spear)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Sneak attack +5d6, trapfinding, evasion, trap sense +1. Cover identity x3, undetectable alignment, quick change, uncanny dodge, slippery mind, spot scrying.
Wizard Spells Prepared (4/3/2; base DC = 13 + spell level; caster level 3rd).
Possessions: Masterwork spear
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Lady Ryllae Windwalker: Female Gold Elf Ftr6/Wiz7; CR 13; Medium-size Humanoid; HD 6d10+12 plus 7d4+14; hp 81; Init +2; Spd 30 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +9; Grp +13; Atk +17 melee (1d6+9/17-20; +3 cutlass); Full Atk +17/+12 melee (1d6+9/17-20, +3 cutlass); Face/Reach 5 ft./5 ft.; SQ Elf traits; AL CG; SV Fort +9, Ref +6, Will +8; Str 18, Dex 14, Con 14, Int 18, Wis 13, Cha 14
Skills and Feats: Balance +4, Climb +9, Concentration +6 (+10 when casting defensively), Diplomacy +6, Jump +9, Knowledge (arcana) +12, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (nobility and royalty) +9, Listen +3, Profession (sailor) +11, Ride (horse) +3, Search +6, Speak Language (elven, common, aquan, auran, draconic, illuskan), Spellcraft +14, Spot +3, Swim +10, Tumble +4, Use Rope +4; Combat Casting, Craft Magic Arms and Armor, Dodge, Improved Critical (cutlass), Mobility, Quick Draw, Scribe Scroll, Spring Attack, Skill Focus (Profession [sailor]), Weapon Focus (cutlass), Weapon Specialization (cutlass)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow.
Wizard Spells Prepared (4/5/4/3/2; base DC = 14 + spell level; caster level 7th).
Possessions: Masterwork leather, +3 cutlass, Dolphin ship
Height: Unknown, Weight: Unknown, Hair: Red-gold, Eyes: Green



Shanyrria Alenauth: Female Silver Elf Ftr4/Wiz2/Bladesinger 6; CR 12; Medium-size Humanoid; HD 4d10+8 plus 2d4+4 plus 6d8+12; hp 82; Init +4; Spd 30 ft.; AC 17 (touch 17, flat-footed 13); Base Atk +11; Grp +14; Atk +19 melee (1d8+5/19-20; masterwork longsword); Full Atk +19/+14/+9 melee (1d8+5/19-20, masterwork longsword); Face/Reach 5 ft./5 ft.; SQ Elf traits, bladesong style, lesser spellsong, song of celerity, greater spellsong; AL NG; SV Fort +8, Ref +10, Will +10; Str 16, Dex 18, Con 15, Int 16, Wis 9, Cha 16
Skills and Feats: Balance +11, Climb +5, Concentration +10 (+14 when casting defensively), Jump +10, Knowledge (arcana) +11, Listen +1, Perform (dance) +5, Perform (sing) +5, Ride (horse) +6, Search +5, Speak Language (elven, common, chondathan, draconic, illuskan, orc), Spellcraft +13, Spot +1, Survival +1, Swim +5, Tumble +15; Combat Casting, Combat Expertise, Dodge, Iron Will, Mobility, Scribe Scroll, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Bladesong style, lesser spellsong, song of celerity (2nd), greater spellsong.
Wizard Spells Prepared (4/4/3/2; base DC = 13 + spell level; caster level 5th).
Possessions: Masterwork longsword
Height: Unknown, Weight: Unknown, Hair: Reddish, Eyes: Golden-brown



Lord Sharian Korianthil: Male Silver Elf Ftr10/Windrider 5 of Aerdrie Faenya; CR 15; Medium-size Humanoid; HD 15d10+45; hp 132; Init +7; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +15; Grp +17; Atk +18 melee (1d8+2/19-20; masterwork longsword) or +19 ranged (1d8+2/x3, masterwork composite [+2] longbow) or +13 (3d8+6/x3, masterwork composite [+2] longbow with Manyshot); Full Atk +18/+13/+8 melee (1d8+2/19-20, masterwork longsword) or +19/+14/+9 ranged (1d8+2/x3, masterwork composite [+2] longbow) or +17/+17/+12/+7 ranged (1d8+2/x3, masterwork composite [+2] longbow with Rapid Shot); Face/Reach 5 ft./5 ft.; SQ Elf traits, appraise mount, chosen mount, empathic link, mount proficiency, mount assistance, mount healing, mount friendship; AL CG; SV Fort +14, Ref +7, Will +8; Str 15, Dex 17, Con 17, Int 13, Wis 12, Cha 13
Skills and Feats: Balance +5, Concentration +6 (+10 when casting defensively), Jump +9, Knowledge (nature) +7, Handle Animal +11, Heal +6, Listen +3, Ride (horse) +8, Ride (giant eagle) +15, Search +3, Speak Language (elven, common, auran), Spot +3, Survival +3, Swim +4; Animal Affinity, Combat Casting, Far Shot, Improved Iniative, Improved Mounted Archery, Manyshot, Mounted Archery, Mounted Combat, Point Blank Shot, Rapid Shot, Run, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Appraise mount, chosen mount (giant eagle), empathic link, mount proficiency, mount assistance, mount feat x2, mount healing, mount friendship.
Windrider Spells Prepared (2/1; base DC = 11 + spell level; caster level 5th).
Possessions: Masterwork composite [+2] longbow, masterwork longsword
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Skalanis: Male Wood Elf Rgr14 of Solonor Thelandira; CR 14; Medium-size Humanoid; HD 14d8+28; hp 89; Init +4; Spd 30 ft.; AC 16 (touch 14, flat-footed 12); Base Atk +14; Grp +16; Atk +21 ranged (1d8+5/x3; +3 composite [+2] longbow) or +15 (3d8+15/x3, +3 composite [+2] longbow with Manyshot) or +17 melee (1d8+2/19-20, masterwork longsword); Full Atk +21/+16/+11 ranged (1d8+5/x3; +3 composite [+2] longbow) or or +19/+19/+14/+9 ranged (1d8+5/x3, +3 composite [+2] longbow with Rapid Shot) or +16/+11 melee (1d8+3/19-20, masterwork longsword); Face/Reach 5 ft./5 ft.; SA Favored enemy (orc, goblin, giant); SQ Elf traits, wild empathy, animal companion, woodland stride, swift tracker, evasion, camouflage; AL CG; SV Fort +11, Ref +13, Will +6; Str 15, Dex 19, Con 15, Int 13, Wis 15, Cha 15
Skills and Feats: Climb +7, Concentration +7, Craft (bowmaking) +6, Heal +7, Handle Animal +7, Hide +14, Jump +7, Knowledge (geography) +7, Knowledge (nature) +13, Listen +6, Move Silently +14, Profession (farmer) +7, Profession (fisherman) +7, Profession (herbalist) +7, Search +10, Speak Language (elven, common, sylvan), Spot +6, Survival +16 (+18 to avoid getting lost, aboveground, follow tracks), Swim +7; Dodge, Endurance, Far Shot, Improved Precise Shot, Manyshot, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run, Track
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Wild empathy +18, favored enemy (orc +6, goblin +2, giant +2), animal companion, woodland stride, swift tracker, evasion, camouflage.
Ranger Spells Prepared (3/2/1; base DC = 12 + spell level; caster level 7th).
Possessions: Masterwork leather armor, masterwork longsword, +3 composite [+2] longbow, Whitewing (permanent +3 arrow), 20 masterwork arrows.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Jet black



Tanyl Evanara: Male Gold Elf Ftr2/Wiz7/Spellsword 5; CR 14; Medium-size Humanoid; HD 2d10+2 plus 7d4+7 plus 5d8+5; hp 70; Init +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +10; Grp +13; Atk +16 melee (1d8+5/19-20; Tanduras); Full Atk +16/+11 melee (1d8+5/19-20, Tanduras); Face/Reach 5 ft./5 ft.; SQ Elf traits, ignore spell failure, channel spell; AL CG; SV Fort +13, Ref +5, Will +11; Str 16, Dex 14, Con 13, Int 20, Wis 14, Cha 11
Skills and Feats: Climb +9, Concentration +15 (+19 when casting defensively), Craft (alchemy) +11, Craft (bowmaking) +10, Intimidate +5, Jump +9, Knowledge (arcana) +19, Listen +4, Profession (herbalist) +7, Profession (guide) +7, Ride (horse) +7, Search +7, Speak Language (elven, common, chondathan, draconic, illuskan, orc), Spellcraft +21, Spot +4, Survival +7, Swim +8; Combat Casting, Craft Magic Arms and Armor, Dodge, Maximize Spell, Mobility, Run, Scribe Scroll, Spring Attack, Track, Weapon Focus (longsword)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Ignore spell failure 20%, channel spell 3/day.
Wizard Spells Prepared (4/6/5/4/4/3; base DC = 15 + spell level; caster level 10th).
Possessions: Elven chain, Tanduras (sword of life stealing), ring of spell turning.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Tyssaklera: Female faerie dragon; CR 6; Small dragon; HD 9d12+9; hp 73; Init +8; Spd 30 ft., swim 30 ft., fly 100 ft. (perfect); AC 19 (touch 15, flat-footed 15); Base Atk +9; Grp +6; Atk +14 melee (1d6+1, bite); Full Atk +14 melee (1d6+1, bite) and +12 melee (1d4, 2 claws); Face/Reach 5 ft./5 ft.; SA breath weapon (20-ft. cone of euphoria gas), spell-like abilities; SQ Darkvision 60 ft., immunities (paralysis, sleep), low-light vision, scent, spell resistance 18, water breathing; AL CG; SV Fort +7, Ref +10, Will +9; Str 13, Dex 18, Con 12, Int 15, Wis 17, Cha 16
Skills and Feats: Bluff +16, Diplomacy +7, Disguise +3 (+5 acting), Hide +19, Intimidate +5, Knowledge (nature) +15, Listen +14, Move Silently +15, Sense Motive +14, Sleight of Hand +17, Speak Language (sylvan, common, elven, auran), Spot +14, Survival +5 (+7 aboveground), Swim +3*; Flyby Attack, Improved Iniative, Multiattack, Weapon Finesse
Special Qualities: Breath weapon (20-ft. cone of euphoria gas), spell-like abilities, darkvision 60 ft., immunities (paralysis, sleep), low-light vision, scent, spell resistance 18, water breathing.
Possessions: An unknown elven artifact.

* +8 racial bonus to Swim checks.



Lady Verrona Eroth: Female Silver Elf Ftr7/Beloved of Valarian 5*; CR 12; Medium-size Humanoid; HD 12d10+12; hp 82; Init +3; Spd 30 ft.; AC 18 (touch 13, flat-footed 15); Base Atk +12; Grp +15; Atk +16 melee (1d8+3/x3; masterwork lance) or +17 melee (1d8+5/19-20, masterwork longsword); Full Atk +16 melee (1d8+3/x3; masterwork lance) or +17/+12/+7 melee (1d8+5/19-20, masterwork longsword); Face/Reach 5 ft./5 ft.; SQ Elf traits, call unicorn, telepathic bond, timelessness, ethereal jaunt, forest dweller, uncanny dodge; AL CG; SV Fort +10, Ref +6, Will +6; Str 16, Dex 16, Con 12, Int 14, Wis 16, Cha 16
Skills and Feats: Climb +8, Concentration +6 (+10 when casting defensively), Diplomacy +12, Handle Animal +8, Jump +8, Knowledge (nature) +7, Knowledge (nobility and royalty) +7, Listen +7, Move Silently +5, Ride (unicorn) +15, Search +4, Speak Language (elven, common, celestial, sylvan), Spot +7, Survival +10 (+12 aboveground); Combat Casting, Mounted Combat, Ride-By Attack, Sacred Vow, Spirited Charge, Track, Vow of Chastity, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Call unicorn, telepathic bond, timelessness, ethereal jaunt, forest dweller, uncanny dodge.
Beloved of Valarian* Spells Prepared (2/2/1; base DC = 13 + spell level; caster level 5th).
Possessions: Elven chain, masterwork lance, masterwork longsword.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

* Realms name change to Lurue.
#156

zombiegleemax

Feb 11, 2004 3:25:04
Fantastic job again Green Giant!

Have you any plans to stat Druth Daern the lich who is another NPC from Undermountain as he was a cool character?? Please!
#157

zombiegleemax

Feb 11, 2004 19:40:38
Green Giant,

Excellent work!

Can you write up characters for other settings? I wouldn't mind seeing your renderings of characters from Greyhawk or other settings.

#158

green_giant_02

Feb 14, 2004 18:34:47
Here is Druth Daern which can also be found in Ruins of Myth Drannor. Enjoy.

Sadly, Wyrdworks, my knowledge of GH characters is not on par with that of FR characters. I wouldn't know where to begin.

Druth Daern: Male Chondathan Human Lich Wiz16/Acm5; CR 23; Medium-size Undead; HD 21d12; hp 142; Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +10; Grp +11; Atk +11 melee (1d8+5, touch) or +14 melee (1d8+4, mace of smiting); Full Atk +11/+6 melee (1d8+5, touch) or +14/+9 melee (1d8+4, mace of smiting); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura; SQ Turn resistance, DR 15/bludgeoning and magic, undead traits, lich immunities, Archmage high arcane, SR 15; AL CE; SV Fort +6, Ref +7, Will +17; Str 12, Dex 12, Con -, Int 28, Wis 16, Cha 14
Skills and Feats: Concentration +26 (+30 when casting defensively), Craft (alchemy) +19, Decipher Script +19, Hide +9, Intimidate +7, Knowledge (arcana) +33, Knowledge (architecture and engineering) +23, Knowledge (dungeoneering) +18, Knowledge (geography) +18, Knowledge (history) +23, Knowledge (local) +23, Knowledge (nature) +18, Knowledge (nobility and royalty) +18, Knowledge (religion) +18, Knowledge (the planes) +23, Listen +11, Move Silently +9, Search +17 (+19 with hidden or secret doors), Sense Motive +11, Speak Language (chondathan, common, abyssal, damaran, draconic, elven, giant, gnome, infernal, orc, thorass), Spellcraft +38, Spot +11; Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Maximize Spell, Quicken Spell, Scribe Scroll, Simple Weapon Proficiency (heavy mace), Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Spell Penetration.
Special Qualities: Touch attack (DC 22), paralyzing touch (DC 22), fear aura (DC 22), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn resistance +4. Spell Resistance 15. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, arcane reach.
Wizard Spells Prepared (4/7/6/6/6/5/4/4/4/4; base DC = 19 + spell level; 20 + spell level with evocation and transmutation; caster level 21st).
Possessions: Mace of smiting, ring of blinking, major ring of fire resistance, wand of ice storm (74 charges), wand of hold person, heightened (4th) (16 charges), brooch of shielding (86 damage left), several beads of force, scroll: fireball, scroll: Bigby’s grasping hand, scroll: bestow curse, scroll: arcane sight. The Spell-Tome of Daern. May be accompanied by 2d4 skeletons, 1d6 zombies and 1d3 ju-ju zombies.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

The Spell-Tome of Daern: This tome made of black wyvernhide is warded with a magic mouth that utters a curse upon those who touch the tome.
#159

zombiegleemax

Feb 15, 2004 11:02:10
It has been a long time i know but know finally i found it! On page 126 in RoF in "history" it says that Nevron is rumored to be a tiefling...of course this is a little late so it maybe don't matter but i just knew i had seen it somewhere... (If you have no idea what i'm ranting about se my first post on the second page)
#160

green_giant_02

Feb 16, 2004 17:47:28
Originally posted by Jaxian Redleaf
It has been a long time i know but know finally i found it! On page 126 in RoF in "history" it says that Nevron is rumored to be a tiefling...of course this is a little late so it maybe don't matter but i just knew i had seen it somewhere... (If you have no idea what i'm ranting about se my first post on the second page)

Talk about finding the needle in the haystack. :D



I've just started on the Shining South Accessory. Here's the first country on the list. Enjoy.


Rhodea Firehair: Female Halruaan Human Evo18/Halruaan Elder 3; CR 21; Medium Humanoid; HD 21d4+63; hp 117; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +10; Grp +9; Face/Reach 5 ft./5 ft.; SQ Adroit casting, circle link, signature spell; AL NG; SV Fort +9, Ref +7, Will +14; Str 9, Dex 12, Con 17, Int 23, Wis 12, Cha 13
Skills and Feats: Concentration +27 (+31 when casting defensively), Craft (alchemy) +16, Decipher Script +16, Diplomacy +11, Knowledge (arcana) +30, Knowledge (architecture and engineering) +16, Knowledge (dungeoneering) +16, Knowledge (geography) +16, Knowledge (history-Halruaa) +16, Knowledge (local-Halruaa) +16, Knowledge (nature) +16, Knowledge (nobility and royalty) +16, Knowledge (religion) +16, Knowledge (the planes) +16, Profession (administrator) +11, Sense Motive +7, Speak Language (common, halruaan, dambrathan, draconic, elven, halfling, shaaran, tashalan), Spellcraft +35; Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Enhance Spell, Halruaan Adept, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Spell Thematics
Special Qualities: Adroit casting, circle link, signature spell.
Wizard Spells Prepared (5/7/7/6/6/6/6/5/5/5; base DC = 16 + spell level, DC 17 + spell level with evocation; barred schools – enchantment and necromancy; caster level 21st).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Sources: Shining South (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Shining South (3.5E), and Complete Arcane (3.5E).



Rym Windwalker: Male Half-Moon Elf Wiz5; CR 5; Medium-size Humanoid; HD 5d4; hp 17; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +2; Grp +1; Atk +2 melee (1d4-1/19-20, masterwork dagger); Full Atk +2 melee (1d4-1/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SQ Half-elf traits; AL CG; SV Fort +1, Ref +1, Will +3; Str 9, Dex 11, Con 10, Int 18, Wis 9, Cha 14
Skills and Feats: Concentration +8 (+12 when casting defensively), Craft (alchemy) +8, Decipher Script +8, Diplomacy +4, Gather Information +4, Knowledge (arcana) +12, Knowledge (history-Halruaa) +6, Knowledge (local-Halruaa) +6, Knowledge (nature) +6, Knowledge (the planes) +6, Listen +0, Profession (scribe) +1, Search +5, Speak Language (elven, common, halruaan, dambrathan, draconic, goblin, halfling), Spellcraft +14, Spot +0; Combat Casting, Craft Wondrous Item, Scribe Scroll, Toughness
Special Qualities: Half-elf traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; elven blood.
Wizard Spells Prepared (4/4/3/2; base DC = 14 + spell level; caster level 5th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Ramael the Reader: Male Halruaan Human Wiz15/Mindbender 3; CR 18; Medium-size Humanoid; HD 18d4; hp 46; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +8; Grp +9; Atk +9 melee (1d6+1, masterwork staff); Full Atk +9/+4 melee (1d6+1, masterwork staff); Face/Reach 5 ft./5 ft.; SQ Telepathy, push the weak mind, mindread; AL LN; SV Fort +8, Ref +9, Will +13; Str 13, Dex 16, Con 10, Int 22, Wis 13, Cha 17
Skills and Feats: Bluff +10, Concentration +21 (+25 when casting defensively), Craft (alchemy) +16, Decipher Script +11, Diplomacy +14, Intimidate +10, Knowledge (arcana) +27, Knowledge (history-Halruaa) +16, Knowledge (local-Dalelands) +16, Knowledge (nobility and royalty) +11, Knowledge (the planes) +16, Perform (string instrument) +5, Sense Motive +7, Speak Language (common, halruaan, chondathan, damaran, draconic, elven, thorass), Spellcraft +29; Combat Casting, Craft Staff, Craft Wondrous Item, Enlarge Spell, Extend Spell, Heighten Spell, Leadership, Scribe Scroll, Silent Spell, Spell Focus (divination), Spell Penetration, Still Spell
Special Qualities: Telepathy 100 ft., skill boost (Bluff +1, Intimidate +1, Sense Motive +1), push the weak mind (DC 19) 1/day, mindread (DC 18) 2/day.
Wizard Spells Prepared (4/6/6/5/5/5/5/3/2/1; base DC = 16 + spell level, DC 17 + spell level with divination; caster level 17th).
Possessions: Harp of Myth Drannor, amulet of proof against location and detection, ring of mind shielding.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Random Riellor: Male Halruaan Human Nec19; CR 24; Medium-size Humanoid; HD 19d4-19; hp 33; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +9; Grp +9; Atk +10 melee (1d6, masterwork staff); Full Atk +10/+5 melee (1d6, masterwork staff); Face/Reach 5 ft./5 ft.; AL CN; SV Fort +5, Ref +8, Will +14; Str 11, Dex 14, Con 9, Int 22, Wis 17, Cha 9
Skills and Feats: Concentration +21 (+25 when casting defensively), Craft (alchemy) +16, Decipher Script +16, Knowledge (arcana) +28, Knowledge (architecture and engineering) +16, Knowledge (history-Halruaa) +16, Knowledge (local-Halruaa) +16, Knowledge (religion) +21, Knowledge (the planes) +21, Pilot +8*, Profession (apothecary) +8, Profession (scribe) +8, Speak Language (common, halruaan, dambrathan, draconic, elven, goblin, netherese, thorass), Spellcraft +30; Combat Casting, Craft Staff, Craft Wondrous Item, Forge Ring, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (necromancy), Spell Penetration, Spelljammer Helm Operation*, Still Spell, Toughness
Wizard Spells Prepared (5/7/7/6/6/6/6/5/4/4; base DC = 17 + spell level, DC 18 + spell level with necromancy; barred schools – enchantment and illusion; caster level 19th).
Possessions: Halruaan skyship, major spelljammer helm*, ring of teleportation
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

* See Dungeon Issue #92
#161

green_giant_02

Feb 17, 2004 12:04:44
Here's the next country on the list in the Shining South accessory. Enjoy.


Yenandra the Nightmare Queen: Female Half-Drow Rank Three Ghost Rog3/Clr10/Scourge Maiden 3 of Loviatar; CR 19; Medium Undead (Augmented Humanoid, Incorporeal); HD 16d12; hp 83; Init +1; Spd fly 30 ft. (perfect); AC 24 (touch 18, flat-footed 23) or 17 (touch 11, flat-footed 16); Base Atk +12; Grp +12; Atk +15 melee (1d8+2, +2 unholy scourge) or +13 melee (1d4+1/19-20, +1 dagger) or +13 melee (1d6 plus energy drain, incorporeal touch) or +12 melee (1d6 plus energy drain, incorporeal touch against ethereal foes); Full Atk +15/+10/+5 melee (1d8+2, +2 unholy scourge) or +13/+8/+3 melee (1d4+1/19-20, +1 dagger) or +13/+8/+3 melee (1d6 plus energy drain, incorporeal touch) or +12/+7/+2 melee (1d6 plus energy drain, incorporeal touch against ethereal foes); Face/Reach 5 ft./5 ft.; SA Sneak attack, rebuke undead, commanding appearance, corrupting touch, dream walk, energy drain, manifestation; SQ Half-drow traits, trapfinding, evasion, trap sense, aura of evil, bane, crushing despair, incorporeal traits, rejuvenation, turn resistance, undead traits; AL LE; SV Fort +14, Ref +11, Will +21; Str 11, Dex 12, Con -, Int 19, Wis 24, Cha 25
Skills and Feats: Bluff +13, Concentration +13 (+17 when casting defensively), Diplomacy +20, Gather Information +9, Heal +17, Hide +13, Intimidate +19, Knowledge (arcana) +9, Knowledge (history-Dambrath) +9, Knowledge (local-Dambrath) +7, Knowledge (nobility and royalty) +9, Knowledge (religion) +17, Knowledge (the planes) +9, Listen +17, Move Silently +5, Ride (horse) +6, Search +14, Sense Motive +13, Speak Language (common, dambrathan, elven, draconic, infernal, undercommmon), Spellcraft +19, Spot +17, Use Rope +7; Combat Casting, Corrupt Spell, Exotic Weapon Proficiency (scourge), Ghostly Grasp, Initiate of Loviatar, Mounted Combat, Weapon Focus (scourge)
Special Qualities: Half-drow traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; darkvision 60 ft.; immune to sleep; +2 racial bonus on saves against enchantments; drow blood. Sneak attack +2d6, trapfinding, evasion, trap sense +1. Aura of evil (aura equals cleric level), rebuke undead as 10th level cleric (+2 to rebuke checks) 6/day. Bane 3/day, crushing despair 3/day. Commanding appearance (Will DC 25), corrupting touch, dream walk (16 targets within 1,600 ft. radius), energy drain (two levels, Fort DC 25 to remove), incorporeal traits, manifestation, rejuvenation, +4 turn resistance, undead traits.
Cleric Spells Prepared (6/7+1/6+1/6+1/4+1/4+1/3+1; base DC = 17 + spell level; caster level 12th).
*Domain spell. Deity: Loviatar. Domains: Evil (cast evil spells at +1 caster level), Suffering (pain touch 1/day, subject touched suffers a –2 enhancement penalty on Strength and Dexterity for 1 minute).
Possessions: +1 ghost touch chainmail, +2 unholy scourge, +1 dagger, cloak of resistance +3, ring of minor fire resistance, a copy of the crown of Dambrath (5,000 gp worth in precious metals and gems), nightmare mount.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Sources: Shining South (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Shining South (3.5E), Complete Divine (3.5E), Libris Mortis (3.5E), and Ravenloft Campaign Setting (3E).



Merial, Duchess of Clan Luenath: Female Half-Drow Wiz6/Clr3 of Loviatar/Mystic Theurge 9; CR 18; Medium-size Humanoid; HD 15d4+30 plus 3d8+6; hp 89; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +9; Grp +8; Atk +9 melee (1d3-1, masterwork whip); Full Atk +9/+4 melee (1d3-1, masterwork whip); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Half-drow traits, aura of evil; AL NE; SV Fort +10, Ref +7, Will +18; Str 9, Dex 12, Con 15, Int 19, Wis 18, Cha 14
Skills and Feats: Concentration +23 (+27 when casting defensively), Craft (alchemy) +9, Decipher Script +9, Diplomacy +10, Gather Information +4, Heal +9, Knowledge (arcana) +19, Knowledge (history-Dambrath) +9, Knowledge (local-Dambrath) +9, Knowledge (nobility and royalty) +9, Knowledge (religion) +17, Knowledge (the planes) +9, Listen +5, Profession (administrator) +11, Ride (horse) +3, Search +5, Sense Motive +9, Speak Language (elven, common, undercommon, dambrathan, draconic, durpari, infernal), Spellcraft +27, Spot +5; Combat Casting, Craft Wondrous Item, Divine Vigor, Endurance, Exotic Weapon Proficiency (whip), Heighten Spell, Sacred Spell, Scribe Scroll, Skill Focus (Profession [administrator])
Special Qualities: Half-drow traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; darkvision 60 ft.; immune to sleep; +2 racial bonus on saves against enchantments; drow blood. Aura of evil (aura equals cleric level), rebuke undead as 3rd level cleric (+2 to turning checks) 5/day.
Wizard Spells Prepared (4/5/5/5/5/4/3/2/1; base DC = 14 + spell level; caster level 15th).
Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 12th).
*Domain spell. Deity: Loviatar. Domains: Evil (cast evil spells at +1 caster level), Suffering (pain touch 1/day, subject touched suffers a –2 enhancement penalty on Strength and Dexterity for 1 minute).
Possessions: Ring of sleeplessness
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Tralia Falrith, Duchess of Ammathtar: Female Half-Drow Clr6 of Loviatar/Wiz5/Mystic Theurge 10; CR 21; Medium-size Humanoid; HD 6d8+6 plus 15d4+15; hp 87; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +11; Grp +10; Atk +12 melee (1d4+1/19-20, +2 dagger); Full Atk +12/+7 melee (1d4+1/19-20, +2 dagger); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Half-drow traits, aura of evil; AL LE; SV Fort +10, Ref +6, Will +19; Str 8, Dex 10, Con 12, Int 18, Wis 18, Cha 15
Skills and Feats: Concentration +25 (+29 when casting defensively), Craft (alchemy) +8, Decipher Script +8, Diplomacy +13, Gather Information +4, Heal +8, Knowledge (arcana) +19, Knowledge (history-Dambrath) +8, Knowledge (local-Dambrath) +8, Knowledge (nobility and royalty) +9, Knowledge (religion) +20, Knowledge (the planes) +8, Listen +5, Profession (administrator) +8, Ride (horse) +2, Search +5, Sense Motive +9, Speak Language (elven, common, undercommon, dambrathan, draconic, durpari, drow sign language), Spellcraft +30, Spot +5; Brew Potion, Combat Casting, Craft Wondrous Item, Extend Spell, Persistent Spell, Sacred Spell, Scribe Scroll, Silent Spell, Still Spell, Twin Spell
Special Qualities: Half-drow traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; darkvision 60 ft.; immune to sleep; +2 racial bonus on saves against enchantments; drow blood. Aura of evil (aura equals cleric level), rebuke undead as 6th level cleric (+2 to turning checks) 5/day.
Wizard Spells Prepared (4/5/5/5/5/4/3/2/1; base DC = 14 + spell level; caster level 15th).
Cleric Spells Prepared (6/6+1/6+1/6+1/5+1/4+1/3+1/3+1/2+1; base DC = 14 + spell level; caster level 16th).
*Domain spell. Deity: Loviatar. Domains: Evil (cast evil spells at +1 caster level), Law (cast law spells at +1 caster level).
Possessions: +2 dagger
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Selanith L’baros, Duchess of Herath: Female Half-Drow Ari13; CR 12; Medium Humanoid; HD 13d8; hp 62; Init +4; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +9; Grp +10; Face/Reach 5 ft./5 ft.; SQ Half-drow traits; AL LE; SV Fort +4, Ref +4, Will +11; Str 12, Dex 11, Con 11, Int 16, Wis 16, Cha 16
Skills and Feats: Appraise +9, Bluff +11, Diplomacy +24, Gather Information +8, Handle Animal +9, Intimidate +20, Knowledge (arcana) +9, Knowledge (history-Dambrath) +9, Knowledge (local-Dambrath) +9, Knowledge (nobility and royalty) +9, Knowledge (religion) +13, Listen +6, Profession (merchant) +8, Ride (horse) +18, Search +4, Sense Motive +9, Speak Language (elven, common, dambrathan, halruaan, shaaran, undercommon), Spot +6; Exotic Weapon Proficiency (whip), Improved Iniative, Persuasive, Skill Focus (Ride [horse]), True Believer
Special Qualities: Half-drow traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; darkvision 60 ft.; immune to sleep; +2 racial bonus on saves against enchantments; drow blood.
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Sources: Shining South (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Shining South (3.5E), and Complete Divine (3.5E).



Princess Catharyn: Female Half-Drow Clr6 of Loviatar/Wiz3/Mystic Theurge 4; CR 13; Medium-size Humanoid; HD 6d8+12 plus 7d4+14; hp 74; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +7; Grp +7; Atk +8 melee (1d3, masterwork whip); Full Atk +8/+3 melee (1d3, masterwork whip); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Half-drow traits, aura of evil; AL LE; SV Fort +9, Ref +6, Will +15; Str 10, Dex 14, Con 15, Int 17, Wis 17, Cha 16
Skills and Feats: Concentration +17 (+21 when casting defensively), Diplomacy +11, Gather Information +5, Heal +7, Knowledge (arcana) +10, Knowledge (history-Dambrath) +7, Knowledge (local-Dambrath) +7, Knowledge (nobility and royalty) +8, Knowledge (religion) +13, Listen +4, Profession (sailor) +10, Ride (horse) +6, Search +4, Speak Language (elven, common, undercommon, dambrathan, durpari, infernal), Spellcraft +20, Spot +4; Combat Casting, Craft Wondrous Item, Divine Vigor, Exotic Weapon Proficiency (whip), Scribe Scroll, Skill Focus (Profession [sailor])
Special Qualities: Half-drow traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; darkvision 60 ft.; immune to sleep; +2 racial bonus on saves against enchantments; drow blood. Aura of evil (aura equals cleric level), rebuke undead as 6th level cleric (+2 to turning checks) 5/day.
Wizard Spells Prepared (4/5/4/3/1; base DC = 13 + spell level; caster level 7th).
Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/2+1; base DC = 13 + spell level; caster level 10th).
*Domain spell. Deity: Loviatar. Domains: Evil (cast evil spells at +1 caster level), Strength (feat of strength 1/day, +6 enhancement bonus to Str for 1 round).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Baltor: Male Chondathan Human Drd7 of Silvanus/Dolphinlord 5; CR 12; Medium Humanoid (Human); HD 7d8+7 plus 5d10+5; hp 74; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +10; Grp +11; Face/Reach 5 ft./5 ft.; SQ Animal companion, nature sense, resist nature’s lure, trackless step, wild empathy +16, wild shape 3/day, animal bond, detect animals, first totem, low-light vision, wild aspect 2/day, speak with animals, summon animal, second totem; AL N; SV Fort +10, Ref +8, Will +11; Str 12, Dex 15, Con 13, Int 14, Wis 20, Cha 15
Skills and Feats: Concentration +11 (+15 when casting defensively), Diplomacy +7, Handle Animal +12 (+16 with dolphins), Heal +10, Jump +6, Knowledge (nature) +21, Listen +10, Ride (porpoise) +14, Speak Language (chondathan, common, dambrathan, sylvan), Spellcraft +12, Spot +10, Survival +17 (+19 aboveground), Swim +16; Animal Affinity, Blind-Fight, Combat Casting, Craft Wondrous Item, Endurance{B}, Fast Wild Shape, Improved Swimming, Natural Spell
Special Qualities: Animal companion, nature sense, resist nature’s lure, trackless step, wild empathy +16 (+20 with dolphins), wild shape 3/day. Animal bond, detect animals, first totem, low-light vision, wild aspect 2/day, speak with animals, summon animal, second totem.
Druid Spells Prepared (6/6/4/3/2; base DC = 15 + spell level; caster level 7th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Adapted Animal Lord Sharklord to create Dolphinlord as following: wild aspect – slam 2d4 dmg (1d4 small), at 7th level increases to 2d6 dmg (1d6 small), can hold his breath 6 x its constitution before he risks drowning; summon animal – 1d2 orcas or 1d6+1 porpoises; second totem – Endurance; third totem – +2 Constitution.
Sources: Shining South (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Adventurer (3.5E).
#162

kuje31

Feb 17, 2004 13:00:58
Green Giant,

Yenandra is dead, at least according to Elaine.

See this thread.

http://boards1.wizards.com/showthread.php?s=&threadid=180162
#163

green_giant_02

Feb 17, 2004 16:44:13
Thanks for the info, Kuje31. I'll still leave her posted in case anyone has a need for her.
#164

green_giant_02

Feb 17, 2004 21:45:09
Here are the NPCs from the land of munchkins. Enjoy.


Cacitro Burrow: Male Strongheart Halfling Ftr8; CR 8; Small Humanoid; HD 8d10+8; hp 56; Init +1; Spd 20 ft.; AC 19 (touch 12, flat-footed 17); Base Atk +8; Grp +6; Atk +13 melee (1d6+4/17-20, masterwork longsword) or +12 melee (1d3+3/17-20, +1 keen dagger); Full Atk +13/+8 melee (1d6+2/17-20, masterwork longsword) or +12/+7 melee (1d3+3/17-20, +1 keen dagger); Face/Reach 5 ft./5 ft.; SQ Halfling traits; AL NG; SV Fort +7, Ref +3, Will +3; Str 14, Dex 12, Con 13, Int 11, Wis 13, Cha 10
Skills and Feats: Climb +3, Handle Animal +4, Hide +0, Intimidate +4, Jump +3, Listen +5, Move Silently -2, Ride (warpony) +5, Speak Language (common, halfling), Spot +3, Swim -4; Alertness, Dodge, Goad, Improved Critical (longsword), Mobility, Mounted Combat, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword).
Special Qualities: Halfling (strongheart) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings.
Possessions: Masterwork chainmail, masterwork heavy steel shield, masterwork longsword, +1 keen dagger.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Unknown
Sources: Shining South (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Shining South (3.5E).


Melino Smalltoes “Richtoes”: Male Strongheart Halfling Ari7/Rog8; CR 15; Small Humanoid; HD 7d8-21 plus 8d6-24; hp 33; Init +6; Spd 20 ft.; AC 15 (touch 13, flat-footed 12); Base Atk +11; Grp +5; Atk +16 melee (1d3/19-20, +2 dagger); Full Atk +16/+11/+6 melee (1d3/19-20, +2 dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Halfling traits, trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge; AL LN; SV Fort +3, Ref +10, Will +9; Str 7, Dex 14, Con 5, Int 15, Wis 14, Cha 13
Skills and Feats: Appraise +6, Bluff +8, Climb +8, Diplomacy +10, Disable Device +10, Gather Information +8, Hide +16, Intimidate +10, Jump +10, Knowledge (local-Luiren) +7, Listen +9, Move Silently +14, Open Lock +10, Profession (merchant) +10, Search +10, Sense Motive +10, Sleight of Hand +12, Speak Language (common, halfling, shaaran), Spot +7, Tumble +12, Use Magic Device +9; Dodge, Great Fortitude, Improved Iniative, Improved Toughness, Persuasive, Stealthy, Weapon Finesse
Special Qualities: Halfling (strongheart) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge, improved uncanny dodge
Possessions: Masterwork leather armor, +2 dagger.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Unknown
Sources: Shining South (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Shining South (3.5E), and Complete Warrior (3.5E).
Note: Benefits and penalties of old age.


Brac Bristletoes: Male Strongheart Halfling Ftr8; CR 8; Small-size Humanoid; HD 8d10+16; hp 64; Init +2; Spd 20 ft.; AC 19 (touch 13, flat-footed 16); Base Atk +8; Grp +8; Atk +13 ranged (1d6+6/19-20, masterwork throwing axe); Full Atk +13/+8 ranged (1d6+6/19-20, masterwork throwing axe); Face/Reach 5 ft./5 ft.; SQ Halfling traits; AL CG; SV Fort +8, Ref +4, Will +1; Str 18, Dex 15, Con 14, Int 12, Wis 9, Cha 12
Skills and Feats: Climb +9, Handle Animal +6, Hide +6, Intimidate +3, Jump +9, Listen +1, Move Silently +4, Profession (cook) +5, Ride (warpony) +9, Speak Language (common, halfling, shaaran), Spot +1, Swim +6; Dodge, Far Shot, Improved Critical (throwing axe), Mobility, Point Blank Shot, Precise Shot, Spring Attack, Weapon Focus (throwing axe), Weapon Specialization (throwing axe)
Special Qualities: Halfling (strongheart) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings.
Possessions: Small masterwork chain shirt, small masterwork heavy steel shield, masterwork throwing axe, belt of giant strength +6.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Flynagin Nightshadow: Female Lightfoot Halfling Rog8/Duelist4/Hrp1; CR 13; Small-size Humanoid; HD 9d6 plus 4d10; hp 59; Init +7; Spd 20 ft.; AC 23 (touch 17, flat-footed 16); Base Atk +10; Grp +7; Atk +17 melee (1d4+2/18-20, +1 rapier); Full Atk +17/+12 melee (1d4+2/18-20, +1 rapier); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Halfling traits, trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge, canny defense, improved reaction, enhanced mobility, grace, Harper knowledge; AL CG; SV Fort +4, Ref +17, Will +6; Str 13, Dex 21, Con 10, Int 13, Wis 11, Cha 16
Skills and Feats: Balance +10, Bluff +13, Climb +8 (+10 with rope), Diplomacy +17, Disable Device +6, Escape Artist +10, Hide +16, Jump +10, Knowledge (local-Luiren) +6, Listen +7, Move Silently +16, Open Lock +10, Perform (comedy) +8, Profession (courtier) +5, Search +6, Sense Motive +7, Sleight of Hand +12, Speak Language (common, halfling, shaaran), Spot +5, Survival +2, Tumble +21, Use Magic Device +4, Use Rope +10; Dodge, Mobility, Negotiator, Spring Attack, Weapon Finesse
Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge, improved uncanny dodge. Canny defense, improved reaction +2, enhanced mobility, grace. Harper knowledge +2.
Possessions: Bracers of armor +6, +1 rapier, ring of invisibility, boots of speed.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Unknown


Edit: Made changes to Melino Richtoes due to the revised Divine Seeker in PGtF and added a level of Harper Agent to Flynagin Nightshadow that she was missing.
#165

zombiegleemax

Feb 18, 2004 3:56:50
I am a long-time lurker, but the sheer quality and dedication on this thread prompted me to congratulate you Green Giant - awesome job!
#166

green_giant_02

Feb 18, 2004 17:45:07
Originally posted by Muaythaidaddy
I am a long-time lurker, but the sheer quality and dedication on this thread prompted me to congratulate you Green Giant - awesome job!

Thanks for the praise, Muaythaidaddy! :D


Here's the last of the NPCs of the Shining South (the last two are from Ulgarth). Enjoy.



Grand Nawab Kara Jeratma: Female Durpari Human Ari4/Ill10; CR 13; Medium-size Humanoid; HD 4d8-4 plus 10d4-10; hp 32; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +8; Grp +6; Atk +7 melee (1d6-2, masterwork staff); Full Atk +7/+2 melee (1d6-2, masterwork staff); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +3, Ref +7, Will +12; Str 7, Dex 16, Con 9, Int 20, Wis 13, Cha 18
Skills and Feats: Appraise +10, Bluff +11, Concentration +12 (+16 when casting defensively), Diplomacy +22, Forgery +10, Gather Information +10, Knowledge (arcana) +14, Knowledge (history-Durpar) +14, Knowledge (local-Durpar) +14, Knowledge (nobility and royalty) +14, Knowledge (religion) +14, Knowledge (the planes) +10, Profession (merchant) +12, Sense Motive +10, Speak Language (common, durpari, alzhedo, chondathan, damaran, dambrathan, draconic, dwarven, elven, gnome, halfling, halruaan, illuskan, midani, mulhorandi, shaaran, shou, tashalan, thorass, undercommon), Spellcraft +17; Combat Casting, Craft Wondrous Item, Extend Spell, Negotiator, Scribe Scroll, Silver Palm, Skill Focus (Profession [merchant]), Spell Focus (illusion), Spell Penetration
Wizard Spells Prepared (4/4/4/3/3/2; base DC = 15 + spell level, DC 16 + spell level with illusion; barred schools – conjuration and necromancy; caster level 10th).
Possessions: Unknown (her chaka is worth tens of millions of gold pieces)
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Lata Hisiir: Female Half-Wood Elf Exp2/Rog2; CR 3; Medium-size Humanoid; HD 4d6+4; hp 20; Init +6; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +2; Grp +2; Atk +3 melee (1d6/19-20, masterwork short sword); Full Atk +3 melee (1d6/19-20, masterwork short sword); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Half-elf traits, trapfinding, evasion; AL NG; SV Fort +1, Ref +5, Will +4; Str 11, Dex 15, Con 12, Int 15, Wis 12, Cha 14
Skills and Feats: Appraise +9 (+11 with gems), Bluff +4, Craft (gemcutting) +9, Diplomacy +9, Gather Information +11, Knowledge (local-Durpar) +7, Listen +6, Profession (merchant) +6, Search +8, Sense Motive +3, Sleight of Hand +8, Speak Language (elven, common, durpari, chondathan, halruaan), Spot +6, Tumble +7; Improved Iniative, Silver Palm
Special Qualities: Half-elf traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; elven blood. Sneak attack +1d6, trapfinding, evasion
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Jromin: Male Wood Elf Clr7 of Curna (Oghma); CR 7; Medium-size Humanoid; HD 7d8+7; hp 15; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +5; Grp +6; Atk +7 melee (1d6+1, masterwork staff); Full Atk +7 melee (1d6+1, masterwork staff); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Elf traits; AL LN; SV Fort +6, Ref +3, Will +9; Str 13, Dex 12, Con 13, Int 14, Wis 18, Cha 15
Skills and Feats: Concentration +7 (+11 when casting defensively), Diplomacy +7, Heal +8, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (religion) +8, Listen +6, Search +4, Speak Language (elven, common, durpari, dambrathan, shaaran), Spellcraft +10, Spot +6, Survival +7; Brew Potion, Combat Casting, Scribe Scroll
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Turn undead as 7th level cleric (+2 to turning checks) 5/day.
Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 7th).
*Domain spell. Deity: Curna (Oghma). Domains: Knowledge (cast divination spells at +1 caster level), Travel (7 rounds/day freedom of movement).
Possessions: Masterwork staff, golden holy symbol (Curna)
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Crimonil: use Rakshasa from MM 3.5 pg. 211



Bilaska Semenir: Female Durpari Human Exp6/Rog6; CR 11; Medium-size Humanoid; HD 12d6+24; hp 68; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +8; Grp +9; Atk +10 melee (1d6+2/19-20, +1 short sword); Full Atk +10/+5 melee (1d6+2/19-20, +1 short sword); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge; AL LN; SV Fort +6, Ref +11, Will +7; Str 12, Dex 19, Con 15, Int 12, Wis 10, Cha 17
Skills and Feats: Appraise +16, Bluff +11, Diplomacy +19, Disable Device +7, Forgery +7, Gather Information +14, Hide +10, Knowledge (local-Durpar) +13, Listen +2, Move Silently +10, Open Lock +10, Profession (merchant) +16, Search +7, Sense Motive +10, Sleight of Hand +12, Speak Language (common, durpari, dambrathan, midani, nexalan, shaaran), Spot +2, Tumble +14; Flick of the Wrist, Negotiator, Quick Draw, Silver Palm, Skill Focus (Profession [merchant]), Weapon Focus (short sword)
Special Qualities: Sneak attack +3d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Possessions: +1 short sword
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Hobnap Baker: Male Strongheart Halfling Rog11; CR 11; Small-size Humanoid; HD 11d6+11; hp 17; Init +9; Spd 20 ft.; AC 18 (touch 16, flat-footed 12); Base Atk +8; Grp +3; Atk +10 melee (1d3+1/19-20, +2 dagger); Full Atk +10/+5 ranged (1d3+1/19-20, +2 dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Halfling traits, trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge, special ability; AL CG; SV Fort +5, Ref +13, Will +5; Str 9, Dex 21, Con 12, Int 16, Wis 13, Cha 10
Skills and Feats: Appraise +12, Bluff +6, Climb +6, Diplomacy +11, Disable Device +13, Forgery +10, Gather Information +8, Hide +20, Jump +8, Knowledge (local-Durpar) +8, Listen +9, Move Silently +18, Open Lock +14, Profession (fence) +11, Profession (merchant) +6, Search +13, Sense Motive +10, Sleight of Hand +14, Speak Language (common, durpari, halfling, dambrathan, halruaan, shaaran), Spot +7, Tumble +21; Combat Expertise, Improved Disarm, Improved Iniative, Negotiator, Stealthy
Special Qualities: Halfling (strongheart) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Sneak attack +6d6, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, special ability (slippery mind)
Possessions: Small masterwork leather armor, +2 dagger.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Drasna Bluemantle the Fortunate, King of Ulgarth: Male Durpari Human Ari6/Ftr8; CR 14; Medium Humanoid; HD 6d8 plus 8d10; hp 74; Init +1; Spd 20 ft.; AC 18 (touch 11, flat-footed 17); Base Atk +12; Grp +16; Atk +18 melee (1d8+7/19-20, +1 luckblade longsword); Full Atk +18/+13/+8 melee (1d8+7/19-20, +1 luckblade longsword); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +9, Ref +6, Will +11; Str 18, Dex 12, Con 10, Int 14, Wis 16, Cha 19
Skills and Feats: Appraise +7, Bluff +9, Climb +4, Diplomacy +21, Handle Animal +10, Intimidate +12, Jump +4, Knowledge (architecture and engineering) +7, Knowledge (history-Ulgarth) +7, Knowledge (nobility and royalty) +11, Knowledge (religion) +7, Listen +8, Ride (horse) +20, Sense Motive +14, Speak Language (common, durpari, halruaan, shaaran), Spot +8, Swim -1; Alertness, Cleave, Combat Expertise, Leadership, Mounted Combat, Negotiator, Power Atttack, Ride-By Attack, Spirited Charge, Weapon Focus (longsword), Weapon Specialization (longsword)
Possessions: Masterwork chainmail, masterwork heavy steel shield, +1 luckblade longsword, stone of good luck, silver holy symbol (Torm).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Sources: Shining South (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Shining South (3.5E).
Note: The +1 luck bonus to skill checks from the stone of good luck has not been applied.


Landswith Meilin: Female Half-Moon Elf Ftr5/Clr4 of Tyr; CR 9; Medium-size Humanoid; HD 5d10+5 plus 4d8+4; hp 59; Init +3; Spd 20 ft.; AC 19 (touch 11, flat-footed 18); Base Atk +8; Grp +12; Atk +14 melee (1d10+9/19-20, +1 bastard sword); Full Atk +14/+9 melee (1d10+9/19-20, +1 bastard sword); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Half-elf traits, aura of good; AL LG; SV Fort +9, Ref +5, Will +8; Str 18, Dex 17, Con 13, Int 12, Wis 17, Cha 13
Skills and Feats: Climb +4, Concentration +5 (+9 when casting defensively), Diplomacy +5, Gather Information +3, Heal +5, Jump +4, Knowledge (religion) +3, Listen +4, Ride (horse) +13, Search +2, Speak Language (elven, common, durpari, orc), Spellcraft +3, Spot +4, Swim -2; Cleave, Combat Casting, Exotic Weapon Proficiency (bastard sword), Mounted Combat, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Special Qualities: Half-elf traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; elven blood. Aura of good (aura equals cleric level), turn undead as 4th level cleric 4/day.
Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell level; caster level 4th).
*Domain spell. Deity: Tyr. Domains: Good (cast good spells at +1 caster level), Law (cast law spells at +1 caster level).
Possessions: Masterwork full plate, +1 bastard sword, silver holy symbol (Tyr)
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown




Coming up next: The AD&D and FR comic book characters.


Edit: Changed the Mercantile Background to Silver Palm for Kara Jeratma, Lata Hisiir, and Bilaska Semenir due to changes in PGtF.
#167

green_elven_vampire

Feb 19, 2004 3:56:22
Hello GG!

I just spent the better part of an hour reading all your conversions. They are wicked awesome to say the least.

I would like to post a small something if I may and ask a question of you afterwards.

If I may, I'd like to present to you the PC's involved that in your campaign could be excellent NPC's. We have a very large group of 24 PC's with 3 DM's during any session. Held every sunday.

They are known as...
The Companions of the Silvery Circle.

There is a splinter group or guild of elven thieves called The Rogues of the Whispering Moon who basically practice the teachings of Erevan Ilesere.

In no certain order or rank they are as follows...

Dandour Clearfinger: LN Human male Wizard 13/ Archmage 1.

Searaghade Shimmerstar: CG Human male Illusionist 14.

Lithilance Olortynnal: CG Gold elf male Fighter 2/ Wizard 5/ Bladesinger 8.

Kaleb Du'Cree: LG Human male Paladin 8/ Knight errent of Silverymoon 2.

Sahsaeil Selorn: CG Copper elf male Ranger 10/ Sorcerer 2/ Arcane Archer 2.

Cepheus Twinkledark: NG Star elf male Bard 15.

Nym Twinkledark: NG Star elf male Fighter 2/ Wizard 5/ Shadow Adept 2.

Shen'shen Lhundlarr: CG Gold elf female Rogue 5/ Dungeon Delver 9.
(member of the rogue guild)

Meethelcelen Ahbruin: CG Drow elf female Cleric 8/ Ranger 1/ Sword Dancer 5 of Eiliestraee.

Curudin Ahmaquissar: The Mischiefmaker of Silverymoon; CG Moon elf male Cleric 5/ Rogue 5/ Divine Disiple 5/ Divine Seeker 2 of Erevan Ilesere. (Guildleader of the rogues of the whispering moon).

Chen Su'Lhiung: LN Human male Monk 9 from Kara-Tur.

Mael Gemtree: CG Wild elf male Ranger 1/ Druid 11 of Rillifane Rallathil.

Laeirlefane Starleaf: CG Copper elf male Rogue 5/ Fighter 2/ Duelist 3/ Temple raider 5 of Erevan Ilesere. (member of the rogue guild).

Quintillis Iliathor: CG Moon elf male Rogue 10/ Thief-Acrobat 5. (member of the rogue guild).

Terrindill Shaelarra: CN Gold elf male Rogue 5/ Shadowdancer 10.
(member of the rogue guild).

Mitzelvexven Leafbower: CG Moon elf male Rogue 5/ Wizard 5/ Arcane Trickster 3/ Arcane Devotee 2 of Erevan Ilesere. (member of the rogue guild).

Felorna Nightstar: CG Moon elf female Fighter 6/ Wizard 4/ Bladesinger 4.

Lauralwen Undomiel: N Human female Monk 5/ Cleric 3/ Mystic Wanderer 6 of Sune Firehair.

Bolo Blackanvil: LG Dwarf male Fighter 5/ Dwarven defender 9.

Folo Blackanvil: LN Dwarf male Fighter 10/ Battlerager 5.

Zallathel Amarillis: CG Moon elf male Fighter 3/ Wizard 5/ Mage-Killer 7.

Silkenthromier Ilbereth: CG Moon elf male Cleric 11/ Divine Champion 4 of Corellon Larethian.

Aranathev Alorothii: Gold elf male Fighter 5/ Wizard 5/ Spellblade 5.

Tristessa Skypetal: CG Copper elf female Sorcerer 13/ Archmage 2.

Lainrooth Lunehollow: CN Human male Wizard 5/ Shadow Adept 6.

Rassitass Moonglamour: CG Copper elf male Ranger 8/ Sorcerer 5/ Blade-Tempest 5.

"The Creeping smile": CG Drow-Half-elf female Fighter 3/ Rogue 5/ Temple Raider 7 of Erevan Ilesere. (agent of the rogue guild). (sister to the laughing shadow)

"The Laughing Shadow": CG Drow-Half-elf male Rogue 5/ Sorcerer 8/ Thief-Acrobat 2. (brother to the creeping smile).


Well, that's all of us. Feel free to use us as NPC's and just let me know what you have them doing and if they get into any scraps at all.

Side note... The theives guild The Rogues of the whispering moon is known to Alustriel Silverhand. She lets them operate only because their main acts of thievery is against other rogues and thieves who enter the city. The main goal of the guild is mischief and tricks against everyone and anyone, including Alustriel herself, who simply loved the "shocking yet harmless" prank that was puled on her by Curudin himself. They own 2 Taverns in Silverymoon in the north ward off the river. They make a purpose to steal from the thieves who have worked their craft in the city and give back HALF of the worth of the stolen goods to the victims of the robberies and keeping the other HALF for themselves. They have never been caught and exploits of their mischief and pranks are well known.

There is just one flip-side to the rumors and stories... Not a single soul (besides Alustriel) knows the identities of any of the guild. The only who suspect is their fellow companions of the silvery circle.

I was wondering if any PC catches your eye then maybe you could give us your take on your own stats for that particular PC. As one of the DM's in our group I am plotting something rather evil and "clone-ish" for the PC's. If you could give your stats to any of them who catch your attention the we'd all be grateful.

Hope you enjoy! And let me know!
#168

green_giant_02

Feb 19, 2004 16:13:19
Here are the heroes of AD&D Comics. Enjoy.

Green Elven Vampire, I'll get back to you on those stats, some of the characters have already caught my eye.


Vajra Valmeyjar, Duchess of Ankaram: Female Tethyrian Human Ftr12; CR 12; Medium-size Humanoid; HD 12d10+36; hp 96; Init +4; Spd 20 ft.; AC 19 (touch 12, flat-footed 17); Base Atk +12; Grp +17; Atk +18 melee (1d8+8/17-20, Moonblaze)* or +17 melee (1d4+4/19-20, masterwork dagger blade); Full Atk +18/+13/+8 melee (1d8+8/17-20, Moonblaze)* or +17/+12/+7 melee (1d4+4/19-20, masterwork dagger blade); Face/Reach 5 ft./5 ft.; AL NG; SV Fort +11, Ref +8, Will +5; Str 20, Dex 18, Con 16, Int 13, Wis 13, Cha 14
Skills and Feats: Bluff +7, Climb +5, Handle Animal +7, Intimidate +9, Jump +5, Perform (weapon drill) +9, Profession (commander) +5, Ride (horse) +17, Speak Language (chondathan, common, illuskan), Swim +0; Blind-Fight, Cleave, Endurance, Great Cleave, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Unarmed Strike, Leadership, Mounted Combat, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Possessions: Masterwork chainmail, masterwork heavy steel shield, Moonblaze, hidden masterwork dagger blade in gold manacle on left wrist, gold skull-faced slave manacle on right wrist, adventuring gear. Also holds titles as Royal Warlord and Regent Royal for Princess Cyriana.
Height: 6’1”, Weight: Unknown, Hair: Black, Eyes: Unknown

Moonblaze (artifact): This silvered longsword enchanted by Selûne suffers none of the usual penalties an alchemical silvered weapon does on damage. This weapon has the holy weapon special ability that manifests as magical cold flames which can be used to fool others. Against worshippers of Shar this weapon deals double damage (x3 on a critical hit) and triple damage to outsiders (x4 on a critical hit). The weapon’s enhancement bonus increases and decreases with the phases of the moon

[b]Moon Phase Enhancement bonus[/b]<br /> New Functions as a silvered weapon only<br /> Quarter +1 and silvered<br /> Half +2 and silvered<br /> Three-quarters +3 and silvered<br /> Full +4 and silvered
#169

wooly_rupert_dup

Feb 19, 2004 16:59:59
Thank you, Green Giant! But I have to make one quibble: Vajra is a woman, not a man. :D
#170

green_giant_02

Feb 19, 2004 17:54:16
D'oh! Just had it fixed. Thanks.
#171

zombiegleemax

Feb 19, 2004 22:00:05
These are great! I needed Nevron for my campaign. Just one question?

WHEN DO YOU SLEEP?
#172

green_giant_02

Feb 20, 2004 1:55:43
Here are the heroes of FR Comics. Enjoy.


Dwalimar Omen: Male Halruaan Human Wiz15; CR 15; Medium-size Humanoid; HD 15d4-15; hp 27; Init +0; Spd 30 ft.; AC 15 (touch 15, flat-footed 15); Base Atk +7; Grp +8; Atk +9 melee (1d6+1, masterwork staff); Full Atk +9/+4 melee (1d6+1, masterwork staff); Face/Reach 5 ft./5 ft.; AL N; SV Fort +4, Ref +5, Will +10; Str 12, Dex 10, Con 8, Int 21, Wis 14, Cha 13
Skills and Feats: Concentration +17 (+21 when casting defensively), Craft (alchemy) +15, Decipher Script +12, Diplomacy +5, Heal +4, Knowledge (arcana) +23, Knowledge (architecture and engineering) +10, Knowledge (history-Halruaa) +14, Knowledge (local-Halruaa) +14, Knowledge (nobility and royalty) +10, Knowledge (religion) +14, Knowledge (the planes) +14, Profession (sailor) +7, Speak Language (common, halruaan, aragrakh, chondathan, draconic, dwarven, elven, sylvan, thayan mulhorandi), Spellcraft +28; Combat Casting, Craft Wondrous Item, Forge Ring, Maximize Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (divination), Spell Focus (transmutation), Spell Penetration, Still Spell
Wizard Spells Prepared (4/6/5/5/5/5/3/2/1; base DC = 15 + spell level, DC 16 + spell level with divination and transmutation; caster level 15th).
Possessions: Masterwork staff, ring of protection +5, scroll: major image, scroll: stone to flesh, scroll: levitate, scroll: false life, scroll: Leomund’s tiny hut, scroll: minor creation, scroll: baleful polymorph, scroll: wall of ice, scroll: sending, scroll: gate, potion of cure serious wounds, potion of sweetwater, potion of water breathing. The Realms Master.
Height: 6’2”, Weight: Unknown, Hair: White, Eyes: Blue



Minder: Female Gold Dwarf Iron Golem Ftr11; CR 24; Large Construct; HD 18d10+30 plus 10d10; hp 184; Init -1; Spd 20 ft.; AC 30 (touch 8, flat-footed 30); Base Atk +18; Grp +34; Atk +29 melee (2d10+11, slam); Full Atk +29 melee (2d10+11, 2 slams); Face/Reach 10 ft./10 ft.; SQ Dwarf traits, construct traits, damage reduction 15/adamantine, immunity to magic, low-light vision; AL NG; SV Fort +13, Ref +9, Will +10; Str 33, Dex 9, Con -, Int 12, Wis 16, Cha 14
Skills and Feats: Climb +15, Craft (armorsmithing) +8, Craft (blacksmithing) +8, Hide –5, Intimidate +7, Jump +15, Knowledge (arcana) +3, Knowledge (religion) +3, Profession (sailor) +6, Speak Language (dwarven, common, halruaan), Swim +16; Cleave, Great Cleave, Improved Bull Rush, Improved Critical (dwarven waraxe), Improved Grapple, Improved Overrun, Improved Unarmed Strike, Power Attack, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Special Qualities: Dwarven Traits: 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against aberrations; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Construct traits, damage reduction 15/adamantine, immunity to magic, low-light vision.
Possessions: None
Height: 8’, Weight: Unknown, Hair: Gold, Eyes: Gold



Foxilon Cardluck: Male Lightfoot Halfling Rog10; CR 10; Small-size Humanoid; HD 10d6+10; hp 47; Init +9; Spd 25 ft.; AC 16 (touch 16, flat-footed 10); Base Atk +7; Grp +2; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Halfling traits, trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge, special ability; AL CG; SV Fort +5, Ref +13, Will +5; Str 9, Dex 20, Con 12, Int 15, Wis 12, Cha 15
Skills and Feats: Appraise +7, Climb +8, Decipher Script +7, Disable Device +9, Forgery +7, Gather Information +9, Heal +3, Hide +17, Jump +10, Knowledge (local-Luiren) +7, Knowledge (arcana) +4, Listen +7, Move Silently +15, Open Lock +12, Profession (sailor) +6, Profession (tailor) +6, Search +9, Sleight of Hand +12, Speak Language (common, halfling, halruaan, shaaran), Spot +5, Swim +4, Tumble +20, Use Magic Device +5 (+7 with scrolls); Dash, Improved Iniative, Quick Draw, Weapon Finesse
Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Sneak attack +5d6, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, special ability (improved evasion).
Possessions: Magnetic compass, several magnifying glasses, spyglass, music box, shadow box, scroll: feather fall, scroll: light, scroll: identify, scroll: knock, scroll: rope trick, scroll: darkvision, scroll: power word stun.
Height: 3’3”, Weight: Unknown, Hair: Black, Eyes: Brown



Ishi Barasume: Female Kozakuran Human Samurai 9; CR 9; Medium-size Humanoid; HD 9d10+18; hp 72; Init +4; Spd 20 ft.; AC 18 (touch 14, flat-footed 14); Base Atk +9; Grp +11; Atk +14 melee (1d10+6/19-20, +3 katana) or +12 melee (1d6+2/19-20, wakizashi) or +12 melee (1d6+2, masterwork jo sticks); Full Atk +14/+9 melee (1d10+6/19-20, +3 katana) or +12/+7 melee (1d6+2/19-20, wakizashi) or +12/+7 melee (1d6+2, masterwork jo sticks); Face/Reach 5 ft./5 ft.; SQ Ancestral daisho; AL LG; SV Fort +8, Ref +7, Will +7; Str 15, Dex 18, Con 14, Int 15, Wis 12, Cha 15
Skills and Feats: Climb +5, Craft (calligraphy) +7, Diplomacy +11, Hide +4, Iaijutsu Focus +14, Jump +7, Knowledge (nobility and royalty) +7, Move Silently +4, Perform (tea ceremony) +7, Ride (horse) +9, Sense Motive +6, Speak Language (common, kozakuran, chondathan, halruaan), Survival +3, Swim +3, Tumble +9; Endurance, Fists of Iron, Flying Kick, Great Throw, Improved Unarmed Strike, Ki Shout, Power Attack, Stunning Fist
Special Qualities: Ancestral daisho
Possessions: Masterwork partial armor, +3 katana, wakizashi, masterwork jo sticks.
Height: 5’5”, Weight: Unknown, Hair: Black, Eyes: Brown



Vartan Hai Sylvar: Male Gold Elf Clr10/Dis2 of Labelas Enoreth; CR 12; Medium-size Humanoid; HD 12d8+48; hp 105; Init +2; Spd 20 ft.; AC 19 (touch 11, flat-footed 18); Base Atk +8; Grp +11; Atk +13 melee (1d8+3, masterwork heavy mace); Full Atk +13/+8 melee (1d8+3, masterwork heavy mace); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Elf traits, aura of good, divine emissary, sacred defense; AL CG; SV Fort +14, Ref +5, Will +14; Str 16, Dex 15, Con 18, Int 16, Wis 18, Cha 15
Skills and Feats: Bluff +4, Concentration +14 (+18 when casting defensively), Diplomacy +7, Heal +9, Knowledge (arcana) +8, Knowledge (local-Western Heartlands) +10, Knowledge (religion) +13, Knowledge (the planes) +10, Listen +6, Perform (dance) +4, Profession (herbalist) +8, Search +5, Speak Language (elven, common, celestial, chondathan, sylvan), Spellcraft +15, Spot +6, Swim +5; Brew Potion, Consecrate Spell, Purify Spell, Scribe Scroll, Weapon Focus (heavy mace)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Aura of good (aura equals cleric level), turn undead as 10th level cleric (+2 to turning checks) 5/day. Divine emissary, sacred defense +1.
Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 12th).
*Domain spell. Deity: Labelas Enoreth. Domains: Good (cast good spells at +1 caster level), Knowledge (cast divination spells at +1 caster level).
Possessions: Masterwork full plate, masterwork heavy mace, golden holy symbol (Labelas Enoreth), key of healing (as rod of maximize metamagic but only for healing spells)
Height: 5’8”, Weight: Unknown, Hair: Golden, Eyes: Green



Priam Agrivar: Male Tethyrian Human Pal9 of Torm; CR 9; Medium-size Humanoid; HD 9d10+27; hp 37; Init +0; Spd 20 ft.; AC 18 (touch 10, flat-footed 18); Base Atk +9; Grp +13; Atk +14 melee (1d8+7/19-20, +1 aberration bane longsword) or +14 melee (1d10+6/19-20, masterwork bastard sword) or +10 ranged (1d8+5/x3, +1 composite [+4] longbow) or +9 ranged (1, blowgun); Full Atk +14/+9 melee (1d8+7/19-20, +1 aberration bane longsword) or +14/+9 melee (1d10+6/19-20, masterwork bastard sword) or +10/+5 ranged (1d8+5/x3, +1 composite [+4] longbow) or +9/+4 ranged (1, blowgun); Face/Reach 5 ft./5 ft.; SA Smite evil, turn undead; SQ Aura of good, detect evil, divine grace, lay on hands, aura of courage, divine health, special mount, remove disease; AL LG; SV Fort +13, Ref +7, Will +9; Str 18, Dex 10, Con 16, Int 12, Wis 14, Cha 18
Skills and Feats: Diplomacy +12, Heal +6, Knowledge (nobility and royalty) +6, Knowledge (religion) +10, Ride (horse) +9, Sense Motive +7, Speak Language (common, chondathan, elven, orc), Swim +7; Cleave, Endurance, Exotic Weapon Proficiency (bastard sword), Mounted Combat, Power Attack
Special Qualities: Aura of good (aura equals paladin level), detect evil at will, smite evil 2/day (+4 to attack, +9 to damage), divine grace (Cha bonus to saving throws), lay on hands (cure 36 hp a day), divine health (immune to all diseases including mummy rot and lycanthropy), aura of courage (immune to fear, allies within 10 ft. gain a +4 morale bonus to saving throws against fear effects), turn undead as 6th level cleric (+2 to turning checks) 7/day, remove disease 2/week.
Paladin Spells Prepared (2/1; base DC = 12 + spell level; caster level 4th).
Possessions: Masterwork full plate, +1 aberration bane longsword, masterwork bastard sword, masterwork dagger, blowgun, 20 needles, +1 composite [+4] longbow, six illithid greater slaying arrows, periapt of proof against poison, silver holy symbol (Torm).
Height: 6'1", Weight: Unknown, Hair: Black, Eyes: Violet-blue



Edit: Made changes to Vartan due to the revision fo the Divine Disciple PrC in PGtF. He no longer has access to three domains.
#173

green_elven_vampire

Feb 20, 2004 2:04:13
Great, I can't wait to see them when you're done. If you need any help with anything just let me know.
#174

kuje31

Feb 20, 2004 2:16:45
Hey,

Green Giant, maybe you want to add a part about Vartan. Since he was a proxy of Labelas and he is also a Chosen of him still, at least according to Demihuman Deities......
#175

green_giant_02

Feb 21, 2004 17:17:38
Originally posted by Kuje31
Hey,

Green Giant, maybe you want to add a part about Vartan. Since he was a proxy of Labelas and he is also a Chosen of him still, at least according to Demihuman Deities......

I wouldn't know where to begin in constructing a Chosen of Labelas Enoreth, although it might explain how Vartan has an 18 score in Constitution.

@GEV, could you please post the base stats of Aranathev Alorothii, Folo Blackanvil and Laeirlefane Starleaf. Thanks.


Here are the NPCs of the Great Glacier accessory. Enjoy.

After doing the Great Glacier NPCs, I'm seriously considering adding racial class skills to the humans similarly done to the clans of OA Rokugan. Ulutiuns shouldn't have to pay extra skill points on Survival since they live in such a harsh environment. But that's another topic for another thread.


Dygah: Male Iulutiun Human Sor12; CR 12; Medium-size Humanoid; HD 12d4+24; hp 55; Init +3; Spd 30 ft.; AC 9 (touch 9, flat-footed 9); Base Atk +6; Grp +4; Atk +5 melee (1d6-2, masterwork staff); Full Atk +5/+0 melee (1d6-2, masterwork staff); Face/Reach 5 ft./5 ft.; AL NE; SV Fort +8, Ref +3, Will +11; Str 6, Dex 9, Con 14, Int 16, Wis 16, Cha 17
Skills and Feats: Bluff +13, Concentration +17 (+21 when casting defensively), Craft (alchemy) +18, Knowledge (arcana) +18, Knowledge (nature) +10, Speak Language (common, uluik, draconic, dwarven, giant), Spellcraft +20, Survival +10 (+12 aboveground); Combat Casting, Endurance, Eschew Materials, Improved Counterspell, Improved Iniative, Survivor
Sorcerer Spells Known (6/7/7/7/6/5/3; base DC = 13 + spell level; caster level 12th): 0 – arcane mark, detect magic, light, mage hand, mending, prestidigitation, read magic, ray of frost, resistance; 1st – feather fall, jump, magic missile, sleep, unseen servant; 2nd – alter self, bull’s strength, gust of wind, levitate, scare; 3rd – fly, haste, invisibility sphere, water breathing; 4th – charm monster, polymorph, wall of ice; 5th – fabricate, hold monster; 6th – summon monster VI.
Possessions: Masterwork staff, jakerek pulled by four winter wolves, white loincloth made from yeti skin, chunk of the Glacier of Ulutiu.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Green



Sharra Frohm: Female Damaran Human Ftr7; CR 7; Medium-size Humanoid; HD 7d10+14; hp 57; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12); Base Atk +7; Grp +8; Atk +10 melee (1d8+3/19-20, masterwork longsword); Full Atk +10/+5 melee (1d8+3/19-20, masterwork longsword); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +9, Ref +3, Will +5; Str 12, Dex 12, Con 15, Int 13, Wis 16, Cha 11
Skills and Feats: Climb +8, Handle Animal +5, Jump +6, Knowledge (geography) +5, Knowledge (nature) +7, Speak Language (damaran, common, uluik), Survival +9 (+11 aboveground), Swim +8; Athletic, Combat Expertise, Endurance, Improved Disarm, Skill Focus (Knowledge [geography]), Survivor, Weapon Focus (longsword), Weapon Specialization (longsword)
Possessions: Masterwork leather, masterwork longsword, pair of heteff, winter gear, sled filled with notes.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Blue



Inum: Male Iulutiun Human War6; CR 5; Medium-size Humanoid; HD 6d8-6; hp 27; Init -1; Spd 20 ft.; AC 11 (touch 9, flat-footed 11); Base Atk +6; Grp +5; Atk +4 melee (1d8-3/19-20, masterwork bone longsword); Full Atk +4/-1 melee (1d8-3/19-20, masterwork bone longsword); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +6, Ref +1, Will +4; Str 9, Dex 7, Con 9, Int 17, Wis 15, Cha 15
Skills and Feats: Climb +6, Handle Animal +11, Jump +4, Profession (hunter) +7, Speak Language (common, uluik, damaran, dwarven, giant), Survival +9, Swim +6; Survivor, Toughness, Track, Weapon Focus (longsword)
Possessions: Masterwork leather, masterwork bone longsword, winter gear
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Johmm: Male Arctic Dwarf Rgr4 of Ulutiu; CR 4; Small-size Humanoid; HD 4d8+12; hp 33; Init +0; Spd 20 ft.; AC 13 (touch 11, flat-footed 12); Base Atk +4; Grp +3; Atk +5 ranged (1d4+3/x3, masterwork composite [+3] shortbow); Full Atk +5 ranged (1d4+3/x3, masterwork composite [+3] shortbow) or +3/+3 ranged (1d4+3/x3, masterwork composite [+3] shortbow with Rapid Shot feat); Face/Reach 5 ft./5 ft.; SQ Dwarf traits; AL LG; SV Fort +9, Ref +4, Will +1; Str 16, Dex 10, Con 16, Int 9, Wis 11, Cha 14
Skills and Feats: Climb +6, Hide +8, Jump +6, Knowledge (nature) +4, Listen +2, Move Silently +4, Search +3, Speak Language (dwarven, common), Spot +2, Survival +7 (+9 aboveground), Swim +6; Endurance, Point Blank Shot, Rapid Shot, Survivor, Track
Special Qualities: Dwarven (Arctic) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, immune to cold, 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against orcs and goblinoids; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Wild empathy +6, favored enemy (giant +2), animal companion.
Possessions: Masterwork leather, masterwork composite [+3] shortbow, 20 masterwork arrows.
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown



Kallak: Female Iulutiun Human Ftr4; CR 4; Medium-size Humanoid; HD 4d10+8; hp 34; Init +2; Spd 30 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +4; Grp +4; Atk +7 ranged (1d4+2, masterwork sling); Full Atk +7 ranged (1d4+2, masterwork sling); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +8, Ref +3, Will +4; Str 10, Dex 14, Con 15, Int 12, Wis 16, Cha 10
Skills and Feats: Climb +5, Handle Animal +5, Jump +5, Speak Language (common, uluik, dwarven), Survival +9, Swim +5; Endurance, Far Shot, Point Blank Shot, Survivor, Weapon Focus (sling), Weapon Specialization (sling)
Possessions: Masterwork leather, masterwork sling, 10 masterwork sling bullets, pair of kupuk, kupuk sled, winter gear
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Luftuk: Male Iulutiun Human Exp5; CR 4; Medium-size Humanoid; HD 5d6+5; hp 25; Init +0; Spd 30 ft.; AC 12 (touch 10, flat-footed 12); Base Atk +3; Grp +2; Atk +1 melee (1d8-3/x3, masterwork bone spear); Full Atk +1 melee (1d8-3/x3, masterwork bone spear); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +2, Ref +1, Will +5; Str 9, Dex 10, Con 13, Int 12, Wis 12, Cha 13
Skills and Feats: Appraise +12, Bluff +9, Diplomacy +10, Gather Information +8, Handle Animal +6, Knowledge (local) +6, Profession (gambler) +6, Profession (merchant) +9, Sense Motive +3, Speak Language (common, uluik, damaran), Survival +8; Negotiator, Skill Focus (Appraise), Survivor
Possessions: Masterwork leather, masterwork bone spear, winter gear, dragonbone tunguang dice, trading supplies, six human War1 enforcers.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Mafwik: Male Iulutiun Human Sor9; CR 9; Medium-size Humanoid; HD 9d4+18; hp 42; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +4; Grp +2; Atk +4 melee (1d4-2, masterwork sling); Full Atk +4 melee (1d4-2, masterwork sling); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +7, Ref +3, Will +5; Str 6, Dex 10, Con 14, Int 14, Wis 8, Cha 15
Skills and Feats: Bluff +7, Concentration +14 (+18 when casting defensively), Craft (alchemy) +6, Knowledge (arcana) +14, Knowledge (nature) +7, Speak Language (common, uluik, draconic, dwarven), Spellcraft +16, Survival +6 (+8 aboveground); Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Survivor
Sorcerer Spells Known (6/7/7/6/4; base DC = 12 + spell level; caster level 9th): 0 – detect magic, light, mage hand, mending, prestidigitation, read magic, ray of frost, resistance; 1st – animate rope, disguise self, feather fall, magic missile, sleep; 2nd – bear’s endurance, detect thoughts, gust of wind, invisibility; 3rd – dispel magic, greater magic weapon, protection from energy; 4th – minor creation, polymorph.
Possessions: Masterwork sling, 10 masterwork bullets, chunk of the Glacier of Ulutiu.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Mistukqu: Male Nakulutiun Clr5 of Ulutiu; CR 5; Medium-size Humanoid; HD 5d8+5; hp 31; Init -1; Spd 30 ft.; AC 11 (touch 9, flat-footed 11); Base Atk +3; Grp +3; Atk +2 melee (1d8-2/x3, masterwork bone spear); Full Atk +2 melee (1d8-2/x3, masterwork bone spear); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of law; AL LG; SV Fort +7, Ref +0, Will +7; Str 10, Dex 9, Con 13, Int 12, Wis 16, Cha 11
Skills and Feats: Concentration +6, Diplomacy +5, Heal +12, Knowledge (nature) +3, Knowledge (religion) +6, Speak Language (common, uluik, giant), Spellcraft +6, Survival +6; Brew Potion, Skill Focus (Heal), Survivor
Special Qualities: Aura of law (aura equals cleric level), turn undead as 5th-level cleric (+2 to turn checks) 3/day.
Cleric Spells Prepared (5/4+1/3+1/2+1; base DC = 13 + spell level; caster level 5th).
*Domain spell. Deity: Ulutiu. Domains: Animal (speak with animals 1/day), Protection (protective ward, touched subject gains a +5 resistance bonus on next saving throw, maximum duration 1 hour).
Possessions: Masterwork leather, masterwork bone spear, bone holy symbol (Ulutiu), winter gear
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Najass: Female Iulutiun Human Ftr8; CR 8; Medium-size Humanoid; HD 8d10+24; hp 72; Init +2; Spd 30 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +8; Grp +12; Atk +12 melee (2d6+6/19-20, masterwork bone greatsword) or +11 melee (1d8+2/x3, masterwork bone spear) or +10 ranged (1d8+4/x3, masterwork composite [+4] longbow) or +10 ranged (1d4+4, masterwork sling); Full Atk +12/+7 melee (2d6+6/19-20, masterwork bone greatsword) or +11/+6 melee (1d8+2/x3, masterwork bone spear) or +10/+5 ranged (1d8+4/x3, masterwork composite [+4] longbow) or +10/+5 ranged (1d4+4, masterwork sling); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +11, Ref +4, Will +2; Str 19, Dex 15, Con 16, Int 10, Wis 10, Cha 9
Skills and Feats: Climb +9, Handle Animal +4, Intimidate +4, Jump +9, Speak Language (common, uluik), Survival +6, Swim +9; Cleave, Endurance, Great Cleave, Survivor, Track, Leadership, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Possessions: Masterwork leather, masterwork bone greatsword, masterwork bone spear, masterwork composite [+4] longbow, 20 masterwork arrows, masterwork sling, 10 masterwork sling bullets, winter gear. Leader of the White Claw (40 hunters).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Tukurshuk: Male Nakulutiun Clr7 of Talos/Bane of Infidels 2; CR 9; Medium-size Humanoid; HD 9d8+36; hp 44; Init +2; Spd 30 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +6; Grp +9; Atk +8 melee (1d8+1/x3, masterwork bone spear) or +8 ranged (1d4+3, masterwork sling); Full Atk +8/+3 melee (1d8-2/x3, masterwork bone spear) or +8/+3 ranged (1d4+3, masterwork sling); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil, energumen, pyre, hearth protection, sacrifice; AL CE; SV Fort +14, Ref +4, Will +13; Str 17, Dex 15, Con 18, Int 15, Wis 16, Cha 15
Skills and Feats: Concentration +16, Craft (alchemy) +9, Heal +8, Intimidate +9, Knowledge (religion) +14, Speak Language (common, uluik, dwarven, giant), Spellcraft +14, Survival +10; Divine Cleansing, Divine Resistance, Iron Will, Leadership, Survivor
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 7th-level cleric (+2 to rebuke checks) 5/day. Energumen, pyre, hearth protection, sacrifice.
Cleric Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 13 + spell level; caster level 9th).
*Domain spell. Deity: Talos. Domains: Destruction (smite 1/day, +4 on attack and +7 on damage for one weapon attack), Evil (cast evil spells at +1 caster level).
Possessions: Masterwork leather, masterwork bone spear, masterwork sling, 10 masterwork bullets, bone holy symbol (Talos), winter gear
Height: 6’, Weight: Unknown, Hair: Black, Eyes: Unknown.



Uhokkalki: Female Angulutiun Human Ftr7; CR 7; Medium-size Humanoid; HD 7d10+14; hp 57; Init +2; Spd 30 ft.; AC 13 (touch 11, flat-footed 12); Base Atk +7; Grp +9; Atk +9 melee (1d8/x3, masterwork bone spear); Full Atk +9/+4 melee (1d8/x3, masterwork bone spear); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +9, Ref +4, Will +5; Str 14, Dex 12, Con 14, Int 12, Wis 16, Cha 14
Skills and Feats: Climb +7, Handle Animal +9, Jump +7, Speak Language (damaran, common, uluik), Survival +10, Swim +7; Blind-Fight, Cleave, Endurance, Power Attack, Run, Survivor, Weapon Focus (spear), Weapon Specialization (spear)
Possessions: Masterwork leather, masterwork bone spear, winter gear
Height: Unknown, Weight: Unknown, Hair: Gray, Eyes: Unknown
#176

zombiegleemax

Feb 21, 2004 18:11:11
I would be interested in seeing your rendition of the characters from the Al Qadim and Kara Tur boxed sets. :D
#177

green_giant_02

Feb 24, 2004 13:41:38
Here's the Lord of Daggerdale. Enjoy.

I also posted my version of Vangerdahast in the Vangerdahast thread found in this group. You can compare it with Tom Costa's version and see which is better. ;)


Randal Morn, Lord of Daggerdale: Male Chondathan Human Ftr6/Rog4; CR 10; Medium-size Humanoid; HD 6d10+6 plus 4d6+4; hp 61; Init +6; Spd 20 ft.; AC 21 (touch 12, flat-footed 19); Base Atk +9; Grp +12; Atk +14 melee (1d8+4/17-20, +1 longsword) or +15 ranged (1d8+2/x3, +2 longbow); Full Atk +14/+9 melee (1d8+8/17-20, +1 longsword) or +15/+10 ranged (1d8+2/x3, +2 longbow); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense +1, uncanny dodge; AL NG; SV Fort +7, Ref +10, Will +3; Str 17, Dex 18, Con 13, Int 12, Wis 10, Cha 15
Skills and Feats: Climb +3, Escape Artist +4, Gather Information +9, Hide +8, Intimidate +7, Jump +3, Knowledge (local-Dalelands) +6, Move Silently +8, Perform (sing) +5, Perform (string instruments) +5, Profession (commander) +5, Ride (horse) +15, Sleight of Hand +4, Speak Language (chondathan, common, elven), Spot +2, Swim -2; Blooded, Dodge, Improved Critical (longsword), Leadership, Mobility, Spring Attack, Stealthy, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Sneak attack +2d6, trapfinding, evasion, trap sense +1, uncanny dodge.
Possessions: Masterwork chainmail, +2 heavy steel shield, +1 longsword, +2 longbow, 20 masterwork arrows.
Height: Unknown, Weight: Unknown, Hair: Brown, Eyes: Unknown
#178

zombiegleemax

Feb 24, 2004 18:35:29
These look great Green Giant! I especially liked Randal Morn, the comic book characters and the Great Glacier NPCs!
#179

green_giant_02

Feb 25, 2004 0:16:48
Here are the Harper Heroes of the novel Red Magic. Enjoy.


Brenna Graycloak: Female Damaran Human Sor9; CR 9; Medium-size Humanoid; HD 9d4+9; hp 33; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +4; Grp +3; Face/Reach 5 ft./5 ft.; AL NG; SV Fort +4, Ref +6, Will +7; Str 8, Dex 17, Con 13, Int 15, Wis 12, Cha 18
Skills and Feats: Concentration +12 (+16 when casting defensively), Craft (alchemy) +5, Diplomacy +9, Knowledge (arcana) +13, Knowledge (local-Aglarond) +7, Perform (dance) +6, Profession (tailor) +6, Sense Motive +3, Speak Language (aglarondan, common, draconic, elven), Spellcraft +15; Combat Casting, Craft Wondrous Item, Negotiator, Spell Focus (evocation), Spell Penetration
Sorcerer Spells Known (6/7/7/7/5; base DC = 14 + spell level; DC 15 + spell level with evocation spells; caster level 9th): 0 – detect magic, disrupt undead, light, mage hand, prestidigitation, read magic, ray of frost, resistance; 1st – burning hands, charm person, magic missile, protection from evil, sleep; 2nd – flaming sphere, detect thoughts, levitate, resist energy; 3rd – dispel magic, hold person, lightning bolt; 4th – Otiluke’s resilient sphere, stoneskin.
Possessions: Lesser harper pin, extensive wardrobe, adventuring gear.
Height: 5’, Weight: Unknown, Hair: Auburn, Eyes: Brown



Galvin: Male Damaran Human Drd12 of Silvanus; CR 12; Medium-size Humanoid; HD 12d8+36; hp 93; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +9; Grp +11; Face/Reach 5 ft./5 ft.; SQ Animal companion, nature sense, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape; AL N; SV Fort +11, Ref +8, Will +13; Str 14, Dex 18, Con 17, Int 13, Wis 20, Cha 11
Skills and Feats: Concentration +15 (+19 when casting defensively), Handle Animal +10, Heal +17, Knowledge (nature) +17, Listen +10, Profession (herbalist) +11, Speak Language (aglarondan, common, elven), Spellcraft +13, Spot +10, Survival +21 (+23 abovground), Swim +8; Combat Casting, Endurance, Extra Wild Shape, Natural Spell, Self –Sufficient, Track
Special Qualities: Animal companion, nature sense, resist nature’s lure, trackless step, venom immunity, wild empathy +14, wild shape (large, plant, tiny) 6/day
Druid Spells Prepared (6/7/5/5/4/4/2; base DC = 15 + spell level; caster level 12th).
Possessions: Lesser harper pin, wooden holy symbol (Silvanus).
Height: Unknown, Weight: Unknown, Hair: Blonde, Eyes: Emerald green



Wynter: Male Centaur Ftr8; CR 11; Large Monstrous Humanoid; HD 4d8+8 plus 8d10+16; hp 89; Init +2; Spd 50 ft.; AC 14 (touch 11, flat-footed 12); Base Atk +12; Grp +20; Face/Reach 10 ft./5 ft.; SQ Centaur traits; AL NG; SV Fort +9, Ref +8, Will +7; Str 18, Dex 14, Con 15, Int 13, Wis 12, Cha 11
Skills and Feats: Climb +9, Handle Animal +5, Hide -2, Jump +9, Listen +6, Move Silently +7, Profession (farmer) +6, Speak Language (sylvan, elven, common), Spot +6, Survival +7, Swim +9; Dodge, Endurance, Power Attack, Run, Skill Focus (Profession [farmer]), Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (hoof), Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Special Qualities: Centaur Traits: Darkvision 60 ft., +3 natural armor.
Possessions: Lesser harper pin, adventuring gear
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Unknown
#180

mazarick

Feb 25, 2004 1:42:24


For Jarlaxle, either he had an endless supply of his throwing daggers, or they were returning...and they would return to his wrist sheath.

His eyepatch was also hinted at offering protections from mind probing spells and psionics.

And his whistle was able to be heard only by those he deemed fit...

Ahhh, what a fun character!
#181

green_giant_02

Feb 25, 2004 17:13:12
Here’s an ex-Zhentarim wizard and now a neophyte Cult of the Dragon cultist whose actions threaten Yartar and may pose a similar threat to the Silver Marches. Enjoy.


Pox: Female Vassan Human Lich Wiz15/ex-Zhentarim Skymage 5; CR 22; Medium-size Undead; HD 20d12; hp 135; Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +10; Grp +11; Atk +11 melee (1d8+5, touch); Full Atk +11/+6 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura; SQ Turn resistance, DR 15/bludgeoning and magic, undead traits, lich immunities; AL NE; SV Fort +9, Ref +7, Will +14; Str 13, Dex 13, Con -, Int 24, Wis 15, Cha 13
Skills and Feats: Balance +4, Concentration +24 (+28 when casting defensively), Craft (alchemy) +17, Decipher Script +12, Diplomacy +6, Handle Animal +6, Hide +9, Knowledge (arcana) +30, Knowledge (geography) +17, Knowledge (history-the Moonsea) +17, Knowledge (local-the North) +17, Knowledge (religion) +17, Knowledge (the planes) +22, Listen +10, Move Silently +9, Ride (dragon) +11, Search +15, Sense Motive +10, Speak Language (common, damaran, chondathan, draconic, giant, goblin, illuskan, midani, orc), Spellcraft +35, Spot +10; Brew Potion, Combat Casting, Craft Wand, Craft Wondrous Item, Enlarge Spell, Flyby Attack*, Heighten Spell, Iron Will, Maximize Spell, Mounted Combat, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (necromancy), Spell Penetration, Still Spell
Special Qualities: Touch attack (DC 21), paralyzing touch (DC 21), fear aura (DC 21), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn resistance +4. Bonus scrolls x5, flying mount, share spells.
Wizard Spells Prepared (4/6/6/6/5/5/5/5/4/4; base DC = 17 + spell level; 18 + spell level with necromancy; caster level 20th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

* Mount only.



Saurglyce: Female mature adult white dracolich; CR 15; Huge undead; HD 21d12; hp 142; Init +0; Spd 60 ft., burrow 30 ft., swim 60 ft., fly 200 ft. (poor); AC 30 (touch 8, flat-footed 30); Base Atk +21; Grp +37; Atk +27 melee (2d8+8 plus 1d6 cold, bite); Full Atk +27 melee (2d8+8 plus 1d6 cold, bite) and +25 melee (2d6+4 plus 1d6 cold, 2 claws) and +25 melee (1d8+4 plus 1d6 cold, 2 wings) and +25 melee (2d6+12 plus 1d6 cold, tail slap); Face/Reach 15 ft./10 ft. (15 ft. with bite); SA breath weapon (50-ft. cone of cold energy), control undead, frightful presence, paralyzing gaze, paralyzing touch, snatch, spell-like abilities, spells; SQ blindsense 60 ft., DR 10/magic and 5/bludgeoning, darkvision 120 ft., icewalking, immunity to cold, electricity, magic sleep effects, polymorph, and paralysis, invulnerability, keen senses, low-light vision, spell resistance 23, undead traits; AL CE; SV Fort +12, Ref +12, Will +13; Str 27, Dex 10, Con -, Int 12, Wis 13, Cha 14
Skills and Feats: Concentration +23, Diplomacy +9, Escape Artist +5, Hide +2, Intimidate +7, Knowledge (arcana) +6, Knowledge (geography) +11, Knowledge (nature) +11, Knowledge (religion) +6, Listen +25, Move Silently +10, Search +25, Sense Motive +6, Spot +25, Use Magic Device +7; Flyby Attack, Hover, Improved Snatch, Multiattack, Power Attack, Snatch, Tempest Breath, Wingover

Breath Weapon (Su): Once every 1d4 rounds, Saurglyce can breathe a 50-foot cone of cold energy that deals 7d6 points of cold damage to every creature in the area (Reflex DC 22 half).

Frightful Presence (Ex): This ability takes effect automatically when Saurglyce attacks, charges, or flies overhead. It affects only opponents with 20 or fewer Hit Dice or levels within a radius of 210 feet. Each affected creature must make a successful Will save (DC 22) to resist the effect. On a failure, a creature with 5 or more Hit Dice or levels becomes shaken for 4d6 rounds, and a creature with 4 or fewer Hit Dice or levels becomes panicked for 4d6 rounds. Success indicates that the target is immune to Saurglyce’s frightful presence for one day.

Invulnerability: If Saurglyce is slain, its spirit immediately returns to its phylactery, from where it may attempt to possess a suitable corpse.

Keen Senses (Ex): Saurglyce sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision out to 120 feet.

Paralyzing Gaze (Su): The gaze of Saurglcye’s glowing eyes can paralyze victims within 40 feet if they fail a DC 22 Fortitude save. If the saving throw is successful, the character is forever immune to the gaze of Saurglyce. If it fails, the victim is paralyzed for 2d6 rounds.

Paralyzing Touch (Su): A creature struck by any of Saurlgyce’s physical attacks must make a DC 22 Fortitude save or be paralyzed for 2d6 rounds. A successful saving throw against this effect does not confer any immunity against subsequent attacks.

Snatch (Ex): Against Medium or smaller creatures, bite for 2d8+8 plus 1d6 cold/round or claw for 2d6+4 plus 1d6 cold/round.

Sorcerer Spells Known (6/6; base DC 12 + spell level; caster level 3rd): 0 - arcane mark, detect magic, mage hand, read magic, resistance; 1st – magic missile, shield, true strike.

Spell-Like Abilities (Sp): 3/day – gust of wind (DC 14); 1/day – fog cloud. Caster level 7th.

Possessions: Unknown.
#182

green_giant_02

Feb 26, 2004 13:51:04
Here are the rest of the Thayan NPCs found in the Spellbound boxed set. Enjoy.



Tharchioness Thessaloni Canos: Female Mulan Human Ftr17; CR 17; Medium-size Humanoid; HD 17d10; hp 98; Init +6; Spd 20 ft.; AC 23 (touch 11, flat-footed 22); Base Atk +17; Grp +22; Atk +25 melee (1d8+10/17-20, +1 wounding longsword); Full Atk +25/+20/+15/+10 melee (1d8+10/17-20, +1 wounding longsword); Face/Reach 5 ft./5 ft.; AL LE; SV Fort +10, Ref +7, Will +7; Str 20, Dex 15, Con 11, Int 16, Wis 14, Cha 16
Skills and Feats: Climb +9, Craft (shipmaking) +13, Intimidate +20, Jump +9, Knowledge (architecture and engineering) +8, Knowledge (nobility and royalty) +8, Profession (commander) +7, Profession (sailor) +7, Ride (horse) +12, Speak Language (common, mulhorandi, chessentan, rashemi, untheric), Swim +4; Cleave, Combat Expertise, Dodge, Great Cleave, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Iniative, Leadership, Mobility, Mounted Combat, Power Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack
Possessions: +2 full plate, masterwork heavy steel shield, +1 wounding longsword, helm of telepathy, boots of speed.
Height: 5’2”, Weight: 125 lbs., Hair: Black, Eyes: Brown



(Novaad seems to have dropped off the face of Faerun since there is a new high priest of Kossuth in Thay in Unapproachable East).

Novaad Hylassra: Male Mulan Human Clr13/Elemental Archon 2 of Kossuth; CR 15; Medium-size Humanoid; HD 15d8; hp 71; Init +1; Spd 30 ft.; AC 17 (touch 11, flat-footed 16); Base Atk +10; Grp +10; Atk +13 melee (1d8+3, +3 heavy mace); Full Atk +13/+8 melee (1d8+3, +3 heavy mace); Face/Reach 5 ft./5 ft.; SA Power of arrogance; SQ Mephit underlings; AL NE; SV Fort +11, Ref +5, Will +16; Str 11, Dex 12, Con 11, Int 15, Wis 20, Cha 17
Skills and Feats: Concentration +18 (+22 when casting defensively), Diplomacy +8, Heal +10, Knowledge (arcana) +7, Knowledge (nature) +10, Knowledge (religion) +19, Knowledge (the planes) +7, Perform (wind instruments) +5, Speak Language (common, mulhorandi, ignan, untheric), Spellcraft +19; Combat Casting, Craft Magic Arms and Armor, Divine Cleansing, Divine Resistance, Extra Turning, Sacred Spell, Scribe Scroll
Special Qualities: Rebuke undead as 13th-level cleric (+2 to rebuke checks) 10/day. Mephit underlings, power of arrogance.
Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/5+1/3+1/2+1/1+1; base DC = 15 + spell level; caster level 15th).
*Domain spell. Deity: Kossuth. Domains: Destruction (smite 1/day, +4 on attack and +13 on damage for one weapon attack), Fire (6/day turn or destroy water creatures, or rebuke or command fire creatures).
Possessions: +1 chainmail, +3 heavy mace, brazier of commanding fire elementals, pipes of the sewer.
Height: 5’6”, Weight: 200 lbs., Hair: White, Eyes: Brown



(You can make Naglatha as the khazark of any Thayan enclave in Selgaunt)

Naglatha, the Black Flame: Female Mulan Human Enc5/Red5; CR 10; Medium-size Humanoid; HD 10d4+20; hp 46; Init +1; Spd 30 ft.; AC 14 (touch 14, flat-footed 13); Base Atk +4; Grp +5; Atk +6 melee (1d4+1 plus poison/19-20, masterwork dagger); Full Atk +6 melee (1d4+1 plus poison/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, circle leader; AL NE; SV Fort +4, Ref +3, Will +8; Str 12, Dex 13, Con 15, Int 19, Wis 11, Cha 17
Skills and Feats: Bluff +8, Concentration +15 (+19 when casting defensively), Craft (alchemy) +9, Craft (tattooing) +9, Decipher Script +9, Intimidate +10, Knowledge (arcana) +17, Knowledge (history-Thay) +9, Knowledge (local-Sembia) +9, Knowledge (nobility and royalty) +9, Profession (merchant) +6, Speak Language (common, mulhorandi, chessentan, chondathan, damaran, draconic), Spellcraft +19; Combat Casting, Craft Wondrous Item, Extend Spell, Heighten Spell, Scribe Scroll, Spell Focus (enchantment), Spell Penetration, Tattoo Focus
Special Qualities: Specialist defense +2 (saving throw bonus vs. enchantment), spell power +2 (bonus to caster level checks to overcome spell resistance), circle leader (circle with five apprentices).
Wizard Spells Prepared (5/6/6/5/5/3; base DC = 14 + spell level; DC 15 + spell level with enchantment spells; barred schools - conjuration, evocation, necromancy; caster level 10th).
Possessions: Masterwork dagger, poison, ring of human influence, ring of protection +3, rod of terror.
Height: 5’1”, Weight: 97 lbs., Hair: Black, Eyes: Black



Dmitra Flass, the Tharchioness: Female Mulan Human Ill7/Red8; CR 15; Medium-size Humanoid; HD 15d4+30; hp 69; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +7; Grp +7; Atk +9 melee (1d8+2, ebon lash); Full Atk +9/+4 melee (1d8+2, ebon lash); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, circle leader; AL LE; SV Fort +6, Ref +7, Will +13; Str 11, Dex 17, Con 15, Int 20, Wis 14, Cha 18
Skills and Feats: Bluff +10, Concentration +20 (+24 when casting defensively), Craft (alchemy) +15, Craft (tattooing) +9, Decipher Script +9, Intimidate +10, Knowledge (arcana) +23, Knowledge (history-Thay) +14, Knowledge (local-Thay) +14, Knowledge (nobility and royalty) +15, Knowledge (the planes) +14, Profession (administrator) +7, Speak Language (common, mulhorandi, damaran, draconic, infernal, rashemi, untheric), Spellcraft +25; Combat Casting, Craft Wondrous Item, Exotic Weapon Proficiency (scourge), Extend Spell, Scribe Scroll, Silent Spell, Spell Focus (illusion), Spell Penetration, Still Spell, Tattoo Focus
Special Qualities: Specialist defense +3 (saving throw bonus vs. illusion), spell power +4 (bonus to caster level checks to overcome spell resistance), scribe tattoo (give Tattoo Focus feat to qualified individuals), circle leader (circle with five apprentices).
Wizard Spells Prepared (5/7/6/6/6/6/4/3/2; base DC = 15 + spell level; DC 16 + spell level with illusion spells; barred schools - conjuration, evocation, abjuration; caster level 15th).
Possessions: Ebon lash, robe of scintillating colors
Height: 5’3”, Weight: 118 lbs., Hair: None, Eyes: Green
#183

zombiegleemax

Feb 26, 2004 13:56:59
Uhm, I don't have Spellbound, but isn't Black Flame (Nagathla's nickname) also a name used by the Thayan sect of Kossuth-worshippers (for which UE has an ad-hoc assassin/cleric prestige class)?
#184

green_giant_02

Feb 26, 2004 14:06:02
Yes they're called Black Flame Zealots. They probably stole her nickname. She should sue for copyright infringement. :D
#185

zombiegleemax

Feb 26, 2004 15:18:32
Before I got involved and made them all I just have a few NPCs I was wondering if anyone would be interested in seeing interpretations of.

The main cast from the Empire trilogy (Azoun, the leader of the Tuigian, the priest that traveled wtih him, etc.) I don't have my book with me right now so honestly can't remember any names and would probably butcher the spelling if I tried.
#186

green_giant_02

Feb 26, 2004 20:09:34
Originally posted by Dawnspeaker
Before I got involved and made them all I just have a few NPCs I was wondering if anyone would be interested in seeing interpretations of.

The main cast from the Empire trilogy (Azoun, the leader of the Tuigian, the priest that traveled wtih him, etc.) I don't have my book with me right now so honestly can't remember any names and would probably butcher the spelling if I tried.

I'd be very interested in seeing your versions of the cast from the Empire Trilogy, Dawnspeaker.




Here are the NPCs of Aglarond from the Spellbound boxed set. Enjoy.



Trovar Halaern: Male Half-Wood Elf Rgr10/Master of the Yuirwood 5 of Rillifane Rallathil; CR 15; Medium-size Humanoid; HD 15d8+45; hp 116; Init +3; Spd 30 ft.; AC 15 (touch 13, flat-footed 12); Base Atk +13; Grp +17; Atk +17 ranged (1d8+4/x3; masterwork composite [+4] longbow) or +18 melee (1d8+4/19-20, masterwork longsword) or +7 ranged (3d8+12/x3; masterwork composite [+4] longbow with Manyshot); Full Atk +17/+12/+7 ranged (1d8+4/x3; masterwork composite [+4] longbow) or +15/+15/+10/+5 melee (1d8+3/x3; masterwork composite [+4] longbow with Rapid Shot) or +18/+13/+8 melee (1d8+3/19-20, masterwork longsword); Face/Reach 5 ft./5 ft.; SA Favored enemy (gnoll, orc, undead); SQ Half-elf traits, wild empathy, animal companion, woodland stride, swift tracker, evasion, work menhir circle, uncanny dodge, pass without trace, improved uncanny dodge; AL CG; SV Fort +14, Ref +11, Will +8; Str 18, Dex 16, Con 17, Int 16, Wis 18, Cha 16
Skills and Feats: Climb +14, Concentration +8, Craft (bowmaking) +8, Diplomacy +5, Gather Information +5, Handle Animal +13, Heal +11, Hide +21, Jump +14, Knowledge (geography) +8, Knowledge (nature) +15, Listen +17, Move Silently +21, Ride (horse) +10, Search +14, Speak Language (elven, common, aglarondan, damaran, sylvan), Spot +17, Survival +21 (+23 to avoid getting lost, aboveground, follow tracks), Swim +14; Alertness, Dodge, Endurance, Far Shot, Manyshot, Point Blank Shot, Rapid Shot, Self-Sufficient, Stealthy, Track
Special Qualities: Half-Elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on Diplomacy and Gather Information, elven blood. Wild empathy +15, favored enemy (gnoll +6, orc +2, undead +2), animal companion, woodland stride, swift tracker, evasion. Work menhir circle (Yuirwood, Faerun), uncanny dodge, pass without trace, improved uncanny dodge.
Ranger Spells Prepared (3/2/2/2; base DC = 14 + spell level; caster level 7th).
Possessions: Masterwork leather armor, masterwork composite [+4] longbow, 20 masterwork arrows, masterwork longsword, circlet of wilderness.
Height: 6’1”, Weight: 180 lbs., Hair: Brown, Eyes: Gold



Rubyn Thalasara: Female Half-Wild Elf Rgr9/Master of the Yuirwood 3 of Mielikki; CR 12; Medium-size Humanoid; HD 12d8+36; hp 93; Init +3; Spd 40 ft.; AC 17 (touch 13, flat-footed 14); Base Atk +11; Grp +14; Atk +18 melee (1d8+6/17-20, Thaemaskhusha); Full Atk +18/+13/+8 melee (1d8+6/17-20, Thaemaskhusha); Face/Reach 5 ft./5 ft.; SA Favored enemy (red wizards, gnoll); SQ Half-elf traits, wild empathy, animal companion, woodland stride, swift tracker, evasion, work menhir circle, uncanny dodge, pass without trace; AL CG; SV Fort +12, Ref +10, Will +7; Str 17, Dex 16, Con 16, Int 13, Wis 16, Cha 17
Skills and Feats: Climb +9, Diplomacy +5, Gather Information +5, Handle Animal +9, Heal +9, Hide +20, Jump +14, Knowledge (geography) +6, Knowledge (nature) +11, Listen +10, Move Silently +15, Ride (horse) +11, Search +8, Speak Language (elven, common, aglarondan, mulhorandi), Spot +10, Survival +13 (+15 to avoid getting lost, aboveground, follow tracks), Swim +9; Alertness, Endurance, Improved Critical (longsword), Improved Two-Weapon Fighting, Quick Draw, Stealthy, Track, Two-Weapon Fighting, Weapon Focus (longsword)
Special Qualities: Half-Elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on Diplomacy and Gather Information, elven blood. Wild empathy +14, favored enemy (red wizards +4, gnoll +2), animal companion, woodland stride, swift tracker, evasion. Work menhir circle (Yuirwood), uncanny dodge, pass without trace.
Ranger Spells Prepared (2/2/2; base DC = 13 + spell level; caster level 6th).
Possessions: +2 leather armor, Thaemaskhusha (+3 wounding longsword), boots of striding and springing, cloak of elvenkind.
Height: 5’6”, Weight: 103 lbs., Hair: Blond, Eyes: Green
#187

green_giant_02

Feb 27, 2004 0:13:09
Here are the NPCs of Rashemen from the Spellbound boxed set. Enjoy.


(Although there is a new Iron Lord of Rashemen, I still created Bearkiller's stats in case anybody had a use for him in their campaign).

Iron Lord Thydrim Yvarrg Bearkiller: Male Rashemi Human Brb21; CR 21; Medium-size Humanoid; HD 21d12+144; hp 286; Init +2; Spd 40 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +21; Grp +27; Atk +29 melee (2d6+9/17-20, masterwork greatsword); Full Atk +29/+24/+19/+14 melee (2d6+9/17-20, masterwork greatsword); Face/Reach 5 ft./5 ft.; SA Mighty rage; SQ Fast movement, uncanny dodge, trap sense, improved uncanny dodge, DR 5/-, indomitable will, tireless rage; AL NG; SV Fort +18, Ref +8, Will +8; Str 23, Dex 15, Con 22, Int 13, Wis 14, Cha 16
Skills and Feats: Climb +21, Diplomacy +8, Handle Animal +15, Intimidate +15, Jump +21, Knowledge (nobility and royalty) +6, Listen +12, Profession (commander) +7, Ride (horse) +19, Speak Language (common, rashemi, mulhorandi), Survival +20, Swim +21; Cleave, Combat Brute, Extend Rage, Extra Rage, Great Cleave, Improved Critical (greatsword), Improved Sunder, Power Attack, Weapon Focus (greatsword)
Special Qualities: Mighty rage 8/day, fast movement, uncanny dodge, trap sense +6, improved uncanny dodge, damage reduction 5/-, indomitable will, tireless rage, literate.
Possessions: Masterwork leather, spirit shield, masterwork greatsword, amulet of health +4.
Height: 6’4”, Weight: 285 lbs., Hair: Black, Eyes: Blue

Spirit shield: This +2 heavy steel shield gives a +2 resistance bonus to all saving throws and when used by a barbarian with damage reduction it increases the DR by 1 (similar to the Greater Resiliency feat in Complete Warrior).



Ygvarri the Dark: Male Rashemi Human Brb7/Runescarred Berserker 9; CR 16; Medium-size Humanoid; HD 7d12+21 plus 9d10+27; hp 149; Init +3; Spd 40 ft.; AC 20 (touch 13, flat-footed 17); Base Atk +16; Grp +23; Atk +25 melee (1d6+7 plus 1 cold/x4, white dragonfang heavy pick); Full Atk +25/+20/+20/+15 melee (1d6+7 plus 1 cold/x4, white dragonfang heavy pick); Face/Reach 5 ft./5 ft.; SA Greater rage; SQ Fast movement, uncanny dodge, trap sense, improved uncanny dodge, DR 2/-, scribe runescar, ritual scarring, spawn of the frost; AL CN; SV Fort +16, Ref +8, Will +8; Str 24, Dex 16, Con 17, Int 11, Wis 13, Cha 10
Skills and Feats: Climb +15, Craft (scarring) +8, Handle Animal +8, Intimidate +13, Jump +15, Listen +9, Ride (horse) +13, Sense Motive +9, Speak Language (common, rashemi), Survival +21, Swim +15; Improved Grapple, Improved Unarmed Strike, Iron Will, Power Attack, Survivor, Weapon Focus (heavy pick), White Dragon Berserker
Special Qualities: Greater rage 5/day, fast movement, uncanny dodge, trap sense +2, improved uncanny dodge, damage reduction 2/-, illiterate. Scribe runescar, ritual scarring +3, spawn of the frost.
Runescar Spells Known (4/4/3; base DC = 11 + spell level; caster level 9th): 1st – cure moderate wounds, divine favor, protection from law, true strike; 2nd – bear’s endurance, bull’s strength, keen edge, protection from energy; 3rd – cure critical wounds, divine power, haste.
Possessions: Witch shield, white dragonfang heavy pick, belt of giant strength +6.
Height: 6’, Weight: 260 lbs., Hair: Black, Eyes: Green

Witch shield: This +2 heavy steel shield allows a barbarian to fly into a rage as a free action (as the Instantaneous Rage feat in Complete Warrior) and provides the wielder a +4 resistance bonus against mind-affecting effects.

(I got the idea for the feat from Draconomicon and the Totem Barbarian variant from Unearthed Arcana).

White Dragon Berserker [Fighter, General]
When raging, you call upon the power of a white dragon.
Prerequisites: Ability to rage, membership in the White Dragon berserker lodge.
Region: Rashemen
Benefit: Whenever you fly into a rage, you gain the frightful presence ability of a dragon. All opponents within a 30 foot radius become shaken for 1d6 rounds + Cha modifier if they have fewer levels or Hit Dice than you. The effect can be negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier).

A successful save means the character is immune to your frightful presence for 24 hours. This ability is unsuccessful if used against creatures with an Int of 3 or lower, or against dragons.
#188

The_Simbul_of_Aglarond

Feb 27, 2004 20:23:20
I was going to re-do Othlor Lady Yhelbruna once the Players Guide to Faerun comes out, since the Hathran class is going to be re-vamped quite a bit in that edition. Specifically I plan to drop her six Cleric levels since:

A) Witches of Rashemen (i.e. the 2nd edition character kit) were never divine spellcasters.

B) The PGtF version of the Hathran does not require you to be a multiclassed spellcaster (which is good, since forcing them to multiclass was an arbritary and ad-hoc 3rd edition change with absolutely no pre 3rd edition game-lore to back it up).

C) Lady Yhelbruna was always a 28th arcane spellcaster, and diluting her caster level by multiclassing her (like alot of other non-Red Wizard NPC's in the Unnapproachable East) was a mistake.
#189

Gemstone

Mar 01, 2004 2:51:07
Aldorin Shieldbreaker
CG Male Duergar - Clr8/ftr2 (Earth, Protection)
Str 13, Dex 14, Con 16, Int 11, Wis 18, Cha 6

Backgroung
Aldorin Shieldbreak's background is as a dark cloud that looms above him. Early in his first years, he was prophecied to become the savior of the gray dwarves since he was the only duergar dwarf with hair. Sadly for him, he was also the only duergar that did not hold a grudge towards other creatures and he did not hold up the evil beliefs of his cousins. What finaly drove him away from his home of Fireforge, was an event that still haunts him today. When Aldorin and his gray comrades where searching through the underdark, they stumbled upon a wounded dwarven patrol. All gray dwarves, except Aldorin, took the advantage and attacked with a fury rarely seen among them. What the other dwarves name as a glorious battle, the kind hearted Aldorin call a slaughter. During the battle, Aldorin couldn't take anymore of his evil kind ways, so he launched himself in a fury against the other gray dwarves. Surprised and caught flat footed, three duergars was cut down before they could react. Together with the dwarves, Aldorin fought his way through and fleed with the remaining dwarves. Thanks to Aldorins healing abilities, he could restore the dwarves and as thanks, they told him that he could live in their stronghold, but knowing of his dark heritage, Aldorin declined and changed name to Aldorin Shieldbreak. Nowdays, he live in a small sub-terran cavern in the underdark, not far away from his dwarven friends.

Personality
Aldorin Shieldbreak, has a very different personality than his other kindren. He is kind hearted and always help those who are in need and never hesitates to use his weapon when he can. Even though he was cast out from his home of Fireforge, he hold no grudge towards the dwarves there, but instead he holds pity for them.

Animal companions
Animal companion: Chimon (Bat); Diminutive animal, HD: 1/4d8; 1 hp; init: +2; 5 ft. 40 ft. Fly, good; AC: 16; SV: Fort +2, Ref +4, Will +2; Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4; Skills: Listen +9, Move silently +6, Spot +6* (*Racial, only if blindsight)

Animal companion: Kita (Cat); Tiny animal, HD: ½d8; 2 hp; init: +2; 30 ft.; AC: 14; Atk: 2 Claws +4 melee (1d2-4), bite -1 Melee (1d3-4); SV: Fort +2, Ref +4, Will +1; Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7; Skills: Listen +4, Move silently +9, Spot +4, Weapon finesse (Claw, Bite)

Yes, I know a cleric don't get any animal companions, but hey! What happened with the originality ^_^
#190

zombiegleemax

Mar 01, 2004 7:53:32
Ooo..nice characters. Going to probably follow the lead and wait for Players Guide to Faerun to come out before making anyone. I may do Azoun because I figure the Purple Dragon in there is teh same as the one in the COmplete Warrior. Otherwise want a look at some of the feats (Horse Nomad specifically) for the Tuigians
#191

zombiegleemax

Mar 01, 2004 8:42:39
Request:

Jack Ravenwild
The Warlord - Elana

Both from City of Ravens.
-Thanks.
#192

zombiegleemax

Mar 01, 2004 11:48:03
any chance you might do spider mage and other drow from menzo?
#193

green_giant_02

Mar 01, 2004 14:52:21
Originally posted by Khalon
Request:

Jack Ravenwild
The Warlord - Elana

Both from City of Ravens.
-Thanks.

The characters from The City of Ravens were posted in Dragon Magazine #278. They included Jack Ravenwild (CN hm Rog4/Sor10), Anders Aricssen (N hm Brb7/Rog2), Zandria (N hf Evo12) and Tharzon (N dm Ftr4/Rog4).

I haven't read the novel so I don't know what Warlord Elana would be statted out.


@ Dawnspeaker: Have you checked Dragon Magazine #315. It contains campaign classics and one of these sections covers Kara-Tur. In it are the feats Horse Nomad and Saddleback which are better than the ones in FRCS and are probably going to be used in PGtF.
#194

Gemstone

Mar 01, 2004 15:44:54
is this thread supposed to contain only Faerûn official NPCs, or your own creations as well? I got a WHOLE bunch of them with levels and scores.
#195

green_giant_02

Mar 01, 2004 18:48:20
Originally posted by Gemstone
is this thread supposed to contain only Faerûn official NPCs, or your own creations as well? I got a WHOLE bunch of them with levels and scores.

Actually, I created this thread to post conversions of 2e Faerun personalities that weren't fully statted out in any of the 3e Realms books. Sorry about any mixup.

You could create your own thread. I'm sure there are many people who would love to see your work (me included) to add to their campaigns.
#196

Gemstone

Mar 02, 2004 4:05:28
Tanks! I will start such a thread and post some of my NPCs and player characters. (Among these my not famous Duergar dwarf Aldorin Shieldbreak and his Thiefling rouge friend, updated). Thanks for everything again! :D
#197

zombiegleemax

Mar 02, 2004 9:00:30
Thanks Green Giant.
Would love if someone had a total writeup on those.
;)
#198

green_giant_02

Mar 02, 2004 15:41:53
Here is the crazed mage from Menzoberranzan. Enjoy.

Jalynfein the Spider Mage: Male Drow Wiz20/Acm4; CR 25; Medium-size Humanoid; HD 24d4+48; hp 109; Init +3; Spd 30 ft.; AC 19 (touch 19, flat-footed 16); Base Atk +11; Grp +13; Face/Reach 5 ft./5 ft.; SQ Drow traits, Archmage abilities; AL CN; SV Fort +10, Ref +11, Will +19; Str 15, Dex 17, Con 14, Int 24, Wis 17, Cha 7
Skills and Feats: Concentration +29 (+33 when casting defensively), Craft (alchemy) +22, Decipher Script +17, Knowledge (arcana) +34, Knowledge (architecture and engineering) +17, Knowledge (dungeoneering) +19, Knowledge (history-Menzoberranzan) +23, Knowledge (local-Menzoberranzan) +19, Knowledge (religion) +17, Knowledge (the planes) +23, Listen +5, Search +16 (+18 with hidden or secret doors), Speak Language (elven, undercommon, abyssal, common, draconic, drow sign language, gnome, goblin, illuskan), Spellcraft +39, Spot +5; Combat Casting, Craft Contingent Spell, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Eschew Materials, Forge Ring, Quicken Spell, Resist Poison, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Still Spell, Twin Spell
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; darkvision 120 ft.; immune to sleep; SR 35; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; spell-like abilities (as 24th level caster) – dancing lights, darkness, faerie fire; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Mastery of counterspelling, mastery of elements, mastery of shaping, spell-like ability (summon Large monstrous spider as Arachnomancer in Underdark). Contingent spell (twin spelled magic missile [9th] x2) when finger is broken.
Wizard Spells Prepared (4/6/6/5/5/4/4/4/3/4; base DC = 17 + spell level; DC 18 + spell level with evocation and transmutation spells; caster level 24th).
Possessions: Ring of protection +6, ring of freedom of movement, rod of absorption, wand of magic missiles (9th). Several hidden caches of gems, potions, and spellbooks. As a member of the Mage Lords of Sorcerere, he has access to many other items, mundane and magical, as well.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#199

green_giant_02

Mar 02, 2004 19:59:27
Here's one of Halaster's apprentices who wouldn't mind doing some experiments on your PCs. Enjoy.


Arcturia: see Realms NPC Characters II
#200

wooly_rupert_dup

Mar 02, 2004 20:19:23
One problem, friend Giant: Arcturia isn't going to be doing much experimenting on anyone. She died during Halaster's Harvestide -- 'tis on page 7 of the Stardock module.
#201

mean_eyed_cat

Mar 03, 2004 8:32:24
Originally posted by Wooly Rupert
One problem, friend Giant: Arcturia isn't going to be doing much experimenting on anyone. She died during Halaster's Harvestide -- 'tis on page 7 of the Stardock module.

I don't know- I feel that even if somebody dies, that doesn't mean we have to kill them off in our own campaign And what if they were resurrected?

On a side note, I am really enjoying this thread and have been faithfully copying the information Green Giant has been posting. Thanks GG for all the hard work.
#202

zombiegleemax

Mar 03, 2004 8:54:27
I don';t have books around to look through to find this out. Where is the information for the grafts at Green Giant?
#203

kuje31

Mar 03, 2004 11:27:10
Originally posted by Dawnspeaker
I don';t have books around to look through to find this out. Where is the information for the grafts at Green Giant?

Fiend Folio.
#204

wooly_rupert_dup

Mar 03, 2004 18:31:10
Has Volo been statted out for 3E?
#205

green_giant_02

Mar 03, 2004 23:38:54
Here is the roguish wizard with the sense of style. Enjoy.


Volothamp Geddarm: Male Chondathan Human Wiz5/Rog1; CR 6; Medium-size Humanoid; HD 5d4+10 plus 1d6+2; hp 29; Init +2; Spd 30 ft.; AC 13 (touch 13, flat-footed 11); Base Atk +2; Grp +3; Atk +4 melee (1d6+1/18-20, masterwork rapier); Full Atk +4 melee (1d6+1/18-20, masterwork rapier); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding; AL CG; SV Fort +5, Ref +7, Will +6; Str 12, Dex 15, Con 15, Int 18, Wis 11, Cha 16
Skills and Feats: Concentration +7 (+11 when casting defensively), Craft (painting) +9, Diplomacy +9, Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +12, Knowledge (nobility and royalty) +9, Move Silently +7, Perform (dance) +5, Perform (sing) +5, Profession (brewer) +3, Profession (cook) +3, Profession (tailor) +3, Ride (horse) +4, Speak Language (chondathan, common, dwarven, elven, illuskan, orc), Spellcraft +11; Combat Casting, Craft Wondrous Item, Luck of Heroes, Scribe Scroll, Skill Focus (Knowledge [local]), Spell Focus (divination)
Special Qualities: Sneak attack +1d6, trapfinding.
Wizard Spells Prepared (4/4/3/2; base DC = 14 + spell level; DC 15 + spell level with divination spells; caster level 5th).
Possessions: Masterwork rapier, torc of animal speech, ring of resistance +1, boots of elvenkind, rod of enemy detection.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Edit: Gave Volo a luck bonus to his AC due to changes in the Luck of Heroes feat in PGtF.
#206

wooly_rupert_dup

Mar 03, 2004 23:49:28
I bow to you, friend Giant!
#207

zombiegleemax

Mar 04, 2004 15:31:56
here are my stats for Karsus

Karsus: Male human Sor30/Acm5/Wiz15; CR 50; medium-size humanoid; HD 25d3+90; hp 193; Init+13; Spd 30 ft.; AC 55, touch 29, flat-footed 31; Atk +23/ +19 ranged touch (by spell); SQ archmage high arcana, permanent spells, increased spell compacity, spell-like abilities; AL CN; SV Fort +23, Ref +17, Will +10; Str 21, Dex 14, Con 19, Int 40, Wis 11, Cha 42.
Skills and Feats: Alchemy +41, Concentration +45, Craft (weaponsmithing) +19, Diplomacy +20, Intimidate +15, Knowledge (arcana) +83, Knowledge (the planes) +50, Knowledge (Engineering) +46, Knowledge (History-Netheril) +50, Knowledge (Religion) +46, Knowledge (Nobility and royalty), +40 Sense Motive +15, Bluff +20, Speak Language (all) Spellcraft +88; spellcasting prodigy (Sorcerer), magical training, spell penetration, brew potion, greater spell penetration, Epic spellcasting, combat casting, create portal, craft wand, craft Epic wand, craft wonderous item, craft Epic wonderous item, craft magic arms and armor, craft Epic magical arms and armor, craft construct, leadership, improved metamagic, Automatic Metamagic (quicken spell)-3, Maximize spell, eschew material, extend spell, heighten spell, silent spell, still spell, Epic skill focus (Bluff), skill focus (Spellcraft), spell focus (evocation), spell focus (divination), spell focus (transmutation), spell focus (conjuration).
Archmage high arcana: Arcane Fire (600 ft., 5d6 plus 1d6 per spell level), Mastery of elements, Mastery of counterspelling, Arcane Touch (30ft.), Spell Power +3
Permanent spells: Karsus has the permanent spells cast on himself: lessor ironguard, protection from all, mage armor, water breathing, feather fall (automatic after 30 ft.), globe of invulnerability, darkvision, true seeing, foresight, protection from spells
Spell-like abilities: thinks to several magical rituals and wish spells Karsus can use the following abilities as a level 50 sorcerer at will- scrying, polymorph, analyse dewower, detect thoughts, telekinesis, teleport, bull's strength, cat's grace, eagle's splendor, bear's endurance, fox's cunning, trollish fortitude; 3/day-shapechange, symbol, meteor swarm, gate, astral projection.
Increased spell compacity: through magical exparimentation on himself Karsus knows 2 extra spells as a Sorcerer, and 2 extra spellslots as a Wizard
Possessions: As the most powerful known magic-user to ever exist, Karsus has in possession all magical items in the Dungeon Masters Guide, Magic of Faerun, and the Epic Level Handbook of less then major artifact status. He normaly carries the following on his person: bracers of armor +10, ring of protection +10, ring of elemental immunity, headband of intellect +8, mirror of vanity +10, staff of the cosmos, wand of limited wish, wand of time stop, wand of polymorph any object. wand of banishment, rod of the wyrm (red), amulet of natural armor +9.
Sorcerer spells known: (8/10/10/10/9/9/9/9/8/8; base DC 33 + spell level or DC 35 + spell level for evocation, divination, transmutation, and conjuration) 0-resistance, ray of frost, detect poison, flare, light, mage hand, mending, open/close, arcane mark, detect magic, prestidigitation; 1st-alarm, shield, obscuring mist, identify, magic missile, ice dagger, reduce; 2nt-arcane lock, summon swarm, darkness, daylight, shatter, knock, rope trick; 3rd-dispel magic, protection from elements, tongues, lightning bolt, fly, haste; 4th-dimensional anchor, summon monster IV, emotion, enervasion, polymorph, bestow curse; 5th-major creation, cone of cold, wall of force, magic jar, transmute rock to mud, permanency; 6th-antimagic field, geas/quest, control weather, disintegrate, eyebite; 7th-spell turning, summon monster VII, delayed blast fireball, plane shift,vanish; 8th-spell engine, incendiary cloud, maze, trap the soul, etherealess; 9th-freedom, imprisonment, shapechange, time stop, wish.
Wizard spell known: (6/8/7/7/5/6/6/5/5; base DC 23 + spell level or DC 25 + spell level for evocation, divination, transmutation, and conjuration)
Spellbook: Karsus knows all spells in the Players handbook, Magic of Faerun, plus several spell lost since the ancient days of Netheril.
#208

The_Simbul_of_Aglarond

Mar 04, 2004 19:14:58
You might want to revise Karsus after the Player's Guide to Faerun is released, because the Netherese Arcanist prestige class, along with many Netheril-based Epic Spells, are included in that accessory.

Also, he had 41 character levels at the time of the fall, and many Netherese survivors (i.e. Larloch) apparently had a character level reduction when placed in 3rd edition.
#209

green_giant_02

Mar 04, 2004 19:40:45
Here are the NPCs of Ruins of Undermountain (minus those I've already posted, ones that have already been statted by WoTC, and The Eye and Shalar Simgulphin, who needs an Elder Orb template or PrC and the Harper Agent PrC, respectively). Enjoy.



Elegul Another: see Realms NPC Characters II



Randulaith: see Realms NPC Characters II


Trestyna Ulthilor: Female Tethyrian Human Clr6 of Talona; CR 6; Medium-size Humanoid; HD 6d8+12; hp 42; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +4; Grp +5; Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil; AL CE; SV Fort +7, Ref +5, Will +9; Str 12, Dex 17, Con 15, Int 12, Wis 19, Cha 16
Skills and Feats: Concentration +8 (+12 when casting defensively), Craft (alchemy) +5, Craft (poisonmaking) +10, Heal +8, Knowledge (arcana) +5, Knowledge (religion) +7, Speak Language (chondathan, common, illuskan), Spellcraft +7; Combat Casting, Resist Poison, Scribe Scroll, Skill Focus (Craft [poisonmaking])
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead (+2 to rebuke checks) 6/day
Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 14 + spell level; caster level 6th).
*Domain spell. Deity: Talona. Domains: Evil (cast evil spells at +1 caster level), Suffering (pain touch 1/day, subject touched suffers a –2 enhancement penalty on Strength and Dexterity for 1 minute).
Possessions: Scroll: cure light wounds and flame strike.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Avaereene: see Realms NPC Characters II


Colstan Rhuul: see Realms NPC Characters II



Hlethvagi: see Realms NPC Characters II



Jhaniloth Dhree: Female Tethyrian Human Wiz15/Acm1; CR 16; Medium-size Humanoid; HD 16d4+48; hp 89; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +7; Grp +7; Atk +10 ranged (1d4/19-20, masterwork dagger); Full Atk +10/+5 ranged (1d4/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SQ Archmage high acana; AL NE; SV Fort +8, Ref +8, Will +13; Str 11, Dex 16, Con 16, Int 22, Wis 14, Cha 15
Skills and Feats: Bluff +3, Concentration +22 (+26 when casting defensively), Craft (alchemy) +16, Decipher Script +11, Knowledge (arcana) +25, Knowledge (architecture and engineering) +11, Knowledge (dungeoneering) +11, Knowledge (history-Waterdeep) +16, Knowledge (local-Waterdeep) +16, Knowledge (nobility and royalty) +21, Knowledge (the planes) +16, Profession (courtesan) +12, Search +10 (+12 with secret or hidden doors), Speak Language (chondathan, common, draconic, elven, giant, goblin, illuskan, thorass), Spellcraft +30; Combat Casting, Craft Wand, Craft Wondrous Item, Extend Spell, Forge Ring, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (illusion), Still Spell
Special Qualities: Mastery of counterspelling.
Wizard Spells Prepared (4/6/6/5/5/5/4/2/2; base DC = 16 + spell level; DC 17 + spell level with enchantment and illusion spells; caster level 16th).
Possessions: Blast scepter, greenstone amulet, glim gauntlet.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Glim Gauntlet: This gauntlet causes any magical item it touches to glow. The strength of the glow is determined similar to the detect magic spell.



Olophin: Male Calishite Human Ftr2; CR 2; Medium-size Humanoid; HD 2d10+2; hp 17; Init +3; Spd 20 ft.; AC 18 (touch 13, flat-footed 15); Base Atk +2; Grp +5; Atk +7 melee (2d4+4/18-20, masterwork falchion) or +6 melee (1d8+4, masterwork morningstar) or +7 melee (1d3+4/18-20, +1 jambiya); Full Atk +7 melee (2d4+4/18-20, masterwork falchion) or +6 melee (1d8+4, masterwork morningstar) or +7 melee (1d3+4/18-20, +1 jambiya); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +4, Ref +3, Will +0; Str 17, Dex 16, Con 13, Int 16, Wis 11, Cha 12
Skills and Feats: Climb +5, Handle Animal +6, Intimidate +6, Jump +5, Ride (horse) +10, Speak Language (alzhedo, common, chondathan, illuskan, shaaran), Swim +2; Cleave, Combat Expertise, Power Attack, Weapon Focus (falchion)
Possessions: Masterwork lamellar, masterwork falchion, masterwork morningstar, +1 jambiya, potion of cure light wounds. Calishite hissing snake. Gold earrings and rings (20 gp total).
Height: Unknown, Weight: Unknown, Hair: Jet black, Eyes: Amber



Zabbas Thuul: check City of Splendors: Waterdeep
#210

green_giant_02

Mar 05, 2004 14:28:49
Here is the leader of the Scoured Legion. Enjoy.


Kaanyr Vhok the Sceptered One: see Realms NPC Characters II
#211

gadodel

Mar 05, 2004 22:00:29
Green Giant, I would just like to say your effort is appreciated, respected and valued!
#212

green_giant_02

Mar 05, 2004 23:41:28
Originally posted by Gadodel
Green Giant, I would just like to say your effort is appreciated, respected and valued!

:D

Hopefully, you'll appreciate the next two characters, the leader of the Daemonfey and her nephew. Enjoy.



Countess Sarya Dlardrageth: Female Sun Elf Half-Fiend Sor18; CR 21; Medium-size Outsider (Augmented Humanoid) (Native); HD 18d4+54; hp 100; Init +2; Spd 30 ft., fly 30 ft. (average); AC 15 (touch 12, flat-footed 13); Base Atk +9; Grp +12; Atk +15 melee (1d8+7, Miilaethom’s Staff) or +12 melee (1d4+3, claw) or +15 melee (1d3+6 plus 1d6 fire, Aduce’s Whip); Full Atk +15/+10 melee (1d8+7, Miilaethom’s Staff) and +7 melee (1d6+1, bite) or +12 melee (1d4+3, 2 claws) and +7 melee (1d6+1, bite) or +15/+10 melee (1d3+6 plus 1d6 fire, Aduce’s Whip) and +7 melee (1d6+1, bite); Face/Reach 5 ft./5 ft.; SA Smite good, spell-like abilities; SQ Elf traits, outsider traits, damage reduction 10/magic, resistance to acid, cold, electricity and fire 10, immunity to poison, spell resistance 28; AL CE; SV Fort +9, Ref +8, Will +14; Str 16, Dex 15, Con 16, Int 20, Wis 16, Cha 24
Skills and Feats: Bluff +25, Concentration +24 (+28 when casting defensively), Craft (alchemy) +14, Diplomacy +16, Intimidate +14, Knowledge (arcana) +26, Knowledge (nobility and royalty) +12, Knowledge (the planes) +12, Listen +5, Profession (courtier) +12, Search +7, Speak Language (common, elven, abyssal, draconic, illuskan, thorass, undercommon), Spellcraft +28, Spot +5; Combat Casting, Craft Wondrous Item, Empower Spell, Energy Substitution (fire), Exotic Weapon Proficiency (whip), Spell Focus (evocation), Spell Penetration
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Outsider traits: Darkvision 60 ft. Damage reduction 10/magic, resistance to acid, cold, electricity and fire 10, immunity to poison, spell resistance 28, smite good 1/day (+18 damage), spell-like abilities (as 18th level caster) 3/day – darkness, poison (DC 21), unholy aura (DC 25); 1/day – desecrate, unholy blight (DC 21), contagion (DC 20), blasphemy (DC 24), unhallow, horrid wilting (DC 25), summon monster IX (fiends only).
Sorcerer Spells Known (6/8/8/8/7/7/7/7/5/3; base DC = 17 + spell level; DC 18 + spell with evocation spells; caster level 18th): 0 – arcane mark, daze, detect magic, flare, mage hand, prestidigitation, read magic, ray of frost, resistance; 1st – burning hands, color spray, enlarge person, magic missile, silent image; 2nd – blindness/deafness, flaming sphere, hypnotic pattern, mirror image, scare; 3rd – blink, dispel magic, fireball, invisibility sphere; 4th – confusion, Evard’s black tentacles (which she calls Ghaunadar’s grasp), Otiluke’s resilient sphere (which she knows as Viialiya’s pliant orb), wall of fire; 5th – summon monster V, dominate person, passwall, telekinesis; 6th – chain lightning, eyebite, globe of invulnerability; 7th – greater teleport, prismatic spray, project image; 8th – incendiary cloud, prismatic wall; 9th – meteor swarm.
Possessions: The Gilded Gown of Selussa, Aduce’s Whip, Miilaethom’s Staff, the Emerald Earring of Vhoadan. Leader of the Daemonfey.
Height: 5’6”, Weight: Unknown, Hair: Red, Eyes: Gold

The Gilded Gown of Selussa: This skin-tight, flimsy mithral gown provides a +2 armor bonus with no arcane spell failure chance and reflects all magic missiles back upon their casters.

Aduce’s Whip: This is a +3 flaming burst whip that inflicts real or subdual damage upon the wielder’s command.

Miilaethom’s Staff: This is a mace of smiting that contains a portable hole in a hidden compartment.

The Emerald Earring of Vhoadan: This two-carat teardrop emerald allows the user to cast clairaudience/clairvoyance twice a day.



Lord Xhalth Dlardrageth: Male Sun Elf Half-Fiend Brb12; CR 15; Medium-size Outsider (Augmented Humanoid) (Native); HD 12d12+36; hp 119; Init +4; Spd 30 ft., fly 30 ft. (average); AC 16 (touch 15, flat-footed 14); Base Atk +12; Grp +18; Atk +21 melee (1d8+8/19-20, Blade Dlardrageth) or +21 melee (1d8+8 plus 1d6 acid/19-20, +2 acidic longsword) or +21 melee (1d8+8 plus 1d6 fire/19-20, +2 flaming longsword) or +21 melee (1d8+8 plus 1d6 cold/19-20, +2 frost longsword) or +21 melee (1d8+8 plus 1d6 sonic/19-20, +2 screaming longsword) or +21 melee (1d8+8 plus 1d6 electricity/19-20, +2 shock longsword) or +18 melee (1d4+6, claw); Full Atk +19/+14/+9 melee (1d8+8/19-20, Blade Dlardrageth) and +15 melee (1d8+5 plus 1d6 acid/19-20, +2 acidic longsword) and +15 melee (1d8+5 plus 1d6 fire/19-20, +2 flaming longsword) and +15 melee (1d8+5 plus 1d6 cold/19-20, +2 frost longsword) and +15 melee (1d8+5 plus 1d6 sonic/19-20, +2 screaming longsword) and +15 melee (1d8+5 plus 1d6 electricity/19-20, +2 shock longsword) and +16 melee (1d6+3, bite) or +18 melee (1d4+6, 6 claws) and +16 melee (1d6+3, bite); Face/Reach 5 ft./5 ft.; SA Smite good, spell-like abilities, greater rage; SQ Elf traits, outsider traits, damage reduction 10/magic, resistance to acid, cold, electricity and fire 10, immunity to poison, spell resistance 22, uncanny dodge, trap sense, improved uncanny dodge, damage reduction 3/-; AL CE; SV Fort +11, Ref +8, Will +7; Str 22, Dex 18, Con 16, Int 13, Wis 17, Cha 11
Skills and Feats: Climb +11, Craft (weaponsmithing) +11, Handle Animal +6, Intimidate +13, Jump +11, Listen +11, Ride (nightmare) +12, Search +3, Speak Language (common, elven, abyssal), Spot +5, Survival +16, Swim +14; Extra Rage, Greater Resiliency, Multiattack, Multiweapon Fighting, Weapon Focus (longsword)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Outsider traits: Darkvision 60 ft. Damage reduction 10/magic, resistance to acid, cold, electricity and fire 10, immunity to poison, spell resistance 22, smite good 1/day (+12 damage), spell-like abilities (as 12th level caster) 3/day – darkness, poison (DC 14); 1/day – desecrate, unholy blight (DC 14), contagion (DC 13), blasphemy (DC 17). Greater rage 6/day, literate, uncanny dodge, trap sense +4, improved uncanny dodge, damage reduction 3/-.
Possessions: Blade Dlardrageth (+2 giant bane longsword), +2 acidic longsword, +2 flaming longsword, +2 frost longsword, +2 screaming longsword, +2 shock longsword, Khuumal’s baldric.
Height: 7’6”, Weight: Unknown, Hair: Bald, Eyes: Unknown

Khuumal’s baldric: This baldric combines the abilities of a ring of warmth and a ring of regeneration.




Edit: Forgot to add their elven traits.
#213

green_giant_02

Mar 06, 2004 1:50:35
Just read the interview and excerpts to PGtF and it looks to be a great book. Amazingly the book will have Demron's blades and I wonder how close my version of the blades are compared to the ones in the book and whether I did them any justice. They even had the three Coronal blades but were cut, I hope they post them as a web enhancement so I can add Ary’Faern’Kerym to Josidiah Starym's stats.
#214

zombiegleemax

Mar 06, 2004 14:47:47
Heres my Jaylnafein

Jalynafein "The Spider Mage": Male Elf(Drow) Wiz19/Acm1/Sor4; CR 26; medium-size humanoid; HD 20d4+100; hp 140; Init +6; spd 30 ft.; AC 25 (touch 17, Flat-footed 20); Atk +9/+4 melee (1d4+4/17-20, +4 keen spell storing dagger) or +13/+8 ranged touch (by spell); SA arachnid control, magic missile swarm, mastery of counterspelling, spider summon; SQ spell-like abilities, inhanced constitution, poison, disease, venom immunity, permanent spells, epic-level benefits; AL CN; SV Fort +10, Ref +9, Will +18; Str 12, Dex 15, Con 20, Int 23, Wis 18, Cha 16. Height 5 ft. 10 in.

Skills and feats: Alchemy +24, Appraise +12, Concentration +35, Dipmomacy +10, Gather information +11, Hide +14, Intimidate +5, Bluff +9, Move silently +19, Heal +7, Knowledge (arcana) +34, Knowledge (religion) +13, Knowledge (the planes) +20 Knowledge (Underdark) +19, Knowledge (Underdark local) +15, Scry +30, Climb +11, Search +20, Sence motive +16, Spellcraft +35; daylight-adaptation*, spell casting prodigy (wizard)*, stealthy*, craft wand, craft wonderous item, scribe scroll, create portal, energy substitution, forge ring, combat casting, iron will, improved initiative, twin spell, silent spell, maximize spell, eschew material, quicken spell, dodge, spell penetration, spell focus (evocation), spell focus (necromancy), spell mastery ( haste, spider climb, web, fireball, disintegrate, prismatic spray, web of shadows, teleport )


Arachnid control: Jalynafein can control any arachnid type creature within 500-ft. as dominate monster but only arachnids

High Arcana: mastery of counterspelling

magic missile swarm: 1/day Jalynafein can realease a blast of 24 magic missiles

Spider summon: 1/day Jalynafein can use incect plague but he can only summon spiders

Inhanced constitution: Jalynafein has read a manual of bodily health +5

Poison, Disease, Venom immunity: Jalynafein is immune to all known poisons, magical and natural diseases, and venoms

Permanent spells: the following spells have been cast on Jalynafein permanently: detect lies, nondetection, protection from arrows, pass without trace, water breathing, comprahend languages, tongues, feather fall (automatic after falling 60 ft.)

Epic-level benefits: 4 levels of sorcerer

Possessions: Jalynafeins collection of books, scrolls, and magic items rivals, if not exceeds, that of Gromph Baenre. The following is what he usually carries on his person: +4 keen spell storing dagger (usually holds dispel magic), rod of absorpstion, greater pawfawi, drow boots of elvenkind, ring of wizardry III, ring of protection +6, amulet of natural armor +5, wand of magic missile (19th level caster, maximized, 31 charges) wand of acidic spheres (29 charges), Jalynafeins spider mask "see below"

Jalynafeins spider mask: A gray mithril mask shaped like a drow face, it grants the following powers when worn: true seeing, detect magic, mind blank, freedom of movement, eyebite 3/day, clairaudience/clairvoyance 2/day, dominate monster 1/day
Spell-like abilities: Jalynafein can use the following spell-like abilities as a 24 level sorcerer 1/day; faerie fire, dancing lights, darkness

Sorcerer Spells Known: (6/7/4; base DC-24 + spell level or 26 + spell level for evocation and necromancy) 0-silent portal*, launch bolt*, resistance, detect poison, mending, mage hand; 1st-unseen servent, identify, expeditous retreat; 2nd-daylight;

Wizard Spells Prepared: (4/6/6/10/5/5/5/4/5/4; base Dc-24 + spell level or 26 + spell level for evocation and necromancy) 0--light, open/close, arcane mark, read magic; 1st--protection from evil, mage armor, charm person, magic missile, ray of enfeeblement, spider climb; 2nd--web, melf's acid arrow, summon swarm, flaming sphere, knock, ghoul touch; 3rd--mestil's acid breath, fireball-3, lightning bolt-3, dispel magic-2, protection from elements; 4th--tirumael's energy spheres, dimensional anchor, stoneskin, charm monster, polymorph self; 5th--major creation, cone of cold, magic jar, simbul's spell matrix, teleport; 6th--fire spider's, prismatic eye, disintigrate, fiendform, globe of invulnerability; 7th--forcecage, finger of death, reverse gravity, simbul's synostodweomer; 8th--spell engine, horrid wilting, poltmorph any object, sunburst, symbol; 9th--web of shadows, energy drain, time stop-2
#215

zombiegleemax

Mar 06, 2004 14:57:21
I'd give him levels as Arachnomancer, if he's "The Spider Mage"

They can be found in the Underdark book.
#216

green_giant_02

Mar 07, 2004 0:04:39
Originally posted by Cunning Linguist
I'd give him levels as Arachnomancer, if he's "The Spider Mage"

They can be found in the Underdark book.

Don't know if you're addressing ramblin_chimp2.0 or me, but I also thought of giving him levels in the arachnomancer or the Master of Flies (Spiders) from Savage Species except he didn't qualify in the requirements. The former required you to be evil while the latter required you to have an ability to change form but without using a spell (at least that's how I read it). It's quite possible that Jalynfein might have been an arachnomancer once and then changed alignment but it doesn't seem likely given his history of always hating Lolth and her priestesses.



Anyway, here are three more half-fiends to add to your campaign. The first one is the consort of Kaanyr Vhok, while the other two are from the Dungeon of Death adventure (if they survived you might have them join the Scoured Legion since Kaanyr seems to have sixteen alu-fiends under his command and two more experienced half-fiends would bolster his forces). Enjoy.



Aliisza the Favored: Female Illuskan Human Half-Fiend Sor12; CR 15; Medium-size Outsider (Augmented Humanoid) (Native); HD 12d4+24; hp 55; Init +1; Spd 30 ft., fly 30 ft. (average); AC 15 (touch 14, flat-footed 14); Base Atk +6; Grp +5; Atk +7 melee (1d8+1/19-20, +2 spellblade [hold person] longsword) or +5 melee (1d4-1, claw) or +10 ranged (1d4+2/19-20, +3 returning, distance dagger) or +8 ranged (1d4-1/19-20, masterwork dagger); Full Atk +7/+2 melee (1d8+1/19-20, +2 spellblade [hold person] longsword) and +0 melee (1d6, bite) or +5 melee (1d4-1, 2 claws) and +0 melee (1d6-1, bite) or +10 ranged (1d4+2/19-20, +3 returning, distance dagger) and +0 melee (1d6-1, bite) or +8/+3 ranged (1d4-1/19-20, masterwork dagger) and +0 melee (1d6-1, bite); Face/Reach 5 ft./5 ft.; SA Smite good, spell-like abilities; SQ Outsider traits, damage reduction 10/magic, resistance to acid, cold, electricity and fire 10, immunity to poison, spell resistance 22; AL CE; SV Fort +6, Ref +5, Will +8; Str 9, Dex 13, Con 14, Int 18, Wis 11, Cha 21
Skills and Feats: Bluff +20, Concentration +17 (+21 when casting defensively), Craft (alchemy) +19, Decipher Script +9, Knowledge (arcana) +19, Knowledge (the planes) +11, Profession (courtesan) +6, Speak Language (common, illuskan, abyssal, draconic, elven, orc, undercommon), Spellcraft +21; Combat Casting, Craft Wondrous Item, Extend Spell, Improved Counterspell, Martial Weapon Proficiency (longsword), Spell Penetration
Special Qualities: Outsider traits: Darkvision 60 ft. Damage reduction 10/magic, resistance to acid, cold, electricity and fire 10, immunity to poison, spell resistance 22, smite good 1/day (+12 damage), spell-like abilities (as 12th level caster) 3/day – darkness, poison (DC 19); 1/day – desecrate, unholy blight (DC 19), contagion (DC 18), blasphemy (DC 22).
Sorcerer Spells Known (6/8/7/7/7/6/3; base DC = 15 + spell level; caster level 12th): 0 – dancing lights, detect magic, mage hand, message, open/close, prestidigitation, read magic, ray of frost, resistance; 1st – grease, hold portal, identify, magic missile, shocking grasp; 2nd – blindness/deafness, daze monster, fog cloud, mirror image, summon swarm; 3rd – haste, hold person, slow, vampiric touch; 4th – charm monster, dimension door, wall of ice; 5th – cone of cold, seeming; 6th – programmed illusion.
Possessions: Three masterwork daggers, +3 returning, distance dagger, +2 spellblade (hold person) longsword, ring of protection +3.
Height: 5’, Weight: Unknown, Hair: Black, Eyes: Sea green



Estellia: Female Illuskan Human Half-Fiend Ftr10; CR 12; Medium-size Outsider (Augmented Humanoid) (Native); HD 10d10+20; hp 79; Init +2; Spd 20 ft., fly 20 ft. (average); AC 23 (touch 14, flat-footed 21); Base Atk +10; Grp +14; Atk +17 melee (1d8+10/17-20, +2 longsword) or +14 melee (1d4+4, claw); Full Atk +17/+12 melee (1d8+10/17-20, +2 longsword) and +9 melee (1d6+2, bite) or +14 melee (1d4+4, 2 claws) and +9 melee (1d6+2, bite); Face/Reach 5 ft./5 ft.; SA Smite good, spell-like abilities; SQ Outsider traits, damage reduction 5/magic, resistance to acid, cold, electricity and fire 10, immunity to poison, spell resistance 20; AL CE; SV Fort +9, Ref +5, Will +6; Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Skills and Feats: Climb +5, Craft (armorsmithing) +5, Craft (weaponsmithing) +5, Handle Animal +6, Jump +5, Knowledge (the planes) +5, Listen +7, Speak Language (common, illuskan, abyssal, undercommon), Spot +7, Swim +1; Alertness, Blind-Fight, Cleave, Dodge, Improved Critical (longsword), Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Outsider traits: Darkvision 60 ft. Damage reduction 5/magic, resistance to acid, cold, electricity and fire 10, immunity to poison, spell resistance 20, smite good 1/day (+10 damage), spell-like abilities (as 10th level caster) 3/day – darkness, poison (DC 15); 1/day – desecrate, unholy blight (DC 15), contagion (DC 13).
Possessions: +3 chainmail, +2 longsword, ring of protection +2, mark of invisible alignment, rope of entanglement, rod of secret door and trap location. 325 pp in two leather sacks.
Height: 5’, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Mark of Invisible Alignment: This ritual places a mark upon the creature’s body that functions as a permanent nondetection spell.

Rod of Secret Door and Trap Location: This rod finds traps as the clerical spell find traps and automatically finds secret doors if within a 30’ radius when activated three times a day.



Anderia: Female Illuskan Human Half-Fiend Wiz10; CR 12; Medium-size Outsider (Augmented Humanoid) (Native); HD 10d4+10; hp 36; Init +3; Spd 30 ft., fly 30 ft. (average); AC 17 (touch 16, flat-footed 14); Base Atk +5; Grp +6; Atk +9 melee (1d6+4/18-20, +3 scimitar) or +6 melee (1d4+1, claw); Full Atk +9 melee (1d6+4/18-20, +3 scimitar) and +1 melee (1d6, bite) or +6 melee (1d4+1, 2 claws) and +1 melee (1d6, bite); Face/Reach 5 ft./5 ft.; SA Smite good, spell-like abilities; SQ Outsider traits, damage reduction 5/magic, resistance to acid, cold, electricity and fire 10, immunity to poison, spell resistance 20; AL CE; SV Fort +4, Ref +6, Will +9; Str 12, Dex 16, Con 12, Int 19, Wis 14, Cha 16
Skills and Feats: Concentration +14 (+18 when casting defensively), Craft (alchemy) +12, Craft (trapmaking) +12, Knowledge (arcana) +17, Knowledge (architecture and engineering) +14, Knowledge (dungeoneering) +14, Knowledge (the planes) +14, Speak Language (common, illuskan, abyssal, draconic, elven, orc, undercommon), Spellcraft +19; Combat Casting, Craft Wondrous Item, Empower Spell, Heighten Spell, Scribe Scroll, Martial Weapon Proficiency (scimitar), Spell Penetration, Widen Spell
Special Qualities: Outsider traits: Darkvision 60 ft. Damage reduction 5/magic, resistance to acid, cold, electricity and fire 10, immunity to poison, spell resistance 20, smite good 1/day (+10 damage), spell-like abilities (as 10th level caster) 3/day – darkness, poison (DC 17); 1/day – desecrate, unholy blight (DC 17), contagion (DC 15).
Wizard Spells Prepared (4/5/5/4/4/2; base DC = 14 + spell level; caster level 10th).
Possessions: +3 scimitar, ring of protection +3, six beads of force, potion of cure serious wounds, elixir of love.
Height: 5’, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#217

zombiegleemax

Mar 07, 2004 2:22:03
Green Gaint, your efforts are both appreciated and respected - AWESOME JOB!
#218

zombiegleemax

Mar 07, 2004 17:36:00
goods stats for Aliisza, but i would make her Sor14 since she has used prismatic spray in the war of the spider queen
#219

zombiegleemax

Mar 07, 2004 17:38:05
here are the heroes from the counslers and kings trilogy

Tzigone: female human Rog4/Sor11/Cjr5; CR 20; medium-size humanoid; HD 10d4+40; hp 62; Init+9; Spd 30ft.; AC 19 (touch 12, flat-footed 15); Atk +9/ +10 melee (1d4+5/19-20, +5 magic dead dagger) or (1d4+3/17-20, +3 keen speed dagger) or +13/ +8 ranged touch (by spell); SQ sneak attack +2d6, evasion, uncanny dodge, spell resistance 19; AL CG; SV Fort+10, Ref+17, Will+18; Str 11, Dex 20, Con 13, Int 16, Wis 17, Cha 20. height 5 ft. 2 in.

Skills and feats: Appraise +5, Balance +7, Bluff +6, Climb +10, Concentration+18, Dechipher script +8, Disable Device +5, Disguise +12, Escape Artist +7, Gather Information +16, Hide +9, Jump +12, Knowledge (arcana) +11, Knowledge (Halruaan local) +14, Move silently +13, Open Lock +11, Perform +15, Pick Pocket +21, Sense Motive +8, Spellcraft +16, Tumble +10, Use Magic Device +19; Improved Initiative, Ambidexterity, Combat Casting, Dodge, Arcane Schooling, Spellcasting Prodigy (Sorcerer), Weapon focus (dagger), Improved Critical (dagger), Extend Spell, Empower Spell, Quick Draw, Scribe Scroll, Silent Spell, Skill Focus (Disquise), Weapon Finesse (dagger) Spell Focus (conjuration)

Sorcerer Spells Known: (6/7/7/7/6/4. base DC = 13 + spell level, base DC = 15 + spell level for conjuration spells); 0-detect poison, ray of frost, daze, light, dancing lights, mage hand, mending, open/close, prestidigitation; 1st-obscuring mist, detect secret doors, charm person, magic missile, feather fall; 2nd-protection from arrows, locate object, darkness, mirror image, cat' s grace; 3rd-dispel magic, summon monster III, fireball, haste; 4rd-summon monster IV, charm monster, polymorph self; 5th-summon monster V, mordenkainen's force missiles.

Wizard Spells Prepared: (4/5/4/3. base DC = 5+spell level, base DC = 7+spell level for conjuration spells); 0-detet magic, ghost sound, arcane lock, read magic; 1st-alarm, mage armor, summon monster I, jump, spider climb; 2nd-melf's acid arrow, web, invisibility, eagle's splender; 3rd-nondetection, flame arrow, slow.

Spellbook: 0-all; 1st-endure elements, shield, grease, mage armor, obscuring mist, summon monster I, comprehend languages, true strike, charm person, sleep, feather fall, jump, spider climb; 2nd-arcane lock, fog cloud, melf's acid arrow, summon monster II, summon swarm, web, detect thoughts, blur, knock, levitate; 3rd-magic circle against evil, flame arrow, sleet storm, stinking cloud, summon monster III, blink, fly, haster, slow, water breathing. prohibited school: evocation

Possessions: +3 keen dagger, +5 magic dead dagger, ring of protection +2, ring of climbing, mirror of spell turning, +4 silent moves leather armor. as princess of the magic kingdom of halruaa Tzigone could gain access to any nonartifact magical item given the right amount of time



Matteo: male human Jordain Ftr10/Mnk5; CR 17; medium-size humanoid; HD 12d10+36; hp 112; Init+8; Spd 30ft.; AC 21 (touch 19, flat-footed 18); Atk +12/ +11 melee (1d4+4/19-20, +4 dagger) or (1d6+2/19-20 +2 longsword); SQ Arcane Nondetection, Arcane Spell Resistance 29, Elven Blood, Still Mind, Slow Fall, Purity of Body, Evasion, Unarmed Strike; SA Stunning Attack; AL LG; SV Fort+12, Ref+16, Will+22; Str 18, Dex 19, Con 17, Int 17, Wis 21, Cha 19. height 6ft. 2in.
Skills and Feats: Balance+15, Climb+13, Concentration+25, Diplomacy+30, Handle Animal+11, Heal+9, Innuendo+10, Intuit Direction+10, Jump+14, Knowledge (halruaan history)+18, Knowledge (halruaan royalty and nobility)+16, Knowledge (religion)+16, Listen+19, Ride (horse)+15, Sense Motive+13, Swim+10, Tumble+20; alertness, deflect arrows, combat reflexes, dodge, endurance, weapon focus (dagger), weapon specialization (dagger), improved initiative, lightning reflexes, mobility, quick draw, weapon focus (longsword), two-weapon fighting
Possessions: +4 dagger, +4 dagger, +2 longsword; Being part of the Jordain order Matteo probibly has access to all form of mundane equipment
#220

zombiegleemax

Mar 07, 2004 17:44:56
Here is my Azalar

i'd like to clear something up, the campaign i put this Azalar in is set in 1380 DR. and not 1372 DR. So he's 25 and not 17. I also took out the supernatural abilities that i gave him think to his mother.

Azalar Falchonhand: male human Ftr8/Wiz7; CR 15; medium-size humanoid; HD 13d4+30; hp 93; Init +5; Spd 30ft.; AC 22, touch 19, flat-footed 18; Atk +12/ +10 melee (1d6+4/17-20 +4 dispelling keen longsword), (1d3+3/19-20 +3 speed dagger) or +9/ +7 ranged touch (by spell); SA spells; SG; AL CG; Fort +8, Ref +12, Will +12; Str 17, Dex 16, Con 18, Int 18, Wis 11, Cha 17. Height 5 ft. 11 in.

Skills and Feats: Balance +12, Handle Animal +12, Concentration +15, Inuit Direction +7, Jump +10, Knowledge (Dalelands local) +10, Knowledge (Arcana) +11, Ride (horse) +16, Swim +5, Tumble +7, Hide +10, Spot +13, Wilderness Lore +11, Spellcraft +20; alertness, combat casting, spell casting prodigy (wizard) dodge, endurance, weapon focus (longsword), weapon specialization (longsword), weapon focus (dagger), ambidexterity, eschew material, lightning reflexes, luck of heroes, silent spell, scribe scroll, spell focus (evocation), spell focus (conjuration).

Possessions: +4 dispelling longsword, +3 speed dagger, +3 chainmail of invulnerability, bracers of armor +5, boots of speed, cube of force, amulet of protection against detection and location, wand of lightning bolt (10th level caster), ring of greater invisibility. As the son of one of the seven sisters Azalar has access to other magic items.

Wizard Spells Prepared: (6/7/6/5/3; base DC 9 + spell level, DC 11 + spell level for evocation and conjuration) 0-resistance, mending, open/close, detect magic-2, mage hand; 1st-protection against evil, mage armor, mount, charm person, magic missile-2, spider climb; 2nd-web-2, darkness, mirror image, bull's strength, bear's endurance; 3rd-protection against elements, suggestion, fireball-2, fly; 4th-stoneskin, ice storm, polymorph;

Spellbook: thinks to Azalars connections to such powerful wizards such as his Aunts, Elminster, and Khelbon, Azalar knows all spells of level 0-4 in the player's handbook, and Magic of Faerun.
#221

zombiegleemax

Mar 07, 2004 20:35:11
Originally posted by ramblin_chimp2.0
Azalar Falchonhand: male human Ftr8/Wiz7; CR 15; medium-size humanoid; HD 13d4+30; hp 93; Init +5; Spd 30ft.; AC 22, touch 19, flat-footed 18; Atk +12/ +10 melee (1d6+4/17-20 +4 dispelling keen longsword), (1d3+3/19-20 +3 speed dagger) or +9/ +7 ranged touch (by spell); SA spells; SG; AL CG; Fort +8, Ref +12, Will +12; Str 17, Dex 16, Con 18, Int 18, Wis 11, Cha 17. Height 5 ft. 11 in.

You should look this over again. Theres quite a few mistakes in the first section alone. You have his HD at 13d4+30 when it should be 8d10+7d4+60. A longsword does d8, not d6 and a dagger does d4 damage, not d3. His initiative looks wrong as well. He has a +3 Dex and no feat that I can recognize that would give him a +2 to initiative. He doesn't have Improved Initiative, which would give him a +4 to init. So by rights, it should be +3 Init.
#222

zombiegleemax

Mar 07, 2004 21:18:13
sorry about the mistakes, i did the whole thing from my memory alone.
#223

green_giant_02

Mar 08, 2004 1:47:11
Here's a character that I'm reposting (with some minor changes) from another thread before the big changes for those who weren't able to copy him. Enjoy.


He appeared in Dungeon Magazine #69 in the Sleep of Ages adventure and thanks goes to Eric L. Boyd for that excellent adventure and bringing this character to the Realms. There was also a blurb about him in Drizzt's Guide to the Underdark in the Iltkazar section although he seems to have dropped off the face of Faerun like a couple of other characters in the new Underdark book. I still believe that he and his knights are running around battling the Army of Steel and assisting the Army of Gold to control Deep Shanatar.

Although he prays to both deities, he probably gets spells from Clangeddin Silverbeard since his alignment is more suited for him.

Bryth Moonaxe: Male Half Shield Dwarf Ftr4/Clr8 of Selûne/Clangeddin Silverbeard; CR 12; Medium-size Humanoid; HD 4d10+16 plus 8d8+32; hp 105; Init +1; Spd 20 ft.; AC 23 (touch 11, flat-footed 22); Base Atk +10; Grp +15; Atk +19 melee (1d12+10/x3, +3 greataxe of speed) or +12 ranged (1d10/19-20, masterwork heavy crossbow with masterwork bolts); Full Atk +19/+19/+14 melee (1d12+10/x3, +3 greataxe of speed) or +12 ranged (1d10/19-20, masterwork heavy crossbow with masterwork bolts); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Dwarf traits, aura of good; AL LG; SV Fort +14, Ref +6, Will +11; Str 20, Dex 12, Con 18, Int 16, Wis 18, Cha 15.
Skills and Feats: Climb +4, Concentration +8 (+12 when casting defensively), Craft (armorsmithing) +9, Craft (weaponsmithing) +9, Diplomacy +7, Heal +8, Intimidation +9, Jump +4, Knowledge (history-High & Deep Shanatar) +8, Knowledge (religion) +13, Search +5, Speak Language (dwarven, thorass, common, alzhedo, draconic, beholder, auran, giant, undercommon), Spellcraft +11, Swim -1; Cleave, Combat Casting, Endurance, Leadership, Lightning Reflexes, Power Attack, Weapon Focus (battleaxe), Weapon Focus (greataxe), Weapon Specialization (greataxe).
Special Qualities: Dwarven Traits: 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against orcs and goblinoids; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Aura of good (aura equals cleric level), turn undead (+2 to turning checks) 5/day.
Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 14 + spell level).
*Domain spell. Deity: Selûne/Clangeddin Silverbeard. Domains: Good (cast good spells at +1 caster level), War (Weapon Focus feat).
Possessions: Dark Mail of the Depths, Axe of Velm (+3 greataxe of speed), masterwork heavy crossbow, case with 20 masterwork bolts, silver holy symbol (Selûne/Clangeddin Silverbeard), adventuring gear.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Dark Mail of the Depths: +4 greater electricity resistance darksteel full plate is sized for dwarves only. The wearer gains the evasion ability against breath weapons from dragons.



Rules to create organizations and guilds can be found in Dragon Magazine #296 thanks to Andy Collins.

Knights of the Crescent Moon (medium): AL NG; 50,000 gp resource limit; Membership 190; Mixed (human 48, dwarf 44, half-elf 5, half-dwarf 3).
Authority Figure: Bryth Moonaxe, male half-dwarf Ftr4/Clr8 of Selûne/Clangeddin Silverbeard
Important Characters: ? (5-7 important characters, maybe)
Others: Integrated; Clr11, Clr5 (2), Clr2 (4), Clr1 (65), Ftr5, Ftr2 (2), Ftr1 (35), War3, War1 (32), Pal2, Pal1 (18), Rgr2, Rgr1 (12), Brb2, Brb1 (9), Ari1(4).
Notes: The original Knights of the Crescent Moon should gain Thorass instead of Common.
#224

green_giant_02

Mar 09, 2004 16:19:56
Here are the royal couple of Tethyr. Enjoy.

Both couples have middle-age benefits but no penalties thanks to the Siamorphe's blessing. Also both of them seem to be missing a level; Zaranda in the psion or the new wilder class in the Expanded Psionic's Handbook since she has a wild talent (mentioned in Heroes' Lorebook), while Haedrak is one wizard level short in gaining the pseudodragon familiar (from the Improved Familiar feat), Purlakhonthiis he is mentioned as having in Lands of Intrigue 2e.


Queen-Monarch Zaranda Star Rhindaun: Female Tethyrian Human Ftr7/Wiz6; CR 13; Medium-size Humanoid; HD 7d10+14 plus 6d4+12; hp 84; Init +4; Spd 30 ft.; AC 16 (touch 12, flat-footed 14); Base Atk +10; Grp +14; Atk +20 melee (1d8+11/17-20, Crackletongue); Full Atk +20/15 melee (1d8+11/17-20, Crackletongue); Face/Reach 5 ft./5 ft.; AL CG; SV Fort +9, Ref +6, Will +10; Str 18, Dex 15, Con 15, Int 20, Wis 16, Cha 15
Skills and Feats: Appraise +10, Climb +9, Concentration +11 (+15 when casting defensively), Craft (alchemy) +10, Diplomacy +11, Jump +9, Knowledge (arcana) +14, Knowledge (history-Tethyr) +10, Knowledge (local-Tethyr) +10, Knowledge (nobility and royalty) +10, Knowledge (religion) +10, Profession (astrologer) +6, Profession (herbalist) +6, Ride (horse) +12, Sense Motive +5, Speak Language (chondathan, common, draconic, elven, goblin, illuskan, sylvan), Spellcraft +16, Spot +5, Swim +9; Blind-Fight, Blooded, Cleave, Combat Casting, Combat Reflexes, Mounted Combat, Negotiator, Power Attack, Scribe Scroll, Silent Spell, Still Spell, Weapon Focus (sabre), Weapon Specialization (sabre)
Wizard Spells Prepared (4/5/3/3; base DC = 15 + spell level; caster level 6th; arcane spell failure chance 10%).
Possessions: Mithral chain shirt, Crackletongue, Queen’s Diadem, Monarch’s Crown, the Kuldannorar Artifacts, Monarch’s Scepter. Half a dozen healing salves (LoD sourcebook). As queen of Tethyr, Zaranda has access to many more items, both mundane and magical. Mother of Princess Sybille, Prince Coram, and Princess Cyriana.
Height: 6’1”, Weight: Unknown, Hair: Dark brown with white blaze, Eyes: Smoke-gray



King Haedrak III: Male Tethyrian Human Ftr2/Wiz6; CR 8; Medium-size Humanoid; HD 2d10+4 plus 6d4+12; hp 46; Init +7; Spd 30 ft.; AC 14 (touch 14, flat-footed 11); Base Atk +5; Grp +7; Atk +10 melee (1d6+4/19-20, King’s Sword) or +8 melee (1d8+3 plus 1d6 fire/19-20, Sword of State); Full Atk +10/+10 melee (1d6+4/19-20, King’s Sword) or +8 melee (1d8+3 plus 1d6 fire/19-20, Sword of State); Face/Reach 5 ft./5 ft.; AL NG; SV Fort +8, Ref +6, Will +9; Str 15, Dex 17, Con 14, Int 21, Wis 17, Cha 12
Skills and Feats: Concentration +11 (+15 when casting defensively), Craft (alchemy) +10, Craft (calligraphy) +12, Craft (cartography) +12, Diplomacy +10, Knowledge (arcana) +14, Knowledge (history-Tethyr) +10, Knowledge (local-Tethyr) +10, Knowledge (nobility and royalty) +10, Profession (scribe) +10, Sense Motive +5, Speak Language (chondathan, common, damaran, draconic, elven, gnome, sylvan), Spellcraft +16; Combat Casting, Enlarge Spell, Improved Familiar, Improved Iniative, Luck of Heroes, Negotiator, Scribe Scroll, Weapon Focus (shortsword)
Wizard Spells Prepared (4/5/3/3; base DC = 15 + spell level; caster level 6th).
Possessions: King’s Sword, King’s Coronet, King’s Crown, the Kuldannorar Artifacts, Monarch’s Scepter, Sword of State. As king of Tethyr, Haedrak has access to many more items, both mundane and magical. Father of Princess Sybille, Prince Coram, and Princess Cyriana.
Height: Unknown, Weight: Unknown, Hair: Pale brown, Eyes: Green



Crackletongue: This is a +5 holy keen sabre. It manifests its holy special ability as magical blue flames. It can detect evil at will by causing the flames to sputter and crackle with intensity in relation to the intensity of the evil. When it makes contact with evil creatures the sword emits a snarling sound with a shower of wild sparks.


Queen’s Diadem: This crown made of interwoven bands of gold, silver and mithral containing a pattern of wave and winds with tiny stars and cups provides continual immunity to detect thoughts, discern lies, and any attempt to magically discern alignments as a ring of mind shielding and also provides a +4 enhancement to the wearer’s Wisdom.


Monarch’s Crown: This ornate crown worn for state functions and enchanted by Elminster and Alustriel is interwoven with arches of gold, silver, and bronze, entwined with mithral peaks that are set with rubies and garnets. In the center of the crown is the Golden Cup of Siamorphe with the emblazoned sun made up of a cluster of blood-crimson Tempus’ tear gems. This crown provides a continual mind blank, also it provides a +5 deflection bonus to armor class and a +5 resistance bonus to saving throws. The wearer is also under the effect of a continual freedom of movement spell and can discern lies at will. At will, the wearer of the crown can create a shield as the spell.


The Kuldannorar Artifacts: The Kuldannorar is composed of two objects, the Shield of Silvam and the Eye of Zahyra. They were used extensively during the Eye Tyrant Wars.

The Shield of Silvam is a +3 adamantine shield with a solid crystal eye that pierces the shield high at the top. This allows a bearer to duck his head behind the shield but still see through the crystal eye. It has the power to reflect any rays back upon its caster including the rays from any beholder (the exception being the antimagic cone from the central eye). Any person who ducks his head behind the shield to see through the crystal eye is immune to any gaze attacks. The shield is polished and reflective enough to reflect any gaze attacks if such a creature is affected by its own gaze. Three times per day the bearer of the shield can call the Eye of Zahyra. This causes the Eye of Zahyra to glow blue as an indication that someone who has the shield wishes to communicate.

The Eye of Zahyra is a 6-inch-diameter globe of crystal set on a miniature crown of gold set with 21 tiny silver Zs as a base. When the globe is set on the silver Zs it acts as a crystal ball. When it is set on the crown of gold it is linked to the crystal eye of the Shield of Silvam and allows the user to see the scene in front of the shield so long as both are on the same plane. It also allows any divination or evocation spell of 7th-level or lower to be cast through the Eye of Zahyra and have its effects take place on the location of the Shield of Silvam. Healing spells of any level can also be cast through the Eye of Zahyra and have its effects take place on the bearer of the Shield of Silvam so long as the globe is set on the gold crown.


King’s Sword: This +2 short sword of speed is stamped in the hilt with the former seal of Tethyr’s royalty. It was used to prove Haedrak’s claim to the crown.


King’s Coronet: This crown made of interwoven bands of gold, silver and mithral containing a pattern of wave and winds with sea lions provides continual immunity to detect thoughts, discern lies, and any attempt to magically discern alignments as a ring of mind shielding and also provides a +4 enhancement to the wearer’s Wisdom.


King’s Crown: This ornate crown worn for state functions and enchanted by Elminster and Alustriel is made of alternating gold shields and swords. Four silver leaping sea lions support a large, sea-green beljuril gem with smaller emeralds dotting the band and eyes of the sea lions. This crown provides a continual mind blank, also it provides a +5 deflection bonus to armor class and a +5 resistance bonus to saving throws. The wearer is also under the effect of a continual freedom of movement spell and can discern lies at will. At will, the wearer of the crown can create a shield as the spell.


Monarch’s Scepter: This 3-foot rod of solid silver crafted by Elminster whose head is made in the likeness of roaring lion with eyes of diamons has all the characteristics of a rod of absorption with four exceptions. First there are no limits to the number of spell levels it can absorb. Second the energy absorbed from any spell cannot be used; the spell energy is lost. Third it highlights the caster whose spell was absorbed with faerie fire which tends to identify any hostile spellcasters. Last it can only function for Haedrak and two other individuals he chooses (Queen Zaranda and Vizera Perenda).


Sword of State: This is a flame tongue longsword whose hilt is made of solid gold and carved into the shape of a sea lion. The lion’s eyes and claws are rubies, and the teeth of the lion are diamond-encrusted mithral.




Edit: Gave the king the luck bonus to his AC due to the changes in Luck of Heroes feat in PGtF.
#225

green_giant_02

Mar 10, 2004 18:53:50
Here is the enigmatic Masked One from Aglarond. Enjoy.



The Masked One: Female Damaran Human Sor14/Rog9; CR 23; Medium-size Humanoid; HD 14d4+56 plus 9d6+36; hp 160; Init +1; Spd 30 ft.; AC 19 (touch 11, flat-footed 18); Base Atk +13; Grp +13; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge; AL CN; SV Fort +11, Ref +11, Will +15; Str 11, Dex 12, Con 18, Int 18, Wis 17, Cha 23
Skills and Feats: Bluff +29, Climb +5, Concentration +21 (+25 when casting defensively), Craft (alchemy) +14, Diplomacy +22, Disguise +11 (+13 acting), Gather Information +13, Hide +10, Jump +7, Knowledge (arcana) +21, Knowledge (history-Unapproachable East) +9, Knowledge (local-Aglarond) +14, Knowledge (nobility and royalty) +9, Knowledge (the planes) +9, Move Silently +10, Open Lock +9, Sense Motive +8, Sleight of Hand +8, Speak Language (common, aglarondan, draconic, elven, mulhorandi, sylvan), Spellcraft +23, Tumble +13; Combat Casting, Craft Wand, Craft Wondrous Item, Heighten Spell, Improved Counterspell, Scribe Scroll, Spell Focus (transmutation), Spell Penetration, Twin Spell
Special Qualities: Sneak attack +5d6, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge.
Sorcerer Spells Known (6/8/8/7/7/7/6/3; base DC = 16 + spell level; DC 17 + spell level with transmutation spells; caster level 14th): 0 – arcane mark, detect magic, flare, mage hand, open/close, prestidigitation, read magic, ray of frost, resistance; 1st – charm person, disguise self, magic missile, protection from law, shield; 2nd – detect thoughts, eagles’s splendor, invisibility, Melf’s acid arrow, resist energy; 3rd – displacement, fireball, fly, hold person; 4th – confusion, polymorph, scrying, shadow conjuration; 5th – baleful polymorph, cone of cold, teleport; 6th – antimagic field, disintegrate; 7th – limited wish.
Possessions: Bracers of armor +8, scarab of protection, periapt of proof against poison, wand of hold person (heightened, 4th level), wand of polymorph.
Height: 6’, Weight: 140 lbs., Hair: Black, Eyes: Blue
#226

The_Simbul_of_Aglarond

Mar 10, 2004 20:20:46
Yeah, that really irritated me that the designers simply pulled that class/level block out of their . Spellbound lists The Masked One as a Mage 24, but apparently having the word "Mask" in your name requires you to have Rogue levels in 3rd edition. The only thing that irritated me more was that all of the Simbul's apprentices listed in the Unnaproachable East apparently inherited their Queen's poor class/level design from the FRCS, i.e. having their caster levels split between Sorcerer and Wizard, which makes it rather inexplicable as to how they could even win a Caster Level check against the Spellpower-steroid Red Wizard prestige class.

Nevertheless, it was a good conversion on your part Green Giant.
#227

green_giant_02

Mar 10, 2004 23:05:47
@The Simbul, I don't really mind changes to the characters. Some of them were way overdue. As for the Masked One, perhaps she was originally meant to be a rogue/sorcerer except it would have been difficult using the rules in 2e.


Originally posted by ramblin_chimp2.0
goods stats for Aliisza, but i would make her Sor14 since she has used prismatic spray in the war of the spider queen

Was it a full use of prismatic spray or did she fire off one ray at a time? The reason I ask this is because there is a spell in Magic of Faerun called Prismatic Eye that fires one ray at a time and is one level lower than prismatic spray. This might mean a difference between keeping her at the same level and simply changing her highest-level spell known to prismatic eye or changing her to Sor14.




Another question I have is regarding the magic items I have been posting with some of the characters. Is anyone finding them useful? I know I have not been posting the price and requirements to create such items but thats because I'm weak in that area. If anyone would like to post the those stats I'll edit the items in question.

There is also another question in regard to magic items. Many of you have probably seen that I have been substituting mace of smiting for staff of striking for some of the characters and I am kind of wondering whether I should leave it at that or whether I should replace it with a homebrew staff of striking (unless there is an official version that I haven't found yet)? This is what I have so far:

Staff of Striking: This +3 quarterstaff is very useful for multiclass fighter/wizards or fighter/sorcerers or for arcane spellcasters that love to mix it up in melee. The staff has the following powers:
*True strike (1 charge)
*Bull’s strength (1 charge)
*Haste (2 charges)
The staff may also be used to smite an opponent. If 1 charge is expended (as a free action) the staff causes double damage (x3 on a critical hit) for 1 round. If 2 charges are expended (as a free action) the staff causes triple damage (x4 on a critical hit) for 1 round.



If anyone has a better staff of striking I would love to see it.
#228

zombiegleemax

Mar 11, 2004 8:43:10
*Leaps up and down and waves her arms in the air*

Hey people go look at the First Post Of This Thread!! The jolly green one and I have been busy , and we are building an index for this thread, which is in the first post.

Seriously we aren't just fishing for compliments, we want you to use this index to help you find the NPCs you need.
#229

zombiegleemax

Mar 11, 2004 15:26:02
A question on Kartak, why is he undead? I see no templates and he is human, just wondering.
#230

kuje31

Mar 11, 2004 15:32:08
Originally posted by DwelleroftheDeep
A question on Kartak, why is he undead? I see no templates and he is human, just wondering.

He's not human. Well he was but he's a lich..... Castle Sputzeer says as much....
#231

zombiegleemax

Mar 11, 2004 15:55:25
Ok I've started work on Azoun IV. Using alot of material for him that was posted in 2nd edition as guideline. Not making him alot of classes either, mainly just Fighter/Purple Dragon (though I'm considering throwing in some Aristocrate levels).

The main question I have is his stats. In all stats in 2nd edition he has 18 Str, Dex, and Con, even at ages they would have been reduced from age.

WOuld you smack him down for age? Or did he have something to help him in this regards? (I was considering bumping him up to a minor epic level and giving Extended Lifespan to help him with this)

Just want to get opinion before getting to far into this.
#232

gadodel

Mar 11, 2004 16:19:05
I was curious as to why the King of Tethyr didn't start out as an Aristocrat...

Perhaps: Aristocrat2/Wizard6...
#233

green_giant_02

Mar 11, 2004 17:01:13
Originally posted by Dawnspeaker
Ok I've started work on Azoun IV. Using alot of material for him that was posted in 2nd edition as guideline. Not making him alot of classes either, mainly just Fighter/Purple Dragon (though I'm considering throwing in some Aristocrate levels).

The main question I have is his stats. In all stats in 2nd edition he has 18 Str, Dex, and Con, even at ages they would have been reduced from age.

WOuld you smack him down for age? Or did he have something to help him in this regards? (I was considering bumping him up to a minor epic level and giving Extended Lifespan to help him with this)

You might want to give some thought in having Azoun IV have some levels in the Noble Adventurer of Cormyr PrC from Dragon Magazine #307 in addition to the Fighter levels and the Purple Dragon PrC.

As for the stats, used them as his base stats before he became old, then add the ability increases (most likely strength), then decrease his physical scores from age and increase his mental scores. You're going to have to be careful with Intelligence increases since you can't add skill points retroactively.




@Gadodel, you're going to have to take it up with the FR designers for that question.
#234

gadodel

Mar 11, 2004 17:09:23
Yeah. I was thinking aloud sorta speak. ;)

I agree with your assessment on Azoun.

I'd like to see his wife, the Queen written up too. Something about her has always intrigued me.
#235

kuje31

Mar 11, 2004 17:23:08
Originally posted by Gadodel
Yeah. I was thinking aloud sorta speak. ;)

I agree with your assessment on Azoun.

I'd like to see his wife, the Queen written up too. Something about her has always intrigued me.

According to Ed from Dragon Annual #5 she's a NG 3rd level fighter. Other then that, who knows.
#236

gadodel

Mar 11, 2004 17:58:37
Really?

I was thinking she would be a bit more dynamic!

Oh well.
#237

green_giant_02

Mar 11, 2004 18:13:23
Considering the level changes the Steel Regent underwent from Dragon Annual #5 to the FRCS, I wouldn't be surprised if the Dowager Queen gained some levels in the aristocrat class.
#238

gadodel

Mar 11, 2004 18:49:48
That would be nice. Too, it would be nice to see a little surprise. Like a level or two in Cleric or Rogue. Just to spice things up a bit.

Cleric: of someone that emphasizes loyalty.
Rogue: to show that she has a past and it involves espionage and intrigue.
#239

zombiegleemax

Mar 12, 2004 7:02:09
Good call. I was also thinking of doign some increase in Charisma since he is the King after all. I'll have to consider it.


Very good idea with the Noble Adventurer bit. I forgot about it completely. (I'm fixed on the Battle Priest and the Wizard one)

I'll get on this and do a few drafts to see what I get.
#240

zombiegleemax

Mar 12, 2004 7:38:31
could you please do Malchor Harpell and others from the company of crazed venturers
#241

green_giant_02

Mar 12, 2004 19:04:29
Originally posted by Dawnspeaker
Good call. I was also thinking of doign some increase in Charisma since he is the King after all. I'll have to consider it.


Very good idea with the Noble Adventurer bit. I forgot about it completely. (I'm fixed on the Battle Priest and the Wizard one)

I'll get on this and do a few drafts to see what I get.

You really don't have to worry much about increasing his Charisma since aging benefits will do that naturally unless you get an odd number which you'll probably do then a one point ability increase to Charisma will be OK.
#242

gadodel

Mar 13, 2004 18:49:38
I remember in the old, grey first edition boxed set for FR; they listed quite a few mercenary companies. I'd like to see your renditions on some of those folks. For nostalgia's sake.

:D
#243

green_giant_02

Mar 13, 2004 19:08:49
Here are a trio of heroes from Heroes' Lorebook. Enjoy.



Lady Lord Myrmeen Lhal: see Realms NPC Characters II


Shal Bal: Female Vassan Human Wiz15/Acm2; CR 17; Medium-size Humanoid; HD 17d4+34; hp 38; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +8; Grp +11; Atk +12 melee (1d6+4, +1 quarterstaff) or +13 melee (1d4+5/19-20, +2 dagger); Full Atk +12/+7 melee (1d6+4, +1 quarterstaff) or +13/+8 melee (1d4+5/19-20, +2 dagger); Face/Reach 5 ft./5 ft.; SQ Archmage high acana; AL NG; SV Fort +7, Ref +7, Will +15; Str 17, Dex 15, Con 14, Int 23, Wis 16, Cha 17
Skills and Feats: Concentration +22 (+26 when casting defensively), Craft (alchemy) +21, Decipher Script +16, Knowledge (arcana) +26, Knowledge (architecture and engineering) +11, Knowledge (history-the Moonsea) +16, Knowledge (local-Phlan) +16, Knowledge (religion) +16, Knowledge (the planes) +21, Profession (herbalist) +8, Ride (horse) +4, Search +11 (+13 with secret or hidden doors), Speak Language (common, damaran, chondathan, draconic, elven, giant, goblin, orc), Spellcraft +31, Survival +5; Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (transmutation), Spell Penetration
Special Qualities: Mastery of counterspelling, mastery of elements.
Wizard Spells Prepared (4/6/6/5/5/5/5/2/1/1; base DC = 16 + spell level; DC 17 + spell level with abjuration and transmutation spells; caster level 17th).
Possessions: +1 quarterstaff, +2 dagger, crystal ball, rod of wonder, cloth of many pockets (as belt of many pockets). Mother of Kern Militiades Desanea.
Height: 6+’, Weight: 200+ lbs., Hair: Red, Eyes: Green



Tarl Desanea: Male Damaran Human Clr13/Dis2 of Tyr; CR 15; Medium-size Humanoid; HD 15d8; hp 71; Init +2; Spd 20 ft.; AC 21 (touch 11, flat-footed 20); Base Atk +10; Grp +12; Atk +14 melee (1d8+2/x3, masterwork warhammer); Full Atk +14/+9 melee (1d8+2/x3, masterwork warhammer); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, divine emissary, sacred defense, arcane sight; AL LG; SV Fort +11, Ref +6, Will +17; Str 15, Dex 15, Con 11, Int 14, Wis 22, Cha 17
Skills and Feats: Concentration +15 (+19 when casting defensively), Diplomacy +7, Heal +16, Knowledge (history-the Moonsea) +7, Knowledge (religion) +17, Knowledge (the planes) +7, Profession (herbalist) +10, Speak Language (common, damaran, celestial, chondathan), Spellcraft +17; Blind-Fight, Blindsight 5-foot Radius, Combat Casting, Extra Turning, Improved Shield Bash, Purify Spell, Weapon Focus (warhammer)
Special Qualities: Aura of good (aura equals cleric level), turn undead as 13th-level cleric (+2 to turn checks) 10/day. Divine emissary, sacred defense +1. Arcane sight at will.
Cleric Spells Prepared (6/7+1/7+1/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 16 + spell level; caster level 15th).
*Domain spell. Deity: Tyr. Domains: Good (cast good spells at +1 caster level), Knowledge (cast divination spells at +1 caster level), Law (cast law spells at +1 caster level).
Possessions: Masterwork full plate, masterwork heavy steel shield, masterwork warhammer. Bronze holy symbol (Tyr) and a few potions of cure light wounds. Hammer of Tyr. Father of Kern Militiades Desanea.
Height: Unknown, Weight: Unknown, Hair: Silvery-white, Eyes: Blue


Hammer of Tyr: This +5 distance, holy, returning warhammer can absorb magic as a rod of absorption with no limit but without the ability to call upon the spell energy. The warhammer glows with a holy blaze and all undead within 100 feet suffer 2d6 points of damage per round to all creatures within range (similar to the ability of a helm of brilliance). It also functions as a phylactery of undead turning. Twice a day it can cast heal and once a day release a sunbeam (one beam only). Its special purpose is to destroy pools of darkness. If thrown into such a pool, the pool is destroyed but the hammer’s properties are suppressed for 24 hours. During that time any character can wield the hammer even evil ones (who use that time to hide the hammer).
#244

kuje31

Mar 13, 2004 19:31:48
Lhal is a Moonstar now, so i'd give her a Moonstar pin instead.
#245

zombiegleemax

Mar 13, 2004 22:51:56
Great to see posts on Shal and Tarl.... awesome job Green Giant!
#246

door-s_a_jar

Mar 15, 2004 18:58:05
Hey Green Giant. First time post here but I just had to compliment how well this thread is and how awesome the work you've been doing. Are you going to do anything with the Bloodstone Lands? Thanks for all your work!
#247

green_giant_02

Mar 16, 2004 18:03:05
Here are the surviving members of that august company. Enjoy.


Note: I have no idea what the full stats of the Company members are because all I had to go with was what I found in City of Splendors and Volo's Guide to the North and Waterdeep. If anybody has the full stats to them please say so and I will be happy to make any corrections.



Tolgar Anuvien: Male Tethyrian Human Clr16/Dis3 of Chauntea; CR 19; Medium-size Humanoid; HD 18d8+18; hp 102; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +14; Grp +17; Atk +20 melee (1d8+7, Chauntea’s Fire and Sword); Full Atk +20/+15/+10 melee (1d8+7, Chauntea’s Fire and Sword); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, divine emissary, imbue with spell ability, sacred defense; AL NG; SV Fort +14, Ref +7, Will +19; Str 16, Dex 12, Con 13, Int 16, Wis 23, Cha 16
Skills and Feats: Concentration +22 (+26 when casting defensively), Diplomacy +15, Heal +15, Knowledge (arcana) +10, Knowledge (history-the North) +10, Knowledge (nature) +10, Knowledge (religion) +24, Knowledge (the planes) +10, Profession (administrator) +13, Sense Motive +8, Speak Language (common, chondathan, celestial, elven, illuskan), Spellcraft +26, Survival +11 (+13 aboveground); Brew Potion, Combat Casting, Divine Cleansing, Extra Turning, Leadership, Negotiator, Purify Spell, Scribe Scroll
Special Qualities: Aura of good (aura equals cleric level), turn undead as 16th level cleric (+2 to turning checks) 10/day. Divine emissary, imbue with spell ability, sacred defense +1.
Cleric Spells Prepared (6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/3+1/3+1; base DC = 16 + spell level; caster level 19th).
*Domain spell. Deity: Chauntea. Domains: Good (cast good spells at +1 caster level), Plant (6/day rebuke or command plant creatures), Protection (1/day touched subject gains +18 resistance bonus on next saving throw, max. duration 1 hour).
Possessions: Twin rings of major spell storing, Chauntea’s Fire and Sword, potion of gaseous form, several potions of cure serious wounds. Leader of the Goldenfields.
Height: Unknown, Weight: Unknown, Hair: Gray, Eyes: Unknown

Chauntea’s Fire and Sword: This +3 heavy mace can release a fireball and a blade barrier once a day.



Dumal Erard: Male Tethyrian Human Mnk8/Clr3/Pal1 of Helm; CR 12; Medium-size Humanoid; HD 11d8+22 plus 1d10+2; hp 82; Init +1; Spd 50 ft.; AC 14 (touch 14, flat-footed 13); Base Atk +9; Grp +12; Atk +12 melee (1d10+3, unarmed strike); Full Atk +12/+7 melee (1d10+3, unarmed strike) or +11/+11/+6 melee (1d10+3, unarmed strike); Face/Reach 5 ft./5 ft.; SA Flurry of blows, smite evil, turn undead; SQ Still mind, ki strike, slow fall, purity of body, wholeness of body, aura of good, detect evil; AL LG; SV Fort +13, Ref +8, Will +11; Str 17, Dex 12, Con 14, Int 14, Wis 15, Cha 20
Skills and Feats: Climb +9, Concentration +13, Diplomacy +17, Heal +6, Hide +8, Jump +11, Knowledge (religion) +14, Listen +10, Move Silently +8, Ride (horse) +5, Sense Motive +3, Speak Language (common, chondathan, goblin, illuskan), Spot +10, Swim +9, Tumble +12; Alertness, Cleave, Deflect Arrows, Exotic Weapon Proficiency (bastard sword), Fists of Iron, Improved Trip, Leadership, Power Attack, Stunning Fist
Special Qualities: Flurry of blows, still mind (+2 on saves vs. enchantments), ki strike (magic), slow fall (40 ft.), purity of body (immune to disease), wholeness of body (16 hp). Aura of good (aura equals cleric and paladin level), turn undead as 3rd level cleric (+2 to turning checks) 8/day, detect evil at will, smite evil 3/day (+5 to attack, +1 to damage).
Cleric Spells Prepared (4/3+1/2+1; base DC = 12 + spell level; caster level 3rd).
*Domain spell. Deity: Helm. Domains: Law (cast law spells at +1 caster level), Protection (protective ward, touched subject gains +3 resistance bonus on next saving throw, maximum duration 1 hour).
Possessions: Unknown. Leader of Helm’s Hold.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Loene: Female Illuskan Human Ftr10; CR 10; Medium-size Humanoid; HD 10d10+10; hp 69; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +10; Grp +13; Atk +14 melee (1d4+4/19-20, +1 dagger); Full Atk +14/+9 melee (1d4+4/19-20, +1 dagger); Face/Reach 5 ft./5 ft.; AL CG; SV Fort +8, Ref +7, Will +4; Str 17, Dex 18, Con 12, Int 12, Wis 13, Cha 16
Skills and Feats: Balance +6, Climb +8, Handle Animal +8, Intimidate +8, Jump +10, Listen +3, Perform (dance) +5, Ride (horse) +17, Speak Language (common, chondathan, illuskan), Spot +3, Swim +8, Tumble +12; Acrobatic, Alertness, Cleave, Dodge, Great Cleave, Improved Critical (longsword), Mobility, Power Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Possessions: Ring of major spell storing, +1 dagger.
Height: Unknown, Weight: Unknown, Hair: Dark blonde, Eyes: Hazel



Malchor Harpell: see Realms NPC Characters II


Nain Keenwhister: Male Tethyrian Human Wiz16; CR 16; Medium-size Humanoid; HD 16d4-16; hp 25; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +8; Grp +8; Face/Reach 5 ft./5 ft; AL NG; SV Fort +4, Ref +8, Will +11; Str 11, Dex 16, Con 8, Int 23, Wis 12, Cha 15
Skills and Feats: Concentration +18 (+22 when casting defensively), Craft (alchemy) +16, Decipher Script +11, Knowledge (arcana) +25, Knowledge (architecture and engineering) +11, Knowledge (dungeoneering) +11, Knowledge (history-the North) +16, Knowledge (local-Waterdeep) +16, Knowledge (nobility and royalty) +16, Knowledge (the planes) +16, Profession (diplomat) +9, Profession (trader) +8, Speak Language (common, chondathan, draconic, dwarven, elven, giant, illuskan, orc), Spellcraft +27; Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Heighten Spell, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell, Widen Spell
Wizard Spells Prepared (4/6/6/5/5/5/4/3/2; base DC = 16 + spell level; caster level 16th).
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Chalk-white, Eyes: Black



Trunnian Regallis: Male Tethyrian Human Rog8/Dungeon Delver 4; CR 12; Medium-size Humanoid; HD 12d6+12; hp 56; Init +8; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +11; Grp +13; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge, danger sense, blindsight, stonecunning, reduce; AL CN; SV Fort +7, Ref +14, Will +5; Str 14, Dex 19, Con 13, Int 15, Wis 14, Cha 13
Skills and Feats: Appraise +7, Balance +11, Bluff +6, Climb +12 (+14 with rope), Craft (stonemasonry) +7, Decipher Script +7, Disable Device +12, Escape Artist +14 (+16 from ropes), Hide +9, Intimidate +6, Jump +13, Knowledge (local-Waterdeep) +7, Listen +10, Move Silently +9, Open Lock +14, Search +12, Sleight of Hand +16, Speak Language (elven, common, chondathan, illuskan, undercommon), Spot +10, Swim +11, Tumble +21, Use Magic Device +10 (+12 with scrolls), Use Rope +10 (+12 to bind); Alertness, Blind-Fight, Dodge, Improved Iniative, Mobility, Spring Attack
Special Qualities: Sneak attack +4d6, trapfinding, evasion, improved uncanny dodge, trap sense +2, uncanny dodge. Danger sense +2/+4, blindsight 20 ft. (10 minutes), stonecunning (+2 competence bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth), reduce 3/day.
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Savengriff: see Realms NPC Characters II



Edit: As you can see I've changed Dumal Erard considerably because in Savage Frontier he is listed as a monk, in Volo's Guide to the North he is listed as a cleric and in City of Splendors he is listed as a paladin. So I decided to multiclass him. Malchor Harpell also was changed, mostly in his stats from Hall of Heroes which I had forgotten listed his full stats. As for Savengriff remaining a Harper Mage instead of converting to Harper Agent, I prefer the Harper Mage over the Agent when it comes to wizards or sorcerers since it provides them with abilities suited for them than the agent which is better for bards and maybe rangers.

Re-Edit: Forgot that the new Education feat grants a +2 bonus to two Knowledge skills instead of +1. Savengriff has been updated.
#248

green_giant_02

Mar 16, 2004 18:15:53
Originally posted by Gadodel
I remember in the old, grey first edition boxed set for FR; they listed quite a few mercenary companies. I'd like to see your renditions on some of those folks. For nostalgia's sake.

I don't have that boxed set. Sorry. The only thing I have with mercenaries is Gold and Glory.




Originally posted by Door's A Jar
Hey Green Giant. First time post here but I just had to compliment how well this thread is and how awesome the work you've been doing. Are you going to do anything with the Bloodstone Lands? Thanks for all your work!

Thanks for the compliment. I don't know what I'm going to do with the Bloodstone Lands. Do that trio of adventures set in the Bloodstone area contain the full stats of the heroes? If they do I don't have them.
#249

zombiegleemax

Mar 17, 2004 7:07:40
Thanks green one. Great job as usual.

Does anyone know, is any of these guys somewhere in Silver Marches?
#250

gadodel

Mar 19, 2004 22:47:48
How I had envisioned two of The Realms' coolest heroes...

Mirt: Fighter 4/Ranger 4/Rogue 12

Durnan: Fighter 12/Ranger 4/Rogue 4

I see them as being the Fafhrd and Grey Mouser of the Realms...
#251

green_giant_02

Mar 20, 2004 17:47:25
Originally posted by Gadodel
How I had envisioned two of The Realms' coolest heroes...

Mirt: Fighter 4/Ranger 4/Rogue 12

Durnan: Fighter 12/Ranger 4/Rogue 4

I see them as being the Fafhrd and Grey Mouser of the Realms...

Although, I don't remember the Grey Mouser weighing as much as a horse. ;)



While waiting for Dawnspeaker to post his King Azoun IV, I'd thought I would post my version. Enjoy.


Note: He has the penalties and benefits of old age.

King Azoun Obarskyr IV: Male Chondathan Human Ftr12/Noble Adventurer 4/Purple Dragon 5; CR 21; Medium-size Humanoid; HD 17d10+34 plus 4d8+8; hp 158; Init +2; Spd 20 ft.; AC 31 (touch 14, flat-footed 30); Base Atk +21; Grp +25; Atk +32 melee (1d8+13/17-20, +5 vorpal longsword) or +31 melee (1d8+12/17-20, +4 defending longsword) or +29 melee (1d4+7/19-20, +4 alchemical silver dagger); Full Atk +32/+27/+22/+17 melee (1d8+5/17-20, +5 vorpal longsword) or +31/+26/+21/+16 melee (1d8+4/17-20, +4 defending longsword) or +29/+24/+19/+14 melee (1d4+3/19-20, +4 alchemical silver dagger); Face/Reach 5 ft./5 ft.; SA Fear; SQ Courtier, valiant, heroic shield, rallying cry, inspire courage, oath of wrath, final stand; AL LG; SV Fort +17, Ref +7, Will +11; Str 19, Dex 15, Con 15, Int 17, Wis 16, Cha 20
Skills and Feats: Bluff +7, Climb +8, Diplomacy +26, Handle Animal +15, Intimidate +15, Jump +8, Knowledge (history-Cormyr) +8, Knowledge (local-Cormyr) +8, Knowledge (nobility and royalty) +10, Listen +8, Perform (string instrument) +8, Profession (commander) +10, Ride (horse) +28, Sense Motive +13, Speak Language (common, chondathan, damaran, elven, goblin), Spot +8, Swim +2; Alertness, Cavalry Charger, Cleave, Great Cleave, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Shield Bash, Leadership, Mounted Combat, Negotiator, Power Attack, Ride-By-Attack, Saddleback, Spirited Charge, Trample, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Courtier, valiant. Heroic shield, rallying cry 3/day, inspire courage 2/day, fear (DC 20), oath of wrath, final stand.
Possessions: +5 full plate, +2 heavy steel shield, +5 vorpal longsword, +4 defending longsword, +4 alchemical silver dagger, bracers of armor +7, ring of protection +3, ring of freedom of movement. As ruler of Cormyr, King Azoun IV has access to many other equipment, both mundane and magical.
Height: 6’, Weight: Unknown, Hair: Brown streaked with gray, Eyes: Brown
#252

gadodel

Mar 20, 2004 18:14:01
Very nice version of Azoun.

Ah...yeah, I know Mirt and the Grey Mouser are different...physically...In spirit and theme was what I was getting at.

laffs.

Atleast you didn't say mule. Mirt doesn't like to be called that.

:D

Oh, I included Ranger levels to reflect their years out in the wilds, being dungeon crawlers and mercenary types.
#253

cord_de-beron

Mar 20, 2004 18:49:42
Green Dragon, how about making the "Knights of Myth Drannor"?
#254

wooly_rupert_dup

Mar 20, 2004 18:56:24
I believe Ed is actually working on some Knights of Myth Drannor novels. If he is, we'll likely see their stats updated when the books come out...
#255

gadodel

Mar 20, 2004 19:06:08
Yeah, that groups is cool.

For nostalgia's sake, I wouldn't mind seeing their stats too.
#256

zombiegleemax

Mar 22, 2004 13:07:43
Green Giant it would be cool if you did stats for the knights of Myth Drannor
#257

zombiegleemax

Mar 24, 2004 14:45:52
Green Giant - do you think you could check out the Larloch thread and chime in on a few things we are discussing - your advice and breakdowns would be much appreciated!

By the way, awesome write-ups!
#258

green_giant_02

Mar 25, 2004 2:31:37
My head's spinning but I managed to finish it. Here are the NPCs of the Bloodstone Lands. Enjoy.

Abordabe: Male Nar Human Ftr20/Kishi Charger 10; CR 30; Medium-size Humanoid; HD 30d10+30; hp 199; Init +8; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +25; Grp +29; Face/Reach 5 ft./5 ft.; SQ Ride bonus, deadly charge, burst of speed, one spirit, full mounted attack, dancing with the fortunes; AL LN; SV Fort +20, Ref +17, Will +15; Str 18, Dex 18, Con 13, Int 15, Wis 15, Cha 15
Skills and Feats: Climb +19, Diplomacy +9, Handle Animal +19, Intimidate +17, Jump +19, Knowledge (local-Narfell) +7, Listen +7, Profession (commander) +15, Ride (horse) +49, Sense Motive +12, Speak Language (common, damaran, orc, rashemi), Survival +14, Swim +19; Animal Affinity, Cleave, Combat Expertise, Great Cleave, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Improved Critical (scimitar), Improved Iniative, Improved Trip, Iron Will, Leadership, Legendary Rider, Lightning Reflexes, Mounted Archery, Mounted Combat, Power Attack, Ride-By Attack, Saddleback, Spirited Charge, Weapon Focus (lance), Weapon Focus (scimitar), Weapon Specialization (lance), Weapon Specialization (scimitar)
Special Qualities: Ride bonus +8, deadly charge 5/day, burst of speed, one spirit, full mounted attack, dancing with the fortunes.
Possessions: Unknown. Leader of the largest tribe in Narfell.
Height: 5’3”, Weight: 145 lbs., Hair: Unknown, Eyes: Unknown


Afrafa: Female Damaran Human Mnk11 of Ilmater; CR 11; Medium-size Humanoid; HD 11d8+11; hp 64; Init +4; Spd 60 ft.; AC 19 (touch 19, flat-footed 15); Base Atk +8; Grp +9; Atk +9 melee (1d10+1, unarmed strike); Full Atk +9/+4 melee (1d10+1, unarmed strike) or +9/+9/+9/+4 melee (1d10+1, unarmed strike); Face/Reach 5 ft./5 ft.; SA Greater flurry of blows; SQ Still mind, ki strike, slow fall, purity of body, wholeness of body, improved evasion, diamond body; AL LG; SV Fort +8, Ref +11, Will +10; Str 13, Dex 18, Con 12, Int 12, Wis 17, Cha 17
Skills and Feats: Balance +14, Climb +6, Concentration +6, Diplomacy +10, Escape Artist +17, Hide +9, Jump +10, Knowledge (religion) +7, Listen +8, Move Silently +9, Sense Motive +8, Speak Language (common, damaran, chondathan), Spot +8, Swim +6, Tumble +19; Acrobatic, Agile, Deflect Arrows, Dodge, Improved Disarm, Mobility, Spring Attack, Stunning Fist
Special Qualities: Greater flurry of blows, still mind (+2 on saves vs. enchantments), ki strike (magic, lawful), slow fall (50 ft.), purity of body (immune to disease), wholeness of body (22 hp), improved evasion, diamond body (immune to poisons).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Dark, Eyes: Unknown.


Bahooha Shortsleeves: Male Lightfoot Halfling Ftr3/Rog4; CR 7; Small-size Humanoid; HD 3d10+9 plus 4d6+12; hp 56; Init +4; Spd 20 ft.; AC 15 (touch 15, flat-footed 11); Base Atk +6; Grp +5; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Halfling traits, trapfinding, evasion, trap sense, uncanny dodge; AL LN; SV Fort +8, Ref +10, Will +3; Str 17, Dex 18, Con 16, Int 14, Wis 10, Cha 11
Skills and Feats: Climb +11, Disable Device +7, Hide +16, Jump +13, Listen +2, Move Silently +15, Open Lock +9, Ride (pony) +10, Search +7, Sleight of Hand +9, Speak Language (common, halfling, damaran, chondathan, gnome), Swim +9, Tumble +13; Dodge, Improved Iniative, Run, Stealthy, Weapon Focus (longsword)
Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Sneak attack +2d6, trapfinding, evasion, trap sense +1, uncanny dodge.
Possessions: Unknown. Traveling companion of Bistro Battenrooj.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Banak: Male Vassan Human Clr14 of Orcus/Thrall of Orcus 10; CR 24; Medium-size Humanoid; HD 24d8+24; hp 135; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +19; Grp +21; Atk +24 melee (1d8+5, rod of the viper); Full Atk +24/+19/+14/+9 melee (1d8+5, rod of the viper); Face/Reach 5 ft./5 ft.; SA Rebuke undead, touch of fear, death touch; SQ Aura of evil, carrion stench, demon wings, summon undead, pallor of death, summon nightwing; AL CE; SV Fort +17, Ref +9, Will +23; Str 14, Dex 12, Con 13, Int 12, Wis 24, Cha 13
Skills and Feats: Bluff +6, Concentration +21 (+25 when casting defensively), Craft (alchemy) +7, Diplomacy +8, Escape Artist +3, Heal +12, Hide +6, Intimidate +10, Knowledge (arcana) +6, Knowledge (religion) +21 (+25 when performing sacrifice), Knowledge (the planes) +11, Move Silently +6, Speak Language (common, damaran, abyssal), Spellcraft +20; Combat Casting, Craft Magic Arms and Armor, Craft Rod, Deformity (gaunt), Extra Turning, Improved Turning, Lichloved, Malign Spell Focus, Sacrificial Mastery, Scribe Scroll, Thrall to Demon, Tomb-Tainted Soul*, Weapon Focus (heavy mace)
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 15th-level cleric (+2 to rebuke checks) 8/day. Carrion stench (DC 21), touch of fear, demon wings, summon undead, pallor of death 1/day, death touch (DC 21), summon nightwing.
Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 17 + spell level; caster level 17th).
*Domain spell. Deity: Orcus. Domains: Evil (cast evil spells at +1 caster level), Undeath (Extra Turning feat).
Possessions: Rod of the viper
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

* Check Dungeon #109 pg. 36


Bistro Battenrooj: Male Rock Gnome Ftr4/Ill4; CR 8; Small-size Humanoid; HD 4d10+8 plus 4d4+8; hp 52; Init +3; Spd 20 ft.; AC 18 (touch 14, flat-footed 15); Base Atk +6; Grp +3; Face/Reach 5 ft./5 ft.; SQ Gnome Traits; AL NG; SV Fort +7, Ref +5, Will +5; Str 12, Dex 17, Con 14, Int 17, Wis 11, Cha 11
Skills and Feats: Climb +6, Concentration +7 (+11 when casting defensively), Craft (alchemy) +10, Escape Artist +8, Hide +7, Jump +8, Knowledge (arcana) +8, Listen +2, Speak Language (common, gnome, damaran), Spellcraft +10, Swim +6, Tumble +10; Combat Casting, Combat Expertise, Deflect Arrows, Improved Trip, Improved Unarmed Strike, Scribe Scroll, Spell Focus (illusion)
Special Qualities: Gnomish Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, weapon familiarity (treat gnome hooked hammers as martial weapons), +2 racial bonus on saving throws against illusions, +1 to DC on saves against illusions, low-light vision, +1 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins, and bugbears), +2 racial bonus on Listen checks, +4 dodge bonus against giants, +2 racial bonus on Craft (alchemy) checks, spell-like abilities – 1/day speak with animals (one minute duration with burrowing animals), dancing lights, ghost sound, prestidigitation.
Illusionist Spells Prepared (5/5/5/4; base DC = 13 + spell level, DC = 14 + spell level with illusion spells; prohibited schools – evocation and necromancy; arcane spell failure 10%; caster level 4th)
Possessions: Mithral shirt, belt of many pockets.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Cantoule: Male Damaran Human Mnk17 of Ilmater; CR 17; Medium-size Humanoid; HD 17d8+34; hp 114; Init +4; Spd 80 ft.; AC 22 (touch 22, flat-footed 18); Base Atk +12; Grp +16; Atk +17 melee (2d8+4, unarmed strike); Full Atk +17/+12/+7 melee (2d8+4, unarmed strike) or +17/+17/+17/+12/+7 melee (2d8+4, unarmed strike); Face/Reach 5 ft./5 ft.; SA Greater flurry of blows, quivering palm; SQ Still mind, ki strike, slow fall, purity of body, wholeness of body, improved evasion, diamond body, timeless body, tongue of the sun and moon; AL LG; SV Fort +12, Ref +14, Will +15; Str 18, Dex 19, Con 14, Int 15, Wis 20, Cha 17
Skills and Feats: Balance +16, Climb +12, Concentration +10, Diplomacy +13, Escape Artist +14, Hide +14, Jump +16, Knowledge (religion) +19, Listen +13, Move Silently +14, Sense Motive +13, Speak Language (common, damaran, chondathan, dwarven, giant), Spot +13, Swim +12, Tumble +23; Choke Hold, Deflect Arrows, Dodge, Fists of Iron, Flying Kick, Improved Grapple, Improved Trip, Power Attack, Stunning Fist, Weapon Focus (unarmed strike)
Special Qualities: Greater flurry of blows, still mind (+2 on saves vs. enchantments), ki strike (magic, lawful, adamantine), slow fall (80 ft.), purity of body (immune to disease), wholeness of body (34 hp), improved evasion, diamond body (immune to poisons), quivering palm (DC 23), timeless body (no penalties for aging), tongue of the sun and moon. Mighty works mastery I.
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Cat One-Eye: Female Damaran Human Rog11/Assassin 10; CR 21; Medium-size Humanoid; HD 21d6; hp 76; Init +10; Spd 30 ft.; AC 16 (touch 16, flat-footed 10); Base Atk +15; Grp +16; Face/Reach 5 ft./5 ft.; SA Sneak attack, death attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, poison use, improved uncanny dodge, save against poison, hide in plain sight; AL NE; SV Fort +6, Ref +20, Will +6; Str 13, Dex 23, Con 10, Int 16, Wis 11, Cha 13
Skills and Feats: Balance +18, Bluff +11, Climb +11, Craft (poisonmaking) +14, Craft (trapmaking) +14, Disable Device +13, Disguise +11 (+13 acting), Escape Artist +16, Gather Information +13, Hide +21, Intimidate +18, Jump +13, Knowledge (local-Damara) +13, Listen +10, Move Silently +21, Open Lock +16, Search +18, Sleight of Hand +23, Speak Language (common, damaran, chondathan, dwarven, goblin), Spot +10, Tumble +29, Use Magic Device +11; Arterial Strike, Close-Quarters Fighting, Dodge, Exotic Weapon Proficiency (garrotte), Flick of the Wrist, Improved Iniative, Mobility, Quick Draw, Spring Attack
Special Qualities: Sneak attack +11d6, trapfinding, evasion, trap sense +3, uncanny dodge, special ability (crippling strike). Death attack (DC 23), poison use, +5 save against poison, improved uncanny dodge, hide in plain sight.
Assassin Spells Known (4/4/4/3; base DC = 13 + spell level; caster level 10th): 1st – disguise self, feather fall, sleep, true strike; 2nd – alter self, cat’s grace, invisibility, spider climb; 3rd – false life, magic circle against good, misdirection, nondetection; 4th – dimension door, freedom of movement, locate creature, poison.
Possessions: Cat One-Eye’s patch.
Height: 4’6”, Weight: 85 lbs., Hair: Dark, Eyes: Brown

Cat One-Eye’s Patch: This magical eyepatch provides the wearer with complete silence centered on the wearer. It also has the power to hypnotize one person once a day.


Celedon Kierney: Male Half-Moon Elf Wiz5/Rog5/Arcane Trickster 3/Thief-Acrobat 5/Spymaster 7; CR 25; Medium Humanoid (Human); HD 8d4+8 plus 17d6+17; hp 106; Init +10; Spd 30 ft.; AC 18 (touch 18, flat-footed 12); Base Atk +13; Grp +14; Atk +23 melee (1d6+5/18-20, +4 defending rapier); Full Atk +23/+18 melee (1d6+5/18-20, +4 defending rapier); Face/Reach 5 ft./5 ft.; SA Sneak attack +6d6; SQ Half-elf traits, trapfinding, evasion, trap sense +1, uncanny dodge, ranged legerdemain 1/day, impromptu sneak attack 1/day, kip up, steady stance +5, agile fighting +2/+3, slow fall 30 ft., acrobatic charge, defensive roll 3/day, skill mastery, improved evasion, cover identity x3, undetectable alignment, quick change, scrying defense +7, magic aura, slippery mind, dispel scrying 8/day, deep cover; AL CG; SV Fort +7, Ref +23, Will +12; Str 13, Dex 22, Con 12, Int 20, Wis 12, Cha 16
Skills and Feats: Appraise +8 (+10 with alchemical items), Balance +16, Bluff +16, Climb +14 (+16 with rope), Concentration +12, Craft (alchemy) +10, Decipher Script +10, Diplomacy +15, Disable Device +15, Disguise +10 (+12 acting), Escape Artist +20 (+22 escaping ropes), Forgery +10, Gather Information +14, Hide +20, Jump +20, Knowledge (arcana) +15, Knowledge (local-Damara) +15, Knowledge (the planes) +10, Listen +7, Move Silently +20, Open Lock +18, Profession (gambler) +5, Search +18, Sense Motive +6, Sleight of Hand +20, Speak Language (common, damaran, elven, chondathan, draconic, dwarven, giant, orc), Spellcraft +18 (+20 to decipher scrolls), Spot +7 (+14 to notice scrying sensor), Tumble +30, Use Magic Device +10 (+14 with scrolls), Use Rope +11 (+13 to bind someone); Acrobatic, Combat Expertise, Craft Wondrous Item, Dodge, Improved Iniative, Mobility, Quick Draw, Scribe Scroll{B}, Skill Focus (Bluff), Spring Attack, Weapon Finesse
Special Qualities: Half-Elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on Diplomacy and Gather Information, elven blood. Sneak attack +6d6, trapfinding, evasion, trap sense +1, uncanny dodge. Ranged legerdemain 1/day, impromptu sneak attack 1/day. Kip up, steady stance +5, agile fighting +2/+3, slow fall 30 ft., acrobatic charge, defensive roll 3/day, skill mastery (Balance, Climb, Jump, and Tumble), improved evasion. Cover identity x3, undetectable alignment, quick change, scrying defense +7, magic aura, slippery mind, dispel scrying 8/day, deep cover
Wizard Spells Prepared (4/6/4/4/3; base DC = 15 + spell level; caster level 8th).
Possessions: +4 defending rapier, figurine of wondrous power (ebony fly). Leader of the Spysong.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: AC modified by agile fighting ability, as well as Dexterity.
Sources: The Bloodstone Lands (1E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Adventurer (3.5E).


Queen Christine Dragonbane: Female Damaran Human Ari3/Drd7 of Silvanus; CR 9; Medium-size Humanoid; HD 10d8; hp 48; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +7; Grp +7; Face/Reach 5 ft./5 ft.; SQ Animal companion, nature sense, resist nature’s lure, trackless step, wild empathy, wild shape, woodland stride; AL NG; SV Fort +6, Ref +3, Will +8; Str 11, Dex 13, Con 10, Int 15, Wis 16, Cha 18
Skills and Feats: Bluff +9, Concentration +7 (+11 when casting defensively), Diplomacy +20, Handle Animal +9, Heal +10, Knowledge (nature) +11, Knowledge (nobility and royalty) +7, Listen +8, Ride (horse) +13, Sense Motive +10, Speak Language (common, damaran, chondathan, sylvan), Spellcraft +9, Spot +8, Survival +15 (+17 abovground), Swim +5; Combat Casting, Leadership, Mounted Combat, Natural Spell, Negotiator
Special Qualities: Animal companion, nature sense, resist nature’s lure, trackless step, wild empathy +13, wild shape 3/day, woodland stride
Druid Spells Prepared (6/5/4/3/1; base DC = 13 + spell level; caster level 7th).
Possessions: Wooden holy symbol (Silvanus). As queen of Damara, Christine has access to many more items, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Baron Dimian Ree of Morov: Male Damaran Human Ari6/Rog6; CR 11; Medium-size Humanoid; HD 6d8+6 plus 6d6+6; hp 63; Init +7; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +8; Grp +10; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge; AL CN; SV Fort +5, Ref +10, Will +7; Str 14, Dex 16, Con 12, Int 16, Wis 10, Cha 18
Skills and Feats: Appraise +9, Bluff +18, Climb +8, Diplomacy +18, Disable Device +9, Disguise +10 (+12 acting), Hide +15, Intimidate +14, Jump +10, Knowledge (local-Damara) +9, Knowledge (nobility and royalty) +9, Move Silently +15, Open Lock +9, Profession (courtier) +6, Ride (horse) +9, Search +9, Sense Motive +8, Sleight of Hand +11, Speak Language (common, damaran, chondathan, giant, goblin), Swim +8, Tumble +17; Cleave, Improved Iniative, Mounted Combat, Negotiator, Persuasive, Power Attack
Special Qualities: Sneak attack +3d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Duke Dormythyrr of Brandiar: Male Damaran Human War6; CR 5; Medium-size Humanoid; HD 6d8+6; hp 36; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +6; Grp +10; Face/Reach 5 ft./5 ft.; AL LG; SV Fort +3, Ref +3, Will +7; Str 18, Dex 13, Con 12, Int 12, Wis 14, Cha 16
Skills and Feats: Climb +10, Handle Animal +8, Jump +10, Profession (farmer) +6, Ride (horse) +8, Speak Language (common, damaran, chondathan), Swim +10; Cleave, Mounted Combat, Power Attack, Weapon Focus (longsword)
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Emelyn the Gray: Male Damaran Human Wiz17/Acm4; CR 21; Medium-size Humanoid; HD 21d4-21; hp 33; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +10; Grp +9; Face/Reach 5 ft./5 ft.; SQ Archmage high acana; AL LG; SV Fort +5, Ref +6, Will +15; Str 8, Dex 10, Con 9, Int 26, Wis 15, Cha 15
Skills and Feats: Concentration +23 (+27 when casting defensively), Craft (alchemy) +26, Decipher Script +18, Knowledge (arcana) +32, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +18, Knowledge (geography) +18, Knowledge (history-the Cold Lands) +18, Knowledge (local-Damara) +18, Knowledge (nature) +18, Knowledge (nobility and royalty) +18, Knowledge (religion) +18, Knowledge (the planes) +18, Profession (scribe) +12, Search +13 (+15 with secret or hidden doors), Speak Language (common, damaran, chondathan, draconic, dwarven, elven, giant, gnome, goblin, thorass), Spellcraft +37; Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Heighten Spell, Improved Spell Capacity, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (transmutation), Spell Penetration, Still Spell
Special Qualities: Arcane fire (560 ft., 4d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping.
Wizard Spells Prepared (4/6/6/6/6/5/4/4/4/3/1; base DC = 18 + spell level; DC 19 + spell level with abjuration and transmutation spells; caster level 21st).
Possessions: Staff of the magi. Leader of the Twilight Riders.
Height: Unknown, Weight: Unknown, Hair: Gray, Eyes: Unknown


Friar Dugal: Male Damaran Human Clr20/Hie2 of Ilmater; CR 22; Medium-size Humanoid; HD 22d8+44; hp 146; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +15; Grp +16; Atk +18 melee (1d8+3, +2 heavy mace of disruption); Full Atk +18/+13/+8 melee (1d8+3, +2 heavy mace of disruption); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, Hierophant abilities; AL LG; SV Fort +17, Ref +7, Will +21; Str 13, Dex 10, Con 14, Int 14, Wis 23, Cha 15
Skills and Feats: Concentration +27 (+31 when casting defensively), Craft (alchemy) +12, Diplomacy +12, Heal +16, Knowledge (arcana) +7, Knowledge (history-the Cold Lands) +7, Knowledge (religion) +27, Knowledge (the planes) +12, Speak Language (common, damaran, celestial, chondathan), Spellcraft +29; Brew Potion, Combat Casting, Divine Cleansing, Divine Resistance, Extra Turning, Improved Unarmed Strike, Purify Spell, Scribe Scroll, Spell Focus (good)
Special Qualities: Aura of good (aura equals cleric level), turn undead as 20th-level cleric (+4 to turn checks) 9/day. Faith healing, mastery of energy
Cleric Spells Prepared (6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/4+1/4+1; base DC = 16 + spell level; caster level 20th).
*Domain spell. Deity: Ilmater. Domains: Good (cast good spells at +1 caster level), Healing (cast healing spells at +1 caster level).
Possessions: +2 heavy mace of disruption
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


King Gareth Dragonsbane: Male Damaran Human Pal20/Clr5 of Ilmater; CR 25; Medium-size Humanoid; HD 20d10+60 plus 5d8+15; hp 212; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +23; Grp +28; Atk +34 melee (1d8+10/19-20, Crusader); Full Atk +34/+29/+24/+19 melee (1d8+10/19-20, Crusader); Face/Reach 5 ft./5 ft.; SA Smite evil, turn undead; SQ Aura of good, detect evil, divine grace, lay on hands, aura of courage, divine health, special mount, remove disease; AL LG; SV Fort +22, Ref +13, Will +15; Str 21, Dex 11, Con 17, Int 14, Wis 15, Cha 21
Skills and Feats: Concentration +28, Diplomacy +24, Handle Animal +15, Heal +12, Knowledge (nobility and royalty) +12, Knowledge (religion) +27, Knowledge (the planes) +7, Profession (commander) +12, Ride (horse) +22, Sense Motive +12, Speak Language (common, damaran, celestial, dwarven); Dragonbane, Dragonfoe, Holy Radiance, Leadership, Mounted Combat, Nimbus of Light, Power Attack, Ride-By-Attack, Spirited Charge, Weapon Focus (longsword).
Special Qualities: Aura of good (aura equals paladin and cleric level), detect evil at will, smite evil 5/day (+5 to attack, +20 to damage), divine grace (Cha bonus to saving throws), lay on hands (cure 100 hp a day), divine health (immune to all diseases including mummy rot and lycanthropy), aura of courage (immune to fear, allies within 10 ft. gain a +4 morale bonus to saving throws against fear effects), turn undead as 22nd level cleric (+4 to turn checks) 8/day, remove disease 5/week.
Paladin Spells Prepared (4/4/3/3; base DC = 12 + spell level; caster level 10th).
Cleric Spells Prepared (5/4+1/3+1/1+1; base DC = 12 + spell level; caster level 5th).
*Domain spell. Deity: Ilmater. Domains: Good (cast good spells at +1 caster level), Strength (+5 enhancement bonus to Str for 1 round).
Possessions: Crusader, Silver holy symbol (Ilmater). As king of Damara, Gareth has access to many more items, both mundane and magical. Paladin warhorse (Glendan).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Crusader: holy avenger; AL LG; Int 10, Wis 18, Cha 18; Speech, telepathy, 120 ft. darkvision, blindsense, and hearing; Ego Score 30.
Lesser Powers: Bull’s strength 1/day, charm person 1/day, Item has 10 ranks in Knowledge (the planes) (total modifier +10).
Greater Powers: Heal 1/day.
Special Purpose: Defeat/slay evil outsiders
Dedicated Power: Disintegrate.


Garumbelly “Grumble” Hillsafar: Male Shield Dwarf Ftr7; CR 12; Medium-size Humanoid; HD 7d10+28; hp 71; Init +0; Spd 20 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +7; Grp +11; Face/Reach 5 ft./5 ft.; SQ Dwarf traits; AL LG; SV Fort +9, Ref +2, Will +4; Str 19, Dex 10, Con 18, Int 12, Wis 14, Cha 10
Skills and Feats: Climb +9, Craft (blacksmithing) +8, Intimidate +5, Jump +9, Ride (pony) +5, Speak Language (dwarven, common, shaaran, sylvan), Swim +9; Blind-Fight, Cleave, Great Cleave, Improved Sunder, Power Attack, Weapon Focus (dwarven), Weapon Specialization (dwarven waraxe)
Special Qualities: Dwarven Traits: 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against goblinoids and orcs; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal.
Possessions: Unknown. Leader of Clan Hillsafar.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Hedweck: Male Damaran Human Brb14; CR 14; Medium-size Humanoid; HD 14d12+56; hp 152; Init +4; Spd 30 ft.; AC 22 (touch 14, flat-footed 18); Base Atk +14; Grp +19; Atk +23 melee (1d10+10/x3, Bonecrusher); Full Atk +23/+18/+13 melee (1d10+10/x3, Bonecrusher); Face/Reach 5 ft./5 ft.; SA Greater rage; SQ Fast movement, uncanny dodge, trap sense, improved uncanny dodge, DR 3/-, indomitable will; AL CG; SV Fort +13, Ref +8, Will +5; Str 21, Dex 18, Con 18, Int 11, Wis 12, Cha 11
Skills and Feats: Climb +13, Craft (weaponsmithing) +5, Handle Animal +10, Intimidate +10, Jump +13, Listen +11, Ride (horse) +16, Speak Language (common, damaran), Survival +11, Swim +11; Exotic Weapon Proficiency (maul), Extra Rage, Intimidating Rage, Jotunbrud, Power Attack, Weapon Focus (maul)
Special Qualities: Greater rage 6/day, fast movement, uncanny dodge, trap sense +4, improved uncanny dodge, damage reduction 3/-, indomitable will, illiterate.
Possessions: Bonecrusher (+3 maul), Hide of the White Worm (+4 hide of greater cold resistance).
Height: 6’5”, Weight: 250 lbs., Hair: Unknown, Eyes: Unknown


Hobart Bracegirdle: Male Lightfoot Halfling Ftr5/Halfling Outrider 1; CR 6; Small-size Humanoid; HD 6d10 plus 1d8; hp 42; Init +2; Spd 20 ft.; AC 17 (touch 17, flat-footed 15); Base Atk +7; Grp +7; Atk +13 melee (1d4+6/19-20, +4 defending short sword); Full Atk +13/+8 melee (1d4+6/19-20, +4 defending short sword); Face/Reach 5 ft./5 ft.; SQ Halfling traits, AC bonus, mount, ride bonus; AL LG; SV Fort +5, Ref +6, Will +3; Str 18, Dex 15, Con 10, Int 12, Wis 12, Cha 17
Skills and Feats: Climb +6, Handle Animal +10, Hide +6, Jump +6, Listen +8, Move Silently +4, Ride (warpig) +16, Speak Language (common, halfling, damaran, chondathan), Spot +8, Survival +4; Alertness, Animal Affinity, Mounted Archery, Mounted Combat, Ride-By Attack, Weapon Focus (short sword), Weapon Specialization (short sword)
Special Qualities: Halfling (strongheart) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. AC bonus when mounted, mount, ride bonus.
Possessions: +4 defending short sword, gauntlets of ogre power.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Horse: Male Nar Human Rgr8 of Talona/Rog8; CR 16; Medium-size Humanoid; HD 8d8+24 plus 8d6+24; hp 115; Init +5; Spd 30 ft.; AC 19 (touch 15, flat-footed 14); Base Atk +14; Grp +16; Atk +19 melee (1d6+3 plus poison/19-20/x3, masterwork handaxe) or +20 ranged (1d8+3 plus poison/x3, masterwork spear); Full Atk +17/+12/+7 melee (1d8+3 plus poison/19-20/x3, masterwork handaxe) and +17/+12 melee (1d8+1 plus poison/19-20/x3, masterwork handaxe) or +20 ranged (1d8+3 plus poison/x3, masterwork spear); Face/Reach 5 ft./5 ft.; SA Favored enemy (human, animal), sneak attack; SQ Wild empathy, animal companion, woodland stride, swift tracker, trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge; AL NE; SV Fort +11, Ref +17, Will +5; Str 16, Dex 20, Con 16, Int 12, Wis 12, Cha 8
Skills and Feats: Bluff +7, Climb +11, Craft (poisonmaking) +9, Heal +9, Handle Animal +7, Hide +19, Intimidate +9, Jump +13, Knowledge (geography) +6, Knowledge (local-Narfell) +6, Knowledge (nature) +6, Listen +9, Move Silently +19, Ride (horse) +15, Search +9, Sleight of Hand +12, Speak Language (common, damaran, rashemi), Spot +9, Survival +15 (+17 to avoid getting lost, aboveground, follow tracks), Swim +11, Tumble +15; Endurance, Favored Power Attack, Improved Critical (handaxe), Improved Two-Weapon Fighting, Power Attack, Resist Poison, Saddleback, Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (hand axe)
Special Qualities: Wild empathy +9, favored enemy (human +4, animal +2), animal companion, woodland stride, swift tracker, evasion. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge, improved uncanny dodge.
Ranger Spells Prepared (2; base DC = 11 + spell level; caster level 4th).
Possessions: Masterwork studded leather, 2 masterwork handaxes, masterwork spear, medium spider venom.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Kane: Male Damaran Human Mnk20 of Ilmater; CR 20; Medium-size Outsider (Extraplanar); HD 20d8+40; hp 133; Init +5; Spd 90 ft.; AC 22 (touch 22, flat-footed 18); Base Atk +15; Grp +17; Atk +17 melee (2d10+2, unarmed strike); Full Atk +17/+12/+7 melee (2d10+2, unarmed strike) or +17/+17/+17/+12/+7 melee (2d10+2, unarmed strike); Face/Reach 5 ft./5 ft.; SA Greater flurry of blows, quivering palm; SQ Still mind, ki strike, slow fall, purity of body, wholeness of body, improved evasion, diamond body, timeless body, tongue of the sun and moon, empty body, perfect self; AL LG; SV Fort +14, Ref +17, Will +17; Str 15, Dex 20, Con 15, Int 15, Wis 17, Cha 15
Skills and Feats: Balance +17, Climb +12, Concentration +12, Diplomacy +14, Escape Artist +15, Hide +20, Jump +19, Knowledge (religion) +23, Listen +10, Move Silently +20, Sense Motive +13, Speak Language (common, damaran, chondathan, giant, goblin), Spot +10, Swim +12, Tumble +22; Choke Hold, Deflect Arrows, Earth’s Embrace, Falling Star Strike, Fists of Iron, Freezing the Lifeblood, Improved Grapple, Improved Trip, Iron Will, Ki Shout, Stunning Fist, Weapon Focus (quarterstaff)
Special Qualities: Greater flurry of blows, still mind (+2 on saves vs. enchantments), ki strike (magic, lawful, adamantine), slow fall (90 ft.), purity of body (immune to disease), wholeness of body (40 hp), improved evasion, diamond body (immune to poisons), quivering palm (DC 23), timeless body (no penalties for aging), tongue of the sun and moon, empty body, perfect self (outsider traits, DR 10/magic). Mighty works mastery I. Mighty works mastery II. Meditation of war mastery.
Possessions: Masterwork quarterstaff, carpet of flying. Member of Spysong.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Knellict: Male Vassan Human Wiz15/Asn4; CR 19; Medium-size Humanoid; HD 15d4+15 plus 4d6+4; hp 72; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +10; Grp +10; Face/Reach 5 ft./5 ft.; SA Sneak attack, death attack; SQ Poison use, save against poison, uncanny dodge; AL LE; SV Fort +7, Ref +12, Will +11; Str 10, Dex 17, Con 13, Int 22, Wis 13, Cha 16
Skills and Feats: Bluff +8, Concentration +19 (+23 when casting defensively), Craft (alchemy) +16, Decipher Script +11, Disguise +7 (+9 acting), Hide +15, Intimidate +10, Knowledge (arcana) +24, Knowledge (architecture and engineering) +11, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (history-the Cold Lands) +11, Knowledge (local-Vassa) +11, Knowledge (nature) +11, Knowledge (nobility and royalty) +11, Knowledge (religion) +11, Knowledge (the planes) +16, Move Silently +15, Profession (apothecary) +6, Speak Language (common, damaran, abyssal, draconic, giant, goblin, orc, thorass), Spellcraft +26; Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Malign Spell Focus, Quicken Spell, Scribe Scroll, Silent Spell, Stealthy, Spell Focus (necromancy), Spell Penetration, Still Spell
Special Qualities: Sneak attack +2d6, death attack (DC 18), poison use, +2 save against poison, uncanny dodge.
Wizard Spells Prepared (4/6/6/5/5/5/4/2/1; base DC = 16 + spell level; 17 + spell level with necromancy; caster level 15th).
Assassin Spells Known (5/3; base DC = 16 + spell level; caster level 4th): 1st – disguise self, feather fall, obscuring mist, sleep; 2nd – darkness, fox’s cunning, invisibility.
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Kyrlraun: Male Damaran Human Pal10 of Ilmater/Knight Protector 10; CR 20; Medium-size Humanoid; HD 20d10+20; hp 134; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +20; Grp +25; Face/Reach 5 ft./5 ft.; SA Smite evil, turn undead; SQ Aura of good, detect evil, divine grace, lay on hands, aura of courage, divine health, special mount, remove disease, defensive strike, shining beacon, best effort, supreme cleave, no mercy, retributive strike; AL LG; SV Fort +16, Ref +12, Will +20; Str 20, Dex 12, Con 12, Int 12, Wis 17, Cha 20
Skills and Feats: Concentration +11, Diplomacy +26, Handle Animal +10, Heal +10, Knowledge (nobility and royalty) +16, Knowledge (religion) +11, Profession (commander) +8, Ride (horse) +18, Sense Motive +10, Speak Language (common, damaran, chondathan), Spot +8; Cleave, Divine Might, Great Cleave, Iron Will, Leadership, Mounted Combat, Negotiator, Power Attack, Ride-By Attack
Special Qualities: Aura of good (aura equals paladin level), detect evil at will, smite evil 3/day (+5 to attack, +10 to damage), divine grace (Cha bonus to saving throws), lay on hands (cure 50 hp a day), divine health (immune to all diseases including mummy rot and lycanthropy), aura of courage (immune to fear, allies within 10 ft. gain a +4 morale bonus to saving throws against fear effects), turn undead as 7th level cleric (+2 to turn checks) 8/day, remove disease 2/week. Defensive stance +5, shining beacon, best effort +4, supreme cleave, no mercy 2, retributive strike 5/day (+5 to attack, +10 to damage).
Paladin Spells Prepared (2/2; base DC = 13 + spell level; caster level 5th).
Possessions: Unknown. As leader of the Lords of Imphras II, Kyrlraun has access to many items, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Marco Wildfeet: Male Damaran Human Rgr8 of Mielikki; CR 8; Medium-size Humanoid; HD 8d8+16; hp 55; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +8; Grp +12; Face/Reach 5 ft./5 ft.; SA Favored enemy (goblinoid, undead); SQ Wild empathy, animal companion, woodland stride, swift tracker; AL LG; SV Fort +8, Ref +7, Will +5; Str 18, Dex 13, Con 14, Int 11, Wis 16, Cha 12
Skills and Feats: Climb +10, Heal +8, Handle Animal +6, Hide +8, Jump +10, Knowledge (geography) +5, Knowledge (nature) +5, Listen +5, Move Silently +8, Ride (horse) +11, Search +5, Speak Language (common, damaran), Spot +5, Survival +11 (+13 to avoid getting lost, aboveground, follow tracks), Swim +10; Dodge, Endurance, Manyshot, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run, Track
Special Qualities: Wild empathy +11, favored enemy (goblinoid +4, undead +2), animal companion, woodland stride, swift tracker.
Ranger Spells Prepared (2; base DC = 13 + spell level; caster level 4th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Mariabronne the Rover: Male Damaran Human Rgr14 of Mielikki; CR 8; Medium-size Humanoid; HD 14d8+56; hp 116; Init +5; Spd 30 ft.; AC 15 (touch 15, flat-footed 10); Base Atk +14; Grp +16; Face/Reach 5 ft./5 ft.; SA Favored enemy (goblinoid, dragon, evil outsider); SQ Wild empathy, animal companion, woodland stride, swift tracker, evasion, camouflage; AL CG; SV Fort +13, Ref +14, Will +6; Str 14, Dex 20, Con 18, Int 12, Wis 15, Cha 10
Skills and Feats: Climb +9, Heal +9, Handle Animal +7, Hide +20, Jump +9, Knowledge (geography) +8, Knowledge (nature) +8, Listen +9, Move Silently +20, Profession (guide) +9, Ride (horse) +21, Search +8, Speak Language (common, damaran, chondathan), Spot +9, Survival +17 (+19 to avoid getting lost, aboveground, follow tracks), Swim +9; Combat Reflexes, Dodge, Endurance, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Mobility, Run, Spring Attack, Track, Two-Weapon Defense, Two-Weapon Fighting
Special Qualities: Wild empathy +16, favored enemy (goblinoid +4, dragon +4, evil outsider +2), animal companion, woodland stride, swift tracker, evasion, camouflage.
Ranger Spells Prepared (3/2/1; base DC = 13 + spell level; caster level 7th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Commander Mykros: Male Damaran Human Ftr10; CR 10; Medium-size Humanoid; HD 10d10+30; hp 89; Init +5; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +10; Grp +15; Face/Reach 5 ft./5 ft.; AL LG; SV Fort +10, Ref +4, Will +3; Str 20, Dex 13, Con 16, Int 11, Wis 11, Cha 10
Skills and Feats: Climb +10, Handle Animal +5, Intimidate +5, Jump +10, Profession (commander) +7, Ride (horse) +9, Speak Language (chondathan, common, illuskan), Swim +10; Cleave, Exotic Weapon Proficiency (bastard sword), Great Cleave, Improved Critical (bastard sword), Improved Iniative, Leadership, Mounted Combat, Power Attack, Skill Focus (Profession [commander]), Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Myrddin Viligoth: Male Mulan Human Cjr10/ex-Red Wizard 4; CR 14; Medium-size Humanoid; HD 14d4+14; hp 50; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +7; Grp +7; Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power; AL CG; SV Fort +5, Ref +5, Will +13; Str 11, Dex 12, Con 12, Int 21, Wis 14, Cha 10
Skills and Feats: Bluff +5, Concentration +18 (+22 when casting defensively), Craft (alchemy) +15, Decipher Script +10, Knowledge (arcana) +22, Knowledge (architecture and engineering) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (history-Unapproachable East) +10, Knowledge (local-Thay) +10, Knowledge (nature) +10, Knowledge (nobility and royalty) +10, Knowledge (religion) +10, Knowledge (the planes) +15, Profession (scribe) +7, Speak Language (common, mulhorandi, chondathan, damaran, draconic, rashemi, thorass), Spellcraft +24; Augment Summoning, Combat Casting, Craft Wondrous Item, Extend Spell, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Spell Penetration, Tattoo Focus
Special Qualities: Specialist defense +2 (saving throw bonus vs. conjuration), spell power +2 (bonus to caster level checks).
Wizard Spells Prepared (5/7/6/6/6/5/4/3; base DC = 15 + spell level; DC 16 + spell level with conjuration spells; barred schools - evocation, illusion, necromancy; caster level 14th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Bald, Eyes: Unknown


Duke Olwen Forrest-friend of Soravia: Male Damaran Human Rgr16/Chm5 of Mielikki; CR 21; Medium-size Humanoid; HD 16d8+32 plus 5d10+10; hp 145; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +21; Grp +27; Atk +28 ranged (1d8+5/x3; longbow of the forest) or +20 ranged (4d8+20/x3; longbow of the forest with Manyshot); Full Atk +28/+23/+18/+13 ranged (1d8+5/x3; longbow of the forest) or +26/+26/+21/+16/+11 melee (1d8+5/x3; longbow of the forest with Rapid Shot); Face/Reach 5 ft./5 ft.; SA Favored enemy (giant, dragon, evil outsider, undead), smite infidel; SQ Wild empathy, animal companion, woodland stride, swift tracker, evasion, camouflage, lay on hands, sacred defense, divine wrath; AL LG; SV Fort +16, Ref +18, Will +8; Str 22, Dex 18, Con 15, Int 13, Wis 14, Cha 13
Skills and Feats: Climb +14, Craft (bowmaking) +10, Heal +10, Handle Animal +9, Hide +25, Jump +14, Knowledge (geography) +9, Knowledge (nature) +9, Knowledge (religion) +9, Listen +10, Move Silently +20, Profession (hunter) +10, Ride (horse) +22, Search +9, Speak Language (common, damaran, chondathan), Spot +10, Survival +18 (+20 to avoid getting lost, aboveground, follow tracks), Swim +14; Craft Magic Arms and Armor, Dodge, Endurance, Far Shot, Improved Precise Shot, Manyshot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Spring Attack, Track, Weapon Focus (scimitar)
Special Qualities: Wild empathy +19, favored enemy (giant +4, dragon +4, evil outsider +4, undead +2), animal companion, woodland stride, swift tracker, evasion, camouflage. Lay on hands (5 hp), sacred defense +2, smite infidel (+1 to attack, +5 to damage), divine wrath.
Ranger Spells Prepared (3/3/1/1; base DC = 12 + spell level; caster level 8th).
Possessions: Cloak of elvenkind, boots of speed, longbow of the forest (+3 distance composite [+2] longbow).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Quillan the Sage: Male Damaran Human Exp8; CR 7; Medium-size Humanoid; HD 8d6; hp 40; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +6; Grp +5; Face/Reach 5 ft./5 ft.; AL N; SV Fort +2, Ref +2, Will +8; Str 8, Dex 10, Con 10, Int 21, Wis 15, Cha 15
Skills and Feats: Diplomacy +16, Craft (bookbinding) +13, Craft (calligraphy) +13, Knowledge (geography) +16, Knowledge (history-Damara) +16, Knowledge (local-Damara) +16, Knowledge (nature) +19, Knowledge (nobility and royalty) +16, Profession (herbalist) +16, Profession (sage) +13, Profession (scribe) +9, Sense Motive +12, Speak Language (common, damaran, chondathan, dwarven, gnome, thorass, sylvan); Negotiator, Skill Focus (Knowledge [nature]), Skill Focus (Profession [herbalist]), Toughness
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Riordan Parnell: Male Half-Moon Elf Ftr4/Rog5/Brd12; CR 21; Medium-size Humanoid; HD 4d10 plus 17d6; hp 10; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +16; Grp +17; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Half-elf traits, trapfinding, evasion, trap sense, uncanny dodge, bardic knowledge, bardic music; AL CG; SV Fort +8, Ref +16, Will +9; Str 12, Dex 18, Con 11, Int 14, Wis 11, Cha 19
Skills and Feats: Appraise +7, Balance +9, Bluff +12, Climb +9, Concentration +12, Decipher Script +7, Diplomacy +20, Disable Device +7, Disguise +12 (+14 acting), Escape Artist +9, Forgery +7, Gather Information +18, Hide +12, Jump +11, Knowledge (arcana) +7, Knowledge (history-the Cold Lands) +10, Knowledge (local-Damara) +10, Listen +5, Move Silently +12, Open Lock +9, Perform (sing) +19, Perform (string instrument) +14, Ride (horse) +9, Search +7, Sense Motive +5, Sleight of Hand +11, Speak Language (common, damaran, elven, chondathan, dwarven), Spellcraft +12 (+14 to decipher scrolls), Spot +5, Tumble +14, Use Magic Device +12 (+16 with scrolls); Disguise Spell, Dodge, Green Ear, Mobility, Scribe Scroll, Spring Attack, Subsonics, Trustworthy, Weapon Finesse
Special Qualities: Half-Elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on Diplomacy and Gather Information, elven blood. Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge. Bardic knowledge +16, bardic music 12/day (countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness, song of freedom).
Bard Spells Known (3/3/3/3/2; base DC = 15 + spell level; caster level 12th): 0 – daze, detect magic, mage hand, prestidigitation, read magic, summon instrument; 1st – detect secret doors, disguise self, lesser confusion, obscure object; 2nd – eagle’s splendor, hold person, mirror image, sound burst; 3rd – charm monster, cure serious wounds, dispel magic, major image; 4th – dimension door, greater invisibility, speak with plants.
Possessions: Unknown. Member of Spysong.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Baroness Sylvia of Ostel: Male Damaran Human Ari7/Wiz7; CR 13; Medium-size Humanoid; HD 7d8 plus 7d4; hp 53; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +10; Grp +10; Face/Reach 5 ft./5 ft.; AL LE; SV Fort +4, Ref +6, Will +12; Str 12, Dex 14, Con 10, Int 18, Wis 15, Cha 17
Skills and Feats: Bluff +12, Concentration +10 (+14 when casting defensively), Diplomacy +18, Disguise +10 (+12 acting), Forgery +10, Gather Information +11, Handle Animal +9, Intimidate +14, Knowledge (arcana) +14, Knowledge (history-the Cold Lands) +11, Knowledge (local-Vassa) +11, Knowledge (nobility and royalty) +14, Profession (courtier) +8, Ride (horse) +10, Sense Motive +11, Speak Language (common, damaran, abyssal, draconic, giant, goblin, orc, thorass), Spellcraft +16, Swim +7; Combat Casting, Craft Wondrous Item, Leadership, Negotiator, Persuasive, Scribe Scroll, Silent Spell, Still Spell
Wizard Spells Prepared (4/5/4/3/2; base DC = 14 + spell level; caster level 7th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Tarkos Ree: Male Damaran Human Rog15/Gld5; CR 20; Medium-size Humanoid; HD 20d6+40; hp 112; Init +9; Spd 30 ft.; AC 15 (touch 15, flat-footed 10); Base Atk +14; Grp +16; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge, special abilities, doublespeak, reputation; AL LN; SV Fort +8, Ref +18, Will +7; Str 14, Dex 21, Con 15, Int 16, Wis 12, Cha 16
Skills and Feats: Appraise +13, Balance +15, Bluff +17, Climb +12, Decipher Script +8, Diplomacy +5, Disable Device +22, Escape Artist +15, Gather Information +17, Hide +24, Intimidate +17, Jump +14, Knowledge (local-Damara) +13, Listen +10, Move Silently +24, Open Lock +24, Search +22, Sleight of Hand +26, Speak Language (common, damaran, chondathan, dwarven, orc), Spot +10, Swim +12, Tumble +26, Use Magic Device +13 (+15 with scrolls); Blind-Fight, Close-Quarters Fighting, Dodge, Flick of the Wrist, Improved Iniative, Leadership, Mobility, Persuasive, Quick Draw, Spring Attack
Special Qualities: Sneak attack +11d6, trapfinding, evasion, improved uncanny dodge, special abilities (defensive roll, improved evasion), trap sense +5, uncanny dodge. Doublespeak, reputation +3.
Possessions: Unknown. Guildmaster of the Tightpurse thieves.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Timoshenko: Male Vassan Human Ftr13/Asn6; CR 19; Medium-size Humanoid; HD 13d10+52 plus 6d6+24; hp 173; Init +6; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +17; Grp +23; Atk +31 melee (2d6+18/17-20, +5 wounding greatsword); Full Atk +31/+26/+21/+16 melee (2d6+18/17-20, +5 wounding greatsword); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Death attack, poison use, save against poison, uncanny dodge, improved uncanny dodge; AL LE; SV Fort +14, Ref +11, Will +7; Str 22, Dex 15, Con 18, Int 14, Wis 13, Cha 10
Skills and Feats: Climb +14, Craft (poisonmaking) +7, Craft (weaponsmithing) +7, Disguise +10, Handle Animal +5, Hide +14, Intimidate +13, Jump +16, Move Silently +14, Open Lock +8, Ride (horse) +9, Sleigh of Hand +8, Speak Language (common, damaran, goblin, orc), Swim +11, Tumble +13; Blind-Fight, Cleave, Endurance, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Iniative, Improved Unarmed Strike, Leadership, Power Attack, Skill Focus (Intimidate), Stealthy, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Special Qualities: Sneak attack +3d6, death attack (DC 15), poison use, +3 save against poison, uncanny dodge, improved uncanny dodge.
Assassin Spells Known (4/4/1; base DC = 12 + spell level; caster level 6th): 1st – detect poison, disguise self, feather fall, true strike; 2nd – alter self, darkness, invisibility, spider climb; 3rd – false life, magic circle against good, nondetection.
Possessions: +5 wounding greatsword.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#259

mean_eyed_cat

Mar 25, 2004 13:18:54
Green Giant you truly are a giant among the NPC converters. Once again great job!!! :D
#260

gadodel

Mar 25, 2004 15:56:13
Those are some of your best conversions yet!

Excellent job.

I rarely do this:

bows to Green Giant!!!

#261

door-s_a_jar

Mar 25, 2004 19:01:36
Green Giant You are half man half amazing!!!! Great writeup's for my favorite Forgotten Realms region!!!!!! Rest as long as you need. AWESOME!!!!
#262

zombiegleemax

Mar 25, 2004 20:27:52
You know the high council of war wizards, guys like Vangerdahast, and Khelben "Blackstaff" Arunsun(I know his stats are in the Forgotten Realms 3E campaign book, but they don't seem right for some reason). Plus, how about the Seven Sisters?
By the way, great thread, your doing a service for DM's everywhere! :invasion:
#263

zombiegleemax

Mar 26, 2004 5:10:35
Green Giant's dedication to the Realm's is truly astounding.....
#264

zombiegleemax

Mar 26, 2004 17:40:50
I completely agree, this thread saves me alot of time and money trying to search for different Npc's for my campaigns.
#265

zombiegleemax

Mar 27, 2004 12:05:46
Very nice job on the NPCs from Damara!
#266

green_giant_02

Mar 29, 2004 22:11:08
Wow! If you keep up with the compliments my head's gonna swell up even more. Here are the Harper heroes from Crypt of the Shadowking and Curse of the Shadowmage. Enjoy.



Caledan Caldorien: Male Tethyrian Human Brd10; CR 10; Medium-size Humanoid; HD 10d6+30; hp 67; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +7; Grp +9; Atk +11 ranged (1d4+2/19-20, masterwork dagger); Full Atk +11/+6 melee (1d4+2/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SQ Bardic knowledge, bardic music; AL CG; SV Fort +6, Ref +10, Will +8; Str 15, Dex 17, Con 16, Int 13, Wis 12, Cha 14
Skills and Feats: Concentration +11, Diplomacy +7, Gather Information +12, Handle Animal +7, Knowledge (arcana) +6, Knowledge (history-Western Heartlands) +9, Knowledge (local-Iriaebor) +9, Knowledge (the planes) +6, Perform (sing) +10, Perform (string instruments) +10, Perform (wind instruments) +15, Ride (horse) +9, Sleight of Hand +8, Speak Language (common, chondathan, illuskan), Spellcraft +8; Disguise Spell, Heighten Spell, Shadow Weave Magic, Shadow Song, Talfirian Song
Special Qualities: Bardic knowledge +13, bardic music 10/day (countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness).
Bard Spells Known (3/4/4/2; base DC = 12 + spell level; caster level 10th): 0 – dancing lights, detect magic, ghost sound, prestidigitation, read magic, summon instrument; 1st – disguise self, expeditious retreat, sleep, undetectable alignment; 2nd – eagle’s splendor, mirror image, silence, whispering wind; 3rd – dispel magic, displacement, slow, Verraketh’s shadow crown.
Possessions: Multiple masterwork daggers, masterwork baliset, masterwork reed pipes, lesser Harper pin, adventuring gear.
Height: 6’, Weight: Unknown, Hair: Dark, Eyes: Green


Mari Al’maren: Female Tethyrian Human Brd5/Hrp2; CR 7; Medium-size Humanoid; HD 7d6+14; hp 41; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +4; Grp +5; Atk +8 ranged (1d6/19-20, masterwork light crossbow); Full Atk +8 melee (1d6/19-20, masterwork light crossbow); Face/Reach 5 ft./5 ft.; SQ Bardic knowledge, bardic music, Harper abilities; AL NG; SV Fort +3, Ref +7, Will +8; Str 12, Dex 16, Con 14, Int 14, Wis 13, Cha 12
Skills and Feats: Balance +8, Concentration +7, Diplomacy +13, Gather Information +8, Jump +8, Knowledge (arcana) +7, Knowledge (history-Western Heartlands) +10, Knowledge (local-Iriaebor) +10, Perform (sing) +8, Perform (string instruments) +11, Ride (horse) +5, Sense Motive +8, Speak Language (common, chondathan, elven, illuskan), Spellcraft +9, Survival +6, Tumble +10; Extra Music, Negotiator, Point Blank Shot, Shadow Shield, Spire Walking
Special Qualities: Bardic and Harper knowledge +11, bardic music 9/day (countersong, fascinate, inspire courage +1, inspire competence). Deneir’s eye, Lliira’s heart.
Bard Spells Known (3/4/2; base DC = 11 + spell level; caster level 6th): 0 – detect magic, flare, prestidigitation, read magic, resistance, summon instrument; 1st – cure light wounds, expeditious retreat, feather fall, remove fear; 2nd – alter self, invisibility, misdirection.
Possessions: Masterwork light crossbow, 10 masterwork bolts, masterwork baliset, lesser Harper pin, adventuring gear.
Height: Unknown, Weight: Unknown, Hair: Auburn, Eyes: Dark


Edit: I made a change to Mari's Ref save because for some unknown reason it got into my head that a Harper Agent got good Ref and Will saving throws just like in FRCS. I was tempted to use the Harper Paragon for her since she is a member of the Berdusk branch of the Harpers but she didn't strike me as an exalted character.
#267

green_giant_02

Mar 31, 2004 22:26:19
My head's spinning again but here are the famous knights of shadowdale. Enjoy.


Doust Soulwood: Male Chondathan Human Clr8/Dis1 of Tymora; CR 9; Medium-size Humanoid; HD 9d8+18; hp 62; Init +1; Spd 20 ft.; AC 21 (touch 12, flat-footed 20); Base Atk +6; Grp +9; Atk +10 melee (1d8+3, masterwork heavy mace); Full Atk +10/+5 melee (1d8+3, masterwork heavy mace); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, divine emissary; AL CG; SV Fort +10, Ref +3, Will +12; Str 16, Dex 13, Con 14, Int 14, Wis 19, Cha 12
Skills and Feats: Concentration +14 (+18 when casting defensively), Diplomacy +9, Heal +9, Knowledge (history-Cormyr) +7, Knowledge (religion) +14, Listen +6, Sense Motive +6, Speak Language (common, chondathan, celestial, elven), Spellcraft +14, Spot +6, Survival +6, Swim +5; Alertness, Combat Casting, Negotiator, Scribe Scroll, Track
Special Qualities: Aura of good (aura equals cleric level), turn undead as 8th-level cleric (+2 to turn checks) 4/day. Divine emissary.
Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; base DC = 14 + spell level; caster level 9th): 0 – create water, detect magic, guidance, light, read magic, resistance; 1st – deathwatch, entropic shield*, inflict light wounds, magic stone, remove fear, sanctuary; 2nd – aid* x2, augury, find traps, silence, spiritual weapon; 3rd – dispel magic, inflict serious wounds, magic circle against evil, protection from energy*, remove disease; 4th – death ward, holy smite*, inflict critical wounds, spell immunity; 5th – dispel evil*, flame strike.
*Domain spell. Deity: Tymora. Domains: Good (cast good spells at +1 caster level), Luck (1/day, reroll a die roll once after it is made).
Possessions: +1 chainmail, +1 heavy steel shield, masterwork heavy mace, quarterstaff, ring of protection +1, golden holy symbol (Tymora), holy water, potion of owl’s wisdom, scroll: hold person, tongues, divine power.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Dove Falconhand, Chosen of Mystra: Female Human Rgr14/Sor9/Rog4/Hrp1 of Mystra; CR 32; Medium-size Humanoid; HD 14d8+84 plus 9d4+54 plus 5d6+30; hp 278; Init +4; Spd 20 ft.; AC 24 (touch 13, flat-footed 21); Base Atk +20; Grp +25; Atk +28 melee (1d8+7/17-20, luck blade longsword) or +24 ranged (1d8+5/x3, masterwork composite [+5] longbow); Full Atk +28/+23/+18/+13 melee (1d8+7/17-20, luck blade longsword) or +24/+19/+14/+9 ranged (1d8+5/x3, masterwork composite [+5] longbow); Face/Reach 5 ft./5 ft.; SA Favored enemy (evil outsider, Cult of the Dragon, giant), sneak attack; SQ Chosen Immunities, Chosen spell-like abilities, detect magic, enhanced Constitution, name and song of attunement, silver fire, wild empathy, animal companion, woodland stride, swift tracker, trapfinding, evasion, trap sense, uncanny dodge, Harper knowledge; AL CG; SV Fort +21, Ref +22, Will +18; Str 20, Dex 18, Con 23, Int 18, Wis 18, Cha 17
Skills and Feats: Appraise +9, Bluff +12, Climb +16, Craft (bowmaking) +9, Diplomacy +17, Disable Device +11, Disguise +11, Escape Artist +8, Heal +14, Handle Animal +13, Hide +22, Intimidate +10, Jump +18, Knowledge (arcana) +16, Knowledge (dungeoneering) +11, Knowledge (geography) +14, Knowledge (local-Dalelands) +11, Knowledge (nature) +20, Listen +11, Move Silently +22, Open Lock +11, Perform (sing) +8, Ride (horse) +18, Search +18, Sense Motive +13, Sleight of Hand +10, Speak Language (common, chondathan, draconic, elven, sylvan, thorass), Spellcraft +18, Spot +11, Survival +21 (+23 to avoid getting lost, aboveground, follow tracks, underground), Swim +13, Tumble +10; Armor Proficiency (heavy), Armor Proficiency (medium), Blind-Fight, Cleave, Endurance, Great Cleave, Improved Critical (longsword), Improved Precise Shot, Manyshot, Mounted Combat, Negotiator, Quick Draw, Point Blank Shot, Power Attack, Rapid Shot, Track, Weapon Focus (longsword)
Special Qualities: Chosen Immunities: Dove is unaffected by attacks that duplicate these effects: magic missile, flaming sphere, lightning bolt, Evard’s black tentacles, cone of cold, repulsion, reverse gravity, maze, imprisonment. Chosen Spell-like Abilities (all 1/day): feather fall, levitate, gaseous form, polymorph, major creation, greater dispel magic, reverse gravity, iron body, time stop. Detect magic at will, enhanced Constitution, name and song of attunement, silver fire. Wild empathy +19, favored enemy (evil outsider +4, Cult of the Dragon +4, giant +2), animal companion, woodland stride, swift tracker, evasion, camouflage. Sneak attack +2d6, trapfinding, evasion, trap sense +1, uncanny dodge. Harper knowledge +5.
Ranger Spells Prepared (3/2/2/1; base DC = 14 + spell level; caster level 7th): 1st – entangle, hide from animals, speak with animals; 2nd – protection from energy, wind wall; 3rd – cure moderate wounds, water walk; 4th – freedom of movement.
Sorcerer Spells Known (6/7/7/7/4; base DC = 13 + spell level; arcane spell failure 30%; caster level 9th): 0 – dancing lights, daze, mage hand, open/close, prestidigitation, read magic, ray of frost, resistance; 1st – disguise self, enlarge person, magic missile, true strike, unseen servant; 2nd – flame dagger, locate object, protection from arrows, scorching ray; 3rd – dispel magic, fly, water breathing; 4th – lesser globe of invulnerability, wall of ice.
Possessions: +1 mithral full plate, heavy mithral shield, luck blade longsword, masterwork composite [+5] longbow, quiver with several alchemical silver arrows, three +2 arrows and one +4 arrow, cloak of elvenkind, boots of elvenkind, amulet of proof against detection and location, 2 potions of cure serious wounds, 2 potions of remove disease, roguestone with gemjump. Mother of Azalar.
Height: 6’, Weight: Unknown, Hair: Silver, Eyes: Unknown



Florin Falconhand: Male Chondathan Human Rgr9/Chm1 of Mielikki; CR 10; Medium-size Humanoid; HD 9d8 plus 1d10; hp 49; Init +3; Spd 20 ft.; AC 22 (touch 11, flat-footed 21); Base Atk +10; Grp +13; Atk +16 melee (1d8+5/19-20, +2 longsword) or +14 melee (1d4+4/19-20, +1 dagger) or +14 ranged (1d4-1/19-20, masterwork hand crossbow); Full Atk +16/+11 melee (1d8+5/19-20, +2 longsword) or +14/+9 melee (1d4+4/19-20, +1 dagger) or +14 ranged (1d4-1/19-20, masterwork hand crossbow); Face/Reach 5 ft./5 ft.; SA Favored enemy (giant, dragon); SQ Wild empathy, animal companion, woodland stride, swift tracker, evasion, lay on hands; AL CG; SV Fort +8, Ref +11, Will +4; Str 17, Dex 17, Con 10, Int 17, Wis 12, Cha 14
Skills and Feats: Climb +6, Craft (armorsmithing) +12, Heal +10, Handle Animal +11, Hide +6, Jump +6, Knowledge (geography) +8, Knowledge (nature) +12, Knowledge (religion) +8, Listen +5, Move Silently +6, Ride (horse) +14, Search +8, Speak Language (common, chondathan, damaran, elven, sylvan), Spot +5, Survival +11 (+13 to avoid getting lost, aboveground, follow tracks), Swim +1; Armor Proficiency (heavy), Endurance, Exotic Weapon Proficiency (hand crossbow), Improved Shield Bash, Improved Two-Weapon Fighting, Track, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Focus (scimitar)
Special Qualities: Wild empathy +13, favored enemy (giant +4, dragon +2), animal companion, woodland stride, swift tracker, evasion. Lay on hands (2 hp).
Ranger Spells Prepared (2; base DC = 11 + spell level; caster level 5th): 1st – jump, pass without trace.
Possessions: Masterwork full plate, Reptar’s Wall, +2 longsword, +1 dagger, masterwork hand crossbow, 12 alchemical silver bolts, quarterstaff, potion of cure serious wound, oil of sweet water, roguestone with gemjump. Firefoam (awakened telepathic heavy warhorse). Father of Azalar.
Height: 6’2”, Weight: 162 lbs., Hair: Curly brown, Eyes: Blue-gray

Reptar’s Wall: This +1 heavy steel shield allows an individual upon command to fly once a day and/or to become invisible as well once a day. It makes no sound when struck or dropped.



Illistyl Elventree: Female Chondathan Human Wiz6; CR 6; Medium-size Humanoid; HD 6d4+12; hp 28; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +3; Grp +4; Atk +5 melee (1d4+1/19-20, masterwork dagger) or +7 ranged (1d4+1/19-20, masterwork dagger); Full Atk +5 melee (1d4+1/19-20, masterwork dagger) or +7 ranged (1d4+1/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; AL CG; SV Fort +4, Ref +5, Will +8; Str 12, Dex 17, Con 14, Int 19, Wis 16, Cha 16
Skills and Feats: Concentration +11 (+15 when casting defensively), Craft (alchemy) +10, Handle Animal +5, Heal +5, Knowledge (arcana) +13, Knowledge (history-the Dalelands) +10, Knowledge (local-Shadowdale) +10, Knowledge (nature) +10, Profession (herbalist) +7, Speak Language (common, chondathan, damaran, elven, gnome, sylvan), Spellcraft +15; Brew Potion, Combat Casting, Eschew Materials, Scribe Scroll, Silent Spell, Spell Penetration
Wizard Spells Prepared (4/4/4/3; base DC = 14 + spell level; caster level 6th): 0 – dancing lights, detect magic, read magic, resistance; 1st – burning hands, charm person, enlarge person, shield; 2nd – fox’s cunning, knock, mirror image, scare; 3rd – clairaudience/clairvoyance, dispel magic, lightning bolt.
Possessions: Brooch of shielding, slippers of spider climbing, potion of fox’s cunning, potion of alter self, 2 masterwork daggers, healer’s kit, tinderbox, 12 candles, backpack, small mirror, traveling spellbook (contains all cantrips and spells commonly memorized listed above).
Height: 5’1”, Weight: 96 lbs., Hair: Dark, Eyes: Blue



Islif Lurelake: Female Chondathan Human Ftr9; CR 9; Medium-size Humanoid; HD 9d10+27; hp 81; Init +3; Spd 20 ft.; AC 23 (touch 13, flat-footed 22); Base Atk +9; Grp +14; Atk +16 melee (1d8+6/19-20, +1 aberration bane longsword) or +13 ranged (1d4+5, masterwork sling); Full Atk +16/+11 melee (1d8+6/19-20, +1 aberration bane longsword) or +13 ranged (1d4+5, masterwork sling); Face/Reach 5 ft./5 ft.; AL NG; SV Fort +9, Ref +6, Will +5; Str 20, Dex 17, Con 17, Int 11, Wis 11, Cha 14
Skills and Feats: Climb +12, Handle Animal +7, Intimidate +7, Jump +12, Listen +2, Ride (horse) +10, Speak Language (common, chondathan), Spot +2, Swim +12; Alertness, Cleave, Great Cleave, Improved Critical (longsword), Iron Will, Mounted Combat, Point Blank Shot, Power Attack, Ride-By Attack, Run, Weapon Focus (longsword)
Possessions: Masterwork full plate, masterwork heavy steel shield, +1 aberration bane longsword, periapt of wound closure, potion of aid, ring of protection +2, masterwork sling, pouch with 30 bullets, bullseye lantern, four flasks of oil, tinderbox, backpack, provisions, waterskin.
Height: 6’, Weight: 146 lbs., Hair: Black, Eyes: Silvery-blue



Jelde “Semoor Wolftooth” Asturien: Male Chondathan Human Clr9 of Lathander; CR 9; Medium-size Humanoid; HD 9d8+18; hp 62; Init +1; Spd 20 ft.; AC 20 (touch 11, flat-footed 19); Base Atk +6; Grp +9; Atk +10 melee (1d8+4/x3, +1 warhammer) or +10 melee (1d8+3, masterwork heavy mace); Full Atk +10/+5 melee (1d8+4/x3, +1 warhammer) or +10/+5 melee (1d8+3, masterwork heavy mace); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good; AL NG; SV Fort +8, Ref +4, Will +11; Str 16, Dex 12, Con 15, Int 12, Wis 20, Cha 12
Skills and Feats: Concentration +11 (+15 when casting defensively), Diplomacy +6, Heal +10, Knowledge (history-Cormyr) +5, Knowledge (religion) +10, Profession (fisherman) +8, Speak Language (common, chondathan, celestial), Spellcraft +10, Use Rope +3; Combat Casting, Endurance, Extra Turning, Martial Weapon Proficiency (warhammer), Scribe Scroll
Special Qualities: Aura of good (aura equals cleric level), turn undead (+2 to turn checks) 8/day.
Cleric Spells Prepared (6/6+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level; caster level 9th): 0 – detect magic, detect poison, guidance, light, read magic, resistance; 1st – bless, command, detect evil, inflict light wounds x2, protection from evil*, remove fear; 2nd – aid, align weapon, consecrate, heat metal*, hold person, status; 3rd – dispel magic, glyph of warding, inflict serious wounds, remove blindness/deafness, searing light*; 4th – holy smite*, neutralize poison, sending, spell immunity; 5th – dispel evil*, flame strike, summon monster V.
*Domain spell. Deity: Lathander. Domains: Good (cast good spells at +1 caster level), Sun (1/day greater turning).
Possessions: +2 chain mail, masterwork heavy steel shield, +1 warhammer, masterwork heavy mace, potion of levitate, scroll: dispel magic, major ring of spell storing (Leomund’s trap, lightning bolt, rope trick, water breathing), golden holy symbol (Lathander), 65 ft. rope, prayer beads, fishing line and net, quarterstaff, backpack, bullseye lantern, three flasks of oil, waterskin, two weeks’ rations.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Jhessail Silvertree: Female Chondathan Human Wiz9; CR 9; Medium-size Humanoid; HD 9d4-9; hp 18; Init +2; Spd 30 ft.; AC 20 (touch 12, flat-footed 18); Base Atk +4; Grp +5; Face/Reach 5 ft./5 ft.; AL CG; SV Fort +2, Ref +5, Will +10; Str 13, Dex 14, Con 9, Int 20, Wis 18, Cha 14
Skills and Feats: Concentration +11 (+15 when casting defensively), Craft (alchemy) +10, Handle Animal +7, Heal +7, Knowledge (arcana) +17, Knowledge (nature) +14, Knowledge (history-Cormyr) +14, Knowledge (local-Shadowdale) +14, Speak Language (common, chondathan, draconic, elven, gnome, sylvan, thorass), Spellcraft +19, Survival +7 (+9 aboveground); Combat Casting, Craft Wondrous Item, Scribe Scroll, Silent Spell, Still Spell, Toughness, Track
Wizard Spells Prepared (4/6/5/4/6/2; base DC = 15 + spell level; caster level 9th): 0 – dancing lights, detect magic, prestidigitation, read magic; 1st – forcewave, jump, magic missile, shield, sleep, Tenser’s floating disc; 2nd – bull’s strength, detect thoughts, false life, spider climb, mirror image; 3rd – fly, haste, Leomund’s tiny hut, magic missile (silent, stilled); 4th – dimension door, ice storm x2, polymorph, scrying, spell enhancer; 5th – feeblemind, persistent image.
Possessions: Bracers of armor +8, pearl of power (3rd-level spell), potion of resist energy (fire) 20, ring of wizardry IV, ring of shooting stars, scroll: wall of force, wand of magic missile (48 charges), rod of metal and mineral detection, traveling spellbook (contains all cantrips and spells commonly memorized listed above). Jet (familiar cat).
Height: 5’9”, Weight: 91 lbs., Hair: Orange-brown, Eyes: Gray-green



Lanseril Snowmantle: Male Half-Wood Elf Drd9 of Silvanus; CR 9; Medium-size Humanoid; HD 9d8+9; hp 53; Init +2; Spd 30 ft.; AC 18 (touch 13, flat-footed 16); Base Atk +6; Grp +6; Face/Reach 5 ft./5 ft.; SQ Half-elf traits, animal companion, nature sense, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape, woodland stride; AL N; SV Fort +7, Ref +5, Will +10; Str 10, Dex 14, Con 12, Int 14, Wis 19, Cha 16
Skills and Feats: Concentration +12 (+16 when casting defensively), Diplomacy +10, Gather Information +5, Handle Animal +13, Heal +15, Knowledge (dungeoneering) +7, Knowledge (nature) +16, Listen +5, Search +3, Speak Language (common, elven, chondathan, gnome, sylvan), Spellcraft +13, Spot +5, Survival +16 (+18 abovground, underground); Combat Casting, Natural Spell, Scribe Scroll, Self-Sufficent
Special Qualities: Half-elf traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; elven blood. Animal companion, nature sense, resist nature’s lure, trackless step, venom immunity, wild empathy +14, wild shape (large) 3/day, woodland stride.
Druid Spells Prepared (6/5/5/4/3/1; base DC = 14 + spell level; caster level 9th): 0 – create water, detect magic, know direction, purify wood and drink, read magic, resistance; 1st – charm animal, cure light wounds, detect animals or plants, goodberry, pass without trace; 2nd – fire trap, flame blade, fog cloud, hold animal, summon swarm; 3rd – call lightning, protection from energy, remove disease, snare; 4th – command plants, cure serious wounds, dispel magic; 5th – transmute rock to mud.
Possessions: Bracers of armor +5, ring of protection +1, Firecrown (major circlet of blasting), scroll: cure light wounds x2, cure serious wounds, neutralize poison, transmute rock to mud. Wooden holy symbol (Silvanus). 2 badgers (animal companions).
Height: 6’2”, Weight: 100 lbs., Hair: Brown, Eyes: Blue



Merith Strongbow: Male Moon Elf Ftr4/Wiz5; CR 9; Medium-size Humanoid; HD 4d10+4 plus 5d4+5; hp 48; Init +2; Spd 30 ft.; AC 22 (touch 12, flat-footed 20); Base Atk +6; Grp +10; Atk +14 melee (1d8+8/19-20; Sylabra) or +9 ranged (1d8+4/x3, masterwork composite [+4] longbow); Full Atk +14/+9 melee (1d8+8/19-20; Sylabra) or +9/+4 ranged (1d8+4/x3, masterwork composite [+4] longbow); Face/Reach 5 ft./5 ft.; SQ Elf traits; AL CG; SV Fort +6, Ref +4, Will +7; Str 18, Dex 14, Con 12, Int 18, Wis 15, Cha 16
Skills and Feats: Climb +5, Concentration +7 (+11 when casting defensively), Craft (bowmaking) +8, Handle Animal +7, Jump +5, Knowledge (arcana) +10, Knowledge (geography) +9, Knowledge (history-Cormanthor) +9, Knowledge (local-Shadowdale) +9, Knowledge (nature) +9, Listen +4, Ride (horse) +6, Search +6, Speak Language (elven, common, chondathan, gnome, goblin, halfling, orc), Spellcraft +12, Spot +4, Swim +2; Combat Casting, Dodge, Mobility, Scribe Scroll, Silent Spell, Spring Attack, Still Spell, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow.
Wizard Spells Prepared (4/4/3/2; base DC = 14 + spell level; arcane spell failure 35%; caster level 5th): 0 – ray of frost, read magic, resistance, touch of fatigue; 1st – shocking grasp, sleep, Tenser’s floating disc, true strike; 2nd – detect thoughts, invisibility, mirror image; 3rd – fly, haste.
Possessions: +2 elven chain mail, +1 heavy steel shield, Sylabra, masterwork composite [+4] longbow, quiver with 16 alchemical silver arrows, three +1 arrows and one slaying (devil) arrow, wand of detect magic (84 charges), rod of wonder, elixir of fire breath, potion of invisibility, scroll: magic circle against evil. traveling spellbook (contains all cantrips and spells commonly memorized listed above). Shadowclaw (familiar cat).
Height: 5’10”, Weight: Unknown, Hair: Black, Eyes: One blue and one green

Sylabra: +3 alchemical silver longsword; AL CG; Int 14, Wis 10, Cha 14; Speech, 120 ft. vision and hearing; Ego Score 9.
Lesser Powers: Detect magic at will, see invisibility 3/day.



Rathan Thentraver: Male Chondathan Human Clr7 of Tymora; CR 7; Medium-size Humanoid; HD 7d8+7; hp 42; Init +0; Spd 20 ft.; AC 18 (touch 10, flat-footed 18); Base Atk +5; Grp +8; Atk +9 melee (1d8+4, +1 heavy mace); Full Atk +9 melee (1d8+4, +1 heavy mace); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good; AL CG; SV Fort +6, Ref +2, Will +9; Str 16, Dex 10, Con 12, Int 15, Wis 18, Cha 9
Skills and Feats: Concentration +11 (+15 when casting defensively), Diplomacy +4, Heal +9, Knowledge (dungeoneering) +7, Knowledge (religion) +12, Speak Language (common, chondathan, celestial, gnome), Spellcraft +12; Combat Casting, Divine Cleansing, Endurance, Extra Turning
Special Qualities: Aura of good (aura equals cleric level), turn undead (+2 to turn checks) 6/day.
Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 7th): 0 – detect magic, guidance, mending, purify food and drink, read magic, resistance; 1st – bless, command, detect evil, inflict light wounds x2, protection from evil*; 2nd – aid*, augury, find traps, hold person, silence; 3rd – create food and water, dispel magic, locate object, protection from energy*; 4th – divine power, freedom of movement*, sending.
*Domain spell. Deity: Tymora. Domains: Good (cast good spells at +1 caster level), Luck (1/day, reroll a die roll once after it is made).
Possessions: Masterwork splint mail, masterwork heavy steel shield, +1 heavy mace, ring of the ram, potion of resist energy (acid) 20, golden holy symbol (Tymora), several wineskins.
Height: 6’, Weight: 232 lbs., Hair: Brown, Eyes: Deep brown



Lady Shaerl Rowanmantle Amcathra of Shadowdale: Female Chondathan Human Rog8; CR 8; Medium-size Humanoid; HD 8d6; hp 30; Init +7; Spd 30 ft.; AC 17 (touch 15, flat-footed 14); Base Atk +6; Grp +5; Atk +11 melee (1d4+1/19-20, +2 dagger) or +10 melee (1d4-2/19-20, masterwork alchemical silver dagger); Full Atk +11/+6 melee (1d4+1/19-20, +2 dagger) or +10/+5 melee (1d4-2/19-20, masterwork alchemical silver dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge; AL N; SV Fort +2, Ref +9, Will +2; Str 8, Dex 17, Con 11, Int 12, Wis 6, Cha 12
Skills and Feats: Appraise +6, Balance +11, Bluff +6, Climb +4 (+6 with rope), Craft (gemcutting) +6, Diplomacy +8, Disable Device +5, Hide +11, Jump +8, Knowledge (local-Shadowdale) +6, Move Silently +11, Open Lock +11, Ride (horse) +5, Search +5, Sleight of Hand +13, Speak Language (common, chondathan, elven), Swim +4, Tumble +15, Use Magic Device +6, Use Rope +8; Acrobatic, Improved Iniative, Iron Will, Weapon Finesse
Special Qualities: Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge, improved uncanny dodge.
Possessions: Masterwork leather armor, +2 dagger, masterwork alchemical silver dagger, ring of protection +2, thieves’ tools.
Height: 5’10”, Weight: Unknown, Hair: Chestnut, Eyes: Unknown



Sharantyr: Male Chondathan Human Rgr7 of Tempus; CR 7; Medium-size Humanoid; HD 7d8+21; hp 56; Init +3; Spd 20 ft.; AC 19 (touch 12, flat-footed 17); Base Atk +7; Grp +11; Atk +13 melee (1d8+4/19-20, masterwork longsword) or +12 melee (2d6+6/19-20, masterwork greatsword) or +12 melee (1d4+4/19-20, masterwork dagger); Full Atk +13/+8 melee (1d8+4/19-20, masterwork longsword) or +12/+7 melee (2d6+6/19-20, masterwork greatsword) or +12/+7 melee (1d4+4/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Favored enemy (evil outsider, giant); SQ Wild empathy, animal companion, woodland stride; AL CG; SV Fort +8, Ref +8, Will +4; Str 18, Dex 17, Con 17, Int 16, Wis 15, Cha 14
Skills and Feats: Climb +6, Heal +9, Handle Animal +9, Hide +7, Jump +6, Knowledge (geography) +9, Knowledge (nature) +10, Listen +6, Move Silently +7, Ride (horse) +12, Search +10, Speak Language (common, chondathan, elven, giant, sylvan), Spot +6, Survival +12 (+14 to avoid getting lost, aboveground, follow tracks), Swim +1; Armor Proficiency (medium), Endurance, Improved Shield Bash, Improved Two-Weapon Fighting, Improved Unarmed Strike, Track, Two-Weapon Fighting, Weapon Focus (longsword)
Special Qualities: Wild empathy +11, favored enemy (evil outsider +4, giant +2), animal companion, woodland stride.
Ranger Spells Prepared (2; base DC = 12 + spell level; caster level 3rd): 1st – pass without trace, resist energy.
Possessions: Masterwork chainmail, masterwork heavy steel shield, masterwork longsword, masterwork greatsword, masterwork dagger.
Height: Unknown, Weight: Unknown, Hair: Brown, Eyes: Gray-green


Torm: Male Chondathan Human Rog7; CR 7; Medium-size Humanoid; HD 7d6; hp 27; Init +7; Spd 30 ft.; AC 19 (touch 13, flat-footed 16); Base Atk +5; Grp +6; Atk +9 melee (1d6+1/18-20, master rapier) or +9 ranged (1d4+2/19-20, +1 distance returning dagger); Full Atk +7 melee (1d6+1/18-20, master rapier) and +7 melee (1d4+1/19-20, +1 distance returning dagger) or +9 ranged (1d4+2/19-20, +1 distance returning dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge; AL CN; SV Fort +2, Ref +8, Will +3; Str 13, Dex 17, Con 11, Int 12, Wis 12, Cha 15
Skills and Feats: Appraise +5, Bluff +9, Climb +10 (+12 with rope), Disable Device +8, Hide +10, Jump +10, Knowledge (local-Shadowdale) +6, Move Silently +10, Open Lock +10, Ride (horse) +5, Search +8, Sleight of Hand +12, Speak Language (common, chondathan, elven), Swim +8, Tumble +12, Use Magic Device +7, Use Rope +8; Blind-Fight, Improved Iniative, Two-Weapon Fighting, Weapon Finesse
Special Qualities: Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Possessions: Bracers of armor +6, masterwork rapier, two +1 distance returing daggers, bag of holding (type II), cloak of comfort, thieves’ tools, plus 1d4 minor magical items. Electrum pendant with king’s tear gem.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Green


Edit: Doust Soulwood no longer has access to three domains due to the changes in the Divine Disciple PrC in PGtF.
#268

gadodel

Mar 31, 2004 22:41:38
Excellent work!
#269

cord_de-beron

Apr 01, 2004 12:52:17
thanks and great.
#270

zombiegleemax

Apr 03, 2004 8:44:53
The Knights of Myth Drannor look great.

I would suggest that Mourn Amcathra is more likely Tethyrian or Illuskan than Chondathan. (See racial breakdown of Waterdeep), which is where he's from.

Also, isn't one of the former Knights of Myth Drannor currently ruling Ruathym or something like that? (I'm blanking on the name.)

--Eric
#271

zombiegleemax

Apr 03, 2004 8:59:41
The Knights of Myth Drannor look great.

I would suggest that Mourn Amcathra is more likely Tethyrian or Illuskan than Chondathan. (See racial breakdown of Waterdeep), which is where he's from.

Also, isn't one of the former Knights of Myth Drannor currently ruling Ruathym or something like that? (I'm blanking on the name.)

--Eric
#272

green_giant_02

Apr 05, 2004 23:22:59
Originally posted by ericlboyd
The Knights of Myth Drannor look great.

I would suggest that Mourn Amcathra is more likely Tethyrian or Illuskan than Chondathan. (See racial breakdown of Waterdeep), which is where he's from.

Also, isn't one of the former Knights of Myth Drannor currently ruling Ruathym or something like that? (I'm blanking on the name.)

--Eric

You're right, of course. I got hung up on the Knights coming from Cormyr or the Dalelands that I completely skipped Mourngrym's history and where he came from. Thanks for the heads up, just made the change. I hope you've also been enjoying my other conversions.

On another similar note, I seem to have counted Dove's CR as the total of her levels without taking into account that she is also a Chosen of Mystra. I know I've read somewhere what the CR adjustment for having the template but I just can't remember. If anyone would be so kind to post the CR adjustment or where it is located I would be very thankful.
#273

Par-Salian

Apr 06, 2004 2:48:13
The Chosen of Mystra template is +4 to her Challenge Rating mate.
#274

green_giant_02

Apr 09, 2004 23:16:09
Thanks for the info, amigo.
#275

zombiegleemax

Apr 11, 2004 17:33:00
Wow, this thread is great! I haven't looked through it all but I didn't notice Laeral or any of the Neverwinter Nights NPCs such as Aribeth, Aarin Gend, or Nasher Alagondar on the openning list. I would be very happy if someone would do any of them.

Keep up the great work, this is so awesome!
#276

green_giant_02

Apr 13, 2004 20:37:34
Thanks for the praise XhaoSuma. Here's one of the NPCs you requested along with another of her famous sisters. I was tempted to complete the last one but until WoTC comes up with an appropriate Chosen of Eilistraee she'll have to remain incomplete (chances are when they do post the Chosen of Eilistraee she will be the example and I won't need to post her stats). Enjoy.



Syluné of Shadowdale, Chosen of Mystra: Female Human Ghost (Spectral Harpist) Wiz20/Sor2/Ftr2; CR 30; Medium-size Undead (Augmented Humanoid) (Incorporeal); HD 24d12; hp 161; Init +7; Spd fly 30 ft. (perfect); AC 21 (touch 17, flat-footed 18) or 17 (touch 13, flat-footed 14); Base Atk +13; Grp +14; Atk +16 melee (1d6, incopereal touch) or +14 melee (1d6+1, incorporeal touch against ethereal foes); Full Atk +16/+11/+6 melee (1d6, incopereal touch) or +14/+9/+4 (1d6+1, incorporeal touch against ethereal foes); Face/Reach 5 ft./5 ft.; SA Corrupting touch, deathsong, manifestation; SQ Chosen Immunities, Chosen spell-like abilities, detect magic, enhanced Constitution, name and song of attunement, silver fire, dragonshape, darkvision 60 ft., immunity to cold and electricity, incorporeal traits, magical radiance, rejuvenation, SR 36, +4 turn resistance, undead traits; AL NG; SV Fort +14, Ref +14, Will +22; Str 13, Dex 17, Con -, Int 21, Wis 16, Cha 19
Skills and Feats: Concentration +22 (+26 when casting defensively), Craft (alchemy) +25, Diplomacy +13, Handle Animal +10, Heal +15, Hide +11, Knowledge (arcana) +25, Knowledge (geography) +15, Knowledge (history-Dalelands) +15, Knowledge (local-Shadowdale) +15, Knowledge (nature) +15, Knowledge (nobility and royalty) +10, Knowledge (the planes) +10, Listen +11, Perform (sing) +9, Profession (herbalist) +14, Search +13, Sense Motive +8, Speak Language (common, chondathan, damaran, draconic, elven, sylvan, thorass), Spellcraft +27, Spot +11; Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Dodge, Eschew Materials, Forge Ring, Improved Iniative, Improved Spell Capacity, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Heal), Spell Focus (divination), Spell Penetration, Still Spell, Subdual Substitution (electricity)
Special Qualities: Chosen Immunities: Syluné is unaffected by attacks that duplicate these effects: charm person, web, hold person, wall of fire, feeblemind, disintegrate, power word blind, power word stun, power word kill. Chosen Spell-like Abilities (all 1/day): mending, detect thoughts, dispel magic, charm monster, major creation, geas/quest, spell turning, polymorph any object, time stop. Detect magic at will, enhanced Constitution, name and song of attunement, silver fire. Deathsong (DC 26), manifestation, darkvision 60 ft., immunity to cold and electricity, incorporeal traits, magical radiance, rejuvenation, SR 36, +4 turn resistance, undead traits. Dragonshape (1/year for 7 hours).
Wizard Spells Prepared (4/6/5/5/5/5/4/4/4/4/1; base DC = 15 + spell level; DC 16 + spell with divination spells; caster level 20th): 0 – daze, flare, message, mending; 1st – charm person, chill touch, comprehend languages, magic missile, protection from evil, shield; 2nd – bull’s strength, detect thoughts, Igedrazaar’s miasma, locate object, protection from arrows; 3rd – daylight, dispel magic, greater mage hand, lightning bolt (subdual), slow; 4th – charm monster, hallucinatory terrain, mass enlarge person, scrying, Tirumael’s energy spheres; 5th – ball lightning (subdual), break enchantment, summon monster V, hold monster, telekinesis; 6th – chain lightning, globe of invulnerability, guards and wards, permanent image; 7th – banishment, limited wish, magic missile (quickened, silent, stilled), reverse gravity; 8th – maze, moment of prescience, Otiluke’s telekinetic sphere, temporal stasis; 9th – dominate monster, foresight, imprisonment, shapechange; 10th – Evard’s black tentacles (quickened, silent, stilled).
Sorcerer Spells Known (6/5; base DC = 12 + spell level; DC 13 + spell with divination spells;caster level 2nd): 0 – light, mage hand, prestidigitation, read magic, touch of fatigue; 1st – obscuring mist, true strike.
Possessions: Robe of defense +4, major ring of spell storing (blindness/deafness, identify, fox’s cunning, nondetection, scorching ray), major ring of fire resistance 30.
Height: 5’9”, Weight: Unknown, Hair: Silver, Eyes: Unknown.

Robe of Defense +4: This robe provides its wearer a +4 armor bonus and a +4 resistance bonus to saving throws.


Note: I used a song dragon instead of a silver dragon since I believed it best represented the weredragon from 2ed. Also I didn't used the robe of defense when summing up her stats for her dragon form.

Syluné: Female mature adult song dragon Wiz20/Sor2/Ftr2; CR 44; Large dragon (air); HD 23d12+207 plus 22d4+198 plus 2d10+18; hp 635; Init +4; Spd 40 ft., fly 170 ft. (good); AC 31 (touch 9, flat-footed 30); Base Atk +35; Grp +45; Atk +40 melee (2d6+6, bite); Full Atk +40 melee (2d6+6, bite) and +35 melee (1d8+3, 2 claws) and +35 melee (1d6+3, 2 wings) and +35 melee (1d8+9, tail slap); Face/Reach 10 ft./5 ft. (10 ft. with bite); SA breath weapon (40-ft. cone of electrically charged gas), frightful presence, spell-like abilities, spells; SQ Chosen Immunities, Chosen spell-like abilities, detect magic, enhanced Constitution, name and song of attunement, silver fire, blindsense 60 ft., DR 10/magic, darkvision 120 ft., alternate form, immunity to electricity, poison, sleep and paralysis, keen senses, low-light vision, spell resistance 25, true seeing, tongues; AL NG; SV Fort +29, Ref +25, Will +30; Str 23, Dex 10, Con 29, Int 21, Wis 16, Cha 15
Skills and Feats: Bluff +25, Concentration +57 (+61 when casting defensively), Craft (alchemy) +25, Diplomacy +38, Escape Artist +24, Handle Animal +12, Heal +20, Intimidate +27, Knowledge (arcana) +25, Knowledge (geography) +15, Knowledge (history-Dalelands) +15, Knowledge (local-Shadowdale) +15, Knowledge (nature) +15, Knowledge (nobility and royalty) +10, Knowledge (the planes) +10, Listen +29, Perform (sing) +30, Profession (herbalist) +14, Search +31, Sense Motive +31, Speak Language (common, chondathan, damaran, draconic, elven, sylvan, thorass), Spellcraft +27 (+29 with scrolls), Spot +29, Use Magic Device +25 (+27 with scrolls); Brew Potion, Clinging Breath, Combat Casting, Craft Staff, Craft Wondrous Item, Dodge, Enlarge Breath, Eschew Materials, Flyby Attack, Forge Ring, Hover, Improved Iniative, Improved Maneuverability, Improved Speed, Improved Spell Capacity, Maximize Breath, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Heal), Spell Focus (divination), Spell Penetration, Still Spell, Subdual Substitution (electricity), Wingover

Breath Weapon (Su): Once every 1d4 rounds, Syluné can breathe a 40-foot cone of electrically charged gas that deals 14d6 points of electricity damage to every creature in the area (Reflex DC 25 half).

Frightful Presence (Ex): This ability takes effect automatically when Syluné attacks, charges, or flies overhead. It affects only opponents with 46 or fewer Hit Dice or levels within a radius of 210 feet. Each affected creature must make a successful Will save (DC 35) to resist the effect. On a failure, a creature with 5 or more Hit Dice or levels becomes shaken for 4d6 rounds, and a creature with 4 or fewer Hit Dice or levels becomes panicked for 4d6 rounds. Success indicates that the target is immune to Syluné’s frightful presence for one day.

Keen Senses (Ex): Syluné sees four times as well as a human in low-light conditions and twice as well in normal light. She also has darkvision out to 120 feet.

Chosen Abilities: Chosen Immunities: Syluné is unaffected by attacks that duplicate these effects: charm person, web, hold person, wall of fire, feeblemind, disintegrate, power word blind, power word stun, power word kill. Chosen Spell-like Abilities (all 1/day): mending, detect thoughts, dispel magic, charm monster, major creation, geas/quest, spell turning, polymorph any object, time stop. Detect magic at will, enhanced Constitution, name and song of attunement, silver fire.

Alternate Form (Su): Syluné can polymorph into a human female form. She assumes her original old body with a constitution score of 28.

True Seeing (Su): Syluné has true seeing to a range of 15 feet. This is always active.

Tongues (Su): Syluné can communicate in any language through the use of an innate tongues ability that is always active.

Wizard Spells Prepared (4/6/5/5/5/5/4/4/4/4/1; base DC = 15 + spell level; DC 16 + spell with divination spells; caster level 20th): 0 – daze, flare, message, mending; 1st – charm person, chill touch, comprehend languages, magic missile, protection from evil, shield; 2nd – bull’s strength, detect thoughts, Igedrazaar’s miasma, locate object, protection from arrows; 3rd – daylight, dispel magic, greater mage hand, lightning bolt (subdual), slow; 4th – charm monster, hallucinatory terrain, mass enlarge person, scrying, Tirumael’s energy spheres; 5th – ball lightning (subdual), break enchantment, summon monster V, hold monster, telekinesis; 6th – chain lightning, globe of invulnerability, guards and wards, permanent image; 7th – banishment, limited wish, magic missile (quickened, silent, stilled), reverse gravity; 8th – maze, moment of prescience, Otiluke’s telekinetic sphere, temporal stasis; 9th – dominate monster, foresight, imprisonment, shapechange; 10th – Evard’s black tentacles (quickened, silent, stilled).

Sorcerer Spells Known (6/7/7/6/4; base DC = 12 + spell level; DC 13 + spell with divination spells;caster level 9th): 0 – create water, guidance, light, mage hand, prestidigitation, read magic, resistance, touch of fatigue; 1st – detect evil, disguise self, hold portal, obscuring mist, true strike; 2nd – aid, remove paralysis, scintillating scales, silence; 3rd – blinding breath, create food and water, remove disease; 4th – breath weapon substitution, cure critical wounds.

Spell-Like Abilities (Sp): 1/hour – light, darkness; 2/day – blink, feather fall; 1/day – teleport. Caster level 9th.

Possessions: Robe of defense +4, major ring of spell storing (blindness/deafness, identify, fox’s cunning, nondetection, scorching ray), major ring of fire resistance 30.



Laeral Silverhand, Chosen of Mystra: check City of Splendors: Waterdeep


Edit: Forgot about ghost's Charisma increase and racial bonuses to skill checks for Sylune but all fixed now. Strange thing about it is that when Sylune becomes a dragon she looses them.
#277

The_Simbul_of_Aglarond

Apr 14, 2004 0:24:54
Nice job on Dove, Sylune, and Laeral. I like how you remembered their unique abilities, i.e. Sylune's ability to turn into a dragon, and Laeral's odd magic-item touch. :D

Nontheless I still must take the opportunity to say I didnt like the levels that were officially given to Laeral, specifically since she served as an apprentice to Elminster and thus there was little reason for her to have 4 Sorcerer levels, since unlike many of her sisters she didnt have to resort to learning magic inuitively and on-her own llike her other sisters (i.e. the Simbul could not be trained as a Wizard in Rashemen since she was not an Ethran, Dove and Storm adventured off on their own at a young age and didnt immedtiately take too well to the Art, and Alustriel and Sylune were raised by a Harper who wanted them to become Rangers/Warrior-type Harpers, not mages).

Nevertheless you did do quite a good job with her, especially considering the level/class blocks that you had to work with.

#278

tebryn14

Apr 14, 2004 15:52:15
Originally posted by The Simbul
Nice job on Dove, Sylune, and Laeral. I like how you remembered their unique abilities, i.e. Sylune's ability to turn into a dragon, and Laeral's odd magic-item touch. :D

Nontheless I still must take the opportunity to say I didnt like the levels that were officially given to Laeral, specifically since she served as an apprentice to Elminster and thus there was little reason for her to have 4 Sorcerer levels, since unlike many of her sisters she didnt have to resort to learning magic inuitively and on-her own llike her other sisters (i.e. the Simbul could not be trained as a Wizard in Rashemen since she was not an Ethran, Dove and Storm adventured off on their own at a young age and didnt immedtiately take too well to the Art, and Alustriel and Sylune were raised by a Harper who wanted them to become Rangers/Warrior-type Harpers, not mages).

Nevertheless you did do quite a good job with her, especially considering the level/class blocks that you had to work with.


I agree. I thought that perhaps, for Larael Wiz 21/Arch 3/Rgr 6 would be more appropriate, but...
#279

zombiegleemax

Apr 17, 2004 12:43:41
No Escanor Thantul, the coolest of all Princes of Shades????

Could you make him Green Giant?
#280

green_giant_02

Apr 19, 2004 17:29:23
@ Magus, if Escanor Thantul is a character from the Return of the Archwizards novels, I'm afraid I wouldn't be able to do him justice since I haven't read the novels. The only info I have is what i gleaned from the now defunct Realms novels board and what was summarized in the PGtF.


And now for the news....


It's been a fun ride with posting the stats to these characters but now comes that dreaded word....EDIT. With the release of the PGtF I'm going to have to go back and look through every character that I've posted and make any corrections. Most of it is going to be a chore since it will only involve changing the name of any regional feat the NPC has and making the adjustments to the new capabilities that regional feat adds. Others will involve changes to class levels such as Ioulaum and Lady Polaris who will gain the Netherese Arcanist PrC. I hope you will bear with me until I've made the changes. Of course this is the perfect opportunity to those of you who have been following this thread to post any suggestions to make any changes on your favorite NPC (give valid reasons why need for a change) or give me notice on any bone-headed blunders I might have made.

If there are any changes made to the character, I will post the word edited next to their name on the table of contents found in page 1. Enjoy.
#281

green_giant_02

Apr 22, 2004 18:45:07
All changes and editing has been done. You can find the changes by looking in the index on page 1. I'll leave the edited word for a month before removing it. I will continue posting new NPCs and will start with Skullport as soon as I get my hands on the Expanded Psionic's Handbook. Enjoy the changes.
#282

tebryn14

Apr 22, 2004 20:27:25
Just letting you know, Green Giant, that the Netherese Arcanist class really isn't appropriate for netherese casters, because it is using Epic Magic, which did not gain its present form until after the death of Mystryl. Just my opinion.
#283

green_giant_02

Apr 22, 2004 22:50:57
I have to disagree with you, Tebryn14. I believe that the Netherese Arcanist existed back then but was probably different in terms of abilities granted and the spell system of Arcane Age from the epic spellcasting system of today. However with the new system (both epic spellcasting and 3.5e), changes had to be made to adapt to the new Weave. It would be difficult to create a Netherese Arcanist PrC that simulated the magic system from Arcane Age so I had to use the one in PGtF, especially for Lady Polaris since she is the only one that didn't survive the death of Mystryl. Ioulaum and Shadow would have had time to learn the new Weave and make changes to the PrC.


I do agree with your sig, however. I think there should be less human-oriented dieties or at least change some of their portfolios since some of them are too closely related.
#284

zombiegleemax

Apr 23, 2004 21:40:12
Wow! I've been away for a few days, but I just looked at Laeral with Sylune as an added bonus and this is just what I was looking for! Laeral's always been one of my favorite of the seven and I hope WotC gives her more mention in the Waterdeep book due out next year than they have in recent products. Awesome job GG. Could you do Nasher Alagondar next. His levels are listed in the FRCS in the Neverwinter section.
#285

green_giant_02

Apr 26, 2004 15:31:55
Here is the lord of Neverwinter. Enjoy.


Note: I gave him middle age benefits and penalties.


Lord Nasher Alagondar: Male Tethyrian Human Ftr7/Chm4 of Tyr; CR 11; Medium-size Humanoid; HD 11d10+22; hp 87; Init +1; Spd 30 ft.; AC 15 (touch 15, flat-footed 14); Base Atk +11; Grp +15; Atk +19 melee (1d8+9/17-20, +3 icy burst longsword) or +17 melee (1d8+6, +2 heavy mace of disruption); Full Atk +19/+14/+9 melee (1d8+9/17-20, +3 icy burst longsword) or +17/+12/+7 melee (1d8+6, +2 heavy mace of disruption); Face/Reach 5 ft./5 ft.; SA Smite infidel; SQ Lay on hands, sacred defense; AL LG; SV Fort +11, Ref +5, Will +5; Str 19, Dex 12, Con 15, Int 15, Wis 14, Cha 18
Skills and Feats: Climb +11, Diplomacy +8, Handle Animal +9, Intimidate +11, Jump +11, Knowledge (religion) +7, Profession (commander) +6, Ride (horse) +14, Sense Motive +6, Speak Language (common, illuskan, chondathan, dwarven), Swim +11; Cleave, Combat Expertise, Great Cleave, Improved Critical (longsword), Leadership, Mounted Combat, Negotiator, Power Attack, Ride-By Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Lay on hands (16 hp), sacred defense +2, smite infidel (+4 to attack, +4 to damage).
Possessions: +3 icy burst longsword, +2 heavy mace of disruption, ring of the ram, ring of protection +4, belt of regeneration (as ring of regeneration).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#286

zombiegleemax

Apr 26, 2004 15:51:14
Wow, thanks for Nasher! That'll really help IMC. By the way in NWN he had gray middle-length hair and blue (i think) eyes. I'm not sure how "official" this is, but just thought you might like to know!

-XhaoSuma
#287

green_giant_02

Apr 28, 2004 23:29:32
Well, the WotC website has just posted the stats to Mourngrym Amcathra, so I guess I'll take mine down. I'll be doing that when the official stats to any of the NPCs are created even if they are kinda strange.
#288

zombiegleemax

May 02, 2004 1:39:24
Great work Mr. Giant. i agree with whoever said you're doing dm's a great service.

Ever think of putting up a website soley for npc's and have it set up so you can browse for them alphabetically or by group?

With the insane amount of effort you put into making npc's I'd love to see some of your home adventures.

oh yeah, i've been searching for velsharoon stats. have you made any or know at least what levels he had as a mortal? if i wasn't solazy i'd make him up from scratch. or post my 3.5 version of larloch on your thread.

keep up the good work!
#289

zombiegleemax

May 02, 2004 2:49:12
since this is about npc's maybe some of you can help me.
are there official level adjustments for pit fiends, balors and solars? if not, any suggestions?

i have a campaign advancing into epic levels and it was brought up if they could eventually make one of the above. i know it's at least 20 levels for fiends and balor hit dice alone. the level adjustment for abilities is the tricky part.
#290

green_giant_02

May 03, 2004 0:18:25
More than halfway through with Skullport, will probably finish tomorrow and thought I should check in and give thanks to Maculo for his praise. As for Doberfuhr, you have a weird and dark mind.
#291

green_giant_02

May 04, 2004 0:28:00
Well as promised, here are the denizens of Skullport. Enjoy.


Aekyl Dafyre: see Realms NPC Characters II


Ahmaergo: see Realms NPC Characters II

Alysae: see Realms NPC Characters II


Amet’ned-thoth: see Realms NPC Characters II


Amryyr Yauntyrr: see Realms NPC Characters II


Anithlynn: Female Ffolk Human Clr5 of Chauntea/Mystic Wanderer 2; CR 7; Medium-size Humanoid; HD 7d8+7; hp 42; Init +3; Spd 30 ft.; AC 17 (touch 17, flat-footed 14); Base Atk +5; Grp +5; Atk +6 melee (1d6+1, rod of the python); Full Atk +6 melee (1d6+1, rod of the python); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, glory of the divine, sleep, familiar, lore of nature; AL CG; SV Fort +6, Ref +8, Will +13; Str 10, Dex 16, Con 12, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +6 (+10 when casting defensively), Craft (alchemy) +11, Craft (poisonmaking) +8, Diplomacy +11, Heal +6, Knowledge (nature) +7, Knowledge (religion) +7, Perform (dance) +6, Profession (herbalist) +8, Speak Language (common, illuskan, chondathan, elven), Spellcraft +7; Brew Potion, Combat Casting, Iron Will, Skill Focus (Craft [alchemy])
Special Qualities: Aura of good (aura equals cleric level), turn undead as 5th level cleric (+2 to turning checks) 6/day. Glory of the divine, sleep 1/day (DC 14) as 7th-level sorcerer, familiar, lore of nature.
Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level; caster level 7th).
*Domain spell. Deity: Chauntea. Domains: Earth (6/day turn or destroy air creatures, or rebuke or command earth creatures), Plant (6/day rebuke or command plant creatures).
Possessions: Cloak of resistance +1, ring of protection +1, rod of the python, hat of disguise, several potions and poisons, a scroll or two. Co-owner of the Sisters Three Waxworks.
Height: Unknown, Weight: Unknown, Hair: Chestnut, Eyes: Unknown.


Aurin the Generous: see Realms NPC Characters II


Briglynn: Female Ffolk Human Clr5 of Chauntea/Mystic Wanderer 2; CR 7; Medium-size Humanoid; HD 7d8+7; hp 42; Init +3; Spd 30 ft.; AC 17 (touch 17, flat-footed 14); Base Atk +5; Grp +5; Atk +8 ranged (1d4+1, +1 sling with +1 bullet); Full Atk +8 ranged (1d4+1, +1 sling with +1 bullet); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, glory of the divine, sleep, familiar, lore of nature; AL CG; SV Fort +6, Ref +8, Will +13; Str 11, Dex 16, Con 12, Int 17, Wis 17, Cha 16
Skills and Feats: Concentration +6 (+10 when casting defensively), Craft (alchemy) +9, Diplomacy +11, Heal +6, Knowledge (nature) +11, Knowledge (religion) +8, Perform (dance) +6, Profession (herbalist) +8, Sense Motive +7, Speak Language (common, illuskan, chondathan, elven, sylvan), Spellcraft +8, Survival +7 (+9 aboveground); Combat Casting, Create Infusion, Iron Will, Skill Focus (Knowledge [nature])
Special Qualities: Aura of good (aura equals cleric level), turn undead as 5th level cleric (+2 to turning checks) 6/day. Glory of the divine, sleep 1/day (DC 14) as 7th-level sorcerer, familiar, lore of nature.
Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level; caster level 7th).
*Domain spell. Deity: Chauntea. Domains: Earth (6/day turn or destroy air creatures, or rebuke or command earth creatures), Plant (6/day rebuke or command plant creatures).
Possessions: +1 sling, eight +1 bullets, 2d4 beads of force, ring of feather falling, wand of detect magic. Co-owner of the Sisters Three Waxworks.
Height: Unknown, Weight: Unknown, Hair: Chestnut, Eyes: Unknown.


Lord Byronae Trilluach: see Realms NPC Characters II


Chantos Graybeard: see Realms NPC Characters II


Dalagor the Cold: see Realms NPC Characters II


Denver Gilliam: see Realms NPC Characters II


Dwarnid Inkpeddler: see Realms NPC Characters II


Eulagad the Maul: see Realms NPC Characters II


The Eye: see Realms NPC Characters II


Grimmbold the Gith: see Realms NPC Characters II


Gyudd: see Realms NPC Characters II


Haffa: Male Half-Ogre Ftr4/Rog6; CR 12; Large Giant; HD 5d10+15 plus 6d6+18; hp 86; Init +5; Spd 30 ft.; AC 20 (touch 10, flat-footed 19); Base Atk +9; Grp +19; Atk +15 melee (1d4+8, unarmed strike) or +16 melee (2d8+12/19-20, Large +1 dispelling bastard sword); Full Atk +15/+15/+10 melee (1d4+8, unarmed strike) or +16/+16/+11 melee (2d8+12/19-20, Large +1 dispelling bastard sword); Face/Reach 10 ft./5 ft.; SA Sneak attack; SQ Half-Ogre traits, trapfinding, evasion, trap sense, uncanny dodge; AL N; SV Fort +9, Ref +7, Will +4; Str 22, Dex 13, Con 17, Int 14, Wis 13, Cha 9
Skills and Feats: Appraise +8, Bluff +5, Climb +14, Gather Information +7, Hide +3, Intimidate +9, Jump +14, Knowledge (local-Underdark [Northdark]) +8, Listen +7, Move Silently +7, Profession (merchant) +7, Sense Motive +7, Speak Language (common, giant, goblin, undercommon), Spot +7, Swim +14; Improved Grapple, Improved Iniative, Improved Unarmed Strike, Power Attack, Weapon Focus (bastard sword), Weapon Focus (unarmed strike), Weapon Specialization (bastard sword), Weapon Specialization (unarmed strike)
Special Qualities: Half-ogre traits: Large size, darkvision 60 ft.; +4 natural armor; giant blood. Sneak attack +3d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Possessions: Large +1 dispelling bastard sword, bracers of the blinding strike.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Note: Wonder if they’ll change the Large size of the Half-ogre to the Powerful Build of a Half-giant.


Ilyana Wyrmmruff: see Realms NPC Characters II


Irusyl Eraneth: See Laeral Silverhand.


Lord Ithvar Wordkiller: see Realms NPC Characters II
#292

green_giant_02

May 04, 2004 1:11:55
Here is the second part to the Skullport. I wonder if any of them will show up in the Waterdeep sourcebook. Keep enjoying.


Jasmar’n Shadewidow: Female Tethyrian Human Exp5/Nec11; CR 15; Medium-size Humanoid; HD 5d6+10 plus 11d4+22; hp 80; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +8; Grp +8; Atk +11 melee (1d6+3/17-20, +3 keen short sword) or +11 melee (1d6+3, staff of striking); Full Atk +11/+6 melee (1d6+3/17-20, +3 keen short sword) or +11/+6 melee (1d6+3, staff of striking); Face/Reach 5 ft./5 ft.; AL N; SV Fort +6, Ref +6, Will +15; Str 11, Dex 15, Con 14, Int 20, Wis 18, Cha 8
Skills and Feats: Concentration +16 (+20 when casting defensively), Craft (alchemy) +16, Craft (embalming) +15, Decipher Script +16, Heal +22, Hide +10, Knowledge (arcana) +19, Knowledge (dungeoneering) +13, Knowledge (local-Underdark [Northdark]) +13, Knowledge (religion) +13, Move Silently +10, Profession (chirurgeon) +23, Sleight of Hand +7, Speak Language (common, chondathan, elven, draconic, dwarven, giant, undercommon), Spellcraft +21; Craft Wondrous Item, Eschew Materials, Graft Flesh (undead), Improved Animation*, Martial Weapon Proficiency (short sword), Scribe Scroll, Silent Spell, Skill Focus (Heal), Skill Focus (necromancy), Still Spell
Wizard Spells Prepared (5/7/6/6/5/4/2; base DC = 15 + spell level; DC 16 + spell level with necromancy spells; caster level 11th).
Possessions: +3 keen short sword, staff of striking, Shadewidow’s mask, cloak of the bat. Facilitator of Cryptkey Facilitations. Accompanied by a pair of ghouls and her vulture familiar (Gakk).
Height: Unknown, Weight: Unknown, Hair: Dark streaked with gray, Eyes: Dark purple

* Found in Dragon Magazine #298.

Shadewidow’s Mask: This mask covers the wearer’s upper half of the face. When worn it provides darkvision 60 feet and detect magic at will.

Staff of Striking: This +3 quarterstaff is very useful for multiclass fighter/wizards or fighter/sorcerers or for arcane spellcasters that love to mix it up in melee. The staff has the following powers:
*True strike (1 charge)
*Bull’s strength (1 charge)
*Haste (2 charges)
The staff may also be used to smite an opponent. If 1 charge is expended (as a free action) the staff causes double damage (x3 on a critical hit) for 1 round. If 2 charges are expended (as a free action) the staff causes triple damage (x4 on a critical hit) for 1 round.


Kaitlynn: Female Ffolk Human Clr5 of Chauntea/Mystic Wanderer 2; CR 7; Medium-size Humanoid; HD 7d8+7; hp 42; Init +3; Spd 30 ft.; AC 20 (touch 20, flat-footed 17); Base Atk +5; Grp +5; Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, glory of the divine, sleep, familiar, lore of nature; AL CG; SV Fort +6, Ref +8, Will +13; Str 13, Dex 16, Con 13, Int 17, Wis 17, Cha 21
Skills and Feats: Concentration +11 (+15 when casting defensively), Craft (alchemy) +10, Diplomacy +15, Heal +10, Knowledge (nature) +9, Knowledge (religion) +9, Perform (dance) +8, Profession (herbalist) +8, Speak Language (common, illuskan, chondathan, elven, sylvan), Spellcraft +10; Brew Potion, Combat Casting, Iron Will, Purify Spell
Special Qualities: Aura of good (aura equals cleric level), turn undead as 5th level cleric (+2 to turning checks) 8/day. Glory of the divine, sleep 1/day (DC 16) as 7th-level sorcerer, familiar, lore of nature.
Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level; caster level 7th).
*Domain spell. Deity: Chauntea. Domains: Animal (speak with animals 1/day), Plant (8/day rebuke or command plant creatures).
Possessions: Staff of healing, ring of protection +2, rod of splendor, several potions of cure light wounds and cure serious wounds. Co-owner of the Sisters Three Waxworks.
Height: Unknown, Weight: Unknown, Hair: Chestnut, Eyes: Unknown.


Kesra Tanor’Thal: see Realms NPC Characters II


Malakuth Tabuirr: see Realms NPC Characters II


Misker the Pirate Tyrant: see Realms NPC Characters II


Nestor Podgin: see Realms NPC Characters II


Nhyris D’Hothek: Full official stats found in Serpent Kingdoms. (At least he has the Horned Harbringer PrC.)


Othur Roonsundyr: see Realms NPC Characters II


Quinan Varnaed: see Realms NPC Characters II


The Rag Mage: see Realms NPC Characters II


Rhaunaguth: see Realms NPC Characters II


Sangalor of the Secrets: see Realms NPC Characters II


Shradin Mulophor, Lord of Bones: see Realms NPC Characters II


Smallfry: see Realms NPC Characters II


Spider: see Realms NPC Characters II


Tohkkal Burrwardern: see Realms NPC Characters II


Transtra: see Realms NPC Characters II


Tykkyl Burrwardern: Male Rock Gnome Rog2/Ill7/Techsmith 4; CR 13; Small-size Humanoid; HD 6d6+12 plus 7d4+14; hp 67; Init +4; Spd 20 ft.; AC 15 (touch 15, flat-footed 11); Base Atk +6; Grp +2; Atk +9 melee (1d8+3, mace of smiting); Full Atk +9/+4 melee (1d8+3, mace of smiting); Face/Reach 5 ft./5 ft.; SQ Gnome traits, gondsman, technical knack, construct sense; AL CN; SV Fort +6, Ref +6, Will +9; Str 11, Dex 18, Con 14, Int 18, Wis 11, Cha 14
Skills and Feats: Appraise +13, Concentration +13 (+17 when casting defensively), Craft (alchemy) +11, Craft (blacksmithing) +9, Craft (locksmithing) +16, Craft (metal working) +16, Craft (trapmaking) +9, Disable Device +13, Hide +8, Knowledge (arcana) +17, Knowledge (architecture and engineering) +17, Knowledge (religion) +10, Listen +2, Open Lock +9, Profession (engineer) +9, Search +9, Speak Language (common, gnome, lantanese, chondathan, draconic, dwarven, illuskan), Spellcraft +17; Combat Casting, Craft Wondrous Item, Dodge, Education, Exotic Weapon Proficiency (firearms), Scribe Scroll, Skill Focus (Craft [locksmithing]), Skill Focus (Craft [metal working])
Special Qualities: Gnomish Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, weapon familiarity (treat gnome hooked hammers as martial weapons), +2 racial bonus on saving throws against illusions, +1 to DC on saves against illusions, low-light vision, +1 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins, and bugbears), +2 racial bonus on Listen checks, +4 dodge bonus against giants, +2 racial bonus on Craft (alchemy) checks, spell-like abilities – 1/day speak with animals (one minute duration with burrowing animals), dancing lights, ghost sound, prestidigitation. Gondsman (3 upgrades), technical knack +2, Craft domain, construct sense.
Illusionist Spells Prepared (5/6/5/4/3; base DC = 14 + spell level; DC 15 + spell level with illusion spells; prohibited schools – enchantment and necromancy; caster level 7th).
Possessions: Mace of smiting, ring of x-ray vision.
Height: Unknown, Weight: Unknown, Hair: Golden, Eyes: Unknown.


Vhondryl: see Realms NPC Characters II


Ysele the Cat: see Realms NPC Characters II


Zstulkk Ssarm: Full official stats found in Serpent Kingdoms.
#293

Kezghan

May 04, 2004 3:34:22
Very nice Skullport conversions.

A question that you may have already answered:

Could you or have you posted a list of what accessories you exactly use? Some of your prc's i have no clue about. If you could post a definitive list of what tomes you have been using i would be very appreciative.

Thanx main, keep up the good work.
#294

green_giant_02

May 04, 2004 15:25:49
Originally posted by Kezghan
Very nice Skullport conversions.

A question that you may have already answered:

Could you or have you posted a list of what accessories you exactly use? Some of your prc's i have no clue about. If you could post a definitive list of what tomes you have been using i would be very appreciative.

Thanx main, keep up the good work.

Thanks for the praise as for the sources, its a very long list but here goes.

3 Core books

Forgotten Realms Campaign Setting
Player's Guide to Faerun
Faiths and Pantheons
Races of Faerun
Unapproachable East
Underdark
Magic of Faerun
Lords of Darkness
City of the Spider Queen
Silver Marches
Monsters of Faerun

Monster Manual II
Fiend Folio
Epic Level Handbook
Savage Species
Manual of the Planes
Deities and Demigods
Book of Vile Darkness
Book of Exalted Deeds
Draconomicon
Miniature's Handbook
Complete Warrior
Unearthed Arcana
Expanded Psionic's Handbook
Dragonlance Campaign Setting
Ghostwalk
Arms and Equipment Guide
Oriental Adventures
Ravenloft Campaign Setting

Sword and Fist
Defenders of the Faith
Tome and Blood
Song and Silence
Masters of the Wild
Stronghold Builder's Guidebook

All 3e/3.5e Dragon Magazines except for #314.
All 3e/3.5e Dungeon Magazines except for #105.
(I plan to get the missing magazines soon since this month is my birthday :D )

Seems like alot of books and thats not even counting all my 2e sourcebooks that I have and other excellent items located in the WotC website. The main problem I have is all this information is spread out. Finding the correct one is maddening. I've had to create a list in which all the PrCs are located and where all the Cleric domains are located. I'm trying to find a list or index for all the 3e/3.5e magazines and another list in where all the feats can be located. Until then I'll just have to keep on suffering.

I usually post an asterik in case anybody wishes to know where I got the info. If you have any more questions about where I got the information please ask and I'll try to answer you.
#295

zombiegleemax

May 04, 2004 18:35:51
You sure are a thorough researcher, Green Giant. I have enjoyed reading your posts immensely. Please keep up the good work, dude! Everytime I read one of your excellent posts I wish that my friend and I could get a group together again to play D&D. Haven't played in years. Anyway, just thought I would pipe in to congrat you. Again, keep it up!

Karthios
#296

green_giant_02

May 04, 2004 19:03:36
Thanks for the praise, Karthios. And now here is an FR vampire that needed to wait posting until the Expanded Psionic's Handbook came out. He was originally part of a trio of vampires from Children of the Night article by Paul Culotta in Dragon Magazine #236. The other two conversions have already been posted and now here is the final piece. Enjoy.


Saed, Beast Chieftain of Veldorn: Male Durpari Human Vampire Psi (Seer) 12; CR 12; Medium-size Undead; HD 12d12; hp 83; Init +9; Spd 30 ft.; AC 21 (touch 15, flat-footed 16); Base Atk +6; Grp +11; Atk +11 melee (1d6+5 plus energy drain, slam) or +12 melee (1d8+8, +1 unholy heavy mace); Full Atk +11/+6 melee (1d6+5 plus energy drain, slam) or +12/+7 melee (1d8+8, +1 unholy heavy mace); Face/Reach 5 ft./5 ft.; SA Blood drain, children of the night, create spawn, dominate, energy drain; SQ Alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance, undead traits, vampire weakness; AL LE; SV Fort +4, Ref +11, Will +13; Str 20, Dex 20, Con -, Int 24, Wis 21, Cha 23
Skills and Feats: Appraise +9, Bluff +21, Concentration +21 (+25 when manifesting defensively), Diplomacy +15, Gather Information +14, Hide +13, Knowledge (local-the Golden Waters) +17, Knowledge (psionics) +22, Listen +20, Move Silently +13, Profession (merchant) +10, Psicraft +24, Search +15, Sense Motive +20, Speak Language (common, durpari, draconic, dwarven, giant, halruaan, halfling, mulhorandi, shaaran), Spot +20; Alertness, Combat Manifestation, Combat Reflexes, Craft Universal Item, Dodge, Expanded Knowledge (psionic teleport), Extend Power, Improved Iniative, Inquisitor, Lightning Reflexes, Quicken Power, Silver Palm, Simple Weapon Proficiency (heavy mace)
Special Qualities: Blood drain, children of the night, create spawn, dominate (DC 22), energy drain (DC 22 to remove negative level), alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weakness.
Psionic Powers Known (power points 168; save DC 17 + power level; manifester level 12th): 1st – conceal thoughts, control flames, create sound, detect psionics, distract, matter agitation; 2nd – clairvoyant sense, concussion blast, psionic levitate, psionic tongues; 3rd – danger sense, energy bolt, escape detection, ubiquitous vision; 4th – correspond, dispel psionics, mental barrier, telekinetic maneuver; 5th – adapt body, psionic teleport, second chance, tower of iron will; 6th – greater precognition, psionic contingency, remote view trap.
Possessions: Ring of vampiric protection, +1 unholy heavy mace, +3 distance, returning throwing axe, +3 cursed backbiting spear (a trap for would-be heroes). As ruler of Vaelen, Saed has access to many more equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Blue

Ring of Vampiric Protection: This ring provides total immunity from the effects of sunlight or any spell with the light descriptor effect.
#297

zombiegleemax

May 05, 2004 8:22:37
Great! Just what the realms needs. A daywalker vampire. Not only are vampires extremely difficult to destroy, but now this one is immune to all light effects. I think I'd rather take on a dragon. :D

Karthios
#298

zombiegleemax

May 05, 2004 12:04:33
Originally posted by Green Giant
I'm trying to find a list or index for all the 3e/3.5e magazines and another list in where all the feats can be located. Until then I'll just have to keep on suffering.

The feat lists at www.crystalkeep.com also feature the Dragon/Dungeon issue each feat appeared into; might that suit your needs?
#299

green_giant_02

May 05, 2004 13:49:07
Originally posted by Karthios
Great! Just what the realms needs. A daywalker vampire. Not only are vampires extremely difficult to destroy, but now this one is immune to all light effects. I think I'd rather take on a dragon.

Karthios

The trick is to catch him outside in the middle of the day and cast a targeted dispel magic or greater dispelling on the ring. ;)



Originally posted by Israfel666
The feat lists at www.crystalkeep.com also feature the Dragon/Dungeon issue each feat appeared into; might that suit your needs?

That's perfect! Its exactly what I was looking for Israfel666. Thanks a lot.
#300

phantom_lord

May 08, 2004 14:08:30
Hiya all! Long time no post! Might as well give it a go...

Okay, I'm looking for stats, preferably 3.0 for Lashan of Scardale.

Also, icing on the cake could come in the form of personality background. There's practically nothing on him and I'd like to get him across well in my game, as an NPC.

Thanks & Kudos.
#301

zombiegleemax

May 09, 2004 12:41:03
As you probably already know a decision was made by the powers-that-be in WotC that all discussion of novels is now banned on the FR forums. Also all debate and/or complaint about this decision is also banned.

The WizO team feels strongly that people need to be able to refer to Realms Lore found in novels when discussing many issues. What we have been aiming for when we wrote the clarifications to the rules is that people should be able to refer to information in novels along with information from other sources. This means no talk about the books as publications and works of literature; and no talk about subjects only found in books. Please read Novels - Important Info - Read This!!!!

We understand it is very tempting to talk about people, places, spells and other subjects only found in the novels, but in order for us to retain permission to mention “novels lore” in the context of wider issues we have had to draw a very clear line. Talking about such subjects is too close to making comments about characterization and plot in the novels, which is what got us into this situation in the first place

This means you cannot post stats for a character found only in a novel. You CAN talk about a character who is mentioned in other sources as well as a novel. It would be a huge help to the team if you mention the sources for your character when you post on this thread.

Please don’t debate this decision on the boards. If you want ask for clarification then email me at [email]bigsister@wizo.wizards.com[/email] Of you want to comment on the original decision about novels you can (a) email [email=custserv@wizards.com ]custserv@wizards.com[/email]or write a letter to the Wizards of the Coast Book Publishing Department, P.O. Box 707, Renton, WA 98057-0707
#302

Kezghan

May 12, 2004 15:15:55
hmmm, did that kill the thread? I hope not, thats a lame duck call but it is what it is what it is.

Lots of gaming materials still to cover i suppose.

Keep rockin GG.

THanks for your list of materials used. That helps.
#303

The_Simbul_of_Aglarond

May 12, 2004 20:11:39
Originally posted by WizO_BigSister
We understand it is very tempting to talk about people, places, spells and other subjects only found in the novels, but in order for us to retain permission to mention “novels lore” in the context of wider issues we have had to draw a very clear line. Talking about such subjects is too close to making comments about characterization and plot in the novels, which is what got us into this situation in the first place

This means you cannot post stats for a character found only in a novel. You CAN talk about a character who is mentioned in other sources as well as a novel. It would be a huge help to the team if you mention the sources for your character when you post on this thread.

So does this mean if I wanted to write-up a spell that is described or named in a Novel, but not yet published in a D&D sourcebook, and post it I cant do so without violating the CoC?
#304

phantom_lord

May 13, 2004 8:14:31
Just a reminder, I'm looking for stats for Lashan of Scardale? Help GG?

Thanks & Kudos
#305

green_giant_02

May 13, 2004 18:19:57
Originally posted by Phantom_Lord
Just a reminder, I'm looking for stats for Lashan of Scardale? Help GG?

Thanks & Kudos

Sorry for the delay but I'm doing some home remodeling and its taking up most of my time. Hopefully I'll be done soon and in order to cut some time searching, does anybody remember if they ever posted Lashan's stats in a sourcebook? Or if not, does anybody want to make a guess as to what they might be?



Originally posted by The Simbul
So does this mean if I wanted to write-up a spell that is described or named in a Novel, but not yet published in a D&D sourcebook, and post it I cant do so without violating the CoC?

I'd play it safe and not post any such spell or material unless you can find it appeared in a sourcebook or adventure.
#306

green_giant_02

May 14, 2004 17:50:36
Here is the former Lord of Scardale and the poster child for missing persons. Enjoy.


Lord Lashan Aumersair of Scardale: Male Chondathan Human Ftr8/Rog4; CR 12; Medium-size Humanoid; HD 8d10+16 plus 4d6+8; hp 86; Init +4; Spd 20 ft.; AC 23 (touch 13, flat-footed 20); Base Atk +11; Grp +16; Atk +18 melee (1d8+8/19-20/x3, +1 mighty cleaving battleaxe); Full Atk +18/+13/+8 melee (1d8+8/19-20/x3, +1 mighty cleaving battleaxe); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge; AL CN; SV Fort +10, Ref +9, Will +4; Str 20, Dex 15, Con 14, Int 13, Wis 10, Cha 14
Skills and Feats: Bluff +9, Climb +6, Diplomacy +8, Handle Animal +8, Hide +1, Intimidate +16, Jump +6, Knowledge (nobility and royalty) +3, Listen +2, Move Silently +1, Profession (commander) +4, Ride (horse) +14, Sense Motive +4, Speak Language (common, chondathan, giant), Spot +4, Swim +1, Use Magic Device +9; Blooded, Cleave, Combat Reflexes, Leadership, Improved Critical (battleaxe), Mounted Combat, Persuasive, Power Attack, Ride-By Attack, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Special Qualities: Sneak attack +2d6, trapfinding, evasion, trap sense +1, uncanny dodge.
Possessions: +2 chainmail, +1 heavy steel shield, +1 mighty cleaving battleaxe, potion of heroism, potion of barkskin +2, ring of protection +1, wand of cure light wounds (25), cloak of resistance +1, gauntlets of ogre power, heavy warhorse, military saddle, chainmail barding. 3,775 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#307

phantom_lord

May 15, 2004 3:14:49
Thanks very much Green Giant! You Rock!

'Nuff Said.
#308

zombiegleemax

May 15, 2004 5:17:30
Green Giant - could you do these members of the Maerdym Myth Drannor house?
If you want the (sparse) other information, its in the downloads.

From tFoMD:

Maerdrym, Kharis
-4 to 678
(N moon em P12 of Sehanine)
Lord of House Maerdrym; Councilor

Maerdrym, Yrneha
-302 to 713
(NG moon ef F10/W10)
House Elder; Councilor; bladesinger

From Cormathyr:

Ardryll Maerdrym
(N moon em F13)
Patriarch/Lord Speaker

Conall Maerdrym
(NE moon em W7-Dualist (Nelluonkkar) )
Second son of Ardryll; Clan Heir

Nyvorlas Maerdrym
(LG moon em F16)
Grandfather of Arun, granduncle of Ardryll; Clan Elder

Maaleshiira Maerdrym
(CN elf W19)
Niece of Ardryll by his third brother; Clan Archmage
A youngling elf whose abilities in magic far outstrip her patience and sense

And, if you can, could you also do a 3.5 Cassana from the Villain;s Lorebook. Thank you!
#309

kuje31

May 15, 2004 10:37:20
Originally posted by Sarelle

And, if you can, could you also do a 3.5 Cassana from the Villain;s Lorebook. Thank you! [/b]

I have a 3.0 one some one did for me on the boards hmmmm 6 or 7 months ago. I forgot who wrote it up for me, but if you want that one I could post it.......
#310

zombiegleemax

May 15, 2004 11:52:03
That would be great, thanks Kuje! She's one of the best villains in the realms, IMO, even if

A
Z
U
R
E

B
O
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S


S
P
O
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she is a pile of dust! :D

If Green Giant gets time/is feeling generous I would still ove a 3.5 Cassana (possibly with a few more class levels?), but anything you can provide will be fine, Kuje.
#311

kuje31

May 15, 2004 14:02:47
Originally posted by Sarelle
If Green Giant gets time/is feeling generous I would still ove a 3.5 Cassana (possibly with a few more class levels?), but anything you can provide will be fine, Kuje. [/b]



Cassana: female lich Wiz 17; CR 19; Medium-sized Undead; HD 17d12; hp 137; Init +6 (Dex +2, Improved Initiative +4); Spd. 30 ft.; AC 25 (+2 Dex, +5 natural, +8 bracers of armor), touch 20, flat-footed 23; Base Atk: +8/+3; Grp: +8; Atk +8 melee, +10 ranged; Full Atk: +8/+3 melee, +10/+5 ranged; SA: Damaging touch, fear aura, Paralyzing touch; SQ Turn resistance, damage reduction 15/bludgeoning and magic, immunities; AL NE; SV Fort +5, Ref +7, Will +12; Str 11, Dex 14, Con --, Int 23, Wis 14, Cha 18.

Skills and Feats: Bluff +10, Concentration +20, Decipher Script +6, Diplomacy +10, Hide +8, Knowledge (arcana) +20, Knowledge (religion) +20, Knowledge (the planes) +14, Listen +8, Move Silently +8, Perform (dancing) +5, Search +8, Sense Motive +8, Spellcraft +20, Spot +8; Combat Casting, Craft Staff, Craft Wand, Craft Wonderous Item, Extend Spell, Greater Spell Focus (Enchantment), Improved Initiative, Spellcasting Prodigy, Spell Focus (Enchantment).

Save DCs are equal to 10 + 1/2 the lich's HD + lich's Cha modifier unless otherwise noted.

Dream Haunting (Su): The lich can visit the dreams of any individual whose exact location is known to it. The sleeper experiences tormenting dreams and suffers 1 point of permanent Constitution drain upon awakening (Will save negates). A sleeper reduced to a Constitution score of 0 dies.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura for 24 hours.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, page 203 of the 3.5 revised Player's Handbook). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a Spot check or a DC 15 Heal check reveals that the victim is still alive.

Voice of Maleficence (Sp): If the lich speaks to a victim for 10 full minutes, the subject must make a Will save or fall into a sleepy trance. While in this trance state, the character answers truthfully any question the lich asks. The victim may attempt a new saving throw every hour, but for each consecutive hour the lich talks to the victim, the saving throw DC increases by 1.

Turn Resistance (Ex): A lich has +4 turn resistance.

Damage Reduction (Su): A lich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Spellbook: All cantrips, 1st level -- alarm, charm person, comprehend languages, hypnotism, magic missile, ray of enfeeblement, read magic, sleep, cause fear; 2nd level -- blindness/deafness, darkness, spider climb, touch of idiocy; 3rd level -- fireball, fly, lightning bolt, slow; 4th -- animate dead, confusion, dimension door, fear; 5th -- baleful polymorph, cloudkill, contact other plane, teleport; 6th -- circle of death, geas, repulsion, symbol of persuasion; 7th -- forcecage, insanity, mass hold person, project image; 8th -- create greater undead, mass charm monster, maze, power word stun; 9th -- power word kill, wail of the banshee.

Possessions: bracers of armor +8, 36,000 gp worth of other gear. Maybe swap the bracers if you find a good set of robes that give a good AC bonus.
#312

green_giant_02

May 16, 2004 0:02:42
Here is House Maerdrym except for Kharis. I'm waiting to get my hands on Complete Divine to see if any new feats might be appropriate for her. I'll post Cassana tomorrow. Enjoy.



Yrneha Maerdrym: Female Moon Elf Ftr8/Wiz2/Bladesinger10; CR 20; Medium-size Humanoid; HD 8d10 plus 2d4 plus 10d8; hp 98; Init +3; Spd 30 ft.; AC 18 (touch 18, flat-footed 10); Base Atk +19; Grp +19; Face/Reach 5 ft./5 ft.; SA Song of fury; SQ Elf traits, bladesong style, lesser spellsong, song of celerity, greater spellsong; AL NG; SV Fort +10, Ref +9, Will +13; Str 11, Dex 16, Con 10, Int 20, Wis 15, Cha 15
Skills and Feats: Balance +15, Climb +5, Concentration +10 (+14 when casting defensively), Handle Animal +7, Jump +12, Knowledge (arcana) +15, Knowledge (local-Cormanthor) +10, Knowledge (nature) +10, Knowledge (nobility and royalty) +10, Listen +4, Perform (dance) +9, Perform (sing) +9, Ride (horse) +10, Search +7, Speak Language (common, elven, chondathan, damaran, draconic, gnome, orc, sylvan), Spellcraft +20, Spot +4, Swim +5, Tumble +15; Combat Casting, Combat Expertise, Dodge, Enlarge Spell, Mobility, Scribe Scroll, Spring Attack, Strong Soul, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier), Whirlwind Attack
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Bladesong style, lesser spellsong, song of celerity (4th), greater spellsong, song of fury.
Wizard Spells Prepared (4/6/4/3/2; base DC = 15 + spell level; caster level 7th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Ardryll Maerdrym: Male Moon Elf Ari7/Ftr6; CR 12; Medium-size Humanoid; HD 7d8-14 plus 6d10-12; hp 45; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +11; Grp +10; Face/Reach 5 ft./5 ft.; SQ Elf traits; AL N; SV Fort +5, Ref +4, Will +10; Str 8, Dex 10, Con 6, Int 19, Wis 17, Cha 20
Skills and Feats: Appraise +8, Bluff +12, Climb +5, Diplomacy +20, Forgery +11, Gather Information +14, Handle Animal +11, Jump +5, Knowledge (history) +9, Knowledge (local-Cormanthor) +11, Knowledge (nature) +9, Knowledge (nobility and royalty) +14, Listen +9, Ride (horse) +9, Search +6, Sense Motive +12, Speak Language (common, elven, chondathan, damaran, dwarven, giant, gnome, orc, sylvan), Spot +9, Swim +5; Combat Expertise, Gift of Tongues, Improved Disarm, Leadership, Negotiator, Skill Focus (Knowledge [nobility and royalty]), Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow.
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Nyvorlas Maerdrym: Male Moon Elf Ftr10/Ari6; CR 15; Medium-size Humanoid; HD 10d10 plus 6d8; hp 86; Init -1; Spd 30 ft.; AC 9 (touch 9, flat-footed 9); Base Atk +14; Grp +15; Face/Reach 5 ft./5 ft.; SQ Elf traits; AL LG; SV Fort +9, Ref +4, Will +10; Str 12, Dex 8, Con 10, Int 18, Wis 15, Cha 15
Skills and Feats: Bluff +8, Climb +11, Diplomacy +13, Handle Animal +12, Jump +11, Knowledge (history) +10, Knowledge (local-Cormanthor) +10, Knowledge (nobility and royalty) +10, Listen +4, Perform (sing) +5, Ride (horse) +11, Search +6, Sense Motive +8, Speak Language (common, elven, chondathan, damaran, giant, orc, sylvan), Spot +4, Swim +11; Blind-Fight, Cleave, Dodge, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Rapid Shot, Ride-By Attack, Spirited Charge, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow.
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Conall Maerdrym: Male Moon Elf Nec7; CR 7; Medium-size Humanoid; HD 7d4; hp 19; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +3; Grp +4; Face/Reach 5 ft./5 ft.; SQ Elf traits; AL NE; SV Fort +2, Ref +4, Will +8; Str 13, Dex 17, Con 11, Int 18, Wis 16, Cha 11
Skills and Feats: Concentration +7 (+11 when casting defensively), Decipher Script +5, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local-Cormanthor) +7, Knowledge (nobility and royalty) +7, Knowledge (the planes) +7, Listen +5, Search +6, Speak Language (common, elven, chondathan, damaran, draconic, gnome, sylvan), Spellcraft +7, Spot +5; Combat Casting, Enlarge Spell, Scribe Scroll, Spell Focus (illusion), Spell Focus (necromancy)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow.
Wizard Spells Prepared (5/6/5/4/3; base DC = 14 + spell level; DC 15 + spell level with illusion and necromancy spells; prohibited schools – enchantment and evocation; caster level 7th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Maaleshiira Maerdrym: Female Moon Elf Wiz19; CR 19; Medium-size Humanoid; HD 19d4+19; hp 68; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +9; Grp +9; Face/Reach 5 ft./5 ft.; SQ Elf traits; AL CN; SV Fort +7, Ref +8, Will +11; Str 11, Dex 14, Con 12, Int 20, Wis 10, Cha 13
Skills and Feats: Concentration +21 (+25 when casting defensively), Craft (alchemy) +15, Decipher Script +15, Knowledge (arcana) +25, Knowledge (history) +15, Knowledge (local-Cormanthor) +15, Knowledge (nobility and royalty) +15, Knowledge (the planes) +15, Listen +2, Profession (scribe) +6, Search +7, Speak Language (common, elven, chondathan, damaran, draconic, gnome, orc, sylvan), Spellcraft +27, Spot +2; Combat Casting, Enlarge Spell, Extend Spell, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spellcasting Prodigy, Spell Focus (transmutation), Still Spell, Widen Spell
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow.
Wizard Spells Prepared (4/6/6/5/5/5/5/4/3/3; base DC = 15 + spell level; DC 16 + spell level with transmutation spells; caster level 19th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#313

zombiegleemax

May 16, 2004 10:02:08
They are really great thanks GG! (and thanks Kuje for Cassana!)

2 things though - Yrneha is a gal and Kharis is a guy! :D

and about Conall - I'm unsure why you made him a necromancer with prohibited evocation - I don't know that much about Cormathor duelist wizards, but surely necromancy would be one of the last schools needed? Evocation would be very much needed.

But seriously - not to put a damper on the efforts! Thanks again
#314

zombiegleemax

May 17, 2004 7:54:15
What a tremendous work! really amazing !!!

Thanks a lot for your great work on faerunian npcs.

But...could you or have you ever converted the organisation the night masks?

I've read your answer concerning Orbakh and the copyright but what about the Dukes forming the night court with him?
And perheaps the possessions of Orbakh?

Thanks again and keep going your passion which is ours.......
#315

zombiegleemax

May 17, 2004 10:23:46
Ooh. The Night Masks. Now there's a bunch of ne'er-do-wells. Ghost is one of those characters you just love to hate. At least I did. If you could do this one GG I would greatly enjoy reading the entries.

Karthios
#316

kuje31

May 17, 2004 17:28:14
Originally posted by Sarelle
They are really great thanks GG! (and thanks Kuje for Cassana!)

Er Sarelle. I had forgotten I wanted her as a lich for my game, but technically in the canon rules she might or might not be if she survived.
#317

green_giant_02

May 17, 2004 20:46:44
Here is Cassana from Villain's Lorebook. Enjoy.


Cassana: Female Tethyrian Human Wiz15; CR 15; Medium-size Humanoid; HD 15d4+15; hp 54; Init +1; Spd 30 ft.; AC 13 (touch 13, flat-footed 12); Base Atk +7; Grp +7; Atk +9 melee (1d6+2, staff of power) or +8 melee (1d4/19-20, masterwork dagger); Full Atk +9/+4 melee (1d6+2, staff of power) or +8/+3 melee (1d4/19-20, masterwork dagger); Face/Reach 5 ft./5 ft; AL NE; SV Fort +8, Ref +8, Will +12; Str 11, Dex 13, Con 13, Int 21, Wis 12, Cha 16
Skills and Feats: Concentration +19 (+23 when casting defensively), Craft (alchemy) +15, Diplomacy +8, Knowledge (arcana) +23, Knowledge (history) +20, Knowledge (religion) +15, Knowledge (the planes) +15, Perform (dance) +8, Profession (herbalist) +6, Speak Language (common, chondathan, damaran, draconic, goblin, halfling, turmic), Spellcraft +25, Spot +6; Combat Casting, Craft Magic Arms and Armor, Craft Construct, Craft Rod, Craft Staff, Craft Wondrous Item, Endurance, Scribe Scroll, Silent Spell, Spell Focus (necromancy), Still Spell
Wizard Spells Prepared (4/6/5/5/5/5/3/2/1; base DC = 15 + spell level; DC 16 + spell level with necromancy spells; caster level 15th): 0 – detect magic, mage hand, read magic, touch of fatigue*; 1st – alarm, animate rope, comprehend languages, magic missile, ray of enfeeblement*, shield; 2nd – blindness/deafness*, darkness, daze monster, obscure object, spider climb; 3rd – displacement, fireball, fly, lightning bolt, wind wall; 4th – animate dead*, confusion, dimension door, fear*, ice storm; 5th – baleful polymorph, cloudkill, contact other plane, summon monster V, teleport; 6th – circle of death*, contingency, repulsion; 7th – forcecage, waves of exhaustion*; 8th – horrid wilting*. * Necromancy spell.
Possessions: Staff of power, Cassana’s Rod, opulent gowns, spell components, spell books, extravagant jewelry and jems, hidden masterwork dagger (under gown).
Height: Unknown, Weight: Unknown, Hair: Reddish-blonde, Eyes: Green

Cassana’s Rod: This rod function as a special phylactery for the lich, Zrie Prakis (NE hm [lich] Wiz15/Acm3). If it is destroyed so is the lich, and while in the possession of another individual Zrie Prakis is under an effect similar to that of a charm monster spell. While in the user’s possession the rod confers total immunity to natural aging or any aging effect. Also thrice a day the user can enable the rod to use dominate monster.
#318

zombiegleemax

May 18, 2004 3:45:30
GG - thanks for the 3.5 Cassana.

Kuje - No problem. I would be using her in current time, as well, with more class levels than she had (I had envisioned her escaping to the planes, in hiding) - so that was great, and her being a lich makes sense too, though I might amalgamate GG's Cassana and yours, because I can't bear the thought of her looking all undead!
#319

zombiegleemax

May 19, 2004 7:54:26
Does anybody have the name or the stats of the Lich that attacked Elminster and storm in the short story from on of the Realms of books, i think it was Realms of Magic..
#320

zombiegleemax

May 19, 2004 7:57:16
does anybody know the name of the Lich that attacked Elminster and Storm in the short story from the "Realms of " series..?
#321

zombiegleemax

May 20, 2004 10:15:09
i may be missing something, but did she not die in the Alies series..?
Also does anybody know the names , levels of Elminsters many aprentacies, as i have heard the vandergaust was a one time apprentice, but i am sure i also heard they hated each other or may be it was Mordekenian he hated..??
#322

green_giant_02

May 20, 2004 17:05:17
Here is the Court of Night Masters. Enjoy.



Dahlia Vhammos, the Duchess of Venom: Female Tethyrian Human Vampire Clr15/Dis2 of Shar; CR 19; Medium Undead (Augmented Humanoid); HD 17d12; hp 116; Init +7; Spd 30 ft.; AC 19 (touch 13, flat-footed 16); Base Atk +12; Grp +16; Atk +16 melee (1d6+4 plus energy drain, slam); Full Atk +16 melee (1d6+4 plus energy drain, 2 slams); Face/Reach 5 ft./5 ft.; SA Rebuke undead, blood drain, children of the night, create spawn, dominate, energy drain; SQ Aura of evil, divine emissary, sacred defense, alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance, undead traits, vampire weakness; AL CE; SV Fort +12, Ref +10, Will +19; Str 19, Dex 17, Con -, Int 17, Wis 24, Cha 19
Skills and Feats: Bluff +12, Concentration +24 (+28 when casting defensively), Craft (alchemy) +13, Diplomacy +15, Heal +17, Hide +11, Knowledge (arcana) +8, Knowledge (religion) +23, Knowledge (the planes) +8, Listen +17, Move Silently +11, Search +11, Sense Motive +15, Speak Language (common, chondathan, aglarondan, damaran, turmic), Spellcraft +25, Spot +17; Alertness, Blind-Fight, Brew Potion, Combat Casting, Combat Reflexes, Dodge, Empower Spell, Exotic Weapon Proficiency (chakram), Improved Iniative, Lightning Reflexes, Sacred Spell, Scribe Scroll, Weapon Focus (heavy mace)
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 15th-level cleric (+2 to rebuke checks) 7/day. Divine emissary, sacred defense +1. Blood drain, children of the night, create spawn, dominate (DC 22), energy drain (DC 22 to remove negative level), alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weakness.
Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 17 + spell level; caster level 17th).
*Domain spell. Deity: Shar. Domains: Darkness (Blind-Fight feat), Evil (cast evil spells at +1 caster level).
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Jet-black, Eyes: Violet, red-rimmed


Phultan Hammerwand, the Duke of Whispers: Male Tethyrian Human Vampire Wiz16; CR 18; Medium Undead (Augmented Humanoid); HD 16d12; hp 109; Init +6; Spd 30 ft.; AC 18 (touch 12, flat-footed 16); Base Atk +8; Grp +11; Atk +11 melee (1d6+3 plus energy drain, slam); Full Atk +11 melee (1d6+3 plus energy drain, 2 slams); Face/Reach 5 ft./5 ft.; SA Blood drain, children of the night, create spawn, dominate, energy drain; SQ Alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance, undead traits, vampire weakness; AL CE; SV Fort +5, Ref +9, Will +12; Str 17, Dex 15, Con -, Int 24, Wis 14, Cha 17
Skills and Feats: Bluff +11, Concentration +22 (+26 when casting defensively), Craft (alchemy) +12, Decipher Script +12, Gather Information +17, Handle Animal +5, Hide +10, Knowledge (arcana) +26, Knowledge (architecture and engineering) +12, Knowledge (geography) +14, Knowledge (history) +17, Knowledge (local-Dragon Coast) +17, Knowledge (nobility and royalty) +12, Knowledge (religion) +12, Knowledge (the planes) +17, Listen +12, Move Silently +10, Profession (gossipmonger) +11, Search +15 (+17 with secret or hidden doors), Sense Motive +10, Speak Language (common, chondathan, draconic, elven, goblin, illuskan, midani, orc, turmic), Spellcraft +28, Spot +12; Alertness, Caravenner, Combat Casting, Combat Reflexes, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Extend Spell, Heighten Spell, Improved Iniative, Lightning Reflexes, Scribe Scroll, Skill Focus (Gather Information), Spell Focus (divination), Spell Focus (enchantment)
Special Qualities: Blood drain, children of the night, create spawn, dominate (DC 21), energy drain (DC 21 to remove negative level), alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weakness.
Wizard Spells Prepared (4/6/6/6/5/5/4/4/2; base DC = 17 + spell level; DC 18 + spell level with divination and enchantment spells; caster level 16th).
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Reddish-brown, Eyes: Unknown


Tebryn “Shadowstalker” Dhialael, the Duke of Shadows: Male Half-Drow Vampire Wiz3/Rog8/Gld5; CR 18; Medium Undead (Augmented Humanoid); HD 16d12; hp 109; Init +10; Spd 30 ft.; AC 22 (touch 16, flat-footed 16); Base Atk +10; Grp +15; Atk +15 melee (1d6+5 plus energy drain, slam); Full Atk +15 melee (1d6+5 plus energy drain, 2 slams); Face/Reach 5 ft./5 ft.; SA Blood drain, children of the night, create spawn, dominate, energy drain, sneak attack; SQ Half-drow traits, alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance, undead traits, vampire weakness, trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge, doublespeak, reputation; AL CE; SV Fort +4, Ref +17, Will +7; Str 20, Dex 23, Con -, Int 19, Wis 12, Cha 14
Skills and Feats: Appraise +10, Bluff +20, Climb +13, Concentration +8 (+12 when casting defensively), Diplomacy +6, Disable Device +17, Escape Artist +16, Gather Information +9, Hide +27, Intimidate +16, Jump +15, Knowledge (arcana) +10, Knowledge (local-Dragon Coast) +9, Listen +18, Move Silently +27, Open Lock +19, Search +26, Sense Motive +9, Sleight of Hand +21, Speak Language (common, elven, undercommon, chondathan, damaran, orc, turmic), Spellcraft +12 (+14 to decipher scrolls), Spot +18, Tumble +21, Use Magic Device +10 (+12 with scrolls); Alertness, Combat Casting, Combat Reflexes, Dodge, Exotic Weapon Proficiency (hand crossbow), Improved Iniative, Leadership, Lightning Reflexes, Mobility, Persuasive, Scribe Scroll, Spring Attack, Stealthy
Special Qualities: Half-drow traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; darkvision 60 ft.; immune to sleep; +2 racial bonus on saves against enchantments; drow blood. Blood drain, children of the night, create spawn, dominate (DC 20), energy drain (DC 20 to remove negative level), alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weakness. Sneak attack +7d6, trapfinding, evasion, improved uncanny dodge, trap sense +2, uncanny dodge. Doublespeak, reputation +3.
Wizard Spells Prepared (4/3/2; base DC = 14 + spell level; caster level 3rd).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Stark white, Eyes: Bright blue-white


Sorenth “Happy” Gorender, the Count of Coins: Male Chondathan Human Vampire Rog8/Gld5; CR 15; Medium Undead (Augmented Humanoid); HD 13d12; hp 96; Init +10; Spd 30 ft.; AC 22 (touch 16, flat-footed 16); Base Atk +9; Grp +13; Atk +13 melee (1d6+4 plus energy drain, slam); Full Atk +13 melee (1d6+4 plus energy drain, 2 slams); Face/Reach 5 ft./5 ft.; SA Sneak attack, blood drain, children of the night, create spawn, dominate, energy drain; SQ Trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge, doublespeak, reputation, alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance, undead traits, vampire weakness; AL NE; SV Fort +3, Ref +16, Will +6; Str 18, Dex 22, Con -, Int 16, Wis 16, Cha 21
Skills and Feats: Appraise +8, Bluff +25, Climb +9, Diplomacy +21, Disable Device +11, Disguise +15 (+17 acting), Forgery +8, Gather Information +12, Hide +22, Intimidate +14, Jump +11, Knowledge (local-Dragon Coast) +8, Listen +23, Move Silently +22, Open Lock +11, Profession (escort) +11, Search +16, Sense Motive +23, Sleight of Hand +21, Speak Language (common, chondathan, chessentan, damaran, turmic), Spot +23, Tumble +18, Use Magic Device +15; Alertness, Combat Reflexes, Dodge, Flick of the Wrist, Improved Iniative, Leadership, Lightning Reflexes, Negotiator, Quick Draw, Persuasive, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
Special Qualities: Sneak attack +7d6, trapfinding, evasion, improved uncanny dodge, trap sense +2, uncanny dodge. Doublespeak, reputation +3. Blood drain, children of the night, create spawn, dominate (DC 21), energy drain (DC 21 to remove negative level), alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weakness.
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Blonde, Eyes: Unknown


Draegan Guldar, the Count of Storms: Male Chondathan Human Vampire Rog9/Gld3; CR 14; Medium Undead (Augmented Humanoid); HD 12d12; hp 89; Init +9; Spd 30 ft.; AC 21 (touch 15, flat-footed 16); Base Atk +8; Grp +12; Atk +12 melee (1d6+4 plus energy drain, slam); Full Atk +12 melee (1d6+4 plus energy drain, 2 slams); Face/Reach 5 ft./5 ft.; SA Sneak attack, blood drain, children of the night, create spawn, dominate, energy drain; SQ Trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge, doublespeak, reputation, alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance, undead traits, vampire weakness; AL CE; SV Fort +4, Ref +14, Will +5; Str 19, Dex 20, Con -, Int 15, Wis 13, Cha 24
Skills and Feats: Appraise +7, Balance +16, Bluff +26, Climb +13, Diplomacy +17, Disguise +17 (+19 acting), Gather Information +14, Hide +20, Intimidate +19, Jump +15, Knowledge (local-Dragon Coast) +10, Listen +15, Move Silently +20, Open Lock +10, Profession (sailor) +9, Search +10, Sense Motive +15, Sleight of Hand +14, Speak Language (common, chondathan, chessentan, turmic), Spot +15, Swim +10, Tumble +18; Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Feint, Improved Iniative, Lightning Reflexes, Persuasive, Single Blade Style*, Stormheart, Weapon Focus (rapier)
Special Qualities: Sneak attack +7d6, trapfinding, evasion, improved uncanny dodge, trap sense +3, uncanny dodge. Doublespeak, reputation +1. Blood drain, children of the night, create spawn, dominate (DC 23), energy drain (DC 23 to remove negative level), alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weakness.
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Brown, Eyes: Blue

* Found in Dragon Magazine #301.
#323

zombiegleemax

May 21, 2004 6:27:56
I really liked your Court of Night Masters stats, awsome,

Any chance of some stats for some of elmisters apprentacies or their names if you have already done them..?
Or is there another thread, as i have only just figured this system out..

Doooooo - just a simple man from a small fishing village on a small island in a small ocean in the small United Kingdom
#324

green_giant_02

May 21, 2004 19:25:52
Just got Complete Divine and finished with the last member of House Maerdrym. Enjoy.


Kharis Maerdrym: Male Moon Elf Clr10/Divine Oracle 2 of Sehanine Moonbow; CR 12; Medium-size Humanoid; HD 12d8-12; hp 45; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +8; Grp +7; Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Elf traits, aura of chaos, scry bonus, prescient sense, trap sense +1; AL CN; SV Fort +6, Ref +3, Will +17; Str 8, Dex 10, Con 8, Int 19, Wis 24, Cha 18
Skills and Feats: Concentration +11 (+15 when casting defensively), Diplomacy +14, Heal +17, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (religion) +19, Knowledge (the planes) +11, Listen +9, Profession (astrologer) +12, Search +6, Speak Language (common, elven, chondathan, celestial, gnome, orc, sylvan), Spellcraft +18, Spot +9; Combat Casting, Extend Spell, Scribe Scroll, Skill Focus (Knowledge [religion]), Spell Focus (divination)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Aura of chaos (aura equals cleric level), turn undead as 10th level cleric (+2 to turning checks) 7/day. Scry bonus, prescient sense, trap sense +1.
Cleric Spells Prepared (6/7+1/6+1/6+1/4+1/4+1/3+1; base DC = 17 + spell level; DC 18 + spell level with divination spells; caster level 12th).
*Domain spell. Deity: Sehanine Moonbow. Domains: Knowledge (cast divination spells at +1 caster level), Moon (turn lycanthropes 7/day), Oracle (cast divination spells at +2 caster level).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#325

green_giant_02

May 21, 2004 19:32:09
Originally posted by Mannanin Mac Lir
I really liked your Court of Night Masters stats, awsome,

Any chance of some stats for some of elmisters apprentacies or their names if you have already done them..?
Or is there another thread, as i have only just figured this system out..

Doooooo - just a simple man from a small fishing village on a small island in a small ocean in the small United Kingdom

Thanks for the praise, Mannanin. As for a list of Elminster's apprentices, I really don't know that many of them except for Sammaster and some of the Seven Sisters I believe. (I've already posted Sammaster).
#326

zombiegleemax

May 23, 2004 7:11:26
I don't know that many either, but would it be possible to see The Magister? I know she was used as an avatar for Azuth during the Time of Troubles from what I remember. I also think that she was once an apprentice of either Elminster or Vangerdahast (Vangy).

If you know anything about her it would be greatly appreciated.

Karthios
#327

zombiegleemax

May 23, 2004 18:58:37
Thanks for your great court of the Night Masters, really appreciated.

My son is actually preparing a campaign in wich will figure the high Princes , high mages from evermeet.

Would you tell me about the majors Npc's from evermeet?

Thanks again and please keep going that awesome work for all our pleasure.
#328

zombiegleemax

May 24, 2004 3:06:44
I think that the evil mage from Spell fire was also an apprentice of Elminsters, also i think one of the nights of Myth Drannor has also revieved training from the old chap as well, I cant wait for my copy of Elminsters Daughter to wing its way to the Isle of Man.

#329

Par-Salian

May 24, 2004 8:05:21
Green Giant mate, could you please try and do Zhengy from the Bloodstone Lands, Icelia the demilich, Ahghairon the founder of Waterdeep and the Teraseer of Netheril pretty please?!?
#330

green_giant_02

May 24, 2004 16:20:50
Here's a sapphire dragon that appeared in Dungeon #69 "Sleep of Ages" by Eric L. Boyd. (One of the best adventures I've seen so far). I had already posted a 3.0 conversion along with Bryth Moonaxe but with the new 3.5e rules and the Expanded Psionic Handbook, he needed an update. Enjoy.



Bleucorundum: Male very old sapphire dragon; CR 19; Huge dragon (earth); HD 29d12+174; hp 362; Init +5; Spd 40 ft., burrow 5 ft., swim 10 ft., fly 150 ft. (poor); AC 39 (touch 13, flat-footed 34); Base Atk +29; Grp +47; Atk +37 melee (2d8+10, bite); Full Atk +37 melee (2d8+10, bite) and +35 melee (2d6+5, 2 claws) and +35 melee (1d8+5, 2 wings) and +35 melee (2d6+15, tail slap); Face/Reach 15 ft./10 ft. (15 ft. with bite); SA breath weapon (50-ft. cone of sonic energy), crush, frightful presence, psionics; SQ Blindsense 60 ft., DR 15/magic, darkvision 120 ft., fire resistance 30, immunities (electricity, paralysis, sleep), low-light vision, planar travel, power resistance 26, spider climb; AL LN; SV Fort +22, Ref +21, Will +23; Str 31, Dex 20, Con 23, Int 20, Wis 21, Cha 20
Skills and Feats: Appraise +15, Autohypnosis +15, Bluff +13, Climb +22, Concentration +26 (+30 when manifesting defensively), Diplomacy +29, Escape Artist +15, Hide +1, Intimidate +22, Jump +22, Knowledge (arcana) +15, Knowledge (dungeoneering) +20, Knowledge (local -- the Underdark) +20, Knowledge (history -- High & Deep Shanatar) +20, Knowledge (psionics) +25, Knowledge (religion) +15, Knowledge (the planes) +15, Listen +15, Search +20, Sense Motive +20, Piscraft +27 (+29 with deciphering power stones), Spot +15, Survival +15 (+17 underground or find/follow tracks), Swim +22, Use Psionic Device +17 (+19 with power stones); Combat Manifestation, Craft Dorje, Encode Stone, Expanded Knowledge (remote viewing), Iron Will, Multiattack, Power Attack, Power Penetration, Psionic Fist, Psionic Meditation, Quicken Power, Unavoidable Strike.

Breath Weapon (Su): Once every 1d4 rounds, Bleucorundum can breathe a 50-foot cone of sonic energy that deals 18d4 points of sonic damage to every creature in the area (Reflex DC 30 half). Each creature within the cone must also make a Fortitude save (DC 30) or be deafened for 1d4 rounds.

Crush (Ex): When flying or jumping, Bleucorundum can land on Small or smaller creatures as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under Bleucorundum's body. Each creature in the affected area must succeed at a Reflex save (DC 30) or be pinned, automatically taking 2d8+15 points of bludgeoning damage. Thereafter, if Bleucorundum chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Frightful Presence (Ex): This ability takes effect automatically when Bleucorundum attacks, charges, or flies overhead. It affects only opponents with 28 or fewer Hit Dice or levels within a radius of 270 feet. Each affected creature must make a successful Will save (DC 29) to resist the effect. On a failure, a creature with 5 or more Hit Dice or levels becomes shaken for 4d6 rounds, and a creature with 4 or fewer Hit Dice or levels becomes panicked for 4d6 rounds. Success indicates that the target is immune to Bleucorundum's frightful presence for one day.

Psionics (Sp): Always active – detect teleportation (230 ft.); 3/day -- skate; 1/day -- psionic teleport.

Spell-Like Abilities (Sp): 2/day – stone shape.

Psionic Powers Known (power points 179; save DC 15 + power level; manifester (nomad) level 13th): 1st – burst, call to mind, detect psionics, empty mind, energy ray; 2nd – detect hostile intent, ego whip, id insinuation, thought shield; 3rd – body adjustment, danger sense, dispel psionics, time hop; 4th – correspond, psionic dimensional anchor, psionic divination, psionic freedom of movement, remote viewing; 5th – baleful teleport, psionic teleport, psionic true seeing, teleport trigger; 6th – mass cloud mind, psionic banishment, psionic disintegrate, remote view trap; 7th – psionic ethereal jaunt, psionic phase door.

Blindsense (Ex): Bleucorundum can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Keen Senses (Ex): Bleucorundum can see four times as well as a human in low-light conditions and twice as well in normal light. He also has darkvision out to 120 feet.

Planar Travel (Su): Bleucorundum has the innate ability to pass instantly between the Material Plane and the Inner Planes.

Spider Climb (Ex): Bleucorundum can climb on stone surfaces as though using the spider climb spell. This ability is always active.

Possessions: Ring of Spell-Battle (MOF 147), The Fist (MOF 142), Ring of Gargoyles allows user to summon 6 gargoyles 1/day (summon monster VI?), Mithril coronet with one black sapphire (provides immunity to Phezult’s sleep of ages).
#331

green_giant_02

May 24, 2004 16:38:21
Originally posted by Karthios
I don't know that many either, but would it be possible to see The Magister? I know she was used as an avatar for Azuth during the Time of Troubles from what I remember. I also think that she was once an apprentice of either Elminster or Vangerdahast (Vangy).

If you know anything about her it would be greatly appreciated.

Karthios

The current Magister (along with the template) can be found in Magic of Faerun p. 185-187. Hope that helps.



Originally posted by Harun
Thanks for your great court of the Night Masters, really appreciated.

My son is actually preparing a campaign in wich will figure the high Princes , high mages from evermeet.

Would you tell me about the majors Npc's from evermeet?

Thanks again and please keep going that awesome work for all our pleasure.

Much obliged and the NPCs from the Elves of Evermeet sourcebook have already been posted. Check the index on page one to find out where they are. As for NPCs from novels such as Evermeet, I can no longer post such stats and even if I could, I've never read the novel.



Originally posted by Par-Salian
Green Giant mate, could you please try and do Zhengy from the Bloodstone Lands, Icelia the demilich, Ahghairon the founder of Waterdeep and the Teraseer of Netheril pretty please?!?

I'd be glad to create such NPCs but I'll need a little bit of help. Does anyone have the stats for Zhengyi from the Bloodstone adventure trilogy? Not the full stats, I just need his class level and his ability scores if possible. Which sourcebook is Icelia the demilich found in? I believe I once saw Ahghairon's caster level but I can't remember where it was (I think it had to do with the defenses in his tower, what level it was need to dispel the barriers). If anyone can post the level and where it can be found, I'd be grateful.
#332

kuje31

May 24, 2004 17:07:33
Originally posted by Green Giant

I'd be glad to create such NPCs but I'll need a little bit of help. Does anyone have the stats for Zhengyi from the Bloodstone adventure trilogy? Not the full stats, I just need his class level and his ability scores if possible. Which sourcebook is Icelia the demilich found in? I believe I once saw Ahghairon's caster level but I can't remember where it was (I think it had to do with the defenses in his tower, what level it was need to dispel the barriers). If anyone can post the level and where it can be found, I'd be grateful.

In the Throne of Bloodstone module Zhengyi is listed as a 30th level mage and a lich. No ability scores are listed though.
#333

green_giant_02

May 25, 2004 18:33:21
Thanks for the quick reply, Kuje31. I'd figure it would be you who could answer some of the questions I posted. Now I just gotta figure whether to give Zhengyi the Nar Demonbinder PrC or the Thrall of Orcus PrC or maybe both. However if I give him both prestige classes he won't be able to cast epic spells which is what he probably used to create Castle Perilous overnight. Guess I'll stick with the Thrall of Orcus PrC.
#334

zombiegleemax

May 25, 2004 21:48:37
GG you are my Greater Power of NPC Creation.

What do you think about taking a shot at King Kendrick and the characters from the Moonshae books?
#335

kuje31

May 25, 2004 21:56:11
Originally posted by Green Giant
Thanks for the quick reply, Kuje31. I'd figure it would be you who could answer some of the questions I posted. Now I just gotta figure whether to give Zhengyi the Nar Demonbinder PrC or the Thrall of Orcus PrC or maybe both. However if I give him both prestige classes he won't be able to cast epic spells which is what he probably used to create Castle Perilous overnight. Guess I'll stick with the Thrall of Orcus PrC.

I've looked for Ahghairon's info but I don't see that passage in the small info that was written about his tower in City of Splendors.....
#336

green_giant_02

May 27, 2004 1:12:08
Here are the NPCs as requested by Par-Salian. Enjoy.



Zhengyi the Witch-King: Male Mulan Human Lich Wiz20/Thrall of Orcus 10; CR 32; Medium-size Humanoid; HD 30d12; hp 195; Init +0; Spd 30 ft.; AC 15 (touch 10, flat-footed 15); Base Atk +20; Grp +21; Atk +21 melee (1d8+5, touch); Full Atk +21/+16 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch of fear, death touch, touch attack, paralyzing touch, fear aura; SQ Carrion stench, demon wings, summon undead, pallor of death, summon nightwing, turn resistance, DR 15/bludgeoning and magic, undead traits, lich immunities; AL CE; SV Fort +15, Ref +11, Will +24; Str 12, Dex 10, Con -, Int 30, Wis 20, Cha 20
Skills and Feats: Bluff +14, Concentration +37 (+41 when casting defensively), Craft (alchemy) +30, Decipher Script +20, Diplomacy +6 (with evil creatures only), Escape Artist +2, Hide +18, Intimidate +16 (+18 with evil creatures only), Knowledge (arcana) +35, Knowledge (architecture and engineering) +20, Knowledge (dungeoneering) +20, Knowledge (geography) +20, Knowledge (history) +20, Knowledge (local-Vassa) +20, Knowledge (nature) +20, Knowledge (nobility and royalty) +20, Knowledge (religion) +35, Knowledge (the planes) +35, Listen +13, Move Silently +18, Profession (apothecary) +14, Search +18, Sense Motive +13, Speak Language (common, mulhorandi, aglarondan, abyssal, chessentan, damaran, draconic, giant, goblin, orc, thorass, untheric), Spellcraft +43, Spot +22; Augment Summoning, Combat Casting, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Deformity (gaunt), Epic Spellcasting, Evil Brand, Greater Spell Focus (necromancy), Greater Undead Legion*, Improved Animation*, Lichloved, Quicken Spell, Scribe Scroll, Silent Spell, Simple Weapon Proficiency (heavy mace), Spell Focus (conjuration), Spell Focus (necromancy), Spell Penetration, Still Spell, Thrall to Demon, Undead Legion*
Special Qualities: Carrion stench (DC 25), touch of fear 3/day, demon wings, summon undead, pallor of death 1/day, death touch (DC 25), summon nightwing. Touch attack (DC 30), paralyzing touch (DC 30), fear aura (DC 30), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn resistance +4.
Wizard Spells Prepared (4/7/7/6/6/6/6/5/5/5; base DC = 20 + spell level; DC 21 + spell level with conjuration spells; DC 22 + spell level with necromancy spells; caster level 20th).
Epic Spells Per Day: 2
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

* Found in Dragon Magazine #298 pg. 64


Icelia the demilich: Female Rashemi Human Demilich Wiz21/Durthan 10; CR 37; Diminutive Undead; HD 31d12; hp 202; Init +1; Spd fly 180 ft. (perfect); AC 51 (touch 46, flat-footed 50); Base Atk +16; Grp +4; Atk +48 melee (10d6+20, touch); Full Atk +48/+43 melee (10d6+20, touch); Face/Reach 1 ft./0 ft.; SA Touch attack, paralyzing touch, fear aura, frightful presence, paralyzing gaze, trap the soul; SQ Turning resistance +20, DR 30/-, undead traits, demilich immunities, magic immunity, phylactery transference, acid, fire, and sonic resistance 20, place magic, telthor companion, utter cold; AL NE; SV Fort +11, Ref +12, Will +28; Str 10, Dex 13, Con -, Int 38, Wis 25, Cha 23
Skills and Feats: Concentration +40 (+44 when casting defensively), Craft (alchemy) +34, Decipher Script +24, Diplomacy +11, Disguise +11, Intimidate +11, Handle Animal +8, Hide +21, Knowledge (arcana) +48, Knowledge (architecture and engineering) +30, Knowledge (dungeoneering) +30, Knowledge (geography) +30, Knowledge (history) +30, Knowledge (local-Rashemen) +30, Knowledge (nature) +39, Knowledge (nobility and royalty) +30, Knowledge (religion) +30, Knowledge (the planes) +39, Listen +27, Move Silently +21, Profession (herbalist) +12, Search +34 (+36 with hidden or secret doors), Sense Motive +27, Speak Language (common, rashemi, abyssal, aglarondan, chondathan, damaran, draconic, elven, gnome, goblin, infernal, mulhorandi, orc, thorass, tuigan, undercommon), Spellcraft +52, Spot +27, Survival +19 (+21 avoid getting lost and underground, +23 aboveground and other planes); Automatic Quicken Spell, Blinding Speed, Combat Casting, Craft Wondrous Item, Empower Spell, Epic Spellcasting, Ethran, Leadership, Improved Counterspell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Iron Will, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Tenacious Magic
Special Qualities: Touch attack, paralyzing touch (DC 47), fear aura (DC 20), trap the soul (DC 47), undead traits, demilich immunities (immunity to cold, electricity, polymorph [though she can use polymorph effects on herself], and mind-affecting attacks), perfect automatic still spell, spell-like abilities (as 31st level caster; DC 47) at will – alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispelling, harm, summon monster I-IX, telekinesis, weird; 2/day – greater planar ally, magic immunity, phylactery transference. Place magic, two telthor companions, utter cold.
Wizard Spells Prepared (4/8/8/7/7/7/7/6/6/6/4; base DC = 24 + spell level; caster level 31st).
Epic Spells Per Day: 3
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Note: Used the same spellcasting requirements for the Hathran PrC from PGtF.


Arthindol the Terraseer: Male Sarrukh Lich Wiz25/Acm5; CR 37; Medium Undead; HD 44d12; hp 301; Init +9; Spd 30 ft.; AC 45 (touch 20, flat-footed 40); Base Atk +29; Grp +38; Face/Reach 5 ft./5 ft.; Atk +43 melee (1d8+18 plus 1d6 acid plus poison, Crown-Staff of Isstosseffifil) or +38 melee (1d6+5 plus paralysis, touch); Full Atk +43/+38/+33/+28 melee (1d8+18 plus 1d6 acid plus poison, Crown-Staff of Isstosseffifil) and +33 melee (1d6+3 plus poison, bite) or +38 melee (1d8+9, 2 claws) and +33 melee (1d6+4 plus poison, bite) or +38/+33/+28/+23 melee (1d6+5 plus paralysis, touch); SA Damaging touch, fear aura, paralyzing touch, poison, manipulate form, spell-like abilities, spells; SQ +4 turn resistance, Archmage high arcana, darkvision 60 ft., DR 15/bludgeoning and magic, familiar, immunity to cold, electricity, fire, polymorph, and mind-affecting effects, SR 20, undead traits; AL LN; SV Fort +23, Ref +33, Will +40; Str 29, Dex 21, Con -, Int 52, Wis 29, Cha 29
Skills and Feats: Appraise +38 (+42 with alchemical items), Bluff +28, Concentration +56 (+60 when casting defensively), Craft (alchemy) +54, Decipher Script +54, Diplomacy +34, Heal +26, Hide +13, Intimidate +28, Knowledge (arcana) +68, Knowledge (architecture and engineering) +46, Knowledge (dungeoneering) +46, Knowledge (geography) +46, Knowledge (history-Netheril) +66, Knowledge (local-Netheril) +51, Knowledge (nature) +46, Knowledge (nobility and royalty) +46, Knowledge (religion) +56, Knowledge (the planes) +46, Listen +36, Move Silently +28, Profession (historian) +21, Profession (scribe) +21, Search +37 (+41 with secret or hidden doors), Sense Motive +32, Speak Language (common, sarrukhar, abyssal, aquan, aragrakh, auran, celestial, draconic, dwarven, elven, gnome, halfling, hulgorkyn, ignan, infernal, loross, netherese, orc, seldruin, terran), Spellcraft +103, Spot +36; Alertness, Combat Casting, Combat Expertise, Craft Artifact, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wondrous Item, Empower Spell, Epic Skill Focus (Spellcraft), Epic Spellcasting, Extend Spell, Fortify Spell, Heighten Spell, Improved Iniative, Improved Spell Capacity x3, Quicken Spell, Persistent Spell, Practiced Spellcaster (wizard), Scribe Scroll{B}, Skill Focus (Spellcraft), Spell Focus (divination), Spell Focus (transmutation)
Special Qualities: Poison (bite, injury, Fort DC 41, initial and secondary damage 1d6 Con), manipulate form (Fort DC 41 negates). Damaging touch (DC 41), paralyzing touch (DC 41), fear aura (DC 41), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks). Familiar. Archmage high arcana: arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), arcane reach, mastery of elements, mastery of shaping, spell power +1.
Spell-like abilities (as 14th level caster): 3/day – disrupt undead, identify, invisibility, knock, magic missile, misdirection (DC 21), see invisibility, sleep (DC 20); 2/day – confusion (DC 23), fireball (DC 22), lightning bolt (DC 22), polymorph; 1/day – teleport (DC 24), wall of force.
Spell-like abilities (as 44th level caster): at will – avoid planar effects (self only, always constant, if dispelled can be reactivated as a free action); 1/day – plane shift. [Abilities gained from Nether Scrolls].
Wizard Spells Prepared (4/10/9/9/9/8/7/7/7/7/5/5/5; base DC = 32 + spell level; DC 33 + spell level with divination and transmutation spells; caster level 34th).
Epic Spells Per Day: 4
Possessions: Crown-Staff of Isstosseffifil, amulet of proof against detection and location, belt of magnificence +6, bracers of armor +10, carpet of flying (10 ft. by 10 ft.), major circlet of blasting, cloak of etherealness, crystal ball with telepathy, glove of storing x2, potion of displacement, potion of greater magic fang +3 x2, potion of haste, major ring of spell storing, ring of defense +5, greater metamagic rod of enlarge, Netherese blast scepter (7 charges), arcane scroll: protection from spells, moment of prescience, arcane scroll: greater teleport, limited wish, arcane scroll: cone of cold, fireball, lightning bolt, tome of clear thought +3 (already read), vest of false life, wand of slow (18 charges), wand of suggestion (heightened 4th level) (27 charges), wand of dimensional anchor (38 charges). As one of the rulers of Oreme, Isstosseffifil, Arthindol has access to an incredible amount of resources.
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown.
Note: Arthindol the Terraseer has the benefits of being venerable age, without suffering any of the physical effects. Skills modified by the Crown-staff. As a member whose empire created the Golden Skins of the World Serpent (the Nether Scrolls), Arthindol has gained all the benefits that can be derived from them. Placed the challenge rating of the sarrukh at 12, since I believe it was mistyped. CR is created as follows: 12 (base) + 23 (nonassociated class 14/2=7 + 16=23) + 2 (lich).
Sources: Netheril: Empire of Magic (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Lost Empires of Faerun (3.5E), Epic Level Handbook (3E), Complete Arcane (3.5E), Miniature’s Handbook (3.5E), Sword and Fist (3E), and Dragon #303.

Crown-Staff of Isstosseffifil (minor artifact): In the hands of any Scaleless One, the Crown-Staff of Isstosseffifil functions as a +3 acidic burst trident crafted from jade whose features are three snakes entwined, with their heads forming the tines of the trident and their bodies forming the pole. In the hands of a Scaled One, the crown-staff becomes a +5 acidic burst extending viper trident whose snake heads become alive as small vipers and can increase their reach to make attacks to anyone within 5 or 10 feet of the wielder (see Dragon #302 for the extending special ability). When used with an attack action, only one viper head can attack; when it is used with a full attack action, all three heads can attack. Its more powerful abilities are reserved for sarrukh only. In the hands of a sarrukh he can use the following spells:
* Bands of steel [CA] (1 charge)
* Charm monster (Scaled ones only) (1 charge)
* Summon monster IV (fiendish huge viper only) (1 charge)
* Venom bolt [SK] (1 charge)
* Vipergout [MoF] (fiendish vipers only) (2 charges)
* Whirl of fangs [SK] (2 charges)
* Ability rip [SK] (3 charges)
The Crown-Staff of Isstosseffifil has 25 charges and any spent charges are renewed every day. Furthermore as long as the staff is in the sarrukh’s possession he gains the use of the Forked Tongue feat and is immune to all poisons.
Strong (all schools); CL 20th; Weight 5 lb.


Ahgharion: Male Illuskan Human Wiz20/Acm5; CR 25; Medium-size Humanoid; HD 25d4; hp 64; Init -1; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +13; Grp +12; Face/Reach 5 ft./5 ft.; SQ Archmage high arcana; AL NG; SV Fort +8, Ref +7, Will +20; Str 8, Dex 8, Con 10, Int 27, Wis 18, Cha 15
Skills and Feats: Concentration +28 (+32 when casting defensively), Craft (alchemy) +23, Decipher Script +18, Diplomacy +13, Knowledge (arcana) +36, Knowledge (architecture and engineering) +20, Knowledge (dungeoneering) +18, Knowledge (geography) +18, Knowledge (history-the North) +23, Knowledge (local-Waterdeep) +23, Knowledge (nobility and royalty) +20, Knowledge (the planes) +23, Profession (scribe) +14, Search +13 (+15 with secret or hidden doors), Sense Motive +11, Speak Language (common, illuskan, chondathan, draconic, dwarven, elven, giant, goblin, orc, thorass), Spellcraft +43; Combat Casting, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Empower Spell, Enlarge Spell, Forge Ring, Negotiator, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (transmutation), Spell Penetration
Special Qualities: Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (4/6/6/6/6/4/4/4/4/3; base DC = 18 + spell level; DC 19 + spell level with abjuration and transmutation spells; caster level 25th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#337

Par-Salian

May 27, 2004 2:26:03
Thank you so very much GG, another top rate job from the king of npc creation!
#338

zombiegleemax

May 28, 2004 10:46:41
The Jolly Green Giant
has cometh again, to take me from this boring place called work
I am sat here bored and lonley, life is a jerk..
I turn on my computer and what do i see..
GF has added more information , but not just for me..

Him and Kudj31 goddess them both.... you have saved me from the darkest off all CE god's


Bordem


Thank you :D
#339

zombiegleemax

May 29, 2004 14:00:51
May have missed it but any stats for Erevis Cale please....
#340

green_giant_02

May 29, 2004 19:50:55
Here are the heroes from the Moonshaes Trilogy and Heroes' Lorebook. Enjoy.



Tristan Kendrick: Male Ffolk Human Ftr10/Rgr4 of the Earthmother; CR 14; Medium-size Humanoid; HD 10d10+20 plus 4d8+8; hp 105; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +14; Grp +17; Atk +26 melee (1d8+8/17-20, Sword of Cymrych Hugh); Full Atk +26/+21/+16 melee (1d8+8/17-20, Sword of Cyrmrych Hugh); Face/Reach 5 ft./5 ft.; SA Favored enemy; SQ Wild empathy, animal companion; AL NG; SV Fort +13, Ref +9, Will +7; Str 17, Dex 15, Con 14, Int 18, Wis 16, Cha 20
Skills and Feats: Climb +13, Diplomacy +18, Handle Animal +16, Hide +7, Jump +13, Knowledge (nature) +9, Knowledge (nobility and royalty) +9, Move Silently +7, Ride (horse) +18, Sense Motive +10, Speak Language (common, illuskan, aquan, chondathan, elven, sylvan), Survival +11 (+13 aboveground), Swim +13; Cleave, Endurance, Great Cleave, Greater Weapon Focus (longsword), Improved Critical (longsword), Leadership, Mounted Combat, Negotiator, Power Attack, Ride-By Attack, Spirited Charge, Track, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Wild empathy +11, favored enemy (evil outsider +2), animal companion (Canthus, moor hound).
Ranger Spells Prepared (1; base DC = 14 + spell level; caster level 2nd).
Possessions: Sword of Cymrych Hugh. Celestial heavy warhorse (Avalon). As former High King of the Moonshaes, Tristan has access to many more equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Brown with gray streaks at the temples, Eyes: Unknown

Sword of Cymrych Hugh: +4 evil outsider bane alchemical silver longsword; AL NG; Int 10, Wis 17, Cha 17; Speech, telepathy, 120 ft. darkvision and hearing; Ego Score 19.
Greater Powers: Detect evil at will.
Special Purpose: Defeat/slay Kazgoroth
Dedicated Power: Fear (heightened 9th level).


Robyn Kendrick: Female Ffolk Human Drd14 of the Earthmother; CR 14; Medium-size Humanoid; HD 14d8+14; hp 73; Init +1; Spd 30 ft.; AC 13 (touch 13, flat-footed 12); Base Atk +10; Grp +10; Atk +12 melee (1d6+2, Staff of the White Well); Full Atk +12/+7 melee (1d6+2, Staff of the White Well); Face/Reach 5 ft./5 ft.; SQ A thousand faces, animal companion, nature sense, resist nature’s lure, trackless step, venom immunity, wild empathy, wild shape; AL NG; SV Fort +12, Ref +7, Will +17; Str 11, Dex 13, Con 13, Int 18, Wis 22, Cha 20
Skills and Feats: Concentration +18 (+22 when casting defensively), Diplomacy +17, Handle Animal +19, Heal +16, Knowledge (local-Moonshaes) +9, Knowledge (nature) +23, Listen +13, Ride (horse) +10, Sense Motive +8, Speak Language (common, illuskan, chondathan, elven, giant, sylvan), Spellcraft +21, Spot +13, Survival +22 (+24 aboveground), Swim +7; Combat Casting, Craft Wand, Craft Wondrous Item, Extra Wild Shape, Natural Spell, Negotiator
Special Qualities: A thousand faces, animal companion, nature sense, resist nature’s lure, trackless step, venom immunity, wild empathy +21, wild shape (large, plant, tiny) 7/day, woodland stride.
Druid Spells Prepared (6/7/7/5/5/4/4/2; base DC = 16 + spell level; caster level 14th): 0 – create water, detect magic, detect poison, guidance, purify food and drink, read magic; 1st – charm animals, detect animals or plants, entangle, faerie fire, obscuring mist, produce flame, speak with animals; 2nd – barkskin, delay poison, fire trap, heat metal, hold animal, summon swarm, warp wood; 3rd – call lightning, neturalize poison, plant growth, protection from energy, water breathing; 4th – air walk, control water, cure serious wounds, dispel magic, giant vermin; 5th – animal growth, commune with nature, cure critical wounds, tree stride; 6th – fire seeds, liveoak, mass cure light wounds, wall of stone; 7th – control weather, fire storm.
Possessions: Staff of the White Well (as Great Druid’s Staff except all animals), torque of the deity. As former High Queen of the Moonshaes, Robyn has access to many more equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Green


Alicia Kendrick: Female Ffolk Human Ftr6/Drd7 of the Earthmother; CR 13; Medium-size Humanoid; HD 6d10+12 plus 7d8+14; hp 95; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +11; Grp +11; Face/Reach 5 ft./5 ft.; SQ Animal companion, nature sense, resist nature’s lure, trackless step, wild empathy, wild shape, woodland stride; AL NG; SV Fort +12, Ref +5, Will +10; Str 10, Dex 13, Con 14, Int 15, Wis 17, Cha 17
Skills and Feats: Climb +6, Concentration +9 (+13 when casting defensively), Diplomacy +16, Handle Animal +10, Heal +10, Jump +6, Knowledge (nature) +11, Knowledge (nobility and royalty) +7, Ride (horse) +10, Sense Motive +8, Speak Language (common, illuskan, chondathan, sylvan), Spellcraft +10, Survival +12 (+14 abovground), Swim +6; Chariot Charge, Chariot Combat, Chariot Sideswipe, Combat Casting, Leadership, Mounted Combat, Natural Spell, Negotiator, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Special Qualities: Animal companion, nature sense, resist nature’s lure, trackless step, wild empathy +13, wild shape 3/day, woodland stride.
Druid Spells Prepared (6/5/4/3/1; base DC = 13 + spell level; caster level 7th): 0 – create water, detect magic, guidance, purify food and drink, read magic, resistance; 1st – charm animals, cure light wounds x2, entangle, produce flame; 2nd – barkskin, cat’s grace, delay poison, hold animal; 3rd – call lightning, protection from energy, water breathing; 4th – command plants.
Possessions: As High Queen of Moonshaes, Alicia has access to many equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Wheat-colored, Eyes: Green


Keane: Male Tethyrian Human Wiz18; CR 18; Medium-size Humanoid; HD 18d4+36; hp 82; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +9; Grp +8; Face/Reach 5 ft./5 ft; AL NG; SV Fort +8, Ref +7, Will +14; Str 8, Dex 12, Con 14, Int 23, Wis 17, Cha 12
Skills and Feats: Concentration +23 (+27 when casting defensively), Craft (alchemy) +16, Decipher Script +11, Diplomacy +10, Knowledge (arcana) +27, Knowledge (history-Moonshaes) +18, Knowledge (local-Moonshaes) +16, Knowledge (nobility and royalty) +18, Knowledge (the planes) +16, Profession (fisher) +8, Profession (herbalist) +8, Ride (horse) +6, Sense Motive +5, Speak Language (common, illuskan, chondathan, draconic, dwarven, elven, giant, halfling), Spellcraft +29, Swim +4; Combat Casting, Craft Staff, Craft Wondrous Item, Empower Spell, Forge Ring, Negotiator, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Spell Penetration, Still Spell
Wizard Spells Prepared (4/6/6/5/5/5/5/3/3/2; base DC = 16 + spell level; DC 17 + spell level with evocation spells; caster level 18th): 0 – detect magic, read magic, ray of frost, resistance; 1st – burning hands, magic missile, obscuring mist, ray of enfeeblement, shocking grasp, sleep; 2nd – blur, detect thoughts, flaming sphere, Melf’s acid arrow, resist energy, true strike (silent); 3rd – daylight, dispel magic, fireball, hold person, lightning bolt; 4th – arcane eye, charm monster, ice storm, stoneskin, wall of fire; 5th – cone of cold, summon monster V, teleport, transmute rock to mud, wall of force; 6th – antimagic field, fireball (empowered), disintegrate, phantasmal killer (silent, stilled), stone to flesh; 7th – banishment, finger of death, prismatic spray; 8th – prismatic wall, protection from spells, shout (quickened); 9th – chain lightning (empowered), meteor swarm.
Possessions: Major ring of fire resistance 20. As High King of Moonshaes, Keane has access to many equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Brown, Eyes: Unknown


Pawldo of Lowhill: Male Lightfoot Halfling Rog7/Ftr6; CR 13; Small-size Humanoid; HD 7d6+14 plus 6d10+12; hp 86; Init +7; Spd 20 ft.; AC 16 (touch 14, flat-footed 13); Base Atk +11; Grp +8; Atk +16 melee (1d4+3/19-20, masterwork short sword) or +15 ranged (1d4/x3, masterwork short bow); Full Atk +16/+11/+6 melee (1d4+3/19-20, masterwork short sword) or +15/+10/+5 ranged (1d4/x3, masterwork short bow); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Halfling traits, trapfinding, evasion, trap sense, uncanny dodge; AL NG; SV Fort +10, Ref +11, Will +7; Str 12, Dex 17, Con 15, Int 17, Wis 15, Cha 18
Skills and Feats: Appraise +10, Bluff +11, Climb +10, Disable Device +10, Gather Information +13, Hide +19, Jump +12, Knowledge (local-Moonshaes) +8, Listen +10, Move Silently +17, Open Lock +10, Profession (merchant) +7, Ride (pony) +9, Search +10, Sleight of Hand +12, Speak Language (common, halfling, illuskan, dwarven, elven, sylvan), Spot +8, Swim +8, Tumble +15, Use Magic Device +11; Dodge, Improved Iniative, Improved Low Blow*, Low Blow*, Mobility, Stealthy, Weapon Finesse, Weapon Focus (short sword), Weapon Specialization (short sword)
Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Possessions: Masterwork leather armor, masterwork short sword, masterwork short bow, 20 masterwork arrows.
Height: 3’1”, Weight: Unknown, Hair: Brown with streaks of gray, Eyes: Brown

* Found in Dragon Magazine #285 pg. 33.


Daryth of Calimshan: Male Calishite Human Rog10; CR 10; Medium-size Humanoid; HD 10d6+30; hp 67; Init +6; Spd 30 ft.; AC 18 (touch 16, flat-footed 12); Base Atk +7; Grp +8; Atk +10 melee (1d6+2/15-20, +2 defending, keen alchemical silver scimitar); Full Atk +10/+5 melee (1d6+2/15-20, +2 defending, keen alchemical silver scimitar); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge, special ability; AL NG; SV Fort +6, Ref +13, Will +4; Str 13, Dex 22, Con 17, Int 15, Wis 13, Cha 14
Skills and Feats: Balance +18, Climb +11, Disable Device +12, Escape Artist +21, Handle Animal +7, Hide +19, Jump +13, Listen +6, Move Silently +19, Open Lock +21, Search +12, Sleight of Hand +21, Speak Language (common, alzhedo, chondathan, illuskan), Spot +6, Tumble +19, Use Magic Device +12; Dodge, Martial Weapon Proficiency (scimitar), Mobility, Spring Attack, Stealthy
Special Qualities: Sneak attack +5d6, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, special ability (improved evasion).
Possessions: Masterwork leather armor, +2 defending, keen alchemical silver scimitar, gloves of thievery and escape.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Black

Gloves of Thievery and Escape: These leather gloves provide the wearer a +2 enhancement bonus on Dexterity and also give him a +5 competence bonus to Disable Device, Escape Artist, Open Lock and Sleight of Hand.
#341

zombiegleemax

May 30, 2004 15:42:54
Request:

Dinin Do'Urden?
:D
#342

green_giant_02

May 30, 2004 22:53:10
Originally posted by Lorian Windtamer
May have missed it but any stats for Erevis Cale please....

Here is a list culled from various Dragon Magazines dealing with the Sembian Seven.

Dragon Magazine #304: Short Story – Haunted by Dave Gross (with Radu Malveen and Stannis)
Dragon Magazine #299: Short Story – Memories by Lisa Smedman (with Larajin)
Dragon Magazine #297: Short Story – And All the Sinners, Saints by Paul Kemp (with Erevus Cale)
Dragon Magazine #289: The Foes of Stormweather: Villains of Black Wolf by Dave Gross (with Rusk the Huntmaster, Sannis Malveen, and Radu Malveen).
Dragon Magazine #283: Short Story – Garden of Souls by Richard Lee Byers (with Shamur Uskevren) and The Foes of Stormweather: Villains of The Shattered Mask by Richard Lee Byers (with Marance Talendar, Nuldrevyn Talendar, Ossian Talendar, and Avos the Fisher).
Dragon Magazine #277: Short Story – Another Name for Dawn by Paul Kemp (with Erevis Cale) and Rogues Gallery: Heroes of Shadow’s Witness by Paul Kemp (with Jak Fleet, Drasek Riven, the Righteous Man [Krollir Venasten] and Yrsillar, Lord of the Nothing).
Dragon Magazine #273: Short Story – Shamur’s Wager by Richard Lee Byers (with Shamur Uskevren) and Rogues Gallery: Heroes of Stormweather (with Thamalon Uskevren, Shamur Uskevren, Thamalon “Tamlin” Uskevren II, Thazienne “Tazi” Uskevren, Talbot Uskevren, Erevis Cale, and Larajin).
#343

green_giant_02

May 30, 2004 23:19:36
Here are the Villains of the Moonshaes Trilogy except for Deidre Kendrick who, from reading her description in Villain's Lorebook, was probably a Chosen of Talos and there is no such Chosen statted anywhere in the sourcebooks. Until then she'll have to wait. Enjoy.


Cyndre: Male Mulan Human Wiz15/Acm4; CR 19; Medium-size Humanoid; HD 19d4+38; hp 87; Init +2; Spd 30 ft.; AC 19 (touch 14, flat-footed 17); Base Atk +9; Grp +10; Atk +11 melee (1d6+2, staff of slinging) or +12 ranged (1d4+2, staff of slinging); Full Atk +11/+6 melee (1d6+2, staff of slinging) or +12 ranged (1d4+2, staff of slinging); Face/Reach 5 ft./5 ft.; SQ Archmage high acana; AL LE; SV Fort +8, Ref +8, Will +15; Str 12, Dex 15, Con 15, Int 22, Wis 14, Cha 17
Skills and Feats: Concentration +24 (+28 when casting defensively), Craft (alchemy) +16, Decipher Script +11, Diplomacy +10, Intimidate +8, Knowledge (arcana) +28, Knowledge (architecture and engineering) +16, Knowledge (history-Thay) +16, Knowledge (local-Moonshaes) +16, Knowledge (nobility and royalty) +16, Knowledge (the planes) +16, Profession (brewer) +7, Profession (herbalist) +12, Search +10 (+12 with secret or hidden doors), Speak Language (common, mulhorandi, chondathan, damaran, draconic, elven, illuskan, infernal), Spellcraft +33; Combat Casting, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Forge Ring, Leadership (17), Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation)
Special Qualities: Mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (4/10/10/5/5/4/4/3/2/3; base DC = 16 + spell level; DC 17 + spell level with evocation and transmutation spells; caster level 19th): 0 – detect magic, electric jolt, mage hand, read magic; 1st – burning hands x2, charm person x3, feather fall, magic missile x2, shocking grasp, spirit worm; 2nd – arcane lock, invisibility x3, knock x2, Melf’s acid arrow x2, mirror image, web; 3rd – dispel magic, fireball x2, lightning bolt x2; 4th – dimension door, explosive cascade, polymorph, spell enhancer, stoneskin; 5th – baleful polymorph, cloudkill, cone of cold, teleport, wall of iron; 6th – circle of death, disintegrate, fireball (maximized), veil; 7th – power word blind, teleport object, wall of fire (maximized); 8th – mass charm monster, trap the soul; 9th – baleful polymorph (quickened), circle teleportation, power word kill.
Possessions: Bracers of armor +5, staff of slinging, ring of protection +2, ring of great wizardry, mirror of mental prowess. Cohort Razfallow (NE half-orcm Ftr4/Rog5/Asn3).
Height: Unknown, Weight: Unknown, Hair: Curly blonde, Eyes: Icy blue

Staff of Slinging: This +1 quarterstaff is very useful in hurling or moving items. The staff has the following powers:
*Lauch bolt (1 charge)
*Launch item (1 charge)
*Scatterspray (1 charge)
*Telekinesis (3 charges)
The staff may also be used as a sling providing the same enhancement bonus to the sling and the bullets thrown. Once empty of all charges the staff remains a +1 quarterstaff and can still be used as a sling.

Ring of Great Wizardry: This ring doubles the wearer’s arcane spells for 1st-level spells and 2nd-level spells.



Hobarth: Male Tethyrian Clr11/Dis4 of Bhaal; CR 15; Medium-size Humanoid; HD 15d8+60; hp 131; Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +11; Grp +14; Atk +15 melee (1d8+3, masterwork heavy mace) or +15 melee (1d4+4/19-20, sacrificial knife); Full +15/+10/+5 melee (1d8+3, masterwork heavy mace) or +15/+10/+5 melee (1d4+4/19-20, sacrificial knife); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil, divine emissary, imbue with spell ability, sacred defense; AL LE; SV Fort +15, Ref +5, Will +16; Str 16, Dex 13, Con 18, Int 15, Wis 21, Cha 13
Skills and Feats: Concentration +19 (+23 when casting defensively), Craft (alchemy) +7, Diplomacy +6, Heal +15, Intimidate +5, Knowledge (arcana) +7, Knowledge (history-Moonshaes) +7, Knowledge (religion) +17 (+21 with sacrifices, +24 with sacrifices using sacrificial knife), Knowledge (the planes) +7, Profession (cook) +10, Speak Language (common, chondathan, illuskan, sylvan), Spellcraft +19, Survival +10 (+12 in other planes); Combat Casting, Deformity (Obese), Reach Spell, Sacrificial Mastery, Scribe Scroll, Track, Willing Deformity
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 16th level cleric (+2 to turning checks) 4/day. Divine emissary, imbue with spell ability, sacred defense +2.
Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/5+1/3+1/2+1/1+1; base DC = 15 + spell level; caster level 15th): 0 – create water, detect magic, detect poison, guidance, purify food and drink, read magic; 1st – command, cure light wounds x2, curse water, doom, obscuring mist, protection from good*, shield of faith; 2nd – darkness, death knell*, desecrate, eagle’s splendor, find traps, silence, spiritual weapon; 3rd – animate dead*, create food and water, dispel magic, glyph of warding, magic vestment, protection from energy, speak with dead; 4th – air walk, control water, cure critical wounds, freedom of movement, tongues, unholy blight*; 5th – inflict serious wounds (reach), insect plague, flame strike, plane shift, slay living*, summon monster V; 6th – blade barrier, create undead*, gate seal, planar ally; 7th – control weather, destruction*, repulsion; 8th – earthquake, unholy aura*.
*Domain spell. Deity: Bhaal. Domains: Death (1/day, melee touch attack kills living creature if 11d6 roll equals or exceeds its current hit points), Evil (cast evil spells at +1 caster level), Law (cast law spells at +1 caster level).
Possessions: Masterwork chainmail, masterwork heavy mace, sacrificial knife, unholy symbol (Bhaal). Heart of Kazgaroth.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Heart of Kazgaroth: This artifact created from the heart of an avatar of Bhaal grants the user instant access to Bhaal himself as if under a permanent commune spell. Furthermore the user can rebuke undead as a 5th-level cleric. If the user already has this ability, these levels stack with his cleric levels for this purpose. Once a week the user can animate an undead host. This allows the user to create an army of 3000 worth of HD of undead.
#344

green_giant_02

May 30, 2004 23:24:12
Here is Drizzt's brother using the class level from the Menzoberranzan boxed set. Enjoy.


Dinin Do’Urden: Male Drow Ftr12; CR 13; Medium-size Humanoid; HD 12d10+12; hp 82; Init +8; Spd 20 ft.; AC 22 (touch 12, flat-footed 20); Base Atk +12; Grp +14; Atk +20 melee (1d8+9/19-20, +5 longsword) or +17 ranged (1d4/19-20, masterwork hand crossbow); Full Atk +17/+12/+7 melee (1d8+9/19-20, +5 longsword) and +17/+12/+7 melee (1d8+8/19-20, +5 longsword) or +17 ranged (1d4/19-20, masterwork hand crossbow); Face/Reach 5 ft./5 ft.; SQ Drow traits; AL NE; SV Fort +9, Ref +8, Will +5; Str 14, Dex 19, Con 13, Int 14, Wis 12, Cha 12
Skills and Feats: Climb +3, Hide +17, Intimidate +11, Jump +10, Listen +3, Move Silently +7, Search +4, Speak Language (common, elven, drow sign language, undercommon), Spot +3, Swim -1, Tumble +10; Blind-Fight, Dodge, Greater Two-Weapon Fighting, Improved Iniative, Improved Two-Weapon Fighting, Quick Draw, Skill Focus (Tumble), Stealthy, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; darkvision 120 ft.; immune to sleep; SR 23; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; spell-like abilities (as 12th level caster) – dancing lights, darkness, faerie fire; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Twin Swords style*.
Possessions: +5 chainmail, two +5 longswords, piwafwi, masterwork hand crossbow, 10 masterwork bolts.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

* Found in Dragon Magazine #303 pg. 56-57.
#345

zombiegleemax

May 31, 2004 0:40:11
Thank you so very much. If you find time, try to do a writeup on Ghost as well?
#346

zombiegleemax

May 31, 2004 19:06:42
Again, I am floored by the level of your Realmslore and that built in automatic NPC generator brain of yours. I'm running out of NPCs to think of, but has anyone requested the heroes/villains from the Cleric's Quintet series of novels?

Also, I just read Venom's Taste, the first of the House of Serpents novels. You are going to really the NPCs....
#347

tebryn14

May 31, 2004 19:37:42
Originally posted by Green Giant
[b]Here are the Villains of the Moonshaes Trilogy except for Deidre Kendrick who, from reading her description in Villain's Lorebook, was probably a Chosen of Talos and there is no such Chosen statted anywhere in the sourcebooks. Until then she'll have to wait. Enjoy.

[

I did a version of the chosen of Talos Template, if you'd like to use that.
#348

green_giant_02

May 31, 2004 22:26:03
Thanks, Tebryn14! It's exactly what I was looking for (just made some minor changes, mainly the endure elements and the alignment, I hope you don't mind). So here is the last NPC from the Moonshaes Trilogy and the Villain's Lorebook. Enjoy.



Dedrie Kendrick (Chosen of Talos*): Female Ffolk Human Wiz12/Clr3 of Talos/Mystic Theurge 6; CR 25; Medium-size Humanoid; HD 18d4+108 plus 3d8+18; hp 186; Init +2; Spd 30 ft.; AC 14 (touch 14, flat-footed 12); Base Atk +11; Grp +11; Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil, Chosen of Talos benefits, Chosen of Talos spell-like abilities, DR 10/magic, enhanced Strength, enhanced Constitution, enhanced Wisdom, summon storm giant; AL NE; SV Fort +14, Ref +8, Will +17; Str 10, Dex 15, Con 23, Int 21, Wis 15, Cha 15
Skills and Feats: Concentration +30 (+34 when casting defensively), Diplomacy +11, Handle Animal +7, Heal +7, Knowledge (arcana) +29, Knowledge (history-Moonshaes) +14, Knowledge (local-Moonshaes) +14, Knowledge (nobility and royalty) +14, Knowledge (religion) +29, Knowledge (the planes) +14, Ride (horse) +9, Sense Motive +8, Speak Language (common, illuskan, draconic, elven, giant, mulhorandi, sylvan), Spellcraft +32, Survival +7 (+9 on other planes); Chariot Combat, Combat Casting, Empower Spell, Enhance Spell, Maximize Spell, Practiced Spellcaster (cleric), Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Still Spell, Widen Spell
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 3rd level cleric (+2 to turning checks) 5/day. Chosen Immunities: Dedrie is immune to aging and electricity. Chosen Spell-like Abilities: (constant) – endure elements; (at will) – obscuring mist, random action; (3/day) – call lightning, shout, control winds; (1/day) – ice storm, whirlwind, earthquake, control weather, storm rage; (1/month) – storm of vengeance. DR 10/magic. Summon storm giant 6/day.
Wizard Spells Prepared (4/6/5/5/5/5/4/3/3/2; base DC = 15 + spell level; DC 16 + spell level with evocation spells; caster level 18th): 0 – detect magic, electric jolt, ray of frost, read magic; 1st – feather fall, hail of stone, mage armor, magic missile, shield, sleep; 2nd – blur, darkness, flaming sphere, knock, misdirection; 3rd – clairaudience/clairvoyance, fireball, gaseous form, lightning bolt, scorching ray (silent); 4th – arcane eye, confusion, dimension door, scrying, stoneskin; 5th – contact other plane, lightning bolt (empowered), stone shape (stilled), teleport; 6th – animate dead (silent, stilled), control water, flesh to stone, move earth; 7th – control undead, greater teleport, plane shift; 8th – ice storm (widened), mind blank, shout (quickened); 9th – cone of cold (enhanced), time stop.
Cleric Spells Prepared (6/5+1/5+1/3+1/2+1/1+1; base DC = 12 + spell level; DC 13 + spell level with evocation spells; caster level 13th).
*Domain spell. Deity: Talos. Domains: Destruction (1/day smite +4 on attack and +3 on damage for one weapon attack), Evil (cast evil spells at +1 caster level).
Possessions: Ring of protection +2. As Princess of the Moonshaes, Dedrie has access to many equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Dark blue

* This Chosen template can be found in here
#349

green_giant_02

May 31, 2004 22:36:36
Originally posted by Khalon
Thank you so very much. If you find time, try to do a writeup on Ghost as well?

If this is a character from a novel I won't be able to post him/her. Check the index on the first page for the announcement by Big Sister about NPCs strictly from novels.


Originally posted by tubal-kaz
Again, I am floored by the level of your Realmslore and that built in automatic NPC generator brain of yours. I'm running out of NPCs to think of, but has anyone requested the heroes/villains from the Cleric's Quintet series of novels?

Also, I just read Venom's Taste, the first of the House of Serpents novels. You are going to really the NPCs....

I believe some of the NPCs from the Cleric Quintet novels have already been done, at least I know that Cadderley (sp?) has already been posted in the WotC website. Don't remember where he is though, I think in the books section. As for Venom's Taste, unless they post some shortened stat blocks in the upcoming Serpent Kingdoms sourcebook I will not be able to stat them out and post them. Check the answer above for reasons why.
#350

kuje31

May 31, 2004 23:23:19
Originally posted by Green Giant
If this is a character from a novel I won't be able to post him/her. Check the index on the first page for the announcement by Big Sister about NPCs strictly from novels.

Ghost is also in Villian's Lorebook, so should be no problem......
#351

green_giant_02

May 31, 2004 23:46:21
D'oh! I can't believe I missed that one. Thanks for the heads up Kuje31.
#352

kuje31

Jun 01, 2004 0:27:08
Originally posted by Green Giant
D'oh! I can't believe I missed that one. Thanks for the heads up Kuje31.

#353

zombiegleemax

Jun 01, 2004 12:47:44
Thanks Green Giant
#354

zombiegleemax

Jun 01, 2004 15:13:33
Okay. If the cleric quintet has been done. Then how about The Twilight Giants series? It's probably been done, but I'd thought I'd ask anyway.

Karthios
#355

zombiegleemax

Jun 02, 2004 0:25:11
Okay, here are some good NPCs that will challenge even the greatest of Realms loremasters:

Druhallen from the Nether Scroll
Jack Ravenwild from the City of Ravens
Jherek from the Threat from the Sea series of novels
Amenstar from the Star of Cursrah
and while you are at it, what the hell was Iakhovas anyways????
#356

zombiegleemax

Jun 02, 2004 9:12:43
Unbelievable work Green Giant, very impressed.

Could I please ask that you try your hand at some/all of these???

Ellesime, Queen of Suldanesselar; Female wood elf (Chosen of Rillifane Rallathil) Clr 16/Dev 5/Hie 5;

Calimar Arkheneld, CE male drow lich Enc27.

Shurrupak, Ftr20/Rog3/Wiz7 and also in my view anyway, Chosen of Gilgeam.

Iniarv, was a mighty archmage of the ancient North who became a demilich.

Any help would be great!!
#357

zombiegleemax

Jun 02, 2004 10:57:03
Originally posted by poolbaby
Unbelievable work Green Giant, very impressed.

Could I please ask that you try your hand at some/all of these???

Ellesime, Queen of Suldanesselar; Female wood elf (Chosen of Rillifane Rallathil) Clr 16/Dev 5/Hie 5;

Calimar Arkheneld, CE male drow lich Enc27.

Shurrupak, Ftr20/Rog3/Wiz7 and also in my view anyway, Chosen of Gilgeam.

Iniarv, was a mighty archmage of the ancient North who became a demilich.

Any help would be great!!

Shurrupak has already been written up in the Epic Level Handbook.
#358

green_giant_02

Jun 02, 2004 16:54:29
Here are some of the characters from the Cleric Quintet series garnered from Heroes' Lorebook and Villains' Lorebook. Enjoy.



Danica Maupoissant: Female Tabotan Human Mnk11/Ftr4/Rog1; CR 16; Medium-size Humanoid; HD 11d8+33 plus 4d10+12 plus 1d6+3; hp 127; Init +4; Spd 60 ft.; AC 20 (touch 20, flat-footed 16); Base Atk +12; Grp +16; Atk +16 melee (1d10+4, unarmed strike) or +20 melee (1d4+9/19-20, +3 dagger); Full Atk +16/+11 melee (1d10+4, unarmed strike) or +16/+16/+16/+11 melee (1d10+4, unarmed strike) or +18/+13/+8 melee (1d4+9/19-20, +3 dagger) and +18 melee (1d4+7/19-20, +3 dagger); Face/Reach 5 ft./5 ft.; SA Greater flurry of blows, sneak attack; SQ Still mind, ki strike, slow fall, purity of body, wholeness of body, improved evasion, diamond body, trapfinding; AL LG; SV Fort +14, Ref +14, Will +12; Str 18, Dex 18, Con 17, Int 13, Wis 18, Cha 16
Skills and Feats: Balance +17, Climb +8, Concentration +10, Disable Device +6, Escape Artist +15, Hide +15, Jump +17, Listen +11, Move Silently +15, Search +6, Sense Motive +9, Speak Language (common, chondathan, shou), Spot +11, Swim +8, Tumble +17; Blind-Fight, Deflect Arrows, Fists of Iron, Flying Kick, Improved Disarm, Power Attack, Prone Attack, Stunning Fist, Two-Weapon Fighting, Weakening Touch, Weapon Focus (dagger), Weapon Specialization (dagger)
Special Qualities: Greater flurry of blows, still mind (+2 on saves vs. enchantments), ki strike (magic, lawful), slow fall (50 ft.), purity of body (immune to disease), wholeness of body (22 hp), improved evasion, diamond body (immune to poisons). Sneak attack +1d6, trapfinding.
Possessions: Two +3 daggers (crystal-bladed, one with tiger headed hilt of gold and the other a dragon headed hilt of silver).
Height: 5’, Weight: 100 lbs., Hair: Strawberry-blonde, Eyes: Soft brown


Brother Chaunticleer: Male Chondathan Human Clr9 of Deneir; CR 9; Medium-size Humanoid; HD 9d8+9; hp 53; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +6; Grp +7; Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good; AL NG; SV Fort +7, Ref +4, Will +9; Str 13, Dex 13, Con 12, Int 15, Wis 17, Cha 14
Skills and Feats: Concentration +10, Craft (calligraphy) +7, Diplomacy +7, Heal +8, Knowledge (history) +7, Knowledge (religion) +12, Perform (sing) +10, Profession (scribe) +8, Speak Language (common, chondathan), Spellcraft +12; Brew Potion, Endurance, Scribe Scroll, Skill Focus (Perform [sing]), Spell Focus (divination)
Special Qualities: Aura of good (aura equals cleric level), turn undead as 9th level cleric (+2 to turning checks) 5/day.
Cleric Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 13 + spell level; DC 14 + spell level with divination spells; caster level 9th).
*Domain spell. Deity: Deneir. Domains: Good (cast good spells at +1 caster level), Protection (1/day protective ward, touched subject gains +9 resistance bonus on next saving throw, maximum duration 1 hour).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Shayleigh: Female Sun Elf Rgr8 of Solonor Thelandira; CR 8; Medium-size Humanoid; HD 8d8+16; hp 55; Init +5; Spd 30 ft.; AC 17 (touch 15, flat-footed 12); Base Atk +8; Grp +9; Atk +16 ranged (1d8+3/x3; +3 longbow) or +12 (2d8+6/x3, +3 longbow with Manyshot) or +10 melee (1d6+2/19-20, +1 short sword); Full Atk +16/+11 ranged (1d8+3/x3; +3 longbow) or +14/+14/+9 ranged (1d8+3/x3, +3 longbow with Rapid Shot) or +10/+5 melee (1d6+2/19-20, +1 short sword); Face/Reach 5 ft./5 ft.; SA Favored enemy (orc, undead); SQ Elf traits, wild empathy, animal companion, woodland stride, swift tracker; AL CG; SV Fort +8, Ref +11, Will +4; Str 13, Dex 20, Con 14, Int 13, Wis 14, Cha 17
Skills and Feats: Climb +8, Heal +6, Handle Animal +8, Hide +12, Jump +8, Knowledge (nature) +8, Listen +8, Move Silently +12, Ride (horse) +11, Search +10, Speak Language (common, elven, chondathan, sylvan), Spot +8, Survival +9 (+11 aboveground, follow tracks), Swim +8; Endurance, Far Shot, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Wild empathy +13, favored enemy (orc +4, undead +2), animal companion, woodland stride, swift tracker.
Ranger Spells Prepared (2/1; base DC = 12 + spell level; caster level 4th).
Possessions: Masterwork leather armor, +1 short sword, +3 longbow, ten +2 arrows.
Height: Unknown, Weight: Unknown, Hair: Golden-blonde, Eyes: Violet


King Elbereth: Male Sun Elf Ftr10; CR 10; Medium-size Humanoid; HD 10d10+20; hp 79; Init +3; Spd 30 ft.; AC 18 (touch 13, flat-footed 15); Base Atk +10; Grp +13; Atk +17 melee (1d8+8 plus 1d6 fire/17-20; +3 keen flaming longsword) or +14 ranged (1d8+3/x3, masterwork composite [+3] longbow); Full Atk +17/+12 melee (1d8+8 plus 1d6 fire/17-20; +3 keen flaming longsword) or +14/+9 ranged (1d8+3/x3, masterwork composite [+3] longbow); Face/Reach 5 ft./5 ft.; SQ Elf traits; AL CG; SV Fort +9, Ref +6, Will +4; Str 17, Dex 17, Con 15, Int 14, Wis 12, Cha 14
Skills and Feats: Climb +8, Diplomacy +11, Handle Animal +7, Jump +8, Knowledge (nobility and royalty) +7, Listen +3, Ride (horse) +17, Search +4, Sense Motive +3, Speak Language (common, elven, chondathan, orc, sylvan), Spot +3, Swim +8; Dodge, Mobility, Mounted Archery, Mounted Combat, Negotiator, Point Blank Shot, Ride-By Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow.
Possessions: Elven chain mail, +3 keen flaming longsword, masterwork composite [+3] longbow, 20 masterwork arrows.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Aballister Bonaduce: Male Chondathan Human Wiz12; CR 12; Medium-size Humanoid; HD 12d4+24; hp 55; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +6; Grp +6; Face/Reach 5 ft./5 ft.; AL LE; SV Fort +4, Ref +4, Will +8; Str 10, Dex 16, Con 14, Int 19, Wis 12, Cha 11
Skills and Feats: Concentration +14 (+18 when casting defensively), Craft (alchemy) +16, Decipher Script +10, Knowledge (arcana) +19, Knowledge (history) +16, Knowledge (local-Castle Trinity) +10, Knowledge (religion) +10, Knowledge (the planes) +10, Profession (herbalist) +6, Speak Language (common, chondathan, draconic, elven, infernal, turmic), Spellcraft +21; Brew Potion, Combat Casting, Craft Wand, Craft Wondrous Item, Extend Spell, Enlarge Spell, Improved Familiar, Scribe Scroll, Spell Penetration
Wizard Spells Prepared (4/5/5/5/4/3/2; base DC = 14 + spell level; caster level 12th): 0 – acid splash, detect magic, read magic, resistance; 1st – burning hands, charm person, magic missile, ray of enfeeblement, sleep; 2nd – flaming sphere, invisibility, knock, levitate, Melf’s acid arrow; 3rd – detect thoughts (extended), fireball, lightning bolt, slow, stinking cloud; 4th – animate dead, confusion, detect scrying, ice storm; 5th – charm monster (enlarged), cloudkill, cone of cold; 6th – flesh to stone, greater dispel magic.
Possessions: Wand of lightning bolt, ring of warmth, mirror of scrying. Imp familiar (Druzil).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Ghost: Male Human Rog5; CR 5; Medium-size Humanoid; HD 5d6-5; hp 25; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +3; Grp +3; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge; AL CE; SV Fort +0, Ref +5, Will +3; Str 7, Dex 13, Con 9, Int 14, Wis 14, Cha 8
Skills and Feats: Appraise +8, Bluff +4, Climb +3, Disable Device +7, Disguise +4 (+6 acting), Hide +11, Jump +5, Listen +3, Move Silently +11, Open Lock +6, Search +7, Sleight of Hand +11, Speak Language (common, chondathan, damaran, turmic), Spot +3, Tumble +11, Use Magic Device +10, Use Rope +6; Skill Focus (Use Magic Device), Stealthy, Weapon Finesse
Special Qualities: Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge.
Possessions: Ring of regeneration, Ghearufu.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Ghearufu: This potent magic item composed of a small gold-edged mirror on a necklace chain, a black glove and a white glove allowed an individual to switch bodies with another. If the user’s original body was killed and the black glove was then placed upon the body, the spirit would be unable to return to either body and would perish. Otherwise this effect is similar to the magic jar spell.


Kierkan Rufo: Male Chondathan Human Vampire Clr6 of Talona; CR 8; Medium-size Undead; HD 6d12; hp 52; Init +8; Spd 30 ft.; AC 20 (touch 14, flat-footed 16); Base Atk +4; Grp +8; Atk +8 melee (1d6+4 plus energy drain, slam); Full Atk +8 melee (1d6+4 plus energy drain, 2 slams); Face/Reach 5 ft./5 ft.; SA Rebuke undead, blood drain, children of the night, create spawn, dominate, energy drain; SQ Aura of evil, alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance, undead traits, vampire weakness; AL CE; SV Fort +5, Ref +2, Will +5; Str 19, Dex 19, Con -, Int 15, Wis 13, Cha 15
Skills and Feats: Bluff +10, Concentration +8 (+12 when casting defensively), Diplomacy +7, Heal +6, Hide +12, Knowledge (arcana) +7, Knowledge (religion) +8, Listen +11, Move Silently +12, Search +10, Sense Motive +9, Speak Language (common, chondathan, damaran, draconic, thorass, turmic), Spellcraft +10, Spot +11; Alertness, Combat Casting, Combat Reflexes, Divine Vigor, Dodge, Extra Turning, Improved Iniative, Lightning Reflexes, Profane Boost
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 6th level cleric (+2 to rebuking checks) 9/day. Blood drain, children of the night, create spawn, dominate (DC 15), energy drain (DC 15 to remove negative level), alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weakness.
Cleric Spells Prepared (5/4+1/3+1/2+1; base DC = 11 + spell level; caster level 6th): 0 – detect magic, guidance x2, read magic, resistance; 1st – command, doom, endure elements, protection from good*, shield of faith; 2nd – desecrate*, enthrall, hold person, silence; 3rd – animate dead x2, bestow curse*.
*Domain spell. Deity: Talona. Domains: Evil (cast evil spells at +1 caster level), Suffering (pain touch 1/day, subject touched suffers a –2 enhancement penalty on Strength and Dexterity for 1 minute).
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Black
#359

green_giant_02

Jun 02, 2004 17:09:00
Originally posted by tubal-kaz
Okay, here are some good NPCs that will challenge even the greatest of Realms loremasters:

Druhallen from the Nether Scroll
Jack Ravenwild from the City of Ravens
Jherek from the Threat from the Sea series of novels
Amenstar from the Star of Cursrah
and while you are at it, what the hell was Iakhovas anyways????

Would love to take your challenge but there are two problems with them. #1. Most of the characters are from novels and I am unable to post them anymore. #2. I've never read any of these novels except the anthologies.

Jack Ravenwild can be found in Dragon #278 with Jack Ravenwild (Rog4/Sor10), Anders Aricssen (Brb7/Rog2), Zandria (Evo12) and Tharzon (Ftr4/Rog4).

As for Iakhovas, from what I've been able to read form Sea of Fallen Stars sourcebook and what I remember from reading the threads in the now defunct novels board, he seems to be a unique creature, perhaps the son/lover of Umberlee.



Originally posted by poolbaby
Unbelievable work Green Giant, very impressed.

Could I please ask that you try your hand at some/all of these???

Ellesime, Queen of Suldanesselar; Female wood elf (Chosen of Rillifane Rallathil) Clr 16/Dev 5/Hie 5;

Calimar Arkheneld, CE male drow lich Enc27.

Shurrupak, Ftr20/Rog3/Wiz7 and also in my view anyway, Chosen of Gilgeam.

Iniarv, was a mighty archmage of the ancient North who became a demilich.

Any help would be great!!

You're going to have to give me a clue as to which sourcebooks some of these characters are found. And as has been mentioned before Shurrupak has already been written up in the Epic Levels Handbook.
#360

zombiegleemax

Jun 03, 2004 22:03:17
Green Giant:

I am beginning a new campaign in the North and wonder if you could help me out with some conversions. All of the following are from the 2e The North boxed set:

All of the NPCs listed in the Luskan section of The Wilderness book
Arklem Greeth
Dendybar the Mottled
Eldeluc
Inther Blackfeather
Jalhoun of the Two Blades
Pureheartman
Red Aruph Thunderfist
Whisper

Also, Rhalaglingalade of Neverwinter, Orjalun and Xara Tantlor of Silverymoon, Alastra Hathwinter of Longsaddle, and, finally, Tabra of the Bargewright Inn.

Your help would be greatly appreciated, bud.
#361

kuje31

Jun 03, 2004 22:12:27
Originally posted by tubal-kaz
Xara Tantlor of Silverymoon [/b]

She was stat'd for 3.0 in Silver Marches. However Rich turned her evil because, "there was not enough evil NPC's in Silverymoon." He also removed her faerie dragon familiar and gave her a imp.
#362

green_giant_02

Jun 04, 2004 1:01:45
Here are the heroes from the Twilight Giant series. I would've done Basil of Lyndusfarne but there is no oficial verbeeg giant as of yet. Anyway, enjoy.



Brianna Burdun: Female Illuskan Human Clr9 of Hiatea; CR 9; Medium-size Humanoid; HD 9d8+18; hp 62; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +6; Grp +10; Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good; AL NG; SV Fort +8, Ref +5, Will +10; Str 18, Dex 15, Con 15, Int 14, Wis 18, Cha 16
Skills and Feats: Concentration +11 (+15 when casting defensively), Diplomacy +14, Heal +13, Knowledge (nature) +7, Knowledge (religion) +14, Profession (farmer) +9, Sense Motive +6, Speak Language (common, illuskan, giant, sylvan), Spellcraft +13; Combat Casting, Jotunbrud, Negotiator, Spontaneous Summoner, Weapon Focus (spear)
Special Qualities: Aura of good (aura equals cleric level), turn undead as 9th level cleric (+2 to turning checks) 6/day.
Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; base DC = 14 + spell level; caster level 9th): 0 – create water, detect magic, guidance, light, purify food and drink, read magic; 1st – bless, calm animals*, magic stone, obscuring mist, sanctuary, shield of faith; 2nd – aid, delay poison, find traps, hold animal*, resist energy, spiritual weapon; 3rd – create food and water, magic circle against evil*, meld into stone, remove disease, searing light; 4th – air walk, greater magic weapon, holy smite*, neutralize poison; 5th – commune with nature*, wall of stone.
*Domain spell. Deity: Hiatea. Domains: Animal (1/day speak with animals), Good (cast good spells at +1 caster level).
Possessions: Golden holy symbol and some vials of holy water. As Queen of Hartsvale, Brianna Burdun has access to many other equipment, both mundane and magical.
Height: 7’, Weight: Unknown, Hair: Blonde, Eyes: Unknown


Tavis Burdun: Male Firbolg Ftr4/Rgr15 of Hiatea; CR 27; Large Giant; HD 13d8+78 plus 11d8+66 plus 4d10+24; hp 302; Init +2; Spd 40 ft.; AC 25 (touch 11, flat-footed 23); Base Atk +20; Grp +38; Atk +27 ranged (2d6+21/x3; Mountain Crusher) or +19 ranged (8d6+84/x3; Mountain Crusher with Manyshot); Full Atk +27/+22/+17/+12 ranged (2d6+21/x3; Mountain Crusher) or +25/+25/+20/+15/+10 melee (2d6+21/x3; Mountain Crusher with Rapid Shot); Face/Reach 10 ft./10 ft.; SA Favored enemy (giant, evil outsider, magical beast); SQ Firbolg traits, wild empathy, animal companion, woodland stride, swift tracker, evasion; AL NG; SV Fort +29, Ref +18, Will +15; Str 39, Dex 15, Con 23, Int 16, Wis 16, Cha 13
Skills and Feats: Climb +24, Craft (bowmaking) +13, Heal +13, Handle Animal +11, Hide +13, Jump +24, Knowledge (geography) +13, Knowledge (nature) +20, Listen +18, Move Silently +17, Profession (brewer) +8, Profession (hunter) +8, Search +13, Speak Language (common, giant, dwarven, illuskan, sylvan), Spot +18, Survival +24 (+26 to avoid getting lost, aboveground, follow tracks), Swim +24; Blind-Fight, Combat Archery, Dodge, Endurance, Far Shot, Improved Precise Shot, Manyshot, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Run, Sharp-Shooting, Shot on the Run, Track, Weapon Focus (battleaxe), Weapon Focus (longbow), Weapon Specialization (longbow)
Special Qualities: Firbolg traits: darkvision 60 ft., +12 natural armor, fast healing 3, rock throwing, rock catching, spell-like abilities (as 28th level caster) 1/day – alter self, detect magic, feeblemind (DC 16), know direction; trample (2d8+21, Ref save DC 29). Wild empathy +14, favored enemy (giant +4, evil outsider +4, magical beast +2), animal companion, woodland stride, swift tracker, evasion.
Ranger Spells Prepared (2/2/1; base DC = 13 + spell level; caster level 5th): 1st – charm animal, speak with animals; 2nd – cure light wounds, hold animal; 3rd – neutralize poison.
Possessions: Masterwork leather armor, Mountain Crusher (+5 composite [+14] longbow), quiver with 20 masterwork arrows.
Height: 10’, Weight: 800 lbs., Hair: Gray, Eyes: Dark


Edit: Forgot to penalize Tavis' Rapid Shot attacks with his bow.
#363

gray_richardson

Jun 04, 2004 1:24:46
Oh wonderful and awe-inspiring Green Giant. I would love to see your take on the Leadership of the Arcane Brotherhood in Luskan, including Archmage Arklem Greeth and his four lieutenants of the North South East & West towers of the Host Tower Arcane detailed (but not statted) in the Lords of Darkness book. Also Greeth has an Erinyes cohort (consort?) named Nephythis I think, I would love to see your thoughts on an advanced devil.

Your NPC stats have just been a fantastic aid to me in my campaign and I can't thank you enough for all the time and effort you have spent writing them and posting them here.

Thank you for all your hard work!
#364

green_giant_02

Jun 04, 2004 23:20:28
Here are two powerful undead spellcasters. Enjoy.


Calimar Arkhenneld: Male Drow Lich Enc27; CR 29; Medium-size Undead; HD 27d12; hp 164; Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +14; Grp +13; Atk +13 melee (1d8+5, touch); Full Atk +13/+8 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura, grasp of death, frightful presence, paralyzing gaze; SQ Drow traits, turning resistance +4, DR 20/bludgeoning and magic, undead traits, lich immunities; AL CE; SV Fort +9, Ref +10, Will +19; Str 8, Dex 12, Con -, Int 29, Wis 19, Cha 25
Skills and Feats: Appraise +14, Bluff +12, Concentration +37 (+41 when casting defensively), Craft (alchemy) +19, Craft (gemcutting) +14, Decipher Script +17, Diplomacy +18, Hide +9, Knowledge (arcana) +39, Knowledge (architecture and engineering) +19, Knowledge (dungeoneering) +19, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (local-Sshamath) +19, Knowledge (nature) +19, Knowledge (nobility and royalty) +19, Knowledge (religion) +19, Knowledge (the planes) +24, Listen +14, Move Silently +9, Search +19, Sense Motive +14, Speak Language (elven, undercommon, chondathan, common, abyssal, draconic, drow sign language, dwarven, goblin, gnome, orc, thorass), Spellcraft +43, Spot +14; Attune Gem, Brew Potion, Charming*, Combat Casting, Combat Charm*, Craft Construct, Craft Epic Wondrous Item, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Efficient Item Creation (Craft Wondrous Item), Forge Ring, Magical Artisan (Craft Wondrous Item), Negotiator, Scribe Scroll, Spell Focus (enchantment)
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; darkvision 120 ft.; immune to sleep; SR 38; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; spell-like abilities (as 27th level caster) – dancing lights, darkness, faerie fire; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Touch attack (DC 30), paralyzing touch (DC 30), fear aura (DC 30), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks).
Wizard Spells Prepared (4/7/6/6/6/6/5/5/5/5; base DC = 19 + spell level; DC 20 + spell level with enchantment spells; caster level 27th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

* Found in Dragon Magazine #312 pg. 51.


Iniarv: Male Illuskan Human Demilich Wiz21/Acm5; CR 32; Diminutive Undead; HD 26d12; hp 169; Init +2; Spd fly 180 ft. (perfect); AC 47 (touch 42, flat-footed 45); Base Atk +13; Grp +27; Atk +39 melee (10d6+20, touch); Full Atk +39/+34 melee (10d6+20, touch); Face/Reach 1 ft./0 ft.; SA Touch attack, paralyzing touch, fear aura, grasp of death, frightful presence, paralyzing gaze, trap the soul; SQ Turning resistance +20, DR 30/-, undead traits, demilich immunities, magic immunity, phylactery transference, acid, fire, and sonic resistance 20, Archmage high arcana; AL LE; SV Fort +9, Ref +11, Will +22; Str 11, Dex 15, Con -, Int 37, Wis 25, Cha 21
Skills and Feats: Concentration +34 (+38 when casting defensively), Craft (alchemy) +34, Decipher Script +26, Hide +34, Knowledge (arcana) +42, Knowledge (architecture and engineering) +29, Knowledge (dungeoneering) +29, Knowledge (geography) +29, Knowledge (history) +29, Knowledge (local-the North) +29, Knowledge (nature) +29, Knowledge (nobility and royalty) +29, Knowledge (religion) +29, Knowledge (the planes) +34, Listen +27, Move Silently +22, Profession (scribe) +19, Search +41 (+43 with hidden or secret doors), Sense Motive +27, Speak Language (common, illuskan, chondathan, draconic, dwarven, elven, giant, gnome, goblin, halfling, infernal, netherese, orc, thorass, undercommon), Spellcraft +49, Spot +27; Augment Summoning, Automatic Quicken Spell, Blinding Speed, Combat Casting, Craft Wondrous Item, Empower Spell, Enlarge Spell, Epic Spellcasting, Extend Spell, Heighten Spell, Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (transmutation), Tenacious Magic, Widen Spell
Special Qualities: Touch attack, paralyzing touch (DC 41), fear aura (DC 19), trap the soul (DC 41), undead traits, demilich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), perfect automatic still spell, spell-like abilities (as 26th level caster; DC 41) at will – alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispelling, harm, summon monster I-IX, telekinesis, weird; 2/day – greater planar ally, magic immunity, phylactery transference. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (4/8/7/7/7/7/6/6/6/6; base DC = 23 + spell level; DC 24 + spell level with conjuration and transmutation spells; caster level 26th).
Epic Spells Per Day: 2
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#365

green_giant_02

Jun 05, 2004 13:51:57
Here are some NPCs of Luskan. Enjoy.


Inther Blackfeather: Male Kuong Human Rog7/Yakuza* 6; CR 13; Medium-size Humanoid; HD 13d6+13; hp 61; Init +5; Spd 30 ft.; AC 15 (touch 15, flat-footed 10); Base Atk +9; Grp +10; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, defensive roll, improved evasion, Yakuza knowledge, improved uncanny dodge; AL NE; SV Fort +5, Ref +15, Will +8; Str 12, Dex 21, Con 12, Int 18, Wis 18, Cha 16
Skills and Feats: Appraise +11, Bluff +18, Climb +8 (+10 with rope), Craft (trapmaking) +11, Diplomacy +14, Disable Device +11, Disguise +10 (+12 acting), Escape Artist +12 (+14 to escape ropes), Forgery +14, Gather Information +18, Hide +15, Intimidate +14, Jump +10, Knowledge (local-Luskan) +14, Listen +9, Move Silently +15, Open Lock +12, Profession (slaver) +9, Profession (trader) +9, Search +11, Sense Motive +9, Sleight of Hand +20, Speak Language (common, shou, chondathan, dwarven, goblin, illuskan), Spot +9, Tumble +20, Use Magic Device +10, Use Rope +12 (+14 to bind); Deflect Arrows, Dodge, Improved Unarmed Strike, Leadership, Mobility, Persuasive, Spring Attack
Special Qualities: Sneak attack +4d6, trapfinding, evasion, trap sense +4, uncanny dodge. Defensive roll, improved evasion, Yakuza knowledge +10, improved uncanny dodge.
Possessions: Several wands and rings. Contingency spell (With the utterance of a command word, Inther can switch places with a rakshasa).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Yellow

* Known as jinyan. Found in Dragon Magazine #315.


Jalboun of the Two Blades: Male Illuskan Human Brb7/Brawler* 1; CR 8; Medium-size Humanoid; HD 7d12+28 plus 1d10+4; hp 88; Init +2; Spd 40 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +8; Grp +13; Atk +15 melee (1d6+7/18-20, +2 scimitar of dancing); Full Atk +11/+6 melee (1d6+7/18-20, +2 scimitar of dancing) and +11 melee (1d6+4/18-20, +2 scimitar of dancing); Face/Reach 5 ft./5 ft.; SA Rage; SQ Fast movement, uncanny dodge, trap sense, improved uncanny dodge, DR 1/-, improvise weapon, crowd fighting; AL CE; SV Fort +11, Ref +6, Will +5; Str 20, Dex 15, Con 18, Int 16, Wis 17, Cha 17
Skills and Feats: Climb +16, Craft (weaponsmithing) +9, Handle Animal +11, Intimidate +14, Jump +16, Listen +9, Ride (horse) +15, Speak Language (common, illuskan, chondathan, dwarven, giant), Spot +8, Survival +11, Swim +16; Alertness, Combat Reflexes, Improved Unarmed Strike, Two-Weapon Fighting
Special Qualities: Rage 2/day, fast movement, uncanny dodge, trap sense +2, improved uncanny dodge, damage reduction 1/-, literate. Improvise weapon, crowd fighting +1.
Possessions: Two +2 scimitars of dancing.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

* Found in Dragon Magazine #295 pg. 72-73.


Pureheartman: Male Illuskan Human Wiz13/Spirit Shaman 7 of Uthgar; CR 20; Medium-size Humanoid; HD 13d4+13 plus 7d8+7; hp 86; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +11; Grp +12; Face/Reach 5 ft./5 ft.; SA Chastise spirits; SQ Spirit guide, wild empathy, detect spirits, blessing of the spirits, follow the guide, ghost warrior, warding of the spirits; AL CG; SV Fort +10, Ref +9, Will +18; Str 13, Dex 13, Con 13, Int 20, Wis 20, Cha 14
Skills and Feats: Concentration +24 (+28 when casting defensively), Craft (alchemy) +12, Decipher Script +10, Diplomacy +9, Handle Animal +7, Heal +10, Knowledge (arcana) +21, Knowledge (architecture and engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local-the North) +12, Knowledge (nature) +15, Knowledge (nobility and royalty) +12, Knowledge (religion) +12, Knowledge (the planes) +12, Listen +11, Profession (herbalist) +15, Ride (horse) +8, Speak Language (common, illuskan, chondathan, draconic, elven, giant, orc), Spellcraft +30, Spot +11, Survival +12 (+14 aboveground, avoid getting lost, on other planes), Swim +5; Alertness, Brew Potion, Combat Casting, Craft Wondrous Item, Endurance, Eschew Materials, Lightning Reflexes, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Track
Special Qualities: Spirit guide (crow), wild empathy +11, chastise spirits 5/day (7d6 damage, DC 19), detect spirits, blessing of the spirits (as protection from evil except against spirits), follow the guide, ghost warrior, warding of the spirits (as magic circle against evil except against spirits).
Wizard Spells Prepared (4/6/5/5/5/4/2/1; base DC = 15 + spell level; caster level 13th).
Spirit Shaman Spells Prepared (6/8/7/5/3; base DC = 12 + spell level; caster level 7th).
Possessions: Cape of black feathers.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


“Red” Aruph Thunderfist: Male Illuskan Human Ftr9; CR 9; Medium-size Humanoid; HD 9d10+36; hp 90; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +9; Grp +13; Face/Reach 5 ft./5 ft.; AL CN; SV Fort +10, Ref +4, Will +4; Str 19, Dex 13, Con 18, Int 17, Wis 13, Cha 16
Skills and Feats: Balance +8, Climb +15, Handle Animal +8, Intimidate +12, Jump +15, Profession (sailor) +11, Ride (horse) +8, Speak Language (common, illuskan, chondathan, dwarven, halfling), Swim +15; Cleave, Combat Expertise, Endurance, Improved Bull Rush, Improved Disarm, Power Attack, Skill Focus (Profession [sailor]), Stormheart, Weapon Focus (cutlass), Weapon Specialization (cutlass)
Possessions: Unknown (several magical items).
Height: Unknown, Weight: Unknown, Hair: Red, Eyes: Unknown


Whisper: Female Illuskan Human Rog12; CR 12; Medium-size Humanoid; HD 12d6; hp 44; Init +9; Spd 30 ft.; AC 15 (touch 15, flat-footed 10); Base Atk +9; Grp +10; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, improved uncanny dodge, special ability; AL LE; SV Fort +4, Ref +13, Will +6; Str 13, Dex 20, Con 11, Int 16, Wis 15, Cha 16
Skills and Feats: Appraise +15, Balance +13, Bluff +17, Climb +7, Diplomacy +15, Disable Device +9, Disguise +15 (+17 acting), Escape Artist +11, Gather Information +17, Hide +14, Intimidate +13, Jump +13, Knowledge (local-Luskan) +9, Listen +8, Move Silently +14, Open Lock +11, Profession (fence) +8, Search +9, Sense Motive +10, Sleight of Hand +19, Speak Language (common, illuskan, chondathan, dwarven, halfling), Spot +8, Tumble +19, Use Magic Device +9; Dodge, Flick of the Wrist, Improved Iniative, Negotiator, Quick Draw, Persuasive
Special Qualities: Sneak attack +6d6, trapfinding, evasion, trap sense +4, uncanny dodge, improved uncanny dodge, special ability (slippery mind).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#366

green_giant_02

Jun 05, 2004 17:56:10
Here are the High Captains of Luskan. Enjoy.


Baram: Male Illuskan Human Ftr10/Brb3/Dread Pirate 2; CR 15; Medium Humanoid (Human); HD 10d10+30 plus 3d12+9 plus 2d8+6; hp 133; Init +1; Spd 40 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +15; Grp +22; Atk +25 melee (1d8+14/19-20/x3, +2 berserker battleaxe) or +23 melee (1d6+8/x3, +1 handaxe) or +17 ranged (1d8+5/x3, masterwork composite [+5] longbow); Full Atk +23/+18/+13 melee (1d8+11/19-20/x3, +2 berserker battleaxe) and +21 melee (1d6+4/x3, +1 handaxe) or +17 ranged (1d8+5/x3, masterwork composite [+5] longbow); Face/Reach 5 ft./5 ft.; SA Rage 3/day; SQ Fast movement, uncanny dodge, trap sense +1, seamanship +2 (+1 allies), fearsome reputation +2; AL CE; SV Fort +16, Ref +11, Will +8; Str 24, Dex 13, Con 17, Int 14, Wis 12, Cha 10
Skills and Feats: Appraise +10, Balance +8, Bluff +5, Climb +14 (+16 with rope), Intimidate +19, Jump +14, Profession (sailor) +21, Speak Language (common, illuskan, chondathan, giant), Swim +13, Use Rope +7; Cleave, Endurance, Extra Rage, Improved Bull Rush, Improved Critical (battleaxe), Leadership, Power Attack, Quick Draw, Skill Focus (Profession [sailor]), Stormheart, Two-Weapon Fighting{B}, Weapon Finesse, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Special Qualities: Rage 3/day, fast movement, uncanny dodge, trap sense +1. Seamanship +2 (+1 allies), fearsome reputation +2.
Rage: During his rage, Baram has the following statistics instead of those given above: hp 163; AC 14 (touch 9, flat-footed 13); Atk +29 melee (1d8+19/19-20/x3, +2 beserker battleaxe); Full Atk +27/+22/+17 melee (1d8+15/19-20/x3, +2 berserker battleaxe) and +23 melee (1d6+5/x3, +1 handaxe); SV Fort +18, Will +10; Str 28, Con 21. Skills: Climb +16 (+18 with rope), Jump +16, Swim +15. The rage lasts for 8 rounds, after which Baram is fatigued.
Possessions: Dragoncraft (white) scale mail, +2 berserker battleaxe, +1 handaxe, masterwork composite [+5] longbow, 20 arrows, amulet of natural armor +1, belt of giant strength +4, cloak of resistance +3, potion of cure serious wounds, potion of water breathing, ring of regeneration, ring of teleport. 733 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Skills modified by armor, as well as seamanship ability.
Sources: Volo’s Guide to the North (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Unapproachable East (3.5E), Complete Warrior (3.5E), Complete Adventurer (3.5E), Draconomicon (3.5E), and Arms and Equipment Guide (3E).

The Stormdrake: Longship; Colossal vehicle; Profession (sailor) +0; Spd wind x 10 ft. (nautical poor), oars 15 ft. (nautical average); Overall AC –3; Section hp 90 (hardness 5); Section AC 3; Rigging 40 hp (hardness 0), AC 1; Ram 8d6; Face 70 ft. by 20 ft.; Height 10 ft. (draft 5 ft.); Crew 50 (40 rowers); Cargo 50 tons (Spd wind x 5 ft. or oars 10 ft. if 25 tons or more); Cost 11,050 gp.
Equipment: ballista, light catapult


Kurth: Male Illuskan Human Ftr13/Dread Pirate 2/Clr 3 of Umberlee; CR 18; Medium Humanoid (Human); HD 13d10+13 plus 5d8+5; hp 116; Init +2; Spd 20 ft.; AC 22 (touch 11, flat-footed 21); Base Atk +17; Grp +24; Atk +28 melee (1d8+15, +3 unholy trident); Full Atk +28/+23/+18/+13 melee (1d8+15, +3 unholy trident); Face/Reach 5 ft./5 ft.; SA Rebuke undead 7/day; SQ Seamanship +2, fearsome reputation +2, aura of evil; AL CE; SV Fort +16, Ref +14, Will +16; Str 24, Dex 15, Con 13, Int 15, Wis 20, Cha 18
Skills and Feats: Appraise +10, Balance +5, Climb +10 (+12 with rope), Concentration +6, Gather Information +9, Intimidate +11, Jump +12, Knowledge (religion) +7, Listen +6, Profession (sailor) +17, Speak Language (common, illuskan, abyssal, chondathan), Spellcraft +7, Spot +6, Swim +16, Tumble +4, Use Rope +7; Combat Expertise, Combat Reflexes, Divine Vigor, Dodge, Endurance, Improved Disarm, Leadership, Mobility, Quick Draw, Spring Attack, Stormheart, Two-Weapon Fighting{B}, Weapon Finesse, Weapon Focus (trident), Weapon Specialization (trident), Whirlwind Attack
Special Qualities: Seamanship +2 (+1 allies), fearsome reputation +2. Aura of evil (aura equals cleric level), rebuke undead (+2 to rebuke checks) 7/day.
Cleric Spells Prepared (4/4+1/2+1; base DC = 15 + spell level; caster level 3rd): 0-create water, detect magic, mending, read magic; 1st-cure light wounds, divine favor, endure elements*, entropic shield, shield of faith; 2nd-aid, silence, sound burst*.
*Domain spell. Deity: Umberlee. Domains: Evil (cast evil spells at +1 caster level), Ocean (water breathing for 30 rounds).
Possessions: Plate armor of the deep, +3 unholy trident, masterwork longbow, 20 arrows, belt of priestly might and warding, cloak of resistance +4, pearl of power (1st-level), pearl of power (2nd-level), periapt of wisdom +2, potion of cure moderate wounds, potion of protection from energy (electricity), potion of water walk, ring of regeneration, ring of teleport. 824 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Skills modified by armor, as well as seamanship ability.
Sources: Volo’s Guide to the North (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Warrior (3.5E), Complete Adventurer (3.5E), and Arms and Equipment Guide (3E).

The B*i*t*c*h of the North: Sailing vessel; Colossal vehicle; Profession (sailor) +4; Spd wind x 20 ft. (nautical average); Overall AC –3; Section hp 50 (hardness 5); Section AC 3; Rigging 80 hp (hardness 0), AC 1; Ram 12d6; Face 80 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Crew 20; Cargo 150 tons (Spd wind x 15 ft. if 75 tons or more); Cost 16,350 gp
Equipment: Launch vehicle, ballista, light catapult, masterwork controls


Rethnor: Male Illuskan Human Ftr16/Rog7; CR 23; Medium Humanoid (Human); HD 16d10+32 plus 7d6+14; hp 161; Init +5; Spd 30 ft.; AC 26 (touch 15, flat-footed 21); Base Atk +20; Grp +27; Atk +30 melee (1d8+11/17-20, +2 keen longsword) or +29 melee (1d4+9/19-20, +2 defending dagger) or +27 ranged (1d8+3/19-20, +1 quick-loading crossbow); Full Atk +28/+23/+18/+13 melee (1d8+11/17-20, +2 keen longsword) and +27 melee (1d4+5/19-20, +2 defending dagger) or +27/+22/+17/+12 ranged (1d8+3/19-20, +1 quick-loading crossbow); Face/Reach 5 ft./5 ft.; SA Sneak attack +4d6; SQ Trapfinding, evasion, trap sense +2, uncanny dodge; AL NE; SV Fort +18, Ref +20, Will +12; Str 24, Dex 21, Con 14, Int 13, Wis 11, Cha 12
Skills and Feats: Appraise +9 (+11 with ships), Balance +12, Bluff +6, Climb +24 (+26 with rope), Craft (shipbuilding) +9, Forgery +6, Gather Information +8, Intimidate +15, Jump +21, Knowledge (local-Luskan) +6, Listen +8, Open Lock +10, Profession (sailor) +17, Search +9, Sleight of Hand +12, Speak Language (common, illuskan, chondathan), Spot +8, Swim +28, Tumble +15, Use Rope +13; Dodge, Endurance, Far Shot, Leadership, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Shot on the Run, Spring Attack, Stormheart, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (light crossbow), Weapon Focus (longsword), Weapon Specialization (light crossbow), Weapon Specialization (longsword).
Special Qualities: Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Possessions: +5 mithral shirt, +2 keen longsword, +2 defending dagger, +1 quick-loading light crossbow, 20 bolts, 20 adamantine bolts, 20 cold iron bolts, 20 alchemical silver bolts, belt of giant strength +6, amulet of natural armor +2, boots of the winterlands, cloak of resistance +5, gloves of swimming and climbing, helm of underwater action, potion of heroism, potion of cure serious wounds x2, potion of shield of faith +5, ring of regeneration, ring of teleport, rod of flame extinguishing. 1,031 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Sources: Volo’s Guide to the North (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Lords of Darkness (3E), Stronghold Builder’s Guidebook (3.5E), and Arms and Equipment Guide (3E).

The Krakenaught: Masterwork sailing vessel; Colossal vehicle; Profession (sailor) +4; Spd wind x 25 ft. (nautical average); Overall AC –3; Section hp 10/55 (hardness 5/5); Section AC 3; Rigging 85 hp (hardness 0), AC 1; Ram 12d6; Face 80 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Crew 20; Cargo 150 tons (Spd wind x 20 ft. if 75 tons or more); Cost 68,150 gp
Equipment: Launch vehicle, masterwork ballista w/rotating platform, 5 storm bolts, masterwork light catapult w/rotating platform, 5 explodestones, masterwork controls, armor plating (wood), both sides of the ship have received the tentacled augmentation.

Tentacled: When creating this augmentation (see Stronghold Builder’s Guidebook for augmentation), choose one side of the wall. Tentacles cover the chosen side of the wall. Any creature approaching within 10 ft. of the wall, must make a grapple check, opposed by the grapple check of the tentacles. The tentacles have a grapple score of +15 (+7 base, +4 Large size, +4 Str 19) and are immune to all types of damage. Once the tentacles grapple an opponent, they may make a grapple check each round to deal 1d6+4 points of bludgeoning damage until the character escapes or dies.
Moderate conjuration; CL 7th; Craft Wondrous Item, Evard’s black tentacles; Market Price 14,000 gp.


Suljack: Male Illuskan Human Rog9/Dread Pirate 3/Sor1; CR 13; Medium Humanoid (Human); HD 9d6 plus 3d8 plus 1d4; hp 58; Init +9; Spd 30 ft.; AC 20 (touch 16, flat-footed 14); Base Atk +9; Grp +12; Atk +15 melee (1d6+4/18-20, +1 rapier) or +15 melee (1d4+4/19-20, +1 dagger); Full Atk +13/+8 melee (1d6+4/18-20, +1 rapier) and +13 melee (1d4+2/19-20, +1 dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack +6d6; SQ Trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, seamanship +3 (+1 allies), fearsome reputation +2, familiar; AL CE; SV Fort +5, Ref +16, Will +9; Str 16, Dex 22, Con 11, Int 15, Wis 15, Cha 17
Skills and Feats: Appraise +10, Balance +22, Bluff +11, Climb +11 (+13 with rope), Disguise +11 (+13 acting), Escape Artist +14 (+16 to escape ropes), Hide +11, Intimidate +15, Jump +13, Knowledge (arcana) +3, Listen +6, Move Silently +11, Open Lock +14, Profession (sailor) +19, Sleight of Hand +16, Speak Language (common, illuskan, chondathan, orc), Spellcraft +6, Spot +6, Survival +6, Swim +12, Tumble +20, Use Magic Device +11, Use Rope +14 (+16 to bind); Improved Intiative, Leadership, Quick Draw, Stormheart, Two-Weapon Fighting{B}, Weapon Finesse
Special Qualities: Sneak attack +6d6, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge. Seamanship +3 (+1 allies), fearsome reputation +2. Familiar.
Sorcerer Spells Known (5/4; base DC = 13 + spell level; caster level 1st): 0–detect magic, electric jolt, read magic, resistance; 1st–grease, obscuring mist.
Possessions: +1 rapier, +1 dagger, bracers of armor +4, cloak of resistance +1, gloves of dexterity +2, ring of regeneration, ring of teleport, wand of web (15 charges), wind fan. 28 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Skills modified by seamanship ability.
Sources: Volo’s Guide to the North (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Adventurer (3.5E), and Arms and Equipment Guide (3E).

The Mistress' Wine: Sailing vessel; Colossal vehicle; Profession (sailor) +4; Spd wind x 20 ft. (nautical average); Overall AC –3; Section hp 50 (hardness 5); Section AC 3; Rigging 80 hp (hardness 0), AC 1; Ram 12d6; Face 80 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Crew 20; Cargo 150 tons (Spd wind x 15 ft. if 75 tons or more); Cost 12,500 gp
Equipment: Launch vehicle, 2 ballistas w/rotating platform.


Taerl: Male Illuskan Human Ftr14/Wiz3; CR 17; Medium Humanoid (Human); HD 14d10+28 plus 3d4+6; hp 123; Init +2; Spd 30 ft.; AC 19 (touch 12, flat-footed 17); Base Atk +15; Grp +21; Atk +22 melee (1d6+7/17-20, +1 thundering cutlass) or +21 melee (1d4+7/19-20, +1 dagger); Full Atk +20/+15/+10 melee (1d6+7/17-20, +1 thundering cutlass) and +19 melee (1d4+4/19-20, +1 dagger); Face/Reach 5 ft./5 ft.; SQ Familiar; AL LE; SV Fort +15, Ref +12, Will +10; Str 22, Dex 15, Con 14, Int 18, Wis 10, Cha 17
Skills and Feats: Appraise +9, Balance +11, Climb +20 (+22 with rope), Concentration +8 (+12 when casting defensively), Intimidate +13, Jump +22, Knowledge (arcana) +11, Profession (sailor) +10, Speak Language (common, illuskan, chondathan, draconic, dwarven, halfling), Spellcraft +13, Swim +20, Tumble +9, Use Rope +7; Combat Casting, Dodge, Endurance, Improved Critical (cutlass), Improved Unarmed Strike, Leadership, Lightning Reflexes, Mobility, Quick Draw, Skill Focus (Profession [sailor]), Spring Attack, Stormheart, Two-Weapon Fighting, Weapon Focus (cutlass), Weapon Specialization (cutlass)
Special Qualities: Familiar.
Wizard Spells Prepared (4/3/2; base DC = 14 + spell level; caster level 3rd): 0-detect magic, electric jolt [MAG], mending, read magic; 1st-magic missile, shield, true strike; 2nd-protection from arrows, scorching ray.
Possessions: +1 thundering cutlass, +1 dagger, amulet of natural armor +2, Boccob’s blessed book, bracers of armor +5, cloak of resistance +3, gauntlets of ogre power, potion of remove disease, ring of regeneration, ring of teleport, metamagic rod of enlarge, arcane scroll: burning hands, flaming sphere, arcane scroll: cat’s grace. 808 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Sources: Volo’s Guide to the North (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Magic of Faerun (3.5E), and Arms and Equipment Guide (3E).

The Iron Shark: Sailing vessel; Colossal vehicle; Profession (sailor) +4; Spd wind x 20 ft. (nautical average); Overall AC –3; Section hp 30/50 (hardness 10/5); Section AC 3; Rigging 80 hp (hardness 0), AC 1; Ram 12d6; Face 80 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Crew 20; Cargo 150 tons (Spd wind x 15 ft. if 75 tons or more); Cost 28,000 gp
Equipment: Launch vehicle, ballista w/rotating platform, ballista, armor plating (iron).


Note: I did not add the cost of the ring of regeneration, ring of teleport, and the base cost of their ships (10,000 gp) toward their gear value. Consider them as bonuses or state regalia due to being the High Captains (“rulers”) of Luskan.

Ring of Teleport: This ring can teleport its wearer thrice per day.
Moderate conjuration; CL 9th; Forge Ring, teleport; Price 54,000 gp.
#367

gavvin

Jun 06, 2004 8:59:37
Is there any chance you could stat out Alias of Westgate, or for that matter Cat her "sister" or the other doubles that were created? I would REALLY appreciate them.
#368

green_giant_02

Jun 06, 2004 18:05:48
Here is the Arcane Brotherhood, both current and former. Enjoy.



Archmage Arcane Arklem Greeth: Male Illuskan Human Lich Wiz16/Acm2; CR 20; Medium-size Undead; HD 18d12; hp 122; Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +9; Grp +7; Atk +7 melee (1d8+5, touch); Full Atk +7/+2 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura; SQ Turn resistance, DR 15/bludgeoning and magic, undead traits, lich immunities, Archmage high arcana; AL LE; SV Fort +5, Ref +6, Will +19; Str 6, Dex 12, Con -, Int 27, Wis 23, Cha 21
Skills and Feats: Concentration +26 (+30 when casting defensively), Craft (alchemy) +18, Craft (calligraphy) +13, Decipher Script +13, Hide +9, Knowledge (arcana) +29, Knowledge (architecture and engineering) +16, Knowledge (dungeoneering) +16, Knowledge (geography) +16, Knowledge (history-the Sword Coast) +17, Knowledge (local-Luskan) +17, Knowledge (nature) +16, Knowledge (nobility and royalty) +16, Knowledge (religion) +16, Knowledge (the planes) +23, Listen +14, Move Silently +9, Search +13 (+15 with hidden or secret doors), Sense Motive +14, Speak Language (common, illuskan, chondathan, draconic, dwarven, giant, halfling, infernal, orc, thorass), Spellcraft +34, Spot +14; Augment Summoning, Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Penetration, Still Spell
Special Qualities: Touch attack (DC 24), paralyzing touch (DC 24), fear aura (DC 24), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn resistance +4. Mastery of counterspelling, mastery of shaping.
Wizard Spells Prepared (4/6/6/6/6/5/4/3/4/2; base DC = 18 + spell level; 19 + spell level with conjuration and necromancy; caster level 18th).
Possessions: Unknown. As Archmage Arcane of the Arcane Brotherhood, Arklem Greeth has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Dendybar the Mottled: Male Illuskan Human Wiz12/Clr4 of Iyachtu Xvim; CR 16; Medium-size Humanoid; HD 12d4-12 plus 4d8-4; hp 33; Init +0; Spd 30 ft.; AC 15 (touch 15, flat-footed 15); Base Atk +9; Grp +8; Atk +11 melee (1d6+1, staff of power); Full Atk +11/+6 melee (1d6+1, staff of power); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil; AL NE; SV Fort +9, Ref +7, Will +17; Str 9, Dex 10, Con 8, Int 19, Wis 17, Cha 9
Skills and Feats: Concentration +15 (+19 when casting defensively), Craft (alchemy) +14, Knowledge (arcana) +20, Knowledge (architecture and engineering) +14, Knowledge (history-the Sword Coast) +14, Knowledge (religion) +20, Knowledge (the planes) +14, Profession (astrologer) +10, Ride (horse) +4, Search +14, Speak Language (common, illuskan, chondathan, draconic, elven, orc), Spellcraft +22, Spot +13, Survival +7 (+9 on other planes); Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Scribe Scroll, Spell Penetration
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 4th level cleric (+2 to turning checks) 2/day. Ritual of the Banedead.
Wizard Spells Prepared (4/5/5/5/4/3/2; base DC = 14 + spell level; caster level 12th): 0 – detect magic, mage hand, read magic, resistance; 1st – charm person, magic missile x2, shield, sleep; 2nd – darkness, detect thoughts, invisibility, protection from arrows, web; 3rd – bear’s endurance (extended), dispel magic, hold person, lightning bolt, wind wall; 4th – dimension door, Leomund’s secure shelter, scrying, wall of fire; 5th – cone of cold, passwall, teleport; 6th – antimagic field, shout (empowered).
Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell level; caster level 4th): 0 – detect poison, guidance x2, light, purify food and drink; 1st – cause fear, command, detect good, doom*, shield of faith; 2nd – cure moderate wounds, desecrate*, hold person, silence.
*Domain spell. Deity: Iyachtu Xvim. Domains: Evil (cast evil spells at +1 caster level), Hatred (1/day +2 on attack rolls, saving throws, and AC against one opponent for 1 minute).
Possessions: Staff of power, wand of fireball, ring of protection +3, robe of eyes. Flesh golem (Bok). As one of the masters of the Arcane Brotherhood, Dendybar has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: 100 lbs., Hair: White, Eyes: Unknown.

Ritual of the Banedead: The recipient gains the ability to use animate dead once a day as a spell-like ability.



Eldeluc: Male Illuskan Human Wiz14; CR 14; Medium-size Humanoid; HD 14d4+28; hp 64; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +7; Grp +10; Face/Reach 5 ft./5 ft.; AL LE; SV Fort +6, Ref +4, Will +10; Str 17, Dex 10, Con 14, Int 18, Wis 12, Cha 11
Skills and Feats: Concentration +19 (+23 when casting defensively), Knowledge (arcana) +21, Knowledge (architecture and engineering) +15, Knowledge (history-the Sword Coast) +15, Knowledge (local-Luskan) +15, Knowledge (the planes) +19, Speak Language (common, illuskan, chondathan, draconic, goblin, orc), Spellcraft +23; Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Eschew Materials, Maximize Spell, Scribe Scroll, Spell Focus (abjuration), Spell Penetration
Wizard Spells Prepared (4/5/5/5/5/3/3/2; base DC = 14 + spell level; DC 15 + spell level with abjuration spells; caster level 14th).
Possessions: As one of the masters of the Arcane Brotherhood, Eldeluc has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



“Wizardkiller” Galarth Ultashund: Male Illuskan Human Clr7 of Cyric/Magekiller5; CR 12; Medium-size Humanoid; HD 7d8+7 plus 5d4+5; hp 60; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +7; Grp +10; Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil, improved saves; AL NE; SV Fort +10, Ref +8, Will +15; Str 16, Dex 13, Con 12, Int 17, Wis 21, Cha 13
Skills and Feats: Concentration +16 (+20 when casting defensively), Diplomacy +6, Heal +10, Intimidate +6, Knowledge (arcana) +13, Knowledge (history-the Sword Coast) +13, Knowledge (religion) +18, Knowledge (the planes) +13, Speak Language (common, illuskan, abyssal, chondathan, halfling), Spellcraft +20; Augment Summoning, Combat Casting, Great Fortitude, Hidden Talent (energy ray), Lightning Reflexes, Mage Slayer, Martial Weapon Proficiency (longsword), Spell Focus (conjuration)
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 7th level cleric (+2 to turning checks) 4/day. Improved saves (Reflex +2, Fortitude +1).
Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1; base DC = 15 + spell level; DC 16 + spell level with conjuration spells; caster level 12th).
*Domain spell. Deity: Cyric. Domains: Destruction (1/day smite +4 on attack and +7 on damage for one weapon attack), Evil (cast evil spells at +1 caster level).
Possessions: As one of the masters of the Arcane Brotherhood, Galarth has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Jaluth “Snakeface” Alaerth: Female Illuskan Human Wiz20; CR 20; Medium-size Humanoid; HD 20d4+20; hp 71; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +10; Grp +10; Face/Reach 5 ft./5 ft.; SQ Curse of the Snakeface; AL CE; SV Fort +6, Ref +6, Will +12; Str 11, Dex 18, Con 12, Int 23, Wis 14, Cha 17
Skills and Feats: Concentration +24 (+28 when casting defensively), Craft (alchemy) +21, Decipher Script +16, Knowledge (arcana) +29, Knowledge (architecture and engineering) +16, Knowledge (dungeoneering) +11, Knowledge (geography) +11, Knowledge (history-the Sword Coast) +16, Knowledge (local-Luskan) +16, Knowledge (nature) +11, Knowledge (nobility and royalty) +16, Knowledge (religion) +11, Knowledge (the planes) +21, Profession (scribe) +12, Speak Language (common, illuskan, abyssal, chondathan, draconic, dwarven, elven, orc), Spellcraft +31; Arcane Defense (transmutation), Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Extend Spell, Persistent Spell, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (transmutation), Spell Penetration, Spell Thematics (snakes)
Special Qualities: Curse of the Snakeface.
Wizard Spells Prepared (4/6/6/5/5/5/5/4/4/4; base DC = 16 + spell level; caster level 20th).
Possessions: As the Overwizard of the North of the Arcane Brotherhood, Jaluth has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Curse of the Snakeface: This potent curse makes it almost impossible to cast any spell with a verbal component. It induces an individual to spit snakes from his mouth whenever he or she loses his temper. A character must make a Will saving throw of DC 14 whenever he or she takes damage or is in a situation that may anger them to prevent them from losing their temper. The character must continue making a saving throw each round until he or she succeeds or he will continue spitting snakes. A successful calm emotions spell also stops the curse’s effect but doesn’t remove it. While spitting snakes the user may not cast any spell with a verbal component. All snakes created are tiny vipers that exist for one round. A clever individual may attack with such snakes by spitting them at opponents if he doesn't mind the drawbacks.



Galguth Shund: See Dungeon #127-Dungeon of the Crypt



Cannather Vool of Calimshan: Male Calishite Human Wiz10/Elemental Savant 5; CR 15; Medium-size Humanoid; HD 15d4+15; hp 54; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +7; Grp +8; Face/Reach 5 ft./5 ft.; SQ Elemental transitition, fire resistance 10, elemental focus, elemental penetration; AL LE; SV Fort +5, Ref +5, Will +13; Str 12, Dex 13, Con 13, Int 20, Wis 14, Cha 15
Skills and Feats: Concentration +19 (+23 when casting defensively), Craft (alchemy) +15, Decipher Script +15, Knowledge (arcana) +23, Knowledge (architecture and engineering) +10, Knowledge (history-Calimshan) +15, Knowledge (local-Luskan) +15, Knowledge (nature) +10, Knowledge (nobility and royalty) +10, Knowledge (the planes) +20, Speak Language (common, alzhedo, auran, chondathan, draconic, ignan, illuskan), Spellcraft +25; Calishite Elementalist (fire tradition), Combat Casting, Craft Staff, Craft Wondrous Item, Empower Spell, Energy Admixture (fire), Energy Substitution (fire), Enlarge Spell, Quicken Spell, Scribe Scroll
Special Qualities: Elemental transition (immune to sleep and paralysis, darkvision 60 ft.), fire resistance 10, elemental focus +2, elemental penetration
Wizard Spells Prepared (4/6/5/5/5/5/3/2/1; base DC = 15 + spell level; caster level 15th).
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Ornar the Claw: Male Illuskan Human Wiz18/Acm3; CR 21; Medium-size Humanoid; HD 21d4; hp 54; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +10; Grp +10; Face/Reach 5 ft./5 ft.; SQ Archmage high acana; AL CE; SV Fort +6, Ref +6, Will +13; Str 11, Dex 10, Con 11, Int 23, Wis 18, Cha 13
Skills and Feats: Concentration +24 (+28 when casting defensively), Craft (alchemy) +16, Decipher Script +16, Knowledge (arcana) +30, Knowledge (architecture and engineering) +16, Knowledge (dungeoneering) +16, Knowledge (geography) +16, Knowledge (history-the Sword Coast) +16, Knowledge (local-Luskan) +16, Knowledge (nature) +16, Knowledge (nobility and royalty) +16, Knowledge (religion) +16, Knowledge (the planes) +16, Search +12 (+14 with secret or hidden doors), Speak Language (common, illuskan, chondathan, draconic, dwarven, elven, giant, halfling), Spellcraft +35; Combat Casting, Craft Staff, Craft Wondrous Item, Enlarge Spell, Multispell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (necromancy), Spell Mastery (Bigby’s interposing hand, Bigby’s forceful hand, Bigby’s grasping hand, Bigby’s clenched fist, Bigby’s crushing hand, spectral hand), Spell Penetration, Toughness
Special Qualities: Arcane reach, mastery of shaping, spell power +1.
Wizard Spells Prepared (4/6/6/5/5/4/4/3/4/4; base DC = 16 + spell level; DC 17 + spell level with evocation and necromancy spells; caster level 21st).
Possessions: As the Overwizard of the East of the Arcane Brotherhood, Ornar has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Alatha Sonsybal: Female Illuskan Human Sor15/Acm2; CR 17; Medium-size Humanoid; HD 17d4+17; hp 61; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +8; Grp +8; Face/Reach 5 ft./5 ft.; SQ Archmage high arcana; AL NE; SV Fort +5, Ref +5, Will +12; Str 10, Dex 13, Con 12, Int 18, Wis 13, Cha 21
Skills and Feats: Bluff +20, Concentration +21 (+25 when casting defensively), Craft (alchemy) +19, Craft (calligraphy) +9, Craft (poisonmaking) +9, Knowledge (arcana) +24, Knowledge (history-the Sword Coast) +10, Knowledge (local-Luskan) +10, Knowledge (the planes) +10, Profession (scribe) +6, Speak Language (common, illuskan, chondathan, draconic, elven, giant), Spellcraft +29; Combat Casting, Extend Spell, Improved Counterspell, Shadow Weave Magic, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (illusion)
Special Qualities: Mastery of counterspelling, mastery of elements.
Sorcerer Spells Known (6/8/7/7/7/7/6/5/3; base DC = 15 + spell level; DC 16 + spell with necromancy spells; DC 17 + spell level with enchantment and illusion spells; caster level 17th): 0 – acid splash, arcane mark, daze, detect magic, ghost sound, prestidigitation, read magic, resistance, touch of fatigue; 1st – charm person, feather fall, magic missile, ray of enfeeblement, shield; 2nd – detect thoughts, eagle’s splendor, invisibility, Melf’s acid arrow, resist energy; 3rd – clairaudience/clairvoyance, displacement, nondetection, vampiric touch; 4th – animate dead, charm monster, polymorph, shadow conjuration; 5th – hold monster, magic jar, shadow evocation, teleport; 6th – circle of death, legend lore, planar binding; 7th – limited wish, project image, power word blind; 8th – clone, polar ray.
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Deltagar Zelhund: Male Tethyrian Human Wiz18/Lor2/Acm1; CR 21; Medium-size Humanoid; HD 21d4; hp 57; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +10; Grp +10; Face/Reach 5 ft./5 ft.; SQ Secret, lore, Archmage high arcana; AL LE; SV Fort +5 (+7 vs. poison), Ref +9, Will +16; Str 10, Dex 15, Con 10, Int 21, Wis 12, Cha 14
Skills and Feats: Concentration +24 (+28 when casting defensively), Craft (alchemy) +15, Decipher Script +15, Gather Information +9, Handle Animal +7, Knowledge (arcana) +32, Knowledge (architecture and engineering) +15, Knowledge (history-the Sword Coast) +15, Knowledge (local-Luskan) +15, Knowledge (nature) +15, Knowledge (the planes) +15, Perform (dance) +7, Profession (scribe) +6, Speak Language (common, illuskan, chondathan, draconic, dwarven, goblin, yuan-ti), Spellcraft +34, Survival +4 (+6 aboveground, on other planes); Brew Potion, Combat Casting, Craft Wand, Craft Wondrous Item, Scribe Scroll, Silent Spell, Snake Blood, Skill Focus (Knowledge [arcana]), Skill Focus (Spellcraft), Spell Focus (divination), Spell Focus (transmutation), Spell Penetration, Still Spell
Special Qualities: Secret (secret health), lore +9. Master of shaping.
Wizard Spells Prepared (4/6/5/5/5/5/3/4/4/4; base DC = 15 + spell level; DC 16 + spell level with divination and transmutation spells; caster level 21st).
Possessions: As the Overwizard of the South of the Arcane Brotherhood, Deltagar has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Eltuth Oyim “the Wyvernmaster” of Tashluta: Male Tashalan Human Wiz19; CR 19; Medium-size Humanoid; HD 19d4+38; hp 87; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +9; Grp +12; Face/Reach 5 ft./5 ft.; AL CE; SV Fort +8, Ref +9, Will +13; Str 17, Dex 17, Con 15, Int 22, Wis 14, Cha 18
Skills and Feats: Concentration +25 (+29 when casting defensively), Craft (alchemy) +16, Decipher Script +16, Handle Animal +15, Knowledge (arcana) +29, Knowledge (architecture and engineering) +11, Knowledge (history-Tashalar) +16, Knowledge (local-Luskan) +16, Knowledge (nature) +11, Knowledge (nobility and royalty) +11, Knowledge (the planes) +16, Ride (wyvern) +16, Speak Language (common, tashalan, alzhedo, chultan, draconic, illuskan, orc, shaaran), Spellcraft +31; Animal Affinity, Combat Casting, Craft Rod, Craft Wondrous Item, Dragonfoe, Dragon Cohort (wyvern), Enlarge Spell, Extend Spell, Forge Ring, Heighten Spell, Scribe Scroll, Spell Focus (enchantment)
Wizard Spells Prepared (4/6/6/5/5/5/5/4/3/3; base DC = 16 + spell level; DC 17 + spell level with enchantment spells; caster level 19th).
Possessions: As the Overwizard of the West of the Arcane Brotherhood, Eltuth has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Alagar Hawkluster: Male Illuskan Human Wiz11/Havoc Mage 5; CR 16; Medium-size Humanoid; HD 16d4+32; hp 73; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +8; Grp +12; Face/Reach 5 ft./5 ft.; SQ Battlecast; AL LE; SV Fort +9, Ref +5, Will +14; Str 18, Dex 13, Con 14, Int 21, Wis 17, Cha 10
Skills and Feats: Climb +9, Concentration +21 (+25 when casting defensively), Craft (alchemy) +11, Intimidate +5, Jump +9, Knowledge (arcana) +24, Knowledge (architecture and engineering) +15, Knowledge (history-the Sword Coast) +15, Knowledge (local-Luskan) +15, Knowledge (nobility and royalty) +15, Knowledge (the planes) +15, Ride (horse) +6, Speak Language (common, illuskan, chondathan, draconic, dwarven, giant, orc), Spellcraft +26, Swim +9; Arcane Strike, Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Enlarge Spell, Martial Weapon Proficiency (flail), Scribe Scroll, Spell Focus (evocation), Widen Spell
Special Qualities: Battlecast (8th-level spells).
Wizard Spells Prepared (4/7/5/5/5/4/3/2; base DC = 15 + spell level; DC 16 + spell level with evocation spells; caster level 14th).
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Overwizard of the North Valindra Shadowmantle: Female Moon Elf Wiz10; CR 10; Medium-size Humanoid; HD 10d4; hp 26; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +5; Grp +6; Face/Reach 5 ft./5 ft.; SQ Elf traits; AL NE; SV Fort +3, Ref +6, Will +9; Str 12, Dex 16, Con 11, Int 18, Wis 14, Cha 16
Skills and Feats: Bluff +11, Concentration +11 (+15 when casting defensively), Craft (alchemy) +9, Knowledge (arcana) +15, Knowledge (geography) +9, Knowledge (history-the High Forest) +9, Knowledge (local-Luskan) +9, Knowledge (nobility and royalty) +9, Listen +4, Search +6, Speak Language (common, elven, draconic, goblin, illuskan, sylvan), Spellcraft +17, Spot +4; Combat Casting, Craft Wand, Craft Wondrous Item, Extend Spell, Scribe Scroll, Silent Spell, Skill Focus (Bluff)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow.
Wizard Spells Prepared (4/5/5/4/4/2; base DC = 14 + spell level; caster level 10th).
Possessions: As the Overwizard of the North of the Arcane Brotherhood, Valindra has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Overwizard of the East Rimardo Domine: Male Turami Human Wiz13/Acm1; CR 14; Medium-size Humanoid; HD 14d4+14; hp 50; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +6; Grp +6; Face/Reach 5 ft./5 ft.; AL LE; SV Fort +5, Ref +5, Will +13; Str 10, Dex 12, Con 12, Int 21, Wis 17, Cha 15
Skills and Feats: Appraise +10, Concentration +18 (+22 when casting defensively), Craft (alchemy) +15, Decipher Script +10, Knowledge (arcana) +22, Knowledge (architecture and engineering) +15, Knowledge (history-Turmish) +15, Knowledge (local-Luskan) +15, Knowledge (nobility and royalty) +15, Knowledge (the planes) +15, Speak Language (common, turmic), Spellcraft +27; Combat Casting, Craft Wondrous Item, Forge Ring, Mercantile Background, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (illusion)
Wizard Spells Prepared (4/6/5/5/5/4/3/2; base DC = 15 + spell level; DC 16 + spell level with enchantment and illusion spells; caster level 14th).
Possessions: As the Overwizard of the East of the Arcane Brotherhood, Rimardo has access to many other equipment, both mundane and magical.
Height: 6+’, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Overwizard of the South Arabeth Raurym: Female Illuskan Human Rog2/Sor10; CR 12; Medium-size Humanoid; HD 2d6+4 plus 10d4+20; hp 55; Init +8; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +6; Grp +7; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding evasion; AL CE; SV Fort +5, Ref +10, Will +8; Str 13, Dex 18, Con 14, Int 16, Wis 12, Cha 20
Skills and Feats: Bluff +15, Climb +6, Disable Device +8, Concentration +14 (+18 when casting defensively), Gather Information +17, Hide +9, Jump +8, Knowledge (arcana) +15, Knowledge (local-Luskan) +10, Listen +4, Move Silently +9, Open Lock +9, Search +8, Sleight of Hand +11, Speak Language (common, illuskan, chondathan, dwarven, halfling), Spellcraft +17 (+19 to decipher scrolls), Spot +4, Tumble +11, Use Magic Device +10 (+12 with scrolls); Alertness, Combat Casting, Craft Wondrous Item, Dodge, Improved Iniative, Silent Spell
Special Qualities: Sneak attack +1d6, trapfinding, evasion.
Sorcerer Spells Known (6/8/7/7/6/4; base DC = 15 + spell level; caster level 10th): 0 – dancing lights, daze, detect magic, ghost sound, mage hand, open/close, prestidigitation, read magic, resistance; 1st – detect secret doors, disguise self, magic missile, shield, sleep; 2nd – cat’s grace, invisibility, Melf’s acid arrow, spider climb; 3rd – blink, fireball, lightning bolt; 4th – polymorph, shout; 5th – teleport.
Possessions: As the Overwizard of the South of the Arcane Brotherhood, Arabeth has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Reddish-brown, Eyes: Unknown



Overwizard of the West Blaskar Lauthlon: Male Tethyrian Human Wiz15; CR 15; Medium-size Humanoid; HD 15d4+15; hp 54; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +7; Grp +9; Face/Reach 5 ft./5 ft.; AL NE; SV Fort +6, Ref +7, Will +12; Str 14, Dex 15, Con 13, Int 21, Wis 16, Cha 14
Skills and Feats: Concentration +19 (+23 when casting defensively), Craft (alchemy) +18, Decipher Script +10, Knowledge (arcana) +23, Knowledge (architecture and engineering) +15, Knowledge (history-the Sword Coast) +15, Knowledge (local-Luskan) +15, Knowledge (nobility and royalty) +15, Knowledge (the planes) +15, Profession (sailor) +7, Speak Language (common, chondathan, draconic, elven, halfling, illuskan, orc), Spellcraft +25; Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Staff, Craft Wand, Craft Wondrous Item, Eschew Materials, Forge Ring, Improved Counterspell, Magical Artisan (Craft Wondrous Item), Scribe Scroll, Skill Focus (Craft [alchemy])
Wizard Spells Prepared (4/6/5/5/5/5/3/2/1; base DC = 15 + spell level; caster level 15th).
Possessions: As the Overwizard of the West of the Arcane Brotherhood, Arabeth has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Edit: Forgot to add Jaluth's bonus spells and added Alagar's spell focus to the DC levels.
#369

green_giant_02

Jun 06, 2004 18:11:10
Originally posted by Gavvin
Is there any chance you could stat out Alias of Westgate, or for that matter Cat her "sister" or the other doubles that were created? I would REALLY appreciate them.

Eric L. Boyd and Thomas M. Costa created a pdf file called Bestiary of the Realms: Volume 1. Inside is a template called the Alias Vessel and contains two examples and their stats, Alias of Westgate and Cat Wyvernspur. However, I no longer remember where to download the file although I do have it.
#370

gray_richardson

Jun 07, 2004 0:30:10
Oh you are a wondrous and mighty Green Giant and your kindness and perspicacity knows no bounds! Thanks for your posting of the Arcane Brotherhood! That will be so very useful to me, you have no idea. Thanks!
#371

zombiegleemax

Jun 07, 2004 2:57:26
Thank you so much for your stats Green Giant, you never cease to impress me!
#372

green_giant_02

Jun 07, 2004 14:52:30
Here are some select NPCs of the North. Enjoy.



Alastra Hathwinter “The Night Cloak”: Female Illuskan Human Wiz15/Harper Mage 5/Acm1; CR 21; Medium-size Humanoid; HD 21d4+21; hp 75; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +10; Grp +10; Face/Reach 5 ft./5 ft.; SQ Harper mage abilities, Archmage high arcana; AL CG; SV Fort +6, Ref +8, Will +18; Str 10, Dex 17, Con 12, Int 23, Wis 17, Cha 16
Skills and Feats: Bluff +8, Concentration +25 (+29 when casting defensively), Craft (alchemy) +16, Decipher Script +16, Diplomacy +14, Gather Information +10, Hide +8, Knowledge (arcana) +33, Knowledge (architecture and engineering) +11, Knowledge (dungeoneering) +11, Knowledge (geography) +16, Knowledge (history-the North) +19, Knowledge (local-the North) +19, Knowledge (nature) +11, Knowledge (nobility and royalty) +11, Knowledge (religion) +11, Knowledge (the planes) +16, Listen +7, Move Silently +8, Perform (dance) +8, Sense Motive +8, Speak Language (common, chondathan, draconic, elven, giant, illuskan, midani, shou), Spellcraft +35, Spot +7; Alertness, Combat Casting, Craft Wand, Craft Wondrous Item, Education, Extend Spell, Eschew Materials, Forge Ring, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [arcana]), Skill Focus (Spellcraft), Spell Focus (divination), Spell Focus (evocation), Still Spell
Special Qualities: Harper knowledge +13, Oghma’s insight, arcane theory, extend spell 4/day, Mystra’s grace. Master of shaping.
Wizard Spells Prepared (4/6/6/5/5/5/4/4/4/4; base DC = 16 + spell level; DC 17 + spell level with divination and evocation spells; caster level 21st).
Possessions: Ring of regeneration, ring of spell turning, undergirdle of feather falling (as ring of feather falling except takes vest slot).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Orjalun: Male Illuskan Human Ghost Wiz18; CR 20; Medium-size Undead (Augmented Humanoid) (Incorporeal); HD 18d12; hp 122; Init +3; Spd fly 30 ft. (perfect); AC 19 (touch 19, flat-footed 16) or 13 (touch 13, flat-footed 10); Base Atk +9; Grp +10; Atk +12 melee (1d4 Intelligence drain, incorporeal touch) or +10 melee (1d4 Intelligence drain, incorporeal touch against ethereal foes); Full Atk +12/+7 melee (1d4 Intelligence drain, incorporeal touch) or +10/+5 (1d4 Intelligence drain, incorporeal touch against ethereal foes); Face/Reach 5 ft./5 ft.; SA Draining touch, manifestation; SQ Darkvision 60 ft., incorporeal traits, rejuvenation, +4 turn resistance, undead traits; AL CG; SV Fort +6, Ref +9, Will +14; Str 12, Dex 16, Con -, Int 25, Wis 17, Cha 22
Skills and Feats: Concentration +27 (+31 when casting defensively), Decipher Script +13, Diplomacy +16, Hide +11, Knowledge (arcana) +28, Knowledge (architecture and engineering) +12, Knowledge (dungeoneering) +12, Knowledge (geography) +17, Knowledge (history-the North) +17, Knowledge (local-Silverymoon) +17, Knowledge (nature) +17, Knowledge (nobility and royalty) +17, Knowledge (religion) +12, Knowledge (the planes) +17, Listen +11, Search +15 (+17 with secret or hidden doors), Sense Motive +10, Speak Language (common, chondathan, draconic, dwarven, elven, giant, illuskan, orc, sylvan), Spellcraft +30, Spot +11; Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Enlarge Spell, Eschew Materials, Extend Spell, Negotiator, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell
Special Qualities: Draining touch (intelligence), manifestation, darkvision 60 ft., incorporeal traits, rejuvenation, +4 turn resistance, undead traits.
Wizard Spells Prepared (4/6/6/6/5/5/5/4/2/2; base DC = 17 + spell level; caster level 18th).
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Rhalaglingalade: Male Tethyrian Wiz14/Dev5 of Chauntea; CR 19; Medium-size Humanoid; HD 19d4+57; hp 106; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +9; Grp +8; Face/Reach 5 ft./5 ft.; SQ Reach of the holy, sacred defense, divine synergy, divine shroud; AL NG; SV Fort +8, Ref +5, Will +15; Str 8, Dex 10, Con 16, Int 21, Wis 15, Cha 13
Skills and Feats: Concentration +25 (+29 when casting defensively), Craft (alchemy) +15, Knowledge (arcana) +27, Knowledge (geography) +15, Knowledge (history-the North) +15, Knowledge (local-Neverwinter) +15, Knowledge (nature) +20, Knowledge (religion) +20, Knowledge (the planes) +15, Profession (farmer) +10, Profession (herbalist) +7, Speak Language (common, illuskan, chondathan, dwarven, elven, halfling, sylvan), Spellcraft +29; Arcane Disciple (plant domain), Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Endurance, Enlarge Spell, Extend Spell, Scribe Scroll, Skill Focus (Profession [farmer]), Spell Focus (evocation)
Special Qualities: Reach of the holy 2/day, sacred defense +2, divine synergy, divine shroud.
Wizard Spells Prepared (4/6/5/5/5/5/4/4/3/3; base DC = 15 + spell level; DC 16 + spell level with evocation spells; caster level 19th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Tabra: Female Illuskan Human Wiz17/Acm5; CR 22; Medium-size Humanoid; HD 22d4+44; hp 100; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +10; Grp +11; Face/Reach 5 ft./5 ft.; SQ Archmage high arcana; AL NG; SV Fort +9, Ref +11, Will +20; Str 13, Dex 18, Con 14, Int 26, Wis 21, Cha 19
Skills and Feats: Concentration +27 (+31 when casting defensively), Craft (alchemy) +21, Decipher Script +21, Knowledge (arcana) +33, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +18, Knowledge (geography) +18, Knowledge (history-Netheril) +18, Knowledge (local-the North) +18, Knowledge (nature) +18, Knowledge (nobility and royalty) +18, Knowledge (religion) +18, Knowledge (the planes) +23, Profession (innkeeper) +10, Speak Language (common, illuskan, chondathan, draconic, dwarven, elven, giant, loross, netherese, thorass), Spellcraft +38; Combat Casting, Craft Staff, Craft Wondrous Item, Improved Spell Capacity, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (evocation), Spell Penetration, Still Spell
Special Qualities: Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (4/6/6/6/6/4/4/4/4/3/1; base DC = 18 + spell level; DC 19 + spell level with abjuration and evocation spells; caster level 22nd).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Blonde, Eyes: Dark
#373

green_giant_02

Jun 09, 2004 23:35:15
Here is another powerful arcanist of Netheril. Enjoy.


Chever: Male Netherese Human Wiz23/Lor8/Netherese Arcanist 5; CR 36; Medium-size Humanoid; HD 36d4+108; hp 199; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +15; Grp +14; Face/Reach 5 ft./5 ft.; SQ Loremaster secrets, lore, greater lore, field specialization, spell focus (epic), backlash resistance, epic spell artisan, greater spell focus (epic); AL CG; SV Fort +16, Ref +15, Will +24; Str 9, Dex 14, Con 17, Int 32, Wis 18, Cha 14
Skills and Feats: Appraise +19 (+21 with alchemical items and books), Concentration +42 (+46 when casting defensively), Craft (alchemy) +21, Craft (bookbinding) +22, Craft (calligraphy) +22, Decipher Script +31, Diplomacy +9, Knowledge (arcana) +53, Knowledge (architecture and engineering) +26, Knowledge (dungeoneering) +26, Knowledge (geography) +26, Knowledge (history-Netheril) +36, Knowledge (local-Opus) +36, Knowledge (nature) +26, Knowledge (nobility and royalty) +26, Knowledge (religion) +26, Knowledge (the planes) +41, Perform (oratory) +10, Profession (librarian) +14, Profession (scribe) +14, Speak Language (loross, netherese, abyssal, aquan, auran, celestial, draconic, dwarven, elven, gnome, halfling, ignan, terran), Spellcraft +54; Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Epic Spellcasting, Extend Spell, Heighten Spell, Improved Counterspell, Improved Metamagic, Improved Spell Capacity x 4, Leadership, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [arcana]), Spell Focus (divination), Still Spell
Special Qualities: Loremaster secrets x4 (secrets of inner strength, the lore of true stamina, secret knowledge of avoidance, applicable knowledge), lore +23, greater lore, bonus languages x2 (aragrakh, hulgorkyn). Field specialization (mentalism), spell focus (epic), backlash resistance, epic spell artisan, greater spell focus (epic).
Wizard Spells Prepared (4/7/7/7/6/6/6/6/5/5/3/3/1/1; base DC = 21 + spell level, DC 22 + spell level with divination; caster level 36th).
Epic Spells Per Day: 3
Possessions: As ruler of the Netherese enclave Opus, Chever has access to many other equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
#374

zombiegleemax

Jun 10, 2004 1:58:20
Originally posted by Green Giant
Eric L. Boyd and Thomas M. Costa created a pdf file called Bestiary of the Realms: Volume 1. Inside is a template called the Alias Vessel and contains two examples and their stats, Alias of Westgate and Cat Wyvernspur. However, I no longer remember where to download the file although I do have it.

http://www.ericlboyd.com/dnd/monsters.html

--Eric
#375

green_giant_02

Jun 10, 2004 18:38:23
Here is the former guardian of the Well of Dragons. Enjoy.



The Dire Dragon: Male great wyrm ghostly shadow dragon; CR 26; Gargantuan Undead (Incorporeal); HD 37d12+74; hp 314; Init +0; Spd 80 ft., fly 150 ft. (perfect); AC 19 (touch 19, flat-footed 19) or 46 (touch 6, flat-footed 46); Base Atk +37; Grp +61; Atk +33 melee touch (1d4 Str damage, 1d4 Con damage and energy drain, incorporeal touch) or +45 melee (4d6+12, bite against ethereal foes); Full Atk +33 melee (1d4 Str damage, 1d4 Con damage and energy drain, incorporeal touch) or +45 melee (4d6+12, bite against ethereal opponents) and +43 melee (2d8+6, 2 claws against ethereal opponents) and +43 melee (2d6+6, 2 wings against ethereal opponents) and +43 melee (2d8+18, tail slap against ethereal opponents); Face/Reach 20 ft./15 ft. (20 ft. with bite); SA Breath weapon (60-ft. cone of energy drain or 60-ft. cone of ability drain), frightful presence, snatch, spell-like abilities, spells, energy drain, manifestation, withering; SQ Blindsense 60 ft., create shadows, DR 20/magic, darkvision 120 ft., immunity to energy drain, magic sleep effects, and paralysis, keen senses, low-light vision, shadow blend, spell resistance 33, rejuvenation, turn resistance, undead traits; AL CE; SV Fort +21, Ref +21, Will +32; Str 35, Dex 10, Con -, Int 32, Wis 32, Cha 37
Skills and Feats: Appraise +26, Bluff +28, Concentration +53 (+57 when casting defensively), Decipher Script +26, Diplomacy +41, Escape Artist +20, Hide +23, Intimidate +40, Jump +32, Knowledge (arcana) +51, Knowledge (architecture and engineering) +26, Knowledge (dungeoneering) +26, Knowledge (geography) +26, Knowledge (history) +36, Knowledge (local) +36, Knowledge (nature) +26, Knowledge (nobility and royalty) +26, Knowledge (religion) +36, Knowledge (the planes) +36, Listen +61, Move Silently +27, Search +59 (+61 with hidden or secret doors), Sense Motive +36, Speak Language (common, draconic, aragrakh, chondathan, dwarven, elven, giant, gnome, goblin, halfling, illuskan, orc, undercommon), Spellcraft +35 (+37 to decipher scrolls), Spot +61, Use Magic Device +28 (+32 with scrolls); Alertness, Combat Casting, Draconic Knowledge, Extend Spell, Flyby Attack, Hover, Multiattack, Power Attack, Silent Spell, Snatch, Stealthy, Still Spell, Wingover

Breath Weapon (Su): Once every 1d4 rounds, the Dire Dragon can breathe a 60-foot cone of negative energy that deals 8 negative levels to every creature in the area (Reflex DC 39, half) or a 60-foot cone of gray mist that deals 12 points of ability drain to Strength, Dexterity and Constitution (Fortitude DC 41, negates and immune to mist for one day) thrice a day.

Create Shadows (Su): The Dire Dragon can conjure a mass of leaping shadows with a radius of 100 yards and a duration of 1 hour three times a day. All normal and magical light sources are negated within the radius. All creatures gain a +4 bonus on Hide checks within the shadows and can even hide while being observed. The Dire Dragon and other creatures tied to the Plane of Shadow gain total concealment but can move and attack normally with a +2 bonus on attacks and their opponents being denied their Dexterity bonus to AC because they are considered invisible.

Crush (Ex): Area 20 ft. by 20 ft.; Medium or smaller opponents take 4d6+18 points of bludgeoning damage and must succeed on a DC 39 Reflex save or be pinned.

Energy Drain (Su): With a successful touch attack, the Dire Dragon bestows two negative leves on the creature touched. The Dire Dragon does not bestow negative levels with any of its natural attacks.

Frightful Presence (Ex): This ability takes effect automatically when the Dire Dragon attacks, charges, or flies overhead. It affects only opponents with 36 or fewer Hit Dice or levels within a radius of 360 feet. Each affected creature must make a successful Will save (DC 41) to resist the effect. On a failure, a creature with 5 or more Hit Dice or levels becomes shaken for 4d6 rounds, and a creature with 4 or fewer Hit Dice or levels becomes panicked for 4d6 rounds. Success indicates that the target is immune to the Dire Dragon’s frightful presence for one day.

Keen Senses (Ex): The Dire Dragon sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision out to 120 feet.

Manifestation (Su): The Dire Dragon can manifest on the Material Plane, becoming visible but incorporeal. It can strike with its touch attack or its spells but not touch spells.

Rejuvenation (Su): The Dire Dragon can restore itself in 2d4 days. It can only be laid to rest with providing it with what it wants.

Shadow Blend (Su): In any condition of illumination other than full daylight, the Dire Dragon can disappear into the shadows and gain total concealment. Only a daylight spell negates this ability.

Snatch (Ex): Against Medium or smaller creatures, bite for 2d8+12/round or claw for 2d6+6/round.

Sorcerer Spells Known (6/10/9/9/9/9/8/8/6; base DC = 23 + spell level; caster level 17th): 0 – dancing lights, detect magic, ghost sound, mage hand, open/close, prestidigitation, read magic, ray of frost, resistance; 1st – detect undead, disguise self, magic missile, obscuring mist, shield; 2nd – command undead, darkness, detect thoughts, invisibility, web; 3rd – dispel magic, lightning bolt, major image, slow; 4th – animate dead, charm monster, inflict critical wounds, polymorph; 5th – major creation, mirage arcana, telekinesis, wall of force; 6th – acid fog, globe of invulnerability, legend lore; 7th – greater scrying, greater shadow conjuration, greater teleport; 8th – greater shadow evocation, summon monster VIII.

Spell-Like Abilities (Sp): 3/day – mirror image, nondetection; 2/day – dimension door; 1/day – shadow walk. Caster level 17th.

Tail Sweep (Ex): Half-circle 30 ft. in diameter, Small or smaller opponents take 2d6+18 points of bludgeoning damage, Reflex DC 39 half.

Turn Resistance (Ex): The Dire Dragon has +4 turn resistance.

Undead Traits: Check MM for description.

Withering (Su): The Dire Dragon’s touch deals 1d4 Str damage and 1d4 Con damage. On a critical hit, the damage is ability drain instead.

Possessions: As the former guardian of the Well of Dragons, the Dire Dragon had access to much treasure left by dead dragons, both mundane and magical.
#376

green_giant_02

Jun 11, 2004 23:18:20
Here is another powerful great wyrm. Enjoy.



Nexus: Male great wyrm gold dragon Wiz20/Acm5; CR 52; Colossal Dragon (Fire); HD 41d12+451 plus 25d4+275; hp 1052; Init +0; Spd 60 ft., fly 250 ft. (clumsy), swim 60 ft.; AC 42 (touch 2, flat-footed 42); Base Atk +54; Grp +88; Atk +54 melee (4d8+18, bite); Full Atk +54 melee (4d8+18, bite) and +49 melee (4d6+9, 2 claws) and +49 melee (2d8+9, 2 wings) and +49 melee (4d6+27, tail slap); Face/Reach 30 ft./20 ft. (30 ft. with bite); SA Breath weapon (70-ft. cone of fire or weakening gas), frightful presence, spell-like abilities, spells; SQ Alternate form, Archmage high arcana, blindsense 60 ft., DR 20/magic, darkvision 120 ft., detect gems, immunity to fire, magic sleep effects, and paralysis, keen senses, low-light vision, luck bonus, spell resistance 33, vulnerability to cold, water breathing; AL LG; SV Fort +45, Ref +34, Will +45; Str 47, Dex 10, Con 33, Int 38, Wis 33, Cha 32
Skills and Feats: Appraise +29 (+33 with alchemical items and books), Bluff +26, Concentration +80 (+84 when casting defensively), Craft (alchemy) +39, Craft (calligraphy) +39, Decipher Script +39, Diplomacy +62, Disguise +52 (+54 acting), Escape Artist +20, Heal +52, Intimidate +33, Knowledge (arcana) +83, Knowledge (architecture and engineering) +39, Knowledge (dungeoneering) +39, Knowledge (geography) +39, Knowledge (history) +59, Knowledge (local) +59, Knowledge (nature) +39, Knowledge (nobility and royalty) +39, Knowledge (religion) +59, Knowledge (the planes) +59, Listen +57, Profession (scribe) +37, Profession (teacher) +37, Search +66 (+70 with hidden or secret doors), Sense Motive +36, Speak Language (common, draconic, aragrakh, auran, chondathan, damaran, dwarven, elven, giant, gnome, halfling, loross, netherese, orc, sylvan, thorass), Spellcraft +75 (+79 to decipher scrolls), Spot +57, Swim +59, Use Magic Device +36 (+46 with scrolls); Alertness, Augment Summoning, Brew Potion, Combat Casting, Craft Contruct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Embed Spell Focus (11 foci), Enlarge Spell, Epic Spellcasting, Extend Spell, Flyby Attack, Empower Spell, Forge Ring, Heighten Spell, Hover, Improved Metamagic, Improved Spell Capacity, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (divination), Still Spell

Alternate Form (Su): Nexus can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself as a 19th-level caster, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid form. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Archmage High Arcana: Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.

Breath Weapon (Su): Once every 1d4 rounds, Nexus can breathe a 70-foot cone of fire that deals 24d10 points of fire damage to every creature in the area (Reflex DC 41, half) or a 70-foot cone of weakening gas that deals 12 points of ability damage to Strength (Fortitude DC 41, negates).

Crush (Ex): Area 30 ft. by 30 ft.; Large or smaller opponents take 4d8+27 points of bludgeoning damage and must succeed on a DC 41 Reflex save or be pinned.

Detect Gems (Sp): 3/day – as detect magic (caster level 19th), except that power only detect gems.

Epic Spells Per Day: 6

Frightful Presence (Ex): This ability takes effect automatically when Nexus attacks, charges, or flies overhead. It affects only opponents with 40 or fewer Hit Dice or levels within a radius of 360 feet. Each affected creature must make a successful Will save (DC 41) to resist the effect. On a failure, a creature with 5 or more Hit Dice or levels becomes shaken for 4d6 rounds, and a creature with 4 or fewer Hit Dice or levels becomes panicked for 4d6 rounds. Success indicates that the target is immune to Nexus’ frightful presence for one day.

Keen Senses (Ex): Nexus sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision out to 120 feet.

Luck Bonus (Sp): 1/day – good creatures within a 120-ft. radius of the dragon gain a +1 luck bonus on all saving throws, ability checks, and skill checks for 1d3+36 hours. Caster level 2nd.

Sorcerer Spells Known (6/9/9/9/8/8/8/8/7/5; base DC = 21 + spell level; DC 22 + spell level with conjuration and divination spells; caster level 19th): 0 – cure minor wounds, detect magic, detect poison, disrupt undead, guidance, purify food and drink, mage hand, mending, read magic; 1st – detect evil, divine favor, Horizikaul’s boom, magic missile, shield of faith; 2nd – aid, blur, detect thoughts, fog cloud, gust of wind; 3rd – daylight, lightning bolt, remove blindness/deafness, sleet storm; 4th – cure critical wounds, holy smite, scrying, wall of good; 5th – break enchantment, contact other plane, major creation, watchware; 6th – chain lightning, legend lore, summon monster V; 7th – animate breath, banishment, greater teleport; 8th – greater planar binding, holy aura, polymorph any object; 9th – dominate monster, miracle.

Spell-Like Abilities (Sp): 3/day – bless; 1/day – geas/quest, sunburst, foresight. Caster level 19th.

Tail Sweep (Ex): Half-circle 40 ft. in diameter, Large or smaller opponents take 2d8+27 points of bludgeoning damage, Reflex DC 41 half.

Water Breathing (Ex): Nexus can breathe water indefinitely and can freely use its breath weapons, spells, and other abilities underwater.

Wizard Spells Prepared (4/8/8/7/7/6/6/5/5/5/4; base DC = 24 + spell level; DC 25 + spell level with conjuration and divination spells; caster level 25th).

Skills: Nexus can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. Nexus can always choose to take 10 on a Swim check, even if distracted or endangered. Nexus can use the run action while swimming, provided it swims in a straight line.

Possessions: Unknown.
#377

zombiegleemax

Jun 12, 2004 1:19:03
EXCELLENT work, GG! Definitely keep it up!
I'm surprised no one mentioned ES since it is he who arguably made famous the joy of conversion. I'm also interested on why you shafted the elves in the intelligence stakes...

Once again, excellent work!
#378

gadodel

Jun 13, 2004 21:36:15
Still a thread!!!
#379

green_giant_02

Jun 14, 2004 21:28:03
Here are some more Netheril arcanists. Enjoy.


Jeriah Chronos “Chronomancer”: Male Netherese Human Wiz27/Netherese Arcanist 4; CR 31; Medium-size Humanoid; HD 31d4+31; hp 110; Init +6; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +16; Grp +18; Face/Reach 5 ft./5 ft.; SQ Field specialization, spell focus (epic), backlash resistance, epic spell artisan; AL LN; SV Fort +12, Ref +13, Will +21; Str 15, Dex 15, Con 12, Int 29, Wis 19, Cha 16
Skills and Feats: Appraise +14 (+16 with alchemical items), Concentration +35 (+39 when casting defensively), Craft (alchemy) +29, Decipher Script +29, Knowledge (arcana) +43, Knowledge (architecture and engineering) +29, Knowledge (dungeoneering) +19, Knowledge (geography) +19, Knowledge (history-Netheril) +34, Knowledge (local-Netheril) +34, Knowledge (nature) +19, Knowledge (nobility and royalty) +19, Knowledge (religion) +19, Knowledge (the planes) +29, Profession (historian) +15, Speak Language (loross, netherese, celestial, draconic, dwarven, elven, gnome, halfling, infernal, orc, terran), Spellcraft +47; Combat Casting, Craft Wand, Craft Wondrous Item, Delay Spell, Epic Spellcasting, Extend Spell, Extended Life Span, Improved Combat Casting, Improved Iniative, Improved Metamagic, Improved Spell Capacity x 4, Persistent Spell, Quick Draw, Quicken Spell, Rapid Spell, Repeat Spell, Scribe Scroll, Spell Focus (transmutation), Spell Penetration
Special Qualities: Field specialization (variation), spell focus (epic), backlash resistance, epic spell artisan.
Wizard Spells Prepared (4/7/6/6/6/6/5/5/5/5/1/1/1/1; base DC = 19 + spell level; DC 20 + spell level with transmutation spells; caster level 26th).
Epic Spells Per Day: 3
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Lady Decampus “the Singing Lady”: Female Netherese Human Brd20/Sor15/Acm1; CR 36; Medium-size Humanoid; HD 36d4+36; hp 127; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +10; Grp +20; Face/Reach 5 ft./5 ft.; SQ Bardic knowledge, bardic music, Archmage high arcana; AL N; SV Fort +15, Ref +19, Will +26; Str 15, Dex 14, Con 13, Int 20, Wis 17, Cha 29
Skills and Feats: Bluff +24, Concentration +40 (+44 when casting defensively), Craft (alchemy) +13, Diplomacy +25, Disguise +19 (+21 acting), Gather Information +21, Hide +6, Jump +9, Knowledge (arcana) +44, Knowledge (architecture and engineering) +15, Knowledge (dungeoneering) +15, Knowledge (geography) +15, Knowledge (history-Netheril) +15, Knowledge (local-Netheril) +15, Knowledge (nature) +15, Knowledge (nobility and royalty) +15, Knowledge (the planes) +15, Listen +8, Move Silently +6, Perform (sing) +37, Perform (string instrument) +37, Search +9 (+11 with secret or hidden doors), Sense Motive +13, Sleight of Hand +14, Speak Language (loross, netherese, auran, draconic, elven, gnome, halfling), Spellcraft +51, Spot +8, Tumble +19; Combat Casting, Craft Wondrous Item, Extend Spell, Epic Spellcasting, Extra Music, Green Ear, Heighten Spell, Improved Spell Capacity x 3, Requiem, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (illusion)
Special Qualities: Bardic knowledge +27, bardic music 24/day (countersong, fascinate, inspire courage +4, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion). Mastery of elements.
Bard Spells Known (4/7/6/6/6/6/5/2/2/2; base DC = 19 + spell level; DC 20 + spell level with enchantment and illusion spells; caster level 20th): 0 – daze, ghost sound, lullaby, mage hand, prestidigitation, summon instrument; 1st – amplify, cure light wounds, detect secret doors, disguise self, Tasha’s hideous laughter; 2nd – detect thoughts, eagle’s splendor, heroism, mirror image, tongues; 3rd – charm monster, cure serious wounds, gaseous form, invisibility sphere, major image; 4th – dimension door, hold monster, modify memory, shout; 5th – improved blink, improvisation, mislead, seeming, song of discord; 6th – cacophonic shield, geas/quest, greater scrying, Otto’s irresistible dance; 7th – ? (2 open); 8th – ? (2 open); 9th – ? (2 open).
Sorcerer Spells Known (6/9/8/8/8/8/7/6/3; base DC = 19 + spell level; DC 20 + spell with enchantment and illusion spells; caster level 16th): 0 – dancing lights, detect magic, detect poison, disrupt undead, flare, mending, ray of frost, read magic, resistance; 1st – alarm, color spray, expeditious retreat, magic missile, shield; 2nd – alter self, blur, Melf’s acid arrow, resist energy, see invisibility; 3rd – [i]dispel magic, fireball, fly, lightning bolt[I/]; 4th – hallucinatory terrain, locate creature, polymorph, stoneskin; 5th – break enchantment, feeblemind, telekinesis, teleport; 6th – legend lore, prismatic eye, summon monster VI; 7th – greater ironguard, project image; 8th – mind blank.
Epic Spells Per Day: 3
Possessions: Mithral harp.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



General Matick: Male Netherese Human Marshal 9/Wiz11/Spellsword 10; CR 30; Medium-size Humanoid; HD 6d10+18 plus 8d4+24 plus 16d8+48; hp 219; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +19; Grp +24; Face/Reach 5 ft./5 ft.; SQ Minor aura, major aura, grant move action, ignore spell failure, channel spell; AL CE; SV Fort +20, Ref +12, Will +24; Str 20, Dex 14, Con 17, Int 22, Wis 16, Cha 17
Skills and Feats: Bluff +12, Climb +11, Concentration +24 (+28 when casting defensively), Craft (alchemy) +16, Craft (armorsmithing) +12, Craft (weaponsmithing) +12, Diplomacy +18, Handle Animal +9, Intimidate +14, Jump +11, Knowledge (arcana) +30, Knowledge (architecture and engineering) +17, Knowledge (dungeoneering) +12, Knowledge (geography) +17, Knowledge (history-Netheril) +17, Knowledge (local-Netheril) +17, Knowledge (nature) +12, Knowledge (nobility and royalty) +12, Knowledge (the planes) +12, Listen +10, Perform (oratory) +9, Profession (commander) +15, Ride (horse) +13, Sense Motive +9, Speak Language (loross, netherese, draconic, elven, giant, goblin, halfling, orc), Spellcraft +29, Spot +10, Survival +9 (+11 underground, avoid getting lost, aboveground, and other planes), Swim +11; Alertness, Battlefield Inspiration, Combat Casting, Combat Expertise, Craft Magic Arms and Armor, Daunting Presence, Empower Spell, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Leadership, Maximize Spell, Scribe Scroll, Skill Focus (Diplomacy), Spell Focus (evocation), Tenacious Magic (shield), Weapon Focus (bastard sword), Widen Spell
Special Qualities: Minor aura +3 (art of war, determined caster, master of tactics, over the top, watchful eye), major aura +2 (motivate ardor, motivate attack, steady hand), grant move action 2/day. Ignore spell failure 30%, channel spell 5/day, multiple channel.
Wizard Spells Prepared (4/6/6/5/5/5/4/3/2; base DC = 16 + spell level; DC 17 + spell level with evocation spells; caster level 16th).
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Quantoul: Male Forest Giant Wiz25/Acm5/Netherese Arcanist 5; CR 46; Huge Giant; HD 35d4+210 plus 13d8+78; hp 428; Init +1; Spd 40 ft.; AC 20 (touch 9, flat-footed 19); Base Atk +23; Grp +42; Face/Reach 15 ft./15 ft.; SQ Forest giant traits, Archmage high arcana, field specialization, spell focus (epic), backlash resistance, epic spell artisan; AL LN; SV Fort +26, Ref +21, Will +31; Str 33, Dex 12, Con 22, Int 33, Wis 18, Cha 14
Skills and Feats: Appraise +16 (+18 with alchemical items), Climb +21, Concentration +44 (+48 when casting defensively), Craft (alchemy) +31, Decipher Script +31, Diplomacy +11, Hide +14 (+18 in wooded areas), Jump +21, Knowledge (arcana) +49, Knowledge (architecture and engineering) +26, Knowledge (dungeoneering) +26, Knowledge (geography) +31, Knowledge (history-Netheril) +31, Knowledge (local-Netheril) +31, Knowledge (nature) +31, Knowledge (nobility and royalty) +26, Knowledge (religion) +26, Knowledge (the planes) +31, Listen +19, Move Silently +3, Profession (herbalist) +12, Search +16 (+18 with hidden or secret doors), Sense Motive +19, Speak Language (loross, netherese, draconic, dwarven, elven, giant, goblin, gnoll, gnome, halfling, orc, sylvan, terran), Spellcraft +56, Spot +19, Survival +19 (+21 underground, avoid getting lost, aboveground, and other planes), Swim +21; Brew Potion, Chain Spell, Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Epic Spellcasting, Eschew Materials, Heighten Spell, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity x 4, Leadership, Practiced Spellcaster, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Spell Penetration, Stealthy, Still Spell
Special Qualities: Forest giant traits: +11 natural armor, +4 racial bonus on Hide checks (+8 in wooded areas), darkvision 60 ft., rock throwing, rock catching. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), arcane reach, mastery of elements, mastery of shaping, spell power +1. Field specialization (variation), spell focus (epic), backlash resistance, epic spell artisan, greater spell focus (epic).
Wizard Spells Prepared (4/7/7/7/6/5/5/5/4/4/3/3/1/1; base DC = 21 + spell level; DC 22 + spell level with evocation and transmutation spells; caster level 34th).
Epic Spells Per Day: 3
Possessions: As ruler of the Netherese enclave Jockteleg, Quantoul has access to many other equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Oberon: Male Netherese Human Wiz20/Wayfarer Guide3/Spelljammer Ace* 6; CR 29; Medium-size Humanoid; HD 26d4+78 plus 3d6+9; hp 164; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +14; Grp +18; Face/Reach 5 ft./5 ft.; SQ Enhanced capacity, extra teleportation, enhanced accuracy, spelljammer defense, piloting mastery, extra maneuver, ride the stellar wind, second chance; AL LN; SV Fort +13, Ref +10, Will +21; Str 18, Dex 10, Con 17, Int 30, Wis 15, Cha 21
Skills and Feats: Appraise +15 (+17 with alchemical items), Bluff +11, Concentration +35 (+39 when casting defensively), Craft (alchemy) +25, Decipher Script +20, Knowledge (arcana) +36, Knowledge (architecture and engineering) +20, Knowledge (dungeoneering) +20, Knowledge (geography) +33, Knowledge (history- Netheril) +23, Knowledge (local-Netheril) +23, Knowledge (nature) +20, Knowledge (nobility and royalty) +20, Knowledge (religion) +20, Knowledge (space) +30, Knowledge (the planes) +25, Pilot* +18, Profession (spacehand) +17, Speak Language (loross, netherese, aquan, beholder, celestial, draconic, elven, gnome, goblin, orc, terran, undercommon), Spellcraft +40; Combat Casting, Craft Rod, Craft Spelljammer Helm*, Craft Wondrous Item, Enlarge Spell, Epic Spellcasting, Improved Spell Capacity, Quicken Spell, Sanctum Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [geography]), Skill Focus (Pilot), Spell Focus (conjuration), Spelljammer Helm Operation*, Spelljammer Specialization*, Still Spell
Special Qualities: Enhanced capacity, extra teleportation, enhanced accuracy. Spelljammer defense, piloting mastery, extra maneuver, ride the stellar wind (+30 ft.), second chance.
Wizard Spells Prepared (4/7/7/6/6/6/6/5/5/5/3; base DC = 20 + spell level; DC = 21 + spell level with conjuration; caster level 28th).
Epic Spells Per Day: 2
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Uknown


* Found in Dungeon Magazine #92.
#380

zombiegleemax

Jun 15, 2004 2:58:47
Thank you so much for the Dire Dragon, Nexus and Chever - fantastic write ups and very appreciated. Cheers mate!
#381

zombiegleemax

Jun 15, 2004 7:04:06
Hey as i am a FR nut, could we please have a little history behind the characters, as they are amazing and i will be using them in my game, but just wondered about a little background

cheers
#382

high_illithid_master_dup

Jun 15, 2004 9:20:28
Thanks for the Netherese Arcanist write ups Green Giant, brilliant work!!
#383

green_giant_02

Jun 16, 2004 15:03:37
Continuing what seems to be this week's theme, here are some more arcanists from Netheril. Enjoy.


Sadebreth: Male Netherese Human Wiz12/Clr5 of Mystra/Mystic Theurge 10; CR 27; Medium-size Humanoid; HD 22d4+44 plus 5d8+10; hp 133; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +14; Grp +16; Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of chaos; AL CG; SV Fort +13, Ref +9, Will +25; Str 14, Dex 12, Con 15, Int 24, Wis 24, Cha 16
Skills and Feats: Concentration +32 (+36 when casting defensively), Craft (alchemy) +16, Decipher Script +16, Diplomacy +12, Heal +12, Knowledge (arcana) +37, Knowledge (architecture and engineering) +12, Knowledge (dungeoneering) +12, Knowledge (geography) +12, Knowledge (history-Netheril) +17, Knowledge (local-Netheril) +17, Knowledge (nature) +12, Knowledge (nobility and royalty) +17, Knowledge (religion) +37, Knowledge (the planes) +27, Profession (herbalist) +16, Sense Motive +17, Speak Language (loross, netherese, celestial, draconic, dwarven, elven, gnome, goblin, halfling), Spellcraft +41; Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Epic Spellcasting, Improved Metamagic, Improved Spell Capacity, Quicken Spell, Scribe Scroll, Spell Penetration, True Believer
Special Qualities: Aura of chaos (aura equals cleric level), turn undead as 5th level cleric (+4 to turning checks) 6/day.
Wizard Spells Prepared (4/6/6/6/5/5/5/5/4/4/1; base DC = 17 + spell level; caster level 22nd).
Cleric Spells Prepared (6/7+1/7+1/7+1/5+1/5+1/4+1/3+1/1+1; base DC = 17 + spell level; caster level 15th).
*Domain spell. Deity: Mystra. Domains: Chaos (cast chaos spells at +1 caster level), Magic (use scrolls, wands, and other spell completion or spell trigger devices as a 29th-level wizard).
Arcane Epic Spells Per Day: 3
Divine Epic Spells Per Day: 3
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Trebbe: Male Netherese Human Wiz26/Acm2/Netherese Arcanist 5; CR 33; Medium-size Humanoid; HD 33d4+33; hp 117; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +17; Grp +17; Face/Reach 5 ft./5 ft.; SQ Archmage high arcana, field specialization, spell focus (epic), backlash resistance, epic spell artisan; AL CN; SV Fort +13, Ref +14, Will +21; Str 11, Dex 14, Con 13, Int 29, Wis 16, Cha 15
Skills and Feats: Concentration +37 (+41 when casting defensively), Craft (alchemy) +29, Decipher Script +24, Knowledge (arcana) +45, Knowledge (architecture and engineering) +29, Knowledge (dungeoneering) +24, Knowledge (geography) +24, Knowledge (history-Netheril) +29, Knowledge (local-Netheril) +29, Knowledge (nature) +24, Knowledge (nobility and royalty) +24, Knowledge (religion) +29, Knowledge (the planes) +34, Profession (administrator) +13, Search +14 (+16 with hidden or secret doors), Speak Language (loross, netherese, aquan, auran, draconic, dwarven, elven, gnome, halfling, ignan, terran), Spellcraft +52; Combat Casting, Craft Staff, Craft Epic Wondrous Item, Craft Wondrous Item, Epic Spellcasting, Extend Spell, Heighten Spell, Improved Counterspell, Improved Metamagic, Improved Spell Capacity x 4, Leadership, Persistent Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (divination), Spell Focus (necromancy), Spell Penetration
Special Qualities: Mastery of counterspelling, spell power +1. Field specialization (mentalism), spell focus (epic), backlash resistance, epic spell artisan, greater spell focus (epic).
Wizard Spells Prepared (4/7/5/5/5/4/5/4/5/5/1/1/1/1; base DC = 19 + spell level; DC 20 + spell level with divination and necromancy spells; caster level 28th).
Epic Spells Per Day: 3
Possessions: As ruler of the Netherese enclave Shadowtop Borough, Trebbe has access to many other equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Buoyance the Lichlord: Male Netherese Human Lich Wiz25/Lord of the Dead 5/Netherese Arcanist 5; CR 37; Medium-size Undead; HD 35d12; hp 233; Init +3; Spd 30 ft.; AC 18 (touch 13, flat-footed 15); Base Atk +18; Grp +21; Atk +21 melee (1d8+5, touch); Full Atk +21/+16 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura, spell-like abilities; SQ Turning resistance +9, DR 15/bludgeoning and magic, undead traits, lich immunities, bolstering aura, field specialization, spell focus (epic), backlash resistance, epic spell artisan, greater spell focus (epic); AL LE; SV Fort +13, Ref +16, Will +26; Str 16, Dex 16, Con -, Int 31, Wis 20, Cha 20
Skills and Feats: Appraise +15 (+17 with alchemical items), Concentration +43 (+47 when casting defensively), Craft (alchemy) +25, Craft (calligraphy) +20, Decipher Script +25, Diplomacy +14, Hide +11, Intimidate +10, Knowledge (arcana) +48, Knowledge (architecture and engineering) +25, Knowledge (dungeoneering) +25, Knowledge (geography) +25, Knowledge (history-Netheril) +31, Knowledge (local-Netheril) +31, Knowledge (nature) +25, Knowledge (nobility and royalty) +25, Knowledge (religion) +25, Knowledge (the planes) +31, Listen +18, Move Silently +11, Profession (administrator) +15, Profession (scribe) +15, Search +18 (+20 with hidden or secret doors), Sense Motive +18, Speak Language (loross, netherese, abyssal, draconic, dwarven, elven, gnome, goblin, halfling, infernal, orc, undercommon), Spellcraft +52, Spot +18; Combat Casting, Craft Wondrous Item, Epic Spellcasting, Greater Undead Legion*, Improved Animation*, Improved Metamagic, Improved Spell Capacity x 4, Iron Will, Leadership, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (necromancy), Still Spell, Taint Spell**, Undead Leadership, Undead Legion*
Special Qualities: Touch attack (DC 32), paralyzing touch (DC 32), fear aura (DC 32), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn resistance +9. Bolstering aura +4, animate dead 1/day, unholy aura 1/day. Field specialization (invention), spell focus (epic), backlash resistance, epic spell artisan, greater spell focus (epic).
Wizard Spells Prepared (4/7/7/6/6/6/6/5/5/5/3/1/1/1; base DC = 20 + spell level, DC 21 + spell level with necromancy spells; caster level 30th).
Epic Spells Per Day: 3
Possessions: As ruler of the Netherese enclave Buoyance, Buoyance has access to many other equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

* Found in Dragon Magazine #298 pg. 65.
** Found in Dragon Magazine #303 pg. 69.
#384

green_giant_02

Jun 16, 2004 18:43:25
Originally posted by Mannanin Mac Lir
Hey as i am a FR nut, could we please have a little history behind the characters, as they are amazing and i will be using them in my game, but just wondered about a little background

cheers

Follow the link and download Arcane Age: Netheril - Empire of Magic to get the history on Netheril's arcanists.
#385

zombiegleemax

Jun 17, 2004 0:11:15
Green Giant, do you think you could do the characters from The Shadow Stone??????
#386

green_giant_02

Jun 17, 2004 0:23:41
Never read the novel and even if I did, I would be hard pressed to find a sourcebook in which such characters are found since it is no longer possible for me to post conversions of novel characters unless they are also mentioned in a sourcebook.
#387

zombiegleemax

Jun 17, 2004 2:36:38
Thank you so, so soooooo much for these Green Giant, you definitely the man!
#388

zombiegleemax

Jun 17, 2004 2:56:30
Hey Green one, thanks for the link..

Your Character are amazing, i have read the icewinddale books and feel the Wulgers character is a little low level, for a guy that has been in Hell and fought countless minions , 9 th level is low, also he is supposed to have strength beyond that of mortal men, so again 19 seems to be a little low, since he was in Hereos Lorebook and ED3 books, could you upgrade his stats to show a truer picture of this massive Barbarian warrior


Bad luck comes from not saying hello to the fairies..
#389

zombiegleemax

Jun 17, 2004 10:55:39
Aerons stated in the Forgotten Realms Campaign Setting as a male half-elf Wiz13/Sha3 and i think another character is stated too. You should read the book though, its a very good book.
#390

green_giant_02

Jun 17, 2004 22:00:36
Sorry, my mistake. Here are the characters you asked for ramblin_chimp2.0 and I hope the second character is also from the book. Enjoy.



Aeron Morieth: Male Half-Wild Elf Wiz13/Sha3; CR 16; Medium-size Humanoid; HD 16d4; hp 44; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +7; Grp +8; Face/Reach 5 ft./5 ft.; SQ Half-elf traits, shadow defense; AL N; SV Fort +5, Ref +7, Will +13; Str 13, Dex 14, Con 11, Int 21, Wis 14, Cha 14
Skills and Feats: Bluff +5, Concentration +16 (+20 when casting defensively), Craft (alchemy) +13, Decipher Script +9, Diplomacy +4, Gather Information +6, Hide +5, Knowledge (arcana) +24, Knowledge (history-Chessenta) +13, Knowledge (local-Cimbar) +13, Knowledge (the planes) +21, Listen +3, Profession (scribe) +11, Search +6, Speak Language (common, chessentan, elven, aglarondan, chondathan, draconic, mulhorandi, untheric), Spellcraft +26, Spot +3; Arcane Schooling (wizard), Combat Casting, Craft Wondrous Item, Extend Spell, Insidious Magic, Pernicious Magic, Quicken Spell, Scribe Scroll, Shadow Weave Magic, Spell Focus (enchantment), Tenacious Magic, Toughness
Special Qualities: Half-Elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on Diplomacy and Gather Information, elven blood. Shadow defense +1.
Wizard Spells Prepared (4/6/5/5/5/5/3/3/2; base DC = 15 + spell level; DC 16 + spell level with illusion and necromancy spells; DC 17 + spell level with enchantment spells; caster level 16th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Melisanda of Arrabar: Female Chondathan Human Wiz7; CR 7; Medium-size Humanoid; HD 7d4+7; hp 26; Init +2; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +3; Grp +3; Face/Reach 5 ft./5 ft.; AL LG; SV Fort +3, Ref +3, Will +8; Str 11, Dex 12, Con 12, Int 19, Wis 16, Cha 17
Skills and Feats: Concentration +10 (+14 when casting defensively), Diplomacy +14, Knowledge (arcana) +14, Knowledge (history-the Vilhon Reach) +11, Knowledge (local-Cimbar) +11, Knowledge (nobility and royalty) +11, Sense Motive +10, Speak Language (common, chondathan, chessentan, damaran, elven, turmic), Spellcraft +16; Combat Casting, Craft Wand, Improved Counterspell, Leadership, Negotiator, Scribe Scroll
Wizard Spells Prepared (4/5/4/3/2; base DC = 14 + spell level; caster level 7th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#391

green_giant_02

Jun 17, 2004 22:06:28
And now for something from the southern continent, Zakhara. Enjoy.



Emir Hatit Abd al-Wajib: Male Zakharan Dwarf Ftr5/Mamluk 10 of the Dutiful/Dwarven Defender 5; CR 20; Medium-size Humanoid; HD 5d10+30 plus 15d12+90; hp 253; Init +1; Spd 20 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +20; Grp +24; Face/Reach 5 ft./5 ft.; SQ Dwarf traits, hardened, authority, rally, iron focus, zealot, war-hardened, desert survivor, fanaticism, defensive stance, uncanny dodge, trap sense; AL LN; SV Fort +23, Ref +6, Will +10; Str 18, Dex 13, Con 23, Int 16, Wis 15, Cha 10
Skills and Feats: Climb +9, Craft (stonemasonry) +10, Diplomacy +9, Heal +7, Intimidate +5, Jump +9, Knowledge (architecture and engineering) +16, Knowledge (geography) +8, Knowledge (history-the Northern Coast) +8, Knowledge (local-Qudra) +8, Knowledge (nobility and royalty) +8, Listen +11, Profession (siege engineer) +11, Ride (pony) +6, Search +8 (+10 with hidden or secret doors), Sense Motive +7, Speak Language (dwarven, midani, elven, giant, goblin), Spot +11, Survival +7 (+9 to avoid getting lost and follow tracks), Swim +9; Alertness, Cleave, Diehard, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Sunder, Power Attack, Skill Focus (Knowledge [architecture and engineering]), Toughness, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Special Qualities: Dwarven Traits: 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Hardened, authority, rally +3, iron focus, zealot, war-hardened, desert survivor, fanaticism. Defensive stance 3/day, uncanny dodge, trap sense +1.
Possessions: As ruler of Qudra, Emir Hatit Abd al-Wajib has access to many equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#392

zombiegleemax

Jun 17, 2004 22:47:34
sweet job Green Giant the stats are great and the second character is correct. Hope you read the book soon so you could get the other characters stated.


P.S. Do you think you could do Tamlin from the Sembia series with his Sorcerer levels?
#393

zombiegleemax

Jun 18, 2004 0:16:59
GG:

Sorry it took so long for me to get back with you to thank you for your help with some NPCs from the North. I have already incorporated several in my campaign outline.
#394

zombiegleemax

Jun 18, 2004 5:11:38
Hi Green Giant,

Any chance of Wulfgar, at a more realistic level..
#395

green_giant_02

Jun 18, 2004 13:18:22
Originally posted by Mannanin Mac Lir
Hey Green one, thanks for the link..

Your Character are amazing, i have read the icewinddale books and feel the Wulgers character is a little low level, for a guy that has been in Hell and fought countless minions , 9 th level is low, also he is supposed to have strength beyond that of mortal men, so again 19 seems to be a little low, since he was in Hereos Lorebook and ED3 books, could you upgrade his stats to show a truer picture of this massive Barbarian warrior


Bad luck comes from not saying hello to the fairies..

The problem of making Wulfgar better or upgrading his stats is that you run the risk of him overshadowing Drizzt Do'Urden at which point you have to make Drizzt even better and then you start hitting very high levels even epic which Drizzt isn't obviously. So I tend to steer away from redoing stats that have already been done. Many of the characters are all right just the way they are. They aren't supposed to be superheroes just heroes.

I also don't want to get the designers of those wonderful sourcebooks mad at me for basically slapping them in the face and telling them they did a bad job in converting our favorite characters if I start posting revisions. ;)
#396

aluroon

Jun 18, 2004 18:32:44
Well, I'm not sure if he is mentioned in a sorce book, but I was wondering if someone had posted anything about Galaeron, primarily featured in the return of the archwizards. I'm wondering what his stats look like.


Aluroon
#397

zombiegleemax

Jun 18, 2004 21:37:44
I Think Galeron was stated as a Ftr7/Sor8 in one of the Dragon Magazines. Vala was also stated as a Ftr13 too i believe
#398

green_giant_02

Jun 18, 2004 23:08:24
Originall posted by ramblin_chimp3.0
sweet job Green Giant the stats are great and the second character is correct. Hope you read the book soon so you could get the other characters stated.


P.S. Do you think you could do Tamlin from the Sembia series with his Sorcerer levels?

I think I would be breaking copyright laws if I posted Tamlin with sorcerer levels since I would be basically copying the stats from the Dragon Magazine and just adding sorcerer levels and probably some new skills. I also haven't read any of the Sembia series novels and so I wouldn't know which spells Tamlin would know if I could post him.




Originally posted by Aluroon
Well, I'm not sure if he is mentioned in a sorce book, but I was wondering if someone had posted anything about Galaeron, primarily featured in the return of the archwizards. I'm wondering what his stats look like.


Aluroon

Galaeron Nihmedu (CG em Ftr7/Sor8), Melegaunt Tanthul (N hm Div20), Takari Moonsnow (CG ef Rgr8/Div4), and Vala Thorsdotter (NG hf Ftr12) can be found in Dragon Magazine #281.



Originally posted by tubal-kaz
GG:

Sorry it took so long for me to get back with you to thank you for your help with some NPCs from the North. I have already incorporated several in my campaign outline.

That's great! :D I've been wondering whether any of my work has been showing up in anybody's campaign. Glad to know its being put to good use.
#399

mean_eyed_cat

Jun 18, 2004 23:31:30
Hey GG, good job on Emir Hatit Abd al-Wajib. I know I've seen a Shou NPC you did in another thread (the Emperor?). Any chance we could see more Zakhara/Kara-Tur NPC's?
#400

green_giant_02

Jun 19, 2004 19:46:35
Here are two NPCs players might meet in the City of Delights. Enjoy.



Grand Caliph Khalil al-Assad al-Zahir: Male Zakharan Human Pal20 of the Loregiver; CR 20; Medium-size Humanoid; HD 20d10+40; hp 154; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +20; Grp +24; Face/Reach 5 ft./5 ft.; SA Smite evil, turn undead; SQ Aura of good, detect evil, divine grace, lay on hands, aura of courage, divine health, special mount, remove disease; AL LG; SV Fort +19, Ref +13, Will +15; Str 19, Dex 15, Con 15, Int 17, Wis 18, Cha 21
Skills and Feats: Climb +8, Concentration +12, Diplomacy +31, Handle Animal +15, Jump +8, Knowledge (architecture and engineering) +8, Knowledge (history-Zakhara) +8, Knowledge (local-Huzuz) +8, Knowledge (nobility and royalty) +15, Knowledge (religion) +15, Perform (oratory) +10, Profession (commander) +9, Profession (sailor) +9, Ride (horse) +19, Sense Motive +16, Speak Language (midani, aquan, common, elven), Swim +9; Combat Expertise, Education, Negotiator, Improved Disarm, Leadership, Mounted Combat, Ride-By Attack, Weapon Focus (scimitar)
Special Qualities: Aura of good (aura equals paladin level), detect evil at will, smite evil 5/day (+5 to attack, +20 to damage), divine grace (Cha bonus to saving throws), lay on hands (cure 100 hp a day), divine health (immune to all diseases including mummy rot and lycanthropy), aura of courage (immune to fear, allies within 10 ft. gain a +4 morale bonus to saving throws against fear effects), turn undead as 17th level cleric (+2 to turning checks) 8/day, remove disease 5/week.
Paladin Spells Prepared (4/4/4/4; base DC = 14 + spell level; caster level 10th).
Possessions: As ruler of Zakhara, Grand Caliph Khalil al-Assad al-Zahir has access to many other equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Unknown



Gorar al-Aksar: Male Zakharan Human Exp5/Rog5/Barber 5; CR 14; Medium-size Humanoid; HD 10d6+10 plus 5d8+5; hp 75; Init +7; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +9; Grp +9; Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, gentle touch, craft tonics, poison use, charm person, +4 save against poison, chameleon, potent tonics, suggestion; AL CG; SV Fort +4, Ref +9, Will +10; Str 10, Dex 16, Con 12, Int 16, Wis 13, Cha 17
Skills and Feats: Appraise +16 (+18 with alchemical items), Bluff +21, Craft (alchemy) +11, Decipher Script +8, Diplomacy +22, Disguise +13 (+15 acting), Forgery +16, Gather Information +22, Heal +9, Knowledge (history-Zakhara) +11, Knowledge (local-the Heart) +11, Listen +11, Perform (comedy) +9, Perform (oratory) +13, Profession (barber) +17, Search +13, Sense Motive +9, Sleight of Hand +13, Speak Language (midani, common, elven, gnome), Spot +11, Tumble +11, Use Magic Device +11 (+13 with scrolls); Alertness, Dodge, Improved Iniative, Investigator, Skill Focus (Profession [barber]), Trustworthy, Weapon Finesse
Special Qualities: Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge. Gentle touch, craft tonics, poison use, charm person 3/day, +4 save against poison, chameleon, potent tonics, suggestion 3/day.
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#401

zombiegleemax

Jun 20, 2004 18:54:04
where may i find this arcane lord class you speak of =D
#402

green_giant_02

Jun 21, 2004 21:40:57
Here are two antagonists players may encounter in the Land of Fate. I have to give praise to Paul Fraser's wonderful article "Secrets of the Brotherhood of True Flame" in Dragon Magazine #268. (I hope I got the prices right.) Enjoy.


Nar-Aidiya “the Bonfire”: Male Zakharan Human Wiz10/Elemental Savant 10; CR 20; Medium-size Elemental (Augmented Humanoid); HD 20d4+40; hp 91; Init +1; Spd 50 ft.; AC 18 (touch 13, flat-footed 17); Base Atk +10; Grp +11; Atk +11 melee (1d6+1, staff of fire) or +12 melee (1d4+2/19-20, +1 dagger); Full Atk +11/+6 melee (1d6+1, staff of fire) or +12/+7 melee (1d4+2/19-20, +1 dagger); Face/Reach 5 ft./5 ft.; SA Burn; SQ Elemental perfection, immune to fire, elemental focus, elemental penetration, vulnerability to cold; AL LE; SV Fort +12, Ref +11, Will +21; Str 13, Dex 13, Con 15, Int 24, Wis 17, Cha 15
Skills and Feats: Concentration +25 (+29 when casting defensively), Craft (alchemy) +22, Decipher Script +17, Handle Animal +7, Intimidate +7, Knowledge (arcana) +30, Knowledge (architecture and engineering) +12, Knowledge (dungeoneering) +12, Knowledge (geography) +12, Knowledge (history-Zakhara) +18, Knowledge (local-the Great Anvil) +18, Knowledge (nature) +12, Knowledge (nobility and royalty) +12, Knowledge (religion) +12, Knowledge (the planes) +22, Ride (camel) +5, Speak Language (midani, chondathan, draconic, dwarven, elven, ignan, infernal, terran), Spellcraft +32; Combat Casting, Craft Staff, Craft Wondrous Item, Empower Spell, Energy Admixture (fire), Energy Substitution (fire), Leadership (21), Maximize Spell, Quicken Spell, Scribe Scroll, True Believer
Special Qualities: Elemental perfection (immune to sleep, paralysis, poison, and stunning, no longer subject to critical hits or flanking; darkvision 60 ft.; +2 circumstance bonus to Charisma-based skill and ability checks with fire elementals and other fire elemental savants), immunity to fire, elemental focus +3, elemental penetration +3. Burn (Ref DC 22), vulnerability to cold.
Wizard Spells Prepared (4/6/6/6/5/5/5/5/3/3; base DC = 17 + spell level; caster level 19th).
Possessions: Aba of the elements (red), white silk sash, +1 dagger, potion of cure serious wounds x 2, ring of minor cold resistance, ring of protection +2, staff of fire (12 charges), wand of fireball (10th) (10 charges), white turban pinned with the Incandescent Eye, Bonfire’s golden mirror, the Molten Throne. As a very powerful wizard, master of the Brotherhood of True Flame and ruler of Krak al-Mazhar, Nar-Aidiya has access to incredible resources and can acquire or make almost any nonartifact item he might need, given time.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Black

Aba of the Elements: These abas function as robes of the archmagi except they are divided by the elements (red for flame, green for sea, blue for wind, and white for sand). An elemental savant or bonded summoner who dons an aba of the opposing element suffers three negative levels. While these negative levels never result in lost levels, they remain as long as the garment is worn and cannot be overcome in any way (including restoration spells).
Strong varied; CL 14th; Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must know at least one spell of the appropriate element; Price 75,000 gp; Weight 1 lb.

Incandescent Eye: This relic of Kossuth is a fiery gem the size of a cherry that was believed to be recovered by the Bonfire in the Elemental Plane of Fire. It provides the following abilities: Outsiders or elementals with the fire subtype can’t attack the wearer or even approach within 5 feet of him as long as it is within sight and not hidden or cloaked. Once per day the bearer may heal him or herself by touching nonmagical flames, which inflict no harm on the bearer. The amount of damage healed varies with the size of the fire. (Use table in pg. 164 in Races of Faerun – Healing Flames feat to determine hit points healed). Once per week the bearer can summon an Elder fire elemental.
To use this relic, you must worship Kossuth and either sacrifice a 7th-level divine spell slot or have the True Believer feat and at least 13 HD.
Strong conjuration; CL 17th; Sanctify Relic, Craft Wondrous Item, heal, magic circle against chaos/evil/good/law, summon monster IX, creator must worship Kossuth; Price 35,874 gp; Cost 17,937 gp + 1,435 xp.

Golden Mirror: These shield-sized, round mirrors framed in heavy gold can usually be found in each of the Brotherhood’s major strongholds. The mirrors are all linked for communication and function as crystal balls but do not allow a user to scry other locations. The Bonfire’s golden mirror has been enchanted with extra abilities. In other mirrors his features are disguised to appear as a living flame and his mirror functions as a crystal ball of telepathy.
Moderate divination; CL 10th; Craft Wondrous Item, scrying; Price 42,000 gp; Weight 10 lb.
Moderate divination; CL 10th; Craft Wondrous Item, disguise self, scrying, suggestion, Rary’s telepathic bond; Price 72,000 gp; Weight 10 lb.

The Molten Throne: This major artifact was crafted by an artist tasked genie. It was carved from solidified flame from the Elemental Plane of Fire as a gift to the Bonfire from the Sultan of the Efreet, Marrake al-Sidan al-Hariq ben Lazan. It was then placed in Krak al-Mazhar, an extinct volcano in the audience chamber the Infernal Hall. The throne rests upon a stone column surrounded by a moat filled with a permanent wall of fire. Basalt studs in the arms allow the user to elevate or lower the column and to rotate it 360 degrees. It contains the following powers:
* The occupant of the throne is constantly immune to fire.
* Once per day the Throne can act as a rod of rulership.
* Once per round the occupant can cast mark of justice, castigate (CD), or detect thoughts.

The throne has the following drawbacks:
* Anyone who sits upon the Throne and is not a member of the Brotherhood is immediately struck by a maximized flame strike.
* The occupant runs risk of having its alignment changed to evil and becoming a worshipper of Kossuth each time it uses any of the Throne’s powers. He or she must make a Will saving throw (DC 20 + 1 per round of each use of power) to avoid the changes.
CL 20th; Weight 50 lbs.



Matruda al-Muhif: Female Zakharan Human Rog6/Holy Slayer 7 of the Flamedeath Fellowship; CR 13; Medium-size Humanoid; HD 6d6+6 plus 7d8+7; hp 68; Init +8; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +9; Grp +10; Atk +14 melee (1d3+6 plus 1d6 fire/18-20, dagger of fiery demise); Full Atk +14/+9 melee (1d3+6 plus 1d6 fire/18-20, dagger of fiery demise); Face/Reach 5 ft./5 ft.; SA Sneak attack, smite infidel; SQ Trapfinding, evasion, trap sense, uncanny dodge, poison use, skill bonus, faithful resolve, unshakable pillar; AL LE; SV Fort +5, Ref +11, Will +9; Str 12, Dex 19, Con 12, Int 15, Wis 14, Cha 13
Skills and Feats: Balance +12, Bluff +14, Climb +7, Craft (poisonmaking) +8, Disable Device +8, Disguise +14 (+16 acting), Escape Artist +10, Gather Information +9, Hide +16, Intimidate +18, Jump +9, Knowledge (local-Hiyal) +7, Knowledge (religion) +7, Listen +7, Move Silently +16, Open Lock +10, Search +8, Sense Motive +8, Sleight of Hand +16, Speak Language (midani, halfling, ignan), Spot +7, Tumble +19; Dodge, Improved Iniative, Mobility, Spring Attack, Stealthy, Weapon Focus (jambiya), Weapon Specialization (jambiya)
Special Qualities: Sneak attack +5d6, trapfinding, evasion, trap sense +2, uncanny dodge. Poison use, skill bonus +7, faithful resolve, smite infidel (+2 to attack, +7 to damage), unshakable pillar.
Possessions: Dagger of fiery demise.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Dagger of Fiery Demise: This +3 flaming burst jambiya is wreathed in blue flames when drawn. Once per day when used in a melee sneak attack, the victim must make a DC 20 Fortitude save or be consumed in flames and his body reduced to ashes. Resistance to fire does not protect an individual but immunity to fire does. An individual of such an attack can only be brought back to life with a miracle, true resurrection, or wish spell.
Strong evocation; CL 12th; Craft Magic Arms and Armor, disintegrate and flame blade, flame strike or fireball; Price 68,784 gp
#403

green_giant_02

Jun 21, 2004 21:44:26
Orginally posted by Junglist83
where may i find this arcane lord class you speak of =D

The Arcane Lord PrC can be found in Dragon Magazine #297.
#404

zombiegleemax

Jun 23, 2004 6:35:02
And the answers to my questions???
#405

green_giant_02

Jun 23, 2004 23:45:26
Here are some NPCs that can be found in Shou Lung. Enjoy.


Huang Ch’ung: Male Shou Human Sohei 11 of Chung Kuel; CR 11; Medium-size Humanoid; HD 11d10+11; hp 70; Init +1; Spd 20 ft.; AC 17 (touch 12, flat-footed 16); Base Atk +8; Grp +12; Atk +15 melee (2d6+8/19-20, +2 greatsword) or +14 melee (1d10+6/x3, masterwork naginata) or +12 melee (1d3+4, unarmed strike); Full Atk +15/+10 melee (2d6+8/19-20, +2 greatsword) or +14/+9 melee (1d10+6/x3, masterwork naginata) or +12/+7 melee (1d3+4, unarmed strike); Full Face/Reach 5 ft./5 ft.; SA Greater ki frenzy; SQ Strength of mind, mettle, DR 2/-; AL LG; SV Fort +9, Ref +7, Will +11; Str 18, Dex 13, Con 13, Int 12, Wis 16, Cha 10
Skills and Feats: Concentration +6, Craft (calligraphy) +6, Decipher Script +6, Diplomacy +12, Heal +13, Knowledge (religion) +12, Profession (scribe) +8, Sense Motive +8, Speak Language (shou, spirit tongue); Cleave, Defensive Strike, Deflect Arrows, Diehard, Improved Unarmed Strike, Lightning Reflexes, Power Attack, Weapon Focus (greatsword), Weapon Focus (naginata)
Special Qualities: Greater ki frenzy, strength of mind, mettle, damage reduction 2/-.
Greater ki frenzy: During his greater ki frenzy, Huang Ch’ung has the following statistics instead of those given above: Spd 40 ft.; AC 18 (touch 13, flat-footed 16); Atk +17 melee (2d6+11/19-20, +2 greatsword) or +16 melee (1d10+9/x3, masterwork naginata) or +14 melee (1d3+6, unarmed strike); Full Atk +17/+12 melee (2d6+11/19-20, +2 greatsword) or +16/+11 melee (1d10+9/x3, masterwork naginata) or +13/+13/+8 melee (1d3+6, unarmed strike); SV Ref +9; Str 22, Dex 17. The greater ki frenzy lasts for 4 rounds, after which Huang Ch’ung is fatigued.
Sohei Spells Prepared (2/2/1; base DC = 13 + spell level; caster level 5th): 1st–divine favor, weapon bless; 2nd–bull’s strength, resist energy; 3rd–prayer.
Possessions: +1 brigandine, +2 greatsword, masterwork naginata, ring of protection +1, potion of cure serious wounds, potion of protection from spirits, goldfish scale talisman, haori of resistance +1, jingasa of comprehending languages and reading magic, prayer wheel. 985 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Hsiung chi Kang: Male Shou Human Ari1/Samurai 4; CR 4; Medium-size Humanoid; HD 1d8 plus 4d10; hp 30; Init +5; Spd 20 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +4; Grp +6; Atk +8 melee (1d8+3/19-20, +1 jian) or +7 melee (1d6+2/19-20, masterwork duan jian); Full Atk +8 melee (1d8+3/19-20, +1 jian) or +7 melee (1d6+2/19-20, masterwork duan jian); Face/Reach 5 ft./5 ft.; SQ Ancestral daisho (honorable); AL LN; SV Fort +4, Ref +2, Will +8; Str 15, Dex 13, Con 10, Int 15, Wis 14, Cha 17
Skills and Feats: Bluff +7, Diplomacy +10, Disguise +7, Gather Information +7, Iajutsu Focus +7, Jump +4, Knowledge (local) +6, Knowledge (nobility and royalty) +6, Listen +4, Profession (Imperial Secret Police) +6, Ride (horse) +6, Search +4, Sense Motive +7, Speak Language (shou, dwarven, spirit tongue), Spot +4, Swim +1; Combat Expertise, Improved Iniative, Investigator, Mounted Combat, Weapon Focus (longsword)
Possessions: Ancestral daisho (+1 jian and masterwork duan jian), masterwork lamellar, light warhorse, military saddle, noble’s outfit, Imperial Secret Police papers. 1755 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Mei Li Mao: Female Shou Human Rog6/Yakuza 7; CR 13; Medium-size Humanoid; HD 13d6; hp 48; Init +6; Spd 30 ft.; AC 17 (touch 14, flat-footed 14); Base Atk +9; Grp +8; Atk +14 melee (1d4+1/19-20, +2 dagger); Full Atk +14/+9 melee (1d4+1/19-20, +2 dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, defensive roll, improved evasion, Yakuza knowledge, improved uncanny dodge; AL N; SV Fort +6, Ref +13, Will +6; Str 8, Dex 17, Con 10, Int 16, Wis 15, Cha 16
Skills and Feats: Appraise +15, Bluff +16, Diplomacy +14, Disguise +9 (+11 acting), Escape Artist +9, Forgery +16, Gather Information +18, Hide +12, Intimidate +11, Jump +7, Knowledge (local) +9, Listen +8, Move Silently +12, Open Lock +13, Profession (fence) +11, Search +9, Sense Motive +12, Sleight of Hand +18, Speak Language (shou, dwarven, spirit tongue, tuigan), Spot +11, Tumble +11, Use Magic Device +9; Arterial Strike, Dodge, Improved Iniative, Leadership, Quick Draw, Skill Focus (Appraise), Weapon Finesse
Special Qualities: Sneak attack +3d6, trapfinding, evasion, trap sense +4, uncanny dodge. Defensive roll, improved evasion, Yakuza knowledge +10, improved uncanny dodge.
Possessions: +2 dagger, bracers of armor +3, ring of protection +1, gloves of dexterity +2, haori of resistance +2. Owner of the Imperial Phoenix restaurant. Wan Tu Ma as bodyguard. 8,000 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Wan Tu Ma: Male Tuigan Human Brb8/Kishi Charger 10; CR 18; Medium-size Humanoid; HD 8d12+8 plus 10d10+10; hp 130; Init +3; Spd 40 ft.; AC 22 (touch 13, flat-footed 19); Base Atk +18; Grp +21; Atk +24 melee (1d8+5/x3, masterwork uma-yari) or +26 melee (1d6+7/18-20, +2 furious scimitar) or +24 ranged (1d6+6/x3, +3 composite [+3] yumi); Full Atk +24 melee (1d8+5/x3, masterwork uma-yari) or +26/+21/+16/+11 melee (1d6+7/18-20, +2 furious scimitar) or +24/+19/+14/+9 ranged (1d6+6/x3, +3 composite [+3] yumi); Face/Reach 5 ft./5 ft.; SA Rage; SQ Fast movement, uncanny dodge, trap sense, improved uncanny dodge, DR 1/-, ride bonus, deadly charge, burst of speed, one spirit, full mounted attack, dancing with the fortunes; AL N; SV Fort +17, Ref +11, Will +9; Str 20, Dex 16, Con 12, Int 15, Wis 12, Cha 14
Skills and Feats: Climb +13, Craft (weaponsmithing) +15, Handle Animal +25, Iajiutsu Focus +10, Intimidate +15, Jump +18, Listen +9, Perform (sing) +7, Ride (horse) +39, Sense Motive +6, Speak Language (tuigan, giant, shou, spirit tongue), Survival +14, Swim +13; Animal Affinity, Combat Expertise, Horse Nomad, Instantaneous Rage, Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (scimitar)
Special Qualities: Rage 3/day, fast movement, uncanny dodge, trap sense +2, improved uncanny dodge, damage reduction 1/-. Ride bonus +8, deadly charge 5/day, burst of speed, one spirit, full mounted attack, dancing with the fortunes.
Rage: During his rage, Wan Tu Ma has the following statistics instead of those given above: hp 184; AC 20 (touch 11, flat-footed 17); Atk +29 melee (1d6+10/18-20, +2 furious scimitar); Full Atk +29/+24/+19/+14 melee (1d6+10/18-20, +2 furious scimitar); SV Fort +20, Will +12; Str 26, Con 18. Skills: Climb +16, Jump +21, Swim +16. The rage lasts for 7 rounds, after which Wan Tu Ma is fatigued.
Possessions: +5 leather, masterwork uma-yari, +2 furious scimitar, +3 composite [+3] yumi, 20 arrows, quiver of Tsuruchi, obi of giant strength +4, amulet of natural armor +2, gloves of dexterity +2, hoari of resistance +3, ring of sustenance, potion of cure serious wounds x 2, potion of heroism, light warhorse, horseshoes of speed, bridle of resistance +2, military saddle. 2,895 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Sen Lin Hsao: Female Korobokuru Shaman 3 of Lao Tzu; CR 3; Small-size Humanoid; HD 3d6+9; hp 22; Init +2; Spd 20 ft.; AC 13 (touch 13, flat-footed 11); Base Atk +2; Grp -2; Atk +3 melee (1d4, unarmed strike); Full Atk +3 melee (1d4, unarmed strike); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Korobokuru traits, aura of good, animal companion, spirit sight; AL LG; SV Fort +4, Ref +3, Will +6; Str 10, Dex 15, Con 16, Int 12, Wis 16, Cha 13
Skills and Feats: Concentration +8, Diplomacy +6, Heal +10, Hide +6, Knowledge (religion) +6, Knowledge (spirits) +6, Speak Language (dwarven, shou, spirit tongue), Spellcraft +6, Survival +7 (+9 in the Spirit World); Craft Wondrous Item, Improved Unarmed Strike, Self-Sufficient
Special Qualities: Korobokuru traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks; +1 racial bonus on attack rolls against goblinoids; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; +2 racial bonus on Survival checks. Aura of good (aura equals shaman level), animal companion as druid, spirit sight, turn undead as 1st-level cleric (+2 to turning checks) 4/day.
Shaman Spells Prepared (4/3+1/2+1; base DC = 13 + spell level; caster level 3rd): 0-detect magic, read magic, purify food and drink, resistance; 1st-animate wood*, calm animals, shield of faith, summon nature’s ally I; 2nd-augury, tree shape*, warning.
*Domain spell. Deity: Lao Tzu. Domains: Nature (4/day rebuke or command animals or plants), Wood (woodland stride).
Possessions: Mantle of Forest Spirits, prayer beads. Animal companion (riding dog). 142 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Mantle of Forest Spirits: This mantle composed of feathers and fur from many different animals allow the user to go into trance at will. Once a week he or she may commune with lesser spirit asking two questions.
Faint Divination; CL 3rd; Craft Wondrous Item, commune with lesser spirit, trance; Price 2,357 gp; Cost 1,179 gp + 94 xp.


Lien Hua Liang: Female Shou Human Ari1; CR ½; Medium-size Humanoid; HD 1d8+1; hp 9; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +0; Grp +1; Atk +2 melee (1d4+1/19-20, masterwork dagger); Full Atk +2 melee (1d4+1/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +1, Ref +3, Will +4; Str 13, Dex 16, Con 12, Int 14, Wis 15, Cha 16
Skills and Feats: Craft (flower arranging) +4, Diplomacy +9, Knowledge (nobility and royalty) +6, Perform (tea ceremony) +7, Profession (courtier) +6, Ride (horse) +7, Sense Motive +8, Speak Language (shou, spirit tongue, vanara); Ally of the Ki-Rin, Negotiator
Possessions: Masterwork dagger, courtier’s outfit, noble’s outfit, tea kit, Asahina’s feather token (fan), light horse, riding saddle. 277 gp (250 of which is a dowry)
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Hua Li Te: Male Shou Human Mnk20; CR 20; Medium-size Outsider (Extraplanar); HD 20d8+20; hp 113; Init +3; Spd 90 ft.; AC 31 (touch 30, flat-footed 25); Base Atk +15; Grp +20; Atk +20 melee (2d10+5, unarmed strike); Full Atk +20/+15/+10 melee (2d10+5, unarmed strike) or +20/+20/+20/+15/+10 melee (2d10+5, unarmed strike); Face/Reach 5 ft./5 ft.; SA Greater flurry of blows, quivering palm; SQ Still mind, ki strike, slow fall, purity of body, wholeness of body, improved evasion, diamond body, timeless body, tongue of the sun and moon, empty body, perfect self; AL LN; SV Fort +13, Ref +18, Will +25; Str 20, Dex 22, Con 12, Int 15, Wis 29, Cha 13
Skills and Feats: Balance +18, Climb +20, Concentration +18, Craft (calligraphy) +7, Diplomacy +8, Escape Artist +16, Hide +11, Jump +17, Knowledge (religion) +16, Listen +14, Move Silently +11, Perform (tea ceremony) +6, Sense Motive +14, Speak Language (shou, spirit tongue, tabotan, vanara), Spot +14, Swim +15, Tumble +28; Choke Hold, Combat Expertise, Deflect Arrows, Discipline, Earth’s Embrace, Fists of Iron, Improved Grapple, Improved Trip, Improved Unarmed Strike, Iron Will, Ki Shout, Stunning Fist
Special Qualities: Greater flurry of blows, still mind (+2 on saves vs. enchantments), ki strike (magic, lawful, adamantine), slow fall (90 ft.), purity of body (immune to disease), wholeness of body (40 hp), improved evasion, diamond body (immune to poisons), quivering palm (DC 26), timeless body (no penalties for aging), tongue of the sun and moon, empty body, perfect self (outsider traits, DR 10/magic). Mighty works mastery I. Mighty works mastery II.
Possessions: Monk’s belt, amulet of natural armor +1, headband of perfect excellence, minor pearl of protection from fire, potion of invisibility to enemies. 250 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Kuang Ming Ling: Female Shou Human Shaman 2 of Chih-Nii; CR 2; Medium-size Humanoid; HD 2d6; hp 12; Init +2; Spd 30 ft.; AC 13 (touch 13, flat-footed 11); Base Atk +1; Grp +1; Atk +1 melee (1d6, unarmed strike) or +2 melee (1d6, masterwork light mace); Full Atk +1 melee (1d6, unarmed strike) or +2 melee (1d6, masterwork light mace); Face/Reach 5 ft./5 ft.; SQ Aura of good, animal companion, spirit sight; AL CG; SV Fort +0, Ref +2, Will +6; Str 11, Dex 14, Con 11, Int 15, Wis 17, Cha 16
Skills and Feats: Concentration +5, Craft (landscape gardening) +7, Diplomacy +8, Heal +8, Knowledge (religion) +7, Knowledge (spirits) +7, Speak Language (shou, dwarven, spirit tongues), Spellcraft +7; Improved Unarmed Strike, Scribe Scroll, Toughness
Special Qualities: Aura of good (aura equals shaman level), animal companion as druid, spirit sight.
Shaman Spells Prepared (4/3+1; base DC = 13 + spell level; caster level 2nd): 0-detect magic, guidance, purify food and drink, virtue; 1st-bless, charm person*, detect evil, entropic shield.
*Domain spell. Deity: Chih-Nii. Domains: Charm (1/day increase Cha by +4 for 1 minute), Good (cast good spells at +1 caster level).
Possessions: Masterwork light mace, scroll: shield of faith, bracers of armor +1, potion of eagle’s splendor. Animal companion (light horse). Hsia Nan Tzu Wen and Ling Yu Pao as retainers and bodyguards. 370 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Hsiao Nan Tzu Wen: Male Korobokuru Ftr9; CR 9; Small-size Humanoid; HD 9d10+36; hp 90; Init +1; Spd 15 ft.; AC 18 (touch 12, flat-footed 17); Base Atk +9; Grp +8; Atk +15 melee (1d6+6/x3, +1 three-section staff) or +13 melee (1d2+3, unarmed strike); Full Atk +15/+10 melee (1d6+6/x3, +1 three-section staff) or +13/+8 melee (1d2+3, unarmed strike); Face/Reach 5 ft./5 ft.; SQ Korobokuru traits; AL N; SV Fort +12, Ref +6, Will +5; Str 17, Dex 13, Con 18, Int 13, Wis 10, Cha 10
Skills and Feats: Climb +4, Craft (weaponsmithing) +6, Handle Animal +5, Hide +1, Intimidate +6, Jump +4, Ride (pony) +8, Speak Language (dwarven, shou, goblin), Survival +2, Swim +0; Cleave, Combat Expertise, Dodge, Exotic Weapon Proficiency (three-section staff), Improved Trip, Improved Unarmed Strike, Power Attack, Weapon Focus (three-section staff), Weapon Specialization (three-section staff)
Special Qualities: Korobokuru traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks; +1 racial bonus on attack rolls against goblinoids; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; +2 racial bonus on Survival checks.
Possessions: +1 bringadine, +1 three-section staff, potion of cure serious wounds, amulet of natural armor +1, haori of resistance +2, tortoise shell talisman, thunderstone, warpony, military saddle. 1,216 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Ling Yu Pao: Male Korobokuru Ftr7; CR 7; Small-size Humanoid; HD 7d10+14; hp 57; Init +3; Spd 20 ft.; AC 18 (touch 14, flat-footed 15); Base Atk +7; Grp +4; Atk +11 melee (1d4+4/19-20, +1 short sword) or +12 ranged (1d4/x3, masterwork short bow); Full Atk +11/+6 melee (1d4+4/19-20, +1 short sword) or +12/+7 ranged (1d4/x3, masterwork short bow); Face/Reach 5 ft./5 ft.; SQ Korobokuru traits; AL N; SV Fort +8, Ref +6, Will +4; Str 13, Dex 17, Con 15, Int 15, Wis 12, Cha 12
Skills and Feats: Climb +5, Hide +13, Jump +5, Move Silently +9, Ride (pony) +8, Speak Language (dwarven, shou, tasloi, vanara), Survival +3, Swim +4; Dodge, Mobility, Point Blank Shot, Spring Attack, Stealthy, Weapon Focus (short sword), Weapon Specialization (short sword)
Special Qualities: Korobokuru traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks; +1 racial bonus on attack rolls against goblinoids; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; +2 racial bonus on Survival checks.
Possessions: +1 leather scale, +1 short sword, masterwork short bow, 20 arrows, quiver, elixir of hiding, elixir of sneaking, haori of resistance +1, potion of protection from spirits, frightened crane talisman, tanglefoot bag, eggshell grenade (dust), warpony, military saddle. 1,345 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Yen Tsu Wang: Female Shou Human Ftr6/Weapon Master 2; CR 8; Medium-size Humanoid; HD 8d10+16; hp 64; Init +3; Spd 30 ft.; AC 18 (touch 13, flat-footed 15); Base Atk +8; Grp +11; Atk +13 melee (1d8+6/19-20, +1 jian); Full Atk +13/+8 melee (1d8+6/19-20, +1 jian); Face/Reach 5 ft./5 ft.; SQ Ki damage, increased multiplier; AL LG; SV Fort +7, Ref +8, Will +3; Str 16, Dex 16, Con 14, Int 14, Wis 13, Cha 14
Skills and Feats: Climb +10, Concentration +5, Craft (weaponsmithing) +8, Iaijutsu Focus +7, Intimidate +8, Jump +10, Ride (horse) +9, Sense Motive +6, Speak Language (shou, giant, spirit tongue), Swim +10; Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack
Special Qualities: Ki damage 2/day, increased multiplier 1/day.
Possessions: +2 leather scale, +1 jian, potion of heroism, potion of cure serious wounds, light warhorse, military saddle. 1,230 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Chen Ching Ch’ien: Female River Spirit Folk Ftr8/Weapon Master 2; CR 10; Medium-size Humanoid (Spirit); HD 10d10+10; hp 69; Init +5; Spd 30 ft., swim 30 ft.; AC 18 (touch 18, flat-footed 13); Base Atk +10; Grp +12; Atk +14 melee (1d8+5/19-20, +1 jian); Full Atk +14/+9 melee (1d8+5/19-20, +1 jian); Face/Reach 5 ft./5 ft.; SQ River spirit folk traits, ki damage, increased multiplier; AL N; SV Fort +8, Ref +11, Will +5; Str 15, Dex 20, Con 12, Int 15, Wis 15, Cha 13
Skills and Feats: Climb +7, Concentration +6, Handle Animal +6, Iaijutsu Focus +10, Intimidate +6, Jump +7, Listen +3, Ride (horse) +12, Sense Motive +4, Speak Language (spirit tongue, shou, aquan, goblin), Spot +3, Swim +7; Combat Expertise, Combat Reflexes, Dodge, Mobility, Skill Focus (Iaijutsu Focus), Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack
Special Qualities: River spirit folk traits: swim speed of 30 ft. (+8 racial bonus on any Swim check to perform some special action or avoid a hazard, can always choose to take 10 on a Swim check, even if distracted or endangered, can use the run action while swimming, provided it swims in a straight line); water breathing; low-light vision; +2 racial bonus on saves against water spells and spell-like abilities; speak with animals (fish only) 1/day for 1 minute. Ki damage 2/day, increased multiplier 1/day.
Possessions: Bracers of armor +3, +1 jian, haori of resistance +1, potion of cure light wounds x 2, elemental gem (water), light warhorse, military saddle. 1,165 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Ju Huo Wang: Male Shou Human Ftr6/Weapon Master 6; CR 12; Medium-size Humanoid; HD 12d10+24; hp 83; Init +2; Spd 20 ft.; AC 21 (touch 13, flat-footed 19); Base Atk +12; Grp +17; Atk +21 melee (1d8+10/19-20, +2 jian); Full Atk +21/+16/+11 melee (1d8+10/19-20, +2 jian); Face/Reach 5 ft./5 ft.; SQ Ki damage, increased multiplier, superior weapon focus, superior combat reflexes; AL LG; SV Fort +9, Ref +9, Will +4; Str 23, Dex 15, Con 15, Int 13, Wis 10, Cha 12
Skills and Feats: Climb +9, Craft (weaponsmithing) +7, Iaijutsu Focus +7, Intimidate +13, Jump +9, Listen +3, Ride (horse) +8, Sense Motive +6, Speak Language (shou, spirit tongue), Spot +3, Swim +6; Cleave, Combat Expertise, Combat Reflexes, Dodge, Mobility, Power Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack
Special Qualities: Ki damage 6/day, increased multiplier 3/day, superior weapon focus, superior combat reflexes.
Possessions: +1 lamellar, +2 jian, amulet of natural armor +2, ring of protection +1, obi of giant strength +2, potion of cure serious wounds, light warhorse, military saddle. 2,465 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


An Ching Wang: Female Shou Human Ftr4; CR 4; Medium-size Humanoid; HD 4d10+4; hp 30; Init +3; Spd 30 ft.; AC 16 (touch 13, flat-footed 13); Base Atk +4; Grp +6; Atk +6 melee (1d8+3/19-20, +1 jian); Full Atk +6 melee (1d8+3/19-20, +1 jian); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +5, Ref +4, Will +2; Str 15, Dex 16, Con 13, Int 13, Wis 13, Cha 15
Skills and Feats: Climb +5, Craft (weaponsmithing) +5, Iaijutsu Focus +4, Intimidate +6, Jump +5, Ride (horse) +7, Speak Language (shou, spirit tongue), Swim +5; Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Focus (longsword)
Possessions: Masterwork leather scale, +1 jian, potion of cat’s grace, light warhorse, military saddle. 330 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Chien Jang Liang: Male Shou Human Ftr6/Weapon Master 2; CR 8; Medium-size Humanoid; HD 8d10+8; hp 56; Init +2; Spd 20 ft.; AC 18 (touch 12, flat-footed 16); Base Atk +8; Grp +12; Atk +14 melee (1d8+5/19-20, +1 jian) or +12 melee (1d3+4, unarmed strike); Full Atk +14/+9 melee (1d8+5/19-20, +1 jian) or +12/+7 melee (1d3+4, unarmed strike); Face/Reach 5 ft./5 ft.; SQ Ki damage, increased multiplier; AL LG; SV Fort +6, Ref +7, Will +3; Str 19, Dex 15, Con 12, Int 15, Wis 12, Cha 12
Skills and Feats: Climb +11, Concentration +4, Handle Animal +7, Iaijutsu Focus +6, Intimidate +7, Jump +11, Ride (horse) +10, Sense Motive +6, Speak Language (shou, dwarven, spirit tongue), Swim +11; Combat Expertise, Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Spring Attack, Weapon Focus (longsword), Whirlwind Attack
Special Qualities: Ki damage 2/day, increased multiplier 1/day.
Possessions: +1 lamellar, +1 jian, gloves of arrow snaring, light warhorse, military saddle. 1,615 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Shou Chih Long: Male Korobokuru Rog3; CR 3; Small-size Humanoid; HD 3d6+9; hp 22; Init +3; Spd 20 ft.; AC 16 (touch 14, flat-footed 13); Base Atk +2; Grp -2; Atk +4 melee (1d3/19-20, masterwork dagger); Full Atk +4 melee (1d3/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Korobokuru traits, trapfinding, evasion, trap sense; AL N; SV Fort +5, Ref +7, Will +3; Str 11, Dex 16, Con 16, Int 14, Wis 12, Cha 10
Skills and Feats: Bluff +5, Climb +5, Gather Information +7, Hide +12, Jump +7, Knowledge (local) +7, Listen +6, Move Silently +8, Open Lock +8, Sleight of Hand +10, Speak Language (dwarven, shou, spirit tongue, vanara), Spot +6, Survival +3, Tumble +10; Dodge, Improved Iniative
Special Qualities: Korobokuru traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks; +1 racial bonus on attack rolls against goblinoids; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; +2 racial bonus on Survival checks. Sneak attack +2d6, trapfinding, evasion, trap sense +1.
Possessions: Masterwork leather, masterwork dagger, masterwork thieves’ tools, potion of cat’s grace, potion of cure moderate wounds, haori of resistance +1. 338 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Yu Fu Fang: Male Shou Human Brb4; CR 4; Medium-size Humanoid; HD 4d12+12; hp 43; Init +1; Spd 40 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +4; Grp +6; Atk +8 melee (1d8+2/x3, masterwork spear); Full Atk +8 melee (1d8+2/x3, masterwork spear); Face/Reach 5 ft./5 ft.; SA Rage; SQ Fast movement, uncanny dodge, trap sense; AL N; SV Fort +7, Ref +2, Will +1; Str 15, Dex 13, Con 16, Int 13, Wis 11, Cha 12
Skills and Feats: Climb +6, Craft (shipmaking) +5, Handle Animal +5, Jump +6, Perform (wind instrument) +7, Profession (fisher) +3, Speak Language (shou, dwarven), Survival +7, Swim +9; Endurance, Skill Focus (Perform [wind instrument]), Weapon Focus (spear)
Special Qualities: Rage 2/day, fast movement, uncanny dodge, trap sense +1.
Rage: During his rage, Yu Fu Fang has the following statistics instead of those given above: hp 51; AC 9 (touch 9, flat-footed 8); Atk +10 melee (1d8+4/x3, masterwork spear); Full Atk +10 melee (1d8+4/x3, masterwork spear); SV Fort +9, Will +3; Str 19, Con 20. Skills: Climb +8, Jump +8, Swim +9. The rage lasts for 8 rounds, after which Yu Fu Fang is fatigued.
Possessions: Masterwork spear, flute of the seas (as pipes of the sewers except fish are called), small fishing boat, trained cormorants. 1,848 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Mei Kuei Chu: Female Bamboo Spirit Folk Samurai 7; CR 7; Medium-size Humanoid (Spirit); HD 7d10; hp 43; Init +2; Spd 30 ft.; AC 19 (touch 12, flat-footed 17); Base Atk +7; Grp +10; Atk +10 melee (1d8+3/x3, uma-yari) or +12 melee (1d10+4/19-20, +1 wo dao) or +11 melee (1d6+3/19-20, masterwork duan jian); Full Atk +10 melee (1d8+3/x3, uma-yari) or +12/+7 melee (1d10+4/19-20, +1 wo dao) or +11/+6 melee (1d6+3/19-20, masterwork duan jian); Face/Reach 5 ft./5 ft.; SQ Bamboo spirit folk traits, ancestral daisho (honorable); AL LG; SV Fort +6, Ref +5, Will +7; Str 17, Dex 14, Con 11, Int 14, Wis 13, Cha 13
Skills and Feats: Climb +6, Craft (landscape gardening) +7, Diplomacy +8, Hide -2 (+2 in woods or forests), Iaijutsu Focus +8, Intimidate +6, Jump +6, Perform (tea ceremony) +6, Ride (horse) +9, Sense Motive +6, Speak Language (shou, spirit tongue, yuan-ti), Survival +3, Swim +2; Cleave, Exotic Weapon Proficiency (bastard sword), Improved Sunder, Mounted Combat, Power Attack, Weapon Focus (bastard sword)
Special Qualities: Bamboo spirit folk traits: +2 racial bonus to Survival checks; +4 racial bonus to Hide checks in woods or forests; trackless step; low-light vision; +2 racial bonus on saves against earth, rock, stone or wood spells and spell-like abilities; speak with animals 1/day for 1 minute
Possessions: Ancestral daisho (+1 wo dao and masterwork duan jian), masterwork lamellar, masterwork heavy wooden shield, uma-yari, [Ipotion of bull’s strength, haori of resistance +1[/i], light warhorse, military saddle. 1,263 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Hu Tieh: Male Mountain Spirit Folk Mnk9/Weightless Foot* 7; CR 16; Medium-size Humanoid (Spirit); HD 16d8+32; hp 107; Init +3; Spd 60 ft., climb 30 ft.; AC 24 (touch 21, flat-footed 19); Base Atk +13; Grp +16; Atk +16 melee (1d10+3, unarmed strike) or +18 melee (1d6+5, +2 ki focus quarterstaff) or +19 ranged (1d8+1/19-20, +1 light crossbow); Full Atk +16/+11/+6 melee (1d10+3, unarmed strike) or +15/+15/+10/+5 melee (1d10+3, unarmed strike) or +18/+13/+8 melee (1d6+5, +2 ki focus quarterstaff) or +19 ranged (1d8+1/19-20, +1 light crossbow); Face/Reach 5 ft./5 ft.; SA Flurry of blows; SQ Mountain spirit folk traits, still mind, ki strike, slow fall, purity of body, wholeness of body, improved evasion, light step, acrobatics, trackless step, dry feet, purity of mind, uncanny step, light as a feather; AL LG; SV Fort +13, Ref +18, Will +19; Str 16, Dex 20, Con 15, Int 13, Wis 21, Cha 12
Skills and Feats: Balance +36, Climb +29, Concentration +8, Diplomacy +7, Escape Artist +10, Hide +10, Iaijutsu Focus +8, Jump +35, Knowledge (religion) +7, Listen +7, Move Silently +30, Sense Motive +9, Speak Language (spirit tongue, shou, auran), Spot +7, Swim +9, Tumble +40; Combat Expertise, Deflect Arrows, Dodge, Improved Unarmed Strike, Iron Will, Ki Shout, Mobility, Point Blank Shot, Shot on the Run, Spring Attack, Stunning Fist, Whirlwind Attack
Special Qualities: Mountain spirit folk traits: climb speed of 30 ft. (+8 racial bonus on any Climb check, must make a Climb check to climb a wall or slope with a DC of more than 0 but can always choose to take 10 on a Climb check, even if distracted or endangered, can double the climb speed by making a Climb check at a –5 penalty, retain their Dex bonus to AC while climbing and opponents get no special bonus to attack while climbing); +2 racial bonus to Balance, Jump and Tumble checks; low-light vision; speak with animals (birds only) 1/day for 1 minute. Flurry of blows, still mind (+2 on saves vs. enchantments), ki strike (magic), slow fall (50 ft.), purity of body (immune to disease), wholeness of body (18 hp), improved evasion. Light step, acrobatics, trackless step, dry feet 4/day, purity of mind, uncanny step, light as a feather 4/day.
Possessions: Bracers of armor +3, +2 ki focus quarterstaff, +1 light crossbow, 20 bolts, periapt of wisdom +4, gloves of dexterity +2, haori of resistance +3, winged tabi. 2,065 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

* Found in Dragon Magazine #289.


K’ai Hua Liu: Female Shou Human Ftr9; CR 9; Medium-size Humanoid; HD 9d10+9; hp 63; Init +5; Spd 30 ft.; AC 20 (touch 16, flat-footed 16); Base Atk +9; Grp +12; Atk +14 melee (1d6+6/17-20, +1 cutlass) or +13 melee (1d4+4/19-20, +1 dagger) or +15 ranged (1d8/19-20, masterwork light crossbow); Full Atk +12/+7 melee (1d6+6/17-20, +1 cutlass) and +11/+6 melee (1d4+2/19-20, +1 dagger) or +15 ranged (1d8/19-20, masterwork light crossbow); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +8, Ref +9, Will +5; Str 16, Dex 20, Con 12, Int 14, Wis 13, Cha 10
Skills and Feats: Balance +10, Climb +8, Intimidate +6, Jump +8, Profession (sailor) +10, Ride (horse) +11, Speak Language (shou, aquan, spirit tongue), Swim +13; Combat Expertise, Dodge, Greater Weapon Focus (cutlass), Improved Critical (cutlass), Improved Two-Weapon Fighting, Skill Focus (Profession [sailor]), Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (cutlass), Weapon Specialization (cutlass)
Possessions: +1 leather scale, +1 cutlass, +1 dagger, masterwork light crossbow, 20 bolts, potion of water breathing, ring of protection +1, haori of resistance +1, Asahina’s feather token (swan boat). 1,662 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


YuYa Mao: Female Cat Hengeyokai Ftr9; CR 9; Medium-size Humanoid (Shapechanger); AL CG; three alternate forms.
Human Form: HD 9d10; hp 54; Init +6; Spd 30 ft.; AC 18 (touch 18, flat-footed 13); Base Atk +9; Grp +12; Atk +13 melee (1d8+5/19-20, +1 jian) or +13 melee (1d6+5/19-20, +1 duan jian); Full Atk +11/+6 melee (1d8+5/19-20, +1 jian) and +11/+6 melee (1d6+5/19-20, +1 duan jian); Face/Reach 5 ft./5 ft.; SQ Hengeyokai traits; SV Fort +6, Ref +9, Will +3; Str 14, Dex 22, Con 10, Int 14, Wis 10, Cha 15
Skills and Feats: Balance +10, Climb +8, Handle Animal +9, Intimidate +8, Jump +11, Ride (horse) +14, Speak Language (hengeyokai, shou, goblin, spirit tongue), Swim +8; Dodge, Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword), Weapon Focus (short sword), Weapon Specialization (short sword)
Special Qualities: Hengeyokai (cat) traits: alternate form 10/day.
Hybrid Form: HD 9d10; hp 54; Init +7; Spd 30 ft.; AC 19 (touch 19, flat-footed 13); Base Atk +9; Grp +12; Atk +13 melee (1d8+5/19-20, +1 jian) or +13 melee (1d6+5/19-20, +1 duan jian); Full Atk +11/+6 melee (1d8+5/19-20, +1 jian) and +11/+6 melee (1d6+5/19-20, +1 duan jian); Face/Reach 5 ft./5 ft.; SQ Hengeyokai traits; SV Fort +6, Ref +9, Will +3; Str 14, Dex 24, Con 10, Int 14, Wis 10, Cha 15
Skills and Feats: Balance +15, Climb +8, Handle Animal +9, Intimidate +8, Jump +11, Ride (horse) +15, Speak Language (hengeyokai, shou, goblin, spirit tongue), Swim +8; Dodge, Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword), Weapon Focus (short sword), Weapon Specialization (short sword)
Special Qualities: Hengeyokai (cat) traits: alternate form 10/day; low-light vision; cat empathy.
Cat Form: Tiny Humanoid (Shapechanger); HD 9d10; hp 54; Init +2; Spd 30 ft.; AC 14 (touch 14, flat-footed 12); Base Atk +9; Grp +1; Atk +5 melee (1d2-4, claw); Full Atk +5 melee (1d2-4, 2 claws) and +0 melee (1d3-4, bite); Face/Reach 2 ½ ft./0 ft.; SQ Hengeyokai traits; SV Fort +6, Ref +5, Will +3; Str 3, Dex 15, Con 10, Int 14, Wis 10, Cha 15
Skills and Feats: Balance +6, Climb +3, Disguise +12, Handle Animal +9, Intimidate +8, Jump +7, Ride (horse) +10, Speak Language (hengeyokai, shou, goblin, spirit tongue), Swim +4; Dodge, Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword), Weapon Focus (short sword), Weapon Specialization (short sword)
Special Qualities: Hengeyokai (cat) traits: alternate form 10/day; low-light vision; cat empathy;, +10 bonus on Disguise checks as an animal.
Possessions: Bracers of armor +2, +1 jian, +1 duan jian, potion of cat’s grace, potion of cure serious wounds, Yasuki’s fursohiki sack. 325 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Hu: Male Human Shou Weretiger Ftr14; CR 18; Medium-size Humanoid (Shapechanger); AL NG; three alternate forms.
Human Form: HD 14d10+28 plus 6d8+24; hp 165; Init +2; Spd 30 ft.; AC 22 (touch 14, flat-footed 20); Base Atk +18; Grp +23; Atk +27 melee (2d6+13/17-20, +2 keen greatsword) or +21 ranged (1d8+6/x3, +1 composite [+5] dai-kyu); Full Atk +27/+22/+17 melee (2d6+13/17-20, +2 keen greatsword) or +21/+16/+11 ranged (1d8+6/x3, +1 composite [+5] dai-kyu); Face/Reach 5 ft./5 ft.; SQ Alternate form, tiger empathy, low-light vision, scent; AL NG; SV Fort +18, Ref +13, Will +12; Str 21, Dex 14, Con 14, Int 12, Wis 14, Cha 13
Skills and Feats: Balance +8, Climb +11, Handle Animal +11, Hide +8, Intimidate +11, Jump +14, Listen +7, Move Silently +8, Ride (horse) +11, Speak Language (shou, giant), Spot +7, Swim +13; Alertness, Cleave, Dodge, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Natural Attack (bite), Improved Natural Attack (claw), Iron Will, Mobility, Point Blank Shot, Power Attack, Shot on the Run, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Special Qualities: Alternate form, +2 natural armor, tiger empathy, low-light vision, scent.
Hybrid Form: Large-size Humanoid (Shapechanger); HD 14d10+28 plus 6d8+24; hp 165; Init +4; Spd 30 ft.; AC 20 (touch 15, flat-footed 16); Base Atk +18; Grp +29; Atk +28 melee (1d8+11, claw); Full Atk +28 melee (1d8+11, 2 claws) and +23 melee (2d6+5, bite); Face/Reach 10 ft./10 ft.; SA Curse of lycanthropy; SQ Alternate form, DR 10/silver, tiger empathy, low-light vision, scent; AL NG; SV Fort +20, Ref +15, Will +12; Str 33, Dex 18, Con 18, Int 12, Wis 14, Cha 13
Skills and Feats: Balance +11, Climb +18, Handle Animal +11, Hide +11, Intimidate +11, Jump +21, Listen +7, Move Silently +11, Ride (horse) +11, Speak Language (shou, giant), Spot +7, Swim +21; Alertness, Cleave, Dodge, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Natural Attack (bite), Improved Natural Attack (claw), Iron Will, Mobility, Point Blank Shot, Power Attack, Shot on the Run, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Special Qualities: Alternate form, curse of lycanthropy, damage reduction 10/silver, +5 natural armor, tiger empathy, low-light vision, scent.
Tiger Form: Large-size Humanoid (Shapechanger); HD 14d10+28 plus 6d8+24; hp 165; Init +4; Spd 40 ft.; AC 18 (touch 13, flat-footed 14); Base Atk +18; Grp +29; Atk +28 melee (1d8+11, claw); Full Atk +28 melee (1d8+11, 2 claws) and +23 melee (2d6+5, bite); Face/Reach 10 ft./5 ft.; SA Pounce, improved grab, rake, curse of lycanthropy; SQ Alternate form, DR 10/silver, tiger empathy, low-light vision, scent; AL NG; SV Fort +18, Ref +13, Will +10; Str 33, Dex 18, Con 18, Int 12, Wis 14, Cha 13
Skills and Feats: Balance +11, Climb +18, Handle Animal +11, Hide +11 (+15 in tall grass or heavy undergrowth), Intimidate +11, Jump +21, Listen +7, Move Silently +11, Ride (horse) +11, Speak Language (shou, giant), Spot +7, Swim +21; Alertness, Cleave, Dodge, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Natural Attack (bite), Improved Natural Attack (claw), Iron Will, Mobility, Point Blank Shot, Power Attack, Shot on the Run, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Special Qualities: Alternate form, curse of lycanthropy, damage reduction 10/silver, improved grab, +5 natural armor, pounce, rake (+28 to attack, 1d8+5 to damage), tiger empathy, low-light vision, scent.
Possessions: +3 leather scale, +2 keen greatsword, +1 composite [+5] dai-kyu, 20 arrows, quiver, ring of protection +2, potion of cure serious wounds, potion of protection from fire, haori of resistance +2. 1,064 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Nan Wu: Male Shou Human Wu Jen 19; CR 19; Medium-size Humanoid; HD 19d4+19; hp 23; Init +3; Spd 30 ft.; AC 23 (touch 15, flat-footed 20); Base Atk +9; Grp +10; Atk +10 melee (1d6+1, staff of abjuration) or +11 melee (1d4+2/19-20, +1 dagger) or +10 melee (1d3+1, unarmed strike); Full Atk +10 melee (1d6+1, staff of abjuration) or +11 melee (1d4+2/19-20, +1 dagger) or +10 melee (1d3+1, unarmed strike); Face/Reach 5 ft./5 ft.; SQ Sudden action, elemental mastery, spell secrets, taboos; AL N; SV Fort +7, Ref +9, Will +14; Str 12, Dex 16, Con 13, Int 31, Wis 16, Cha 13
Skills and Feats: Concentration +23 (+27 when casting defensively), Craft (alchemy) +20, Craft (calligraphy) +20, Knowledge (arcana) +32, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +18, Knowledge (geography) +18, Knowledge (history-Shou Lung) +21, Knowledge (local) +21, Knowledge (nature) +18, Knowledge (nobility and royalty) +18, Knowledge (religion) +18, Knowledge (spirits) +22, Profession (scribe) +13, Speak Language (shou, draconic, dwarven, giant, goblin, kozakuran, spirit tongue, vanara), Spellcraft +34; Combat Casting, Craft Staff, Craft Wondrous Item, Forge Ring, Improved Unarmed Strike, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell
Special Qualities: Sudden action, elemental mastery (metal), spell secrets (extended invisibility, enlarged fireball, extended hold monster, stilled disintegrate, stilled imprisonment), taboos (must make daily offerings of metals to spirit powers, cannot wear gray, cannot sit facing north, must shave body of all hair, cannot eat meat slain by metal weapons or tools).
Wu Jen Spells Prepared (4/7/7/6/6/6/6/5/4/4; base DC = 20 + spell level; caster level 19th): 0-detect magic, mage hand, open/close, read magic; 1st-animate rope, comprehend languages, disguise self, elemental burst, iron scarf, magic missile, secret signs; 2nd-arcane lock, detect thoughts, misdirection, protection from arrows, resist energy, spider climb, whispering wind; 3rd-[]Ianimate fire, dispel magic, displacement, haste, magnetism, suggestion[/i]; 4th-dancing blade, dimension door, elemental ward, minor creation, polymorph, shout; 5th-dominate person, major creation, persistent image, telekinesis, wall of force; 6th-globe of invulnerability, lightning blade (quickened), repulsion, spirit needle, summon monster VI, wall of iron; 7th-commune with greater spirit, decapitating scarf, delayed blast fireball, fire breath (silent, stilled), greater teleport; 8th-antipathy, minute form, polymorph any object, power word stun; 9th-dominate monster, etherealness, summon monster IX, time stop.
Possessions: Bracers of armor +6, staff of abjuration (25 charges), +1 dagger, wand of magic missile (9th) (10 charges), wand of cat’s grace (21 charges), amulet of natural armor +2, ring of protection +2, gong of opening (5 charges), ring of invisibility, headband of intellect +6, ioun stone (deep red sphere), potion of fox’s cunning, potion of cure moderate wounds x 2, scroll: alter self, locate object, see invisibility, scroll: spirit binding, scroll: dancing blade, metal skin, arcane comprehensive book lot (+4 circumstance bonus to Knowledge [arcana]), general book lot (+1 circumstance bonus to all Knowledge skills). 1,633 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#406

zombiegleemax

Jun 24, 2004 10:22:43
Any chance of getting stats on the Knights of Myth Drannor in their heyday? I believe the following is a complete list of this adventuring group:

Doust Sulwood
Dove Falconhand
Florin Falconhand
Illistyl Elventree
Islif Lurelake
Jelde Asturien
Jhessail Silvertree
Lanseril Snowmantle
Merith Strongbow
Rathan Thentraver
Sharantyr
Torm

GG, I am here to challenge you.

Thanks and keep up the great work!
#407

zombiegleemax

Jun 24, 2004 10:40:55
If you try some of the earlier pages , they are already on..

take a peek at the index on page 1, GG has done some top work..
#408

green_giant_02

Jun 25, 2004 19:31:03
Here are two character requests. Enjoy.



Bowgentle: Male Illuskan Human Wiz15/Rgr5 of Mystra; CR 20; Medium-size Humanoid; HD 15d4-30 plus 5d8-10; hp 22; Init +4; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +12; Grp +11; Face/Reach 5 ft./5 ft.; SA Favored enemy (dragon, undead); SQ Wild empathy, animal companion; AL NG; SV Fort +7, Ref +9, Will +13; Str 8, Dex 10, Con 7, Int 23, Wis 17, Cha 15
Skills and Feats: Climb +4, Concentration +16, Craft (alchemy) +16, Decipher Script +16, Handle Animal +7, Heal +8, Hide +5, Knowledge (arcana) +24, Knowledge (dungeoneering) +11, Knowledge (geography) +16, Knowledge (history-the Lands of Intrigue) +16, Knowledge (local-Amn) +16, Knowledge (nature) +16, Knowledge (religion) +11, Knowledge (the planes) +11, Listen +10, Move Silently +5, Ride (horse) +8, Search +11, Speak Language (common, illuskan, chondathan, draconic, elven, gnome, orc, sylvan), Spellcraft +26, Spot +10, Survival +8 (+10 underground, avoid getting lost, aboveground, other planes and follow tracks); Alertness, Brew Potion, Combat Expertise, Craft Wand, Craft Wondrous Item, Dodge, Endurance, Enlarge Spell, Extend Spell, Heighten Spell, Improved Counterspell, Improved Iniative, Scribe Scroll, Track, Two-Weapon Fighting
Special Qualities: Wild empathy +9, favored enemy (dragon +4, undead +2), animal companion.
Wizard Spells Prepared (4/6/6/5/5/5/4/2/1; base DC = 16 + spell level; caster level 15th).
Ranger Spells Prepared (1; base DC = 12 + spell level; caster level 2nd).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Ecamane Truesilver: Male Chondathan Human Wiz20/Acm5/Wonderworker 3; CR 28; Medium-size Humanoid; HD 25d4+50 plus 3d6+6; hp 131; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +13; Grp +13; Face/Reach 5 ft./5 ft.; SQ Archmage high arcana, enhanced Intelligence, enhanced Wisdom; AL NG; SV Fort +12, Ref +13, Will +22; Str 10, Dex 17, Con 15, Int 30, Wis 20, Cha 18
Skills and Feats: Concentration +33 (+37 when casting defensively), Craft (alchemy) +25, Decipher Script +25, Diplomacy +19, Heal +11, Knowledge (arcana) +41, Knowledge (architecture and engineering) +20, Knowledge (dungeoneering) +20, Knowledge (geography) +20, Knowledge (history-the North) +25, Knowledge (local-Silverymoon) +25, Knowledge (nature) +25, Knowledge (nobility and royalty) +20, Knowledge (religion) +25, Knowledge (the planes) +25, Perform (sing) +9, Profession (herbalist) +15, Search +18 (+20 with secret or hidden doors), Sense Motive +14, Speak Language (common, chondathan, auran, celestial, draconic, dwarven, elven, goblin, illuskan, orc, sylvan, thorass), Spellcraft +48; Celestial Familiar, Combat Casting, Craft Staff, Craft Wondrous Item, Empower Spell, Epic Spellcasting, Gift of Discernment, Heighten Spell, Improved Spell Capacity, Intuitive Attack, Knight of Stars, Leadership, Negotiator, Quicken Spell, Sacred Vow, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (evocation)
Special Qualities: Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), arcane reach, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (4/7/7/6/6/6/6/5/5/4/3; base DC = 20 + spell level; DC 21 + spell level with abjuration and evocation spells; caster level 25th).
Epic Spells Per Day: 3
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown
#409

green_giant_02

Jun 27, 2004 21:52:50
Here is the Sultana of Hiyal and her court. Enjoy.



Sultana Alurah bint Asrah: Female Zakharan Human Ari10/Rog4/Ftr4; CR 17; Medium-size Humanoid; HD 10d8 plus 4d6 plus 4d10; hp 84; Init +10; Spd 30 ft.; AC 26 (touch 11, flat-footed 20); Base Atk +14; Grp +15; Atk +22 melee (1d3+3/15-20, +2 keen jambiya of deadly precision); Full Atk +22/+17/+12 melee (1d3+3/15-20, +2 keen jambiya of deadly precision); Face/Reach 5 ft./5 ft.; SA Sneak Attack; SQ Trapfinding, evasion, trap sense, uncanny dodge; AL NE; SV Fort +15, Ref +20, Will +16; Str 12, Dex 22, Con 10, Int 16, Wis 14, Cha 22
Skills and Feats: Appraise +9, Bluff +28, Climb +6, Diplomacy +28, Forgery +13, Gather Information +28, Hide +9, Intimidate +21, Jump +8, Knowledge (local-Hiyal) +17, Knowledge (nobility and royalty) +13, Move Silently +9, Ride (camel) +11, Sense Motive +21, Sleight of Hand +12, Speak Language (midani, elven, gnome, terran), Swim +6, Tumble +12; Combat Expertise, Dodge, Flick of the Wrist, Improved Feint, Improved Iniative, Leadership, Negotiator, Persuasive, Quick Draw, Resist Poison, Weapon Finesse
Special Qualities: Sneak attack +2d6, trapfinding, evasion, trap sense +1, uncanny dodge.
Possessions: +2 keen jambiya of deadly precision, bracers of armor +5, ring of defense +5*, ring of freedom of movement, amulet of proof against detection and location (concealed wizardry), gloves of dexterity +6, turban of persuasion, dolman of cooling, anklets of luck (as luck blade except golden anklets) (2 wishes), rod of splendor. 15,846 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Dolman of Cooling: This loose, floor length robe with sleeves adorned with billowing winds and clouds provides the wearer with fire resistance 5 and protection from the effects of hot environments.
Faint abjuration; CL 3rd; Craft Wondrous Item, endure elements; Price 2,000 gp; Cost 1,000 gp + 80 xp.

Concealed Wizardry: This special ability can be added to any magic item effectively concealing its magical aura. Spells such as analyze dweomer, identify, and legend lore work normally.
Faint illusion (cloaked); CL 3rd; Craft Wondrous Item, misdirection; Price +12,000 gp

* Found in Dragon Magazine #290.



Prince Anjar bin Alurah: Male Zakharan Human Ftr8/Blk4 of Najm; CR 12; Medium-size Humanoid; HD 12d10+36; hp 106; Init +1; Spd 20 ft.; AC 20 (touch 12, flat-footed 18); Base Atk +12; Grp +17; Atk +20 melee (2d4+9/15-20, +1 keen great scimitar) or +14 ranged (1d6+5/x3, masterwork composite [+5] short bow); Full Atk +20/+15/+10 melee (2d4+9/15-20, +1 keen great scimitar) or +14 ranged (1d6+5/x3, masterwork composite [+5] short bow); Face/Reach 5 ft./5 ft.; SA Smite good, command undead, sneak attack; SQ Aura of evil, detect good, poison use, aura of despair; AL LE; SV Fort +16, Ref +7, Will +8; Str 23, Dex 13, Con 17, Int 15, Wis 14, Cha 14
Skills and Feats: Climb +11, Diplomacy +5, Handle Animal +7, Hide +8, Intimidate +12, Jump +11, Knowledge (religion) +7, Profession (commander) +7, Ride (camel) +13, Speak Language (midani, gnome, infernal), Swim +8; Blind-Fight, Cleave, Combat Brute, Divine Might, Improved Bull Rush, Improved Sunder, Mounted Combat, Ride-By Attack, Power Attack, Weapon Focus (great scimitar [falchion]), Weapon Specialization (great scimitar [falchion])
Special Qualities: Aura of evil (aura equals blackguard level), detect good at will, poison use, dark blessing (Cha bonus to saving throws), smite good 1/day (+2 to attack, +4 to damage), command undead as 2nd-level cleric (+2 to command checks) 5/day, aura of despair (-2 penalty to saving throws for enemies within 10 ft.), sneak attack +1d6.
Blackguard Spells Prepared (2/2; base DC = 12 + spell level; caster level 4th): 1st-cause fear, cure light wounds; 2nd-darkness, eagle’s splendor.
Possessions: +1 keen great scimitar, +2 shadow lamellar, masterwork composite [+5] short bow, 20 arrows, quiver, gauntlets of ogre power, potion of heroism, potion of endure elements x2, ring of protection +1, aba of resistance +1, war camel, exotic military saddle, golden holy symbol (Najm). 1,464 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Prince Omar bin Alurah: Male Zakharan Human Sha’ir 14; CR 14; Medium-size Humanoid; HD 14d4+28; hp 64; Init +2; Spd 30 ft.; AC 16 (touch 13, flat-footed 14); Base Atk +7; Grp +8; Atk +9 melee (1d3+1/18-20, masterwork jambiya); Full Atk +9 melee (1d3+1/18-20, masterwork jambiya); Face/Reach 5 ft./5 ft.; SQ Summon gen familiar, recognize genie works, elemental protection, call janni, elemental travel, call genie, craft genie prison; AL NE; SV Fort +6, Ref +6, Will +11; Str 13, Dex 15, Con 14, Int 16, Wis 15, Cha 25
Skills and Feats: Bluff +12, Concentration +17 (+21 when casting defensively), Craft (alchemy) +8, Decipher Script +8, Diplomacy +28, Knowledge (arcana) +18, Knowledge (nobility and royalty) +8, Knowledge (the planes) +10, Listen +7, Sense Motive +7, Speak Language (midani, draconic, gnome, ignan), Spellcraft +20; Combat Casting, Craft Wondrous Item, Empower Spell, Energy Substitution (fire), Scribe Scroll, Spell Penetration
Special Qualities: Summon gen familiar (efreetkin, Ala’i), recognize genie works +14, elemental protection, call janni, elemental travel 1/day, call genie, craft genie prison.
Sha'ir Spells Known (5/7/7/7/6/5/5/4; base DC = 17 + spell level; caster level 14th): 0–detect magic, electrice jolt, flare, mage hand, message, prestidigitation, read magic, ray of frost, resistance; 1st–alarm, charm person, burning hands, disguise self, feather fall, magic missile, protection from good, ray of enfeeblement, shield; 2nd–detect thoughts, false life, heat metal, invisibility, protection from arrows, pyrotechnics, scorching ray; 3rd–dispel magic, displacement, fireball, fly, gaseous form, wind wall; 4th–charm monster, dimension door, lesser globe of invulnerability, polymorph, shout; 5th–cone of cold, hold monster, major creation, mirage arcana; 6th–create undead, flesh to stone, summon monster VI; 7th–fire storm, greater teleport.
Possessions: Masterwork jambiya, bracers of armor +3, ring of protection +1, aba of charisma +4, wand of fireball (5th) (22 charges), potion of cure serious wounds. Jalas (female efreeti). 1,996 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Imam Raman bin Alurah min-Najm: Male Zakharan Human Clr12/Dis4 of Najm; CR 16; Medium-size Humanoid; HD 16d8+16; hp 91; Init +2; Spd 20 ft.; AC 23 (touch 14, flat-footed 21); Base Atk +12; Grp +13; Atk +14 melee (1d8+2, +1 heavy mace) or +15 ranged (1d6/19-20, masterwork shortbow); Full Atk +14/+9/+4 melee (1d8+2, +1 heavy mace) or +15/+10/+5 ranged (1d6/19-20, masterwork shortbow); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Aura of evil, divine emissary, sacred defense, imbue with spell ability; AL LE; SV Fort +16, Ref +10, Will +23; Str 12, Dex 15, Con 12, Int 14, Wis 26, Cha 13
Skills and Feats: Concentration +17, Diplomacy +12, Heal +16, Knowledge (arcana) +7, Knowledge (history-the Heart) +7, Knowledge (religion) +18, Knowledge (the planes) +7, Profession (administrator) +13, Sense Motive +13, Speak Language (midani, gnome, infernal), Spellcraft +20; Brew Potion, Craft Wondrous Item, Divine Vigor, Heighten Spell, Martial Weapon Proficiency (short bow), Sacred Spell, Scribe Scroll
Special Qualities: Aura of evil (aura equals cleric level), rebuke undead as 14th-level cleric (+2 to rebuke checks) 4/day. Divine emissary, sacred defense +2, imbue with spell ability.
Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/4+1/3+1; base DC = 18 + spell level; caster level 16th): 0–create water, detect magic, detect poison, guidance, purify food and drink, read magic; 1st–bless, command, cure light wounds, divine favor, doom, endure elements, entropic shield*, shield of faith; 2nd–aid, bull’s strength, calm emotions*, death knell, enthrall, hold person, silence, spiritual weapon; 3rd–contagion, cure serious wounds, create food and water, dispel magic, magic circle against good*, magic vestment, prayer, remove disease; 4th–air walk, death ward, greater magic weapon, neutralize poison, order’s wrath*, poison, weapon of the deity; 5th–break enchantment*, commune, flame strike, greater command, righteous might, spell resistance; 6th-banishment, energy vortex (sacred, CD), heal, mislead*, word of recall; 7th-bestow curse (heightened), destruction, righteous wrath of the faithful (CD), spell turning*, summon monster VII; 8th-antimagic field, blade barrier (sacred), mass inflict critical wounds, unholy aura*
*Domain spell. Deity: Najm. Domains: Evil (cast evil spells at +1 caster level), Law (cast law spells at +1 caster level), Luck (1/day, reroll a die roll once after it is made).
Possessions: +1 sacred brigandine, +2 heavy steel shield, +1 heavy mace, masterwork shortbow, 20 arrows, quiver, aba of resistance +3, periapt of wisdom +4, pearl of power (1st), pearl of power (3rd), potion of protection from fire, potion of protection from cold, elixir of truth, potion of cure moderate wounds x 2, ring of protection +2, scroll: summon monster IV, greater command, destruction, scroll: cure serious wounds, death ward, flame strike, staff of true belief (8 charges), turban of disguise, golden holy symbol (Najm). 2,187 gp, 9 sp, 2 cp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Princess Hannah bint Alurah: Female Zakharan Human Pal12 of Najm; CR 12; Medium-size Humanoid; HD 12d10+24; hp 94; Init +2; Spd 20 ft.; AC 22 (touch 13, flat-footed 20); Base Atk +12; Grp +16; Atk +17 melee (1d8+4/x3, masterwork lance) or +18 melee (1d6+5/18-20, +1 defending scimitar) or +15 ranged (1d8/19-20, masterwork light crossbow); Full Atk +17 melee (1d8+4/x3, masterwork lance) or +18/+13/+8 melee (1d6+5/18-20, +1 defending scimitar) or +15 ranged (1d8/19-20, masterwork light crossbow); Face/Reach 5 ft./5 ft.; SA Smite evil, turn undead; SQ Aura of good, detect evil, divine grace, lay on hands, aura of courage, divine health, special mount, remove disease; AL LG; SV Fort +16, Ref +11, Will +13; Str 18, Dex 15, Con 15, Int 13, Wis 16, Cha 19
Skills and Feats: Diplomacy +20, Handle Animal +10, Heal +9, Knowledge (nobility and royalty) +7, Knowledge (religion) +11, Profession (marshal) +9, Ride (horse) +14, Search +6, Sense Motive +11, Speak Language (midani, gnome); Mounted Combat, Negotiator, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus (scimitar)
Special Qualities: Aura of good (aura equals paladin level), detect evil at will, smite evil 3/day (+4 to attack, +12 to damage), divine grace (Cha bonus to saving throws), lay on hands (cure 48 hp a day), divine health (immune to all diseases including mummy rot and lycanthropy), aura of courage (immune to fear, allies within 10 ft. gain a +4 morale bonus to saving throws against fear effects), special mount, turn undead as 9th level cleric (+2 to turning checks) 7/day, remove disease 3/week.
Paladin Spells Prepared (2/2/2; base DC = 13 + spell level; caster level 6th): 1st-divine favor, endure elements; 2nd-bull’s strength, zone of truth; 3rd-discern lies, magic circle against evil.
Possessions: +1 lamellar, +1 heavy steel shield, masterwork lance, +1 defending scimitar, masterwork light crossbow, 20 bolts, ring of protection +1, aba of charisma +2, goggles of minute seeing, necklace of fireballs (type I), oil of keen edge, potion of cure light wounds x 2, pearl of power (2nd), military saddle, golden holy symbol (Najm). 1,749 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Princess Alurah bin Alurah: Female Zakharan Human Sha’ir 10; CR 10; Medium-size Humanoid; HD 10d4+10; hp 36; Init +2; Spd 30 ft.; AC 16 (touch 14, flat-footed 13); Base Atk +5; Grp +5; Atk +6 melee (1d3+1/18-20, +1 jambiya); Full Atk +6 melee (1d3+1/18-20, +1 jambiya); Face/Reach 5 ft./5 ft.; SQ Summon gen familiar, recognize genie works, elemental protection, call janni, elemental travel; AL CE; SV Fort +6, Ref +8, Will +10; Str 10, Dex 16, Con 13, Int 15, Wis 13, Cha 20
Skills and Feats: Bluff +10, Concentration +11, Diplomacy +21, Gather Information +10, Knowledge (arcana) +12, Knowledge (nobility and royalty) +7, Sense Motive +6, Speak Language (midani, auran, gnome), Spellcraft +14; Craft Wondrous Item, Enlarge Spell, Extend Spell, Scribe Scroll, Skill Focus (Gather Information)
Special Qualities: Summon gen familiar (djinnling, Pin), recognize genie works +10, elemental protection, call janni, elemental travel 1/day.
Sha'ir Spells Known (5/7/6/6/6/5; base DC = 15 + spell level; caster level 10th): 0–dancing lights, daze, detect magic, electric jolt, light, mage hand, prestidigitation, read magic, ray of frost; 1st–animate rope, charm person, entropic shield, identify, magic missile, obscuring mist, unseen servant; 2nd–detect thoughts, eagle’s splendor, gust of wind, invisibility, whispering wind; 3rd–fly, lightning bolt, suggestion, wind wall; 4th–lesser geas, polymorph, scrying; 5th–dominate person, teleport.
Possessions: +1 jambiya, elemental gem (air), ring of protection +1, aba of resistance +2, bracers of armor +2, potion of blur, potion of cure serious wounds. 396 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Tocka: Male Zakharan Gnome Rog6/Holy Slayer 4 of the Gilded Palm; CR 10; Small-size Humanoid; HD 6d6+12 plus 4d8+8; hp 61; Init +4; Spd 20 ft.; AC 16 (touch 16, flat-footed 12); Base Atk +7; Grp +3; Atk +10 melee (1d4+3/19-20, +1 venomous dagger); Full Atk +10/+5 melee (1d4+3/19-20, +1 venomous dagger); Face/Reach 5 ft./5 ft.; SQ Gnome Traits; AL NE; SV Fort +5, Ref +10, Will +7; Str 10, Dex 18, Con 15, Int 14, Wis 12, Cha 12
Skills and Feats: Balance +12, Bluff +7, Climb +6, Craft (poisonmaking) +8, Disable Device +8, Disguise +7 (+9 acting), Escape Artist +10, Gather Information +9, Hide +19, Intimidate +11, Jump +8, Knowledge (local-Hiyal) +8, Knowledge (religion) +5, Listen +5, Move Silently +15, Open Lock +10, Search +8, Sleight of Hand +12, Speak Language (gnome, midani, dwarven, halfling), Spot +3, Tumble +12; Arterial Strike, Dodge, Poison Specialization (ingested)*, Weapon Focus (dagger), Weapon Specialization (dagger)
Special Qualities: Gnomish Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, weapon familiarity (treat gnome hooked hammers as martial weapons), +2 racial bonus on saving throws against illusions, +1 to DC on saves against illusions, low-light vision, +2 racial bonus on Listen checks, +4 dodge bonus against giants, +2 racial bonus on Craft (alchemy) checks, spell-like abilities – 1/day speak with animals (one minute duration with burrowing animals), dancing lights, ghost sound, prestidigitation. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge. Poison use, skill bonus +4, faithful resolve.
Possessions: +1 venomous dagger, jellaba of concealment, ring of protection +1, slippers of soft movement. 698 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


* Found in Dragon Magazine #303.
#410

zombiegleemax

Jun 30, 2004 6:29:04
Here are the Weaponmasters of Menzobarrenson

Zaknafein Do'Urden: Male Drow Fighter 20/ Rogue 3; CR 24; Medium-Size Humanoid; HD 20d10+52 plus 4d6+16; hp 134, Init +12, Spd 30 ft.; AC 24, Touch 22, Flat-Footed 22; Base Atk +20, Grp +20; Face/Reach 5 ft./ 5 ft.; SA Sneak Attack +2d6; SQ Drow Traits, Evasion, Uncanny Dodge; AL CN; SV Fort +17, Ref +22, Will +16; Str 16, Dex 24, Con 17, Int 18, Wis 15, Cha 13.

Skills and Feats: Balance +16, Bluff +3, Climb +12, Disable Device +12, Escape Artist +5, Handle Animal +11, Hide +18, Intimidate +5, Jump +13, Knowledge (Menzobarrenzen-Local) +13, Knowledge (Menzobarrenzen-History) +6, Knowledge (Nobility and Royalty) +11, Knowledge (Religion) +5, Listen +12, Move Silently +15, Pick Pocket +5, Ride (lizard) +8, Search +10, Sense Motive +11, Speak Language (Drow, Drow Sigh, Undercommon, Goblin, Orc), Search +8, Spot +9, Use Magic Devise +14, Tumble +20; Alertness, Ambidexterity, Blind-Fight, Combat Reflexes, Lightning Reflexes, Improved Initiative, Weapon Focus (longsword), Greater Weapon Focus (longsword), Weapon Specialization (longsword), Improved Critical (longsword), Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse (longsword), Dodge, Stealthy, Cleave, Expertise, Improved Disarm, Improved Trip, Quick Draw, Spring Attack, Skill Focus (Balance).

Drow Traits: Spell Resistance 34, +2 racial bonus to Will saves against Spells and Spell-Like Abilities, Spell-like Abilities, Darkvision 120 ft., Light Blindness, +2 Racial Bonus to Search, Spot, and Listen Checks, Immunity to magic sleep spells and affects, Light Blindness

Spell-like Abilities: 1/day-darkness, dancing lights, faerie fire

Possessions: +5 keen drowcraft longsword, +5 keen drowcraft longsword, +5 drowcraft armor, 5 light pellets, 3 sun pellets, +3 drowcraft hand crossbow, Do'Urden house insignia, greater pwafawi, +2 dagger, drow boots of elvenkind, 30 masterwork crossbow bolts.




Dantrag Baenre: Male Drow Fighter 17; CR 18; Medium-Size Humanoid; HD 18d10+43; hp 103; Init+10, Spd 30 ft.; AC 20, Touch 17, Flat-Footed 17; Base Atk +18, Grp +19; Face/Reach 5 ft./ 5 ft.; SQ Drow Traits; AL NE; SV Fort +15, Ref +21, Will +14; Str 15, Dex 20, Con 15, Int 16, Wis 14, Cha 17.

Skills and Feats: Balance +14, Climb +5, Gather Information +12, Handle Animal +8, Hide +10, Intimidate +11, Jump +6, Knowledge (Menzobarrenzen-Local) +13, Knowledge (Menzobarrenzen-History) +9, Knowledge (Nobility and Royalty) +14, Knowledge (Religion) +10, Listen +5, Move Silently +19, Ride (Lizard) +13, Speak Language (Drow, Drow Sigh, Undercommon, Goblin, Orc, Abyssel) Search +7, Sense Motive +13, Spot +5, Tumble +18; Alertness, Highborn Drow, Ambidexterity, Blind Fight, Weapon Focus (longsword), Greater Weapon Focus (longsword), Weapon Specialization (longsword), Improved Critical (Longsword), Combat Reflexes, Two-Weapon Fighting, Improved Two-Weapon Fighting, Dodge, Improved Initiative, Leadership, Quick Draw, Weapon Focus (hand crossbow), Stealthy.

Drow Traits: Spell Resistance 28, +2 racial bonus to Will saves against Spells and Spell-Like Abilities, Spell-like Abilities, Darkvision 120 ft., Light Blindness, +2 Racial Bonus to Search, Spot, and Listen Checks, Immunity to magic sleep spells and affects, Light Blindness

Spell-like Abilities: 1/day-darkness, dancing lights, faerie fire, detect magic, detect good, levitate

Possessions: +5 keen drowcraft longsword, +3 keen speed sentient longsword, +5 drowcraft chainmail, bracers of blinding strike, Baenre house insignia, greater Pwafawi, +2 dagger, drow boots of elvenkind, +1 drowcraft hand crossbow, 30 masterwork crossbow bolts



Berg'inyon Baenre: Male Drow Fighter 15; CR 16; Medium-Size Humanoid; HD 15d10+38; hp 98; Init+9, Spd 30 ft.; AC 18, Touch 16, Flat-Footed 18; Base Atk +17, Grp +18; Face/Reach 5 ft./ 5 ft.; SQ Drow Traits; AL NE; SV Fort 15, Ref +19, Will +13; Str 15, Dex 19, Con 14, Int 17, Cha 15.

Skills and Feats: Balance +11, Bluff +5, Climb +13, Handle Animal +19, Hide +10, Intimidate +9, Jump +5, Listen +4, Knowledge (Menzobarrenzen-Local) +11, Knowledge (Menzobarrenzen-History) +7, Knowledge (Nobility and Royalty) +14, Ride (lizard) +20, Speak Language (Drow, Drow Sigh, Undercommon, Goblin, Orc), Search +11, Sense Motive +15, Spot +9, Tumble +16; Alertness, Highborn Drow, Ambidexterity, Blind Fight, Weapon Focus (longsword), Weapon Focus (lance), Weapon Specialization (longsword), Improved Critical (longsword), Combat Reflexes, Two-Weapon Fighting, Mounted Combat, Dodge, Leadership, Quick Draw, Weapon Focus (hand crossbow), Stealthy.

Drow Traits: Spell Resistance 26, +2 racial bonus to Will saves against Spells and Spell-Like Abilities, Spell-like Abilities, Darkvision 120 ft., Light Blindness, +2 Racial Bonus to Search, Spot, and Listen Checks, Immunity to magic sleep spells and affects, Light Blindness

Spell-like Abilities: 1/day-darkness, dancing lights, faerie fire, detect magic, detect good, levitate

Possessions: +4 keen drowcraft longsword, +4 keen drowcraft longsword, +5 drowcraft chainmail, death lance, Baenre house insignia, greater Pwafawi, drow boots of elvenkind, +3 dagger, +1 drowcraft hand crossbow, 30 masterwork crossbow bolts,



Uthragental Barrison Del'Armigo: Male Drow Fighter 14/ Barbarien 5; CR 20; Medium-Size Humanoid; HD 14d10+67 plus 5d12+53; hp 167, Init+7, Spd 30 ft.; AC 26, Touch 24, Flat-Footed 25, Base Atk +24, Grp +26; Face/Reach 5 ft./ 5 ft.; SA Rage 2/day; SQ Uncanny Dodge, Drow Traits; AL CE; SV Fort +20, Ref +16, Will +9; Str 20, Dex 14, Con 20 , Int 12, Wis 11, Cha 13.

Skills and Feats: Balance +5, Climb +6, Hide +10, Intimidate +22, Jump +4, Knowledge (Religion) +4, Knowledge (Menzobarrenzen-Local) +7, Move Silently +3; Armor Proficency (Medium), Cleave, Combat Reflexes, Endurance, Exotic Weapon Proficency (Trident), Weapon Focus (Trident), Weapon Specialization (Trident), Improved Critical (Trident), Ambidexterity, Power Attack, Great Fortitude, Improved Bull Rush, Sunder, Toughness, Great Cleave, Blind-Fight.

Drow Traits: Spell Resistance 30, +2 racial bonus to Will saves against Spells and Spell-Like Abilities, Spell-like Abilities, Darkvision 120 ft., Light Blindness, +2 Racial Bonus to Search, Spot, and Listen Checks, Immunity to magic sleep spells and affects, Light Blindness

Spell-like Abilities: 1/day-darkness, dancing lights, faerie fire

Possessions: +3 trident of wounding, net of entanglement (functions like a rope of entanglement), +5 drowcraft half-plate of invulnerability, +1 dagger, Barrison Del'Armigo house insignia, greater pwafawi, drow boots of elvenkind
#411

zombiegleemax

Jun 30, 2004 6:39:35
I always though that Drizzts Father was a higher level fighter around 24 to 28, do all levels drop from 2e to 3E

also how come Wulfgar has a 19th strength in 2e yet still only 19 Strength in 3e, when the likes of other fighters from 2e has 23 and 22 strengthes..?
#412

green_giant_02

Jul 01, 2004 21:27:59
Nice work on the weaponmasters of Menzoberranzan, ramblin_chimp3.0. It's great to see others posting their own conversions. I was getting kinda of lonely. And now, some other characters. Here are the emperors of Shou Lung and T'u Lung, respectively. Enjoy.


Emperor Kai Tsao Shou Chin: Male Shou Human Samurai 10/Aristocrat 6; CR 15; Medium-size Humanoid; HD 10d10+10 plus 6d8+6; hp 106; Init +2; Spd 20 ft.; AC 33 (touch 17, flat-footed 31); Base Atk +14; Grp +18; Atk +21 melee (1d8+6/19-20, +2 soul of honor jian) or +20 melee (1d3+4, unarmed strike); Full Atk +21/+16/+11 melee (1d8+6/19-20, +2 soul of honor jian) or +20/+15/+10 melee (1d3+4, unarmed strike); Face/Reach 5 ft./5 ft.; SQ Ancestral daisho (honorable); AL LG; SV Fort +13, Ref +9, Will +16; Str 18, Dex 14, Con 13, Int 17, Wis 18, Cha 18
Skills and Feats: Bluff +10, Climb +5, Craft (calligraphy) +8, Craft (painting) +8, Diplomacy +26, Handle Animal +10, Iaijutsu Focus +14, Jump +5, Knowledge (nobility and royalty) +19, Knowledge (history-Shou Lung) +9, Knowledge (local-Wang Kuo) +9, Knowledge (religion) +9, Listen +9, Perform (oratory) +14, Profession (administrator) +12, Ride (horse) +12, Sense Motive +14, Speak Language (shou, draconic, dwarven, hengeyokai, spirit tongue), Spot +9, Survival +9, Swim +1; Armor Proficiency (heavy), Battlefield Inspiration, Cultured Courtier*, Combat Expertise, Dodge, Improved Disarm, Improved Unarmed Strike, Ki Shout, Leadership, Mounted Combat, Weapon Focus (longsword)
Possessions: Ancestral daisho (+3 jade jian and +3 obsidian duan jian), +2 soul of honor jian, +5 lamellar of presence, +2 heavy steel shield of spell resistance 15, haori of resistance +4, ring of protection +5, amulet of natural armor +2, gauntlets of oni power, minor pearl of protection from fire, figurine of wondrous power (golden lions). As ruler of Shou Lung, the emperor has access to many resources, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

*Dragon Magazine #315



Emperor Wai Gada Sinzu: Male Shou Human Wu Jen 9/Ari5; CR 13; Medium-size Humanoid; HD 9d4+18 plus 5d8+10; hp 75; Init +1; Spd 30 ft.; AC 19 (touch 14, flat-footed 18); Base Atk +7; Grp +10; Atk +12 melee (1d6+1, Ivory Wand of the Emperor); Full Atk +12/+7 melee (1d6+1, Ivory Wand of the Emperor); Face/Reach 5 ft./5 ft.; SQ Sudden action, elemental mastery, spell secrets, taboos; AL NE; SV Fort +9, Ref +8, Will +15; Str 16, Dex 12, Con 14, Int 23, Wis 15, Cha 16
Skills and Feats: Bluff +13, Concentration +11 (+15 when casting defensively), Craft (calligraphy) +11, Diplomacy +14, Intimidate +13, Knowledge (arcana) +15, Knowledge (architecture and engineering) +11, Knowledge (history-T’u Lung) +11, Knowledge (local-Wai) +11, Knowledge (nature) +11, Knowledge (nobility and royalty) +21, Knowledge (spirits) +11, Perform (oratory) +8, Profession (courtier) +9, Ride (horse) +6, Sense Motive +10, Speak Language (shou, draconic, infernal, spirit tongue, terran), Spellcraft +17; Combat Casting, Craft Rod, Empower Spell, Heighten Spell, Leadership, Persuasive, Weapon Focus (light mace)
Special Qualities: Sudden action, elemental mastery (earth), spell secrets (silent true strike, extended stoneskin), taboos (cannot slay any bird, must make a daily offering of birdseed to spirits).
Wu Jen Spells Prepared (4/6/6/4/3/2; base DC = 16 + spell level; caster level 9th): 0-detect magic, detect poison, ray of frost, read magic; 1st-charm person, elemental burst, ghost light, magic missile, shield, true strike (silent); 2nd-bear’s endurance, blur, detect thoughts, hold person, invisibility, protection from charm; 3rd-earthbolt, dispel magic, haste, magic circle against good; 4th-minor globe of invulnerability, pain, stoneskin (extended); 5th-teleport, terra cotta lion.
Possessions: Ivory wand of the Emperor, bracers of armor +5, ring of protection +3, haori of resistance +3, headband of intellect +4, ioun stone (pink and green sphere). As ruler of T’u Lung, the emperor has access to many resources, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Ivory Wand of the Emperor: This rod made of ivory functions as a +1 light mace and provides continuous protection against spirits. Thrice per day it can fire a ranged touch attack up to 75 ft. Any individual hit by such a ray suffers a –6 decrease to all his ability scores (minimum 1) unless he makes a Will save (DC 16) to negate.
Moderate necromancy; CL 9th; Craft Rod, Craft Magic Arms and Armor, bestow curse, protection from spirits; Price 69,505 gp; Cost 34,905 gp + 2,780 XP.
#413

green_giant_02

Jul 03, 2004 20:38:40
Here are the three powerful undead spellcasters. Enjoy.


Lady Alathene Moonstar: see Realms NPC Characters II


Charchee: Male Mulan Human Lich Clr30/Dis5/Hie5 of Osiris; CR 42; Medium-size Undead; HD 40d12; hp 265; Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +22; Grp +24; Atk +24 melee (1d8+5, touch); Full Atk +24/+19 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Turn undead, touch attack, paralyzing touch, fear aura; SQ Aura of good, turning immunity, DR 15/bludgeoning and magic, undead traits, lich immunities, animate dead, water walk, divine emissary, imbue with spell ability, sacred defense, Hierophant abilities; AL LG; SV Fort +25, Ref +16, Will +34; Str 15, Dex 13, Con -, Int 20, Wis 28, Cha 20
Skills and Feats: Concentration +48 (+52 when casting defensively), Diplomacy +27, Heal +31, Hide +9, Knowledge (arcana) +30, Knowledge (history-Mulhorandi) +30, Knowledge (nature) +10, Knowledge (religion) +48, Knowledge (the planes) +30, Listen +19, Move Silently +9, Profession (farmer) +19, Profession (judge) +19, Search +13, Sense Motive +17, Speak Language (common, mulhorandi, celestial, draconic, chessentan, goblin, untheric), Spellcraft +52, Spot +19, Survival +14 (+16 aboveground); Alertness, Combat Casting, Craft Magic Arms and Armor, Consecrate Spell, Craft Wondrous Item, Divine Spell Power, Extra Turning, Improved Combat Casting, Improved Spell Capacity, Martial Weapon Proficiency (flail), Purify Spell, Sanctify Relic, Scribe Scroll, Spectral Strike, Spell Focus (necromancy), True Believer
Special Qualities: Touch attack (DC 35), paralyzing touch (DC 35), fear aura (DC 35), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn undead as 40th level cleric (+4 to turning checks) 8/day, animate dead as 40th level sorcerer at will, water walk at will. Aura of good (aura equals cleric level), turn undead as 30th level cleric (+4 to turning checks) 12/day. Divine emissary, imbue with spell ability, sacred defense +2. Hierophant abilities (blast infidel, divine reach, mastery of energy, spell power +1).
Cleric Spells Prepared (6/8+1/7+1/7+1/7+1/7+1/5+1/5+1/5+1/5+1/1; base DC = 19 + spell level; DC 20 + spell level with necromancy spells; caster level 35th).
*Domain spell. Deity: Osiris. Domains: Good (cast good spells at +1 caster level), Law (cast law spells at +1 caster level), Repose (1/day, melee touch attack kills living creature if 30d6 roll equals or exceeds its current hit points).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Aumvor the Undying: check Champions of Ruin for full official stats

Edit: Corrected Charchee's saving throws.
#414

gray_richardson

Jul 03, 2004 21:11:34
Nice work on the weaponmasters of Menzoberranzan, ramblin_chimp3.0. It's great to see others posting their own conversions. I was getting kinda of lonely.

It's 'cause you're so darn good Green Giant, people are probably afraid to step on your toes and also that their conversions might not measure up.

You do such awesome work, I hope you realize you have the praise and thanks of most everyone on the boards for all the hard work you do and the excellent conversions. I know that I use a lot of them in my game or adapt the stats for other NPC's when I need to create a quick NPC.

Many, many thanks to you!
#415

green_giant_02

Jul 05, 2004 0:18:49
#416

green_giant_02

Jul 05, 2004 23:40:12
Here is a monster found in Zakhara that gave our party some trouble. Thanks to John Baichtal and his wonderful adventure "Blood & Fire" in Dungeon Magazine #63. Enjoy.



Zu’l Janah: Male advanced dragonne; CR 9; Huge Magical Beast; HD 14d10+70; hp 151; Init +5; Spd 40 ft., fly 30 ft. (poor); AC 19 (touch 9, flat-footed 18); Base Atk +14; Grp +31; Atk +23 melee (2d6+9, bite); Full Atk +23 melee (2d6+9, bite) and +18 melee (2d4+4, 2 claws); Face/Reach 15 ft./10 ft.; SA Pounce, roar; SQ Darkvision 60 ft., low-light vision, scent; AL CE; SV Fort +12, Ref +8, Will +4; Str 28, Dex 13, Con 21, Int 10, Wis 12, Cha 12
Skills and Feats: Hide –7, Listen +14, Speak Language (draconic, midani), Spot +14, Survival +6; Blind-Fight, Combat Reflexes, Flyby Attack, Improved Iniative, Track

Pounce (Ex): If Zu’l Janah charges, it can make a full attack in the same round.

Roar (Su): Once every 1d4 rounds, Zu’l Janah can loose a devastating roar that makes everybody fatigued if within 120 feet or exhausted if within 30 feet (Will DC 18, negates).

Skills: Zu’l Janah has a +4 racial bonus on Listen and Spot checks.

Possessions: Cursed ring of protection from arrows (makes wearer attack nearest creature 5% each day).

Treasure: +3 daraq, +2 dagger, ring of feather falling, staff carved into likeness of a snake (15 gp), elixir of persuasion, potion of bull’s strength, gold scroll tube containing scroll: summon monster V (medium fire elemental only), fireball, locate creature, burning hands, and pyrotechnics, 79 gp, 112 sp, 198 cp and 17 gems worth 1,689 gp. His lair also contains a large number of junk and rusted weapons and armor.


Elixir of Persuasion: This elixir grants the imbiber the ability to greatly persuade others (+10 competence bonus on Bluff checks for 1 hour).
Faint tranmutation; CL 5th; Craft Wondrous Item, eagle’s splendor; Price 250 gp
#417

warlockco

Jul 06, 2004 0:36:23
Nice work Green Giant, haven't had a chance to digest everything here yet.
But seems you are the primary poster here and everything I seen looks good.

Do have a question about two Matron Mothers out there though. Saw ya do Matron Baenre. Did you do Matron Malice Do'Urden also? and if so did you do her with the Arachne PrC since she did do Zin-Carla, and did you do Matron Baenre with that PrC also? since it was implied at least once that she herself had used Zin-Carla.

Keep up the good work.
And to the others submitting, good work also, from what little I saw so far.
#418

green_giant_02

Jul 06, 2004 16:19:09
Ask and you shall receive! :D I believe the reason Matron Mother Baenre did not have the Arachne PrC was because I posted her before I got my hands on Faiths and Pantheons but I just changed her and her new stats can be found on page 2. (I replaced the Survivor feat with the Arachnid Rider feat from Races of Faerun since it's no longer a regional feat for Menzoberranyr drow). As for Matron Malice Do'Urden. Enjoy.



Matron Malice Do’Urden: Female Drow Clr6/Arachne 9 of Lolth; CR 16; Medium-size Humanoid; HD 15d8+30; hp 101; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +10; Grp +11; Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Drow traits, aura of evil, spider familiar, spider affinity, spidereyes, webspinner, spider mount, dominate male drow, zin-carla; AL CE; SV Fort +12, Ref +9, Will +16; Str 13, Dex 15, Con 14, Int 14, Wis 21, Cha 16
Skills and Feats: Bluff +4, Concentration +15, Craft (alchemy) +7, Handle Animal +10, Heal +10, Intimidate +5, Knowledge (arcana) +7, Knowledge (history-Menzoberranzan) +5, Knowledge (religion) +15, Knowledge (the planes) +7, Listen +7, Ride (large monstrous spider) +7, Search +4, Sense Motive +6, Speak Language (elven, undercommon, abyssal, drow sign language), Spellcraft +17, Spot +7; Arachnid Rider, Craft Wondrous Item, Great Fortitude, Highborn Drow, Lightning Reflexes, Lolth’s Blessing, Still Spell
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; darkvision 120 ft.; immune to sleep; SR 26; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; spell-like abilities (as 15th level caster) 1/day – clairaudience/clairvoyance, dancing lights, darkness, detect good, discern lies, detect magic, dispel magic, faerie fire, levitate, suggestion; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Aura of evil (aura equals cleric level), rebuke undead as 6th-level cleric (+2 to turning checks) 6/day. Spider familiar, spider affinity, spidereyes, webspinner, spider mount, dominate male drow, zin-carla.
Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/5+1/3+1/2+1/1+1; base DC = 15 + spell level; caster level 15th).
*Domain spell. Deity: Lolth. Domains: Drow (Lightning Reflexes feat), Spider (rebuke or command spiders as 6th-level cleric 6/day)
Possessions: Unknown. Silver unholy symbol (Lolth).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
#419

warlockco

Jul 06, 2004 22:04:53
Thanks Green Giant!!

This will come in handy for my alternate history Menzoberranzan.
Where Drizzt is now Firstboy after Dinin failed to kill him. With Zak still alive and kicking as the Weapon Master.


Thanks ramblin_chimp3.0

For the Weapon Masters, will be doing my own alterations to Zak since he will have gained a few more levels and I think he should have Perfect Two-Weapon Fighting.
#420

zombiegleemax

Jul 07, 2004 3:28:34
Great thread, Green Giant. It's inspired me to do some NPC conversions of my own, specifically ones from the Volo's Guide to the Sword Coast book (and the Baldur's Gate computer game, coincidentally). I started with the two most important NPCs at the library-citadel of Candlekeep, the haughty Ulraunt and the wise Tethtoril.
Ulraunt, "The Old Buzzard," Keeper of the Tomes of Candlekeep: Male Chondathan Div7/Lor3; CR 10; Medium-size humanoid; HD 10d4+23; hp 45; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +5; Grp +5; Face/Reach 5 ft./5 ft.; SQ Lore, secrets; AL LN (LG); SV Fort +3, Ref +3, Will +11; Str 10, Dex 12, Con 14, Int 19, Wis 19, Cha 14.

Skills and Feats: Concentration +15, Decipher Script +17, Knowledge (arcana) +21, Knowledge (architecture and engineering) +10, Knowledge (geography) +10, Knowledge (history) +21, Knowledge (nature) +10, Knowledge (nobility and royalty) +10, Knowledge (religion) +10, Profession (scribe) +7, Speak Language (Chondathan, Common, Draconic, Elven, Illuskan, Midani), Spellcraft +17; Diligent, Extend Spell, Leadership, Scribe Scroll, Skill Focus [Knowledge (arcana)], Skill Focus [Knowledge (history)], Spell Focus (divination).

Special Qualities: Lore; secrets: +3 hit points, 4 ranks in Knowledge (nature).

Wizard Spells Per Day: 5/6/6/5/5/3; base DC = 14 + spell level, 15 + spell level for divinations; caster level 10th. Specialized school: Divination; prohibited school: Necromancy.

Wizard Spells Prepared: 0 - arcane mark, detect poison, light, mage hand, read magic; 1 - comprehend languages (2), identify (2), message, unseen servant; 2-continual flame, detect thoughts, locate object (3), eagle's splendor; 3 - clairaudience/clairvoyance, dispel magic, hold person, illusory script, secret page; 4 - detect scrying, dimension door, extended tongues, lesser geas, scrying; 5 - feeblemind, Leomund's secret chest, prying eyes.

Possessions: 2 Boccob's blessed books (both filled), ring of lore, rod of flame extinguishing. Ulraunt also has unlimited access to Candlekeep's impressive collection of scrolls and tomes, both magical and mundane. Ulraunt also bears a magical staff of office rumored to be a staff of the magi with extra unknown (and reputedly extremely potent) powers.

Height: Unknown. Weight: Unknown. Hair: Black (graying). Eyes: Grey.

Tethtoril, First Reader of Candlekeep: Male Illuskan Clr8/Lor10; CR 18; Medium-size humanoid; HD 8d8 plus 10d4; hp 101; Init +0; Spd 30 ft.; AC 13 (touch 13, flat-footed 13); Base Atk +11; Grp +11; Face/Reach 5 ft./5 ft.; SQ Lore, secrets, turn undead; AL LG ; SV Fort +13, Ref +9, Will +15; Str 14, Dex 10, Con 15, Int 22, Wis 21, Cha 16.

Skills and Feats: Concentration +18, Decipher Script +17, Diplomacy +17, Forgery +8, Gather Information +5, Heal + 13, Knowledge (arcana) +26, Knowledge (architecture and engineering) +7 Knowledge (geography) +20, Knowledge (history) +21, Knowledge (nature) +7, Knowledge (nobility and royalty) +17, Knowledge (religion) +28 Knowledge (the planes) +16, Profession (scibe) +8, Search +8, Sense Motive +7, Speak Language (Celestial, Chondathan, Common, Draconic, Dwarven, Elven, Giant, Illuskan, Thorass), Spellcraft +23; Diligent, Domain Focus (Knowledge), Eldritch Linguist, Initiate of Mystra, Investigator, Negotiator, Skill Focus (Decipher Script), Spell Focus (divination).

Special Qualities: Lore; secrets: +3 hit points, +1 bonus to Fortitude saves, +1 bonus to Reflex saves, +1 bonus to Will saves, 4 ranks in Speak Language); turn undead.

Cleric Spells Per Day: 6/8/7/7/7/6/5/4/4/3; base DC = 15 + spell level, 16 + spell level for divination spells; caster level 18th, 19th for divination spells.

Possessions: Diviner's staff, headband of intellect +4, ring of spell turning, vestments of power. Tethtoril also has unlimited access to Candlekeep's impressive collection of scrolls and tomes, both magical and mundane.

Height: Unknown (tall). Weight: Unknown. Hair: Gray. Eyes: Blue

I'm working on a bunch more Sword Coast characters as I speak. Next stop: the Friendly Arm Inn!
#421

warlockco

Jul 08, 2004 1:11:37
Merchants of Menzoberranzan:

Leader of Xalyth’s Company. Gem Merchant and Fence. Spell Component Merchant. Very good Reputation as Reliable.
Nal” Xalyth “Not a Lady”: Female Drow Ftr9; CR 10; Medium Humanoid (Elf); HD 9d10+27; hp 97; Init +4; Spd 30 ft.; AC 23 (touch 17, flat-footed 19); Base Atk +9; Grp +14; Atk +19 melee (1d8+11, +4 Longsword of Dancing) or +16 ranged (1d4+2, +2 Hand Crossbow); Full Atk +19/+14 melee (1d8+11, +4 Longsword of Dancing) or +16 ranged (1d4+2, Hand Crossbow); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 20; AL CE; SV Fort +12, Ref +10, Will +12; Str 20, Dex 18, Con 16, Int 18, Wis 22, Cha 20.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +7, Bluff +6, Craft (Gemcutting) +4, Diplomacy +4, Hide +2, Intimidate +6, Knowledge (Arcana) +2, Listen +3, Move Silently +2, Profession (Merchant) +4, Search +3, Sense Motive +6, Speak Language (Common, Elven, Undercommon, Draconic, Drow Sign Language, Dwarf, Gnome, Goblin, Illuskan), Spot +3, Survival +2. Dodge, Haggler, Mobility, Negotiator, Persuasive, Poison Use, Weapon Focus (Hand Crossbow), Weapon Focus (Longsword), Weapon Specialization (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20.
Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: +1 Drowcraft Elven Chainmail, +4 Longsword of Dancing, +2 Hand Crossbow, 5 +3 Bolts, 10 doses of Drow Poison, Belt of Giant Strength +4, Drow Boots, Earring of Charisma +4, Earring of Wisdom +4, 4 Figurines of Illusory Escort, Gloves of Dexterity +4, Messenger Medallion, Piwafwi of Resistance +3, Ring of Mind Shielding, Ring of Protection +3, Rod of Security, other possessions unknown.
Contingent Spell: Chain Lightning at 12th level (DC 19), command word activated, personal immunity.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Ftr7 in Menzoberranzan boxed set with Str 15, Dex 14, Con 16, Int 18, Wis 17, Cha 16 and +1 Drow Chainmail and Sword of Dancing. Added 2 levels for passage of time. Added lots of magical items since she is a very capable and successful Drow Merchant.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E),Age of Mortals (Sovereign Press), and Plot & Poison (Green Ronin).

Earring of Charisma: This gold earring grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Earrings do not count towards the number of magical items worn.
Source: DMG 3.5, modified Cloak of Charisma.
Moderate Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor; Price 8,000 gp (+2), 32,000 gp (+4), 72,000 gp (+6).

Earring of Wisdom: This gold earring grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Earrings do not count towards the number of magical items worn.
Source: DMG 3.5, modified Periapt of Wisdom.
Moderate Transmutation; CL 8th; Craft Wondrous Item, Owl’s Wisdom; Price 8,000 gp (+2), 32,000 gp (+4), 72,000 gp (+6).

Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks.
Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker.
Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow, Creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb.

Haggler [General]
You are a talented negotiator.
Source: Age of Mortals: Dragonlance Campaign Setting Companion by Sovereign Press.
Benefit: You get a +2 competence bonus on all Appraise and Bluff checks.

Poison Use [General]
You are trained to use poisons with no risk to yourself.
Source: Plot & Poison by Green Ronin.
Prerequisite: Dex 13.
Benefit: You never risk accidentally poisoning yourself when crafting or applying poisons, or when attacking with a poisoned weapon.




Moneylender
Nantlel of the Three Fingers: Male Drow Ftr12; CR 13; Medium Humanoid (Elf); HD 12d10+12; hp 101; Init +7; Spd 30 ft.; AC 24 (touch 16, flat-footed 21); Base Atk +12; Grp +15; Atk +20 melee (1d6+7, +4 Drowcraft Short Sword) or +19 ranged (1d4+3, +3 Hand Crossbow of Distance); Full Atk +20/+15/+10 melee (1d6+7, +4 Drowcraft Short Sword) or +19/+14/+9 ranged (1d4+3, +3 Hand Crossbow of Distance); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 23; AL CE; SV Fort +13, Ref +11, Will +15; Str 16, Dex 16, Con 12, Int 16, Wis 20, Cha 17.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +8, Diplomacy +8, Intimidate +11, Listen +4, Profession (Moneylender) +6, Search +2, Sense Motive +8, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spot +4. Dodge, Improved Initiative, Iron Will, Mobility, Negotiator, Persuasive, Point Blank Shot, Precise Shot, Rapid Reload (Hand Crossbow), Shot on the Run, Weapon Focus (Hand Crossbow), Weapon Focus (Short Sword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: +3 Drowcraft Elven Chainmail, +4 Drowcraft Short Sword, +3 Hand Crossbow of Distance, 4 +3 Corrosive Bolts, Drow Boots, Gauntlets of Ogre Power, Periapt of Wisdom +4, Piwafwi of Resistance +4, Ring of Mind Shielding, Ring of Protection +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as Ftr11 in Menzoberranzan boxed set, no other information. Added level due to passage of time.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Moneylender, a bitter and paranoid archmage outcast from Sorcere by male wizards who feared her soaring power
Sheeress of the Many Eyes: Female Drow Wiz15/Acm3; CR 19; Medium Humanoid (Elf); HD 18d4+18; hp 73; Init +2; Spd 30 ft.; AC 30 (touch 22, flat-footed 25); Base Atk +8; Grp +8; Atk +10 melee (1d6+2, Staff of Power); Full Atk +10/+5 melee (1d6+2, Staff of Power); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 29; AL CE; SV Fort +14, Ref +18, Will +25; Str 10, Dex 21, Con 12, Int 28, Wis 22, Cha 24.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +8, Concentration +18, Decipher Script +6, Diplomacy +10, Intimidate +8, Knowledge (Arcana) +18, Knowledge (Local: Underdark-Northdark) +6, Listen +4, Profession (Moneylender) +15, Search +2, Sense Motive +8, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Netherese), Spellcraft +21, Spot +4. Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Extend Spell, Negotiator, Persuasive, Persistent Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Divination), Spell Focus (Evocation).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Summon Familiar. High Arcana: Arcane Fire, Mastery of Elements, Mastery of Shaping.
Spell-like Abilities (as 18th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/7/6/6/6/6/4/4/3/2; base DC = 19 + spell level, 20 + spell level for Divination, and Evocation spells; caster level 18th).
Possessions: Spellbooks, Staff of Power, Amulet of Proof vs Detection and Location, Aquamarine of Spell Extending, Bone Bracers of the Death Deity, Boots of Tremorsense, Gloves of Dexterity +6, Lantern of Revealing, Mantle Stone of Vhyridaan, Mirror of Mental Prowess, Piwafwi of Charisma +6, Ring of Mind Shielding, Ring of Defense+5, Rod of Metamagic-Greater Quicken, Sheeress’ Robe, Tasmia’s Heart, Web Choker, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is mentioned only as a female archmage in Menzoberranzan boxed set.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Dragon #290.

Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma.
Source: Created by Joseph Weber.
Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb.

Ring of Defense: This powerful ring offers continual magic protection in the form of a deflection bonus to AC and a resistance bonus to saving throws, from +1 to +5.
Source: Dragon Magazine #290, Rogue’s Gallery: The Heroes of Decent into the Depths of the Earth by Paul Kidd (revised to 3.5 by Joseph Weber).
Moderate Abjuration; CL 7th; Forge Ring, Resistance, Shield of Faith, Caster level must be three times that of the ring’s bonus; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5).
Revision Note: Revision was addition of magic auras and adjustment of price.

Sheeress’ Robe: This crimson silk robe is covered with a pattern of dark malevolent eyes staring off in all directions. This robe provides it wearer with a +6 enhancement bonus to Intelligence and Wisdom, a +8 armor bonus to Armor Class, a +10 competence bonus to Search and Spot checks, and the use of True Seeing once per day.
Source: Created by Joseph Weber.
Strong Divination, Conjuration, and Transmutation; CL 16th; Craft Wondrous Item, Fox’s Cunning, Mage Armor, Owl’s Wisdom, True Seeing; Price 323,300 gp; Weight 1 lb.




Moneylender
Ologh “Gathergold” Ilyri: Male Drow Ftr5; CR 6; Medium Humanoid; HD 5d10+15; hp 48; Init +0; Spd 20 ft.*; AC 19 (touch 12, flat-footed 19); Base Atk +5; Grp +7; Atk +9 melee (1d6+4, +2 Short Sword) or +7 ranged (1d4+1, +1 Hand Crossbow); Full Atk +9 melee (1d6+4, +2 Short Sword) or +7 ranged (1d4+1, +1 Hand Crossbow); (Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 16; AL CE; SV Fort +11, Ref +3, Will +5; Str 14, Dex 10, Con 17, Int 14, Wis 14, Cha 14
*Speed Reduced due to Extremely FAT
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Diplomacy +2, Intimidate +10, Listen +2, Profession (Moneylender) +4, Search +2, Sense Motive +3, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +2. Great Fortitude, Persuasive, Point Blank Shot, Precise Shot, Weapon Focus (Hand Crossbow).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 16.
Spell-like Abilities (as 5th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: +2 Drowcraft Chainmail, +2 Short Sword, +1 Hand Crossbow, 4 +2 Bolts, Cloak of Resistance +2, Periapt of Proof against Poison, Ring of Mind Shielding, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is mentioned only as a fat warrior in Menzoberranzan boxed set.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Innkeeper, Owner of Narbondel’s Shadow
Nicholas Tindall: Male Chondathan Human Ftr11; CR 11; Medium Humanoid (Human); HD 11d10+44; hp 118; Init +6; Spd 30 ft.; AC 22 (touch 14, flat-footed 20); Base Atk +11; Grp +15; Atk +19 melee (2d6+11 plus 1d6 Fire, +3 Flaming Undead-Bane Greatsword) or +16 melee (1d6+5, +1 Short Sword); Full Atk +19/+14/+9 melee (2d6+11 plus 1d6 Fire, +3 Flaming Undead-Bane Greatsword) or +16/+11/+6 melee (1d6+5, +1 Short Sword); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +11, Ref +5, Will +6; Str 18, Dex 14, Con 18, Int 16, Wis 12, Cha 13.
Skills and Feats (counting all modifiers except equipment and attributes): Balance +2, Bluff +3, Climb +6, Diplomacy +5, Gather Information +3, Intimidate +12, Jump +6, Listen +4, Profession (Innkeeper) +3, Sense Motive +3, Speak Language (Common, Chondathan, Tethyrian, Elven, Goblin, Orc, Undercommon), Spot +4, Survival +4, Use Rope +4. Alertness, Blind-Fight, Bullheaded, Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Tunnelfighter, Weapon Focus (Greatsword), Weapon Specialization (Greatsword).
Special Qualities: Cannot be Shaken, and ignores the effects of the Shaken condition.
Possessions: +3 Breastplate, +3 Flaming Undead-Bane Greatsword, +1 Short Sword, Gauntlets of Ogre Power, Goggles of Night, Ring of Minor Fire Resistance, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Ftr11 in Drizzt Do’Urden’s Guide to the Underdark, no other information.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Innkeeper, Owner of Symeera’s
Symeera of Neverwinter: Female Illuskan Human Wiz10; CR 10; Medium Humanoid (Human); HD 10d4+20; hp 49; Init +2; Spd 30 ft.; AC 20 (touch 15, flat-footed 18); Base Atk +5; Grp +6; Atk +7 melee (1d4+2, +1 Dagger) or +8 ranged (1d4+2, +1 Dagger); Full Atk +7 melee (1d4+2, +1 Dagger) or +8 ranged (1d4+2, +1 Dagger); Face/Reach 5 ft./5 ft.; AL CG; SV Fort +7, Ref +7, Will +11; Str 13, Dex 15, Con 14, Int 20, Wis 14, Cha 15.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +8, Diplomacy +5, Gather Information +3, Intimidate +4, Knowledge (Arcana) +10, Knowledge (Local: Underdark-Northdark) +4, Profession (Innkeeper) +8, Sense Motive +3, Speak Language (Common, Illuskan, Draconic, Dwarven, Elven, Giant, Undercommon), Spellcraft +14. Craft Wand, Craft Wondrous Item, Dodge, Eschew Materials, Extend Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Evocation).
Special Qualities: Summon Familiar.
Wizard Spells Prepared (4/6/5/7/4/3; base DC = 15 + spell level, 16 + spell level for Evocation Spells; caster level 10th).
Possessions: Spellbooks, +1 Dagger, Bracers of Armor +5, Cloak of Resistance +2, Gloves of Dexterity +2, Headband of Intellect +2, Ring of Protection +3, Ring of Wizardry III, other possessions unknown.
Permanent Spells: Darkvision, Detect Magic, Read Magic, See Invisibility.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as a Wiz10 in Drizzt Do’Urden’s Guide to the Underdark, no other information.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Textiles Merchant
Du’arthe Klendara: Male Drow Ftr5; CR 6; Medium Humanoid (Elf); HD 5d10+10; hp 46; Init +3; Spd 30 ft.; AC 21 (touch 14, flat-footed 18); Base Atk +5; Grp +6; Atk +9 melee (1d6+5, +2 Drowcraft Short Sword); Full Atk +9 melee (1d6+5, +2 Drowcraft Short Sword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 16; AL CE; SV Fort +7, Ref +5, Will +6; Str 13, Dex 17, Con 14, Int 19, Wis 15, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +3, Craft (Weaving) +8, Diplomacy +5, Intimidate +6, Listen +2, Profession (Merchant) +4, Search +2, Sense Motive +5, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Goblin, Illuskan), Spot +2. Dodge, Iron Will, Negotiator, Weapon Focus (Short Sword), Weapon Specialization (Short Sword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 16.
Spell-like Abilities (as 5th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: +2 Drowcraft Elven Chainmail, +2 Drowcraft Short Sword, Drow Boots, Piwafwi of Resistance +1, Ring of Protection +1, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Ftr5 in Menzoberranzan boxed set, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Merchant of Clothing and Travel Goods of Leather, Lizardskin, and Carved Bone
Uluruela Drael Tuabbar: Female Drow Clr3/Ftr3; CR 7; Medium Humanoid (Elf); HD 3d8+3 plus 3d10+3; hp 51; Init +4; Spd 30 ft.; AC 22 (touch 16, flat-footed 18); Base Atk +5; Grp +8; Atk +10 melee (1d8+3, +1 Scourge); Full Atk +10 melee (1d8+3, +1 Scourge); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 17; AL CE; SV Fort +7, Ref +8, Will +7; Str 16, Dex 18, Con 12, Int 19, Wis 16, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +6, Craft (Leatherworking) +6, Diplomacy +8, Intimidate +4, Knowledge (Arcana) +2, Knowledge (Religion) +5, Listen +4, Profession (Merchant) +6, Search +2, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spellcraft +5, Spot +4. Alertness, Exotic Weapon (Scourge), Lightning Reflexes (b), Negotiator, Spell Penetration, Weapon Focus (Scourge).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17. Aura of Evil (aura equals cleric level), Rebuke Undead as 3rd level cleric 6/day.
Spell-like Abilities (as 6th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (4/3+1/2+1; base DC = 13 + spell level; caster level 3rd).
Deity: Lolth. Domains: Drow, Evil (cast evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), +3 Studded Leather, +1 Scourge, Drow Boots, Piwafwi, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as a Clr3/Ftr3 in Menzoberranzan boxed set, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Merchant of Crates, Chests, Casks, and Carts
Bhaern del’Hluanter: Male Drow Ftr7; CR 8; Medium Humanoid (Elf); HD 7d10+7; hp 62; Init +3; Spd 30 ft.; AC 20 (touch 13, flat-footed 17); Base Atk +7; Grp +10; Atk +13 melee (1d8+7, +2 Longsword) or +12 melee (1d6+4, +1 Short Sword); Full Atk +11/+6 melee (1d8+7, +2 Longsword) and +10 melee (1d6+2, +1 Short Sword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 18; AL CE; SV Fort +8, Ref +7, Will +6; Str 16, Dex 17, Con 12, Int 16, Wis 15, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +5, Climb +4, Diplomacy +5, Intimidate +6, Listen +2, Profession (Merchant) +5, Search +2, Sense Motive +5, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Dwarven, Goblin), Spot +2, Survival +2. Dodge, Negotiator, Persuasive, Point Blank Shot, Weapon Focus (Longsword), Weapon Focus (Short Sword), Weapon Specialization (Longsword), Two-Weapon Fighting.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18.
Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: +3 Chain Shirt, +2 Longsword, +1 Short Sword, Drow Boots, Piwafwi of Resistance +2, Ring of Mind Shielding, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Ftr7 in Menzoberranzan boxed set, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Merchant of Personal Fashions, Clothing, Body Dyes and Augmentations (Crests, Glued-on Manes of Hair or Wigs, Artificial Limbs, Body Padding, etc.)
Sh’aun Darnruel: Female Drow Clr4/Ftr4; CR 9; Medium Humanoid (Elf); HD 4d8+4 plus 4d10+4; hp 57; Init +2; Spd 30 ft.; AC 20 (touch 14, flat-footed 18); Base Atk +7; Grp +8; Atk +10 melee (1d8+5, +2 Scourge); Full Atk +10/+5 melee (1d8+5, +2 Scourge); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 19; AL CE; SV Fort +9, Ref +4, Will +10; Str 12, Dex 14, Con 12, Int 18, Wis 17, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +7, Concentration +6, Diplomacy +12, Intimidate +8, Knowledge (Arcana) +4, Knowledge (Religion) +6, Listen +2, Profession (Merchant) +6, Search +2, Sense Motive +7, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spellcraft +6, Spot +2. Exotic Weapon (Scourge), Iron Will, Negotiator, Persuasive, Weapon Focus (Scourge), Weapon Specialization (Scourge).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 19. Aura of Evil (aura equals cleric level), Rebuke Undead as 4th level cleric 6/day.
Spell-like Abilities (as 8th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell level; caster level 4th).
Deity: Lolth. Domains: Evil (cast evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 4th level cleric 6/day).
Possessions: Silver Holy Symbol (Lolth), +2 Scourge, Amulet of Natural Armor +2, Bracers of Armor +4, Drow Boots, Greater Piwafwi, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as a Clr4/Ftr4 in Menzoberranzan boxed set, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Merchant of Bulk Grain, Dates, and Other Foodstuffs
Baelaskros Do’Ilisharr: Male Drow Ftr6; CR 7; Medium Humanoid (Elf); HD 6d10+12; hp 55; Init +0; Spd 20 ft.*; AC 18 (touch 13, flat-footed 18); Base Atk +6; Grp +7; Atk +7 ranged (1d4+2 plus 1d6 Fire, +2 Flaming Hand Crossbow) or +8 melee (1d6+2, +1 Short Sword); Full Atk +7/+2 ranged (1d4+2 plus 1d6 Fire, +2 Flaming Hand Crossbow) or +8/+3 melee (1d6+2, +1 Short Sword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 17; AL CE; SV Fort +9, Ref +2, Will +4; Str 12, Dex 10, Con 14, Int 16, Wis 14, Cha 12.
*Speed Reduced due to Extremely FAT
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +5, Diplomacy +4, Intimidate +7, Listen +2, Profession (Merchant) +4, Search +2, Sense Motive +5, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin, Illuskan), Spot +2. Great Fortitude, Persuasive, Point Blank Shot, Precise Shot, Rapid Reload (Hand Crossbow), Weapon Focus (Hand Crossbow), Weapon Specialization (Hand Crossbow).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17.
Spell-like Abilities (as 6th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: +2 Flaming Hand Crossbow, 6 +3 Bolts, +1 Short Sword, Bracers of Armor +5, Drow Boots, Piwafwi, Ring of Protection +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Ftr6 in Menzoberranzan boxed set, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Merchant of Fine Metalsmithing, Gemsetting, and Locksmithing
Tlar Quel’tlarn: Male Drow Exp2/Ftr2; CR 3; Medium Humanoid (Elf); HD 2d6+4 plus 2d10+4; hp 35; Init +3; Spd 30 ft.; AC 18 (touch 13, flat-footed 15); Base Atk +3; Grp +4; Atk +6 melee (1d8+2, +1 Longsword); Full Atk +6 melee (1d8+2, +1 Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 15; AL CE; SV Fort +5, Ref +3, Will +5; Str 12, Dex 16, Con 14, Int 18, Wis 14, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +5, Craft (Armorsmithing) +5, Craft (Gemcutting) +6, Craft (Locksmith) +6, Craft (Weaponsmithing) +5, Diplomacy +5, Intimidate +4, Listen +2, Profession (Merchant) +4, Search +2, Sense Motive +6, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Goblin, Illuskan), Spot +2. Dodge, Negotiator, Persuasive, Weapon Focus (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 15.
Spell-like Abilities (as 2nd level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Elven Chainmail, +1 Longsword, Drow Boots, Hammer of the Weaponsmith, Piwafwi, Tongs of the Armorer, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Ftr2 in Menzoberranzan boxed set, no other information. Added two levels of Expert.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Merchant of Weapons, Exotic and High Quality (Specialty: Concealed and Envenomed Body-weaponry for Nobles)
Rhauvais del’Ygana: Female Drow Ftr6; CR 7; Medium Humanoid (Elf); HD 6d10; hp 43; Init +3; Spd 30 ft.; AC 21 (touch 13, flat-footed 18); Base Atk +6; Grp +9; Atk +12 melee (1d6+7, +2 Short Sword); Full Atk +10/+5 melee (1d6+7, +2 Short Sword) and +10 melee (1d6+5, +2 Short Sword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 17; AL CE; SV Fort +6, Ref +6, Will +5; Str 16, Dex 17, Con 11, Int 19, Wis 15, Cha 17.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +4, Craft (Weaponsmithing) +8, Diplomacy +5, Intimidate +8, Listen +3, Profession (Merchant) +4, Search +2, Sense Motive +5, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Dwarven, Goblin, Illuskan), Spot +3, Survival +1. Dodge, Negotiator, Persuasive, Twin Sword Style, Two-Weapon Fighting, Weapon Focus (Short Sword), Weapon Specialization (Short Sword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17.
Spell-like Abilities (as 6th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: +3 Drowcraft Elven Chainmail, 2 +2 Short Swords, Drow Boots, Hammer of the Weaponsmith, Piwafwi of Resistance +1, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as a Ftr6 in Menzoberranzan boxed set, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).
#422

zombiegleemax

Jul 08, 2004 22:10:19
Do you know if there is a stat for

Wulfgar

Bruenor

Jarlaxle
#423

gray_richardson

Jul 08, 2004 22:41:38
Check out the first page of this thread for an index of all the great NPC conversions.

I saw Jarlaxle listed (page 4 of this thread I think), I didn't see Wulfgar or Bruenor listed, I don't know if that is 'cause they're novels characters or because they already have a 3E write up in an official published source.
#424

warlockco

Jul 08, 2004 23:05:10
Its because they have full stats for 3.0/3.5 and we don't want to give those that made those stats a "slap in the face" by putting our own stats out for any NPC that has full stats in the new set of rules.

Jaraxle doesn't have official stats yet.

Cat, Regis, and the Bouldershoulder Brothers are here Wulf and Bruneor are in Silver Marches I think and Drizzt and Enteri are in the FRCS.
#425

zombiegleemax

Jul 09, 2004 7:09:12
Hi Green Giant,

Just re-read Hands of Fire and there are a few major Magic Users listed, was wondering if any one new if ststa had been published for them any where else.
They are

Hesperdan "the old mage" of the Zhents
Shaan
Maraunth Torr

also the Maimed wizaed Eirhaun Sooundaeril

Could you please also if possible redo the Schrinshee etc with epic levels etc..


Cheers
#426

green_giant_02

Jul 10, 2004 2:24:00
Nice work on Xalyth, warlockco and you too, riceisnice, on your conversions of Ulraunt and Tethtoril. Here are some NPCs from T'u Lung. Enjoy.


Empress Dowager Wai Locunni Eio: Female Shou Human Ari9; CR 8; Medium-size Humanoid; HD 9d8-9; hp 35; Init +4; Spd 30 ft.; AC 12 (touch 12, flat-footed 12); Base Atk +6; Grp +4; Atk +9 melee (1d4+1/19-20, +3 bi shou); Full Atk +9/+4 melee (1d4+1/19-20, +3 bi shou); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +5, Ref +6, Will +13; Str 7, Dex 10, Con 9, Int 18, Wis 18, Cha 20
Skills and Feats: Bluff +14, Diplomacy +28, Knowledge (history-T’u Lung) +13, Knowledge (local-Wai) +13, Knowledge (nobility and royalty) +16, Listen +10, Perform (tea ceremony) +14, Profession (courtier) +13, Ride (horse) +6, Sense Motive +15, Speak Language (shou, draconic, dwarven, hengeyokai, spirit tongue), Spot +10; Alertness, Improved Iniative, Negotiator, Skill Focus (Diplomacy), Weapon Finesse
Possessions: +3 bi shou, five doses of yankara root poison, ring of protection +2, kimono of resistance +3. As the mother of the emperor of T’u Lung, the empress dowager has access to many resources, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Iron Gray, Eyes: Unknown

Yankara root poison (Injury DC 15, Pain/0) price 200 gp



Kodo Smara: Male Shou Human Samurai 16; CR 16; Medium-size Humanoid; HD 16d10+16; hp 108; Init +5; Spd 20 ft.; AC 26 (touch 13, flat-footed 25); Base Atk +16; Grp +23; Atk +24 melee (1d8+8/x3, +1 uma-yari) or +26 melee (1d6+9/15-20, +2 defending dao) or +24 melee (1d4+7/19-20, masterwork bi shou) or +18 ranged (1d6+5/x3, masterwork composite [+5] gong jian) or +23 melee (1d3+7, unarmed strike); Full +24 melee (1d8+8/x3, +1 uma-yari) or +26/+21/+16/+11 melee (1d6+9/15-20, +2 defending dao) or +24/+19/+14/+9 melee (1d4+7/19-20, masterwork bi shou) or +18/+13/+8/+3 ranged (1d6+5/x3, masterwork composite [+5] gong jian) or +23/+18/+13/+8 (1d3+7, unarmed strike); Face/Reach 5 ft./5 ft.; SQ Ancestral daisho (honorable); AL LG; SV Fort +13, Ref +10, Will +14; Str 24, Dex 12, Con 13, Int 13, Wis 14, Cha 14
Skills and Feats: Climb +11, Diplomacy +15, Iajutsu Focus +18, Intimidate +11, Jump +11, Knowledge (nobility and royalty) +9, Perform (oratory) +10, Profession (commander) +10, Ride (horse) +17, Sense Motive +10, Speak Language (shou, spirit tongue), Swim +7; Cleave, Improved Critical (scimitar), Improved Iniative, Improved Shield Bash, Improved Unarmed Strike, Leadership, Lightning Reflexes, Mounted Archery, Mounted Combat, Quick Draw, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus (scimitar)
Possessions: Ancestral daisho (+2 defending dao and masterwork bi shou), +3 copper lamellar, +3 heavy copper shield, helm of glorious recovery, +1 uma-yari, masterwork composite [+5] gong jian, 20 arrows, ring of protection +2, haori of resistance +2, obi of giant strength +4, potion of heroism, potion of protection from cold, light warhorse, scale barding, military saddle. 1,999 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Rah Kigi Lo: Female Shou Human Rog7/Yakuza 7; CR 14; Medium-size Humanoid; HD 14d6+14; hp 65; Init +5; Spd 30 ft.; AC 20 (touch 17, flat-footed 15); Base Atk +10; Grp +10; Atk +17 melee (1d4+2/19-20, +2 bi shou); Full Atk +17/+12 melee (1d4+2/19-20, +2 bi shou); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, defensive roll, improved evasion, Yakuza knowledge, improved uncanny dodge; AL NE; SV Fort +7, Ref +17, Will +7; Str 11, Dex 20, Con 12, Int 16, Wis 12, Cha 15
Skills and Feats: Appraise +10, Bluff +16, Diplomacy +12, Disable Device +11, Disguise +9 (+11 acting), Escape Artist +10, Forgery +9, Gather Information +18, Hide +19, Intimidate +11, Jump +9, Knowledge (local-Y’cho Kang) +10, Listen +11, Move Silently +19, Open Lock +17, Profession (smuggler) +8, Search +10, Sense Motive +11, Sleight of Hand +19, Speak Language (shou, dwarven, goblin, spirit tongue), Spot +11, Tumble +17, Use Magic Device +9; Dodge, Flick of the Wrist, Improved Iniative, Leadership, Quick Draw, Weapon Finesse
Special Qualities: Sneak attack +4d6, trapfinding, evasion, trap sense +4, uncanny dodge. Defensive roll, improved evasion, Yakuza knowledge +10, improved uncanny dodge.
Possessions: +2 bi shou, bracers of armor +3, ring of protection +2, ring of dexterity +2, haori of resistance +2, sandals of levitation, potion of cure light wounds x 2, potion of neutralize poison. Owner of a fleet of river barges and three warehouses. As the emperor’s secret concubine, Rah Kigi Lo has access to many resources, both mundane and magical. 1,348 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Wai Ghuto Sa: Male Shou Human Samurai 9; CR 9; Medium-size Humanoid; HD 9d10; hp 54; Init +3; Spd 20 ft.; AC 22 (touch 13, flat-footed 19); Base Atk +9; Grp +12; Atk +14 melee (1d8+5/19-20, +2 jian) or +13 melee (1d6+3/19-20, masterwork duan jian) or +12 melee (1d3+3, unarmed strike); Full Atk +14/+9 melee (1d8+5/19-20, +2 jian) or +13/+8 melee (1d6+3/19-20, masterwork duan jian) or +12/+7 melee (1d3+3, unarmed strike); Face/Reach 5 ft./5 ft.; SQ Ancestral daisho (honorable); AL LG; SV Fort +7, Ref +7, Will +8; Str 16, Dex 16, Con 11, Int 15, Wis 13, Cha 13
Skills and Feats: Climb +8, Diplomacy +19, Iajutsu Focus +10, Jump +8, Knowledge (nobility and royalty) +8, Perform (tea ceremony) +4, Ride (horse) +15, Sense Motive +10, Speak Language (shou, spirit tongue, tabotan), Swim +4; Combat Expertise, Dodge, Negotiator, Improved Unarmed Strike, Mobility, Mounted Combat, Spring Attack, Whirlwind Attack
Possessions: Ancestral daisho (+2 jian and masterwork duan jian), +1 lamellar, +1 heavy steel shield, haori of resistance +1, light warhorse, scale barding, military saddle. As the emperor’s cousin, Wai Ghuto Sa has access to many resources, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Lord Ghira Tso of Lenachi: Male Shou Human Samurai 6; CR 6; Medium-size Humanoid; HD 6d10; hp 37; Init +0; Spd 20 ft.; AC 10 (touch 10, flat-footed 10); Base Atk +6; Grp +8; Atk +10 melee (1d8+3/19-20, +1 jian) or +9 melee (1d6+2/19-20, masterwork duan jian) or +7 ranged (1d6+2/x3, masterwork composite [+2] gong jian); Full Atk +10/+5 melee (1d8+3/19-20, +1 jian) or +9/+4 melee (1d6+2/19-20, masterwork duan jian) or +7/+2 ranged (1d6+2/x3, masterwork composite [+2] gong jian); Face/Reach 5 ft./5 ft.; SQ Ancestral daisho (honorable); AL LN; SV Fort +9, Ref +2, Will +5; Str 15, Dex 11, Con 18, Int 16, Wis 10, Cha 10
Skills and Feats: Climb +8, Craft (calligraphy) +9, Diplomacy +13, Iajutsu Focus +6, Jump +8, Knowledge (nobility and royalty) +6, Perform (tea ceremony) +6, Profession (hu-chang [household chief]) +6, Ride (horse) +9, Sense Motive +8, Speak Language (shou, dwarven, hengeyokai, spirit tongue), Swim +8; Combat Expertise, Improved Disarm, Leadership, Mounted Combat, Negotiator, Weapon Focus (longsword)
Possessions: Ancestral daisho (+1 jian and duan jian), masterwork lamellar, masterwork heavy steel shield, masterwork composite [+2] gong jian, 20 arrows, potion of bull’s strength, potion of cure moderate wounds, light warhorse, scale barding, military saddle. 1,634 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Ruri Woh: Male Shou Human Shaman 11/Shapeshifter 5 of Kuan-ti; CR 16; Medium-size Humanoid; HD 11d6 plus 5d8; hp 63; Init +1; Spd 30 ft.; AC 18 (touch 14, flat-footed 17); Base Atk +11; Grp +9; Atk +10 melee (1d6-1, +1 ki focus bang) or +9 melee (1d8-2, unarmed strike); Full Atk +10/+5/+0 melee (1d6-1, +1 ki focus bang) or +9/+4/-1 melee (1d8-2, unarmed strike); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, animal companion, spirit sight, spirit’s favor, wild shape; AL LG; SV Fort +9, Ref +10, Will +24; Str 6, Dex 13, Con 10, Int 15, Wis 29, Cha 14
Skills and Feats: Concentration +16 (+20 when casting defensively), Diplomacy +15, Handle Animal +7, Heal +18, Knowledge (arcana) +10, Knowledge (nature) +9, Knowledge (religion) +13, Knowledge (spirits) +10, Profession (herbalist) +15, Sense Motive +12, Speak Language (shou, hengeyokai, spirit tongue), Spellcraft +20, Survival +15 (+17 aboveground and in the Spirit World); Brew Potion, Combat Casting, Craft Wondrous Item, Improved Iniative, Improved Unarmed Strike, Iron Will, Ki Shout, Scribe Scroll, Spell Focus (abjuration), Stunning Fist
Special Qualities: Aura of good (aura equals shaman level), animal companion as druid, spirit sight, turn undead as 9th-level cleric (+2 to turning checks) 5/day, spirit’s favor. Wild shape (large, tiny) 5/day.
Shaman Spells Prepared (6/7+2/6+2/6+1/5+1/5+1/3+1/2+1; base DC = 19 + spell level; DC 20 + spell level with abjuration spells; caster level 13th): 0-detect disease, detect magic, read magic, purify food and drink, resistance x2; 1st-bless, calm animals, detect evil, endure elements, identify*, protection from evil, shield of faith*, speak with animals, weapon bless; 2nd-aid, augury*, bull’s strength, enthrall, hold person, remove paralysis, speak with plants, warning*; 3rd-dispel magic, divination*, inflict serious wounds, magic circle against evil, prayer, substitution, tongues; 4th-air walk, holy smite, scrying*, spell immunity, summon nature’s ally IV, sustain; 5th-advice, atonement, commune with greater spirit, dispel evil*, mass cure light wounds, true seeing; 6th-animate objects, geas/quest, legend lore*, stoneskin; 7th-holy word, repulsion*, summon nature’s ally VII.
*Domain spell. Deity: Kuan-ti. Domains: Divination (cast divination spells at +2 caster level), Good (cast good spells at +1 caster level), Guardian (1/day add +11 to a single saving throw).
Possessions: +1 ki focus bang, ring of protection +3, bracers of armor +4, periapt of wisdom +4, shapshifter’s kataginu, pearl of power (2nd-level spell), potion of cat’s grace, potion of remove fear, scroll: remove blindness/deafness, restoration and death ward, scroll: remove curse, remove disease, and neutralize poison. Large bell holy symbol. 1,025 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Do Enang: Male Shou Human Ftr10; CR 10; Medium-size Humanoid; HD 10d10+20; hp 79; Init +7; Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Base Atk +10; Grp +14; Atk +16 melee (1d6+7/17-20, +1 cutlass) or +14 ranged (1d8/19-20, masterwork light crossbow); Full Atk +16/+11 melee (1d6+7/19-20, +1 cutlass) or +14 ranged (1d8/19-20, masterwork light crossbow); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +10, Ref +7, Will +4; Str 18, Dex 17, Con 15, Int 11, Wis 11, Cha 8
Skills and Feats: Balance +2, Climb +10, Intimidate +4, Jump +8, Profession (sailor) +8, Ride (horse) +5, Speak Language (shou), Swim +15; Athletic, Cleave, Dodge, Endurance, Improved Critical (cutlass), Improved Iniative, Mobility, Power Attack, Skill Focus (Profession [sailor]), Spring Attack, Weapon Focus (cutlass), Weapon Specialization (cutlass)
Possessions: +1 cutlass, +1 aquatic leather scale, masterwork light nu, 20 bolts, haori of resistance +1, gloves of dexterity +2, potion of water breathing, potion of cure moderate wounds. Family owns 20 merchant ships and 35 fishing boats. 429 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Ukito Wan: Male Shou Human Samurai 10/Weapon Master 2; CR 12; Medium-size Humanoid; HD 12d10; hp 70; Init +3; Spd 20 ft.; AC 24 (touch 14, flat-footed 21); Base Atk +12; Grp +15; Atk +19 melee (1d8+6/19-20, +2 jian) or +17 melee (1d6+5/19-20, +1 duan jian); Full Atk +19/+14/+9 melee (1d8+6/19-20, +2 jian) or +17/+12/+7 melee (1d6+5/19-20, +1 duan jian); Face/Reach 5 ft./5 ft.; SQ Ancestral daisho (honorable), ki damage, increased multiplier; AL LN; SV Fort +9, Ref +11, Will +11; Str 19, Dex 16, Con 10, Int 15, Wis 14, Cha 16
Skills and Feats: Climb +10, Diplomacy +17, Iajutsu Focus +18, Intimidate +8, Jump +10, Knowledge (nobility and royalty) +7, Listen +5, Perform (oratory) +8, Profession (commander) +7, Ride (horse) +13, Sense Motive +7, Speak Language (shou, dwarven, spirit tongue), Spot +5, Swim +6; Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility, Spring Attack, Stunning Fist, Weapon Focus (longsword), Whirlwind Attack
Special Qualities: Ki damage 2/day, increased multiplier 1/day.
Possessions: Ancestral daisho (+2 jian and +1 duan jian), +1 lamellar, +1 heavy steel shield, obi of giant strength +2, haori of resistance +2, ring of protection +1, amulet of natural armor +1, potion of cure moderate wounds x 2, oil of keen edge, light warhorse, scale barding, military saddle. 810 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Osu Qyu Lo’ahn: Male Shou Human Exp3; CR 2; Medium-size Humanoid; HD 3d6+3; hp 16; Init +6; Spd 30 ft.; AC 15 (touch 12, flat-footed 13); Base Atk +2; Grp +3; Atk +4 melee (1d4+1/19-20, mastework bi shou); Full Atk +4 melee (1d4+1/19-20, mastework bi shou); Face/Reach 5 ft./5 ft.; AL NG; SV Fort +3, Ref +4, Will +5; Str 13, Dex 14, Con 13, Int 17, Wis 13, Cha 11
Skills and Feats: Appraise +9, Balance +7, Climb +3, Diplomacy +10, Jump +3, Knowledge (nature) +9, Profession (herbalist) +7, Profession (sailor) +10, Profession (scribe) +4, Sense Motive +9, Speak Language (shou, aquan, dwarven, spirit tongue), Swim +5; Improved Iniative, Negotiator, Skill Focus (Profession [sailor])
Possessions: Masterwork bi shou, masterwork leather scale, haori of resistance +1, collection of rare herbs and artifacts. Owner of a house and five ships. 1,013 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Utwa So: Male Shou Human Wu Jen 18; CR 18; Medium-size Humanoid; HD 18d4+38; hp 86; Init +3; Spd 30 ft.; AC 20 (touch 15, flat-footed 17); Base Atk +9; Grp +11; Atk +13 melee (1d4+4/19-20, +2 bi shou); Full Atk +13/+8 melee (1d4+4/19-20, +2 bi shou); Face/Reach 5 ft./5 ft.; SQ Sudden action, elemental mastery, spell secrets, taboos; AL CE; SV Fort +12, Ref +13, Will +17; Str 15, Dex 17, Con 14, Int 27, Wis 15, Cha 12
Skills and Feats: Concentration +23 (+27 when casting defensively), Craft (alchemy) +18, Knowledge (arcana) +29, Knowledge (architecture and engineering) +13, Knowledge (dungeoneering) +13, Knowledge (geography) +13, Knowledge (history-T’u Lung) +18, Knowledge (local-T’Hai Salt Flats) +18, Knowledge (nature) +13, Knowledge (nobility and royalty) +13, Knowledge (religion) +18, Knowledge (spirits) +23, Profession (apothecary) +7, Speak Language (shou, draconic, dwarven, giant, goblin, spirit tongue), Spellcraft +31; Combat Casting, Craft Wondrous Item, Eschew Materials, Mind Over Body, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Spell Penetration, Taint Spell
Special Qualities: Sudden action, elemental mastery (water), spell secrets (silent true strike, extended detect thoughts, enlarged heart ripper, stilled and silent disintegrate), taboos (must make daily offerings of carrion to spirit powers, cannot eat meat, cannot wear white, must kill a living creature every day, must purify body everyday by taking a cold shower or bath).
Wu Jen Spells Prepared (4/6/6/6/6/5/5/4/4/2; base DC = 18 + spell level; DC 19 + spell level with necromancy spells; caster level 18th): 0-detect magic, disrupt undead, presdigitation, read magic; 1st-cobra’s breath, detect good, magic missile x2, shield, true strike (silent); 2nd-alter self, detect thoughts (extended), fog cloud, ice blast, knock, protection from arrows; 3rd-dispel magic, gaseous form, displacement, haste, major image, suggestion; 4th-animate dead x 2, dimension door, lesser spirit binding, polymorph, wall of bones; 5th-dominate person, feeblemind, passwall, telekinesis, wall of force; 6th-control water, flesh to stone, globe of invulnerability, invisibility (quickened); 7th-commune with greater spirit, delayed blast fireball, greater teleport, limited wish; 8th-horrid wilting, mind blank, summon monster VIII, surelife; 9th-astral projection, power word kill.
Possessions: +2 bi shou, bracers of armor +5, minor ring of spell storing (disguise self, detect good, elemental burst), ring of protection +2, haori of resistance +4, headband of intellect +6, diamond rod (10 charges), amulet of health +2, gloves of dexterity +2, potion of fly, potion of cure moderate wounds, potion of resist acid 20, spellbooks. 802 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Ghutan Dox Ayani: Female Shou Human Sor7; CR 7; Medium-size Humanoid; HD 7d4+14; hp 33; Init +3; Spd 30 ft.; AC 15 (touch 14, flat-footed 12); Base Atk +3; Grp +3; Atk +4 melee (1d6, masterwork bang) or +3 melee (1d4/19-20, dagger); Full Atk +4 melee (1d6, masterwork bang) or +3 melee (1d4/19-20, dagger); Face/Reach 5 ft./5 ft.; AL CG; SV Fort +5, Ref +6, Will +8; Str 10, Dex 16, Con 14, Int 16, Wis 14, Cha 17
Skills and Feats: Bluff +9, Concentration +12 (+16 when casting defensively), Craft (alchemy) +10, Heal +10, Knowledge (arcana) +13, Profession (herbalist) +9, Speak Language (shou, draconic, spirit tongue), Spellcraft +15; Combat Casting, Craft Wondrous Item, Skill Focus (Heal), Still Spell
Sorcerer Spells Known (6/7/7/5; base DC = 13 + spell level; caster level 7th): 0 – detect magic, flare, mage hand, open/close, prestidigitation, read magic, resistance; 1st – charm person, elemental burst, shield, sleep, true strike; 2nd – animate water, cat’s grace, detect thoughts; 3rd – fireball, terra cotta warrior.
Possessions: Masterwork bang, dagger, bracers of armor +1, ring of protection +1, haori of resistance +1, potion of eagle’s splendor, scroll: gaseous form, scroll: summon monster II, five doses of healing salve, Boat of the Kappa, Flame-eye. 1,523 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Boat of the Kappa: This single seat only boat made from a kappa shell can upon given the command word be made to travel by itself in any direction the user desires at a speed of 15 ft. on water.
Faint transmutation; CL 4th; Craft Wondrous Item, animate water; Price 14,400 gp; Weight 10 lb. Cost 7,200 gp + 576 XP

Flame-eye: This magical mirror can be used to scry through any open flame only.
Moderate divination; CL 10th; Craft Wondrous Item, scrying; Price 28,000 gp.



Heto Yiodo: Male Shou Human Shaman 14 of Shou Hsing; CR 14; Medium-size Humanoid; HD 14d6+42; hp 93; Init +6; Spd 30 ft.; AC 16 (touch 13, flat-footed 14); Base Atk +10; Grp +11; Atk +11 melee (1d6+1, bang of healing) or +12 melee (1d4+1/19-20, masterwork bi shou) or +11 melee (1d10+1, unarmed strike); Full Atk +11/+6 melee (1d6+1, bang of healing) or +12/+7 melee (1d4+1/19-20, masterwork bi shou) or +11/+6 melee (1d10+1, unarmed strike); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, animal companion, spirit sight, spirit’s favor; AL CG; SV Fort +10, Ref +9, Will +19; Str 12, Dex 15, Con 16, Int 12, Wis 21, Cha 12
Skills and Feats: Concentration +20 (+24 when casting defensively), Craft (alchemy) +7, Diplomacy +8, Heal +18, Knowledge (arcana) +8, Knowledge (religion) +18, Knowledge (spirits) +11, Profession (herbalist) +11, Speak Language (shou, spirit tongue), Spellcraft +20; Augment Healing, Blind Fight, Brew Potion, Combat Casting, Consecrate Spell, Craft Staff, Improved Iniative, Improved Unarmed Strike, Iron Will, Scribe Scroll, Stunning Fist
Special Qualities: Aura of good (aura equals shaman level), animal companion as druid, spirit sight, turn undead as 12th-level cleric (+2 to turning checks) 4/day, spirit’s favor.
Shaman Spells Prepared (6/6+2/5+2/5+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level; caster level 14th): 0-detect disease, detect magic, read magic, purify food and drink, resistance, virtue; 1st-bless, calm animals, cure light wounds*, detect evil, endure elements, speak with animals, true strike*, weapon bless; 2nd-aid, ancestral vengeance, animal messenger, commune with lesser spirit, gentle repose*, shatter*, warning; 3rd-castigate, dispel magic, haste*, invisibility to enemies, magic vestment, possess animal; 4th-discern lies, dream sight, freedom of movement*, lesser spirit ally, polymorph, spell immunity; 5th-advice, commune with greater spirit, dispel law*, dream, scrying; 6th-geas/quest, heal*, plane shift, wind walk; 7th-control weather, moment of prescience*, sunbeam.
*Domain spell. Deity: Shou Hsing. Domains: Chaos (cast chaos spells at +1 caster level), Healing (cast healing spells at +1 caster level), Time (Improved Iniative feat).
Possessions: Bang of healing (30 charges), masterwork bi shou, bracers of armor +3, ring of climbing, ring of protection +1, haori of resistance +2, periapt of wisdom +2, scroll: summon nature’s ally VI, scroll: mass cure moderate wounds, scroll: control winds and slay living. Prayer wheel holy symbol. Animal companion (tiger). 973 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Nu’sazto Ichi: Male Purang Human Brb6; CR 6; Medium-size Humanoid; HD 6d12+18; hp 62; Init +2; Spd 40 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +6; Grp +10; Atk +13 melee (1d8+5/x3, masterwork ch’iang) or +8 ranged (1d6+5, mau); Full Atk +13/+8 melee (1d8/x3, masterwork ch’iang) or +8/+3 ranged (1d6+5, mau); Face/Reach 5 ft./5 ft.; SA Rage; SQ Fast movement, uncanny dodge, trap sense, improved uncanny dodge; AL CE; SV Fort +8, Ref +4, Will +2; Str 21, Dex 14, Con 16, Int 12, Wis 10, Cha 13
Skills and Feats: Climb +8, Handle Animal +7, Intimidate +10, Jump +8, Listen +6, Ride (horse) +10, Speak Language (purang, shou), Survival +9, Swim +5; Cleave, Intimidating Rage, Power Attack, Weapon Focus (battleaxe)
Special Qualities: Rage 2/day, fast movement, uncanny dodge, trap sense +2, improved uncanny dodge.
Rage: During his rage, Nu’sazto Ichi has the following statistics instead of those given above: hp 74; AC 15 (touch 10, flat-footed 13); Atk +14 melee (1d8+7/x3, masterwork ch'iang); Full Atk +14/+9 melee (1d8+7/x3, masterwork ch'iang); SV Fort +9, Will +4; Str 25, Con 20. Skills: Climb +10, Jump +10, Swim +7. The rage lasts for 8 rounds, after which Nu’sazto Ichi is fatigued.
Possessions: Masterwork ch’iang, three mau, masterwork bone armor, masterwork heavy wooden shield, potion of bull’s strength, potion of bear’s endurance, obi of giant’s strength +2. 360 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Chu Raiza Pwee: Female Shou Human Com4/War4; CR 6; Medium-size Humanoid; HD 4d4+4 plus 4d8+4; hp 37; Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +6; Grp +8; Atk +10 melee (1d8+3/x3, +1 mao) or +8 ranged (1d8/19-20, masterwork nu); Full Atk +10/+5 melee (1d8+3/x3, +1 mao) or +8 ranged (1d8/19-20, masterwork nu); Face/Reach 5 ft./5 ft.; AL NG; SV Fort +7, Ref +4, Will +5; Str 15, Dex 13, Con 13, Int 15, Wis 15, Cha 15
Skills and Feats: Climb +10, Diplomacy +6, Handle Animal +10, Jump +10, Listen +8, Profession (innkeeper) +12, Speak Language (shou, dwarven), Spot +8, Swim +10; Alertness, Battlefield Inspiration, Skill Focus (Profession [innkeeper]), Weapon Focus (spear)
Possessions: +1 mao, masterwork leather scale, masterwork heavy steel shield, masterwork light nu, 20 bolts, haori of resistance +1, potion of cure light wounds x 3. Owner of Elk’s Brow Waystation. 1,457 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Ghira Bui So: Male Shou Human Samurai 9; CR 9; Medium-size Humanoid; HD 9d10+9; hp 63; Init +2; Spd 20 ft.; AC 21 (touch 12, flat-footed 19); Base Atk +9; Grp +13; Atk +15 melee (1d8+5/19-20, +1 jian) or +14 melee (1d6+4/19-20, masterwork duan jian) or +14 melee (1d6+4/19-20, masterwork ninja-to) or +12 ranged (1d2+4, masterwork shuriken) or +13 melee (1d3+4, unarmed strike); Full Atk +15/+10 melee (1d8+5/19-20, +1 jian) or +14/+9 melee (1d6+4/19-20, masterwork duan jian) or +14/+9 melee (1d6+4/19-20, masterwork ninja-to) or +12/+7 ranged (1d2+4, masterwork shuriken) or +13/+8 melee (1d3+4, unarmed strike); Face/Reach 5 ft./5 ft.; SQ Ancestral daisho (honorable); AL LN; SV Fort +7, Ref +5, Will +6; Str 19, Dex 14, Con 12, Int 13, Wis 11, Cha 12
Skills and Feats: Bluff +5, Climb +8, Diplomacy +13, Disguise +3, Forgery +3, Iajutsu Focus +9, Jump +8, Knowledge (history) +3, Knowledge (nobility and royalty) +6, Ride (horse) +12, Sense Motive +5, Speak Language (shou, spirit tongue), Swim +4; Blind-Fight, Exotic Weapon Proficiency (ninja-to), Exotic Weapon Proficiency (shuriken), Improved Unarmed Strike, Leadership, Mounted Combat, Secret Society, Weapon Focus (longsword)
Possessions: Ancestral daisho (+1 jian and masterwork duan jian), +1 lamellar, +1 heavy steel shield, masterwork ninja-to, six masterwork shuriken, gloves of dexterity +2, light warhorse, scale barding, military saddle. 1,354 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Yellow



Gyoro: Male Shou Human Shaman 1/Exp4/Divine Oracle 6 of Lu Hsing; CR 10; Medium-size Humanoid; HD 11d6+11; hp 52; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +6; Grp +6; Atk +6 melee (1d6, unarmed strike); Full Atk +6 melee (1d6, unarmed strike); Face/Reach 5 ft./5 ft.; SA SQ Aura of law, animal companion, scry bonus, prescient sense, trap sense, divination enhancement, uncanny dodge, improved uncanny dodge; AL LN; SV Fort +4, Ref +4, Will +16; Str 10, Dex 12, Con 12, Int 16, Wis 20, Cha 10
Skills and Feats: Concentration +14, Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (religion) +14, Knowledge (spirits) +14, Profession (astrologer) +8, Sense Motive +7, Speak Language (shou, draconic, dwarven, spirit tongue), Spellcraft +14; Enlarge Spell, Extend Spell, Greater Spell Focus (divination), Improved Unarmed Strike, Skill Focus (Knowledge [religion]), Spell Focus (divination), Spell Penetration
Special Qualities: Aura of law (aura equals shaman level), animal companion as druid. Scry bonus, prescient sense, trap sense +2, divination enhancement, uncanny dodge, improved uncanny dodge.
Shaman Spells Prepared (6/6+1/4+1/3+1/2+1; base DC = 15 + spell level; DC 17 + spell level with divination spells; caster level 7th): 0-detect disease, detect magic, detect poison, guidance, read magic, resistance; 1st-bless, deathwatch, detect chaos, endure elements, entropic shield, identify*, shield of faith; 2nd-aid, augury*, commune with lesser spirit, know motivation, warning; 3rd-detect curse, divination*, locate object, magic vestment; 4th-discern lies, lesser spirit ally, scrying*.
*Domain spell. Deity: Lu Hsing. Domains: Fate (uncanny dodge), Oracle (cast divination spells at +2 caster level), Planning (Extend Spell feat).
Possessions: Major eight diagram coins. Small prayer wheel holy symbol.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Yondak the Giant of Durkon: Male Hill Giant Brb8; CR 15; Large Giant; HD 12d8+60 plus 8d12+40; hp 235; Init +1; Spd 40 ft.; AC 23 (touch 8, flat-footed 23); Base Atk +16; Grp +26; Atk +29 melee (2d8+17, +2 furious greatclub); Full Atk +29/+24/+19/+14 melee (2d8+17, +2 furious greatclub); Face/Reach 10 ft./10 ft.; SA Rage; SQ Hill giant traits, fast movement, uncanny dodge, trap sense, improved uncanny dodge, DR 1/-; AL CN; SV Fort +14, Ref +6, Will +6; Str 30, Dex 8, Con 20, Int 10, Wis 10, Cha 8
Skills and Feats: Climb +18, Intimidate +5, Jump +18, Listen +12, Speak Language (giant), Spot +12, Survival +7, Swim +18; Alertness, Cleave, Extra Rage, Improved Sunder, Power Attack, Track, Weapon Focus (greatclub)
Special Qualities: Hill giant traits: +9 natural armor, low-light vision, rock throwing, rock catching. Rage 5/day, fast movement, uncanny dodge, trap sense +2, improved uncanny dodge, damage reduction 1/-.
Rage: During his rage, Yondak has the following statistics instead of those given above: hp 295; AC 21 (touch 6, flat-footed 21); Atk +32 melee (2d8+21, +2 furious greatclub); Full Atk +32/+27/+22/+17 melee (2d8+21, +2 furious greatclub); SV Fort +17, Will +9; Str 36, Con 26. Skills: Climb +21, Jump +21, Swim +21. The rage lasts for 11 rounds, after which Yondak is fatigued.
Possessions: +2 furious greatclub, +3 hide armor, obi of giant strength +4. 1,510 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Tenrax: Male Tuigan Human Wu Jen 12; CR 12; Medium-size Humanoid; HD 12d4; hp 31; Init +3; Spd 30 ft.; AC 18 (touch 15, flat-footed 15); Base Atk +6; Grp +7; Atk +8 melee (1d6+2/18-20, +1 dao) or +8 melee (1d4+1/19-20, masterwork bi shou) or +10 ranged (1d6/x3, masterwork gong jian); Full Atk +8/+3 melee (1d6+2/18-20, +1 dao) or +8/+3 melee (1d4+1/19-20, masterwork bi shou) or +10/+5 ranged (1d6/x3, masterwork gong jian); Face/Reach 5 ft./5 ft.; SQ Sudden action, elemental mastery, spell secrets, taboos; AL CN; SV Fort +5, Ref +8, Will +10; Str 12, Dex 16, Con 11, Int 21, Wis 13, Cha 13
Skills and Feats: Concentration +15 (+19 when casting defensively), Craft (alchemy) +10, Knowledge (arcana) +19, Knowledge (geography) +9, Knowledge (history-T’u Lung) +14, Knowledge (local-E’sang Yi) +14, Knowledge (nature) +9, Knowledge (spirits) +14, Ride (horse) +8, Speak Language (shou, draconic, dwarven, giant, spirit tongue, tuigan), Spellcraft +21; Combat Casting, Craft Wondrous Item, Enlarge Spell, Horse Nomad, Mounted Casting, Quicken Spell, Scribe Scroll
Special Qualities: Sudden action, elemental mastery (earth), spell secrets (extended see invisibility, enlarged ice storm, extended major creation), taboos (must give offering of oats or hay to spirits, must ride a horse for 1 hour of the day, cannot slay a horse).
Wu Jen Spells Prepared (4/6/5/5/4/4/2; base DC = 15 + spell level; caster level 12th): 0-detect magic, disrupt undead, mending, read magic; 1st-accuracy, hail of stone, magic missile, protection from law, shield, true strike; 2nd-bear’s endurance, blur, detect thoughts, hold person, protection from charm; 3rd-earthbolt, dispel magic, protection from energy, remove curse, suggestion; 4th-dimension door, dismissal, minor creation, minor globe of invulnerability; 5th-animal growth, major creation (extended), servant horde, wall of stone; 6th-flesh to stone, summon monster VI.
Possessions: +1 dao, masterwork bi shou, masterwork gong jian, 20 arrows, bracers of armor +3, ring of protection +2, headband of intellect +2, haori of resistance +1, light warhorse, military saddle. 1,882 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Benchi: Male Shou Human Ftr6/Weapon Master 1; CR 7; Medium-size Humanoid; HD 7d10+14; hp 57; Init +2; Spd 20 ft.; AC 21 (touch 12, flat-footed 19); Base Atk +7; Grp +11; Atk +13 melee (1d8+7/19-20, +1 jian); Full Atk +13/+8 melee (1d8+7/19-20, +1 jian); Face/Reach 5 ft./5 ft.; SQ Ki damage; AL CG; SV Fort +5, Ref +4, Will +2; Str 19, Dex 14, Con 14, Int 13, Wis 13, Cha 13
Skills and Feats: Climb +11, Iaijutsu Focus +2, Intimidate +5, Jump +11, Profession (ferryman) +5, Ride (horse) +8, Sense Motive +2, Speak Language (shou, spirit tongue), Swim +13; Combat Expertise, Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack
Special Qualities: Ki damage 1/day.
Possessions: +1 lamellar, +1 heavy steel shield, +1 jian, potion of heroism. Owner of a ferry crossing Fenghsintzu. 1,665 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Echu Nan the Mercenary: Male Shou Human Ftr8; CR 8; Medium-size Humanoid; HD 8d10+24; hp 72; Init +6; Spd 20 ft.; AC 19 (touch 12, flat-footed 17); Base Atk +8; Grp +12; Atk +14 melee (1d6+7/18-20, +1 dao); Full Atk +10/+5 melee (1d6+7/18-20, +1 dao) and +10 melee (1d6+5/18-20, +1 dao); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +10, Ref +5, Will +4; Str 19, Dex 15, Con 16, Int 13, Wis 12, Cha 10
Skills and Feats: Climb +12, Intimidate +8, Jump +12, Listen +4, Ride (horse) +10, Speak Language (shou, spirit tongue), Spot +4, Swim +12; Alertness, Dodge, Improved Iniative, Mobility, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Possessions: two +1 dao, +1 lamellar, haori of resistance +1. 2,470 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Sang Yi the Potter of Dentarr: Male Shou Human Ftr5; CR 5; Medium-size Humanoid; HD 5d10+5; hp 37; Init +3; Spd 20 ft.; AC 20 (touch 13, flat-footed 17); Base Atk +5; Grp +7; Atk +9 melee (1d10+5/19-20, +1 wo dao); Full Atk +9 melee (1d10+5/19-20, +1 wo dao); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +5, Ref +4, Will +2; Str 14, Dex 16, Con 12, Int 16, Wis 13, Cha 12
Skills and Feats: Climb +10, Craft (pottery) +14, Handle Animal +6, Jump +10, Profession (trader) +5, Ride (horse) +13, Speak Language (shou, dwarven, hengeyokai, spirit tongue), Swim +10; Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Mounted Combat, Skill Focus (Craft [pottery]), Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Possessions: +1 wo dao, masterwork lamellar, masterwork heavy steel shield, light warhorse, military saddle. 1,325 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Hong Too: Male Shou Human Rog7/Yakuza 3/Ninja Spy 2; CR 12; Medium-size Humanoid; HD 12d6+12; hp 56; Init +3; Spd 30 ft.; AC 18 (touch 15, flat-footed 14); Base Atk +8; Grp +10; Atk +11 melee (1d10+4/19-20, +1 wo dao); Full Atk +11/+6 melee (1d10+4/19-20, +1 wo dao); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge, defensive roll, improved evasion, Yakuza knowledge, improved uncanny dodge, ki breath, slow fall; AL N; SV Fort +7, Ref +15, Will +8; Str 14, Dex 19, Con 13, Int 15, Wis 14, Cha 13
Skills and Feats: Appraise +7, Balance +11, Bluff +13, Climb +7, Diplomacy +12, Disable Device +10, Disguise +8 (+10 acting), Escape Artist +10, Forgery +7, Gather Information +18, Hide +18, Intimidate +10, Jump +9, Knowledge (local-Hijan) +7, Listen +7, Move Silently +18, Open Lock +14, Search +7, Sense Motive +7, Sleight of Hand +16, Speak Language (shou, goblin, spirit tongue), Spot +7, Tumble +16, Use Magic Device +6; Dodge, Exotic Weapon Proficiency (bastard sword), Exotic Weapon Proficiency (ninja-to), Improved Iniative, Mobility, Persuasive, Spring Attack
Special Qualities: Sneak attack +5d6, trapfinding, evasion, trap sense +4, uncanny dodge. Defensive roll, improved evasion, Yakuza knowledge +5, improved uncanny dodge. Ki breath, poison use, slow fall (20 ft.).
Possessions: +1 wo dao, bracers of armor +3, ring of protection +1, gloves of dexterity +2, hat of disguise, sandals of soft movement, haori of concealment. 2,865 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Tan Mikao Tso: Male Shou Human Ftr6/Brb1/Bear Warrior 3; CR 10; Medium-size Humanoid; HD 6d10+24 plus 4d12+16; hp 103; Init +1; Spd 40 ft.; AC 20 (touch 11, flat-footed 19); Base Atk +10; Grp +16; Atk +18 melee (1d8+7/19-20/x3, +1 ch’iang) or +16 melee (1d3+6, unarmed strike); Full Atk +18/+13 melee (1d8+7/19-20/x3, +1 ch’iang) or +16/+11 melee (1d3+6, unarmed strike); Face/Reach 5 ft./5 ft.; SA Rage; SQ Fast movement, bear form, scent; AL CE; SV Fort +15, Ref +5, Will +5; Str 22, Dex 13, Con 18, Int 12, Wis 12, Cha 10
Skills and Feats: Climb +12, Craft (armorsmithing) +5, Craft (weaponsmithing) +5, Intimidate +12, Jump +12, Listen +3, Ride (horse) +9, Speak Language (shou, dwarven), Survival +7, Swim +12; Cleave, Earth’s Embrace, Extra Rage, Improved Critical (battleaxe), Improved Grapple, Improved Unarmed Strike, Power Attack, Track, Weapon Focus (battleaxe)
Special Qualities: Rage 3/day, fast movement. Bear form (black), scent.
Rage: During his rage, Tan Mikao Tso has the following statistics instead of those given above: hp 123; AC 18 (touch 9, flat-footed 17); Atk +20 melee (1d8+9/19-20/x3, +1 ch’iang) or +18 melee (1d3+8, unarmed strike); Full Atk +20/+15 melee (1d8+9/19-20/x3, +1 ch’iang) or +18/+13 melee (1d3+8, unarmed strike); SV Fort +17, Will +7; Str 26, Con 22. Skills: Climb +14, Jump +14, Swim +14. The rage lasts for 9 rounds, after which Tan Mikao Tso is fatigued.
Bear Rage: During his rage, Tan Mikao Tso has the following statistics instead of those given above: hp 123; AC 12 (touch 10, flat-footed 10); Atk +19 melee (1d4+9, claw); Full Atk +19 melee (1d4+9, 2 claws) and +14 melee (1d6+4, bite); SV Fort +16, Will +7; Str 28, Dex 15, Con 22. Skills: Climb +17, Jump +17, Swim +17. The rage lasts for 9 rounds, after which Tan Mikao Tso is fatigued.
Possessions: +1 ch’iang, +2 leather scale, +2 heavy steel shield, obi of giant strength +2, haori of resistance +1. 335 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Cheng Ta Ubo: Male Shou Human Ftr17; CR 17; Medium-size Humanoid; HD 17d10+51; hp 149; Init +2; Spd 20 ft.; AC 30 (touch 15, flat-footed 27); Base Atk +17; Grp +24; Atk +28 melee (1d8+13/17-20, +2 jian) or +25 melee (1d3+8 plus 2d6, +1 vicious whip); Full Atk +28/+23/+18/+13 melee (1d8+13/17-20, +2 jian) or +25/+20/+15/+10 melee (1d3+8 plus 2d6, +1 vicious whip); Face/Reach 5 ft./5 ft.; AL LE; SV Fort +16, Ref +10, Will +11; Str 24, Dex 14, Con 16, Int 14, Wis 13, Cha 8
Skills and Feats: Climb +17, Craft (stonemasonry) +6, Intimidate +15, Jump +17, Listen +4, Profession (miner) +11, Ride (horse) +15, Speak Language (shou, goblin, spirit tongue), Spot +4, Swim +9; Combat Expertise, Combat Reflexes, Dodge, Endurance, Exotic Weapon Proficiency (whip), Great Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Iniative, Iron Will, Mobility, Skill Focus (Intimidate), Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack
Possessions: +2 jian, +2 lamellar, +3 heavy steel shield, +1 vicious whip, ring of protection +3, ring of sustenance, amulet of natural armor +3, gloves of arrow snaring, obi of giant strength +4, haori of resistance +3, potion of cure serious wounds x 2, light warhorse, military saddle. 744 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Nuska Ohm Wy: Male Monkey Hengeyokai Rog6; CR 6; Medium-size Humanoid (Shapechanger); AL CN; three alternate forms.
Human Form: HD 6d6; hp 23; Init +7; Spd 30 ft.; AC 16 (touch 14, flat-footed 13); Base Atk +4; Grp +5; Atk +6 melee (1d6+1, masterwork bang) or +8 melee (1d4+1/19-20, masterwork bi shou); Full Atk +6 melee (1d6+1, masterwork bang) or +8 melee (1d4+1/19-20, masterwork bi shou); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Hengeyokai traits, trapfinding, evasion, trap sense +2, uncanny dodge; SV Fort +3, Ref +9, Will +4; Str 13, Dex 16, Con 11, Int 14, Wis 13, Cha 14
Skills and Feats: Balance +11, Bluff +8, Climb +7, Disable Device +8, Disguise +8 (+10 acting), Escape Artist +9, Hide +9, Jump +9, Knowledge (local-Henai River) +8, Listen +4, Move Silently +9, Open Lock +9, Search +8, Sleight of Hand +11, Speak Language (hengeyokai, shou, dwarven, spirit tongue), Spot +4, Tumble +11; Dodge, Improved Iniative, Weapon Finesse
Special Qualities: Hengeyokai (monkey) traits: alternate form 7/day. Sneak attack +3d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Hybrid Form: HD 6d6; hp 23; Init +8; Spd 30 ft.; AC 17 (touch 15, flat-footed 13); Base Atk +4; Grp +5; Atk +6 melee (1d6+1, masterwork bang) or +9 melee (1d4+1/19-20, masterwork bi shou); Full Atk +6 melee (1d6+1, masterwork bang) or +9 melee (1d4+1/19-20, masterwork bi shou); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Hengeyokai traits, trapfinding, evasion, trap sense +2, uncanny dodge; SV Fort +3, Ref +10, Will +4; Str 13, Dex 18, Con 11, Int 14, Wis 13, Cha 14
Skills and Feats: Balance +12, Bluff +8, Climb +11, Disable Device +8, Disguise +8 (+10 acting), Escape Artist +10, Hide +10, Jump +9, Knowledge (local-Henai River) +8, Listen +4, Move Silently +10, Open Lock +10, Search +8, Sleight of Hand +12, Speak Language (hengeyokai, shou, dwarven, spirit tongue), Spot +4, Tumble +12; Dodge, Improved Iniative, Weapon Finesse
Special Qualities: Hengeyokai (monkey) traits: alternate form 7/day, low-light vision, monkey empathy. Sneak attack +3d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Monkey Form: Tiny Humanoid (Shapechanger); HD 6d6; hp 23; Init +6; Spd 30 ft., climb 30 ft.; AC 14 (touch 14, flat-footed 12); Base Atk +4; Grp -8; Atk +8 melee (1d3-4, bite); Full Atk +8 melee (1d3-4, bite); Face/Reach 2 ½ ft./0 ft.; SA Sneak attack; SQ Hengeyokai traits, trapfinding, evasion, trap sense +2, uncanny dodge; SV Fort +2, Ref +7, Will +3; Str 3, Dex 15, Con 10, Int 14, Wis 13, Cha 14
Skills and Feats: Balance +10, Bluff +8, Climb +2, Disable Device +8, Disguise +8 (+10 acting), Escape Artist +8, Hide +16, Jump +4, Knowledge (local-Henai River) +8, Listen +4, Move Silently +8, Open Lock +8, Search +8, Sleight of Hand +10, Speak Language (hengeyokai, shou, dwarven, spirit tongue), Spot +4, Tumble +10; Dodge, Improved Iniative, Weapon Finesse
Special Qualities: Hengeyokai (monkey) traits: alternate form 7/day, low-light vision; monkey empathy, +10 bonus on Disguise checks as an animal. Sneak attack +3d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Possessions: Masterwork bang, masterwork bi shou, masterwork leather armor, potion of cat’s grace, potion of cure moderate wounds, ring of protection +1, haori of resistance +1, masterwork thieves’ tools. 838 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
#427

green_giant_02

Jul 10, 2004 2:29:57
Originally posted by Mannanin Mac Lir
Hi Green Giant,

Just re-read Hands of Fire and there are a few major Magic Users listed, was wondering if any one new if ststa had been published for them any where else.
They are

Hesperdan "the old mage" of the Zhents
Shaan
Maraunth Torr

also the Maimed wizaed Eirhaun Sooundaeril

Could you please also if possible redo the Schrinshee etc with epic levels etc..


Cheers

Sorry, Mannanin Mac Lir but most of those characters are only listed in novels. As for the Srinshee, she already has epic levels.
#428

warlockco

Jul 10, 2004 2:41:27
Thanks Green Giant.

Have a question for you. How do you decide what an NPCs attributes are going to be if there is nothing more than a line of classes and levels to go by?

Thanks
#429

green_giant_02

Jul 10, 2004 21:41:19
I have been asked that a couple of times and I can't help you there, warlocko, since I make them up as I go. Occasionally I have an idea of what type of character I'm going with such as a fencing fighter, an archer, or a cavalryman. By doing this I can figure out where to put some of the best attributes where it will do him/her some good. The one thing I do have a tendency to do is go overboard in ability scores. Many of them have high ability scores but sometimes it was because it was listed while the other times was a personal choice on my part. FR is a dangerous and high level world and it requires characters with good stats to survive in it let alone when they go up against PCs.
#430

warlockco

Jul 11, 2004 1:57:37
Okay, thanks.
That was along the lines of what I do too for my own NPCs.
#431

warlockco

Jul 11, 2004 3:14:44
Content removed and consolidated in a different post.
#432

warlockco

Jul 11, 2004 3:28:27
Content removed and consolidated in a different post.
#433

warlockco

Jul 11, 2004 4:38:28
Content removed and consolidated in a different post.
#434

warlockco

Jul 11, 2004 5:26:26
NPCs of Mantol-Derith:

Chief Negotiator for the Menzoberranzan Delegation, of the minor merchant House H’tithet
Harammamyl H’tithet: Female Drow Ftr3/Rog3; CR 7; Medium Humanoid (Elf); HD 3d10+6 plus 3d6+6; hp 45; Init +4; Spd 30 ft.; AC 22 (touch 16, flat-footed 18); Base Atk +5; Grp +7; Atk +9 melee (1d6+3, +2 Rapier); Full Atk +9 melee (1d6+3, +2 Rapier); Face/Reach 5 ft./5 ft.; SA Sneak Attack +2d6; SQ Drow traits, SR 17; AL CE; SV Fort +6, Ref +8, Will +4; Str 15, Dex 19, Con 15, Int 20, Wis 14, Cha 19.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +11, Bluff +10, Climb +6, Decipher Script +4, Diplomacy +7, Disable Device +6, Forgery +2, Gather Information +2, Hide +4, Intimidate +9, Knowledge (Local: Underdark-Northdark) +2, Listen +6, Move Silently +4, Open Lock +6, Search +6, Sense Motive +10, Sleight of Hand +2, Speak Language (Elven, Undercommon, Abyssal, Common, Draconic, Drow Sign Language, Dwarven, Gnome, Goblin), Spot +6, Use Magic Device +2. Diligent, Dodge, Negotiator, Persuasive, Quick Draw.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17. Sneak Attack +2d6; Trapfinding; Evasion; Trap Sense +1.
Spell-like Abilities (as 6th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: +2 Mithral Shirt, +2 Rapier, Drow Boots, Piwafwi of Charisma +2, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Creation Note: She is listed as a Ftr3/Rog3 in Underdark, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Former Chief Negotiator for the Menzoberranzan Delegation, of the minor merchant House H’tithet (Deceased)
Yyssisiryl H’tithet: Female Drow Clr13; CR 14; Medium Humanoid (Elf); HD 13d8+39; hp 121; Init +2; Spd 30 ft.; AC 20 (touch 14, flat-footed 18); Base Atk +9; Grp +11; Atk +13 melee (1d8+4 plus Special, Scourge of Fangs) or +14 melee (1d4+5, +3 Dagger) or +14 ranged (1d4+5, +3 Dagger); Full Atk +13/+8 melee (1d8+4 plus Special, Scourge of Fangs) or +14/+9 melee (1d4+5, +3 Dagger) or +14 ranged (1d4+5, +3 Dagger); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +14, Ref +9, Will +17; Str 14, Dex 14, Con 16, Int 15, Wis 22, Cha 24.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +3, Bluff +7, Concentration +7, Diplomacy +12, Knowledge (Arcana) +7, Knowledge (The Planes) +4, Knowledge (Religion) +7, Listen +2, Search +2, Sense Motive +6, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarf, Gnome), Spellcraft +7, Spot +2. Craft Wondrous Item, Exotic Weapon (Scourge), Extend Spell, Negotiator, Skill Focus (Diplomacy).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (aura equals cleric level), Rebuke Undead as 13th level cleric 10/day.
Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/5+1/5+1/4+1/3+1/1+1; base DC = 16 + spell level; caster level 13th).
Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Trickery.
Possessions: Silver Holy Symbol (Lolth), Scourge of Fangs, +3 Dagger, Bracers of Armor +6, Drow Boots, Earring of Resistance +3, Periapt of Wisdom +4, Piwafwi of Charisma +4, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as a Clr13 in Menzoberranzan boxed set with Str 13, Int 14, Wis 18, Dex 11, Con 15, Cha 13 with a +3 Dagger.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Caravan Escort for the Menzoberranzan Delegation, spy for House Barrison Del’Armgo
Reftael Jerritril: Male Drow Ftr16; CR 17; Medium Humanoid (Elf); HD 16d10+48; hp 152; Init +8; Spd 30 ft.; AC 30 (touch 15, flat-footed 28); Base Atk +16; Grp +21; Atk +28 melee (1d8+12, +5 Longsword) or +20 ranged (1d4+2, +2 Hand Crossbow); Full Atk +28/+23/+18/+13 melee (1d8+12, +5 Longsword) or +20/+15/+10/+5 ranged (1d4+2, +2 Hand Crossbow); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 27; AL LE; SV Fort +16, Ref +10, Will +12; Str 20, Dex 14, Con 16, Int 14, Wis 18, Cha 13.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +5, Hide +7, Jump +5, Listen +6, Move Silently +7, Ride +6, Search +6, Speak Language (Elven, Undercommon, Common, Drow Sign Language, Dwarf, Gnome, Goblin), Spot +8, Survival +5. Blooded, Combat Reflexes, Dodge, Greater Weapon Focus (Longsword), Improved Initiative, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload (Hand Crossbow), Stealthy, Weapon Focus (Longsword), Weapon Specialization (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 27. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: +5 Drowcraft Elven Chainmail, +3 Large Mithral Shield, +5 Longsword, +2 Hand Crossbow, 6 +3 Bolts, 3 +2 Venomous Bolts, 3 +2 Bolts of Paralyzing, 3 Bolts of Lightning, Belt of Giant Strength +4, Drow Boots, Gauntlets of Ogre Power, Piwafwi of Resistance +3, Ring of Mind Shielding, Ring of Protection +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Ftr16 in Menzoberranzan boxed set with +5 Longsword, Cloak of Invisibility, Boots of Silence, 6 +3 Bolts, 2 Bolts of Lightning.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Book of Exalted Deeds (3.5E).

Paralyzing: Any creature struck by this weapon must succeed on a DC 17 Will save or be paralyzed. Each round on its turn, the target may attempt a new saving throw to end the effect; otherwise, the paralysis lasts 10 rounds. Spell resistance applies. Bows, crossbows, and slings so crafted confer the paralyzing power upon their ammunition.
Source: Book of Exalted Deeds.
Moderate Enchantment; CL 10th; Craft Magic Arms & Armor, Hold Monster; Price: +2 bonus.

Bolt of Lightning: This bolt when fired from a crossbow turns into a line of lightning reaching out to 120 feet from the end of the crossbow dealing 10d6 points of electrical damage (Reflex DC 16 half).
Source: Created by Joseph Weber.
Moderate Evocation; CL 10th; Craft Magic Arms and Armor, Lightning Bolt; Price: 1,500 gp.




Chief Negotiator for the Surface Dweller Delegation
Laral Kroul: Male Half-Orc Ftr8/Rog10; CR 18; Medium Humanoid (Orc); HD 8d10+24 plus 10d6+30; hp 150; Init +6; Spd 30 ft.; AC 29 (touch 17, flat-footed 25); Base Atk +15; Grp +21; Atk +27 melee (1d8+13, +5 Drowcraft Longsword); Full Atk +27/+22/+17 melee (1d8+13, +5 Drowcraft Longsword); Face/Reach 5 ft./5 ft.; SA Sneak Attack +5d6; SQ Half-Orc traits; AL NE; SV Fort +18, Ref +18, Will +13; Str 22, Dex 19, Con 16, Int 18, Wis 16, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +18, Bluff +12, Climb +10, Decipher Script +6, Diplomacy +12, Disable Device +12, Forgery +2, Gather Information +6, Hide +10, Intimidate +11, Jump +10, Knowledge (Local: The North) +2, Knowledge (Local: Underdark-Northdark) +6, Listen +10, Move Silently +10, Open Lock +10, Search +10, Sense Motive +12, Sleight of Hand +6, Speak Language (Common, Illuskan, Orc, Dwarven, Elven, Giant, Gnome, Goblin, Undercommon), Spot +10, Survival +4, Swim +5, Use Magic Device +10. Alertness, Combat Reflexes, Diligent, Dodge, Improved Initiative, Mobility, Negotiator, Persuasive, Quick Draw, Stealthy, Weapon Focus (Longsword), Weapon Specialization (Longsword).
Special Qualities: Half-Orc traits: Darkvision 60’; Orc Blood. Evasion; Improved Uncanny Dodge; Slippery Mind; Sneak Attack +5d6; Trapfinding; Trap Sense +3.
Possessions: +4 Drowcraft Elven Chainmail, +5 Drowcraft Longsword, Amulet of Natural Armor +3, Belt of Giant Strength +4, Drow Boots, 2 Dust of Disappearance, Gloves of Dexterity +4, Piwafwi of Resistance +5, Ring of Jumping, Ring of Protection +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Ftr8/Rog9 in Menzoberranzan boxed set with +5 Drow Longsword, +4 Drow Chainmail, Ring of Jumping, Dust of Disappearance. Listed as Ftr8/Rog10 in Underdark.
Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Head Mage for the Surface Dweller Delegation, Loyal and Faithful Ally to Laral Kroul
Saarduel: Male Illuskan Human Wiz11; CR 11; Medium Humanoid (Human); HD 11d4+22; hp 52; Init +3; Spd 30 ft.; AC 22 (touch 16, flat-footed 19); Base Atk +5; Grp +6; Atk +9 melee (1d4+4, +3 Dagger) or +11 ranged (1d4+4, +3 Dagger); Full Atk +9 melee (1d4+4, +3 Dagger) or +11 ranged (1d4+4, +3 Dagger); Face/Reach 5 ft./5 ft.; AL NE; SV Fort +8, Ref +8, Will +14; Str 12, Dex 16, Con 14, Int 20, Wis 18, Cha 15.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +14, Craft (Alchemy) +10, Decipher Script +10, Knowledge (Arcana) +14, Knowledge (Local: Underdark-Northdark) +6, Listen +3, Search +3, Speak Language (Common, Illuskan, Draconic, Dwarven, Elven, Gnome, Orc, Undercommon), Spellcraft +14, Spot +5, Survival +4. Brew Potion, Craft Wand, Craft Wondrous Item, Heighten Spell, Magical Artisan (Scribe Scroll), Scribe Scroll, Spell Penetration.
Special Qualities: Summon Familiar.
Wizard Spells Prepared (4/6/9/5/4/3/1; base DC = 15 + spell level; caster level 11th).
Possessions: Spellbooks, +3 Dagger, Belt of Many Pockets, Bracers of Armor +6, Ring of Protection +3, Ring of Wizardry II, Robe of Eyes, Staff of Illumination, Vest of Resistance +3, White Cloak of the Spider, other possessions unknown.
Permanent Spells: Darkvision, Detect Magic, Read Magic, See Invisibility.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Wiz11 in Menzoberranzan boxed set, no other informaiton.
Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Complete Arcane (3.5E).




Half-Drow Trader that is part of the Surface Dweller delegation. From Realms of the Underdark: Rite of Blood. Also in the Wild Magic adventure in Menzoberranzan boxed set (retcon per story in Realms of the Underdark, he is alive not slain in Wild Magic adventure)
Hadrogh Prohl: Male Half-Drow Rog10/Wiz8; CR 18; Medium Humanoid (Elf); HD 10d6+20 plus 8d4+16; hp 117; Init +6; Spd 30 ft.; AC 24 (touch 20, flat-footed 18); Base Atk +11; Grp +12; Atk +17 melee (1d8+6, +5 Sizing Venomous Longsword); Full Atk +17/+12/+7 melee (1d8+6, +5 Sizing Venomous Longsword); Face/Reach 5 ft./5 ft.; SA Sneak Attack +5d6; SQ Half-Drow traits; AL CN; SV Fort +11, Ref +19, Will +15; Str 13, Dex 22, Con 14, Int 20, Wis 14, Cha 20.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +13, Bluff +10, Climb +5, Concentration +15 (+19 when casting defensively), Diplomacy +10, Disable Device +13, Gather Information +12, Hide +13, Intimidate +8, Knowledge (Arcana) +15, Listen +14, Move Silently +13, Open Lock +13, Profession (Merchant) +10, Search +14, Sense Motive +12, Sleight of Hand +10, Speak Language (Common, Draconic, Elven, Goblin, Illuskan, Undercommon), Spellcraft +12, Spot +10, Use Magic Device +6. Alertness, Combat Casting, Craft Wondrous Item, Dodge, Martial Weapon (Longsword), Negotiator, Persuasive, Practiced Spellcaster, Scribe Scroll.
Special Qualities: Half-Drow traits: Darkvision 60 ft.; +1 Racial bonus on Listen, Search, and Spot checks; +2 Racial bonus on Diplomacy and Gather Information checks; Immune to Sleep; Drow Blood. Sneak Attack +5d6; Trapfinding; Improved Evasion; Improved Uncanny Dodge; Trap Sense +3. Summon Familiar.
Wizard Spells Prepared (4/6/4/4/3; base DC = 15 + spell level; caster level 12th).
Possessions: Spellbooks, +5 Sizing Venomous Longsword, Amulet of Health +4, Drow Boots, Earring of Charisma +6, Folding Boat, Gem of Spell Deflection, Gloves of Dexterity +6, Piwafwi of Protection +4, Ring of Freedom of Movement, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Rog10/Wiz8 in Menzoberranzan boxed set with Str 13, Dex 16, Con 10, Int 18, Wis 12, Cha 14 with Folding Boat, Piwafwi of Protection +4, Gem of Spell Deflection, +5 Longsword.
Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Complete Arcane (3.5E), and Complete Divine (3.5E).

Earring of Charisma: This gold earring grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Earrings do not count towards the number of magical items worn.
Source: DMG 3.5, modified Cloak of Charisma.
Moderate Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor; Price 8,000 gp (+2), 32,000 gp (+4), 72,000 gp (+6).

Gem of Spell Deflection: Up to three times per day on command, this gem automatically reflects the next nine levels of spells cast at its possessor, exactly as if Spell Turning had been cast upon the owner. This gem also grants its possessor a +4 armor bonus to Armor Class and a +4 resistance bonus to Saving Throws. This item does not take up an item slot.
Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.
Strong Abjuration and Conjuration; CL 13th; Craft Wondrous Item, Mage Armor, Resistance, Spell Turning; Price 244,560 gp.

Hadrogh’s Eyepatch: This eyepatch grants a +10 competence bonus to Search and Spot checks. The eyepatch shields the wearer’s thoughts granting immunity to Detect Thoughts, Discern Lies, and any attempt to magically discern his alignment.
Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.
Faint Abjuration and Divination; CL: 5th; Craft Wondrous Item, Clairaudience/Clairvoyance, Nondetection, True Seeing; Price 37,200 gp.

Piwafwi of Protection: This black cloak adds a +1 to +5 deflection bonus to the wearer’s Armor Class and a +10 competence bonus to the wearer’s Hide checks.
Source: Created by Joseph Weber.
Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Shield of Faith, Invisibility, Creator must be a Drow, Creator’s caster level must be at least three times the deflection bonus; Price 13,000 gp (+1), 22,000 gp (+2), 33,000 gp (+3), 47,000 gp (+4), 65,000 gp (+5); Weight 1 lb.




Chief Negotiator in Mantol-Derith for the Silver Marches (formerly Blingdenstone) delegation
Kassawar Plickenstone: Male Svirfneblin Clr10; CR 11; Small Humanoid (Gnome); HD 10d8+20; hp 80; Init +4; Spd 20 ft.; AC 26 (touch 19, flat-footed 18); Base Atk +7; Grp +5; Atk +13 melee (1d6+5 plus 1d6 Acid, +3 Corrosive Small Heavy Mace); Full Atk +13/+8 melee (1d6+5 plus 1d6 Acid, +3 Corrosive Small Heavy Mace); Face/Reach 5 ft./5 ft.; SA Turn Air Elemental, Turn Undead; SQ Svirfneblin traits; AL LN; SV Fort +13, Ref +11, Will +16; Str 14, Dex 18, Con 14, Int 18, Wis 20, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +7, Bluff +3, Concentration +7, Craft (Alchemy) +4, Craft (Gemcutting) +6, Decipher Script +3, Diplomacy +8, Knowledge (Arcana) +7, Knowledge (The Planes) +2, Knowledge (Religion) +7, Listen +2, Search +1, Sense Motive +6, Speak Language (Gnome, Undercommon, Common, Draconic, Dwarven, Elven, Illuskan, Terran), Spellcraft +7, Spot +1. Diligent, Mercantile Background, Negotiator, Summon Earth Elemental.
Special Qualities: Svirfneblin traits: +2 Racial bonus on Craft (Alchemy) and Listen checks; +2 Racial bonus on Hide checks (improves to +4 in underground environments); +1 Racial bonus on attack rolls vs Kobolds and Goblinoids; +4 Dodge bonus vs all creatures; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +1 to DC of all Illusions spells cast by Svirfneblin; Darkvision 120 ft.; SR 21; +2 Racial bonus on all saving throws; +2 Racial bonus on saving throws vs Illusions; Weapon Familiarity: a svirfneblin may treat gnome hooked hammers as martial weapons rather than exotic weapons. Aura of Good (aura equals cleric level), Turn Undead as 10th level cleric 5/day.
Spell-like Abilities (as 10th level caster) 1/day –Blindness/Deafness (DC 14), Blur, Disguise Self; Speak with Burrowing Mammals 1/day (as Speak with Animals as 1st level caster). Radiates Nondetection at 10th level.
Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; base DC = 15 + spell level, 16 + spell level for Illusions; caster level 10th).
Deity: Segojan Earthcaller. Domains: Earth (Turn Air Elementals as 10th level cleric, 5/day), Gnome (cast Illusion spells at +1 caster level)
Possessions: Silver Holy Symbol (Segojan Earthcaller), +3 Chain Shirt, +3 Corrosive Small Heavy Mace, Amulet of Proof against ESP, Cloak of Resistance +2, Gem of Brightness, Ring of Blinking, Ring of Earth Elemental Command, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Clr8 in Menzoberranzan boxed set with Amulet of Proof vs ESP. Listed as Clr10 in Underdark.
Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).

Amulet of Proof against ESP: This amulet shields the wearer’s thoughts granting immunity to Detect Thoughts, Discern Lies, and any attempt to magically discern his alignment.
Source: DMG 3.5, modified Ring of Mind Shielding.
Faint Abjuration; CL: 3rd; Craft Wondrous Item, Nondetection; Price 8,000 gp.




Earthmaster of the Silver Marches (formerly Blingdenstone) delegation
Badrock Peerayton: Male Svirfneblin Clr8; CR 9; Small Humanoid (Gnome); HD 8d8+16; hp 62; Init +4; Spd 20 ft.; AC 25 (touch 19, flat-footed 17); Base Atk +6, Grp +3; Atk +9 melee (1d6+3, +2 Small Heavy Mace); Full Atk +9/+4 melee (1d6+3, +2 Small Heavy Mace); Face/Reach 5 ft./5 ft.; SA Turn Air Elemental, Turn Undead; SQ Svirfneblin traits; AL LN; SV Fort +10, Ref +8, Will +13; Str 13, Dex 18, Con 16, Int 18, Wis 20, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +11 (+15 when casting defensively), Craft (Alchemy) +3, Craft (Gemcutting) +6, Knowledge (Arcana) +11, Knowledge (The Planes) +8, Knowledge (Religion) +11, Listen +2, Speak Language (Gnome, Undercommon, Draconic, Dwarven, Elven, Terran), Spellcraft +10. Augment Summoning, Combat Casting, Summon Earth Elemental.
Special Qualities: Svirfneblin traits: +2 Racial bonus on Craft (Alchemy) and Listen checks; +2 Racial bonus on Hide checks (improves to +4 in underground environments); +1 Racial bonus on attack rolls vs Kobolds and Goblinoids; +4 Dodge bonus vs all creatures; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +1 to DC of all Illusions spells cast by Svirfneblin; Darkvision 120 ft.; SR 19; +2 Racial bonus on all saving throws; +2 Racial bonus on saving throws vs Illusions; Weapon Familiarity: a svirfneblin may treat gnome hooked hammers as martial weapons rather than exotic weapons. Aura of Good (aura equals cleric level), Turn Undead as 8th level cleric 6/day.
Spell-like Abilities (as 8th level caster) 1/day –Blindness/Deafness (DC 15), Blur, Disguise Self; Speak with Burrowing Mammals 1/day (as Speak with Animals as 1st level caster). Radiates Nondetection at 8th level.
Cleric Spells Prepared (6/6+1/4+1/4+1/3+1; base DC = 15 + spell level, 16 + spell level for Illusions; caster level 8th).
Deity: Segojan Earthcaller. Domains: Earth (Turn Air Elementals as 8th level cleric, 6/day), Gnome (cast Illusion spells at +1 caster level)
Possessions: Silver Holy Symbol (Segojan Earthcaller), +2 Chain Shirt, +2 Small Heavy Mace, Cloak of Charisma +4, Gem of Brightness, Ring of Freedom of Movement, Ring of Mind Shielding, Rod of Metal and Mineral Detection, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Clr6 in Menzoberranzan boxed set, no other information.
Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Guard Captain of the Silver Marches (formerly Blingdenstone) delegation
Horriwart Tlignlicken: Male Svirfneblin Ftr11; CR 12; Small Humanoid (Gnome); HD 11d10+44; hp 122; Init +4; Spd 30 ft.; AC 26 (touch 19, flat-footed 18); Base Atk +11, Grp +12; Atk +21 melee (1d6+10, +3 Short Sword); Full Atk +21/+16/+11 melee (1d6+10, +3 Short Sword); Face/Reach 5 ft./5 ft.; SQ Svirfneblin traits; AL LN; SV Fort +15, Ref +13, Will +11; Str 20, Dex 18, Con 20, Int 14, Wis 16, Cha 10.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +4, Hide +7*, Intimidate +4, Listen +8, Search +5, Speak Language (Gnome, Undercommon, Common, Dwarven, Elven, Terran), Spot +7, Survival +5. Alertness, Close-Quarter Fighting, Dodge, Greater Weapon Focus (Short Sword), Iron Will, Lightning Reflexes, Mobility, Summon Earth Elemental, Weapon Focus (Short Sword), Weapon Specialization (Short Sword).
*Hide +9 in underground environments.
Special Qualities: Svirfneblin traits: +2 Racial bonus on Craft (Alchemy) and Listen checks; +2 Racial bonus on Hide checks (improves to +4 in underground environments); +1 Racial bonus on attack rolls vs Kobolds and Goblinoids; +4 Dodge bonus vs all creatures; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +1 to DC of all Illusions spells cast by Svirfneblin; Darkvision 120 ft.; SR 22; +2 Racial bonus on all saving throws; +2 Racial bonus on saving throws vs Illusions; Weapon Familiarity: a svirfneblin may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Spell-like Abilities (as 11th level caster) 1/day –Blindness/Deafness (DC 13), Blur, Disguise Self; Speak with Burrowing Mammals 1/day (as Speak with Animals as 1st level caster). Radiates Nondetection at 11th level.
Possessions: +3 Chain Shirt, +3 Short Sword, Amulet of Health +4, Belt of Giant Strength +4, Boots of Springing and Striding, Cloak of Resistance +2, Ring of Invisibility, Ring of Mind Shielding, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Ftr9 in Menzoberranzan boxed set with +3 Short Sword.
Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Chief Negotiator for the Gracklstugh Delegation
Murkolk Szolt: Male Duergar Ftr8; CR 9; Medium Humanoid (Dwarf); HD 8d10+40; hp 105; Init +4; Spd 20 ft.; AC 27 (touch 11, flat-footed 26); Base Atk +8; Grp +13; Atk +18 melee (1d6+10, +3 Keen Short Sword); Full Atk +18/+13 melee (1d6+10, +3 Keen Short Sword); Face/Reach 5 ft./5 ft.; SQ Duergar traits; AL LE; SV Fort +13, Ref +6, Will +7; Str 21, Dex 15, Con 20, Int 18, Wis 17, Cha 13.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +6, Bluff +2, Craft (Armorsmith) +8, Craft (Weaponsmith) +8, Diplomacy +5, Intimidate +8, Knowledge (Local: Underdark-Northdark) +1, Listen +3, Ride +2, Search +1, Sense Motive +5, Speak Language (Dwarven, Undercommon, Common, Elven, Giant, Gnome, Goblin, Orc, Terran), Spot +4, Survival +1. Alertness, Greater Weapon Focus (Short Sword), Improved Sunder, Negotiator, Power Attack, Thug, Weapon Focus (Short Sword), Weapon Specialization (Short Sword).
Special Qualities: Duergar traits: Darkvision 120 ft.; 20 ft. speed in any armor; Immunities to Paralysis, Phantasm, and Poison; Stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 Racial bonus on attack rolls vs Goblinoids and Orcs; +2 Racial bonus on saves vs Spells and Spell-like Abilities; +4 Dodge bonus vs Giants; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 Racial bonus on Appraise checks and Craft checks related to stone or metal; Light Sensitivity (Dazzled in bright light, such as sunlight or a Daylight spell).
Spell-like Abilities (as 16th level caster on self only) 1/day –Enlarge Person, Invisibility.
Possessions: Storm Armor of the Earth’s Children, +3 Heavy Steel Shield, +3 Keen Short Sword, Amulet of Natural Armor +2, Cloak of Resistance +2, Gauntlets of Ogre Power, Ring of Mind Shielding, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Creation Note: He is listed as a Ftr8 in Underdark, no other information.
Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Former Chief Negotiator for the Gracklstugh Delegation (Deceased)
Gradoc Gant Rockhand: Male Duergar Ftr9; CR 10; Medium Humanoid (Dwarf); HD 9d10+36; hp 99; Init +4; Spd 20 ft.; AC 27 (touch 13, flat-footed 24); Base Atk +9; Grp +15; Atk +20 melee (1d6+12, +4 Vorpal Short Sword); Full Atk +20/+15 melee (1d6+12, +4 Vorpal Short Sword); Face/Reach 5 ft./5 ft.; SQ Duergar traits, DR 3/-; AL LE; SV Fort +12, Ref +7, Will +7; Str 22, Dex 14, Con 18, Int 16, Wis 15, Cha 12.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +5, Craft (Armorsmith) +5, Craft (Weaponsmith) +5, Diplomacy +3, Intimidate +6, Knowledge (Geography) +1, Knowledge (Local: Underdark-Northdark) +1, Listen +1, Ride +1, Search +1, Sense Motive +4, Speak Language (Dwarven, Undercommon, Common, Elven, Gnome, Goblin, Orc, Terran), Spot +1. Cleave, Improved Critical (Short Sword), Negotiator, Persuasive, Power Attack, Quick Draw, Thug, Weapon Focus (Short Sword), Weapon Specialization (Short Sword).
Special Qualities: Duergar traits: Darkvision 120 ft.; 20 ft. speed in any armor; Immunities to Paralysis, Phantasm, and Poison; Stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 Racial bonus on attack rolls vs Goblinoids and Orcs; +2 Racial bonus on saves vs Spells and Spell-like Abilities; +4 Dodge bonus vs Giants; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 Racial bonus on Appraise checks and Craft checks related to stone or metal; Light Sensitivity (Dazzled in bright light, such as sunlight or a Daylight spell).
Spell-like Abilities (as 18th level caster on self only) 1/day –Enlarge Person, Invisibility.
Possessions: +2 Dwarven Plate, +2 Heavy Steel Shield, +4 Vorpal Short Sword, Belt of Giant Strength +4, Boots of Speed, Cloak of Resistance +2, Medallion of Thoughts, Ring of Protection +2, Ring of Spell Turning, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Ftr9 in Menzoberranzan boxed set with +4 Vorpal Short Sword, Boots of Speed, Amulet of Magic Resistance. Mentioned as owning a Medallion of Thoughts prior to death in Underdark.
Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).
#435

warlockco

Jul 12, 2004 3:35:35
Barrison Del'Armgo Priestess from Menzoberranzan boxed set, adventure

Pharius Del’Armgo: Female Drow Clr8; CR 9; Medium Humanoid (Elf); HD 8d8+16; hp 67; Init +6; Spd 30 ft.; AC 22 (touch 14, flat-footed 18); Base Atk +6; Grp +10; Atk +12 melee (1d8+6, +2 Heavy Mace); Full Atk +12/+7 melee (1d8+6, +2 Heavy Mace); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Smite; SQ Drow traits, SR 19; AL CE; SV Fort +7, Ref +6, Will +10; Str 18, Dex 18, Con 14, Int 18, Wis 20, Cha 18
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +11, Hide +2, Knowledge (Arcana) +11, Knowledge (Religion) +11, Listen +4, Move Silently +2, Search +3, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +11, Spot +6. Blooded, Divine Vigor, Exotic Weapon (Scourge), Lightning Reflexes (b).
Special Qualities: Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 19. Aura of Evil (aura equals cleric level); Rebuke Undead as 8th-level cleric 7/day. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 8th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/6+1/4+1/4+1/3+1; base DC = 15 + spell level; caster level 8th).
Deity: Lolth. Domains: Destruction (Smite +4 Att/+8 Dmg 1/day), Drow.
Possessions: Silver Holy Symbol (Lolth), Barrison Del’Armgo House Insignia, +2 Elven Chainmail, +2 Heavy Mace, Lesser Tentacle Rod, Amulet of Natural Armor +1, Drow Boots, Gauntlets of Ogre Power, Piwafwi, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in Menzoberranzan boxed set as 8th level Priestess with Purple Tentacle Rod.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Arms and Equipment Guide (3E), Complete Warrior (3.5E).
#436

warlockco

Jul 12, 2004 4:38:25
Leader of the Daughters of the Shadow Weave of Ched Nasad, City of Shimmering Webs from [u]Underdark[/u]
Zesstra Aleonrahel: Female Drow Clr7; CR 8; Medium-size Humanoid; HD 7d8; hp 28; Init +4; Spd 30 ft.; AC 17 (touch 17, flat-footed 15); Base Atk +5; Grp +6; Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Drow traits; AL CE; SV Fort +5, Ref +4, Will +8; Str 12, Dex 14, Con 10, Int 20, Wis 17, Cha 20
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +1, Concentration +10, Diplomacy +6, Hide +2, Knowledge (Arcana) +10, Knowledge (Religion) +10, Listen +4, Move Silently +2, Search +4, Sense Motive +1, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +10, Spot +6. Blooded, Blind-Fight, Leadership, Shadow Weave Magic.
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; darkvision 120 ft.; immune to sleep; SR 18; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; spell-like abilities (as 7th level caster) 1/day – dancing lights, darkness, faerie fire; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Aura of evil (aura equals cleric level), rebuke undead as 7th-level cleric 8/day. Cannot be shaken, and ignores the effects of the shaken condition.
Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level; caster level 7th).
*Domain spell. Deity: Shar. Domains: Evil (cast evil spells at +1 caster level), Darkness
Possessions: Silver Holy Symbol (Shar), Aleonrahel House Insignia, Gorothir’s Girdle, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Gorothir’s Girdle: This black leather corset contains a spellbook entry for the False Sending spell.
The corset grants its wearer a +5 deflection bonus and grants her the following spell-like abilities: 1/day—Aberrate, Damning Darkness, Fiendish Clarity, Slow Consumption (see [u]Book of Vile Darkness[/u]). A creature of good alignment takes 3d6 points of damage for each round that it remains in contact with the girdle. Source: [u]Underdark[/u].
Moderate Transmuation; Caster Level: 14th Level; Prerequisites: Craft Wondrous Item, Aberrate, Armor of Darkness, Damning Darkness, Fiendish Clarity, Slow Consumption*; Market Price: 120,500 gp; Weight: 3 lb.
*Added Aberrate, Damning Darkness, Fiendish Clarity, and Slow Consumption to required spells.
#437

green_giant_02

Jul 12, 2004 18:38:27
Looks like you're on your way to completing Menzoberranzan, warlockco. Here are two undead spellcasters. The first one participated in a battle that saw the almost complete decimation of the Harpers at Twilight. He was destroyed by the then Harper leader Lady Steel before she herself also fell in the same self battle. The other is rumored to be the first zulkir of Thay. Enjoy.


Laummas the “Lich-King of Hlondath”: Male Netherese Human Lich Wiz13/Acm5; CR 20; Medium-size Undead; HD 18d12; hp 122; Init +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +8; Grp +10; Atk +10 melee (1d8+5, touch); Full Atk +10/+5 melee (1d8+5, touch); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura; SQ Turn resistance, DR 15/bludgeoning and magic, undead traits, lich immunities, Archmage high arcana; AL NE; SV Fort +5, Ref +7, Will +16; Str 15, Dex 14, Con -, Int 24, Wis 18, Cha 15
Skills and Feats: Concentration +23 (+27 when casting defensively), Craft (alchemy) +17, Decipher Script +17, Hide +10, Knowledge (arcana) +28, Knowledge (architecture and engineering) +12, Knowledge (dungeoneering) +12, Knowledge (geography) +12, Knowledge (history-Netheril) +17, Knowledge (local-Hlondath) +17, Knowledge (nature) +12, Knowledge (nobility and royalty) +17, Knowledge (religion) +12, Knowledge (the planes) +17, Listen +12, Move Silently +10, Search +20 (+22 with hidden or secret doors), Sense Motive +12, Speak Language (common, netherese, abyssal, draconic, elven, goblin, infernal, orc, undercommon), Spellcraft +30, Spot +12; Combat Casting, Craft Rod, Craft Wondrous Item, Empower Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Still Spell,
Special Qualities: Touch attack (DC 21), paralyzing touch (DC 21), fear aura (DC 21), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), turn resistance +4. Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), arcane reach, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (4/6/6/6/5/4/4/3/2/1; base DC = 17 + spell level; 18 + spell level with evocation and transmutation; caster level 18th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Zulkir Ythazz Buvaar: Male Mulan Human Demilich Cjr21/Red10; CR 37; Diminutive Undead; HD 31d12; hp 202; Init +4; Spd fly 180 ft. (perfect); AC 50 (touch 45, flat-footed 50); Base Atk +16; Grp +3; Atk +46 melee (10d6+20, touch); Full Atk +46/+41 melee (10d6+20, touch); Face/Reach 1 ft./0 ft.; SA Touch attack, paralyzing touch, fear aura, grasp of death, frightful presence, paralyzing gaze, trap the soul; SQ Turning resistance +20, DR 30/-, undead traits, demilich immunities, magic immunity, phylactery transference, acid, fire, and sonic resistance 20, specialist defense, spell power, scribe tattoo, great circle leader; AL NE; SV Fort +11, Ref +11, Will +28; Str 8, Dex 10, Con -, Int 38, Wis 28, Cha 24
Skills and Feats: Bluff +20, Concentration +41 (+45 when casting defensively), Craft (alchemy) +34, Decipher Script +29, Intimidate +22, Hide +32, Knowledge (arcana) +48, Knowledge (architecture and engineering) +29, Knowledge (dungeoneering) +29, Knowledge (geography) +29, Knowledge (history-Thay) +34, Knowledge (local-Thay) +34, Knowledge (nature) +29, Knowledge (nobility and royalty) +29, Knowledge (religion) +29, Knowledge (the planes) +34, Listen +29, Move Silently +20, Profession (scribe) +20, Search +34 (+36 with hidden or secret doors), Sense Motive +29, Speak Language (common, mulhorandi, abyssal, aglarondan, aquan, auran, chessentan, damaran, draconic, ignan, infernal, rashemi, terran, tuigan, undercommon, untheric), Spellcraft +52, Spot +29; Augment Summoning, Automatic Quicken Spell, Blinding Speed, Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Epic Spellcasting, Enlarge Spell, Extend Spell, Forge Ring, Improved Combat Casting, Improved Counterspell, Improved Iniative, Improved Spell Capacity, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Spell Penetration, Tattoo Focus, Tenacious Magic
Special Qualities: Touch attack, paralyzing touch (DC 48), fear aura (DC 21), trap the soul (DC 48), undead traits, demilich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), perfect automatic still spell, spell-like abilities (as 31st level caster; DC 48) at will – alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispelling, harm, summon monster I-IX, telekinesis, weird; 2/day – greater planar ally, magic immunity, phylactery transference. Specialist defense +4 (saving throw bonus vs. conjuration), spell power +5 (bonus to caster level checks to overcome spell resistance; +6 with conjuration spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), great circle leader (great circle with nine apprentices).
Wizard Spells Prepared (5/9/9/8/8/8/8/7/7/7/4; base DC = 24 + spell level; DC 26 + spell level with conjuration spells; barred schools - enchantment, illusion, transmutation; caster level 31st).
Epic Spells Per Day: 3
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#438

warlockco

Jul 12, 2004 21:35:44
Aye, gonna try doing everyone from the Menzoberranzan boxed set and the Underdark book.
Will need quite a few of them for my own current drow campaign anyhow, so might as well share them.
#439

dwarvinjedi

Jul 13, 2004 17:11:42
Would it be allowed to ask for the stats of Cormyr's High Wizard, Vangerdahast?
#440

zombiegleemax

Jul 13, 2004 23:05:52
If you please, what book/source was that twilight battle? Sounds like a good time.
#441

warlockco

Jul 13, 2004 23:19:30
Originally posted by DwarvinJedi
Would it be allowed to ask for the stats of Cormyr's High Wizard, Vangerdahast?

I think it is allowable, since as far as I know of off-hand, he was never given official stats for 3.0/3.5E yet.
#442

dwarvinjedi

Jul 13, 2004 23:22:41
Since I don't have any FR sourcebooks (by the end of the month Iam going to get them), Could someone else try to make him for me, please.
#443

warlockco

Jul 14, 2004 0:16:30
One of the Leaders of House Teh'Kinrellz of Ched Nasad.
Prellyn Teh’Kinrellz: Female Drow Rgr8 of Lolth; CR 9; Medium-size Humanoid; HD 8d8+8; hp 40; Init +6; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +8; Grp +10; Face/Reach 5 ft./5 ft.; SA Favored Enemy (Elves, Magical Beasts); SQ Drow traits; AL CE; SV Fort +7, Ref +10, Will +6; Str 14, Dex 18, Con 13, Int 16, Wis 18, Cha 16
Skills and Feats (counting all modifiers except equipment and attributes): Climb +4, Concentration +8, Hide +10, Jump +4, Knowledge (Dungeoneering) +4, Knowledge (Geography) +5, Knowledge (Local: Underdark-Northdark) +5, Knowledge (Nature) +4, Listen +12, Move Silently +10, Search +12, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Goblin), Spot +14, Survival +10. Blooded*, Dodge, Endurance, Improved Two-Weapon Fighting**, Mobility, Track, Two-Weapon Fighting**.
**Improved Combat Style.
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; darkvision 120 ft.; immune to sleep; SR 19; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; spell-like abilities (as 8th level caster) – dancing lights, darkness, faerie fire; proficient with rapier and short sword, proficient with hand crossbow; wild empathy; animal companion; woodland stride; swift tracker. *Cannot be shaken, and ignores the effects of the shaken condition.
Ranger Spells Prepared (2; base DC = 14 + spell level; caster level 4th).
Possessions: Silver Holy Symbol (Lolth), Teh’Kinrellz House Insignia, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Coming soon Krashos Morueme and his fire gensai slave Hurnoj Rikrekts.

Will see if I can find anything on Vangy, and will try to have a version of him up. Or you might get lucky and Green Giant will post him.
#444

zombiegleemax

Jul 14, 2004 1:08:45
what about the two drow with Jarlaxle in the "Servant of the Shard" book I think their names was "Rai-guy"-Wizard/Cleric- and "Kimmuriel"-Psion-
#445

warlockco

Jul 14, 2004 2:00:14
As requested by DwarvinJedi.

Vangy!!

Adjusted for Old Age
Vangerdahast: Male Chondathan Human Wiz12/WarWiz5/Acm3; CR 20; Medium-size Humanoid; HD 20d4+20; hp 60; Init +1; Spd 30 ft.; AC 22 (touch 14, flat-footed 21); Base Atk +9; Grp +9; Face/Reach 5 ft./5 ft.; SQ Archmage Abilities; AL LN; SV Fort +10, Ref +6, Will +21; Str 9, Dex 12, Con 13, Int 24, Wis 18, Cha 14
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +25 (+27 when casting defensively), Craft (Alchemy) +10, Decipher Script +10, Diplomacy +5, Knowledge (Arcana) +23, Knowledge (Dragons) +7, Knowledge (History-Cormyr) +10, Knowledge (Local-Cormyr) +10, Knowledge (Nobility and Royalty) +10, Knowledge (The Planes) +10, Ride +5, Search +10, Speak Language (Chondathan, Common, Damaran, Elven, Gnome, Turmic), Spellcraft +23. Combat Casting, Craft Rod, Craft Staff, Craft Wondrous Item, Discipline, Empower Spell, Enlarge Spell, Eschew Materials, Forge Ring, Martial Weapon (Longsword), Maximize Spell, Scribe Scroll, Spell Focus (Divination), Spell Focus (Evocation), Weapon Focus (Longsword), Widen Spell.
Special Qualities: Summon Familiar; War Wizard Abilities: Widen Spell (3/day), Enhanced Spell Area. Archmage Abilities: Mastery of Counterspelling, Mastery of Elements, Mastery of Shaping.
Wizard Spells Prepared (4/6/6/6/5/5/4/4/3/4; base DC = 17 + spell level; DC 18 + spell level with divination and evocation spells; caster level 20th).
Possessions: Bracers of Armor +8, +3 Dagger, Ring of Protection +3, Wand of Shield (9th), Rod of Frost (as Staff of Frost), Ring of 3 Wishes. Several hidden caches of gems, potions, and spellbooks. As the “former” Royal Magician of Cormyr, he has access to many other items, mundane and magical, as well.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Feedback on this would be appreciated, haven't done much with Wizards or other Arcane Casters with the new rules yet.
Most of my characters have been Melee/Sneaky/Divine, same with alot of the NPCs I have thrown at my players this far.

Edit: Corrected Initiative modifier, was incorrect.
#446

dwarvinjedi

Jul 14, 2004 12:24:45
May I ask where the War Wizard PrC is?
Plus looking at the skills I think he should have less knowledge(the planes) and more diplomacy, or Knowledge(history-Cormyr), but aside from that I think teh leveling was great, I would put him around 20 too.
#447

green_giant_02

Jul 14, 2004 13:01:39
There were two conversions of Vangerdahast in an old thread by the same name. One was by me and the other, more detailed but 3.0, was by Tom M. Costa or Eric L. Boyd? (forgive my memory). Here are the two, respectively.


Vangerdahast: Male Chondathan Human Wiz11/War Wizard 5/Council Mage 3/Acm2; CR 21; Medium-size Humanoid; HD 21d4+63; hp 117; Init +2; Spd 30 ft.; AC 23 (touch 15, flat-footed 21); Base Atk +9; Grp +10; Atk +13 melee (1d4+4/19-20, +3 dagger); Full Atk +13/+8 melee (1d4+4/19-20, +3 dagger); Face/Reach 5 ft./5 ft.; SQ Widen spell, enhanced spell area, cooperative casting, improved spell acquistion, focused dispel, sending spell, Archmage high acana; AL LN; SV Fort +11, Ref +7, Will +20; Str 12, Dex 14, Con 16, Int 26, Wis 19, Cha 15
Skills and Feats: Concentration +27 (+31 when casting defensively), Craft (alchemy) +23, Decipher Script +18, Diplomacy +11, Gather Information +6, Knowledge (arcana) +32, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +13, Knowledge (geography) +13, Knowledge (history-Cormyr) +18, Knowledge (local-Cormyr) +18, Knowledge (nature) +13, Knowledge (nobility and royalty) +18, Knowledge (religion) +13, Knowledge (the planes) +18, Profession (brewer) +13, Profession (herbalist) +13, Ride (horse) +4, Search +13 (+15 with secret or hidden doors), Sense Motive +9, Speak Language (common, chondathan, damaran, draconic, elven, gnome, goblin, halfling, thorass, turmic), Spellcraft +37; Combat Casting, Craft Wand, Craft Wondrous Item, Enlarge Spell, Empower Spell, Forge Ring, Martial Weapon Proficiency (longsword), Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (abjuration), Spell Focus (evocation), Spell Penetration, Weapon Focus (longsword), Widen Spell
Special Qualities: Widen spell 3/day, enhanced spell area. Cooperative casting, improved spell acquistion, focused dispel, sending spell, Mastery of counterspelling, mastery of elements.
Wizard Spells Prepared (4/6/6/6/6/5/5/4/4/4; base DC = 18 + spell level; DC 19 + spell level with abjuration and evocation spells; caster level 21st).
Possessions: Bracers of armor +8, +3 dagger, ring of protection +3, wand of mage armor, wand of ice storm, ring of three wishes, Royal Cormyrean signet rings.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Dark brown (almost red when angry)

Council Mage of Cormyr can be found in Dragon Magazine #307.





Vangerdahast: Male human Wiz 7/WrW 5/CMg 3/Acm 3; CR 18; Medium-size humanoid (human); HD 18d4+54; hp 100; Init +2; Spd 30 ft.; AC 22 (touch 14, flat-footed 20); Atk +11/+6 melee (1d4+4/19-20, +3 silver dagger), +12 ranged (1d4+4/19-20, +3 silver dagger), +9/+4 melee (1d4+1/19-20, masterwork iron dagger), +10 ranged (1d4+1/19-20, masterwork iron dagger); SQ Widen spell 2/day, enhanced spell area, focused dispel, archmage high arcana, spellcasting; AL LN; SV Fort +13, Ref +9, Will +20; Str 12 (+1), Dex 14 (+2), Con 16 (+3), Int 23 (+6), Wis 17 (+3), Cha 13 (+1); Height 5 ft. 7 in.; Patron Azuth; Sigil: The profile of an open hand, fingers pointed west, holding a flame with three triangles within.

Skills: Alchemy +9, Bluff +6, Concentration +23, Diplomacy +8, Gather Information +6, Innuendo +6, Intimidate +8, Knowledge (Arcana) +21, Knowledge (Architecture and Engineering) +7, Knowledge (Geography – Cormyr) +9, Knowledge (History – Cormyr) +14, Knowledge (Local – Cormyr; Cormyr, Dalelands) +10, Knowledge (Nature) +7, Knowledge (Nobility and Royalty – Cormyr) +14, Knowledge (Religion) +7, Listen +6, Pick Pocket +5, Profession (Brewer) +4, Profession (Herbalist) +5, Ride +6, Scry +15, Search +9, Sense Motive +8, Speak Languages (Chondathan, Damaran, Draconic, Dwarven, Elven, High Wealdan [Archaic Elven], Netherese), Spellcraft +23, Spot +4, Wilderness Lore +4.

Feats: Cooperative Spell, Craft Rod, Craft Wand, Craft Wondrous Item, Enlarge Spell, Extend Spell, Forge Ring, Martial Weapon Proficiency (longsword), Maximize Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Abjuration), Spell Focus (Evocation), Weapon Focus (longsword), Widen Spell.

Special Qualities: War Wizard of Cormyr Class Features: Widen spell (use Widen Spell feat without preparation, increasing casting time, or using a higher spell slot at will) 2/day, enhanced spell area (Widen Spell feat increases area by 100%). Council Mage Class Features: Break enchantment bonus spell, focused dispel (+2 to caster level to dispel magic). Archmage High Arcana: Arcane Reach (use touch spells up to 30 ft. away), Mastery of Counterspelling (when counterspell also spell turn), Spell Power (bonus to DC and checks to overcome spell resistance) +3.

Wizard Spells per Day: 4/6/6/5/5/5/5/2/2/1; base DC = 19 + spell level, 21 + spell level for abjuration and evocation spells; caster level 18th.

Spellbook (16/21/22/17/15/14/11/11/6/4): As the Royal Magician of Cormyr, Vangerdahast knows almost every wizard spells of 3rd level or lower in the Player’s Handbook, the Forgotten Realms Campaign Setting, and this supplement, as well as several from Magic of Faerûn (including battering ram and launch item). He is particularly fond of abjuration (especially extended abjurations), divination, evocation, and transmutation spells, and aside from the spells web and hold person, tends to shy away from low-level spells from the other schools, especially necromancy. 0 – arcane mark, dancing lights*, daze, detect magic, detect poison, disrupt undead, flare*, ghost sound, launch bolt (Magic of Faerûn), light*, mage hand, mending, open/close, prestidigitation, read magic, resistance*; 1st – alarm*, animate rope, burning hands, charm person, comprehend languages, endure elements*, erase, feather fall, launch item (Magic of Faerûn), lead weight (see below), low-light vision (Magic of Faerûn), mage armor, magic missile*, message, Nystul’s magical aura, protection from chaos, protection from evil, ray of enfeeblement, shield*, shocking grasp, spider climb; 2nd – Aganazzar’s scorcher*, arcane lock*, battering ram* (Magic of Faerûn), blindness/deafness, continual flame*, darkvision, daylight*, detect thoughts, endurance, flaming sphere*, hush (see below), invisibility, knock, levitate, locate object, mirror image, protection from arrows*, rope trick, see invisibility, shatter*, web, whispering wind; 3rd – analyze portal (FRCS), blink, clairaudience/clairvoyance, dispel magic*, fireball*, fly, gust of wind*, hold person, ice storm*, improved magic missile*, lightning bolt*, magic circle against chaos*, magic circle against evil*, nondetection*, poison immunity* (see below), protection from elements*, tongues; 4th – break enchantment*, charm monster, detect scrying, dimensional anchor*, dimension door, ice storm*, improved invisibility, Leomund’s secure shelter, lesser geas, minor globe of invulnerability*, polymorph other, polymorph self, remove curse*, scrying, wall of ice*; 5th – Bigby’s interposing hand*, cone of cold*, hold monster, Leomund’s secret chest, lesser ironguard* (FRCS), magic jar, major creation, passwall, permanency, sending*, teleport, wall of force*, wall of iron, wall of stone; 6th – analyze dweomer, Bigby’s forceful hand*, circle of death, contingency*, disintegrate, gate seal* (FRCS), geas/quest, globe of invulnerability*, greater dispelling*, repulsion*, true seeing; 7th – banishment*, delayed blast fireball*, finger of death, forcecage*, limited wish, plane shift, power word, stun, reverse gravity, sequester*, spell turning*, teleport without error; 8th – clone, discern location, great shout* (FRCS as edited by Tome and Blood), mind blank*, polymorph any object, prismatic wall*; 9th – meteor swarm*, Mordenkainen’s disjunction*, refuge, teleportation circle. * These spells belong to the schools of abjuration or evocation, which are Vangerdahast’s spell focuses. Also note, Vangerdahast knows the creation process for helmed horrors.

Possessions: +3 silver dagger, batons of cone of cold (15th level), repulsion and wall of force, 6 potions of cure serious wounds, commander’s ring, Purple Dragon ring, royal Cormyrean signet ring, peacemaker’s rod, rod of armory, wands of Aganazzar’s scorcher (10th level), battering ram, daylight, detect magic, dispel magic (10th level), ice storm, lightning bolt (10th level), magic missile (9th level), and wall of ice, bag of holding 1, +8 bracers of armor, periapt of proof against poison, traveler’s map, war wizard cloak, miniaturizing dragonhide and vellum spellbook, masterwork iron dagger, 10 flashpellets, 2 masterwork arm sheaths, Cadimus (heavy warhorse), bit and bridle, military saddle, 2 saddle bags. [Heroes’ Lorebook, p. 128-129, “After the Dragon,” Hall of Heroes, p. 103, FRCS 1E, “DM’s Sourcebook of the Realms, p. 32-33, FRCS 2E, “Running the Realms,” p. 43. Note, Vangerdahast’s spellbook was drawn primarily from the above sources, his appearances in the Cormyr Saga Trilogy, The Siege, and Elminster in Hell, the prerequisites for crafting many of Cormyr’s magic items, the emails of Eric Boyd on spells common to ethnic Chondathans, and an eye towards balance. Also note that I converted
Vangerdahast’s 2E wand of frost into a baton of cone of cold, wand of ice storm, and wand of wall of ice, rather than a staff of frost, since Vangerdahast doesn’t use any cold magic throughout the Cormyr Saga Trilogy, carries innumerable wands, and is only seen with his staff of office a few times.]
#448

green_giant_02

Jul 14, 2004 13:14:36
Originally posted by Seffas
If you please, what book/source was that twilight battle? Sounds like a good time.

The Harpers at Twilight battle happened during the Fall of Myth Drannor. You can find it in the same name sourcebook Fall of Myth Drannor and download it for free here .



Originally posted by Kezzit
what about the two drow with Jarlaxle in the "Servant of the Shard" book I think their names was "Rai-guy"-Wizard/Cleric- and "Kimmuriel"-Psion-

Sorry, Kezzit but those two characters haven't appeared in any sourcebooks except novels. By the new rules set by WoTC (check the index on page 1), we can't post conversions of novel only characters.



Originally posted by DwarvinJedi
May I ask where the War Wizard PrC is?
Plus looking at the skills I think he should have less knowledge(the planes) and more diplomacy, or Knowledge(history-Cormyr), but aside from that I think teh leveling was great, I would put him around 20 too.

The War Wizard of Cormyr PrC can be found in the Magic of Faerun sourcebook.
#449

warlockco

Jul 14, 2004 17:02:19
Originally posted by DwarvinJedi
May I ask where the War Wizard PrC is?

War Wizard is in Magic of Faerun.
#450

warlockco

Jul 14, 2004 17:35:02
Slave of Krashos Morueme in Ched Nasad
Hurnoj Rikrekts: Male Fire Gensai Rog2; CR 2; Medium-size Outsider (Native); HD 2d6+2; hp 8; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +1; Grp +3; Face/Reach 5 ft./5 ft.; SA Sneak Attack +1d6; SQ Fire Gensai traits, Trapfinding, Evasion; AL NE; SV Fort +2, Ref +7, Will +0; Str 14, Dex 18, Con 13, Int 19, Wis 10, Cha 14
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +5, Bluff +5, Climb +5, Disable Device +5, Hide +5, Knowledge (Local: Underdark-Northdark), Listen +7, Move Silently +5, Open Lock +5, Search +5, Sleight of Hand +5, Speak Language (Common, Illuskan, Elven, Giant, Goblin, Orc), Spot +7, Survival +2. Alertness.
Special Qualities: Fire Gensai traits: +1 racial on saving throws vs fire spells and effects; darkvision 60 ft.; spell-like abilities (as 5th level caster) – Control Flame. Trapfinding and Evasion.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Next will be Krashos Morueme, dragons are such a pain.

Edit: just noticed that I have his attributes wrong, corrected.
#451

warlockco

Jul 14, 2004 20:10:13
Krashos Morueme aka Quevven Jusztiirn the drow wizard in Ched Nasad, Master of Hurnoj Rikrekts
Krashos Morueme: Male Adult Blue Dragon Sor12; CR 26; Huge Dragon (Earth); HD 21d12+147 plus 12d4+84; hp 381; Init +7; Spd 40 ft., burrow 20 ft., fly 150 ft. (poor); AC 31 (touch 11, flat-footed 28); Base Atk +27; Grp +37; Atk +37 melee (2d8+10, bite); Full Atk +31 melee (2d8+10, bite), +31 melee (2d6+5, 2 claws), +31 melee (1d8+5, 2 wings), +31 melee (2d6+15, tail slap); Face/Reach 15 ft./10 ft. (bite 15 ft.); SA Breath Weapon, Create/Destroy Water, Crush, Frightful Presence, Sound Imitation, Spell-like Abilities, Spells; SQ Dragon Traits, Damage Reduction 5/Magic, SR 21; AL LE; SV Fort +25, Ref +21, Will +24; Str 30, Dex 16, Con 24, Int 26, Wis 22, Cha 28.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +30, Concentration +36, Diplomacy +16, Hide +10, Intimidate +20, Knowledge (Arcana) +36, Knowledge (History) +24, Knowledge (Local: Anauroch) +8, Knowledge (Local: Silver Marches) +8, Knowledge (Local: Underdark-Northdark) +14, Knowledge (Nature) +10, Listen +26, Search +26, Sense Motive +24, Speak Language (Abyssal, Aragrakh (Archaic Draconic), Chondathan, Common, Draconic, Dwarven, Elven, Gnome, Illuskan, Midani, Netherese, Undercommon), Spellcraft +33, Spot +26, Use Magic Device +20. Alertness, Alternate Form, Combat Casting, Eschew Materials, Flyby Attack, Greater Spell Penetration, Hover, Improved Combat Casting, Improved Initiative, Improved Multiattack, Multiattack, Spell Penetration.
Sorcerer Spells Known (6/9/8/8/8/8/7/7/5; base DC = 19 + spell level; caster level 17th, +2 caster level vs Spell Resistance): 0 – Arcane Mark, Daze, Detect Magic, Light, Mage Hand, Message, Prestidigitation, Read Magic, Resistance; 1st – Alarm, Charm Person, Identify, Magic Missile, Shield; 2nd – Aganazzar’s Scorcher*, Detect Thoughts, Locate Object, Magic Mouth, Mirror Image; 3rd – Arcane Sight, Dispel Magic, Fireball, Nondetection; 4th – Breath Weapon Substitution**, Fire Trap, Polymorph, Scrying; 5th – Cone of Cold, Dominate Person, Feeblemind, Hold Monster; 6th – Acid Storm***, Globe of Invulnerability, True Seeing; 7th – Delayed Blast Fireball, Greater Teleport, Prismatic Spray; 8th – Breath Weapon Admixture**, Mind Blank.
*FRCS **Draconomicon ***PGtF
Special Qualities: Summon Familiar; Dragon Traits: Keen Senses (Ex): Krashos sees four times as well as a human in low-light conditions and twice as well in normal light. It also has Darkvision 120’ and Blindsense 60’. Damage Reduction 5/Magic, Spell Resistance 21. Immunities (Ex): Immunity to Sleep and Paralysis Effects. Immunity to Electricity.
Breath Weapon (Su): Once every 1d4 rounds, Krashos can breathe a 100-foot line of lightning that deals 12d8 points of electricity damage (Reflex DC 32 half).
Crush (Ex): When flying or jumping, Krashos can land on a Small or smaller creatures as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under Krashos’ body. Each creature in the affected area must succeed at a Reflex save (DC 32) or be pinned, automatically taking 2d8+15 points of bludgeoning damage. Thereafter, if Krashos chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.
Frightful Presence (Ex): This ability takes effect automatically when Krashos attacks, charges, or flies overhead. It affects only opponents with 33 or fewer Hit Dice or levels within a radius of 180 feet. Each affected creature must make a successful Will save (DC 35) to resist the effect. On a failure, a creature with 5 or more Hit Dice or levels becomes shaken for 4d6 rounds, and a creature with 4 or fewer Hit Dice or levels becomes panicked for 4d6 rounds. Success indicates that the target is immune to Krashos’ frightful presence for one day.
Sound Imitation (Ex): Krashos can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC 35) to detect the ruse.
Spell-Like Abilities (Sp): 3/day - Create/Destroy Water (Will DC 35 negates), Ventriloquism (DC 20). Caster level 19th.
Possessions: Unknown.

Alternate Form [General]
Requirements: Dragon (Adult age or older), Caster Level 5th.
Benefit: You are able to assume a single specific alternate humanoid or animal form of Medium size or smaller once per day. This ability functions as a polymorph spell except you do not regain hit points for changing form. You can remain in your alternate form until you choose to return to your natural form.
For more details on this feat, see [i]Age of Mortals[/i] sourcebook for the Dragonlance Campaign Setting.
#452

warlockco

Jul 14, 2004 22:47:10
Content removed and consolidated in a different post.
#453

warlockco

Jul 14, 2004 23:46:33
Regarding Dragonbait, due to there being official stats for him, I have pulled my version.

If anyone is interested in using the version I created. You can very easily modify him with this information.

Str 16, Dex 14, Con 18, Int 14, Wis 16, Cha 18
Skills and Feats (counting all modifiers except equipment and attributes): Balance +5, Concentration +15, Jump +5, Listen +1, Knowledge (Religion) +15, Sense Motive +10, Speak Language (Draconic, Celestial, Common), Spot +2, Survival +2. Dodge, Endurance, Mobility, Run, Weapon Focus (Longsword).

While the official version had this information.

Str 20, Dex 13, Con 17, Int 14, Wis 16, Cha 18.
Skills and Feats: Balance +3, Craft (weaponsmithing) +7, Diplomacy +9, Heal +9, Intuit Direction +5, Jump +8, Knowledge (religion) +8, Listen +8, Ride (horse) +5, Speak Language +1, Spot +8; Alertness, Cleave, Endurance, Power Attack, Weapon Focus (longsword).



Information on Saurials and official stats for Dragonbait can be found HERE .

Edit: pulled my version of Dragonbait and just showed the difference between my version and the official version. Never did look at the bottom of the article. Saurials were never used with the exception of a cameo of Alias and Dragonbait a very long time ago in one campaign.
#454

zombiegleemax

Jul 15, 2004 1:33:38
That conversion of Dragonbait was kind of redundant, considering the link you gave for Saurial info already has WotC stats for him. ;) Yours is good, though. Fantastic work on the Menzoberranzan NPCs, too. This thread is really great.

As far as my Sword Coast conversion quest, the Friendly Arm Inn's done, and I've been working on the village of Beregost now -- I'll post them soon.
#455

warlockco

Jul 15, 2004 2:01:53
Opps, didn't read that far into the page
#456

warlockco

Jul 15, 2004 5:05:46
Content removed and consolidated in a different post.
#457

zombiegleemax

Jul 15, 2004 19:47:12
Here is my version of the father of the famous seven sisters


Dornal Silverhand: Male Human Chosen of Mystra Ranger 15/ Fighter 5/ Wizard 11; CR 35; Medium-Size Humanoid; HD 15d10+134 plus 5d10+36 plus 11d4+29; hp 340; Init+9; Spd 30 ft.; AC 39, Touch 31, Flat-Footed 35, Base Atk +23, Grp +19; Face/Reach 5ft./5ft.; SQ Chosen Immunities, Chosen Spell-Like Abilities, Detect Magic, Favored Enemy (+4 Orcs, +3 Goblins, +2 Aberrations, +1 Undead), Enhanced Constitution, Silver Fire; SA Spells; AL NG; SV Fort +21, Ref +16, Will +18; Str 19, Dex 18, Con 30, Int 24, Wis 20, Cha 16. Height 6 ft. 3 in.

Skills and Feats: Alchemy +17, Animal Empathy +26, Appraise +6, Balance +15, Bluff +9, Climb +19, Concentration +30, Diplomacy +5, Disquise +10, Escape Artist +14, Gather Information +21, Handle Animal +30, Heal +15, Craft (Weaponsmithing) +18, Craft (Leatherworking) +15, Craft (Armorsmithing) +18, Craft (Metalworking) +16, Intuit Direction +16, Jump +12, Profession (Cook) +10, Knowledge (Arcana) +20, Knowledge (Nobility and Royalty) +24, Knowledge (Nature) +24, Knowledge (The Planes) +15, Knowledge (Geography) +20, Knowledge (History) +20, Listen +18, Move Silently +15, Ride (Horse) +20, Scry +11, Search +15, Sense Motive +13, Speak Language (Elvish, Dwarvish, Dragonic, Lorross, Orc, Goblin, Chondathen, Mulharondi, Thayen), Spellcraft +32, Spot +22, Swim +15, Tumble +11, Use Rope +15, Wilderness Lore +35; Track, Blooded, Forester, Alertness, Ambidexterity, Two-Weapon Fighting Style, Improved Two-Weapon Fighting Style, Weapon Focus (Longsword), Weapon Specialization (Longsword), Weapon Focus (Longbow), Improved Critical (Longsword), Combat Reflexes, Dodge, Endurance, Expertise, Iron Will, Point Blank Shot, Precise Shot, Combat Casting, Craft Magic Arms and Armor, Craft Wonderous Item, Spell Penetration

Chosen Spell Immunities: Dornal is completely unaffected by the following spells: magic missile, Melf's acid arrows, suggestion, dimensional anchor, cloudkill, antimagic field, finger of death, trap the soul, time stop

Chosen Spell-Like Abilities: 1/day; protection from evil, knock, protection from energy, polymorph, telekinesis greater dispel magic, greater teleport, protection from spells, shapechange

Wizard Spells Prepared: (5/6/6/6/5/4/4; Base DC = 11 + Spell Level)

Ranger Spells Prepared: (2/2/2/1; Base DC = 15 + Spell Level)

Possessions: +5 longsword, +4 longsword, +2 dagger, +2 dagger, +5 leather armor of invulnerability, amulet of natural armor +5, ring of spell turning, bracers of armor +7, belt of lions, cloak of elvenkind, boots of the winterland. Dornal has several hidden caches of magical items and equipment located around the North and the Western Heartlands. It is also rumored that he has a secret refuge hidden somewhere in the High Forest that not even his daughters or Khelbon know about (Elminster knows about it but is unable to locate it).
#458

kuje31

Jul 15, 2004 19:56:27
Originally posted by ramblin_chimp3.0
Here is my version of the father of the famous seven sisters


Dornal Silverhand: Male Human Chosen of Mystra Ranger 15/ Fighter 5/ Wizard 11

I have to disagree with the Chosen part. He's not a Chosen. He is some thing but he isn't a Chosen.
#459

zombiegleemax

Jul 15, 2004 22:15:02
In the Seven Sisters handbook it said that Dornal traveled the Realms looking for canidates for becoming new Chosen of Mystra, and while it doesn't say that he was a Chosen of Mystra, it doesn't say he isn't one ether. To me, becoming a Chosen of Mystra is the simplist reason for him living as long as he has.
#460

kuje31

Jul 15, 2004 22:23:30
Originally posted by ramblin_chimp3.0
In the Seven Sisters handbook it said that Dornal traveled the Realms looking for canidates for becoming new Chosen of Mystra, and while it doesn't say that he was a Chosen of Mystra, it doesn't say he isn't one ether. To me, becoming a Chosen of Mystra is the simplist reason for him living as long as he has.

Sorry I guess I should have said Ed has said he isn't a Chosen. From my Ed file from Candlekeep.com and the part on how he continues to live is in the 5th paragraph.

Herewith, Kuje, a reply from Ed (Alaundo, might I suggest this get preserved for the archives? I don’t think Ed’s set this down in print anywhere else, before):

Oh, boy. Part of me hates to provide clear answers here because doing so restricts or ties down future WotC Realms authors. On the other hand, I stoutly maintain the fiction that everything we know of the Realms comes through Elminster (or, on rare occasions, Laeral), so this conceit (of the sometimes-deliberately-unreliable narrator) should be enough to “explain away” inconsistencies between what I say here and what you may someday read . . .

My take on things is this: Dornal has met all of his daughters except Qilue (sorry, can’t do accent marks through this primitive e-mail [Hooded One note: Sorry, neither can I.]), because Mystra thought this might be too painful/mentally damaging to him, but she did carefully and covertly manipulate the other six of the Seven into meetings with him. Most of them know he’s still alive but have been privately, one-on-one, been mind-told by Mystra not to go looking for him because doing so will doom him to torment and death at the hands of evil beings seeking to force Mystra to do certain things (which she will have to refuse), and because it will harm his delicate mental state.

Some of the six Sisters realized who Dornal must be, during or after their encounters, but kept this knowledge from him. The Simbul did once openly rescue him from destruction (with a spell cast from afar, accompanied by a verbal message: “Father, I honor you!”) years after they met.

Dornal is bitter, but not as mentally fragile as all that, and is slowly “forgiving” Mystra (who went so far as to create a mortal avatar of herself whom he could physically punish and lash out at, to get back at her; he did so, and of course felt even worse). Mystra herself felt guilt over what happened to Dornal, and not only kept him alive far beyond his normal lifespan in an effort to bring him to “peace” before he died, but brought about these manipulated meetings (in each of which Dornal was made aware who his daughters were immediately after parting from them) in an attempt to heal his mental hurts.

In this, she largely succeeded, but Dornal is now suffering the same mental degeneration/utter exhaustion that most long-lived humans (such as Elminster and Khelben) do: the cumulative effects of repeatedly outliving friends, relations, and loved ones and seeing beloved places swept away or changed beyond recognition.

Dornal is still bitter over Mystra “using” him and his wife, and even feels bitterness about her obvious role in the manipulated meetings with the eldest six of the Seven, but knowing he has grandsons (some of whom he’s met), the passage of time, and Mystra’s clear sorrow and humbleness towards him have made these “old hurts” that are growing easier to live with. And there may even be some small satisfaction in knowing that he outlived the goddess that did this to him.

He remains a Watcher for the new Mystra, and even has some other “secret agent” duties for her (after all, a VERY experienced adventurer who really doesn’t care what happens to himself can be quite useful for certain tasks). It will probably come as no surprise to you to hear me say: “I’d love to do a novel about Dornal Silverhand’s doings in the Realms of today.” It probably also wouldn’t surprise you to hear that the long-suffering folks of WotC’s Book Publishing division are almost certainly heartily weary of hearing me utter that sentence, with various characters attached to it. :}

If you met Dornal Silverhand in the present-day Realms, you’d be seeing a tall, gaunt, cavern-eyed man of grim manner and utterly silent movements, who seldom speaks. He sees all (even tiny details, glimpsed momentarily), forgets nothing, and can reason very quickly (interpreting what he sees). He carries an astonishing variety of concealed weapons, knows the back trails, ruins, nearby caves, and other “quick getaway” features of locales across the Sword Coast North and the Heartlands of the Faerun better than most beings, and is utterly fearless (not bold or reckless; he simply doesn’t care what happens to himself).

He often tried to poison himself when it first became clear to him that Mystra wasn’t going to allow him to suicide, and she kept him alive by magically neutralizing lethal dose (or even combination ‘cocktail’) after dose, with the result that he’s now immune to all effects of most poisons, and suffers only minor harm from the known remainder.

Dornal’s hobby, as a onetime noble, has been to learn and keep straight the genealogies and family histories of divers nobility and self-styled nobility of Waterdeep, Sembia, and Cormyr, plus their exiled offshoots; as a result, he can smilingly deflate a noble dandy by revealing that their great-grandfather took the name and titles of a dead battle-comrade, and so the dandy and his kin really don’t deserve to be treated as nobles at all . . . or shock sworn enemies or lovers by revealing their true blood relationships to each other. He doesn’t go around doing so, of course, but he’s not above “taking care of” cruel or over-ambitious nobles by letting rivals or family members know some truths about skeletons in family closets.

His favorite daughters are Dove and Storm, the former because she’s the closest to him in manner and (in his eyes) the least “tainted” by her own spellcasting, and the latter because he’s watched Storm comfort folk, aid in childbirths, entertain with songs, and pitch in and help strangers fight fires, hunt down missing children, and the like, and has come to love and admire her as many folk in the Realms do. He also sees something of his own “don’t care what happens to my own skin” thinking in her deeds and behavior, yet admires the way she couples it with empathy for others, and complete lack of personal pride.

He once gave all of his clothing to shivering beggars on the road near Neverwinter and walked naked into a blizzard, hoping to die numbed and unaided (Mystra, of course, has other ideas), and was awed when he once witnessed Storm disrobed completely to give all of her clothing to freezing folk who’d been driven out of their (wooden) home by fire, and then lead them for miles to shelter (striding naked through the snow to her farmhouse). A sort of: “That’s my girl!” admiration. (Storm’s casual attitude regarding nudity should of course be well-known to Realms fans and detractors by now. :})

Sembia is a place where wealth and boredom have reached sufficient levels that young nobles and inheritors are doing all sorts of crazy things, just now, and magically-gifted individuals often manage to indulge themselves (and yet survive) long enough to develop some of their potential. Silverymoon has long been such a place, too, and Everlund increasingly so. As a result, Dornal has been spending a lot of time quietly and covertly observing magic-related activities in these three places, walking everywhere and working alone. He has acquired some minor magic items that aid in healing and in disguise, and “the new Mystra” (who seems to admire him) has been covertly recharging these items, ‘beefing them up’ on occasion, and even surprising Dornal (and sometimes, pursuers) with casting feather fall or teleport spells on him that he wasn’t expecting, and isn’t quite sure of the origins of. On the other hand, she doesn’t watch over him closely, and he’s spent some agony-filled days crawling with broken limbs and ribs, or lying almost bloodless, waiting for wounds to heal under the slow benison of his healing magics. Yet he seems to have found reasons, at least for now, to keep going and to serve the new Mystra as capably as he knows how.

Yes, Dornal is one of two or three dozen fascinating ‘loose end’ characters of the Realms who could be very ‘deployable’ in Realms fiction or campaign play (Elaith the Serpent is a perfect example of another ‘loose end’ character that an author [Elaine Cunningham, of course] picked up and used with spectacular success). I won’t start listing and describing them, because I’m sure you could compile such a list just as well, and I DO have a novel to finish. Er, several novels to finish. Umm, more than several, even. As one editor told me not so long ago: “Just don’t go and die on us, Ed . . . or we’ll be forced to kill you!” :}

Dornal is bitter, but not as mentally fragile as all that, and is slowly “forgiving” Mystra (who went so far as to create a mortal avatar of herself whom he could physically punish and lash out at, to get back at her; he did so, and of course felt even worse). Mystra herself felt guilt over what happened to Dornal, and not only kept him alive far beyond his normal lifespan in an effort to bring him to “peace” before he died, but brought about these manipulated meetings (in each of which Dornal was made aware who his daughters were immediately after parting from them) in an attempt to heal his mental hurts.

In this, she largely succeeded, but Dornal is now suffering the same mental degeneration/utter exhaustion that most long-lived humans (such as Elminster and Khelben) do: the cumulative effects of repeatedly outliving friends, relations, and loved ones and seeing beloved places swept away or changed beyond recognition.

Dornal is still bitter over Mystra “using” him and his wife, and even feels bitterness about her obvious role in the manipulated meetings with the eldest six of the Seven, but knowing he has grandsons (some of whom he’s met), the passage of time, and Mystra’s clear sorrow and humbleness towards him have made these “old hurts” that are growing easier to live with. And there may even be some small satisfaction in knowing that he outlived the goddess that did this to him.

He remains a Watcher for the new Mystra, and even has some other “secret agent” duties for her (after all, a VERY experienced adventurer who really doesn’t care what happens to himself can be quite useful for certain tasks). It will probably come as no surprise to you to hear me say: “I’d love to do a novel about Dornal Silverhand’s doings in the Realms of today.” It probably also wouldn’t surprise you to hear that the long-suffering folks of WotC’s Book Publishing division are almost certainly heartily weary of hearing me utter that sentence, with various characters attached to it. :}

If you met Dornal Silverhand in the present-day Realms, you’d be seeing a tall, gaunt, cavern-eyed man of grim manner and utterly silent movements, who seldom speaks. He sees all (even tiny details, glimpsed momentarily), forgets nothing, and can reason very quickly (interpreting what he sees). He carries an astonishing variety of concealed weapons, knows the back trails, ruins, nearby caves, and other “quick getaway” features of locales across the Sword Coast North and the Heartlands of the Faerun better than most beings, and is utterly fearless (not bold or reckless; he simply doesn’t care what happens to himself).

He often tried to poison himself when it first became clear to him that Mystra wasn’t going to allow him to suicide, and she kept him alive by magically neutralizing lethal dose (or even combination ‘cocktail’) after dose, with the result that he’s now immune to all effects of most poisons, and suffers only minor harm from the known remainder.

Dornal’s hobby, as a onetime noble, has been to learn and keep straight the genealogies and family histories of divers nobility and self-styled nobility of Waterdeep, Sembia, and Cormyr, plus their exiled offshoots; as a result, he can smilingly deflate a noble dandy by revealing that their great-grandfather took the name and titles of a dead battle-comrade, and so the dandy and his kin really don’t deserve to be treated as nobles at all . . . or shock sworn enemies or lovers by revealing their true blood relationships to each other. He doesn’t go around doing so, of course, but he’s not above “taking care of” cruel or over-ambitious nobles by letting rivals or family members know some truths about skeletons in family closets.

His favorite daughters are Dove and Storm, the former because she’s the closest to him in manner and (in his eyes) the least “tainted” by her own spellcasting, and the latter because he’s watched Storm comfort folk, aid in childbirths, entertain with songs, and pitch in and help strangers fight fires, hunt down missing children, and the like, and has come to love and admire her as many folk in the Realms do. He also sees something of his own “don’t care what happens to my own skin” thinking in her deeds and behavior, yet admires the way she couples it with empathy for others, and complete lack of personal pride.

He once gave all of his clothing to shivering beggars on the road near Neverwinter and walked naked into a blizzard, hoping to die numbed and unaided (Mystra, of course, has other ideas), and was awed when he once witnessed Storm disrobed completely to give all of her clothing to freezing folk who’d been driven out of their (wooden) home by fire, and then lead them for miles to shelter (striding naked through the snow to her farmhouse). A sort of: “That’s my girl!” admiration. (Storm’s casual attitude regarding nudity should of course be well-known to Realms fans and detractors by now. :})

Sembia is a place where wealth and boredom have reached sufficient levels that young nobles and inheritors are doing all sorts of crazy things, just now, and magically-gifted individuals often manage to indulge themselves (and yet survive) long enough to develop some of their potential. Silverymoon has long been such a place, too, and Everlund increasingly so. As a result, Dornal has been spending a lot of time quietly and covertly observing magic-related activities in these three places, walking everywhere and working alone. He has acquired some minor magic items that aid in healing and in disguise, and “the new Mystra” (who seems to admire him) has been covertly recharging these items, ‘beefing them up’ on occasion, and even surprising Dornal (and sometimes, pursuers) with casting feather fall or teleport spells on him that he wasn’t expecting, and isn’t quite sure of the origins of. On the other hand, she doesn’t watch over him closely, and he’s spent some agony-filled days crawling with broken limbs and ribs, or lying almost bloodless, waiting for wounds to heal under the slow benison of his healing magics. Yet he seems to have found reasons, at least for now, to keep going and to serve the new Mystra as capably as he knows how.

Yes, Dornal is one of two or three dozen fascinating ‘loose end’ characters of the Realms who could be very ‘deployable’ in Realms fiction or campaign play (Elaith the Serpent is a perfect example of another ‘loose end’ character that an author [Elaine Cunningham, of course] picked up and used with spectacular success). I won’t start listing and describing them, because I’m sure you could compile such a list just as well, and I DO have a novel to finish. Er, several novels to finish. Umm, more than several, even. As one editor told me not so long ago: “Just don’t go and die on us, Ed . . . or we’ll be forced to kill you!” :}
#461

zombiegleemax

Jul 15, 2004 22:26:01
Here is a revised version of Dornal with some things added in that i missed and some things taken out.

Dornal Silverhand: Male Human Chosen of Mystra Ranger 15/ Fighter 5/ Wizard 11; CR 35; Medium-Size Humanoid; HD 15d10+134 plus 5d10+36 plus 11d4+29; hp 340; Init+9; Spd 30 ft.; AC 39, Touch 31, Flat-Footed 35, Base Atk +23, Grp +19; Face/Reach 5ft./5ft.; SQ Chosen Immunities, Chosen Spell-Like Abilities, Detect Magic, Fast Healing, Rune of the Chosen, Favored Enemy (+4 Orcs, +3 Goblins, +2 Aberrations, +1 Undead), Enhanced Constitution, Silver Fire; SA Spells; AL NG; SV Fort +21, Ref +16, Will +18; Str 19, Dex 18, Con 30, Int 20, Wis 20, Cha 16. Height 6 ft. 3 in.

Skills and Feats: Alchemy +17, Animal Empathy +26, Appraise +6, Balance +15, Bluff +9, Climb +19, Concentration +30, Diplomacy +5, Disquise +10, Escape Artist +14, Gather Information +21, Handle Animal +30, Heal +15, Craft (Weaponsmithing) +18, Craft (Leatherworking) +15, Craft (Armorsmithing) +18, Craft (Metalworking) +16, Intuit Direction +16, Jump +12, Profession (Cook) +10, Knowledge (Arcana) +20, Knowledge (Nobility and Royalty) +24, Knowledge (Nature) +24, Knowledge (The Planes) +15, Knowledge (Geography) +20, Knowledge (History) +20, Listen +18, Move Silently +15, Ride (Horse) +20, Scry +11, Search +15, Sense Motive +13, Speak Language (Elvish, Dwarvish, Dragonic, Lorross, Orc, Goblin, Chondathen, Mulharondi, Thayen), Spellcraft +32, Spot +22, Swim +15, Tumble +11, Use Rope +15, Wilderness Lore +35; Track, Blooded, Forester, Alertness, Ambidexterity, Two-Weapon Fighting Style, Improved Two-Weapon Fighting Style, Weapon Focus (Longsword), Weapon Specialization (Longsword), Weapon Focus (Longbow), Improved Critical (Longsword), Combat Reflexes, Dodge, Endurance, Expertise, Iron Will, Point Blank Shot, Precise Shot, Combat Casting, Craft Magic Arms and Armor, Craft Wonderous Item, Spell Penetration

Chosen Spell Immunities: Dornal is completely unaffected by the following spells: magic missile, Melf's acid arrow, suggestion, dimensional anchor, cloudkill, antimagic field, finger of death, trap the soul, time stop

Chosen Spell-Like Abilities: 1/day; protection from evil, knock, protection from energy, polymorph, telekinesis, greater dispel magic, greater teleport, protection from spells, shapechange

Detect Magic: Line of sight

Rune of the Chosen: Dornal can hear his name spoken anywhere in the world plus the nine words that follow it

Silverfire: see Forgotten Realms Campaign Setting for details

Fast Healing: Dornal regenerates 5 hp per round

Enhanced Constitution: Being a Chosen of Mystra adds +10 to Dornals Constitution

Wizard Spells Prepared: (5/6/6/6/5/4/4; Base DC = 11 + Spell Level)

Ranger Spells Prepared: (2/2/2/1; Base DC = 15 + Spell Level)

Possessions: +5 longsword, +4 longbow, 10 masterwork arrows, 5 +1 arrows, 5 +2 arrows, +2 dagger, +2 dagger, +5 leather armor of invulnerability, amulet of natural armor +5, ring of spell turning, bracers of armor +7, belt of lions, cloak of elvenkind, boots of the winterland. Dornal has several hidden caches of magical items and equipment located around the North and the Western Heartlands. It is also rumored that he has a secret refuge hidden somewhere in the High Forest that not even his daughters or Khelbon know about (Elminster knows about it but is unable to locate it).
#462

The_Simbul_of_Aglarond

Jul 15, 2004 23:20:33
If you are using the official Chosen of Mystra template, from the FRCS, you should add the following special quality:

Immunities (Ex): Dornal Silverhand is immune to Aging, Disease, Disintegration, and Poison. He does not need to sleep, although he must rest normally to regain spells.

The above ability is listed in the Chosen of Mystra template in the Deities section, yet for some reason NONE of WoTC's official write-ups for the Chosen in the books include that line of text....

The "Rune of the Chosen" should be changed to:
Name and Song Attunement (Su): Whenever Dornal's name or the rune of the Chosen is spoken, he hears it and the next nine words that person speaks.

as it is written under Alustriel's entry.

Also, technically the Chosen cannot have immunity to timestop, despite the fact that this error exists in multiple sourcebooks, primarily because of the way timestop was changed in 3rd edition, and because someone decided to nerf the Chosen's Spell immunities by making them unbeatable SR instead.

Also, where is the Fast Healing from? I give Chosen the ability to regenerate from the Silver Fire in my campaigns (or rather in my needless house rules that never impact anything in my campaigns), and they should have the ability to do so, but I was curious if it was from that or from something else?

Also I should concur with Kuge that Dornal is not a Chosen per say in the game, although I am certain he does have other powers granted to him by Mystra, amoung which would likely be his ability to no longer age. He is listed as one of Mystra's servants as "the Watcher"but in such he is listed separately from the Chosen as one of Mystra powerful servants, in the same manner that the Magister serves Mystra but is not technically a Chosen.
#463

zombiegleemax

Jul 16, 2004 0:03:22
Sorry about my version of Dornal. There is almost no information about him anywhere. So i just gave him what i thought he would have. It would be cool if someone did do a book about him. My first choice would be Denning since he is my all time favorite auther, but anyone else besides Greenwood would be good, not a big fan of Greenwood.
#464

kuje31

Jul 16, 2004 0:11:28
Originally posted by ramblin_chimp3.0
Sorry about my version of Dornal. There is almost no information about him anywhere. So i just gave him what i thought he would have. It would be cool if someone did do a book about him. My first choice would be Denning since he is my all time favorite auther, but anyone else besides Greenwood would be good, not a big fan of Greenwood.

Nah it's cool. I agree there is hardly any sourcebook info on Dornal and I should have said before that I was falling back on the question I asked Ed. And please, let Ed write such a book and no one else, but that's getting close to a novel discussion.
#465

warlockco

Jul 16, 2004 3:42:04
Content removed and consolidated in a different post.
#466

warlockco

Jul 16, 2004 11:49:07
Content removed and consolidated in a different post.
#467

zombiegleemax

Jul 16, 2004 15:18:24
Here is my version of Larloch, i've taken some stats and ideas from his version in the Lords of Darkness Accessory but my version is far better than the version in the Lords of Darkness Accessory.

Larloch the Ultra-Lich: Male Human Lich Wizard 34/ Archmage 5/ Netherese Arcanist 5; CR 46; Medium-Size Undead; HD 34d4+151 plus 5d4+26 plus 5d4+31; hp 231; Init+11; Spd 30 ft.; AC 43, Touch 40, Flat-Footed 41, Atk +18, Grp +16 or +30 ranged touch (as per spell); SQ Archmage High Arcana, Spell-Like Abilities, Spell Immunities, Field Specialization (Variation), Spell Focu (Epic), Backlash Resistance, Epic Spell Artisan, Greater Spell Focus, Uncanny Dodge (Dex Bonus to AC, can't be flanked), Damage Reduction 15/silver, Darkvision 60ft., Displacment, Evasion, freedom of movement, See Invisible and Ethereal within 120 ft., Silver Vulnerability, spell turning, SR 23, Turn Resistance +4, Undead Traits; SA Fear Aura, Curses, Spell, Epic Level Spells; AL LE; SV Fort +21, Ref +25, Will +31; Str 18, Dex 24, Con -, Int 38, Wis 27, Cha 17. Height 5 ft. 10 in.

Skills and Feats: Alchemy +60, Concentration +55, Diplomacy +30, Hide +25, Innuendo +17, Intimidate +10, Knowledge (Arcana) +63, Knowledge (Architecture and Engineering) +51, Knowledge (Geography) +44, Knowledge (History) +60, Knowledge (Local) +44, Knowledge (Nature) +50, Knowledge (Nobility and Royalty) +50, Knowledge (The Planes) +60, Knowledge (Religion) +50, Knowledge (Undead) +60, Listen +27, Move Silently +26, Ride (Horse) +20, Scry +50, Search +48, Spot +44, Sense Motive +30, Spellcraft +70; Alertness, Combat Casting, Craft Staff, Craft Wonderous Item, Craft Wand, Delay Spell, Brew Potion, Extend Spell, Improved Counterspell, Improved Initiative, Quicken Spell, Create Portal, Scribe Scroll, Silent Spell, Spell Mastery (bestow curse, chain lightnin, devastate undead, dispel magic, disintegrate, fireball, fly, magic missile, teleport, time stop), Maximize Spell, Twin Spell, Epic Level Spellcasting, Improved Spell Compacity, Craft Epic Wonderous Item, Craft Epic Staff, Craft Epic Wand, Automatc Metamagic Eschew Materialx3.

Curses: If Larloch touches a creature or is struck by a touch attack or unarmed strike, the target is affected by a bestow curse affect and he assumes a withered diseased appearance. These affects fade after a few days.

Fear Aura: Creatures of less than 5 HD in a 60-foot radius must make a Will Save or be affected by a fear spell cast by a 44th-level Sorcerer.

Undead Traits: Larloch is immune to cold, electricity, polymorph, and mind-affecting affects.

Spell Immunities: Larloch is immune to one spell for every spell level. The spells are: magic missile, shatter, fireball, dimensional ancher, wall of force, acid fog, prismatic spray, incindiary cloud, meteor swarm.

Spell-Like Abilities: Through the use of several wishesspells and magical rituals, Larloch can use the following spell 1/day; magic missile, web, dispel magic, arcane eye, animate dead, chain lightning, control undead, devestate undead, energy drain.

Archmage High Arcana: mastery of energy, mastery of shapeing, spell power +3, arcane reach 60 ft.

Wizard Spells Prepared: (5/7/7/12/12/6/5/5/5/3/3/3/3/3/3/2/2/2/2/2/2/2/2/2; base DC 47 + spell level)

Possessions: amulet of the planes, belt of proof against detection and location (as amulet) bracers of armor +10, cloak of resistance +9, gloves of storing, +6 light mace of disruption (50% normal size with permanent reduce), ring of x-ray vision, ring of three wishes, hand of glory, ring of acid immunity, robe of eyes, staff of the magi, major vest of displacment (functions as cloak), winged boots, ioun stones: bright silver cylinder (as cloak of etherealness, double duration), cerulean blue rhomboid (functions as a ring of freedom of movement), dark blue rhomboid (grants Alertness feat), dark green ellipsoid (+5 luck bonus to AC), dark orange dodecahedran (Spell Resistance 21), dark purple triangle (functions as ring of wizardry III), dark purple pyramid (functions as ring of wizardry IV), dark red cube (functions as medallion of thoughts), deep red sphere (+6 to Dex), dull orange rhomboid (functions as a brooch of shielding), dusty rose prism (+6 deflection bonus), incandesent blue sphere (+6 to Wis), 2 lavender and green ellipsoids, mottled gray sphere (functions as a ring of counterspells [holds disintegrate]), pale green prism ( (+5 competence bonus on attack rolls, saves, and checks), pale white sphere (recall 3 9th level spells as pearl of power), brown ellipsoid (functions as boots of speed), pearly black spindle (undead regenerate 10 hp per hour), rich green star (functions as stone of luck +5), scarlet and blue sphere (+6 to Int), shining black spiral (functions as helm of teleportation), 2 vibrant purple prisms (stores 50 levels of spells). Beside the above mentioned gear, Larloch also has at least 5,000,000 gp worth of magical items and treasure.
#468

The_Simbul_of_Aglarond

Jul 16, 2004 18:14:07
[Larloch]:

1) Create Portal isnt a feat in 3.5 anymore, you just need Craft Wondrous Item to make portals.

2) "Epic Level Spellcasting" isnt a Feat, although you may have meant "Epic Spellcasting" instead. However you didnt mention Epic Spells per day (1 for every 10 ranks in Knowledge Arcana) or Epic Spells Known.

2) Improved Spell Capacity. This feat only gives you one higher level spell slot each time you take it. Thus if Larloch only took Improved Spell Capacity once, then he would only have one 10th level spell slot in addition to the bonus 10th level spells he would have due to his INT modifier.

3) Craft Epic Wand doesnt exist, since wands cannot hold spells above 4th level. He can easily create higher level "wands" simply by virtue of his access to the Craft Epic Staff feat though.

4) Automatic Metamagic feats only exist for Still Spell, Silent Spell, and Quicken Spell. In addition, Eschew Materials is no longer a metamagic feat, it is instead a general feat that allows you to ignore material components for all spells. Even if it was a metamagic feat, Larloch would not need Automatic Metamagic to apply it to his spells, since when Eschew Materials was a MM feat in 3.0 it didnt raise the spell level. In addition, if you did want him to ignore all material components, then all he needs to take is the Epic Feat "Ignore Material Components", which has Eschew materials as a prerequiaitie.

5) Curses, Fear Aura, Spell immunities, etc: I am not sure if LoD stated whether these abilities were Extraordinay, SUpernatural, or Magical, (and i am sure they probably didnt) but it may be a good idea to assign one of those quality types to those abilities. Specifically I imagine the Curses and Spell Immunity abilities should be supernatural or magical if they were gained through Wishes or the like.

6) His Wizard spells per day are incorrect, unless he has taken Improved Spell Capacity 14 times.

I am not sure if you are using house rules, or perhaps combining the FRCS Epic Sidebar rules with the small amount of Epic Rules in the 3.5 DMG, but it might be a good idea to download the Epic sections of the S.R.D. which contains all the Open Gaming Content rules in the Epic Level Handbook, which you can download here
#469

zombiegleemax

Jul 16, 2004 21:24:22
sorry about my Larloch, I don't have any 3.5 edition sourcebooks (call me an old man, but i like 3rd edition better), and i don't have the Epic Level handbook on hand (I'm never going to lend my stuff out to any of my friends, ever). But it's still a better version of Larloch than the one in the Lords of Darkness Accessory anyone agree. I mean if you know a powerful wizard you hate or you want one of the Chosen of Mystra to die, than just have Larloch appear and blast them to cinders. am i right
#470

warlockco

Jul 16, 2004 21:43:05
Originally posted by ramblin_chimp3.0
sorry about my Larloch, I don't have any 3.5 edition sourcebooks (call me an old man, but i like 3rd edition better), and i don't have the Epic Level handbook on hand (I'm never going to lend my stuff out to any of my friends, ever). But it's still a better version of Larloch than the one in the Lords of Darkness Accessory anyone agree. I mean if you know a powerful wizard you hate or you want one of the Chosen of Mystra to die, than just have Larloch appear and blast them to cinders. am i right

Go HERE for Rich Text Format System Reference Documents that contain the revisions to 3.5 along with the Epic information.
#471

green_giant_02

Jul 16, 2004 22:08:11
Just finished reading the Eberron Campaign Setting and looks like some material will definitely show up in my FR campaigns. Here are some good examples from the Ring of Winter novel. Enjoy.


Artus Cimber: Male Chondathan Human Rog1/Ftr4/Extreme Explorer 2/Harper Agent 1; CR 8; Medium-size Humanoid; HD 2d6+2 plus 4d10+4 plus 2d8+2; hp 48; Init +8; Spd 30 ft.; AC 17 (touch 17, flat-footed 13); Base Atk +5; Grp +8; Atk +10 melee (1d4+5 plus 1d6 cold/19-20, Artus’ dagger); Full Atk +10 melee (1d4+5 plus 1d6 cold/19-20, Artus’ dagger) or +10 ranged (1d8+1 plus 1d6 cold/x3, +1 longbow); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, additional action points, trap sense, dodge bonus, evasion, extreme hustle, Harper knowledge; AP 2; AL CG; SV Fort +5, Ref +10, Will +4; Str 17, Dex 18, Con 13, Int 16, Wis 13, Cha 15
Skills and Feats: Balance +10, Climb +8, Decipher Script +4, Diplomacy +14, Disable Device +7, Hide +7, Jump +10, Knowledge (dungeoneering) +8, Knowledge (history-Mulhorandi) +8, Knowledge (local-Cormyr) +8, Listen +5, Move Silently +7, Profession (sailor) +5, Ride (griffon) +11, Search +7, Sense Motive +8, Speak Language (common, chondathan, damaran, gnome, goblin, mulhorandi, thorass), Spot +5, Survival +6 (+8 underground), Swim +8, Tumble +12; Action Boost, Alertness, Haunted*, Improved Iniative, Improved Unarmed Strike, Negotiator, Quick Draw
Special Qualities: Sneak attack +1d6, trapfinding. Additional action points, trap sense +1, dodge bonus +1, evasion, extreme hustle. Harper knowledge +6.
Possessions: +1 longbow, quiver with 20 arrows, Artus’ dagger, lesser Harper pin, Artus’ cloak, Ring of Winter.
Height: 6’, Weight: Unknown, Hair: Auburn-red, Eyes: Green

Artus’ Dagger: This +2 dagger can upon command emit daylight from the gem in the dagger’s hilt. When it is laid flat upon one’s palm and the command word (Porinko) is spoken, the blade points to the north. It can also be used to command any arachnid within 90 feet. Lastly, it can teleport the wielder and up to five other beings once a day.
Strong varied; CL 9th; Craft Magic Arms and Armor, daylight, dominate animal, know direction, teleport; Price 87,202 gp; Cost 43,752 gp + 3,476 XP.

Artus’ Cloak: This green hooded cloak provides a +2 deflection bonus to AC and provides the wearer protection from extreme heat.
Moderate abjuration; CL 6th; Craft Wondrous Item, endure elements; Price 9,000 gp; Cost 4,500 gp + 360 XP.

Ring of Winter (major artifact): This simple gold band covered in frost is a powerful tool for the forces of good as it allows the wearer to use any spell with the cold descriptor along with control weather (but user can only create weather appropriate for winter only) once a day. It also provides the icy burst special ability to any weapon the wearer wields. Once per day the user can heal himself. As long as the wearer has the ring, he/she will not age.


* This feat is found in the Ravenloft Campaign Setting. Sir Hydel Pontifax is the geist.


Alisanda Rayburton: Female Shifter Quasi-deity (divine rank 0) Ftr7/Chm2 of Ubtao; CR 9; Medium-size Outsider (Native, Shapechanger); HD 9d10+18; hp 72; Init +5; Spd 60 ft.; AC 15 (touch 15, flat-footed 10); Base Atk +9; Grp +12; Face/Reach 5 ft./5 ft.; SQ Shifter traits, quasi-deity traits, possess animal, lay on hands, sacred defense; AL NG; SV Fort +8, Ref +2, Will +2; Str 16, Dex 20, Con 14, Int 15, Wis 15, Cha 16
Skills and Feats: Balance +7, Climb +12, Handle Animal +8, Intimidate +8, Jump +12, Knowledge (religion) +7, Ride (dinosaur) +16, Speak Language (common, chultan, chondathan, goblin), Swim +10; Cleave, Combat Reflexes, Dodge, Mobility, Mounted Combat, Power Attack, Spring Attack, Weapon Focus (heavy pick), Weapon Specialization (heavy pick)
Special Qualities: Shifter traits: Shifting (longstride for 5 rounds) 1/day, low-light vision, +2 racial bonus to Balance, Climb and Jump checks. Quasi-deity traits: immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects; damage reduction 10/epic; fire resistance 5; spell resistance 32; immortal. Possess animal at will: Alisanda has been gifted by Ubtao with the ability to possess animals as the OA spell of the same name. Lay on hands (cure 6 hp a day), sacred defense +1.
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Green


Sir Hydel Pontifax: Male Chondathan Human Ghost [Rank 1] Wiz5; CR 6; Medium-size Undead (Augmented Humanoid) (Incorporeal); HD 5d12; hp 38; Init +2; Spd fly 30 ft. (perfect); AC 13 (touch 13, flat-footed 11) or 12 (touch 12, flat-footed 10); Base Atk +2; Grp +2; Face/Reach 5 ft./5 ft.; SA Manifestation; SQ Darkvision 60 ft., incorporeal traits, rejuvenation, +4 turn resistance, undead traits; AL NG; SV Fort +1, Ref +3, Will +6; Str 10, Dex 14, Con -, Int 19, Wis 15, Cha 13
Skills and Feats: Concentration +9 (+13 when casting defensively), Decipher Script +12, Hide +10, Knowledge (arcana) +15, Knowledge (history-Cormyr) +9, Knowledge (local-Cormyr) +9, Knowledge (nobility and royalty) +10, Knowledge (the planes) +12, Listen +10, Search +12, Sense Motive +10, Speak Language (common, chondathan, damaran, draconic, elven, halfling), Spellcraft +15, Spot +10; Combat Casting, Craft Wondrous Item, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus (evocation)
Special Qualities: Manifestation, darkvision 60 ft., incorporeal traits, rejuvenation, +4 turn resistance, undead traits.
Wizard Spells Prepared (4/4/3/2; base DC = 14 + spell level; caster level 5th).
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Bert and Lugg: Male Awakened Wombat Rog3; CR 3; Small-size Magical Beast (Augmented Animal); HD 1d8+1 plus 3d6+3; hp 22; Init +4; Spd 30 ft., burrow 10 ft.; AC 16 (touch 15, flat-footed 12); Base Atk +2; Grp -4; Atk +7 melee (1d2-2, claw); Full Atk +7 melee (1d2-2, 2 claws); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Low-light vision, scent, trapfinding, evasion, trap sense; AL CG; SV Fort +3, Ref +5, Will +1; Str 7, Dex 18, Con 13, Int 10, Wis 12, Cha 8
Skills and Feats: Climb +2, Escape Artist +8, Hide +12, Jump +2, Listen +5, Move Silently +8, Search +4, Speak Language (common), Spot +5, Swim +2; Alertness, Weapon Finesse
Special Qualities: Sneak attack +2d6, trapfinding, evasion, trap sense +1.
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Uther: Male Chondathan Human War3; CR 2; Medium-size Humanoid; HD 3d8+12; hp 29; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +3; Grp +8; Face/Reach 5 ft./5 ft.; AL LN; SV Fort +7, Ref +4, Will +2; Str 20, Dex 16, Con 18, Int 13, Wis 13, Cha 11
Skills and Feats: Climb +9, Intimidate +9, Jump +9, Profession (butler) +7, Speak Language (common, chondathan, damaran), Swim +9; Power Attack, Skill Focus (Intimidate), Skill Focus (Profession [butler])
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#472

warlockco

Jul 17, 2004 4:21:16
NPCs of Cairnheim, Demesne of the Dodking:
Reference: Underdark.
If anyone has additional information on any of these NPCs or their items. Please send me a Private Message. Thanks

Master of Cairnheim, The Dodkong
The Dodkong: Male Stone Giant Elder Lich Sor11; CR22; Large Undead (Augmented Giant, Earth); HD 25d12; hp 150; Init +8; Spd 40 ft.; AC 24 (touch 13, flat-footed 20); Base Atk +15; Grp +30; Atk +26 melee (1d4+11, slam) or +19 touch (1d8+5, negative energy plus paralysis) or +19 ranged (2d8+16, rock); Full Atk +26 melee (1d4+11, 2 slams) or +19 touch (1d8+5, negative energy plus paralysis) or +19 ranged (2d8+16, rock); Face/Reach 10 ft./10 ft.; SA Rock throwing, Spell-like abilities; SQ Stone Giant Elder traits, Lich Traits, DR 15/Magic and Bludgeoning, Turn Resistance +4; AL NE; SV Fort +13, Ref +12, Will +17; Str 32, Dex 18, Con --, Int 20, Wis 20, Cha 24.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +17, Concentration +28 (+32 when casting defensively), Craft (Sculpting) +10, Hide +21*, Knowledge (Arcana) +20, Knowledge (Geography) +5, Knowledge (History) +5, Knowledge (Local: Underdark-Darklands) +5, Listen +25, Move Silently +8, Search +8, Sense Motive +8, Speak Language (Chondathan, Common, Giant, Tethyrian, Abyssal, Celestial, Draconic, Dwarven, Elven, Gnome, Goblin, Infernal, Netherese, Terran, Undercommon), Spellcraft +18, Spot +25. Combat Casting, Craft Wondrous Item, Eschew Materials, Far Shot, Improved Combat Casting, Improved Initiative, Iron Will, Point Blank Shot, Precise Shot.
*Hide +29 in rocky terrain.
Sorcerer Spells Known (6/6/6/6/6/4; base DC = 17 + spell level; caster level 11th): 0 –Arcane Mark, Daze, Detect Magic, Light, Mage Hand, Message, Prestidigitation, Read Magic, Resistance; 1st –Alarm, Hail of Stone*, Identify, Magic Missile, Shield; 2nd –Invisibility, Melf’s Acid Arrow, Mirror Image, Scorching Ray, Web; 3rd –Dispel Magic, Eradicate Earth*, Fireball, Lightning Bolt; 4th –Animate Dead, Ice Storm, Scrying; 5th –Cone of Cold, Summon Monster V.
*Underdark
Special Qualities: Stone Giant Elder traits: Darkvision 60’; Low-Light Vision; +8 Racial bonus on Hide checks in rocky terrain; +11 Natural Armor; Rock Throwing (Ex): the range increment is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing a rock; Rock Catching (Ex): a stone giant gains a +4 Racial bonus on its Reflex save when attempting to catch a thrown rock; Spell-like Abilities (as 21st level caster): Stone Shape, Stone Tell; Transmute Rock to Mud/Transmute Mud to Rock (DC 24). Lich traits: Fear Aura (Su): creatures of less then 5 HD in a 60’ radius that look at the Dodkong must succeed on a Will save (DC 29) or be affect as a Fear spell from a 25th level caster, a creature that successfully saves is immune to the Dodkong’s Fear Aura for the next 24 hours; Paralyzing Touch (Su): any living creature the Dodkong hits with its touch attack must succeed on a Fortitude save (DC 29) or be permanently paralyzed, Remove Paralysis or any spell that can remove a curse can free the victim; Turn Resistance +4; DR 15/Magic and Bludgeoning; Immunities (Ex): Cold, Electricity, Polymorph, and Mind-Affecting attacks; +8 Racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks; Undead traits. Summon Familiar.
Possessions: Crown of Obadai, Phylactery, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Crown of Obadai (Minor Artifact): this is an ancient stone giant artifact. Powers unknown, grants the Dodkong power over the undead. Can be used to create and control Dodforers.

NOTE: Increased The Dodkong's level by 1, due to requirement for Lich Template.



Royal Artisan
Ruvok Aerthmett: Female Stone Giant Exp6; CR14; Large Giant (Earth); HD 14d8+112 plus 6d6+48; hp 234; Init +6; Spd 40 ft.; AC 25 (touch 14, flat-footed 20); Base Atk +13; Grp +28; Atk +24 melee (1d4+11, slam) or +19 ranged (2d8+16, rock); Full Atk +24 melee (1d4+11, 2 slams) or +19 ranged (2d8+16, rock); Face/Reach 10 ft./10 ft.; SA Rock Throwing; SQ Stone Giant traits; AL NE; SV Fort +19, Ref +11, Will +16; Str 32, Dex 22, Con 26, Int 16, Wis 20, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +9, Climb +15, Craft (Gemcutting) +18, Craft (Sculpting) +23, Craft (Stonemasonry) +10, Hide +16*, Jump +3, Listen +16, Search +8, Speak Language (Common, Giant, Common, Goblin, Orc, Terran), Spot +16. Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot, Skill Focus (Craft: Gemcutting), Skill Focus (Craft: Sculpting).
*Hide +24 in rocky terrain.
Special Qualities: Stone Giant traits: Darkvision 60’; Low-Light Vision; +8 Racial bonus on Hide checks in rocky terrain; +11 Natural Armor.
Rock Throwing (Ex): The range increment is 180 feet for Ruvok’s thrown rocks. She uses both hands when throwing a rock.
Rock Catching (Ex): Ruvok gains a +4 Racial bonus on its Reflex save when attempting to catch a thrown rock.
Possessions: Masterwork Gemcutting Tools, Masterwork Sculpting Tools, Masterwork Stonemasonry Tools, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Source Note: Listed in Underdark as Stone Giant Exp6. No attributes or possessions.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Epic Level Handbook (3E).




Chief of the Dodforers
Koenig Serpentspine: Male Stone Giant Elder Cairn Ran9; CR20; Large Undead (Augmented Giant, Earth); HD 23d12+69; hp 207; Init +2; Spd 40 ft.; AC 45 (touch 19, flat-footed 41); Base Atk +17; Grp +40; Atk +41 melee (2d6+24, +5 Large Adamantine Warhammer), or +36 melee (1d6+19, slam) or +22 ranged (2d8+28, rock); Full Atk +41/+36/+31/+26 melee (2d6+24, +5 Large Adamantine Warhammer) or +36 melee (1d6+19, 2 slams) or +22 ranged (2d8+28, rock); Face/Reach 10 ft./10 ft.; SA Rock Throwing, Favored Enemy; SQ Stone Giant Elder traits, Cairn traits, DR 10/Adamantine and Magic; AL NE; SV Fort +20, Ref +20, Will +19; Str 48, Dex 20, Con --, Int 16, Wis 20, Cha 20.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +15, Hide +16*, Intimidate +4, Jump +12, Knowledge (Dungeoneering) +10, Knowledge (Geography) +10, Knowledge (Nature) +10, Listen +20, Move Silently +24, Search +12, Sense Motive +4, Speak Language (Common, Giant, Common, Goblin, Orc, Terran), Spot +20, Survival +26. Cleave, Combat Reflexes, Endurance, Great Cleave, Great Strength, Improved Critical (Slam), Improved Natural Attack (Slam), Improved Sunder, Iron Will, Many Shot (b), Point Blank Shot, Power Attack, Precise Shot, Rapid Shot (b), Track.
*Hide +28 in rocky terrain.
Special Qualities: Stone Giant Elder traits: Darkvision 60’; Low-Light Vision; +8 Racial bonus on Hide checks in rocky terrain; +11 Natural Armor. Cairn traits: +8 Natural Armor (+19 total); +4 Racial bonus to Intimidate, Listen, Search, Sense Motive, and Spot checks; +8 Racial bonus to Move Silently checks; +4 Racial bonus on Hide checks in rocky terrain (+12 total); Undead traits. Favored Enemy: Aberrations +4, Dwarves +2; Wild Empathy +14; Improved Combat Style (Many Shot, Rapid Shot); Animal Companion; Woodland Stride; Swift Tracker; Evasion.
Rock Throwing (Ex): The range increment is 200 feet for Koenig’s thrown rocks. He uses both hands when throwing a rock.
Rock Catching (Ex): Koenig gains a +4 Racial bonus on its Reflex save when attempting to catch a thrown rock.
Spell-like Abilities (as 19th level caster): 1/day–Stone Shape, Stone Tell, Transmute Rock to Mud/Transmute Mud to Rock (DC 22).
Improved Rock Throwing (Ex): Koenig adds +20 ft. to his range increment with thrown rocks. Already figured into Rock Throwing.
Plant Withering (Su): Koenig generates negative energy that causes 1 point of damage/hour to all plants within 100 feet. Over a period of months, this usually leads to the death of all plant life within a quarter-mile radius of the Cairn’s lair.
Damage Reduction (Ex): Koenig’s undead body is tough, giving him damage reduction 10/adamantine and magic. His natural weapons are treated as adamantine magic weapons for the purpose of overcoming damage reduction.
Detect Thoughts (Sp): Koenig can Detect Thoughts (DC 17) as though by the spell at will.
Immunities (Ex): Koenig has immunity to acid, cold, and spells with the acid, cold, or earth descriptors, except Stone to Flesh and Transmute Rock to Mud. Both Stone to Flesh and Transmute Rock to Mud weaken Koenig’s damage reduction to 10/magic.
Ranger Spells Prepared (3/1; base DC = 15 + spell level; caster level 4th).
Possessions: +5 Large Adamantine Warhammer, Belt of Giant Strength +6, Boots of Striding and Springing, Bracers of Armor +8, Cloak of Resistance +5, Gloves of Dexterity +6, Ring of Major Fire Resistance, Ring of Protection +5, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Source Note: Listed in Underdark as Undead Stone Giant Ran9. No attributes or possessions.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Epic Level Handbook (3E). Cairn Template provided by Thomas M. Costa.
#473

warlockco

Jul 18, 2004 21:23:28
NPCs of Blessed Seahaven:
Pliil Seachild, leader of the settlement of Blessed Seahaven is detailed in Underdark on page 128.

Second-in-command of the settlement of Blessed Seahaven
Sloomik Goldscales: Male Kuo-toa monk9; CR11; Medium Monstrous Humanoid (Aquatic); HD 11d8+22; hp 66; Init +3; Spd 50 ft., swim 40 ft.; AC 26 (touch 20, flat-footed 26); Base Atk +8; Grp +13; Atk +14 melee (1d10+5, unarmed strike) or +13 melee (1d4+5, bite); Full Atk +14/+9 melee (1d10+5, unarmed strike) and +8 melee (1d4+2, bite); Face/Reach 5 ft./5 ft.; SQ Kuo-toa traits; AL LE; SV Fort +10, Ref +12, Will +14; Str 20, Dex 17, Con 16, Int 19, Wis 20, Cha 10.
Skills and Feats (counting all modifiers except equipment and attributes): Balance +5, Climb +5, Diplomacy +5, Escape Artist +18, Hide +10, Knowledge (Arcana) +8, Knowledge (Religion) +12, Listen +10, Move Silently +10, Search +10, Sense Motive +5, Speak Language (Kuo-toa, Undercommon, Aquan, Draconic, Dwarven, Elven), Spot +10, Survival +2, Tumble +10. Combat Reflexes, Dodge, Improved Disarm, Improved Unarmed Strike, Mobility, Stunning Fist, Survivor, Weapon Focus (Unarmed Strike).
Special Qualities: Kuo-toa traits: Darkvision 60’; Electricity Resistance 10; Immunity to Poison and Paralysis; Light Blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); +6 natural armor; +8 Racial bonus to Escape Artist checks; +4 racial bonus to Search and Spot checks; Weapon Familiarity: a Kuo-toa may treat Pincher Staffs as martial weapons rather than exotic weapons. Flurry of Blows, Evasion, Still Mind, Ki Strike (Magical), Slow Fall 40’), Purity of Body, Wholeness of Body, Improved Evasion.
Adhesive (Ex): A Kuo-toa uses his own body oil and other materials to give his shield a finish almost like flypaper, capable of holding fast any creature or items that touch it. Any creature that makes a successful melee attack against a Kuo-toa must succeed on a Reflex save (DC 13), or the weapon sticks to the shield and is yanked out of its wielder’s grip. A creature using a natural weapon is automatically grappled if it gets stuck. A Kuo-toa requires one hour and special materials costing 20gp to coat a shield with adhesive, but the secretion remains sticky for up to three days, or until it actually catches something or someone, whichever comes first. Successfully trapping a creature or item uses up the adhesive, so the shield can trap no further creatures or items until its coating is replenished. Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check.
Keen Sight (Ex): A Kuo-toa has excellent vision, thanks to his two independently focusing eyes. His eyesight is so keen that he can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creature’s avoid a Kuo-toa’s notice.
Slippery (Ex): A Kuo-toa secretes an oil film that makes him difficult to grapple or snare. Webs (magical or otherwise) don’t affect Kuo-toas, and they usually can wriggle free from most other forms of confinement.
Amphibious (Ex): Kuo-toas can breathe both air and water without difficulty and are capable of surviving indefinitely in either environment.
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown.

Captain of the Guards of the settlement of Blessed Seahaven
Bibble Goddessgifted: Female Kuo-toa monk3; CR5; Medium Monstrous Humanoid (Aquatic); HD 5d8+15; hp 35; Init +3; Spd 30 ft., swim 40 ft.; AC 22 (touch 16 flat-footed 22); Base Atk +4; Grp +6; Atk +7 melee (1d6+2, unarmed strike) or +6 melee (1d4+2, bite); Full Atk +7 melee (1d6+2, unarmed strike) and +1 melee (1d4+1, bite); Face/Reach 5 ft./5 ft.; SQ Kuo-toa traits; AL LE; SV Fort +6, Ref +9, Will +9; Str 14 Dex 16, Con 17, Int 13, Wis 16, Cha 12.
Skills and Feats (counting all modifiers except equipment and attributes): Diplomacy +3, Escape Artist +10, Knowledge (Local: Underdark-Deep Wastes) +3, Knowledge (Religion) +4, Listen +5, Search +9, Sense Motive +3, Speak Language (Kuo-toa, Undercommon, Aquan), Spot +9. Combat Reflexes, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Focus (Unarmed Strike).
Special Qualities: Kuo-toa traits: Darkvision 60’; Electricity Resistance 10; Immunity to Poison and Paralysis; Light Blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); +6 natural armor; +8 Racial bonus to Escape Artist checks; +4 racial bonus to Search and Spot checks; Weapon Familiarity: a Kuo-toa may treat Pincher Staffs as martial weapons rather than exotic weapons. Flurry of Blows, Evasion, Still Mind.
Adhesive (Ex): A Kuo-toa uses his own body oil and other materials to give his shield a finish almost like flypaper, capable of holding fast any creature or items that touch it. Any creature that makes a successful melee attack against a Kuo-toa must succeed on a Reflex save (DC 14), or the weapon sticks to the shield and is yanked out of its wielder’s grip. A creature using a natural weapon is automatically grappled if it gets stuck. A Kuo-toa requires one hour and special materials costing 20gp to coat a shield with adhesive, but the secretion remains sticky for up to three days, or until it actually catches something or someone, whichever comes first. Successfully trapping a creature or item uses up the adhesive, so the shield can trap no further creatures or items until its coating is replenished. Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check.
Keen Sight (Ex): A Kuo-toa has excellent vision, thanks to his two independently focusing eyes. His eyesight is so keen that he can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creature’s avoid a Kuo-toa’s notice.
Slippery (Ex): A Kuo-toa secretes an oil film that makes him difficult to grapple or snare. Webs (magical or otherwise) don’t affect Kuo-toas, and they usually can wriggle free from most other forms of confinement.
Amphibious (Ex): Kuo-toas can breathe both air and water without difficulty and are capable of surviving indefinitely in either environment.
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown.

Bibble Goddessgifted’s Lieutenant
Jopaarg: Male Kuo-toa Rog5; CR7; Medium Monstrous Humanoid (Aquatic); HD 2d8+8 plus 5d6+20; hp 138; Init +2; Spd 20 ft., swim 40 ft.; AC 18 (touch 12, flat-footed 16); Base Atk +5; Grp +9; Atk +9 melee (1d4+4 plus 1d4 acid, bite); Full Atk +9 melee (1d4+4 plus 1d4 acid, bite); Face/Reach 5 ft./5 ft.; SA Sneak Attack +3d6, SQ Kuo-toa traits; AL LE; SV Fort +7, Ref +9, Will +8; Str 18, Dex 15, Con 18, Int 19, Wis 18, Cha 11.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Balance +2, Bluff +6, Climb +5, Diplomacy +5, Disable Device +5, Escape Artist +14, Gather Information +6, Hide +6, Knowledge (Local: Underdark-Deep Wastes) +5, Listen +6, Move Silently +6, Open Lock +5, Search +10, Sense Motive +7, Speak Language (Kuo-toa, Undercommon, Aquan, Draconic, Dwarven, Elven), Spot +10, Survival +4. Caustic Adaptation, Combat Reflexes, Survivor.
Special Qualities: Kuo-toa traits: Darkvision 60’; Electricity Resistance 10; Immunity to Poison and Paralysis; Light Blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); +6 natural armor; +8 Racial bonus to Escape Artist checks; +4 racial bonus to Search and Spot checks; Weapon Familiarity: a Kuo-toa may treat Pincher Staffs as martial weapons rather than exotic weapons. Sneak Attack +3d6, Trapfinding, Evasion, Trap Sense +2, Uncanny Dodge.
Adhesive (Ex): A Kuo-toa uses his own body oil and other materials to give his shield a finish almost like flypaper, capable of holding fast any creature or items that touch it. Any creature that makes a successful melee attack against a Kuo-toa must succeed on a Reflex save (DC 15), or the weapon sticks to the shield and is yanked out of its wielder’s grip. A creature using a natural weapon is automatically grappled if it gets stuck. A Kuo-toa requires one hour and special materials costing 20gp to coat a shield with adhesive, but the secretion remains sticky for up to three days, or until it actually catches something or someone, whichever comes first. Successfully trapping a creature or item uses up the adhesive, so the shield can trap no further creatures or items until its coating is replenished. Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check.
Keen Sight (Ex): A Kuo-toa has excellent vision, thanks to his two independently focusing eyes. His eyesight is so keen that he can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creature’s avoid a Kuo-toa’s notice.
Slippery (Ex): A Kuo-toa secretes an oil film that makes him difficult to grapple or snare. Webs (magical or otherwise) don’t affect Kuo-toas, and they usually can wriggle free from most other forms of confinement.
Amphibious (Ex): Kuo-toas can breathe both air and water without difficulty and are capable of surviving indefinitely in either environment.
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown.
#474

warlockco

Jul 19, 2004 0:55:29
NPCs of Blingdenstone:

Leader of the Blingdenstone Wererats
Seldig: Male Svirfneblin Afflicted Wererat Rog6/Wiz6; CR 16; Small Humanoid (Gnome, Shapechanger); HD 6d6+18 plus 6d4+18 plus 1d8+3; hp 73; Init +8; Spd 20 ft.; AC 21 (touch 18, flat-footed 13); Base Atk +8; Grp +5; Face/Reach 5 ft./5 ft.; SA Sneak Attack +3d6; SQ Svirfneblin traits, Afflicted Wererat traits; AL LE; SV Fort +12, Ref +15, Will +14; Str 12, Dex 18, Con 16, Int 18, Wis 18, Cha 12.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +5, Bluff +5, Concentration +10 (+14 when casting defensively), Craft (Alchemy) +4, Control Shape +3, Decipher Script +2, Disable Device +8, Hide +14, Knowledge (Arcana) +10, Knowledge (Local: Underdark-Northdark) +4, Listen +12, Move Silently +10, Open Lock +8, Search +10, Sense Motive +10, Speak Language (Gnome, Undercommon, Draconic, Dwarven, Elven, Terran), Spellcraft +12, Spot +12, Survival +2, Swim +8, Use Magic Device +12. Alertness, Brew Potion, Combat Casting, Dodge, Improved Initiative, Magical Aptitude, Scribe Scroll, Strong Soul, Weapon Finesse.
Special Qualities: Svirfneblin traits: +2 racial bonus on Craft (Alchemy) and Listen checks; +2 racial bonus on Hide checks (improves to +4 in underground environments); +1 racial bonus on attack rolls vs Kobolds and Goblinoids; +4 dodge bonus vs all creatures; Stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +1 to DC of all illusions spells cast by Svirfneblin; Darkvision 120 ft.; SR 23; +2 racial bonus on all saving throws; +2 racial bonus on saving throws vs illusions; Spell-like abilities (as 13th level caster) 1/day –Blindness/Deafness (DC 13), Blur, Disguise Self; Speak with Burrowing Mammals 1/day (as Speak with Animals as 1st level caster); Radiates Nondetection at 13th level; Weapon Familiarity: a svirfneblin may treat gnome hooked hammers as martial weapons rather than exotic weapons. Afflicted Wererat traits: Low-Light Vision, Scent, +2 natural armor, +8 Racial bonus on Swim checks. +2 bonus on Fortitude and Will saves vs Death Effects, Energy Drain, and Ability Drain attacks. Sneak Attack +3d6, Trapfinding, Evasion, Trapsense +2, Uncanny Dodge. Summon Familiar.
Alternate Form (Su): Seldig can assume a bipedal hybrid form or the form of a dire rat, provided he makes a Control Shape check per page 303 of the Monster Manual 3.5.
Curse of Lycanthropy (Su): Any humanoid or giant hit by Seldig’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Disease (Ex): Filth Fever; bite, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Rat Empathy (Ex): Communicate with rats and dire rats, and +4 Racial bonus on Charisma-based checks against rats and dire rats.
Damage Reduction (Ex): 5/Silver in hybrid or rat form.
Skills: Seldig in animal or hybrid form uses his Dexterity modifier for Climb or Swim checks. He has a +8 Racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Wizard Spells Prepared (4/4/4/3; base DC = 14 + spell level, 15 + spell level for illusions; caster level 6th).
Possessions: Spellbooks, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Seldig in Hybrid Form
Seldig: Male Svirfneblin Afflicted Wererat Rog6/Wiz6; CR 16; Small Humanoid (Gnome, Shapechanger); HD 6d6+24 plus 6d4+24 plus 1d8+4; hp 86; Init +11; Spd 20 ft.; AC 25 (touch 21, flat-footed 14); Base Atk +8; Grp +5; Atk +15 melee (1d4+1 plus Disease, bite); Full Atk +15 melee (1d4+1 plus Disease, bite) and +10 melee (1d3, 2 claws); Face/Reach 5 ft./5 ft.; SA Sneak Attack +3d6, Disease; SQ Svirfneblin traits, Afflicted Wererat traits, DR 5/Silver; AL LE; SV Fort +13, Ref +18, Will +14; Str 12, Dex 24, Con 18, Int 18, Wis 18, Cha 12.

Seldig in Rat Form
Seldig: Male Svirfneblin Afflicted Wererat Rog6/Wiz6; CR 16; Small Humanoid (Gnome, Shapechanger); HD 6d6+24 plus 6d4+24 plus 1d8+4; hp 86; Init +11; Spd 40 ft., climb 20 ft.; AC 25 (touch 21, flat-footed 14); Base Atk +8; Grp +5; Atk +15 melee (1d4+1 plus Disease, bite); Full Atk +15 melee (1d4+1 plus Disease, bite); Face/Reach 5 ft./5 ft.; SA Sneak Attack +3d6, Disease; SQ Svirfneblin traits, Afflicted Wererat traits, DR 5/Silver; AL LE; SV Fort +13, Ref +18, Will +14; Str 12, Dex 24, Con 18, Int 18, Wis 18, Cha 12.




Leader of the Drow Scavengers in Blingdenstone from Menzoberranzan
Zelzpassa Duskryn: Female Drow Clr7/Rog3; CR 11; Medium Humanoid (Elf); HD 7d8+14 plus 3d6+6; hp 75; Init +5; Spd 30 ft.; AC 25 (touch 14, flat-footed 22); Base Atk +7; Grp +10; Atk +12 melee (1d6+5, +2 Short Sword); Full Atk +12/+7 melee (1d6+5, +2 Short Sword); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Sneak Attack +2d6; SQ Drow traits, SR 21; AL NE; SV Fort +6, Ref +5, Will +6; Str 16, Dex 17, Con 14, Int 17, Wis 18, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +4, Climb +4, Concentration +10, Decipher Script +1, Diplomacy +4, Disable Device +5, Hide +3, Intimidate +8, Knowledge (Arcana) +4, Knowledge (Religion) +8, Listen +6, Move Silently +3, Open Lock +5, Search +6, Sense Motive +4, Sleight of Hand +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Gnome), Spellcraft +10, Spot +6, Use Magic Device +6. Blind-Fight (b), Blooded, Combat Reflexes, Dodge, Exotic Weapon (Scourge), Lightning Reflexes (b).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 21. Aura of Evil (aura equals cleric level); Rebuke Undead as 7th-level cleric 7/day. Sneak Attack +2d6; Trapfinding; Evasion; Trap Sense +1. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 10th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 7th).
Deity: Lolth. Domains: Darkness, Drow.
Possessions: Silver Holy Symbol (Lolth), Duskryn House Insignia, +3 Elven Chainmail, +2 Buckler, +2 Short Sword, Drow Boots, Greater Piwafwi, Messenger Medallion, Rod of Metal and Mineral Detection, Ring of Protection +1, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Note: Listed in Underdark as Clr7/Rog3, no other information.
Sources: Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), and Underdark (3.5E).
#475

zombiegleemax

Jul 19, 2004 11:15:16
Could someone dothe epic l;evs for me , for the seven sister and the other chosen ..>
#476

zombiegleemax

Jul 19, 2004 11:15:16
Could someone dothe epic l;evs for me , for the seven sister and the other chosen ..>
#477

zombiegleemax

Jul 19, 2004 11:15:20
Could someone dothe epic l;evs for me , for the seven sister and the other chosen ..>
#478

The_Simbul_of_Aglarond

Jul 19, 2004 21:05:23
Originally posted by Mannanin Mac Lir
Could someone dothe epic l;evs for me , for the seven sister and the other chosen ..>

Dove Falconhand, Laeral Silverhand, and Sylune' Silverhand are already written up by Green Giant, see the table of contents on the first page of this thread. He hasnt done Qilue yet presumably because a Chosen of Ellistraee template hasnt been released yet (although I would still encourage him to stat her anyway, since a Chosen template isnt going to get the most priority in newly released sourcebook, and Qilue didnt have any dual-Chosen powers in 2e).

Alustriel, Elminster, Khelben, Storm, and the Simbul are already given epic statistics in the Appendix of the Epic Level Handbook, although they are horribly done, are full of obvious errors ("immunity" to Timestop and other no SR spells), some are missing various Epic features (*oops* no epic skill points for Khelben), many of their abilities are given the wrong names (i.e. it's "Bonus Spells" not "Chosen Spell-like Abilities") and many other abilities are missing altogether (Extraordinary Immunities, Name and Song Attunement, etc)
#479

warlockco

Jul 19, 2004 22:58:44
[u]NPCs of the Fardrimm:[/u]
A dwarf with a rich clan and a big dream. Rurik wants to reclaim the Fardrimm, a vast underground highway under the North. He wants to at the very least reclaim the part that runs between Citadel Adbar and Citadel Felbarr.
Rurik Silverhilt: Male Shield Dwarf Ftr5; CR 5; Medium Humanoid; HD 5d10+20; hp 73; Init +2; Spd 20 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +5; Grp +9; Face/Reach 5 ft./5 ft.; SQ Shield Dwarf traits; AL CG; SV Fort +8, Ref +3, Will +3; Str 18, Dex 15, Con 19, Int 17, Wis 15, Cha 13.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +1, Climb +4, Craft (Armorsmith) +5, Craft (Weaponsmith) +5, Intimidate +8, Jump +2, Speak Language (Dwarven, Common, Draconic, Elven, Giant, Goblin, Orc, Undercommon), Survival +4, Swim +2. Cleave, Bullheaded, Power Attack, Toughness, Weapon Focus (Dwarven Waraxe).
Special Qualities: Shield Dwarf traits: Darkvision 60 ft.; 20 ft. speed in any armor; Stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 Racial bonus on attack rolls vs Goblinoids and Orcs; +2 Racial bonus on saves vs Spells and Spell-like Abilities; +2 Racial bonus on saves vs Poison; +4 Dodge bonus vs Giants; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 Racial bonus on Appraise checks and Craft checks related to stone or metal; Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Cannot be shaken, and ignores the effects of the shaken condition.
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#480

zombiegleemax

Jul 20, 2004 15:24:28
Yeah, Dornal is DEFINITELY not a Chosen. Extremely well aged by the grace of Mystra, yes, but a Chosen, no.
#481

green_giant_02

Jul 20, 2004 20:04:24
Here is the dark sister of the Seven Sisters sans Chosen of Eilistraee template. Enjoy.



Qilué Veladorn, Chosen of Mystra: Female Drow Clr16/Dis3 of Eilistraee; CR 23; Medium-size Humanoid; HD 19d8+247; hp 336; Init +4; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +14; Grp +16; Atk +19 melee (1d10+5/19-20, singing sword) or +17 melee (1d4+2/19-20, +1 alchemical silver dagger); Full Atk +19/+14/+9 melee (1d10+5/19-20, singing sword) or +17/+12/+7 melee (1d4+2/19-20, +1 alchemical silver dagger); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Drow traits, Chosen Immunities, Chosen spell-like abilities, detect magic, enhanced Constitution, name and song of attunement, silver fire, disrupting will, aura of good, divine emissary, sacred defense, imbue with spell ability; AL CG; SV Fort +26, Ref +10, Will +17; Str 14, Dex 18, Con 26, Int 17, Wis 19, Cha 18
Skills and Feats: Concentration +33 (+37 when casting defensively), Craft (painting) +5, Diplomacy +14, Heal +9, Knowledge (arcana) +8, Knowledge (history-Skullport) +8, Knowledge (religion) +23, Knowledge (the planes) +8, Listen +6, Perform (dance) +5, Perform (sing) +5, Perform (string instruments) +5, Perform (wind instruments) +5, Search +5, Speak Language (common, elven, undercommon, chondathan, illuskan, orc), Spellcraft +25, Spot +6, Swim +5, Tumble +5, Use Rope +5; Combat Casting, Combat Expertise, Craft Wondrous Item, Dodge, Exotic Weapon Proficiency (bastard sword), Highborn Drow, Quicken Spell
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; darkvision 120 ft.; immune to sleep; SR 30; +2 racial bonus on saves against enchantments; +2 racial bonus on Will saves against spells and spell-like abilities; spell-like abilities (as 19th level caster) 1/day – dancing lights, darkness, detect good, detect magic, faerie fire, levitate; light blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); proficient with rapier and short sword, proficient with hand crossbow. Chosen Immunities: Qilué is unaffected by attacks that duplicate these effects: magic missile, web, lightning bolt, Evard’s black tentacles, cone of cold, chain lightning, power word blind, maze, imprisonment. Chosen Spell-like Abilities (all 1/day): cure light wounds, enthrall, dispel magic, neutralize poison, raise dead, blade barrier, resurrection, greater spell immunity, mass heal. Detect magic at will, enhanced Constitution, name and song of attunement, silver fire. Disrupting will: At will, Qilué can disrupt the power of any magical item within 90 feet. Aura of good (aura equals cleric level), turn undead as 16th-level cleric (+2 to turn checks) 7/day. Divine emissary, sacred defense +1, imbue with spell ability.
Cleric Spells Prepared (6/6+1/6+1/6+1/6+1/5+1/4+1/4+1/3+1/3+1; base DC = 14 + spell level; caster level 19th): 0 – create water, detect magic, detect poison, guidance, read magic, resistance; 1st – bless, command, detect evil, endure elements, protection from evil*, remove fear, shield of faith; 2nd – aid, augury, delay poison, hold person, moonbeam*, remove paralysis, silence; 3rd – daylight, inflict serious wounds, magic circle against evil*, prayer, protection from energy, remove disease, speak with dead; 4th – control water, death ward, divination, freedom of movement, holy smite*, sending, spell immunity; 5th – dispel evil, flame strike, mass inflict light wounds, moon path*, righteous might, wall of stone; 6th – greater dispel magic, heal, persistent image*, summon monster VI, word of recall; 7th – destruction, greater restoration, greater scrying, holy word*, repulsion; 8th – antimagic field, divine power (quickened), firestorm, holy aura*; 9th – etherealness, flame strike (quickened), miracle, moonfire*.
*Domain spell. Deity: Eilistraee. Domains: Good (cast good spells at +1 caster level), Moon (turn lycanthropes 7/day).
Possessions: Singing sword (+3 alchemical silver bastard sword), blast scepter, eternal wand of magic missile (6th), silver bracer (as major ring of spell storing [deific vengeance {CD}, find traps, locate object, searing light]), +1 alchemical silver dagger, Qilue’s robe.
Height: 6’, Weight: Unknown, Hair: Silver, Eyes: Unknown

Qilué’s Robe: This silver glowing robe that can only be used by Qilué provides the protection of a constant lesser globe of invulnerability and can turn the first spell of up to 7th-level upon its caster once a day. At will the robe can become invisible, glow in faerie fire radiance or emit mists.
Strong abjuration; CL 14th; Craft Wondrous Item, lesser globe of invulnerability, obscuring mist, spell turning; Price 183,680 gp; Cost 91,480 gp + 7,347 XP.
#482

The_Simbul_of_Aglarond

Jul 20, 2004 23:09:28
:invasion:
#483

The_Simbul_of_Aglarond

Jul 20, 2004 23:23:21
Also Dove, Laeral, Sylune, and Qilue's should likewise have the following extraordinary trait in their Special Qualities:

Immunities (Ex): As one of the Chosen of Mystra, (insert character name) is immune to aging, disease, disintegration, and poison. (He/she) need not sleep, although (he/she) must rest normally to be able to cast spells.

Its part of the official Chosen of Mystra template, yet the designers forgot to include it in all of the official write-ups for many of the Chosen. In addition it often gets confused for their Spell immunties, since while the abilities are originally referred to as Spell Immunity and Immunties (Ex): in the template, they are often re-named in the official NPC write-ups as Chosen Immunities or Chosen Spell Immunities and the like, which needless to say can cause some confusion.
#484

warlockco

Jul 22, 2004 0:43:27
Matron Mothers of the Ruling Houses of Menzoberranzan

House Baenre, 1st House of Menzoberranzan:
Matron Mother of House Baenre, former Matron Mistress of the Academy, Elder Daughter of Matron Mother Yvonnel Baenre
Matron Triel Baenre: Female Drow Clr20; CR 21; Medium Humanoid (Elf); HD 20d8+120; hp 235; Init +7; Spd 30 ft.; AC 43 (touch 21, flat-footed 37); Base Atk +15; Grp +20; Atk +25 melee (1d8+10/19-20 x2, Triel’s Mace) or +22 melee (1d8+7 plus Special, Scourge of Fangs); Full Atk +25/+20/+15 melee (1d8+10/19-20 x2, Triel’s Mace) or +22/+17/+12 melee (1d8+7 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 31, DR 5/Good; AL CE; SV Fort +23, Ref +18, Will +26; Str 21, Dex 25, Con 22, Int 16, Wis 28, Cha 24.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +16, Diplomacy +10, Heal +4, Intimidate +7, Knowledge (Arcana) +4, Knowledge (The Planes) +10, Knowledge (Religion) +15, Listen +4, Search +4, Sense Motive +4, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +16, Spot +4. Corrupt Spell, Craft Wondrous Item, Exotic Weapon (Scourge), Leadership, Scribe Scroll, Spell Penetration, Spellcasting Prodigy.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 31. Aura of Evil (aura equals cleric level); Rebuke Undead as 20th level cleric 10/day.
Spell-like Abilities (as 20th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/8+1/8+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1; base DC = 19 + spell level; caster level 20th).
Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 20th level cleric 10/day).
Possessions: Adamantine Holy Symbol (Lolth), Triel’s House Insignia, Arms of House Baenre, +5 Heavy Mithral Shield, Triel’s Mace, Scourge of Fangs, Amulet of Natural Armor +5, Arach-Tinilith Ring, Belt of Perfect Excellence, Piwafwi of Charisma +6, Ring of Defense +5, Wand of Fear, other possessions unknown. As former Matron Mistress of the Academy and Matron Mother of the most powerful house in Menzoberranzan, Triel has almost unlimited access to mundane and magical equipment or funds.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 15, Int 14, Wis 18, Dex 17, Con 16, Cha 15; modified for level and slight modification for new drow modifiers. She is listed as a 20th level cleric in Underdark, 16th level Priestess in Menzoberranzan boxed set, and 20th level Priestess in Drizzt Do’Urden’s Guide to the Underdark. Triel had +5 Drow Chain, +5 Drow Mace, Whip of Fangs, Wand of Fear listed as equipment in 2E Menzoberranzan boxed set.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Complete Divine (3.5E), Sword and Fist (3E), and Dragons #290 and #302. And the Drow novels by R.A. Salvatore and Elaine Cunningham, and the novels of the War of the Spider Queen series.
Note: Corrupt Spell feat used is the version from Complete Divine, not the version from Champions of Ruin.

Alternate Version
Matron Mother of House Baenre, former Matron Mistress of the Academy, Elder Daughter of Matron Mother Yvonnel Baenre
Matron Triel Baenre: Female Drow Clr16/Dis4; CR 21; Medium Humanoid (Elf); HD 20d8+120; hp 235; Init +7; Spd 30 ft.; AC 43 (touch 21, flat-footed 37); Base Atk +15; Grp +20; Atk +25 melee (1d8+10/19-20 x2, Triel’s Mace) or +22 melee (1d8+7 plus Special, Scourge of Fangs); Full Atk +25/+20/+15 melee (1d8+10/19-20 x2, Triel’s Mace) or +22/+17/+12 melee (1d8+7 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 31; AL CE; SV Fort +25, Ref +18, Will +27; Str 21, Dex 25, Con 22, Int 16, Wis 28, Cha 24.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +16, Diplomacy +10, Heal +4, Intimidate +7, Knowledge (Arcana) +4, Knowledge (The Planes) +10, Knowledge (Religion) +15, Listen +4, Search +4, Sense Motive +4, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +16, Spot +4. Corrupt Spell, Craft Wondrous Item, Exotic Weapon (Scourge), Leadership, Lightning Reflexes, Scribe Scroll, Spell Penetration, Spellcasting Prodigy.
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 31. Aura of Evil (as 20th level cleric); Rebuke Undead as 16th level cleric 10/day.
Spell-like Abilities (as 20th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Divine Emissary (Ex): Triel also gains a bonus equal to her divine disciple level on any Charisma-based skill or ability checks she makes when dealing with outsiders that are chaotic evil or that serve Lolth.
Triel can communicate telepathically with any outsider within 60 feet that is chaotic evil or serves Lolth. This feature of divine emissary is a Supernatural Ability.
Sacred Defense (Ex): Triel has a +4 bonus on saving throws vs Divine Spells, as well as the Spell-like and Supernatural Abilities of outsiders.
Imbue with Spell Ability (Sp): Triel can use Imbue with Spell Ability (caster level 20th). Since it is a Spell-like Ability, Triel does not need to devote a 4th level spell slot to use it, though the imbued spells themselves take up her lower-level spell slots, as usual. This ability is usable once per day.
Cleric Spells Prepared (6/8+1/8+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1; base DC = 19 + spell level; caster level 20th).
Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 20th level cleric 10/day).
Possessions: Adamantine Holy Symbol (Lolth), Triel’s House Insignia, Triel’s Armor, +5 Heavy Mithral Shield, Triel’s Mace, Scourge of Fangs, Arach-Tinilith Ring, Ring of Defense +5, Amulet of Natural Armor +5, Belt of Perfect Excellence, Piwafwi of Charisma +6, Wand of Fear, other possessions unknown. As former Matron Mistress of the Academy and Matron Mother of the most powerful house in Menzoberranzan, Triel has almost unlimited access to mundane and magical equipment or funds.
Height: 4’6”, Weight: Unknown, Hair: White, Eyes: Unknown.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 15, Int 14, Wis 18, Dex 17, Con 16, Cha 15; modified for level and slight modification for new drow modifiers. She is listed as a 20th level cleric in Underdark, 16th level Priestess in Menzoberranzan boxed set, and 20th level Priestess in Drizzt Do’Urden’s Guide to the Underdark. Triel had +5 Drow Chain, +5 Drow Mace, Whip of Fangs, Wand of Fear listed as equipment in 2E Menzoberranzan boxed set. Height was derived from description of being just under 5 feet in Menzoberranzan boxed set, and being very short in Daughter of the Drow.
Revision Note: All revised magic items were in 3.0E format, with changes mainly to price and prerequisite spells.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Complete Divine (3.5E), and Dragons #290 and #302. And the Drow Novels by R.A. Salvatore and Elaine Cunnnigham.
Note: Corrupt Spell feat used is the version from Complete Divine, not the version from Champions of Ruin.

Triel’s House Insignia: Triel wears her house insignia attached to a heavy gold chain. Known powers: Levitate at will, and Word of Recall at will to her throne room within the House Baenre complex, other powers unknown. Triel’s House Insignia will not work for anyone but Triel.
Strong Conjuration and Transmutation; CL: 12th; Craft Wondrous Item, Levitate, Word of Recall; Price: 69,750 gp.
Creation Note: This item had cost adjusted by x2 for not taking up an item space, and reduced by 75% for being specific to one person.

Triel’s Armor: This finely crafted chainmail bears the emblem of House Baenre. This elven chainmail has been enchanted to +5 with the special properties of moderate fortification and nimbleness, giving the armor a maximum Dexterity bonus of +6 and an armor check penalty of -1.
Strong Abjuration and Transmutation; CL: 15th; Craft Magic Arms and Armor, Cat’s Grace, Miracle; Price: 85,150 gp; Weight 20 lb.

Triel’s Mace: This adamantine heavy mace has been enchanted to +5 with the special properties of drowcraft, unholy, and impact.
Strong Evocation, Evocation [Evil], and Transmutation; CL: 15th; Craft Magic Arms and Armor, Contingency, Disintegrate, Unholy Blight, Weapon of Impact, Creator must be Evil; Price: 165,012 gp.

Scourge of Fangs: This +2 scourge has additional properties, refer to Serpent Kingdoms for full details.
Moderate Necromancy and Transmutation; CL: 11th; Craft Magic Arms and Armor, Animate Objects, Bestow Curse; Price: 32,000 gp; Weight: 5 lb.

Arach-Tinilith Ring: Created only for the highest-ranking priestesses of the order of Arach-Tinilith, this potent ring imbues its wearer with a +6 enhancement bonus to Constitution and a +2 enhancement bonus to Charisma. It also renders the wearer immune to Detect Thoughts, Discern Lies, and any attempt to magically discern the wearer’s alignment.
Source: Dragon Magazine #302, Rogues Gallery: The Heroes of the War of the Spider Queen, by Richard Baker (revised to 3.5 by Warlockco).
Moderate Abjuration and Transmutation; CL: 10th; Forge Ring, Eagle’s Splendor, Endurance, Nondetection; Price: 54,000 gp.

Ring of Defense +5: This powerful ring offers continual magic protection in the form of a +5 deflection bonus to AC and a +5 resistance bonus to saving throws.
Source: Dragon Magazine #290, Rogue’s Gallery: The Heroes of Decent into the Depths of the Earth by Paul Kidd (revised to 3.5 by Warlockco).
Strong Abjuration; CL: 15th; Forge Ring, Resistance, Shield of Faith; Price: 87,500 gp.

Belt of Perfect Excellence: This finely crafted belt of black spider silk adorned with silver spiders, provides its wearer with a +6 enhancement bonus to Dexterity, Strength, and Wisdom.
Source: Sword & Fist as Headband of Perfect Excellence (revised to 3.5 by Warlockco).
Moderate Transmutation; CL: 8th; Craft Wondrous Item, Bull’s Strength, Cat’s Grace, Owl’s Wisdom; Price: 144,000 gp; 1 lb.

Piwafwi of Charisma +6: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +6 enhancement bonus to Charisma.
Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 47,000 gp; Weight: 1 lb.




House Barrison Del'Armgo, 2nd House of Menzoberranzan:
Matron Mother of House Barrison Del’Armgo
Matron Mez’Barris Armgo: Female Drow Ftr9/Clr9; CR 19; Medium Humanoid (Elf); HD 9d10+36 plus 9d8+36; hp 209; Init +6; Spd 30 ft.; AC 27 (touch 17, flat-footed 25); Base Atk +15; Grp +21; Atk +27 melee (1d8+13, Qu’ilth or Qu’uente) or +23 melee (1d8+8 plus Special, Scourge of Fangs); Full Atk +23/+18/+13 melee (1d8+13, Qu’ilth) and +23/+18/+13 melee (1d8+13, Qu’uente); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Smite; SQ Drow traits, SR 29; AL CE; SV Fort +21, Ref +17, Will +21; Str 22, Dex 18, Con 18, Int 16, Wis 24, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +8, Concentration +15 (+19 when casting defensively), Climb +5, Intimidate +15, Jump +5, Knowledge (Religion) +12, Listen +4, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +15, Spot +6. Blooded, Cleave, Combat Casting, Combat Reflexes, Exotic Weapon (Scourge), Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Lightning Reflexes (b), Power Attack, Strong Off-Hand Attack, Two-Weapon Fighting, Weapon Focus (Heavy Mace), Weapon Specialization (Heavy Mace).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Aura of Evil (aura equals cleric level); Rebuke Undead as 9th-level cleric 6/day. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 18th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/6+1/6+1/5+1/3+1/2+1; base DC = 17 + spell level; caster level 9th).
Deity: Lolth. Domains: Destruction (Smite +4 Att/+9 Dmg 1/day), Drow.
Possessions: Silver Holy Symbol (Lolth), Barrison Del’Armgo House Insignia, +5 Glamered Heavy Fortification Elven Chainmail, Scourge of Fangs, “Qu’ilth and Qu’uente (Blood and Guts)” 2 +5 Heavy Maces, Earring of Health, Earring of Wisdom +6, Mez’Barris’ Gloves, Mez’Barris’ Piwafwi, Necklace of the Retriever, Ring of Defense +5, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 15, Int 15, Wis 18, Dex 17, Con 11, Cha 14; modified for level and slight modification for new drow modifiers. She is listed as Ftr9/Clr9 in Underdark, Ftr13/Clr13 in Menzoberranzan boxed set, and Ftr14/Clr14 in Drizzt Do’Urden’s Guide to the Underdark. Mez’Barris had twin +5 Maces, Whip of Fangs, Piwafwi that functioned as a Cloak of Arachnida, Evening Gloves that served as Gauntlets of Ogre Power and Bracers of Defense AC 2, and Necklace of the Retriever listed as equipment in 2E Menzoberranzan boxed set.
Revision Note: All revised magic items were in 3.0E format, with changes mainly to price and prerequisite spells.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #290. And the Drow novels by R.A. Salvatore and Elaine Cunningham, and the novels of the War of the Spider Queen series.

Earring of Health: This gold earring grants the wearer an enhancement bonus to Constitution of +6. The wearer is also immune to Disease, including Supernatural Disease. Earrings do not count towards the number of magical items worn.
Moderate Conjuration and Transmutation; CL 8th; Craft Wondrous Item, Bear’s Endurance, Remove Disease; Price 94,500 gp.

Earring of Wisdom +6: This gold earring grants the wearer an enhancement bonus to Wisdom of +6. Earrings do not count towards the number of magical items worn.
Moderate Transmutation; CL 8th; Craft Wondrous Item, Owl’s Wisdom; Price 72,000 gp.

Mez’Barris’ Gloves: These arm-length, open fingered evening gloves appear delicate. These gloves grant a +6 enhancement bonus to Strength, and a +8 Armor bonus to AC of their wearer.
Source: Menzoberranzan boxed set, converted to 3.5 by Joseph Weber.
Strong Abjuration and Transmutation; Caster Level 16th; Craft Wondrous Item, Bull’s Strength, Mage Armor; Price 118,000gp.

Mez’Barris’ Piwafwi: This cloak provides a +10 competence bonus to Hide checks for its wearer. The wearer can climb as if under the effects of a Spider Climb spell. The cloak grants her immunity to entrapment by Web spells or webs of any sort–she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can cast Web. She also gains a +2 luck bonus on all Fortitude saves vs poison from spiders.
Source: Menzoberranzan boxed set, converted to 3.5 by Joseph Weber.
Faint Conjuration, Illusion, and Transmutation; CL 6th; Craft Wondrous Item; Invisibility, Spider Climb, Web, Creator must be a Drow; Price 29,000gp; Weight 1 lb.

Necklace of the Retriever (Minor Artifact): This golden necklace is set with four large gems (ruby, diamond, blue sapphire, and obsidian), each valued at no less than 2,000gp each. The first three gems can emit, once per day, 60’ long rays of fire, cold, and lightning respectively, striking a single target and delivering 20d6 points of damage (Reflex DC 22, for half). The obsidian stone fires a ray of transmutation, which turns the victim into mud, stone, gold, or lead (determined randomly) unless a successful Fortitude save is made (DC 22), in which case there is no effect.
Caster level: 20th.

Strong Off-Hand Attack [Fighter/General]
Your off-hand attacks are as strong as attacks with your preferred hand.
Source: Plot & Poison by Green Ronin.
Prerequisite: Str 15, Dex 15, Two-Weapon Fighting.
Benefit: You add your full Strength bonus to damage dealt by your off-hand attacks.




House Oblodra, Former 3rd House of Menzoberranzan:
Matron Mother of House Oblodra (Deceased, killed when House was destroyed by Matron Mother Baenre after Time of Troubles)
Matron K’yorl Odran: Female Drow Clr9/Psion-Telepath11; CR 21; Medium Humanoid (Elf, Psionic); HD 9d8 plus 11d4; hp 94; Init +2; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +11; Grp +10; Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 31; AL CE; SV Fort +9, Ref +9, Will +20; Str 8, Dex 16, Con 11, Int 20, Wis 20, Cha 15.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +25, Concentration +21, Diplomacy +14, Intimidate +12, Knowledge (Religion) +11, Listen +4, Psicraft +10, Search +4, Sense Motive +13, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +11, Spot +4. Expanded Knowledge x3, Iron Will, Overchannel, Persuasive, Power Penetration, Psionic Body, Psionic Meditation, Talented.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 31. Aura of Evil (aura equals cleric level); Rebuke Undead as 9th level cleric 5/day.
Spell-like Abilities (as 20th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/6+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level; caster level 9th).
Deity: Lolth. Domains: Evil (cast evil spells at +1 caster level), Trickery.
Psionic Powers Known (Power Points 133; base DC = 15 + power level; manifester level 11th): 1st –Conceal Thoughts, Detect Psionics, Mind Thrust, Mindlink, Psionic Charm; 2nd –Cloud Mind, Inflict Pain, Psionic Suggestion, Read Thoughts; 3rd –Danger Sense, Energy Bolt, Energy Burst, False Sensory Input, Psionic Blast, Time Hop; 4th –Correspond, Inertial Barrier, Mindwipe, Psionic Dimension Door, Psionic Dominate; 5th –Mind Probe, Psionic Teleport, Psychic Crush, Tower of Iron Will; 6th –Mind Switch.
Possessions: Silver Holy Symbol (Lolth), Oblodra House Insignia, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in 2E Menzoberranzan boxed set as Clr9/Psionicist 15 with stats of Str 8, Int 17, Wis 18, Dex 14, Con 11, Cha 13; modified for level and slight modification for new drow modifiers
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Expanded Psionics Handbook (3.5E).




House Faen Tlabbar, 3rd House of Menzoberranzan:
Matron Mother of House Faen Tlabbar (Deceased, killed by Matron Kyorl Oblodra during Siege of Darkness)
Matron Ghenni’tiroth Tlabbar: Female Drow Clr16; CR 17; Medium Humanoid (Elf); HD 16d8+16; hp 117; Init +2; Spd 30 ft.; AC 26 (touch 18, flat-footed 23); Base Atk +12; Grp +12; Atk +18 melee (1d4+6, Scrag-tooth) or +20 ranged (1d4+6, Scrag-tooth); Full Atk +18/+13/+8 melee (1d4+6, Scrag-tooth) or +20 ranged (1d4+6, Scrag-tooth); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 27; AL CE; SV Fort +15, Ref +14, Will +25; Str 11, Dex 17, Con 12, Int 18, Wis 28, Cha 24.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Concentration +19 (+23 when casting defensively), Craft (Alchemy) +15, Diplomacy +12, Intimidate +4, Knowledge (Religion) +19, Listen +4, Search +4, Sense Motive +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +19, Spot +4. Brew Potion, Exotic Weapon (Scourge), Greater Spell Penetration, Lightning Reflexes (b), Negotiator, Spell Focus (Enchantment), Spell Penetration.
Special Qualities: Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 27. Aura of Evil (aura equals cleric level); Rebuke Undead as 16th-level cleric 10/day.
Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/8+1/7+1/7+1/6+1/6+1/4+1/4+1/3+1; base DC = 19 + spell level, 20 + spell level for Enchantment spells, caster level 16th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 16th-level cleric 10/day).
Possessions: Silver Holy Symbol (Lolth), Faen Tlabbar House Insignia, “Scrag-tooth” +6 Dagger of Returning and Venom, Bracers of Armor +8, Faen Tlabbar Communing Plate, Periapt of Wisdom +6, Piwafwi of Charisma +6, Ring of Defense +5, numerous Elixirs of Love, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 11, Int 17, Wis 19, Dex 15, Con 12, Cha 16; modified for level and slight modification for new drow modifiers. She is listed as Clr16 in Menzoberranzan boxed set. Ghenni’tiroth had +6 Dagger “Scrag-Tooth” of throwing and venom, communing platter, and vials of Elixir of Love listed as equipment in 2E Menzoberranzan boxed set.
Revision Note: All revised magic items were in 3.0E format, with changes mainly to price and prerequisite spells.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Epic Level Handbook (3E), and Dragon #290. And the Drow novels by R.A. Salvatore.

Faen Tlabbar Communing Plate: This platinum platter allows the user to Commune with Lolth once a day.
Moderate Divination; CL: 9th; Craft Wondrous Item, Commune; Price: 41,200 gp; Weight: 1 lb.



Matron Mother of House Faen Tlabbar (Deceased, cause of death unknown)
Matron Ghilanna Tlabbar: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 9; Init +5; Spd 30 ft.; AC 28 (touch 20, flat-footed 23); Base Atk +9; Grp +11; Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +15, Ref +16, Will +20; Str 13, Dex 20, Con 14, Int 18, Wis 24, Cha 26.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +10, Craft (Alchemy) +15, Diplomacy +12, Intimidate +5, Knowledge (Religion) +10, Listen +2, Search +2, Sense Motive +7, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +15, Spot +2. Brew Potion, Exotic Weapon (Scourge), Lightning Reflexes (b), Negotiator, Spell Focus (Enchantment), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th-level cleric 11/day.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/6+1/6+1/4+1/4+1/3+1; base DC = 17 + spell level, 18 + spell level for Enchantment spells, caster level 12th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 12th-level cleric 11/day).
Possessions: Silver Holy Symbol (Lolth), Faen Tlabbar House Insignia, Bracers of Armor +8, Faen Tlabbar Communing Plate, Periapt of Wisdom +6, Piwafwi of Charisma +6, Ring of Defense +5, numerous Elixirs of Love, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr12 in 2E Drizzt Do’Urden’s Guide to the Underdark, no other information.
Revision Note: All revised magic items were in 3.0E format, with changes mainly to price and prerequisite spells.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), and Dragon #290.




Matron Mother of House Faen Tlabbar
Matron Vadalma Tlabbar: Female Drow Clr9; CR 10; Medium Humanoid (Elf); HD 9d8+18; hp 74; Init +3; Spd 30 ft.; AC 26 (touch 18, flat-footed 23); Base Atk +6; Grp +8; Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 20; AL CE; SV Fort +13, Ref +13, Will +18; Str 14, Dex 17, Con 14, Int 18, Wis 24, Cha 24.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +10, Craft (Alchemy) +10, Diplomacy +10, Intimidate +2, Knowledge (Religion) +8, Listen +4, Search +4, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +4. Brew Potion, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Focus (Enchantment), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20. Aura of Evil (aura equals cleric level); Rebuke Undead as 9th-level cleric 11/day.
Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/6+1/6+1/5+1/3+1/2+1; base DC = 17 + spell level, 18 + spell level for Enchantment Spells; caster level 9th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 9th-level cleric 11/day).
Possessions: Silver Holy Symbol (Lolth), Faen Tlabbar House Insignia, Bracers of Armor +8, Faen Tlabbar Communing Plate, Periapt of Wisdom +6, Piwafwi of Charisma +6, Ring of Defense +5, numerous Elixirs of Love, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr9 in Underdark, no other information.
Revision Note: All revised magic items were in 3.0E format, with changes mainly to price and prerequisite spells.
Sources: Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), and Dragon #290.




House Xorlarrin, 4th House of Menzoberranzan:
Matron Mother of House Xorlarrin
Matron Zeerith Q’Xorlarrin: Female Drow Clr17; CR 18; Medium Humanoid (Elf); HD 17d8+51; hp 150; Init +3; Spd 30 ft.; AC 29 (touch 21, flat-footed 23); Base Atk +12; Grp +12; Atk +16 melee (1d4+4, +4 Dagger); Full Atk +16/+11/+6 melee (1d4+4, +4 Dagger); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 28; AL NE; SV Fort +18, Ref +18, Will +25; Str 11, Dex 22, Con 16, Int 19, Wis 28, Cha 23.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Concentration +15, Diplomacy +14, Intimidate +4, Knowledge (Arcana) +15, Knowledge (Religion) +15, Listen +4, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +15, Spot +4. Craft Wand, Exotic Weapon (Scourge), Lightning Reflexes (b), Magical Artisan (Craft Wand), Negotiator, Spell Penetration, Wand Mastery.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 28. Aura of Evil (aura equals cleric level); Rebuke Undead as 17th-level cleric 9/day.
Spell-like Abilities (as 17th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/8+1/7+1/7+1/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 19 + spell level; caster level 17th).
Deity: Lolth. Domains: Drow, Spider (rebuke or command spiders as 17th-level cleric 9/day)
Possessions: Silver Holy Symbol (Lolth), Xorlarrin House Insignia, +4 Dagger, Amulet of Health +6, Belt of Perfect Excellence, Bracers of Defense +8, Carpet of Flying, Lesser Tentacle Rod, Piwafwi of Charisma +6, Ring of Defense +5, Ring of Spell-Battle, Wand of Viscid Glob, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 11, Int 17, Wis 19, Dex 16, Con 10, Cha 15; modified for level and slight modification for new drow modifiers. She is listed as Clr17 in Underdark, Clr15 in Menzoberranzan boxed set, and Clr16 in Drizzt Do’Urden’s Guide to the Underdark. Zeerith had +4 Dagger, Wand of Viscid Globs, Russet Tentacle Rod, and Flying Carpet listed as equipment in 2E Menzoberranzan boxed set.
Alignment Note: Zeerith is listed as Chaotic Evil in 2E Menzoberranzan boxed set and 2E Drizzt Do’Urden’s Guide to the Underdark, yet is listed as Neutral Evil in Underdark. Using the most recent source, so she is Neutral Evil.
Revision Note: All revised magic items were in 3.0E format, with changes mainly to price and prerequisite spells.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Arms and Equipment Guide (3E), Sword & Fist (3E), and Dragon #290. And the Drow novels by R.A. Salvatore.

Wand Mastery [General]
Wands are more potent in your hands.
Source: Eberron Campaign Setting.
Prerequisite: Craft Wand, caster level 9th.
Benefit: When you use a wand, the DC of saving throws against the wand’s effect is increased by 2 and the wand’s effective caster level is increased by 2.





House Agrach Dyrr, 5th House of Menzoberranzan:
Matron Mother of House Agrach Dyrr (Deceased, killed near Mithril Hall by a Glabrezu summoned by Matron Baenre)
Matron Auro’pol Dyrr: Female Drow Clr13; CR 14; Medium Humanoid (Elf); HD 13d8+26; hp 78; Init +2; Spd 30 ft.; AC 21 (touch 15, flat-footed 19); Base Atk +9; Grp +10; Atk +14 melee (1d4+4, +3 Venomous Dagger); Full Atk +14/+9 melee (1d4+4, +3 Venomous Dagger); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +14, Ref +12, Will +19; Str 13, Dex 15, Con 15, Int 14, Wis 24, Cha 19.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +10, Diplomacy +8, Intimidate +4, Knowledge (Arcana) +6, Knowledge (Religion) +10, Listen +3, Search +3, Sense Motive +1, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +10, Spot +3. Corrupt Spell, Exotic Weapon (Sourge), Lightning Reflexes (b), Spell Focus (Evil), Spell Penetration, Weapon Focus (Dagger).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (aura equals cleric level); Rebuke Undead as 13th level cleric 7/day.
Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 17 + spell level, 18 + spell level for Evil spells; caster level 13th).
Deity: Lolth. Domains: Drow, Evil (cast evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Agrach Dyrr House Insignia, +3 Venomous Dagger, Bracers of Armor +6, Cloak of Resistance +4, Fire Elemental Brooch, Gloves of Dexterity +4, Periapt of Wisdom +4, Ring of Arachnid Control, Ring of Protection +3, Rod of the Viper, Sash of Charisma +4, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown.
Conversion Note: Listed in 2E Menzoberranzan boxed set as Clr13 of Lolth with Str 13, Int 14, Wis 18, Dex 11, Con 15, Cha 13; modified for level and slight modification for new drow modifiers. Auro’pol had +3 Dagger of Venom, Staff of the Serpent, Ring of Arachnid Control, Fire Elemental Gem listed as equipment in 2E Menzoberranzan boxed set.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), and Complete Divine (3.5E). And the Drow novels by R.A. Salvatore.

Fire Elemental Brooch: Once per day, this large ruby set in a gold brooch can summon a Huge Fire Elemental from any existing fire source. This item does not take up an item slot.
Strong Conjuration; CL 13th; Craft Wondrous Item, Summon Monster VII; Price 72,800 gp.

Ring of Arachnid Control: On command, this ring affects an Arachnid as if the wearer had cast Charm Animal (Will DC 11). This ignores the normal immunity to mind-affecting effects that vermin have.
Faint Enchantment; CL 3rd; Forge Ring, Charm Animal; Price 10,800 gp.




Matron Mother of House Agrach Dyrr
Matron Yasraena Dyrr: Female Drow Clr11; CR 12; Medium Humanoid (Elf); HD 11d8+11; hp 82; Init +6; Spd 30 ft.; AC 25 (touch 19, flat-footed 19); Base Atk +8; Grp +8; Atk +11 melee (1d4+4, +3 Venomous Dagger); Full Atk +11/+6 melee (1d4+4, +3 Venomous Dagger); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 22; AL CE; SV Fort +12, Ref +13, Will +17; Str 12, Dex 22, Con 12, Int 17, Wis 22, Cha 23.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +10, Diplomacy +10, Intimidate +2, Knowledge (Arcana) +4, Knowledge (Religion) +14, Listen +3, Search +3, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +10, Spot +3. Corrupt Spell, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Focus (Evil), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 22. Aura of Evil (aura equals cleric level); Rebuke Undead as 11th level cleric 9/day.
Spell-like Abilities (as 11th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level, 16 + spell level for evil spells; caster level 11th).
Deity: Lolth. Domains: Drow, Evil (cast evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Agrach Dyrr House Insignia, +3 Venomous Dagger, Bracers of Armor +6, Cloak of Resistance +4, Fire Elemental Brooch, Gloves of Dexterity +4, Periapt of Wisdom +4, Ring of Arachnid Control, Ring of Protection +3, Rod of the Viper, Sash of Charisma +4, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in 2E Drizzt Do’Urden’s Guide to the Underdark as Clr11 of Lolth. No other information
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), and Complete Divine (3.5E). And War of the Spider Queen novel series.




House Mizzrym, 6th House of Menzoberranzan:
Matron Mother of House Mizzrym
Matron Miz’ri Mizzrym: Female Drow Clr13; CR 14; Medium Humanoid (Elf); HD 13d8+26; hp 110; Init +2; Spd 30 ft.; AC 23 (touch 17, flat-footed 21); Base Atk +9; Grp +9; Atk +13 melee (1d4+4, +4 Dagger); Full Atk +13/+8 melee (1d4+4, +4 Dagger); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +15, Ref +11, Will +20; Str 11, Dex 15, Con 14, Int 18, Wis 25, Cha 21.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +6, Bluff +10, Concentration +12, Diplomacy +10, Intimidate +8, Knowledge (Religion) +10, Listen +4, Search +4, Sense Motive +8, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +4. Corrupt Spell, Exotic Weapon (Scourge), Negotiator, Persuasive, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (aura equals cleric level); Rebuke Undead as 13th-level cleric 8/day.
Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 17 + spell level; caster level 13th).
Deity: Lolth. Domains: Evil (cast evil spells at +1 caster level), Trickery.
Possessions: Silver Holy Symbol (Lolth), Mizzrym House Insignia, +4 Dagger, Scourge of Fangs, Lesser Tentacle Rod, Bracers of Armor +6, 6 Carpets of Flying (2 of each size), Cloak of Charisma +4, Earring of Protection +5, Earring of Resistance +5, Gloves of Dexterity +4, Periapt of Wisdom +6, Ring of Antivenom, Ring of Freedom of Movement, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 11, Int 15, Wis 18, Dex 9, Con 14, Cha 15; modified for level and slight modification for new drow modifiers. She is listed as Clr13 in Underdark, Clr12 in Menzoberranzan boxed set, and Clr13 in Drizzt Do’Urden’s Guide to the Underdark. Miz’ri had +4 Dagger, Ring of Free Action, Ring of Anti-Venom, Purple Tentacle Rod, Whip of Fangs, 6 Flying Carpets (of various sizes) listed as equipment in 2E Menzoberranzan boxed set.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Arms and Equipment Guide (3E), and Complete Divine (3.5E). And the War of the Spider Queen novels.

Earring of Protection +5: This earring offers the wearer a +5 deflection bonus to armor class. Earrings do not count towards the number of magical items worn.
Strong Abjuration; CL 15th; Craft Wondrous Item, Shield of Faith; Price 100,000 gp.

Earring of Resistance +5: This earring offers the wearer a +5 resistance bonus on saving throws. Earrings do not count towards the number of magical items worn.
Strong Abjuration; CL 15th; Craft Wondrous Item, Resistance; Price 50,000 gp.




House Fey-Branch, 7th House of Menzoberranzan:
Matron Mother of House Fey-Branch
Matron Byrtyn Fey: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+36; hp 101; Init +7; Spd 30 ft.; AC 28 (touch 17, flat-footed 24); Base Atk +9; Grp +12; Atk +15 melee (1d8+6, +3 Heavy Mace) or +14 melee (1d8+5 plus Special, Scourge of Fangs); Full Atk +15/+10 melee (1d8+6, +3 Heavy Mace) or +14/+9 melee (1d8+5 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +15, Ref +17, Will +20; Str 16, Dex 24, Con 16, Int 17, Wis 26, Cha 26.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +10, Craft (Alchemy) +12, Diplomacy +8, Gather Information +8, Intimidate +2, Knowledge (Arcana) +10, Knowledge (The Planes) +5, Knowledge (Religion) +11, Listen +3, Search +5, Sense Motive +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +8, Spot +3. Brew Potion, Craft Rod, Craft Wondrous Item, Investigator, Lightning Reflexes (b), Spell Focus (Enchantment), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th-level cleric 11/day.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/4+1/3+1; base DC = 18 + spell level, 19 + spell level for Enchantment spells; caster level 12th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 12th-level cleric 11/day).
Possessions: Silver Holy Symbol (Lolth), Fey-Branch House Insignia, +3 Heavy Mace, Scourge of Fangs, Amulet of Natural Armor +3, Belt of Perfect Excellence, Bracers of Armor +8, Earring of Health, Greater Tentacle Rod, Piwafwi of Charisma +6, Ring of Protection +3, Ring of Resistance +4, Spider Rod, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 10, Int 17, Wis 18, Dex 15, Con 7, Cha 14; modified for level and slight modification for new drow modifiers. She is listed as Clr12 in Underdark, Clr11 in Menzoberranzan boxed set, and Clr12 in Drizzt Do’Urden’s Guide to the Underdark. Charisma was raised to 20 due to being described as extremely attractive. Byrtyn had +3 Mace, Whip of Fangs, Violet Tentacle Rod, Spider Wand, and Potions of Magic Resistance, listed as equipment in 2E Menzoberranzan boxed set.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Arms and Equipment Guide (3E).





House Tuin’Tarl, 8th House of Menzoberranzan:
Matron Mother of House Tuin’Tarl
Matron Prid’eesoth Tuin: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 98; Init +3; Spd 30 ft.; AC 23 (touch 15, flat-footed 20); Base Atk +9; Grp +11; Atk +13 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +13/+8 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +13, Ref +12, Will +18; Str 14, Dex 16, Con 14, Int 17, Wis 24, Cha 23.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +1, Bluff +11, Concentration +8, Diplomacy +10, Intimidate +4, Knowledge (Arcana) +5, Knowledge (Local: Underdark-Northdark) +1, Knowledge (The Planes) +5, Knowledge (Religion) +8, Listen +4, Search +4, Sense Motive +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +8, Spot +4. Exotic Weapon (Scourge), Greater Spell Penetration, Lightning Reflexes (b), Negotiator, Persuasive, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th-level cleric 9/day.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/6+1/6+1/4+1/4+1/3+1; base DC = 17 + spell level; caster level 12th).
Deity: Lolth. Domains: Drow, Trickery.
Possessions: Silver Holy Symbol (Lolth), Tuin’Tarl House Insignia, +3 Elven Chainmail, Scourge of Fangs, Drow Boots, Periapt of Wisdom +4, Piwafwi of Resistance +3, Ring of Protection +2, Sash of Charisma +4, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr12 in Underdark, Clr11 in Menzoberranzan boxed set, and Clr11 in Drizzt Do’Urden’s Guide to the Underdark. No other information.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).
#485

zombiegleemax

Jul 22, 2004 6:43:22
Hi ,

I think i am being thick here, its just that the epic level hand book lists the epic levels for elminster..
so i was just wondering what the epic levels fro say the Simbul etc might be

sorry
#486

The_Simbul_of_Aglarond

Jul 22, 2004 14:10:55
Originally posted by Mannanin Mac Lir
Hi ,

I think i am being thick here, its just that the epic level hand book lists the epic levels for elminster..
so i was just wondering what the epic levels fro say the Simbul etc might be

sorry

But the Simbul does have stats in the Epic Level Handbook, its just that those statistics really really suck.....

When faeruns "most powerful mortal wielder of arcane magic" has to choose between a caster level of 22 and 10, when she cant win a caster level check against the average epic red wizard, and when a 4th level Star Elf can have a higher base Charisma score than the poster child of Sorcerers in the 3rd edition forgotten realms, then it raises some questions regarding the seriousness with which the official stats for many of Faeruns iconic NPC's are approached with.
#487

warlockco

Jul 23, 2004 0:42:57
Matron Mothers of Menzoberranzan

House Duskryn, 9th House of Menzoberranzan:
Matron Mother of House Duskryn
Matron Berni’th Duskryn: Female Drow Clr13; CR 14; Medium Humanoid (Elf); HD 13d8+52; hp 136; Init +7; Spd 30 ft.; AC 29 (touch 17, flat-footed 24); Base Atk +9; Grp +14; Atk +16 melee (1d8+6 plus Special, Scourge of Fangs); Full Atk +16/+11 melee (1d8+6 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +15, Ref +14, Will +16; Str 21, Dex 20, Con 18, Int 18, Wis 20, Cha 20.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Concentration +14 (+18 when casting defensively), Diplomacy +6, Intimidate +8, Knowledge (Arcana) +6, Knowledge (The Planes) +4, Knowledge (Religion) +10, Listen +4, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +6. Blind-Fight (b), Blooded, Combat Casting, Corrupt Spell, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (aura equals cleric level); Rebuke Undead as 13th-level cleric 8/day. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 15 + spell level; caster level 13th).
Deity: Lolth. Domains: Darkness, Drow.
Possessions: Silver Holy Symbol (Lolth), Duskryn House Insignia, +4 Mithral Chain Shirt, +3 Buckler, Scourge of Fangs, Amulet of Health +4, Belt of Giant Strength +4, Drow Boots, Piwafwi of Resistance +3, Ring of Protection +2, Ring of Regeneration, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr12 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Complete Divine (3.5E).

Piwafwi of Resistance +3: This black cloak adds a +3 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks.
Moderate Abjuration and Illusion; CL: 9th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow; Price: 13,500 gp; Weight: 1 lb.





House Srune’lett, 10th House of Menzoberranzan:
Matron Mother of House Srune’lett
Matron Srune’Lyris Lett: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+33; hp 108; Init +3; Spd 30 ft.; AC 22 (touch 15, flat-footed 19); Base Atk +8; Grp +11; Atk +13 melee (1d8+5 plus Special, Scourge of Fangs); Full Atk +13/+8 melee (1d8+5 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +12, Ref +8, Will +13; Str 16, Dex 16, Con 16, Int 18, Wis 18, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +12, Diplomacy +8, Intimidate +3, Knowledge (Arcana) +8, Knowledge (The Planes) +8, Knowledge (Religion) +10, Listen +4, Search +4, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +4. Corrupt Spell, Exotic Weapon (Scourge), Silent Spell, Spell Focus (Evil).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th-level cleric 5/day.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 14 + spell level, 15 + spell level for Evil spells; caster level 12th).
Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 12th-level cleric 6/day)
Possessions: Silver Holy Symbol (Lolth), Srune’lett House Insignia, Scourge of Fangs, Amulet of Natural Armor +2, Bracers of Armor +5, Piwafwi of Resistance +2, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Complete Divine (3.5E)

Piwafwi of Resistance +2: This black cloak adds a +2 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks.
Faint Abjuration and Illusion; CL: 6th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow; Price: 16,000 gp; Weight: 1 lb.




House Horlbar, 11th House of Menzoberranzan:
Current Matron Mothers unknown, House Horlbar has a tradition of two presiding Matron Mothers at all times, with the death of one, the other must step down, and a new pair of Matron Mothers is chosen from the next generation.

Matron Mother of House Horlbar (No longer a Matron Mother with the dead of Jerlys Horlbar)
Matron Ker Horlbar: Female Drow Clr14; CR 15; Medium Humanoid (Elf); HD 14d8+26; hp 111; Init +5; Spd 30 ft.; AC 25 (touch 17, flat-footed 20); Base Atk +10; Grp +11; Atk +13 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk +13/+8 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 25; AL CE; SV Fort +13, Ref +13, Will +18; Str 15, Dex 20, Con 14, Int 18, Wis 20, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Concentration +13, Diplomacy +12, Intimidate +4, Knowledge (The Planes) +10, Knowledge (Religion) +13, Listen +4, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spellcraft +10, Spot +4. Corrupt Spell, Exotic Weapon (Scourge), Iron Will, Lightning Reflexes (b), Spell Focus (Evil), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 25. Aura of Evil (aura equals cleric level); Rebuke Undead as 14th-level cleric 7/day.
Spell-like Abilities (as 14th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level, 16 + spell level for Evil spells; caster level 14th).
Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Horlbar House Insignia, +3 Mithral Chain Shirt, Scourge of Fangs, Amulet of Natural Armor +1, Drow Boots, Piwafwi of Resistance +2, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr13 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level. Even though Ker Horlbar is no longer a Matron.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).




Matron Mother of House Horlbar (Deceased, Killed by Artemis Enteri in Menzoberrazan during Starless Night)
Matron Jerlys Horlbar: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 105; Init +5; Spd 30 ft.; AC 24 (touch 17, flat-footed 19); Base Atk +9; Grp +12; Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +12, Ref +11, Will +15; Str 17, Dex 20, Con 14, Int 18, Wis 20, Cha 20.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +15, Diplomacy +10, Intimidate +3, Knowledge (The Planes) +10, Knowledge (Religion) +15, Listen +4, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spellcraft +12, Spot +4. Blind-Fight (b), Combat Reflexes, Corrupt Spell, Exotic Weapon (Scourge), Spell Focus (Evil), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th-level cleric 8/day.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1; base DC = 15 + spell level, 16 + spell level for Evil spells; caster level 12th).
Deity: Lolth. Domains: Darkness, Evil (cast Evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Horlbar House Insignia, +3 Mithral Chain Shirt, Lesser Tentacle Rod, Drow Boots, Piwafwi of Resistance +2, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr12 in Menzoberranzan boxed set. No other information. Jerlys used a russet tentacle rod in her fight with Artemis.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E). And the Drow novels by R.A. Salvatore.
#488

zombiegleemax

Jul 23, 2004 3:10:07
Originally posted by The Simbul
But the Simbul does have stats in the Epic Level Handbook, its just that those statistics really really suck.....

When faeruns "most powerful mortal wielder of arcane magic" has to choose between a caster level of 22 and 10, when she cant win a caster level check against the average epic red wizard, and when a 4th level Star Elf can have a higher base Charisma score than the poster child of Sorcerers in the 3rd edition forgotten realms, then it raises some questions regarding the seriousness with which the official stats for many of Faeruns iconic NPC's are approached with.

I don't have the epic level hanb book, but have a photocopy of elminsters stats from it, It just includes epic levels on top of his normal levels, and Larloch has 12 epic levels i think in the lords of darkness. Its just that the stats listed here don't seem to include the actual epic levels as a seperate listing for example...larloch..27th level wizard epic level 12..
I have seen epic spells etc referred too in the stats listing , but no epic levels..
Am i missing the boat here..?

Cheers
#489

zombiegleemax

Jul 23, 2004 9:26:07
Originally posted by Mannanin Mac Lir
I don't have the epic level hanb book, but have a photocopy of elminsters stats from it, It just includes epic levels on top of his normal levels, and Larloch has 12 epic levels i think in the lords of darkness. Its just that the stats listed here don't seem to include the actual epic levels as a seperate listing for example...larloch..27th level wizard epic level 12..
I have seen epic spells etc referred too in the stats listing , but no epic levels..
Am i missing the boat here..?

Cheers

All levels above 20th are epic levels. The "epic" in the statblock of some NPCs means epic level benefits or something like that. Page 289 in FRCS.
#490

zombiegleemax

Jul 23, 2004 9:33:32
Originally posted by Otus
All levels above 20th are epic levels. The "epic" in the statblock of some NPCs means epic level benefits or something like that. Page 289 in FRCS.

I am comfused now..so elminster 20 lvel mage 5 the level archmage 8th level epic..... so what should he be then..28th level mage 5th level arch mage..?
#491

The_Simbul_of_Aglarond

Jul 23, 2004 12:51:16
In the Forgotten Realms Campaign Setting sourcebook, Elminster is a Ftr1/Rog2/Clr3/Wiz20/Acm5/Epic4

In the Epic Level Handbook, Elminster is a Ftr1/Rog2/Clr3/Wiz24/Acm5

notice the difference? The Forgotten Realms Campaign Sourcebooks, along with Magic of Faerun, Lords of Darkness, and several other sourcebooks, were released prior to the Epic Level Handbook, which means any NPC with more than 20 character levels used the temporary "Epic Sidebar" rules in the Forgotten Realms Campaign Setting. Under those rules you could advance beyond character level 20, howeveryou could not advance beyond 20 in a single class or beyond 10 in a prestige class. Each time a character gained a level beyond 20, they recieved an "epic level benefit", which was selected from one of the following:

*a level in any class or prestige class, although the character cannot go beyond 20 in any core class or 10 in any prestige class.
*+1 to any ability score.
*a spell slot above 9th level, which can be used to cast higher level spells with metamagic feats applied to them
*+1 to all of the character's attacks
etc, etc, etc

If a Character selected levels in a class or prestige class then those class levels would be listed in in their standard class block. If a character chose one of the other epic benefits above, then they instead had the word "Epic" listed in their class block, with the number next to it encompassing their total number of epic level benefits (not including class levels).

Thus, when Elminster is listed as a Ftr1/Rog2/Clr3/Wiz20/Acm5/Epic4 in the Forgotten Realms Campaign Setting, it means that at level 20 he was a Ftr1/Rog2/Clr3/Wiz14 and he Epic Level benefits are 6 effective levels of Wizard (to the maximum of 20), 5 levels of Archmage, and four "Epic" benefits which in this case were four epic spell slots.

In the Epic Level Handbook, characters can advance beyond 20 ina core class and beyond 10 in a prestige class. Since ELminster is primarily a Wizard, his "Epic" levels were changed to epic levels in the wizard class; that is he went from having 20 Wizard levels and 4 Epic benefits to having 24 Wizard levels, which amoung other things gave him a higher caster level, bonus epic feats, and the like.

In the case of someone like Larloch, who in Lords of Darkness was listed as a Wiz20/Epic12, his EPic Level version would be a Wiz32, since unassigned "Epic" levels are always added to one of the characters existing classes.

Unlike Elminster and Larloch, characters like The Simbul (Sor20/Acm2/Wiz10), Laeral (Wiz19/Sor4/Rgr7), and the other epic Seven Sisters, all have their Epic benefits as effective class levels rather than "Epic" levels". Thus a conversion of these characters to the Epic Level Handbook rules would not involve a change in their class levels, but would only involve the normal benefits every character gains beyond level 20 in the Epic Level rules; maingly an ability score bonus every 4 levels beyond 20, an epic feat at level 21 and every three levels therafter, a bonus to all attack rolls and all saving throws equal to 1/2 their total levels beyond 20, and skill points and hit points per for each level beyond 20.
#492

warlockco

Jul 24, 2004 1:07:23
Matron Mothers of Menzoberranzan

House Kenafin, 12th House of Menzoberranzan:
Matron Mother of House Kenafin
Matron Kyrnill Kenafin: Female Drow Clr14; CR 15; Medium Humanoid (Elf); HD 14d8+28; hp 124; Init +4; Spd 30 ft.; AC 22 (touch 17, flat-footed 18); Base Atk +10; Grp +11; Atk +13 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk +13/+8 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 25; AL CE; SV Fort +14, Ref +11, Will +19; Str 14, Dex 19, Con 15, Int 20, Wis 20, Cha 23.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +7, Bluff +10, Concentration +11, Diplomacy +10, Intimidate +6, Knowledge (Local: Underdark-Northdark) +5, Knowledge (The Planes) +5, Knowledge (Religion) +12, Listen +4, Search +4, Sense Motive +6, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Gnome, Goblin, Illuskan), Spellcraft +10, Spot +4. Corrupt Spell, Exotic Weapon (Scourge), Iron Will, Negotiator, Persuasive.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 25. Aura of Evil (aura equals cleric level); Rebuke Undead as 14th-level cleric 9/day.
Spell-like Abilities (as 14th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level; caster level 14th).
Deity: Lolth. Domains: Evil (cast evil spells at +1 caster level), Trickery.
Possessions: Silver Holy Symbol (Lolth), Kenafin House Insignia, Scourge of Fangs, Amulet of Health +2, Bracers of Armor +5, Piwafwi of Charisma +4, Ring of Protection +3, Ring of Resistance +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr13 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).

Piwafwi of Charisma +4: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +4 enhancement bonus to Charisma.
Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 31,000 gp; Weight: 1 lb.





House Druu’giir, 13th House of Menzoberranzan:
Matron Mother of House Druu’giir
Matron Carrolloc Giir: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 101; Init +3; Spd 30 ft.; AC 23 (touch 17, flat-footed 20); Base Atk +9; Grp +10; Atk +12 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk 12/+7 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +13, Ref +13, Will +19; Str 13, Dex 17, Con 14, Int 18, Wis 20, Cha 20.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +10, Concentration +10, Diplomacy +10, Intimidate +6, Knowledge (Arcana) +2, Knowledge (The Planes) +2, Knowledge (Religion) +8, Listen +6, Search +4, Sense Motive +6, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +8, Spot +6. Alertness, Exotic Weapon (Scourge), Iron Will, Lightning Reflexes (b), Negotiator, Persuasive.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th-level cleric 8/day.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1; base DC = 15 + spell level; caster level 12th).
Deity: Lolth. Domains: Drow, Trickery.
Possessions: Silver Holy Symbol (Lolth), Druu’giir House Insignia, Scourge of Fangs, Bracers of Armor +6, Periapt of Wisdom +4, Piwafwi of Charisma +4, Ring of Protection +4, Ring of Resistance +4, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).





House Hunzrin, 14th House of Menzoberranzan:
Matron Mother of House Hunzrin
Matron Kintuere Hunzrin: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+60; hp 135; Init +3; Spd 30 ft.; AC 24 (touch 16, flat-footed 21); Base Atk +9; Grp +12; Atk +14 melee (1d8+5 plus Special, Scourge of Fangs); Full Atk +14/+9 melee (1d8+5 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +18, Ref +12, Will +15; Str 16, Dex 16, Con 20, Int 18, Wis 18, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +8, Diplomacy +8, Handle Animal +8, Heal +8, Intimidate +4, Knowledge (Religion) +8, Knowledge (Nature) +8, Listen +4, Search +4, Sense Motive +3, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +6, Spot +4, Survival +4. Exotic Weapon (Scourge), Great Fortitude, Lightning Reflexes (b), Self-Sufficient, Skill Focus (Handle Animal), Skill Focus (Knowledge: Nature).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th-level cleric 6/day.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 12th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 12th-level cleric 6/day).
Possessions: Silver Holy Symbol (Lolth), Hunzrin House Insignia, +3 Elven Chainmail, Scourge of Fangs, Amulet of Health +4, Piwafwi of Resistance +3, Ring of Antivenom, Ring of Protection +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).





House Shobalar, 15th House of Menzoberranzan:
Matron Mother of House Shobalar
Matron Hinkutes’nat Alar: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 95; Init +4; Spd 30 ft.; AC 25 (touch 16, flat-footed 21); Base Atk +9; Grp +11; Atk +13 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +13/+8 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +12, Ref +10, Will +14; Str 14, Dex 18, Con 14, Int 18, Wis 19, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Animal Handling +4, Bluff +10, Concentration +10, Diplomacy +8, Intimidate +5, Knowledge (Arcana) +8, Knowledge (Religion) +8, Listen +3, Ride +6, Search +3, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spellcraft +10, Spot +3. Arachnid Rider, Exotic Weapon (Scourge), Mounted Combat, Negotiator, Persuasive.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th-level cleric 7/day.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 12th).
Deity: Lolth. Domains: Spider (Rebuke/Command Spiders as 12th-level cleric 7/day), Trickery.
Possessions: Silver Holy Symbol (Lolth), Shobalar House Insignia, +2 Elven Chainmail, Scourge of Fangs, Amulet of Health +2, Boots of Tremorsense, Bracers of Resistance +2, Cloak of Arachnida, Ring of Antivenom, Ring of Protection +2, Rod of Webspinning, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).





House Vandree, 16th House of Menzoberranzan:
Matron Mother of House Vandree
Matron Troken’ther Vandree: Female Drow Clr11; CR 12; Medium Humanoid (Elf); HD 11d8+22; hp 97; Init +4; Spd 30 ft.; AC 22 (touch 16, flat-footed 18); Base Atk +8; Grp +10; Atk +12 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +12/+7 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Drow traits; AL CE; SV Fort +11, Ref +9, Will +14; Str 14, Dex 18, Con 14, Int 19, Wis 20, Cha 20.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +12, Concentration +12, Diplomacy +12, Intimidate +5, Knowledge (Local: Underdark-Northdark) +4, Knowledge (Religion) +10, Listen +3, Search +3, Sense Motive +8, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +10, Spot +3. Exotic Weapon (Scourge), Iron Will, Neogiator, Persuasive.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 22. Aura of Evil (aura equals cleric level); Rebuke Undead as 11th-level cleric 8/day.
Spell-like Abilities (as 11th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/3+1/1+1; base DC = 15 + spell level; caster level 11th).
Deity: Lolth. Domains: Evil (cast evil spells at +1 caster level), Trickery.
Possessions: Silver Holy Symbol (Lolth), Vandree House Insignia, Scourge of Fangs, Amulet of Natural Armor +1, Bracers of Armor +5, Gloves of Dexterity +2, Piwafwi of Charisma +4, Ring of Protection +2, Ring of Resistance +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr10 in Menzoberranzan boxed set. No other information. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).





House Symryvvin, 17th House of Menzoberranzan:
Matron Mother of House Symryvvin
Matron Hesken-P’aj Symryvvin: Female Drow Clr10/Lor10/Hie5; CR 26; Medium Humanoid (Elf); HD 15d8+75 plus 10d4+50; hp 259; Init +4; Spd 30 ft.; AC 32 (touch 19, flat-footed 28); Base Atk +15; Grp +17; Atk +19 (1d8+4 plus Special, Scourge of Fangs); Full Atk +19/+17 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 36, DR 5/Good; AL CE; SV Fort +22, Ref +19, Will +33; Str 14, Dex 19, Con 20, Int 20, Wis 30, Cha 26.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +25, Diplomacy +19, Heal +5, Intimidate +10, Knowledge (Arcana) +28, Knowledge (History) +10, Knowledge (The Planes) +15, Knowledge (Religion) +28, Listen +7, Search +5, Sense Motive +10, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan, Infernal), Spellcraft +28, Spot +7. Corrupt Spell, Extend Spell, Exotic Weapon (Scourge), High Born Drow, Improved Spell Capacity, Leadership, Lolth’s Blessing, Persistent Spell, Scribe Scroll, Skill Focus (Knowledge: Arcana), Skill Focus (Spellcraft).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 36. Aura of Evil (as 25th level cleric); Rebuke Undead as 10th-level cleric 11/day (+4 bonus on turning checks and turning damage rolls). Loremaster: Lore +15; Greater Lore, True Lore; Secret: Secrets of Inner Strength, Secret Knowledge of Avoidance, Applicable Knowledge, Newfound Arcana, More Newfound Arcana. Metamagic Feat.
Blast Infidel (Su): Matron Symryvvin can use negative energy spells to their maximum effect on lawful good creatures. Any spell with a descriptor that involves inflicting or channeling negative energy (Inflict spells, Mass Inflict Light Wounds, Harm) cast on a lawful good creature works as if under the effect of a Maximize Spell feat. Undead affected by this ability heal the maximized amount of damage.
Divine Reach (Su): Matron Symryvvin can use touch spells on targets up to 60 feet away. If the spell requires a melee touch attack, Matron Symryvvin must make a ranged touch attack instead.
Mastery of Energy (Su): Matron Symryvvin channels negative energy more effectively, increasing her ability to affect undead. Add a +4 bonus to Matron Symryvvin’s Rebuke checks and Rebuke damage rolls.
Spell-like Abilities (as 25th level caster) 1/day–Clairaudience/Clairvoyance, Dancing Lights, Darkness, Detect Good, Detect Magic, Discern Lie, Dispel Magic, Faerie Fire, Levitate.
Cleric Spells Prepared (6/9+1/9+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1/2; base DC = 20 + spell level; caster level 25th).
Deity: Lolth. Domains: Evil (cast evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 20th-level cleric 8/day).
Possessions: Silver Holy Symbol (Lolth), Symryvvin House Insignia, Scourge of Fangs, Amulet of Natural Armor +5, Arach-Tinilith Ring, Greater Piwafwi, Ring of Protection +5, Robe of the Matron, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr20 in Menzoberranzan boxed set. No other information. Added levels due to passage of time, and with Matron Baenre dead, she is the most powerful priestess of Lolth in Menzoberranzan.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Epic Level Handbook (3E), and Dragon #302.

Arach-Tinilith Ring: Created only for the highest-ranking priestesses of the order of Arach-Tinilith, this potent ring imbues its wearer with a +6 enhancement bonus to Constitution and a +2 enhancement bonus to Charisma. It also renders the wearer immune to Detect Thoughts, Discern Lies, and any attempt to magically discern the wearer’s alignment.
Source: Dragon Magazine #302, Rogues Gallery: The Heroes of the War of the Spider Queen, by Richard Baker (revised to 3.5 by Warlockco).
Moderate Abjuration and Transmutation; CL: 10th; Forge Ring, Bear’s Endurance, Eagle’s Splendor, Nondetection; Price 54,000 gp.
Revision Note: Revision was addition of magic auras and adjustment of price.

Robe of the Matron: This elegant black spidersilk robe is embroidered with mithral thread in a spiderweb design. It provides a +8 armor bonus, a +5 resistance bonus on saves, a +6 enhancement bonus to Wisdom and Charisma, and damage reduction 5/good.
Strong Abjuration, Conjuration, Evocation, and Transmutation; CL 18th; Craft Wondrous Item, Eagle’s Splendor, Mage Armor, Miracle, Owl’s Wisdom, Resistance, Stoneskin, Creator must be a Drow; Price 317,500 gp; Weight 1 lb.
#493

warlockco

Jul 24, 2004 3:43:18
Formerly Baenre House Adviser for Extra-Menzoberranzan Affairs, now a member of Bregan D’aerthe
“Methil” El-Viddenvelp: Male Illithid Psion-Telepath7; CR 15; Medium Aberration (Psionic); HD 8d8+32 plus 7d4+28; hp 141; Init +5; Spd 30 ft.; AC 31 (touch 20, flat-footed 26); Base Atk +9; Grp +13; Atk +14 melee (1d4+4, tentacle); Full Atk +14 melee (1d4+4, 4 tentacles); Face/Reach 5 ft./5 ft.; SA Mind Blast, Improved Grab, Extract; SQ Illithid traits, PR 32; AL LE; SV Fort +13, Ref +14, Will +25; Str 18, Dex 20, Con 18, Int 33, Wis 28, Cha 28.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +12, Concentration +18 (+22 when manifesting defensively), Diplomacy +10, Hide +11, Gather Information +9, Intimidate +11, Knowledge (Arcana) +11, Knowledge (Local: Underdark-Northdark) +11, Knowledge (Psionics) +18, Listen +11, Move Silently +11, Psicraft +18, Sense Motive +10, Speak Language (Common, Undercommon, Abyssal, Draconic, Dwarven, Elven, Gnome, Infernal, Terran), Spot +11, Use Psionic Device +8. Combat Manifestation, Empower Power, Overchannel, Power Penetration, Psionic Body, Psionic Meditation, Talented, Weapon Finesse.
Special Qualities: Illithid traits: Darkvision 60’; +3 natural armor; Telepathy 100’; PR 32.
Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 23 Will save or be stunned for 3d4 rounds. Illithids often hunt using this power and then drag off one or two of their stunned victims to feed upon.
Improved Grab (Ex): To use this ability, an illithid must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple attack as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. An illithid can grab a Huge or larger creature, but only if can somehow reach the foe’s head.
If an illithid begins its turn with at least one tentacle attach, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): An illithid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless vs constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.
Psionic Powers Known (Power Points 309; base DC = 21 + power level; manifester level 16th): 1st –Defensive Precognition, Detect Psionics, Mind Thrust, Psionic Charm, Vigor; 2nd –Body Equilibrium, Ego Whip, Id Insinuation, Psionic Levitate, Psionic Suggestion, Read Thoughts; 3rd –Body Adjustment, Dispel Psionics, Mental Barrier; 4th –Intellect Fortress, Psionic Dimension Door, Psionic Dominate; 5th –Mind Probe, Psionic Plane Shift, Psionic True Seeing, Shatter Mind Blank; 6th –Breath of the Black Dragon, Mind Switch, Psionic Disintegration; 7th –Crisis of Life, Personal Mind Blank, Ultrablast; 8th –Bend Reality, Psionic Greater Teleport, True Metabolism.
Possessions: Cloak of Resistance +5, Ring of Protection +5, Robes of the Mentalist, Torc of Power Preservation, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Milky White.
Conversion Note: Listed as Psionicist level 7 in Menzoberranzan boxed set, no other information.
Sources: Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Monster Manual 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), and Expanded Psionics Handbook (3.5E).

Robe of the Mentalist: This dark nondescript robe grants wearer a +6 enhancement bonus to Charisma, Intelligence, and Wisdom. The Robe of the Mentalist also provides a +8 armor bonus to Armor Class.
Source: Created by Joseph Weber.
Strong Psychokinesis and Psychometabolism; ML 16th; Craft Universal Item, Animal Affinity, Inertial Armor; Price 226,000 gp; Weight 1 lb.
#494

warlockco

Jul 24, 2004 4:45:06
[u]NPCs of Reeshov:[/u]

Chieftain of Reeshov
Grenel Throatbiter: Male Grimlock Bar12; CR 13; Medium Monstrous Humanoid; HD 2d8+10 plus 12d12+60; hp 150; Init +7; Spd 40 ft.; AC 19 (touch 15, flat-footed 14); Base Atk +14; Grp +20; Face/Reach 5 ft./5 ft.; SA Greater Rage; SQ Grimlock traits, Blindsight, DR 2/-; AL N; SV Fort +13, Ref +12, Will +9; Str 22, Dex 20, Con 20, Int 14, Wis 10, Cha 12.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +11, Craft (Trapmaking) +6, Hide +11, Jump +10, Listen +11, Speak Language (Terran, Undercommon, Draconic, Elven, Kuo-toan), Spot +11, Survival +12, Swim +6. Axeshield, Blooded, Iron Will, Tunnelrunner, Weapon Focus (Battleaxe).
Special Qualities: Grimlock traits: Immunities to Gaze Attacks, Visual Effects, Illusions, and other attack forms that rely on sight; Scent; +4 natural armor; +10 Racial bonus on Hide checks when in the mountains or underground. Cannot be shaken, and ignores the effects of the shaken condition. Fast Movement; Illiteracy; Greater Rage 4/day; Improved Uncanny Dodge; Trap Sense +4; DR 2/-.
Blindsight (Ex): a grimlock can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, it treats all targets as totally concealed. Grimlocks are susceptible to sound- and scent-based attacks, and they are affected normally by loud noises, sonic spells (such as ghost sound or silence), and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing negates his blindsight, but he functions as though he had the Blind-Fight feat. If both smell and hearing are negated, the grimlock is effectively blinded.
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Leader of the Lizardfolk Faction
Shepsurletts: Male Lizardfolk Ran7; CR 8; Medium Humanoid (Reptilian); HD 9d8+45; hp 81; Init +4; Spd 30 ft.; AC 19 (touch 14, flat-footed 15); Base Atk +8; Grp +13; Atk +13 melee (1d4+5, claw); Full Atk +13 melee (1d4+5, 2 claws) and +8 melee (1d4+2, bite); Face/Reach 5 ft./5 ft.; SQ Lizardfolk traits; AL CN; SV Fort +10, Ref +12, Will +7; Str 20, Dex 18, Con 20, Int 14, Wis 16, Cha 15.
Skills and Feats (counting all modifiers except equipment and attributes): Balance +9, Craft (Trapmaking) +5, Heal +3, Hide +5, Jump +8, Knowledge (Local: Underdark-Northdark) +2, Knowledge (Nature) +5, Listen +5, Move Silently +5, Search +8, Speak Language (Draconic, Undercommon, Kuo-toan, Orc), Spot +8, Swim +10, Survival +10. Caver, Endurance, Improved Two-Weapon Fighting*, Iron Will, Multiattack, Track, Tunnelfighter, Two-Weapon Fighting*.
*Improved Combat Style.
Special Qualities: Lizardfolk traits: Darkvision 60 ft.; +5 natural armor; +4 Racial bonus on Balance, Jump, and Swim checks. Wild Empathy +9; Favored Enemy: Aberrations +4, Magical Beasts +2; Animal Companion; Woodland Stride
Hold Breath (Ex): a lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Ranger Spells Prepared (2; base DC = 13 + spell level; caster level 3rd).
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown



Friend and Ally to the town of Reeshov
Zlurpunvt: Delver. Use stats for standard Delver from MM 3.5. In return for Zlurpunvt’s occasional help, the Reeshovites feed it any coins and gems they find. Reeshov’s economy works on barter, but Throatbiter encourages citizens to trade for coins in order to keep Zlurpunvt happy.



Chief Trapmaker of Reeshov
Churt Trapsetter: Female Grimlock Rog8; CR 9; Medium Monstrous Humanoid; HD 2d8+8 plus 8d6+32; hp 72; Init +4; Spd 30 ft.; AC 18 (touch 14, flat-footed 14); Base Atk +8; Grp +9; Face/Reach 5 ft./5 ft.; SA Sneak Attack +4d6; SQ Grimlock traits, Blindsight; AL N; SV Fort +6, Ref +13, Will +9; Str 20, Dex 18, Con 18, Int 18, Wis 14, Cha 11.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +7, Craft (Trapmaking) +13, Disable Device +13, Hide +8, Knowledge (Local: Underdark-Northdark) +10, Listen +10, Move Silently +8, Open Lock +6, Search +10, Speak Language (Terran, Undercommon, Draconic, Elven, Kuo-toan, Orc), Spot +10, Survival +6, Swim +5. Blooded, Iron Will, Tunnelfighter, Tunnelrunner.
Special Qualities: Grimlock traits: Immunities to Gaze Attacks, Visual Effects, Illusions, and other attack forms that rely on sight; Scent; +4 natural armor; +10 Racial bonus on Hide checks when in the mountains or underground. Sneak Attack +4d6; Trapfinding; Evasion; Trap Sense +2; Improved Uncanny Dodge. Cannot be shaken, and ignores the effects of the shaken condition.
Blindsight (Ex): a grimlock can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, it treats all targets as totally concealed. Grimlocks are susceptible to sound -and scent-based attacks, and they are affected normally by loud noises, sonic spells (such as ghost sound or silence), and overpowering odors (such as stinking could or incense-heavy air). Negating a grimlock’s sense of smell or hearing negates his blindsight, but he functions as though he had the Blind-Fight feat. If both smell and hearing are negated, the grimlock is effectively blinded.
Possessions: Unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#495

green_giant_02

Jul 25, 2004 13:35:21
Here is the last fully statted NPC from Spellbound to complete the set. Enjoy.


Lady Yhelbruna: Female Rashemi Human Clr6 of Mystra/Wiz12/Hth10; CR 28; Medium-size Humanoid; HD 6d8+6 plus 22d4+22; hp 111; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +14; Grp +14; Atk +14 melee (1d6, staff of the magi); Full Atk +14/+9 melee (1d6, staff of the magi); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of law, leadership bonus, Rashemi spirit magic, taboo, spirit speech, awe of the wychlaran, universal spirit magic, spirit concordat, circle leader, spirit dominion, great circle leader; AL LN; SV Fort +17, Ref +13, Will +24; Str 11, Dex 17, Con 12, Int 26, Wis 21, Cha 19
Skills and Feats: Concentration +34 (+38 when casting defensively), Decipher Script +20, Diplomacy +18, Handle Animal +6, Knowledge (arcana) +41, Knowledge (architecture and engineering) +16, Knowledge (dungeoneering) +16, Knowledge (geography) +16, Knowledge (history-Rashemen) +19, Knowledge (local-Rashemen) +19, Knowledge (nature) +16, Knowledge (nobility and royalty) +16, Knowledge (religion) +24, Knowledge (the planes) +19, Perform (dance) +9, Perform (sing) +9, Profession (herbalist) +15, Sense Motive +10, Speak Language (common, rashemi, aglarondan, auran, damaran, draconic, goblin, mulhorandi, terran, tuigan), Spellcraft +47, Swim +5, Survival +17 (+19 underground, to avoid getting lost, aboveground, other planes); Combat Casting, Ethran, Empower Spell, Heighten Spell, Improved Counterspell, Improved Metamagic, Improved Spell Capacity, Leadership, Quicken Spell, Silent Spell, Scribe Scroll, Spell Penetration, Still Spell, Vremyonni Training
Special Qualities: Aura of law (aura equals cleric level), turn undead as 6th level cleric (+2 to turning checks) 7/day. Leadership bonus, Rashemi spirit magic, taboo, spirit speech, awe of the wychlaran –6, universal spirit magic 3/day, spirit concordat, circle leader, spirit dominion, great circle leader.
Wizard Spells Prepared (4/6/6/6/6/5/5/5/5/4/1; base DC = 18 + spell level; caster level 22nd).
Cleric Spells Prepared (6/5+1/4+1/3+1; base DC = 15 + spell level; caster level 6th).
*Domain spell. Deity: Mystra. Domains: Magic (use scroll, wands, and other spell completion or spell trigger devices as a 25th-level wizard), Spell (+2 to Concentration and Spellcraft checks).
Possessions: Staff of the magi, Shaporyl’s mask, ring of regeneration, broom of flying, wand of major image.
Height: 5’3”, Weight: 175 lbs., Hair: Black, Eyes: Black.
#496

freakboy

Jul 25, 2004 15:16:20
Just one quick note on the Matron Mothers of Menzo. The Whip of Fangs name has been changed to The Scourge of Fangs, and it is stated out in Serpent Kingdoms page 152. It's just a minor detail, but it would allow the builds to be a little more reflective of the published material.
#497

zombiegleemax

Jul 26, 2004 3:22:55
Originally posted by The Simbul
In the Forgotten Realms Campaign Setting sourcebook, Elminster is a Ftr1/Rog2/Clr3/Wiz20/Acm5/Epic4

In the Epic Level Handbook, Elminster is a Ftr1/Rog2/Clr3/Wiz24/Acm5

notice the difference? The Forgotten Realms Campaign Sourcebooks, along with Magic of Faerun, Lords of Darkness, and several other sourcebooks, were released prior to the Epic Level Handbook, which means any NPC with more than 20 character levels used the temporary "Epic Sidebar" rules in the Forgotten Realms Campaign Setting. Under those rules you could advance beyond character level 20, howeveryou could not advance beyond 20 in a single class or beyond 10 in a prestige class. Each time a character gained a level beyond 20, they recieved an "epic level benefit", which was selected from one of the following:

*a level in any class or prestige class, although the character cannot go beyond 20 in any core class or 10 in any prestige class.
*+1 to any ability score.
*a spell slot above 9th level, which can be used to cast higher level spells with metamagic feats applied to them
*+1 to all of the character's attacks
etc, etc, etc

If a Character selected levels in a class or prestige class then those class levels would be listed in in their standard class block. If a character chose one of the other epic benefits above, then they instead had the word "Epic" listed in their class block, with the number next to it encompassing their total number of epic level benefits (not including class levels).

Thus, when Elminster is listed as a Ftr1/Rog2/Clr3/Wiz20/Acm5/Epic4 in the Forgotten Realms Campaign Setting, it means that at level 20 he was a Ftr1/Rog2/Clr3/Wiz14 and he Epic Level benefits are 6 effective levels of Wizard (to the maximum of 20), 5 levels of Archmage, and four "Epic" benefits which in this case were four epic spell slots.

In the Epic Level Handbook, characters can advance beyond 20 ina core class and beyond 10 in a prestige class. Since ELminster is primarily a Wizard, his "Epic" levels were changed to epic levels in the wizard class; that is he went from having 20 Wizard levels and 4 Epic benefits to having 24 Wizard levels, which amoung other things gave him a higher caster level, bonus epic feats, and the like.

In the case of someone like Larloch, who in Lords of Darkness was listed as a Wiz20/Epic12, his EPic Level version would be a Wiz32, since unassigned "Epic" levels are always added to one of the characters existing classes.

Unlike Elminster and Larloch, characters like The Simbul (Sor20/Acm2/Wiz10), Laeral (Wiz19/Sor4/Rgr7), and the other epic Seven Sisters, all have their Epic benefits as effective class levels rather than "Epic" levels". Thus a conversion of these characters to the Epic Level Handbook rules would not involve a change in their class levels, but would only involve the normal benefits every character gains beyond level 20 in the Epic Level rules; maingly an ability score bonus every 4 levels beyond 20, an epic feat at level 21 and every three levels therafter, a bonus to all attack rolls and all saving throws equal to 1/2 their total levels beyond 20, and skill points and hit points per for each level beyond 20.

Thanksyou..

I suppose they say, the foll who asks a question is only a fool till he knows the answer... the fool who never asks the question is always the fool

thanks again Simbul
#498

gadodel

Jul 26, 2004 18:13:36
Still one of the best threads around...
#499

warlockco

Jul 26, 2004 20:33:18
Deletion of Content, posted elsewhere.
#500

warlockco

Jul 30, 2004 2:14:18
Nobles of Menzoberranzan

Nobles of House Faen Tlabbar, 3rd House of Menzoberranzan:
Patron of House Faen Tlabbar
Rinnill Tlabbar: Male Drow Ftr9; CR 10; Medium Humanoid (Elf); HD 9d10+27; hp 88; Init +8; Spd 30 ft.; AC 29 (touch 17, flat-footed 25); Base Atk +9; Grp +13; Atk +19 melee (1d6+10, +4 Short Sword); Full Atk +19/+14 melee (1d6+10, +4 Short Sword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 20; AL CE; SV Fort +9, Ref +7, Will +4; Str 18, Dex 18, Con 16, Int 11, Wis 12, Cha 20.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Diplomacy +6, Hide +1, Intimidate +2, Listen +3, Move Silently +1, Search +3, Sense Motive +3, Speak Language (Elven, Undercommon, Drow Sign Language), Spot +3. Combat Reflexes, Dodge, Greater Weapon Focus (Short Sword), Improved Initiative, Mobility, Negotiator, Persuasive, Weapon Focus (Short Sword), Weapon Specialization (Short Sword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20.
Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Faen Tlabbar House Insignia, +3 Buckler, +3 Elven Chainmail, +4 Short Sword, Amulet of Health +2, Boots of Elvenkind, Gauntlets of Ogre Power, Greater Piwafwi, Ring of Protection +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Snow-White, Eyes: Unknown.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 16, Int 9, Wis 12, Dex 18, Con 13, Cha 17; modified for level and slight modification for new drow modifiers. He is listed as Ftr9 in Menzoberranzan boxed set. Rinnill had +3 Buckler, +4 Short Sword, Piwafwi, and Drow Boots listed as equipment in 2E Menzoberranzan boxed set.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), and Underdark (3.5E).




Adopted Daughter of House Faen Tlabbar, most favored of Matron Ghenni’tiroth (Deceased, killed by Matron Kyorl Oblodra during Siege of Darkness)
Fini’they Tlabbar: Female Drow Clr9/Dis4; CR 14; Medium Humanoid (Elf); HD 13d8+16; hp 105; Init +4; Spd 30 ft.; AC 26 (touch 20, flat-footed 20); Base Atk +9; Grp +11; Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +17, Ref +17, Will +23; Str 14, Dex 23, Con 14, Int 20, Wis 26, Cha 22.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +16, Craft (Alchemy) +16, Diplomacy +12, Hide +1, Knowledge (Arcana) +10, Knowledge (Religion) +16, Listen +4, Move Silently +1, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +16, Spot +4. Brew Potion, Exotic Weapon (Scourge), Lightning Reflexes (b), Negotiator, Spell Focus (Enchantment), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (aura equals cleric level); Rebuke Undead as 9th-level cleric 9/day.
Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Divine Emissary (Ex): Fini’they also gains a bonus equal to her divine disciple level on any Charisma-based skill or ability checks she makes when dealing with outsiders that are chaotic evil or that serve Lolth.
Fini’they can communicate telepathically with any outsider within 60 feet that is chaotic evil or serves Lolth. This feature of divine emissary is a Supernatural Ability.
Sacred Defense (Ex): Fini’they has a +4 bonus on saving throws vs Divine Spells, as well as the Spell-like and Supernatural Abilities of outsiders.
Imbue with Spell Ability (Sp): Fini’they can use Imbue with Spell Ability (caster level 13th). Since it is a Spell-like Ability, Fini’they does not need to devote a 4th level spell slot to use it, though the imbued spells themselves take up her lower-level spell slots, as usual. This ability is usable once per day.
Cleric Spells Prepared (6/7+1/7+1/6+1/6+1/4+1/3+1/2+1; base DC = 18 + spell level, 19 + spell level for Enchantment spells; caster level 13th).
Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 13th-level cleric 9/day).
Possessions: Silver Holy Symbol (Lolth), Faen Tlabbar House Insignia, Bracers of Defense +6, Cloak of Charisma +6, Gloves of Dexterity +4, Periapt of Wisdom +6, Ring of Protection +4, Ring of Resistance +5, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr13 in 2E Menzoberranzan boxed set, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), and Underdark (3.5E). And the Drow novels by R.A. Salvatore.




Elderboy & Weapon Master of House Faen Tlabbar
Pri’Oront Tlabbar: Male Drow Ftr14; CR 15; Medium Humanoid (Elf); HD 14d10+56; hp 180; Init +12; Spd 30 ft.; AC 31 (touch 23, flat-footed 23); Base Atk +14; Grp +21; Atk +25 melee (1d8+11, +4 Drowcraft Longsword) or +25 melee (1d6+11, +4 Drowcraft Short Sword); Full Atk +23/+18/+13 melee (1d8+11, +4 Drowcraft Longsword) and +23/+18/+13 melee (1d6+7, +4 Drowcraft Short Sword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 25; AL CE; SV Fort +18, Ref +19, Will +11; Str 24, Dex 26, Con 19, Int 18, Wis 14, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Diplomacy +7, Hide +8, Intimidate +10, Listen +7, Move Silently +8, Search +7, Sense Motive +7, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spot +7. Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Leadership, Lightning Reflexes, Mobility, Negotiator, Twin Sword Style, Two-Weapon Fighting.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 25.
Spell-like Abilities (as 14th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Faen Tlabbar House Insignia, +4 Drowcraft Longsword, +4 Drowcraft Short Sword, Amulet of Health +4, Belt of Giant Strength +6, Boots of Elvenkind, Bracers of Armor +8, Gloves of Dexterity +6, Greater Piwafwi, Ring of Protection +5, Ring of Resistance +5, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as Ftr14 in 2E Menzoberranzan boxed set, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), and Underdark (3.5E).




Nobles of House Xorlarrin, 4th House of Menzoberranzan:
Patron & House Wizard of House Xorlarrin; Leader of the Council of Wizards who oversee Sorcere, second to the Archmage of Menzoberranzan
Horroodissomoth Xorlarrin: Male Drow Wiz11/Lor10; CR 22; Medium Humanoid (Elf); HD 21d4+21; hp 93; Init +3; Spd 30 ft.; AC 34 (touch 21, flat-footed 28); Base Atk +11; Grp +11; Atk +17 melee (1d4+6, +6 Dagger of Dancing); Full Atk +17/+12 melee (1d4+6, +6 Dagger of Dancing); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 32; AL CE; SV Fort +14, Ref +17, Will +23; Str 11, Dex 22, Con 13, Int 30, Wis 14, Cha 11.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +20, Craft (Alchemy) +20, Decipher Script +20, Diplomacy +5, Gather Information +20, Knowledge (Arcana) +27, Knowledge (History) +15, Knowledge (Local: Underdark-Northdark) +15, Knowledge (The Planes) +20, Listen +6, Search +8, Sense Motive +8, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarf, Gnome, Goblin, Illuskan, Netherese, Seldruin), Spellcraft +27, Spot +6, Use Magic Device +20. Brew Potion, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Investigator, Magical Artisan (Craft Wand), Scribe Scroll, Skill Focus (Knowledge: Arcana), Skill Focus (Spellcraft), Spell Penetration, Wand Mastery.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 32. Summon Familiar. Lore; Greater Lore; True Lore; Secrets (Secrets of Inner Strength, The Lore of True Stamina, Applicable Knowledge, Newfound Arcana, More Newfound Arcana).
Spell-like Abilities (as 20th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/8/8/6/10/6/6/5/5/5; base DC = 20 + spell level; caster level 20th).
Possessions: Xorlarrin House Insignia, Spellbooks, +6 Dagger of Dancing, Amulet of Natural Armor +5, Belt of Many Pockets, Bracers of Armor +8, Gloves of Dexterity +6, Greater Piwafwi, Horroodissomoth’s Robe, Horroodissomoth’s Signet Ring, Ring of Wizardry IV, Rod of Lolth, Staff of Frost, numerious wands, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Bald, Eyes: Unknown.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 11, Int 19, Wis 13, Dex 16, Con 7, Cha 11; modified for level and slight modification for new drow modifiers. He is listed as Wiz18 in Menzoberranzan boxed set and Drizzt Do’Urden’s Guide to the Underdark. Horroodissomoth had +6 Dagger of Dancing, and many wands including a Wand of Frost and a Wand of Lolth listed as equipment in 2E Menzoberranzan boxed set. Added levels due to passage of time.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Epic Level Handbook (3E), and Tome and Blood (3E).

Horroodissomoth’s Robe: This nondescript hooded robe of black silk grants the wearer a +8 armor bonus, a +5 resistance bonus to saving throws, a +6 enhancement bonus to Constitution and Intelligence, and the ability to use Disguise Self at will.
Strong Abjuration, Conjuration, Illusion, and Transmuation; CL 16th; Craft Wondrous Item, Bear’s Endurance, Disguise Self, Fox’s Cunning, Mage Armor, Resistance; Price 212,200 gp; Weight 1 lb.

Horroodissomoth’s Signet Ring: Emblazoned with the sign of Sorcere, this ring functions as a Ring of Protection +5 and a Ring of Mind Shielding. Additionally, the ring allows the wearer to read thoughts, as though with the Detect Thoughts spell at will.
Strong Abjuration and Divination; CL: 15th; Forge Ring, Detect Thougths, Nondetection, Shield of Faith; Price 78,200 gp.

Rod of Lolth: This tiny (8 inches long) rod of adamantine has several different abilities.
Web: The rod can emit Web (Reflex DC 12) as the spell once per day, upon command.
Rope: The rod will launch a thin, but very strong, rope. The rope will travel up to 240’, to a secure location indicated by the user (or alternately, it can hang straight down without being attached to anything). Once fastened, it remains affixed until the wielder commands it to release. The rope cannot be affect by fire or normal weapons; if attacked by magical weapons it has 12 hit points. However, it can be cut by the wielder of the rod with any knife or blade, by the use of a command word.
The rod, when new, contains a full 240’ of rope. If the rope is saved after each use (drawn back into the rod) the full length is available for the next time. If any is lost, however, it is lost permanently.
Sting-Blade: A blade extends from the rod to form a scimitar that functions in all respects as a +4 venomous scimitar. The user needs no proficiency in scimitar use; but must know a command word to activate the sting-blade. Damage is inflicted normally (1d6+4). Once per day, the .Sting-Blade can inflict a Poison spell (DC 14) upon a creature struck once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the Poison spell must be inflicted on the same round that the stink-blade strikes.
Strong Conjuration and Necromancy; CL 12th; Craft Magic Arms and Armor, Craft Rod, Minor Creation, Poison, Web; Price 53,155 gp.
Creation Notes: Web (2*12*1,800)/5; Rope (4*12*2,000)/2; Sting-Blade (50,000/2+315).

Wand Mastery [General]
Wands are more potent in your hands.
Source: Eberron Campaign Setting.
Prerequisite: Craft Wand, caster level 9th.
Benefit: When you use a wand, the DC of saving throws against the wand’s effect is increased by 2 and the wand’s effective caster level is increased by 2.




Elderboy of House Xorlarrin
Brack’thal Xorlarrin: Male Drow Wiz16; CR 17; Medium Humanoid (Elf); HD 16d4+48; hp 102; Init +4; Spd 30 ft.; AC 27 (touch 19, flat-footed 21); Base Atk +8; Grp +9; Atk +12 melee (1d4+4, +3 Dagger); Full Atk +12/+7 melee (1d4+4, +3 Dagger); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 27; AL CE; SV Fort +12, Ref +15, Will +17; Str 13, Dex 22, Con 16, Int 26, Wis 16, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +18, Craft (Alchemy) +15, Decipher Script +18, Knowledge (Arcana) +19, Knowledge (The Planes) +15, Listen +6, Search +6, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +19, Spot +6. Brew Potion, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Greater Spell Penetration, Magical Artisan (Craft Wand), Scribe Scroll, Spell Penetration, Wand Mastery.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 27. Summon Familiar.
Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/6/6/10/6/5/4/4/3; base DC = 18 + spell level; caster level 16th).
Possessions: Xorlarrin House Insignia, Spellbooks, +3 Dagger, Amulet of Natural Armor +3, Black Robes of the Archmagi, Bracers of Health +4, Gloves of Dexterity +4, Greater Piwafwi, Headband of Intellect +4, Ring of Protection +3, Ring of Wizardry III, numerous wands, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as Wiz14 in 2E Menzoberranzan boxed set, no other information. Added levels due to passage of time.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), and Underdark (3.5E).





Weapon Master of House Xorlarrin
Jearth Xorlarrin: Male Drow Ftr13/Rog2; CR 16; Medium Humanoid (Elf); HD 13d10+32 plus 2d6+8; hp 162; Init +7; Spd 30 ft.; AC 30 (touch 18, flat-footed 25); Base Atk +14; Grp +21; Atk +27 melee (1d8+13, +4 Keen Adamantine Longsword); Full Atk +23/+18/+13 melee (1d8+13, +4 Keen Adamantine Longsword) and +23/+18/+13 (1d8+9+4 Keen Adamantine Longsword); Face/Reach 5 ft./5 ft.; SA Sneak Attack +1d6; SQ Drow traits, SR 26; AL CE; SV Fort +17, Ref +17, Will +10; Str 24, Dex 20, Con 19, Int 14, Wis 13, Cha 15
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Hide +15, Intimidate +16, Listen +5, Move Silently +15, Search +4, Sense Motive +2, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +5. Blind-Fight, Blooded, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Greater Weapon Focus (Longsword), Improved Two-Weapon Fighting, Mobility, Quick Draw, Two-Weapon Fighting, Weapon Focus (Longsword), Weapon Specialization (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 26. Sneak Attack +1d6; Trapfinding; Evasion. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 15th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Xorlarrin House Insignia, +5 Mithral Chain Shirt of Strength +4, Paired +4 Keen Adamantine Longswords, Amulet of Natural Armor +3, Bracers of Health +6, Drow Boots, Piwafwi of Resistance +5, Ring of Invisibility, Ring of Protection +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 18/42, Int 12, Wis 13, Dex 18, Con 12, Cha 13; modified for level and slight modification for new drow modifiers. He is listed as Ftr13 in 2E Menzoberranzan boxed set. Jearth had pair of +4 Adamantine Longswords that allowed one to fight with two weapons at no penalty listed as equipment in 2E Menzoberranzan boxed set. Added levels due to passage of time.
Revision Note: All revised magic items were in 3.0E format, with changes mainly to price and prerequisite spells.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), and Dragon #302.

Piwafwi of Resistance +5: This black cloak adds a +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks.
Source: Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker (revised to 3.5 by Warlockco).
Strong Abjuration and Illusion; CL: 15th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow; Price: 40,000 gp; Weight: 1 lb.
#501

warlockco

Jul 30, 2004 5:49:12
NPCs from the Adventure in Menzoberranzan boxed set.

Merchant Agent of either the Black Claw or the Brown Mushroom Mercantile Houses, featured in the Wild Magic adventure in Menzoberranzan boxed set
Tolokoph: Male Drow Rog7/Wiz5; CR 13; Medium Humanoid (Elf); HD 7d6+7 plus 5d4+5; hp 59; Init +4; Spd 30 ft.; AC 22 (touch 17, flat-footed 18); Base Atk +7; Grp +9; Atk +12 melee (1d8+5, +3 Longsword); Full Atk +12/+7 melee (1d8+5, +3 Longsword); Face/Reach 5 ft./5 ft.; SA Sneak Attack +4d6; SQ Drow traits, SR 23; AL LE; SV Fort +4, Ref +10, Will +10; Str 14, Dex 18, Con 12, Int 20, Wis 14, Cha 18
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +15, Bluff +12, Concentration +5, Decipher Script +7, Diplomacy +13, Disable Device +10, Gather Information +5, Hide +6, Intimidate +5, Knowledge (Arcana) +10, Knowledge (Local: Underdark-Northdark) +5, Listen +8, Move Silently +6, Open Lock +10, Profession (Merchant) +10, Search +10, Sense Motive +12, Sleight of Hand +5, Speak Language (Elven, Undercommon, Common, Draconic, Drow Sign Language, Dwarven, Gnome, Goblin, Illuskan), Spellcraft +10, Spot +8, Use Magic Device +8. Craft Wand, Diligent, Iron Will, Negotiator, Persuasive, Scribe Scroll, Skill Focus (Appraise).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Summon Familiar. Sneak Attack +4d6; Trapfinding; Evasion; Trap Sense +2; Uncanny Dodge.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/5/3/2; base DC = 15 + spell level; caster level 5th).
Possessions: Spellbooks, +3 Longsword, Bracers of Armor +5, Drow Boots, Piwafwi, Ring of Mind Shielding, Ring of Protection +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as Wiz5/Rog7 in Menzoberranzan boxed set with no additional information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Assassin from Wild Magic adventure in Menzoberranzan boxed set
Krecil Treak: Male Drow Rog4/Wiz9/Asn1; CR 15; Medium Humanoid (Elf); HD 5d6+10 plus 9d4+18; hp 83; Init +6; Spd 30 ft.; AC 27 (touch 17, flat-footed 23); Base Atk +7; Grp +10; +14 melee (1d8+7, +4 Longsword) or +14 melee (1d4+7, Dagger of Stone Death) or +15 ranged (1d4+7, Dagger of Stone Death); Full Atk +14/+9 melee (1d8+7, +4 Longsword) or +14/+9 melee (1d4+7, Dagger of Stone Death) or +15/+10 ranged (1d4+7, Dagger of Stone Death); Face/Reach 5 ft./5 ft.; SA Sneak Attack +3d6; SQ Drow traits, SR 25; AL LE; SV Fort +4, Ref +8, Will +7; Str 16, Dex 18, Con 14, Int 18, Wis 16, Cha 13.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +9, Craft (Alchemy) +8, Craft (Poisonmaking) +9, Decipher Script +9, Disable Device +7, Gather Information +7, Hide +7, Intimidate +2, Knowledge (Arcana) +9, Knowledge (Local: Underdark-Northdark) +9, Listen +9, Move Silently +7, Open Lock +7, Search +9, Sense Motive +7, Sleight of Hand +7, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +9, Spot +11, Use Magic Device +7. Blooded, Brew Potion, Combat Reflexes, Greater Spell Penetration, Quick Draw, Scribe Scroll, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 25. Cannot be Shaken, and ignores the effects of the Shaken condition. Summon Familiar. Sneak Attack +3d6; Trapfinding; Evasion; Trap Sense +1; Uncanny Dodge. Death Attack (DC 15); Poison Use.
Spell-like Abilities (as 15th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/5/5/4/3/1; base DC = 14 + spell level; caster level 9th).
Assassin Spells Known (1; base DC = 14 + spell level; caster level 1st). 1st – Detect Poison, True Strike.
Possessions: Spellbooks, +4 Twilight Mithral Shirt, +4 Longsword, 2 Daggers of Stone Death, Amulet of Natural Armor +2, Drow Boots, Piwafwi of Silence, Ring of Protection +3, Ring of Teleportation, Potion of Haste, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as Wiz9/Asn15 in Menzoberranzan boxed set with 2 Daggers of Stone Death, +4 Longsword, Ring of Teleportation, Cloak of Silence, and Potion of Speed.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Book of Exalted Deeds (3.5E).

Twilight: This magic armor special ability reduces the chance of arcane spell failure by 10%.
Source: Book of Exalted Deeds.
Faint Abjuration; CL 5th; Craft Magic Arms and Armor; Price +1 bonus.

Dagger of Stone Death: This +4 dagger allows the wielder to use both a Poison effect (as the spell, save DC 17) and Flesh to Stone effect (as the spell, save DC 19) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the Poison effect and Flesh to Stone effect must be invoked in the same round that the dagger strikes.
Source: Menzoberranzan boxed set, converted to 3.5E by Joseph Weber.
Moderate Necromancy and Transmutation; CL 12th; Craft Magic Arms and Armor, Flesh to Stone, Poison; Price 80,302 gp.

Piwafwi of Silence: This black cloak grants its wearer a +10 competence bonus to Hide and Move Silently checks.
Source: Created by Joseph Weber.
Faint Illusion and Transmutation; CL 5th; Craft Wondrous Item, Invisibility, Creator must be a Drow; Price 25,000 gp; Weight 1 lb.

Ring of Teleportation: A character wearing this ring may Teleport three times per day, exactly as if he had cast the spell of the same name.
Source: DMG 3.5, modified Helm of Teleportation.
Moderate Conjuration; CL 9th; Forge Ring, Teleport; Price 73,500 gp.
#502

warlockco

Jul 31, 2004 1:21:58
House Millithor of Menzoberranzan
NPCs of House Millithor featured in the Wild Magic adventure in the Menzoberranzan boxed set.

House Millithor:
Matron Mother of House Millithor
Matron Ki’Willis Millithor: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 85; Init +1; Spd 30 ft.; AC 22 (touch 14, flat-footed 21); Base Atk +9; Grp +10; Atk +12 melee (1d8+3 plus Special, Scourge of Fangs) or +13 melee (1d4+4, +3 Dagger); Full Atk +12/+7 melee (1d8+3 plus Special, Scourge of Fangs) or +13/+8 melee (1d4+4, +3 Dagger); Face/Reach 5 ft./5 ft.; SA Alluring, Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +13, Ref +8, Will +13; Str 13, Dex 12, Con 15, Int 14, Wis 24, Cha 26.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +7, Concentration +8, Diplomacy +12, Hide +2, Intimidate +4, Knowledge (Arcana) +2, Knowledge (The Planes) +2, Knowledge (Religion) +8, Listen +3, Move Silently +2, Search +3, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +8, Spot +3. Charming, Exotic Weapon (Scourge), Negotiator, Persuasive, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th level cleric 11/day.
Alluring (Su): Ki’Willis can charm any male humanoid (as Charm Person, DC 18) that she speaks to for 1 full round. This is a Sonic Mind-Affecting effect.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/8+1/6+1/5+1/4+1/4+1/2+1; base DC = 17 + spell level; caster level 12th).
Deity: Lolth. Domains: Spider (Rebuke/Command Spiders as 12th level cleric 11/day), Trickery.
Possessions: Silver Holy Symbol (Lolth), Millithor House Insignia, +3 Dagger, Scourge of Fangs, Bracers of Armor +8, Driftdisc with Millithor House Insignia (Constant effect of Comprehend Languages and Shield to passenger), Piwafwi of Charisma +6, Ring of Arachnid Control, Ring of Protection +3, Tiara of Wisdom +4, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set with Str 13, Int 14, Wis 18, Dex 11, Con 15, Cha 13, with +3 Dagger, Mirror of Petrification, Scourge of Fangs, Ring of Arachnid Control, Bracer of Defense AC 2, and a Driftdisc. Added 1 level due to passage of time, since it seems nearly all Matrons gained at least 1 level. Increase Cha to 20, described as extremely attractive and pleasant.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).

Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma.
Source: Created by Joseph Weber.
Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb.

Tiara of Wisdom: This tiara increases the wearer’s Wisdom scoure int eh form of an enhancement bonus of +2, +4, or +6 (depending on the individual item).
Source: DMG 3.5, modified Periapt of Wisdom.
Moderate Transmutation; CL 8th; Craft Wondrous Item, Owl’s Wisdom; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).

Charming [General]
Others find your company appealing
Source: Age of Mortals: Dragonlance Campaign Setting Companion..
Benefit: You get a +2 competence bonus on Diplomacy and Bluff checks.




Elder Daughter of House Millithor
Narcelia Millithor: Female Drow Clr7; CR 8; Medium Humanoid (Elf); HD 7d8+7; hp 41; Init +0; Spd 30 ft.; AC 17 (touch 10, flat-footed 17); Base Atk +5; Grp +6; Atk +8 melee (1d8+3 plus Blindness, Mace of Blinding) or +8 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk +8 melee (1d8+3 plus Blindness, Mace of Blinding) or +8 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 18; AL CE; SV Fort +6, Ref +4, Will +8; Str 12, Dex 10, Con 12, Int 15, Wis 17, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +8 (+12 when casting defensively), Craft (Alchemy) +6, Diplomacy +6, Knowledge (Religion) +8, Listen +1, Sense Motive +1, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +6, Spot +1. Brew Potion, Combat Casting, Exotic Weapon (Scourge), Lightning Reflexes (b).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Aura of Evil (aura equals cleric level); Rebuke Undead as 7th level cleric 5/day.
Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level; caster level 7th).
Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Millithor House Insignia, +2 Elven Chainmail, Mace of Blinding, Scourge of Fangs, Drow Boots, Greater Piwafwi, Potion Belt, Potion of Cure Serious Wounds, Potion of Reduce Person, Oil of Impact x4 (as Keen Edge but for blunt weapons), other possessions unknown. She also has jewelry worth 3,000 gp and access to funds of 10,000 gp.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr7 in Menzoberranzan boxed set with Str 12, Int 15, Wis 17, Dex 10, Con 11, Cha 14, with +2 Mace of Blinding, Whip of Fangs, +2 Chainmail, Piwafwi, Boots of Elvenkind, several potions.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).

Mace of Blinding: Those struck by this +2 heavy mace must make a Fort save (DC 13) or be permanently blinded.
Source: Menzoberranzan boxed set, converted to 3.5E from 2E by Joseph Weber.
Moderate Necromancy; CL 6th; Craft Magic Arms and Armor, Blindness/Deafness; Price 20,312 gp; Weight 8 lb.




Second Daughter of House Millithor
Carcelen Millithor: Female Drow Clr7; CR 8; Medium Humanoid (Elf); HD 7d8; hp 44; Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Base Atk +5; Grp +7; Atk +9 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +9 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 18; AL CE; SV Fort +5, Ref +5, Will +8; Str 15, Dex 12, Con 10, Int 11, Wis 16, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +6, Knowledge (Religion) +6, Listen +2, Search +2, Speak Language (Elven, Undercommon, Drow Sign Language), Spellcraft +6, Spot +2. Dodge, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Aura of Evil (aura equals cleric level); Rebuke Undead as 7th level cleric 7/day.
Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level; caster level 7th).
Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Millithor House Insignia, Elven Chainmail, Scourge of Fangs, Ring of Blinking, Drow Boots, Piwafwi, Potion Belt, Potion of Clairvoyance, Potion of Enlarge Person, Potion of Cure Moderate Wounds, Oil of Slipperiness, Scroll of Cure Light Wounds x6, other possessions unknown. She also has jewelry worth 10,000 gp and access to funds of 3,000 gp.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr7 in Menzoberranzan boxed set with Str 15, Int 11, Wis 16, Dex 12, Con 9, Cha 12, with Whip of Fangs, Ring of Blinking, several potions. Increased Charisma, descripted as attractive.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).




Elderboy of House Millithor
Marckarius Millithor: Male Drow Ftr7; CR 8; Medium Humanoid (Elf); HD 7d10+21; hp 75; Init +3; Spd 30 ft.; AC 22 (touch 11, flat-footed 21); Base Atk +7; Grp +11; Atk +16 melee (1d8+10, +4 Longsword) or +10 ranged (1d4+6, +2 Dagger of Distance); Full Atk +16/+11 melee (1d8+10, +4 Longsword) or +10/+5 ranged (1d4+6, +2 Dagger of Distance); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 18; AL CE; SV Fort +8, Ref +3, Will +2; Str 18, Dex 12, Con 16, Int 12, Wis 11, Cha 13.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +5, Hide +1, Jump +5, Listen +3, Move Silently +1, Ride +5, Search +3, Speak Language (Elven, Undercommon, Drow Sign Language), Spot +5, Swim +5. Blooded, Cleave, Dodge, Quick Draw, Power Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Millithor House Insignia, +4 Longsword, +3 Elven Chainmail, +1 Buckler, +2 Short Sword, 2 +2 Dagger of Distance, Amulet of Proof vs Detect and Location, Boots of Elvenkind, Greater Piwafwi, Potion Belt, Potion of Cure Serious Wounds, Potion of Invisibility, Potion of Flying, other possessions unknown. He also has jewelry worth 7,500 gp and access to funds of 2,000 gp.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as Ftr7 in Menzoberranzan boxed set with Str 18/52, Int 12, Wis 11, Dex 12, Con 15, Cha 13, with +4 Longsword, +3 Chainmail, +1 Buckler, +2 Short Sword, 2 +2 Daggers, Piwafwi, Boots of Elvenkind, and several potions.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Secondboy of House Millithor
Torrellan Millithor: Male Drow Ftr3/Wiz4; CR 8; Medium Humanoid; HD 3d10+3 plus 4d4+4; hp 49; Init +2; Spd 30 ft.; AC 22 (touch 12, flat-footed 20); Base Atk +5; Grp +8; Atk +12 melee (1d8+6 plus hold, Longsword of Paralyzing) or +9 ranged (1d4+2, +2 Hand Crossbow); Full Atk +12 melee (1d8+6 plus hold, Longsword of Paralyzing) or +9 ranged (1d4+2, +2 Hand Crossbow); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 18; AL CE; SV Fort +5, Ref +4, Will +5; Str 17, Dex 14, Con 12, Int 16, Wis 10, Cha 8.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +1, Concentration +6, Hide +1, Intimidate +3, Knowledge (Arcana) +6, Knowledge (Local: Underdark-Northdark) +4, Listen +3, Move Silently +1, Ride +2, Search +3, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language), Spellcraft +6, Spot +3. Dodge, Mobility, Quick Draw, Scribe Scroll, Weapon Focus (Longsword), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Summon Familiar.
Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/4/3; base DC = 13 + spell level; caster level 4th).
Possessions: Spellbooks, Millithor House Insignia, +3 Longsword of Paralyzing, +2 Elven Chainmail, +2 Buckler, +3 Dagger, +2 Hand Crossbow, 4 +3 Bolts, 3 Daylight Pellets, Drow Boots, Lurker Cloak, other possessions unknown. He also has jewelry worth 7,500 gp and access to funds of 2,000 gp.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as Ftr5/Wiz4 in Menzoberranzan boxed set with Str 17, Int 15, Wis 10, Dex 14, Con 12, Cha 8, with +3 Longsword of Paralyzing, +2 Chainmail, +2 Buckler, +3 Dagger, Lurker Cloak, 3 Light Pellets, and several potions and magical bolts.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Book of Exalted Deeds (3.5E).

Paralyzing: Any creature struck by this weapon must succeed on a DC 17 Will save or be paralyzed. Each round on its turn, the target may attempt a new saving throw to end the effect; otherwise, the paralysis lasts 10 rounds. Spell resistance applies. Bows, crossbows, and slings so crafted confer the paralyzing power upon their ammunition.
Source: Book of Exalted Deeds.
Moderate Enchantment; CL 10th; Craft Magic Arms & Armor, Hold Monster; Price +2 bonus.




Adopted Son of House Millithor
Dariel Kront’tane: Male Drow Ftr6; CR 7; Medium Humanoid (Elf); HD 6d10+18; hp 48; Init +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +6; Grp +9; Atk +14 melee (1d8+9, +4 Longsword) or +9 ranged (1d4+1, +1 Hand Crossbow); Full Atk +14/+9 melee (1d8+9, +4 Longsword) or +7 ranged (1d4+1, +1 Hand Crossbow) and +7 ranged (1d4+1, +1 Hand Crossbow); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 17; AL CE; SV Fort +8, Ref +4, Will +2; Str 16, Dex 14, Con 17, Int 14, Wis 10, Cha 12.
Skills and Feats (counting all modifiers except equipment and attributes): Hide +3, Listen +4, Move Silently +3, Search +6, Sense Motive +2, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +6. Dodge, Quick Draw, Rapid Reload (Hand Crossbow), Two-Weapon Fighting, Weapon Focus (Hand Crossbow), Weapon Focus (Longsword), Weapon Specialization (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18.
Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Millithor House Insignia, Elven Chainmail, +4 Longsword, 2 +1 Hand Crossbows, Boots of Elvenkind, Brooch of Shielding, 3 Dust of Appearance, 3 Dust of Disappearance, Greater Piwafwi, Ring of Antivenom, other possessions unknown. He has access to funds of 1,200 gp.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as Ftr6 in Menzoberranzan boxed set with Str 16, Int 14, Wis 10, Dex 13, Con 17, Cha 12, with +4 Longsword, 2 +1 Hand Crossbows, Piwafwi, Boots of Elvenkind, Brooch of Shielding, Ring of Antivenom and several types of magical dust.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).





House Wizard of House Millithor
Quertus Millithor: Male Drow Wiz7; CR 8; Medium Humanoid (Elf); HD 7d4; hp 24; Init +2; Spd 30 ft.; AC 17 (touch 17, flat-footed 15); Base Atk +3; Grp +2; Atk +7 melee (1d4+4, +5 Dagger); Full Atk +7 melee (1d4+4, +5 Dagger); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 18; AL CE; SV Fort +2, Ref +4, Will +5; Str 9, Dex 15, Con 10, Int 18, Wis 12, Cha 9.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +10 (+14 when casting defensively), Craft (Alchemy) +6, Decipher Script +4, Hide +1, Knowledge (Arcana) +10, Knowledge (Local: Underdark-Northdark) +2, Knowledge (The Planes) +2, Listen +3, Move Silently +1, Search +3, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +10, Spot +3. Brew Potion, Combat Casting, Craft Wondrous Item, Dodge, Scribe Scroll.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Summon Familiar.
Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/5/4/3/2; base DC = 14 + spell level; caster level 7th).
Possessions: Spellbooks, Millithor House Insignia, +5 Dagger, Quertus’ Robe, Ring of Jumping, Ring of Shocking Grasp, Wand of Melf’s Acid Arrow, other possessions unknown. He also has jewelry worth 2,000 gp and access to funds of 12,000 gp.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as Wiz7 in Menzoberranzan boxed set with Str 9, Int 17, Wis 12, Dex 15, Con 10, Cha 9, with +5 Dagger, Ring of Jumping, Ring of Shocking Grasp, Robes (Elvenkind & Protection +5), Wand of Acidic Spheres, several scrolls.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).

Quertus’ Robe: These dark green robes of spider silk confer a +5 deflection bonus to their wearer’s Armor Class and a +10 competence bonus to the wearer’s Hide checks.
Source: Menzoberranzan boxed set, converted to 3.5E by Joseph Weber.
Strong Abjuration and Illusion; CL 15th; Craft Wondrous Item, Invisibility, Shield of Faith, Creator must be a Drow; Price 65,000 gp.

Ring of Shocking Grasp: The wearer of this ring can use Shocking Grasp for 2d6 points of electricity damage, three times per hour. The wearer has a +3 bonus on the attack roll if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
Source: Converted from 2E to 3.5E by Joseph Weber.
Faint Evocation; CL 2nd; Forge Ring, Shocking Grasp; Price: 4,000 gp.
#503

zombiegleemax

Aug 02, 2004 12:38:59
#504

zombiegleemax

Aug 02, 2004 12:39:30
Where do you find the highborn drow feat that Qilue has?
#505

kuje31

Aug 02, 2004 12:44:24
Originally posted by patviz
Where do you find the highborn drow feat that Qilue has?

The Underdark sourcebook in the Feats chapter.
#506

warlockco

Aug 02, 2004 21:38:14
Races of Faerun also has the Highborn Drow feat, which also has Lolth's Blessing. While Underdark does not.

Races of Faerun and Underdark are both "needed" to do an underdark campaign, since Races has some race specific feats that Underdark does not.
#507

aluroon

Aug 05, 2004 18:55:09
I've Asked this earlier, however the response I got was not what I expected, so I'll ask again.

Does anyone have the Stats for the hero of the Return of the Archwizards triligy? Garthan or something?

The stats I got before semed like the ones from the first book, and I was wondering if there was a set of stats for him at the end of the Sorcerer
#508

zombiegleemax

Aug 05, 2004 23:26:45
Originally posted by Aluroon
I've Asked this earlier, however the response I got was not what I expected, so I'll ask again.

Does anyone have the Stats for the hero of the Return of the Archwizards triligy? Garthan or something?

The stats I got before semed like the ones from the first book, and I was wondering if there was a set of stats for him at the end of the Sorcerer

Galaeron's stats for the begining of the novels were Ftr7/Sor8, however, with the recent Evereskan Tombguard class in PGtF, I would guess they would redo him with that class. At the end he'd probably be at least 2-3 levels higher I think.
#509

zombiegleemax

Aug 06, 2004 23:53:32
Originally posted by Mean Eyed Cat
I don't know- I feel that even if somebody dies, that doesn't mean we have to kill them off in our own campaign And what if they were resurrected?

On a side note, I am really enjoying this thread and have been faithfully copying the information Green Giant has been posting. Thanks GG for all the hard work.

Halaster might have brought her back just for fun, or because she takes some of the workload off. He's a MADMAN!
#510

zombiegleemax

Aug 07, 2004 0:05:47
Originally posted by Green Giant
As I've already stated I don't usually read novels (except for the Realms Anthologies) since I don't have the luxury of time nowadays. So Jarlaxle may or may not be true to the novels. I've mostly used the Villain's Lorebook and the short story in Realms of Shadow to convert him to 3.5e (I had assumed he had already been statted out before for 3e but I was wrong). If there are any problems with him (feats, magic items, looks, etc.), I would like the feedback. Enjoy.

My favorite book is the servant of the shard, which is all about Jarlaxle and Artemis Entreari. I highly reccomend it! However, I don't know how good it would be to anyone who hasn't read the series.

Also, to me, making npcs is akin to pulling teeth. I appreciate your work as much as everyone else here.
#511

zombiegleemax

Aug 07, 2004 0:43:13
Originally posted by Green Giant
[color=dark-blue]The index follows this announcement ....
As you probably already know a decision was made by the powers-that-be in WotC that all discussion of novels is now banned on the FR forums. Also all debate and/or complaint about this decision is also banned.

Does anyone know if certain crazy battlerager dwarfs who might or might not be from certain publications about evil norse elves are also in certain other non-quarantined accessories?

...and if so, could a certain benevolent giant (who laughs like santa claus and pushes bean eating), or anyone who knows what I might or might not be alluding to, crate the currently unmentionable bearded disaster?
#512

jaerom_darkwind

Aug 07, 2004 13:55:52
So it seems that NPC revisions aren't wanted here? As in, NPCs that have already recieved less-than-satisfactory stats in official material?
#513

jaerom_darkwind

Aug 07, 2004 13:57:29
When I posted the Simbul a few weeks ago, there was a small uproar on the boards, as everyone expressed the opinion that she was too powerful because other major NPCs of the Realms, who should probably be more powerful than she is, were far weaker. This is, of course, a problem with the official material. Her stats were rewritten to reflect the power level she has demonstrated in the novels, and so I intend to right things by similarly correcting the power level of other comparable characters. Shadow is the first in a series of rewritten FR NPCs.

Shadow was described in Lords of Darkness as a Wizard 20/Shadow Adept 10/Archmage 5. Why? Because that was written using old FR Epic Rules, way before Epic class progressions. Shadow, then, was written as being “maxed out” in Wizard, Shadow Adept, and Archmage—an indicator of his power, when other major mages only had 2 or 3 archmage levels and 6 or 7 other PrC levels. He was level 35-- the highest-level NPC in the books, alongside Elminster (and obviously more powerful). So, I’ve built him as a level 40 character, and probably the 2nd- or 3rd-highest level character on Toril (behind fellow Netherese Larloch and maybe one or two others).

With so little written about him, I’ve had to be creative both with his build and with his backstory (which isn’t finished yet—I’m still going to add another paragraph or two about what happened on the Plane of Shadow, and why they took so long getting back, as soon as I figure it out). I think his stats speak for themselves, so I won’t say much more, but I’d just like to point out his custom epic spell at the end, in case anyone misses it. Oh, and shout out to Phaedros, our resident FR expert, who’s given me a lot of useful advice on both him and Larloch.

[The “official” conversion of the Shadow Adept prestige class to 3.5 was very poorly executed. All of the important and defining aspects of the class were cut, leaving behind only the “filler” abilities. I've done my own conversion, and that is the one used in this build. In my version, I retained the drawbacks inherent in the Shadow Weave Magic, Insidious Magic, Pernicious Magic, and Tenacious Magic feats, as these formed a very important part of the balance of the class. I removed the Shadow Defense ability and changed the Spell Power bonuses from DC to CL boosts. Finally, I adopted the 3.5 mechanics for the Shield of Shadows ability.

Likewise, my rewrite of the Netherese Arcanist/Epic Archmage differs somewhat from the official. The only important thing to mention here is that the class's backlash resistance was increased to 20.]

____________________


Telamont Tanthul, Lord Shadow, High Prince of Shade
Illusionist 7/Shadow Adept 10/Shadowcrafter 13/Archmage 5/Mentalist 5
Symbol: A stylized lionesque creature, with dragonlike wings rampant, in black silhouette on a bloodred field.

Medium Outsider (augmented human, extraplanar)
Hit Dice: 40d4 + 160 (181 hp; 221 in darkness)
Initiative: +5 (Dexterity)
Speed: 45 ft.; 65 ft. in darkness
AC: 40 (+10 armor, +6 deflection, +5 Dexterity, +4 dodge, +4 luck), touch 22, flat-footed 27
Base Attack/Grapple: +20/+20 (+22/+22 in darkness)
Attack: Shadow’s scepter +21 melee (1d6+1); or arcane fire +25 ranged touch (5d6 + 1d6/spell level); or spell +21 melee touch, or +25 ranged touch. (Telamont receives a +2 bonus to attack and damage rolls in darkness.)
Full Attack: Shadow’s scepter +21/+16 melee (1d6+1); or arcane fire +25/+20 ranged touch (5d6 + 1d6/spell level); or spell +21/+16 melee touch, or +25/+20 ranged touch. (Telamont receives a +2 competence bonus to attack and damage rolls in darkness.)
Space/Reach: 5 ft. x 5 ft./5 ft.
Special Abilities: Arcane fire, arcane reach, control light, enhanced shadow magic (20%), mastery of elements, mastery of shaping, shadowcasting, shadowmantle, shadow blend, shadow double, shadow stride, shadow travel, shadow walking, shield of shadows, spell-like abilities.
Special Qualities: Backlash resistance 20, cold resistance 20, DR 10/magic, evasion, fast healing 5, no delusions, regeneration 10, shadesight, shadow defense +3, spell power (shadow weave schools) +3, SR 51.
Saves: Fort +17, Ref +18, Will +26 (Fort +20, Ref +20, Will +28 in darkness)
Abilities: Str 12, Dex 20, Con 18 (20 in darkness), Int 40, Wis 20, Cha 20 (22 in darkness)
Skills: Bluff +34, Concentration +43, Craft (alchemy) +16, Decipher Script +21, Diplomacy +27, Disguise +8, Hide +13, Knowledge (arcana) +68, Knowledge (history) +25 (+27 Netheril/Shade), Knowledge (local [Netheril/Shade]) +34, Knowledge (nobility and royalty) +22 (+24 Netheril/Shade), Knowledge (the planes) +58, Knowledge (religion) +31, Move Silently +13, Sense Motive +34, Spellcraft +98. (In darkness: Bluff +35, Concentration +44, Diplomacy +28, Disguise +9, Hide +21, Listen +8, Move Silently +21, Spot +8. Telamont takes no penalties to any skill due to darkness.)
Feats: Arcane Defense (illusion) (b), Extend Spell (b), Greater Spell Focus (epic (b), illusion), Greater Spell Penetration (shadow) (b), Innate spell (net of shadows), Insidious Magic (b), Leadership (45) (b), Pernicious Magic (b), Persistent Spell, Quicken Spell, Scribe Scroll (b), Silent Spell, Skill focus (spellcraft), Shadow Weave Magic, Spellcasting Prodigy (wizard), Spell Focus (epic (b), illusion), Spell Penetration (shadow) (b), Still Spell (b), Tenacious Magic (b).
Epic Feats: Automatic Quicken Spell (0-3rd), Epic Spellcasting (b), Epic Spell Artisan (b), Epic Spell Focus (illusion), Extended Lifespan, Improved Metamagic, Improved Spell Capacity (10th, 11th (b), 12th, 13th).
Climate/Terrain: City of Shade
Organization: Unique
Challenge Rating: 42
Treasure: Triple standard
Alignment: Neutral Evil
Advancement: By character class

Born in the Year of Three Dawns (-594 DR), the Netherese mentalist Shadow first achieved notoriety for his planar studies. In fact, he was the first to theorize of the possibility of demiplanes, challenging long-held beliefs on the nature of the multiverse. His ground-breaking work was not received well, however, causing an uproar among the more orthodox arcanists. His research was banned, and assassins were sent to claim his life for his ideas. However, with the backing of Karsus Shadow soon published conclusive proof of the existence of demiplanes. The first plane he discovered, however, was soon proved to be much more than just a demiplane—it was no less than a previously-unknown third transitive plane. The newly discovered plane was named after the arcanist, and dozens of his colleagues entered the plane to discover its properties. Many never returned, but those who did exclaimed that the plane was appropriately named: the Plane of Shadow.

In the Year of the Sundered Webs (-339 DR), Shadow became involved with a beautiful bard from Ioulaum, Alashar Crywinds. As the two planned to get married, however, Alashar revealed that she was actually an assassin sent to slay the arcanist for his work on demiplanes—this despite the fact that the death mark had been lifted years earlier—by the arcanist Grenway. Since neither could stand the thought of killing the other, they came up with a different plan.

For many decades, Shadow had secretly been experimenting with mysterious shadow energies. His research had provided him with the knowledge he needed to transfer himself and others permanently into the Plane of Shadow—the perfect hiding place. Creating a simulacrum of Alashar, they sent the duplicate back to the arcanist Grenway to report her ‘success’ (where it was promptly executed). Karsus oversaw the marriage of the two in a secret ceremony, and Shadow cast his spell that drew them both, along with his entire enclave, into the Plane of Shadow, where they were lost to history.

The timing for this journey could not have been more fortuitous, for Karsus had secretly been preparing a mighty spell of his own, which he believed would cement Netheril’s control over all of Faerûn forever. The very next day Karsus cast his spell, which would allow him to tap the power of Mystryl, the deity of magic herself, and use that power to destroy their enemies. However, when Karsus cast his spell, he found himself unequal to the task, losing control of the divine power he stole and destroying the nation he hoped to save in the process. Thus, only Shadow and his city survived, hidden safely outside of the Weave, unaware of the disaster.

After the cataclysm ended, Shadow returned to his homeland only to discover utter devastation. He learned what had happened and, mourning the loss of his friends and colleagues, returned to the shadows to bide his time and build his strength, vowing one day to return and avenge his nation. Free to practice their arcane spells and experiment further with the stuff of shadow, the great arcanist and his people became suffused with the dark energy of their new home. Already wizards of considerable ability, they grew ever more powerful as they mastered the tenebrous substance of their new environment. Eventually Shadow discovered the process that would allow him to transform himself and others into true creatures of shadow, which he called Shades.

During this time Shadow and his consort Alashar had twelve sons, whom he educated in the traditions and secret lore of the Netherese Arcanists. After a time Alashar revealed that she was in fact an avatar of Shar, sent to guide and protect him. The timing of their escape from Netheril was not accidental, she explained, but rather was planned by the Lady of Loss in response to the disaster she had foreseen. This revelation cemented Shar’s position as the only deity worshipped among the Shadovars, as all other deities were abandoned in favor of the one who had proved their salvation.

In the Year of Wild Magic (1372 DR), Shadow finally deemed it time to return to Faerûn, and readied his now-battle-hardened Shadovar armies for the conquest of his former homeland. His flying city, now renamed the City of Shade, appeared in the sky over the Dire Wood and then proceeded directly to Anauroch, where it has remained since except for brief forays into the neighboring lands. High above the Shoal of Thirst, he has begun the formation of a new Netherese nation, the Empire of Shadows.

Known to his people as Telamont Tanthul, High Prince of Shade, Shadow rules his city with absolute authority. None now living remember his true identity, excepting his family and close associates. However, when he considers the time to be right, he plans to reveal to his people the fact that he is the Lord Shadow of legend, inspiring them to victory.

Now nearly two millennia old, Telamont preserves his life by means of powerful epic magic. This process has been made easier by virtue of the fact that he is no longer human, but rather an outsider. The natural lifespan of a shade is many times longer than that of an ordinary human. However, Telamont acknowledges reluctantly that as his outsider body begins to fail, stronger measures are required to keep him alive. He has not yet decided on the best means of continuing his existence, but the Shadovars’ return to Faerûn offers a wealth of possibilities, including transformation into an undead creature.

Telamont has taken great pains to preserve what he believed were the best elements of Netherese society and merge them with the characteristics necessary for survival on the Plane of Shadow. The result is a society bound by formality and regimentation, in which even the most mundane aspects of daily life have some level of ritual bound up in their execution. In this fashion order is maintained, but more important, so is the continuity of culture from century to century. As the final arbiter of all that transpires in the City of Shade, in many ways the High Prince is the city. His subjects view him as the living embodiment of all their customs, beliefs, and values. And this is exactly how Telamont sees himself as well.

Those who meet the High Prince encounter someone who has had millennia to practice keeping his true thoughts and feelings in check. Telamont is as difficult to read as he is to bluff. Even members of his own family rarely know what he is truly thinking behind his impenetrable mask of glacial calm. Despite his inexpressive exterior, Telamont's mind is always in motion. At heart, the master of Shade is an autocrat. His determination to lead his city stems from a strong inner conviction that no other individual could possibly be as successful at it as he considers himself to be.

Still tall and robust despite his age, Telamont cuts an imposing figure whether seated on his floating throne or presiding over ceremonies in the streets of the city. Whenever he appears in public, the High Prince prefers to wear the traditional dark armor of the Netherese Imperium, with its dragon-winged overmantle, stylized vambraces, and flowing, dark purple robes.

Telamont is the original creator of the spells Shadow’s demimagic (shadow evocation), Shadow’s demimonster (shadow conjuration), Shadow’s magic (greater shadow evocation), Shadow’s monster (greater shadow conjuration), Shadow’s net (net of shadows), Shadow’s shades (shades), Shadow’s walk (shadow walk), and many others.


Arcane Fire (Su): Telamont can change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with a range of 600 feet that deals 5d6 points of damage plus 1d6 per level of the spell used to create the effect (maximum 18d6 damage from a 13th-level spell).

Arcane Reach (Su): Telamont can use spells with a range of touch on a target up to 30 feet away. He must succeed at a ranged touch attack.

Control Light (Sp): Telamont can decrease the levels of light within a 100-ft. radius of himself by a factor of up to 100% (complete darkness). This decreases the overall effective range of vision for characters and creatures dependant on light by the same percentage. Characters within the affected area gain a +1 bonus to Hide checks for each 25% decrease in light.

Mastery of Elements: Telamont 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. Telamont decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.

Mastery of Shaping: Telamont can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area of effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.

Shadowcasting (Su): Telamont can tap the Plane of Shadows for energy with which to power his magic. If he casts a spell within a shadowed area, he may choose not to lose the prepared spell when it is cast, but instead cast a nearly real version of the same spell with shadow magic. Arcane spells from the schools of enchantment, illusion, and necromancy (and spells with the [darkness] descriptor) of up to 7th level may be cast this way using shadowcast. Instead of losing the prepared spell, Telamont instead loses hit points equal to the level of the spell (minimum 1 hit point). Any spell which comes from other schools has twice the hit point cost. Spells from the schools of evocation and transmutation (as well as any spell with the [light] descriptor) cannot be shadowcast. The DCs of shadowcast spells suffer a -2 penalty. Spells cast in this way are not illusion (shadow) effects and cannot be disbelieved—they are simply powered by the Plane of Shadow.

Shadowmantle (Su): Once every hour, Telamont can surround himself with a cloak of flickering, undulating shadows that he can shape into a frightening mantle. He gains a +2 circumstance bonus on all Intimidate checks and a +1 deflection bonus to Armor Class. While surrounded by the mantle, Telamont also gains a +3 saving throw bonus against any holy, good, or light spells or effects. The shadowmantle lasts 1 minute (10 rounds).

Shadow Blend (Su): In any conditions other than full daylight, Telamont can disappear into the shadows, giving him total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Shadow Double (Sp): Once per day, Telamont can use a standard action to create a double of himself woven from the shadowstuff. The double has his ability scores, base AC, hit points, saves, and attack bonuses, but no equipment. (Any apparent clothing or equipment is nonfunctional.) The double can attack Telamont’s enemies if given a weapon or item (since it can use anything he can) or function as the target of a project image spell, duplicating his actions and acting as the origin of his spells when it is in direct line of sight. Mentally commanding the double is a free action. Using it as the originator of a spell counts as an action for both Telamont and the double. Causing Telamont or the double to leave the plane they share dismisses the double. The double lasts 40 rounds. The death of the double does not affect Telamont or vice versa. The double still lasts to the end of its duration if Telamont dies.

Shadow Stride (Sp): Telamont can vanish from his current location and reappear in any shadowy area within 300 feet, as often as once every 2 rounds. Using this ability is a move-equivalent action, so Telamont can use another ability, cast a spell, or attack in the same round.

Shadow Travel (Sp): Once every hour, Telamont can use either greater teleport to reach a shadowy area on the same plane or plane shift to access the Plane of Shadow. He must be in shadows to use this ability.

Shadow Walking (Su): At will, Telamont can enter an area of shadow as a standard action and emerge immediately from another such area that is no more than 100 feet away. Each time he invokes this power, Telamont suffers 2 points of temporary Constitution damage and a loss of 2d4 hit points. He may also hide in the shadowstuff, rather than emerging, but the cost of doing so is even higher: For every round Telamont does not emerge from the area of shadow, he suffers 4 points of temporary Constitution damage and a loss of 3d4 hit points. Should this ever cause his hit points to be reduced to 0 or less, or his Constitution to drop below 1, Telamont’s body would merge with the shadowstuff and remain trapped within forever. For obvious reasons, Telamont uses this ability as little as possible. Though it is inferior to his shadow stride ability, it has the advantage of being usable at will. It also does not require access to the Plane of Shadow, so it still functions when the plane is unavailable.

Shield of Shadows (Sp): Telamont can surround himself with a globe of purple-black force as a standard action. This shield of shadows functions like a shield spell, granting him a +4 shield bonus to AC and absorbing magic missiles cast at him. In addition, the shield provides concealment (20% miss chance) and spell resistance 35 against spells and attacks directed against him. Telamont can see and reach through the shield, so it does not provide cover or concealment to opponents. The shield lasts 40 rounds per day, wich need no be consecutive. Creating or dismissing the shield of shadows is a standard action.

Spell-Like Abilities (Sp): At will—Shadow’s net; 4/day—shadow images; 2/day—cause fear, invisibility, plane shift (to or from plane of Shadow only), Shadow’s shades, Shadow’s walk . Caster level 40th; save DC 32 + spell level.

Backlash Resistance (Su): Telamont has damage reduction 20 against backlash damage from casting epic spells. Each time he casts an epic spell with a backlash, that damage is reduced by 20 points. If the backlash damage continues for more than 1 round, the reduction is 20 points each round.

Fast Healing (Ex): Telamont cannot regain hit points when in bright light.

Regeneration (Su): Telamont takes normal damage from light spells and effects (but not from fire effects).

Shadesight (Sp): Telamont has low-light vision and 120-foot darkvision. He can see normally through any darkness spells or effects, but not through fog, invisibility, obscurement, etc.

Wizard Spells Per Day: 11/10/10/10/10/8/8/8/8/5/5/5/5/4. 42nd caster level (46th caster level for darkness, enchantment, illusion, and necromancy spells). Base DC = 28 + spell level, 30 + spell level for epic spells, 32 + spell level for illusion spells. Spells up to 3rd level cast as free actions. Specialized school: illusion; restricted schools: conjuration and evocation. 5 epic wizard spells (inc. one bonus mentalism spell), up to Spellcraft DC 109 (when taking 10; 134 with moment of prescience). Major field: mentalism; minor field: variation.

Spellbook: Telamont possesses all darkness, enchantment, illusion, and necromancy spells from any source you deem appropriate in his many grimoires and spellbooks. In addition, he has spent close to 2,000 years experimenting with shadow magic, and has developed literally dozens of unique spells designed to manipulate this penumbral energy.

Possessions: Imperial armor, ring of ineffable evil, ring of spellcraft +30, Shadow's scepter. As an ancient archwizard with access to the secrets of mighty Netheril and ruler of a flying city-state, Telamont has enormous resources and can acquire or make almost any non-artifact item he might need—it is also very likely that he has many Netherese artifacts secreted away in his palace. Due to his possession of a functioning mythallar, Telamont is likely to be surrounded by quasi-magical items of all description as well if encountered in his city.
______________________________________

Imperial Armor: The traditional vestment of the arcanist-kings of the Netherese Imperium, the imperial armor appears to be purely decorative in nature. But however stylized or elaborate it might be, this suit of armor is far from impractical. The imperial armor consists of an array of specially crafted magic items that serve to protect its wearer from magical and mundane attacks, while at the same time enhancing her power to respond to such threats. Each suit of armor was specially commissioned by a particular lord of Netheril, so no two suits are exactly alike. However, what follows is one example of the imperial armor: the suit worn today by Telamont Tanthul.
- Armor: The armor itself is a dark suit of ornately-worked shadow warlord's breastplate of heavy fortification.
- Helmet: This helmet is made of the same dark mithral as the armor itself, and grants the wearer a +12 enhancement bonus to Intelligence.
- Overmantle: This elaborate overmantle is cunningly designed to make the wearer appear to possess draconic wings folded at her back. It grants a +4 resistance bonus on all saving throws.
- Gauntlets: These stylized vambraces grant a +2 bonus to the DCs of the wearer's arcane spells. They are also designed to allow greater freedom of movement when casting spells, and as such reduce arcane spell failure by 30% (minimum 0%).
- Robes: These dark purple robes are similar to a robe of the archmagi. They grant the wearer a +6 deflection bonus to AC, a +2 bonus to her arcane caster level, and a +10 insight bonus on Knowledge (arcana) and Spellcraft checks.

Strong (all schools); CL 20th; Weight 50lbs.

Shadow's Scepter: This special Netherese artifact is the personal weapon of Telamont Tanthul. Originally it had 50 charges, but today it typically has between 35 and 40. Shadow's scepter has the ability to regain spent charges, at a rate of one charge per month of uninterrupted time spent on the Plane of Shadow (to a maximum of 50 charges). It has the following powers:

The user gains a +4 luck bonus to AC and on all saving throws.

The user is immune to phantasms and similar effects. She is also immune the energy-draining abilities of shadow creatures.

The user takes half damage from effects with the [Darkness] descriptor or (Shadow) subtype. If the effect allows a save for half damage, the user takes one-quarter damage on a successful save. If the effect allows a save for partial damage or effects, the wielder is only subject to the partial damage or effects, and may attempt a save for no effect.

The user can use blackflame, shadow storm, shadow twin, or shadow well, as if from a staff. This use drains 1 charge.

The user can unleash a blast of pure shadow. This blast fills an area 5 feet wide and 100 feet long, breaking through barriers as a lightning bolt would. The blast deals 25d12 points of shadow energy damage. Targets caught in the blast may attempt a Reflex saving throw for half damage (DC 45). This power drains 2 charges.

The user can encase herself in a shell of utter darkness, which functions as a special shadow shield (DC 45) that blocks all non-epic scrying and divination effects, and plunges the area around the shell into a darkness effect. While inside of this protective sphere of magical shadow, a user with the shadowcast ability may use it without the need to expend hit points in the place of prepared spells. That is, the user may cast all of her prepared spells of whatever variety up to 7th level without limit while she remains within the shield. Spells of 8th-level and higher may be shadowcast as per normal means (i.e., at the expense of 9 hit points to cast shades or 30 hit points to cast an intensified incendiary cloud). This use drains 2 charges per round.

Strong Illusion; CL 25th; Weight 6 lbs.
________________________________

And of course, no epic NPC would be complete without his own personal epic spell:

Shadow’s Master Dweomer
Illusion (Shadow) {Mentalism}
Spellcraft DC: 93
Components: V, S, M
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies; see text
Spell Resistance: Yes; see text
To Develop: 798,000 gp; 16 days; 31,920 XP. Seed: shadow magic (DC 21). Factors: mimic both conjuration and evocation spells (+10 DC), mimic 15th-level spells (+24 DC), mimic metamagic feats (+10), 80% real simulations (+12 DC), mimic epic spells (+20 DC), 1-action casting time (+20 DC). Mitigating factors: 4d6 backlash (-4 DC), magical material component (-9 DC), magical preparation for material component (-1 DC), illusion school (-5 DC), mentalism school (-5 DC).

You use energy from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. In this way, you can mimic any conjuration (summoning), conjuration (creation), or evocation spell of 15th level or lower (you may simulate up to one metamagic feat of your choice, but the total effective spell level cannot exceed 15th). You may also simulate any epic spell from these three subschools, but only if you also succeed at a Spellcraft check against the spell’s DC, just as if you were casting it normally.

Shadow’s master dweomer spells are actually 95% as strong as the real things, though creatures who believe the spells to be real are affected by them at full strength.

Any creature that interacts with the illusory spell can make a Will save to recognize its true nature.

Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only 95% damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is 95% as strong (if applicable) or only 95% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to Shadow’s master dweomer’s effective level (10th) rather than the spell’s normal level. In addition, any effect created by Shadow’s master dweomer allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 95% likely to work.

A shadow creature has 95% of the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is 95% of normal, and all special abilities that do not deal lethal damage are only 95% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are 95% as large.

A creature that succeeds on its save sees the master dweomer as transparent images superimposed on vague, shadowy forms.

Objects automatically succeed on their Will saves against these effects.

Material Component: A shadowgem, crafted using the shadow weave, which must first be transmuted with a shadow smash spell.
#514

warlockco

Aug 08, 2004 6:50:37
Originally posted by Jaerom Darkwind
So it seems that NPC revisions aren't wanted here? As in, NPCs that have already recieved less-than-satisfactory stats in official material?

Just as a point of reference, this thread is for posting of NPCs that have not been given 3.0/3.5 stats.
Only for posting of NPCs that were presented in either 1E, 2E or that have only Race, Alignment, Level, and Class listed for them in 3.0/3.5.

We are not posting revised NPCs to slap the developers in the face saying that they created said NPC incorrectly.
If we were to do such a think, I imagine there would be at least 50 different versions of Drizzt posted.
I know there would be at least one revised version of Buneor and Wulfgar.
The Simbul has been hotly debated over on her abilities and stats, also.

Also, I think it is via mutual agreement of this Thread that all PrCs to be used that are 3.5 (or revised to 3.5) are not be changed. If the PrC was 3.0 then reasonable revisions to bring them more in order with 3.5 are not out of place.
#515

green_giant_02

Aug 08, 2004 16:29:41
I just finished reading Serpent Kingdoms (a great book needing a great map) and because it contains full stats on Zstulkk Ssarmn and Nhyris D'Hothek I've removed mine from the thread.


Originally posted by Jaerom Darkwind
So it seems that NPC revisions aren't wanted here? As in, NPCs that have already recieved less-than-satisfactory stats in official material?

Warlockco covered it very nicely above except I also remove any NPCs that I have done if they are given full official stats.
#516

zombiegleemax

Aug 09, 2004 7:52:05
Originally posted by Jaerom Darkwind
So it seems that NPC revisions aren't wanted here? As in, NPCs that have already recieved less-than-satisfactory stats in official material?

hey ,

i really liked your revised stats, i have the same opinion on the likes of Wulfgar, far under statted.
So do you think you will get round to Elminster etc..?

lets me know

:D
#517

jaerom_darkwind

Aug 10, 2004 21:37:38
Originally posted by Mannanin Mac Lir
hey ,

i really liked your revised stats, i have the same opinion on the likes of Wulfgar, far under statted.
So do you think you will get round to Elminster etc..?

lets me know

:D

Just finished Blackstaff, so El's next on my list.
#518

zombiegleemax

Aug 11, 2004 2:52:34
Wicked , i will keep a look out for him on your website

Cheers
#519

clobberintime

Aug 17, 2004 13:59:09
Personally, what I've always thought was the best way to handle upgrading them was to leave their total levels about the same but switch them around to min-max them a little. The Symbul with 10 wizard levels is probably due more to the ELH not being out when she was statted in the FRCS than anything else, and I'd make Storm a level 20 bard and take away her Sorc levels. Other than that I'd do most of the pumping up by improving their magic items so that they have the same money to spend as a PC of the same CR. This would get them some Epic Magic Items that would make them less cookie cutter and more unique. This is the one area where NPCs are really nerfed in comparison to PCs especially at Epic Levels. (note the one person they didn't Nerf is Larloch who has millions and millions of GPs in gear)

The one exception to this would be in my mind Larloch, who I think from reading multiple sources is pretty clearly to be in a class beyond even Telamont, Elminster and the Symbul, Szass Tamm, etc... So I'd bump him up to the level 46 or so that hes listed at elsewhere (Netheril set????). Given that he has little interest in influencing the world around him it would explain why hes not king and God of all Faerun. And why your pcs won't have to deal with him unless they need to ask him a question about some obscure piece of lore, and even then they might end up his mind slaves.

As far as the Templates like the Chosen of Mystra, I honest like the fact that it was nerfed, these NPCs are not omniscient and not demi-gods and shouldn't be construed that way. They are very powerful mortals and thats it.
#520

zombiegleemax

Aug 17, 2004 14:48:08
Has Duke Eltan of Baldurs Gate or Maderion Sunderston tht champion of Piergeron been done yet?
#521

zombiegleemax

Aug 20, 2004 10:52:51
hi try page 5..Eltan is on there
#522

zombiegleemax

Aug 20, 2004 14:35:39
Thanks for the info. I hope someone puts up a good Madieron Sunderstone from Waterdeep. How about the Hartsvale/Giantcraft characters like, Camden and Brianna Hartwick, Tavis Burdun, or Noote?
I keep hoping for a supplemnt 3.5ing Hartsvale. It wasn't even mentioned in the Forgotten Realms book.
#523

green_giant_02

Aug 20, 2004 23:29:54
MongtheMerciless, you should really check out the index on page one. You'll find that I have posted Tavis Burdun and Brianna Burdun on page 13. (It's the second post). I would have created Basil of Lyndusfarne but as of yet there is no Verbeeg giant although I was tempted to use a half-giant from XPH or a human with the Jotunbrud feat.



It's been awhile since I posted new characters but I've been doing some home remodeling but now that it's over, I'll finish the rest of the nations from the Kara-tur boxed set.
#524

zombiegleemax

Aug 21, 2004 10:11:25
Originally posted by Green Giant
You'll find that I have posted Tavis Burdun and Brianna Burdun on page 13.

I noticed a huge dispariagement in the strength of Tavis and Brianna. In the books she supposedly as strong as Tavis because of the Hartwick lineage being descended from the Hartkiller. I believer her father was a monster of a man and even larger than Tavis and incredible strong.
#525

green_giant_02

Aug 22, 2004 21:48:46
Here are the NPCs of Tabot. Enjoy.


Mo Kin, Abbot of Pokarr: Male Tabotan Human Mnk8/Exp4; CR 11; Medium-size Humanoid; HD 8d8-8 plus 4d6-4; hp 41; Init +6; Spd 50 ft.; AC 21 (touch 19, flat-footed 19); Base Atk +11; Grp +10; Atk +11 melee (1d10, unarmed strike) or +13 ranged (1d8/19-20, masterwork light crossbow); Full Atk +11/+6/+1 melee (1d10, unarmed strike) or +10/+10/+5/+0 melee (1d10, unarmed strike) or +13 ranged (1d8/19-20, masterwork light crossbow); Face/Reach 5 ft./5 ft.; SA Flurry of blows; SQ Still mind, ki strike, slow fall, purity of body, wholeness of body; AL LG; SV Fort +8, Ref +11, Will +17; Str 9, Dex 14, Con 8, Int 14, Wis 20, Cha 13
Skills and Feats: Balance +12, Climb +7, Concentration +7, Diplomacy +20, Jump +9, Knowledge (arcana) +5, Knowledge (religion) +12, Listen +9, Profession (administrator) +14, Sense Motive +17, Speak Language (tabotan, shou, spirit tongue), Spot +9, Tumble +12; Combat Reflexes, Dodge, Improved Iniative, Improved Trip, Improved Unarmed Strike, Mobility, Negotiator, Skill Focus (Profession [administrator]), Spring Attack, Stunning Fist
Special Qualities: Flurry of blows, still mind (+2 on saves vs. enchantments), ki strike (magic), slow fall (40 ft.), purity of body (immune to disease), wholeness of body (16 hp).
Possessions: Bracers of armor +2, ring of protection +1, amulet of mighty fists +1, masterwork light crossbow, 10 bolts, courtier’s obi, gloves of dexterity +2, haori of resistance +2, potion of cure serious wounds x2. 2,665 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Baron Phen Do of Khampo: Male Tabotan Human Ftr4/Brb5; CR 9; Medium-size Humanoid; HD 4d10+8 plus 5d12+10; hp 78; Init +1; Spd 30 ft.; AC 15 (touch 11, flat-footed 14); Base Atk +9; Grp +13; Atk +15 melee (1d8+9/x3, +1 mighty cleaving ch’iang); Full Atk +15/+10 melee (1d8+9/x3, +1 mighty cleaving ch’iang); Face/Reach 5 ft./5 ft.; SA Rage; SQ Fast movement, uncanny dodge, trap sense, improved uncanny dodge; AL NE; SV Fort +11, Ref +4, Will +4; Str 18, Dex 13, Con 14, Int 12, Wis 12, Cha 13
Skills and Feats: Climb +9, Handle Animal +7, Intimidate +13, Jump +9, Listen +6, Ride (horse) +12, Speak Language (tabotan, shou), Survival +6, Swim +5; Cleave, Extra Rage, Leadership, Mounted Combat, Power Attack, Resist Poison, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Special Qualities: Rage 4/day, fast movement, uncanny dodge, trap sense +1, improved uncanny dodge.
Rage: During his rage, Phen Do has the following statistics instead of those given above: hp 96; AC 13 (touch 9, flat-footed 11); Atk +17 melee (1d8+11/x3, +1 mighty cleaving ch’iang); Full Atk +17/+12 melee (1d8+11/x3, +1 mighty cleaving ch’iang); SV Fort +13, Will +6; Str 22, Con 18. Skills: Climb +11, Jump +11, Swim +7. The rage lasts for 7 rounds, after which Phen Do is fatigued.
Possessions: Masterwork brigandine, +1 mighty cleaving ch’iang, haori of resistance +1, 5 doses of large scorpion venom, light warhorse, military saddle. 1,340 gp
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Unknown


Ning D’Ahn, Abbot of U’Chan and the seventh High Lama, Lord of Oceans: MaleTabotan Human Mnk10/Henshin Mystic 7; CR 17; Medium-size Humanoid; HD 17d8+17; hp 97; Init +3; Spd 80 ft.; AC 37 (touch 29, flat-footed 34); Base Atk +12; Grp +13; Atk +13 melee (2d8+1, unarmed strike) or +17 ranged (1d8+2 plus 1d6 electricity/19-20, +2 shock light crossbow); Full Atk +13/+8/+3 melee (2d8+1, unarmed strike) or +13/+13/+8/+3 melee (2d8+1, unarmed strike) or +17 ranged (1d8+2 plus 1d6 electricity/19-20, +2 shock light crossbow); Face/Reach 5 ft./5 ft.; SA Flurry of blows; SQ Still mind, ki strike, slow fall, purity of body, wholeness of body, improved evasion, riddle of awareness, diamond body, happo zanshin, root of the mountain, riddle of interaction, touch of fire, blindsight, hitsu-do, riddle of flame; AL LN; SV Fort +18, Ref +20, Will +25; Str 13, Dex 17, Con 13, Int 16, Wis 26, Cha 16
Skills and Feats: Balance +15, Bluff +7, Climb +11, Concentration +11, Diplomacy +21, Escape Artist +8, Gather Information +7, Heal +18, Hide +8, Intimidate +7, Jump +13, Knowledge (arcana) +12, Knowledge (history-Tabot) +9, Knowledge (religion) +20, Listen +17, Move Silently +8, Search +7, Sense Motive +24, Speak Language (tabotan, draconic, shou, spirit tongue), Spot +17, Swim +6, Tumble +15; Blind-Fight, Combat Reflexes, Defensive Throw, Dodge, Great Throw, Improved Grapple, Improved Trip, Improved Unarmed Strike, Leadership, Mobility, Negotiator, Spring Attack
Special Qualities: Flurry of blows, still mind (+2 on saves vs. enchantments), ki strike (magic, lawful), slow fall (50 ft.), purity of body (immune to disease), wholeness of body (20 hp), improved evasion. Riddle of awareness 1/day (DC 17), diamond body (immune to poison), happo zanshin, root of the mountain 1/day for 7 rounds, riddle of interaction (DC 17), touch of fire (DC 15) 3/day as 7th-level caster, blindsight, hitsu-do for 14 rounds, riddle of flame 1/day as 7th-level caster. Gentle way mastery.
Possessions: Bracers of armor +8, Staff of Oceans, +2 shock light crossbow, 10 bolts, ring of protection +5, periapt of wisdom +6, gloves of dexterity +4, haori of resistance +5, sandals of speed, pearl of protection from fire 20, potion of cure serious wounds x2.
Height: Unknown, Weight: Unknown, Hair: Shaved, Eyes: Unknown

The Staff of Oceans: This staff of office for Tabot carved with designs of dragons, hawks and faces allows the user to access the following powers:
*Air walk (1 charge)
*Create water (1 charge)
*Cure serious wounds (1 charge)
*Spell immunity (1 charge)
*Bestow greater curse [BoVD] (3 charges)
*Raise dead (3 charges)

Ten times a day, the wielder can discharge a lightning bolt as a 6th-level caster without using any charges. The Staff of Oceans has 10 charges when found. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.
Strong varied; CL 13th; Craft Rod, air walk, bestow greater curse, create water, cure serious wounds, lightning bolt, raise dead, spell immunity; Price 52,250 gp


Pag Hou Ling: Male Shou Human War7; CR 6; Medium-size Humanoid; HD 7d8+7; hp 42; Init +0; Spd 20 ft.; AC 19 (touch 10, flat-footed 19); Base Atk +7; Grp +10; Atk +11 melee (1d8+3/19-20, masterwork jian) or +8 ranged (1d6+3/x3, masterwork [+3] gong jian); Full Atk +11/+6 melee (1d8+3/19-20, masterwork jian) or +8/+3 ranged (1d6+3/x3, masterwork [+3] gong jian); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +7, Ref +3, Will +4; Str 16, Dex 11, Con 13, Int 11, Wis 12, Cha 10
Skills and Feats: Climb +5, Handle Animal +5, Jump +5, Listen +3, Ride (horse) +9, Speak Language (tabotan), Spot +3, Swim +1; Alertness, Mounted Combat, Power Attack, Weapon Focus (longsword)
Possessions: +1 lamellar, +1 heavy steel shield, masterwork jian, masterwork [+3] gong jian, 20 arrows, quiver, potion of cure moderate wounds, potion of heroism, haori of resistance +1, light warhorse, military saddle. 1,594 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Lady Holang of Pim Tung: Female Shou Human Ari5/Rog2; CR 6; Medium-size Humanoid; HD 5d8 plus 2d6; hp 33; Init +6; Spd 30 ft.; AC 13 (touch 13, flat-footed 11); Base Atk +4; Grp +5; Atk +7 melee (1d4+2/19-20, +1 bi shou); Full Atk +7 melee (1d4+2/19-20, +1 bi shou); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion; AL CN; SV Fort +1, Ref +6, Will +6; Str 12, Dex 15, Con 10, Int 16, Wis 14, Cha 16
Skills and Feats: Bluff +12, Diplomacy +14, Disguise +10 (+12 acting), Gather Information +12, Hide +7, Intimidate +12, Knowledge (local-Tabot) +8, Knowledge (nobility and royalty) +8, Listen +7, Move Silently +7, Profession (courtier) +7, Ride (horse) +7, Sense Motive +7, Sleight of Hand +9, Speak Language (tabotan, hengeyokai, shou, spirit tongue), Spot +7, Tumble +7; Dodge, Improved Iniative, Persuasive, Weapon Finesse
Special Qualities: Sneak attack +1d6, trapfinding, evasion.
Possessions: +1 bi shou, ring of protection +1, light horse, riding saddle. 2,813 gp
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Unknown.


Nako Nang, Merchant of Talung: Male Tabotan Human Wu Jen 5; CR 5; Medium-size Humanoid; HD 5d4; hp 14; Init +1; Spd 30 ft.; AC 12 (touch 11, flat-footed 11); Base Atk +2; Grp +3; Atk +4 melee (1d4+1/19-20, masterwork bi shou); Full Atk +4 melee (1d4+1/19-20, masterwork bi shou); Face/Reach 5 ft./5 ft.; SQ Sudden action, elemental mastery, spell secrets, taboos; AL CG; SV Fort +1, Ref +2, Will +6; Str 13, Dex 13, Con 11, Int 17, Wis 14, Cha 12
Skills and Feats: Appraise +10, Concentration +6 (+10 when casting defensively), Knowledge (arcana) +10, Knowledge (history-Tabot) +8, Knowledge (local-Tabot) +8, Knowledge (spirits) +8, Profession (trader) +7, Speak Language (tabotan, draconic, shou, spirit tongue), Spellcraft +12; Combat Casting, Enlarge Spell, Scribe Scroll, Skill Focus (Appraise)
Special Qualities: Sudden action, spell secrets (extended cat’s grace), taboos (must make offering of incense to spirits).
Wu Jen Spells Prepared (4/4/3/2; base DC = 13 + spell level; caster level 5th): 0-detect magic, mage hand, mending, read magic; 1st-charm person, comprehend languages, magic missile, message; 2nd-arcane lock, cat’s grace (extended), detect thoughts; 3rd-displacement, suggestion.
Possessions: Bracers of armor +1, masterwork bi shou, spellbook. 2,998 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown


Moo Kalai: Male Carp Hengeyokai Ftr4; CR 4; Medium-size Humanoid (Shapechanger); AL NG; three alternate forms.
Human Form: HD 4d10+8; hp 34; Init +3; Spd 30 ft.; AC 16 (touch 13, flat-footed 13); Base Atk +4; Grp +5; Atk +9 melee (1d6+2/19-20, +1 duan jian); Full Atk +9 melee (1d6+2/19-20, +1 duan jian); Face/Reach 5 ft./5 ft.; SQ Hengeyokai traits; SV Fort +6, Ref +4, Will +1; Str 12, Dex 16, Con 14, Int 12, Wis 10, Cha 11
Skills and Feats: Climb +4, Handle Animal +6, Jump +4, Speak Language (hengeyokai, tabotan), Swim +6; Dodge, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (short sword)
Special Qualities: Hengeyokai (carp) traits: alternate form 5/day.
Hybrid Form: HD 4d10+8; hp 34; Init +4; Spd 10 ft., swim 30 ft.; AC 17 (touch 14, flat-footed 13); Base Atk +4; Grp +5; Atk +10 melee (1d6+2/19-20, +1 duan jian); Full Atk +10 melee (1d6+2/19-20, +1 duan jian); Face/Reach 5 ft./5 ft.; SQ Hengeyokai traits; SV Fort +6, Ref +5, Will +1; Str 12, Dex 18, Con 14, Int 12, Wis 10, Cha 11
Skills and Feats: Climb +4, Handle Animal +6, Jump +4, Speak Language (hengeyokai, tabotan), Swim +6; Dodge, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (short sword)
Special Qualities: Hengeyokai (carp) traits: alternate form 5/day; low-light vision; carp empathy.
Carp Form: Diminutive Humanoid (Shapechanger); HD 4d10; hp 26; Init +5; Spd swim 10 ft.; AC 19 (touch 19, flat-footed 14); Base Atk +4; Grp -13; Face/Reach 1 ft./0 ft.; SQ Hengeyokai traits; SV Fort +4, Ref +6, Will +1; Str 1, Dex 20, Con 10, Int 12, Wis 10, Cha 11
Skills and Feats: Climb -1, Disguise +10, Handle Animal +6, Jump -1, Speak Language (hengeyokai, tabotan), Swim +8; Dodge, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (short sword)
Special Qualities: Hengeyokai (carp) traits: alternate form 5/day; low-light vision; carp empathy; +10 bonus on Disguise checks as an animal.
Possessions: Masterwork leather scale, +1 duan jian. 805 gp
[b]Height: Unknown, Weight: Unknown, Hair: Shaved, Eyes: Unknown
#526

green_giant_02

Aug 22, 2004 21:49:30
Drat! [double post]
#527

zombiegleemax

Aug 23, 2004 17:39:23
Here's my version of Alusair and Caladeni:

Alusair Obarskyr: Female human Fighter 9/Ranger 4/Purple Dragon Knight 5; CR 18; Medium-size humanoid; HD 9d10+27 plus 4d10+12 plus 5d10+15; hp 144; Init +7; Spd 30 ft.; AC 32 (touch 20 or flatfooted 29); Base Atk +18; Grp +21; Atk +29 (1d8+9/17-20, +5 vorpal longsword); Full Atk +29/+24/+19/+14 (1d8+9/17-20, +5 vorpal longsword); SA fear, oath of wrath; SQ animal companion, combat style, favored enemy (orcs +1), final stand, heroic shield, inspire courage 2/day, rallying cry, wild empathy; AL NG; SV Fort +13, Ref +10, Will +8; Str 16, Dex 16, Con 16, Int 14, Wis 14, Cha 15.

Skills and Feats: Climb +8, Concentration +4, Diplomacy +10, Handle Animal +9, Intimidate +9, Jump +8, Knowledge (local - Cormyr) +9, Knowledge (tactics) +9, Listen +8, Profession (sailor) +6, Ride (horse) +9, Search +8, Sense Motive +8, Spot +8, Wilderness Lore +8; Combat Reflexes, Cleave, Discipline, Dodge, Endurance, Great Cleave, Improved Critical (longsword), Improved Initiative, Leadership (20), Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Track, Weapon Focus (longsword), Weapon Specialization (longsword).

Possessions: +5 vorpal longsword, +5 mithral full plate, +3 large mithral shield, ring of proof against detection and location, ring of freedom of movement, ring of protection +5.


Caladeni: Female human Sorcerer 16/Fighter 4; CR 20; Medium-size humanoid; HD 16d4+32 plus 4d10+8; hp 95; Init +7; Spd 30 ft.; AC 26 (touch 14 or flatfooted 23); Base Atk +12; Grp +13; Atk +18 (1d8+7 plus 1d8 fire plus 2d6 holy/17-20, +5 keen flaming holy longsword); Full Atk +18/+13/+8 (1d8+7 plus 1d8 fire plus 2d6 holy/17-20, +5 keen flaming holy longsword); AL NG; SV Fort +11, Ref +11, Will +13; Str 12, Dex 16, Con 14, Int 14, Wis 14, Cha 19.

Skills and Feats: Bluff +10, Concentration +13, Intimidate +9, Knowledge (arcana) +17, Knowledge (local - Cormyr) +9, Knowledge (nobility) +9, Ride +8, Spellcraft +17; Arcane Preparation, Craft Wondrous Item, Enlarge Spell, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Maximize Spell, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword).

Arcane Spells Known (9/5/5/4/4/4/3/2/1; save DC 14 + spell level ): 0 - daze, detect magic, detect poison, disrupt undead, ghost sound, light, mending, ray of frost, read magic; 1st - feather fall, mage armor, mount, shield, true strike; 2nd - bull‘s strength, detect thoughts, invisibility, melf‘s acid arrow, protection from arrows; 3rd - dispel magic, displacement, flame arrow, lightning bolt; 4th - cloudkill, enervation, scrying, stoneskin; 5th - cone of cold, teleport, wall of force, waves of fatigue; 6th - acid storm, chain lightning, globe of invulnerability; 7th - finger of death, mass hold person; 8th - greater prying eyes.

Possessions: +5 keen flaming holy longsword, staff of charm, ring of protection +5, bracers of armor +8, cloak of displacement, winged boots, brooch of shielding.
#528

shadow_mage_02

Aug 23, 2004 23:17:08
Just out of curiousity, have you ever seen a 5'6" woman who only weighed 86 pounds? That's kinda grotesque...ew... lol, I know some of these people are supposed to be thin but I'd still watch the weight to height bits, 'cause I'm seeing some ugly-thin humans.

-runs back to beginning of board to find and cite examples- This'll take a little, I'll post again when I find them. -sigh-
#529

clobberintime

Aug 24, 2004 9:38:55
So GG could you do the two Ogre Magi from the Synthsillian Empire in Amn. I don't think these guys have been statted anywhere as per the original intent of this thread.
#530

zombiegleemax

Aug 24, 2004 12:44:46
Ok, im realllyyyy looking for Gromphs 3E stats from the dragon mag issue 302.

I cant find them anywhere, and the ones i found on here are not the ones from that issue as far as i know. So please, can someone tell me what they are, or direct me to where i can easily find them.

Thanx

p.s. i dont think there is, but if someone has the mag could you please tell me if there is a pic included with the stats.
#531

green_giant_02

Aug 30, 2004 20:28:01
I knew I should have waited until the boards were upgraded before posting the stats on the Sythillisian Ogre Magi and the npcs of the Plain of Horses. Guess I'll have to repost them. As for the individual who asked what novels I have read (sorry but I forgot your name), I don't think its going to make any difference since I cannot post any novel-only character stats.


P.S. I have read all the Realms anthologies except the Best of the Realms anthologies, the Maztica Trilogy, some of the Harper novels (Parched Sea? and Ring of Winter), and some of Salvatore's Drizzt's novels (don't remember their names).
#532

warlockco

Aug 30, 2004 22:34:08
Members of House Baenre

Second Daughter of Yvonnel Baenre (Deceased, killed near Mithril Hall by Gandalug Battlehammer)
Bladen’Kerst Baenre: Female Drow Clr14; CR 15; Medium Humanoid (Elf); HD 14d8+84; hp 163; Init +4; Spd 30 ft.; AC 33 (touch 17, flat-footed 29); Base Atk +10; Grp +17; Atk +19 melee (1d8+9 plus Special, Scourge of Fangs); Full Atk +19/+14 melee (1d8+9 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 25; AL CE; SV Fort +18, Ref +13, Will +17; Str 24, Dex 18, Con 22, Int 12, Wis 17, Cha 17.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +15, Intimidate +8, Knowledge (Religion) +10, Listen +4, Search +2, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spot +4. Cleave, Exotic Weapon (Scourge), Iron Will, Lightning Reflexes, Power Attack, Scribe Scroll.
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 25. Aura of Evil (equals cleric level); Rebuke Undead as 14th level cleric 6/day.
Spell-like Abilities (as 14th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/6+1/6+1/5+1/4+1/3+1/3+1/2+1; base DC = 13 + spell level, caster level 14th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 14th level cleric 6/day).
Possessions: Silver Holy Symbol (Lolth), Baenre House Insignia (Major), +3 Elven Chainmail, +3 Heavy Mithral Shield, Scourge of Fangs, Arach-Tinilith Ring, Ring of Defense +3, Amulet of Natural Armor +4, Belt of Giant Strength +6, Piwafwi, Boots of Elvenkind, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: No attributes were listed in the 2E Menzoberranzan boxed set, rolled up. She is listed as a 14th level Priestess in Menzoberranzan boxed set. No possessions listed.
Revision Note: All revised magic items were in 3.0E format, with changes mainly to price and prerequisite spells.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragons #290 and #302. And the Drow novels by R.A. Salvatore.

Baenre House Insignia (Major): All House Insignia’s carried by major members of House Baenre share the following powers: Levitate at will, and Word of Recall at will to the Matron Mother’s throne room within the House Baenre complex, other powers unknown. The Baenre House Insignia will not work for anyone but its attuned user.
Strong Conjuration and Transmutation; CL: 12th; Craft Wondrous Item, Levitate, Word of Recall; Price: 69,750 gp.
Creation Note: This item had cost adjusted by x2 for not taking up an item space, and reduced by 75% for being specific to one person.

Scourge of Fangs: This +2 scourge has additional properties, refer to Serpent Kingdoms for full details.
Moderate Necromancy and Transmutation; CL: 11th; Craft Magic Arms and Armor, Animate Objects, Bestow Curse; Price: 32,000 gp; Weight: 5 lb.

Arach-Tinilith Ring: Created only for the highest-ranking priestesses of the order of Arach-Tinilith, this potent ring imbues its wearer with a +6 enhancement bonus to Constitution and a +2 enhancement bonus to Charisma. It also renders the wearer immune to Detect Thoughts, Discern Lies, and any attempt to magically discern the wearer’s alignment.
Source: Dragon Magazine #302, Rogues Gallery: The Heroes of the War of the Spider Queen, by Richard Baker (revised to 3.5 by Warlockco).
Moderate Abjuration and Transmutation; CL: 10th; Forge Ring, Eagle’s Splendor, Endurance, Nondetection; Price: 54,000 gp.

Ring of Defense +3: This powerful ring offers continual magic protection in the form of a +3 deflection bonus to AC and a +3 resistance bonus to saving throws.
Source: Dragon Magazine #290, Rogue’s Gallery: The Heroes of Decent into the Depths of the Earth by Paul Kidd (revised to 3.5 by Warlockco).
Moderate Abjuration; CL: 9th; Forge Ring, Resistance, Shield of Faith; Price: 31,500 gp.




Daughter of Yvonnel Baenre, Keeper of the House Baenre Chapel
Sos’Umptu Baenre: Female Drow Clr10/Contemplative5; CR 16; Medium Humanoid (Elf); HD 10d8+50 plus 5d6+25; hp 179; Init +7; Spd 30 ft.; AC 35 (touch 22, flat-footed 28); Base Atk +9; Grp +13; Atk +15 melee (1d8+6 plus Special, Scourge of Fangs); Full Atk +15/+10 melee (1d8+6 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 26, DR 5/Good; AL CE; SV Fort +17, Ref +18, Will +26; Str 18, Dex 25, Con 20, Int 18, Wis 26, Cha 24.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +11, Diplomacy +18, Intimidate +10, Knowledge (The Planes) +10, Knowledge (Religion) +18, Listen +2, Profession (Shrine Maiden) +10, Search +2, Sense Motive +12, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +13, Spot +2. Blind-Fight, Corrupt Spell, Craft Wondrous Item, Exotic Weapon (Scourge), Iron Will, Lightning Reflexes, Negotiator, Scribe Scroll.
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 26. Aura of Evil (as 15th level cleric); Rebuke Undead as 10th level cleric 10/day. Divine Health; Slippery Mind; Divine Wholeness (20 HPs); Divine Body.
Spell-like Abilities (as 15th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 18 + spell level; caster level 15th).
Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level), (Spider (Rebuke/Command Spiders as 15th level cleric 10/day).
Possessions: Silver Holy Symbol (Lolth), Baenre House Insignia (Major), Robes of the Keeper, Scourge of Fangs, Arach-Tinilith Ring, Ring of Defense +5, Amulet of Natural Armor +5, Belt of Prowess, Piwafwi of Charisma +6, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: No attributes were listed in the 2E Menzoberranzan boxed set, rolled up. She is listed as a 12th level Priestess in Menzoberranzan boxed set. No possessions listed. Added levels due to passage of time.
Revision Note: All revised magic items were in 3.0E format, with changes mainly to price and prerequisite spells.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Complete Divine (3.5E), and Dragons #290 and #302. And the Novels regarding Drizzt Do'Urden by R.A. Salvatore.

Robes of the Keeper: This elegant black spidersilk robe is embroidered with mithral thread in a spiderweb design. It provides a +8 armor bonus, a +6 enhancement bonus to Wisdom, and damage reduction 5/good.
Strong Abjuration, Conjuration, Evocation, and Transmutation; CL: 18th; Craft Wondrous Item, Mage Armor, Miracle, Owl’s Wisdom, Stoneskin, Creator must be a Drow; Price: 226,000 gp; Weight: 1 lb.

Ring of Defense +5: This powerful ring offers continual magic protection in the form of a +5 deflection bonus to AC and a +5 resistance bonus to saving throws.
Source: Dragon Magazine #290, Rogue’s Gallery: The Heroes of Decent into the Depths of the Earth by Paul Kidd (revised to 3.5 by Warlockco).
Strong Abjuration; CL: 15th; Forge Ring, Resistance, Shield of Faith; Price: 87,500 gp.

Belt of Prowess: This black leather belt is studded with adamantine and mithral. It grants the wearer a +6 enhancement bonus to Dexterity and Strength.
Moderate Transmutation; CL 10th; Craft Wondrous Item, Bull’s Strength, Cat’s Grace; Price: 90,000 gp.

Piwafwi of Charisma +6: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +6 enhancement bonus to Charisma.
Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 47,000 gp; Weight: 1 lb.




Daughter of Yvonnel Baenre, known as “Duk-Tak” (Unholy Executioner) (Deceased, killed by Drizzt Do’Urden in Menzoberranzan during Starless Night)
Vendes Baenre: Female Drow Clr11/Rog3/Asn3; CR 18; Medium Humanoid (Elf); HD 11d8+66 plus 6d6+36; hp 202; Init +7; Spd 30 ft.; AC 31 (touch 21, flat-footed 31); Base Atk +12; Grp +18; Atk +20 melee (1d8+8 plus Special, Scourge of Ebony Fangs); Full Atk +20/+15/+10 melee (1d8+8 plus Special, Scourge of Ebony Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Sneak Attack +4d6, Death Attack; SQ Drow traits, SR 28; AL CE; SV Fort +18, Ref +22, Will +21; Str 22, Dex 26, Con 22, Int 18, Wis 24, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +16, Concentration +18, Craft (Poisonmaking) +10, Disable Device +8, Disguise +4, Heal +10, Hide +8, Intimidate +16, Knowledge (Religion) +13, Listen +7, Move Silently +8, Open Lock +8, Profession (Torturer) +20, Search +7, Sense Motive +8, Sleight of Hand +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +8. Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon (Scourge), Iron Will, Lightning Reflexes, Persuasive.
Special Qualities: Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 28. Aura of Evil (aura equals cleric level); Rebuke Undead as 11th-level cleric 6/day. Sneak Attack +4d6; Trapfinding; Evasion; Trap Sense +1. Death Attack (DC 17); Poison Use; +1 save vs Poison; Uncanny Dodge
Spell-like Abilities (as 17th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/6+1/6+1/4+1/3+1/2+1; base DC = 17 + spell level; caster level 11th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command spiders as 11th-level cleric 6/day).
Assassin Spells Known (3/1; base DC = 14 + spell level; caster level 3rd). Spells Known: 1st–Detect Poison, Jump, True Strike; 2nd–Invisibility, Spider Climb.
Possessions: Silver Holy Symbol (Lolth), Baenre House Insignia (Major), Scourge of Ebony Fangs, Bracers of Armor +6, Amulet of Natural Armor +4, Arach-Tinilith Ring, Ring of Defense +3, Belt of Perfect Excellence, Wand of Viscid Globs, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: No attributes were listed in the 2E Menzoberranzan boxed set, rolled up. She is listed as a 11/15 Priestess/Thief in Menzoberranzan boxed set. Listed as having a Whip of Fangs that turns victims to Ebony, used Wand of Viscid Globs in Starless Night.
Revision Note: All revised magic items were in 3.0E format, with changes mainly to price and prerequisite spells.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragons #290 and #302. And the Drow novels by R.A. Salvatore.

Scourge of Ebony Fangs: This +2 scourge has additional properties, refer to Serpent Kingdoms for full details. In addition to its normal properties, each strike of Vendes’ scourge also transforms her victims to Ebony (Fort DC 22) or be permanently transformed.
Strong Necromancy and Transmutation; CL: 15th; Craft Magic Arms and Armor, Animate Objects, Bestow Curse, Flesh to Stone, Polymorph Any Object; Price: 288,000 gp; Weight: 5 lb.

Belt of Perfect Excellence: This finely crafted belt of black spider silk adorned with silver spiders, provides its wearer with a +6 enhancement bonus to Dexterity, Strength, and Wisdom.
Source: Sword & Fist as Headband of Perfect Excellence (revised to 3.5 by Warlockco).
Moderate Transmutation; CL: 8th; Craft Wondrous Item, Bull’s Strength, Cat’s Grace, Owl’s Wisdom; Price: 144,000 gp; 1 lb.




Weapon Master of House Baenre, Secondboy of Yvonnel Baenre (Deceased, killed by Drizzt Do’Urden in Menzoberranzan during Starless Night)
Dantrag Baenre: Male Drow Ftr18; CR 19; Medium Humanoid (Elf); HD 18d10+108; hp 264; Init +13; Spd 40 ft.; AC 35 (touch 25, flat-footed 25); Base Atk +18; Grp +25; Atk +35 melee (1d8+15, +5 Adamantine Longsword of Defending) or +32 melee (1d8+13, Khazid’hea); Full Atk +33/+33/+28/+23/+18 melee (1d8+15, +5 Adamantine Longsword of Defending) and +30/+30/+25/+20 melee (1d8+10, Khazid’hea); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 29; AL CE; SV Fort +22, Ref +17, Will +14; Str 22, Dex 30, Con 22, Int 16, Wis 16, Cha 15.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +8, Hide +8, Intimidate +10, Jump +5, Listen +6, Move Silently +8, Search +6, Sense Motive +5, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Goblin), Spot +6, Tumble +8. Blind-Fight, Blooded, Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus (Longsword), Improved Critical (Longsword), Improved Initiative, Improved Sunder, Improved Two-Weapon Fighting, Mobility, Mounted Combat, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Longsword), Weapon of Choice (Longsword), Weapon Specialization (Longsword).
Special Qualities: Drow traits: +2 racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 18th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Baenre House Insignia (Major), “Khazid’hea” +2 Keen Adamantine Longsword, +5 Adamantine Longsword of Defending, Bracers of the Blinding Strike, Master’s Ring, Ring of Defense +5, Belt of Prowess, Greater Piwafwi, Boots of Elvenkind, other possessions unknown. As Weapon Master of the most powerful house in Menzoberranzan, Dantrag has almost unlimited access to mundane and magical equipment or funds.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Amber.
Conversion Note: No attributes were listed in the 2E Menzoberranzan boxed set, rolled up. He is listed as a 18th level Fighter in Menzoberranzan boxed set. Dantrag had +3 Longsword of Sharpness, +5 Longsword Defender, and Bracers of the Blinding Strike listed as equipment in 2E Menzoberranzan boxed set.
Revision Note: All revised magic items were in 3.0E format, with changes mainly to price and prerequisite spells.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Dragons #290 and #312, WotC Novels section Champions of the Hall, Plot & Poison. And the Novels regarding Drizzt Do'Urden by R.A. Salvatore.

“Khazid'hea” a.k.a. Cutter: +2 Keen Adamantine Longsword; AL CN; Int 17, Wis 10, Cha 17; Telepathy (Khazid'hea appears to lack the ability to speak or read); 120 ft. darkvision and hearing; Ego score 17.
Lesser Powers: Khazid'hea grants its wielder free use of the Cleave, Great Cleave, and Improved Sunder feats.
Special Purpose: Defeat/slay all (other than the item and wielder).
Dedicated Power: Cause Rage in wielder as wizard spell.
Personality: Taken from Dantrag Baenre, a drow battle master, Khazid'hea has little personality of which to speak. The blade longs for little more than the chaos of battle and the blood of foes, and it constantly eggs its wielder into battle and is jealous of any kill for which it is not responsible. However, the blade makes little distinction between friend and foe and is likely to demand its wielder battle allies when all enemies have fallen. The blade grants its wielder the benefits of rage only if the wielder agrees to kill all "foes" or the blade is dominant. If Khazid'hea is dominated by its wielder, it alter its pommel to better suit the aesthetic tastes of its new master.
Source: The Lone Drow: Companions of the Hall by Thomas M. Costa on the Wizards Novel site
Strong Transmutation; CL 15th; Craft Magic Arms and Armor, Keen Edge; Price 90,315 gp; Cost 46,815 gp + 1,740 xp.

Master’s Ring: The most talented and capable masters of Melee-Magthere aspire to win one of these greatly prized rings. Wrought in the patternof a small twisting dragon, a master’s ring provides a +6 enhancement bonus to Constitution and +4 natural armor bonus. Furthermore, the wearer is continuously under the effect of a Longstrider spell, which increases his base land speed by 10 feet.
Source: Dragon #312, Rogues Gallery: The Heroes of the War of the Spider Queen part 2 by Richard Baker.
Strong Transmutation; CL: 12th; Forge Ring, Bear’s Endurance, Limited Wish, Longstrider; Price: 102,000 gp.

Weapon of Choice [Fighter/General]
Your skill with a weapon makes it seem feather-light in your hands.
Source: Plot & Poison by Green Ronin.
Prerequisite: Weapon Proficiency (selected weapon), Weapon Focus (selected weapon), base Attack bonus +4.
Benefit: Choose one-weapon of a size category equal to your own, such as a Longsword (Medium) for a Drow (Medium). You treat this weapon as a light weapon for purposes of Two-Weapon Fighting, and can use Weapon Finesse with it. You can even use it in a grapple or when swallowed by a creature.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

Edit: Adjusted Hide bonus on Piwafwi of Charisma +6 from a +5 bonus to a +10 bonus, and corrected price accordingly.
#533

bahgtru

Aug 30, 2004 23:29:31
GG,

Is there any chance of you doing Madeiron Sunderstone the over 8 foot tall Paladin champion oof Piegeron from 2ed Waterdeep? Thanks in advance.
#534

zombiegleemax

Aug 31, 2004 8:34:53
GG, if you ever have time after all the requests, could you possibly do Fflar and Eltargrim from Myth Drannor?
#535

warlockco

Aug 31, 2004 9:33:20
NPCs of Skullport and Environs:

Skullport Harper Agent and member of the Promenade
Molheeruae: Female Drow Clr7/Harper Agent2; CR 10; Medium Humanoid (Elf); HD 7d8+14 plus 2d6+8; hp 79; Init +5; Spd 30 ft.; AC 24 (touch 17, flat-footed 19); Base Atk +6; Grp +8; Atk +10 melee (1d10+5, +2 Holy Bastard Sword); Full Atk +10/+5 melee (1d10+5, +2 Holy Bastard Sword); Face/Reach 5 ft./5 ft.; SA Turn Undead; SQ Drow traits, SR 20; AL CG; SV Fort +10, Ref +12, Will +13; Str 15, Dex 20, Con 15, Int 20, Wis 18, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +10, Diplomacy +12, Gather Information +10, Hide +2, Knowledge (Arcana) +6, Knowledge (Local: Underdark-Northdark) +8, Knowledge (Religion) +10, Listen +6, Move Silently +2, Search +4, Sense Motive +6, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +10, Spot +4, Survival +8. Alertness, Investigator, Martial Weapon (Bastard Sword), Lightning Reflexes (b), Negotiator, Portal Sensitive (b).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20. Aura of Good (equal to cleric level); Turn Undead as 7th level cleric 7/day. Harper Knowledge +7.
Deneir’s Eye (Su): Molheeruae gains a +3 Sacred bonus on saving throws vs Glyphs, Runes, and Symbols.
Lliira’s Heart (Su): Molheeruae gains a +2 Sacred bonus on saving throws vs Compulsion and Fear effects.
Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 14 + spell level; caster level 8th).
Deity: Eilistraee. Domains: Drow, Portal (using Underdark variant, if not used, remove Portal Sensitive feat).
Possessions: Silver Holy Symbol (Eilistraee), +3 Mithral Chain Shirt, +2 Holy Bastard Sword, Amulet of Health +2, Boots of Elvenkind, Gauntlets of Ogre Power, Harper Pin, Piwafwi of Resistance +3, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in 2E Skullport as Clr7, no other information. Added levels due to passage of time.
Sources: Drow of the Underdark (2E), Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3.5E), Underdark (3.5E), and Dragon #176.




Hand of the Protectors, one of the sub-commanders of the Protectors
Iljrene Ahbruyn: Female Drow Clr3/Ftr4/Sword Dancer10; CR 18; Medium Humanoid (Elf); HD 4d10+12 plus 13d8+39; hp 154; Init +6; Spd 30 ft.; AC 28 (touch 21, flat-footed 22); Base Atk +13; Grp +19; Atk +23 melee (1d8+11, +3 Holy Keen Longsword); Full Atk +23/+18/+13 melee (1d8+11, +3 Holy Keen Longsword); Face/Reach 5 ft./5 ft.; SA Turn Undead; SQ Drow traits, SR 28; AL NG; SV Fort +18, Ref +23, Will +20; Str 22, Dex 24, Con 16, Int 18, Wis 26, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Balance +7, Climb +4, Concentration +12 (+16 when casting defensively), Diplomacy +8, Hide +3, Intimidate +6, Jump +10, Knowledge (Local: Underdark-Northdark) +2, Knowledge (Religion) +10, Listen +6, Move Silently +3, Perform (Dance) +15, Perform (Sing) +12, Search +2, Sense Motive +3, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Illuskan), Spot +2, Survival +2, Tumble +9. Acrobatic, Blooded, Combat Expertise, Combat Reflexes, Divine Vigor, Dodge, Lightning Reflexes (b), Mobility, Portal Sensitive (b), Skill Focus (Perform: Dance), Spring Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword), Whirlwind Attack.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 28. Aura of Good (as 13th level cleric); Turn Undead as 3rd level cleric 10/day. Low-Light Vision. Cannot be Shaken, and ignores the effects of the Shaken condition.
Sword Song (Su): Iljrene has attuned herself to her longsword. Whenever, she wields her sword it sings heroic songs, granting her a +2 Morale bonus on attack and damage rolls with the sword and a +3 Morale bonus on saves vs Mind-Affecting spells and effects. This ability is a sonic, mind-affecting effect, and can be used for a maximum of 17 rounds per day.
Moonlights (Su): Iljrene can create small lights equal to those produced by a Dancing Lights spell. These lights are under her control, but cannot move more than 5 feet from her body. Iljrene can have up to 10 lights in existence at once.
Sword Dance (Su): Iljrene has attuned herself to her longsword. Conferring the upon it the dancing property, She may use this ability up to 17 rounds per day.
Maiden’s Sword (Su): Iljrene gains the ability to craft magic swords as if she had the Craft Magic Arms and Armor feat. This ability only works on her attuned swords, but the magic abilities given to the sword persist even if she loses her attunement to the sword. She may add any properties (including enhancement bonuses) to a sword as long as she meets the property’s other prerequisites.
Spellsong (Su): Iljrene can spontaneous cast any of her domain spells of 6th level or lower.
Sword Shield (Su): As a free action Iljrene may command a dancing sword to fight in a defensive manner, taking a penalty of up to -5 on the sword’s attacks in order to add the same number (up to +5) to her Armor Class. The changes to the sword’s attack rolls and her Armor Class last until her next action. She can only use this ability on one dancing sword at a time.
Spell-like Abilities (as 17th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/6+1/6+1/4+1/3+1/2+1; base DC = 18 + spell level; caster level 13th).
Deity: Eilistraee. Domains: Drow, Portal (using Underdark variant, if not used, remove Portal Sensitive feat).
Possessions: Silver Holy Symbol (Eilistraee), +2 Elven Chainmail of Nimbleness, +3 Holy Keen Longsword, Belt of Giant Strength +6, Boots of Elvenkind, Gloves of Dexterity +6, Periapt of Wisdom +6, Piwafwi of Charisma +6, Ring of Defense +5, Ring of Evasion, various stuffed toys and dolls, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Silver, Eyes: Unknown.
Conversion Note: Listed in 2E Skullport as Ftr7/Clr7, no other information. Listed in Dragon #176 as Ftr7/Clr7 with Str 16, Dex 16, Con 15, Int 15, Wis 17, Cha 16, adjusted for levels and slight modification for new drow modifiers. Equipment listed in Dragon #176 as +2 Elven Chainmail, and Longsword. Added levels due to passage of time.
Sources: Drow of the Underdark (2E), Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Faiths and Pantheons (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3.5E), Underdark (3.5E), Complete Warrior (3.5E), and Dragons #176 and #290. And the Daughter of the Drow series by Elaine Cunningham.
Special Thanks to Kuje31 for directing me to Dragon #176.

Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma.
Source: Created by Joseph Weber.
Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb.




Member of the Promenade’s congregation serves as go-between and surface contact for the Promenade
Ithlyn of the Five Fingers: Male Half-Drow Ftr4/Rog6/Wiz5; CR 15; Medium Humanoid (Elf); HD 4d10+8 plus 6d6+12 plus 5d4+10; hp 97; Init +7; Spd 30 ft.; AC 21 (touch 15, flat-footed 21); Base Atk +10; Grp +13; Atk +16 melee (1d10+9, +2 Bastard Sword); Full Atk +16/+11 melee (1d10+9, +2 Bastard Sword); Face/Reach 5 ft./5 ft.; SA Sneak Attack +3d6; SQ Half-Drow traits; AL NG; SV Fort +12, Ref +14, Will +12; Str 16, Dex 18, Con 14, Int 18, Wis 14, Cha 17.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +8, Climb +5, Concentration +10, Diplomacy +12, Disable Device +8, Gather Information +10, Hide +8, Intimidate +6, Jump +5, Knowledge (Arcana) +10, Knowledge (Local: The North) +5, Knowledge (Local: Underdark-Northdark) +5, Listen +9, Move Silently +8, Open Lock +8, Search +9, Sense Motive +10, Speak Language (Chondathan, Common, Elven, Dwarven, Illuskan, Orc, Undercommon), Spellcraft +10, Spot +9, Survival +4, Tumble +10. Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Mobility, Negotiator, Quick Draw, Scribe Scroll, Silent Spell, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword).
Special Qualities: Half-Drow traits: +1 Racial bonus on Listen, Search, and Spot checks; +2 Racial bonus on Diplomacy and Gather Information checks; Darkvision 60 ft.; Immune to Sleep; Elven Blood. Sneak Attack +3d6; Trapfinding; Evasion; Trap Sense +2; Uncanny Dodge. Summon Familiar.
Wizard Spells Prepared (4/3/2/1; base DC = 14 + spell level; caster level 5th).
Possessions: Spellbooks, +2 Bastard Sword, Bracers of Armor +6, Piwafwi of Resistance +3, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in 2E Skullport as Ftr4/Rog6/Wiz5, no other information.
Sources: Drow of the Underdark (2E), Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3.5E), and Underdark (3.5E).




Trader, Smuggler, Mercenary Leader, and Slaver; Leader of the Dark Dagger; worships Vhaeraun
Malakuth Tabuirr: Male Drow Ftr8/Rog12; CR 21; Medium Humanoid (Elf); HD 8d10+16 plus 12d6+24; hp 160; Init +10; Spd 30 ft.; AC 31 (touch 18, flat-footed 31); Base Atk +17; Grp +24; Atk +27 melee (1d6+11, +2 Rapier) or +27 ranged (1d4+9 plus Poison, +2 Dart); Full Atk +23/+18/+13/+8 melee (1d6+11, +2 Rapier) and +23/+18/+13 melee (1d6+7, +2 Rapier) or +27/+22/+17/+12 ranged (1d4+9 plus Poison, +2 Dart; Face/Reach 5 ft./5 ft.; SA Sneak Attack +6d6; SQ Drow traits, SR 31; AL CE; SV Fort +17, Ref +23, Will +14; Str 24, Dex 27, Con 14, Int 18, Wis 16, Cha 20.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +20, Climb +10, Diplomacy +20, Disable Device +6, Gather Information +10, Hide +15, Intimidate +18, Jump +10, Knowledge (Local: Underdark-Northdark) +10, Listen +12, Move Silently +15, Open Lock +6, Profession (Merchant) +8, Profession (Slaver) +8, Search +12, Sense Motive +20, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spot +12, Survival +5, Tumble +12. Blooded, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Mobility, Poison Use, Quick Draw, Two-Weapon Fighting, Weapon Focus (Rapier), Weapon Specialization (Rapier).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 31. Sneak Attack +6d6; Trapfinding; Improved Evasion; Trap Sense +4; Improved Uncanny Dodge. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 20th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: +3 Drowcraft Elven Chainmail of Nimbleness, 2 +2 Rapiers, poisoned +2 Darts, Amulet of Natural Armor +5, Belt of Giant Strength +6, Gloves of Dexterity +6, Piwafwi of Resistance +5, Ring of Antivenom, Ring of Protection +2, Slippers of Spider Climbing, Drow Sleep Poison (Injury DC 17; Int Uncon 2d4 min; Sec Uncon 2d4 hours), other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Bone-White, Eyes: Greenish Brown, Amber when mad.
Conversion Note: Listed in 2E Skullport as Ftr8/Rog10 with Str 17, Dex 17, Int 16, Cha 16; modified for level and slight modification for new drow modifiers. He has +3 Drow Chainmail, Piwafwi, Slippers of Spider Climbing, Ring of Protection +2, 2 +2 Rapiers, and poisoned +2 Darts. Added levels due to passage of time.
Sources: Drow of the Underdark (2E), Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Dragon #302.

Poison Use [General]
You are trained to use poisons with no risk to yourself.
Source: Plot & Poison by Green Ronin.
Prerequisite: Dex 13.
Benefit: You never risk accidentally poisoning yourself when crafting or applying poisons, or when attacking with a poisoned weapon.




Deals in Rare Tomes/Scrolls and Information; Serves as a Courier between Skullport and Underdark locales; Works as a clerk at The Fatted Bookworm in Skullport.
Member of the Dark Dagger (good friend of Malakuth Tabuirr, Leader of the Dark Dagger); loosely affiliated with Xalyth’s Company; House Druu’giir renegade, worships Vhaeraun
Amryyr Yauntyrr: Male Drow Rog11/Wiz13; CR 25; Medium Humanoid (Elf); HD 11d6+33 plus 13d4+36; hp 164; Init +8; Spd 30 ft.; AC 36 (touch 23, flat-footed 36); Base Atk +14; Grp +20; Atk +28 melee (1d4+11, +5 Dagger of Speed); Full Atk +28/+23/+18 melee (1d4+11, +5 Dagger of Speed); Face/Reach 5 ft./5 ft.; SA Sneak Attack +6d6; SQ Drow traits, SR 35; AL LE; SV Fort +16, Ref +25, Will +20; Str 22, Dex 26, Con 16, Int 31, Wis 16, Cha 20.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +14, Bluff +10, Concentration +20, Craft (Bookbinding) +20, Craft (Calligraphy) +15, Decipher Script +25, Diplomacy +12, Disable Device +10, Gather Information +20, Hide +10, Intimidate +10, Knowledge (Arcana) +20, Knowledge (Local: Underdark-Northdark) +15, Listen +12, Move Silently +10, Open Lock +10, Search +12, Sense Motive +12, Sleight of Hand +10, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +20, Spot +12, Survival +5. Craft Wand, Craft Staff, Craft Wondrous Item, Extend Spell, Forge Ring, Negotiator, Scribe Scroll, Silent Spell, Spell Penetration, Still Spell, Weapon Finesse, Weapon Focus (Dagger).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 35. Sneak Attack +6d6; Trapfinding; Improved Evasion; Trap Sense +3; Improved Uncanny Dodge. Summon Familiar.
Spell-like Abilities (as 24th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Permanent Spells (at 13th level): Arcane Sight, Comprehend Languages, Read Magic, See Invisibility, Tongues.
Wizard Spells Prepared (4/7/7/6/10/5/4/2; base DC = 20 + spell level; caster level 13th).
Possessions: Spellbooks, Druu’giir House Insignia, +5 Dagger of Speed, Amulet of Natural Armor +5, Belt of Giant Strength +6, Bracers of Armor +8, Earring of Freedom of Movement, Earring of Mind Shielding, Earring of Regeneration, Gloves of Dexterity +6, Headband of Intellect +6, Piwafwi of Resistance +5, Ring of Protection +5, Ring of Wizardry IV, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Copper, Eyes: Amber.
Conversion Note: Listed in 2E Skullport as Rog11/Wiz10 with Dex 17, Con 16, Int 19, Wis 16, Cha 18; modified for level and slight modification for new drow modifiers. He has Piwafwi, many enchanted Daggers, Earrings, Rings and Wands of unknown type. Added levels due to passage of time.
Sources: Drow of the Underdark (2E), Skullport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Epic Level Handbook (3E), Miniatures Handbook (3.5E), and Dragon #302.

Earring of Freedom of Movement: This gold earring allows the wearer to act as if continually under the effect of a Freedom of Movement spell. Earrings do not count towards the number of magical items worn.
Source: DMG 3.5, modified Ring of Freedom of Movement.
Moderate Abjuration; CL 7th; Craft Wondrous Item, Freedom of Movement; Price 80,000 gp.

Earring of Mind Shielding: This earring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to Detect Thoughts, Discern Lies, and any attempt to magically discern her alignment. Earrings do not count towards the number of magical items worn.
Source: DMG 3.5, modified Ring of Mind Shielding.
Faint Abjuration; CL 3rd; Craft Wondrous Item, Nondetection; Price 16,000 gp.

Earring of Regeneration: This white gold earring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this earring, the earring regenerates it as the spell. In either case, only damage taken while wearing the earring is regenerated. Earrings do not count towards the number of magical items worn.
Source: DMG 3.5, modified Ring of Regeneration.
Strong Conjuration; CL 15th; Craft Wondrous Item, Regenerate; Price 180,000 gp.

Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks.
Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker.
Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow, Creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb.




Lieutenant of the Xanathar Thieves’ Guild (Responsible for Blackmail, Extortion and Information Gathering); Secret Spy for Ilserv of Ch’Chitl to undermine/destroy the Eye
Shindia Darkeyes: Female Half-Drow Rog12; CR 12; Medium Humanoid (Elf); HD 12d6+36; hp 107; Init +4; Spd 30 ft.; AC 28 (touch 19, flat-footed 22); Base Atk +9; Grp +13; Atk +19 melee (1d4+7, +3 Keen Dagger); Full Atk +19/+14 melee (1d4+7, +3 Keen Dagger); Face/Reach 5 ft./5 ft.; SA Sneak Attack +6d6; SQ Half-Drow traits; AL CE; SV Fort +10, Ref +17, Will +11; Str 18, Dex 22, Con 16, Int 18, Wis 18, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +12, Diplomacy +12, Disable Device +10, Disguise +15, Gather Information +17, Hide +10, Intimidate +17, Knowledge (Local: Underdark-Northdark) +8, Knowledge (Local: Waterdeep) +10, Listen +13, Move Silently +10, Open Lock +9, Profession (Courtesan) +5, Search +11, Sense Motive +12, Sleight of Hand +10, Speak Language (Chondathan, Common, Elven, Dwarven, Illuskan, Undercommon), Spot +13. Alertness, Combat Reflexes, Persuasive, Weapon Finesse, Weapon Focus (Dagger)
Special Qualities: Half-Drow traits: +1 Racial bonus on Listen, Search, and Spot checks; +2 Racial bonus on Diplomacy and Gather Information checks; Darkvision 60 ft.; Immune to Sleep; Elven Blood. Sneak Attack +6d6; Trapfinding; Improved Evasion; Trap Sense +4; Improved Uncanny Dodge.
Possessions: +3 Glamered Mithral Chain Shirt of Strength +4, +3 Keen Dagger, Amulet of Natural Armor +2, Belt of Entanglement (as Rope), Boots of Elvenkind, Cloak of Elvenkind, Gloves of Dexterity +4, Greenstone Amulet, Hat of Disguise, Ring of Defense +3, Ring of Freedom of Movement, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown.
Conversion Note: Listed in 2E Cloak & Dagger and Drizzt Do’Urden’s Guide to the Underdark as Thief 9, with Belt of Entanglement, Greenstone Amulet, Hat of Disguise, Ring of Free Action as possessions, and Dex 18 and Int 17 as stats. Added levels due to passage of time.
Sources: Cloak & Dagger (2E), Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3.5E), Underdark (3.5E), and Dragon #290.

Ring of Defense: This powerful ring offers continual magic protection in the form of a deflection bonus to AC and a resistance bonus to saving throws, from +1 to +5.
Source: Dragon Magazine #290, Rogue’s Gallery: The Heroes of Decent into the Depths of the Earth by Paul Kidd (revised to 3.5 by Joseph Weber).
Moderate Abjuration; CL 7th; Forge Ring, Resistance, Shield of Faith, Caster level must be three times that of the ring’s bonus; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5).
Revision Note: Revision was addition of magic auras and adjustment of price.




House Tanor’Thal in Skullport:
One of many Slavers in Skullport
Acting Matron Mother of House Tanor’Thal in Skullport; niece of Matron Mother Haelra Tanor’Thal, ruler of Karsoluthiyl
Matron Kesra Tanor’Thal: Female Drow Ftr10/Clr9; CR 20; Medium Humanoid (Elf); HD 10d10+20 plus 9d8+18; hp 177; Init +7; Spd 30 ft.; AC 32 (touch 19, flat-footed 28); Base Atk +16; Grp +23; Atk +26 melee (1d8+11 plus Special, Scourge of Fangs); Full Atk +26/+21/+16 melee (1d8+11 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Smite; SQ Drow traits, SR 30; AL CE; SV Fort +20, Ref +18, Will +21; Str 24, Dex 20, Con 14, Int 20, Wis 24, Cha 22.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +8, Bluff +6, Concentration +15 (+19 when casting defensively), Diplomacy +12, Intimidate +10, Knowledge (Local: Underdark-Northdark) +10, Knowledge (Religion) +15, Listen +4, Profession (Slaver) +9, Search +4, Sense Motive +11, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin), Spellcraft +15, Spot +4. Blooded, Combat Casting, Combat Expertise, Combat Reflexes, Exotic Weapon (Scourge), Lightning Reflexes (b), Negotiator, Scribe Scroll, Spell Focus (Enchantment), Spell Penetration, Still Spell, Weapon Focus (Scourge), Weapon Specialization (Scourge).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 30. Aura of Evil (aura equals cleric level); Rebuke Undead as 9th level cleric 9/day. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 19th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/6+1/6+1/5+1/3+1/2+1; base DC = 17 + spell level, 18 + spell level for Enchantment spells; caster level 9th).
Deity: Lolth. Domains: Destruction (Smite for +4 Att/+9 Dmg 1/day), Drow.
Possessions: Silver Holy Symbol (Lolth), Tanor’Thal House Insignia, +4 Drowcraft Elven Chainmail, +3 Light Steel Shield, Scourge of Fangs, Amulet of Health +6, Belt of Giant Strength +6, Cloak of Resistance +5, Earring of Freedom of Movement, Earring of Mind Shielding, Ring of Human Influence, Ring of Protection +5, Tiara of Wisdom +6, Winged Boots, +3 Chain Mail, other possessions unknown. As Acting Matron of the Skullport branch of House Tanor’Thal and a successful Slaver, Kesra has almost unlimited access to mundane and magical equipment or funds.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Orange flecked with Gold, Birthmark: small white spider-shaped birthmark on back of right hand.
Conversion Note: Listed in 2E Skullport as Ftr8/Clr8 of Lolth with Str 17, Dex 17, Wis 16; modified for level and slight modification for new drow modifiers. She has +4 Drow Chainmail, +3 Chainmail, +3 Shield, Winged Boots (MV 18/B), and Whip of Fangs. Added levels due to passage of time.
Sources: Skullport (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Sword and Fist (3E).

Ring of Human Influence: This emerald studded gold ring provides its wearer with a +2 enhancement bonus to Charisma. It also allows its wearer to cast Dominate Person (DC 17) and Suggestion (DC 15) once a day each.
Source: Converted from 2E to 3.5E by Joseph Weber.
Moderate Enchantment and Transmutation; CL 9th; Forge Ring, Dominate Person, Eagle’s Splendor, Suggestion; Price 40,600 gp.

Tiara of Wisdom: This tiara increases the wearer’s Wisdom score in the form of an enhancement bonus of +2, +4, or +6 (depending on the individual item).
Source: DMG 3.5, modified Periapt of Wisdom.
Moderate Transmutation; CL 8th; Craft Wondrous Item, Owl’s Wisdom; Price: 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.




Variant Kesra Tanor’Thal
Acting Matron Mother of House Tanor’Thal in Skullport; niece of Matron Mother Haelra Tanor’Thal, ruler of Karsoluthiyl
Matron Kesra Tanor’Thal: Female Drow Ftr2/Clr9/Blk2; CR 14; Medium Humanoid (Elf); HD 4d10+20 plus 9d8+18; hp 100; Init +7; Spd 30 ft.; AC 32 (touch 19, flat-footed 28); Base Atk +10; Grp +16; Atk +18 melee (1d8+8 plus Special, Scourge of Fangs); Full Atk +19/+14 melee (1d8+8 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Smite, Smite Good; SQ Drow traits, SR 24, Dark Blessing; AL CE; SV Fort +25, Ref +21, Will +24; Str 23, Dex 20, Con 14, Int 20, Wis 24, Cha 22.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +5, Concentration +10, Bluff +6, Diplomacy +10, Hide +5, Intimidate +10, Knowledge (Local: Underdark-Northdark) +5, Knowledge (Religion) +10, Listen +2, Profession (Slaver) +8, Search +2, Sense Motive +9, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +4. Blooded, Cleave, Exotic Weapon (Scourge), Improved Sunder, Lightning Reflexes (b), Negotiator, Power Attack, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (as 11th level cleric); Rebuke Undead as 9th level cleric 9/day. Poison Use; Dark Blessing; Smite Good (+6 Att/+2 Dmg) 1/day; Cannot be Shaken, and ignores the effects of the Shaken condition.
Detect Good (Sp): At will, Kesra can use Detect Good as a spell-like ability, duplicating the effect of the Detect Good spell.
Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/6+1/6+1/5+1/3+1/2+1; base DC = 17 + spell level; caster level 9th).
Blackguard Spells Prepared (3; base DC = 17 + spell level; caster level 1st)
Deity: Lolth. Domains: Destruction (Smite for +4 Att/+9 Dmg 1/day), Drow.
Possessions: Silver Holy Symbol (Lolth), Tanor’Thal House Insignia, +4 Drowcraft Elven Chainmail, +3 Light Steel Shield, Scourge of Fangs, Amulet of Health +6, Belt of Giant Strength +6, Cloak of Resistance +5, Earring of Freedom of Movement, Earring of Mind Shielding, Ring of Human Influence, Ring of Protection +5, Tiara of Wisdom +6, Winged Boots, +3 Chain Mail, other possessions unknown. As Acting Matron of the Skullport branch of House Tanor’Thal and a successful Slaver, Kesra has almost unlimited access to mundane and magical equipment or funds.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Orange flecked with Gold, Birthmark: small white spider-shaped birthmark on back of right hand.
Conversion Note: Listed in 2E Skullport as Ftr8/Clr8 of Lolth with Str 17, Dex 17, Wis 16; modified for level and slight modification for new drow modifiers. She has +4 Drow Chainmail, +3 Chainmail, +3 Shield, Winged Boots (MV 18/B), and Whip of Fangs. Added levels due to passage of time.
Sources: Skullport (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Sword and Fist (3E).
#536

green_giant_02

Aug 31, 2004 12:56:37
Nice work on the Drow, warlockco. They are coming along nicely. :D Here is the repost on the Ogre Magi who rule the Sythillisian Empire in Amn for those who didn't have a chance to look at them. Enjoy.


Sythillis or Sothillis: Full stats can be found in Power of Faerun.

Cyrvisnea: check Realms NPC Characters II thread for updated stats.
#537

green_giant_02

Aug 31, 2004 13:12:17
Here is the repost of the npcs of the Plain of Horses. Enjoy.


Chuqali Shilai, Qaghan of Li-Raz: Male Tuigan Human Rgr7 of Teylas/Kishi Charger 10; CR 17; Medium-size Humanoid; HD 7d8 plus 10d10; hp 90; Init +5; Spd 30 ft.; AC 22 (touch 16, flat-footed 16); Base Atk +17; Grp +23; Atk +24 melee (1d8+6/x3, masterwork uma-yari) or +24 melee (1d6+7/18-20, +1 scimitar) or +29 ranged (1d6+9/x3, +5 composite [+5] silver yumi with masterwork silver arrows) or +21 ranged (4d6+36/x3, +5 composite [+5] silver yumi with masterwork silver arrows with Manyshot); Full Atk +24/+19/+14/+9 melee (1d8+6/x3, masterwork uma-yari) or +24/+19/+14/+9 melee (1d6+7/18-20, +1 scimitar) or +29/+24/+19/+14 ranged (1d6+9/x3, +5 composite [+5] silver yumi with masterwork silver arrows) or +27/+27/+22/+17/+12 ranged (1d6+9/x3, +5 composite [+5] silver yumi with masterwork silver arrows with Rapid Shot); Face/Reach 5 ft./5 ft.; SA Favored enemy (human, animal); SQ ride bonus, deadly charge, burst of speed, one spirit, full mounted attack, dancing with the fortunes; AL LN; SV Fort +15, Ref +18, Will +9; Str 22, Dex 24, Con 11, Int 12, Wis 12, Cha 11
Skills and Feats: Climb +11, Craft (bowmaking) +11, Handle Animal +10, Hide +8, Iajiutsu Focus +5, Intimidate +10, Jump +16, Knowledge (geography) +6, Knowledge (nature) +8, Listen +11, Move Silently +8, Ride (horse) +36, Search +8, Sense Motive +6, Speak Language (tuigan, shou), Spot +11, Survival +13 (+15 avoid getting lost, aboveground, and follow tracks), Swim +11; Combat Expertise, Endurance, Improved Mounted Archery, Leadership, Manyshot, Mounted Archery, Mounted Combat, Rapid Shot, Ride-By Attack, Saddleback, Spirited Charge, Track
Special Qualities: Wild empathy +9, favored enemy (human +4, animal +2), animal companion (light warhorse), woodland stride. Ride bonus +8, deadly charge 5/day, burst of speed, one spirit, full mounted attack, dancing with the fortunes
Ranger Spells Prepared (2; base DC = 11 + spell level; caster level 3rd): 1st-endure elements, resist energy.
Possessions: +3 leather, masterwork uma-yari, +1 scimitar, +5 composite [+5] silver yumi, 20 masterwork silver arrows, quiver of Tsuruchi, obi of giant strength +2, amulet of natural armor +1, gloves of dexterity +4, hoari of resistance +3, potion of cure serious wounds x 2, light warhorse, military saddle. 2,875 gp
Height: 6’11”, Weight: Unknown, Hair: Black, Eyes: Unknown



Jeorug Khalaga, High Lama of Li-Raz: Male Shou Human Mnk2; CR 2; Medium-size Humanoid; HD 2d8+2; hp 14; Init +2; Spd 30 ft.; AC 15 (touch 15, flat-footed 13); Base Atk +1; Grp +3; Atk +3 melee (1d6+2, unarmed strike) or +4 melee (1d6+2, masterwork bang); Full Atk +3 melee (1d6+2, unarmed strike) or +1/+1 melee (1d6+2, unarmed strike) or +4 melee (1d6+2, masterwork bang); Face/Reach 5 ft./5 ft.; SA Flurry of blows; SQ Evasion; AL LG; SV Fort +4, Ref +5, Will +6; Str 14, Dex 14, Con 12, Int 14, Wis 16, Cha 12
Skills and Feats: Concentration +5, Diplomacy +9, Jump +5, Knowledge (religion) +5, Listen +5, Perform (oratory) +9, Profession (guide) +5, Sense Motive +10, Speak Language (shou, spirit tongue, tuigan), Spot +5, Tumble +7; Combat Reflexes, Improved Unarmed Strike, Negotiator, Skill Focus (Perform [oratory]), Stunning Fist
Special Qualities: Flurry of blows, evasion.
Possessions: Masterwork bang, potion of cure moderate wounds. 1,100 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Marash Rashi: Male Tuigan Human Exp6; CR 5; Medium-size Humanoid; HD 6d6; hp 23; Init +2; Spd 30 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +4; Grp +4; Atk +7 melee (1d4+1/19-20, +1 bi shou); Full Atk +7 melee (1d4+1/19-20, +1 bi shou); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +3, Ref +4, Will +6; Str 10, Dex 15, Con 12, Int 16, Wis 13, Cha 13
Skills and Feats: Appraise +12, Bluff +10, Diplomacy +15, Forgery +12, Gather Information +12, Handle Animal +12, Knowledge (local-Chegoyui) +12, Profession (trader) +13, Ride (horse) +15, Sense Motive +12, Speak Language (tuigan, shou, spirit tongue, tabotan); Animal Affinity, Negotiator, Skill Focus (Profession [trader]), Weapon Finesse
Possessions: Masterwork leather, +1 bi shou, 3,000 gp worth of horses and livestock. 138 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.



Qaland T’akk, Qaghan of Quaraqand: Male Tuigan Human Brb6/Ftr4/Kishi Charger 5; CR 15; Medium-size Humanoid; HD 6d12+18 plus 9d10+27; hp 138; Init +2; Spd 40 ft.; AC 21 (touch 14, flat-footed 19); Base Atk +15; Grp +21; Atk +22 melee (1d8+7/x3, +1 uma-yari) or +22 melee (1d6+8/18-20, +1 mighty cleaving bronze dao) or +18 ranged (1d6+4/x3, masterwork composite [+4] yumi); Full Atk +22/+17/+12 melee (1d8+7/x3, +1 uma-yari) or +22/+17/+12 melee (1d6+8/18-20, +1 mighty cleaving bronze scimitar) or +18/+13/+8 ranged (1d6+4/x3, masterwork composite [+4] yumi); Face/Reach 5 ft./5 ft.; SA Rage; SQ Fast movement, uncanny dodge, trap sense, improved uncanny dodge, ride bonus, deadly charge, burst of speed, one spirit; AL NE; SV Fort +18, Ref +8, Will +6; Str 23, Dex 14, Con 16, Int 13, Wis 10, Cha 11
Skills and Feats: Climb +13, Handle Animal +12, Iajiutsu Focus +5, Intimidate +15, Jump +13, Listen +6, Ride (horse) +26, Sense Motive +5, Speak Language (tuigan, shou), Survival +11, Swim +10; Cleave, Combat Expertise, Intimidating Rage, Leadership, Mounted Archery, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Special Qualities: Rage 2/day, fast movement, uncanny dodge, trap sense +2, improved uncanny dodge. Ride bonus +4, deadly charge 2/day, burst of speed, one spirit.
Rage: During his rage, Qaland T’akk has the following statistics instead of those given above: hp 168; AC 19 (touch 12, flat-footed 17); Atk +24 melee (1d6+10/18-20, +1 mighty cleaving bronze scimitar); Full Atk +24/+19/+14 melee (1d6+10/18-20, +1 mighty cleaving bronze scimitar); SV Fort +20, Will +8; Str 27, Con 20. Skills: Climb +15, Jump +15, Swim +12. The rage lasts for 8 rounds, after which Qaland T’akk is fatigued.
Possessions: +2 light fortification leather scale, +1 uma-yari, +1 mighty cleaving bronze dao, masterwork composite [+4] yumi, 20 arrows, obi of giant strength +4, amulet of natural armor +2, ring of protection +2, hoari of resistance +2, potion of cure serious wounds, light warhorse, military saddle. 1,594 gp
Height: Unknown, Weight: Unknown, Hair: Gray, Eyes: Unknown



Razak Irdi: Male Tuigan Human Rog3/Rgr3 of Teylas; CR 6; Medium-size Humanoid; HD 3d6 plus 3d8; hp 26; Init +8; Spd 30 ft.; AC 16 (touch 14, flat-footed 12); Base Atk +5; Grp +6; Atk +6 melee (1d6+1/18-20, masterwork dao) or +6 melee (1d4+1/19-20, masterwork bi shou) or +10 ranged (1d6+1/x3, masterwork composite [+1] yumi); Full Atk +6 melee (1d6+1/18-20, masterwork dao) or +6 melee (1d4+1/19-20, masterwork bi shou) or +10 ranged (1d6+1/x3, masterwork composite [+1] yumi); Face/Reach 5 ft./5 ft.; SA Sneak attack, favored enemy (animal); SQ Trapfinding, evasion, trap sense, wild empathy; AL NG; SV Fort +4, Ref +10, Will +3; Str 13, Dex 19, Con 10, Int 14, Wis 12, Cha 13
Skills and Feats: Climb +7, Handle Animal +8, Hide +12, Jump +9, Knowledge (nature) +10, Listen +9, Move Silently +12, Open Lock +10, Ride (horse) +16, Search +8, Sleight of Hand +10, Speak Language (tuigan, shou, spirit tongue), Spot +9, Survival +7 (+9 aboveground and follow tracks), Swim +7, Tumble +12; Alertness, Animal Affinity, Endurance, Horse Nomad, Improved Iniative, Rapid Shot, Track
Special Qualities: Sneak attack +2d6, trapfinding, evasion, trap sense +1. Wild empathy +6, favored enemy (animal +2).
Possessions: Masterwork leather, masterwork dao, masterwork bi shou, masterwork composite [+1] yumi, 20 arrows, gloves of dexterity +2, potion of cure light wounds x 2, light warhorse (Dohju), military saddle. Accompanied by 20 to 50 wild horses and a dozen wild dogs. 102 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Shajji Hoijarek, Qaghan of Jugicha: Male Tuigan Human Shaman 3 of Kuan-ti/Ftr6/Kishi Charger 1; CR 10; Medium-size Humanoid; HD 3d6-3 plus 7d10-7; hp 41; Init +1; Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Base Atk +9; Grp +9; Atk +10 melee (1d8/x3, masterwork uma-yari) or +11 melee (1d6+3/18-20, +1 dao) or +9 melee (1d6, unarmed strike) or +11 ranged (1d6/x3, masterwork yumi); Full Atk +10/+5 melee (1d8/x3, masterwork uma-yari) or +11/+6 melee (1d6+3/18-20, +1 dao) or +9/+4 melee (1d6, unarmed strike) or +11/+6 ranged (1d6/x3, masterwork yumi); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, animal companion, spirit sight, ride bonus; AL NG; SV Fort +8, Ref +5, Will +11; Str 10, Dex 13, Con 8, Int 15, Wis 17, Cha 14
Skills and Feats: Climb +6, Concentration +7 (+11 when casting defensively), Diplomacy +10, Handle Animal +7, Heal +9, Intimidate +6, Jump +6, Knowledge (religion) +8, Knowledge (spirits) +8, Ride (horse) +15, Sense Motive +7, Speak Language (tuigan, shou, spirit tongue), Spellcraft +8, Swim +2; Combat Casting, Combat Expertise, Discipline, Improved Unarmed Strike, Mounted Combat, Negotiator, Ride-By Attack, Scribe Scroll, Spirited Charge, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Special Qualities: Aura of good (aura equals shaman level), animal companion as druid, spirit sight, turn undead as 1st-level cleric (+2 to turning checks) 5/day. Ride bonus +2.
Shaman Spells Prepared (4/3+1/2+1; base DC = 13 + spell level; caster level 3rd): 0-detect magic, read magic, purify food and drink, resistance; 1st-bless, entropic shield, protection from evil, shield of faith*; 2nd-aid, heat metal*, warning.
*Domain spell. Deity: Kuan-ti. Domains: Guardian (1/day add +3 to a single saving throw), Metal (1/day damage reduction 1/metal for 4 minutes).
Possessions: +2 leather, masterwork uma-yari, +1 dao, masterwork yumi, 20 arrows, obi of giant strength +2, hoari of resistance +1, ring of protection +1, potion of cure moderate wounds x 2, potion of owl’s wisdom, light warhorse, military saddle. 814 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Torgoja P’a, High Lama of Mount Or-Ghash: Male Shou Human Mnk10; CR 10; Medium-size Humanoid; HD 10d8+20; hp 68; Init +7; Spd 60 ft.; AC 23 (touch 21, flat-footed 20); Base Atk +7; Grp +9; Atk +9 melee (1d10+2, unarmed strike) or +10 melee (1d6+3, +1 bang) or +11 ranged (1d8+1/19-20, +1 light nu); Full Atk +9/+4 melee (1d10+2, unarmed strike) or +9/+9/+4 melee (1d10+2, unarmed strike) or +10/+5 melee (1d6+3, +1 bang) or +11 ranged (1d8+1/19-20, +1 light nu); Face/Reach 5 ft./5 ft.; SA Flurry of blows; SQ Still mind, ki strike, slow fall, purity of body, wholeness of body, improved evasion; AL LG; SV Fort +10, Ref +11, Will +13; Str 15, Dex 16, Con 14, Int 14, Wis 20, Cha 14
Skills and Feats: Balance +14, Climb +11, Concentration +15, Diplomacy +14, Jump +14, Knowledge (religion) +12, Listen +10, Sense Motive +15, Speak Language (shou, spirit tongue, tuigan), Spot +10, Tumble +15; Combat Expertise, Defensive Strike, Deflect Arrows, Dodge, Improved Iniative, Improved Trip, Improved Unarmed Strike, Stunning Fist, Unbalancing Strike
Special Qualities: Flurry of blows, still mind (+2 on saves vs. enchantments), ki strike (magic, lawful), slow fall (50 ft.), purity of body (immune to disease), wholeness of body (20 hp), improved evasion. Southern Star Mastery*.
Possessions: Bracers of armor +1, +1 bang, +1 light nu, 10 bolts, amulet of natural armor +1, ring of protection +1, periapt of wisdom +2, haori of resistance +1, potion of cat’s grace. 764 gp
Height: Unknown, Weight: Unknown, Hair: Dark, Eyes: Unknown.

* Found in Dragon #315.


Yitriq Rukku, Qaghan of Haxkhun: Male Tuigan Human Rog6; CR 6; Medium-size Humanoid; HD 6d6+6; hp 29; Init +6; Spd 30 ft.; AC 15 (touch 12, flat-footed 13); Base Atk +4; Grp +7; Atk +8 melee (1d6+4/18-20, +1 dao) or +8 melee (1d4+3/19-20, masterwork bi shou); Full Atk +8 melee (1d6+4/18-20, +1 dao) or +8 melee (1d4+3/19-20, masterwork bi shou); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, evasion, trap sense, uncanny dodge; AL NE; SV Fort +3, Ref +7, Will +2; Str 16, Dex 15, Con 13, Int 13, Wis 10, Cha 10
Skills and Feats: Bluff +6, Climb +9, Disable Device +7, Gather Information +6, Hide +8, Jump +11, Knowledge (local-Haxkhun) +7, Listen +6, Move Silently +8, Open Lock +8, Ride (horse) +9, Search +7, Sleight of Hand +10, Speak Language (tuigan, shou), Spot +6, Tumble +10; Horse Nomad, Improved Iniative, Mounted Combat, Power Attack
Special Qualities: Sneak attack +3d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Possessions: +1 leather, +1 dao, masterwork bi shou, potion of bull’s strength, potion of cure serious wounds, light warhorse, military saddle. 603 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#538

green_giant_02

Aug 31, 2004 16:35:07
Here is the Champion of Piergeiron. (I've also taken a page from warlockco's posts and added what sources I used). Enjoy.


Madeiron Sunderstone: see Realms NPC Characters II


Also, druid berrymore has graciously given me permission to post a link of his fabulous pic of the Zulkir of Enchantment, Lauzoril. It can be found with his stats on page one or if you don't want to go looking for it, just click here
#539

warlockco

Aug 31, 2004 16:41:33
Nice work on the Drow, warlockco. They are coming along nicely. :D

Thanks, Green Giant, gonna rework all those previous ones I did before also, doing more research on them and going to give them equipment.
Should I just edit the previous posts or repost them once I get them redone?
#540

green_giant_02

Aug 31, 2004 16:53:13
Editing will make things easier for me when updating the index since I won't have to list the NPCs twice unless you planned to delete your previous posts. You could edit the original posts and post a message that you have done so along with the list of which characters you changed. While I'll add edit to the characters on the index like I had before and leave it there for a month so people will know of any changes.
#541

warlockco

Aug 31, 2004 16:57:41
Okay thanks.
#542

green_giant_02

Aug 31, 2004 22:03:58
Here is the last Coronal of Cormanthyr. Enjoy.


Coronal Eltargrim Irithyl: Male Sun Elf Ftr15/Wiz10/Eldritch Knight 10; CR 35; Medium-size Humanoid; HD 15d10+75 plus 10d4+50 plus 10d6+50; hp 322; Init +7; Spd 30 ft.; AC 29 (touch 21, flat-footed 23); Base Atk +26; Grp +29; Atk +41 melee (1d8+19 plus 1d6 energy/17-20, +5 defending, elemental aura longsword of spell storing); Full Atk +41/+36/+31/+26 melee (1d8+19 plus 1d6 energy/17-20, +5 defending, elemental aura longsword of spell storing); Face/Reach 5 ft./5 ft.; SQ Elf traits; AL LG; SV Fort +29, Ref +23, Will +26; Str 22, Dex 22, Con 20, Int 27, Wis 22, Cha 22
Skills and Feats: Climb +16, Concentration +25 (+29 when casting defensively), Diplomacy +15, Handle Animal +11, Hide +11, Intimidate +11, Jump +18, Knowledge (arcana) +28, Knowledge (history-Cormanthor) +13, Knowledge (local-Cormanthor) +13, Knowledge (nature) +13, Knowledge (nobility and royalty) +18, Knowledge (the planes) +13, Listen +8, Move Silently +11, Perform (dance) +12, Perform (sing) +9, Ride (horse) +19, Search +10, Sense Motive +12, Speak Language (elven, common, chondathan, dwarven, gnome, halfling, thorass), Spellcraft +30, Spot +8, Swim +16, Tumble +14; Blind-Fight, Combat Casting, Combat Expertise, Combat Insight, Craft Wondrous Item, Dodge, Epic Prowess, Epic Weapon Focus (longsword), Epic Weapon Specialization (longsword), Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Iniative, Leadership, Mobility, Practiced Spellcaster, Quicken Spell, Scribe Scroll, Silent Spell, Spring Attack, Still Spell, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Dance of Blades martial style. Bladesong martial style.
Wizard Spells Prepared (4/6/6/6/6/5/5/5/4/3; base DC = 18 + spell level; caster level 23rd).
Possessions: Ar’Cor’Kerym, +5 defending, elemental aura longsword of spell storing, ring of defense +5, ring of universal minor energy resistance, bracers of armor +8, robe of spell resistance (as mantle of spell resistance), armor of the unending hunt (+5 mithral chainmail) [rarely worn], belt of magnificence +6, amulet of protection against location and detection, boots of elvenkind, cloak of elvenkind. As ruler of Cormanthyr, Coronal Eltargrim Irithyl has access to many other equipment, both mundane, magical and epic.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Golden
Note: Coronal Eltargrim Irithyl has the physical penalties of a middle-aged elf but the mental bonuses of a venerable elf.
Sources: Cormanthyr: Empire of Elves (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Warrior (3.5E), Miniature’s Handbook (3.5E), Dragon #290, and Dragon #303.
#543

lord_zeb_02

Aug 31, 2004 22:56:58
GG, if you ever have time after all the requests, could you possibly do Fflar and Eltargrim from Myth Drannor?

I second a write-up for Fflar!

Oh, and the Forsaken House crew in general (Sarya seems interesting...)



Thanks,
Zeb
#544

zombiegleemax

Sep 01, 2004 0:04:28
Thanks GG. That is one uber Eltargrim, but hey he was supposed to be the Feanor of the Realms... whoops, did I just start some controversy? Well here's some more, Elminster's a rip of Gandalf! He he, ignore me, please.

Anyway, any chance of Fflar soon?
#545

green_giant_02

Sep 01, 2004 18:48:53
Here is the enigmatic Captain Fflar. Enjoy.


Captain Fflar Starbrow: Male Moon Elf Ftr9/Pal3/Champion of Corellon 8; CR 20; Medium Humanoid (Elf); HD 20d10+40; hp 154; Init +7; Spd 30 ft.; AC 15 (touch 13, flat-footed 12); Base Atk +20; Grp +23; Atk +28 melee (1d10+9/17-20, Keryvian); Full Atk +28/+23/+18/+13 melee (1d10+9/17-20, Keryvian); Face/Reach 5 ft./5 ft.; SA Smite evil; SQ Elf traits, aura of good, detect evil, divine grace, lay on hands, divine health, aura of courage, Corellon’s blessing, elegant strike, superior defense +2, unimpeded movement, Corellon’s wrath; AL LG; SV Fort +19, Ref +11, Will +15; Str 15, Dex 16, Con 14, Int 16, Wis 16, Cha 14
Skills and Feats: Climb +7, Concentration +10, Diplomacy +16, Handle Animal +8, Heal +10, Hide +10, Intimidate +8, Jump +9, Knowledge (arcana) +8, Knowledge (nobility and royalty) +8, Knowledge (religion) +8, Knowledge (the planes) +8, Listen +8, Move Silently +10, Ride (horse) +15, Search +6, Sense Motive +8, Speak Language (common, elven, dwarven, halfling, gnome), Spellcraft +10, Spot +8, Swim +6, Tumble +8; Alertness, Blind-Fight, Combat Expertise {FB}, Dodge {FB}, Exotic Weapon Proficiency (bastard sword) {FB}, Improved Iniative, Mobility {CB}, Mounted Combat, Quick Draw, Spring Attack {CB}, Stealthy, Weapon Focus (bastard sword) {FB}, Weapon Focus (longsword), Weapon Specialization (bastard sword) {FB}, Whirlwind Attack {CB}
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Aura of good (aura equals paladin level), detect evil at will, smite evil 1/day (+2 to attack, +3 to damage), divine grace (Cha bonus to saving throws), lay on hands and Corellon’s blessing (cure 22 hp a day), divine health (immune to all diseases including mummy rot and lycanthropy), aura of courage (immune to fear, allies within 10 ft. gain a +4 morale bonus to saving throws against fear effects). Elegant strike, superior defense +2, unimpeded movement, Corellon’s wrath 5/day.
Possessions: Keryvian, mastework heavy steel shield, boots of elvenkind, cloak of elvenkind, kiira.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Skills modified by shield. {FB} is fighter bonus feat, {CB} is Champion of Corellon bonus feat.
Sources: Cormanthyr: Empire of Elves (2E), The Fall of Myth Drannor (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), and Races of the Wild (3.5E).
#546

green_giant_02

Sep 01, 2004 19:08:40
Originally posted by Lord Zeb
I second a write-up for Fflar!

Oh, and the Forsaken House crew in general (Sarya seems interesting...)



Thanks,
Zeb

If you're talking about Countess Sarya Dlardrageth, I've already posted her. She can be found on page 8 along with her nephew Lord Xhalh Dlardrageth. I was meaning to do her son, Ryvvik Dlardrageth, who along with the other two appear in the FR Dungeon Crawl Adventure: Hellgate Keep by Steven E. Schend (an excellent adventure!) and Lords of Darkness, but he slipped thru the cracks in this old noggin while I was awaiting the release of the Expanded Psionic's Handbook. (He was listed as a 12th-level psionic character). I'll have to remember to finish this half-demonic family.
#547

lord_zeb_02

Sep 01, 2004 21:45:27
If you're talking about Countess Sarya Dlardrageth, I've already posted her. She can be found on page 8 along with her nephew Lord Xhalh Dlardrageth. I was meaning to do her son, Ryvvik Dlardrageth, who along with the other two appear in the FR Dungeon Crawl Adventure: Hellgate Keep by Steven E. Schend (an excellent adventure!) and Lords of Darkness, but he slipped thru the cracks in this old noggin while I was awaiting the release of the Expanded Psionic's Handbook. (He was listed as a 12th-level psionic character). I'll have to remember to finish this half-demonic family.

Nice! Lemme go check page 8 now...I scrolled through the list of names on page 1, but must've overlooked that one.

Also very good work on Capt. Fflar the elven bladesinger. One question is, what are the stats for the sword Keryvian?

Thanks,
Zeb
#548

warlockco

Sep 02, 2004 0:05:04
GG, At the cost of sounding stupid, but what is Ar’Cor’Kerym? Its one of the items listed with Coronal Eltargrim Irithyl.

Thanks.
#549

green_giant_02

Sep 02, 2004 0:49:28
Originally posted by Lord Zeb
Nice! Lemme go check page 8 now...I scrolled through the list of names on page 1, but must've overlooked that one.

Also very good work on Capt. Fflar the elven bladesinger. One question is, what are the stats for the sword Keryvian?

Thanks,
Zeb

Keryvian also known as Foebane among humans was the last sword crafted by Demron the Archmage (whom I have posted stats on this thread) that also ended his life. It was one of six swords called the Baneblades of Demron. All these swords were +4 holy, evil outsider bane and undead bane swords (though the swords were different individually and also possessed other powers) and were crafted to be used by a certain race and/or class. Keryvian was a bastard sword who also possessed the keen special ability and allowed the user to use jump, feather fall and alarm at will. On a critical hit it bestowed one negative level while the wielder gained 1d6 temporary hit points. I also had posted my own versions of the Baneblades but removed them once WoTC created official versions in Player's Guide to Faerun p. 120-121.




Originally posted by warlockco
GG, At the cost of sounding stupid, but what is Ar’Cor’Kerym? Its one of the items listed with Coronal Eltargrim Irithyl.

Thanks.

The Ar'Cor'Kerym is one of the three elfblades (the others being Ary'Velahr'Kerym "the Warblade" and Ary'Faern'Kerym "the Artblade") created during the time of Coronal Oacenth of Jhyrennstar. You might consider them to be very powerful artifacts especially "the Rulers' Blade" or Ar'Cor'Kerym which is why I didn't stat it as well as Ary'Faern'Kerym which Josidiah Starym recovered before the Fall of Myth Drannor. Each sword was a +4 longsword that also provided a +2 AC and a +2 iniative bonus. They also extended the life of the wielder and were very intelligent weapons with an Ego of 30. They could be summoned to the wielder's hand at will. However they were also very dangerous since an elf had to pass through three tests; failure resulted in terrible consequences depending upon the blade.

The Ar'Cor'Kerym allowed the wielder to heal thrice a day and discern lies at will. Those were its minor powers; its major power came from three selu'kiira (two on the quillons and one on the pommel) which had the power and knowledge of three High Mages, effectively making the character an Elven High Mage. It could only be wielded by lawful good characters and those who failed even one of the three tests would be consumed in arcane fire, leaving no remains. After the Fall of Myth Drannor, the Srinshee took the blade for safekeeping.

The three blades are very powerful and more than likely artifacts which is why I didn't try to stat them. When you look at their 2e stats they seem to be awfully low in enhancement abilities. I'd probably make the Rulers' Blade a +7 defending longsword that provided a +2 bonus to iniative and the others a +6 defending longsword. As for Ar'Cor'Kerym's major power, .


Full information of these swords can be found in Cormanthyr: Empire of the Elves.
#550

warlockco

Sep 02, 2004 2:33:33
Posted reworked version of Triel Baenre, overwriting the previous version, on page 17.
#551

zombiegleemax

Sep 02, 2004 7:49:54
Thanks for the great work GG. However, according to a certain new source, by an author who shall remain nameless in light of the tyranny of the novel discussion edict, Fflar is moon elven.
#552

lord_zeb_02

Sep 02, 2004 8:00:25
Thanks for all the info on the blade. Sounds like Cormanthyr: Empire of Elves might be a good eBay purchase down the road.

Speaking of Forsaken House , I'd be interested in seeing what Araevin looks like statted out. I posted a question to Rich Baker on the Q&A thread, but he hasn't answered yet.

Tentatively, I'd say either flat Wizard 20 in prep for the Elven High Mage PrC, or Wizard 16 in prep for the Archmage PrC.

Cheers,
Zeb
#553

zombiegleemax

Sep 02, 2004 8:38:41
Did you read it? It's great right? Araevin seems really strong, so I'd say that 20 wizard levels would be about right.
SPOILERS!!!!!!!















He becomes a high mage at the end, not an archmage.
#554

lord_zeb_02

Sep 02, 2004 11:35:50
Did you read it? It's great right? Araevin seems really strong, so I'd say that 20 wizard levels would be about right.

I'm about 2/3 of the way done with it. He just got to where the last gem will be. I am really liking it.

Any PrCs pre-epic that you would recommend for him? Seems like flat Wiz20 would be fair, but adding in some archmage levels could work too.
#555

zombiegleemax

Sep 02, 2004 13:23:41
Elves generally don't become archmages. I've never seen a non-human archmage. Elves have the high mage prestige class which I think is better than the archmage anyway, and I think almost every high level elven NPC mage becomes a high mage. I didn't notice him having any skills other than what the wizard class has, he never even goes into melee. I think he's a pure mage. Anyway, he's been training himself in anticipation of recieving high mage training, as said in the book.
#556

zombiegleemax

Sep 02, 2004 14:50:55
...because the most powerful spell he casts in the novel is prismatic spray, and it's said several times that's his most powerful spell. But Araevin certainly is very skilled.
Here's what I think should be the level breakdowns for some of the Forsaken House crew (off the top of my head, I can't recall whether Lord Miritar and his daughter were sun or moon elves):

Araevin Teshurr: (CG male sun elf wizard 14)
Ilsevele Miritar: (CG female elf wizard 4/ranger 6/arcane archer 2)
Grayth: (NG male human cleric 10/morninglord of Lathander 5)
Maresa: (CN female air genasi fighter 2/rogue 11)
Nurthel Floshin: (CE male fey'ri fighter 2/sorcerer 18)
Aeramma Durothil: (N male sun elf sorcerer 24/elven high mage 3)
Seiveril Miritar: (CG male elf cleric 14/divine disciple 4)

What do you guys think?
#557

zombiegleemax

Sep 02, 2004 17:38:11
I'd like to know what Narnra Shalace's stats are. (From "Elminster's Daughter")
#558

warlockco

Sep 02, 2004 17:42:54
I'd like to know what Narnra Shalace's stats are. (From "Elminster's Daughter")

Not likely to happen unless she gets a write up in Dragon magazine.
She is either a Song Dragon, Half-Song Dragon, or a Human Rogue. If she is a Song Dragon or Half-Song Dragon she is completely unware of it.

The basis for this thread, unless I'm mistaken, is to give stats to NPCs from 1E-3E that have not been given complete stats in 3E yet.

Also on that basis, I don't think that entire little blurb on Forsaken House and on Araevin Teshurr should be in this thread either. Just my 2 cents on that.
#559

lord_zeb_02

Sep 02, 2004 21:03:13
Re: Forsaken House: While not 100% appropriate perhaps. :D Certainly 100% appreciated. ;)



#560

zombiegleemax

Sep 03, 2004 8:02:21
...because the most powerful spell he casts in the novel is prismatic spray, and it's said several times that's his most powerful spell. But Araevin certainly is very skilled.

Maybe its a metamagic version of prismatic spray.
#561

zombiegleemax

Sep 03, 2004 9:38:09
The basis for this thread, unless I'm mistaken, is to give stats to NPCs from 1E-3E that have not been given complete stats in 3E yet.

Also on that basis, I don't think that entire little blurb on Forsaken House and on Araevin Teshurr should be in this thread either. Just my 2 cents on that.

Good point, and I stand corrected.
However, Araevin, at least, does belong, seeing as how he appeared in The City of the Spider-Queen module.
#562

maskedone

Sep 03, 2004 10:33:11
Another question on Araevin, is Prismatic Spray considered his most powerful spell after taking the Kiira? Whatever he was beforehand, the Kiira supposedly turned him into a High Mage and under current rules that puts him over level 20.
#563

zombiegleemax

Sep 03, 2004 10:36:25
Good point, and I stand corrected.
However, Araevin, at least, does belong, seeing as how he appeared in The City of the Spider-Queen module.

WHAT?! He was? I had no idea. I thought he was just a figment of Richard Baker's imagination. I'll have to pick this up, though it might actually be useless as my DM refuses to use official modules. What role does he play in the City of the Spider-Queen module?
#564

green_giant_02

Sep 03, 2004 13:15:54
Here is the son of Countess Sarya Dlardrageth who was eliminated by his own mother, as promised. Enjoy.


Lord Ryvvik Dlardrageth: Male Sun Elf Half-Fiend Psi(telepath)12; CR 15; Medium-size Humanoid; HD 12d4+36; hp 67; Init +2; Spd 30 ft., fly 30 ft. (average); AC 15 (touch 14, flat-footed 13); Base Atk +6; Grp +6; Atk +7 melee (1d4/19-20, abyssal bloodiron dagger) or +6 melee (1d4, claw); Full Atk +7/+2 melee (1d4/19-20, abyssal bloodiron dagger) and +1 melee (1d6, bite) and +1 melee (1d4, claw) or +6 melee (1d4, 2 claws) and +1 melee (1d6, bite); Face/Reach 5 ft./5 ft.; SA Smite good, spell-like abilities; SQ Elf traits, Half-fiend traits, DR 10/magic, resistance to acid, cold, electricity and fire 10, immunity to poison, spell resistance 22; AL NE; SV Fort +9, Ref +8, Will +15; Str 11, Dex 15, Con 16, Int 22, Wis 20, Cha 10
Skills and Feats: Bluff +7, Concentration +18 (+22 when manifesting defensively), Diplomacy +12, Gather Information +8, Intimidate +5, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nobility and royalty) +12, Knowledge (psionics) +21, Knowledge (the planes) +12, Listen +7, Psicraft +23, Search +8, Sense Motive +11, Speak Language (common, elven, abyssal, dwarven, illuskan, orc, thorass, undercommon), Spot +7; Combat Manifestation, Craft Universal Item, Expanded Knowledge (clairvoyant sense), Quicken Power, Power Penetration, Psionic Endowment, Psionic Meditation, Unconditional Power
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Half-fiend traits: Darkvision 60 ft., damage reduction 10/magic, +1 natural armor, resistance to acid, cold, electricity and fire 10, immunity to poison, spell resistance 22, smite good 1/day (+12 damage).
Spell-like abilities (as 12th level caster): 3/day – darkness, poison (DC 14); 1/day – desecrate, unholy blight (DC 14), contagion (DC 13), blasphemy (DC 17).
Psionic Powers Known (power points 162; save DC 16 + power level; manifester level 12th): 1st – conceal thoughts, defensive precognition, detect psionics, mindlink, missive; 2nd – body equilibrium, clairvoyant sense, inflict pain, read thoughts; 3rd – danger sense, dispel psionics, psionic blast, ubiquitous vision; 4th – empathic feedback, mindwipe, psionic dimension door, psionic dominate; 5th – mind probe, psionic plane shift, psionic true seeing, tower of iron will; 6th – mass cloud mind, psionic disintegrate, retrieve, temporal acceleration.
Possessions: Abyssal bloodiron dagger, ring of protection +2, cloak of resistance +2, kiira (bonus to Knowledge skills not factored in).
Height: Unknown, Weight: Unknown, Hair: Gray and black feathers, Eyes: Unknown
Sources: Dungeon Crawl: Hellgate Keep (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Lords of Darkness (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Expanded Psionics Handbook (3.5E), and Planar Handbook (3.5E).
#565

clobberintime

Sep 03, 2004 13:30:01
So in forsaken house Fflar is sword and board, he definitely doesn't use two weapons, and pretty clearly doesn't cast a spell, so I think Ranger and Blade singer are out. It gave the impression really that he was a straight fighter, a master of the blade, with no spells at all. My impression was also that he might be under level 20, like around 16-18. Anyways, nice job though...Thx as always for all the hard work
#566

zombiegleemax

Sep 03, 2004 14:29:13
I don't recall Fflar using a shield...
#567

warlockco

Sep 03, 2004 22:06:50
Good point, and I stand corrected.
However, Araevin, at least, does belong, seeing as how he appeared in The City of the Spider-Queen module.

If he was given a full write-up in CotSQ then he most definately doesn't belong here.
If he was given as only Name, Alignment, Race, Class, and Levels, then he does.
#568

zombiegleemax

Sep 04, 2004 0:30:09
Are there any stats for Nezram ?
#569

tebryn14

Sep 04, 2004 0:46:05
GG, everything is great. One question. I remember something about Eltagrim (sp) secretly being a High Mage. Is there truth to this. I don't know, because I beleive your 2e sourcebooks to be prodigious in number, so you very well might have known that, but....
#570

green_giant_02

Sep 04, 2004 1:09:39
Originally posted by ClobberinTime
So in forsaken house Fflar is sword and board, he definitely doesn't use two weapons, and pretty clearly doesn't cast a spell, so I think Ranger and Blade singer are out. It gave the impression really that he was a straight fighter, a master of the blade, with no spells at all. My impression was also that he might be under level 20, like around 16-18. Anyways, nice job though...Thx as always for all the hard work

I originally had them statted out as 18th-level characters until I realized that Captain Fflar fought a number of lesser nycaloths and Aulmpiter. According to Manual of the Planes (at least until MMIII is released) nycaloths have a CR of 13. This I believe are the lesser nycaloths that Captain Fflar fought until his final duel with Aulmpiter, who was probably an advanced nycaloth. This is what led me to increase his levels so he might have a better chance of fighting them to a draw.



Originally posted by Lord Mortanius
Are there any stats for Nezram ?

You're going to have to give me a clue since I have no idea who he is.



Originally posted by Tebryn14
GG, everything is great. One question. I remember something about Eltagrim (sp) secretly being a High Mage. Is there truth to this. I don't know, because I beleive your 2e sourcebooks to be prodigious in number, so you very well might have known that, but....

Its the sword Ar'Cor'Kerym that gave him the abilities of a High Mage. It evens states that in parentheses in Cormanthyr: Empire of the Elves.
#571

zombiegleemax

Sep 04, 2004 7:02:35
Nezram was the uncle of Nezras the Traitor. He was an evil wizard who dwelled in Myth Drannor sometime before its fall. Also called the World walker, his tower was destroyed in 481 by a green dragon, a few decades after he abandoned it. As I don't have my 1st and 2E sources with me, there's nothing much I can say...
#572

green_giant_02

Sep 06, 2004 20:56:51
Here are the NPCs of the Northern Wastes. Enjoy.


Ayana No-Shui: Female Pazruk Human Wu Jen 15; CR 15; Medium-size Humanoid; HD 15d4-15; hp 24; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +7; Grp +7; Atk +8 melee (1d4/19-20, masterwork bi shou); Full Atk +8/+3 melee (1d4/19-20, masterwork bi shou); Face/Reach 5 ft./5 ft.; SQ Sudden action, elemental mastery, spell secrets, taboos; AL N; SV Fort +5, Ref +7, Will +13; Str 11, Dex 13, Con 9, Int 21, Wis 16, Cha 15
Skills and Feats: Concentration +17 (+21 when casting defensively), Craft (alchemy) +15, Craft (metalworking) +12, Heal +5, Knowledge (arcana) +23, Knowledge (dungeoneering) +12, Knowledge (geography) +12, Knowledge (history-the Northern Wastes) +12, Knowledge (local-Symorok Valley) +12, Knowledge (nature) +12, Knowledge (religion) +12, Knowledge (spirits) +12, Speak Language (pazruk, draconic, dwarven, koryo, shou, spirit tongue), Spellcraft +25, Survival +5 (+7 underground, avoid getting lost, aboveground and the Spirit World); Combat Casting, Craft Talisman, Craft Wondrous Item, Endurance, Eschew Materials, Extend Spell, Scribe Scroll, Self-Sufficient
Special Qualities: Sudden action, elemental mastery (wood), spell secrets (extended fox’s cunning, silent and stilled wall of fire, enlarged delayed blast fireball), taboos (cannot cut hair, must make wood offerings to spirits, must bathe in cold water, cannot eat meat).
Wu Jen Spells Prepared (4/6/5/5/5/5/3/2/1; base DC = 15 + spell level; caster level 15th): 0-detect magic, ray of frost, read magic, resistance; 1st-animate wood, charm person, endure elements, magic missile, scales of the lizard, shield; 2nd-bear’s endurance, cat’s grace, blur, detect thoughts, invisibility; 3rd-dispel magic, earthbolt, greater magic weapon, haste, protection from energy; 4th-control plants, polymorph, scrying, shout, wall of fire (silent, stilled); 5th-animal growth, passwall, teleport, wall of force; 6th-flesh to stone, summon monster VI, true seeing; 7th-delayed blast fireball (enlarged), limited wish; 8th-greater spirit binding.
Possessions: Masterwork bi shou, amulet of communication, bell of warning talisman, drums of thunder (5 charges), haori of resistance +1, potion of cure serious wounds, scroll: fox’s cunning (extended), fly and suggestion, scroll: lesser globe of invulnerability, scroll: remove curse, spellbooks. Animal companion (Koba, tiger). 411 gp
Height: Unknown, Weight: Unknown, Hair: Black with white bangs, Eyes: Unknown
Note: Ayana No-Shui has the penalties and benefits of an old character.
Sources: Kara-Tur boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Warrior (3.5E), Oriental Adventures (3E), Dragon #315 and Dragon #318.

Amulet of Communication: This amulet allows a user to communicate with anybody as if under the effects of a continual tongues spell.
Faint Divination; CL 5th; Craft Wondrous Item, tongues; Price 45,000 gp.

Bell of Warning: Once activated, a bell of warning talisman creates a 20-ft.-radius warded area that rings whenever a Tiny or larger creature enters the warded area or touches it for up to 2 hours.
Faint Abjuration; CL 1st; Craft Talisman, alarm; Price 50 gp.



Chieftain Pekaonit of Karoah: Male Korobokuru Brb9; CR 9; Small-size Humanoid; HD 9d12+45; hp 109; Init +2; Spd 20 ft.; AC 18 (touch 13, flat-footed 16); Base Atk +9; Grp +8; Atk +14 melee (1d8+5, +1 chang bang); Full Atk +14/+9 melee (1d8+5, +1 chang bang); Face/Reach 5 ft./5 ft.; SA Rage; SQ Korobokuru traits, fast movement, illiterate, uncanny dodge, trap sense, improved uncanny dodge, DR 1/-; AL CN; SV Fort +12, Ref +6, Will +5; Str 17, Dex 14, Con 21, Int 12, Wis 13, Cha 13
Skills and Feats: Climb +10, Handle Animal +7, Hide +4, Intimidate +10, Jump +10, Listen +7, Ride (pony) +10, Speak Language (dwarven, pazruk), Survival +12, Swim +5; Cleave, Extend Rage, Extra Rage, Power Attack
Special Qualities: Korobokuru traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks; +1 racial bonus on attack rolls against goblinoids; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; +2 racial bonus on Survival checks. Rage 5/day, fast movement, illiterate, uncanny dodge, trap sense +3, improved uncanny dodge, damage reduction 1/-.
Rage: During his rage, Pekaonit has the following statistics instead of those given above: hp 127; AC 16 (touch 11, flat-footed 14); Base Atk +9; Grp +10; Atk +16 melee (1d8+8, +1 chang bang); Full Atk +16/+11 melee (1d8+8, +1 chang bang); SV Fort +14, Will +7; Str 21, Con 25. Skills: Climb +12, Jump +12, Swim +7. The rage lasts for 15 rounds, after which Pekaonit is fatigued.
Possessions: +2 hide armor, +1 chang bang, amulet of health +2, haori of resistance +1. 535 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Sources: Kara-Tur boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Warrior (3.5E), Oriental Adventures (3E), Dragon #315 and Dragon #318.


Chieftain Shan Khantayan of Symorok: Male Pazruk Human Brb7/Bear Warrior 1; CR 8; Medium-size Humanoid; HD 8d12; hp 57; Init -1; Spd 40 ft.; AC 13 (touch 9, flat-footed 13); Base Atk +8; Grp +11; Atk +13 melee (1d8+5/x3, +1 ch’iang); Full Atk +13/+8 melee (1d8+5/x3, +1 ch’iang); Face/Reach 5 ft./5 ft.; SA Rage; SQ Fast movement, illiterate, uncanny dodge, trap sense, improved uncanny dodge, DR 1/-, bear form; AL N; SV Fort +9, Ref +1, Will +2; Str 16, Dex 9, Con 10, Int 11, Wis 10, Cha 12
Skills and Feats: Climb +10, Intimidate +9, Jump +10, Ride (horse) +5, Speak Language (pazruk), Survival +10, Swim +9; Leadership, Power Attack, Survivor, Weapon Focus (battleaxe)
Special Qualities: Rage 2/day, fast movement, illiterate, uncanny dodge, trap sense +2, improved uncanny dodge, damage reduction 1/-. Bear form (black).
Rage: During his rage, Shan Khantayan has the following statistics instead of those given above: hp 73; AC 11 (touch 7, flat-footed 11); Base Atk +8, Grp +13; Atk +15 melee (1d8+8/x3, +1 ch’iang); Full Atk +15/+10 melee (1d8+8/x3, +1 ch’iang); SV Fort +11, Will +4; Str 20, Con 14. Skills: Climb +12, Jump +12, Swim +11. The rage lasts for 5 rounds, after which Shan Khantayan is fatigued.
Bear Rage: During his rage, Shan Khantayan has the following statistics instead of those given above: hp 73; AC 10 (touch 10, flat-footed 10); Atk +14 melee (1d4+3, claw); Full Atk +14 melee (1d4+3, 2 claws) and +9 melee (1d6+6, bite); SV Fort +11, Will +4; Str 22, Dex 11, Con 14. Skills: Climb +13, Jump +13, Swim +13. The rage lasts for 5 rounds, after which Shan Khantayan is fatigued.
Possessions: +1 leather scale, +1 ch’iang, obi of giant strength +2, potion of barkskin +3, potion of cure serious wounds. 555 gp
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown
Note: Shan Khantayan has the penalties and benefits of a venerable character.
Sources: Kara-Tur boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Warrior (3.5E), Oriental Adventures (3E), Dragon #315 and Dragon #318.


Sirya Redlock: Female Issacort Human Rgr14 of Mielikki; CR 14; Medium-size Humanoid; HD 14d8+14; hp 80; Init +9; Spd 30 ft.; AC 23 (touch 16, flat-footed 18); Base Atk +14; Grp +17; Atk +18 melee (1d8+4/17-20, +1 keen jian) or +18 melee (1d6+4/117-20, +1 keen duan jian) or +20 ranged (1d6+3/x3, masterwork [+3] gong jian); Full Atk +16/+11/+6 melee (1d8+4/17-20, +1 keen jian) and +16/+11/+6 melee (1d6+2/17-20, +1 keen duan jian) or +20/+15/+10 ranged (1d6+3/x3, masterwork [+3] gong jian); Face/Reach 5 ft./5 ft.; SA Favored enemy (goblinoid, evil outsider, magical beast); SQ Wild empathy, animal companion, woodland stride, swift tracker, evasion, camouflage; AL CG; SV Fort +11, Ref +15, Will +7; Str 16, Dex 20, Con 13, Int 15, Wis 15, Cha 14
Skills and Feats: Climb +13, Concentration +8, Handle Animal +10, Heal +9, Hide +24, Jump +13, Knowledge (geography) +9, Knowledge (nature) +16, Listen +11, Move Silently +24, Ride (horse) +17, Search +16, Speak Language (issacort, damaran, spirit tongue), Spot +11, Survival +16 (+18 to avoid getting lost, aboveground, follow tracks), Swim +13; Alertness, Endurance, Dodge, Greater Two-Weapon Fighting, Improved Iniative, Improved Two-Weapon Fighting, Mobility, Spring Attack, Track, Two-Weapon Defense, Two-Weapon Fighting
Special Qualities: Wild empathy +18, favored enemy (goblinoid +4, evil outsider +4, magical beast +2), animal companion, woodland stride, swift tracker, evasion, camouflage.
Ranger Spells Prepared (3/2/1; base DC = 12 + spell level; caster level 7th): 1st-endure elements, longstrider, speak with animals; 2nd-cure light wounds, protection from energy; 3rd-cure moderate wounds.
Possessions: +1 mithral shirt, +1 keen jian, +1 keen duan jian, masterwork [+3] gong jian, 20 arrows, quiver, gloves of dexterity +2, amulet of natural armor +2, ring of defense +1, ring of sustenance, cloak of elvenkind, boots of elvenkind, potion of bull’s strength, potion of cure moderate wounds. 2,074 gp
Height: Unknown, Weight: Unknown, Hair: Black with lock of red, Eyes: Unknown
Note: Sirya Redlock has the penalties and benefits of a middle-aged character.
Sources: Kara-Tur boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Warrior (3.5E), Oriental Adventures (3E), Dragon #315 and Dragon #318.
#573

green_giant_02

Sep 06, 2004 20:59:47
I have just posted a link to a pic by druid berrymore of Nevron the Zulkir of Conjuration that can be found with his stats on page one. However if you're too lazy to go look for it, you can just click here
#574

warlockco

Sep 06, 2004 21:55:16
Content Consolidated and Revised to a different Thread.
#575

warlockco

Sep 06, 2004 22:03:32
Matron Baenre

Matron Mother of House Baenre, modified for being Venerable (Yvonnel Baenre, Deceased, killed near Mithril Hall by Bruenor Battlehammer)
Matron Baenre: Female Drow Clr16/Dis4/Hie5; CR 26; Medium Humanoid (Elf); HD 25d8+75; hp 287; Init +0; Spd 30 ft.; AC 28 (touch 15, flat-footed 28); Base Atk +15; Grp +14; Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Smite; SQ Drow traits, SR 36, DR 5/Good; AL CE; SV Fort +24, Ref +11, Will +31; Str 9, Dex 10, Con 21, Int 23, Wis 33, Cha 29.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +8, Concentration +15, Diplomacy +18, Gather Information +8, Heal +10, Intimidate +8, Knowledge (Arcana) +15, Knowledge (History) +10, Knowledge (The Planes) +15, Knowledge (Religion) +20, Listen +4, Search +4, Sense Motive +10, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +20, Spot +4. Craft Wand, Craft Wondrous Item, Exotic Weapon (Scourge), Extend Spell, Extra Rings, Iron Will, Forge Ring, Leadership, Persistent Spell, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 36. Matron Baenre has used magic to maintain her health, providing a +5 Inherent Constitution bonus. Aura of Evil (as 25th level cleric); Rebuke Undead as 16th level cleric (with a +4 bonus) 12/day. Metamagic Feat.
Spell-like Abilities (as 25th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Divine Emissary (Ex): Matron Baenre also gains a bonus equal to her divine disciple level on any Charisma-based skill or ability checks she makes when dealing with outsiders that are chaotic evil or that serve Lolth.
Matron Baenre can communicate telepathically with any outsider within 60 feet that is chaotic evil or serves Lolth. This feature of divine emissary is a Supernatural Ability.
Sacred Defense (Ex): Matron Baenre has a +4 bonus on saving throws vs Divine Spells, as well as the Spell-like and Supernatural Abilities of outsiders.
Imbue with Spell Ability (Sp): Matron Baenre can use Imbue with Spell Ability (caster level 25th). Since it is a Spell-like Ability, Matron Baenre does not need to devote a 4th level spell slot to use it, though the imbued spells themselves take up her lower-level spell slots, as usual. This ability is usable once per day.
Blast Infidel (Su): Matron Baenre can use negative energy spells to their maximum effect on lawful good creatures. Any spell with a descriptor that involves inflicting or channeling negative energy (Inflict spells, Mass Inflict Light Wounds, Harm) cast on a lawful good creature works as if under the effect of a Maximize Spell feat. Undead affected by this ability heal the maximized amount of damage.
Divine Reach (Su): Matron Baenre can use touch spells on targets up to 60 feet away. If the spell requires a melee touch attack, Matron Baenre must make a ranged touch attack instead.
Mastery of Energy (Su): Matron Baenre channels negative energy more effectively, increasing her ability to affect undead. Add a +4 bonus to Matron Baenre’s Rebuke checks and Rebuke damage rolls.
Cleric Spells Prepared (6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1; base DC = 21 + spell level; caster level 25th).
Deity: Lolth. Domains: Destruction (Smite +4 Att/+25 Dmg 1/day), Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 25th level cleric 12/day)
Possessions: Silver Holy Symbol (Lolth), Matron Baenre’s House Insignia, Robes of the Matron, Amulet of Natural Armor +5, Arach-Tinilith Ring, Bag of Spiders, Matron Baenre’s Ring of Antivenom, Ring of Arachnid Control, Ring of Protection +5, Spider Rod, other possessions unknown. As Matron Mother of the most powerful house in Menzoberranzan, Matron Baenre has almost unlimited access to mundane and magical equipment or funds. In her youth Matron Baenre did wear chainmail and used a mace, it is possible that these items were given to Triel.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Ruby-Red.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 9, Int 18, Wis 19, Dex 10, Con 16, Cha 15; modified for level and slight modification for new drow modifiers. She is listed as a 25th level Priestess in Menzoberranzan boxed set. Matron Baenre had Ring of Arachnid Control, Ring of Anti-Venom, Spider Wand, Bag of Bones (summons Spiders) listed as equipment in 2E Menzoberranzan boxed set.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Eberron Campaign Setting (3.5E), Complete Divine (3.5E), Dragon #302. And the Drow novels by R.A. Salvatore.

Matron Baenre’s House Insignia: Known powers: Levitate at will, and Word of Recall at will to her throne room within the House Baenre complex, other powers unknown. Matron Baenre’s House Insignia will not work for anyone but Matron Baenre.
Strong Conjuration and Transmutation; CL: 12th; Craft Wondrous Item, Levitate, Word of Recall; Price: 69,750 gp.
Creation Note: This item had cost adjusted by x2 for not taking up an item space, and reduced by 75% for being specific to one person.

Robes of the Matron: This elegant black spidersilk robe is embroidered with mithral thread in a spiderweb design. It provides a +8 armor bonus, a +5 resistance bonus on saves, a +6 enhancement bonus to Wisdom and Charisma, and damage reduction 5/good.
Strong Abjuration, Conjuration, Evocation, and Transmutation; CL: 18th; Craft Wondrous Item, Eagle’s Splendor, Mage Armor, Miracle, Owl’s Wisdom, Resistance, Stoneskin, Creator must be a Drow; Price: 317,500 gp; Weight: 1 lb.

Bag of Spiders: This small sack appears normal and empty. However, anyone reaching into the bag feels a small hard ball. If the ball is removed and tossed up to 20 feet away, it splits into 1d2+1 Large Spiders. The spiders serves the character who drew them from the bag for 10 minutes (or until slain or ordered back into the bag), at which point they disappear. They will follow any of the commands described in the Handle Animal skill (page 74 of the Player’s Handbook). Only one set of spiders may exist at one time. Up to 10 sets may be drawn from the bag each week.
Moderate Conjuration; CL 9th; Craft Wondrous Item, Summon Nature’s Ally V; Price 6,300 gp.

Arach-Tinilith Ring: Created only for the highest-ranking priestesses of the order of Arach-Tinilith, this potent ring imbues its wearer with a +6 enhancement bonus to Constitution and a +2 enhancement bonus to Charisma. It also renders the wearer immune to Detect Thoughts, Discern Lies, and any attempt to magically discern the wearer’s alignment.
Source: Dragon Magazine #302, Rogues Gallery: The Heroes of the War of the Spider Queen, by Richard Baker (revised to 3.5 by Warlockco).
Moderate Abjuration and Transmutation; CL: 10th; Forge Ring, Eagle’s Splendor, Endurance, Nondetection; Price: 54,000 gp.

Matron Baenre’s Ring of Antivenom: This ring carved from the tooth of a dwarven king renders the wearer immune to all natural poisons and grants her a +5 resistance bonus on saving throws against any magic or supernatural poison. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week before it will function again.
The spirit of the dwarven king (Gandalug Battlehammer) is trapped within the tooth, Matron Baenre will summon him from time to obtain information about Mithril Hall or to just torture him.
Source: Underdark (for the magical properties)
Moderate Conjuration; CL 7th; Forge Ring, Neutralize Poison; Price 60,000 gp.

Ring of Arachnid Control: On command, this ring affects an Arachnid as if the wearer had cast Charm Animal (Will DC 11). This ignores the normal immunity to Mind-Affecting effects that vermin have.
Faint Enchantment; CL 3rd; Forge Ring, Charm Animal; Price 10,800 gp.

Spider Rod: This rod is featured in Magic of Faerun.

Extra Rings [Item Creation]
Your familiarity with forging magic rings allows you to make use of more rings than normal.
Source: Eberron Campaign Setting.
Prerequisite: Forge Ring, caster level 12th.
Benefit: You can wear up to four magic rings, two on each hand, and all function normally.
Normal: Without this feat, you can only wear and use two magic rings at one time.




GG sorry about having you redo your Matron Baenre with the Arachne PrC from Faiths and Pantheons, never realized how bad of a PrC it was til I tried to make someone with it, and a PrC totally unsuited to the Drow of Menzoberranzan also.
I have come to the conclusion that Miracle is a more direct way of doing Zin-Carla, instead of taking the Arachne PrC or at least for Drow of Menzoberranzan and Ched Nasad anyhow.

GG if you still have your original version of Matron Baenre, might want to have both versions of her together, this way someone can choose between them.
#576

clobberintime

Sep 07, 2004 12:03:27
Yeah, i agree Aumpilter would have had to be advanced to at least Cr-25 to do the damage he did otherwise it just doesn't make sense...Thx again for all the good work.
#577

zombiegleemax

Sep 08, 2004 18:04:56
I didn't see Malchor Harpell in the TOC at the beginning of the thread. Has he been posted anywhere?
#578

green_giant_02

Sep 08, 2004 18:58:47
He is under the heading of Company of Crazed Venturers on page 9. The index was getting too long so I had to consolidate some of the groups. Hope that helps.
#579

warlockco

Sep 09, 2004 0:30:46
Content Consolidated and Revised to a different Thread.
#580

warlockco

Sep 09, 2004 5:11:05
Creating a Cairn:
“Cairn” is a template that can be added to any giant with the Earth subtype (referred to hereafter as the base creature). A Cairn has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to Undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s. Cairns are particularly tough to destroy and gain +3 bonus hit points for each Hit Dice they have.
Speed: The joints of Cairns become calcified. A Cairn subtracts 10 ft. from its base speed.
Armor Class: A Cairn adds +8 to its natural armor class.
Special Attacks: A Cairn retains all the base creature’s special attacks and gains those described below.
Improved Rock Throwing (Ex): Cairn’s with the Rock Throwing extraordinary special attack add +20 ft. to their range increment with thrown rocks.
Plant Withering (Su): Cairns generate negative energy that causes 1 point of damage/hour to all plants within 100 feet. Over a period of months, this usually leads to the death of all plant life within a quarter-mile radius of the Cairn’s lair.
Special Qualities: A Cairn retains all the base creature’s special qualities and gains those described below.
Damage Reduction (Ex): A Cairn’s undead body is tough, giving the creature damage reduction 10/adamantine and magic. Its natural weapons are treated as adamantine magic weapons for the purpose of overcoming damage reduction.
Detect Thoughts (Sp): A Cairn can Detect Thoughts as though by the spell at will. The save DC is Charisma-based.
Immunities (Ex): Cairns have immunity to acid, cold, and spells with the acid, cold, or earth descriptors, except Stone to Flesh and Transmute Rock to Mud. Both Stone to Flesh and Transmute Rock to Mud weaken the Cairn’s damage reduction to 10/magic.
Abilities: Increase from the base creature as follows: Str +8, Dex –4, Cha +4. Being Undead, a Cairn has no Constitution score.
Skills: Cairns have a +4 Racial bonus to Intimidate, Listen, Search, Sense Motive, and Spot checks and a +8 Racial bonus to Move Silently checks. A Cairn gains a +12 Racial bonus on Hide checks in rocky terrain.
Feats: Cairns gain Improved Critical (Slam), Improved Natural Attack (Slam), and Improved Sunder as bonus feats, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Challenge Rating: Same as the base creature +2.
Alignment: Any Evil.
Level Adjustment: Same as the base creature +5.

CREDITS: Author Thomas M. Costa, based on original material by Gregory W. Detwiler. The Cairn originally appeared in Dragon Magazine #244 (December 1998). Cairnheim was first mentioned in Drizzt Do’Urden’s Guide to the Underdark (1999) and Underdark (2003).

Cairn Template was originally posted by Thomas M. Costa in a different thread regarding Cairnheim.

Revised Ruvok and Koenig on page 16 as part of the NPCs of Cairnheim. Will add revised version of The Dodkong once completed.
Removed previously revised version of Koenig from page 17.
#581

clobberintime

Sep 09, 2004 10:40:11
Hey how about detailing the Eight from Tethyr, they are in the Empires of the Sand as well as lands of Intrigue.

Also where did you get the stats for Lashan of scardale

Thanks for the great work guys....
#582

warlockco

Sep 11, 2004 1:53:19
Content Consolidated and Revised to a different Thread.
#583

warlockco

Sep 11, 2004 3:24:41
Revised Pharius Del’Armgo on page 15
Revised Matron Mez’Barris Armgo on page 17
Revised Matron K’yorl Odran on page 17
#584

warlockco

Sep 11, 2004 6:01:17
Patron and Weapon Master of House Barrison Del’Armgo (Deceased, killed near Mithril Hall by Bidderdoo Harpell during Siege of Darkness)
Known as Streeaka Droc’uh (Mad Dragon), Elgg-hor (the Destroyer), and Ultrin Sargtlin (Supreme Warrior)
Uthegentel Armgo: Male Drow Bar17/Ftr4; CR 22; Medium Humanoid (Elf); HD 17d12+119 plus 4d10+28; hp 346; Init +6; Spd 30 ft.; AC 37 (touch 20, flat-footed 32); Base Atk +21; Grp +28; Atk +34 melee (1d8+15, +5 Keen Adamantine Trident); Full Atk +34/+29/+24/+19 melee (1d8+15, +5 Keen Adamantine Trident); Face/Reach 5 ft./5 ft.; SA Rage; SQ Drow traits, SR 32, DR 4/-; AL CE; SV Fort +26, Ref +18, Will +12; Str 27, Dex 24, Con 24, Int 12, Wis 12, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Climb +12, Intimidate +24, Jump +12, Listen +14, Ride +12, Search +6, Sense Motive +4, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +8. Blooded, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Mounted Combat, Power Attack, Weapon Focus (Trident), Weapon Specialization (Trident).
Special Qualities: Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 32. Fast Movement; Greater Rage 5/day; Improved Uncanny Dodge; Trap Sense +5; Damage Reduction 4/-; Indomitable Will; Tireless Rage. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 21st level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Uthegentel’s House Insignia, Uthegentel’s Plate, +5 Keen Adamantine Trident, Boots of Speed, Gloves of Dexterity +6, Master’s Ring, Piwafwi of Resistance +5, Ring of Protection +5, Uthegentel’s Nose-ring.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Blood-Red.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 18/33, Int 10, Wis 12, Dex 18, Con 17, Cha 12; modified for level and slight modification for new drow modifiers. He is listed as Ftr20 in Menzoberranzan boxed set. Uthegentel had +5 Plate Mail, Boots of Speed, +5 Trident, Net of Entrapment, and listed as equipment in 2E Menzoberranzan boxed set.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Epic Level Handbook (3E), and Dragons #302 and #312.

Uthegentel’s House Insignia: Uthegentel’s Barrison Del’Armgo House Insignia has the following powers: Levitate at will and provides a +6 enhancement bonus to Strength.
Moderate Transmutation; CL: 8th; Craft Wondrous Item, Bull’s Strength, Levitate; Price: 33,000 gp.
Creation Note: This item had cost adjusted by x2 for not taking up an item space, and reduced by 75% for being specific to one person.

Uthegentel’s Plate: This finely crafted full plate has been enameled black. This mithral full plate has been enchanted to +5 with the special properties of moderate fortification and nimbleness, giving the armor a maximum Dexterity bonus of +5 and an armor check penalty of -2.
Strong Abjuration and Transmutation; CL: 15th; Craft Magic Arms and Armor, Cat’s Grace, Miracle; Price: 91,500 gp; Weight 25 lb.

Master’s Ring: The most talented and capable masters of Melee-Magthere aspire to win one of these greatly prized rings. Wrought in the pattern of a small twisting dragon, a master’s ring provides a +6 enhancement bonus to Constitution and +4 natural armor bonus. Furthermore, the wearer is continuously under the effect of a Longstrider spell, which increases his base land speed by 10 feet.
Source: Dragon #312, Rogues Gallery: The Heroes of the War of the Spider Queen part 2 by Richard Baker.
Strong Transmutation; CL: 12th; Forge Ring, Bear’s Endurance, Limited Wish, Longstrider; Price: 102,000 gp.

Piwafwi of Resistance +5: This black cloak adds a +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks.
Source: Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker (revised to 3.5 by Warlockco).
Strong Abjuration and Illusion; CL: 15th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow; Price: 40,000 gp; Weight: 1 lb.

Uthegentel’s Nose-ring: This mithral nose-ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this nose-ring, the nose-ring regenerates it as the spell. In either case, only damage taken while wearing the nose-ring is regenerated. This item does not count towards the number of magical items worn.
Strong Conjuration; CL 15th; Craft Wondrous Item, Regenerate; Price 180,000 gp.
#585

zombiegleemax

Sep 11, 2004 21:36:06
Since I don't want to get people angry ill ask first...
I know Halaster has full stats already, but being one of the oldest, if not the oldest person in all of fearun, he seems a little understated, I mean he is almost a god in undermountain (he almost has avatars in there, up to thirty of himself at any time) and he dosent have many ancient items like you'd expect, I would geuss he should have Halaster's Blackcloak or Halaster's Ring of the Imaskari Wizard Kings etc. Not to mention the various abilities from Halasters Quaff v1.0 or the fabled v2.0, and many other experiments hes done.
IHOP he should be the Unbridled fury that is only held back by mere insanity and love for new things (sounds like a evil worshipper of a good goddess.)
#586

green_giant_02

Sep 11, 2004 21:49:02
Here is the Company of Eight. Enjoy.



Manfred "Manny" Arbustle: Male Tethyrian Human Drd3 of Silvanus; CR 3; Medium-size Humanoid; HD 3d8+3; hp 20; Init +0; Spd 30 ft.; AC 12 (touch 10, flat-footed 12); Base Atk +2; Grp +3; Atk +5 melee (1d6+1; masterwork quarterstaff) or +2 ranged (1d4+1/19-20, dagger) or +2 ranged (1d4+1, sling); Full Atk +4 melee (1d6+1; masterwork quarterstaff) or +2 ranged (1d4+1/19-20, dagger) or +2 ranged (1d4+1, sling); Face/Reach 5 ft./5 ft.; SQ Animal companion, nature sense, wild empathy, woodland stride, trackless step; AL NG; SV Fort +4, Ref +1, Will +5; Str 12, Dex 10, Con 12, Int 14, Wis 15, Cha 15
Skills and Feats: Concentration +7 (+11 when casting defensively), Handle Animal +10, Heal +5, Knowledge (nature) +10, Profession (herbalist) +5, Ride (horse) +10, Speak Language (common, chondathan, druidic, elven, sylvan), Spellcraft +8, Survival +7 (+9 abovground), Swim +4; Animal Affinity, Combat Casting, Weapon Focus (quarterstaff).
Special Qualities: Animal companion (light warhorse), nature sense, wild empathy +7, woodland stride, trackless step.
Druid Spells Prepared (4/3/2; base DC = 12 + spell level; caster level 3rd): 0-create water, detect magic, guidance, read magic; 1st-charm animal, cure light wounds, detect snares and pits; 2nd-flame blade, fog cloud.
Possessions: Masterwork leather armor, masterwork quarterstaff, 4 daggers, sling, 20 bullets, light warhorse, military saddle, large sack, one week’s provisions, waterskin, bowls, two small boxes of mistletoe and holly, wooden holy symbol (Silvanus).
Height: Unknown, Weight: Unknown, Hair: Sandy brown, Eyes: Blue


Duchess of the Purple Marches; Lady High Ambassador
Marilyn Haresdown: Female Tethyrian Human Ftr13; CR 13; Medium-size Humanoid; HD 13d10+26; hp 102; Init +2; Spd 20 ft.; AC 24 (touch 12, flat-footed 22); Base Atk +13; Grp +17; Atk +21 melee (1d8+9/17-20, +3 dancing longsword) or +16 ranged (1d6+4/x3, masterwork composite [+4] short bow) or +18 melee (1d8+6/17-20, longsword) or +17 melee (1d8+4/x3, battleaxe) or +17 melee (1d4+4/19-20, dagger); Full Atk +21/+16/+11 melee (1d8+9/17-20, +3 dancing longsword) or +16/+11/+6 ranged (1d6+4/x3, masterwork composite [+4] short bow) or +18/+13/+8 melee (1d8+6/17-20, longsword) or +17/+12/+7 melee (1d8+4/x3, battleaxe) or +17/+12/+7 melee (1d4+4/19-20, dagger); Face/Reach 5 ft./5 ft.; AL NG; SV Fort +10, Ref +6, Will +7; Str 19, Dex 14, Con 14, Int 12, Wis 16, Cha 12
Skills and Feats: Climb +9, Craft (bowmaking) +8, Handle Animal +8, Heal +8, Jump +9, Ride (horse) +20, Speak Language (common, chondathan, elven), Swim +11; Cleave, Dodge, Great Cleave, Improved Critical (longsword), Mobility, Mounted Archery, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Possessions: +3 scale mail, +3 heavy steel shield, +3 dancing longsword, potion of cure serious wounds, ring of swimming, masterwork composite [+4] short bow, 30 arrows, 10 silver arrows, longsword, battleaxe, dagger, light warhorse, military saddle, saddlebags, three large sacks, two weeks’ rations, two waterskins, three torches, lantern, tent, bedroll.
Height: Unknown, Weight: Unknown, Hair: Blonde, Eyes: Green


Duke of Suretmarch; Lord Just Chancellor
Tardeth Llanistaph: Male Tethyrian Human Rgr16 of Mielikki; CR 16; Medium-size Humanoid; HD 16d8+48; hp 123; Init +2; Spd 30 ft.; AC 22 (touch 12, flat-footed 20); Base Atk +16; Grp +21; Atk +25 melee (1d8+8/19-20, Scales of Justice) or +22 melee (1d8+6/x3, +1 spear) or +21 melee (1d4+5/19-20, dagger) or +18 ranged (1d8/x3, longbow) or +18 ranged (1d8/19-20, light crossbow); Full Atk +21/+16/+11/+6 melee (1d8+8/19-20, Scales of Justice) and +17/+12/+7 melee (1d4, shield bash) or +22/+17/+12/+7 melee (1d8+6/x3, +1 spear) or +21/+16/+11/+6 melee (1d4+5/19-20, dagger) or +18/+13/+8/+3 ranged (1d8/x3, longbow) or +18 ranged (1d8/19-20, light crossbow); Face/Reach 5 ft./5 ft.; SA Favored enemy (giant, goblinoid, orc, dragon); SQ Wild empathy, animal companion, woodland stride, swift tracker, evasion, camouflage; AL NG; SV Fort +13, Ref +12, Will +8; Str 20, Dex 15, Con 17, Int 15, Wis 16, Cha 14
Skills and Feats: Climb +11, Concentration +11, Diplomacy +7, Heal +13, Handle Animal +14, Hide +16, Jump +11, Knowledge (dungeoneering) +7, Knowledge (geography) +10, Knowledge (nature) +16, Listen +11, Move Silently +16, Ride (horse) +16, Search +10, Speak Language (common, chondathan, elven, halfling), Spot +11, Survival +20 (+22 underground, to avoid getting lost, aboveground, and follow tracks), Swim +9; Blind-Fight, Cleave, Endurance, Greater Two-Weapon Fighting, Improved Shield Bash, Improved Two-Weapon Fighting, Mounted Combat, Power Attack, Self-Sufficient, Track, Two-Weapon Fighting, Weapon Focus (longsword)
Special Qualities: Wild empathy +20, favored enemy (giant +4, goblinoid +4, orc +4, dragon +2), animal companion (heavy warhorse) as ranger, woodland stride, swift tracker, evasion, camouflage.
Ranger Spells Prepared (3/3/2/1; base DC = 13 + spell level; caster level 8th): 1st-pass without trace, read magic, speak with animals; 2nd-barkskin, cat’s grace, cure light wounds; 3rd-cure moderate wounds, summon nature’s ally III; 4th-cure serious wounds.
Possessions: +4 chain shirt, masterwork heavy steel shield, The Scales of Justice, +1 spear, masterwork longbow, 13 +1 arrows, 6 +3 arrows, arrow of dragonslaying, arrow of giantslaying, 10 arrows, 9 silver arrows, quiver, dagger, light crossbow, case of 20 bolts, heavy warhorse, military saddle, saddlebags, 50’ rope, two waterskins, wineskin, flint and tinder, tent, sanctified wooden holy symbol (Mielikki).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

The Scales of Justice: +3 longsword; AL NG; Int 15, Wis 15, Cha 10; Speech, 60 ft. darkvision, and hearing; Ego Score 11.
Lesser Powers: Detect magic at will, Item has 10 ranks in Search (total modifier +12).
Greater Powers: Heal 1/day.
Moderate Conjuration; CL 15th; Craft Magic Arms and Armor, heal; Price 58,315 gp


Count of Uluran; Magistrates' Chancellor
Sylvanus Moondrop: Male Wood Elf Ftr9; CR 9; Medium-size Humanoid; HD 9d10+36; hp 90; Init +4; Spd 20 ft.; AC 18 (touch 10, flat-footed 18); Base Atk +9; Grp +12; Atk +16 ranged (1d8+4/x3, +2 longbow) or +14 ranged (2d8+8/x3, +2 longbow with Manyshot) or +13 melee (1d8+4/19-20, +1 longsword) or +12 melee (1d6+3/19-20, short sword) or +12 melee (1d4+3/19-20, dagger); Full Atk +16/+11 ranged (1d8+4/x3, +2 longbow) or +14/+14/+9 ranged (1d8+4/x3, +2 longbow with Rapid Shot) or +13/+8 melee (1d8+4/19-20, +1 longsword) or +12/+7 melee (1d6+3/19-20, short sword) or +12/+7 melee (1d4+3/19-20, dagger); Face/Reach 5 ft./5 ft.; SQ Elf traits; AL N; SV Fort +9, Ref +8, Will +5; Str 16, Dex 18, Con 14, Int 13, Wis 13, Cha 16
Skills and Feats: Climb +2, Handle Animal +9, Jump +2, Listen +3, Ride (horse) +12, Search +3, Speak Language (elven, common, chondathan, sylvan), Spot +3, Survival +4, Swim -5; Dodge, Far Shot, Manyshot, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run, Weapon Focus (longbow), Weapon Specialization (longbow)
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow.
Possessions: Masterwork splint mail, masterwork heavy steel shield, +2 longbow, +1 longsword, 8 +2 arrows, 2 +4 arrows, 20 arrows, 10 silver arrows, 2 quivers, dagger, short sword, boot of speed, potion of bull’s strength, stone of good luck (luck bonus not factored in skill checks), ring of regeneration, light warhorse, military saddle, saddlebags, one weeks’ provisions, two waterskins, 50’ rope, small chest.
Height: Unknown, Weight: Unknown, Hair: Copper, Eyes: Green


Duchess-Consort of Cape Velen
Lawantha Silendia: Female Calishite Human Wiz13; CR 13; Medium-size Humanoid; HD 13d4+13; hp 47; Init +3; Spd 30 ft.; AC 19 (touch 13, flat-footed 16); Base Atk +6; Grp +5; Atk +7 melee (1d4+1/19-20, +2 dagger) or +6 melee (1d6-1, masterwork quarterstaff) or +9 ranged (1d4-1/19-20, dagger); Full Atk +7/+2 melee (1d4+1/19-20, +2 dagger) or +6/+1 melee (1d6-1, masterwork quarterstaff) or +9/+4 ranged (1d4-1/19-20, dagger); Face/Reach 5 ft./5 ft.; AL NG; SV Fort +8, Ref +10, Will +13; Str 9, Dex 16, Con 13, Int 20, Wis 15, Cha 16
Skills and Feats: Concentration +14 (+18 when casting defensively), Craft (alchemy) +10, Decipher Script +9, Heal +6, Knowledge (arcana) +20, Knowledge (history-Calimshan) +11, Knowledge (local-Tethyr) +11, Knowledge (nature) +11, Knowledge (nobility and royalty) +11, Knowledge (the planes) +11, Profession (herbalist) +8, Ride (horse) +7, Speak Language (common, alzhedo, draconic, dwarven, elven, halfling, orc), Spellcraft +22, Swim +1, Use Rope +5; Combat Casting, Craft Wand, Craft Wondrous Item, Enlarge Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Spellwise, Still Spell
Wizard Spells Prepared (4/6/5/5/5/4/2/1; base DC = 15 + spell level; DC = 16 + spell level with evocation; caster level 13th): 0-detect magic, mage hand, ray of frost, read magic; 1st-endure elements, identify, magic missile x2, shield, sleep; 2nd-arcane lock, knock, mirror image, protection from arrows, scorching ray; 3rd-dispel magic, fly, invisibility sphere, lightning bolt, stinking cloud; 4th-charm monster, dimension door, ice storm, lesser globe of invulnerability, polymorph; 5th-baleful polymorph, hold monster, summon monster V, telekinesis; 6th-Otiluke’s freezing sphere, stone to flesh; 7th-greater teleport.
Possessions: +2 dagger, masterwork quarterstaff, 4 daggers, bracers of armor +6, cloak of resistance +3, wand of lightning bolt (43 charges), elixir of fire breath, scroll: protection from evil, scroll: halt undead, ring of elemental command (air), crystal ball, gem of seeing, light warhorse, military saddle, tent, bedroll, two weeks’ provisions, three waterskins, wineskin, spellbooks
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.


Archdruid of Mosstone
Arkaneus Silvermane: Male Tethyrian Human Drd13 of Silvanus; CR 13; Medium-size Humanoid; HD 13d8; hp 62; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12); Base Atk +9; Grp +9; Atk +11 melee (1d6+2, staff of the woodlands) or +9 melee (1d10/x3, maul) or +10 ranged (1d4/19-20, dagger); Full Atk +11/+6 melee (1d6+2, staff of the woodlands) or +9/+4 melee (1d10/x3, maul) or +10/+5 ranged (1d4/19-20, dagger); Face/Reach 5 ft./5 ft.; SQ Animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape, venom immunity, a thousand faces; AL N; SV Fort +8, Ref +5, Will +13; Str 10, Dex 12, Con 10, Int 15, Wis 21, Cha 15
Skills and Feats: Concentration +13 (+17 when casting defensively), Diplomacy +8, Handle Animal +12, Heal +15, Knowledge (nature) +19, Listen +11, Ride (horse) +9, Speak Language (common, chondathan, druidic, elven, halfling, sylvan), Spellcraft +15, Spot +11, Survival +20 (+22 abovground), Swim +6; Combat Casting, Craft Staff, Enlarge Spell, Extra Wild Shape, Martial Weapon Proficiency (maul), Natural Spell
Special Qualities: Animal companion (heavy warhorse), nature sense, wild empathy +17, woodland stride, trackless step, resist nature’s lure, wild shape (large, plant, tiny) 6/day, venom immunity, a thousand faces.
Druid Spells Prepared (6/7/6/5/5/4/2/1; base DC = 15 + spell level; caster level 13th): 0-create water, detect magic, guidance, light, read magic, resistance; 1st-charm animal, cure light wounds, detect snares and pits, entangle, goodberry, hide from animals, speak with animals; 2nd-fire trap, flame blade, heat metal, resist energy, tree shape, warp wood; 3rd-call lightning, cure moderate wounds, remove disease, neutralize poison, speak with plants; 4th-air walk, cure serious wounds, dispel magic, flame strike, ice storm; 5th-cure critical wounds, hallow, insect plague, wall of fire; 6th-liveoak, transport via plants; 7th-creeping doom.
Possessions: Masterwork leather armor, staff of the woodlands (37 charges), six throwing dagger, maul, heavy warhorse, military saddle, saddlebags, three waterskins, silver sickle, bowls, five small boxes with oak, mistletoe, and holly, wooden holy symbol (Silvanus).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Arkaneus Silvermane has the penalties and benefits associated with old age.


Paddy Stoutfellow: Male Lightfoot Halfling Ftr6/Rog7; CR 13; Small-size Humanoid; HD 6d10+18 plus 7d6+21; hp 100; Init +8; Spd 20 ft.; AC 19 (touch 15, flat-footed 15); Base Atk +11; Grp +7; Atk +15 melee (1d6+4/19-20, +2 green dragon bane longsword) or +16 melee (1d3/19-20, dagger) or +17 ranged (1d6/19-20, masterwork light crossbow); Full Atk +15/+10/+5 melee (1d6+4/19-20, +2 green dragon bane longsword) or +16/+11/+6 melee (1d3/19-20, masterwork dagger) or +17/+12/+7 ranged (1d6/19-20, masterwork light crossbow); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Halfling traits, trapfinding, evasion, trap sense, uncanny dodge; AL NG; SV Fort +11, Ref +12, Will +7; Str 11, Dex 18, Con 16, Int 10, Wis 14, Cha 8
Skills and Feats: Climb +6, Disable Device +8, Hide +14, Jump +8, Knowledge (local-Tethyr) +4, Listen +10, Move Silently +12, Open Lock +12, Ride (pony) +10, Search +6, Sleight of Hand +10, Speak Language (common, halfling, chondathan), Spot +8, Swim +4, Tumble +10, Use Magic Device +5; Alertness, Dodge, Improved Iniative, Mobility, Rapid Reload, Spring Attack, Weapon Finesse, Weapon Focus (longsword), Weapon Specialization (longword)
Special Qualities: Halfling (lightfoot) Traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge.
Possessions: Mithral shirt, +2 green dragon bane longsword, four daggers, masterwork light crossbow, five +1 bolts, five +2 bolts, five +3 bolts, 15 bolts, 10 silver bolts, two cases, warpony, military saddle, saddlebags, tent, bedroll, two weeks’ provisions, two waterskins, spare leather armor, masterwork thieves’ tools (factored in skill checks above).
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Unknown.


Sources: Hall of Heroes (1E), Lands of Intrigue (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Complete Warrior (3.5E), and Complete Divine (3.5E).
#587

green_giant_02

Sep 11, 2004 22:51:39
I have just posted another link to a pic by druid berrymore of Druxus Rhym the Zulkir of Transmutation that can be found with his stats on page one. However if you're still too lazy to go look for it, you can just click here


Also it seems like the Angakok (sp?) will be making a comeback in the Frostburn supplement judging from the art preview WoTC released on their website. This is a good thing since I was never satisfied with some of the NPCs that I posted concerning the Great Glacier which used this PrC (or kit back in 2e). Seems like every time a new supplement or magazine comes out I end up making some revisions to my characters. Oh, well. I did choose to continue posting. (If someone had told me I would be posting so many characters when I first started I would have been scared off in continuing).



Originally posted by ClobberinTime
Hey how about detailing the Eight from Tethyr, they are in the Empires of the Sand as well as lands of Intrigue.

Also where did you get the stats for Lashan of scardale

Thanks for the great work guys....

I made up the stats for Lashan of Scardale as well as his equipment. If there are any official 1e or 2e versions of him, I wasn't able to find them or I don't have the book.
#588

warlockco

Sep 12, 2004 6:35:10
Added Matron Ghilanna to page 17, so all 3 Matrons of House Faen Tlabbar are together in the same post.

Matron Mother of House Faen Tlabbar (Deceased, cause of death unknown)
Matron Ghilanna Tlabbar: Female Drow Clr12; CR 13; Medium Humanoid (Elf); HD 12d8+24; hp 9; Init +5; Spd 30 ft.; AC 28 (touch 20, flat-footed 23); Base Atk +9; Grp +11; Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 23; AL CE; SV Fort +15, Ref +16, Will +20; Str 13, Dex 20, Con 14, Int 18, Wis 24, Cha 26.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +10, Craft (Alchemy) +15, Diplomacy +12, Intimidate +5, Knowledge (Religion) +10, Listen +2, Search +2, Sense Motive +7, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +15, Spot +2. Brew Potion, Exotic Weapon (Scourge), Lightning Reflexes (b), Negotiator, Spell Focus (Enchantment), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Aura of Evil (aura equals cleric level); Rebuke Undead as 12th-level cleric 11/day.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/6+1/6+1/4+1/4+1/3+1; base DC = 17 + spell level, 18 + spell level for Enchantment spells, caster level 12th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 12th-level cleric 11/day).
Possessions: Silver Holy Symbol (Lolth), Faen Tlabbar House Insignia, Bracers of Armor +8, Faen Tlabbar Communing Plate, Periapt of Wisdom +6, Piwafwi of Charisma +6, Ring of Defense +5, numerous Elixirs of Love, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr12 in 2E Drizzt Do’Urden’s Guide to the Underdark, no other information.
Revision Note: All revised magic items were in 3.0E format, with changes mainly to price and prerequisite spells.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), and Dragon #290.

Full stats for Piwafwi, Plate, and Ring on page 17.

Revised Matron Ghenni'tiroth and Matron Vadalma on page 17, Condensed them onto the same most as Matrons Baenre, Barrison Del'Armgo, and Oblodra. Will condense the rest of the Matrons from page 17 into the same post as they are revised. Added Matron Ghilanna of House Faen Tlabbar to the same post.

Revised the Nobles of House Faen Tlabbar on page 17
Patron Rinnill
Favored Adopted Daughter Fini’they
Elderboy and Weapon Master Pri’Oront
#589

zombiegleemax

Sep 13, 2004 3:14:47
Warlocko, is there any chance that you could please stat out Xanathar the Beholder please???
#590

warlockco

Sep 13, 2004 22:06:00
Warlocko, is there any chance that you could please stat out Xanathar the Beholder please???

Will look into it. There are two Xanathar's out there. The original, who was killed by an Elder Orb known as the Eye. Need to see if there is information on Elder Orbs. And need to find my old Waterdeep sourcebook that has the original Xanathar, and not having much luck with finding that.
#591

zombiegleemax

Sep 14, 2004 1:42:58
Warlocko, do you have stats for Joel and Holly ?(Lost Gods)
#592

green_giant_02

Sep 14, 2004 16:36:31
Joel the Rebel Bard, Jasmine, and Holly Harrowslough can be found on page 3. Only Joel the Rebel Bard is listed on the index; my mistake but I'll fix it soon. I'll put them under Finder's Band. Their full 2e stats can found in Dragon Magazine Annual #2.
#593

warlockco

Sep 17, 2004 2:18:53
Revised House Xorlarrin on page 17.
Matron Mothers of Menzoberranzan
Matron Zeerith Q'Xorlarrin

Nobles of Menzoberranzan
Patron & House Wizard Horroodissomoth Xorlarrin
Elderboy Brack'thal Xorlarrin
Weapon Master Jearth Xorlarrin
#594

zanan

Sep 17, 2004 3:02:19
Warlocko ... I'm still waiting for that introduction to the Menzo NPCs ;)
#595

clobberintime

Sep 17, 2004 9:31:18
thanks for the 8 I had lost my book with their2ed stats in it.
#596

zombiegleemax

Sep 18, 2004 1:38:55
Nice thread! Very good work, guys!

I have two request for you :

1) What about the Elder Council of the Emerald Conclave?

In the 2E they were stated under the 2E Vilhon Reach SB:

Shinthala Deepcrest, Grand Cabal of the Enclave: female half-elf Drd 30 of Silvanus
Lady Shadowmoon Crystalembers, "Specter of the Past": female elf Drd 22 of Silvanus
Ashenford Torinbow: male human Brd 24

Also they all had some gifts as "Chosen of Silvanus", descibed on p. 27 of that 2E Source Book.

I would convert them to 3.0/3.5E as:

Shinthala Deepcrest, Grand Cabal of the Enclave: Drd 20/Hie 10 of Sylvanus (Chosen of Silvanus)
Lady Shadowmoon Crystalembers, "Specter of the Past": Drd 20/Hie 2 of Silvanus (Chosen of Silvanus)
Ashenford Torinbow: Brd 24 (Chosen of Silvanus)

2) Where I can find info about Nexus the golden dragon? I didn't know him ot that he is that overpowerful.
#597

gadodel

Sep 18, 2004 16:04:11
Nice job on the Cof8...
#598

zombiegleemax

Sep 19, 2004 12:05:55
Could anyone tell me where I could find 3.5 stats for Drizzt Do'Urden? cause I know ambidexterity isn't a feat anymore...

Also, some stats for Wulfgar would be nice, too.
#599

zombiegleemax

Sep 21, 2004 12:40:25
I just want to say, nice job. I really liked what you did with Aeron Morieth, as he is one of my favorites (sentimental value since "The Shadow Stone" was one of the first Forgotten Realms novels that I read, and cemented my little "obsession" with shadow magic...... galaeron in the return of the archiwizards series made it even worse, I loved cold for months afterwards...heh...

Nice job though, really, I truly appreciate it.
#600

green_giant_02

Sep 22, 2004 15:03:19
I finally got my computer back after a week in the shop getting fixed. Luckily I didn't lose anything, although I was very worried for a while there, and so will soon continue posting more NPCs starting with Cassandra Kementari's request. I am glad some people enjoyed the Company of the Eight post. I also posted a link to druid berrymore's great pic of the Zulkir of Abjuration found on this thread on page one. However, you can also click here
#601

warlockco

Sep 23, 2004 16:34:32
Revised Matron Miz’ri Mizzrym on page 17.

Still working on Xanathar, but having trouble finding in my old 1E and 2E book.
#602

warlockco

Sep 23, 2004 20:11:34
One of the Masters of Sorcere

Archmage Emeritus of Menzoberranzan, Past Master of Sorcere
Courdh Mizzrym: Male Drow Wiz15/Lor10; CR 26; Medium Humanoid (Elf); HD 25d4+125; hp 211; Init +6; Spd 30 ft.; AC 36 (touch 23, flat-footed 30); Base Atk +12; Grp +13; Atk +15 melee (1d6+3, Staff of Power); Full Atk +15/+10 melee (1d6+3, Staff of Power); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 36; AL CE; SV Fort +22, Ref +21, Will +32; Str 13, Dex 22, Con 20, Int 30, Wis 22, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +25, Craft (Alchemy) +10, Decipher Script +10, Gather Information +25, Knowledge (Arcana) +31, Knowledge (Local: Underdark-Northdark) +28, Knowledge (The Planes) +28, Knowledge (Religion) +10, Listen +7, Search +6, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Gnome, Goblin, Illuskan, Netherese, Seldruin), Spellcraft +28, Spot +6, Use Magic Device +15. Brew Potion, Craft Contingent Spell, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (Divination), Greater Spell Penetration, Iron Will, Scribe Scroll, Skill Focus (Knowledge: Arcana), Spell Focus (Divination), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 36. Summon Familiar. Lore; Greater Lore; True Lore; Secrets (Secrets of Inner Strength, The Lore of True Stamina, Applicable Knowledge, Newfound Arcana, More Newfound Arcana).
Spell-like Abilities (as 25th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/8/8/6/6/6/6/5/5/5; base DC = 20 + spell level, 22 + spell level for Divination spells; caster level 25th).
Possessions: Mizzrym House Insignia, Spellbooks, Amulet of Natural Armor +5, Courdh’s Robe, Courdh’s Signet Ring, Drow Boots, Gloves of Dexterity +4, Greater Piwafwi, Ring of Antivenom, Staff of Power, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as Wiz22 in Drizzt Do’Urden’s Guide to the Underdark, was mentioned briefly in Menzoberranzan boxed set. Added levels due to passage of time.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Unapproachable East (3.5E), and Epic Level Handbook (3E).

Courdh’s Robe: This finely tailored black spidersilk robe grants the wearer a +8 armor bonus, +5 resistance bonus to saving throws, and a +6 enhancement bonus to Intelligence and Wisdom.
Strong Abjuration, Conjuration, and Transmutation; CL: 16th; Craft Wondrous Item, Fox’s Cunning, Mage Armor, Owl’s Wisdom, Resistance; Price 209,500 gp.

Courdh’s Signet Ring: Emblazoned with the sign of Sorcere, this ring functions as a Ring of Protection +5 and a Ring of Mind Shielding. Additionally, the ring grants a +6 enhancement bonus to Constitution.
Strong Abjuration and Transmutation; CL: 15th; Forge Ring, Bear’s Endurance, Nondetection, Shield of Faith; Price 120,000 gp.
#603

zombiegleemax

Sep 23, 2004 20:26:33
I was wondering if there were stats on Eliath Craulnobur and/or Kymil Nimesin
#604

green_giant_02

Sep 23, 2004 21:32:28
Here are three senior members of the Emerald Enclave sans Chosen of Silvanus. Enjoy.



Grand Cabal of the Emerald Enclave, Chosen of Silvanus
Shinthala Deepcrest: Female Chondathan Human Drd20/Dis5/Hie5 of Silvanus; CR 30; Medium-size Outsider (Native); HD 30d8+90; hp 228; Init +3; Spd 30 ft.; AC 25 (touch 17, flat-footed 22); Base Atk +20; Grp +22; Atk +25 melee (1d6+5/18-20; +3 scimitar of speed) or +23 melee (1d6+3, staff of the woodlands) or +26 ranged (1d4+5, +3 dart); Full Atk +25/+25/+20/+15 melee (1d6+5/18-20; +3 scimitar of speed) or +23/+18/+13 melee (1d6+3, staff of the woodlands) or +26/+21/+16 ranged (1d4+5, +3 dart); Face/Reach 5 ft./5 ft.; SA Rebuke animals or plants; SQ Animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape, venom immunity, a thousand faces, timeless body, divine emissary, sacred defense, imbue with spell ability, transcendence, divine reach, faith healing, power of nature, spell power; AL N; SV Fort +24, Ref +18, Will +29; Str 15, Dex 16, Con 16, Int 16, Wis 27, Cha 16
Skills and Feats: Concentration +36 (+40 when casting defensively), Diplomacy +18, Handle Animal +18, Heal +23, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +33, Knowledge (religion) +18, Knowledge (the planes) +8, Listen +18, Ride (horse) +13, Speak Language (common, chondathan, druidic, elven, sylvan, turmic), Spellcraft +38, Spot +18, Survival +38 (+40 in other planes, +42 aboveground), Swim +12; Brew Potion, Combat Casting, Craft Wondrous Item, Diminutive Wild Shape, Fast Wild Shape, Gargantuan Wild Shape, Heighten Spell, Initiate of Nature, Martial Weapon Proficiency (maul), Natural Spell, Quicken Spell, Scribe Scroll, Track
Special Qualities: Animal companion, nature sense, wild empathy +25, woodland stride, trackless step, resist nature’s lure, wild shape (huge elemental 3/day, diminutive, gargantuan, huge, large, plant, tiny) 6/day, venom immunity, a thousand faces, timeless body. Divine emissary, sacred defense +2, imbue with spell ability, transcendence. Divine reach, faith healing, power of nature, spell power +1. Rebuke animals or plants 6/day.
Druid Spells Prepared (6/7/7/7/7/6/5/5/5/4; base DC = 18 + spell level; caster level 30th): 0-detect magic, guidance, light, naturewatch (MAG), purify food and drink, read magic; 1st-charm animal, cure light wounds x2, entangle, goodberry, omen of peril (CD), wood wose (CD); 2nd-brambles (CD), chill metal, flame blade, fog cloud, heat metal, summon swarm, warp wood; 3rd-call lightning, circle dance (MAG), daylight, meld into stone, neutralize poison, plant growth, snare; 4th-air walk, bottle of smoke (CD), briartangle (PG), cure serious wounds, dispel magic, spell immunity, thorn spray (PG); 5th-atonement, fireward (PG), greater vigor (CD), transmute rock to mud, wall of fire, wall of thorns; 6th-antilife shell, fire seeds, liveoak, repel wood, stone tell; 7th-control weather, creeping doom, fire storm, heal, sunbeam; 8th-earthquake, sunburst, storm of elemental fury (CD), whirlwind, word of recall; 9th-elemental swarm, foresight, shadow landscape (CD), shapechange.
*Domain spell. Deity: Silvanus. Domains: Protection (1/day touched subject gains +5 resistance bonus on next saving throw, max. duration 1 hour).
Possessions: +3 scimitar of speed, five +3 darts, staff of the woodlands (25) [except as +1 quarterstaff], bracers of armor +8, ring of defense +4, ring of spell turning, cloak of major displacement, cowl of warding, rod of absorption (40), scarab of protection (6). Wooden holy symbol (Silvanus).
Height: 6’2”, Weight: Unknown, Hair: Dark brown, Eyes: Blazing emerald



Hierophant of the Emerald Enclave, Guardian of the Chondalwood, Specter of the Past
Lady Shadowmoon Crystalembers: Female Wood Elf Drd20/Dis2/Hie2 of Silvanus; CR 24; Medium-size Humanoid; HD 24d8+72; hp 183; Init +2; Spd 30 ft.; AC 22 (touch 15, flat-footed 20); Base Atk +17; Grp +19; Atk +23 melee (1d6+6, +4 quarterstaff) or +22 ranged (1d4+5, +3 sling); Full Atk +23/+18/+13 melee (1d6+6, +4 quarterstaff) or +22 ranged (1d4+5, +3 sling); Face/Reach 5 ft./5 ft.; SA Rebuke animals or plants; SQ Elf traits, animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape, venom immunity, a thousand faces, timeless body, divine emissary, sacred defense, power of nature, spell power; AL N; SV Fort +21, Ref +14, Will +25; Str 14, Dex 14, Con 16, Int 18, Wis 25, Cha 17
Skills and Feats: Concentration +30 (+34 when casting defensively), Craft (alchemy) +9, Diplomacy +15, Handle Animal +13, Heal +17, Knowledge (arcana) +14, Knowledge (history) +9, Knowledge (nature) +31, Knowledge (religion) +19, Knowledge (the planes) +9, Listen +14, Move Silently +7, Profession (herbalist) +17, Ride (horse) +12, Search +6, Sense Motive +12, Speak Language (common, chondathan, chessentan, damaran, druidic, elven, sylvan), Spellcraft +33, Spot +14, Survival +32 (+34 in other planes, +36 aboveground), Swim +7; Combat Casting, Craft Staff, Extra Wild Shape, Initiate of Nature, Improved Elemental Wild Shape, Maximize Spell, Natural Spell, Sanctify Relic, True Believer, Widen Spell
Special Qualities: Elf traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Animal companion, nature sense, wild empathy +25, woodland stride, trackless step, resist nature’s lure, wild shape (any elemental 4/day, huge, large, plant, tiny) 8/day, venom immunity, a thousand faces, timeless body. Divine emissary, sacred defense +1. Power of nature, spell power +1. Rebuke animals or plants 6/day.
Druid Spells Prepared (6/7/7/7/6/6/5/5/4/4; base DC = 17 + spell level; caster level 24th): 0-create water, detect magic, flare, guidance, naturewatch (MAG), read magic; 1st-cure light wounds, detect snares and pits, entangle, goodberry, omen of peril (CD), speak with animals, wood wose (CD); 2nd-animal trance, bear’s endurance, heat metal, hold animal, lesser restoration, summon swarm, warp wood; 3rd-call lightning, cure moderate wounds, daylight, meld into stone, neutralize poison, protection from energy, speak with plants; 4th-bottle of smoke (CD), briartangle (PG), cure serious wounds, produce flame (maximized), repel vermin, thorn spray (PG); 5th-baleful polymorph, cure critical wounds, fireward (PG), stoneskin, wall of fire, wall of thorns; 6th-fire seeds, greater dispel magic, repel wood, stonetell, transport via plants; 7th-antiplant shell (widened), greater scrying, heal, sunbeam, true seeing; 8th-earthquake, finger of death, sunburst, word of recall; 9th-antilife shell (widened), foresight, regenerate, storm of vengeance.
Possessions: +4 quarterstaff, +3 sling, 10 bullets, staff of swarming insects (20), bracers of armor +7, ring of defense +3, ring of regeneration, cloak of minor displacement, stone of good luck [luck bonus not factored into skill checks], boots of elvenkind, rope of entanglement. Sanctified wooden holy symbol (Silvanus).
Height: 5’, Weight: Unknown, Hair: Jet-black, Eyes: Emerald
Note: Lady Shadowmoon Crystalembers has the bonus feat and skill points of a human due to her other life.



Elder of the Enclave
Ashenford Torinbow: Male Half-Gold Elf Brd20/Hrp2/Evangelist 2; CR 24; Medium-size Humanoid; HD 24d6+72; hp 158; Init +4; Spd 40 ft.; AC 22 (touch 14, flat-footed 18); Base Atk +17; Grp +22; Atk +23 melee (1d8+8/17-20, +1 keen longsword) or +25 ranged (1d8+4/x3, +4 longbow); Full Atk +23/+18/+13 melee (1d8+8/17-20, +1 keen longsword) or +25/+20/+15 ranged (1d8+4/x3, +4 longbow); Face/Reach 5 ft./5 ft.; SQ Half-elf traits, bardic knowledge, bardic music, Deneir’s eye, Lliira’s heart, great orator, fast talk; AL N; SV Fort +11, Ref +18, Will +16; Str 20, Dex 18, Con 17, Int 16, Wis 15, Cha 21
Skills and Feats: Balance +9, Bluff +15, Climb +8, Concentration +23 (+27 when casting defensively), Decipher Script +8, Diplomacy +23, Disguise +11 (+13 acting), Escape Artist +7, Gather Information +17, Hide +7, Jump +15, Knowledge (arcana) +13, Knowledge (history) +11, Knowledge (local-Vilhon Reach) +8, Knowledge (nature) +11, Knowledge (religion) +11, Listen +8, Move Silently +7, Perform (dance) +10, Perform (oratory) +31, Perform (sing) +20, Perform (string instrument) +15, Search +4, Sense Motive +12, Sleight of Hand +9, Speak Language (common, chondathan, elven, damaran, sylvan, turmic), Spellcraft +25, Spot +8, Survival +4 (+6 aboveground), Swim +6, Tumble +14; Armor Proficiency (medium), Combat Casting, Disguise Spell, Dodge, Green Ear, Lingering Song, Martial Weapon Proficiency (longbow), Negotiator, Skill Focus (Perform [oratory])
Special Qualities: Half-elf traits: +1 racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; elven blood. Bardic knowledge +27, bardic music 20/day (countersong, fascinate, inspire courage +4, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion). Deneir’s eye, Lliira’s heart. Great orator (inspire hope), fast talk.
Bard Spells Known (4/6/5/5/5/5/4; base DC = 15 + spell level; caster level 21st): 0-daze, detect magic, mage hand, prestidigitation, read magic, summon instrument; 1st-cure light wounds, disguise self, feather fall, remove fear, undetectable alignment; 2nd-calm emotions, detect thoughts, eagle’s splendor, enthrall, heroism; 3rd-charm monster, confusion, daylight, gaseous form, see invisibility; 4th-dimension door, freedom of movement, hold monster, legend lore, speak with plants; 5th-greater dispel magic, mirage arcana, revenance (MAG), song of discord, summon monster V; 6th-geas/quest, greater scrying, greater shout, heroes’ feast.
Possessions: +3 elven chainmail, +1 keen longsword, +4 longbow, 20 arrows, belt of giant strength +4, 3 undead slaying arrows, 2 aberration slaying arrows, ring of regeneration, ring of invisibility, cloak of the bat, boots of striding and springing.
Height: 5’8”, Weight: Unknown, Hair: Long, curly brown, Eyes: Pale blue


Sources: The Vilhon Reach (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Divine (3.5E), and Song and Silence (3E).
#605

warlockco

Sep 23, 2004 21:40:01
I was wondering if there were stats on Eliath Craulnobur and/or Kymil Nimesin

Elaith has 3E stats in the FRCS on page 182. Only problem I have with them is I think he should have more magic, but then again, I like magic items. :D
#606

warlockco

Sep 23, 2004 22:35:45
Revised Matron Auro’pol Dyrr on page 17.
Revised Matron Byrtyn Fey on page 17.
Revised Matron Prid’eesoth Tuin on page 17.

Added Matron Yasraena Dyrr to page 17 with the other Matron Mothers of Menzoberranzan. For full information on Fire Elemental Brooch and Ring of Arachnid Control go to page 17.

Matron Mother of House Agrach Dyrr
Matron Yasraena Dyrr: Female Drow Clr11; CR 12; Medium Humanoid (Elf); HD 11d8+11; hp 82; Init +6; Spd 30 ft.; AC 25 (touch 19, flat-footed 19); Base Atk +8; Grp +8; Atk +11 melee (1d4+4, +3 Venomous Dagger); Full Atk +11/+6 melee (1d4+4, +3 Venomous Dagger); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 22; AL CE; SV Fort +12, Ref +13, Will +17; Str 12, Dex 22, Con 12, Int 17, Wis 22, Cha 23.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +10, Diplomacy +10, Intimidate +2, Knowledge (Arcana) +4, Knowledge (Religion) +14, Listen +3, Search +3, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +10, Spot +3. Corrupt Spell, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Focus (Evil), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 22. Aura of Evil (aura equals cleric level); Rebuke Undead as 11th level cleric 9/day.
Spell-like Abilities (as 11th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level, 16 + spell level for evil spells; caster level 11th).
Deity: Lolth. Domains: Drow, Evil (cast evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Agrach Dyrr House Insignia, +3 Venomous Dagger, Bracers of Armor +6, Cloak of Resistance +4, Fire Elemental Brooch, Gloves of Dexterity +4, Periapt of Wisdom +4, Ring of Arachnid Control, Ring of Protection +3, Rod of the Viper, Sash of Charisma +4, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in 2E Drizzt Do’Urden’s Guide to the Underdark as Clr11 of Lolth. No other information
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), and Complete Divine (3.5E). And War of the Spider Queen novel series.
#607

gadodel

Sep 24, 2004 20:07:39
As always, excellent work. Emerald Enclave: well done!
#608

warlockco

Sep 25, 2004 5:33:51
Revised Zelzpassa Duskryn on page 16 under Blingdenstone NPCs.

Revised Matron Berni’th Duskryn on page 17.
Revised Matron Srune’Lyris Lett on page 17.
#609

zombiegleemax

Sep 26, 2004 15:26:27
Hi guys. This is my first post in this forum and i need some NPC's.

1. Tintagel.
2. Shayleigh (To campaign in Shilmista)
3. Bellany, Sheila Kree (Sea of Swords)
4. Kiva, Ankhlaur (To campaign in Halruua).
5. Aballister Bonaduce, Dorigen, Bogo Rath.
6. Fyodor from Rashemen.
7. Vander (Firbolg - Night Masks R.A. Salvatore).

That's all. Thanks for help. Cu.
#610

zombiegleemax

Sep 26, 2004 18:39:59
GG, thanks for the stats of the elders of the Emerald Enclave.
#611

aluroon

Sep 28, 2004 16:43:37
Pharaun Mizzrym, Master of Sorcere, Elderboy of House Myzzrym, Sixth House of Menzoberranzan

Male Drow
Wizard15/Archmage2
Hit Dice:
17d4+34 (88hp)
Initiative: +5 (+5 dex)
Speed: 60 ft. (30 base)
Armor Class: 22 (10 Base, +4 Piwafwi, +3 Ring, +5 Dex)
Base Attack/Grapple: +8/+8
Attacks: +10 melee +2 dancing rapier (1d6+2), +13 ranged touch (by spell), +14 ranged mw hand crossbow (1d4+poison).
Space/Reach: 5ft. X 5ft./5ft.
Special Abilities: Archmage High Arcana, Spells, Summon Familiar.
Special Qualities: Spell Resistance 28, Drow Traits.
Saves: Fort: +12, Ref: +15, Will: +18
Abilities: Str:10, Dex: 20, Con: 15, Int: 28, Wis:12, Cha:16
Skills: Appraise +5, Bluff +8, Concentration +22, Decipher Script +23, Disguise +6, Hide +7, Knowledge Arcana +29, Knowledge Geography +9, Knowledge Menzoberranzan History +15, Knowledge Menzoberranzan +19, Knowledge Nobility +14, Knoweldge The Planes +23, Move Silently +8, Scry +9, Sense Motive +6, Sleight of Hand +9.
Feats: Spell Focus(Transmutation, Illusion), Skill Focus (Spellcraft), Spell Penetration, Silent Spell, Still Spell, Forge Ring, Craft Wondrous Item, Quicken Spell, Scribe Scroll, Highborn Drow.
Climate/Terrain: Menzoberranzan (Sorcere, The Bazzar).
Organization: Solitary, or with 1d4 3rd level apprentice wizards.
Challenge Rating: 18
Treasure: Double Standard
Alignment: Chaotic Evil
Advancement: By Character Class.

Archmage High Arcana: Arcane Reach, Spell-like Ability: Magic Missile 4/day.

Spells Per Day: 4/7/10/6/5/6/5/3/3/2. Caster Level 17. Base DC = 19 + Spell Level, 20 + Spell Level for Illusion and Transmutation. Typical Spells Prepared 0-Open/Close (x3), Prestidigitation, 1st-Alarm, Charm Person, Comprehend Languages, Net of Shadows, Reduce Person, Silent Image, Unseen Servant. 2nd-Alter Self, Detect Thoughts, Fog Cloud, Gust of Wind, Invisibility, Protection from Arrows, See Invisibility, Spider Climb, Web, Whispering Wind. 3rd-Dispel Magic, Fireball, Fly, Haste, Lighting Bolt, Tongues. 4th-Dimension Door, Evards Black Tentacles, Polymorph, Tirumael’s Energy Spheres. 1 open slot. 5th-Break Enchantment, Cone of Cold, Sending, Stone Shape, Wall of Force, Wall of Stone. 6th-Antimagic Field, Chain Lighting, Dhukarks Glasstrike, Fire Spiders, Prismatic Eye, True Seeing. 7th-Silent Bigbys Forceful Hand, Quickened Nondetection, 1 Open Slot. 8th-Stilled, Silent, Quickened Fog Cloud, Bigby’s Clenched Fist, Incendiary Cloud. 9th-Stilled Bigby’s Clenched Fist, Energy Drain.

Spellbook: As a powerful wizard in a magic rich city Pharaun has access to many, many spells.

Possessions: +2 Dancing Rapier, Masterwork Dagger, Masterwork Hand Crossbow, 50 hand crossbow bolts, vest of resistance +5, piwafwi of protection +4, belt of health +4, gloves of dexterity +2, headband of intellect +6, Pharauns signet ring, ring of storing, wand of lighting bolt (10th level, 33 charges remaining), wand of magic missile (9th level, 24 charges), Hewards handy haversack, House Mizzrym Insignia.

Pharaun’s Signet Ring: Emblazoned with the sign of Sorcere, this ring functions as a Ring of Protection +3 and a Ring of Wizardry II. Additionally, the ring confers a +10 circumstance bonus to the wearer’s Spot checks and allows him to cast Detect Magic at will.
Source: Dragon Magazine 302, Rogues Gallery: The Heroes of the War of the Spider Queen, by Richard Baker (revised to 3.5 by Warlockco).
Strong Abjuration, Divination, and Universal; CL: 14th; Forge Ring, Clairaudience/Clairvoyance, Detect Magic, Limited Wish, Shield of Faith; Price: 124,000 gp.
Revision Note: Revision was addition of magic auras and adjustment of price.

My build is alittle different from Wotc's, but then agian there's was 3.0, while this is all 3.5. I droped one archmage level, for a level of wizard. This should be the final version, unless I nodice some huge problum.

Aluroon
#612

green_giant_02

Sep 28, 2004 18:35:39
Originally posted by Powerade

Hi guys. This is my first post in this forum and i need some NPC's.

1. Tintagel.
2. Shayleigh (To campaign in Shilmista)
3. Bellany, Sheila Kree (Sea of Swords)
4. Kiva, Ankhlaur (To campaign in Halruua).
5. Aballister Bonaduce, Dorigen, Bogo Rath.
6. Fyodor from Rashemen.
7. Vander (Firbolg - Night Masks R.A. Salvatore).

That's all. Thanks for help. Cu.

There are some NPCs that I don't recognize (Tintagel, Bellany, Sheila Kreee, Kiva, Ankhlaur, Dorigen, Bogo Rath, and Vander) and some may no longer be posted since they have only appeared in novels. However, Shayleigh and Aballister Bonaduce along with others have already been statted and posted on page 12. They can be found in the index on page 1 under the name: Cleric Quintet Heroes and Villains.
#613

warlockco

Sep 29, 2004 5:41:04
Revised Matron Ker Horlbar on page 17.
Revised Matron Jerlys Horlbar on page 17.
#614

zombiegleemax

Sep 29, 2004 7:36:46
I was wondering if there were 3E stats for Abdel Adrian and Jaheira
#615

zombiegleemax

Sep 29, 2004 14:51:01
Kiva wild elf, the most important ex-ogar hound and most dangerous enemy of Halruua in "Counselours and Kings" and you say she isn't important ? And Ankhlaur - One of the most dangerous and powerfull necromancers in Faerun. The biggest swamp in Halruua have his name. Sorry GG, but this time you wrote incorrect. Sorry for grama, but i'm so tired. But your NPC's are great and create more. Congratulations for them. Cu.
#616

warlockco

Sep 29, 2004 15:11:55
Kiva wild elf, the most important ex-ogar hound and most dangerous enemy of Halruua in "Counselours and Kings" and you say she isn't important ? And Ankhlaur - One of the most dangerous and powerfull necromancers in Faerun. The biggest swamp in Halruua have his name. Sorry GG, but this time you wrote incorrect. Sorry for grama, but i'm so tired. But your NPC's are great and create more. Congratulations for them. Cu.

Have these NPCs ever been featured in a product (Game Book, not Novel) with information such as class and level, and maybe magic items of note?
If not then they will most likely not appear here, because then it would be just a guestimation and those are quite wrong at most times.
Also I think, Green Giant has stated several times in the past, that he rarely reads the novels.
Also, he did say he either didn't recognize several of those NPCs that you requested or that they were Novel only (and thus unable to be created).
#617

zombiegleemax

Sep 30, 2004 6:17:47
Could somebody , please show the stats for Halaster Blackcloak..?

Thanks
#618

arquinsiel

Sep 30, 2004 7:11:33
How about Dragonbait? Or Mistanperadnacles Hai Draco? Or Jill? Have any of them been stated. I agree about Eliath though, he should have way more magic than that at his disposal.
#619

aluroon

Sep 30, 2004 15:24:45
Could somebody , please show the stats for Halaster Blackcloak..?

Thanks

I'll probubly work up a build for him once I get some feed back from a few friends back at dicefreaks. My build will be a few levels off from the offiical one, probubly 2-5 levels higher. I'm not sure if people can post his FRCS stats here...probulby not.


Aluroon
#620

aluroon

Sep 30, 2004 15:40:16
Ignore this.
#621

warlockco

Sep 30, 2004 21:58:25
Dragonbait has full stats in the Saurial Web Enhancement here to Serpent Kingdoms.

Halaster has full stats in the Epic Level Handbook, and I think he has stats in the FRCS before the Epic rules were out.

Posting of NPCs that have full official stats is discouraged here. This thread is supposed to be for NPCs that have stats (or class/level at least) listed in previous editions and NPCs that have only class/level listed in 3E.
Any NPC that has full stats in 3E that I post, I will remove. Green Giant does the same, and considering this is basically his thread, and the vast majority of the NPCs here are posted by him. I would try to do as he wishes.

There is another NPC thread here that isn't sticky that surfaces everyonce in a while that has unofficial revisions of NPCs from 3E, i.e. versions that people think are better than those put out by the designers.
#622

warlockco

Oct 01, 2004 5:40:30
Revised the following Matrons on page 17
Matron Kyrnill Kenafin
Matron Carrolloc Giir
Matron Kintuere Hunzrin
Matron Hinkutes’nat Alar
Matron Troken’ther Vandree
Matron Hesken-P’aj Symryvvin
#623

aluroon

Oct 01, 2004 14:33:24
Halaster has full stats in the Epic Level Handbook, and I think he has stats in the FRCS before the Epic rules were out.

Posting of NPCs that have full official stats is discouraged here. This thread is supposed to be for NPCs that have stats (or class/level at least) listed in previous editions and NPCs that have only class/level listed in 3E.
.

The ELHB is a piece of trash, IMHO. Any stats from that book are grotesquly imcomplete. I mean, they did'nt even give the choson of Mystra all of there abillities in there supposidly "Compete" write ups there. Furthermore ELHB is 3.0...


Aluroon
#624

zombiegleemax

Oct 03, 2004 7:04:32
Hi, could anyone post stats for other Harpell family members? (besides Malachor, whos stats where on 9th page, I think)
thanks
#625

zombiegleemax

Oct 03, 2004 15:53:59
Hi.

I looked for it, but couldn't find it. Stats for:
The ruler of the City of Brass.
Marrake al-Sidan al-Hariq iben Lazan, Grand Sultan of All the Efreet (LE male efreeti, scorcerer 20).

That would be a very nice addition.

Greetings
Tigald
#626

aluroon

Oct 04, 2004 17:19:51
Put up an alternate Pharaun Mizzrym somewhere near the middle of this page.


Aluroon
#627

green_giant_02

Oct 04, 2004 18:34:33
It'll take me some time to create and post some of the requests people have been asking (even it is possible to post them since some of them are novel-only characters) since I have alot of requests from others to create and post deities. (I have a list of some 22 deities to post). Please be patient or if you wish, you can go ahead and create the characters you asked for and post them. Be aware that you cannot post novel-only characters; make sure you find other sources for such characters.
#628

aluroon

Oct 05, 2004 16:45:19
Gromph Baenre, Archmage of Menzoberranzan, Elderboy of House Baenre.

Wizard20/Archmage5

Male Drow
Wizard20/Archmage5
Hit Dice:
25d4+100 (163hp)
Initiative: +5 (+5 Dex)
Speed: 30ft.
Armor Class: 30 (10 Base, +5 Dex, +8 Robes, +5 Ring, +2 Staff)
Base Attack/Grapple: +12/+11
Attack: +13 melee Staff of Power (1d6+1) or +17 ranged touch (by spell).
Space/Reach: 5ft. x 5ft./5ft.
Special Abilities: Archmage High Arcana, Spells.
Special Qualities: Permanent Spells, Spell Resistance 36, Drow Traits.
Saves: Fort: +19 Refl: +20 Will: +26
Abilities: Str: 9, Dex: 20, Con: 18, Int: 36, Wis: 20, Cha: 17
Skills: Appraise +15, Bluff +13, Concentration +32, Craft (Alchemy) +18, Decipher Script +21, Disguise +7, Gather Information +6, Hide +20, Intimidate +8, Knowledge (Arcana) +41, Knowledge (Architecture) +18, Knowledge (Geography) +18, Knowledge (History: Menzoberranzan) +23, Knowledge (History: Northdark) +15, Knowledge (Local: Menzoberranzan) +23, Knowledge (Local: Northdark) +15, Knowledge (Nobillity) +18, Knowledge (Religon) +15, Knowledge (The Planes) +25, Listen +10, Move Silently +15, Scry +28, Search +17, Sense Motive +10, Sleight of Hand +7, Spellcraft +41, Spot +10, Use Magic Device +23.
Feats: Craft Staff, Craft Wondrous Item, Extend Spell, Forge Ring, Greater Spell Penetration, Improved Counterspell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Conjuration), Spell Focus (Necromancy), Spell Penetration.
Epic Feats: x2 Improved Spell Capacity (10th and 11th).
Climate/Terrain: Menzoberranzan (Sorcere, House Baenre, The Bazzar)
Organization: Solitary, or with 1d4+2 5th level Apprentaces.
Challenge Rating: 26
Treasure: Unique
Alignment: Chaotic Evil
Advancement: By Character Class

Archmage High Arcana: Arcane Fire, Mastery of Elements, Mastery of Counterspelling, Mastery of Shaping, Spell Power +1.

Permanent Spells: The following spells have been made permanent on Gromph though use of the Permanency Spell. Detect Magic, Protection from Arrows, See Invisibility, Tongues.

Spellbook: As the Archmage of Menzoberranzan, and the Elderboy of House Baenre Gromph has access to an enormous number of spells, including almost all spells from the Players Handbook, The Underdark, and Magic of Faerun.

Wizard Spells Per Day: 4/8/7/11/7/6/5/5/5/5/2/2. Caster Level 26. Base DC = 23 + Spell Level, 24 + Spell Level for Spells from the Schools of Necromancy and Conjuration. Typical Spells Prepared 0-Acid Splash, Arcane Mark, Mage Hand, Prestidigitation. 1-Alarm, Charm Person, Comprehend Languages, Identify, Know Protections, Magic Missile (x2), Silent Image. 2-Aganazzar’s Scorcher, Blindness/Deafness, Detect Thoughts, Gust of Wind, Invisibility, Mirror Image, Web. 3-Analyze Portal, Dispel Magic (x2), Fireball (x2), Fly, Haste, Lighting Bolt (x2), Steel Dance, Suggestion, Vampiric Touch. 4-Contagion, Dimension Door, Fire Shield, Phantasmal Killer, Polymorph, Scrying, Venom Bolt. 5-Beltyn’s Burning Blood, Cloudkill, Sending, Stone Shape, Telekinesis, Teleport. 6-Acid Fog, Antimagic Field, Disintegrate, Greater Dispel Magic, True Seeing. 7-Quickened Fireball, Delayed Blast Fireball, Control Weather, Control Undead, Plane Shift. 8-Binding, Mind Blank, Prismatic Wall, Heightened Suggestion, Greater Shout. 9-Foresight, Gate, Meteor Swarm, Time Stop, Wish. 10-Quickened Finger of Death, Heightened Power Word Kill. 11-Heightened Black Blade of Disaster, Quickened Heightened Antimagic Field.

Possessions: Robe of the Archmage of Menzoberranzan, Gromph’s Skull Sapphire, Amulet of Eternal Youth, Ring of Enhanced Regeneration, Piwafwi of Resistance +5, Gloves of Dexterity +4, Gromphs Signet Ring, Belt of Many Pockets, Boots of Elven Kind, Bracers of Proof Against Poison, Staff of Power (34 charges), Staff of Fiendish Darkness (19 charges), Wand of Fear (10th, 23 charges), Wand of Venom Bolt (10th, 29 charges, Wand of Fireball (10th 39 charges), Wand of Magic Missile (10th, Maximized, 41 charges remaining), Drow House Insignia.

Note: These are just the items he carries with him. In is sanction and in his office he has uncounted additional magical items available, including scrolls, wands, staffs, rings, weapons, and minor as well as major wondrous items. Further more as a powerful archmage he can make or acquire any item he does not already possess given time.

Amulet of Eternal Youth:
This powerful magic item causes it wearer to cease aging. He still gains aging benefits, but no longer takes such penalties. The Amulet when first donned adds 1d6x100 years to its wears life, so long as the wearer wears the amulet. In addition, the Amulet grants a +6 Enchantment bonus to its wears constitution score.

Ring of Epic Regeneration: These powerful rings grant regeneration 20, without exception. The ring will regenerate lost body parts given 1d4 minutes, or reattach severed body parts in 1d4 rounds if they are held to the stump. The creator of these rings is unknown, although at least 12 are known to exist.

Gromphs Signet Ring: This ring, emblazed with the symbol of Sorcere, and the symbol of the Archmage possessed a number of powers. First, it acts as a ring of protection +5. It also protects its wear as a ring of mind shielding would. It grants its wear a +6 enchantment bonus to intelligence. It also acts as a ring of wizardry III. Finally it allows it wear to cast detect thoughts, at will.

Gromph’s Skull Sapphire: The clear, ghostly image of a grinning skull is trapped in the depths of this mystical black star sapphire. Gromph’s Skull Sapphire functions much like a Pearl of Power, three times per day on command it enables the possessor to recall a Necromancy spell of 7th level or lower that he has already prepared and cast. The spell is then prepared again, just as if it had never been cast. The owner of the skull sapphire is also protected by death ward.
Gromph’s Skull Sapphire only functions in the hands of an evil wizard who knows at least one spell from the school of Necromancy. A character of good alignment who carries Gromph’s Skull Sapphire in his possession gains 2 negative levels. These negative levels cannot result in actual level loss, but they remain as long as the sapphire is in the character’s possession.
Source: Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker.
Strong Necromancy; CL 17th; Craft Wondrous Item, Creator must be able to cast one Necromancy spell at each level from 0 to 7th, Death Ward; Price 150,000 gp; Cost to Create 75,000 gp + 6,000 xp; Weight --.


Robe of the Archmage of Menzoberranzan: This elegant black garment is embroidered with mithral thread in a spiderweb design. It provides a +8 armor bonus and a +4 enhancement bonus to Wisdom. Magic missiles striking the wearer are automatically negated, just as if they had impacted a target protected by a shield spell. Once per day the wearer of the robe may activate spell turning with a duration of 16 rounds. The robe can turn 10 spell levels per day.
Source: Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker.
Strong Abjuration, Conjuration, Necromancy, and Transmutation; CL 16th; Craft Wondrous Item, Bear’s Endurance, Death Ward, Mage Armor, Owl’s Wisdom, Shield, Spell Turning, Creator must be a Drow; Price 182,000 gp; Cost to Create 91,000 gp + 7,280 xp; Weight 1 lb.


Piwafwi of Resistance +5: This black cloak adds a +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks.
Source: Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker (revised to 3.5 by Warlockco).
Strong Abjuration and Illusion; CL 15th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow; Price 40,000 gp; Weight 1 lb.
Revision Note: Revision was addition of magic auras and adjustment of price.


My Gromph is 3 levels higher then the offical Wotc version, but I really wanted him the be just a few levels higher, to really show his true power.
I would like to throw in a thanks to warlockco. Thanks for helping me out. Without your assistance this would have been far less then it is. This should be the final version.


Aluroon
#629

kuje31

Oct 05, 2004 17:06:10
Hey guys,

You know I'm always here to help referencing older material as well, if it's needed. I know Warlockco has dropped me a IM or PM a few times for such requests.
#630

aluroon

Oct 05, 2004 17:09:23
Hey guys,

You know I'm always here to help referencing older material as well, if it's needed. I know Warlockco has dropped me a IM or PM a few times for such requests.

Nice to know.


Aluroon
#631

green_giant_02

Oct 05, 2004 18:51:51
Here is a draconic request asked for earlier. Enjoy.


Mistinarperadnacles Hai Draco: Female ancient red dragon; CR 23; Gargantuan Dragon (Fire); HD 34d12+306; hp 527; Init +0; Spd 40 ft., fly 200 ft. (clumsy); AC 39 (touch 6, flat-footed 39); Base Atk +34; Grp +60; Atk +44 melee (4d6+14, bite); Full Atk +44 melee (4d6+14, bite) and +42 melee (2d8+7, 2 claws) and +42 melee (2d6+7, 2 wings) and +42 melee (2d8+21, tail slap); Face/Reach 20 ft./15 ft. (20 ft. with bite); SA Breath weapon (60-ft. cone of fire), frightful presence, spell-like abilities, spells; SQ Blindsense 60 ft., DR 15/magic, darkvision 120 ft., immunity to fire, magic sleep effects, and paralysis, keen senses, low-light vision, spell resistance 28, vulnerability to cold; AL CE; SV Fort +28, Ref +19, Will +26; Str 39, Dex 10, Con 29, Int 24, Wis 25, Cha 24
Skills and Feats: Appraise +24, Bluff +32, Concentration +39 (+43 when casting defensively), Diplomacy +37, Escape Artist +10, Intimidate +31, Jump +24, Knowledge (arcana) +37, Knowledge (architecture and engineering) +22, Knowledge (dungeoneering) +22, Knowledge (geography) +22, Knowledge (history) +22, Knowledge (local-Cormyr) +22, Knowledge (nature) +22, Knowledge (nobility and royalty) +22, Knowledge (religion) +22, Knowledge (the planes) +22, Listen +44, Search +44 (+46 with hidden or secret doors), Sense Motive +32, Speak Language (common, draconic, aragrakh, chondathan, dwarven, elven, giant, gnome, halfling), Spellcraft +29 (+31 to decipher scrolls), Spot +44, Use Magic Device +19 (+21 with scrolls); Combat Casting, Flyby Attack, Hover, Maximize Breath, Multiattack, Multisnatch, Power Attack, Silent Spell, Snatch, Spell Penetration, Still Spell, Wingover

Breath Weapon (Su): Once every 1d4 rounds, Mistinarperadnacles Hai Draco can breathe a 60-foot cone of fire that deals 20d10 points of fire damage to every creature in the area (Reflex DC 36, half).

Crush (Ex): Area 20 ft. by 20 ft.; Medium or smaller opponents take 4d6+21 points of bludgeoning damage and must succeed on a DC 35 Reflex save or be pinned.

Frightful Presence (Ex): This ability takes effect automatically when Mistinarperadnacles Hai Draco attacks, charges, or flies overhead. It affects only opponents with 40 or fewer Hit Dice or levels within a radius of 360 feet. Each affected creature must make a successful Will save (DC 34) to resist the effect. On a failure, a creature with 5 or more Hit Dice or levels becomes shaken for 4d6 rounds, and a creature with 4 or fewer Hit Dice or levels becomes panicked for 4d6 rounds. Success indicates that the target is immune to Mistinarperadnacles Hai Draco’s frightful presence for one day.

Keen Senses (Ex): Mistinarperadnacles Hai Draco sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision out to 120 feet.

Snatch (Ex): Against Medium or smaller creatures, bite for 4d6+14/round or claw for 2d8+7/round.

Sorcerer Spells Known (6/8/8/8/7/7/7/5; base DC = 17 + spell level; caster level 15th): 0 – arcane mark, dancing lights, detect magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance; 1st – alarm, charm person, feather fall, magic missile, shield; 2nd – arcane lock, detect thoughts, hypnotic pattern, pyrotechnics, silence; 3rd – clairaudience/clairvoyance, displacement, hold person, protection from energy; 4th – cure critical wounds, detect scrying, greater invisibility, lesser globe of invulnerability; 5th – baleful polymorph, flame strike, summon monster V, wall of force; 6th – antimagic field, chain lightning, heal; 7th – greater teleport, word of chaos.

Spell-Like Abilities (Sp): 10/day – locate object; 3/day – suggestion; 1/day – find the path. Caster level 15th; DC 17 + spell level.

Tail Sweep (Ex): Half-circle 30 ft. in diameter, Small or smaller opponents take 2d6+21 points of bludgeoning damage, Reflex DC 35 half.

Possessions: Unknown.

Sources: Villain’s Lorebook (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Draconomicon (3.5E).
#632

zombiegleemax

Oct 06, 2004 8:37:54
Loved this last one GG, any chance of please doing the half red/gold uber dragon Inferno???
#633

zombiegleemax

Oct 06, 2004 20:58:17
I'm thinking about running an adventure set at about the same time as the Hordes of Dragonspear Castle adventure. How about revised stats for Duke Pwyll, Bronwyn Daggerford and other major NPCs (Elorfindar Floshin, etc)?

:D
#634

warlockco

Oct 07, 2004 11:26:27
I'm thinking about running an adventure set at about the same time as the Hordes of Dragonspear Castle adventure. How about revised stats for Duke Pwyll, Bronwyn Daggerford and other major NPCs (Elorfindar Floshin, etc)?

:D

BeeKayDubYa,
I did start on them at one time. Are you looking for just the "townsfolk" NPCs or are you looking for ALL of them, including the villians?
#635

green_giant_02

Oct 07, 2004 14:52:37
The Hordes of Dragonspear Castle is one of the adventures I don't own though I do have The North boxed set and it does cover Daggerford. Alas, I am currently swamped with requests and it may take a long time before I can cover it unless warlockco is willing to take over.


Also, I just posted the link to the Zulkir of Illusion done by druid berrymore which can be found on page one or else just click here
#636

kuje31

Oct 07, 2004 16:35:39
The Hordes of Dragonspear Castle is one of the adventures I don't own though I do have The North boxed set and it does cover Daggerford. Alas, I am currently swamped with requests and it may take a long time before I can cover it unless warlockco is willing to take over.

If you need the info from that module, let me know.
#637

aluroon

Oct 07, 2004 17:53:00
Hey, just finished updating Pharaun on the page before this one. I added his spells prepared, made a few corrections.

1 thing I nodiced, was that some of the more recent additions to this thread were not put on the list of character on the first page? Any real reason why?


Aluroon
#638

green_giant_02

Oct 07, 2004 21:27:44
Originally posted by Kuje31

If you need the info from that module, let me know.

Thanks for the offer Kuje31, I'll take you up on that if I ever do need it.



Originally posted by Aluroon

Hey, just finished updating Pharaun on the page before this one. I added his spells prepared, made a few corrections.

1 thing I nodiced, was that some of the more recent additions to this thread were not put on the list of character on the first page? Any real reason why?


Aluroon

Sorry about that, must have skipped it when reviewing what to add. I'll make sure to fix it.
#639

warlockco

Oct 07, 2004 21:42:27
The Hordes of Dragonspear Castle is one of the adventures I don't own though I do have The North boxed set and it does cover Daggerford. Alas, I am currently swamped with requests and it may take a long time before I can cover it unless warlockco is willing to take over.


Also, I just posted the link to the Zulkir of Illusion done by druid berrymore which can be found on page one or else just click here

I can do the Daggerford NPCs.
I have both Under Illefarn and the North boxed set.
Don't have Hordes of Dragonspear Castle though. Kuje, could you send me any information from that module that isn't in Under Illefarn or the North boxed set?
#640

aluroon

Oct 09, 2004 14:29:18
One thing I nodiced while looking at the princes of shade, is that some are missing. I seam to rememeber that there are either 12-13 of them, yet theres only like 10 posted.

Addditionally, one problum I saw in the actual write up's, was that Yder was not listed as a cleric of shar, from what I remember, he was a high priest of shar. Am I missing something?


Aluroon
#641

green_giant_02

Oct 09, 2004 18:15:19
I used the class levels found in Lords of Darkness to stat out the Princes of Shades. Yder does not have any cleric levels in the sourcebook although he does have the divine champion PrC. As for the missing Princes, I haven't read the novels but I do know that some of them have been killed or lost. The only sourcebook I had that listed the Princes was the Lords of Darkness.
#642

warlockco

Oct 10, 2004 1:10:26
NPCs of Daggerford and Surrounding Area
Sources: N5 Under Illefarn (1E), The North boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3/3.5E), Book of Exalted Deeds (3.5E), Complete Warrior (3.5E), Epic Level Handbook (3E), and Races of Stone (3.5E).

Duke of Daggerford
Duke Pwyll “Greatshout” Daggerford: Male Chondathan Human Ftr7; CR 7; Medium Humanoid (Human); HD 7d10+7; hp 65; Init +3; Spd 20 ft.; AC 25 (touch 11, flat-footed 24); Base Atk +7; Grp +10; Atk +12 melee (1d10+4 plus 1d6 Fire, Lawflame); Full Atk +12/+7 melee (1d10+4 plus 1d6 Fire, Lawflame); Face/Reach 5 ft./5 ft.; AL LG; SV Fort +6, Ref +5, Will +3; Str 16, Dex 16, Con 13, Int 12, Wis 13, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Diplomacy +6, Handle Animal +4, Knowledge (Nobility and Royalty) +4, Ride +8, Sense Motive +5, Speak Language (Chondathan, Common, Tethyrian). Exotic Weapon (Bastard Sword), Leadership, Negotiator, Mounted Combat, Ride-By Attack, Saddleback, Spirited Charge, Weapon Focus (Bastard Sword).
Possessions: +2 Full Plate, +2 Heavy Steel Shield, Lawflame, Ring of Telekinesis, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Duke Pwyll is listed as Cavalier 5 in N5 Under Illefarn with Str 16, Int 12, Wis 14, Dex 17, Con 15, Cha 17 and +2 Plate Mail, +1 Flametongue Bastard Sword (Sentient), and Ring of Telekinesis. Listed as Ftr7 (Cavalier Kit) in the North boxed set with a +2 shield in addition to above equipment. Listed as Ftr5 in FRCS.

Lawflame: This is the traditional sword of the Dukes of Daggerford, dating back to the first duke, who was given it by Sir Elorfindar Floshin.
Lawflame is a +1 Flame Tongue Bastard Sword; AL LG; Int 15, Wis 10, Cha 15; Speaks Common, Dwarven, Elven; 60 ft. darkvision and hearing; Ego score 13.
Lesser Powers: Lawflame can Detect Magic at will.
Greater Powers: Lawflame can Detect Evil at will and use Clairvoyance three times per day.
Source: N4 Under Illefarn and the North boxed set, converted to 3.5E by Warlockco.
Moderate Evocation; CL 12th; Craft Magic Arms and Armor, Fireball, Scorching Ray; Price 52,535 gp.




Duke’s Older Sister
Lady Bronwyn Daggerford: Female Chondathan Human Wiz9; CR 9; Medium Humanoid (Human); HD 9d4+18; hp 49; Init +2; Spd 30 ft.; AC 20 (touch 14, flat-footed 16); Base Atk +4; Grp +4; Atk +7 melee (1d4+3, +3 Dagger) or +6 melee (1d6+2, Staff of Thunder and Lightning) or +9 ranged (1d4+3, +3 Dagger); Full Atk +7 melee (1d4+3, +3 Dagger) or +6 melee (1d6+2, Staff of Thunder and Lightning) or +9 ranged (1d4+3, +3 Dagger); Face/Reach 5 ft./5 ft.; AL CN; SV Fort +5, Ref +5, Will +6; Str 10, Dex 14, Con 15, Int 18, Wis 11, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +12, Decipher Script +6, Diplomacy +6, Knowledge (Arcana) +12, Knowledge (Nobility and Royalty) +6, Ride +4, Search +1, Sense Motive +6, Speak Language (Chondathan, Common, Tethyrian, Draconic, Elven, Illuskan, Netherese), Spellcraft +12, Spot +1. Craft Wand, Craft Wondrous Item, Dodge, Eschew Materials, Extend Spell, Negotiator, Saddleback, Scribe Scroll.
Special Qualities: Summon Familiar.
Wizard Spells Prepared (4/5/5/4/3/1; base DC = 14 + spell level; caster level 9th).
Possessions: Spellbooks, +3 Dagger, Bracers of Armor +6, Ring of Freedom of Movement, Ring of Protection +2, Staff of Thunder and Lightning, Wand of Lightning Bolts (9th level), other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Lady Bronwyn is listed as Wiz5 in N5 Under Illefarn with Str 10, Int 17, Wis 11, Dex 13, Con 15, Cha 14 and Ring of Protection +2, Wand of Lightning Bolts, +2 Dagger. Listed as Wiz9 in the North boxed set with Bracers AC 4, Staff of Thunder and Lightning, Ring of Free Action, +3 Dagger, Ring of Protection +2.

Staff of Thunder and Lightning: Constructed of ironwood set with silver rivets, this quarterstaff has the properties of a +2 quarterstaff. Its other magical powers are as follows.
Thunder: Once per day, the rod can strike as a +3 quarterstaff, and the opponent struck is stunned from the noise of the staff’s impact (Fortitude DC 16 negates). Activating this power counts as a free action, and it works if the wielder strikes an opponent within 1 round.
Lightning: Once per day, when the wielder desires, a short spark of electricity can leap forth when the staff strikes an opponent to deal the normal damage for a +2 quarterstaff (1d6+2) and an extra 2d6 points of electricity damage. Even when the staff might not score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack hit, then the 2d6 points of electricity damage still applies. The wielder activates this power as a free action, and it works if he strikes an opponent within 1 round.
Thunderclap: Once per day as a standard action, the wielder can cause the staff to give out a deafening noise, just as a Shout spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds).
Lightning Stroke: Once per day as a standard action, the wielder can cause the staff to shoot out a 5-foot-wide Lightning Bolt (9d6 points of electricity damage, Reflex DC 16 half ) to a range of 200 feet.
Thunder and Lightning: Once per week as a standard action, the wielder of the staff can combine the Thunderclap described above with a Lightning Bolt, as in the Lightning Stroke. The Thunderclap affects all within 10 feet of the bolt. The Lightning Stroke deals 9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the Thunderclap deals 2d6 points of sonic damage. A single DC 16 Reflex save applies for both effects.
Source: DMG 3.5, modified.
Moderate Evocation; CL 9th; Craft Rod, Craft Magic Arms and Armor, Lightning Bolt, Shout; Price 33,000 gp.



Councilman, Duke’s Master of Arms, Commander of the Daggerford Military (Middle Age has been applied to this NPC)
Lord Sir Llewellyn Longhand: Male Chondathan Human Ftr9; CR 9; Medium Humanoid (Human); HD 9d10+27; hp 98; Init +8; Spd 20 ft.; AC 23 (touch 11, flat-footed 22); Base Atk +9; Grp +13; Atk +18 melee (1d8+7, +3 Longsword); Full Atk +18/+13 melee (1d8+7, +3 Longsword); Face/Reach 5 ft./5 ft.; AL NG; SV Fort +9, Ref +6, Will +3; Str 18, Dex 17, Con 16, Int 14, Wis 11, Cha 15.
Skills and Feats (counting all modifiers except equipment and attributes): Diplomacy +6, Handle Animal +6, Intimidate +8, Knowledge (Nobility and Royalty) +4, Ride +12, Sense Motive +4, Speak Language (Chondathan, Common, Tethyrian, Elven). Greater Weapon Focus (Longsword), Improved Initiative, Mounted Combat, Quick Draw, Ride-By Attack, Saddleback, Spirited Charge, Weapon Focus (Longsword), Weapon Focus (Lance), Weapon Specialization (Longsword).
Possessions: +2 Full Plate, Masterwork Heavy Steel Shield, +3 Longsword, +2 Heavy Lance, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Sir Llewellyn is listed as Cavalier 8 in N5 Under Illefarn with Str 18/22, Int 13, Wis 10, Dex 18, Con 16, Cha 14 and +2 Field Plate, +2 Lance, +3 Broad Sword. Listed as Ftr9 (Cavalier Kit) in the North boxed set.




Court Wizard of Daggerford (Venerable has been applied to this NPC)
Gwydion pen Dafwyd: Male Chondathan Human Wiz14; CR 14; Medium Humanoid (Human); HD 14d4-14; hp 33; Init -1; Spd 30 ft.; AC 12 (touch 12, flat-footed 12); Base Atk +7; Grp +5; Atk +8 melee (1d6+1, +3 Quarterstaff); Full Atk +8/+3 melee (1d6+1, +3 Quarterstaff); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +3, Ref +3, Will +13; Str 7, Dex 8, Con 8, Int 21, Wis 18, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +15, Craft (Alchemy) +15, Decipher Script +10, Knowledge (Arcana) +15, Knowledge (History) +15, Knowledge (Local: Western Heartlands) +11, Knowledge (Nobility and Royalty) +15, Speak Language (Chondathan, Common, Tethyrian, Draconic, Elven, Illuskan, Netherese), Spellcraft +15. Brew Potion, Craft Wand, Craft Wondrous Item, Extend Spell, Greater Spell Focus (Enchantment), Improved Counterspell, Scribe Scroll, Spell Focus (Divination), Spell Focus (Enchantment).
Special Qualities: Summon Familiar.
Wizard Spells Prepared (4/6/5/5/5/4/3/2; base DC = 15 + spell level, 16 + spell level for Divination Spells, 17 + spell level for Enchantment Spells; caster level 14th).
Possessions: Spellbooks, +3 Quarterstaff, Cloak of Protection +3, Crystal Ball, Wand of Fireballs (9th level), other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Gwydion is listed as Wiz11 in N5 Under Illefarn with Str 13, Int 16, Wis 15, Dex 14, Con 13, Cha 11 and Cloak of Protection +3, Wand of Fireballs, Crystal Ball, and +3 Quarterstaff. Listed as Wiz14 in the North boxed set.



Commander of the Daggerford Militia
Sherlen Spearslayer: Female Chondathan Human Ftr9; CR 9; Medium Humanoid (Human); HD 9d10+18; hp 85; Init +7; Spd 30 ft.; AC 22 (touch 13, flat-footed 19); Base Atk +9; Grp +12; +16 melee (1d6+5, +2 Shortspear) or +16 ranged (1d6+5, +2 Shortspear); Full Atk +16/+11 melee (1d6+5, +2 Shortspear) or +16 ranged (1d6+5, +2 Shortspear); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +8, Ref +6, Will +6; Str 16, Dex 16, Con 14, Int 11, Wis 13, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +2, Handle Animal +2, Intimidate +8, Jump +2, Listen +5, Ride +10, Speak Language (Chondathan, Common, Tethyrian), Spot +5. Alertness, Bullheaded, Dodge, Greater Weapon Focus (Shortspear), Improved Critical (Shortspear), Improved Initiative, Mounted Combat, Point Blank Shot, Weapon Focus (Shortspear), Weapon Specialization (Shortspear).
Special Qualities: Cannot be Shaken, and ignores the effects of the Shaken condition.
Possessions: +2 Chainmail, Masterwork Heavy Steel Shield, +2 Shortspear, Boots of Levitation, Ring of Jumping, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Sherlen Spearslayer is listed as Ftr7 in N5 Under Illefarn with Str 16, Int 11, Wis 13, Dex 16, Con 13, Cha 14 and +2 Chainmail, +2 Spear, Ring of Jumping, and Boots of Levitation. Listed as Ftr9 in the North boxed set.


More to come...
#643

warlockco

Oct 11, 2004 0:44:59
NPCs of Daggerford and Surrounding Area
Sources: N5 Under Illefarn (1E), The North boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3/3.5E), Book of Exalted Deeds (3.5E), Complete Warrior (3.5E), Epic Level Handbook (3E), and Races of Stone (3.5E).

Huntmaster, Master of the Duke’s Hunt, Son of Filvendor Lightfoot
Kelson Darktreader: Male Half-Gold Elf Ran7; CR 7; Medium Humanoid (Elf); HD 7d8+28; hp 73; Init +3; Spd 30 ft.; AC 21 (touch 13, flat-footed 18); Base Atk +7; Grp +11; Atk +12 ranged (1d8+5, +1 Mighty Composite Longbow +4) or +13 melee (2d4+8, +2 Falchion); Full Atk +12/+7 ranged (1d8+5, +1 Mighty Composite Longbow +4) or +13/+8 melee (2d4+8, +2 Falchion); (Face/Reach 5 ft./5 ft.; SA Favored Enemy; SQ Half-Gold Elf traits; AL NG; SV Fort +9, Ref +8, Will +6; Str 18, Dex 16, Con 18, Int 18, Wis 18, Cha 12.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +8, Diplomacy +2, Gather Information +2, Handle Animal +8, Heal +6, Hide +10, Jump +6, Knowledge (Nature) +8, Listen +9, Move Silently +10, Ride +8, Search +9, Speak Language (Chondathan, Common, Elven, Tethyrian, Giant, Goblin, Illuskan, Orc), Spot +9, Survival +10, Swim +2. Endurance, Manyshot (b), Point Blank Shot, Precise Shot, Rapid Shot (b), Track, Weapon Focus (Composite Longbow).
Special Qualities: Half-Gold Elf traits: Low-Light Vision; +1 Racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; Immune to Sleep; Elf Blood. Favored Enemy: Humanoid (Goblinoid) +4, Humanoid (Reptialian) +2; Wild Empathy +8; Improved Combat Style (Archery); Animal Companion; Woodland Stride.
Ranger Spells Prepared (2; base DC = 14 + spell level; caster level 3rd).
Possessions: +3 Elven Chainmail, +1 Mighty Composite Longbow +4, +2 Falchion, 10 +1 Arrows, 3 +3 Arrows, +3 Dagger, Medallion of Thoughts, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Delfen is listed as Ran7 in N5 Under Illefarn with Str 18/93, Int 18, Wis 19, Dex 15, Con 18, Cha 12 +3 Elven Chainmail, +1 Longbow, 10 +1 Arrows, 3 +3 Arrows, +2 Falchion, +3 Dagger, Medallion of ESP. Listed as Ran7 in the North boxed set with +3 Elven Chainmail, +1 Longbow, 10 +1 Arrows, 3 +3 Arrows, +2 Khopesh Sword, +3 Dagger, Medallion of ESP.




Delfen “Yellowknife” Ondabarl: Male Calishite Human Wiz12; CR 14; Medium Humanoid (Human); HD 12d4+36; hp 76; Init +2; Spd 30 ft.; AC 21 (touch 14, flat-footed 19); Base Atk +6; Grp +8; Atk +11 melee (1d4+3, +2 Dagger) or +10 melee (1d6+3, Staff of Power) or +12 ranged (1d4+3, +2 Dagger); Full Atk +11/+5 melee (1d4+3, +2 Dagger) or +10/+5 melee (1d6+3, Staf of Power) or +12 ranged (1d4+3, +2 Dagger); Face/Reach 5 ft./5 ft.; AL CN; SV Fort +10, Ref +9, Will +14; Str 12, Dex 14, Con 17, Int 20, Wis 16, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +15, Craft (Alchemy) +15, Decipher Script +10, Knowledge (Arcana) +15, Knowledge (History) +10, Knowledge (Local: Western Heartlands) +8, Knowledge (The Planes) +10, Ride +5, Speak Language (Chondathan, Common, Tethyrian, Draconic, Elven, Giant, Illuskan, Netherese), Spellcraft +15. Brew Potion, Craft Wand, Craft Wondrous Item, Enlarge Spell, Eschew Materials, Extend Spell, Scribe Scroll, Spell Focus (Evocation), Weapon Focus (Dagger).
Special Qualities: Summon Familiar.
Wizard Spells Prepared (4/10/9/5/4/4/2; base DC = 15 + spell level, 16 + spell level for Evocation Spells; caster level 12th).
Possessions: Spellbooks, +2 Dagger, Staff of Power, Amulet of Spell Turning, Bracers of Armor +7, Delfen’s Ring of Wizardry, 4 Ioun Stones (Pale Green Prism, Pale Lavender Ellipsoid, Pearly White Spindle, Pink Rhomboid), Ring of Regeneration, Wand of Fear, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Delfen is listed as Wiz8 in N5 Under Illefarn with Str 12, Int 18, Wis 15, Dex 14, Con 15, Cha 16 and +2 Dagger, Staff of Power, Ring of Regeneration, Ring of Spell Turning, Wand of Fear, Bracers AC 4. Listed as Wiz12 in the North boxed set with +2 Dagger, Staff of Power, Ring of Regeneration, Ioun Stones (Lavender, Green, Pearly White, Pink), Bracers AC 3, Ring of Wizardry (1-2), Wand of Fear, and several charged Chardalyns.

Delfen’s Ring of Wizardry: This ring doubles its wearer’s 1st and 2nd level arcane spells per day. Bonus spells from high ability scores or school specialization are not doubled.
Strong Universal; CL 14th; Forge Ring, Limited Wish; Price 70,000 gp.





Councilman, Guildmaster of the Blacksmith’s Guild
Derval Ironeater: Male Shield Dwarf Ftr6: CR 6; Medium Humanoid (Dwarf); HD 6d10+24; hp 106; Init +2; Spd 20 ft.; AC 22 (touch 11, flat-footed 21); Base Atk +6; Grp +9; +13 melee (1d10+6, +3 Dwarven Waraxe) or +13 melee (1d8+6, Dwarven Thrower) or +12 ranged (2d8+6, Dwarven Thrower); Full Atk +13/+8 melee (1d10+6, +3 Dwarven Waraxe) or +13/+8 melee (1d8+6, Dwarven Thrower) or +12 ranged (2d8+6, Dwarven Thrower); Face/Reach 5 ft./5 ft.; SQ Shield Dwarf traits; AL LN; SV Fort +11, Ref +4, Will +7; Str 16, Dex 15, Con 18, Int 14, Wis 16, Cha 13.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +2 (+4 related to Stone/Metal), Craft (Armorsmithing) +11, Craft (Blacksmithing) +11, Craft (Stonemasonry) +8, Craft (Weaponsmithing) +11, Knowledge (Architecture and Engineering) +4, Speak Language (Chondathan, Common, Dwarf, Elven, Goblin). Cleave, Great Fortitude, Iron Will, Metallurgy, Power Attack, Weapon Focus (Dwarven Waraxe), Weapon Focus (Warhammer).
Special Qualities: Shield Dwarf traits: Darkvision 60 ft.; 20 ft. speed in any armor; Stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 Racial bonus on attack rolls vs Goblinoids and Orcs; +2 Racial bonus on saves vs Spells and Spell-like Abilities; +2 Racial bonus on saves vs Poison; +4 Dodge bonus vs Giants; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a Rogue can; Intuit Depth); +2 Racial bonus on Appraise checks and Craft checks related to stone or metal; Weapon Familiarity: Dwarves may treat Dwarven Waraxe and Dwarven Urgrosh as martial weapons, rather than exotic weapons.
Possessions: +1 Full Plate, Masterwork Heavy Steel Shield, +3 Dwarven Waraxe, Dwarven Thrower, Ring of Telekinesis, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Derval Ironeater is listed as N Ftr6 in N5 Under Illefarn with Str 15, Int 14, Wis 16, Dex 15, Con 18, Cha 13 and +1 Plate Mail, +3 Battle Axe, +3 Dwarven Thrower, Ring of Telekinesis. Listed as LN Ftr6 in the North boxed set.



Jeweler, Court Jeweler to the Duke of Daggerford
Korbus Brightjewel: Male Rock Gnome Ill7; CR 7; Small Humanoid (Gnome); HD 7d4+21; hp 52; Init +3; Spd 20 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +3; Grp +0; Face/Reach 5 ft./5 ft.; SQ Rock Gnome traits; AL NG; SV Fort +5, Ref +5, Will +6; Str 13, Dex 16, Con 16, Int 18, Wis 13, Cha 10.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Concentration +8, Craft (Alchemy) +10, Craft (Gemcutting) +13, Diplomacy +2, Hide +4, Knowledge (Arcana) +10, Listen +2, Profession (Merchant) +6, Speak Language (Chondathan, Common, Gnome, Draconic, Dwarven, Illuskan). Attune Gem, Brew Potion, Craft Wondrous Item, Scribe Scroll, Skill Focus (Craft: Gemcutting).
Special Qualities: Rock Gnome traits: Low-Light Vision; 20 ft. speed; +2 Racial bonus on saves vs Illusions; +1 bonus to DC of all Illusions cast by Gnomes; +4 Dodge bonus vs Giants; +1 Racial bonus on attack rolls vs Goblinoids and Kobolds; +2 Racial bonus on Craft (Alchemy) and Listen checks; Weapon Familiarity: Gnomes may treat Gnome Hooked Hammers as martial weapons, rather than exotic weapons; Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Ghost Sound, Prestidigitation; Spell-like Abilities (as 1st level caster) 1/day–Speak with Animals (Burrowing Mammals). Summon Familiar.
Wizard Spells Prepared (4/5+1/4+1/3+1/2+1; base DC = 14 + spell level, 15 + spell level for Illusion Spells; caster level 7th).
Possessions: Ring of Protection +3, Robe of Scintillating Colors, Rod of Metal and Mineral Detection, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Korbus Brightjewel is listed as N Ill6 in N5 Under Illefarn with Str 13, Int 17, Wis 13, Dex 16, Con 16, Cha 10 and Ring of Protection +3, Wand of Metal and Mineral Detection, Robe of Scintillating Colors. Listed as CN Ill7 in the North boxed set.




Councilman, Keeper of Tymora’s Shrine (Fairfortune Hall)
Bando the Lame: Male Lightfoot Halfling Clr7; CR 7; Small Humanoid (Halfling); HD 7d8+21; hp 65; Init +3; Spd 20 ft.; AC 21 (touch 14, flat-footed 18); Base Atk +5; Grp +3; Atk +9 melee (1d6+3, +1 Light Mace) or +11 ranged (1d3, Masterwork Sling); Full Atk +9 melee (1d6+3, +1 Light Mace) or +11 ranged (1d3, Masterwork Sling); Face/Reach 5 ft./5 ft.; SA Turn Undead; SQ Lightfoot Halfling traits; AL CG; SV Fort +11, Ref +8, Will +12; Str 14, Dex 17, Con 16, Int 12, Wis 18, Cha 12.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +2, Concentration +6, Craft (Alchemy) +3, Heal +3, Hide +4, Jump +2, Knowledge (Religion) +6, Listen +2, Move Silently +2, Speak Language (Chondathan, Common, Halfling), Spellcraft +6. Brew Potion, Dodge, Luck of Heroes, Point Blank Shot.
Special Qualities: Lightfoot Halfling traits: 20 ft. speed; +2 Racial bonus on Climb, Jump, Listen, and Move Silently checks; +1 Racial bonus on all saving throws; +2 Morale bonus on saves vs Fear; +1 Racial bonus on attacks with Thrown Weapons and Slings. +1 Luck bonus on all saving throws; +1 Luck bonus to Armor Class. Aura of Good (equal to cleric level); Turn Undead as 7th level cleric 4/day.
Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 7th).
Deity: Tymora. Domains: Good (cast Good spells at +1 caster level), Luck.
Possessions: Silver Holy Symbol (Tymora), +3 Leather Armor, +1 Light Wooden Shield, +1 Light Mace, Masterwork Sling, 5 +2 Sling Bullets, Boots of Elvenkind, Luckstone, Ring of Invisibility, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Bando is listed as NG Clr6 in N5 Under Illefarn with Str 14, Int 11, Wis 18, Dex 17, Con 16, Cha 12 and +3 Leather Armor, Elven Boots, Ring of Invisibility, +1 Mace, 5 +2 Sling Bullets, Sling Bullet of Impact. Listed as CG Clr7 in the North boxed set with +3 Leather Armor, +1 Shield, Ring of Invisibility, +1 Mace, 5 +2 Sling Bullets, Luckstone.


More to come...
#644

zombiegleemax

Oct 11, 2004 0:53:17
Are there any stats for Thay's first Zulkir of Necromancy (the demilich) ?
#645

aluroon

Oct 11, 2004 16:43:49
Completed a Final Version of Gromph and Pharaun. There now fully worked out, inculding custom items and typical spells prepared. What do you all think? Is my stat block style ok?

Next up: Valas, Blackcloak, and the Princes of Shade (maybe)


Aluroon
#646

warlockco

Oct 12, 2004 0:42:54
NPCs of Daggerford and Surrounding Area
Sources: N5 Under Illefarn (1E), The North boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3/3.5E), Book of Exalted Deeds (3.5E), Complete Warrior (3.5E), Epic Level Handbook (3E), and Races of Stone (3.5E).

Owner of the Happy Cow tavern
Fulbar Hardcheese: Male Lightfoot Halfling Rog12; CR 12; Small Humanoid (Halfling); HD 12d6+48; hp 107; Init +4; Spd 20 ft.; AC 18 (touch 15, flat-footed 14); Base Atk +9; Grp +6; +14 melee (1d6+4, Quietstrike); Full Atk +14/+9 melee (1d6+4, Quietstrike); Face/Reach 5 ft./5 ft.; SA Sneak Attack +6d6; SQ Lightfoot Halfling traits; AL CN; SV Fort +10, Ref +14, Will +6; Str 13, Dex 18, Con 18, Int 14, Wis 10, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +8, Balance +4, Bluff +6, Climb +10, Diplomacy +6, Disable Device +10, Gather Information +8, Hide +10, Jump +2, Listen +10, Move Silently +12, Open Lock +10, Profession (Innkeeper) +8, Search +10, Sense Motive +8, Sleight of Hand +10, Speak Language (Chondathan, Common, Halfling, Illuskan), Spot +8, Tumble +6, Use Magic Device +6. Combat Expertise, Combat Reflexes, Dodge, Luck of Heroes, Mobility.
Special Qualities: Lightfoot Halfling traits: 20 ft. speed; +2 Racial bonus on Climb, Jump, Listen, and Move Silently checks; +1 Racial bonus on all saving throws; +2 Morale bonus on saves vs Fear; +1 Racial bonus on attacks with Thrown Weapons and Slings. +1 Luck bonus on all saving throws; +1 Luck bonus to Armor Class. Sneak Attack +6d6; Trapfinding; Improved Evasion; Trap Sense +4; Improved Uncanny Dodge.
Possessions: Masterwork Studded Leather, Quietstrike, Ring of Chameleon Power, Ring of Feather Falling, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Fulbar is listed as Rog11 in N5 Under Illefarn with Str 13, Int 13, Wis 9, Dex 18, Con 18, Cha 15 and Ring of Chameleon Power, Ring of Feather Falling, “Quietstrike” +3 Short Sword (Sentient). Listed as Rog12 in the North boxed set.

Quietstrike is a +3 Short Sword; AL CN; Int 13, Wis 13, Cha 10; Empathy; 60 ft. vision and hearing; Ego score 9.
Greater Powers: Quietstrike can Detect Secret Doors and Find Traps at will.
Source: N4 Under Illefarn and the North boxed set, converted to 3.5E by Warlockco.
Moderate Universal; CL 9th; Craft Magic Arms and Armor; Price 39,510 gp.




Councilman, Keeper of Tempus’ Shrine (Table of the Sword)
Baergon Bluesword: Male Half-Moon Elf Clr7/Ftr2; CR 9; Medium Humanoid (Elf); HD 7d8+21 plus 2d10+6; hp 89; Init +3; Spd 20 ft.; AC 20 (touch 12, flat-footed 18); Base Atk +7; Grp +10; Atk +12 melee (1d8+4, Tempusfugue); Full Atk +12/+7 melee (1d8+4, Tempusfugue); Face/Reach 5 ft./5 ft.; SA Turn Undead; SQ Half-Moon Elf traits; AL CN; SV Fort +11, Ref +5, Will +9; Str 16, Dex 17, Con 16, Int 14, Wis 18, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +10 (+14 when casting defensively), Diplomacy +6, Gather Information +2, Handle Animal +2, Heal +4, Intimidate +2, Knowledge (Religion) +8, Listen +1, Ride +4, Search +1, Speak Language (Chondathan, Common, Elven, Illuskan), Spellcraft +8, Spot +1. Cleave, Combat Casting, Divine Vigor, Dodge, Power Attack, Weapon Focus (Battleaxe) (b), Weapon Focus (Longsword).
Special Qualities: Half-Moon Elf traits: Low-Light Vision; +1 Racial bonus on Listen, Search, and Spot checks; +2 racial bonus on Diplomacy and Gather Information checks; Immune to Sleep; Elf Blood. Aura of Chaos (equal to cleric level); Turn Undead as 7th level cleric 5/day.
Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 7th).
Deity: Tempus Domains: Chaos (cast Chaotic spells at +1 caster level), War.
Possessions: Silver Holy Symbol (Tempus), +1 Chainmail, Masterwork Heavy Steel Shield, Tempusfugue, Medallion of Thoughts, Ring of Regeneration, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Baergon is listed as Clr5/Ftr5 in N5 Under Illefarn with Str 16, Int 13, Wis 17, Dex 17, Con 16, Cha 14 and +1 Chainmail, Ring of Regeneration, Medallion of ESP, “Tempusfugue” +1 Broad Sword (Sentient). Listed as Clr7/Ftr7 in the North boxed set.

Tempusfugue is a +1 Longsword; AL CN; Int 12, Wis 12, Cha 10; Empathy; 30 ft. vision and hearing; Ego score 4.
Lesser Powers: Tempusfugue can Detect Magic at will.
Source: N4 Under Illefarn and the North boxed set, converted to 3.5E by Warlockco.
Faint Universal; CL 3rd; Craft Magic Arms and Armor; Price 6,915 gp.

Divine Vigor [Divine]
You can channel energy to increase your speed and durability.
Source: Complete Warrior.
Prerequisite: Turn or Rebuke Undead ability.
Benefit: As a standard action, spend one of your Turn or Rebuke Undead attempts to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma modifier.




Councilman, Keeper of Chauntea’s Shrine (Harvest House) (Venerable has been applied to this NPC)
Maerovyna: Female Chondathan Human Clr9; CR 9; Medium Humanoid (Human); HD 9d8-18; hp 44; Init -2; Spd 20 ft.; AC 8 (touch 8, flat-footed 8); Base Atk +6; Grp +3; Atk +6 melee (1d8, +3 Heavy Mace) or +5 melee (1d6-1, Staff of the Woodlands); Full Atk +6/+1 melee (1d8, +3 Heavy Mace) or +5/+0 melee (1d6-1, Staff of the Woodlands); Face/Reach 5 ft./5 ft.; SA Turn Undead; AL LG; SV Fort +6, Ref +1, Will +11; Str 4, Dex 6, Con 7, Int 17, Wis 20, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +4, Craft (Alchemy) +6, Diplomacy +6, Handle Animal +4, Heal +8, Knowledge (Nature) +10, Knowledge (Religion) +8, Speak Language (Chondathan, Common, Tethyrian, Elven), Spellcraft +6. Brew Potion, Craft Wand, Extend Spell, Great Fortitude, Scribe Scroll.
Special Qualities: Aura of Good (equal to cleric level); Turn Undead as 9th level cleric 7/day.
Cleric Spells Prepared (6/6+1/5+1/4+1/3+1/2+1; base DC = 15 + spell level; caster level 9th).
Deity: Chauntea Domains: Animal (Speak with Animals 1/day), Plant (Rebuke/Command Plants as 9th level cleric 7/day).
Possessions: Silver Holy Symbol (Chauntea), +3 Heavy Mace, Ring of Major Spell Storing (Dispel Evil, Raise Dead), Staff of the Woodlands, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Maerovyna is listed as Clr8 in N5 Under Illefarn with Str 10, Int 13, Wis 16, Dex 12, Con 13, Cha 15 and Staff of Striking, Ring of Spell Storing. Listed as LG Drd9 in the North boxed set with +3 Mace, Staff of Striking, Ring of Truth.




Councilman, Keeper of Lathander’s Temple (Moonglow Tower) (Middle Age has been applied to this NPC)
Liam Sunmist: Male Chondathan Human Clr10; CR 10; Medium Humanoid (Human); HD 10d8+20; hp 87; Init +0; Spd 20 ft.; AC 18 (touch 10, flat-footed 18); Base Atk +7; Grp +7; Atk +9 melee (1d8+2, +2 Heavy Mace); Full Atk +9/+4 melee (1d8+2, +2 Heavy Mace); Face/Reach 5 ft./5 ft.; SA Turn Undead; AL LG; SV Fort +9, Ref +3, Will +13; Str 11, Dex 10, Con 14, Int 13, Wis 18, Cha 17.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +10, Diplomacy +10, Knowledge (Nobility and Royalty) +6, Knowledge (Religion) +10, Speak Language (Chondathan, Common, Tethyrian, Elven), Spellcraft +10. Craft Wand, Craft Wondrous Item, Extend Spell, Iron Will, Scribe Scroll.
Special Qualities: Aura of Good (equal to cleric level); Turn Undead as 10th level cleric 6/day.
Cleric Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; base DC = 14 + spell level; caster level 10th).
Deity: Lathander Domains: Good (cast Good spells at +1 caster level), Sun (Greater Turning 1/day).
Possessions: Silver Holy Symbol (Lathander), +2 Scale Mail, Masterwork Heavy Steel Shield, +2 Heavy Mace, Ring of Mind Shielding, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Liam is listed as Clr9 in N5 Under Illefarn with Str 12, Int 12, Wis 15, Dex 11, Con 15, Cha 16 and +2 Scale Mail, +2 Mace, Ring of Mind Shielding. Listed as Clr10 in the North boxed set.


More to come...
#647

zombiegleemax

Oct 12, 2004 21:46:20
could someone please give me their stats mainly Ilsevele, Araevin, Seiveril thanks.
#648

warlockco

Oct 15, 2004 2:36:34
NPCs of Daggerford and Surrounding Area
Sources: N5 Under Illefarn (1E), The North boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3/3.5E), Book of Exalted Deeds (3.5E), Complete Divine (3.5E), Complete Warrior (3.5E), Epic Level Handbook (3E), and Races of Stone (3.5E).

Adventurer, Son of Filvendor Lightfoot
Filarion Filvendorson: Male Moon Elf Rog11; CR 11; Medium Humanoid (Elf); HD 11d6+33; hp 94; Init +4; Spd 30 ft.; AC 20 (touch 14, flat-footed 16); Base Atk +8; Grp +9; Atk +14 melee (1d6+3, +2 Keen Adamantine Short Sword); Full Atk +14/+9 melee (1d6+3, +2 Keen Adamantine Short Sword); Face/Reach 5 ft./5 ft.; SA Sneak Attack +6d6; SQ Moon Elf traits; AL CN; SV Fort +6, Ref +11, Will +2; Str 12, Dex 18, Con 16, Int 12, Wis 8, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +10, Balance +6, Disable Device +10, Hide +10, Listen +12, Move Silently +10, Open Lock +10, Search +12, Sleight of Hand +14, Speak Language (Chondathan, Common, Elven), Spot +12, Tumble +6, Use Magic Device +12, Use Rope +6. Deft Hands, Dodge, Mobility, Weapon Finesse.
Special Qualities: Moon Elf traits: Low-Light Vision; +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; Proficient with Longbow (including Composite Longbow), Longsword, Rapier, and Shortbow (including Composite Shortbow). Sneak Attack +6d6; Trapfinding; Improved Evasion; Trap Sense +3; Improved Uncanny Dodge
Possessions: +1 Elven Chainmail, +2 Keen Adamantine Short Sword, Ring of Chameleon Power, Ring of Shocking Grasp, Wand of Detect Secret Doors, Wand of Find Traps, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Filarion is listed as Rog9 in N5 Under Illefarn with Str 12, Int 11, Wis 8, Dex 18, Con 15, Cha 16 and +2 Sword, +1 Elven Chainmail, Ring of Shocking Grasp, Ring of Chameleon Power. Listed as Rog11 in the North boxed set with Short Sword of Sharpness, +1 Elven Chainmail, Ring of Shocking Grasp, Ring of Chameleon Power, Wand of Secret Door & Trap Location).

Ring of Shocking Grasp: The wearer of this ring can use Shocking Grasp for 2d6 points of electricity damage once per round. The wearer has a +3 bonus on the attack roll if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
Source: Converted from 2nd Edition AD&D by Warlockco.
Faint Evocation; CL 2nd; Forge Ring, Shocking Grasp; Price: 4,000 gp.




Lord of the House of Long Silences (Lives 2-day’s West of Daggerford) (Note Sir Elorfindar is over 1,000 years old, no age adjustments applied)
Sir Elorfindar Floshin: Male Gold Elf Ftr4/Wiz15; CR 19; Medium Humanoid (Elf); HD 4d10+16 plus 15d4+60; hp 162; Init +5; Spd 30 ft.; AC 30 (touch 17, flat-footed 26); Base Atk +11; Grp +16; Atk +23 melee (1d8+12, Elfhost) or +22 melee (1d8+11, +4 Longsword of Dancing) or +20 ranged (1d8+7, +3 Mighty Composite Longbow +4); Full Atk +23/+18/+13 melee (1d8+12, Elfhost) or +22/+17/+12 melee (1d8+11, +4 Longsword of Dancing) or +20/+15/+10 ranged (1d8+7, +3 Mighty Composite Longbow +4); Face/Reach 5 ft./5 ft.; SQ Gold Elf traits, SR 23; AL NG; SV Fort +15, Ref +13, Will +15; Str 20, Dex 20, Con 18, Int 24, Wis 16, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +20 (+24 when casting defensively), Decipher Script +6, Diplomacy +10, Handle Animal +6, Knowledge (Arcana) +20, Knowledge (History) +10, Knowledge (Local: Western Heartlands) +10, Knowledge (Nobility and Royalty) +8, Listen +8, Ride +10, Search +6, Sense Motive +6, Speak Language (Chondathan, Common, Elven, Draconic, Dwarven, Giant, Goblin, Illuskan, Netherese, Orc, Seldruin, Sylvan), Spellcraft +20, Spot +8. Alertness*, Combat Casting, Combat Expertise, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Gift of Tongues, Scribe Scroll, Shielded Casting, Still Spell, Weapon Focus (Longsword), Weapon Specialization (Longsword).
*granted by Dark Blue Rhomboid Ioun Stone.
Special Qualities: Gold Elf traits: Low-Light Vision; +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; Proficient with Longbow (including Composite Longbow), Longsword, Rapier, and Shortbow (including Composite Shortbow). Summon Familiar.
Wizard Spells Prepared (4/6/6/6/9/9/4/3/1; base DC = 17 + spell level; caster level 16th; 10% spell failure)
Possessions: Spellbooks, +4 Twilight Elven Chainmail, +2 Twilight Mithral Heavy Shield, Elfhost, +4 Longsword of Dancing, +3 Mighty Composite Longbow +4, 10 +1 Arrows, 3 +3 Arrows, 2 Arrows of Slaying Goblinoids, Elorfindar’s Ring of Wizardry, 16 Ioun Stones (Clear Spindle, Dark Blue Rhomboid, Deep Red Sphere, Dusty Rose Prism, Incandescent Blue Sphere, Iridescent Spindle, Lavender and Green Ellipsoid, Orange Prism, Pale Blue Rhomboid, Pale Green Prism, Pale Lavender Ellipsoid, Pearly White Spindle, Pink Rhomboid, Pink and Green Sphere, Scarlet and Blue Sphere, Vibrant Purple), Luckstone, Ring of Protection +2, Staff of the Magi, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Elorfindar is listed as Ftr7/Wiz11 in N5 Under Illefarn with Str 18/93, Int 19, Wis 13, Dex 18, Con 15, Cha 16 and +4 Elven Chainmail, Longsword of Dancing, “Elfhost” +5 Defender Longsword (Sentient), +3 Longbow, 10 +1 Arrows, 3 +3 Arrows, 2 Arrows of Slaying Goblinoids, Ring of Protection +2, Ring of Blinking, Luckstone. Listed as Ftr12/Wiz15 in the North boxed set with +4 Elven Chainmail, +2 Shield, Longsword of Dancing, “Elfhost” +5 Defender Longsword (Sentient), +3 Longbow, 10 +1 Sheaf Arrows, 3 +3 Sheaf Arrows, 2 Arrows of Slaying Goblinoids, Ring of Protection +2, Ring of Wizardry (4-5), Ioun Stones (one of each), Staff of the Magi, Luckstone.

Elfhost: This longsword has been in Elordindar’s hands for as long as any human can remember. Goblins, Orcs, and other enemies of the Elves gave it the name of Elfhost hundreds of years ago. Its blade is made of mithral that never dulls or rusts, and a large ruby is set into its pommel
Elfhost is a +5 Defending Everbright Mithral Longsword; AL NG; Int 17, Wis 17, Cha 10; Read/Speaks Common, Elven, Orc, Sylvan; Telepathy, 120 ft. darkvision and hearing; Ego score 29.
Primary Powers (at will): Detect Secret Doors, Locate Object in a 120-ft. radius.
Extraordinary Powers (1/day): Heal.
Awesome Powers (2/day): Greater Teleport.
Special Purpose: Defeat the enemies of Elves.
Dedicated Power: Deals double damage against Goblinoids.
Source: N4 Under Illefarn and the North boxed set, converted to 3.0E by Warlockco.
Strong Abjuration; CL 15th; Craft Magic Arms and Armor, Shield; Price 72,315 gp.
Note: Price does not include “cost” for the Intelligence, used 3.0E rules for powers.

Elorfindar’s Ring of Wizardry: This ring doubles its wearer’s 4th and 5th level arcane spells per day. Bonus spells from high ability scores or school specialization are not doubled.
Overwhelming Universal; CL 23rd; Forge Ring, Forge Epic Ring, Wish; Price 400,000 gp.

Twilight: This suit of armor, favored by Eladrin spellcasters, becomes semi-incorporeal and translucent when donned. It also possesses a faint sunset-colored sheen. The Twilight armor reduces the chance of arcane spell failure by -10%.
Source: Book of Exalted Deeds.
Faint Abjuration; CL 5th; Craft Magic Arms and Armor; Price +1 bonus.

Shielded Casting [General]
You are skilled at covering yourself with your shield when casting spells in combat.
Source: Races of Stone.
Prerequisite: Concentration 5 ranks, Combat Casting, Shield Proficiency.
Benefit: As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat.



Eldest child and Heir of Sir Elorfindar (Lives in Daggerford)
Darfin Longwalker: Male Gold Elf Ftr7/Wiz6; CR 13; Medium Humanoid (Elf); HD 7d10+14 plus 6d4+12; hp 96; Init +7; Spd 30 ft.; AC 23 (touch 14, flat-footed 20); Base Atk +10; Grp +12; Atk +15 melee (1d8+6, +2 Longsword); Full Atk +15/+10 melee (1d8+6, +2 Longsword); Face/Reach 5 ft./5 ft.; SQ Gold Elf traits; AL LG; SV Fort +9, Ref +8, Will +9; Str 14, Dex 16, Con 14, Int 17, Wis 12, Cha 12.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +10 (+14 when casting defensively), Decipher Script +8, Diplomacy +5, Handle Animal +6, Knowledge (Arcana) +10, Listen +4, Ride +12, Search +4, Speak Language (Chondathan, Common, Elven, Draconic, Goblin, Illuskan, Orc), Spellcraft +10, Spot +4. Combat Casting, Combat Expertise, Dodge, Extend Spell, Improved Initiative, Mounted Combat, Practiced Spellcaster (Wizard), Scribe Scroll, Still Spell, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Special Qualities: Gold Elf traits: Low-Light Vision; +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; Proficient with Longbow (including Composite Longbow), Longsword, Rapier, and Shortbow (including Composite Shortbow). Summon Familiar.
Wizard Spells Prepared (4/4/4/3; base DC = 13 + spell level; caster level 10th; 25% spell failure).
Possessions: Spellbooks, +1 Elven Chainmail, +1 Mithral Heavy Shield, +2 Longsword, Cloak of Resistance +1, Ring of Protection +1, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Darfin is mentioned only in name and class (Ftr/Wiz) in N5 Under Illefarn. Listed as Ftr7/Wiz6 in the North boxed set, no other information.




Daughter of Sir Elorfindar (Lives in Daggerford)
Shalendra Dare-all: Female Gold Elf Ftr7; CR 7; Medium Humanoid (Elf); HD 7d10+14; hp 65; Init +2; Spd 20 ft.; AC 24 (touch 11, flat-footed 23); Base Atk +7; Grp +11; Atk +14 melee (1d8+8, +2 Longsword); Full Atk +14/+9 melee (1d8+8, +2 Longsword); Face/Reach 5 ft./5 ft.; SQ Gold Elf traits; AL LG; SV Fort +7, Ref +4, Will +3; Str 19, Dex 15, Con 14, Int 15, Wis 13, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Diplomacy +4, Handle Animal +4, Knowledge (Nobility and Royalty) +5, Listen +2, Ride +10, Search +2, Sense Motive +4, Speak Language (Chondathan, Common, Elven, Draconic, Illuskan), Spot +2. Magical Training, Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (Lance), Weapon Focus (Longsword), Weapon Specialization (Longsword).
Special Qualities: Gold Elf traits: Low-Light Vision; +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; Proficient with Longbow (including Composite Longbow), Longsword, Rapier, and Shortbow (including Composite Shortbow).
Wizard Spells Prepared (3; base DC = 12 + spell level; caster level 1st; 50% spell failure).
Spellbook: Detect Magic, Light, Read Magic.
Possessions: Spellbook, +2 Full Plate, +1 Heavy Steel Shield, +2 Longsword, Gauntlets of Ogre Power, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Shalendra is mentioned only in name and class (Cavalier) in N5 Under Illefarn. Listed as Ftr7 (Cavalier kit) in the North boxed set, no other information.




Son of Sir Elorfindar (Lives 2-day’s East of Daggerford)
Elorshin Highthought: Male Gold Elf Clr6/Wiz7; CR 13; Medium Humanoid (Elf); HD 6d8+6 plus 7d4+7; hp 72; Init +4; Spd 30 ft.; AC 20 (touch 16, flat-footed 16); Base Atk +7; Grp +9; +11 melee (1d8+3, +1 Holy Longsword); Full Atk +11/+6 melee (1d8+3, +1 Holy Longsword); Face/Reach 5 ft./5 ft.; SA Turn Undead; SQ Gold Elf traits; AL LG; SV Fort +8, Ref +8, Will +15; Str 14, Dex 18, Con 12, Int 17, Wis 16, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +12 (+16 when casting defensively), Decipher Script +6, Diplomacy +8, Heal +6, Knowledge (Arcana) +14, Knowledge (Religion) +14, Listen +2, Ride +3, Search +2, Speak Language (Chondathan, Common, Elven, Celestial, Draconic, Illuskan, Netherese), Spellcraft +14, Spot +2. Combat Casting, Craft Wand, Discipline, Practiced Spellcaster (Cleric), Practiced Spellcaster (Wizard), Scribe Scroll, Transdimensional Spell, Weapon Focus (Longsword) (b).
Special Qualities: Gold Elf traits: Low-Light Vision; +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; Proficient with Longbow (including Composite Longbow), Longsword, Rapier, and Shortbow (including Composite Shortbow). Summon Familiar. Aura of Good (equal to cleric level); Turn Undead as 6th level cleric 6/day.
Cleric Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + spell level; caster level 10th).
Deity: Tyr Domains: Good (cast Good spells at +1 caster level), War.
Wizard Spells Prepared (4/5/4/3/1; base DC = 13 + spell level; caster level 11th).
Possessions: Silver Holy Symbol (Tyr), Spellbooks, +1 Holy Longsword, Bracers of Armor +4, Gloves of Dexterity +4, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Elorshin is mentioned only in name and class (Clr/Wiz of Tyr) in N5 Under Illefarn. Listed as Clr6/Wiz7 of Tyr in the North boxed set, no other information.




Youngest child of Sir Elorfindar (Lives in Daggerford)
Filvendor Lightfoot: Male Gold Elf Ftr3/Rog4/Wiz4; CR 11; Medium Humanoid (Elf); HD 3d10+3 plus 4d6+4 plus 4d4+4; hp 70; Init +4; Spd 30 ft.; AC 21 (touch 15, flat-footed 17); Base Atk +8; Grp +10; Atk +14 melee (1d6+4, +2 Keen Rapier); Full Atk +14/+9 melee (1d6+4, +2 Keen Rapier); Face/Reach 5 ft./5 ft.; SA Sneak Attack +2d6; SQ Gold Elf traits; AL CG; SV Fort +7, Ref +11, Will +8; Str 14, Dex 19, Con 12, Int 20, Wis 12, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +6, Concentration +7, Balance +7, Decipher Script +4, Disable Device +7, Gather Information +7, Handle Animal +1, Hide +7, Jump +6, Knowledge (Arcana) +7, Listen +7, Move Silently +7, Open Lock +7, Ride +6, Search +7, Sense Motive +1, Sleight of Hand +7, Speak Language (Chondathan, Common, Elven, Draconic, Goblin, Illuskan, Netherese, Orc, Sylvan), Spellcraft +7, Spot +7, Tumble +7, Use Magic Device +7. Combat Expertise, Combat Reflexes, Dodge, Gift of Tongues, Practiced Spellcaster (Wizard), Scribe Scroll, Weapon Finesse.
Special Qualities: Gold Elf traits: Low-Light Vision; +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; Proficient with Longbow (including Composite Longbow), Longsword, Rapier, and Shortbow (including Composite Shortbow). Summon Familiar. Sneak Attack +2d6; Trapfinding; Evasion; Trap Sense +1; Uncanny Dodge.
Wizard Spells Prepared (4/5/3; base DC = 15 + spell level; caster level 8th).
Possessions: Spellbooks, +2 Keen Rapier, Bracers of Armor +6, Cloak of Resistance +1, Gloves of Dexterity +2, Ring of Protection +1, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Filvendor is mentioned only in name and class (Ftr/Rog/Wiz) in N5 Under Illefarn. Listed as Ftr3/Rog4/Wiz4 in the North boxed set, no other information.

More to come....
#649

warlockco

Oct 17, 2004 13:34:05
NPCs of Daggerford and Surrounding Area
Sources: N5 Under Illefarn (1E), The North boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3/3.5E), Serpent Kingdoms (3.5E), Book of Exalted Deeds (3.5E), Complete Divine (3.5E), Complete Warrior (3.5E), Epic Level Handbook (3E), Monster Manual 3.5, and Races of Stone (3.5E).

Redeye a Lizardfolk from the Lizard Marsh.
In N5 Under Illefarn he was presented as the Cleric/Leader of a Lizardfolk Tribe.
In The North boxed set he was rumored to be a Lich amassing an army.
In FRCS he is a Barbarian/Divine Champion of Talos amassing an army.

So the 3 versions of Redeye:

Redeye: Male Lizardfolk Clr7; CR 8; Medium Humanoid (Reptilian); HD 9d8+18; hp 77; Init +3; Spd 30 ft.; AC 22 (touch 13, flat-footed 19); Base Atk +6; Grp +9; Atk +10 melee (1d8+4, +1 Heavy Mace); Full Atk +10/+5 melee (1d8+4, +1 Heavy Mace) and +4 melee (1d4+1, Bite); Face/Reach 5 ft./5 ft.; SA Turn Undead; SQ Lizardfolk traits; AL N; SV Fort +7, Ref +8, Will +8; Str 16, Dex 16, Con 14, Int 13, Wis 16, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Balance +5, Climb +2, Concentration +6, Jump +5, Knowledge (Arcana) +3, Knowledge (Nature) +3, Knowledge (Religion) +5, Speak Language (Common, Draconic, Aquan), Survival +2, Swim +7. Athletic, Craft Wondrous Item, Leadership, Multiattack.
Special Qualities: Lizardfolk traits: Darkvision 60 feet; +5 natural armor; +4 Racial bonus on Balance, Jump, and Swim checks; Hold Breath: a lizardfolk can hold his breath for a number of rounds equal to 4 x Constitution score before he is at risk of drowning; Natural Attacks: 2 claws and 1 bite for 1d4 each; Proficient with All Simple Weapons, Shields, and Barbed Darts. Turn Undead as 7th level cleric 6/day.
Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level; caster level 7th).
Deity: Semuanya Domains: Plant (Rebuke/Command Plants as 7th level cleric 6/day), Scalykind (Rebuke/Command Animals (Reptilian Creatures and Snakes only) as 7th level cleric 6/day).
Possessions: Silver Holy Symbol (Semuanya), +2 Large Wooden Shield, +1 Heavy Mace, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown.
Conversion Note: Redeye is listed as Clr7 in N5 Under Illefarn with Str 15, Int 13, Wis 16, Dex 15, Con 14, Cha 18 and +1 Mace.




Redeye: Male Lizardfolk Lich Clr11; CR 14; Medium Undead (Augmented Humanoid, Reptilian); HD 13d12; hp 127; Init +3; Spd 30 ft.; AC 22 (touch 13, flat-footed 19); Base Atk +9; Grp +12; Atk +13 melee (1d8+4, +1 Heavy Mace); Full Atk +13/+8 melee (1d8+4, +1 Heavy Mace) and +7 melee (1d4+1, Bite); Face/Reach 5 ft./5 ft.; SA Damaging Touch, Fear Aura, Paralyzing Touch, Rebuke Undead; SQ Lizardfolk traits, Lich Traits, DR 15/bludgeoning and magic; AL NE; SV Fort +7, Ref +9, Will +11; Str 16, Dex 16, Con --, Int 15, Wis 18, Cha 19.
Skills and Feats (counting all modifiers except equipment and attributes): Balance +5, Climb +2, Concentration +10, Hide +8, Jump +5, Knowledge (Arcana) +7, Knowledge (Nature) +3, Knowledge (Religion) +5, Listen +8, Move Silently +8, Search +8, Sense Motive +8, Speak Language (Common, Draconic, Aquan), Spot +8, Survival +2, Swim +9. Athletic, Craft Wondrous Item, Leadership, Multiattack, Spell Focus (Evocation).
Special Qualities: Lizardfolk traits: Darkvision 60 feet; +5 natural armor; +4 Racial bonus on Balance, Jump, and Swim checks; Hold Breath: a lizardfolk can hold his breath for a number of rounds equal to 4 x Constitution score before he is at risk of drowning; Natural Attacks: 2 claws and 1 bite for 1d4 each; Proficient with All Simple Weapons, Shields, and Barbed Darts. Lich traits: Undead; +5 natural armor; Turn Resistance +4; DR 15/Bludgeoning and Magic; Immunity to Cold, Electricity, Polymorph, and Mind-Affecting attacks; +8 Racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Aura of Evil (equal to cleric level); Rebuke Undead as 11th level cleric 7/day.
Touch Attack (Su): Negative energy damage for 1d8+5 points of damage to living creatures; a Will save (DC 18) halves the damage. A lich with natural weapons can use its touch attack or its natural weapons, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich much succeed on a Will save (DC 18) or be affected as though by a Fear spell at 13th level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save (DC 18) or be permanently paralyzed. Remove Paralysis or any spell that can remove a curse can free the victim (see the Bestow Curse spell, page 203 of the PHB). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Cleric Spells Prepared (6/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 14 + spell level, 15 + spell level for Evocation spells; caster level 11th).
Deity: Semuanya Domains: Plant (Rebuke/Command Plants as 11th level cleric 7/day), Scalykind (Rebuke/Command Animals (Reptilian Creatures and Snakes only) as 11th level cleric 7/day).
Possessions: Silver Holy Symbol (Semuanya), +2 Large Wooden Shield, +1 Heavy Mace, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown.
Conversion Note: Redeye is listed as Clr7 in N5 Under Illefarn with Str 15, Int 13, Wis 16, Dex 15, Con 14, Cha 18 and +1 Mace. Rumors in the North boxed set, says Redeye has become a Lich.





Redeye: Male Lizardfolk Bbn11/Chm5 of Talos; CR 17; Medium Humanoid (Reptilian); HD 2d8+10 plus 11d12+55 plus 5d10+25; hp 244; Init +10; Spd 40 ft.; AC 33 (touch 21, flat-footed 27); Base Atk +17; Grp +24; Atk +30 melee (1d6+12 plus 1d6 electricity, +5 Keen Shocking Burst Shortspear of Returning) or +29 ranged (1d6+12 plus 1d6 electricity, +5 Keen Shocking Burst Shortspear of Returning); Full Atk +30/+25/+20/+15 melee (1d6+12 plus 1d6 electricity, +5 Keen Shocking Burst Shortspear of Returning) or +29 ranged (1d6+12 plus 1d6 electricity, +5 Keen Shocking Burst Shortspear of Returning); Face/Reach 5 ft./5 ft.; SA; SA Divine Wrath, Greater Rage, Smite Infidel; SQ Lizardfolk traits, DR 2/-; AL CE; SV Fort +13, Ref +16, Will +7; Str 24, Dex 22, Con 20, Int 13, Wis 16, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Balance +5, Climb +12, Intimidate +20, Jump +10, Listen +5, Knowledge (Religion) +3, Speak Language (Common, Draconic, Aquan), Survival +11, Swim +20. Athletic, Dire Charge, Dodge, Extra Smiting, Improved Critical (Shortspear), Improved Initiative, Leadership, Mobility, Multiattack, Weapon Focus (Shortspear).
Special Qualities: Lizardfolk traits: Darkvision 60 feet; +5 natural armor; +4 Racial bonus on Balance, Jump, and Swim checks; Hold Breath: a lizardfolk can hold his breath for a number of rounds equal to 4 x Constitution score before he is at risk of drowning; Natural Attacks: 2 claws and 1 bite for 1d4 each; Proficient with All Simple Weapons, Shields, and Barbed Darts. Fast Movement; Greater Rage 3/day; Improved Uncanny Dodge; Trap Sense +3; Damage Reduction 2/-. Lay on Hands (15 HPs); Sacred Defense +2; Smite Infidel (+3 Att/+5 Dmg) 2/day; Divine Wrath.
Possessions: Silver Holy Symbol (Talos), +5 Large Wooden Shield, +5 Keen Shocking Burst Shortspear of Returning, Amulet of Health +6, Belt of Giant Strength +6, Gloves of Dexterity +6, Ring of Protection +5, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown.
Conversion Note: Redeye is listed as Bbn11/Chm5 of Talos in the FRCS. Using information from N5 Under Illefarn’s Redeye as template for stats.


More to come....
#650

warlockco

Oct 17, 2004 15:16:03
NPCs of Daggerford and Surrounding Area
Sources: N5 Under Illefarn (1E), The North boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3/3.5E), Serpent Kingdoms (3.5E), Book of Exalted Deeds (3.5E), Complete Divine (3.5E), Complete Warrior (3.5E), Epic Level Handbook (3E), Monster Manual 3.5, and Races of Stone (3.5E).

King of the Woods, Chieftain of the Wood Elves of the Laughing Hollow
Melandrach: Male Wood Elf Drd10/Ran7; CR 17; Medium Humanoid (Elf); HD 10d8+30 plus 7d10+21; hp 171; Init +8; Spd 30 ft.; AC 21 (touch 14, flat-footed 17); Base Atk +14; Grp +20; Atk +22 ranged (1d8+9, +3 Seeking Mighty Composite Longbow +6) or +22 melee (1d8+8, +2 Battleaxe); Full Atk +22/+17/+12 ranged (1d8+9, +3 Seeking Mighty Composite Longbow +6) or +22/+17/+12 melee (1d8+8, +2 Battleaxe); Face/Reach 5 ft./5 ft.; SA Favored Enemy; SQ Copper Elf traits; AL N; SV Fort +15, Ref +12, Will +13; Str 22, Dex 18, Con 16, Int 15, Wis 18, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +10, Handle Animal +15, Heal +10, Hide +16, Knowledge (Nature) +20, Listen +13, Move Silently +16, Search +7, Speak Language (Common, Druidic, Elven, Goblin, Sylvan), Spellcraft +10, Spot +13, Survival +20. Endurance, Forester, Improved Initiative, Manyshot (b), Natural Spell, Point Blank Shot, Precise Shot, Rapid Shot (b), Track, Weapon Focus (Longbow).
Special Qualities: Copper Elf traits: Low-Light Vision; +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; Proficient with Longbow (including Composite Longbow), Longsword, Rapier, and Shortbow (including Composite Shortbow). Animal Companion (as 13th level Druid); Nature Sense; Wild Empathy +20; Woodland Stride; Trackless Step; Resist Nature’s Lure; Wild Shape (Large, 4/day); Venom Immunity. Favored Enemy: Humanoid (Goblinoid) +4, Humanoid (Reptilian) +2; Improved Combat Style (Archery). +2 bonus on Hide, Listen, Move Silently, and Spot checks in Forest terrain.
Druid Spells Prepared (6/5/5/4/4/2; base DC = 14 + spell level; caster level 10th).
Ranger Spells Prepared (2; base DC = 14 + spell level; caster level 3rd).
Possessions: +2 Wild Duskwood Breastplate of Strength +4, +2 Battleaxe, +3 Seeking Mighty Composite Longbow +6, +1 Dagger, Boots of Elvenkind, Cloak of Elvenkind, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Melandrach is listed as Drd10/Ftr7 in N5 Under Illefarn with Str 17, Int 15, Wis 16, Dex 17, Con 16, Cha 18 and Elven Chainmail, +2 Battleaxe, +3 Longbow, +1 Dagger.




Ruler of Illefarn
Korin Ironaxe: Male Shield Dwarf Ftr7: CR 7; Medium Humanoid (Dwarf); HD 7d10+21; hp 83; Init +3; Spd 20 ft.; AC 25 (touch 14, flat-footed 24); Base Atk +7; Grp +12; Atk +16 melee (1d8+8, Dwarven Thrower) or +14 melee (1d6+7, +2 Short Sword of Speed) or +14 ranged (2d8+8, Dwarven Thrower); Full Atk +16/+11 melee (1d8+8, Dwarven Thrower) or +14/+14/+9 melee (1d6+7, +2 Short Sword of Speed) or +14 ranged (2d8+8, Dwarven Thrower); Face/Reach 5 ft./5 ft.; SQ Shield Dwarf traits; AL LN; SV Fort +10, Ref +5, Will +7; Str 20, Dex 16, Con 16, Int 12, Wis 16, Cha 12.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +2 (+4 related to Stone/Metal), Craft (Armorsmithing) +10, Craft (Blacksmithing) +10, Craft (Stonemasonry) +8, Craft (Weaponsmithing) +10, Knowledge (Architecture and Engineering) +4, Speak Language (Chondathan, Common, Dwarf, Elven). Cleave, Great Fortitude, Iron Will, Metallurgy, Power Attack, Weapon Focus (Dwarven Waraxe), Weapon Focus (Warhammer).
Special Qualities: Shield Dwarf traits: Darkvision 60 ft.; 20 ft. speed in any armor; Stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 Racial bonus on attack rolls vs Goblinoids and Orcs; +2 Racial bonus on saves vs Spells and Spell-like Abilities; +2 Racial bonus on saves vs Poison; +4 Dodge bonus vs Giants; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a Rogue can; Intuit Depth); +2 Racial bonus on Appraise checks and Craft checks related to stone or metal; Weapon Familiarity: Dwarves may treat Dwarven Waraxe and Dwarven Urgrosh as martial weapons, rather than exotic weapons.
Possessions: Ancestral Royal Armor of Illefarn, Masterwork Heavy Steel Shield, Dwarven Thrower, +2 Short Sword of Speed, Amulet of Proof against Detection and Location, Cloak of Evenkind, Crown of Illefarn, 3 Dust of Disappearance, Gauntlets of Ogre Power, Ring of Regeneration, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Derval Ironeater is listed as Ftr7 in N5 Under Illefarn with Str 18/65, Int 12, Wis 11, Dex 15, Con 16, Cha 16 and +2 Dwarven Thrower, Ring of Regeneration, Amulet of Proof against Detection and Location, 3 Dust of Disappearance. Has been given several items from the adventure that belong to the King of Illefarn.

Ancestral Royal Armor of Illefarn: This +1 Bronze Full Plate Armor is the ancestral royal armor of the dwarves of Illefarn. It is studded with many gems bringing its actual value to 28,000 gp.
Faint Universal; CL: 3rd; Craft Magic Arms & Armor; Price 2,650 gp.

Crown of Illefarn: This gold crown is studded with 5 diamonds, 10 rubies, and 15 fire opals, it was last worn by Dervin, the last dwarven king of Illefarn. The wearer of the crown gains a +3 deflection bonus to armor class, fire resistance 30, and immunity to poison. The Crown grants the wearer the powers of a Helm of Telepathy and the ability to summon an Earth Elemental as a Stone of Controlling Earth Elementals.
The diamonds, rubies, and fire opals each can emit a spell once with the following effects:
  • Diamond: Prismatic Spray (save DC 20).
  • Ruby: Wall of Fire.
  • Fire Opal: Fireball (10d6, Reflex DC 20 half).

The gems grow dark and cracked once their power is used. The gems can be replaced and re-enchanted.
Strong Abjuration, Conjuration, Divination, Enchantment, and Evocation; CL: 13th; Craft Wondrous Item, Detect Thoughts, Neutralize Poison, Prismatic Spray, Resist Energy, Shield of Faith, Suggestion, Summon Monster VI, Summon Monster VII, Wall of Fire; Price 320,825 gp; Weight 3 lb.


This should be the last of the NPCs of Daggerford and the surrounding area.
#651

green_giant_02

Oct 17, 2004 18:38:43
Very nice work on the NPCs of Daggerford and its surrounding areas. I don't think I could have done them half as well as you could, warlockco, since besides missing Hordes of Dragonspear Castle adventure, I also don't have Under Illefarn. Once again, nice work.
#652

warlockco

Oct 17, 2004 19:59:12
Very nice work on the NPCs of Daggerford and its surrounding areas. I don't think I could have done them half as well as you could, warlockco, since besides missing Hordes of Dragonspear Castle adventure, I also don't have Under Illefarn. Once again, nice work.

Thanks Green Giant.
I had Kuje look at Hordes of Dragonspear Castle, and it was rather uninformative, seems most of the stuff was in Battle System format.
Yeah, Under Illefarn is one of my favorite modules, just because there is so much you can do with it. Plus, it was the first module to have the Forgotten Realms Logo on it.
#653

zombiegleemax

Oct 19, 2004 16:44:39
Since I noticed something 'bout Iakovas in MM3 he's no longer a novel-only NPC, therefore I have to ask. Can anyone make a writeup of this sea devil lord, when he was at the peak of his power?
#654

kuje31

Oct 19, 2004 17:12:19
Since I noticed something 'bout Iakovas in MM3 he's no longer a novel-only NPC, therefore I have to ask. Can anyone make a writeup of this sea devil lord, when he was at the peak of his power?

His events also were mentioned in the FRCS time line so he's really not just a novel character.
#655

zombiegleemax

Oct 19, 2004 18:15:06
Weird...had to miss it. Where do they say anything 'bout him in FRCS?

P.S. This makes it all the better :D
#656

kuje31

Oct 19, 2004 18:23:11
Weird...had to miss it. Where do they say anything 'bout him in FRCS?

P.S. This makes it all the better :D

Page 271, the dates for 1369 and 1370....
#657

green_giant_02

Oct 19, 2004 18:55:35
He was also mentioned in the Sea of Fallen Stars. I, too, would love to see some stats on Iakhovas but without having read the novels I don't know where to start. I don't even know what he looks like or what powers or abilities he revealed in the novels. Unless someone is willing to create a definite list of his powers in the novels, abilities, theories of what he was, etc. and PM it to me, he may remain statless; barring someone else posting him.
#658

kuje31

Oct 19, 2004 18:59:11
He was also mentioned in the Sea of Fallen Stars. I, too, would love to see some stats on Iakhovas but without having read the novels I don't know where to start. I don't even know what he looks like or what powers or abilities he revealed in the novels. Unless someone is willing to create a definite list of his powers in the novels, abilities, theories of what he was, etc. and PM it to me, he may remain statless; barring someone else posting him.

I'd love to help but I don't even know where to start. He was basically like a hero or demi god in power.... Or at least a Chosen.... And it has been years since I read those novels and atm my stack of reading is to tall to reread those novels.
#659

zombiegleemax

Oct 20, 2004 5:01:40
Page 271, the dates for 1369 and 1370....

thanks - the small caption about the great undersea war is somewhat confusing though. I mean he destroyed most of Watedavian ships (that AND the fleet of Baldur's Gate) which is no small thing.

He was basically like a hero or demi god in power.... Or at least a Chosen....

I'd have to read the third part of the trilogy to tell what he was actually, as the first two give him the "oh I'm so mysterious, and you don't nothing 'bout me" feeling (which I like btw). Once I do that (perhaps in a month or two) I'll try to sent you some hints on what his powers could be Giant.
#660

zombiegleemax

Oct 30, 2004 1:42:57

They do indeed overlap. You did it right.
#661

chosen_of_the_dark_sun

Oct 31, 2004 20:52:09
Anybody got Belwar Dissengulp's stats?
#662

taelohn

Oct 31, 2004 21:05:01
I am unaware if Skill Focus and Epic Skill Focus stack so I played it safe and made them overlap. If anyone knows please let me know.

They do indeed overlap. You did it right.

What makes you say that?

EPIC SKILL FOCUS [EPIC]
Prerequisite: 20 ranks in the skill selected.
Benefit: The character gains a +10 bonus on all skill checks with that skill.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different skill.

The bonuses of Skill Focus and Epic Skill Focus would stack, if you had both applied to the same skill. Also note that Skill Focus is in no way a prerequisite for Epic Skill Focus.
#663

zombiegleemax

Oct 31, 2004 21:43:18
I just want to thank everyone who puts in the hard work to make up these characters that we can read over and use. Once again thank you. You guys are doing a killer job. Keep it up!
#664

zombiegleemax

Nov 01, 2004 23:41:22
Sorry don't know if I can do this or not. But here goes anyways.
Green Giant I say on your posts that you are from Texas, where in texas. I'm from Huntsville and we are looking for some more players to either DM, or run a character. Right now we have 4 of us, and 2 out of the 4 DM, we switch out usually having 4-6 games running at a time.
And I love the work you have done in your posts. :D
#665

green_giant_02

Nov 03, 2004 12:34:07
Originally posted by Thenger

I just want to thank everyone who puts in the hard work to make up these characters that we can read over and use. Once again thank you. You guys are doing a killer job. Keep it up!

Thanks for the compliment Thenger, we will try continuing the work we have been doing. I'm just waiting for next year and the Waterdeep sourcebook as well as the Ancient Empires sourcebook before tackling anymore NPCs from Waterdeep or the Old Empires (hopefully Ancient Empires will cover those lands) in case there are any feats, spells, or PrCs that may be appropriate for such NPCs. I was planning to edit some of the NPCs of the Great Glacier after getting Frostburn and using the Angakok (sp?) PrC but apparently it was removed. Hopefully it will appear in another book. At the moment I'm getting requests from characters from other settings. It'll be difficult but challenging since I'm not as well informed in those other campaign settings as I am with the Realms.




Originally posted by Alurvelve

Sorry don't know if I can do this or not. But here goes anyways.
Green Giant I say on your posts that you are from Texas, where in texas. I'm from Huntsville and we are looking for some more players to either DM, or run a character. Right now we have 4 of us, and 2 out of the 4 DM, we switch out usually having 4-6 games running at a time.
And I love the work you have done in your posts.

I live in Brownsville, Texas near the border with Mexico so it's a pretty good distance from where you are. Again, thanks for the praise.
#666

warlockco

Nov 03, 2004 21:59:15
I just want to thank everyone who puts in the hard work to make up these characters that we can read over and use. Once again thank you. You guys are doing a killer job. Keep it up!

Glad you like them, will try to get more Underdark NPCs up as soon as I can, but taking a break at the moment. Things are a bit hectic, and with the silly season coming up, they are bound to get even more crazy.
#667

monch9

Nov 08, 2004 4:02:18
Hi,

With the changes done to 3.5, I've looked into some of the old NPC's done in 2e and later converted to 3.0. I've noticed that the most of the old Ftr/Wiz type get a little decrease in fighter or wizard level due to 3e's limitations. However, 3.5 gave a new Prestige class that fits the bill, the Eldritch Knight. Since, Rich Baker's Forsaken House has jumped to my favorite book list, my first entry here will be to one of the heroes. An update to the Realms Personality : Methrammar Aerasumé done originally by Gwen Kestrel. In 2e, he was a Ftr 14/Wiz 12 based on the North Boxed Set. Would like to hear your views on him.

Methrammar 3.0

Monch
#668

monch9

Nov 08, 2004 4:07:52
Methrammar Aerasumé: Male half-elf Wizard5 Fighter4 Spellsword1 Eldritch Knight6; CR 16; Medium-size humanoid; HD (5d4)+(4d10)+(1d8)+(6d6)+32; hp 93; Init +1; Spd Walk 30'; AC 20 (flatfooted 19, touch 11); Base Atk +13; Grp +16; Full Atk +20/+15/+10 Melee (1d10+9/19-20/x2, +3 bastard sword); or +19/+14/+9 Ranged (1d8+8/20/x3, *Swiftflight (+3 intelligent mighty Oathbow with masterwork arrows), Range 110' ); SQ familiar benefits, half-elf traits, ignore spell failure 10%, low-light vision, pseudodragon familiar; AL: LG; SV: Fort +14, Ref +5, Will +9; Str 17, Dex 12, Con 15, Int 18, Wis 10, Cha 16.

Skills and Feats: Climb +5, Concentration +12, Decipher Script +6, Diplomacy +11, Jump +14, Knowledge (Arcana) +10, Knowledge (Architecture and Engineering) +9, Knowledge (Geography) +9 *(+11,Silver Marches), Knowledge (History) +9 *(+11,Silver Marches), Knowledge (Local - Silver Marches) +9, Knowledge (Nobility and Royalty) +11 *(+13,Silver Marches), Knowledge (Religion) +7, Knowledge (The Planes) +6, Listen +5, Ride +11, Search +8, Sense Motive +7, Spellcraft +18, Spot +8, Swim +9, Alertness(B), Craft Magic Arms and Armor, Combat Casting, Education (History, Nobility and Royalty) (1), Exotic Weapon Proficiency (bastard sword), Improved Familiar, Leadership, Practiced Spellcaster (2), Scribe Scroll, Weapon Focus (bastard sword, longbow), Weapon Specialization (bastard sword, longbow).

1 -- From the Player's Guide to Faerun
2 -- From the Complete Arcane

Half-Elf Traits: Methrammar is immune to magic sleep spells and effects, and he has elven blood (for all effects related to race, he is considered an elf). Methrammar also has a +2 racial bonus on saves against enchantment spells or effects and a +1 racial bonus on Listen, Spot, and Search checks and a +2 racial bonus on Diplomacy and Gather Information checks (already figured into the statistics given above).

Familiar Benefits: Methrammar has a pseudodragon familiar named Beau. He gains the benefits of the Alertness feat when Beau is within arm's reach. He also gains the following benefits:

Empathic Link (Su): Methrammar can communicate telepathically with Beau at a distance of up to 1 mile. He has the same connection to an item or a place that Beau does.

Share Spells: Methrammar can have any spell he casts on himself also affect his familiar if the latter is within arm's reach at the time. He can also cast a spell with a target of "You" on Beau.

Touch: Beau can deliver touch spells for Methrammar.

Spells Prepared (4/5/5/5/4/2/1; save DC 14 + spell level): 0 -- arcane mark, detect magic, mending, read magic, resistance; 1st -- magic missile, protection from chaos, protection from evil, true strike (2); 2nd -- Aganazzar's scorcher, mirror image, protection from arrows, see invisibility, Snilloc's snowball swarm; 3rd -- dispel magic, fly, improved mage armor, haste, keen edge; 4th -- baneblade, polymorph, stoneskin, thunderlance; 5th -- hold monster, wall of force; 6th -- greater heroism.

Spellbook: 0 -- acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, electric jolt*, flare, ghost sound, Horizikaul’s cough*, light, mage hand, launch bolt*, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, silent portal*, stick*, touch of fatigue; 1st -- alarm, comprehend languages, detect secret doors, detect undead, mage armor, magic missile, protection from chaos, protection from good, shield, spider climb, true strike; 2nd -- Aganazzar's scorcher *, detect thoughts, eagle's splendor, invisibility, knock, mirror image, protection from arrows, see invisibility, Snilloc's snowball swarm*, web; 3rd -- analyze portal*, dispel magic, flashburst *, fly, haste, hold person, improved mage armor *, keen edge, magic circle against chaos, magic circle against evil, water breathing; 4th – bladebane*, fire stride*, polymorph, stoneskin, thunderlance*, wall of fire, wall of ice; 5th -- hold monster, lesser ironguard*, teleport, wall of force, wall of stone; 6th -- greater heroism, howling chain*, wall of iron.

Possessions: +3 mithral shirt [10,100 gp], +3 bastard sword [18,335 gp], "Swiftflight" intelligent +3 mighty composite oathbow (+3 Str bonus; AL LG; Int 12, Wis 10, Cha 12; empathy, wielder has free use of evasion) [49,700 gp], amulet of natural armor +2 [8,000 gp], masterwork arrows (50) [350 gp].

*Spells from the Player’s Guide to Faerun comprehensive spell list.

Beau: Male pseudodragon familiar; CR -- ; Tiny dragon; HD 2d12+2 (effective 16d8); hp 45; Init +4; Spd 15 ft., fly 60 ft. (good); AC 25, touch 18, flat-footed 21; Base Atk 13/8; Atk +19 melee (1d3, sting*) and +14 melee (1, bite); Space/Reach 2.5 ft./0 ft. (5 ft. with tail); SA poison; SQ blindsense 60 ft., deliver touch spells, dragon traits, empathic link, improved evasion, speak with master, SR 19, telepathy; AL NG; SV Fort +12, Ref +9, Will +10; Str 10, Dex 19, Con 12, Int 8, Wis 14, Cha 13.

Skills and Feats: Diplomacy +7, Hide +21*(+25 in forest or overgrown areas), Listen +7, Search +6, Sense Motive +9, Spot +8, Survival +5 (+7 following tracks), Weapon Finesse.

Granted Skills: Concentration +11, Decipher Script +1, Knowledge (Arcana) +5, Knowledge (Architecture and Engineering) +4, Knowledge (Geography) +4, Knowledge (History) +1, Knowledge (Local) +3, Knowledge (Nobility and Royalty) +4, Knowledge (Religion) +2, Knowledge (The Planes) +1, Spellcraft +13.

Poison (Ex): Beau delivers his poison (Fort DC 14) with each successful sting attack. The initial damage is sleep for 1 minute; the secondary damage is sleep for 1d3 days. The save DC is Constitution-based and includes a +2 racial bonus.

Blindsense (Ex): Beau can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents that can’t be actually sees still have total concealment against Beau.

Dragon Traits: Beau is immune to sleep and paralysis effects. He has darkvision (60-foot range) and low-light vision.

Empathic Link (Su): Beau has an empathic link with Methrammar out to a distance of 1 mile.

Improved Evasion (Ex): If Beau is subjected to an attack that normally allows a Reflex saving throw for half damage, he takes no damage on a successful save and half damage on a failed save.

Speak with Master: Methrammar and Beau can communicate verbally as if they were using a common language. Other creatures do not understand this communication without magical help.

Telepathy (Su): Beau can communicate telepathically with any creature within 60 feet that speaks Common or Sylvan.

Skills: Beau, like all pseudodragons, have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

Possessions:Ring of protection +2 [8000 gp].

Sources: The North (2E), WOTC Web Feature (3E), PHB 3.5, DMG 3.5, Player’s Guide to Faerun (3.5E), Complete Warrior (3.5E), and Complete Arcane (3.5E).
#669

monch9

Nov 09, 2004 2:27:38
Anyone want to try the Aerasume Brothers'

Tarthilmor Aerasume (CG hem F11/W12) is set as one of the two Captains of
the Spellguard under Jorus Azuremantle. DRAGON ANNUAL #1, p60

My take on him would now be :
Fighther 2 Wizard 6 Eldritch Knight 3 Spellguard of Silverymoon 4,
CR 15
Base Att = +10
Caster level = 12

Boesild Aerasume, former apprentice of Khelben, now part of the moonstars (Cloak and Dagger listed him as F12/W11)

My take on him now
Fighter4 Wizard 8 Eldritch Knight 3
CR 15
Base Att = +11
Caster level = 10

Unofficially (from the Project Silverymoon netbook)
Uoundeld Aerasume of the Lady's College (NG male half-elf Wiz15/Ftr4), the instructor for Tactical and Strategic Spellcasting at the Lady's College

My take on him (bring him down from 19 lvl)
Fighter 1, Wizard 10, Eldritch Knight 5
CR 16
Base Att = +11
Caster level = 14

Monch
#670

zombiegleemax

Nov 10, 2004 13:55:58
Was wondering about Ren'O' The Blade from Pool of Radience.

Also i have been working on a write up of Thibledorf Pwent for the thread.
One question I dont even remember him using a weapon other than his head or hands......please refresh my memory.

Thanks.
#671

green_giant_02

Nov 10, 2004 17:40:33
Nice work on Methrammar Aerasumé, Monch9. Hope you'll post some more NPCs.


Originally posted by wikidogre

Was wondering about Ren'O' The Blade from Pool of Radience.

Also i have been working on a write up of Thibledorf Pwent for the thread.
One question I dont even remember him using a weapon other than his head or hands......please refresh my memory.

Thanks.

I believe Ren O'the Blade was killed in battle but that hasn't stopped me from posting conversions on such characters if your looking for them. As for Thibledorf Pwent, I don't remember him using any other weapon although my knowledge from novel materials is sparse.
#672

green_giant_02

Nov 11, 2004 18:14:03
Here is a hero from the Pools series novels. Enjoy.


Ren o’the Blade: Male Illuskan Human Rgr15/Rog5 of Mielikki; CR 20; Medium Humanoid; HD 15d8+45 plus 5d6+15; hp 148; Init +8; Spd 40 ft.; AC 20 (touch 15, flat-footed 16); Base Atk +18; Grp +22; Atk +24 melee (2d6+8/19-20, +2 greatsword) or +27 ranged (1d4+7/19-20, +3 dagger with midnight blue sphere ioun stone); Full Atk +24/+19/+14/+9 melee (2d6+8/19-20, +2 greatsword) or +27/+22/+17/+12 ranged (1d4+7/19-20, +3 dagger with midnight blue sphere ioun stone); Face/Reach 5 ft./5 ft.; SA Favored enemy (orc, goblinoid, giant, evil outsider), sneak attack; SQ Wild empathy, animal companion, woodland stride, swift tracker, evasion, camouflage, trapfinding, trap sense, uncanny dodge; AL NG; SV Fort +13, Ref +19, Will +8; Str 19, Dex 22, Con 17, Int 17, Wis 15, Cha 18
Skills and Feats: Balance +14, Climb +12 (+14 with rope), Concentration +8, Craft (bowmaking) +8, Craft (trapmaking) +8, Disable Device +13, Handle Animal +14, Heal +12, Hide +16, Jump +26, Knowledge (dungeoneering) +8, Knowledge (geography) +13, Knowledge (local-Moonsea) +8, Knowledge (nature) +20, Listen +13, Move Silently +16, Open Lock +13, Profession (gambler) +7, Ride (horse) +18, Search +18, Sleight of Hand +9, Speak Language (common, chondathan, giant, illuskan, orc), Spot +13, Survival +17 (+19 underground, avoid getting lost, aboveground, and follow tracks), Swim +12, Tumble +14, Use Rope +11; Armor Proficiency (medium), Cleave, Dodge, Endurance {B}, Greater Two-Weapon Fighting {B}, Improved Two-Weapon Fighting {B}, Improved Unarmed Strike, Mobility, Mounted Combat, Power Attack, Spring Attack, Track {B}, Two-Weapon Fighting {B}
Special Qualities: Wild empathy +21, favored enemy (orc +4, goblinoid +4, giant +4, evil outsider +2), animal companion (heavy warhorse), woodland stride, swift tracker, evasion, camouflage. Trapfinding, sneak attack +3d6, trap sense +1, uncanny dodge.
Ranger Spells Prepared (3/2/1/1; base DC = 12 + spell level; caster level 7th): 1st-detect animals or plants, entangle, pass without trace; 2nd-snare, spike growth; 3rd-cure moderate wounds; 4th-commune with nature.
Possessions: Elven chain mail, +2 greatsword, two +3 daggers ["Left and Right"] with ioun stones (midnight blue sphere), cloak of displacement, gloves of dexterity and striding, flask of alchemist’s fire, dragonboots (bronze), 2 ioun stones (pearly white and dusty rose), +1 shadow leather, masterwork short sword, 9 masterwork throwing daggers, masterwork thieves’ tools.
Height: 6’6”, Weight: 225 lbs., Hair: Golden blonde streaked with gray, Eyes: Blue

Heavy warhorse animal companion; CR -; Large animal; HD 8d8+24; hp 63; Init +2; Spd 35 ft.; AC 25 (touch 11, flat-footed 23); Base Atk +6; Grp +15; Atk +11 melee (1d6+5, hoof); Full Atk +11 melee (1d6+5, 2 hooves) and +5 melee (1d4+2, bite); Face/Reach 10 ft./5 ft.; SA -; SQ low-light vision, scent, link, share spells, evasion, devotion, tricks; AL N; SV Fort +7, Ref +6, Will +2; Str 20, Dex 15, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +5, Spot +4; Endurance, Run, Weapon Focus (hoof).
Special Qualities: Low-light vision, scent, link, share spells, evasion, devotion, tricks x9.
Possessions: +3 chain mail barding of spell resistance 13, military saddle, bridle.

Gloves of Dexterity and Striding: These jet black magical gloves become invisible once worn, creating the illusion that the user is not wearing any gloves. They provide a +4 enhancement bonus to Dexterity and the abilities of boots of striding and springing.
Moderate transmutation; CL 8th; Craft Wondrous Item, cat’s grace, longstrider, creator must have 5 ranks in the Jump skill; Price 24,250 gp; Weight -.

Ioun Stone (Midnight blue sphere): These crystalline stones can be used normally as ioun stones and provide a +2 bonus to iniative checks. However, if placed on the hilt of a melee weapon, the stones grant the weapon the eager special ability (Arms & Equipment Guide) and the returning special ability.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, Craft Wondrous Item, cat’s grace, telekinesis; Price 18,000 gp.

Dragonboots: A dragon’s hide can be rendered flexible enough to wear as boots. Crafting dragonboots requires as much hide as half a suit of hide armor, and the boots must be created to fit the wearer’s size.
Dragonboots provide the wearer a +2 competence bonus to a specific skill check, as appropriate to the dragon (Bluff for blue or brass, Jump for copper, red, or silver, Move Silently for green or white, Swim for black, bronze, or gold).
Dragoncraft Price: 400 gp; Dragon Part: dragon hide; Skill: Craft (leatherworking); Weight: same as ordinary boots of appropriate size.

Note: Ren o’the Blade has the benefits and penalties associated with middle age. When functioning as a rogue, Ren wears the +1 shadow leather armor (bonus to Hide checks not added to skills) and carries the masterwork short sword, the 9 throwing daggers, and the masterwork thieves’ tools (bonus added to skill checks); otherwise, he uses the rest of his equipment which is what his skills are shown as.

Sources: Heroes’ Lorebook (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Arms & Equipment Guide (3E), and Draconomicon (3.5E).
#673

zombiegleemax

Nov 13, 2004 7:55:27
Looked at the 1 page and was surprised at the fact that Liriel Baenre has not yet received a write up - I'd be really grateful if someone changed that (especially with her Chosen of Lolth status) ;) Fyodor would be nice as well (heck - every charcter form Starlight and Shadows series would be nice :D).
#674

zombiegleemax

Nov 13, 2004 11:28:13
Are there any Programs or spead sheets out there that i can punch the info into to make the stat block for me?

I have the numbers and info for Thibledorf Pwent, but i have been spending most of the time making the stat block.

Thanks.
#675

kuje31

Nov 13, 2004 12:00:19
Looked at the 1 page and was surprised at the fact that Liriel Baenre has not yet received a write up - I'd be really grateful if someone changed that (especially with her Chosen of Lolth status) ;) Fyodor would be nice as well (heck - every charcter form Starlight and Shadows series would be nice :D).

Liriel won't be given a write up by this group because she has a official write up on the WOTC site:

http://www.wizards.com/default.asp?x=books/fr/baenre2

And Elaine has said, in the past, that Liriel may or may not actually be a Chosen since it was said via a character who has been known to lie or give misinformation.
#676

warlockco

Nov 13, 2004 20:59:17
Liriel won't be given a write up by this group because she has a official write up on the WOTC site:

http://www.wizards.com/default.asp?x=books/fr/baenre2

And Elaine has said, in the past, that Liriel may or may not actually be a Chosen since it was said via a character who has been known to lie or give misinformation.

Having had read some of the books on Liriel recently, I saw nothing that showed she was a Chosen of Lolth, but she did Channel Lolth's power as an Avatar at least twice.
#677

zombiegleemax

Nov 14, 2004 7:51:47
Liriel won't be given a write up by this group because she has a official write up on the WOTC site:

http://www.wizards.com/default.asp?x=books/fr/baenre2

And Elaine has said, in the past, that Liriel may or may not actually be a Chosen since it was said via a character who has been known to lie or give misinformation.

Doesn't Drizzt have an official write-up in FRCS? Still he received at least a couple of min/max write ups on this message board. What gives?
#678

warlockco

Nov 14, 2004 12:15:26
Doesn't Drizzt have an official write-up in FRCS? Still he received at least a couple of min/max write ups on this message board. What gives?

Well, some people are always going to whine about something no matter what. There are people that say he shouldn't have Barbarian levels. There are some that say he should have at least 1 level of wizard.

Plus, remember the original FRCS write-up is 3E, just like Liriel's. So there are some differences. With the release of 3.5E, I personally think Liriel should have levels of Mystic Theurge.

What this thread is intended for is to give unofficial stats to characters from 1E, 2E, and 3E that have not been given a full 3E write-up.
#679

kuje31

Nov 14, 2004 12:42:41
Having had read some of the books on Liriel recently, I saw nothing that showed she was a Chosen of Lolth, but she did Channel Lolth's power as an Avatar at least twice.

It didn't come out till the last book where Shakati (sp?) says Liriel might be a Chosen and Elaine even used a drow word for it.
#680

green_giant_02

Nov 18, 2004 13:16:18
Just got done finish reading Shining South and they did a good job on it, providing an update on old materials while also giving us some new materials to work with. Unfortunately, for me, some of the NPCs while have to undergo some changes that were presented in the book. Thanks a lot, Thomas M. Reid. ;) Expect a new bout of editing forthcoming.
#681

aluroon

Nov 18, 2004 15:55:44
I would like to see more of the seven sisters children written up.


Aluroon
#682

warlockco

Nov 18, 2004 21:50:10
Just got done finish reading Shining South and they did a good job on it, providing an update on old materials while also giving us some new materials to work with. Unfortunately, for me, some of the NPCs while have to undergo some changes that were presented in the book. Thanks a lot, Thomas M. Reid. ;) Expect a new bout of editing forthcoming.

I know what you mean, I need to get back to redoing alot of the Drow that I had put out in my first wave. And get back to working on all those other Drow and Underdark folk that still need to be done yet.
#683

kuje31

Nov 18, 2004 21:57:17
I would like to see more of the seven sisters children written up.


Aluroon

I won't be the one stat'in them but I have to ask, can you be more specific about which ones or do you want all of them? Alustriel has 12 that we "know" of. Qilue's child is well she's um, well never mind. Dove and Florin have Azalar. Laeral has Maura.
#684

The_Simbul_of_Aglarond

Nov 19, 2004 14:27:59
Insofar as I am aware the only children of the Chosen who have actual listed class levels are the 12 sons of Alustriel, the "Tall Ones" or by their surname; the Aerasume.

The Seven Sisters (2nd edition) describes each of Alustriel's sons being Half-Elf Fighter/Mages of at least 11th level in each class. Using the standard system for converting characters from 2nd edition to third edition, the end result would be Half-Elf Ftr8/Wiz8 with some interchangeability of those levels to accomadate personal preferences. Obviously one could give one more of a leaning toward the arts of war, and another more of a leaning towards the arts of spellcraft.

Of Alustriel's twelve sons, only Methrammar Aerasume, is fully detailed in 3rd edition, both as a Realms Personality listed online, and in a short level/class listing in Silver Marches. According to the Silver Marches he is the oldest of Alustriel's twelve sons, although I am sure recall reading otherwise somewhere else. if in fact he is the eldest, chances are not too many of his brothers will be much higher level than he.

Also given that 3rd edition doesnt have the stringent multiclassing rules of 2nd edition, one could easily interchange some of the Aerasume's class levels to give them a bit of individual flavor, specifically some could have Ranger levels in place of Fighter levels, since the north seems idyllic for rangers, or Sorcerer levels in place of Wizard levels, given that their mother is one of Mystra's seven daughters.

In addition, I would also recommend the following feat choices for any of the Aerasume:

Education
Spellcasting Prodigy
Practised Spellcaster
Blessed of the Seven Sisters

as well as some of the following prestige classes:

Knight-Errant of Silverymoon
Spellguard of Silverymoon
Harper Agent
Eldritch Knight
Loremaster
[insert name of elf-specific fighter/mage prc here]
#685

chosen_of_the_dark_sun

Nov 19, 2004 18:03:15
Also i have been working on a write up of Thibledorf Pwent for the thread.One question I dont even remember him using a weapon other than his head or hands......please refresh my memory.

Thanks.

He has a club he carries around, though it's pretty much a normal tree limb, no enchantments I know of...
#686

Ramar_Aulinvox

Nov 20, 2004 15:29:00
Here's a write up for the Keeper of the Tomb Tapper's Tomb. I up him one level and changed him into a Netherese Arcanist to cover the epic spellcasting.

The Keeper
Male Demilich (augmented human) Wizard 27/Netherese Arcanist 5

HD: 32d12+22(230hp)

Init: +5

Speed: Fly 180' (perfect) (38 squares)

A/C: 72 (+5 NA, +33 insight, +4 size, +5 Deflection, +10 Armor, +5 Dex)
Touch 57, Flat-footed 34

BA/Grapple: +16/+4

Attack: Melee Touch Att. +20 (10d6+20 Negative Energy plus Paralysis (DC:50)) or by ranged touch spell +25 (by spell)

Full Attack: same

Space/Reach: 1'/0'

Special Attacks: Fear Aura, Perfect Automatic Still Spell, Spells, Spell-like Abilities, Trap the Soul (DC: 50)

Special Qualities: Magic Immunity, Phylactery Transference, Turn Resis. +20, DR: 15/epic&bludg., Undead Traits, Acid Resis 20, Fire Resis 20, Sonic Resis 20, Immune to Cold, Immune to Elec., Immune to Polymorph, Immune to Mind-Affecting Attacks, Darkvision 60', Variation Field Specialization(Invention Minor), Epic Spell Artision, Backlash Resis. 5

Saves: Fort +17, Reflex +22, Will +30

Skills: Concen. +43, Craft(Alchemy) +40, Decipher Script +51, Diplomacy +19, Hide +37, Know(Arcana) +51, Know(Arch & Engin.) +26, Know(Geography) +26, Know(History) +26, Know(Netheril-Local) +26, Know(Nobility & Royalty) +26, Know(Planes) +51, Know(Religion) +40, Listen +27, Move Silent +25, Prof(Administrator) +17, Search +36(38 for traps), Sense Motive +27, Spellcraft +55, Spot +27

Feats: Spellcasting Prodigy, Mind Over Body, Craft Wonderous Item, Heighten spell, Craft Magic Arms & Armor, Craft Construct, Empower Spell, Maximize Spell, Quicken Spell, Extend Spell, Craft Staff, Chain Spell

Epic Feats: Improved Spell Capacity (10), ISC(11), ISC(12), ISC(13), Improved Metamagic, Craft Epic Magic Arms & Armor, Automatic Quicken Spell(B), Blinding Speed(B), Tenacious Magic(Unknown)(B), Epic Spell Casting(B), Spell Focus(Epic), Greater Spell Focus(Epic)

Abil: Str 11, Dex 20(14), Con -, Int 43(37), Wis 25, Chr 27

Organization: Unique

CR: 40+

Treasure: Unknown(see vault)

Align: Neutral Evil

Commonly "carried" Items: Rod of Epic Spellcasting, Blast Scepter(24), Headband of Int. +6, Ring of Prot. +5, Bracers of Armor +10, Gloves of Dex. +6, Cloak of Resis. +5, Ring of Three Wishes

Spell-like Abilities: At will-Alter Self, Astral Projection, Create Greater Undead, Create Undead, Death Knell, Enervation, Greater Dispelling, Harm, Summon Monster I-IX, Telekinesis, & Wierd; 2/day-Greater Planer Alley. CL:27 DC:50 for all SLA.

Spells/day:4/9/8/8/8/8/7/7/7/7/3/3/3/3
CL: 27 DC: 26+spell level
Epic Spells/day:3

Well, I gave him 24 ranks in Know(Religion) so that he could use the Life sead and develope the spells that would allow for the creation of the Tomb Tappers.
Any comments are welcomed and appreciated.

Sources: PHB, DMG, Monster Manual, Monsters of Fearun, PGtF, Epic Level Handbook, & Underdark.
#687

warlockco

Nov 21, 2004 2:46:47
House Nurbonnis of Menzoberranzan, featured in the Wild Magic Adventure.

House Nurbonnis:
Matron Mother of House Nurbonnis
Matron Nadallas Bonnine: Female Drow Clr13; CR 14; Medium Humanoid (Elf); HD 14d8+14; hp 95; Init +5; Spd 30 ft.; AC 28 (touch 15, flat-footed 23); Base Atk +9; Grp +9; Atk +12 melee (1d8+2 plus Special, Scourge of Fangs); Full Atk +12/+7 melee (1d8+2 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +12, Ref +12, Will +17; Str 10, Dex 17, Con 12, Int 14, Wis 22, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Diplomacy +8, Heal +4, Knowledge (Religion) +10, Listen +6, Search +4, Sense Motive +3, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +10, Spot +8. Blind-Fight (b), Blooded, Exotic Weapon (Scourge), Greater Spell Penetration, Lightning Reflexes (b), Spell Penetration, Weapon Focus (Scourge).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Cannot be Shaken, and ignores the effects of the Shaken condition. Aura of Evil (aura equals cleric level); Rebuke Undead as 13th level cleric 6/day.
Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/5+1/5+1/4+1/3+1/1+1; base DC = 16 + spell level; caster level 13th).
Deity: Lolth. Domains: Darkness, Drow.
Possessions: Silver Holy Symbol (Lolth), Nurbonnis House Insignia, +5 Elven Chainmail, Scourge of Fangs, Drow Boots, Periapt of Wisdom +4, Piwafwi of Resistance +3, Ring of Protection +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Creation Note: In Menzoberranzan boxed set, no information on Matron Nadallas Bonnine other than she is Matron Mother of House Nurbonnis. Made her one level higher than Matron Ki’Willis Millithor, since they are rival houses, and House Nurbonnis is 4 ranks higher.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).

Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks.
Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker.
Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow, Creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb.




Elder Daughter of House Nurbonnis
Rynn’qunnil Nurbonnis: Female Drow Clr8; CR 9; Medium Humanoid (Elf); HD 8d8; hp 52; Init +6; Spd 30 ft.; AC 24 (touch 16, flat-footed 20); Base Atk +6; Grp +7; Atk +9 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk +9/+4 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 19; AL CE; SV Fort +8, Ref +10, Will +11; Str 12, Dex 18, Con 10, Int 12, Wis 16, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Heal +3, Intimidate +2, Knowledge (Religion) +8, Listen +3, Search +3, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +8, Spot +5. Blooded, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 19. Cannot be Shaken, and ignores the effects of the Shaken condition. Aura of Evil (aura equals cleric level); Rebuke Undead as 8th level cleric 6/day.
Spell-like Abilities (as 8th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 13 + spell level; caster level 8th).
Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Nurbonnis House Insignia, +3 Elven Chainmail, Scourge of Fangs, Drow Boots, Piwafwi of Resistance +2, Ring of Protection +2, Ring of Regeneration, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed as Clr8 in Menzoberranzan boxed set with Whip of Fangs, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).




Second Daughter of House Nurbonnis
Rynn’qunnil Nurbonnis: Female Drow Clr7; CR 8; Medium Humanoid (Elf); HD 7d8+14; hp 59; Init +5; Spd 30 ft.; AC 21 (touch 14, flat-footed 18); Base Atk +5; Grp +8; Atk +10 melee (1d8+5 plus Special, Scourge of Fangs); Full Atk +10 melee (1d8+5 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 18; AL CE; SV Fort +8, Ref +8, Will +8; Str 16, Dex 16, Con 14, Int 13, Wis 14, Cha 19.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Heal +4, Intimidate +3, Knowledge (Religion) +7, Listen +2, Search +2, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +7, Spot +5. Blooded, Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 18. Cannot be Shaken, and ignores the effects of the Shaken condition. Aura of Evil (aura equals cleric level); Rebuke Undead as 7th level cleric 7/day.
Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/5+1/4+1/2+1/1+1; base DC = 12 + spell level; caster level 7th).
Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Nurbonnis House Insignia, +2 Elven Chainmail, Scourge of Fangs, Drow Boots, Piwafwi of Resistance +1, Ring of Freedom of Movement, Ring of Protection +1, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed as Clr7 in Menzoberranzan boxed set with Whip of Fangs, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).




Third Daughter of House Nurbonnis
Carri’pol Nurbonnis: Female Drow Clr6; CR 7; Medium Humanoid (Elf); HD 6d8+12; hp 51; Init +6; Spd 30 ft.; AC 23 (touch 15, flat-footed 19); Base Atk +4; Grp +8; Atk +11 melee (1d8+6, +2 Drowcraft Adamantine Heavy Mace); Full Atk +11 melee (1d8+6, +2 Drowcraft Adamantine Heavy Mace); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 17; AL CE; SV Fort +8, Ref +9, Will +10; Str 18, Dex 18, Con 14, Int 16, Wis 18, Cha 12.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Diplomacy +5, Heal +4, Intimidate +4, Knowledge (Religion) +7, Listen +3, Search +3, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language, Goblin), Spellcraft +7, Spot +5. Blind-Fight (b), Blooded, Exotic Weapon (Scourge), Lightning Reflexes (b), Weapon Focus (Heavy Mace).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17. Cannot be Shaken, and ignores the effects of the Shaken condition. Aura of Evil (aura equals cleric level); Rebuke Undead as 6th level cleric 4/day.
Spell-like Abilities (as 6th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/5+1/4+1/2+1/1+1; base DC = 12 + spell level; caster level 6th).
Deity: Lolth. Domains: Darkness, Drow.
Possessions: Silver Holy Symbol (Lolth), Nurbonnis House Insignia, +1 Elven Chainmail, +1 Light Metal Shield, +2 Drowcraft Adamantine Heavy Mace, Drow Boots, Piwafwi of Resistance +1, Ring of Protection +1, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed as Clr6 in Menzoberranzan boxed set with +2 Adamantine Mace, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).





Elderboy & House Wizard of House Nurbonnis
Pernictal Nurbonnis: Male Drow Wiz9; CR 10; Medium Humanoid (Elf); HD 9d4+9; hp 40; Init +7; Spd 30 ft.; AC 21 (touch 15, flat-footed 16); Base Atk +4; Grp +3; Atk +7 melee (1d4+3, +4 Dagger); Full Atk +7 melee (1d4+3, +4 Dagger); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 20; AL CE; SV Fort +8, Ref +12, Will +11; Str 9, Dex 20, Con 10, Int 20, Wis 12, Cha 17.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Craft (Alchemy) +10, Decipher Script +6, Knowledge (Arcana) +12, Knowledge (History) +4, Knowledge (Local: Underdark-Northdark) +6, Knowledge (The Planes) +4, Listen +4, Search +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +12, Spot +6. Blooded, Brew Potion, Craft Wondrous Item, Greater Spell Penetration, Scribe Scroll, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20. Cannot be Shaken, and ignores the effects of the Shaken condition. Summon Familiar.
Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/6/5/4/3/2; base DC = 15 + spell level; caster level 9th).
Possessions: Spellbooks, Nurbonnis House Insignia, +4 Dagger, Amulet of Health +2, Bracers of Armor +6, Drow Boots, Gloves of Dexterity +2, Piwafwi of Resistance +4, Ring of Freedom of Movement, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed as Wiz9 in Menzoberranzan boxed set with +4 Dagger, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).





Secondboy of House Nurbonnis & Captain of the House Guard
Daevion’lyr Nurbonnis: Male Drow Ftr3/Wiz5; CR 9; Medium Humanoid (Elf); HD 3d10+3 plus 5d4+5; hp 40; Init +9; Spd 30 ft.; AC 19 (touch 15, flat-footed 16); Base Atk +5; Grp +7; Atk +13 melee (1d8+7, +5 Longsword); Full Atk +13 melee (1d8+7, +5 Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 19; AL CE; SV Fort +7, Ref +7, Will +8; Str 14, Dex 16, Con 12, Int 17, Wis 12, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Climb +3, Intimidate +6, Knowledge (Arcana) +8, Listen +5, Ride +8, Search +2, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language), Spellcraft +8, Spot +7. Blooded, Improved Initiative, Mounted Combat, Scribe Scroll, Spell Penetration, Still Spell, Weapon Focus (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 19. Cannot be Shaken, and ignores the effects of the Shaken condition. Summon Familiar.
Spell-like Abilities (as 8th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/4/3/2; base DC = 13 + spell level; caster level 5th).
Possessions: Spellbooks, Nurbonnis House Insignia, +5 Longsword, Bracers of Armor +4, Drow Boots, Piwafwi of Resistance +2, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed as Ftr6/Wiz5 in Menzoberranzan boxed set with +5 Longsword, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).




Third Son of House Nurbonnis
Karlist Nurbonnis: Male Drow Wiz8; CR 9; Medium Humanoid (Elf); HD 8d4; hp 27; Init +4; Spd 30 ft.; AC 18 (touch 13, flat-footed 16); Base Atk +4; Grp +4 Atk +7 melee (1d4+3, +3 Dagger); Full Atk +7 melee (1d4+3, +3 Dagger); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 19; AL CE; SV Fort +4, Ref +6, Will +9; Str 10, Dex 14, Con 10, Int 18, Wis 12, Cha 13.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Craft (Alchemy) +6, Decipher Script +6, Knowledge (Arcana) +10, Listen +3, Search +3, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +5. Blooded, Craft Wand, Greater Spell Penetration, Scribe Scroll, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 19. Cannot be Shaken, and ignores the effects of the Shaken condition. Summon Familiar.
Spell-like Abilities (as 8h level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/5/4/4/3; base DC = 14 + spell level; caster level 8h).
Possessions: Spellbooks, Nurbonnis House Insignia, +3 Dagger, Bracers of Armor +5, Drow Boots, Piwafwi of Resistance +2, Ring of Minor Fire Resistance, Ring of Protection +1, Wand of Fireballs (CL 8th), other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed as Wiz8 in Menzoberranzan boxed set, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).




House Nurbonnis Warrior
Caraf’nir Pron’nonnis: Male Drow Ftr6; CR 7; Medium Humanoid (Elf); HD 6d10+6; hp 62; Init +9; Spd 30 ft.; AC 20 (touch 13, flat-footed 17); Base Atk +6; Grp +9 Atk +14 melee (1d8+9, +4 Longsword); Full Atk +14/+9 melee (1d8+9, +4 Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 17; AL CE; SV Fort +6, Ref +5, Will +2; Str 16, Dex 16, Con 12, Int 14, Wis 11, Cha 17.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +6, Hide +1, Intimidate +8, Jump +3, Listen +4, Move Silently +1, Search +3, Ride +9, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +7. Blooded, Dodge, Improved Initiative, Mobility, Mounted Combat, Weapon Focus (Longsword), Weapon Specialization (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 6h level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Nurbonnis House Insignia, +2 Elven Chainmail, +4 Longsword, Drow Boots, Piwafwi, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed as Ftr6 in Menzoberranzan boxed set with +4 Longsword, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).




House Nurbonnis Warrior
Adlictin Lot’ttl: Male Drow Ftr5; CR 6; Medium Humanoid (Elf); HD 5d10+5; hp 48; Init +9; Spd 30 ft.; AC 20 (touch 13, flat-footed 17); Base Atk +5; Grp +8 Atk +12 melee (1d8+8, +3 Longsword); Full Atk +12 melee (1d8+8, +3 Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 17; AL CE; SV Fort +5, Ref +4, Will +2; Str 16, Dex 17, Con 12, Int 12, Wis 12, Cha 9.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +2, Hide +1, Intimidate +6, Listen +3, Move Silently +1, Ride +6, Search +3, Speak Language (Elven, Undercommon, Drow Sign Language), Spot +5. Blooded, Dodge, Improved Initiative, Mounted Combat, Weapon Focus (Longsword), Weapon Specialization (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 17. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 6h level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Nurbonnis House Insignia, +2 Elven Chainmail, +3 Longsword, Drow Boots, Piwafwi, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed as Ftr5 in Menzoberranzan boxed set with +3 Longsword, no other information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).
#688

warlockco

Nov 21, 2004 9:13:27
Revised NPCs of House Millithor on page 17.
Matron Ki’Willis Millithor
Narcelia Millithor
Carcelen Millithor
Marckarius Millithor
Torrellan Millithor
Dariel Kront’tane
Quertus Millithor
#689

warlockco

Nov 25, 2004 3:42:09
Revised NPCs from Wild Magic Adventure on page 17.
Krecil Treak
Tolokoph

Revised the Illithid Advisor to House Baenre on page 17.
“Methil” El-Viddenvelp


Working on Revising the Merchants of Menzoberranzan.
Some will have a complete rewrite.
#690

warlockco

Nov 25, 2004 14:15:00
Some of the Moneylenders of Menzoberranzan, they will be placed with the revised Merchants of Menzoberranzan, once I get them completed.

Moneylender, bitter and paranoid archmage outcast from Sorcere by male wizards who feared her soaring power.
Sheeress of the Many Eyes: Female Drow Wiz15/Acm3; CR 19; Medium Humanoid (Elf); HD 18d4+18; hp 73; Init +5; Spd 30 ft.; AC 30 (touch 22, flat-footed 25); Base Atk +8; Grp +8; Atk +10 melee (1d6+2, Staff of Power); Full Atk +10/+5 melee (1d6+2, Staff of Power); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 29; AL CE; SV Fort +14, Ref +18, Will +25; Str 10, Dex 21, Con 12, Int 28, Wis 22, Cha 24.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +8, Concentration +18, Decipher Script +6, Diplomacy +10, Intimidate +8, Knowledge (Arcana) +18, Knowledge (Local: Underdark-Northdark) +6, Listen +4, Profession (Moneylender) +15, Search +2, Sense Motive +8, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Netherese), Spellcraft +21, Spot +4. Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Extend Spell, Negotiator, Persuasive, Persistent Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Divination), Spell Focus (Evocation).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Summon Familiar. High Arcana: Arcane Fire, Mastery of Elements, Mastery of Shaping.
Spell-like Abilities (as 18th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/7/6/6/6/6/4/4/3/2; base DC = 19 + spell level, 20 + spell level for Divination, and Evocation spells; caster level 18th).
Possessions: Spellbooks, Staff of Power, Amulet of Proof vs Detection and Location, Aquamarine of Spell Extending, Bone Bracers of the Death Deity, Boots of Tremorsense, Gloves of Dexterity +6, Lantern of Revealing, Mantle Stone of Vhyridaan, Mirror of Mental Prowess, Piwafwi of Charisma +6, Ring of Mind Shielding, Ring of Defense+5, Rod of Metamagic-Greater Quicken, Sheeress’ Robe, Tasmia’s Heart, Web Choker, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is mentioned only as a female archmage in Menzoberranzan boxed set.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Dragon #290.

Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma.
Source: Created by Joseph Weber.
Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb.

Ring of Defense: This powerful ring offers continual magic protection in the form of a deflection bonus to AC and a resistance bonus to saving throws, from +1 to +5.
Source: Dragon Magazine #290, Rogue’s Gallery: The Heroes of Decent into the Depths of the Earth by Paul Kidd (revised to 3.5 by Warlockco).
Moderate Abjuration; CL 7th; Forge Ring, Resistance, Shield of Faith, Caster level must be three times that of the ring’s bonus; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5).
Revision Note: Revision was addition of magic auras and adjustment of price.

Sheeress’ Robe: This crimson silk robe is covered with a pattern of dark malevolent eyes staring off in all directions. This robe provides it wearer with a +6 enhancement bonus to Intelligence and Wisdom, a +8 armor bonus to Armor Class, a +10 competence bonus to Search and Spot checks, and the use of True Seeing once per day.
Source: Created by Joseph Weber.
Strong Divination, Conjuration, and Transmutation; CL 16th; Craft Wondrous Item, Fox’s Cunning, Mage Armor, Owl’s Wisdom, True Seeing; Price 323,300 gp; Weight 1 lb.




Moneylender
Ologh “Gathergold” Ilyri: Male Drow Ftr5; CR 6; Medium Humanoid; HD 5d10+15; hp 48; Init +0; Spd 20 ft.*; AC 19 (touch 12, flat-footed 19); Base Atk +5; Grp +7; Atk +9 melee (1d6+4, +2 Short Sword) or +7 ranged (1d4+1, +1 Hand Crossbow); Full Atk +9 melee (1d6+4, +2 Short Sword) or +7 ranged (1d4+1, +1 Hand Crossbow); (Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 16; AL CE; SV Fort +11, Ref +3, Will +5; Str 14, Dex 10, Con 17, Int 14, Wis 14, Cha 14
*Speed Reduced due to Extremely FAT
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Diplomacy +2, Intimidate +10, Listen +2, Profession (Moneylender) +4, Search +2, Sense Motive +3, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +2. Great Fortitude, Persuasive, Point Blank Shot, Precise Shot, Weapon Focus (Hand Crossbow).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 16.
Spell-like Abilities (as 5th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: +2 Drowcraft Chainmail, +2 Short Sword, +1 Hand Crossbow, 4 +2 Bolts, Cloak of Restistance +2, Periapt of Proof against Poison, Ring of Mind Shielding, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is mentioned only as a fat warrior in Menzoberranzan boxed set.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).
#691

warlockco

Nov 26, 2004 2:13:33
A pair of Humans stranded in Menzoberranzan, that each opened their own Inns.

Innkeeper, Owner of Narbondel’s Shadow
Nicholas Tindall: Male Chondathan Human Ftr11; CR 11; Medium Humanoid (Human); HD 11d10+44; hp 118; Init +6; Spd 30 ft.; AC 22 (touch 14, flat-footed 20); Base Atk +11; Grp +15; Atk +19 melee (2d6+11 plus 1d6 Fire, +3 Flaming Undead-Bane Greatsword) or +16 melee (1d6+5, +1 Short Sword); Full Atk +19/+14/+9 melee (2d6+11 plus 1d6 Fire, +3 Flaming Undead-Bane Greatsword) or +16/+11/+6 melee (1d6+5, +1 Short Sword); Face/Reach 5 ft./5 ft.; AL LN; SV Fort +11, Ref +5, Will +6; Str 18, Dex 14, Con 18, Int 16, Wis 12, Cha 13.
Skills and Feats (counting all modifiers except equipment and attributes): Balance +2, Bluff +3, Climb +6, Diplomacy +5, Gather Information +3, Intimidate +12, Jump +6, Listen +4, Profession (Innkeeper) +3, Sense Motive +3, Speak Language (Common, Chondathan, Tethyrian, Elven, Goblin, Orc, Undercommon), Spot +4, Survival +4, Use Rope +4. Alertness, Blindfighting, Bullheaded, Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Tunnelfighter, Weapon Focus (Greatsword), Weapon Specialization (Greatsword).
Special Qualities: Cannot be Shaken, and ignores the effects of the Shaken condition.
Possessions: +3 Breastplate, +3 Flaming Undead-Bane Greatsword, +1 Short Sword, Gauntlets of Ogre Power, Goggles of Night, Ring of Minor Fire Resistance, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as a Ftr11 in Drizzt Do’Urden’s Guide to the Underdark, no other information.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).




Innkeeper, Owner of Symeera’s
Symeera of Neverwinter: Female Illuskan Human Wiz10; CR 10; Medium Humanoid (Human); HD 10d4+20; hp 49; Init +2; Spd 30 ft.; AC 20 (touch 15, flat-footed 18); Base Atk +5; Grp +6; Atk +7 melee (1d4+2, +1 Dagger) or +8 ranged (1d4+2, +1 Dagger); Full Atk +7 melee (1d4+2, +1 Dagger) or +8 ranged (1d4+2, +1 Dagger); Face/Reach 5 ft./5 ft.; AL CG; SV Fort +7, Ref +7, Will +11; Str 13, Dex 15, Con 14, Int 20, Wis 14, Cha 15.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +8, Diplomacy +5, Gather Information +3, Intimidate +4, Knowledge (Arcana) +10, Knowledge (Local: Underdark-Northdark) +4, Profession (Innkeeper) +8, Sense Motive +3, Speak Language (Common, Illuskan, Draconic, Dwarven, Elven, Giant, Undercommon), Spellcraft +14. Craft Wand, Craft Wondrous Item, Dodge, Eschew Materials, Extend Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Evocation).
Special Qualities: Summon Familiar.
Wizard Spells Prepared (4/6/5/7/4/3; base DC = 15 + spell level, 16 + spell level for Evocation Spells; caster level 10th).
Possessions: Spellbooks, +1 Dagger, Bracers of Armor +5, Cloak of Resistance +2, Gloves of Dexterity +2, Headband of Intellect +2, Ring of Protection +3, Ring of Wizardry III, other possessions unknown.
Permanent Spells: Darkvision, Detect Magic, Read Magic, See Invisibility.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as a Wiz10 in Drizzt Do’Urden’s Guide to the Underdark, no other information.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).
#692

zombiegleemax

Nov 26, 2004 10:38:13
On page 6, in the stat block for Galvin, you have him as Druid 12 but with a CR 14.
#693

green_giant_02

Nov 27, 2004 13:21:41
On page 6, in the stat block for Galvin, you have him as Druid 12 but with a CR 14.

Thanks for the heads up, just fixed him.


As for the Shining South editing update, it'll have to be postponed since I'm in the middle of moving and all my D&D materials has already been sent to the new house. Luckily its just across town and so it shouldn't take that long to get set up. Hopefully everything will be ready by the end of next week and the changes to the Shining South NPCs will be posted during the weekend.
#694

kirael

Nov 27, 2004 14:21:56
Hi,

I searched for the stats of Shandril, but didn't find them anywhere... did someone made them, or could someone make them ?

Thanks
#695

kuje31

Nov 27, 2004 15:09:22
Hi,

I searched for the stats of Shandril, but didn't find them anywhere... did someone made them, or could someone make them ?

Thanks

Official 3.0 stat's for her but they are before Hand of Fire.

http://www.wizards.com/default.asp?x=books/fr/heroesofspellfire
#696

Ramar_Aulinvox

Nov 27, 2004 18:46:35
Iryklathagra "Sharpfangs"

Advanced Great Wyrm Blue Dragon (effective age cat.: 17)

Colossal + Dragon (Earth)

HD: 56d12+728 (1064)

Init: +4

Speed: 40', burrow 20', fly 200' (good)

A/C: 57 (-8 sz, +55 Nat.), touch 2, flat footed 57

BA/GR: +56/+91

Attack: Bite +67(6d6+19) or by ranged touch attack +48 (by spell)

Full attack: Bite +67(6d6+19), 2 claws +62(4d8+9), 2 wings +62(4d6+9), & tail slap +62(4d8+28) or by ranged touch attack +48 (by spell)

Space/Reach: 30'/30'(40' with bite)

Special Attack: Spell-like abilities, Breath Weapon(160' long, 5' wide bolt of lightning; 34d8 dam.(DC:51)), Crush(Huge or smaller; 6d6+28(DC:51)), Frightful Presence (510', under 56 HD (DC:46)), Spells, Tail Sweep (50' 1/2 circle, 4d6+28 (DC:51))

Special Qualities: Blindsense 60'; DR: 20/epic; Darkvision 120'; Immune to Electricity, Magic Sleep effects, & paralysis; Low-light vision(x4); SR 45; Greater Fortification; Spell turning; Evasion

Saves: Fort +43, Reflex +30, Will +38

Abilities: Str 49, Dex 10, Con 37, Int 26, Wis 27, Chr 26

Skills: Appraise +18, Bluff +33, Concentration +52, Decipher script +13, Diplomacy +15, Escape Artist +20, Hide +43, Intimidate +26, Know(Arcana) +67, Know(Arch. & Engin.) +36, Know(Amn local) +18, Know(Calimshan local) +18, Know(Dungeonering) +33, Know(Geography) +33, Know(History) +33, Know(Nature) +33, Know(Nobility & Royalty) +18, Know(Planes) +33, Know(Religion) +33, Know(Tethyr local) +18, Know(Underdark(Old Shanatar) local) +18, Know(Wealdath local) +18, Listen +57, Move silent +20, Search +57(+61 for secret doors), Sense motive +36, Spellcraft +73(+75 with scrolls), Spot +57, Survival +41(+47 when following tracks), Use magic device +31(+41 with scrolls)

Feats: Power Attack, Track, Cleave, Great Cleave, Improved Initiative, Snatch, Wing-over, Split breath, Transdimensional spell, Flyby attack, Improved Maneuvarability, Quicken breath, Maximize spell, Enlarge spell, Quicken Spell, Arcane Preperation

Epic Feats: Epic Spellcasting, Improved spell capacity(10), Improved Metamagic

CR: 35

Snatch: Huge or smaller; bite 6d6+19 dam/round or claw 4d8+9 dam/round

Spell-like Abilities: 3/day-Create/destroy water(DC:46), ventriloquism(DC:19); 1/day-Hallucinatory terrain, viel, & mirage arcana. CL:27, DC: 18+SL

Spells: Cast as 27 level sorcerer
Sorcerer spells Known (6/8/8/8/8/7/7/7/7/6/1; DC:18+SL)
0L-Silent Portal, Electric Jolt, Detect Magic, Read Magic, Mage Hand, Open/close, Resistance, Mending, Arcane Mark
1L-Shield, Unseen Servant, Magic Missile, True Strike, Comprehend Language
2L-Wings of Air, Razorfangs, Scintillationg Scales, Arcane Lock, Detect Thoughts
3L-Fireball, Displacement, Hold Person, Gaseous Form
4L-Dispelling Breath, Sharptooth, Deathward, Dimensional Anchor
5L-Superior Magic Fang, Telekinesis, Feeblemind, Cone of Cold
6L-Suppress Glyph, Heal, Analyze Dweomer
7L-Energy Immunity, Greater Restoration, Great Teleport
8L-Whirlwind, Discern Location, Mindblank
9L-Deafening Breath, Meteor Swarm, Energy Drain

Epic Spells/day: 5
Known (suggested): Epic Mage Armor (DC: 46), Epic Counterspell (DC: 69), Greater Ruin (no xp cost) (DC: 79)

Common Equipment(suggested): Gemstone of Fortification, Greater Pectoral of Maneuvarability, Ring of Spellturning, & Ring of Evasion

Sources: PHB(3.5), DMG(3.5), MM(3.5), Calimport(2ed), Empires of the Shining Sea(2ed), Magic of Fearun, PGtF, Draconomicon, Epic Level Handbook, Forgotten Realms Campaign Setting, Unaproachable East
#697

warlockco

Nov 28, 2004 19:00:18
Elder Daughter of Matron Hunzrin (Traitor Priestess in the service of Lolth and Vhaeraun), Rival to Liriel Baenre
Shakti Hunzrin: Female Drow Clr9; CR 10; Medium Humanoid (Elf); HD 9d8+36; hp 90; Init +2; Spd 30 ft.; AC 22 (touch 14, flat-footed 20); Base Atk +6; Grp +9; Atk +12 melee (1d8+6 plus 1d6 Electricity, Trident of Lightning) or +11 melee (1d8+5 plus Special, Scourge of Fangs); Full Atk +12/+7 melee (1d8+6 plus 1d6 Electricity, Trident of Lightning) or +11/+6 melee (1d8+5 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 20; AL CE; SV Fort +10, Ref +7, Will +10; Str 14, Dex 15, Con 18, Int 16, Wis 18, Cha 15.
Skills and Feats (counting all modifiers except equipment and attributes): Animal Handling +8, Bluff +2, Concentration +8, Diplomacy +4, Intimidate +2, Knowledge (Nature) +8, Knowledge (The Planes) +4, Knowledge (Religion) +8, Listen +2, Search +2, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language, Goblin), Spellcraft +8, Spot +2. Exotic Weapon (Scourge), Lightning Reflexes (b), Martial Weapon (Trident) +2, Skill Focus (Animal Handling), Skill Focus (Knowledge: Nature).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20. Aura of Evil (aura equals cleric level); Rebuke Undead as 9th level cleric 5/day.
Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; base DC = 14 + spell level; caster level 9th).
Deity: Lolth/Vhaeraun. Domains: Drow, Evil (cast evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Silver Holy Symbol (Vhaeraun), Hunzrin House Insignia, +3 Drowcraft Elven Chainmail, Scourge of Fangs, Trident of Lightning, Amulet of Health +4, Drow Boots, Greater Piwafwi, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: She is listed as Clr9 in Drizzt Do’Urden’s Guide to the Underdark with Ruby Scrying Bowl of Vhaeraun, Whip of Fangs, and +3 Pitchfork.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).

Trident of Lightning: This +3 Shock Trident is covered with arcane runes. It has the ability, upon command, to shoot a Lightning Bolt (9d6 Electricity, Reflex DC 15 for half) from the tip up to 5 times per day.
Source: Daughter of the Drow novel series, adapted to 3.5E by Joseph Weber.
Moderate Evocation; CL: 9th; Craft Magic Arms & Armor, Lightning Bolt; Price: 80,915 gp.
#698

zombiegleemax

Nov 29, 2004 12:27:48
Green Giant your job is just AWESOME!!! Even though I have most of the books I never consider doing this. It is just brilliant! I think that every FR DM (or player) should pay you homage. I personaly think we should offer you a shrine.




Pay homage to the King!


PS: Could you pls make the stats for Puend? (I don't know the exact spelling sorry). (I mean the crazy dwarf fighter that fights with Uthegedal Armgo in the war of Mithral Hall) I would love to see him posted. Thanx
#699

aluroon

Nov 29, 2004 16:01:18
Did we ever get a reply from Richard Baker on the levels of the Forsaken House Crew? I'd like to do a write up of them but would like to have an idea of what level Richard Baker see's them ass.


Aluroon
#700

warlockco

Nov 29, 2004 17:45:16
Did we ever get a reply from Richard Baker on the levels of the Forsaken House Crew? I'd like to do a write up of them but would like to have an idea of what level Richard Baker see's them ass.


Aluroon

Try posting that question in the ask the designers thread.
#701

warlockco

Nov 29, 2004 21:23:55
Revised and Consolidated all the Merchants of Menzoberranzan together on page 15.

“Nal” Xalyth “Not a Lady”
Nantlel of the Three Fingers
Sheeress of the Many Eyes
Ologh “Gathergold” Ilyri
Nicholas Tindall (Human)
Symeera of Neverwinter (Human)
Du’arthe Klendara
Uluruela Drael Tuabbar
Bhaern del’Hluanter
Sh’aun Darnruel
Baelaskros Do’Ilisharr
Tlar Quel’tlarn
Rhauvais del’Ygana
#702

warlockco

Nov 29, 2004 21:30:07
The Greatest Rogue of Menzoberranzan

Leader of Bregan D’aerthe
Jarlaxle: Male Drow Ftr18; CR 19; Medium Humanoid (Elf); HD 18d10+36; hp 172; Init +7; Spd 60 ft.; AC 26 (touch 18, flat-footed 21); Base Atk +18; Grp +19; Atk +24 melee (1d6+2 plus Special, +1 Keen Rapier of Wounding) or +25 melee (1d4+3 plus Special, +2 Keen Main-gauche of Life Stealing); Full Atk +22/+17/+12 melee (1d6+2 plus Special, +1 Keen Rapier of Wounding) and +23/+18/+13 melee (1d4+2 plus Special, +2 Keen Main-gauche of Life Stealing); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 29; AL NE; SV Fort +18, Ref +16, Will +14; Str 14, Dex 20, Con 15, Int 20, Wis 16, Cha 26.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +11, Diplomacy +11, Gather Information +7, Hide +5, Intimidate +11, Knowledge (Arcana) +2, Knowledge (Local: Underdark-Northdark) +5, Listen +4, Move Silently +5, Search +4, Sense Motive +11, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Illuskan, Gnome, Goblin), Spot +4, Tumble +5, Use Magic Device +7. Blind-Fight, Blooded, Combat Expertise, Combat Reflexes, Daylight Adaptation, Dodge, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Investigator, Leadership, Mobility, Negotiator, Persuasive, Quick Draw, Stealthy, Two-Weapon Fighting, Weapon Finesse.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Cannot be Shaken, and ignores the effects of the Shaken condition.
Spell-like Abilities (as 18th level caster) 1/day –Dancing Lights, Darkness, Faerie Fire.
Possessions: +1 Keen Rapier of Wounding, +2 Keen Main-gauche of Life Stealing, Belt Pouch of Holding (as Type I Bag of Holding), Bracer of Throwing Daggers, Bracers of Armor +8, 12 Daylight Pellets, Earring of Charisma +6, Earring of Resistance +5, Jarlaxle’s Boots, Jarlaxle’s Cape, Jarlaxle’s Eyepatch, Necklace of Missiles, Ring of Protection +3, Ring of Freedom of Movement, Scarab of Protection, 6 Sun Flash Pellets, Wand of Daylight, other possessions unknown. As the leader of Bregan D’aerthe, and being a very well connected person, Jarlaxle can obtain just about any magical item imagined.
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 13, Int 18, Wis 15, Dex 20, Con 15, Cha 18. He is listed as a 17th level Fighter in Menzoberranzan boxed set. Equipment listed in Menzoberranzan boxed set for Jarlaxle: Necklace of Missiles, Eyepatch (Fireball and Fear as Wands), Cape of Scintillating Colors, +1 Rapier of Wounding, +2 Main-gauche of Life Stealing, Bracer of Throwing Daggers +4 (provides 5 daggers/round), Wand of Illumination, Pouch of Holding, Light Pellets, Time Bombs; these are just what is thought of what he carries and uses. In Drizzt Do’Urden’s Guide to the Underdark, Jarlaxle is listed as a 17th level Fighter with the following equipment: Necklace of Missiles, Drow Boots, Cape of Scintillating Colors, Hat of Holding, +1 Rapier of Wounding, +2 Main-gauche of Life Stealing, 5 +4 Daggers of Throwing, Ring of Free Action, Ring of Protection +3, Braces of Defense AC 2, Scarab of Protection, and for a short time the evil artifact Crenshinibon the Crystal Shard.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), Volo’s Guide to All Things Magical (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Complete Divine (3.5E). And the Drow novels by R.A. Salvatore.

Crenshinibon the Crystal Shard (Major Artifact): Upon closer examination of this artifact as listed in Volo’s Guide to All Things Magical, this artifact doesn’t need to be converted over to 3E rules. About 95% of it will translate over directly.

Bracer of Throwing Daggers: This bracer is able to generate up to five +4 Daggers of Distance per round, if the dagger is not thrown by the end of the round it vanishes. This bracer does not take up an item slot.
Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.
Strong Conjuration, Divination, and Transmutation; CL: 16th; Craft Wondrous Item, Clairaudience/Clairvoyance, Greater Magic Weapon, Major Creation; Price 184,000 gp.

Earring of Charisma: This gold earring grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Earrings do not count towards the number of magical items worn.
Source: DMG 3.5, modified Cloak of Charisma.
Moderate Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor; Price 8,000 gp (+2), 32,000 gp (+4), 72,000 gp (+6).

Earring of Resistance: This earring offers the wearer a +1 to +5 resistance bonus on saving throws. Earrings do not count towards the number of magical items worn.
Source: DMG 3.5, modified Cloak of Resistance.
Faint Abjuration; CL 5th; Craft Wondrous Item, Resistance, caster level must be at least three times the bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5).

Jarlaxle’s Boots: These hard-heeled boot can make loud clicking noise as the wearer walks on any surface, or be so quiet that you don’t even know the wearer is there. These boots increases wearer’s base land speed by 30 ft (this is an enhancement bonus) and provides a +10 competence bonus to Balance, Move Silently, and Tumble checks.
Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.
Faint Evocation, Illusion, and Transmutation; CL: 5th; Craft Wondrous Item, Cat’s Grace, Expeditious Retreat, Shatter, Silence; Price 85,000 gp; Weight 1 lb.

Jarlaxle’s Cape: The wearer of this cape can cause it to display a shifting pattern of incredible hues, color after color cascading from the upper part of the cape to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the cape. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect.
Every round of continuous scintillation of the cape gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment).
The effect can be used no more than a total of 10 rounds per day.
The cape grants the wearer a +10 competence bonus to Hide checks.
Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set and modified Robe of Scintillating Colors.
Faint Illusion; CL: 11th; Craft Wondrous Item, Blur, Invisibility, Rainbow Pattern; Price 32,000 gp; Weight 1 lb.

Jarlaxle’s Eyepatch: This magical eyepatch can generate a Fireball once per day upon command, the Fireball deals 10d6 points of damage (Reflex DC 16 half), half of the damage is fire damage, and the other half is divine damage that affects even targets resistant to fire. Additionally once per day the wearer can command the eyepatch to generate Fear (Will 17 for partial).
The eyepatch grants a +10 competence bonus to Search and Spot checks. The eyepatch shields the wearer’s thoughts, granting immunity to Detect Thoughts, Discern Lies, and any attempt to magically discern his alignment.
Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.
Strong Divination, Evocation, and Necromancy; CL: 12th; Craft Wondrous Item, Corrupt Spell, Clairaudience/Clairvoyance, Fear, Fireball, Nondetection, True Seeing; Price 85,200 gp.
#703

aluroon

Nov 30, 2004 14:17:13
I belive the eye patch also protects him from mind reading.


Aluroon
#704

warlockco

Nov 30, 2004 22:01:13
I belive the eye patch also protects him from mind reading.


Aluroon

Okay will add that, also realized today while at work that I forgot to give him Daylight Adaptation, since I if I recall correctly daylight didn't bother him in Servant of the Shard.

Revisions to Jarlaxle.
Removed Improved Initiative, replaced with Daylight Adaptation.
Added properties of Ring of Mind Shielding to Eyepatch.
Added bonus to Tumble to Boots.
#705

warlockco

Dec 01, 2004 4:26:14
Revised and Consolidated all the NPCs of Mantol-Derith together on page 15.
Harammamyl H’tithet
Yyssisiryl H’tithet
Reftael Jerritril
Laral Kroul
Saarduel
Hadrogh Prohl
Kassawar Plickenstone
Badrock Peerayton
Horriwart Tlignlicken
Murkolk Szolt
Gradoc Gant Rockhand
#706

warlockco

Dec 01, 2004 17:57:08
Revised and Consolidated all the NPCs of Skullport and Environs together on page 18.
Molheeruae
Iljrene Ahbruyn
Ithlyn of the Five Fingers
Malakuth Tabuirr
Amryyr Yauntyrr
Shindia Darkeyes
Matron Kesra Tanor’Thal
Matron Kesra Tanor’Thal (Variant)
#707

green_giant_02

Dec 07, 2004 21:23:18
I'm back and all my books made it through, in fact, I actually found a Dungeon magazine that I had believed was originally lost forever. :D As for the Shining South revisions they'll be coming slow as there is still a lot of stuff to unpack. (I can't believe all the junk we've been hoarding all this time). Zalathorm has just been revised, he can be found on page 4 or you can just click here and scroll to the bottom.

Next revision, Queen Yenandra, although I do have a question about her. Can anyone remember if there is a spectral guardian monster or template in any of the 3e books? I know there is a spectral mage in Magic of Faerun, just wondering if there is a spectral guardian somewhere. Thanks.
#708

kuje31

Dec 07, 2004 21:29:34
Can anyone remember if there is a spectral guardian monster or template in any of the 3e books? I know there is a spectral mage in Magic of Faerun, just wondering if there is a spectral guardian somewhere. Thanks.

I looked through my WOTC monster list of the books I own, which is many except for Complete Arcane since I haven't added the monsters from the book on it yet and I didn't see a spectral guardian monster or template.
#709

warlockco

Dec 07, 2004 21:48:28
Next revision, Queen Yenandra, although I do have a question about her. Can anyone remember if there is a spectral guardian monster or template in any of the 3e books? I know there is a spectral mage in Magic of Faerun, just wondering if there is a spectral guardian somewhere. Thanks.

Dragonlance Campaign Setting has Spectral Minion.
But not sure if that would work, since looking at it right now, and it says they lose all Spellcasting ability, and are bound to a location.
Complete Arcane doesn't have anything like it.
#710

green_giant_02

Dec 07, 2004 21:59:14
Thanks for the quick replies. Guess I'll have to use the ghost template with the energy drain special ability from Monsters of Faerun, maybe use the resonance rank tables from the Ravenloft Campaign Setting. Although the fact that a spell or series of spells was used to create her may provide some clues as to the limit of her abilities.
#711

warlockco

Dec 07, 2004 22:13:14
No problem Green Giant, sorry wasn't able to help better.
Currently working on the Houses of Ched Nasad, even though last we know of officially they might all be destroyed. Will post some once I get the first 5 or 10 matrons done along with the Archmage of the Ched Nasad.
#712

green_elven_vampire

Dec 08, 2004 17:03:24
This is my first in a very long time, so I could use some feedback or insight. Comments of all kinds are welcome. ;)
This is for 3ED and can be converted to 3.5ED very easily!
....................................................

Curudin Ahmaquissar: "The Mischiefmaker of Silverymoon".

[i]Male Moon Elf; Rogue 5/ Cleric 3/ Divine Seeker 4/ Divine Deciple 5 of Erevan Ilesere[/i]:

CR 17; medium size humanoid (elf);
HD 5d6+10, plus 3d8+6, plus 4d6+8, plus 5d8+10; HP 110; Init +8; Spd 30';
AC 25 (touch 18, Ff 20);
Atk +17/+12 melee (1d8+6 plus 2d6 chaotic/ 17-20, +3 elven keen, chaotic longsword),
+16/+16 melee (1d6+5/17-20, +2 elven keen shortsword of speed;
SQ spells, spell-like abilities, moon elf traits, rogue abilities, Turn/rebuke Undead, etc...etc...
AL CG; SV Fort +12, Ref +13, Wil+12;
Str 17, Dex 20, Con 13, Int 15, Wis 20, Cha 15.

Age: 98, Height: 5'10", Eyes: Blue, Hair: Short saphire-blue & silver.

Skills: Knowledge (religion)(arcana) +8/+8, Spellcraft +17, Heal +13, Bluff +16, Disable devise +15, Hide +31, Move Silent +31, Open lock +20, Listen +14, Pick pocket +18, Tumble +13, Sense motive +15, Intimidate +12, Spot +17, Search +17, Disguise +30, Balance +10, Escape artist +25, Gather info +10, Innuendo +10, Read lips +6, Use magic devise +17, Perform (buffoonery +5, dance +15, prank +20);
Feats: Ambidexterity, TwF, Weapon focus (longsword/shortsword), Dodge, Quicker than the eye, Quick draw, Flick of the wrist, Charlatan, Twin sword style.

Special Qualities: Moon elf traits- immune to magic sleep spells, +2 save vs. enchantment spells, low light vision, +2 bonus on listen, search, and spot checks. Divine Deciple abilities- New domain, Divine emmissary, Sacred defense +2, Imbue with spell ability, Trancendence. Divine Seeker abilities- Sanctuary, Thwart Glyph, Sacred defense +2, Sneak attack +2d6, Locate object, Obscure object, Locate creature, Divine preserverance. Rogue abilities- Uncanny dodge, Sneak attack +4d6, Evasion.

Cleric Spells per day: 6/6/5/5/4. Base DC = 15 +spell level. Deity: Erevan Ilesere. Domains: Trickery, Chaos, Luck.
Current Spells: 0 level- Create water, light, read magic, detect poison, detect magic, guidance. 1st level- Divine favor, doom, entropic sheild, protection from law, sheild of faith, handfire. 2nd level- Spell shield, invisibility, Hold person, resist elements, cure moderate wounds. 3rd level- Searing light, bestow curse, dispell magic, protection from elements, mystic lash. 4th level- Weapon of the deity, Chaos hammer, Confusion, spell immunity.

Possessions: +3 elven keen chaotic longsword, +2 elven keen shortsword of speed, +3 ring of protection, Ring of invisibility, Boots of elvenkind, Cloak of elvenkind, Gloves of dexterity, Amulet of natural armor +2, Vest of disguise, +2 elven Deathward studded leather armor, Four +2 daggers of Elemental Aura, Ring of disease immunity, Moonfire salve, Fanged mask, Belt of priestly might and warding.

Personal Info: Curudin Ahmaquissar is the leading cleric of Erevan Ilesere in Silverymoon and master of the secret elven Rogues guild known as "The Rogues of the Laughing Twilight" in the same city.

He is known throughout the city as "The Mischiefmaker of Silverymoon" but none know that he is also the leader of the elven thieves guild. Curudin is extremely handsome even in the eyes of other elves. He is quick, witty, clever, charming, intelligent, alluring and has a completely chaotic disposition on life. He is a hedonist in every sense of the word and hardly ever has his eyes shut. Quick to laugh and even quicker to prank and trick everyone and anyone from the very powerful to the poor. He is very good in melee combat and has a tremendous amount of luck on his side. It is said by other elves who meet him that he is highly favored by his god Erevan.

Curudin has never been caught at anything involving thievery, pranking, tricking, games, wenching, scouting, shadowing, hiding, etc... etc... He runs the Midnight Gambol of Erevan every month and invites all who happen upon it.

In the city of Silverymoon his guild of elven rogues steal only from other thieves and give back to the proper owners half of what was initially stolen from them. They run out and will even fight other rogues who try to set up shop in the city. So far they have never failed.

He owns 3 taverns in Silverymoon. One is for elves only, another is for mixed crowds, and the last is a brothel which fronts as a winery.

Curudin is known by Alustriel Silverhand and others of high rank in the city, but leave him alone for the most part for his efforts to run out other thieves entering the city. His tricks and pranks on the other hand push all who encounter him to the very edge of sanity and reason... even becoming violent! But not a single person can point a finger directly at him for anything linking him to these pranks and tricks.

He is also a well known adventurer and hero in the northlands, having spent most his life so far in absolute danger and peril. He is never one to be scared or frightened and usually laughs in the place of fear. His career has a long list of very worthy accomplishments, including stealing from Fzoul Chembryl, Semmemmon, The Vampire manshoon, Storm Silverhand, Mintipur Moonsilver, Alustriel Silverhand, Mirt the Moneylender, and countless other kings, warlords and the like. All of them have never been able to catch him as of yet.

He is most famous, or infamous, for his risky and daring thefts of other churches, temples and faiths, including those of Bane, Shar, Tyr, Helm, Talona, Auril, Mask, and others.

Just recently he was hired by Khelben Arunsun and The Moonstars to go on a extremely difficult mission to sneak into Shade Enclave and steal a item of invaluable price and proportion from the city of Shade and its leaders. The mission was successful and the item was stolen and laid into the hands of Khelben, but not without its losses. Curudin, being a Divine deciple of Erevan Ilesere couldn't help but play a wicked deadly trick on Prince Clariburnus and Prince Yder before making his daring escape in which he lost his prized dice almost at the cost of his life!

And to add to all this... as well as he is known, he is also just as unknown it seems, and he prefers to keep it that way as long as possible. He is quick to laugh and has a very healthy sense of humor... sometimes light and frivolous, and other times dark and sardonic.

He has been seen lately moving between Silverymoon and Waterdeep, and has been spotted spending a great deal of time with Elaith "the serpent" Craulnober as of late.

Last night, Khelben Arunsun, having seen them at the Hidden Dagger tavern, quietly said to himself that Elaith would do well to frequently check his belongings, and to never underestimate the chaotic power of a wicked Prank or Trick; Especially one performed by Curudin Ahmaquissar!!
#713

green_elven_vampire

Dec 08, 2004 23:43:49
Laeirlefane Starleaf:

[i]Male Copper Elf; Rogue 5/ Fighter 3/ Duelist 5[/i]:

CR 13; medium size humanoid (elf);
HD 5d6+5, plus 3d10+3, plus 5d10+5; HP 116; Init +8; Spd 30';
AC 26 (touch 26, Ff 22);
Atk +15/+10 melee (1d6+5 plus 1hp/round wounding/ 18-20, +3 elven wounding Rapier of subtlety),
+14/+14/+9 melee (1d6+6/18-20, +2 elven Rapier of Defiance- it ignores the bonues to AC from armor.), +16/+11 melee (1d4+6 plus 1d6, plus 1d10 on a crit/ 19-20/x2, +3 Returning acidic burst daggers);
SQ copper elf traits, rogue abilities, Duelist abilities.
AL CG; SV Fort +7, Ref +16, Wil+4;
Str 16, Dex 19, Con 13, Int 14, Wis 12, Cha 15.

Age: 102, Height: 6', Eyes: Hazel, Hair: Blonde, dyed green.

Skills: Perform +17, Tumble +19, Balance +19, Bluff +15, Escape artist +17, Inneuendo +6, Jump +8, Listen +8, Sense motive +14, Spot +6, Climb +6, Descipher script +5, Diplomacy +5, Disable devise +16, Disguise +15, Forgery +4, Hide +17, Intimidate +6, Move silent +17, Open lock +9, Pick pocket +9, Search +8;

Feats: Ambidexterity, Dodge, Mobility, Strong soul, Weapon focus (rapier), Twin sword style, Two weapon fighting, Improved two weapon fighting.

Special Qualities: Copper elf traits- immune to magic sleep spells, +2 save vs. enchantment spells, low light vision, +2 bonus on listen, search, and spot checks. Duelist abilities- Canny defense, Precise strike, Enhanced mobility, Grace, Acrobatic attack. Rogue abilities- Uncanny dodge, Sneak attack +3d6, Evasion.

Possessions: +3 Elven wounding rapier of subtlety, +2 elven rapier of defiance (ignores the magical bonus to AC from armor.), Five +3 returning acidic burst daggers, +3 glamered leather armor, Ring of regeneration, Ring of spell turning, Boots of elvenkind, Bracers of the blinding strike, Cloak of displacement (minor), Necklace of copper dragon scales, Mirror mask, Mierest's starlit sphere.

Personal Info: Laeirlefane Starleaf was raised in the Elventree settlement and was soon known as a trouble maker even by copper elf standerds. He was scrapping with all the young elves and humans and half elves and developed a love for fighting. But he was also fond of roguish ways and had thieving tendencies that eventually got him exiled from the settlement.

He then took up a life of wandering and adventuring with several other young elves and made a small name for themselves, until finally he split up with them and landed up in Sembia where he ran into the famous copper elven swordsman known as "Stormdance" who taught him the fine art of duel-swashbuckling. As the years passed and his talent grew at rapid rates, he still couldn't resist his thieving, roguish ways, which at last landed him in trouble with the Fire Knives in the end.

From childhood, Laeirlefane delighted in the stories of the Rogue god Erevan Ilesere, and he was always a avid follower in the gods footsteps. Though not a worshipper of the god of thieves, he was still devout and praised Erevan over all the other deities of the Seldarine. And thus, one night in Baldurs Gate, a dream came to him as lifelike as any he'd ever had before, that spoke to him of adventure and mischief and riches. Upon opening his eyes he caught a glimpse of a wide transparent smile laughing soundlessly over a magical bridge with the glowing blue runes of "Moonbridge" written in the smile.

Laeirlefane knew it was his god, Erevan Ilesere, who had sent him the dream, and so that very night he crept out onto the roof and began his way towards Silverymoon.

After 1 day in Silverymoon, he was greeted by Curudin Ahmaquissar, The head Cleric of Erevan in the city (and leader of the secret elven rogue guild called "The rogues of the laughing Twilight"), and after a quick scuffle and a shared laugh they accepted him into their ranks.

Laeirlefane is now the military leader of the elven rogues guild, and has proven himself more than skilled and worthy to his fellow partners in chaos and mischief. He has earned himself a reputation and is known throughout the city for his temper and quick reactions and actions to anything happening around him.

He is the living example of a classic Fighter/ Rogue with a unique fighting style that often leaves his enemies baffled and defeated. He loves to laugh and to brawl. To steal and to charm. To love and to learn. He is highly flamboyant and dresses in the finest clothing made at no expense. He is flashy and stylish, as well as grim and stern at times.

Unlike his Copper elf brethren, he enjoys the bustle of the big cities in place of forests and woodlands. After all, not too many pockets to pick, or locks to open among trees and animals. ;)
#714

green_giant_02

Dec 09, 2004 13:01:25
The former Queen of Dambrath, Yenandra and the Duchess of Herath, Selanith L'baros have been updated and revised. They can be found on page 6 along with the other NPCs of Dambrath.


Sorry to rain on your parade, Green Elven Vampire, but are those characters from FR books or FR articles in magazines? If not, they shouldn't be posted here since this thread is for NPCs found in the above mediums. I'm not trying to sound mean but it helps avoid confusion for others who view this thread.
#715

green_elven_vampire

Dec 09, 2004 15:14:33
They don't seem familiar?
#716

warlockco

Dec 09, 2004 21:47:02
This is my first in a very long time, so I could use some feedback or insight. Comments of all kinds are welcome. ;)
This is for 3ED and can be converted to 3.5ED very easily!
....................................................

Curudin Ahmaquissar: "The Mischiefmaker of Silverymoon".

[i]Male Moon Elf; Rogue 5/ Cleric 3/ Divine Seeker 4/ Divine Deciple 5 of Erevan Ilesere[/i]:

You have to be able to cast 4th level Divine Spells to be a Divine Disciple in 3E or 3.5E, and Cleric 3, doesn't get you there.
#717

warlockco

Dec 09, 2004 21:48:04
They don't seem familiar?

Nope they do not.
#718

green_elven_vampire

Dec 09, 2004 23:16:45
Please guys, like you actually follow those rules?



Common sense, no?
#719

warlockco

Dec 11, 2004 0:39:45
Please guys, like you actually follow those rules?



Common sense, no?

Follow what rules? The Actual Rules in the Rule Books? Then Yes.

As to the purpose of this thread. It is to provide 3.5E stats for NPCs from 1E, 2E and 3E/3.5E that have not been given write-ups in 3E/3.5E beyond Class/Level/Race/Alignment.
#720

green_elven_vampire

Dec 11, 2004 15:10:54
Okay, that's nice! I just think people who follow the rules to the bone are lazy and have no imagination. Rules are guidelines, not law.
#721

GothicDan

Dec 11, 2004 15:21:58
Then make a note on your thread that you are specifically ignoring said rule in the writeup of said character, so that everyone who looks at it won't spend hours trying to figure out how the heck you got to point Y without first going through point X. In what way is "breaking the rules" "common sense," anyway?

By your token of those who follow rules being lazy and unimaginative, you could say the same about anyone who uses actual mechanics (a game system) instead of doing everything completely free form. It would be best to reserve your judgements about such things to yourself so as not to offend anyone, particularly when said judgements are 100% opinion and cannot be accurately argued by any one side due to the fact that there's no evidence backing up the validity of either party.
#722

gadodel

Dec 11, 2004 17:20:34
I rather see more characters posted, than discuss the game mechanics behind them. The rules are meant to be interpreted to a degree and seeing how others do this, is fun.



A very good thread.
#723

warlockco

Dec 12, 2004 9:58:54
Okay, that's nice! I just think people who follow the rules to the bone are lazy and have no imagination. Rules are guidelines, not law.

Maybe so, but the Rules serve as common ground to allow everyone to know what is going on and how to get from Point A to Point C, because you will know what Point B was. With throwing the rules out the window, you will have people scratching their heads wondering how someone managed to mount the toliet in the ceiling in the bathroom and how to use it.

I rather see more characters posted, than discuss the game mechanics behind them. The rules are meant to be interpreted to a degree and seeing how others do this, is fun.

Working on more, just gonna take some, especially since I'm in the process of getting ready for surgery and not sure how able I will be able to do things afterwards yet.

And Green Giant is doing a Revision of alot of NPCs from the Shining South that he had done before. Making them over with the new information from the new Shining South sourcebook.
#724

zombiegleemax

Dec 13, 2004 5:47:06
Sorry, Mannanin Mac Lir but most of those characters are only listed in novels. As for the Srinshee, she already has epic levels.

Actually, most of these are "new inventions" of Ed, and we all await him to tell us more about them.
#725

zombiegleemax

Dec 17, 2004 10:17:10
Elder Daughter of Matron Hunzrin (Traitor Priestess in the service of Lolth and Vhaeraun), Rival to Liriel Baenre

Is it just me or has no one made the states to Liriel. I have serched through the index a few times and can't find her. Has anyone else completed her stats?
#726

kuje31

Dec 17, 2004 11:17:47
Is it just me or has no one made the states to Liriel. I have serched through the index a few times and can't find her. Has anyone else completed her stats?

Because she has official stats for 3.0:

http://www.wizards.com/default.asp?x=books/fr/baenre2

Which were created with the help of Elaine and many of the board posters hmmmm a year ago or so when we still had the novel boards.
#727

green_giant_02

Dec 17, 2004 22:25:06
Just posted the last of the Shining South revisions and all can be found on page 6. They are:
Rhodea Firehair of Halruaa
Cacitro Burrow of Luiren
Melino Smalltoes "Richtoes" of Luiren
King Drasna Bluemantle the Fortunate of Ulgarth



Kuje, your work on listing the 1e and 2e NPCs is spectacular and will probably come in handy in my 3.5e conversions. Keep up the great work!
#728

kuje31

Dec 17, 2004 22:37:28
Kuje, your work on listing the 1e and 2e NPCs is spectacular and will probably come in handy in my 3.5e conversions. Keep up the great work!

I'm working on it slowly. A lot of sourcebooks to do and so it'll be a long project.
#729

zombiegleemax

Dec 18, 2004 3:43:15
A strange request, but does anyone have stats for a pre-godhood Velsharoon ? He was described as a 29th level necromancer in Halls of Heroes.
#730

zombiegleemax

Dec 20, 2004 9:48:13
Does anybody knows where i can find kimmuriel's stats?
#731

green_giant_02

Dec 20, 2004 22:59:50
Does anybody knows where i can find kimmuriel's stats?

Who or what is Kimmuriel? The name sounds very familiar.
#732

warlockco

Dec 20, 2004 23:08:21
Who or what is Kimmuriel? The name sounds very familiar.

Wasn't he the Psychotic, er Psionic Drow from Servant of the Shard?
A survivor of House Oblodra that joined Bregan D'aerthe.
#733

alsene

Dec 22, 2004 17:11:29
Excuse me, where can I find 3/3.5 stats for Cadderly and the Chosen of Deneir from Cleric's Quintet and mentioned in Heroes' Lorebook? I'm also wondering the exact location of the Edificant Libary in the Realms.
#734

kuje31

Dec 22, 2004 17:24:24
Excuse me, where can I find 3/3.5 stats for Cadderly and the Chosen of Deneir from Cleric's Quintet and mentioned in Heroes' Lorebook? I'm also wondering the exact location of the Edificant Libary in the Realms.

http://www.wizards.com/default.asp?x=books/fr/deneir

And the Snowflake Mountains are in Amn along its eastern border and that is also where the Library is. The Lands of Intrigue box set is the best map for it, which can be found, for free:

http://www.wizards.com/default.asp?x=dnd/dnd/downloads
#735

alsene

Dec 22, 2004 17:29:09
Thanks for the reply.
#736

zombiegleemax

Dec 23, 2004 3:55:18
Yes indeed was that Kimmuriel(s.o.t.s novel),so i think that only dragon magazine probably showed his stats.
#737

karsus_the_mad

Dec 23, 2004 10:47:11
Some time since I thought of this...
Karsus of Netheril CR 41
Male Netherese sorcerer 5/ wizard 6/ ultimate magus 20/ archmage 5/ Netherese arcanist 5
CN Medium humanoid
Init +5; Senses permanent arcane sight, darkvision, detect scrying, read magic, see invisibility, Listen +11, Spot +12
Languages Alzhedo, Aragrakh, Draconic, Lorass, Netherese, Thorass (can understand and speak any language)

AC 31, touch 11, flat-footed 28 (50% miss chance)
(+18 armor, +2 force shield, +1 Dexterity)
hp 246 (41 HD); regenerate 1 hp/hr
Immune aging, acid, cold, electricity, fire, sonic, touch of fatigue, magic missle, blindness/deafness, vampiric touch, enervation, waves of fatigue, disintegrate, finger of death, trap the soul, soul bind; SR 18
Fort +28, Ref +26, Will +39; +2 vs. Illusions

Speed 30 ft. (6 squares)
Melee +23/+18
Ranged +21/+16
Base Atk +19; Grp +19
Atk Options Arcane fire (600ft.), arcane reach (30ft.), mastery of elements, mastery of shaping
Special Actions alacritous cogitation, arcane manipulation, augmented casting 13/day, disguise self at will, evasion, mastery of counterspelling, greater teleport 3/day, spell turning 3/day, spellshift (manipulate only).
Sorcerer Spells Known (CL 29th, 31st to overcome spell resistance, choose spells as CL 22nd):
9th (14/day) -- dominate monster, mage's disjunction, timestop, wish [b]
8th (16/day) -- demand, mass charm monster, polymorph any object, telekinetic sphere [b]
7th (16/day) -- greater teleport, insanity, mass hold person, spell turning [b]
6th (16/day) -- chain lightning, greater dispel magic, mass suggestion, shadow walk [b]
5th (16/day) -- break enchantment, dominate person, feeblemind, mind fog, shadow evocation [b]
4th (18/day) -- confusion, enervation, greater invisibility, resilient sphere, shadow conjuration [b]
3rd (18/day) -- dispel magic, fireball, haste, hold person, suggestion [b]
2nd (18/day) -- arcane lock, detect thoughts, false life, flaming sphere, knock, mirror image [b]
1st (18/day) -- charm person, hold portal, magic arura, magic missle, mage armor, true strike [b]
0 (12/day) -- arcane mark, detect magic, detect poison, light, mending, message, open/close, prestidigitation, touch of fatigue
DC 23+spell level, 26+spell level for mentalism spells
Wizard Spells Per Day (CL 41st, 43rd to overcome spell resistance, choose spells as CL 30th): 8/18/18/18/16/16/16/16/14/14/8/8/6/6/6
DC 29+ spell level, 32+ spell level for mentalism spells
Epic Spells Per Day: 4 (Karsus's contingent duplication takes up 1 epic slot per day until activated), DC 40
Epic Spells Known: Karsus's contingent duplication, Karsus's heavy magic, Proctiv's move mountain, Ioulaum's imbue mythallar, sash of spells, soul scry

Abilities Str 18, Dex 15, Con 19, Int 35(47), Wis 22, Cha 28(34)
SQ Age bonuses, archmage high arcana (arcane fire, arcane reach, mastery of counterspelling, mastery of elements, mastery of shaping), arcane spell power +4, augmented casting 13/day, automatic still spell, backlash resistance, epic spell artisan, expanded spell knowledge, field specialization, enhanced abilities, immunities, permanent spells, Nether Scrolls bonuses.
Feats Alacritous Cogitation, Alertness [i], Arcane Manipulation, Craft Epic Wondrous Item [b], Craft Wondrous Item, Epic Skill Focus (spellcraft), Epic Spellcasting [b], Epic Spell Focus (mentalism), Forge Epic Ring [b], Forge Ring [b], Greater Spell Focus (mentalism), Improved Metamagic, Improved Initiative [i], Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), Improved Spell Capacity (13th), Improved Spell Capacity (14th), Magical Aptitude [b], Practiced Spellcaster (wizard), Quicken Spell, Scribe Scroll [b], Silent Spell, Skill Focus (spellcraft), Spell Focus (mentalism), Spell Mastery [i](charm person, hypnotism, mirror image, knock, dispel magic, suggestion, remove curse, phantasmal killer, feeblemind, mind fog, globe of invulnerability, disintegrate, greater teleport, greater shadow conjuration, moment of prescience, telekinetic sphere, mage's disjunction, wish), Spellcasting Prodigy (wizard), Spellwise, Twin Spell.
Skills Appraise* +20, Concentration +34, Craft (alchemy) +38, Craft (gemcutting) +28, Craft (metalworking) +28, Decipher Script +28, Diplomacy* +13, Gather Information* +22, Intimidate* +22, Knowledge (arcana) +65, Knowledge (architecture and engineering) +24, Knowledge (geography) +24, Knowledge (history) +29, Knowledge (High Netheril, local) +24, Knowledge (nature) +24, Knowledge (nobility and royalty) +20, Knowledge (religion, Mystryl) +20, Knowledge (the planes) +39, Knowledge (the Weave) +63, Listen* +9 (+11), Spellcraft +139, Spot +10 (+12), Use Magic Device +24.
Traits and Flaws: Absent Minded (+1 to all Knowledge, -1 to Spot and Listen), Forlorn (Magical Aptitude).
Possessions amulet of the archwizard, major Netherese archyre, Netherese flying disc, crimson robes of the archwizard, bracers of epic armor +13, Karsus's mantle, Killdrum wand of greater dispelling (right arm), general Mattick's scepter of rapidity (9 charges), ring of evasion (slotless), ring of force shield (slotless), ring of spell turning (slotless), ring of spell battle, ring of universal energy resistance, ioun stones: dark blue rhomboid (alertness), dark blue spindle (improved initiative), pale white cube (spell mastery), pearly white spindle (regenerate 1 hp per hour). Karsus also possesses numerous artifacts. The ones on his person include a prismatic sphere ioun stone (as ring of wizardry for all spell levels),
Spellbook As one of the greatest spellcasters to ever exist, Karsus has access to litterally thousands of tomes detailing virtually every spell in existence (or an equally effective variant).
Hook "I am the most powerful of all the archwizards, the Arcanist Supreme. They call me Karsus the Great."
Appearance Karsus wears robes of rich crimson trimmed with black. Golden rings gleam on his fingers, their hue matched by the blazing gold of his eyes. He has tousled brown hair and the untidy beginnings of a beard, and his voice fairly leaps with eager confidence whenever he speaks.
Special Qualities
Age Bonuses: Because of his age, Karsus receives the bonuses of being venerable (+3 Int, Wis, Cha).
Automatic Still Spell (Ex): Due to the particular way the Netherese study and practice magic, Karsus requires no somatic components for any spell he casts, just as if he had the Automatic Still Spell feat for all spell levels.
Arcane Fire (Su): Karsus can change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (600ft.) that deals 5d6 points of damage plus 1d6 points of damage per level of the spell used to create the effect.
Arcane Reach (Su): Karsus can use spells with a range of touch on a target up to 30 feet away.
Arcane Spell Power (Ex): Karsus has a +7 bonus to his caster level for both wizard and sorcerer spells.
Augmented Casting (Su): Karsus 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 a spell cast using another arcane class.
Mastery of Elements: Karsus 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. Karsus decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.
Expanded Spell Knowledge (Ex): Karsus has added an additional spell for each spell level of 1st through 9th to his sorcerer spell list.
Mastery of Counterspelling: When Karsus counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
Mastery of Shaping: Karsus can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Field Specialization: Karsus's major field of specialization is mentalism (epic spell seeds: banish, compel, conceal, contact, delude, foresee, reveal, shadow) and his minor field is variations (epic spell seeds: animate, animate dead, dispel, fortify, mythal, reflect, transform, transport, ward). He cannot cast spells based on seeds from the field of invention. The base Spellcraft DC for developing spells in the mentalism field of specialization is reduced by 5.
Greater Spell Focus (Epic): The saving throw DC for each of Karsus's epic spells increases by +2, but the Spellcraft DC does not increase.
Backlash Resistance (Su): Karsus ignores the first 5 points of backlash damage of any epic spell he casts.
Epic Spell Artisan: To develop epic spells, Karsus pays only 7,000 gp instead of 9,000 gp.
Enhanced Abilities: Karsus has used wish spells to increase his abilities by +5.
Permanent Spells: Trails of golden energy traverse over Karsus's body. These manifestations are the result of rituals using wish and permanency spells to give himself the following effects: arcane sight, comprehend languages, darkvision, detect scrying, read magic, see invisibility, spellshift (manipulate effect only), and tongues. These effects also cause Karsus's eyes to have a golden radiance.
Immunities (Ex): Due to longevity magic, Karsus does not age and cannot be magically aged. Karsus is immune to all forms of energy damage. He is also immune to the following spells; touch of fatigue, magic missle, blindness/deafness, vampiric touch, enervation, waves of fatigue, disintegrate, finger of death, trap the soul, and soul bind. Not only is Karsus immune to these spells but they are also fully reflected back upon the caster. Karsus is also under the effects of a continuous mind blank spell.
Nether Scrolls: Karsus has read and gained the benefits of the Arcanus Fundare and the Magicus Creare Scrolls and has a +30 inherent bonus to Spellcraft, +1 to save DC's for all arcane spells, three bonus Item Creation feats (Craft Epic Wondrous Item, Forge Epic Ring, Forge Ring), and only pays 75% the cost to create magic items.

Netherese Flying Disc: These discs, made from at least 40 pounds of pure mithril, were popular among the arcanists of Netheril. A Netherese flying disc typically appears as a circular disc 3 feet in diameter and is 1 inch thick with runes in the Lorass language engraved along its edge. Anyone standing on a Netherese flying disc can direct it to fly with good maneuverability by simply willing it to do so. The maximum speed of a Netherese flying disc is 60 ft (or 40 feet if the rider wears medium or heavy armor or carries a medium or heavy load).
Faint transmutation; CL 5th; Craft Wondrous Item, fly, 40 lb. mithril disc; Price 140,000 gp; Cost 60,000 gp, 4,800 XP

Netherese ring of Spell Storing: These transparent crystal rings function as the minor ring of spell storing, except it holds up to twenty levels of spells.
Strong evocation; CL 34th; Forge Ring, Forge Epic Ring, imbue with spell ability; Price 800,000 gp.

Crystal Chain of Binding: First developed by the Netherese, these manacles are always crafted from star sapphire and were used to control rogue spellcasters and to prevent them from unleashing dangerous energies during their incarceration. As a move action, the owner of a crystal chain of binding can make the manacles fly up to 15 feet away and entwine itself around the limbs of a creature. Once the manacles are secured around their victim, that creature becomes intangled and is unable to cast spells, use spell-like abilities, supernatural abilities, or magic items. Likewise, spell effects and magic items on the creature cease functioning for the time they are chained by the manacles.
Strong abjuration; CL 13; Craft Wondrous Item, Craft Epic Wondrous Item; anti-magic aura, mage hand; masterwork manacles made of star sapphire; Price 728,750gp; 2 lb.; Cost 369,425gp, 14,575 XP.

Amulet of the Archwizard: These light, gold medallions on silver chains are usually worn under the clothes of an archwizard. Each was stamped with the sigil of a particular enclave, doubling as a simple identification piece. The amulet provides a constant mind blank effect and allows the wearer to cast greater teleport three times per day with the utterance of a command word.
Strong varied; CL 15th, Craft Wondrous Item; greater teleport, mind blank; Price 283,800gp

Netherese archyre: Netherese archyres, or crowns, were a common status symbol for the archwizards of High Netheril. Each one likening him or herself as an absolute ruler. Archyres are always of heavy, gaudy construction, typically with numerous gems and other precious stones embedded into them. Each arcanist personalized their archyre, but all bore similar powers. There were three types of archyres common in Netheril; minor, medium, and major archyres. A Netherese archyre confers the following bonuses upon anyone who wears it.
*The wearer gains a +8 (minor), +10 (medium), or +12 (major) enhancement bonus to their Intelligence.
*The wearer gains a +10 (minor), +20 (medium), or +30 (major) circumstance bonus to Spellcraft checks.
*A Netherese archyre functions as a spellbook that can hold up to either 50 (minor), 100 (medium), or 200 (major) pages of spells. A wizard can "write" a spell into an archyre without paying the usual material cost of 100 gp per page, although he still must take the normal time to do so. A Netherese archyre is fully erasable, so its owner can remove spells and replace them with news ones as he sees fit.
Strong transmutation; CL 20th; Craft Wondrous Item, Craft Epic Wondrous Item; commune or legend lore, limited wish, secret page; Price 655,938gp (minor), 1,061,875gp (medium), 1,578,750gp (major).

Crimson Robes of the Archwizard: This garment is of rich crimson silk lined with black draconic runes in the Lorass language of High Netheril. These robes once belonged to the archwizard Karsus and provide a +5 armor bonus to the wearers AC, provides Spell Resistance 18, and a +4 resistance bonus to all saves. Furthermore, Karsus often went amongst the people of his enclave in order to confirm reports or to perform tasks he deemed too important to entrust to underlings. As such, these robes allow the wearer to use disguise self at will.
Strong varied; CL 14th, Craft Wondrous Item; mage armor or shield of faith, disguise self, resistance; Price 128,250gp.

Karsus's mantle: Karsus is a man consumed with knowledge, and his mantle gives him the strength to go through long periods of research without the need to pause for food, drink, and rest as a ring of sustenance. It also provides continuous displacement and grants a +4 luck bonus on all saving throws.
Medium varied; CL 7th; Craft Wondrous Item; create food and water, displacement, resistance; Price 171,750gp
#738

zombiegleemax

Dec 24, 2004 6:29:48
I am really interested in seeing write-ups for a few NPCs.

First, the old Cormyrian elf king, The Sceptered One? He who stamped the purple dragon with 'OWNED'.[Cormyr: A novel]

Second, his general, later becomes the new elven king and fights beside AzounIV against the goblin army.[Cormyr: A novel and Death of a Dragon]

Third, Berauble i believe, the first Royal Magician of Cormyr. [Cormyr: A novel]


Fourth, any of the Ghazneths, preferably the surviving Cormaeril.(maybe a ghazneth template also?) [Beyond the High Road and Death of a Dragon]


Lastly, Fifth, prepare for vagueness, the new general of the northern territories of cormyr, who was to be married to the late princess. The one with the impolite mother, lol. [Beyond the High Road and Death of a Dragon]

Let me know if you can do these, as I do not believe any have ever been created. If you cannot post them here, email any to me at [email]smooth_italiano82@yahoo.com[/email], as I need a few for my game.

The Sage
#739

green_giant_02

Dec 25, 2004 1:03:20
A strange request, but does anyone have stats for a pre-godhood Velsharoon ? He was described as a 29th level necromancer in Halls of Heroes.

Was that the only info mentioned on Velsharoon because I might give it a shot but I would like to know if there is anymore information in Halls of Heroes such as ability stats or magic items listed?

Meanwhile, I gotta go outside and enjoy the snow while it lasts where I live. Merry Christmas, everybody! :D
#740

gadodel

Dec 25, 2004 16:16:07
Green Giant, I am surprised that you have not given us your interpretation of Santa Claus, his elves or his reindeer... ;)
#741

zombiegleemax

Dec 27, 2004 1:04:26
So there's no hope to see the stats of a high-level psion like Kimmuriel Oblodra,i have seen Vhondryl of Skullport stats but i think that a drow-psion is even more powerful than a human.....
#742

gadodel

Dec 27, 2004 17:47:06
So there's no hope to see the stats of a high-level psion like Kimmuriel Oblodra,i have seen Vhondryl of Skullport stats but i think that a drow-psion is even more powerful than a human.....

Feel free to give us your rendition!

#743

warlockco

Dec 28, 2004 4:37:29
So there's no hope to see the stats of a high-level psion like Kimmuriel Oblodra,i have seen Vhondryl of Skullport stats but i think that a drow-psion is even more powerful than a human.....

The only Drow Psion we have had full stats on was Matron Oblodra in the Menzoberranzan boxed set.
And since Kimmuriel has never had official stats, this isn't the correct thread for him to be posted in unfortunately.
#744

clobberintime

Dec 28, 2004 13:27:50
How about the blighted man and the nentyarch from UE
#745

green_giant_02

Dec 28, 2004 18:56:14
Originally Posted by port llast's keeper
So there's no hope to see the stats of a high-level psion like Kimmuriel Oblodra,i have seen Vhondryl of Skullport stats but i think that a drow-psion is even more powerful than a human.....

I believe Kummuriel Oblodra has only appeared in novel(s) only. If so, we can't post any stats unless he has also made an appearance in one of FR products or articles. Also, I haven't read the novel in which he has appeared and that may produce a less than satisfying NPC since I won't know what powers he manifested in the novel(s).


Originally Posted by ClobberinTime
How about the blighted man and the nentyarch from UE

The Rotting Man might be difficult to stat out since he is a Chosen of Talona and there is no official template on that Chosen's abilities and powers. However, the Nentyarch will be easy to stat out.
#746

zombiegleemax

Dec 29, 2004 8:50:32
I reread the Novel Rules and am shortening my question. I also looked in the FRCS to find listings of these characters, allowing their stat creation on here. I'll list pages to be extra helpful.

I'd like to see stats for Baerauble Etharr, First Royal Magician of Cormyr.
(pg.113)

Also the great elfking of pre-cormyr, Iliphar "Lord of Scepters" Nelnueve.
(pg.113)

And finally a Ghazneth. They don't mention a specific one, so a generic Ghazneth or a template will work.
(pg.114)
There is something similar to a ghazneth that hunts elves who enter Myth Rhynn, in the Wealdath of Tethyr. Myth Rhynn is an was elven tomb city, so this could be a ghazneth. For those who have read the books, you know what I mean about the tomb and ghazneth connection.

The Sage
#747

clobberintime

Dec 29, 2004 15:34:45
Maybe I'll post a template or the Rotting man, I was thinking of just copying from Fzoul's chosen of bane for the base power level,

or

1 use a day of the spells on the blight domain per day (which as a druid I don't think he would get), cr=+1 for this

maybe a +4 to cn and a +2 to dex and +4 to wisdom for cr+2


and an increase in the rotting touch ability to include things which touch him, i.e. melee attacks, maybe including a rust special ability or something, or the ability to spread disease, maybe spores of disease pop off after every melee hit on him and everyone within 20' must make a save or contract the disease. for +1 cr

Its definitely weaker than the chosen for +4 cr though, I think they should be +5 at least. +10 con should be +3 right there....
#748

warlockco

Dec 29, 2004 21:34:44
I reread the Novel Rules and am shortening my question. I also looked in the FRCS to find listings of these characters, allowing their stat creation on here. I'll list pages to be extra helpful.

I'd like to see stats for Baerauble Etharr, First Royal Magician of Cormyr.
(pg.113)

Also the great elfking of pre-cormyr, Iliphar "Lord of Scepters" Nelnueve.
(pg.113)

And finally a Ghazneth. They don't mention a specific one, so a generic Ghazneth or a template will work.
(pg.114)
There is something similar to a ghazneth that hunts elves who enter Myth Rhynn, in the Wealdath of Tethyr. Myth Rhynn is an was elven tomb city, so this could be a ghazneth. For those who have read the books, you know what I mean about the tomb and ghazneth connection.

The Sage

Unfortunately that still doesn't help us.
For us to create stats for a character we need at the very minimum (AL, Sex (if any), Race, Class/Lvl) listed for them.


For the Ghazneth, I think there was a Dragon Magazine article that had some, not sure what issue though.
#749

warlockco

Dec 29, 2004 21:41:23
For the Ghazneth, I think there was a Dragon Magazine article that had some, not sure what issue though.

From Kuje: They were written up in Dragon Annual #4 for 2e
#750

zombiegleemax

Dec 30, 2004 20:07:35
Well, I must say I´m really impressed! Keep up the good works, you guys! As I´m rather new to the world of the realm, I find that I have a lot of reading to do... Keep up the good work!
#751

green_giant_02

Jan 03, 2005 19:55:19
Here is the Nentyarch of the Great Dale. Enjoy.


Nentyarch: Male Turami Human Drd17/Hie5/Sor6 of Silvanus; CR 28; Medium-size Humanoid; HD 22d8+22 plus 6d4+6; hp 145; Init +3; Spd 30 ft.; AC 28 (touch 18, flat-footed 25); Base Atk +16; Grp +19; Atk +21 melee (1d10+5 plus 1d6 energy/x3; +2 energy aura maul); Full Atk +21/+16/+11 melee (1d10+5 plus 1d6 energy/x3; +2 energy aura maul); Face/Reach 5 ft./5 ft.; SQ Animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape, venom immunity, a thousand faces, timeless body, Hierophant special abilities; AL N; SV Fort +22, Ref +17, Will +34; Str 17, Dex 17, Con 13, Int 16, Wis 31, Cha 22
Skills and Feats: Bluff +11, Concentration +31 (+35 when casting defensively), Craft (alchemy) +8, Diplomacy +18, Handle Animal +16, Heal +20, Knowledge (arcana) +18, Knowledge (nature) +33, Knowledge (religion) +19, Listen +20, Profession (herbalist) +15, Ride (horse) +10, Speak Language (chessentan, common, aglarondan, damaran, elven, sylvan, turmic), Spellcraft +35, Spot +20, Survival +22 (+26 aboveground), Swim +8; Combat Casting, Craft Wondrous Item, Education (Knowledge [nature] and Knowledge [religion]), Extra Wild Shape, Heighten Spell, Initiate of Nature, Leadership, Martial Weapon Proficiency (maul), Natural Spell, Practiced Spellcaster (Druid), Resist Disease, Sacred Spell
Special Qualities: Animal companion, nature sense, wild empathy +24, woodland stride, trackless step, resist nature’s lure, wild shape (large, tiny, plant, huge, [elemental 2/day]) 7/day, venom immunity, a thousand faces, timeless body. Divine reach, power of nature, spell power +2.
Druid Spells Prepared (6/8/8/7/7/6/6/4/3/2; base DC = 20 + spell level; caster level 26th).
Sorcerer Spells Known (6/8/7/4; base DC = 16 + spell level; caster level 6th): 0 – detect poison, disrupt undead, flare, mage hand, message, prestidigitation, read magic; 1st – backbiter, charm person, detect undead, Tenser’s floating disk; 2nd – blur, detect thoughts; 3rd – resonanting bolt.
Possessions: +2 energy aura maul, belt of holy might, bracers of armor +8, circlet of persuasion, cloak of charisma +2, gloves of dexterity +2, oil of greater magic weapon +5, periapt of wisdom +6 w/wilding clasp, potion of bear’s endurance, potion of cure serious wounds x2, ring of defense +5, ring of major acid resistance, scroll: heal, scroll: stoneskin, scroll: wall of fire and wall of stone, staff of storms (20 charges), wand of magic missile (9th) (33 charges), wooden holy symbol (Silvanus). The Nentyarch has 55,905 gp worth of remaining funds, quite possibly used in wondrous architecture (Stronghold Builder’s Guidebook) and to pay for the cost of followers.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Note: The Nentyarch would have been unable to qualify for the hierophant prestige class unless he gained access to the Education feat, as such I tweaked his origins and I made him a native of Chessenta; the closest region that grants access to the Education feat. The Nentyarch also has the benefits of old age but thanks to his timeless body ability he does not have the penalties associated with such age.

Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Unapproachable East (3.5E), Shining South (3.5E), Epic Level Handbook (3E), Defenders of the Faith (3E), Masters of the Wild (3E), Complete Divine (3.5E), Complete Arcane (3.5E), and Dragon #303.
#752

lord_zeb_02

Jan 03, 2005 20:16:22
Okay, here's my version of Danilo for 3E, any feedback would be appreciated.

Danilo Thann

Male Human Aristocrat 1/Wizard 9/Bard 3/Spellsinger2: CR 15; Medium-size humanoid (human); HD 1d8 plus 9d4 plus 3d6 plus 2d6; hp 49; Init +5; Spd 30 ft.; AC 16 (touch 11, flat-footed 15); Atk +9/+4 melee (1d8+2/19-20/x2, Blade of Bawdy Ballads) or +10/+5 melee (1d4+3/19-20/x2, +2 defending dagger); SQ bardic music, bardic knowledge, compelling song, spellsong; AL CG; SV Fort +4, Ref +10, Will +17; Str 12, Dex 13, Con 10, Int 17, Wis 16, Cha 18. Height 6 ft.
Skills and Feats: Alchemy +5, Appraise +7, Bluff +14, Concentration +13, Diplomacy +14, Gather Information +10, Knowledge (arcana) +11, Knowledge (Waterdeep history) +7, Knowledge (Waterdeep local) +7, Knowledge (Waterdeep nobility and royalty) +7, Listen +6, Perform +18, Ride (horse) +5, Sense Motive +8, Spellcraft +12, Spot +6, Tumble +4; Combat Casting, Improved Counterspell, Improved Initiative, Scribe Scroll, Skill Focus (perform), Smooth Talk, Spell Mastery, Spell Penetration, Spellcasting Prodigy (wizard).
Bardic music: Inspire courage, countersong, fascinate, inspire competence, suggestion, inspire greatness.
Wizard spells per day: 4/5/5/4/2/1. Base DC = 14 + spell level.
Spellbook: 0 – all; 1st – Alarm, Charm Person, Colour Spray, Comprehend Languages, Detect Secret Doors, Grease, Jump, Magic Missile, Magic Weapon, Message, Shield, Silent Image, Spider Climb, Ventriloquism; 2nd – Arcane Lock, Cat’s Grace, Detect Thoughts, Fog Cloud, Knock, Levitate, Resist Elements, See Invisibility, Web; 3rd – Clairaudience/Clairvoyance, Dispel Magic, Haste, Lightning Bolt, Shrink Item, Suggestion; 4th –Charm Monster, Leomund’s Secure Shelter, Minor Globe Of Invulnerability Stoneskin,; 5th – Feeblemind, Hold Monster.
Bard spells known: 6/5/4. Base DC 14 + spell level. 0 – Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic; 1st – Cure Light Wounds, Feather Fall, Identify, Mage Armour, Sleep; 2nd – Daylight, Eagle’s Splendour, Invisibility, Mirror Image.
Bard spells per day: 3/4/2.
Possessions: Blade of Bawdy Ballads (+1 singing longsword, as silence, and bless), +2 defending dagger, bracers of armour +5, ring of teleportation (teleport up to 3 people 1/day), major Harper pin, green leather pouch of holding (as Type IV bag of holding; spell books, spell components, paper and ink, healing salves, phantom inks, vials of antitoxin, gaming dice [one set loaded], clothing, jewellery, wine, herbs.

How about using CA's Sublime Chord for Danilo?

Something like Ari 1 / Bard 9 / SC 5? Just a thought...
#753

solenvlos

Jan 04, 2005 9:16:40
Can you re-do characters from FRCS?
or update them for 3.5?

other question, are this characters to be considered oficial?
#754

solenvlos

Jan 04, 2005 9:28:08
can u design Akar Kessel, the tyrant of icewind dale?
and errtu?
#755

clobberintime

Jan 04, 2005 11:19:35
Thanks GG, you are the best friend a DM ever had, hey also do you use a 25 point buy, 32 or what when you make these??
#756

green_elven_vampire

Jan 04, 2005 13:00:32
Hey GG, I completely admire your work. I've always liked your stuff in the 2 and a half years I've been here, but I've never asked for a request. Sooooooo... now I wanted to ask you for Morik the Rogue if you can. And do you already have Queen Amlaruil yet? I was wondering if you could make her for me with my chosen template of correllon? I've only seen her as a 20'th level wizard, but that just seems short of the true mark, considering she's as powerful as any of the chosen of Mystra. Thanks a wicked bunch friend. GEV.

Here is the template...

Chosen of Corellon Larethian

Also known as The Feywarden

Its a template that can be added to any Elf, or Half Elf. A Chosen of Corellon uses the character's statistics and special abilities except as noted below.

BONUS SPELLS (Sp): Constant~~ Detect Thoughts, Mage Armor, Identify. At will~~ Tree stride, Spiritual weapon. 5/day:~~ Stoneskin, Spell Resistance. 3/day~~ Blade Barrier, True Strike. 1/day~~ Sunburst, Prismatic Spray.

Corellon's spell preperation(Su): The chosen needs only 10 minutes to prepare her spells in place of an hour or more.

Corellon's magic focus(Su): The chosen casts all spells from all schools as if she had the Spell Focus feat.

Spell Immunity (Su): Chosen of Corellon are Immune to one spell of each spell level 1'st through 9'th just as if the Spell Immunity spell were in constant effect on them.

Immunities (Ex): Chosen of Corellon are immune to spider venom, and magic with spider venom effects. They are also immune to the paralyzing touch of Ghasts & Ghouls.

Dispell Magic (Su): Line of sight range.

Corellons Companion (Sp): The Chosen may summon 1 Cooshee (Elven dog) to have as a companion in War & in peace. Once summoned, the Cooshee remains loyal to the Chosen, and is treated in the same manner as a paladins Warhorse in reguards to Bonus HD, AC, strength adj., Int., and special abilities. If the cooshee dies in battle the Chosen may not summon another for a year & a day.

Corellon's High Magic (sp): Being the Chosen of Corellon she is gifted by the god himself with a limited amount of lesser Elven High Magic. There are several forms of High Magic as listed below.

Nymph's Aura: This spell grants the chosen the beauty of a Nymph and its attendent dangers to all observers. All who gaze upon the chosen are blinded unless they successfully make a Fort. save (DC30). If the chosen disrobes, observers must successfully make a Fort. save (DC30) or die immediately reguardless of Hit Points or level. This High Magic ability is usable once a week.

Shooting Stars: This spell when cast creates a violent turbulence in the air above the area of effect, from which a number of fiery-orange, electrically-charged miniature fireballs erupt and shower onto the ground. Within the area of effect, all creatures suffer 8d10 points of combined fire and electrical damage. A successful Dex. save (DC25) indicates half damage. The area of effect is a 60' radius spread, in a range of 120 yards. In addition, four large shooting stars materialize within the area of effect. The chosen can individually target these at specific creatures. Each star causes 48 points of damae on impact (no saving throw allowed). Any creature withi 10 feet of impact suffers 24 points of fire damage. A successful Dex. save (DC25) indicated half damage. This High Magic ability may be used twice a week.

Dragon Rage: This spell does not outwardly change the appearance of the chosen, but temporarily grants her the powers of a dragon of randomly determined type. Once cast, the chosen gains the abilities of the specific type. These abilities are Hit Die mod., Combat mod., Fear radius, Saving throws, AC, Attacks (including breath weapon), Movement (including flight), and special attacks and defenses. Additional hit points must be the first ones lost by the chosen. Roll on the table below to determine.

1-2. Copper
3. Brass
4. Bronze
5. Silver
6. Gold
-----------------
1. Mature adult
2. Old
3. Very Old
4. Ancient
5. Wyrm
6. Great Wyrm

While dragonrage is in effect, the chosen also gains many of the personality traits of the appropriate dragon. This High Magic ability is usable 1 time a week.

Celestial Army: This spell is only to be cast when the elven peoples lives are threatened, or an elven community, or city is under threat of being destroyed.
This spell summons a host of beings from the upper planes who will fight on the side of the chosen. Roll 1d10 and refer to the list below to determine the type and number of beings summoned.

1. 1-3 Asral Devas
2. 1 Solar
3. 3-18 Hound Archons
4. 1-6 Trumpet Archons
5. 5-20 Avoral
6. 1 Celestial Lammasu
7. 1-3 Lillends
8. 2-20 Ghaele Eladrin
9. 2 Planetars
10. 2 Copper Dragons, 2 Bronze Dragons, 2 Silver Dragons and 1 Gold Dragon (all are great wyrms)

The summoned creatures will serve until the enemy is defeated or until they are slain. Slain creatures vanish and return to their home plane. This High Magic ability is usable 1 time a season. (or 4 times a year).



Corellon's Starbolts: This spell-like ability comes in 3 different variants as shown below. Only one type of starbolt may be cast at a time, requiring 100 minutes before another variant of starbolt can be cast. and each type may only be cast 1 time a day.

Corellon's Combusting Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Golden Starbolts fly forth from the fingers, and upon impact the targets are affected as if by a Combust spell, but takes 4d6 +1 point per character level damage on impact. Further, the creature must make a reflex save (DC25) or catch fire. This ability can be used once a day at the cost of 2,000 XP per Starbolt.

Corellon's Singing Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Silver Starbolts fly forth from the fingers filling the air with a lingering eerie song, and upon impact the targets are affected as if by a Song of Discord spell, (Will save DC25, negates). This spell lasts one round for each bonus Charisma modifier, and costs 500 XP for each bolt used.

Corellon's Vanishing Starbolts (Sp): This ability works the same as a Magic Missile spell, except that (up to 5) Multi-colored Starbolts fly forth from the fingers, and upon impact the targets are affected as if by a Plane shift spell. Each different colored starbolt sends target to a seperate plane. Creatures can make a Will. save to negate (DC 25). This spell can be cast 1 time a day, and costs 2,000 XP for each bolt used.

Saves: The chosen gain a + 4 bonus to all saving throws.

Abilities: Increase from the character as follows: Dex, +4. Con, +3, Cha, +4. Str, +3.

Feats: (You gain these feats automaticly without meeting their prerequisites) Combat Casting, Strong soul, Education and Whirlwind Attack.

Climate/Terrain: Same as the character.
Organization: Same as the character, But must be a devoted follower of Corellon Larethian
Challenge Rating: Same as the character +7.
Alignment: CG.
Treasure: Same as the character.
Advancement: Same as the character
#757

warlockco

Jan 04, 2005 16:37:21
Hey GG, I completely admire your work. I've always liked your stuff in the 2 and a half years I've been here, but I've never asked for a request. Sooooooo... now I wanted to ask you for Morik the Rogue if you can. And do you already have Queen Amlaruil yet? I was wondering if you could make her for me with my chosen template of correllon? I've only seen her as a 20'th level wizard, but that just seems short of the true mark, considering she's as powerful as any of the chosen of Mystra. Thanks a wicked bunch friend. GEV.

Check the Index on Page 1.
She has been done by Green Giant.
#758

green_giant_02

Jan 04, 2005 19:38:00
Can you re-do characters from FRCS?
or update them for 3.5?

other question, are this characters to be considered oficial?

I don't usually re-do NPCs from FRCS or any others where they have been given official stats, although I sometimes do as a personal request from others though I don't post them. All characters posted by me or others are unofficial, however, we do try to keep them as close as official as possible.



can u design Akar Kessel, the tyrant of icewind dale?
and errtu?

I don't know Akar Kessel. Has he appeared in novels only? As for Errtu, I believe he will be appearing in Champions of Ruin in a few months but I'll still post stats of him.



Thanks GG, you are the best friend a DM ever had, hey also do you use a 25 point buy, 32 or what when you make these??

I've been asked this question before and I don't use any method to assign ability scores to any of the NPCs. Luckily some of them already have them and its a simple matter of adding ability score increases that come with levels taken. Others I simply read what is given and try to make sure it matches as closely as the description. Sometimes the feats I give them help since some of them have minimum ability score requirements. However one thing they all have in common is high scores (at least in their primary score) for some of the high level characters because living in Toril is a Darwinian process and only those who are the strongest, fastest, smartest, etc. get to reach high/epic levels.



Originally Posted by Green Elven Vampire
Hey GG, I completely admire your work. I've always liked your stuff in the 2 and a half years I've been here, but I've never asked for a request. Sooooooo... now I wanted to ask you for Morik the Rogue if you can. And do you already have Queen Amlaruil yet? I was wondering if you could make her for me with my chosen template of correllon? I've only seen her as a 20'th level wizard, but that just seems short of the true mark, considering she's as powerful as any of the chosen of Mystra. Thanks a wicked bunch friend. GEV.

Will try to do so but I'll be sending her to you by PM rather than posting her if that's ok with you.
#759

green_elven_vampire

Jan 04, 2005 20:58:37
Awesome, that's wicked fine, GG. I can create the chosen templates very, very well, but have nothing to follow as to apply them to NPC's. I know Morik the rogue will be easy enough for you though. But Amlaruil with my chosen template I've typed in my last post above can be sent to my PM no problem! Thanks!
#760

solenvlos

Jan 05, 2005 5:55:51
well Akar Kessel is a low-rate wizards that appears in the crystal shard, frist book of icewind dale trilogy, by R A Salvatore.

Have you ever considered re-making Drizzt?
i'm sure u have been asked this before. if u ever do it, will u PM me?

another thing, is there a template post, like this npc post?
i would really like to see a choosen of loth, choosen of Horus-re and many others.

cheers
#761

warlockco

Jan 05, 2005 6:13:47
another thing, is there a template post, like this npc post?
i would really like to see a choosen of loth, choosen of Horus-re and many others.

cheers

Not quite, there is a Chosen thread in the Deities and Magic section. That is about as close to a Template Thread you will find.
#762

zombiegleemax

Jan 07, 2005 10:57:37
Here are tentative stats for His Resplendence, Lareth. I added four age categories plus two extra hide dice. The treasure hoard is not included. Any feedback and suggestions for improvements would be appreciated.

Lareth, “His Resplendence”
Male advanced great gold wyrm
Colossal + Sized Dragon (Fire)

Hit Dice:
55d12+825 (1188 hp)
Initiative: +8 (Superior Initiative)
Speed: 60 ft. (12 squares), swim 60 ft., fly 300 ft.(clumsy)
Armor Class: 56 (-8 size, +54 natural), touch 2,flat-footed 56
Base Attack/Grapple: +54/+87
Attack: +68 melee (6d6+22, bite)
Full Attack: +68 melee (6d6+22, bite), +68 melee (4d8+11, 2 claws), +68 melee(4d6+11, 2 wings), +68 melee(4d8+33, tail slap)
Space/Reach: 30 ft./30 ft. (40 ft. with bite, 60 ft. w/ tail) 1
Special Attacks: Breath weapon, crush, frightful presence, snatch, spells, spell-like abilities, tail sweep
Special Qualities: Alternate form, blindsense 60 ft., damage reduction 20/epic, darkvision 120 ft., detect gems, immunity to fire, magic sleep effects and paralysis, lowlight vision, luck bonus, spell resistance 41
Saves: Fort + 44, Ref +31, Will +44
Abilities: Str 55, Dex 10, Con 41, Int 36, Wis 37, Cha 36
Skills: Appraise +21, Concentration +75, Craft[alchemy] +25, Craft[jeweler] +23, Diplomacy +81, Disguise +29, Escape Artist +58, Gather Information +23, Heal +38, Hide +13, Intimidate +71, Knowledge[arcana] +38, Knowledge[dungeoneering] +38, Knowledge[geography]+58, Knowledge[history] +38, Knowledge[nature] +64, Knowledge[nobility and royalty] +38, Knowledge[planes] +38, Listen +71, Move Silently +29, Search +71, Sense Motive + 71, Spellcraft +33(+39 to decipher spells on scrolls), Spot +71, Survival +38(+42 on other planes or underground environments, +44 for aboveground natural environments, avoiding hazards, or getting lost), Swim +32, Use Magic Device +58(+62 to use spells on scrolls)
Feats: Adroit Flyby AttackD, Cleave, Draconic KnowledgeD, Flyby Attack, Great Cleave, Hover, Improved Initiative, Improved MultiattackD, Iron Will, Lightning Reflexes, Multiattack, Overcome Weakness(cold)D, Power Attack, Shock WaveD, Snatch, Superior InitiativeE, Suppress Weakness(cold)D, Whirlwind Tail SweepD,Wingover
Environment: All of Faerun
Organization: Solitary, or Lareth and great gold wyrm court
Challenge Rating: 35
Treasure: Triple standard
Alignment: Lawful good
Advancement: -

Breath Weapon(Su): 80 ft. cone, 28d10 fire, Reflex DC 52 half, or 80 ft. cone, 16 Str, Fortitude DC 52 negates
Crush(Ex): Area 30 ft. X 30 ft., Huge and smaller opponents take 6d6+33 bludgeoning damage, Reflex DC 52 or be pinned
Frightful Presence(Ex): 480 ft. radius, HD 54 or fewer, Will DC 50 negates
Snatch(Ex): Against Huge or smaller opponents, bite for 6d6+22/round or claw 4d8+11/round
Tail Sweep(Ex): Full circle 60 ft. diameter1, Large or smaller opponents take 6d6 +33 bludgeoning damage, Reflex DC 52 half
Spell-like Abilities: 3/day-bless; 1/day-foresight, geas/quest, sunburst. Caster level: 27; Save DC 23 + spell level
Detect Gems(Sp): 3/day-as detect magic (Caster level 27), except power detects only gems.
Luck Bonus(Sp): 1/day-good creatures within 160 ft. radius gain +1 luck bunus to all saves, ability checks, and skill checks for 1d3 +48 hours. Caster level 2.
Spells: As 27th-level sorcerer.
Sorceror Spells Known (6/10/9/9/9/9/8/8/8/8; Save DC 23 + spell level): 0-arcane mark, detect magic, detect poison, read magic, mending, message, light, resistance, touch of fatigue; 1-expeditious retreat, protection from evil, unseen servant, true strike, jump; 2-cat’s grace, whispering wind, eagle’s splendor, locate object, gust of wind; 3-displacement, clairaudience/clairvoyance, haste, nondetection; 4-greater invisibility, scrying, stoneskin, death ward; 5-permanency, sending, break enchantment, plane shift; 6-greater dispel magic, heal, mass bear’s endurance; 7-greater teleport, vision, greater restoration; 8-greater prying eyes, demand, protection from spells; 9-mass heal, teleportation circle, wish

1 See variant rule on gold dragon tail reach in Draconomicon, page 58.
D Feat found in Draconomicon.
E Feat found in Epic Level Handbook.
#763

zombiegleemax

Jan 07, 2005 11:11:47
In my Lareth post, I forgot that there are two sourcebooks called Draconomicon. One is the current v 3.5, where I used feats and advancement rules for dragons. The other is the Forgotten Realms 2nd edition sourcebook, which had stats for Nexus and Lareth (and I think Tamarand too.) In my opinion, the 2nd edition Lareth was unfortunately treated as an ordinary great wyrm. I thought he had to be above average to be the head honcho for gold dragons.
#764

aluroon

Jan 07, 2005 14:53:35
Here is my version of Halaster Blackcloak, based off of the 2nd edition Villians Lorebook, the 3.0 FRCS, and the events in several novels (mostly El in Hell). His level has been bumped to 40 for reasons I will explain at a later date, once I have finished his typical spells prepared, and completed a number of other projects in my lap at the momment. The Italics around several numbers thoughout the build corispond with the italics at the bottem. They explain a number of things I have forseen people complaining about.

I hope some of you enjoy. Note this will get updated at least once more.


Aluroon

Halaster Blackcloak
Male Human Wizard10/Loremaster16/Incantatar10/Archmage4
Hit Dice:
40d4+120 (429hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 60ft.
Armor Class: 48 (10 Base, +5 Robe, +8 Earring, +5 Ioun Stone, +4 Dex, +16 Bracers)
Base Attack/Grapple: +10/+20
Attack: +25 melee +5 Keen Icy Burst Shock Dagger (1d4+5+1d6 electric + 1d6 cold 17-20 x2 +1d10 cold) or +24 Ranged Touch (By Spell).
Full Attack: +25/+20melee +5 Keen Icy Burst Shock Dagger (1d4+5+1d6 electric + 1d6 cold 17-20 x2 +1d10 cold) or +24 Ranged Touch (By Spell).
Space/Reach: 5ft./5ft.
Special Attacks: Archmage High Arcana, Cooperative Metamagic, Instant Metamagic 2/day Metamagic Effect, Metamagic Spell Trigger, Seize Concentration, Snatch Spell, Spells, True Lore.
Special Qualities: Focused Studies (Necromancy), Greater Lore, Improved Metamagic, Lore, Permanent Spells, Secrets, Spell Resistance 18,
Saves: Fort: +31 Refl: +25 Will: +41
1Abilities: Str:11, Dex:18, Con:24, Int:48, Wis:28, Cha:20
Skills: Appraise +29 (+31 Gems and Traps), Balance +11, Bluff +21, Concentration +51, Craft (Gem cutting) +38, Craft (Trap Making) +38, Diplomacy +14, Disable Device +30, Disguise +15, Escape Artist +10, Forgery +25, Gather Information +15, Handle Animal +30, Heal +15, Hide +10, Intimidate +20, Jump +11, Knowledge (Arcana) +65, Knowledge (Architecture) +48, Knowledge (Dungeoneering) +48, Knowledge (Geography) +61, Knowledge (History) +61, Knowledge (Local Waterdeep) +58, Knowledge (Nature) +50, Knowledge (Nobility) +48, Knowledge (Religion) +38, Knowledge (The Planes) +61, Listen +16, Move Silently +10, Open Lock +10, Perform (Spells) +10, Profession (Breeder) +25, Profession (Architect) +25, Ride (Horses) +11, Search +28 (+30 Secret Doors and Compartments), Sense Motive +20, Sleight of Hand +11, Speak Language (Netherese, Halruaan, Infernal, Abyssial, Celestial, Undercommon, Drow, Elven, Dwarven, Common), Spellcraft +66 (+68 with Scrolls) (+121 with Moment of Prescience and Ring of Spellcraft +30), Spot +13, Survival +13 (+15 when Underground, To Avoid Hazards, Above Ground in Natural Environments, While on other Planes, When Following Tracks), Tumble +10, Use Magic Device +25 (+29 with Scrolls).
Feats: Improved Initiative, Iron Will, Spell Focus (Conjuration & Transmutation), Skill Focus (Spellcraft & Knowledge Arcana), Forge Ring, Craft Wondrous Item, Craft Staff, Scribe Scroll, Craft Rod, Quicken Spell, Still Spell, Silent Spell, Empower Spell, Craft Wand, Maximize Spell, Twin Spell.
Epic Feats: Forge Epic Ring, Epic Spellcasting, Improved Spell Capacity (10th, 11th, 12th), Multispell (2), Automatic Quicken Spell (0-2).
Environment: Undermountain
Organization: Solitary
Challenge Rating: 40
Treasure: Five times Standard. Double Magic Items
Alignment: Neutral (with mostly good tendencies)
Advancement: By character class

Halaster Blackcloak is a mystery in Faerun. Commonly referred to as the Mad Mage, and the creator of Undermountain Halaster has been around at least as long as the Old Sage Elminster, prophase even longer, although none other then himself knows for sure. What is known about him comes from the notes of his former apprentice Jhesiyra Kesetellharp, who later went on to become the Magister. According to Jhesiyra Halaster abandoned the majority of humanity more then a millennia ago, retreating with only his seven apprentices to the base of Mt. Waterdeep to build his new home. He summoned and bound fell creatures from other panes to build his tower and complex, as well as smaller towers for his apprentices. Once finished, even his apprentices saw less of their master.
As he dealt less and less with humans and more with the vile creatures from the other planes, Halaster changed. He grew grim and became prone to long, sullen silences, broken by sudden, violent rages. He had his servant creatures dig storage areas and additional laboratories beneath his tower. The work went on for decades.
Finally, his servitors broke into an area Halaster called the Underhalls. The tunnels had been the former stronghold of the dwarf clan Melairkyn. The clan had discovered mithral. The dwarves were eventually destroyed by duergar and drow, and when the mithral mines were played out the duergar left. However the drow remained until such a time as Halaster discovered the Underhalls.
Halaster is credited with wiping out every single drow in the halls. Halaster faked his death soon after, banished his otherplaner servants, and abandoned his complex on the surface, moving all to the Underhalls. Over the next years Halaster began testing his apprentices by sending them up against his servants and traps. Only Jhesiyra survived. Overtime the Underhalls began to become known as the Undermountain, as the city of Waterdeep rose up around Halasters refuge. Until two years ago Halaster was completely insane, fully evil, and entirely alone. That changed during the time that has come to be known as the Return of the Archwizards, when he was contacted by Mystra directly, and used to help save Elminster from the clutches of hell. During that time Mystra cleansed him of his madness and evil, now known to have been caused by contact with the goddess Shar. He is still reclusive and trying to deal with the world around him with he has just opened his eyes to. For the most part he remains in the Undermountain, although he can occasionally be tempted out by important events.

Combat: Halaster was dangerous in combat before, but cured of his madness he is now lethal. He enjoys opening combat using his Metamagic spell trigger effect on his Staff of the Magi, to attack his opponents with a Empowered, Maximized, Twined Lighting Bolt or Fireball, then attack with a Quickened Empowered Chain Lighting, just to get a measure of his opponents. If they appear to be resistant to lighting before he attacks he will instead use his mastery of energy to change the damage into something more fitting on his enemies, although he proffers to use lighting, as he is immune to it. If his opponents are interested in initiating melee with him he will throw up a wall of force to block them out, and summon several servants via Summon Monster spells before lowering the wall and engaging again. If he faces spell casters he proffers to let his spell resistance protect him, rather them waste spells on counterspells. Against very dangerous enemies he focuses on spells like Disintegrate, Finger of Death, and Power Word Kill. He has a contingency in place that teleports him into a room deep in the Undermountain, where he undergoes the effect of three heal spells and a greater restoration spell. Only if truly threatened will he ever resort to epic spells, and even then he will attempt to limit his castings to one or two.

Appearance: Halaster, in his true form appears to be an old man, with a wild gray beard and long, equally wild gray hair. His clothing is usually in taters, but it still retains its magical bonuses. He walks with a staff. Despite his wild appearance his eyes hold no madness in them, and he looks around calmly.

Archmage High Arcana: Arcane Fire, Arcane Shield2, Mastery of Elements, Mastery of Shaping.

Cooperative Metamagic: Halaster may apply any metamagic he possesses (other then silent spell, still spell, or quicken spell), to a spell being cast by a willing allied spellcaster. The caster need not modify the spell slot used, that is done during the casting by Halaster himself. In order to use this ability he must ready his action when his ally begins casting, then make a spellcraft check (DC 18 + [3 X modified spell level]) to succeed. This also increases the spell DC for the raise in level appropriately. Halaster may use this ability up to 21 times per day. Using this ability is a standard action that provokes an attack of opportunity

Greater Lore:
Halaster may instantly identify every magic item he comes in contact with as with the identify spell.

Improved Metamagic: Halaster has mastered metamagic to the degree that whenever he casts a spell with a metamagic feat the increase in the spell level (if any) is reduced by one (to a minimum of +1). This also applies to his other abilities that use metamagic feats.

Instant Metamagic: Twice per day Halaster may apply a single metamagic feat he knows to a spell without preparing it that way beforehand. It does not use a higher level slot. Activating this power is a few action.

Lore: Halaster may make a special lore check to determine if he knows any legends or information regarding various topics. This work just like the bardic knowledge ability, except the modifier is his loremaster level plus his intelligence bonus. Halasters bonus on this check is +36.

Loremaster Secrets: Halaster knows the following secrets: Applicable Knowledge, Instant Mastery, Secret Heath, Secrets of Inner Strength, The Lore of True Stamina. There bonuses have already been added into his stats.

Metamagic Effect: 21 times per day Halaster may attempt to modify a persistent spell effect that is already in place with a metamagic feat he possesses. In order to use this ability he must succeed in a Spellcraft check, (DC 18 + [3 X modified spell level]). If he succeeds the spell takes on the effect of the metamagic feat. Using this ability is a full round action that provokes an attack of opportunity.

Metamagic Spell Trigger: Halaster may apply a metamagic feat he possesses to the effect of a spell trigger item such as a wand or staff. To use this ability he must have the appropriate item creation feat to make the item he is using. By using metamagic spell trigger he expends an extra number of charges from the item equal to the number of effective spell levels the metamagic feat or feats would cost. The only feat he cannot use with this ability is still spell.

Permanent Spells: Through use of permanency or wish spells Halaster is permanently under the effect of the following spells: Arcane Sight, Comprehend Languages, Darkvision, Detect Magic, Pass Without Trace, Protection from Arrows, Read Magic, See Invisibility, Tongues, True Seeing. Furthermore he can walk upon air as if it is solid ground, and has a base speed of 60ft. instead of 30.

Seize Concentration: Halaster May attempt to seize control of another spellcasters spell which requires concentration, so long as they are within 30 feet of each other. If the spellcaster is willing this transfer occurs automatically, otherwise he and his opponent make opposed caster level checks. Divine spellcasters receive a +2 bonus on this check. If Halaster wins he gains control of the spell and it obeys his command just as if he had cast it until it expires. The original spellcaster can now be affected by there own spell however they receive a +2 bonus on there save. If he allows his concentration to lapse before the end of the spell the original spellcaster can take control of it again with a successful caster level check against a DC of 15 + the spells level.

Snatch Spell: Halaster may attempt to seize control over a persistent effect created by another spellcaster. The effect must respond the casters will but not require concentration. Furthermore the effect must be within 30ft. of Halaster. He and his opponent make opposed caster level checks. A divine spellcaster receives a +2 bonus on his check. If Halaster succeeds the spell obeys his commands as if he had cast it. The spells caster may still be affected by his own spell, although he receives a +2 bonus on his save. If the spell is dismissible Halaster may attempt to dismiss the spell, although he must succeed in another caster level check. If he fails it stay in effect and reverts to its casters control.

Spells: Spells Per Day 4/9/9/9/8/8/8/8/8/7/4/4/4. Wizard Spells Prepared (Caster Level 40th (42nd vs Spell Resistance).

True Lore: one per day Halaster may use his knowledge to effect a legend lore or analyze dweomer spell.

Possessions: As a very powerful, very old Archmage Halaster has access to thousands of magic items, from the most mundane to the most powerful. Furthermore given any length of time he can craft whatever items he needs, or find them elsewhere. While most of his wealth is hidden in the Undermountain he usually keeps the following items with him at all times: Horned Ring, Cloak of the Archmage Grey (currently in tatters, however it retains all of its powers), Staff of the Magi, Ring of Epic Regeneration, Earring of Mind Shielding, Earning of Protection +8, Robe of Eyes, 10 Animated Daggers (under his mental control), Headband of Epic Intellect +12, and an Amulet of Epic Health +8, Bracers of Armor +16, Ioun Stone of Holy Protection +5, Robe of Protection +5.


Earring of Protection +8: This item grants a +8 deflection bonus to Armor Class.

Earring of Mind Shielding: This items acts exactly like a ring of mind shielding.

3Ring of Epic Regeneration: These powerful rings grant regeneration 20, without exception. The ring will regenerate lost body parts given 1d4 minutes, or reattach severed body parts in 1d4 rounds if they are held to the stump. The creator of these rings is unknown, although at least 12 are known to exist. Currently one is in the possession of Gromph Baenre Archmage of Menzoberranzan, and several others are known to be in possession of the Chosen of Mystra.

Halasters Horned Ring: This unique item, crafted by Halaster gives him the following abilities. It allows him to teleport at will to anywhere within the Undermountain, bypassing the teleport wards normally in place. It allows him to bypass all Arcane Locks, all magical barriers except prismatic ones, and constantly act as if under the effect of a freedom of movement spell. In addition it also absorbs all magic missiles and electricity effects aimed at him.

1 I’m sure someone will voice an objection to his high ability scores, asking why I did not go by the book. The reasoning behind this is simple. Any spellcaster of Halasters power (level 25+) will make every attempt to raise his abilities as high as he can. It is simply not logical not to do so.
2Arcane Shield (Su): You can channel arcane spell energy into a barrier that absorbs incoming attacks. The shield collapses after it absorbs a number of points of damage equal to your archmage level x the level of the spell used to create the effect. This barrier is similar to a divine shield, except that it does not stop a divine blast and cannot be adjusted to ignore certain types of damage. You can only have one arcane shield at a time. This ability costs one 8th-level spell slot. All credit for this goes to Jaerom Darkwind.
3Undoutidly someone will object here was well. Yes this item is very rare. Yes it is very powerful. Yes there is no mention of it in his last two write-ups. However it did appear in the WotSQ books. Some think it was a simple ring of regeneration; however anyone with brains can see the item in the book was far more then that, therefore I created this version. The reason Halaster has one is also simple. He has been collecting magic and magic items for longer then El has been breathing, therefore it is only logical he would have one.
#765

green_giant_02

Jan 08, 2005 16:36:45
well Akar Kessel is a low-rate wizards that appears in the crystal shard, frist book of icewind dale trilogy, by R A Salvatore.

Have you ever considered re-making Drizzt?
i'm sure u have been asked this before. if u ever do it, will u PM me?

another thing, is there a template post, like this npc post?
i would really like to see a choosen of loth, choosen of Horus-re and many others.

cheers

I've never been asked to redo Drizzt and to tell you the truth, I'm quite satisfied with his stats in the FRCS. He needs to be updated to 3.5E but that isn't a big deal.
#766

runestar

Jan 10, 2005 6:23:53
Um, how does halaster get 48 int? Assuming he starts with base int 18, +10 from stat increments, +3 from being venerable, +10 from headband, +5 inherent(from wishes or tomes), I get only 46, cant figure out any other way to add 2points from non-inherent or enhancement sources.

Plus, though the staff of the magi is undeniably potent, shouldn't he be wielding something more powerful for his lv? Does anyone know the viability of using it at his lv, even with the spell absorption, it seems to pale in comparision with epic staffs. Also his sr is very low. Any wizard with half a mind to take him on will have caster lvs higher than his sr alone.

Still, this is a very detailed build, (interesting combination of prcs though). Keep it up. One thing, when stating out npcs of such power, should we assume they have read a +5 manual of each stat?
#767

aluroon

Jan 10, 2005 12:09:52
Um, how does halaster get 48 int? Assuming he starts with base int 18, +10 from stat increments, +3 from being venerable, +10 from headband, +5 inherent(from wishes or tomes), I get only 46, cant figure out any other way to add 2points from non-inherent or enhancement sources.

Sorry that was a typo, My orignal notes said +12 on the headband. The change has been made.

Plus, though the staff of the magi is undeniably potent, shouldn't he be wielding something more powerful for his lv? Does anyone know the viability of using it at his lv, even with the spell absorption, it seems to pale in comparision with epic staffs. Also his sr is very low. Any wizard with half a mind to take him on will have caster lvs higher than his sr alone.

He may well use one as as soon as I get a change to finish him. At the moment I am also working on a number of other projects (a level 35 Elf First Born High Mage (not the RoF high mage either), and a level 60ish Lich (again non standard) Ur-priest, Wizard, ect), along with several other high level NPC's from the FRCS.

The other thing you have to rememeber is that for the most part I balance my versions vs the versions at Dicefreaks , mostly the versions done by Jaerom_Darkwind. His epic npcs are on pages 1-3 of the Reworked Epic page.

Still, this is a very detailed build, (interesting combination of prcs though). Keep it up. One thing, when stating out npcs of such power, should we assume they have read a +5 manual of each stat?

Thanks. In regards to Prcs, I see him early on as a sort of loremaster and he's undenyably an archmage. In regards to Incantarar, well its more difficult to justify. Mostly its there because it's got so many goodies for a high level wizard that I can't see him not having it, and it makes it easy for me give him a number of abillities without working them all out seperatly.

In regards to tombs, well not all high level Npcs, and not all stats, but as a whole I think its safe to say that no Powerful mage would miss out on an opertunity to beef up there stats, and for the older ones they have certonly had a chance. You also have to rememeber that Halaster has probubly used wishs on several stats.


Aluroon
#768

warlockco

Jan 10, 2005 13:24:59
In regards to tombs, well not all high level Npcs, and not all stats, but as a whole I think its safe to say that no Powerful mage would miss out on an opertunity to beef up there stats, and for the older ones they have certonly had a chance. You also have to rememeber that Halaster has probubly used wishs on several stats.
Aluroon

Something that I do for all my PCs and NPCs is I list all Inherent bonuses to stats in their Special Qualities section. I don't always give the source of the bonus, but I do list the bonus there.
#769

green_giant_02

Jan 10, 2005 21:57:19
I had planned to post some 3.5E stats of Errtu but when I checked Villain's Lorebook, he was statted out as a normal balor. Of course this is my only source on him, so I might be missing some relevant info from the novels which I have not read. Has he done some things in the novels that would make him different than a typical balor?


Also, I'll be done with Velsharoon's pre-divine stats tomorrow. Since he is considered to be a 29th-level necromancer in Halls of Heroes, I plan to make him a (NE Mulan human male Nec14/Red10/Acm5).


I've also looked at the previews on Lost Empires of Faerun and it seems that the Necroqysar Shoon VII has gained a level since he switched bodies. I had statted him as a Nec30/Acm5 while the new info has him as a Nec31/Acm5. I'll have to remember to correct that.
#770

kuje31

Jan 10, 2005 22:01:57
I had planned to post some 3.5E stats of Errtu but when I checked Villain's Lorebook, he was statted out as a normal balor. Of course this is my only source on him, so I might be missing some relevant info from the novels which I have not read. Has he done some things in the novels that would make him different than a typical balor?

I've also looked at the previews on Lost Empires of Faerun and it seems that the Necroqysar Shoon VII has gained a level since he switched bodies. I had statted him as a Nec30/Acm5 while the new info has him as a Nec31/Acm5. I'll have to remember to correct that.

Nah he's never been more then a normal balor.....

And Shoon was 36th level in 2e as well, at least in the Lands of Intrigue box set, so I'm not sure what source you got 35th level from......
#771

green_giant_02

Jan 10, 2005 22:38:13
Nah he's never been more then a normal balor.....

And Shoon was 36th level in 2e as well, at least in the Lands of Intrigue box set, so I'm not sure what source you got 35th level from......

You're right about Shoon. Don't know why I statted him as a 35th level demilich. I must have not been paying attention very well then. Guess I'll have to fix that.
#772

kuje31

Jan 10, 2005 22:43:36
You're right about Shoon. Don't know why I statted him as a 35th level demilich. I must have not been paying attention very well then. Guess I'll have to fix that.

:D

Didn't mean to question your stat's but was just curious.
#773

green_giant_02

Jan 11, 2005 14:48:44
Here is the Archmage of Necromancy before his rise to divinity. Enjoy.


Velsharoon: Male Mulan Human Nec14/Red10/Acm5; CR 29; Medium Humanoid (Human); HD 29d4+58; hp 132; Init +2; Spd 30 ft.; AC 25 (touch 17, flat-footed 18); Base Atk +14; Grp +14; Atk +15 melee (1d6, Skull Staff of the Necromancer); Full Atk +15/+10 melee (1d6, Skull Staff of the Necromancer); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, great circle leader, Archmage high arcana; AL NE; SV Fort +17, Ref +17, Will +32; Str 10, Dex 15, Con 14, Int 38, Wis 24, Cha 10.
Skills and Feats: Bluff +12, Concentration +34 (+38 when casting defensively), Craft (alchemy) +34, Craft (tattooing) +24, Intimidate +14, Knowledge (arcana) +46, Knowledge (architecture and engineering) +29, Knowledge (geography) +29, Knowledge (history-Thay) +29, Knowledge (local-Thay) +29, Knowledge (nature) +29, Knowledge (nobility and royalty) +29, Knowledge (religion) +34, Knowledge (the planes) +29, Profession (apothecary) +17, Search +22, Sense Motive +12, Speak Language (common, mulhorandi, abyssal, celestial, chessentan, draconic, gnoll, ignan, infernal, orc, rashemi, roushoum, untheric), Spellcraft +53; Black Lore of Moil, Combat Casting, Craft Staff, Craft Wondrous Item, Enervate Spell, Epic Spellcasting, Extend Spell, Greater Spell Focus (necromancy), Persuasive, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (necromancy), Tattoo Focus.
Special Qualities: Specialist defense +4 (saving throw bonus vs. necromancy), spell power +5 (bonus to caster level checks to overcome spell resistance; +6 with necromancy spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), great circle leader (great circle with nine apprentices). Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (5/9/9/8/8/7/7/6/6/6; base DC = 24 + spell level; DC 25 + spell level with evocation; DC 27 + spell level with necromancy spells; barred schools - conjuration, enchantment, illusion; caster level 29th).
Epic Spells per Day: 3
Possessions: Skull Staff of the Necromancer (50 charges), belt of excellence +4, bracers of armor +8, headband of intellect +6, oil of greater magic weapon +2, periapt of wisdom +4, potion of cure serious wounds x2, potion of resist energy (electricity) 10, ring of defense +5, robe of stars and colors, scroll: disrupt undead x2, spectral hand, scroll: detect thoughts, legend lore, scroll: magic missile x2, shout, tome of clear thought +4 (already read). 10,000 gp in spell materials.
Height: Unknown, Weight: Unknown, Hair: Black and gray, Eyes: Unknown.
Note: Velsharoon has the physical penalties and mental benefits of a venerable human.
Sources: Halls of Heroes (1E), Powers & Pantheons (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Arcane (3.5E), Libris Mortis (3.5E), and Dragon #303.


Belt of Excellence: These belts provide a +2, +4, or +6 enhancement bonus to its wearer’s physical scores (ie Strength, Dexterity, and Constitution).
Moderate transmutation; CL 12th; Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s grace; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb.


Robe of Stars and Colors: This robe combines the features of a robe of stars and a robe of scintillating colors.
Strong varied; CL 15th; Craft Wondrous Item, blur, magic missile, rainbow pattern, astral projection or plane shift; Price 114,000 gp; Weight 1 lb.


Skull Staff of the Necromancer (minor artifact): The Skull Staff of the Necromancer is an ancient artifact crafted by the Imaskari. It combines the features of a staff of the magi, a staff of skulls, and a ring of shooting stars (whose effects can be used without regard as to time or location).
Strong (all schools); CL 20th; Weight 5 lb.
#774

aluroon

Jan 11, 2005 15:07:43
Just posting to say that a rework of Alustriel is underway and will hopefully be finished before the end of the week. Halasters next draft is also shaping up nicely.


Aluroon
#775

green_giant_02

Jan 11, 2005 15:15:23
Fixed the level problem of the Necroqysar Shoon VII on page 4.
#776

warlockco

Jan 12, 2005 10:23:41
Just posting to say that a rework of Alustriel is underway and will hopefully be finished before the end of the week. Halasters next draft is also shaping up nicely.


Aluroon

Just so you don't get too excited.
Alustriel and Halaster have been given full stats already for 3E and aren't appropriate for this thread.

This thread is meant for NPCs from 1E, 2E and 3E that don't have a full 3E write-up.
#777

aluroon

Jan 13, 2005 14:24:25
Just so you don't get too excited.
Alustriel and Halaster have been given full stats already for 3E and aren't appropriate for this thread.

This thread is meant for NPCs from 1E, 2E and 3E that don't have a full 3E write-up.

Alustriel was given a write up in 3rd edition using a makeshift version of epic, before most prestige classes were integrated into the system.

Halasters write up in the epic level handbook as him set as wizard25/archmage5. I disagree with this, and believe that he was left with 25 empty wizard levels because it was similar to the build in the FRCS. Furthermore, the time table has advanced significantly since the original write ups. I need not remind you all of the events in El in Hell and the RotAW.

Furthermore, the system has been upgraded to 3.5.

As such I am rewriting them as I see them. If you disapprove use the old 3.0 versions that with all do respect were created with the idea of simplicity in mind for those doing the write ups, done in a manner that was convenient to the writers of the ELHB and took little or no account of the many prestige classes that had been released.


Aluroon
#778

gadodel

Jan 13, 2005 22:37:49
As such I am rewriting them as I see them. If you disapprove use the old 3.0 versions that with all do respect were created with the idea of simplicity in mind for those doing the write ups, done in a manner that was convenient to the writers of the ELHB and took little or no account of the many prestige classes that had been released.

This is a very good point.

This thread is full of great work. I hope you guys can PM one another and come to some sort of compromise. Beings it is Green Giant's Thread, I might suggest that he is-for a lack of a better description; the Game Master for it.
#779

warlockco

Jan 14, 2005 5:58:53
As such I am rewriting them as I see them. If you disapprove use the old 3.0 versions that with all do respect were created with the idea of simplicity in mind for those doing the write ups, done in a manner that was convenient to the writers of the ELHB and took little or no account of the many prestige classes that had been released.

Aluroon

I am not disapproving of them. Just this thread is not the appropriate place to post them.
The stated purpose of this thread is not to second-guess official NPCs that have been given full 3.0E/3.5E stats.
Green Giant has removed NPCs that he himself did from 1E and 2E that have been given full 3.0E/3.5E stats.
#780

zombiegleemax

Jan 15, 2005 14:56:34
i couldnt see anything about Liriel Baenre... how is her stats?
and i ask somethin about Drizzt... some sources say Drizzt lvl 17 rgr same say 13 ftr,1 barbarian, 3 rgr
which one?
#781

warlockco

Jan 15, 2005 18:31:37
i couldnt see anything about Liriel Baenre... how is her stats?
and i ask somethin about Drizzt... some sources say Drizzt lvl 17 rgr same say 13 ftr,1 barbarian, 3 rgr
which one?

Drizzt has a full write-up in the FRCS.
Liriel has a full write-up at this link
#782

zombiegleemax

Jan 17, 2005 6:42:16
Hello Green Giant, I want to say that you do a great job here! I've used your npc's quite a few times in my campaigns, or just for inspiration. Now I have a request for an NPC. I just (1 month ago) started an all-wizard campaign in Halruaa, inspired by the SS. But since I live in Holland, where you can buy NO BOOKS WHAT-SO-EVER from 2nd edition. I was hoping you could do Daltim, because I know there is info on him in Pages from the Mages, but I just can't get it. I wouldn't mind making him an 14th level evoker, that leaves out the pyromancy/elementalist choice. Don't rush yourself, altough I would like a reply of sorts soon. Thanks!!! A Dutch DM
#783

green_giant_02

Jan 17, 2005 20:51:35
Here is the leader of the Destroyers. (Falkomur, you can easily get rid of the Elemental Savant and its abilities if you want him to be a straight evoker but I suggest keeping the Halruaan Elder PrC since there is a good chance he has become one since Tethyr's Reclamation Wars). Enjoy.


Daltim Flamefist: Male Halruaan Human Evo8/Elemental Savant 5/Halruaan Elder 1; CR 14; Medium Humanoid (Human); HD 14d4+42; hp 78; Init +2; Spd 30 ft.; AC 18 (touch 14, flat-footed 16); Base Atk +6; Grp +8; Atk +9 melee (1d4+2/19-20, adamantine dagger) or +9 ranged (1d10/19-20, masterwork heavy crossbow); Full Atk +9/+4 melee (1d4+2/19-20, adamantine dagger) or +9 ranged (1d10/19-20, masterwork heavy crossbow); Face/Reach 5 ft./5 ft.; SQ Elemental specialty, resistance to fire 10, immunity to sleep, energy penetration, energy focus, adroit casting, circle link; AL LN; SV Fort +3, Ref +3, Will +12; Str 14, Dex 14, Con 16, Int 22, Wis 13, Cha 13
Skills and Feats: Concentration +20 (+24 when casting defensively), Craft (alchemy) +11, Decipher Script +11, Diplomacy +8, Knowledge (arcana) +23, Knowledge (architecture and engineering) +13, Knowledge (history-Halruaa) +13, Knowledge (local-Tethyr) +13, Knowledge (nobility and royalty) +13, Knowledge (psionics) +11, Knowledge (the planes) +13, Profession (commander) +6, Speak Language (common, halruaan, chondathan, draconic, elven, halfling, tashalan), Spellcraft +28; Combat Casting, Energy Substitution (fire){B}, Halruaan Adept, Hidden Talent (control flames){B}, Leadership, Scribe Scroll, Spell Focus (evocation), Spell Thematics
Special Qualities: Elemental specialty (fire), resistance to fire 10, immunity to sleep, energy penetration +2, energy focus +1. Adroit casting (Energy Substitution [fire]), circle link
Wizard Spells Prepared (5/7/7/6/6/5/4/2; base DC = 16 + spell level; DC 17 + spell level with evocation spells; barred schools – illusion, necromancy; caster level 13th).
Possessions: Adamantine dagger, masterwork heavy crossbow, 10 bolts, 5 cold iron bolts, 5 alchemical silver bolts, amulet of natural armor +1, bracers of armor +3, 3 contracts of Nepthas, gloves of dexterity +2, headband of intellect +2, oil of flame arrow, potion of cure light wounds x2, ring of protection +2, scroll: scorching ray, dispel magic, scroll: shout, staff of fire (12 charges), vest of resistance +2, 3 vials of alchemist’s fire. 790 gp for personal expenses. As leader of The Destroyers mercenary group, Daltim has access to many other equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Sources: Gold and Glory (2E), Pages from the Mages (2E), Shining South (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Shining South (3.5E), Expanded Psionics Handbook (3.5E), and Complete Arcane (3.5E).
#784

zombiegleemax

Jan 19, 2005 6:28:34
Well, Halaster is most definitely Chaotic. Maybe recent events have tripped him from CE to CN, but he is far too erratic to be anything else.

Also, it is a matter of perception - do we trust his Netherese background provided in old sources, if yes - maybe a few levels in Netherese Arcanist?
#785

corellon

Jan 19, 2005 8:02:58
i couldnt find any information about Npc`s of Eryndlyn (underdark city), even Forgotten realms underdark setting... any idea?
#786

aluroon

Jan 19, 2005 14:28:10
Well, Halaster is most definitely Chaotic. Maybe recent events have tripped him from CE to CN, but he is far too erratic to be anything else.

Also, it is a matter of perception - do we trust his Netherese background provided in old sources, if yes - maybe a few levels in Netherese Arcanist?

Well, there not really much evidence in the recent books that he is chaotic or lawful, good or evil, so I went with the middle ground and called him neutral.

In regards to the Netherese Arcanist, I considered it, however if I were to include it I would use a different version, also presented at Dice Freaks, and I think that I have already pushed the limits here for a while, without including an entirely changed (for the better I think) Prc.

Alustrial will be forth coming, unfortanitly I have misplaced a book I need to write here up (Magic of Faerun). I'm probubly going to peg her at about level 27. I'm currently unsure as to wheither or not I will use the Spell Guard of Silverymoon in her build (leaning towards not right now), but she will include Harper Mage Levels.


Aluroon
#787

Zireael

Jan 20, 2005 7:01:11
Can I post some characters from Cormyr (Alaphondar, Dimswart, Gwennath, Emthrara, Aunadar Bleth and others from Cormyr:Novel) and Baldur's Gate I and II 3,5 ED?
#788

green_giant_02

Jan 20, 2005 11:55:19
Can I post some characters from Cormyr (Alaphondar, Dimswart, Gwennath, Emthrara, Aunadar Bleth and others from Cormyr:Novel) and Baldur's Gate I and II 3,5 ED?

Alaphondar, Dimswart, and Emthrara have appeared in other sources besides the novels so you can post those. The others, however, I don't know whether they've appeared in other sources besides novels. You should check Dragon Magazine Annual #5 for a list of some of Cormyr's nobility that appeared in the novels and possible character levels for them.

As for Baldur's Gate I and II, if you are talking about the game and not the novels then it is ok to post such characters. Although, I believe some of them may have been given stats in one of the Dragon magazines; the number escapes me for the moment.
#789

corellon

Jan 20, 2005 13:58:59
Where is Elminster s stats?
please do not give links if u have stats just paste.. thanks guyz
#790

The_Simbul_of_Aglarond

Jan 20, 2005 17:20:55
Where is Elminster s stats?
please do not give links if u have stats just paste.. thanks guyz

His stats are on page (or one of the first few pages) of the Forgotten Realms Campaign Setting. Those 3rd edition stats were also available on this website as an excerpt but they have since been removed. His stats were updated to the Epic Level Handbook rules in the Appendix of the Epic Level Handbook.

Elminster is a male human (Chosen of Mystra) Ftr1/Rog2/Clr3/Wiz24/Acm5. Beyond that I really cant post anything without violating copyright/coc stuff.
#791

blaze_the_monk

Jan 21, 2005 8:51:15
Where would one find official chosen templates (apart from Bane which I know about)?
#792

kuje31

Jan 21, 2005 11:09:29
Where would one find official chosen templates (apart from Bane which I know about)?

The 3 for 3/3.5, which are Mystra's is in the FRCS or was it Magic of Faerun, well one of the two..... Deneir's is here:

http://www.wizards.com/default.asp?x=books/fr/deneir

Then of course there are others from 2e that have never been updated.
#793

warlockco

Jan 21, 2005 16:02:41
The 3 for 3/3.5, which are Mystra's is in the FRCS or was it Magic of Faerun, well one of the two..... Deneir's is here:

http://www.wizards.com/default.asp?x=books/fr/deneir

Then of course there are others from 2e that have never been updated.

Chosen of Bane is in either Lords of Darkness or Faiths & Pantheons.
#794

corellon

Jan 21, 2005 16:04:35
i couldnt find Elminster
#795

warlockco

Jan 21, 2005 16:28:48
i couldnt find Elminster

Where are you looking? He is in the front of the FRCS (look for him in the index in the back, page number will be in boldface) and in the back of the Epic Level Handbook.
#796

blaze_the_monk

Jan 21, 2005 16:33:11
Tsk tsk tsk. Not looking for glaringly obvious things is the devil.

That is unless you don't have either of those books...which is also the devil.
#797

corellon

Jan 21, 2005 16:46:46
Where are you looking? He is in the front of the FRCS (look for him in the index in the back, page number will be in boldface) and in the back of the Epic Level Handbook.

i just looking to these forums i m not in usa, to find and buy books difficult for me
#798

The_Simbul_of_Aglarond

Jan 21, 2005 18:07:04
Where would one find official chosen templates (apart from Bane which I know about)?

The Chosen of Mystra template is under Mystra's Deity entry in the Forgotten Realms Campaign Setting, although it is not in the correct format for a Template (its just a sidebar with a list of the added abilities), and many abilities are missing from it (Name Attunement being the most prominent of them), and other abilities were poorly rendered (Spell Immunity is now dependent upon the spell being subject to SR, which makes 1/2 of all the spells the Chosen have selected incompatible with the ability).

Chosen of Bane is Faiths and Pantheons, Chosen of Deneir is on the link above, and the Magister template is in Magic of Faerun under the Monster's section (funny I never thought of Talatha Vaervoree as a "monster")
#799

warlockco

Jan 21, 2005 19:15:45
i just looking to these forums i m not in usa, to find and buy books difficult for me

Not gonna find it since it is copyrighted, and illegal to post.
#800

green_giant_02

Jan 21, 2005 22:02:14
i just looking to these forums i m not in usa, to find and buy books difficult for me

You can probably find a fanboy's version of El somewhere in the FR forums, but the official ones, as has been mentioned many times before, can be found in the FRCS and the ELH.
#801

corellon

Jan 22, 2005 8:07:35
ok... thanks i`ll search that
#802

blaze_the_monk

Jan 22, 2005 9:47:05
Thanks Simbul. One more thing though where did you get those extra/ammended abilities for chosen of Mystra from? They're not in the FRCS errata.
#803

kuje31

Jan 22, 2005 11:33:49
Thanks Simbul. One more thing though where did you get those extra/ammended abilities for chosen of Mystra from? They're not in the FRCS errata.

2nd edition and she discussed it with Rich awhile back in the old ask the game designer thread. The Chosen were supposed to have those powers converted but for some reason WOTC either forgot to do so or they got cut.
#804

aluroon

Jan 25, 2005 15:47:23
After some discussion at Dicefreaks, I have revised Halaster into this new form. However, he will likely see more changes (which I'll simpily change here from now on) still. I'm not quite sure at this point weither or not I have his feats correct, so point it out to me (preferable with an explenation) if there wrong...

Well heres a more reasonable (as some put it) Halaster.


Aluroon

Halaster Blackcloak
Male Human Wizard10/Loremaster20/Archmage4
Hit Dice:
34d4+120 (367hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 60ft.
Armor Class: 48 (10 Base, +5 Robe, +8 Earring, +5 Ioun Stone, +4 Dex, +16 Bracers)
Base Attack/Grapple: +10/+17
Attack: +22 melee +5 Keen Icy Burst Shock Dagger (1d4+5+1d6 electric + 1d6 cold 17-20 x2 +1d10 cold) or +21 Ranged Touch (By Spell).
Full Attack: +22/+17 melee +5 Keen Icy Burst Shock Dagger (1d4+5+1d6 electric + 1d6 cold 17-20 x2 +1d10 cold) or +21 Ranged Touch (By Spell).
Space/Reach: 5ft./5ft.
Special Attacks: Archmage High Arcana, Seize Concentration, Snatch Spell, Spells, True Lore.
Special Qualities: Greater Lore, Lore, Permanent Spells, Secrets, Spell Resistance 18.
Saves: Fort: +28 Refl: +22 Will: +36
Abilities: Str:11, Dex:18, Con:24, Int:46, Wis:28, Cha:20
Skills: Appraise +29 (+31 Gems and Traps), Balance +11, Bluff +21, Concentration +51, Craft (Gem cutting) +38, Craft (Trap Making) +38, Diplomacy +14, Disable Device +30, Disguise +15, Escape Artist +10, Forgery +25, Gather Information +15, Handle Animal +30, Heal +15, Hide +10, Intimidate +20, Jump +11, Knowledge (Arcana) +65, Knowledge (Architecture) +48, Knowledge (Dungeoneering) +48, Knowledge (Geography) +61, Knowledge (History) +55, Knowledge (Local Waterdeep) +50, Knowledge (Nature) +45, Knowledge (Nobility) +40, Knowledge (Religion) +38, Knowledge (The Planes) +55, Listen +16, Move Silently +10, Open Lock +10, Perform (Spells) +10, Profession (Breeder) +25, Profession (Architect) +25, Ride (Horses) +11, Search +28 (+30 Secret Doors and Compartments), Sense Motive +20, Sleight of Hand +11, Speak Language (Netherese, Halruaan, Infernal, Abyssial, Celestial, Undercommon, Drow, Elven, Dwarven, Common), Spellcraft +64 (+66 with Scrolls) (+119 with Moment of Prescience and Ring of Spellcraft +30), Spot +13, Survival +13 (+15 when Underground, To Avoid Hazards, Above Ground in Natural Environments, While on other Planes, When Following Tracks), Tumble +10, Use Magic Device +25 (+29 with Scrolls).
Feats: Improved Initiative, Spell Focus (Conjuration & Transmutation), Skill Focus (Spellcraft & Knowledge Arcana), Forge Ring, Craft Wondrous Item, Craft Staff, Scribe Scroll, Quicken Spell, Still Spell, Silent Spell, Maximize Spell, Twin Spell, Spellwise.
Epic Feats:
Forge Epic Ring, Epic Spellcasting, Improved Spell Capacity (10th, 11th), Multispell (2), Automatic Quicken Spell (0-2).
Environment: Undermountain
Organization: Solitary
Challenge Rating: 34
Treasure: Five times Standard. Double Magic Items
Alignment: Neutral (with mostly good tendencies)
Advancement: By character class

Halaster Blackcloak is a mystery in Faerun. Commonly referred to as the Mad Mage, and the creator of Undermountain Halaster has been around at least as long as the Old Sage Elminster, prophase even longer, although none other then himself knows for sure. What is known about him comes from the notes of his former apprentice Jhesiyra Kesetellharp, who later went on to become the Magister. According to Jhesiyra Halaster abandoned the majority of humanity more then a millennia ago, retreating with only his seven apprentices to the base of Mt. Waterdeep to build his new home. He summoned and bound fell creatures from other panes to build his tower and complex, as well as smaller towers for his apprentices. Once finished, even his apprentices saw less of their master.
As he dealt less and less with humans and more with the vile creatures from the other planes, Halaster changed. He grew grim and became prone to long, sullen silences, broken by sudden, violent rages. He had his servant creatures dig storage areas and additional laboratories beneath his tower. The work went on for decades.
Finally, his servitors broke into an area Halaster called the Underhalls. The tunnels had been the former stronghold of the dwarf clan Melairkyn. The clan had discovered mithral. The dwarves were eventually destroyed by duergar and drow, and when the mithral mines were played out the duergar left. However the drow remained until such a time as Halaster discovered the Underhalls.
Halaster is credited with wiping out every single drow in the halls. Halaster faked his death soon after, banished his otherplaner servants, and abandoned his complex on the surface, moving all to the Underhalls. Over the next years Halaster began testing his apprentices by sending them up against his servants and traps. Only Jhesiyra survived. Overtime the Underhalls began to become known as the Undermountain, as the city of Waterdeep rose up around Halasters refuge. Until two years ago Halaster was completely insane, fully evil, and entirely alone. That changed during the time that has come to be known as the Return of the Archwizards, when he was contacted by Mystra directly, and used to help save Elminster from the clutches of hell. During that time Mystra cleansed him of his madness and evil, now known to have been caused by contact with the goddess Shar. He is still reclusive and trying to deal with the world around him with he has just opened his eyes to. For the most part he remains in the Undermountain, although he can occasionally be tempted out by important events.

Combat: Halaster was dangerous in combat before, but cured of his madness he is now lethal. Halaster enjoys opening combat with a twined lightingbolt, or Chain Lighting. If they appear to be resistant to lighting before he attacks he will instead use his mastery of energy to change the damage into something more fitting on his enemies, although he proffers to use lighting, as he is immune to it. If his opponents are interested in initiating melee with him he will throw up a wall of force to block them out, and summon several servants via Summon Monster spells before lowering the wall and engaging again. If he faces spell casters he proffers to let his spell resistance protect him, rather them waste spells on counterspells. Against very dangerous enemies he focuses on spells like Disintegrate, Finger of Death, and Power Word Kill, relying on his spellpool if his personal spells run low. He has a contingency in place that teleports him into a room deep in the Undermountain, where he undergoes the effect of three heal spells and a greater restoration spell. Only if truly threatened will he ever resort to epic spells, and even then he will attempt to limit his castings to one or two.

Appearance:
Halaster, in his true form appears to be an old man, with a wild gray beard and long, equally wild gray hair. His clothing is usually in taters, but it still retains its magical bonuses. He walks with a staff. Despite his wild appearance his eyes hold no madness in them, and he looks around calmly.

Archmage High Arcana: Arcane Fire, Arcane Shield2, Mastery of Elements, Mastery of Shaping.

Greater Lore: Halaster may instantly identify every magic item he comes in contact with as with the identify spell.

Lore: Halaster may make a special lore check to determine if he knows any legends or information regarding various topics. This work just like the bardic knowledge ability, except the modifier is his loremaster level plus his intelligence bonus. Halasters bonus on this check is +40.

Loremaster Secrets: Halaster knows the following secrets: Applicable Knowledge, Instant Mastery, Secret Heath, Secrets of Inner Strength, The Lore of True Stamina. There bonuses have already been added into his stats.

Permanent Spells:
Through use of permanency or wish spells Halaster is permanently under the effect of the following spells: Arcane Sight, Comprehend Languages, Darkvision, Detect Magic, Pass Without Trace, Protection from Arrows, Read Magic, See Invisibility, Tongues, True Seeing. Furthermore he can walk upon air as if it is solid ground, and has a base speed of 60ft. instead of 30.

Seize Concentration: Halaster May attempt to seize control of another spellcasters spell which requires concentration, so long as they are within 30 feet of each other. If the spellcaster is willing this transfer occurs automatically, otherwise he and his opponent make opposed caster level checks. Divine spellcasters receive a +2 bonus on this check. If Halaster wins he gains control of the spell and it obeys his command just as if he had cast it until it expires. The original spellcaster can now be affected by there own spell however they receive a +2 bonus on there save. If he allows his concentration to lapse before the end of the spell the original spellcaster can take control of it again with a successful caster level check against a DC of 15 + the spells level.

Snatch Spell: Halaster may attempt to seize control over a persistent effect created by another spellcaster. The effect must respond the casters will but not require concentration. Furthermore the effect must be within 30ft. of Halaster. He and his opponent make opposed caster level checks. A divine spellcaster receives a +2 bonus on his check. If Halaster succeeds the spell obeys his commands as if he had cast it. The spells caster may still be affected by his own spell, although he receives a +2 bonus on his save. If the spell is dismissible Halaster may attempt to dismiss the spell, although he must succeed in another caster level check. If he fails it stay in effect and reverts to its casters control.

Spells: Spells Per Day 4/9/9/9/8/8/8/8/8/7/4/4. Wizard Spells Prepared (Caster Level 35th (37nd vs Spell Resistance).

True Lore: one per day Halaster may use his knowledge to effect a legend lore or analyze dweomer spell.

Undermountain Benefits: While in the Undermountain Halaster gains significant benefits, significant enough that he is almost invulnerable while inside his stronghold. A few are detailed below.

-While inside the Undermountain proper Halaster gains Damage Reduction 20/Epic.
-While inside the Undermountain proper Halaster gains Spell Resistance 55.
-While inside the Undermountain proper Halaster gains a +5 bonus to his caster level.
-While inside the Undermountain proper Halaster gains the ability to create up to __ images of himself. Halaster can see and hear though these images, and can cast spell though them. Furthermore, Halaster may at anytime switch his real body with one of the images. Doing so is a Standard Actin.
-While inside the Undermountain proper Halaster gains the ability to call upon the spellpool he created inside the fortress. As a standard action he may call any spell he has stored in his spellpool (virtually every spell he knows, or has known. The spell functions as if Halaster had cast it himself in all respects, including range, damage, and duration. Halaster may call up to 36 spell levels each day without harm. For each additional spell level he calls he suffers 1d6 damage, as the spell energy tears at his mind and body.

Possessions: As a very powerful, very old Archmage Halaster has access to thousands of magic items, from the most mundane to the most powerful. Furthermore given any length of time he can craft whatever items he needs, or find them elsewhere. While most of his wealth is hidden in the Undermountain he usually keeps the following items with him at all times: Horned Ring, Cloak of the Archmage Grey (currently in tatters, however it retains all of its powers), Staff of the Magi, Ring of Epic Regeneration, Earring of Mind Shielding, Earning of Protection +8, 10 Animated Daggers (under his mental control), Headband of Epic Intellect +12, and an Amulet of Epic Health +8, Bracers of Armor +16, Ioun Stone of Holy Protection +5, Robe of Protection +5 and Eyes.


Earring of Protection +8: This item grants a +8 deflection bonus to Armor Class.

Earring of Mind Shielding: This items acts exactly like a ring of mind shielding.

3 Ring of Epic Regeneration: These powerful rings grant regeneration 20, without exception. The ring will regenerate lost body parts given 1d4 minutes, or reattach severed body parts in 1d4 rounds if they are held to the stump. The creator of these rings is unknown, although at least 12 are known to exist. Currently one is in the possession of Gromph Baenre Archmage of Menzoberranzan, and several others are known to be in possession of the Chosen of Mystra.

Robe of Protection and Eyes: This robe grants its wear a +5 bonus on all saving throws and acts as a robe of eyes.

Halasters Horned Ring: This unique item, crafted by Halaster gives him the following abilities. It allows him to teleport at will to anywhere within the Undermountain, bypassing the teleport wards normally in place. It allows him to bypass all Arcane Locks, all magical barriers except prismatic ones, and constantly act as if under the effect of a freedom of movement spell. In addition it also absorbs all magic missiles and electricity effects aimed at him.

1 I’m sure someone will voice an objection to his high ability scores, asking why I did not go by the book. The reasoning behind this is simple. Any spellcaster of Halasters power (level 25+) will make every attempt to raise his abilities as high as he can. It is simply not logical not to do so.
2 Arcane Shield (Su): You can channel arcane spell energy into a barrier that absorbs incoming attacks. The shield collapses after it absorbs a number of points of damage equal to your archmage level x the level of the spell used to create the effect. This barrier is similar to a divine shield, except that it does not stop a divine blast and cannot be adjusted to ignore certain types of damage. You can only have one arcane shield at a time. This ability costs one 8th-level spell slot. All credit for this goes to Jaerom Darkwind.
3 Undoutidly someone will object here was well. Yes this item is very rare. Yes it is very powerful. Yes there is no mention of it in his last two write-ups. However it did appear in the WotSQ books. Some think it was a simple ring of regeneration; however anyone with brains can see the item in the book was far more then that, therefore I created this version. The reason Halaster has one is also simple. He has been collecting magic and magic items for longer then El has been breathing, therefore it is only logical he would have one.
#805

The_Simbul_of_Aglarond

Jan 25, 2005 19:19:17
Thanks Simbul. One more thing though where did you get those extra/ammended abilities for chosen of Mystra from? They're not in the FRCS errata.

2nd edition and she discussed it with Rich awhile back in the old ask the game designer thread. The Chosen were supposed to have those powers converted but for some reason WOTC either forgot to do so or they got cut.

Well Rich said something to the effect of "oh I thought all Chosen were supposed to have that ability..." when I asked him why Alustriel had the name and song attunement in her special qualities list while the rest of the Chosen did not. Note that this should not be confused with my excessibly overpowered re-vamp of the Chosen of Mystra template floating around on the boards here, which includes several other 2e power or personal alterations, which I am sure would not be approved by many 3E designers.

I think the reason behind the Chosen having powers that are missing or possessing different names when you compare the template vs. the NPC stat blocks is probably because they wrote the template up after the NPC stats or vice versa, or perhaps never intended to write up an actual template, but rather simply list all of the Chosen's abilities in their individual write-ups instead.
#806

The_Simbul_of_Aglarond

Jan 25, 2005 19:31:46
After some discussion at Dicefreaks, I have revised Halaster into this new form. However, he will likely see more changes (which I'll simpily change here from now on) still. I'm not quite sure at this point weither or not I have his feats correct, so point it out to me (preferable with an explenation) if there wrong...

Well heres a more reasonable (as some put it) Halaster.


Aluroon
[snip]

Wow, the only thing I would have done to Halaster in 3.5 is max out his Craft (trapmaking) knowledge (architecture) skills, swapped create portal for the portal master feat, and given him Epic Spellcasting to explain how he created Undermountain's Mythal-wards (briefly described as such in magic of faerun).
#807

zombiegleemax

Jan 26, 2005 14:34:27
Hi everyone,
I'm somewhat hazy on the whole copyright law and how it affects the characters we post but here is a post request Malik el Sami yn Nasser, the Seraph of Lies of Cyric...If a post of his stats are impossible or illegal then i have only one question, is the title of the Seraph of Lies only honorific or is he a Chosen of Cyric...his horns and extra stealth and constitution that he is a chosen somewhat along the lines of a Chosen of Mask with +5 to each of those stats. One last question Where can I find the Netherese Arcanist PrC?
#808

zombiegleemax

Jan 26, 2005 16:53:28
Does anyone have stats for Cadderly chosen of Deneir
#809

kuje31

Jan 26, 2005 17:13:38
Does anyone have stats for Cadderly chosen of Deneir



http://www.wizards.com/default.asp?x=books/fr/deneir
#810

aluroon

Jan 26, 2005 17:18:29
Does anyone have stats for Cadderly chosen of Deneir

The offical WotC version can be found Here.

I'm haven't read much about him, so I can't comment on the stats, but none the less, there are the offical.


Aluroon

(P.S. The link above was shamelessly stolen from Kuje's earlier post, on this same page. In the furture please try looking alteast on the first and last page before asking questions like this. I don't blame you for not wanting to shift though 27 pages of stats though)
#811

kuje31

Jan 26, 2005 17:42:45
Green Giant,

Question. What page, in Hall of Heroes, is Velsharoon's old stat's listed on? I just went through that book twice since I was adding it to my file and I can't find them......
#812

green_giant_02

Jan 26, 2005 20:00:17
Actually, I have no idea. Halls of Heroes is one of the few FR products I don't have. The reason I have Halls of Heroes listed as a source in his stats is due to Lord Mortanius. I assumed he knew what he was talking about. You should ask him where he got the info.

Post #729 on page 25:

Originally Posted by Lord Mortanius
A strange request, but does anyone have stats for a pre-godhood Velsharoon ? He was described as a 29th level necromancer in Halls of Heroes.

#813

green_giant_02

Jan 26, 2005 20:13:24
Originally Posted by Errtu180
Hi everyone,
I'm somewhat hazy on the whole copyright law and how it affects the characters we post but here is a post request Malik el Sami yn Nasser, the Seraph of Lies of Cyric...If a post of his stats are impossible or illegal then i have only one question, is the title of the Seraph of Lies only honorific or is he a Chosen of Cyric...his horns and extra stealth and constitution that he is a chosen somewhat along the lines of a Chosen of Mask with +5 to each of those stats. One last question Where can I find the Netherese Arcanist PrC?

I actually have the Dragon Magazine that features the 2E stats of him as well as Ruha the Bedine Witch (she also has stats in Heroes' Lorebook) from their appearance in the novel. I have been reluctant to convert their stats to 3.5E until I can figure out whether a Seraph is the same as a Chosen (then there is also the problem that there is no official Seraph of Lies or Chosen of Cyric template) and whether to make Ruha a sand mage from Al-Qadim Arabian Adventures (of which there is no 3.5E conversion) or simply make her a wizard.

As for your other question, the Netherese Arcanist PrC can be found in Player's Guide to Faerun.
#814

kuje31

Jan 26, 2005 20:17:27
Actually, I have no idea. Halls of Heroes is one of the few FR products I don't have. The reason I have Halls of Heroes listed as a source in his stats is due to Lord Mortanius. I assumed he knew what he was talking about. You should ask him where he got the info.

Post #729 on page 25:

Ah. Well he's wrong. He meant Halls of the High King, which is a 2e Moonshae adventure and Vel's stat's are in the back of that book.
#815

kuje31

Jan 26, 2005 20:19:35
I actually have the Dragon Magazine that features the 2E stats of him as well as Ruha the Bedine Witch (she also has stats in Heroes' Lorebook) from their appearance in the novel. I have been reluctant to convert their stats to 3.5E until I can figure out whether a Seraph is the same as a Chosen (then there is also the problem that there is no official Seraph of Lies or Chosen of Cyric template).

Some of us have had this debate on the boards. According to 3e lore Seraph and Chosens are now the same thing. See, for instance, Lords of Darkness where Umberlee's Seraph from 2e is now listed as a Chosen, ditto for Cyrics in um Faiths and Pantheons I think or maybe it's the same book.
#816

zombiegleemax

Jan 27, 2005 4:56:06
Essentially a Seraph is the deity's pesonal messenger in the prime. I think back in Planescape they had a different name for the deity's messenger in the deity's own realm. The Chosen of a deity are highly favored disciples of that deity that gain extra powers for that reason. I believe that the Magister would always be closer to a Seraph in meaning than a Chosen.

Anyway, you guys seem right - 3 ed has been the great equalizer on many things.
#817

Zireael

Jan 27, 2005 6:38:04
I talked about the game. Novels were stupid.
#818

zombiegleemax

Jan 27, 2005 19:47:56
Hello all, Green Giant i just wanted to say that i love the work you've done, but i have one question. It is about Triel Baenre um you guys have her as a 16lvl cleric and a 4lvl disiple of lolth. Now in the Underdark book they have her as jsut a 20lvl cleric. Could you explain that to me or am i just slow lol. Thank you.
#819

green_giant_02

Jan 27, 2005 22:35:34
I don't know about Triel Baenre's class levels. I first assumed it was because warlockco had posted her before Underdark came out but now that I've looked at her stats again he has the book listed as a source so you'll probably have to ask him about that.
#820

warlockco

Jan 28, 2005 6:53:39
Hello all, Green Giant i just wanted to say that i love the work you've done, but i have one question. It is about Triel Baenre um you guys have her as a 16lvl cleric and a 4lvl disiple of lolth. Now in the Underdark book they have her as jsut a 20lvl cleric. Could you explain that to me or am i just slow lol. Thank you.

Main reason I gave her Divine Disciple levels is because Quenthel has them also, and Triel is supposed to be as gifted or even more gifted than Quenthal in the following of Lolth.
Also I had done up the stats before Underdark came out, but since she was listed one of the Ruling Matron Mothers, I put in Underdark as a source. Needed to use Triel for an adventure shortly after Dragon #302 came out.
#821

zombiegleemax

Jan 28, 2005 14:01:03
I would agree with Warlockco on this, accounting for what the books show.
#822

warlockco

Jan 28, 2005 16:24:57
I would agree with Warlockco on this, accounting for what the books show.

I know it isn't true to the Clr20 she is listed with in Underdark, but as long as they legal (rules-wise) and have a good explaination, I see no problems with a little customizing. Since that is what we do for any NPCs that are 2E only with no 3E listing.
#823

Zireael

Feb 03, 2005 6:08:33
There are my characters from BG. First three. I have to do some work on Sarevok. Can I post past kings of Cormyr - Faerlthann, Galaghard, Arangor, Azoun I, Gantharla, Ilitharl?
Imoen
Female human thief 7/mage 20/Acm 3, CR 30, medium humanoid, HD 7k6+20k4+3k4+20, HP 80, Init +6, Speed 30 ft., AC 21 (touch 8, flat-footed 20), Attack +15/+5 melee (dagger of venom +2); SA sneak attack 4d6, SC darkvision 60 ft., AL NG, Saves Fort +8 Ref +11 Will +14, Str 10 Dex 18 Con 16 Int 17 Wis 12 Cha 16,
Skills and feats: Bluff +6, Hide +8, Silent move +8, Opening +4, Lip reading +4, Sense motive +4, Concentration +15, Knowledge (arcana) +15, Knowledge (Coast of Swords) +10, Skill (dance) +8, Balance+8; Quiet spell, Dodge, Mobility, Two-weapon fighting, Ambidexterity, Battle Casting, Weapon Focus (dagger), Education
Equipment: elven chainmail +3, boots of hiding, dagger of venom +2 x2, elven cloak, gloves of dexterity +4

Jaheira
Female halfelf Drd 15 Mielikki/Hie 5/Chm 5 of Mielikki/Wjk 5, CR 30, medium humanoid, Speed 30 ft., HD 15k8+5k8+5k10+5k8, HP 136, AC 19 (touch 10, flat-footed 18), Attack +11/+6 melee (scimitar +3) or +11/+6 melee (scimitar of speed +2); SC darkvision 60 ft., animal companion, forest step, elven bond; AL LN, Fort +9 Ref +5 Will +9, Str 15 Dex 17 Con 17 Int 10 Wis 14 Cha 15.
Skills and feats: Knowledge (nature) +15, Knowledge (religion) +15, Wild +10, Sense motive +8, Knowledge (geography) +8, Knowledge (High Forest) +10, Survival +8; Combat Casting, Ambidexterity, Two-weapon fighting, Weapon focus (scimitar), Forester
Equipment: leather +4, scimitar of speed +2, scimitar +3, ring of regeneration, cloak of High Forest

Ellesime
female wood elf warrior 2/Clr 14 of Rillifane/Hier 4/Div 5/Divine warrior 5 of Rillifane, CR 30, medium humanoid, KW 2k10+14k8+4k8+5k8+5k8, PŻ 110, Init +7, Speed 30 ft., AC 23 (touch 8, flat-footed 22), Attack +2 melee (longsword +6), or +2 melee (longsword +5), SC smite infidel, trascendency, AL CG, Fort +7 Ref +13 Will +13, Str 14 Dex 19 Con 16 Int 12 Wis 18 Cha 18,
Skills and feats: Concentration +18, Knowledge (arcana) +18, Knowledge (plans) +6, Knowledge (geography) +10, Knowledge (religion) +16, Knowledge (history) +10, Knowledge (nobility and royalty) +10; Combat Casting, Maximize Spell, Weapon Focus (longsword), Weapon Specjalization (longsword), Weapon Finesse (longsword), Leadership, Quiet Spell, Unmoving (sp?) Spell, Dodge, Mobility
Equipment: moonblade +6, longsword +5, elven chainmail +5, ring of protection +5, bracers of armor +8, ring proof to detection and localization, Seldarine necklace, sliver holy symbol (Rillifane)
#824

zombiegleemax

Feb 04, 2005 3:56:28
Yowl?! Thirty level chars? I believe BG was meant to bring only the main hero above level 20, and not by that much... The monk bhaalspawn had recently mastered skills that would make him an outsider (level 20), and he managed to beat the hero, which would not be feasible in a Mnk 20 vs. Fighter 30+, and Immoen was less powerful for sure!
#825

zombiegleemax

Feb 04, 2005 5:14:42
This is my first post on these boards and I'm gonna use it to do two things... fawn and beg.

First, the fawning. Woo-hoo! Y'all rawk! Love all the work, especially the various 2ed baddies like the drow and peeps from Skullport and from Undermountain. Useful in campaigns, plus gives me an excuse to go though all my 2ed stuff!

And now, the begging! I see stats for Mist and Cassana but not others in the Azure Bonds bunch. You taunt me so! Howzabout some 411 on Alias, Olive, Mintassen, Victor, Flattery, etc. That is, unless they're already there and I just missed 'em in the index. In that case, go back to the fawning part...
#826

warlockco

Feb 04, 2005 11:54:11
This is my first post on these boards and I'm gonna use it to do two things... fawn and beg.

First, the fawning. Woo-hoo! Y'all rawk! Love all the work, especially the various 2ed baddies like the drow and peeps from Skullport and from Undermountain. Useful in campaigns, plus gives me an excuse to go though all my 2ed stuff!

And now, the begging! I see stats for Mist and Cassana but not others in the Azure Bonds bunch. You taunt me so! Howzabout some 411 on Alias, Olive, Mintassen, Victor, Flattery, etc. That is, unless they're already there and I just missed 'em in the index. In that case, go back to the fawning part...

Thanks, glad you like the NPCs.

Alias (and known sisters) are given stats. Its on Eric Boyd's personal website. Him and Thomas Costa have done several personal projects and posted them up there. I don't have the web address, seems I didn't bookmark it. Hopefully someone can post it for you.
#827

kuje31

Feb 04, 2005 13:42:34
Thanks, glad you like the NPCs.

Alias (and known sisters) are given stats. Its on Eric Boyd's personal website. Him and Thomas Costa have done several personal projects and posted them up there. I don't have the web address, seems I didn't bookmark it. Hopefully someone can post it for you.

Swoops in and links it:

http://www.ericlboyd.com/dnd/monsters.html

Under Alias Vessel's for Cat and Alias.
#828

warlockco

Feb 04, 2005 22:22:52
Swoops in and links it:

http://www.ericlboyd.com/dnd/monsters.html

Under Alias Vessel's for Cat and Alias.

Thanks Kuje! :D
#829

zombiegleemax

Feb 05, 2005 3:08:10
Thanks Kuje! :D

Well, that's a good start, but I want more! Don't make me get the sack of oranges! :D

Hi, my name is Misrani and I'm a stat addict...
#830

lokahn_mandrake

Feb 06, 2005 13:55:49
Well, it's taken me two days to read this most eloquent and wonderful of threads...I truly appreciate the dedication and attention to detail that has gone into bringing all of this "old lore" to it's 3.5 glory. Huge kudos to all that have contributed, but especially (of course) Green Giant. Truly a ground breaking project, I imagine many of the authors that had a part in bringing those characters/creatures to life/unlife would give you all a sincere tip of the hat & hearty 'HUZZAH' in genuine appreciation of your work.

I too own tons of old 1e, 2e, etc. material. So, if I happen to notice something/someone missing I'll try to let you all know. Though the post is so long and so thorough I'll need my reading glasses and a magnifying glass to have any chance of finding something that's worthy :D .


Cheers and happy gaming
#831

Planeshifter_Ixiaul

Feb 06, 2005 21:16:19
here's a question: can we request stats for characters from the Baldur's Gate games or any other games for that matter? i know that characters from novels are banned and what-not; however, i wasn't sure if this had been brought up yet. there is so much information and pages here.
I. am. not. looking. through. everything.
if this is possible, thanks, if not, oh well i'll go somewhere else. yell, rant, rave, whatever. see if i care.
thanks ^_^
#832

kuje31

Feb 06, 2005 21:21:35
here's a question: can we request stats for characters from the Baldur's Gate games or any other games for that matter? i know that characters from novels are banned and what-not; however, i wasn't sure if this had been brought up yet. there is so much information and pages here.
I. am. not. looking. through. everything.
if this is possible, thanks, if not, oh well i'll go somewhere else. yell, rant, rave, whatever. see if i care.
thanks ^_^

I don't see why you couldn't. Some of the ones, from the novels, were stat'd in Dragon in 2e. Also the new FR sourcebook that comes out this month mentions the Bhaalspawn so.... I, again, don't see why those npc's couldn't be stat'd....
#833

lokahn_mandrake

Feb 07, 2005 0:51:52
As I continue to follow this thread and utilize the vast amount of information stored within, a thought occurred to me...I have a suggestion, please disregard said suggestion if you think it is going overboard or has been done elsewhere...

The 'famous' suggestion: I have noted as I read through various posts and comments in this thread that a number of people have asked for builds on characters that have already been given 3.0/3.5 stats/conversion. And I have also noted that when new material arises that provides stats on NPCs that stalwarts such as Green Giant have statted/converted, he then removes that conversion in deference to the author(s) of the now official statistics. Thus, would it not be helpful if someone were to update the Index, that can be found at the beginning of this thread, with a source and page reference where NPCs' info could be located that have been "officially" statted? Certainly this would help resolve some of the repeated questions about NPCs such as Bruenor, Wulfgar, Drizzt, etc.? If this would be some sort of violation of the CoC or copyrights or anything else for that matter then I immediately rescind my suggestion ;) . If it would be ok, then I think it would make for a most excellent Index if it were to also include the references to the "officially" converted Realms NPCs.

Thanks for your time,

Cheers and Happy gaming
#834

runestar

Feb 07, 2005 8:14:44
Very, very nice work on these pages. I don't have the patience to even make it through one statblok and this guy has done more than what I probably have achieved in 10 lifetimes.

One request, how about statting out the heroes from the rage/ruin?
I think the rogue(will?) is a rogue/fighter/warsling sniper
kara is an adult song dragon with levels in bard.
Dorn is a human fighter with half golem template, perhaps bout lv10-12
Pavel is a human cleric of lathander, maybe lv8-10.
There is also an artic dwarf ranger(cant remember his name)
#835

green_giant_02

Feb 07, 2005 21:04:37
This is my first post on these boards and I'm gonna use it to do two things... fawn and beg.

First, the fawning. Woo-hoo! Y'all rawk! Love all the work, especially the various 2ed baddies like the drow and peeps from Skullport and from Undermountain. Useful in campaigns, plus gives me an excuse to go though all my 2ed stuff!

And now, the begging! I see stats for Mist and Cassana but not others in the Azure Bonds bunch. You taunt me so! Howzabout some 411 on Alias, Olive, Mintassen, Victor, Flattery, etc. That is, unless they're already there and I just missed 'em in the index. In that case, go back to the fawning part...

Well, it's taken me two days to read this most eloquent and wonderful of threads...I truly appreciate the dedication and attention to detail that has gone into bringing all of this "old lore" to it's 3.5 glory. Huge kudos to all that have contributed, but especially (of course) Green Giant. Truly a ground breaking project, I imagine many of the authors that had a part in bringing those characters/creatures to life/unlife would give you all a sincere tip of the hat & hearty 'HUZZAH' in genuine appreciation of your work.

I too own tons of old 1e, 2e, etc. material. So, if I happen to notice something/someone missing I'll try to let you all know. Though the post is so long and so thorough I'll need my reading glasses and a magnifying glass to have any chance of finding something that's worthy .


Cheers and happy gaming

Thanks for the praise guys. It's nice to know our work is appreciated. I'll be sure to continue my work. Just waiting on the new Waterdeep sourcebook to complete the NPCs found in the City of Splendors boxed set.



here's a question: can we request stats for characters from the Baldur's Gate games or any other games for that matter? i know that characters from novels are banned and what-not; however, i wasn't sure if this had been brought up yet. there is so much information and pages here.
I. am. not. looking. through. everything.
if this is possible, thanks, if not, oh well i'll go somewhere else. yell, rant, rave, whatever. see if i care.
thanks ^_^

Would love to help you there but I've never played any of the BG games or any of the other video/computer games.



As I continue to follow this thread and utilize the vast amount of information stored within, a thought occurred to me...I have a suggestion, please disregard said suggestion if you think it is going overboard or has been done elsewhere...

The 'famous' suggestion: I have noted as I read through various posts and comments in this thread that a number of people have asked for builds on characters that have already been given 3.0/3.5 stats/conversion. And I have also noted that when new material arises that provides stats on NPCs that stalwarts such as Green Giant have statted/converted, he then removes that conversion in deference to the author(s) of the now official statistics. Thus, would it not be helpful if someone were to update the Index, that can be found at the beginning of this thread, with a source and page reference where NPCs' info could be located that have been "officially" statted? Certainly this would help resolve some of the repeated questions about NPCs such as Bruenor, Wulfgar, Drizzt, etc.? If this would be some sort of violation of the CoC or copyrights or anything else for that matter then I immediately rescind my suggestion . If it would be ok, then I think it would make for a most excellent Index if it were to also include the references to the "officially" converted Realms NPCs.

Thanks for your time,

Cheers and Happy gaming

Great suggestion Lokahn, although it will take awhile to implement it (see below for reason why).



Very, very nice work on these pages. I don't have the patience to even make it through one statblok and this guy has done more than what I probably have achieved in 10 lifetimes.

One request, how about statting out the heroes from the rage/ruin?
I think the rogue(will?) is a rogue/fighter/warsling sniper
kara is an adult song dragon with levels in bard.
Dorn is a human fighter with half golem template, perhaps bout lv10-12
Pavel is a human cleric of lathander, maybe lv8-10.
There is also an artic dwarf ranger(cant remember his name)

I believe Kara and Dorn were given full stats in a recent issue of Dragon.



Sorry if any of your requests take some time but my computer was recently hit by a nasty virus or adware (I'm not that computer savvy just know to leave well enough alone) and whenever I get on the net, everything slows to a snail's pace includeing typing and viewing or scrolling thru pages. It took me an hour and a half to type and post this message. Besides that problem some of my links have been changed when I tried to view the recent Lost Empires of Faerun excerpt I kept being sent to a porn site. I had to type the address to view the excerpt. I know this wasn't a problem with the website since I have run into the same situation when I want to visit other sites and I get redirected to other porn sites. So I'll probably have to get someone to see it at the end of the week. Until then please have some patience.
#836

warlockco

Feb 07, 2005 23:42:04
Aye, have had a recent computer mishap also.
Lost files that I thought were on my secondary drive, but were on my main drive.
Had to reformat my harddrive and reinstall EVERYTHING.
So still in the process of recovering.
#837

lokahn_mandrake

Feb 08, 2005 1:37:15
I can certainly relate, I've just gotten my computer back in the last week, with a completely adware/spyware free totally reformatted hard drive. It would sure be nice to see the "internet" police spend some time finding ways to cut down on and implement penalties for "commercialized/corporate hacking". Adware is just such a vile speck on the horizon of the global superhighway. Maybe a program that automatically sends them a bill every time they try to put some sort of program on my machine without written consent, three notarized and authenticated signatures, and provide the correct 37 digit alphanumeric code?

<>

If memory serves some or all of the War of the Spider Queen bunch was officially given statistics in one of the Dragon issues a while back. I'll try and look thru my Dragon's to find the issue and page numbers. My question is, however, who will actually update the Index? Green Giant, Warlockco, Big Sis? Admittedly, I do not have a great deal of free time as I work long hours, but it might be helpful to the rest of us if we knew what the most efficient procedure would be.

Thanks,

Cheers & happy Roleplaying
#838

warlockco

Feb 08, 2005 1:48:40
If memory serves some or all of the War of the Spider Queen bunch was officially given statistics in one of the Dragon issues a while back. I'll try and look thru my Dragon's to find the issue and page numbers. My question is, however, who will actually update the Index? Green Giant, Warlockco, Big Sis? Admittedly, I do not have a great deal of free time as I work long hours, but it might be helpful to the rest of us if we knew what the most efficient procedure would be.

Thanks,

Cheers & happy Roleplaying

Green Giant updates the Index, with maybe BigSis doing so (not sure on that). Green Giant did the originating post, so he has the editorial ability for it, and BigSis could since she is the Mod, but not sure if she does.

War of the Spider Queen NPCs are in Dragons #302, #312, and #322.
#839

lokahn_mandrake

Feb 08, 2005 10:27:27
I looked thru the Index and I'm pretty sure I didn't see any NPCs from the exciting and interesting city or city-state of Hlondeth. As I don't have my books with me here at work, I can't give specific names, etc. However, some of the minor and major NPCs of Hlondeth (many of which have Yuan-ti blood) were probably given a full write up in Serpent Kingdoms. And a couple may have been given stats in the FRCS. So, for 3/3.5e I'd look there if I was planning to research them. Also, in 2e there was a product called the Vilhon Reach, or something along those lines, which did detail Hlondeth to a certain extent and I think it had a rough map of the city as well as notes, comments, and stats on quite a number of NPCs.

While I don't know how many people would find this info useful, I'd love to see some of the Yuan-ti and other NPCs of Hlondeth converted/statblocked. I think Yuan-ti make interesting and challenging adversaries in campaigns.

Thanks,

Cheers
#840

aluroon

Feb 08, 2005 17:35:58
Hey all, just a little dive in by the resident weirdo to ask a couple of questions.

Would anyone like stats for...

Ryld Argith
Valas Hune
Quenthel Baenre

There alittle different then there offical stats. Alittle more correct thinks the fool known as me, but are otherwise similar to the novels.

Furthermore would anyone like a version of Dyrr, even if he uses a slightly different lich template, and has droped the cleric/wizard levels?


Aluroon
#841

green_giant_02

Feb 08, 2005 19:24:33
Green Giant updates the Index, with maybe BigSis doing so (not sure on that). Green Giant did the originating post, so he has the editorial ability for it, and BigSis could since she is the Mod, but not sure if she does.

War of the Spider Queen NPCs are in Dragons #302, #312, and #322.

BigSis started the index and I'm the one who updates it. I've since had to consolidate the first post with another one since the index got so large I ran out of space.


On a very happy note :D , thanks to the advise and links provided by Karsus the Mad, I'm happy to announce that my computer is now fixed and I no longer suffer from slow speeds or redirected links. Here's some hearty applause and cheers to the man who saved me some money and time. :bounce:
#842

green_giant_02

Feb 08, 2005 19:36:00
I looked thru the Index and I'm pretty sure I didn't see any NPCs from the exciting and interesting city or city-state of Hlondeth. As I don't have my books with me here at work, I can't give specific names, etc. However, some of the minor and major NPCs of Hlondeth (many of which have Yuan-ti blood) were probably given a full write up in Serpent Kingdoms. And a couple may have been given stats in the FRCS. So, for 3/3.5e I'd look there if I was planning to research them. Also, in 2e there was a product called the Vilhon Reach, or something along those lines, which did detail Hlondeth to a certain extent and I think it had a rough map of the city as well as notes, comments, and stats on quite a number of NPCs.

While I don't know how many people would find this info useful, I'd love to see some of the Yuan-ti and other NPCs of Hlondeth converted/statblocked. I think Yuan-ti make interesting and challenging adversaries in campaigns.

Thanks,

Cheers

I don't think any of the NPCs of Hlondeth were given full 3e stats in Serpent Kingdoms although they were given abbreviated stats. Thanks for reminding me about this region. It'll keep me occupied while I await for LEoF, CoR, and Waterdeep to come out.
#843

runestar

Feb 08, 2005 19:49:42
Not that that helped a lot. Half the stats are mechanically impossible.
#844

green_giant_02

Feb 08, 2005 20:11:02
There are my characters from BG. First three. I have to do some work on Sarevok. Can I post past kings of Cormyr - Faerlthann, Galaghard, Arangor, Azoun I, Gantharla, Ilitharl?
Imoen
Female human thief 7/mage 20/Acm 3, CR 30, medium humanoid, HD 7k6+20k4+3k4+20, HP 80, Init +6, Speed 30 ft., AC 21 (touch 8, flat-footed 20), Attack +15/+5 melee (dagger of venom +2); SA sneak attack 4d6, SC darkvision 60 ft., AL NG, Saves Fort +8 Ref +11 Will +14, Str 10 Dex 18 Con 16 Int 17 Wis 12 Cha 16,
Skills and feats: Bluff +6, Hide +8, Silent move +8, Opening +4, Lip reading +4, Sense motive +4, Concentration +15, Knowledge (arcana) +15, Knowledge (Coast of Swords) +10, Skill (dance) +8, Równowaga +8; Quiet spell, Dodge, Ruchliwość, Two-weapon fighting, Ambidexterity, Battle Casting, Weapon Focus (dagger), Education
Equipment: elven chainmail +3, boots of hiding, dagger of venom +2 x2, elven cloak, gloves of dexterity +4

Jaheira
Female halfelf Drd 15 Mielikki/Hie 5/Divine warrior 5 of Mielikki/Wjk 5, CR 30, medium humanoid, Speed 30 ft., HD 15k8+5k8+5k10+5k8, HP 136, AC 19 (touch 10, flat-footed 18), Attack +11/+6 melee (scimitar +3) or +11/+6 melee (scimitar of speed +2); SC darkvision 60 ft., animal companion, forest step, elven bond; AL LN, Fort +9 Ref +5 Will +9, Str 15 Dex 17 Con 17 Int 10 Wis 14 Cha 15.
Skills and feats: Knowledge (nature) +15, Knowledge (religion) +15, Wild +10, Sense motive +8, Knowledge (geography) +8, Knowledge (High Forest) +10, Survival +8; Combat Casting, Ambidexterity, Two-weapon fighting, Weapon focus (scimitar), Forester
Equipment: leather +4, scimitar of speed +2, scimitar +3, ring of regeneration, cloak of High Forest

Ellesime
female wood elf warrior 2/Clr 14 of Rillifane/Hier 4/Div 5/Divine warrior 5 of Rillifane, CR 30, medium humanoid, KW 2k10+14k8+4k8+5k8+5k8, PŻ 110, Init +7, Speed 30 ft., AC 23 (touch 8, flat-footed 22), Attack +2 melee (longsword +6), or +2 melee (longsword +5), SC smite infidel, trascendency, AL CG, Fort +7 Ref +13 Will +13, Str 14 Dex 19 Con 16 Int 12 Wis 18 Cha 18,
Skills and feats: Concentration +18, Knowledge (arcana) +18, Knowledge (plans) +6, Knowledge (geography) +10, Knowledge (religion) +16, Knowledge (history) +10, Knowledge (nobility and royalty) +10; Combat Casting, Maximize Spell, Weapon Focus (longsword), Weapon Specjalization (longsword), Weapon Finesse (longsword), Leadership, Quiet Spell, Unmoving (sp?) Spell, Dodge, Mobility
Equipment: moonblade +6, longsword +5, elven chainmail +5, ring of protection +5, bracers of armor +8, ring proof to detection and localization, Seldarine necklace, sliver holy symbol (Rillifane)

Nice characters although you forgot the spellcasting capabilities of some of the characters. Also, I know that English is propably not your first language which is why I gotta ask what is Równowaga, Ruchliwość, and Wjk.
#845

aluroon

Feb 09, 2005 15:00:22
Not that that helped a lot. Half the stats are mechanically impossible.

Huh? Care to clarify what your talking about?

Oh, and Green Giant, I'm aware of the WOTSQ characters write ups in dragon, but I know many of this boards browsers don't subscribe to dragon, and as such don't have them. Furthermore several of the stats are from 3.0.

What I'm thinking of is a set of stats that are by the books (the wotsq books) accurret. We all know there were some holes in the write ups (the fact Dyrr had no epic feats, the fact he had to many attacks, and the spells he knew werent the spells he used, newer books that have feats that make more sense, a lack of regonal feats for all the characters, just little holes).


Aluroon
#846

green_giant_02

Feb 09, 2005 21:23:48
If anyone has read the first novel in this trilogy, could you PM the major and minor characters that have appeared as well as what type of equipment, weapons, and any combat maneuvers they favor? I'm trying to cross-check it with the material presented in Serpent Kingdoms, Vilhon Reach, Cult of the Dragon, and Faiths and Pantheons to create the stats on the NPCs. I'm especially interested in Dmetrio Extaminos if he appears in the novel.
#847

runestar

Feb 10, 2005 3:35:42
Sorry, what I meant that some of the stats in the book are illogical. Sorc10/Archmage5? I guess you could rewrite this as sorc14/archmage1 but what's the point of giving writups of characters if they cant be properly statted on paper. There are other discrepancies I can recall at the moment. Lokk it up in the book. You will see what I mean. This isn't the first time this has happened.
#848

Zireael

Feb 10, 2005 6:35:59
I don't have a Polish-English dictionary in my head, so thanks for reminding me for this errors. Sorry again
Brand new poster - Zireael
#849

warlockco

Feb 10, 2005 21:58:48
Oh, and Green Giant, I'm aware of the WOTSQ characters write ups in dragon, but I know many of this boards browsers don't subscribe to dragon, and as such don't have them. Furthermore several of the stats are from 3.0.

Only Dragon #302 was 3.0, those in #312 and #322 are in 3.5E stats.
#850

zombiegleemax

Feb 13, 2005 21:30:24
How about the NPC's of Daggerdale
#851

Zireael

Feb 14, 2005 2:30:00
Two next NPCs from Baldur's Gate.
Info: I did them all after BG saga (including Throne of Bhaal) so they're more powerful than you expected.

Sarevok
human male Warrior 20/Divine warrior5 of Cyric, CR 25, medium humanoid, HD 20k10+5k8, HP 125, Spd. 20 ft., Init +6, AC 22 (touch 9, flat-footed 21), Attack +20/+15/+10/+5 melee (Chaos Sword of Sarevok +4); SC fire immunity 5; AL CE, Fort +12 Ref +16 Will +6, Str 20 Dex 17 Con 17 Int 13 Wis 10 Cha 16,
Skills and feats: Knowledge (history) +10, Knowledge (religion) +10, Sense motive +6, Intimidate +8, Bluff +8, Diplomacy +4; Weapon focus (greatsword), Weapon specjalization (greatsword), Improved Critical (greatsword), Dodge, Mobility,
Equipment: full plate armor +3, Chaos Sword of Sarevok +4, ring of defense +1, helm of defense

Khalid
Male human warrior 20/Chm 5 of Milil, CR 25, medium-size humanoid, Spd. 20 ft., Init +6, AC 19 (touch 11, flat-footed 18), Attack +20/+15/+10/+5 melee (longsword of luck +3), AL N, RO Fort + 12 Ref +6 Will +6, Str 15 Dex 14 Con 17 Int 10 Wis 14 Cha 15,
Skills and feats: Weapon focus (rapier), Weapon focus (longsword), Improved Critical (longsword), Shield Proficiency, Dodge; Diplomacy +6, Sense motive +8, Knowledge (religion) +12, Knowledge (history) +10
Equipment: longsword of luck +3, breastplate +2, metal shield +1, helm of defense, elven boots
#852

Planeshifter_Ixiaul

Feb 14, 2005 18:56:16
:EEK!: do you even know who Sarevok is?! divine champion of Cyric my ***** wow. no offense to you, seriously. i'm just in such a state of shock.... Sarevok was a powerful Bhaalspawn. that means he basically LOATHED Cyric because the damned egomaniac (Cyric) killed his father Bhaal.
#853

Planeshifter_Ixiaul

Feb 14, 2005 22:30:03
here are the levels and beginning stats without equipment (yet) of Baldur's Gate NPCs that i've come up with. right now though, i'm only putting those from Shadow of Amn. also, you might notice something different in their classes. i've converted multi-class and dual-class character to 3e. there are different levels that the NPCs started out as depending on what average level your party was when meeting the new NPCs. so, i've listed them here as the lowest you can meet them at. Mazzy wasn't allowed to be a paladin because she's a halfling in 2nd ed. *~polymorph to 3.5~* and i took a little "poetic liscence" with Yoshimo's class. he was a "thief" with the "bounty hunter" kit... ninja sounded better. and then there's Irenicus and Bodhi.... they have no "race" anymore. the priviledge of being an elf was stripped from them and.... well they WERE elves once. anyway, enjoy!

Aerie - LG female Avariel (winged elf) [without wings]

Cleric of Baervan Wildwanderer 4/ Wizard 5

Str10 Dex17 Con9 Int16 Wis16 Cha14

Anomen Delryn - LG male Human

Fighter 4/ Cleric of Helm 6

Str20 Dex10 Con16 Int10 Wis12 Cha13

Cernd - N male Human

Druid of Silvanus 10

Str13 Dex9 Con13 Int12 Wis18 Cha15

Edwin Odesseiron - LE male Human

Conjurer 9

Str10 Dex10 Con16 Int18 Wis10 Cha10

Haer'dalis - CN male Tiefling

Bard 10

Str17 Dex17 Con9 Int15 Wis13 Cha16

Imoen - NG female Human

Rogue 2/ Wizard 8

Str9 Dex18 Con16 Int17 Wis11 Cha16

Jaheira - N female Half-Moon Elf

Fighter 4/ Druid of Silvanus 5

Str15 Dex17 Con17 Int10 Wis14 Cha15

Jan Jansen - CN male Rock Gnome

Illusionist 5/ Rogue 5

Str9 Dex17 Con15 Int16 Wis14 Cha10

Keldorn Firecam - LG male Human

Paladin of Torm 8

Str17 Dex9 Con17 Int12 Wis16 Cha18

Korgan Bloodaxe - CE male Shield Dwarf

Fighter 8

Str21 Dex15 Con19 Int12 Wis9 Cha7

Mazzy Fentan - LG female Lightfoot Halfling

Paladin of Arvoreen 8

Str15 Dex18 Con16 Int10 Wis13 Cha14

Minsc - CG male Human

Ranger 7

Str22 Dex16 Con16 Int8 Wis6 Cha9

Nalia de'Arnise - NG female Humane

Rogue 3/ Wizard 7

Str14 Dex18 Con16 Int17 Wis9 Cha13

Valygar - NG male Human

Ranger 8

Str17 Dex18 Con16 Int10 Wis14 Cha10

Viconia DeVir - NE female Drow

Cleric of Shar 8

Str10 Dex19 Con8 Int16 Wis18 Cha14

Yoshimo - N male Human

Ninja 10

Str17 Dex18 Con16 Int13 Wis10 Cha14

Jon Irenicus - NE male former moon elf

Wizard 30

Str13 Dex18 Con14 Int18 Wis18 Cha17

Bodhi - CE female Vampire former moon elf

Fighter 25

Str27 Dex24 Con20 Int15 Wis15 Cha14

Aran Linvail - N male Human

Wizard 7/ Rogue 14

Str18 Dex19 Con18 Int17 Wis11 Cha16
#854

zombiegleemax

Feb 15, 2005 14:12:21
Two next NPCs from Baldur's Gate.
Info: I did them all after BG saga (including Throne of Bhaal) so they're more powerful than you expected.

Khalid
Male halfelf warrior 20/Chm 5 of Milil, CR 25, medium-size humanoid, Spd. 20 ft., Init +6, AC 19 (touch 11, flat-footed 18), Attack +20/+15/+10/+5 melee (longsword of luck +3), SC halfelf traits, AL N, RO Fort + 12 Ref +6 Will +6, Str 15 Dex 14 Con 17 Int 10 Wis 14 Cha 15,
Skills and feats: Weapon focus (rapier), Weapon focus (longsword), Improved Critical (longsword), Shield Proficiency, Dodge; Diplomacy +6, Sense motive +8, Knowledge (religion) +12, Knowledge (history) +10
Equipment: longsword of luck +3, breastplate +2, metal shield +1, helm of defense, elven boots

Um... you do realise Khalid died between BG1 ending and BG2 starting so by the time Throne of Bhaal came around he had been a corpse for quite some time? CR25 seems mighty high for someone who's been pushing up the daisies all that time.

On top of that - a half-elf? Unless I'm seriously forgetting the least popular of the Baldur's Gate NPCs (possible because he was less the least popular), he was human.

Not to mention that AC 19 for someone of CR 25 is dismal. He'd get stomped by the first fire giant he came across.
#855

warlockco

Feb 15, 2005 14:22:52
I consider all of his builds to be silly, I mean, a party of 40th level characters? Sounds like someone was cheating while playing Baldur's Gate to remove the level cap.
#856

zombiegleemax

Feb 15, 2005 14:26:03
In the BG2 expansion, Throne of Bhaal, it's possible to get characters as high as level 40. But you'd definitely be cheating if you managed to get an entire party that high before the end of the game.
#857

warlockco

Feb 15, 2005 14:30:06
In the BG2 expansion, Throne of Bhaal, it's possible to get characters as high as level 40. But you'd definitely be cheating if you managed to get an entire party that high before the end of the game.

Ah, never played the expansion.

Besides a better starting point for NPCs from a game would be their Starting Stats, thus they cannot be argued against too strongly since everyone has the same stats on everyones game at the start.

I mean look at the stats for the NPCs from the War of the Spider Queen and Year of Rogue Dragons series. They all look like starting stats to me, with only Halisstra getting an update do her change of faith.
#858

Planeshifter_Ixiaul

Feb 15, 2005 17:47:34
Besides a better starting point for NPCs from a game would be their Starting Stats, thus they cannot be argued against too strongly since everyone has the same stats on everyones game at the start.

hm, you have a good point. i hadn't thought about doing starting stats. that would be SO much easier... ok i'll edit my entry with their stats up above there.
In the BG2 expansion, Throne of Bhaal, it's possible to get characters as high as level 40. But you'd definitely be cheating if you managed to get an entire party that high before the end of the game.

and you're right. i did cheat to get them all that level. just a couple times though. i wanted to know what it would be like to be all super bad-ass. i liked it :D i rarely had to worry about someone dying.
anyway... i'll get all these guys to their "beginnings"
#859

salernodc

Feb 15, 2005 20:14:22
I understand that the creators of the Forgotten Realms Campaign Setting wanted the Seven Sisters, Elminster, and Khelben to have a certain flavor in their game stats, but some of them befuddle me. Each of the aforementioned characters is over 600 years old, thus I feel their levels should be higher. Are we expected to have our OWN characters wait 300 years before turning 15-20th level? I just don't like the example they set. If Azoun was 20th-21st level in 64-65 years of life, how are the CHOSEN only a few levels more with TEN TIMES the time/years/experience?

I know that I enjoy higher levels more than most, but seriously....I feel the Chosen should be somewhere in the neighborhood of 35th level with some more streamlining of their classes & prestige classes. For example, combining 10 levels of Wizard with 20 levels of Sorceress weakens the Simbul in my opinion. Instead of casting spells as a 32nd level character, she is 22 and 10...in my humble opinion, that's a waste. One reason for my madness or ranting is that in some small way (again...small, minor) I think that many players might feel a SMALL twinge of guilt in overtaking the very chosen of Mystra (and 9 icons of the Realms) in 1/8th to 1/10th the number of game years. My take:

Elminster - Fighter 1/Rogue 2/Cleic 3/Wizard 30/Archmage 5/Arcane Lord 5
Alustriel - Wizard 25/Archmage 5/Harper Mage 5
Storm - Fighter 5/Sorceress 15/Bard 10/Harper Agent 5
Dove - Ranger 20/Sorceress 10/Harper Agent 5
The Simbul - Sorceress 30/Archmage 5/Arcane Lord 3
Laeral - Wizard 25/Archmage 5/Ranger 6 (keeping the Ranger levels from the book)
Qilue - Cleric 20/Hierophant 5/Divine Disciple 5
Sylune - Wizard 25/Archmage 5/Fighter 2 (keeping figter levels from the book)
Khelbun - Wizard 30/Archmage 5/Arcane Lord 2

Arcane Lord prestige class from Dragon #297

Thank you for listening to/reading my random rant....
#860

Planeshifter_Ixiaul

Feb 15, 2005 21:00:21
i can see where you're coming from - although i myself have never thought this. my thoughts are thus: the Chosen (or at least most of them) did not go adventuring their entire lives as some of us have begun to believe it should be. they took their time, developed their abilities, lived actual lives. Azoun is mortal. he was most likely ambitious as well. those two put together would cause someone to train, adventure, etc. and thus get high level reletively quickly (especially in comparison to the Chosen)
i have also been curious about the "streamlining" as you put it with certain NPC's class levels. why would Elminster take ONE level in fighter? (or only two in rogue for that matter) why would the Simbul have wizard levels when she's already such a powerful sorceress? i believe i have come up with an answer. it's about character flavor. Elminster didn't want to be a pure wizard, and thus he trained his martial (fighter), divine (cleric), and other (rogue) aspects of himself. as for the Simbul... perhaps she trained as a wizard for close to the same reason Elminster did his "hog-pog" of classes. she has already basically mastered her sorceress powers. now what about her intellect and ability to study and whatnot? this of course is all my own take on it all; however, i just wanted to let you see things in a different view.
#861

tebryn14

Feb 15, 2005 21:22:48
Though I agree with you reasoning (Planeshifter) as far as the reason they aren't all 160th level, their classes, at least in 2e, had a direct reason, beyond a desire to "expand their borders". Elminster, for example, lived first as a warrior, then a thief, then as a cleric of Mystra, perhaps not in the order. Only then did he take up Wizardry. The Simbul traveled the Planes for centuries before settling down, and she should abolutely NOT have any arcane caster levels that don't stack, because she is supposed to have more arcane power then Elminster.

On the other hand, certain Chosen are more powerful than others, and attempting to cram them all to 35th level (adding whichever classes are necessary to do it) it ridiculous. The Simbul, in addition to redesigning the the Chosen template, had alternate levels for them that I thought were excellent. Green Giant wrote me stats for all of them except for Dove and Qilue, because the Simbul didn't write me specific stats for them (I later wrote my own stats for Dove based on 2e sources and the Simbuls suggestions, as well as guidance from Green Giants FRCS stats).

The Simbul's recommended stats:

Elminster Wiz29/Acm5/Ftr1/Clr1/Rog2
The Simbul Sor33/Acm2
Khelben Wiz27/Acm3
Laeral Wiz23/Acm3/Rgr7
Storm Brd20/Sor8/Hrp5/Rog2/Ftr2
Sylune Wiz24/Ftr2/Sor1
Alustriel Wiz24/Acm2/Sor1

I don't remember what stats she gave for the other Chosen, the Shrinshee and the Magister chick whose name I can't recall the spelling for. I don't know if she ever gave me levels for her, come to think of it. Pity
#862

Planeshifter_Ixiaul

Feb 15, 2005 21:28:07
ah, see i didn't know that about Elminster or the Simbul. truth be told, i know little of nothing about them other than what is common knowledge.... seems i have no ranks in Knowledge (Chosen of Mystra) :P
#863

Zireael

Feb 16, 2005 2:43:29
Here are three spellcasters from Baldur's Gate.
Here comes... JON IRENICUS!!!
Human male mage 12/Sor 20/Acm 4, CR 36, medium humanoid, HD 12k4+20k4+4k4+128, HP 183, Init +4, Spd. 30 ft., AC 20 (touch 11, flat-footed 16), Attack +6/+1 melee (unarmed), SQ archmage high arcana, new spells, AL CN, Fort +10 Ref +10 Will +18, Str 13 Dex 18 Con 18 Int 22 Wis 8 Cha 19.
Skills and feats: Concentration +30, Spellcraft +34, Knowledge (arcana) +32, Knowledge (religion) +20, Knowledge (plans) +22, Knowledge (history) +16, Escape Artist +10, Diplomacy +6, Use rope +6; Combat casting, Empower spell, Quiet spell, Quick spell, Spell focus (necromancy)
Equipment: unknown
Prepared mage spells: 4/4/4/4/3/3/2, DC 14, DC 16 + spell level for spells from necromancy school, CL 12th.
Prepared sorcerer spells: 6/6/6/6/6/6/6/6/6, DC 22, DC 24 + spell level for spells from necromancy school, CL 20th
Special Qualities: spell power +1, spell power +2, spell power +3; new spells - destroyed clons, steal soul

Xzar
male human Nec 20/Shadow adept 5, CR 25, medium humanoid, HD 20k4+5k4+20, HP 68, Spd. 30 ft., Init +3, AC 14 (touch 7, flat-footed 11), Attack +10/+5 melee (staff +1), SQ shadow shield, shadow walk, AL CE, Fort +6 Ref +6 Will +12, Str 14 Dex 16 Con 10 Int 17 Wis 16 Cha 10,
Skills and feats: Concentration +10, Spellcraft +13, Knowledge (arcana) +13, Gather information +10, Swim +6, Move Silently +6, Profession (spy) +10; Combat casting, Create staff, Magic of Shadow Weave, Dodge, Create wondrous item, Maximize spell
Equipment: staff +1, Zhentarim's robes (mage robes +1), ring of protection +1

Valygar
human male Rgr 15 of Mystra/mage 5, CR 20, medium humanoid, HD 15k10+5k4, HP 75, Init +4, AC 20 (touch 10, flat-footed 18), Attack +17/+12/+7 melee (bastard sword of wounding +2), SQ track, familiar (owl); AL NG, Fort +16 Ref +16 Will +12, Str 17 Dex 18 Con 16 Int 14 Wis 10 Cha 10.
Skills and feats: Diplomacy +2, Move silently +8, Spellcraft +4, Knowledge (arcana) +4, Concentration +6, Knowledge (nature) +4, Knowledge (religion) +4; Weapon focus (bastard sword), Weapon Finesse (bastard sword), Quiet spell, Skill focus (Survival), Hardiness
Mage spells prepared: 4/3/2/1, 0 - prestigidation, mage hand, detect poison, disrupt undead; 1 - magic missile, charm person, mage armor; 2 - Melf's acid arrow, net; 3 - fire arrow
Prepared ranger spells: 2/1/1/1; 1 - read magic, speak with plants; 2 - cure light wounds; 3 - neutralize poison; 4 - undetectable
Equipment: katana of Corthala (bastard sword of wounding +2), Corthala's armor
Corthala's armor
Chaimail +3 fire, acid, cold resistance 25, immunity to enchantments
#864

zombiegleemax

Feb 16, 2005 3:36:44
Here is the Archmage of Necromancy before his rise to divinity. Enjoy.


Velsharoon: Male Mulan Human Nec14/Red10/Acm5; CR 29; Medium Humanoid (Human); HD 29d4+58; hp 132; Init +2; Spd 30 ft.; AC 25 (touch 17, flat-footed 18); Base Atk +14; Grp +14; Atk +15 melee (1d6, Skull Staff of the Necromancer); Full Atk +15/+10 melee (1d6, Skull Staff of the Necromancer); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, great circle leader, Archmage high arcana; AL NE; SV Fort +17, Ref +17, Will +32; Str 10, Dex 15, Con 14, Int 38, Wis 24, Cha 10.
Skills and Feats: Bluff +12, Concentration +34 (+38 when casting defensively), Craft (alchemy) +34, Craft (tattooing) +24, Intimidate +14, Knowledge (arcana) +46, Knowledge (architecture and engineering) +29, Knowledge (geography) +29, Knowledge (history-Thay) +29, Knowledge (local-Thay) +29, Knowledge (nature) +29, Knowledge (nobility and royalty) +29, Knowledge (religion) +34, Knowledge (the planes) +29, Profession (apothecary) +17, Search +22, Sense Motive +12, Speak Language (common, mulhorandi, abyssal, celestial, chessentan, draconic, gnoll, ignan, infernal, orc, rashemi, roushoum, untheric), Spellcraft +53; Black Lore of Moil, Combat Casting, Craft Staff, Craft Wondrous Item, Enervate Spell, Epic Spellcasting, Extend Spell, Greater Spell Focus (necromancy), Persuasive, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (necromancy), Tattoo Focus.
Special Qualities: Specialist defense +4 (saving throw bonus vs. necromancy), spell power +5 (bonus to caster level checks to overcome spell resistance; +6 with necromancy spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), great circle leader (great circle with nine apprentices). Arcane fire (600 ft., 5d6 plus 1d6 per spell level sacrificed), mastery of counterspelling, mastery of elements, mastery of shaping, spell power +1.
Wizard Spells Prepared (5/9/9/8/8/7/7/6/6/6; base DC = 24 + spell level; DC 25 + spell level with evocation; DC 27 + spell level with necromancy spells; barred schools - conjuration, enchantment, illusion; caster level 29th).
Epic Spells per Day: 3
Possessions: Skull Staff of the Necromancer (50 charges), belt of excellence +4, bracers of armor +8, headband of intellect +6, oil of greater magic weapon +2, periapt of wisdom +4, potion of cure serious wounds x2, potion of resist energy (electricity) 10, ring of defense +5, robe of stars and colors, scroll: disrupt undead x2, spectral hand, scroll: detect thoughts, legend lore, scroll: magic missile x2, shout, tome of clear thought +4 (already read). 10,000 gp in spell materials.
Height: Unknown, Weight: Unknown, Hair: Black and gray, Eyes: Unknown.
Note: Velsharoon has the physical penalties and mental benefits of a venerable human.
Sources: Halls of Heroes (1E), Powers & Pantheons (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Arcane (3.5E), Libris Mortis (3.5E), and Dragon #303.


Belt of Excellence: These belts provide a +2, +4, or +6 enhancement bonus to its wearer’s physical scores (ie Strength, Dexterity, and Constitution).
Moderate transmutation; CL 12th; Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s grace; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb.


Robe of Stars and Colors: This robe combines the features of a robe of stars and a robe of scintillating colors.
Strong varied; CL 15th; Craft Wondrous Item, blur, magic missile, rainbow pattern, astral projection or plane shift; Price 114,000 gp; Weight 1 lb.


Skull Staff of the Necromancer (minor artifact): The Skull Staff of the Necromancer is an ancient artifact crafted by the Imaskari. It combines the features of a staff of the magi, a staff of skulls, and a ring of shooting stars (whose effects can be used without regard as to time or location).
Strong (all schools); CL 20th; Weight 5 lb.

Thanks. Two questions though: shouldn't he be a lich ? And wouldn't a staff of necromancy suit his weapon better than a staff of skulls ?
#865

araznblair

Feb 16, 2005 8:31:58
I mean look at the stats for the NPCs from the War of the Spider Queen and Year of Rogue Dragons series. They all look like starting stats to me, with only Halisstra getting an update do her change of faith.

Warlocko, where would I be able to find the states for the NPCs from the year of the Rogue Dragon series and the War of the Spider Queen? Thanks for your help.
#866

green_giant_02

Feb 16, 2005 12:29:09
Thanks. Two questions though: shouldn't he be a lich ? And wouldn't a staff of necromancy suit his weapon better than a staff of skulls ?

I'm actually following the history laid down in Powers & Pantheons 2e. He discovered the ritual to turn him into a demigod by Talos and when he completed the process he first turned into a lich then became a demigod. The stats reflect his levels before he found the ritual. As for the Skull Staff of the Necromancer, that is an artifact he probably discovered while searching in the ruins left by the Imaskari but before he found the ritual. Its actually Velsharoon's favored weapon.
#867

aluroon

Feb 16, 2005 14:15:01
Personally, Salernodc, I do disagree with many (well, probubly most) of the stats for high level npcs in faerun. There levels are to low (in my mind), there class choices to poor (Although some such as El have good reason for having Cleric/Fighter/Ranger/Rogue levels and such though El's cleric levels are all messed up). For the most part I use J-Darkwinds changes (I agree with most of his builds), as they are usually based on sound reasoning, and reflect the power I feel they should have. You might try looking for the links in his sig.


Aluroon
#868

zombiegleemax

Feb 16, 2005 15:55:09
Here are three spellcasters from Baldur's Gate.
Here comes... JON IRENICUS!!!
Human male mage

Irenicus is an elf.

And Valygar a spellcaster?

Sorry to ask this but have you even played the Baldur's Gate games?
#869

aluroon

Feb 16, 2005 16:16:23
Warlocko, where would I be able to find the states for the NPCs from the year of the Rogue Dragon series and the War of the Spider Queen? Thanks for your help.

Offically you can find the Wotsq version in dragons 302, 312, and 322 if I'm not mistaken.

However

You can find Gromph here, he's level 25, but other then that very similar to the offical write up (which has him at 22 and as a diviner which is bs), furthermroe you can find a Phaerun version here, level 17 (same as offical), but with only two levels of archmage (changes nerfed his high arcana, so I changed one level to wizard).

I plan on posting an alternate Vlas and Ryld as soon as I get the chance.

I have a Dyrr ready, but he's all sorcerer (instead of sorcerer22/wizard3/cleric1 which I thought made no sense for him (note I might be 1 level off somewhere in there, not sure where though)) and uses a slightly different lich version, so I have been hesitant to post him.


Aluroon
#870

zombiegleemax

Feb 16, 2005 19:20:14
Dont know if they are posted or not, really hate to spend hours reading each page, so could anyone post the NEW stats for the following?

Artemis Entreri *After the Servant of the Shard book*
Quenthel Baenre *during the war fo the spider queen book 3*
Bergin'yon *spelling* Baenre * after the Stand at Mithral Hall when he joins Bregan'Daethre*
Jarlaxle of Bregan'Daethre
Khorin Soulez
If the CHaracters have been previously posted, canyou tell me which page number?

And if its not too much trouble, The stats for not a NPC, but a Artifact. Those who've read the Servant of the shard know of Charon's Claw (the guantlet/sword combination). I've been comming up with Many ideas and i just wanna see what other people have in mind in making the Uberfied Artifact that can return Directed Spells against the caster. :>
#871

runestar

Feb 16, 2005 21:51:43
Irenicus WAS an elf, until his ambition forced the seldarine to cut his connection from the tree of life. It's not clear whether it was merely his lifespan that was shortened or he was turned into a human in the firt place. Also, his portrait looked very human to me.

Also, I think the purpose for giving valygar mage levels was to allow him to cast the few extra stalker spells he has access to, which are arcane in nature.
#872

Planeshifter_Ixiaul

Feb 16, 2005 22:05:01
yeah but.... Valygar hates arcane magic. it basically destoyed his family. his stalker spells may be arcane in nature originally, but i always assumed them to be divine since, ya know, he's a ranger and they're with his ranger spells.
#873

zombiegleemax

Feb 17, 2005 0:43:07
I'm actually following the history laid down in Powers & Pantheons 2e. He discovered the ritual to turn him into a demigod by Talos and when he completed the process he first turned into a lich then became a demigod. The stats reflect his levels before he found the ritual. As for the Skull Staff of the Necromancer, that is an artifact he probably discovered while searching in the ruins left by the Imaskari but before he found the ritual. Its actually Velsharoon's favored weapon.

He was around for a few centuries before the Time of Troubles, and has a history with Szass Tam. That hints that he was a lich before discovering the ritual.
#874

zombiegleemax

Feb 17, 2005 1:48:56
Irenicus WAS an elf, until his ambition forced the seldarine to cut his connection from the tree of life. It's not clear whether it was merely his lifespan that was shortened or he was turned into a human in the firt place. Also, his portrait looked very human to me.

The Seldarine stripped Irenicus and Bodhi of their souls but they're still essentially elves. Give him a pair of pointy ears and he'd look more elvish.

Also, I think the purpose for giving valygar mage levels was to allow him to cast the few extra stalker spells he has access to, which are arcane in nature.

Yes, but he's still primarily a fighter. Minsc and Keldorn have access to spells but they're not mages: they're fighters. On top of which, Valygar hates magic because of what his ancestor, Lavok, did. He'd sooner die than turn into a mage himself.
#875

Zireael

Feb 17, 2005 2:44:45
I played Baldur's Gate many times. So I know what levels to give them. Khalid is a human, right, my error. He is CR 25 cause I think he'd be resurrected at some point. What do you think about it?
The Throne of Bhaal could get characters to 40 lvl so they're weakier of course - 20 levels! Right, Sarevok would hate Cyric - I gave him diine champion of Cyric cause he's CE and I don't know other god who would be good for him. Divine champion of Bhaal? Maybe, cause he tried to be next Lord of Murder. What do you think about it?
And Valygar has mage levels cause he casted some spells in BG which aren't ranger's in 3.5. Of course he is from family full-of-mages, I thought it'll suit him better.
Irenicus was an elf, so did Bodhi.
I have some trouble in doing items from BG so could someone help me?
Thank you, Planeshifter, for giving stats from the game. I'll use them soon, as I'm going to post Bodhi, Nalia and others. Thank again.
#876

zombiegleemax

Feb 17, 2005 13:29:57
Khalid is a human, right, my error. He is CR 25 cause I think he'd be resurrected at some point. What do you think about it?

Jaheira says at the start of Shadows of Amn when the party discover Khalid's body that he can't be resurrected. So the maximum level he could ever achieve was he one he was at the end of Baldur's Gate - 7th or 8th.

On top of that, even if he did get resurrected, you've only got him at CR25 with an AC of 19. Considering all the suits of full plate armour around, why have you given him breastplate +2? Give him Shurrupak's Plate or Enkidu's Full Plate. And why only a +1 shield? There are two +4 shields he could have. Not to mention that his +3 sword is seriously underpowered for a character supposedly taken to the end of Throne of Bhaal.
#877

green_giant_02

Feb 17, 2005 13:52:40
He was around for a few centuries before the Time of Troubles, and has a history with Szass Tam. That hints that he was a lich before discovering the ritual.

No it doesn't. Powers and Pantheons specifically says, and I quote: "The Vaunted, as the archnecromancer was sometimes pilloried, managed to complete the ritual, which first turned him into a lich, and ascended into the ranks of Faerun's pantheon with the Destroyer's sponsorship at the end of 1368 DR." He more than likely was using life-extending magicks to survive all those centuries.
#878

green_giant_02

Feb 17, 2005 14:03:32
I had planned to create more NPCs of Hlondeth before posting but I thought I'd give you a little preview and hopefully spur some of you to provide some info from the House of Serpents novel so that I can more accurately stay true to the NPCs found in Serpent Kingdoms. Enjoy.


Dediana Extaminos: Female Yuan-ti Halfblood Sor10; CR 15; Medium Monstrous Humanoid (Psionic); HD 7d8+7 plus 10d4+10; hp 77; Init +5; Spd 20 ft., climb 15 ft., swim 15 ft.; AC 19 (touch 13, flat-footed 18); Base Atk +12; Grp +14; Atk +16 melee (1d6+4/18-20, +2 defending scimitar) or +14 ranged (1d8+2/x3, masterwork composite [+2] longbow); Full Atk +16/+11/+6 melee (1d6+4/18-20, +2 defending scimitar) or +14/+9/+4 ranged (1d8+2/x3, masterwork composite [+2] longbow); Face/Reach 5 ft./5 ft.; SA Constrict, psi-like abilities; SQ Alternate form, darkvision 60 ft., power resistance 16; AL LE; SV Fort +8, Ref +11, Will +18; Str 15, Dex 13, Con 13, Int 18, Wis 18, Cha 23
Skills and Feats: Bluff +11, Concentration +16 (+20 when casting defensively), Craft (alchemy) +9, Craft (poisonmaking) +9, Diplomacy +17, Hide +11, Knowledge (arcana) +14, Knowledge (nobility and royalty) +9, Knowledge (psionics) +14, Knowledge (religion) +9, Listen +11, Sense Motive +9, Speak Language (common, yuan-ti, chondathan, chessentan, draconic, shaaran, turmic), Spot +11, Spellcraft +16; Alertness{B}, Blind-Fight{B}, Combat Casting, Combat Expertise, Dodge, Enlarge Spell, Extend Spell, Improved Iniative, Scribe Scroll
Special Qualities: Darkvision 60 ft.; snake tail instead of legs, constrict 1d6+3; alternate form as 19th level caster (tiny to Large viper); psi-like abilities (as 6th level manifester) at will – chameleon, detect hostile intent, exhalation of the black dragon; 3/day – aversion (DC 19), psionic charm (all targets, DC 19), concealing amopha, psionic daze (9 HD, DC 17), deeper darkness, entangling ectoplasm (Huge creatures), mind thrust (ML 4th, 4d10, DC 17); 1/day – body purification (3 points), psionic suggestion (two targets, DC 17); power resistance 16.
Sorcerer Spells Known (6/8/8/7/6/4; base DC = 16 + spell level; caster level 10th): 0–acid splash, dancing lights, daze, detect magic, electric jolt [MAG], mage hand, open/close, prestidigitation, read magic; 1st–feather fall, magic missile, shield, sleep, true strike; 2nd–alter self, blur, detect thoughts, protection from arrows; 3rd–dispel magic, fireball, haste; 4th–scrying, serpent arrow [SK]; 5th–teleport.
Possessions: +2 defending scimitar, masterwork composite [+2] longbow, 10 arrows, 5 cold iron arrows, 5 alchemical silver arrows, 5 jade arrows, bracers of armor +2, circlet of charisma +4, Laerisss oil x2, potion of cure serious wounds x2, ring of defense +2, scroll: summon monster IV, scroll: bear’s endurance, bull’s strength, scroll: protection from energy (electricity), vial of Sssartisss poison, wand of Melf’s acid arrow (5 charges). As ruler of the city of Hlondeth, Dediana has access to far more equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Sources: Vilhon Reach (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Expanded Psionics Handbook (3.5E), and Oriental Adventures (3E).
#879

zombiegleemax

Feb 17, 2005 23:59:38
No it doesn't. Powers and Pantheons specifically says, and I quote: "The Vaunted, as the archnecromancer was sometimes pilloried, managed to complete the ritual, which first turned him into a lich, and ascended into the ranks of Faerun's pantheon with the Destroyer's sponsorship at the end of 1368 DR." He more than likely was using life-extending magicks to survive all those centuries.

Thanks anyway. BTW, I was not referring to Velsharoon's staff specifically earlier, just the 'Staff of Skulls' component of it
#880

runestar

Feb 18, 2005 1:47:35
Well, if irenicus was an elf, he sure didn't look like it. The drow he worked with didn't recognize him for what he(supposedly) was. And shadowkeeper has him statted as a lv30 HUMAN mage. That would make him even more powerful than elminster, who was statted as a lv 29 mage in ADnD.

Minsc had spells since he was a ranger. Keldorn didn't have any as he ws an inquisitor, he did have some nifty spell-like abilities though. But you are right about valygar hating mages. Maybe simply adding the arcane spells to his ranger spell list might do the trick.
#881

Zireael

Feb 18, 2005 2:36:35
Bodhi
female human vampire mage 16/Rogue 12/sor 5, CR 33, medium undead, HD 33k12, HP 185, Init +3, Spd. 30 ft. AC 13 (touch 7, flat-footed 10), Attack +10 melee (touch), SQ drain energy, AL CE, Fort +12 Ref +14 Will +12, S 14 Dex 14 Con - Int 20 Wis 10 Cha 15.
Skills and feats: Knowledge (arcana) +20, Concentration +20, Knowledge (local - Western Heartlands) +16, Knowledge (planes) +12, Knowledge (dungeoneering) +14, Use rope +10, Diplomacy +8; Create wondrous item, Combat casting, Dodge, Greater Fortitude
Equipment: Rhynn Lantern
Prepared mage spells: 5/5/4/4/3/3/2
Prepared sorcerer spells: 4/4/3

Where was it? I mean Jaheira saying that Khalid is dead. I hadn't find it in BG.
#882

zombiegleemax

Feb 18, 2005 11:45:11
I am looking for the stats on the NPC's of Daggerdale
Randal Moor, High Priest's and so on.
Also if anyone knows about the dwarven activatiy there, that would be helpful also.

Thanks
#883

zombiegleemax

Feb 18, 2005 13:25:04
Well, if irenicus was an elf, he sure didn't look like it.

Replay the game again and you'll find he was definitely an elf. His real name is Joneleth and he was stripped of his elven heritage and kicked out of the elf kingdom by the Seldarine. All of this is revealed to the party when they leave the Underdark and meet the elven war party camped outside.

The drow he worked with didn't recognize him for what he(supposedly) was.

What about the cut scene in the Underdark when one of the surface elves recognises him for what he is and he kills the elf before the drow matron mother realises the truth?
#884

zombiegleemax

Feb 18, 2005 13:26:43
Where was it? I mean Jaheira saying that Khalid is dead. I hadn't find it in BG.

It's in BG2. On the second level of Irenicus' dungeon. You'll find a room with a lot of mephit portals and just beyond them is a corpse on a table. Jaheira will say it's Khalid and that he can't be resurrected.
#885

zombiegleemax

Feb 18, 2005 13:28:50
Bodhi
female human vampire mage

Bodhi is also an elf.
#886

runestar

Feb 18, 2005 19:40:02
What about the cut scene in the Underdark when one of the surface elves recognises him for what he is and he kills the elf before the drow matron mother realises the truth?

The elves recognized him for what he was because he came from their realm, so they would recognized him even if he was turned into a pile of ash. Everyone knew of his exile, I imagine they would at least have heard of the name irenicus. I don't refute the point that he was once an elf, just that he was "banished" to a human after being stripped of his connection with the tree of life. Why else would he be in such a hurry to extend his lifespan if he still was an elf and still accorded the long lifespan accrued to one, even without the link? It was because as a human, his lifespan was suddenly ridiculously short by comparision, hence the rush.

However, seeing as to how turning into a human would rob him of the free bonus feat(and potentially the bonus skill point/lv), perhaps you might still want to let him retain the basic elven traits to balance it out.

I believe bodhi too was an elf, but NOW a human vampire.
#887

green_giant_02

Feb 18, 2005 21:52:09
I am looking for the stats on the NPC's of Daggerdale
Randal Moor, High Priest's and so on.
Also if anyone knows about the dwarven activatiy there, that would be helpful also.

Thanks

Randal Morn can be found on page 6. There is an index on page 1 if you wish to find more characters. In fact I've created a new index that also contains an official list of NPCs but unfortunately its too long and I can't post it.

The only dwarven activity can be found in Doom of Daggerdale adventure module (that also contains 2e NPCs of Dagger Falls before it was liberated) which has a map of Eagle's Eyrie and the temple therein.
#888

zombiegleemax

Feb 19, 2005 2:56:00
The elves recognized him for what he was because he came from their realm, so they would recognized him even if he was turned into a pile of ash. Everyone knew of his exile, I imagine they would at least have heard of the name irenicus. I don't refute the point that he was once an elf, just that he was "banished" to a human after being stripped of his connection with the tree of life. Why else would he be in such a hurry to extend his lifespan if he still was an elf and still accorded the long lifespan accrued to one, even without the link? It was because as a human, his lifespan was suddenly ridiculously short by comparision, hence the rush.

That explanation still doesn't really work. Does an elf stripped of their elvenness (for want of a better word) automatically become a human? I wouldn't have said so. And the fact that Irenicus is a 30th level mage pretty much guarantees he's got access to the same kind of life-enhancing magics that other high level mages have.

I believe bodhi too was an elf, but NOW a human vampire.

Again, why would losing her elvenness make her a human?
#889

lokahn_mandrake

Feb 19, 2005 4:29:45
There is an index on page 1 if you wish to find more characters. In fact I've created a new index that also contains an official list of NPCs but unfortunately its too long and I can't post it.

Bah! Say it ain't so :D ...This would be such a very helpful thing to have (especially if it includes book/mag and page number references), which is why I suggested it in the first place ;) .

I wonder if you broke it into several smaller posts if it would be small enough to post then.
#890

zombiegleemax

Feb 19, 2005 5:15:27
How about Kelemvor, Midnight, Cyric, and Adon the Fop ? (pre divinity)
#891

runestar

Feb 20, 2005 1:33:13
Okay, maybe my answer wasn't exactly phrased that properly. Or at least comtemplate this. The drow hate surface elves with a passion. If irenicus looked like an elf, the drow would never condescend to work with him in the first place, no matter how useful he would be. They would have devoted all their resources to destroing him outright the first time they saw him. And if he lost his elvenness, at least he is no longer an elf. I seem to remember some part of the game(I think its towards the end) where it was mentioned he was banished to become a human. That was where I drew my conclusion from.
#892

zombiegleemax

Feb 20, 2005 9:46:04
The drow are intelligent enough to recognise a good deal when they see one. Irenicus is offering them the opportunity to destroy an entire city of their rivals - you really think they're going to turn him down because he's an elf himself?
#893

blaze_the_monk

Feb 20, 2005 9:53:05
I'm still unsure as to where all those Rakshasa came from. They weren't mentioned at all to my recollection.

Anyway. If you're an Elf and you lose your Elvishness what DO you have left?
#894

Zireael

Feb 21, 2005 2:40:40
Bodhi and Irenicus WERE elves.
Thank you Davidw, I found it myself. Yelling Jaheira what iron will!
Some next characters - I'm going to post Baltazar and Sendai the two scions of Bhaal and Amelissana of Black Heart later.

Edwin
male human from Thay conjurer 20/Red wizard 10, CR 30, medium humanoid, HD 20k4+10k4+30, HP 90, Spd. 30 ft., Init +0, AC 12 (touch 7, flat-footed 12), Attack +10/+5 melee (staff +2), SQ spell power +1, spell power +2, spell power +3, circle leader, leader of big circle, spell power +4, AL CE, Fort +6 Ref +6 Will +12, Str 10 Dex 11 Con 16 Int 18 Wis 9 Cha 10.
Skills and feats: Knowledge (arcana) +15, Knowledge (planes) +5, Concentration +13, Spellcraft +10, Knowledge (Thay) +13, Intimidate +8, Gather information +8, Knowledge (geography) +8, Knowledge (nobility) +8, Knowledge (history) +10; Dodge, Iron will, Quiet spell, Maximize spell, Extend spell, Weapon focus (staff), Combat casting, Power Tattoo
Equipment: robes of Red Wizard, staff +2, ring of protection +2

Haer'dalis
male tiefling Bard 20/warrior 10, CR 30, medium humanoid, HD 20k6+10k10+40, HP 150, Spd. 20 ft., Init +3, AC 18 (touch 9, flat-footed 17), Attack +13 melee (Entropy +3) or +13 melee (Chaos Sword +3), SC bard's songs, tiefling traits, AL CN, Fort +12 Ref +10 Will +6, Str 17 Dex 17 Con 9 Int 15 Wis 13 Cha 16.
Skills and feats: Balance +8, Tumble +6, Knowledge (arcana) +4, Knowledge (planes) +10, Concentration +4, Spellcraft +8, Knowledge (Sigil) +14, Knowledge (geography) +8, Perform (sing) +6, Perform (acting) +6, Profession (actor) +6, Gather information +10; Dodge, Mobility, Ambidexterity, Two-weapon Fighting, Werapon focus (short sword), Weapon focus (longsword), Weapon specialization (short sword), Combat casting
Equipment: elven chain +5, Entropy +3, Chaos Sword +3, ring of protection +1, elven boots, elven cloak
#895

warlockco

Feb 21, 2005 3:17:56
Edwin
male human from Thay mage 20/Red wizard 10

You know you didn't give what his specialization was? Not everyone knows who these people are you know? I do vaguely but it has been years since I played.
Also he should be more of a Specialist 10/Red Wizard 20 if you are doing a 30th level build.
#896

Zireael

Feb 21, 2005 3:21:16
But I don't remember what specialist he was. Tell me and I'll correct it. You can't be 20 lvl Red Wizard. This PrC only has 10 lvls (from FRCS)
#897

warlockco

Feb 21, 2005 3:27:19
But I don't remember what specialist he was. Tell me and I'll correct it. You can't be 20 lvl Red Wizard. This PrC only has 10 lvls (from FRCS)

It is a 10 level PrC, so it has an Epic Progression.
#898

zombiegleemax

Feb 21, 2005 13:40:33
Haer'dalis
Equipment: half-plate armor +2, Entropy +3, Chaos Sword +3, ring of protection +1, elven boots, elven cloak

Haer'dalis was also a prominent spellcaster so he wouldn't be wearing half-plate armour as it would affect his spellcasting too much. The best armour for him would be the Aylesferund Chain +5 which mages can wear without their spellcasting abilities being affected.
#899

green_giant_02

Feb 21, 2005 21:14:48
Here are some more sneaky snakes. Enjoy.


First Consort Ssibalentanamas: Spirit Naga Clr11 of Sseth; CR 20; Large Aberration; HD 20d8+80; hp 173; Init +2; Spd 40 ft.; AC 24 (touch 11, flat-footed 22); Base Atk +14; Grp +22; Atk +20 melee (2d6+9/19-20, bite plus poison) or +15 ranged (poison); Full Atk +20 melee (2d6+9/19-20, bite plus poison) or +15 ranged (poison); Face/Reach 10 ft./5 ft.; SA Charming gaze, poison, rebuke undead 6/day, spells; SQ Darkvision 60 ft.; AL CE; SV Fort +16, Ref +12, Will +23; Str 18, Dex 15, Con 18, Int 12, Wis 26, Cha 17
Skills and Feats: Concentration +19 (+23 when casting defensively), Craft (trapmaking) +5, Diplomacy +8, Heal +13, Knowledge (religion) +12, Listen +17, Speak Language (common, abyssal, chondathan, turmic), Spellcraft +16, Spot +17; Alertness, Combat Casting, Dodge, Eschew Materials{B}, Lightning Reflexes, Practiced Spellcaster (cleric), Quicken Spell, Spit Venom
Special Qualities: Charming gaze (Will DC 17), darkvision 60 ft., poison (injury [or contact as spit], Fort DC 24, 1d8 Con). Rebuke undead (+2 to rebuke) 6/day.
Sorcerer Spells Known (6/7/7/5; base DC = 13 + spell level; caster level 7th): 0–acid splash, daze, detect magic, mage hand, open/close, read magic, touch of fatigue; 1st–alarm, magic missile, shield, sleep; 2nd–arcane lock, invisibility, spectral hand; 3rd–fireball, vampiric touch.
Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/3+1/2+1; base DC = 18 + spell level; caster level 15th).
*Domain spell. Deity: Sseth. Domains: Evil (cast evil spells at +1 caster level), Scalykind (rebuke animals [reptilian and snakes] 6/day).
Possessions: Candle of invocation x2, circlet of wisdom +6 (as periapt), collar of armor +7 with light fortification (as bracers), ioun stone: deep red sphere and vibrant purple prism, ioun stone of resistance +2, potion of cure serious wounds x2, divine scroll: animate objects, divine scroll: greater dispel magic, raise dead, divine scroll: dispel good, divine scroll: summon monster IV, arcane scroll: gaseous form. 6,075 gp worth in gems and coins. As First Consort and First Keeper of the Sacred Eggs of the city of Hlondeth, Ssibalentanamas has access to far more equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Sources: Vilhon Reach (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Complete Divine (3.5E), and Arms and Equipment Guide (3E).
Note: Ssibalentanamas has received a permanent +3 greater magic fang spell with the keen special ability.


Dmetrio Extaminos: Male Yuan-ti Pureblood Ftr7; CR 10; Medium Monstrous Humanoid (Psionic); HD 4d8+4 plus 7d10+7; hp 70; Init +8; Spd 30 ft.; AC 21 (touch 15, flat-footed 17); Base Atk +11; Grp +13; Atk +15 melee (1d6+5/18-20, +1 scimitar) or +16 ranged (1d8+2/x3, masterwork composite [+2] longbow); Full Atk +15/+10/+5 melee (1d6+5/18-20, +1 scimitar) or +16/+11/+6 ranged (1d8+2/x3, masterwork composite [+2] longbow); Face/Reach 5 ft./5 ft.; SA Psi-like abilities; SQ Alternate form, darkvision 60 ft., power resistance 14; AL LE; SV Fort +8, Ref +11, Will +7; Str 15, Dex 19, Con 13, Int 13, Wis 11, Cha 15
Skills and Feats: Climb +7, Concentration +6, Disguise +5 (+10 as human), Hide +6, Jump +7, Knowledge (nobility and royalty) +6, Knowledge (psionics) +3, Listen +4, Ride (horse) +10, Speak Language (common, yuan-ti, chondathan, turmic), Spot +4, Swim +7; Alertness{B}, Blind-Fight{B}, Combat Expertise, Dodge, Improved Iniative, Mobility, Spring Attack, Weapon Focus (scimitar), Weapon Specialization (scimitar), Whirlwind Attack
Special Qualities: Darkvision 60 ft.; alternate form as 19th level caster (tiny to Large viper); psi-like abilities (as 3rd level manifester) at will – detect hostile intent, psionic charm (affects animals, fey, giants, humanoids, magical beasts, and monstrous humanoids, DC 14), psionic daze (6 HD, DC 13); 1/day – aversion (DC 14), concealing amopha, darkness, entangling ectoplasm (Large creature); power resistance 14.
Possessions: Mithral shirt, masterwork light steel shield, +1 scimitar, masterwork composite [+2] longbow, 10 arrows, 5 cold iron arrows, 5 alchemical silver arrows, Amasstarte oil x2, cloak of resistance +1, fang bead, gloves of Dexterity +2, potion of bull’s strength, potion of gaseous form, potion of heroism, ring of protection +1, vial of Sssartisss poison. As heir of the city of Hlondeth, Dmetrio has access to far more equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Sources: Vilhon Reach (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), and Expanded Psionics Handbook (3.5E).


Emerald Boa of the Vilhon Reach Medusanna Mhairdaul: Female Yuan-ti Abomination Clr17 of Sseth; CR 24; Large Monstrous Humanoid (Psionic); HD 26d8+104; hp 224; Init +6; Spd 30 ft., climb 20 ft., swim 20 ft.; AC 31 (touch 11, flat-footed 29); Base Atk +20; Grp +28; Atk +24 melee (1d4+5 plus poison, snakes); Full Atk +24 melee (1d4+5 plus poison, snakes); Face/Reach 10 ft./5 ft.; SA Constrict, improved grab, poison, psi-like abilities, rebuke undead 9/day, snake hair; SQ Alternate form, darkvision 60 ft., power resistance 18; AL CE; SV Fort +22, Ref +19, Will +31; Str 20, Dex 14, Con 18, Int 25, Wis 30, Cha 23
Skills and Feats: Concentration +33 (+37 when casting defensively), Craft (alchemy) +12, Craft (poisonmaking) +12, Diplomacy +16, Heal +20, Hide +8, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (psionics) +19, Knowledge (religion) +36, Knowledge (the planes) +17, Listen +22, Move Silently +12, Speak Language (common, yuan-ti, chondathan, abyssal, chessentan, draconic, turmic, undercommon), Spellcraft +38, Spot +22; Ability Focus (poison), Alertness{B}, Blind-Fight{B}, Combat Casting, Combat Expertise, Corrupt Spell, Dodge, Improved Iniative, Practiced Spellcaster (cleric), Quicken Spell, Spell Penetration
Special Qualities: Darkvision 60 ft.; constrict 1d6+7; poison (DC 29, Con 1d6); snake hair; alternate form as 19th level caster (tiny to Large viper); psi-like abilities (as 9th level manifester) at will – aversion (DC 23), chameleon, detect hostile intent, entangling ectoplasm (Colossal creatures), exhalation of the black dragon (5d6), psionic daze (12 HD, DC 19), 4/day – body purification (6 points), psionic charm (all targets, 1 day/level, DC 23), concealing amopha, deeper darkness, mind thrust (ML 7th, 7d10, DC 22), psionic suggestion (four targets, DC 20), 2/day – baleful polymorph (DC 23); power resistance 18. Rebuke undead (+4 to rebuke) 9/day.
Cleric Spells Prepared (6/8+1/8+1/7+1/7+1/6+1/6+1/4+1/3+1/2+1; base DC = 20 + spell level; caster level 21st).
*Domain spell. Deity: Sseth. Domains: Magic (use scrolls, wands, and other spell completion or spell trigger devices as an 8th-level wizard), Scalykind (rebuke animals [reptilian and snakes] 9/day).
Possessions: Collar of armor +10 with cold resistance (as bracers), diadem of perfection +4, elemental gem (water), ioun stone: deep red sphere, pale blue rhomboid, and pink rhomboid, ioun stone of resistance +5, potion of cure serious wounds, potion of greater magic fang +5, potion of shield of faith +5, divine scroll: desecrate, divine scroll: commune, dispel magic, spell immunity, divine scroll: blasphemy, unholy aura, divine scroll: summon monster IX, arcane scroll: dimension door, flaming sphere, tome of understanding +1 (already read). 16,750 gp worth in gems and coins. As leader of the Cathedral of Emerald Scales, Medusanna has access to far more equipment, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Snakes, Eyes: Unknown.
Sources: Vilhon Reach (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Expanded Psionics Handbook (3.5E), Complete Divine (3.5E), and Arms and Equipment Guide (3E).
Note: Medusanna has all the benefits and penalties of middle age. Her snake hair functions as a medusa’s snake hair.

Diadem of Perfection: These diadems provide a +2, +4, or +6 enhancement bonus to its wearer’s mental scores (ie Intelligence, Wisdom, and Charisma).
Moderate transmutation; CL 12th; Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb.


Semorav of the Cobra’s Hood: Male Yuan-ti Pureblood Nec14; CR 17; Medium Monstrous Humanoid (Psionic); HD 4d8 plus 14d4; hp 56; Init +6; Spd 30 ft.; AC 21 (touch 15, flat-footed 18); Base Atk +11; Grp +11; Atk +12 melee (1d6/18-20, masterwork jade scimitar) or +15 ranged (1d8/x3, masterwork longbow); Full Atk +12/+7/+2 melee (1d6/18-20, masterwork jade scimitar) or +15/+10/+5 ranged (1d8/x3, masterwork longbow); Face/Reach 5 ft./5 ft.; SA Psi-like abilities; SQ Alternate form, darkvision 60 ft., power resistance 14; AL LE; SV Fort +7, Ref +13, Will +17; Str 11, Dex 16, Con 11, Int 23, Wis 14, Cha 12
Skills and Feats: Concentration +21 (+25 when casting defensively), Craft (alchemy) +11, Decipher Script +14, Disguise +6 (+11 as human), Hide +8, Knowledge (arcana) +27, Knowledge (architecture and engineering) +11, Knowledge (psionics) +11, Knowledge (religion) +11, Knowledge (the planes) +11, Listen +9, Profession (scribe) +7, Speak Language (common, yuan-ti, chondathan, chessentan, draconic, elven, turmic), Spellcraft +25, Spot +9; Alertness{B}, Black Lore of Moil, Blind-Fight{B}, Cobra Head, Combat Casting, Craft Wondrous Item, Dodge, Empower Spell, Improved Iniative, Quicken Spell, Scribe Scroll{B}, Spell Focus (necromancy)
Special Qualities: Darkvision 60 ft.; alternate form as 19th level caster (tiny to Large viper); psi-like abilities (as 3rd level manifester) at will – detect hostile intent, psionic charm (affects animals, fey, giants, humanoids, magical beasts, and monstrous humanoids, DC 13), psionic daze (6 HD, DC 12); 1/day – aversion (DC 13), concealing amopha, darkness, entangling ectoplasm (Large creature); power resistance 14.
Wizard Spells Prepared (5/7/7/6/6/5/5/3; base DC = 16 + spell level; DC 17 + spell level with necromancy spells; barred schools – enchantment, illusion; caster level 14th).
Possessions: Masterwork jade scimitar, masterwork longbow, 20 arrows, bracers of armor +5, gloves of Dexterity +2, headband of intellect +4, ring of defense +2, arcane scroll: limited wish, nightmare, arcane scroll: create undead, arcane scroll: enervation, vampiric touch, staff of necromancy (15 charges), wand of fear (10 charges). 1,784 gp in spell materials.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Sources: Vilhon Reach (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Expanded Psionics Handbook (3.5E), Complete Arcane (3.5E), and Oriental Adventures (3E).
#900

green_giant_02

Feb 21, 2005 21:53:33
Bah! Say it ain't so :D ...This would be such a very helpful thing to have (especially if it includes book/mag and page number references), which is why I suggested it in the first place ;) .

I wonder if you broke it into several smaller posts if it would be small enough to post then.

The new index is up with an official list, please read the top so you may understand it correctly. Enjoy.
#901

zombiegleemax

Feb 22, 2005 1:56:37
But I don't remember what specialist he was. Tell me and I'll correct it. You can't be 20 lvl Red Wizard. This PrC only has 10 lvls (from FRCS)

He was a Conjuror.
#902

Zireael

Feb 22, 2005 2:30:45
Two great NPCs from BG extension, Throne of Bhaal.
Sendai
female halfdrow mage 12/rogue 10/church agent 5 of Lloth/Acm 2, CR 20, medium humanoid, HD 14k4+15k8+5k8, HP 100, Init +4, Spd. 20 ft., AC 16 (touch 10, flat-footed 12), Attack +10 melee (drowcraft longsword +3) or +10 melee (drowcraft mace +3), SQ halfdrow traits, sanctum, divine Fortitude, sneak attack +5k8, divine defense +2, disrupt glyph, new spells, archmage's high arcana, darken object, locate object; AL CN, Fort +12 Ref +15 Will +10, Str 16 Dex 19 Con 16 Int 22 Wis 16 Cha 20.
Skills and feats: Move Silently +8, Hide +10, Knowledge (religion) +10, Spot +6, Concentration +14, Knowledge (arcana) +14, Spellcraft +18, Escape Artist +10; Combat casting, Create magic arms and armor, Create Wand, Maximize spell, Quiet spell
Equipment: leather studded armor +6, drowcraft longsword +3, drowcraft mace +3, ring of protection +2
Prepared mage spells: 4/4/4/4/3/3/2, DC 14.

Amelissana
female human chosen of Bhaal warrior 3/Clr 16 of Bhaal/Hie 5/Div 5/Chm 5 of Bhaal, CR 34, medium humanoid, HD 3k10+16k8+5k8+5k8+5k8, HP 155, Init +3, Spd. 30 ft., AC 23 (touch 10, flat-footed 20), Attack +12 melee (longsword +5) or +12 melee (dagger +3), SQ smite infidel, trascendency, AL CN, Fort +15 Ref +10 Will +20, Str 15 Dex 17 Con 17 Int 10 Wis 10 Cha 18.
Skills and feats: Concentyratrion +20, Knowledge (arcana) +20, Knowledge (planes) +14, Knowledge (geography) +10, Knowledge (religion) +16, Diplomacy +10, Bluff +5, Disguise +8; Combat casting, Maximize spell, Quiet spell, Weapon focus (longsword), Weapon focus (dagger), Weapon Specialization (longsword), Leadership, Dodge, Mobility, Write scroll
Equipment: longsword +5, dagger +3, ring of protection +5, ring of regeneration, chainmail +5, bolt of giant strength +4
#903

runestar

Feb 22, 2005 9:54:27
A little nit-picking is in order. Sorry if I am more than a little annoying...
I am pretty sure Amelyssan the blackhearted is a cleric/wiz. So high lvs of wiz/clr with mystic theurge/archmage/hierophant seems to be in order.

Also, when you say warrior, do you mean the NPC version or is that what you call the PHB fighter? I am a little confused.
#904

zombiegleemax

Feb 22, 2005 13:32:00
Also, Sendai's CR is messed up. You've given her 29 character levels yet her CR is only 20. Her studded leather armour +6 also hastes the wielder.

Amelissana - is it really spelt like that? I always had it down as Amelyssan or Melissan. But anyway...

She fights with a +5 staff. You can see her wielding it when you fight her.
#905

warlockco

Feb 22, 2005 16:25:28
church agent 5 of Lloth

What is a Church Agent?!?
#906

zombiegleemax

Feb 24, 2005 15:06:33
anyone thinkin of statin Ioulaum LN elder brain lich
(31wiz,5archmage,5netherese arcanist)
#907

green_giant_02

Feb 24, 2005 17:31:49
Originally Posted by Arwyn_Severisk
anyone thinkin of statin Ioulaum LN elder brain lich
(31wiz,5archmage,5netherese arcanist)

I've already begun to stat him out again. Check the Ioulaum thread in this forum for some of the problems I've run into.
#908

green_giant_02

Feb 25, 2005 15:46:53
Just posted the new stats on Ioulaum. He can be found on page 1, post #22. Hope you like him.
#909

warlockco

Feb 25, 2005 17:16:40
Just posted the new stats on Ioulaum. He can be found on page 1, post #22. Hope you like him.

Good Work Green Giant as Always.

Be a bit before I get up and running on doing the NPCs of Ched Nasad.
Need to get Office 2003, since Office 97 seems to cause problems with XP, and I hate working with MS Works.
#910

green_giant_02

Feb 26, 2005 21:54:16
I've once again revised the post of Ioulaum. When I first posted him, I had not yet received Lost Empires of Faerun. However now that I have it, his new stats reflect the benefits gained from reading the Nether Scrolls. Enjoy.
#911

tebryn14

Feb 28, 2005 20:37:51
Here is my version of Jarlaxle. I'm not going to try to justify the increase in levels, I just wanted him and several other iconic NPCs (yes, including Drizzt and the Chosen) at a slightly higher level. I gave him the Highborn Drow Feat for free, because why should a noble born NPC have to pay for it, especially when it really doesn't grant them significant power, at high levels at any rate.

Jarlaxle Baenre: Male Drow Rogue 1/Fighter18/Swashbuckler 2; CR 22; Medium-size Humanoid (elf); HD 1d6+2 plus 20d10+40; hp 156; Init +9; Spd 30 ft.; AC 27 (touch 19, flat-footed 22); Base Atk +20; Grp +22; Atk +28 melee (1d6+6/15-20, +2 wounding rapier); Full Atk +26/+21/+16/+11 melee (1d6+6/15-20, +2 wounding rapier) and +27/+22/+17 melee (1d6+4/19-20, +3 vampiric main-gauche); or +24/+19/+14/+9 melee (1d8+5/17-20, +3 keen shrinking longsword) and +24/+19/+14/ melee (1d8+4/17-20, +3 keen shrinking longsword); or +28/+23/+18/+14 (1d4+6 +4 distance returning daggers); Face/Reach 5 ft. by 5 ft./5 ft.; SQ Drow Traits, spell-like abilities, SR 32, AL NE (n), sneak attack +1d6, trapfinding, grace +1; SV Fort +15, Ref +15, Will +10; Str 14, Dex 20, Con 14, Int 20, Wis 16, Cha 18
Skills and Feats: Balance +9, Bluff +15, Climb +8, Craft (Trapmaking) +9, Diplomacy +16, Gather Information +8, Hide +11, Intimidate +13, Jump +11, Knowledge (Local, Menzoberranzan) +14, Listen +11, Move Silently +21, Perform (Dance) +8, Perform (Singing) +8, Profession (Gambler) +8, Ride +13, Search +9, Sense Motive +9, Sleight of Hand +11, Spot +11, Survival +7, Swim +5, Tumble +11, Use Rope +8; Blind-Fight, Combat Reflexes, Daylight Adaptation, Dodge, Greater Two-Weapon-Fighting, Highborn Drow, Improved Critical (rapier), Improved Initiative, Improved Two-Weapon-Fighting, Leadership (25), Mobility, Oversized Two-Weapon Fighting, Quick Draw, Spring Attack, Two-Weapon Fighting, Twin Sword Style, Track, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier).
Drow Traits (Ex): +2 racial bonus on Will saves against spells and spell-like abilities, darkvision 120 ft.
Spell-like Abilities: 1/day-dancing lights, darkness, faerie fire, detect good, detect magic, levitation. These abilities are as the spells cast by a 21st level sorcerer.
Possessions: Bracers of Armor +8, Cape of Scintillating Colors, Necklace of Fireballs VI, Ring of Protection +4, Ring of Freedom of Movement, Eye patch of Fiery Fear (As Wand of Fireball and Wand of Fear), +2 wounding rapier, +3 vampiric main gauche, bracer with 4 +4 returning distance daggers, +2 singing quarterstaff (which can also serve as a blowgun with equal enhancement), 2 +3 keen shrinking longswords (shrink to the size of daggers when not in use, grow as a free action), hat of holding (as bag of holding I, also acts as portable hole and allows passwall at will). None of Jarlaxle’s items use spell trigger or spell completion.

Height: Unknown Weight: Unknown, Hair: white, Eyes: Lavender
#912

clobberintime

Mar 01, 2005 19:06:05
Hey I got an idea, wouldn't it be great to start a thread to stat out all the baldurs gate 2 characters, I love that game, lets do it. Then we can just leave this thread for the iconic realms characters...and discuss all our cool ideas about BG2 there.
#913

Planeshifter_Ixiaul

Mar 01, 2005 19:12:57
we.... kinda have.
http://boards1.wizards.com/showthread.php?t=375352
actual stats are found in pages 27-29 in this thread i believe.
if you want a thread like that, why don't you start it?
#914

clobberintime

Mar 02, 2005 9:15:38
I made the thread now we gotta fill it up....
#915

Zireael

Mar 02, 2005 13:42:30
Solaufein
male drow Ftr 15/mage 12/Mystic believer 3 of Eilistraee, CR 30, medium humanoid, HD 15k10+12k4+3k4, HP 90, Spd. 20 ft., Init + , AC 21 (touch 10, flat-footed 21), Attack +20 melee (drowcraft longsword +3) or +20 melee (drowcraft mace +3), SQ divine defense +1, drow traits, AL CN, Fort +16 Ref +8 Will +14, Str 18 Dex 18 Con 10 Int 18 Wis 10 Cha 16.
Skills and feats: Spellcraft +16, Concentration +18, Knowledge (local - Ust Natha) +6, Knowledge (arcana) +16, Diplomacy +10, Intimidate +10, Jump +8, Swim +8, Climb +11; Weapon focus (mace), Weapon focus (longsword), Weapon Specialization (longsword), Ambidexterity, Two-weapon fighting, Leadership, Iron Will.
Spell-like abilities: ST 10, 1/day faerie fire, darkness, dancing lights.
Equipment: drowcraft longsword +3, drowcraft mace +3, drowcraft elven chain +5, piwafwi, helm of protection, elven boots

Branwen
human female Clr 20 of Tempus/Hie 5 of Tempus/Chm 5 of Tempus, CR 30, medium humanoid, HD 20k8+5k8+5k8, HP 120, Init +2, Spd. 20 ft., AC 19 (touch 9, flat-footed 18), Attack +13 melee (longsword +2); SQ rebuke undead, smite infidel, Al N, Fort +14 Ref +8 Will +20, Str 13 Con 16 Dex 15 Int 9 Wis 18 Cha 13;
Skills and feats: Knowledge (religion) +10, Knowledge (arcana) +10, Knowledge (planes) +4, Sense motive +6; Combat casing, Iron will, Greater rebuking
Known cleric spells: 6/5+1/5+1/5+1/5+1/5+1/4+1/4+1/4+1
Equipment: fullplate armor +1, longsword +2, silver holy symbol (Tempus)

Nalia
human female rogue 15/mage 15, CR 30, medium humanoid, HD 15k8+15k4, HP 84, Spd 30 ft., Init +4, AC 12 (touch 8, flat-footed 10), Attack +10 melee (dagger +2), SQ sneak attack 5k6, Al NG, Fort +12 Ref +18 Will +10, Str 14 Dex 18 Con 18 Int 17 Wis 9 Cha 13.
Skills and feats: Move silently +8, Hide +6, Open locks +4, Read lips +4, Disguise +4, Concentration +10, Knowledge (arcana) +10; Combat casting, Forge ring, Maximize spell, Weapon focus (dagger)
Equipment: sygnet d'Arnise, mage robes +2, ring of protection +1, dagger +2

Viconia DeVir
drow female Clr 15/Hie 2/Div 5 of Shar, CR 23, medium humanoid, HD 15k8+2k8+5k8+40, HP 130, Init +4, Spd. 30 ft., AC 19 (touch 9, flat-footed 18), attack +10 melee (drowcraft mace +3) or melee +10 (mace +2), SQ drow traits, SR 34, AL NE, Fort +14 Ref +9 Will +18, Str 10 Dex 18 Con 8 Int 16 Wis 18 Cha 14.
Skills and feats: Knowledge (religion) +10, Sense motive +6, Knowledge (arcana) +6, Spellcraft +6, Diplomacy +4, Spot +5, Listen +5, Search +5, Knowledge (surface) +10, Survival +8; Weapon focus (mace), Combat casting, Skill focus (Spellcraft), Skill focus (Knowledge [religion]), Iron will, Ambidexterity
Spell-like abilities: ST 13, 1.day faerie fire, darkness, dancing lights
Equipment: drowcraft mace +3, mace +2, elven chainmail +3, ring of protection +2, silver holy symbol (Shar)
#916

clobberintime

Mar 02, 2005 15:35:46
Do these guys have any history in the FR, what city are they from?? Desires wants, etc... Fill us in Zinny
#917

zombiegleemax

Mar 02, 2005 17:01:49
Solufein is a drow from Ust Natha who turns his back on their evil ways and becomes a good guy cough*cheap-Drizzt-rip-off*cough.

Nalia is from De'Arnise Hold, a keep several miles outside of Athkatla in Amn. She's nobility but likes to think she's in touch with the common person and ought to be doing her damnedest to help them out, and makes a point of saying that during the game. Frequently...

Viconia's from a drow city that I can't remember the name of right now. She fled from the Underdark when the matron mother of her house planned to sacrifice her and she's kind of an outcast now.

Branwen I can't remember much of. She wasn't in BG2 at all (only the tutorial at the start of it) and I never took her in BG1 because there were so many other better characters around.
#918

warlockco

Mar 02, 2005 19:51:20
Solaufein
male drow Ftr 15/mage 12/Mystic believer 3 of Eilistraee,

Branwen
human female Clr 20 of Tempus/Hie 5 of Tempus/Ryw 5 of Tempus

What is a Mystic Believer and what is a Ryw?!?
#919

runestar

Mar 03, 2005 19:48:31
branwen's the female human cleric of tempus who joins your party after you reverse the stone to flesh curse on her in BG1, but yeah, compared to viconia, she stinks.
#920

warlockco

Mar 04, 2005 1:30:55
branwen's the female human cleric of tempus who joins your party after you reverse the stone to flesh curse on her in BG1, but yeah, compared to viconia, she stinks.

Well of course she stinks. She is a filthy human ;)
While Viconia is an outcast from Menzoberranzan, whose house was destroyed by House Do'Urden.
#921

chosen_of_bhaal

Mar 04, 2005 2:18:05
Its actually interesting to note that the matron mother of house devir fell out of lolths favour because of viconia, which prompted do'urden to attack them.

a little something i learned from BG2
#922

clobberintime

Mar 04, 2005 10:06:10
Look there is absolutely no reason why you all should be cluttering up this board with this BG2 stuff, If you want to discuss this stuff, why don't you all make a new thread. If you noticed no one has posted hardly any new realms NPCs here since this BG discussion happened probably because like me they didn't want to read through this stuff. If you don't understand how to make a new thread I can explain it to you....
#923

zombiegleemax

Mar 04, 2005 13:00:27
Strange that you're saying that when earlier you said this:

Do these guys have any history in the FR, what city are they from?? Desires wants, etc... Fill us in

You actually asked for information regarding the Baldur's Gate NPCs and then criticised people for responding to you.
#924

aluroon

Mar 04, 2005 14:13:44
Look there is absolutely no reason why you all should be cluttering up this board with this BG2 stuff, If you want to discuss this stuff, why don't you all make a new thread. If you noticed no one has posted hardly any new realms NPCs here since this BG discussion happened probably because like me they didn't want to read through this stuff. If you don't understand how to make a new thread I can explain it to you....

I second this idea, I really have little intrest in reading though characters that appear only in games which themselves have no impact on Faerun at all offically, and are stupidly high level (level 30+ in most cases). So, simpily, could you please take the computer game talk elsewhere and leave this thread for real FR characters?


Aluroon
#925

clobberintime

Mar 04, 2005 15:30:46
I was trying to be nice when I posted that, I suppose I wasn't being sarcastic enough, and I was trying to make a point that these chars have very little back story in the way they hook into the realms. Plus the prestige classes they use are only from the video game.

I don't have anything against the video game or people posting the stats for their favorite characters, but think it should be done somewhere else,

other than a two page argument about Drizz't this thread has been consistently on topic and useful, and could still be so.
#926

zombiegleemax

Mar 04, 2005 15:38:50
Fair enough. But the next time it might be a better idea to not complain about people responding to a question you've asked, whether it was sarcastically or not.
#927

green_giant_02

Mar 04, 2005 15:44:25
While I have no problem with CG/VG characters, I have to admit that I've never played those games and so they remain a mystery to me except for the occasional article that appears in Dragon covering those games. I'm also having problems with the index in terms of space. It's getting very close once again to hitting the limit and once warlockco starts posting his NPCs of Ched Nasad, it may hit or go over the limit. I've been trying to get ahold of Kain's avatar, who had the dubious honor of been the individual who made the second post, and see if he is willing to host a part of the index in his post (perhaps the Official NPCs list and maybe the CG/VG list) but so far he has been incommunicado.
#928

warlockco

Mar 04, 2005 20:13:24
Hmm, there has to be some way for us to get around that, I wonder if it is possible for the Wizos to insert a post?
#929

warlockco

Mar 04, 2005 20:14:24
I second this idea, I really have little intrest in reading though characters that appear only in games which themselves have no impact on Faerun at all offically, and are stupidly high level (level 30+ in most cases). So, simpily, could you please take the computer game talk elsewhere and leave this thread for real FR characters?


Aluroon

Personally I think all of those BG NPCs should have been posted at their starting levels, instead at those ridiculously inflated levels.
#930

zombiegleemax

Mar 05, 2005 3:01:29
Hmm, there has to be some way for us to get around that, I wonder if it is possible for the Wizos to insert a post?

Can't one of the mods just edit the second post and replace it with the required text?
#931

zombiegleemax

Mar 05, 2005 8:01:04
I've been looking this forum for information on the high captains of Luskan, but I can't find them anywhere. Does anyone have have their stats?
#932

green_giant_02

Mar 05, 2005 16:55:08
Can't one of the mods just edit the second post and replace it with the required text?

Yes they can but I thought I'd be polite and ask first before inserting any part of the list.


I've been looking this forum for information on the high captains of Luskan, but I can't find them anywhere. Does anyone have have their stats?

They can all be found on page 13. Forgive me but when I changed the index on page 1, I listed the captains individually under the unofficial list. However I've changed that and they can now be found grouped together under their own title of High Captains of Luskan, sandwiched between Elves of Evermeet and Menzoberranzan.




Big Changes
With the arrival of Complete Adventurer and its updated 3.5E prestige classes as well as Lost Empires of Faerun, a few of the characters required some editing.
* Bowlord Allain Kevanarial (Foxfire) of the In Silver Shadows novel by Elaine Cunningham and also found in Dragon Annual #1 was given wrong abbreviated stats in Lost Empires of Faerun. I say wrong because he could not qualify for the Arcane Archer prestige class he was given since he was one point short of the base attack requirements. This required in giving him either a level in ranger or in sorcerer. I chose the latter. He can be found on page 3.
* Josidiah Starym needed more wizard levels that I had statted him out in order for him to wield the Aryfaern Kerym elfblade. I didn't want to go into epic levels but sometimes you have no choice. He can be found on page 3.
* Baltor, a druid which I had given him levels in the Animal Lord (Marinelord) prestige class from Masters of the Wild needed an update with the new Animal Lord PrC found in Complete Adventurer. I had to adapt the Sharklord and change it into the Dolphinlord. There are some notes with the character of the changes I made to the Sharklord to make it into the Dolphinlord. He can be found on page 6 under the NPCs of Dambrath post.
* Celedon Kierney had levels in two prestige classes, namely Thief-Acrobat and Spymaster, which had their levels cut in Complete Adventurer. He can be found on page 9 under the NPCs of the Bloodstone Lands post.

All of them also have an edit preceding their names in the index list of page 1.
#933

zombiegleemax

Mar 05, 2005 22:22:17
Green Giant:

Can you do a Khorin Soulez, por favor? Before he dies that is hehe.
#934

green_giant_02

Mar 05, 2005 23:40:53
Green Giant:

Can you do a Khorin Soulez, por favor? Before he dies that is hehe.

Sorry, but who is he?
#935

zombiegleemax

Mar 06, 2005 7:53:17
lol i satrted trying to read this all from the 1st post ...
i dont have enuf time lol
but seriously this is a very VERY useful resorce thax ^_^
#936

ambersorsha

Mar 06, 2005 11:52:07
Is Laeho, Elminster's Apprentice just from the novels or does he appear in other source books as well?
#937

lokahn_mandrake

Mar 06, 2005 16:58:16
Lhaeo, who is actually King Haedrak III of Tethyr, served as Elminster's scribe for many years (not sure if he was truly his apprentice per se as I have not read the books that are specifically about Elminster's life - though I imagine those books might shed some light on this subject). This is mentioned in the 3E FRCS, but he has gotten mention in numerous 2E books, including Hall of Heroes and along with most specific information on Shadowdale.

Cheers

Lokahn Mandrake
#938

kuje31

Mar 06, 2005 17:40:27
Lhaeo, who is actually King Haedrak III of Tethyr, served as Elminster's scribe for many years (not sure if he was truly his apprentice per se as I have not read the books that are specifically about Elminster's life - though I imagine those books might shed some light on this subject). This is mentioned in the 3E FRCS, but he has gotten mention in numerous 2E books, including Hall of Heroes and along with most specific information on Shadowdale.

Cheers

Lokahn Mandrake

To add some more to that, the Lhaeo that is there now is actually female but she is under a deep illusion/disguise to look like the old one so no one knows that the former Lhaeo left and became king.
#939

realbombchu

Mar 06, 2005 18:45:36
Can I have the stats for Vierna Do'Urden? I hear she appeared in the Underdark Boxed Set back in the day, but that was before I started playing, so I don't know for sure.
#940

ambersorsha

Mar 06, 2005 20:07:07
Nice and thanks for the info, weve been using him in our realms games, i was just wondering if anyone can find his stats or at least level supposedly.
#941

green_giant_02

Mar 06, 2005 21:25:20
Nice and thanks for the info, weve been using him in our realms games, i was just wondering if anyone can find his stats or at least level supposedly.

Lhaeo's (or King Haedrak III's) levels can be found on page 158 of the FRCS. I have however posted unofficial full stats using info gleaned from Lands of Intrigue, Heroes' Lorebook, and of course, the FRCS. He can be found on page 8 along with his wife Queen-Monarch Zaranda Star.


More Changes
Upon looking at the stats of the High Captains of Luskan, I discovered that they used the old Dread Pirate PrC from Song and Silence. I've since updated them as well as corrected a mistake I did on Rethnor. He appears in Lords of Darkness as a member of the Kraken Society along with his abbreviated stats. They can all be found on page 13 along with some bonus material that I added to them.


Speaking of the Kraken Society, here is its leader and Chosen of Umberlee (too bad I didn't have a template to give him ). Enjoy.


Slarkrethel, Chosen of Umberlee: Male Kraken Wiz20; CR 32; Gargantuan Magical Beast (Aquatic); HD 20d10+180 plus 20d4+180; hp 520; Init +4; Spd Swim 20 ft.; AC 20 (touch 6, flat-footed 20); Base Atk +30; Grp +54; Atk +42 melee (2d8+12/19-20, tentacle); Full Atk +42 melee (2d8+12/19-20, 2 tentacles) and +37 melee (1d6+6, 6 arms) and +37 melee (4d6+6, bite); Face/Reach 20 ft./15 ft. (60 ft. with tentacles, 30 ft. with arm); SA Improved grab, constrict 2d8+12 or 1d6+6; SQ Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities, familiar; AL NE; SV Fort +31, Ref +22, Will +23; Str 34, Dex 10, Con 29, Int 26, Wis 20, Cha 20
Skills and Feats: Concentration +41 (+45 when casting defensively), Craft (alchemy) +16, Decipher Script +16, Diplomacy +9, Hide +0, Intimidate +16, Knowledge (arcana) +26, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +18, Knowledge (geography) +20, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +20, Knowledge (nobility and royalty) +18, Knowledge (religion) +18, Knowledge (the planes) +18, Listen +30, Search +31, Sense Motive +17, Speak Language (common, aquatic, abyssal, auran, chondathan, draconic, elven, illuskan, infernal, undercommon), Spellcraft +31 (+33 to decipher scrolls), Spot +30, Survival +5 (+7 underground, avoid getting lost, aboveground, other planes, and following tracks), Swim +20, Use Magic Device +16 (+20 with scrolls); Alertness, Blind-Fight, Augment Summoning, Combat Casting, Combat Expertise, Craft Contingent Spell, Craft Wondrous Item, Empower Spell, Enlarge Spell, Energy Substitution (electricity), Improved Critical (tentacle), Improved Iniative, Improved Trip, Iron Will, Quicken Spell, Scribe Scroll{B}, Spell Focus (conjuration), Spell Penetration, Still Spell
Special Qualities: Darkvision 60 ft., constrict 2d8+12 or 1d6+6, improved grab, ink cloud, jet, low-light vision, spell-like abilities. Familiar.
Spell-like Abilities: 1/day – control weather, control winds, dominate animal (DC 18), resist energy. Caster level 9th.
Wizard Spells Prepared (4/6/6/6/6/5/5/5/5/4; base DC = 18 + spell level; DC 19 + spell level with conjuration spells; caster level 20th).
Possessions: Unknown. As master of the Kraken Society and Chosen of Umberlee, Slarkrethel has access to incredible resources.
Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown
Sources: Volo’s Guide to the North (2E), The North: Guide to the Savage Frontier (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3.5E), Player’s Guide to Faerun (3.5E), Lords of Darkness (3E), and Complete Arcane (3.5E).
#942

green_giant_02

Mar 06, 2005 21:34:43
How about Kelemvor, Midnight, Cyric, and Adon the Fop ? (pre divinity)

Sorry but I don't know what their stats looked liked pre-divinity or whether they appeared at all. I do however have Heroes' Lorebook which features Adon after the Time of Troubles and his conversion to Mystra. Enjoy.


Adon: Male Chondathan Human Clr9 of Mystra; CR 9; Medium Humanoid (Human); HD 9d8+9; hp 53; Init +2; Spd 20 ft.; AC 21 (touch 11, flat-footed 20); Base Atk +6; Grp +6; Atk +7 melee (1d8, masterwork heavy mace); Full Atk +7/+2 melee (1d8, masterwork heavy mace); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good; AL NG; SV Fort +7, Ref +4, Will +9; Str 11, Dex 12, Con 12, Int 10, Wis 16, Cha 13
Skills and Feats: Concentration +5 (+9 when casting defensively), Diplomacy +6, Heal +8, Knowledge (history) +2, Knowledge (religion) +5, Speak Language (common, chondathan), Spellcraft +5; Combat Casting, Enlarge Spell, Extend Spell, Initiate of Mystra, Scribe Scroll
Special Qualities: Aura of good (aura equals cleric level), turn undead as 9th-level cleric (+2 to turn checks) 4/day.
Cleric Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 13 + spell level; caster level 9th): 0-detect magic, guidance, light, read magic, resistance, virtue; 1st-bless, command, detect evil, divine favor, protection from evil*, sanctuary; 2nd-augury, detect thoughts*, enthrall, hold person, resist energy, silence; 3rd-dispel magic, magic circle against evil*, magic vestment, prayer, remove disease; 4th-death ward, holy smite*, spell immunity; 5th-flame strike, true seeing*.
*Domain spell. Deity: Mystra. Domains: Good (cast good spells at +1 caster level), Knowledge (cast divination spells at +1 caster level).
Possessions: Masterwork full plate, masterwork heavy steel shield, masterwork heavy mace, silver holy symbol (Mystra), ring of alertness, 4 vials of holy water.
Height: Unknown, Weight: Unknown, Hair: Light brown, Eyes: Green
Sources: Heroes’ Lorebook (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E).


Ring of Alertness: This ring functions as a rod of alertness but cannot be used as a weapon and does not need to planted into the ground to use its alertness or animate objects special abilities.
Moderate abjuration, divination, enchantment, and evocation; CL 12th; Craft Rod, Forge Ring, alarm, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, see invisibility, prayer, animate objects; Price 85,000 gp.

Note: I kept the price of the ring the same as the rod since you lose the +1 light mace but it takes up a body slot which seems to be a fair trade off.
#943

warlockco

Mar 06, 2005 23:59:38
Can I have the stats for Vierna Do'Urden? I hear she appeared in the Underdark Boxed Set back in the day, but that was before I started playing, so I don't know for sure.

Will see if I can have some stats up by the end of the week. I so hate using Works, instead of Word.

Edit: Turns out I did have a copy of her made, just not the rest of House Do'Urden yet though for some strange reason.
#944

warlockco

Mar 07, 2005 0:47:43
As Requested.
Will try to get the rest of House Do'Urden up as soon as possible.

Elder Daughter of House Do’Urden (Deceased, killed during the fall of House Do’Urden)
Briza Do’Urden: Clr 13; CR 14; Medium Humanoid (Elf); HD 13d8+26; hp 108; Init +2; Spd 30 ft.; AC 26 (touch 16, flat-footed 24); Base Atk +9; Grp +16; Atk +18 melee (1d8+9 plus Special, Scourge of Fangs); Full Atk +18/+13 melee (1d8+9 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +10, Ref +8, Will +13; Str 24, Dex 14, Con 14, Int 14, Wis 21, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +14, Intimidate +8, Knowledge (Arcana) +4, Knowledge (The Planes) +4, Knowledge (Religion) +10, Listen +2, Search +2, Sense Motive +3, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +10, Spot +2. Diehard, Endurance, Exotic Weapon (Scourge), Lightning Reflexes (b), Power Attack, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (aura equals cleric level); Rebuke Undead as 13th level cleric 5/day.
Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/6+1/5+1/5+1/3+1/2+1/1+1; base DC = 15 + spell level; caster level 13th).
Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Do’Urden House Insignia, +5 Elven Chainmail, Scourge of Fangs, Belt of Giant Strength +4, Drow Boots, Periapt of Wisdom +4, Piwafwi of Resistance +3, Ring of Protection +4, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Red.
Conversion Note: She is listed as Clr13 in Menzoberranzan boxed set with no additional information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #302.



Second Daughter of House Do’Urden (Joined Bregan D’aerthe as Noamuth Lil “The Wanderer” after the fall of House Do’Urden, Deceased, killed near Mithril Hall by Drizzt Do’Urden)
Vierna Do’Urden: Female Drow Clr16; CR 17; Medium Humanoid (Elf); HD 15d8+75; hp 161; Init +4; Spd 30 ft.; AC 28 (touch 18, flat-footed 24); Base Atk +12; Grp +14; Atk +19 melee (1d8+7, +5 Drowcraft Heavy Mace) or +16 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +19/+14/+9 melee (1d8+7, +5 Drowcraft Heavy Mace) or +16/+11/+6 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 27; AL CE; SV Fort +18, Ref +14, Will +23; Str 14, Dex 18, Con 20, Int 18, Wis 26, Cha 21.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Concentration +14, Craft (Alchemy) +12, Diplomacy +10, Intimidate +4, Knowledge (Arcana) +10, Knowledge (The Planes) +7, Knowledge (Religion) +14, Listen +4, Search +4, Sense Motive +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +4. Brew Potion, Craft Wondrous Item, Exotic Weapon (Scourge), Greater Spell Penetration, Iron Will, Lightning Reflexes (b), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 27. Aura of Evil (aura equals cleric level); Rebuke Undead as 15th level cleric 8/day.
Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/4+1/3+1; base DC = 18 + spell level; caster level 16th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 16th level cleric 8/day).
Possessions: Silver Holy Symbol (Lolth), Do’Urden House Insignia, +5 Elven Chainmail, +5 Drowcraft Heavy Mace, Scourge of Fangs, Arach-Tinilith Ring, Drow Boots, Periapt of Wisdom +4, Piwafwi of Resistance +3, Ring of Protection +4, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Violet.
Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set with no additional information. Gave her addition levels due to passage of time.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #302.

Arach-Tinilith Ring: Created only for the highest-ranking priestesses of the order of Arach-Tinilith, this potent ring imbues its wearer with a +6 enhancement bonus to Constitution and a +2 enhancement bonus to Charisma. It also renders the wearer immune to Detect Thoughts, Discern Lies, and any attempt to magically discern the wearer’s alignment.
Source: Dragon Magazine #302, Rogues Gallery: The Heroes of the War of the Spider Queen, by Richard Baker (revised to 3.5 by Joseph Weber).
Moderate Abjuration and Transmutation; CL: 10th; Forge Ring, Bear’s Endurance, Eagle’s Splendor, Nondetection; Price 54,000 gp.
Revision Note: Revision was addition of magic auras and adjustment of price.

Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks.
Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker.
Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow, Creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb.
#945

kuje31

Mar 07, 2005 2:29:17
Sorry but I don't know what their stats looked liked pre-divinity or whether they appeared at all. I do however have Heroes' Lorebook which features Adon after the Time of Troubles and his conversion to Mystra. Enjoy.

They can be found in my NPC file under the Time of Troubles modules.
#946

green_giant_02

Mar 07, 2005 15:02:57
They can be found in my NPC file under the Time of Troubles modules.

Thanks for the info, Kuje. Will make sure to look them up. Now, here are some characters that appeared in the novel Thornhold by Elaine Cunningham and got 2E write-ups in Dragon #251. Enjoy.


Bronwyn: see Realms NPC Characters II


Dag Zoreth: see Realms NPC Characters II


Algorind of Tyr: see Realms NPC Characters II


Ebenezer Stoneshaft: see Realms NPC Characters II
#947

zombiegleemax

Mar 07, 2005 15:13:19
I am using Eragyn the Dark, originally from FRQ3 Doom of Daggerdale by Wolfgang Baur, for a campaign of mine. I have bumped her up a few levels for time that has passed since the events of that adventure took place.

Eragyn the Dark: Female human Clr5 of Cyric/Str 3; CR 8; Medium-size humanoid (human); HD 5d8+5 plus 3d6+3; hp 45; Int +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Atk longsword +8 melee (1d8+2/19-20/x2) or quarterstaff +7 melee (1d6+2/20/x2); Full Atk longsword +8 melee (1d8+2/19-20/x2) or quarterstaff +3/-1 melee (1d6+2/20/x2); S/R 5 ft./5 ft.; SA rebuke undead 3/day, poison use, sneak attack +1d6; SQ dominating aura 20 ft., skilled prevarication; AL NE; SV Fort +8, Ref +4, Will +12; Str 14, Dex 15, Con 12, Int 13, Wis 17, Ch 10.
Skills and Feats: Diplomacy +6, Disguise +11, Bluff +9, Gather Informaiton +2, Intimidate +11, Knowledge (religion) +6, Sense Motive +8, Speak Language (Abyssal); Iron Will, Spell Focus (Illusion), Weapon Focus (longsword), Persuasive.
Dominating Aura (Su): Eragyn is immune to fear (magical or otherwise). Enemies within 20 feet of her suffer a -2 moral penalty on saving throws against fear effects.
Skilled Prevarication (Ex): Eragyn gains a +4 bonus on saving throws against the spells discern lies and zone of truth.
Cleric Spells Prepared (6/6/5/4/2; save DC 13 + spell level, 15 + spell level for illusion spells): 0-cure minor wounds, detect magic, detect poison, guidance, purify food and drink, read magic; 1st-bane, cause fear, command, comprehend languages, cure light wounds, disguise self*; 2nd-calm emotions, cure moderate wounds, invisibility*, undetectable alignment, zone of truth; 3rd-animate dead, cure serious wounds, locate object, nondetection*; 4th-phantasmal killer*, tongues.
*Domain spell. Domains: Illusion (cast all illusion spells at +1 caster level), Trickery (add Bluff, Disguise, and Hide to list of cleric class skills).
Possessions: longsword, quarterstaff, bracers of armor +4, obsidian holy symbol of Cyric (400gp value), silver inlaid bone ring.
Description: Eragyn is patient and observant, always willing to watch before taking action—this makes her doubly dangerous. She is convinced that she is a genius, and as a result she thinks her schemes are clever and infallible. She has charmed many men with her dark beauty: black wavy hair, brown eyes, and fair skin.
Note: The Strifeleader prestige class is described in Faiths and Pantheons.

Edit: Missed the synergy bonuses on the skills.
#948

The_Simbul_of_Aglarond

Mar 07, 2005 15:52:07
Re: Adon

No Initiate of Mystra feat?
#949

warlockco

Mar 07, 2005 18:03:32
Per suggestions on a different thread, bumped Vierna Do'Urden up to 16th level.
#950

warlockco

Mar 07, 2005 18:55:28
Added Briza Do'Urden to the post with Vierna Do'Urden
#951

green_giant_02

Mar 07, 2005 21:05:02
Re: Adon

No Initiate of Mystra feat?

I'm up to my eyeballs in feats (along with other crunchy stuff) and I sometimes forget about some that may be appropriate, nay required, for some characters. In hindsight, you're right about Adon needing the Initiate of Mystra feat and so I've made the correction.
#952

Zireael

Mar 08, 2005 7:34:54
This is the thread for ALL 3.5 e NPCs and GG allowed me to post there.. so did BigSis. Think there are many characters which I hadn't heard of. Is it good?
#953

clobberintime

Mar 08, 2005 9:55:10
Fine, I'm sure some people are enjoying them, but be warned, I just got demonstone, and will begin posting those NPCs here soon.

Shopkeeper #1

Shopkeeper #2

Shopkeeper #3

plus I'm going to go ahead and convert over some diablo stuff to post here.
#954

zombiegleemax

Mar 08, 2005 12:46:55
Green Giant, you rock like a hurricane! Thanks for the kraken i asked you for. So, when exactly is wotc gonna put you on payroll? ;)
#955

zombiegleemax

Mar 08, 2005 12:53:39
Though I agree with you reasoning (Planeshifter) as far as the reason they aren't all 160th level, their classes, at least in 2e, had a direct reason, beyond a desire to "expand their borders". Elminster, for example, lived first as a warrior, then a thief, then as a cleric of Mystra, perhaps not in the order. Only then did he take up Wizardry. The Simbul traveled the Planes for centuries before settling down, and she should abolutely NOT have any arcane caster levels that don't stack, because she is supposed to have more arcane power then Elminster.

On the other hand, certain Chosen are more powerful than others, and attempting to cram them all to 35th level (adding whichever classes are necessary to do it) it ridiculous. The Simbul, in addition to redesigning the the Chosen template, had alternate levels for them that I thought were excellent. Green Giant wrote me stats for all of them except for Dove and Qilue, because the Simbul didn't write me specific stats for them (I later wrote my own stats for Dove based on 2e sources and the Simbuls suggestions, as well as guidance from Green Giants FRCS stats).

The Simbul's recommended stats:

Elminster Wiz29/Acm5/Ftr1/Clr1/Rog2
The Simbul Sor33/Acm2
Khelben Wiz27/Acm3
Laeral Wiz23/Acm3/Rgr7
Storm Brd20/Sor8/Hrp5/Rog2/Ftr2
Sylune Wiz24/Ftr2/Sor1
Alustriel Wiz24/Acm2/Sor1

I don't remember what stats she gave for the other Chosen, the Shrinshee and the Magister chick whose name I can't recall the spelling for. I don't know if she ever gave me levels for her, come to think of it. Pity

Elminster Aumar lost his parents to an attack by the Magelords of Athalantar. So, he grew up hating spellcasters and swearing blood vengeance on them. He lived as an outlaw, learning the skills of fighter and rogue. When he saw the raw power of the Magister, he realized it would be hard to fight magic without having magic on his own. He agreed to serve Mystra, but Mystra also chose him for his untainted heart - she wanted someone who would learn magic while keeping apart from getting twisted by its power. Initially, El served Mystra as Eldara the cleric, and only after that he became once again a man, learning magic, learning more magic, and learning even more magic. It was desire for magic knowledge that drives the old sage, and his greatest test was resisting the urge to learn the spell knowledge of Netheril that was frobidden by Mystra. He likes happing common folk rather than dueling arch-devils and demon princes, although after recent experiences he'd have a special "warm spot" for arch-devils, I guess. :P
The Simbul has mastered battle magic to protect her realm and she has used it to fight for Elmisnter's salvation, but she does not go about fighting Dragon Ascendants.
Khelben and most of the Seven Sisters fought the Shadevar, but they also sought a way to wage this war without destroying half Faerun.
In short, the Chosen are powerful, but they realize also their responsibility for protecting the Realms before advancing their own power. Just like them, the Srinshee and the Magister uphold balance and learning - which Larloch also does at Mystra's bidding. Even Halaster despite his madness does not seek to cast spells that undo Faerun.
There are mighty magic users, but if they use magic to wreak havoc that endangers reality itself, we would see Mystra stripping him of magic casting abilities, and that is a threat enough to any mage. True, there is Shar, but if a Shadow Mage went too far, the Chosen, Thay's Zulkirs, Halruaa's mages and a dozen archmages and "neutrals" like Halaster and Larloch would be there to stop that menace at Mystra's bidding... ;)
#956

zombiegleemax

Mar 08, 2005 12:54:03
Fine, I'm sure some people are enjoying them, but be warned, I just got demonstone, and will begin posting those NPCs here soon.

Shopkeeper #1

Shopkeeper #2

Shopkeeper #3

plus I'm going to go ahead and convert over some diablo stuff to post here.

Before you start off on the sarcastic route, you really ought to be better at it.

If the mods have a problem with NPCs from Baldur's Gate then they'll say so. If not, it's hardly up to you to say what's acceptable and what isn't.
#957

zombiegleemax

Mar 08, 2005 13:20:42
What is a Mystic Believer and what is a Ryw?!?

Warlocko,
One thing I hate when I see postings like
Big Baddie Caster Wizard 35 / Archmage 5 / Arcane Lord 5 / Red Wizard 10 (Evoker, forbidden Illusion and Enchantment) / Spellhurler 5

is:
(a) Well, 60 character levels is so damn close to what deities have aside from the oustider HD, so in a few more hours of play these guys would only get xp if they slaughtered Ao.
(b) What in Baator's firy glory is a Spellhurler? Or did we just run out of mage-user prestige classes to pile for our nice baddie, so we had to invent some!

Let us face it - BG 1 and 2 were 2ed, and guys like Cyric and Midnight and Kelemvor came to have heavy levels in many classes, but those guys did ascend to Greater Gods... Unlike them Jaheira did not outrank all the Harpers and the heads of those are damn lower in levels than her in these versions. And Irenicus seems a greater mage than Karsus, Mystra have mercy - HE could have cast down the SELDARINE in a few levels...
#958

clobberintime

Mar 08, 2005 13:36:28
Look I understand that sarcasm really is hard for some people to understand, If you don't understand it, it could hardly be considered my fault, now could it. i could make you some kind of reading list though if you PM me.

So straighten up that back, evolve that bony ridge, and think, for the love of god man think..... Maybe those arms can retract some too... go ask elminster about it.

If people want to post video game stuff here then I think thats just great, peachy keen, and I'm looking forward to seeing it. Getting into D+D can teach people all kinds of useful things like adding and subtracting, and that can't be bad.

So I look forward to seeing them, yes all of them, from the blind little gnome guy in the tunnel on up.
#959

kuje31

Mar 08, 2005 13:36:35
Let us face it - BG 1 and 2 were 2ed, and guys like Cyric and Midnight and Kelemvor came to have heavy levels in many classes, but those guys did ascend to Greater Gods... Unlike them Jaheira did not outrank all the Harpers and the heads of those are damn lower in levels than her in these versions. And Irenicus seems a greater mage than Karsus, Mystra have mercy - HE could have cast down the SELDARINE in a few levels...

Actually the ToT's characters didn't have many levels. At most they got to 10th. And in 2e deities didn't have stats thier avatars did. Now as for the BG characters, I do agree they need to be lowered.
#960

zombiegleemax

Mar 08, 2005 14:04:49
I agree the BG NPCs need a few levels knocking off them. While it was possible to hit 30th level in the game (40th level if you play the game with a solo character), it reached the stage in Throne of Bhaal were the characters were of such high level that it got pretty ridiculous. It should take characters months to advance levels, if not years, yet at one stage I was gaining a level every other fight.

I'd sooner seen the BG NPCs statted out at more realistic levels - anyone care to take a stab at Minsc as a 15th level ranger or Edwin as a 15th level mage?
#961

green_giant_02

Mar 08, 2005 14:24:17
Green Giant, you rock like a hurricane! Thanks for the kraken i asked you for. So, when exactly is wotc gonna put you on payroll? ;)

Why should they when they're getting all of this for free. :D
#962

clobberintime

Mar 08, 2005 14:50:09
I don't remember but arent these characters the NPCs that go with your characters through the game, I guess you cannot multiclass them, just your character. Jaheira starts at like 4/4 druid mage and goes up to 15/15???? I'll go and see what level I got her to and stat her out to show that there are no hard feelings, maybe I got minsc on there too.

Should we put our never-winter characters that we updated to 3.5 on here too?? I got a bunch of them I'll put up, and tips on how I made it through.
#963

aluroon

Mar 08, 2005 14:59:49
I think my main problum with the Computergame/Consuel Game characters is there levels. If my Alustrial can't be 27 they sure as hell had better not be over 25.


Aluroon
#964

warlockco

Mar 08, 2005 23:14:37
Warlocko,
One thing I hate when I see postings like
Big Baddie Caster Wizard 35 / Archmage 5 / Arcane Lord 5 / Red Wizard 10 (Evoker, forbidden Illusion and Enchantment) / Spellhurler 5

is:
(a) Well, 60 character levels is so damn close to what deities have aside from the oustider HD, so in a few more hours of play these guys would only get xp if they slaughtered Ao.
(b) What in Baator's firy glory is a Spellhurler? Or did we just run out of mage-user prestige classes to pile for our nice baddie, so we had to invent some!

Let us face it - BG 1 and 2 were 2ed, and guys like Cyric and Midnight and Kelemvor came to have heavy levels in many classes, but those guys did ascend to Greater Gods... Unlike them Jaheira did not outrank all the Harpers and the heads of those are damn lower in levels than her in these versions. And Irenicus seems a greater mage than Karsus, Mystra have mercy - HE could have cast down the SELDARINE in a few levels...

?!?!? What does this have to do with me? I haven't posted any BG NPCs?!?

Zireael is the one doing all the crazy BG stuff, why are you flaming me for?
#965

corellon

Mar 09, 2005 4:15:30
Valas Hune
Ryld

also i wonder are there any Drow Judicators? i saw this prestige class in FR Underdark but didnt see any npc`s on Faerun
#966

warlockco

Mar 09, 2005 4:24:32
Valas Hune
Ryld

also i wonder are there any Drow Judicators? i saw this prestige class in FR Underdark but didnt see any npc`s on Faerun

Haven't seen any Judicators.

NPCs from the War of the Spider Queen are in Dragons 302, 312, and 322.
Ryld is in 312 I think and Valas in 322.
#967

zombiegleemax

Mar 09, 2005 11:05:03
Warlockco, I was agreeing with you, but I'm glad I made someone feel guilty :evillaugh

In PC games to capture the audience, they make it possible for you to go to the Seven Heavens in levels. Nobody would play a game where after two months of play you have advanced three or four levels at most. For example, NWN uses something like a 10:1 xp scaling compared to D&D.

Now, the issue is that you either decide to stick with the PnP rules as per the books and rulebooks, or you can twist them to make power-gaming plausible. However, a power-gamer character is hardly compatible with the other stuff posted here, so I was noting on the discrepancy. Just like the fact that in 2 ed you could not have had a multitude of prestige classes - if it were so darn simple to translate 2 ed into 3 ed or 3.5 ed, Green Giant et al would write an excel macro that automates their work - he pours the 2ed stuff in and 3 ed stuff pours out.

One pitfall is that a Fighter 10 /Mage 9/Cleric 10 in 2 ed is not the equivalent of Fighter 10 /Mage 9/Cleric 10 in 3 ed, or even mechanically something like Fighter 10 / Wizard 4 / Cleric 3... ;)
#968

zombiegleemax

Mar 09, 2005 13:01:55
In PC games to capture the audience, they make it possible for you to go to the Seven Heavens in levels. Nobody would play a game where after two months of play you have advanced three or four levels at most.

In fact, Baldur's Gate 1's XP cap allows characters to get no higher than level 7 or 8 and yet people still enjoyed it. Games don't have to be about powergaming but, unfortunately, all too often they are.
#969

aluroon

Mar 09, 2005 13:59:50
Valas Hune
Ryld

also i wonder are there any Drow Judicators? i saw this prestige class in FR Underdark but didnt see any npc`s on Faerun

I'm considering writing up both in full(started a while back but never finished), but for now deal with the stats from dragons 312 and 322 respectivly.

One reason you may not see many Judicators is because there new (sorta) to FR and as such few older characters (and this thread is made up mostly of 2nd edition stuff) had anything like it. Either that or it might just be that its a crapy class (sorry its the powergamer in me).


Aluroon
#970

green_giant_02

Mar 09, 2005 15:03:43
Valas Hune
Ryld

also i wonder are there any Drow Judicators? i saw this prestige class in FR Underdark but didnt see any npc`s on Faerun

There is an official NPC list on page 1 that has characters that have appeared in novels and have been given full 3E stats as well as which source they can be found in. It also has 2E characters that were given full 3E stats.
#971

clobberintime

Mar 09, 2005 15:25:51
GG don't you think this might be a good time to stat out all of halasters apprentices, (unless some of those undermountain ones are them)

Thanks for the great work.
#972

zombiegleemax

Mar 09, 2005 17:41:12
Harndarr Oryn is the High Mornmaster of Lathander's Light in Dagger Falls, Daggerdale. These stats are inspired by the copy found in Volo's Guide to the Dalelands.

Harndarr Oryn, High Mornmaster: Male Chondathan human Clr 7 of Lathander; CR 7; Medium-size humanoid (human); HD 7d8; hp 35; Int -2; Spd 30 ft.; AC 9, touch 8, flat-footed 9; Base Atk +5; Grp +4; Atk quarterstaff +4 melee (1d6-1/20/x2); Full Atk quarterstaff +0/-4 melee (1d6-1/20/x2); S/R 5 ft./5 ft.; SA turn undead 6/day; SQ —; AL NG; SV Fort +5, Ref -1, Will +10; Str 9, Dex 7, Con 11, Int 15, Wis 20, Cha 17.
Skills and Feats: Concentration +8, Craft (alchemy) +10, Diplomacy +11, Heal +19, Knowledge (history) +10, Knowledge (religion) +10, Survival +7; Scribe Scroll, Brew Potion, Strong Soul, Self-Sufficient.
Cleric Spells Prepared (6/6/5/4/3; save DC 15 + spell level): 0-Detect Magic x2, Detect Poison x2, Resistance x2; 1st-Faith Healing x3, Create Food and Water, Remove Fear, Sanctuary*; 2nd-Calm Emotions, Delay Poison, Remove Paralysis, Lesser Restoration*, Status; 3rd-Dispel Magic, Remove Blindness/Deafness, Remove Curse, Remove Disease*; 4th-Neutralize Poison x2, Restoration, Spell Immunity*.
* Domain Spell. Domains: Protection (protective ward grants +5 resistance bonus on next save, 1/day), Renewal (regains 1d8+5 hp when Harndarr falls below 0 hp, 1/day).
Possessions: quarterstaff, ring of protection +1, masterwork potion belt: cure light wounds potion x2, cure moderate wounds potion x2, delay poison potion, lesser restoration potion x2, remove paralysis potion, cure serious wounds potion x2, scroll organizer: cure minor wounds divine scroll x2, cure light wounds divine scroll x2, remove fear divine scroll, calm emotions divine scroll, cure moderate wounds divine scroll x2, delay poison divine scroll x2, remove paralysis divine scroll, lesser restoration divine scroll x2, cure serious wounds divine scroll, healer’s kit.
Description: Harndarr is a short, squat man who some say has dwarven blood in his lineage. He walks with the aid of a staff, but he has a mellifluous and confident voice that can rise to impressive volume and the wits to use it well.
Notes: The feat Strong Soul, domain Renewal, potion belt, and scroll organizer can be found in the Forgotten Realms: Campaign Setting. The spell Faith Healing can be found in Magic of Faerûn.
#973

warlockco

Mar 09, 2005 23:24:12
Warlockco, I was agreeing with you, but I'm glad I made someone feel guilty :evillaugh

Ah, okay, just seemed it was being critical of me :embarrass
#974

corellon

Mar 10, 2005 2:21:32
thanks guyz i`ll find them :P
#975

zombiegleemax

Mar 10, 2005 3:57:58
Why does a NG cleric have an [Evil] spell on his prepared spell list ?
#976

zombiegleemax

Mar 10, 2005 8:19:25
Why does a NG cleric have an [Evil] spell on his prepared spell list ?

Because I could be more thorough that I am. Thanks for pointing that out. It has been corrected.
#977

zombiegleemax

Mar 10, 2005 16:47:00
Ariton Delmis' stats are inspired from The Return of Randal Morn. Mestin "Troll" Durmark's stats are inspired from The Return of Randal Morn and The Sword of the Dales. Reiner Trall's stats are inspired from Doom of Daggerdale.

Ariton Delmis: Male Damaran human Pal5 of Tyr; CR 5; Medium-size humanoid (human); HD 5d10; hp 32; Int +0; Spd 20 ft.; AC 21, touch 10, flat-footed 18; Atk +10 melee (1d8+5/19-20/x2, +2 longsword) or +5 ranged (1d8/19-20/x2, light crossbow); Full Atk +10 melee (1d8+5/19-20/x2, +2 longsword) or +5 ranged (1d8/19-20/x2, light crossbow); S/R 5 ft./5 ft.; SA smite evil 2/day, turn undead 8/day; SQ aura of courage, detect evil, divine grace, divine health, empathic link with mount, heavy warhorse mount, lay on hands, share spells with mount; AL LG; SV Fort +9, Ref +6, Will +9; Str 16, Dex 11, Con 11, Int 12, Wis 16, Cha 20.
Skills and Feats: Concentration +2, Handle Animal +9, Heal +4, Knowledge (nobility and royalty) +4, Knowledge (religion) +4, Ride +11, Sense Motive +5; Mounted Combat, Ride-By Attack, Mounted Archery.
Smite Evil (Su): Twice per day Ariton may attempt to smite evil with one normal melee attack. He adds +5 to his attack roll and deals 5 extra points of damage. Smiting a creature that is not evil has no effect but uses the ability for that day.
Turn Undead (Su): As a 2nd-level cleric.
Aura of Courage (Su): Ariton is immune to fear, magical or otherwise. Allies within 10 feet of him gain a +4 moral bonus on saving throws against fear effects.
Detect Evil (Sp): Ariton can detect evil at will as the spell.
Divine Grace (Su): Ariton applies his Charisma bonus on all saving throws. (This modifier is already figured into the statistics given above.)
Divine Health (Ex): Ariton is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.
Empathic Link (Su): Ariton can communicate telepathically with Imrahil at a distance of up to 1 mile. Ariton has the same connection to an item or a place that Imrahil does.
Heavy Warhorse Mount: For as much as 10 hours per day, Ariton can call upon the services of Imrahil. The creature’s abilities and characteristics are summarized below.
[INDENT]Imrahil: Heavy warhorse; Large magical creature; HD 6d8+12; hp 39; Int +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base Atk +3; Grp +11; Atk hoof +6 melee (1d6+4/20/x2); Full Atk hoof +6/6 melee (1d6+4/20/x2) and bite +1 melee (1d4+2); S/R 10 ft./5 ft.; SQ improved evasion, low-light vision, scent; SV Fort +7, Ref +5, Will +2; Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6.
Skills and Feats: Listen +5, Spot +4; Endurance, Run.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Imrahil takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Low-Light Vision (Ex): Can see twice as far as a human in dim light.
Scent (Ex): Can detect the approaching enemies, sniff out hidden foes, and track by sense of smell.[/INDENT]
Lay on Hands (Su): Ariton can heal wounds by touch as a standard action. Each day he can cure 25 hit points. Ariton can cure himself and can divide the curing among multiple recipients. He doesn’t have to use it all at once. Alternatively, Ariton can use some or all of these points to deal damage to undead creatures as a touch attack.
Share Spells (Ex): Ariton may have any spell he casts on himself also affect Imrahil if the latter is within 5 feet at the time. Ariton may also cast a spell with a target of “You” on Imrahil.
Paladin Spells Prepared (1; save DC 14): 1st—Bless.
Possessions: longsword +2, light crossbow, 20 bolts, chain mail +3, heavy steel shield +1, silver holy symbol, bit and bridal, masterwork scale mail barding (mount), military saddle (mount), saddlebags (mount).
Description: He is a middle-aged man.


Mestin “Troll” Durmark: Female Vaasan human Rgr5 of Mielikki; CR 5; Medium-size humanoid (human); HD 5d8+20; hp 36; Int +5; Spd 30 ft.; AC 19, touch 13, flat-footed 16; Base Atk +5; Grp +8; Atk +10 melee (1d8+4/19-20/x2, +1 longsword); Full Atk +6 melee (1d8+4/19-20/x2, +1 longsword) and +5 melee (1d8+3/19-20/x2, longsword); S/R 5 ft./5 ft.; SA —; SQ animal companion, favored enemy giants +4, favored enemy humans +2, link with companion, share spells; AL LG; SV Fort +6, Ref +7, Will +4; Str 16, Dex 16, Con 15, Int 10, Wis 16, Cha 12.
Skills and Feats: Climb +5, Handle Animal +7, Heal +5, Hide +8, Jump +5, Knowledge (geography) +3, Knowledge (nature) +5, Listen +8, Move Silently +8, Ride +11, Search +3, Spot +10, Survival +8, Swim +5, Use Rope +5; Mounted Combat, Blooded, Weapon Focus (longsword), Endurance, Two-Weapon Fighting, Track.
Combat Style (Ex): Mestin has selected two-weapon combat. She gains the Two-Weapon Fighting feat without the normal prerequisites.
Animal Companion (Ex): Mestin has a horse, Snowmane, as an animal companion. Snowmane is a loyal companion that accompanies Mestin on adventures as appropriate for its kind. Its abilities and characteristics are summarized below.
[INDENT]Snowmane: Light horse; Large magical beast; HD 5d8+10; hp 36; Int +2; Spd 60 ft.; AC 16, touch 11, flat-footed 14; Base Atk +3; Grp +9; Atk -1 melee (1d4+1/20/x2, hoof); Full Atk -1/-1 melee (1d4+1/20/x2, 2 hooves); S/R 10 ft./5 ft.; SA —; SQ bonus tricks, evasion, low-light vision, scent; SV Fort +6, Ref +6, Will +2; Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Listen +5, Spot +5; Endurance, Run.
Bonus Trick: The tricks that Snowmane knows are Heel and Track.
Evasion (Ex): If Snowmane is subjected to an attack tat normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Low-Light Vision (Ex): Can see twice as far as a human in dim light.
Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.[/INDENT]
Favored Enemy (Ex): Mestin gains the indicated bonus on her Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against this type of creature. She gets the same bonus on weapon damage rolls against creatures of this type.
Link with Companion (Ex): Mestin can handle Snowmane as a free action, or push it as a move action, with a +4 bonus on wild empathy and Handle Animal checks made while dealing with Snowmane.
Share Spells (Ex): Mestin may have any spell she casts on herself also affect Snowmane if the latter is within 5 feet at the time. Mestin may also cast a spell with the target of “You” on Snowmane.
Wild Empathy (Ex): Mestin can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. She rolls 1d20+8, or 1d20+4 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Ranger Spells Prepared (1, save DC 14): 1-Endure Elements.
Possessions: +1 longsword, longsword, bracers of armor +5, ring of protection +1.
Description: Despite the nickname, Captain Durmark is friendly albeit wary.
Notes: The feat Blooded can be found in the Forgotten Realms: Campaign Setting.


Reiner Trall: Male Vaasan human Rgr4 of Mielikki; CR 5; Medium-size humanoid (human); HD 4d8+8; hp 29; Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed 13; Base Atk +4; Grp +6; Atk +7 melee (1d10+2/19-20/x2, masterwork bastard sword) or +6 melee (1d6+2/20/x3, masterwork handaxe) or +6 melee (1d8+2/20/x3, longspear) or +6 ranged (1d8/19-20/x2, light crossbow); Full Atk +5 melee (1d10+2/19-20/x2, masterwork bastard sword) and +4 melee (1d6+2/20/x3, masterwork handaxe) or +6 melee (1d8+2/20/x3, longspear) or +6 ranged (1d8/19-20/x2, light crossbow); SA —; SQ animal companion, favored enemy orcs +2, link with companion, share spells; AL NG; SV Fort +7, Ref +7, Will +5; Str 15, Dex 14, Con 15, Int 12, Wis 17, Cha 14.
Skills and Feats: Climb +4, Concentration +4, Handle Animal +6, Heal +5, Hide +5, Jump +4, Knowledge (dungeoneering) +3, Knowledge (geography) +4, Knowledge (nature) +4), Listen +7, Move Silently +6, Ride +7, Search +5, Spot +7, Survival +7, Swim +3, Use Rope +4; Mounted Combat, Luck of Heroes, Exotic Weapon Proficiency (bastard sword), Endurance, Two-Weapon Fighting, Track.
Combat Style (Ex): Reiner has selected two weapon combat.
Animal Companion (Ex): Mestin has a horse, Greystar, as an animal companion. Greystar is a loyal companion that accompanies Reiner on adventures as appropriate for its kind. Its abilities and characteristics are summarized below.
[INDENT]Greystar: Light horse; Large magical beast; HD 3d8+6; hp 19; Int +1; Spd 60 ft.; AC 13, touch 10, flat-footed 12; Base Atk +2; Grp +8; Atk -2 melee (1d4+1/20/x2, hoof); Full Atk -2/-2 melee (1d4+1/20/x2, 2 hooves); S/R 10 ft./5 ft.; SA —; SQ bonus trick, low-light vision, scent; SV Fort +5, Ref +4, Will +2; Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Listen +4, Spot +4; Endurance, Run.
Bonus Trick: The trick that Greystar knows is Seek.
Low-Light Vision (Ex): Can see twice as far as a human in dim light.
Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.[/INDENT]
Favored Enemy (Ex): Reiner gains the indicated bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against this type of creature. He gets the same bonus on weapon damage rolls against creatures of this type.
Link with Companion (Ex): Reiner can handle Greystar as a free action, or push it as a move action, with a +4 bonus on wild empathy and Handle Animal checks made while dealing with Greystar.
Share Spells (Ex): Reiner may have any spell he casts on himself also affect Greystar if the latter is within 5 feet at the time. Reiner may also cast a spell with the target of “You” on Greystar.
Wild Empathy (Ex): Reiner can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. He rolls 1d20+6, or 1d20+2 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Ranger Spells Prepared (1, save DC 14): 1-Longstrider.
Possessions: masterwork bastard sword, masterwork handaxe, light crossbow, 20 bolts, longspear, +1 leather armor, +1 buckler, potion belt: cure light wounds potion x4, magic weapon oil, bandoleer: summon natures ally I divine scroll, detect poison divine scroll, 3 shilmaers.
Notes: The feat Luck of Heroes, potion belt, bandoller, and shilmaers can be found in the Forgotten Realms: Campaign Setting.
#978

zombiegleemax

Mar 10, 2005 17:20:55
Green Giant:

Sorry to be so late in getting back to you about the Character.

Khorin Soulez, keeper of probably the most devious anti-mage artifact combo, The Charons Claw. *gauntlet- longsword combo* That is, till

**SPOILER**





Artemis pulls a fast one and kills him, then snatches the goods


** END SPOILER**



*sorry, dont know how to do the whole hide spoiler thing*


He appears in the Servant of the Shard in the beginning. Shouldnt take to long to find him in the book, shouldnt be past chapter 10 i think.
Hope there's enough Information on him to do a writeup. Thanks!
#979

zombiegleemax

Mar 10, 2005 17:37:14
You do the spoiler thing with

(sblock)spoiler text(/sblock)

but replacing the round brackets () with square ones [].

Show
Like this.
#980

aluroon

Mar 10, 2005 18:13:23
You do the spoiler thing with

(sblock)spoiler text(/sblock)

but replacing the round brackets () with square ones [].

Show
Like this.
#981

zombiegleemax

Mar 10, 2005 18:20:02
Hey,

Show
thanks!
#982

green_giant_02

Mar 10, 2005 20:42:20
Green Giant:

Sorry to be so late in getting back to you about the Character.

Khorin Soulez, keeper of probably the most devious anti-mage artifact combo, The Charons Claw. *gauntlet- longsword combo* That is, till

**SPOILER**





Artemis pulls a fast one and kills him, then snatches the goods


** END SPOILER**



*sorry, dont know how to do the whole hide spoiler thing*


He appears in the Servant of the Shard in the beginning. Shouldnt take to long to find him in the book, shouldnt be past chapter 10 i think.
Hope there's enough Information on him to do a writeup. Thanks!

Sorry, but I don't have the book nor have I read it. Secondly, I can't post such a character since the only source of him comes from a novel. Read WizO_BigSis' announcement on page 1 on top of the index. A character must have a source other than a novel to post stats about him/her.
#983

green_giant_02

Mar 13, 2005 19:47:35
Changes
I've just made the changes to the Terraseer to match the ones that were created in Lost Empires of Faerun. He can be found on page 12 post #336. Enjoy.
#984

zombiegleemax

Mar 14, 2005 22:15:48
Secondly, I can't post such a character since the only source of him comes from a novel. Read WizO_BigSis' announcement on page 1 on top of the index. A character must have a source other than a novel to post stats about him/her.

I guess that Araevin Teshurr is off limits, then? (Has this question been asked already?) I just reread The Last Mythal: Forgotten House and would be interested in seeing stats for him post-lore gem. Anyone know if he's mentioned anywhere else besides the novel? Considering its recent publication, probably not....
#985

warlockco

Mar 15, 2005 0:02:21
I guess that Araevin Teshurr is off limits, then? (Has this question been asked already?) I just reread The Last Mythal: Forgotten House and would be interested in seeing stats for him post-lore gem. Anyone know if he's mentioned anywhere else besides the novel? Considering its recent publication, probably not....

Chances are Rich will print him in Dragon, just like the core NPCs from War of the Spider Queen.
#986

zombiegleemax

Mar 15, 2005 0:34:49
I have a request.

Someone should create Fflar Starbrow, last captain of myth drannor.

I've read about him in Fall of Myth Drannor, under the timeline Duel and in the baneblade section. He is also in the novel Forsaken House.
Anyone up for it?

The Sage
#987

warlockco

Mar 15, 2005 2:48:45
I have a request.

Someone should create Fflar Starbrow, last captain of myth drannor.

I've read about him in Fall of Myth Drannor, under the timeline Duel and in the baneblade section. He is also in the novel Forsaken House.
Anyone up for it?

The Sage

See Below, unless you can provide a NON-Novel Source, with class/level.

can't post such a character since the only source of him comes from a novel. Read WizO_BigSis' announcement on page 1 on top of the index. A character must have a source other than a novel to post stats about him/her.

#988

aluroon

Mar 15, 2005 14:11:48
See Below, unless you can provide a NON-Novel Source, with class/level.

Yeh Warlockco, but Flar is also in none novel material (fall of myth drannor for one, and PGTF for another). However, I believe Green has already stated him.


Aluroon
#989

zombiegleemax

Mar 15, 2005 14:53:07
Changes
I've just made the changes to the Terraseer to match the ones that were created in Lost Empires of Faerun. He can be found on page 12 post #336. Enjoy.

Boy, did you like how they made him a sarrukh - nobody though of that, yay? Let us hope they do not re-invent other 2ed material the same way, or we'd have Sammaster as a star elf with psionic powers in disgusie. ;)
#990

salernodc

Mar 15, 2005 17:22:40
To Sage of Shadowdale, Heron Marked Blade, Green Giant and others....

Hopefully this won't get me in any trouble with BigSis, but if we use our deductive powers, we can pretty much figure out what level Araevin is at the start of "Forsaken House". In an early battle his deadliest spell (pretty much a direct quote) is a Prismatic Spray. As that's a 7th level spell he would have to be a 13th or 14th level wizard at the novel's beginning....

As for Fflar, when the time comes WOTC better not nerf him b/c he took out 12 nycaloths SINGLEHANDEDLY plus went toe to toe with one of the "Trio Nefarious" who was a commander nycaloth. In addition (are you listening WOTC?!), he fought Aulmpiter when he wasn't 100%! That's analagous to Michael Jordan's heroic flu-ridden effort against the Utah Jazz in the 1997 NBA Finals. C'mon WOTC...you already gave yourselves 512 epic level arcane spellcasters....it's OK...don't be afraid of an epic non-spellcaster (yes there are a few, but that's it, only a few!).
#991

zombiegleemax

Mar 15, 2005 17:36:11
In an early battle his deadliest spell (pretty much a direct quote) is a Prismatic Spray. As that's a 7th level spell he would have to be a 13th or 14th level wizard at the novel's beginning....

Not necessarily. He might have been of higher level but just didn't have access to any higher level spell scrolls.
#992

salernodc

Mar 15, 2005 17:45:15
True...but it's only conjecture at this point....the 13th to 14th level estimate is only an "educated guess".
#993

green_giant_02

Mar 15, 2005 19:51:50
I have a request.

Someone should create Fflar Starbrow, last captain of myth drannor.

I've read about him in Fall of Myth Drannor, under the timeline Duel and in the baneblade section. He is also in the novel Forsaken House.
Anyone up for it?

The Sage

I've already posted three different versions of Captain Fflar, they can be found on page 19. This was before I discovered that he had returned in the novels.



Boy, did you like how they made him a sarrukh - nobody though of that, yay? Let us hope they do not re-invent other 2ed material the same way, or we'd have Sammaster as a star elf with psionic powers in disgusie. ;)

I already suspected he was nonhuman. My first version of him was a spellweaver but the sarrukh makes more sense.
#994

runestar

Mar 15, 2005 20:48:54
Well, for aravein to be considered as a potential candidate for studying elven high magic(in game terms, effectively taking lvs in elven high mage PRC), he would have to be quite high in lvs, lv20 seems right, though nowhere in the book does he cast a spell higher than 7th lv, so this remains a debatable point.

Just curious, when he casts prismatic spray against the fey'ri, was there any indication of him having used any metamagic feats in any way? My memory is a little fuzzy. PErhaps he used still or silent or something to enhance their efficacy.
#995

salernodc

Mar 15, 2005 21:00:05
Green Giant,

With the advent of "The Champion of Corellon" in Races of the Wild, part of me wants to stat out Fflar as a Fighter 12/Champion of Corellon 8. From the vague and esoteric descriptions we've been provided, I'd say he's more in this line than that of a Bladesinger. I think a more "out and out" fighter type would have wielded Keryvian. Your thoughts?

By the way...keep up the saucy work.
#996

Planeshifter_Ixiaul

Mar 15, 2005 22:13:34
this is my "homebrew" version of Aerie from Baldur's Gate 2. this is her "starting level" from where she first meets the party. and i did the rest from what i felt was Aerie. i will be updating this with other NPCs from BG2 periodically.

Aerie Female Avariel (winged elf) [without wings] Cleric of Baervan Wildwanderer 4/ Wizard 5; CR 11; Medium-size Elf; HD 4d8+5d4-9; hp 21; Init +3; Spd 30 ft.; AC 16 (touch 14, flat-footed 11); Base Atk +5; Grp +5; Atk +6 (1d6+1/x2, +1 Quarterstaff); Full Atk +6 (1d6+1/x2, +1 Quarterstaff); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Elven traits; AL LG; SV Fort +5, Ref +6, Will +12; Str 10, Dex 17, Con 9, Int 17, Wis 17, Cha 14
Skills: Concentration +11; Knowledge (arcana) +15; Knowledge (religion) +15; Spellcraft +17; Jump +4; Listen +9; Search +11; Spot +9
Feats: Skill Focus(Spellcraft); Spell Focus (Transmutation); Spell Focus (Abjuration); Maximize Spell
Special Qualities: Elven traits: +2 racial bonus on Listen and Search checks (entitled to a search check when passing within 5 feet of a secret or concealed door); +4 racial bonus on Jump and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with either longsword and rapier, proficient with laso and bolas.
Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell level; caster level 4th)
Wizard Spels Prepared (4/4/3/2; base DC = 13 + spell level; caster level 5th)
Possessions: Cloak os Resistance +1; Bracers of Armor +1; Amulet of Natural Armor +1; Ring of Protection +1; Ring of Feather Falling; Scrolls of Confusion, Silence, Charm Monster(2); +1 Quarterstaff
#997

green_elven_vampire

Mar 16, 2005 1:43:12
Sorry, my mistake. Here are the characters you asked for ramblin_chimp2.0 and I hope the second character is also from the book. Enjoy.



Aeron Morieth: Male Half-Wild Elf Wiz13/Sha3; CR 16; Medium-size Humanoid; HD 16d4; hp 44; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +7; Grp +8; Face/Reach 5 ft./5 ft.; SQ Half-elf traits, shadow defense; AL N; SV Fort +5, Ref +7, Will +13; Str 13, Dex 14, Con 11, Int 21, Wis 14, Cha 14
Skills and Feats: Bluff +5, Concentration +16 (+20 when casting defensively), Craft (alchemy) +13, Decipher Script +9, Diplomacy +4, Gather Information +6, Hide +5, Knowledge (arcana) +24, Knowledge (history-Chessenta) +13, Knowledge (local-Cimbar) +13, Knowledge (the planes) +21, Listen +3, Profession (scribe) +11, Search +6, Speak Language (common, chessentan, elven, aglarondan, chondathan, draconic, mulhorandi, untheric), Spellcraft +26, Spot +3; Arcane Schooling (wizard), Combat Casting, Craft Wondrous Item, Extend Spell, Insidious Magic, Pernicious Magic, Quicken Spell, Scribe Scroll, Shadow Weave Magic, Spell Focus (enchantment), Tenacious Magic, Toughness
Special Qualities: Half-Elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on Diplomacy and Gather Information, elven blood. Shadow defense +1.
Wizard Spells Prepared (4/6/5/5/5/5/3/3/2; base DC = 15 + spell level; DC 16 + spell level with illusion and necromancy spells; DC 17 + spell level with enchantment spells; caster level 16th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown



Melisanda of Arrabar: Female Chondathan Human Wiz7; CR 7; Medium-size Humanoid; HD 7d4+7; hp 26; Init +2; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +3; Grp +3; Face/Reach 5 ft./5 ft.; AL LG; SV Fort +3, Ref +3, Will +8; Str 11, Dex 12, Con 12, Int 19, Wis 16, Cha 17
Skills and Feats: Concentration +10 (+14 when casting defensively), Diplomacy +14, Knowledge (arcana) +14, Knowledge (history-the Vilhon Reach) +11, Knowledge (local-Cimbar) +11, Knowledge (nobility and royalty) +11, Sense Motive +10, Speak Language (common, chondathan, chessentan, damaran, elven, turmic), Spellcraft +16; Combat Casting, Craft Wand, Improved Counterspell, Leadership, Negotiator, Scribe Scroll
Wizard Spells Prepared (4/5/4/3/2; base DC = 14 + spell level; caster level 7th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Aeron had gold-blonde hair in the book and pale skin so I'd say Moon half elf, whereas Wild half elves have more of a brown tone to their skin. Just a thought.
#998

monch9

Mar 16, 2005 4:01:41
Hi guys,

You might want to jump over to the candlekeep forums and check out either the novel's section of the Sage's Chambers and look for reference to the Forsaken House (or specifically look for Rich Baker's thread). He outlined a rough class/level guideline for Araevin that you might want to base him on.

Monch9

Well, for aravein to be considered as a potential candidate for studying elven high magic(in game terms, effectively taking lvs in elven high mage PRC), he would have to be quite high in lvs, lv20 seems right, though nowhere in the book does he cast a spell higher than 7th lv, so this remains a debatable point.

Just curious, when he casts prismatic spray against the fey'ri, was there any indication of him having used any metamagic feats in any way? My memory is a little fuzzy. PErhaps he used still or silent or something to enhance their efficacy.

#999

zombiegleemax

Mar 16, 2005 12:12:46
With the advent of "The Champion of Corellon" in Races of the Wild, part of me wants to stat out Fflar as a Fighter 12/Champion of Corellon 8. From the vague and esoteric descriptions we've been provided, I'd say he's more in this line than that of a Bladesinger. I think a more "out and out" fighter type would have wielded Keryvian. Your thoughts?

I'm pretty sure Fflar wasn't a Bladesinger.
Show
At the beginning of Forgotten House he laments that the...Arms General?...isn't there to mop the floor with Aulmpiter with his blending of song and steel (i.e. bladesinger). In addition, I don't remember him using magic in the combats later in the novel. Finally, isn't Keryvian a bastard sword? The Bladesinger can only use a longsword or rapier in order to gain the benefits of Bladesong style....although I'm not sure that was the case back in 2.0...
#1000

green_giant_02

Mar 16, 2005 12:53:17
Green Giant,

With the advent of "The Champion of Corellon" in Races of the Wild, part of me wants to stat out Fflar as a Fighter 12/Champion of Corellon 8. From the vague and esoteric descriptions we've been provided, I'd say he's more in this line than that of a Bladesinger. I think a more "out and out" fighter type would have wielded Keryvian. Your thoughts?

By the way...keep up the saucy work.

That seems to be about right. You could give him the last two levels in the Champion PrC and make him a Ftr12/Champion of Corellon 10. That would him make an epic character but then again he did defeat a number of yugoloths as well as the last of the "Trio Nefarious."


Aeron had gold-blonde hair in the book and pale skin so I'd say Moon half elf, whereas Wild half elves have more of a brown tone to their skin. Just a thought.

I didn't know that since I've never read the novel. I made him a Wild half-elf since Wild elves are the closest elves near where the novel takes place, the Chondalwood.
#1001

salernodc

Mar 16, 2005 15:18:42
Green Giant,

I read through the Champion of Corellon several times at the book store but do not own the product. Any chance of a 4th Fflar version on this thread? I'd be happy to help with some ideas, but I do not have the proper resources to go the whole nine yards. This is one of my favorite threads on this entire WOTC web site.
#1002

green_giant_02

Mar 16, 2005 19:45:55
Sure, I'll post him when I can. I haven't read the novel(s) so I don't know some of the changes that might have happened.

What does he look like (height, weight, age, hair, eyes)?
Does he still have Foebane?
Is he quick or strong?
What equipment does he have?

Those are some of the questions that come to my mind.
#1003

warlockco

Mar 16, 2005 20:16:39
Sure, I'll post him when I can. I haven't read the novel(s) so I don't know some of the changes that might have happened.

What does he look like (height, weight, age, hair, eyes)?
Does he still have Foebane?
Is he quick or strong?
What equipment does he have?

Those are some of the questions that come to my mind.

His Blade of Demron has been given back to him, after his return.
#1004

zombiegleemax

Mar 16, 2005 23:34:27
Sorry but I don't know what their stats looked liked pre-divinity or whether they appeared at all. I do however have Heroes' Lorebook which features Adon after the Time of Troubles and his conversion to Mystra.

IIRC, Midnight was an 8th level Evoker.
#1005

zombiegleemax

Mar 17, 2005 4:40:09
You do good work GG. I will definatly use the shades, and the rest of your works will probably be used in my game as well.
#1006

zombiegleemax

Mar 17, 2005 10:14:01
Sure, I'll post him when I can. I haven't read the novel(s) so I don't know some of the changes that might have happened.

What does he look like (height, weight, age, hair, eyes)?
Does he still have Foebane?
Is he quick or strong?
What equipment does he have?

Those are some of the questions that come to my mind.

Not much added to the data you already have from the Fall of Myth Drannor. He is still getting used to being alive once again. I'd say he sounds stronger than most elves, but not at an expense of dexterity, so maybe starting from a base elf with STR 15, DEX 19, CON 15 set would not be far-fetched. As for him being a leader, he should have above average CHA (14+), nothing much to be said about INT or WIS - maybe 16 in each sound reasonable.

Whether he needs to be epic level - well, based on the Myth Drannor and this book he should be above 17 level, but anything below 24 seems reasonable to me. So, maybe a Fighter 12 / the PRC you select 8 is a better choice. He did not defeat one of the Trio. They slew each other as far as observers could say. And since Khelben nearly lost his life fighting and slaying one of the trio, while he was in his "early days", which suggests more or less pre-epic or early epic, they should be comparable levels.

Just my thoughts.
#1007

zombiegleemax

Mar 17, 2005 10:18:25
He did not defeat one of the Trio. They slew each other as far as observers could say.

IIRC, he was losing until he shattered the Mantle Stone orbiting the nycaloth. The resulting explosion (the stone was an Epic item; i.e. over 200,000gp) destroyed them both.
#1008

clobberintime

Mar 17, 2005 12:19:24
The signature thing from Last Mythall about FFlar was that he uses a shield, so he is sword and board. Honestly if I were going to make him, he would be a fighter/paladin...
#1009

aluroon

Mar 17, 2005 13:53:33
Agreed Clob, I say Fighter/Paladin.


Aluroon
#1010

salernodc

Mar 17, 2005 16:58:19
Fighter/Paladin is cool, but I like the idea of injecting the new PrC "Champion of Corellon" from Races of the Wild. I don't own the book, but I've read and reread the PRC....and Fflar really fits that mold although a Fighter/Paladin is not half bad...could be six of one, half dozen of another. I just think the "Champion of Corellon" adds a bit more flavor.

Green Giant - do you have enough to go on or do you need more details about Fflar?
#1011

gadodel

Mar 17, 2005 18:01:16
Perhaps, Fflar would have a PrC that is special for Myth Drannor. For example, Cormyr and Silverymoon have 'special protectors' and PrC to reflect that.

I would recommend a 5 level PrC, which Fflar has maxed out. Prior to that, Fflar might have the Urban Ranger variant.
#1012

salernodc

Mar 17, 2005 18:16:25
What evidence is there anywhere to suggest Urban Ranger? Not that it's not a cool idea, but what inspired the thought?
#1013

green_giant_02

Mar 17, 2005 18:19:11
The signature thing from Last Mythall about FFlar was that he uses a shield, so he is sword and board. Honestly if I were going to make him, he would be a fighter/paladin...

How does he use the shield, does he fight with it (ie Improved Shield Bash and Two-Weapon Fighting) or does he simply use it for defense? As for the fighter/paladin combo, it sounds great but then you have to keep both classes within one level or you'll take the penalty to experience points. Besides, Champion of Corellon has one class feature that is the same as that of a paladin's. Although a Ftr10/Pal2/Champion 8 combo sounds plausible and damn the penalties. :D



Fighter/Paladin is cool, but I like the idea of injecting the new PrC "Champion of Corlellon" from Races of the Wild. I don't own the book, but I've read and reread the PRC....and Fflar really fits that mold although a Fighter/Paladin is not half bad...could be six of one, half dozen of another. I just think the "Champion of Corellon" adds a bit more flavor.

Green Giant - do you have enough to go on or do you need more details about Fflar?

I forgot to ask but what type of elf is he? From his last name, Starbrow, I'm assuming he is a moon elf but his physical characteristics might differ. I am also awaiting what equipment besides Foebane he has now since that is what I'm going to post, the Captain Fflar Starbrow of the present.



Perhaps, Fflar would have a PrC that is special for Myth Drannor. For example, Cormyr and Silverymoon have 'special protectors' and PrC to reflect that.

I would recommend a 5 level PrC, which Fflar has maxed out. Prior to that, Fflar might have the Urban Ranger variant.

Perhaps a Myth Drannor Akh'Velahrn prestige class. :D I toyed with giving him some levels in the Ranger class, mostly for the favored enemy ability (evil outsiders) and the skill points but it didn't seem worth it since the Baneblades of Demron all have the evil outsider bane special ability.
#1014

gadodel

Mar 17, 2005 18:28:28
The bonus to the skills would help. Sure, there might be some redundancy in the combat aspects; but it would make Fflar quite an interesting individual.
#1015

salernodc

Mar 17, 2005 20:07:08
Really no saucy evidence that he's any type of a ranger.

Green Giant - from what I've studied he uses the shield for defense mainly...He has a strong combat relationship with Keryvian, the strongest baneblade of Demron.

From the scraps of history and 1 novel we have at our disposal, he's any combo of fighter, Paladin, & Champion of Corellon, or some funky/historic Myth Drannor PrC.
#1016

green_giant_02

Mar 17, 2005 22:48:11
Changes

Just posted the changes to Captain Fflar Starbrow on page 19. Enjoy.
#1017

Planeshifter_Ixiaul

Mar 18, 2005 0:04:52
this is my 2nd "homebrew" version of an NPC from Baldur's Gate 2. this is Anomen at his "starting level" from where he first meets the party. and i did the rest from what i felt was Anomen. i will be updating this with other NPCs from BG2 periodically.

Anomen Male Human Fighter 4/ Cleric of Helm 6; CR 10; Medium-size Human; HD 4d10+6d8+30; hp 79; Init +0; Spd 20 ft.; AC 22 (touch 10, flat-footed 22); Base Atk +8/3; Grp +12; Atk +14 (1d10+6/19-20, +1 Bastard Sword); Full Atk +14/9 (1d10+6/19-20, +1 Bastard Sword); Face/Reach 5 ft./5 ft.; SA Turn undead; AL LN; SV Fort +12, Ref +3, Will +7; Str 20, Dex 10, Con 16, Int 10, Wis 13, Cha 13
Skills: Climb +4; Diplomacy +7; Gather Information +6; Intimidate +7; Knowledge (religion) +6; Ride -1; Sense Motive +7
Feats: Exotic Weapon Proficiency (Bastard Sword); Weapon Focus (Bastard Sword); Quick Draw; Power Attack; Cleave; Kiai Shout (DC16); Power Critical
Cleric Spells Prepared (5/4+1/3+1/2+1; base DC = 11 + spell level; caster level 6th)
Domains: Law (cast law spells at +1 caster level) and Strength (+6 to Strength 1/Day)
Possessions: +1 Bastard Sword; +2 Full Plate; Delryn Family Shield; Gauntlets of Ogre Power

Delryn Family Shield +1 Large Steel Shield, Fire and Cold resistance 20, Reverse Arrows 1/Day
#1018

salernodc

Mar 18, 2005 10:46:00
Nice job on Fflar Green Giant...really solid work! Fair Play! No stat boosts from level ups or items though? Other than that....VERY saucy.
#1019

green_giant_02

Mar 18, 2005 11:29:51
Actually I did give him the normal ability score increases from levels, I just gave him lower ability scores than was suggested and then increased them to match the suggested ones. If you want to know, I gave him 2 points in Wisdom and 1 point each in Strength, Dexterity, and Charisma.
#1020

gadodel

Mar 18, 2005 17:38:48
How about some Council of Amn members write ups?

How about some Heralds of Holdfast write ups?

How about some Shadow Thieves write ups?

How about some of the Lords of Waterdeep writeups?

Nah, I don't ask for much do I? ;)

As always, good work.

I like your Fflar update.
#1021

zombiegleemax

Mar 18, 2005 18:27:21
With the shining south rule book out theres the new Jordaini Vizier prestige class, I was wondering if someone could redo Matteo and Tzigon taking into account the new stuff from the shining south
#1022

zombiegleemax

Mar 18, 2005 18:59:11
I was curious why Triel Baenre (Matron Mother Baenre if you will) hasn't been done yet?
#1023

zombiegleemax

Mar 18, 2005 22:11:45
actually she has shes on this page
http://boards1.wizards.com/showthread.php?t=142994&page=17&pp=30
#1024

Planeshifter_Ixiaul

Mar 18, 2005 23:09:50
this is my 3rd "homebrew" version of an NPC from Baldur's Gate 2. this is Cernd at his "starting level" from where he first meets the party. and i did the rest from what i felt was "Cernd". i will be updating this with other NPCs from BG2 periodically.

Cernd Male Human Druid of Silvanus 6/ Nature's Warrior 4; CR 10; Medium-size Human; HD 6d8+4d10+10; hp 58; Init +0; Spd 20 ft.; AC 18 (touch 12, flat-footed 18); Base Atk +8/3; Grp +9; Atk +11 (1d6+3, +2 Quarterstaff); Full Atk +11/6 (1d6+3, +2 Quarterstaff); Face/Reach 5 ft./5 ft.
SQ Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 4/day, Nature's Weapon, Wilding, Claws of the Grizzly; AL N; SV Fort +11, Ref +3, Will +13; Str 13, Dex 11, Con 13, Int 12, Wis 22, Cha 15
Skills: Concentration +12 (+16 casting defensively); Knowledge (nature) +13; Knowledge (religion) +12; Knowledge (the planes) +3; Listen +17; Spot +17; Survival +18
Feats: Track; Combat Casting; Augment Summoning; Fast Wild Shape; Lion's Pounce
Druid Spells Prepared (6/6/5/3/2; base DC = 16 + spell level; caster level 8th)
Possessions: Periapt of Wisdom +2; Amulet of Natural Armor +1; Ring of Protection +1; +2 Hide Armor; Gloves of Dexterity +2; Cloak of the High Forest; Staff of the High Forest

Staff of the High Forest +2 Quarterstaff, Regenerate 1 HP/2 rounds
Cloak of the High Forest +1 saves, +1 deflection bonus to AC
#1025

zombiegleemax

Mar 19, 2005 6:44:52
actually she has shes on this page
http://boards1.wizards.com/showthread.php?t=142994&page=17&pp=30

Ah ok. I didn't see her in the Menzoberanzan section like the other Baenre's so I presumed no one had gotten around to her. Very well
#1026

Planeshifter_Ixiaul

Mar 19, 2005 11:32:14
this is my 4th "homebrew" version of an NPC from Baldur's Gate 2. this is Edwin at his "starting level" from where he first meets the party. and i did the rest from what i felt was "Edwin". i will be updating this with other NPCs from BG2 periodically.

Edwin Odesseiron Male Human Conjurer 5/ Red Wizard 4; CR 9; Medium-size Human; HD 5d4+4d4+27; hp 47; Init +0; Spd 30 ft.; AC 12 (touch 11, flat-footed 12); Base Atk +4; Grp +4; Atk +4 (1d4, Dagger); Full Atk +4 (1d4, dagger); Face/Reach 5 ft./5 ft.
SQ Summon Familiar, Specialization (Illusion & Transmutation), Enhanced Specialization (Necromancy), Specialist Defense +2, Spell Power +2; AL LE; SV Fort +3, Ref +3, Will +9; Str 10, Dex 10, Con 16, Int 22, Wis 10, Cha 10
Skills: Concentration +15; Decipher Script +14; Diplomacy +5; Gather Information +6; Intimidate +5; Knowledge (arcana) +18; Knowledge (the planes) +18; Spellcraft +18
Feats: Tattoo Focus; Scribe Scroll; Spell Focus (Conjuration); Extend Spell; Twin Spell; Augment Summoning; Greater Spell Focus (Conjuration)
Wizard Spells Prepared (5/6/6/5/4/2; base DC = 16 + spell level, DC = 20 + spell level with Conjuration spells; caster level 9th)
Possessions: Headband of Intellect +2; Cloak of Resistance +1; Bracers of Armor +1; Ring of Protection +1; Scroll of Summon Monster VI, dagger
#1027

zombiegleemax

Mar 19, 2005 21:19:22
I was wondering if someone could do stats for Zhai the female half-drow half-wood elf rogue from the game Demon Stone.
#1028

warlockco

Mar 20, 2005 4:17:34
I was wondering if someone could do stats for Zhai the female half-drow half-wood elf rogue from the game Demon Stone.

Given that she has appearred only in that game and we have no real stats for her, I don't think we can do her.
#1029

warlockco

Mar 20, 2005 4:36:55
Third Daughter of House Do’Urden (Deceased, killed during the fall of House Do’Urden)
Maya Do’Urden: Clr 9; CR 10; Medium Humanoid (Elf); HD 9d8+9; hp 50; Init +3; Spd 30 ft.; AC 25 (touch 13, flat-footed 22); Base Atk +6; Grp +7; Atk +11 melee (1d8+4, +3 Drowcraft Adamantine Heavy Mace) or +10 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk +11/+6 melee (1d8+4, +3 Drowcraft Adamantine Heavy Mace) or +10/+5 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 20; AL CE; SV Fort +10, Ref +11, Will +12; Str 12, Dex 16, Con 12, Int 14, Wis 16, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +8, Diplomacy +4, Intimidate +2, Knowledge (Arcana) +4, Knowledge (The Planes) +4, Knowledge (Religion) +8, Listen +2, Search +2, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +8, Spot +2. Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Penetration, Weapon Focus (Heavy Mace), Weapon Focus (Scourge).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20. Aura of Evil (aura equals cleric level); Rebuke Undead as 9th level cleric 5/day.
Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 13 + spell level; caster level 9th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 9th level cleric 5/day).
Possessions: Silver Holy Symbol (Lolth), Do’Urden House Insignia, +3 Elven Chainmail, +3 Drowcraft Adamantine Buckler, +3 Drowcraft Adamantine Heavy Mace, Scourge of Fangs, Drow Boots, Piwafwi of Resistance +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Red.
Conversion Note: She is listed as Clr9 in Menzoberranzan boxed set with no additional information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #302.
#1030

zombiegleemax

Mar 20, 2005 6:36:13
I was wondering if someone could do stats for Zhai the female half-drow half-wood elf rogue from the game Demon Stone.

You guys aren't talented enough to even get a rough-stat done for her? Maybe the questioner wishes to encounter the Drow/Elf lady and just needs some rough stats to play with?
#1031

warlockco

Mar 20, 2005 8:18:03
You guys aren't talented enough to even get a rough-stat done for her? Maybe the questioner wishes to encounter the Drow/Elf lady and just needs some rough stats to play with?

Well Considering that I don't own a Console Game System, and all the reviews I have heard of Demonstone have been HORRIBLE. I don't see how I could even start making stats for her.
#1032

zombiegleemax

Mar 20, 2005 8:55:46
A person like your self (Stat-Do'er) doesn't own a gamin councel? Purpostrous!

But yeah, I heard that too..shame really. Someone has to be able to give a rough-stat for the questioner...
#1033

green_giant_02

Mar 20, 2005 14:34:43
Well, I own a console game system but I've never played Demonstone and I hardly use it nowadays. So there is no way I can supply stats for Zhai even rough ones.
#1034

zombiegleemax

Mar 21, 2005 12:31:56
They promised to release it for PC in November last year. Maybe with a 6 month delay we'll get it. :P
#1035

aluroon

Mar 21, 2005 16:16:01
You guys aren't talented enough to even get a rough-stat done for her? Maybe the questioner wishes to encounter the Drow/Elf lady and just needs some rough stats to play with?

God don't the stupid computer/console characters ever stop. GET AWAY!


Aluroon
#1036

lord_teclis_malahandyr

Mar 28, 2005 12:41:52
I have been gaming for 16 years and DMing for about 6 years. This is my first attempt at character posting! I have seen several posts for Lady Oluevaera Estelda "The Srinshee" on previous pages and think that they are all excellent.

We (my gaming group) have just finished an epic campaign centered around Eversksa and the Time of Shade. The Srinshee was a major NPC in our campaign. I wanted to keep her level's below 40th as I did not beleive that she was as power hungry as Karsus, but I wanted to make sure that she was still extreamely powerful. This was because I wanted the playing group some where to go to for refuge that even Lord Shade himself would think twice about. After reading several pieces of literature on her, I came to the conclusion that she was a Chosen of Mystra (hence the Template). I beefed up some of her magical items to epic levels as I am sure that I have read some where, that during the fall of Myth Drannor, the elven high mages created powerful items to use against the hordes of chaos. I can't beleive that Srinshee would not have made at least some near Artifact level Items.

Believe me when I say that, this version has been played tested and she is one bad mother.... enjoy. Please let me know what you think...

With reference her alignment, I have made her LG as in Lost Empires it states that you have to be LG to wield the Rulers Blade.

Lady Oluevaera Estelda, "The Srinshee": Chosen of Mystra: Female, Sun Elf, Wiz28/Elven High Mage 10; CR 42; Medium Humanoid ; HD 38d4+304 (Wizard) ; hp 344; Init +5; Spd 20; AC 33; Base Atk +21 Base Range +24 Full Attack+26/+21 (1d8+6, +4 Adamantine Longsword) or +28/+23 (1d4+8+1d6, +6 Dagger, Adamantine) or +24/+19 (1d6+4, Staff of the Magi); AL LG; SV Fort +35, Ref +32, Will +39; STR 14, DEX 20, CON 26, INT 38, WIS 23, CHA 22.
Base Statistics
STR 14 (unchanged)
DEX 16 (+4, due to Gloves of Dexterity +4)
CON
15 (+1 Level Bonus; +10 Chosen of Mystra Template)
INT 18 (+2 Racial Bonus; +5 Level Bonus; +4, due to Headband of Intellect+4, +5 due to Tomb of Clear Thought+5, +2 due to Wish Spell, +2 Retained from being a Bealnorn)
WIS
17 (+4 due to multiple Wish Spells; +2 Level Bonus)
CHA
17 (+4, due to Tomb of Understanding+4; +1 Level Bonus)
Possessions:
Weapons:
Artifact (Ruler’s Blade) Ar’Cor’Kerym (+4 Adamantine Longsword: Holy, Keen with other powers)
+6 Dagger, Adamantine: Shocking Burst, Dancing.

Magic: Headband of Intellect +4; Pearl of Power (9th); Pearl of Power (7th); Tome of Understanding +4 (Used); Tome of Clear Thought +5 (Used); Amulet of the Planes; Bag of Holding (type IV); Bead of Force (8); Belt of Many Pockets; Boots of Teleportation (Teleport 3/day); Bracers of epic armor (+12); Cloak of Elvenkind and Resistance +4; Crystal ball with True Seeing; Elven Mask; Gem of Seeing; Gloves of Dexterity +4; Ioun Stone of Resistance +4; Ioun Stone, Clear [Spindle] (Without Food & Water); Ioun Stone, Dusty Rose [Prism] (+1 AC); Ioun Stone, Iridescent [Spindle] (Without Air); Ioun Stone, Pearly White [Spherical] (Regenerates Five hp per hour); Keoghtom`s Ointment (6 Vials); Orb of Storms; Portable Hole; Robe of the Archmagi; Ring of Spell-Battle; Ring of Improved Wizardry (V/VI); Staff of the Magi (Charges: 28); Rod of Metamagic, Greater Quickened (Quicken Spell 3/day) ; Wand of Antimagic Ray (20) (Charges: 27); Wand of Teleportation Circle (20) (Charges: 26), Attuned Gems- sewn into Srinshee’s Robes (Finger of Death, Time Stop, Greater Dispel Magic, Chain Lightning, Feather Fall, Plane Shift, Shapechange, Forceage, Power Word-Kill, Power Word-Stun)

Skills: Climb +9, Concentration +38, Craft (Alchemy) +44, Craft (Armorsmithing) +29, Craft (Bookbinding) +26, Craft (Calligraphy) +24, Craft (Gemcutting) +21, Craft (Weaponsmithing) +22, Decipher Script +46, Diplomacy +19, Gather Information +19, Handle Animal +9, Hide +6, Intimidate +20, Knowledge (Arcana) +63, Knowledge (Architecture) +15, Knowledge (Demonology) +20, Knowledge (Dragonkind) +12, Knowledge (Dreams) +12, Knowledge (Geography) +23, Knowledge (History) +30, Knowledge (Local) +24, Knowledge (Monsters) +16, Knowledge (Nature) +23, Knowledge (Nobility and Royalty) +20, Knowledge (Portals & Gates) +22, Knowledge (Religion) +20, Knowledge (The Planes) +44, Listen +16, Move Silently +7, Open Lock +4, Psicraft +15, Ride +8, Search +17, Sleight of Hand +3, Speak Language +9, Spellcraft +55, Spot +16, Tumble +8, Use Magic Device +19.
Feats: Attune Gem, Cooperative Spell, Craft Contingent Spell, Craft Magic Arms and Armor, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Epic Skill Focus: Knowledge (Arcana), Epic Spellcasting (Arcana), Greater Spell Penetration, Heighten Spell, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity x5, Intensify Spell, Martial Weapon Proficiency: Longsword, Maximize Spell, Multispell, Polyglot, Quicken Spell, Scribe Scroll, Spell Focus: Evocation, Spell Penetration, Weapon Focus: Dagger, Weapon Focus: Longsword, Weapon Focus: Quarterstaff.
Special Qualities: Elven traits: +2 racial bonus on listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on a saves against enchantment, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Seed affinity x4, Mythal inventionx4

Chosen Immunities: Srinshee is unaffected by attacks that duplicate these effects: Magic Missile, Web, Fireball, Evard’s Black Tentacles, Feeblemind, Disintegrate, Anti-Magic Ray, Trap the Soul, Time Stop Chosen Spell-Like Abilities: 1/Day – Magic Missile, Melf’s Acid Arrow, Dispel Magic, Dimension Door, Teleport, Greater Dispel Magic, Plane Shift, Greater Planar Binding, Srinshee’s Spell Shift Detect Magic (Su): Line of Sight

Enhanced Constitution: The Chosen of Mystra Template adds +10 to Constitution.

Enhanced Intelligence/Wisdom: Srinshee has used multiple wished to increase her Wisdom by+4 and Intelligence by +2.

Silver Fire (Su): See Chapter 2 of the Forgotten Realm Campaign Setting

Epic Spells Per Day: 6

Epic Spells Known: Contingent Resurrection, Epic Mage Armor, Epic Spell Resistance, Let Go of Me, Greater Ruin; The Srinshee is known to have the knowledge of at least three other epic spells but so far these are unknown.

Spells Known: All spells from any publications that the DM deems fit.

Spells Prepared (Wiz 4/8/8/7/7/11/11/7/6/7/3/2/2/2/2 Base Dc24+spell level, Dc28+spell level for evocation spells):
Caster Level: 34th Level
#1037

runestar

Mar 28, 2005 23:57:47
Regarding your statted shrinshee....A few minor nitpicks if I may be so bold...

For int, the bonuses from wish and tomes don't stack, since they are both inherent bonuses. I would give her +3 to all mental stats from aging. Any reason hwy you are not allocating all lv increases to int? I see little benefit from improving cha and wis. And I think for her lv, you can give her items that grant at least +8 to stats.

Also, epic slots per day is based on base ranks in knowledge arcana, so your max.no.of slots is only 4, not 6.

And how is the dc for your evocation so high? All I see is a spell-focus that would add only +1.

And is she supposed to be a chosen? I see no mention of that in the novels, except for the part when mystra restored her youth, but is that an application of the chosen template as well?

Good work overall though.
#1038

kuje31

Mar 29, 2005 0:01:17
And is she supposed to be a chosen? I see no mention of that in the novels, except for the part when mystra restored her youth, but is that an application of the chosen template as well?

Good work overall though.

Yes it is in Ed's Elminster in Hell novel and he has further said yes she is a Chosen, in his 04 file that is in my sig.
#1039

lord_teclis_malahandyr

Mar 29, 2005 0:39:21
My mistake on epic spell slots. Should be 4 and not 6. With reference her level allocation bonuses, After reading about her I fealt that due to her age and the fact that she had done just about everything in Myth Drannor that anyone can do (High Mage etc) and the fact that she was so respected (and feared) in an empire full of epic level characters, I incresed her wisdom and charisma. I take on point with reference the tomes and wish spells and will instead replace with max age modifiers but without the penalties. When I created this character her signature magical items was a en item called "Insignia of High Arcana" which has the following statistics.

Armor Class Bonus +4
Active Powers.
Detect Magic, Detect Evil, Death Watch

Minor Powers. (At Will - 20th Level)
Levitate, Feather Fall, Dimension Door

Major Powers. (3/Day - 20th Level)
Plane Shift, Teleport-greater

Special Attuned Powers.
Use Quickened Spell Feat (2/day)
Use Maximize Spell Feat (2/day)
SR21
+4 to Dc fbonus or spells cast from the school of evocation.


Srinshee dosnt have this item at present as it has been lent to one of the parties mages. I have forgotten to allow for this in her stats and I will make amends as I also know that the Dc are still alittle to high.

Will post a revised version soon.
#1040

lord_teclis_malahandyr

Mar 29, 2005 0:57:00
I can hear the complaints already....

I am a huge fan of Drizzt Do'Urden. I know that there has been numerous debates over his level. I must say that after reading everything on him I just can not see how he isn't an epic character. If you take for example his levels in noth the orginal Hall of Heroes and again in Hores Lorebook, and you compare that to what he has done since well!!!!!!!!!

The same can be said for Artemis Entreri.... he is supposed to be the most dangerous assassin in the realms (not with those levels he aint). Before I post any threads on my versions I would like advice as to how other people see it!

It would also be nice to see epic characters that where not wizards.

Si far I am thinking of the following levels..

Drizzt Ftr16/Rgr3/Rog4 - the hunter is a state of mind and not a class.

Entreri Ftr10/Rog6/Ass6 - that is more like the best realms assassin.
#1041

lord_teclis_malahandyr

Mar 29, 2005 15:18:46
I have just finished the dorw series (excellent). The one npc that stood from all of the others was Kaanyr Vhok, but I have tried to find a posting on him and as yet have not been able to find one... So here is mine. I hope that you enjoy and please let me know what you think.. cheers


Kaanyr Vhok: Male Human Half-Fiend Ftr7/Rog2/Wiz6; CR 18; Medium Outsider ; HD 7d10+35 (Fighter) , 2d6+10 (Rogue) , 6d4+30 (Wizard) ; hp 154; Init +8; Spd 30; AC 28; Atk +23/+23/+18/+13 (2d6+16, +4 Adamantine Greatsword); SA: Smite Good (Su) ; SQ: Damage Reduction (Su): 10/Magic, Spell Resistance (Ex): 15 + 10; AL CE; SV Fort +16, Ref +15, Will +13; STR 24, DEX 18, CON 20, INT 24, WIS 14, CHA 18.

Possessions:
Weapons: +4 Adamantine Greatsword: Unholy, Mighty Cleaving.
Magic: Amulet of Natural Armor +3; Belt of Giant Strength +4; Boots of Speed; Bracers of the Blinding Strike; Cloak of Elvenkind and Resistance +4; Dust of Sneezing and Choking; Fire Elemental Gem, Elder; Ioun Stone, Deep Red [Sphere]; Ioun Stone, Pink [Rhomboid]; Ioun Stone, Scarlet and Blue [Sphere]; Ring of Protection +4; Ring of The Darkhidden; Wand of Daylight (6) (Charges: 16); Wand of Magic Missile (6) (Charges: 36).

Skills:
Appraise + 9, Bluff + 6, Climb + 11, Concentration + 12, Craft (Alchemy) + 10, Decipher Script + 13, Diplomacy + 9, Disable Device + 8, Gather Information + 6, Handle Animal + 8, Hide + 5, Intimidate + 22, Jump + 12, Knowledge (Arcana) + 15, Knowledge (Demonology) + 16, Knowledge (Dungeoneering) + 11, Knowledge (History) + 9, Knowledge (Local) + 11, Knowledge (Religion) + 8, Knowledge (The Planes) + 10, Knowledge (Undead) + 8, Knowledge (Underdark) + 14, Listen + 5, Ride + 9, Speak Language + 6, Spellcraft + 18, Spot + 4, Survival + 8, Swim + 10, Tumble + 8, Use Magic Device + 8.
Feats:
Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Cleave, Dodge, Empower Spell, Improved Critical: Greatsword, Improved Initiative, Maximize Spell, Power Attack, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Greatsword, Weapon Specialization: Greatsword.


Spells Prepared (Wiz 4/5/5/4 Dc17+spell level): 0 - Arcane Mark, Dancing Lights, Detect Magic x2; 1st - Mage Armor, Magic Missile x3, True Strike; 2nd - Alter Self, Blur x2, Bull`s Strength, Glitterdust; 3rd - Dispel Magic, Lightning Bolt, Slow, Tongues.
#1042

green_giant_02

Mar 29, 2005 19:05:45
I have just finished the dorw series (excellent). The one npc that stood from all of the others was Kaanyr Vhok, but I have tried to find a posting on him and as yet have not been able to find one... So here is mine. I hope that you enjoy and please let me know what you think.. cheers

I have posted some stats on the Sceptered One that can be found on page 7 as well as his location on the index on page 1 (along with other NPCs). He appears in the 2e adventure module, Hellgate Keep, as well as given abbreviated 3E stats in Lords of Darkness which is what I used to stat him.
#1043

lord_teclis_malahandyr

Mar 30, 2005 0:28:47
Thank you Green Giant. :D ;)
#1044

zombiegleemax

Mar 30, 2005 3:30:52
I can hear the complaints already....

I am a huge fan of Drizzt Do'Urden. I know that there has been numerous debates over his level. I must say that after reading everything on him I just can not see how he isn't an epic character. If you take for example his levels in noth the orginal Hall of Heroes and again in Hores Lorebook, and you compare that to what he has done since well!!!!!!!!!

The same can be said for Artemis Entreri.... he is supposed to be the most dangerous assassin in the realms (not with those levels he aint). Before I post any threads on my versions I would like advice as to how other people see it!

It would also be nice to see epic characters that where not wizards.

Si far I am thinking of the following levels..

Drizzt Ftr16/Rgr3/Rog4 - the hunter is a state of mind and not a class.

Entreri Ftr10/Rog6/Ass6 - that is more like the best realms assassin.

I disagree with the need for Drizzt and Artemis to be epic. If you think about it, a character really doesn't need to be that high a level to devastate normal people. How many 1st level warriors can an eighth level fighter take on just by himself? Where's the excitement of they're so high in level most opponents aren't even close to being a challenge? Besides, from a game mechanics point of view, has Drizzt really gained that much XP since the Heroes Lorebook? The first book after that time was the Silent Blade and since then...







SPOILER STUFF






I WARNED YOU






HOW THE HECK DO YOU MAKE THE BOX ANYHOO? I JUST MADE THE TEXT LEMON CHIFFON SO YOU HAVE TO HIGHLIGHT IT TO READ IT...


Drizzt didn't beat Artemis and Jarlaxle got away with the Shard, so I don't see any XP there. Sea of Swords... a couple scrapes with pirates, one decent fight at the end. Hunter's Blades... orcs ain't worth nothin' to someone one of Drizzt's sixteen class levels and +2 level adjustment. A few giants and drow, maybe a lil' bit. And I haven't read the third cuz I'm livin' la vida broke-a and only get paperbacks, but from other people posting things without spoiler warnings , not much gained there either. As for Artemis, it appears he's become a shade so that's something like a +4 level adjustment That's a whole lot of stabby-stabby until he can go up a level.


Anyhoo, that's my rant as a member of the Drizzt-is-fine-the-way-he's-already-statted party.
#1045

zombiegleemax

Mar 30, 2005 4:31:50
The spoiler block thing is:

(sblock) spoiler text (/sblock)

But replace the round brackets () with square ones [].

Show
Ta-daaaaaaa!
#1046

lord_teclis_malahandyr

Mar 30, 2005 12:02:15
Thanks for your opinion.
#1047

lord_teclis_malahandyr

Mar 30, 2005 12:16:00
I still think that he must have gained at least one level since the silent blade and possible more. I know that there seems to be a drop in level from 2ed to 3rd ed in most cases but to go from an 16th Level Ranger (former 18th Level Fighter) and remain the same well.......

Also remember that he defeated Dantrag Bearne a long time ago and Dantrag was an 18th Level Fighter back then and he also had superior armor and with bracers of the blinding strike. He also defeated a very powerful erutu (Balor). I can not see even with lucky dice rolls how he could survive.

I know that you will say.... that a 16th charcater is capable of defeating an 18th level character. I agree. But Drizzt was 16th Level back then. Surely he has gained some XP.

Everyone feared Drizzt (Dinin Do'Urden Ftr12) was petrified of him, so much so that he refused Malice to go back after him. It was also stated that Drizzt would have been the greatest Weapons Master in Menzo (Malice said this).

I suppose that we all have differences.
Viva la Diffence
#1048

zombiegleemax

Mar 30, 2005 16:25:19
Was Dantrag 18th level? I always thought he was 16th - fighter 16 +2 for being a drow = CR18.

As for how Drizzt beat him:

a) His bracers made his attacks incredibly fast but predictable. Once Drizzt had figured out what he was doing, it was a simple task to get the better of him.

b) Drizzt is Salvatore's main character. Dantrag isn't.

Pick whichever suits you best.
#1049

lord_teclis_malahandyr

Mar 30, 2005 16:47:57
Thank you...

I was just being picky. Dantrag was 18th Level (Not CR18). I do concur that Drizzt is a favoured character and that may well be why he is treated as such.

I think that it is a debate that everyone could have and we would all still disagree. I think that I am just a litle tired of seeing only just epic level wizards and it would be nice to see other epic level classes.

I know that Cadderly has already been done by WOTC, but I would like to see his states redone... Has anyone stated out any characters from Horders of Darkness. As I think the Valshree would make an awsome villian.....
#1050

warlockco

Mar 30, 2005 19:54:41
Was Dantrag 18th level? I always thought he was 16th - fighter 16 +2 for being a drow = CR18.

Three things.
1) Per Menzoberranzan boxed set, Dantrag Baenre was a 18th level fighter.
2) CR adjustment for Drow is +1 not +2.
3) ECL adjustment for Drow is +2, which is where you are probably getting your CR adjustment of +2.
#1051

lord_teclis_malahandyr

Mar 31, 2005 0:39:22
Thank you Warlocko.

I am in the middle of creating characters from the Lost Empires and will post them as soon as there all done.
#1052

zombiegleemax

Mar 31, 2005 1:42:38
Three things.
1) Per Menzoberranzan boxed set, Dantrag Baenre was a 18th level fighter.
2) CR adjustment for Drow is +1 not +2.
3) ECL adjustment for Drow is +2, which is where you are probably getting your CR adjustment of +2.

I'm sure I read somewhere that Dantrag was 16th level but I can't find where it was so maybe I'm wrong.

CR adjustment for Drow used to be 2, didn't it? In 3E? Then in 3.5 they dropped it to 1? Or am I getting things mixed up again?
#1053

zombiegleemax

Mar 31, 2005 2:44:35
I still think that he must have gained at least one level since the silent blade and possible more. I know that there seems to be a drop in level from 2ed to 3rd ed in most cases but to go from an 16th Level Ranger (former 18th Level Fighter) and remain the same well.......

Also remember that he defeated Dantrag Bearne a long time ago and Dantrag was an 18th Level Fighter back then and he also had superior armor and with bracers of the blinding strike. He also defeated a very powerful erutu (Balor). I can not see even with lucky dice rolls how he could survive.

I know that you will say.... that a 16th charcater is capable of defeating an 18th level character. I agree. But Drizzt was 16th Level back then. Surely he has gained some XP.

Everyone feared Drizzt (Dinin Do'Urden Ftr12) was petrified of him, so much so that he refused Malice to go back after him. It was also stated that Drizzt would have been the greatest Weapons Master in Menzo (Malice said this).

I suppose that we all have differences.
Viva la Diffence

And you would believe a drow priestess named Malice? :D

Actually, I think Drizzt would have made a lousy Weapons Master. That title isn't just for whoever is best in a one-one-one fight, but also leads a house's troops. Drizzt prefers leaving that to people like Bruenor or Duedermont while doing his own thing.

I believe the fight with Dantrag occured before the stats in the Heroes Lorebook. I'd have to doublecheck though, I don't have all my goodies handy. And I agree with Davidw, Dantrag just wasn't that smart of a fighter. An arguement coulld be made maybe Drizzt doesn't need to be higher in level, but Dantrag lower since he was so dependant on his magic tricks to get him through a fight.

I understand you wanting to see non-wizard epic characters. personally I'd like to seesome powerful rogues statted out, like whats-his-name that's in charge of the Shadow Thives or the Syl-Pasha of Calimshan. One problem with epic fighters is that they don't get the fighter's attack bonus after going epic. They get feats, but their attacks don't get much better, they use the same epic bonus as any class in epic levels. Like some people say Zaknafien being a 24th level fighter would beat Shappurak, a 20th level fighter with three rogue levels and seven wizard levels. But Shappurak would actually have a higher attack bonus having a larger epic attack bonus and Zak's greater number of fighter feats gets balanced out by the ones Shappurak gets at 27th and 30th level. My point... I dunno. I just like to ramble sometimes.

And as for Errtu, 2ed balors were 13 HD monsters with far fewer cool ticks than the 3/3.5ed bad muthas have. Having Drizzt beating a balor back then at 16th level wasn't as unlikely as it would be now. That and Salvatore said it happened, so it did.
#1054

warlockco

Mar 31, 2005 6:13:32
I'm sure I read somewhere that Dantrag was 16th level but I can't find where it was so maybe I'm wrong.

CR adjustment for Drow used to be 2, didn't it? In 3E? Then in 3.5 they dropped it to 1? Or am I getting things mixed up again?

Your mixed up :D
#1055

lord_teclis_malahandyr

Mar 31, 2005 11:34:31
Thank you all. Yeah, it would be cool to see some epic level rogues. How about Morik... has anyone stated him yet?
#1056

kuje31

Mar 31, 2005 11:46:23
Thank you all. Yeah, it would be cool to see some epic level rogues. How about Morik... has anyone stated him yet?

Unfort, there's not that many epic thieves in the old lore. I've found 2 so far for my NPC file and I'm almost done with the FR sourcebooks.
#1057

lord_teclis_malahandyr

Mar 31, 2005 13:02:04
I am suprised that there are no epic thieves from Netheril!
#1058

kuje31

Mar 31, 2005 13:16:41
I am suprised that there are no epic thieves from Netheril!

Yeah. FR in 1e and 2e just didn't have that many 21st level thieves.
#1059

zombiegleemax

Mar 31, 2005 13:33:32
Probably because by the time you hit epic levels, you've either stolen everything worth stealing or have so much wealth you don't need to steal anything else.

Aside from that, if you were 21st level you wouldn't need to steal anything. You'd just walk up to someone and glare at 'em really hard till they handed over all their belongings.
#1060

lord_teclis_malahandyr

Mar 31, 2005 14:40:51
lol. True that. Has anyone stated out Brajin. The head of Castle Trinity (The Cleric Quintet). If not then I might have a go... He seemed to be about 14th-16th Level.
#1061

Zireael

Apr 01, 2005 1:47:09
Planeshifter, look at the thread before you'll do your posts. I posted Edwin before. Thanx for Cernd, I'll use it. What's Nature Warrior? 8th level wasm't the starting level. At the start of BG, they all were 0lvl commoners.
#1062

warlockco

Apr 01, 2005 3:28:36
Planeshifter, look at the thread before you'll do your posts. I posted Edwin before. Thanx for Cernd, I'll use it. What's Nature Warrior? 8th level wasm't the starting level. At the start of BG, they all were 0lvl commoners.

He has a much of right to post here as you do, plus his levels are way more reasonable than the ones that you used.

As to Nature's Warrior, I think that is a PrC from Complete Warrior.

Just because you posted some of those NPCs doesn't mean he can't.

Green Giant and Myself have both posted copies of some of the same NPCs.
#1063

lord_teclis_malahandyr

Apr 01, 2005 13:47:18
Here are two interesting npc's from Leof.

Lady Saharel: Female Human Ghost Wiz20/Acm5/Netherese Arcanist 5; CR 32; Medium Undead (Augmented); HD 25d12 (Wizard) , 5d12 (Archmage), 5d12 (Nethersees Arcanist) ; hp 184; Init +4; Spd 30; AC 30; Atk +19 base melee, +22 base ranged Full Atk +25/+20 (1d6+6+1d6, +5 Quarterstaff); SA: Frightful Moan (Su) , Horrific Appearance (Su) , Manifestation (Su) , Corrupting Gaze (Su) , Draining Touch (Su) , Malevolence (Su) , Corrupting Touch (Su) ; SQ: Racial Traits: Undead, Immunity: Mind-Affecting Attacks (Ex), Immunity: Energy Drain (Ex), Immunity: Ability Drain (Ex), Immunity: Critical hits (Ex), Darkvision (Ex): 60 ft., Rejuvenation (Su), Immunity: Nonlethal Damage (Ex), Immunity: Paralysis (Ex), Immunity: Poison (Ex), Immunity: Fortitude Save-Based Attacks (Ex), Immunity: Raise Dead (Ex), Immunity: Disease (Ex), Immunity: Reincarnate (Ex), Resistance: Turn (Ex): +4, Immunity: Stun (Ex), Immunity: Ability Damage (Physical Scores), Immunity: Death from Massive Damage (Ex), Immunity: Sleep Effects (Ex), Immunity: Death Effects (Ex); AL CG; SV Fort +17, Ref +21, Will +27; STR 12, DEX 18, CON --, INT 32, WIS 18, CHA 22.

Possessions:
Weapons: +5 Quarterstaff: Shocking Burst, Knockback.
Magic: Headband of Intellect +6; Robe of the Archmagi; Amulet of the Planes; Bag of Holding, type II; Bracers of Armor +4; Ring of Epic Protection +7; Ring of Mind Shielding; Wand of Chain Lightning (20) (Charges: 27).

Skills: Concentration +33, Craft (Alchemy) +25, Craft (Bookbinding) +20, Craft (Weaponsmithing) +11, Gather Information +12, Handle Animal +8, Heal +8, Hide +9, Intimidate +7, Knowledge (Arcana) +47, Knowledge (Architecture) +19, Knowledge (Demonology) +13, Knowledge (Dragons) +12, Knowledge (Geography) +13, Knowledge (Ghost Lore) +19, Knowledge (Local) +18, Knowledge (Nobility and Royalty) +14, Knowledge (Portals & Gates) +22, Knowledge (Religion) +13, Knowledge (The Planes) +33, Knowledge (Undead) +20, Knowledge (Underdark) +12, Listen +10, Move Silently +10, Open Lock +3, Speak Language +5, Spellcraft +46, Spot +9, Tumble +5, Use Magic Device +11.
Feats:
Alertness, Craft Wand, Empower Spell, Enlarge Spell, Epic Spellcasting (Arcana), Greater Spell Focus: Enchantment, Heighten Spell, Improved Heighten Spell, Improved Spell Capacity x3, Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus: Knowledge (Arcana), Spell Focus: Enchantment, Spell Penetration, Split Ray, Weapon Focus: Quarterstaff.

Epic Spells Per Day: 3

Spells Prepared (Wiz 4/7/7/7/6/6/6/6/5/5/2/2/1 Dc21+spell level or Dc25+spell level for enchantment spells): .


Morasha: Female Human Clr5/Wiz5/MysThe8; CR 18; Medium Humanoid ; HD 5d8+10 (Cleric) , 5d4+10 (Wizard) , 8d4+16 (Mystic Theurge) ; hp 104; Init +2; Spd 30; AC 24; Atk +10 base melee, +11 base ranged Full Atk +15/+10 (1d4+5, +4 Dagger, Adamantine); AL LE; SV Fort +9, Ref +6, Will +19; STR 12, DEX 14, CON 14, INT 20, WIS 20, CHA 12.

Possessions:
Weapons: +4 Dagger, Adamantine.
Magic: Amulet of Natural Armor +3; Boots of Levitation;Bracers of Armor +5; Cloak of the Bat; Ring of Protection +4; Ring of Wizardry II; Wand: Teleport (13) (Charges: 35).

Skills: Concentration + 23, Craft (Alchemy) + 20, Craft (Armorsmithing) + 5, Decipher Script + 14, Hide + 12, Knowledge (Arcana) + 25, Knowledge (Demonology) + 11, Knowledge (Geography) + 9, Knowledge (Religion) + 18, Knowledge (The Planes) + 10, Listen + 6, Move Silently + 6, Psicraft + 6, Sense Motive + 9, Speak Language + 4, Spellcraft + 28, Tumble + 5, Use Magic Device + 7.
Feats:
Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cooperative Spell, Eschew Materials, Greater Spell Focus: Necromancy, Maximize Spell, Repeat Spell, Scribe Scroll, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Spell Focus: Necromancy, Spell Penetration, Twin Spell, Weapon Focus: Dagger.

Spells Prepared (Clr 6+1/7+1/6+1/5+1/5+1/4+1/2+1/1+1 Dc15+spell level or Dc19+spell level for necromancy spells): .

Spells Prepared (Wiz 4+1/6+1/9+1/5+1/5+1/4+1/2+1/1+1 Dc15+spell level or Dc19+spell level for necromancy spells)

Lady Saharel is a really cool character and I will prob use her in an up and coming adventure. I am going to finish Rhaugilath the Ageless (LG hm lich Wiz22/Acm5/NA2).


Please tell me what you think...
#1064

zombiegleemax

Apr 01, 2005 15:32:59
Planeshifter, look at the thread before you'll do your posts. I posted Edwin before. Thanx for Cernd, I'll use it. What's Nature Warrior? 8th level wasm't the starting level. At the start of BG, they all were 0lvl commoners.

Actually if you get Cernd as soon as you can in BG2, he will be 8th level. And at the start of BG1, the characters are all either 1st or 2nd level.
#1065

gadodel

Apr 01, 2005 19:42:17
Yeah. FR in 1e and 2e just didn't have that many 21st level thieves.

We rogues can usually hide in plain sight...
#1066

zombiegleemax

Apr 01, 2005 21:12:49
Dc21+spell level or Dc25+spell level for enchantment spells

Is this 3.0? In 3.5 the Spell Focus feats only raised your DC by +1, so it'd be DC 23 for Enchantment spells.
#1067

lord_teclis_malahandyr

Apr 02, 2005 1:08:12
Is this 3.0? In 3.5 the Spell Focus feats only raised your DC by +1, so it'd be DC 23 for Enchantment spells.

3.5. Greater Spell Focus raises Dc by +4! (I think)
#1068

warlockco

Apr 02, 2005 4:29:41
3.5. Greater Spell Focus raises Dc by +4! (I think)

by +2
#1069

karsus_the_mad

Apr 02, 2005 4:37:28
3.5. Greater Spell Focus raises Dc by +4! (I think)

In 3.5, Spell Focus (Greater and Epic also) raises the DC by cummulative +1. You'd need Spell Focus, Greater Spell Focus, and Epic Spell Focus just to get a +3....pity that changed...
And not being picky, just pointing out in case there was a mistake, Lady Saharel (nice build btw) needs one more Improved Spell Capacity feat, and the Improved Metamagic feat in order to qualify for the Netherese arcanist PrC, and one more Spell Focus feat for another school to qualify for the archmage PrC. Unless you're using variants (or homebrewed version) that's on these boards or the requirements for those PrC's have changed, and I'm simply ignorant of the changes. And I might be mistaken, but she should only have 18 feats total, Epic Spellcasting coming from Netherese arcanist, and Scribe Scroll from wizard, with 16 open, unless she gained a feat from somewhere else like a template or magic item?
#1070

zombiegleemax

Apr 02, 2005 7:30:06
Warlockco is right, it is +1 per feat:
+1 for focus
+2 for focus and greater focus
+3 for focus, greater focus and epic focus
:P
#1071

lord_teclis_malahandyr

Apr 02, 2005 10:13:28
In 3.5, Spell Focus (Greater and Epic also) raises the DC by cummulative +1. You'd need Spell Focus, Greater Spell Focus, and Epic Spell Focus just to get a +3....pity that changed...
And not being picky, just pointing out in case there was a mistake, Lady Saharel (nice build btw) needs one more Improved Spell Capacity feat, and the Improved Metamagic feat in order to qualify for the Netherese arcanist PrC, and one more Spell Focus feat for another school to qualify for the archmage PrC. Unless you're using variants (or homebrewed version) that's on these boards or the requirements for those PrC's have changed, and I'm simply ignorant of the changes. And I might be mistaken, but she should only have 18 feats total, Epic Spellcasting coming from Netherese arcanist, and Scribe Scroll from wizard, with 16 open, unless she gained a feat from somewhere else like a template or magic item?

You are correct. My mistake. It's just that some of the Prc just dont seem right. But thanks for the correction. I will check next time before posting.

Do specialiast casters get Dc bonuses thou...
#1072

karsus_the_mad

Apr 02, 2005 10:28:23
You are correct. My mistake. It's just that some of the Prc just dont seem right. But thanks for the correction. I will check next time before posting.

I agree on that, the requirements for the Netherese arcanist seem a bit rediculous. I use a homebrewed 10 level version that (I think anyway) more accurately reflects what a Netherese arcanist is without undermining what's in the PGtF version. The requirements I use are the same as the PGtF one except the required feats are Arcane Manipulation and Improved Spell Capacity (10th).

Do specialiast casters get Dc bonuses thou...

Actually....good question, I have no clue....never had interest in them, and never bothered checking, and I don't have any of the 3.5 core books here with me, most source books I got are in storage for now.
#1073

lord_teclis_malahandyr

Apr 02, 2005 10:37:02
I agree on that, the requirements for the Netherese arcanist seem a bit rediculous. I use a homebrewed 10 level version that (I think anyway) more accurately reflects what a Netherese arcanist is without undermining what's in the PGtF version. The requirements I use are the same as the PGtF one except the required feats are Arcane Manipulation and Improved Spell Capacity (10th).

That is more like it.. The one class that I really would loved to have seen revised is 'Elven High Mage'. I recon that it should be the hardest of all the Arcane Classes to achieve and also the most powerful.

The only reason that I ask is....... there are alot of specialist around (in various books, ie Thay) and am just curious.

Out of curiosity, dos anyone know where I can find info/stats on Aumor the Undying (something like that anyway).
#1074

green_giant_02

Apr 03, 2005 0:02:57
You are correct. My mistake. It's just that some of the Prc just dont seem right. But thanks for the correction. I will check next time before posting.

Do specialiast casters get Dc bonuses thou...

You have to be careful with some of the NPCs in LEoF because some of them don't seem to make any sense. Rhaugilath the Ageless' abbreviated stats makes him ineligible for the Netherese Arcanist PrC. One of the earlier NPCs I edited, Bowlord Allain Kevanarial, is missing a level in order to qualify for the Arcane Archer PrC. It was something I fixed in the write-up.

As for specialists, they don't get any DC bonuses for their schools but they do get bonuses to Spellcraft checks concerning their schools.
#1075

karsus_the_mad

Apr 03, 2005 0:15:07
You have to be careful with some of the NPCs in LEoF because some of them don't seem to make any sense. Rhaugilath the Ageless' abbreviated stats makes him ineligible for the Netherese Arcanist PrC. One of the earlier NPCs I edited, Bowlord Allain Kevanarial, is missing a level in order to qualify for the Arcane Archer PrC. It was something I fixed in the write-up.

Yeah, I think the only NPC in LEoF that actually is capable of meeting the requirements is Ioulaum?
#1076

oluevara

Apr 03, 2005 0:54:00
Yeah, I think the only NPC in LEoF that actually is capable of meeting the requirements is Ioulaum?

Hell, he created the requirements
#1077

karsus_the_mad

Apr 03, 2005 1:03:50
Hell, he created the requirements

hehehehe quite true, quite true;)
#1078

lord_teclis_malahandyr

Apr 03, 2005 6:25:31
Yeah, I think the only NPC in LEoF that actually is capable of meeting the requirements is Ioulaum?

True that. lol.

Saying that though. I do think that the book was well written except for a few (loads) discreptinces. I have just stated that lich and you are right he would not meet the requirements.


Bumber.
#1079

karsus_the_mad

Apr 03, 2005 6:40:31
Saying that though. I do think that the book was well written except for a few (loads) discreptinces. I have just stated that lich and you are right he would not meet the requirements.

Why I didn't mention this before when pointing out the spell focus thing....or in the PM. There's a way around having to do the Spell Focus in 2 schools of magic for NPC's from Netheril. It's not "official" per say, but it's more accurate as the Netherese didn't organize magic into the 8 schools (the 8 schools did exist tho'), instead they chose to organize them into 3 fields. For "historical" accuracy, you could use this alternate concept for NPC's who learned their spellcasting profession during Netheril (such as Ioulaum, Larloch, Shadow, etc).
Field Schools
Invention: Conjuration, evocation
Mentalism: Divination, enchantment, illusion
Variation: Abjuration, necromancy, transmutation

Spell Focus (invention) would in effect grant you virtual equavilence as Spell Focus (conjuration) and Spell Focus (evocation), thus allowing your Netherese NPC to qualify for archmage with only one Spell Focus. This concept can also be carried into the Netherese arcanist PrC so that the NPC has to have as their Major Field the same field they chose Spell Focus for. And also, don't allow them to have Spell Focus in the other two. For example, take Ioulaum, Wiz31/Acm5/Acn5. Say......he takes Spell Focus (Invention), Greater Spell Focus (Invention), Epic Spell Focus (Invention), when he took that first level in Netherese arcanist, he HAD to take as his major field Invention, no choice about it, and he can NEVER have Spell Focus in any of the other fields. This has the benefit of further making more accurate the Netherese arcanist PrC as to what the arcanists of Netheril were.
#1080

lord_teclis_malahandyr

Apr 03, 2005 10:27:17
Why I didn't mention this before when pointing out the spell focus thing....or in the PM. There's a way around having to do the Spell Focus in 2 schools of magic for NPC's from Netheril. It's not "official" per say, but it's more accurate as the Netherese didn't organize magic into the 8 schools (the 8 schools did exist tho'), instead they chose to organize them into 3 fields. For "historical" accuracy, you could use this alternate concept for NPC's who learned their spellcasting profession during Netheril (such as Ioulaum, Larloch, Shadow, etc).

Spell Focus (invention) would in effect grant you virtual equavilence as Spell Focus (conjuration) and Spell Focus (evocation), thus allowing your Netherese NPC to qualify for archmage with only one Spell Focus. This concept can also be carried into the Netherese arcanist PrC so that the NPC has to have as their Major Field the same field they chose Spell Focus for. And also, don't allow them to have Spell Focus in the other two. For example, take Ioulaum, Wiz31/Acm5/Acn5. Say......he takes Spell Focus (Invention), Greater Spell Focus (Invention), Epic Spell Focus (Invention), when he took that first level in Netherese arcanist, he HAD to take as his major field Invention, no choice about it, and he can NEVER have Spell Focus in any of the other fields. This has the benefit of further making more accurate the Netherese arcanist PrC as to what the arcanists of Netheril were.

I agree. It makes alot more sense.
#1081

warlockco

Apr 03, 2005 16:44:56
Just Remember if you use any Home-Brew Rules or Variant Rules, Please List Them. If you are using them for the NPCs you post.
#1082

aluroon

Apr 04, 2005 14:24:50
For whoever was searching for a revised Elven High Mage Prc, There is a version that has been worked up in the magic/magic items boards. The final version should be on the last or second to last page. Its alittle powerful but... what can I say I'm an elf lover.


Aluroon
#1083

ztyx

Apr 05, 2005 6:41:28
Is this was a good place for this?

I would like if someone could stat up Yarash (from Ruins of Adventure 1ed/2ed adventure).

Mayhaps I could do it myself, but I'm not really good at statting up mages (and they tend to look quite similar) while Yarash is .. a wierdo. (And probably should have some strange PrCs as well)

Otoh he is a level 10 wizard (kuje31's list has all known info about him, or I can post it here when I get home) but the relevant info is more like this:

He is mad as a hatter (delusions of grandeur at least), as proven by his mission, to try to create a new race of freshwater Sauhaugin from unwilling Lizardman stock (without ever even having seen a Sauhagin himself, living or dead) - also he has spend the last few decades adding a poison to the Moonsea to make his 'creations' more viable there (and he doesn't expect to be finished within the next decade with this) (Poison is created/delivered by something that seems technological).

He has so far failed with his grand experiments (some four hundred attempts, through surgery and likely magical means), but he has earlier succeeded in creating 'a scaly ogre' to be his personal valet. (IMC this part of him is intended to be handled by adding 'reptilian' template to a couple of trolls and blaming Yarash for it)

The base he took over either had teleportation portals already that he managed to discern how they worked, or he has made them as well (most likely they existed already)

He is quite solitary and sedentary. (Did I say mad too?)

A level or two can be added if needed, maybe three but that would be stretching the party to their limit.

.

So.. was this the right place? Or where should I take it? Any other information needed to make a good job?


-

While I'm waiting for a reply I might as well add the remaining pertinent information I guess..
Level 10 human wizard, S 10 I 18 W 13 D 17 Cn 17 Ch 10, CE, Wand of Paralyzation (3 charges), 2 Potions of Healing (~Cure Moderate I guess), Potion of Speed (~Haste?), Bracers of Defense AC5 (~of Armor +5?, maybe not needed?) and a Quall's[sic] Feather Token of a Swan Boat (reusable it seems, he supposedly uses it every time he wants to cross the lake surrounding his abode)

His combat method is trying to incapacitate first (free subjects for experimentation), failing that he goes for lethal spells until badly hurt when he tries to flee.

-

Thank you for caring
#1084

Zireael

Apr 05, 2005 7:27:02
He was mentioned in FRCS.
Thauglor the Black, Purple Dragon of Cormyr comes!
Thauglor
male great black wyrm, CR 28, huge dragon, HD 37k12+296, HP 536, Init +2, Spd. 60 ft., fly 180 ft. (poor), swim 60 ft.; AC 47 (touch 6, flat-footed 47), Attack +37 melee (4k8+17, jaws), +37 melee (4k6+2, 2 claws), +37 melee (2k8+8, 2 wings) and +37 melee (4k6+25, slam tail), or +39 melee (4k8+25 plus Ref DC 40, crushing) or +39 melee (2k8+25, Ref DC 40 halves damage, wag tail), Front/Reach 40 ft. by 80 ft./15 ft., SA breath weapon (line of acid 24k4, DC 36 halves damage), frightful presence 120 ft. DC 33. SQ immunity to acid, water breathing, spell-like abilities: 3/day darkness, charm reptiles, insect plague, plant growth 1/day, corrupt water 120 ft. 1/day; damage reduction 20/magic; AL CE, Fort +46 Ref +28 Will +20, Str 37 Dex 10 Con 27 Int 20 Wis 21 Cha 20.
Skills and feats: Hide -10, Move silently +20, Swim +25, Bluff +40, Diplomacy +56, Listen +50, Search +52, Spot +52, Knowledge (geography - Cormyr) +45, Knowledge (Cormyr - history) +45, Sense motive +30, Intimidate +40; Attack from Air, Catch, Improved Initiative, Power Attack, Go up (sp?), Winged turn (sp?).
Equipment: ring of protection +5
#1085

warlockco

Apr 05, 2005 21:45:47
He was mentioned in FRCS.
Thauglor the Black, Purple Dragon of Cormyr comes!
Thauglor
Go up (sp?), Winged turn (sp?).

So you have the time to make stats, yet don't even have time to make sure you are calling the feats by the proper names or spelling? ?
#1086

lord_teclis_malahandyr

Apr 06, 2005 19:48:58
A few of the NPC's from Hordes of Darkness. I hope that you all like and please let me know what you think. I will posted the rest over the next few days



Nathyrra: Drow - Female Ftr2/Rog11/Sor6; CR 21; Medium Humanoid ; HD 2d10+4 (Fighter) , 11d6+22 (Rogue) , 6d4+12 (Sorcerer) ; hp 133; Init +11; Spd 30; AC 35; Atk + 5 base melee, +19 base ranged Full Atk +19/+14/+9 (1d6+7, +5 Rapier) and +17/+12 (1d6+4+1d6, +3 Sword, short); SA: Spell-like Abilities Dancing Lights 1 1 Darkness 4 1 Faerie Fire 1 1 ; SQ: Immunity: Sleep Effects (Ex), Darkvision (Ex): -1 ft., Light Blindness (Ex); RF: +2 Will bonus to Enchantment spells; SR31; AL NG; SV Fort +19, Ref +15, Will +10; SR32; STR 14, DEX 25, CON 14, INT 18, WIS 16, CHA 20.

Possessions:
Weapons: Deathslayer (+5 Rapier, +3 Dex, +8 vs Undead) ; +3 Short Sword of Quickness
Armor: Shadow Legion Armor (+5 Leather, Hide+5)
Magic: Amulet of Natural Armor +4. Ring of Fortitude+5, Greater Boots of Tumbling (Tumble+12), Nathyrra Cloak (AC+5, Con+2, Hide and MS+10)

Skills:
Appraise +10, Balance +20, Bluff +9, Climb +10, Concentration +5, Decipher Script +6, Diplomacy +9, Disable Device +23, Hide +52, Jump +14, Knowledge (Arcana) +25, Listen +15, Move Silently +48, Ride +10, Search +6, Sleight of Hand +9, Speak Language +4, Spellcraft +19, Spot +8, Swim +4, Tumble +40, Use Magic Device +12.
Feats:
Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Dodge, Improved Initiative, Improved Two-Weapon Fighting, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Focus: Rapier, Weapon Focus: Sword, short.

Spells Known (Sor 6/8/6/4 DC15+spell level): 0 - Dancing Lights, Daze, Detect Magic, Ghost Sound, Light, Mage Hand, No Light; 1st - Charm Person, Magic Missile, True Strike, Unseen Servant; 2nd - Blur, Invisibility; 3rd - Dispel Magic.





Valen Shadowbreath: Male Tiefling Ftr16/Rgr3; CR 20; Medium Outsider (Native); HD 16d10+64 (Fighter) , 3d8+12 (Ranger) ; hp 172; Init +4; Spd 30; AC 32; Atk +26 base melee, +23 base ranged Full Atk +32/+27/+22/+17 (1d10+18, +4 Adamantine Flail, heavy); SA: Darkness (Sp) ; SQ: Subtype: Native, Darkvision (Ex): 60 ft., Resistance: Cold (Ex): 5, Resistance: Electricity (Ex): 5, Resistance: Fire (Ex): 5; AL CG; SV Fort +18, Ref +12, Will +8; STR 24, DEX 18, CON 18, INT 16, WIS 14, CHA 18.

Possessions:
Weapons: +4 Adamantine Flail, heavy: Bane: Outsider, Banishing, Mighty Cleaving.
Armor: +5 Mithral Breastplate.
Magic: Ring of Protection +4; Belt of Giant Strength +4, Ioun Stone, Pink [Rhomboid].

Skills:
Balance + 8, Bluff + 6, Climb + 29, Concentration + 26, Control Shape + 3, Diplomacy + 6.5, Disable Device + 3, Escape Artist + 6, Handle Animal + 11, Heal + 10, Hide + 12, Intimidate + 23, Jump + 31, Listen + 4, Move Silently + 22, Ride + 12, Spot + 4, Survival + 4, Swim + 10, Tumble + 17, Use Magic Device + 15.

Feats:
Agile, Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Damage Armor, Dirty Fighting, Dodge, Endurance, Great Cleave, Greater Weapon Focus: Flail, heavy, Greater Weapon Specialization: Flail, heavy, Improved Critical: Flail, heavy, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Survivor, Tower Shield Proficiency, Track, Two-Weapon Fighting, Weapon Focus: Flail, heavy, Weapon Specialization: Flail, heavy.




Dahanna: Female Dwarf, Duergar Ftr19; CR 20; Medium Humanoid ; HD 19d10+95 (Fighter) ; hp 207; Init + 0; Spd 20; AC 30; Atk +25 base melee, +19 base ranged Full Atk +32/+27/+22/+17/+32/+27/+22/+17 (1d8+18+1d6, +5 Flail, dire ); SA: Spell-like Abilities Invisibility 3 1 Enlarge Person 3 1 ; SQ: Darkvision (Ex): -1 ft., Light Sensitivity (Ex); RF: Immune to magical & alchemical poison, Immune to paralysis & phantasms; AL LE; SV Fort +16, Ref +6, Will +9; STR 23, DEX 10, CON 20, INT 16, WIS 16, CHA 14.

Possessions:
Weapons: +5 Flail, dire: Acidic Burst, Mighty Cleaving.
Armor: +5 Adamantine Breastplate.
Magic: Belt of Giant Strength +6; Amulet of Natural Armor +3; Earring of Protection +4; Ring of Protection +3.

Skills:
Appraise + 5, Climb + 5, Concentration + 14, Craft () + 5, Craft () + 5, Craft (Blacksmithing) + 3, Craft (Weaponsmithing) + 3, Diplomacy + 9, Listen + 6, Move Silently + 13, Profession () + 5, Profession () + 5, Profession () + 5, Profession () + 5, Profession () + 5, Profession (Miner) + 5, Ride + 3, Speak Language + 4, Spellcraft + 5, Spot + 6, Survival + 13, Swim + 6, Tumble + 4.
Feats:
Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Cleave, Exotic Weapon Proficiency: Flail, dire, Great Cleave, Greater Weapon Focus: Flail, dire, Greater Weapon Specialization: Flail, dire, Improved Critical: Flail, dire, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Flail, dire, Weapon Specialization: Flail, dire.
#1087

oluevara

Apr 06, 2005 21:01:45
post deleted
#1088

warlockco

Apr 06, 2005 21:26:16
I wanted to create an epic vampire villain for my campaign, and i wanted him to be a melee fighter.

Not to rain on your parade or anything, but this thread is for NPCs from the Realms (1st, 2nd, and 3rd Editions) that haven't been given Official Stats yet for 3rd Edition. Not for NPCs from personal campaigns.
#1089

oluevara

Apr 06, 2005 21:38:28
i've moved the post to a new thread, but i could have sworn i'd seen people's homebrew stuff up here as well. I'm probably wrong.

That said, you were unnecessarily rude, both to me, and to other posters on this thread, which kind of sucks.
#1090

warlockco

Apr 07, 2005 2:19:29
i've moved the post to a new thread, but i could have sworn i'd seen people's homebrew stuff up here as well. I'm probably wrong.

That said, you were unnecessarily rude, both to me, and to other posters on this thread, which kind of sucks.

Yes, people have posted homebrew stuff here and have been told it doesn't belong here.
As to me being rude, sorry if you are so sensitive.

Read the FIRST POST of the thread.

This thread was created to post your versions of the NPCs found in any of the Forgotten Realms books or magazines. You can also request stats for an NPC. We will keep an index here in the first post which will be updated regularly. This will allow you to easily see what NPCs have already been posted and where to find them.

Official NPCs are characters that have appeared in novels and have been given full official 3.0/3.5 stats as well as 2e characters that have been converted to 3E.

CG/VG NPCs are computer or video game characters that have been given 3E stats.

#1091

zombiegleemax

Apr 07, 2005 2:33:46
Are there any stats for Malygris ?
#1092

ztyx

Apr 07, 2005 4:26:43
Read the FIRST POST of the thread.

Official NPCs are characters that have appeared in novels and have been given full official 3.0/3.5 stats as well as 2e characters that have been converted to 3E.

Whoops. So Yarash, despite being an official 1ed/2ed NPC from Ruins of Adventure (and begging about having him statted) doesn't belong here because he hasn't been converted to 3ed..or?
I thought I was in the right place and was just being put on hold, but now I'm not so sure and wondering if I'm just being cold-shouldered

Am I lost or not - please?
#1093

zombiegleemax

Apr 07, 2005 4:46:56
So you have the time to make stats, yet don't even have time to make sure you are calling the feats by the proper names or spelling? ?

Hello, he's from Poland. He's probably translating what the feats are called in Polish, so they might not have the exact same name in English.

[casts Otiluke's Chill Pill]
#1094

Zireael

Apr 07, 2005 6:43:10
Thx, Misrani. Remember please that I'm not 'he' but SHE! Good thinking. It's true, I've got some trouble with translating it.
#1095

zombiegleemax

Apr 07, 2005 8:21:52
Thx, Misrani. Remember please that I'm not 'he' but SHE! Good thinking. It's true, I've got some trouble with translating it.

You're a she? Interetesting. Your name sounds more male'ish than femine and your avatar of a male drow makes it seem you are a He and not She...

Good to know now though ;)
#1096

warlockco

Apr 07, 2005 10:07:13
Whoops. So Yarash, despite being an official 1ed/2ed NPC from Ruins of Adventure (and begging about having him statted) doesn't belong here because he hasn't been converted to 3ed..or?
I thought I was in the right place and was just being put on hold, but now I'm not so sure and wondering if I'm just being cold-shouldered

Am I lost or not - please?

Yarash, can be here, Oluevara who I was responding to has posted an Epic Vampire from their own campaign. That isn't on Kuje's List of Official NPCs and never will be.
#1097

warlockco

Apr 07, 2005 10:09:36
Hello, he's from Poland. He's probably translating what the feats are called in Polish, so they might not have the exact same name in English.

[casts Otiluke's Chill Pill]

Sorry, just been under alot of stress lately and I do know a few people from Europe (Not counting the British Isles) and other than grammar at times, they have a very good command of the English language, better than alot of Americans in fact :D
#1098

ztyx

Apr 07, 2005 10:22:04
Yarash, can be here, Oluevara who I was responding to has posted an Epic Vampire from their own campaign. That isn't on Kuje's List of Official NPCs and never will be.

Ok, great

*returns back to seat, waiting for kind soul to make a nice Yarash to terrorize players with*

edit: Btw, was there a 1000 post limit per thread on these forums? (I have only read up til page 22 in this thread, so if this thread is an exception and it is mentioned already, just ignore this part.
#1099

kuje31

Apr 07, 2005 11:47:31
A few of the NPC's from Hordes of Darkness. I hope that you all like and please let me know what you think. I will posted the rest over the next few days

I gotta ask. What's Hordes of Darkness?
#1100

green_giant_02

Apr 07, 2005 11:51:44
Whoops. So Yarash, despite being an official 1ed/2ed NPC from Ruins of Adventure (and begging about having him statted) doesn't belong here because he hasn't been converted to 3ed..or?
I thought I was in the right place and was just being put on hold, but now I'm not so sure and wondering if I'm just being cold-shouldered

Am I lost or not - please?

I guess I should have been more clearer. If you've checked the index on page 1, you will have noticed that the list of NPCs is broken up into smaller sections. The title of the first list is Official NPCs. These are NPCs that have appeared in 3E official game materials (including Dragon and Dungeon magazine) except for Alias and Cat Wyvernspur which I regard are special cases. Those NPCs have been given stats in the wonderful .pdf, Bestiary of the Realms by Eric L. Boyd and Thomas M. Costa, which can be found in Eric Boyd's website. The reason for that list is to discourage people from requesting or posting stats for such NPCs. Otherwise we'd end up with several posts and pages of Drizzts, Halasters, Tams, Larlochs, and other NPCs.

Yarash has not been given official 3E stats so requesting or posting a conversion of his stats is okay. Unfortunately I don't have Ruins of Adventure so somebody else will have to take up the slack.
#1101

kuje31

Apr 07, 2005 12:26:42
Yarash has not been given official 3E stats so requesting or posting a conversion of his stats is okay. Unfortunately I don't have Ruins of Adventure so somebody else will have to take up the slack.

Yarash, 10th, Male Human, CE, Mage that lives in the Sorcerer's Island outside of Phlan, Ruins of Adventure

If you need more, I'll see what I can do... As usual he's in my file.
#1102

ztyx

Apr 07, 2005 13:26:56
Yarash has not been given official 3E stats so requesting or posting a conversion of his stats is okay. Unfortunately I don't have Ruins of Adventure so somebody else will have to take up the slack.

I did post most of the information higher up on this page in that long boring post (here too -> http://boards1.wizards.com/showpost.php?p=5865289 )
with the faint hope that if I showed that I was willing to help out I could get a master interested enough to help me out, just to show how it is done :D ;)
#1103

warlockco

Apr 07, 2005 19:37:50
Ok, great

*returns back to seat, waiting for kind soul to make a nice Yarash to terrorize players with*

I can take a look at him, since I do have Ruins of Adventure somewhere, but I can't make any promises, since I'm supposed to be working on finishing House Do'Urden and ALL of Ched Nasad All those Darn Clerics :D

Plus with Yarash being as wacko as he is, hard to say.....
#1104

warlockco

Apr 07, 2005 19:38:55
I gotta ask. What's Hordes of Darkness?

My guess if Hordes of the Underdark, One of the Expansions to Neverwinter Nights. Which near as I can tell, along with Demonstone are both not Canon at all.
#1105

zombiegleemax

Apr 08, 2005 1:17:14
GG - What's the feat progression for the Arcane Lord ? Your original Ioulam seems to have tons of feats.
#1106

lord_teclis_malahandyr

Apr 08, 2005 1:35:08
I gotta ask. What's Hordes of Darkness?

Sorry, Neverwinter Nights, game
#1107

zombiegleemax

Apr 08, 2005 11:36:22
My guess if Hordes of the Underdark, One of the Expansions to Neverwinter Nights. Which near as I can tell, along with Demonstone are both not Canon at all.

Correct.
Neverwinter Nights is about a magical plague hitting the city of Neverwinter;
Shadows of Undrentide is an expansion telling the tale of a mad wizard trying to raise one of the fallen Netherese cities (Undrentide);
Hordes of the Underdark is an expansion telling the story of an attempted drow attack on Waterdeep that starts with the abduction of the most powerful mad mage in all Faerun, the one who created Undermountain! (happy shriek! )

Basically, WOTC intended to have a book of short stories called Neverwinter Nights (which still is pending for issue if you trust Amazon).

I think all gamers would recognize the storyline in Hordes, yes? So, is it really non-cannon - I would not dare say. ;)
#1108

lord_teclis_malahandyr

Apr 08, 2005 12:42:27
Sorry.... What is cannon anyway please.
#1109

kuje31

Apr 08, 2005 21:07:40
Sorry.... What is cannon anyway please.

Basically anything that WOTC includes in thier material. It's mostly Sourcebooks and Novels. However, Dungeon and Dragon are also 100 official canon. Web articles are as well and per Ed's contract anything he says is canon unless WOTC over writes it with a in game explaination.

Most of the computer games are not except for the old SSI ones since TSR had such a tight hold over them and most of those events in some form or another found thier way into sourcebooks and or novels. The Baldur's Gate and Neverwinter Nights games are not canon, but the novels and Dragon articles based on the Baldur's Gate game are!
#1110

runestar

Apr 08, 2005 21:24:21
I think all gamers would recognize the storyline in Hordes, yes? So, is it really non-cannon - I would not dare say

It does ring a bell. Was it in the short stories anthology about the 7 sisters? I cant recall the name.
#1111

kuje31

Apr 08, 2005 21:40:17
It does ring a bell. Was it in the short stories anthology about the 7 sisters? I cant recall the name.

I believe he's talking about Undermountain: Stardock. Which is when the Twisted Rune kiddnap Halaster and take him to Selune.
#1112

warlockco

Apr 08, 2005 23:25:30
I think all gamers would recognize the storyline in Hordes, yes? So, is it really non-cannon - I would not dare say. ;)

I have played Hordes of the Underdark, and the storylines doesn't ring any bells in connection to the Realms.
#1113

oluevara

Apr 08, 2005 23:28:34
Yep, pretty sure stardock didn't wind up in Caina...
#1114

zombiegleemax

Apr 09, 2005 4:16:03
Yeah. I did mean Stardock and Undermountain: The Lost Level. Here you got new villains, the storyline is changed to fit the new Neverwinter feel, but it rings a bell every now and then. After all, any form of resurrecting the old modules in new context makes fun. I mean modules like Eye of the Beholder series (never novelized), Pools series (novelized), Throne of Bloodstone (H4 module about the Witch King of Damara in a setting that got merged into FR later on, also never novelized) - we should be happy to have them see the light of day again. :P
#1115

lord_teclis_malahandyr

Apr 09, 2005 10:52:02
Thank you evryone. I am alot clearer now, Bascially if wizards havent authorized then we dont write about it.
#1116

karsus_the_mad

Apr 09, 2005 14:52:37
GG - What's the feat progression for the Arcane Lord ? Your original Ioulam seems to have tons of feats.

Not that many I think. A metamagic feat at 1st level, then again at 6th, and every 5 levels thereafter (11th, 16th, 21st,etc) I believe.
#1117

zombiegleemax

Apr 10, 2005 9:55:16
Hello there!

Could you do Shakira Khazaar "Shark" from "blood sport"? (by Christie Golden - Best of Faerun). Thanks in advance.
#1118

green_giant_02

Apr 10, 2005 17:09:34
Hello there!

Could you do Shakira Khazaar "Shark" from "blood sport"? (by Christie Golden - Best of Faerun). Thanks in advance.

Unfortunately what you ask for is impossible. We are not allowed to post stats on characters whose only source is from novels. Read the index on page 1 for more info.
#1119

zombiegleemax

Apr 11, 2005 12:07:12
Can you point me to or post the stats for

Pharaun Mizzrym, Master of Sorcere
and
Valas Hune of the Bregan D’aerthe
and
Ryld Argith, Master of Melee-Magthere

I would just do a search on them but the boards will not let me says Im not logged in or no pormissions.

Thanks
#1120

zombiegleemax

Apr 11, 2005 15:05:01
I would imagine those characters have already been posted...Did you check the first page, first post to see if they have been added to the list and what page(s) they are on?
#1121

warlockco

Apr 11, 2005 20:07:25
Can you point me to or post the stats for

Pharaun Mizzrym, Master of Sorcere
and
Valas Hune of the Bregan D’aerthe
and
Ryld Argith, Master of Melee-Magthere

I would just do a search on them but the boards will not let me says Im not logged in or no pormissions.

Thanks

Dragon 302 might be 312

Dragon 322

Dragon 312

Respectively.

Quenthal, Gromph, Dyrr, Jeggred, Danifae, Halisstra (2 versions), the Assassin guy (Can't think of his name) are also statted in those issues.
#1122

zombiegleemax

Apr 12, 2005 8:27:46
I would imagine those characters have already been posted...Did you check the first page, first post to see if they have been added to the list and what page(s) they are on?

Theymight have been I cant search for suff in this tread or on the main page so I was wanting a link or a rewrite of them please

I know they are in those Issues of the Mags but I dont have them and cant get them by the time I need them

Thanks
Kezzit
#1123

ztyx

Apr 12, 2005 11:27:45
Theymight have been I cant search for suff in this tread or on the main page so I was wanting a link or a rewrite of them please

I know they are in those Issues of the Mags but I dont have them and cant get them by the time I need them

Thanks
Kezzit

To search for 'stuff' in this thread, scroll to the bottom of the page and press the link named << First and you'll be taken to the first page of the thread.. then you read the first post of that page carefully and you'll find an Index that references where each NPC is, be it in Magazine, Sourcebook or this thread (in which case there will also be a note explaining which page it is in)

That post is a good read in many ways.. it explains that there will be no writeups of characters that have already been presented in 3ed materials, nor of characters that have only made appearances in novels. (Any kind of mention is ok as far as I understood it, even if it is only a name fleeting by in some flavor text)
#1124

zombiegleemax

Apr 13, 2005 6:47:47
So what you are saying is if it is in a book (of some kind) in will not be posted ?

If that is true then why is Pharaun Myzzrym posted in the middle of the form.

All Im asking is if any on has a write up can the posted it , I dont have the time or money to buy 3-5 differnt books just to get one or two write up on 1-2 differnt NPC
#1125

zombiegleemax

Apr 13, 2005 7:45:45
It's simple really.

He, and the others (Quen, Ryld, Dyrr, Gromph,etc.etc.) are all here because they had a write-up in Dragon Magazines. They are written up because the series has been a very good success, and people have wanted stats on many of the main characters. So, Dragon did it and the people here edited it a little bit I believe and posted. They had something to go on.

But, other characters, such as one from a Novel like...The Nether Scroll, can't be made up. There's really nothing to go on and it would be far to difficult.
#1126

ztyx

Apr 13, 2005 8:07:58
So what you are saying is if it is in a book (of some kind) in will not be posted ?

If that is true then why is Pharaun Myzzrym posted in the middle of the form.

All Im asking is if any on has a write up can the posted it , I dont have the time or money to buy 3-5 differnt books just to get one or two write up on 1-2 differnt NPC

I'm saying that if it exists _only_ in a novel it can't be posted here.

Also - if it already has official 3ed stats in a book or DMG it won't be posted here. (Going as far as that if it is posted here and a official writeup comes out later it might be deleted from this thread)

You can ask for writeups anyway.. just not in this thread since that is not it's purpose..

There are several released characters in this thread ->
http://boards1.wizards.com/showthread.php?t=44554

And you could possibly request in this thread ->
http://boards1.wizards.com/showthread.php?t=387538

Or you could start a new thread...just try to accept that this thread you are reading right now is only for official RPG NPCs that haven't had official stats.
#1127

green_giant_02

Apr 13, 2005 19:28:18
I'm saying that if it exists _only_ in a novel it can't be posted here.

Also - if it already has official 3ed stats in a book or DMG it won't be posted here. (Going as far as that if it is posted here and a official writeup comes out later it might be deleted from this thread)

You can ask for writeups anyway.. just not in this thread since that is not it's purpose..

There are several released characters in this thread ->
http://boards1.wizards.com/showthread.php?t=44554

And you could possibly request in this thread ->
http://boards1.wizards.com/showthread.php?t=387538

Or you could start a new thread...just try to accept that this thread you are reading right now is only for official RPG NPCs that haven't had official stats.

It should be unofficial FR NPCs since anything we post isn't considered official. At least not yet. ;)


Pharaun Myzzrym's stats really shouldn't have been posted since he has an official write-up in Dragon but since I can't really force anyone to toe the line, I listed him for those who might not have access to Dragon. If you want Valas Hune and Ryld Argith, you should probably send a PM to the individual who posted Pharaun.
#1128

Zireael

Apr 14, 2005 11:43:50
Alea Dahast
Mentioned in FRCS as Baerauble's wife, she was in Cormanthor: Empire of Elves 2nd Ed supplement
female gold elf mage 20/Acm 5/EHM 5, CR 30, medium-size humanoid, HD 25k4, HP 90, Init +6, Spd. 30 ft., AC 20 (touch 18, flat-footed 14), Attack +12/+7 melee (staff +5); SQ gold elf traits, mythal invention, archmage's high arcana: spell power +6 (in all); AL LN, Fort +7 Ref +7 Will +16; Str 13 Dex 17 Con 15 Int 20 Wis 17 Cha 17.
Skills and feats: Spellcraft +32, Knowledge (arcana) +30, Knowledge (Cormanthor) +25, Diplomacy +10, Concentration +28, Scry +26, Climb +8, Move Silently +14; Education, Weapon focus (staff), Quiet spell, Hold spell, Dodge, Maximize spell.
Equipment: robes of Spell-Major (as cloak of protection +4), staff +5
Edit: Known mage spells: 4/4/4/4/4/4/4/4/4, DC 14
#1129

ztyx

Apr 14, 2005 14:08:43
It should be unofficial FR NPCs since anything we post isn't considered official. At least not yet. ;)

Ok - "Private interpretations of official unpublished FR NPCs" :P

But the quality of your and warlockcos work is astounding and well past what should be necessary for official work. We are lucky to have you. :coolcthul
#1130

the_king_in_yellow

Apr 19, 2005 18:54:22
Hi I wonder if you wouldn't mind doing a write up for Irtemara el Eradsari from the 2nd edition Calimport acessory or any other members of the Temple of Old Night or anyone from the Calimport acessory it would be a really big help.Thanks.
#1131

green_giant_02

Apr 20, 2005 19:58:17
Here are two characters that were requested. Enjoy.


Maligor: Male Mulan Human Tra10/Red10; CR 20; Medium Humanoid (Human); HD 20d4+20; hp 71; Init +0; Spd 30 ft.; AC 24 (touch 14, flat-footed 20); Base Atk +10; Grp +8; Atk +8 melee (1d6, staff of the magi); Full Atk +8/+3 melee (1d6, staff of the magi); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, great circle leader; AL NE; SV Fort +11, Ref +10, Will +18; Str 7, Dex 10, Con 13, Int 26, Wis 19, Cha 17
Skills and Feats: Appraise +13, Bluff +10, Concentration +24 (+28 when casting defensively), Craft (alchemy) +23, Craft (tattooing) +13, Decipher Script +13, Diplomacy +12, Intimidate +17, Knowledge (arcana) +31, Knowledge (architecture and engineering) +13, Knowledge (history-Thay) +18, Knowledge (local-Thay) +18, Knowledge (religion) +18, Knowledge (the planes) +13, Profession (herbalist) +9, Profession (miner) +9, Sense Motive +9, Speak Language (common, mulhorandi, infernal, abyssal, draconic, elven, ignan, rashemi, chessentan, untheric), Spellcraft +33; Combat Casting, Craft Staff, Craft Wondrous Item, Extend Spell, Persuasive, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (transmutation), Still Spell, Tattoo Focus.
Special Qualities: Specialist defense +4 (saving throw bonus vs. transmutation), spell power +5 (bonus to caster level checks to overcome spell resistance; +6 with transmutation spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), great circle leader (great circle with nine apprentices).
Wizard Spells Prepared (5/7/7/7/7/6/6/6/6/5; base DC = 18 + spell level; DC 20 + spell level with transmutation spells; barred schools - abjuration, illusion, necromancy; caster level 20th): 0–detect magic, mage hand, prestidigitation, ray of frost, read magic; 1st–burning hands, color spray, feather fall, Kaupaer’s skittish nerves [MAG], know protections [MAG], launch item [MAG], magic missile; 2nd–create magic tattoo [PGtF], darkness, knock, levitate, Nybor’s gentle reminder [PGtF], rope trick, shatter; 3rd–fireball, icelance [PGtF], lightning bolt, Nybor’s mild admonishment [PGtF], sepia snake sigil, slow, wind wall; 4th–arcane eye, blast of flame [CAr], dimension door, ice storm, polymorph, stone shape, superior darkvision [UNA]; 5th–cloudkill, cone of cold, create chosen one [MOF], create darkenbeast [MOF], fabricate, telekinesis; 6th–acid storm [PGtF], disintegrate, fiendform [PGtF], flesh to stone, move earth, Otiluke’s freezing sphere; 7th–Bigby’s grasping hand, greater teleport, Mordenkainen’s magnificent mansion, Nybor’s stern reproof [PGtF], phase door, reverse gravity, Simbul’s synostodweomer [MAG]; 8th–Bigby’s clenched fist, incendiary cloud, Nybor’s wrathful castigation [MAG], Otiluke telekinetic sphere, polymorph any object, temporal stasis; 9th–meteor swarm, power word kill, shapechange, summon monster IX, time stop.
Possessions: Bracers of armor +10, ring of protection +4, robe of the archmagi (black), staff of the magic, flying carpet (5 ft. by 10 ft.), crystal ball. As zulkir of Tranmutation, Maligor has access to more resources, both mundane and magical.
Height: 5’6”, Weight: Unknown, Hair: Bald, Eyes: Unknown
Note: Maligor has the physical penalties of an old man, but the mental benefits of a venerable man.
Sources: Villain’s Lorebook (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Monsters of Faerun (3E), Unapproachable East (3.5E), and Complete Arcane (3.5E).



Bandearl Dumatheir: Male Shield Dwarf Archlich Clr15/Earth Dreamer 5 of Dumathoin; CR 23; Medium Undead; HD 20d12; hp 135; Init +1; Spd 20 ft.; AC 23 (touch 15, flat-footed 22); Base Atk +13; Grp +16; Atk +16 melee (1d8+5, touch) or +16 ranged (1d6+5/x3, +2 distance returning handaxe) or +20 melee (1d8+8, +4 defending heavy mace); Full Atk +16/+11 melee (1d8+5, touch) or +16 ranged (1d6+5/x3, +2 distance returning handaxe) or +20/+15 melee (1d8+8, +4 defending heavy mace); Face/Reach 5 ft./5 ft.; SA Touch attack, paralyzing touch, fear aura, turn undead 7/day; SQ Dwarf traits, animate dead, DR 15/bludgeoning and magic, earth dream, earth friend, earth glide, earth sight, lesser tremorsense, lich immunities, turning immunity, undead traits, water walk; AL LN; SV Fort +13, Ref +7, Will +20; Str 16, Dex 12, Con -, Int 19, Wis 25, Cha 19
Skills and Feats: Concentration +24 (+28 when casting defensively), Craft (gemcutting) +11, Diplomacy +9, Hide +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (religion) +24, Knowledge (the planes) +9, Listen +15, Move Silently +9, Profession (miner) +13, Search +12, Sense Motive +15, Speak Language (common, dwarven, chondathan, illuskan, thorass, terran), Spellcraft +26, Spot +15; Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Earth Sense, Forge Ring, Quicken Spell, Martial Weapon Proficiency (handaxe)
Special Qualities: Dwarven Traits: 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against goblinoids and orcs; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Touch attack (DC 24), paralyzing touch (DC 24), fear aura (DC 24), undead traits, lich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), animate dead as 20th level sorcerer at will, water walk at will. Turn undead as 19th level cleric (+2 to turning checks) 7/day. Earth friend, earth dream (80%) 1/day, lesser tremorsense, earth sight (7 rounds), earth glide (7 rounds).
Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/6+1/5+1/5+1/4+1/4+1; base DC = 17 + spell level; caster level 20th): 0–detect magic, guidance, light, mending, purify food and drink, resistance; 1st-bless, command, detect evil, divine favor, doom, protection from evil, remove fear, sanctuary*; 2nd-aid, augury, enthrall, hold person, make whole, owl’s wisdom, silence, soften earth and stone*; 3rd-create food and water, magic circle against evil, meld into stone, prayer, remove blindness/deafness, remove disease, speak with dead, stone shape*; 4th-air walk, divination, neutralize poison, recitation [CD], restoration, spell immunity*, tongues; 5th-atonement, break enchantment, commune, flame strike, raise dead, true seeing, wall of stone*; 6th-antimagic field*, blade barrier, forbiddance, geas/quest, heal, heroes’ feast; 7th-greater bestow curse [CD], greater scrying, refuge, repulsion*, resurrection, righteous wrath of the faithful [CD]; 8th–discern location, fire storm, greater spell immunity, mind blank*, wall of greater dispel magic [Und]; 9th–astral projection, elemental swarm (earth)*, etherealness, implosion, miracle.
*Domain spell. Deity: Dumathoin. Domains: Earth (7/day turn or destroy air creatures, or rebuke or command earth creatures), Protection (protective ward, touched subject gains +15 resistance bonus on next saving throw, maximum duration 1 hour).
Possessions: +2 distance returning handaxe, +4 defending heavy mace, chime of interruption, ring of freedom of movement, ring of protection +4.
Height: Unknown, Weight: Unknown, Hair: Deep Green Emerald, Eyes: Unknown.
Note: Bandearl has a permanent stone bones spell on him; the result of calcification. He also has the mental benefits of a venerable dwarf with no physical penalties. Racial bonus to Craft and Profession has been factored.
Sources: Dungeon Crawl: Undermountain the Lost Level (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Monsters of Faerun (3E), Underdark (3.5E), Races of Stone (3.5E), and Complete Divine (3.5E).
#1132

green_giant_02

Apr 21, 2005 17:34:57
Is this was a good place for this?

I would like if someone could stat up Yarash (from Ruins of Adventure 1ed/2ed adventure).

Mayhaps I could do it myself, but I'm not really good at statting up mages (and they tend to look quite similar) while Yarash is .. a wierdo. (And probably should have some strange PrCs as well)

Otoh he is a level 10 wizard (kuje31's list has all known info about him, or I can post it here when I get home) but the relevant info is more like this:

He is mad as a hatter (delusions of grandeur at least), as proven by his mission, to try to create a new race of freshwater Sauhaugin from unwilling Lizardman stock (without ever even having seen a Sauhagin himself, living or dead) - also he has spend the last few decades adding a poison to the Moonsea to make his 'creations' more viable there (and he doesn't expect to be finished within the next decade with this) (Poison is created/delivered by something that seems technological).

He has so far failed with his grand experiments (some four hundred attempts, through surgery and likely magical means), but he has earlier succeeded in creating 'a scaly ogre' to be his personal valet. (IMC this part of him is intended to be handled by adding 'reptilian' template to a couple of trolls and blaming Yarash for it)

The base he took over either had teleportation portals already that he managed to discern how they worked, or he has made them as well (most likely they existed already)

He is quite solitary and sedentary. (Did I say mad too?)

A level or two can be added if needed, maybe three but that would be stretching the party to their limit.

.

So.. was this the right place? Or where should I take it? Any other information needed to make a good job?


-

While I'm waiting for a reply I might as well add the remaining pertinent information I guess..
Level 10 human wizard, S 10 I 18 W 13 D 17 Cn 17 Ch 10, CE, Wand of Paralyzation (3 charges), 2 Potions of Healing (~Cure Moderate I guess), Potion of Speed (~Haste?), Bracers of Defense AC5 (~of Armor +5?, maybe not needed?) and a Quall's[sic] Feather Token of a Swan Boat (reusable it seems, he supposedly uses it every time he wants to cross the lake surrounding his abode)

His combat method is trying to incapacitate first (free subjects for experimentation), failing that he goes for lethal spells until badly hurt when he tries to flee.

-

Thank you for caring

I think the mad part clinched it in how to handle this character. Enjoy.



Yarash: Male Vaasan Human Wiz5/Alienist 5; CR 10; Medium Humanoid (Human); HD 10d4+30 plus 3; hp 59; Init +3; Spd 30 ft.; AC 18 (touch 13, flat-footed 15); Base Atk +4; Grp +4; Face/Reach 5 ft./5 ft.; SA Summon alien; SQ Alien blessing, familiar benefits, mad certainty, metamagic secret, pseudonatural familiar; AL CE; SV Fort +6, Ref +6, Will +9; Str 10, Dex 17, Con 16, Int 20, Wis 11, Cha 10
Skills and Feats: Concentration +16 (+20 when casting defensively), Craft (alchemy) +13, Craft (poisonmaking) +10, Decipher Script +10, Gather Information +7, Knowledge (arcana) +18, Knowledge (local-Moonsea) +10, Knowledge (nature) +10, Knowledge (the planes) +15, Listen +6, Speak Language (common, damaran, chondathan, draconic, giant, goblin, orc), Spellcraft +20, Spot +6; Augment Summoning, Cerebrosis{B}, Combat Casting, Craft Wondrous Item, Extend Spell, Nonlethal Subsitution, Quicken Spell, Scribe Scroll{B}, Spell Focus (conjuration)
Special Qualities: Familiar benefits (familiar benefits equal total of wizard and alienist levels), summon alien (pseudonatural template to summon monster spells), alien blessing (+1 insight bonus to saving throws), metamagic secret, mad certainty (+3 hit points, -4 penalty on all Bluff, Diplomacy, and Handle Animal checks vs. nonpseudonatural creatures), pseudonatural familiar.
Wizard Spells Prepared (4/6/5/4/4/3; base DC = 15 + spell level; caster level 10th).
Possessions: Bracers of armor +5, potion of cure moderate wounds x2, potion of haste, Quaal’s feather token (swan boat), wand of hold person (3 charges).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Sources: Ruins of Adventure (1E/2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E), and Dragon #330.


Note: If you have Complete Arcane you can substitute the pseudonatural creature template with the "reptilian" one to match the character's new emphasis.
#1133

warlockco

Apr 21, 2005 19:26:33
Nice, Green Giant, looks great, was gonna try tackling him, but keep getting sidetracked (plus he is just so wacky), and didn't even occur to me to use the Alienist PrC.
#1134

zombiegleemax

Apr 22, 2005 2:48:21
Thank you very, very much for Bandearl Dumatheir and Maligor, Green Giant!! Brilliant work from you again as always.
#1135

ztyx

Apr 22, 2005 5:22:51
I think the mad part clinched it in how to handle this character. Enjoy.



Yarash: Male Vaasan Human Wiz5/Alienist 5; CR 10; Medium Humanoid (Human); HD 10d4+30 plus 3; hp 59; Init +3; Spd 30 ft.; AC 18 (touch 13, flat-footed 15); Base Atk +4; Grp +4; Face/Reach 5 ft./5 ft.; SA Summon alien; SQ Alien blessing, familiar benefits, mad certainty, metamagic secret, pseudonatural familiar; AL CE; SV Fort +6, Ref +6, Will +9; Str 10, Dex 17, Con 16, Int 20, Wis 11, Cha 10
Skills and Feats: Concentration +16 (+20 when casting defensively), Craft (alchemy) +13, Craft (poisonmaking) +10, Decipher Script +10, Gather Information +7, Knowledge (arcana) +18, Knowledge (local-Moonsea) +10, Knowledge (nature) +10, Knowledge (the planes) +15, Listen +6, Speak Language (common, damaran, chondathan, draconic, giant, goblin, orc), Spellcraft +20, Spot +6; Augment Summoning, Cerebrosis{B}, Combat Casting, Craft Wondrous Item, Extend Spell, Nonlethal Subsitution, Quicken Spell, Scribe Scroll{B}, Spell Focus (conjuration)
Special Qualities: Familiar benefits (familiar benefits equal total of wizard and alienist levels), summon alien (pseudonatural template to summon monster spells), alien blessing (+1 insight bonus to saving throws), metamagic secret, mad certainty (+3 hit points, -4 penalty on all Bluff, Diplomacy, and Handle Animal checks vs. nonpseudonatural creatures), pseudonatural familiar.
Wizard Spells Prepared (4/6/5/4/4/3; base DC = 15 + spell level; caster level 10th).
Possessions: Bracers of armor +5, potion of cure moderate wounds x2, potion of haste, Quaal’s feather token (swan boat), wand of hold person (3 charges).
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Sources: Ruins of Adventure (1E/2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E), and Dragon #330.


Note: If you have Complete Arcane you can substitute the pseudonatural creature template with the "reptilian" one to match the character's new emphasis.

Yay! Thanks.

Now I won't have to swap him out for a Half-Fiend Illithid (which was beginning to look like hell on wings.. as in: probably not good for avoiding TPK)

A few questions though (since I do, as you surmised, indeed not own Complete Arcane.

I do have the Tome & Blood with a pseudonatural template - is that it?
(I'm guessing the ELH one is a bit ..too much)

Pseudonatural familiar means normal familiar with said template, right?

Thank you again
(Now let's see if I can stall the party for yet a weekend to have time to work this new information into the game.. luckily they are traipsing all around the countryside as opposed to going straight for target )

[And warlocko - if you want to if would be interesting to see your take on a fleshcrafter/grafter version of Yarash ;) :D ]



edit again: What is Cerebrosis? From googling I get the impression that it might be about getting an expanded spell-list, but I have to ask
#1136

argaud

Apr 22, 2005 10:26:26
Bandearl Dumatheir: Male Shield Dwarf Archlich Clr15/Earth Dreamer 5 of Dumathoin (...)

Awesome, and just in time for me to use him in my game, my group is about to discover the Lost Level
Wouldn't you have at hand Johanna (sp) the half-elf wizard that lives in the temple of Dumathoin in 3.5 format? What about that nasty vampiress cleric of Malar that haunts the Lost Level?
#1137

zombiegleemax

Apr 22, 2005 12:44:27
Awesome, and just in time for me to use him in my game, my group is about to discover the Lost Level
Wouldn't you have at hand Johanna (sp) the half-elf wizard that lives in the temple of Dumathoin in 3.5 format? What about that nasty vampiress cleric of Malar that haunts the Lost Level?

They're about to discover a Lost Level? Should they not discover it for it is a Lost Level ;)
#1138

zombiegleemax

Apr 23, 2005 20:55:37
What about that nasty vampiress cleric of Malar that haunts the Lost Level?

Dhusarra will be making an unexpected return in an upcoming adventure ...

--Eric
#1139

the_king_in_yellow

Apr 25, 2005 12:19:23
Hi me again just wondered if anyone would do me the awfully big favour and do a write for the high priestess of Shar el Eradsari from the Calimport module it would be a real big help if someone could help me out. Thanks in advance.
#1140

green_giant_02

Apr 25, 2005 21:33:40
Here is the Dancer before Dawn. Enjoy.


Irtemara el Eradsari: Female Calishite Human Clr9/Sha4/Nightcloak 2 of Shar; CR 15; Medium Humanoid (Human); HD 11d8-11 plus 4d4-4; hp 48; Init +0; Spd 30 ft.; AC 15 (touch 11, flat-footed 14); Base Atk +9; Grp +8; Atk +9 melee (1d8, +1 morningstar) or +10 ranged (1d8/19-20, masterwork light crossbow); Full Atk Atk +9/+4 melee (1d8, +1 morningstar) or +10 ranged (1d8/19-20, masterwork light crossbow); Face/Reach 5 ft./5 ft.; SA Rebuke undead 7/day; SQ Aura of evil, darkness spells, eyes of Shar, shadow adept abilities; AL NE; SV Fort +11, Ref +6, Will +26; Str 8, Dex 11, Con 9, Int 18, Wis 28, Cha 19
Skills and Feats: Bluff +9, Concentration +14 (+18 when casting defensively), Diplomacy +13, Heal +14, Hide +2, Knowledge (arcana) +12, Knowledge (history-Lands of Intrigue) +9, Knowledge (local-Calimshan) +9, Knowledge (religion) +19, Knowledge (the planes) +9, Move Silently +2, Perform (dance) +10, Speak Language (alzhedo, common, chondathan, draconic, shaaran, tashalan), Spellcraft +21; Blind-Fight{B}, Combat Casting, Corrupt Spell, Harem Trained, Insidious Magic{B}, Iron Will, Quicken Spell, Pernicious Magic{B}, Shadow Weave Magic, Spell Focus (enchantment), Tenacious Magic{B}
Special Qualities: Aura of evil (aura equals cleric levels), rebuke undead as 9th-level cleric (+2 to rebuke checks) 7/day. Shadow Adept Abilities: Low-light vision, shadow defense +1, shadow feats, shield of shadows 15 rounds per day. Darkness spells, eyes of Shar (darkvision 60 ft., see magical darkness 10 ft.)
Cleric Spells Prepared (6/8+1/7+1/7+1/6+1/6+1/4+1/3+1/2+1; base DC = 19 + spell level; 20 + spell level with illusion and necromancy spells; 21 + spell level with enchantment spells; caster level 15th): 0-cure minor wounds, detect magic, detect poison, guidance, purify food and drink, read magic; 1st-bane, cause fear, command, cure light wounds, deathwatch, detect good, divine favor, protection from good*, shield of faith; 2nd-aid, bear’s endurance, blindness/deafness*, cure moderate wounds, darkness, hold person, resist energy, silence; 3rd-bestow curse, chain of eyes [CD], contagion, cure serious wounds, dispel magic, magic circle against good*, magic vestment, wrack [CD]; 4th-air walk, corrupted darkfire [MAG], death ward, freedom of movement, greater magic weapon, spell immunity, unholy blight*; 5th-crawling darkness [MAG], dispel good*, dragon breath (shadow), flame strike, greater command, slay living, spell resistance; 6th-create undead*, corrupted darkbolt, quickened death knell, heal, word of recall; 7th-blasphemy*, destruction, greater scrying, repulsion; 8th-fire storm, summon monster VIII, unholy aura*.
*Domain spell. Deity: Shar. Domains: Darkness, Evil (cast evil spells at +1 caster level).
Possessions: Mithral shirt, +1 morningstar, masterwork light crossbow, 10 bolts, human slaying bolt, circlet of persuasion, mantle of resistance +2, periapt of wisdom +4, ring of protection +1, slippers of shadowwalking, unholy symbol (Shar). As leader of the Temple of Old Night, Irtemara has access to more resources, both mundane and magical.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Note: Irtemara el Eradsari has the physical penalties and mental benefits of a venerable human.
Sources: Calimport (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Faiths and Pantheons (3E), Races of Faerun (3E), and Complete Divine (3.5E).

Slippers of Shadowwalking: These black slippers allow the wearer to shadow walk once per day.
Moderate illusion; CL 11th; Craft Wondrous Item, shadow walk; Price 26,400 gp
#1141

the_king_in_yellow

Apr 25, 2005 23:39:17
Thank you very much sir I really appreciate you're time spent doing this.
#1142

the_king_in_yellow

Apr 25, 2005 23:42:44
Just one other thing I missed where can I find the feat Harem Trained which sourcebook is it in? Thanks once again.
#1143

warlockco

Apr 26, 2005 21:33:51
Just one other thing I missed where can I find the feat Harem Trained which sourcebook is it in? Thanks once again.

Races of Faerun, unless I'm thinking of something else.
#1144

Zireael

Apr 27, 2005 12:56:44
Can I post characters from Neverwinter Nights computer game?
There are two chars from Baldur's Gate and the others are from Cormanthyr: Empire of Elves sourcebook.
Mazzy
Halfling female Pal 12 of Arvoreen/Chm 3 of Arvoreen, CR 15, small humanoid, HD 12k10+3k10, HP 75, Spd. 10 ft., Init +4, AC 15 (touch 15, flat-footed 14), Attack +12/+7/+2 melee (short sword of Arvoreen +2), SQ halfling traits, detect evil, divine favor, lay on hands, divine health, aura of courage, smite evil, remove disease 4/week, rebuke undead 5/day, AL LG, Fort +8 Ref +4 Will +4, Str 15 Dex 18 Con 12 Int 10 Wis 13 Cha 14.
Skills and feats: Move Silently +6, Jump +8, Climb +10, Listen +4, Heal +15, Ride (horse) +10, Knowledge (religion) +10, Diplomacy +8; Weapon focus (short sword), Power Attack, Dodge, Mobility, Improved Critical (short sword)
Equipment: halfplate armor +1, short sword of Arvoreen +2, helmet, ring of protection +2
Known paladin spells: 1/1/1, DC 11.

Aerie
Elf female Clr 15 of Baervan/Wiz 10, CR 25, medium humanoid, HD 15k8+10k4, HP 76, Spd. 30 ft., Init +0, AC 11 (touch 10, flat-footed 10), Attack +16/+11/+6/+1 melee (halfspear +3), SQ elf traits, rebuke undead 5/day, AL LG, Fort +12 Ref +9 Will +16, Str 13 Dex 9 Con 13 Int 16 Wis 18 Cha 15.
Skills and feats: Spellcraft +12, Knowledge (arcana) +10, Knowledge (religion) +15, Alchemy +8, Concentration +15, Scry +10; Weapon focus (halfspear), Greater Rebuking, Quiet spell, Maximize spell, Spell focus (illusion)
Equipment: halfspear +3, ring of protection +1
Knowj mage spells: 4/4/4/3/3/2/1, DC 14, DC 15 + level for spells from illusion school
Known cleric spells: 6/5+1/5+1/4+1/4+1/3+1/2+1, Domains: Good (cast good spells on +1 caster level), Gnomes (cast illusion spells on +1 caster level)

Aravae Irithyl
Female gold elf Sor 8/Wiz 9, CR 17, medium humanoid (elf), HD 8k4+9k4, HP 65, Init +4, Spd. 30 ft., AC 14 (touch 10, flat-footed 10), Attack +8 melee (staff +2), SQ gold elf traits; AL LG, Fort +5 Ref +5 Will +14; Str 15 Dex 17 Con 16 Int 18 Wis 15 Cha 16.
Skills and feats: Spellcraft +12, Concentration +13, Knowledge (arcana) +14, Knowledge (royalty and nobility - Cormanthor) +10, Knowledge (Cormanthor) +12, Climb +6, Move Silently +8, Hide +4; Education, Weapon focus (staff), Persuasive, Iron will
Equipment: staff +2, unknown
Known mage spells: 4/4/4/3/2/1, DC 14
Known sorcerer spells: 6/6/6/5/3, DC 13

Mentor Wintercloak
Human male Clr 4 of Oghma/Wiz 15, CR 19, medium humanoid, HD 4k8+15k4, HP 90, Init +3, Spd. 30 ft., AC 13 (touch 10, flat-footed 10), Attack +10/+5 melee (longsword +3); SQ rebuke undead 6/day, AL CN, Fort +9 Ref +6 Will +15, Str 14 Dex 15 Con 17 Int 18 Wis 17 Cha 14.
Skills and feats: Knowledge (arcana) +10, Knowlegde (religion) +6, Knowledge (Cormanthor) +14, Concentration +18, Spellcraft +16; Iron will, Forest climber, Weapon focus (longsword), Scribe scroll, Maximize spell, Widen spell
Equipment: longsword +3
Known mage spells: 4/4/4/4/4/4/3/2/1, DC 14
Known cleric spells: 5/3+1/2+1, ST 14 Domeny: Wiedza, Szczęście

Hachaam Selorn
male sylvan elf Rgr 14 of Solonor Thelandira, CR 14, medium humanoid (elf), HD 14k10, HP 80, Init +7, Spd. 30 ft., AC 19 (touch 12, flat-footed 15), Attack +14/+9/+4 melee (longsword +3) or distance +14/+9/+4 (composite longbow +4); SQ sylvan elf traits, favored enemy (animals +3, demons +2, vermin +1) AL CG, Fort +9 Ref +4 Will +6; Str 17 Dex 18 Con 15 Int 12 Wis 16 Cha 17.
Skills and feats: Hide +12, Move Silently +10, Knowledge (Cormanthor) +10, Knowlegde (nature) +12, Climb +8, Diplomacy +8; Forester, Forest climber, Weapon focus (longsword), Weapon focus (longbow), Iron will, Improved initiative, Ambidexterity
Equipment: elven chain +2, longsword +3, composite longbow +4
#1145

green_giant_02

Apr 27, 2005 20:22:29
Can I post characters from Neverwinter Nights computer game?

You can post NPCs from computer games but you should know that I no longer add them to the index on page 1. I ran out of room once again and the CG/VG list had to go although I have it saved on my PC. I believe someone else created a thread to post NPCs from computer games and I would strongly encourage you to post them there.


Yay! Thanks.

Now I won't have to swap him out for a Half-Fiend Illithid (which was beginning to look like hell on wings.. as in: probably not good for avoiding TPK)

A few questions though (since I do, as you surmised, indeed not own Complete Arcane.

I do have the Tome & Blood with a pseudonatural template - is that it?
(I'm guessing the ELH one is a bit ..too much)

Pseudonatural familiar means normal familiar with said template, right?

Thank you again
(Now let's see if I can stall the party for yet a weekend to have time to work this new information into the game.. luckily they are traipsing all around the countryside as opposed to going straight for target )

[And warlocko - if you want to if would be interesting to see your take on a fleshcrafter/grafter version of Yarash ;) :D ]



edit again: What is Cerebrosis? From googling I get the impression that it might be about getting an expanded spell-list, but I have to ask

Sorry for the late reply but you can substitute the pseudonatural template from Tome & Blood and pseudonatural familiar is a familiar with the pseudonatural template. Cerebrosis is a feat from Dragon #330 that gives you access to spells linked to the Far Realm. It is actually a bonus feat you gain by performing a ritual and can easily be removed with the only change is increasing the constitution score by 1. I was tempted to give Yarash the Graft Flesh feat but the only way he could make the requirements was by giving him a level or two in the cleric or expert class.
#1146

zombiegleemax

Apr 29, 2005 6:39:08
I'm searching for the stats of the Rotting Man and his Blightlords. Can anyone create these evil creatures ? I would also be glad, if somebody could do the Nentyarch.
#1147

kuje31

Apr 29, 2005 9:52:14
I'm searching for the stats of the Rotting Man and his Blightlords. Can anyone create these evil creatures ? I would also be glad, if somebody could do the Nentyarch.

The Rotting Man and his creatures are in Unapproachable East for 3.0.
#1148

Zireael

May 02, 2005 12:46:08
Mentioned in Cormanthyr: Empire of Elves.
Garnet
male great red wyrm, CR 25, colossal dragon (fire, electricity), HD 40k12+400, HP 700, Init +4, Spd. fly 40 ft., fly 120 ft. (poor), AC 46 (touch 7, flat-footed 46), Attack +49 melee (4k8+17, bite), +45 melee (4k8+8, 2 claws), +44 melee (2k8+8, 2 wings), and +44 melee (4k6+25, wag tail), or +49 melee (4k8+25 and Ref DC 40 or being stilled (sp?), crushing), or +49 melee (2k8+25 Ref DC 40 halves damage, swap tail), Front/Reach 40 ft. x 80 ft./15 ft., SA breath weapon (70 ft., cone of fire and electricity), 24k10, DC 40 halves damage), frightful presence (120 ft., DC 38), SQ DR 20/+3, darkvision 240 ft., subytype fire creature, immunites (fire and electricity), low-light vision (4x better than human), spell-like abilities, SR 32, AL LG, Fort +32 Ref +22 Will +20, Str 45 Dex 10 Con 31 Int 26 Wis 27 Cha 26.
Skills and feats: Bluff +42, Move Silently +18, Spellcraft +48, Diplomacy +54, Concentration +52, Listen +52, Search +50, Jump +56, Survival +30, Hide -16, Konwlegde (Cormanthyr - history) +50, Knowledge (Cormanthyr - geography) +50, Knowledge (arcana) +55, Scry +35, Spot +50; Attack from Air, Catch (sp?),Improved Initiative, Power Attack, Weapon focus (claws), Maximize spell, Vigilance.
Equipment: ring of protection +5
#1149

zombiegleemax

May 02, 2005 16:57:26
Rather impressive. The only thing bad about some of these NPCs is that they outstrip many of the official, sanctioned WoTC NPCs. But, who says Elminster can't stand getting roughed up once in a while. Does anyone else think that Wizards has criminalized the Netherese?
#1150

The_Simbul_of_Aglarond

May 03, 2005 17:26:42
What NPCs are you talking about Phaele?
#1151

green_giant_02

May 03, 2005 19:07:09
Here are some NPCs (minus some Seraph abilities) from the Crucible: The Trial of Cyric the Mad found in Dragon #245. Enjoy.


Ruha the Harper Witch: Female Bedine Human Wiz15/Harper Mage 1; CR 16; Medium Humanoid (Human); HD 16d4+32; hp 73; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +7; Grp +10; Atk +13 melee (1d3+6/18-20, +3 jambiya); Full Atk +13/+8 melee (1d3+6/18-20, +3 jambiya); Face/Reach 5 ft./5 ft.; SQ Harper knowledge +9, Oghma’s insight; AL NG; SV Fort +7, Ref +8, Will +14; Str 16, Dex 17, Con 15, Int 22, Wis 16, Cha 16
Skills and Feats: Concentration +20 (+24 when casting defensively), Craft (alchemy) +11, Diplomacy +10, Handle Animal +8, Heal +8, Knowledge (arcana) +29, Knowledge (geography) +11, Knowledge (history-Anauroch) +11, Knowledge (local-Waterdeep) +11, Knowledge (nature) +15, Listen +5, Profession (herbalist) +8, Ride (hippogriff) +10, Ride (horse) +10, Sense Motive +8, Speak Language (midani, common, chondathan, damaran, draconic, elven, gnoll, orc), Spellcraft +26, Spot +5, Survival +8 (+10 avoid getting lost and aboveground); Alertness, Combat Casting, Craft Wondrous Item, Education (Knowledge [arcana] and Knowledge [nature]), Eschew Materials, Extend Spell, Heat Endurance, Martial Weapon Proficiency (jambiya), Quicken Spell, Scribe Scroll{B}, Skill Focus (Knowledge [arcana]){B}, Spell Penetration
Special Qualities: Harper knowledge +9, Oghma’s insight.
Wizard Spells Prepared (4/6/6/5/5/5/4/3/2; base DC = 16 + spell level; caster level 16th): 0–daze, detect magic, read magic, resistance; 1st–burning hands, enlarge person, shield, sleep, sunstroke [Sand], Tenser’s floating disc; 2nd–flaming sphere, gust of wind, Melf’s acid arrow, pyrotechnics, scorching ray, whispering wind; 3rd–clairaudience/clairvoyance, fireball, haboob [Sand], lightning bolt, stinking cloud; 4th–blast of flame [CAr], hallucinatory terrain, polymorph, sandform [Sand], searing exposure [Sand]; 5th–baleful polymorph, cloudkill, hold monster, summon monster V, telekinesis; 6th–chain lightning, control water, globe of invulnerability, move earth; 7th–ethereal jaunt, forcecage, phase door; 8th–incendiary cloud, sunburst.
Possessions: +3 jambiya, aba (desert robe) serves as spellbook; spells are embroidered inside. Hippogriff mount (Silvercloud).
Description: Ruha is in her early 30s and stands 5’5” tall. With dark sultry eyes, a dusky complexion, and sable hair, she is beautiful – though she hides her beauty behind a veil, headscarf, and long Bedine robe. On her cheeks are crossed hash-mark tattoos.
Note: Ruha has protection level 2 against heat. (Base 1 for Heat Endurance, +1 for desert outfit).
Sources: Heroes’ Lorebook (2E), Dragon #245, PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E), Sandstorm (3.5E) and Complete Arcane (3.5E).


Malik el Sami yn Nasser the Seraph of Lies: Male Calishite Human Rog10; CR 10; Medium Humanoid (Human); HD 10d6+20; hp 57; Init +8; Spd 30 ft.; AC 14 (touch 14, flat-footed 10); Base Atk +7; Grp +7; Atk +12 melee (1d4/19-20, masterwork dagger); Full Atk +12/+7 melee (1d4/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack +5d6; SQ Trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, special ability (improved evasion), Seraph abilities; AL NE; SV Fort +5, Ref +11, Will +3; Str 11, Dex 18, Con 15, Int 16, Wis 10, Cha 10.
Skills and Feats: Appraise +10, Bluff +16, Climb +5, Disable Device +10, Diplomacy +9, Disguise +10, Escape Artist +11, Forgery +8, Gather Information +7, Handle Animal +5, Hide +13, Jump +9, Knowledge (local-Calimshan) +8, Listen +5, Move Silently +13, Open Lock +11, Ride (camel) +7, Search +10, Sense Motive +5, Sleight of Hand +13, Speak Language (alzhedo, common, chondathan, chultan, tashalan), Spot +5, Tumble +19, Use Magic Device +5; Improved Diversion, Improved Iniative, Skill Focus (Bluff), Stealthy, Weapon Finesse
Special Qualities: Sneak attack +5d6, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, special ability (improved evasion). Seraph abilities (endure pain, vanish).
Possessions: Masterwork dagger.
Description: Malik is short and pudgy, standing 5’6” tall, with bulging eyes and a soft round face that belies his ruthless nature. He has a pair of one-inch Seraph’s horns growing on his brow, which he customarily conceals beneath a turban or hat.
Sources: Dragon #245, PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Adventurer (3.5E).


Avner of Hartwick the Seraph of Thieves: Male Illuskan Human Petitioner(?) Rog8/Rgr9; CR 17(?); Medium Outsider (Extraplanar); HD 8d6+32 plus 9d8+36; hp 139; Init +9; Spd 30 ft., fly 60 ft. (average); AC 21 (touch 15, flat-footed 16); Base Atk +15; Grp +20; Atk +25 melee (1d6+11/15-20, Avner’s black scimitar) or +24 ranged (1d6+4/x3, shortbow of the night) or +18 ranged (3d6+12/x3, shortbow of the night w/Manyshot); Full Atk +25/+25/+20/+15 melee (1d6+11/15-20, Avner’s black scimitar) or +22/+22/+17/+12 ranged (1d6+4/x3, shortbow of the night w/Rapid Shot); Face/Reach 5 ft./5 ft.; SA Sneak attack +4d6, favored enemy (giant +4, magical beast +2); SQ Trapfinding, evasion, trap sense +2, uncanny dodge, improved uncanny dodge, wild empathy +15, animal companion, woodland stride, swift tracker, darkvision 60 ft., greater teleport 2/day, outsider traits, Seraph abilities; AL NG; SV Fort +12, Ref +17, Will +8; Str 20, Dex 20, Con 18, Int 16, Wis 17, Cha 18
Skills and Feats: Appraise +11, Balance +10, Bluff +12, Climb +15, Disable Device +11 (+13 with tools), Diplomacy +16, Escape Artist +13, Gather Information +10, Handle Animal +13, Heal +9, Hide +34, Intimidate +14, Jump +17, Knowledge (geography) +8, Knowledge (local-Hartwick) +8, Knowledge (nature) +10, Listen +12, Move Silently +19 (+20 with shoes), Open Lock +13 (+15 with tools), Ride (horse) +16, Search +14, Sense Motive +8, Sleight of Hand +15, Speak Language (alzhedo, common, chondathan, chultan, tashalan), Spot +12, Survival +15 (+17 to avoid getting lost, aboveground, and find or follow tracks), Swim +14, Tumble +15; Dodge, Endurance{B}, Improved Critical (scimitar), Improved Iniative, Manyshot{B}, Mobility, Rapid Shot{B}, Spring Attack, Stealthy, Track{B}, Weapon Focus (scimitar)
Special Qualities: Sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge, improved uncanny dodge. Wild empathy +15 (+11 with magical beast), favored enemy (giant +4, magical beast +2), animal companion, woodland stride, swift tracker.
Ranger Spells Prepared (2/1; base DC = 13 + spell level; caster level 4th): 1st-entangle, resist energy; 2nd-cure light wounds.
Possessions: Leather armor of the Seraph (+4 greater shadow leather armor), Avner’s black scimitar, shortbow of the night, arrows of slaying (one for each type of creature), masterwork thieves’ tools, silent shoes.
Description: Avner appears as a young man in the peek of health. He stands at 5’10” tall. He has shadowy wings on his back, and he usually dresses in black leather. His gray eyes have no irises or pupils.
Sources: Dragon #245, PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Adventurer (3.5E), and Arms and Equipment Guide (3E).

Avner’s black scimitar: This black +4 scimitar of speed can create a 20-ft. radius of supernatural darkness centered on the sword which the user can see through at will.
Strong evocation and transmutation; CL 12th; Craft Magic Arms and Armor, blacklight, haste; Price 128,315 gp.

Shortbow of the Night: This +4 shortbow bestows the user darkvision 60 ft. when used to fire at night.
Strong transmutation; CL 12th; Craft Magic Arms and Armor, darkvision; Price 44,330 gp.
#1152

zombiegleemax

May 03, 2005 19:56:12
does anybody have a write up for Kymil Nimesin?

Thanks
#1153

zombiegleemax

May 04, 2005 16:18:39
Shouldn't Malik have a boost to his CR because he's Cyric's Chosen? And doesn't he also have enhanced constitution?
#1154

green_giant_02

May 04, 2005 19:00:43
Shouldn't Malik have a boost to his CR because he's Cyric's Chosen? And doesn't he also have enhanced constitution?

I thought he was a Seraph and not a chosen. When did that happen? In either case there's no official Seraph or Chosen of Cyric template for me to apply and trying to create one would be very difficult since I don't know what powers and abilities to give or enhance.
#1155

kuje31

May 04, 2005 19:16:14
I thought he was a Seraph and not a chosen. When did that happen? In either case there's no official Seraph or Chosen of Cyric template for me to apply and trying to create one would be very difficult since I don't know what powers and abilities to give or enhance.

Lords of Darkness for Umberlees in the Kraken Society and Faiths & Pantheons under Cyric for Malik. WOTC changed the Seraphs to Chosens.
#1156

maedhros

May 05, 2005 8:33:32
Am new to this sight and the information within is unbelievable. thanks to all the people who spend time writing up these characters and posting them for us with less creative minds to use in our campaigns.
#1157

zombiegleemax

May 05, 2005 12:56:24
Does anyone have a link to Cadderly stats? I have looked all over WOTC and can't find them.
#1158

kuje31

May 05, 2005 15:50:06
Does anyone have a link to Cadderly stats? I have looked all over WOTC and can't find them.

Google is better to use to find WOTC material.

http://www.wizards.com/default.asp?x=books/fr/deneir
#1159

green_giant_02

May 05, 2005 17:00:27
Once again I updated Ioulaum's stats to reflect the changes given to the Elder Brain's psionic abilities in Lords of Madness. He can be found on page 1.
#1160

maedhros

May 06, 2005 11:05:19
Green Giant, loved your writed up on The Masked One, wondering if there's any chance you'll do The Simbul's other apprentices, Phaeldara, Evenyl Nathtalond, and Thorneira Thalance. Thanks
#1161

lord_teclis_malahandyr

May 08, 2005 15:30:37
One of my all time fav adventures is A PALADIN IN HELL. I am in the middle of converting to 3rd edition. Please give comments on the following NPC's as I really want to make any changes before running it (Cheers).

I have adjusted there equipment slightly to be more in line with there levels.


Emirikol the Chaotic, Male Human Wiz20/HoWlk2/Acm4: CR 26; Medium Humanoid ; HD 20d4+60 (Wizard) , 2d8+6 (Horizon Walker) , 4d4+12 (Archmage) ; hp 140; Init +3; Spd 30; AC:36 (Flatfooted:32 Touch:30); Atk +19/14 (1d4+5, +4 Adamantine Dagger); AL CN; SV Fort +16, Ref +16, Will +21; STR 12, DEX 16, CON 16, INT 28, WIS 14, CHA 18.

Skills: Craft (Alchemy) +26, Craft (Gemcutting) +9, Craft (Weaponsmithing) +14, Gather Information +20, Handle Animal +8, Hide +7, Jump +2, Knowledge (Arcana) +37, Knowledge (Architecture and Engineering) +11, Knowledge (Demonology) +32, Knowledge (Dungeoneering) +25, Knowledge (Geography) +26, Knowledge (History) +18, Knowledge (Local) +20, Knowledge (Nobility and Royalty) +11, Knowledge (Psionics) +11, Knowledge (Religion) +15, Knowledge (The Planes) +29, Knowledge (Underdark) +17, Listen +7, Sleight of Hand +4, Speak Language +11, Spellcraft +38, Survival +31, Use Magic Device +5.

Feats: Craft Rod, Craft Staff, Craft Wondrous Item, Endurance, Eschew Materials, Improved Metamagic, Improved Spell Capacity, Maximize Spell, Scribe Scroll, Skill Focus: Knowledge (Arcana), Spell Focus (Chaos), Spell Focus: Evocation, Spell Penetration, Still Spell, Weapon Focus: Dagger.

Spells Prepared (Wiz 4/7/6/6/12/12/5/5/5/5/1 Dc20+spell level): 0 - Acid Splash, Arcane Mark x2, Detect Magic 1st - Charm Person, Disguise Self, Feather Fall, Identify, Mage Armor, Magic Missile x2 2nd - Alter Self, Glitterdust, Melf`s Acid Arrow x2, Spider Climb, Web; 3rd - Dispel Magic x2, Drown, Fireball, Lightning Bolt, Slow; 4th - Acid Orbx2, Cold Orbx2, Dimension Doorx2, Electric Orb, Fire Orb, Lower Spell Resistance x2, Sonic Orb, Wall of Fire; 5th – Cone of Coldx4, Dismissal, Dominate Person, Feeblemind x2, Stop Heart x2, Teleportx2 6th -- Chain Lightning, Disintegrate, Dispel Magic, Greater, True Seeing; 7th - Antimagic Ray, Delayed Blast Fireball, Dragon Ally, Limited Wish, Plane Shift; 8th - Dragon Cloud, Incendiary Cloud, Maze, Power Word, Stun, Symbol of Death; 9th - Dragon Ally, Greater, Meteor Swarm, Power Word, Kill, Time Stop, Wish. 10th – Silent and Maximized Cone of Cold

Possessions:
Weapons: +4 Adamantine Dagger: Banishing.
Magic: Headband of Intellect +6; Robe of the Archmagi; Amulet of the Planes; Ring of Wizardry IV/V; Ring of Greater Hive Mind; Bracers of Armor +5; Earring of Protection +6; Rod of Lordly Might; Rod of Wonder ; Wand of Teleport, Greater (24) (Charges: 42).

* He also has a contingency that if attacked physically, the attacker faces a disintegrate spell.


T'rol , Male Githyanki Gith Ftr7/Wiz9: CR 17; Medium Humanoid (Extraplanar); HD 7d10+21(Fighter) , 9d4+27(Wizard) ; hp 120; Init +4; Spd 30; AC:24 (Flatfooted:20 Touch:19); Atk +20/+15/+10 (2d6+12+1d6, +4 Adamantine Greatsword); SA: Psionics (Sp) Mage Hand 1 3 ; SQ: Spell Resistance (Ex): 5+Class Level, Darkvision (Ex): 60 ft., Subtype: Extraplanar; AL CE; SR22; SV Fort +14, Ref +12, Will +13; STR 18, DEX 18, CON 16, INT 18, WIS 14, CHA 17.

Skills: Climb +17, Craft (Armorsmithing) +9, Craft (Trapmaking) +8, Craft (Weaponsmithing) +6, Handle Animal +7, Intimidate +12, Knowledge (Arcana) +23, Knowledge (Demonology) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (The Planes) +16, Listen +4, Ride +12, Spellcraft +25, Spot +4, Swim +7, Use Magic Device +5.

Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Dodge, Maximize Spell, Power Attack, Quick Draw, Scribe Scroll, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Spell Focus: Enchantment, Spell Penetration, Tower Shield Proficiency, Weapon Focus: Greatsword, Weapon Specialization: Greatsword.
Spells Prepared (Wiz 4/5/5/4/3/1 Dc11+spell level): 0 - Arcane Mark, Daze, Detect Magic x2; 1st - Charm Person, Magic Missile x3, Obscuring Mist; 2nd - Bull`s Strength x2, Darkbolt, Glitterdust, Web; 3rd - Dispel Magic x2, Displacement, Fireball; 4th - Acid Orb, Cold Orb, Crushing Despair; 5th - Cone of Cold.

Possessions:
Weapons: +4 Adamantine Greatsword: Keen, Flaming Burst.
Magic: Amulet of Natural Armor +2; Boots of Levitation ; Bracers of Armor +5; Cloak of Resistance +3.


Beishim, Male Githyanki Knight Ftr14: CR 15; Medium Humanoid (Extraplanar); HD 14d10+70(Fighter) ; hp 188; Init +6; Spd 30; AC:32 (Flatfooted:30 Touch:32); Atk +29/+24/+19 (2d6+21, Githyanki Silver Sword+5); SA: Psionics (Sp) Mage Hand 1 3 ; SQ: Spell Resistance (Ex): 5 + Class Level, Darkvision (Ex): 60 ft., Subtype: Extraplanar; SR19; AL CE; SV Fort +14, Ref +6, Will +6; STR 27, DEX 14, CON 20, INT 14, WIS 14, CHA 14.

Skills: Climb +22, Intimidate +16, Jump +27, Listen +4, Ride +19, Spot +4, Swim +5.

Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Great Cleave, Greater Weapon Focus: Greatsword, Greater Weapon Specialization: Greatsword, Improved Critical: Greatsword, Improved Initiative, Mortalbane, Power Attack, Power Critical: Greatsword, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Greatsword, Weapon Specialization: Greatsword.
Possessions:
Weapons: Githyanki Silver Sword: Vorpal.
Armor: +5 Mithral Half-plate: Fire Resistance, Greater.
Magic: Boots of Striding and Springing; Belt of Giant Strength +6; Ring: Protection +4.


Ahjani, Female Demon, Marilith Rgr2: CR 19; Large Outsider (Chaotic,Evil,Tanar`ri,Extraplanar); HD 16d8+128(Outsider) , 2d8+16(Ranger) ; hp 237; Init +11; Spd 40; AC:38 (Flatfooted:31 Touch:20); Atk +26/+21/+16/+11 (2d6+12, +2 Adamantine Battleaxe) and +26 (2d6+7, +2 Adamantine Longsword) and +27 (1d8+8, +3 Scimitar) and +27 (2d6+8, +3 Morningstar) and +23 (2d8+8+1d6, +3 Sword, bastard); +27 (4d6+15, Tail Slap) SA: Constrict (Ex) , Improved Grab (Ex) , Spell-like Abilities Align Weapon 16 At Will Blade Barrier 16 At Will Magic Weapon 16 At Will Project Image 16 At Will Polymorph 16 At Will See Invisibility 16 At Will Telekinesis 16 At Will Teleport, Greater 16 At Will Unholy Aura 16 At Will
Summon Tanar`ri (Sp) ; SQ: Damage Reduction (Su): 10/Cold Iron, Damage Reduction (Su): 10/Good, Darkvision (Ex): 60 ft., Immunity: Electricity (Ex), Immunity: Poison (Ex), Resistance: Acid (Ex): 10, Resistance: Cold (Ex): 10, Resistance: Fire (Ex): 10, Spell Resistance (Ex): 25, Telepathy (Su): 100 ft., True Seeing (Su), No Dual Nature (Ex); AL CE; SV Fort +21, Ref +20, Will +16; STR 30, DEX 24, CON 26, INT 20, WIS 22, CHA 28.

Skills: Balance +10, Bluff +30, Climb +15, Concentration +29, Decipher Script +7, Diplomacy +32, Intimidate +15, Jump +16, Knowledge (Arcana) +15, Knowledge (The Planes) +16, Listen +21, Move Silently +28, Psicraft +6, Search +16, Speak Language +5, Spellcraft +28, Spot +16, Survival +27, Tumble +17, Use Magic Device +30.

Feats: Alertness, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Improved Initiative, Multiweapon Fighting, Shield Expert, Shield Proficiency, Simple Weapon Proficiency, Track, Weapon Focus: Battleaxe, Weapon Focus: Longsword, Weapon Focus: Morningstar, Weapon Focus: Scimitar, Weapon Focus: Shield, heavy, Weapon Focus: Slam, Weapon Focus: Sword, bastard.
Possessions:
Weapons: +2 Adamantine Battleaxe; +3 Morningstar; +3 Sword, bastard: Flaming Burst; +2 Adamantine Longsword: Wounding; +3 Scimitar.
Shields: +3 Mithral Shield, heavy steel.
Magic: Ring of Spell Storing, Minor (spell- forget); Ring of Climbing. Demonglass (see above), Teleportation Key



Straoth, Male Demon, Balor Ftr4: CR 24; Large Outsider (Chaotic,Evil,Extraplanar,Tanar`ri); HD 20d8+220 (Outsider) , 4d10+44 (Fighter) ; hp 403; Init +7; Spd 40, Fly, Good 90; AC:39 (Flatfooted:32 Touch:23); Atk +35/+30/+25/+20 (2d8+17, Balor`s Sword of Soul Stealing) and +37/+32 (1d3+11+1d6, +5 Whip, Mighty +4); SA: Spell-like Abilities Blasphemy 20 At Will Dominate Monster 20 At Will Dispel Magic, Greater 20 At Will Teleport, Greater 20 At Will Power Word, Stun 20 At Will Insanity 20 At Will Telekinesis 20 At Will Unholy Aura 20 At Will Fire Storm 20 1 Implosion 20 1 , Entangle (Ex) , Vorpal Sword (Su) , Summon Tanar`ri (Sp) , Death Throes (Ex) ; SQ: Immunity: Electricity (Ex), Immunity: Poison (Ex), Damage Reduction (Su): 15/Cold Iron, Damage Reduction (Su): 15/Good, Darkvision (Ex): 60 ft., Immunity: Fire (Ex), Resistance: Acid (Ex): 10, Resistance: Cold (Ex): 10, Spell Resistance (Ex): 28, True Seeing (Su), Telepathy (Su): 100 ft., Flaming Body 6d6 (Su), No Dual Nature (Ex); SR28; AL CE; SV Fort +25, Ref +21, Will +22; STR 39, DEX 24, CON 32, INT 26, WIS 26, CHA 26.

Skills: Bluff +35, Concentration +24, Decipher Script +10, Diplomacy +18, Disguise +18, Gather Information +13, Handle Animal +9, Hide +30, Intimidate +37, Jump +19, Knowledge (Arcana) +35, Knowledge (Demonology) +35, Knowledge (Geography) +35, Knowledge (Local) +35, Knowledge (Nature) +12, Knowledge (Religion) +17, Knowledge (The Planes) +35, Knowledge (Underdark) +14, Listen +40, Move Silently +34, Search +16, Sense Motive +19, Speak Language +11, Spellcraft +37, Spot +18, Survival +15, Use Magic Device +35.

Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Great Cleave, Improved Critical: Greatsword, Improved Critical: Longsword, Improved Critical: Sword, bastard, Improved Critical: Whip, Overwhelming Critical: Greatsword, Overwhelming Critical: Sword, bastard, Overwhelming Critical: Whip, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Focus: Greatsword, Weapon Focus: Slam, Weapon Focus: Sword, bastard, Weapon Focus: Whip, Weapon Specialization: Whip.
Possessions:
Weapons: Balor`s Sword of Soul Stealing: Vorpal; +5 Whip, Mighty +4: Flaming Burst.
Special Equipment: ring of invisibility, tele-portation key (a
flat, metal, 3-inch-square plate with a single demonic symbol inscribed in red; when the holder stands outside the balor's tower, uses a teleport spell or ability, and focuses on the key, he gains access to one of the upper tower rooms), scroll (written on black flame-resistant vellum) with the following spells: nondetection, fireball, antimagic shell, teleport without error.


Kroth, Male Linnorm, Dread Dragon Sor2: CR 27; Colossal Dragon ; HD 20d12+220 (Dragon) , 2d4+22 (Sorcerer) ; hp 357; Init +0; Spd 50, Fly, Good 90, Swim 30; AC:29 (Flatfooted:28 Touch:4); Atk +29/24/19/14 base melee, +13/8/3/-2 base ranged; +30/+25/+25 (4d8+16, 2 Bite; 4d6+8, 2 Claw; 4d6+8, Tail Slap); SA: Breath Weapon (Su) , Crush (Ex) , Poison (Ex) , Spell-like Abilities Antipathy 18 2 Fly 18 At Will Sympathy 18 2 Telekinesis 18 At Will Power Word, Stun 18 3 Move Earth 18 4 , Energy Drain (Su) , Spells Sorcerer 18 ; SQ: Immunity: Paralysis (Ex), Immunity: Sleep Effects (Ex), Keen Senses (Ex), Spell Resistance (Ex): 31, Blindsense (Ex): 120 ft., Damage Reduction (Su): 20/Magic, Darkvision (Ex): 120 ft., Low-light Vision (Ex); SR31; AL CE; SV Fort +24, Ref +13, Will +20; STR 42, DEX 10, CON 32, INT 20, WIS 24, CHA 28.

Skills: Bluff +34, Concentration +36, Craft (Alchemy) +5, Decipher Script +6, Diplomacy +16, Disable Device +4, Escape Artist +1, Gather Information +24, Intimidate +36, Jump +24, Knowledge (Arcana) +36, Knowledge (Demonology) +30, Knowledge (History) +7, Knowledge(Local) +31, Knowledge (Nobility and Royalty) +7, Knowledge (Religion) +13, Knowledge (The Planes) +30, Knowledge (Underdark) +7, Listen +23, Move Silently +1, Spellcraft +32, Use Magic Device +13.

Feats: Armor Skin, Blind-Fight, Dragon`s Toughness, Empower Spell, Maximize Breath, Quicken Breath, Simple Weapon Proficiency, Weapon Focus: Bite, Weapon Focus: Claw, Weapon Focus: Tail Slap.

Spells Known (Sor 6/9/8/8/8/8/7/7/7/7 Dc20+spell level): 0 -- Dancing Lights, Detect Magic, No Light, Open/Close, Ray of Frost, Read Magic, Repair Minor Damage, Slash Tongue, Touch of Fatigue; 1st -- Alarm, Feather Fall, Identify, Mage Armor, Magic Missile; 2nd -- Blur, Invisibility, Melf`s Acid Arrow, Web, Wither Limb; 3rd -- Fireball, Fly, Lightning Bolt, Tongues; 4th -- Polymorph Self, Sonic Orb, Stoneskin, Wall of Fire; 5th -- Cloudkill, Cone of Cold, Teleport, Wall of Force; 6th -- Chain Lightning, Summon Monster VI, True Seeing; 7th -- Antimagic Ray, Delayed Blast Fireball, Forcecage; 8th -- Horrid Wilting, Incendiary Cloud, Power Word, Stun; 9th -- Meteor Swarm, Soul Bind, Time Stop.


Cuinre Bonespell, Male Demon, Nalfeshnee Wiz14: CR 23; Huge Outsider (Chaotic,Evil,Extraplanar,Tanar`ri); HD 14d8+140(Outsider) , 14d4+140(Wizard) ; hp 310; Init +7; Spd 30, Fly, Poor 40; AC:32 (Flatfooted:29 Touch:21); Atk +28 (2d8+9, Bite) and +23 (1d8+4, 2 Claw); SA: Spell-like Abilities Call Lightning 12 At Will Feeblemind 12 At Will Dispel Magic, Greater 12 At Will Slow 12 At Will Teleport, Greater 12 At Will Unholy Aura 12 At Will , Smite (Su) , Summon Tanar`ri (Sp) ; SQ: True Seeing (Su), Immunity: Electricity (Ex), Immunity: Poison (Ex), Damage Reduction (Su): 10/Good, Darkvision (Ex): 60 ft., Resistance: Acid (Ex): 10, Resistance: Cold (Ex): 10, Resistance: Fire (Ex): 10, Spell Resistance (Ex): 22, Telepathy (Su): 100 ft., No Dual Nature (Ex); AL CE; SV Fort +25, Ref +18, Will +25; STR 28, DEX 16, CON 30, INT 30, WIS 24, CHA 23.

Skills: Appraise +14, Concentration +36, Decipher Script +41, Diplomacy +22, Disguise +37, Gather Information +23, Hide +26, Knowledge (Arcana) +38, Knowledge (Architecture and Engineering) +12, Knowledge (Demonology) +41, Knowledge (Local) +41, Knowledge (The Planes) +41, Knowledge (Underdark) +12, Listen +15, Move Silently +34, Open Lock +2, Psicraft +12, Sense Motive +38, Sleight of Hand +4, Speak Language +15, Spellcraft +43, Spot +15, Use Magic Device +31.

Feats: Brew Potion, Craft Construct, Craft Magic Arms and Armor, Craft Staff, Craft Wand, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Improved Initiative, Mortalbane, Power Attack, Scribe Scroll, Simple Weapon Proficiency.

Spells Prepared (Wiz 4/7/7/6/6/5/5/3 Dc14+spell level): 0 - Acid Splash x2, Arcane Mark, Detect Magic; 1st - Burning Hands, Charm Person, Identify, Magic Missile x4; 2nd - Alter Self, Darkbolt x2, Glitterdust x3, Web; 3rd - Blink, Fireball x2, Haste, Hold Person x2; 4th - Acid Orb x2, Animate Dead, Cold Orb, Crushing Despair, Wall of Fire; 5th - Burning Blood, Cone of Cold, Dismissal, Draconic Might, Stop Heart; 6th -- Chain Lightning, Disintegrate, True Seeing; 7th - Antimagic Ray x2, Limited Wish.

Possessions:
Magic: Amulet of Natural Armor +4; Wand: Finger of Death (14) (Charges: 26).


Klysandral: Male Human Pal26; CR 26; Medium Humanoid ; HD 26d10+130 (Paladin) ; hp 302; Init +7; Spd 20; AC 35; Atk +43/+38/+33/+28 (1d8+17, Holy Devastator); AL LG; SV Fort +25, Ref +17, Will +19; STR 30, DEX 16, CON 20, INT 16, WIS 20, CHA 20.

Possessions:
Weapons: Holy Devastator.
Armor: +5 Mithral Full plate.
Shields: +5 Mithral Shield, heavy steel: Negative Energy Resistance.
Magic: Ring of Protection +5; Ring of Antivenin; Amulet of Health +2; Belt of epic strength (+10).

Skills:
Appraise + 4, Concentration + 18, Craft (Alchemy) + 6, Craft (Cartography) + 6, Diplomacy + 18, Handle Animal + 21, Heal + 21, Knowledge (Arcana) + 6, Knowledge (Demonology) + 10, Knowledge (Dragons) + 5, Knowledge (Geography) + 4, Knowledge (History) + 4, Knowledge (Local) + 5, Knowledge (Nobility and Royalty) + 12, Knowledge (Religion) + 23, Listen + 7, Ride + 16, Speak Language + 7, Spellcraft + 10, Spot + 8, Survival + 8, Use Magic Device + 6.

Feats:
Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Devastating Critical: Longsword, Epic Weapon Focus: Longsword, Great Cleave, Holy Strike, Improved Critical: Longsword, Improved Initiative, Overwhelming Critical: Longsword, Penetrate Damage Reduction, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Longsword.

Spells Prepared (Pal --/5/4/4/4 DC16+spell level): ; 1st - Bless, Cure Light Wounds x2, Faith Healing, Vision of Glory; 2nd - Bull`s Strength, Divine Protection, Remove Paralysis, Shield Other; 3rd - Cure Moderate Wounds x2, Daylight, Mace of Odo; 4th - Cure Serious Wounds, Death Ward, Dispel Chaos, Neutralize Poison. :D
#1162

warlockco

May 08, 2005 16:17:39
HoWlk

What PrC is that?
#1163

zombiegleemax

May 08, 2005 16:34:00
Horizon Walker from the DMG I believe.
#1164

clobberintime

May 09, 2005 9:23:43
Wow, these paladin in hell updates could by hugely useful to me (no cynicism this time), thanks man.

Plus I agree this is probably to my mind the best D+D adventure ever published.

Looks like you are pushing the CRs up. What are you going to do with Geryon, he was written up in the web enhancement for the BoVD, and there he is only cr-21.
#1165

lord_teclis_malahandyr

May 09, 2005 14:31:21
I will post the rest of the NPC's as well. I am about 75% through doing the whole converstion so if anyone wants it let me know!

With reference Geyron, I have seen his stats somewhere else as well (Can't remember where though) with a CR28 ish. I plan to make him about CR29-CR30. WHY!!! Well I can not see how a Lord of Hell can control a whole plane with a CR mid 20ish, even if they are skilled at negiotating. Also I really wanted the adventure to be epic in nature. My characters still start at about 16th - 17th. But I played the original and the best start was with characters at around 18th and even 19th level.

If anyone else has starts for Geyron please let me know.
#1166

zombiegleemax

May 09, 2005 21:25:58
does anybody have a write up for Kymil Nimesin?

Thanks

does anyone have his stats?
#1167

clobberintime

May 10, 2005 9:32:29
If you go to the Web enhancements page on the wizards web sits and download the web enhancement for the Book of Vile Darkness then you will get the CR-21 geryon.

You probably saw the higher level version over at dicefreaks they have ton's of homebrew freakishly high CR critters posted over there.

Hey, maybe you should post all the Paladin in hell updates in their own thread????

Thanks again
#1168

zombiegleemax

May 10, 2005 13:07:24
I, for one, would LOVE to see Mintiper Moonsilver done.
#1169

green_giant_02

May 10, 2005 17:40:32
I don't have the Paladin in Hell adventure so I can't comment as to whether the characters are similar enough to the 2e stats. I can, however, comment on the stats.

One of my all time fav adventures is A PALADIN IN HELL. I am in the middle of converting to 3rd edition. Please give comments on the following NPC's as I really want to make any changes before running it (Cheers).

I have adjusted there equipment slightly to be more in line with there levels.


Emirikol the Chaotic, Male Human Wiz20/HoWlk2/Acm4: CR 26; Medium Humanoid ; HD 20d4+60 (Wizard) , 2d8+6 (Horizon Walker) , 4d4+12 (Archmage) ; hp 140; Init +3; Spd 30; AC:36 (Flatfooted:32 Touch:30); Atk +19/14 (1d4+5, +4 Adamantine Dagger); AL CN; SV Fort +16, Ref +16, Will +21; STR 12, DEX 16, CON 16, INT 28, WIS 14, CHA 18.

Skills: Craft (Alchemy) +26, Craft (Gemcutting) +9, Craft (Weaponsmithing) +14, Gather Information +20, Handle Animal +8, Hide +7, Jump +2, Knowledge (Arcana) +37, Knowledge (Architecture and Engineering) +11, Knowledge (Demonology) +32, Knowledge (Dungeoneering) +25, Knowledge (Geography) +26, Knowledge (History) +18, Knowledge (Local) +20, Knowledge (Nobility and Royalty) +11, Knowledge (Psionics) +11, Knowledge (Religion) +15, Knowledge (The Planes) +29, Knowledge (Underdark) +17, Listen +7, Sleight of Hand +4, Speak Language +11, Spellcraft +38, Survival +31, Use Magic Device +5.

Feats: Craft Rod, Craft Staff, Craft Wondrous Item, Endurance, Eschew Materials, Improved Metamagic, Improved Spell Capacity, Maximize Spell, Scribe Scroll, Skill Focus: Knowledge (Arcana), Spell Focus (Chaos), Spell Focus: Evocation, Spell Penetration, Still Spell, Weapon Focus: Dagger.

Spells Prepared (Wiz 4/7/6/6/12/12/5/5/5/5/1 Dc20+spell level): 0 - Acid Splash, Arcane Mark x2, Detect Magic 1st - Charm Person, Disguise Self, Feather Fall, Identify, Mage Armor, Magic Missile x2 2nd - Alter Self, Glitterdust, Melf`s Acid Arrow x2, Spider Climb, Web; 3rd - Dispel Magic x2, Drown, Fireball, Lightning Bolt, Slow; 4th - Acid Orbx2, Cold Orbx2, Dimension Doorx2, Electric Orb, Fire Orb, Lower Spell Resistance x2, Sonic Orb, Wall of Fire; 5th – Cone of Coldx4, Dismissal, Dominate Person, Feeblemind x2, Stop Heart x2, Teleportx2 6th -- Chain Lightning, Disintegrate, Dispel Magic, Greater, True Seeing; 7th - Antimagic Ray, Delayed Blast Fireball, Dragon Ally, Limited Wish, Plane Shift; 8th - Dragon Cloud, Incendiary Cloud, Maze, Power Word, Stun, Symbol of Death; 9th - Dragon Ally, Greater, Meteor Swarm, Power Word, Kill, Time Stop, Wish. 10th – Silent and Maximized Cone of Cold

Possessions:
Weapons: +4 Adamantine Dagger: Banishing.
Magic: Headband of Intellect +6; Robe of the Archmagi; Amulet of the Planes; Ring of Wizardry IV/V; Ring of Greater Hive Mind; Bracers of Armor +5; Earring of Protection +6; Rod of Lordly Might; Rod of Wonder ; Wand of Teleport, Greater (24) (Charges: 42).

* He also has a contingency that if attacked physically, the attacker faces a disintegrate spell.

There is no Knowledge (Demonology) or Knowledge (Underdark) both of these skills have been subsumed under the Knowledge (the planes) and Knowledge (dungeoneering) or Knowledge (local-specific Underdark region), respectively. Unless you are using homebrewed or 3rd party rules regarding those skills. You also don't have ranks in Speak Language but instead list the language that he knows. From what you've listed Emirikol the Chaotic knows 20 languages plus Common. Your tenth level spell should be stilled and maximized cone of cold, since the character doesn't have the Silent Spell feat. The DC to saves should be DC 19 + spell level; DC 20 + spell level with evocation and chaotic spells. Improved Metamagic requires four metamagic feats and 30 ranks in Spellcraft, both in which he is lacking. The character also needs Skill Focus (Spellcraft) and another Spell Focus in a school of magic - Spell Focus (chaos) may not meet the requirements, I have no idea if this is true or not - to be able to take levels in the Archmage PrC. You didn't list what Archmage high arcana he took since this affects the number of spell he can have memorized.

T'rol , Male Githyanki Gith Ftr7/Wiz9: CR 17; Medium Humanoid (Extraplanar); HD 7d10+21(Fighter) , 9d4+27(Wizard) ; hp 120; Init +4; Spd 30; AC:24 (Flatfooted:20 Touch:19); Atk +20/+15/+10 (2d6+12+1d6, +4 Adamantine Greatsword); SA: Psionics (Sp) Mage Hand 1 3 ; SQ: Spell Resistance (Ex): 5+Class Level, Darkvision (Ex): 60 ft., Subtype: Extraplanar; AL CE; SR22; SV Fort +14, Ref +12, Will +13; STR 18, DEX 18, CON 16, INT 18, WIS 14, CHA 17.

Skills: Climb +17, Craft (Armorsmithing) +9, Craft (Trapmaking) +8, Craft (Weaponsmithing) +6, Handle Animal +7, Intimidate +12, Knowledge (Arcana) +23, Knowledge (Demonology) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (The Planes) +16, Listen +4, Ride +12, Spellcraft +25, Spot +4, Swim +7, Use Magic Device +5.

Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Dodge, Maximize Spell, Power Attack, Quick Draw, Scribe Scroll, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Spell Focus: Enchantment, Spell Penetration, Tower Shield Proficiency, Weapon Focus: Greatsword, Weapon Specialization: Greatsword.
Spells Prepared (Wiz 4/5/5/4/3/1 Dc11+spell level): 0 - Arcane Mark, Daze, Detect Magic x2; 1st - Charm Person, Magic Missile x3, Obscuring Mist; 2nd - Bull`s Strength x2, Darkbolt, Glitterdust, Web; 3rd - Dispel Magic x2, Displacement, Fireball; 4th - Acid Orb, Cold Orb, Crushing Despair; 5th - Cone of Cold.

Possessions:
Weapons: +4 Adamantine Greatsword: Keen, Flaming Burst.
Magic: Amulet of Natural Armor +2; Boots of Levitation ; Bracers of Armor +5; Cloak of Resistance +3.

If you have the Expanded Psionics Handbook, Githzerai also have the Psionic subtype unless you don't which makes no difference. Same problem with Knowledge (Demonology) as above. You also don't have to list some of the obvious proficiencies such as the Armor and Weapon proficiencies that a Fighter gets.


Beishim, Male Githyanki Knight Ftr14: CR 15; Medium Humanoid (Extraplanar); HD 14d10+70(Fighter) ; hp 188; Init +6; Spd 30; AC:32 (Flatfooted:30 Touch:32); Atk +29/+24/+19 (2d6+21, Githyanki Silver Sword+5); SA: Psionics (Sp) Mage Hand 1 3 ; SQ: Spell Resistance (Ex): 5 + Class Level, Darkvision (Ex): 60 ft., Subtype: Extraplanar; SR19; AL CE; SV Fort +14, Ref +6, Will +6; STR 27, DEX 14, CON 20, INT 14, WIS 14, CHA 14.

Skills: Climb +22, Intimidate +16, Jump +27, Listen +4, Ride +19, Spot +4, Swim +5.

Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Great Cleave, Greater Weapon Focus: Greatsword, Greater Weapon Specialization: Greatsword, Improved Critical: Greatsword, Improved Initiative, Mortalbane, Power Attack, Power Critical: Greatsword, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Greatsword, Weapon Specialization: Greatsword.
Possessions:
Weapons: Githyanki Silver Sword: Vorpal.
Armor: +5 Mithral Half-plate: Fire Resistance, Greater.
Magic: Boots of Striding and Springing; Belt of Giant Strength +6; Ring: Protection +4.

If you have the Expanded Psionics Handbook, Githyanki also have the Psionic subtype unless you don't which makes no difference. Githyanki who have titles as Knights usually have levels in the Blackguard PrC. Again with the obvious proficiencies listing as above.


Ahjani, Female Demon, Marilith Rgr2: CR 19; Large Outsider (Chaotic,Evil,Tanar`ri,Extraplanar); HD 16d8+128(Outsider) , 2d8+16(Ranger) ; hp 237; Init +11; Spd 40; AC:38 (Flatfooted:31 Touch:20); Atk +26/+21/+16/+11 (2d6+12, +2 Adamantine Battleaxe) and +26 (2d6+7, +2 Adamantine Longsword) and +27 (1d8+8, +3 Scimitar) and +27 (2d6+8, +3 Morningstar) and +23 (2d8+8+1d6, +3 Sword, bastard); +27 (4d6+15, Tail Slap) SA: Constrict (Ex) , Improved Grab (Ex) , Spell-like Abilities Align Weapon 16 At Will Blade Barrier 16 At Will Magic Weapon 16 At Will Project Image 16 At Will Polymorph 16 At Will See Invisibility 16 At Will Telekinesis 16 At Will Teleport, Greater 16 At Will Unholy Aura 16 At Will
Summon Tanar`ri (Sp) ; SQ: Damage Reduction (Su): 10/Cold Iron, Damage Reduction (Su): 10/Good, Darkvision (Ex): 60 ft., Immunity: Electricity (Ex), Immunity: Poison (Ex), Resistance: Acid (Ex): 10, Resistance: Cold (Ex): 10, Resistance: Fire (Ex): 10, Spell Resistance (Ex): 25, Telepathy (Su): 100 ft., True Seeing (Su), No Dual Nature (Ex); AL CE; SV Fort +21, Ref +20, Will +16; STR 30, DEX 24, CON 26, INT 20, WIS 22, CHA 28.

Skills: Balance +10, Bluff +30, Climb +15, Concentration +29, Decipher Script +7, Diplomacy +32, Intimidate +15, Jump +16, Knowledge (Arcana) +15, Knowledge (The Planes) +16, Listen +21, Move Silently +28, Psicraft +6, Search +16, Speak Language +5, Spellcraft +28, Spot +16, Survival +27, Tumble +17, Use Magic Device +30.

Feats: Alertness, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Improved Initiative, Multiweapon Fighting, Shield Expert, Shield Proficiency, Simple Weapon Proficiency, Track, Weapon Focus: Battleaxe, Weapon Focus: Longsword, Weapon Focus: Morningstar, Weapon Focus: Scimitar, Weapon Focus: Shield, heavy, Weapon Focus: Slam, Weapon Focus: Sword, bastard.
Possessions:
Weapons: +2 Adamantine Battleaxe; +3 Morningstar; +3 Sword, bastard: Flaming Burst; +2 Adamantine Longsword: Wounding; +3 Scimitar.
Shields: +3 Mithral Shield, heavy steel.
Magic: Ring of Spell Storing, Minor (spell- forget); Ring of Climbing. Demonglass (see above), Teleportation Key

You didn't list which favored enemy Ahjani has. Same problem with Speak Language and obvious armor and weapon proficiencies as above. I think the Shield Expert feat has been renamed to Improved Shield Bash.



Straoth, Male Demon, Balor Ftr4: CR 24; Large Outsider (Chaotic,Evil,Extraplanar,Tanar`ri); HD 20d8+220 (Outsider) , 4d10+44 (Fighter) ; hp 403; Init +7; Spd 40, Fly, Good 90; AC:39 (Flatfooted:32 Touch:23); Atk +35/+30/+25/+20 (2d8+17, Balor`s Sword of Soul Stealing) and +37/+32 (1d3+11+1d6, +5 Whip, Mighty +4); SA: Spell-like Abilities Blasphemy 20 At Will Dominate Monster 20 At Will Dispel Magic, Greater 20 At Will Teleport, Greater 20 At Will Power Word, Stun 20 At Will Insanity 20 At Will Telekinesis 20 At Will Unholy Aura 20 At Will Fire Storm 20 1 Implosion 20 1 , Entangle (Ex) , Vorpal Sword (Su) , Summon Tanar`ri (Sp) , Death Throes (Ex) ; SQ: Immunity: Electricity (Ex), Immunity: Poison (Ex), Damage Reduction (Su): 15/Cold Iron, Damage Reduction (Su): 15/Good, Darkvision (Ex): 60 ft., Immunity: Fire (Ex), Resistance: Acid (Ex): 10, Resistance: Cold (Ex): 10, Spell Resistance (Ex): 28, True Seeing (Su), Telepathy (Su): 100 ft., Flaming Body 6d6 (Su), No Dual Nature (Ex); SR28; AL CE; SV Fort +25, Ref +21, Will +22; STR 39, DEX 24, CON 32, INT 26, WIS 26, CHA 26.

Skills: Bluff +35, Concentration +24, Decipher Script +10, Diplomacy +18, Disguise +18, Gather Information +13, Handle Animal +9, Hide +30, Intimidate +37, Jump +19, Knowledge (Arcana) +35, Knowledge (Demonology) +35, Knowledge (Geography) +35, Knowledge (Local) +35, Knowledge (Nature) +12, Knowledge (Religion) +17, Knowledge (The Planes) +35, Knowledge (Underdark) +14, Listen +40, Move Silently +34, Search +16, Sense Motive +19, Speak Language +11, Spellcraft +37, Spot +18, Survival +15, Use Magic Device +35.

Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Great Cleave, Improved Critical: Greatsword, Improved Critical: Longsword, Improved Critical: Sword, bastard, Improved Critical: Whip, Overwhelming Critical: Greatsword, Overwhelming Critical: Sword, bastard, Overwhelming Critical: Whip, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Focus: Greatsword, Weapon Focus: Slam, Weapon Focus: Sword, bastard, Weapon Focus: Whip, Weapon Specialization: Whip.
Possessions:
Weapons: Balor`s Sword of Soul Stealing: Vorpal; +5 Whip, Mighty +4: Flaming Burst.
Special Equipment: ring of invisibility, tele-portation key (a
flat, metal, 3-inch-square plate with a single demonic symbol inscribed in red; when the holder stands outside the balor's tower, uses a teleport spell or ability, and focuses on the key, he gains access to one of the upper tower rooms), scroll (written on black flame-resistant vellum) with the following spells: nondetection, fireball, antimagic shell, teleport without error.

Same problem with Knowledge (Demonology), Knowledge (Underdark),and Speak Language and obvious armor and weapon proficiencies as above. I have no idea what No Dual Nature ability means.


Kroth, Male Linnorm, Dread Dragon Sor2: CR 27; Colossal Dragon ; HD 20d12+220 (Dragon) , 2d4+22 (Sorcerer) ; hp 357; Init +0; Spd 50, Fly, Good 90, Swim 30; AC:29 (Flatfooted:28 Touch:4); Atk +29/24/19/14 base melee, +13/8/3/-2 base ranged; +30/+25/+25 (4d8+16, 2 Bite; 4d6+8, 2 Claw; 4d6+8, Tail Slap); SA: Breath Weapon (Su) , Crush (Ex) , Poison (Ex) , Spell-like Abilities Antipathy 18 2 Fly 18 At Will Sympathy 18 2 Telekinesis 18 At Will Power Word, Stun 18 3 Move Earth 18 4 , Energy Drain (Su) , Spells Sorcerer 18 ; SQ: Immunity: Paralysis (Ex), Immunity: Sleep Effects (Ex), Keen Senses (Ex), Spell Resistance (Ex): 31, Blindsense (Ex): 120 ft., Damage Reduction (Su): 20/Magic, Darkvision (Ex): 120 ft., Low-light Vision (Ex); SR31; AL CE; SV Fort +24, Ref +13, Will +20; STR 42, DEX 10, CON 32, INT 20, WIS 24, CHA 28.

Skills: Bluff +34, Concentration +36, Craft (Alchemy) +5, Decipher Script +6, Diplomacy +16, Disable Device +4, Escape Artist +1, Gather Information +24, Intimidate +36, Jump +24, Knowledge (Arcana) +36, Knowledge (Demonology) +30, Knowledge (History) +7, Knowledge(Local) +31, Knowledge (Nobility and Royalty) +7, Knowledge (Religion) +13, Knowledge (The Planes) +30, Knowledge (Underdark) +7, Listen +23, Move Silently +1, Spellcraft +32, Use Magic Device +13.

Feats: Armor Skin, Blind-Fight, Dragon`s Toughness, Empower Spell, Maximize Breath, Quicken Breath, Simple Weapon Proficiency, Weapon Focus: Bite, Weapon Focus: Claw, Weapon Focus: Tail Slap.

Spells Known (Sor 6/9/8/8/8/8/7/7/7/7 Dc20+spell level): 0 -- Dancing Lights, Detect Magic, No Light, Open/Close, Ray of Frost, Read Magic, Repair Minor Damage, Slash Tongue, Touch of Fatigue; 1st -- Alarm, Feather Fall, Identify, Mage Armor, Magic Missile; 2nd -- Blur, Invisibility, Melf`s Acid Arrow, Web, Wither Limb; 3rd -- Fireball, Fly, Lightning Bolt, Tongues; 4th -- Polymorph Self, Sonic Orb, Stoneskin, Wall of Fire; 5th -- Cloudkill, Cone of Cold, Teleport, Wall of Force; 6th -- Chain Lightning, Summon Monster VI, True Seeing; 7th -- Antimagic Ray, Delayed Blast Fireball, Forcecage; 8th -- Horrid Wilting, Incendiary Cloud, Power Word, Stun; 9th -- Meteor Swarm, Soul Bind, Time Stop.

Same problem with Knowledge (Demonology) and Knowledge (Underdark) as above.


Cuinre Bonespell, Male Demon, Nalfeshnee Wiz14: CR 23; Huge Outsider (Chaotic,Evil,Extraplanar,Tanar`ri); HD 14d8+140(Outsider) , 14d4+140(Wizard) ; hp 310; Init +7; Spd 30, Fly, Poor 40; AC:32 (Flatfooted:29 Touch:21); Atk +28 (2d8+9, Bite) and +23 (1d8+4, 2 Claw); SA: Spell-like Abilities Call Lightning 12 At Will Feeblemind 12 At Will Dispel Magic, Greater 12 At Will Slow 12 At Will Teleport, Greater 12 At Will Unholy Aura 12 At Will , Smite (Su) , Summon Tanar`ri (Sp) ; SQ: True Seeing (Su), Immunity: Electricity (Ex), Immunity: Poison (Ex), Damage Reduction (Su): 10/Good, Darkvision (Ex): 60 ft., Resistance: Acid (Ex): 10, Resistance: Cold (Ex): 10, Resistance: Fire (Ex): 10, Spell Resistance (Ex): 22, Telepathy (Su): 100 ft., No Dual Nature (Ex); AL CE; SV Fort +25, Ref +18, Will +25; STR 28, DEX 16, CON 30, INT 30, WIS 24, CHA 23.

Skills: Appraise +14, Concentration +36, Decipher Script +41, Diplomacy +22, Disguise +37, Gather Information +23, Hide +26, Knowledge (Arcana) +38, Knowledge (Architecture and Engineering) +12, Knowledge (Demonology) +41, Knowledge (Local) +41, Knowledge (The Planes) +41, Knowledge (Underdark) +12, Listen +15, Move Silently +34, Open Lock +2, Psicraft +12, Sense Motive +38, Sleight of Hand +4, Speak Language +15, Spellcraft +43, Spot +15, Use Magic Device +31.

Feats: Brew Potion, Craft Construct, Craft Magic Arms and Armor, Craft Staff, Craft Wand, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Improved Initiative, Mortalbane, Power Attack, Scribe Scroll, Simple Weapon Proficiency.

Spells Prepared (Wiz 4/7/7/6/6/5/5/3 Dc14+spell level): 0 - Acid Splash x2, Arcane Mark, Detect Magic; 1st - Burning Hands, Charm Person, Identify, Magic Missile x4; 2nd - Alter Self, Darkbolt x2, Glitterdust x3, Web; 3rd - Blink, Fireball x2, Haste, Hold Person x2; 4th - Acid Orb x2, Animate Dead, Cold Orb, Crushing Despair, Wall of Fire; 5th - Burning Blood, Cone of Cold, Dismissal, Draconic Might, Stop Heart; 6th -- Chain Lightning, Disintegrate, True Seeing; 7th - Antimagic Ray x2, Limited Wish.

Possessions:
Magic: Amulet of Natural Armor +4; Wand: Finger of Death (14) (Charges: 26).

Same problem with Knowledge (Demonology), Knowledge (Underdark),and Speak Language and obvious weapon proficiencies as above. You can't have a wand of finger of death since only spells of up to 4th level can be placed in wands. I'd make into a rod or scepter.


Klysandral: Male Human Pal26; CR 26; Medium Humanoid ; HD 26d10+130 (Paladin) ; hp 302; Init +7; Spd 20; AC 35; Atk +43/+38/+33/+28 (1d8+17, Holy Devastator); AL LG; SV Fort +25, Ref +17, Will +19; STR 30, DEX 16, CON 20, INT 16, WIS 20, CHA 20.

Possessions:
Weapons: Holy Devastator.
Armor: +5 Mithral Full plate.
Shields: +5 Mithral Shield, heavy steel: Negative Energy Resistance.
Magic: Ring of Protection +5; Ring of Antivenin; Amulet of Health +2; Belt of epic strength (+10).

Skills:
Appraise + 4, Concentration + 18, Craft (Alchemy) + 6, Craft (Cartography) + 6, Diplomacy + 18, Handle Animal + 21, Heal + 21, Knowledge (Arcana) + 6, Knowledge (Demonology) + 10, Knowledge (Dragons) + 5, Knowledge (Geography) + 4, Knowledge (History) + 4, Knowledge (Local) + 5, Knowledge (Nobility and Royalty) + 12, Knowledge (Religion) + 23, Listen + 7, Ride + 16, Speak Language + 7, Spellcraft + 10, Spot + 8, Survival + 8, Use Magic Device + 6.

Feats:
Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Devastating Critical: Longsword, Epic Weapon Focus: Longsword, Great Cleave, Holy Strike, Improved Critical: Longsword, Improved Initiative, Overwhelming Critical: Longsword, Penetrate Damage Reduction, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Longsword.

Spells Prepared (Pal --/5/4/4/4 DC16+spell level): ; 1st - Bless, Cure Light Wounds x2, Faith Healing, Vision of Glory; 2nd - Bull`s Strength, Divine Protection, Remove Paralysis, Shield Other; 3rd - Cure Moderate Wounds x2, Daylight, Mace of Odo; 4th - Cure Serious Wounds, Death Ward, Dispel Chaos, Neutralize Poison. :D

Same problem with Knowledge (Demonology) and Speak Language and obvious armor and weapon proficiencies as above. Knowledge (dragons) has been subsumed under the Knowledge (arcana) skill. Save DCs should be DC 15 + spell level. Epic Weapon Focus requires the Weapon Focus and Greater Weapon Focus feat (new rule found in Complete Warrior) which requires 8 levels in the Fighter class.

If you're bent on having characters with specialized knowledge you could make a house rule for it. Such as Knowledge (the planes - Demons) that grants you a +2 competence bonus regarding Demons but a -2 penalty with anything else.

I'm also fond on the way warlockco and some others as well as I lay out the stats since it makes easier for me to read and understand but that's just being petty.
#1170

green_giant_02

May 10, 2005 18:52:55
I, for one, would LOVE to see Mintiper Moonsilver done.

I thought he already had been done. I'll have to check. Anyway, here is a requested character sans Chosen abilities. Enjoy.


The Rotting Man, Chosen of Talona: Male Half-fiend Nar Human Drd12/Talontar Blightlord 10 of Talona; CR 25; Medium Outsider (Augmented Humanoid, Native, Plant); HD 22d8+88; hp 190; Init +5; Spd 30 ft.; AC 25 (touch 17, flat-footed 21); Base Atk +15; Grp +21; Atk +24 melee (1d10+12 plus 1d6 cold plus Con damage plus disease/x3; Blightglaive) or +21 melee (1d4+6, claw) or +21 ranged (1d8+4/x3, masterwork composite [+4] longbow); Full Atk +24/+19/+14 melee (1d10+12 plus 1d6 cold plus Con damage plus disease/x3; Blightglaive) and +16 melee (1d6+3, bite) or +21 melee (1d4+6, 2 claws) and +16 melee (1d6+3, bite) or +21/+16/+11 ranged (1d8+4/x3, masterwork composite [+4] longbow); Face/Reach 5 ft./5 ft.; SA Blight touch 4/day, smite good, spells, spell-like abilities; SQ Animal companion, black glaive, blightblood, blightmind, corrupting blows, DR 10/magic, darkvision 60 ft., immunity to poison, nature sense, resist nature’s lure, resistance to acid 10, cold 10, electricity 10, and fire 10, SR 32, trackless step, venom immunity, wild empathy +16, wild shape (large, plant, tiny) 4/day, winterheart, woodland stride; AL NE; SV Fort +24, Ref +15, Will +27; Str 23, Dex 20, Con 18, Int 18, Wis 28, Cha 14
Skills and Feats: Concentration +29 (+33 when casting defensively), Craft (alchemy) +14, Craft (poisonmaking) +14, Diplomacy +12, Handle Animal +12, Heal +22, Hide +19, Knowledge (local-the Great Dale) +12, Knowledge (nature) +35, Listen +19, Ride (horse) +15, Speak Language (damaran, common, giant, goblin, rashemi, sylvan), Spellcraft +29, Spot +19, Survival +36 (+40 abovground), Swim +10; Combat Casting, Corrupt Spell, Craft Wondrous Item, Epic Spellcasting, Great Fortitude, Martial Weapon Proficiency (glaive), Natural Spell, Quicken Spell, Touchstone (Dun-Tharos)
Special Qualities: Smite good (+20 damage) 1/day. Animal companion, nature sense, wild empathy +16 (+12 with magical beast), woodland stride, trackless step, resist nature’s lure, wild shape (large, plant, tiny) 4/day, venom immunity. Blightblood, illmaster (blightspawned animal companion), blight touch (DC 29) 4/day, blightmind (DC 29) for 10 minutes 1/day, black glaive (glaive gains icy burst special ability), corrupting blows (glaive gains wounding special ability, can channel blight touch), winterheart (plant type).
Spell-like abilities (as 22nd-level caster): 3/day – darkness, poison (DC 16), unholy aura (DC 20); 1/day – blasphemy (DC 19), contagion (DC 15), desecrate, destruction (DC 19), horrid wilting (DC 20), summon monster IX (fiends only), unhallow, unholy blight (DC 16).
Druid Spells Prepared (6/8/7/7/7/7/5/5/5/5; base DC = 19 + spell level; caster level 20th): 0–detect magic, guidance x2, naturewatch [CD], read magic, virtue; 1st–charm animal, entangle, faerie fire, obscuring mist, omen of peril [CD], pass without trace, produce flame, speak with animals; 2nd–bear’s endurance, briar web [CD], chill metal, circle of nausea [BoVD], decomposition [CD], gust of wind, hold animal; 3rd–diminish plants, greenfire [UNA], infestation of maggots [CD], neutralize poison, quench, remove disease, wind wall; 4th–air walk, antiplant shell, blight, corrupted call lightning, fear*, languor [CD], rusting grasp; 5th–death ward, insect plague, memory rot [MAG], poison thorns [CD], stoneskin, tree stride, wall of thorns; 6th–corrupted cone of cold*, crumble [CD], greater dispel magic, miasma [CD], wall of stone; 7th–greater creeping cold [CD], greater scrying, heal, stormtower [CD], transmute metal to wood; 8th–control plants, earthquake, horrid wilting*, repel metal or stone, reverse gravity; 9th–quickened baleful polymorph, energy drain*, shadow landscape [CD], shambler, storm of vengeance.
*Domain spell. Deity: Talona. Domains: Blightbringer (5/day rebuke or command blightspawned creatures and evil-aligned animals or plants).
Divine Epic Spells Per Day: 2
Possessions: +3 moderate fortification shadow dragoncraft black hide, Blightglaive (+3 diseased plant bane glaive), masterwork composite [+4] longbow, 10 +2 frost arrows, 10 +1 unholy arrows, belt of holy might, lesser bracers of archery, cloak of resistance +3, periapt of wisdom +6, potion of cure serious wounds x2, ring of protection +3, scroll: antilife shell, scroll: summon nature’s ally IV, wall of fire, scroll: finger of death, wand of ice storm (28 charges), wooden unholy symbol (Talona). As Chosen of Talona and lord of Dun-Tharos, the Rotting Man has access to far more resources.
Description: Unknown.
Note: The Rotting Man’s base scores were: Str 15, Dex 16, Con 16, Int 14, Wis 17, Cha 12. Skills modified by armor.
Sources: PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Unapproachable East (3.5), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Epic Level Handbook (3E), Complete Divine (3.5E), Draconomicon (3.5E), Sandstorm (3.5E), and Book of Vile Darkness (3E).
#1171

ztyx

May 11, 2005 2:54:21
..trying out my wings so to speak.

I know that Mistinarperadnacles Hai Draco has been done already, but I feel that she is less extraordinary than how she was described there, based upon mentions of her age. This version is instead based upon the hit dice and intelligence that she had, making her more suited as company to (and being regularly defeated by) a group of mid-level characters. It also leaves some room for her gullibility and general ignorance in magical matters.

Mistinarperadnacles Hai Draco: (Mist) Female advanced young adult red dragon; CR 14; Huge Dragon (Fire); HD 21d12+105; hp 241; Init +0; Spd 40 ft., fly 150 ft. (poor); AC 26 (touch 8, flat-footed 26); Base Atk +21; Grp +39; Atk +29 melee (2d8+10, bite); Full Atk +29 melee (2d8+10, bite) and +27 melee (2d6+5, 2 claws) and +27 melee (1d8+5, 2 wings) and +27 melee (2d6+15, tail slap); Face/Reach 15 ft./10 ft. (15 ft. with bite); SA Breath weapon (60-ft. cone of fire), frightful presence, spell-like abilities, spells; SQ Blindsense 60 ft., DR 5/magic, darkvision 120 ft., immunity to fire, magic sleep effects, and paralysis, keen senses, low-light vision, spell resistance 19, vulnerability to cold; AL CE(N); SV Fort +17, Ref +12, Will +14; Str 31, Dex 10, Con 21, Int 15, Wis 15, Cha 14
Skills and Feats: Appraise +12, Bluff +12, Concentration +15, Diplomacy +18, Escape Artist +15, Intimidate +12, Jump +20, Knowledge (arcana) +7, Knowledge (architecture and engineering) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local-Cormyr) +7, Knowledge (nature) +7, Knowledge (nobility and royalty) +7, Listen +26, Search +26 (+28 with hidden or secret doors), Sense Motive +7, Speak Language (common, draconic, aragrakh, chondathan), Spot +26 ; Flyby Attack, Hover, Maximize Breath, Multiattack, Power Attack, Snatch, Spell Penetration, Wingover

Breath Weapon (Su): Once every 1d4 rounds, Mistinarperadnacles Hai Draco can breathe a 60-foot cone of fire that deals 10d10 points of fire damage to every creature in the area (Reflex DC 25, half).

Crush (Ex): Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+15 points of bludgeoning damage and must succeed on a DC 25 Reflex save or be pinned.

Frightful Presence (Ex): This ability takes effect automatically when Mistinarperadnacles Hai Draco attacks, charges, or flies overhead. It affects only opponents with 20 or fewer Hit Dice or levels within a radius of 360 feet. Each affected creature must make a successful Will save (DC 22) to resist the effect. On a failure, a creature with 5 or more Hit Dice or levels becomes shaken for 4d6 rounds, and a creature with 4 or fewer Hit Dice or levels becomes panicked for 4d6 rounds. Success indicates that the target is immune to Mistinarperadnacles Hai Draco’s frightful presence for one day.

Keen Senses (Ex): Mistinarperadnacles Hai Draco sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision out to 120 feet.

Snatch (Ex): Against Small or smaller creatures, bite for 2d8+10/round or claw for 2d6+5/round. A snatched opponent held in Mistinarperadnacles Hai Draco's mouth is not allowed a Reflex save against Breath Weapon. Mist can drop a creature she has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6*10 feet, and takes 1d6 points of damage per ten feet traveled. If a creature is flung while Mist is flying then that creature will take the above mentioned damage or appropriate falling damage, whichever is greater.

Sorcerer Spells Known (6/7/5; base DC = 12 + spell level; caster level 5th): 0 – arcane mark, dancing lights, detect magic, mage hand, prestidigitation, read magic; 1st – alarm, charm person, feather fall, hold portal; 2nd – detect thoughts, hold person (as cleric).

Spell-Like Abilities (Sp): 5/day – locate object. Caster level 5th; DC 12 + spell level.

Possessions: Unknown.

Sources: Villain’s Lorebook (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Draconomicon (3.5E)(Only for Maximize breath, replace with Improved Natural Attack [bite] if you don't have this book).

---

Notably less powerful than the last writeup (which I based much of this upon, to make the versions seem more like two ages of the same personality). But seeing as how dragons have gotten powerups at every new edition I guess that is just to be expected. Enjoy if you want to

(PS: This is actually a blatant ripoff from GGs Mist, all praise should go to him for nice formatting and clarity)
#1172

Zireael

May 12, 2005 11:58:51
Kymil Nimesin
Gold elf male Wiz 5/Fighter 3/Rog 2/Ari 1/Bladesinger 2, CR 13, medium humanoid (elf), HD 5k4+3k10+2k6+1k8+2k6, HP 60, Init +8, Spd. 20 ft., AC 25 (touch 8, flat-footed 21), Attack +4 (longsword +4 fire 1k6); SQ gold elf traits, sneak attack +1k6, evasion; AL CE, Fort +4 Ref +5 Will +5, Str 16 Dex 18 Con 15 Int 17 Wis 13 Cha 14.
Skills and feats: Spellcraft +6, Concentration +8, Knowledge (arcana) +4, Scry +6, Jump +4, Climb +6, Open Locks +2, Move Silently +6, Hide +6, Diplomacy +10; Weapon focus (longsword), Weapon Specialization (longsword), Improved Initiative, Scribe Scroll, Quiet Spell, Skill focus (Diplomacy)
Equipment: elven chain +3, longsword +4, ring of protecti0n +5, helmet
Known mage spells: 4/3/2/1, DC 13
#1173

warlockco

May 12, 2005 19:30:55
I'm also fond on the way warlockco and some others as well as I lay out the stats since it makes easier for me to read and understand but that's just being petty.

What's wrong with being petty? Petty is good :D

Keep up the good work GG, hope to have more stuff in the near future, but unfortunately my campaigns are getting in the way.
#1174

apoc527

May 17, 2005 15:03:25
Hi all,

I'm looking for a good Netherese lich from the Host Tower of the Arcane in Luskan (see Ancient Empires of Faerun) who would be good at portal magic and stuff involving the summoning of large numbers of fiendish things. Basically, I need a big scary Netherese spellcaster who's schtick is opening portals.

Any ideas? Thanks!
#1175

green_giant_02

May 17, 2005 19:05:30
Here are the remaining apprentices(?) of the Simbul from Unapproachable East. Enjoy.


Phaeldara: Female Chondathan Human Sor16/Wiz8; CR 24; Medium Humanoid (Human); HD 24d4+24; hp 85; Init +4; Spd 30 ft.; AC 29 (touch 19, flat-footed 25); Base Atk +12; Grp +12; Atk +14 melee (1d6+2, staff of power) or +13 melee (1d4/19-20, masterwork dagger) or +17 ranged (1d8/19-20, masterwork light crossbow); Full Atk +14/+9 melee (1d6+2, staff of power) or +13/+8 melee (1d4/19-20, masterwork dagger) or +17 ranged (1d8/19-20, masterwork light crossbow); Face/Reach 5 ft./5 ft.; SQ Summon familiar; AL CN; SV Fort +14, Ref +17, Will +24; Str 11, Dex 18, Con 13, Int 18, Wis 16, Cha 30
Skills and Feats: Appraise +9, Bluff +22, Concentration +28 (+32 when casting defensively), Craft (alchemy) +17, Craft (gemcutting) +12, Intimidate +16, Knowledge (arcana) +31, Knowledge (history-Aglarond) +9, Knowledge (local-Aglarond) +9, Knowledge (nature) +9, Knowledge (the planes) +9, Sense Motive +8, Speak Language (aglarondan, common, chessentan, draconic, elven), Spellcraft +35; Arcane Preparation, Attune Gem, Combat Casting, Craft Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials, Practiced Spellcaster (sorcerer), Quicken Spell, Scribe Scroll{B}, Spell Penetration, Twin Spell
Special Qualities: Summon familiar as 24th-level sorcerer.
Sorcerer Spells Known (6/9/9/8/8/8/8/6/4; base DC = 20 + spell level; caster level 20th): 0–detect magic, electric jolt [MAG], launch bolt [MAG], light, mage hand, mending, message, prestidigitation, read magic; 1st–Horizikaul’s boom [MAG], magic missile, obscuring mist, ray of enfeeblement, shield; 2nd–gust of wind, Igedrazzar’s miasma [MAG], Melf’s acid arrow, mirror image, scorching ray; 3rd–displacement, lightning bolt, reverse arrows [MAG], slow; 4th–charm monster, defenestrating sphere [CAr], lesser globe of invulnerability, wall of fire; 5th–baleful polymorph, hold monster, telekinesis, teleport; 6th–disintegrate, greater dispel magic, Otiluke’s freezing sphere; 7th–control weather, project image; 8th–Simbul’s skeletal delisquescence [MAG].
Wizard Spells Prepared (4/5/4/4/3; base DC = 14 + spell level; caster level 8th).
Possessions: Masterwork dagger, masterwork light crossbow, 20 bolts, staff of power (20 charges), amulet of natural armor +2, bag of holding (type II), bracers of armor with spell resistance 13 +8, cloak of charisma +6, gem: lightning bolt, gem: teleport, gem: spell enhancer, gem: fireburst, gloves of dexterity +4, headband of intellect +2, pearl of the sirines, potion of cure serious wounds, potion of water walk, ring of protection +3, lesser metamagic rod of silent, scroll: detect scrying, scroll: solid fog, sleet storm, scroll: wall of force, vest of resistance +3, wand of fireball (CL 8th, 33 charges), wand of wall of ice (12 charges). Spellbook with resistant to energy (major) and waterproof. Gems and jewelry (7,000 gp worth). 612 gp, 12 sp, 5 cp.
Description: Unknown
Note: Following Rich Baker’s advice, Phaeldara receives a discount from the full price on those items she has created.
Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Unapproachable East (3.5), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), and Complete Arcane (3.5E).


Thorneira Thalance: Female Damaran Human Sor12/Wiz6; CR 18; Medium Humanoid (Human); HD 18d4+36; hp 82; Init +2; Spd 40 ft.; AC 21 (touch 15, flat-footed 19); Base Atk +9; Grp +10; Atk +13 melee (1d6+6, +3 defending quarterstaff) or +12 melee (1d4+1/19-20, masterwork silvered dagger); Full Atk +13/+8 melee (1d6+6, +3 defending quarterstaff) or +12/+7 melee (1d4+1/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SQ Summon familiar; AL LN; SV Fort +10, Ref +10, Will +19; Str 14, Dex 14, Con 14, Int 17, Wis 15, Cha 25
Skills and Feats: Bluff +13, Concentration +25 (+29 when casting defensively), Craft (alchemy) +9, Disable Device +9, Jump +6, Knowledge (arcana) +24, Knowledge (architecture and engineering) +12, Knowledge (history-Aglarond) +12, Profession (siege engineer) +11, Search +9 (+11 with secret or hidden doors), Speak Language (aglarondan, common, damaran, draconic, elven), Spellcraft +26; Augment Summoning, Combat Casting, Craft Wand, Discipline, Extend Spell, Improved Counterspell, Practiced Spellcaster (sorcerer), Scribe Scroll{B}, Sculpt Spell, Spell Focus (conjuration)
Special Qualities: Summon familiar as 18th-level sorcerer.
Sorcerer Spells Known (6/8/8/8/7/6/4; base DC = 17 + spell level; DC 18 + spell level with conjuration spells; caster level 16th): 0–acid splash, detect magic, flag [DR#302], mage hand, message, prestidigitation, read magic, stick [UND], yell [DR#302]; 1st–grease, guiding light [MHb], know protections [MAG], magic missile, protection from chaos; 2nd–Aganazzar’s scorcher [FOR], baleful transposition [MHb], glitterdust, levitate, protection from arrows; 3rd–dispel magic, fireball, haste, summon monster III; 4th–hallucinatory terrain, legion’s undeniable gravity [MHb], shout; 5th–cloudkill, mass fire shield [CAr]; 6th–summon monster VI.
Wizard Spells Prepared (4/4/4/3; base DC = 13 + spell level; DC 14 + spell level with conjuration spells; caster level 6th).
Possessions: +3 defending quarterstaff, masterwork silvered dagger, amulet of natural armor +1, boots of striding and springing, bracers of armor +5, cloak of resistance +2, circlet of charisma +4, potion of cure moderate wounds x2, ring of protection +3, scroll: cloudkill, scroll: scrying, scroll: protection from energy (acid), wand of fireball (CL 10th, 23 charges), wand of dispel magic (11 charges), wand of magic missile (CL 9th, 37 charges), wand of summon monster III (41 charges). Spellbook with resistant to energy (minor) and sepia snake sigil trap. Gems and jewelry (2,000 gp worth). 519 gp, 2 sp, 5 cp
Description: Unknown
Note: Following Rich Baker’s advice, Thorneira Thalance receives a discount from the full price on those items she has created.
Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Unapproachable East (3.5), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E), and Miniature’s Handbook (3.5E).


Evenyl Nathtalond: Female Damaran Human Sor11/Wiz5; CR 16; Medium Humanoid (Human); HD 16d4 plus 3; hp 44; Init +3; Spd 30 ft.; AC 20 (touch 16, flat-footed 16); Base Atk +7; Grp +7; Atk +12 melee (1d6+1/18-20, +1 spell storing rapier); Full Atk +12/+7 melee (1d6+1/18-20, +1 spell storing rapier); Face/Reach 5 ft./5 ft.; SQ Summon familiar; AL NG; SV Fort +6, Ref +10, Will +15; Str 10, Dex 18, Con 11, Int 16, Wis 15, Cha 24
Skills and Feats: Bluff +15, Concentration +16 (+20 when casting defensively), Diplomacy +24, Knowledge (arcana) +19, Knowledge (local-Aglarond) +8, Knowledge (nobility and royalty) +9, Sense Motive +10, Speak Language (aglarondan, common, chessentan, chondathan, damaran, draconic, dwarven, elven, gnome, halfling, mulhorandi, rashemi, sylvan, turmic, untheric), Spellcraft +21; Combat Casting, Heighten Spell, Martial Weapon Proficiency (rapier), Master Linguist, Negotiator, Scribe Scroll{B}, Spell Focus (enchantment), Toughness, Weapon Finesse
Special Qualities: Summon familiar as 16th-level sorcerer.
Sorcerer Spells Known (6/8/8/8/7/5; base DC = 17 + spell level; DC 18 + spell level with enchantment spells; caster level 10th): 0–daze, deftness [DR#302], detect magic, detect poison, mage hand, message, prestidigitation, ray of frost, read magic; 1st–disguise self, magic missile, reduce person, shield, sleep; 2nd–cat’s grace, daze monster, detect thoughts, phantasmal assailants [CAr], resist energy; 3rd–bands of steel [CAr], dispel magic, resonating bolt [CAr], suggestion; 4th–assay resistance [CAr], charm monster, greater invisibility; 5th–feeblemind, sending.
Wizard Spells Prepared (4/4/3/2; base DC = 13 + spell level; DC 14 + spell level with enchantment spells; caster level 5th).
Possessions: +1 spell storing rapier, bracers of armor +4, cloak of charisma +4, circlet of persuasion, medal of gallantry, potion of cure serious wounds, potion of fly, ring of defense +2, scroll: magic circle against evil, scroll: dimension door, dominate person, scroll: charm person x2, wand of polymorph (19 charges). Spellbook with glamered. Gems and jewelry (3,000 gp worth). 441 gp, 2 sp, 5 cp
Description: Unknown
Note: Following Rich Baker’s advice, Evenyl Nathtalond receives a discount from the full price on those items she has created. Skills modified by medal of gallantry.
Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Unapproachable East (3.5), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E), Complete Adventurer (3.5E), and Races of Eberron (3.5E).

CAr – Complete Arcane
DR#302 – Dragon Magazine #302
FOR – Forgotten Realms Campaign Setting
MAG – Magic of Faerun
MHb – Miniature’s Handbook
UNA – Unapproachable East
UND – Underdark
#1176

zebular_of_mystryl

May 18, 2005 16:56:07
Arthindol the Terraseer - Netheril: Empire of Magic, Lost Empires of Faerun; by Green Giant Page 12

I will update this as time goes on and my campaign's background, history, and stats become more prelevelant.

Beist known, that this is just the Terraseer as he is in my campaign setting. I based all of this information off what I gathered from Netheril: Empire of Magic Boxed Set, it has no affiliation with any other works or other people's custom backgrounds, simply because I had never found anything more to go on him by. Heck, I didn't even know he had a first name till I read this thread.

Everything below was done up by right after Arcane Age was released, around 1996-1997, I just found out too that he was mentioned in Lost Empires of Faerun, very interesting indeed!


My Campaign, Notes of Relevance

Campaign Timeline: 3525 NY, Netheril Years (-334 DR, Dale Reckoning? Coversion may be innacurate as Netheril never fell in 3520 NY and I stopped using DR)

Mystryl: Mystryl never died and became Mystra in my campaign. Instead, the PC's thwarted Karsus with the aid of the Terraseer and Mystryl.

Mystryl governs two of the Weaves, the Weave of Magic, and the Timestream. Forseeing, through the Timestream, the fall of Magic, her death and rebirth as Mystra, the death of Netheril, and even the eventual second death of hers during the Time of the Troubles, leading to the rise of Midnight as the new Mystra, Mystryl contacted several powerful figures she could trust in the surroundings of Netheril (the PC's).

The PC's travelled Netheril, and found the Terraseer, a being (explained below) who still held much of Mystryl's power. Together, the PC's and the Terraseer changed Time forever. They brought from the future the Seven Sisters and the Old Sage Elminster to thwart the downfall of Netheril.


The Terraseer - Avatar of Mystryl (Originally), Son of Mystryl , Sage of the Weave (Current)

Age: True Age Unknown, Conciousness Age of 3,550 years
Gender: Male
Height: 5'10"
Hair: Silver White
Eyes: Solid White (no pupil or iris)
Skin: Pale

Appearance: The Terraseer always wore one of two sets of robes. One being, when in times of travel and search of knowledge, he wore robes of pure white, with black trim and also a black embroidery of a 8-Pointed start on the back. All other times, especially when passing judgement or engaged in battle, the white robes of the Terraseer would transform and melt into pure, empty blackness, save for the pure white embroidery of an 8-pointed star on the back.

Specs: The Terraseer is a level 65 Arcanist, and Son of Mystryl. He shoudl never come into direct conflict with any PC's, therefore more detailed specs will not be given.

He knows all spells that exist, or have ever existed in the past, and may cast up to 2 spells, with a casting time of 1, per round. He is 100% immune to all Mortal Magic, 95% to Magics of Demi-Power/Avatar, 80% to that of Lesser Power, 50% to that of Intermediate Power, and 25% to that of Greater Power. (Unless he chooses to be effected.)

Campaign Specific: The Terraseer was once the most favored of the goddess Mystryl's Avatar guises. Through the Terraseer she tought much of the first spellcastings to the Elves of Abeir-Toril, who appeared to them as an Elf clad in robes of white. The elves called this teacher of magic, "Tel'Saeur," and in time, they were able to properly identify this individual as "the Terraseer."

For thousands of years, Mystryl's personafication as the Terraseer grew and grew, until eventually, Mystryl fell in love with her Avatar, a type of love no mortal could understand, and would go insane at the thought. So it was then that Mystryl gave birth to a conciousness, she placed this whithinside of her Avatar, the Terraseer, giving him life and free-will.

So it was then that the Terraseer, Son of Mystryl, a human mage of great power, was born (this would have been -25 NY). The Terraseer acted as the first of Mystryl's Magisters, and in time, stepped down from the posistion as worthy mortals became present.

The Terraseer was not seen much after this, save for by the Elves, for he makes his home on Evermeet Isle, where only the Queen and King of All Elves know of his true history, being the one, through Mystryl, that tought their kind the ways of Magic.

His presence became recorded in history next during the The Silver Age of Netheril (as described in the box set). And then quickly dissapeared after the death of Karsus (when Netheril would have fell) in 3,530 NY. He is recorded to have been accompanied by eight beatiful women of silver hair (The Seven Sisters and a drow sister (PC) to Quile Veladorn), a handsome elven male priest of Mystryl (PC), two dwarven warriors (PCs), and an old mage who seemed to always have a pipe, billowing sparkling smoke, handy (Elminster).

It was these 13 individuals, with the blessings of Mystryl, that were able to defeat Karsus as he cast the spell to take Mystryl's power. Together, the Chosens were able to contain the catostrophic events that should have transpired, while the PC's were able to fight and defeat Karsus, restoring the balance of Magic.

Because of the extreme change in the Timeline, Mystryl knew she could never send her Seven Chosen Daughters back, nor could she send back Elminster, so she allowed them to remain.

DM Notes: In order tomaintain proper balance, Mystryl asked her Chosens to relinquish their Chosen Silverfire back into the Weave, which entered through the Timestream and was obliterated upon entring a Time Path that no longer exists. In return, she blessed all of them once again with Silverfire, making these her very first Chosens.

-by Zebular of Mystryl

END

I hope you have enjoyed this, is is quite a far fetched scheme of things, bringing the seven siters and elminster from the future, but as I knew I wanted to have my PC's thwart the downfall of Netheril, this could quite possibly mean that Elminster and the Seven Sisters may never have existed, something I could never dream of doing to these glorious NPC's, especially Elminster.

If you want to post this on your web site, please ask me first, and always give me proper and due credit, my email is [email]terraseer@gmail.com[/email], and credit should be given as:
-by Zebular of Mystryl ( [email]terraseer@gmail.com[/email] )

Thank you.
#1177

warlockco

May 18, 2005 23:41:10
Is it just me or do people never read what a thread is for anymore?
#1178

zebular_of_mystryl

May 19, 2005 1:41:59
Is it just me or do people never read what a thread is for anymore?

Is this a reply to my post? If so, then:
This thread was created to post your versions of the NPCs found in any of the Forgotten Realms books or magazines.

I think I did just that, as this is My Version of the Terraseer, no one elses.

If you were not replying to me, then I appologise...
#1179

runestar

May 19, 2005 1:46:46
Yeah, but still, that was nice fluff.

Evenyl Nathtalond: Female Damaran Human Sor10/Wiz5

I recall she was statted as sorc11/wiz5 in UE, but sor10/wiz5 has the nice side effect of keeping her ratio of sorc:wiz lvs to 2:1, as appears to be the case with simbul and the other 2 apprentices.
#1180

joepoe

May 19, 2005 3:00:01
Does anybody have the stats of Erevis Cale?
#1181

runestar

May 19, 2005 9:39:27
I think erevis cale was last statted as a rogue8/ftr3/clr3, pre shade status. I am not sure if there are any updated stats of him or not.
#1182

green_giant_02

May 19, 2005 14:48:50
Yeah, but still, that was nice fluff.



I recall she was statted as sorc11/wiz5 in UE, but sor10/wiz5 has the nice side effect of keeping her ratio of sorc:wiz lvs to 2:1, as appears to be the case with simbul and the other 2 apprentices.

You're right about her levels. Don't know why I created her as I did but I just fixed that mistake. Thanks for the heads up. :D
#1183

The_Simbul_of_Aglarond

May 20, 2005 0:09:38
Phaeldara should have either the Attune Gem feat, or one of the Simbul's Spell Matrix line of spells (which uses a gem focus to store spells), or have access to a spell that can create attuned gems (similar to the Focal Stone spell of Valadarmace). Primarily because she has often made use of spell storing gems, and carries them in her hair and gives them to the Simbul in Elminster in Hell. Personally I would go with the Attune Gem route, mainly since you cant really give your Spell Matrix to another person, and they dont really last long enough for you to have very many going at one time.

Also, just curious why she is Chondathan when the rest of the Simbulmyn (along with most humans in Aglarond) is Dammaran?

I would also suggest removing Tongues from Evenyl's Sorcerer spells known and replacing it with a combat or offensive spell, primarily since she can use her Wizard spellcasting levels to cover diplomatic and utilitarian spells of that nature, and since she needs some more firepower to fight back at Red Wizards beyond magic missile (replete with the higher CL and DC she gets from her Sorcerer abilities).

That said, I think the work on them was very nice. :D

LOL I actually was just thinking about how I needed to get around to statting them out as I was clicking on this thread to read it. Now of course if WoTC's "official" version of the Simbul herself actually had INT and CHA scores moderately expected for a Sor/Wiz/Acm of her CR (as her apprenices now do) I would be all the more happier, since a 4th level PC Star Elf bard can have a higher Charisma than his NPC CR 36 Chosen of Mystra Sorceress-Queen. Alas, that is a matter out of our hands it seems.
#1184

maedhros

May 20, 2005 0:40:52
Green Giant, Thanks for doing my request of the Simbul's apprentices
#1185

zombiegleemax

May 20, 2005 2:39:14
Is it just me or is Warlocko the only person on these threads who is consistently sarcastic and obtuse?
#1186

green_giant_02

May 20, 2005 21:21:14
Phaeldara should have either the Attune Gem feat, or one of the Simbul's Spell Matrix line of spells (which uses a gem focus to store spells), or have access to a spell that can create attuned gems (similar to the Focal Stone spell of Valadarmace). Primarily because she has often made use of spell storing gems, and carries them in her hair and gives them to the Simbul in Elminster in Hell. Personally I would go with the Attune Gem route, mainly since you cant really give your Spell Matrix to another person, and they dont really last long enough for you to have very many going at one time.

Also, just curious why she is Chondathan when the rest of the Simbulmyn (along with most humans in Aglarond) is Dammaran?

I would also suggest removing Tongues from Evenyl's Sorcerer spells known and replacing it with a combat or offensive spell, primarily since she can use her Wizard spellcasting levels to cover diplomatic and utilitarian spells of that nature, and since she needs some more firepower to fight back at Red Wizards beyond magic missile (replete with the higher CL and DC she gets from her Sorcerer abilities).

That said, I think the work on them was very nice. :D

LOL I actually was just thinking about how I needed to get around to statting them out as I was clicking on this thread to read it. Now of course if WoTC's "official" version of the Simbul herself actually had INT and CHA scores moderately expected for a Sor/Wiz/Acm of her CR (as her apprenices now do) I would be all the more happier, since a 4th level PC Star Elf bard can have a higher Charisma than his NPC CR 36 Chosen of Mystra Sorceress-Queen. Alas, that is a matter out of our hands it seems.

Thanks for the suggestions on Phaeldara and Evenyl. I've since made the corrections that need to be made. As for Phaeldara being Chondathan, PGtF lists three human cultures that are from Aglorand (Damaran, Chondathan, and Rashemi) and I thought I'd make one the odd person out. With the new info on her gem magic capabilities, she seems to embody the mercantile attitude that Chondathans are famous for (to acquire more gems for her magic) instead of the seafaring sorceress I had originally envisioned for her.



Is it just me or is Warlocko the only person on these threads who is consistently sarcastic and obtuse?

I like Warlockco's sarcasm which sometimes brings a smile to my face even if it is at another poor fellow's expense. :P
#1187

warlockco

May 21, 2005 0:27:45
I like Warlockco's sarcasm which sometimes brings a smile to my face even if it is at another poor fellow's expense. :P

Thanks for the vote GG ;) :D

Took some time off this weekend, so will see if I can get started on some of the Matron's of Ched Nasad. so many clerics :P
#1188

warlockco

May 22, 2005 0:48:31
NPCs of Ched Nasad:

House Nasadra, 1st House of Ched Nasad:
Matron Mother of House Nasadra (status unknown since the fall of Ched Nasad)
Matron Aunrae Nasadra: Female Drow Clr18/Dis4/Hie3; CR 26; Medium Humanoid (Elf); HD 25d8+100; hp 242; Init +7; Spd 30 ft.; AC 35 (touch 22, flat-footed 28); Base Atk +17; Grp +21; Atk +23 melee (1d8+6 plus Special, Scourge of Fangs); Full Atk +23/+18/+13 melee (1d8+6 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 36, DR 5/Good; AL CE; SV Fort +25, Ref +20, Will +33; Str 18, Dex 25, Con 19, Int 20, Wis 30, Cha 26.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +15, Concentration +20, Diplomacy +20, Heal +10, Hide +5, Intimidate +10, Knowledge (Arcana) +24, Knowledge (The Planes) +10, Knowledge (Religion) +24, Listen +2, Search +2, Sense Motive +10, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Dwarven, Goblin, Illuskan, Netherese), Spellcraft +24, Spot +2. Craft Wondrous Item, Exotic Weapon (Scourge), Extend Spell, Improved Spell Capacity, Iron Will, Leadership, Lightning Reflexes (b), Persistent Spell, Scribe Scroll, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 36. Aura of Evil (as 25th level cleric); Rebuke Undead as 18th level cleric 11/day.
Spell-like Abilities (as 25th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Divine Emissary (Ex): Aunrae also gains a bonus equal to her divine disciple level on any Charisma-based skill or ability checks she makes when dealing with outsiders that are chaotic evil or that serve Lolth.
Aunrae can communicate telepathically with any outsider within 60 feet that is chaotic evil or serves Lolth. This feature of divine emissary is a Supernatural Ability.
Sacred Defense (Ex): Aunrae has a +4 bonus on saving throws vs Divine Spells, as well as the Spell-like and Supernatural Abilities of outsiders.
Imbue with Spell Ability (Sp): Aunrae can use Imbue with Spell Ability (caster level 25th). Since it is a Spell-like Ability, Aunrae does not need to devote a 4th level spell slot to use it, though the imbued spells themselves take up her lower-level spell slots, as usual. This ability is usable once per day.
Divine Reach (Su): Aunrae can use touch spells on targets up to 60 feet away. If the spell requires a melee touch attack, Aunrae must make a ranged touch attack instead.
Mastery of Energy (Su): Aunrae channels negative energy more effectively, increasing her ability to affect undead. Add a +4 bonus to Aunrae’s Rebuke checks and Rebuke damage rolls.
Cleric Spells Prepared (6/8+1/8+1/13+1/13+1/7+1/6+1/5+1/5+1/5+1/2; base DC = 20 + spell level; caster level 25th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 25th level cleric 11/day), Trickery.
Possessions: Silver Holy Symbol (Lolth), Nasadra House Insignia, Scourge of Fangs, Amulet of Natural Armor +5, Belt of Prowess, Bracers of Great Health, Drow Boots, Earring of Regeneration, Piwafwi of Protection +5, Ring of Divinity III, Ring of Divinity IV, Robe of the Matron, Tasmia’s Heart, other possessions unknown. As Matron Mother of the most powerful house in Ched Nasad, Aunrae has almost unlimited access to mundane and magical equipment or funds.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in Drizzt Do’Urden’s Guide to the Underdark as Clr23. No items listed, added levels due to passage of time.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Epic Level Handbook (3E).

Belt of Prowess: This black leather belt is studded with adamantine and mithral. It grants the wearer a +6 enhancement bonus to Dexterity and Strength.
Source: Created by Joseph Weber.
Moderate Transmutation; CL 10th; Craft Wondrous Item, Bull’s Strength, Cat’s Grace; Price 90,000 gp; Weight 1 lb.

Bracers of Great Health: The wearer of these silver bracers is immune to disease, including supernatural diseases; immune to poison, although poisons still active when the bracers are first donned still run their course; and provides a +6 enhancement bonus to Constitution.
Source: Created by Joseph Weber.
Moderate Conjuration and Transmutation; CL 8th; Craft Wondrous Item, Bear’s Endurance, Neutralize Poison, Remove Disease; Price 87,750 gp; Weight 1 lb.

Earring of Regeneration: This white gold earring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this earring, the earring regenerates it as the spell. In either case, only damage taken while wearing the earring is regenerated. Earrings do not count towards the number of magical items worn.
Source: DMG 3.5, modified Ring of Regeneration.
Strong Conjuration; CL 15th; Craft Wondrous Item, Regenerate; Price 180,000 gp.

Piwafwi of Protection: This black cloak adds a +1 to +5 deflection bonus to the wearer’s Armor Class and a +10 competence bonus to the wearer’s Hide checks.
Source: Created by Joseph Weber.
Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Shield of Faith, Creator must be a Drow, Creator’s caster level must be at least three times the deflection bonus; Price 13,000 gp (+1), 22,000 gp (+2), 33,000 gp (+3), 47,000 gp (+4), 65,000 gp (+5); Weight 1 lb.

Ring of Divinity: This special ring comes in four kinds (Ring of Divinity I, Ring of Divinity II, Ring of Divinity III, and Ring of Divinity IV), all of them useful only to divine spellcasters. The wearer’s divine spells per day are doubled for one specific spell level. A Ring of Divinity I doubles 1st level spells, a Ring of Divinity II doubles 2nd level spells, a Ring of Divinity III doubles 3rd level spells, and a Ring of Divinity IV doubles 4th level spells. Bonus spells from high ability scores are not doubled, nor are domain spells.
Source: DMG 3.5, modified Ring of Wizardry.
Moderate (Divinity I) or Strong (Divinity II–IV) (no school); CL 11th (I), 14th (II), 17th (III), 20th (IV); Forge Ring, Miracle; Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 100,000 gp (IV).

Robe of the Matron: This elegant black spidersilk robe is embroidered with mithral thread in a spiderweb design. It provides a +8 armor bonus, a +5 resistance bonus on saves, a +6 enhancement bonus to Wisdom and Charisma, and damage reduction 5/good.
Source: Created by Joseph Weber.
Strong Abjuration, Conjuration, Evocation, and Transmutation; CL 18th; Craft Wondrous Item, Eagle’s Splendor, Mage Armor, Miracle, Owl’s Wisdom, Resistance, Stoneskin, Creator must be a Drow; Price 317,500 gp; Weight 1 lb.




Archmage of Ched Nasad, Twin Brother of Aunrae Nasadra (status unknown since the fall of Ched Nasad)
Ildibane Nasadra: Male Drow Wiz23/Acm2; CR 26; Medium Humanoid (Elf); HD 25d4+100; hp 178; Init +5; Spd 30 ft.; AC 28 (touch 20, flat-footed 23); Base Atk +13; Grp +13; Atk +18 melee (1d6+5, Staff of the Abyss); Full Atk +18/+13 melee (1d6+5, Staff of the Abyss); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 36; AL CE; SV Fort +17, Ref +18, Will +25; Str 10, Dex 20, Con 18, Int 32, Wis 22, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +25, Craft (Alchemy) +15, Decipher Script +15, Diplomacy +10, Gather Information +5, Intimidate +5, Knowledge (Arcana) +25, Knowledge (Local: Underdark-Northdark) +10, Knowledge (Nobility and Royalty) +15, Knowledge (The Planes) +14, Knowledge (Religion) +10, Listen +2, Search +4, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Common, Draconic, Drow Sign Language, Goblin, Illuskan, Netherese, Seldruin, Thorass), Spellcraft +30, Spot +2. Craft Contingent Spell, Craft Staff, Craft Wand, Craft Wondrous Item, Extend Spell, Greater Spell Penetration, Improved Spell Capacity, Persistent Spell, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Divination), Spell Penetration, Transdimensional Spell.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 36. Summon Familiar. High Arcana: Arcane Fire, Arcane Reach.
Spell-like Abilities (as 25th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Wizard Spells Prepared (4/7/7/7/6/6/6/6/4/4/2; base DC = 21 + spell level, 22 + spell level for Divination and Evocation spells; caster level 25th).
Possessions: Nasadra House Insignia, Spellbooks, Amulet of Phelthong, Bracers of Great Health, Gloves of Dexterity +6, Lurker Cloak, Orb of Radiance, Ring of Antivenom, Ring of Protection +5, Robe of the Archmage of Ched Nasad, Staff of the Abyss, Wand of Darkness, other possessions unknown. As Archmage of Ched Nasad and twin brother to the Matron Mother of the most powerful house in Ched Nasad, Ildibane has almost unlimited access to mundane and magical equipment or funds.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in Drizzt Do’Urden’s Guide to the Underdark as Wiz22 with Amulet of Phelthong, Lurker Cloak, Orb of Radiance, Ring of Antivenom, Robe of the Archmage of Ched Nasad, Staff of the Abyss, and Wand of Darkness. Add levels due to passage of time.
Robe of the Archmage of Ched Nasad and Staff of the Abyss both have no known 2E stats, that could be found, thus both are custom created magic items. If anyone knows of official stats for both of these items in 2E or 3E, please let me know.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Unapproachable East (3E), Underdark (3.5E), Complete Arcane (3E), and Epic Level Handbook (3E).

Amulet of Phelthong: Named for the drow wizard of fabled powers who devised them long ago, these rare, fist-sized obsidian pendants are carved into smiling drow faces. In Menzoberranzan, they are worn only by powerful master mages of Sorcere. Such amulets have the following powers:
· Comprehend Languages whenever held or worn.
· Quickened Dimension Door twice per day, by silent mental command.
· Quickened Obscuring Mist once per day, by silent mental command.
· Timestop once every 12 days, by speaking a secret command word while touching the amulet to a magical item (which is forever drained).
Source: Menzoberranzan boxed set, converted to 3.5E by Joseph Weber.
Strong Abjuration, Conjuration, Divination, and Transmutation; CL 18th; Craft Wondrous Item, Quicken Spell, Comprehend Languages, Dimension Door, Mordenkainen’s Disjunction, Obscuring Mist, Timestop; Price 200,000 gp.

Orb of Radiance: These hand-sized globes of polished white quartz are among the most valued items of drow mages, who use them to defend themselves against drow attack (or to sufficiently impress other drow, particularly hostile priestesses, that attacks can be avoided). Any being who knows the command words can use an Orb of Radiance, as long as some part of their skin is in direct contact with it. While they hold it or carry it on their person, they make all saving throws against any sort of magic at a -1 penalty.
It is whispered that these rare items were first fashioned with the aid of surface-world priests of other faiths. In Menzoberranzan, such items are carried only by wizards of Sorcere, or perhaps as hidden treasures by nobles of one or more of the most powerful noble Houses.
When directed, an Orb of Radiance can emit a:
· Sunbeam (four times per day): as the spell, command words: “Delather myarra heth!”
· Persistent Light (once every other round, remains in globe where cast, not moving with orb, and unless dispelled by other means, lasts exactly 1 day from casting), command word: “Aumrae!”
· Ruby Ray (once per day, effects as Ruby Ray of Reversal), each time the Ruby Ray power is activated it drains 1d4+1 hit points from the orb-user; such lost hit points can be regained by normal healing means. The command word for this power is: “Raspra!”
Source: Menzoberranzan boxed set, converted to 3.5E by Joseph Weber.
Strong Abjuration and Evocation; CL 13th; Craft Wondrous Item, Extend Spell, Persistent Spell, Light, Ruby Ray of Reversal, Sunbeam; Price 409,500 gp.

Robe of the Archmage of Ched Nasad: This black spidersilk robe is embroidered with mithral thread in a spiderweb design. It provides a +8 armor bonus, a +5 resistance bonus on all saving throws and a +6 enhancement bonus to Intelligence and Wisdom. Magic Missiles striking the wearer are automatically negated, just as if they had impacted a target protected by a Shield spell.
Source: Created by Joseph Weber.
Strong Abjuration, Conjuration, Transmutation; CL 16th; Craft Wondrous Item, Fox’s Cunning, Mage Armor, Owl’s Wisdom, Resistance, Shield, Creator must be a Drow; Price 241,500 gp; Weight 1 lb.

Staff of the Abyss: This +5 anarchic unholy cold iron staff radiates great power evil power, it has heavily engraved with images of demons its entire length. The staff of the abyss has the following powers:
· Summon a Vrock, once a day.
· Corrupt Fireball (10d6 damage, Reflex DC 17 half) (1 charge)
· Corrupt Lightning Bolt (10d6 damage, Reflex DC 17 half) (1 charge)
· Protection from Good (1 charge)
· Protection from Law (1 charge)
· Corrupt Cone of Cold (15d6 damage, Reflex DC 19 half) (2 charges)
· Corrupt Delayed Blast Fireball (15d6 damage, Reflex DC 21 half) (2 charges)
Once all the charges are expended the staff will continue to function as a magical weapon with the ability to summon a Vrock once per day.
Source: Created by Joseph Weber.
Strong Abjuration, Conjuration, Evocation; CL 20th; Craft Magic Arms and Armor, Craft Staff, Corrupt Spell, Chaos Hammer, Cone of Cold, Delayed Blast Fireball, Fireball, Lightning Bolt, Protection from Good, Protection from Law, Summon Monster VIII, Unholy Blight, Creator must be Chaotic Evil; Price 306,275 gp.



Special Thanks to Kuje for assistance with looking 2E sources on spells contained within a few of the magic items.
#1189

green_giant_02

May 22, 2005 12:58:19
Very nice warlockco! Thanks for the preview of what's to come.

Although you should probably mention something about your bonus domain spells not being doubled when wearing a ring of divinity. I'm also curious as to what happens when the charges run out of a staff of abyss. Does it still keep its weapon enhancements and what about the summon a vrock once a day since it uses no charges?
#1190

warlockco

May 22, 2005 14:10:56
Very nice warlockco! Thanks for the preview of what's to come.

Although you should probably mention something about your bonus domain spells not being doubled when wearing a ring of divinity. I'm also curious as to what happens when the charges run out of a staff of abyss. Does it still keep its weapon enhancements and what about the summon a vrock once a day since it uses no charges?

Good points, will add that to the staff and ring.
#1191

warlockco

May 22, 2005 16:06:00
NPCs of Ched Nasad:

House D’Dgttu, 2nd House of Ched Nasad:
Matron Mother of House D’Dgttu (status unknown since the fall of Ched Nasad)
Matron Umrae D’Dgttu: Female Drow Clr19; CR 20; Medium Humanoid (Elf); HD 19d8+38; hp 159; Init +4; Spd 30 ft.; AC 28 (touch 18, flat-footed 24); Base Atk +14; Grp +18; Atk +20 melee (1d8+6 plus Special, Scourge of Fangs); Full Atk +20/+15/+10 melee (1d8+6 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 30; AL CE; SV Fort +13, Ref +10, Will +18; Str 18, Dex 18, Con 14, Int 16, Wis 25, Cha 20.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +16, Diplomacy +10, Heal +4, Intimidate +4, Knowledge (Arcana) +5, Knowledge (The Planes) +10, Knowledge (Religion) +15, Listen +4, Search +4, Sense Motive +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +16, Spot +4. Craft Wand, Exotic Weapon (Scourge), Extend Spell, Greater Spell Penetration, Leadership, Scribe Scroll, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 30. Aura of Evil (as 19th level cleric); Rebuke Undead as 19th level cleric 8/day.
Spell-like Abilities (as 19th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/6+1/5+1/5+1/3+1/3+1; base DC = 17 + spell level; caster level 19th).
Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 19th level cleric 8/day).
Possessions: Silver Holy Symbol (Lolth), D’Dgttu House Insignia, +5 Drowcraft Elven Chainmail, Scourge of Fangs, Belt of Giant Strength +4, Periapt of Wisdom +6, Piwafwi of Charisma +4, Ring of Protection +4, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in Drizzt Do’Urden’s Guide to the Underdark as Clr19, no additional information.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).

Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma.
Source: Created by Joseph Weber.
Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb.





House Melarn, 3rd House of Ched Nasad:
Matron Mother of House Melarn (Deceased, killed during the fall of Ched Nasad)
Matron Drisinil Melarn: Female Drow Clr18; CR 19; Medium Humanoid (Elf); HD 18d8+36; hp 151; Init +4; Spd 30 ft.; AC 23 (touch 17, flat-footed 19); Base Atk +13; Grp +14; Atk +16 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk +16/+11/+6 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 29; AL CE; SV Fort +13, Ref +12, Will +18; Str 12, Dex 18, Con 14, Int 16, Wis 24, Cha 26.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +15, Diplomacy +10, Heal +6, Intimidate +3, Knowledge (Arcana) +8, Knowledge (The Planes) +8, Knowledge (Religion) +15, Listen +2, Perform (Singing) +6, Search +2, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +15, Spot +2. Craft Wondrous Item, Exotic Weapon (Scourge), Greater Spell Penetration, Leadership, Lightning Reflexes (b), Scribe Scroll, Spell Focus (Enchantment), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Aura of Evil (as 18th level cleric); Rebuke Undead as 18th level cleric 11/day.
Spell-like Abilities (as 18th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 17 + spell level, 18 + spell level for Enchantment spells; caster level 18th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 18th level cleric 11/day).
Possessions: Silver Holy Symbol (Lolth), Melarn House Insignia, Scourge of Fangs, Bracers of Armor +6, Periapt of Wisdom +4, Piwafwi of Charisma +6, Ring of Protection +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in Drizzt Do’Urden’s Guide to the Underdark as Clr18, no additional information.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).




Elder Daughter of Matron Drisinil Melarn:
Halisstra Melarn: Has an official write-up in Dragon 312 and 322.




Battle Captive to Halisstra Melarn
Danifae Yauntyrr: Has an official write-up in Dragon 322.





House Auvryndar, 4th House of Ched Nasad:
Matron Mother of House Auvryndar (status unknown since the fall of Ched Nasad)
Matron Shyntlara Auvryndar: Female Drow Vampire Clr16; CR 19; Medium Undead (Augmented Humanoid, Elf); HD 16d12; hp 162; Init +14; Spd 30 ft.; AC 44 (touch 25, flat-footed 34); Base Atk +12; Grp +21; Atk +26 melee (1d6+14, slam) or +23 melee (1d8+11 plus special, Scourge of Fangs); Full Atk +26/+21/+16 melee (1d6+14, slam) or +23/+18/+13 melee (1d8+11 plus special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Energy Drain, Rebuke Undead; SQ Drow traits, Undead Traits, Vampire Traits, SR 27, DR 10/silver and magic, Fast Healing 5, Turn Resistance +8; AL CE; SV Fort +15, Ref +22, Will +25; Str 28, Dex 30, Con --, Int 20, Wis 30, Cha 26.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +13, Concentration +15, Diplomacy +10, Heal +4, Hide +8, Intimidate +5, Knowledge (Arcana) +7, Knowledge (The Planes) +10, Knowledge (Religion) +15, Listen +12, Move Silently +8, Search +12, Sense Motive +12, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Illuskan), Spellcraft +15, Spot +12. Alertness (b), Combat Reflexes (b), Dodge (b), Exotic Weapon (Scourge), Improved Initiative (b), Improved Turn Resistance, Leadership, Lightning Reflexes (b), Positive Energy Resistance, Scribe Scroll, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 27. Undead traits.
Vampire traits: +8 Racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks; Natural Armor +6. Aura of Evil (as 16th level cleric); Rebuke Undead as 16th level cleric 11/day.
Alternate Form (Su): Shyntlara can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that Shyntlara does not regain hit points for changing form and must choose from among the forms mentioned here. While in an alternate form, Shyntlara loses her slam attack and dominate ability, but gains the natural weapons and extraordinary special attacks of her new form. She can remain in that form until she assumes another or until the next sunrise.
Damage Reduction (Su): Shyntlara has damage reduction 10/silver and magic. Shyntlara’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): Shyntlara heals 5 points of damage each round so long as she has at least 1 hit point. If reduced to 0 hit points in combat, she automatically assumes gaseous form and attempts to escape. She must reach her coffin home within 2 hours or be utterly destroyed. (She can travel up to nine miles in 2 hours.) Any additional damage dealt to Shyntlara after being forced into gaseous form has no effect. Once at rest in her coffin, Shyntlara is helpless. She regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, Shyntlara can assume gaseous form at will as the spell (caster level 5th), but she can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): Shyntlara has resistance to cold 10 and electricity 10.
Spider Climb (Ex): Shyntlara can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): Shyntlara has +4 turn resistance.
Blood Drain (Ex): Shyntlara can suck blood from a living victim with her fangs by making a successful grapple check. If she pins her foe, she drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, Shyntlara gains 5 temporary hit points.
Children of the Night (Su): Shyntlara can command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve Shyntlara for up to 1 hour.
Dominate (Su): Shyntlara can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that Shyntlara must use a standard action, and those merely looking at her are not affected. Anyone Shyntlara targets must succeed on a Will save (DC 26) or fall instantly under the Shyntlara’s influence as though by a Dominate Person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by Shyntlara’s energy drain rises as a vampire spawn 1d4 days after burial.
If Shyntlara instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of Shyntlara and remains enslaved until her destruction. At any given time Shyntlara may have enslaved spawn totaling no more than her Hit Dice; any spawn she creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su): Living creatures hit by Shyntlara’s slam attack gain two negative levels. For each negative level bestowed, Shyntlara gains 5 temporary hit points. Shyntlara can use her energy drain ability once per round.
Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/8+1/8+1/7+1/6+1/6+1/5+1/4+1/3+1; base DC = 22 + spell level, caster level 16th).
Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 16th level cleric 11/day)
Possessions: Silver Holy Symbol (Lolth), Auvryndar House Insignia, Scourge of Fangs, Belt of Prowess, Bracers of Armor +8, Earring of Resistance +5, Periapt of Wisdom +6, Piwafwi of Charisma +6, Ring of the Beast, Ring of Protection +5, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in Drizzt Do’Urden’s Guide to the Underdark as Clr14, no additional information. Added levels due to passage of time.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Libris Mortis (3.5E).

Belt of Prowess: This black leather belt is studded with adamantine and mithral. It grants the wearer a +6 enhancement bonus to Dexterity and Strength.
Source: Created by Joseph Weber.
Moderate Transmutation; CL 10th; Craft Wondrous Item, Bull’s Strength, Cat’s Grace; Price 90,000 gp; Weight 1 lb.

Earring of Resistance: This earring offers the wearer a +1 to +5 resistance bonus on saving throws. Earrings do not count towards the number of magical items worn.
Source: DMG 3.5, modified Cloak of Resistance.
Faint Abjuration; CL 5th; Craft Wondrous Item, Resistance, caster level must be at least three times the bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5).

Ring of the Beast: This ring grants an enhancement bonus of +5 the wearer’s natural armor bonus and an enhancement bonus of +5 on attack and damage rolls with unarmed attacks and natural weapons.
Source: Created by Joseph Weber.
Strong Evocation and Transmutation; CL 15th; Forge Ring, Barkskin, Greater Magic Fang; Price 225,000 gp.

Positive Energy Resistance [Monstrous]
You are resistant to the damage dealt by positive energy effects.
Source: Libris Mortis.
Prerequisite: Undead type.
Benefit: You gain resistance 10 against positive energy effects, such as Cure spells.
#1192

warlockco

May 24, 2005 4:13:58
NPCs of Ched Nasad:

House Mylyl, 5th House of Ched Nasad:
Matron Mother of House Mylyl (status unknown since the fall of Ched Nasad)
Matron Inidil Mylyl: Female Drow Clr16; CR 17; Medium Humanoid (Elf); HD 16d8+16; hp 107; Init +4; Spd 30 ft.; AC 27 (touch 17, flat-footed 23); Base Atk +12; Grp +14; Atk +19 melee (1d4+6, +4 Drowcraft Unholy Dagger) or +16 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +19/+14/+9 melee (1d4+6, +4 Drowcraft Unholy Dagger) or +16/+11/+6 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 27; AL CE; SV Fort +15, Ref +15, Will +20; Str 14, Dex 18, Con 12, Int 18, Wis 22, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +14, Diplomacy +10, Heal +10, Intimidate +5, Knowledge (Arcana) +10, Knowledge (The Planes) +10, Knowledge (Religion) +15, Listen +2, Search +2, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +15, Spot +2. Blind-Fight (b), Craft Wondrous Item, Exotic Weapon (Scourge), Leadership, Lightning Reflexes (b), Scribe Scroll, Spell Penetration, Weapon Focus (Dagger).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 27. Aura of Evil (as 16th level cleric); Rebuke Undead as 16th level cleric 7/day.
Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 16 + spell level; caster level 16th).
Deity: Lolth. Domains: Darkness, Drow.
Possessions: Silver Holy Symbol (Lolth), Mylyl House Insignia, +5 Drowcraft Elven Chainmail, +4 Drowcraft Unholy Dagger, Scourge of Fangs, Periapt of Wisdom +4, Piwafwi of Resistance +4, Ring of Protection +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in Drizzt Do’Urden’s Guide to the Underdark as Clr16, no additional information.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #302.

Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks.
Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker.
Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow, Creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb.





House Aleonrahel, 6th House of Ched Nasad:
Matron Mother of House Aleonrahel (status unknown since the fall of Ched Nasad)
Matron Jyslin Aleanrahel: Female Drow Clr16; CR 17; Medium Humanoid (Elf); HD 16d8+32; hp 120; Init +5; Spd 30 ft.; AC 28 (touch 18, flat-footed 23); Base Atk +12; Grp +15; Atk +19 melee (1d8+7, +4 Drowcraft Unholy Morningstar) or +17 melee (1d8+5 plus Special, Scourge of Fangs); Full Atk +19/+14/+9 melee (1d8+7, +4 Drowcraft Unholy Morningstar) or +17/+12/+7 melee (1d8+5 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 27; AL CE; SV Fort +16, Ref +16, Will +20; Str 16, Dex 20, Con 14, Int 18, Wis 22, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +5, Concentration +14, Diplomacy +10, Heal +10, Intimidate +5, Knowledge (Arcana) +10, Knowledge (The Planes) +10, Knowledge (Religion) +15, Listen +2, Search +2, Sense Motive +5, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +15, Spot +2. Craft Wand, Craft Wondrous Item, Exotic Weapon (Scourge), Greater Spell Penetration, Lightning Reflexes (b), Scribe Scroll, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 27. Aura of Evil (as 16th level cleric); Rebuke Undead as 16th level cleric 6/day.
Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/6+1/5+1/5+1/4+1/3+1/2+1; base DC = 16 + spell level; caster level 16th).
Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Aleonrahel House Insignia, +5 Drowcraft Elven Chainmail, +4 Drowcraft Unholy Morningstar, Scourge of Fangs, Gauntlets of Ogre Power, Periapt of Wisdom +4, Piwafwi of Resistance +4, Ring of Protection +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in Drizzt Do’Urden’s Guide to the Underdark as Clr16, no additional information.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), and Underdark (3.5E).



Third Daughter, Leader of the Daughters of the Shadow Weave (survived the fall of Ched Nasad)
Zesstra Aleonrahel: Female Drow Clr7; CR 8; Medium Humanoid (Elf); HD 7d8+7; hp 49; Init +4; Spd 30 ft.; AC 28 (touch 17, flat-footed 26); Base Atk +5; Grp +6; Atk +8 melee (1d8+3 plus 1d6 electricity, +2 Shock Unholy Morningstar); Full Atk +8 melee (1d8+3 plus 1d6 electricity, +2 Shock Unholy Morningstar); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits; AL CE; SV Fort +5, Ref +4, Will +8; Str 12, Dex 14, Con 10, Int 20, Wis 17, Cha 22.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +1, Concentration +10, Diplomacy +6, Hide +2, Knowledge (Arcana) +10, Knowledge (Religion) +10, Listen +4, Move Silently +2, Search +4, Sense Motive +1, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin, Illuskan), Spellcraft +10, Spot +6. Blooded, Blind-Fight (b), Leadership, Shadow Weave Magic.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (equal to cleric level); Rebuke Undead as 7th level cleric 9/day.
Spell-like Abilities (as 7th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + spell level; caster level 7th).
Deity: Shar. Domains: Darkness, Evil (cast evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Shar), Aleonrahel House Insignia, +3 Drowcraft Elven Chainmail, +2 Small Metal Shield, +2 Shock Unholy Morningstar, Amulet of Health +2, Drow Boots, Gorothir’s Girdle, Piwafwi of Charisma +2, other possessions unknown..
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in Drizzt Do’Urden’s Guide to the Underdark and Underdark as Clr7 with Gorothir‘s Girdle, no additional information.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Book of Vile Darkness (3E).

Gorothir’s Girdle: The inside of this black leather corset contains the sacred tale of how the mythical Shar worshiper Gorothir felled an empire with only a lie and a secret. The text also contains a spellbook entry for the False Sending spell.
The corset grants its wearer a +5 deflection bonus and grants her the following spell-like abilities: 1/day—Aberrate, Damning Darkness, Fiendish Clarity, Slow Consumption (see Book of Vile Darkness). A creature of good alignment takes 3d6 points of damage for each round that it remains in contact with the girdle.
Source: Underdark.
CL: 14th ; Craft Wondrous Item, Armor of Darkness; Price: 120,500 gp; Weight: 3 lb.
#1193

Zireael

May 24, 2005 7:34:19
Great work Warlocko! Then I post some my characters:
Cormanthyr:Empire of Elves sourcebook
Aklashala Durothil
gold elf female Warrior 15/Windrider 1, CR 16, medium humanoid, HD 16k10, HP 85, Spd. 30 ft., Init +8, AC 21 (touch 8, flat-footed 17), Attack +16/+11/+6/+1 melee (spear +3), SQ gold elf traits, windrider traits; AL CG, Fort +12 Ref +12 Will +6, Str 17 Dex 17 Con 15 Int 13 Wis 11 Cha 15.
Skills and feats: Jump +14, Ride (dragon) +16, Climb +12, Handle animals +8, Knowledge (Cormanthor) +10, Knowledge (Evermeet) +8; Track, Ride-by Attack, Horse fight (sp? please help!), Weapon focus (spear), Weapon Specialization (spear), Dodge
Equipment: elven chainmail +1, ring of protection +1, spear +3

Paeris Hadalar
gold elf male mage 16, CR 16, medium humanoid, HD 16k4, HP 35, Spd. 30 ft., Init +3, AC 22 (touch 9, flat-footed 18) Attack +10 melee (staff +4), SQ gold elf traits; AL N, Fort +4 Ref +8 Will +8, Str 15 Dex 17 Con 16 Int 19 Wis 16 Cha 13.
Skills and feats: Spellcraft +14, Knowledger (arcana) +14, Knowledge (Cormanthor) +8, Leadership, Concentration +12, Hide +6; Spell focus (conjure), Weapon focus (staff), Maximize spell, Widen spell (sp?)
Equipment: staff +4, robes (as cloak of protection +4), ring of protection +4, ring of wizardry III
#1194

monch9

May 31, 2005 1:24:34
Hi,

I couldn't resist tweaking my writeup for Methrammar with options from the newer books. The changes are very slight so enjoy. It's in page 23 of this thread.

Monch

Methrammar Aerasume (Page 23)
#1195

Zireael

Jun 02, 2005 6:50:57
Dathlue Mistwinter
from Cormanthyr: Empire of Elves sourcebook
moon elf female Rgr 20 Sehanine/Harper agent 2, CR 22, medium humanoid, HD 20k10+2k6, HP 105, Spd. 20 ft., Init +7, AC 23 (touch 10, flat-footed 20), Attack +20/+15/+10/+5 (longsword +3), SQ elf traits, AL CG, Fort +10 Ref +5 Will +10, Str 16 Dex 16 Con 14 Int 12 Wis 17 Cha 14.
Skills and feats: Knowledge (religion) +8, Knowledge (nature) +16, Animal Empathy +14, Handle Animal +12, Move Silently +10, Knowledge (Cormanthor) +15, Diplomacy +12; Weapon focus (longsword), Weapon focus (short sword), Improved Initiative, Vigilance
Equipment: elven chain +4, ring of protection +4, short sword +2, longsword + 3
#1196

The_Simbul_of_Aglarond

Jun 05, 2005 13:52:04
Note: Following Rich Baker’s advice, Phaeldara receives a discount from the full price on those items she has created.

I believe that the DMG states that when creating a character above 1st level, that if there is an item you wish them to have and they are capable of crafting it, then you effectively reduce the items market price by 30% for purposes of their wealth limitations vs. equipment possessed. Thus characters getting discounts for self-crafted items can be considered part of the rules themselves, and may not need this notation, unless Mr. Baker suggested a greater discount (like 50%).
#1197

green_giant_02

Jun 05, 2005 21:57:39
You're right, Simbul. Can't believe I never remembered that line in the DMG. Thanks for reminding me about it.


And now for the eerie part. I've read the excerpt on Waterdeep and compared Trobriand the Metal Mage to mine and was very surprised that he was given levels in the techsmith PrC from Faiths and Pantheons just like mine, although my version has him with the full 10 levels. He even has the one level in archmage just like mine. Are the FR designers getting some inspirations from this thread, or are our thought processes running somewhat in synch? I hope so. Can't wait to see how Muiral turned out.

Although it must be stated that in terms of skills, feats, the granted domain chosen (I gave him Craft, the excerpt has him with Metal), and magic items there were differences. Nevertheless it brings a big :D to my face.
#1198

zombiegleemax

Jun 08, 2005 19:54:16
Here's a father-daughter duo (father has middle-age benefits and penalties). Enjoy :D

Piergeiron Paladinson, the Open Lord of Waterdeep: Male Tethyrian Human Pal15 of Tyr; CR 15; Medium-size Humanoid; HD 15d10+30; hp 110; Init +1; Spd 20 ft.; AC 22 (touch 11, flat-footed 21); Base Atk +15; Grp +19; Atk +25 melee (1d8+9/19-20, holy avenger); Full Atk +25/+20/+15 melee (1d8+9/19-20, holy avenger); Face/Reach 5 ft./5 ft.; SA Smite evil, turn undead; SQ Aura of good, detect evil, divine grace, lay on hands, aura of courage, divine health, special mount, remove disease; AL LG; SV Fort +15, Ref +10, Will +12; Str 18, Dex 13, Con 14, Int 15, Wis 17, Cha 19.
Skills and Feats: Concentration +7, Diplomacy +23, Handle Animal +14, Heal +13, Knowledge (nobility and royalty) +12, Knowledge (religion) +12, Profession (commander) +8, Ride (horse) +18, Sense Motive +13, Speak Language (chondathan, common, elven, dwarven); Blind-Fight, Cleave, Leadership, Mounted Combat, Power Attack, Ride-By-Attack, Weapon Focus (longsword).
Special Qualities: Aura of good (aura equals paladin level), detect evil at will, smite evil 4/day (+4 to attack, +15 to damage), divine grace (Cha bonus to saving throws), lay on hands (cure 70 hp a day), divine health (immune to all diseases including mummy rot and lycanthropy), aura of courage (immune to fear, allies within 10 ft. gain a +4 morale bonus to saving throws against fear effects), turn undead as 13th level cleric (+2 to turning checks) 7/day, remove disease 3/week.
Paladin Spells Prepared (3/2/2/1; base DC = 13 + spell level; caster level 7th).
Possessions: Masterwork full plate, +1 heavy steel shield of daylight, holy avenger, Lord’s Amulet, Lord's Helm, Lord's Robes, silver holy symbol (Tyr), adventuring gear.
Height: 6’4”, Weight: unknown, Hair: Curly brown with gray, Eyes: Olive Green.

Aleena Paladinstar: Female Tethyrian Human Ftr3/Wiz12; CR 15; Medium-size Humanoid; HD 3d10+3 plus 12d4+12; hp 59; Init +7; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +9; Grp +11; Face/Reach 5 ft./5 ft.; AL LG; SV Fort +8, Ref +8, Will +12; Str 14, Dex 16, Con 13, Int 21, Wis 16, Cha 16.
Skills and Feats: Climb +8, Concentration +13 (+17 when casting defensively), Craft (alchemy) +11, Diplomacy +7, Jump +8, Knowledge (arcana) +20, Knowledge (history-the North) +15, Knowledge (nobility and royalty) +8, Knowledge (the planes) +15, Ride (horse) +9, Sense Motive +5, Speak Language (chondathan, common, draconic, elven, dwarven, giant, illuskan), Spellcraft +20, Swim +8; Combat Casting, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Eshew Materials, Heighten Spell, Improved Iniative, Maximize Spell, Scribe Scroll, Spell Focus (abjuration), Spell Penetration, Weapon Focus (longsword).
Wizard Spells Prepared (4/6/5/5/4/4/2; base DC = 15 + spell level; DC = 16 + spell level with abjuration; caster level 12th).
Possessions: Unknown
Height: 6’4”, Weight: unknown, Hair: Curly auburn, Eyes: Olive Green.

Green Giant,

I saw this on the upcoming products page and thought that I would pass it on to you.

Piergeiron Paldinson is a Paladin 17 and his daughter Aleena is a Wizard 7/Arcane Devotee 4 (Tyr), she is planewalking right now.

This is from the Waterdeep book that's going to be out soon.

Enjoy.
#1199

green_giant_02

Jun 09, 2005 13:28:54
Green Giant,

I saw this on the upcoming products page and thought that I would pass it on to you.

Piergeiron Paldinson is a Paladin 17 and his daughter Aleena is a Wizard 7/Arcane Devotee 4 (Tyr), she is planewalking right now.

This is from the Waterdeep book that's going to be out soon.

Enjoy.

Yes, I saw them, but I think I'll wait until the book comes out to see whether they receive full stats before updating them or not.
#1200

zombiegleemax

Jun 09, 2005 16:27:59
Does anybody have stats for Faril Laheralson of Cormyr-Thunderstone?
#1201

zombiegleemax

Jun 10, 2005 11:10:30
does any body know what cyric's stats are pre deity status?
#1202

kuje31

Jun 11, 2005 11:06:27
does any body know what cyric's stats are pre deity status?

Cyric, 4th Fighter/5th Thief (formerly), Male Human, LE, Raised up as a deity, Time of Troubles: Waterdeep module.
#1203

kuje31

Jun 11, 2005 11:08:46
Does anybody have stats for Faril Laheralson of Cormyr-Thunderstone?

Faril Laheralson, 5th Fighter, Male Human, CN, Leader of the Purple Dragon contingent of Thunderstone in Cormyr, Cormyr

Faril Laheralson, 5th Fighter, Male Human, CN, Leader of the Purple Dragon contingent of Thunderstone in Cormyr, Four from Cormyr.
#1204

zombiegleemax

Jun 11, 2005 17:49:54
Faril Laheralson, 5th Fighter, Male Human, CN, Leader of the Purple Dragon contingent of Thunderstone in Cormyr, Cormyr

Faril Laheralson, 5th Fighter, Male Human, CN, Leader of the Purple Dragon contingent of Thunderstone in Cormyr, Four from Cormyr.


Kuje31 I have found his 3rd edition stats in FRCS which I had missed for all these days.

LG male human Ftr7/Rgr3
#1205

kuje31

Jun 11, 2005 18:02:34

Kuje31 I have found his 3rd edition stats in FRCS which I had missed for all these days.

LG male human Ftr7/Rgr3

Ah. Okay, wasn't sure and I don't usually look at 3e stats so I didn't know they existed.
#1206

zombiegleemax

Jun 11, 2005 18:12:21
Looks like he was working for some muscles... :D
#1207

ztyx

Jun 12, 2005 16:47:44
To add some more to that, the Lhaeo that is there now is actually female but she is under a deep illusion/disguise to look like the old one so no one knows that the former Lhaeo left and became king.

A what in the how now?!?

Eh.. well, maybe it makes as much sense as everything else ;)




(I finally pressed on through the second part of this thread..so it's a pretty old quote)
---------




But in an attempt to make a character conversion per page or so, I bring to you another pointless minor NPC: Otavius Genheeris from Ruins of Adventure, trying to use warlocko's style of posting.

Otavius Genheeris, Second in Command to the Boss and Chief Army Administrator:
Otavius Genheeris:
Male Chondathan Wizard 7; CR 7; Medium Humanoid (Human);HD 7d4+14; hp 36; Init +3; Speed 30' ; AC 13 (touch 13, flat-footed 10); Base Attack +3; Grapple +3; Attack/Full Attack +4 melee Dagger 1d4 (19-20, x2) or +6 missile Sling 1d4 (x2);Face/Reach 5'/5' ; SA Magic use; SQ None; AL LE; SV Fort +4, Ref +5, Will +7; Str 11, Dex 16, Con 14, Int 19, Wis 15, Cha 12.

Skills and feats: Concentration (10) +12, Decipher Script (10) +14, Knowledge [Arcana] (10) +14, Knowledge [Local] (5) +9, Knowledge [Planes] (5) +9, Profession [Administrator] (10) +12, Speak Languages (10) [Common, Damaran, Draconic, Giant, Goblin, Orc, Gnoll, Chessentan, Chondathan, Ignan, Abyssal] Spellcraft (10) +16; Scribe Scroll, Combat Casting, Sudden Widen, Craft Wand, Sudden Maximize, Blind-Fight.

Special Qualities: None

Wizard Spells Prepared:(4/5/4/3/2; base DC 14 + Spell Level)
Cantrips: Ray of Frost, Touch of Fatigue, Acid Splash, Detect Poison
Level 1: Burning Hands, Magic Missile (x2), Shield, Mage Armor
Level 2: See Invisibility, Web, Invisibility, Scare
Level 3: Fireball, Hold Person, Stinking Cloud
Level 4: Fear, Fire Shield

Possessions: Wand of Ice Storm w/ 10 charges, Masterwork Cold Iron Dagger, Ring of Protection +1, Scroll of Spells: [Invisibility, Mirror Image, See Invisibility, Fireball, Hold Person, Stinking Cloud], Wand of Magic Missiles, Scroll of Spells:[Magic Missile CL7, Mage Armor (x3), Invisibility, Silence], Sling, 10 Bullets.

Physical Characteristics: Unknown.

Sources: Ruins of Adventure (1ed/2ed), PHB 3.5, DMG 3.5, FRCS, PGtF, CArc


-----------------

Not particulary well thought out, but what they hey, that's what the _edit_ button is there for.. ;)
#1208

kuje31

Jun 12, 2005 17:03:19
A what in the how now?!?

Eh.. well, maybe it makes as much sense as everything else ;)

The original Lhaeo is now the King of Tethyr but Elminster wanted to keep up the disguise so the current Lhaeo is a female that looks like the original Lhaeo.
#1209

ztyx

Jun 13, 2005 4:31:08
The original Lhaeo is now the King of Tethyr but Elminster wanted to keep up the disguise so the current Lhaeo is a female that looks like the original Lhaeo.

That much I understood - but which female, from where, and when (what story)? If you think this is going too far off-topic you can PM me, but I'm making this public under the assumption that there are more than me who want to know ;)
#1210

kuje31

Jun 13, 2005 11:09:53
That much I understood - but which female, from where, and when (what story)? If you think this is going too far off-topic you can PM me, but I'm making this public under the assumption that there are more than me who want to know ;)

Don't know, don't know, and don't know. How's that for an answer? :P

Ed hasn't told us but he's just dropped hints. However he's said she's female but he isn't saying more until the web article he wrote for WOTC about the new Lhaeo comes out.
#1211

ztyx

Jun 13, 2005 13:11:28
Don't know, don't know, and don't know. How's that for an answer? :P

Most sufficent my dear sir (especially when coupled with the unquoted part).

(Hmm.. now I have spammed this thread so much I guess I'll have to stat up another NPC to make amends.. any requests that one with a rather limited library [in comparision] can fulfill.. anyone?)
#1212

zombiegleemax

Jun 18, 2005 18:53:21
.......

By the same logic of your arguement, you could easily find numerous references in Elminster in Hell that would lead one to argue Halaster Blackcloak is a Chosen, yet I doubt many would approve of such an assumption.

Mystra(midnight) made Halaster a Chosen for his attempts to rescue the "Old Sage"
#1213

kuje31

Jun 18, 2005 19:58:02
Mystra(midnight) made Halaster a Chosen for his attempts to rescue the "Old Sage"

NO SHE DID NOT. Ed has said this repeatedly. Halaster is NOT A CHOSEN.

Sorry to yell but this has come up repeatedly.
#1214

warlockco

Jun 19, 2005 3:49:40
With the release of City of Splendors: Waterdeep, looks like some NPCs will need to be updated.
Will try and update the ones that I have in the thread soon as I get a chance.
#1215

zombiegleemax

Jun 19, 2005 13:55:47
NO SHE DID NOT. Ed has said this repeatedly. Halaster is NOT A CHOSEN.

Sorry to yell but this has come up repeatedly.

But she did cure him of his madness, right?
#1216

green_giant_02

Jun 19, 2005 14:39:48
With the release of City of Splendors: Waterdeep, looks like some NPCs will need to be updated.
Will try and update the ones that I have in the thread soon as I get a chance.

Man, I'm waaaay behind in my reading. I'm barely halfway through Champions of Ruin after finishing Heroes of Battle and its going to take me a while to get through DMG II before starting on City of Splendors. (I like to save the best for last and FR books are some of the best). Training for my new job is eating up a lot of time.
#1217

warlockco

Jun 19, 2005 14:53:26
Man, I'm waaaay behind in my reading. I'm barely halfway through Champions of Ruin after finishing Heroes of Battle and its going to take me a while to get through DMG II before starting on City of Splendors. (I like to save the best for last and FR books are some of the best). Training for my new job is eating up a lot of time.

lol, I can understand that.
I'm finding myself with even less freetime during the summer than I did during the winter/spring. All kinds of projects around the house and with family keep popping up now.
#1218

kuje31

Jun 19, 2005 21:09:49
But she did cure him of his madness, right?

Mostly she did, aye. Sometimes he relapses for a bit of time but in general she did cure him of his madness. He is also something, but what that something is we don't know but Chosen of hers, he is not.
#1219

warlockco

Jun 19, 2005 21:14:01
Mostly she did, aye. Sometimes he relapses for a bit of time but in general she did cure him of his madness. He is also something, but what that something is we don't know but Chosen of hers, he is not.

If I recall correctly, the Touch of Shar, prevents him from being a Chosen of Mystra.
#1220

misery_the_duelist_dup

Jun 25, 2005 19:30:37
OK please forgive me if this question has already been asked, but all I had time for was a quick scan of the 41 pages of this forum.

Drizzt Do'Urrden. Yes I'm aware of his current standing in the 3rd edition FR guide, but it felt like he took a hard blow since 2nd edition. He was so wonderful and awe inspiring in 2nd edition ... in 3rd he seems like a push over. I was wondering with the new 3.5 edition, if he go revised again ... like maybe into a Dervish which seems to fit him given Salvatores constant reference to his fighting style seeming more like a dance and the fact he uses his scimitars with grace (scimitars being light as a dervish and capable as a weapon finesse). Plus, Drizzt dodges spells in the books as well with no partial damage. I'm almost seeing like 9 ranger/2 fight/ 5 dervish.

Has there been any changes to him?
#1221

zombiegleemax

Jun 25, 2005 21:01:15
Drizzt Do'Urrden. Yes I'm aware of his current standing in the 3rd edition FR guide, but it felt like he took a hard blow since 2nd edition. He was so wonderful and awe inspiring in 2nd edition ... in 3rd he seems like a push over. I was wondering with the new 3.5 edition, if he go revised again ... like maybe into a Dervish which seems to fit him given Salvatores constant reference to his fighting style seeming more like a dance and the fact he uses his scimitars with grace (scimitars being light as a dervish and capable as a weapon finesse). Plus, Drizzt dodges spells in the books as well with no partial damage. I'm almost seeing like 9 ranger/2 fight/ 5 dervish.

Has there been any changes to him?

His stats were produced very early. All of the npcs in any of the books should be revamped by the DMs before using them, especially his feats and classes. One other thing I noticed is that the sourcebooks never revisit class spell lists from other sources. If you buy a book, it will usually present a spell with only core classes listed as having the spell...or possibly a class from the same book.

I would make Drizzt a Figher4/Keshen Blademaster10*/Ranger4. His feats should allow him to rule with a sword. Flay foe, power critical (more than once? more than 3 times?), improved critical...etc.

*Keshen blademaster is in Dungeon Magazine Issue 97. It's a fighter that specializes in KILLING THINGS. :]
#1222

misery_the_duelist_dup

Jun 26, 2005 15:23:35
Dungeon #97 ... now I gotta go hunt down a back issue just to figure out what he would be like. Is it pretty sweet?

As far as the build, the only thing is they says he's supposed to be level 16 ...18 equiv for being drow ... then again ... he sure has been stuck at that level for awhile. Level up!

Also I would go with the Variant Ranger style for Drizzt ... if he went further than 4 in ranger. He doesn't use spells.
#1223

warlockco

Jun 26, 2005 15:59:58
Also I would go with the Variant Ranger style for Drizzt ... if he went further than 4 in ranger. He doesn't use spells.

His "spells" are his usages of Faerie Fire and Darkness, which I believe has been explained as Mielikki's blessing or something.
Since he does use those way more often than he should at times. But then again, artistic license. And I know RAS has not adjusted the story for 3E when he writes, and I don't blame him. A Story shouldn't be limited by game mechanics.
#1224

misery_the_duelist_dup

Jun 26, 2005 17:10:18
RA said the same thing, about not thinking his writing should be restricted by game rules. He was telling a story that if an unaware fighter got stabbed in the back by a rogue, then he should likely be dead. In game, high enough kevels in fighter gives him the ability to shrug the stab in the back off and throttle the rogue.

As far as Faerie Fire and Darkness, those are Innate abilities granted to him for being Drow, not for being a ranger. He still does use them far more than once a day, but why not, it's his story.

As far as not updating his game for 3rd edition, I'm afraid he has. For starters he has Drizzt using darkvision and not infravision any longer. No more heat spectrum. Not since * thinks * ... I believe Sea of Swords, though I could be wrong. I suppose he realizes he can change a bit and make new big deal of it.

But why did WOTC destroy Twinkle? A former +5 defendig scimitar is now +2? Did RA do something to make Wizards mad that they crippled Drizzt in 3rd edition?
#1225

kuje31

Jun 26, 2005 17:15:31
But why did WOTC destroy Twinkle? A former +5 defendig scimitar is now +2? Did RA do something to make Wizards mad that they crippled Drizzt in 3rd edition?

This happened because WOTC implimented NPC wealth rules in 3/3.5e and so most NPC's are not allowed to bypass those wealth rules. It's idiotic but hey.
#1226

misery_the_duelist_dup

Jun 26, 2005 17:19:10
I hope your joking. That is pretty weak to do that. It's an NPC to US, but as far as I'm concerned, that's a full fledged character. I'm starting to wish RA would just write his character up FOR Wizards ... and all his other characters for that matter. That way it's artist's view.
#1227

kuje31

Jun 26, 2005 17:20:41
I hope your joking. That is pretty weak to do that. It's an NPC to US, but as far as I'm concerned, that's a full fledged character. I'm starting to wish RA would just write his character up FOR Wizards ... and all his other characters for that matter. That way it's artist's view.

I'm not joking.
#1228

misery_the_duelist_dup

Jun 26, 2005 17:47:04
... I have lost a little respect for WOTC this day.
#1229

zombiegleemax

Jun 26, 2005 20:59:17
Dungeon #97 ... now I gotta go hunt down a back issue just to figure out what he would be like. Is it pretty sweet?

As far as the build, the only thing is they says he's supposed to be level 16 ...18 equiv for being drow ... then again ... he sure has been stuck at that level for awhile. Level up!

Also I would go with the Variant Ranger style for Drizzt ... if he went further than 4 in ranger. He doesn't use spells.

That prestige class is the best one I've seen. The only problem is that it's a bit powerful. The drawback was that the fighting style was a well guarded secret. In FR it should be restricted to a fighting school headed up by the chosen of Garagos or Selvetarm or taught by Zaknafein.

It is a twin-sword prestige class that adds damage dice to critical hits, allows a counterstrike ability, etc..
#1230

ztyx

Jun 27, 2005 1:47:35
Dungeon #97 ... now I gotta go hunt down a back issue just to figure out what he would be like. Is it pretty sweet?

A workable variant would be using the fanmade 3.5 version on the boards.

http://boards1.wizards.com/showthread.php?t=356863
#1231

zombiegleemax

Jun 27, 2005 17:21:42
I don't like that one. I'm not opposed to it being toned down, but I don't like the new abilities of that particular homemade prestige class. I'd like it better if they took out that bonus vs. one person ability and repaced it with a feat-like ability...or a bonus feat that applies only to a set feat list.

On a side note, I have always been irked by times-per-day abilites that are not magical in nature. If you can do a mundane skill, why would you just lose the ability after you do it x number of times only to be replenished the next day?

If it is something that wears you out, it would be better if you took subdual damage each time you did it. If it's a difficult trick, it should be skill based or attack roll based.
#1232

burningspear

Jun 28, 2005 18:28:41
Orgauth, son of Denuth - Ex Lord of Zhentil Keep(Deceased)
former officer in the army of the Zhentilar, Selfmade merchant of ore, weapons and trade caravans.

Fighter 10, CL10; (medium humanoid,human), HD10D10+20; HP 80; Ini +6; SPeed 30; AC (22, flatfooted 21); base att +10/ +5; full attack (melee +15/ +11; Dam 1D10+8)(missile +13/ +9; Dam 1D8+1);
face/ reach 5ft/5ft ;AL. NE; Saves REF+9 FORT+5 WILL+9

Str 16, Dex 15, Con 14,Int 16, Wis 18, Cha 17.
(stats include age modifiers for middle aged and level adjustments)

Feats;
weapon focus: bastard sword, weapon specialization:bastard sword, blindfighting, endurance, rapid reload, quick draw, close quarter fighting, improved initiative, leadership(13minimum), streetsmart, Iron will.

Skills;
Handle animal +8, Ride.horse +12, Knowledge(war) +8, know. (local,Moonsea) +6, know. (local,Dalelands) +5, know. (Geo,Moonsea) +5
know. (Geo,Dalelands) +5, know. (Nobility/royalty) +6, Gather info +9, Diplomacy +6, Appraise +8, Bluff +6, Survival +9, Intimidate +9,Sense motive +9, Spot +9.
(take into account that know war is in class for the fighter in my oppinion :D , they must have some knowledge of something, right? :D :D )

known magical items in 2nd edition: fullplate +2, bastardsword +2, eyes of the eagle, ring of human influence(?), light crossbow +1 distance.


rest i will soon eddit
#1233

lord_teclis_malahandyr

Jun 30, 2005 6:35:03
I have just brought the Waterdeep accessory and it is very good. Here is a really cool character from this book. I will post the rest over the next few days or so..



Vanrak Moonstar, Male Human Death Knight Rgr2/Clr4/Ntclk10 (Shar): CR 19; Medium Undead ; HD 2d12(Ranger) , 4d12(Cleric) , 10d12(Nightcloak) ; hp 135; Init +5; Spd 20; AC:32 (Flatfooted:31 Touch:22); Atk +24/19/14 (1d8+11, +4 Adamantine Longsword); SA: Fear Aura (Su) , Abyssal Blast (Su) ; SQ: Immunity: Cold (Ex), Immunity: Electricity (Ex), Immunity: Polymorph (Ex), Damage Reduction (Su): 10/Magic, Immunity: Turning (Ex), Undead Followers, Summon Mount (Su), Darkvision (Ex): 60 ft.; AL NE; SV Fort +14, Ref +8, Will +19; STR 24, DEX 12, CON --, INT 14, WIS 22, CHA 17.
Skills: Bluff +8, Concentration +19, Hide +21, Knowledge (Arcana) +21, Knowledge (Religion) +10, Knowledge (The Planes) +4, Move Silently +21, Perform (Act) +8, Perform (Weapon Drill) +7, Speak Language +1, Spellcraft +23.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Brew Potion, Improved Initiative, Insidious Magic, Iron Will, Power Attack, Shadow Weave Magic, Shield Proficiency, Simple Weapon Proficiency, Spell Focus: Conjuration, Track, Weapon Focus: Longsword.

Spells Prepared (Clr 6/7/7/5/5/4/4/2 DC16 + spell level or DC17 for Conjuration spells): 0 - Detect Magic x2, Inflict Minor Wounds x2, No Light, Preserve Organ; 1st - Bane, Command, Detect Good, Inflict Light Wounds, Protection from Good (d), Protection from Good, Sorrow, Summon Undead I; 2nd - Bull`s Strength, Darkbolt, Death Knell, Desecrate (d), Silence, Summon Undead II, Wither Limb x2; 3rd - Animate Dead x2, Blacklight (d), Darkfire, Wrack x2; 4th - Dread Blast, Lower Spell Resistance, Summon Undead IV, Tongues, Unholy Blight (d), Wall of Evil; 5th - Dispel Good (d), Slay Living, Spell Resistance, Unhallow, Wall of Stone; 6th -- Create Undead (d), Dispel Magic, Greater, Harm, Quickshift; 7th - Blasphemy, Destruction, Nightmare (d).
Possessions: Weapons: +4 Adamantine Longsword: Wounding.
Armor: +4 Mithral Half-plate: Shadow, Greater, Silent Moves, Greater.
Shields: +4 Shield, heavy steel.
Magic: Ring of Detect Thoughts; Belt of Giant Strength +4; Cloak of Shadows; Periapt of Wisdom +2.
#1234

green_giant_02

Jun 30, 2005 20:45:22
Here is the Lonely Harpist and his companion. Enjoy.


Mintiper Moonsilver “The Lonely Harpist”: see Realms NPC Characters II


Asilther Graelor: Female Half-Wood Elf Rog5/Hrp1; CR 6; Medium Humanoid (Elf); HD 6d6+18; hp 41; Init +8; Spd 30 ft.; AC 16 (touch 14, flat-footed 12); Base Atk +3; Grp +6; Atk +7 melee (1d6+3/18-20, masterwork rapier) or +7 melee (1d4+3/19-20 masterwork dagger) or +8 ranged (1d4+3, masterwork dart); Full Atk +7 melee (1d6+3/18-20, masterwork rapier) or +7 melee (1d4+3/19-20 masterwork dagger) or +8 ranged (1d4+3, masterwork dart); Face/Reach 5 ft./5 ft.; SA Sneak attack +3d6; SQ Half-elf traits, trapfinding, evasion, trap sense +1, uncanny dodge, Harper knowledge +4; AL CN; SV Fort +4, Ref +8, Will +6; Str 16, Dex 19, Con 17, Int 16, Wis 16, Cha 17
Skills and Feats: Bluff +8, Climb +8, Diplomacy +17, Disable Device +10, Gather Information +12, Hide +9, Jump +10, Knowledge (local-the Sword Coast) +7, Listen +7, Move Silently +9, Open Lock +11, Perform (dance) +6, Perform (sing) +6, Ride (horse) +7, Search +9, Sense Motive +8, Sleight of Hand +9, Speak Language (chondathan, elven, common, alzhedo, draconic, orc), Spot +7, Survival +5, Swim +8, Tumble +11; Blind-Fight, Dodge, Improved Iniative
Special Qualities: Half-Elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on Diplomacy and Gather Information, elven blood. Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge. Harper knowledge +4.
Possessions: Masterwork leather armor, masterwork rapier, 4 masterwork darts (at belt), 2 masterwork daggers (in each boot), black cloak, carpet of flying (5 ft. by 10 ft.), crowbar, pouch of dust of disappearance, gauntlets of ogre power, 2 splendid black gowns, greenstone amulet, half-mask, healing kit, 1d4 potions of cure light wounds, potion of fly, potion of invisibility x2, 200 ft. of black silken cord, spare boots and dark-hued peasant garb, masterwork thieves’ tools. 36 gp, 8 ep, 16 sp, 4 cp in belt pouch, 5 emeralds (5,000 gp each) in garter (worn under turned-down cuff of swash-topped boots; laces into place), piece of amber (100 gp) in an attached leather bag, black pearl necklace (19 100-gp pearls), two silver earrings (4 gp each) in hollow right boot-heel, silver bracelet (12 gp), silver chain-and-pendant (26 gp).
Description: Asilther Graelor stands at 5’6” and weighs in at 100 lbs. She is believed to be 22 yrs. old with silver-blond hair and dancing green eyes. She has a gentle manner and a graceful “almost drifting” walk. She dresses in tight-fitting black leather breeches and high boots, a black half-cloak, and a black half-mask. On formal occasions, she wears black gowns. Beneath her belt she wears a silken cord she can use to bind foes (or use as a garotte), and her lockpicks and other tools are concealed in her hair, boots, belt, and so on.
Note: Skills modified by thieves’ tools.
Sources: The Code of the Harpers (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E).
#1235

kuje31

Jun 30, 2005 20:51:26
Mintiper is a Moonstar now, btw.
#1236

green_giant_02

Jun 30, 2005 21:07:06
Mintiper is a Moonstar now, btw.

Yeah, I know. Thankfully he didn't have any levels in the Harper Agent PrC with the stat levels he was given in Lost Empires of Faerun. Although I wish he was left as a human and given more levels in the Bard class. Looks like the rumor of his father being a Waterdhavian and his mother a moon elf of Ardeep forest was true. :P
#1237

kuje31

Jun 30, 2005 21:37:39
Yeah, I know. Thankfully he didn't have any levels in the Harper Agent PrC with the stat levels he was given in Lost Empires of Faerun. Although I wish he was left as a human and given more levels in the Bard class. Looks like the rumor of his father being a Waterdhavian and his mother a moon elf of Ardeep forest was true. :P

Blink, wow. I didn't notice they made him a half-elf. How in the Hells! He's been a human since Dragon issue #187!

I'd still give him some Moonstar levels since he was in Cloak & Dagger.
#1238

lord_teclis_malahandyr

Jul 01, 2005 11:51:36
More NPC's from Waterdeep. Please let me know what you think.

I used a mixture of combinations with reference stats and special abilities for Muiral the Misshapen (Monstorous Scorpion and Scorpionfolk).


High Moonlight Naneatha Suaril, Female Human Clr6/Silverstar10/DvD4: CR 20; Medium Humanoid ; HD 6d8+18(Cleric) , 10d8+30(Silverstar) , 4d8+12(Divine Disciple) ; hp 159; Init +2; Spd 30; AC:21 (Flatfooted:19 Touch:17); Atk +21/+21/+16/+11 (1d8+6, +5 Mace, heavy); SQ: Low-light Vision (Ex); AL CG; SV Fort +19, Ref +8, Will +22; STR 12, DEX 14, CON 16, INT 16, WIS 22, CHA 22.
Skills: Concentration +21, Diplomacy +18, Handle Animal +7, Heal +26, Knowledge (Arcana) +21, Knowledge (Nature) +7, Knowledge (Religion) +20, Knowledge (The Planes) +13, Sense Motive +10, Speak Language +3, Spellcraft +24, Survival +13.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Craft Rod, Dodge, Initiate of Selune, Maximize Spell, Mobility, Shield Proficiency, Simple Weapon Proficiency, Spring Attack, Weapon Focus: Mace, heavy.
Spells Prepared (Clr 6/7/7/6/6/6/5/4/4/4 DC16+spell level): 0 - Detect Magic x2, Detect Poison, Light x2, Purify Food and Drink; 1st - Bless, Command, Deathwatch, Detect Evil, Faerie Fire (d), Light of Lunia, Obscuring Mist, Vision of Heaven; 2nd - Aid, Bull`s Strength, Hold Person, Moonbeam (d), Silence x2, Summon Monster II, Zone of Truth; 3rd - Create Food and Water, Daylight x2, Dispel Magic x2, Moon Blade (d), Moon Blade; 4th - Celestial Brilliance, Cure Critical Wounds x2, Death Ward, Dimension Door (d), Lower Spell Resistance, Wall of Moonlight; 5th - Break Enchantment, Dispel Evil, Moon Path, Moonweb, Raise Dead, Spell Resistance (d), True Seeing; 6th - Antimagic Field (d), Blade Barrier, Heal, Planar Ally, Word of Recall; 7th - Bastion of Good, Phoenix Fire, Resurrection, Teleport, Greater (d), Tomb of Light; 8th - Fire Storm, Holy Aura, Last Judgment, Phase Door (d), Planar Ally, Greater; 9th - Armageddon, Heal, Mass, Implosion, Miracle, Prismatic Sphere (d).
Possessions:
Weapons: +5 Mace, heavy: Truesilver, Speed.
Magic: Amulet of Health +2; Wondrous: Boots of Teleportation; Bracers of Armor +4; Ring of Protection +5; Ring of Regeneration; Comb of Beauty+4


Muiral the Misshapen, Male Tauric Human-Scorpion/Bbn3/Wiz14/Acm2: CR 22; Large Monstrous Humanoid ; HD 8d8+40(Monstrous Humanoid) , 3d12+15(Barbarian) , 14d4+70(Wizard) , 2d4+10(Archmage) ; hp 233; Init +3; Spd 60; AC:31 (Flatfooted:27 Touch:27); Atk +33/+28/+23 (3d6+16, +3 Adamantine Greatsword) and +22 (1d6+4, 2 Pincer) and +22 (1d8+4, Tail Sting); SA: Poison Tail (Ex) DC18 initial damage 1d6 con- secondary damage 1d6 con, Improved Grab (Ex) , Constrict (Ex) ; SQ: Darkvision 60 ft. (Ex), Tremorsense (Ex): 60 ft., Immunity: Mind-Affecting Attacks (Ex), Damage Reduction (Su): 10/+2; AL CE; SV Fort +20, Ref +16, Will +20; STR 28, DEX 16, CON 20, INT 18, WIS 14, CHA 16.
Skills: Balance +9, Climb +19, Concentration +34, Hide +8, Jump +24, Knowledge (Arcana) +35, Listen +10, Move Silently +15, Ride +4, Search +11, Speak Language +3, Spellcraft +30, Spot +13, Survival +24, Tumble +6, Use Magic Device +4.

Feats: Alertness, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Brew Potion, Empower Spell, Epic Weapon Focus: Greatsword, Poison Immunity, Scribe Scroll, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Skill Focus: Knowledge (Arcana), Spell Focus: Transmutation, Spell Penetration, Still Spell, Weapon Focus: Greatsword.
Spells Prepared (Wiz 4/5/5/9/5/4/3/3/2 DC14+spell level): 0 - Detect Magic x2, Light, No Light; 1st - Magic Missile x2, Obscuring Mist, True Strike, Unseen Servant; 2nd - Blur, Bull`s Strength, Melf`s Acid Arrow x2, See Invisibility; 3rd - Dispel Magic x5, Fireball, Lightning Bolt x3; 4th - Acid Orb, Dimension Door, Polymorph Other x2, Stoneskin; 5th - Cone of Cold x2, Feeblemind, Prismatic Ray; 6th - Chain Lightning, Disintegrate, Summon Monster VI; 7th - Antimagic Ray, Limited Wish, Teleport, Greater; 8th - Horrid Wilting, Maze.
Possessions:
Weapons: +3 Adamantine Greatsword: Vorpal.
Magic: Amulet of Natural Armor +4; Bracers of Armor +4; Helm of Vision; Ring of Wizardry III; Ring of Protection +3.


Kappiyan Flurmastyr, Male Human Wiz7/Lor3/Master Alchemist10: CR 20; Medium Humanoid ; HD 7d4+7(Wizard) , 3d4+3(Loremaster) , 10d4+10(Master Alchemist) ; hp 71; Init +2; Spd 20; AC:20 (Flatfooted:15 Touch:12); Atk +14/9 ([B]1d6+4+1d6, +4 Quarterstaff[/b]); AL NG; SV Fort +7, Ref +8, Will +17; STR 10, DEX 14, CON 12, INT 22, WIS 18, CHA 14.
Skills: Appraise +17, Bluff +6, Concentration +24, Craft (Alchemy) +27, Craft (Armorsmithing) +15, Craft (Blacksmithing) +6, Craft (Candlemaking) +15, Craft (Rune) +8, Decipher Script +20, Hide +4, Knowledge (Arcana) +32, Knowledge (Religion) +16, Knowledge (The Planes) +16, Knowledge (Undead) +8, Move Silently +4, Speak Language +5, Spellcraft +31, Survival +5, Use Magic Device +7.

Feats: Brew Potion, Craft Contingent Spell, Craft Staff, Craft Wand, Craft Wondrous Item, Heighten Spell, Magical Artisan, Maximize Spell, Scribe Scroll, Skill Focus: Knowledge (Arcana), Weapon Focus: Quarterstaff.

Spells Prepared (Wiz 4/6/6/5/5/5/5/4/4/4 DC16+spell level): 0 - Dancing Lights, Detect Magic x2, Light; 1st - Alarm, Charm Person, Comprehend Languages, Identify, Magic Missile x2; 2nd - Blur, Fog Cloud, Glitterdust, Invisibility x2, Knock; 3rd - Analyze Portal, Dispel Magic x2, Fireball, Lightning Bolt; 4th - Arcane Eye, Dimension Door, Evard`s Black Tentacles, Lower Spell Resistance, Polymorph Self; 5th - Cone of Cold, Contact Other Plane, Permanency, Teleport x2; 6th - Analyze Dweomer, Antimagic Field, Chain Lightning, Dispel Magic, Greater, Legend Lore; 7th - Antimagic Ray, Forcecage, Gemjump, Limited Wish; 8th - Antipathy, Horrid Wilting, Lightning Ring, Power Word, Stun; 9th - Foresight, Prismatic Sphere, Time Stop, Wish.
Possessions: Weapons: +4 Quarterstaff: Acidic Burst.
Magic: Amulet of Natural Armor +3; Bag of Holding, type III; Boots of Levitation; Bracers of Armor +5; Cloak of Stone; Robe of Useful Items; Ring of Lore; Ring of Negative Protection; Wand of Dispel Magic (18) (Charges: 32); Wand of Lightning Bolt (14) (Charges: 25); Wand of Viscid Glob
#1239

kuje31

Jul 01, 2005 21:46:50
Green Giant,

I was perturbed last night about Mintiper and so I asked. Eric admits that he messed up so that leads me to believe Mintiper should still be human.
#1240

green_giant_02

Jul 01, 2005 22:52:14
Green Giant,

I was perturbed last night about Mintiper and so I asked. Eric admits that he messed up so that leads me to believe Mintiper should still be human.

Thanks, already made the changes.
#1241

lord_teclis_malahandyr

Jul 02, 2005 14:57:03
Once again a few more big hitters from the fabled city..........

Mhair Szeltune, Female Human Wiz5/GWW10/Acm4: CR 19; Medium Humanoid ; HD 5d4+5(Wizard) , 10d4+10(Guild Wizard of Waterdeep) , 4d4+4(Archmage) ; hp 79; Init +3; Spd 30; AC:28* (Flatfooted:17 Touch:13); Atk +14/+9 (1d4+4, +4 Dagger, Adamantine); AL NG; SV Fort +6, Ref +8, Will +17; STR 10, DEX 16, CON 12, INT 22, WIS 15, CHA 14.
Skills: Concentration +23, Craft (Alchemy) +22, Craft (Armorsmithing) +13, Craft (Blacksmithing) +15, Craft (Weaponsmithing) +10, Decipher Script +9, Gather Information +3, Intimidate +5, Knowledge (Arcana) +31, Knowledge (Local - Waterdeep) +8, Speak Language +4, Spellcraft +30, Tumble +5, Use Magic Device +10.

Feats: Combat Casting, Craft Contingent Spell, Craft Wand, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus: Knowledge (Arcana), Spell Focus: Evocation, Spell Penetration, Weapon Focus: Quarterstaff.
Spells Prepared (Wiz 4/6/6/5/5/9/5/4/3/3 DC16 or DC17 for evocation spells + spell level): 0 - Arcane Mark, Detect Magic x2, Light; 1st - Charm Person, Mage Armor, Magic Missile x2, Obscuring Mist, Unseen Servant; 2nd - Blur, Glitterdust, Melf`s Acid Arrow x2, Spectral Hand, Web; 3rd - Dispel Magic, Haste, Hold Person, Phantom Steed, Slow; 4th - Arcane Eye, Charm Monster, Dimension Door, Lower Spell Resistance, Stoneskin; 5th - Cone of Cold x2, Dismissal, Energy Buffer x2, Feeblemind, Teleport x2, Wall of Force; 6th - Bull`s Strength, Mass, Chain Lightning, Disintegrate, True Seeing; 7th - Antimagic Ray, Banishment, Forcecage, Limited Wish; 8th - Horrid Wilting, Power Word, Stun, Temporal Stasis; 9th - Mordenkainen`s Disjunction, Prismatic Sphere, Shapechange.
Possessions: [/b]
Weapons: +4 Dagger, Adamantine: Dancing.
Magic: Amulet of Natural Armor +4; Belt of Many Pockets; Boots of Teleportation; Bracers of Armor +7; Cloak of Shelter; Robe of Stars; Wand of Dispel Magic (16) (Charges: 26; Wand of Evard`s Black Tentacles (20) (Charges: 39); Wand: Fireball (14) (Charges: 36); Ring of Epic Wizardry (V); Ring of Spell-Battle; Staff of Mighty Force (Charges: 50); Scroll: Wish (20), Time Stop (20).

Cast’s Mage Armor every morning (+4 bonus to AC)

High Seeker Jhoadil Zulthind, Female Human Clr10/Techsmith5: CR 15; Medium Humanoid ; HD 10d8+30(Cleric) , 5d6+15(Techsmith) ; hp 130; Init +1; Spd 30; AC:22 (Flatfooted:21 Touch:22); Atk +14/+9 (1d8+5, +4 Warhammer); AL N; SV Fort +14, Ref +5, Will +15; STR 12, DEX 12, CON 17, INT 16, WIS 18, CHA 14.
Skills: Concentration +16, Craft (Alchemy) +8, Craft (Cartography) +6, Craft (Gemcutting) +4, Craft (Metalworking) +6, Craft (Weaponsmithing) +17, Diplomacy +5, Heal +5, Knowledge (Arcana) +16, Spellcraft +18.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Extend Spell, Heighten Spell, Martial Weapon Proficiency: Warhammer, Shield Proficiency, Simple Weapon Proficiency, Skill Focus: Craft (Weaponsmithing), Weapon Focus: Wakizashi.

Spells Prepared (Clr 6/6/6/6/5/4/3/2/1 DC14 + spell level): 0 - Detect Magic x2, Guidance, Light, Read Magic, Resistance; 1st - Animate Rope (d), Bless, Cure Light Wounds, Lantern Light, Magic Weapon, Nimbus of Light, Vigor, Lesser; 2nd - Aid, Augury (d), Bull`s Strength, Hold Person, Make Whole, Silence, Spiritual Weapon; 3rd - Create Food and Water, Cure Serious Wounds, Dispel Magic, Prayer, Searing Light, Stone Shape (d), Stone Shape; 4th - Cure Critical Wounds, Imbue with Spell Ability, Know Vulnerabilities, Lower Spell Resistance, Minor Creation (d), Spell Immunity; 5th - Flame Strike, Spell Resistance, Stone Shape, Greater, Wall of Stone (d), Wall of Stone; 6th - Animate Objects, Fantastic Machine (d), Heal, Word of Recall; 7th - Constricting Chains, Major Creation (d), Minor Servitor; 8th - Axiomatic Creature, Forcecage (d).
Possessions: Weapons: +4 Warhammer: Thundering, Throwing, Stunning.
Armor: +4 Mithral Chainmail: Everbright.
Magic: Amulet of Health +2.


Artor Morlin, Male Human Vampire Ftr13/MasVamp3/Blk3: CR 21; Medium Undead ; HD 13d12(Fighter) , 3d12(Master Vampire) , 3d12(Blackguard) ; hp 145; Init +11; Spd 60; AC:34 (Flatfooted:22 Touch:23); Atk +37/+32/+27/+22 (1d10+23+1d6, +4 Adamantine Sword, bastard); SA: Children of the Night (Su) , Create Spawn (Su) , Dominate Person (Su) , Energy Drain (Su) , Blood Drain (Ex) ; SQ: Resistance: Turn (Ex): +4, Resistance: Cold (Ex): 10, Gaseous Form (Su), Damage Reduction (Su): 10/Magic, Damage Reduction (Su): 10/Silver, Spider Climb (Ex), Resistance: Electricity (Ex): 10, Alternate Form (Su), Fast Healing (Ex): 5, Racial Traits: Undead; AL LE; SV Fort +22, Ref +23, Will +19; STR 30, DEX 24, CON --, INT 18, WIS 16, CHA 21.
Skills: Balance +27, Climb +42, Concentration +14, Craft (Alchemy) +6, Decipher Script +5, Diplomacy +7, Gather Information +6, Handle Animal +6, Hide +28, Intimidate +18, Jump +42, Knowledge (Arcana) +6, Knowledge (Religion) +7, Listen +9, Move Silently +8, Ride +10, Speak Language +5, Spellcraft +9, Spot +5, Survival +8, Tumble +27, Use Magic Device +7, Use Psionic Device +8.

Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus: Sword, bastard, Greater Weapon Specialization: Sword, bastard, Improved Critical: Sword, bastard, Improved Initiative, Improved Sunder, Lightning Reflexes, Point Blank Shot, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Weapon Finesse, Weapon Focus: Crossbow, heavy, Weapon Focus: Sword, bastard, Weapon Specialization: Sword, bastard.
Spells Prepared (Blk --/2/1): 1st - Inflict Light Wounds x2; 2nd - Bull`s Strength.
Possessions:
Weapons: +4 Adamantine Sword, bastard: Wounding, Keen, Icy Burst.
Magic: Belt of Giant Strength +4; Boots of Swiftness;Amulet of Natural Armor +5; Bracers of the Blinding Strike; Ring of Mind Shielding; Ring of Vile Weapon Ring



Hykros Allumen, Male Human Pal20: CR 20; Medium Humanoid ; HD 20d10+60(Paladin) ; hp 189; Init +5; Spd 20; AC:31 (Flatfooted:30 Touch:24); Atk +30/+25/+20/+15 (1d8+9+3d6 vs evil creatures, +5 Adamantine Longsword); AL LG; SV Fort +20, Ref +12, Will +15; STR 18, DEX 12, CON 16, INT 15, WIS 18, CHA 20.
Skills: Concentration +12, Craft (Armorsmithing) +7, Craft (Blacksmithing) +2, Craft (Weaponsmithing) +5, Diplomacy +15, Handle Animal +14, Heal +23, Knowledge (Arcana) +6, Knowledge (Nobility and Royalty) +9, Knowledge (Religion) +21, Listen +6, Ride +10, Spellcraft +6, Spot +6, Survival +6, Tumble -1, Use Magic Device +6.

Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Augment Healing, Combat Expertise, Empower Turning, Improved Initiative, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Longsword, Winter`s Mount.
Spells Prepared (Pal --/4/4/4/4 DC14 + spell level): 1st - Bless, Cure Light Wounds x2, Silvered Weapon; 2nd - Bull`s Strength, Cloak of Bravery, Shield Other, Zone of Truth; 3rd - Brilliant Emanation, Cure Moderate Wounds, Daylight, Heal Mount; 4th - Cure Serious Wounds, Death Ward, Neutralize Poison x2.
Possessions:
Weapons: +5 Adamantine Longsword: Holy Power.
Armor: +5 Mithral Full plate.
Shields: +5 Shield, heavy steel.
Magic: Wand: Cure Critical Wounds (20) (Charges: 43).



High Lord Abbot Mantasso of Summit Hall, Male Human Clr13/DvC5: CR 18; Medium Humanoid ; HD 13d8+39(Cleric) , 5d10+15(Divine Champion) ; hp 146; Init +4; Spd 20; AC:30 (Flatfooted:30 Touch:22); Atk +27/+22/+18 (1d8+8+1d6, +4 Adamantine Warhammer); AL LG; SV Fort +15, Ref +5, Will +13; STR 18, DEX 10, CON 16, INT 14, WIS 18, CHA 16.
Skills: Climb -6, Concentration +10, Decipher Script +3, Diplomacy +8, Handle Animal +5, Intimidate +7, Knowledge (Arcana) +20, Knowledge (Demonology) +4, Knowledge (Religion) +20, Knowledge (The Planes) +12, Knowledge (War) +7, Listen +6, Move Silently -11, Ride +4, Speak Language +2, Spellcraft +22, Spot +6.

Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Casting, Eschew Materials, Improved Critical: Warhammer, Improved Initiative, Martial Weapon Proficiency: Longsword, Martial Weapon Proficiency: Warhammer, Shield Expert, Shield Proficiency, Simple Weapon Proficiency, Spell Focus: Divination, Still Spell, Weapon Focus: Longsword, Weapon Focus: Warhammer.

Spells Prepared (Clr 6/6/6/5/5/3/2/1 DC14 or DC15 for Divination spells + spell level): 0 - Cure Minor Wounds, Detect Magic, Guidance, Light x2, Purify Food and Drink; 1st - Bless, Command, Cure Light Wounds x2, Deathwatch, Magic Weapon (d), Shield of Faith; 2nd - Aid, Bear`s Endurance, Bull`s Strength, Cure Moderate Wounds x2, Spiritual Weapon (d), Zone of Truth; 3rd - Brilliant Emanation, Clairaudience/Clairvoyance (d), Darkfire, Dispel Magic x2, Prayer; 4th - Cure Critical Wounds, Cure Critical Wounds, Death Ward, Divine Power (d), Planar Ally, Lesser, Sunmantle; 5th - Battletide, Bear`s Heart, Flame Strike (d), Raise Dead; 6th - Blade Barrier (d), Heal, Word of Recall; 7th - Legend Lore (d), Phoenix Fire.
Possessions:
Weapons: +4 Adamantine Warhammer: Acidic Burst, Disruption.
Armor: +5 Breastplate.
Shields: +4 Shield, tower (AC).
#1242

mad_mage_02

Jul 04, 2005 23:55:01
Muiral the Misshapen, Male Tauric, Monstrous Humanoid Scorpion8/[b]

Shouldn't this be written as Male Tauric Human-Scorpion (Large Monstrous Humanoid)?
#1243

lord_teclis_malahandyr

Jul 05, 2005 12:33:51
Yep... Oooops. Will change it.
#1244

mad_mage_02

Jul 05, 2005 15:20:44
Yep... Oooops. Will change it.

Oh yeah, and also...
- I don't think you need to show the number of Tauric hit dice with his class levels as well. Just keep it by the HD calculations below.
- Also, you don't have to show what hit dice go where. Generally, the size of the die is enough of a sign. Still, if you feel the need to note which HD are to what, I'd at least abbreviate Muiral's.
- Hit dice of similar die size (ie: d4) are grouped together, such as Muiral's Wizard & Archmage HD.

Meant to add all of this last night, but I had to get some sleep. :embarrass

If I need to notify you of anything else, I'll PM you. Nice job overall.
#1245

zombiegleemax

Jul 06, 2005 7:19:16
Since Chosen do not age, to comparing Srinshee to a "chosen who has seen many centuries" is a perfect analogy to describe her youthful looking appearence. Since Elminster is a chosen, and Elminster in Hell (along with much of Ed's writing) focuses on the Chosen, then it's quite silly to derive anything more from that single sentence beyond a complimentary description of her appearence.

By the same logic of your arguement, you could easily find numerous references in Elminster in Hell that would lead one to argue Halaster Blackcloak is a Chosen, yet I doubt many would approve of such an assumption.

It does say Halaster is a former Chosen of Mysta, and so was sammaster (the cult of the dragon wizard). And they both went "insane" from it and she tried to stop it but couldnt. It never did state why it happened, shar? other god? or just a fluke who knows. But i know for a fact Halaster/Elminster were best friends and chosens at the same time but halaster went insane and elminster didnt. I believe its in fr campaign setting, or another book that talks about chosens of mystra.

@ GREEN GIANT Ok....i read about 14 pages and my eyes are burning lol. Just wanted to say WOW green giant man. I made 100's of chars on my spare time at work or just out of sheer boredom when i cant sleep. You make some great npc/pc guys man. Really well done, i give you a A+ man. I didnt see artimis entrei (tired shhh if my spelling is bad :P ) I re-made him as a ftr10/rog3/swash buckler 3/assassin1/tempest 5, Only reason is because last couple of book..he was busy getting artifact sword ect..and his usually killing w/o mercy

If you could remake him would be cool just to see how you think =p
#1246

maedhros

Jul 06, 2005 9:00:32
It does say Halaster is a former Chosen of Mysta, and so was sammaster (the cult of the dragon wizard). And they both went "insane" from it and she tried to stop it but couldnt. It never did state why it happened, shar? other god? or just a fluke who knows. But i know for a fact Halaster/Elminster were best friends and chosens at the same time but halaster went insane and elminster didnt. I believe its in fr campaign setting, or another book that talks about chosens of mystra.

Halaster is not nor ever was a chosen of Mystra. Where is this info that states that halaster and elminster were chosen at the same times and also best friends. It is clearly stated that halaster went insane due to shar's touch and that in Elmister in Hell, Mystra helped him with his insanity for Halaster's help in freeing El.
#1247

kuje31

Jul 06, 2005 10:47:03
Halaster is not nor ever was a chosen of Mystra. Where is this info that states that halaster and elminster were chosen at the same times and also best friends. It is clearly stated that halaster went insane due to shar's touch and that in Elmister in Hell, Mystra helped him with his insanity for Halaster's help in freeing El.

Exactly. And I can supply at least two quotes from Ed saying Halaster is NOT a Chosen of Mystra.
#1248

zombiegleemax

Jul 06, 2005 12:49:05
It's amazing how often the idea of Halaster as a Chosen pops up. Why is it people think he is one, despite all the evidence to the contrary?
#1249

zombiegleemax

Jul 07, 2005 8:07:51
well blame wizards for putting it in frcs book then. and i never said he IS ONE. Read geez said was
#1250

kuje31

Jul 07, 2005 10:59:01
well blame wizards for putting it in frcs book then. and i never said he IS ONE. Read geez said was

Page # please and he never was/is one.
#1251

zombiegleemax

Jul 07, 2005 12:28:58
Read geez said was

Er... what?
#1252

zombiegleemax

Jul 09, 2005 13:06:50
I just got finished reading the Farthest Reach and I was intrigued by a character named Maalthiir.

I don't know if this will break any rules or not, but could someone hook us up with their idea of him? He's in the Forgotten Realms Campaing Setting as a N human male Wiz18.

One of his items in the book was a scepter that had what looked like a dragons craw on the top. It was made of black iron.

Thanks.
#1253

green_giant_02

Jul 09, 2005 21:28:43
Here is the First Lord of Hillsfar. (Does anybody have any idea what his bodyguards were? At first, I thought they were Narzugon from Manual of the Planes since Sarya's senses told her they reeked of planar magic but wouldn't she have recognized them as devils. Now, I don't know what they are.) Enjoy.


Maalthiir, First Lord of Hillsfar: Male Chondathan Human Wiz18; CR 18; Medium Humanoid (Human); HD 18d4+18; hp 64; Init +5; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +9; Grp +9; Face/Reach 5 ft./5 ft.; SQ Familiar; AL N; SV Fort +7, Ref +7, Will +13; Str 11, Dex 12, Con 12, Int 21, Wis 14, Cha 13
Skills and Feats: Bluff +8, Concentration +22 (+26 when casting defensively), Craft (alchemy) +14, Decipher Script +14, Diplomacy +9, Intimidate +10, Knowledge (arcana) +26, Knowledge (history-the Moonsea) +10, Knowledge (local-Hillsfar) +10, Knowledge (nobility and royalty) +10, Knowledge (the planes) +15, Sense Motive +7, Speak Language (damaran, common, chessentan, chondathan, draconic, elven, infernal), Spellcraft +28; Combat Casting, Craft Rod, Craft Wondrous Item, Eschew Materials, Extend Spell, Improved Iniative, Leadership, Persuasive, Quicken Spell, Sanctum Spell, Scribe Scroll{B}, Spell Focus (evocation)
Special Qualities: Familiar as an 18th-level wizard.
Wizard Spells Prepared (4/6/5/5/5/5/4/3/3/2; base DC = 15 + spell level; DC 16 + spell level with evocation spells; caster level 18th): 0–acid splash, detect magic, ray of frost, read magic; 1st–burning hands, mage armor, magic missile x2, ray of enfeeblement, shield; 2nd–Melf’s acid arrow, mirror image, protection from arrows, scorching ray, see invisibility; 3rd–dispel magic, displacement, fireball, lightning bolt, protection from energy; 4th–fear, greater invisibility, shout, stoneskin, wall of fire; 5th–cloudkill, cone of cold, summon monster V, telekinesis, wall of force; 6th–acid fog, chain lightning, disintegrate, globe of invulnerability; 7th–Bigby’s grasping hand, greater teleport, prismatic spray; 8th–horrid wilting, polar ray, power word stun; 9th–energy drain, time stop.
Possessions: Maalthiir’s scepter, spellbooks. As First Lord of Hillsfar, Maalthiir has access to many other equipment, both mundane and magical.
Description: Maalthiir is a man of middle years. He is tall and thin with a heavily lined face. He keeps his hair shaved down to a gray stubble and has a long goatee of iron gray. He favors red or black for his clothes usually decorated with dragon motifs. He is never seen without his scepter of dark metal whose head is in the shape of a draconic claw.
Note: Maalthiir has the physical penalties and mental benefits of a middle-aged human.
Sources: Farthest Reach novel, PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Arcane (3.5E).
#1254

kuje31

Jul 09, 2005 22:17:33
Here is the First Lord of Hillsfar. (Does anybody have any idea what his bodyguards were? At first, I thought they were Narzugon from Manual of the Planes since Sarya's senses told her they reeked of planar magic but wouldn't she have recognized them as devils. Now, I don't know what they are.) Enjoy.

I was wondering what they are as well and I just figured some planar being.... Maybe someone should ask Rich.... I'll do it if no one else wants to.
#1255

zombiegleemax

Jul 10, 2005 4:46:15
Maalthiir, First Lord of Hillsfar: Male Chondathan Human Wiz18; CR 25

How come he's 18th level yet CR25?
#1256

salernodc

Jul 10, 2005 9:40:21
Green Giant -

In Lost Empires of Faerun, Mintiper is statted out as you have him - Fighter 5/Rogue 5/Bard 9.

BUT, in the new Waterdeep book Mintiper Moonsilver is listed as a 19th level Bard.

Hmmmm....
#1257

kuje31

Jul 10, 2005 11:04:36
Green Giant -

In Lost Empires of Faerun, Mintiper is statted out as you have him - Fighter 5/Rogue 5/Bard 9.

BUT, in the new Waterdeep book Mintiper Moonsilver is listed as a 19th level Bard.

Hmmmm....

He's right, on page 76. And he's human again in that entry.
#1258

green_giant_02

Jul 10, 2005 22:07:47
How come he's 18th level yet CR25?

Forgive me, as I sometimes just copy and paste from some of my other NPC files before modifying them as necessary. This occasionally causes me to forget some small detail as I modify the stats. Thanks for correcting me.



Green Giant -

In Lost Empires of Faerun, Mintiper is statted out as you have him - Fighter 5/Rogue 5/Bard 9.

BUT, in the new Waterdeep book Mintiper Moonsilver is listed as a 19th level Bard.

Hmmmm....

Sorry but I still haven't gotten that book yet as I'm still just beginning reading DMG II. It will take me awhile to scrounge up some money to get the book but I'll get it. I kinda wish the FR designers would speak with each other to avoid such changes or "mistakes." :P The stats given in LEoF tend to follow more closely his history given in Code of the Harpers - where he began as a mercenary, then joined some pirates, and later discovered his love for music - while the ones of CoS:W are simply his 2e stats. At least he is once again human and I'm probably going to have to create another set of stats for him.
#1259

clobberintime

Jul 11, 2005 12:28:56
Or maybe there are just two Mintiper Moonsilver's in the relams ala Wulgreth
#1260

archmage

Jul 11, 2005 15:48:01
High Moonlight Naneatha Suaril, Female Human Clr6/Silverstar10/DvD4: CR 20; Medium Humanoid ; HD 6d8+18(Cleric) , 10d8+30(Silverstar) , 4d8+12(Divine Disciple) ; hp 159; Init +2; Spd 30; AC:21 (Flatfooted:19 Touch:17); Atk +21/+21/+16/+11 (1d8+6, +5 Mace, heavy); SQ: Low-light Vision (Ex); AL CG; SV Fort +19, Ref +8, Will +22; STR 12, DEX 14, CON 16, INT 16, WIS 22, CHA 22.
Skills: Concentration +21, Diplomacy +18, Handle Animal +7, Heal +26, Knowledge (Arcana) +21, Knowledge (Nature) +7, Knowledge (Religion) +20, Knowledge (The Planes) +13, Sense Motive +10, Speak Language +3, Spellcraft +24, Survival +13.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Craft Rod, Dodge, Initiate of Selune, Maximize Spell, Mobility, Shield Proficiency, Simple Weapon Proficiency, Spring Attack, Weapon Focus: Mace, heavy.
Spells Prepared (Clr 6/7/7/6/6/6/5/4/4/4 DC16+spell level): 0 - Detect Magic x2, Detect Poison, Light x2, Purify Food and Drink; 1st - Bless, Command, Deathwatch, Detect Evil, Faerie Fire (d), Light of Lunia, Obscuring Mist, Vision of Heaven; 2nd - Aid, Bull`s Strength, Hold Person, Moonbeam (d), Silence x2, Summon Monster II, Zone of Truth; 3rd - Create Food and Water, Daylight x2, Dispel Magic x2, Moon Blade (d), Moon Blade; 4th - Celestial Brilliance, Cure Critical Wounds x2, Death Ward, Dimension Door (d), Lower Spell Resistance, Wall of Moonlight; 5th - Break Enchantment, Dispel Evil, Moon Path, Moonweb, Raise Dead, Spell Resistance (d), True Seeing; 6th - Antimagic Field (d), Blade Barrier, Heal, Planar Ally, Word of Recall; 7th - Bastion of Good, Phoenix Fire, Resurrection, Teleport, Greater (d), Tomb of Light; 8th - Fire Storm, Holy Aura, Last Judgment, Phase Door (d), Planar Ally, Greater; 9th - Armageddon, Heal, Mass, Implosion, Miracle, Prismatic Sphere (d).
Possessions:
Weapons: +5 Mace, heavy: Truesilver, Speed.
Magic: Amulet of Health +2; Wondrous: Boots of Teleportation; Bracers of Armor +4; Ring of Protection +5; Ring of Regeneration; Comb of Beauty+4

You made a mistake with the stats for the Priestess of the High Moonlight Naneatha Suaril.
As a cleric, she is already proficient with all types of armor, all simple weapons, and shields, so strike those feats from her feat list.
#1261

sir_aurik

Jul 11, 2005 21:01:07
Has anyone done a wright up for Ervis Cale-from shadows witness and dawn of night...
#1262

shaundakul

Jul 13, 2005 12:37:25
Does anyone have stats for Galaron from the "Return of the Archwizards" series?
#1263

green_giant_02

Jul 13, 2005 20:12:28
Has anyone done a wright up for Ervis Cale-from shadows witness and dawn of night...

I haven't done any write-ups on Erevis Cale since I haven't read any of those novels except the short story that was featured in a Dragon Magazine (forgot which one) and one of the anthologies, I think. I know his stats have changed since they appeared in Dragon #273 probably some levels in cleric, I believe.



Does anyone have stats for Galaron from the "Return of the Archwizards" series?

Galaeron Nihmedu's stats appear in Dragon #281.
#1264

sir_aurik

Jul 13, 2005 20:54:32
I haven't done any write-ups on Erevis Cale since I haven't read any of those novels except the short story that was featured in a Dragon Magazine (forgot which one) and one of the anthologies, I think. I know his stats have changed since they appeared in Dragon #273 probably some levels in cleric, I believe.





Galaeron Nihmedu's stats appear in Dragon #281.

That and taking on the "shade" template...
#1265

monch9

Jul 14, 2005 3:19:25
You might want to check out Candlekeep. Erevis's Stat's are there (although I don't recall up to which Novel was this). Also, this was done by the author Paul Kemp himself. Link below.

Erevis Cale Stats (from Candlekeep)

Monch

Has anyone done a wright up for Ervis Cale-from shadows witness and dawn of night...

#1266

kuje31

Jul 19, 2005 18:11:49
GG, or Warlocko, what level does a fighter have to be before they can they can take the jaguar knight prestige class.... do you know?
#1267

green_giant_02

Jul 19, 2005 19:12:25
GG, or Warlocko, what level does a fighter have to be before they can they can take the jaguar knight prestige class.... do you know?

If you're talking about the Prestige Class found in the Campaign Classics Dragon #315, you have to be at least 5th level.
#1268

kuje31

Jul 19, 2005 19:14:59
If you're talking about the Prestige Class found in the Campaign Classics Dragon #315, you have to be at least 5th level.

danka.
#1269

warlockco

Jul 20, 2005 0:07:06
GG, or Warlocko, what level does a fighter have to be before they can they can take the jaguar knight prestige class.... do you know?

GG is your best source for Realms PrCs, since he has done alot more of the NPCs than I have. :D
As you can tell by his fairly quick answer. ;)
Unless it is a PrC that I have used, chances are I won't know the specifics of it without looking it up, and Mazitica is one setting that is way on the backburner for me.
#1270

mad_mage_02

Jul 25, 2005 20:38:19
Was Vander the Firbolg (from the later Cleric Quintet books) ever featured in a past sourcebook (or get statted in this thread)?
#1271

kuje31

Jul 25, 2005 20:45:20
Was Vander the Firbolg (from the later Cleric Quintet books) ever featured in a past sourcebook (or get statted in this thread)?

Doesn't ring a bell, so I'm going to say no he wasn't stated in the old lore......
#1272

mad_mage_02

Jul 25, 2005 21:02:39
Doesn't ring a bell, so I'm going to say no he wasn't stated in the old lore......

What, you don't remember the giant guy from Night Masks & (forgot the name of the 4th book)?
#1273

kuje31

Jul 25, 2005 21:22:58
What, you don't remember the giant guy from Night Masks & (forgot the name of the 4th book)?

Can't say I do.... But it's been 5 or more years since I've read those books.
#1274

green_giant_02

Jul 25, 2005 23:38:15
Was Vander the Firbolg (from the later Cleric Quintet books) ever featured in a past sourcebook (or get statted in this thread)?

Sorry but Vander hasn't been statted in this thread and I don't know if he was ever featured in a past sourcebook. In fact until you mentioned him right now I did not know he existed since I've never read the Cleric Quintet novels.
#1275

zombiegleemax

Jul 26, 2005 0:01:04
All I can say is WOW, thanks for the great resource guys. I tip my hat to all who have contributed.

On another note has anyone updated Elminster and Khelben Arunsun to 3.5 for this thread yet or am I barking up the wrong tree?
#1276

warlockco

Jul 26, 2005 0:36:43
All I can say is WOW, thanks for the great resource guys. I tip my hat to all who have contributed.

On another note has anyone updated Elminster and Khelben Arunsun to 3.5 for this thread yet or am I barking up the wrong tree?

Wrong Tree for this thread ;)
Both me and Green Giant, have and will remove any NPCs that we create, that are given a Full Stat Block by WotC in 3.0E or 3.5E.

Though some have appeared in the thread.

There is another thread similiar that isn't a sticky thread that has stats of NPCs that were given stats that other didn't like or of NPCs from their own personal campaigns.
#1277

scout_sniper

Aug 03, 2005 20:47:02
In my campaign, it is Highharvertide 1372 DR. My 15th level characters have uncovered a major plot in City of the Spider Queen and have chosen to seek an audience with Elminster for the sake of council. (In reality, its just cool to be able to plan an encounter with Elminster.) I know he's finicky about directly helping and all that stuff, but what I'm looking for is the fact of his presence in Shadowdale at this time.

I understand that he was (or is) in Hell at some point. However, I'm not cognizant of the timeline there and wanted some discussion and/or confirmation that he would be available in Shadowdale. If there is hard and fast evidence that he would not be available, then I'll design the encounter to be with a major scribe or apprentice of Elminster's.

Which brings me to the question, who would Elminster's second be? Or someone who may be available and of significantly high level?

Thanks for you help,
Scout Sniper
#1278

zombiegleemax

Aug 03, 2005 20:51:11
I would think Khelben...
#1279

warlockco

Aug 03, 2005 22:54:02
In my campaign, it is Highharvertide 1372 DR. My 15th level characters have uncovered a major plot in City of the Spider Queen and have chosen to seek an audience with Elminster for the sake of council. (In reality, its just cool to be able to plan an encounter with Elminster.) I know he's finicky about directly helping and all that stuff, but what I'm looking for is the fact of his presence in Shadowdale at this time.

I understand that he was (or is) in Hell at some point. However, I'm not cognizant of the timeline there and wanted some discussion and/or confirmation that he would be available in Shadowdale. If there is hard and fast evidence that he would not be available, then I'll design the encounter to be with a major scribe or apprentice of Elminster's.

Which brings me to the question, who would Elminster's second be? Or someone who may be available and of significantly high level?

Thanks for you help,
Scout Sniper

Scout Sniper,
This isn't the correct thread for this, however I would say the Knights of Myth Drannor or Storm Silverhand would be the ones to go to in Shadowdale if Elminster isn't to be found.
#1280

zombiegleemax

Aug 04, 2005 14:47:29
Heya,

For those of you who have read the novels, I'm in the middle of the Avatar Series and was curious as to how Cyric, Midnight, and Kelemvor would be statted out in 3.5e when we first meet them in the early chapters of Shadowdale. If this has been done already can somebody just post the link to the forum page as I've been unsuccessful with the google forums search.

I was surprised when I found them in 2e references as follows

Cyric: LE Male Human Dual-classed Rogue 5/Fighter 3
Kelemvor Lyonsbane: LN Male Human (with Werepanther Curse) Fighter 5
"Midnight" Ariel Manx: LN Female Human Wizard 7

Seeing that they eventually become gods (imagine DMing that game!) I had expected them to be at unrealistically high levels compared to their deeds in the Avatar Series, only to find what I perceive to be as too low, especially in Kelemvor's case as he had been on a number of adventures previous to the books and proved to be a decent military leader during the Siege of Shadowdale, not easy without having a good amount of battle experience. I also thought he was generally portrayed in the novels as the MOST experienced of the party, not just on par, and certainly not the lowest. Cyric's Rogue levels are also too low IMO. Midnight is okay at level 7 (2e) I guess. She receives Mystra's Trust at the beginning of Shadowdale which gives her a number of bonuses not to mention the amulet's intrinsic abilities.

I have no idea what their 2e ability scores were.

So, anyway, go wild and stat them out in 3.5e using your knowledge of the novels, 2e sources, and/or whatever else you find useful.

Feel free to do the fourth member of their party if you want:
Adon: NG Male Human Cleric 5 of Sune (2e).
#1281

warlockco

Aug 10, 2005 18:11:16
Finally for those that didn't agree with me giving Triel Baenre, levels in Divine Disciple, here she is with nothing but levels of Cleric.


Matron Mother of House Baenre, former Matron Mistress of the Academy, Elder Daughter of Matron Mother Yvonnel Baenre
Matron Triel Baenre: Female Drow Clr20; CR 21; Medium Humanoid (Elf); HD 20d8+120; hp 235; Init +7; Spd 30 ft.; AC 43 (touch 21, flat-footed 37); Base Atk +15; Grp +20; Atk +25 melee (1d8+10/19-20 x2, Triel’s Mace) or +22 melee (1d8+7 plus Special, Scourge of Fangs); Full Atk +25/+20/+15 melee (1d8+10/19-20 x2, Triel’s Mace) or +22/+17/+12 melee (1d8+7 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 31, DR 5/Good; AL CE; SV Fort +23, Ref +18, Will +26; Str 21, Dex 25, Con 22, Int 16, Wis 28, Cha 24.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +3, Concentration +16, Diplomacy +10, Heal +4, Intimidate +7, Knowledge (Arcana) +4, Knowledge (The Planes) +10, Knowledge (Religion) +15, Listen +4, Search +4, Sense Motive +4, Speak Language (Common, Elven, Undercommon, Abyssal, Draconic, Drow Sign Language), Spellcraft +16, Spot +4. Corrupt Spell, Craft Wondrous Item, Exotic Weapon (Scourge), Leadership, Scribe Scroll, Spell Penetration, Spellcasting Prodigy.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 31. Aura of Evil (aura equals cleric level); Rebuke Undead as 20th level cleric 10/day.
Spell-like Abilities (as 20th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/8+1/8+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1; base DC = 19 + spell level; caster level 20th).
Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 20th level cleric 10/day).
Possessions: Adamantine Holy Symbol (Lolth), Triel’s House Insignia, Arms of House Baenre, +5 Heavy Mithral Shield, Triel’s Mace, Scourge of Fangs, Amulet of Natural Armor +5, Arach-Tinilith Ring, Belt of Perfect Excellence, Piwafwi of Charisma +6, Ring of Defense +5, Wand of Fear, other possessions unknown. As former Matron Mistress of the Academy and Matron Mother of the most powerful house in Menzoberranzan, Triel has almost unlimited access to mundane and magical equipment or funds.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown.
Conversion Note: Attributes in 2E Menzoberranzan boxed set listed as Str 15, Int 14, Wis 18, Dex 17, Con 16, Cha 15; modified for level and slight modification for new drow modifiers. She is listed as a 20th level cleric in Underdark, 16th level Priestess in Menzoberranzan boxed set, and 20th level Priestess in Drizzt Do’Urden’s Guide to the Underdark. Triel had +5 Drow Chain, +5 Drow Mace, Whip of Fangs, Wand of Fear listed as equipment in 2E Menzoberranzan boxed set.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Complete Divine (3.5E), Sword and Fist (3E), and Dragons #290 and #302. And the Drow novels by R.A. Salvatore and Elaine Cunningham, and the novels of the War of the Spider Queen series.
Note: Corrupt Spell feat used is the version from Complete Divine, not the version from Champions of Ruin.

Arach-Tinilith Ring: Created only for the highest-ranking priestesses of the order of Arach-Tinilith, this potent ring imbues its wearer with a +6 enhancement bonus to Constitution and a +2 enhancement bonus to Charisma. It also renders the wearer immune to Detect Thoughts, Discern Lies, and any attempt to magically discern the wearer’s alignment.
Source: Dragon Magazine #302, Rogues Gallery: The Heroes of the War of the Spider Queen, by Richard Baker (revised to 3.5 by Joseph Weber).
Moderate Abjuration and Transmutation; CL: 10th; Forge Ring, Bear’s Endurance, Eagle’s Splendor, Nondetection; Price 54,000 gp.
Revision Note: Revision was addition of magic auras and adjustment of price.

Arms of House Baenre: This finely crafted chainmail bears the emblem of Menzoberranzan’s House Baenre. This armor is a suit of +5 Moderate Fortification Elven Chainmail of Nimbleness that also provides the wearer with damage reduction 5/good. The nimbleness property raises the maximum Dexterity bonus of the armor +6 and reduces the armor check penalty to -1.
Source: Created by Joseph Weber.
Strong Abjuration, Evocation, and Transmutation; CL 18th; Craft Magic Arms and Armor, Cat’s Grace, Miracle, Stoneskin; Price 199,150 gp; Weight 20 lb.

Belt of Perfect Excellence: This finely crafted belt of black spider silk adorned with silver spiders, provides its wearer with a +6 enhancement bonus to Dexterity, Strength, and Wisdom.
Source: Sword & Fist as Headband of Perfect Excellence (revised to 3.5 by Joseph Weber).
Moderate Transmutation; CL: 8th; Craft Wondrous Item, Bull’s Strength, Cat’s Grace, Owl’s Wisdom; Price: 144,000 gp; Weight 1 lb.

Piwafwi of Charisma: This black cloak grants its wearer a +10 competence bonus to Hide checks and gives a +2, +4, or +6 enhancement bonus to Charisma.
Source: Created by Joseph Weber.
Moderate Illusion and Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor, Invisibility, Creator must be a Drow; Price 16,000 gp (+2), 31,000 gp (+4), 51,000 gp (+6); Weight 1 lb.

Ring of Defense: This powerful ring offers continual magic protection in the form of a deflection bonus to AC and a resistance bonus to saving throws, from +1 to +5.
Source: Dragon Magazine #290, Rogue’s Gallery: The Heroes of Decent into the Depths of the Earth by Paul Kidd (revised to 3.5 by Joseph Weber).
Moderate Abjuration; CL 7th; Forge Ring, Resistance, Shield of Faith, Caster level must be three times that of the ring’s bonus; Price 3,500 gp (+1), 14,000 gp (+2), 31,500 gp (+3), 56,000 gp (+4), 87,500 gp (+5).
Revision Note: Revision was addition of magic auras and adjustment of price.

Triel’s House Insignia: Triel wears her house insignia attached to a heavy gold chain. Known powers: Levitate at will, and Word of Recall at will to her throne room within the House Baenre complex, other powers unknown. Triel’s House Insignia will not work for anyone but Triel.
Source: Created by Joseph Weber, based on material from Menzoberranzan boxed set.
Strong Conjuration and Transmutation; CL 12th; Craft Wondrous Item, Levitate, Word of Recall; Price 69,750 gp.
Creation Note: This item had cost adjusted by x2 for not taking up an item space, and reduced by 75% for being specific to one person.

Triel’s Mace: This +5 Drowcraft Unholy Adamantine Heavy Mace of Impact bears the Insignia of House Baenre.
Source: Created by Joseph Weber.
Strong Evocation and Transmutation; CL 15th; Craft Magic Arms and Armor, Contingency, Disintegrate, Unholy Blight, Weapon of Impact, Creator must be Evil; Price 165,012 gp.


Also placed this Stat block on Page 17 with previous posting of Triel.
#1282

zombiegleemax

Aug 11, 2005 10:07:31
Could you please do write ups on Saelethil Dlardrageth and on Araevin Teshurr from Richard Bakers the Last Mythal seris. In my campain they were both ressurected through the power of the Seldarine and Lloth.
#1283

GothicDan

Aug 11, 2005 10:29:39
Robb, you have to remember that 2E handled things differently. Levels weren't so big a thing, and things tended to be lower level in general - just as was the same with 1E before that. That being said, we know for a fact that before Midnight slew Myrkul, she was invested with some of Mystra's divine essence directly - meaning that her stats for that time aren't the same stats in the book.

I'm just saying that those stats are just fine for the trilogy, though perhaps a little too low (1-3 levels) by the end of it. I'm not discouraging any others from rewriting their stats, it's just that those stats are already fine. They were gifted with divine essence not due to their battle prowess, but due to the situations surrounding their lives and the will of AO.
#1284

green_giant_02

Aug 11, 2005 22:47:56
Could you please do write ups on Saelethil Dlardrageth and on Araevin Teshurr from Richard Bakers the Last Mythal seris. In my campain they were both ressurected through the power of the Seldarine and Lloth.

Sorry, but those two characters have only appeared in novels and as such, I am unable to post them until they appear in another source that isn't a novel. Until then,
#1285

ztyx

Aug 12, 2005 6:27:33
Cyric: LE Male Human Dual-classed Rogue 5/Fighter 3
Kelemvor Lyonsbane: LN Male Human (with Werepanther Curse) Fighter 5
"Midnight" Ariel Manx: LN Female Human Wizard 7

especially in Kelemvor's case as he had been on a number of adventures previous to the books and proved to be a decent military leader during the Siege of Shadowdale, not easy without having a good amount of battle experience.

If running by 3e lycanthropy rules he can have put any amount of levels in panther HD and lycanthrope LA though ;)
#1286

zombiegleemax

Aug 12, 2005 11:19:49
Just a little nitpicking from my part regarding both Bodhi and Irenicus. I guess the proper method of classifying the two would be Fallen Elves or something like that. Definitely not Human since this will imply they were humans all along and grant them the bonus skills and feats. The two ARE elves that were banished from their society. Despite losing their "immortality" (before Bodhi became vampire), and whatever "magical" effects from being elf, they are still "physically" elves so they will still have their stat bonuses/penalities, feats and skills attributed to elves. I don't recall them ever being transformed into humans but its been a long while since I played.

And with Valygar, one can always create a new Prestige Ranger Class and assign appropriate magics. The last thing he would ever want is to train in a true arcane type class.
#1287

zeathiel

Aug 14, 2005 15:53:13
Here is my take on one of my favorite, albeit only briefly covered characters...

“...But then Al Dimeneira had arrived, an angelic being of tremendous power. Al Dimeneira banished Errtu back to the Abyss with a single word...”

Al Dimeneira: CR 27; Large Outsider (Angel, Good, Extraplanar, Lawful); HD 30d8+180; hp 297; Init +9; Spd 50 ft., Fly 150 ft (good); AC 41 (-1 size, +5 Dex, +21 natural, +6 sacred), touch 20, flatfooted 36; Base Atk +30; Grp +46; Atk +44/+39/+34/+29 melee (1d4+17 plus 2d6 holy, +5 adamantine holy gauntlet) and +44 melee (1d4+11 plus 2d6 holy, +5 adamantine holy gauntlet) or +39/+34/+29/+24 ranged (2d6+17 and slaying, +5 composite longbow [+12 Str bonus]); SA spell-like abilities, spells; SQ damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, electricity resistance 10, fire resistance 10, spell resistance 32, tongues; AL LG; SV Fort +23 (+27 against poison), Ref +22, Will +30; Str 34, Dex 21, Con 23, Int 24, Wis 33, Cha 28.

Skills and Feats: Concentration +39, Craft (Bowmaking) +37, Diplomacy +44, Escape Artist +40, Hide +23, Knowledge (Arcana) +27, Knowledge (Nature) +30, Knowledge (Religion) +40, Knowledge (The Planes) +40, Listen +46, Move Silently +25, Search +40, Sense Motive +44, Spellcraft +28, Spot +46, Survival +44, Use Rope +38, Alertness, Cleave, Dodge, Great Cleave, Improved Initiative, Improved Unarmed Strike, Iron Will, Mobility, Power Attack, Track, Two-Weapon Fighting.

Cleric Spells per Day (6/9/9/9/8/8/7/7/6/6, base DC 21 + spell level). Domains: Good and War.

Spell-Like Abilities: At will– aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 23), imprisonment (DC 28), invisibility (self only), lesser restoration (DC 21), polymorph (self only) power word stun, remove curse (DC 22), remove disease (DC 22), remove fear (DC 20), resist energy, summon monster VII, speak with dead (DC 22), waves of fatigue; 3/day– blade barrier (DC 25), earthquake (DC 27), heal (DC 23), mass charm monster (DC 27), permanency, resurrection, waves of exhaustion; 1/day– greater restoration (DC 26), power word blind, power word kill, power word stun, prismatic spray (DC 26), wish. Caster level 20th. The save DCs are Charisma-based.

Possessions: Gauntlets of Admonition (+5 adamantine holy gauntlets, provide a +6 Sacred bonus to armor class), +5 composite longbow (+12 Str bonus, turns any arrow it fires into a slaying arrow targeting any creature type the wielder chooses).


I chose to assume Crenshinibon had permanently scarred Al Dimeneira's hands, which is why he wears gauntlets. They are a reminder of his brash action that allowed the evil artifact into the hands of mortals.

Any comments appreciated.
#1288

ztyx

Aug 15, 2005 4:26:42
Any comments appreciated.

In which sourcebook did he appear?
#1289

zeathiel

Aug 15, 2005 13:53:50
Al Dimeneira appeared briefly in Volo's Guide to All Things Magical

"Before the fiend could recover the relic, it was seized by Al Dimeneira, a solar of the Upper Planes. Errtu was banished to the Abyss by the aasimon, but the angelic being could not destroy the Crystal Shard. It burned his skin terribly, and he was forced to hurl the relic across the planes, hoping it would never be found."
#1290

tebryn14

Aug 16, 2005 18:36:14
I think its a great rendition, especially considering how much artistic license you were forced to take granted the very limited info on him.
#1291

warlockco

Aug 18, 2005 4:30:34
NPCs of Illefarn

Ruler of Illefarn
Korin Ironaxe: Male Shield Dwarf Ftr7: CR 7; Medium Humanoid (Dwarf); HD 7d10+21; hp 83; Init +3; Spd 20 ft.; AC 25 (touch 14, flat-footed 24); Base Atk +7; Grp +12; Atk +16 melee (1d8+8, Dwarven Thrower) or +14 melee (1d6+7, +2 Short Sword of Speed) or +14 ranged (2d8+8, Dwarven Thrower); Full Atk +16/+11 melee (1d8+8, Dwarven Thrower) or +14/+14/+9 melee (1d6+7, +2 Short Sword of Speed) or +14 ranged (2d8+8, Dwarven Thrower); Face/Reach 5 ft./5 ft.; SQ Shield Dwarf traits; AL LN; SV Fort +10, Ref +5, Will +7; Str 20, Dex 16, Con 16, Int 12, Wis 16, Cha 12.
Skills and Feats (counting all modifiers except equipment and attributes): Appraise +2 (+4 related to Stone/Metal), Craft (Armorsmithing) +10, Craft (Blacksmithing) +10, Craft (Stonemasonry) +8, Craft (Weaponsmithing) +10, Knowledge (Architecture and Engineering) +4, Speak Language (Chondathan, Common, Dwarf, Elven). Cleave, Great Fortitude, Iron Will, Metallurgy, Power Attack, Weapon Focus (Dwarven Waraxe), Weapon Focus (Warhammer).
Special Qualities: Shield Dwarf traits: Darkvision 60 ft.; 20 ft. speed in any armor; Stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 Racial bonus on attack rolls vs Goblinoids and Orcs; +2 Racial bonus on saves vs Spells and Spell-like Abilities; +2 Racial bonus on saves vs Poison; +4 Dodge bonus vs Giants; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a Rogue can; Intuit Depth); +2 Racial bonus on Appraise checks and Craft checks related to stone or metal; Weapon Familiarity: Dwarves may treat Dwarven Waraxe and Dwarven Urgrosh as martial weapons, rather than exotic weapons.
Possessions: Ancestral Royal Armor of Illefarn, Masterwork Heavy Steel Shield, Dwarven Thrower, +2 Short Sword of Speed, Amulet of Proof against Detection and Location, Cloak of Elvenkind, Crown of Illefarn, 3 Dust of Disappearance, Gauntlets of Ogre Power, Ring of Regeneration, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Derval Ironeater is listed as Ftr7 in N5 Under Illefarn with Str 18/65, Int 12, Wis 11, Dex 15, Con 16, Cha 16 and +2 Dwarven Thrower, Ring of Regeneration, Amulet of Proof against Detection and Location, 3 Dust of Disappearance.
Sources: N5 Under Illefarn (1E), The North boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E).

Ancestral Royal Armor of Illefarn: This +1 Bronze Full Plate Armor is the ancestral royal armor of the dwarves of Illefarn. It is studded with many gems bringing its actual value to 28,000 gp.
Source: N5 Under Illefarn, converted to 3.5E from 1E by Joseph Weber.
Faint Universal; CL: 3rd; Craft Magic Arms & Armor; Price 2,650 gp.

Crown of Illefarn: This gold crown is studded with 5 diamonds, 10 rubies, and 15 fire opals, it was last worn by Dervin, the last dwarven king of Illefarn. The wearer of the crown gains a +3 deflection bonus to armor class, fire resistance 30, and immunity to poison. The Crown grants the wearer the powers of a Helm of Telepathy and the ability to summon an Earth Elemental as a Stone of Controlling Earth Elementals.
The diamonds, rubies, and fire opals each can emit a spell once with the following effects:
•Diamond: Prismatic Spray (save DC 20).
•Ruby: Wall of Fire.
•Fire Opal: Fireball (10d6, Reflex DC 20 half)
The gems grow dark and cracked once their power is used. The gems can be replaced and re-enchanted.
Source: N5 Under Illefarn, converted to 3.5E from 1E by Joseph Weber.
Strong Abjuration, Conjuration, Divination, Enchantment, and Evocation; CL: 13th; Craft Wondrous Item, Detect Thoughts, Neutralize Poison, Prismatic Spray, Resist Energy, Shield of Faith, Suggestion, Summon Monster VI, Summon Monster VII, Wall of Fire; Price 320,825 gp; Weight 3 lb.




Kelthas the Dread: Male Illuskan Human Nec10; CR 10; Medium Humanoid (Human); HD 10d4+20; hp 52; Init +3; Spd 30 ft.; AC 23 (touch 18, flat-footed 20); Base Atk +5; Grp +5; Atk +7 melee (1d6+2, Staff of Power); Full Atk +7 melee (1d6+2, Staff of Power); Face/Reach 5 ft./5 ft.; SQ SR 18; AL CE; SV Fort +11, Ref +12, Will +16; Str 11, Dex 16, Con 14, Int 20, Wis 16, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +13, Craft (Alchemy) +13, Decipher Script +8, Knowledge (Arcana) +13, Knowledge (History) +10, Knowledge (Religion) +10, Listen +2, Search +2, Speak Language (Common, Illuskan, Draconic, Dwarven, Elven, Giant, Orc), Spellcraft +13, Spot +2. Brew Potion, Corpsecrafter, Craft Wand, Craft Wondrous Item, Greater Spell Focus (Necromancy), Scribe Scroll, Spell Focus (Necromancy), Undead Leadership.
Special Qualities: Summon Familiar.
Necromancer Spells Prepared (4+1/6+1/5+1/4+1/4+1/3+1; base DC = 15 + spell level, 17 + spell level for Necromancy spells; caster level 10th; opposed schools Enchantment and Illusion).
Possessions: Spellbooks, Staff of Power, Black Robes of the Archmagi, Ring of Human Influence, Ring of Protection +3, Silver Horn of Valhalla, Wand of Magic Missiles (5th level), other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Kelthas is listed as Wiz10 in N5 Under Illefarn with Potion of Undead Control (x3), Ring of Human Influence, Staff of Power, Wand of Magic Missiles, and Silver Horn of Valhalla.
Sources: N5 Under Illefarn (1E), The North boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Lost Empires of Faerun (3.5E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Libris Mortis (3.5E).

Raise as a Mohrg in the service of Myrkul
Kelthas the Dread: Male Illuskan Human Mohrg Nec10; CR 13; Medium Undead (Augmented Humanoid, Human); HD 24d12; hp 218; Init +7; Spd 30 ft.; AC 36 (touch 22, flat-footed 29); Base Atk +12; Grp +17; Atk +19 melee (1d6+7, Staff of Power) or +17 melee (1d6+7, Slam) or +17 melee touch (paralysis, Tongue); Full Atk +19/+14/+9 melee (1d6+7, Staff of Power) and +17 melee touch (paralysis, Tongue) or +17 melee (1d6+7, Slam) and +17 melee touch (paralysis, Tongue); Face/Reach 5 ft./5 ft.; SA Improved Grab, Paralyzing Touch, Create Spawn; SQ Mohrg traits, SR 18, +4 Turn Resistance; AL CE; SV Fort +13, Ref +20, Will +25; Str 21, Dex 24, Con --, Int 20, Wis 16, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +14, Concentration +20, Craft (Alchemy) +13, Decipher Script +8, Hide +14, Knowledge (Arcana) +20, Knowledge (History) +10, Knowledge (Religion) +10, Listen +16, Move Silently +14, Search +2, Speak Language (Common, Illuskan, Draconic, Dwarven, Elven, Giant, Orc), Spellcraft +20, Spot +16, Swim +14. Brew Potion, Corpsecrafter, Craft Wand, Craft Wondrous Item, Deadly Chill, Greater Spell Focus (Necromancy), Improved Turn Resistance, Positive Energy Resistance, Necromantic Presence, Practiced Spellcaster (Necromancer), Scribe Scroll, Spell Focus (Necromancy), Undead Leadership.
Special Qualities: Mohrg traits: Darkvision 60’; Undead traits. Summon Familiar.
Improved Grab (Ex): To use this ability, a Mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Paralyzing Touch (Su): A Mohrg lashes out with its tongue in combat. An opponent the tongue touches, must succeed on a DC 26 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based.
Create Spawn (Su): Creatures killed by a Mohrg rise after 1d4 days as Zombies under the Mohrg’s control. They do not possess any of the abilities they had in life.
Necromancer Spells Prepared (4+1/6+1/5+1/4+1/4+1/3+1; base DC = 15 + spell level, 17 + spell level for Necromancy spells; caster level 14th; opposed schools Enchantment and Illusion).
Possessions: Spellbooks, Staff of Power, Black Robes of the Archmagi, Ring of Human Influence, Ring of Protection +3, Silver Horn of Valhalla, Wand of Magic Missiles (5th level), other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Kelthas is listed as Wiz10 in N5 Under Illefarn with Potion of Undead Control (x3), Ring of Human Influence, Staff of Power, Wand of Magic Missiles, and Silver Horn of Valhalla. Kelthas is listed as CE Male Human Mohrg Nec10 in Lost Empires of Faerun.
Sources: N5 Under Illefarn (1E), The North boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Lost Empires of Faerun (3.5E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E), Libris Mortis (3.5E).

Ring of Human Influence: This emerald studded gold ring provides its wearer with a +2 enhancement bonus to Charisma. It also allows its wearer to cast Dominate Person (DC 17) and Suggestion (DC 15) once a day each.
Source: Converted from 2E to 3.5E by Joseph Weber.
Moderate Enchantment and Transmutation; CL 9th; Forge Ring, Dominate Person, Eagle’s Splendor, Suggestion; Price 40,600 gp.

Corpsecrafter [General]
Undead you raise or create are tougher than normal.
Source: Libris Mortis.
Benefit: Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.

Deadly Chill [General]
Undead you raise or create deal more damage than normal.
Source: Libris Mortis.
Prerequisite: Corpsecrafter.
Benefit: Each corporeal undead you raise or create with any necromancy spell deals an extra 1d6 points of cold damage with its natural weapons.

Improved Turn Resistance [Monstrous]
You have a better than normal chance to resist turning.
Source: Libris Mortis.
Prerequisite: Undead type.
Benefits: You are less easily affected by Clerics or Paladins than you normally would be (see Turn or Rebuke Undead, page 159 of the Player’s Handbook). When resolving a turn, rebuke, command, or bolster attempt, add +4 to your character level (monster Hit Dice plus class levels) to determine you Hit Dice for turn, rebuke, command, and bolster attempts. For example, a 4 HD wight with this feat is treated as an 8 HD undead for the purpose of turn, rebuke, command, and bolster attempts, even though it is a 4 HD creature for any other purpose. A vampire that already has +4 turn resistance adds an additional +4, with this feat for a total of +8.

Necromantic Presence [General]
Undead you control are harder to turn when they are near you.
Source: Libris Mortis.
Benefit: Whenever undead you control are within 60 feet of you, they gain a +4 bonus to their turn resistance.

Positive Energy Resistance [Monstrous]
You are resistant to the damage dealt by positive energy effects.
Source: Libris Mortis.
Prerequisite: Undead type.
Benefit: You gain resistance 10 against positive energy effects, such as Cure spells.

Undead Leadership [General]
You gain the service of loyal undead followers.
Source: Libris Mortis.
Prerequisites: Character level 6th, non-good alignment, Knowledge (Religion) 1 rank.
Benefit: You attract followers and a cohort as if you had taken the Leadership feat. Your leadership score is treated as 2 higher than it otherwise would be for the purposes of attracting undead followers and treated as 4 lower than it otherwise would be for the purposes of attracting living followers.
If you choose to attract an undead cohort rather than a living cohort, you can attract an undead cohort with a maximum effective character level equal to two less than your ECL. See page 106 of the Dungeon Master’s Guide for more information on the Leadership feat.
Special: Like the standard Leadership feat, you must check with your DM before selecting this feat, and work with your DM to determine an appropriate cohort and followers for your character. See the Undead Cohorts and Followers section on page 32 of Libris Mortis for more information on choosing an undead creature as a cohort or follower.
#1292

mad_mage_02

Aug 18, 2005 20:20:27
Has Belwar Dissengulp ever been given official stats of any kind? If so, any chance he has/had any 3.X (preferedly 3.5)?
#1293

zombiegleemax

Aug 18, 2005 21:42:07
Has Belwar Dissengulp ever been given official stats of any kind? If so, any chance he has/had any 3.X (preferedly 3.5)?

He's not been given any official stats that I know of, though I could be wrong, and definitely no 3.x stats.
#1294

zombiegleemax

Aug 20, 2005 13:22:38
Congrats Green Giant. These characters look great.

As a request I would be interested in seeing Aribeth (from Nevewinter Nights) as she is in the early and later part of the game.

Also is it possible for you to list your sources for the PrC? Some of them are unknown to me and I usually know my DnD pretty well.

Finally (somebody probably already asked for this but...), do you accept personnal request? I know a couple of players and/or DMs who would be very interested in your character building skills.

Thanks

--A.
#1295

green_giant_02

Aug 21, 2005 18:04:06
Congrats Green Giant. These characters look great.

As a request I would be interested in seeing Aribeth (from Nevewinter Nights) as she is in the early and later part of the game.

Also is it possible for you to list your sources for the PrC? Some of them are unknown to me and I usually know my DnD pretty well.

Finally (somebody probably already asked for this but...), do you accept personnal request? I know a couple of players and/or DMs who would be very interested in your character building skills.

Thanks

--A.

I don't create stats for NPCs from computer or console games since I've never had a chance to play those games.

As for the unknown PrCs, when I first started out I didn't list the sources from which I got the material. Warlockco's examples convinced me otherwise of the wisdom of listing the sources. Some of the PrCs that you may not know could have come from Dragon or Dungeon magazines if you don't have access to them but the majority come from FR and core rulebooks. If you could give some examples as to which PrCs you are having trouble with, I'd gladly be able to provide you where I got them from.

I do occasionally create personal stats for those who request them but I don't post them here. I usually send them by PM and its also preferable to me to get any such personal requests by PM. Lately I've been getting a lot of Ravenloft requests (something in which I am very weak at) and hopefully once I'm done and there are no more requests I can once again concentrate on FR NPCs.
#1296

warlockco

Aug 22, 2005 9:36:51
New Version of Matron K’yorl Odran


House Oblodra, Former 3rd House of Menzoberranzan (Destroyed by House Baenre after Time of Troubles):
Matron Mother of House Oblodra (Deceased, killed when House was destroyed by Matron Mother Baenre after Time of Troubles)
Matron K’yorl Odran: Female Drow Cleric 3/Psion-Telepath 9/Psychic Theurge 6; CR 19; Medium Humanoid (Elf, Psionic); HD 3d8+3 plus 15d4+15; hp 86; Init +3; Spd 30 ft.; AC 26 (touch 13, flat-footed 23); Base Atk +9; Grp +8; Atk +14 melee (1d4+5, Scrag-tooth) or +18 ranged (1d8+5, Scrag-tooth); Full Atk +14/+9 melee (1d4+5, Scrag-tooth) or +18 ranged (1d4+5, Scrag-tooth); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 29; AL CE; SV Fort +9, Ref +9, Will +24; Str 8, Dex 16, Con 12, Int 26, Wis 26, Cha 21.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +12, Concentration +18, Diplomacy +12, Gather Information +12, Knowledge (Arcana) +9, Knowledge (The Planes) +10, Knowledge (Psionics) +18, Knowledge (Religion) +10, Listen +2, Psicraft +18, Search +2, Sense Motive +12, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +2. Craft Universal Item, Expanded Knowledge x3, Iron Will, Overchannel, Psionic Meditation, Talented.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Aura of Evil (as 9th level Cleric); Rebuke Undead as 3rd level cleric 8/day.
Spell-like Abilities (as 18th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/6+1/6+1/5+1/4+1/2+1; base DC = 18 + spell level; caster level 9th).
Deity: Lolth. Domains: Evil (cast evil spells at +1 caster level), Trickery.
Psionic Powers Known (Power Points 255; base DC = 18 + power level; manifester level 15th): 1st –Conceal Thoughts, Detect Psionics, Mind Thrust, Mindlink, Psionic Charm; 2nd –Cloud Mind, Ego Whip, Inflict Pain, Psionic Suggestion, Read Thoughts; 3rd –Dispel Psionics, False Sensory Input, Psionic Blast, Telekinetic Force, Telekinetic Thrust; 4th –Correspond, Inertial Barrier, Mindwipe, Psionic Dimension Door, Psionic Dominate; 5th –Mind Probe, Psionic Teleport, Psychic Crush, Shatter Mind Blank, Tower of Iron Will; 6th –Mass Cloud Mind, Psionic Disintegrate; 7th –Insanity, Personal Mind Blank, Ultrablast; 8th –Greater Psionic Teleportation.
Possessions: Silver Holy Symbol (Lolth), Oblodra House Insignia, Scrag-tooth +6 Venomous Dagger of Returning, Psionic Amulet of Natural Armor +5, Robe of the Mind Spider, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in 2E Menzoberranzan boxed set as Clr9/Psionicist 15 with stats of Str 8, Int 17, Wis 18, Dex 14, Con 11, Cha 13; modified for level and slight modification for new drow modifiers. Matron K’yorl Odran acquired the magical dagger “Scrag-tooth, shortly before her death.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Expanded Psionics Handbook (3.5E)., and Mind's Eye section of Wizards.com.




Rumors of Wichtlin in Clawrift lead to the creation of this version of Matron K’yorl Odran
Matron K’yorl Odran: Female Drow Wichtlin Cleric 3/Psion-Telepath 9/Psychic Theurge 6; CR 21; Medium Undead (Augmented Humanoid, Elf, Psionic); HD 18d12; hp 172; Init +5; Spd 30 ft.; AC 32 (touch 15, flat-footed 27); Base Atk +9; Grp +8; Atk +14 melee (1d4+5, Scrag-tooth) or +20 ranged (1d8+5, Scrag-tooth) or +9 melee touch (1d6 negative energy plus poison or paralysis, touch attack); Full Atk +14/+9 melee (1d4+5, Scrag-tooth) and +4 melee touch (1d6 negative energy plus poison or paralysis, touch attack) or +20 ranged (1d4+5, Scrag-tooth); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Elfstroke, Create Spawn; SQ Drow traits, Wichtlin Traits, SR 29, DR 10/Silver and Magic, Partial Invisibility, Turn Resistance +2; AL CE; SV Fort +8, Ref +11, Will +24; Str 8, Dex 20, Con --, Int 22, Wis 26, Cha 25.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +12, Concentration +18, Diplomacy +12, Gather Information +12, Hide +8, Knowledge (Arcana) +9, Knowledge (The Planes) +10, Knowledge (Psionics) +18, Knowledge (Religion) +10, Listen +2, Move Silently +8, Psicraft +18, Search +2, Sense Motive +12, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +10. Craft Universal Item, Expanded Knowledge x3, Iron Will, Overchannel, Psionic Meditation, Talented.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 29. Wichtlin traits: +8 racial bonus to Hide, Move Silently, and Spot checks; Undead traits. Aura of Evil (as 9th level Cleric); Rebuke Undead as 3rd level cleric 10/day.
Damage: A wichtlin without natural weapons has a touch attack that uses negative energy to deal 1d6 points of damage to living creatures; a Will save (DC 26) halves the damage. A wichtlin with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d6 points of extra damage on one natural weapon attack.
Elfstroke (Su): Any elf or half-elf a wichtlin hits with its touch attack must succeed on a Fortitude save (DC 26) or be paralyzed for 2d4 rounds. Remove Paralysis or any spell that can remove a curse can free the victim (see the Bestow Curse spell description, page 203 of the PHB). The effect cannot be dispelled. Anyone paralyzed by a wichtlin seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Create Spawn (Su): An elf or half-elf slain by a wichtlin rises in seven days as a wichtlin. Wichtlin created in this way are not under the control of the wichtlin who spawned them, but will usually work with other wichtlins in service to Kiaransalee.
Damage Reduction (Su): A wichtlin has damage reduction 10/silver and magic. A wichtlin’s natural weapons are treated as magical weapons for the purposes of overcoming damage reduction.
Partial Invisibility (Su): A wichtlin’s body is mostly transparent, apart from its skeletal hands and its eyes. This grants the wichtlin concealment (20% miss chance). Opponents that cannot see the wichtlin ignore this effect (although they still suffer the penalties of fighting an unseen opponent). A wichtlin that kills a victim becomes visible for 1d4 rounds, temporarily negating this effect. True Seeing and See Invisibility also negate this effect.
Turn Resistance (Su): A wichtlin has turn resistance +2.
Spell-like Abilities (as 18th level caster) at will–Poison (may only be used on a living creature without elven blood that is hit by the wichtlin’s touch attack), Suggestion (may only be used on an elf or half-elf paralyzed by the wichtlin).
Spell-like Abilities (as 18th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/6+1/6+1/5+1/4+1/2+1; base DC = 18 + spell level; caster level 9th).
Deity: Kiaransalee. Domains: Chaos (cast chaotic spells at +1 caster level), Evil (cast evil spells at +1 caster level).
Psionic Powers Known (Power Points 240; base DC = 16 + power level; manifester level 15th): 1st –Conceal Thoughts, Detect Psionics, Mind Thrust, Mindlink, Psionic Charm; 2nd –Cloud Mind, Ego Whip, Inflict Pain, Psionic Suggestion, Read Thoughts; 3rd –Dispel Psionics, False Sensory Input, Psionic Blast, Telekinetic Force, Telekinetic Thrust; 4th –Correspond, Inertial Barrier, Mindwipe, Psionic Dimension Door, Psionic Dominate; 5th –Mind Probe, Psionic Teleport, Psychic Crush, Shatter Mind Blank, Tower of Iron Will; 6th –Mass Cloud Mind, Psionic Disintegrate; 7th –Insanity, Personal Mind Blank, Ultrablast; 8th –Greater Psionic Teleportation.
Possessions: Silver Holy Symbol (Lolth), Oblodra House Insignia, Scrag-tooth +6 Venomous Dagger of Returning, Psionic Amulet of Natural Armor +5, Robe of the Mind Spider, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Listed in 2E Menzoberranzan boxed set as Clr9/Psionicist 15 with stats of Str 8, Int 17, Wis 18, Dex 14, Con 11, Cha 13; modified for level and slight modification for new drow modifiers. Matron K’yorl Odran acquired the magical dagger “Scrag-tooth, shortly before her death. Rumors of wichtlin in the Clawrift in Drizzt Do'Urden's Guide to the Underdark have contributed towards a wichtlin version of Matron K’yorl Odran. Wichtlin template is from Bestiary of Krynn with a few modifications, such as all Dragonlance Wichtlin automatically become followers of Chemosh, so a change of patron deity to Kiaransalee for a Faerunian Drow would be appropriate.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Expanded Psionics Handbook (3.5E)., Mind's Eye section of Wizards.com, and Bestiary of Krynn (3.5E).

Psionic Amulet of Natural Armor: This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.
Source: DMG 3.5, modified Amulet of Natural Armor, using material from Expanded Psionics Handbook.
Faint Psychometabolism; CL 5th; Craft Universal Item, Thicken Skin, creator’s caster level must be at least three times the amulet’s bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5).

Robe of the Mind Spider: This plain black spidersilk robe is infused with powerful psychic energy. It provides a +8 armor bonus, a +6 enhancement bonus to Charisma, Intelligence, and Wisdom, and damage reduction 5/good.
Source: Created by Joseph Weber.
Strong Clairsentience, Psychokinesis, and Psychometabolism; ML 18th; Craft Universal Item, Animal Affinity, Inertial Armor, Inertial Barrier, Reality Revision; Price 334,000 gp; Weight 1 lb.
#1297

zombiegleemax

Aug 22, 2005 15:28:26
Has Belwar Dissengulp ever been given official stats of any kind? If so, any chance he has/had any 3.X (preferedly 3.5)?

Ask and ye shall receive. Burrow Warden Belwar Dissengulp, NG male deep gnome Rgr 4/Ftr 7. Source: Silver Marches, page 78.

Sorry, I don't have the talent of Green Giant and others, can't make the stats out like that.
#1298

mad_mage_02

Aug 22, 2005 15:53:43
Ask and ye shall receive. Burrow Warden Belwar Dissengulp, NG male deep gnome Rgr 4/Ftr 7. Source: Silver Marches, page 78.

Sorry, I don't have the talent of Green Giant and others, can't make the stats out like that.

Alright, DEFINITELY getting SM whenever I can (for more than that, of course).

Thanks.
#1299

warlockco

Aug 23, 2005 23:41:33
Finally finished House Do'Urden.

House Do’Urden, Former 8th House of Menzoberranzan:

Matron Mother of House Do’Urden (Deceased, killed during the fall of House Do’Urden)
Matron Malice Do’Urden: Female Drow Clr15; CR 16; Medium Humanoid (Elf); HD 15d8+45; hp 153; Init +5; Spd 30 ft.; AC 27 (touch 19, flat-footed 22); Base Atk +11; Grp +13; Atk +15 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +15/+10/+5 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 26; AL CE; SV Fort +17, Ref +14, Will +23; Str 14, Dex 20, Con 18, Int 16, Wis 26, Cha 22.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +12, Craft (Alchemy) +15, Diplomacy +9, Intimidate +2, Knowledge (Arcana) +10, Knowledge (The Planes) +10, Knowledge (Religion) +12, Listen +2, Search +2, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +2. Brew Potion, Craft Wondrous Item, Exotic Weapon (Scourge), Greater Spell Penetration, Iron Will, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 26. Aura of Evil (aura equals cleric level); Rebuke Undead as 15th level cleric 9/day.
Spell-like Abilities (as 15th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/3+1/2+1; base DC = 18 + spell level; caster level 15th).
Deity: Lolth. Domains: Evil (cast Evil spells at +1 caster level), Spider (Rebuke/Command Spiders as 15th level cleric 9/day).
Possessions: Silver Holy Symbol (Lolth), Do’Urden House Insignia, Scourge of Fangs, Arach-Tinilith Ring, Bracers of Armor +8, Drow Boots, Periapt of Wisdom +6, Piwafwi of Resistance +4, Ring of Protection +4, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Red.
Conversion Note: She is listed as Clr15 in Menzoberranzan boxed set with no additional information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #302.

Arach-Tinilith Ring: Created only for the highest-ranking priestesses of the order of Arach-Tinilith, this potent ring imbues its wearer with a +6 enhancement bonus to Constitution and a +2 enhancement bonus to Charisma. It also renders the wearer immune to Detect Thoughts, Discern Lies, and any attempt to magically discern the wearer’s alignment.
Source: Dragon Magazine #302, Rogues Gallery: The Heroes of the War of the Spider Queen, by Richard Baker (revised to 3.5 by Joseph Weber).
Moderate Abjuration and Transmutation; CL: 10th; Forge Ring, Bear’s Endurance, Eagle’s Splendor, Nondetection; Price 54,000 gp.
Revision Note: Revision was addition of magic auras and adjustment of price.

Piwafwi of Resistance: This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws and a +10 competence bonus to the wearer’s Hide checks.
Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker.
Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Invisibility, Resistance, Creator must be a Drow, Creator’s caster level must be at least three times the resistance bonus; Price 11,500 gp (+1), 16,000 gp (+2), 22,500 gp (+3), 31,000 gp (+4), 40,000 gp (+5); Weight 1 lb.





Elder Daughter of House Do’Urden (Deceased, killed during the fall of House Do’Urden)
Briza Do’Urden: Clr13; CR 14; Medium Humanoid (Elf); HD 13d8+26; hp 108; Init +2; Spd 30 ft.; AC 26 (touch 16, flat-footed 24); Base Atk +9; Grp +16; Atk +18 melee (1d8+9 plus Special, Scourge of Fangs); Full Atk +18/+13 melee (1d8+9 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 24; AL CE; SV Fort +10, Ref +8, Will +13; Str 24, Dex 14, Con 14, Int 14, Wis 21, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +14, Intimidate +8, Knowledge (Arcana) +4, Knowledge (The Planes) +4, Knowledge (Religion) +10, Listen +2, Search +2, Sense Motive +3, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +10, Spot +2. Diehard, Endurance, Exotic Weapon (Scourge), Lightning Reflexes (b), Power Attack, Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 24. Aura of Evil (aura equals cleric level); Rebuke Undead as 13th level cleric 5/day.
Spell-like Abilities (as 13th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/6+1/5+1/5+1/3+1/2+1/1+1; base DC = 15 + spell level; caster level 13th).
Deity: Lolth. Domains: Drow, Evil (cast Evil spells at +1 caster level).
Possessions: Silver Holy Symbol (Lolth), Do’Urden House Insignia, +5 Elven Chainmail, Scourge of Fangs, Belt of Giant Strength +4, Drow Boots, Periapt of Wisdom +4, Piwafwi of Resistance +3, Ring of Protection +4, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Red.
Conversion Note: She is listed as Clr13 in Menzoberranzan boxed set with no additional information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #302.





Second Daughter of House Do’Urden (Joined Bregan D’aerthe as Noamuth Lil “The Wanderer” after the fall of House Do’Urden, Deceased, killed near Mithril Hall by Drizzt Do’Urden)
Vierna Do’Urden: Female Drow Clr16; CR 17; Medium Humanoid (Elf); HD 16d8+80; hp 166; Init +4; Spd 30 ft.; AC 28 (touch 18, flat-footed 24); Base Atk +12; Grp +14; Atk +19 melee (1d8+7, +5 Drowcraft Heavy Mace) or +16 melee (1d8+4 plus Special, Scourge of Fangs); Full Atk +19/+14/+9 melee (1d8+7, +5 Drowcraft Heavy Mace) or +16/+11/+6 melee (1d8+4 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 27; AL CE; SV Fort +18, Ref +14, Will +23; Str 14, Dex 18, Con 20, Int 18, Wis 26, Cha 21.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Concentration +14, Craft (Alchemy) +12, Diplomacy +10, Intimidate +4, Knowledge (Arcana) +10, Knowledge (The Planes) +7, Knowledge (Religion) +14, Listen +4, Search +4, Sense Motive +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Goblin), Spellcraft +10, Spot +4. Brew Potion, Craft Wondrous Item, Exotic Weapon (Scourge), Greater Spell Penetration, Iron Will, Lightning Reflexes (b), Spell Penetration.
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 27. Aura of Evil (aura equals cleric level); Rebuke Undead as 15th level cleric 8/day.
Spell-like Abilities (as 16th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/4+1/3+1; base DC = 18 + spell level; caster level 16th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 16th level cleric 8/day).
Possessions: Silver Holy Symbol (Lolth), Do’Urden House Insignia, +5 Elven Chainmail, +5 Drowcraft Heavy Mace, Scourge of Fangs, Arach-Tinilith Ring, Drow Boots, Periapt of Wisdom +4, Piwafwi of Resistance +3, Ring of Protection +4, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Violet.
Conversion Note: She is listed as Clr11 in Menzoberranzan boxed set with no additional information. Gave her addition levels due to passage of time.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #302.





Third Daughter of House Do’Urden (Deceased, killed during the fall of House Do’Urden)
Maya Do’Urden: Clr9; CR 10; Medium Humanoid (Elf); HD 9d8+9; hp 50; Init +3; Spd 30 ft.; AC 25 (touch 13, flat-footed 22); Base Atk +6; Grp +7; Atk +11 melee (1d8+4, +3 Drowcraft Adamantine Heavy Mace) or +10 melee (1d8+3 plus Special, Scourge of Fangs); Full Atk +11/+6 melee (1d8+4, +3 Drowcraft Adamantine Heavy Mace) or +10/+5 melee (1d8+3 plus Special, Scourge of Fangs); Face/Reach 5 ft./5 ft.; SA Rebuke Undead; SQ Drow traits, SR 20; AL CE; SV Fort +10, Ref +11, Will +12; Str 12, Dex 16, Con 12, Int 14, Wis 16, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +2, Concentration +8, Diplomacy +4, Intimidate +2, Knowledge (Arcana) +4, Knowledge (The Planes) +4, Knowledge (Religion) +8, Listen +2, Search +2, Sense Motive +2, Speak Language (Elven, Undercommon, Abyssal, Drow Sign Language), Spellcraft +8, Spot +2. Exotic Weapon (Scourge), Lightning Reflexes (b), Spell Penetration, Weapon Focus (Heavy Mace), Weapon Focus (Scourge).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 20. Aura of Evil (aura equals cleric level); Rebuke Undead as 9th level cleric 5/day.
Spell-like Abilities (as 9th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Cleric Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; base DC = 13 + spell level; caster level 9th).
Deity: Lolth. Domains: Drow, Spider (Rebuke/Command Spiders as 9th level cleric 5/day).
Possessions: Silver Holy Symbol (Lolth), Do’Urden House Insignia, +3 Elven Chainmail, +3 Drowcraft Adamantine Buckler, +3 Drowcraft Adamantine Heavy Mace, Scourge of Fangs, Drow Boots, Piwafwi of Resistance +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Red.
Conversion Note: She is listed as Clr9 in Menzoberranzan boxed set with no additional information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), and Dragon #302.





Elderboy of House Do’Urden (Joined Bregan D’aerthe after fall of House Do’Urden, turned into a Drider by Vierna Do’Urden, Deceased, killed near Mithril Hall by Bruenor Battlehammer)
Dinin Do’Urden: Male Drow Ftr12; CR 13; Medium Humanoid (Elf); HD 12d10+60; hp 167; Init +4; Spd 40 ft.; AC 33 (touch 19, flat-footed 29); Base Atk +12; Grp +15; Atk +21 melee (1d8+8, +5 Drowcraft Keen Adamantine Longsword); Full Atk +17/+12/+7 melee (1d8+8, +5 Drowcraft Keen Adamantine Longsword) and +17/+12/+7 (1d8+6, +5 Drowcraft Keen Adamantine Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 23; AL CE; SV Fort +18, Ref +13, Will +10; Str 16, Dex 18, Con 20, Int 14, Wis 12, Cha 15.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Climb +8, Hide +5, Intimidate +8, Listen +4, Move Silently +5, Search +4, Sense Motive +2, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +4. Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting, Weapon Focus (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23.
Spell-like Abilities (as 12th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Do’Urden House Insignia, +5 Drowcraft Elven Chainmail of Nimbleness, 2 +5 Drowcraft Keen Adamantine Longswords, Drow Boots, Master’s Ring, Piwafwi of Resistance +5, Ring of Protection +5, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown.
Conversion Note: He is listed as Ftr12 in Menzoberranzan boxed set with no additional information. Dinin took Zaknafein’s possessions.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Dragon #302, and Dragon #312.

Dinin as a Drider, using the Drider Template by Jonathan Tweet & Jeff Quick
Dinin Do’Urden: Male Drow Ftr12; CR 15; Large Aberration (Augmented Humanoid, Elf); HD 12d10+108; hp 215; Init +5; Spd 40 ft., climb 15 ft.; AC 39 (touch 19, flat-footed 34); Base Atk +12; Grp +21; Atk +22 melee (1d8+10, +5 Drowcraft Keen Adamantine Longsword) or +16 melee (1d4+2 plus poison, Bite); Full Atk +18/+13/+8 melee (1d8+10, +5 Drowcraft Keen Adamantine Longsword) and +18/+13/+8 (1d8+7, +5 Drowcraft Keen Adamantine Longsword) and +11 melee (1d4+2 plus poison, Bite); Face/Reach 5 ft./5 ft.; SQ Drow traits, Drider traits, SR 23; AL CE; SV Fort +22, Ref +14, Will +11; Str 20, Dex 20, Con 28, Int 14, Wis 14, Cha 17.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Climb +16, Hide +5, Intimidate +8, Listen +4, Move Silently +9, Search +4, Sense Motive +2, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +4. Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting, Weapon Focus (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 23. Drider traits: +4 racial bonus to Hide and Move Silently checks. +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Poison (Ex): Injury, Fortitude DC 25, initial and secondary damage 1d6 Str.
Spell-like Abilities (as 12th level caster) 1/day–Clairaudience/Clairvoyance, Dancing Lights, Darkness, Detect Good, Detect Magic, Dispel Magic, Faerie Fire, Levitate, Suggestion.
Possessions: Do’Urden House Insignia, +5 Drowcraft Elven Chainmail of Nimbleness, 2 +5 Drowcraft Keen Adamantine Longswords, Drow Boots, Master’s Ring, Piwafwi of Resistance +5, Ring of Protection +5, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Unknown.
Conversion Note: He is listed as Ftr12 in Menzoberranzan boxed set with no additional information. Dinin took Zaknafein’s possessions. Took liberties with equipment, since Driders are Large, but their drow portions still seem to be relatively Medium-sized.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Monster Mayhem section of WotC website, Dragon #302, and Dragon #312.

Master’s Ring: The most talented and capable masters of Melee-Magthere aspire to win one of these greatly prized rings. Wrought in the pattern of a small twisting dragon, a master’s ring provides a +6 enhancement bonus to Constitution and +4 natural armor bonus. Furthermore, the wearer is continuously under the effect of a Longstrider spell, which increases his base land speed by 10 feet.
Source: Dragon #312, Rogues Gallery: The Heroes of the War of the Spider Queen part 2 by Richard Baker.
Strong Transmutation; CL 12th; Forge Ring, Bear’s Endurance, Limited Wish, Longstrider; Price 102,000 gp.





Secondboy of House Do’Urden (Renegade, lives on the Surface)
Drizzt Do’Urden: Has an official write-up in Forgotten Realms Campaign Setting.





Patron of House Do’Urden (Deceased, killed by Zaknafein after he was turned into a zin-carla)
Rizzen: Male Drow Ftr8; CR 9; Medium Humanoid (Elf); HD 8d10+16; hp 167; Init +3; Spd 30 ft.; AC 24 (touch 13, flat-footed 21); Base Atk +8; Grp +10; Atk +14 melee (1d8+5, +3 Drowcraft Longsword); Full Atk +14/+9 melee (1d8+5, +3 Drowcraft Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 19; AL CE; SV Fort +8, Ref +5, Will +3; Str 14, Dex 17, Con 14, Int 15, Wis 12, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Bluff +4, Climb +6, Hide +3, Intimidate +2, Listen +4, Move Silently +3, Search +2, Sense Motive +3, Speak Language (Elven, Undercommon, Drow Sign Language, Goblin), Spot +4. Combat Expertise, Combat Reflexes, Dodge, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Weapon Focus (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 19.
Spell-like Abilities (as 8th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Do’Urden House Insignia, +3 Drowcraft Elven Chainmail, +2 Buckler, +3 Drowcraft Longsword, Drow Boots, Greater Piwafwi, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: He is listed as Ftr8 in Menzoberranzan boxed set with no additional information.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), and Underdark (3.5E).

Piwafwi, Greater: The dark-colored greater piwafwi is a cloak that gives its wearer a +5 competence bonus to Hide checks , and it also provides fire resistance 5.
Source: City of the Spider Queen (revised to 3.5 by Joseph Weber).
Faint Abjuration and Illusion; CL 5th; Craft Wondrous Item, Resist Energy, Invisibility, Creator must be a Drow; Price 13,750 gp; Weight 1 lb.
Revision Note: Revision was addition of magic auras and adjustment of price.





Weapon Master of House Do’Urden (Deceased, sacrificed to Lolth by Matron Malice Do’Urden, turned into a Zin-Carla)
Zaknafein Do’Urden: Male Drow Ftr24; CR 25; Medium Humanoid (Elf); HD 24d10+120; hp 323; Init +8; Spd 40 ft.; AC 35 (touch 21, flat-footed 29); Base Atk +22; Grp +25; Atk +36 melee (1d8+10, +5 Drowcraft Keen Adamantine Longsword); Full Atk +34/+29/+24/+19 melee (1d8+10, +5 Drowcraft Keen Adamantine Longsword) and +34/+29/+24/+19 melee (1d8+8, +5 Drowcraft Keen Adamantine Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, SR 35; AL CN; SV Fort +24, Ref +23, Will +16; Str 16, Dex 26, Con 20, Int 18, Wis 16, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Balance +6, Bluff +12, Climb +9, Hide +12, Intimidate +12, Jump +9, Listen +8, Move Silently +12, Search +8, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Goblin, Illuskan), Spot +8, Tumble +6. Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon (Whip), Greater Two-Weapon Fighting, Improved Critical (Longsword), Improved Disarm, Improved Trip, Improved Two-Weapon Fighting, Lightning Reflexes, Mobility, Over-Sized Two-Weapon Fighting, Perfect Two-Weapon Fighting, Quick Draw, Spring Attack, Twin-Sword Style, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Longsword), Weapon of Choice (Longsword), Weapon Specialization (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 35.
Spell-like Abilities (as 24th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Do’Urden House Insignia, +5 Drowcraft Elven Chainmail of Nimbleness, 2 +5 Drowcraft Keen Adamantine Longswords, several Daylight Pellets, Drow Boots, Master’s Ring, Piwafwi of Resistance +5, Ring of Protection +5, several Sun Flash Pellets, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Bone-White, Eyes: Unknown.
Conversion Note: He is listed as Ftr24 in Menzoberranzan boxed set with 2 +5 Adamantine Longswords, +5 Chainmail, Daylight Pellets.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Epic Level Handbook (3.0E), Dragon #302, Dragon #312, and Plot & Poison.

Zaknafein as Zin-Carla
Zaknafein Do’Urden: Male Drow Ftr24; CR 26; Medium Undead (Augmented Humanoid, Elf); HD 24d12; hp 288; Init +8; Spd 40 ft.; AC 35 (touch 21, flat-footed 29); Base Atk +22; Grp +25; Atk +36 melee (1d8+10, +5 Drowcraft Keen Adamantine Longsword); Full Atk +34/+29/+24/+19 melee (1d8+10, +5 Drowcraft Keen Adamantine Longsword) and +34/+29/+24/+19 melee (1d8+8, +5 Drowcraft Keen Adamantine Longsword); Face/Reach 5 ft./5 ft.; SQ Drow traits, Zin-Carla traits, SR 35, DR 5/magic, Turn Resistance +2; AL CE; SV Fort +19, Ref +23, Will +16; Str 16, Dex 26, Con --, Int 18, Wis 16, Cha 18.
Skills and Feats (counting all modifiers except equipment and attributes): Balance +6, Bluff +12, Climb +9, Hide +12, Intimidate +12, Jump +9, Listen +8, Move Silently +12, Search +8, Speak Language (Elven, Undercommon, Draconic, Drow Sign Language, Goblin, Illuskan), Spot +8, Tumble +6. Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon (Whip), Greater Two-Weapon Fighting, Improved Critical (Longsword), Improved Disarm, Improved Trip, Improved Two-Weapon Fighting, Lightning Reflexes, Mobility, Over-Sized Two-Weapon Fighting, Perfect Two-Weapon Fighting, Quick Draw, Spring Attack, Twin-Sword Style, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Longsword), Weapon of Choice (Longsword), Weapon Specialization (Longsword).
Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 35. Zin-Carla traits: Damage Reduction 5/magic; Turn Resistance +2; Undead traits.
Spell-like Abilities (as 24th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire.
Possessions: Do’Urden House Insignia, +5 Drowcraft Elven Chainmail of Nimbleness, 2 +5 Drowcraft Keen Adamantine Longswords, several Daylight Pellets, Drow Boots, Master’s Ring, Piwafwi of Resistance +5, Ring of Protection +5, several Sun Flash Pellets, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Bone-White, Eyes: Unknown.
Conversion Note: He is listed as Ftr24 in Menzoberranzan boxed set with 2 +5 Adamantine Longswords, +5 Chainmail, Daylight Pellets.
Sources: Drow of the Underdark (2E), Menzoberranzan boxed set (2E), PHB 3.5, DMG 3.5, Faiths and Pantheons (3.0E), Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Serpent Kingdoms (3.5E), Underdark (3.5E), Epic Level Handbook (3.0E), Dragon #302, Dragon #312, and Plot & Poison.

Weapon of Choice [Fighter/General]
Your skill with a weapon makes it seem feather-light in your hands.
Source: Plot & Poison by Green Ronin.
Prerequisite: Weapon Proficiency (selected weapon), Weapon Focus (selected weapon), base Attack bonus +4.
Benefit: Choose one-weapon of a size category equal to your own, such as a Longsword (Medium) for a Drow (Medium). You treat this weapon as a light weapon for purposes of Two-Weapon Fighting, and can use Weapon Finesse with it. You can even use it in a grapple or when swallowed by a creature.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.
#1300

runestar

Aug 25, 2005 6:53:47
I saw another undead leadership feat on the wotc site, that one replaces your normal followers with undead. Is the one in Libris Mortis the updated version or are they 2 separate feats?
#1301

warlockco

Aug 25, 2005 10:23:43
I saw another undead leadership feat on the wotc site, that one replaces your normal followers with undead. Is the one in Libris Mortis the updated version or are they 2 separate feats?

No clue, only seen the one in Libris Mortis.
#1302

mad_mage_02

Aug 25, 2005 11:02:34
Has King Horgar Steelshadow IV of Gracklstugh (aka: That big Duergar kingdom in the northern Underdark) had any official stats aside from that little Alingment/Race/Level strip in Underdark? What about any of the current king's namesakes/predecessors?
#1303

warlockco

Aug 25, 2005 11:25:04
Has King Horgar Steelshadow IV of Gracklstugh (aka: That big Duergar kingdom in the northern Underdark) had any official stats aside from that little Alingment/Race/Level strip in Underdark? What about any of the current king's namesakes/predecessors?

Not as far as I know of since in Drizzt Do'Urden's Guide to the Underdark he is listed as LE male duergar F9/Psi9, while he was Crown Prince.
#1304

zombiegleemax

Aug 25, 2005 14:11:37
Re Horgar:

Show
Didn't he die in the final book of the War of the Spider Queen series? In which case, stats for him are a little irrelevant.
#1305

green_giant_02

Aug 25, 2005 17:11:40
No clue, only seen the one in Libris Mortis.

I think runestar is talking about the Dead Life article by Gwendolyn F.M. Kestrel that WotC posted a while back. (Kinda lazy right now in finding the link to the article). The one in Libris Mortis is better in that it allows you to attract living followers albeit with a penalty to your Leadership score while the one in the Dead Life article only attracts undead. I suppose the Libris Mortis feat is an update of the one from the article.


@ DavidW, I suppose it depends upon when you begin your campaign.


Well, I'm on the last 30 pages of CoS:Waterdeep, so I'll probably be finished with the book today. I would have been finished with it a long time ago except I never received the call that the order I had placed had arrived at the bookstore. It sat on the backshelf for 2-1/2 weeks before I called them up to ask what was taking so long and then hearing that it was there and nobody called me. :P

I do have one thing to say about the book: DAMN YOU, Eric Boyd!!!! :hoppingma Its a great book but I dread having to make the updates on the NPCs I've statted up. What's worse is the abbreviated stats in the book are all over the place. Makes me wish it came with an index. Oh well, guess I'll be busy for some time. If I miss any of the updates be sure to call it to my attention.
#1306

mad_mage_02

Aug 25, 2005 17:49:50
Re Horgar:

Pardon, but I haven't read WoSQ yet, so please don't spoil stuff like that, okay?
#1307

warlockco

Aug 25, 2005 22:13:57
I do have one thing to say about the book: DAMN YOU, Eric Boyd!!!! :hoppingma Its a great book but I dread having to make the updates on the NPCs I've statted up. What's worse is the abbreviated stats in the book are all over the place. Makes me wish it came with an index. Oh well, guess I'll be busy for some time. If I miss any of the updates be sure to call it to my attention.

I feel your pain Green Giant.
#1308

zombiegleemax

Aug 26, 2005 7:16:42
I do have one thing to say about the book: DAMN YOU, Eric Boyd!!!! :hoppingma Its a great book but I dread having to make the updates on the NPCs I've statted up. What's worse is the abbreviated stats in the book are all over the place. Makes me wish it came with an index. Oh well, guess I'll be busy for some time. If I miss any of the updates be sure to call it to my attention.

OK, that wasn't the reaction I was going for.

--Eric
#1309

zombiegleemax

Aug 26, 2005 12:21:16
Pardon, but I haven't read WoSQ yet, so please don't spoil stuff like that, okay?

I did put it in a spoiler block.
#1310

warlockco

Aug 26, 2005 20:25:05
OK, that wasn't the reaction I was going for.

--Eric

We just messin with ya Eric, or at least I am :D :P ;)

Just need more stuff with your name on it.
I'm more than willing to redo NPCs right and left, if we get more books out with your name on them, and the quality that we know they will have.
#1311

green_giant_02

Aug 27, 2005 1:01:07
Well I thought I'd get the updates started by first removing those NPCs who have received full stats. That means Laeral Silverhand, Trobriand the Metal Mage, Kyriani Agrivar, and Zabbas Thuul - NPCs that I've statted - have now been removed. I'll start editing the other ones if there are any changes.

Before that I'd like to echo warlockco's statement above. I was just kidding around Eric. I love the book and it was a gutsy move to use so many other 3e sourcebooks in creating the NPC abbreviated stats. Thanks for the hard work and hope there's more coming.
#1312

warlockco

Aug 27, 2005 1:26:15
Corrected the CR for Kelthas the Dread as a Mohrg, s/b 13, was incorrectly set at 18.
#1313

zombiegleemax

Aug 27, 2005 4:07:49
Well I thought I'd get the updates started by first removing those NPCs who have received full stats. That means Laeral Silverhand, Trobriand the Metal Mage, Kyriani Agrivar, and Zabbas Thuul - NPCs that I've statted - have now been removed. I'll start editing the other ones if there are any changes.

Before that I'd like to echo warlockco's statement above. I was just kidding around Eric. I love the book and it was a gutsy move to use so many other 3e sourcebooks in creating the NPC abbreviated stats. Thanks for the hard work and hope there's more coming.

I was just messing back.

--Eric
#1314

warlockco

Aug 27, 2005 4:52:18
I was just messing back.

--Eric

Kinda thought so with the smilie that you used. :D
#1315

green_giant_02

Aug 28, 2005 1:42:46
I was just messing back.

--Eric

I thought so but it is sometimes difficult to tell without face to face communication or spelling it out. I guess I should have done the same thing when I damned you for all eternity. :D (j/k)

Hopefully you're still looking at this thread because I'm having a problem with one of the abbreviated stats you gave to an NPC which I'm trying to correct here. On page 74 of CoS:W you gave Dag Zoreth 5 levels in cleric and 5 levels in strifeleader. With those levels Dag shouldn't be able to qualify for the strifeleader PrC. The problem arises with the prerequisites found in the Weapon Focus feat. A character must be proficient with selected weapon and as a cleric Dag isn't proficient in the longsword because it is a martial weapon. He'd have to take the Martial Weapon Proficiency (longsword) feat before taking Weapon Focus (longsword). This would leave him one feat short of qualifying for strifeleader. Of course you could be using some house rule in which all clerics are automatically proficient in their deities' favorite weapons or maybe I shouldn't be putting so much effort into having everything right and just enjoy the game. :D


I'd also like to take this opportunity to post one of Elaine Cunningham's characters to give a preview of what's to come. Enjoy.


Arilyn Moonblade: Female Half-Moon Elf Rog1/Ftr4/Hrp5; CR 10; Medium Humanoid; HD 6d6+12 plus 4d10+8; hp 65; Init +5; Spd 30 ft.; AC 15 (touch 15, flat-footed 10); Base Atk +7; Grp +10; Atk +13 melee (1d8+8/19-20, Arilyn’s moonblade) or +11 melee (1d4+3/19-20, masterwork dagger) or +13 ranged (1d6+3/x3, masterwork composite [+3] shortbow) or +13 ranged (1d8/19-20, masterwork light crossbow); Full Atk +13/+8/+3 melee (1d8+8/19-20, Arilyn’s moonblade) or +11/+6 melee (1d4+3/19-20, masterwork dagger) or +13/+8 ranged (1d6+3/x3, masterwork composite [+3] shortbow) or +13 ranged (1d8/19-20, masterwork light crossbow); Face/Reach 5 ft./5 ft.; SA Sneak attack +1d6; SQ Deneir’s eye, half-elf traits, Harper knowledge +7, Lliira’s heart, Lurue’s voice 3/day, Mystra’s boon, trapfinding, Tymora’s smile 1/day; AL CG; SV Fort +7, Ref +9, Will +7; Str 16, Dex 20, Con 15, Int 15, Wis 15, Cha 16
Skills and Feats: Climb +7, Diplomacy +17, Disguise +8, Gather Information +11, Handle Animal +8, Hide +14, Jump +13, Knowledge (local-Waterdeep) +7, Listen +8, Move Silently +14, Ride (horse) +11, Search +7, Sense Motive +9, Speak Language (chondathan, elven, common, alzhedo, illuskan), Spot +8, Survival +5, Swim +7, Tumble +13; Dodge, Mobility, Negotiator, Spring Attack, Stealthy, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Half-Elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments; +2 racial bonus on Diplomacy and Gather Information, elven blood. Sneak attack +1d6, trapfinding. Harper knowledge +7, Deneir’s eye (+3 sacred bonus on saves vs. glyphs, runes, and symbols), Lliira’s heart (+2 sacred bonus on saves vs. compulsion and fear effects), Tymora’s smile (+2 luck bonus on single save) 1/day, Lurue’s voice (speak with animals as 5th-level caster) 3/day, Mystra’s boon (+2 sacred bonus on saves vs. spells).
Possessions: Arilyn’s moonblade, masterwork dagger, masterwork composite [+3] short bow, 10 arrows, masterwork light crossbow, 10 bolts, 1 spidersilk bolt (this trails a silk rope when fired), Harper pin, flask of acid.
Description: Arilyn’s half-elven beauty gives her the look of a young woman about 20 years old; actually she is over 40. She is tall (5’9”), slender, and looks somewhat delicate. Her creamy skin is touched with blue in her high, sharp cheekbones and pointed ears. Her face is oval and topped with curly black hair. Her blue eyes are almond-shaped. While adventuring, Arilyn dresses simply in a tunic worn over a loose shirt, dark trousers and cloak, and leather boots. When using the disguise self ability imbued in her moonblade, she can appear as human female courtesan, a human male street youth/laborer, or an elven female priestess of Mielikki.
Sources: Heroes’ Lorebook (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), and Expanded Psionics Handbook (3.5E).

Arilyn’s Moonblade (minor artifact): +2 longsword of speed; AL CG; Int 12, Wis 10, Cha 12; Empathy, 30 ft. vision and hearing; Ego Score 17.
Lesser Powers: Disguise self at will, detect hostile intent at will (blade can give off a faint blue glow, silently send a tingling sensation if in scabbard, or by dream).
Greater Powers: Immune to fire (as long as blade is within 60 feet), gate control (open, close, or relocate any portal created by an elf that connects Faerun and Evermeet).
Special Purpose: Defeat/slay as commanded
Dedicated Power: Elfshadow
Personality: Unknown
Strong (all schools); CL 15th.
#1316

warlockco

Aug 28, 2005 3:55:49
Green Giant,
Nice job with Arilyn!!
#1317

warlockco

Aug 28, 2005 11:30:10
[u]NPCs of Mithral Hall:/U]

King of Mithral Hall
Bruenor Battlehammer: Has an official write-up in Silver Marches.





Captain of the Royal Guard
Raurinn “Skullpulper” Standstone: Male Shield Dwarf Ftr7: CR 7; Medium Humanoid (Dwarf); HD 7d10+28; hp 92; Init +3; Spd 20 ft.; AC 27 (touch 13, flat-footed 26); Base Atk +7; Grp +11; Atk +12 melee (1d8+9, +3 Keen Adamantine Battleaxe); Full Atk +12/+7 melee (1d8+9, +3 Keen Adamantine Battleaxe); Face/Reach 5 ft./5 ft.; SQ Shield Dwarf traits, DR 3/-; AL NG; SV Fort +9, Ref +3, Will +6; Str 18, Dex 12, Con 19, Int 15, Wis 14, Cha 10.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +6, Craft (Armorsmithing) +6, Craft (Weaponsmithing) +6, Diplomacy +4, Intimidate +6, Listen +2, Speak Language (Common, Dwarf, Goblin, Orc), Spot +2. Cleave, Battle Hardened, Bullheaded, Heavy Armor Optimization, Power Attack, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe).
Special Qualities: Shield Dwarf traits: Darkvision 60 ft.; 20 ft. speed in any armor; Stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 Racial bonus on attack rolls vs Goblinoids and Orcs; +2 Racial bonus on saves vs Spells and Spell-like Abilities; +2 Racial bonus on saves vs Poison; +4 Dodge bonus vs Giants; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a Rogue can; Intuit Depth); +2 Racial bonus on Appraise checks and Craft checks related to stone or metal; Weapon Familiarity: Dwarves may treat Dwarven Waraxe and Dwarven Urgrosh as martial weapons, rather than exotic weapons. Cannot be Shaken, and ignores the effects of the Shaken condition. +4 bonus on saving throws against fear effects.
Possessions: +2 Dwarven Plate, +2 Large Steel Shield, +3 Keen Adamantine Battleaxe, Gauntlets of Ogre Power, Ring of Protection +2.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Raurinn is listed as a 7th level Fighter in Silver Marches.
Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Silver Marches (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), and Races of Stone (3.5E).

Battle Hardened [Racial]
Your extensive battle experience has left you incredibly calm and composed, even in the heat of battle.
Source: Races of Stone.
Prerequisites: Dwarf, Base Attack Bonus +4.
Benefit: You receive a +4 bonus on saving throws against fear effects. You also gain a +2 bonus on initiative checks.

Heavy Armor Optimization [Fighter/General]
You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers.
Source: Races of Stone.
Prerequisites: Armor Proficiency (Heavy), Base Attack Bonus +4.
Benefit: When you are wearing heavy armor, lessen the armor check penalty of the armor by 1 and increase the armor bonus by 1.
Special: A fighter may select Heavy Armor Optimization as one of his fighter bonus feats.




Highest Ranked Cleric in the Hall
Ulgar Crossedaxe: Male Shield Dwarf Clr9: CR 9; Medium Humanoid (Dwarf); HD 9d8+21; hp 83; Init +2; Spd 20 ft.; AC 30 (touch 14, flat-footed 28); Base Atk +6; Grp +13; Atk +17 melee (1d8+10, +3 Holy Keen Adamantine Battle Axe); Full Atk +17/+12 melee (1d8+10, +3 Holy Keen Adamantine Battleaxe); Face/Reach 5 ft./5 ft.; SA Turn Undead, Favored Enemy (Orcs) +2; SQ Shield Dwarf traits, DR 3/-; AL LG; SV Fort +6, Ref +3, Will +6; Str 20, Dex 14, Con 20, Int 16, Wis 21, Cha 14.
Skills and Feats (counting all modifiers except equipment and attributes): Concentration +10 (+14 when casting defensively), Craft (Armorsmithing) +6, Craft (Brewing) +9, Craft (Weaponsmithing) +6, Diplomacy +6, Knowledge (Religion) +10, Speak Language (Common, Dwarf, Goblin, Orc), Spellcraft +9, Spot +2. Combat Casting, Craft Magic Arms and Armor, Foe Hunter (Orcs), Great Fortitude (b), Shield Casting, Weapon Focus (Battleaxe) (b).
Special Qualities: Shield Dwarf traits: Darkvision 60 ft.; 20 ft. speed in any armor; Stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 Racial bonus on attack rolls vs Goblinoids and Orcs; +2 Racial bonus on saves vs Spells and Spell-like Abilities; +2 Racial bonus on saves vs Poison; +4 Dodge bonus vs Giants; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a Rogue can; Intuit Depth); +2 Racial bonus on Appraise checks and Craft checks related to stone or metal; Weapon Familiarity: Dwarves may treat Dwarven Waraxe and Dwarven Urgrosh as martial weapons, rather than exotic weapons. Aura of Good (equal to Cleric level); Turn Undead as 9th level Cleric 5/day. Favored Enemy (Orcs) +2.
Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; base DC = 15 + spell level; caster level 9th).
Patron Deity: Clangeddin Silverbeard. Domains: Dwarf, War.
Possessions: Silver Holy Symbol (Clangeddin Silverbeard), +3 Dwarven Plate, +3 Large Steel Shield, +3 Holy Keen Adamantine Battle Axe, Belt of Giant Strength +4, Bracers of the Warrior +2, Cloak of Resistance +2, Periapt of Wisdom +2, Ring of Protection +2, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Ulgar is listed as a 9th level Cleric in Silver Marches.
Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Silver Marches (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Races of Stone (3.5E).

Bracers of the Warrior: This plain steel bracer is engraved with a battle scene. These bracers grant a luck bonus of +1 to +5 on all attack and damage rolls by the wearer as if the wearer was under the constant effect of a Divine Favor spell.
Source: Created by Joseph Weber.
Faint Evocation; CL 3rd; Craft Wondrous Item, Divine Favor, caster level must be at least three times the bonus; Price 24,000 gp (+1), 48,000 gp (+2), 72,000 gp (+3), 96,000 (+4), 120,000 gp (+5).

Shielded Casting [General]
You are skilled at covering yourself with your shield when casting spells in combat.
Source: Races of Stone.
Prerequisite: Concentration 5 ranks, Combat Casting, Shield Proficiency.
Benefit: As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat.




Adopted Daughter of Bruenor Battlehammer
Catti-brie: Has an official write-up on the Wizards of the Coast website in the Novels section.




Adopted Son of Bruenor Battlehammer
Wulfgar: Has an official write-up in Silver Marches.




Regent of Mithral Hall
Regis: Has an official write-up on the Wizards of the Coast website in the Novels section.




Drow Ranger of Mithral Hall
Drizzt Do’Urden: Has an official write-up in the Forgotten Realms Campaign Setting.




Magical Feline Companion of Drizzt
Guenhwyvar: Has an official write-up on the Wizards of the Coast website in the Novels section.




Leader of the Svirfneblin of Mithral Hall (formerly of Blingdenstone)
Burrow Warren Belwar Dissengulp: Male Svirfneblin Rgr4/Ftr7; CR 12; Small Humanoid (Gnome); HD 4d8+8 plus 7d10+14; hp 109; Init +3; Spd 20 ft.; AC 28 (touch 18, flat-footed 21); Base Atk +11; Grp +11; Atk +20 melee (1d6+9 plus 1d6 sonic, Hands of Belwar, right hand); Full Atk +18/+13/+8 melee (1d6+9 plus 1d6 sonic, Hands of Belwar, right hand) and +18/+13 melee (1d3+5 plus 1d6 sonic, Hands of Belwar, left hand); Face/Reach 5 ft./5 ft.; SA Favored Enemy (Elves) +2; SQ Svirfneblin traits, SR 22; AL NG; SV Fort +14, Ref +10, Will +11; Str 18, Dex 16, Con 14, Int 16, Wis 16, Cha 16.
Skills and Feats (counting all modifiers except equipment and attributes): Climb +6, Concentration +5, Craft (Stonemasonry) +12, Hide +12 (+14 in underground environments), Intimidate +7, Jump +8, Knowledge (Geography) +9, Listen +8, Move Silently +6, Profession (Miner) +9, Search +6, Speak Language (Gnome, Undercommon, Dwarven, Elven, Terran), Spot +6, Survival +6, Swim +6. Combat Expertise, Endurance (b), Improved Sunder, Improved Two-Weapon Fighting, Iron Will, Power Attack, Strong Soul, Track (b), Two-Weapon Fighting (b), Weapon Focus (Light Pick), Weapon Focus (Warhammer).
Special Qualities: Svirfneblin traits: Darkvision 120 ft.; +2 Racial bonus on Craft (Alchemy) and Listen checks; +2 Racial bonus on Hide checks (improves to +4 in underground environments); +1 Racial bonus on attack rolls vs Kobolds and Goblinoids; +4 Dodge bonus vs all creatures; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a Rogue can; intuit depth); +1 to DC of all Illusions spells cast by Svirfneblin; SR 22; +2 Racial bonus on all saving throws; +2 Racial bonus on saving throws vs Illusions; Weapon Familiarity: Svirfneblin may treat Gnome Hooked Hammers as martial weapons rather than exotic weapons. Favored Enemy (Elves) +2; Wild Empathy +6; Combat Style (Two-Weapon Fighting); Animal Companion. +2 bonus on saves against Death effects, Energy Drain, and Ability Drain attacks.
Nondetection (Su): A Svirfneblin continuously radiates a Nondetection effect as the spell (caster level equals the Svirfneblin’s class level).
Spell-like Abilities (as 11th level caster) 1/day–Blindness/Deafness (DC 19), Blur, Disguise Self.
Ranger Spells Prepared (1; base DC = 13 + spell level; caster level 2nd).
Patron Deity: Callarduran Smoothhands.
Possessions: +3 Chain Shirt of Strength +4, Hands of Belwar, Amulet of Natural Armor +3, other possessions unknown.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Conversion Note: Belwar is listed as an 11th level Fighter in Drizzt Do’Urden’s Guide to the Underdark. Belwar is listed as Rgr4/Ftr7 in Silver Marches.
Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Silver Marches (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E/3.5E), Underdark (3.5E), Arms and Equipment Guide (3E).

Hands of Belwar: Belwar lost his hands in a Drow raid on a mining operation that he was leading. His people crafted mithral replacements for him, a hammer and a pick. Belwar’s hands are a +3 Screaming Small Mithral Warhammer of Impact (right hand) and a +3 Keen Screaming Small Mithral Light Pick (left hand).
Source: Created by Joseph Weber based on material in Drizzt Do’Urden’s Guide to the Underdark, the Dark Elf Trilogy by R.A. Salvatore.
Moderate Evocation and Transmutation; CL 12th; Craft Magic Arms and Armor, Keen Edge, Sound Burst, Weapon of Impact; Price: 102,016 gp.

Screaming: Upon command, a screaming weapon emits a low hum that is grating upon the ears but does not harm the wielder. If it hits a target, it produces a high-pitched sound and deals +1d6 points of bonus sonic damage. Bows, crossbows, and slings with this ability bestow the sonic energy upon their ammunition. Screaming weapons don’t deal this bonus damage if the target is within a Silence spell. They have no additional adverse effects on creatures with unusually acute hearing, although such creatures dislike them.
Source: Arms and Equipment Guide.
Moderate Evocation; CL 10th; Craft Magic Arms and Armor, Shout or Sound Burst; Price: +1 bonus.




Friends of Mithral Hall
Ivan Bouldershoulder: Has an official write-up on the Wizards of the Coast website in the Novels section.
Pikel Bouldershoulder: Has an official write-up on the Wizards of the Coast website in the Novels section.
#1318

green_giant_02

Aug 28, 2005 14:54:17
Great job on Belwar, warlockco. I had planned to post stats on him after I was finished with the updates but you beat me to the punch. :P I'm not that familiar with the other two as I haven't read too many of Drizzt's novels but its nice you used some material from Races of Stone.


And now...

Greetings once again, Eric. I hope my rant (don't know if you call it that) :slash: question (although I really didn't ask one, did I) didn't scare you away since I've got another problem. As I was beginning to start on the updates (I'll leave Dag aside until I hear more) the next individual on the list was Danilo Thann. Now I had not statted him out before since I believed Reefy's version was a good conversion of the character but once you posted his class levels on page 63 in CoS:W, I thought I'd give it a go. The problem arose early on. How the heck does he qualify for the Spellsinger PrC since he doesn't have the ability to cast arcane spells without preparation? Was it a typo when you gave him wizard levels and instead meant bard levels? I eagerly await your response but I won't be holding my breath.
#1319

warlockco

Aug 28, 2005 18:52:17
Great job on Belwar, warlockco. I had planned to post stats on him after I was finished with the updates but you beat me to the punch. :P I'm not that familiar with the other two as I haven't read too many of Drizzt's novels but its nice you used some material from Races of Stone.

Thanks Green Giant, As to the other two, been awhile since I read the last trilogy, but they didn't jump out at me, so I'm thinking they might be in the background somewhere like Belwar was.
If anyone has specific information on them, let me know, and I'll make updates/changes bring them in line with that information.

Races of Stone is the only one of the Races books that I really liked, Wild is the next. Destiny to me was a waste (didn't even pick it up yet) and Eberron was a disappointment (especially compared to Faerun) since it covered mostly the new races and didn't really touch much on the other races.
#1320

mazarick

Aug 28, 2005 19:10:36
Just need more stuff with your name on it.
I'm more than willing to redo NPCs right and left, if we get more books out with your name on them, and the quality that we know they will have.

I suppose it's fairly revelant, but the write up to Alauneth "Black Viper" Orrane was incredible. Just wanted to say so =) Get the CoS:W!
#1321

monch9

Aug 28, 2005 21:00:02
Once I get my hands on COS:W, I'll try to make a "REVISIONIST" Stats change (similar to what I did with the Companions of the Hall).

For what it's worth (and I'm not Eric), here's the Revised Class list of the Elaine Cunningham characters.

Arilyn Moonblade : Fighter 4/Ranger 2/Rogue 1/Harper Agent 3 - Character level of 10 and a base Att of 8 (without stats). I replaced 2 levels of the Harper Agent with 2 levels of Ranger instead. Oh, and her Moonblade automatically gives her the Uncanny Dodge Feat (cannot be caught flatfooted) due to the danger sense.

Danilo Thann : Aristocrat 1/Bard 1/Wizard 6/Eldritch Knight 3/Spellsinger 2 - Character Level of 13, with Total Casting levels Wizard 10/Bard 1 and a base Att of 7 (without stats)

Elaith Craulnober : Fighter 2/Rogue 2/Wizard 6/Bladesinger 3 - Character Level of 13, with Total Casting level of Wizard 8 and a base Att of 9.

Monch

Greetings once again, Eric. I hope my rant (don't know if you call it that) :slash: question (although I really didn't ask one, did I) didn't scare you away since I've got another problem. As I was beginning to start on the updates (I'll leave Dag aside until I hear more) the next individual on the list was Danilo Thann. Now I had not statted him out before since I believed Reefy's version was a good conversion of the character but once you posted his class levels on page 63 in CoS:W, I thought I'd give it a go. The problem arose early on. How the heck does he qualify for the Spellsinger PrC since he doesn't have the ability to cast arcane spells without preparation? Was it a typo when you gave him wizard levels and instead meant bard levels? I eagerly await your response but I won't be holding my breath.

#1322

zombiegleemax

Aug 29, 2005 8:31:24
Hopefully you're still looking at this thread because I'm having a problem with one of the abbreviated stats you gave to an NPC which I'm trying to correct here. On page 74 of CoS:W you gave Dag Zoreth 5 levels in cleric and 5 levels in strifeleader. With those levels Dag shouldn't be able to qualify for the strifeleader PrC. The problem arises with the prerequisites found in the Weapon Focus feat. A character must be proficient with selected weapon and as a cleric Dag isn't proficient in the longsword because it is a martial weapon. He'd have to take the Martial Weapon Proficiency (longsword) feat before taking Weapon Focus (longsword). This would leave him one feat short of qualifying for strifeleader. Of course you could be using some house rule in which all clerics are automatically proficient in their deities' favorite weapons or maybe I shouldn't be putting so much effort into having everything right and just enjoy the game. :D

Sigh. I do think long and hard about making legal class combos, but I also make mistakes. Ithink I made a mistake here. (My notes point out that I'm assuming he took the Trickery domain to meet the skill requirements, but I think I either forgot about the Martial Weapon prereq or thought he could take the War domain.) One fix is to give him a flaw and buy him a feat, using rules in Dragon, UA, or whatnot, but I think changing him to Clr6/Strifeleader4 is the right way to go.

--Eric
#1323

zombiegleemax

Aug 29, 2005 8:34:26
Greetings once again, Eric. I hope my rant (don't know if you call it that) :slash: question (although I really didn't ask one, did I) didn't scare you away since I've got another problem. As I was beginning to start on the updates (I'll leave Dag aside until I hear more) the next individual on the list was Danilo Thann. Now I had not statted him out before since I believed Reefy's version was a good conversion of the character but once you posted his class levels on page 63 in CoS:W, I thought I'd give it a go. The problem arose early on. How the heck does he qualify for the Spellsinger PrC since he doesn't have the ability to cast arcane spells without preparation? Was it a typo when you gave him wizard levels and instead meant bard levels? I eagerly await your response but I won't be holding my breath.

I won't have access to the books for a week, so you'll have to wait or post what I wrote plus the prereqs for spellsinger. IIRC (and I could be wrong, it's been a while), there's a feat in Complete Arcane that allows a wizard to meet the prereq.

--Eric
#1324

warlockco

Aug 29, 2005 9:37:16
Elaith Craulnober : Fighter 2/Rogue 2/Wizard 6/Bladesinger 3 - Character Level of 13, with Total Casting level of Wizard 8 and a base Att of 9.

Monch

Elaith isn't a Bladesinger. And has never demonstrated anything that gives support to that.
#1325

ztyx

Aug 29, 2005 10:35:58
I won't have access to the books for a week, so you'll have to wait or post what I wrote plus the prereqs for spellsinger. IIRC (and I could be wrong, it's been a while), there's a feat in Complete Arcane that allows a wizard to meet the prereq.

--Eric

Spellsinger: (RoF)

Prerequisites:

Race: Elven Heritage (explained closer in book)

Skill: Knowledge [Arcana] 8 ranks

Skill: Perform [one of short list] 8 ranks (Cross-Class? I haven't got CoS:W yet)

Feat: Improved Counterspell

Feat: Skill Focus (Perform)

Special: Ability to cast 1st-level arcane spells without preparation.

==========

I couldn't find any feat that would cover for the deficiency to meet the "special" requisite, but that probably just means I haven't searched enough.

edit: Maybe the "Spell Mastery" and "Signature Spell" combo? That feels reaching though..

edit 2: Maybe one of the feats that grant "Cast the following 1/day as a spell-like ability like a 1st level sorcerer" - like "Communicator" or "Spell Hand" ?

I don't think I can find anything more..
#1326

green_giant_02

Aug 29, 2005 21:27:12
Sigh. I do think long and hard about making legal class combos, but I also make mistakes. Ithink I made a mistake here. (My notes point out that I'm assuming he took the Trickery domain to meet the skill requirements, but I think I either forgot about the Martial Weapon prereq or thought he could take the War domain.) One fix is to give him a flaw and buy him a feat, using rules in Dragon, UA, or whatnot, but I think changing him to Clr6/Strifeleader4 is the right way to go.

--Eric

Heh. I made the same mistake when I first was converting Dag's stats early on. Luckily I double-checked them and caught on to that oversight. A flaw would cover his feat deficiency but there isn't any that seems to suit him. Well, I'll take your advice and post him as Clr6/Strifeleader 4. Of course, I've already got him at those levels so there won't be too many changes with him. Except for the problems with Danilo Thann and the Mistmaster, I've got the first batch of updates all set up and waiting. Afterward it'll only be the ones from Undermountain/Skullport left.

As for the problem with the Mistmaster, he seems to be disregarding the one step alignment rule between gods and their clerics. Deneir only allows CG, NG, and LG clerics while the Mistmaster is CN. Its possible that he may have been corrupted by hunting down and reading some pieces of the Metatext (a work created by Leira that will result in a day when nothing is created thus ending creation). It does say that the pursuit of the Metatext consumes Deneir and his followers in Faiths and Pantheons. Too much knowledge may have been the case for the Mistmaster, but Deneir continues to grant him spells and powers in the hope that he can find more pieces of the Metatext.
#1327

green_giant_02

Aug 29, 2005 21:47:44
I won't have access to the books for a week, so you'll have to wait or post what I wrote plus the prereqs for spellsinger. IIRC (and I could be wrong, it's been a while), there's a feat in Complete Arcane that allows a wizard to meet the prereq.

--Eric

As Ztyx has mentioned above there are a number of feats in Complete Arcane that give you spell-like abilities but does that meet the prerequiste. There is another one in the Eberron Campaign Setting and I'm wondering if that's the one you were thinking about.

Spontaneous Casting [General]
You can swap a prepared spell on the fly.
Prerequisite: Caster level 5th.
Benefit: You can exchange a spell you have prepared for another spell on your spell list (or for wizards, out of your spellbook) of the same level.
Special: Using this ability costs 2 action points.

Of course the Special portion of the feat becomes problematic unless you use action points in FR.
#1328

warlockco

Aug 29, 2005 23:13:55
Heh. I made the same mistake when I first was converting Dag's stats early on. Luckily I double-checked them and caught on to that oversight. A flaw would cover his feat deficiency but there isn't any that seems to suit him. Well, I'll take your advice and post him as Clr6/Strifeleader 4. Of course, I've already got him at those levels so there won't be too many changes with him. Except for the problems with Danilo Thann and the Mistmaster, I've got the first batch of updates all set up and waiting. Afterward it'll only be the ones from Undermountain/Skullport left.

As for the problem with the Mistmaster, he seems to be disregarding the one step alignment rule between gods and their clerics. Deneir only allows CG, NG, and LG clerics while the Mistmaster is CN. Its possible that he may have been corrupted by hunting down and reading some pieces of the Metatext (a work created by Leira that will result in a day when nothing is created thus ending creation). It does say that the pursuit of the Metatext consumes Deneir and his followers in Faiths and Pantheons. Too much knowledge may have been the case for the Mistmaster, but Deneir continues to grant him spells and powers in the hope that he can find more pieces of the Metatext.

Might be a good ideal to start a new thread for the revisions once they are ready, like you were thinking of. Especially given how bloated this thread has become.
#1329

monch9

Aug 29, 2005 23:15:48
The Complete Warrior version of the Bladesinger advances arcane spellcasting level. Elaith has always been a Fighter Mage. I'm just thinking that as former Captain of the Guard of Evermeet, he would have some level there. I was going for 3 levels of Eldritch Knight, but I thought why not give him a more Elvish flavor. Also, the sword dance scene shown in Elfsong kinda validated that.

Monch

Elaith isn't a Bladesinger. And has never demonstrated anything that gives support to that.

#1330

monch9

Aug 29, 2005 23:24:43
Green Giant,

Might I make a suggestion on your Arilyn writeup. There's a new option on the new Races of ... books regarding Racial Substitution. In Races of Destiny, the Half-Elf Fighter substitution level would suit Arilyn (especially level 1). Also, you might want to bump up her CR due to the amount that the Moonblade would cost. Lastly, I mentioned the Uncanny Dodge Ability for the Moonblade. If you're hesitant because of sources, there's a reference for this in the Magic of Faerun (Warning property) as well as in the EPIC SRD.

Monch

Arilyn Moonblade: Female Half-Moon Elf Rog1/Ftr4/Hrp5; CR 10;

#1331

green_giant_02

Aug 30, 2005 0:53:24
Green Giant,

Might I make a suggestion on your Arilyn writeup. There's a new option on the new Races of ... books regarding Racial Substitution. In Races of Destiny, the Half-Elf Fighter substitution level would suit Arilyn (especially level 1). Also, you might want to bump up her CR due to the amount that the Moonblade would cost. Lastly, I mentioned the Uncanny Dodge Ability for the Moonblade. If you're hesitant because of sources, there's a reference for this in the Magic of Faerun (Warning property) as well as in the EPIC SRD.

Monch

I also thought about giving her the racial substitution since it not only gives her a +1 bonus to attacks with longswords and rapiers but also gives her better skill points and access to Bluff, Diplomacy, and Sense Motive for that level although it comes with the cost of lower hit die. The class skills would come in handy especially Diplomacy in the drive to qualify for the Harper Agent PrC. Ultimately, I didn't see Arilyn having Blade Focus. She seems to have chosen her focus on longswords only. I could be wrong though since I haven't read any of the novels in which she appears except for the Realms anthologies and short stories that have appeared in Dragon magazines.

As for the Moonblade, the detect hostile intent psionic power does warn against hostile enemies and she also cannot be surprised or caught flatfooted although the last part only works if the creatures are susceptible to mind-affecting powers which rules out constructs and some undead. Maybe I should head on over to Candlekeep and ask Elaine what she thinks Arilyn moonblade's 3.5E conversion would like. Hopefully she's already posted a version or she hasn't gotten tired of being asked those questions.
#1332

monch9

Aug 30, 2005 1:49:53
For me, Blade Focus just gives her a broader horizon and still qualify for the Weapon Specialization. Other than that, I meant for her to get the class skills for the Harper Agent qualifications as the primary reason to take this substitution.

Monch

I also thought about giving her the racial substitution since it not only gives her a +1 bonus to attacks with longswords and rapiers but also gives her better skill points and access to Bluff, Diplomacy, and Sense Motive for that level although it comes with the cost of lower hit die. The class skills would come in handy especially Diplomacy in the drive to qualify for the Harper Agent PrC. Ultimately, I didn't see Arilyn having Blade Focus. She seems to have chosen her focus on longswords only. I could be wrong though since I haven't read any of the novels in which she appears except for the Realms anthologies and short stories that have appeared in Dragon magazines.

#1333

warlockco

Aug 30, 2005 4:44:46
The Complete Warrior version of the Bladesinger advances arcane spellcasting level. Elaith has always been a Fighter Mage. I'm just thinking that as former Captain of the Guard of Evermeet, he would have some level there. I was going for 3 levels of Eldritch Knight, but I thought why not give him a more Elvish flavor. Also, the sword dance scene shown in Elfsong kinda validated that.

Monch

Eldritch Knight levels would work better than Bladesinger
Look at Sir Elorfindar Floshin.
He was a Ftr7/Wiz11 in N5 Under Illefarn, then Ftr12/Wiz15 in the North boxed set, and finally Ftr1/Wiz5/Eldritch Knight 10 in Lost Empires of Faerun.
#1334

zombiegleemax

Sep 03, 2005 15:36:33
Kelthas the Dread: Male Illuskan Human Mohrg Nec10; CR 13; Medium Undead (Augmented Humanoid, Human); HD 24d12; hp 218; Init +7; Spd 30 ft.; AC 36 (touch 22, flat-footed 29); Base Atk +12; Grp +17; Atk +19 melee (1d6+7, Staff of Power) or +17 melee (1d6+7, Slam) or +19 melee touch (paralysis, Tongue); Full Atk +19/+14/+9 melee (1d6+7, Staff of Power) and +19 melee touch (paralysis, Tongue) or +17 melee (1d6+7, Slam) and +19 melee touch (paralysis, Tongue); Face/Reach 5 ft./5 ft.; SA Improved Grab, Paralyzing Touch, Create Spawn; SQ Mohrg traits, SR 18, +4 Turn Resistance; AL CE; SV Fort +13, Ref +20, Will +25; Str 21, Dex 24, Con --, Int 20, Wis 16, Cha 18.

Hi. Good job with this wizard, but I have some questions about him:

1) Why 218 hp? The mean is 156 hp with his 24d12.

2) The attack with the tonque is a melee touch, so it would be +17, not +19.

3) When you talk about the skills, you are counting all modifiers except those from equipment and 'attributes'. What mean the last one?
#1335

warlockco

Sep 03, 2005 18:24:05
Hi. Good job with this wizard, but I have some questions about him:

1) Why 218 hp? The mean is 156 hp with his 24d12.

2) The attack with the tonque is a melee touch, so it would be +17, not +19.

3) When you talk about the skills, you are counting all modifiers except those from equipment and 'attributes'. What mean the last one?

1) I never use the average for HPs, I always Roll. And my dice tend to roll high for NPCs, but never for my PCs for some reason

2) Must have used Dex on that on instead of Str. Made corrections.

3) Racial bonuses, Feat bonuses, Class bonuses are counted. Bonuses from Attributes and from Equipment are not, so everything except Equipment and Attribute bonuses are counted.
#1336

zombiegleemax

Sep 04, 2005 6:03:29
Ok. Great job, warlockco.
#1337

zombiegleemax

Sep 04, 2005 10:47:35
Could you please do write ups on Saelethil Dlardrageth and on Araevin Teshurr from Richard Bakers the Last Mythal seris. In my campain they were both ressurected through the power of the Seldarine and Lloth.

hey FL. I saw your post and thought that I could help you with Saelethil Dlardrageth. I think that he is at least 7th EHM and 25 Wiz, maybe some archmage thrown in. The only thing that i can't figure out is that "demonic essence" thing that he mentions to Araevin.
#1338

GothicDan

Sep 04, 2005 10:52:20
I think that he is at least 7th EHM and 25 Wiz.

The only Elven High Mage alive that is that high of a level is most likely the Srinshee. The most powerful canon-statted High Mage in all of FR was the head of the High Magi, Runemaster, a 24th (or around there) level Elven High Magi who was the head of all High Magi in Evermeet.

So, truthfully, 32nd level is most likely way off the mark.
#1339

zombiegleemax

Sep 04, 2005 11:00:14
The only Elven High Mage alive that is that high of a level is most likely the Srinshee. The most powerful canon-statted High Mage in all of FR was the head of the High Magi, Runemaster, a 24th (or around there) level Elven High Magi who was the head of all High Magi in Evermeet.

So, truthfully, 32nd level is most likely way off the mark.

you're probably right. what do you think he is?
#1340

green_giant_02

Sep 04, 2005 16:44:14
Well, I've finally finished the first batch of updated NPCs just like I mentioned before. I decided to use the Spontaneous Casting from Eberron's Campaign Setting for Danilo Thann's requirement for the Spellsinger PrC even though it requires the use of action points to activate. As for the Mistmaster, I've decided to ignore his alignment although I'll have to take a look at one of his magic items again since I believe I've forgotten to add something to it, and I hope the numbers to the mythal surrounding the Citadel of the Mists are right. Of course if they're wrong, there are probably a number of people who will correct me. :D

I'll soon be tackling the ones found in Undermountain/Skullport but I'm falling behind in my reading. I've got to finish Dungeon#126 (I've just begun reading Eric Boyd's Blood of Malar), Dragon #335, and Stormwrack.

I've decided to follow warlockco's advice, and this thread will soon be locked. A new one will be starting up once again by me come Monday so please don't go on creating another one. I'd also wait before posting anymore NPCs. I'll post the updated NPCs in the new thread.

Until then, its been a wonderful ride starting and managing this thread. I never believed I could convert so many NPCs or that others would add their own. (I was really worried early on that I would be the only one who would end up converting all the NPCs). I hope many of you have received much help and enjoyment for your campaigns from this thread. I hope to make the next one better. I'd like to give thanks to WizO_BigSis for first placing the sticky on this thread and then, beginning the index on page 1. Doing so turned this into a popular place and I hope the next one will be just as popular. Of course I'd also like to give thanks to the FR designers of which without their material-be it 1e, 2e, or 3e-none of this would be possible. Thanks to everybody as well and enjoy.
#1341

zombiegleemax

Sep 05, 2005 1:58:37
The only Elven High Mage alive that is that high of a level is most likely the Srinshee. The most powerful canon-statted High Mage in all of FR was the head of the High Magi, Runemaster, a 24th (or around there) level Elven High Magi who was the head of all High Magi in Evermeet.

So, truthfully, 32nd level is most likely way off the mark.

Saelethil Dlardrageth is dead, and he was around during the time of the Crown Wars (I think, or just after), so I may be off the mark but I think he could be almost that high. If not well I would place him in the mid-high twenties.

To Element Master: There is a PrC class in Dragon Magazine #321 named The Infused(Allows one type of celestial to join bodies with a PC) which explains Araevin at the end. So I would guess you could think of something like that for Saelethil or maybe convert it to a template. I've been thinking of doing that with the Infused to explain Araevin.
#1342

zombiegleemax

Sep 05, 2005 10:30:59
OK.
#1343

zombiegleemax

Sep 05, 2005 10:31:44
To Element Master: There is a PrC class in Dragon Magazine #321 named The Infused(Allows one type of celestial to join bodies with a PC) which explains Araevin at the end. So I would guess you could think of something like that for Saelethil or maybe convert it to a template. I've been thinking of doing that with the Infused to explain Araevin.
Thanks Genasi_tac. I haven't seen that Dragon yet, but I will try to get my hands on it and figure it out. You're right, Saelethil did live during the Vyshaantar Empire before the Crown Wars, so he could have been very powerful. What level would you say he is?
#1344

burningspear

Sep 06, 2005 15:57:39
Monk 1, Wizard 10, Mage Lord 8:

str 12, dex 17, con 16, int 24 (26 for spellcasting), wis 16, cha 16,

speak: Damaran, Chondathan, Draconic, Elvish, Netherese, Loross and Thorass,

Hp: 119

Feats: Silver palm, Spellcasting prodigy, Scribe scroll, spell specialization*, Wpn-focus ray, Maximize spell, Signature spell*1, Easy metamagic-maximize spell, Leadership(22+), Quicken spell, Improved initiative, Spell mastery.
(feats not in any particular order though)

Skill: Appraise 17, Bluff 11, Sense motive 12, Diplomacy 9, Intimidate 18,

Know;Arcana 27, History(general) 17, History(Zhetarim) 9, History(Red plumes) 15, Local(Moonsea) 15, Local(Dalelands) 9, Geo(Moonsea) 9,

Concentration 25, Spellcraft 29, Move silent 11, Balance 7, Listen 7, Jump 5, Tumble 5.
(all skills incl. all bonusses)

Mastered spells:
Neg. energy ray, Dispel magic, *1 Phantasmal killer, Pass wall, True seeing, Teleport without error, Mindblank, Wish.

Saves:fort: +10, ref: +14, will: +14.
Bab: +9/ +4

Spells per day: 4x0, 6x1, 6x2, 6x3, 6x4, 5x5, 5x6, 4x7, 4x8, 2x9
(incl bonus for high int.)
Familiar: ?
Magical items: ?

Shoot me
#1345

zombiegleemax

Nov 01, 2005 0:07:40
That prestige class is the best one I've seen. The only problem is that it's a bit powerful. The drawback was that the fighting style was a well guarded secret. In FR it should be restricted to a fighting school headed up by the chosen of Garagos or Selvetarm or taught by Zaknafein.

It is a twin-sword prestige class that adds damage dice to critical hits, allows a counterstrike ability, etc..

Hey, glad you liked it! I've never spoken with anyone outside of my players who have actually played it (I actually haven't spoken with anyone who has even heard of Demonblade or the Keshen Blademaster). I'd be interested in a full critique if you don't mind (what I got right, what I got wrong, etc.)

Thanks!
#1346

penknight

Nov 10, 2005 23:44:11
Hey, Green Giant. I was wondering if you could put Lord-Consort Myrlaer Ealoeth on here too. He was in Cloak & Dagger on page 94. Thanks!
#1347

green_giant_02

Nov 13, 2005 11:40:05
Hey, Green Giant. I was wondering if you could put Lord-Consort Myrlaer Ealoeth on here too. He was in Cloak & Dagger on page 94. Thanks!

Unfortunately Cloak & Dagger is one of the few 2e FR products I don't own. Its a situation I'm trying to rectify. My new job has increased my D&D budget but it has left me with little time to do anything. I've barely just finished reading Sons of Gruumsh (an excellent adventure) and am starting on Heroes of Horror before moving on to Magic of Eberron. Champions of Valor is on the way along with the Realms of the Dragons anthology so that's more reading to do.


BTW, I've created a new thread called Realms NPC Characters II and that's where any new NPCs are posted since I've run out of room to list NPCs in the index found on page 1 in this thread. If you wish you can send me a PM with the info on Lord-Consort Myrlaer Ealoeth (as others have done so before with other NPCs) and I'll try to post some stats on him in the new thread.
#1348

tebryn14

Dec 10, 2005 11:03:10
Bump. This CAN'T get deleted.
#1349

green_giant_02

Dec 10, 2005 19:31:40
Didn't know this thread was in danger of being deleted.
#1350

tebryn14

Dec 10, 2005 19:43:02
Didn't know this thread was in danger of being deleted.

It had been almost a month since it was last posted in. Unless I'm misunderstanding the way things work, if it had gone a month without a post, it would have been deleted. I believe we're all responsible for bumping threads of great importance, like this one.
#1351

ztyx

Dec 12, 2005 5:59:51
It had been almost a month since it was last posted in. Unless I'm misunderstanding the way things work, if it had gone a month without a post, it would have been deleted. I believe we're all responsible for bumping threads of great importance, like this one.

LOL!

Try changing the default setting beneath the thread-list from show threads from "last month" to show threads from "the Beginning" and then press the [Show Threads] button and you should be getting a nice little surprise :D
#1352

mad_mage_02

Dec 12, 2005 9:03:32
Has Mith Barak (the silver dragon masquerading as the dwarven king in the only surviving Underdark shield dwarf kingdom) been fully statted here or elsewhere?
#1353

bsauey

Dec 14, 2005 15:59:40
Have Robillard and Captain Deudermont been statted?
#1354

salernodc

Dec 26, 2005 20:56:41
*bump*

Green Giant -

The issue with this thread now is that it is no longer in an obvious place on the first page of faerunian people & places.

I had to search a bit to find it...WOTC obviously did some streamlining of some kind....

There have been precious few posts to this thread in the last 45 days....
#1355

warlockco

Dec 26, 2005 21:10:57
That's because there is a new thread, Realms NPC Characters II.
Both of which are featured as links in a a sticked thread at the top of this forum.
#1356

zombiegleemax

Jan 03, 2006 23:49:40
Can anyone tell me where I can find info on Malchor Harpell? Also, any sites with full description of Starmantle?
#1357

green_giant_02

Jan 06, 2006 19:03:24
Can anyone tell me where I can find info on Malchor Harpell? Also, any sites with full description of Starmantle?

Malchor Harpell was updated and his new stats moved to the Realms NPC Characters II thread. He can be found on page 1. Just follow the link in my sig.
#1358

jiggawha_dup

Jan 11, 2006 14:33:31
mov
#1359

sommers

Jan 14, 2006 17:21:25
Has anyone ever done the stats for Giogi Wyverspur from "The Wyvern's Spur?" There is a one-line sentence in one of the annuals dealing with the Death of the Dragon, but it described his an Ari8 and his wife Cat as an Ari7. I could have sworn that she was a wizard, and I think that he should have some levels other than Aristocrat to model his newfound abilities.
#1360

sill01

Feb 03, 2006 10:14:31
Has anyone ever done the stats for Mintassan?? He is mentioned at the end of Cloack&Dagger
#1361

zombiegleemax

Feb 03, 2006 11:37:48
Can anyone tell me where I can find info on Malchor Harpell? Also, any sites with full description of Starmantle?

Based on the conjunction of these questions, I'm guessing you're interested in the Realms conversion for the Age of Worms.

As mentioned on the boards, I've decided to use Mintarn as the conversion for Alhaster, not Starmantle. (The Overload noted that things were subject to change, and I think this is a better fit, now that I've seen the most recent modules.)

Just an FYI. The only real info on Mintarn is Chapter 7 of the novel "Passage to Dawn" plus the FRCS [1e] and FRCS [2e]. Curiously, Mintarn is not discussed in the FRCS [3e].

--Eric
#1362

green_giant_02

Mar 10, 2006 23:23:40
Heard someone was looking for this thread so
#1363

green_giant_02

Apr 08, 2006 18:06:47
I've removed the stats of Sythillis (or Sothillis as he is now known) since he now has full official stats in Power of Faerun. His mate, Cyrvisnea, has been updated in the Realms NPC Characters II thread on page 9.
#1364

green_giant_02

May 11, 2006 21:18:19
Making sure this thread has a heartbeat.
#1365

zombiegleemax

May 12, 2006 6:34:58
Amazing!
#1366

zerowolf2nd

Jun 15, 2006 4:04:37
This question might be a bit late... but where is the wearer of purple prestige class at??
#1367

ztyx

Jun 15, 2006 4:27:22
http://www.wizards.com/default.asp?x=dnd/lists/prc

Faiths and Pantheons page 210

(and that link above is to the page where I found that information and the link below is to the index of lists, if you have to find a prestige class or a monster some day)

http://www.wizards.com/default.asp?x=dnd/arch/lists
#1368

zombiegleemax

Jul 04, 2006 17:24:15
...because the most powerful spell he casts in the novel is prismatic spray, and it's said several times that's his most powerful spell. But Araevin certainly is very skilled.
Here's what I think should be the level breakdowns for some of the Forsaken House crew (off the top of my head, I can't recall whether Lord Miritar and his daughter were sun or moon elves):

Araevin Teshurr: (CG male sun elf wizard 14)
Ilsevele Miritar: (CG female elf wizard 4/ranger 6/arcane archer 2)
Grayth: (NG male human cleric 10/morninglord of Lathander 5)
Maresa: (CN female air genasi fighter 2/rogue 11)
Nurthel Floshin: (CE male fey'ri fighter 2/sorcerer 18)
Aeramma Durothil: (N male sun elf sorcerer 24/elven high mage 3)
Seiveril Miritar: (CG male elf cleric 14/divine disciple 4)

What do you guys think?

I realize we are just guessing, but what about Gaerradh? Has there ever been official stats done on her? Thanks.
#1369

zombiegleemax

Jul 07, 2006 15:45:47
Another thank-you. Fantastic stuff here. I am amazed and overwhelmed with joy.

And the threads have an index!!!!!!!
#1370

zombiegleemax

Jul 07, 2006 22:52:09
Would someone who has access to Dragon #278 please post stats for Jack Ravenwild. If they are posted elsewhere, please post a link. Thanks.
#1371

green_giant_02

Jul 08, 2006 10:11:58
Another thank-you. Fantastic stuff here. I am amazed and overwhelmed with joy.

And the threads have an index!!!!!!!

Thanks for the praises. I hope it helps your campaigns.
#1372

bitter_thorn

Jul 16, 2006 3:08:16
I'm curious if anyone is using the Marshall class to stat any military or noble Realms personalities, or are the new classes pretty much ingored? It just seems an especially appropriate class for great military leaders.
#1373

green_giant_02

Jul 21, 2006 18:13:11
I'm curious if anyone is using the Marshall class to stat any military or noble Realms personalities, or are the new classes pretty much ingored? It just seems an especially appropriate class for great military leaders.

I've only used the Marshal class in statting one NPC so far. That was General Matick from the Netheril: Empire of Magic boxed set. He can be found on page 13 in this thread. Incidentally the Marshal is my third favorite class after the paladin and cleric.
#1374

bitter_thorn

Jul 24, 2006 0:07:45
I've only used the Marshal class in statting one NPC so far. That was General Matick from the Netheril: Empire of Magic boxed set. He can be found on page 13 in this thread. Incidentally the Marshal is my third favorite class after the paladin and cleric.

Alright! I was beginning to think I was the only one who liked the Marshall! Do you have any plans for statting any of the leadership of Cormyr?
#1375

green_giant_02

Aug 20, 2006 18:16:11
Alright! I was beginning to think I was the only one who liked the Marshall! Do you have any plans for statting any of the leadership of Cormyr?

I have no plans to stat the leadership of Cormyr but if you check the Realms NPC Characters II thread you'll find that I just statted another NPC using the Marshal class who is from Cormyr.
#1376

cre100382

Aug 20, 2006 18:49:14
Has anyone stated Araevin Teshurr yet? Since the third book has been out in a while, I thought someone would have statted him yet, but I haven't seen anything yet. Will someone give it a shot or point me to what I haven't seen?
#1377

jiggawha_dup

Aug 28, 2006 11:58:31
Has anyone stated Araevin Teshurr yet? Since the third book has been out in a while, I thought someone would have statted him yet, but I haven't seen anything yet. Will someone give it a shot or point me to what I haven't seen?

This is what Rich Baker said about his stats :

''I figure that Seiveril is something along the lines of a 21st-level cleric of Corellon, and Araevin is something like a 15th-level wizard, with a level or two of warmage, fighter, or spellsword thrown in (that's why he wears the mithral shirt without any trouble)''.
#1378

cre100382

Aug 28, 2006 20:22:03
This is what Rich Baker said about his stats :

''I figure that Seiveril is something along the lines of a 21st-level cleric of Corellon, and Araevin is something like a 15th-level wizard, with a level or two of warmage, fighter, or spellsword thrown in (that's why he wears the mithral shirt without any trouble)''.

In the first book though, "Araevin quickly donned the mail shirt, which was so light it scarcely interfered with even the most difficult spellcasting." The mithril mail shirt did cause a chance of spell failure, but most likely it is only 10% because the shirt is made of mithril. He still has trouble, making the level of Fighter, spellsword, or warmage, not really fit. I got the sense from the way the character acted he was a true mage, but more of a wand crafter and portal expert. Araevin wore a sword, but never used it that I recall and always mentioned that his best weapon was his magic.
#1379

Selvarin

Aug 29, 2006 1:33:40
In the first book though, "Araevin quickly donned the mail shirt, which was so light it scarcely interfered with even the most difficult spellcasting." The mithril mail shirt did cause a chance of spell failure, but most likely it is only 10% because the shirt is made of mithril. He still has trouble, making the level of Fighter, spellsword, or warmage, not really fit. I got the sense from the way the character acted he was a true mage, but more of a wand crafter and portal expert. Araevin wore a sword, but never used it that I recall and always mentioned that his best weapon was his magic.

You may be reading too much into that line in the novel. It's like descriptions of wizards exhausting themselves when casting spells fast and furiously--from the game end of it there's not actual effect.

As for Araevin being a Fighter 1/Spellsword 1/Wizard 15, that sounds pretty close. But what about the high magic part? If one must be able to cast 9th level spells to be remotely eligible to be a high mage...
#1380

jiggawha_dup

Aug 29, 2006 9:43:46
You may be reading too much into that line in the novel. It's like descriptions of wizards exhausting themselves when casting spells fast and furiously--from the game end of it there's not actual effect.

As for Araevin being a Fighter 1/Spellsword 1/Wizard 15, that sounds pretty close. But what about the high magic part? If one must be able to cast 9th level spells to be remotely eligible to be a high mage...

This is also what Rich said, probably there's more explanations at Candlekeep.

''Yes, the spell of mythal-shaping that Araevin casts at the end of the book is an epic magic spell. If I had to guess, I'd presume that Araevin's adventures in Book 1 boosted him from 14th-15th on up to 17th or 18th, and then the Nightstar kicked his spellcasting a couple of levels past that, as selukiira are said to be able to do. Of course, he hasn't had much of an opportunity to learn a great number of new spells; he picked up a few 8th-9th level spells from the telkiira and the Nightstar, but the real prize in the Nightstar are the epic spells. Epic spells (High Magic) are incredibly expensive to research and learn, so I think it's a pretty nifty benefit of a selukiira if it can teach you some epic spells without the incredible expense in gold and XP. Or so it would go in game terms, anyway.''
#1381

Selvarin

Aug 29, 2006 12:12:57
This is also what Rich said, probably there's more explanations at Candlekeep.

''Yes, the spell of mythal-shaping that Araevin casts at the end of the book is an epic magic spell. If I had to guess, I'd presume that Araevin's adventures in Book 1 boosted him from 14th-15th on up to 17th or 18th, and then the Nightstar kicked his spellcasting a couple of levels past that, as selukiira are said to be able to do. Of course, he hasn't had much of an opportunity to learn a great number of new spells; he picked up a few 8th-9th level spells from the telkiira and the Nightstar, but the real prize in the Nightstar are the epic spells. Epic spells (High Magic) are incredibly expensive to research and learn, so I think it's a pretty nifty benefit of a selukiira if it can teach you some epic spells without the incredible expense in gold and XP. Or so it would go in game terms, anyway.''

Going by some of the prereqs (25 ranks in Knowledge: Arcana and Spellcraft), he'd be more along the lines of Fighter 1/High Mage 1/Spellsword 1/Wizard 22 by the time he gets to that place in the novels. But while we're on the subject of Araevin, did the kiss of the Queen of Stars change him to a half-celestial or aasimar elf?

As for Seiveril, with 21st level as a guide he could well have been a Cleric 17/Divine Disciple 4.
#1382

zombiegleemax

Aug 29, 2006 21:15:12
This is what Rich Baker said about his stats :

''I figure that Seiveril is something along the lines of a 21st-level cleric of Corellon, and Araevin is something like a 15th-level wizard, with a level or two of warmage, fighter, or spellsword thrown in (that's why he wears the mithral shirt without any trouble)''.

Or, one level of Duskblade?
#1383

Selvarin

Aug 29, 2006 22:42:23
Or, one level of Duskblade?

One level of Duskblade would work just as well, admittedly. But from a gameplay standpoint the spellsword (as a PrC) doesn't create an XP penalty.
#1384

jiggawha_dup

Aug 30, 2006 7:28:23
Going by some of the prereqs (25 ranks in Knowledge: Arcana and Spellcraft), he'd be more along the lines of Fighter 1/High Mage 1/Spellsword 1/Wizard 22 by the time he gets to that place in the novels. But while we're on the subject of Araevin, did the kiss of the Queen of Stars change him to a half-celestial or aasimar elf?

No, he's now a celestial (that is for sure), probably eladrin or is just a base celestial template applied. Maybe some new realms-specific type.
#1385

Selvarin

Aug 30, 2006 11:11:16
No, he's now a celestial (that is for sure), probably eladrin or is just a base celestial template applied. Maybe some new realms-specific type.

And here's where I have to ask: did the author say this? The idea of what Araevin did was to gain power was to oppose Sarya. She and her kin gained the taint from consorting with demons and others to where Sarya was last listed as a half-fiend sun elf Sor20, which was not an option for him (thus the quest to the star elf realm). Since the only physical change mentioned about Araevin's change manifested with the in his eyes, more or less...

If not half-celestial then perhaps a half-eladrin template if one's creted. The big point about this from a game standpoint is that the half-celestial template adds +2 CR/+4 ECL.
#1386

jiggawha_dup

Aug 30, 2006 11:32:38
Yes, Baker said he's a celestial.
#1387

Selvarin

Aug 30, 2006 12:11:46
Yes, Baker said he's a celestial.

Well that's a nice lovely case of overkill.

Oh wait, that isn't so bad. If one uses the celestial creature template (which can be used on humanoids) then the most it does it +2 CR/+2 ECL.

That'll work.
#1388

zombiegleemax

Aug 31, 2006 8:19:01
Can anyone list Araevans equipment, in game terms that he carried. His wands, mail shirt, etc. I loaned out all three books so I cant reference them. Thanks.
#1389

jiggawha_dup

Sep 02, 2006 9:04:19
There is also http://www.seankreynolds.com/rpgfiles/monsters/eladreetemplateclass.html
but it think it needs some changes regarding increased caster lvl.
#1390

green_giant_02

Oct 29, 2006 16:06:39
Keeping the patient alive.
#1391

zombiegleemax

Nov 10, 2006 3:57:29
Hi !
And what do you think about Arumn Gardpeck?
(Innkeeper of the Cutlass, Luskan)
Just a commoner?
#1392

clobberintime

Jan 02, 2007 16:35:39
Just giving all of this usefull information a bump since, it took me a bit to find it today.
#1393

green_giant_02

Jan 02, 2007 19:25:24
Still useful, huh.
#1394

bitter_thorn

Jan 02, 2007 21:39:24
Still useful, huh.

Absolutely!
#1395

mad_mage_02

Jan 03, 2007 2:43:50
Has Tark Shanat (founder of the ancient dwarven kingdom of Shanatar) ever been statted?
#1396

senka

Jan 09, 2007 10:23:44
Hi.

I’d like stats for the following two characters from Serpent Kingdoms:

Atad Yelloweyes (CG male yuan-ti pureblood ranger 8/Harper scout 1), page 109.

Ssentenna Di'Nastassa (CE female pureblood yuan-ti cleric 5 of Sseth/Sorceror 5/mystic theurge 8), page 118.

Harper scout stats are in the FORGOTTEN REALMS Campaign Setting.

Thanks!
#1397

yorath_thewolf

Jan 10, 2007 11:18:01
the orginal stats yeah, but wasn't Harper Scout updated to 3.5 in the PGtF?
#1398

senka

Jan 11, 2007 7:49:11
The PGtF has a Harper Agent PrC, which is very similar (well, almost identical) to the Scout in the FRCS. I don’t mind which one is used, though I never thought of it as an updated version. (Why can’t WotC just call it the same thing if that’s what it is?).
#1399

Selvarin

Jan 11, 2007 11:55:58
Considering the PGtF is something of a 3.5 update to much that's in the FRCS and elsewhere, the Harper Agent is the HS's replacement. They got rid of the harper spell list (replaced by catser level +1/level) and chosen enemy found in 3.0, changed some of the prereqs, switched the Reflex save progression, etc...
#1400

green_giant_02

Jan 20, 2007 10:11:01
Hi.

I’d like stats for the following two characters from Serpent Kingdoms:

Atad Yelloweyes (CG male yuan-ti pureblood ranger 8/Harper scout 1), page 109.

Ssentenna Di'Nastassa (CE female pureblood yuan-ti cleric 5 of Sseth/Sorceror 5/mystic theurge 8), page 118.

Harper scout stats are in the FORGOTTEN REALMS Campaign Setting.

Thanks!

Actually Atad Yelloweyes can't qualify for the Harper Scout or Agent PrC because he's missing a level. 4 racial HD plus 8 levels in Ranger will grant him a max of 7.5 ranks in Diplomacy which is a cross-class skill for both racial and class levels. I had to give him an extra level in Ranger to qualify him as a Harper Agent. Stats as well as those of Ssentenna can be found in the Realms NPC Characters II thread. The link is in my sig.
#1401

senka

Jan 26, 2007 10:48:23
Actually Atad Yelloweyes can't qualify for the Harper Scout or Agent PrC.

Argh, I find that sort of think so annoying...

Stats as well as those of Ssentenna can be found in the Realms NPC Characters II thread. The link is in my sig.

Thanks. I didn't even know the second thread existed!

Harper Agent is the HS's replacement. They got rid of the harper spell list (replaced by catser level +1/level) and chosen enemy found in 3.0, changed some of the prereqs, switched the Reflex save progression, etc...

I prefer prestige classes that increase caster level (rather than grant their own spells) anyway.
#1402

ravennight

Feb 09, 2007 14:28:13
Did I miss any or has anyone started doing the Magisters? I think it would be a cool list of wizards, plus maybe some of their magic. I can't scroll through 47 pages just to see, sorry. I'll try my hand at one in a little bit.
#1403

green_giant_02

Feb 09, 2007 18:05:38
Did I miss any or has anyone started doing the Magisters? I think it would be a cool list of wizards, plus maybe some of their magic. I can't scroll through 47 pages just to see, sorry. I'll try my hand at one in a little bit.

Page 1 contains an index of the NPCs found in this thread. I don't think there are any in Realms NPC Characters but I believe I posted two in the Realms NPC Characters II thread which contains an index on page 1 for that thread. If I remember correctly, they are Alvaerele Tasundrym "The Silent Chosen" and Noumea Drathchuld "The Lady Magister." Both are former Magisters and current Chosen of Mystra. A link to the Realms NPC Characters II thread can be found in my sig.
#1404

salernodc

Feb 28, 2007 14:23:56
*bump*
#1405

fillow

Apr 29, 2007 14:10:43
I saw nothing about the young (and dead !) harper Lander, the patch-covered-eye-ranger who fought the Zhentarim in Anauroch with Ruha.

But I might miss him...
#1406

clobberintime

May 13, 2007 19:10:16
Bump,
#1407

green_giant_02

Jun 24, 2007 14:07:22
#1408

phelf_der_zemit

Sep 27, 2007 18:36:29
I was wondering if anybody wanted to do a write up on Q'arlynd Melarn, the wizard from Lisa Smedman's new series. I could try and do it myself, but Id like to get others oppinions.
#1409

ravennight

Sep 28, 2007 20:05:30
I am pretty sure this isn't a repost, but you can tell me if it is.

Laspeera Naerinth CR
17
NG female Chondathan wizard 14/loremaster 3; medium-sized humanoid (human)
Init +2; AC 12, touch , flat-footed (+ Dex, + armor, + deflection)
HD 14d4+14 plus 3d4+3; hp 59; Fort +6, Ref +9, Will +18; Speed 30 ft. (6 squares); Base Atk +9/+4; Abilities Str 12 (+1), Dex 15 (+2), Con 13 (+1), Int 20 (+5), Wis 18 (+4), Cha 18 (+4); SA ;SQ Leadership score- 27, secret (instant mastery), lore, secret (applicable knowledge); SR ;

Skills: Concentration +18, Craft (calligraphy) +13, Decipher Script +15, Diplomacy +14, Gather Information +10, Intimidate +6, Knowledge (arcana) +20, Knowledge (Cormyr geography) +20, Knowledge (Cormyr history) +20, Knowledge (nobility and royalty) +26, Perform (oratory) +5, Perform (dance) +7, Profession (scribe) +7, Ride (horse) +3, Search +7, Sense Motives +14, Spellcraft +27;
Feats Discipline, Lightning Reflexes, Scribe Scroll (bonus), Skill Focus (Knowledge [nobility and royalty]), Craft Wand (bonus), Skill Focus (Spellcraft), Negotiator, Extend Spell (bonus), Leadership, Spell Focus (Abjuration), Quicken Spell (bonus), Investigator (bonus),
Languages Chondathan, Common, Draconic, Elvish, Dwarf, Gnome,
Possessions war wizard's cloak, purple dragon ring, staff of divination;

Wizard Spells Prepared 4/6/5/5/5/5/4/3/2/1; CL 17th, 19th for Abjuration:
-dancing lights, mage hand, detect magic, daze;
1st-hold portal, protection from evil, detect undead, comprehend languages, disguise self;
2nd-arcane lock, protection from arrows, detect thoughts, see invisibility;
3rd-dispel magic, magic circle against evil, lightning bolt, gaseous form;
4th-dimensional anchor, solid fog, Ilyykur's mantle, Tirumael's energy spheres;
5th-break enchantment, Mordenkainen's private sanctum, teleport, feeblemind, wall of force;
6th-greater dispel magic, globe of invulnerability, mass bull's strength, globe of invulnerability;
7th-spell turning, mass hold person, greater arcane sight;
8th-dimensional lock, protection from spells;
9th-quickened lesser ironguard;
------------------------------------------------------------
Hook "I serve the good of the realm, and since the health of the realm depends on this monarchy, I am lucky to be able to protect the ones I care about in the process.''
Description Laspeera is the de facto leader of the War Wizards, running many day-to-day activities of organizing the body of wizards and of their training. She also assists Caladnei, the Mage Royal, as often as she needs, and with the departure of Vangerdahast, is almost always at the Royal Palace as consul to the Steel Regent.
Note
-----------------------------------------------------------
Sources Volo's Guide to Cormyr, Players Handbook 3.5, Dungeon Master's Guide 3.5, Players Guide to the Realms.


Maxer Hlarr, CR 13
LG male Chondathan evoker 6/master specialist 7; medium-sized humanoid (human)
Init +7; AC 13, touch , flat-footed (+ Dex, + armor, + deflection)
HD 6d4+24 (wizard) plus 7d4+28 (master specialist); hp 96; Fort +6, Ref +9, Will +18; Speed 30 ft. (6 squares); Base Atk +9/+4; Abilities Str 14 (+2), Dex 16 (+3), Con 18 (+4), Int 20 (+5), Wis 16 (+3), Cha 13 (+1); SA ;SQ Skill Focus bonus feat, expanded spellbook, Greater Spell Focus bonus feat, minor school esoterica, caster level +1; SR ;

Skills Appraise +9, Concentration +20, Craft (alchemy) +15, Craft (armorsmithing) +9, Craft (metalsmithing) +12, Craft (weaponsmithing) +10, Decipher Script +10, Intimidate +6, Knowledge (arcana) +20, Knowledge (architecture and engineering) +9, Knowledge (Cormyr local) +13, Knowledge (history) +11, Spellcraft +23, Use Magic Device +15;
Feats Spell Focus (Evocation), Combat Casting, Scribe Scroll (bonus), Spell Girding, Craft Wand (bonus), Improved Initiative, Skill Focus (Spellcraft) (bonus), Spell Penetration, Greater Spell Focus (bonus), Craft Construct,
Languages Chondathan, Common, Draconic, Dwarf,
Possessions cloak of resistance +2, bracers of armor +3, wand of lightning bolt, wand of fireball, wand of magic missile, staff of power, major circle of blasting;

Wizard Spells Prepared 4/6+1/5+1/5+1/5+1/4+1/2+1/1+1; CL 13th, 16th for Evocation:
-detect magic, dancing lights, light, mage hand;
1st-protection from evil, mage armor, burning hands, magic missile x2, feather fall, comprehend languages;
2nd-resist energy, protection from evil, Melf's acid arrow, invisibility, spider climb, scorching ray;
3rd-dispel magic, magic circle against evil, fireball x2, lightning bolt x2, fly;
4th-globe of invulnerability, shout, incendiary surge x2, Tirumael's energy spheres;
5th-teleport, cone of cold, firebrand, ball lightning;
6th-chain lightning, disintegrate, lingering flames;
7th-delayed blast fireball, maximized incendiary surge;

------------------------------------------------------------
Hook "I've learned to be prepared, so I continue my research and am to busy to teach.''
Description Maxer is a late middle aged man who dwells in a well guarded house in Suzail, protected by dozens of magical constructs, some of which have a limited form of sentience. He was bestowed with the title of “Defender of Suzail” by Azoun IV after defeating four dragons who were attacking the city, and saving several noted local wizards who had already engaged the wyrms. He avoids wizards who approach him for tutelage, as well as the attentions of numerous female spellcsters.
Note
-----------------------------------------------------------
Sources Volo's Guide to Cormyr, Cormyr TSR9410, Players Handbook 3.5, Dungeon Master's Guide 3.5, Players Guide to the Realms, Complete Mage.



Mellomir of Arabel, CR 27
LN male Tethyrian wizard 12/loremaster 10/arcane devotee 5 of Azuth; medium-sized humanoid (human) Init +3; AC 13, touch , flat-footed (+ Dex, + armor, + deflection)
HD 12d4+48 (wizard) plus 10d4+40 (loremaster) plus 5d4+20 (arcane devotee); hp 181; Fort +11, Ref +19, Will +22; Speed 30 ft. (6 squares); Base Atk +13/+8; Abilities Str 12 (+2), Dex 15 (+3), Con 16 (+4), Int 22 (+6), Wis 16 (+3), Cha 14 (+2); SA reach of the holy, divine synergy;SQ instant mastery (ride), lore, secrets of inner strength, applicable knowledge (Craft Scepter), dodge trick,weapon trick, the lore of true stamina, greater lore, true lore, sacred defense +1, sacred defense +2, divine shroud, spell turning (first nine levels each round); SR ;

Skills Concentration +33, Craft (alchemy) +26, Craft (painting) +10, Craft (woodcarving) +12, Decipher Script +21, Gathering Information +13, Heal +9, Knowledge (arcana) +39, Knowledge (history) +26, Knowledge (religion) +26, Profession (scribe) +13, Spellcraft +38, Use Magic Device +17;
Feats Skill Focus (Knowledge [arcana]), Eschew Materials, Scribe Scroll (bonus), Magical Aptitude, Craft Wondrous Item (bonus), Enlarge Spell, Extend Spell, Craft Wand (bonus), Improved Counterspelling, Quicken Spell, Still Spell, Craft Staff, Craft Scepter (bonus), Improved Spellcasting (epic), Multispell (epic),
Languages Chondathan, Common, Draconic, Dwarf, Elven, Alzhedo, Lantanese, Orc, Chessentan, Illuskan;
Possessions cloak of resistance +4, bracers of armor +6, wand of lightning bolt, staff of divination, headband of intellect +4, robes of the archmagi, ring of arcane supremacy, ring of enduring arcana, necklace of acid pearls, +2 flying dagger, 4 masterwork daggers, +2 shocking bolt light crossbow, 20 crossbow bolts, 2 flasks of acid, 2 flasks of alchemist's fire; as an wizard of power he is able to acquire or craft almost any magical item.

Wizard Spells Prepared 4/7/6/6/6/6/5/5/5/5/1; CL 27th:
-mage hand, detect magic, dancing lights, arcane mark;
1st-protection from evil, mage armor, unseen servant, identify, burning hands, magic missile, Tenser's floating disk;
2nd-resist energy, Melf's acid arrow, detect thoughts, invisibility, levitate, bull's strength;
3rd-dispel magic, magic circle against evil, nondetection, arcane sight, hold person, fireball;
4th-minor globe of invulnerability, scrying, Ilyykur's mantle, backlash, incendiary surge, silent lightning bolt;
5th-teleport, wall of force, lesser ironguard, ball lightning, Presper's moonbow, coat of arms;
6th-globe of invulnerability, legend lore, chain lightning, silent still incendiary surge, lingering flames;
7th-greater teleport, project image, reverse gravity, greater ironguard, silent stilled ball lightning;
8th-prismatic wall, Otiluke's telekinetic sphere, iron body, lightning ring, dreaded form of the eye tyrant;
9th-prismatic sphere, teleportation circle, meteor swarm, prismatic deluge, quickened ball lightning;
10th-quickened chain lightning;

------------------------------------------------------------
Hook "We must learn from history or we are doomed to repeat it, that is the true power of knowledge.''
Description This man is a sage known across the realms for his knowledge of history and his predictions. Over the years he has made many notable predictions including the death of Bhaal and Myrkul during the Time of Troubles. He is protected by powerful spells of his own devising, and is known to have single-handedly destroyed a Westgate family who had marked him as an enemy and repeatedly tried to assassinate him.
-----------------------------------------------------------
Sources Volo's Guide to Cormyr, Players Handbook 3.5, Dungeon Master's Guide 3.5, Players Guide to the Realms, Complete Mage, Epic Level Handbook, Forgotten Realms Campaign Setting, Magic of Faerun.
#1410

phelf_der_zemit

Sep 28, 2007 21:50:01
whats the ring of arcane supremicy? but other wise really nice, were are these chars from?
#1411

ravennight

Sep 29, 2007 0:18:55
They are from a bunch of different sources, one was Volo's Guide to Cormyr, then the old 2nd edition campaign boxed set, the old hardcover Forgotten Realms sourcebook, and then Laspeera is in almost everything that has to do with Cormyr.

The ring of arcane supremacy is in the Complete Mage supplement.
#1412

ravennight

Sep 29, 2007 14:37:12
Although this may become useless when 4th edition comes out, I've continued my work on the Magisters. A possible conversion for this is that there will always be a god of wizards, I'm guessing that Azuth will survive whatever is coming, so the Magister will be solely the servant of Azuth, like it would be for Boccob in Greyhawk.

So Here we go, Kurtal of Sreve, one of my favorites...

Kurtal of Sreve
hp 182 (32d4+96 HD); DR ;
CN male Tethyrian wizard 28/archmage 4
Init +5 (+2 Dex); Senses Listen +9, Spot +9.
Languages Common, Draconic, Chondathan, Tethyrian,
AC (+2 Dex)
Immune 1 spell per level from 1st through 9th.
Resist spell resistance 20.
Fort +15, Ref +15, Will +20.
Speed 30 ft.
Melee +.
Space 5ft; Reach 5ft.
Base Atk +16/+11;
Special Actions spells, spell-like abilities, arcane fire, Magister's step, imbuement.
Spells CL 34 , CL 40 for evocation; 4/6/6/5/5/3/5/4/3/2/1/1/1;
Spell-Like Abilities At will – feather fall (automatic), levitate, read magic, true seeing; 8/day – I; 6/day – I; 1/day – 1 spell per level from 1st – 9th;
Abilities Str 12, Dex 15, Con 16, Int 22, Wis 15, Cha 8.
SA high arcana – arcane fire, mastery of elements, spell power, spell-like ability's, arcane generosity, spellpurge, spell-like abilities.
SQ mind blank, magister's step, spell focus, name attunement, the Magister's sigil, rapid preperation, Mystra's shield, magesight;
Feats Spellcasting Prodigy, Alertness, Scribe Scroll, Improved Initiative, Craft Potion, Skill Focus (Spellcraft), Spell Focus (evocation), Craft Wand, Maximize Spell, Iron Will, Empower Spell, Spell Focus (divination), Vatic Gaze, Craft Contingent Spell, Skill Focus (Knowledge [arcana]), Greater Spell Focus (evocation), Epic Spell Focus (evocation), Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th),
Skills Appraise 10, Concentration 25, Craft (bookbinding) 15, Gather Information 14, Heal 10, Hide 10, Knowledge (arcana) 35, Knowledge (geography) 19, Knowledge (history) 13, Listen +5, Profession (apothecary) 27, Search 8, Sense Motive 15, Spellcraft 35, Spot 5, Use Magic Device 17.
Possessions
As Magister and as an extremely powerful wizard he has access to any non-artifact item.
Spellbook

Hook "I want to be left alone so I can continue my work. If you bother me I'll blast you to ashes.''
Description Born in the small village of Sreve, just north of the Cloud Peaks at the present northern border of Amn, Kurtal was apprenticed at a young age and witnessed the spell battle between his mentor and a rival wizard which killed his master. He then stole some spellbooks and minor magic and fled. Horribly ugly from a young age, he was taunted all through his young life until he was powerful enough to return to Sreve, destroy the wizard who had killed his master, and took up residence in a hillside fortress not far from town. He was known for a 'blast first, ask later' mentality but also to be incredibly generous with the magic he handed out through a cloud-like spectral image to young mages of little power.
-----------------------------------------------------------
Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them.
Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he can remain undisturbed for up to a tenday, learning more about the duties of the Magister.
Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects.
Magesight (Ex) A Magister's connection to the Weave allows he to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of his magesight).
Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day- 1 spell per level from 1st through 9th.
Mind Blank (Su) The Magister is constantly protected by a heightened (10th level) mind blank.
Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. He is also immune to: 1 spell per level from 1st through 9th.
Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it.
Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools.
Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell he has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used.
Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. He also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect.
The Magister's Sigil (Su) The Magister, like almost all powerful mages, has his own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days.
Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour.

-----------------------------------------------------------
Sources Secrets of the Magister 2nd Ed., Magic of Faerun, Player's Handbook 3.5, Player's Handbook II, Complete Arcane, Complete Mage, Players Guide to Faerun, Epic Level Handbook
#1413

phelf_der_zemit

Sep 29, 2007 15:46:42
I didnt think you could go over lvl 30, even epic. oh and Im getting closer with my Q'arlynd.
#1414

Selvarin

Sep 29, 2007 15:57:59
Existence doesn't need the 'c'. Check your sig. :D
#1415

phelf_der_zemit

Sep 29, 2007 16:12:28
Thinks, though just to be different (and Im lazy) ill stay with it...

PS, did you think it as deep as me, I thought it was really niffty, and have since worked it into conversation.
#1416

Selvarin

Sep 29, 2007 16:26:49
Perhaps you're like the guy who misspells 'rogue' as 'rouge' just for kicks. Wonder if he eventually tired of it.
#1417

phelf_der_zemit

Sep 29, 2007 22:13:20
YOur sort a kinda right, but ya, I forgot about that. Ill have him up shortly though/.
#1418

ravennight

Sep 30, 2007 14:40:24
Actually there's no limit to the level progression, no 'level cap' so to speak, it says it in the experience progression chart if you want to take a look. Besides, there are plenty of characters over 30th level in the Realms. Larloch, the lich who leads the Twisted Rune but I can't remember his name, Kartak Spellseer, Shoon VII, Ioulam the Netherese archwizard, and others, I'm sure.
#1419

green_giant_02

Sep 30, 2007 15:14:00
I should have mentioned this but most NPCs are being posted in the Realms NPC Characters II thread since I ran out of room on the first page to add names to the index. If you want to post your NPCs again, ravennight, on the other thread so they can appear on the index , there shouldn't be a problem. But I can't put the names of the NPCs you posted on this thread in the index on page 1.

You can find the link to the other thread in my sig.
#1420

fizdantalis

Feb 28, 2008 0:32:44
Any chance that this nicely done list of NPC's has been copied and pasted into a word document instead of going through 48 pages of posts?
If it hasn't, any objection to it being done GG?

Also the links going to the books section seem to have changed. I clicked on a link the warlockco gave in a post that was to the books section and it's not there anymore. NPC's like Cadderly say WotC site, but my searches for stats for them return nothing. Any help or insight?

Fiz
#1421

capnvan

May 16, 2008 9:09:07
#1422

thanael

May 19, 2008 9:30:33
If the links are gone try copying the link into www.archive.org.
#1423

shelbydapimp

Jul 18, 2008 11:25:08
greatest thread eva
#1424

merrikcale

Aug 06, 2008 11:19:11
move this to Running the Realms?
#1425

lord_karsus

Aug 06, 2008 14:20:42
-Yes, I'll have it in my next batch.
#1426

18DELTA

Aug 06, 2008 14:29:18
-I put this Thread in my Handy Links Thread. It is in the 3.5 Legacy Section.


18DELTA
#1427

ORC_Yeti

Aug 10, 2008 10:41:29
Thread moved at VCL request.
#1428

18DELTA

Nov 14, 2009 6:19:51
Bump!
#1429

realmarkp

Jan 15, 2010 8:43:19
Could I request stats for the following creatures:

Trio Nefarious:
- Aulmpiter
- Gaulguth
- Malimshaer

Many thanks!!
#1430

vinciente

Feb 03, 2010 23:43:08
This stuff is great, but can someone please let me know where I can find a list like this for 4e only? That's assuming it exists at this time.
#1431

phelf_der_zemit

Feb 04, 2010 15:52:03
community.wizards.com/go/thread/view/758... is the most extensive collection to be found thus far. I believe Kervas has taken a break for awhile and is still workin through a specfic group of NPCs anyway, but if you have any request go ahead and send them in. Who knows, maybe I will dust off my books and give it a shot.
#1432

18DELTA

Apr 04, 2010 0:15:06


 I haven't seen Keaveras(sp) around in a while. I don't know if he is still around.
#1433

redondo15

Jul 18, 2010 3:36:43
Hi, has anyone information about Lord Artificier Yuvaraj, the last Imaskari emperor!?
#1434

MattDroz

Aug 09, 2010 12:28:12
By the way, I put these together some months back:

NPC's of the Realms list

Edit: In the process of updating files after closing down my former internet account. For now, here's the Alphabetized list.
#1435

suin_bahhar_02

Nov 04, 2010 8:18:23
Awesome resource is awesome.

#1436

eriksdb

Nov 05, 2010 13:39:12
I know I like checking the Realms NPC threads from time to time.

I'll admit that partly, I look for my own characters, but haven't yet found any. Le sigh!

Cheers
#1437

suin_bahhar_02

Nov 07, 2010 5:46:03
I know you have posted some official stats of Fox-at-Twilight a few years ago... Perhaps a link to that thread will honor her. I vaguely remember seeing stats for Davoren aswell. Heh. Perhaps they are too official when coming from you or other WotC staffers.

Walker, Arya Venkyr, Greyt, Bars, Derst... I agree they all are in need of some stats aswell.
#1438

eriksdb

Nov 08, 2010 10:25:54
I know you have posted some official stats of Fox-at-Twilight a few years ago... Perhaps a link to that thread will honor her. I vaguely remember seeing stats for Davoren aswell.

I can certainly do such things. Note that these contain spoilers for my novel Depths of Madness and my short story, "The Greater Treasure" in Realms of the Elves.

Twilight (and the Trickster-touched creature template): forum.candlekeep.com/topic.asp?TOPIC_ID=...

Gargan (and more about goliaths in the 3.5 Realms): forum.candlekeep.com/topic.asp?TOPIC_ID=...

Davoren: wizards.com/default.asp?x=dnd/frcc/20070...

You can also get PDFs of Twilight, Gargan, Yldar, and Cythara (see the last three entries here: www.candlekeep.com/library/lore.htm#rumo...), which are substantially more complete and better to read anyway.

I have my own 4e build for Twilight (who I use in my 4e FR game), but it would be great to see what other folks come up with!

Heh. Perhaps they are too official when coming from you or other WotC staffers.

Ah, alas. That's both flattering and a little melancholy--I like being "one of the guys," as it were.

Walker, Arya Venkyr, Greyt, Bars, Derst... I agree they all are in need of some stats aswell.

I will voice my approval for that notion, and would be happy to offer notes/feedback if desired.

Cheers