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T O P I C    R E V I E W
Diffan Posted - 22 Nov 2010 : 20:18:05
Hey all,

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

This sort of thread was pretty popular over on the Wiz-bro boards and had over 50 some pages. I can do 3e, v3.5e, Pathfinder, and 4E characters. In addition, I can incorporate homebrew rules and information if you so wish.

And just a quick note, the more intense, intricate, and involved character you request the longer it usually takes to stat out. When it comes to stat-blocks, I use the current v3.5 stat block (even for Pathfinder), and I can do a Character Builder stat-up OR a monster stat-block if using 4E.

So feel free to request whatever you need. Considering I'm a busy man, I might get backed up a little. If I don't respond to a request it's probably because I've gotten bogged down in other areas and not because of neglect. I'll start off with a few examples.

INDEX (Provided by Rhewtani)

3E/3.5E/Pathfinder
CR 1/2, Pg 10 – “Elf Warrior of the Lalya Maurshanta” Male or Female moon elf warrior 1


CR 01, Pg 07 – “Arrik Mournsyn” Male Chondathan human warblade 1
CR 01, Pg 04 – “Drow Soldier” Male/Female drow fighter 1 (Pathfinder)
CR 01, Pg 06 – “Eberk Manaheim” Male Shield Dwarf Cleric 1 of Moradin (Pathfinder Racial Rules only)
CR 01, Pg 01 – “Viktor Karliv” Male Damaran human cleric 1 of Tempus
CR 01, Pg 04 – “Zhent Soldier” Male Damaran human fighter 1


CR 02, Pg 07 – “Cael Tarrious” Male human magus 2 (Pathfinder)
CR 02, Pg 01 – “Den’vor Jarrik” Male aasimar paladin 1 of Kelemvor
CR 02, Pg 07 – “Knights of the North” Male or Female Damaran/Vaasan human fighter 2
CR 02, Pg 09 – “Purple Dragon soldiers” Female or male Chondathan human fighter 2


CR 03, Pg 01 – “Adorned Ariel Pell” Female Damaran human cleric 3 (Ilmater)
CR 03, Pg 08 – “Brom, the Mercenary” Male Chondathan human warblade 3
CR 03, Pg 02 – “Deladara” Female half-elf mercury dragon shaman 3
CR 03, Pg 04 – “Drow Forester” Male/Felame drow ranger 3 of Eilistraee (Pathfinder)
CR 03, Pg 10 – “Elf Soldier of the Lalya Maurshanta” Male or Female gold elf fighter 3
CR 03, Pg 09 – “Tess Evenwood" Female Chondathan human healer 3 (Lurue)
CR 03, Pg 07 – “The Phantom” Male human hexblade 3 (new feat and equipment added)
CR 03, Pg 02 – “Zhent Spy” Female Chondathan human bard 3


CR 04, Pg 04 – “Drow Swordsman” Male drow fighter 4 (Pathfinder)
CR 04, Pg 10 – “Elf Archer of the Lalya Maurshanta” Male or Female wood elf ranger 4
CR 04, Pg 07 – “Gaston (Disney's Beauty and the Beast)” Male human ranger 3/ rogue 1
CR 04, Pg 02 – “Luth Bersek” Male Chondathan human sorcerer 4
CR 04, Pg 01 – “Mistress Kethra” Female Illuskan human cleric 4 of Loviatar
CR 04, Pg 07 – “Sgt. Dorn Melendak” Male Tethyrian human fighter 4
CR 04, Pg 02 – “Sir Argath Blackblade” Male Illuskan human knight 4
CR 04, Pg 02 – “Talindra Wavesilver” Female half-moon elf scout 4
CR 04, Pg 01 – “Zhent Cultist” Male Chondathan human cleric 4 (Cyric)
CR 04, Pg 04 – “Zhent Sergeant” Male Damaran human fighter 1/ rogue 3


CR 05, Pg 04 – “Drow Priestess” Female drow cleric 5 of Elistraee (Pathfinder)
CR 05, Pg 01 – “Feralor Nareth” Male Moon Elf druid 3/ wizard* 2
CR 05, Pg 12 – “Havel Taldoran, Firstsword of Cormyr” Male Chondathan human marshal 5
CR 05, Pg 07 – “The 'Beast' Disney's Beauty and the Beast)” Magical Beast


CR 06, Pg 10 – “Elf Captain of the Lalya Maurshanta” Male or Female gold elf duskblade 6
CR 06, Pg 06 – “Elistar Baelor” Male Moon Elf warblade 6 (Pathfinder Racial Rules only)
CR 06, Pg 10 – “Evandur Talmar” Male Chondathan monk 3/paladin 3 (Lathander)
CR 06, Pg 07 – “Fayne” Male half-moon elf battle sorcerer 4/ fighter 2 with +3 feats (E6 Variant)
CR 06, Pg 07 – “Raging Orc Gladiator” Male orc barbarian 1/ fighter 4
CR 06, Pg 11 – “Regdar" Male Chondathan human fighter 6
CR 06, Pg 09 – “Tolmir Mull” Male Chondathan human wizard 6
CR 06, Pg 01 – “Unnamed” Female Fey'ri rogue 2/ sorcerer 2
CR 06, Pg 02 – “Unnamed” Male Rashemi human rogue 2/ hexblade 4


CR 07, Pg 02 – “Braela Traelstarr” Female Damaran human paladin 5 (Mystra)/ knight of the weave 2
CR 07, Pg 07 – “Garrick ('Shadow')” Male human rogue 3/ swashbuckler 3 with +5 feats (E6 Variant)
CR 07, Pg 01 – “Stor Heraldson” Male Illuskan human barbarian 1/ fighter 6
CR 07, Pg 09 – “Sergeant Lorren” Female Chondathan human fighter 7
CR 07, Pg 03 – “Zerah Flametongue” Female tiefling wizard 6


CR 08, Pg 07 – “Gretta Ironhane” Female Shield dwarf monk 6 with +10 feats (E6 Variant)
CR 08, Pg 01 – “Karthrand” Male Shield dwarf fighter 1/ crusader 7 (Dumathoin)
CR 08, Pg 05 – “Tamarak Steelthorn” Male Illuskan human fighter 1/ druid 7 (Silvanus)


CR 09, Pg 01 – “Balan Dulsaer” Male Chondathan human cleric 5/ordained champion 4 of Tyr
CR 09, Pg 01 – “Kael’inor Sylellion” Male Moon elf cleric 4/ warlock 1/ eldritch disciple 4
CR 09, Pg 10 – “Lady Leena” Female Chondathan cleric 9 (Red Knight)
CR 09, Pg 03 – “Neval Ambelcrown” Male Chondathan human cleric 9 (Bane)
CR 09, Pg 01 – “Vel’adren” Male half-sun elf duskblade 9


CR 10, Pg 07 – “Draven Erhales” Male Illuskan human wizard 7/ arcane devotee 3
CR 10, Pg 01 – “Stromovich Krosovechky” Male Rasheman human barbarian 2/ fighter 4/ tempest 4
CR 10, Pg 08 – “Kaden Rath” Male Damaran human hexblade 8/ crusader 2
CR 10, Pg 02 – “Faril Laheralson” Male Tethyrian human fighter 7/ ranger 3
CR 10, Pg 03 – “Talfryn Moonbow” Male Moon elf fighter 2/ wizard 6/ bladesinger 2
CR 10, Pg 01 – “Unnamed” Female Chondathan human ard 6/rogue 2/court herald 2
CR 10, Pg 04 – “Zakarus” Male human rogue 6/ swashbuckler 3/ swordsage 1 (Pathfinder)


CR 11, Pg 05 – “Bergthor Hallstein” Illuskan human fighter 1/ evoker 6/ spellsword 4
CR 11, Pg 07 – “Drizzt Do'Urden” drow barbarian 1/ fighter 4/ ranger 1 with +20 feats (E6 variant)
CR 11, Pg 04 – “Hunters” Male/Female wood elf ranger 6/ justice of weald and woe 5
CR 11, Pg 01 – “Sir Ajantis Greycastle” Male Chondathan human cleric 8/ justicar of Tyr 3
CR 11, Pg 03 – “Zhentarim Commander” Male Damaran human fighter 5/ cavalier 6 (Pathfinder)


CR 12, Pg 03 – “Ilandeth Silverspear” Male moon elf ranger 3 (Shevarash)/ sorcerer 4/ Evereskan tomb guardian 5
CR 12, Pg 01 – “Kallious Solinnodel” Male Moon elf fighter 6/ blade dancer 4/ tempest 2
CR 12, Pg 11 – “Kiiran Selduryan" Male gold elf warblade 10/ eternal blade 2
CR 12, Pg 04 – “Lord Mordeth” Male Death Knight paladin of Tyranny 8 (Bane)
CR 12, Pg 08 – “Olspar Grayson” Human cleric (Jergal) 7/ sacred exorcist 5
CR 12, Pg 02 – “Raydin Gloomantle” Male Damaran human wizard 5/ shadow adept 7
CR 12, Pg 01 – “Sir Brenan Dunarch” Male Tethyrian human paladin 12 of Tyr
CR 12. Pg 08 – “Sundryl Starmantle, the Technomancer” Male Moon elf artificer 10/ sorcerer 2


CR 13, Pg 11 – “Astra Truesteel” Female aasimar favored soul 4/ crusader 8 of Tyr
CR 13, Pg 01 – “Draevik” Male Chondathan human monk 5/ paladin 5 (Lathander)/ sun soul monk 3
CR 13, Pg 01 – “The Belkagen” Male lythari ranger 5/ herbalist 5
CR 13, Pg 01 – “Friar of Kelemvore” Male Chondathan human cleric 7 (Kelemvore)/ doomguide 3/ hunter of the dead 3
CR 13, Pg 04 – “Sir Ivan Brightflame” Male Chondathan human fighter 4/ crusader 3 (Helm)/ purple dragon knight 5/ pegasus knight of cormyr 1


CR 14, Pg 08 – “Damato Blackcloud” Human Rogue 2/ Hexblade 12
CR 14, Pg 04 – “Gisela” Female Half-Sun elf fighter 2/ sorcerer 12
CR 14, Pg 04 – “Shayla” Female Damaran human paladin 12/ justicar of Tyr 2
CR 14, Pg 09 – “Sir Halvar" Male Chondathan human crusader of Lathander 6/ warmage 4/ jade phoenix mage 4


CR 15, Pg 07 – “Aelrovan Steeleaf” Male moon elf duskblade 15
CR 15, Pg 02 – “Arcadian Avenger” Crusader 9 (Tyr)
CR 15, Pg 01 – “El’rith Phar’aen” Male drow duskblade 13/ shadow adept 1
CR 15, Pg 12 - “Hope” Female hellbred paladin 15 of Tyr
CR 15, Pg 09 – “Lan Umbrilstryke” Male Damaran human lion totem barbarian 1/ paladin 4/ knight of the weave 5/ abjurant champion 5
CR 15, Pg 12 – “Sir Marcus, the Steel Fury” Male middle-aged human knight 4/ cleric 1/ prestige paladin 3/ fist of Raziel 7
CR 15, Pg 04 – “Vander "The Black" Alandrith” Male Damaran human fighter 10/ tempest 5/ aristocrat 1


CR 16, Pg 12 – “Dreeon Whipwind” Male Chondathan human duskblade 16
CR 16, Pg 12 – “Natali Dotski” Female Damaran human barbarian 1/ kensai 15
CR 16, Pg 01 – “Ox” Male Reshemi human barbarian 1/fighter 8/frenzied berserker 7
CR 16, Pg 02 – “Pharaxus Torrendol” Male Halruaan human warmage 14/ archmage 2
CR 16, Pg 12 - “Sir Roderrick Lassiter” Male Damaran human paladin 7/ divine crusader 9 of Tyr
CR 16, Pg 02 – “The Bone Collector” Male Chondathan human cleric 3/ wizard 3/ true necromancer 10
CR 16, Pg 11 – “Tera” Female dragonborn fighter 16
CR 16, Pg 09 – “The Frost-Knight OF Ulutiu” Male Damaran human paladin 16 of Ulutiu


CR 17, Pg 04 – “Aesperus, King in Copper” Male lich dread necromancer 15
CR 17, Pg 11 – “Melchor Trath, Wyvernsbane” Male Chondathan human ex-Zhentarim fighter 17
CR 17, Pg 10 – “Ny'Thandael Steeleaf” Male moon elf swashbuckler 3/ wizard 4/ bladesinger 10


CR 19, Pg 04 – “Drizzt Do'Urden” Male Drow fighter 12/barbarian 1/ranger 5
CR 19, Pg 10 – “Strongheart” Male human paladin 18


CR 20, Pg 01 – “Broislav Gorrin” Male Damaran human/half-vampire fighter 6/ blackguard 10/ warrior of darkness 3
CR 20, Pg 01 – “Summoner of Kossuth” Male Rashemi human cleric 13 (Kossuth)/ nar demonbinder 7


CR 21, Pg 01 – “Sidious” Male half yuan-ti/half dragon (green) cleric 20 of Tiamat


CR 22, Pg 07 – “Verina” Female shade (augmented elite Shadovar human) cleric 10 (Shar)/ shadow adept 10


CR 25, Pg 09 – “Pheyloo Audark: "The Shadowcat” Male Shadow-Walker Wild Elf; CN Rogue 5/ Assassin 10/ Quietknife 10


CR 40, Pg 04 – “Hu'Jaran” Male Efreeti sorcerer 20/ epic 3/ fatespinner 4/ archmage 5

4th Edition
Lvl 01, Pg 01 – “Phage” Level 1 Tiefling Warlock
Lvl 01, Pg 02 – “A.R.T.U.S” Warforged Warlord 1
Lvl 05, Pg 07 – “Ergoth” Level 5 half-orc paladin (Soldier) [Leader]
Lvl 05, Pg 09 – “Maveith" Level 5 Goliath Seeker|Warden
Lvl 07, Pg 10 – “Illareth Selùnar” Level 7 wood elf Fighter [NPC]
Lvl 07, Pg 12 – “Ime Salisu” Level 7 human mage (Elite Controller)
Lvl 08, pg 13 – “Caldyn Au'Vyrduin” Level 8 Fey Humanoid (udadrow) Soldier [NPC]
Lvl 08, Pg 07 – “Dorric Kir” Level 8 human Fighter (Soldier)
Lvl 09, Pg 11 – “High Priest Ryngoth” Level 9 human cleric (Elite Controller [leader])
Lvl 10, Pg 11 – “Hivarel Winterhorn" Level 10 moon elf [eladrin] Fighter NPC
Lvl 10, Pg 05 – “Ikar the Black” Level 10 half-orc (Solo Soldier) [Leader]
Lvl 15, Pg 09 – “Sahbuti Shandardanda” Shadow human elite skirmisher Monk
Lvl 16, Pg 07 – “Aethlas Nightbreeze” Level 16 eladrin vampire Ranger/Blade Dancer (Elite Skirmisher)
Lvl 18, Pg 09 – “Elaith "the Serpent" Craulnober” Level 18 eladrin Controller
Lvl 20, Pg 09 – “Bergthor Hallstein” Level 20 human Wizard NPC

5th Edition
Lvl 0, Pg 09 – “Dorn Myrdric" Male Illuskan human wizard's apprentice
Lvl 0, Pg 09 – “Josie Freeman" Female Chondathan human parsnip farmer
Lvl 0, Pg 09 – “Uriel Hanson" Male Chondathan human wood cutter
Lvl 1, Pg 11 – “Tarnesh" Male Chondathan human wizard
Lvl 2, Pg 13 – “Bryse Smithson” Male human fighter [NPC]
Lvl 3, Pg 08 – “Praetorin” Male Dragonborn paladin of Bahamut [NPC]
CR 3, Pg 11 – “Mulahey” Male half-orc Cleric of Cyric
30   L A T E S T    R E P L I E S    (Newest First)
Diffan Posted - 20 Aug 2023 : 14:35:59
quote:
Originally posted by Delnyn

On a whim this weekend, I tried refitting Mel to your Fighter 3.5 revision. I like to call your revision the "Legionnaires of the Sun Titan" enhancement. Mel gains the feats Improves Critical and Greater Weapon Specialization. He gets two open bonus fighter feat slots for Weapon Specialization and Greater Weapon Focus. I decided to fill them in with Combat Stability and Improved Sunder. The 1st level feat

Fearlessness I left intact because I have refitting character creation feats available only at 1st level.
Heroic actions include the 2 two-handed weapon actions and the 5th level shield bonus to Reflex saves.

Mel would get 40 extra skill points. According to his back story, he should speak Damaran (He was a Zhentilar officer) and Goblin (his orders to recruit humanoids on Cormyr's border). I would assign the rest to Knowledge (geography), Knowledge (local-Moonsea), Knowledge (local-Cormyr), Survival (living as a hermit while exiled to Cormyr), Profession (soldier), Listen, Spot.



That's pretty awesome! I'm glad you've really fleshed out the character, considering that I sort of just threw it together with some ideas for using the Combat Form feats.
Delnyn Posted - 13 Aug 2023 : 19:09:26
On a whim this weekend, I tried refitting Mel to your Fighter 3.5 revision. I like to call your revision the "Legionnaires of the Sun Titan" enhancement. Mel gains the feats Improves Critical and Greater Weapon Specialization. He gets two open bonus fighter feat slots for Weapon Specialization and Greater Weapon Focus. I decided to fill them in with Combat Stability and Improved Sunder. The 1st level feat

Fearlessness I left intact because I have refitting character creation feats available only at 1st level.
Heroic actions include the 2 two-handed weapon actions and the 5th level shield bonus to Reflex saves.

Mel would get 40 extra skill points. According to his back story, he should speak Damaran (He was a Zhentilar officer) and Goblin (his orders to recruit humanoids on Cormyr's border). I would assign the rest to Knowledge (geography), Knowledge (local-Moonsea), Knowledge (local-Cormyr), Survival (living as a hermit while exiled to Cormyr), Profession (soldier), Listen, Spot.
Diffan Posted - 14 Dec 2022 : 04:18:45
quote:
Originally posted by Wooly Rupert


I'd be interested in such a thing. Not so much the stats, but I am all about all the non-stat stuff for NPCs.



Excellent news! I'll do my very best to make the characters seem alive and motivated in working with the setting!
Wooly Rupert Posted - 12 Dec 2022 : 23:54:11
quote:
Originally posted by Diffan

So, I was thinking of possibly creating a big PDF of all the NPCs (well, the 3.5 ones anyways) with more detail, possibly some art, and things like physical characteristics and motives. Since it's 3.5 I was going to just keep things around the pre-Spellplague timeline (roughly 1373-1376). The question is what people buy this? There's probably 40 or more NPc's that would get more detail And I would codify everything to be compatible with 3.5, that means no Pathfinder material or things outside of the 3.5 line of works by wizards of the coast.

Even if there's not, I might just make it anwya for fun and if people wanna throw some $$ my way, I won't stop em. What are your guys's thoughts?



I'd be interested in such a thing. Not so much the stats, but I am all about all the non-stat stuff for NPCs.
Diffan Posted - 08 Dec 2022 : 22:16:12
So I was browsing the Unearthed Arcana book when I realized that I never made a character using the Bloodlines options. So below is a 'dark' Noble of Cormyr with ties to old Merrydale (later Daggerdale) after a Vampiric infestation.

Also note, this is more akin to what I'm thinking for the NPC PDF.

VISCOUNT GALLEREN ALSEVIR             CR 15
hp 79 (15 HD)
Male Damaran human hexblade 12/ major vampire bloodline (UA) 3
CN Medium humanoid
Init +3; Senses Listen +1, Spot +1
Languages Damaran, Common
AC 24, touch 14, flat-footed 21
(+9 armor, +3 Dex, +1 deflection, +1 natural)
Resist mettle, resistance to cold 5 and electricity 5
Fort +11, Ref +11, Will +9; arcane resistance (+5 against spells and spell-like effects)
Speed 30 ft. (6 squares) in +4 mithral breastplate
Melee +3 flamberge with lesser crystal of life drinking +21/+16/+11 (2d6+10/19-20)
Melee mwk short sword +18/+13/+8 (1d6+5/19-20)
Base Atk +12; Grp +17
Atk Options Combat Reflexes, Intimidating Strike, Power Attack
Special Actions aura of unluck 1/day (8 rounds), greater hexblade’s curse 6/day (Will DC 24), quick cast 3/day
Hexblade Spells Known (CL 15th):
3rd (2/day)—dispel magic, phantom steed, vampiric touch (+17 melee touch)
2nd (2/day)—darkness, enthrall (DC 21), glitterdust, summon swarm
1st (3/day)—alarm, entropic shield, phantom threat, undetectable alignment
Abilities Str 20, Dex 17, Con 12, Int 10, Wis 8, Cha 20
SQ dark companion, vampire affinity +4
Feats Ability Focus (hexblade’s curse), Alertness*, Combat Casting*, Combat Reflexes, Greater Spell Focus (enchantment)*, Intimidating Strike, Lightning Reflexes*, Power Attack, Spell Focus (enchantment), Stealthy*, Weapon Focus (greatsword)
*: Bonus Feat
Skills Bluff +12, Climb +6, Concentration +11 (+15 casting defensively), Intimidate +15, Hide +4,Knowledge (arcana) +8, Listen +1, Move Silently +4, Search +2, Spellcraft +10, Spot +1
Possessions +4 mithral breastplate, +3 flamberge with lesser crystal of life-drinking, belt of giant’s strength +4, cloak of Charisma +2, gloves of Dexterity +4, ring of protection +1, vest of resistance +2, 80 pp.
   Aura of Unluck (Su): Once per day, Galleren can create a baleful aura of misfortune, causing any melee or ranged attack against him to suffer a 20% miss chance that lasts for 8 rounds.
   Dark Companion: Galleren can call upon his illusory companion, in the shape of a panther, to hinder his enemies. Any enemy adjacent to the dark companion takes a -2 penalty on saving
throws and AC. The companion’s speed is equal to Gallerens and it acts on his turn. The dark companion can’t be attacked or otherwise effected and is immune to damage. It can be dispelled or suppressed just like a spell effect, and it’s treated as a 3rd level spell.
   Greater Hexblade’s Curse (Su): Six times per day, as a swift action, Galleren can unleash a curse upon a foe. The target must be within 60 feet. The target takes a -4 penalty on attack
rolls, saves, ability checks, skill checks, and weapon damage rolls for one minute. A successful DC 24 Will save negates the effect, however the effect is not wasted.
   Mettle (Ex): Galleren makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead negates the effect.
   Vampire Affinity: Galleren gains a +4 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with vampires.

    Notes: Galleren's stats started with the following elite array: 15, 14, 13, 12, 10, 8. Further, this Hexblade is slightly different than the one published in Complete Warrior, as advise was taken from designer Mike Mearls about early development issues with gish classes. For further reading about Mike Mearl's thoughts on making the class more akin to future products, read here: Hexblade Handbook. Lastly, Galleren is a noble of Cormyr and is awarded more gold as he has extensive allies and avenues of wealth. As such, he's treated as an NPC with approximatley 20,000 more gold than other NPCs wealth-by-level.

History
The state of House Alsevir was not in good standing, as of the mid- to late 14th century DR. Noted as one of the “Oldcoin” houses of Cormyr, it had seen a steady decline over the years. However, good fortune would soon meet house Alsevir in 1369 DR when house Bleth was exiled, and their properties were handed to them. This newfound source of wealth and property would bolster their name and prominence within the nobility of Cormyr once again. One of the many Bleth properties was acquired by Galleren Alsevir, who holds the title of Viscount, in the small town of Kallamarn. At a glance, most nobles would’ve considered this property to be one of the smallest and least noteworthy for one of his station, a remote manor house little more than a countryside getaway for the elites. However, to Galleren, the location was ideal for his needs.

Galleren’s father was a noble of Cormyr of the house Alsevir, though his mother was of equal prominence in the town known as Daggerdale, of which she could trace her lineage back to when the town was once called Merridale. Around that time, a vampiric infestation had hit the small dale, and many were killed or turned into vampires. His mother’s family was one of those infected with vampirism. Though not all the family were turned completely, it was a dark curse that had followed the family line though the ages. Often time it would manifest itself in subtle ways, others – more noticeable. Galleren had far more noticeable traits of his mother’s bloodline, and this gave him a near feral look and almost supernatural cold demeanor. He would use these traits to his advantage to rise in the ranks of his family and that of the nation’s nobility.

Though not outwardly evil, he has no qualms in doing things to acquire what he wants. He has worked with goodly priest of Helm just as easily as working with undead vampires, for which he shares an affinity with. The location of his new estate allows him access via the Starflow river to both Marsember and the capital Suzail as well as many roads in-between. He uses these as ways of connecting to his other allies and friends, many of which are cults to Beshaba.

Appearance and Mannerisms
Galleren is a well-muscled man of medium height, standing just under six feet. His dark, almost black, hair is long and ends about shoulder length – though he often wears it up in styles befitting most Cormyrean nobility fashions. His skin looks pale and is usually cool to the touch, beset by often “rosy” cheeks – a look many confuse for using makeup often seen worn by nobility. In truth, this is one of the traits of his strong vampiric bloodline. Galleren prefers longer coats and suits befitting high-nobility, attire many of the higher-ranking houses find tacky and which Galleren knows and wears purposefully. When in combat, should he be expecting trouble, he adorns his magical breastplate and accompanying helm whilst wielding a large greatsword – which he calls flamberge due to the wavy flame-like blade.

Galleren has embraced his vampiric lineage, though has refused offers to be turned into one by the few vampires he’s been in contact with. Mostly this is due to his unwillingness to become subservient to a vampire master and also the extreme limitations that vampires face. Still, he has a variety of effects that grant him a facsimile of a vampire’s power – from his sword that drinks the blood of his victims and infuses him with their life, to the few hexblade spells he’s learned such as vampiric touch, enthrall, and summon swarm (which he always chooses bats).

Tactics
Galleren is a well trained warrior with his greatsword and he can often be found practicing with it for an hour or so in the mornings by the villa. He’s also proficient in the use of light and medium armors, which don’t trouble him with his spellcasting. As a noble, he’s more likely to engage in a war of words and innuendo than swords, but the second option is always something he deeply cherishes.

When money or intimidation fail him and he’s required to draw steel, he often initiates combat with a quick casting of an offensive spell like glitterdust to blind and distract his opponent. He then summon’s his dark companion to harry his foe while he initiates his intimidating strike (usually taking a -2 to -5 penalty to attack to add to his Intimidation check). If that succeeds he’ll follow up on the next round with his hexblade’s curse, the creature taking a -4 to the saving throw. Should that work, he’ll pummel his foe with liberal use of his Power Attack due to the creature’s reduced AC.

Should an enemy get the jump on him or should his tactics fail, he’ll often fall back and use spells such as darkness and summon swarm as a distraction to gain him more distance. He also knows phantom steed for a speedy escape. If all else fails he’ll use Vampiric touch to regain hit points as well as draw hit points from the lesser crystal of life-drinking embedded in his sword’s hilt.
Diffan Posted - 08 Dec 2022 : 19:26:07
So, I was thinking of possibly creating a big PDF of all the NPCs (well, the 3.5 ones anyways) with more detail, possibly some art, and things like physical characteristics and motives. Since it's 3.5 I was going to just keep things around the pre-Spellplague timeline (roughly 1373-1376). The question is what people buy this? There's probably 40 or more NPc's that would get more detail And I would codify everything to be compatible with 3.5, that means no Pathfinder material or things outside of the 3.5 line of works by wizards of the coast.

Even if there's not, I might just make it anwya for fun and if people wanna throw some $$ my way, I won't stop em. What are your guys's thoughts?
Diffan Posted - 24 Nov 2022 : 13:30:36
Despite the fact that our group has mostly move on to 5E, from time to time I get nostalgic about old campaigns and characters. One of our longest running games is where we play ourselves stuck in the Realms. Going from the "What D&D Character Class am I" we did way back when, and from group ideas, I was considered a Knight/Fighter style character. Had we not of moved on to 4E and then to 5E with the character, I wondered what I would've ended up being. Then I found my old character sheet from 2007 - when we made the character - and then went from there. Added in things like age change, flaws, and some alternative class features. So, I figured I'd throw the stats in here for anyone who wants yet another mid-level Fighter characters for their game. Enjoy!

Sir Marcus, the Steel Fury: Male middle-aged human knight 4/ cleric 1/ prestige paladin 3/ fist of Raziel 7; CR 15; Medium humanoid; HD 4d12+4 plus 1d8+3 plus 10d10+30; hp 119; Init +3; Spd 35 ft.; AC 32, touch 13, flat-footed 29 (+2 AC against evil); Base Atk +14; Grp +19; Atk +23 melee (2d6+10/19-20, plus 1d4 sonic, +3 screaming greatsword) or +20 melee (1d8+4/x3, mwk silvered warhammer) or +18 ranged (1d8+4/x3, +1 composite longbow); Full Atk +23/+18/+13 (2d6+10/19-20, plus 1d4 sonic, +3 screaming greatsword) or +20/+15/+10 (1d8+4/x3, mwk silvered warhammer) or +18/+13/+8 ranged (1d8+4/x3, +1 composite longbow); SA fighting challenge +1, lay on hands 30/day, smite evil 5/day (confirming, holy), test of mettle, turn undead 8/day (+7, 2d6+9; 4th); SQ armor mastery (medium), aura of courage, aura of good, knight’s challenge 7/day, knight’s code, share spells with mount, special mount 1/day 12 hours (celestial dire lion), spontaneously cast cure spells; AL LG; SV Fort +22, Ref +15, Will +22; Str 21, Dex 17, Con 16, Int 13, Wis 21, Cha 21.
   Skills, Feats, and Flaws: Climb +9, Concentration +11, Diplomacy +14, Handle Animal +12, Heal +15, Jump +5, Knowledge (history) +2, Knowledge (nobility and royalty) +6, Knowledge (religion) +9, Ride +15, Sense Motive +16, Swim +4; Celestial Mount, Divine Might, Improved Bull Rush, Improved Spellcasting, Mounted Combat*, Power Attack, Ride-by Attack, Sanctify Martial Strike*, Servant of the Heavens, Shock Trooper, Weapon Focus (greatsword); Qualm: Code of Arms, Overzealous.
*: Bonus feat
   Languages: Celestial, Chondathan, Common, Elven.
   Armor Mastery (Medium) (Ex): Sir Marcus does not reduce his speed when wearing medium armor.
   Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Sir Marcus gains a +4 morale bonus on saving throws against fear effects.
   Bulwark of Defense (Ex): An opponent that begins its turn in Sir Marcus’s threatened area treats all squares Sir Marcus threatens as difficult terrain.
   Detect Evil (Sp): Detect Evil at will, as the spell.
   Divine Health (Ex): Immune to disease.
   Fighting Challenge (Ex): As a swift action, Sir Marcus may use one of his knight’s challenges to issue a fighting challenge. Sir Marcus gains a +1 morale bonus to attack and damage rolls, as well as Will saves. These bonuses last for 10 rounds.
   Knight’s Challenge (Ex): Seven times per day, Sir Marcus may use his knight’s challenge feature to issue a fighting challenge or test of mettle. The target of this feature must have an Intelligence of 5 or higher, a language of some sort, and a CR greater than 13.
   Shield Block (Ex): On Sir Marcus’s turn, he can designate a single opponent and increase his shield bonus AC by 1 against all attacks made by that opponent.
   Smite Evil (Su): Five times per day, Sir Marcus can attempt to smite evil with one normal melee attack. He adds +5 to his attack roll and deals an extra 2d6+10 points of damage. All critical threats are automatically confirmed.
   Special Mount: Once per day for up to 12 hours, Sir Marcus can call upon his celestial dire lion as a full-round action. The creature’s abilities and characteristics are summarized below:
   Special Mount Benefits (Ex): Empathic link, improved evasion, share spells, share saving throws.
   Test of Mettle (Ex): As a swift action, Sir Marcus may use one of his knight’s challenges to shout a challenge to enemies within 100 feet that can hear him. They must succeed on a DC 17 Will save or are forced to attack Sir Marcus in preference over other available targets. This effect lasts for 10 rounds.
   Cleric Spells Prepared (caster level 13th, chooses spells as 9th): 0—create water, detect magic, guidance, light, purify food and drink, read magic; 1st—bless, divine favor, ebon eyes, enlarge person**, rhino’s rush (2), shield of faith; 2nd—angelskin, bull’s strength**, ghost touch armor, shield other, spiritual weapon (2); 3rd—dispel magic, find the gap, knight’s move, protection from energy**, ring of blades; 4th—air walk, divine power**, spell immunity, winged mount; 5th—greater vigor, righteous might, spell resistance**.
   **: Domain Spells. Domains: Protection (protective ward 1/day), Strength (feat of strength 1/day).
   Possessions: +4 mithral full plate with crystal of alacrity, Clairon Call (+3 screaming greatsword), +2 animated heavy steel shield, +1 composite longbow (+3 Str bonus) with 20 arrows, angelhelm, armbands of might, belt of giant’s strength +4, boots of striding and sprinting, cloak of Charisma +4, gloves of Dexterity +4, periapt of Wisdom +6, ring of adamantine touch, ring of natural armor +3, vest of resistance +3, wand of lesser vigor (50 charges), explorer’s clothes, 36pp, 5gp, 20sp.


Adrex, Celestial Dire Lion (Special Paladin Mount): CR —; Large magical beast (extraplanar); HD 10d8+30; hp 74; Init +2; Spd 40 ft., AC 26, touch 12, flat-footed 24; Base Atk +7; Grp +19; Atk +15 melee (1d6+8, claw) or +10 melee (1d8+4, bite); Full Atk +15/+15 melee (1d6+8, 2 claws) and +10 (1d8+4, bite); SA pounce, rake 1d6+4, smite evil 1/day; SQ damage reduction 5/magic, darkvision 60 ft., empathic link, improved evasion, low-light vision, scent, resistance to acid 10, cold 10, and electricity 10, share spells, saving throws, spell resistance 15; AL LG; SV Fort +14, Ref +9, Will +10; Str 26, Dex 15, Con 17, Int 6, Wis 12, Cha 10.
   Skills and Feats: Hide +2, Listen +8, Move Silently +5, Spot +8; Alertness, Run, Multiattack, Weapon Focus (claw).
   Pounce (Ex): If Adrex charges, he can make a full attack, including two rake attacks.
   Rake (Ex): Attack bonus +13 melee, damage 1d6+4 magic.
   Smite Evil (Su): Adrex can attempt to smite evil with one normal melee attack. He deals an extra 10 points of damage.
   Possessions: +2 chainmail barding, military saddle.

History
The “Steel Fury” is a human from a distant world. Originating from Earth, Mark and several others from that planet were accidentally teleported to the world of Toril by an ancient magical tome left there decades prior. During the next several months, the group attempted to get home by any means but were never successful. It was then that they realized that they would best be served being content with their new lives in this strange land. Marcus (as he later changed his name) honed his body and mind like a fine weapon, becoming a great swordsman known across the Sword Coast. He would routinely meet up with his Earth friends and go on adventures, with some hopes to possibly find an avenue back home.

Description
Despite being 40 winters old, he remains tall and powerfully built. Marcus’s hair and beard often get him confused with the Iluskans of the North, something that Marcus takes as a compliment. He garnered the nickname “steel fury” due to his extreme style of swordsmanship and devastatingly whirling style that appears to be just a flash of steel. His long blond hair is often braided towards the top in a typical Iluskan style – another reason for the confusion – and his skin has bronzed a bit due to the harsh life of adventuring. His hazel eyes shine with piercing tactical intellect.

Flaws
Marcus is not without inherent flaws in both his attitude, outlook, and demeanor at times.
Qualm: Code of Arms - Marcus takes a -4 penalty to melee attack and damage rolls against any opponent who is unarmed or using a ranged weapon, for he feels such opponents are at a significant disadvantage against his steel.

Overzealous - Marcus is incapable of having a 'weak' opinion. Everything he believes, he believes with a great passion and things he doesn't believe in, he often derides with contempt. In addition to having a -2 penalty on social checks, due to his overopinionated personality, once per gaming session the DM or another player can activate his flaw in order to get him to strongly defend one of his opinions, no matter how inappropriate the time and place, or what circumstances such an outburst may invoke.
Diffan Posted - 15 Nov 2022 : 19:50:43
quote:
Originally posted by Delnyn

I ask about the Brightflames because the PC's trafficking with Mel put them on Sir Ivan's attention. I would portray Sir Ivan as by-the-book taskmaster. Any other salient details about Sir Ivan's dealings with Zhents you have? I can fill in the blanks of course.



Hm, so since I've Role-Played him on various adventures, here's what I can impart: Ivan is very by-the book religious warrior. As a Crusader of Helm, he takes his role as protector and law-based warrior very seriously. When the group was entering the Dales, at the beginning of Shadowdale: Scouring of the Land, he discovered that one of his party members (a scout/Ranger named Morn) was actually wanted by the towns magistrate as a murderer and arsonist (charges were fabricated by the Zhents in charge) and Sir Ivan was about to bring him into as a result. This was despite the fact that Morn's actions had saved Cormyr from the Shades machinations in the previous adventure.

It was only after the rest of the partys willingness to get to the bottom of the charges and promised to expose the Zhents dealings that Ivan stood down and began to even like Morn.

He was the one in our adventures that killed Scyulla Darkhope over the skies in Shadowdale and help liberate the Dalesfolk from Zhent control in 1374 DR. He has battled them quite a bit since then too, such as his interaction with Melchor. Suffice to say, he's NOT a fan. Should he discover that Mel is alive, but say no longer tied to the Zhents, well then he'd probably be pretty happy because while he didn't like Mel as a Zhent, he respected him as a Soldier.
Delnyn Posted - 14 Nov 2022 : 22:43:40
I ask about the Brightflames because the PC's trafficking with Mel put them on Sir Ivan's attention. I would portray Sir Ivan as by-the-book taskmaster. Any other salient details about Sir Ivan's dealings with Zhents you have? I can fill in the blanks of course.
Wooly Rupert Posted - 14 Nov 2022 : 00:46:41
quote:
Originally posted by Delnyn

"King Ozoun VI" is an NPC I need to create...perhaps a greater doppleganger with 5 levels of Zhentarim Spy prestige class.



Delnyn Posted - 13 Nov 2022 : 23:00:10
The Zhentarim conquest of some Dales must also be construed as a threat to Cormyr. I would think the Black Network is as much of a danger to the northern border as the Netherese shades.
Wooly Rupert Posted - 13 Nov 2022 : 16:42:27
quote:
Originally posted by Delnyn

Diffan,
Is Battlemaster of the North Brightflame based on Arabel or elsewhere in Vormyr? The campaign I run is rather sandbox in manner and the party is more interested in northern Cormyr at the moment.

EDIT: Changed "Vormyr" to "Cormyr" thanks to the vigilance of our most esteemed hamster.



You still left one.

I was just having a bit of fun with the typo. It's an easy enough one to make, with V and C next to each other on the keyboard -- I can't say how many times I've typed out .vom instead of .com when typing a URL.
Diffan Posted - 13 Nov 2022 : 11:38:35
quote:
Originally posted by Delnyn

Diffan,
Is Battlemaster of the North Brightflame based on Arabel or elsewhere in Vormyr? The campaign I run is rather sandbox in manner and the party is more interested in northern Cormyr at the moment.

EDIT: Changed "Vormyr" to "Cormyr" thanks to the vigilance of our most esteemed hamster.



The Brightflames are based out of Castle Crag, North of Arabel in the Stormhorn mountains.

Edit: some additional info. Sir Ivan is the Battlemaster of the North, which is also the main location of the Pegasus Knights company. His aunt, Ardalis Brightflame (Half-elf Paladin 5 (Helm)/ Purple Dragon Knight 5) is the Warden of the North and was appointed so by Alusair, the Steel Regent. Ardalis stats can be found in the Complete Warrior, page 71.

Edit #2. To maintain consistency with previous source material, this does not counter the fact that the commander of troops, Bren Tallsword, is gone. He still remains as the castle's commander (in this case, the rank is Oversword). He used to report to the Warden of the Eastern Marshes, however with the greater threats of the Netherese to the north, Ardalis was appointed Warden of the North and he reports to her.

She moves around quite a bit, as Warden, to maintain composure and strength across Cormyr's northern border and as such, can be found often at Castle Crag as much as at High Horn to the West.
Wooly Rupert Posted - 13 Nov 2022 : 02:47:43
quote:
Originally posted by Delnyn

Diffan,
Is Battlemaster of the North Brightflame based on Arabel or elsewhere in Vormyr? The campaign I run is rather sandbox in manner and the party is more interested in northern Vormyr at the moment.




Vormyr, the well-known kingdom where Ozoun VI is king.
Delnyn Posted - 12 Nov 2022 : 21:38:12
Diffan,
Is Battlemaster of the North Brightflame based on Arabel or elsewhere in Cormyr? The campaign I run is rather sandbox in manner and the party is more interested in northern Cormyr at the moment.

EDIT: Changed "Vormyr" to "Cormyr" thanks to the vigilance of our most esteemed hamster.

EDIT 2: Corrected another "Vormyr" to "Cormyr". I will have to mind my typing fingers since V and C are adjacent keys. Another round of thanks is due to The Hamster Supreme.

"King Ozoun VI" is an NPC I need to create...perhaps a greater doppleganger with 5 levels of Zhentarim Spy prestige class.
Diffan Posted - 24 Apr 2022 : 11:57:10
quote:
Originally posted by Ashe Ravenheart

Pathfinder 2E's retraining aspect does not cost XP, only downtime activity.



That's pretty cool. And see, I think that's whats kind of frustrating with Pathfinder 2E. Because it seems like they put a lot of effort into the system and some of the ideas and stuff seem REALLY cool. Retraining during down time is definitely one of them. Just wish they would've pulled the trigger on some other issues that keep me from playing the system.
Delnyn Posted - 24 Apr 2022 : 02:07:33
quote:
Originally posted by Ashe Ravenheart

Pathfinder 2E's retraining aspect does not cost XP, only downtime activity.



I will be very willing to consider Pathfinder 2E conventions such as ancestry into my campaign. The big hindrance is my lack of knowledge and working experience with Pathfinder 2E. After my well, epic, foul-up with the Epic Spellcasting feat, I have been somewhat shy about adding another game's mechanics into my campaign unless 1. there is a compelling need to introduce the mechanic, 2. the players and I understand the mechanic and 3. the mechanic can be introduced with minimal disruption to the campaign.


Ashe Ravenheart Posted - 23 Apr 2022 : 19:08:28
Pathfinder 2E's retraining aspect does not cost XP, only downtime activity.
Ashe Ravenheart Posted - 23 Apr 2022 : 18:57:38
Pathfinder 2E's retraining aspect does not cost XP, only downtime activity.
Diffan Posted - 23 Apr 2022 : 18:29:38
quote:
Originally posted by Delnyn

Greetings Diffan,
Here is a little bit of follow-up commentary for Mel.

The (3.5ed rules for context) campaign is very "sandboxy" so to speak. The party is putting its active involvement in the Sythillisian War on the back burner to build a base of allies. The party has earned Mel's gratitude and trust because they renovated his hovel with a few fabricate, stone shape spells and much elbow grease. Mel also now possesses a bountiful spoon, decanter of endless water and a fortifying bedroll.

Mel wants to stay where he is and will not accompany the party on its adventures. The players fully understand Mel is not a Luke Skywalker style hero to bail them out of sticky situations. He is an outstanding martial trainer, however, and those PC's with levels in the fighter class will benefit from his tutelage. This is especially true for single classed fighters as favored class. We started the characters and the campaign before Bo9S existed, so Mel is among other things my workaround to make 3.5ed fighters more competitive.

The 12th level Tethyrian male fighter has retrained under Mel up to 3rd level, voluntarily postponing advancement to 13th level. Each level costs 1000 XP times the new fighter class level. With retraining, the fighter is basically getting PF1e features (bravery, armor trainig and weapon training) and allowed to switch around fighter bonus feats at each retrained level.

The players have long since known I don't strictly play by 3.x rules about NPC's using PC rules. That includes Mel. This following curriculum proposed by Mel gave the players a bit of a hint how I portray him. Before advancing to the next trained fighter level, a favored class fighter (favored class being prerequisite) may opt to spend an extra 1000 XP to gain either an extra hit point, an extra skill point (four skill points at 1st class level) or +1 defense to two combat maneuvers. The fighter may spend 2000 or 3000 XP to get two options or all three options.

I got a chuckle from the fighter's player when he said, "So Mel most likely has all three options at every single level." Everybody already knows Mel has advanced armor and weapon training options, and not just the ones you suggested.



Re-reading this gives me a very strong Skyrim concept of retrainng/learning at the cost of XP (or in Skyrim, Gold). I like that you're letting them retrain stuff.
Diffan Posted - 07 Feb 2022 : 20:49:43
quote:
Originally posted by Delnyn

Greetings Diffan,
Here is a little bit of follow-up commentary for Mel.

The (3.5ed rules for context) campaign is very "sandboxy" so to speak. The party is putting its active involvement in the Sythillisian War on the back burner to build a base of allies. The party has earned Mel's gratitude and trust because they renovated his hovel with a few fabricate, stone shape spells and much elbow grease. Mel also now possesses a bountiful spoon, decanter of endless water and a fortifying bedroll.

Mel wants to stay where he is and will not accompany the party on its adventures. The players fully understand Mel is not a Luke Skywalker style hero to bail them out of sticky situations. He is an outstanding martial trainer, however, and those PC's with levels in the fighter class will benefit from his tutelage. This is especially true for single classed fighters as favored class. We started the characters and the campaign before Bo9S existed, so Mel is among other things my workaround to make 3.5ed fighters more competitive.

The 12th level Tethyrian male fighter has retrained under Mel up to 3rd level, voluntarily postponing advancement to 13th level. Each level costs 1000 XP times the new fighter class level. With retraining, the fighter is basically getting PF1e features (bravery, armor trainig and weapon training) and allowed to switch around fighter bonus feats at each retrained level.

The players have long since known I don't strictly play by 3.x rules about NPC's using PC rules. That includes Mel. This following curriculum proposed by Mel gave the players a bit of a hint how I portray him. Before advancing to the next trained fighter level, a favored class fighter (favored class being prerequisite) may opt to spend an extra 1000 XP to gain either an extra hit point, an extra skill point (four skill points at 1st class level) or +1 defense to two combat maneuvers. The fighter may spend 2000 or 3000 XP to get two options or all three options.

I got a chuckle from the fighter's player when he said, "So Mel most likely has all three options at every single level." Everybody already knows Mel has advanced armor and weapon training options, and not just the ones you suggested.



That's really awesome! Even though hes not big on adventuring, he could absolutely be used in a tutor role helping a younger generation. Also, hes not one to spurn companionship, so hes just as Is likely as another person to seek out romantic relationships (or not be against the idea if it presents itself). Being an exiled hermit does get lonely
Delnyn Posted - 06 Feb 2022 : 20:41:41
Greetings Diffan,
Here is a little bit of follow-up commentary for Mel.

The (3.5ed rules for context) campaign is very "sandboxy" so to speak. The party is putting its active involvement in the Sythillisian War on the back burner to build a base of allies. The party has earned Mel's gratitude and trust because they renovated his hovel with a few fabricate, stone shape spells and much elbow grease. Mel also now possesses a bountiful spoon, decanter of endless water and a fortifying bedroll.

Mel wants to stay where he is and will not accompany the party on its adventures. The players fully understand Mel is not a Luke Skywalker style hero to bail them out of sticky situations. He is an outstanding martial trainer, however, and those PC's with levels in the fighter class will benefit from his tutelage. This is especially true for single classed fighters as favored class. We started the characters and the campaign before Bo9S existed, so Mel is among other things my workaround to make 3.5ed fighters more competitive.

The 12th level Tethyrian male fighter has retrained under Mel up to 3rd level, voluntarily postponing advancement to 13th level. Each level costs 1000 XP times the new fighter class level. With retraining, the fighter is basically getting PF1e features (bravery, armor trainig and weapon training) and allowed to switch around fighter bonus feats at each retrained level.

The players have long since known I don't strictly play by 3.x rules about NPC's using PC rules. That includes Mel. This following curriculum proposed by Mel gave the players a bit of a hint how I portray him. Before advancing to the next trained fighter level, a favored class fighter (favored class being prerequisite) may opt to spend an extra 1000 XP to gain either an extra hit point, an extra skill point (four skill points at 1st class level) or +1 defense to two combat maneuvers. The fighter may spend 2000 or 3000 XP to get two options or all three options.

I got a chuckle from the fighter's player when he said, "So Mel most likely has all three options at every single level." Everybody already knows Mel has advanced armor and weapon training options, and not just the ones you suggested.
Diffan Posted - 31 Dec 2021 : 12:34:27
BRYSE SMITHSON
Medium humanoid (human), neutral good
Armor Class 16 (scale mail)
Hit Points 28 (3d10 + 6)
Speed 30 ft.

  Str      Dex      Con     Int      Wis      Cha
10 (+0)  16 (+3)  14 (+2)  8 (-1)  12 (+1)  14 (+2)

Saving Throws Str +2, Con +4
Senses passive Perception 13
Langauges Common, Lantaneese
Skills Acrobatics +5, Athletics +2, Intimidation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Survival +3
Feats Sharpshooter
Challenge 2 (450 XP); Proficency Bonus +2
Gunfighter Form. Bryse has chosen Sniper as his gun-fightingform. He has a sniper rifle that allows him to target a creature within 120 feet.

Firearm Upgrades. Bryse has chosen a minor firearm upgrade (Smoke Screen), which can be use a number of time equal to his proficiency bonus before requiring a short or long rest to recover it. He also chose a major firearm upgrade (Barrage), which can be used once before requiring a short or long rest to recover.

Second Wind (Recharges on a Short or Long Rest). As a bonus action, Bryse can regain 1d10+3 hit points.

Actions
Sniper Rifle. Ranged Weapon Attack: +7 to hit, range 120-feet., one target. Hit: 8 (1d10 + 3) piercing damage. Bryse ignores half-cover and three-quarters cover with ranged attacks.

Dual-Wielder Bryse can make a shortsword attack as a bonus action that deals 1d6 piercing damage, when he uses his Attack action to make a shortsword attack.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Firearm Upgrades
Bryse can alter his sniper rifle to apply different upgrades to his weapon.

Smoke Screen As an action, Bryse can fire his weapon to emit a cloud of ash and smoke. This cloud forms a 10-foot cube centered on a point of his choice within 120 feet. This area is considered heavily obscured and lasts for 10 minutes.

Barrage. As an action, Bryse can fire a barrage of bullets. Each creature in a 15-foot cone originating from Bryse must make a Dexterity saving throw (DC 12) or take 3d10+3 piercing damage on a failure or half as much damage on a successful one.


History

Bryse hails from the island-nation of Lantan. His father is a successful Artificer, however Bryse wanted nothing to do with creating inventions or working a lot with magic. In part, it was because he barely could grasp the concepts that it contained and was never very school savvy. He was athletically gifted and that lent him to be quite successful in the Lantaneese military. He worked his way up through the ranks to become a sergeant within the Rifleman unit.

One fateful day he had taken his troops to the northern most part of Lantan to investigate the possibility of Nelanther pirates using some alcoves along the beach as a hideout. This turned out to be correct, however they had seen him and his men moving towards their camp for some time and laid an amush. In total, most of his men were killed along with a good portion of the pirates. They fled, leaving a wounded and dazed Bryse on the beach-head, filled with dread and loss. As night fall a strange mist seemed to spread around the sergeant and in the morning, he was gone.

Bryse awoke from what he felt was like a long and fitful sleep, only to find himself in a dense forest and not the sandy beach he had fallen down onto. Before he could really explore, he happened across several other people in what he could only describe as a similar predicament - taken from their homes and placed here. Finding common ground, they foraged ahead to a small town in the wilderness - a place they came to learn was called Barovia.


Tactics

Bryse is a soldier and quite a good scout with a militaristic mindset. Before any engagement, he wants as much intelligence and information he can obtain prior to making decisions. In this part, he will often taken it upon himself to learn of his enemies tactics, position, troop strength, etc.

In combat, he choose higher ground to get better angles when using his rifle. He picks targets that appear to be the strongest or the most dangerous. When he gets Advantage, he uses Sharpshooter to take a -5 to attack rolls for a +10 to damage. When forced into melee, he'll exchange his rifle for his trusty shortswords (named Clang and Fang). But he doesn't like to engage in melee often, using his actions to put distance between himself and his target. If things turn badly and he needs a quick escape, he will use his Smoke Screen to create cover and disorient his foes.


Notes: Bryse is my main character in our Ravenloft Campaign, though I think he won't survive long. He uses the Variant Human option from the Player's Handbook and had the following starting stats before racial modification: Str 10, Dex 15, Con 14, Int 8, Wis 12, Cha 13. Variant humans allow for a bonus feat, which he took Sharpshooter feat.

For his Archtype, it's called the Renegade from the supplement: Dark Tides of Bilgewater: Legends of Runeterra.
Diffan Posted - 25 Oct 2021 : 17:59:44
quote:
Originally posted by Delnyn

quote:
Originally posted by Diffan


On the 18th of Hammer, in the year of Risen Elfkin (1375 by the Dalerecokoning calendar) Hope awoke in the bleak of night in a snow covered battlefield somewhere in the Dalelands. Not a far walk to Shadowdale proper, the woman slowly pulled herself to her feet and began the humbling walk of one cursed, such as she was.
...

Uknown to Players and Hoper herself. She is really the Hellbred incarnation of the fallen Castellan of Zhentil Keep, Scyllua Darkhope herself. After her loss at the battle of Shadowdale and subsequent death from adventurers who started the rebellion, her souls was bound for Banehold on the Barrens of Doom and Despair - as she was corrupted by a Pit Fiend in service to the Tyrannical god. But Tyr other plans. Knowing that deep deep down Scyllua was such a tortured person who had lived a very difficult life, she was not fully and completely corrupt. He tried to pull her from an afterlife of tyranny at the god of the Black Hand.



Plot hook for DM: Lashan (Scyllua's father?) rose as a nycaloth around this time and is conveniently in the Dales. Hope will consider stopping a major fiend as part of her redemption, but she will definitely need serious help. That is where the PC's come in.



Oh I like that. I didn't read much about her childhood other than she lived in Zhent Keep (I believe?). She was a very interesting character and I didn't feel her time was over, hence the Hellbred concept.
Delnyn Posted - 24 Oct 2021 : 23:20:51
quote:
Originally posted by Diffan


On the 18th of Hammer, in the year of Risen Elfkin (1375 by the Dalerecokoning calendar) Hope awoke in the bleak of night in a snow covered battlefield somewhere in the Dalelands. Not a far walk to Shadowdale proper, the woman slowly pulled herself to her feet and began the humbling walk of one cursed, such as she was.
...

Uknown to Players and Hoper herself. She is really the Hellbred incarnation of the fallen Castellan of Zhentil Keep, Scyllua Darkhope herself. After her loss at the battle of Shadowdale and subsequent death from adventurers who started the rebellion, her souls was bound for Banehold on the Barrens of Doom and Despair - as she was corrupted by a Pit Fiend in service to the Tyrannical god. But Tyr other plans. Knowing that deep deep down Scyllua was such a tortured person who had lived a very difficult life, she was not fully and completely corrupt. He tried to pull her from an afterlife of tyranny at the god of the Black Hand.



Plot hook for DM: Lashan (Scyllua's father?) rose as a nycaloth around this time and is conveniently in the Dales. Hope will consider stopping a major fiend as part of her redemption, but she will definitely need serious help. That is where the PC's come in.
Diffan Posted - 09 Aug 2021 : 00:40:03
Another 4E NPC (or foe?) for your games:

CALDYN AU'VYRDÛIN; Level 8 Soldier [NPC]
Medium Fey Humanoid (udadrow); XP 350
Initiative +6; Senses Perception +9
HP 77; Bloodied 38
AC 25; Fortitude 23, Reflex 21, Will 22
Speed 5
TRAITS
Combat Challenge
Whenever Caldyn makes an attack roll, hit or miss, he marks the target. A marked target takes a -2 to attacks rolls against any attack that doesn't include Caldyn. This lasts until the end of Caldyn's next turn.

Opportunistic Weaponmaster
Caldyn gains a +8 to his Longsword attacks when making an Opportunity Attack. If struck, the target stops moving. Once per encounter, Caldyn can deal an additional 2d8 damage with an Opportunity Attack.
STANDARD ACTIONS
Longsword (Weapon) * At-Will
Attack: Melee 1 (one creature); +15 vs. AC;
Hit: 1d8 + 6 damage.

Cleave (Weapon) * At-Will
Attack Melee 1 (one creature); +15 vs AC
Hit: 1d8 + 6 damage, and one creature Adjacent to the target takes 4 damage. If no other creature is Adjacent, the target then takes 5 ongoing damage (save ends).

Come and Get It (Weapon) * Encounter
Attack: Close burst 3 (each enemy in burst); +15 vs Will
Hit: Caldyn pulls each enemy up to 2 squares closer to him, only if they end their turn adjacent to Caldyn. Then, each adjacent enemy to Caldyn takes 1d8 + 2 damage, and is marked until the end of his next turn.
MINOR ACTIONS
Cloud of Darkness (Zone)* Encounter
Effect: Close Burst 1; The burst creates a zone that lasts until the end of Caldyn’s next turn. The cloud blocks line of sight for all creatures except Caldyn. While entirely within the cloud, any creature other than Caldyb is blinded.

Rain of Steel (Stance, Weapon) * Daily
Effect: Caldyn assumes the Rain of Steel stance. Until the end of battle, any enemy that starts its turn adjacent to Caldyn takes 1d8 + 2 damage, so long as Caldyn can make Opportunity Attacks.
IMMEDIATE REACTIONS
Impending Strike (Weapon) * At-Will (1/round)
Trigger: A marked enemy attempts to shift or make an attack that doesn't target Caldyn.
Effect: Caldyn makes a Longsword attack.
Alignment Unaligned; Languages Common, Drow Sign, Elven
Str 18 (+8); Dex 15 (+6); Wis 20 (+9)
Con 11 (+4); Int 10 (+4); Cha 8 (+3)
Equipment +2 Longsword of Great Opportunity, Agile Drakescale +2, Pincer Shield (heavy shield).


History
Caldyn, like his leader of Bregan D'aerthe Jarlaxle, found little pleasure in the world below. As a minor noble of a rather lowly house in Menzoberranzan, his life would most likely have ended quick and painful in the constant schemes of his siblings. Through sheer luck and some exploitation of opportunities that had presented themselves, Caldyn slew a members of his raiding party as they were about to disrupt some questionable actions of some fellow drow. He's not sure why he did it, other than the people they were about to raid seemed far more organized and militant, and there was a lack of priestess among them.

After his betrayal, Caldyn called out and addressed the crew as an act of good intentions. This almost had him killed, but the leader saw the determination of this drow and decided to test him instead. The leader, a drow by the name of Sol'aufein, was a lieutenant of the Bregan D'aerthe operation this far east of the Sword Coast. Sol'aufein took Caldyn under his wing and guided him to become a strong member of the company this side of the Greypeak Mountains.

TACTICS
Caldyn is a shrewd warrior, and often puts himself into the thick of battle as often as possible. His mentality is that if he draws enemies to himself, he keeps his brothers safe. He often starts off by drawing people in by Taunting and aggravating them to a boiling point that they surge in (via Come and Get it). He then unleashes Cloud of Darkness to envelope and disorient them. If they flee, the more he seizes their panic and drops them to the ground.

In addition to his normal suite of abilities, he is a noble drow and can levitate to about 20 ft every 5 minutes. If he has the position and advantage of his opponent, he'll often wait levitate until they're under him before dropping down in a surprise round.
Diffan Posted - 24 Jul 2021 : 19:11:22
quote:
Originally posted by Delnyn

The timeframe was also something I deliberately left open as part of my request. I would not tie edition rules to timelines. If a DM wants to run 5E rules in a campaign set before the Fall of Karsus, go for it. Just be mindful about the pantheons.



Too true. I don't think it's difficult to run any time-period with the Realms with any set of rules, let alone Editions. Tons of people use Pathfinder 1e or 2e or 13th Age or Castle and Crusades or Insert non-D&D system to run the Realms, so why would it matter if you use 4E in your 1367 DR game or 2e for your 1479 DR game or 3.5 for your 1220 DR game.
Delnyn Posted - 05 Jul 2021 : 22:23:56
The timeframe was also something I deliberately left open as part of my request. I would not tie edition rules to timelines. If a DM wants to run 5E rules in a campaign set before the Fall of Karsus, go for it. Just be mindful about the pantheons.
Diffan Posted - 05 Jul 2021 : 17:27:02
quote:
Originally posted by Zeromaru X

I guess that the 4e stats are for his grandson? Because Unther is no more in 4e, you know...



A simple change of his family being from Unther works. Or that his family was in Unther and he somehow remained in the area that Return Abeir dropped into (Tymanthyr?)
Zeromaru X Posted - 05 Jul 2021 : 16:48:07
I guess that the 4e stats are for his grandson? Because Unther is no more in 4e, you know...

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