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woodwwad
Learned Scribe

USA
267 Posts

Posted - 16 Jun 2010 :  02:27:21  Show Profile  Visit woodwwad's Homepage Send woodwwad a Private Message  Reply with Quote  Delete Topic
I decided to make a post aimed at helping time strapped & new dms. The goal is to provide quick plug & play style npcs with a nice bit of detail, that anyone could drop into a Realms game 3.0 or 3.5. I ask others to contribute, 1 npc per post, in an effort to give ideas & plug & play npcs to others. I'll put the first one together, feel free to add as much detail as you like, rp notes, description, history, ect.

Name: Bellgora Farca The True of Amn
Race: Human (tethyrian)
Class: Rogue/Cleric
Level: 1/4
Alignment: NE
God: Cyric
Sex: female

str 10
dex 16
con 12
int 14
wis 16
cha 9

ac 17 (+3 studded leather armor, +3 dex, +1 shield)

hp 30

Initiative modifier: +7

BAB: +3

Full Attack: +8 to hit, dam (1d6+1)

Special Attacks: sneak attack + 1d6, Smite Good +4 to hit +4 to damage

Domains: Destruction, Trickery

Feats: weapon finesse, weapon focus (short sword), Improved Initiative

Skills: Bluff +6 (7 ranks), Concentration +2 (1 rank) Disguise +6 (7 ranks), Hide +11 (8 ranks), Intimidate +2 (3 ranks), Arcana +3 (1 rank) History +3 (1 rank), Planes +3 (1 rank), Religion +7 (5 ranks), Listen +7 (4 ranks), Spot +7 (4 ranks), & spellcraft +4 (2 ranks).

Treasure: Short Sword + 1 with small black onyx in hilt, master work studded leather armor, master work light steel shield, 1 potion of cure light wounds (1d8+3), silver holy symbol of cyric worth 55 gp, & a large belt pouch containing 82 gp, 39 silver & 12 copper.

Description: She is a 28 year old woman who stands 5'3 weighing 132lbs. She has dark brown hair & brown eyes, she typically wears black lacey, frilly clothing & black studded leather armor. She is an unattractive woman, her neck is a bit too fat, she seems to always have slight bags under his eyes, she is starting to get serious crows feet around her eyes, her nose is slightly banana shaped & offcenter. She also has stubby fingers & a pasty complection.

RP notes: She was the middle child of a family with 5 children. She wasn't ever good at anything, well besides things that would get her into trouble and have her Amnian parrents thinking she was no good. Things like lying & stealing. She liked boys, when she was young, but they never liked her. Her family was poor & she was no beauty, so she never married. This has twisted into a hatred of men & a hatred of any woman she sees as better looking than herself, & her self esteem is low. She's a bitter, twisted, tragic figure but all that is good has rotted in her soul. She will lie, steal & kill without regret.

History: Only one man ever found her good enough. A tall dark handsome man from the moonseas. She's not sure which city, as every time she's asked he's returned with a different answer but all the answers point to that area. His name is Ctatpothy Lelloth Ig-zh and he is the Confessor of Cyric. She's learned that he was once a young priest of Bhaal but that was long ago & his Kukris & silver tongue are now in the service of the lord of lies. He cares about her, at least that's what she keeps telling herself, & he has shown this young woman who thought she'd have to make her living as a two-bit cut purse the power of the one true god & she likes it, she loves the power. Now she just has to find a wizard, or better yet an illusionist, that's what Ctatpothy says anyway. She has to find one & kill him, kill him & become closer to the mysteries of cyric, when she does Ctatpothy will teach her of Strife and more importantly, he'll be proud. No ones ever been proud before.

Combat: Before combat she'll try to use her hide skill or invisibility spell to get the jump on the pcs, then use her sneak attack & smite (from domain) to put a big hurt on them. If there is time before combat she'll also try to summon a fiendish large centipede (to help with flanking) & use cat's grace if possible. She'll try to take out one character before moving to the next. If a beautiful female is present she'll attacker her first, also wizards are likely targets.

Check out my reviews on youtube of Forgotten Realms and other rpg products. http://www.youtube.com/user/woodwwad?feature=mhum

Edited by - woodwwad on 16 Jun 2010 02:32:34

Diffan
Great Reader

USA
4436 Posts

Posted - 16 Jun 2010 :  03:55:33  Show Profile Send Diffan a Private Message  Reply with Quote
Abraxas Mir: Male half-drow wizard 20/ rogue 2/ shadow adept 8; CR 30; Medium humanoid (elf); HD 28d4+28 plus 2d6+2; hp 96; Init +7; Spd 30 ft.; AC 30, touch 18, flat-footed 27; Base Atk +15; Grp +15; Atk +19 melee (1d6+4 plus 1d6 cold/x2, +4 frost quarterstaff) or +18 melee (1d4+3/19-20x2, +3 returning dagger*) or +21 ranged (1d4+3/19-20x2, +3 returning dagger*); Full Atk +19/+14/+9 melee (1d6+4/x2, +4 frost quarterstaff) or +18/+13/+8 melee (1d4+3/19-20x2, +3 returning dagger*) or +21 ranged (1d4+3/19-20x2, +3 returning dagger*); SA sneak attack +1d6; SQ darkvision 60 ft., evasion, familiar benefits (Alertness, empathic link, share spells, speak with master, scry on familiar), half-drow traits, low-light vision, endure elements, resistance to cold 10 and fire 10; shield of shadow (greater), shadow defense +2, shadow walk, SR 41, trapfinding; AL CE; SV Fort +14, Ref +16, Will +27 (+29 against enchantments); Str 10, Dex 17, Con 12, Int 25, Wis 18, Cha 9.
Skills and Feats: Appraise +8, Balance +5, Climb +3, Concentration +26, Craft (alchemy) +22, Craft (poisonmaking) +12, Decipher Script +24, Diplomacy +0, Disable Device +19, Disguise +5, Escape Artist +7, Forgery +9, Gather Information +4, Hide +22, Intimidate +0, Jump +3, Knowledge (arcana) +27, Knowledge (history) +22, Knowledge (local [Calimshan]) +22, Knowledge (nature) +17, Knowledge (the planes) +20, Listen +9, Move Silently +17, Search +10, Sense Motive +6, Spellcraft +37, Sleight of Hand +11, Spot 9, Swim +1, Tumble +4, Use Magic Device -1, Use Rope +3; Alertness*, Chain Spell, Combat Familiar, Craft Magical Arms and Armor, Craft Wondrous Item, Delay Spell, Forge Ring, Improved Counterspell, Improved Familiar, Improved Initiative, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Insidious Magic, Maximize Spell, Pernicious Magic, Quicken Spell, Reactive Counterspell, Scribe Scroll, Shadow Weave Magic, Tenacious Magic.
Languages: Alzhedo, Chondathan, Common, Draconic, Drow Sign, Elven, Infernal.
Evasion (Ex): If Abraxas is exposed to any effect that normally allows a Reflex saving throw for half damage, he take no damage instead with a successful saving throw.
Endure Elements: Abraxas is constantly under the spell effects of endure elements, which emits from his staff. This ability can be used at will.
Familiar: Abraxas’s familiar is a quasit named Xun. The familiar uses the better of its own and Abraxas’s base saves bonuses. The creature’s abilities and characteristics are summarized below.
Xun: Quasit familiar; CR --; Tiny outsider (Chaotic, Extraplanar, Evil); HD 30; hp 48; Initiative +7; Spd 20 ft., fly 50 ft. (perfect); AC 25, touch 13, flat-footed 22; Base Atk +15; Grp +6; Atk +18 melee (1d3-1 plus poison, claw); Full Atk +18 melee (1d3-1 plus poison, 2 claws) and +13 melee (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA poison, spell-like abilities; SQ alternate form, deliver touch spells, DR 5/cold iron or good, darkvision 60ft., fast healing 2, immunity to poison, improved evasion, low-light vision, resistance to fire 10, share spells, speak with master, speak with quasits, SR 35, scry on familiar; AL CE; SV Fort +15, Ref +18, Will +20; Str 8, Dex 17, Con 10, Int 15, Wis 12, Cha 10.
Skills and Feats: Bluff +6, Diplomacy +2, Disguise +6 (+8 acting), Hide +17, Intimidate +2, Knowledge (arcana) +22, Listen +8, Move Silently +12, Search +6, Spellcraft +32, Spot +6; Improved Initiative, Weapon Finesse.
Alternate Form (Su): Xun can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (CL 12th), except that it does not regain hit points for changing form, and can assume only one or two forms no larger than medium. Common forms include bat, monstrous centipede, toad, and wolf. Xun in this alternate form loses its poison attack.
Deliver Touch Spells (Su): Xun can deliver touch spells for Abraxas.
Improved Evasion (Ex): If Xun is exposed to any effect that normally allows it to attempt a Reflex save for half damage, it takes no damage with a successful saving throw and half damage if the saving throw fails.
Poison (Ex): Injury, Fort DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Speak with Master (Ex): Xun can communicate verbally with Abraxas. Other creatures do not understand the communication without magical help.
Speak with Quasits (Ex): Xun can communicate with animals of approximately the same kind as itself.
Spell-Like Abilities: At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that it’s area is a 30 ft. radius from Xun, DC 11) Caster level 6th. Save DC is Charisma-based. Once per week Xun can use commune to ask six questions. This ability otherwise works as the spell (caster level 12th).
Familiar Benefits: Abraxas gains special benefits from having a familiar.
Alertness (Ex): Xun grants its master Alertness as long as it is within 5 feet.
Empathic Link (Su): Abraxas can communicate empathically with Xun at a distance of up to 1 mile. He has the same connection to an item or place that Xun does.
Share Spells (Su): Abraxas may have any spell he casts on himself also affect Xun if the latter is within 5 feet at the time. He may also cast a spell with a target of “You” on Xun.
Half-Drow Traits: Half-drow are immune to magical sleep effects, +2 to saves against enchantment spells or effects, +1 to Listen, Search, and Spot checks, +2 to Diplomacy and Gather Information checks, and for all effects related to race, a half-drow is considered a drow.
Shadow Defense (Ex): Abraxas gains a +2 profane bonus to saves against enchantments, illusion, and necromancy spells, as well as spells with the darkness descriptor.
Shield of Shadow (Ex): As a standard action, Abraxas can surround himself with a globe of purple-black force, which functions like a shield spell, granting him a +4 shield bonus to AC and absorbing magic missiles. In addition, it provides concealment (20% chance miss) against melee and ranged attacks, grants him spell resistance 20, and can be used up to 28 rounds per day. This duration need not be consecutive and disarming the shield is a standard action.
Shadow Walk (Sp): Once per day, Abraxas can use shadow walk, as the spell. Caster level 8th.
Sneak Attack (Ex): Abraxas can do an extra 1d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Trapfinding (Ex): Abraxas can find, disarm, or bypass traps with a DC of 20 or higher. He can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If the Disable Device result exceeds the trap’s DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it.
Wizard Spell Prepared (caster level 28th, 27th for evocation and transmutation): 0-arcane mark, detect magic, no light, read magic; 1st-charm person (DC 20), grease (DC 18), magic missile (2), nerveskitter, stupor (DC 20); 2nd-addiction (DC 21), blindness/deafness(DC 21), knock, mirror image, misdirection, scorching ray; 3rd-crule disappointment (DC 22), curse of the putrid husk (DC 22), dispel magic, fireball (DC 20), fly, lightning bolt (DC 20); 4th-charm monster (DC 23), dimension door, evard’s black tentacles, maximize magic missile (2), mnemonic enhancer, phantasmal killer (DC 23), polymorph, stone skin, wall of fire; 5th-chain blindness/deafness (DC 21), cone of cold (DC 22), permanency, spell matrix [lesser], teleport; 6th-acid fog, chain curse of the putrid husk (DC 22), circle of death (DC 25), delayed fireball blast (DC 20), permanent symbol of persuasion (DC 25); 7th-finger of death (DC 26), forcecage, limited wish, maximize enervation, reverse gravity; 8th-quicken wrack (DC 23), permanent symbol of insanity, polymorph any object, trap the soul (DC 25); 9th-gate, sphere of ultimate destruction (DC 26), time stop, wish; 10th-maximize delay fireball blast; 11th-quicken anti-magic ray (DC 24).
Spellbook: As a powerful wizard, Abraxas has a vast library of spells, including all the spells listed in the Player’s Handbook and Player’s Guide to Faerun as well as many spells found in the Spell Compendium. Because he casts spells of the shadow weave, he cannot prepare spells with the light descriptor.
Possessions: Abraxas’s Staff (+4 frost quarterstaff), +3 returning dagger, bracers of armor +8, vest of resistance +5, ring of protection +5, ring of wizardry IV, lockpicking ring, belt of hidden pouches, bolt shirt, spider climbing boots of speed*, gauntlet of infinite blades, greater piwafwi, rod of force, rod of frost, wand of lightning bolt (10th), wand of fireball (10th), wand of summon monster IV, rod of empower meta-magic, rod of quicken meta-magic, figurine of wondrous power (obsidian steed). Abraxas has other useful items at his disposal, though these are his most used and favorites of the bunch.

Edited by - Diffan on 17 Jun 2010 14:34:34
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Diffan
Great Reader

USA
4436 Posts

Posted - 16 Jun 2010 :  04:00:27  Show Profile Send Diffan a Private Message  Reply with Quote
Efreeti sorcerer 20/ epic 3/ fate spinner 4/ archmage 5; CR 40; Large outsider (extraplanar, fire); HD 10d8+50 plus 32d4+160; hp 306; Init +8; Spd 20 ft., fly 40 ft. (perfect); AC 32, touch 18, flat-footed 28; Base Atk +26; Grp +39; Atk +39 melee (2d4+17 plus 1 con/15-20x2 plus 1 negative level, +4 keen enervating falchion of wounding) or +35 melee (1d8+9 plus 1d6 fire, slam); Full Atk +39/+34/+29/+24 (2d4+17 plus 1 con/15-20x2 plus 1 negative level, +4 keen enervating falchion of wounding) or +35/+30/+25/+20 (1d8+9 plus 1d6 fire, 2 slams); SA change size, deny fate, fickle finger of fate, heat, resist fate, spin fate 4/day; SQ arcane reach, darkvision 60 ft., immunity to fire, mastery of elements, mastery of shaping, plane shift, spell-like abilities, spell power, telepathy 100 ft., vulnerability to cold; AL LE; SV Fort +26, Ref +25, Will +35; Str 29, Dex 18, Con 20, Int 12, Wis 15, Cha 24.
Skills and Feats: Bluff +20, Concentration +48 (casting defensively) +52, Craft (alchemy) +28, Diplomacy +9, Disguise +9 (+11 acting), Intimidate +18, Knowledge (arcana) +16, Listen +15, Move Silently +17, Profession (gambler) +7, Sense Motive +15, Spellcraft +46, Spot +15, Sleight of Hand +4; Awesome Blow, Combat Casting, Combat Reflexes, Dodge, Improved Bull Rush, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Quicken Spell-Like Ability (invisibility), Quicken Spell-Like Ability (scorching ray), Rapid Meta-magic, Shock Trooper, Skill Focus (spellcraft), Spell Focus (evocation), Spell Focus (conjuration).
Languages: Auran, Common, Ignan, Infernal.
Arcane Reach (Su): You can use spells with a range of touch on a target up to 30 ft. away.
Change Shape (Sp): Twice per day, the Efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell, except that the ability can work on the Efreeti. A DC 14 Fort save negates the effect.
Deny Fate (Ex): Once per day, on the first occasion the Efreeti needs to make a check to become stable from dying, the check automatically succeeds.
Fickle Finger of Fate (Ex): Once per day, the Efreeti can force any other creature-friend or enemy- to reroll a roll that was just made. The Efreeti must have line of sight.
Heat (Ex): The Efreeti’s body deals 1d6 points of extra fire damage whenever it hits in melee or each round it maintains a hold when grappling.
Mastery of Elements: The Efreeti can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses.
Mastery of Shaping: The Efreeti can alter area and effect spells that use one of the following shapes: bursts, cones, cylinders, emanations, or spread. This consists of creating at least a 5 ft. cube within the spell’s area or effect. Also, any shapeable spells have a minimum dimension of 5 ft. instead of 10 ft.
Plane Shift (Sp): The Efreeti can enter any of the Elemental Planes, the Astral Plane, or Material Plane. This ability transports the Genie and up to eight other creatures, provided they all link hands.
Resist Fate (Ex): Once per day, the Efreeti can reroll a roll it just made. It must abide by the second roll, even if it’s worse than the original.
Spin Fate (Ex): As a free action, the Efreeti can use stored spin points to boost the save DC of a spell it casts, adding some or all of it’s 4 points of spin to the DC, on a point-by-point basis.
Spell Power: The Efreeti’s effective caster level is increased by 1 (for purposes of determining level-dependent spell variables such as damage die or range, and caster level checks only.)
Spell-Like Abilities (caster level 44th): At will-detect magic, produce flame, pyrotechnics (DC 20), scorching ray (1 ray only); 3/day-invisibility, wall of fire (DC 22); 2/day-synostodweomer; 1/day-grant up to 3 wishes (to non-genies only), gaseous form, permanent image (DC 23), polymorph (self only).
Sorcerer Spells Known (6/8/8/8/7/6/6/6/5/6 per day; caster level 33rd) 0-acid splash, arcane mark, dancing lights, ghost sound, message, no light, prestidigation, read magic, silent portal; 1st-grease (DC 19), magic missile, nerveskitter, ray of enfeeblement, true strike; 2nd-baleful transposition (DC 20), blindness/deafness (DC 19), burning sword, mirror image, web (DC 20); 3rd-clairaudience/clairvoyance, dispel magic, fireball (DC 21), haste; 4th-blast of flame (DC 22), dimension door, evard’s black tentacles, spell enhancer; 5th-cloudkill (DC 23), permanency, spell matrix [lesser], teleport; 6th-brilliant blade, disintegrate (DC 23), dispel magic [greater]; 7th-banishment, synostodweomer, symbol of weakness (DC 24); 8th-polymorph any object (DC 25), symbol of insanity (DC 25), prismatic wall; 9th-meteor swarm (DC 27), time stop, wish.
Possessions: Last Wish (+4 keen enervating falchion of wounding), amulet of health +6, belt of giant strength +4, bracers of armor +8, cloak of charisma +6, Efreeti bottle, flying carpet 10ft./10ft., ring of protection +5, ring of spell turning, slippers of speed, turban of teleportation, vest of resistance +5
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Diffan
Great Reader

USA
4436 Posts

Posted - 17 Jun 2010 :  14:47:11  Show Profile Send Diffan a Private Message  Reply with Quote
Kaden Rath; CR 12
hp 117 (12 HD)
_____________________________________________________________________
Male Damaran human hexblade 8/ crusader 2/ hex knight 2
CN Medium humanoid
Init +2; Senses Listen +1, Spot +1
Languages Common, Damaran, Draconic
_____________________________________________________________________
AC 24, touch 14, flat-footed 22
(+7 armor, +3 shield, +2 Dex, +2 deflection)
Resist mettle
Immune shaken
Fort +13, Ref +5, Will +16 (+6 to saves against spells and spell-like effects)
_____________________________________________________________________
Speed 30 ft. (6 squares)
Melee +2 sweeping falchion +18/+13/+8 (2d4+8/18-20) or
Melee dagger +16/+11/+6 (1d4+3/19-20)
Ranged +1 light crossbow +14 (1d8+1/19-20) or
Ranged flash disk of impact +14 touch (1d6 force damage; Fort DC 15)
Base Atk +12; Grp +16
Atk Options Improved Trip (+6 bonus), Intimidating Strike, Power Attack, furious counterstrike, hexer's vengeance +1, steely resolve 5
Special Actions greater hexblade’s curse 4/day (Will DC 25)
Combat Gear dimension stride boots 5 charges/day, eternal wand (mass curse of impending blades) 3/day, hexbands 5/day, talisman of the disk (400 lbs.), 10 flash disk of impact
_____________________________________________________________________
Maneuvers and Stances Known (IL 8th):
Stances-iron guard’s glare (1st), thicket of blades (3rd)
Strikes-douse the flames* (1st), foehammer* (2nd), revitalizing strike* (3rd), shadow blade technique* (1st), vanguard strike (1st)
Boosts-white raven strike* (3rd)
Disciplines: Devoted Spirit, Shadow Hand, Stone Dragon, White Raven
* Readied maneuvers
Hexblade Spells Known (CL 9th):
2nd (2/day)-glitterdust (DC 19), invisibility, wraithstrike
1st (3/day)-charm person (DC 18), disguise self, entropic shield, protection from evil
_____________________________________________________________________
Abilities Str 19, Dex 14, Con 18, Int 13, Wis 12, Cha 24
SQ arcane advancement, arcane resistance, curse affinity, dark companion, indomitable soul, skilled city dweller
Feats Ability Focus (hexblade’s curse), Bullheaded, Combat Casting, Combat Expertise, Extra Curse, Improved Buckler Defense, Improved Trip, Intimidating Strike, Power Attack, Practiced Spellcaster
Flaw Branded, Harbinger of Ill Omen
Skills Balance +6, Bluff +11, Concentration +13 (+17 casting defensively), Diplomacy +7, Hide +8, Intimidate +21, Jump +6, Knowledge (arcana) +5, Knowledge (history) +2, Knowledge (religion) +5, Listen +1, Martial Lore +1, Ride +1, Spellcraft +12, Spot +2, Tumble +8
Possessions combat gear plus Downfall (+2 sweeping falchion [lesser crystal of return]), +2 mithral breastplate, brute gauntlets, +2 buckler, Nymph's Cloak (cloak of Charisma +4), ring of protection +2, vest of resistance +1, belt of giant strength +2, periapt of Wisdom +2, 2 capsules of bless weapon, 1 capsule of Ghostblight, triple weapon capsule retainer, +1 light crossbow, 20 bolts, 2,170 gp.


Combat/Tactics: Kaden usually goes into battle using the thicket of blades stance, and squares off against the biggest threat in an attempt to intimidate him using his Intimidating Strike feat (-1 to attack, +1 to intimidate check). After he has shaken his opponent, he’ll attempt to trip him using Improved Trip and make additional attacks while the target’s prone. If the target poses a great threat, then he’ll use his greater hexblade’s curse and follow it up with his most destructive maneuver. When in battle with multiple foes, he’ll use his eternal wand to cast mass curse of impending blades.

Friends/Allies: Kaden has few, if any, friends and prefers to work alone. When Kaden does make a friend, or helpful acquaintance as he calls them, it’s usually for information and what that person can do for him, instead of companionship.

Foes/Enemies: Few who cross Kaden’s path live to consider him a foe and no organizations call him enemy. This is mostly due to the fact that they don’t know who’s behind their demise until it’s too late and Kaden makes liberal use of his disguise self and invisibility spells to escape tight situations. However, despite his talents to remain out of trouble, he was branded an outlaw by authorities in most of the major cities in Narfell, The Great Dale, and Thesk. This brand is a large symbol in the form of a hex upon both of his cheeks, which he wears proudly (mostly because it is magical, and thwarts attempts to cover).

Appearance: At a height of just over six feet, Kaden is still an imposing man. His long, dark, glossy black hair is usually tied in a ponytail and his physique is like any other adventuring mercenary, strong. What people find disturbing about him are his eyes, or rather, the constant dark shadows that seem to pool beneath them. It’s as if he hasn’t slept in days and his features always look grim. When on a mission, he ties a mask around his head which covers most of his upper face to conceal his identity.

Personality: Suffice to say, Kaden is a dark brooder. When in the presence of companions or company he remains quiet. When addressed, he speaks in quick answers as a show that he doesn’t want to partake in the conversation. The rare moments he does speak out, it’s usually to point out a fault or make a snide comment.

History: Born in a hovel deep inside the Rawlinswoods, Kaden hadn’t the chance for a normal life. His mother was a witch and his father he never knew (due to the fact that his mother first charmed him and then poisoned him after conception). He grew up doing his mother’s will, which usually meant going to the closest town (sometimes Bezentil, sometimes Uthmpre) to make “friends”. He would then lead them to the edge of town to where his mother would kidnap them for her vile spell components and as subjects for her poisons. Occasionally, Kaden would be used to lure wary travelers (always men) on the road so his mother could use them for her own, strange and personal, uses.

As Kaden matured, he realized he had a strange gift which tended to disrupt his mother’s magical spells and poisons in addition to having an “unlucky” effect when he was around. His mother soon discovered his ability and made plans to exploit his “hexing” ability as well. This all came to an end when a band of adventurers came upon her cottage and found the remains of more people than they wished to count. They confronted the evil witch and during the battle, slew her by decapitation. Though it all, Kaden was away in Bezentil, gathering food stuffs for the winter. Upon his return, he found the cottage set ablaze with his mother’s body transfixed to a stake in the yard. Strange enough, he didn’t feel grief, as a deep sigh came over him and he knew he was finally free.

Kaden took to the road that fateful day, and started his career as a mercenary. Often he would stay in towns with a garrison or militia and with their help train in the use of military weapons. As he grew older, his “hexing” ability came to fruition and with the help of a secluded old wizard, he was able to fully grasp his powers. Recently, Kaden was in an adventuring party with a veteran crusader of Torm who started him on the sublime path. The crusader taught him the essence of “blade magic” with a hope Kaden would turn from his chaotic ways to be a leader of truth and honor. Unfortunately, Kaden has no such goals other than to gain wealth and progress further down this new path.

Motives and Goals: As of now, Kaden really hasn’t many plans for the future. As a mercenary, he usually goes with the flow and the one that can pay the most money for a job done. He’s not picky about the jobs he takes, be it escorting a wagon train or convoy to assassination. Surprisingly he does have a sense of morality when it comes to the harm of women and children and refuses a job requiring either (often taking it upon him self to slaughter the person who’s attempted to hire him).

Religion: Though Kaden acknowledges that the Gods exist he doesn't pray very often to any of them. His strength as a crusader comes mostly from the cause of chaos and anarchy. When Kaden does offer lip service it's almost always to Beshaba, the Lady of Misfortune.
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Diffan
Great Reader

USA
4436 Posts

Posted - 17 Jun 2010 :  19:50:47  Show Profile Send Diffan a Private Message  Reply with Quote
I did this conversion for someone on the Wizbro boards. Enjoy!

HOLY HAND OF BANE; CR 11
LE Large construct
Init -1; Senses darkvision 60 ft., low-light vision, true seeing; Listen +0, Spot +0
Aura Evil (moderate)
Languages understands common
_____________________________________________________________________
AC 26, flat-footed 26, touch 8
(-1 size, -1 Dex, +18 natural)
hp 107 (14 HD); DR 10/adamantine
Immune magic
Fort +4, Ref +3, Will +4
_____________________________________________________________________
Speed 20 ft. (4 squares); fly 50 ft. (average)
Melee slam +18/+13 (2d10+19)
Ranged unholy smite +9 touch (4d6 negative energy)
Base Atk +10; Grp +23
Atk Options Improved Grab, slow 1/ 2 rounds (7 rounds; Will DC 17 negates), constrict
(4d6)
_____________________________________________________________________
Abilities Str 29, Dex 9, Con 0, Int 0, Wis 11, Cha 0
SQ absorb magic
Feats none
Skills none
Advancement 15-21 HD (Large); 22-42 HD (Huge)

Slow (Su): A holy hand of Bane can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.
Immunity to Magic (Ex): A holy hand of Bane is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows a hand of Bane (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the hand of Bane's structure but negates its damage reduction and immunity to magic for 1 full round.

Spells and magic weapons that deal elemental damage (fire, cold, electricity, etc..) of 40 points or more in a single round actually heal any damage to it, by the amount of the excess points over 40 points.

Improved Grab (Ex): To use this ability, the holy hand of Bane must hit a Large or smaller opponent with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to constrict the foe the following round.

Constrict (Ex): On a successful grapple check, a holy hand of Bane deals 4d6+15 points of damage.
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