Author |
Topic |
Diffan
Great Reader
USA
4442 Posts |
Posted - 22 Nov 2010 : 20:18:05
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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
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Edited by - Diffan on 01 Oct 2023 16:08:55
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Diffan
Great Reader
USA
4442 Posts |
Posted - 22 Nov 2010 : 20:24:57
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Ox; CR 16 Male Reshemi barbarian 1/fighter 8/frenzied berserker 7 CN medium humanoid (human) Init +3; Senses Listen +8, Spot +2 Languages Common, Orc, Reshemi --------------------------------------------------------------------- AC 32, touch 15, flat-footed 29 (+12 armor, +3 Dex, +5 shield, +2 deflection) hp 180 (16 HD) Fort +20, Ref +10, Will +12 --------------------------------------------------------------------- Speed 50ft. (10 squares) Melee +4 vicious cold iron greatsword +28/+23/+18/+13 (4d6+14, plus 1d6 to self/17-20) Ranged mwk javelins +19 (1d6+7/x3) or +19 (1d6+12/x3 when raging and frenzying) or Ranged the spiteful imp +19 ranged touch (1d4+6 fire, plus 1d10 con plus 1d10 con after 1 min. DC 17 Fort) Base Atk +16; Grp +23 Atk options Power Attack, Leap Attack, rage 3/day, frenzy 4/day, Intimidating Rage --------------------------------------------------------------------- Abilities Str 24, Dex 16, Con 18, Int 12, Wis 14, Cha 11 SQ fast movement, deathless frenzy, improved power attack, inspire frenzy Feats Cleave, Combat Brute[sup]CW[/sup], Destructive Rage, Diehard, Extra Rage, Improved Critical (greatsword), Improved Sunder, Intimidating Rage, Iron Will, Leap Attack, Power Attack, Tireless, Weapon Focus (greatsword) Skills Balance +8 (+5 in armor), Climb +22 (+19 in armor), Craft (armorsmithing) +6, Handle Animal +2, Intimidate +14, Jump +25 (+22 in armor), Ride +4, Sense Motive +4, Survival +4, Swim +14 (+8 in armor) Possessions +4 mithral full-plate of death warding, +4 animated buckler (the spiteful imp), ring of protection +2, belt of Strength +6, gloves of Dexterity +2, amulet of health +2, Back-biter (+4 vicious cold iron greatsword), boots of springing and striding, sacred scabbard, cloak of resistance +4, ring of blinking
Sources Used: Player's Handbook 3.5, Complete Warrior, Complete Arcane, Complete Adventurer, Forgotten Realms Campaign Setting.
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Diffan
Great Reader
USA
4442 Posts |
Posted - 22 Nov 2010 : 20:39:29
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Viktor Karliv; CR 1 Male Damaran human cleric 1 of Tempus Init -1; Senses Listen +3, Spot +3 Aura chaotic (faint) Languages Common, Damaran =========================================================================== AC 17, touch 9, flat-footed 17 (+6 armor, +2 shield, -1 Dex) hp 9 (1 HD) Immune shaken Fort +3, Ref +1, Will +5 =========================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee mwk battleaxe +4 (1d8+2/x3) Base Atk +0; Grp +2 Special Actions feat of strength 1/day (+1 bonus), turn undead 8/day (+2, 2d6+3; 1st) Cleric Spells Preapared (CL 1st): 1st—bless, divine favor, enlarge person† 0—detect poison, mending, resistance † Domain spells. Domains: Strength, War. Deity: Tempus =========================================================================== Abilities Str 14, Dex 9, Con 12, Int 10, Wis 17, Cha 14 SQ spontaneous casting (healing) Feats Bullheaded, Extra Turning, Lightning Reflexes, Weapon Focus (battleaxe)*, Weapon Proficiency (battleaxe)* * Bonus feats Skills Concentration +3, Craft (weaponsmithing) +1, Diplomacy +3, Heal +5, Knowledge (arcana) +2, Knowledge (Damara local) +1, Knowledge (religion) +2, Spellcraft +3. Possessions masterwork battleaxe, splint mail, heavy steel shield, wooden holy symbol, adventuring gear.
Sources Used: Player's Handbook, Player's Guide to Faerun
- Used 32 point buy
- bonus Regional feat at 1st level
[*]Max gold at 1st level
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Edited by - Diffan on 24 Feb 2012 04:28:08 |
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Ayrik
Great Reader
Canada
7989 Posts |
Posted - 22 Nov 2010 : 22:29:59
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(Is 32 point buy just 22 point buy starting with base scores of 8 across all stats?) |
[/Ayrik] |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 22 Nov 2010 : 23:54:03
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quote: Originally posted by Arik
(Is 32 point buy just 22 point buy starting with base scores of 8 across all stats?)
No, 32 point buy is with base scores of 8 across all stats. So you could have two 18's (16 pts each) and the rest all 8's. |
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Ayrik
Great Reader
Canada
7989 Posts |
Posted - 23 Nov 2010 : 00:04:31
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Question answered, thanx Diffan. Same idea, worded differently.
[Edit] Of course there's no real requirement for NPCs to follow the same rules. |
[/Ayrik] |
Edited by - Ayrik on 23 Nov 2010 00:09:32 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 23 Nov 2010 : 11:42:19
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quote: Originally posted by Arik
Question answered, thanx Diffan. Same idea, worded differently.
[Edit] Of course there's no real requirement for NPCs to follow the same rules.
True. I give the bulletpoints to show how I aquired the stats and any other homebrew rules such as a bonus regional feat. For most NPCs, I do their abilities as 4d6 and drop the lowest score.
Here's another NPC:
DEN'VOR JARRIK; CR 2 Male aasimar paladin 1 (Kelemvore) LG Medium outsider (native) Init +0; Senses darkvision 60 ft.; Listen +3, Spot +3 Aura Good (faint) Languages Celestial, Common, Damaran ===================================================================== AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) hp 11 (1 HD) Resist acid 5, cold 5, electricity 5 Fort +3, Ref +0, Will +1 (+1 to saves against spells and spell-like abilities) ===================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee mwk morningstar +5 (1d8+3/x2) Ranged shortbow +1 (1d6/x3) Base Atk +1; Grp +4 Atk Options Dreadful Wrath (Will DC 13), smite evil 1/day (+3 attack, +1 damage) Spell-like Abilities (CL 1st): 1/day—daylight At will—detect evil ===================================================================== Abilities Str 17, Dex 10, Con 12, Int 10, Wis 13, Cha 16 SQ aura of good Feats Dreadful Wrath, Nymph's Kiss Skills Concentration +1, Diplomacy +7, Handle Animal +6, Heal +2, Knowledge (religion) +3, Ride +1, Sense Motive +3 Possession masterwork morningstar, chainmail, heavy steel shield, shortbow with 40 arrows, adventuring gear, wooden holy symbol, 18 gp.
Sources Used: Player's Handbook, Monster Manual, Player's Guide to Faerun, Book of Exalted Deeds.
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Edited by - Diffan on 24 Sep 2011 13:04:53 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 23 Nov 2010 : 13:17:31
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Here's another. The statblock is "old-school" and I haven't had the time or inclination to re-stat it in the new version.
Sir Brenan Dunarch: Male Tethyrian paladin 12 (Tyr); CR 12; Medium humanoid; HD 12d10+36; hp 125; Init +1; Spd 20 ft.; AC 25, touch 12, flat-footed 24; Base Atk +12; Grp +18; Atk +20 melee (1d8+10 plus 2d6 against evil/19-20, +1 holy longsword) or +18 melee (1d10+9/x3, silvered maul); Full Atk +20/+15/+10 (1d8+10 plus 2d6 against evil/19-20, +1 holy longsword) or +18/+13/+8 (1d10+9/x3, silvered maul); SA charging smite, smite evil 3/day, turn undead 10/day (+9, 2d6+16; 9th); SQ aura of courage, aura of good, detect evil, divine grace, divine health, lay on hands 84/day, remove curse 3/tenday; AL LG; SV Fort +20, Ref +14, Will +16; Str 22, Dex 12, Con 16, Int 10, Wis 16, Cha 25. Skills and Feats: Concentration +5, Diplomacy +13, Handle Animal +10, Heal +9, Knowledge (nobility/royalty) +3, Knowledge (arcana) +1, Knowledge(religion) +5, Profession (cook) +3, Ride +12, Sense Motive +10; Awesome Smite, Battle Blessing, Combat Brute, Improved Sunder, Power Attack, Weapon Focus (longsword). Languages: Chrondathan, Common. Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Sir Brenan gains a +4 morale bonus on saving throws against fear effects. Aura of Good (Su): The power of Sir Brenan’s aura of good (see the detect good spell) is equal to his paladin level, just like the aura of a cleric of a good deity. Charging Smite (Ex): When using the charging action and smiting, Sir Brenan can triple the smiting damage. If he misses on the attack, the attempt isn’t considered used for the day. Detect Evil (Sp): Detect evil at will, as the spell. Discerning Insight (Ex): Sir Brenan can recognize when a person is trustworthy or not. He gains a +3 bonus on Sense Motive checks when trying to get a "hunch" about the subject's personality after a 1-minute conversation. Divine Grace (Ex): Sir Brenan adds his Charisma modifier, if any to his saving throws. Divine Health (Ex): Immunity to disease. Remove Curse (Sp): Remove curse 3/week, as the spell. Sir Brenan may use up two remove curse attempts to produce a break enchantment effect as the spell. Smite Evil (Su): Three times per day, Sir Brenan can attempt to smite evil with one normal melee attack. He adds +7 to his attack roll and deals an extra 12 points of damage. Paladin Spells Prepared (caster level 6th): 1st-divine sacrifice, rhino’s rush; 2nd-knight’s move, remove paralysis; 3rd-find the gap (2). Possessions: +2 mithral full plate, +1 animated heavy steel shield, Trueheart (+1 holy longsword), amulet of health +2, belt of Strength +4, cloak of Charisma +4, helm of Wisdom +2, ring of protection +1, vest of resistance +2, wand of cure light wounds (CL 5th; 50 charges), silver holy symbol (Tyr), silver maul.
Sources Used: Player’s Handbook, Player’s Handbook II, Web Enhancement:“Dead Levels” WotC website, Forgotten Realms Campaign Setting, Complete Champion, Complete Mage, Complete Warrior, and Spell Compendium.
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Diffan
Great Reader
USA
4442 Posts |
Posted - 23 Nov 2010 : 13:26:46
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Female Chondathan bard 6/rogue 2/court herald 2; CR 10; Medium humanoid; HD 8d6+16 plus 2d4+4; hp 54; Init +3; Spd 30 ft.; AC 19, touch 14, flat-footed 16; Base Atk +6; Grp +6; Atk +10 melee (1d6+1/18-20, +1 rapier) or +9 melee (1d4/19-20, dagger) or +10 ranged (1d8/19-20, mwk light crossbow); Full Atk +10/+5 melee (1d6+1/18-20, +1 rapier) or +9/+4 melee (1d4/19-20, dagger) or +10 ranged (1d8/19-20, mwk light crossbow); SA sneak attack +1d6; SQ bardic knowledge +13, bardic music 10/day (countersong, fascinate, inspire courage +1, inspire competence, suggestion), evasion, secret, trapfinding; AL NG; SV Fort +7, Ref +12, Will +11; Str 10, Dex 16, Con 14, Int 16, Wis 15, Cha 21. Skills and Feats: Appraise +4, Balance +5, Bluff +9, Climb +2, Concentration +4, Craft (alchemy) +6, Decipher Script +6, Diplomacy +11, Disable Device +6, Disguise +7, Escape Artist +5, Forgery +5, Gather Information +13, Hide +6, Intimidate +5, Jump +1, Knowledge (arcana) +10, Knowledge (history) +13, Knowledge (local [Dalelands]) +6, Knowledge (nature) +6, Knowledge (nobility and royalty) +13, Listen +5, Move Silently +6, Open Lock +3, Perform +17, Profession +2, Search +5, Sense Motive +6, Sleight of Hand +6, Spellcraft +10, Swim +0, Tumble +5, Use Magic Device +8, Use Rope +5; Extra Music, Lyric Spell, Melodic Casting, Skill Focus (Knowledge [arcana]), Weapon Finesse. Languages: Chondathan, Common, Draconic, Elven, Sylvan. Bardic Knowledge: You may make a bardic knowledge check, adding +13 to your roll to see whether you know some relevant information about local notable people, legendary items, or noteworthy places. Bardic Music: 10 times per day, you can use your songs or poetics to produce magical effects on yourself and those around you. Countersong (Su): You can counter magical effects that depend on sound. Any creature within 30 ft. of you (yourself included) may use your Perform check result in place of its saving throw, if the Perform check is higher. Evasion (Ex): If you are exposed to any effect that normally allows a Reflex saving throw for half damage, you take no damage instead with a successful saving throw. Fascinate (Sp): You can use your music or poetics to cause two creatures to become fascinated with you. Each creature must be within 90 ft, able to see and hear you, and able to pay attention to you. You also must be able to see the creatures. Distractions or combat near the creature prevents the ability from working. Inspire Courage (Su): You can use your music or poetics to inspire courage in your allies, bolstering them against fear and improving their combat abilities. Allies able to see and hear you gain a +1 morale bonus to saves against charm and fear effects and a +1 bonus to attack and damage rolls. Inspire Competence (Su): You can use your music or poetics to help an ally succeed at a task, giving them a +2 competence bonus on skill checks. The ally must be within 30 ft, and able to see and hear you. You must also be able to see the ally. Lore: You may add your Court Herald levels to your bardic knowledge ability. Secret: The lore of true stamina grants a +2 bonus to Fort saves. Sneak Attack (Ex): You 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. Suggestion (Sp): You can make a suggestion (as the spell) to a creature that you have already fascinated. A Will save DC 20 negates the effect. This ability affects only a single creature. Trapfinding (Ex): You can find, disarm, or bypass traps with a DC of 20 or higher. You 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 your Disable Device result exceeds the trap’s DC by 10 or more, you discover how to bypass the trap without triggering or disarming it. Bardic Spells Known (3/5/4/2 per day; caster level 8th) 0-detect magic, ghost sound, light, mage hand, message, prestidigitation; 1st-feather fall, improvisation, inspirational boost, hideous laughter (DC 16); 2nd-alter self, glitterdust (DC 17), harmonic chorus, invisibility; 3rd-cure serious wounds, haste, ray of dizziness. Possessions: +1 twilight mithral chain shirt, +1 rapier, ring of protection +1, cloak of charisma +2, vest of resistance +1, 1,095 gp.
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Diffan
Great Reader
USA
4442 Posts |
Posted - 23 Nov 2010 : 13:41:20
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Mistress Kethra; CR 4 Female Illuskan human cleric 4 (Loviatar) LE Medium humanoid (human) Init +1; Senses Listen +4, Spot +4 Aura evil (faint) Languages Abyssal, Chondathan, Common, Illuskan ===================================================================== AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 dex) hp 24 (4 HD) Fort +5, Ref +2, Will +8 ===================================================================== Speed 30 ft. (6 squares) Melee mwk scourge +6 (1d8+2, plus 1d4 Str, Fort DC 15/x2) or Melee mwk dagger +6 (1d4+2/19-20) Ranged light crossbow +4 (1d8/19-20) Base Atk +3; Grp +5 Atk Options pain touch 1/day (-2 Str and Dex for 1 min) Special Actions rebuke undead 8/day (+5, 2d6+9; 4th), healing touch 1/day (+4 hp) Cleric Spells Prepared (CL 4th): 2nd—cure moderate wounds, sadism†, wave of grief (DC 17), wither limb (DC 17) 1st—angry ache† (DC 15), command (DC 15), cure light wounds, doom (DC 15), seething eyebane (+5 melee touch, DC 16) 0 (orisons)—cure minor wounds, detect magic, no light, resistance, slash tongue (DC 15) †Domain Spell. Domains: Pain, Suffering ===================================================================== Abilities Str 15, Dex 12, Con 13, Int 12, Wis 18, Cha 18 (20) Feats Combat Casting, Exotic Weapon Proficiency (scourge), Spell Focus (evil) Skills Concentration +8 (+12 casting defensively), Craft (poisonmaking) +4, Diplomacy +9, Heal +6, Knowledge (religion) +3, Knowledge (the plains) +4, Profession (herbalist) +5, Spellcraft +7 Possessions masterwork chain shirt, cloak of Charisma +2, masterwork scourge, heavy steel shield, silver holy symbol (Loviatar), standard adventuring gear, (1) dose of medium scorpion poison, (2) doses of liquid pain, 20 gp.
Description Kethra is short and strikingly beautiful with long straight raven black hair. Her alluring curves are accentuated with her bright blue eyes that seem to peer into your most seductive thoughts. Her armor and clothes are cut in a way that reveals to men and women what delights await for them but few would see the lurking predator that she is until it’s too late.
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Edited by - Diffan on 24 Sep 2011 13:07:02 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 13:37:48
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Adorned Ariel Pell; CR 3 Female Damaran human cleric 3 (Ilmater) Init +0; Senses Listen +3, Spot +3 Aura good (faint) Languages Common, Damaran ==================================================================== AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield) hp 21 (3 HD) Fort +4, Ref +1, Will +6 =========================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee mwk heavy mace +4 (1d8+1/x2) or Melee unarmed attack +3 (1d4+2/x2) Ranged mwk light crossbow +3 (1d8/19-20) Base Atk +2; Grp +3 Special Actions feat of strength (1/day, +3 enhancement), turn undead 9/day (+2, 2d6+5; 3rd) Cleric Spells Prepared (CL 3rd): 2nd—aid, bulls' strength†, lesser restoration 1st—bless, detect undead, enlarge person†, protection from evil 0 (orisons)—detect poison, guidance, purify food and drink, virtue † Domain Spell. Domains: Healing (+1 to CL for all Conjuration (healing) spells), Strength (feat of strength 1/day). Deity: Ilmater =========================================================================== Abilities Str 13, Dex 10, Con 12, Int 10, Wis 17, Cha 14 SQ able to spontaneously cast cure spells. Feats Brew Potion, Extra Turning, Improved Unarmed Strike*, Sacred Vitality, Street Smart^ Skills Concentration +3, Craft (alchemy) +3, Diplomacy +3, Gather Information +4, Heal +7, Intimidate +4, Knowledge (arcana) +1, Knowledge (religion) +3, Profession (herbalist) +4, Sense Motive +5, Spellcraft +3 Possessions masterwork heavy mace, masterwork half-plate, heavy steel shield, healer's kit, silver holy symbol (Ilmater). =========================================================================== Description: Ariel is a very kind, nurturing woman in her middle thirties. Dedicated to Ilmater, she spends her time among the poor and down-trodden. What little money she gains from her healing services is spread among those less fortunate. Often she'll take on a quest where there is known undead activity and destory the monsters to the best of her clerical ability. With the rewards, she keeps only what can help her perform her clerical services and donates the rest.
Currently, Ariel resides in a small hamlet just south of the town of Glister. An up-and-coming mining town where her growing temple won't register with the local Zhentarim soldiers. Though the town has seen it's share of problems, including an increasing amount of diseased Miners, she acts as a piliar of strength and a councelor to the people residing there.
For my own campaign, she's the main clergy in the free Original adventure called The Burning Plague
Sources Used: Player's Handbook, Player's Guide to Faerun, Libris Mortis.
- I gave Ariel a bonus Regional feat at 1st level (Region: Moonsea)
- 32-point buy
- I gave Ariel the Improved Unarmed Strike feat because she's a cleric of Ilmater and should be proficient in his favored weapon.
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Edited by - Diffan on 24 Feb 2012 04:34:58 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 13:52:19
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El'rith Phar'aen; CR 15 Male drow duskblade 13/ shadow adept 1 NE Medium humanoid (elf) Init +3; Senses darkvision 120 ft.; Listen +2, Spot +2 Languages Abyssal, Common, Drow Sign Language, Elven, Undercommon ===================================================================== AC 26, touch 15, flat-footed 22 (+8 armor, +3 shield, +4 Dex, +1 deflection) Immune sleep SR 25 Fort +12, Ref +10, Will +14 (+16 against spells, spell-like abilities, and enchantments) Weakness light blindness ===================================================================== Speed 30 ft. (6 squares) Melee +2 rapier +19/+14/+9 (1d6+5 plus poison/18-20) Ranged mwk hand crossbow +18 (1d4 plus poison/19-20) Base Atk +13; Grp +16 Atk Options arcane channeling (full-attack), poison (advanced drow poison, Fort DC 16, unconscious 1 minute/unconscious 2d6 hours) quick cast 2/day Combat Gear 5 doses of advanced drow poison, 2 potions of cure moderate wounds, elixer of hiding, elixer of sneaking Duskblade Spells Known (CL 14th): 4th (4/day)--dimension door, enervation (+17 ranged touch) 3rd (8/day)--dispelling touch, keen edge (CL 13th), protection from energy, vampiric touch (+16 melee touch) 2nd (10/day)--bull's strength (CL 13th), scorching ray (CL 13th, +17 ranged touch), see invisibility, swift fly (CL 13th) 1st (11/day)-blade of blood, obscuring mist, ray of enfeeblement (+17 ranged touch), shocking grasp (CL 13th, +16 melee touch), true strike (CL 13th) 0 (6/day)-acid splash (+17 ranged touch), disrupt undead, ray of frost (CL 13th, +17 ranged touch), touch of fatigue (+16 melee touch, DC 16) Spell-Like Abilities (CL 16): 2/day--dancing lights, darkness, faerie fire Arcane Attunement (CL 14): 8/day--dancing lights (CL 13), detect magic, flare (CL 13), ghost sound, read magic ===================================================================== Abilities Str 16, Dex 18, Con 14, Int 22, Wis 15, Cha 12 SQ armored mage (light and medium armor; heavy shields), shadow feats, spell power +2 Feats Arcane Strike, Combat Casting*, Empower Spell, Insidious Magic*, Master of Shadow, Pernicious Magic*, Shadow Weave Magic, Tenacious Magic*, Weapon Finesse *Bonus Feats Skills Bluff +3, Climb +8, Concentration +18 (+22 casting defensively), Decipher Script +13, Disguise +3, Hide +4, Jump +8, Knowledge (arcana) +18, Knowledge (dungeoneering) +12, Knowledge (nature) +12, Knowledge (religion) +13, Ride +11, Sense Motive +10, Spellcraft +23, Swim +6 Possessions +2 rapier, +3 mithral chainmail, +2 light steel shield, vest of resistance +2, boots of spider climbing, circlet of Intelligence +2, gloves of Dexterity +2, shadow cloak, masterwork hand crossbow with 20 bolts. ===================================================================== Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they take a -1 circumstance penalty on attacks rolls, saves, and checks when in bright light.
NOTE: The Shadow Weave Magic feat really hampers the character's spellcasting with reguards to all his Evo/Trans spells. So instead of having to pick other spells, I've just denoted the CL by 1 to make it easier. But, by all means if you would like to change up the spell list go ahead.
**NOTE: This character was a request and made to those specifics. |
Edited by - Diffan on 04 Dec 2010 14:45:22 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 14:52:30
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Stromovich Krosovechky; CR 10 Male Rasheman human barbarian 2/ fighter 4/ tempest 4 CG Medium humanoid Init +3; Senses Listen +4, Spot +4 Languages Common, Rashemi ===================================================================== AC 24, touch 14, flat-footed 24; or (22, touch 12, flat-footed 22 when raging); Dodge (+8 armor, +3 Dex, +1 deflection, +2 class) hp 107 (10 HD) or 127 (when raging) Immune shaken Fort +16 (+18 when raging), Ref +7, Will +8 (+10 when raging) ===================================================================== Speed 40 ft. (8 squares); Mobility Melee +2 large warhammer +19/+14 (2d6+8/x3) or Melee +1 large keen battleaxe +18/+13 (2d6+7/19-20x3) or Melee +2 large warhammer +17/+12 (2d6+8/x3) and +1 large keen battleaxe +16/+11 (2d6+7/19-20x3) with Improved Two-Weapon Fighting or Melee +2 large warhammer +19/+14 (2d6+10/x3) and +1 large keen battleaxe +18/+13 (2d6+9/19-20x3) with Improved Two-Weapon Fighting and raging Base Atk +10; Grp +16 Atk Options Power Attack, Spring Attack, rage 3/day (8 rounds) ===================================================================== Abilities Str 22, Dex 17, Con 16, Int 11, Wis 14, Cha 12 SQ Ambidexterity (-2/+0), tempest defense +2, two-weapon versatility, uncanny dodge Feats Bullheaded*, Dodge, Extra Rage, Improved Two-Weapon Fighting, Mobility, Monkey Grip, Oversized Two-Weapon Fighting, Power Attack, Spring Attack, Two-Weapon Fighting, Weapon Focus (battleaxe) Flaw Qualm: Code of Arms (-4 to melee attack and damage rolls against unarmed opponents or opponents using ranged weapons.); No Retreat (You will never run from combat, no matter the odds. In extreme circumstances, you may make a Will Save (DC 30) in order to negate this flaw temporarily. However, if successful, you suffer a -4 penalty to all attack rolls, saves, and skill checks for 1d6 hours due to feelings of guilt and cowardice. If for some reason an outside source (such as an ally, or a failed save against a spell or effect) causes you to flee or be pulled out of the fight against your will, you suffer a -2 penalty to all attack rolls, saves, and skill checks for 1 hour). Skills Balance +9, Climb +10, Craft (armorsmithing) +5, Craft (weaponsmithing) +5, Handle Animal +4, Intimidate +7, Jump +11, Ride +4, Sleight of Hand +5, Survival +6, Swim +6, Tumble +8 Possessions Keg-Splitter (+2 large warhammer), Skull-Splitter (+1 large keen battleaxe), +3 mithral breastplate, Strom's Girdle (belt of ogre power +2), amulet of health +2, cloak of resistance +2, ring of protection +1, dagger, standard adventuring gear, 5,028 gp ===================================================================== Description Stromovich, or Strom as his friends say, is a highly skilled warrior of the Snow Tiger Lodge. His fierce style of fighting is only matched by his reverent prayers to Tempus, the God of Battle. His height and body are large as he stands over six and half feet and weighing as much as three hundred and fourty pounds. His light blond hair is long and braided as a dwarfs would be yet he keeps his face shaven save for a long goatee. He dreams of becoming a devout warrior of Tempus and serves the Hathran witches dutifully.
Sources Used: Player's Handbook, Magic Item Compendium, Complete Adventurer, Complete Warrior, Player's Guide to Faerun
* I've taken Bullheaded as a bonus Regional feat. If you want to use this character, but don't want the feat, subtract 2 from his Will saves and cancel the Immunity to shaken effect.
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 15:24:04
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Kael'inor Sylellion; CR 9 Male Moon elf cleric 4/ warlock 1/ eldritch disciple 4 CN Medium outsider (native) Init +3; Senses darkvision 60 ft., low-light vision; Listen +7, Spot +7 Aura chaotic (moderate) Languages Chondathan, Common, Elven ===================================================================== AC 21, touch 14, flat-footed 18 (+7 armor, +3 Dex, +1 deflection) hp 64 (9 HD) Immune sleep Fort +10, Ref +6, Will +16 (+18 against enchantments) ===================================================================== Speed 30 ft. (6 squares) Melee +2 longsword +10/+5 (1d8+3/19-20) or Melee dagger +7/+2 (1d4+1/19-20) Ranged eldritch blast +9 ranged touch (3d6) Base Atk +6; Grp +7 Atk Options eldritch spear, maximized eldritch blast 3/day Special Actions gift of the divine patron (healing blast), gift of the divine patron (wild frenzy), turn undead 11/day (+6, 2d6+12; 8th) Cleric Spells Prepared (CL 7th): 4th—air walk, divine power†, recitation 3rd—dispel magic, prayer, ring of blades, snare† 2nd—darkness, hold person (DC 17), lesser restoration, silence (DC 17), spiritual weapon† 1st—bane (DC 16), bless, divine favor, entropic shield, remove fear, sign, true strike† 0 (orison)—create water, detect magic, light, mending, read magic, virtue † Domain spell. Deity: Corellon Larethian. Domains: Elf (gain Point Blank Shot), War (gain Weapon Proficiency longsword and Weapon Focus longsword) Invocations Known (CL 5th): Least—beguiling influence, devil's sight, eldritch spear ===================================================================== Abilities Str 12, Dex 16, Con 13, Int 12, Wis 20, Cha 18 SQ able to notice concealed or secret doors, spontaneously cast cure spells. Feats Divine Metamagic (Quicken Spell), Extra Turning, Maximize Spell-Like Ability (eldritch blast), Otherworldly*, Point Blank Shot*, Precise Shot, Quicken Spell, Weapon Focus (longsword)* *Bonus Feat Skills Bluff +4, Concentration +6, Craft (alchemy) +1, Diplomacy +6, Disguise +4, Heal +8, Intimidate +6, Jump -1, Knowledge (arcana) +2, Knowledge (Evermeet local) +2, Knowledge (history) +1, Knowledge (nature) +1, Knowledge (religion) +9, Knowledge (the planes) +5, Profession (brewer) +5, Search +3, Sense Motive +8, Spellcraft +10, Use Magic Deice +4 Flaw Proud (Once per game session, the DM or another player can activate your Flaw in order to get you to refuse an offer of aid) Possessions +2 elven chain, +2 longsword, cloak of Charisma +2, periapt of Wisdom +2, vest of resistance +1, ring of protection +1, gloves of Dexterity +2, sacred scabbard, dagger, adventurer's kit, 285 gp. ===================================================================== Description Kael'inor is a devouted follower of Corellon Larethian. He grew up on the Island of Elves, known as Evermeet. As a young neophyte, he steeped himself in the rituals and traditions of Corellon's faith, learning everything he could about his patron and the Arvandor. He gained strength within the clergy rather quickly, earning Corellon's favor and being granted stronger prayers.
One night Kael'inor was deep in prayer in a grove sacred to his religion. This night was very important as he debated the urge to join the elven crusade. He was sure that his meddling cleric powers would be little help on such a quest, yet the urge to see new places and experiecne new things surged in him. During this contemplation, Kael was visited by a strong Ghaele sent by Corellon. The Ghaele told him that he would find great strength on Faerun and that his aid would be needed. The Ghaele also imparted on him a strange, eldritch power. It was primal and dark, yet held power. Kael'inor was terrified at first, thinking he was corrupted by a creature from the Unseele Court, but the Ghaele reassured him that the power was directly from Corellon.
Kael'inor took his new-found power and merged it with that of the divine, blending the two into something strange and powerful. Kael'inor went along with the elven Crusade and helped establish a new foothold for elves on Faerun. Currently, he is residing in Myth Drannor as a clerical advisor.
*Note: This character has a bonus Regional feat gained at 1st level.
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Edited by - Diffan on 24 Sep 2011 13:14:12 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 15:38:00
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Feralor Nareth; CR 5 Male moon elf druid 3/ wizard* 2 CN Medium humanoid (elf) Init +3; Senses low-light vision; Listen +7, Spot +7 (+10 in bright light) Languages Chondathan, Common, Draconic, Druidic, Elven, Sylvan ===================================================================== AC 15, touch 12, flat-footed 12 (+3 armor, +3 Dex, -1 Misc) hp 25 (5 HD) Immune sleep Fort +5, Ref +5, Will +11 (+13 against enchantments) ===================================================================== Speed 40 ft. (8 squares) Melee +1 longsword +7 (1d8+2/19-20) Ranged mwk longbow +7 (1d8/x3) Base Atk +3; Grp +4 Druid Spells Prepared (CL 3rd, DC = 14 + spell level): 2nd—bull's strength, flaming sphere 1st—entangle, obscuring mist, snake's swiftness 0—create water, detect magic, flare, read magic Wizard Spells Prepared (CL 2nd, DC = 13 + spell level; spell failure 10%): 1st—Bigby's tripping hand (+7 trip), enlarge person, ray of enfeeblement (+6 ranged touch), shield 0—acid splash (+6 ranged touch), daze, ghost sound, message ===================================================================== Abilities Str 13, Dex 17, Con 12, Int 16, Wis 18, Cha 12 SQ trackless step, wild empathy, woodland stride Feats Alertness* (within 5 ft. of familiar), Augment Summoning, Fleet of Foot*, Scribe Scroll*, Spell Focus (conjuration), Spontaneous Healer Skills Concentration +6, Craft (alchemy) +7, Decipher Script +4, Diplomacy +3 (+9 for magical beasts), Handle Animal +6, Heal +8, Knowledge (arcana) +5, Knowledge (nature) +8, Knowledge (religion) +7, Knowlege (The Wealdath local) +4, Profession (apothacary) +5, Ride +3, Search +5, Spellcraft +10, Survival +8, Swim +1 Flaw Reckless (-1 to AC) Possessions +1 leather armor, +1 longsword, cloak of resistance +1, masterwork longbow, 20 arrows, spell component pouch, standard adventuring gear. Spellbook spells prepared plus 0-all; 1st-alarm, feather fall, fist of stone, grease, hail of stone, magic missile, ventriloquism, wall of smoke ===================================================================== Note*: Feralor has taken the elven racial substitution for wizard at 1st level and has been given a free regional feat at 1st level as well.
Hawk (familiar), Ariela; CR - N Tiny magical beast (augmented animal) Init +3; Senses low-light vision; Listen +2, Spot +14 Languages empathic link ===================================================================== AC 18, touch 15, flat-footed 15 (+2 size, +3 Dex, +3 natural) hp 12 (5 HD) Fort +3, Ref +5, Will +8 ===================================================================== Speed 10 ft. (2 squares); fly 60 ft. (average) Melee talons +8 (1d4-2) Base Atk +3; Grp -7 ===================================================================== Abilities Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6 SQ improved evasion, share spells Feats Weapon Finesse Skills Listen +2, Spot +14
Wolf (animal companion), Bael; CR - N Medium animal Init +3; Senses low-light vision, scent; Listen +3, Spot +3 ===================================================================== AC 17, touch 13, flat-footed 14; Dodge (+3 Dex, +4 natural) hp 24 (4 HD) Fort +6, Ref +7, Will +2 ===================================================================== Speed 50 ft. (10 squares) Melee bite +6 (1d6+2) Base Atk +3; Grp +5 Atk Options trip ===================================================================== Abilities Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 SQ evasion, share spells Feats Dodge, Track[sup]B[/sup], Weapon Focus (bite) Skills Hide +4, Move Silently +4, Survival +1 (+5 tracking by sent)
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Edited by - Diffan on 24 Sep 2011 13:16:04 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 15:46:30
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Phage; Level 1 Skirmisher Female Tiefling Warlock NPC Medium-sized humanoid Initiative +1; Senses Perception +1; low-light vision HP 29; Bloodied 14 AC 15; Fortitude 11, Reflex 14, Will 15 Healing Surge 2/encounter (Value 7) Speed 6 =============================================================================== TRAITS =============================================================================== Dark One's Blessing Effect: When a creature under Phage's curse is reduced to 0 hit points or fewer, she immediately gains 4 temporary hit points.
Prime Shot Effect: When Phage is the closest of her allies to a target, she receives a +1 bonus to ranged attack rolls against that target.
Shadow Walk Effect: If Phage moves more than 3 squares on her turn, she gains concealment until the end of his next turn. =============================================================================== STANDARD ACTION =============================================================================== (r) Eldritch Blast (Arcane, Implement) • At-Will Attack: Ranged 20 (one creature); +4 vs. Reflex Hit: 1d10 + 4 damage
(m) Sickle (Weapon) • At-Will Attack: Melee 1 (one creature); +2 vs. AC Hit: 1d6 damage
(R) Hellish Rebuke (Arcane, Fire, Implement) • At-Will Attack: Ranged 10 (one creature); +3 vs. Reflex Hit: 1d6 + 3 fire damage, and if Phage takes damage, until the end of her next turn the target take an additional 1d6 + 3 fire damage
(R) Vampiric Embrace (Arcane, Implement, Necrotic)• Encounter Attack: Ranged 5 (one creature); +3 vs. Will Hit: 2d8 + 3 necrotic damage, and Phage gains 8 temporary hit points
(R) Flames of Phlegethos (Arcan, Fire, Implement) • Daily Attack: Ranged 10 (one creature); +3 vs. Reflex Hit: 3d10 + 3 fire damage, and the target takes ongoing 5 fire damage (save ends) =============================================================================== MINOR ACTIONS =============================================================================== Warlock's Curse • At-Will (1/turn) Effect: Phage can place a curse on the enemy nearest her. If Phage damages a target cursed by her, it takes an additional 1d6 damage. This remains in effect until the target drops to 0 hit points or fewer. Phage can place a curse on multiple targets over the course of a battle. =============================================================================== Alignment Unaligned; Languages Common, Supernal Skills Arcana +8, Bluff +11, Intimidate +9, Stealth +3, Streatwise +8 Str 10 (+0) | Dex 13 (+1) | Wis 12 (+1) Con 17 (+3) | Int 16 (+3) | Cha 18 (+4) Equipment Leather armor, sickle, rod, standard adventuring gear
Quick Tiefling PC. Pretty basic, but an idea of what a stat-block would look like. |
Edited by - Diffan on 02 Mar 2012 05:06:50 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 16:19:26
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SUMMONER OF KOSSUTH; CR 20 Male Rashemi cleric 13 (Kossuth)/ nar demonbinder 7 LE Medium humanoid (human) Init +3; Senses Listen +10, Spot +10 Aura evil (moderate) Languages Abyssal, Common, Rashemi ===================================================================== AC 29, touch 16, flat-footed 28 (+13 armor, +1 Dex, +5 deflection) hp 121 (20 HD); DR 5/bludgeoning or piercing Resist electricity 5, 75% critical hits and sneak attack Fort +17, Ref +12, Will +28 ===================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee +5 flaming unholy heavy mace of speed +18/+18/+13/+8 (1d8+6/x3 plus 1d6 fire and 2d6 against good) Base Atk +12; Grp +13 Atk Options baleful energy Special Actions rebuke undead 18/day (+9, 2d6+20; 13th), turn water creatures or command fire creatures 10/day (+7, 2d6+20; 13th) Cleric Spells Prepared (CL 13th, 15th for conjuration [summoning, calling]; +14 to overcome SR; DC = 16 + spell level): 6/7+1/7+1/6+1/6+1/4+1/3+1/2+1 Domains: Fire, Summoning Nar Demonbinder Spells Known (CL 20th, +14 to overcome outsider's SR, DC = 17 + spell level): 5/5/4/3/1 8th—flensing 7th—blasphemy, fire storm 6th—banishment, fiend form, planar binding 5th—dispel good, plane shift, spell resistance, summon monster V 4th—burning blood, dimensional anchor, dismissal, lesser planar binding ===================================================================== Abilities Str 13, Dex 12, Con 14, Int 11, Wis 26, Cha 24 SQ inimical casting, master summoner, silver sign, summon familiar Feats Augment Summoning, Divine Metamagic (Extend Spell), Extend Spell, Extra Turning, Imbued Summoning, Iron Will, Persistant Spell, Spell Focus (conjuration) Skills Concentration +12, Craft (metalworking) +3, Decipher Script +3, Diplomacy +12, Heal +9, Intimidate +13, Knowledge (arcana) +5, Knowledge (religion) +5, Knowledge (the planes) +10, Sense Motive +12, Spellcraft +10 Equipment Flame's Fury (+5 flaming unholy heavy mace of speed), +5 moderate fortified axeblock full plate, helm of teleportation, periapt of Wisdom +6, storm gauntlets, vest of resistance +5, ring of protection +5, ring of blinking, winged boots, belt of battle, cloak of Charisma +6, nightstick, metamagic rod of chaining, metamagic rod of quicken, metamagic rod of greter extend
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Edited by - Diffan on 02 Mar 2012 05:08:05 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 16:57:00
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Borislav Gorrin; CR 20 Male Damaran half-vampire fighter 6/ blackguard 10/ warrior of darkness 3 LE Medium humanoid (human) Init +9; Senses Listen +5, Spot +5 Aura despair (10 ft. enemies take -2 penalty on all saves), evil (moderate) Languages Abyssal, Common, Infernal ==================================================================== AC 40, touch 18, flat-footed 37 (+13 armor, +3 Dex, +7 shield, +5 deflection, +2 natural) hp 190 (19 HD); DR 5/silver or magic Immune death by massive damage Resist cold 5, electricity 5, 25% chance to ignore critical hits and sneak attack Fort +27, Ref +18, Will +22 ===================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee +4 unholy souldrinking greatsword +33/+28/+23/+18 (2d6+17/17-20 plus 2d6 against good plus 1 negative level; 2 negative levels on critical hit) or Melee slam +28/+23/+18/+13 (1d6+13) Ranged +2 brilliant energy composite longbow (Str +4) +28/+23/+18/+13 (1d8+8/x3) Base Atk +19; Grp +28 Atk Options Combat Brute, Cleave, Divine Might, Power Attack, Shock Trooper, blood drain, charm gaze, smite good 3/day (+7 attack, +20 damage), sneak attack +3d6 Special Actions command/rebuke undead 10/day (+9, 2d6+15; 8th) Blackguard Spells Prepared (CL 10th): 4th—cure critical wounds, implacable persuer 3rd—deeper darkness, mantle of evil, unholy storm 2nd—cure moderate wounds, hand of divinity, zeal 1st–corrupt weapon, divine sacrifice, inflict light wounds (+28 melee touch; DC 16) Spell-Like Abilities (CL 10th): At will—detect good ===================================================================== Abilities Str 28, Dex 20, Con 20, Int 10, Wis 20, Cha 24 SQ blood dependency, darkling weapon, evasion, poison use, fast healing 1 Feats Ability Focus (charm gaze), Blind-Fight*, Cleave, Combat Brute*, Divine Might, Improved Bull Rush, Improved Critical*, Improved Initiative*, Improved Sunder, Iron Will, Power Attack*, Shock Trooper, Tomb-Born Fortitude, Tomb-Tainted Soul, Weapon Focus (greatsword) Skills Climb +14 (+11 in armor), Concentration +12, Craft (alchemy) +5, Handle Animal +10, Hide +14 (+11 in armor), Initmidate +14, Jump +17 (+14 in armor), Knowledge (arcana) +1, Knowledge (religion) +2, Knowledge (the planes) +2, Ride +10, Spellcraft +3, Swim +5 (-1 in armor) Possessions Blackened Blade (+4 unholy souldrinking greatsword plus description in BoVD, p. 112), Brilliant Bow (+2 brilliant energy composite longbow [Str +4]) with 20 arrows, Death-Plate (+5 darksoul mithral spiked full plate), Wraith's Demise (+5 animated ghost touch heavy mithral shield), helm of Wis +6, cloak of Charisma +6, amulet of health +6, vest of resistance +5, bracers of greater archery, gloves of Dexterity +6, winged boots, ring of protection +5, ring of evasion, pearl of power (4th), belt of Strength +6, scabbard of keen edges, goggles of night, silver holy symbol, 30 gp.
Note: I reduced the requirement for the Blackguard because a Fighter can't gain the class until 7th level (Hide +5 ranks requirement).
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Edited by - Diffan on 24 Feb 2012 04:38:06 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 17:25:04
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Sidious; CR 21 Male half yuan-ti/half dragon (green) cleric 20 of Tiamat CE Medium dragon (air) Init +2; Senses darkvision 60 ft., detect poison, scent; Listen +9, Spot +9 Aura evil (moderate) Languages Abyssal, Common, Draconic, Yuan-ti ======================================================================== AC 41, touch 16, flat-footed 40 (+13 armor, +1 Dex, +5 natural, +7 shield, +5 deflection) hp 144 (20 HD); DR 3/- Immune acid, paralysis, sleep; critical hits and sneak attack SR 34 Fort +20, Ref +13, Will +26 ======================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee +2 flaming morningstar +25/+20/+15 (1d8+14/x2 plus 1d6 fire) or Melee 2 claws +23 (1d4+8) and bite +18 (1d6+4 plus poison) Base Atk +15; Grp +23 Atk Options breath weapon, produce acid, poison, smite good 3/day (+4 attack, +20 damage) Special Action command/rebuke undead 17/day (+8, 2d6+26; 20th) Combat Gear rod of lesser metamagic (Quicken), wand of cure critical wounds (50 charges) Cleric Spells Prepared (CL 20th): 9th--abyssal army, energy drain (+17 ranged touch, DC 28), gate, implosion (DC 28), miracle, time stop* 8th--antimagic field, brilliant aura, dimensional lock, earthquake*, symbol of insanity, wall of greater dispel magic 7th--blasphemy (DC 26), blood to water (DC 26), disintegration* (+17 ranged touch, DC 26), greater consumptive field (DC 26), repulsion, resurrection 6th--animate object, cometfall (DC 25), greater dispel magic, mislead, wind walk, word of recall 5th--break enchantment, divine agility, false vision*, mass curse of ill fortune (DC 24), plane shift, righteous might, righteous wrath of the faithful, scrying 4th--air walk, death ward, delay death, inflict critical wounds* (+23 melee touch, DC 23), divine power, recitation, restoration, wrack (DC 23) 3rd--bestow curse (DC 22), blindness/deafness (DC 22), contagion*, cure serious wounds, glyph of warding, invisibility purge, prayer, remove curse 2nd--aid, augury, bear's endurance, darkness, invisibility*, remove paralysis, silence (DC 21), undetectable alignment 1st--bless, death watch, detect good, divine favor, disguise self*, ebon eyes, entropic shield, omen of peril, sign 0-detect magic (2), light, mending, read magic (2) *: Domain spell. Domains: Destruction, Trickery Spell-Like Abilities (CL 20th): 3/day--animal trance (DC 18), cause fear (DC 17), entangle (DC 17) 1/day--deeper darkness, neutralize poison, suggestion (DC 19) ======================================================================== Abilities Str 26, Dex 14, Con 16, Int 12, Wis 28, Cha 22 SQ alternate form, chameleon power,Regenerate 20 Feats Alertness*, Blind Fight*, Divine Metamagic (Persistant Spell), Extra Smite, Extra Turning (2), Extend Spell, Persistant Spell, True Believer Skills Bluff +15, Concentration +14, Diplomacy +13, Disguise +13, Heal +12, Hide +4*, Knowledge (arcana) +6, Knowledge (history) +3, Knowledge (the planes) +4, Knowledge (religion) +6, Spellcraft +13 Possessions combat gear plus chromatic rod, dragonscale cloak, periapt of Wisdom +6, gauntlets of Strength +6, ring of protection +5, +5 adamantine full plate of heavy fortification, +5 animated ghost touch heavy steel shield, ring of regeneration, belt of battle, boots of speed, vest of resistance +5, helm of Charisma +4, tome of understanding +2 (already read), 7,432 gp ======================================================================== Breath Weapon (Ex): Once per day Sidious can use a 30 foot cone of corrosive (acid) gas as a breath weapon. This gas deals 6d8 points of damage, a saving throw (Reflex DC 23) reduces damage by half. Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Con. The save DC is Constitution based. Produce Acid (Sp): Sidious has the psionic power to exude acid from his body, dealing 3d6 points of acid damage to the next creature it touches, including a creature hit by his bite attack. If Sidious is grappling or pinning a foe when it uses this power, its grasp deals 5d6 points of acid damage. The acid becomes inert when it leaves Sidious's body, and Sidious is immune to it's effects Chameleon Power (Sp): Sidious can psionically change the coloration of himself and his equipment to match his surroundings, granting him a +10 circumstance bonus on hide checks.
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Edited by - Diffan on 04 Dec 2010 17:57:05 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 18:10:10
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Fey'ri; CR 6 Female fey'ri rogue 2/ sorcerer 2 Any evil medium outsider (native) Init +4, Senses darkvision 60 ft., low-light vision; Listen +4 , Spot +4 Languages Abyssal, Common, Draconic, Elven ======================================================================== AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex) hp 22 (4 HD) Immune sleep Fort +2 (+4 against poison), Ref +8 (+10 against electricity), Will +5 (+7 against enchantments) ======================================================================== Speed 30 ft. (6 squares); fly 40 ft. (poor) Melee +1 shortsword +7 (1d6+2/19-20) Ranged mwk light crossbow +7 (1d8/19-20) Base Atk +2; Grp +3 Atk Options sneak attack +1d6, spell-like abilities Sorcerer Spells Known (CL 2nd): 1st (5/day)—charm person (DC 14), magic missile 0 (6/day)—acid splash (+6 ranged touch), daze (DC 13), detect magic, mage hand, message, read magic Spell-Like Abilities (CL 4th): at will—alter self 1/day—clairaudiance/clairvoyance, darkness, detect thoughts, suggeston ======================================================================== Abilities Str 12, Dex 18, Con 12, Int 13, Wis 13, Cha 16 SQ evasion, trapfinding Feats Combat Expertise, Improved Feint, Weapon Finesse Skills Appraise +1, Balance +4, Bluff +11, Climb +1, Craft (poisonmaking) +7, Decipher Script +1, Diplomacy +8, Disable Device +4, Disguise +5, Escape Artist +5, Forgery +2, Gather Information +7, Hide +7, Intimidate +6, Jump +2, Knowledge (arcana) +1, Knowledge (local) +2, Move Silently +5, Open Lock +2, Perform (any) +5, Search +4, Sense Motive +4, Sleight of Hand +5, Swim +1, Tumble +4, Use Magic Device +5, Use Rope +4, Spellcraft +4 Possessions combat gear plus +1 shortsword, bracers of armor +1, vest of resistance +1, masterwork light crossbow, quiver of 20 crossbow bolts. ======================================================================== Evasion (Ex): The fey'ri can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Sneak Attack (Ex): She does 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): She can find, disarm, or bypass traps with a DC of 20 or higher. She 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 her Disable Device result exceeds the trap’s DC by 10 or more, she discovers how to bypass the trap without triggering or disarming it.
Sources Used: Player's Handbook, Dungeon Masters's Guide, Races of Faerun.
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Edited by - Diffan on 24 Sep 2011 13:18:17 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 18:56:39
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Friar of Kelemvore; CR 13 Male Chondathan human cleric 7 (Kelemvore)/ doomguide 3/ hunter of the dead 3 LN medium humanoid (human) Init +1; Senses Listen +5, Spot +5 Aura lawful (moderate) Languages Celestial, Common ======================================================================== AC 27, touch 13, flat-footed 26 (+11 armor, +1 Dex, +3 shield, +2 deflection) hp 63 (13 HD) Fort +12, Ref +5, Will +15 (+6 to saves against spells and effects from undead) ======================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee +2 undead bane bastardsword +14/+9 (1d10+4 plus 2d6 to undead/19-20) Ranged heavy crossbow +13 (1d10/19-20) Base Atk +10; Grp +12 Atk Options Improved Turning, death touch 1/day (+12 melee touch; 7d6), smite undead 3/day (+6 attack, +3 damage) Special Actions rite of the passing 3/day, turn undead 11/day (+9, 2d6+11; 10th) Combat Gear wand of cure light wounds (50 charges), potion of cure moderate wounds Cleric Spells Prepared (CL 10th; 11th for abjuration spells) 5th—raise dead, righteous wrath of the faithful, slay living (DC 21), spell resistance† 4th—death ward†, divine power, restoration, delay death, recitation 3rd—daylight, prayer, searing light (+11 ranged touch), speak with dead† 2nd—augury†, consecrate, darkway, ghost touch armor, shield other, spiritual weapon, protection from negative energy 1st—bane (DC 17), command (DC 17), divine favor, hide from undead, nimbus of light (+11 ranged touch), sign, true strike† 0—create water, detect magic, light (2), purify food and drink, read magic †:Domain Spell. Domains: Fate, Repose Hunter of the Dead Spells Prepared (CL 3rd): 2nd--bulls strength, remove paralysis 1st--magic stone, magic weapon, remove fear Spell-Like Ability (CL 13th): At will--detect undead ======================================================================== Abilities Str 15, Dex 12, Con 13, Int 12, Wis 22, Cha 18 SQ converse with the dead 3/day Feats Disciple of the Sun, Extra Smite, Extra Turning*, Exotic Weapon Proficiency (bastard sword), Great Fortitude, Improved Turning, Quicken Turning*, Sacred Vengeance, Sacred Vitality * bonus feat Skills Concentration +13, Craft (any) +7, Diplomacy +11, Heal +12, Knowledge (arcana) +6, Knowledge (nature) +4, Knowledge (religion) +9, Knowledge (the planes) +5, Profession (any) +9, Spellcraft +10, Search +4 Possessions combat gear plus Lay to Rest (+2 undead bane bastardsword), +3 full plate, +1 shield of daylight, periapt of Wisdom +4, ring of protection +2, gloves of Dexterity +2, cloak of Charisma +2, vest of resistance +1, heavy crossbow, quiver with 20 bolts and 10 silver bolts. ======================================================================== Converse with Dead (Ex): The friar can coax additional information from corpses when using the speak with dead spell. He may ask one question per caster level. Detect Undead (Sp): Detect undead at will, as the spell Rite of the Passing (Su): As a standard action, the friar can touch a corpse to protect it from those who would seek to animate it. The dead creature may not be animated in any way except by the direct intervention of a deity. Creatures with four or more HD than the friar are immune to this ritual. He may use this ability three times per day Smite Undead (Su): Three times per day, the friar can attempt to smite undead with one normal melee attack. He adds +6 to his attack roll and deals an extra 3 points of damage.
Sources Used: Player's Handbook, Spell Compendium, Magic Item Compendium, Faiths and Pantheons, Complete Warrior, Complete Divine. |
Edited by - Diffan on 24 Feb 2012 04:39:44 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 19:13:09
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Balan Dulsaer; CR 9 Male Chondathan human cleric 5/ordained champion 4 of Tyr LG medium humanoid (human) Init +1; Senses Listen +1, Spot +1 Aura good (faint) Languages Chondathan, Common ============================================================================== AC 25, touch 14, flat-footed 24 (+8 armor, +3 shield, +1 Dex, +2 deflection, +1 luck) hp 90 (9 HD) Fort +12, Ref +3, Will +14 ============================================================================== Speed 20 ft. (4 squares); base 30ft. Melee +2 spell storing warhammer +13/+8 (1d8+5/x3) or Melee mwk dagger +11/+6 (1d4+3/19-20) Base Atk +7; Grp +10 Atk Options Power Attack, channel spell, smite (+2 attack, +9 damage) Special Actions turn undead 9/day (+4, 2d6+11, 9th) Combat Gear scroll of protection from evil, wand of cure light wounds (30 charges) Cleric Spells Prepared (CL 7th): 4th—divine power, fire shield†, recitation 3rd—daylight, dispel magic, magic vestment† 2nd—bull’s strength, darkway, sunbolt (DC 17), spiritual weapon† 1st—bless, divine favor, inflict light wounds (DC 16), inhibit (DC 16), omen of peril, rhino’s rush† 0—create water, detect magic, guidance, light, read magic †:Domain Spell. Domains: Retribution, War, Wrath ============================================================================== Abilities Str 16, Dex 12, Con 14, Int 10, Wis 20, Cha 14 SQ divine bulwark, fist of the gods, able to spontaneously cast cure spells Feats Divine Meta-Magic (quicken spell), Extra Turning, Improved Bull Rush*, Luck of Heroes*, Martial Weapon Proficency (warhammer)*, Power Attack*, Quicken Spell, Sacred Healing, Spellcasting Prodigy*, Shock Trooper, Spontaneous Healer, Weapon Focus (warhammer)* *Bonus feats Skills Concentration +7, Diplomacy +6, Heal +8, Knowledge (arcana) +1, Knowledge (history) +1, Knowledge (religion) +7, Knowledge (local) +2, Spellcraft +7 Flaws Compulsive Honesty, Inattentive Possessions combat gear plus masterwork dragon hide full plate, +1 heavy steel shield of light fortification, +2 spell storing warhammer, masterwork dagger, silver holy symbol (Tyr), shortsword, hellhound pelt, folding boat, lesser strand of prayer beads, (3) flasks of holy water, lesser piwafwi, periapt of Wisdom +2, standard adventuring gear, 117 gp, 2 sp, 2 cp.
Sources Used: Player's Handbook, Dungeon Master's Guide, Magic Item Compendium, Spell Compendium, Player's Guide to faerun
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Edited by - Diffan on 24 Feb 2012 04:41:54 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 19:35:50
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Vel'adren; CR 9 Male half-sun elf duskblade 9 CG medium humanoid (elf) Init +3; Senses low-light vision; Listen +1, Spot +1 Languages Chondathan, Common, Elven, Goblin, Orc, Sylvan ======================================================================== AC 20, touch 14, flat-footed 17; dodge (+6 armor, +3 Dex, +1 deflection) hp 62 (9 HD) Immune sleep Fort +9, Ref +7, Will +7 (+9 against enchantments) ======================================================================== Speed 20ft. (4 squares) Melee +1 courtblade +14/+9 (1d10+7/18-20) or Melee mwk dagger +14/+9 (1d4+6/19-20) Ranged mwk composite longbow [Str +3] +13/+8 (1d8+3/x3) Base Atk +9; Grp +14 Atk options arcane channeling, quick cast 1/day, Power Attack, Arcane Strike Combat Gear 1 scroll of magic missile, 2 scrolls of ray of enfeeblement, 1 scroll of true strike, 1 scroll of Melf’s acid arrow, 1 scroll of bull’s strength Duskblade Spells Known (CL 9th): 3rd (3/day)--dispelling touch 2nd (7/day)--dimension hop, ghoul touch (+12 melee touch, DC 16), scorching ray (+11 ranged touch) 1st (8/day)--blade of blood, obscuring mist, ray of enfeeblement (+11 ranged touch), shocking grasp (+12 melee touch), true strike 0 (6/day)--acid splash (+11 ranged touch), disrupt undead, touch of fatigue (+12 melee touch, DC 14), ray of frost (+11 ranged touch) Spell-like Abilities (CL 8th): 7/day--dancing lights, detect magic, flare (DC 14), ghost sound (DC 14), read magic ======================================================================== Abilities Str 18, Dex 16, Con 14, Int 18, Wis 11, Cha 12 SQ armored mage (medium, heavy shield), spell power +2 Feats Arcane Strike, Combat Casting*, Dodge, Exotic Weapon Proficiency (elven courtblade), Power Attack Skills Climb +8 (+6 in armor), Concentration +13 (+17 casting defensively), Decipher script +7, Diplomacy +4, Gather Information +3, Jump +14 (+12 in armor), Knowledge (arcana) +10, Knowledge (nature) +5, Knowledge (religion) +5, Search +5, Sense Motive +5, Spellcraft +12, Swim +8 (+4 in armor) Possessions +1 courtblade, +1 breastplate, ring of protection +1, headband of Intellect +2, gauntlets of Strength +2, cloak of resistance +1, ring of feather falling, hand of the mage, masterwork dagger, masterwork longbow with 40 arrows, spell component pouch, 51 gp ======================================================================== Description Vel'a'dren, or Vel to his friends, grew up in Silverymoon. In such a prosperous town with a mix of races, no one looked twice at his heritage and as such, recieved little scorn or pity among his peers. This sort of environment encouraged his study in the Art and sword play, to which he excelled at. With his gaining skills, an elf named Tharimian noticed his potential and started to guide him in the mystic and ancient ways of the Duskblade. As time passed, Vel'a'dren slowly learned about the history of the duskblades and many of their dark deeds during the Crown Wars. At first he was disgusted and appalled, refusing to use his powers and focusing solely on his melee and ranged skills. But, as Silverymoon was drawn into the battles with drow at Mithral Hall, he knew his powers would help save peoples lives and so he used those powers with fervor. Now, hes come to accept what he is and has vowed to use his powers for the greater good and to the protection of ideals and values all free elves and men value.
Sources Used: Player's Handbook, Player's Handbook 2, Complete Warrior, Races of the Wild, Player's Guide to Faerun, Dungeon Master's Guide |
Edited by - Diffan on 04 Dec 2010 19:39:55 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 19:48:47
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The Belkagen (Elven Form); CR 12 Male lythari ranger 5/ herbalist 5 CG medium humanoid (shapechanger) Init +4; Senses low-light vision, scent; Listen +7, Spot +7 Languages Aglarondan, Common, Damaran, Elven ======================================================================== AC 22, touch 15, flat-footed 18 (+5 armor, +4 Dex, +1 deflection, +2 natural) hp 79 (12 HD) Immune sleep Fort +12, Ref +12, Will +7 (+9 against enchantments) ======================================================================== Speed 30 ft. (6 squares) Melee mwk longsword +10/+5 (1d8/19-20) Ranged +1 longbow +14/+9 (1d8+1/x3) or Ranged +1 longbow +12/+12/+7 (1d8+1/x3) with Rapid Shot Base Atk +9; Grp +9 Atk Options favored enemy humanoid (human) +4, monstrous humanoid +2 Combat Gear (2) potions of cure moderate wounds Ranger Spells Prepared (CL 2nd): 1st--detect favored enemy ======================================================================== Abilities Str 10, Dex 18, Con 12, Int 14, Wis 14, Cha 18 SQ alternate form, animal companion, detect plants, distill water, favored terrain (plains, tundras), good berry, link with companion, nature's lore, share spells, speak with plants, wild empathy +9 (+5 magical beasts), wolf empathy Feats Endurance*, Point Blank Shot, Precise Shot, Rapid Shot*, Self-Sufficent, Skill Focus (knowledge [nature]), Track*, Weapon Focus (bite)* Skills Climb +4, Concentration +7, Craft (alchemy) +10, Craft (bowmaking) +8, Handle Animal +11, Heal +13 (+15 in plains or tundras), Hide +10, Jump +2, Knowledge (dungeoneering) +3, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (nature) +16 (+18 in planes or tundras), Move Silently +15, Search +2, Survival +16 (+18 in aboveground natural environments, +20 in plains or tundras)*, Use Rope +5 * +4 racial bonus to Survival checks when tracking by scent Possessions +2 studded leather, +1 longbow with 25 arrows, 25 silver arrows, ring of protection +1, boots of elvenkind, cloak of Charisma +2, masterwork longsword, 345 gp ======================================================================== Alternate Form (Su): The Belkagen is a natural lycanthrope that can take on both wolf and hybrid forms as a standard action. Detect Plants (Su): The Belkagen may detect plants, as the spell 3/day. This ability only functions in plains and tundra environments, in any other terrain, the ability simply does not work. Distill Water (Su): Three times per day, The Belkagen may attempt to distill water, as per the purify food and drink spell by making a successful Concentration check (DC 10) Favored Terrain (Ex): The Belkagen has chosen Plains and Tundra as his favored terrains. He gains a +2 bonus to all Heal, Knowledge (nature) and Survival checks while operating within these terrain types. Goodberry (Su): By making a successful Concentration check (DC 15), the Belkagen can infuse a handful of berries with energy from the positive energy plane, as per the goodberry spell. This ability may be used twice per day. Healing Ministration (Ex): While operating within his favored terrains, he may quickly identify herbs and plants that have curative properties. He must succeed on a Survial check (DC 10) to locate herbs and plants with minor curative properties. These herbs heal 1d4+5 hit points, but characters must wait 6 hours before ingesting these herbs once more. If six hours does not pass, there is a 10% chance that the character becomes poisoned, as the spell. Every subsequent dosage resets the six-hour timer, and increases the chance of being poisoned by 10% Nature's Lore (Ex): The Belkagen gains a +2 bonus on all Knowledge (nature) and Survival checks. This bonus stacks with any other bonuses. Speak with Plants (Su): Once per day, the Belkagan may speak with plants, as the spell. The plant he wants to speak to must occur naturally in the plains or tundra environment.
If the Belkagen assumes hybrid form, use the following changed statistics:
Init +6 ======================================================================== AC 20, touch 16, flat-footed 14 hp 103; DR 10/silver Fort +14, Ref +14 ======================================================================== Speed 30 ft. (6 squares) Melee mwk longsword +11/+6 (1d8+1/19-20) and bite +6 (1d6 plus curse of lycanthropy) or Melee 2 claws +10 (1d4+1) and bite +6 (1d6 plus curse of lycanthropy) Ranged +1 longbow +16/+11 (1d8+1/x3) or Ranged +1 longbow +14/+14/+9 (1d8+1/x3) with Rapid Shot Grp +10 Special Attacks curse of lycanthropy ======================================================================== Abilities Str 12, Dex 22, Con 16 SQ cannot cast spells in hybrid form ======================================================================== Curse of Lycanthropy (Su): Target of successful bite attack must make DC 15 Fort save or contract lycanthropy if Small, Medium, or Large
If the Belkagen assumes wolf form:
Init +6 ======================================================================== AC 18, touch 16, flat-footed 12 hp 103; DR 10/silver Fort +14, Ref +14 ======================================================================== Speed 50 ft. (10 squares) Melee bite +11 (1d6+1 plus curse of lycanthropy) Atk Options trip b +10 Special Attacks curse of lycanthropy ======================================================================== Abilities Str 12, Dex 22, Con 16 SQ cannot cast spells in wolf form ======================================================================== Curse of Lycanthropy (Su): Target of successful bite attack must make DC 15 Fort save or contract lycanthropy if Small, Medium, or Large Trip (Ex): On successful bite attack, +1 to trip as free action
Wolf Animal Companion; CR - N medium animal Init +2; Senses low-light vision, scent; Listen +3, Spot +3 ======================================================================== AC 14, touch 12, flat-footed 12 hp 13 (2 HD) Fort +5, Ref +5, Will +1 ======================================================================== Speed 50 ft. (10 squares) Melee bite +3 (1d6+1) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +2 Atk Options trip ======================================================================== Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 SQ 1 bonus trick Feats Track*, Weapon Focus (bite) Skills Hite +2, Listen +3, Move Silently +3, Spot +3, Survival +1 (+5 tracking by scent) ======================================================================== Trip (Ex): On successful bite attack, +1 to trip as free action
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Edited by - Diffan on 04 Dec 2010 19:55:52 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 04 Dec 2010 : 20:08:30
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Heres a favorite of mine.
Sir Ajantis Greycastle; CR 11 Male Chondathan cleric 8/ justicar of Tyr 3 LG medium humanoid (human) Init +1; Senses Listen +5, Spot +5 Aura good (moderate) Languages Celestial, Chondathan, Common ======================================================================== AC 27, touch 13, flat-footed 26 (+11 armor, +1 Dex, +3 shield, +2 deflection) hp 121 (11 HD) Fort +13, Ref +5, Will +15 ======================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee +1 brilliant energy longsword +15/+10 (1d8+6/19-20) or Melee mwk heavy mace +13/+8 (1d8+4/x3) Ranged mwk light crossbow +10 (1d8/19-20) Base Atk +8; Grp +12 Atk Options smite anarchy 1/day (+3 attack, +3 damage), strike of vengeance 1/day Special Actions turn undead 10/day (+5, 2d6+11; 8th) Combat Gear wand of cure light wounds (34 charges), wand of hold person (50 charges), (3) potions of cure moderate wounds Cleric Spells Prepared (CL 11th): 6th--blade barrier*, cometfall (DC 21) 5th--flamestrike* (DC 20), revivify, righteous might, righteous wrath of the faithful 4th--air walk, divine power, fire shield*, recitation, sound lance (DC 20) 3rd--dispel magic, invisibility purge, knight's move, prayer, remove curse, speak with dead* 2nd--darkway, lesser restoration, silence (DC 17), remove paralysis, spiritual weapon*, sunbolt (+9 ranged touch; DC 17) 1st--command (DC 16), detect evil, divine favor, inhibit (DC 16), light of lunia (+9 ranged touch), remove fear, shield of faith*, sign 0--create water, detect magic, guidance, light, read magic, virtue *: Domain spells. Domains: Retribution (strike of vengeance 1/day), War (weapon proficiency longsword, weapon focus longsword) Spell-like Abilities (CL 11th): At will--detect chaos ======================================================================== Abilities Str 18, Dex 13, Con 16, Int 12, Wis 21, Cha 16 SQ bureaucratic knowledge, axiomatic spellcasting +1 Feats Divine Metamagic (Quicken Spell), Extra Turning, Hand of Tyr, Martial Weapon Proficiency (longsword)*, Power Attack, Quicken Spell, Weapon Focus (longsword)* Skills Concentration +14, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Diplomacy +10, Heal +10, Knowledge (arcana) +5, Knowledge (local Waterdeep) +5, Knowledge (religion) +9, Knowledge (the planes) +5, Profession (seige engineer) +9, Spellcraft +10 Possessions combat gear plus +3 full plate, +2 light steel shield, Righteous Steel (+1 brilliant energy longsword), cloak of resistance +1, periapt of Wisdom +2, gauntlets of Strength +2, ring of protection +2, masterwork heavy mace, silver holy symbol (Tyr), 2 diamonds (1,000 gp each), 2,730 pp, 47 gp ======================================================================== Axiomatic Spellcasting (Ex): The save DC for any spell with the lawful descriptor that Sir Adjantis casts increases by +1. Bureaucratic Knowledge (Ex): Sir Adjantis gains a +3 bonus on all Knowledge and Gather Information checks related to laws or legal proceedings. He also gains a +3 bonus on Charisma-based skill or ability checks made to argue legal matters. Detect Chaos (Sp): Detect chaos at will, as the spell Smite Anarchy (Su): Once per day, Sir Adjantis can attempt to smite chaos with one normal melee attack. He adds +3 to his attack roll and deals an extra 3 points of damage. ======================================================================== Description Sir Adjantis has been a devout follower of the maimed god since his childhood. When he was fourteen, he and five other friends were delving into an abandoned house, searching for treasure. While looking around, they came upon a door. Adjantis happened to be the first to touch the handle and was seized by a powerful flesh to stone spell trap. As the spell went through his hand and up his arm, there was a blinding flash of divine power and there stood before him an angel. The angel spoke to him and laid before him Tyr's will and hope that he would follow the righteous god in many dark trials ahead. Reverently Adjantis agreed and he was released from the deadly spell, but not without a scar. His right hand to the middle of his forearm was still stone, a clutching fist with the symbol of Tyr etched into the top of his hand.
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Edited by - Diffan on 04 Dec 2010 20:09:48 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 05 Dec 2010 : 02:02:39
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Draevik; CR 13 Male Chondathan human monk 5/ paladin 5 (Lathander)/ sun soul monk 3 LG Medium humanoid Init +7; Senses low-light vision; Listen +6, Spot +6 Aura courage (10 ft. allies +4 against fear), good (faint) Languages Chondathan, Common, Ignan, Loross ======================================================================== AC 22, touch 20, flat-footed 19 (+2 armor, +3 Dex, +5 Wis, +2 deflection) hp 89 (13 HD) Immune disease, fear Fort +14, Ref +14, Will +16 (+18 against enchantments) ======================================================================== Speed 50 ft (10 squares) Melee unarmed strike +13/+8 (3d8+3/x2) or Melee unarmed strike +12/+12/+7 (3d8+3/x2) with flurry of blows or Melee +1 blessed everbright longsword +14/+9 (1d8+4/19-20) or Melee +1 blessed everbright longsword +13/+13/+8 (1d8+4/19-20) with flurry of blows Base Atk +10; Grp +13 Atk Options flaming fist 1/day, smite evil 2/day (+3 attack, +10 damage), stunning fist 11/day (Fort DC 23), sun soulray 1/day Special Actions lay on hands 15 points/day, sun soul 3/day, turn undead 6/day (+5, 2d6+5; 2nd) Paladin Spells Prepared (CL 2nd): 1st—divine sacrifice Spell-Like Abilities (CL 13th): At will—detect evil ======================================================================== Abilities Str 16, Dex 16, Con 14, Int 11, Wis 20, Cha 16 SQ evasion, slow fall 20 ft., special mount 1/day, 10 hours (heavy warhorse), share spells, still mind Feats Ascetic Knight, Athletic, Deflect Arrows, Extra Stunning, Improved Initiative, Improved Natural Attack, Improved Unarmed Strike, Stunning Fist, Whirling Steel Strike Skills Balance +7, Climb +7, Concentration +10, Craft (alchemy) +2, Diplomacy +8, Escape Artist +5, Handle Animal +3, Heal +8, Hide +8, Jump +6, Knowledge (arcana) +4, Knowledge (history) +1, Knowledge (nobility) +1, Knowledge (religion) +5, Move Silently +8, Perform (oratory) +5, Profession (bookkeeper) +7, Ride +5, Sense Motive +9, Swim +6, Tumble +6 Possessions: Dawnblade (+1 blessed everbright longsword), ki strap, Draevik’s belt (monk’s belt), ring of protection +2, potion of mage armor, 2 daylight pellets, 4 potions of cure light wounds. ======================================================================== Description: Draevik is the son of Ghentilara, a Sunrise Lord and high priestess of Lathander at the Spires of the Morning temple in Waterdeep. Being raised in the church, it's no wonder he quickly became a devout follower of the Morninglord and was soon studying the doctrine of the faith. Through contemplation and the purity of body and mind, he quickly gained strength and skill in the Monastery of the Sun. From there, he adventured with his friends across Faerun, doing good and spreading the word of Lathander where ever they went. It was then that he felt a direct connection to the Morninglord, and became a champion of justice for him. Upon hearing the stress between the Monastery and the church, he quickly came back to Waterdeep and has positioned himself as litigator between his Mother and Abbot Hanor Kichavo.
Araol, heavy warhorse (Special Paladin Mount); CR -- hp 46 (6 HD) N Large magical beast (extraplanar) Init +1; Senses low-light vision, scent; Listen +6, Spot +4 Languages empathic link ======================================================================== AC 24, touch 10, flat-footed 23 (+6 armor, +8 natural, +1 Dex, -1 size) Resist improved evasion Fort +12, Ref +9, Will +9 ======================================================================== Speed 40 ft. (8 squares); base 50 ft. Melee 2 hooves +8 (1d6+4) and bite +3 (1d4+2) Space 10 ft.; Reach 5 ft. Base Atk +4; Grp +8 Abilities Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6 Feats Diehard, Endurance, Run Skills Listen +6, Spot +4 Possessions military saddle, bridle, +1 chainmail barding
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Edited by - Diffan on 26 Sep 2011 18:44:36 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 05 Dec 2010 : 02:05:07
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====== Created Using Wizards of the Coast D&D Character Builder ====== A.R.T.U.S, level 1 Warforged, Warlord Warlord: Commanding Presence Commanding Presence: Tactical Presence
FINAL ABILITY SCORES Str 18, Con 14, Dex 10, Int 16, Wis 10, Cha 12.
STARTING ABILITY SCORES Str 16, Con 12, Dex 10, Int 16, Wis 10, Cha 12.
AC: 16 Fort: 15 Reflex: 13 Will: 13 HP: 26 Surges: 9 Surge Value: 6
TRAINED SKILLS Intimidate +8, History +8, Athletics +8, Diplomacy +6
UNTRAINED SKILLS Acrobatics -1, Arcana +3, Bluff +1, Dungeoneering, Endurance +3, Heal, Insight, Nature, Perception, Religion +3, Stealth -1, Streetwise +1, Thievery -1
FEATS Level 1: Tactical Assault
POWERS Warlord at-will 1: Wolf Pack Tactics Warlord at-will 1: Commander's Strike Warlord encounter 1: Warlord's Favor Warlord daily 1: Lead the Attack
ITEMS Adventurer's Kit, Chainmail, Glaive, Javelin (3) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Personality/Traits: A.R.T.U.S is new to the world, having only be activated a very short time ago. His programming has given him the opportunity to put his skills in arms and tactics to the test and he is actively looking for a way to show his usefulness. But try as he might, he cannot re-format his memory bank to access the information of his origins. The only link to his past is his name A.R.T.U.S, which he knows stands for Armored Reconnaissance and Tactical Unit; S-class, which means that he was to be apart of some unit as a supportive leader.
Mannerisms/Appearance: His mannerisms are straight forward and un-biased yet they can come off as arrogant and insensitive. His voice is not like that of a golem but of an actual humanoid that rises in pitch and tone. However, his thought process is one of logic and calculation, giving more to numbers and statistic than random emotions. His appearance is one of metal and cords and he stands at six and a half feet tall. He is rather shiny and no marks yet bare his exterior save the insignia of the word S.W.O.R.D and a blue sword engraved on his chest.
Companions/Allies: None at this present time though he looks forward to finding others of his kind or organics that might help him find more about his past. |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 05 Dec 2010 : 04:20:49
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So.........
ideas, requests, positive/negative responses?
Would you rather see a Monster write-up for 4E charactes (like the Tiefling) or the character builder write-up (like A.R.T.U.S)?
More melee style guys? More arcane? Different classes or not as popular classes (Hexblade, Warmage, Scout)?
Just lookin' for feedback. |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 05 Dec 2010 : 14:07:56
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Raydin Gloomantle; CR 12 Male Damaran wizard 5/ shadow adept 7 NE Medium humanoid (human) Init +2; Senses darkvision 60ft; Listen +2, Spot +2 Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal, Orc ======================================================================== AC 19, touch 15, flat-footed 16 (+4 armor, +3 dex, +2 deflection) hp 63 (12 HD) Immune detect thoughts, discern lies, spells that detect alignment Fort +7, Ref +9, Will +14 (+2 all SV against enchantment, illusion, necromancy) ======================================================================== Speed 30ft. (6 squares) Melee Raydin’s Staff +6/+1 (1d6/x3) or Ranged Raydin’s Staff +8 touch (darkbolt effect, DC 21, CL 12th; FRCS 58) Base Atk +6, Grp +6 Atk Options Empower Spell, Sudden Maximize Special Actions shield of shadows 12 rounds/day (+4 shield, 20% miss chance, absorbs magic missile) Combat Gear wand of enlarge person (50 charges), wand of charm person (50 charges) Wizard Spells Prepared (CL 12th; 1d20+14 to overcome SR): 6th—circle of death (DC 25), greater dispel magic, prismatic eye (DC 22) 5th—dominate person (DC 24), magic jar (DC 24), lesser ironguard, teleport 4th—dimension door, enervation (DC 23), empowered touch of idiocy, spell enhancer 3rd—clairaudience/clairvoyance, blacklight, hold person (DC 22), fly, haste, ray of exhaustion (DC 22) 2nd—Aganazzar’s scorcher (DC 18), blindness/deafness (DC 21), knock, invisibility, shadow mask, spectral hand 1st—feather fall, magic missile, net of shadows, nerveskitter, ray of enfeeblement, spirit worm (DC 20) 0—choke (DC 19), daze (DC 19), detect magic, read magic Spell-Like Abilities (CL 12th): 1/day—shadow walk ======================================================================== Abilities Str 10, Dex 16, Con 13, Int 22, Wis 15, Cha 9 Feats Craft Staff, Discipline, Empower Spell*, Insidious Magic*, Pernicious Magic*, Scribe Scroll*, Shadow Weave Magic, Spell Focus (enchantment), Spell Focus (necromancy), Spellcasting Prodigy, Spell Penetration, Sudden Maximize, Tenacious Magic* Skills Bluff +8, Concentration +16, Craft (alchemy) +16, Decipher Script +12, Disguise +7, Hide +11, Knowledge (arcana) +18, Knowledge (nature) +12, Knowledge (the plains) +16, Move Silently + 5, Spellcraft +18 Flaw Forlorn (unable to summon a familiar) Possessions combat gear plus Raydin’s Staff (50 charges), bracers of armor +4, cloak of resistance +3, ring of protection +2, gloves of Dexterity +2, ring of mind shielding, boots of speed, head band of Intellect +2, metamagic rod of lesser empower, standard adventuring gear, 100 gp. Spellbook spell prepared plus 0-all; 1st-charm person, identify, forcewave, mount, expeditious retreat, magic weapon; 2nd-claws of darkness, scorching ray, Snillok’s snowball swarm; 3rd-blink, Nybor’s mild admonishment; 4th-lesser globe of invulnerability, phantasmal killer, Evard’s black tentacles; 5th- major creation; 6th-chain lightning ======================================================================== Hook “Be wary of the shadows, for I control them!”
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Edited by - Diffan on 12 Feb 2012 06:07:35 |
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Diffan
Great Reader
USA
4442 Posts |
Posted - 05 Dec 2010 : 14:12:42
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Old Stat block.
Stor Heraldsson: Male Illuskan barbarian 1/ fighter 6; CR 7; Medium humanoid (human); HD 1d12+4 plus 6d10+24; hp 75; Init +3; Spd 40 ft.; AC 20, touch 14, flat-footed 17; Base Atk +7; Grp +12; Atk +14 melee (2d6+9/19-20, +1 greatsword) or +11 ranged (1d6+4/x3, mwk composite shortbow [Str +4]); Full Atk +14/+9 melee (2d6+9/19-20, +1 greatsword) or +11/+6 ranged (1d6+4/x3, mwk composite shortbow [Str +4]); SA rage 3/day; SQ fast movement; AL CE; SV Fort +11, Ref +5, Will +3; Str 20, Dex 17, Con 18, Int 10, Wis 12, Cha 9. Skills and Feats: Climb +10, Handle Animal +4, Jump +12, Listen +4, Ride +3, Survival +4, Spot +1, Swim +5; Cleave[sup]B[/sup], Destructive Rage, Extra Rage*, Improved Bull Rush*, Leap Attack, Power Attack, Shock Trooper*, Weapon Focus (greatsword). * Bonus feat. Rage (Ex): Three times per day, Stor can enter a state of fierce rage that lasts for 9 rounds. The following changes are in effect as long as he rages: hp 89; AC 18, touch 12, flat-footed 15; Grp +14; Atk +16 melee (2d6+11/19-20, +1 greatsword); Full Atk +16/+11 (2d6+11/19-20, +1 greatsword); SV Fort +13, Will +5; Str 24, Con 22; Climb +12, Jump +14. At the end of his rage, Stor is fatigued for the duration of the encounter. Possessions: +1 greatsword, +1 mithral breastplate, cloak of resistance +1, gauntlets of Ogre Power, ring of protection +1, standard adventuring gear, masterwork composite shortbow (Str+4) with 40 arrows, jug of mead, 28 gp.
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Diffan
Great Reader
USA
4442 Posts |
Posted - 05 Dec 2010 : 14:18:07
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Another old stat block style character. Utilizes the Tome of Battle.
Karthrand: Male Shield dwarf fighter 1/ crusader 7 (Dumathoin); CR 8; HD 8d10+40; hp 85; Init +3; Spd 20 ft.; AC 23, touch 14, flat-footed 20; Base Atk +8; Grp +12; Atk +13 melee (1d10+6/x3, mwk maul) or +11 ranged (1d4+4/x3, light hammer); Full Atk +13/+8 melee (1d10+6/x3, mwk maul) or +11/+6 ranged (1d4+4/x3, light hammer); SA furious counterstrike, smite evil 1/day, zealous surge 1/day; SQ darkvision 60 ft., dwarven traits, indomitable soul, steely resolve; AL LN; SV Fort +12, Ref +3, Will +4; Str 18, Dex 16, Con 20, Int 14, Wis 10, Cha 14. Skills and Feats: Balance +7, Climb +7, Concentration +9, Craft (weaponsmithing) +12, Diplomacy +10, Handle Animal +5, Intimidate +12, Jump +9, Knowledge (history) +3, Knowledge (religion) +4, Listen 0, Martial Lore +3, Ride +4, Spot 0, Swim +2; Improved Bull Rush, Power Attack, Shock Trooper, Weapon Focus (maul). Dwarven Traits: stonecunning, +2 to saving throws against poison, +2 to saving throws against spells and spell like abilities, +4 dodge bonus to AC against giants. Languages: Common, Dwarven, Elven, Illuskan, Orc Furious Counterstrike (Ex): Karthrand can channel his pain into a boiling rage that gives him a +2 to attack and damage for 1 round if he has ten points or more in his delayed damage pool, or a +1 with nine or less in his delayed damage pool. Indomitable Soul (Ex): Karthrand adds his Charisma bonus to his Will saves. This ability does not stack with a paladin’s divine grace ability. Smite Evil (Ex): Karthrand can smite evil once per day. He adds a +2 to his attack and +7 to his damage rolls. Steely Resolve (Ex): Karthrand has a delayed damage pool that can soak up to 10 points of damage every round. At the end of the round, the damage goes through and it resets back to 0. Zealous Surge (Ex): Once per day, Karthrand can opt to re-roll a saving throw. You must abide by the result of the new, second saving throw, even if it’s lower than the first. You must decide after you roll and before the DM answers. Maneuvers and Stances (initiate level 7th): Stances-iron guard’s glare (1st), leading the charge (1st); Maneuvers-bone crusher (3rd), charging minotaur (1st), crusader’s strike (1st), divine surge (4th), leading the attack (1st), mountain hammer (2nd), revitalizing strike (3rd), vanguard strike (1st), white raven tactics (3rd). Possessions: +1 mithral full plate, masterwork maul, light hammers (4), 400 gp in coins.
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