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Diffan
Great Reader

USA
4426 Posts

Posted - 02 Jan 2021 :  05:28:39  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Delnyn

Diffan,

Is Melchor "Wyvernsbane" Trath amenable to starting a new career in a new place with a new name and possibly a new appearance? Definitely not around Cormyr, Dalelands or the Moonsea.


The price and motive would have to be right, I think. Melchor is Lawful Neutral in his stance, so appealing to these notion that things are unjust are going on might help, but he is content where he's at too.

quote:
Originally posted by Delnyn

Aside #1: For what it is worth, the players want to hire him as added skill in their mission: Kill the two ogre magi leaders of the Sythillisian Empire and free southern Amn. The Council of Six have some seriously deep pockets. Would that be enough to entice Melchor?


Probably not. However, it might behoove them to subtly notify the local authorities about his presence and history - as to push for him to leave, in haste, his little hovel and onto the road. If the reason for leaving is urgent and he needs a way out, he'd be far more willing to go with other people somewhere else.

Most likely he wouldn't change his appearance, but he wouldn't travel with a surname - and would prefer just to be simply called 'Mel'. Obviously he wouldn't keep any markers that out him as a Zhent. If a surname is needed (for plot reasons), he'd go by his
mother's name of Briarton. He's not well known outside of the the Cormyr/Dalelands region, so it would be fairly rare for someone along the Sword Coast to recognize him - even other Zhentarim.

If you want that plot point at a later time, he could run into an old Caravanner that did the run from Darkhold to Zhentil Keep, possibly rounding up stolen slaves or some such along the sword coast or in Amn.

quote:
Originally posted by Delnyn

Aside #2: Imagine what a melee machine he would be if he also had the bravery, weapon training and armor training class features of a Pathfinder 1e fighter.



Yeah, they did the Fighter a lot better in PF1e with some added benefits. He has Resolute, which allows him a +8 bonus to Will saves as an immediate action (with a -8 to attacks), so "fear" or mind-altering spells and effects are something he wouldn't fail against often.

If you were to give him Weapon Training and Armor Training, he'd most like take the Advanced options: Armored Confidence and Armored Juggernaut as well as Trained Initiative and Inspiring Confidence.

Edited by - Diffan on 02 Jan 2021 05:32:01
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Diffan
Great Reader

USA
4426 Posts

Posted - 02 Jan 2021 :  08:58:45  Show Profile Send Diffan a Private Message  Reply with Quote
REGDAR; CR 6
HP
61 (6 HD)
Male Chondathan human fighter 6
NG Medium humanoid
Init +2; Senses Listen +1, Spot +1
Language Chondathan, Common, Dwarven
AC 23, touch 11, flat-footed 22
(+9 armor, +1 Dex, +3 shield)
Fort +7, Ref +4, Will +3
Speed 20 ft. in +1 full plate (4 squares); base 30 ft.
Melee +1 longsword +12/+7 (1d8+7/19-20) or
Melee +1 longsword +12/+7 (1d8+9/19-20) wielded in two-hands
Ranged +1 composite longbow (Str +3) +9/+4 (1d8+4/x3) or
Ranged +1 composite longbow (Str +3) +10/+5 (1d8+5/x3) within 30 ft. with Point Blank Shot or
Ranged +1 composite longbow (Str +3) +8/+8/+3 (1d8+5/x3) within 30 ft. with Point Blank Shot and Rapid Shot
Base Atk +6; Grp +10
Atk Options Cleave, Power Attack, Rapid Shot
Abilities Str 18, Dex 14, Con 16, Int 12, Wis 12, Cha 9
Feats Blind-Fight*, Cleave, Point Blank Shot*, Power Attack, Precise Shot, Rapid Shot, Weapon Focus (longsword)*, Weapon Specialization (longsword)*
*Bonus Fighter Feats
Skills Climb +7, Intimidate +8, Jump +7, Swim +1
Possessions +1 longsword, +1 full plate, +1 heavy steel shield, +1 composite longbow (Str +3) with two quivers of 40 arrows, gauntlet of ogre power, 16 pp, 3 gp.

Edited by - Diffan on 02 Jan 2021 08:59:18
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Diffan
Great Reader

USA
4426 Posts

Posted - 18 Jan 2021 :  00:05:22  Show Profile Send Diffan a Private Message  Reply with Quote
HIVAREL WINTERHORN; Level 10 Soldier
Medium fey (moon elf, eladrin) humanoid; NPC
HP 82; Bloodied 41; Initiative +8
AC 27 (29; at the start of each encounter until hit), Fort 24, Ref 24 (26; at the start of each encounter until hit), Will 19; Perception +16
Speed 5; Senses Low-light vision
TRAITS
-Combat Challenge
Each attack Hivarel makes marks the target, and the target takes -3 to attack rolls against any attacks that do not target Hivarel.
-Bladesong Style
While wielding a heavy or light blade which Hivarel is proficient with in one hand, and nothing in the other, he gains a +1 to AC and +2 to Reflex defenses. This applies only if he's wearing light armor or chainmail.
-Bladesong Focus
As a minor action, Hivarel can enter the Bladesong Focus stance. 1/day he can activate two benefits at once. Until the start of his next turn, Hivarel can apply one of the following benefits:
• Offense: +1 power bonus to melee basic attack rolls>
• Defense: Whenever Hivarel hits an enemy with a melee basic attack, he gains a +1 power bonus to all defenses until the start of his next turn.
• Tactical: After Hivarel hits an enemy with a melee basic attack, he can shift 1 square as a free action.
STANDARD ACTIONS
(m) Wolfen Longsword +2 (Weapon) • At-Will
Attack: Melee 1 (one creature): +15 vs. AC
Hit: 1d8 + 10 damage.
.
(M) Sure Strike (Martial, Weapon) • At-Will
Attack: Melee 1 (one creature): +17 vs. AC
Hit: 1d8 + 6 (+8 against bloodied enemies), and Hivarel gains a +1 to his AC and Reflex until the start of his next turn.
.
(M) Griffon's Wrath (Martial, Weapon • Encounter
Attack: Melee 1 (one creature): +15 vs. AC
Hit: 2d8 + 12 damage, crit on a 19-20; and the target takes a -2 to their AC until the end of his next turn.
.
(B) Flame Cyclone (Arcane, Fire, Implement) • Encounter
Attack: Close Blast 3 (each creature in blast); +11 vs. Ref.
Hit: 1d8 + 10 fire damage.
.
(M) Thicket of Blades (Martial, Reliable, Weapon) • Daily
Attack: Melee close burst 1 (all enemies in burst); +15 vs. AC; 3d8 + 10 (+12 against bloodied enemies) and each target is slowed (save ends).
.
Other Exploits Hivarel is an accomplished Blademaster and thus, knows other martial exploits: Footwork's Lure (at-wil); Hesitation Slash (encounter); Temest's Dance (Daily), Nimble Bladestorm (Daily). He is also a Bladesong Warrior, and thus knows the exploits Sustained Tempo and Discordant Note.
MOVE ACTIONS
Fey Step
Hivarel may teleport up to 5 squares.
TRIGGERED ACTIONS
Steel Rhythm (Martial) • At-Will (Opportunity Action)
Trigger An enemy adjacent to you successfully hits you or an adjacent ally.
Effect: After the enemy hits, but before rolling for damage, Hivarel may reduce the damage done by an amount equal to 1 + his Intelligence, Wisdom, or Charisma modifier (+4).
.
Singing Blade (Martial) • Encounter
Trigger: An enemy makes an attack against him that targets one of his defenses.
Effect: He gains a power bonus to AC and Reflex equal to 1 + his Intelligence, Wisdom, or Charisma modifier until the start of his next turn.
Skills Acrobatics +15, Arcana +16, Bluff +14, Endurance +10, Heal +9
Feats Blade Initiate (multiclass Swordmage), Blade Opportunist, Bladesong Initiate (lesser weapon-style feat)*, Bladesong Warrior (greater weapo-style)*, Eladrin Challenge, Heavy Blade Expertise, Improved Defenses, Novice Power
*New Feats
Str 18 (+9) Dex 16 (+8) Wis 8 (+4)
Con 13 (+6) Int 18 (+9) Cha 10 (+5)
Alignment good; Languages Common, Elven
Equipment +2 Wolfen Longsword, +1 magic longbow, +3 magical braidmail chain, Iron armbands of Power, Acrobat Boots, Gauntlets of Blood, Belt of Vigor, Cloak of Displacement +2, adventuring gear, arrows (60), potion of healing (2), potion of cure light wounds (2), 3 gp, 10 sp

HISTORY
Living among the elves of Iliyanbruen, Hivarel mastered what it is to be "elven". Still, with the connection once more to Faerûn after the events of the Spellplague, he begun to search this ancient world and the ruins - starting with the ruins of old Sharandar.

MANNERISMS
Brave, but impatient and recklass. Despite a near century of adventuring, Hivarel is still heedless in battle, pushing enemies despite - often - overwhelming odds. His skill with the blade and his Bladesong style have kept him alive, but these tactics don't always suit other companions who rely on teamwork to win the day.

As a Moon-elf, Hivarel is whitehaired and fairly tall for his race with weight appropriate for his size. A warrior by trade, he's lithe and quick and uses these qualities to devastating effect in battle. He does sport a scar across his right cheek, a spear wound from a Shade that never seemed to heal properly.

NEW FEATS
BLADESONG STYLE
Longsword, rapier, or short sword; must be eladrin, elf, or half-elf.

Named so because of the particular sound the warrior makes when whirling the sword in wide arcs, and because of his disquieting tendency to sing to the rhythm of his thrusts and parries. Not to be confused with bladesingers, practitioners of the magical arts, these warriors blend their harmonious singing with a deadly dance of steel.

BLADESONG INITIATE [LESSER STYLE]
Prerequisite: Eladrin, elf, or half-elf; Fighter, Rogue, or Warlord; proficiency with longsword, rapier, or short sword.
Benefit: You gain a +2 feat bonus to Acrobatics checks.
Benefit: When you are attacking with a longsword, a rapier, or a short sword in your primary hand and you have proficiency with that weapon, and your off-hand is free, you also gain the following benefits.
When you use a power associated with this feat to attack an enemy granting combat advantage to you, you gain a +1 bonus to AC and Reflex until the start of your next turn.
Associated At-Will Powers: inevitable wave (warlord, PH:H), preparatory strike (rogue, MP2) sure strike (fighter, PH)

BLADESONG WARRIOR [GREATER STYLE]
Prerequisite: Fighter, Bladesong Initiate feat
Benefit: When you are attacking with a longsword, a rapier, or a short sword in your primary hand and you have proficiency with that weapon, and your off-hand is free, you also gain the following benefit.
When attacking with a power associated with this feat, you can score a critical hit on a roll of 19-20.

Level  Associated Encounter Power    Source
3rd    Hesitation Slash              Dragon #366, p.14
7th    Griffon's Wrath               PH, p. 80
13th   Storm of Blows                PH, p. 82
17th   Driving Flurry                MP, p. 17
23rd   Fangs of Steel                PH, p. 84
27th   Cruel Reaper                  PH, p. 85


OPTIONAL POWERS

Discordant Note; Bladesong Warrior Utilty 6
The constant humming can lull an enmy into complacency, leading them to expect a thrust when you, instead, pivot and slash.
Encounter • Martial
Minor Action; Ranged
5
Target: One Creature
Effect: You make a Bluff check opposed by the target's passive insight check. If the check succeeds, you gain combat advantage against the target until the start of your next turn.
Bladesong: If you're wielding a weapon in your primary hand and your off-hand is free, gain a power bonus to your Bluff check equal to your Intelligence, Wisdom, or Charisma modifier.

Sustained Tempo; Bladesong Warrior Utility 10
You flick your wrist in a way that the sword appears to move swiftly away, but instead just wins momentum for another strike.
Daily • Martial
No Action; Personal
Requirement: The power Bladesong Focus must be active in order to use this power.
Effect: Until the end of your next turn, any melee basic attack you make can score a critical hit on a roll of 19-20
Sustain Minor: The effect persists until the end of your next turn.

Edited by - Diffan on 25 Mar 2021 16:06:22
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Diffan
Great Reader

USA
4426 Posts

Posted - 12 Feb 2021 :  19:21:02  Show Profile Send Diffan a Private Message  Reply with Quote
TERA; CR 16
hp
176 (16 HD)
Female dragonborn fighter 16
NG Medium humanoid (dragonblood)
Init +7; Senses Listen +2, Spot +2
Languages Chondathan, Common, Draconic
AC 31, touch 15, flat-footed 28; +2 dodge AC against dragons
(+12 armor, +3 Dex, +4 shield, +2 deflection)
Immune fear
Fort +18, Ref +12, Will +10
Speed 20-ft. (4 squares) in +4 mithral full-plate; base 30 ft.
Melee +4 flaming greatsword +30/+25/+20/+15 (2d6+20/17-20, plus 1d6 fire) or
Melee +4 flaming greatsword +25/+25/+20/+15/+10 (2d6+20/17-20, plus 1d6 fire) with Slashing Flurry or
Melee +4 flaming greatsword +25/+20 (2d6+20/17-20, plus 1d6 fire) as a standard action with Slashing Flurry or
Melee +4 flaming greatsword +30/+25/+20/+15 (2d6+20/17-20, plus 1d6 fire and 1d6 against undead or 2d6 against incorporeal undead) with lesser truedeath crystal
Melee +1 handaxe +23/+18/+13/+8 (1d6+8/x2)
Ranged +1 handaxe +23 (1d6+10/x2) and returns within 30 ft. with lesser crystal of return
Base Atk +16; Grp +23
Atk Options Combat Reflexes, Robilar’s Gambit, breath weapon (80-ft. line; 6d8, Ref DC 25 for half; 1d4 rounds), evasive attack**, overpowering attack**
**Options found in the Player's Handbook II
Combat gear corsair’s eye-patch 3/day (gain blind-fight for 1 minutes or see invisibility for 1 round), winged boots 10 min/day can use fly
Abilities Str 24, Dex 18, Con 20, Int 11, Wis 14, Cha 13
Feats Ability Focus (breath weapon), Combat Reflexes, Fearless, Greater Weapon Focus (greatsword)*, Greater Weapon Specialization (greatsword)*, Maximize Breath, Melee Weapon Mastery (slashing)*, Robilar’s Gambit*, Shape Breath, Slashing Flurry*, Weapon Focus (greatsword)*, Weapon Specialization (greatsword)*
*Bonus Fighter Feat
Skills Climb +14 (+11 in armor), Intimidate +11, Jump +14 (+11 in armor), Swim +15 (+9 in armor)
Possessions combat gear plus +4 flaming greatsword with lesser truedeath crystal, +4 mithral full-plate, +2 animated heavy steel shield, +1 handaxe with lesser crystal of return, amulet of health +2, belt of giant strength +6, gloves of Dexterity +4, ring of adamantine touch, ring of protection +2, vest of resistance +3, 50 pp, 20 gp.
Apply Force (Ex): Tera gains a +8 bonus to any Strength checks to break items.
Counter Attack: As a full-round action, Tera can make one attack at her highest attack bonus and any time before the start of her next turn, use an immediate action to make a melee attack against an enemy that attacks her in melee.
Evasive Attack: As a full-round action, Tera can make one attack at her highest attack bonus and, until the start of her next turn, gain a +6 dodge bonus to AC.
Overpowering Attack: As a full-round action, Tera can make one attack at her highest attack bonus. This attack deals double damage, as does any other attacks she makes before the start of her next turn.

Edited by - Diffan on 12 Feb 2021 19:45:29
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Diffan
Great Reader

USA
4426 Posts

Posted - 12 Feb 2021 :  19:44:56  Show Profile Send Diffan a Private Message  Reply with Quote
KAITLYN BRAEMARD; CR 15
hp
123 (15 HD)
Female Damran human paladin 5/ transumter 1/ knight-errant of Mystra 9
LG Medium humanoid
Init +0; Senses Listen -2, Spot -2
Aura courage (10-ft. allies gain +4 bonus to saves against fear)
Languages Common, Damaran, Draconic, Elven
AC 26, touch 12, flat-footed 29
(+11 armor, +4 shield, +1 deflection)
Immune disease, fear
Fort +16, Ref +11, Will +18
Speed 20 ft. (4 squares) in +3 mithral full plate of agility; base 30 ft.
Melee +3 sweeping khopesh +22/+17/+12 (1d8+10/19-20) wielded in two-hands
Base Atk +14; Grp +23
Special Actions lay on hands 35 points/day, turn undead 9/day (+9, 2d6+8; 1st)
Atk Options Arcane Strike, Divine Might, Divine Shield, Improved Trip (+15), Power Attack, channeling smite, smite evil 6/day (+7 attack, 13 damage or 39 when charging)
Combat gear dimension stride greaves 2/day, eternal wand of Knauper’s Skittish Nerves 2/day, meta-magic rod of lesser extend 3/day, pearl of power (1st), scroll of fly
Paladin Spells Prepared (CL 10th):
3rd—dispel magic, haste, lightning bolt (DC 20)
2nd—angelskin, blur, glitterdust (DC 19)
1st—bless weapon, magic missile, true strike
Wizard Spells Prepared (CL 13th, chooses spells as CL 9th; prohibited schools – enchantment and necromancy):
5th—baleful polymorph (DC 22), teleport
4th—Evard’s black tentacles, greater invisibility, illusory wall (DC 21), mass snake’s swiftness
3rd—blink, dispel magic, find the gap, fly, lightning bolt (DC 20), steel dance
2nd—darkway, knock, remove paralysis, scorching ray (+13 ranged touch) (2), see invisibility, wraithstrike
1st—ebon eyes, enlarge person, grease, lesser restoration, protection from evil, rhino’s rush (2)
Spell-Like Abilities (CL 5th):
At-will—detect evil, detect undead
Abilities Str 20, Dex 10, Con 14, Int 17, Wis 14, Cha 24
SQ armored mage, aura of good, code of conduct, divine grace, Mystra's devotion
Feats Arcane Strike*, Aura of Grace***, Battle Blessing, Combat Expertise, Divine Might*, Divine Shield*, Empower Spell*, Exotic Weapon Proficiency (Khopesh), Improve Trip, Jotunbrud**, Power Attack, Practiced Spellcaster (wizard), Scribe Scroll*, Sword of the Arcane Order
*Bonus Feat
**Regional Feat
***New Feat, See Below
Skills Concentration +17, Diplomacy +21, Heal +14, Knowledge (arcana) +13, Knowledge (religion) +13, Sense Motive +9, Spellcraft +16
Skill Trick Healing Hands (Successful Heal check to stabilize a dying creature gains 1d6 hit points).
Flaw Inattentive (-4 to Listen and Spot checks)
Possessions combat gear plus +3 sweeping khopesh, +4 mithral full plate of agility, cloak of Charisma +6, belt of giant
strength +4, headband of Intellect +2, ring of protection +1, +2 animated heavy steel shield, gauntlets of ghost fighting, shirt of wraith stalking

Spellbook spells prepared plus 0—all (except enchantment and necromancy); 1st—feather fall, identify, Tenser’s floating disc; 2nd—fog cloud, rope trick, spider climb; 3rd—displacement, keen edge; 4th—polymorph
Armored Mage: Kaitlyn ignores spell failure when wearing light or medium armor and use any shield. Spell failure still applies if she dons heavy armor.
Mystra's Devotion: Kaitlyn's devotion of the Goddess of Magic is strong and as such, she's able to blur the line between her divine casting of her paladin spells and those she's transcribed as a wizard. Thus she may prepare Wizard spells with paladin slots and vise versa. Further, she uses her Charisma stat to determine the DC of both her spells, her bonus spells, and the highest spell she can know.
Channeling Smite (Su): When attempting to smite an enemy, Kaitlyn can spend a turn undead attempt to augment their attack with an area or touch spell. A spell cast this way is part of their smiting attempt and not subject to counter-spelling, nor does it provoke an attack of opportunity. Any area spell cast this way only affects the target of the smite. She must use a number of turn attempts equal to 1 + the level of the spell cast.


KNIGHT-ERRANT OF MYSTRA prestige Class can be found HERE. It utilizes the unlikely paring of both the Paladin and Wizard class, and uses components such as the feat Sword of the Arcane Order. Practitioners are encouraged to enter into the ranks of the Mystic Fire Knights.


AURA OF GRACE
By sacrificing some of your divine healing, you emit an aura that protects your allies from other harm.
Prerequisites: divine grace, lay on hands, CHA 15
Benefit: As a swift action, you may spend 5 points of your daily allotment of lay on hands to enlarge your divine grace feature. This creates a 50-ft. radius aura (centered on you) that grants all allies the bonus to their saving throws equal to your Charisma modifier.

This lasts a number of rounds equal to your Charisma modifier.

Edited by - Diffan on 15 Feb 2021 14:26:56
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Delnyn
Senior Scribe

USA
889 Posts

Posted - 14 Feb 2021 :  09:33:36  Show Profile Send Delnyn a Private Message  Reply with Quote
Diffan, are Knights-Errant of Mystra encouraged or required to be members of the Mystic Fire Knights? I checked the prestige class and the prerequisites included membership. The inquiry concerns the entry for Kaitlyn Braemard.
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Diffan
Great Reader

USA
4426 Posts

Posted - 15 Feb 2021 :  14:26:29  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Delnyn

Diffan, are Knights-Errant of Mystra encouraged or required to be members of the Mystic Fire Knights? I checked the prestige class and the prerequisites included membership. The inquiry concerns the entry for Kaitlyn Braemard.



Thanks for pointing that out. They're encouraged to become members, which I changed in the Knight-Errants description. They're not required because the Sword of the Arcane Order feat can have a few different orders for them.
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Diffan
Great Reader

USA
4426 Posts

Posted - 22 Mar 2021 :  18:12:59  Show Profile Send Diffan a Private Message  Reply with Quote
Does anyone have requests? Any particular level range you'd like to see?
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Wooly Rupert
Master of Mischief
Moderator

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36779 Posts

Posted - 22 Mar 2021 :  18:36:13  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Are you doing 5E? If so, I've been playing with designing a 5E character -- my first one. No specific purpose, just a "gonna try this out" kinda thing. (Actually playing 2E, right now!)

I'm thinking a strongheart halfling, level 1, Dex-based fighter with two shortswords.

I just want to see what it looks like, basically, if you would be so kind.

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Diffan
Great Reader

USA
4426 Posts

Posted - 22 Mar 2021 :  19:02:08  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

Are you doing 5E? If so, I've been playing with designing a 5E character -- my first one. No specific purpose, just a "gonna try this out" kinda thing. (Actually playing 2E, right now!)

I'm thinking a strongheart halfling, level 1, Dex-based fighter with two shortswords.

I just want to see what it looks like, basically, if you would be so kind.



Absolutely, my good sir! Well, 5e is kind of like 4e in that there's a difference between how one builds a PC and an NPC. The latter doesn't restrict itself to many requirements that PCs do (which is quite vexing for me, as 4e was easy in this department). So if you would like to see what a PC would look like - and I'm assuming here that we're using Standard Array/Point Buy for stats - that's super easy.

Edited by - Diffan on 22 Mar 2021 19:02:57
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Wooly Rupert
Master of Mischief
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Posted - 22 Mar 2021 :  19:32:05  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Yup, this is for a PC. I think I've got the basics, but looking at one someone else does could be quite helpful -- especially when it's done by someone who knows the in and outs of PC building.

5E is just different enough from what I'm used to to make me a bit uncertain of myself.

Thankee!

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Diffan
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4426 Posts

Posted - 22 Mar 2021 :  23:51:12  Show Profile Send Diffan a Private Message  Reply with Quote
PIMRIC HAVENBLUFF
Small humanoid (strongheart halfling), neutral good
Armor Class 16 (chainmail)
Hit Points 13 (1d10 + 3)
Speed 25-ft.

  Str      Dex      Con     Int      Wis      Cha
13 (+1)  16 (+3)  16 (+3)  8 (-1)  12 (+1)  10 (+0)

Saving Throws Str +3, Con +5
Senses passive Perception 13
Langauges Common, Dwarven, Halfling
Skills Acrobatics +5, Athletics +3, Perception +3, Survival +3
Challenge 1/2 (100 XP)
Bravery. Pimric has advantage on saving throws against being frightened.

Fighting Style. Pimric fights with two-weapons, and deals full ability modifier damage with off-hand attacks.

Lucky. When Pimric rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die, but must use the new roll.

Halfling Nimbleness. Pimric can move through the space of any creature that is of a size larger than himself.

Stout Resistance. Pimric has advantage on saving throws against poison and resistance against poison damage.

Actions
Multiattack. Pimric makes two attacks with his shortswords.

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

Light crossbow Ranged Weapon Attack +5 to hit, range 80/320-ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Second Wind. Pimric has a limited well of stamina that he can draw on to protect himself from harm. As bonus action, Pimric can regain hit points equal to 1d10 + his fighter level.
Once he uses this feature, he must finish a short or long rest before he can use it again.
Items In addition to Pimric's weapons and armor listed, he also has an explorer's pack, a hunting trap, a 10-ft. pole, a lute, and 10 gp.

Edited by - Diffan on 23 Mar 2021 03:59:36
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Wooly Rupert
Master of Mischief
Moderator

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36779 Posts

Posted - 23 Mar 2021 :  02:28:19  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Thankee!

FYI, what prompted me to look at that is the fact that my 2E character is a tank -- heavily armored and dealing huge amounts of damage per turn. This is not my normal playing style, and I got to thinking about the fact that outside of some kits, perhaps, 2E doesn't really support a Dex-fighter well.

That lack, and the fact that the 5E books have been sitting on the shelf for like 18 months now, made me decide to see what 5E could do.

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Diffan
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USA
4426 Posts

Posted - 23 Mar 2021 :  04:05:31  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

Thankee!

FYI, what prompted me to look at that is the fact that my 2E character is a tank -- heavily armored and dealing huge amounts of damage per turn. This is not my normal playing style, and I got to thinking about the fact that outside of some kits, perhaps, 2E doesn't really support a Dex-fighter well.

That lack, and the fact that the 5E books have been sitting on the shelf for like 18 months now, made me decide to see what 5E could do.



I get that. I think 5e is solid, but doesn't give me everything I really want from a system. Yet, its good enough to have a fun experience where I don't need a degree in game theory to have a good time. Can I do cool stuff, sure there are LOTS of options where no character is super boring and I certainly appreciate 5E's take on the Bladesinger archetype too. If my current character (human Fighter, rifleman from Lantan) dies, that's what I'm going with next. And they can dual-wield, which will be a lot of fun.

Edited by - Diffan on 24 Mar 2021 15:31:51
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Diffan
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HOPE; CR 15
hp
125 (15 HD)
Female hellbred paladin 15 of Tyr
LG Medium humanoid (hellbred)
Init +3; Senses darkvision 120 ft., can see in magical darkness; Listen +2, Spot +2
Aura courage (10-ft. allies gain +4 against fear)
Languages Chondathan, Common, Damaran, Goblin, Infernal; telepathy 100-ft.
AC 28, touch 12, flat-footed 27
(+11 armor, +1 Dex, +5 shield, +1 deflection)
Immune disease, fear
Fort +19, Ref +13, Will +19
Speed 20 ft. (4 squares) in +3 full-plate; base 30 ft.
Melee +2 holy bastard sword +20/+15/+10 (1d10+5/19-20, plus 2d6 against evil)
Base Atk +15; Grp +18
Atk Options Divine Might, Goad (Will DC 24), smite evil 4/day (+7 attack, 15 damage or 45 when charging)
Special Actions lay on hands 105 points/day, turn undead 13/day (+9, 2d6+20; 13th
Maneuvers and Stances Known (IL 7th):
Stances—thicket of blades (3rd)
Strikes—foe hammer (2nd)
Disciplines: Devoted Spirit
Each of Hope’s maneuvers can be initiated one per encounter, with no recovery possible.
Paladin Spells Prepared (CL 7th):
4th—cure serious wounds, death ward
3rd—cure moderate wounds, daylight, dispel magic, prayer
2nd—owl’s wisdom, shield other, spiritual weapon, zone of truth
1st—bless, divine favor, lesser restoration, protection from evil
Spell-Like Abilities (CL 15th):
At will—detect evil
3/day—remove remove disease
Abilities Str 16, Dex 12, Con 14, Int 14, Wis 15, Cha 24
SQ evil exception, infernal aspect (spirit), overwhelming aura of good
Feats Devil’s Favor, Divine Might, Exotic Weapon Proficiency (bastard sword), Goad, Improved Turning, Martial Stance (thicket of blades), Martial Study (foe hammer), Shield
Specialization (heavy), Thug
Skills Appraise +4, Concentration +14, Diplomacy +27, Gather Information +15, Handle Animal +15, Heal +19, Intimidate +11, Knowledge (nobility and royalty) +8, Knowledge (religion) +19, Ride +15, Sense Motive +19
Possessions +2 holy bastard sword, +3 full-plate, +2 heavy steel shield, cloak of Charisma +4, gauntlets of ogre power, ring of sustenance, ring of protection +1, reliquary holy symbol (Tyr), 365 gp.


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

Her memory is all but shattered, only getting glimpses of who she was and having a horrible feeling that she brought nothing but misery and terror to those she encountered. Still, what she knew
was that she was torn, her soul sundered and stretched beyond reason and cursed to walk the world of Faerûn to right a lifetime of wrongs. She stumbled in her wondering, both mentally and physically and she nearly fell into the frigid waters of a small pond. Falling at the bank, the reflection of her visage in the ice - lit brightly by Selûne's soft radiance - made her almost recoil in freight. Red eyes shown though, as if the fires of the nine Hells burned within them. Her red hair, cropped short was burned half off the side of her hed. Her grin, a rictus affair, was gnarly and fearsome. And most pointedly were the small horns that sprouted from her forehead, not overly decorative but clearly seen none the less. "Hideous" she said aloud.

Knowing that walking into the closest settlement would only cause the people there to cast her out, she was able to loot the nearby battlefield for clothes and any loose items from those who would most assuredly no longer need them. Throwing a cowl over her head, and with 2 silvers, a few coppers and broken and battered armor and equipment, she ventured into Shadowdale.

TACTICS
In the time since she's awakened, Hope - as she calls herself - has thrown herself, literally, into every Do-Gooder job and mission she can find for herself. With wanton and reckless abandon, she charges enemies head-on, using her terrifying visage and divine power to thwart her enemies. Despite her zeal of retribution, she isn't stupid and doesn't blinding enter encounters. She will make liberal use of her Detect Evil ability, attempting to find the greatest foe to charge at and smite, knowing that if such an attack misses Tyr is lenient and her use will not go wasted.

If the creature doesn't fall in the first round from the vicious strike, she'll continue to hammer at it until it is destroyed. Still, she'll be conservative with her use of Smite and her spells, instead relying more on her Divine Might feat and using turning attempts to make the most out of her attacks. She also is almost always in her Thicket of Blades stance, keeping the most destructive foes close to her and severely punishing them if they try to leave.

If she finds herself in a situations where she can't make full-round attacks, she will use her one maneuver - especially if the target has some protective aspect like Damage Reduction - which this bypasses. If caught in a situation where he need to heal, she'll use up her reserve of Lay on Hands first before resorting to spells.


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

This rendering of her, one part wanting to make amends and seek atonement while the other knowing the atrocities committed by her orders and her very own hand, created what is known as a Hellbred. She was brought back to Faerûn as one such as this. Scarred and physically malformed as the creatures she succumbed to, but completely mentally and spiritually cleansed by the righteousness of her attornment by Tyr.

Edited by - Diffan on 25 Mar 2021 22:01:26
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Wooly Rupert
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Posted - 25 Mar 2021 :  20:44:19  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Hellbred? Is that a tiefling or something new?

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Diffan
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Posted - 25 Mar 2021 :  21:48:22  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

Hellbred? Is that a tiefling or something new?



It's a race from the 3.5 supplement Fiendish Codex II: Tyrants of the Nine Hells, pg 77

Here's some info: 'Sometimes, a soul recognizes the great evil he committed in life and truly wishes to repent. Most of these unfortunates
become spectres that haunt Dis, repenting only as they realize their true fate. Others ascend to the heavens, having sought forgiveness before it was too late. Hellbred fall in the middle.

They repent in the moment before their condemnation to Hell, yet too late to find salvation. The lords of good and justice, suspicious that the condemned soul merely seeks escape for selfish reasons, instead reincarnate the individual to give him one last chance at salvation. In exchange, this newborn creature, called a hellbred, gains impressive powers to better thwart the minions of Hell and maybe—in some way—prove his worth to the gods of good to gain clemency. The dukes of Hell do not forget those who have escaped their clutches. A hellbred faces a difficult path to salvation, but he fights in the name of justice with unmatched fervor.

Edit: the best way I can explain, sort of like a infernal version of a Revenant, not undead

Edited by - Diffan on 25 Mar 2021 21:50:42
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Kentinal
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Posted - 25 Mar 2021 :  21:55:32  Show Profile Send Kentinal a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

Hellbred? Is that a tiefling or something new?



Well would have like better souce this
https://faerunian.fandom.com/wiki/Hellbred

Indicates humanoid trying to get redemption instead of going to Hell.

A template?
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Diffan
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Posted - 25 Mar 2021 :  22:20:43  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Kentinal


A template?



The book says new Race. You also don't retain any abilities or effects from your former life.

Edited by - Diffan on 25 Mar 2021 22:21:10
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Diffan
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Posted - 26 Mar 2021 :  18:37:20  Show Profile Send Diffan a Private Message  Reply with Quote
HAVEL TALDORAN, FIRSTSWORD OF CORMYR; CR 5
hp
31 (5 HD)
Male Chondathan human marshal 5
LG Medium humanoid
Init -1; Senses Listen +3, Spot +3
Languages Chondathan, Common, Elven
AC 20, touch 9, flat-footed 20
(+8 armor, -1 Dex, +3 shield)
Fort +5, Ref +0, Will +4
Speed 20-ft. in full plate (4 squares); base speed 30-ft.
Melee +1 longsword +7 (1d8+3/19-20)
Ranged mwk mighty composite longbow +3 (1d8/x3)
Base Atk +3; Grp +5
Atk Options Intimidating Strike (DC 15)
Special Actions grant move action 1/day, major aura +1, minor aura +3
Abilities Str 14, Dex 8, Con 13, Int 12, Wis 10, Cha 16
Feats Intimidating Strike, Shield Specialization (heavy), Skill Focus (Diplomacy)*, Weapon Focus (long sword)
*Bonus Feat
Skills Diplomacy +12 (+14 when dealing with Cormyreans), Handle Animal +8, Intimidate +11 (+13 when dealing with Cormyreans), Knowledge (nobility and royalty) +6, Listen +3, Ride +6, Sense Motive +5, Spot +3, Survival +7, Swim -1
Possessions +1 longsword, full plate, masterwork heavy steel shield, masterwork mighty composite longbow with 40 arrows, adventuring gear, 10 gp.
Grant Move Actions (Ex): As a standard action, Firstsword Havel can grant an extra move action to any and all allies within 30 feet. This extra movement does not affect the allies’ initiative count.
Major Aura: As a swift action, Firstsword Havel can grant any of the following auras to all allies within 60 feet that have an Intelligence score of 3 or higher.
- Motivate Attack: +1 bonus on attack rolls.
- Motivate Care: +1 bonus to AC.
Minor Aura: As a swift action, Firstsword Havel can grant any of the following auras to all allies within 60 feet that have an Intelligence score of 3 or higher.
- Force of Will: +3 bonus on Will saves.
- Over the Top: +3 bonus on damage when charging.
- Watchful Eye: +3 bonus on Reflex saves.

HISTORY
Firstsword Havel was born and raised in Immersea. Living a humble life, he grew up as much Cormyrean children do. His family had a small business making and repairing nets for fisherman who went out onto the Wyvernflow and they made an honest living. Havel, not content with a merchant's life joined up with the nation of Cormyr's army as soon as he was legally allowed to. He was prompted rather quickly for one his age, having a good air about him and treating others with respect, even if he was hard on him.

He ascended the ranks in the Purple Dragons quite quickly, making it out of the ranks of Blades and onto being a Telsword. He achieved his first medal when he was with a small group of his platoon that was ambushed by a group of thugs and bandits near the woods leading to Arabel. The Firstsword of their troop was killed instantly by one of the band's casters, a nasty acid arrow spell that impaled him just below his breastplate. He was bisected in a matter of seconds. Quickly thinking, Havel maneuvered his men into a two-flank position, one very visible and the other - more secretly around the other side.

The ruse worked, the bandits focusing their efforts at the visible group and being ignorant to the quick-moving flank from behind. When his group breached their encampment, half died in the initial volley, the second half who were wounded surrendered without a fight. This gave Havel his first decisive victory for his platoon and his promotion to Firstsword.

TACTICS
Firstsword Havel is a straightforward commander, Knowledgeable in the tactics and strategy taught at most military instillations around Cormyr. He's had some water-fighting knowledge, should he be needed on the Wyvernflow or the Sea of Fallen Stars to the south. When commanding, he tends to be initially cautious, waiting for information to come to him before making battle plans. In combat, Havel maintains the Motivate to Attack major aura active, unless dire circumstances show themselves, then he'll change to defensive for a tactical retreat.

Edited by - Diffan on 26 Mar 2021 18:40:56
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Diffan
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SIR RODERRICK LASSITER; CR 16
hp 105 (16 HD); DR 4/—
Male Damaran human paladin 7/ divine crusader 9 of Tyr
Medium humanoid (human)
Init -1; Senses darkvision 60-ft.; Listen -3, Spot +2
Aura courage (10-ft., allies gain +4 against fear
Languages
AC 24, touch 18, flat-footed 28
(+9 armor, +4 shield, -1 Dex, +2 deflection)
Resist acid 10, electricity 10
Immune blinded, dazzled, disease, fear
Fort +24, Ref +16, Will +21
Speed 20-ft. in +5 full plate (4 squares); base 30 feet
Melee +3 valorous longsword [lesser truedeath crystal] +26/+21/+16 (1d8+16/19-20 plus 1d6 vs. undead)
Base Atk +13; Grp +17
Atk Options Awesome Smite, Divine Might, Power Attack, Shock Trooper, charging smite 2/day (+9 attack, 7 damage or 21 when charging)
Special Actions lay on hands 63 points/day, turn undead 12/day (+11, 2d6+13; 4th), wrath (sacrifice Wisdom to add to Strength, lasts 9 rounds)
Combat gear Angelhelm 1/day each (cure critical wounds, dispel evil [DC 17], resist energy [acid or cold]), heartseeker amulet 3/day (first attack is touch attack), raptor mask
Divine Crusader Spells Known (CL 9th):
9th (1/day)—storm of vengeance (DC 28)
8th (2/day)—greater shout (DC 27)
7th (3/day)—Tenser’s transformation
6th (3/day)—song of discord (DC 25)
5th (5/day)—righteous might
4th (5/day)—shout (DC 23)
3rd (5/day)—rage
2nd (5/day)—bull’s strength
1st (6/day)—rhino’s rush
Paladin Spells Prepared (CL 3rd):
1st—bless weapon, protection from evil
Spell-Like Abilities (CL 7th):
At will—detect evil
1/week—remove disease
Abilities Str 18, Dex 8, Con 13, Int 10, Wis 12, Cha 28
SQ aura of good
Feats Awesome Smite, Divine Might, Furious Charge*, Improved Bull Rush, Melee Weapon Mastery (slashing), Nymph’s Kiss, Power Attack, Shock Trooper, Weapon Focus (longsword), Weapon
Specialization (longsword)**
*Free Regional feat
**Bonus feat
Flaw Inattentive (-4 to Listen and Spot checks)
Skill Trick healing hands
Skills Climb +1, Concentration +16, Diplomacy +25, Handle Animal +14, Heal +6, Intimidate +12, Jump +1, Knowledge (nobility and royalty) +5, Knowledge (religion) +5, Ride +9, Sense Motive +3, Swim -7
Possessions combat gear plus +5 full plate, +2 animated heavy steel shield, Vengeance (+3 valorous longsword with [lesser] true-death crystal), cloak of Charisma +6, belt of giant Strength +4, gauntlets of war, ring of protection +2, ring of adamantine touch, tome of leadership and influence +3 [used], vest of resistance +3, 530 pp, 85 gp.

HISTORY
Roderrick was born in 1350 DR and grew up in the small town of Glister, in the foothills of the Galena Mountains. He was called to an early life of war when Glister was attacked by orcs and other humanoids in the spring of 1362 DR, resulting in the death of both of his parents. Though the creatures were repelled, the town took significant losses and Roderrick didn't want to remain there any longer. He stole into the back of a carrage heading out of town and eventually found his way to the Moonsea.

Finding whatever work one such as his age could muster along the docks of Phlan, he eventually scavenged up enough money for passage across the Moonsea to Mulmaster. Finding Mulmaster a distasteful and horrid place, he continued on his way south to the city of Tantras. Not having luck making any money there and expending what little he had to get there, he resorted to stealing for food. This, he was not good at.

In the late days of Yuktar, 1364 DR he attempted to swipe the coin-purse of a figure in the town square, which resulted in his capture. The target, a knight of the triad, saw desperation and fear in the boys eyes. Instead of taking him to the town's guard, he gave the boy an ultimatum to work for the clergy and temple of Torm in town. Reluctantly, Roderrick agreed. As the days passed to weeks and then months, Roderrick slowly came to accept that this was now his home. He started training in the ways of martial weapons and deepening his connection to the divine. While the holy site was dedicated to Torm, all who worshipped the Triad (and other lawful, and good deities) were welcomed here and he always felt himself pulled to the alcove dedicated to Tyr.

By 1369 DR, he had pledged himself to the patronage of Tyr and accepted the trials of becoming a Paladin. He passed each of the tests and becamse a full member of the Knights of Holy Judgement. There, he went into the countryside to fight evils and creatures abound.

TACTICS
Roderrick is a typical paladin, often attacking the creatures most evil and destructive that they can find. Due to this strong connection of Tyr, he's gained a considerable amount of power from this and can cast a few high level spells. He will often start an encounter by casting Righteous Might, giving him considerable size and strength. He will then charge into battle with Rhino's Rush to devestating effect. He will also ply his spells to any allies if they want (like Bull's Strength and Rage). If he's facing off against multiple foes, he'll use Shout against them. if the battle should go badly, he'll use Storm of Vengeance[/i], but only as a last resort.


Edited by - Diffan on 29 Mar 2021 21:39:41
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LordofBones
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Posted - 29 Mar 2021 :  02:19:25  Show Profile Send LordofBones a Private Message  Reply with Quote
You've got a typo up there; he's a divine crusader but you gave him levels in divine champion instead.
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Diffan
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Posted - 29 Mar 2021 :  21:38:56  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

You've got a typo up there; he's a divine crusader but you gave him levels in divine champion instead.



Ah, thanks for pointing that out!
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George Krashos
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Posted - 29 Mar 2021 :  23:19:20  Show Profile Send George Krashos a Private Message  Reply with Quote
quote:
Originally posted by Diffan

quote:
Originally posted by LordofBones

You've got a typo up there; he's a divine crusader but you gave him levels in divine champion instead.



Ah, thanks for pointing that out!



Interesting that class and levels appear nowhere in 5E NPC stat blocks. I mean you can tell when someone is a paladin, for example, but not what their level is - unless that's indicated by the CR level.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Wooly Rupert
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Posted - 29 Mar 2021 :  23:40:30  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by George Krashos


Interesting that class and levels appear nowhere in 5E NPC stat blocks. I mean you can tell when someone is a paladin, for example, but not what their level is - unless that's indicated by the CR level.

-- George Krashos



I don't get that. It's bugged me since I saw my first 5E statblock.

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Diffan
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Posted - 30 Mar 2021 :  15:14:28  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

quote:
Originally posted by Diffan

quote:
Originally posted by LordofBones

You've got a typo up there; he's a divine crusader but you gave him levels in divine champion instead.



Ah, thanks for pointing that out!



Interesting that class and levels appear nowhere in 5E NPC stat blocks. I mean you can tell when someone is a paladin, for example, but not what their level is - unless that's indicated by the CR level.

-- George Krashos



For me, the HD and CR kind of give it away. Jarlaxle, featured in Waterdeep: Dragon-Heist, has 19d8 HD and all the mechanics of a Rogue (Swashbuckler Archetype).

Edit for clarity sake, Jarlaxle might have 19 HD but is still only a Challenge 15. Lady Silverhand has 24 HD and only a Challenge 17, hence my apprehension to 5E's Challenge Rating system.

It's like the designers wanted their cake and eat it too in regards to monster/npc design. On one hand, I think 4E's stat-block design and concepts of non-conforming mechanics to PC methods are the best. I like my monsters and NPCs to be unique because they're not the stars, and aren't taking up much spotlight (if any) so if they have an ability that say...let's them wield a big halberd in one hand and a tower shield in the other, I make them that way. The math still plays out the same but they're different. This is why in most of my 4e stat blocks, I stat if they're an NPC or of they're monster.

3e and -I guess- prior to that, the rules that governed NPCs and PCs were quite similar. A 4th level Paladin NPC in 3.5 is likely made just as a PC one with maybe less gold or a lesser array. A monster with X amont if HD will have a formulaic progression of HP, saves, feats, etc. Sure, they can grab monstrous feats but they're still bound to say, taking a certain penalty to attacking wielding two-weapons.

5e, takes some cues from 3.5 in terms of spellcasting and (unfortunately) the Challenge Rating system but 4E in terms of some unique features and a bit if the meta regards to Math.

Edited by - Diffan on 30 Mar 2021 15:21:39
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Diffan
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Next up, an NPC (well, supposed to be but has monster stat block) from an area I never did - Turmish. I don't know much about the region, so this is my first attempt.

IME SALISU, TRANSMUTER; Level 7 Elite Controller
Medium Natural Humanoid, female human (Turmish); XP 600
Initiative +6; Senses Perception +6
HP 160; Bloodied 80
AC 22; Fortitude 19, Reflex 20, Will 21
Saving Throws +2
Speed 6
Action Points 1
STANDARD ACTIONS
(m) Battle Staff (At-Will * Weapon)
Attack: Melee 1 (one creature); +12 vs. AC (critical hit with a 19-20).
Hit 2d6 + 6 damage (or 18 + 2d8 on a critical hit)

(c) Capricious Earth (At-Will * charm, implement)
Attack: Area burst 2 within 5 (enemies in the burst); +10 vs. Will
Hit: 2d10 + 6 damage, and Ime slides the target up to 3 squares.
Miss: Ime can slide the target 1 square.

(r) Beast Curse (At-will * implement, polymorph) * Recharge 4, 5, 6
Attack: Ranged 5 (one hexed enemy); +10 vs. Fortitude.
Hit: Ime alters the target's physical form to appear as a tiny animal (usually a toad or rodent) until the end of Ime's next turn. While in this form, the target cannot use powers or make attacks.
MOVE ACTIONS
Hex Jump (Encounter * teleportation)
Effect: Close burst 5 (one hexed creature in burst). Ime and the target teleport, swapping places.

Winged Step (Encounter
Effect: Ime flys up to 6 squares and lands. This does not provoke opportunity attacks.
MINOR ACTIONS
Hex (At-Will 1/round * charm, implement)
Attack: Close burst 5 (one enemy in burst); +10 vs. Will.
Hit: The target is hexed until the end of Ime's next turn. While hexed, the target is slowed and takes a -2 penalty to attack and damage rolls against Ime.
REACTION
Shield (Encounter)
Trigger: Ime is the target of a melee or ranged attack.
Effect: Ime gains a +4 bonus to the defense targeted by the triggering attack until the end of Ime's next turn.
Alignment Good (NG); Languages Common, Draconic, Turmish
Skills Arcana +10, Nature +11
Str 10 (+3); Dex 11 (+3); Wis 17 (+6)
Con 16 (+6); Int 18 (+7); Cha 14 (+5)
Equipment robes, +2 Battle Staff

HISTORY
Ime (pronounced E-May) was born in 1453 DR in the town of Illowwood. The young girl showed remarkable promise with the Art and was soon enrolled to wizarding school of Tarth Moodra, a small but prestigious academy on the outskirts of Evenstar lake, near the once-capitol of Alaghôn. The rigors of the academy were difficult, causing Ime to reconsider her craft a handful of times. Yet with each setback, Ime persevered on - determined to see her training through to the end.

This perseverance paid off, as Ime discovered that she had a natural knack with the school of Transmutation. For her, the intricacies of magic with this school just seemed right and versatile. With her focus, she easily completed the remainder of her academics at Tarth Moodra and was soon sent out into the wider world.

Not exactly sure where, Ime decided to see the greater part of Faerûn and traveled to the new port at the Sea of Fallen Star. There, she applied her trade as a mercenary wizard aboard a few merchant sailing ships along the sea. By 1479 DR, Ime has garnered a reputation of being a powerful ally to have on the seas.

TACTICS
As a wizard, Ime has resources to all Rituals of 1st through 7th level. In battle - which is often aboard a sea sailing vessel - she starts off combat by Hexing the biggest or seemingly most dangerous enemy she can see and then tries to nullify their abilities by polymorphing them into a toad or rabbit.

Unlike most Wizards, Ime has no fear of getting into melee with her opponents. Her battle staff and shield spell are designed to be there to help her should she need them. A tactic Ime uses in desperation is jumping off the side of the ship she's on then using Hex Jump, swapping positions with an enemy on board. This is a gamble, however, since the monster is entitled to a save and if they succeed, Ime falls into the water.

Edited by - Diffan on 31 Mar 2021 17:52:06
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Diffan
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DREAON WHIPWIND; CR 16
hp
139 (16 HD)
Male Chondathan human duskblade 16
CN Medium humanoid
Init +5; Senses Listen +0, Spot +0
Languages Chondathan, Common, Dwarven, Elven
AC 30, touch 13, flat-footed 29
(+11 armor, +6 shield, +1 Dex, +2 deflection)
Resist fire 30
Fort +16, Ref +9, Will +13
Speed 30 ft. (6 squares)
Melee +3 shadowscourge mighty whip dagger of sweeping +27/+22/+17/+12 (1d6+11/x2) or +29/+24/+19/+14 (1d6+13/x2 plus 2d6) against shadow creatures
Reach 15-ft. with +3 shadowscourge mighty whip dagger of sweeping
Melee +1 impacting heavy mace +25/+20/+15/+10 (1d8+9/19-20) or
Melee +2 keen dagger +26/+21/+16/+11 (1d4+10/17-20)
Ranged +2 keen dagger +19 (1d4+10/17-20) within 10-ft.
Base Atk +16; Grp +24
Atk Options arcane channeling, Arcane Strike, Improved Trip (+14 trip), Power Attack
Special Actions quick cast 3/day
Combat gear potion of barkskin (3), potion of cure moderate wounds (2), potion of cure serious wounds (10), Keotome’s ointment, scroll of limited wish, scroll of acid fog, aporter shield 2/day (dimension door [psionic], 800-ft. line of sight)
Duskblade Spells Known (CL 16th; 1d20+20 to overcome spell resistance):
4th (6/day)—dimension door, enervation (+17 ranged touch)
3rd (8/day)—dispelling touch, greater magic weapon, ray of exhaustion (+17 ranged touch), vampiric touch (+24 melee touch)
2nd (10/day)—dimension hop, ghoul touch (+24 melee touch; DC 18), Melf’s acid arrow (+17 ranged touch; 5 rounds), scorching ray (+17 ranged touch)
1st (11/day)—chill touch (+24 melee touch), ray of enfeeblement (+17 ranged touch), resist energy, shocking grasp (+24 melee touch), true strike
0 (6/day)—acid splash (+17 ranged touch), disrupt undead (DC 16), ray of frost (+17 ranged touch), touch of fatigue (+24 melee touch; DC 16)
Spell-Like Abilities (CL 16th):
9/day—dancing lights, detect magic, flare, ghost sound, read magic
Abilities Str 26, Dex 12, Con 17, Int 23, Wis 11, Cha 10
SQ armored mage (medium armor, heavy shields), spell power +4
Feats Arcane Strike, Combat Casting, Combat Expertise, Exotic Weapon Proficiency (mighty whip dagger), Furious Charge, Greater Spell Penetration, Improved Trip, Knowledge Devotion, Obtain Familiar (humming bird), Power Attack, Spell Penetration
Flaw Black Sheep in the Family, Hunted
Skills Concentration +19 (+23 casting defensively), Knowledge (arcana) +25, Knowledge (dungeoneering) +25, Knowledge (nature) +25, Knowledge (the planes) +25, Knowledge (religion) +25, Search +7, Spellcraft +22
Possessions combat gear plus +3 shadowscourge mighty whip dagger of sweeping, +3 mithral full-plate, +2 keen dagger, +1 impacting heavy mace, armbands of might, belt of giant strength +6, boots of speed, cloak of resistance +3, gloves of Tarnnath of Vigilant, greater ring of energy resistance (fire), golemsbane scarab, headband of Intellect +4, ring of protection +2, +4 aporter heavy shield, dagger (3), PP 69, gp 19,903, sp 5

Edited by - Diffan on 18 Apr 2021 22:29:24
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Diffan
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Posted - 19 Apr 2021 :  02:57:35  Show Profile Send Diffan a Private Message  Reply with Quote
NATALI DOTSKI; CR 16
hp
110 (142 when raging) (16 HD)
Female Damaran human barbarian 1/ kensai 15
CG medium humanoid
Init +8; Senses Listen +0, Spot +3
Languages Common, Elven, Shou
AC 28, touch 17, flat-footed 24; (-2 AC when raging)
(+11 armor, +4 Dex, +3 deflection)
Resist displacement (20% miss chance)
Fort +18 (+20 when raging), Ref +14, Will +9 (+11 when raging)
Speed 30-ft. (6 squares)
Melee +5 keen fullblade [lesser truedeath crystal] +36/+31/+26/+21 (2d8+23/17-20, plus 1d6 against undead) or
Melee +5 keen fullblade [lesser truedeath crystal] +33/+33/+28/+23/+18 (2d8+23/17-20, plus 1d6 against undead) with rain of blows or
Melee +5 keen fullblade [lesser truedeath crystal] +31/+26 (2d8+23/17-20, plus 1d6 against undead) as a Standard action with Slashing Flurry or
Melee +5 keen fullblade [lesser truedeath crystal] +30/+30/+30/+25/+20/+15 (2d8+23/17-20, plus 1d6 against undead) with storm of blows
Base Atk +16; Grp +23
Atk Options Combat Reflexes, pounce, Power Attack, rage 1/day (+4 Str, +4 Con, +2 Will, -2 AC; 7 rounds), Shock Trooper
Combat gear angelhelm 1/day each (cure critical wounds, dispel evil [DC 17], resist energy [acid or cold]), deathstrike bracers 3/day, heartseeker amulet 3/day, third eye clarity 1/day, winged boots
Abilities Str 24, Dex 18, Con 12, Int 14, Wis 10, Cha 8
SQ kensai weapon +4, rain of blows, storm of blows
Feats Blind-Fight, Combat Reflexes*, Exotic Weapon Proficiency (fullblade)*, Greater Weapon Focus (fullblade)*, Improved Bull Rush, Improved Initiative*, Melee Weapon Mastery (slashing), Power Attack, Robilar’s Gambit, Shock Trooper, Slashing Flurry, Weapon Focus (fullblade)*, Weapon Specialization (fullblade)*
*Bonus Fighter Feat
Skills Balance +20, Concentration +11, Craft (weaponsmithing) +16, Jump +23 (+25 when raging), Listen +2, Swim +20 (+24 when raging), Tumble +20
Possessions combat gear plus +5 mithral breastplate, +5 keen fullblade [lesser crystal of truedeath], belt of giant strength +6, ring of adamantine touch, ring of protection +3, cloak of minor displacement, vest of resistance +4, gloves of Dexterity +4.
Kensai Weapon (Ex): Natali has chosen the fullblade as her kensai weapon. When making attacks with her chosen weapon, she receives a +4 bonus to all attack and damage rolls.
Rain of Blows (Ex): When taking the full-attack action with her chosen weapon (fullblade), Natali can choose to suffer a -3 penalty to all attack rolls in the round and make an additional melee attack at her highest attack bonus.
Rage (Ex): Once per day, as a free action, Natali can fly into a rage gaining a +4 bonus to her Strength and Constitution scores and a +2 morale bonus to Will saves, but gaining a -2 penalty to her AC. She also gains 2 hit points per level however these go away when the rage ends. Natalis rage last for 7 rounds and during her rage, she cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magical items that require a command word, a spell trigger, or spell completion to function. Once his rage ends Natali is fatigued for the duration of the current encounter.
Storm of Blows (Ex): As with rain of blows, however Natali can choose to suffer a -6 penalty to all attack rolls in the round and make two additional melee attacks at her highest attack bonus.

Kensi was described as a Fighter alternative class feature, published in Dragon Magazine #310, pg 36.

HISTORY
Hailing from a small village south-west of the town of Kront, in The Great Dale, Natali grew up as most human children her age did in this walled village. She and her 4 sisters did most of the chores as her parents worked their trade of tanners in town. One day, a dozen bald men wearing red robes came into village and asked for trade, many bars of gold for talented peoples to go back with them to their lands. Of course the people refused, which caused the men to become angry. Later that night, the men and their hired guards attacked the town. These were treacherous Red Wizards and burned half the village down, taking as many slaves as they could before the town beat them back. One such unfortunate soul was Natali.

Once in Thay, they discerned that Natali did not have the knack for casting magic and so, left her up as hired work. She was bought by one of the gladiatorial owners who put her to work cleaning out the pens of the gladiators. Speaking with them, she became enthralled by the notion of possibly winning her freedom in the games. Over the next several years, she befriended many gladiators and learned all she could. One such gladiator was a slave from Kara-Tur. He taught her the ways of the Kensi, being one with a particular weapon and honing her skills with that weapon until it was an extension of herself. Slowly she adopted this style until she herself entered the arena. In a matter of years, she became the best gladiator in southern Thay, earning her the reputation of the Steel Dragon (named after her weapon).

It became apparent to Natali that the owner of the arena would never truly lose his prized gladiator and she was able to stage an escape with the help of some other slaves. She took what she could, including her signature weapon, and was able to flee West, back towards her hometown. But once she got there, it was a totally different place. And her sisters and parents had left years ago. So, the Steel Dragon has made it her mission to seek them out. Currently, as of 1375 DR, she is roaming the The Dragon Reach on a lead about her family's possible location in Mulmaster.

TACTICS
Natali, a high-leveled warrior, is a cautious and calculating swordswoman. She rarely engages enemies unless all negotiation and diplomacy has failed and even intimidation cannot be relied upon. If battle does commence, she quickly assesses who the greatest threat could be, often targeted those who can cast magic (not only because it's a sound tactic, but unconsciously she hates magic-users) and dispenses with them first. She often starts off combat with a move and slashing flurry. If they're easily hit, she'll fully embrace Storm or Rain of blows to devastating effect. If faced with a more competent foe, she will make regular attacks OR attempt to charge, power-attack, and put everything into a quick all-out assault.

When she engaged Red Wizards or people of Thay, she must make a DC 15 Will save or fly into a rage, and engage them immediately. She will Rage, Charge, Power-Attack, then Pounce with Storm of Blows to completely annihilate her opponent.

Edited by - Diffan on 19 Apr 2021 03:18:19
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Diffan
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4426 Posts

Posted - 20 Apr 2021 :  15:38:12  Show Profile Send Diffan a Private Message  Reply with Quote
BROK YARTIN; CR 11
hp
110 (11 HD)
Male Illuskan human fighter 11
NE Medium humanoid
Init +5; Senses Listen -4, Spot -4
Languages Common, Illuskan
AC 23, touch 14, flat-footed 20
(+5 armor, +3 Dex, +4 shield, +1 deflection)
Fort +10, Ref +8, Will +3
Speed 30 ft. (6 squares)
Melee +2 handaxe with greater crystal of return +21/+16/+11 (1d6+11/x3) or
Melee +2 handaxe with greater crystal of return +19/+14/+9 (1d6+11/x3) and +2 bashing razored heavy steel shield +16 (2d6+4/x2)
Ranged +2 handaxe with greater crystal of return +21/+16/+11 (1d6+11/x3) or
Ranged mwk composite longbow (Str +4) +15/+10/+5 (1d8+4/x3)
Base Atk +11; Grp +16
Atk Options sneak attack 6d6+11
Combat gear boots of swift passage 5/day (20-ft. teleport)
Abilities Str 21, Dex 16, Con 13, Int 11, Wis 12, Cha 10
Feats Agile Shield Fighter, Craven, Improved Shield Bash, Melee Weapon Mastery (slashing), Shield Specialization (heavy), Thug, Weapon Focus (handaxe), Weapon Specialization (handaxe)
Skills Climb +14, Intimidate +14, Jump +14, Swim +12
Flaws Inattentive (-4 to Listen and Spot checks), Weak Will (-3 on Will saves)
Possessions +2 handaxe with greater crystal of return, +2 bashing spiked razored steel shield with +1 razors, +3 studded leather, cloak of resistance +2, ring of protection +1, belt of giant strength +4, glove of Dexterity +2, plus 100 pp, 239 gp.
Sneak Attack (Ex): If Brok can catch an opponent when they are unable to defend themselves effectively from his attacks, he can strike a vital spot for extra damage. Brok deals 6d6+11 damage to any foe he flanks or against any foe that is flat-footed or any foe within 30-ft. that is flat-footed. This does not work against creatures without discernable anatomies — undead, constructs, oozes, plants, and incorporeal creatures.

HISTORY
Brok, being from the North, was raised in a dirty hovel, part of the poorest sections of Luskan. He grew up being abused and neglected. For safety, he quickly turned to the youth gangs that ran parts of the northern shores of Luskan streets, gaining notoriety as a bully and tough for the gang leaders. At heart, however, Brok was still a very frightened child. As he grew up, his level of violence was only exceeded by his greed and he rose up quickly within the ranks of the gang to become 2nd only to the crime lord of the Razors. One day, he found the crime lord dead in his 3rd level room of their headquarters - overdosed on Mordayn Vapor aka "Dreammist". Panicked, Brok plunged the nearest knife into the crime lords back and threw him publicly out the window. He then declared himself the new Boss of the Razors.

TACTICS
Brok will always bee a coward to some degree. He will never fight an open conflict and would rather stalk up and attack his enemies in secret. Still, he's an imposing man with a number of magical trinkets to keep the edge in his favor. When he has the advantage, he'll often start off by throwing his Hand-axe at his flat-footed opponent, hoping to inflict significant damage from afar.

He will also never fight a battle alone. He often has 3-4 thugs with him in combat, to give himself opportunities to use his Sneak Attack as much as possible. In these situations, he will attack with both his handaxe and razored shield, both of which he had enchanted. If the fight even remotely begins to turn against his favor, he will flee by foot or with the use of his special magical boots to fight another day. He has absolutely zero loyalty to any under his command.

Edited by - Diffan on 20 Apr 2021 15:38:54
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