Author |
Topic |
Diffan
Great Reader
USA
4438 Posts |
Posted - 05 Dec 2010 : 14:39:45
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Pharaxus Torrendol: Male Halruaan warmage 14/ archmage 2; CR 16; Medium humanoid (human); HD 14d6+14 plus 2d4+2; hp 79; Spd 30 ft.; AC 28, touch 15, flat-footed 25; Base Atk +8; Grp +9; Atk +11 melee (1d6+3/x3, +2 quarterstaff of spell-storing) or +10 melee (1d4+1/19-20, mwk dagger) or +13 ranged touch (disintegrate effect (DC 24), prismatic ray effect (DC 24), or force missiles effect; CL 16th, +2 quarterstaff of spell-storing); Full Atk +11/+6 melee (1d6+3/x3, +2 quarterstaff of spell-storing) or +10/+5 melee (1d4+1/19-20, mwk dagger); SA warmage edge; SQ armored mage (medium), advanced learning (floating disc), eclectic learning (dimension hop, greater invisibility), spell power +1, mastery of shaping; AL LN; SV Fort +8, Ref +11, Will +15; Str 12, Dex 16, Con 12, Int 20, Wis 10, Cha 24 Skills and Feats: Concentration +18, Craft (alchemy) +13, Intimidate +22, Knowledge (arcana) +22, Knowledge (history) +15, Knowledge (the plains) +14, Listen +6, Spellcraft +24, Spot +6; Craft Staff, Skill Focus (spellcraft), Spellcasting Prodigy, Spell Focus (conjuration), Spell Focus (Evocation), Spell Penetration, Sudden Empower, Sudden Enlarge, Sudden Maximize. Languages: Common, Draconic, Elven, Ignan Advanced Learning (Ex): Pharaxus has added floating disc to his spell list. Armored Mage (Ex): Pharaxus can wear medium and light armor with no chance of arcane spell failure. Eclectic Learning (Ex): Pharaxus has added dimension hop and greater invisibility to his spell list, though they both are one spell level higher than they’re description. Mastery of Shaping: Pharaxus can alter the area and effect of his spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. Spell Power: Pharaxus’s effective caster level is increased by 1. Warmage Edge (Ex): Pharaxus adds his Int modifier to damage from his spells. Warmage Spells Known (6/8/8/8/8/7/7/6/4 per day; CL 17th; 1d20+19 to overcome SR): 0-acid splash, disrupt undead, light, ray of frost; 1st-accuracy, burning hands (DC 19), chill touch (DC 18), fist of stone, floating disc, hail of stone, magic missile, orb of acid [lesser], orb of cold [lesser], orb of electricity [lesser], orb of fire [lesser], orb of sound [lesser], shocking grasp, true strike; 2nd-acid arrow, blades of fire, continual flame, fireburst (DC 20), fire trap (DC 19), flaming sphere (DC 20), ice knife (DC 20), pyrotechnics (DC 20), scorching ray, shatter (DC 20), whirling blade; 3rd-dimension hop, fire shield, fireball (DC 21), flame arrow, gust of wind (DC 20), ice storm, lightning bolt (DC 21), poison (DC 20), ring of blades, sleet storm, stinking cloud (DC 21); 4th-black tentacles, blast of flame (DC 22), contagion (DC 21), orb of acid (DC 22), orb of cold (DC 22), orb of electricity (DC 22), orb of fire (DC 22), orb of force (DC 22), orb of sound (DC 22), phantasmal killer (DC 21), shout (DC 22), wall of fire; 5th-arc of lightning (DC 23), cloud kill (DC 23), cone of cold (DC 23), fire shield [mass] (DC 23), fireburst [greater] (DC 23), flamestrike (DC 23), greater invisibility, prismatic ray (DC 23); 6th-acid fog, blade barrier (DC 24), chain lightning (DC 24), circle of death (DC 23), disintegrate (DC 23), fire seeds (DC 24), freezing sphere (DC 24), transformation; 7th-delayed fireball blast (DC 25), earthquake (DC 25), finger of death (DC 24), fire storm (DC 25), mage’s sword, prismatic spray (DC 25), sunbeam (DC 25), waves of exhaustion; 8th-horrid wilting (DC 25), incendiary cloud (DC 26), polar ray, prismatic wall (DC 25), scintillating pattern, shout [greater] (DC 26), sunburst (DC 26). Possessions: Pharaxus’s Staff (+2 quarterstaff of spellstoring, 50 charges), +5 mithral full-plate of death warding, cloak of charisma +4, headband of intellect +4, gloves of dexterity +2, amulet of health +2, boots of speed, ring of protection +2, ring of feather falling, vest of resistance +4.
Sources Used: Complete Arcane, Player's Handbook, Player's Handbook II, Dungeon Master's Guide, and Spell Compendium.
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Diffan
Great Reader
USA
4438 Posts |
Posted - 05 Dec 2010 : 16:14:40
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Braela Traelstarr: Female Damaran paladin 5 (Mystra)/ knight of the weave 2; CR 7; Medium humanoid (human); HD 5d10+10 plus 2d8+4; hp 57; Init +1; Spd 30 ft.; AC 21, touch 11, flat-footed 20; Base Atk +6; Grp +8; Atk +9 melee (1d8+3/x3, +1 valorous lance) or +9 melee (2d6+3/19-20, mwk greatsword) or +7 ranged (1d8+2/x3, composite longbow [Str +2]); Full Atk +9/+4 melee (1d8+3/x3, +1 valorous lance) or +9/+4 melee (2d6+3/19-20, mwk greatsword) or +7/+2 ranged (1d8+2/x3, composite longbow [Str +2]); SA smite evil 2/day, turn undead 8/day (+5, 2d6+8, 3rd); SQ armored caster, aura of courage, aura of good, detect evil, detect magic, divine grace, divine health, lay on hands 25/day, read magic, special mount 1/day; AL LG; Fort +14, Ref +6, Will +6; Str 15, Dex 13, Con 15, Int 12, Wis 12, Cha 20. Skills and Feats: Concentration +3, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Diplomacy +10, Handle Animal +8, Heal +4, Intimidate +5, Knowledge (arcana) +2, Knowledge (history) +2, Knowledge (nobility/royalty) +2, Knowledge (religion) +4, Professon (any) +1, Ride +9, Sense Motive +3, Spellcraft +4, Spot +2, Use Magical Device +5; Calvary Charger, Mounted Combat, Spirited Charge, Trample. Languages: Aglarondan, Common, Elven. Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Braela gains a +4 moral bonus on saving throws against fear effects. Armored Spellcaster: Braela can cast her arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Detect Evil (Sp): Detect evil at will, as the spell. Detect Magic (Sp): Detect magic at will, as the spell. Divine Health (Ex): Immune to disease. Read Magic (Sp): Read Magic, at will, as the spell. Smite Evil (Su): Twice per day, Braela can attempt to smite evil with one normal melee attack. She adds +5 to her attack roll and deals an extra 5 points of damage. Special Mount (Sp): Once per day for up to 10 hours, Braela can call upon her heavy warhorse as a full-round action. The creature's abilities and statistics are summarized below: Knight of the Weave Spells Prepared (caster level 2nd): 1st-magic missile, shield* *: Already Cast Paladin Spells Prepared (caster level 2nd): 1st-Rhino's Rush
Heavy Warhorse (special paladin mount); CR -; Large magical beast (extraplanar); 6d8+18; hp 46; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base Atk +4, Grp +12; Atk +8 melee (1d6+4, hoof); Full Atk +8/+8 melee (1d6+4, 2 hooves) and +3 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ improved evasion, low-light vision, scent, share spells, share saving throws; SV Fort +8, Ref +6, Will +3; Str 18, Dex 13, Con 17, Int 6, Wis 13, Cha 6. Skills and Feats: Jump +13, Listen +5, Spot +5; Dieheard, Endurance, Run.
Possessions: +1 mithral breastplate, +1 valorous lance, cloack of Charisma +2, vest of resistance +1, 2 potions of cure serious wounds (CL 10th), masterwork greatsword, composite longbow [Str +2] with 20 arrows and 10 +1 arrows.
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Diffan
Great Reader
USA
4438 Posts |
Posted - 05 Dec 2010 : 16:24:49
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Male Rashemi: rogue 2/ hexblade 4; CR 6; HD 2d6+4 plus 4d10+8; hp 44; Init +3; Spd 30 ft.; AC 20, touch 14, flat-footed 17; Base Atk +5; Grp +7; Atk +8 melee (1d10+4/19-20, +1 heavy flail) or +9 ranged (1d8+1/19-20, light crossbow); SA hexblade's curse 1/day, sneak attack +1d6; SQ arcane resistance, dark companion, evasion, mettle, trapfinding; AL any; SV Fort +4, Ref +7, Will +5 (+4 to saves against spells and spell-like effects); Str 15, Dex 17, Con 14, Int 13, Wis 12, Cha 18. Skills and Feats: Appraise +1, Balance +3, Bluff +9, Climb +5, Concentration +9, Craft (any) +2, Decipher Script +3, Diplomacy +8, Disable Device +6, Disguise +4, Escape Artist +2, Forgery +1, Gather Information +4, Hide +5, Intimidate +12, Jump +7, Knowledge (arcana) +2, Knowledge (local Rasheman) +3, Listen +3, Move Silently +4, Open Lock +5, Perform (any) +7, Profession (any) +2, Search +1, Sense Motive +3, Sleight of Hand +5, Spellcraft +6, Spot +3, Swim +2, Tumble +3, Use Magic Device +8, Use Rope +4; Combat Expertise, Dreadful Wrath, Improved Trip, Power Attack. Languages: Common, Goblin, Rashemi. Arcane Resistance (Su): Gain a bonus equal to Charisma modifier on saving throws against spells and spell-like effects. Dark Companion (Ex): You conjure an illusory panther from the darkness of night to be your companion. Any enemy adjacent to your dark companion takes a -2 penalty to saving throws and AC. Your companion's speed equals yours, acts during your turn, and it follows your mental commands perfectly. Since it has no real substance, it cannot attack or otherwise affect creatures or objects. To gain this class feature, the hexblade has given up the ability to summon a familiar. Evasion (Ex): If the hexblade is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw. Hexblade's Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target takes a -2 penalty on attacks, saving throws, ability checks, skill checks, and weapon damage rolls for 1 hour. A successful Will save (DC 16) negates the effect. The target must be visable to the hexblade and within 60 feet. Any foe who resist the effect cannot be affected again by the same curse for 24 hours. Mettle (Ex): If the hexblade is exposed to any effect that normally allows him to attempt a Fortitude or Will saving throw to negate or for half damage, he takes no damge with a successful saving throw. Sneak Attack (Ex): He 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): 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. Hexblade Spells Known (1 per day; caster level 2nd): 1st-distract assailant (DC 15), undectable alignment. Possessions: +2 chain shirt, +1 heavy flail, armbands of might, ring of protection +1, light crossbow with 20 +1 bolts, 10 silver bolts, 20 masterwork bolts, spell component pouch.
Sources Used: PHB, DMG, Magical Item Compendium[sup]MIC[/sup], Complete Warrior, PHB II, Complete Adventurer, Player's Guide to Faerun. |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 05 Dec 2010 : 16:30:59
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Sir Argath Blackblade; CR 4 Male Illuskan knight 4 LE medium humanoid (human) Init +1; Senses Listen +2, Spot +2 Languages Common, Illuskan ======================================================================== AC 22, touch 12, flat-footed 21; shield block +1 (+8 armor, +2 shield, +1 Dex, +1 deflection) hp 42 (4 HD) Fort +5, Ref +3, Will +7 ======================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee +1 bastard sword +9 (1d10+4/19-20) or Melee dagger +7 (1d4+3/19-20) Base Atk +4; Grp +7 Atk Options Cleave, Power Attack, fighting challenge (+1), test of mettle ======================================================================== Abilities Str 16, Dex 12, Con 16, Int 10, Wis 14, Cha 16 SQ armor mastery (medium), knight’s challenge 5/day, knight’s code Feats Cleave, Mounted Combat[sup]B[/sup], Power Attack, Weapon Focus (bastard sword) Skills Climb +7 (+1 in armor), Handle Animal +4, Intimidate +6, Jump +6 (0 in armor), Knowledge (nobility and royalty) +3, Ride +8, Swim +3 (-3 in armor) Possessions +1 bastard sword, masterwork heavy steel shield, masterwork full plate, standard adventuring gear, dagger, cloak of resistance+1, 230 gp in coins. ======================================================================== Armor Mastery (Ex): Argath can ignore the standard speed restriction for wearing medium armor. Fighting Challenge (Ex): As a swift action, Argath can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater or equal to his level minus 2. If the target meets those requirements, Argath gains a +1 moral bonus on Will saves, attacks, and damage rolls for seven rounds against that opponent. Knight’s Challenge: Argath can issue a fighting challenge or test of mettle five times per day. Knight’s Code: Argath does not gain bonuses when flanking, never strikes a flat-footed opponent, and never deals lethal damage to a helpless foe. If he violates this code, he looses one of his knight’s challenges for the day, (if he has none, then he takes a -2 on attack rolls and saves for the rest of the day.) Shield Block (Ex): During his action, Argath can designate a single opponent as the target of this ability and gain a +1 shield bonus against that opponent. Test of Mettle (Ex): As a swift action, Argath can expend one of his knight’s challenge ability to cause all enemies within 100 ft. with a CR greater than or equal to his level minus 2 to make a Will save DC 15. If they fail, they are forced to attack him with their melee, ranged, or spell attacks in preference over other targets. ======================================================================== Description: Sir Argath is tall and broad shouldered. He boasts much about his prowess and can easily back it up in battle. His ego is large and he never backs down from a fight. In battle, he abides by the rules of fair combat, but when things become dangerous or over his head, he's doesn't have qualms about cheating or taking advantage of his opponent. He’s the leader of the Black Blade gang.
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Edited by - Diffan on 12 Feb 2012 06:08:29 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 05 Dec 2010 : 16:36:58
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Luth Beresk; CR 4 Male Chondathan sorcerer 4 LE Medium humanoid (human) Init +3; Senses Listen +1, Spot +1 Languages Chondathan, Common, Illuskan, Infernal ======================================================================== AC 18, touch 14, flat-footed 15 (+4 armor potion of mage armor, +3 dex, +1 deflection) hp 18 (4 HD) Fort +3, Ref +4, Will +5 (+2 to SV against fire and poison spells) ======================================================================== Speed 30 ft. (6 squares) Melee mwk longspear +4 (1d8+1/x3) Ranged dart +5 (1d4+1/x2) Base Atk +2; Grp +3 Atk Options infernal howl (2d6 per level; Fort DC 14+spell level) Combat Gear wand of no light (20 charges), potion of mage armor (1) Sorcerer Spells Known (CL 4th, 6th for summon spells) 2nd (4/day)—summon monster II 1st (7/day)—charm person (DC 15), enlarge person, orb of electricity (+5 ranged touch) 0 (6/day)—detect magic, light, open/close, ray of frost (+5 ranged touch), touch of fatigue (DC 14), unnerving gaze (DC 14) ======================================================================== Abilities Str 12, Dex 16, Con 15, Int 15, Wis 13, Cha 18 SQ meta-magic specialist 5/day Feats Infernal Sorcerer Heritage, Infernal Sorcerer Howl, Still Spell Skills Bluff +11, Concentration +14, Craft (poisonmaking) +6, Knowledge (arcana) +9, Profession (apothecary) +3, Spellcraft +9 Possessions combat gear plus ring of protection +1, masterwork longspear, (10) darts, tunic of steady spellcasting, standard adventuring gear, spell component pouch, 85 gp. ======================================================================== Metamagic Specialist: Luth can apply metamagic feats that he knows to his sorcerer spells without increasing the casting time five times per day. By gaining this ability, he cannot aquire a familiar ======================================================================== Description: Luth is a secretive and quite person. He usually keeps to himself and rarely talks, even to his other companions. When not wearing his cowl, he is seen with short curly blond hair and a young handsome face. Not much is known about his past but one assumes that he is hiding from something or someone.
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Edited by - Diffan on 24 Sep 2011 14:29:42 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 05 Dec 2010 : 17:56:19
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Talindra Wavesilver; CR 4 Female half-moon elf scout[sup]CAd[/sup] 4 LE Medium humanoid (elf) Init +5; Senses low-light vision; Listen +7, Spot +7 Languages Chrondathan, Common, Elven, Illuskan, Orc ======================================================================== AC 18, touch 14, flat-footed 18; skirmish +1 (+4 armor, +4 dex) hp 28 (4 HD) Immune sleep Fort +4, Ref +8, Will +4 (+6 against enchantments) ======================================================================== Speed 30 ft. (6 squares) Melee mwk fever iron shortsword +5 (1d6+3, plus 1 fire/19-20) and shortsword +4 (1d6+3/19-20) Ranged +1 composite shortbow (+2 Str) +8 (1d6+3/x3) Base Atk +3; Grp +6 Atk Options skirmish (+1d6), Point Blank Shot ======================================================================== Abilities Str 16, Dex 18, Con 14, Int 12, Wis 16, Cha 10 SQ trackless step, trap-finding, uncanny dodge Feats Point Blank Shot, Precise Shot, Two-Weapon Fighting Skills Balance +11, Climb +8, Diplomacy +2, Escape Artist +9, Gather Information +2, Hide +13, Jump +10, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +8, Move Silently +11, Ride +6, Search +5, Survival +6, Swim +5, Tumble +9, Use Rope +4 Possessions +1 composite shortbow (+2 Str) with 10 masterwork arrows, masterwork fever iron shortsword, masterwork living metal chain-shirt, shortsword, 20 arrows, standard adventuring gear, camouflage kit (7 uses), flash pellet (2), 35 gp in coins. ======================================================================== Battle Fortitude (Ex): Talindra gains a +1 competence bonus on Fortitude saves and Initiative checks. Fast Movement (Ex): Talindra gains a +10 foot enchancement bonus to her base land speed. Skirmish (Ex): Talindra does an extra 1d6 points of damage on any round in which she moves at least 10 feet. Also, she gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. Trackless Step (Ex): Talindra cannot be tracked in natural surroundings. Trapfinding (Ex): Talindra 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. Uncanny Dodge (Ex): Talindra retains her Dexterity bonus to Armor Class even when flat-footed or targeted by an unseen foe (she still loses this bonus if paralyzed or otherwise immobile). ======================================================================== Description: Talindra looks like a short moon elf with pale skin, short black hair with streaks of silver through it, and gold flecked brown eyes. She is petite but rough in a tom-boyish way and her humor would make even a dwarf blush. She helped Sir Argath start the Black Blades.
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Ayrik
Great Reader
Canada
7989 Posts |
Posted - 05 Dec 2010 : 18:06:52
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Talindra's interesting, plus Mistress Kethra and Kael'inor Sylellion (and a platoon of no-name mercs) to round off a wandering pack of Zhentish trouble. |
[/Ayrik] |
Edited by - Ayrik on 07 Dec 2010 03:30:27 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 05 Dec 2010 : 18:20:29
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Glad you like them Arik!
I'm trying to keep things sort of random, though there is an little bit of an overbundance of Clerics now that I look at the posts, lol.
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Diffan
Great Reader
USA
4438 Posts |
Posted - 05 Dec 2010 : 18:25:26
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Here's one thats sorta interesting. Taking a monster and adding some class levels to it.
Arcadian Avenger; CR 15 Crusader 9 (Tyr) LG medium outsider (extraplanar, good, lawful) Init +7; Senses darkvision 60 ft.; Listen +12, Spot +12 Languages Celestial, Common ======================================================================== AC 27, touch 13, flat-footed 24 (+7 armor, +3 Dex, +1 shield, +6 natural) hp 132 (17 HD) Fort +15, Ref +12, Will +11; zealous surge ======================================================================== Speed 30 ft. (6 squares); fly 30 ft. (good) Melee +1 holy longsword +22/+17/+12/+7 (1d8+5 plus 2d6 against evil/19-20) or Melee +1 holy longsword +20/+15/+10/+5 (1d8+5 plus 2d6 against evil/19-20) and +1 holy longsword +20/+15/+10/+5 (1d8+5 plus 2d6 against evil/19-20) Base Atk +17; Grp +20 Atk Options aligned strike (good, lawful), blade rend, furious counterstrike, smite evil 1/day (+1 attack, +9 damage), steely reslove 15, wrath Special Actions elude chance ======================================================================== Maneuvers and Stances (IL 9th): Stances--bolstering voice (1st), iron guard's glare (1st), thicket of blades (3rd) Strikes--battle leader's charge (2nd), bonecrusher (3rd)*, charging minotaur (1st), divine surge (4th)*, leading the attack (1st), radiant charge (5th)*, revitilizing strike (3rd)*, white raven strike (4th)* Boosts--shield block (2nd) Disciplines: Devoted Spirit, Stone Dragon, White Raven * Readied maneuver ======================================================================== Abilities Str 18, Dex 16, Con 16, Int 10, Wis 12, Cha 13 Feats Improved Initiative, Improved Two-Weapon Fighting, Oversized Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Pounce, Two-Weapon Fighting Skills Balance +15, Concentration +9, Diplomacy +12, Intimidate +13, Jump +2, Knowledge (arcana) +5, Knowledge (religion) +6, Knowledge (the planes) +11, Martial Lore +8, Sense Motive +13 Possessions +2 mithral breastplate, 2 +1 holy longswords, gauntlets of Strength +2 ======================================================================== Blade Rend (Ex): If an Arcadian avenger hits a single target with at least one attack from each of her swords during a full attack, she deals an extra 2d6 points of damage. Elude Chance (Su): Three times per day, as an immediate action, an Arcadian avenger can tap directly into the power of law, allowing her to avoid the uncertainty of chance. When an Arcadian avenger activates this ability, her next melee attack or saving throw is treated as if the result of the die roll were 10. Furious Counterstrike (Ex): The Arcadian avenger can channel her pain into a boiling rage that gives her a +3 to attack and damage for 1 round if she has 15 points or more in her delayed damage pool. Indomitable Soul (Ex): The Arcadian avenger adds her Charisma bonus to her Will saves. This ability does not stack with a paladin’s divine grace ability. Smite Evil (Ex): Once per day, the Arcadian avenger can attempt to smite evil with one normal melee attack. She adds +1 to her attack roll and deals an extra 9 points of damage. Steely Resolve (Ex): The Arcadian avenger has a delayed damage pool that can soak up to 15 points of damage every round. At the end of the round, the damage goes through and it resets back to 0. Wrath (Ex): Any time an Arcadian avenger sees an ally fall in battle, she gains a +2 morale bonus to melee damage rolls, which lasts for 1 minute. Zealous Surge (Ex): Once per day, the Arcadian avenger 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.
Sources Used: PHB, DMG, MM 5, Tome of Battle, PHB 2
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Diffan
Great Reader
USA
4438 Posts |
Posted - 07 Dec 2010 : 03:21:35
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This guy was breifly described in the FRCS as a commander of the Purple Dragon Knights in Thunderstone (or possibly Wheloon). I figured I'd give him a nice stat block instead of just some random levels and classes.
Faril Laheralson, Purple Dragon Commander; CR 10 Male Tethyrian human fighter 7/ ranger 3 LG Medium humanoid Init +5; Senses Listen +3, Spot +3 Languages Chondathan, Common ======================================================================== AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +3 shield) hp 87 (10 HD) Fort +13, Ref +8, Will +6 ======================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee +1 goblinoid bane longsword +16/+11 (1d8+7/19-20) or Melee +1 goblinoid bane longsword +20/+15 (1d8+11/19-20 plus 2d6) against goblinoids Ranged mwk composite longbow (Str +4) +12/+7 (1d8+4/x3) or Ranged mwk composite longbow (Str +4) +10/+10/+5 (1d8+4/x3) with Rapid Shot Base Atk +10; Grp +14 Atk Options Cleave, Power Attack, Shock Trooper, favored enemy (+2 goblinoids) Combat Gear 2 potions of cure moderate wounds, 1 potion of restoration ======================================================================== Abilities Str 18, Dex 12, Con 16, Int 11, Wis 12, Cha 13 SQ combat style (archery), wild empathy Feats Cleave, Endurance, Improved Bull Rush, Improved Initiative, Leadership, Mounted Combat, Power Attack, Rapid Shot, Ride-by-Attack, Shock Trooper, Track, Weapon Focus (longsword), Weapon Specialization (longsword) Skills Climb +9 (+3 in armor), Concentration +4, Craft (weaponsmithing) +5, Handle Animal +5, Heal +4, Intimidate +5, Jump +9 (+6 in armor), Knowledge (Cormyr local) +3, Knowledge (dungeoneering) +2, Knowledge (geography) +2, Profession (soldier) +3, Ride +5, Search +4, Survival +4, Swim +4 (-8 in armor), Use Rope +2 Possessions Cormyrian Goblinthrasher (+1 goblinoid bane longsword), Cormyrian Greatshield (+1 arrow deflection large steel shield), +2 full plate, surcoat of resistance +2, masterwork composite longbow with 10 silvered arrows, 10 cold iron arrows, 20 masterwork arrows
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Edited by - Diffan on 12 Feb 2012 06:09:33 |
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Rhewtani
Senior Scribe
USA
508 Posts |
Posted - 07 Dec 2010 : 16:01:07
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Consider this thread bookmarked. :) |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 07 Dec 2010 : 16:42:49
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Well thank you :)!
Requests for a specific character, or maybe some random bandits? |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 07 Dec 2010 : 18:01:22
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Kallious Solinnodel: Male Moon elf fighter 6/ blade dancer 4/ tempest 2; CR 12; Medium humanoid (elf); HD 12d10+12; hp 103; Spd. 30 ft.; AC 25, touch 17, flat-footed 19; Base Atk +12; Grp 15; Atk +19 melee (1d8+4/15-20, +1 keen slimblade) or +16 melee (1d4+2/19-20, mwk silver dagger) or +19 ranged (1d8+4/x3, +1 composite longbow [Str +3]); Full Atk +19/+14 melee (1d8+4/15-20, +1 keen slimblade) and +16/+11 (1d4+2/19-20, mwk silver dagger) or +19/+14 ranged (1d8+4/x3 +1 composite longbow [Str +3]); SA ambidexterity; SQ blade dance +2, blade finesse, elven traits, uncanny dodge; SV Fort +14, Ref +13, Will +6 (+2 against enchantment); Str 16, Dex 23, Con 12, Int 12, Wis 14, Cha 14. Skills and Feats: Balance +10, Climb +8, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Handle Animal +5, Hide +15, Intimidate +7, Jump +8, Move Silently +15, Ride +8, Tumble +10, Sleight of Hand +8, Swim +6; Combat Expertise, Dodge, Improved Two-Weapon Fighting, Magical Training, Mobility, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (slimblade). Languages: Common , Dwarven, Elven, Orc. Ambidexterity (Ex): Kallious's attack penalties for fighting with two weapons is lessened to -1 (if his off hand weapon is a light weapon). Blade Dance (Ex): Kallious weaves his blades in such fashion as to make physical melee attacks difficult to penetrate, granting him a +2 bonus to his armor class. This ability offers no protection from missile weapons or spells. Blade Finesse (Ex): Kallious gains the ability to fight with any blade as if he had the feat Weapon Finesse for the weapon. This ability extends to blades that normally would be restricted from the Weapon Finesse feat. Elven Traits: Kallious is immune to sleep spells and effects, +2 on saves against enchantment spells and effects, +2 bonus on Listen, Search, and Spot checks, can detect secret or concealed doors. Uncanny Dodge (Ex): Kallious retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Wizard Spells Prepared (CL 10th; Spell Failure 20%): 0-daze (DC 11), detect magic, light Possessions: +1 keen slimblade, +3 mithral chain shirt, ring of protection+1, vest of resistance+1, cloak of elven kind, boots of elven kind, standard adventuring gear, masterwork silver dagger, +1 composite greatbow [Str +3] with 20 arrows, gloves of Dexterity +2, spell component pouch, 693 gp. Spellbook: Spells prepared.
Description: Kallious is a stoic elf, priding himself on his battle prowess and knowledge of war. Trained in the arts of dual-wielding weapons, he's considered a paragon by his peers. His stern demeanor is often softened by his mate, a bladesinger named Larissa Steeleaf. Together, the two of them often go out into the more dangerous parts of the forest on patrol or for a secluded interlude.
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Diffan
Great Reader
USA
4438 Posts |
Posted - 07 Dec 2010 : 18:29:49
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Zhent Cultist Male Chondathan cleric 4 (Cyric); CR 4 NE medium humanoid (human) Init +5; Senses Listen +3, Spot +3 Aura evil (faint) Languages Abyssal, Chondathan, Common ========================================================================= AC 21, touch 10, flat-footed 21 (+9 armor, +2 shield) hp 31 (4 HD) Fort +7, Ref +2, Will +8 ========================================================================= Speed 20 ft. (4 squares); base 30 ft. Melee mwk heavy mace +7 (1d8+3/x2) or Melee mwk dagger +7 (1d4+3/19-20) Ranged light crossbow +3 (1d8/19-20) Base Atk +3; Grp +6 Special Actions command/rebuke undead 6/day (+3, 2d6+7; 4th) Combat Gear wand of cure light wounds (50 charges) Cleric Spells Prepared (CL 4th): 2nd—corrupt doom (DC 16), bull's strength, hold person (DC 15), invisibility† 1st—bane (DC 14), cure light wounds(2), disguise self†, sign 0—cure minor wounds, detect magic, light, read magic, resistance †Domain Spell. Domains: Illusion (cast illusion spells at +1 caster level), Trickery (Add Bluff, Disguise, and Hide to your list of cleric class skills) ========================================================================= Abilities Str 16, Dex 10, Con 14, Int 13, Wis 16, Cha 16 Feats Corrupt Spell, Improved Initiative, Spell Focus (evil) Skills Bluff +6, Concentration +9, Craft (any) +3, Diplomacy +6, Disguise +5, Heal +5, Hide -7, Knowledge (arcana) +3, Knowledge (local Sembia) +2, Knowledge (religion) +4, Knowledge (the planes) +2, Profession (any) +3, Spellcraft +3 Possessions +1 full plate, cloak of resistance +1, masterwork heavy steel shield, masterwork heavy mace, light crossbow with 20 masterwork bolts, silver holy symbol (Cyric)
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Edited by - Diffan on 26 Feb 2012 15:28:59 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 07 Dec 2010 : 18:34:33
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Zhent Spy Female Chondathan bard 3; CR 3 NE medium humanoid (human) Init +3; Senses Listen +1, Spot +1 Languages Chondathan, Common, Elven, Undercommon ========================================================================= AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 deflection) hp 17 (3 HD) Fort +3, Ref +7, Will +5 ========================================================================= Speed 30 ft. (6 squares) Melee mwk rapier +6 (1d6/18-20) or Melee dagger +5 (1d4/19-20) Ranged shortbow +6 (1d6/x3) Base Atk +2; Grp +2 Special Actions bardic music 6/day (countersong, fasciniate, inspire courage +1, inspire competence) Bard Spells Known (CL 3rd): 1st (2/day)--cure light wounds, grease (DC 14), lesser confusion (DC 14) 0 (3/day)--dancing lights, detect magic, light, message, read magic, summon instrument ========================================================================= Abilities Str 11, Dex 16, Con 12, Int 14, Wis 13, Cha 18 SQ bardic knowledge +5 Feats Extra Music, Lingering Song, Weapon Finesse Skills Appraise +2, Balance +5, Bluff +6, Climb +1, Concentration +6, Craft (any) +3, Decipher Script +4, Diplomacy +7, Disguise +5, Escape Artist +4, Gather Information +4, Hide +6, Jump +1, Knowledge (arcana) +4, Knowledge (local Dalelands) +4, Knowledge (nature) +2, Knowledge (religion) +5, Knowledge (the planes) +3, Move Silently +6, Perform (any) +10, Profession (any) +2, Sense Motive +3, Sleight of Hand +5, Spellcraft +7, Swim +1, Tumble +5, Use Magical Device +8 Possessions cloak of resistance +1, ring of protection +1, +1 living metal chain shirt, masterwork rapier, dagger, light crossbow with 20 bolts, musical instrument ========================================================================= Bardic Knowledge: She may make a bardic knowledge check, adding +5 to her roll to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. Bardic Music: 6 times per day, she can use her songs or poetics to produce magical effects on herself and those around her. Countersong (Su): She can counter magical effects that depend on sound. Any creature within 30 ft. of her (herself included) may use her Perform check result in place of its saving throw, if the Perform check is higher. Fascinate (Sp): She can use your music or poetics to cause two creatures to become fascinated with her. Each creature must be within 90 ft, able to see and hear her, and able to pay attention to her. She also must be able to see the creatures. Distractions or combat near the creature prevents the ability from working. Inspire Courage (Su): She can use her music or poetics to inspire courage in herr allies, bolstering them against fear and improving their combat abilities. Allies able to see and hear her gain a +1 morale bonus to saves against charm and fear effects and a +1 bonus to attack and damage rolls. Inspire Competence (Su): She can use her music or poetics to help an ally succeed at a task, giving them a +1 competence bonus on skill checks. The ally must be within 30 ft, and able to see and hear her. She must also be able to see the ally.
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Diffan
Great Reader
USA
4438 Posts |
Posted - 07 Dec 2010 : 20:44:10
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Here's a strange one. Not too sure how solid the build is, but it was pretty fun to do.
The "Bone Collector"; CR 16 Male Chondathan human cleric 3/ wizard 3/ true necromancer 10 LN Medium humanoid Init +6; Senses Listen +6, Spot +6 Aura desecration (100 ft. radius), lawful (strong) Languages Chondathan, Common, Elven, Goblin, Orc, Sylvan ========================================================================= AC 26, touch 14, flat-footed 24 (+7 armor, +2 Dex, +5 shield, +2 deflection) hp 91 (16 HD) Fort +12, Ref +10, Will +24 ========================================================================= Speed 30 ft. (6 squares) Melee +3 heavy mace +12/+7 (1d8+4/x2) Ranged mwk heavy crossbow +11 (1d10/19-20) Base Atk +8; Grp +9 Atk Options death touch 1/day (+9 melee touch, 3d6) Special Actions command/rebuke undead 15/day (+6, 2d6+17; 13th), spontaneously cast cure and inflict spells Cleric Spells Prepared (CL 15th; choose spells as CL 11th): 6th—contingency*, harm (DC 23), wind walk 5th—flame strike (DC 21), righteous wrath of the faithful, slay living* (DC 22), summon undead V 4th—divine power, freedom of movement*, iron bones, recitation, summon undead IV 3rd—blindness/deafness (DC 20), dispel magic, haste*, prayer, summon undead III (2) 2nd—death knell*, divine protection, lesser restoration, silence (DC 18), spiritual weapon, summon undead II (2) 1st—bless, cause fear* (DC 18), divine favor, obscuring mist, sanctuary (DC 17), sign, summon undead I 0 (orisons)—create water, detect magic, detect poison, light, mending, purify food and drink *: Domain spells. Deity: Velsharoon. Domains: Death (death touch 1/day), Time (gain Improved Initiative) Wizard Spells Prepared (CL 15th; choose spells as CL 11th): 6th—chain lightning (DC 21) 5th—duelward, magic jar (DC 21), teleport 4th—dimension door, enervation (DC 20), Evard's black tentacles, polymorph 3rd—chain missile, dispel magic, mass curse of impending blades, sound lance (DC 18), undead torch 2nd—glitterdust (DC 17), mirror image, scare (DC 18), scorching ray (+5 ranged touch), rope trick 1st—magic missile (2), nerveskitter, ray of clumsiness (+5 ranged touch), ray of enfeeblement (+5 ranged touch), spiritworm (DC 17) 0 (cantrips)—dancing lights, flare (DC 15), ray of frost (+5 ranged touch), read magic Spell-Like Abilities (CL 19): 1/day—create greater undead, horrid wilting (DC 24) 2/day—create undead ========================================================================= Abilities Str 13, Dex 14, Con 14, Int 20, Wis 22, Cha 18 SQ major desecration, necromantic presence +3 Feats Corpse Crafter, Destruction Retribution, Discipline, Divine Metamagic (Quicken Spell), Extra Turning (2), Improved Initiative, Practiced Spellcaster (cleric), Practiced Spellcaster (wizard), Quicken Spell. Spell Focus (necromancy), Spontaneous Healer Skills Concentration +17, Craft (alchemy) +18, Decipher Script +10, Diplomacy +11, Heal +11, Knowledge (arcana) +17, Knowledge (dungeoneering) +10, Knowledge (Dalelands local) +9, Knowledge (nature) +6, Knowledge (religion) +18, Knowledge (the planes) +10, Profession (farmer) +12, Search +13, Spellcraft* +24 Flaw Frail (-1 hp at each level) Possessions +3 heavy mace, +3 twilight mithral chain shirt, ring of protection +2, cloak of Charisma +4, headband of Intellect +2, periapt of Wisdom +2, vest of resistance +3, +3 heavy mithral shield, nightstick.
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Edited by - Diffan on 12 Feb 2012 06:12:13 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 08 Dec 2010 : 03:05:52
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Here's a quickie, a character to add some draconic flavor to your campaign.
Deladara; CR 3 Female half-elf mercury dragon shaman 3 CN Medium humanoid (elf) Init +2; Senses low-light vision; Listen -1, Spot -1 Aura draconic aura +1 Languages Common, Draconic, Elven ========================================================================= AC 20, touch 12, flat-footed 19 (+6 armor, +2 Dex, +2 shield) hp 39 (3 HD) Fort +6, Ref +3, Will +2 ========================================================================= Speed 20 ft. (4 squares) in +1 breastplate; base 30 ft. Melee mwk heavy mace +7 (1d8+3) Ranged mwk heavy crossbow +5 (1d10/19-20) Base Atk +2; Grp +5 Atk Options breath weapon (1d8; DC 16) Draconic Auras Known: Power, Resistance, Senses, Vigor Spell-Like Abilities (CL 3rd): At will—expeditious retreat (self only) ========================================================================= Abilities Str 16, Dex 14, Con 17, Int 11, Wis 8, Cha 15 Feats Ability Focus (breath weapon), Skill Focus (Disguise)*, Weapon Focus (heavy mace) Skills Bluff +6, Climb +1 (+5 without armor), Disguise +5, Intimidate +3, Jump +1 (+4 without armor), Knowledge (nature) +1, Search +1 Possessions +1 breastplate, masterwork heavy mace, masterwork heavy steel shield, masterwork heavy crossbow with 20 bolts, 1,550 gp. ========================================================================= Breath Weapon (Su): 15-ft. cone, once every 1d4 rounds, 1d8 electricity, Reflex DC 16 half
NOTE: It states in the PH2 that Dragon Shamans are dedicated to the "True Dragons" meaning core chromatic and core metallic. I added in some diversity with the Mercury dragon, though it's no more or less balanced than the Core dragons.
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Edited by - Diffan on 12 Feb 2012 06:14:03 |
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Ayrik
Great Reader
Canada
7989 Posts |
Posted - 08 Dec 2010 : 03:39:56
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I'll request a trio of middling (CR6-CR12ish, perhaps higher) members of the Cult of the Dragon, preferably including one dragonborn bastard and a demented spellcaster/necromancer or two, plus a couple of "black ops" sorts (say ~CR9ish) to deploy in the darkness and keep my players awake at night. A handful of little ones is optional, and probably not worth the time to burn up since they'll just be cloned and killed off in waves anyhow. I'm curious about your ideas, Diffan. |
[/Ayrik] |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 08 Dec 2010 : 05:26:55
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quote: Originally posted by Arik
I'll request a trio of middling (CR6-CR12ish, perhaps higher) members of the Cult of the Dragon, preferably including one dragonborn bastard and a demented spellcaster/necromancer or two,
I'm guessing v3.5 and in that case which sourcebook are Dragonborn found in? I do have Dragon Magic and the Draconomicon but I don't think they're in there. As for the demented spellcaster/necromancer, how about a Necropolitan (or a simple human works) dread necromancer/wyrm wizard? I'll have to check the Prerequisites on the Wyrm Wizard, but I think they'll work since both are Arcane spellcasters. He/She could even have a small, undead dragon Familiar too ! I have access to book involving Taint, but I don't know if you want to use those mechanics or worry about a character's taint score.
quote: Originally posted by Arik
plus a couple of "black ops" sorts (say ~CR9ish) to deploy in the darkness and keep my players awake at night. A handful of little ones is optional, and probably not worth the time to burn up since they'll just be cloned and killed off in waves anyhow. I'm curious about your ideas, Diffan.
Well, we can either do up an actual character with class stats or advance an existing Monster. Black Ops has so many styles in D&D from the lurking assassin with death attack and a ton of sneak attack die to a drow sniper scout to invisible stalkers lol.
But if your going to burn through them, then you might want to keep it simple so rogue 5/assassin 4 can work in a pinch OR you can go further and make them Shades where darkness makes them darn hard to kill (regeneration, DR, SR all in darkness is rough). |
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Ayrik
Great Reader
Canada
7989 Posts |
Posted - 08 Dec 2010 : 05:59:49
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Hmmm, shades are a bit overkill for this application. The Cult is more of a minor BBEG this time around, just another evil complexity in an already messy situation, almost a side-quest or red-herring sort of idea. Basically, I'm thinking about a small pack - the three leaders already mentioned, the strongest one in charge but the trio probably not working as cooperatively as they really should, plus their little army of several dozen cultists; plus their two "black ops" henchmen (to spy, harass, steal, assassinate, defame the PCs, and cause general Cultish mayhem as required), plus their small stealth teams; plus maybe an adult dragon or dracolich (with perhaps an undead Cult blaster riding bareback) to call upon.
I do any rules, all rules ... chances are I'd tweak a little bit to fit into the homebrew anyhow. These are only intended to be minor villains (but hey, you never know) so extensive workup is probably not needed because half of them will probably die off the first time they bash heads against the PCs.
Like I said, I'm really more interested in ideas and character hooks than fully developed NPC dossiers; though I'll be happy to use whatever you might want to offer. "My" NPC style has apparently become a little bit predictable to my players, so "other" NPC styles keep them off-balance and force me to experiment with new ideas and possibilities. Many of the NPCs you've generated here are interesting, and the three I've already used (again, with some very minor tweaks) proved quite interesting, er sorry, two of them kinda got killed though. |
[/Ayrik] |
Edited by - Ayrik on 08 Dec 2010 06:08:30 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 08 Dec 2010 : 17:03:59
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quote: Originally posted by Arik
Hmmm, shades are a bit overkill for this application. The Cult is more of a minor BBEG this time around, just another evil complexity in an already messy situation, almost a side-quest or red-herring sort of idea. Basically, I'm thinking about a small pack - the three leaders already mentioned, the strongest one in charge but the trio probably not working as cooperatively as they really should, plus their little army of several dozen cultists; plus their two "black ops" henchmen (to spy, harass, steal, assassinate, defame the PCs, and cause general Cultish mayhem as required), plus their small stealth teams; plus maybe an adult dragon or dracolich (with perhaps an undead Cult blaster riding bareback) to call upon.
Ok, well as far as Black Ops go, generic rogue/assassins work well, as I said. Lots of ranks in Hide/Move Silently or Stealth work great as do social skills such as Bluff, Diplomacy, and Sense Motive. Not only can they sneak around at try to kill your PCs from shadows, but they excell at talking to important people to slander their good name. Add in a dread necromancer for better Undead/Cult of the Dragon-esque flavor and style and it becomes really interesting.
quote: Originally posted by Arik
I do any rules, all rules ... chances are I'd tweak a little bit to fit into the homebrew anyhow. These are only intended to be minor villains (but hey, you never know) so extensive workup is probably not needed because half of them will probably die off the first time they bash heads against the PCs.
This is as usually expected against PCs but the better mechanics offered, the greater resistance and often more fun they have fighting them .
quote: Originally posted by Arik
Like I said, I'm really more interested in ideas and character hooks than fully developed NPC dossiers; though I'll be happy to use whatever you might want to offer. "My" NPC style has apparently become a little bit predictable to my players, so "other" NPC styles keep them off-balance and force me to experiment with new ideas and possibilities. Many of the NPCs you've generated here are interesting, and the three I've already used (again, with some very minor tweaks) proved quite interesting, er sorry, two of them kinda got killed though.
Not a problem. I'm sure the NPCs I've created get killed all the time. They're pretty much sacks of numbers and hit points for the PCs to hit, lol. I try to add in as much flavor as possible with those stats, but they're mostly there for the Plug-n-Play approach.
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Diffan
Great Reader
USA
4438 Posts |
Posted - 13 Dec 2010 : 15:18:40
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Ilandeth Silverspear: Male moon elf ranger 3 (Shevarash)/ sorcerer 4/ Evereskan tomb guardian 5; CR 12; Medium humanoid (elf); HD 3d8+3 plus 4d4+4 plus 5d6+5; hp 57; Init +7; Spd 40 ft.; AC 23, touch 17, flat-footed 18; Base Atk +8; Grp +10; Atk +11 melee (1d10+4/19-20, +1 glassteel bastardsword) or +14 ranged (1d8+4/x3, +1 seeking composite longbow [Str +2]); Full Atk +11/+6 melee (1d10+4/19-20, +1 glassteel bastardsword) or +14/+9 ranged (1d8+4/x3, +1 seeking composite longbow [Str +2]) or +12/+12/+7 ranged (1d8+4/x3, +1 seeking composite longbow [Str +2] with Rapid Shot); SA Spells; SQ Combat style (archery), devoted pursuit, dodge bonus +2, elf traits, hawk familiar, familiar benefits (+3 to Spot in bright light, Alertness, empathic link, share spells), favored enemy (human +2), silent guardian, swift tracking, wild empathy; AL CG; SV Fort +6, Ref +13, Will +10 (+2 against enchantment spells and effects); Str 14, Dex 20, Con 12, Int 13, Wis 15, Cha 20. Skills and Feats: Bluff +5, Climb +3, Concentration +11, Craft (alchemy) +10, Craft (bowmaking) +8, Decipher Script +3, Disable Device +2, Escape Artist +6, Gather Information +6, Handle Animal +6, Heal +3, Hide +12, Intimidate +5, Jump +4, Knowledge (arcana) +1, Knowledge (dungeoneering) +3, Knowledge (nature) +3, Listen +9, Move Silently +12, Open Lock +3, Profession (guide) +4, Ride +7, Search +4, Sense Motive +2, Sleight of Hand +5, Spot +7, Survival +7, Swim +2, Tumble +8, Use Rope +7; Alertness, Endurance, Many Shot, Practiced Spellcaster, Precise Shot, Point Blank Shot, Rapid Shot, Track. Languages: Chondathan, Common, Draconic, Elven. Devoted Pursuit (Ex): While pursuing a robber of an Evereskan tomb, Ilandeth retains his bonuses on Gather Information, Hide, Move Silently, and Survival checks from the sacred duty ability even while outside of Evereska. Ilandeth also retains the bonuses from that ability on attacks and damage rolls, but these apply only to attacks against the tomb robber. Elven Traits: Immune to magic sleep effects, able to detect secret or concealed doors, +2 racial bonus on Listen, Search, and Spot checks. Familiar: Ilandeth’s familiar is a hawk named Ivelliol. The familiar uses the better of its own and Ilandeth’s base save bonuses. The creature’s abilities and characteristics are summarized below: Familiar Benefits: Ilandeth gains special benefits from having a familiar. This creature grants Ilandeth a +3 bonus on Spot checks in bright light (included in the above statistics). Alertness (Ex): *Ivelliol grants its master Alertness as long as it is within 5 feet. Empathic Link (Su): Ilandeth can communicate empathically with Ivelliol at a distance of up to 1 mile. He has the same connection to an item or a place that Ivelliol does. Share Spells (Su): Ilandeth may have any spell he casts on himself also affect Ivelliol if the latter is within 5 feet at the time. He may also cast a spell with the target of “You” on Ivelliol. Sacred Duty (Su): Ilandeth gains a +2 sacred bonus on Gather Information, Hide, Move Silently, and Survival checks made inside the region of Evereska. While inside an Evereskan tomb, Ilandeth gains a +2 sacred bonus on attack rolls and a +5 sacred bonus on damage rolls. Silent Guardian (Ex): Ilandeth can attune himself to the looks and sounds of his surroundings, which takes 10 minutes of concentration. As long as he remains within 100 feet of the spot where he first attuned himself, he gains a +4 bonus to Hide, Listen, Move Silently, and Spot checks. Swift Tracking (Ex): Ilandeth no longer takes a -5 penalty on Survival checks for tracking at his normal speed. Also, he only takes a -10 (instead of -20) penalty when moving up to twice his normal speed while tracking. Sorcerer Spells Known (6/8/7/7/5 per day; caster level 12th, chooses spells as 9th; 10% spell failure): 0--caltrops, detect magic, electric jolt, flare (DC 15), light, message, read magic, silent portal; 1st--arrow mind, magic missile, persistent blade, ray of enfeeblement, shield; 2nd--mirror image, scorching ray, see invisibility, wraithstrike; 3rd--dispel magic, fly, lightning bolt (DC 18), 4th--dimension door, invisibility [greater]. Possessions: Tomb-Guard mail (+1 twilight elven chain of nimbleness), Sure Fire (+1 seeking composite longbow [Str +2]), Emerald Shard (+1 glassteel bastardsword), Ilanden’s cloak (cloak of Charisma +2), Bracer’s of Blinding Strike, Sandals of the Light Step, ring of protection +2, gloves of flame, Quiver of Mielikki.
Ivelliol: Hawk familiar; CR -; Tiny magical beast (augmented animal); HD 12; hp 28; Init +3; Spd 10 ft., fly 60 ft. (good); AC 19, touch 15, flat-footed 16; Base Atk +8; Grp -2; Atk +12 melee (1d4-2, talons); Full Atk +12/+7 melee (1d4-2, talons); Space/Reach 2-1/2 ft./0 ft.; SQ deliver touch spells, improved evasion, low-light vision, share spells; AL CG; SV Fort +8, Ref +12, Will +10; Str 6, Dex 18, Con 10, Int 7, Wis 14, Cha 6. Skills and Feats: Listen +8, Spot +20; Weapon Finesse. Deliver Touch Spells (Su): Ivelliol can deliver touch spells for Ilanden (see Familiars, page 52 of the Player’s Handbook). Improved Evasion (Ex): If Ivelliol is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw and half damage if the saving throw fails.
Sorces Used: PHB, MM, DMG, Magic Item Compendium, Player's Guide to Faerun, Spell Compendium, Champions of Valor.
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Rhewtani
Senior Scribe
USA
508 Posts |
Posted - 13 Dec 2010 : 16:42:00
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I could use a roughly EL 10-12 (Pathfinder/3.5) Zhent Commander who uses two-handed weapons. Doesn't need to be optimized, but realmsing him up is key. |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 13 Dec 2010 : 16:54:06
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quote: Originally posted by Rhewtani
I could use a roughly EL 10-12 (Pathfinder/3.5) Zhent Commander who uses two-handed weapons. Doesn't need to be optimized, but realmsing him up is key.
Not a problem. Do you want Pathfinder classes, feats, etc...or v3.5? I know there is little difference, but it makes it easier for me to know what SRD to pull from .
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Rhewtani
Senior Scribe
USA
508 Posts |
Posted - 13 Dec 2010 : 17:26:43
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Go ahead and use pathfinder. I'm using pathfinder rules with FR books allowed to run a Pools of Darkness remake in 1350.
The only set in stone thing for me with this guy (and I figured I'd adjust the finished stats accordingly) is that he has a two-handed sword that was imbued with magic from Sylune's husband's staff. This was part of a PC's backstory that never worked out. It was supposed to have been imbured with the magic shortly after Aubrey's assassination by Sylune, but then soon after stolen by a Zhent officer. The PC was on a quest to reclaim it and then avenge his father's imprisonment by the new Lord of Shadowdale. That PC did not end up really happening, but I kept the side-quest in there.
Then the PCs gotten turned into mithral statues and missed out on assisting Khelben with that business. They did, however, run into the Zhent Commandant (an agent of Fzoul's) at the outpost near Phlan in 1340 and he provided them with surreptious help (by not executing them) and is going to show up again as a source of possible help in Hulburg while they try to solve it's Pool of Darkness issue. |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 13 Dec 2010 : 17:42:40
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Ok, well by going Pathfinder, I'm gonna go with the Cavalier class, maybe dipping 3 to 5 levels in Fighter. Also, there's this really nifty Web Enhancement for a Zhent Soldier which acts as a sub-class for the Fighter so I'll incorporate that as well. How does Fighter 5/Cavalier 6 work?
There are no Prestige Classes for Zhentarim Soldiers and not too many good ones for Two-Weapon Fighters in general so I'll just stick with the Base Classes.
As for the Sword, havning no prior knowledge of what Sylune's husband's staff did how exactly do you want the sword to be mechanically? I feel this weapon shouldn't be factored into the usual NPC weath by level, so around a +3 or +4 weapon? Maybe adding the keen property or even some spell-like abilities? Gaining magical properties from a staff, I could see the sword having some unique spells that can be used a limited number of times per day like scorching ray, touch of idiocy, or even something like darkness.
As for Ability Score, going with 32-point buy and all stats starting at 8. |
Edited by - Diffan on 13 Dec 2010 17:44:50 |
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Rhewtani
Senior Scribe
USA
508 Posts |
Posted - 13 Dec 2010 : 18:07:52
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Ha - ack. Aumry, not Aubrey.
Yeah, do the base mechanics (bonus and properties) within the constraints of NPC wealth. In additional it essentially had charges of a summon monster spell that would summon umber hulks. I would say Summon Monster VI (Umber Hulk Only)/1 charge or Summon Monster VII (1d3 Umber Hulks Only)/2 charges. 7 charges remaining (and it cannot be recharged). |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 13 Dec 2010 : 20:30:06
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Zhentarim Commander; CR 11 Male Damaran human fighter 5/ cavalier 6 LE Medium humanoid Init +2; Senses Perception +1 Languages Common, Damaran ========================================================================= AC 23, touch 11, flat-footed 23 (+10 armor, +2 shield, +1 deflection) hp 82 (11 HD) Fort +12, Ref +4, Will +5 (+6 against fear) ========================================================================= Speed 20 ft. (4 squares); base 30 ft. Melee +1 keen greatsword +19/+14/+9 (2d6+11/17-20) Ranged mwk composite longbow [Str +3]) +12/+7/+2 (1d8+3/x3) Base Atk +11; CMB +16; CMD 26 (27 against maneuers used with heavy blades) Atk Options Cleave, Outflank, Power Attack, cavalier's charge, challenge 2/day (+2 to damage) ========================================================================= Abilities Str 20, Dex 11, Con 14, Int 10, Wis 13, Cha 14 SQ armor training, banner, bravery +1, expert trainer, extended Intimidation, Order of the Black Fist*, weapon training (heavy blades) Feats Cleave, Improved Buckler Defense, Mounted Combat, Outflank, Power Attack, Ride-by-Attack, Skill Focus (Intimidation), Spirited Charge, Thug, Trample, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword) Skills Bluff +6, Climb +8, Craft (weaponsmithing) +6, Diplomacy +8, Handle Animal +10, Intimidate +16, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Profession (soldier) +6, Ride +13, Sense Motive +9, Survival +8, Swim +2 Possessions: +2 fullplate, +1 mithral buckler, +1 keen greatsword, gauntlets of ogre strength, Zhentarim tabbard (acts as a vest of resistance +1) ring of protection +1
Sources Used: Pathfinder d20 SRD, Complete Warrior (for Imp. Buckler Defense feat), Champions of Valor Web Enhancement
Note: Order of the Black Fist work exactly like Order of the Cockatrice from the Advanced Player's Guide. |
Edited by - Diffan on 14 Dec 2010 03:30:59 |
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Rhewtani
Senior Scribe
USA
508 Posts |
Posted - 14 Dec 2010 : 03:51:40
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Oh, where's the zhent web enhancement? |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 14 Dec 2010 : 05:19:07
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quote: Originally posted by Rhewtani
Oh, where's the zhent web enhancement?
Suprising enough, in the Champions of Valor web enhancement PDF. There's a few sub-levels for Fighters that pertain to Zhent Soldiers. |
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