Very good and interesting work, Diffan. I have a request. I would need stats for some drow followers of Eilistraee. They're living in Silver Marches in a small, hidden community. I need the "grunts" (simple warriors like Fighters or Rangers) and the clerics. The game is in Pathfinder but I'm also using stuff from 3.5. My players will be 4 level, so the NPC's should be around that (to not be stronger then them, but also to not be pushovers because they have to have enough skills to survive on the surface). Maybe the "grunts" CR 1-3, and the clerics 4+?
Disclaimer: I spewed all of this out off the top of my head and make no claim whatsoever that any of it is accurate or even correct.
Very good and interesting work, Diffan. I have a request. I would need stats for some drow followers of Eilistraee. They're living in Silver Marches in a small, hidden community. I need the "grunts" (simple warriors like Fighters or Rangers) and the clerics. The game is in Pathfinder but I'm also using stuff from 3.5. My players will be 4 level, so the NPC's should be around that (to not be stronger then them, but also to not be pushovers because they have to have enough skills to survive on the surface). Maybe the "grunts" CR 1-3, and the clerics 4+?
Thanks!
As for the Drow, not a problem. I've been working on my Pathfinder stuff so I'll be using the PFd20 site heavily. By grunts I'm assuming fighters? And these drow will be the normal version, with SR and CR+1 right?
Yeah. Common drow. I will be using drow nobles for the more prominent and important NPC's. They have CR+1? Then why is a drow arrior 1 CR 1/3? And drow nobles also don't get any CR increase. At least not in the PFSRD.
Disclaimer: I spewed all of this out off the top of my head and make no claim whatsoever that any of it is accurate or even correct.
Yeah. Common drow. I will be using drow nobles for the more prominent and important NPC's. They have CR+1? Then why is a drow arrior 1 CR 1/3? And drow nobles also don't get any CR increase. At least not in the PFSRD.
Hmm, it appears your correct. I'd assumed that there wasn't much change from the v3.5 drow to the Pathfinder drow. Well then I'd assume they'd have a CR = class level for regular levels such as Rogue, fighter, wizard, etc... and that the 1/3 CR is from a NPC class, like the Warrior.
Ok, here's the common house soldier. I can add a regional feat if you'd like but the build doesn't allow for one by RAW.
DROW SOLDIER XP 400 Drow fighter 1 Any alignment; Medium humanoid (elf) Init +3; Senses darkvision 120 ft.; Perception +3 =========================================================================== DEFENSE =========================================================================== AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield) hp 11 (1d10+1) Fort +3, Ref +3, Will +1; +2 vs. enchantments Immune sleep; SR 7 Weaknesses light blindness =========================================================================== OFFENSE =========================================================================== Speed 30 ft. Melee rapier +4 (1d6+2/18-20) Ranged hand crossbow +4 (1d4/19-20 plus poison) Spell-Like Abilities (CL 1st) 1/dayódancing lights, darkness, faerie fire =========================================================================== STATISTICS =========================================================================== Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 12 Base Atk +1; CMB +4; CMD 14 Feats Agile Maneuvers, Weapon Finesse Skills Climb +2, Craft (poison) +0, Handle Animal +1, Intimidate +1, Knowledge (dungeoneering) +4, Knowledge (engineering) +0, Ride +3, Survival +5, Swim +2; Racial Modifiers +2 Perception SQ poison use Combat Gear rapier, hand crossbow with 20 bolts, 4 doses of drow poison, leather armor, light steel shield =========================================================================== SPECIAL ABILITIES =========================================================================== Poison Use (Ex)
Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousnessóthis poison allows drow to capture slaves with great ease.
Drow Poisonóinjury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.
DROW SWORDSMAN XP 1,200 Drow fighter 4 Any alignment; Medium humanoid (elf) Init +3; Senses darkvision 120 ft.; Perception +3 =========================================================================== DEFENSE =========================================================================== AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield) hp 29 (4d10+4) Fort +5, Ref +4, Will +2 (+3 vs. fear); +2 vs. enchantments Immune sleep; SR 10 Weaknesses light blindness =========================================================================== OFFENSE =========================================================================== Speed 30 ft. Melee mwk rapier +8 (1d6+2/18-20) or Melee shortsword +7 (1d6+2/19-20) or Melee mwk rapier +6 (1d6+2/18-20) and shortsword +5 (1d6+2/19-20) with Two-Weapon Fighting Ranged hand crossbow +7 (1d4/19-20 plus poison) Spell-Like Abilities (CL 4th) 1/dayódancing lights, darkness, faerie fire =========================================================================== STATISTICS =========================================================================== Str 15, Dex 16, Con 13, Int 12, Wis 12, Cha 12 Base Atk +4; CMB +6; CMD 17 Feats Blind-Fight, Double Slice, Two-Weapon Defense, Two-Weapon Fightng, Weapon Finesse Skills Climb +7, Craft (poison) +5, Handle Animal +1, Intimidate +7, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Ride +8, Survival +7, Stealth +4, Swim +2; Racial Modifiers +2 Perception SQ armor training, bravery, poison use (see below) Equipment masterwork chain shirt, masterwork rapier, shortsword, hand crossbow with 20 bolts, 3 doses of drow poison =========================================================================== SPECIAL ABILITIES =========================================================================== Poison Use (Ex)
Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousnessóthis poison allows drow to capture slaves with great ease.
Drow Poisonóinjury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.
DROW FORESTER XP 800 Drow ranger 3 of Elistraee Any alignment; Medium humanoid (elf) Init +4; Senses darkvision 120 ft.; Perception +8 =========================================================================== DEFENSE =========================================================================== AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) hp 23 (3d10+3) Fort +4, Ref +7, Will +3; +2 vs. enchantments Immune sleep; SR 9 Weaknesses light blindness =========================================================================== OFFENSE =========================================================================== Speed 30 ft. Melee mwk bastardsword +4 (1d10+1/19-20) or Ranged mwk composite longbow (Str +1) +8 (1d8+1/x3, plus drow poison) Ranged mwk composite longbow (Str +1) +6/+6 (1d8+1/x3) with Rapid Shot Atk Options favored enemy humanoid (orc) +2 Spell-Like Abilities (CL 3rd) 1/dayódancing lights, darkness, faerie fire =========================================================================== STATISTICS =========================================================================== Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 10 Base Atk +3; CMB +4; CMD 14 Feats EnduranceÜ, Precise Shot, Point Blank Shot, Rapid Shot, TrackÜ Ü: Bonus Feat Skills Climb +7, Craft (poison) +5, Handle Animal +4, Heal +6, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (geography) +2, Knowledge (nature) +5, Profession (tracker) +2, Ride +4, Spellcraft +6, Stealth +9, Survival +8, Swim +5; Racial Modifiers +2 Perception SQ favored terrain (forest), poison use (see below), wild empathy (+3) Combat Gear masterwork leather, masterwork bastardsword, masterwork composite longbow with 30 arrows, 3 doses of drow poison =========================================================================== SPECIAL ABILITIES =========================================================================== Poison Use (Ex)
Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousnessóthis poison allows drow to capture slaves with great ease.
Drow Poisonóinjury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.
DROW PRIESTESS XP 1,600 Drow cleric 5 of Elistraee Any Chaotic; Medium humanoid (elf) Init +3; Senses darkvision 120 ft.; Perception +5 =========================================================================== DEFENSE =========================================================================== AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield) hp 30 (5d8+5) Fort +5, Ref +4, Will +7; +2 vs. enchantments Immune sleep; SR 11 Weaknesses light blindness =========================================================================== OFFENSE =========================================================================== Speed 20 ft. Melee+1 bastardsword +5 (1d10+2/19-20) or Ranged mwk hand crossbow +7 (1d4/19-20, plus drow poison) Atk Options channel positive energy (6/day, 3d6, DC 13), dazing touch (6/day), touch of chaos (6/day) Spell-Like Abilities (CL 5th) 1/dayódancing lights, detect magic, darkness, faerie fire, feather fall, levitate Cleric Spells Prepared (CL 5th) 3rdódispel magic, prayer, suggestioná (DC 16) 2ndóaid, align weapon (chaos only)á, bull's strength, spiritual weapon 1stóbless, charm personá (DC 14), divine favor, inflict light wounds (DC 14), shield of faith 0óbleed (DC 13), guidance, resistance, stabalize á Domain spell. Domains: Chaos, Charm =========================================================================== STATISTICS =========================================================================== Str 12, Dex 16, Con 12, Int 10, Wis 17, Cha 12 Base Atk +3; CMB +4; CMD 14 Feats Dark Adept, Extra Channeling, Selective Channeling Skills Appraise +4, Diplomacy +6, Heal +7, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (nature) +4,Knowledge (religion) +5, Sense Motive +8, Spellcraft +7 Racial Modifiers +2 Perception SQ poison use (see below) Combat Gear masterwork breastplate, +1 bastardsword, masterwork light steel shield, masterwork crossbow with 20 bolts, Drow poison (3) =========================================================================== SPECIAL ABILITIES =========================================================================== Poison Use (Ex)
Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousnessóthis poison allows drow to capture slaves with great ease.
Drow Poisonóinjury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.
Since we're on the whole Pathfinder theme here I thought I'd share with you guys my 1st pathfinder character. Though he's seen at least 1 revision, he's been with me for quite some time since we started the Rise of the Runelords adventure path (currently still on the Hook Mountain Massacre). But despite the hardships, he's still going strong!
ZAKARUS XP 9,600 Male human rogue 6/ swashbuckler 3/ swordsage 1 N Medium humanoid (human) Init +7; Senses Perception +14 (+17 vs. traps) =========================================================================== DEFENSE =========================================================================== AC 27, touch 19, flat-footed 19 (+5 armor, +6 Dex, +2 shield, +2 Cha, +1 deflection, +1 natural); Dodge, +2 to AC vs. traps hp 96 (6d8+6 plus 3d10+3 plus 1d8+1) Fort +7, Ref +17 (+19 vs. traps), Will +8 (+10 vs. fear) Resist evasion =========================================================================== OFFENSE =========================================================================== Speed 30 ft. Melee+1 assassinating shortsword of least life drinking +15/+10 (1d6+9/19-20) or Melee+1 assassinating shortsword of least life drinking +13/+8 (1d6+9/19-20) and +1 shortsword of least life drinking +13/+8 (1d6+8/19-20) with Improved Two-Weapon Fighting or Melee mwk dagger +15/+10 (1d4+8/19-20) Ranged+1 shocking elvencraft composite longbow (Str +1) +14/+9 (1d8+2/x3, plus 1d6 electricity) Atk Options bleeding attack, disruptive attack, sneak attack +5d6 Spell-Like Abilities (CL 6th) 3/dayóno light (BoVD) Skill Tricks nimble stand, shrouded dance Maneuvers and Stances Known (IL 5th): Stanceóstep of the wind (1st) Strikeófan the flames (3rd), soaring raptor strikeá (3rd), wolf fang strikeá (1st) Boostóburning blade (1st) Counterómind over bodyá (2nd) Otheróshadow jauntá (2nd) DisciplinesóDesert Wind, Diamond Mind, Shadow Hand, Tiger Claw á Readied maneuver =========================================================================== STATISTICS =========================================================================== Str 10, Dex 22, Con 12, Int 14, Wis 14, Cha 14 Base Atk +7; CMB +7; CMD 23 Feats Combat Reflexes, Daring Outlaw, Dodge, Improved Two-Weapon Fighting, Mobility, Superior Finesse, Two-Weapon Fighting, Weapon Finesseï, Weapon Focus (dagger, shortsword, sai, siangham, unarmed strike, and spiked chain)ï ïBonus feat Skills Acrobatics +16, Bluff +12, Climb +8, Craft (poison) +10, Diplomacy +7, Disable Device +18 (+21 against traps), Disguise +8, Escape Artist +11, Intimidate +6, Knowledge (dungeoneering) +8, Knowledge (local) +8, Perform (dance) +11, Profession (apothecary) +6, Sense Motive +10, Slight of Hand +10, Stealth +22, Swim +4, Use Magic Device +13 Languages Common, Elven SQ bravado, bravery +2, insightful strike (+2), trapfinding, trap sense +3, rogue talent (bleeding attack, combat trick, minor magic) Combat Gearpotion of rage, (2) oil of magic weapon +1, 1 potion of tree shape, wand of produce flame (CL 4th; 25 charges), 1 oil of shillelagh, oil of bless weapon, wand of knock (29 charges), eternal wand (ebon eyes) 2/day, 4 acid flasks Possessions+1 mithral chain shirt, shield ring, sihedron medallion, stalker's mask, +1 shortsword [least crystal of life drinking] with oil chamber, +1 assassinating shortsword [least crystal of life drinking], ring of protection +1, amulet of natural armor +1, gauntlets of ogre power, +1 shocking elvencraft composite longbow with 25 arrows, masterwork thieves tools, masterwork surgeon's tools, masterwork dagger, standard adventuring kit, grappling hook, 7,066 gp, 682 sp, 230 cp.
Sources Used:Pathfinder_OGC, Complete Scoundrel, Book of Vile Darkness, Complete Warrior, Web Enhancement: Cityscape, urban tools part 3, Tome of Battle: Book of Nine Swords
wow, no responses. Well looking at the Index, I'm noticing a low volume of Druid characters. So here's one with an interesting backround. Illuskan fighter born in the city of Luskan, this ruffian was thrown out on his arse and forced to live off the land. Quickly he grew accustomed to his environments and this tempered his raging spirit. He found peace and harmony within the Sword Coastal forests and became initiated in the religion of Silvanus.
Tamarak Steelthorn; CR 8 Male Illuskan fighter 1/ druid 7 (Silvanus) CN medium humanoid (human) Init +1; Senses Listen +7, Spot +7 Languages Common, Druidic, Illuskan, Sylvan =========================================================================== AC 24, touch 12, flat-footed 23 (+9 armor, +1 Dex, +3 shield, +1 deflection) hp 57 (7 HD) Fort +11, Ref +5, Will +12 (+4 to saves against fey spell-like abilities) =========================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee+2 maul +12/+7 (1d10+6/x3) Ranged mwk dagger +8 (1d4+4/19-20) Base Atk +6; Grp +10 Special Attacks Power Attack Special Actionswild shape 4/day Druid Spells Prepared (CL 6th): 4thódispel magic, ice storm 3rdócure moderate wounds, lionís charge, swift fly 2ndóbriar web, lesser restoration, mass snake's swiftness, saltray (DC 17) 1stócure light wounds, camouflage, detect animals or plants, entangle (DC 16), ramís might, wall of smoke (DC 17) 0ócure minor wounds (2), detect magic, detect poison, know direction, read magic =========================================================================== Abilities Str 18, Dex 12, Con 14, Int 13, Wis 20, Cha 15 SQ animal companion, nature sense, resist natureís lure, trackless step, wild empathy (+9), woodland stride Feats Augment Summoning, Exotic Weapon Proficiency (maul), Improved Sunder, Power Attack, Spell Focus (conjuration) Skills Climb +0, Concentration +12, Craft (weaponsmithing) +7, Diplomacy +7, Handle Animal +8, Heal +10, Intimidate +3, Jump +1, Knowledge (nature) +8, Profession (potter) +7, Ride +7, Spellcraft +9, Survival +12, Swim -6 PossessionsGreen dragonhide full plate +1, +2 maul, ring of protection +1, +1 ironwood heavy shield, cloak of resistance +1, druidís vestments, gauntlets of ogre Strength +2, spell component pouch, wooden holy symbol (Silvanus) =========================================================================== Animal Companion (Ex): Tamarak has a black bear animal companion named Charok. His abilities and characteristics are summarized below: Resist Natureís Lure (Ex): Gain +4 bonus on saving throws against the spell-like abilities of Fey Trackless Step (Ex): Tamarak leaves no trail in natural surroundings and cannot be tracked Wild Empathy (Ex): Tamarakís wild empathy check is 1d20+9 Wild Shape (Su): Tamarak can turn himself into any small or medium animal and back again four times per day as a standard action. This ability functions like the polymorph spell, except as noted, and lasts for 6 hours, or until he changes back Woodland Stride (Ex): Tamarak may move through any sort of undergrowth at his normal speed without taking damage or suffering impairment. However, areas that have been magically manipulated still affect him
Charok, black bear (animal companion); CR - N medium sized magical beast (augmented animal) Init +2; Senses low-light vision; Listen +5, Spot +5 Languages link =========================================================================== AC 16, touch 12, flat-footed 15 (+2 Dex, +4 natural) hp 42 (5 HD) Fort +7, Ref +6, Will +2 =========================================================================== Speed 40 ft. (8 squares) Melee 2 claws +8 (1d4+5) and Melee bite +3 (1d4+2) Space/Reach 5 ft./5 ft. Base Atk +3; Grp +8 =========================================================================== Abilities Str 20, Dex 14, Con 16, Int 2, Wis 12, Cha 6 SQ evasion, link, scent, share spells Feats Endurance, Run Skills Climb +5, Swim +9 =========================================================================== Animal Companion Abilities: Link, share spells, 2 bonus tricks. Charok is Trained for hunting, and also knows the tricks come and defend Scent (Ex): Charok can detect approaching enemies, sniff out hidden foes, and track by sense of smell
And another character with an interesting backround. Radivaar was born and raised in Shade Enclave (in the plane of Shadow). Grew up in a household with a Sharan cleric for a father and a shadow adept/archmage for a mother, people though Radivaar was bound for greatness. This was true until he came upon a "Fight Club-esque" school for those training in the Sublime Way.
He fell into a crowed of people who use their superior martial skills while blending shadow, light, and the elements into perfect harmony. Of course this sort of discipline was outlawed by the church of Shar and viewed with distrust by the Princes of Shade. Still, the small Do-Jo flourished as the slaves of the city found new strength within themselv, espically the Krinth. Radivaar learned quickly and was a rising star in his class. His knowledge of shadows and darkness from his parents helped pave the way to his extensive capabiliies regarding the Shadow Hand discipline. Soon he paralled his master and became what is known as the Master of the Nine, meaning master of all nine disciplines.
Soon after reaching such paragon heights, the Arch-wizards returned to Faer˚n with Shade Enclave's permament shift back to Toril. Radivaar took this opportunity to leave the oppressing enclave forever. In doing so, he left his country under bad circumstances as his parents found out about his almost supernatural abilities. Now he's a wanted fugitive from that nation who'd love to get him back and interrogate him on the secret Do-Jo that lies somewhere in the Enclave.
Radivaar Maluradek; CR 12 Male Netherese human swordsage 7/ master of nine 5 N Medium humanoid Init +9; Senses Listen +6, Spot +4 Languages Common, Loross, Netherese =========================================================================== AC 28, touch 19, flat-footed 25; Dodge (+3 Dex, +4 Wis, +7 armor, +2 shield, +2 deflection) hp 104 (12 HD) Fort +7, Ref +11, Will +18 =========================================================================== Speed 30 ft. (6 squares) Melee+3 greatsword +17/+12 (2d6+10/19-20) or Melee improved unarmed strike +13/+8 (1d10+5) or Melee+3 greatsword +15/+10 (2d6+10/19-20) and improved unarmed strike +11 (1d10+2) with Snap Kick Base Atk +8; Grp +13 Atk Options insightful strike (+4 on damage rolls with Stone Dragon strikes), mastery of nine (+2 attack, +7 damage when initiating a maneuver) Special Actions counter stance, dual stance (10 rounds) Combat Gearrod of viscid globs 3/day Maneuvers and Stances Known (IL 12th): Stances-absolute steel stance (3rd), giant's stance (5th), island of blades (1st), step of the wind (1st), wolverine's stance (3rd) Strikes-bone crusher (DC 19) (3rd), comet throwá (DC 19) (4th), death from aboveá (4th), emerald razor (2nd), fan the flames (3rd), greater insightful strikeá (6th), irresistible mountain strikeá (DC 21) (6th), mountain hammer (2nd), pouncing chargeá (5th), searing chargeá (4th), shadow blade technique (1st), stone bones (1st), strength draining strikeá (DC 18) (4th) Boosts-cloak of deceptioná (2nd), distracting ember (1st), sudden leap (1st) Counters-counter charge (2nd), mind over bodyá (3rd), wall of bladesá (2nd) Others-shadow strideá (5th) Disciplines: Desert Wind, Diamond Mind, Iron Heart, Setting Sun, Shadow Hand, Stone Dragon, Tiger Claw á Readied maneuver =========================================================================== Abilities Str 20, Dex 16, Con 14, Int 14, Wis 18, Cha 8 SQ perfect form, sense magic Feats Adaptive Style, Blind-Fight, Discipline, Dodge, Improved Initiative, Improved Unarmed Strike, Snap Kick, Superior Unarmed Strike, Weapon Focus (Stone Dragon weapons) Skills Balance +17 Climb +13, Concentration +16 Diplomacy +1, Heal +6, Hide +20, Intimidate +2, Jump +17, Knowledge (history) +7 Knowledge (nature) +2, Knowledge (nobility and royalty) +3, Knowledge (Shadovar local) +7, Martial Lore +4, Move Silently +16, Ride +5, Sense Motive +13, Swim +4, Tumble +16 Flaw No Retreat (You will never run from combat, no matter the odds. In extreme circumstances, you may make a Will Save (DC 30) in order to negate this flaw temporarily. However, if successful, you suffer a -4 penalty to all attack rolls, saves, and skill checks for 1d6 hours due to feelings of guilt and cowardice. If for some reason an outside source (such as an ally, or a failed save against a spell or effect) causes you to flee or be pulled out of the fight against your will, you suffer a -2 penalty to all attack rolls, saves, and skill checks for 1 hour). Possessions combat gear plus +3 greatsword, +2 mithral breastplate, ring of protection +2, vest of resistance +2, cloak of enveloping shadows (cloak of elvenkind), boots of shadow's whisper (boots of elvenkind), periapt of Wisdom +2, gauntlets of ogre power, ring of force shield, 2,450 gp.
BERGTHOR HALLSTEINN; CR 11 Male Illuskan human fighter 1/ evoker 6/ spellsword 4 LN Medium humanoid Init +8; Senses Listen +3, Spot +3 Languages Chondathan, Common, Damaran, Draconic, Elven, Illuskan =========================================================================== AC 23, touch 14, flat-footed 21 (+9 armor, +2 Dex, +2 deflection) hp 101 (11 HD) Fort +13, Ref +7, Will +12 ========================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee+2 shocking greatsword +14/+9 (2d6+8/19-20, plus 1d6 electricity) or Melee mwk dagger +13/+8 (1d4+4/19-20) Ranged mwk dagger +12 (1d4+4/19-20) Base Atk +8; Grp +12 Atk Options Acidic Splatter, Fiery Burst (4d6; DC 20), channel spell 3/day Combat Gear (2) potion of cure moderate wounds, metamagic rod of lesser empower 3/day Wizard Spells Prepared (CL 11th, chooses spells as CL 8th; prohibited schools enchantment and necromancy): 4thógreater invisibility, orb of fire (CL 12th; +10 ranged touch, DC 20), stoneskin, sword of deception 3rdóacid breath (CL 12th; DC 19), dispel magic, displacement, fly, haste, lightning bolt (CL 12th; DC 19) 2ndóbull's strength, dimension hop, glitterdust (DC 18), scorching ray (+10 ranged touch), resist energy, wraithstrike 1stóenlarge person, grease (DC 17), magic missile, nerveskitter, obscuring mist, persistant blade, shield 0ódetect magic, electric jolt (+10 ranged touch), mage hand, message, read magic ============================================================================ Abilities Str 18, Dex 14, Con 16, Int 22, Wis 12, Cha 10 Feats Acidic Splatter, Combat Casting, Fiery Burst, Improved Bull Rush, Improved Initiative, Power Attack, Practiced Spellcaster, Scribe Scroll, Shock Trooper, Spellcasting Prodigy, Thug Skills Appraisal +8, Climb +4, Concentration +15 (+19 casting defensively), Craft (armorsmithing) +12, Craft (weaponsmithing) +12, Decipher Script +12, Handle Animal +1, Intimidate +7, Jump +7, Knowledge (arcana) +13, Knowledge (nature) +8, Knowledge (the planes) +10, Profession (scribe) +2, Ride +4, Spellcraft +20, Swim +0 FlawForlorn (can never attain an animal companion, familiar, or special mount) Possessions combat gear plus Mage Plate (+1 mithral twilight full plate), Static Steel (+2 shocking greatsword), Bergthor's Circlet (headband of Intelligence +2), cloak of resistance +2, Bergthor's Ring (ring of protection +2), lockpicking ring, diamond dust worth 2,250 gp, spell component pouch, spellbook, masterwork dagger. Spellbook spells prepared plus 0óall but enchantment and necromancy; 1stódisguise self, feather fall, hail of stone, lesser orb of acid, mage armor, mount, Tenser's floating disc; 2ndóblur, Gedlee's electric loop, knock, Melf's acid arrow, mirror image, rope trick, snake's swiftness, web, whirling blade; 3rdóclairaudience/clairvoyance, fireball, Leomund's tiny hut, magic circle against evil, major image, nondetection; 4thócrushing grip, dimension door, lesser globe of invulnerability, slashing dispel, trollshape =========================================================================== Channel Spell (Sp): As a move action, Bergthor can channel a spell he has prepared into his sword, thus using up the spell as though it has been cast. The next creature he hits with his sword is affected by the spell (saving throws and spell resistance applies). Only the target is affected by the spell, even if it's an area spell. Description Bergthor studied the Art at the Host Tower of the Arcane and was gradually advancing in the Arcane Brotherhood wizards guild. Before he reached full membership status, he was ordered to kill his friend and colleague to prove his faithfulness. Unable to follow through with the act, he fled the tower and has been roving The North with various adventuring bands. Currently, he's residing in Silverymoon and attempting to put together a company of Spellswords to further strengthen Silverymoon's defenses and gain a name for himself.
And here's a bad-guy NPC for a low-level campaign. A nasty Fey'ri.
Dreythalos Dlardrageth; CR 5 Male Feyíri duskblade 4 NE Medium outsider (native) Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 Languages: Abyssal, Common, Draconic, Elven, Gnoll, Goblin, Illuskan, Sylvan. =========================================================================== AC 20, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 deflection) hp 36 (4 HD); DR 5/bludgeoning or piercing Immune sleep Resist fire 10 Fort +6, Ref +5, Will +5 (+7 against enchantment spells and effects) =========================================================================== Speed 30 ft., fly 40 ft. (poor) Melee +1 longsword +9 (1d8+4/19-20) or Melee mwk dagger +8 (1d4+3/19-20) Ranged mwk composite longbow (Str +3) +8 (1d8+3/x3) Base Atk +4; Grp +7 Special Attacks arcane channeling Duskblade Spells Known (CL4th): 1st (6/day)óblade of blood, cause fear (DC 16), chill touch (+7 melee touch, DC 16), shocking grasp (+7 melee touch), swift expedious retreat 0 (6/day)óacid splash (+9 ranged touch), disrupt undead, ray of frost (+9 ranged touch), touch of fatigue (+9 melee touch, DC 15) Arcane Attunement (CL 4th): 8/dayódancing lights, detect magic, flare, ghost sound, and read magic Spell-Like Abilities (CL 4th): 1/dayócharm person (DC 13), clairaudience/clairvoyance, quickened darkness =========================================================================== Abilities Str 17, Dex 16, Con 13, Int 20, Wis 11, Cha 15 SQ arcane attunement, armored mage, feyíri traits,; Feats Combat Casting, Quickened Spell-Like Ability (darkness), Weapon Focus (longsword) Skills Bluff +5, Climb +4, Concentration +8 (+12 casting defensively), Craft (weaponsmithing) +9, Decipher Script +7, Jump +6, Knowledge (arcana) +10, Knowledge (the plains) +8, Listen +2, Hide +4, Ride +3, Sense Motive +4, Search +5, Spellcraft +10, Spot +2, Swim -1 Possessions+1 longsword, mwk dagger, mwk composite longbow [Str +3] with 20 arrows, +1 elven chain of axe-blocking, ring of protection +1, cloak of resistance +1 =========================================================================== Armored Mage (Ex): Dreythalos can cast spells while wearing light and medium armor and heavy shields with no arcane spell failure. Arcane Channeling (Su): As a standard action, Dreythalos can cast any touch spells he knows and deliver the spell through his sword with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. Feyíri Traits: Immune to sleep spells and effects, +2 racial bonus on Will saves against enchantment spells and effects, +2 racial bonus to Bluff, Hide, Listen, Search, and Spot checks, can cast Alter Self at will to assume any humanoid form, and can remain in that form indefinitely.
Sir Nathaniel Amblecrown; CR 11 Male Chondathan human paladin 6 of Tyr/ gray guard 5 LG Medium humanoid Init +1; Senses Listen +2, Spot +2 Aura courage (10 ft., allies +4 against fear) Languages Chondathan, Common, Elven =========================================================================== AC 27, touch 12, flat-footed 26 (+11 armor, +1 Dex, +4 shield, + 1 deflection) Immune disease, fear hp 101 (11 HD) Fort +17, Ref +9, Will +15 (+1 to saves against evil creatures, spells, and spell-like abilities; +2 to saves against energy drain, death effects, and negative energy effects) =========================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee+2 blessed longsword of lesser life drinking +18/+13/+8 (1d8+7/19-20, plus 1d6 against evil creatures) or Melee mwk dagger +17/+12/+7 (1d4+5/19-20) or Melee devastating touch +16 melee touch (up to 44 points) Ranged mwk comp longbow (Str +2) +13/+8/+3 (1d8+2/x3) Base Atk +11; Grp +16 Atk Options Improved Bull Rush, Power Attack, smite evil or chaos 5/day (+4 attack, +11 damage or +33 when charging) Special Actions debilitating touch (Fort DC 19), lay on hands 44 points/day, turn undead 7/day (+6, 2d6+7; 4th) Combat Gearbadge of glory 2/day (11 damage), cord of favor 3/day, dimension stride boots 5/day, pearl of power (1st) 1/day Paladin Spells Prepared (CL 4th): 2ndóstrength of stone 1stórhino's rush (2) Spell-Like Abilities (CL 6th): At willódetect evil 1/tendayóremove disease =========================================================================== Abilities Str 20, Dex 12, Con 16, Int 12, Wis 14, Cha 18 SQ sacrament of trust, strong aura of good Feats Awesome Smite, Discipline, Extra Smite, Improved Bull Rush, Nymph's Kiss, Power Attack, Shock Trooper Skills Bluff +9, Concentration +14, Diplomacy +11, Disguise +9 (+11 acting), Forgery +1, Handle Animal +10, Heal +8, Intimidate +12, Knowledge (Dalelands local) +7, Knowledge (nobility and royalty) +4, Knowledge (religion) +9, Ride +7, Sense Motive +13 FlawRighteous (Once per game session, the DM or another player can activate your Flaw in order to dispel any doubts you might have about the moral justifiability of your actions. This includes, but it not limited to, overriding any Qualms (as per the flaw) that you might have, and forcing you to act against your alignment. Possessions combat gear plus Redemption (+2 blessed longsword [crystal of lesser life drinking]), +3 full plate, +2 heavy steel shield, gauntlets of ogre power, cloak of Charisma +2, ring of resistance +1, ring of protection +1, lenses of revelation, phylactery of virtue, caduceus bracers, silver holy symbol, masterwork dagger, masterwork composite longbow (Str +2), standard adventuring gear, 60 gp.
Looks good, but it don't have to be a drow. And what good is the Tempest for a kommando? He has to be decent in battle, but more important is that he has the right skills and abilitied.
Disclaimer: I spewed all of this out off the top of my head and make no claim whatsoever that any of it is accurate or even correct.
Looks good, but it don't have to be a drow. And what good is the Tempest for a kommando? He has to be decent in battle, but more important is that he has the right skills and abilitied.
Ok, if not a Drow then which race would you like? Human seems to be a good choice for a multitude of reasons as are Elves, espically for the sort of Spec. Ops character.
I chose the Tempest because it's excellent in two-weapon fighting techniques, something I think a Commando would be good with. I chose the Ranger for terrain knowledge, stealth skills, and nature abilities. I chose to mutliclass to Rogue for sneak attack damage, rogue talents, and to further expand on Stealth and Traps.
Here's another simple character with a small story. Enjoy!!
Luthan Taim; CR 2 Male Nar human fighter 1/ evoker 1 LN Medium humanoid Init +4; Senses Listen +1, Spot +1 Languages Common, Damaran, Goblib, Orc =========================================================================== AC 13, touch 10, flat-footed 13 (+3 armor) hp 21 (2 HD) Fort +4, Ref +0, Will +2 =========================================================================== Speed 30 ft. (6 squares) Melee mwk greatsword +4 (2d6+3/19-20) Ranged touch +1 (by spell) Base Atk +1; Grp +3 Atk Options Power Attack Combat Gear (2) potion of cure light wounds (CL 3rd) Wizard Spells Prepared (CL 1st; prohibited schools: enchantment and necromancy; 5% spell failure): 1stógrease (DC 14), magic missile, shield 0 (cantrips)óacid splash (ranged touch), detect magic, light =========================================================================== Abilities Str 15, Dex 11, Con 14, Int 17, Wis 10, Cha 8 SQ immediate magic (evocation) Feats Combat Expertise, Dauntless, Improved Initiative, Power Attack*, Scribe Scroll* *Bonus feats Skills Climb +5, Concentration +3, Craft (alchemy) +3, Craft (weaponsmithing) +6, Decipher Script +4, Handle Animal +1, Intimidate +3, Jump +5, Knoweldge (arcana) +4, Knoweldge (Damara local) +3, Knowledge (dungeoneering) +3, Knowledge (nature) +3, Knoweldge (religion) +3, Knowledge (the planes) +3, Ride +3, Spellcraft +5, Swim +5 Possessions combat gear plus masterwork greatsword, twisted silk armor, spell component pouch, spellbook Spellbook spell prepared plus 0óall except enchantment and necromancy; 1stóalarm, burning hands, comprehend languages, disguise self, mage armor, mount, obscuring mist, shocking grasp, unseen servant =========================================================================== Description: Luthan grew up in a small village deep in Nar called Sarrowatch. This tiny village avoided magic and feared it terribly. Those who've been known to wielding magic are asked to leave town. Such magic users become hermits in the near by woodlands and mountains. This is where Luthan first came across magic.
He and his friends knew about an old hermit, living in the woods, which supposedly wielded awesome power. They were all warned to say far away from him, but like most children, they rarely listened. One evening Luthan and his friends ventured close to where the old hermit dwelled, hoping to catch a glimpse of his arcane might. And like most children, ran at the first sign of the old man's presence. Still Luthan remained, determined to see magic done. What Luthan saw that night wasn't powerful, dreadful, or even scary. It was a few items moving about by themselves, a light with no heat source, and and an old man talking to an owl. With a disappointed sigh, Luthan started his journy home.
Luthan didn't get far as a creature from the dark woods released a terrifying shreak. With speed born of pure fear, Luthan ran down the path towards the town. He heard brush breaking and something running behind him with inhuman speed. Sparing a glance back, Luthan saw a monster coming at him from his most dreaded nightmares. It was the size of a bear with a beak of an giant bird, something he heard the men folk in town call an Owlbear. They were ferocious beasts and loved the taste of humans. With Luthan distracted, he never saw the roots along the path and promply tripped, skidding to his hands and knees. He turned as the owlbear came upon him, rearing on it's hind legs like a giant conquering his opponent.
The blood was pumping in Luthan's ears deafened him to the sounds of arcane muttering behind the giant beast. Suddenly Luthan was blinded by a steak of light as it arched through the Owlbear's chest. The smell of ozone and burnt, dirty hair reached his nostrils and he had briefly wonderd if the sky had opened above him, delivering a powerful bolt of lightning. The Owlbear swayed from side to side then fell with a great weight that shook the ground, like a darkwood tree falling next to Luthan's head. Spots of light swam in his eyes and it took a few moments to realize what occured. Sitting on a dead tree stump was the old hermit, his beard wild and shaggy and holding what appeard to be some sort of transparent rod.
A smile broke his stern, bearded visage and he said "Looks like owlbear for dinner! You run along home now, but don't fear me child. When you regain your wits, come see me and I'll teach you how to conquor the world." The old man walked over to the Owlbear and muttered some arcane phrase that Luthan could've never known and in a flash, both beast and wizard were gone.
Luthan did return and went on to learn much of what the wizard would teach him. Yet as he grew to man hood, the townsfolk started to suspect something odd about Luthan. When it was learned that he had been meeting the old wizard, he too was banished from his town. Luthan decided to live with the old hermit but upon going to his cottage, the hermit too was gone. With no one to learn from, Luthan left his small vale and journeyed into the wider world to learn more magic.
Ikar the Black (custom)Level 10 Solo Soldier (Leader) Medium natural humanoid (half-orc) XP 2,500 =============================================================================== Initiative +12; Perception +7; Low-Light Vision HP 416; Bloodied 208 AC 27; Fortitude 25; Reflex 22; Will 21 Speed 5 (7 while charging) Saving Throws +5; Action Points 2 =============================================================================== TRAITS =============================================================================== Half-Orc Resilienceï Encounter Effect: When Ikar is first bloodied in an encounter, he gains 10 temporary hit points. =============================================================================== STANDARD ACTIONS =============================================================================== (m) Broadsword (Weapon) ï At-Will Attack: +18 vs. AC Hit: 1d10 + 7 damage, and the target is marked until the end of Ikarís next turn. =============================================================================== TRIGGERED ACTIONS =============================================================================== Joint Ventureï At-Will Trigger (Immediate Reaction): When Ikar charges. Effect: An ally with 10 squares makes a charge attack as a free action. That allyís movement during the charge does not provoke opportunity attacks.
Furious Assault ï Encounter Trigger (Free Action): Ikar makes a successful attack. Effect: The triggering attack deals 1d10 extra damage if it is a broadsword attack or 1d8 extra damage if it is a junkerís smash attack. =============================================================================== MINOR ACTIONS =============================================================================== (M) Junker's Smash (Weapon) ï At-Will (1/round) Attack: +16 vs. Reflex Hit: 1d8 + 4 damage, and the target is knocked prone.
(M) Fair Trade (Weapon) ï Encounter Attack: +18 vs. AC Hit: 3d10 + 5 damage. =========================================================================== Alignment evil Languages Common, Giant Skills Athletics +15, Diplomacy +14, Endurance +13, History +11 Str 20 (+10) Dex 15 (+7) Wis 14 (+7) Con 16 (+8) Int 13 (+6) Cha 18 (+9) Equipment scale armor, light shield, broadsword
Diffan - do you just do NPCs or do you do monsters, too?
I could use Marcus, Red Wizard of Thay in the CR 14 range that can (for a time) handle combatting 5-6 PCs. He should have craft woundrous item, at least, and have some nod to a great amount of experience with portals, and magic items. If you see my most recent thread in this folder, you'll get more details if you need him. He should also not be particularly wise. He's completely missed the fact that the devils he's allied himself with are demons in disguise.
3.5/Pathfinder with as much of a Realms taste, as possible.
Diffan - do you just do NPCs or do you do monsters, too?
I could use Marcus, Red Wizard of Thay in the CR 14 range that can (for a time) handle combatting 5-6 PCs. He should have craft woundrous item, at least, and have some nod to a great amount of experience with portals, and magic items. If you see my most recent thread in this folder, you'll get more details if you need him. He should also not be particularly wise. He's completely missed the fact that the devils he's allied himself with are demons in disguise.
3.5/Pathfinder with as much of a Realms taste, as possible.
Well, Monsters and NPCs go hand-in-hand when using v3.5/Pathfinder. The few changes are that Monsters gain access to Monster Feats and often their wealth-by-level is much lower than that of a PC. 4E, OTOH, has distinct differences between Monsters and PCs.
As for Marcus, is this the same Red Wizard Marcus that attacked Phlan in the Pools of Darkness novel or just a coincidence? Just curious. Yea, I could stat-up an Evil Red Wizard for you. But there are differences between v3.5 and Pathfinder. Do you want mainly Pathfinder mechanics with some sprinkling of v3.5? Also, Red Wizards require specialization in a school of magic, so which school would you like Marcus to specialize in?
Yep, that's the guy. It's for my homage to pools of darkness adventure. I took the game and the novel and sort of mashed them together, then threw in some stargate sg1.
Gothmenes (villain from the game) is actually masquerading as Tanetal. Some basics have been adjusted for the PCs interactions with Phlan in Ruins of Adventure (aka Pool of Radiance). And the campaign has basically involved them using pools of darkness to move from town to town, as opposed to following Ren's track of looking for the lost cities.
Basically, I use Pathfinder as my rule-set, filling in with FR where needed, and then 3.5 if all else fails. It's up to you whether or not you use the Red Wizard PrC, though I'm sure it's more useful to others if you do, I guess. I'm leaning towards
Basically, I use Pathfinder as my rule-set, filling in with FR where needed, and then 3.5 if all else fails. It's up to you whether or not you use the Red Wizard PrC, though I'm sure it's more useful to others if you do, I guess. I'm leaning towards
Ok, well from what I remember of the novel, I'm under the impression that Marcus was more of a blasting mage, meaning a focus in Evocation. So I'll use that and the Red Wizard prestige class. I'll have to Pathfinder-ize the PrC, but that shouldn't be too hard at all.