Author |
Topic |
Diffan
Great Reader
USA
4438 Posts |
Posted - 11 Feb 2012 : 18:30:12
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Gaston; CR 4 Male human ranger 3/ rogue 1 NE Medium humanoid (human) Senses Listen +4, Spot +4 Languages Common (french) =============================================================================== AC 14, touch 12, flat-footed 14 (+2 armor, +2 Dex) hp 27 (4 HD) Fort +5, Ref +7, Will +1 =============================================================================== Speed 30 ft. (6 squares) Ranged masterwork composite shortbow (+2 Str) +6 (1d6+2/x3) or +7 within 30 ft. with Point Blank Shot or Ranged masterwork composite shortbow (+2 Str) +4/+4 (1d6+2/x3) with Rapid Shot Ranged blunderbuss +6 (2d6/x3) or +7 within 30 ft. with Point Blank Shot Melee masterwork long-knife +7 (1d6+3/x2) Base Atk +3; Grp +6 Special Attacks Rapid Shot, favored enemy (magical beasts +2), sneak attack +1d6 =============================================================================== Abilities Str 17, Dex 15, Con 14, Int 8, Wis 10, Cha 12 SQ trapfinding, wild empathy Feats Endurance†, Exotic Weapon Proficiency (Blunderbuss), Persuasive, Point Blank Shot, Rapid Shot†, Track† † Bonus feat Skills Bluff +7, Climb +7, Handle Animal +3, Hide +4, Intimidate +7, Jump +6, Knowledge (dungeoneering) +1, Knowledge (geography) +2, Knowledge (nature) +1, Move Silently +5, Ride +4, Search +1, Survival +4, Swim +4, Use Rope +3 Possessions masterwork composite shortbow (+2 Str) with 20 arrows, blunderbuss, masterwork long-knife, leather armor
Creation Method: Stats: Done with 30 point buy HP: Full at 1st level, avergae hp at later levels
Sources Used: PHB, DMG
New: Long-Knife: This weapon is often used by hunters and rangers for a variety of reasons and applications and so, acts much like a tool. It has a one-sided blade that curves slightly back and often a serrated edge on the other side. It's a bigger blade, much heavier than a dagger but not as long or as militaristic as a Shortsword. It can be thrown with accurately within 10 feet. This is a simple weapon.
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Edited by - Diffan on 17 Feb 2012 04:35:04 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 12 Feb 2012 : 14:53:44
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The "Beast"; CR 5 NG Medium Magical Beast Init +2; Senses darkvision 60 ft., low-light vision; Listen +3, Spot +3 Languages Common =============================================================================== AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) hp 40 (5 HD) Fort +5, Ref +6, Will +2 =============================================================================== Speed 40 ft. (8 squares) Melee Bite +11 (1d8+5/x2) and 2 claws +5 (1d4+2/x2) Melee bite +11 (1d8+5/x2) or Melee claw +10 (1d4+2/x2) or Base Atk +5; Grp +10 Special Attacks pounce, rake (1d4+2) =============================================================================== Abilities Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 8 Feats Improved Natural Armor, Toughness†, Weapon Focus (bite) † Bonus feat Skills Balance +5, Climb +8, Hide +4, Intimidate +5, Jump +7, Move Silently +4 =============================================================================== Pounce (Ex): If the "Beast" charges a foe, he can make a full attack, including one rake attack. Rake (Ex): Attack bonus +10 melee, damage 1d4+2. Skills: The "Beast" has a +4 racial bonus on Balance, Intimidate, and Jump checks.
Creation Method: Stats: Done with 30 point buy HP: Full at 1st level, avergae hp at later levels
Sources Used: PHB, Monster Manual, d20SRD site.
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Edited by - Diffan on 17 Feb 2012 04:35:35 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 13 Feb 2012 : 15:00:38
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DRAVEN ERHALES; CR 10 Male Illuskan human wizard 7/ arcane devotee (Torm) 3 LG Medium humanoid (human) Init +4; Senses Listen +1, Spot +1 Languages Chrondathan, Common, Draconic, Elven, Illuskan, Orc =============================================================================== AC 21, touch 17, flat-footed 16 (+4 armor, +5 Dex, +2 deflection) hp 42 (10 HD) Fort +7, Ref +9, Will +11 (+1 to saves against divine spells and effects) =============================================================================== Speed 30 ft. (6 squares) Melee +1 quarterstaff +5 (1d6+1/x2) or Melee melee touch +4 (by spell) Ranged ranged touch +9 (by spell) Base Atk +4; Grp +4 Special Actions reach of the holy 3/day Wizard Spells prepared (CL 10): 5th—draconic might, hold monster (DC 21), open slot 4th—blast of flame (DC 20), dimension door, greater invisibility, chain spirit worm (DC 17) 3rd—dispel magic, fireball (DC 19), fly, haste, smiting ghoul touch (melee touch, DC 19) 2nd—Aganazzar’s scorcher (DC 18), darkway, dimension hop, invisibility, scorching ray (ranged touch), smiting shocking grasp (melee touch) 1st—grease, lesser orb of electricity (ranged touch), magic missile (2), ray of enfeeblement (ranged touch), shield 0 (cantrips)—detect magic, light, message, read magic =============================================================================== Abilities Str 10, Dex 20, Con 14, Int 22, Wis 13, Cha 14 Feats Alacritous Cogitation, Chain Spell, Craft Magical Arms and Armor, Enlarge Spell, Scribe Scroll, Smiting Spell, Spellcasting Prodigy Skills Concentration +15, Craft (alchemy) +14, Craft (weaponsmithing) +10, Craft (armorsmithing) +10, Decipher Script +18, Knowledge (arcana) +18, Knowledge (local Amn) +10, Knowledge (local Western Heartlands) +12, Knowledge (religion) +13, Spellcraft +18 Possessions +1 quarterstaff, bracers of armor +4, headband of Intellect +2, cloak of resistance +2, ring of protection +2, gloves of Dexterity +2, silver holy symbol (Torm) Spellbook Draven knows most 5th level spells and lower from the PHB as well as from the Spell Compendium. =============================================================================== Divine Synergy (Ex): Draven receives a +1 bonus to all saving throws against divine spells and spell-like effects. Reach of the Holy (Su): Draven may apply the effects of an Enlarge Spell three times per day to any spell he can cast. This doesn’t need be prepared or used as a full-round action.
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Edited by - Diffan on 17 Feb 2012 04:36:36 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 13 Feb 2012 : 15:38:58
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ASSASSIN OF ASMODEUS; CR 20 Male half-vampire rogue 5/ assassin 9/ disciple of asmodeus 5 Any Evil Medium humanoid (human) Init +14; Senses Listen +13, Spot +13 Languages Common, Elven, Sylvan =============================================================================== AC 34, touch 20, flat-footed 36 (+9 armor, +7 Dex, +5 natural, +3 deflection) hp 108 (19 HD); DR 5/silver or magic Resist cold 5, electricity 5 Fort +12, Ref +25, Will +14 =============================================================================== Speed 30 ft. (6 squares) Melee +2 impaling keen rapier of deadly precision +22/+17/+12 (1d6+5/15-20 plus additional 1d6 sneak attack) or Melee slam +16/+11/+6 (1d6+4) Ranged +1 light crossbow +21 (1d8+1/19-20) Base Atk +13; Grp +16 Atk Options charming gaze (DC 24), command, death attack, sneak attack +9d6 Assassin Spells Per Day (CL 10th; DC=13 + spell level): 4th (3/day)—cursed blade, dimensional door, greater teleport, heart ripper 3rd (4/day)—amorphous form, deeper darkness, find the gap, nondetection 2nd (4/day)—absorb weapon, alter self, spider climb, veil of shadow 1st (4/day)—distract assailant, ebon eyes, feather fall, sticky fingers =============================================================================== Abilities Str 16, Dex 24, Con 14, Int 16, Wis 12, Cha 16 SQ evasion, fast healing 1, hide in plain sight, poison use, improved uncanny dodge, trapfinding, trap sense +1, learn secret 3/day, summon hellcat Feats Ability Focus (charming gaze), Deft Strike, Disciple of Darkness, Evil Brand, Improved Feint, Improved Initiative, Leadership, Sickening Strike, Weapon Finesse Skills Appraise +4, Balance +13, Bluff +14, Climb +8, Craft (poisonmaking) +11, Decipher Script +13, Diplomacy +11, Disable Device +12, Disguise +10, Escape Artist +12, Forgery +5, Gather Information +10, Hide +25, Intimidate +10, Jump +6, Knowledge (local) +9, Move Silently +23, Open Lock +16, Search +13, Sense Motive +6, Slight of Hand +12, Swim +8, Tumble +19, Use Magic Device +8, Use Rope +11 Possessions Keen Blade (+2 impaling keen rapier of deadly precision), Shadow Chain (+5 mithral shadow chain-shirt), amulet of natural armor +5, rogue’s vest, gloves of Dexterity +4, belt of battle, ring of protection +3, ring of force shield, dimension stride boots, cloak of resistance +4, harrow rod, 2 blast globes, masterwork thieves tools
Sources Used: PHB, DMG, Libris Mortis, Drow of the Underdark, Magic Item Compendium, Spell Compendium, Complete Adventurer, Book of Vile Darkness
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Edited by - Diffan on 17 Feb 2012 04:37:35 |
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Galuf the Dwarf
Senior Scribe
USA
609 Posts |
Posted - 14 Feb 2012 : 04:33:59
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Wow, a mention of me in this thread! I'm flattered. |
Galuf's Baldur's Gate NPC stats: forum.candlekeep.com/topic.asp?TOPIC_ID=8823 Galuf's 3.5 Ed. Cleric Domains: forum.candlekeep.com/topic.asp?TOPIC_ID=14036 Galuf's Homebrew 4th Edition Races: forum.candlekeep.com/topic.asp?TOPIC_ID=13787 Galuf's Homebrew Specialty Priest PrCs: forum.candlekeep.com/topic.asp?TOPIC_ID=14353 Galuf's Forgotten Realms Heralds and Allies thread: forum.candlekeep.com/topic.asp?TOPIC_ID=8766 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 15 Feb 2012 : 15:43:31
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quote: Originally posted by Galuf the Dwarf
Wow, a mention of me in this thread! I'm flattered.
Well you did a lot of good work with the special Domains, it'd be a crime not to.
Also, ideas for more NPCs? |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 15 Feb 2012 : 15:54:02
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CAEL TERRIOUS Total XP: 600 Human Magus 2 N Medium humanoid (human) Init +6; Senses none; Perception +1 =========================================================================== DEFENSE =========================================================================== AC 17; touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 Dodge) hp 32 (2d8+17) Fort +5, Ref +3, Will +4 =========================================================================== OFFENSE =========================================================================== Speed 30 ft. Melee longsword +5 (1d8+4/19-20) or Melee dagger +5 (1d4+4/19-20) or Melee longsword +3 (1d8+4/19-20) and Melee touch +3 (by spell/x2) with Spell Combat Ranged shortbow +3 (1d6/x3) or Ranged touch +3 (by spell) Combat Actions arcane pool 4/day, spellstrike Magus Spells per day: 4/3. DC 13 + spell level; CL 2nd: 1st—color spray (DC 14), shocking grasp (melee touch), true strike 0—acid splash (ranged touch), daze (DC 13), detect magic, light =========================================================================== STATISTICS =========================================================================== Str 18, Dex 14, Con 15, Int 17, Wis 13, Cha 13 Base Atk +1; CMB +5; CMD +17 Feats Dodge, Improved Initiative Skills Climb +7, Fly +0, Intimidate +1, Knowledge (arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (planes) +7, Profession (engineer) +5, Ride +5, Spellcraft +8, Swim +2, Use Magic Device +6 Traits Deft Dodger (+1 Reflex), Magical Lineage (shocking grasp, reduce level adjustment of meta-magic feats for this spell by +1) Languages Avastani, Common, Draconic, Elven, Goblin Possessions chain shirt, longsword, shortbow with 40 arrows, 2 daggers, explorer’s outfit, adventurer’s kit, spellbook, and gp. Spellbook: spells prepared plus 0—all; 1st—enlarge person, grease, obscuring mist, shield, shocking grasp, vanish
Creation Method Stats generated by 4d6 dropping lowest die x 7 HP at 1st level = full HD + Con score
Sources Used: Pathfinder d20 SRD |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 15 Feb 2012 : 19:53:33
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ORC GLADIATOR (RAGING); CR 6 Male orc barbarian 1/ fighter 4 CE Medium humanoid (orc) Init +2; Senses darkvision 60 ft.; Listen +2, Spot +0 Languages Common, Orcish =============================================================================== AC 18, touch 13, flat-footed 16; Dodge (+5 armor, +2 Dex, +2 shield, +1 deflection, -2 rage) hp 62 (5 HD) Fort +9, Ref +5, Will +3 Weakness light sensitivity =============================================================================== Speed 40 ft. (8 squares) Melee mwk orcish battleaxe +13 (1d8+8/x3, plus 1d4) or Melee +1 orcish claws of attack +12 (1d6+4/19-20) or Melee mwk orcish battleaxe +11 (1d8+8/x3, plus 1d4) and +1 orcish claws of attack +10 (1d6+4/19-20) with Two-Weapon Fighting Ranged javelin +7 (1d6+6/x2) Base Atk +5; Grp +11 Atk Options rage 1/day [used] (+4 Str, +2 Con, -2 AC; 5/rounds) Combat Gear 3 darkberries, 1 potion of cure serious wounds (CL 5th), 2 potions of protection from arrows (10/magic) Maneuvers and Stances Known (IL 2nd): Strikes—wolf-fang strike (1st) Disciplines: Tiger Claw The orc gladiator can only initiate this maneuver once per encounter, with no recovery possible. =============================================================================== Abilities Str 23, Dex 14, Con 18, Int 8, Wis 10, Cha 12 Feats Dauntless, Dodge, Improved Buckler Defense, Lightning Reflexes, Two-Weapon Fighting, Weapon Focus (axes), Weapon Specialization (axes) Skills Climb +7, Intimidate +6, Jump +6, Survival +3, Swim +0 Flaw No Retreat (will never run from combat, except on a DC 30 Will check. If successful, the Orc Gladiator receives a -4 penalty to attacks, ability checks, and damage rolls for feelings of regret and cowardness.) Possessions Combat gear plus masterwork spiked breastplate, +1 spiked armored pauldron, +1 orcish tiger claw bracers of attack, masterwork orcish battleaxe, ring of protection +1, 30 pp.
Creation Method Stats generated by 4d6 dropping lowest die x 7 Free Regional feat at 1st level (Dauntless)
Additional notes: Uses "Orcish Weapon*. These are specific weapons created by Orcs and require an exotic weapon proficiency feat to use. Orcs treat them as martial weapons. More information found HERE The +1 spiked pauldron is mechanically a buckler, but I thought the re-flavoring was much more fitting and cool. Tiger Claw bracers can be found in the magical item section of the Tome of Battle. It's how he's able to use Wolf Fang Strike 1/encounter. Darkberries were something I read that were similar to my Shadow-Pellets further down thread but I can't remember the source of the information. Heh, I don't even really know what they do. |
Edited by - Diffan on 02 Mar 2012 12:22:44 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 17 Feb 2012 : 04:34:24
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Sgt. Dorn Melendak; CR 4 Male Tethyrian human fighter 4 LN Medium humanoid Init +1; Senses Listen +3, Spot +3 Languages Chondathan, Common, Tethyrian =============================================================================== AC 23, touch 11, flat-footed 22 (+8 armor, +1 Dex, +4 shield) hp 33 (4 HD) Fort +7, Ref +3, Will +4 =============================================================================== Speed 20 ft. (4 squares); base 30 ft. Melee +1 battle-axe +10 (1d8+6/x3) or Melee mwk spiked heavy steel shield +9 (1d6+2/x2) or Melee +1 battle-axe +8 (1d8+6/x3) and mwk spiked heavy steel shield +7 (1d6+2/x2) with Agile Shield Fighting Ranged mwk composite shortbow (Str +2) +6 (1d6+2/x3) Base Atk +4; Grp +8 Atk Options Furious Charge, Power Attack Combat Gear 2 potions of cure light wounds (CL 1st), 2 potions of shield of faith (+2) (CL 3rd) =============================================================================== Abilities Str 18, Dex 12, Con 15, Int 11, Wis 14, Cha 13 Feats Agile Shield Fighter, Furious Charge, Improved Shield Bash, Power Attack, Shield Specialization (heavy shield), Weapon Focus (battle-axe), Weapon Specialization (battle-axe) Skills Climb +5 (-1 in armor), Craft (armorsmithing) +2, Handle Animal +4, Intimidate +4, Jump +6 (+0 in armor), Knowledge (Cormyr local) +2, Profession (guard) +3, Ride +4, Swim +4 (-8 in armor) Possessions combat gear plus +1 battle-axe, masterwork full plate, masterwork spiked heavy steel shield, surcoat of resistance +1, 100 gp
Creation Method: Stats generated by 4d6 dropping lowest die x 7 Free Regional feat at 1st level (Furious Charge)
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Diffan
Great Reader
USA
4438 Posts |
Posted - 17 Feb 2012 : 04:44:44
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AELROVAN STEELEAF; CR 15 hp 88 (15 HD) Male moon elf duskblade 15 NG Medium humanoid (elf) Init +7; Senses low-light vision; Listen +1, Spot +1 Languages Chondathan, Common, Dwarven, Elven, Sylvan AC 37, touch 19, flat-footed 28 (+9 armor, +6 Dex, +7 shield*, +3 deflection, +2 natural) *see deflect Immune sleep Fort +12, Ref +14, Will +10 (+12 against enchantments) Speed 30-ft. (6 squares) in +4 mithral breastplate; base 30 feet Melee +3 elven courtblade +25/+20/+15 (1d10+5/15-20) Base Atk +15; Grp +16 Atk Options Arcane Strike, Power Attack, arcane channeling (full-attack), quick cast 3/day Combat Gear potion of cure moderate wounds, potion of invisibility, potion of lesser restoration, ring of counterspells (infused with dispel magic) Special Actions dimensional jaunt (20-ft. teleport) Duskblade Spells Known (CL 15th; Concentration +16, +20 casting defensively, spell power +3): 4th (6/day)-dimension door (CL 16th), dispel magic, fire shield 3rd (8/day)-dispelling touch, energy aegis, keen edge*, vampiric touch 2nd (11/day)-bladesong, deflect (included in stat block), dimension hop (CL 16th), scorching ray (+20 ranged touch) 1st (11/day)-blade of blood, lesser deflect, obscuring mist, ray of enfeeblement (+20 ranged touch), shocking grasp (+17 melee touch) 0 (6/day)-acid splash (+20 ranged touch), disrupt undead (+18 melee touch, DC 16), ray of frost (+20 ranged touch), touch of fatigue (+18 melee touch, DC 16) *Already cast Spell-Like Abilities (CL 15th; Concentration +16, +20 casting defensively, spell power +3): 9/day-dancing lights, detect magic, flare, ghost sound, read magic Abilities Str 13, Dex 24, Con 12, Int 22, Wis 8, Cha 10 SQ able to notice secret or concealed doors, mage armor (light and medium armor, heavy shields), spell power +3 Feats Arcane Strike**, Combat Casting*, Dimensional Jaunt**, Exotic Weapon Proficiency (elven courtblade), Knowledge Devotion, Power Attack, Weapon Finesse * Bonus Feat ** Detailed Below Skills Climb +8, Concentration +16 (+20 casting defensively), Decipher Script +7, Knowledge (arcana) +18, Knowledge (dungeoneering) +18, Knowledge (nature) +18, Knowledge (the planes) +18, Spellcraft +16 Possessions combat gear plus +4 mithral breastplate, +3 elven courtblade, cloak of resistance +2, girdle of health +2, gloves of Dexterity +6, headband of Intellect +6, necklace of natural armor +2, ring of protection +3, 50 gp. Arcane Attunement (Sp): Aelrovan can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + his Int. modifier. Arcane Channeling (Su): Aelrovan can cast any touch spell he knows as part of a full-attack action and deliver the spell through his weapon with a melee attack, the spell affecting each target he hits in melee combat that round. 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.
Arcane Strike (Complete Warrior): When Aelrovan activates this feat (a free action that does not provoke an attack of opportunity), he can channel arcane energy into a melee weapon or his unarmed strike. He must sacrifice one of his spells for the day (of 1st level or higher) to do this, but he gains a bonus on all his attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 points of the level of the spell sacrificed. The bonus added to his attack rolls from this feat cannot be greater than Aelrovan's base attack bonus.
Dimensional Jaunt (Complete Mage): As long as Aelrovan has a teleportation spell of 4th level or higher available to cast, he can spend a standard action to teleport himself and carried objects up to his heavy load a distance of 5 feet per level of the highest level teleportation spell he has available to cast. He can teleport only to a location he can see and he can't bring along any other creature. He also gains a +1 bonus to caster level checks for teleportation spells.
Quick Cast: Aelrovan can cast three spells each day as a swift action, so long as the casting time of the spell is 1 standard action or less.
Spell Power: If Aelrovan has injured an opponent with a melee attack, he gains a +3 bonus on his caster level check to overcome spell resistance for the remainder of the encounter.
Hook: "With blade and spell, you will fall this day!"
Aelrovan Steeleaf (Ale-ROW-vin STEEL-leaf) is a mercenary for higher found along the Western Heartlands and the Sword Coast. Originally of Evereska, he traveled exclusively with his older brother, a renowned bladesinger named Ny'thandael (NIGH-than-dale) but a falling out has occurred between the two brothers and he takes work wherever he can find it.
Aelrovan had the following ability scores before racial adjustments, Hit Dice ability score increases, and equipment bonuses: Str 13, Dex 14, Con 12, Int 15, Wis 8, Cha 10 (25 point-buy).
History Aelrovan grew up among the tall trees of the city of Evereska, along with this older brother, mother, and father. The Steeleafs have a long and proud history of defenders of the elven realms, dating as far back as the founding of Cormanthyr and continuing through the fall of Myth Drannor and his family's relocation to Evereska. This history is grounded in the practice of both sword and magic; a style called Bladesinging that the elves often favor. Aelrovan's brother was a natural and took to the style with ease and grace, making their parents proud. Aelrovan, on the other hand, struggled with the practices and would often let his emotion and frustration get the better of him, throwing him out of rhythm and balance when he and his brother sparred. Yet his brother would look after him, mentor him when he didn't meet father's expectations, and helped him gain some bearing. Aelrovan knew deep down he would never catch up to his brother in terms of skill with the sword and spell in equal measure. Aelrovan just didn't physically have the lithe body of a graceful bladesinger. While wallowing in the mire of that which was of no fault of his own, an older looking elf approached Aelrovan one day in the fall of 1281 DR. The older elf, well over four centuries, sat and listened to the young elf's anger and frustration, the fear of letting his father and his whole family down. The older elf, named Korath'le, then told Aelrovan about another path; a path that complemented the Bladesinger in battle, that used their lower center of gravity and armor to devastating effect but still held to magic as any Bladsinger might. Aelrovan was skeptical at first, assuming Korath'le was referring to the style humans adapted to mimic, and badly, a bladesinger, called eldritch knights. These warriors attempt to fight in armor while casting spells, but it requires a significant investment in mithral and magical enchantments while a true Bladesinger is just as comfortable in their loose clothes as they are in armor. Yet, as Korath'le spoke of this ancient elven tradition, about being a blur on the battlefield, attacking with striking speed and position, the more Aelrovan believed this tradition was unique unto itself. Korath'le told Aelrovan that he would teach him this technique under the condition that he would only practice it under dire circumstances and only around people he trusted. Eagerly, Aelrovan accepted. It wasn't long before Aelrovan adopted these unusual techniques and was able to apply his considerable qualities and intelligence into a sort of harmonic blend. The spells he learned were much like that of any Wizard, but with a quick twist of the spell, allowing a faster casting for a shorter duration. His advancement was spurred on quickly by the deft teaching of Korath'le, pushing him to new heights and in the same days, he would train under his father and brother in their own traditions. Aelrovan had to admit to himself, he felt far greater pride when the old elf Korath'le would praise him than he ever felt from the few times he received praise from his father. His training was going well until the day he had to make a decisive choice. A warrior such as Aelrovan, one who can cast spells and fight with a blade, the right spell for the job is almost a necessity. Yet for his family, the teaching of Bladesinging from the Steeleafs requires one caveat, no Necromancy. The concept of playing with life-forces, the stain using such magicks leaves on your soul is thought to be too terrible to imagine. Steeleaf warriors are forbidden to wield to learn such spells. So it was a decision Aelrovan was put to when he was taught a number of such spells from Korath'le. He learned to syphon life from an enemy when he struck them with his blade, to drain their strength, and to use his own life-force to infuse his weapon with tremendous, and slightly horrifying, effects. At first, Aelrovan recoiled at the thought. The betrayal to his family would be final and he'd never be accepted. But the more Korath'le urged him to fight with all of his might, Aelrovan realized that his acceptance was moot regardless. With strong willpower and resolve, Aelrovan went down that path and never looked back. As the decades past, Aelrovan became an exemplary warrior among Evereska's troops. His combat style, favoring of heavier armor but still retaining his spellcasting intrigued quite a number of older elven warriors. It was a style unlike much of what they've seen. Then one day, in the year 1345 DR, Aelrovan and his brother Ny'thandael got into an extremely heated sparring match. Pushed by their father to continue the match, despite both near exhaustion, the two unleashed all they had in terms of steel and spell alike. Ny'thandaels cunning tactics and quick magics thwarted Aelrovans attacks, which caused him the much anticipated frustration Ny'thandael sought. In the final moments Ny'thandael used that frustration to lay Aelrovan low with a strike to the back. Hearing his father's applause at his failure sent Aelrovan over the edge. Turning towards his unsuspecting brother, Aelrovan used his magic to teleport to just behind Ny'thandael, unleashing a necromantic spell into his weapon and sapping a significant portion of Ny'thandael's life into him. The horrified expressions on both his brother and father's face, Aelrovan knew his secret was out. The match was ended and Aelrovan confined to his room to await punishment. The next week was torture for Aelrovan. All he ever wanted was to please his family and defend his home from threats. During his isolation, he was visited by Ny'thandael and Aelrovan explained everything to him. He bore all that he was, all the training he underwent, and all the pressure he felt from their father. Ny'thandael understood it all and in the end, forgave him. While his brother's forgiveness was a blessing, Aelrovan still feared what the council would say. By the end of the week, the decision was made. Aelrovan was put before the council of Evereska. They acknowledge that his prowess certainly helped in defense of their city and he had, up to then, only shown the greatest reverence to the city's elders and that of the council. Still, his temper and horrific attack; and with necromancy; needed to be addressed. He was given the ultimatum that he would be spared and allowed to return to his duties so long as divulge who his mentor was, who was it that taught him the tradition of Nael'kerym. Aelrovan refused. Yet before judgment could be passed, old Korath'le stepped forward, proclaiming that he was his mentor and that the council's fears of a great and strong tradition such as Nael'kerym should be cherished and employed as it once was. The council thought differently and he was banished from Evereska. Aelrovan, angered by what he considered blatant prejudice, stated that he would leave as well. He also told the council, along with his parents, that he will be known only as Am'aul keNevae or Ira'kerym. In the common tongue they mean "Strider in darkness" and "Duskblade" respectively. Both Korath'le and Aelrovan made their way towards the Sword Coast, to ply their trade for coin and survival. They were shortly joined by none other than Ny'thandael, seeking adventure and not wanting his brother to be alone in the wilderness, and the three adventured for some time along the Sword Coast.
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Edited by - Diffan on 22 Mar 2021 14:48:51 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 21 Feb 2012 : 15:50:55
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Here's my first high-leveled Epic 6th character. I had wondered how hard it would be to do an E6 style campaign set in the Realms. So I took a pretty powerful character and converted him. For more info on E6 and subsequent topics about this version of Dungeons and Dragons (revised 3rd Edition) see HERE
E6 Drizzt
DRIZZT DO'URDEN; CR 11 Male drow barbarian 1/ fighter 4/ ranger 1 (Mielikki) CG Medium humanoid (elf) Init +9; Senses darkvision 120 ft.; Listen +6, Spot +6 Languages Common, Drow Sign, Elven, Goblin, Giant, Undercommon =============================================================================== AC 23, touch 16, flat-footed 18; Dodge (+6 armor, +5 Dex, +1 shield, +1 class) hp 58 (6 HD); DR 5/bludgeoning Immune sleep Fort +10, Ref +10, Will +6 (+8 against enchantments); (+2 to saves against spells and spell-like effects) SR 17 =============================================================================== Speed 35 ft (7 squares); Mobility, Movement Mastery Melee +3 frostbrand scimitar +16/+11 (1d6+6/18-20 plus 1d6 cold) or Melee +3 frostbrand scimitar +14/+9 (1d6+6/18-20 plus 1d6 cold) and +2 defending scimitar +13/+8 (1d6+4/18-20) with Improved Two-Weapon Fighting or Melee +3 frostbrand scimitar +16/+11 (1d6+8/18-20 plus 1d6 cold) and +2 defending scimitar +15/+9 (1d6+6/18-20) with Improved Two-Weapon Fighting and Dervish Dancing Base Atk +6; Grp +7 Atk Options a thousand cuts 1/day, dervish dance 2/day (+2 attack, +2 damage), favored enemies (goblins +2), hit-and-run tactics, pounce, rage 3/day (7 rounds) Spell-Like Abilities (CL 6th): 3/day—deeper darkness 1/day—dancing lights, faerie fire =============================================================================== Abilities Str 13, Dex 22, Con 15, Int 17, Wis 16, Cha 13 SQ drow traits, wild empathy (+1) Feats Ability Advancement (Dexterity), Ability Training (Dexterity), Blind Fight, Combat Expertise, Dance of Unending Strikes*, Daylight Adaptation, Deadly Dancer*, Deepening Darkness, Defensive Sweep*, Dodge†, Extra Rage, Improved Initiative†, Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Mobility, Quick Draw, Sweeping Blade*, Toughness (x3), Track†, Twin-Sword Style, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (heavy blades), Weapon Specialization (heavy blades)† * Prestige feats † bonus feats Skills Climb +8, Handle Animal +6, Heal +3, Hide +11, Intimidate +5, Jump +6, Knowledge (nature) +4, Move Silently +11, Perform (dance) +5, Ride +7, Search +5, Survival +9, Swim +4, Tumble +9, Use Rope +6 Possessions Icingdeath (+3 frostbrand scimitar), Twinkle (+2 defending scimitar), +2 mithral chain-shirt of axe/spear blocking, ankles of speed (boots of speed), onyx figurine of wondrous power: panther (named Guenhwyvar; see below) =============================================================================== Drow Traits: Immune to magic sleep spells and effects, +2 racial bonus on saves against enchantment effects, +2 racial bonus to spells and spell-like effects, able to detect secret or concealed doors, +2 bonus on Listen, Search, and Spot checks.
Rage (Ex): Three times per day, Drizzt can enter a state of fierce rage (called the “Hunter” that lasts for 7 rounds. The following changes are in effect as long as he rages: AC 23, touch 14, flat-footed 18 hp 82 Fort +12, Will +8 =============================================================================== Melee +3 frostbrand scimitar +16 melee (1d6+8 plus 1d6 cold/18-20) or Melee +2 defending scimitar +15 melee (1d6+5/18-20) or Melee +3 frostbrand scimitar+14/+9 melee (1d6+8, plus 1d6 cold/18-20) and +2 defending scimitar +13/+8 melee (1d6+5/18-20) Grp +9 =============================================================================== Abilities Str 17, Con 19 Skills Climb +10, Jump +8. Note: At the end of his rage, Drizzt is fatigued for the duration of the encounter.
Guenhwyvar; CR 8 Female panther N Medium animal Init +5; Senses low-light visiion, scent; Listen +6, Spot +6 Languages she understands common =============================================================================== AC 17, touch 15, flat-footed 12; Base Atk +6; Grp +9; Atk +11 melee hp 57 (9 HD) Fort +8, Ref +11, Will +4 =============================================================================== Speed 40 ft. (8 squares); climb 20 ft. Melee bite +11/+6 (1d6+3) or Melee 2 claws +9 (1d3+1 plus rake) or Melee Bite +11/+6 (1d6+3) and 2 claws +9 (1d3+1 plus rake) Base Atk +6; Grp +11 Special Attacks Pounce, improved grab, rake 1d3+1 =============================================================================== Str 16, Dex 20, Con 15, Int 6, Wis 12, Cha 8 Feats Improved Natural Armor, Multiattack, Weapon Finesse (bite), Weapon Finesse (claw) Skills Balance +13, Climb +11, Hide +10*, Jump +12, Listen +6, Move Silently +9, Spot +6 Includes +4 racial bonus on Hide and Move Silently checks, +8 racial bonus on Balance checks. *In areas of tall grass or heavy undergrowth, her Hide bonus improves to +8.
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Edited by - Diffan on 05 Sep 2016 05:06:01 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 23 Feb 2012 : 05:19:29
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Here's a possible antagonist for an E6 campaign, someone who's shadowy, elusive, and deadly. Fits in well as a Gang leader or assassin for hire.
GARRICK ADROMA (aka “SHADOW“); CR 7 Male human rogue 3/ swashbuckler 3 (plus 5 extra feats) NE Medium humanoid (human) Init +5; Senses Listen +3, Spot +3 Languages Common, Undercommon =============================================================================== AC 22, touch 16, flat-footed 16; Dodge, (+1 to AC against traps) (+6 armor, +6 Dex) hp 27 (6 HD) Fort +5, Ref +11 (+12 against traps), Will +4 =============================================================================== Speed 40 ft. (8 squares); Mobility Melee +1 assassinating rapier +12 (1d6+7/18-20) or Melee dagger of venom +12 (1d4+7/18-20 plus poison spell (Fort DC 14) or Melee +1 assassinating rapier +10 (1d6+7/18-20) and dagger of venom +10 (1d4+7/19-20) with Two-Weapon Fighting Ranged mwk heavy crossbow +12 (1d10/19-20 plus bloodroot poison, see below) Base Atk +5; Grp +6 Atk Options insightful strike (+1), sneak attack +3d6 Special Actions hide in plain sight, shadow jump 20 ft. Combat Gear wand of color spray (18 charges}, wand of magic missile (CL 3rd) (33 charges), scrolls of gaseous form, sculpt sound, dimension door, 2 vials (4 uses) of bloodroot poison (DC 12 Fort save resist, 0/1d4 Con plus 1d3 Wis) =============================================================================== Abilities Str 12, Dex 20, Con 10, Int 13, Wis 12, Cha 14 SQ find traps, grace +1, trap sense +1 Feats Combat Reflexes, Daring Outlaw, Dodge, Mobility, Slip of Shadows, Stealth in Shadows, Superior Finesse, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (light blades) Skills Appraise +1, Balance +8, Bluff +6, Climb +2, Craft (poison making) +3, Decipher Script +3, Diplomacy +4, Disable Device +7, Disguise +4, Escape Artist +6, Forgery +1, Gather Information +2, Hide +13, Intimidate +3, Jump +9, Knowledge (local) +3, Move Silently +8, Open Lock +11, Search +5, Sense Motive +4, Slight of Hand +7, Swim +1, Tumble +10, Use Magic Device +9, Use Rope +6 Possessions combat gear plus +1 assassination rapier (Sneak), +2 shadow chain shirt (Shadow-chain), dagger of venom [+1 dagger], Boots of Striding and Springing, cloak of resistance +1, gloves of Dexterity +2
Creation Method: 32-point buy and an additional +2 racial bonus for being Human Additional 5 bonus feats for a slightly higher adversary E6 style Items fall within the CL area for E6 (nothing above 6th level) except the Assassination blade, which is special and an artifact that can no longer be fashioned. HP at full then 1/2 HD at each additional level. |
Edited by - Diffan on 01 Mar 2012 21:08:26 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 24 Feb 2012 : 03:35:49
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For my Heroes of the Moonsea campaign, I had to come up with some allies of the PCs that worked for the Knights of the North. They were companions of the Knights of the North chracter detailed in the Champions of Valor supplement. The idea was that these were supposed to be typical memebers of the organization one might meet at any given time.
KNIGHTS OF THE NORTH (Jennah, Wolf, Yarrik); CR 2 Male or Female Damaran/Vaasan human fighter 2 N Medium humanoids Init +5; Senses Listen +1, Spot +1 Languages Common, Damaran =============================================================================== AC 19, touch 11, flat-footed 10 (+7 armor, +2 shield) hp 19 (2 HD) Fort +5, Ref +1, Will +1 =============================================================================== Speed 20 ft. (4 squares); base 30 feet Melee mwk longsword +5 (1d8+2/19-20) Ranged mwk shortbow +5 (1d6/x3) or Ranged mwk shortbow +6 (1d6/x3) with Point Blank Shot Base Atk +2; Grp +4 Atk Options favored enemy orcs +2, Point Blank Shot Combat Gear 2 potion of pass without trace (CL 5th), 1 potion of shield of faith (+2), 2 potions of cure moderate wounds (CL 2nd) =============================================================================== Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8 Feats Foe Hunter (orc)*, Improved Initiative, Mounted Combat, Point Blank Shot, Weapon Focus (bows) Skills Climb -2, Handle Animal +2, Jump -2, Knowledge (local Moonsea) +2, Ride +5, Swim -12 Possessions combat gear plus masterwork half-plate, masterwork heavy steel shield, masterwork longsword, masterwork shortbow with 20 arrows, Knights of the North Badges.
Creation Method 25 point buy Bonus Regional (Moonsea) feat Weapon Group variant |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 24 Feb 2012 : 04:01:40
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Aethlas Nightbreeze; Level 16 Elite Skirmisher Medium natural fey (undead) [Monster] XP 2,800 Eladrin vampire ranger blade dancer =============================================================================== Initiative +15; Senses Perception +15; darkvision, low-light vision HP 288; Bloodied 144 Regeneration 10 (regeneration does not function while Aethlas is in direct sunlight) AC 36; Fortitude 35, Reflex 36, Will 32 Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant Saving Throws +2; +7 against charm effects Speed 8, climb 4 (spider climb); also see fey step Action Points 1 =============================================================================== TRAITS =============================================================================== Regeneration Aethlas regains 10 hit points whenever he starts his turn with at least 1 hit point. This regeneration does not function while he is exposed to direct sunlight. =============================================================================== STANDARD ACTIONS =============================================================================== (m) Longsword (Weapon) • At-Will Attack: Melee 1 (one creature); +24 vs. AC Hit: 1d8 + 10 Strength modifier damage.
(M) Twin Strike (Martial, Weapon) • At-Will Requirement: Must be wielding a weapon in each hand or a dual-weapon. Attack: Melee 1 (one or two creature); +24 vs. AC (two attacks) Hit: 1d8 + 10 Strength modifier damage per attack.
(M) Armor Splinter (Martial, Weapon) • Encounter Requirement: Must be wielding a weapon in each hand or a dual-weapon. Attack: Melee 1 (one creature); +24 vs. AC (two attacks) Hit: 1d8 + 10 Strength modifier damage per attack. If one attack hits, the target takes a -2 penalty to AC until the end of Aethlas’s next turn. If both attacks hit, the penalty the target takes to AC increases to -4.
(C) Steeling Fury (Martial, Weapon) • Daily Effect: Aethlas makes two attacks per target in a Close burst 1 Requirement: Must be wielding a weapon in each hand or dual-weapons. Attacks: +24 vs. AC Hit: 1d8 + 10 Strength modifier damage per attack. If Aethlas hits at least twice, he gains a +2 bonus to AC until the start of his next turn. Miss: Half-damage per attack.
(M) Blood Drain (Healing; rechargeable when an adjacent creature become bloodied) • Encounter Requirement: combat advantage against target Attack: Melee 1 (one creature); +18 vs. Fortitude Hit: 2d12 + 4 Charisma modifier damage and the target is weakened (save ends). In addition, Aethlas heals 72 hit points.
Mist Form (Polymorph) • Encounter Effect: Aethlas becomes insubstantial and gains a fly speed of 12, but cannot make attacks. Aethlas can remain in mist form for up to 1 hour or end the effect as a minor action. =============================================================================== MINOR ACTIONS =============================================================================== Dominating Gaze (Charm; recharge 6) • Encounter Attack: Ranged 5 (one creature); +18 vs. Will Hit: The target is dominated (save ends, with a -2 penalty to saving throws). Aftereffect: the target is dazed (save ends). Aethlas can only dominate one creature at a time.
Hunter's Quarry • At-Will Effect: Aethlas designates his closest enemy as his quarry until the end of the encounter or until he designates another quarry. Once per round, on a hit, Aethlas can deal 2d8 extra damage to his quarry. =============================================================================== TRIGGERED ACTIONS =============================================================================== Cross-Body Parry (Martial, Weapon) • Encounter Trigger: When Aethlas is hit by an attack. Effect (Immediate Reaction): Aethlas makes two attacks against the triggering target. Attacks: (triggering enemy) +24 vs. AC (two attacks) Hit: 1d8 + 16 Strength modifier damage per attack. If both attacks hit, the target is weakened until the end of Aethlas’s next turn. =============================================================================== MOVE ACTIONS =============================================================================== Fey Step (Teleportation) • Encounter Effect: Aethlas can teleport up to 5 squares. =============================================================================== Alignment Unaligned; Languages Common, Deep Speech, Elven Skills Arcana +13, Dungeoneering +15, Stealth +19 Str 24 (+15) | Dex 22 (+14) | Wis 14 (+10) Con 16 (+11) | Int 16 (+11) | Cha 18 (+12) Equipment Ynloeth’s bracer, 1 shattering sword of Coronal Ynloeth (+2 longsword), +2 longsword. |
Edited by - Diffan on 26 Feb 2012 04:25:01 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 24 Feb 2012 : 04:26:11
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Found this massive stat-block floating in the hard drive. If your willing to read through the stats of this monster, be my guest. Sort summary, Female shade cleric/shadow adept of Shar. CR 22. Enjoy
Verina (in darkness): Female shade (augmented elite Shadovar human) cleric 10 (Shar)/ shadow adept 10; CR 22; Medium outsider (augmented humanoid); HD 10d8+30 plus 10d4+30; hp 127; Init +1; Spd 40 ft.; AC 30, touch 15, flat-footed 29; Base Atk +12; Grp +17; Atk +21 melee (1d8+9 plus 2d6 against good/x3, +2 unholy heavy mace); Full Atk +21/+16/+11 melee (1d8+9 plus 2d6 against good/x3, +2 unholy heavy mace); SA rebuke undead 11/day (+6, 2d6+14; 10th), spells; SQ control light, darkvision 60 ft., DR 5/adamantine, evasion, fast healing 2, invisibility, low-light vision, shadesight, shadow defense +3, shadow double, shadow image, shadow stride 1/ 2 rounds, shadow travel, shadow walk, shield of shadows, SR 31; AL NE; Fort +21, Ref +15, Will +30 (+3 to saves against enchantment, illusion, and necromancy spells and spell-like effects); Str 20, Dex 12, Con 16, Int 10, Wis 26, Cha 18. Skills and Feats: Bluff +14, Concentration +18, Craft (any) +4, Diplomacy +12, Disguise +6, Heal +16, Hide +14, Knowledge (arcana) +9, Knowledge (history) +4, Knowledge (religion) +6, Knowledge (the planes) +6, Listen +12, Move Silently +4, Spellcraft +10, Spot +12; Blind Fight*, Corrupt Spell, Divine Metamagic (Quicken Spell), Extra Rebuking, Heighten Spell, Initiate of Shar, Insidious Magic*, Pernicious Magic*, Quicken Spell, Spell Focus (evil), Shadow Weave Magic, Tenacious Magic*. *Bonus Feats
Verina (In bright light): Female shade (augmented elite Shadovar human) cleric 10 (Shar)/ shadow adept 10; CR 22; Medium outsider (augmented humanoid); HD 10d8+20 plus 10d4+20; hp 107; Init +1; Spd 25 ft.; AC 30, touch 15, flat-footed 29; Base Atk +12; Grp +17; Atk +19 melee (1d8+7 plus 2d6 against good/x3, +2 unholy heavy mace); Full Atk +19/+14/+9 melee (1d8+7 plus 2d6 against good/x3, +2 unholy heavy mace); SA rebuke undead 10/day (+5, 2d6+13; 10th), spells; SQ darkvision 60 ft., DR 5/adamantine, evasion, low-light vision, shadow defense +3, shadow double, shadow walk, shield of shadows (greater), SR 22; AL NE; Fort +16, Ref +15, Will +26 (+3 to saves against enchantment, illusion, and necromancy spells and spell-like effects); Str 20, Dex 12, Con 14, Int 10, Wis 26, Cha 16. Skills and Feats: Bluff +13, Concentration +17, Craft (any) +4, Diplomacy +11, Disguise +5, Heal +16, Hide +6, Knowledge (arcana) +9, Knowledge (history) +4, Knowledge (religion) +6, Knowledge (the planes) +6, Listen +8, Move Silently -4, Spellcraft +10, Spot +8; Blind Fight*, Corrupt Spell, Divine Metamagic (Quicken Spell), Extra Rebuking, Heighten Spell, Initiate of Shar, Insidious Magic*, Pernicious Magic*, Quicken Spell, Spell Focus (evil), Shadow Weave Magic, Tenacious Magic*. *Bonus Feats Languages: Common, Netherese. Control Light (Sp): The shade can decrease the levels of light within a 100 foot radius of herself by a factor of up to 100%. This decreases the overall effective range of vision for characters and creatures dependent on light by the same percentage. Creatures within the effected area gain a +1 bonus on Hide checks for each 25% decrease in light. The shade cannot use this ability in bright light. Evasion (Ex): If the shade is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. Invisibility (Sp): The shade can use this spell-like ability once per minute as a 20th level sorcerer. She cannot use this spell-like ability in bright light. Shadesight (Su): The shade has darkvision out to 60 feet. She can see normally through any darkness effects, but not thorough fog, invisibility, obscurement, and so forth. She cannot use this ability when in bright light. Shadow Double (Su): Once per day, the shade can use a standard action to create a double of herself woven from shadowstuff. The double has the ability scores, base AC, hit points, saves, and attack bonuses of the shade, but no equipment. The double can attack her enemies if given a weapon to do so. Furthermore, it can function as the target of a project image spell, duplicating the shade’s actions and functioning as the originator of her spells when it is within her direct line of sight. Mentally commanding the double is a free action. This duration lasts 21 rounds even if the shade dies. Shadow Defense (Ex): The shade gains a +3 profane bonus to saves against enchantments, illusion, and necromancy spells, as well as spells with the darkness descriptor. Shadow Image (Sp): Three times per day, the shade can use this ability (similar to the mirror image spell) as a 20th level sorcerer. The ability creates 1d4+5 figments. She cannot use this ability when in bright light. Shadow Stride (Su): The shade can vanish from her current location and reappear in any shadowy area within 100 feet, as often as once every 2 rounds. Using this ability is a move action, so the shade can use another ability, cast a spell, or attack in the same round. She cannot use this ability when in bright light. Shadow Travel (Sp): Once per day, the shade can use either greater teleport to reach a shadowy locale on the same world as the shade or plane shift to access the Plane of Shadow. The shade must be in shadows to use this ability. Shadow Walk (Sp): Shadow walk 1/day, as the spell (caster level 10th). Shield of Shadow (Ex): As a standard action, the shade can surround herself with a globe of purple-black force, which functions like a shield spell, granting her a +4 shield bonus to AC and absorbing magic missiles. In addition, it provides concealment (20% chance miss) against melee and ranged attacks, grants her spell resistance 22, and can be used up to 20 rounds per day. This duration need not be consecutive and disarming the shield is a standard action. Cleric Spells Prepared (caster level 20th; caster level 19th for evocation and transmutation spells): 0—detect magic, detect poison, inflict minor wounds (DC 18), no light, mending, read magic; 1st—bane (DC 20), cure light wounds, detect good, divine favor, doom (DC 20), inflict light wounds (DC 20), obscuring mist†, sign; 2nd—augury, blindness/deafness† (DC 21), bull’s strength, desecrate•, find traps, inflict moderate wounds (x2; DC 21), undetectable alignment; 3rd—contagion• (DC 23), cure serious wounds (x2), dispel magic, magic circle against good†•, prayer, remove blindness/deafness, searing light; 4th—corrupt bestow curse• (DC 23), dimensional anchor, dismissal, divine power, freedom of movement, inflict critical wounds (DC 22), recitation, unholy blight†• (DC 24); 5th—break enchantment, darkbolt† (DC 23), corrupt poison• (DC 23), righteous might, righteous wrath of the faithful, unhallow (DC 25); 6th—corrupt slay living• (DC 25), blade barrier, harm (DC 25), heal, prying eyes†, wind walk; 7th—blasphemy†• (DC 26), cure serious wounds [mass], heightened contagion• (DC 27), inflict serious wounds [mass] (DC 26), restoration [greater], resurrection; 8th—antimagic field, corrupted heightened harm• (DC 27), fire storm (DC 26), inflict critical wounds [mass] (DC 27), power word blind†, spell immunity [greater]; 9th—energy drain (DC 28), gate, implosion (DC 27), miracle, power word kill†. †:Domain Spell. Domains: Darkness (gain Blind Fight as bonus feat), Evil (cast evil spells [•] at +1 caster level). Possessions: +4 menacing full plate of quickness, +1 heavy steel shield, Mace of unholy terror, shadow maniple, goggles of day, ring of protection +4, boots of speed, true strike gauntlets, ring of evasion, clock of resistance +4, periapt of Wisdom +6, shirt of ironskin, belt of priestly might, metamagic rod of chaining [lesser], metamagic rod of empower, figurine of wondrous power [obsidian steed]. |
Edited by - Diffan on 24 Feb 2012 04:31:36 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 25 Feb 2012 : 04:50:57
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Dorric Kir; Level 8 Soldier Fighter NPC Medium natural (human) XP 350 =============================================================================== Initiative +6; Senses Perception +7; HP 89; Bloodied 44 AC 24; Fortitude 21, Reflex 18, Will 19 Speed 5 Healing Surge 2/encounter (value 22) =============================================================================== STANDARD ACTIONS =============================================================================== (m) Longsword (Weapon) • At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 1d8 + 5 Strength modifier damage and the target is marked until the end of Dorric's next turn.
(m/r) Dagger (Weapon) • At-Will Attack: Melee 1 or Ranged 5/10 +14 vs. AC (one creature) Hit: 1d4 + 3 damage.
(M) Shield Bash (Martial, Weapon) • At-Will Requirement: Must be wielding a shield Attack: Melee 1 (one creature); +14 vs. AC Hit: 6 damage and the target is pushed back 2 squares. Dorric may then shift that many squares and end his turn adjacent to the target.
(M) Shock and Awe (Martial, Weapon) • At-Will Requirement: Must be using a shield Effect: Dorric makes a longsword attack. If the attack hits, he may make a secondary attack against the target. Attack +11 vs. Reflex (same as original target, one creature) Hit: 1d8 + 5 damage and the target is pushed one square and knocked prone.
(M) Powerful Assault (Martial, Weapon) • Recharge 5, 6 Attack: +15 vs. AC (one creature) Hit: 2d8 + 10 damage, and the target is marke and knocked prone.
(C) Whirling Fury (Martial, Weapon) • Recharge 6 Effect: Dorric makes a melee basic attack against every enemy in a close burst 1. Each enemy hit by the attack takes ongoing 5 damage and is pushed 5 squares. =============================================================================== MINOR ACTIONS =============================================================================== Strength from Violence (Healing) • Encounter Effect: Dorric regains 22 + 1d10 hit points and a +2 bonus to all his defenses until the end of his next turn. =============================================================================== TRIGGERED ACTIONS =============================================================================== Disrupting Strike • At-Will (1/round) Trigger: When a creature marked by Dorric shifts or makes an attack that doesn't include him. Effect (Immediate Interrupt): Dorric makes a melee basic attack against the triggering target with a +3 bonus to the attack roll. If hit, the target instantly stops moving (but may regain moving by spending another appropriate action to do so). Surging Wrath • Encounter Trigger: When Dorric is hit by an attack Effect (Immediate Interrupt): Reduce the damage Dorric takes by 10. =============================================================================== Alignment Chaotic Evil; Languages Chondathan, Common Skills Athletics +11, Endurance +7, Insight +7, Intimidate +10 Str 20 (+9) | Dex 14 (+6) | Wis 17 (+7) Con 17 (+7) | Int 8 (+3) | Cha 13 (+5) Equipment plate armor, longsword, heavy shield, cloak.
Key m: Melee Basic Attack
M: Melee Attack
r: ranged basic attack
C: Close burst attack |
Edited by - Diffan on 25 Feb 2012 13:00:12 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 25 Feb 2012 : 13:03:20
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Well, that was a lot of NPCs in the last few days.
So......critiques, questions, requests?
I realized that I've very little in the way of 4th Edition NPCs and such, so I'm going to be focusing more on them in the next few weeks to build up that section (barring requests and such). |
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Fellfire
Master of Realmslore
1965 Posts |
Posted - 25 Feb 2012 : 19:19:24
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I am intrigued by your E6 builds, Diffan. If I weren't involved in so many other projects I would give that serious consideration. |
Misanthorpe
Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.
"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises
Green Dragonscale Dice Bag by Crystalsidyll - check it out
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Diffan
Great Reader
USA
4438 Posts |
Posted - 25 Feb 2012 : 22:19:27
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quote: Originally posted by Fellfire
I am intrigued by your E6 builds, Diffan. If I weren't involved in so many other projects I would give that serious consideration.
I'm glad you enjoy them ! Really, any character I've created that's CR 6 and below is perfectly viable for an E6 game, with exception to any creature using an item that's Caster Level 7th or higher. And even that, you can say that it's a special artifact who's crafting is lost to the ages.
I really want to re-stat Elminster (E6 style). But it would definitly fall into the areas of un-touchable. He'd also have to break the mold (as it were) with Epic/PrC feats being what they are. And with the Chosen template added from the FRCS, we're looking at a CR between near 16-17, which is practially God-like in an E6 character (hmm....maybe that fits him?). |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 27 Feb 2012 : 05:01:31
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I realized that this class (the Hexblade) really hasn't been getting enough love recently, and I figured that since it's already on my HD I'd post him with some extra cool stuff (new feat and items).
"THE PHANTOM"; CR 3 Male human hexblade 3 CN Medium humanoid (human) Init +2; Senses Listen +0, Spot +0 Languages Common, Undercommon =============================================================================== AC 20, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 shield, +1 deflection) hp 26 (3 HD) Resist mettle Fort +5, Ref +3, Will +3 (+3 to saves against spells and spell-like effects) =============================================================================== Speed 30 ft. (6 squares) Melee mwk greatsword +6 (2d6+3/19-20) Ranged mwk heavy crossbow +6 (1d10 plus 1 ongoing/19-20, plus 1d6 acid) Base Atk +3; Grp +5 Atk Options Improved Trip, Intimidating Strike, hexblade’s curse 4/day (DC 14, +1d6) Combat Gear 5 flash discs (Fort DC 15 or blinded 1 round/ dazzled 1 round +1d6 force damage), 2 vials of medium scorpion poison, 2 shadow-vault pellets =============================================================================== Abilities Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 17 Feats Combat Expertise, Improved Trip, Intimidating Strike, Stinging Hex Skills Bluff +6, Concentration +6, Diplomacy +3, Intimidate +9, Knowledge (arcane) +3, Spellcraft +4, Tumble +4, Use Magic Device +5 Flaw Harbinger of Ill Omen Possessions combat gear plus masterwork greatsword, +1 mithral breastplate, masterwork buckler, ring of protection +1, masterwork heavy crossbow with 20 bolts, 4 acid bolts, and 3 thresher bolts, 33 gp, 10 sp.
[Creation Method] Stats generated by 4d6 dropping lowest die x 7 Flaw: Harbinger of Ill Omen found HERE New Feat: Stinging Hex. Basically a when a creature is subject to one of your hexes, any weapon-based attack against that target receives additional damage in the form of 1d6. This damage is added after the fact, like all extra damage die. So it's not subject to critial hits. It does, however, stack with precision-based damage so long as those requiremnts are also kept (such as attacking a flat-footed opponent with Sneak Attack).
New Equipment Flash Disc: Crafted from items used to make Flash Pellets, they're compacted into a clay-like disc and have oil of impact injected into the mixture. The weight and shape of the disc allows it to be thrown up to 20 ft. Upon impact, a flash and concussive force insues adding both the combined aspects of a Flash Pellet (Complete Adventurer, p. 118) and the force damage of an Oil of Impact. A successful Fortitude save 15 negates the Dazed and Dazzled conditions of the flash pellet but the oil of impact damage still occurs (no save). Cost: 150 per flash disc; Craft (Alchemy): DC 25
Shadow-Pellets: These grape-sized berries come directly from the Shadowfell (Plane of Shadow). Despite it's crude plane and growth on poisoned thorn bushes, they're quite tasty and have semi-curitave properties. When ingested, they grant the user 1d4 temporary hit points. These hit points do not go away like normal temporary hit points do and after 1 hour the effects ware off, dropping the individual that many HPs. There are cautions, however. The berries contain a small amount of toxin from it's root-plant and imbibing more than a bushel (or 5 berries) within 24 hours results in being poisoned (no save). The poison effects the person's senses, rendering temporary vision loss and numbness to the extemities (blindness and a -4 penalty to Dexterity for 2d4 hours). Imbibing more than double the poisoned dose (a whole branch or 10 berries) results in instant permanent blindess, permanent ability drain (-4 Dexterity) and your base speed drops 20 feet.
The second ability of these berries is when thrown with force at a user's feet, the essence of shadow is released, allows the user a quick temporary "Jump" to another shadow with 10 feet. Multiple berries thrown at once do not increase the user's distance. Cost: 800 gp for a bushel (about 5) or 200 a pellet.
Arrow (Bolt), Thresher: These masterwork arrows have weighted tips and are shaped with jagged points or have angular protrusions to rip and shred a target's vitals. These arrows deal 1 point of bleed* damage (see below for details). If the attack dealt precision based damage (from Sneak attack or Skirmish ability for example) the bleed damage gains an extra 1 point per d6 of damage delt. Due to it's strange tip design and added weight, thresher arrows decrease the bow's range by half. Cost: 200 gp; Craft (bowmaking): DC 30
*Bleed damage: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect.
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Edited by - Diffan on 02 Mar 2012 12:19:23 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 28 Feb 2012 : 13:44:21
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Here's an interesting concept, a Half-Orc paaldin of Amaunator.
Ergoth was apart of an Orc tribe (the Iron Wolf tribe, to be precise) that was raided and destoryed by Frost Giants. Wandering the northen Thar they came across a squad of holy men, Amaunatori clerics, and were helped to a neary by sanctuary to be healed. A few of them found comfort and a new home here, helping the clergy of Amaunator in whatever daily tasks needed done. The rest, however, sought revenge for their tribes destruction and went off in pursuit of the Frost Giants. Ergoth, conflicted with the decision to stay 'true' to his tribe and follow them on their blood-oath or remain with the clergy and pursue what might be his true calling, sat and prayed very hard to the Lord of the Dawn. What he received was a vision of death, cold, and pain. He saw a glimpse of what was in store for those who went up against the Frost Giants, and it was one of a bitter end. The next day he tried to warn his people that vengeance wasn't the answer, but they didn't listen and left. Suffice to say, they were never seen again. On that day Ergoth took the pledge to Amaunator to serve him with honor, with valor, and with stoicism. That day, Ergoth began his path to become a paladin.
ERGOTH; Level 5 Soldier (Leader) Paladin NPC Medium natural (half-orc) XP 200 =============================================================================== Initiative +4; Senses Perception +6; low-light vision HP 50; Bloodied 25 AC 23; Fortitude 19, Reflex 16, Will 16 Speed 5 (7 when charging) Healing Surge 2/encounter (value 12) Action Point 1 =============================================================================== STANDARD ACTIONS =============================================================================== (m) Sunblade (Radiant, Weapon) • At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d12 + 6 Strength modifier radiant damage.
(m/r) Javelin (Weapon) • At-Will Attack: Melee 1 or Ranged 10/20 +9 vs. AC (one creature) Hit: 1d6 + 4 damage.
(M) Amaunator's Might (Weapon, Radiant) • At-Will Requirement: Must be wielding Sunblade Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d12 + 6 Strength modifier radiant damage. If the target was marked by Ergoth, the attack deals an additional 5 damage.
(M) Zealous Strike (Weapon, Radiant) • At-Will Requirement: Must be using Sunblade Attack Melee 1 (one creature) +11 vs. AC Hit: 1d12 + 6 Strength modifier radiant damage and the target os subject to Ergoth's divine sanction (+8 radiant damage).
(M) Ferocious Smite (Weapon, Radiant) • Encounter Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d12 + 8 Strength modifier radiant damage, and the target is pushed 3 squares. Ergoth then shifts up to 4 squares and must end his turn adjacent to the target.
(C) Strength from Vengeance (Weapon, Radiant) • Encounter Effect: Ergoth makes a melee basic attack against every enemy in a close burst 1. Each enemy hit by the attack grants Ergoth 5 temporary hit points.
(M) Smite of the Sun (Weapon, Radiant) • Daily Requirement: Must be wielding Sunblade Attack: +11 vs. Reflex Hit: 4d12 + 6 Strength modifier radiant damage and the target is knocked prone and gain vulnerable 5 radiant. =============================================================================== MINOR ACTIONS =============================================================================== (C) Amaunator's Punishment • At-Will Effect: Ergoth marks one target within 3 squares until the end of the encounter or until he uses this power again. If the marked enemy makes an attack that does not include Ergoth as a target, it takes 10 radiant damage.
Lay on Hands (Healing) • At-Will (2/day) Effect: Ergoth or one adjacent creature spends a healing surge and recovers and additional 10 hit points.
(C) Amaunator's Light • Encounter Effect: Ergoth creates a bright light within 3 squares of him. Any enemy within that radius gains vulnerability 5 radiant until the end of Ergoth's next turn. =============================================================================== TRIGGERED ACTIONS =============================================================================== Furious Assault • Encounter Trigger: Ergoth hits an enemy with an attack. Effect (Free Action): The attack deals an extra 1d12 if Ergoth was using his Sunblade or javelin or 1d8 extra damage if it was a non-weapon attack.
(C) Iron Wolf Charge • Encounter Trigger: Ergoth hits an enemy with a charge attack. Attack: Burst 1 (each enemy in burst); +7 vs. Will Hit: Ergoth pushes the target 2 squares and the targets take a -2 penalty to attack rolls until the end of Ergoth's next turn. =============================================================================== Alignment Lawful Good; Languages Common, Giant Skills Endurance +7, Heal +9, Insight +9, Religion +6 Str 21 (+7) | Dex 14 (+4) | Wis 14 (+4) Con 11 (+2) | Int 8 (+1) | Cha 10 (+2) Equipment plate armor, Sunblade (+1 Fullblade-Sunblade), Javelins (x3), cloak.
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Edited by - Diffan on 29 Feb 2012 13:57:44 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 29 Feb 2012 : 18:40:19
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Here's another E6 guy
FAYNE; CR 6 Male half-moon elf battle sorcerer 4/ fighter 2 (plus 3 extra feats) NG Medium humanoid (elf) Init +3; Senses low-light vision; Listen +1, Spot +1 Languages Common, Draconic, Elven =============================================================================== AC 21, touch 14, flat-footed 18 (+6 armor, +3 Dex, +1 deflection, +1 natural) hp 45 (6 HD) Immune sleep Resist 5 fire Fort+6, Ref+4, Will +4 (+6 against enchantments) =============================================================================== Speed 30 ft. (6 squares) Melee +2 slimblade +11 (1d8+2/18-20) or Melee mwk dagger +10 (1d4/19-20) or Ranged shortbow +9 (1d6/x3) Ranged touch +8 (by spell) Base Atk +5; Grp +5 Sorcerer Spells Known (CL 4th): 2nd (3/day)—blur, spider climb 1st (6/day)—grease, sleep (DC 15) 0 (5/day)—acid splash (ranged touch), choke (DC 14), detect magic, mage hand, resistance =============================================================================== Abilities Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 19 Feats Draconic Flight, Draconic Heritage (Gold Dragon), Draconic Skin, Eldritch Knight Advancement, Eldritch Knight Training, Toughness, Weapon Finesse, Weapon Focus (light blades) Skills Climb -1, Concentration +6, Craft (alchemy) +1, Handle Animal +5, heal +1, Intimidate +9, Jump +1, Knowledge (arcana) +2, Ride +3, Spellcraft +3, Swim -2 Possessions +2 chain shrit, +2 slimblade, cloak of Charisma +2, ring of protection +1, shortbow with 20 masterwork arrows, 30 pp.
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Edited by - Diffan on 29 Feb 2012 18:46:36 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 01 Mar 2012 : 17:52:37
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Another E6 character. Figured I didn't have too many female characters and definitly not enough Monks. Hope you enjoy
GRETTA IRONHANE; CR 8 Female Shield dwarf monk 6 (plus 10 extra feats) LN Medium humanoid (dwarf) Init +4; Senses darkvision 60 ft.; Listen +6, Spot +6 Languages Common, Damaran, Dwarven =============================================================================== AC 22, touch 20, flat-footed 13; +4 AC against Giants (+4 Dex, +4 Wis, +1 deflection, +2 natural, +1 class) hp 43 (6 HD) Resist Evasion, Stability (+4 against bull-rush and trip) Immune natural disease Fort +7 (+9 against poison), Ref +9, Will +9 (+2 to saves against spells and spell-like abilities, +4 against enchantments) =============================================================================== Speed 40 ft. (8 squares) Melee unarmed strike +11 (1d10+3/x2 or 1d10+7/x2 when in a Shadow Hand stance) Melee unarmed strike +11/+11 (1d10+3/x2 or 1d10+7/x2 when in a Shadow Hand stance) with Flurry of Blows Ranged light crossbow +9 (1d8/19-20) Base Atk +4; Grp +9 Atk Options +1 on attacks against orcs and goblinoids, Improved Trip (+13), Reckless Offensive (+2 atk, -4 AC), Stand Still Combat Gear rending gauntlets (3/day), 2 potions of cure moderate wounds (CL 5th) =============================================================================== Maneuvers and Stances Known (IL 3rd): Stances—child of shadow (1st) Strikes—clever positioning (2nd), mighty throw (trip +17) (1st) Other—shadow jaunt (2nd) Disciplines: Setting Sun, Shadow Hand These maneuvers can be initiated once per encounter with no attempt at recovery. =============================================================================== Abilities Str 13, Dex 18, Con 14, Int 10, Wis 18, Cha 8 SQ ki strike (magic), slow fall (-30 ft.), stonecunning (PH 15) Feats Ability Advancement (Wisdom), Ability Training (Wisdom), Combat Reflexes†, Excelling Flurry*, Improved Grapple†, Improved Trip†, Improved Unarmed Strike†, Martial Stance (child of shadow), Martial Study (clever positioning), Martial Study (mighty throw), Martial Study (shadow jaunt), Reckless Offensive, Shadow Blade, Stand Still, Toughness, Weapon Finesse, Weapon Focus (unarmed strike) *Capstone Feat †Bonus Feat Skills Balance +8, Climb +3, Concentration +5, Diplomacy +0, Escape Artist +5, Hide +8, Jump +7, Knoweldge (arcana) +2, Knowledge (religion) +2, Move Silently +8, Profession (Teacher) +5, Sense Motive +6, Swim +2, Tumble +8 Possessions combat gear plus boots of levitation, bracers of Dexterity +2, necklace of natural attacks (+2), ring of protection +1, ring of natural armor +2, light crossbow with 20 bolts, 10 pp.
Creation Method 32-point buy Capstone feat from E6 thread Magical items a bit above what is normally found, use discretion Used Tome of Battle for 3 maneuvers, 1 stance, 1 feat. Otherwise, all taken from d20 SRD.
EDIT: Changed a few things, added in some racial abilities (bonus vs. goblins/orcs, stability, poison resistance, and speed modifier). |
Edited by - Diffan on 02 Mar 2012 04:18:20 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 02 Mar 2012 : 02:12:00
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Here's an easy 1st level Tome of Batle character. Nothing spectacular but a decent leader of a gang, an up-and-coming soldier in the militia/guard, or a cocky adventurer.
ARRIK MOURNSYN; CR 1 Male Chondathan human warblade 1 NG Medium humanoid (human) Init +2; Senses Listen +1, Spot +1 Languages Chondathan, Common =============================================================================== AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 Dex) hp 14 (1 HD) Fort +4, Ref +3, Will +1 =============================================================================== Speed 20 ft. (4 squares); base 30 feet Melee greatsword +5 (2d6+6/19-20) or Melee dagger +5 (1d4+4/19-20) or Ranged light crossbow +3 (1d8/19-20) Base Atk +1; Grp +5 Atk Options Cleave, Power Attack (-1 attack, +2 damage) =============================================================================== Maneuvers and Stances (IL 1st): Stances—leading the charge (1st) Strikes—steel wind (1st)†, stone bones† (1st) Counter—moment of perfect mind† (1st) † Readied maneuver Disciplines: Diamond Mind, Iron Heart, Stone Dragon =============================================================================== Abilities Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 10 SQ battle clarity, weapon aptitude Feats Cleave, Power Attack Skills Balance +1, Climb +2, Concentration +5, Craft (weapon smithing) +2, Intimidate +3, Jump +2, Knowledge (history) +1, Knowledge (local) +2, Martial Lore +2, Swim -6, Tumble +0 Possessions greatsword, scale armor, buckler, light crossbow with 30 bolts, dagger, adventuring gear, 10 gp.
Creation Method I believe stat generation was 4d6x7, drop lowest die but I'm not 100% sure |
Edited by - Diffan on 02 Mar 2012 04:23:41 |
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Lord Karsus
Great Reader
USA
3740 Posts |
Posted - 02 Mar 2012 : 03:08:15
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-I have a bunch of NPCs that were created for online projects that were statted out (3e). I can't say how accurate they are, in terms of getting all the rules of character creation correct (I've never used the rules as in in my own games), but if you want to correct them/modify them and include them after giving them the rules look-over, you can "have" them. |
(A Tri-Partite Arcanist Who Has Forgotten More Than Most Will Ever Know)
Elves of Faerûn Vol I- The Elves of Faerûn Vol. III- Spells of the Elves Vol. VI- Mechanical Compendium |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 02 Mar 2012 : 04:16:55
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quote: Originally posted by Lord Karsus
-I have a bunch of NPCs that were created for online projects that were statted out (3e). I can't say how accurate they are, in terms of getting all the rules of character creation correct (I've never used the rules as in in my own games), but if you want to correct them/modify them and include them after giving them the rules look-over, you can "have" them.
Much appreciated LK! Really, it's cool if you want to just cut-paste them here as is. If anything is glaringly out-placed or off stat-wise, I'll let ya know. BThe idea behind the thread is to throw out a bunch of characters DMs can use as a quick fill, a henchman, a NPC character that interacts with PCs, or even a nemesis for the PCs that lasts whole character-careers. I'd pretty much expect these guys to either die in some horrible way or be changed compeletly or even if people just come by to use the names of characters, lol.
So don't feel that you have to conform to some ruleset and if you even want to post 2E/AD&D characters that's cool too. I'd like to keep it within D&D/Pathfinder for the most, however. |
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crazedventurers
Master of Realmslore
United Kingdom
1073 Posts |
Posted - 02 Mar 2012 : 09:21:36
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Diffan, this is a really really really excellent thread, well done!
Candlekeep needs more work like this, so please keep at it.
Cheers
Damian |
So saith Ed. I've never said he was sane, have I? Gods, all this writing and he's running a constant fantasy version of Coronation Street in his head, too. . shudder, love to all, THO Candlekeep Forum 7 May 2005 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 02 Mar 2012 : 12:29:23
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quote: Originally posted by crazedventurers
Diffan, this is a really really really excellent thread, well done!
Candlekeep needs more work like this, so please keep at it.
Cheers
Damian
Thanks crazedventurers, I appreciate the kind words! For the moment I've just been throwing NPCs out there that I can easily cut'n'paste from my computer (except the E6 ones, but they're easy). Is there any specific class people want to see a little more of (there's dozens I haven't even touched) or a specific style (such as a build or combination) for a cool character concept? |
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crazedventurers
Master of Realmslore
United Kingdom
1073 Posts |
Posted - 02 Mar 2012 : 13:39:08
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quote: Originally posted by Diffan Thanks crazedventurers, I appreciate the kind words! For the moment I've just been throwing NPCs
I would like to see a well rounded NPC nemesis that the players go against over several levels, a mastermind that is clever and stays in the background.
Cheers
Damian |
So saith Ed. I've never said he was sane, have I? Gods, all this writing and he's running a constant fantasy version of Coronation Street in his head, too. . shudder, love to all, THO Candlekeep Forum 7 May 2005 |
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Diffan
Great Reader
USA
4438 Posts |
Posted - 02 Mar 2012 : 17:10:33
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quote: Originally posted by crazedventurers
quote: Originally posted by Diffan Thanks crazedventurers, I appreciate the kind words! For the moment I've just been throwing NPCs
I would like to see a well rounded NPC nemesis that the players go against over several levels, a mastermind that is clever and stays in the background.
Cheers
Damian
It's funny but when you mentioned this I instantly though "Venger" from the old 80's Dungeons and Dragons cartoon, but that got me thinking. To craft something like this, I'd need just a tad bit information. For one, what level range you looking for? If it's between 1st through 8th, an NPC of about 6th or 7th level is nice. HPs, Saves, and Abilities aren't game breaking and the antagonist might think the PCs "less" than him/her at the earlies levels.
If your looking at the 9th through 14th level then, probably something in the CR 12th range that could even be leveled as the PCs advance as well.
Also, what edition? Some prefer 3.0, others v3.5, and still others like Pathfinder. Dare I suggest 4th Edition ?
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