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Diffan
Great Reader
USA
4436 Posts |
Posted - 22 Sep 2017 : 21:14:49
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quote: Originally posted by DarkExcalibur42
quote: Originally posted by Diffan
Cool, thanks for sharing! I'll make sure to update the Index with her basics and page reference.
Edit: I didn't see it in her backstory, but would you say Tess is Chondathan or Illuskan being that she grew up in Waterdeep and has similar characteristics? Also great backstory, I thoroughly enjoyed the read.
Yes, I'd intended for her to be a Chondathan Waterdhavian. The personality came in when a friend asked "What if the EMH from Star Trek was a cleric in D&D?"
Haha, good ol' Joe.
"It took you 33 years to come up with Joe?!" - Tom Paris. |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 22 Feb 2019 : 16:45:34
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I did a conversion of a 3.0 character, Sahbuti Shandardanda, an evil monk of Shar. I assumed that he has some essence of shade or shadow within him that allowed him to live long past most human mortality (similar to Antreri). So here's his 4e write-up. I'm not opposed to converting him to 5th Edition either if someone wants me to.
Sahbuti Shandardanda; Level 15 Elite Lurker Medium shadow humanoid, human XP 2,400 ============================================================================ HP 226; Bloodied 113 AC 29; Fortitude 26, Reflex 31, Will 27 Speed 8 Saving Throws +2; Action Points 1 ============================================================================ TRAITS Combat Advantage Sahbuti deals 2d6 extra damage to any creature granting combat advantage to him. Shadow Surge • Healing Sahbuti regains 20 hit points at the end of his turn if he has remained invisible since the start of his turn. Flurry of Blows When Sahbuti hits with either a bastard sword or unarmed strike attack, the target and one adjacent creature takes 5 damage and is slid 1 square adjacent to Sahbuti or 1 square in any direction if the target wasn't targeted by the triggering attack. ============================================================================ STANDARD ACTIONS (m) Stunning Fist (martial) • Encounter Attack: +20 vs. AC Hit: 6d8 + 13 damage and the target is dazed and immobilized (save ends).
(M) Unarmed Strike • At-Will Attack: +19 vs. AC Hit: 4d8 + 5 damage.
Double Attack (weapon, shadow, cold) • At-Will Effect: Sahbuti makes a bastard sword or unarmed strike attack, shifts up to 2 squares, then makes another bastard sword or unarmed strike attack.
(M) Bastard Sword (weapon, shadow, cold) • At-Will Attack: +21 vs. AC Hit: 2d10 + 6 cold damage. ============================================================================ MOVE ACTIONS Vanish into Shadow (illusion, teleportation) • Recharge 4, 5, 6 Effect: Sahbuti teleports 20 squares and becomes invivible until he attacks or until the end of his next turn. ============================================================================ Skills Arcobatics +18, Endurance +15, Intimidate +15, Stealth +18 Str 14 (+9); Dex 23 (+13); Wis 20 (+12) Con 17 (+10); Int 17 (+10); Cha 16 (+10) Alignment evil; Languages Common, Shou Equipment bastard sword, dark clothes |
Edited by - Diffan on 22 Feb 2019 16:52:16 |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 22 Feb 2019 : 22:21:50
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Here's another character I converted to 4e from 3rd edition. Initially this guy was given stats on page 5 (fighte 1/ evoker 6/ spellsword 4) but was then later changed to Evoker 5/ eldritch knight 3/ abjurant champion 5) on a later computer. I really wanted to see how good I could take a pretty interesting character (gish in this case) and turn it into a 4E version that was still pretty true to the original.
In all honestly, I think it turned out pretty awesome! He still retains his whole "evoker-burning" side with the feats chosen and spells like fireball, combust, wall of fire, fire burst but also holds that innate ability to just go to town swinging his signature weapon Static Steel (a +2 shocking greatsword) to a +4 lightning greatsword in 4e. With the change from Spellsword to Abjurant Champion, I felt multiclassing to Swordmage and getting a bunch of powers that help him teleport to people's aid was a pretty good call.
The only thing I left out, which I'll probably add later, is the number of rituals he has known in his book. When I get more time I'll list them by level.
BERGTHOR HALLSTEIN; LEVEL 20 WIZARD Medium humanoid, human (Illuskan) =========================================================================== HP 103; Bloodied 51 Surges per Day: 9; Surge Value 27 AC 31; Fortitude 31, Reflex 34, Will 31 Speed 6 Action Points 1 (when used to attack, ignore enemies’ resistances) =========================================================================== TRAITS Arcane Spells Bergthor can prepare an assortment of arcane spells per day. He can prepare 3 additional daily arcane attack spells from his spellbook. Each spell must be of a different level from 19th, 15th, 9th, 5th, or 1st level. Additionally, he can prepare up to 3 additional encounter attack spells from his spellbook. Each spell must be of a different level from 17th, 13th, 7th, 3rd, or 1st level. Lastly, he can prepare 4 additional utility spells from his spellbook. Each spell must be of a different level from 16th, 10th, 6th, and 2nd level.
Burn Everything Fire spells cast by Bergthor ignores 11 points of fire resistance. Creatures immune to fire are treated as having Resist fire 25.
Cantrips Bergthor knows the following cantrips and they each can be used at-will: ghost sound, light, and mage hand. He also knows suggestion, which can be used one per encounter or once every 5 minutes.
Combat Casting Ranged and area attacks don’t provoke opportunity attacks after hitting with a melee power.
Swordbond Bergthor created a bond with Static Steel and as a standard action, can call to hand Static Steel from up to 10 squares away. If Static Steel is broken, he can mend the blade with 1 hour of focus.
War Wizard’s Expertise Bergthor takes a -5 to his attacks against allies that are within range of his spells. =========================================================================== STANDARD ACTON (M) Static Steel (martial, lightning, weapon) • At-Will +25 vs. AC. Hit: 1d10 + 1d4 + 16 lightning damage. As a free action, Bergthor can cancel the lightning damage on the weapon.
(R) Magic Missile (arcane, evocation, force, implement) • At-Will Ranged 20 squares; Hit: 13 + 1d4 force damage.
(b) Scorching Burst (arcane, evocation, fire, implement) • At-Will Area burst 1 within 10; +22 vs. Reflex; 1d6 + 1d4 + 13 fire damage. Add +3 to damage rolls if two or more creatures were hit with the spell.
(m) Loyal Unto Death (arcane, teleportation, weapon) • Encounter Before the attack, Bergthor and an ally within 10 squares of him swap places, teleporting into each other’s space. Each enemy adjacent to Bergthor grants combat advantage to him, and each enemy adjacent to the ally grants combat advantage to him or her until the end of Bergthor’s next turn. +25 vs. AC; 3d10 + 1d4 + 12 damage.
(C) Elemental Scourge (arcane, cold, fire, implement, lightning, teleportation, thunder) • Daily Close burst 5; +22 vs. Reflex; 4d8 + 1d4 + 10 cold, fire, lightning, and thunder damage. The attack ignores any resistances to these damage types. Add +3 to damage rolls if two or more creatures were hit with the spell. Additionally, each ally within the burst can teleport 3 squares. =========================================================================== TRIGGERED ACTIONS (C) Ever-Present Escort (arcane, teleportation) • Encounter Trigger: An ally that’s within 5 squares of Bergthor is hit by an attack that targets AC. Effect: Bergthor teleports to a square adjacent to the ally and the ally gains a +4 power bonus to AC until the end of Bergthor’s next turn. =========================================================================== Skills Arcana +24, Dungeoneering +16, Endurance +18, History +21, Nature +16, Religion +21 Feats Burn Everything, Combat Casting, Destructive Wizardry, Energy Recovery, Fiery Blood, Heart of the Blade, Improved Bull Rush, Improved Defenses, Improved Tome of Readiness, Intelligent Blademaster, Power Attack, Ritual Caster, War Wizard’s Expertise, Weapon Focus (heavy blades). Str 15 (+12); Dex 15 (+12); Wis 13 (+11) Con 17 (+13); Int 22 (+16); Cha 9 (+9) Alignment unaligned; Languages Common, Draconic, Elven, Illuskan, Primordial Equipment acrobat boots, amulet of protection +5, Bergthor’s Circlet (headband of Intellect – Heroic tier), Belt of Vigor (Paragon tier), Bergthor’s Ring (Ring of Fury), bracers of mighty striking (Paragon tier), dagger of distance +2, parchment feyweave cloth armor (+4 parchment armor), Static Steel (+4 lightning greatsword), Strikeback gloves, war ring, 6 pp, 80 gp. Spellbook all spells prepared plus 1st—burning hands (encounter), grease (daily), and wizard’s fury (daily); 2nd—adisappear (daily), shield (encounter); 3rd—color spray; 5th—fireball, stinking cloud; 6th—dimension door, dispel magic; 7th—fire burst; 9th—phantasmal killer, wall of fire; 10th—mirror image, resistance; 13th—prismatic burst; 15th—Bigby's grasping hands, Otiluke's resilient sphere; 16th—fly, greater invisibility; 17th—combust; 19th—Evard's black tentacles, fragile form |
Edited by - Diffan on 03 Mar 2019 22:24:59 |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 18 Mar 2020 : 21:52:09
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So I had created this character for one of our adventures after going on a Destiny 2 bender, falling in love with the Titan class and the Sun Seeker specifically. In the game, basically you turn into a flaming avatar of destruction whilst throwing flaming hammers and floating above your enemies. Maveith, a shadow-stricken Goliath child of the evil fey, he grew up fighting his destiny (hehe) and attempts to combat the darkness within himself by fighting for his friends and preserving nature's beauty. He knows there's a shadow upon his soul so he manifests it's power onto his weapons, allowing him to channel this power to thwart evil.
MAVEITH; LEVEL 5 SEEKER|WARDEN Medium humanoid, Goliath =========================================================================== HP 50; Bloodied 25 Surges per Day 9; Surge Value 12 AC 22; Fortitude 19, Reflex 18, Will 19 Speed 6 Action Points 1 =========================================================================== TRAITS Shadow-Wrought Weapon Maveith, being touched by the shadow of the Unseelie court at a young age, can manifest this darkness into the form of special weapons or magic weapons. In his case, it assumes the form of a Dwarven Thrower Craghammer he’s named Shadow Sledge. This lasts for as long as he manifests the power or until he becomes unconscious, where he’ll have to take short rest to recover it. Nature’s Wrath As a defender of nature, Maveith can mark on adjacent enemy as a free action, until the end of his next turn. Bludgeon Expertise When Maveith uses any hammer with a power that pushes or slides a target, he can push or slide the target an additional 5-ft. Goliath Traits As a goliath, Maveith has access to the racial abilities Stone’s Endurance, which once per encounter as a minor action, can resist 5 to all damage until the end of his next turn. Seeker’s Power As a seeker, Maveith has access to the following invocations: Spirit’s Rebuke and Inevitable Shot. =========================================================================== STANDARD ACTION (M) Shadow Sledge (martial, weapon) • At Will +10 vs. AC, 1d10 + 6 damage. (R) Guardian Harrier (primal, weapon) • At Will Ranged 6/12 squares; +10 vs. AC, 1d10 + 6 damage. If the target doesn’t end it’s turn at least 2 squares away from it’s starting position, it takes an extra +4 damage. He must be wielding Shadow Sledge to use this power. (m) Resilience of Life (primal, weapon) • At Will +10 vs. AC, 1d10 + 6 damage, and an ally adjacent to Maveith gains 4 temporary hit points. (c) Stinging Nettles (primal, weapon) • Encounter Close blast 2, one enemy in the blast; +10 vs. AC, 1d10 + 2 damage and each other enemy in the blast takes 4 damage. As an effect, each enemy in the blast is marked by Maveith until the end of his next turn. (r) Stampede Shot (primal, weapon) • Encounter +10 vs. Fortitude, 1d10 + 1d6 + 6 damage, and Maveith pushes the target, and each enemy adjacent to the target, 5 squares. (m) Form of the Walking Conflagration (fire, polymorph, primal) • Daily Effect: Maveith assumes the form of the Walking Conflagration, a flaming avatar of destruction, until the end of the encounter. While he is in this form, he gains resist 5 fire. For the remaining of the encounter, when he marks an enemy using his Nature’s Wrath feature, that enemy gains vulnerable 3 fire until the mark ends. Once during the battle, he can use the Walking Conflagration attack while in this form: —(m) +10 vs. AC, 1d10 + 6 damage. Effect: The target takes ongoing 5 fire damage and is dazed (save ends). While the target is dazed by this effect, whenever an enemy starts its turn in a square adjacent to the target, that enemy takes fire 4 fire damage. =========================================================================== TRIGGERED ACTIONS (m) Warden’s Fury (primal, weapon) • At Will Trigger: An enemy marked by Maveith makes an attack that does not include him as a target. +10 vs. AC, 1d10 + 6 damage, and the target grants combat advantage to Maveith and any of his allies until the end of his next turn. (c) Warden’s Grasp (primal) • At Will Trigger: An enemy marked by Maveith within 5 squares makes an attack that does not include him as a target. Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of it’s next turn. =========================================================================== Skills Athletics +10, Endurance +5, Perception +11 Feats Weapon Proficiency (craghammer), Hybrid Talent (Warden’s Armored Might), Bludgeon Expertise, Improved Defenses, Weapon Focus (hammer). Str 19 (+6) Dex 12 (+2) Wis 19 (+6) Con 12 (+3) Int 8 (+1) Cha 10 (+2) Alignment unaligned Languages Common, Dwarven, Secret Language of the Unseelie court Equipment Dwarven Thrower (craghammer) +1, Pouncing Hide Amor +1, Amulet of Life +1, Flame Bracers (heroic tier), heavy shield, and adventuring gear.
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Diffan
Great Reader
USA
4436 Posts |
Posted - 19 Mar 2020 : 14:21:45
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I made this character at work because, well we're on lock-down due to the Virus going around and because I found these cool feats called Serenity (Dragon magazine) and Winter's Champion. So I decided to make a Viking-like Paladin of Ulutiu, a deity in the Realms that gets little fan-fare.
THE FROST-KNIGHT OF ULUTIU; CR 16 hp 134 (16 HD) ================================================================================= Male Damaran human paladin 16 of Ulutiu LG Medium humanoid Aura courage (10-ft. allies gain +4 against fear) Init +1; Senses Listen +6, Spot +6 Languages Common, Damaran ================================================================================= AC 30, touch 14, flat-footed 29 (+12 armor, +4 shield, +3 deflection, +1 Dex) Immune disease, fear Fort +21, Ref +15, Will +20 ================================================================================= Speed 20 ft. (4 squares) in +4 full-plate; base 30 ft. Melee +4 valorous greatsword +25/+20/+15/+10 (2d6+11/19-20) Base Atk +16; Grp +21 Atk Options Power Attack, Shock Trooper, smite evil 4/day (+6 attack, 16 damage or 48 when charging) Special Actions lay on hands 96 points/day, turn undead 9/day (+8, 2d6+19; 13th) Combat gear armbands of might, winged boots ================================================================================= Paladins Spells Prepared (CL 12th): 4th—draconic might, ice storm (DC 20), meteoric strike (DC 20) 3rd—diamond steel, find the gap, righteous fury 2nd—chill metal (DC 18), fell the greatest foe, knight’s move, remove paralysis, resist energy 1st—chill touch (+21 melee touch, DC 17), divine favor, rhino’s rush (2), silverbeard Spell-Like Abilities (CL 16th): At will—detect evil 4/day—remove curse (two uses to break enchantment) ================================================================================= Abilities Str 20, Dex 12, Con 14, Int 10, Wis 22, Cha 8 SQ aura of good (overwhelming), code of conduct Feats Battle Blessing, Improved Bull Rush, Power Attack, Practiced Spellcaster, Serenity, Shock Trooper, Surefooted, Winter’s Champion Skills Concentration +17, Diplomacy +14, Heal +11, Knowledge (religion) +5, Sense Motive +21 Possessions combat gear plus +4 full-plate, +4 valorous greatsword, +2 animated heavy steel shield, belt of giant strength +6, cloak of resistance +3, periapt of Wisdom +6, ring of holiness, ring of protection +3
Ring of Holiness is a magical item that grants it's wearer the ability to prepare one additional 1st, 2nd, and 3rd level divine spell. I took 1/3 the cost of each ring of Wizardry I, II, and III to come up with the total cost (since it's similar in that it grants an extra slot but not as strong since it doesn't double the number, just gives one). |
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Copper Elven Vampire
Master of Realmslore
1078 Posts |
Posted - 19 Mar 2020 : 14:34:26
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Pheyloo Audark: "The Shadowcat".
Male Shadow-Walker Wild Elf; CN Rogue 5/ Assassin 10/ Quietknife 10. (Grandmaster Assassin of "The Rogues of The Laughing Midnight")
CR: 26; medium size humanoid (elf) HD: (25) 5d6+10, plus 10d6+20, plus 10d8+20 HP: 190 Init: +7; Spd 40'. AC: 27 (touch 20, Ff 21) Attack: +30/+25/+20/+15 melee main hand (1d8+5 plus 2d6 deadly precision/ 18-20, +3 Blurstrike, Deadly precision elven thinblade). Attack: +30/+25/+20 melee off hand (1d6+5 plus 1d4 vampiric, plus 1-2 negative levels/18-20, +3 Vampiric, Souldrinking elven lightblade.) Attack: +33/+28/+23/+18/+33 ranged (1d4+7 plus 1d6 elemental/ 18-20, +5 seeking, returning, elemental aura daggers). Sneak attack: 11d6 damage, plus 2d6 damage with deadly precision thinblade. Death Attack: Fort save (DC 29 or death/paralysis). Vengeful Strike: Fort save (DC 27 or stunned and negative levels)
SQ: Shadow-Walker abilities, spells, wild elf traits, rogue abilities, assassin abilities, quietknife abilities.
Saves: Fort +14, Ref +23, Wil +19. Abilities: (+2 Dex from shadow-walker template, +2 Con from belt of endurance.) Str: 15. Dex: 25 Con: 16. Int: 21. Wis: 16. Cha: 15.
Age: 214, Height: 6', Eyes: Amber, Hair: Black, Skin: Light brown.
Wild elf racial traits: immune to magic sleep spells, +2 save vs. enchantment spells, low light vision, +2 bonus on listen, search, and spot checks.
Shadow-Walker abilities: Shadow mask 3/day, Dimension door 3/day, Darkness 3/day, Shadow spray 3/day, Shadow walk 3/day, Displacement 2/day, Evard's black tentacles 1/day, Darkvision. Rogue abilities: Sneak attack, Trapfinding, Evasion, Trap sense +1, Uncanny dodge.
Assassin abilities: Sneak attack, Death attack, Poison use, Spells, Improved uncanny dodge, Hide in plain sight.
Quietknife abilities: Rapid daggers, Silent daggers, Sneak attack, Sneaky daggers, returning daggers, Weak spot, Snatch arrows, Fast movement, Palm throw, Vengeful strike, Superior returning daggers, Critical throw, Dagger of death, Hail of daggers.
Skills: Balance (17 ranks), Bluff (10 ranks), Climb (11 ranks), Craft (12 ranks), Decipher Script (10 ranks), Diplomacy (9 ranks), Disable Device (27 ranks), Disguise (20 ranks), Escape Artist (30 ranks), Forgery (10 ranks), Gather Information (15 ranks), Hide (30 ranks), Intimidate (15 ranks), Jump (10 ranks), Listen (20 ranks), Move Silently (30 ranks), Open Lock (27 ranks), Search (20 ranks), Sense Motive (20 ranks), Sleight of Hand (25 ranks), Spot (20 ranks), Swim (10 ranks), Tumble (17 ranks), Use Magic Device (20 ranks), and Use Rope (20 ranks).
Skill Tricks: Acrobatic Backstab, Conceal Spellcasting, Escape Attack, Hidden Blade, Quick Escape, Spot The Weak Point, Never Outnumbered, Twisted Charge, Walk The Walls, Second Impression, Mosquito's bite.
Feats: Point blank shot, Quick draw, Weapon finesse, Combat reflexes, Improved rapid shot, Two-weapon fighting, Improved two-weapon fighting.
Epic feats: Improved death attack
Assassin Spells per day: 5/4/4/4. Base DC = 15 +spell level. Caster Level: 10.
Current Spells: 1st level- Disguise self, Ebon eyes, Obscuring mist, Snipers shot, True strike.
2nd level- Alter self, Cat's grace, Darkness, Phantom foe.
3rd level- Deeper darkness, Deep slumber, Sadism, Wraithstrike.
4th level- Heart ripper, Greater invisibility, Poison, Stop heart.
Possessions: +3 Blurstrike, Deadly Precision elven thinblade. +3 Vampiric, Souldrinking elven lightblade. Four +5 Seeking, Returning, Energy Aura daggers. +5 leather armor of escape and spell resistance (SR19). Ring of protection +4. Ring of Spell turning. Wand of magic missiles (6th level). Wand of ghoul touch (9th level). Cloak of displacement. Bracers of murder. Belt of endurance. Boots of tracklessness. Hat of disguise. Gloves of the balanced hands.
Personal information: Pheyloo Audark was born in the Winterwood in the year 1272 DR. His father was a powerful ranger of Solonor Thelandira, and his mother was a Hierophant druid of Rillifane Rallathil, and Pheyloo delighted in the stories of his parents deities, though his favorite tales were of Erevan Ilesere and the trickster gods adventures among the Seldarine and other pantheons of Toril. It was in those stories that Pheyloo heard the calling of Erevan Ilesere, much to his parents dismay. In 1286 DR, at the age of 14 though his clan was attacked by a hoard of Orcs, mold men and humans who completely obliterated his small clan of only 100 green elves. His mother cast a powerful spell that transformed her son into a great hawk to hide him from their enemies as he watched the battle from the tree-tops in horror. The last two remaining of the clan was his parents who fought back to back, felling scores of enemies until they were overwhelmed by sheer numbers. The last thing he seen was his mother looking up at him as she smiled and cast her last spell. The tree bough that his hawk form was perching on suddenly opened up and swallowed him whole, transporting him to an ancient oak tree far to the south of the Winterwood. Exiting the tree with screams of terror and rage, Pheyloo ran back to his clans dwelling while praying to Erevan Ilesere to grant him the power to slay his family's murderers. It was back at the site of the massacre three days later that members of the Eldreth Veluuthra found him and brought him into their organization with promises of revenge against the humans and orcs that destroyed his clan. As Pheyloo was leaving the kill-zone of his people, he thought he heard the mischievous laughter of a fellow elf behind him, but when he turned to look there was nobody there. A voice suddenly entered his mind as he followed the Eldreth Veluuthra toward the nearest human and orc settlement. "Now you will find the skills you will need to prepare you for your future."
After many years of professionally killing all types of humanoids and monsters, Pheyloo became a master assassin and earned the well deserved reputation and moniker of "Shadowcat" all across Faerun. Within the ranks of the Eldreth Veluuthra he gained many enemies due to his near-legendary exploits and relentless pranks and jokes on his fellow cell members and the Vel'Nikeryma (or Blade Lords) in the name of Erevan Ilesere. His career with the Eldreth Veluuthra came abruptly to an end in 1347 DR when his cell leaders under the command of the Vel'Nikeryma sent Pheyloo to Everlund to kill a innocent human wizard and his elven wife and half-elf children. After several days of watching and studying his Marks, he came to the conclusion that this family had done no crime or evil against the elven people and that the Eldreth Veluuthra only wanted them dead due to the half-elven children. He decided then that he would renege on his contract and explain himself to the Vel'Nikeryma directly, but before he could even leave his Marks property he was ambushed by all the members of his own cell and caught in the middle of several fireball spells aimed at the family's house and at himself. Pheyloo had nowhere to run, and soon felt himself being blasted back and buried under the burning building. Not long afterwards, Pheyloo came-to and opened his eyes and felt his lungs burning for air. He prayed to his trickster god and asked him to let him survive, so that he could recover from his wounds and seek revenge against the Vel'Nikeryma and his ex-cell members with the most surprising prank and joke he had yet played on them; The joke would certainly be on them all when they died realizing he was still very much alive!
With sheer determination Pheyloo envisioned the tavern down the street and cast a dimension door spell and disappeared from beneath the charred, smoldering house, instantly appearing on his back in front of the tavern. "Well there you are.", said a deep, melodic voice above him. Pheyloo opened his burned eyes to see a very tall moon elf with rakish red hair and piercing, bright blue eyes standing over him. "I was beginning to think that our mutual god was tricking me out of yet another winning game of dice, but alas, his message was true, and here you are." Laughed the strange moon elf as he crouched down and put a hand on Pheyloo's chest and prayed to Erevan Ilesere for a powerful healing spell. "Our mutual god?" asked the severely injured assassin. "We'll talk about that, and your future, after you're healed Shadowcat." said Curudin Ahmaquissar with a wry smile on his face. The wild elf thought he saw a plethora of multi-colored, asymmetrical star bursts floating across the moon elfs eyes before he passed out from his injuries.
Within the next six months, Pheyloo Audark hunted down his ex-cell members of the Eldreth Veluuthra that ambushed him and though him dead, and murdered each and every single one of them with a personal touch, ensuring that they knew who it was ending their life. After Pheyloo assassinated the entire cell, he went back to Everlund to accept Curudin Ahmaquissar's offer to join his thieves guild, and rose swiftly through the ranks of The Rogues of the Laughing Midnight., and ended up becoming great, lifelong friends with Curudin and the other high ranking members of the guild. For a detailed, ongoing story of Pheyloo's adventures and misadventures, click here http://forum.candlekeep.com/topic.asp?TOPIC_ID=21692.
Prestige Classes:
The Quietknife
From the darkest streets of Skullport, to the back alleys of Calimport. From the throne rooms of kings, to the dive bars of Starmantle. No matter what part of Faerun you mention, the bards sing tales of specialized elven assassins known as Quietknives. Little is known about the silent killers, but some bards say that they only appear to take vengeance and revenge upon those who have committed a ghastly act or crime against the elven people.
A Quietknife must be stealthy, quick, and skilled at both ranged and melee combat. The quickest path to this prestige class is to begin with one or two levels of rogue in order to gain the necessary skills and sneak attack ability, and then switch to fighter or ranger to improve overall combat ability (in the form of base attack bonus) and learn the necessary feats.
A few Quietknives acquire some arcane spellcasting in the form of a couple of levels of sorcerer or wizard, because spells such as invisibility or deep slumber can make the deadly work of the Quietknife much easier. A Quietknife of this sort often begins with three or four levels of rogue, then gains five or six levels in an arcane spellcasting class. However, qualifying for the Quietknife class is much easier with the bonus feats offered by either the fighter or ranger class.
Requirements To qualify to become a Quietknife, a character must fulfill all the following criteria:
Race: Elf or Half elf Skills: Balance 3 ranks, Climb 3 ranks, Hide 6 ranks, Jump 3 ranks, Move Silently 6 ranks, Tumble 3 ranks Feats: Point Blank Shot, Quick Draw, Two-Weapon Fighting, Weapon Finesse. Base Attack Bonus: +4 Special: Sneak attack +2d6.
Class Skills The Quietknife's class skills are Balance, Bluff, Climb, Disable Device, Handle Animal, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, and Tumble.
Skill Points at Each Level: 6 + Int modifier.
Class Features As you advance in level, you become better at switching from melee combat to ranged combat in the blink of an eye. You become a mobile and infuriating opponent who can launch a devastating barrage of sneak attacks.
Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.
Rapid Daggers: At 1'st level, whenever you are throwing knives and daggers, you are treated as having the Rapid Shot feat, even if you do not have the normal prerequisites for that feat.
Silent Daggers(Su): At 1'st level, every dagger and knife you throw are treated as if they have a Silence spell placed on them. Most Quietknives, true to their names, throw daggers in this way.
Sneak Attack (Ex): Beginning at 2nd level, you deal an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. At 5th level the extra damage increases to 2d6, and at 8th level it increases to 3d6. See the rogue class feature.
Sneaky Shot (Ex): At 3rd level, just before making a ranged attack, a Quietknife with this ability can use a move action to make a Sleight of Hand check opposed by her target's Spot check. If she wins the opposed check, her opponent is denied his Dexterity bonus to Armor Class against the attack.
Returning Daggers (Su): Also at 3rd level, you become so skilled with thrown weapons that you can cause four knives a day to gain the returning special ability. When you make a ranged attack with a returning dagger, you can move after the attack, and the weapon will still return to you as long as line of sight between you and the weapon exists at the beginning of your next turn.
Weak Spot (Ex): A Quietknife gains this ability only after reaching 4'th level. When using a thrown weapon against a target, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the quietknife adds her Dexterity bonus for the damage instead of her strength bonus.
Snatch Arrows: A Quietknife gains the benefit of the Snatch Arrows feat at 4th level, even if she does not meet the prerequisites.
Fast Movement (Ex): At 6th level, you have mastered the art of unusually swift movement. Your land speed is faster than the norm for elves by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying your speed because of any load carried or armor worn.
Palm Throw (Ex): At 6'th level when using thrown daggers, a Quietknife with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, and the Quietknife applies her Dexterity bonus to either damage roll.
Vengeful Strike (Su): Beginning at 7th level, as a standard action you can execute a single vengeful strike in place of sneak attack. You coldly whisper the name of your intended victim to your weapon, and then you make a single melee or ranged attack. You gain a +2 morale bonus on the attack roll. If you hit, your foe must make a Fortitude save (DC 10 + your class level + your Dex modifier) or be stunned for 1d4 rounds, and bestowed with 1d4 negative levels.
You must know the victim's name in order to make a vengeful strike; "that orc over there" is not good enough. Creatures without names (most creatures of Intelligence 2 or lower) are not subject to a vengeful strike. You usually use this ability against a person or creature you know to have harmed elves. You can use this ability once per day at 7th level and three times per day at 10th level.
Superior Returning Daggers (Ex): When you reach 7th level, your returning daggers ability is extended. You can use two returning daggers for two attacks each in a single round, or you can use one returning dagger for three attacks in the same round, as long as your target is no farther away than one range increment. (If your target is farther away than one range increment, you can still use your superior returning dagger ability, but only for a single attack each turn.)
Dagger of death: At 9'th level, a Quietknife can create a dagger of death that forces the target, if damaged by the dagger’s attack, to make a DC 25 +Dex Mod, Fortitude save or be slain immediately. It takes one day to make an dagger of death, and the dagger only functions for the Quietknife who created it. The dagger of death lasts no longer than one year, and the Quietknife can only have one such dagger in existence at a time. This dagger may be used for both melee and ranged attacks.
Critical Throw (Ex): At 9'th level, a Quietknife gains the Improved Critical feat for any thrown weapon without meeting the prerequisites.
Hail of daggers (Ex): At 10'th level, in lieu of her regular attacks, once per day a Quietknife can throw a dagger at each and every target within range, to a maximum of two targets for every level of this class she has earned. Each attack uses the Quietknifes primary attack bonus, and each enemy may only be targeted by a single dagger.
Quietknife Hit Die: d8
CL BAB Fort Ref Will Special
1st +1 +0 +2 +0 Rapid Daggers, silent daggers
2nd +2 +0 +3 +0 Sneak attack +1d6
3rd +3 +1 +3 +1 Sneaky shot, returning daggers
4th +4 +1 +4 +1 Weak spot, Snatch arrows
5th +5 +1 +4 +1 Sneak attack +2d6
6th +6 +2 +5 +2 Fast movement, palm throw
7th +7 +2 +5 +2 Vengeful strike 1/day, superior returning daggers
8th +8 +2 +6 +2 Sneak attack +3d6
9th +9 +3 +6 +3 Critical throw, dagger of death
10th +10 +3 +7 +3 Vengeful strike 3/day, hail of daggers
Templates:
Shadow-walkers
Shadow-walkers are people who have experienced a magical ritual of the gods Erevan Ilesere and Mask that attunes a person's body to shadow. Similar to shades, they gain powers in shadow and darkness. Vezzenvazzel Ahmaquissar, high mischiefmaker of Erevan Ilesere in ancient Sharlarion, discovered a rite granted by his deity called the Ritual of Shadow Walking circa -24,000 DR. This ritual exchanges some of the recipient's life force for shadowstuff. The recipient appears exactly the same as before, although her shadow stands out as crisp and dark even in overcast situations. As of 1373 DR it is rumored that Curudin Ahmaquissar had shared the ritual with Jalaunther Ithbreeiur, high priest of the Maskarran temple in Thesk as instructed by his trickster god. The Shadowmasters use this ritual to allow their agents to enter and leave difficult spots with ease, and they normally work in pairs, with two agents transporting together to the site of the intended crime.
Creating a Shadow-walker "Shadow-walker" is a template that can be applied to any humanoid (referred to hereafter as the "base character"). It uses all of the base character's statistics and special abilities except as noted here.
Special Attacks: A shadow-walker retains all the special attacks of the base character. The shadow-walker also gains the ability to manipulate shadows, granting her access to various spell-like abilities based on her character level, as shown in the table below. These spell-like abilities are as the spells cast by a sorcerer of the base character's level.
Level Abilities 1-2 Shadow mask 3/day 3-4 Dimension door 1/day (self only) 5-6 Darkness 3/day 7-8 Dimension door 2/day 9-10 Shadow spray 3/day 11-12 Shadow walk 1/day 13-14 Displacement 2/day 15-16 Dimension door 3/day 17-18 Evard's black tentacles 1/day 19+ Shadow walk 3/day
A shadow-walker cannot use any of her spell-like abilities in an area of bright light (sunlight or the radius of a daylight spell.
Special Qualities: A shadow-walker retains all the base character's special qualities, and also gains those special qualities listed below.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or daylight spell) blinds a shadow-walker for 1 round. In addition, she takes a -1 penalty on all attack rolls, saves and checks when operating in bright light.
Darkvision (Ex): The character gains darkvision with a 60-foot range if she does not have darkvision already.
Abilities: Adjust from the base character as follows: Dex +2, Con -2.
Skills: Shadow-walkers gain a +4 racial bonus on Hide checks.
Challenge Rating: Same as the base character +1.
Level Adjustment: Same as the base character +1. |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 20 Mar 2020 : 13:39:40
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quote: Originally posted by Copper Elven Vampire
Pheyloo Audark: "The Shadowcat".
I'll add him into the index |
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Copper Elven Vampire
Master of Realmslore
1078 Posts |
Posted - 21 Mar 2020 : 20:22:13
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quote: Originally posted by Diffan
quote: Originally posted by Copper Elven Vampire
Pheyloo Audark: "The Shadowcat".
I'll add him into the index
Thank you Diffan.
As a member of the Rogues of The Laughing Midnight, he is able to contract himself to whomever he wants, as long as the client pays his bill and tab, and the guild gets it's share. The elven guild of Erevan Ilesere is open to all forms of not being a guild at all. It just so happens that like minded elves gather to adventure the old places. Not for loot, unless the loot is elven in nature, in which it becomes a matter of history and pride.
I cannot count how many times Curudin Ahmaquissar took jobs from simple elves, doing simple jobs, asking for help with the human control of the town or how elven High Magic is not allowed in Silverymoon anymore without consent from Evermeet.
These things were a powerful subject among elves in that year.
In such times you want an elven assassin. Who says all assassins are evil? Morals are subject to who sees them. Sometimes you need a job done. What one nation might see as evil, another may see as justice.
If Pheyloo was alive during the Crown Wars, he may have been the one to end the war with a simple or difficult assassination. |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 22 Mar 2020 : 15:01:39
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SIR DORIAN ODO; CR 11 hp 90 (10 HD) ============================================================================== Male Chondathan human cleric 6/ Watchknight 5 of Helm LN Medium humanoid Init +4; Senses Listen +8, Spot +8 Aura lawful (moderate) Languages Chondathan, Common ============================================================================== AC 27, touch 12, flat-footed 7 (+11 armor, +4 shield, +2 deflection) Fort +12, Ref +5, Will +17; +2 to saves against death effects, energy drain, and ability drain ============================================================================== Speed 20 ft. (4 squares) in +3 full-plate; base 30 ft. Melee +2 bastard sword +12/+7 (1d10+5/19-20) Base Atk +7; Grp +10 Combat gear wand of lesser vigor (50 charges; CL 1st), hammersphere (1/day, spiritual hammer effect with 3d6 damage), boots of swift passage 3/day (teleport 20-ft.) Special Actions feat of strength 1/day (+6 enhancement bonus to Strength for 1 round), turn undead 22/day (+6, 2d6+10; 6th) ============================================================================== Cleric Spells Prepared (CL 11th): 6th—blade barrier, heal, stoneskin* 5th—flame strike (DC 21), revivify, righteous might*, righteous wrath of the faithful 4th—divine power, restoration, recitation, restoration, spell immunity* 3rd—daylight, dispel magic (2), mace of odo (DC 19), magic vestments*, prayer 2nd—bull’s strength*, dark way, find traps, hold person (DC 18), lesser restoration, spiritual weapon, warning 1st—bless, divine favor, ebon eyes, enlarge person*, entropic shield, lesser vigor (2), protection from evil 0—amanuensis, detect magic (2), guidance, light (2) *: Domain spells. Domains: Inquisition (+4 on all dispel checks), Planning (gain Extend Spell feat), Strength (use Feat of Strength 1/day). Spell-Like Abilities (CL 5th): 1/day—glyph of warding, wall of law 3/day—mace of odo (DC 19) ============================================================================== Abilities Str 17, Dex 10, Con 13, Int 10, Wis 22, Cha 18 SQ able to spontaneously cast cure spells Feats Divine Metamagic (Persistent Spell), Exotic Weapon Proficiency (bastard sword)*, Extend Spell*, Extra Turning (3), Improved Counterspell, Improved Initiative, Initiate of Helm, Persistent Spell, Strong Soul[Regional] * Bonus Feats Skills Concentration +10, Heal +11, Knowledge (local [the Dalelands]) +1, Knowledge (religion) +5, Listen +8, Sense Motive +10, Spellcraft +10, Spot +8 Skill Tricks healing hands Flaws Inattentive (-4 to Listen and Spot checks), Murky-eyed (roll twice on miss chance, either roll misses the attack misses completely) Possessions combat gear plus +2 bastard sword with lesser truedeath crystal, +3 full-plate, +2 heavy steel shield, periapt of Wisdom +4, cloak of Charisma +2, tabard of resistance +1, ring of protection +2, reliquary holy symbol of Helm, plus 1,595 and 1,000 gp worth of diamond dust for Stoneskin spells.
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Copper Elven Vampire
Master of Realmslore
1078 Posts |
Posted - 24 Mar 2020 : 20:00:26
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My followers of Erevan Ilesere would have a blast tearing up the structure of your Lawfully based church. lol. It would make for a good game. |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 25 Mar 2020 : 19:52:19
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quote: Originally posted by Copper Elven Vampire
My followers of Erevan Ilesere would have a blast tearing up the structure of your Lawfully based church. lol. It would make for a good game.
Probably, Ive come to really despise making high/epic level characters, especially in 3.5. I usually only do it by request or if the campaign calls for one. Otherwise, I'll stick to low- and mid-level ones.
Honestly, I'm thinking about sticking to mNPCs for E6 games. |
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Copper Elven Vampire
Master of Realmslore
1078 Posts |
Posted - 27 Mar 2020 : 19:17:58
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quote: Originally posted by Diffan
quote: Originally posted by Copper Elven Vampire
My followers of Erevan Ilesere would have a blast tearing up the structure of your Lawfully based church. lol. It would make for a good game.
Probably, Ive come to really despise making high/epic level characters, especially in 3.5. I usually only do it by request or if the campaign calls for one. Otherwise, I'll stick to low- and mid-level ones.
Honestly, I'm thinking about sticking to mNPCs for E6 games.
Very cool. I dig that. |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 01 Apr 2020 : 00:24:40
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I did Elait Craulnober's stats for 4e HERE. |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 01 Apr 2020 : 14:09:19
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While doing nothing at work, because literally I sit there and look at an empty Casino all night, I found some groups of characters for your 3.5 Realms game.
This is the Garrison of Immersea (Cormyr)
Purple Dragons (10): Female or male Chondathan human fighter 2; CR 2; Medium humanoid (human); HD 2d10+2; hp 17; Init +2; Spd 20 ft.; AC 17 (19 with shield), touch 12, flat-footed 15 (17 with shield); Base Atk +2; Grp +4; Atk or Full Atk +5 melee (1d8+2 or +3 wielded in two-hands/19-20, long sword) or +5 ranged (1d6+1/x3, short bow within 30-ft.); AL any Lawful; SV Fort +4, Ref +2, Will -1; Str 15, Dex 14, Con 13, Int 11, Wis 8, Cha 12. Skills and Feats: Climb -1, Intimidate +5, Jump -1, Ride +5; Furious Charge°, Mounted Combat, Point Blank Shot*, Precise Shot*, Weapon Focus (heavy blades). °Regional feat, Player’s Guide to Faerûn, *Bonus feats. Possessions: Chain mail, long sword, heavy steel shield, short bow with 20 arrows, purple dragon surcoat.
Sergeant Lorren: Female Chondathan human fighter 7; CR 7; Medium humanoid (human); HD 7d10+21; hp 64; Init +5; Spd 20 ft.; AC 18 (20 with shield), touch 11, flat-footed 17 (19 with shield); Base Atk +7; Grp +10; Atk or Full Atk +12/+7 (1d8+6 or +7 wielded in two-hands/19-20,.+1 longsword); SQ apply force (+3), favored enemy (goblinoid +4); AL LG; SV Fort +8, Ref +3, Will +5; Str 17, Dex 12, Con 17, Int 12, Wis 16, Cha 13. Skills and Feats: Climb +6, Intimidate +11, Jump +6, Listen +5, Ride +5, Spot +5, Swim -3; Cleave, Foe Hunter (goblinoid)°, Improved Bull Rush*, Improved Initiative, Power Attack, Shock Trooper*, Skill Focus (Intimidate), Weapon Focus (longsword)*, Weapon Specialization (longsword)*. ° Regional feat, Player’s Guide to Faerûn. * Bonus feat. Possessions: +2 chain mail, +1 long sword, masterwork heavy steel shield, purple dragon surcoat. Applied Force (Ex): Sgt. Lorren gains a +3 bonus to any Strength checks to break items. Favored Enemy (Ex): Sgt. Lorren gains a +4 bonus to damage rolls against goblinoids, in addition to Bluff, Listen, Sense Motive, Spot, and Survival checks when using them against goblinoids.
Tolmir Mull: Male Chondathan human wizard 6; CR 6; Medium humanoid (human); HD 6d4+12; hp 28; Init +4; Spd 30 ft.; AC 17, touch 14, flat-footed 13; Base Atk +3; Grp +1; Atk or Full Atk +2 (1d6-2/x2, mwk quarterstaff); SQ darkvision 60-ft., summon familiar; AL LG; SV Fort +4, Ref +8, Will +8; Str 7, Dex 18, Con 15, Int 18, Wis 17, Cha 14. Skills and Feats: Concentration +13 (+17 casting defensively), Craft (alchemy) +10, Decipher Script +10, Diplomacy +4, Knowledge (arcana) +13, Knowledge (nobility and royalty) +13, Knowledge (religion) +13, Listen +3, Spellcraft +16, Spot +4; Combat Casting, Discipline°, Empower Spell*, Scribe Scroll*, Spell Focus (enchantment), Spell Penetration, Unsettling Enchantment. °Regional feat, Player’s Guide to Faerûn., *Bonus feat. Languages: Chondathan, Common, Damaran, Elven, Goblin, Halfling. Wizard Spells Prepared: 4/4/4/3. Base DC 14 + spell level or DC 15 + spell level for enchantments: 0—arcane mark, detect magic, light, message; 1st—alarm, charm person, shield, sleep; 2nd—clairaudience / clairvoyance, glitterdust, scorching ray (+7 ranged touch), web; 3rd—dispel magic, hold person, suggestion. Spellbook: Tolmir knows the spells prepared plus 0—all; 1st—detect evil, grease, Knauper’s skittish nerves, magic missile, mount; 2nd—decastave. Possessions: bracers of defense +3, wand of fireball (50 charges; DC 14, CL 5th), war wizard’s cloak, masterwork quarterstaff, spell component pouch, slender duskwood wand.
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Edited by - Diffan on 02 Apr 2020 20:55:31 |
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Copper Elven Vampire
Master of Realmslore
1078 Posts |
Posted - 01 Apr 2020 : 20:38:00
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The Brethren of Autumn
An aggressive band of elves that do not tolerate humans or anyone else encroaching into their realm of Glaurachyndaar
Fairinwyndall Selorn: CN Lythari elf female of Glaurachyndaar. CR; 30. Ranger 20/ Justice of Weald and Woe 10.
Sessethoth Audark: CN Copper elf male of The Misty Forest. CR; 20. Scout 10/ Wildrunner 10.
Fassytath Selorn: CG copper elf male of Glaurachyndaar. CR 10; Rogue 3/ Sorcerer 7.
Melakanath Audark: CN copper elf male of Glaurachyndaar. CR 10; Swashbuckler 5/ Druid 5 of Solonor Thelandira.
Brazzindyll Weepingwood: CG Wild elf male of Glaurachyndaar. CR 20; Druid 20 of Fenmarel Mestarine.
Sarladath Silverspear: CN Moon elf male of Evereska. CR 20; Scout 20.
Darlathillia Selorn: CN copper elf female of Evereska. CR 30; Scout 10/ Assassin 10/ Druid 10 of Sheverash.
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Diffan
Great Reader
USA
4436 Posts |
Posted - 02 Apr 2020 : 00:14:47
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Not all elves are helpful to the Human (or other non-elven) races and few organizations take their zeal for slaying humans than the Lalya Murshanta, a localized hate group made up of elves of the Forest Kingdom. They seek to replace the human stain of Cormyr and return it to it's "rightful" heirs, Elves.
here's a group of stat blocks for anyone interested in using Elves as an antagonist in their 3.5 games. It also can be used for the other elven group, the Eldreth Veluuthra.
ELF WARRIOR OF THE LALYA MAURSHANTA; CR 1/2 hp 6 (1 HD) Male or Female moon elf warrior 1 NE or CE Medium humanoid (elf) Init +2; Senses low-light vision; Listen +1, Spot +1 Languages Common, Elvish AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 shield) Immune sleep Fort +2, Ref +2, Will -1 (+1 against enchantments) Speed 30 ft. (6 squares) Melee short sword +3 (1d6/19-20) Ranged shortbow +3 (1d6/x3) Base Atk +1; Grp +1 Abilities Str 11, Dex 14, Con 11, Int 10, Wis 8, Cha 9 SQ able to notice secret or concealed doors Feats Weapon Finesse Skills Climb +2, Jump +2, Swim +0 Possessions heavy wooden shield, leather armor, shortbow with 20 arrows, short sword, 1d4 gp.
ELF SOLDIER OF THE LALYA MAURSHANTA; CR 3 hp22 (3 HD) Male or Female gold elf fighter 3 NE or CE Medium humanoid (elf) Init +6; Senses low-light vision; Listen +3, Spot +3 Languages Chondathan, Common, Elvish AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) Immune sleep Fort +4, Ref +3, Will +2 (+4 against enchantments) Speed 20 ft. (4 squares) in mwk breastplate; base 30 ft. Melee mwk rapier +7 (1d6+1/18-20) or Melee mwk short sword +7 (1d6+1/19-20) or Melee mwk rapier +5 (1d6+1/18-20) and mwk short sword +5 (1d6+1/19-20) with Two-Weapon Fighting Ranged mwk composite longbow (Str +1) +6 (1d8+1/x3) Base Atk +3; Grp +4 Atk Options hit and run tactics (add Dex to damage rolls against flat-footed opponents) Abilities Str 12, Dex 15, Con 13, Int 12, Wis 12, Cha 8 SQ able to notice secret or concealed doors Feats Improved Initiative, Two-Weapon Fighting B, Weapon Finesse, Weapon Focus (light blades) B Skills Climb +3, Jump +3, Swim +0, Tumble +4 Possessions masterwork breastplate, masterwork composite longbow (Str +1) with 20 arrows, masterwork rapier, masterwork short sword, 2d8 gp.
ELF ARCHER OF THE LALYA MAURSHANTA; CR 4 hp 24 (4 HD) Male or Female wood elf ranger 4 NE or CE Medium humanoid (elf) Init +4; Senses low-light vision; Listen +8, Spot +8 Languages Common, Elvish, Sylvan AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) Immune sleep Fort +5, Ref +8, Will +2 (+4 against enchantments) Speed 30 ft. (6 squares) Melee mwk longsword +6 (1d8+1/19-20) Ranged mwk composite longbow (Str +1) +10 (1d8+2/x3) within 30 ft. with Point Blank Shot Ranged mwk composite longbow (Str +1) +7/+7 (1d8+1/x3) within 30 ft. with Point Blank Shot and Rapid Shot Base Atk +4; Grp +5 Atk Options favored enemy (human +2), Rapid Shot Combat gear potion of barkskin, potion of cure light wounds (CL 2nd) Ranger Spell Prepared (CL 2nd): 1st—hunter’s mercy Abilities Str 12, Dex 18, Con 12, Int 10, Wis 13, Cha 8 SQ able to notice or concealed doors, wild empathy (+3) Feats Endurance*, Point Blank Shot, Precise Shot, Rapid Shot*, Track* *Bonus Feats Skills Climb +6, Handle Animal +4, Hide +9, Jump +6, Knowledge (nature) +2 , Listen +8, Move Silently +9, Spot +8, Survival +6 Possessions combat gear plus masterwork composite longbow (Str +1) with 20 arrows, masterwork studded leather, masterwork longsword, 2d12 plus 20 gp.
WOLF COMPANION; CR — hp 16 (2 HD) N Medium animal Init +2; Senses low-light vision, scent; Listen +3, Spot +3 AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) Fort +5, Ref +5, Will +1 (+3 against enchantments) Speed 50 ft. (10 squares) Melee bite +3 (1d6+1) Base Atk +1; Grp +2 Atk Options trip (+1 check) Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Feats Track*, Weapon Focus (bite) *Bonus Feat Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1 (+5 using scent)
ELF CAPTAIN OF THE LALYA MAURSHANTA; CR 6 hp 36 (6 HD) Male or Female sun elf duskblade 6 NE or CE Medium humanoid (elf) Init +; Senses Low-light vision; Listen +1, Spot +1 Languages Chondathan, Common, Elvish, Goblin, Sylvan AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield) Immune sleep Fort +7, Ref +5, Will +5 (+7 against enchantments) Speed 30 ft. (6 squares) in +1 mithral breastplate Melee +1 longsword +9/+4 (1d8+3/19-20) Ranged mwk composite longbow +9/+4 (Str +2) Base Atk +6; Grp +8 Atk Options arcane channeling, Power Attack, quick cast 1/day, Shock Trooper Combat gear (2) potions of cure moderate wounds (CL 1st), potion of fly Duskblade Spells Known (CL 6th): 2nd (4/day)—dimension hop, ghoul touch (+8 melee touch; DC 14) 1st (7/day)—chill touch (+8 melee touch), jump, obscuring mist, shocking grasp (+8 melee touch), true strike 0 (6/day)—acid splash (+8 ranged touch),disrupt undead, ray of frost (+8 ranged touch), touch of fatigue (+8 melee touch; DC 12) Spell-like Abilities (CL 6th): 5/day—dancing lights, detect magic, flare (DC 12), ghost sound, read magic AbilitiesStr 14, Dex 14, Con 13, Int 14, Wis 8, Cha 10 SQ able to notice secret or concealed doors, armored mage (light, medium), spell power +2 Feats Combat Casting*, Improved Bull Rush, Power Attack, Shock Trooper Skills Climb +4, Concentration +9 (+13 casting defensively), Jump +5, Knowledge (arcana) +5, Knowledge (nature) +5, Spellcraft +7 Possessions combat gear plus +1 mithral breastplate, +1 longsword, cloak of resistance +1, masterwork composite longbow (Str +2) with 20 arrows, masterwork heavy steel shield, pouch with spell components, 200 gp.
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Kentinal
Great Reader
4687 Posts |
Posted - 02 Apr 2020 : 00:29:25
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ELF WARRIOR OF THE LALYA MAURSHANTA; CR 1/2
Why 1/2 and Will -1?
I might clearly missed rule of course. |
"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards." "Caring for afterwards ...? Ker repeated this without understanding. "After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first." "Judgement" copyright 2003 by Elizabeth Moon |
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Delnyn
Senior Scribe
USA
921 Posts |
Posted - 02 Apr 2020 : 00:56:35
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Is the Layla Maurshanta affiliated with the Eldreth Veluuthra? |
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Delnyn
Senior Scribe
USA
921 Posts |
Posted - 02 Apr 2020 : 00:59:09
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quote: Originally posted by Kentinal
ELF WARRIOR OF THE LALYA MAURSHANTA; CR 1/2
Why 1/2 and Will -1?
I might clearly missed rule of course.
Level 1 Warrior has 1/2 CR. Wisdom of 8 gives -1 penalty to Will saves. Of course, I tend to regard CR with a grain of salt in 3.5 edition. |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 02 Apr 2020 : 01:03:56
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quote: Originally posted by Kentinal
ELF WARRIOR OF THE LALYA MAURSHANTA; CR 1/2
Why 1/2 and Will -1?
I might clearly missed rule of course.
It uses the NPC class: Warrior. So it's not as strong as a level 1 Fighter and all NPC classes use half their HD for CR. The Warrior has saving throw bonus +2/+0/+0 and with a Wis of 8 (-1), the Elf's will save is -1. |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 02 Apr 2020 : 01:08:41
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quote: Originally posted by Delnyn
Is the Layla Maurshanta affiliated with the Eldreth Veluuthra?
No, they're two separate organizations.
If you want more info on them, George Krashos had a great PDF on the organization and their workings HERE. Really great stuff |
Edited by - Diffan on 02 Apr 2020 01:18:34 |
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Delnyn
Senior Scribe
USA
921 Posts |
Posted - 02 Apr 2020 : 01:44:34
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quote: Originally posted by Diffan
quote: Originally posted by Delnyn
Is the Layla Maurshanta affiliated with the Eldreth Veluuthra?
No, they're two separate organizations.
If you want more info on them, George Krashos had a great PDF on the organization and their workings HERE. Really great stuff
Thanks for that link. Nice to see how they engineered the ghazneths. |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 02 Apr 2020 : 02:42:23
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George Krashos did a great job. I didn't know of of that until I had brought up an older 3.0 adventure called Into the Dragons Lair and it was great additional info about Cormyr. |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 02 Apr 2020 : 14:31:28
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Just another divine inspired character here. This one is devoted to the Red Knight, a very underrated deity in the Realms that has become something of a favorite of mine over the years. This character utilizes her feat Divine Metamagic (Persistent Spell) to cast both Righteous Might and Divine Power for full 24-hour castings, thus her stats are reflected here.
LADY LEENA D’ARCH; CR 9 hp 71 (9 HD); DR 3/evil Female Chondathan human cleric 9 of the Red Knight LN Large (due to righteous might) humanoid Init -1; Senses Listen +4, Spot +4 Languages Common AC 25, touch 9, flat-footed 25 (+10 armor, -1 Dex, +4 shield, +1 deflection, +2 natural, -1 size) Fort +9, Ref +3, Will +11 Speed 20 ft. in +2 full plate (4 squares); base 30 ft. Melee +2 large longsword +19/+14 (2d6+9/19-20) Reach 10-ft. Base Atk +9; Grp +20 Special Actions turn undead* 20/day (+5, 2d6+12; 9th) (* used 14 attempts with Divine Metamagic) Combat Gear dimension stride boots 3 charges/day, healing belt 3 charges/day, ring of mystic healing 3 charges/day Cleric Spells Prepared (CL 9th): 5th—flamestrike^ (DC 19), righteous might† 4th—divine power^†, freedom of movement, restoration, spell immunity 3rd—clairaudience/clairvoyance^, dispel magic, invisibility purge, prayer, searing light (+8 ranged touch) 2nd—eagle’s splendor, hold person (DC 16), silence (DC 16), spiritual weapon^ (2), summon monster II 1st—bless, command (DC 15), deathwatch^, divine favor, entropic shield, protection from evil 0—create water, detect magic, detect poison, light, mending, read magic ^: Domain Spells. Domains: Planning (gain Extend Spell as a bonus feat), War (gain Martial Weapon Proficiency [longsword] and Weapon Focus [longsword] as bonus feats) †: Already cast Abilities Str 14 (24), Dex 8, Con 12 (14), Int 10, Wis 18, Cha 16 SQ aura of law, spontaneously cast cure spells Feats Divine Metamagic (Persistent Spell), Extend Spell*, Extra Turning (3), Martial Weapon Proficiency (longsword)*, Persistent Spell, Weapon Focus (longsword)* Skills Concentration +11, Diplomacy +3, Heal +15, Knowledge (religion) +5, Spellcraft +10 Skill Tricks healing hands Possessions combat gear plus +2 full plate, +2 heavy steel shield, +2 longsword, cloak of Charisma +2, helm of Wisdom +2, reliquary holy symbol (The Red Knight), ring of protection +1, vest of resistance +1, adventuring gear, 600 gp
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Edited by - Diffan on 26 Apr 2020 17:27:38 |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 02 Apr 2020 : 20:48:48
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Here's a good elven fighter [Slayer] from 4th Edition that has helped our party many times across the northern part of the High Forest. He has aided those opposed to the evils of Netheril that threaten it's Eastern Boarder and has ranged all across the North to perform reconnaissance for the Elves of the High Forest as well as Silverymoon.
ILLARETH SELÚNAR; LEVEL 7 SKIRMISHER Medium fey (wood elf) humanoid NPC HP 64; Bloodied 32; Initiative +8 AC 22, Fortitude 19, Ref 21, Will 19; Perception +14 Speed 7 (ignore difficult terrain when shifting); Senses Low-light vision TRAITS -Quick Swap Once per turn, Illareth can draw or stow a weapon as a free action, then draw another one. - Sweeping Sword When Illareth uses Power Strike with a two-handed blade, he can slide each enemy adjacent to himself 1 square. - Combat Stances Illareth knows multiple combat stances, and can assume one per round from the following list: • Battle Wrath (basic weapon attack deal an additional 3 damage) • Duelist Assault (basic weapon attack deal an extra +4 damage to targets with no adjacent creatures other than Illareth) • Mobile Blade (whenever Illareth hits with a weapon attack, he can move up to 5 squares as a free action. STANDARD ACTIONS (m) Carnage Falchion +1 (weapon) • At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d4 + 10 damage - (r) Thunderburst greatbow +2 (weapon) • At-Will Attack: Ranged: weapon (one creature); +14 vs. AC Hit: 1d12 + 16 damage (+1 additional damage if the target has no other creatures adjacent to it - Bow Expertise) - (M) Hesitation Slash (weapon) • Encounter Attack: Melee 1 (one creature); +13 vs. AC Hit: 4d4 + 8 damage, and the target grants combat advantage to Illareth until the end of his next turn. MINOR ACTIONS Hunter's Quarry • Encounter Effect: Once per encounter, Illareth can designate one creature to be his quarry, until the end of his next turn. Once per round, when he hits his quarry with a weapon attack, the attack deals an extra 1d6 damage. You may only apply the damage once per turn. - Elven Accuracy • Encounter Trigger: You make an attack roll and dislike the result. Effect: Reroll the attack roll. Use the second roll, even if it's lower. - Quick Escape • Encounter Effect: You make an escape attempt, or you make a saving throw against an effect that immobilizes or restrains you and that a save can end. NO ACTIONS Power Strike (weapon) • Encounter Trigger: Illareth hits with a basic melee weapon attack. Effect: The target takes an additional 1(W) extra damgae from the triggering attack. Skills Acrobatics +13, Endurance +9, Perception +14, Stealth +16 Str 10 (+3); Dex 21 (+8); Wis 16 (+6) Con 13 (+4); Int 8 (+3); Cha 10 (+3) Alignment good; Languages Common, Elven Equipment Bracers of Archery (heroic tier), Carnage falchion +1, Elven Cloak +2, Sunleaf leather armor +2, Thunderburst greatbow +2 with 60 arrows, adventuring gear, 1 potion of resistance (heroic tier).
Illareth has gained the companionship of a fey panther, a cub he found on one of his excursions into Faerie while he was scouting for the elves of New Sharantar from Neverwinter. Here are his statistics.
FEY PANTHER Medium fey beast HP 32 (Illareth's bloodied value); Initiative equal to Illareth AC 20, Fortitude 20, Reflex 22, Will 18; Perception 16 Speed 8, climb 6; Senses Low-light vision TRAITS Alert Companion Aura 1 While in the aura, enemies cannot gain combat advantage against the fey panther's allies. STANDARD ACTIONS (M) Claw • At-Will Attack: Melee 1 (one creature) +12 vs. AC Hit: 1d8 + 3 (half-level) damage, and the target grants combat advantage to Illareth until the end of his next turn. - Level 21: 2d8 + 3 (half-level) damage. Str 15; Dex 20; Wis 13 Con 15; Int 2; Cha 6
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Edited by - Diffan on 02 Apr 2020 20:51:05 |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 03 Apr 2020 : 13:56:46
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Here's a character (3.5) I was toying around with after I came across a feat from Dragon magazine called Serenity that allows Paladins to base all of their class features off of Wisdom instead of Charisma and felt that this would pair really well with a Monk of Lathander.
EVANDUR TALMAR; CR 6 hp 43 (6 HD) Male Chondathan human paladin 3/ monk 3 (Lathander) LG Medium humanoid Init +3; Senses listen +4, Spot +4 Aura courage (10 ft., allies gain +4 against fear) Languages Chondathan, Common AC 18, touch 18, flat-footed 11 (+3 Dex, +4 Wis, +1 deflection) Immune disease, fear Resist evasion Fort +11, Ref +11, Will +12 (+14 against enchantments) Speed 40 ft. (8 squares) Melee unarmed strike +10 (1d8+2/x2) or Melee unarmed strike +8/+8 (1d8+2/x2) with flurry of blows Base Atk +5; Grp +6 Atk Options Combat Reflexes, smite 2/day (+4 attack, 6 damage), Stunning Fist 4/day (DC 17) Special Actions lay on hands 12 points/day Spell-Like Abilities (CL 3rd): at will—detect evil Abilities Str 13, Dex 16, Con 12, Int 10, Wis 18, Cha 8 SQ code of conduct Feats Aesthetic Knight, Combat Casting, Combat Reflexes*, Improved Unarmed Strike*, Intuitive Attack, Serenity, Stunning Fist* *Bonus Feat Skills Balance +6, Concentration +6, Heal +9, Hide +6, Jump +7, Knowledge (religion) +8, Move Silently +6, Sense Motive +6 Possessions boots of agile leaping, gloves of Dexterity +2, headband of Wisdom +2, necklace of natural attacks +1, ring of protection +1
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Diffan
Great Reader
USA
4436 Posts |
Posted - 03 Apr 2020 : 14:12:58
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Another "holy" warrior, though this one is simply a Fighter that has embraced her celestial heritage and uses it for good. She operates out of Raven's Bluff as a sort of holy avenger (not the weapon), fighting evil across the land.
VALKYRIE; CR 17 hp 121 (16 HD) Female aasimar fighter 16 LG Medium outsider (native) Init +9; Senses darkvision 60 ft.; Listen +10, Spot +10 Languages Celestial, Chondathan, Common, Draconic, Elven AC 31, touch 18, flat-footed 26 (+10 armor, +5 Dex, +3 shield, +3 deflection) Immune shaken Resist acid 5, cold 5, electricity 5 Fort +17, Ref +16, Will +11 Speed 30 ft. (6 squares); fly 30 ft. (average) Melee +3 holy keen longsword +31/+26/+21/+16 (1d8+20/17-20, plus 2d6 against evil) or Melee +3 keen longsword of wounding +31/+26/+21/+16 (1d8+20/17-20, plus 1 Con damage) or Melee +3 keen longsword of wounding +29/+24/+19/+14 (1d8+20/17-20, plus 1 Con damage) and +3 holy keen longsword +29/+24/+19 (1d8+20/17-20, plus 2d6 against evil) with Greater Two-Weapon Fighting or Melee +3 keen longsword of wounding +26/+26/+21/+16/+11 (1d8+20/17-20, plus 1 Con damage) with Slashing Flurry or Melee +3 keen longsword of wounding +26/+21 (1d8+20/17-20, plus 1 Con damage) as a Standard Action with Slashing Flurry Base Atk +16; Grp +24 Combat gear heartseeker amulet 3/day Spell-Like Abilities (CL 13th): 3/day—protection from evil 1/day—daylight Abilities Str 24, Dex 20, Con 14, Int 14, Wis 14, Cha 14 Feats Blind-Fight, Bullheaded (Player's Guide to Faerûn, Celestial Bloodline, Fly-by Attack, Greater Two-Weapon Fighting*, Greater Weapon Focus (longsword)*, Greater Weapon Specialization (longsword)*, Improved Initiative, Improved Two-Weapon Fighting*, Melee Weapon Mastery (slashing)*, Outsider Wings, Oversized Two-Weapon Fighting*, Slashing Flurry*, Two-Weapon Fighting*, Weapon Focus (longsword), Weapon Specialization (longsword)* *Bonus Feat Skills Climb +15, Craft (weaponsmithing) +15, Intimidate +15, Jump +16, Listen +10, Spot +10, Swim +8 Possessions combat gear plus +3 holy keen longsword, +3 keen longsword of wounding, +3 mithral breast plate, +1 animated heavy steel shield, gloves of Dexterity +4, belt of giant Strength +6, cloak of resistance +5, ring of protection +3, ring of adamantine touch, gauntlets of war, silver holy symbol (Tyr), 250 gp.
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Edited by - Diffan on 03 Apr 2020 14:44:55 |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 03 Apr 2020 : 16:05:59
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In our one 3.5 adventure, the players are close to finishing the Anauroch: empire of shade adventure and closing out the chapter that is the treat to the Weave (for now) from Netheril. On the Shadow Shore, there's hosts of Krinth warriors who fight for their Netherese overlords. Unfortunately they're rather dull and not overly strong mechanically and my PCs will chew through then in a matter of rounds.
So I made one Krinth that's sort of their Champion, a leader amongst them who is a raging warrior of the plane of Shadow, who's belief in Shade is unmatched. So here is the Krinth Captain
KRINTH CAPTAIN; CR 14 hp 104 (14 HD); DR 10/adamantine Male Krinth barbarian 2/ fighter 12 NE Medium humanoid (extraplanar) Init +7; Senses darkvision 60 ft.; Listen +2, Spot +2 Languages Common, Netherese AC 30, touch 18, flat-footed 27 (+8 armor, +3 Dex, +4 shield, +5 deflection) Immune shaken Fort +15, Ref +10, Will +11 (+15 against fear); +1 to saves against spells and effects with the shadow descriptor Speed 30 ft. (6 squares) Melee +2 sweeping guisarme +27/+22/+17 (1d10+18/x3) or Melee +1 greataxe +22/+17/+12 (1d12+11/x3) Atk Options Combat Reflexes, Improved Trip (+15 trip), Power Attack, Robilar’s Gambit, Shock Trooper, pounce, whirling rage 1/day (+4 Str, +2 Dodge/Reflex; 5 rounds) Base Atk +14; Grp +21 Abilities Str 24, Dex 16, Con 13, Int 8, Wis 14, Cha 11 Feats Combat Reflexes*, Greater Weapon Focus (guisarme)*, Greater Weapon Specialization (guisarme)*, Improved Bull Rush*, Improved Initiative, Improved Trip*, Iron Will, Melee Weapon Mastery (slashing), Power Attack, Robilar’s Gambit, Shock Trooper, Weapon Focus (guisarme)*, Weapon Specialization (guisarme)* *Bonus teats Skills Climb +16 (+13 in +3 breastplate), Intimidate +9, Jump +16 (+13 in +3 breastplate) Possessions +3 breastplate, +2 animated heavy steel shield, +2 sweeping guisarme, +1 greataxe, belt of giant strength +4, cloak of resistance. All items are Shadow-Weave items
KRINTH CAPTAIN (Raging); CR 15 AC 32, touch 20, flat-footed 29 (+8 armor, +3 Dex, +4 shield, +5 deflection, +2 dodge) Ref +12 Melee +2 sweeping guisarme +29/+24/+19 (1d10+21/x3) or Melee +2 sweeping guisarme +27/+27/+22/+17 (1d10+21/x3) with whirling rage Melee +1 greataxe +24/+19/+14 (1d12+14/x3) Atk Options Combat Reflexes, Improved Trip (+17 trip), Power Attack, Robilar’s Gambit, Shock Trooper, pounce, whirling rage 1/day (+4 Str, +2 Dodge/Reflex; 5 rounds) Abilities Str 28 SkillsClimb +18 (+15 in +3 breastplate), Jump +18 (+15 in +3 breastplate)
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Edited by - Diffan on 07 Apr 2020 14:33:41 |
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Diffan
Great Reader
USA
4436 Posts |
Posted - 06 Apr 2020 : 16:12:31
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Another low-level 3.5 character. This one, a worshiper of the Red Knight - a deity I think could use some more love.
NAVIERA CROWNSILVER; CR 2 hp 16 (2 HD) Female Chondathan human crusader 2 (the Red Knight) LN Medium humanoid (human) Init +2 ; Senses Listen -1, Spot -1 Languages Chondathan, Common AC 17 (19 with shield), touch 12, flat-footed 15 (17 with shield) (+5 armor, +2 Dex) Fort +4, Ref +2, Will +2 Speed 20 ft. in mwk breastplate; base 30 feet Melee mwk guisarme +5 (2d4+3/x3) Reach 10 ft. with mwk guisarme Melee mwk longsword +5 (1d8+2/19-20) Ranged composite longbow [Str +1] +4 (1d8+1/x3) Base Atk +2; Grp +4 Atk Options furious counterstrike Maneuvers and Stances Known (IL 2nd): stances—iron guard’s glare (1st), leading the charge (1st) strikes—charging minotaur† (1st), crusader’s strike† (1st), douse the flames† (1st), stone bones† (1st), vanguard strike† (1st) † Maneuvers readied Disciplines: Devoted Spirit, Stone Dragon, White Raven Abilities Str 15, Dex 14, Con 12, Int 10, Wis 8, Cha 13 SQ steely resolve 5 Feats Combat Reflexes, Discipline Reg, Stand Still Skills Balance +2 (+0 with shield), Concentration +8, Diplomacy +6, Jump +4 (+2 with shield), Knowledge (history) +2, Knowledge [local—Cormyr] +1, Knowledge (religion) +2, Martial Lore +2 Possessions masterwork breastplate, masterwork guisarme, masterwork longsword, composite longbow [Str +1] with 30 arrows, heavy steel shield, adventuring kit, 26 gp
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Delnyn
Senior Scribe
USA
921 Posts |
Posted - 07 Apr 2020 : 07:40:57
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quote: Originally posted by Diffan
In our one 3.5 adventure, the players are close to finishing the Anauroch: empire of shade adventure and closing out the chapter that is the treat to the Weave (for now) from Netheril. On the Shadow Shore, there's hosts of Krinth warriors who fight for their Netherese overlords. Unfortunately they're rather dull and not overly strong mechanically and my PCs will chew through then in a matter of rounds.
So I made one Krinth that's sort of their Champion, a leader amongst them who is a raging warrior of the plane of Shadow, who's belief in Shade is unmatched. So here is the Krinth Captain
KRINTH CAPTAIN; CR 14 hp 104 (14 HD); DR 10/adamantine Male Krinth barbarian 2/ fighter 12 LE Medium humanoid (extraplanar) Init +7; Senses darkvision 60 ft.; Listen +2, Spot +2 Languages Common, Netherese AC 30, touch 18, flat-footed 27 (+8 armor, +3 Dex, +4 shield, +5 deflection) Immune shaken Fort +15, Ref +10, Will +11 (+15 against fear); +1 to saves against spells and effects with the shadow descriptor Speed 30 ft. (6 squares) Melee +2 sweeping guisarme +27/+22/+17 (1d10+18/x3) or Melee +1 greataxe +22/+17/+12 (1d12+11/x3) Atk Options Combat Reflexes, Improved Trip (+15 trip), Power Attack, Robilar’s Gambit, Shock Trooper, pounce, whirling rage 1/day (+4 Str, +2 Dodge/Reflex; 5 rounds) Base Atk +14; Grp +21 Abilities Str 24, Dex 16, Con 13, Int 8, Wis 14, Cha 11 Feats Combat Reflexes*, Greater Weapon Focus (guisarme)*, Greater Weapon Specialization (guisarme)*, Improved Bull Rush*, Improved Initiative, Improved Trip*, Iron Will, Melee Weapon Mastery (slashing), Power Attack, Robilar’s Gambit, Shock Trooper, Weapon Focus (guisarme)*, Weapon Specialization (guisarme)* *Bonus teats Skills Climb +16 (+13 in +3 breastplate), Intimidate +9, Jump +16 (+13 in +3 breastplate) Possessions +3 breastplate, +2 animated heavy steel shield, +2 sweeping guisarme, +1 greataxe, belt of giant strength +4, cloak of resistance. All items are Shadow-Weave items
KRINTH CAPTAIN (Raging); CR 15 AC 32, touch 20, flat-footed 29 (+8 armor, +3 Dex, +4 shield, +5 deflection, +2 dodge) Ref +12 Melee +2 sweeping guisarme +29/+24/+19 (1d10+21/x3) or Melee +2 sweeping guisarme +27/+27/+22/+17 (1d10+21/x3) with whirling rage Melee +1 greataxe +24/+19/+14 (1d12+14/x3) Atk Options Combat Reflexes, Improved Trip (+17 trip), Power Attack, Robilar’s Gambit, Shock Trooper, pounce, whirling rage 1/day (+4 Str, +2 Dodge/Reflex; 5 rounds) Abilities Str 28 SkillsClimb +18 (+15 in +3 breastplate), Jump +18 (+15 in +3 breastplate)
Quick check, does your campaign enforce alignment restrictions? "No" is totally legit answer. I ask because 3.5ed barbarians cannot be lawful and keep their rage feature. |
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