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TomCosta
Forgotten Realms Designer

USA
971 Posts

Posted - 01 Jan 2022 :  22:30:35  Show Profile Send TomCosta a Private Message  Reply with Quote  Delete Topic
So I'm currently playing a 3.5E game and a 5E game and I got curious about how best to build Jarlaxle in 3.5E. It took a while, but here's what I got:

Jarlaxle Baenre (c. 1375 DR) CR 22
Male drowMM elf drow rogueDrU 12/factotumDu 3/ swashbucklerCW 3/drow fighterDrU 2; ECL 22
CN Medium humanoid (elf)

Init +12; Senses darkvision 120 ft., knave’s eyepatch; Listen +17 (+22 with cone of hearing), Spot +22

Languages Abyssal, Common, Draconic, Drow Sign, Dwarven, Elven, Gnome, Goblin, Illuskan, Orc, Undercommon; knave’s hat, orb of understanding

AC 24, touch 18, flat-footed 24;
Combat Expertise (take up to -5 to attacks and add to AC), cunning defense (spend 1 inspiration point to gain +5 AC against one opponent for 1 round once per round), Dodge (+1 AC bonus against designated opponent), drow cape of scintillating colors (miss chance), improved uncanny dodge (can’t be flanked), Mobility (+4 AC against AoOs),
(+3 dodge, +5 Dex, +2 armor, +4 enhancement)

hp 125 (20 HD)

Immune brooch of shielding, knave’s eyepatch, magic sleep
Resist fire 5; cunning insight, evasion, slippery mind; SR 31

Fort +14, Ref +20, Will +10 (+12 against spells, spell-like abilities, and other enchantments)

Speed 30 ft. (6 squares); knave’s boots, Spring Attack (move before and after attack)

Melee +1 elven thinblade of subtlety +20/+15/+10/+5 (1d8+7/18-20) and knave’s blade (+1 lightblade) +20 (1d6+6/18-20)

Melee and Ranged +1 elven thinblade of subtlety +20/+15/+10/+5 (1d8+7/18-20) and thrown knave’s blade (+1 dagger) +20 (1d4+1/19-20)

Melee and Ranged+1 elven thinblade of subtlety +20/+15/+10/+5 (1d8+7/18-20) and mwk hand crossbow +20 (1d4/19-20 plus poison; range increment 30 ft.)

Ranged 5 knave’s blades (+1 dagger) +20/+20/+15/+10/+5 (1d4+1/19-20)

Ranged mwk hand crossbow +22 (1d4+5/19-20 plus drow sleep poison; range increment 30 ft.)

Space 5 ft.; Reach 5 ft.
Base Atk +16; Grp +17

Atk Options Acrobatic BackstabCS, Combat Expertise, Combat Reflexes (6 AoO), cunning insight, Group Fake OutCS, Hidden BladeCS, Improved Feint (use Bluff to feint as a move action), insightful strike, poison (drow sleep poison, Fort DC 13, unconscious 1 minute/unconscious 2d4 hours), Quick Draw, sneak attack with +1 elven thinblade of subtlety +4 to atk and +8d6+4 damage with penetrating strike

Special Actions arcane dilettante (CL 3rd; protection from evil), spell-like abilities, Spot the Weak PointCS

Spell-Like Abilities (CL 20th)
Permanent: resistance
1/day:dancing lights, darkness, faerie fire

Magic Item Spell-Like Effects Many of Jarlaxle’s magic items mimic the effects of spells as summarized below. Each wand has 10 charges and each other item is usable once per day, unless otherwise noted. Items marked with asterisk (*) are detailed below.

5th: passwall (portable portal*; CL 15th, see text), plane shift (orb of last resort*; CL 10th, see text), shadow form*SC (knave’s hat*; CL 10th), teleport (ring*; CL 9th), true seeing (knave’s eyepatch*; CL 16th, see text), wall of force (ring*; CL 9th)

4th: dimension door (ring*; CL 7th), discern lies (ring*; CL 7th, Will DC 16), dismissal (whistle*; CL 9th, see text), minor shadow evocation* (wand; CL 9th, see text), scrying (mirror of scrying; CL 10th, Will DC 17, see text)

3rd: clairaudience/clairvoyance (ring*; CL 5th), create food and water (wand; CL 5th), cure serious wounds (2 potions; CL 5th, 3d8+5), daylight (10 daylight pellets*MIC; CL 5th), dispel magic (ring*; CL 5th), fireball (wand; CL 5th, Ref DC 14, 5d6 fire), light of Venya*SC (wand; CL 5th, ranged touch +21, 3d6/6d6), lightning bolt (wand; CL 5th, Ref DC 14, 5d6 electricity), mass resist energy*SC (wand), meld into stone (ring*), stone shape (wand), protection from energy (ring*; CL 5th), slow (ring*; CL 5th, Will DC 14), wind wall (wind wall hoop*; CL 5th, see text)

2nd: battering ram*SC (ring*; CL 3rd, 1d6 force), find traps (wand; CL 3rd), knock (wand; CL 3rd), levitate (knave’s hat*; CL 10th), mirror image (ring*; CL 3rd), protection from arrows (ring*; CL 3rd), silence (ring*; CL 3rd, Will DC 13, see text), spider climb (knave’s boots*; CL 6th, see text)

1st: burning hands (ring*; CL 1st; Ref DC 11, 1d4 fire), comprehend languages (knave’s eyepatch* and orb of understanding*; CL 16th and 3rd, see texts), cure light wounds (5 potions; CL 1st, 1d8+1), detect magic (whistle of resonant auras*; CL 1st), disguise self (knave’s hat*; CL 10th, unlimited uses), dispel ward*SC (5 dispel ward bombs*; CL 10th), jump (ring*; CL 1st), shield (ring*; CL 1st), summon nature’s ally I (wand; CL 1st)

0: ghost sound (ring*; CL 1st, Will DC 10), mage hand (ring*; CL 1st), read magic (knave’s eyepatch*; CL 16th, see text)

Combat Gear The following list is organized by category and excludes items that only replicate spells already noted above. Items marked with asterisk (*) are detailed below.

Armor & Clothing: bracer of flying daggers*, drow cape of scintillating colors*, knave’s eyepatch*, knave’s hat*, snake belt rope*, waistcoast of escape*, wand bracer*Du.

Weapons: +1 elven thinblade of subtlety (as sword, but an elven thinblade*RW; DMG 288), 5 knave’s blades*, 20 bolts coated in drow sleep poison. (Jarlaxle also carries, but rarely uses a +1 hideaway*MC alchemical silver light mace carried on a charm bracelet and +1 hideaway*MC cold iron warhmamer stored in his hat.)

Tools: black cloth bat*, cone of hearing*, endless rope of the Illythiiri*, feather of diatryma summoning*, figurine of wondrous power (obsidian steed; command word “Blackfire”), grappling hook earring*, healing orb*, orb of understanding*, portable portal*, rod of viscid globs*MIC (appears to be a silver wand), warding dragon*, whistle of Braegan D’aerthe warning*, whistle of opening (as chime)

Mundane Equipment (see below): 5 smokesticks

Abilities Str 13, Dex 20, Con 15, Int 20, Wis 16, Cha 19

SQ able to notice secret or concealed doors, brains over brawn, cunning knowledge, dodge bonus +3, grace +2, inspiration (3 points), poison use, trapfinding

Feats Combat Expertise, Combat Reflexes, Daring OutlawCS, Dodge, Improved Feint, Mobility, Quick Draw, Spring Attack, Two-Weapon Fighting, Weapon Finesse

Skill Tricks Acrobatic BackstabCS, Group Fake OutCS, Hidden BladeCS, Spot the Weak PointCS

Skills Appraise +10 (+12 with magnifying glass and merchant’s scales), Balance +17, Bluff +25, Climb +14 (+16 with climbing ropes), Diplomacy +13, Disable Device +19, Disguise +16 (+18 to act in character), Escape Artist +21 (+23 involving ropes), Gather Information +24, Heal +7, Hide +25, Intimidate +11, Jump +14, Knowledge (arcana) +8, Knowledge (architecture and engineering) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (local-the North) +10, Knowledge (local-Northdark) +20, Knowledge (local-Sword Coast) +10, Knowledge (religion) +8, Knowledge (the planes) +8, Listen +17 (+22 with cone of hearing), Move Silently +25, Open Locks +26, Ride +12, Search +27, Sense Motive +21, Sleight of Hand +17, Spellcraft +8 (+10 to decipher spell scrolls), Spot +22, Survival +3 (+5 when following tracks), Tumble +22, Use Magic Device +19, Use Rope + 17 (+19 involving bindings)

Possessions Jarlaxle’s possessions are organized into categories. The following list includes his known items c. 1375 DR, including all those noted above. Items marked with asterisk (*) are detailed below.

Armor & Clothing: bracer of flying daggers*, brooch of shielding, drow cape of scintillating colors*, knave’s boots*, knave’s eyepatch*, knave’s hat*, +4 leather armor, snake belt rope*, spell rings* (Jarlaxle has a variety of spell rings and typically wears the teleport spell ring for an easy escape, but puts on the other rings as needed. He is known to have the following spell rings, but may have others: battering ram*SC, burning hands, clairaudience/clairvoyance, dimension door, discern lies, dispel magic, ghost sound, jump, mage hand, meld into stone, mirror image, protection from arrows, protection from energy, shield, silence, slow, teleport, and wall of force), waistcoast of escape*, wand bracer*Du

Weapons: +1 elven thinblade of subtlety (as sword, but an elven thinblade*RW; DMG 228), 5 knave’s blades*, mwk hand crossbow, 20 bolts coated in drow sleep poison. (Jarlaxle also carries, but rarely uses a +1 hideaway*MC alchemical silver light mace carried on a charm bracelet and +1 hideaway*MC, cold iron warhmamer stored in his hat.)

Tools: belt pouch of holding (as bag type I), black cloth bat*, campfire orb*, cone of hearing*, 10 daylight pellets*MIC, 5 dispel ward bombs*, endless rope of the Illythiiri*, feather of diatryma summoning*, figurine of wondrous power (obsidian steed; command word “Blackfire”), grappling hook earring*, healing orb*, mirror of scrying (as crystal ball), orb of last resort*, orb of understanding*, portable portal*, 5 potions of cure light wounds, 2 potions of cure serious wound, rod of viscid globs*MIC (appears to be a silver wand), 4 wands (Jarlaxle carries a variety of wands that change regularly. They typically have 10 charges each. He usually carries wands of fireball, lesser shadow evocation*, light of Venya*SC, and lightning bolt in his wand bracer alongside his rod of viscid globs, but also carries wands of create food and water, find traps, knock, mass resist energy*SC, stone shape, and summon nature’s ally I in his hat or waistcoat), warding dragon*, whistle of Braegan D’aerthe warning*, whistle of dismissal*, whistle of opening (as chime), whistle of resonant auras*, wind wall hoop*

Mundane Equipment: Jarlaxle typically carries about 15,000 gp in coins, gems, jewelry, and nonmagical equipment. He can be assumed to have any piece or pieces of mundane equipment in his various magical containers, including special substances and items, with a value of up to 100 gp and weight of less than 10 lb. in the Player’s Handbook (and possibly other sources such as the Arms and Equipment Guide and Dungeonscape), including a small steel mirror, 5 smokesticks, climber’s kit, healer’s kit, magnifying lens, merchant’s scales, and mwk thieves’ tools.

Hooks "There are reasons for things that a casual observer might not understand."
-R.A. Salvatore, Servant of the Shard

"Artemis Entreri: Do not underestimate Jarlaxle. Many have; they all are dead."
-R.A. Salvatore, Servant of the Shard

Edited by - TomCosta on 01 Jan 2022 22:49:04

TomCosta
Forgotten Realms Designer

USA
971 Posts

Posted - 01 Jan 2022 :  22:38:00  Show Profile Send TomCosta a Private Message  Reply with Quote
Acrobatic BackstabCS If Jarlaxle succeeds on a Tumble check to move through an enemy standing on the ground’s space, he can treat the enemy as flat-footed against the next melee attack he makes against it on his current turn.

Arcane Dilettante (Sp) Each day, Jarlaxle can choose 1 cantrip or 1st-level wizard spell and cast it once by spending 1 inspiration point. Jarlaxle typically chooses protection from evil as his spell. The DC for his spells equals 15 + the spell level.

Brains over Brawn (Ex) Jarlaxle adds his Int bonus on Str and Dex checks and related skill checks (included in skills above).

Cunning Insight (Ex) Before making an attack roll, damage roll, or saving throw, Jarlaxle can spend 1 inspiration point to gain a +5 competence bonus.

Cunning Knowledge (Ex) When making a check involving a skill in which Jarlaxle has at least 1 rank, he can spend 1 inspiration point to gain a +3 bonus. He can only use this ability once per day for a particular skill.

Evasion (Ex) If Jarlaxle makes a successful Reflex save against an attack that normally deals half damage on a successful save, he instead takes no damage.

Group Fake OutCS Jarlaxle can use Bluff to feint in combat (PH 68) against more than one opponent. Make one Bluff check opposed by separate Sense Motive checks. For each opponent after the first, take a cumulative -2 penalty on the Bluff check.

Hidden BladeCS After Jarlaxe makes a Sleight of Hand check to conceal a weapon (PH 81), he can draw that weapon as a move action instead of a standard action. An opponent that was unaware of the concealed weapon is treated as flat-footed against the first attack he makes in that turn.

Hit-and-Run TacticsDrU When attacking a flat-footed opponent within 30 feet, Jarlaxle can add his Dexterity bonus as a competence bonus on weapon damage rolls. In addition, he gains a +2 bonus on initiative checks (included above).

Improved Uncanny Dodge (Ex) Jarlaxle retains his Dex bonus to AC even if he is caught flat-footed or struck by an invisible attacker. In addition, he can no longer be flanked.

Insightful Strike (Ex) Jarlaxle applies his Int (+5) bonus to damage rolls with any weapon that can be used with Weapon Finesse. Targets immune to sneak attack or critical hits are immune to insightful strike.

Inspiration Jarlaxle starts each encounter with 3 inspiration points that he can spend on his Arcane Dilettante, Cunning Insight, and Cunning Knowledge class features.

Penetrating StrikeDu Whenever Jarlaxle flanks a creature that is immune to extra damage from sneak attacks, he still deals extra damage equal to half his normal sneak attack dice. This does not apply against creatures that cannot be flanked, nor against foes that are otherwise denied their Dex bonus to AC or flat-footed but not flanked. This replaces a rogues’ trap sense.

Poison UseDrU Jarlaxle is never at risk of accidentally poisoning himself when applying poison to a weapon.

Slippery Mind (Ex) If Jarlaxle is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC.

Spot the Weak PointCS As a standard action, Jarlaxle can make a Spot check (DC equals the opponents AC). If successful, his next attack against the opponent, if they are within 30 ft. and which must be no later than next turn, is treated as a touch attack.

Trapfinding Jarlaxle can use the Search skill to locate traps with a DC higher than 20.
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TomCosta
Forgotten Realms Designer

USA
971 Posts

Posted - 01 Jan 2022 :  22:40:02  Show Profile Send TomCosta a Private Message  Reply with Quote
New Equipment and Magic

Bracer of Flying Daggers
Price (Item Level): 6,000 gp (10th)
Body Slot: Arm
Caster Level: 10th
Aura: Moderate; (DC 20) transmutation
Activation: Free (mental)
Weight: 1 lb.

This bracer is made from the black leather of a cloaker.

A bracer of flying daggers allows you to produce a dagger in a moment’s notice. The wearer can cause the bracer to shrink up to 5 daggers in their possession. The daggers magically shrink and fit into hidden slits along the bracer, giving you a +2 on Sleight of Hand checks to conceal the daggers.
When activated, a dagger drops into the wearer’s hand. Moreover, if dropped or thrown, the dagger will magically return to the bracer just before the wearer’s next turn (and is therefore ready to use again in that turn). Up to all 5 daggers can drop into the wearer’s hand in a single turn.
Prerequisites: Craft Wondrous Item, shrink item, telekinesis.
Cost to Create: 3,000 gp, 240 XP, 6 days.

Black Cloth Bat
Price (Item Level): 3,000 gp (7th)
Body Slot: — (held)
Caster Level: 10th
Aura: Moderate; (DC 20) transmutation
Activation: standard (command)
Weight: —

This small piece of black cloth is shaped like a bat.

When the correct command word spoken, the cloth becomes a bat (MM 268-269), except it has an Intelligence of 8 and can communicate in Undercommon. The bat obeys only its master and is generally used as a scout. The black cloth bat can be used twice per tenday for up to 4 hours each use.
If the cloth is torn, it is forever ruined; all magic is lost, and its power departed. If slain in its animal form, the bat simply reverts to cloth that can be used again at a later time.
Prerequisites: Craft Wondrous Item, awaken, summon nature’s ally I.
Cost to Create: 1,500 gp, 120 XP, 3 days.

Campfire Orb
Price (Item Level): 2,250 gp (6th)
Body Slot: —
Caster Level: 3rd
Aura: Faint; (DC 16) evocation [fire] and transmutation [fire]
Activation: Standard (command)
Weight: —

This small red fire opal glows red, brightly for a moment, then dims and radiates warmth.

Once per day, the campfire orb radiates heat equal to that of a small campfire for up to 12 hours.
Prerequisites: Craft Wondrous Item, produce flame, slow burnSC.
Cost to Create: 1,125 gp, 5 sp, 90 XP, 3 day.

Cone of Hearing
Price (Item Level): 5,000 gp (9th)
Body Slot: — (held)
Caster Level: 5th
Aura: Faint; (DC 20) transmutation
Activation: Free (manipulation)
Weight: —

This silver cone appears to be miniature ear trumpet.

When you hold the cone of hearing up to your ear, it grants a +5 competence bonus on Listen checks. In addition, when placing the cone against a door or stone wall, the DC for listening through the door only increases by 2 (rather than 5), and the DC for listening through stone walls increases by 5 (rather than 15).
Prerequisites: Craft Wondrous Item, listening lorecallSC.
Cost to Create: 2,500 gp, 200 XP, 5 days.

Daylight PelletMIC
Price: 150 gp
Item Level: 1st
Body Slot: —(held)
Caster Level: 5th
Aura: Faint; (DC 17) Evocation
Activation: Standard (thrown)
Weight: — lb.

Within a thick black pouch, you see a handful of tiny ceramic beads. Thin veins of light shine through cracks in each bead.

A daylight pellet can be thrown up to 50 feet; when it lands, it shatters and creates illumination equivalent to a daylight spell (PH 216-217), but with a duration of 10 rounds. These small stones are usually found in pouches containing 3d4 pellets. Using a pellet destroys it.
Prerequisites: Craft Wondrous Item, daylight.
Cost to Create: 75 gp, 6 XP, 1 day(s).

Dispel Ward Bomb
Price (Item Level): 250 gp (2nd)
Body Slot: — (held)
Caster Level: 10th
Aura: Faint; (DC 15), abjuration
Activation: Standard (thrown)
Weight: —

Within the pouch, you see a handful of tiny silvery beads.

A dispel ward bomb can be thrown up to 50 feet; when it lands, it shatters and functions like dispel magic (PH 223), except, like a dispel wardSC spell, it can be used only in the targeted or area version, and it affects only abjuration magic placed upon objects or areas (such as arcane lock, explosive runes, fire trap, glyph of warding, and guards and wards). A shattered bomb cannot be reused.
Prerequisites: Craft Wondrous Item, dispel wardSC.
Cost to Create: see table.

Drow Cape of Scintillating Colors
Price (Item Level): 34,500 gp (16th)
Body Slot: Shoulders
Caster Level: 12th
Aura: Strong; (DC 21) illusion (pattern) [mind-affecting]
Activation: — and swift (mental)
Weight: ½ lb.

This hooded cape displays a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light.

Like a drow’s greater piwafwiMIC, this cape protects the wearer from fire, absorbing the first 5 points of fire damage each round that the wearer would otherwise take. In addition, this normally muted gray garment can be caused to scintillate with cascading colors or turn back to gray as a swift action. The scintillating effect can be used no more than a total of 10 rounds per day.
While a muted gray and with the hood drawn up, the cape gives the wearer a +5 competence bonus on Hide checks.
While the cape is scintillating, the colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect. In addition, every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment). While the cape is scintillating, it also illuminates a 30-foot radius continuously. (The wearer does not get the competence bonus on Hide checks while the cape is scintillating.)
Prerequisites: Craft Wondrous Item, blur, invisibility, rainbow pattern, resist energy.
Cost to Create: 17,250 gp, 1,380 XP, 35 days.

Elven LightbladeRW
Exotic One-handed Melee Weapon
Cost: 50 gp
Body Slot: — (held)
Damage: 1d4 (S) or 1d6 (M)
Critical: 18-20/×2
Range Increment: —
Weight: 1 lb.
Type: Piercing

This rapier-like exotic weapon is the size of a short sword but weighs only as much as a dagger.

Dexterous elf fighters and rogues favor it. Its thin, flexible blade slips easily into the seams of armor or between the ribs of a foe. Some elf nobles carry a lightblade—often decorated with intricate filigree and tiny gemstones—as a sign of their station, even if they aren't proficient in its use.
Characters proficient with the elven lightblade may treat it as a rapier or a short sword for the purpose of any of the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization.

Elven ThinbladeRW
Exotic Light Melee Weapon
Cost: 100 gp
Body Slot: — (held)
Damage: 1d6 (S) or 1d8 (M)
Critical: 18-20/×2
Range Increment: —
Weight: 3 lb.
Type: Piercing

This rapierlike exotic weapon is the size of a longsword but much lighter.

Like the elven lightblade, the elven thinblade is favored by dexterous elf fighters and rogues.
A character can use the Weapon Finesse feat to apply his Dexterity modifier instead of his Strength modifier to attack rolls with an elven thinblade.
Characters proficient with the elven thinblade may treat it as a rapier or a longsword for the purpose of any of the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization.

Endless Rope of the Illythiiri
Price (Item Level): 900 gp (4th)
Body Slot: — (held)
Caster Level: 6th
Aura: Faint; (DC 18) transmutation
Activation: Standard (manipulation)
Weight: —

This spider silk cord is finer than typical silk ropes.

Not quite endless, the endless rope of the Illythiiri appears to be only about 2-feet long, but can pulled on to reach up to 120 feet or coiled back to 2 feet. It has 5 hit points and can be burst with a successful Strength check (DC 26). It is so supple it grants a +3 circumstance bonus on Use Rope checks.
Prerequisites: Craft Wondrous Item, shrink item.
Cost to Create: 450 gp, 36 XP, 1 day.

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TomCosta
Forgotten Realms Designer

USA
971 Posts

Posted - 01 Jan 2022 :  22:42:17  Show Profile Send TomCosta a Private Message  Reply with Quote
Feather of Diatryma Summoning
Price (Item Level): 8,000 gp (11th)
Body Slot: — (held)
Caster Level: 10th
Aura: Faint; (DC 17) conjuration (summoning)
Activation: swift (manipulation)
Weight: 3 lb.

This appears to be little more than a large plumed feather.

When the feather of diatryma summoning is blown on, it becomes an enormous 12-foot-tall Underdark diatryma, a flightless bird native to the Underdark and similar to an axebeakAE (though Underdark diatryma are typically smaller, a bit slower, but more nimble with enhanced vision to see in the dark and a more acute sense of smell). The Underdark diatryma magically obeys it owner commands and is generally used to attack or as a mount. The Underdark diatryma can be summoned for a duration of 10 rounds once per day.
If the feather is destroyed, it is forever ruined; all magic is lost, and its power departed. If the Underdark diatryma is slain in its animal form, a new feather simply appears in its master’s possession.
Prerequisites: Craft Wondrous Item, summon nature’s ally II.
Cost to Create: 4,000 gp, 320 XP, 8 days.

Underdark Diatryma CR 2
N Large animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +4, Spot +11
Languages —
AC 14, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural)
hp 45 (6 HD)
Fort +8, Ref +7, Will +1
Speed 65 ft. (13 squares); Run
Melee beak +5 (2d6+2) and 2 kicks +3 (1d4+1)
Space 10 ft.; Reach 10 ft.
Base Atk +4; Grp +10
Abilities Str 15, Dex 15, Con 16, Int 2, Wis 9, Cha 6
Feats Improved Natural Attack, Multiattack, Run
Skills Jump +14, Listen +4, Spot +11
Skills Underdark diatryma receive a +8 racial bonus on Spot checks.
Carrying Capacity Because of its build and leg strength, Underdark diatryma have the carrying capacity of a quadruped. A light load is up to 200 pounds; a medium load, 201-400 pounds, and heavy load, 401-600 pounds. Underdark diatryma can push or drag 3,000 pounds.

Grappling Hook Earring
Price (Item Level): 425 gp (2nd)
Body Slot: — (held)
Caster Level: 6th
Aura: Faint; (DC 18) transmutation
Activation: Swift (command)
Weight: —

This miniature jeweled grappling hook is the size of earring and could easily be worn as one.

This earring sized grappling hook grows into normal sized grappling hook or back with a command.
Prerequisites: Craft Wondrous Item, shrink item.
Cost to Create: 212 gp, 5 sp, 17 XP, 1 day.

Healing Orb
Price: 1,500 gp (5th)
Item Level: 3rd
Body Slot: — (held)
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: — and standard (command)
Weight: 1.0 lb.

This broad leather belt is studded with three moonstones.

While holding a healing orb, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.
In addition, the orb has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability
to harm undead, dealing them an equivalent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.
Prerequisites: Craft Wondrous Item , cure moderate wounds.
Cost to Create: 500gp, 40 XP, 1 day.

HideawayMIC Weapon Property
Price: +2,000 gp
Property: Weapon
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: Swift (command)

Several studs texture this weapon, as do numerous hinges and slots, though none seems to impede its effectiveness.

When activated, a hideaway weapon folds up into a bundle two size categories smaller than you, making it easy to conceal. You gain a +2 bonus on Sleight of Hand checks to conceal a hideaway weapon hen it’s folded up (as if it were a dagger).
A second command word (as a swift action) causes the weapon to unfold to its normal shape.
Prerequisites: Craft Magic Arms and Armor, shrink item.
Cost to Create: 1,000 gp, 80 XP, 2 days.

Knave’s Blade
Price (Item Level): 10,350 gp (13th)
Body Slot: — (held)
Caster Level: 10th
Aura: Moderate; (DC 20) transmutation
Activation: — and swift (command)
Weight: 3 lb.

This odd-looking flail has a spiked ball that appears to be made of a dullish and almost translucent gray glass harder than steel and is connected to the handle by a jet-black metallic chain of adamantine.

A knave’s blade is a +1 weapon that can change its length each time you attack with it. Once per round, by speaking the appropriate command word, you can change the weapon into a Medium-sized dagger, elven lightbladeRW, or shortsword.
You can throw the knave’s blade at an opponent in melee without incurring the standard -4 penalty. (This benefit does not apply if you already have the Precise Shot feat.)
In addition, with another command word, the knave’s blade sheds light equivalent to a hooded lantern spell (bright light in a 30-foot radius, shadowy light in a 60-foot radius) or stops shedding light.
Prerequisites: Craft Magic Arms and Armor, Precise Shot, light, shrink item.
Cost to Create: 5,000 gp (plus 350 for masterwork elven lightblade), 200 XP, 10 days.

Knave’s Boots
Price (Item Level): 9,000 gp (12th)
Body Slot: Feet
Caster Level: 6th
Aura: Faint; (DC 17) transmutation
Activation: Free (mental)
Weight: 1 lb.

These soft, high boots are made from a charcoal gray suede.

When worn, a pair of knave’s boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus to Move Silently checks. Conversely and at the wearer’s mental command, the boots can create a volume of sound from that of the resounding thuds of one person walking heavily to that of the stomping of 20 Medium-sized humanoids.
In addition, the boots enable movement on vertical surfaces or even upside down along ceilings—like a spider—leaving the wearer’s hands free. His speed when doing so is 20 feet. Severely slippery surfaces—ice, oiled, or greased surfaces—make this special ability useless. The spider climb ability can be used for 10 minutes per day, split up as the wearer chooses.
Prerequisites: Craft Wondrous Item, creator must be an elf, ghost sound, spider climb.
Cost to Create: 4,500 gp, 360 XP, 9 days.

Knave’s Eyepatch
Price (Item Level): 65,000 gp (19th)
Body Slot: Face
Caster Level: 16th
Aura: Strong; (DC 23) divination
Activation: — and swift (mental)
Weight: —

This appears to be little more than a simple, cloth, black eyepatch.

This wondrous eyepatch grants the wearer a number of powers.
The wearer is no longer blinded or dazzled by exposure to bright light or sunlight (such as by having the sunlight blindness trait). (Light spells or effects, such as sunbeam or sunburst, still affect the wearer.)
When worn over the right eye, the wearer gains a +5 competence bonus on Intelligence checks to notice scrying sensors (PH 173) and is immune to detect thoughts, discern lies, and any attempt to discern their alignment.
When worn over the left eye, the wearer gains a +5 competence bonus on Search and Spot checks can activate the following three effects.
The wearer can read writing as if under the effects a comprehend languages (PH 21) and read magic (PH 269) spells for 30 minutes a day, divided up into periods of minutes or round as the wearer sees fit.
The wearer can see as though they were affected by the true seeing spell (PH 296) for 10 minutes a day, divided up into periods of minutes or round as the wearer sees fit.
The wearer can see into and through solid matter. The range of this x-ray vision is 20 feet, with the wearer seeing as if they were looking at something in normal light even if there is no illumination. (For example, if the wearer looks into a locked chest, he can see inside eve n if there’s no light within.) This x-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substance or a thin sheet of lead blocks the vision. The wearer can use this ability for 3 minutes a day, divided up into periods of minutes or round as the wearer sees fit.
Moving the eyepatch from one eye to the other is an immediate action.
Prerequisites: Craft Wondrous Item, cloak of dark powerSC, comprehend languages, nondetection, read magic, true seeing.
Cost to Create: 32,500 gp, 2,600 XP, 65 days.

Knave’s Hat
Price (Item Level): 35,000 gp (15th)
Body Slot: Head
Caster Level: 10th
Aura: Moderate; (DC 20) illusion (shadow)
Activation: Swift (command) or move (command); see text
Weight: 2 lb.

This purple stockman hat has an exceptionally broad brim and white spider-silk band with jeweled brooch.

With a swift command, the knave’s hat allows its wearer to alter their appearance as with a disguise self (PH 222) spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.
The hat has two hidden pouches that like a bag of holding, can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The by doffing the hat, the interior of the crown serves another magical pouch that can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the hat always weighs only 2 pounds. When the wearer reaches into the hat for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what the hat contains. Storing or retrieving any specific item from the hat is a move action that does not provoke an attack of opportunity .
Once per day, with a swift tip a tip of the hat, the wearer can levitate as the spell (PH 248) for 10 minutes. In addition, once per day with a swift tug of the hat’s brim, the hat allows the wearer take on a shadowy form as with a shadow form (SC 183) spell for 10 minutes.
Prerequisites: Craft Wondrous Item, disguise self, secret chest, shadow formSC.
Cost to Create: 17,500 gp, 1400 XP, 35 days.

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TomCosta
Forgotten Realms Designer

USA
971 Posts

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Orb of Last Resort
Price (Item Level): 3,000 gp (7th)
Body Slot: —
Caster Level: 10th
Aura: Moderate; (DC 20) conjuration (teleportation)
Activation: Standard (manipulation)
Weight: —

This small iridescent orb appears to be made of opal, but upon closer inspection is ceramic.

The orb of last resort swirls with Astral color pools (Manual of the Planes 48) and allows the creature that crushes it to utilize plane shift (PH 262). However, the user must make a DC 15 Intelligence check in order to get the amulet to take them to the plane (and the specific location on that plane) that they want. If they fail, the amulet transports them to a random location on that plane (01–60 on d%) or to a random plane (61–100 on d%; see table). The orb is then destroyed and cannot be reused.


d% Plane
01 Cynosure
02–03 The Fugue Plane
Celestial Outer Planes
04–06 Arvandor
07–10 Brightwater
11–13 Dwarfhome
14–16 Dweomerheart
17–20 The Gates of the Moon
21–23 Golden Hills
24–26 Green Fields
27–30 The House of Knowledge
31–34 The House of the Triad
Fiendish Outer Planes
35–36 The Abyss
37–40 The Barrens of Doom and Despair
41–42 Blood Rift
43–45 Clangor
46–48 Deep Caverns
49–52 The Demonweb Pits
d% Plane
53–55 Fated Depths
56–59 Fury’s Heart
60–62 Hammergrim
63–64 The Nine Hells
65–67 Nishrek
68–70 The Supreme Throne
Neutral Outer Planes
71–73 Dragon Eyrie
74–77 Heliopolis
78–81 The House of Nature
82–85 Jotunheim
86–88 Warrior’s Rest
Inner Planes
89–90 Elemental Plane of Air
91–92 Elemental Plane of Earth
93–94 Elemental Plane of Fire
95–96 Elemental Plane of Water
97–98 Positive Energy Plane
99–100 Negative Energy Plane

Prerequisites: Craft Wondrous Item, plane shift.
Cost to Create: 1,500 gp, 120 XP, 3 day.

Orb of Understanding
Price (Item Level): 5,000 gp (9th)
Body Slot: —
Caster Level: 3rd
Aura: Faint; (DC 16) divination
Activation: Standard (command)
Weight: 1 lb.

This is a small crystalline orb.

Once per day, the orb of understanding allows every creature with an Intelligence of 3 or higher normally capable of understanding a language within a 10 ft. radius of the orb to understand the spoken words of other creatures within the radius. The orbs power lasts for 10 minutes. (PH 302).
Prerequisites: Craft Wondrous Item, comprehend languages.
Cost to Create: 2,500 gp, 100 XP, 5 day.

Portable Portal
Price (Item Level): 72,000 gp (19th)
Body Slot: —
Caster Level: 15th
Aura: Strong; (DC 22) conjuration (teleportation) and transmutation
Activation: Standard (manipulation)
Weight: —

This black, circular cloth is spun from the webs of a phase spider interwoven with strands of ether and beams of starlight; folded up the size of a pocket handkerchief, it unfolds into a 6-foot-diameter circle.

When spread upon any surface, the portable portal causes an extradimensional space 10 feet deep to come into being or creates a passage through a solid surface. This portal can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the portal remains. The portal can be opened and closed four times per day, regardless of which function you use.
The extradimensional space contains enough air to supply one Medium creature or two Small creatures for 24 hours. The cloth does not accumulate weight even if its space is filled. Each portable portal opens into its own particular nondimensional space.
Alternately, when placed against a solid surface, the portable portal creates a passage through wooden, plaster, or stone walls, but not through metal or other harder materials like a passwall spell (PH 259). The passage is 10 feet deep. If the wall's thickness is more than the depth of the passage created, then a portable portal simply makes a niche or short tunnel. When this portal ends, is dispelled, or closed, creatures within the passage are ejected out the nearest exit.
If a bag of holding is placed while open or opened within an open portable portal, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable portal is placed while open or opened within an open bag of holding, it opens a gate to the Astral Plane. The portal, the bag, and any creatures within a 10-foot radius are drawn there, the portable portal and bag of holding being destroyed in the process. However, a closed portable portal is warded such that it can be placed within another extradimensional space like a bag of holding without creating a rift and vice versa.
Prerequisites: Craft Wondrous Item, deep breathSC, dimensional anchor, passwall, plane shift.
Cost to Create: 36,000 gp, 2,880 XP, 72 days.

Rod of Viscid GlobsMIC
Price (Item Level): 2,000 gp (9th)
Body Slot: — (held)
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation
Activation: Standard (command)
Weight: 2 lb.

An ooze of amber fluid leaks from this strangely sappy mahogany rod. The rod’s surface is carved with tumorous bumps and weeping cysts.

The rod of viscid globs fires a sphere of sticky material that acts like a tanglefoot bag (PH 128-129). The rod can fire a blob up to 100 feet, and a glob acts as a splash weapon. The rod can be used three times per day.
Prerequisites: Craft Rod, entangle.
Cost to Create: 1,000 gp, 80 XP, 2 days.

Snake Belt-Rope
Price (Item Level): 15,000 gp (14th)
Body Slot: Waist
Caster Level: 12th
Aura: Moderate; (DC 21) conjuration (summoning)
Activation: Standard (commands)
Weight: —

This belt appears to be made from the skin of a large snake.

Upon command, the snake belt-rope becomes a harmless, two-headed snake that can stretch itself out to 60 feet and function like a rope, snaking forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner. The snake can be climbed and its muscles aid climbers by serving like knots in the rope, lowering the DC of Climb checks by 10. The snake is strong enough to support up to 3,000 pounds.
Once per day, upon command, the belt can become a two-headed constrictor snake that obeys its wearer. The snake has all the statistics of a constrictor snake in the Monster Manual (279-280), except it has two heads and makes two bite attacks with its standard or full attack action. If the snake is slain it turns back into a belt.
Prerequisites: Craft Magic Arms and Armor, animate objects, summon nature’s ally III.
Cost to Create: 7,500 gp, 600 XP, 15 days.

Spell Ring
Price (Item Level): See table
Body Slot: Ring
Caster Level: See table
Aura: See table; school is the same as the spell
Activation: Standard (command)
Weight: —

These rings vary widely in appearance.

Spell rings contain a single spell of 6th level or lower that can be used once per day.
Prerequisites: Forge Ring, appropriate spell.
Cost to Create: see table.

Spell Level Price (Item Level) Caster Level Aura Cost to Create
0 180 gp (2nd) 1st Faint; (DC 15) 90 gp, 7 XP, 1 day
1st 360 gp (2nd) 1st Faint; (DC 16) 180 gp, 14 XP, 1 day
2nd 2,160 gp (6th) 3rd Faint; (DC 17) 1,080 gp, 86 XP, 3 days
3rd 5,400 gp (10th) 5th Faint; (DC 18) 2,700 gp, 216 XP, 6 days
4th 10,080 gp (13th) 7th Moderate; (DC 19) 5,040 gp, 43 XP, 11 days
5th 16,200 gp (14th) 9th Moderate; (DC 20) 8,100 gp, 648 XP, 17 days
6th 23,760 gp (15th) 11th Moderate; (DC 20) 11,880 gp, 950 XP, 24 days

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TomCosta
Forgotten Realms Designer

USA
971 Posts

Posted - 01 Jan 2022 :  22:47:57  Show Profile Send TomCosta a Private Message  Reply with Quote
Waistcoat of Escape
Price (Item Level): 8,000 gp (11th)
Body Slot: Torso
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: Move (manipulated); see text
Weight: —

This brightly-colored spider silk vest has large buttons.

The waistcoat of escape has all the properties of a vest of escape (DMG 268). Hidden within a secret pocket are lockpicks that provide a +4 competence bonus on Open Lock checks. The waistcoat also grants its wearer a +6 competence bonus on Escape Artist checks.
In addition, one of the buttons has a secret compartment inside that acts as a bag of holding (DMG 248) except it has a content weight limit of 50 lb. and content volume limit of 5 cubic feet. Placing and item into the button or removing it is a move action that does not provoke an attack of opportunity.
The waistcoat and the contents of the button do not register as magical. An identify spell or similar magic will recognize the true aura of the vest if the caster succeeds on a DC 11 Will save.
Prerequisites: Craft Wondrous Item, grease, knock, Leomund’s secret chest, Nystul’s magic aura.
Cost to Create: 16,200 gp, 1,296 XP, 33 days.

Wand BracerDu
Cost: 300 gp.
Weight: 5 lb.

This metal forearm band takes up space on the body as a bracer and can hold up to five wands. Thin loops of thread fit over your fingers, each connected to a spring mechanism on one of the wand slots. If your hand is empty, you can flex a finger as a swift action to cause the wand of your choice to spring into your grasp. You still must activate the wand as a standard action. Replacing a wand in the sheath is tricky and requires a full-round action Most adventurers just drop the first wand to the ground (a free action) when they need a different one.

Warding Dragon
Price (Item Level): 25,000 gp (15th)
Body Slot: —
Caster Level: 8h
Aura: Moderate; (DC 19) evocation
Activation: Standard (command)
Weight: —

This palm-sized silvery statuette depicts a rearing dragon, its maw agape.

The warding dragon statuette can be placed on or next to an object—such as a chest or box—or set to cover a 15-foot-square area—such as a bridge, passage, or portal—and set with a command word to harm those who enter, pass, or open the warded area or object. You set the conditions of the warding dragon. Typically, any creature opening the warded object or entering the warded area without speaking a command word. You also choose the breath weapon effect of the warding dragon from the five below. If the warding dragon is triggered, it deals the damage listed below. A target caught by the breath weapon can make a DC 16 Reflex saving throw to take half damage.

1. 4d8 acid damage in a 15-ft. cone;
2. 4d8 acid damage in a 30-ft. line.
3. 4d8 cold damage in a 15-ft. cone;
4. 4d8 electricity damage in a 30-ft. line; or
5. 4d8 fire damage in a 15-ft. cone.

Prerequisites: Craft Wondrous Item, dragon breathSC, glyph of warding.
Cost to Create: 12,500 gp, 1,000 XP, 25 days.

Whistle of Braegan D’aerthe Warning
Price (Item Level): 10,000 gp (12th)
Body Slot: — (held)
Caster Level: 8h
Aura: Moderate; (DC 19) divination
Activation: Standard (played)
Weight: —

This is a nondescript metal whistle.

This whistle is used by the leaders of Braegan D’aerthe when they are in the most serious of troubles. Once per day, when the whistle is blown all those with a Braegan D’aerthe insignia on their person and within 2 miles hear a mental alarm and know the whistler’s location.
Prerequisites: Craft Wondrous Item, alarm, locate creature, locate object.
Cost to Create: 5,000 gp, 400 XP, 10 days.

Whistle of Dismissal
Price (Item Level): 32,400 gp (16th)
Body Slot: — (held)
Caster Level: 9th
Aura: Moderate; (DC 19) abjuration
Activation: Standard (played)
Weight: —

This is a seemingly simple metal whistle.

Once a day, when the whistle of dismissal is blown, it forces an extraplanar creature back to its proper plane if it fails a special Will save. The save DC equals 36 – the creature’s HD.
Prerequisites: Craft Wondrous Item, dismissal.
Cost to Create: 16,200 gp, 1,296 XP, 33 days.

Whistle of Resonant Auras
Price (Item Level): 3,000 gp (7th)
Body Slot: — (held)
Caster Level: 1st
Aura: Faint; (DC 16) divination
Activation: Standard (played)
Weight: —

This is a simple metal whistle, but makes no noise when blown.

Once per day, when the whistle of resonant auras is blown, it makes no noise, but it reveals magical auras as the spell detect magic (PH 219), except it does not require concentration and discerns the number of different magical auras, their strength and location instantly.
Prerequisites: Craft Wondrous Item, detect magic.
Cost to Create: 1,500 gp, 120 XP, 3 days.

Wind Wall Hoop
Price (Item Level): 4,325 gp (9th)
Body Slot: —
Caster Level: 3rd
Aura: Faint; (DC 16) evocation [fire] and transmutation [fire]
Activation: Standard (manipulation)
Weight: —

This bracelet is a simple golden bangle.

Once per day, when you blow through the wind wall hoop, you produce a wind wall as the spell (PH 302).
Prerequisites: Craft Wondrous Item, wind wall.
Cost to Create: 2,162 gp, 5 sp, 173 XP, 5 day.

So I did exclude some items that duplicated each other and this only through the end of 3.5E, so he has demonstrated some new magic items since then that I haven't included.
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TomCosta
Forgotten Realms Designer

USA
971 Posts

Posted - 01 Jan 2022 :  22:58:41  Show Profile Send TomCosta a Private Message  Reply with Quote
Note, his CR is 1 higher for having 2.5X the normal amount of magic items. Also I treat lightblades and thinblades as martial weapons for elves.
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Gelcur
Senior Scribe

523 Posts

Posted - 04 Jan 2022 :  05:00:00  Show Profile  Visit Gelcur's Homepage Send Gelcur a Private Message  Reply with Quote
Absolutely amazing. Very well done. Love that you used various resources. Plus all the custom items seem well thought through.

This character build really shows off someone who has a mastery of both the rules and character creation in 3.5e. I really wish more of the NPCs that had been published were like this. Or had gotten online updates as new material came out.

Few questions:
I don't see any FR resources used, unless I missed them. Any reason why?
Could some of those wands be Eternal Wands?
About how long did this build take you to make, research and all?

Thank you so much for sharing this.

The party come to a town befallen by hysteria

Rogue: So what's in the general store?
DM: What are you looking for?
Rogue: Whatevers in the store.
DM: Like what?
Rogue: Everything.
DM: There is a lot of stuff.
Rogue: Is there a cart outside?
DM: (rolls) Yes.
Rogue: We'll take it all, we may need it for the greater good.
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TomCosta
Forgotten Realms Designer

USA
971 Posts

Posted - 04 Jan 2022 :  17:46:41  Show Profile Send TomCosta a Private Message  Reply with Quote
Thanks.

I didn't cite all the historical sources I used. I, of course, referenced his stats wherever they appeared from any edition, including 5E (though I did specifically stat him for the end of 3.5E era--the only notable difference was limiting the list of magic items I had to create). I'll include some of the sources at the bottom of this email.

Hadn't considered eternal wands. That may have been a more elegant and easier solution. With his high Use Magic Device, he could have easily pulled them off. That said, I kind of like the idea of him having expendable wands in rotation, plus the eternal wands are more expensive for a guy who's already way over the limit.

As for time. It took me way more time than it should have, but it was fun. A few hours every few days for a couple weeks IIRC.

Sources include
Jarlaxle | Forgotten Realms Wiki | Fandom
Respect Jarlaxle (Forgotten Realms) : respectthreads (reddit.com)
2E Menzo box
3E Underdark 161
Dungeons & Dragons: Jarlaxle Baenre Character Statistics (thephilosopherstone.ca)
Stats for Jarlaxle ?? | EN World | Dungeons & Dragons | Tabletop Roleplaying Games
4E FRCS 251
5E Waterdeep: Dragon Heist; Jarlaxle Baenre - 5etools
Magic items belonging to Jarlaxle, part 1 : dndnext (reddit.com)
Magic items belonging to Jarlaxle, part 2 : dndnext (reddit.com)

Inspiration include The Ultimate Duelist (3.5e Optimized Character Build) - D&D Wiki (dandwiki.com)
Basic Combat Rogue Guide (3.5e Optimized Character Build) - D&D Wiki (dandwiki.com)
RPGBOT - DnD 3.5 - The Swashbuckler Handbook
Getting the Facts Straight: A Factotum Handbook (WIP, PEACH) (giantitp.com)



Edited by - TomCosta on 04 Jan 2022 17:53:06
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Azar
Master of Realmslore

1309 Posts

Posted - 05 Jan 2022 :  04:31:49  Show Profile Send Azar a Private Message  Reply with Quote
quote:
5 smokesticks


The glue that binds it all together.

Stand with anybody that stands right. Stand with him while he is right and part with him when he goes wrong.

Earth names in the Realms are more common than you may think.
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TomCosta
Forgotten Realms Designer

USA
971 Posts

Posted - 05 Jan 2022 :  14:16:27  Show Profile Send TomCosta a Private Message  Reply with Quote
quote:
Originally posted by Azar

quote:
5 smokesticks


The glue that binds it all together.



LOL.

BTW, it was pointed out that I had a cut and paste error with the knave's blades. Description should be: This perfectly proportioned and pointed blade quickly changes length in your grasp.
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sleyvas
Skilled Spell Strategist

USA
11829 Posts

Posted - 05 Jan 2022 :  16:38:31  Show Profile Send sleyvas a Private Message  Reply with Quote
Where was he statted in 5e? Probably the Waterdeep adventures? He's the classic character that I felt would get broken by 5e, since you can only attune to a handful of items.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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TomCosta
Forgotten Realms Designer

USA
971 Posts

Posted - 05 Jan 2022 :  21:32:01  Show Profile Send TomCosta a Private Message  Reply with Quote
Yep Waterdeep: Dragon Heist. There are images online of his 5E stats. I think WotC may have even released it publicly as a preview.

I think they did a decent job IMO. He has 10 magic items, but he was also allowed to attune to 5 with a special trait.

Edited by - TomCosta on 05 Jan 2022 21:36:06
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sleyvas
Skilled Spell Strategist

USA
11829 Posts

Posted - 05 Jan 2022 :  23:36:09  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by TomCosta

Yep Waterdeep: Dragon Heist. There are images online of his 5E stats. I think WotC may have even released it publicly as a preview.

I think they did a decent job IMO. He has 10 magic items, but he was also allowed to attune to 5 with a special trait.



ok, so they gave him some special attunement ability with no explanation why he's different. I have so many things I'd like to say about that, but I'll just let it be.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Eldacar
Senior Scribe

438 Posts

Posted - 06 Jan 2022 :  00:23:06  Show Profile Send Eldacar a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

ok, so they gave him some special attunement ability with no explanation why he's different.


He isn’t a PC and doesn’t have a character sheet. He doesn’t follow PC attunement rules.

As an idle reference if people are interested, there have been several methods in 5e over the last couple of years that allow players to increase their number of attuned items, such as classes like the Artificer, so a three-item limit is no longer an unbreakable ceiling.

"The Wild Mages I have met exhibit a startling disregard for common sense, and are often meddling with powers far beyond their own control." ~Volo
"Not unlike a certain travelogue author with whom I am unfortunately acquainted." ~Elminster
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Diffan
Great Reader

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4441 Posts

Posted - 06 Jan 2022 :  02:22:46  Show Profile Send Diffan a Private Message  Reply with Quote
Not to mention that not everything powerful requires attunement. A Fighter with a weapon +3, armor +3, and a shield +3 spends zero on attunement. They're just generic options that work.
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Azar
Master of Realmslore

1309 Posts

Posted - 06 Jan 2022 :  02:39:50  Show Profile Send Azar a Private Message  Reply with Quote
It's almost like "Attunement" was a waste of space.

Stand with anybody that stands right. Stand with him while he is right and part with him when he goes wrong.

Earth names in the Realms are more common than you may think.
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Diffan
Great Reader

USA
4441 Posts

Posted - 06 Jan 2022 :  10:06:01  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Azar

It's almost like "Attunement" was a waste of space.



The concept is understandable, as by the time 3.5 came around there was a very literal "Christmas Tree" effect going on with most Player Characters (and NPCs too). Cast detect magic and the entire place glows like viewing New York City with a kaleidoscope.

Some generic things, like your basic Longsword +1, is sure helpful but not particularly versatile or game-changing. Things that have effects carry a lot more weight, at least in 5th Edition terms. So that Mace +3 doesn't require attunement, but the Mace of Disruption does despite not having a +X to attack/damage.
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Azar
Master of Realmslore

1309 Posts

Posted - 07 Jan 2022 :  03:10:35  Show Profile Send Azar a Private Message  Reply with Quote
quote:
Originally posted by Diffan

quote:
Originally posted by Azar

It's almost like "Attunement" was a waste of space.



The concept is understandable, as by the time 3.5 came around there was a very literal "Christmas Tree" effect going on with most Player Characters (and NPCs too). Cast detect magic and the entire place glows like viewing New York City with a kaleidoscope.

Some generic things, like your basic Longsword +1, is sure helpful but not particularly versatile or game-changing. Things that have effects carry a lot more weight, at least in 5th Edition terms. So that Mace +3 doesn't require attunement, but the Mace of Disruption does despite not having a +X to attack/damage.



I don't like it; the measure reeks too strongly of "artificial game balance" and it is unfortunately evocative of video game/massively-multiplayer online roleplaying game limitations. Issues of rarity and generosity in the context of rewarding magical items should be the purview of the DM's judgment alone (suggestions/recommendations for magical items per Character level are welcome for beginner DMs, but beyond that...nope). Anyhow, I'll not stress my opinion any further unless the topic creator himself wishes to broach the subject.

Stand with anybody that stands right. Stand with him while he is right and part with him when he goes wrong.

Earth names in the Realms are more common than you may think.
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