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Diffan
Great Reader

USA
4427 Posts

Posted - 13 Nov 2022 :  11:38:35  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Delnyn

Diffan,
Is Battlemaster of the North Brightflame based on Arabel or elsewhere in Vormyr? The campaign I run is rather sandbox in manner and the party is more interested in northern Cormyr at the moment.

EDIT: Changed "Vormyr" to "Cormyr" thanks to the vigilance of our most esteemed hamster.



The Brightflames are based out of Castle Crag, North of Arabel in the Stormhorn mountains.

Edit: some additional info. Sir Ivan is the Battlemaster of the North, which is also the main location of the Pegasus Knights company. His aunt, Ardalis Brightflame (Half-elf Paladin 5 (Helm)/ Purple Dragon Knight 5) is the Warden of the North and was appointed so by Alusair, the Steel Regent. Ardalis stats can be found in the Complete Warrior, page 71.

Edit #2. To maintain consistency with previous source material, this does not counter the fact that the commander of troops, Bren Tallsword, is gone. He still remains as the castle's commander (in this case, the rank is Oversword). He used to report to the Warden of the Eastern Marshes, however with the greater threats of the Netherese to the north, Ardalis was appointed Warden of the North and he reports to her.

She moves around quite a bit, as Warden, to maintain composure and strength across Cormyr's northern border and as such, can be found often at Castle Crag as much as at High Horn to the West.

Edited by - Diffan on 13 Nov 2022 12:08:23
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Wooly Rupert
Master of Mischief
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USA
36779 Posts

Posted - 13 Nov 2022 :  16:42:27  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Delnyn

Diffan,
Is Battlemaster of the North Brightflame based on Arabel or elsewhere in Vormyr? The campaign I run is rather sandbox in manner and the party is more interested in northern Cormyr at the moment.

EDIT: Changed "Vormyr" to "Cormyr" thanks to the vigilance of our most esteemed hamster.



You still left one.

I was just having a bit of fun with the typo. It's an easy enough one to make, with V and C next to each other on the keyboard -- I can't say how many times I've typed out .vom instead of .com when typing a URL.

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Delnyn
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USA
889 Posts

Posted - 13 Nov 2022 :  23:00:10  Show Profile Send Delnyn a Private Message  Reply with Quote
The Zhentarim conquest of some Dales must also be construed as a threat to Cormyr. I would think the Black Network is as much of a danger to the northern border as the Netherese shades.
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Wooly Rupert
Master of Mischief
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36779 Posts

Posted - 14 Nov 2022 :  00:46:41  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Delnyn

"King Ozoun VI" is an NPC I need to create...perhaps a greater doppleganger with 5 levels of Zhentarim Spy prestige class.




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Delnyn
Senior Scribe

USA
889 Posts

Posted - 14 Nov 2022 :  22:43:40  Show Profile Send Delnyn a Private Message  Reply with Quote
I ask about the Brightflames because the PC's trafficking with Mel put them on Sir Ivan's attention. I would portray Sir Ivan as by-the-book taskmaster. Any other salient details about Sir Ivan's dealings with Zhents you have? I can fill in the blanks of course.
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Diffan
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USA
4427 Posts

Posted - 15 Nov 2022 :  19:50:43  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Delnyn

I ask about the Brightflames because the PC's trafficking with Mel put them on Sir Ivan's attention. I would portray Sir Ivan as by-the-book taskmaster. Any other salient details about Sir Ivan's dealings with Zhents you have? I can fill in the blanks of course.



Hm, so since I've Role-Played him on various adventures, here's what I can impart: Ivan is very by-the book religious warrior. As a Crusader of Helm, he takes his role as protector and law-based warrior very seriously. When the group was entering the Dales, at the beginning of Shadowdale: Scouring of the Land, he discovered that one of his party members (a scout/Ranger named Morn) was actually wanted by the towns magistrate as a murderer and arsonist (charges were fabricated by the Zhents in charge) and Sir Ivan was about to bring him into as a result. This was despite the fact that Morn's actions had saved Cormyr from the Shades machinations in the previous adventure.

It was only after the rest of the partys willingness to get to the bottom of the charges and promised to expose the Zhents dealings that Ivan stood down and began to even like Morn.

He was the one in our adventures that killed Scyulla Darkhope over the skies in Shadowdale and help liberate the Dalesfolk from Zhent control in 1374 DR. He has battled them quite a bit since then too, such as his interaction with Melchor. Suffice to say, he's NOT a fan. Should he discover that Mel is alive, but say no longer tied to the Zhents, well then he'd probably be pretty happy because while he didn't like Mel as a Zhent, he respected him as a Soldier.
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Diffan
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USA
4427 Posts

Posted - 24 Nov 2022 :  13:30:36  Show Profile Send Diffan a Private Message  Reply with Quote
Despite the fact that our group has mostly move on to 5E, from time to time I get nostalgic about old campaigns and characters. One of our longest running games is where we play ourselves stuck in the Realms. Going from the "What D&D Character Class am I" we did way back when, and from group ideas, I was considered a Knight/Fighter style character. Had we not of moved on to 4E and then to 5E with the character, I wondered what I would've ended up being. Then I found my old character sheet from 2007 - when we made the character - and then went from there. Added in things like age change, flaws, and some alternative class features. So, I figured I'd throw the stats in here for anyone who wants yet another mid-level Fighter characters for their game. Enjoy!

Sir Marcus, the Steel Fury: Male middle-aged human knight 4/ cleric 1/ prestige paladin 3/ fist of Raziel 7; CR 15; Medium humanoid; HD 4d12+4 plus 1d8+3 plus 10d10+30; hp 119; Init +3; Spd 35 ft.; AC 32, touch 13, flat-footed 29 (+2 AC against evil); Base Atk +14; Grp +19; Atk +23 melee (2d6+10/19-20, plus 1d4 sonic, +3 screaming greatsword) or +20 melee (1d8+4/x3, mwk silvered warhammer) or +18 ranged (1d8+4/x3, +1 composite longbow); Full Atk +23/+18/+13 (2d6+10/19-20, plus 1d4 sonic, +3 screaming greatsword) or +20/+15/+10 (1d8+4/x3, mwk silvered warhammer) or +18/+13/+8 ranged (1d8+4/x3, +1 composite longbow); SA fighting challenge +1, lay on hands 30/day, smite evil 5/day (confirming, holy), test of mettle, turn undead 8/day (+7, 2d6+9; 4th); SQ armor mastery (medium), aura of courage, aura of good, knight’s challenge 7/day, knight’s code, share spells with mount, special mount 1/day 12 hours (celestial dire lion), spontaneously cast cure spells; AL LG; SV Fort +22, Ref +15, Will +22; Str 21, Dex 17, Con 16, Int 13, Wis 21, Cha 21.
   Skills, Feats, and Flaws: Climb +9, Concentration +11, Diplomacy +14, Handle Animal +12, Heal +15, Jump +5, Knowledge (history) +2, Knowledge (nobility and royalty) +6, Knowledge (religion) +9, Ride +15, Sense Motive +16, Swim +4; Celestial Mount, Divine Might, Improved Bull Rush, Improved Spellcasting, Mounted Combat*, Power Attack, Ride-by Attack, Sanctify Martial Strike*, Servant of the Heavens, Shock Trooper, Weapon Focus (greatsword); Qualm: Code of Arms, Overzealous.
*: Bonus feat
   Languages: Celestial, Chondathan, Common, Elven.
   Armor Mastery (Medium) (Ex): Sir Marcus does not reduce his speed when wearing medium armor.
   Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Sir Marcus gains a +4 morale bonus on saving throws against fear effects.
   Bulwark of Defense (Ex): An opponent that begins its turn in Sir Marcus’s threatened area treats all squares Sir Marcus threatens as difficult terrain.
   Detect Evil (Sp): Detect Evil at will, as the spell.
   Divine Health (Ex): Immune to disease.
   Fighting Challenge (Ex): As a swift action, Sir Marcus may use one of his knight’s challenges to issue a fighting challenge. Sir Marcus gains a +1 morale bonus to attack and damage rolls, as well as Will saves. These bonuses last for 10 rounds.
   Knight’s Challenge (Ex): Seven times per day, Sir Marcus may use his knight’s challenge feature to issue a fighting challenge or test of mettle. The target of this feature must have an Intelligence of 5 or higher, a language of some sort, and a CR greater than 13.
   Shield Block (Ex): On Sir Marcus’s turn, he can designate a single opponent and increase his shield bonus AC by 1 against all attacks made by that opponent.
   Smite Evil (Su): Five times per day, Sir Marcus can attempt to smite evil with one normal melee attack. He adds +5 to his attack roll and deals an extra 2d6+10 points of damage. All critical threats are automatically confirmed.
   Special Mount: Once per day for up to 12 hours, Sir Marcus can call upon his celestial dire lion as a full-round action. The creature’s abilities and characteristics are summarized below:
   Special Mount Benefits (Ex): Empathic link, improved evasion, share spells, share saving throws.
   Test of Mettle (Ex): As a swift action, Sir Marcus may use one of his knight’s challenges to shout a challenge to enemies within 100 feet that can hear him. They must succeed on a DC 17 Will save or are forced to attack Sir Marcus in preference over other available targets. This effect lasts for 10 rounds.
   Cleric Spells Prepared (caster level 13th, chooses spells as 9th): 0—create water, detect magic, guidance, light, purify food and drink, read magic; 1st—bless, divine favor, ebon eyes, enlarge person**, rhino’s rush (2), shield of faith; 2nd—angelskin, bull’s strength**, ghost touch armor, shield other, spiritual weapon (2); 3rd—dispel magic, find the gap, knight’s move, protection from energy**, ring of blades; 4th—air walk, divine power**, spell immunity, winged mount; 5th—greater vigor, righteous might, spell resistance**.
   **: Domain Spells. Domains: Protection (protective ward 1/day), Strength (feat of strength 1/day).
   Possessions: +4 mithral full plate with crystal of alacrity, Clairon Call (+3 screaming greatsword), +2 animated heavy steel shield, +1 composite longbow (+3 Str bonus) with 20 arrows, angelhelm, armbands of might, belt of giant’s strength +4, boots of striding and sprinting, cloak of Charisma +4, gloves of Dexterity +4, periapt of Wisdom +6, ring of adamantine touch, ring of natural armor +3, vest of resistance +3, wand of lesser vigor (50 charges), explorer’s clothes, 36pp, 5gp, 20sp.


Adrex, Celestial Dire Lion (Special Paladin Mount): CR —; Large magical beast (extraplanar); HD 10d8+30; hp 74; Init +2; Spd 40 ft., AC 26, touch 12, flat-footed 24; Base Atk +7; Grp +19; Atk +15 melee (1d6+8, claw) or +10 melee (1d8+4, bite); Full Atk +15/+15 melee (1d6+8, 2 claws) and +10 (1d8+4, bite); SA pounce, rake 1d6+4, smite evil 1/day; SQ damage reduction 5/magic, darkvision 60 ft., empathic link, improved evasion, low-light vision, scent, resistance to acid 10, cold 10, and electricity 10, share spells, saving throws, spell resistance 15; AL LG; SV Fort +14, Ref +9, Will +10; Str 26, Dex 15, Con 17, Int 6, Wis 12, Cha 10.
   Skills and Feats: Hide +2, Listen +8, Move Silently +5, Spot +8; Alertness, Run, Multiattack, Weapon Focus (claw).
   Pounce (Ex): If Adrex charges, he can make a full attack, including two rake attacks.
   Rake (Ex): Attack bonus +13 melee, damage 1d6+4 magic.
   Smite Evil (Su): Adrex can attempt to smite evil with one normal melee attack. He deals an extra 10 points of damage.
   Possessions: +2 chainmail barding, military saddle.

History
The “Steel Fury” is a human from a distant world. Originating from Earth, Mark and several others from that planet were accidentally teleported to the world of Toril by an ancient magical tome left there decades prior. During the next several months, the group attempted to get home by any means but were never successful. It was then that they realized that they would best be served being content with their new lives in this strange land. Marcus (as he later changed his name) honed his body and mind like a fine weapon, becoming a great swordsman known across the Sword Coast. He would routinely meet up with his Earth friends and go on adventures, with some hopes to possibly find an avenue back home.

Description
Despite being 40 winters old, he remains tall and powerfully built. Marcus’s hair and beard often get him confused with the Iluskans of the North, something that Marcus takes as a compliment. He garnered the nickname “steel fury” due to his extreme style of swordsmanship and devastatingly whirling style that appears to be just a flash of steel. His long blond hair is often braided towards the top in a typical Iluskan style – another reason for the confusion – and his skin has bronzed a bit due to the harsh life of adventuring. His hazel eyes shine with piercing tactical intellect.

Flaws
Marcus is not without inherent flaws in both his attitude, outlook, and demeanor at times.
Qualm: Code of Arms - Marcus takes a -4 penalty to melee attack and damage rolls against any opponent who is unarmed or using a ranged weapon, for he feels such opponents are at a significant disadvantage against his steel.

Overzealous - Marcus is incapable of having a 'weak' opinion. Everything he believes, he believes with a great passion and things he doesn't believe in, he often derides with contempt. In addition to having a -2 penalty on social checks, due to his overopinionated personality, once per gaming session the DM or another player can activate his flaw in order to get him to strongly defend one of his opinions, no matter how inappropriate the time and place, or what circumstances such an outburst may invoke.

Edited by - Diffan on 01 Oct 2023 16:05:56
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Diffan
Great Reader

USA
4427 Posts

Posted - 08 Dec 2022 :  19:26:07  Show Profile Send Diffan a Private Message  Reply with Quote
So, I was thinking of possibly creating a big PDF of all the NPCs (well, the 3.5 ones anyways) with more detail, possibly some art, and things like physical characteristics and motives. Since it's 3.5 I was going to just keep things around the pre-Spellplague timeline (roughly 1373-1376). The question is what people buy this? There's probably 40 or more NPc's that would get more detail And I would codify everything to be compatible with 3.5, that means no Pathfinder material or things outside of the 3.5 line of works by wizards of the coast.

Even if there's not, I might just make it anwya for fun and if people wanna throw some $$ my way, I won't stop em. What are your guys's thoughts?

Edited by - Diffan on 08 Dec 2022 19:29:00
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Diffan
Great Reader

USA
4427 Posts

Posted - 08 Dec 2022 :  22:16:12  Show Profile Send Diffan a Private Message  Reply with Quote
So I was browsing the Unearthed Arcana book when I realized that I never made a character using the Bloodlines options. So below is a 'dark' Noble of Cormyr with ties to old Merrydale (later Daggerdale) after a Vampiric infestation.

Also note, this is more akin to what I'm thinking for the NPC PDF.

VISCOUNT GALLEREN ALSEVIR             CR 15
hp 79 (15 HD)
Male Damaran human hexblade 12/ major vampire bloodline (UA) 3
CN Medium humanoid
Init +3; Senses Listen +1, Spot +1
Languages Damaran, Common
AC 24, touch 14, flat-footed 21
(+9 armor, +3 Dex, +1 deflection, +1 natural)
Resist mettle, resistance to cold 5 and electricity 5
Fort +11, Ref +11, Will +9; arcane resistance (+5 against spells and spell-like effects)
Speed 30 ft. (6 squares) in +4 mithral breastplate
Melee +3 flamberge with lesser crystal of life drinking +21/+16/+11 (2d6+10/19-20)
Melee mwk short sword +18/+13/+8 (1d6+5/19-20)
Base Atk +12; Grp +17
Atk Options Combat Reflexes, Intimidating Strike, Power Attack
Special Actions aura of unluck 1/day (8 rounds), greater hexblade’s curse 6/day (Will DC 24), quick cast 3/day
Hexblade Spells Known (CL 15th):
3rd (2/day)—dispel magic, phantom steed, vampiric touch (+17 melee touch)
2nd (2/day)—darkness, enthrall (DC 21), glitterdust, summon swarm
1st (3/day)—alarm, entropic shield, phantom threat, undetectable alignment
Abilities Str 20, Dex 17, Con 12, Int 10, Wis 8, Cha 20
SQ dark companion, vampire affinity +4
Feats Ability Focus (hexblade’s curse), Alertness*, Combat Casting*, Combat Reflexes, Greater Spell Focus (enchantment)*, Intimidating Strike, Lightning Reflexes*, Power Attack, Spell Focus (enchantment), Stealthy*, Weapon Focus (greatsword)
*: Bonus Feat
Skills Bluff +12, Climb +6, Concentration +11 (+15 casting defensively), Intimidate +15, Hide +4,Knowledge (arcana) +8, Listen +1, Move Silently +4, Search +2, Spellcraft +10, Spot +1
Possessions +4 mithral breastplate, +3 flamberge with lesser crystal of life-drinking, belt of giant’s strength +4, cloak of Charisma +2, gloves of Dexterity +4, ring of protection +1, vest of resistance +2, 80 pp.
   Aura of Unluck (Su): Once per day, Galleren can create a baleful aura of misfortune, causing any melee or ranged attack against him to suffer a 20% miss chance that lasts for 8 rounds.
   Dark Companion: Galleren can call upon his illusory companion, in the shape of a panther, to hinder his enemies. Any enemy adjacent to the dark companion takes a -2 penalty on saving
throws and AC. The companion’s speed is equal to Gallerens and it acts on his turn. The dark companion can’t be attacked or otherwise effected and is immune to damage. It can be dispelled or suppressed just like a spell effect, and it’s treated as a 3rd level spell.
   Greater Hexblade’s Curse (Su): Six times per day, as a swift action, Galleren can unleash a curse upon a foe. The target must be within 60 feet. The target takes a -4 penalty on attack
rolls, saves, ability checks, skill checks, and weapon damage rolls for one minute. A successful DC 24 Will save negates the effect, however the effect is not wasted.
   Mettle (Ex): Galleren makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead negates the effect.
   Vampire Affinity: Galleren gains a +4 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with vampires.

    Notes: Galleren's stats started with the following elite array: 15, 14, 13, 12, 10, 8. Further, this Hexblade is slightly different than the one published in Complete Warrior, as advise was taken from designer Mike Mearls about early development issues with gish classes. For further reading about Mike Mearl's thoughts on making the class more akin to future products, read here: Hexblade Handbook. Lastly, Galleren is a noble of Cormyr and is awarded more gold as he has extensive allies and avenues of wealth. As such, he's treated as an NPC with approximatley 20,000 more gold than other NPCs wealth-by-level.

History
The state of House Alsevir was not in good standing, as of the mid- to late 14th century DR. Noted as one of the “Oldcoin” houses of Cormyr, it had seen a steady decline over the years. However, good fortune would soon meet house Alsevir in 1369 DR when house Bleth was exiled, and their properties were handed to them. This newfound source of wealth and property would bolster their name and prominence within the nobility of Cormyr once again. One of the many Bleth properties was acquired by Galleren Alsevir, who holds the title of Viscount, in the small town of Kallamarn. At a glance, most nobles would’ve considered this property to be one of the smallest and least noteworthy for one of his station, a remote manor house little more than a countryside getaway for the elites. However, to Galleren, the location was ideal for his needs.

Galleren’s father was a noble of Cormyr of the house Alsevir, though his mother was of equal prominence in the town known as Daggerdale, of which she could trace her lineage back to when the town was once called Merridale. Around that time, a vampiric infestation had hit the small dale, and many were killed or turned into vampires. His mother’s family was one of those infected with vampirism. Though not all the family were turned completely, it was a dark curse that had followed the family line though the ages. Often time it would manifest itself in subtle ways, others – more noticeable. Galleren had far more noticeable traits of his mother’s bloodline, and this gave him a near feral look and almost supernatural cold demeanor. He would use these traits to his advantage to rise in the ranks of his family and that of the nation’s nobility.

Though not outwardly evil, he has no qualms in doing things to acquire what he wants. He has worked with goodly priest of Helm just as easily as working with undead vampires, for which he shares an affinity with. The location of his new estate allows him access via the Starflow river to both Marsember and the capital Suzail as well as many roads in-between. He uses these as ways of connecting to his other allies and friends, many of which are cults to Beshaba.

Appearance and Mannerisms
Galleren is a well-muscled man of medium height, standing just under six feet. His dark, almost black, hair is long and ends about shoulder length – though he often wears it up in styles befitting most Cormyrean nobility fashions. His skin looks pale and is usually cool to the touch, beset by often “rosy” cheeks – a look many confuse for using makeup often seen worn by nobility. In truth, this is one of the traits of his strong vampiric bloodline. Galleren prefers longer coats and suits befitting high-nobility, attire many of the higher-ranking houses find tacky and which Galleren knows and wears purposefully. When in combat, should he be expecting trouble, he adorns his magical breastplate and accompanying helm whilst wielding a large greatsword – which he calls flamberge due to the wavy flame-like blade.

Galleren has embraced his vampiric lineage, though has refused offers to be turned into one by the few vampires he’s been in contact with. Mostly this is due to his unwillingness to become subservient to a vampire master and also the extreme limitations that vampires face. Still, he has a variety of effects that grant him a facsimile of a vampire’s power – from his sword that drinks the blood of his victims and infuses him with their life, to the few hexblade spells he’s learned such as vampiric touch, enthrall, and summon swarm (which he always chooses bats).

Tactics
Galleren is a well trained warrior with his greatsword and he can often be found practicing with it for an hour or so in the mornings by the villa. He’s also proficient in the use of light and medium armors, which don’t trouble him with his spellcasting. As a noble, he’s more likely to engage in a war of words and innuendo than swords, but the second option is always something he deeply cherishes.

When money or intimidation fail him and he’s required to draw steel, he often initiates combat with a quick casting of an offensive spell like glitterdust to blind and distract his opponent. He then summon’s his dark companion to harry his foe while he initiates his intimidating strike (usually taking a -2 to -5 penalty to attack to add to his Intimidation check). If that succeeds he’ll follow up on the next round with his hexblade’s curse, the creature taking a -4 to the saving throw. Should that work, he’ll pummel his foe with liberal use of his Power Attack due to the creature’s reduced AC.

Should an enemy get the jump on him or should his tactics fail, he’ll often fall back and use spells such as darkness and summon swarm as a distraction to gain him more distance. He also knows phantom steed for a speedy escape. If all else fails he’ll use Vampiric touch to regain hit points as well as draw hit points from the lesser crystal of life-drinking embedded in his sword’s hilt.

Edited by - Diffan on 08 Dec 2022 22:44:07
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Wooly Rupert
Master of Mischief
Moderator

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36779 Posts

Posted - 12 Dec 2022 :  23:54:11  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Diffan

So, I was thinking of possibly creating a big PDF of all the NPCs (well, the 3.5 ones anyways) with more detail, possibly some art, and things like physical characteristics and motives. Since it's 3.5 I was going to just keep things around the pre-Spellplague timeline (roughly 1373-1376). The question is what people buy this? There's probably 40 or more NPc's that would get more detail And I would codify everything to be compatible with 3.5, that means no Pathfinder material or things outside of the 3.5 line of works by wizards of the coast.

Even if there's not, I might just make it anwya for fun and if people wanna throw some $$ my way, I won't stop em. What are your guys's thoughts?



I'd be interested in such a thing. Not so much the stats, but I am all about all the non-stat stuff for NPCs.

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Diffan
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4427 Posts

Posted - 14 Dec 2022 :  04:18:45  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert


I'd be interested in such a thing. Not so much the stats, but I am all about all the non-stat stuff for NPCs.



Excellent news! I'll do my very best to make the characters seem alive and motivated in working with the setting!
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Delnyn
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889 Posts

Posted - 13 Aug 2023 :  19:09:26  Show Profile Send Delnyn a Private Message  Reply with Quote
On a whim this weekend, I tried refitting Mel to your Fighter 3.5 revision. I like to call your revision the "Legionnaires of the Sun Titan" enhancement. Mel gains the feats Improves Critical and Greater Weapon Specialization. He gets two open bonus fighter feat slots for Weapon Specialization and Greater Weapon Focus. I decided to fill them in with Combat Stability and Improved Sunder. The 1st level feat

Fearlessness I left intact because I have refitting character creation feats available only at 1st level.
Heroic actions include the 2 two-handed weapon actions and the 5th level shield bonus to Reflex saves.

Mel would get 40 extra skill points. According to his back story, he should speak Damaran (He was a Zhentilar officer) and Goblin (his orders to recruit humanoids on Cormyr's border). I would assign the rest to Knowledge (geography), Knowledge (local-Moonsea), Knowledge (local-Cormyr), Survival (living as a hermit while exiled to Cormyr), Profession (soldier), Listen, Spot.

Edited by - Delnyn on 13 Aug 2023 19:13:40
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Diffan
Great Reader

USA
4427 Posts

Posted - 20 Aug 2023 :  14:35:59  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Delnyn

On a whim this weekend, I tried refitting Mel to your Fighter 3.5 revision. I like to call your revision the "Legionnaires of the Sun Titan" enhancement. Mel gains the feats Improves Critical and Greater Weapon Specialization. He gets two open bonus fighter feat slots for Weapon Specialization and Greater Weapon Focus. I decided to fill them in with Combat Stability and Improved Sunder. The 1st level feat

Fearlessness I left intact because I have refitting character creation feats available only at 1st level.
Heroic actions include the 2 two-handed weapon actions and the 5th level shield bonus to Reflex saves.

Mel would get 40 extra skill points. According to his back story, he should speak Damaran (He was a Zhentilar officer) and Goblin (his orders to recruit humanoids on Cormyr's border). I would assign the rest to Knowledge (geography), Knowledge (local-Moonsea), Knowledge (local-Cormyr), Survival (living as a hermit while exiled to Cormyr), Profession (soldier), Listen, Spot.



That's pretty awesome! I'm glad you've really fleshed out the character, considering that I sort of just threw it together with some ideas for using the Combat Form feats.
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