Encounter (Villain/NPC/Monster/Trap) Resource Thread

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Thread Update: 6th April 2008
Finally got around to updating the links to the few things that have been posted since I last visited these boards. Am likely to be around more in the foreseable future, as I'm writing a campaign again, so will do my best to keep this updated more regularly.

Evan.
The Encounter Resource

Welcome to the Encounter Resource, which now incorporates the Villian and NPC Compendium. Encounters here includes individual NPCs, NPC Groups (cults, organisations etc), Monsters (new, advanced, varients and templates), Traps and Locations (including location specific encounters with any of the above). This is the place to post your encounters for use by other DMs, and can include both aggressive and passive encounters. This thread is designed to be a resource for DMs, so it is preferable that background, motives and descriptions are included for all entries to make them usable by as many people as possible. However, entries that are simply stats or mechanics are also encouraged as these will still have use for many people.

NPC/group entries should ideally include details of the role they could take within a campaign setting and where they are most likely to be encountered, with background information and notes on how best to use then.

If posting an advanced monster or a monster variant, please include details of the changes you have made and the logic behind them. New monsters should be as fully detailed as an entry in the Monster Manual.

Traps and location entries should contain all relevant descriptive and crunchy information, including diagrams where appropriate.

If using material from a non-core WotC source, it would be helpful to reference what books you use. All postings can of course include non-WotC material, but all such inclusions should have detailed descriptions of such material if home-brew, or details of where such material can be found if third party.

If you have material situated elsewhere on the web and it is easier to just post a link to that material rather than repost it here, then feel free to post the link (or send it to me) and I'll add it to the index.

Whatever you are posting, the most useful thing to help me are details about which EL and section you would like your entry to go into in the index. Ok, so most of the time it will be obvious, but in some cases it isn't and in those cases I'd prefer to place the link where the creator of that entry would like it.

As always, comments and suggestions are more than welcome.

And most importantly, my sincere thanks to everyone who has posted material here or whose material I have copied from elsewhere on these boards, especially to those of you who are prolific creators and those whose own compilation threads I have raided to expand this resource.
I couldn't have done this without you

Cheers,

Evan.

______________________________



Entries:
Note: The following entries are listed by encounter level, encounter type (NPCs, Groups, Monsters, Traps and Locations) and then alphabetically. As I do not have all the books used in the creation of these encounters, I have had to guess the EL in some cases. If I have made any errors (for example, a missed level adjustment for a certain race) then please let me know. Entries that have multiple parts are listed by their highest EL or CR. Entries designed for a range of EL are listed by the lowest number in this band. Please note that many of these encounters are suitable for lower or higher levels than their EL might suggest, but I had to categorize them somehow!
If you are unhappy about the one-line description I've assigned your creation or any other aspect, then let me know and I'll make the appropriate changes.
EL 0-1:

NPCs:
Aldaron, the Listener, bard of dryads.
Anexus Thginlla, seeker of knowledge and parties.
Arend d’Tharashk, freelance manhunter and minion for hire.
Asimov Dasoy, electric sorcerer with exceptional abilities.
Bahrus Melchior, wandering xeph cleric.
Barlow "Swigsipper" Gandlefunk, gnomish artificer with a penchant for ale, alchemy and traps.
Bronze, warforged apostle of the Lord of Blades.
Carl, he's old, he's mad, he argues with trees... or so he'd like you to think.
Dav The Eyeless, wilder psionic who lost his sight to the Day of Mourning.
Dorn Helder, the anti-tyrant.
Farrë, who understands the loneliness of the long distance runner.
Feng'Kesh, half-orc giant-slayer on a mission.
Fodder 187, expert trapfinder.
Gar-Fang, the Wolf, orcish bounty hunter.
Garzigan Kingfisher, sailor, paladin of Pelor, pirate hunter.
Gripnick, fiddling kobold with a goblin accompanist.
Incamna Ankushan, nomadic ritual dancer and visionary.
Jamgold, friendly innkeep who keeps his ears open.
Judes Al'Hu, fresh-faced fighter whose father is not as he appears.
Kym, a kender who's unusually possessive of his claw hammer.
Lebil Shallowfoot, dragonslayer, the ShadowBird of Glistening Forest.
Lelio Charnock, a man with an invisible dog and a questionable sanity.
Lord Lorac Silvanos, studious mage, elven house noble and unlikely diplomat.
Mersen Bek'Demner, strongheart halfling warlock who is still coming to terms with his talents.
Milquetoast, an unassuming carpenter who is at one with his chosen medium.
Myrna Springbottom, rogue who knows her combat strengths lie in stealth and surprise.
Nagrod's Followers. a couple of examples of the followers of Nagrod (found elsewhere in this thread).
Naji, runaway slave wanted for murder.
Nameless Warrior, boar totem barbarian with painful memories.
Rumpo "Cheeky" Cuddlebum, travelling bard, lover of large women.
Samuel Brazelay, quiet spoken paladin with a fondness for half-elves.
Siegfried Rittmann, shield bashing ballet fan.
Sin, nocturnal pickpocket and expert trap layer.
Short Sword, young boy with a very large weapon.
Silas, orphan boy of the streets.
Squeables, knight of his own imagination, collector of all things shiny, magic and big toe shaped.
Talen Galanodell, the butcher paladin.
Vita Amator, murderer, rapist and sadist, completely and utterly insane.
Zook lethander Flanoodle, timid gnome illusionist with a touch of taurophobia.

Groups:

Monsters:
Carrion Crow, intelligent, dangerous, magical birds created through the necromantic manipulation of crows.
Clockwork Familiar, for those wizards who prefer a companion they have made themselves.
Grott, small, weak and unintelligent goblinoids.
Koopa, Nintendo inspired race of turtle people.
Terrasque, somewhat smaller cousin of the famed Tarrasque.
Vithrin, race of snake-men native to jungles and swamplands. Also includes detail of the Rathrin, an off-shoot of the species (CR2).
Yoshi, Nintendo inspired draconic race.

Traps:

Locations:


EL 2:

NPCs:
Average Tulinite and Average Darts Player. two sample NPCs from a campaign world.
Galeron Xelpen IV, schizophrenic shadow human.
Glim Raulnor, mysterious one-shoed gnomic bard.
Horace Blick, Senior Custodian, 3rd Class, and (secretly) Grand Marshall of the Armies of Archmagus, Erascamb Silverbeard.
Vilyen Naurindel, young elven prince on the run.

Groups:
Baator’s Celestials, who share a love of the open road, typically own large steeds from the Davis Harley & Sons ranch, and... well I think you get the picture.
Cult of Arsilan, whose belief in freedom drives them to destroy the underpinings of society.

Monsters:
Garment Fairy, a hedonistic, frivolous being that enjoys giving fashion "advice" to any creature that comes within its reach.
Griffon, Oceolhawk, smaller, more intelligent breed of griffon that tends to inhabit hills and mountains far from the encroachment of humanity.
Helper Ooze, a collection of inert minerals, slimes, and goo given life through electricity and magic.
Inkvine Seedling, seed-like creature which seeks a warm body in which to germinate. Life cycle 2nd stage (inkvine horror)is a CR8 creature.
Lilak, emotive dryad-like creature that feeds off the energy of living creatures. Life cycle 1st stage (seed form) is a CR1/4 creature, includes examples of advanced adult stages, up to CR6.
Shy-Guy, Nintendo inspired playful fey race.
Shyster, Nintendo inspired winged fey.
Sun Dance Fairy, tiny, loyal, winged, elf-like beings that radiate beauty and light and feed off the sun during their unique dance.
Water Aranea, amphibious, teritorial, spider-like creature.
Zelk, an inteligent magical cross breed of a crow and a fox.

Traps:
Who turned out the lights? Trap and monster combo.

Locations:
Crackpot Pass, where you can ride a gnomish ski-lift with an unusual power source.
Weaver's Woes, where love conquers all in the goblins' caves.


EL 3:

NPCs:
Calista, "The Ice Queen", protector of her adoptive village.
Giorath, gnollish hunter and elf-stalker.
Glark, goblin sorcerer, treasure hunter by trade.
Hans Appleheart, travelling druid and potion trader with groundhog companion.
Jenna Oreland, middle-aged cleric of Rudd with a mischievous twinkle in her brown eyes.
Lyra Wardsmith, a sample wrangler (bodyguard).
Moryrth, pickpocketing kobold from the city of Sharn.
Shautha Pleasant, orcish innkeeper who has survived by her insticts and charm rather than her physical strength.

Groups:

Monsters:
Bzastra, a conversion from the 2nd edition Planescape appendix volume 3.
Carnivorous Corn, a deadly variety of crop created by an extremist Druidic sect who see the cultivation of domestic crops as a debasement of nature. Includes notes for crops of different size from CR 1/2 to CR 5.
Cloud Sap, tiny ooze with an interesting feeding method and life cycle. Life cycle 2nd stage (tempest ooze) is a CR6 creature.
Eulasti, the result of an incomplete, disturbed, or otherwise adversely affected summoning of an a creature from the Elemental Plane of Air.
Gwyllgi, an intelligent, evil canine appearing much as a large, black elkhound.
Scray, horrid monstrosities that hide among coastal and aquatic societies and prey upon the unsuspecting populace.
Sniffit, Nintendo inspired gunk-spitting fey.
Soulsucker, accursed fey with a taste for mortal souls.
Steel Legionnaire, basic construct soldier.
Sugara, who like to see a well-fed individual, and will do everything in their power to help out the "underweight".
Swampie, cruel and cunning little beings that lurk in the deepest and darkest corners of marshes.
Viper Hound, poisonous lizard that hunts in packs like dogs.
Wulfyn, elusive and solitary fey that assign themselves the task of hunting down any who would defile or destroy an area of wilderness.

Traps:
Do-gooder's Doom, cunning combination trap that requires three different saving throws to avoid.

Locations:
Imp who would be an Artist, where the PCs rescue this unusual painter from captivity upon his own pier.
Lake View Inn, the staff and regulars of the local pub of Ender's Harbour.
Leap of Faith, the resting ground of this sunken vessel.


EL 4:

NPCs:
Avesteri Leafstrider, enchanter of Shar with a wonderfully detailed back story.
Harland Goldwright, peg-legged dwarven innkeep and town hero with plenty of tales to tell.
Jin-Sot, the Stranger, a sample Wandering Knight.
Johannas Bieron, royal court spy.
Mayor Jekin Brumbeld, aristocrat/fighter.
Pricilla Warrior, fiery master smith, with a temper that would humble a Red Wyrm.
Red Sheen, two sample NPCs of the Red Skulls thieves' guild.
Udohorn, tavern drunk who could turn nasty.

Groups:
Bandits, where the PCs may aid a goblin paladin in bringing these brigands to justice.
Hak'Suk Tribe, who protect the local area from monsters but could become a greater threat themselves.

Monsters:
Baldandar, evil humanoids who specialize in deceit, illusion, and trickery. 2nd ed conversion.
Bastosi, malicious fey who feed upon the dread and fear of the living things they terrorise.
Darkshell, strange aquatic predator that gets its name from the long dark gray shell that covers its body.
Half-Succubus, specific varient on the half fiend, a +4 LA template (no example given).
Ridge Stalker, a magical breed of lizard that can bend light to become invisible.
Silver Centurion, armour-like construct, created by wizards as guards and servants.
Stryker, intelligent earth elementals that have developed their own individual morals.
Sukhoi, an example essence thief, plus the essence thief template. Also includes an example essence puppet, a CR 8 creature in this case.
Symphoningester, a large green and blue swirled ooze that feeds on music and song.
Tearenal, wise bird-like creatures that champion the causes of freedom and liberty.

Traps:

Locations:
Biggle's Bed and Blanket, where you are guaranteed a good night's sleep.


EL 5:

NPCs:
Adrian Seawolf, deformed merfolk ranger who has adapted well to new suroundings.
Boz, or rather Bozalishtel Mortapungish Swalla'tel Spern'jaa, the "Lizard Prince" bard extraordinaire.
Firtan. paragon kobold with a dislike for outsiders.
Frumyed, orc barbarian on a quest to reveal the might of the orc race to the world.
Garret Crackenhorn, mad gardener with an unusual choice of weapons and gnomish paranoia.
Gau, druidic avenger who grew up in the wild.
Kytris, unicorn bard and insatiable chatterbox.
Locke Cole, human rogue who sees himself more a treasure hunter than thief.
Nicholas Shem, the Iron-Skinned Mage.
Thri-Kreen Marksman, four-armed archer specialist.
Thri-Kreen Soldier, four-armed melee specialist.
Tippi Hitchkin, "The Voice of the Nightingale", carefree entertainer and companion to birds. Includes comprehensive notes for scaling the encounter for higher levels.

Groups:
Cult of the Setting Sun, a supposed criminal organisation that unknowningly keeps criminal activity in check through the cunning direction of its lawful leader.
Kobold Bandits, with arrogant, overconfident leader.
Nathak and his tribe, wyvern wannabes.
Rynayth and his sidekicks, kobold ambush specialists.

Monsters:
Anima, mystical spirits that dwell in and protect wild domains far away from the human world.
Dino-Torch And Dino-Rhino, Nintendo inspired dragon-like magical beasts.
Golem Spectre, what happens to the bound elemental spirit when a golem dies.
Korriger, or troll cat, dangerous predator that is difficult to keep down.
Oleluki, a notorious and evil fey creature that steals away children to devour them.
Picor, vain and stupid monsters that combine the lower bodies of peacocks with the upper bodies of humanoids.
Ricochet, or mage's pinball, a strange ooze that feeds off kinetic energy. Includes CR15 version of creature.

Traps:

Locations:
The Feat Fountain, which bestows small powers or curses upon those who drink of its waters.
Inn of the Welcome Traveller, where the real owners are being held captive.
Roo Skidoo, perhaps the least subtle thief ever.
Treehouse of the Vines, where the unlucky end up as compost.


EL 6:

NPCs:
Ellie Gwyn, traveller, fortune teller, spy and lookout, and until seven years ago, the Lady Elizabeth.
Kachrun, orc mercenary band leader of hideous appearance.
Legless Lowry, sorcerer whose name says it all, really.
Marissa Brightheart, cleric who's just escaped a vine-wrapped prison.
Nagrod, orc chieftan.
Sylden Blakenmoor, jovial, likeable character whose firmest belief is in the ending of oppression and tyranny.
Trekk Osru, orcish ranger (includes details of his travelling companion Trianna Dowser).

Groups:
Hand of Civilization, a political, cultural and artistic movement, promoting the virtues of the civilized human way of life above all others.
Lawful Evil Party, 4 strong group.

Monsters:
Adamantine Ivy, tough plant with some of the properties of the mineral it feeds upon.
Armoured Radiance, fiery armoured elementals that live to fight undead.
Ebony Ooze, or stink slime, a black pudding-like ooze with a bad BO problem.
Luggage, Pratchett-inspired automated chest.
Mordenkainen’s Marmalade of Disjunction, magic-eating orange ooze with juicy bits.
Phantom, also called a vapor, a spirit that lives on the recognition of others.
Steam Hound large hound-like construct, with scaldingly hot steam pouring out from the joints in its steel body.

Traps:

Locations:
An Animated Encounter, where the animated creations of a misfortunate wizard have gone awry.


EL 7:

NPCs:
Aen Cailte, human paladin with sorcerous talents.
Baghra, slick-tongued hobgoblin cleric.
Culhwch Twrcharad, the druidic disabler mage.
Incarnum Shock Trooper, azurin combat specialist.
Kamikaze Shock Trooper, centaur hit and run expert.
Kovan Drathe, lance wielding half black dragon centaur.
Krebble, ex-pirate, now guildmaster of the Iron Cloak thieves' guild in Luskan.
Mounted Psi-Gish Shock Trooper, halfling psionic cavalry.
Norgar Stronghammer, dwarven combat sorcerer who seeks the necromancer responsible for his deformed arm.
Orylea, nymph with an amazing story to tell, whose spirit lives on.
Psionic Battle Controller, githzerai psychic warrior.
Rondell Whitehorn, gnomish master gunsmith.

Groups:
Black Tongue Society, poison using meditators who strive to achieve a mental state beyond the mortal realm.
Children of Razera, a cult which follows a deformed lizardman they believe to be a lost deity.
Cult of the Watch, breakaway, proactive faction of the church of Helm.
Jormak & Kalumtax, draconic allies, hoard collectors.

Monsters:
Bog Wretch, an undead creature created when the bog-sunken corpse of a sacrificial victims is animated by a spark of the dead creatures spirit that refuses to pass on.
Rime Hunter, a monster that dwells in the savage arctic, hiding amongst the rocks and snow, waiting for prey.
Rosewood Golem, druidic construct made of tightly bundled rose vines covered with wickedly long thorns.
Spulpit, ooze-like desert aberration
Steam Golem, large construct that is essentially a superheated copper kettle.
Teridoloth, creatures of stealth and guile, generally found serving more powerful Yugoloths as spies or scouts.
Wight Lord, +2 LA undead template. Sample given is a CR7 monster, using a 5th level human fighter as the base creature.
Zarathar, spirits of vengeance directly created by and subservient to some lawful evil gods as well as the Lords of the Nine.

Traps:
Raiders of the Lost ARRGGHHH! Rolling rock with a difference.

Locations:
Tolunder’s Bait, Tackle & Fine Wines, best not to get on the wrong side of the simple old man who runs it.


EL 8:

NPCs:
Charisse, a converted follower with a tough choice to make.
Chief Drachir the Scarred, orc tribe chieftain with a wicked axe.
Conrad Bains and Elyssa Malvolken, two sample vampires focusing on metal powers.
Eena, a more civilised than normal kobold.
Iwran Rythern, blind mage who manipulates through fear and intimidation and has revenge planned upon those who took his sight.
Viola Massaline, or is it the dwarven warior Grimgore Bloodbeard, the elven snake charmer Cesario or someone else entirely?

Groups:
Valanthe Siannodel, Enialis, Qillathe, Aust and Laucian, Eldreth Veluuthra scouting party on the lookout for human prey.

Monsters:
Phantasmo, fluffy, soft & cuddly outsiders charged with the protection of the very young.
Winter Wolf, pack leader.

Traps:

Locations:
Echoes, getting lost within the dreams of a battle long ago.
Fountain Hall, the watery abode of a cleric beloved by a tribe of local orcs.
Goronwood Prison, a dire place where the warden plays out his vile fantasies.
Hand of Heaven Orphanage, well-intended charitable home turned slave prison.
Insect Invasion, where a discommunicated cleric is helping with the formation of a new world order.
Marsh Tower, desolate ruin in the middle of a cursed marsh.
Singing Platter Inn, just be careful who you're eating. Includes comprehensive notes for scaling the encounter for higher and lower levels.
Thamion’s Vault Entrance, trap-filled entry to a vault high in the mountains.
Vampire's Womb, where a most unusal mother will do all in her power to protect her unborn child.


EL 9:

NPCs:
Conrad Windweaver, elven bard with a secret or two.
Edward Weatherby, bookish wizard and owner of The Purple Moon magic supplies store.
Elina Weatherby, short tempered mage and crystal jeweller, wife of Edward.
Halmur Breneil, of Clan Tovaere, beardless dwarf and social exile who chose tha path of the wild over the one set out for him.
Jaya, a mysterious traveller from the East whose true purpose is hunting for a mate and suitable hosts for her curse of entomanthropy.
Lord Plunder, a villian whose main objective is the aquisition of the PCs' magical items.
Nicolas Fortrisic, charmer, scout, natural leader and assassin.
Tarlis, sophisticated tiefling scondrel and assassin.
Untouchable Zhent Artillerist, who attacks from the relative safety of the ethereal border.
Waltin Tarmikos, the Corrupted General.
Unnamed orc barbarian.

Groups:
Ambush, fully detailed ambush for use in narrow ravine.
Campfire Cookout, where a culinary disagreement between brothers might prove distraction enough to allow the rescue of their dinner.
Cult of Hihatchi, the peaceful public face of The Corporation.
Dorvin and Melissa Grem, father and daughter banditry partners.
Fauxe and the Hounds, where a blackmailed illusionist helps a gnollish druid hunt his dinner. Includes comprehensive notes for scaling the encounter for higher and lower levels.
Juggling Double Act, halfling entertainers possibly with ties to CFC.
Order of the Sapphire Eye, rebels against the empire who wish to see their kingdom returned to Draconic rule.

Monsters:
Addimagus, adamantine elementals with comprehensive arcane skills.
Devil, Deztrigon, a type of highly lawful devil that fills the role of bodyguard or protector in Baatezu society.
Dyan'Nell, bizarre creatures believed to come from the far realms of insanity that lie beyond the known planes of existence.
Rawhead Bloodybones, a bogeyman plain and simple who exists only to punish the wicked.

Traps:

Locations:
Beauty, the Beast... and their Guardian, or the case of the missing amulet.
Chief's Necklace, which is being used to frame an innocent by a power hungry psion.
Nomed’s School for Aspiring Adventurers, where a good education comes at a high price.
Shrine of the Joyous Tears of Elhonna, where a maddened, diseased dryad waits to greet you.
Temple of Snakes, not the kind of place that Indy would want to visit.


EL 10:

NPCs:
Adanar, the Lifesculptor, sociopath, mass murderer, and exotic pet owner.
Black Poniard, infamous assassin for hire.
Cuthbert nee Grandwyne, crystal-eyed, single-minded artificer.
Elven King, who likes to stay around when combat starts, much to the annoyance of the palace guard.
Gerald Sinclaire, travelling cleric of Fharlanghn.
Ignatius Thanatos, twice widowed ex-paladin of Heironeous.
Imoril Knifeshade, priestess of Erythnul just waiting to be converted.
Jeril Thinhand, the "Grave's Finger", ghostly spy and assassin.
Lienhard Hexjäger, diseased specialist assassin.
Londar the Brave, town militia captain who isn't quite what he claims and his loyal cohort Bran Uthwold.
Moila Dimweer. abused, insecure, twisted individual that now finds amusement in the torture of others.
Morgak, dwarven necromancer with his sights on lichdom.
Morm, male maug barbarian/fighter.
Ops, gestalt warlock/psychic warrior covert ops specialist.
Panmorn Greensleeves, one of three near identical siblings, each specialising in a different arcane school.
Steglor Lanthrope, halfling rogue, parent hunter.
Thermalda Daggerswift, a psychotic basket case with blood red hair and dark eye make-up to contrast her pale skin.
Theyok Garg, goblin gladiator turned professional mercenary.
Vren, vicious, carnage-loving lycanthrope.
Unnamed human monk/assassin.

Groups:
Baraka Natala, a cult who strive to bring back the old gods and throw the world into chaos.
Children of Pelor’s Fire, a rebelious sect of Pelor's church teaching chaos and freedom through the magic of fire.
Crew of the Silver Pegasus, captain, first mate and sailors of great skill and experience.
Dert and Meno, self-made guardians of the forest of Yus.
Path of Light, a charitable organization with a dark secret.

Monsters:
Beholder, Oculon, a rare offshoot of the Beholder race, which devote themselves to studying ancient secrets and lost lore.
Bladed Grass, vicious magical grass with a taste for blood. Life cycle 1st stage (bladed grass seedling) is a CR4 creature.
Draugbrand, air elemental with a magnetic personality.
Fire Seed Guardian, or what you get when you mix druidic spells, alchemical processes and a lot of gardening experrtise.
Shalolpede, bizarre predators that look like twelve-foot long centipedes made of earth and stone.
Steel Magehunter, construct designed for combating spellcasters.

Traps:
Rolling Stone, which gathers no moss, but might gather a few PCs along its way.

Locations:
Aquatic Elves' Customshouse, which perhaps surprisingly will be encountered upon a road nowhere near the sea.
Defiled Temple under the Sands, home of a "pair" of unusual blue dragons and their desert gargolye companions.
Inn of the Three Sisters, mmmm PIE!
Therza's Garden, an arboretum of exotic trees with a pair of overprotective gardeners.

EL 11:

NPCs:
Elven Princess, and competent arcanist.
Guildmaster, male half-elf Bard/Rogue.
Hafa Adai, the Mad Trader of Ombaba-Maomao Island. Includes details of his companions.
Korvael, dwarven fallen paladin.
Lord Aramil, beloved aristocrat with a secret hobby.
Onigar and his pets, ogre king who is always accompanied by his hounds Oni and Gar.
Sir Ian Korren, lycanthropic village leader.
Talinias, pawnbroker, fence, and investigator of interesting objects.

Groups:
Baeshraterunt, wingless bronze dragon, and his companion, Dorial "Thunderstone" Belven.
Circle of Tooth and Claw, a cult of Obad-Hai who practice proactive evolution.
Cult of Torture, organisation of ex-interrogators who now see their work as a art form.
Evil Party, 12 strong group.
Selenna & Drak, werewolf pair under the effects of a witch's curse.

Monsters:
Prismaghas, Lovecraft inspired incorporeal outsider.
River God, powerful nature spirit tied to a river which has three distinct life stages.

Traps:

Locations:
Bog Flower, which is desperately needed for a cure, but only grows in a rather dangerous location.
Eirneleann’s Archive, a bookshop that hides a portal through space and time.
Meriena’s Garden, which is under threat of destruction.
Singing Lyre Inn, whose leading artist is devilishly good.
Thriller, meet the entertainer Maelich Jackelstein, who's "not like other boys".


EL 12:

NPCs:
Arharu Baelial, half-fiend draegloth barbarian.
Black N. Decker, male human Cleric/Thaumaturgist.
Earlan the Storyteller, the mute prophet. Includes detail of his companion Timaeus.
Elinaldra of House Jordain, wizard's elite aide for hire.
Elite Palace Guard, designed for use in elven royal court.
Garzog the Horrible, hideous four-armed troll clan chieftain with a penchant for humanoid flesh.
Greela Hookhorns, ogre mage advisor (cunning manipulator) of Garzog the Horrible.
Kirsten Rousa, zealous cleric of Hextor with family issues.
Lazarus Caine, charming psychopath.
Lylol Rynir, human warlock with vampire bloodline who uses her otherworldly beauty and supernatural charms to get what she needs. Originally posted by green_yawgmoth, this links to an external source.
Owner Noccide, tragic victim of circumstance, or cold-blooded killer in the night?
Tendoak, a mummified disillusioned ranger.
Vool, corpulent spellcaster and mad scientist.
Unnamed orc wizard.

Groups:
Ascendancy of Humans, cult manipulated by its leaders to destroy impure half-breeds.

Monsters:
Devil, Jezzutult, a creature with ties to the element of fire due to a heritage tracable back to the efreeti Jezzutome.
Iron Wolf, 4-legged iron golem without halitosis.
Nightmare Marauder, tall gaunt humanoid looking and dangerous outsiders that generally attack anything they encounter on sight.
Primordial Ooze, ancient race of doppleganger oozes.

Traps:
Sphere of Doom, big hamster ball with added nastiness.

Locations:
Chateau Rose, a haunted mansion where the owner is not the damsel in distress she first appears to be,
Fharlanghn's Road Side Temple, with a problematic pair of guardian golems.
Honest Bob's Trading Post, where just about anything is potentially available.
Robard’s School of Combat, a successful academy with humble begins that now lies under threat.


EL 13:

NPCs:
Darkstar, the Assassin, who was destined by the prophets of the old times to bring destruction upon the nations of the Shadow Elves.
Elite Royal Guard, designed for use in elven royal court.
Khelektari, Winterhaunt of Auril, designed for a post-BBEG encounter in a cold environment.
Maneth Szat, a cursed follower of Loviatar.

Groups:
Jolethuam Fendarin & Big Thunga, one has the brains, the other the brawn and together they head a competent "archaeological team".
Midnight Sword, a knights' fellowship with an absolute hatred for the drow.

Monsters:

Traps:

Locations:
Assassin's Burial, where lie the skulls of countless victims.
Copper Crossing, Formerly known as Righteous Run, a testing ground for those of questionable devotion.
Opphram's Ocular Outlook, the place to buy your lenses, if you can bear the wailing.
Sinister Silo, an old farmstead with a nasty rodent problem.


EL 14:

NPCs:
Jayna Strang, who uses the shop she owns as a front for her and her cohort Corran Vao to investigate the man who killed her parents.
Lockreed, stormlord out to convert. Includes details of cohorts and followers.
Maneth Szat, a human with terrible purpose who exists as an extension of Loviatar’s desire.
Veran Trauvaeu, acrobatic master thief.
Zena of the Dancing Demon Gentlemens' Club, a heartbroken fallen angel who now has passion only for the dance.

Groups:
Order of Social Justice, political organisation promoting personal freedom that is the cover for an illithid takeover plot.
Tesrin Dlargrageth & Lilanna. fey'ri and succubus companions. Includes sample bodyguard that can be used to scale the encounter for higher levels.

Monsters:
Dread Vine, marsh-dwelling aquatic plant.
Melliorim, celestial warriors of goodness, often found fighting under the leadership of beings such as Planetars and Solars.
Nightmare Beast Tracker, bred for speed and ability prowess rather than combat.
Winding Wyrm, huge clockwork dragon built as a powerful tool for warfare.

Traps:

Locations:
Boettcher and Wein's Confectionary Shop, where a little indulgence by the innocent may lead them to a lot of trouble.
Dark Resonance, the place to hang out in during a night out in the underdark.
Monastery of the Sightless Mind, where the monks and their reason for being there are nothing like they appear.


EL 15:

NPCs:
Stinkie Wiggletoes, absentminded halfling bard of adventurous inclination.
Ulrick Fellspare, wizard slayer, unknown father, ex-goat.

Groups:
Church of the Final Unity, supposed church of enlightenment that is the front for an insidious plan.

Monsters:
Dark Disciple, +3 LA undead template. Sample given is a CR15 monster, using a 12th level human cleric as the base creature.
Sand Devil, horrid outsiders that appear to be formed from sandstorms.

Traps:

Locations:
The Cloud, the unusal home of an unusual pair of freinds.
Duelists Guildhall, whose charming leader is more than he appears.
Realm of Soliris, a pocket dimension of darkness and acid.


EL 16:

NPCs:
Dinavano Cu’tura, exceedingly well-travelled elven archer.
Lizzathadorias, injured silver dragon who now lives under the human guise of Lady Elizabeth.
Murphy, devious bard with a colourful history.
Rhea Of The Coos, true necromancer, lover to the Rotting Man.

Groups:

Monsters:
Magic Elemental, a very rare, vaguely man shaped cloud of boiling luminous energy, usually created in the wake of great magical catastrophes.
Truly Monstrous Spider, who's fiendish, phrenic and colossal too.

Traps:

Locations:


EL 17:

NPCs:
Cleric Coors, a holy man of great power who is also a wealth of great knowledge.
Megid Nek-sul, battle-hardened kobold ranger who is wary of those he doesn't know, but loyal to the death to those he calls friend. Originally posted by green_yawgmoth, this links to an external source.

Groups:
Lesro, Pree, Ralph and Half. BBEG teamed up with recent victims of the Juggling Troupe (found elsewhere on this thread).

Monsters:

Traps:

Locations:


EL 18:

NPCs:
Aldoc Voyeri, mutated summoning specialist who most would consider insane. Originally posted by green_yawgmoth, this links to an external source.

Groups:
Order of the Avatar of Agratha. whose leader is an agent of their mortal enemies.
Society of Bees, a druidic order who view to qualities of a certain creature to be above all others.

Monsters:
Steam Dragon, gargantuan dragon-like construct made from solid steel.

Traps:

Locations:
Introducing Nathaniel Harker, a gentleman with a taste for wealth, fine art and blood.
Wooley Swamp, tainted haunt of a powerful ghost.


EL 19:

NPCs:
20 Random NPCs , CR 1-19, no gear specified.

Groups:

Monsters:

Traps:

Locations:


EL 20:

NPCs:
Durak the Black, fallen palladin, blackguard demonbinder.
Necromantic Disabler Mage, who specialises in "drain and slay" tactics.

Groups:
Ministry of Sacred Arcanum, rebel drow faction who draw on both the arcane and divine powers of Boccob.
Order of the Ivory Mask, a cult of cults, used unknowingly by its nefarious leader to slaughter as many of the human race as he can.

Monsters:
Atma Weapon, FFVI inspired creature that guards a weapon of the same name.
Living Lake, the granddaddy of all oozes.
[url=http://boards1.wizards.com/showpost.php?p=10144172&postcount=396]Tyronth, gargantuan, flying, serpent monstrosity that delights in causing death and pain.[/b]

Traps:

Locations:


EL 21+:

NPCs:
Chaucer, epic dread necromancer Shadowvar lich.
Keshna Finlothleer, Grandmaster of Shadows, leader of the Teflemmar Shadowlords.
Lygashak, the "Hammer of Orcus", advanced half-vampire ibixian.
Nael'hadavar, uber-epic paragon anthropomorphic tiger.
Namis, uber-epic paragon human demilich.
Noob Splitter, a somewhat satirical NPC, probably to be used in emergencies only.
Thelisuul, Lord of Glass. a demon lord of great power.
Torfane the Vorpal. epic orog warchief.
Uber Demi-Lich, epic, undead BBEG immume to most things.
Vainglorious, very old fang dragon with class levels.
Wyrrdreth Rivalen'Thultch, a female shade with a wicked past.
Yawgmoth ir'Khyber, half black dragon lich true necromancer. Originally posted by green_yawgmoth, this links to an external source.

Groups:
Cult of the Adamant Beast, master clockmakers and creators of void gears.
Huntmistress and her pack, iron half-golem marilith ranger and her steel predator pack members.

Monsters:
Ash’ke, the Doomlight, a hyper-advanced Vrock.
Gusion, short-tempered, goat-legged outcast duke of hell.
Reptillian Gargantua, gigantic reptillian creatures of impossible size and power, a 2nd ed Kara-Tur conversion.
Rust Dragon, dangerous, vicious beast with a horrific brath weapon.
Serpent of the Depths, a legendary aquatic monster of nearly unimaginable size and strength.
Sleepwalker, deadly outsider created through horrific rituals.
Stone Dragon, earth dragon with a petrifying parent. Includes age categories for CRs 6-31.
Vidokkun, fast and powerful, soul-trapping, epic undead.

Traps:

Locations:
Bardwell's Ferry, where the ferryman and the river he wards are more than they seem.
Golden Oracel, the place to go when seeking answers.
Pax Nocturna Inn, a converted house with a horrific history, now haunted.
Sfal's Seaside Tavern and Inn, from where the Spiked Felldrake Action League base their operations.

FAQ.

Ok, so the "Q" actual stands for "question" (singular) at the moment and "frequently" isn't exactly accurate, but if you have any questions about the thread I'm happy to answer them

Q: Why have you opted to repost everything, rather than just including links to the original source of the material?
A: Primarily to avoid the risk of material being lost when the boards are pruned. A number of the threads I've "hijacked" for material have had vast amounts of that material unavailable due to the links in the indexes pointing to posts/threads that no longer exist. By reposting everything here, I can ensure this material does not get lost. Also, by having everything in a single thread, people who are not looking for anything specific can browse entries at their leisure without constantly having to jump from link to link.
Originally posted by KelanenPrinceofSwords.

Name: Chief Drachir the Scarred

Role: Orc tribe chieftain

Setting: Any wilderness region with an orc lair.

Background: Born in squalor among the orcs of the Vile Rune tribe, Drachir managed to survive to adulthood by cunning and viciousness. At 15 yrs. of age, he challenged and beheaded the previous chief, Svyne Gutgorer, in mortal combat, becoming the most recent chieftain of the Vile Rune tribe. Chief Drachir plans to enrich the tribe by selling their services as mercenaries to Iuz the Old (or any BBEG from your fave campaign setting).

Crunchies: Chief Drachir the Scarred, Male Orc Bbn 8: CR 8; Medium humanoid (orc); HD 8d12+24; hp 78 (+16 rage); Init +2; Spd 30 ft.; AC 20 (18 rage), touch 12 (10 rage), flat-footed 20 (18 rage); Base Atk +8; Grp +13 (+15 rage); Atk +15 melee (+17 rage) (1d8+6(+8 rage)/x3, +1 elf bane orc double axe), or +11 ranged (1d8+5/x3, masterwork composite longbow); Full Atk +13/+8 melee main (+15/+10 rage) (1d8+6(+8 rage)/x3, +1 elf bane orc double axe) and +13 melee off (+15 rage) (1d8+3(+4 rage)/x3, +1 elf bane orc double axe), or +11/+6 ranged (1d8+5/x3, masterwork composite longbow); SA elf bane weapon (enhancement bonus increases by +2 and +2d6 damage against elves), rage (3/day for 8 rounds); SQ damage reduction 1/ - , darkvision 60 ft., fast movement, improved uncanny dodge, light sensitivity, trap sense +2, uncanny dodge; AL CE; SV Fort +9 (+11 rage), Ref +4, Will +2 (+4 rage); Str 20 (24 rage), Dex 15, Con 16 (20 rage), Int 9, Wis 11, Cha 13.
Skills: Intimidate +12, Listen +11, Spot +5.
Feats: Exotic Weapon Proficiency (orc double axe), Two-Weapon Fighting, Weapon Focus (orc double axe).
Possessions: +1 elf bane orc double axe (both ends), masterwork composite longbow (+5 Str), quiver containing 20 arrows, +1 breastplate, amulet of natural armour +2, silver crown inlaid with 3 garnets (400 gp), 2 gold earrings (10 gp each), pouch containing 30 pp and 4 bloodstones (50 gp each).

Chief Drachir the Scarred is a hulking, fearsome orc, 19 years old, his warty yellow skin covered with scar tissue, with a bushy thatch of coarse black hair, beady black eyes, and fangs that protrude from his wide mouth. He carries a black-bladed orc double axe etched with fell runes, and wears a rust-red breastplate bearing the device of the Vile Rune orc tribe. Upon his grizzled brow is a silver, garnet-inlaid crown, and a pair of gold earrings pierce his pointed ears. A turtle shell amulet on a thick leather cord is tightly wrapped around his thick neck. On his broad back are a composite longbow and a quiver of black-fletched arrows.
Originally posted by KelanenPrinceofSwords.

Name: Garzog the Horrible

Role: Troll clan chieftain

Setting: Any remote cavern complex inhabited by trolls (or a mix of trolls and ogres, in which case Greela Hookhorns - see next post - is Garzog's accomplice).

Background: Garzog the Horrible is rumoured among the giant-kind he lords over to be a direct descendant of Vaprak the Destroyer, demigod of trolls and ogres. An extremely rare mutation has given Garzog four fully functional arms. Ruling over his monstrous subjects with iron claws, Garzog demands frequent tributes in humanoid flesh (particularly humans, dwarves, elves, gnomes and halflings) from his underlings. Optionally, Garzog can be partners in crime with the ogress mage Greela Hookhorns (see next post), who has brought her own loyal ogres to ally with Garzog's trolls.

Stats: Garzog the Horrible, Male Four-Armed Troll Ftr 6: CR 12; Large giant; HD 6d8+6d10+84; hp 145; Init +2; Spd 30 ft.; AC 19, touch 11, flat-footed 17; Base Atk +10; Grp +21; Atk +16 melee (1d8+7, bite or claw); Full Atk +16/+16/+16/+16 melee (1d8+7, claw) and +14 melee (1d8+3, bite); Space/Reach 10 ft./10 ft.; SA rend 2d6+10 (per 2 claw attacks that hit); SQ dark vision 60 ft., fire resistance 20 (major amulet of fire resistance), low-light vision, regeneration 5, scent; AL CE; SV Fort +16, Ref +6, Will +6; Str 25, Dex 14, Con 24, Int 8, Wis 10, Cha 8.
Skills: Listen +5, Spot +9.
Feats: Alertness, Improved Natural Armour (+3), Improved Natural Weapon (bite), Improved Natural Weapon (claw), Iron Will, Multiattack, Track.
Languages: Giant.
Possessions: Major amulet of fire resistance, large belt of gold-plated leather inlaid with emeralds (12,000 gp total value).

Garzog the Horrible is a hideous four-armed troll, with mottled green skin, shiny black eyes, sharp yellow teeth, and long, bloodstained claws. About his neck hangs an amulet of reddish copper in the shape of a flame.
Originally posted by KelanenPrinceofSwords.

Name: Greela Hookhorns

Role: Advisor (cunning manipulator) of Garzog the Horrible (see above post).

Setting: See above, or use Greela and her ogre minions (# dependent on DM's needs) alone.

Background: Greela is an exceptional ogress mage, having the blood of a distant white dragon ancestor flowing through her veins. At an early age, she discovered her knack for sorcery, and has developed her powers as time permits ever since. Upon encountering the 4-armed troll chief, Garzog the Horrible (who was engaged in slaughtering a band of young rangers who got too close to his lair), Greela saw an opportunity to manipulate the ferocious troll for her own ends, and beguiled Garzog with her devious charm. Now the two rule over a combined force of trolls and ogres, and plan to wreak havoc on the nearby countryside.

Stats: Greela Hookhorns, Female Ogre Mage Sor 4: CR 12; Large giant; HD 5d8+4d4+36; hp 68; Init +5; Spd 40 ft., fly 40 ft. (good); AC 17, touch 12, flat-footed 16; Base Atk +5; Grp +14; Atk +10 melee (3d6+8+1d6 fire/19-20, +1 flame greatsword) or +6 ranged (2d6+5/x3, masterwork composite longbow); Space/Reach 10 ft./10 ft.; SA spell-like abilities (CL 9th, at will - darkness, invisibility; 1/day - charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14)), spells (save DC 14 + spell level, 6/7/4); SQ dark vision 90 ft., low-light vision, regeneration 5, spell resistance 19; AL NE; SV Fort +9, Ref +3, Will +7; Str 20, Dex 12, Con 18, Int 14, Wis 14, Cha 18.
Skills: Concentration +16, Listen +14, Spell craft +14, Spot +14.
Feats: Combat Casting, Combat Expertise, Improved Disarm, Improved Initiative.
Languages: Common, Dwarven, Giant, Orc.
Possessions: +1 flame greatsword, ring of protection +2, platinum chain (1,000 gp) with large sapphire pendant (6,000 gp), 4 pouches containing spell components, large pouch containing 3 aquamarines (50 gp each), 13 pp, 25 gp, 9 sp and 4 cp.
Known Spells: 0 - resistance, acid splash, detect poison, detect magic, daze, flare / 1st - shield, magic missile, expeditious retreat / 2nd - scorching ray.

Greela Hookhorns has a typical appearance for a female ogre mage. She has bluish green skin, long black hair worn in a ponytail, a pair of curved ivory horns protruding from her forehead, and black teeth and claws. Her dark eyes have small white pupils. She wears a dirty, tattered grey robe cinched at the waist with a frayed rope, from which depend several pouches. About her thick neck hangs a platinum chain with a large sapphire pendant. In her hands is a large greatsword with a blade of reddish steel, and a large composite longbow and quiver of arrows are strapped to her humped back.
Name: Johannas Bieron.
Role: Court/political spy.
Setting: Any city.
Background: The bastard son of a high-ranking lord of the realm, Johannas had all of the benefits of a courtly upbringing but without the station it usually brings. All but ignored by his father, his mother (an unmarried low-ranking court lady) brought him up against the advise of her friends and family who were hoping she would have him adopted off to some wealthy merchant or public servant. With no actual station or rank of his own, Johannas spent most of his youth as a pageboy, suffering the insults and abuse due to his parentage with gritted teeth and tough skin. It was during this time that he learnt how to blend into backgrounds and make himself appear as insignificant as possible - a skill that saved him from numerous beatings over the years. It was this talent that brought him to the attention of the woman who was to become his teacher and mentor. Around about his 10th birthday, Johannas was approached by the king’s bard Giana Tarr, who offered to take him under her wing to train as her apprentice. Although surprised by this offer (he had never shown any real talent for music), Johannas jumped at the opportunity, if only to keep him away from the abuses of the other pageboys. Over the next four years, he learnt the basics of the bardic talents, and began to develop the magic of bardic song. His lack of talent for music proved true however, and it was through poetics and narrative that these talents were developed. His training also concentrated on the skills and ways of the court, and developed his talents for subtlety and stealth. Shortly after his 14th birthday, Giana Tarr revealed to him the true nature of her role within the court - that of the king’s spy, and her real reason for training him - to be her aide and eventual successor. In the years since then, Johannas has further developed his skills and bardic abilities and is now an accomplished spy in his own right, though still only a novice when compared to the talents of his mentor. He has recently moved away from his home city, and now acts as the king’s spy within the aristocracy of his new home. His father remains unknown to all but him and his mother, a situation he enjoys as it gives him certain leverage and benefits as his father would like the knowledge of his relationship to Johannas to stay hidden. Johannas is of average height and build, and nondescript in most ways, or at least appears to be so. He is in his late twenties.
Usage: Johannas can be used in a multitude of ways depending on the relationship the PCs have with the aristocracy and officials of the city he is based in. Perhaps he enlists the help of the characters in a case of courtly intrigue or political wrangling. He might end up as an adversary of the group if their patron or employee is in disfavour with the king. Or perhaps his father is worried about the threat to his honour that Johannas posses, and hires the PCs to eliminate that threat. Any changes made to his background (especially his city of origin, liege and mentor) can open up other avenues where Johannas may encounter the PCs.
Stats:
Johannas Bieron
Bard 4 (ECL 4)
Male Medium Humanoid (human)
Hit Dice:
4d6+8
Hit Points: 24
Initiative: +7
Speed: 30 ft.
Armour Class: 15(+3 Dex, +2 bracers), touch 10, flatfooted 12.
BAB: +3; Grapple: +3
Attack: Mwk dagger +4 melee (1d4/19-20), or mwk dagger +7 ranged (1d4/19-20).
Full Atk: Mwk dagger +4 melee (1d4/19-20), or mwk dagger +7 ranged (1d4/19-20).
Space/Reach: 5 ft./5 ft.
Special Attacks: Bardic music, spells.
Special Qualities: Bardic knowledge, bardic music, spells.
Alignment: Neutral.
Saving Throws: Fort +3, Rex +5, Will +3
Abilities: Str 11[-], Dex 17[+3], Con 14[+2], Int 13[+1], Wis 8[-1], Cha 15[+2].
Skills: Bluff +6, Diplomacy +11, Disguise +7, Gather Information +11, Hide +8, Knowledge (nobility and royalty) +4, Listen +6, Move Silently +12, Perform (oratory) +9, Search +5, Sense Motive +5.
Feats: Investigator, Negotiator, Stealthy.
Languages Spoken: Common, Elven, local language (if any).
Deity: None (or appropriate deity of your choice).
Bardic Knowledge: Modifier +5.
Bardic Music: Countersong, fascinate, inspire courage +1, inspire competence. 4/day.
Skill Modifiers: +2 bonus on Diplomacy, Gather Information, Hide, Move Silently, Search and Sense Motive checks from feats. +2 circumstance bonus on Disguise from disguise kit. (all figured in to above skill modifiers)
Possessions: Bracers of armour +2, x2 mwk dagger (one kept hidden within his boot), ring of mind shielding, disguise kit - hidden within a large copy of “Tales of the Realm” which is locked (DC35) and protected by a variant fire trap spell, which is set up to destroy the book and its contents if opened by anyone other than Johannas (the opener remains unharmed other than a little singeing of their fingers).
Spells: 3/3/1, 0-level: Detect magic, know direction, lullaby, mage hand, message, prestidigitation; 1st-level: Comprehend languages, expeditious retreat, sleep; 2nd-level: Alter self, invisibility.
Originally posted by KelanenPrinceofSwords.

Name: Black Poniard

Role: Infamous assassin-for-hire

Setting: World of Greyhawk, any cosmopolitan city (Greyhawk, Dyvers, etc.), or FR city such as Waterdeep or Calimport.

Background: Little is known about who the Black Poniard is, or where he came from. It seems likely that he received his training among the Assassins Guild in Greyhawk city, and it is rumoured that his first victim was a cruel instructor at the guildhouse. Having earned a reputation for cautious and deliberate effectiveness in his work, the Black Poniard is feared throughout the Flanaess (or the Realms) by those who have made powerful enemies.

Stats: Black Poniard, Male Half-Elf Rog 6 / Assassin 4: CR 10; Medium humanoid (half-elf); HD 6d6+4d6+20; hp 53; Init +9; Spd 40 ft. (base spd 30 ft.); AC 19, touch 15, flat-footed 19; Base Atk +7; Grp +10; Atk +13 melee (1d6+4/19-20, +1 wounding short sword), or +13 ranged (1d8+1/19-20, +1 light crossbow); Full Atk +11/+6 melee main hand (1d6+4/19-20, +1 wounding short sword) and +11 melee off hand (1d4+2/19-20, dagger of venom), or +13 ranged (1d8+1/19-20, +1 light crossbow); Space/Reach 5 ft./5 ft.; SA arcane spells (save DC 11 + spell level, 5/3), death attack (Fort DC 15, death or paralysis 1d6+4 rounds), poison (dagger of venom, 1/day, Fort DC 14 negates), poison use, sneak attack +5d6, wounding weapon (1 point of Con damage on a hit); SQ evasion, half-elf traits, improved uncanny dodge, +2 save against poison, trap sense +2; AL CE; SV Fort +5, Ref +14, Will +5; Str 16, Dex 20, Con 14, Int 13, Wis 15, Cha 13.
Skills: Appraise +9, Balance +9, Climb +9, Concentration +4, Disguise +10, Escape Artist +11, Gather Information +11, Hide +14 (+24 with ring of chameleon power), Jump +10, Listen +12, Move Silently +14, Open Lock +11 (+13 with masterwork thieves’ tools), Spot +12, Tumble +12.
Feats: Alertness, Improved Initiative, Two-Weapon Fighting, Weapon Finesse.
Languages: Common, Draconic, Elven.
Possessions: +1 wounding short sword, dagger of venom, +1 light crossbow, case containing 10 bolts, +2 leather armour, ring of chameleon power, boots of striding and springing, masterwork thieves’ tools, black rogue’s outfit, jar containing 3 doses of deathblade poison (injury, Fort DC 20, 1d6 Con, 2d6 Con), pouch containing 4 large onyxes (100 gp each), 4 pouches containing spell components.
Prepared Spells: 1st - feather fall, obscuring mist, sleep, true strike (2) / cat’s grace, darkness, spider climb.

Black Poniard is a handsome, rakish half-elf with a small but muscular build (5 ft. tall, 110 lbs.), 30 years old, with curly black hair, green eyes, an upturned moustache, a goatee, and lightly tanned skin. He has a tattoo of a black sword with a basket hilt on his right upper arm. He is clad in black leather, and wears a short sword and a dagger at his sides.
Names: Valanthe Siannodel, Enialis, Qillathe, Aust and Laucian.
Role: Eldreth Veluuthra scouting party (EL 8).
Setting: FRCS. Either within or close to a large forest.
Background: The various members of this scouting party of the Eldreth Veluuthra cult have their own different histories that all share a common theme. At some point in their lives, they have all come to hate the plague of evil that they see in humankind. Valanthe, who’s hatred of humans was instilled from a young age by her parents, lost both mother and father during an attack on a human outpost near the edge of her home forest. Brother and sister Enialis & Qillathe are nasty characters who’s racist views are just one of many unsavoury characteristics they both posses. Aust was a slave to human masters in the far east before he escaped captivity, and Laucian witnessed the destruction of his home under human woodcutter axes. As a team they work well, relying on their combined stealth talents to set up well-coordinated ambushes and raids. Valanthe is a good leader, and has learnt to rely on the talents of her group and their own initiative rather than forcing her ideas upon them.
Usage: This group can be used as written, either as an independent group of the cult or as a scouting party for a larger cult gathering. Alternatively, use these as a random bandit encounter in any setting.
Stats:

Valanthe Siannodel (leader), Female Sun Elf Ftr7:
CR7; Medium Humanoid (elf); HD 7d10; hp 39; Init +8; Spd 30 ft.; AC 21/22*, touch 15/16*, flatfooted 17; BAB +7; Grap +10; Atk +12 melee (1d8+6/19-20/x2, two-bladed sword), or +12 ranged (1d8/x3, longbow); Full Atk +12/+7 melee (1d8+6/19-20/x2, two-bladed sword), or +10/+5 melee (1d8+5/19-20/x2, two-bladed sword) and +10 melee (1d8+3/19-20/x2, two-bladed sword), or +12/+7 ranged (1d8/x3, longbow); Space/Reach 5 ft./5 ft.; SQ Immunity to magical sleep effects, hidden portal sense, low-light vision, +2 racial save bonus vs. enchantments; AL CN; SV Fort +5, Rex +6, Will +3; Str 17, Dex 18, Con 11, Int 15, Wis 12, Cha 11.
Skills: Climb +12, Listen +3, Move Silently +8, Search +4, Spot +8, Tumble +8. Feats: Dodge*, Exotic Weapon Proficiency (two-bladed sword), Improved Initiative, Two Weapon Defence, Two Weapon Fighting, Weapon Focus (two-bladed sword), Weapon Specialisation (two-bladed sword).
Possessions: Chain shirt armour +1, ring of protection +1, mwk two-bladed sword, mwk composite longbow, x20 arrows, potion of cure moderate wounds, backpack with travelling gear, 250gp in mixed coins, gold bracelet (80gp).

Enialis & Qillathe (scouts), Male & Female Moon Elf Rog2: CR2; Medium Humanoid (elf); HD 2d6; hp 10 & 8; Init +3; Spd 30 ft.; AC 16, touch 13, flatfooted 13; BAB +1; Grap +2; Atk/Full Atk +5 melee (1d6/18-20/x2, rapier), or +4 ranged (1d6/x3, composite shortbow); Space/Reach 5 ft./5 ft.; SA Sneak attack +1d6; SQ Evasion, immunity to magical sleep effects, hidden portal sense, low-light vision, trapfinding, +2 racial save bonus vs. enchantments; AL CE; SV Fort +0, Rex +6, Will +0; Str 12, Dex 17, Con 11, Int 14, Wis 10, Cha 8.
Skills: Balance +10, Climb +6, Escape Artist +8, Hide +8, Jump +8, Listen +5, Move Silently +8, Search +7, Spot +5, Tumble +10, Use Rope +3 (+5 with bindings). Feats: Weapon Finesse.
Possessions: Mwk studded leather armour, mwk rapier, composite shortbow, potion of cure light wounds, 4d6gp in mixed coins, backpack with travelling gear.

Aust & Laucian (archers), Male Wood Elf Ftr2: CR2; Medium Humanoid (elf); HD 2d10; hp 14 & 18; Init +3; Spd 30 ft.; AC 17, touch 13, flatfooted 14; BAB +2; Grap +5; Atk/Full Atk +7 ranged (1d8+4/x3, longbow [within 30 ft.]) or +6 melee (1d10+4/19-20/x2, bastard sword); Space/Reach ft./ft.; SQ Immunity to magical sleep effects, hidden portal sense, low-light vision, +2 racial save bonus vs. enchantments; AL N; SV Fort +3, Rex +3, Will +1; Str 16, Dex 17, Con 11, Int 6, Wis 12, Cha 8.
Skills: Move Silently +7. Feats: Point Blank Shot, Precise Shot, Skill Focus (move silently).
Possessions: Mwk chain shirt, mwk composite longbow (+3 Str), mwk bastard sword, potion of cure light wounds, 4d6gp in mixed coins, backpack with travelling gear.
Name: Theyok Garg.
Role: Ex-gladiatorial professional mercenary.
Setting: Any city.
Background: Captured as a young adult and thrown into a gladiatorial ring as a supposed easy target for the more seasoned warriors, just about everyone in the crowd that day were surprised when Theyok Garg was the last man standing at the end of a bloody spectacle. Perhaps even more surprising was the fact that he had survived the battle with only a couple of scratches, and armed only with a simple bone dagger. The gladiatorial master saw that he had a potential gladiatorial champion on his hands and immediately took Theyok under his wing to train and nurture him. It was only seven years later that Theyok was able to buy his freedom, such was his skill and popularity, and he immediately left the city he had grown to hate in search of his tribe. He soon found that he no longer fitted in with his clan, and that he found their company distasteful and tedious. Not wishing to return to the city that had been his prison for the last seven years, he travelled to a distant human city in the guise of a halfling and began to build up a reputation in certain circles for his combat prowess and his willingness to take on just about any job, assuming that the money is right of course. He has worked as a thief, assassin, bodyguard and simple thug in his time, and is a good choice for anyone needing a skilled and stealthy fighter with no questions asked. Just about the only people who have ever discovered Theyok’s true heritage are the ones that end up on the wrong end of his daggers.
Usage: Theyok can provide a very challenging encounter to any single character of about his level. This is the way he prefers to work, as he knows it would be his suicide to attempt to take on a group of skilled warriors. He prefers to work at night, where he can take full advantage of the shadows and his darkvision to turn a battle his way. He could be sent to give a warning to the PCs if they are treading on toes that they perhaps shouldn’t be, as an assassin, or perhaps as a bodyguard to some unsavoury character the PCs are stalking through the city at night.
Stats:
Theyok Garg
Goblin Fighter 2/Rogue 3/Invisible Blade 5 (ECL 10/CR 10).
Male Small Humanoid (goblinoid).
Hit Dice:
2d10, plus 3d6, plus 5d6.
Hit Points: 43.
Initiative: +6.
Speed: 30 ft.
Armour Class: 21(+6 Dex, +2 Int, +2 Bracers, +1 size), touch 19, flatfooted 13, incorporeal 21.
BAB: +9; Grapple: +5.
Attack: mwk dagger +18 melee (1d3/19-20/x2), or mwk dagger +18 ranged (1d3/19-20/x2).
Full Atk: mwk dagger +18/+13 melee (1d3/19-20/x2), or mwk daggers +16/+11 and +16 melee (1d3/19-20/x2), or mwk daggers +18/+13 ranged (1d3/19-20/x2).
Space/Reach: 5 ft./5 ft.
Special Attacks: Bleeding wound, dagger sneak attack +5d6, feint mastery, uncanny feint.
Special Qualities: Darkvision 60 ft., evasion, trapfinding, trap sense +1, unfettered defence.
Alignment: Neutral Evil.
Saving Throws: Fort +6, Rex +12, Will +1.
Abilities: Str 10[-], Dex 21[+5](*23[+6]), Con 11[-], Int 14[+2], Wis 8[-1], Cha 14[+2].
Skills: Bluff +18, Disguise +8, Escape Artist +14, Hide +21, Listen +8, Move Silently +21, Ride +10, Sense Motive +9, Spot +8, Swim +8, Tumble +19.
Feats: Far Shot, Point Blank Shot, Skill Focus (bluff), Two Weapon Fighting, Weapon Finesse, Weapon Focus (dagger).
Languages Spoken: Common, draconic, goblin, orc.
Deity: Maglubiyet
Bleeding Wound (Ex): On a successful dagger sneak attack, Theyok can sacrifice 1d6 points of the extra damage to inflict a bleeding wound. The wound caused by this dagger attack bleeds for 1 point of damage per round. Multiple such wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 15 Heal check or the application of any cure spell or other healing spell. Creatures immune to sneak attack damage are immune to bleeding wounds as well.
Dagger Sneak Attack (Ex): When catching an opponent flatfooted, or when flanking an opponent, Theyok can inflict an additional 5d6 damage with a successful dagger, kukri or punching dagger attack. See the rogue sneak attack ability on page 50 of the Player’s Handbook for further details. With any weapon other than a dagger, kukri or punching dagger, this extra damage is only 2d6.
Evasion (Ex): Theyok takes no damage on a successful Reflex saving throw.
Feint Mastery (Ex): Theyok can take 10 on all Bluff checks when feinting in combat, even if stress and distractions would normally prevent him from doing so. This ability only works when armed with a dagger, kukri or punching dagger.
Trapfingding: Theyok can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Trap Sense (Ex): Theyok gains a +1 bonus on Reflex saving throws to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Feint (Ex) Theyok can feint in combat as a free action.
Unfettered Defence (Ex) Theyok can add 1 point of Intelligence bonus per invisible blade class level to his Armour Class. If he is denied his Dexterity bonus to Armour Class for any reason (such as being caught flatfooted), Theyok also loses this bonus.
Possessions: Bracers of armour +2, *gloves of dexterity +2, hat of disguise, mwk bandoleer holding 12 mwk daggers, belt pouches, disguise kit, 500gp in mixed coin and gems.
Name: Vilyen Naurindel.
Role: Young elven prince.
Setting: Any.
Background: Vilyen Naurindel is the younger son of Hianalin Naurindel and prince of the Naurindel nation. Little more than a boy, his heart lies in the forests and wild lands of his home, not in the intrigue and politics of life at court. Though he respected and loved his recently deceased father, he has always felt closer to Respen Tarinell, the skilled soldier who taught him the martial arts. He is quiet and reserved, and does not believe himself above others even though his bloodline says otherwise. Vilyen has been in hiding since his father’s death, for fear of his own life. His older half-brother N’Dengin has never felt anything but animosity towards him, due to his belief that his father’s remarriage was a dishonour to his mother’s memory. Now that N’Dengin is king, and has all the power that comes with his position, Vilyen believes that he might make an attempt on his life, or try to have him accused of some crime that would involve his execution or imprisonment. It is for this reason that he travels far from his home under an assumed name, where his face is unlikely to be recognised. Though apprehensive of travelling in this way at first, Vilyen soon realised that it has given him the chance to discover new wild lands that he would never have visited were his father still alive. And it was not long after leaving his home that the wanderlust of his kin took a firm hold and propels him ever onwards. The young prince has the coppery skin common to his people and hazel eyes. His blonde hair, uncommon amongst his people, comes from his mother’s side of the family. Vilyen stands 5’8” tall and is of slim build. He is 105 years old.
Usage: Though his heart lies in the forests, Vilyen knows that he is not a skilled woodsman. Therefore, he has to make regular stops at settlements during his travels to buy new provisions and such-like. Though brought up in an elven court, he is not ignorant to the outside world and is fully aware that his possessions are worth a small fortune. Therefore he keeps them as well hidden as possible, knowing that in some of the places he visits, there are people who would not think twice about killing him for his treasure. He also realises that the money he has will only last him so long, if he does not want to start selling his possessions, so looks for work wherever he can. But for most of the time, he is travelling the roads and pathways of lands new to him. Vilyen can be used with the PCs in a number of ways. Perhaps he joins them as a travelling companion due to them both taking the same road between towns. This may be as part of a caravan guard or something similar or just due to meeting them on the road. The PCs may come across him being accosted by thieves (either on the road or within a settlement) and help him in his plight. In this case, he may also ask to join the PCs if they are travelling on, and may even accompany them on adventures if they get on well. Whatever this encounter entails, he will most likely keep his name and history a secret, but may end up a powerful ally of the group - especially if things change back home in the elven court.
Stats:
Vilyen Naurindel.
Aristocrat 1/Fighter 1 (ECL2).
Male Medium Humanoid (wood elf).
Hit Dice:
1d8, plus 1d10.
Hit Points: 13.
Initiative: +3.
Speed: 30 ft.
Armour Class: 25, touch 14, flatfooted 22.
BAB: +1; Grapple: +3.
Attack: +5 melee (1d8+3/17-20/x2, +1 keen longsword), or +5 ranged (1d8+2/x3, mwk composite longbow).
Full Atk: +5 melee (1d8+3/17-20/x2, +1 keen longsword), or +5 ranged (1d8+2/x3, mwk composite longbow).
Space/Reach: 5 ft./5 ft.
Special Qualities: Elven racial traits.
Alignment: Chaotic Good.
Saving Throws: Fort +2, Rex +3, Will +2.
Abilities: Str 15[+2], Dex 17[+3], Con 10[-], Int 8[-1], Wis 11[-], Cha 14[+2].
Skills: Diplomacy +8, Knowledge (nobility and royalty) +3, Ride +4, Sense Motive +6.
Feats: Feats: Negotiator, Weapon Focus (longsword).
Languages Spoken: Common, elven.
Deity: Ehlonna.
Elven Racial Traits (Ex): Immune to magic sleep effects; +2 save bonus vs. enchantments; low-light vision; weapon proficiencies (longsword, rapier, longbow and shortbow); +2 bonus on Listen, Search and Spot checks; hidden portal sense.
Skill Modifiers: +2 bonus on Diplomacy and Sense Motive checks from Negotiator feat.
Possessions: Mithral shirt +2, heavy steel shield +2, keen longsword +1, mwk composite longbow (+2 Str), x2 quivers of arrows, amulet of natural armour +1, ring of protection +1, backpack and travelling gear, 500 gp in mixed gems and coin.
Originally posted by Kalanth.

Name: Kristen Rousa
Race: Human
Class: Rogue / Cleric / Evangelist
Alignment: Neutral Evil
Deity: Hextor
Level: 5 / 2 / 5
Gender: Female
Age: 20
Size: M
Heigt: 5'4"
Weight: 127lbs
Complextion: Olive
Hair: Carrot Red
Eyes: Deep Brown
Handedness: Left

Str: 15
Dex: 15
Con: 10
Int: 12
Wis: 18
Cha: 14
Additional Ability Scores Added: +2 Int, +1 Cha

Saves:
Fort: 5 (Base Save 5 + Abi Mod 0)
Ref: 7 (Base Save 5 + Abi Mod 2)
Will: 12 (Base Save 8 + Abi Mod 4)

HP: 50

Init 2

BAB: 9/4 (11/6 with +2 Abi Mod)

Special Abilities:
Sneak Attack +3d6, Trap Finding, Evasion, Trap Sense +1, Uncanny Dodge, Turn/Rebuke Undead, Great Orator (Inspire Dread or Inspire Hope), Fast Talk, Great Orator (Inflame the Righteous), Skill Mastery (Bluff, Sense Motive), Great Orator (Convert the Unfaithful)

Feat:
Skill Focus: (hide), Skill Focus: (move silently), Negotiator, Persuasive, Investigator, Leadership

Skills: This includes untrained skills, marked with an *
*Appraise 1, * Balance 2, Bluff 18, *Climb 2, Concentration 2, Disguise 10, *Escape Artist 2, *Forgery 1, Gather Information 9, *Heal 4, Hide 10, *Intimidate 4, *Jump 2, Knowledge (Religion) 9, Listen 15, Move Silently 10, Open Lock 7, Perform (Oratory) 16, *Ride 2, *Search 3, Sense Motive 12, Slight of Hand 5, *Spot 4, *Survival 4, Swim 2, Use Magic Device 5

Languages: Common, Elven

Armor: Ethereal Leather +2: On command, this armor allows the user to become etherial once per day (DMG. pg. 218)

Weapon: Quarterstaff +1

Misc. Magic Items: Ring of Mind Shielding (dmg. pg 232), Ring of Weeping (BoVD pg. 113), x2 Cure Moderate Wounds Potion(s)

Equipment: Belt Pouch, Backpack, 50ft. Rope (tied to Backpack), Hooded Lantern, Oil x2, Map Case (contains map), Flask (filled with Unholy water), Flint and Steel, Clay Tankard, Waterskin, Signent RingParchment (12 sheets), Ink x1, Quill X2

Motives: Kristen’s Primary goal in her life is to spread the word of Hextor. Through her own experiences and upbringing she has learned that Hextor can be quite the thankful and rewarding god. Nothing else in her life truly matters, for she abandoned her past as a thief in order to focus on her devotion to Hextor. Personal gratification of converting a person to worship Hextor motivates Kristen now, and helps her fight the battles against good through the power of her words.

Desires: **In terms of level projection, if the DM is willing (and has the books) Kristen would progress two more levels in cleric until she qualifies in Righteous Zealot (DLCS pg. 83), and will follow that class until the campaigns max level is met. If this is not allowed, she would continue in cleric until max level. **

As with her motivations, Kristen desires little but to be recognized as a powerful voice for the ways of Hextor. Her life goal now is to build the largest temple known to man, dedicated to her chosen deity, and to spread the word of her lord to any that would listen, and even to those that refuse.

History:
Kristen was the young daughter of a priest of Hextor, and so Hextor was always a close part of her life. As she grew older, her father attempted to sway her from worshipping Hextor and becoming a part of the clergy dedicated to this tyrannical god of evil. You see, during his time as a priest of this god, Kristen’s father (Jaden) met a Paladin of Heironeous who convinced Jaden that to worship evil was to risk ones life needlessly. The Paladin proved this with his sword, and it was not long after their initial meeting that Jaden had left the priesthood. Returning home, a newfound zeal on life and a desire to leave his past behind, Jaden packed his home and family into the family wagon and rode away from their home. Even this did not dissuade Kristen from pursuing her true calling.

In their new home, Kristen began to hang with the wrong elements of the city, and was also learning how to hide this information from her father. Developing skills that could only be useful in less than honorable work, such as pick pocketing and breaking and entering, Kristen became a self-proclaimed rogue at the age of 15. In this time she held little regard for what she would steal, whether it was someone’s coin purse, a valuable heirloom, or even a few magical rings from a mage shop. Ironically, the magical rings she stole also helped set a trend of double talk and lies that she would use to her advantage, as she went back to the very place she took them from and had them identified for her. With her witty speech, Kristen managed to convince the shop keep that the Ring of Mind Shielding and the Ring of Weeping were items that she had found while roaming around in the nearby forest.

However, in all this, it was when Kristen unexpectedly broke into a hidden temple to Hextor that her life took a dramatic change. Kristen failed in her attempts to steel the coin from the, “collection plate,” and was caught by the temples Blackguard. Initially she fought the restraints, but it was not long until she realized that the men holding her were in the service of Hextor. All this time that she had been living in this city, during her endeavors as a thief, and in hiding of her parents disapproving eyes, Kristen had been loyal to Hextor. Though it was her skill with her words that convinced the Blackguard and the priests to let her free, it was the truth and conviction with that she spoke that convinced them to teach her the true ways of Hextor. In this short time she had begun her training as a priest of Hextor, and had sworn to never steal again unless Hextor wished it. Her talents with the clerical arts were far beyond those of her skills as a rogue, but yet even this was not enough. Feeling restrained by worshiping alone, Kristen expanded her life to spread the word to others, and she would start by convincing her parents to rejoin the faith. Months went by, constantly talking about and preaching the ways of Hextor, her father arguing back about how Hextor ruined their lives and nearly got him killed. However, in all this time, Kristen proved her words more powerful than her fathers, and she won over her family by convincing them that Hextor had changed.

After this victory, Kristen began to roam the land, spreading the word of Hextor and convincing one person after another to convert to Hextor. In many cases she was successful, and in the few that she was not or the situation turned violent, Kristen would simply revert to her training as a rogue and cleric to escape the situation. Kristen had become the leading voice of Hextor, and chalked up several conversions under her name. She was highly coveted in the temple, and considered to be a leader amongst Hextor’s more dedicated worshipers. All this, and she was still not satisfied, now setting her sights on crafting the largest temple in his name. Kristen now looks to become the top priest for Hextor, and continues to spread his name. At her right hand is the very Paladin that had once convinced her father to leave Hextor, however her words even beat out the blinding light of good, as she continues to climb the ladder of power.
Originally posted by PenderGrass.

Name: "Short Sword" (actual given name - Kepper Mandkin)

Race: Human
Class: Commoner
Alignment: CG (see - DMs Use As An NPC)
Level: 1
Gender: Male
Age: 9
Size: Currently Small
Height: Short, even for his age
Weight: Scrawny and Thin
Hair: Brown and Scraggily
Eyes: Gray Speckled, Alert, Inquisitive and Wide-eyed
Speech: A high-speed banter that lilts along at the cadence of a runaway cart when he is in a good mood. A hushed, monosyllabic voice when he is depressed.

Generation Method: 27+ Years of DMing Experience and my stepson, Josh

STR: 6 (-3)
DEX: 14 (+2)
CON: 10 (+0)
INT: 12 (+1)
WIS: 9 (-1)
CHA: 16 (+3)

Initiative: +6 (+2 DEX +4 Improved Initiative)
AC: 13 (10 + 2 Dex + 1 Small Size)
BAB/GRAPPLE: +0/-7
Melee Attack: -5 Great Sword (0 BAB +1 Master Work -3 STR -4 Non-Proficient +1 Size Modifier vs. Medium)
Ranged Attack: +3 Thrown Rock (0 BAB +2 DEX +1 Size Modifier vs. Medium)
Hit Dice(Hit Points): 1d4 (4 hps)
Speed: 30

FORT:+0
REF:+2
WILL:-1

Feats: Improved Initiative, Dodge
Skills: Climb +1; Gather Info* +4; Listen +2; Spot +2; Swim +1 (All Skills Shown Are Calculated With Ranks and Stat Modifiers; *Cross-Class Skills)
Languages: Common, Elvish
Weapon & Armor Proficiencies: Proficient with his Smooth Throwing Rocks; No Proficiency With Any Armor or Shield

Armor: None
Weapons: Battered, Master Work, Great Sword; Belt Pouch of Smooth Throwing Rocks (x6)
Gear: Impoverished Clothes; 3 Belt Pouches; Signet Ring (see Background) Fish Hooks; Fishing Line; Assorted Random 'Neat-Oh' Stuff (feathers, bolt from a wagon wheel, bird claw, piece of wire, et cetera)

Background: Kepper was orphaned when his father, Harker Mandkin, left him to battle an impending Troll onslaught. His mother had died shortly after giving birth to him.

Kepper's father, a Paladin stationed at a small citadel near an Elvish City, raised him lovingly and in the best way he knew how after his mother passed away. Some years passed as they grew close - remembering with honor the dearly departed wife and mother. Not enough years passed to allow Kepper to fully mature before all the knights of the citadel were wiped-out when they tried desperately to stall an impending horde of Vile, Corrupted, Trolls. Kepper, along with all the other children in the citadel became orphans within a few short hours.

The Paladins' desperate assault worked as it was long enough for the nearby Elven City to raise their troops and drive the Troll hordes back and finally obliterate them. The Elven Warlords returned to their home, but not before checking on the Orphans of the Citadel.

Notoriously free-thinking, the Elves decided to leave the human orphans to their own devices. The one eldest, strong-spirited, teenager named Rudder was officially recognized by the Elven Warlords as being responsible for his younger compatriots. Leaving what supplies they had on them and the equipment they had found on the knights' bodies, the Elven Warlords rode the remaining half-day's ride to their home - vowing to return at need with the blow of the Signal Horn mounted atop the Upper Tower.

Rudder soon elected several of the Older Orphans to be his "Commanders" - and it would be Kepper that would challenge each and every one, saying that because his dad was a Company Commander, that he deserved to be a "Commander" more than anyone else there. Kepper's plea was mostly met with laughs, until the strongest of the newly elected Commanders (by the name of Doogan), came forward and laid his sword at Kepper's feet vowing to support his claim and station.

Kepper, literally dragging his father's favorite Great Sword (returned to him by the Elven Warlords), stepped forward amid a few snickers and laughs - that were quickly quelled by the stern stare of his new friend, Doogan - to accept his Signet Ring representing his new station as Garrison Commander.

Doogan backs his every decision when he is there - not very often really, since he loves to swim, climb, run-around and practice with his father's great sword - although he has aquired the name Short Sword (not because he practices so much, but because he is constantly dragging the sword everywhere he goes). He has, good-naturedly, adopted this new name with pride knowing that 'someday' he will be able to use this sword to exact revenge on those that took his father from him.

Short Sword always makes sure that he is there at the Gate when visitors arrive (especially the Elves - whom he has learned to converse with).

Personality: Suprisingly single-minded for a child of his age, he is rarely further than an arms length away from his father's sword (he can be caught holding onto it like another child might hold onto a security blanket). His moods are sometimes random though, struck with periods of malaise or tearful rememberances, nearly as much as they are chipper and excited by new things - this is not to say that he is scattered all the time. He is just a kid that sometimes misses his daddy (usually when he stops or becomes quiet for any length of time).

DMs Use As An NPC: Short Sword can be used to tug at the 'knightly' PCs heartstrings, or to amuse those that expect a somewhat different "Guard Captain Type" as Kepper, dragging a sword on the ground that is nearly twice his height, comes walking out to challenge the PCs identity before allowing them an audience with the 'Head Commander.' Since he enjoys spending so much time with the Elves when they visit - he obviously can be a source of info for local legends and happenings.

Kepper is easily a fantastic NPC for any campaign that runs for years in-game. He can mature into several different directions - becoming more LG and following his father's footsteps as a Paladin), or staying more revenge-oriented to become a Ranger with Trolls as Favored Enemies - even seeing him become a standard Fighter specializing with a Great Sword is a viable option.
Originally posted by Elrana.

Dinavano Cu’tura (Silentstep Bowmaster)
Chaotic Good Ranger/Order of the Bow Initiate 11/5

Str.
12
Dex. 20
Con. 12
Int. 16
Wis. 14
Cha. 10

HP. 114
AC: 28, T: 17, FF: 23
Initiative: +6

Saves:
Fort.:
13
Ref.: 20
Will: 13
+2 vs. Enchantment Spells or Effects, Poison, Spells or Spell Like Effects, +4 Fort. vs. Non-Lethal Damage from Environment, Damage from Suffocation

Combat:
BAB:
16/11/6/1
Grapple: 17

Special Abilities:
Immune to Sleep, Low-Light Vision, +2 to Listen, Search and Spot, Wild Empathy +15, Combat Style (Archery), Animal Companion, Improved Combat Style (Archery), Woodland Stride, Swift Tracker, Evasion, Combat Style Mastery (Archery), Darkvision 60’, Stone Cunning, Close Combat Shot, Ranged Precision +3d8.

Languages:
Common, Elven, Abyssal, Undercommon, Sylvan, (Dwarven)

Feats:
Endurance, Greater Manyshot, Greater Weapon Focus (Composite Longbow), Improved Critical (Composite Longbow), Improved Precise Shot , Improved Rapid Shot, Manyshot , Point Blank Shot , Precise Shot, Rapid Shot , Track, Weapon Focus (Composite Longbow)

Skills:
Climb +2, Concentration +2, Craft [bowmaking] +12, Craft [leather] +7, Craft [textiles] +7, Handle Animal +5, Heal +3, Hide +30, Jump +2, Knowledge [dungeoneering] +9, Knowledge [geography] +9, Knowledge [nature] +21, Knowledge [religion] +6, Listen +22, Move Silently +30, Ride +15, Search +13, Spot +29, Survival +24 (+31 track), Swim +2, Use Rope +6

Favoured Enemies:
Outsider (evil) +4, Humanoid (drow) +4, Giant +2

Equipment:
Silent Shadowed Mithril Chainshirt +5, Flaming Composite (+1 Str) Thundering Longbow of Shock +4, Quiver of Ehlonna x4, Greater Bracers of Archery, Ring of Protection +2, Cloak of Resistance +3, Stone of Good Luck (Luckstone), Belt of Dwarvenkind, Amulet of Natural Armour +2, Gauntlets of Ogre Power, Eyes of the Eagle, Boots of the Winterlands, Heward’s Handy Haversack, Elixir of Hiding, Elixir of Sneaking, Unguent of Timelessness, Quaal’s Feather Token - Bird, Goggles of Following, +2 Buckler of Light Fortification, Wand of Endure Elements, Wand of Magic Fang, Oil of Bless Weapon x3, Large Studded Leather Barding + 1 (Horse), Medium Spiked Studded Leather Barding + 1 (Dog), Light Warhorse (Celeb), Bit and Bridle, Military Saddle, Saddle Bags, Masterwork Dagger (Bootknife), Masterwork Kukri, Masterwork Throwing Axe, Masterwork Arrows x 200, Masterwork Cold Iron Arrows x 200, Masterwork Silver Arrows x 200, Adamantine Arrows x 60, Tanglefoot Bags x2, Bedroll, Winter Blanket, Belt Pouch, Fishhook x4, Flint and Steel, Sewing Needle x6, Masterwork Artisan’s Tools, Silk Rope - 50 ft., Climber’s Kit, Hammer, Pitons x20, Crowbar, Grappling Hook, Spade, Miner’s Pick, Explorer’s Outfit, Courtier’s Outfit and Jewellery, Silver Holy Symbol of Corellon Larethian, Wooden Holy Symbol of Boccob, Wooden Holy Symbol of Ehlonna, Wooden Holy Symbol of Fharlanghn, Wooden Holy Symbol of Garl Glittergold, Wooden Holy Symbol of Kord, Wooden Holy Symbol of Moradin, Wooden Holy Symbol of Obad-Hai, Wooden Holy Symbol of Pelor, Wooden Holy Symbol of Yondalla, 12gp, 5sp.

Dinavano Cu’tura

Description:

133 year old grey elf.
Brown hair, long and intricately braided.
Pale skinned but tanned and made leathery through decades of exposure to the elements.
Amber eyes with a warm glow and a twinkle that belies an inner humour.
Five foot two tall, broad shouldered but slim with a litheness to his movement and a long measured gait that tells the tale to those who can hear it that he is a traveller used to the roads and long journeys.

Dinavano will typically be dressed in leather breeches, warm knitted shirts and jumpers, the heavy dark green cloak that is typical of his profession and a woolly hat that he pulls down to cover the tips of his ears. When necessary he will pull out his finery, a court outfit that he has had since his adolescence but due to the styles of the elves tending toward timeless classics and not having changed much for centuries he does not appear to be in old fashioned dress, and the suit still looks fairly new, not having been worn too often.

History:
Dinavano (Din to his friends) was born and raised in the Lost City of the elves, a haven ruled over by the benevolent Annalise Larethian, sister to Corellon, placed in a hidden valley deep in the heights of a mountain range. The city is the essence of elvishness, tall trees are dotted with elevated walkways and platforms, protected by Annalise’s magic there is no need for caution, no armed guards, just the constant tinkle of elven music and the sound of laughter and happiness.

The only child of his bard mother and druid father Din was raised with tales of the outer world and lessons in nature, his father developed in him the association with and love of nature that, although common to all elves, is especially strong with him. His mother’s tales filled him with the urge to explore and to see the sights of which she spoke from her days on the road as a youth. Becoming a ranger was almost inevitable when being raised in this environment and following his heart.

As an aspiring ranger Din was one of a select few trained specifically by the order of Annalise. With her understanding of the things to come she directed the ranger trainers to teach Din and some of his peers how best to fight against the evil and devilish from other planes of existence, as well as the Drow, as is usual for elves, and Giants due to their local population and occasional forays to rustle cattle from the elven herds. In this way she hoped to offer some protection to her people should her worst fears be realised.

Although being blessed with a happy and friendly nature Din was never overly comfortable with his more spiritual side. Having been in the presence of his god while serving Annalise ( a duty shared among all young elves) on occasions when Corellon stopped by to visit his sister he obviously believed in him but having seen him eating and drinking and heard him passing the time in idle chatter with her he found it difficult to have the kind of faith that he saw others held in him and this concerned him. He always felt as if there was a missing part of him.

This, along with his urge to follow in his mother’s footsteps were the two major factors that led to his leaving the city to travel the world as he reached the equivalent of his late teens. And travel he did, in his time it is likely that he has crossed the continent upon which he lives from coast to coast, north and south, east and west, he has seen places long forgotten and met people of every race, religion and outlook. Always on his travels Din has tried to help those in need whenever possible and despite his insistence that there is no payment necessary he has received gifts from many races.

Din also aimed to increase his knowledge as he travelled, each stop he would ask to speak with an elder or a cleric of the people he was with to hear of their views and beliefs and this he would walk away with, having asked only for one gift, a wooden holy symbol of their god. With this knowledge he sought to discover where he could place his own faith and thus set at peace his spiritual turmoil. The holy symbols he has gathered in this way hang from his belt, together at his right hand side, often when in thought he fiddles with them unconsciously, the nine wooden and one silver holy symbol that swing at his side as he walks.

Din was given a name by his parents, but feeling that he was his own person he looked for a name that best described him as is the elven way. It was some time before he chose one, and it was more foisted upon him than chosen. Din spent a handful of years in a gnomish community, training some gnomes to work with nature as rangers, helping them to protect their community from threats and so forth, and, as ever, learning what he could of their beliefs. It was the gnomes who first began to call him Silentstep Bowmaster in their usual way of naming as they found, and Din took this name to be an honour, and aside from translating it into Elven he has never changed it and for fear of showing disrespect to those who gave him this name he no longer discloses his original name to anyone.

It was during a short stay with the halflings after helping a nomadic family group to cross a treacherous stretch of swampland that he was gifted with a puppy from a litter bred for use as a riding beast, a giant mastiff (MM. Riding Dog) who became his companion. Din found this dog to be so faithful and such a boon to him that he has always kept this breed as his companions ever since (only looking to take on a new companion after the natural death of his current companion through old age).

Despite his best intentions Din did not always meet those who wished the best upon him, and one day he discovered that not all men of the cloth are to be trusted, while in company with a cleric of Olidamarra Din was robbed of almost everything he owned one night while he slept. Driven to the heights of anger by this Din set out to track down and bring to justice this miscreant. The tracking took several days as the cleric did his best to cover his tracks and put off Din from his trail and led him from the urban to the rural as the cleric became more and more concerned by the dedication of this tracker to his cause. Eventually, however, Din prevailed, and with his thoughts full of revenge he finally found the cleric. As the cleric spotted Din he began to run, and in his haste he ran directly into a dangerous forest, inhabited by wild beasts and with a soggy ground dangerously dotted with patches of quicksand that were fatal to the unwary. It was in one of these patches of quicksand that Din came across the struggling thief, and as he watched him fight against the deadly pull of gravity his heart softened and he felt compelled to pull the cleric from the trap and lead him back to safety through the forest.

The cleric was amazed by this treatment and took Din to the hideout where he had stashed his gear. As he returned it to him he told him that he had learned a lesson, one that he will not forget, that he had been saved, not by luck but by determination and compassion, but although Din has those traits in abundance they will not always be enough to keep him alive, there is always room for a little luck. With that he gave Din a small pebble, telling him that so long as he kept it on his person good luck would always travel alongside him. Dubious though Din may have felt he thanked the man for his generosity and has kept the stone ever since, mounting it within a leather cloak clasp he made one day upon his travels. He did not, however, choose to carry a holy symbol of this god, feeling that he had learned enough of his ways already, and mistrusting the followers of Olidamarra that he has met since he refused to be hipocritical and place his symbol amongst those of the gods for whom he holds respect.

His favourite stop was with the dwarves and he became fascinated by them. He met a clan while underground exploring a cave formation that was rumoured to be infested by ghosts, these ghosts turned out to be tricks employed by the dwarves to keep intruders out of their valuable gold mine. The dwarves, uncomfortable in the open, found that he could fulfill a role as an external negotiator that they found difficult to fill, and he in turn was housed and fed. Din became firm friends with the clan elder, a cleric of Moradin and craftsman of renown. He stayed in the caves for three decades, leaving only when the elder passed away and that jogged Din into noticing again the passage of time. The dwarves remain his favoured folk and he has taken on several of their mannerisms. His belt of dwarvenkind was a gift from the clan to assist him as he lived with them underground, but when he tried to give it back they asked that he keep it so that other dwarves may recognise in him that he is a true friend to dwarfkind.

It happened once upon his travels that he saw an old man being attacked and ran to his defense, beating off a party of highway bandits and seeing the old man back to his feet. As the old man was injured Din carried his bag and supported him as they made the long trek to the nearest inn, a journey of some days during which time Din fed and nursed the man. Along the journey the man explained to Din his worship of the god of the roads and travel and that his faith had been rewarded, for in his hour of need a champion was sent to rescue him from danger. As he was dropped off the man promised that he would pray to Fharrlanghn and ask that Din be rewarded for he is a knight of the roads. It was that night that a visitor came to him, a celestial being who claimed to be an emissary of Fharrlanghn, thanking Din on behalf of his god he presented him with a suit of armour and he told him “This armour is a gift from my lord, it will help to protect you, as you protect the other travellers you meet upon your journey, and it may help you from time to time to reach those in need who you may believe to be beyond your reach as you spot them at the extremes of your vision.” Although Din has taken steps to increase the protective properties of this armour he has never divested himself of it, nor would he.

It was through these adventures and many others that Din came to the realisation of where his faith lies. Although he had heard of many gods, and had met with many learned men he could not decide where to place his faith and to whom he could commit himself, until one day as he hunted for his meal. As he took aim he muttered to himself “let my aim be true and my bow be strong, for otherwise I go hungry tonight!” and as his arrow sped toward the rabbit he had spotted he realised that there was a tenet that he could hold on to. So long as he was true to his bow it would never let him down. And thus he turned his mind to spiritually atuning himself with his bow, and since then he has never been without it. He oils and treats it everyday, looks after it and his arrows and makes sure that it is in the best of condition. Having come to this understanding Din began to realise that he could perform feats that surpassed most people’s bow use, gaining more power and accuracy with his bow, making it deal more damage and using it effectively in melee.

This brought Din back to peace with his spiritual side and as this belief developed so he began once more to think of home. The journey back to the lost city was long, and he has had several more adventures on the way and also begun to meet a few others who share his beliefs, mostly rangers and fighters, occasionally a cleric of Ehlonna and he has learned that he has become a member of a select circle, the Order of the Bow. There is no official insignia, but one member may recognise another by his striving to attain a perfect symbiosis with his weapon.

Character:
His time alone has bred a fierce independence and self-reliance in him, as is reflected by the nature of his few material possessions. Although comfortable in company he will often seek solitude and will frequently enter periods of silence, at times not speaking at all during the course of a day, particularly when he is concentrating on tracking or something similar. Despite this he is friendly and loyal in the extreme. The loyalty that he saw practised by the dwarves has made an indelible impression upon him, and although he is, compared to many other elves, almost as dour as a dwarf he also developed a fine sense of humour from his time spent with gnomes and halflings and is not opposed to carrying out the occasional practical joke, his usually quiet exterior often helps to allay suspicion as well! He will not tolerate bullying or the oppression of the weak, and has very little time for the selfish and mean of spirit, being highly generous himself. He is not given to following rules and laws, and does not take to the leadership of others terribly well, he is better left in roles requiring initiative and quick action.
I have SO been looking for this thread all my life! I even tried to start this thread once, but it died for lack of participation. Thank you, Evandar! Where was the thread located before the boards upgrade???

PS - As soon as my D&D files are on the same computer as my internet, I'll post what I've got.
Thanks, Mythmere

The original thread was only started a couple of weeks ago, and I transfered all the posts across to this one. As I've had sketchy responces to this thread, I'm going to start pinching NPCs I come across from other threads (like the competition thread) to keep this going.

If anyone else wishes to do the same then feel free - just make sure to state the original poster when doing so to give them the credit they deserve.

Evan.
Edward Weatherby is the owner/manager of The Purple Moon, a magic supplies store and occult ‘new age’ store. He can be fitted into almost any campaign as an ally to the PCs if befriended or an enemy if so decided. A young and bookish wizard, slight of build and pale skinned, Edward looks the typical mage, even down to his glasses. Typically Edward will be polite, charming and friendly to all, he is above all else a shrewd and capable business man, but do not be mistaken, behind his polished and businesslike exterior Edward packs a nasty punch.

Name: Edward Weatherby
Age: 29
Race/Class: Male Human Wizard 9
CR: 9
Size/Type: M
HD: 9
HP: 46
Init: +3
Spd: 30
AC: 19, 15 Touch, 16 Flat Footed
Base Att: 4
Grp: 5
Att: +6 melee (1d4+2/19/x2, +1 dagger) or +8 ranged (1d4 +2/19/x2, +1 dagger)
Full Att: +6 melee (1d4+2/19/x2, +1 dagger) or +8 ranged (1d4 +2/19/x2, +1 dagger)
Space/Reach: 5ft/5ft
AL: NG
SV: 5, 6, 8
Ability Scores: STR: 13 DEX: 16 CON: 14 INT: 20 (22) WIS: 15 CHR: 15
Skills: Concentration +14, Craft (Alchemy) +16, Craft (Glassware) +16, Decipher Script +12, Knowledge (Arcana) +18, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (The Planes) +10, Knowledge (Psionics), +10, Move Silently +6, Profession (Merchant) +11, Spellcraft +18
Feats: Scribe Scroll, Craft Magic Arms and Armour, Craft Wondrous Item, Craft Wand, Eschew Materials, Spell Mastery, Brew Potion, Craft Rod
Details: Can prepare, Teleport, Sending, Greater Invisibility, Dispel Magic, Gaseous Form, Scorching Ray without Spellbook
Spells Known/Spellbook: Most common spells are available to Edward
Spells Prepared: 4/6/6/4/3/2 (Save DC = 16 + spell level) 0 lvl: Resistance, Detect Magic, Prestidigitation, Mending 1 lvl: Shield, Unseen Servant, Identify x2, Magic Missile, Alarm 2 lvl: Melf’s Acid Arrow, Detect Thoughts, Scorching Ray, Fox’s Cunning, Enhance Magical Flow, Knock 3 lvl: Dispel Magic, Nondetection, Gaseous Form 4 lvl: Greater Invisibility, Detect Scrying, Evard’s Black Tentacles 5 lvl: Teleport, Fabricate
Possessions: Bracers of Armour +2, Ring of Protection +2, Amulet of Natural Armour +2, Headband of Intellect +2, +1 Dagger, Wand of Magic Missile (CL 9, 44 charges), Boccob’s Blessed Book

Clancy, Ginger Tom Cat Familiar: CR --; Tiny animal; HD 9; hp 23; Init +2; Spd 30 ft; AC 19, touch 14, flat-footed 17; Base Att +4; Grp -8; Att +8 melee (1d2 –4, Claw) or +3 melee (1d3 –4, Bite); Full Att +8 melee (Claw 1d2-4) x2 and +3 melee (1d3 –4, Bite); Space/Reach 2-1/2 ft./0 ft.; SQ Low-light vision, scent, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with cats; AL N; SV Fort +3, Ref +5, Will +7; Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 7
Skills: Balance +10, Bluff +6, Climb +10, Hide +22 (+26 in undergrowth), Jump +18, Listen +3, Move Silently +10, Spot +3
Feats: Weapon Finesse
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage. Clancy takes no damage if he makes a successful saving throw and half damage even if the saving throw fails
Elina Weatherby is the wife of Edward. Slim, pretty and graceful, her green eyes flash with an inner energy, and her red hair appropriately warns of her quick temper at a glance. She works in Edward's store crafting crystal jewellery and assisting about the place as well as being paid to assist people in the capacity of a sage. She is also The Purple Moon’s first line of defence. Elina occasionally has to leave for short periods to visit her homeland. She keeps Edward aware of what is happening with her people.

Elina is hard to get to know, she does very little serving of customers in the shop due to her abrupt manner, she is fiercely overprotective of Edward, and aware of the short time (by her standards) that they have together is highly jealous of his time and likes to take as much of it as she can. Elina starts all her relationships from the position of distrust. If a continued effort is undertaken she can be made to warm to someone and then becomes the epitome of Elven hospitality, charm and friendliness. Elina will defend anyone she considers a friend, and in combat has a violent temper and will always take the aggressive offensive.

Name: Elina Weatherby
Age: 116
Race/Class: Female Elven Wizard 7/Loremaster 2
CR: 9
Size/Type: M
HD: 9
HP: 35
Init: +3
Spd: 30
AC: 19, 15 Touch, 16 Flat Footed
Base Att: 4
Grp: 4
Att: +8 melee (1d6+1/18/x2, +1 Rapier) or +8 ranged (1d8 +1/x3, Comp. Longbow +1)
Full Att: +8 melee (1d6+1/18/x2, +1 Rapier) or +8 ranged (1d8 +1/x3, Comp. Longbow +1)
Space/Reach: 5ft/5ft
AL: CG
SV: 3, 5, 10
Ability Scores: STR: 11 DEX: 16 CON: 12 INT: 18 (20) WIS: 15 CHR: 15
Skills: Appraise +10, Concentration +13, Craft (Jewellery) +10, Decipher Script +10, Gather Information +3, Handle Animals +2, Heal +2, Knowledge (Arcana) +18, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (The Planes) +10, Knowledge (Religion) +15, Perform +2, Spellcraft +13, Tumble +7, Use Magic Device +7
Feats: Scribe Scroll, Skill Focus (Knowledge (Arcana)), Weapon Finesse, Energy Substitution (Sonic), Eschew Materials, Split Ray
Details: Has taken Loremaster Secret Instant Mastery (Tumble), Lore (Knowledge (Everything)!) +9
Spells Known/Spellbook: Most common spells are available to Elina
Spells Prepared: 4/6/5/4/3/2 (Save DC = 15 + spell level) 0 lvl: Resistance, Detect Magic x2, Read Magic 1 lvl: Shield, Magic Missile, Sleep, Lesser Acid Orb, Negative Energy Ray, Lesser Fire Orb 2 lvl: Melf’s Acid Arrow, Scorching Ray x2, Fox’s Cunning, Ice Bolt 3 lvl: Dispel Magic, Vampiric Touch, Negative Energy Burst, Bolt of Conjuring 4lvl: Greater Invisibility, Acid Orb, Enervation 5 lvl: Feeblemind, Mordenkainen’s Private Sanctum
Possessions: Bracers of Armour +2, Ring of Protection +2, Amulet of Natural Armour +2, Headband of Intellect +2, +1 Rapier, Composite Longbow +1, 20 Arrows, Spellbook
Originally posted by Mythmere.

Vool

Creation Method - stats by DM based on history
This villain is designed to be plugged into any campaign, and is thus constructed using only the core rules. Note: Vool's gear is valued at 28,000 gps, higher by 1,000 gps than the normal value of a 12th level character's gear. He also possesses a minor artifact that is intended as a plot device rather than treasure - there is no way that a party of good alignment will want to keep it.

Name: Vool
Race: Human
Class: Wizard / Cleric
Alignment: Neutral Evil
Deity: Most neutral evil deities could be used. Despite the fact that Vool is a cleric, his contact with an adventuring party will probably focus on his minor artifact, not upon his specific theology. Vecna works with Vool's particular domains.
Level: Wiz 6/ Clr 6
Gender: Male
Age: 40
Size: M
Height: 5'
Weight: 200 lbs
Description: A short, strikingly corpulent little man, whose eyes glitter madly from within the folds of his fat face. He wears a tattered overgarment, but as he moves about his waddling gait reveals flashes of a fine blue robe beneath. He walks with a slight limp - observant players may notice that one of his legs is quite thin, while the other is as fat as the rest of his body.

Str: 10
Dex: 15
Con: 10
Int: 18
Wis: 17
Cha: 14

Saves:
Fort: 7 (Base Save 7 + Abi Mod 0)
Ref: 6 (Base Save 4 + Abi Mod 2)
Will: 13 (Base Save 10 + Abi Mod 3)

HP: 38

AC: 13 (+2 Dex, +1 natural armor)

Init +2

BAB: +7/+2

Special Abilities:
Domain Ability (Evil):Cast evil spells at +1 caster level
Domain Ability (Magic): Add 3 caster levels to use of devices with spell completion or spell trigger activation.

Feats: Combat Casting, Craft Wondrous Item, Dodge, Spell Penetration, Greater Spell Penetration, Improved Initiative, Maximize Spell

Skills (105): This includes untrained skills, marked with an *
*Appraise 4, * Balance 2, *Climb 0, Concentration 15, Craft (Gear-making) +12, Decipher Script 19, *Escape Artist 2, *Forgery 4, * Gather Information 4, *Heal 3, * Hide 6, *Intimidate 2, *Jump 0, Knowledge (Arcana) 19, Knowledge (Religion) 19, * Listen 5.5, * Move Silently 2, *Ride 2, *Search 4, * Sense Motive 3, Spellcraft 19, *Spot 3, *Survival 3, Swim 0.

Languages: Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Undercommon.

Spells per day:
Arcane: 4/4/4/3
Divine: 5/4+1/4+1/3+1

Arcane Spells Known: All/7/6/5
0: All
1: Alarm, Disguise Self, Hold Portal, Magic Missile, Mage Armor, Ray of Enfeeblement, Unseen Servant
2: Blur, Detect Thoughts, Glitterdust, Melf's Acid Arrow, Rope Trick, Scorching Ray
3: Magic Circle against Good, Protection from Energy, Gaseous Form, Slow

Armor: None.

Weapon: Quarterstaff +1 (2,000 gp)

Magic Items: Amulet of Natural Armor +1 (2,000 gps), Cloak of Resistance +2 (4,000 gps), Ring of Invisibility (20,000 gps), Soultrifuge (minor artifact - see below). Value of the soultrifuge is not included in Vool's gear.

Equipment: Adventurer's outfit, belt pouch with magical components, belt pouch with 20 copper pieces. Vool also has a sketchbook containing diagrams of windmills, gears, and of the soultrifuge (see below). His notes are in Abyssal, written in the Dwarven alphabet, and cannot be precisely interpreted without a knowledge of both languages. Interpreting the sketchbook will alert the reader to the fact that Vool is engaged in some very sinister activities indeed.

Personality:
Vool is an inveterate tinkerer with magic items. Some years ago, he purchased a magical quintain at the auction of a dead knight's posessions. A quintain is a T shaped construction with a shield on one "arm" and a sandbag in the other. The top bar of the T spins, so that when the shield is struck, the sandbag spins around. Having no use for a quintain, Vool has been adding minor additional items to this device, unaware at the beginning that it possessed a rudimentary intelligence (Int 2). The quintain's sandbag has been replaced with a chair, and a frenzy of wires and tubes rises from the central post, arching away from the quintain to join with a tangle of alchemical instruments designed for distillation. The quintain, which Vool calls his "soultrifuge," sucks away the goodness from any creature spinning in the quintain's chair at a high enough speed, pulling the good essence into the distilling apparatus. The subject creature's alignment is thereby modified to remove any good. Vool has been using the soultrifuge to secretly steal the goodness of several individuals in the town where he lives, and has been sacrificing the essence of their goodness in his foul religious rituals. Needless to say, the town's rulers have noticed the slow but steady decrease in the town's charity and compassion, but are at a loss to explain it. Vool's motivation for using the soultrifuge on people is simple; he likes using the gadget, and feels no compassion for the people who are the device's raw material.

Vool's passion is magical tinkering - he has little interest in people or in wealth, and he is generally regarded as a repellent but harmless blot upon the town's population. Not many people have an inkling that he is as powerful as any of the town's prominent personalities. Any conversation with him will be frustrating, as he will always ask adventurers what magic items they own - clearly without intent to steal, but purely from an interest in the items themselves. He will ask to touch the items, inquire about command words, reliability, quality of construction, materials used, and so forth. He will keep trying to peek at various items of gear while he is talking: "Is that magical? How about that?" He may even try to surreptitiously lift the hem of a PC's pants leg to check out the boots underneath - clearly thinking that he might succeed in this task without being noticed.

In any conversation with players, Vool will mention that he is an inventor. He will especially seek out the advice of wizards, sorcerers, gnomes, or dwarves about his latest project, a device that will extrude fat from a person's body (he is rather tired of being overweight). His last attempt was a wind-powered lipid extruder, but the experiment proved a failure. He had hooked himself up to a windmill, with the extruder attached to his leg (the thin one). A gust of high wind spun the windmill violently, sucking all the fat from the limb and resulting in a limp. He is now obsessed with developing a regulating device for windmill speed, so that he can safely extrude the rest of his fat without damaging himself.

Many players may write Vool off as a harmless, obsessive, evil-aligned twit. Vool, on the other hand, may view a foreign adventuring party as prime material for his soultrifuge...
Originally posted by LordArkan.

Lienhard Hexjäger

HISTORY


31 years ago, Lienhard Hexjäger was born to a normal crafts family in the countryside. As a young child he became seriously ill. When Lienhard's family called for some famed physicians, several mysterious men in hooded robes appeared instead. These men revealed themselves to be members of The Heart of Boccob, and informed the family that a magically engineered disease was affecting Lienhard, and that he must come with them immediately. They offered the family some time to consider, but secretly left with the child before an answer could be given.

Since then, Lienhard has been raised by The Heart as one of their own while they developed various methods to combat his illness, which still has its effects on him to this day. However, the wizards also trained him toward their true purpose: The purification of Arcane Magic. Now, he hunts down those The Heart declare to be their enemies - those who twist and corrupt Arcane Magic (such as Liches and Necromancers) as well as those who would dare use Arcane Magic without proper training and restraint (such as sorcerers). His bald, tatooed head is recognized by many, especially those he opposes.

MOTIVES AND DESIRES

Lienhard is currently devoted to The Heart of Boccob, but is always searching for whoever is responsible for his bouts of sickness. Due to his association with wizards, Lienhard reads many books on several subjects, but always carries a copy of "The Infamous Power of the Benevolent Medical Goddesses" that he copied at a young age, which has several dog-eared pages which contain errors or falsehoods.
Lienhard remembers nothing of his family, and does not think of them at all. To him, the wizards of The Heart are his family, and he puts his "family" before himself. After all, he would not be alive today if not for their intervention.

STATS
Creation Method: Elite Array

Lienhard Hexjäger, male human Rgr2/Rog3/Assassin5: CR 10; ECL 10; Medium-size Humanoid (human); HD 8d6+2d8-10; hp 44; Init +7; Spd 30 ft; AC 17 (+3 leather, +1 Ring of Protection, +3 Dex); Melee short sword +7/+2 (1d6/crit 19-20); Ranged longbow +10/+5 (1d8/crit x3); SA death attack, favored enemy(Human), sneak attack, spells; SQ +2 save vs. poison, evasion, poison use, uncanny dodge; AL LE; SV Fort +4, Ref +10, Will +5; Str 10, Dex 16, Con 8, Int 15, Wis 13, Cha 12.

Skills and Feats: Climb +5, Disable Device +12, Escape Artist +9, Gather Information +8, Hide +21, Knowledge (arcana) +5, Listen +12, Move Silently +21, Open Lock +14, Sleight Of Hand +14, Search +15, Spot +12, Use Rope +8; Rapid Shot, Track, Improved Initiative, Iron Will, Alertness, Blind Fight, Weapon Finesse.

SA–Death Attack: If Lienhard Hexjäger makes a successful sneak attack after observing the victim for 3 rounds, the victim is killed or paralyzed for 1d6+5 rounds (Fort negates DC 17).

SA–Sneak Attack (Ex): Lienhard Hexjäger deals +5d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.

SQ–Uncanny Dodge: Dex bonus to AC, can't be flanked.

Assassin Spells Prepared (-/2/2): As Lienhard Hexjäger is a sworn enemy of spontaneous Arcane spellcasters, he can only cast Assassin spells through use of wands or scrolls.

Equipment: +1 Composite Longbow, Masterwork Short Sword, +1 Leather Armor, 2 doses Id Moss, 5 doses Giant Wasp Poison, 3 Scrolls of Invisibility, Cloak of Elvenkind, Boots of Elvenkind, Masterwork Thieves' Tools, Brooch of Shielding (73 points left), Wand of Obscuring Mist (23 charges), Ring of Protection +1, 2 Thunderstones, 2 Tanglefoot Bags, 100ft Silk Rope with Grappling Hook.


TACTICS

Liendhard was trained to fight mostly against spellcasters; his poor health denies him the ability to go toe-to-toe in melee. Against spellcasters, however, he can show a great deal of patience and cunning. If possible, Lienhard will attempt to steal spellbooks, components, wands, and any other items he can before attacking his target. Lienhard will always attack either from a great distance with his bow, or attempt a death attack while hidden at close range. Against undead or well-guarded targets, Lienhard will generally try to hire a group of adventurers, assisting them with greatly detailed floorplans and information if necessary.
Thanks, Mythmere

The original thread was only started a couple of weeks ago, and I transfered all the posts across to this one. As I've had sketchy responces to this thread, I'm going to start pinching NPCs I come across from other threads (like the competition thread) to keep this going.

Aha. I don't think I've even been on the boards in the last two weeks (by the way, everyone, don't try emailing me - that's still dead). I think an NPC thread could be one of the most useful DM resources available on these boards. I'm really glad to see someone shouldering the burden of organizing such a thread. Kudos to you! Remember that even when you don't see a response, it doesn't mean people aren't reading the thread.
Originally posted by Arak the mighty.

Lazarus Caine Lv 12 CN human fighter.

Diety- none Lazarus believes in nothing but his own being. He doesn't believe in pre-destiny, fate, or divine intervention. He believes he is the master of his own fate.

Age 27
Hgt/Wgt 5'10", 155

Str-13 Dex-19 Con-13 Int-15 Wis-11 Cha-18

Charming Rogue, Interesting conversationalist, murderous psycopath.
Lazarus Caine acts on whimsy in almost every situation. Born to a poor family in the coastal town of Helvaere, he learned much of the sea and the ways of pirates from a young age. Fascinated by what he thought life at sea would be like and tired of his rather abusive father, he slit his throat in his sleep and then he stowed away on a pirate ship in a strange twist of fate at the age of 13. Luckily for Caine, the captain of the ship he wound up on was a bit of an old softy (for a pirate!) Lazarus learned the ins and outs of sea life, the pirates life, and sword play. He shortly came to loathe the captain. There was no plundering, murderous raids. There was no "walking the plank" and he was nothing short of dissapointed. However, to the face of the captain, he was nothing short of an awestruck admirer. At 15, he poisoned the first mate and two other crew members. The captain made him first mate. After 2 more years of enduring the fool, he cut his throat while he slept. He claimed the ship as his. Most of the old crew were gone. They wanted new leadership, and Caine could offer it. The ones who couldn't tolerate taking orders from a young boy were "retired". Any rumblings about Caines order were met with swift and brutal punishment.

Over time, Caine surrounded himself with people he trusted with his life. Searra, a young woman who joined the crew (and some believe took Caine's heart), and Nikas, her younger brother, who looked after her (but wasn't much for fighting).

They renamed the ship the Silver Ghost. They became an absolute scourge on the sea, robbing and sinking any merchant vessel they could. Caine was an excellent swordsman, and stunning tactician, often outmaneuvering and outgunning far larger ships.

Caine acquired a taste for extravagent finery. Clothes especially. Almost always he will be dressed in fine silk shirts, with gold or silver embossed leather vests. Of course, he'll also be ready to fight, with no less than four pistols and his rapier always on his belt.

In person, Caine is overwhelmingly charming and affable, and is quite the dashing figure at formal gatherings. He can spend an evening hob-nobbing with nobles and royalty and never let slip his true nature. He thoroughly enjoys conversing with members of high society, and takes every opportunity to "fit in" with the upper crust.

Just below the surface however, boils his almost constant homicidal rage. A 9 year old boy tried to filch a pistol from Caine's belt, and paid for it with his right hand. A bartend who spilled ale on Caine's vest while he was conversing with a pair of "ladies of the evening" found a rapier throught the throat in an instant, which Caine wiped off on the bartend's apron, then continued wooing the ladies, the charming smile returning as if it had never left.

Caine will relentlessly hunt any who cross him in any manner, real or imagined. To wrong him just once means to have him as a permanent enemy.

Strangely enough, Caine has given much of his acquired bounty to the town where he was born. This village is now quite prosperous, and in return for his generosity, Caine has found willing allies. Anyone who asks around in the town where Caine's hideout might be is almost certain to be reported back to Caine or his crew.

As the town Helvaere sits a relatively long ways from any large population centers of the Republic, authorities have not yet caught up with Caine. Even Caine does not know his danger though, as the countless enemies he has made over his ten years as captain of the Ghost are surely plotting to remove this dangerous captain from the playing field.

Gameplay
When first met, Caine is extremely charming and pleasant natured, perhaps trying to draw people into a false sense of cameradery (sp!). Caine can, however, be angered EXTREMELY quickly and any jest about his taste in clothes and finery will surely be met with physical violence. However, one should not be fooled by his slight stature. With Weapon Focus, Weapon Finesse, and Improved Critical all taken on the rapier, he can slice an unwary opponent to shreds in a blink. He also fancies gunplay, and keeps *four* loaded pistols on himself as well. Not exactly the safest attire........... Caine abhors wearing armor (it's not stylish, after all) and relies on his own ability to avoid an opponents blade rather than encumbering (and fashion poor) metal plates. He has a Ring of Protection +2 as well. He calls his +2 Rapier "Caine's Razor", and hopes that someday it will become a "famously" sought after magical weapon.

For those who come across Lazarus Caine....beware. You may end up with nothing more than a pleasant conversation...or a deadly enemy.
Originally posted by Ricros.

Name: Priestess Imoril Knifeshade

Race: Human
Class: Barbarian, Cleric, Titangiel
Alignment: Chaotic Evil
Level: 3/3/4
Gender: Female
Age: 18
Size: Medium
Height: 5' 6"
Weight: Average
Hair: Metallic Bronze
Eyes: Sapphire Blue
Speech: Eloquent. Unwavering in emotion, unless bought to an extreme.

Generation Method: Dart board with the sage's face peices of paper stuck to it

STR: 17 (+3)
DEX: 15 (+2)
CON: 10 (+0)
INT: 12 (+2)
WIS: 16 (+3)
CHA: 10 (+0)

Initiative: +2 (+2 DEX)
AC: 21 (10 + 9 full plate + 1 deflection + 1 dex)
BAB/GRAPPLE: +9/+4, +12
Melee Attack: Flaming short sword x1 (+13/+8), Flaming shortsword x2 (+11/+11/+6) (1d6+1d6+3 damage right, 1d6+1d6+1 damage left), +1 Flaming Wings x2 (+12/+12/+7) (1d8 damage+1d6 damage+1 each), 2x shortswords and 2x wings, (+10/+10/+9/+9/+4, wings, swords, 2nd sword attack)
Ranged Attack: Flaming Throwing Knife (+11/+6)
Hit Dice(Hit Points): 1d4 (4 hps)
Speed: 40
Fly: 50 average

FORT: +6
REF: +3
WILL: +9

Feats: Iron Will, Multi weapon fighting, Weapon Focus (Short Sword), Weapon Focus (Wings), Flyby attack
Skills: Knowledge (religion) +11(.5), Heal +14(.5), Craft (Armor) +14
Languages: Common, Abyssal
Weapon & Armor Proficiencies: All simple and martial weapons. All sheilds and armor.
Domains: Chaos, Destruction
Prepared Spells:
0 - Cure Minor Wounds x2, Light, Mending
1 - Protection from good, Protection from law, Cure light wounds (1 free)
2 - Shatter, (2 free)
Spell DCs: 13 + spell level
Abilities: Rage 1/day

Armor: Black +1 Full Plate
Weapons: Masterwork Shortsword x2, 2 titanium wings with +1 and flaming enhancements, bag of 6 throwing knives.
Gear: Backpack with assorted items required for living on the road, pouch of 500 gold, key to an apartment in the capital city, holy symbol of erythnul.

Background: Imoril was raised and trained by the high priestess of the local Erythnul cult after she was found as an orphan. Or at least, that's what she believes.

Truth is, after her pregnant mother deserted the same cult and came to live in the city after being converted by a Paladin of Pelor. Shortly after she gave birth, the cult hunted her down and mercilessly slaughtered her, taking her daughter to raise as a sentinel of Erythnul. This was a good mvoe on the priestess' part because Imoril was found to be a natural warrior, with an natural aptitude to combat and her thorough enjoyment of tearing enemies apart just to see how much they bleed. She was taught some elementary clerical magic to compliment her fighting repotoire.

At the age of 16, Imoril lead a raiding party into a local village for supplies and tools when she was faced with a Paladin and his allies. The footmen on both sides gathered together in a circle and watched as the old, experienced paladin and the young, hot-blooded priestess squared off against each other, their equally dogmatic phsychies screaming bloody death at one another manifested in an intense, locked, eye-to-eye meeting. The crusader raised his sword and struck out first, just scraping the infidel's armor. She replied by whacking the sword out of his hand with the pommels of her gladii, and a knee in the face as he went to pick it up. As the knight searched his sash for his handy dagger, he was struck down with all of the barbarian's conviction. The defenders watched in terror as she proceeded to cut out his heart, cupping it in her hands. She held it to the sky for a few seconds, and in one swift motion, squeezed the heart with the grip of a vice, showering her cheering henchmen with the dishonoured paladin's blood. Almost in reply, her back tore open and two flaming wings screamed from the hole and the whole town was almost blown over by a wave of unholy power. A new angel of the slaughter god was born. The town defended corageously, but were hopelessly and humiliatingly routed in celebration of Imoril's acceptance to divinity.

Imoril's new status with Erythnul also bought her new status in her cult and in the whole region. Brave and benevolent warriors from all around challenged her, but such was her crazed devotion to slaughter and love of killing, that they snapped like matchsticks in battle. Many holy men and sages say that she is a bad omen and will bring the downfall of the kingdom if she is not stopped. Though, the clerics of Pelor believe that there is hope yet.

Imoril feels as if her life has a hole in it, and believes that it lies with her parents. When she gets an opportunity, she seeks out her ancestry to find clues as to what she must do with her life and how it applies to her worship of Erythnul.

DMs Use As An NPC: Obviously, Imoril's foremost and most obvious use to a DM is a BBEG. The intrepid adventurers locate the cult's hideout, hack their way through a bunch of evil clerics and then face the Titangiel in a climactic battle atop a tower in the woods etc. pucka.

OR you could use her as an excuse for an interesting fight. Remember that she can fly around and throw knives, give her a bow and she can jump around on top of buildings, and on the ground she is a veritable whirling dervish of blades and wings. Her flyby attack is useful for flying in, chopping a head off and flying out of reach again. It's even possible to have her fly down, grab the wizard and kidnap him. He's grappled all the way there, so he can't cast spells. The possibilities are endless when you mix in location and circumstance. Since she flies, and flies relativley fast, she can keep running away and returning. After all, chaotic evil doesn't mean she has to claw at the most tenuous thread of victory until the very end.

OR, and this one's my personal favourite: The PCs try to convert her. Picture this: She has a run in with the PCs, but leaves hastily for one reason or another. After that, the PCs somehow learn the truth of her parents and adoption. After a while, she finds out that the PCs know or have something, and tracks them down, and maybe even has a few run-ins with them, using the above tactics. When they get to talking, the PCs spill the beans. Imoril either accepts this as the truth or flies off and punters around in disbelief for a bit before finally accepting it. She converts to Pelor. Bang. New ally. You're onto a winner.
Kachrun is an large and intimidating orc of hideous appearance, criss crossed as he is with various battle scars, and above average intelligence. A low ranking officer in The Viper's Teeth mercenary band great hopes are held out for his future, if he survives. In any campaign Kachrun can be found leading a medium sized (12-36) motley crew of orcs and goblinoids on a commission from his superiors. His is a pusher rather than a leader, his orders are followed largely through fear rather than respect, but the fear is well placed, he is a deadly swordsman and a brave combatant.

Name: Kachrun, Orc Mercenary Band Leader
Age: 24
Race/Class: Orc, Fighter 6
CR: 6
Size/Type: Medium Humanoid
HD: 6
HP: 68
Init: +5
Spd: 30
AC: 19, 12 Touch, 17 Flat Footed
Base Att: +6/+1
Grp: +9
Att: +11 melee (2d4 +7/18, falchion) or +7 ranged (1d6 +3/x2, javelin (PBS not included))
Full Att: +9/+4 melee (2d4 +11/15, falchion (including Power Attack –2 and Oil of Keen Edge)) or +7 ranged (1d6 +3/x2, javelin (PBS not included))
Space/Reach: 5ft/5ft
SA: n/a
SQ: Darkvision 60 ft., Light Sensitivity
AL: NE
SV: 6, 2, 0
Ability Scores: STR: 17 DEX: 14 CON: 14 INT: 12 WIS: 7 CHR: 6
Skills: Climb +7, Handle animal +3, Intimidate +7, Ride +9, Swim +7
Feats: Weapon Focus (falchion), Improved Initiative, Weapon Specialisation (falchion), Point Blank Shot, Precise Shot, Power Attack, Improved Toughness
Details: Kachrun’s Elven Chain was taken from the dead body of an elf he slew on a raid into Alfheim and is his mark of prestige amongst his race. Kachrun is a lieutenant in a mercenary band called the Viper’s Teeth and bears a tattoo of a striking viper on the inside of his left forearm to signify his membership.
Spells Known/Spellbook: n/a
Spells Prepared: n/a
Possessions: Masterwork Falchion +1, Javelin x6, Elven Chain +2, black cloak, 41cp, 93sp, 73gp 12pp, backpack, 1 week’s rations, bedroll, potion CSW x2, Oil of Keen Edge, Blue Sapphire mounted in silver cloak clasp (1500gp)


Modus Operandi: Will prepare for battle by spreading Oil of Keen Edge on his Falchion. As the enemy come into view he will throw back his cloak to display his armour and make his intimidate check. When battle is joined he will stand back and throw javelins until engaged in hand to hand when he will attack viciously and, if he cannot escape, to the death with his falchion.
Originally posted by PaladinKD.

Though designed for Forgottem Realms, with name changes, Aen could fit in any big city.

Name: Aen Cailte

Alignment: Lawful good
Gender: Male
Race: Human
Height: 6' 4"
Weight: 225 lbs

Strength:14 (+2)
Dexterity:13 (+1)
Constitution:15 (+2)
Intelligence:14 (+2)
Wisdom:12 (+1)
Charisma:19 (+4)

Hit Points: 4d10+8 + 3d4+6 (50)
Armor Class: 21 (+1 Dex, +9 Armor, +1 Amulet)
Speed: 30 ft. (20 in armor)
Initiative: +1 (+1 Dex)

Classes: Paladin 4, Sorcerer 3

Saving Throws:
Fortitude: +11 (+5 Base, +2 Con, +4 Cha)
Reflex: +7 (+2 Base, +1 Dex, +4 Cha)
Will: +9 (+4 Base, +1 Wis, +4 Cha)

Attack Bonuses:
Melee: +7 (+5 Base, +2 Str)
Ranged: +6 (+5 Base, +1 Dex)

Languages:
Common, Fae, Orc

Skills: Paladin 35, Sorcerer 15
Diplomacy +9.5, Concentration +9, Hide +3, Knowledge (Arcana) +4, Craft (Armorer) +8, Knowledge (Religion) +9, Listen +4, Move Silently +1, Perform (Percussion Instruments) +6.5, Sense Motive +5, Spot +1, Survival +2

Feats: Cleave, Dodge, Maximize Spell, Power Attack

Special Abilities:
turn undead 2/day; aura of courage, detect evil, divine health, lay on hands, remove disease 1/week, smite evil, summon familiar

Paladin Spells Per Day:
1st-level: 1 (DC 12 where applicable)

Sorcerer Spells Per Day:
0th-level: 6 (DC 14 where applicable)
Arcane Mark, Dancing Lights, Detect Magic, Ray of Frost, Resistance
1st-level: 6 (DC 15 where applicable)
Jump, Obscuring Mist, Unseen Servant

Equipment:
+1 Full Plate, 23 MW arrow(s), MW shortsword, +1 Greatsword, MW mighty composite shortbow (+1 str), Amulet of Natural Armor (+1), Potion of Cure Light Wounds, Scroll of Detect Undead (CL1), Scroll of Dimensional Anchor (CL7), Scroll of Shocking Grasp (CL1), Scroll of Wall of Force (CL9)

Background

Aen Cailte is the son of a poor farming family from Branwe, a small farming thorp in the Moonshaes. He is tall and red haired with wide shoulders and narrow hips, traits common amongst those of Northerner heritage. From an early age, Aen excelled at physical feats and martial games. His parents always believed he would join the Chieftains warriors or perhaps even the local order of Tempus but Aen heard a more distant calling.

When Aen was only 14 summers old, he joined the Chieftains guard where for a year he honed his skills as a warrior. Early into his second year Aen began to have dreams. At first they were only vague voices urging him to follow the white eagle, but soon they became visions so detailed that he found it hard to sleep. When the stranger with the White Eagles crest arrived at the fort that summer, Aen’s future became clear.

The stranger turned out to be a Priest of Torm named Elgath. Lord Elgath told Aen that he had been chosen by Torm to serve the causes of Good in Faerun. He told Aen that he must set out at once on a pilgrimage. No destination was set, but Elgath assured Aen that he would know when he had arrived where he was meant to be, and that if he did as Torm bid him, Torm would bless Aen with the powers to fight in his name.

Aen knew that his destiny had been shown him. With sad farewells to his family and friends, he set out to Caer Corwell and from their by ship up the Sword Coast as a hired guard on a merchant vessel called The Gulls Cry. During his four weeks at sea Aen only saw battle once, against a small band of Ruathym pirates. He acquitted himself well and earned the respect of the captain who up until that time had considered him an untried youth.

Aen visited many temples at the ports in which The Gulls Cry stopped but found no calling to stay. In the port town of Neverwinter his Captain's luck took a turn for the worse. Out of necessity due to lack of funds, Aen and several more of the ship's warriors were released from duty.

Aen stayed in the city for most of the winter, living off of the meager wages he earned on The Gull's Cry as well as donations from the poor quarter for his meager healing talents. He's did some apprentice work with the Temple of Tyr's armorer and in return was allowed room and board in the crowded temple barracks. The temple priests were reluctant to give Aen anything else until he took vows at the temple, which Aen felt Torm didn't want him to do.

While biding his time in the city, Aen grew to be friends with a half elf sorcerer named Zelyph. He confided in Zelyph that he had shown signs of sorcererous blood as a child. But Aen's grandfather, Garbast the Grand, was a sorcerer of some evil reputation in his home region. His family had a hard time distancing themselves from his grandfather's deeds. As a result his family was very touchy about "the gift" of sorcery. Aen had some disturbing incidents when he was twelve; pots floating up and crashing to the ground, his brother's hair turning green during an argument. At his parents urging, Aen forcefully suppressed his talent and it had remained dormant since. After being convinced by Zelyph that the power was not evil, Aen began to hone his sorcererous skills with his friends guidance.

Physical Description:
Aen is 6'4" with long (waist-length) slightly curly dark red hair. He weights 225 lbs. and is blessed with a handsome face and charming disposition. In contradiction to his people's normal style, Aen goes clean shaven and tends to wear his hair in one long massive braid when traveling or adventuring. His Moonshaevian accent is generally soft but can become very pronounced when he gets emotional.

Where is Aen now?
The characters could run into Aen practically anywhere. He may be found in the city or upon a quest that coincides with or opposes the parties own goals. His wit and humility make him liked by almost everyone. Should the characters strike up a friendship with him, they may gain access to the softer side of other NPC's in the area. Should they make an enemy of him (or do injury to him) they may find that the local populace turns against them.
Originally posted by Bartleby_GoC.

Name: Conrad Windweaver (aka Cunraden Valieryth)
Race: Elf
Class: Bard
Alignment: CG
Level: 9
Gender: Male
Age: 240
Size: Medium
Height: 5' 2"
Weight: 120 lbs
Hair: Raven Black (dark with prismatic sheen)
Eyes: Deep Green, full of amusement
Speech: Good-natured, usually with hint of amusement or sarcasm

Generation Method: Based ona beloved PC, advanced and used as an NPC. 4d6, drop one, all else uses PHB/SRD, all equipment could be rolled off the minor magic item charts (though armor combines two rolls), wealth level is below the 36k gp for a Lev 9 character, skills include defaulted skills

STR: 10 (0)
DEX: 16 (+3) (14 + 2 racial)
CON: 10 (+0) (12 - 2 racial)
INT: 14 (+2)
WIS: 12 (+1)
CHA: 18 (+4) (16 + 1 L4 + 1 L8)

Initiative: +3 (+3 Dex)
AC: 20 (10 + 3 Dex + 7 [+2 Elven Chain])
BAB/GRAPPLE: +6/+6
Melee Attack: +10 Keen +1 Rapier (+6 BAB, +1 Magic, +3 Dex [Weapon Finesse]) 1d6, 15-20/x2 or +6 Dagger (+6 BAB, 0 Str) 1d4, 19-20/x2
Ranged Attack: +10 Seeking +1 Longbow (+6 BAB, +3 Dex, +1 Magic) 1d8, x3 Sp.: Ignores chance to miss for concealment. or +9 Dagger (+6 BAB, +3 Dex)
Hit Dice(Hit Points): 9d6 (43 hps)
Speed: 30

FORT: +3
REF: +9
WILL: +7

Feats: Combat Expertise, Weapon Finesse (Rapier), Dodge, Mobility
Skills: Appraise +3, Balance +2, Bluff +5, Climb -1, Concentration +6, Craft(bowyer/fletcher) +6, Decipher Script +6, Diplomacy +16, Disguise +16, Escape Artist +7, *Forgery +4, Gather Information +16, *Heal +3, Hide +7, *Intimidate +6, Jump -1, Knowledge(arcana) +4, Knowledge(religion) +4, Knowledge(Nobility) +8, Knowledge(Geography) +8, Knowledge(History) +10, Listen +4, Move Silently +2, *Open Locks +5, Perform +16, Profession(spy) +5, *Ride +5, Sense Motive +2, *Search +6, Sleight of Hand +2, Speak Languages x6, Spellcraft +3, *Spot +5, Swim -4, Tumble +6, Use Magic Device +8, *Use Rope +5 (All Skills Shown Are Calculated With Ranks, Stat Modifiers, Racial Modifiers, and armor penalty; *Cross-Class Skills)
Languages:
Common, Elven, Orcish, Sylvan, Dwarven, Draconic, Goblin, Gnome, Halfling, Drow
Weapon & Armor Proficiencies: Proficient with all simple weapons, plus the longsword, rapier, sap, short sword, longbow, shortbow, and whip. Proicient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.
Armor: +2 Glamered Elven Chain (looks like worn and patched leather) AC +7, Max Dex +4, Check Penalty -2, ASF 20% (consideredlight armor, per Bard, N/A)
Weapons: Keen +1 Rapier, Seeking +1 Composite Longbow w/ 20 arrows, 2 Daggers
Gear: Backpack, Bedroll, Flint and Steel, Belt Pouch, Trail Rations(5 days), Silk Rope(50 ft), Shovel, Waterskin, Cold Weather Outfit, Bullseye Lantern, Lamp Oil(5-pints), Winter Blanket, Grappling Hook, Sack, Canvas(4sq yds), Chalk, SIgnet Ring and Wax, MW Lockpiocks, MW Bowyers Tools, MW Lute, Horse w/saddle and saddlebags, 5000gp in small gems (worth 8000gp, but convertable to 5k coin with little haggling)

Spells Known:
Level 0: 4/day: Detect Magic, Ghost Sound, Know Direction, Light, Mage Hand, Summon Instrument
Level 1: 4/day: Disguise Self, Grease, Identify, Silent Image
Level 2: 4/day: Cat's Grace, Glitterdust, Invisibility, Locate Object
Level 3: 3/day: Dispel Magic, Good Hope, Scrying

Background:

Most who know Conrad see the typical bard. He lives to entertain. Unlike some bard, he prefers the smaller taverns, though he can be persuaded to play a larger one from time to time. Conrad is an easy friend and a willing compatriot. Of course, this willingness has a lot to do with what most people do NOT know about Conrad.

In actuality, Conrad Windweaver is Cunraden Valieryth, nephew of the elven king. Although he shares the family name of the king, he would need to kill a good number of kin to actually take the throne. Conrad has no desire to rule his people and is quite happy to serve in other ways, most notably, as a royal spy.

In his youth, Conrad was forced into training his father and uncle beleived would shape him into a good diplomat and spy. Conrad didn't mind, at the time, because this training paralelled his desire to become a bard. However, once the training ended, he was ordered to don the guise of an emissary in order to spy on a local human king. Conrad wanted none of this, so he ran away.

For nearly a decade, he eluded the agents his uncle sent to retrieve him. He wandered the world, playing for his livelyhood and occasionally helping a group of adventurers. This lifestyle came to an end when Conrad accidentally discovered a Drow assasination plot. Conrad gathered a small band of adventurers and managed to slow the plot, but had to return to the elven court to stop it. Afterwards, he had no chance ot escape again.

Since then, Conrad has worked as a loyal agent of his uncle. The king has allowed Conrad to follow his own nose and only offers occasionaly guidance. After all, had COnrad not been in the wrong place at the right time, the Drow plot would not have been discovered or stopped.

Personality:

When acting as the carefree bard, Conrad is everyone's friend. He is willing to aid all with a reasonable request, and he genuinly enjoys his profession. He actively stays away from larger inns and usually declines requests toplay for nobility. He will try to hide his true nature as much as possible. The Valieryth name is well known, even among non-elves.

When asting as the elven spy, Conrad can be driven and diciplined. He tries to avoid harming friends and innocents, but is willing to sacrifice whatever is needed to serve his king.

Either way, Conrad loves sarcasm and pranks. He always manages to forget to mention the one detail that might make another refuse an offer or request of aid. He is absolutly the scoundrel, though he has a notable soft spot for children.

DMs Use As An NPC:
The power level listed is mid-range. Conrad could be protrayed as lower level, prior to accepting service as an elven spy, or as a much higher level, after he comes to runthe elven spy network.

Conrad works well as a guide. He has traveled wide and knows a great deal about the lay of the land and its history. He is a good employer, since he knows all too well that sometimes, elves simply don't make good spies. He could also be a hireling or cohort. It may take a while to notice that he sends a lot of letters to his uncle.

Combat Tactics
Conrad is well aware that he makes a poor soldier. However, he is still a capable combatant. In most cases, Conrad will use his Combat Expertise and Mobility to the full extent, trying to feint and avoid being hit. If allowed to remain behind the front line, he will cast supportive spells, sing encouragment to his allies, and place as many arrows as he can.
Baghra is a smallish hobgoblin, not given over to fighting he moved from martial training to clerical and found his niche there. A captain in The Viper's Teeth mercenary band Baghra will usually be found in command of a handful of lieutenants (4-6) and their squads overseeing a commission of middling importance to his superiors. With a tendency toward religious fanaticism Baghra tends to be long and verbose, especially when calling upon his god's blessings when he has a flair for the dramatic if in company. Especially enemy company. Lacking the size to bully his subordinates Baghra depends upon his slick tongue to manipulate and wheedle them into following his directions.

Name: Baghra
Age: 32
Race/Class: Hobgoblin Fighter 1/Cleric of Maglubiyet 5
CR: 7
Size/Type: Medium humanoid
HD: 1d10/5d8
HP: 58
Init: +1
Spd: 20
AC: 20, 12 Touch, 20 Flat Footed
Base Att: 4
Grp: 5
Att: +7 melee (1d8+3/x3, +1 battleaxe)
Full Att: +5 melee (1d8+7/x3, +1 battleaxe (power attack +2))
Space/Reach: 5ft/5ft
SA: Spells, Cast evil spells at +1 caster level, Smite (+4 to attack, +5 to damage 1 per day (PHB p186))
SQ: Rebuke Undead, Spontaneously cast inflict
AL: LE
SV: 9, 2, 8
Ability Scores: STR: 12 DEX: 10 CON: 14 INT: 13 WIS: 16 CHR: 10
Skills: Concentration +11, Diplomacy +5, Knowledge (religion) +9, Spellcraft +6
Feats: Weapon Focus Battleaxe, Combat Casting, Power Attack, Improved Toughness
Details: Baghra is a Captain in a mercenary band called the Viper’s Teeth and bears a tattoo of a striking viper on the inside of his left forearm to signify his membership.
Spells Known/Spellbook: Cleric Spell List + Destruction and Evil Domains
Spells Prepared: 5/5/4/3 (Save DC = 13 + spell level) 0 lvl: Cure Minor Wounds, Detect Magic, Guidance, Read magic, Virtue 1 lvl: #Protection from Good*, Bane, Divine Favour, Sanctuary, Shield of Faith 2 lvl: Shatter*, Aid, Bear’s Endurance, Spiritual Weapon 3 lvl: #Contagion*, Dispel Magic, Searing Light
Possessions: Masterwork Half-plate +1, Masterwork battleaxe +1, Silver Holy Symbol of Maglubiyet (bloody axe), Black Cloak (bloody axe symbol on back), Ring of Protection +2, Scroll of CMW x4, Potion of CSW x2, 21cp, 85sp, 68gp, 43pp, Ruby mounted in silver cloak clasp (2,000 gp) – (Bedroll, backpack, 1 week’s rations)
Originally posted by Shadowmagyk.

Name:Veran Trauvaeu

Alignment: Neutral Evil
Gender: Male
Race: Human
Height: 6'3"
Weight: 202 lb.

4D6 drop low.
Strength:13 (+1)
Dexterity:24 (+7){+3 for level 12} [see below]
Constitution:15 (+2)
Intelligence:14 (+2)
Wisdom:13 (+1)
Charisma:16 (+3)

Hit Points:104
Armor Class:21 (+4 armour, +2 deflection, +5 dex)
Speed:40ft. [see below]
Initiative:+11 (+7 DEX, +4 Improved Initiative)

Classes:ROG 6/FIG 2/Thief-Acrobat 6

Fortitude:+9 (+7 Base, +2 CON)
Reflex:+19 (+10 Base, +7 DEX, +2 Lightning Reflexes)
Will:+5 (+4 Base, +1 WIS)

Attack Bonuses:+10/+5
Melee:+11/+6
Ranged:+17/+12
Grapple:+11 (+10 BAB, +1 STR)

Languages:Common, Elven, Dwarven

Skills:Appraise (+6), Balance (+21), Bluff (+13), Climb (+15), Decipher Script (+7), Diplomacy (+5), Disable Device (+16), Disguise (+6), Escape Artist (+11), Forgery (+4), Hide (+17), Jump (+18) [see below], Listen (+7), Move Silently (+15), Open Lock (+19), Perform: Acrobat (+11), Search (+10), Sense Motive (+5), Spot (+6), Tumble (+23), Use Magic Device (+13), Use Rope (+11)

Feats:Improved Initiative, Combat Reflexes, Weapon Finesse, Quicker Than the Eye, Expert Tactician (Song and Silence), Lightning Reflexes, Prone Attack, Exotic Weapon Proficiency: Whip/Whip-Dagger

Special Abilities:SNK ATK (+4D6), Improved Evasion, Trap Sense (+2), Uncanny Dodge, Kip Up, Unbounded Leap, Fast Balance, Improved Trip, Defensive Fighting Bonus, Slow Fall: 30ft., Cartwheel Charge, Fast Climb, Prone Defense

Equipment:+3 Whip-dagger (18,325GP), +1 Anarchic Dagger (18,302), +1 Studded Leather of Etherealness (50,175GP), MW Thieves' Tools (100GP), Grapple-firing Crossbow (70GP), Double-sided Clothes (50GP), Expandable Pole (5GP), Jumping Caltrops (150GP), Gloves of Dexterity +4 (16,000GP), Hat of Disguise (1,800GP), Bag of Holding Type I (2,500GP), Spool of Endless Rope (2,000GP), Boots of Striding and Springing (5,500GP), Scabbard of Keen Edges (16,000GP), Wand of Cure Moderate Wounds: 38 charges (4,500GP), Wand of Invisiblity: 50 charges (4,500GP), Ring of Protection +2 (8,000GP), Brooch of Shielding: 86 points remain (1,500GP) = Grand Total (149, 477GP) [523GP dispersable between mundane equipment and in pocket sums]

Background:Veran has always been on the wrong side of the law. For as long as he can remember, he has been running scams and stealing. However, it is not what you think. His family is very rich, and very powerful. Both of his parents showered him with love from the time he was born, and have never quit. Boredom has been his bane, and loves the thrill of excitement. The great heights of the rooftops of the city provided a rush so invigorating that even the most colossal dragon could not squash it. Up in the heights of the city, he noticed that he could easily get to the windows of the most hightly guarded castles and noble houses. He has been robbing the rich to please himself ever since. Never once has he been caught. Few have seen him work, and even fewer have come close capturing him. For this reason, he has earned a well-respected reputation as "The Master Thief." His services are in high demand with the guilds, and even everyday joes. He tries very hard to avoid combat, but is very efficient in dodging the coming blows. his many twirling movements keep the enemy from discerning any real martial movements. His excellent disguises prevent people from recognizing him. Over the years, he has acquired many magical items to help him with his "job." Most of them he will sell, but he has many others in his home, which was bequethed to him when his parents died. His home has many secret rooms, hallways, and tunnels. After years of being an entrepreneur, he developed a great sense of dexterity and balnce, which he decided to use to open a carnival in his city. The carnival is a perfect front for his "transactions" involving the stolen goods. He has refused the many offers to become the master of his own guild because he can make more gold as an agent of the others.

(Veran can be used in many different ways in a campagin setting. He can be contracted by the PCs to do some scouting, recovery, etc. He can also be a BBEG, or just a side adventure villian. His fighting style involves tumbling, flipping, climbing, jumping, prone attacking, tripping to gain ground to escape, and if his HP are too low, he will use his ethereal armor to live to steal another day.)

Physical Description:Veran is a 33 year old, human male. He stands a towering 6'3", and has a solid 202 lb. frame. He has blonde hair and blue eyes, and has a coppertone tan. He moves with frightening speed and grace, even when travelling on precarious surfaces.
Evandar,
You should make hyperlinks that contain the name and class of the NPCs in your thread. This would make it quick and easy for a DM to pick out those NPCs he's looking for.

For example...
Chief Drachir the Scarred Orc Chieftain, Brb8

Just an idea.

EDIT: Apparently this only works in hybrid threaded mode.
Hyperlinks added to the first post (as suggested by PaladinKD), and arranged by Encounter Level. These are direct post links so should work in any thread mode.

Evan.
Well done with the links. I think this adds much more utility to this thread. :D
Evan:



Nuff said.

Thanks for the words of support guys. It's nice to know that it's appreciated
I originally did the links at work so they were a bit rushed, but have now gone back to add more accurate and flavoursome one-line descriptions. If anyone thinks their NPC one-liner is inaccurate then let me know.
Hope to see more NPCs soon

Evan.
Originally posted by psychohamster.

Name: Cuthbert nee Grandwyne, aka “Bert” aka The Gearwright
Race: Human
Class: Wizard/ Artificer
Alignment: TN
Level: 6/4 CR: 10
Gender: Male
Age: 34
Size: Medium
Height: 5' 11"
Weight: 145 lbs
Hair: Short cropped red shot with streaks of gray at the temples
Eyes: special (see below)
Speech: Rarely speaks more than a few words at a time, pausing for long times as if carefully considering his next phrase.

Generation Method: DM whim/fancy: +2 int from levels, -2 con from curse/accident (see below), +2 dex from Manual of Quickness of Action

STR: 10 (0)
DEX: 14 (+2) (12 + 2 book)
CON: 6 (-2) (8 - 2 accident)
INT: 20 (+5) (18 +1 lvl4, +1 lvl8)
WIS: 12 (+1)
CHA: 11 (0)

Initiative: +2 (+2 Dex)
AC: 16 (10 + 2 Dex +2 Bracers +2 Ring)
BAB/GRAPPLE: +6/+6
Melee Attack: +6 Dagger (1d4) or +6 Quarterstaff (1d6)
Ranged Attack: +9 Masterwork Lt. Crossbow (1d8, 19-20/x2)
Hit Dice(Hit Points): 6d4-12 + 4d6-8 (HP: 13)
Speed: 30

Fort: +1
Ref: +5
Will: +10

Feats: Scribe Scroll, Brew Potion, Craft Wondrous Item, Craft Homunculus, Craft Magical Arms and Armor, Craft Construct, Extend Spell, Quicken Spell, Exceptional Artisan (ECS) Extraordinary Artisan (ECS), Legendary Artisan (ECS) (total effect: -25% to crafting XP, GP, and time costs)
Skills: Concentration +18, Craft (Sculpture) +13, Craft (Armorsmithing) +13, Decipher Script +6, Knowledge(Engineering & Architecture) +15, Knowledge(Arcana) +18, Knowledge(The Planes) +14, Knowledge(Nature) +10, Knowledge(Metallurgy) +12, Spellcraft +18, Search +10, Use Magic Device +10 (All Skills Factored with Ability Modifiers, untrained skills not listed for brevity)

Languages: Common, Dwarven, Draconic, Gnome, Infernal, Celestial
Weapon & Armor Proficiencies: Proficient with all simple weapons, not proficient with any armor or shields. Armor and shields give an arcane spell failure chance.
Armor: None
Weapons: 2 Daggers, Masterwork Light Crossbow, 20 Crossbow bolts
Gear: Backpack, Bedroll, Flint and Steel, Belt Pouch, Spell Component Pouch, Trail Rations(2 days), Silk Rope(50 ft), Waterskin, Lamp Oil(5-pints), Winter Blanket, Sack, Silk (3’x3’ square), Chalk, Sealing Wax, Parchment x 20, Ink x3, Quill x10, Spellbook (Warded and Glyphed, Locked with Arcane Lock on clasp, written in (Illusory Script) Bracers of Armor +2, Ring of Protection +2, Eyes of Crystal, Wondrous Spectacles

Spells per Day: Infusions per Day
Level 0: 4 Level 1: 4
Level 1: 5 Level 2: 3
Level 2: 4
Level 3: 3

Arcane Spells Known:
0 All
1 All, plus weld, see below
2 Arcane Lock, Protection from Arrows, Knock, Levitate, Darkvision, Scorching Ray, Invisibility, Blur, Locate Object
3 Align Metallic Matrix, see below, Fly, Keen Edge, Arcane Sight, Hold Person, Illusory Script, Greater Magic Weapon

Unique Spells
Weld
Lvl: Sor/ Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Objects Touched
Duration: 1 min/ 2 levels
Saving Throw: unattended, nonmagical items: NO, attended mundane or unattended magical items: Fort negates (Object) (harmless)
Spell Resistance: Yes
The caster’s finger glows with a bright, blue-white spark, almost too bright to look at. This spark does the caster no harm, nor is the caster affected by the light from it itself. As its name suggests, this spell allows for the caster to join two similar pieces of metal, provided they melt at a temperature lower than that required of raw, cast iron. Thus, even two pieces of mithral could be joined together, but not adamantine.

Unless the user has some means by which to shield her eyes, she runs a great risk of blinding herself, either temporarily, or, with enough exposure, permanently. A user must make a Craft check, with appropriate craft skill, (default to either blacksmithing, for basic structures, or sculpture, for more complicated welds) to properly join the metals. A failure of 4 or less indicates a sloppy, ineffective join, but the caster is aware of it. With a failure of 5 or more, the caster is not aware of the weakness, and assumes she has completed the work satisfactorily.

Components: No additional components are needed to cast the spell, but a set of darkened, protective lenses, which will allow one to look at the weld in progress cost 250gp to create, and are not expended in the process. If the caster wants to fill in a hollow, or needs to join with extra material, a thin rod of the welded material must be introduced at the weld point, this rod costs 7 gp/ foot of welded material and is expended in the process of the spell.

Align Metallic Matrix
Lvl: Sor/ Wiz 3
Components: V, S, M
Casting Time: 1 Full Minute
Range: Touch
Target: Objects Touched
Duration: Permanent
Saving Throw: unattended, nonmagical items: NO, attended mundane or unattended magical items: Fort negates (Object) (harmless)
Spell Resistance: Yes

By means of this spell, the caster is able to “see” the inner workings and structures of a metallic object. Once she is familiar enough with this particular objects inner structure, she can change it, effectively making it either harder or softer than it originally was.

The target object’s hardness can be modified up or down the scale a maximum of 5+1/3 caster level. That is, a 6th level caster could move the hardness up or down by 7 total. The effective maximum hardness for any metal is 1.5 times its original hardness. Adamantine could be made to hardness 30, for example, but steel, with hardness of 10 normally, could only be raised to hardness 15. All standard rules apply for dealing damage greater than this, etc. but the objects hitpoints are not affected. A steel object still only has 30hp/inch, for example.

Any metallic construct that is thus hardened by means of this spell receives DR 1/ (next highest hardness) for every 10 points of hardness it has. For example, an Iron Defender homunculus normally has no DR. If its internal matrices are aligned properly, it now has hardness 15 and gains DR1/ Mithral or Adamantine (or hardened steel/iron)
The arcane focus for this spell is a lodestone and a small magnifying lens. Material component is a small pinch of iron or steel filings/dust.

Background:
As a child, Cuthbert was raised in the veritable lap of luxury. The 4th son of a very successful wine and spirits merchant, he had all the possible things a boy could have. When he was about 9 years old, one day his toys lost their luster, his diversions became boring. With much trials and tribulations, it became apparent that his mind was focused on other things. Loftier aspirations began to arise in his parents Barstow and Gwendloyn’s minds. Their son was attuned to magic, and would be a great asset to the family.

So, at the tender age of 10, when his peers were riding and playing, making connections with others of the group, young Cuthbert found himself immersed in books and learning. He absorbed an enormous amount of teaching in a very short time. After all, with a private sorcerous tutor and his upbringing, one would expect nothing less.

After 5 years of diligent study and hard work, Bert, as he prefers to be addressed, decided that he would begin a period of adventuring, figuring that testing his magical mettle in the field would lead to fast, powerful learning. At 15, he thought he could conquer the world, that he was invincible.

Unfortunately for Bert, he was all too successful in his adventuring. He traveled with a mixed group from a nearby town of Eastdell, who he became fast friends with. Sharp and attentive, very fastidious regarding his studies and magic, he was an excellent traveling mage. Growing in power rapidly, the group happened across a mention of a great store of magical goods in a land far to the east. Some wizard’s library and lab was hidden from the world, but with the proper maps and codes, it could be found and its secrets revealed. This adventure would prove to be costly beyond the party’s imagination.

Following a difficult and treacherous foray through the lab’s defenses, Bert and Sciara, a Rog/Sor were the only ones left alive after the last defender, the dead mages’s shield guardian. Upon this tragic occurrence, both living members were distraught, and began searching the room for some means of getting out alive, with their fallen comrades, or somehow healing them. It was here that they triggered two rather powerful cursed items. Bert, flipping through the pages of one book, became completely enraptured in it. He was compelled to keep reading, no matter the distractions and problems. After more than a full day of reading, Bert felt his body change and twist. His Dex increased by 2 as his muscles rebuild themselves in new patterns, and then horrible pain exploded in his head.

Changing from NG to TN in a matter of moments, he no longer cared about anything besides himself, and then he felt his eyes go black. Pain seared his mind as the curse worked its last trick. His eyes hardened, crystallizing into perfect glass spheres. And all was black.

After a long time, Bert realized that Sciara had tripped another trap when his fumbling hands came across her smoking corpse. Alone in the darkness, he felt lost and defeated, but his mind and body would not let him give up. Summoning up all his will, he remembered the last spell he had memorized, Darkvision, and cast it, hoping beyond hope that his eyes, as different and alien as they were, would allow for at least some function, for further study would be necessary if he was to help himself.

Lo and behold, that spell did work, and so did his eyes. Slowly, Bert pieced it together. The eye-shaped crystals in his head were no longer eyes, but miniature crystal balls, sending images to his mind through magical means, rather than natural connections. He was forever cut off from the outside world, no more physical sense of sight. With his new, more logical and rational mindset, though, Bert saw this as a benefit. His eyes and mind had been weak, unable to handle the surge of magical energy that twisted his body into someone taller, leaner, and more mobile, just as it took away his physical sight and lowered his bodily strength.

In this lab he stays, to this day. With the help of the materials there, the supplies of his comrades, and his new outlook on life, Bert was able to settle into the lab of Whistletop, the man he unknowingly mirrors now, and begin to research again.

Now, however, his interest was in remote action. Why do something yourself when you can build something that will do it forever, without my input? Disassembling all the constructs and various creations scattered throughout the lab, Bert began his life’s work. His goal: the creation of an aware, “living” construct, and through it, his transformation to a completely magical being, without the problems and weakness of the flesh. His wondrous spectacles are a step in this direction, as they allow him the constant use of darkvision, regular vision (used rarely), and an improved form of infravision, which allows Bert to readily see patches of heat and fluctuations in the hottest of metals.

DM’s Use:
With an alignment of True Neutral and a very focused area of interest, Bert is capable of fitting in a number of roles. Assuming the characters can find him (perhaps on the bequest of his family, the Grandwyne clan) and are polite, he will provide them will valuable knowledge and assistance. If they have any artificers or item creation mages among them, he will be piqued and will invite them to stay with him and eat, to discuss magic and working with metal. With proper motivation, Bert may actually provide materials or even finished products to the party. An artificer could even become his apprentice, as long as he liked living in the dark.

Alternatively, Bert may ask the party to retrieve some items or material for his research from far off. He does not leave his lab, doing all trade and work there. As far as trade goes, he has a good connection to the local Gnome and/or Dwarf population, and is in much demand for providing raw materials at a much reduced rate. In fact, the lab open out into a mine where iron, silver, and even some mithral and adamantine are found. Using mechanized workers, Bert is able to trade with these fellow underground dwellers to his profit.

If the PC’s are not polite, or are looking to loot the lab, Bert will unleash the numbers of creatures he has made of the last 20 years, from horrid experiments with mechanized undead to clay golems, to his pair of Iron Defender homunculi. He is a tenacious fighter, and will use the darkness and stored materials in the lab to his benefit. He will also target casters before melee fighters, and flee with even slight injury. His body is not strong, and he would not survive a protracted fight.
Originally posted by Dash Branaghan.

Stinkie Wiggletoes and Whori

History
- The story of Stinkie doesn’t begin with his birth, but more with the absentmindedness of his halfling parents, who forgot him in a large city while shopping one day. Both were prone to distraction, and each thought the other had Stinkie with them when they went their separate ways that day. But no, neither one had Stinkie, and when they parted the city (having never regrouped), they each made the two-day trip back to their small halfling village, none the wiser. Of course, with two days travel and imminent distractions on the road, they damn near forgot where they were going, and it came as no surprise that at the tender age of 2 years old, his parents had not developed enough attachment to him to warrant remembering.

And so it was that Stinkie, put down in a basket by a stall in the market square as his parents took in the sites and sounds, was forgotten.

A rather quiet baby, Stinkie would have probably remained unnoticed had it not been for the “horrific odor” from under the stall of a vegetable farmer who had come to the market to sell his wares. When the farmer, whose business had suffered that day from the apparent rotten odor of his wares, thought to find the source of the stench, he found the basket in which the tiny and malodorous halfling babe lay. Checking the basket, he came to the conclusion that the child had been forgotten; most abandoned children in these parts carried notes instructing the finder of the child to care for them, or chunks of raw meat to attract predators. Such was not the case with Stinkie, and so it was that most people asked concurred that the child was merely lost.

However, Stinkie in his present state was bad for business, so the farmer handed the halfling over to his wife. She bathed the small halfling, and during his bath, Stinkie watched his feet with fascination, wiggling the toes throughout the entire bath. Hence the name that the farmer’s wife dubbed him: Stinkie Wiggletoes.

Word spread throughout the years about the abandoned halfling throughout the local towns, cities and villages, yet none came forth to claim the child. Stinkie’s biological parents were questioned numerous times, but never claimed parenthood over the halfling, stating (rather morosely) they had not been blessed with a family yet. When friends of the halflings pointed out that they had, the usual terse reply was, “Look, if we had had a baby, we would remember that sort of thing, okay?” The conversation would then be dropped.

It was through the rapidly spreading word that Silas Rumdrinker, a bard of some infamy, came to hear about the halfling. Touched by Stinkie’s story, he sought out the halfling and the farmers who reared him and, in an uncharacteristic act of charity, offered to take the halfling child off the parents and try to find the actual parents. In the interim, he reasoned, he could teach Stinkie a trade, something that no one else would risk offering to do in the event that the real parents showed up and took him away.

The human farmers agreed; though they had come to love the delightful and ever-cheerful little halfling, it was a financial burden that they could not sustain. At the age of 8, Stinkie set out with Silas to learn the tradecraft of the bard.

Stinkie showed not only the aptitude, but a genuine interest in Bardic tradecraft. He was also able to generate this interest in others as well, especially when he played his favorite instrument, the Pan Pipes. It was rumored that his playing was so mesmerizing that he could charm the squirrels from the trees, which was a good way to keep Stinkie and Silas fed while on the road.

By 14, Stinkie started learning the nature of magic items. Silas was teaching him how to “hotwire” a magic item; using it without the key in Silas’ parlance. Stinkie showed an aptitude for this as well, and one night he rummaged through Silas’ pack and took an item far more powerful than any Silas had let him use before, sneaking off into the woods to experiment. Though Stinkie was able to trigger the wand, an explosive backlash of magical energy changed him: his eyes, originally brown, were now a brilliant shade of amber, his hair, also brown, was silver, and his skin was purple (though this eventually faded away and became a permanent deep tan, giving Stinkie skin the color of chestnuts). Silas, awakened by the explosion, arrived to find Stinkie in a state of obvious distress. Snatching the wand from the halfling, he checked it to make sure it wasn’t damaged, then turned Stinkie, fixing him with a stern gaze. It didn’t last long: not only was Silas impressed that Stinkie had used the item (though with strange consequences), but the site of the purple halfling was too much for him, and Silas soon broke out into laughter. He dubbed his apprentice “Stinkie Wiggletoes, Purple Bard, Extraordinaire,” a name which still carries a measure of shame and embarrassment to this day for the halfling.

When Stinkie was 21, he parted ways with Silas for good. Well, not exactly parted: Silas had been arrested for lewd and indecent behavior, sentenced to three month in jail (the final week to be administered in the stocks) and, much like his parents, Stinkie forgot why he was staying in town. Getting bored, he left, never to see Silas again (Silas died in jail after contracting syphilis shortly before he was arrested).

And so it was that the gullible halfling set out on his own grand adventures.

It is uncertain what brought about Stinkie’s innate magical powers; they may have been there all along, or they could have been brought to the fore through the Bardic magic. Some, when asked, have suggested that the Bardic magic has mutated him, and the innate magic abilities are directly linked to that.

Either way, Stinkie started to evolve in sorcerer ways as well, and thus began a period of introspection on the part of the halfling. Already a bard of some renown, Stinkie took sabbatical in the woods for a number of months trying to come to grips with the new powers within. It was at this time he met Whori, the Celestial Raven that would become his companion *read: Familiar*.

DM Tips on Playing Stinkie - Stinkie is a sincerely beneficial character. He can be utilized as a source of information for the party or he can provide employment for them either with him along, or with the party alone. He can lead PCs on an adventure that gets sidetracked, but if you are concerned about him being too high level, he can wander off on his own (completely forgetting about the party around him).

Stinkie lives for adventure. Being somewhat gullible, Stinkie can often be rooked into purchasing fake maps that lead to mysterious treasures. Stinkie will often hire brave adventurers to help him find these treasures, offering an equal share all around. He will usually save up before traveling to ensure he can equip the group out of his own pocket.

Because of Stinkie’s absentmindedness, it is not rare that he will forget which map he was using and start using an entirely different one mid-adventure. He will also mix up the items with the maps (for example Map A may one day lead to the Jade Monkey of Izchupalataxicouatl while at another time it might house the tomb of the Most Holy Jazz Perplunkin).

A source of humorous gaming, Stinkie can lead to the party to tombs already emptied of their treasure, or inadvertently lead them into something bigger by accident.

Most important of all, working with Stinkie can provide fame for the PCs, either by doing tasks for him or working with him, for Stinkie will sing the praises of the PCs far and wide. A much traveled halfling, people from different areas may have a different perception of the PCs thanks to Stinkie (this can, obviously, be positive or negative).

Stinkie Wiggletoes Halfling Bard 9/Sorc 6

Appearance - Stinkie stands about 3'1". The most striking feature about him is his eyes, an amber color that almost glows in the light, reflecting it back at you. His silver hair is long and swept back into a ponytail, and it accentuates the deep chestnut brown of his skin. His clothing is certainly some of the finest that money can by, and the gold armband and gold headband suggest that he has come across more than his fair share of wealth. Stinkie tends to dress in either red/black, green/black, or purple/silver color combinations.
Age - 27
Gender - Male
Height - 3'1"
Weight - 28lbs

DM Creation Method - 4d6, reroll 1's, drop the lowest. Added 3 to Charisma for Level Advancement. Adjusted Dex and Strength for racial considerations (+2, -2 respectively).

Str - 12
Dex - 18
Con - 13
Int - 17
Wis - 8
Cha - 20

Hit Points - 63
Saves - 6/12/10
BAB - +9/+4

Skills: (I have only listed totals, not breakdowns...these can be provided if necessary)

Appraise: 10
Balance: 8
Bluff: 7
Climb: 7
Concentration: 10
Decipher Script: 10
Diplomacy: 10
Escape Artist: 10
Gather Information: 10
Hide: 13
Jump: 7
Knowledge - Arcana: 8
Knowledge - History: 8
Knowledge - Streetwise: 8
Listen: 8
Move Silently: 11
Perform - Comedy: 10
Perform - Oratory: 11
Perform - Wind Instruments: 20
Sleight of Hand: 11
Speak Languages: 6
Spellcraft: 8
Tumble: 9
Use Magic Device: 9

Bardic Spells Known:
0 Level - Dancing Lights, Ghost Sound, Lullaby, Mage Hand, Message, Prestidigitation
1st Level - Charm Person, Hypnotism, Identify, Sleep
2nd Level - Calm Emotions, Heroism, Hypnotic Pattern, Locate Object
3rd Level - Deep Slumber, Dispel Magic, Leomund's Tiny Hut

Bard Spells Per Day - 3/5/4/3

Sorcerer Spells Known:
0 Level - Acid Splash, Detect Magic, Disrupt Undead, Arcane Mark, Open/Close, Read Magic, Daze
1st Level - Mage Armor, Tenser's Floating Disk, Magic Missile, Color Spray
2nd Level - See Invisibility, Darkvision
3rd Level - Arcane Sight

Sorcerer Spell Per Day - 6/8/6/4

Feats - Extra Music (4+Bard Level/day), Skill Focus: Peform - Wind Instruments, Enduring Song (effects of Bardic Music last twice as long), Obscure Lore (+3 to Bardic Knowledge Check), Requiem (Music affects Undead as if they were alive, half duration), Improved Familiar: Celestial Raven.

Special Abilities:
Bardic Knowledge: 17 + d20
Bardic Music: 13 times per day
Countersong
Fascinate
Inspire Courage +2
Inspire Competence
Suggestion
Inspire Greatness

Equipment of Note: I chose not to include standard or magical equipment, preferring to leave it to individual DMs to do so due to the variations in magic levels in campaigns. The only thing that Stinkie definitely does have in his possession are masterwork Pan Pipes, a masterwork Horn, and a masterwork Flute (all these items grant a +2 to Perform - Wind Instruments that isn't included in the above calculations). Any equipment beyond this is up to each individual DM.
Originally posted by rusdrake77.

Arharu Baelial Half-fiend Draegloth, CR 12
Large outsider, CE
Fiend CR 5 (Monsters of Faerun) /Barbarian 7

http://www.wizards.com/dnd/images/mof_gallery/MonFaePG59.jpg

From Monsters of Faerun: “In the drow city of Menzoberranzan, the graduation of students from the Academy is marked by a ritual of horrible depravity. The cornerstone of this ceremony of graduation is the conjuration of a glabrezu by a top-ranking student priestess. The end result of this ceremony, on rare occasions (perhaps once a decade), is the birth of a draegloth”.

Arharu is a decent Draegloth, he is trying to make his way in a harsh world full of dangerous heroes.
His speed and cruelty are after his mother High priestess of Lolth and wild temper is after his father – an ordinary glabrezu.

d – draegloth
b – barbarian
a – ability
i – item
r – rage
L – ability increase per 4 levels

HP (6d8+6*3)+7d12+7*3 [+12*2]= 111 [135]
[Rage lasts 8 rounds, then -2 Str, -2 Dex]

+3 Init, Speed 30
AC 24 [22] (10, +3 Dex, -1 Size, +5 natural, +7 items), touch 15, fl. footed 21; DR 1/–

Attacks (melee): 2 claws 21 [23] = 11d +7b +2i +1 mighty feasts [+2r], bite 19 [21] = 6d +3 multiattack +7b +2i +1 mighty feasts [+2r]
Reach 5/5x10
Damage: claw 1d6 +8 (26 Str) +1 mighty feasts [+2r], bite 1d8 +4 +1 mighty feasts [+1r]

SV Fort 19 [21] = 7d +5b +3a +4i [+2r], Ref 16 = 7d +2b +2f +3a +4i, Will 13 [15] = 5d +2b +2f +4i [+2r]

Abilities:
Str 26 [30]= 22 +4i [+4r], Dex 16 = 15 +1L, Con 16 [20] = 14+2i [+4r], Int 13, Wis 11, Cha 11

Sp: As a 6th level Sorcerer: 1/day – dancing lights, desecrate, fairy fire, unholy blight; darkness – 4/day

Sq: drow abilities; 20 acid, 20 cold, 20 electricity resistance; fire immunity; +2 against enchantment spells; immune to poison and sleep; improved uncanny dodge; DR 1/–

Skills (Draegloth’s own + 35 points for barbarian):
1st value stands for draegloth; 2nd w/plus sign is rank through barbarian advancement; 3rd is bonus due to ability increase (items and levels).

Hide (Dex) 13 = 7 + 5 + 1
Jump (Str) 15 = 11 + 0 + 4
Kn. drow religion (Int) 5 = 5 + 0 + 0
M. Silently (Dex) 17 = 11 + 5 + 1
Climb (Str) 7 = 0 + 3 + 4
Intimidate (Cha) 0 = 0 + 0 + 0
Survival (Wis) 5 = 0 + 5 + 0
Swim (Str) 7 = 0 + 3 + 4
Search (Int) 10 = 10 + 0 + 0

Listen (Wis) 16 = 9 + 7 + 0
Spot (Wis) 16 = 9 + 7 + 0

Feats: blind fight, power attack + iron will, lightning reflexes, multiattack

Items (NPC gear 27000; PC gear 88000):
Belt of Giant strength +4 16000
Amulet of health +2 4000
Vest of resistance +4 16000
Braces of armor +4 16000
Ring of protection +3 18000
Ring “of offence” (mighty feasts +1 and lesser intelligent item: lesser power – hold person 3/day) 13500 = 6000 +7500

Potions:
Pass without trace 50
Protection from good 50
Universal solvent 50
Owl’s wisdom 300
See invisibility 300
Invisibility 300
Aid 300
Fly 750
CSW 750
Displacement 750
Heroism 750

Misc:
Caltrops 1
Grappling hook 1
Rope, hempen (50 ft.) 1
Sack (empty) 0.1
Signet ring (drow house) 5
Smokestick 20
Tanglefoot bag 50
Thunderstone 30
Dog, guard 25

Spent: 87983.1
Left: 16.9
Originally posted by Didge.

Steglor is designed to be either a prolonged BBEG through multiple encounters, or as a nice side diversion to a pre-existing campaign.

Name: Steglor Lanthrope
Race: Halfling
Class: Rogue
Alignment: LN
Deity: Lay worshipper of St. Cuthburg
Level: Rogue 10
Gender: Male
Age: 48
Size: S
Height: 2’ 10”
Weight: 33 lbs
Speed: 20 ft.

Description: Steglor stands almost 3 feet tall and is of average build for a Halfling. His hair is short and curly and strawberry blonde and his eyes are the color of deeply polished jade when not wearing his hat of disguise. At first glance he is often considered to be a human child to those who are uneducated or simply judge him based on what he wears as he tends to be clothed in beggar rags. In truth he is nearly 50 years old, but he doesn’t mind using his height and dress as a means of deception. A spot check of DC 20 reveals that around his neck is a small necklace of a religious talisman which a successful Knowledge (Religion) of DC 5 reveals as St. Cuthburg.

Str: 11 (+0) {+2 Enhancement From Gauntlets of Ogre Strength, -2 for Racial}
Dex: 20 (+5) {+2 for Race, both +Stat bonuses for leveling applied here}
Con: 12 (+1)
Int: 16 (+3)
Wis: 11 (+0)
Cha: 15 (+2)

Saves:

All saves in brackets are in reference to the racial +2 Morale bonus vs. fear if applicable

Fort: 6 [8] (3 Base Save, +1 Ability Mod., +1 Racial, +1 Resistance Bonus from the cloak)
Ref: 14 [16] (7 Base Save, +5 Ability Mod., +1 Racial, +1 Resistance Bonus from the cloak)
Will: 5 [7] (3 Base Save, 0 Ability Mod., +1 Racial, +1 Resistance Bonus from the cloak)


HP: 43 (10d6 +10, average of 43)

AC: 22 (+5 Armor, +5 Dex, +1 Size, +1 Deflection Bonus from ring)

Init: +9 (+5 Dex, +4 Improved Initiative)

BAB: +7/+2

Attack/Damage: With Vengeance (his magical light crossbow of merciful seeking +3) to hit: +13/+8 (+1 if within 30 ft.), damage: 1d6+1 (+1 if within 30 ft.) +1d6 non-lethal.

Special Abilities:

Racial (Halfling): +2 Dex, -2 Str, Small creatures gain a +1 to AC, and +1 attack rolls, +4 bonus to hide, uses small weapons, Land speed is 20 ft., +2 Climb, Jump, and Move Silently, +1 on all Saving Throws, +2 Morale bonus on saves versus fear, +1 bonus to thrown weapons and slings, +2 to Listen checks.

Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If s/he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), s/he instead takes no damage. Evasion can only be used if the rogue is wearing light armor or no armor. A helpless rogue (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Uncanny Dodge: Starting at 4th level, a rogue can react to danger before his/her senses would normally allow him/her to do so. S/he retains his/her Dexterity bonus to AC (if any) even if s/he is caught flat-footed or struck by an invisible attacker. However, s/he loses his/her Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked; s/he can react to opponents on opposite sides of him/her as easily as s/he can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking him/her, unless the attacker has at least four more rogue levels than the target does.

Sneak Attack: If a rogue can catch an opponent when s/he is unable to defend him/herself effectively from his/her attack s/he can strike a vital spot for extra damage. At this level, Steglor’s Sneak Attack damage equates to +5d6.

Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts him/her to danger from traps, giving him/her a +1 bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps. At this level, Steglor receives a +3 bonus.


Feats (4): Improved Initiative, Rapid Reload, Point Blank Shot, Precise Shot

Skills (143):
Appraise+5 (+2 skill, +3 int), Balance+7 (+5 dex, +2 synergy bonus), Bluff+10 (+8 skill, +2 cha), Climb+8 (+6 skill, +0 str, +2 racial), Diplomacy+4 (+2 cha, +2 synergy bonus), Disable Devise+15 (+10 skill, +5 dex), Disguise+24 (+10 skill, +2 cha, +10 Hat of Disguise, +2 synergy bonus), Escape Artist+16 (+5 skill, +5 dex, +6 competence bonus from vest of escape), Gather Information+7 (+5 skill, +2 cha), Hide+24 (+10 skill, +5 dex, +4 racial, +5 competence bonus from Silent Shade), Intimidate+4 (+2 cha, +2 synergy bonus), Jump+9 (+5 skill, +0 str, +2 racial, +2 synergy bonus), Listen+7 (+5 skill, +2 racial), Move Silently+25 (+13 skill, +5 dex, +2 racial, +5 competence bonus from Silent Shade), Open Lock+21 (+10 skill, +5 dex, +4 competence bonus from vest of escape, +2 circumstance bonus from masterwork theives’ tools), Profession (Mining)+3 (+3 skill), Search+13 (+10 skill, +3 int), Slight of Hand+17 (+10 skill, +5 dex, +2 synergy bonus), Spot+5 (+5 skill), Tumbling+20 (+13 skill, +5 dex, +2 synergy bonus), Use Magic Device+15 (+13 skill, +2 cha), Use Rope+7 (+5 dex, +2 synergy bonus).


Languages: Common, Halfling, Dwarven, Elven, and Gnome.

Armor: Mithril Chain Shirt of Shadow and Silent Movement+1, named (Silent Shade).

Weapons: Magical Light Crossbow of Merciful Seeking +3, named (Vengeance).

Magic Items: Magic Light Crossbow of Merciful Seeking +3 (2 lbs), , Mithril Chain Shirt of Shadow and Silent Movement +1 (12.5 lbs), Quaal’s Feather Token, Tree (0 lbs), Hat of Disguise (0 lbs), Vest of Escape (0 lbs), Gauntlets of Ogre Strength (4 lbs), Stone of Continual Flame (0 lbs), Cloak of Resistance +1 (0 lbs), Ring of Protection +1 (0 lbs), Wand of Cure Light Wounds with 26 Charges left (0.1 lbs), Wand of Summon Monsters with 15 Charges left (0.1 lbs), Wand of Charm Person with 18 Charges left (0.1 lbs), Necklace of Fireballs which is missing one 3d6 sphere (0 lbs).

Equipment: Peasant’s outfit (0.5 lbs), backpack (1.5 lbs), caltrops (1 lbs), chain, 1-foot section (0.2 lbs), three candles (0 lbs), five pieces of blue chalk (0 lbs), flint and steel (0 lbs), grappling hook (4 lbs), silk rope, 25 feet (2.5 lbs), spyglass (1 lbs), talisman of St. Cuthburg (0 lbs), theives’ tools, masterwork (2 lbs), pouch, belt (0.125 lbs), paralytic poisons, five doses (0 lbs), light crossbow bolts, 60 (3 lbs), coinage broken down to 13 gold pieces, 8 silver pieces, 4 copper pieces and four 50 gp gems.

Encumbrance: 37.125 pounds (needs to stay under 38 pounds to have a light load)

History: Steglor was born into a semi-disreputable merchant family in a town not far from where one of the PC’s grew up. His mother, who was pregnant at the time, had antagonized a local priest of St. Cuthburg due to a sour deal causing the priest to curse her with misfortune in childbirth. Because of this curse, Steglor was an only child. His parents blamed him for her lack of ability to produce another child and for what occurred and treated him accordingly. They most likely could have paid for powerful magic to undo the curse, but they were cheap and choose not to, rather instead focusing their anger on Steglor. They never associated him as a member of their family in public and addressed him as one of the servant’s children to anyone visiting their estate. In truth, the servants had no children, as Steglor’s parents refused to hire anyone that had any children at all.

Growing up, he felt as though it was his fault he had no brothers and sisters, and was constantly reminded of this by his parent's remarks. This left a bitter impression on him at a young age. As he grew older, he began to act out, stealing, sneaking out, whatever he could do to shift his parent's anger onto his actions, not on the fact that he had prevented them from having another child. Approving of this penchant of behavior for pilfering, his parents began to use his skills for their own ends. They began to show false emotions for him when he would hinder a rival, and thus he associated this for love and continued to do their bidding. He knew, early on that they were exploiting him, but even this false love was more warmth than he had ever felt and so continued to work jobs pilfering for the family's merchant business. He discovered he was quite skilled at this line of work and was eventually approached by the local Thieves guild. He started working a few jobs for them and began to understand they appreciated not only his skills, but him as well. He began working almost exclusively for them, and he let his side-jobs with his family slide. His parents, upset that he was beginning to make it on his own, offered him one last job explaining that he would be free to do as he wished after that.

Unbeknownst to him at the time his parents informed the city guards with information of his intentions to rob a merchant family warehouse. He was captured, tried and convicted and sentenced to hard labor to atone for his crime. He served twelve years (or however long it has been since one of the PC’s has left his home town, plus two years) time in a maximum security mining camp for prisoners, on the edge of town. During his prison sentence he discovered through his connections with the guild, that his parents received a large reward for tipping off the officials. His parents however without his skills to hinder their rivals were unable to keep their disreputable business operational and lucrative. By the time he got released, his parents had packed up, and moved on to better pickings. Angry at his betrayal and having no where else to turn, he fell back on the few individuals who acknowledged him as something more than a tool. In a few months time he had earned enough money through the local Thieves guild to start on his search for his parents. He holds them personally responsible for his situation and station in life, and wants to return them to the city for proper justice, or if they refuse to seek vengeance on his own.

Personality, Motives, Desires: Throughout his life he has had nothing but trouble and poor luck, yet he has never complained. Rather he turns these events around and best utilizes his skills and situational predicaments to advance his own agenda. He is a very likable individual when he allows himself to let loose, although he often prefers to be quiet and reserved as this draws less attention to him. He always orders his favorite drink at inns and taverns which is called ‘green-mint-water tea’, an obscure brand that is quite expensive as it helps him relax and focus his mind and it is considered to be his only real vice. Steglor often tries to intimidate his parents into turning themselves in when he gets close by leaving messages written in blue chalk on the outside of their establishment. He prides himself on the fact that the law will prevail and if he is the one to extract that justice, then so be it. He is a lay worshipper of St. Cuthburg and has been since his release from the mining prison where he met another follower who turned him onto St. Cuthburg’s religious beliefs. He makes weekly tithes and believes his devotion will help him on his path to revenge.

Tactics: Steglor is not an individual who acts rashly in combat. Rather he plots his actions, and always has some form of nearly fail-safe escape plan so that he might seek his revenge at a later time. His general tactic is to snipe from afar and from concealment any bodyguards or individuals who are interfering with his quest. He disdains melee combat and will avoid it at all costs. He will oftentimes employ local thugs to “occupy” his parent’s bodyguards while he uses the confusion to strike at them. Using paralytic poisons is one of his personal favorites, because if his shot misses his intended target, there are no long-term ill effects. He maximizes the use of his hat of disguise and ensures that each time he targets his parent’s establishment he dons a new ‘look’.

If confronted in melee combat, he shouts, “How dare you help those two…they’d sell their own son to make some gold!” and quickly evades using his tumbling skill and attempts to flee if pressed further into combat. He will use every advantage of his size to out-maneuver his pursuer(s), and will have scouted out several exit strategies that utilize his size to escape in the surrounding area. He will also use his hat of disguise to further throw off pursuit. He will utilize his caltrops if needed to slow down pursuers and evade capture. Another tactic he is found of using is bribing a local employee of a building that only has one door from an alley to leave a back door unlocked. He then bolts through, locking the door if applicable, and employs the use of a 1 foot chain and a very simple lock to secure his retreat through the building. Looping the chain through the interior door handle and fastening the lock is usually an effective means of halting pursuit temporarily giving Staglor enough time to make a new disguise and a hasty escape.

He is an intelligent adversary and might engage the group (after judging their effectiveness of spells and magical capabilities) from safety i.e., rooftops, or messages attached to crossbow bolts stating to leave will enough alone. He will avoid using magical weapons and equipment if he discovers the group has a means of detecting such, and will seek to eliminate that individual first so that he may come back later with his magical gear.

If cornered and questioned, or through interrogation if captured, he will respond with, “Aye, it’s true I hunt them. They made me the mess I am, not that I begrudge them their satisfaction with the way I turned out. I’ve become stronger for it, while they’ve become weaker, relying on others to protect them from me. They’ve shown me the world is full of pit vipers, no matter your relation. My own flesh and blood they are, but you’d never hear them admit it. I make no amends for what I’ve done, as St. Cuthburg himself will see to that. I only seek justice for what they’ve done to me, and what I’ve had to endure. I seek revenge too, but justice must come first. They must pay for what they’ve done, and I’ll let the judge of decide their treachery.”

Connection to PC’s: There are at least two ways that could lead the PC’s to interact with Steglor’s parents, and thus draw Steglor into attacking the PC’s. First the PC’s could encounter a building in an alleyway that has blue chalk writings all over written in Halfling and Common (see below for the actual content of the messages), and go into the building to investigate why the writing is on the walls. The second is to have Steglor’s parents (two Halflings, Kysiran [mom], Jardon [dad]) just recently dealt with the PC’s if they are venturing through a town selling them some form of goods. Upon either by having the merchant’s inquire or the PC’s explaining who they are, and what they do, the merchant’s will conclude any purchasing the PC’s have to do.

Having just had a recent run-in with their son’s desires to extract revenge and that knowing he is hot on their trail, his parents plot and scheme a masterfully entertaining tale. They will excuse themselves, one at a time to check on something and then return to explain to the PC’s that they have been recently the target for who knows what reason and that this unknown individual must have them mistaken for someone else. Kysiran seems upset as she weeps into a handkerchief and pleads to the PC’s that they have done nothing wrong. She tries to play to the PC’s soft side, explaining that they just moved to this town, and now they are being run off.

If questioned Kysiran explains her excuse to leave as a means of ensuring unwanted ears were not listening on their conversation and Jardon explains that he wanted to retrieve evidence which turns out to be a light crossbow bolt, wrapped in some cloth. Jardon opens the cloth and shows that the bolt still has some dried residue (The paralytic poison Steglor likes to use, as well as a deadly poison which the merchant’s have added to fabricate their side of the story) on it, which takes an alchemy DC of 28 to reveal the two poisons. Anything less than the DC only reveals the deadlier poison. The merchants will pull out the stops to assure the PC’s that they are telling the truth (and they will be, for they each will have consumed a potion of glibness when they excused themselves, allowing them to lie without easily being detected.
The Merchants will also allow the PC’s to investigate the back alley of their establishment (if the PC’s have not already discovered the writing), which have several messages written with blue chalk in Halfling and Common that state vague and mysterious things like, “GO BACK TO WHERE YOU CAME FROM…” , “YOUR TIME WILL COME…” or “VENGEANCE WILL COME…” Both Jardon, and Kysiran are both CN and therefore do not radiate evil if detection is somehow determined by the PC’s.

*Note*: Anyone is free to copy/use this information and/or change the name of Staglor, his feats, skill selection, or parent’s names to fit with something already in existence to better tie this idea of an NPC into your storyline. The only thing I ask is that you message me and let me know how it turned out.
Originally posted by ECOM.

Ulrick Fellspare
Human Hexblade level 15 Lawful Evil

S 16 +3 Hp 77 BAB +14
D 18 +4 Ac 19 A +5 D +4 Grapple +17
C 10 +0 Touch 14 FF. 15 Int. +4
I 14 +2 Fort +4
W 10 +0 Ref +8
CH 16 +3 Will +9

SKILLS
Bluff 10 (+15), Concentrate 10 (+10), Diplomacy 8 (+11), Intimidate 10 (+15), Know Arcana 10 (+12), Ride 10 (+14), Spellcraft 10 (+12)

Languages
Common, Goblinoid, Orc

FEATS
Combat Casting, Spell penetration, Combat Expertise, Weapon Focus (War hammer), Eschew Materials, Persuasive, Frightful Presence, Improved Familiar

Special Abilities
· +4 (+14) Concentration Checks to use spells on the defensive
· +2 (+9) spell caster Check to overcome spell resistance
· Lower bab by up to 5 to increase ac by same amount (max ac 26)
· + 1 To Hit with War hammer
· Does not need material spell components of value of less than 1gp to cast spells
· +2 to Bluff and Intimidate Check (added in above
· Frightful Presence all within 30’r with fewer Level/hd (14) are shaken for 1d6 +CH mod (1d6 +3 rds.) Will Save negates for 24 hrs DC 10 +1/2 character Level + Ch mod (dc 20)
· Improved Familiar Hell hound (see below)
· Hexblade Curse 4/day (greater Hexblade Curse (-4 to attacks, ability checks, skill checks, weapon damage)) Range l.o.s. 60’ will save neg. DC 10 +1/2 character Level + Ch mod (dc 20)
· Arcane Resistance (CH Mod) +3 to spell saves
· Mettle: Will and Fort saves with lesser effects on a successful save instead have no effect
· Summon Familiar as wizard level 11
· Aura of unluck 1/day, last 3 +CH mod rds (6 rounds), 20% miss chance on all melee and ranged attacks targeting the hexblade

Spells
Caster level 7 arcane
Level Spells Per Day Spells Known
1st 3 4Augment Familiar, Light, Phantom Threat, Tasha’s hideous Laughter
2nd 2 4 Alter Self, Invisibility, Resist Energy, Touch of Idiocy
3rd 2 4 Arcane sight, Dispel magic, Poison, Slow
4th 0 (3)

Equipment (45000gp)

Studded Leather +2 spell resistance (13)
War Hammer +2 Defending
Ring sustenance
Necklace of fireballs type III
Potion Cure Serious Wounds (2)
Potion Bull Strength (2)
1000gp for extra equipment as needed

Familiar (with augment familiar spell)
Bane
Hellhound
Medium Outsider
HD 4d4+4 (22hp)(4d4+12 (30hp))
Int. +5( +7)
Speed 40’
AC 22(24) (D +1(+3), NA +11)
Touch 11(13), FF 21
BAB/Grap. +4/+5(+7)
Attack Bite +5(+7) 1d8+1+1d6 fire(1d8+3+1d6 Fire)
Space/Reach 5’/5’
Sa Breath Weapon 10’ cone 1/2d4 rounds RDC 13c(15c), fiery bite
SQ Darkvision 60’, Immunity to fire, Scent, Vulnerability to cold,(Damage Reduction 5/Magic)
Feats Imp.iniative, Run, Track
S 13(17), D 13(17), C 13(17), I 11, W 10, CH 6
Fort +5(+9), Ref. +5(+9), Will +4
Hide +13(+15), Jump +12(+14), Listen +9, Move Silently +13(+15), Spot +9, Survival +7
Alertness, Improved Evasion, Share Spell, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with animals of its kind, Spell Resistance (16)

Description
Ulrick is taller than average 6’3” with an average build. He has piercing blue eyes and short blond hare cut close to the scalp. Ulrick sports no facial hair but has tattoos of serpentine dragons circling his arms. Ulrick’s armor is died a dark blue with accents that make it appear to be made of blue dragon scales. He wares a ring on his left hand made of silver with a sapphire in the middle (Ring of sustenance) and a red and white pearl necklace (necklace of fireballs), His War hammer and potions hang from his belt within easy reach.

Personality
Ulrick hates wizards from insults and injuries in his past he spends a lot of time hunting them. Ulrick only respects people with power and strength treating them with respect and bulling all others. He preserves other races as weak and disposable, only useful as tools to be dispensed with as needed. His only love in life is his daughter, Sandra, a thief in the city who he watches over. Ulrick is intelligent and likes to watch opponents for a time before fighting them. Usually sending out underlings to fight while he watches. He is unconcerned with the survival of these underlings.

History Highlights
Early Years
Attempted to apprentice himself to several wizards was turned down for his attitude.
Upon returning to his hometown he found it destroyed by goblins and that the local wizard did not help defend the town (was involved in a ritual at the time). Ulrick went to confront the wizard and attacked him. The wizard turned him into a goat and left him like that for 3 month before returning him to normal. Ulrick swore he would someday punish the wizard and all like him. Ulrick words were answered and the source took him in and taught him the ways of the Hexblade. He spent the next 23 years slaying wizards for the source. Ulrick has hunted down and destroyed 147 wizards for the source and is now one of its main enforcers.

Recent years
Ulrick has spent most of his time in the big city where he discovered his daughter watching her from a distance and running the sources interests there.

DM notes regarding uses for Ulrick
Ulrick is meant to be used as the BBEG for the source while the characters are still at medium character level. Ulrick will use agents to deal with the characters because he will see them as beneath him. As the pc become more powerful he may deal with them directly.

His daughter does not know of him but realizes that someone with authority is watching her as several of her enemies have turned up dead and she has been released for lack of evidence twice. She may actually hire the pc to investigate.

I have left out the details of the source deliberately it is meant to be a very powerful and secretive multi-national organization with interest in many areas. I my current campaign the source is a group of high-level wizards bent on destroying competition. Ulrick is likely to become an ally when he finds out he has been used all these years.
Name: The Kobolds of Wyvern Pass (EL 5, or more depending on numbers used).
Role: Kobold band who appear to be more than they are.
Setting: Any wilderness, preferably warm hills.
Background: A few months ago, the kobold sorcerer Nathak brought his war band from the tribe’s home deep within the eastern mountain range to set up an outpost in the hills of the Wyvern Pass. Finding a cave system suitable for their needs, he has since established a small base of operations and has brought more of his tribes folk to join then. Unfortunately, the increasing numbers of kobolds residing here has caused a strain on the natural resources of the area, and Nathak has had to resort to other methods to feed his people. Goat and sheep rustling has become common in the hills of the pass, and even the occasional raid upon farmsteads near the local town of Hadin’s Ford have started to occur. Nathak is displeased with the situation. He realises that he has not had enough time to sufficiently develop his outpost into a properly fortified encampment, and would prefer to draw as little attention to himself as possible, but the poaching and raids must continue or his tribe will starve.
Nathak realises that if it were known that his tribe were living here, they would soon be hunted down by a squad of troops from Hadin’s Ford or one of the larger towns in the valleys to the south, so he has taken great pains to keep the identity of his tribe a secret. When he first found the cave system in which his clan now live, he discovered it to be the lair of a recently deceased wyvern. The corpse of the great beast fed his people for a number of weeks, but also provided him with an idea when other food sources became rare. Using the remains of the wyvern’s body, he created a number of tools to dissuade most people from tracking his tribe down. Sending for expert trackers from his tribe, he had his food raiders trained in the art of covering up their own tracks and laying down a false trail. At the same time, he helped develop the sorcerous talent in those within his group who showed the potential, encouraging the development of illusion magic.
Now, whenever his tribe raid for food, the people of the Hadin’s Ford area flee before the wyvern they believe to be attacking them, and all the tracks that are found at the scene of the raid are those of a huge draconic beast. If anyone ever does find the kobolds lair, a reptilian surprise awaits them.
Whenever Nathak sends out a raiding party, there are two things he ensures. Firstly that there is at least one sorcerer amongst their number who can cast illusions, and secondly that the feet of the wyvern are taken with them. The first of these is used to make those they raid believe that a great beast is attacking and as their raiding is done at night, it is a simple illusion to create - a few ghost sound spells will easily put the fear into your average farmer in the pre-dawn hours of the morning. The second is a pair of items created from the feet of the dead wyvern. Nathak had the feet of the beast stuffed and preserved, and had poles attached though holes that were drilled in the ankle bones. This allows them to be carried easily to the places where the kobolds raid, and they are used to lay down a false trail hide their true nature. Luckily they have little need to make more that a few of footprints on most occasions as the beast they are imitating usually attacks on the wing, but at each site they raid they make sure there is at least some evidence left of the wyvern’s prints (usually in any convenient soft mud they can find where their limited weight applied atop the preserved feet will still make a decent impression).
If anyone ever does make it to the lair then a surprise awaits them in the form of the rest of the wyvern’s corpse. Stuffed and preserved in the same way, Nathak had the thing mounted atop a wooden platform hidden behind a low, rough wall in the entrance to their lair and strung up with pulleys to allow a team of his clan to give it the semblance of life. Combined with the illusions of the sorcerers he always had stationed at the entrance (to provide the illusion of things such as vicious roars, blinking eyes and dripping saliva, and to hide evidence of the pulley system) they can make the wyvern’s corpse appear to be something much, much nastier. Hathak hopes that if anyone does make it as far as the caves, this monstrous welcome will send them fleeing for good.
Usage: Nathak and his clan work best as a small side trek for low-level characters. Hadin’s Ford (or another town) can simply be a stop along a journey the group take, where they are approached to aid the town in the slaying of the beast that is devastating their livestock. Presented here are the main characters of Nathak’s group. The encounter level of this side trek will depend very much on the number of the lower rank characters you use, and also the number of basic kobolds you decide are living here.
Stats:

The first three entries are the named individuals of Nathak’s group.

Nathak, outpost leader.
Sorerer 4 (ECL 4).
Male Small Humanoid (reptilian).
Hit Dice:
4d4+8.
Hit Points: 21.
Initiative: +3.
Speed: 30 ft.
Armour Class: 16, touch 14, flatfooted 13.
BAB: +2; Grapple: -4
Attack/Full Atk: Mwk shortspear +2 melee (1d4-2/x2), or mwk shortspear +7 ranged (1d4-2/x2).
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells.
Special Qualities: Darkvision 60 ft., light sensitivity, spells.
Alignment: Lawful Evil.
Saving Throws: Fort +2, Rex +5, Will +4.
Abilities: Str 7[-2], Dex 17[+3], Con 14[+2], Int 12[+1], Wis 11[-], Cha 16[+3].
Skills: Bluff +5, Concentration +9, Craft (trap making) +5, Hide +7, Knowledge (arcana) +4, Profession (mining) +4, Search +3, Spellcraft +6.
Feats: Dodge, Spell Focus (illusions).
Languages Spoken: Common, draconic.
Deity: Tiamat.
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell (-1 penalty to attack, Search and Spot).
Possessions: Bracers of armour +1, mwk shortspear, spell component pouch, violet garnet (600gp), 22pp, 50gp, 15sp.
Spells Known (6/7/4, base save DC = 13 + spell level, 14 + spell level for illusions): 0 - acid splash, detect magic, ghost sound, read magic, resistance, touch of fatigue; 1st - cause fear, colour spray, silent image; 2nd - minor image.

Dolith, captain of the guard.
Fighter 2 (ECL 2)
Male Small Humanoid (reptilian).
Hit Dice:
2d10 +2.
Hit Points: 22
Initiative: +5
Speed: 20 ft.
Armour Class: 21, touch 11, flatfooted 21.
BAB: +2; Grapple: -1
Attack/Full Atk: Mwk rapier +6 melee (1d4+1/18-20/x2).
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., light sensitivity.
Alignment: Lawful Evil.
Saving Throws: Fort +4, Rex +1, Will -1
Abilities: Str 13[+1], Dex 13[+1], Con 12[+1], Int 13[+1], Wis 9[-1], Cha 10[-].
Skills: Craft (trap making) +8, Handle Animal +5, Hide -2, Intimidate +5, Search +3.
Feats: Improved Initiative, Power Attack, Weapon Focus (rapier).
Languages Spoken: Common, draconic.
Deity: Kurtulmak.
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell (-1 penalty to attack, Search and Spot).
Possessions: Half-plate armour, heavy steel shield, mwk rapier, 85gp.

Eelith, spiritual advisor.
Cleric of Tiamat 1 (ECL 1)
Female Small Humanoid (reptilian).
Hit Dice:
1d8+1
Hit Points: 9
Initiative: +0
Speed: 20 ft.
Armour Class: 20, touch 11, flatfooted 20.
BAB: +0; Grapple: -3
Attack/Full Atk: Mwk heavy pick +4 melee (1d4+1/x4).
Space/Reach: 5 ft./5 ft.
Special Attacks: Rebuke animals (reptiles and snakes only), rebuke undead, spells.
Special Qualities: Darkvision 60 ft., light sensitivity.
Alignment: Lawful Evil.
Saving Throws: Fort +3, Rex +0, Will +5.
Abilities: Str 13[+1], Dex 10[-], Con 13[+1], Int 10[-], Wis 16[+3], Cha 12[+1].
Skills: Craft (trap making) +2, Concentration +5, Heal +7, Hide -3, Search +2.
Feats: Weapon Focus (heavy pick).
Languages Spoken: Draconic.
Deity: Tiamat.
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell (-1 penalty to attack, Search and Spot).
Possessions: Splint mail armour, heavy steel shield, mwk heavy pick, spell component pouch, holy symbol, 45gp.
Spells Prepared (3/2+1; base save DC = 13 + spell level): 0 - cure minor wounds (x2), resistance; 1st - cure light wounds (x2), protection from good.
Domains: Evil (casts evil spells at +1 level), Scaly kind (rebuke or command reptiles and snakes).

The next three entries can be individuals or used multiple times, depending on the size you decide for Nathak’s tribe.

Sergeant(s)
Fighter 1 (ECL 1)
Male or Female Small Humanoid (reptilian).
Hit Dice:
1d10.
Hit Points: 10
Initiative: +5
Speed: 20 ft.
Armour Class: 20, touch 11, flatfooted 20.
BAB: +1; Grapple: -3
Attack/Full Atk: Mwk shortspear +4 melee (1d4/x2)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., light sensitivity.
Alignment: Lawful Evil.
Saving Throws: Fort +2, Rex +1, Will +0
Abilities: Str 10[-], Dex 13[+1], Con 11[-], Int 10[-], Wis 10[-], Cha 10[-].
Skills: Craft (trap making) +2, Handle Animal +4, Hide -2, Intimidate +4, Search +2.
Feats: Improved Initiative, Weapon Focus (shortspear)
Languages Spoken: Draconic.
Deity: Tiamat.
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell (-1 penalty to attack, Search and Spot).
Possessions: Splint mail armour, heavy steel shield, mwk shortspear, 15gp.

Tracker(s)
Ranger 1 (ECL 1)
Male or Female Small Humanoid (reptilian).
Hit Dice:
1d8-1
Hit Points: 7
Initiative: +3
Speed: 30 ft.
Armour Class: 18, touch 14, flatfooted 15.
BAB: +1; Grapple: -4
Attack/Full Atk: Longsword +1 melee (1d6-1/19-20/x2), or mwk longbow +6 ranged (1d6-1/x3).
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., light sensitivity.
Alignment: Lawful Evil.
Saving Throws: Fort +2, Rex +3, Will +0.
Abilities: Str 8[-1], Dex 17[+3], Con 9[-1], Int 10[-], Wis 10[-], Cha 10[-].
Skills: Craft (trap making) +2, Handle Animal +4, Heal +6, Hide +10, Listen +4, Search +2, Spot +4, Survival +6.
Feats: Self-sufficient.
Languages Spoken: Draconic.
Deity: Kurtulmak.
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell (-1 penalty to attack, Search and Spot).
Possessions: Studded leather armour, longsword, mwk longbow, x20 arrows, 15gp.

Mage(Magi)
Sorcerer 1 (ECL 1)
Male or Female Small Humanoid (reptilian).
Hit Dice:
1d4.
Hit Points: 4
Initiative: +1
Speed: 30 ft.
Armour Class: 13, touch 12, flatfooted 12.
BAB: +0; Grapple: -6
Attack/Full Atk: Mwk shortspear +0 melee (1d4-2/x2), or mwk shortspear +3 ranged (1d4-2/x2).
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells.
Special Qualities: Darkvision 60 ft., light sensitivity, spells.
Alignment: Lawful Evil.
Saving Throws: Fort +0, Rex +1, Will +2.
Abilities: Str 6[], Dex 13[], Con 11[], Int 10[], Wis 10[], Cha 14[].
Skills: Concentration +4, Craft (trap making) +2, Hide +5, Profession (mining) +2, Search +2, Spellcraft +4.
Feats: Spell Focus (illusions).
Languages Spoken: Draconic.
Deity: Tiamat.
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell (-1 penalty to attack, Search and Spot).
Possessions: Mwk shortspear, spell component pouch, 15gp.
Spells Known (5/4, base save DC = 12 + spell level, 13 + spell level for illusions): 0 - detect magic, ghost sound, read magic, touch of fatigue; 1st - colour spray, silent image.

The rest of Nathak’s tribe should be made up of a mix of combatants (warriors) and non-combatants, plus a few specialist roles (expert trap setters, adepts, scouts etc).
Originally posted by Lxarth.

Ignatius Thanatos: Male human Paladin 3/Fighter 2/Blackgaurd 2/Warrior of Darkness 3; CR 10; Medium-size human; HD 10d10; hp 112; Init +6; Spd 20 ft.; AC 26; Atk +16/+11 (1d8+5 Blackguard’s Blade 17-20x2), SA Smite Good, Darkling Weapon; SQ Lay on Hands, Detect Good, Poison Use, Dark Blessing, Ensorcelled Flesh, Aura of Evil; AL LE, SV Fort +20, Ref +9, Will +13; Str 16, Dex 16, Con 16, Int 12, Wis 16, Cha 18. Height 6’1”, weight 210 lbs.
Skills and Feats: Heal +5, Knowledge (religion) +5, Knowledge (arcane) +3, Alchemy +3, Ride +16, Spellcraft +1, Speak Language (Common, Abyssal, Giant, Infernal), Hide +9, Bluff +9. Iron Will, Power Attack, Cleave, Sunder, Weapon Focus (Longsword), Improved Initiative, Improved Critical (Longsword).
Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.
Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good.
Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Smite Good (Su): Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.
Darkling Weapon (Su): (from BoVD)
Black Magic Oil: Ensorcelled Flesh (from BoVD)+1 to Natural Armor.
Black Magic Elixir: Aura of Evil (from BoVD) +1 to Deflection AC.
Possessions: Blackguard’s Blade (+2 longsword, adds +10 dmg to smite good), Glamered Entropium +3 Full-plate, Maanvaki Grog (4 doses), Cloak of Resistance +1, Gloves of Dexterity +2, Heavy Warhorse, Half-Plate Barding, Equestrian’s Saddle, 1,235 GP.
Spells Prepared: Cause Fear, Cure Light Wounds. Save DC (14)
History: It has been almost a decade since Thanatos has lost his wife and son. Ignatious Thanatos was a devout follower of Heironeous, some would even call him a zealot. Until the day his wife was killed during a mugging. Thanatos begged the church to bring her back to life, even asked Heironeous himself to bring her back but Heironeous would not raise his wife. In the end it was The Patient One who answered the warriors prayers (from the BoVD).

The church let him and his newly raised wife alone for the time being, but they knew he was no longer seeking the guidance of God anylonger. Soon Thanatos's wife bore him a son, yet still the church just waited, and hoped that God would give them an answer. Many years passes, with the Paladin Thanatos no longer attending church or even praying. He lost touch of his former glory as a Paladin but still practiced swordplay, except now he was fighting for his own cause, and it was not the cause of good.

Almost ten years passed before the church took action, and while Thanatos was out gathering riches a few men stormed his home and slaughered Thanatos's family, beleiveing them to be creatures of evil. They punished his wife and in the end crucified both the child and the mother. When Thanatos returned and learned of the attack he flew into a rage and ran to the church where he assualted everone. Even killing many who where not involved in his wifes death.

After that Thanatos left only to be invited by The Patient One to be his champion which he gladly accepted. After a few small chapaigns against the church he disapered (many thinking him killed in battle). But he returned more powerful then ever with painful and vile brands covering his body.

Motivations/Desires: Thanatos is consumed by an overwelming desire to be with his wife once again, and will go to great lenghts to do just that. He has been promised by The Patient One that he will be grant this with just a few favors. Thanatos prefers to corrupt innocents into performing acts of evil then doing them himself. (Much like the modern day Charles Manson)

In my game, I had Thantos 'force' the PC's into gathering for him the horn of a (living) Unicorn. He is hoping that the horn can be turned into a Violated Horn and return to his wife once again.

Theme: A Big Bad Evil Guy

Notes: The creation method (I believe) was 4d6, drop lowest. He has raised his Str and Con through level pregression. This was created for 3.0 with some convertions from BoVD.
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