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Switch to Forum Live View Realms NPC Characters II
6 years ago  ::  Feb 14, 2007 - 3:53PM #481
Green_Giant_02
Date Joined: Jan 4, 2003
Posts: 529

ClobberinTime wrote:

Hey, did you all download a template to make the stats in such a nice format? If you have it handy coule you pm it to me. I don't know why but I can never get them to go into this message board without being screwy.


Sorry, but I don't have a template. I wish I did since it would make my life easier in statting.

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6 years ago  ::  Feb 14, 2007 - 4:02PM #482
Green_Giant_02
Date Joined: Jan 4, 2003
Posts: 529

ravennight wrote:

Your welcome clobber, I am surprised that Orback doesn't already have stats, since he is one of the manshoon clones and leader of the night masks, but I hope that is useful. I'll post more as I hunt down npc's that haven't been stated yet, AND, I do want to continue on the Magister project, just because there is enough info on alot of them to put together some reasonably accurate stats, and their magic is important to the realms.


Orbakh did have stats posted. I posted him under the name of the Faceless. He can be found on page 8.

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6 years ago  ::  Feb 14, 2007 - 8:54PM #483
ravennight
Date Joined: May 29, 2006
Posts: 56
Oh well, GG, at least it doesn't look like I'm too far off of what you did. I just don't do as complete of a write-up as you do. I'm going to continue writing up the Cormyrean wizards and Magisters, though, I love wizards, so I am going to try and do as many as possible.
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6 years ago  ::  Feb 14, 2007 - 10:12PM #484
ravennight
Date Joined: May 29, 2006
Posts: 56
Mellomir of Arabel, CR 27
LN male Tethyrian wizard 12/loremaster 10/arcane devotee 5 of Azuth; medium-sized humanoid (human) Init +3; AC 13, touch , flat-footed (+ Dex, + armor, + deflection)
HD 12d4+48 (wizard) plus 10d4+40 (loremaster) plus 5d4+20 (arcane devotee); hp 181; Fort +11, Ref +19, Will +22; Speed 30 ft. (6 squares); Base Atk +13/+8; Abilities Str 12 (+2), Dex 15 (+3), Con 16 (+4), Int 22 (+6), Wis 16 (+3), Cha 14 (+2); SA reach of the holy, divine synergy;SQ instant mastery (ride), lore, secrets of inner strength, applicable knowledge (Craft Scepter), dodge trick,weapon trick, the lore of true stamina, greater lore, true lore, sacred defense +1, sacred defense +2, divine shroud, spell turning (first nine levels each round);

Skills Concentration +33, Craft (alchemy) +26, Craft (painting) +10, Craft (woodcarving) +12, Decipher Script +21, Gathering Information +13, Heal +9, Knowledge (arcana) +39, Knowledge (history) +26, Knowledge (religion) +26, Profession (scribe) +13, Spellcraft +38, Use Magic Device +17;
Feats Skill Focus (Knowledge [arcana]), Eschew Materials, Scribe Scroll (bonus), Magical Aptitude, Craft Wondrous Item (bonus), Enlarge Spell, Extend Spell, Craft Wand (bonus), Improved Counterspelling, Quicken Spell, Still Spell, Craft Staff, Craft Scepter (bonus), Improved Spellcasting (epic), Multispell (epic),
Languages Chondathan, Common, Draconic, Dwarf, Elven, Alzhedo, Lantanese, Orc, Chessentan, Illuskan;
Possessions cloak of resistance +4, bracers of armor +6, wand of lightning bolt, staff of divination, headband of intellect +4, robes of the archmagi, ring of arcane supremacy, ring of enduring arcana, necklace of acid pearls, +2 flying dagger, 4 masterwork daggers, +2 shocking bolt light crossbow, 20 crossbow bolts, 2 flasks of acid, 2 flasks of alchemist's fire; as an wizard of power he is able to acquire or craft almost any magical item.

Wizard Spells Prepared 4/7/6/6/6/6/5/5/5/5/1; CL 27th:
0-mage hand, detect magic, dancing lights, arcane mark;
1st-protection from evil, mage armor, unseen servant, identify, burning hands, magic missile, Tenser's floating disk;
2nd-resist energy, Melf's acid arrow, detect thoughts, invisibility, levitate, bull's strength;
3rd-dispel magic, magic circle against evil, nondetection, arcane sight, hold person, fireball;
4th-minor globe of invulnerability, scrying, Ilyykur's mantle, backlash, incendiary surge, silent lightning bolt;
5th-teleport, wall of force, lesser ironguard, ball lightning, Presper's moonbow, coat of arms;
6th-globe of invulnerability, legend lore, chain lightning, silent still incendiary surge, lingering flames;
7th-greater teleport, project image, reverse gravity, greater ironguard, silent stilled ball lightning;
8th-prismatic wall, Otiluke's telekinetic sphere, iron body, lightning ring, dreaded form of the eye tyrant;
9th-prismatic sphere, teleportation circle, meteor swarm, prismatic deluge, quickened ball lightning;
10th-quickened chain lightning;

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Hook "We must learn from history or we are doomed to repeat it, that is the true power of knowledge.''
Description This man is a sage known across the realms for his knowledge of history and his predictions. Over the years he has made many notable predictions including the death of Bhaal and Myrkul during the Time of Troubles. He is protected by powerful spells of his own devising, and is known to have single-handedly destroyed a Westgate family who had marked him as an enemy and repeatedly tried to assassinate him.
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Sources Volo's Guide to Cormyr, Players Handbook 3.5, Dungeon Master's Guide 3.5, Players Guide to the Realms, Complete Mage, Epic Level Handbook, Forgotten Realms Campaign Setting, Magic of Faerun.
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6 years ago  ::  Feb 15, 2007 - 5:02AM #485
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Love the stats for the Phaerimm Green Giant, great work! Have you any plans to stat out the other Underdark NPC's like the Imaskari sorcerer Illis Khendarhine or the Cloaker lord, the Emissary?
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6 years ago  ::  Feb 15, 2007 - 11:58AM #486
ravennight
Date Joined: May 29, 2006
Posts: 56
Here you go Mordukhavar, this is Talana, the one who first started the Magefairs, though the dates you gave were for the next magister, so I assume you still wanted her.

Talana Brakuularn, CR 19
NE female Tethyrian wizard 15; medium-sized humanoid (human); Init +0; AC 10,
HD 15d4+15 (wizard); hp 48; Fort +8, Ref +8, Will +12; Speed 30 ft. (6 squares); Base Atk +6/+1; Abilities Str 9 (-1), Dex 10, Con 12 (+1), Int 17 (+3), Wis 11, Cha 13 (+1); SA arcane generosity, spellpurge, spell-like abilities;SQ mind blank, spell immunities, magister's step, spell focus, name attunement, the magister's sigil, rapid preperation, Mystra's shield, magesight; SR 20;

Skills Concentration +11, Craft (calligraphy) +6, Decipher Script +9, Gather Information +6, Intimidate +7, Knowledge (arcana) +21, Knowledge (history) +13, Sense Motive +8, Spellcraft +24;
Feats Spell Focus (Enchantment), Skill Focus (Sense Motives), Scribe Scroll (bonus), Improved Counterspell, Craft Wand (bonus), Unsettling Enchantment, Touch of Distraction, Extend Spell (bonus), Practiced Spellcaster, Arcane Defense (Enchantment), Empower Spell (bonus),
Languages Alzhedo, Common, Chessentan, Draconic;
Possessions wand of magic missile, wand of charm person, wand of lightning bolt, wand of fireball, ring of mind shielding, ring of protection +3, items too numerous to list, as Magister she had access to innumerable items and spells.

Wizard Spells Prepared 4/5/5/5/4/4/3/2/1; CL 19th, 20th with Enchantment.
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Hook "I'm the wisest one to know how to use the magic around me, wizards hould refer to my judgment.''
Description Talana was a decadent, large, and homely woman whose paranoia about other wizards caused her to try and destroy those around her she thought might rise enough in Art to challenge her for magic. She, did, however also have a sense of grandeur about herself, seeing herself as the leader of a cadre of subservient wizards, she gathered a group of noblewomen in the Shoon Imperium where she lived, and began an arcane 'club' in which all new magic was shared, and no experimentation was allowed except by her own supervision, ensuring that she would have access to a pool of new and recently discovered magic. This also meant she could deny access to her rivals or those who disobeyed, eventually causing infighting among the women involved. When the tension rose against her she decided to host the first Magefair, relieving what plots might develop among her peers. This was her one notable action as Magister, although she was killed the night before her second Magefair, though it had been so successful the first time that those in attendance convinced her to host a second.
Notes I've left the spells memorized section empty as she had access to such a wide selection of spells, any DM should feel free to tailor it to their campaign. I have also left out the benefit under Mystra's Shield of a SR of 50 for the first couple months of being Magister, which reflected a change to the beginning powers of the Magister that happened later to protect newly arisen Magisters.
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Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever she gives away a magic item she created or teaches someone a new spell, she gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them.
Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon her by other people are removed. The new Magister is also offered an immediate teleport to a safe place where she can remain undisturbed for up to a tenday, learning more about the duties of the Magister.
Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects.
Magesight (Ex) A Magister's connection to the Weave allows her to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of her magesight).
Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day-charm person, detect thoughts, lightning bolt, globe of invulnerability, dominate person, globe of invulnerability, circle of death, finger of death, demand, power word kill.
Mind Blank (Su) The Magister is constantly protected by a hightened (10th level) mind blank.
Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. She is also immune to: magic missile, scorching ray, fireball, enervation, cone of cold, circle of death, finger of death, horrid wilting, imprisonment.
Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it.
Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools.
Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell she has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used.
Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. She also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect.
The Magister's Sigil (Su) The Magister, like almost all powerful mages, has her own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days.
Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour.

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Sources Secrets of the Magister 2nd Ed., Players Handbook 3.5, Dungeon Master's Guide 3.5, Magic of Faerun, Players Guide to Faerun, Complete Adventurer, Complete Arcane, Complete Mage.
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6 years ago  ::  Feb 16, 2007 - 12:10AM #487
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Thank you very much Ravennight, very appreciated!!
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6 years ago  ::  Feb 16, 2007 - 10:29AM #488
ravennight
Date Joined: May 29, 2006
Posts: 56
Irithra Dawntanthra, CR 32
CN female Calishite wizard 7/sorcerer 15/ultimate magus 6; medium-sized humanoid (human); Init +1, AC 19, HD 7d4+14 (wizard) plus 15d4+30 (sorcerer) plus 6d4+12 (ultimate magus); hp 126; Fort +13, Ref +13, Will +23; Speed 30 ft. (6 squares); Base Atk +13/+8; Abilities Str 10, Dex 13 (+1), Con 15 (+2), Int 15 (+2), Wis 15 (+2), Cha 20 (+5); SA arcane generosity, spellpurge, spell-like abilities;SQ arcane spell power +1, expanded spell knowledge (1st level or lower), augmented casting, arcane spell power +2, expanded spell knowledge (2nd or lower), expanded spell knowledge (3rd level or lower), mind blank, spell immunities, magister's step, spell focus, name attunement, the magister's sigil, rapid preperation, Mystra's shield, magesight; SR 20;

Skills Concentration +22, Craft (leatherworking) +6, Decipher Script +15, Gather Information +11, Intimidate +13, Knowledge (arcana) +42, Knowledge (geography) +10, Knowledge (history) +9, Sense Motive +7, Spellcraft +42;
Feats Mind Over Body, Skill Focus [Spellcraft], Scribe Scroll (bonus), Spell Hand, Extend Spell (bonus), Craft Wondrous Item, Chain Spell, Martial Weapon Proficiency (longsword), Combat Casting, Repeat Spell, Craft Staff, Spontaneous Spell (epic), Twin Spell (bonus), Efficient Item Creation (Craft Wondrous Item) (epic);
Possessions cloak of resistance +4, +2 dispelling longsword, bracers of armor +8, quill of scribing, items too numerous to list, as Magister she had access to innumerable items and spells.

Sorcerer Spell Slots 6/8/7/7/7/7/6/6/6/4; CL 19th;
Sorcerer Spells Known 9/5/5/4/4/4/3/3/3/2.
Wizard Spells Prepared 4/5/5/4/4/3; CL 13th.
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Hook "I have no time for blustering old archmages, my time is better served by guiding the young onto the path.''
Description Born to a Calashite woman who fled an badly arranged marriage, Irithra was raised in the Moonshaes and spent most of her young adult life there, watching her mother cast small spells for fees, and using divining spells to watch events on the mainland. Eventually Irithra began learning rudimentary spellcraft as well, concentrating mostly on practical things. When Azuth offered her the office of Magister, she spent time asking him questions about the purpose of the position and the goals of himself and Mystra in having a Magister, which he answered fully. After learning the powers of her office and gaining significantly in skill, she spent her years wandering the realms, crafting items and placing them and beginning spellbooks in the hands of young people showing magical promise. The rise in mages during her time as Magister made her many enemies and led to her death, in an untimely duel where she defeated her foe, but awakened a white wyrm, only to defeat the wyrm and flee, exhausted, directly into an adventuring wizard headed to destroy the dragon himself.
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Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever she gives away a magic item she created or teaches someone a new spell, she gains XP equal to ½ of the XP cost of that item (treat teaching a spell as giving away a scroll of that spell). This bonus is not awarded for items or spells that destroy or feed upon magic (such as dispel magic, energy transformation field, or Mordenkainen's disjunction). Many Magisters have created a legacy for themselves by leaving caches of spellbooks or magic items where people with potential for great magic will find them.
Spellpurge (Su) When the character becomes the Magister, all existing curses, charms, and other spells and effects placed upon her by other people are removed. The new Magister is also offered an immediate teleport to a safe place where she can remain undisturbed for up to a tenday, learning more about the duties of the Magister.
Mystra's Shield (Ex) The Magister is immune to all enchantment spells and effects and psionics, and gains a +2 holy bonus on saving throw against all magical effects.
Magesight (Ex) A Magister's connection to the Weave allows her to sense wild magic or dead magic areas, spellcasting, gates, portals, and ongoing spell effects within 60 feet. These are sensed automatically without concentration, and magesight operates even when the Magister is unconscious (awakening the Magister if something new enters the range of her magesight).
Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day-unseen servant, protection from arrows, fireball, arcane eye, teleport, globe of invulnerability, feeblemind, protection from spells, Mystra's miasma.
Mind Blank (Su) The Magister is constantly protected by a hightened (10th level) mind blank.
Spell Immunities (Su) The Magister is immune to all forms of magical writing (such as glyph of warding, explosive runes, sepia snake sigil, and symbol), and her presence does not trigger their effects. She is also immune to: burning hands, Melph's acid arrow, fireball, Evard's black, cone of cold, chain lightning, prismatic spray, maze, wail of the banshee.
Magister's Step(Su) The Magister can step through any barrier of 6th level or lower as if it did not exist. This does not destroy the barrier; the Magister simply passes through it.
Spell Focus (Su) The Magister casts all spells as if she had the Spell Focus feat for all schools.
Imbuement (Sp) As imbue with spell ability, except that the Magister can imbue a target with any spell she has prepared (or knows, if a sorcerer). This ability permanently costs the Magister 1 hit point each time it is used.
Name Attunement (Su) The Magister can hear her name or the title of the Magister spoken anywhere in the world, plus the next nine words spoken after it. She also gains an idea of the direction and distance of the speaker. Treat this ability as a 9th-level divination effect.
The Magister's Sigil (Su) The Magister, like almost all powerful mages, has her own personal sigil, but can use the sigil of the Magister as well. Any other creature that writes the sigil of the Magister in a permanent manner (as opposed to tracing it in the air or on sand) must make two Will saves (DC 25 each) to negate a blindness and feeblemind (respectively) that last for ten days.
Rapid Preperation (Su) The Magister only needs 10 minutes to prepare spells instead of an hour.

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Sources Secrets of the Magister 2nd Ed., Players Handbook 3.5, Dungeon Master's Guide 3.5, Magic of Faerun, Players Guide to Faerun, Complete Adventurer, Complete Arcane, Complete Mage.
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6 years ago  ::  Feb 17, 2007 - 3:07PM #489
Jhiroth
Date Joined: Jan 21, 2007
Posts: 5
Thanks for the phaerimm, Green Giant!
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6 years ago  ::  Feb 19, 2007 - 9:22PM #490
bitter_thorn
Date Joined: Nov 10, 2003
Posts: 126
Very nicely done! Of course I'm swiping this for my Cormyr game!

Thanks!

ravennight wrote:

Here's my first of the wizards of Cormyr.

Laspeera Naerinth CR 17
NG female Chondathan wizard 14/loremaster 3; medium-sized humanoid (human)
Init +2; AC 12, touch , flat-footed (+ Dex, + armor, + deflection)
HD 14d4+14 plus 3d4+3; hp 59; Fort +6, Ref +9, Will +18; Speed 30 ft. (6 squares); Base Atk +9/+4; Abilities Str 12 (+1), Dex 15 (+2), Con 13 (+1), Int 20 (+5), Wis 18 (+4), Cha 18 (+4); SA ;SQ Leadership score- 27, secret (instant mastery), lore, secret (applicable knowledge); SR ;

Skills Concentration +18, Craft (calligraphy) +13, Decipher Script +15, Diplomacy +14, Gather Information +10, Intimidate +6, Knowledge (arcana) +20, Knowledge (Cormyr geography) +20, Knowledge (Cormyr history) +20, Knowledge (nobility and royalty) +26, Perform (oratory) +5, Perform (dance) +7, Profession (scribe) +7, Ride (horse) +3, Search +7, Sense Motives +14, Spellcraft +27;
Feats Discipline, Lightning Reflexes, Scribe Scroll (bonus), Skill Focus (Knowledge [nobility and royalty]), Craft Wand (bonus), Skill Focus (Spellcraft), Negotiator, Extend Spell (bonus), Leadership, Spell Focus (Abjuration), Quicken Spell (bonus), Investigator (bonus),
Languages Chondathan, Common, Draconic, Elvish, Dwarf, Gnome,
Possessions war wizard's cloak, purple dragon ring, staff of divination;

Wizard Spells Prepared 4/6/5/5/5/5/4/3/2/1; CL 17th, 19th for Abjuration:
0-dancing lights, mage hand, detect magic, daze;
1st-hold portal, protection from evil, detect undead, comprehend languages, disguise self;
2nd-arcane lock, protection from arrows, detect thoughts, see invisibility;
3rd-dispel magic, magic circle against evil, lightning bolt, gaseous form;
4th-dimensional anchor, solid fog, Ilyykur's mantle, Tirumael's energy spheres;
5th-break enchantment, Mordenkainen's private sanctum, teleport, feeblemind, wall of force;
6th-greater dispel magic, globe of invulnerability, mass bull's strength, globe of invulnerability;
7th-spell turning, mass hold person, greater arcane sight;
8th-dimensional lock, protection from spells;
9th-quickened lesser ironguard;
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Hook "I serve the good of the realm, and since the health of the realm depends on this monarchy, I am lucky to be able to protect the ones I care about in the process.''
Description Laspeera is the de facto leader of the War Wizards, running many day-to-day activities of organizing the body of wizards and of their training. She also assists Caladnei, the Mage Royal, as often as she needs, and with the departure of Vangerdahast, is almost always at the Royal Palace as consul to the Steel Regent.
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Sources Volo's Guide to Cormyr, Players Handbook 3.5, Dungeon Master's Guide 3.5, Players Guide to the Realms.


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