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Has anyone posted stats for the characters in the Sacrifice of the Widow book? Specifically, I'd like to see the Lady Penitent and Dhairn statted out, but if someone posts, say, Flinderspeld's stats instead, beggers can't be choosers. ;-)
Here are the remaining members of the Jaezred Chaulssin. Enjoy.
Patron Father Durrelon Claddmtor CR 16 Male young adult drow-dragon Ranger 5 of Vhaerun/Assassin 4 CE Medium dragon (elf) Draconomicon 191, Dragons of Faerun 44 (sidebar) Init +4; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Listen +25, Spot +25 Aura frightful presence (150 ft. radius, DC 22 Will negates) Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Undercommon ------------------------------------------------------------ AC 31, touch 12, flat-footed 31 (+2 deflection, +19 natural); uncanny dodge hp 219 (25 HD); DR 5/magic Immune energy drain, paralysis, sleep SR 20 Fort +19 (+21 vs. poison), Ref +16, Will +17 ------------------------------------------------------------ Speed 80 ft., fly 150 ft. (poor); Flyby Atttack Melee bite +27 (1d8+4) and 2 claws +25 (1d6+2) and 2 wings +25 (1d4+2) Space 5 ft.; Reach 5 ft. Base Atk +23; Grp +27 Atk Options Blind-Fight, Dire Charge; death attack, distracting attack, favored enemy elf +4 (+7 to damage), favored enemy vermin +2 (+5 to damage), sneak attack +2d6 Special Actions breath weapon (30 ft. cone, energy drain for 2 negative leves, DC 21 Reflex half), poison use Combat Gear daylight pellet x6, potion of greater magic fang +3 Sorcerer Spells Known (CL 3rd): 1st (6/day)–combat readiness [Drow of the Underdark], cure light wounds, true strike 0 (6/day)–detect magic, guidance, message, read magic, resistance Ranger Spells Prepared (CL 2nd): 1st–resist energy Assassin Spells Known (CL 4th): 2nd (2/day)–cat’s grace, darkness, invisibility 1st (4/day)–critical strike, disguise self, ebon eyes, shadow double (DC 15) [Drow of the Underdark] Spell-Like Abilities (CL 5th): 3/day–mirror image ------------------------------------------------------------ Abilities Str 18, Dex 10, Con 16, Int 18, Wis 18, Cha 19 SQ alternate form, shadow blend, trapfinding, wild empathy +9 Feats Alertness, Blind-Fight, Dire Charge, Endurance {B}, Favored in the Guild, Flyby Attack, Improved Favored Enemy, Improved Initiative, Multiattack, Track {B}, Two-Weapon Defense, Two-Weapon Fighting {B} Skills Climb +14, Concentration +22, Diplomacy +6, Disguise +8, Hide +25, Intimidate +23, Jump +16, Knowledge (arcana) +23, Knowledge (dungeoneering) +23, Knowledge (geography) +12, Knowledge (nature) +12, Knowledge (the planes) +23, Listen +25, Move Silently +25, Search +23, Sense Motive +11, Spot +25, Survival +14 (+16 underground, avoid getting lost, natural aboveground, on other planes, and to follow tracks), Tumble +9 Possessions combat gear as well as armor of the unending hunt (in drow form), +2 elfbane rapier (in drow form), fang of Jaezred Chaulssin (in drow form), drow house insignia – shadow phase 1/day, greater piwafwi (in drow form), ring of protection +2. As a patron father of the Jaezred Chaulssin and a young adult drow-dragon, Durrelon has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “None shall escape from the fangs of Jaezred Chaulssin.” Description Unknown Note Durrelon has replaced his animal companion with the Distracting Attack (PHB II) alternative class feature. ------------------------------------------------------------ Alternate Form (Su) Durrelon can assume drow form as a standard action three times per day. He can remain in its drow form until he chooses to return to its natural form. Death Attack (Ex) If Durrelon studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 22 (24 with fang of Jaezred Chaulssin) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Distracting Attack (Ex) Whenever, Durrelon hits an enemy with a weapon attack, that enemy is considered flanked for the purpose of adjudicating his allies’ attacks. This condition lasts until either the enemy is attacked by one of his allies or until the start of his next turn, whichever comes first. This ability has no effect on creatures that can’t be flanked. Poison Use (Ex) Durrelon is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Shadow Blend (Su) In any conditions other than full daylight, Durrelon can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or a continual flame spell, does not negate this ability, but a daylight spell will. ------------------------------------------------------------ Sources Dragons of Faerun web enhancement III (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Draconomicon (3.5E), Dungeon Master’s Guide II (3.5E), Player’s Handbook II (3.5E), Drow of the Underdark (3.5E), Complete Warrior (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, enervation, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Patron Father Vesz’zt Auvryana CR 20 Male vampiric adult drow-dragon Rogue 6/Assassin 3 CE Large undead Draconomicon 191, Dragons of Faerun 44 (sidebar) Init +8; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Listen +47, Spot +47 Aura frightful presence (180 ft. radius, DC 27 Will negates) Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Terran, Undercommon ------------------------------------------------------------ AC 40, touch 16, flat-footed 40 (-1 size, +4 Dex, +3 deflection, +24 natural); improved uncanny dodge; Dodge hp 181 (28 HD); fast healing 5; DR 10/magic Immune undead traits Resist cold 20, electricity 20; evasion; SR 22 Fort +15 (+16 vs. poison), Ref +23, Will +21 Weakness vampiric weaknesses ------------------------------------------------------------ Speed 80 ft., fly 150 ft. (poor); Flyby Atttack Melee bite +28 (2d6+6) and 2 claws +26 (1d8+3 plus energy drain) and 2 wings +26 (1d6+3) and tail slap +26 (1d8+9) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Base Atk +23; Grp +33 Atk Options Arterial Strike, Blind-Fight, Combat Expertise, Combat Reflexes, Improved Feint, Quicken Breath; death attack, sneak attack +5d6 Special Actions blood drain, breath weapon (40 ft. cone, energy drain for 3 negative leves, DC 27 Reflex half), charm, domination, poison use Combat Gear potion of barkskin +5, potion of greater magic fang +2 Sorcerer Spells Known (CL 5th): 2nd (6/day)–command undead (DC 20), death knell (DC 20) 1st (8/day)–deathwatch, detect undead, divine favor, entropic shield 0 (6/day)–detect magic, disrupt undead, guidance, mage hand, message, read magic Assassin Spells Known (CL 3rd): 2nd (2/day)–darkness, invisibility 1st (4/day)–disguise self, ebon eyes, true strike Spell-Like Abilities (CL 6th): 3/day–mirror image 2/day–dimension door ------------------------------------------------------------ Abilities Str 23, Dex 18, Con -, Int 22, Wis 22, Cha 26 SQ alternate form, create spawn, shadow blend, trap sense +2, trapfinding, +4 turn resistance Feats Alertness {B}, Arterial Strike, Blind-Fight, Combat Expertise, Combat Reflexes {B}, Create Spectral Spawn, Dodge {B}, Favored in the Guild, Flyby Attack, Improved Energy Drain, Improved Feint, Improved Initiative {B}, Lightning Reflexes {B}, Multiattack, Quicken Breath Skills Balance +15, Bluff +31, Climb +15, Concentration +22, Diplomacy +21, Disguise +17 (+19 acting), Gather Information +10, Hide +39, Intimidate +35, Jump +17, Knowledge (arcana) +28, Knowledge (dungeoneering) +28, Knowledge (local-the Deep Wastes) +28, Knowledge (the planes) +28, Listen +47, Move Silently +43, Search +36, Sense Motive +36, Spot +47, Survival +6 (+8 underground, on other planes and to follow tracks), Tumble +21 Possessions combat gear as well as +2 mithral shirt of shadow and silent moves (in drow form), rapier of puncturing (in drow form), fang of Jaezred Chaulssin (in drow form), cloak of charisma +4 (in drow form), drow house insignia – protection from positive energy 1/day, ring of protection +3, ring of shadows, vest of resistance +2 (in drow form). As a patron father of the Jaezred Chaulssin and an adult drow-dragon, Vesz’zt has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “Listen to them: the children of the Underdark. What sweet sounds they make.” Description Unknown ------------------------------------------------------------ Alternate Form (Su) Vesz’zt can assume drow form as a standard action three times per day. He can remain in its drow form until he chooses to return to its natural form. Blood Drain (Ex) Vesz’zt can suck blood from a Medium or smaller living foe he has pinned, dealing 1d4 points of Constitution drain each round the pin is maintained. Charm (Su) Vesz’zt’s voice can bewitch listeners. This requires a full-round action by Vesz’zt, but any creature within 180 feet who can hear his voice must make a DC 27 Will save or become charmed (as charm monster). The charm is immediately broken if he uses his frightful presence within range of the charmed individual or makes an attack against the charmed individual. He need not see his targets to use this power. Create Spawn (Su) A humanoid or monstrous humanoid slain by Vesz’zt’s energy drain becomes a vampire spawn in 1d4 rounds. A victim reduced to 0 Constitution by his blood drain becomes a vampire spawn if it had 4 or fewer HD, or a vampire if it had more. In either case, the new vampire or spawn is under Vesz’zt’s command and remains enslaved until his death. An adult or older dragon slain by his blood drain returns as a vampiric dragon; young adult or younger dragons (or any dragon slain by his energy drain) rise as mindless zombie dragons. Death Attack (Ex) If Vesz’zt studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 23 (25 with fang of Jaezred Chaulssin) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Domination (Su) Vesz’zt can crush an opponent’s will just by looking into its eyes. This works similarly to a gaze attack except Vesz’zt must use a standard action; those merely looking at him aren’t affected. The target can resist with a DC 27 Will save, otherwise he falls under Vesz’zt’s influence as though by a dominate monster spell (caster level 18th). This ability has a range of 90 feet. Energy Drain (Su) A living creature hit by Vesz’zt’s claw attack gains one negative level. Fast Healing (Ex) Vesz’zt heals 5 hit points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points or lower, he assumes gaseous form (fly speed 40 feet, otherwise as the spell) and attempts to escape. He must reach his hoard within 2 hours or be utterly destroyed. Once at rest upon his hoard, he rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round. Poison Use (Ex) Vesz’zt is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Shadow Blend (Su) In any conditions other than full daylight, Vesz’zt can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or a continual flame spell, does not negate this ability, but a daylight spell will. Vampiric Weaknesses Direct sunlight slows Vesz’zt, allowing him only a single standard or move action each round. He survive exposure to direct sunlight for 6 rounds, after which he is utterly destroyed. Driving a wooden stake through his heart slays him as well. He is not injured by immersion in water, nor is he repelled by garlic or mirrors and can freely cross running water. He can’t enter a home unless invited. ------------------------------------------------------------ Sources Dragons of Faerun web enhancement III (3.5E), PHB 3.5, DMG 3.5., MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Draconomicon (3.5E), Dungeon Master’s Guide II (3.5E), Drow of the Underdark (3.5E), Complete Warrior (3.5E), Libris Mortis (3.5E), and Magic Item Compendium (3.5E). Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, enervation, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Patron Father Zammzt Everharn CR 23 Male mature adult drow-dragon Rogue 5/Assassin 8 CE Large dragon (elf) Draconomicon 191, Dragons of Faerun 44 (sidebar) Init +7; Senses blindsense 60 ft., darkvision 150 ft., low-light vision; Listen +30, Spot +30 Aura frightful presence (210 ft. radius, DC 26 Will negates) Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Terran, Undercommon ------------------------------------------------------------ AC 31, touch 14, flat-footed 31 (-1 size, +3 Dex, +2 deflection, +25 natural); improved uncanny dodge; Dodge, Mobility hp 350 (35 HD); DR 10/magic Immune energy drain, paralysis, sleep Resist evasion; SR 25 Fort +25 (+29 vs. poison), Ref +24, Will +26 ------------------------------------------------------------ Speed 80 ft., fly 150 ft. (poor); Flyby Atttack, Spring Attack Melee bite +36 (2d6+8) and 2 claws +31 (1d8+6) and 2 wings +31 (1d6+6) and tail slap +31 (1d8+11) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Base Atk +29; Grp +40 Atk Options Blind-Fight; death attack, sneak attack +7d6 Special Actions breath weapon (40 ft. cone, energy drain for 4 negative leves, DC 26 Reflex half), hide in plain sight, poison use Combat Gear daylight pellet x4, 5 doses of creeping nullscourge, 2 doses of darklight brew, 2 doses of deathblade, 5 doses of drow poison, 5 doses of shadow essence, 5 doses of underdark blight, potion of barkskin +5, potion of neutralize poison x2, wand of cure critical wounds (10 charges), wand of dispel magic (10th) (20 charges) Sorcerer Spells Known (CL 7th): 3rd (5/day)–know vulnerabilities (DC 18), protection from energy 2nd (7/day)–knock, see invisibility, silence 1st (8/day)–deathwatch, divine favor, expeditious retreat, shield, true strike 0 (6/day)–caltrops, detect magic, guidance, message, open/close, read magic, silent portal Assassin Spells Known (CL 8th): 4th (1/day)–deathsight [Complete Mage], freedom of movement, greater invisibility 3rd (3/day)–misdirection, toxic tongue (DC 18) [Complete Mage], vital strike [Complete Mage], wraithstrike 2nd (3/day)–animate weapon [Complete Mage], cat’s grace, darkness, spider climb 1st (3/day)–combat readiness [Drow of the Underdark], disguise self, ebon eyes, shadow double (DC 16)[Drow of the Underdark] Spell-Like Abilities (CL 7th): 3/day–mirror image 2/day–dimension door ------------------------------------------------------------ Abilities Str 23, Dex 16, Con 19, Int 20, Wis 20, Cha 21 SQ alternate form, shadow blend, trap sense +1, trapfinding Feats Blind-Fight, Destructive Attack, Dodge, Favored in the Guild, Flyby Attack, Improved Death Attack, Improved Initiative, Lingering Death, Mobility, Power Attack, Spring Attack, Two-Weapon Fighting Skills Balance +15, Bluff +15, Climb +16, Concentration +29, Diplomacy +20, Disable Device +22, Disguise +15 (+17 acting), Escape Artist +13, Hide +32, Intimidate +17, Jump +18, Knowledge (arcana) +30, Knowledge (dungeoneering) +15, Knowledge (local-Northdark) +15, Knowledge (the planes) +15, Listen +30, Move Silently +36, Open Lock +22, Search +30, Sense Motive +15, Sleight of Hand +24, Spot +30, Survival +5 (+7 underground, on other planes; +9 to follow tracks), Tumble +24, Use Magic Device +16 Skill Tricks Acrobatic Backstab, Spot the Weak Point Possessions combat gear as well as +2 mithral shirt of improved shadow and improved silent moves (in drow form), +2 assassination rapier (in drow form), sword of subtlety (in drow form), greater fang of Jaezred Chaulssin (in drow form), masterwork silver dagger (in drow form), masterwork cold iron dagger (in drow form), adamantine dagger (in drow form), amulet of mighty fists +2, assassin’s cloak (in drow form), bracers of murder, drow house insignia – shadow mask 1/day (worn as ring), ring of defense +2, rogue’s vest (in drow form). As a patron father of the Jaezred Chaulssin and a mature adult drow-dragon, Zammzt has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “Our fangs will strike from the shadows.” Description Unknown Note Zammzt has a +3 inherent bonus to his Dexterity from using a manual of quickness in action +3. ------------------------------------------------------------ Alternate Form (Su) Zammzt can assume drow form as a standard action three times per day. He can remain in its drow form until he chooses to return to its natural form. Death Attack (Ex) If Zammzt studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 31 (33 with greater fang of Jaezred Chaulssin) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Hide in Plain Sight (Su) Zammzt can use his Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open without anything to actually hide behind. He cannot hide in his own shadow. Poison Use (Ex) Zammzt is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Shadow Blend (Su) In any conditions other than full daylight, Zammzt can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or a continual flame spell, does not negate this ability, but a daylight spell will. ------------------------------------------------------------ Sources Dragons of Faerun web enhancement III (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Draconomicon (3.5E), Dungeon Master’s Guide II (3.5E), Drow of the Underdark (3.5E), Complete Mage (3.5E), Complete Scoundrel (3.5E), Cityscape web enhancement III (3.5E), Epic Level Handbook (3E), Spell Compendium (3.5E), Magic Item Compendium (3.5E), and Dragon #297. Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, enervation, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Ring of Defense Price (Item Level): 3,500 gp (+1) [8th], 14,000 gp (+2) [14th], 31,500 gp (+3) [16th], 56,000 gp (+4) [18th], 87,500 gp (+5) [20th] Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 16) abjuration Activation: - Weight: - This simple platinum ring is set with a single piece of star sapphire. This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Prerequisites: Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring. Cost to Create: 1,750 gp, 140 XP, 4 days (+1); 7,000 gp, 560 XP, 14 days (+2); 15,750 gp, 1,260 XP, 32 days (+3), 28,000 gp, 2,240 XP, 56 days (+4), 43,750 gp, 3,500 XP, 88 days (+5). Sources: Dragon #290. Patron Father Quildan Oussghym CR 15 Male young adult drow-dragon Rogue 5/Assassin 1 CE Medium dragon (elf) Draconomicon 191, Dragons of Faerun 44 (sidebar) Init +4; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Listen +23, Spot +23 Aura frightful presence (150 ft. radius, DC 23 Will negates) Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Undercommon ------------------------------------------------------------ AC 33, touch 10, flat-footed 33 (+4 armor, +19 natural); uncanny dodge hp 171 (22 HD); DR 5/magic Immune energy drain, paralysis, sleep Resist evasion; SR 20 Fort +14, Ref +15, Will +16 ------------------------------------------------------------ Speed 80 ft., fly 150 ft. (poor); Flyby Atttack Melee bite +20 (1d8+3) and 2 claws +15 (1d6+1) and 2 wings +15 (1d4+1) Space 5 ft.; Reach 5 ft. Base Atk +17; Grp +20 Atk Options Blind-Fight; death attack, sneak attack +4d6 Special Actions breath weapon (30 ft. cone, energy drain for 2 negative leves, DC 20 Reflex half), poison use Combat Gear potion of cure light wounds x3, potion of shield of faith +3, ring of drow blood Sorcerer Spells Known (CL 3rd): 1st (7/day)–shield, serene visage, sniper’s shot 0 (6/day)–detect magic, guidance, launch bolt, message, read magic Assassin Spells Known (CL 1st): 1st (1/day)–disguise self, ebon eyes Spell-Like Abilities (CL 5th): 3/day–mirror image ------------------------------------------------------------ Abilities Str 17, Dex 10, Con 15, Int 18, Wis 18, Cha 20 SQ alternate form, shadow blend, trap sense +1, trapfinding Feats Blind-Fight, Favored in the Guild, Flyby Attack, Hand Crossbow Focus, Improved Initiative, Master Manipulator, Sweet Talker, Versatile Performer (Perform [dance, oratory, sing, string instruments]) Skills Bluff +16, Concentration +12, Diplomacy +24, Disguise +16 (+18 acting), Gather Information +18, Hide +19, Intimidate +16, Jump +13, Knowledge (arcana) +23, Knowledge (dungeoneering) +14, Knowledge (local-Northdark) +14, Knowledge (nobility and royalty) +14, Knowledge (the planes) +14, Listen +23, Move Silently +19, Perform (wind instruments) +16, Search +23, Sense Motive +14, Sleight of Hand +10, Spot +23, Survival +4 (+6 underground, on other planes, and to follow tracks), Tumble +10, Use Magic Device +16 Skill Tricks Assume Quirk, Second Impression, Social Recovery, Timely Misdirection Possessions combat gear as well as +1 seeking hand crossbow (in drow form), 20 bolts, fang of Jaezred Chaulssin (in drow form), bracers of armor +4, circlet of persuasion, drow house insignia – shadow cache 1/day, greater piwafwi of resistance +2 (in drow form). As a patron father of the Jaezred Chaulssin and a young adult drow-dragon, Quildan has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “You shall dance to my tune soon enough.” Description Unknown ------------------------------------------------------------ Alternate Form (Su) Quildan can assume drow form as a standard action three times per day. He can remain in its drow form until he chooses to return to its natural form. Death Attack (Ex) If Quildan studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, he can kill or paralyze his foe unless the victim succeeds at a DC 19 (21 with fang of Jaezred Chaulssin) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Poison Use (Ex) Quildan is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. Shadow Blend (Su) In any conditions other than full daylight, Quildan can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or a continual flame spell, does not negate this ability, but a daylight spell will. ------------------------------------------------------------ Sources Dragons of Faerun web enhancement III (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Draconomicon (3.5E), Dungeon Master’s Guide II (3.5E), Player’s Handbook II (3.5E), Drow of the Underdark (3.5E), Complete Adventurer (3.5E), Complete Scoundrel (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E). Fang of Jaezred Chaulssin Price (Item Level): 18,602 gp (15th) Body Slot: - (held) Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: - Weight: 1 lb. This wicked black dagger is curved with a serrated blade with a hilt wrapped in black leather. Given to Jaezred Chaulssin who have proven themselves by slaying a matron mother, this dagger is created from a fang of a patron father who uses the shadow weave. A fang of Jaezred Chaulssin is a +2 dragonfang dagger with properties of an assassin’s dagger. As a dragonfang weapon, it has the extraordinary property of dealing 1 point of negative energy damage on each successful hit. Furthermore, because of its origin, the blade functions as a shadow weave magic item and retains its magic in dead magic areas. Variants: Rumors exist of more powerful fangs, crafted from the fangs of the shadow dragons of fallen Clan Jaezred. These fangs have been augmented with the enervating special weapon property but otherwise are the same as a fang of Jaezred Chaulssin. (42,602 gp) Prerequisites: Craft Magic Arms and Armor, Dragoncrafter, Shadow Weave Magic, enervation, slay living. Cost to Create: 9,000 gp (plus 602 for dragonfang dagger), 720 XP, 18 days; 21,000 (plus 602 for dragonfang dagger), 1,680 XP, 42 days (greater). Greater Piwafwi of Resistance Price (Item Level): 11,500 gp (+1) [13th], 16,000 gp (+2) [14th], 22,500 gp (+3) [15th], 31,000 gp (+4) [16th], 40,000 gp (+5) [17th] Body Slot: Shoulders Caster Level: 5th Aura: Faint; (DC 17) abjuration, illusion Activation: - Weight: 1 lb. Formed of fine black cloth smoother and lighter than silk, this delicate cloak is covered in a fine layer of spider webs. This black cloak adds a +1 to +5 resistance bonus to the wearer’s saving throws, a +10 competence bonus to the wearer’s Hide checks, and fire resistance 5. Prerequisites: Craft Wondrous Item, invisibility, resist energy, resistance, drow, creator’s caster level must be at least three times the resistance bonus. Cost to Create: 5,750 gp, 460 XP, 12 days (+1); 8,000 gp, 640 XP, 16 days (+2); 11,250 gp, 900 XP, 23 days (+3); 15,500 gp, 1,240 XP, 31 days (+4); 20,000 gp, 1,600 XP, 40 days (+5). Source: based on material from Dragon #302, Rogues Gallery: The Heroes of the War of the Spider Queen by Richard Baker.
After reading the indexes of both threads, I'm quite disappointed to see that no one has yet statted out Keshna Finlothleer, the Grand Master of Shadows and leader of the Telflammar Shadowlords.
Thus, could someone please do & post her stats? Thanks in advance.
any stats about Sefris, the adept of Shar from "The black Bouquet" ?
Here are some more beholder requests. Enjoy.
Xenix the Occluded CR 13 Beholder LN Large Aberration Init +5; Senses all-around vision, darkvision 60 ft.; Listen +18, Spot +22 Languages Beholder, Common, Goblin, Undercommon ------------------------------------------------------------ AC 29, touch 13, flat-footed 27 (-1 size, +2 Dex, +2 deflection, +16 natural); can’t be flanked, Dodge hp 93 (11 HD) Fort +9, Ref +5, Will +11 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Melee bite +7 (2d4) Ranged eye rays +9 touch (see below) Space 10 ft.; Reach 5 ft. Base Atk +8; Grp +12 Atk Options antimagic cone, eye rays Combat Gear potion of cat’s grace, potion of cure moderate wounds x2, potion of displacement, potion of magic fang ------------------------------------------------------------ Abilities Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15 SQ flight Feats Alertness{B}, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will Skills Hide +12, Knowledge (arcana) +17, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks) Possessions combat gear as well as amulet of natural armor +1, ring of protection +2. 1,300 in coins, gems, and jewelry. Xenix runs the Severed Stalk inn in Ooltul. ------------------------------------------------------------ Hook “Is there something you would like to see?” Description Xenix is a rheumy-eyed beholder who is believed to have lost the use of most or all of his magical powers. Note Xenix has the Murky-Eyed flaw (Unearthed Arcana 91) granting it a bonus feat. ------------------------------------------------------------ Antimagic Cone (Su) 150-foot cone of antimagic (CL 13th). During its turn, Xenix can decide whether the antimagic cone is active or not. Eye Rays (Su) Xenix can produce a magical ray once per round as a free action and can aim up to two eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 17. The save DCs are Charisma-based. See MM 26-27. Flight (Ex) Xenix’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it permanent feather fall effect (as the spell) with personal range. ------------------------------------------------------------ Sources Drizzt’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Unearthed Arcana (3.5E). Nagus CR 23 Beholder Elder Orb Sorcerer 8 Lords of Madness 43 LE Huge Aberration Init +2; Senses all-around vision, darkvision 60 ft.; Listen +28, Spot +32 Languages Beholder, Chondathan, Common, Draconic, Dwarven, Elven, Undercommon ------------------------------------------------------------ AC 41, touch 11, flat-footed 41 (-2 size, -2 Dex, +8 armor, +5 deflection, +22 natural); can’t be flanked hp 223 (28 HD) Fort +21, Ref +13, Will +26 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Melee bite +17 (2d6) Ranged eye rays +15 touch (see below) Space 15 ft.; Reach 10 ft. Base Atk +19; Grp +27 Atk Options Disjunction Ray, eye rays Special Actions Focused Antimagic Combat Gear potion of bear’s endurance, potion of cat’s grace, potion of ventriloquism, divine scroll of death ward, arcane scroll of protection from energy, arcane scroll of stone to flesh, arcane scroll of stoneskin, staff of frost (26 charges), wand of cure critical wounds (20 charges), wand of detect secret doors (9 charges) Sorcerer Spells Known (CL 12th): 4th (5/day)–control death tyrant* 3rd (7/day)–dispel magic, displacement 2nd (9/day)–detect thoughts (DC 22), protection from arrows, web (DC 22) 1st (9/day)–color spray (DC 21), hail of stone, magic missile, obscuring mist, shield 0 (6/day)–caltrops, dancing lights, detect magic, mage hand, mending, message, open/close, read magic * see below ------------------------------------------------------------ Abilities Str 10, Dex 6, Con 18, Int 20, Wis 17, Cha 30 SQ flight, metamagic specialist Feats Agile Tyrant, Alertness{B}, Disjunction Ray, Flyby Attack, Focused Antimagic, Great Fortitude, Improved Initiative, Iron Will, Practiced Spellcaster, Quicken Spell, Skilled Telekinetic Skills Bluff +26, Concentration +20, Diplomacy +12, Disguise +10 (+12 acting), Hide +13, Intimidate +20, Knowledge (arcana) +39, Listen +28, Search +32, Spellcraft +20, Spot +32, Survival +3 (+5 underground and following tracks), Use Magic Device +21 Possessions combat gear as well as amulet of natural armor +4, belt of many pockets, bracers of armor +8, circlet of charisma +6 (as cloak), ioun stone of resistance +5, ring of protection +5, ring of sustenance. 2,300 gp in coins, gems, and jewelry ------------------------------------------------------------ Hook “You will witness my Ring of Death.” Description None Note Nagus has the benefits and penalties of venerable age. Nagus had the following statistics before aging, racial, size, and HD ability score increases and equipment bonuses: Str 8, Dex 10, Con 12, Int 14, Wis 13, Cha 15. Nagus has replaced his familiar with the Metamagic Specialist (PHB II) alternative class feature. ------------------------------------------------------------ Antimagic Cone (Su) 150-foot cone of antimagic (CL 13th). During its turn, Nagus can decide whether the antimagic cone is active or not. Eye Rays (Su) Nagus can produce a magical ray once per round as a free action and can aim up to three eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 30. The save DCs are Charisma-based. See MM 26-27. Flight (Ex) Nagus’ body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it permanent feather fall effect (as the spell) with personal range. Metamagic Specialist (Ex) Nagus can apply metamagic feats that it knows to sorcerer spells without increasing the casting time. This benefit even lets it quicken sorcerer spells with the Quicken Spell feat. Nagus can use this class feature 8/day. ------------------------------------------------------------ Sources Undermountain: The Lost Level (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Lords of Madness (3.5E), Complete Arcane (3.5E), Arms and Equipment Guide (3E), and Spell Compendium (3.5E). Control Death Tyrant Necromancy Level: Sor/Wiz 4 Components: V Casting Time: 1 round Range: 1 mile/level Target: One Death Tyrant per point of Intelligence of caster Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The utterances you made have entranced the death tyrant(s) to your will. This spell allows the caster to control Death Tyrants in a manner similar to the charm monster spell. This spell always overrides any directives previously given to affected Death Tyrants, and they are powerless to resist the spell. This control can only be maintained on one Death Tyrant for every point of Intelligence that the caster has. If there are a larger number of Death Tyrants within the spell's range than the caster's limit, the caster has the option of dropping control of one Tyrant in one round, and then assuming control of another Tyrant in the next round. The two Death Tyrants involved in such a switch take no action during those two rounds. Zilkatrix CR 16 Beholder Sorcerer 7 LE Large Aberration Init +5; Senses all-around vision, darkvision 60 ft.; Listen +19, Spot +23 Languages Beholder, Common, Damaran, Draconic, Giant, Orc, Undercommon, empathic link ------------------------------------------------------------ AC 33, touch 12, flat-footed 32 (-1 size, +1 Dex, +5 armor, +2 deflection, +16 natural); can’t be flanked hp 176 (18 HD) Fort +15, Ref +6, Will +19 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Melee bite +10 (2d4) Ranged eye rays +11 touch (see below) Space 10 ft.; Reach 5 ft. Base Atk +11; Grp +15 Atk Options antimagic cone, eye rays Combat Gear elixir of fire breath, lens of ray extending (worn on disintegrate eye and with 9 charges remaining), potion of cure serious wounds x2, scroll of cat’s grace, scroll of fireball, scroll of lightning bolt, wand of summon monster IV (20 charges) Sorcerer Spells Known (CL 11th): 3rd (6/day)–dispel magic, gaseous form 2nd (8/day)–glitterdust (DC 19), mirror image, resist energy 1st (8/day)–alarm, grease (DC 18), magic missile, ray of enfeeblement (+11 ranged touch), shield 0 (6/day)–acid splash (+11 ranged touch), caltrops, detect magic, detect poison, mending, message, read magic ------------------------------------------------------------ Abilities Str 10, Dex 12, Con 22, Int 20, Wis 17, Cha 25 SQ familiar (Paxxaz), flight Feats Alertness{B}, Combat Casting, Eschew Materials, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Practiced Spellcaster Skills Bluff +21, Concentration +16 (+20 when casting defensively), Diplomacy +11, Disguise +7 (+9 acting), Hide +11, Intimidate +19, Knowledge (arcana) +26, Listen +19, Search +23, Sense Motive +9, Spellcraft +17, Spot +23, Survival +3 (+5 following tracks) Possessions combat gear as well as amulet of health +2, amulet of natural armor +1, bracers of armor +5, ring of charisma +4 (as cloak), ring of defense +2. 1,600 in coins, gems, and jewelry. ------------------------------------------------------------ Hook “Vigilance is the key to betrayal.” Description None Note Zilkatrix had the following statistics before racial and HD ability score increases and equipment bonuses: Str 10, Dex 8, Con 12, Int 14, Wis 13, Cha 15. ------------------------------------------------------------ Antimagic Cone (Su) 150-foot cone of antimagic (CL 13th). During its turn, Zilkatrix can decide whether the antimagic cone is active or not. Eye Rays (Su) Zilkatrix can produce a magical ray once per round as a free action and can aim up to two eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 22. The save DCs are Charisma-based. See MM 26-27. Flight (Ex) Zilkatrix’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it permanent feather fall effect (as the spell) with personal range. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Monstrous Compendium: Monsters of Faerun (3E), Player’s Guide to Faerun (3.5E), Mysteries of the Moonsea (3.5E), Player’s Guide to Faerun web enhancement, Lords of Madness (3.5E), Complete Arcane (3.5E), and Spell Compendium (3.5E). Paxxaz, Eyeball Beholderkin Familiar CR – NE Diminutive Aberration Init +3; Senses all-around vision, darkvision 60 ft.; Listen +16, Spot +20 Languages empathic link, speak with master ------------------------------------------------------------ AC 22, touch 17, flat-footed 19 (+4 size, +3 Dex, +5 natural); can’t be flanked hp 79 (18 HD) Immune charm, command effects Resist improved evasion Fort +4, Ref +8, Will +12 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 40 ft. (good) Melee bite +13 (1d3-2) or Ranged eye rays +18 touch (see below) Space 2-1/2 ft.; Reach 0 ft. Base Atk +11; Grp -3 Atk Options deliver touch spells ------------------------------------------------------------ Abilities Str 6, Dex 16, Con 9, Int 9, Wis 10, Cha 10 SQ flight Feats Alertness Skills Bluff +14, Diplomacy +4, Hide +29, Intimidate +12, Listen +16, Search +21, Sense Motive +6, Spot +20, Survival +0 (+2 following tracks) ------------------------------------------------------------ Eye Rays (Su) An eyeball can use one of its four eye rays each round as a free action. If it uses its daze or ray of frost eye ray, it can’t use that ray again until 2 rounds later. Each eye’s effect resembles a spell (caster level 4th), but follows the rules for a ray. Each ray has a range of 35 feet and a save DC of 19. The save DCs are Charisma-based. The four eye rays include: Cause Fear: The target must succeed on a Will save or be affected as though by the spell. Daze: The target must succeed on a Will saver or be affected as though by the spell. Mage Hand: As the spell, except an eyeball can move an unattended object that weighs no more than 5 pounds up to 15 feet as a free action each round. Ray of Frost: This works like the spell, dealing 1d3 points of cold damage. Flight (Ex) Paxxaz’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 40 feet and grants it permanent feather fall effect (as the spell) with personal range. Ring of Defense Price (Item Level): 3,500 gp (+1) [8th], 14,000 gp (+2) [14th], 31,500 gp (+3) [16th], 56,000 gp (+4) [18th], 87,500 gp (+5) [20th] Body Slot: Ring Caster Level: 5th Aura: Faint; (DC 16) abjuration Activation: - Weight: - This simple platinum ring is set with a single piece of star sapphire. This ring provide a deflection bonus to AC and a resistance bonus to saving throws. Prerequisites: Forge Ring, shield of faith, resistance, creator’s caster level must be at least three times greater than the bonus of the ring. Cost to Create: 1,750 gp, 140 XP, 4 days (+1); 7,000 gp, 560 XP, 14 days (+2); 15,750 gp, 1,260 XP, 32 days (+3), 28,000 gp, 2,240 XP, 56 days (+4), 43,750 gp, 3,500 XP, 88 days (+5). Sources: Dragon #290. Xianthrope CR 20 Beholder Beholder Mage 7 Lords of Madness 43 CE Large Aberration Init +4; Senses all-around vision, darkvision 60 ft.; Listen +18, Spot +22 Languages Beholder, Common, Dambrathan, Draconic, Elven, Halfing, Halruaan, Undercommon, Yuan-ti ------------------------------------------------------------ AC 36, touch 13, flat-footed 36 (-1 size, +8 armor, +2 deflection, +2 luck, +15 natural); can’t be flanked hp 140 (18 HD) Resist contigent teleport activates when reduced to below half its hit points Fort +13, Ref +7, Will +18 ------------------------------------------------------------ Speed 5 ft. (1 square), fly 20 ft. (good); Flyby Attack Melee bite +10 (2d4) Melee staff of power +10/+5/+0 (1d6) Ranged eye rays +10 touch (see below) Space 10 ft.; Reach 5 ft. Base Atk +11; Grp +15 Atk Options eye rays Combat Gear elemental gem (earth), potion of barkskin +5, potion of cure serious wounds x3, lesser metamagic rod of maximize, arcane scroll of repulsion, arcane scroll of waves of exhaustion, divine scroll of heal, staff of power (20 charges) Beholder Mage Spells Known (CL 18th; 1d20+20 to overcome SR): 7th (4/day)–banishment, Bigby’s grasping hand (+41 grapple), delayed blast fireball (DC 27), finger of death (DC 27), greater scrying, greater teleport, ironguard, limited wish, power word blind, prismatic spray (DC 27), project image, reverse gravity, spell turning, summon monster VII 6th (7/day)–acid fog, analyze dweomer (DC 26), antimagic field, Bigby’s forceful hand, chain lightning (DC 26), contingency, create undead, disintegrate (+10 ranged touch, DC 26), flesh to stone, globe of invulnerability, greater dispel magic, stone to flesh, summon monster VI, true seeing 5th (8/day)–baleful polymorph (DC 25), Bigby’s interposing hand, break enchantment, cloudkill (DC 25), cone of cold (DC 25), feeblemind (DC 25), dominate person (DC 25), greater blink, hold monster (DC 25), mirage arcana (DC 25), Mordenkainen’s private sanctum, passwall, summon monster V, telekinesis (DC 25), teleport, wall of force 4th (8/day)–animate undead, charm monster (DC 24), dimension door, enervation (+10 ranged touch), greater invisibility, ice storm, lesser globe of invulnerability, lightning fog (DC 24) [Shining South], phantasmal killer (DC 24), polymorph, rainbow pattern (DC 24), summon monster IV, wall of fire (DC 24) 3rd (8/day)–arcane sight, deep slumber (DC 23), dispel magic, displacement, fireball (DC 23), gaseous form, haste, lightning bolt (DC 23), major image (DC 23), nondetection, protection from energy, suggestion (DC 23), summon monster III, tongues, water breathing, vampiric touch 2nd (9/day)–bear’s endurance, blindness/deafness (DC 22), cat’s grace, darkness, detect thoughts (DC 22), flaming sphere, glitterdust (DC 22), gust of wind, hypnotic pattern (DC 22), invisibility, knock, Melf’s acid arrow (+10 ranged touch), mirror image, protection from arrows, resist energy, scorching ray (+10 ranged touch), shatter, see invisibility, spectral hand, summon monster II, summon swarm, web (DC 22), whispering wind 1st (9/day)–alarm, burning hands (DC 21), charm person (DC 21), color spray (DC 21), comprehend languages, endure elements, erase, expeditious retreat, grease (DC 21), identify, mage armor, magic missile, obscuring mist, ray of enfeeblement (+10 ranged touch), scatterspray, shield, sleep (DC 21), summon monster I, true strike 0 (6/day)–acid splash (+10 ranged touch), amanuensis, arcane mark, caltrops, dancing lights, daze (DC 20), detect magic, detect poison, disrupt undead (+10 ranged touch), electric jolt (+10 ranged touch), flare (DC 20), ghost sound (DC 20), launch item, light, mage hand, mending, message, open/close, prestidigitation, ray of frost (+10 ranged touch), read magic, resistance, sonic snap (DC 20), stick, touch of fatigue (DC 20) ------------------------------------------------------------ Abilities Str 10, Dex 11, Con 19, Int 31, Wis 14, Cha 18 SQ arcane hands, flight Feats Alertness{B}, Combat Casting, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Practiced Spellcaster, Spell Penetration Skills Appraise +20 (+22 with alchemical items), Concentration +14 (+18 when casting defensively), Craft (alchemy) +20, Decipher Script +20, Gather Information +6, Hide +10, Intimidate +13, Knowledge (arcana) +31, Knowledge (dungeoneering) +20, Knowledge (history) +20, Knowledge (local-Luiren) +20, Listen +18, Search +28, Spellcraft +20 (+22 to decipher scrolls), Spot +22, Survival +2 (+4 underground and to follow tracks), Use Magic Device +14 (+18 to use scrolls) Possessions combat gear as well as bracers of armor +8, headband of intellect +6, ring of protection +2. 2,000 in coins, gems, jewelry, and books. ------------------------------------------------------------ Hook “The snakes and the runts will see my wrath.” Description Unknown Note Xianthrope has the benefits and penalties of old age. Xianthrope had the following statistics before aging, racial, and HD ability score increases and equipment bonuses: Str 13, Dex 10, Con 14, Int 15, Wis 8, Cha 12. As a beholder mage, Xianthrope is unable to use his antimagic cone and he has lost the use of his charm monster, charm person, disintegrate, finger of death, flesh to stone, sleep, and telekinesis eye powers to convert to spell-stalks. ------------------------------------------------------------ Arcane Hands (Su) Similar to the mage hand spell, this ability is constantly activate and can manipulate objects and use spell-trigger items. It has an effective Strength score of 7 and can be used to attack or defend. Using an arcane hand to make an unarmed strike provokes an attack of opportunity. Eye Rays (Su) Xianthrope can produce a magical ray once per round as a free action and can aim up to two eye rays at targets in any given 90-degree arc. Each eye’s effect resembles a spell (CL 13th). Each ray has a range of 150 feet and a save DC of 19. The save DCs are Charisma-based. See MM 26-27. Flight (Ex) Xianthrope’s body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet and grants it permanent feather fall effect (as the spell) with personal range. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Shining South (3.5E), Lords of Madness (3.5E), Magic Item Compendium (3.5E), and Spell Compendium (3.5E).
Has Brenth Stoutshield been statted yet?
Granted, is there enough information on this founder of the Citadel Raised Anew to even consider making stats?
has anyone done the characters from the novel bladesinger? l
Here is the Grand Master of the Shadowmasters of Telflamm. Enjoy.
Grand Master of Shadows Keshna Finlothleer CR 20 Female Damaran Human Shadow-walker Rogue 9/Assassin 4/Teflammar Shadowlord 6 NE Medium Humanoid (Human) Unapproachable East 37, 70 Init +11; Senses darkvision 60 ft., shadowsight; Listen +6, Spot +6 Languages Aglarondan, Chondathan, Common, Damaran ------------------------------------------------------------ AC 26, touch 20, flat-footed 19 (+7 Dex, +6 armor, +3 deflection); Dodge, Mobility; improved uncanny dodge Miss Chance shadow blur hp 88 (19 HD); shadow discorporation Resist evasion Fort +11 (+13 vs. poison), Ref +26, Will +10 Weakness light blindness ------------------------------------------------------------ Speed 30 ft.; Spring Attack Melee +2 keen vampiric rapier of shadowstrike +20/+15/+10 (1d6+1 plus 1d6/15-20) and assassin’s dagger +20 (1d4+1/19-20) Base Atk +13; Grp +12 Atk Options Blind-Fight, death attack, shadow pounce, sneak attack +7d6 Special Actions poison use, shadow jump Combat Gear potion of barkskin +5, potion of cure serious wounds x3, potion of resist energy (fire) 20, potion of resist energy (electricity) 20, wand of shadow conjuration (20 charges) Assassin Spells Known (CL 4th): 2nd (2/day)–animate weapon [Complete Mage], pass without trace, spider climb 1st (4/day)–disguise self (DC 15), lightfoot, shadow double (DC 15) [Drow of the Underdark], true strike Teflammar Shadowlord Spells Known (CL 6th): 3rd (2/day)–confusion (DC 17), mislead 2nd (3/day)–air walk, greater invisibility, nondetection 1st (3/day)–darkness, knock, levitate Spell-Like Abilities (CL 19th) 4/day–shadow walk 3/day–darkness, dimension door, shadow mask, shadow spray (DC 14) 2/day–displacement 1/day–Evard’s black tentacles (+27 grapple) ------------------------------------------------------------ Abilities Str 8, Dex 24, Con 12, Int 18, Wis 10, Cha 14 SQ trap sense +3, trapfinding Feats Blind-Fight, Dodge, Improved Initiative, Mobility, Shadow Striker, Spring Attack, Two-Weapon Fighting, Weapon Finesse Skills Appraise +10, Balance +15, Bluff +8, Decipher Script +10, Diplomacy +6, Disable Device +16 (+18 with tools), Disguise +8 (+10 acting), Escape Artist +13, Gather Information +10, Hide +33, Intimidate +10, Jump +7, Knowledge (local-Thesk) +10, Listen +6, Move Silently +33, Open Lock +18 (+20 with tools), Search +16, Sense Motive +6, Sleight of Hand +21, Spot +6, Survival +0 (+2 when following tracks), Tumble +30, Use Magic Device +14 (+16 with scrolls) Skill Tricks Acrobatic Backstab Possessions combat gear as well as Shadowraith (+2 keen vampiric rapier of shadowstrike), assassin’s dagger, amulet of health +2, bracers of armor +6, boots of elvenkind, cloak of elvenkind, gloves of dexterity +6, headband of intellect +4, ring of protection +3, vest of resistance +4, masterwork thieves’ tools. 2,000 gp in coins, gems, and jewelry. As grand master of the Shadowmasters of Telflamm, Keshna has access to a wealth of minor magic items, mundane goods, and resources beyond those listed here. ------------------------------------------------------------ Hook “Our shadows will spread.” Description Unknown Note Keshna had the following statistics before racial and HD ability score increases and equipment bonuses: Str 8, Dex 15, Con 12, Int 14, Wis 10, Cha 13. ------------------------------------------------------------ Death Attack (Ex) If Keshna studies an opponent for 3 rounds and then makes a successful sneak attack with a melee weapon, she can kill or paralyze her foe unless the victim succeeds at a DC 24 (26 with assassin’s dagger) Fortitude save; even if the save is successful, the victim still suffers sneak attack damage. Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Keshna for 1 round. In addition, she takes a -1 penalty on all attack rolls, saves, and checks when operating in bright light. She also cannot use any of her spell-like abilities in an area of bright light. Poison Use (Ex) Keshna is skilled in the use of poison and never risks accidentally poisoning herself when applying poison to a blade. Shadowsight (Ex) Keshna has darkvision 60 ft. and can see through any form of normal or magical darkness without hindrance. Shadow Blur (Su) Keshna can cloak her movements, conferring the benefits of a blur spell when not in daylight or the illuminated radius of a light source. She can activate or end this effect as a free action. Shadow Discorporation (Su) Keshna can discorporate into dozens of flitting shadows if she is in shadow or darkness and suffers damage that would reduce her to 0 hit points or below. She must make a Reflex save (DC 5 + damage dealt) and if successful, she vanishes along with anything she was holding or carrying. She reappears at a spot of her choosing within one mile of where she was forced to discorporate at the next sunset. While discorporated, she does not exist – she can do nothing, nor can any of her enemies do anything to her. Shadow Jump (Su) Keshna can travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some shadows or darkness. She can jump up to a total of 120 feet per day. She can split up the jumps into any amount, but each jump, no matter how small, counts as a 10-foot increment. Shadow Pounce (Ex) Keshna may execute a full round attack upon completion of the use of an ability, spell, or effect with the teleportation descriptor (such as shadow jump). She must have line of sight on her intended target from her location, and the spot to which she teleports must be a place from which she can launch a melee attack at the intended target with whatever weapon she has in hand at the beginning of her action. ------------------------------------------------------------ Sources Unapproachable East (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Player’s Handbook II (3.5E), Drow of the Underdark (3.5E), Complete Mage (3.5E), Complete Scoundrel (3.5E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E).
if i may make a request.
I have been searching everywhere for a stat Write-up for Qilue Valadorn and haven't had any luck. The only thing that i've found on her is: Qilue Veladorn, Female FRCS, Elf, Drow - Female Clr16/Dis3 (and obviously she also has the chosen's cool gizmos) i filled out a e-tools file for her, but i know that is far from correct. could someone see if they can dig up a Write-up or point me in the right direction? thanks Xer.
Hello, I have a request/question.
Has anyone made a version of Hamalitia Everlove, the moon elf High Priestess of Hanali Celanil, who leads the Fountainheart of Shimmering Gold (temple of Hanali) in Evereska? If no one has made a previous version of her, may I request one built with the "Hanalian Goldheart" from The Elven Netbook? Here is the Prestige class. http://forums.gleemax.com/showpost.php? … st11640767 It would be greatly appreciated! :D
This is a uh...strange request I know but I am unable to find a set of stats for a AVATAR of Disapater, (Spelled wrong, 2nd layer of hell city of Dis etc. etc.) I am hoping to use a weakened version of him for the final fight of a med.-level camp. So are there stats for an avatar? Or some sort of templete?
How come Kaanyr was in Expedition to the Demonweb, he's got nothing to do with Lloth.
I have a question. What book is the Shadow Striker feat from? I've looked in all of the books listed in the stat block for Keshna, but didn't see it in any of them.
Well sense I finally found the number II thread, then Ill ask here too. Has anybody made a lay out of Q'arlynd Melarn, a main charactor in the Lady Penient series?
Thanks Green Giant for the heads up...I'm continuing my earlier work on the Magisters. Any requests can be messaged to me, but check the index for previous posts first.
Although this may become useless when 4th edition comes out, I've continued my work on the Magisters. A possible conversion for this is that there will always be a god of wizards, I'm guessing that Azuth will survive whatever is coming, so the Magister will be solely the servant of Azuth, like it would be for Boccob in Greyhawk. So Here we go, Kurtal of Sreve, one of my favorites... Kurtal of Sreve hp 182 (32d4+96 HD); DR ; CN male Tethyrian wizard 28/archmage 4 Init +5 (+2 Dex); Senses Listen +9, Spot +9. Languages Common, Draconic, Chondathan, Tethyrian, AC (+2 Dex) Immune 1 spell per level from 1st through 9th. Resist spell resistance 20. Fort +15, Ref +15, Will +20. Speed 30 ft. Melee +. Space 5ft; Reach 5ft. Base Atk +16/+11; Special Actions spells, spell-like abilities, arcane fire, Magister's step, imbuement. Spells CL 34 , CL 40 for evocation; 4/6/6/5/5/3/5/4/3/2/1/1/1; Spell-Like Abilities At will – feather fall (automatic), levitate, read magic, true seeing; 8/day – I; 6/day – I; 1/day – 1 spell per level from 1st – 9th; Abilities Str 12, Dex 15, Con 16, Int 22, Wis 15, Cha 8. SA high arcana – arcane fire, mastery of elements, spell power, spell-like ability's, arcane generosity, spellpurge, spell-like abilities. SQ mind blank, magister's step, spell focus, name attunement, the Magister's sigil, rapid preperation, Mystra's shield, magesight; Feats Spellcasting Prodigy, Alertness, Scribe Scroll, Improved Initiative, Craft Potion, Skill Focus (Spellcraft), Spell Focus (evocation), Craft Wand, Maximize Spell, Iron Will, Empower Spell, Spell Focus (divination), Vatic Gaze, Craft Contingent Spell, Skill Focus (Knowledge [arcana]), Greater Spell Focus (evocation), Epic Spell Focus (evocation), Improved Spell Capacity (10th), Improved Spell Capacity (11th), Improved Spell Capacity (12th), Skills Appraise 10, Concentration 25, Craft (bookbinding) 15, Gather Information 14, Heal 10, Hide 10, Knowledge (arcana) 35, Knowledge (geography) 19, Knowledge (history) 13, Listen +5, Profession (apothecary) 27, Search 8, Sense Motive 15, Spellcraft 35, Spot 5, Use Magic Device 17. Possessions As Magister and as an extremely powerful wizard he has access to any non-artifact item. Spellbook Hook "I want to be left alone so I can continue my work. If you bother me I'll blast you to ashes.'' Description Born in the small village of Sreve, just north of the Cloud Peaks at the present northern border of Amn, Kurtal was apprenticed at a young age and witnessed the spell battle between his mentor and a rival wizard which killed his master. He then stole some spellbooks and minor magic and fled. Horribly ugly from a young age, he was taunted all through his young life until he was powerful enough to return to Sreve, destroy the wizard who had killed his master, and took up residence in a hillside fortress not far from town. He was known for a 'blast first, ask later' mentality but also to be incredibly generous with the magic he handed out through a cloud-like spectral image to young mages of little power. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he 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 his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he 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 he 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 his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day- 1 spell per level from 1st through 9th. Mind Blank (Su) The Magister is constantly protected by a heightened (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. He is also immune to: 1 spell per level from 1st through 9th. 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 he 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. He 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 his 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. ----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Magic of Faerun, Player's Handbook 3.5, Player's Handbook II, Complete Arcane, Complete Mage, Players Guide to Faerun, Epic Level Handbook
[FONT="Book Antiqua"]Arghorst Talandor[/FONT]
LN male Tethyran wizard 21/archmage 5 hp 123 (21d4+42 , 5d4+10 HD); DR ; Init +1 (+1 Dex); Senses Listen +3, Spot +3. Languages Common, Tethyrian, Draconic, Dwarf, AC 11 (+1 Dex) Immune Resist spell resistance 20. Fort +9, Ref +9, Will +15. Speed 30 ft. Melee . Space 5ft; Reach 5ft. Base Atk +13/+8; Special Actions spells, spell-like abilities, arcane fire, Magister's step, imbuement.. Spells CL 27, 28 (Divination), 29 (Abjuration); 4/6/5/5/5/4/4/4/4/4/4 0 – arcane mark, dancing lights, flare, mage hand 1st – burning hands, mage armor, magic missile, protection from evil, sleep, unseen servant, 2nd – alter self, detect thoughts, invisibility, magic mouth, web, 3rd – dispel magic, fly, magic circle against evil, protection from energy, tongues, 4th – arcane eye, bestow curse, greater invisibility, polymorph, stoneskin, 5th – break enchantment, feeblemind, cone of cold, prying eyes, 6th – globe of invulnerability, greater dispel magic, legend lore, chain lightning, 7th – greater arcane sight, mass hold person, prismatic spray, project image, 8th – binding, greater shout, prismatic wall, protection from spells, 9th – imprisonment, Mordenkainen's disjunction, meteor swarm, shapechange, Spell-Like Abilities At will – feather fall (automatic), levitate, read magic, true seeing; 6/day – dimension door, water walk; 2/day – teleport; 1/day any 1 spell per level between 1st and 9th; Abilities Str 11, Dex 12, Con 14, Int 20, Wis 16, Cha 13. SA high arcana – arcane fire, mastery of elements, mastery of counterspelling, spell power, spell-like abilities, arcane generosity, spellpurge, spell-like abilities. SQ mind blank, magister's step, spell focus, name attunement, the Magister's sigil, rapid preperation, Mystra's shield, magesight; Feats Skill Focus (Spellcraft), Iron Will, Scribe Scroll, Improved Counterspell, Extend Spell, Persistent Spell, Spell Focus (Abjuration), Repeat Spell, Greater Spell Focus (abjuration), Spell Focus (divination), Craft Wondrous Item, Twin Spell, Craft Contingent Spell, Reactive Counterspell, Negotiator, Epic Counterspell, Skills Concentration 20, Craft (alchemy) 18, Craft (bookbinding) 8, Decipher Script 16, Diplomacy 12, Gather Information 8, Knowledge (arcana) 29, Knowledge (geography) 11, Knowledge (nature) 7, Knowledge (nobility and royalty) 12, Knowledge (the planes) 9, Sense Motive 10, Spellcraft 29. Possessions As the Magister of Mystra he has access to any non-artifact item. Spellbook As the Magister he has access to any spell from any source, even new spells not widely known. Feel free to insert your own spells into the campaign here. Hook "Magic is wasted when uselessly attacking a rival, we should be working together so that it grows and evolves.'' Description The first widely loved Magister since Dorgon Stonecloak, he worked tirelessly while he was in office to aid those mages in need of guidance or instruction. He mitigated conflicts between mages, instructed endless numbers of mages, leaving behind spell scrolls or even small books, and was even said to offer appreciation on his killer's technique in spellcasting. He is one of the most valuable shadowstaves in Mystra's service, often being sent back to Faerun in mortal form to instruct a mage with promise or to oversee important projects. ----------------------------------------------------------- Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he 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 his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he 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 he 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 his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day- 1 spell per level from 1st through 9th. Mind Blank (Su) The Magister is constantly protected by a heightened (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. He is also immune to: 1 spell per level from 1st through 9th. 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 he 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. He 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 his 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. ----------------------------------------------------------- Sources Secrets of the Magister 2nd Ed., Player's Handbook 3.5, Player's Handbook II, Complete Arcane, Complete Mage, Players Guide to Faerun, Epic Level Handbook.
Here's one of the one's I've requested most often since I started doing this series, and I hope I did her justice...
[FONT="Book Antiqua"]Jhesiyra Kestellharp[/FONT] hp 110 (23d4+46 HD); DR ; NG female Netherese wizard 21/archmage 2 Init +7 (+3 Dex, +4 Improved Initiative); Senses Listen +6, Spot +6. Languages Common, Draconic, Dwarf, Elven, Gnome, Netherese, Loross, AC (+3 Dex) Immune . Resist . Fort +7, Ref +7, Will +13. Speed 30 ft. Melee Space 5ft; Reach 5ft. Base Atk +12/+7; Special Actions spells, spell-like abilities, arcane fire, imbuement. Spells CL 24, 25 (conjuration), 26 (evocation); 4/6/5/5/5/4/4/4/4/3 Spell-Like Abilities At will – feather fall (automatic), levitate, read magic, true seeing; 6/day – dimension door, water walk; 1 spell of every level between 1st and 9th; Abilities Str 11, Dex 16, Con 13, Int 20, Wis 19, Cha 17. SA high arcana – arcane fire, spell power, spell-like abilities, arcane generosity, spellpurge, spell-like abilities. SQ mind blank, magister's step, spell focus, name attunement, the Magister's sigil, rapid preperation, Mystra's shield, magesight. Feats Skill Focus (Spellcraft), Spell Focus (conjuration), Scribe Scroll, Improved Initiative, Craft Wondrous Item, Spell Focus (evocation), Alertness, Craft Wand, Maximize Spell, Twin Spell, Portal Master, Greater Spell Focus (evocation), Craft Contingent Spell, Improved Spell Capacity (10th). Skills Concentration 20/+23, Craft (alchemy) 16/+21, Craft (armorsmithing) 18/+23, Decipher Script 12/+17, Diplomacy 4/+7, Knowledge (arcana) 26/+31, Knowledge (architecture & engineering) 13/+18, Knowledge (history) 17/+22, Knowledge (local) 6/+11, Knowledge (the planes) 11/+16, Profession (scribe) 3/+8, Search 8, Sense Motive 6/+10, Spellcraft 26/+34. Possessions and Spellbook As magister, she has access to all non-artifact items and spells from any core product and all non-unique items and spells from any Forgotten Realms product. Hook "When magic is nurtured through generously distributing knowledge and by caring experimentation rather than hoarding it in dark caverns filled with madness, it becomes beautiful and wondrous rather than dark and twisted. That is its ultimate purpose.'' Description The first widely loved Magister since Dorgon Stonecloak, he worked tirelessly while he was in office to aid those mages in need of guidance or instruction. He mitigated conflicts between mages, instructed endless numbers of mages, leaving behind spell scrolls or even small books, and was even said to offer appreciation on his killer's technique in spellcasting. He is one of the most valuable shadowstaves in Mystra's service, often being sent back to Faerun in mortal form to instruct a mage with promise or to oversee important projects. Arcane Generosity (Su) The Magister is charged with promoting and increasing the use of magic in the world, and so whenever he gives away a magic item he created or teaches someone a new spell, he 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 his by other people are removed. The new Magister is also offered an immediate teleport to a safe place where he 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 he 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 his magesight). Spell-like Abilities At will-feather fall (automatic), levitate, read magic, true seeing; 6/day-dimension door, water walk. 1/day- 1 spell per level from 1st through 9th. Mind Blank (Su) The Magister is constantly protected by a heightened (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. He is also immune to: 1 spell per level from 1st through 9th. 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 he 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. He 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 his 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. Sources Secrets of the Magister 2nd Ed., Player's Handbook 3.5, Complete Arcane, Complete Mage, Players Guide to Faerun, Epic Level Handbook, Dungeon Master's Guide, Complete Adventurer.
Someone did 3,5 stats for somes Icewind Dale 2 and Neverwinter Night 1 main npc?
Here is a recent request. Enjoy.
Embrae Aloevan, Chosen of Mystra and Sehanine CR 31 Female Moon Elf Ghost Wizard 19 CG Medium Undead (augmented humanoid, incoporeal) Init +7; Senses darkvision 60 ft., low-light vision; Listen +6, Spot +6 Languages Chondathan, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Illuskan, Orc ------------------------------------------------------------ AC 27, touch 18, flat-footed 24 (+3 Dex, +8 armor, +5 deflection, +1 insight) AC 27, touch 18, flat-footed 24 (+3 Dex, +8 armor, +5 deflection, +1 insight) against ethereal foes hp 135 (19 HD) Miss Chance 50% (incorporeal) Immune chill touch, touch of idiocy, fireball, phantasmal killer, cone of cold, flesh to stone, finger of death, horrid wilting, meteor swarm; ageless; Chosen immunities; electricity; undead immunities Resist turn resistance +4; SR 18 Fort +13 (+18 vs. lycanthropy), Ref +15, Will +22; +2 vs. enchantments; +5 sacred bonus against spells, spell-like effects, and supernatural abilities ------------------------------------------------------------ Speed fly 30 ft. (perfect) (6 squares) Melee incorporeal touch +12 (1d6) Melee incorporeal touch +8 (1d6-1) against ethereal foes Ranged moonbow +12/+7 (special) Ranged moonbow +12/+7 (special) against ethereal foes Base Atk +9; Grp +8 Atk Options deathsong, moonbow Special Actions silver fire Combat Gear amulet of empowerment (as greater metamagic rod of empower), ring of shooting stars Wizard Spells Prepared (CL 24th; 1d20+28 to overcome SR) 9th–foresight, Mordenkainen’s disjunction, wail of the banshee (DC 33), wish 8th–greater bestow curse (DC 32), moment of prescience, power word stun, scintillating pattern (DC 32) 7th–Bigby’s grasping hand (+41 grapple), greater teleport, prismatic spray (DC 31), reverse gravity, waves of exhaustion 6th–chain lightning (DC 30), flesh to stone, greater dispel magic x2, summon monster VI 5th–baleful polymorph (DC 29), cone of cold (DC 29), hold monster (DC 29), persistent image (DC 29), telekinesis (DC 29), wall of force 4th–charm monster (DC 28), confusion (DC 28), fire shield, phantasmal killer (DC 28), shout (DC 28), wall of fire (DC 28) 3rd–deep slumber (DC 27), fireball (DC 27), lightning bolt (DC 27), protection from energy, suggestion (DC 27), tongues 2nd–cat’s grace, detect thoughts (DC 26), mirror image, protection from arrows, shatter (DC 26), see invisibility 1st–burning hands (DC 25), color spray (DC 25), grease, magic missile x2, shield, unseen servant 0–dancing lights, daze (DC 24), mage hand, read magic Spell-Like Abilities (CL 19th) Constant–feather fall, mage armor, detect secret doors At will–aid, detect magic, minor image (DC 16), moonbeam (DC 17) 5/day–displacement, moon blade 3/day–insanity (DC 22), mislead (DC 21) 1/day–obscuring mist, glitterdust (DC 27), major image (DC 28), fear (DC 29), dream, true seeing, project image, temporal stasis (DC 23), meteor swarm (DC 24), moonfire (DC 24), weird (DC 24) ------------------------------------------------------------ Abilities Str 8, Dex 16, Con -, Int 29, Wis 19, Cha 21 SQ elf traits, the goddess’ cycle, lunar lady’s mysteries, magical radiance, manifestation, mantle of mysteries, name and song attunement, rejuvenation, smile of the night sky, summon familiar (none), sustenance, undead traits, weave focus Feats Combat Casting, Cormanthyr Moon Magic, Craft Wondrous Item, Education (arcana and religion) {B}, Eschew Materials, Extend Spell, Improved Initiative, Initiate of Mystra {B}, Lunar Magic, Mind Over Body {B}, Quicken Spell, Scribe Scroll {B}, Spell Penetration, Strong Soul {B}, Transdimensional Spell, Weapon Focus (longsword) {B} Skills Bluff +10, Concentration +27 (+31 when casting defensively), Craft (alchemy) +14, Decipher Script +14, Diplomacy +16, Gather Information +8, Intimidate +8, Knowledge (arcana) +33, Knowledge (history) +16, Knowledge (local-Ardeep) +16, Knowledge (nature) +16, Knowledge (nobility and royalty) +16, Knowledge (religion) +19, Knowledge (the planes) +16, Listen +6, Search +11, Sense Motive +9, Spellcraft +43, Spot +6, Survival +4 (+6 aboveground natural environment and on other planes) Possessions combat gear as well as headband of intellect +6, moonbracers +8, ring of protection +5, robes of the archmage, telkiira of Aloevan (Diplomacy, Knowledge [arcana], Sense Motive, Spellcraft). Spellbook spells prepared plus Embrae Aloevan knows all of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Spell Compendium. ------------------------------------------------------------ Hook “Fair be our meeting, for our hearts are light and our swords sheathed, we hold peace in our hands and its light guides us, I bid you enter the Court of Silver Fire.” Description Unknown ------------------------------------------------------------ Ageless (Ex) The Chosen of Mystra ceases to age, is immune to aging effects, and cannot die as a result of old age. Upon gaining this template, a Chosen may revert to any age category he or she has previously attained. Chosen Immunities (Ex) A Chosen of Mystra is immune to blindness, deafness, disease, disintegration, fatigue, exhaustion, poison, and sleep effects. Deathsong (Su) Once per day, Embrae can sing a hollow dirge for 1 to 4 rounds (her discretion). The song causes all living beings within 90 feet to become panicked unless they make a Will save DC 24. Panicked creatures have a -2 penalty on saving throws, flee at top speed for 10 rounds, and have a 50% chance to drop what they’re holding. The song also creates a 10-foot-radius field that cancels all enchantment effects for the duration of the song plus 6 rounds afterward. Any physical attack made by the ghost while singing a deathsong deals triple normal damage. Immunities (Ex) Chosen of Sehanine are immune to aging effects and do not age. She is also immune to all illusion and mind-affecting spells of 3rd level or lower. The Goddess’ Cycle (Ex) The chosens power varies with the cycle of the moon. During the full moon she gains a +4 divine bonus to the DC of all her spells cast from the Illusion, Moon and Elf domains. During the first and last quarter moon her bonus drops to +2. During the New moon she gains no divine bonus and her spell DC's are normal. Lunar Lady's Mysteries (Su) Whenever in direct moonlight, whatever weapons the chosen is wielding gains the following powers – ghost touch, keen (this is stackable), and sure striking. The powers remain effective on the weapons as long as she remains in a source of moonlight. Magical Radiance (Su) Embrae can at will cause all magic items within 60 feet to glow with a cold, white radiance. The items illuminate a 5-foot radius and flow for 2d4x10 minutes. Manifestation (Su) Embrae dwells on the Ethereal Plane and, as an ethereal creature, she cannot affect or be affected by anything in the material world. When she manifests, she partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. Mantle of Mysteries (Su) A Chosen is immune to all scrying and divination effects, and all effects that discern her thoughts or alignment. Likewise, a Chosen cannot be controlled or compelled by any magical, supernatural, or psionic abilities or effects, although a clever Chosen may play along and pretend to be acting under an enemy’s charm or compulsion. In addition, a Chosen's Truename cannot be discovered or discerned by any being unless the Chosen willingly chooses to reveal it to them. Moonbow (Sp) The chosen may create a crystalline bow the size and strength of a long bow or short bow. A thin beam of silvery light serves as the bowstring and, when it is drawn back causes a shimmering silver arrow to magically appear in the proper position. Only the chosen may employ the moonbow. She attacks at her BAB against any foe within range. Each shaft trails a stream of whispy silver smoke delineating the path of flight. After any attack, whether it hits or not, the arrow vanishes. Upon a successful ranged attack the moonshaft deals 7d4 points of damage against living creatures, and 14d4 against all undead foes. Undead creatures struck also become outlines by a silvery faerie fire effect lasting 1d4+1 rounds. This ability may be used twice a day and lasts as many rounds equal to the Chosen’s total character level. Name and Song Attunement (Su) Whenever a Chosen’s name or the Rune of the Chosen is spoken, the Chosen hears it and the next nine words uttered by the being that spoke her name or recited the song. This ability does not inhibit or interfere with concentration, and can be suppressed or resumed as a free action. Rejuvenation (Su) If she would otherwise be destroyed, Embrae returns in 2d4 days if she makes a successful DC 16 level check (1d20+19). Embrae can be permanently destroyed if a new Ardeep kingdom is reborn. Silver Fire (Su) All Chosen of Mystra can wield the Silver Fire (see template). Skills A Chosen of Mystra gains a +10 insight bonus on Spellcraft checks Smile of the Night Sky (Sp) Whenever in the direct source of moonlight the Chosen trails tiny motes of moonlight in her wake that shimmer as she walks resembling a silvery cloak. These motes of moonlight give her a +2 deflection bonus to AC and last as long as she stays within an area of moonlight. Sustenance (Su) A Chosen of Mystra does not need to eat, drink, breathe, or sleep, although she must rest normally to regain spells. Weave Focus (Su) Upon gaining this template, a Chosen of Mystra is forever barred from ever taking the Shadow Weave Magic feat. In addition, all spells cast through the Weave by a Chosen of Mystra have a +5 bonus to their saving throw DC's and +5 to their effective caster level (for purposes of determining level dependent spell variables, Dispel Checks, Spell Resistance checks, and opposed caster level checks). ------------------------------------------------------------ Sources City of Splendors web enhancement II (3.5E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), City of Splendors: Waterdeep (3.5E), Lost Empires of Faerun (3.5E), Magic of Faerun (3E), Monster Compendium: Monsters of Faerun (3E), Player’s Handbook II (3.5E), Complete Arcane (3.5E), and Spell Compendium (3.5E). Chosen of Mystra by the Simbul Creating a Chosen of Mystra Chosen of Mystra is a template that can be added to any creature (referred to hereafter as the "character") that Mystra chooses to entrust a portion of her power to. A Chosen of Mystra uses all of the character's statistics and special abilities except as noted here. A Chosen of Mystra has its power only at the will of Mystra; should she decide to remove Chosen of Mystra status from the character, then he reverts to his original abilities. For all intents and purposes this is an acquired template. In special circumstances the Chosen of Mystra template may be considered an inherited template if the character was created by Mystra for the sole purpose of becoming a Chosen (such as the Seven Sisters). In such circumstances, the character only gains the benefits of this template if and when she proves herself to Mystra and accepts the burden of her inheritance. In addition to the normal powers and abilities of a Chosen of Mystra, a character whom was created by Mystra for the purpose of becoming a Chosen does acquire minor abilities at birth which persist regardless if he or she later does or does not become a Chosen (see Feats and Advancement, below). Challenge Rating: +5. Type/Subtype: same as the character. Alignment: Same as the character. Saves: +5 sacred bonus to all saving throws against spells, spell-like effects, and supernatural abilities. Abilities: +10 Constitution. Special Qualities: A Chosen of Mystra retains all of the special qualities of the character and also gains the following: Bonus Spells (Sp): The Chosen of Mystra may choose one spell, of each level one through nine, which she may use once per day as a spell-like ability. The caster level for these spells is equal to the Chosen’s character level or Hit dice; and saving throw DC’s are Charisma based. Once chosen, these spells cannot be changed. Spell Immunity (Su): The Chosen of Mystra may choose one spell, of each level one through nine, which she is completely unaffected by as if protected by a Mystran Spellward spell (see New Spells below). Once chosen, these spells cannot be changed. Weave Focus (Su): Upon gaining this template, a Chosen of Mystra is forever barred from ever taking the Shadow Weave Magic feat. In addition, all spells cast through the Weave by a Chosen of Mystra have a +5 bonus to their saving throw DC's and +5 to their effective caster level (for purposes of determining level dependent spell variables, Dispel Checks, Spell Resistance checks, and opposed caster level checks). Immunities (Ex): A Chosen of Mystra is immune to Blindness, Deafness, Disease, Disintegration, Fatigue, Exhaustion, Poison, and Sleep effects. Ageless (Ex): The Chosen of Mystra ceases to age, is immune to aging effects, and cannot die as a result of old age. Upon gaining this template, a Chosen may revert to any age category he or she has previously attained. Sustenance (Su): A Chosen of Mystra does not need to eat, drink, breathe, or sleep, although she must rest normally to regain spells. Detect Magic (Sp): line of sight. Mantle of Mysteries (Su): A Chosen is immune to all Scrying and divination effects, and all effects that discern her thoughts or alignment. Likewise, a Chosen cannot be controlled or compelled by any magical, supernatural, or psionic abilities or effects, although a clever chosen may play along and pretend to be acting under an enemy’s charm or compulsion. In addition, a Chosen's Truename cannot be discovered or discerned by any being unless the Chosen willingly chooses to reveal it to them. Name and Song Attunement (Su): Whenever a Chosen’s name or the Rune of the Chosen is spoken, the Chosen hears it and the next nine words uttered by the being that spoke her name or recited the song. This ability does not inhibit or interfere with concentration, and can be suppressed or resumed as a free action. Silver Fire (Su): All Chosen of Mystra can wield the Silver Fire (ability updated; see below). Feats: Initiate of Mystra. In addition, if the template is inherited (see above) then the Chosen also gains Spellcasting Prodigy as a bonus feat at 1st level. Skills: +10 insight bonus to Spellcraft checks. Spells: Same as the character, however a Chosen of Mystra with levels in any spellcasting class gains the following abilities: If the Chosen has levels as a Wizard, then she may learn, scribe, and research new spells with much more ease than a normal Wizard. To study newly discovered spell or scribe a new spell into a spellbook only requires one hour instead of one day, and the material costs and time required to research new spells are halved. If the Chosen has levels as a Sorcerer or Bard, then once per tenday she may choose to remove a known spell from her Sorcerer or Bard spell repertoire and replace it with a new spell of the same spell level from the appropriate class spell list (removing a known spell in this fashion does not prevent a Chosen from relearning the same spell in the future). If the Chosen has levels as a Cleric, Paladin, Druid, or Ranger, then she gains access to all spells in the Spell, Magic, Illusion, Knowledge, Luck, and Good Domains and all Initiate spells unique to Mystra of any spell level that she can cast, in addition to any other spells normally available to her, and may prepare and cast such spells using any divine spell slot of the appropriate spell level. Unknown Powers: Many of the powers of a Chosen of Mystra may remain as of yet unrevealed, in some instances even to the Chosen themselves. Advancement: Same as the character. If the template is inherited (see above) then the Chosen may consider the Sorcerer class as a favored class, for purposes of multiclassing and determining XP, in addition to any other favored classes her race or character background would normally allow. Climate/Terrain: Same as the character. Organization: Same as the character. Appearance: The Chosen of Mystra appear no different than other creatures of their type. Treasure: Same as the character. The Silver Fire: This powerful supernatural ability is unique to the Chosen of Mystra, a portion of the raw magical energy of the weave lying dormant within their bodies until called upon. Manifesting as a beautiful silver-white flame that surrounds the wielder and fills the area into which it is projected, Silver Fire can be used for any of the following magical effects: The Silver Fire can banish all magical effects upon the chosen as if a Greater Dispelling spell had been cast upon her, except that the Dispel check bonus is not capped at caster level 20. This use of the Silver Fire can be called upon at will, once per round. The Silver Fire can be unleashed as a bright silver flame that engulfs all creatures and objects it strikes with the burning raw magical energy of the Weave. The flame may take the form of a bolt 5ft wide and 5ft tall, extending to a length of up to 10 ft per level of the Chosen which deals 1d6 points of damage for every two levels of the Chosen to all creatures and objects in its path and burns through physical barriers in the same fashion as a lightning bolt spell. Any being in the path of the bolt may attempt a reflex save (DC 10 + ½ the Chosen’s level + the Chosen’s Constitution modifier) for half damage. At the their option, the Chosen may instead unleash the Silver Fire in the form of a burning sphere, which is hurled at a single target by means of a ranged touch attack (no save) and deals 1d6 points of damage per every two levels of the Chosen. Both of the above uses of the Silver Fire breach all magical and supernatural barriers or defenses automatically. Alternatively, this flame may instead surround the Chosen as a radiant burning aura that deals 4d12 points of damage plus an addition point of damage per level of the Chosen to any creature who touches or strikes her in combat for the next 2d4 rounds. Any of the above uses of the Silver Fire can only be called upon once every six rounds. The Silver Fire can be unleashed as a cloud-like emanation with a 90 ft radius, permanently banishing all Dead Magic zones and dispelling all Antimagic effects it comes into contact with. This cloud effect is draining on the Weave, and it can only be called upon once per hour. Mystra discourages its use except for dire emergencies. The Silver Fire can be called upon to duplicate the effects of a Greater Teleport spell to transport the Chosen to any location where she had previously wielded the Silver Fire, duplicate the effects of a Regenerate spell upon the Chosen, or allow any spell or spell-like ability she casts to be augmented by any metamagic feat she possesses without raising the spell level of the spell or increasing it’s casting time. Any of these effects of the Silver Fire can be called upon a number of times per day equal to the Constitution bonus of the Chosen. The Silver Fire may be used to contribute to an Epic Spell ritual as though it were a spell, or be included into the development of an Epic Spell as a unique spell component. The Spellcraft DC reduction of any Epic Spell that uses the Silver Fire as a special focus is –20, and the reduction for any Epic Spell that uses contributions of the Silver Fire to its ritual is –20 for each Chosen contributing Silver Fire to the spell. The Silver Fire can be called upon to substitute the XP cost of a spell that is cast by the Chosen, or to substitute the XP cost of crafting or repairing a magic item whose item caster level is equal to or lower than Chosen’s caster level. This effect is draining upon the Weave, and the Chosen who calls upon the Silver Fire for this purpose may not manifest the Silver Fire again in any of it’s forms for 1d4+1 days. All of the above effects of the Silver Fire function as if cast by a spellcaster equal to the level or hit dice of the Chosen. Chosen of Sehanine Moonbow Also known as The Moonsinger by Green Elven Vampire Creating a Chosen of Sehanine Moonbow It is a template that can be added to any Elf or Half Elf. A Chosen of Sehanine uses the character's statistics and special abilities except as noted below. Challenge Rating: Same as the character +5. Alignment: Chosen of Sehanine are almost always chaotic good Saves: The character adds +2 as a bonus to all saving throws. Abilities: Increase from the character as follows: Wisdom +8, Charisma +4. Special Qualities: A Chosen of Sehanine retains all of the special qualities of the character and also gains the following: Bonus Spells (Sp): The Chosen of Sehanine gains the following spell-like abilities Constant–feather fall, mage armor, detect secret doors At will–aid, minor image, moonbeam 5/day–displacement, moonblade 3/day–insanity, mislead 1/day–moonfire, weird Immunities (Ex): Chosen of Sehanine are immune to aging effects and do not age. She is also immune to all illusion and mind-affecting spells of 3rd level or lower. The Goddess’ Cycle (Ex): The chosens power varies with the cycle of the moon. During the full moon she gains a +4 divine bonus to the DC of all her spells cast from the Illusion, Moon and Elf domains. During the first and last quarter moon her bonus drops to +2. During the New moon she gains no divine bonus and her spell DC's are normal. Smile of the Night Sky (Sp): Whenever in the direct source of moonlight the Chosen trails tiny motes of moonlight in her wake that shimmer as she walks resembling a silvery cloak. These motes of moonlight give her a +2 deflection bonus to AC and last as long as she stays within an area of moonlight. Lunar Lady's Mysteries (Su): Whenever in direct moonlight, whatever weapons the chosen is wielding gains the following powers – ghost touch, keen (this is stackable), and sure striking. The powers remain effective on the weapons as long as she remains in a source of moonlight. Moonbow (Sp): The chosen may create a crystalline bow the size and strength of a long bow or short bow. A thin beam of silvery light serves as the bowstring and, when it is drawn back causes a shimmering silver arrow to magically appear in the proper position. Only the chosen may employ the moonbow. She attacks at her BAB against any foe within range. Each shaft trails a stream of whispy silver smoke delineating the path of flight. After any attack, whether it hits or not, the arrow vanishes. Upon a successful ranged attack the moonshaft deals 7d4 points of damage against living creatures, and 14d4 against all undead foes. Undead creatures struck also become outlines by a silvery faerie fire effect lasting 1d4+1 rounds. This ability may be used twice a day and lasts as many rounds equal to the Chosen’s total character level. Lycanthropy Shield (Sp): The chosen is granted the ability to ward off most lycanthropy infections. She gains a +5 divine bonus to her Fortitude save when bitten or struck by a lycanthrope. This ability is a constant effect. Feats: Weapon Focus (longsword or quarterstaff), Education, Mind over Body, and Strong Soul. Skills: Concentration, Knowledge (any), and Spellcraft are class skills, regardless of the character's class. Advancement: Same as the character Climate/Terrain: Same as the character. Organization: Same as the character, but must be a devoted follower of Sehanine Moonbow. Treasure: Same as the character.
I spent 25 mins trying to comprehend this so that I may be more diverse with the site. You killed my mind. I am googling it at the moment so that I may have a more educated response about this. Do the NPC's stats change depending on events that follow in upcomming books?
[FONT="Times New Roman"]Would someone be kind enough to stat out Darsson Spellmaker, the researcher wizard detailed in Pages from the Mages?
Ravennight--Jhesirya is a 19th-level sorcerer, according to Expedition to the Ruins of Undermountain. She's a living wish spell now, but I guess that doesn't matter, since you're focusing on her time as a living human woman Magister. Also, her description is copied & pasted from one of your other Magisters.[/FONT]
Here's another request. Enjoy.
The Farseer CR 28 Male Tashalan Human Diviner 10/Cleric 8 of Savras/Mystic Theurge 10 LN Medium Humanoid (human) Init +0; Senses arcane sight, darkvision 120 ft., see invisibility 120 ft.; Listen +7, Spot +17 Languages Alzhedo, Chultan, Common, Draconic, Shaaran, Tashalan, Yuan-Ti, permanent tongues ------------------------------------------------------------ AC 23, touch 15, flat-footed 23 (+8 armor, +5 deflection); uncanny dodge hp 115 (28 HD) Fort +14, Ref +9, Will +27 ------------------------------------------------------------ Speed 30 ft. (6 squares) Melee masterwork silver dagger +10/+5 (1d4-4/19-20) Base Atk +12; Grp +9 Special Actions divine counterspell Combat Gear arcane scroll of astral projection, arcane scroll of moment of prescience, divine scroll of greater spell immunity, divine scroll of heal, staff of divination (20 charges) Wizard Spells Prepared (CL 20th; 1d20+24 to overcome SR; prohibited school necromancy): 10th–quickened antimagic field 9th–foresight [CL 21st], hindsight [CL 21st], meteor swarm (DC 27), Mordenkainen’s disjunction (DC 27), time stop 8th–persistent bear’s endurance*, persistent detect thoughts* (DC 23) [CL 21st], greater prying eyes [CL 21st], mind blank, screen (DC 26), sunburst (DC 26) 7th–control weather, forcecage, greater teleport, heightened hold monster (DC 25), project image, vision [CL 21st] 6th–analyze dweowmer [CL 21st], chain lightning (DC 24), globe of invulnerability, greater dispel magic x2, legend lore [CL 21st] 5th–Mordenkainen’s private sanctum, overland flight, Rary’s telepathic bond [CL 21st], sending, summon monster V, wall of force 4th–arcane eye [CL 21st], charm monster (DC 22), detect scrying, fire shield, enlarged fireball (DC 21), greater invisibility, know vulnerabilities (DC 25) [CL 21st] 3rd–displacement, gaseous form, lightning bolt (DC 21), nondetection, protection from energy, unluck (DC 24) [CL 21st], wind wall 2nd–cat’s grace, discern shapechanger [CL 21st], glitterdust (DC 20), gust of wind (DC 20), mirror image, protection from arrows, whispering wind 1st–erase, expeditious retreat, feather fall, identify [CL 21st], magic missile x2, shield 0–arcane mark, light, mage hand, message, read magic [CL 21st] Cleric Spell Prepared (CL 18th; 1d20+22 to overcome SR) 10th–quickened heal 9th–energy drain (DC 26), foresight {D}[CL 19th] , miracle 8th–discern location {D}, earthquake, fire storm (DC 25), shield of law (DC 25) 7th–heightened daylight, destruction (DC 24), dictum (DC 24), repulsion (DC 24), vision {D}[CL 19th] 6th–animate objects, blade barrier, find the path [CL 19th], geas/quest {D}, heroes’ feast, extended spel l resistance 5th–break enchantment, dispel chaos (DC 22), flame strike, greater command (DC 22), mark of justice {D}, raise dead 4th–death ward, dismissal, divination {D}[CL 19th] , freedom of movement, greater magic weapon, neutralize poison, restoration 3rd–clairaudience/clairvoyance {D}[CL 19th], create food and water, magic circle against chaos, prayer, remove blindness/deafness, remove curse, remove disease, searing light (+12 ranged touch), speak with dead (DC 20) 2nd–aid, augury {D}[CL 19th], calm emotions (DC 19), enthrall (DC 19), find traps [CL 19th], make whole, status [CL 19th], zone of truth (DC 19) 1st–bless, detect chaos [CL 19th], detect secret doors {D}[CL 19th], detect undead [CL 19th], divine favor, magic stone, omen of peril, sanctuary (DC 18) 0–create water, detect poison, guidance, mending, purify food and drink, virtue D Domain Spell. Domains: Fate, Knowledge Psion Powers Known (ML 1st; power points 2) 1st–precognition * Already cast ------------------------------------------------------------ Abilities Str 5, Dex 10, Con 11, Int 27, Wis 25, Cha 14 SQ enhanced awareness Feats Enlarge Spell, Extend Spell, Improved Toughness, Insightful Divination, Greater Spell Focus (divination), Greater Spell Penetration, Heighten Spell, Hidden Talent, Improved Spell Capacity, Persistent Spell, Quicken Spell, Scribe Scroll {B}, Spell Focus (divination), Spell Penetration Skills Concentration +31, Craft (alchemy) +18, Decipher Script +18, Diplomacy +12, Heal +15, Knowledge (arcana) +39, Knowledge (history) +18, Knowledge (religion) +39, Knowledge (the planes) +18, Listen +7, Search +18, Sense Motive +17, Spellcraft +43, Spot +17, Survival +7 (+9 on other planes) Possessions combat gear as well masterwork silver dagger, bracers of armor +8, candle of invocation (LN), crystal ball with telepathy, headband of intellect and wisdom +6, ring of protection +5, robe of eyes, vest of resistance +5, silver holy symbol. 2,800 gp in gems, jewelry, and coins. Spellbook spells prepared plus the Farseer knows most of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Spell Compendium. He knows all divination spells from the Player’s Handbook. ------------------------------------------------------------ Hook “What do you wish to see?” Description Unknown Note The Farseer has the bonuses and penalties associated with old age. The Farseer had the following statistics before aging, HD ability score increases, and equipment bonuses: Str 8, Dex 13, Con 10, Int 15, Wis 14, Cha 12. ------------------------------------------------------------ Divine Counterspell Three times per day, the Farseer can counter a spell as a supernatural ability. This ability functions as dispel magic, but uses his cleric level rather than his caster level, with a +4 synergy bonus from Knowledge (arcana) (total bonus of +12). Enhanced Awareness The Farseer has Sense Motive on his list of wizard class skils. When he casts identify, it takes only 10 minutes, rather than the standard casting time of 1 hour. When the Farseer casts arcane eye, the sensor travels 20 feet per round (rather than 10) while studying surroundings. The Farseer adds 1 to the saving throw DCs of his divination spells; this improvement stacks with his Greater Spell Focus (divination) feat. To gain this alternative class feature, the Farseer gave up the ability to summon a familiar. ------------------------------------------------------------ Sources PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Serpent Kingdoms (3.5E), Complete Mage (3.5E), Epic Level Handbook (3E), Expanded Psionics Handbook (3.5E), Unearthed Arcana (3.5E), and Spell Compendium (3.5E).
Bare with me, for this is my first posted, and replicated NPC. *Crosses Fingers*
Drasek Riven: Male Human (Chosen of Mask) Fighter 8/ Rogue 6/ Divine Champion of Mask 4; CR 18; Med-Size Humanoid; HD 8d10+6d6+4d10+18; hp 116; +9; Spd 30ft; AC; 21, touch 16, flat-footed 16, Base Attack +16; Grp +13; Full Atk +17/+12/+7/+5 (1d8+6/ 17-20x2, +3 Saber of Speed) & +17 (1d8+5/ 17-20x2, +3 Defending Human Bane Saber) or +18/+13/+8/+6 (1d4+2 19-20/x2, +1 Distance Dagger); SA Sneak Attack +3d6; Evasion, Uncanny Dodge, Trapfinding, Trap Sense +2, Lay on Hands, Sacred Defense, Smite Infidel; AL NE; SV Fort +13, Ref +16, Will +6; Str 12, Dex 21, Con 13, Int 11, Wis 10, Cha 15. Skills and Feats: Balance +10, Climb +14, Disable Device +5, Disguise +9, Escape Artist +13, Hide +19, Intimidate +15, Jump +5, Move Silently +24, Ride +8, Sleight of Hand +10; Combat Reflexes, Weapon Focus (Saber), Weapon Specialization (Saber), Two-Weapon Fighting, Two-Weapon Defense, Stealthy, Spring Attack, Dark Speech, Dodge, Improved Critical (Saber), Quick Draw, Improved Initiative; Gnome, Common. Possessions: +3 Speed Saber, +3 Human Bane Defending Saber, +1 Distance Dagger, +1 Shadow Studded Leather Armor, Amulet of Natural Armor +2 [Doubles as Holy Symbol (Mask)], Cloak of Resistance +2, Disguise kit, Boots of Elvenkind, Bedroll, Ring of Teleporation (as boots of teleportation). Chosen of Mask Abilities: (this is what I've gathered so far) Resistance to Scrying: If Drasek is trying to be scryed/divined apon, he recieves a +6 bonus to resist it. I'd post a discription of the Dark Speech feat, but I dont have it, if anybody would like to PM me with it ill post it as well. Also dont be afraid to critique my shaky grasp of this char.
Good day green gaint, would like to know if you have any info and would be interested in doing a stat write up for Dhamir Ercals (CE male human Clr 16 of Cyric). He is the Co-leader to The Pereghost in darkhold. Thank you for any reply. Drew
The Ubbergeek, there was a thread about BG NPCs somewhere around there... I won't repost everything here.
Do you think it would be okay if i post the stats of the companions from the NW2 game?
So i think it is okay to post stats for the companion NPCs from NW2 game.
They would be at their higher level possible within the game and also because in the game they gain maximum hit point per level i shall post them likewise. SO: Kipp CR 3 Male Human Rogue 3 CN Medium Humanoid (human) Init +3 Senses Listen +5 Spot +5 Languages common ------------------------------------------------------------ AC 17 touch 13 flat-footed 14 (+4 armor) HP 21 (3 HD) Fort +2 Ref +6 Will +0 ------------------------------------------------------------ Speed 30 Feet (6 squares) Melee masterwork short sword +6 (1d6-1) Ranged masterwork shortbow +6(1d8) Base attack +2 Grapple +1 Combat Gear Mithral shirt,Elixir of hiding Elixir of sneaking. ------------------------------------------------------------ Abilities Str 8 Dex 17 Con 12 Int 13 Wis 8 Cha 9 Feats Dodge,Toughness,Weapon Finesse Skills listen +5 , open lock +9, hide +9 ,spot +5 , tumble +9, disable device +7,move silently +9, sleight of hand +9,use magic device +5,search +7 Possesions As combat gear +300 gp ------------------------------------------------------------ Hook: Let's open this chest. ------------------------------------------------------------ Sources: Players handbook,Players handbook 2,Neverwinter Nights 2.
Has any one stated the Last Mythal series yet? If not what kinda of levels do you think they are (at the end of the last book). Also has anyone tried stating the Pale Queen?
I was think something like..... Fflar Starbrow elven male Ftr22 Seiveril Miritar elven male Clr15/Div3 CR18 Jorildyn half elven male Wiz16 CR16 Donnor Kerth human male Clr11/Ftr4 CR15 Maresa air genesi female (unsure) Rog8/Ftr4 CR13 Jorin elven male Rgr13 CR13 Nesterin star elven male unsure Ilsevele Miritar elven female Ftr5/Sor4/SpellA4 CR13 Araevin sun elven male Wiz23* no elven high mage class as can cast high magic without that class The Pale Queen some form of Vampire with spell casting of a 20th+ necromancer
Have Sigil Fernel (LE M Human Nec 20) and Phthta Thak (CE F Human Nec 24) been statted yet? Both are from Elminster's Ecologies Appendix 1.
What about the characters in the Blackstaff novel:
Tsarra, or whatever her name was?(I would guess 6-8Sor/2Rgr/2-4Arc Archer) Raegar Stoneblade (Rogue lvl?) The Frostrune(Wiz lvl 20 at least) And this new Chosen half elf chick(i think)?Any info about her?
Took me awhile but here's Iakhovas. I'm unsure if I got the CR right. Background and Goals to Iakhovas can be found in the Threat from the Sea novels trilogy. Link to Nawidnehr. Enjoy.
IAKHOVAS CR 22 CE Gargantuan Outsider (Aquatic, Native, Shapechanger) Init +10; Senses blindsense, blindsight 500 ft., darkvision 60 ft., keen scent, low-light vision, true seeing; Listen +27, Spot +27 Languages Abyssal, Aquan, Celestial, Infernal, telepathy 1,000 ft., tongues ------------------------------------------------------------ AC 36, touch 17, flat-footed 30 (+6 Dex, -4 size, +5 deflection, +19 natural) hp 600 (30 HD); regeneration 10; DR 15/pearlsteel, good, and magic Immune anathematic secrecy (malefic property), elder evil immunities, sonic Resist cold 20, fire 20; SR 33 Fort +25, Ref +25, Will +20 ------------------------------------------------------------ Speed swim 80 ft. (16 squares); Rapid Swimming, Swim-By Attack Melee bite +45 (5d4+29 plus bleeding wounds) Space 20 ft.; Reach 15 ft. Base Atk +30; Grp +61 Atk Options Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Power Attack, magic strike, roar Special Actions bleeding wounds, discord and woe, song, summon abyssal depths Sorcerer Spells Known (CL 15th; 1d20+17 to overcome SR): 7th (5/day)–greater arcane sight, limited wish (DC 25) 6th (7/day)–disintegrate (+32 ranged touch, DC 24), flesh to stone (DC 24), veil (DC 24) 5th (7/day)–dominate person (DC 23), persistent image (DC 23), telekinesis (DC 23), teleport 4th (8/day)–dimension door, enervation (+32 ranged touch), mirage arcana (DC 22), shout (DC 22) 3rd (8/day)–fireball (DC 21), fly, invisibility sphere, lightning bolt (DC 21), shrink item 2nd (8/day)–gust of wind (DC 20), knock, levitate, Melf’s acid arrow (+32 ranged touch), web (DC 20) 1st (8/day)–disguise self, Laeral’s cutting hand [SC], protection from good, ray of flame (+32 ranged touch) [SC], Tenser’s floating disk 0 (6/day)–amanuensis, detect magic, detect poison, light, mage hand, mending, message, open/close, read magic, stick ------------------------------------------------------------ Abilities Str 38, Dex 22, Con 30, Int 20, Wis 20, Cha 27 SQ amphibious, nondetection, sign (invasion), shark empathy, tattoos Feats Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Craft Wondrous Item, Exotic Weapon Proficiency (bastard sword), Improved Initiative{B}, Iron Will, Leadership, Multiattack{B}, Power Attack, Rapid Swimming{B}, Spell Penetration, Swim-By Attack Skills Bluff +36, Concentration +25, Diplomacy +15, Disguise +26 (+30 acting), Hide +26, Intimidate +35, Knowledge (arcana) +20, Listen +27, Move Silently +26, Profession (sailor) +20, Spellcraft +22, Spot +27, Swim +29 Possessions Sharkstooth (+5 keen bastard sword of wounding), circlet of persuasion, ring of regeneration, cloak of weaponry ------------------------------------------------------------ Description In its natural form, Iakhovas appears as a ninety-foot great white shark. Its scars and tattoos appearing around its golden eye. Its favorite humanoid form, is that of a male human standing over seven feet tall, thickchested, and wide shoulders. Black hair spilling over its shoulders, framing a face that would have been handsome if not for the ancient scarring that twisted its features. He wears a short beard and mustache. A black eye patch covering the empty socket that gleamed with golden light. Dressed in black breeches and a dark green shirt with its flowing magical black cloak hung over its shoulders. Note Some of Iakhovas’ abilities are tied to his magic items. Without the ring he loses his regeneration ability, his circlet of persuasion (effects already added to skills) is tied to his summon abyssal depths, and his cloak grants him the Rapid Swimming feat. ------------------------------------------------------------ Anathematic Secrecy (Su) Iakhovas is immune to all divine divination spell effects. Change Shape (Su) Iakhovas' natural form is that of a gargantuan dire shark, but it can assume two other forms as a standard action: any humanoid, monstrous humanoid, or giant of Gargantuan or smaller size or a hybrid combining the features of a shark and one of its other forms. In shark form, Iakhovas cannot use its song ability. In its other forms, Iakhovas cannot use its bite attack, roar, or swallow whole ability. In hybrid form, Iakhovas’ swim speed is reduced to match its much faster land speed, and it gains two claw attacks (or can use its claws to wield weapons, if it prefers). This form otherwise resembles the wereshark form with damage from bite and claws modified by size. (Lost Empires of Faerun) Iakhovas remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but Iakhovas reverts to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in any other form except shark form. *When using its change shape ability, Iakhovas gains a +10 circumstance bonus on Disguise checks. Bleeding Wounds (Ex) A wound from Iakhovas’ bite attack in natural or hybrid form continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple bite wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on). Blindsense (Ex) Iakhovas can locate creatures underwater within a 30-foot radius. This ability works only when it is underwater. Improved Grab (Ex) To use this ability, Iakhovas must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom or can try to swallow the foe the following round. Discord and Woe (Su) Each round as a standard action, Iakhovas can force a creature within 100 miles to attempt a DC 33 Will save. An affected creature enters a barbarian rage, attacking the closest creature and taking 1 point of vile damage per round until it is killed or the effect ends. The creature can attempt a new Will save each round to escape the effect. This property does not come into effect until Iakhovas has recovered and placed his missing eye back into its place (when its overwhelming invasion sign manifests). Keen Scent (Ex) Iakhovas can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile. Nondetection (Su) As the nondetection spell; continuous; caster level 20th. Regeneration (Ex) Iakhovas takes lethal damage from good-aligned attacks and spells and effects with the good descriptor. Roar (Su) Iakhovas in its natural form can loose a thunderous roar every 1d4 rounds. All creatures except nawidnehrs within a 50-foot cone must succeed on a DC 35 Fortitude save or be stunned for 2d4 rounds. This is a sonic effect. The save DC is Constitution-based. Shark Empathy (Ex) In any form, Iakhovas can communicate and empathize with normal or dire sharks. This gives him a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack." Song (Su) Iakhovas in humanoid, monstrous humanoid, giant, or hybrid form can sing a haunting song. All creatures except nawidnehrs within 50 feet must succeed on a DC 32 Will save or be cowering for 1d4+4 rounds. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based. Summon Abyssal Depths (Su) Iakhovas can summon creatures with the aquatic subtype up to three times per day as a standard action. Although the kind of creature can vary, each use of this ability can summon no more than three creatures that have a total of 30 HD or lower. The creatures arrive immediately and serve Iakhovas until slain. Swallow Whole (Ex) Iakhovas can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+19 points of bludgeoning damage plus 1d8+4 points of acid damage per round from it’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to it’s digestive tract (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Iakhovas’ gullet can hold 2 Huge, 8 Large, 32 Medium or Small, 128 Tiny, 512 Diminutive, or 2,048 Fine or smaller opponents. Tattoos (Su) Iakhovas’ runic tattoos provide him with a +5 deflection bonus to AC and a +5 resistance bonus to saves Tongues (Su) As the tongues spell; continuous; caster level 20th. True Seeing (Su) As the true seeing spell, continuous; caster level 20th. Skills Iakhovas has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. ------------------------------------------------------------ Sources Threat from the Sea novels trilogy, PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Elder Evils (3.5E), Stormwrack (3.5E), Arms and Equipment Guide (3E), Spell Compendium (3.5E), and Magic Item Compendium (3.5E) Sign: Invasion The seas erupt with waves of hostile aquatic creatures. At first these invasions consists of normal animals with the aquatic subtype but as the invasion grows, monstrous creatures such as aboleths, krakens, and sahuagin become more common. Faint: The check frequency is once a week. The Encounter Level of the invasion should be 2 lower than the average party level. Moderate: As faint, but the check increases to once a day. Strong: The check frequency increases to once every 1d4 hours. The EL should be equal to the average party level. Overwhelming: The check frequency increases to once every hour, and the chance of encountering wandering monsters increases to 20%. The EL should be equal to the average party level +2. Tarjana (Fisherhawk on Wing): Galley; Colossal vehicle; Seaworthiness +0; Shiphandling +0; Speed wind x 15 ft. or oars 20 ft. (poor); Overall AC –3; Hull sections 78 (sink 19 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 2; Rigging 60 hp (hardness 0), AC 1; Ram 6d6; Space 130 ft. by 20 ft.; Height 15 ft. (draft 15 ft.); Complement 300; Watch 10 plus 160 rowers; Cargo 150 tons (Speed wind x 10 ft. or oars 15 ft. if 75 tons or more); Cost 201,800 gp. Equipment: 9 ballistae, ramming prow, earth-keel, masterwork controls, ship has the submersing augmentation (Stronghold Builder’s Guidebook).
Thank you for this tread. Great one.
But if I can suggest something. If you could edit your first tread to put in wich page we can find the restated npc on this tread. Example I want to check Ryld Argild stat but I really don't know if it have be post somehere and I really don't have the time to search all them. I don't own the nu.320 of dragon. Yes I will buy it if I can but I own the mini of him and I want to see if someone post it here. It just an exemple I think it could help for looking at the npc already post. Thanks Sorry for my english!
Great stuff Green Giant and brilliant to have you back on this thread!
Could you possibly have a stab at the sharn in the recent module of Anauroch: Empire of Shade. It was made up of three entities, the seer Augathra the Mad, the phaerimm Xeris and the Myth Drannan wizard Shar Cormrael. Also what the spell for turning into a sharn would possibly be? Thanks for any help!!
Where can i find the statistics of the sharn in 3.5?Also did u not make him a little overpowered
?If u just putted him 10 lvls in mystic theurge then he shouldn't be able to cast epic spells
Thanks very much for your help cheyne_daak, it is very appreciated and the spell is great, I really liked your sharn stats too.
I do still need the stats for the sharn that was made up of Augathra the Mad, the phaerimm Xeris and the Myth Drannan wizard Shar Cormrael if anyone at all can help me?!?
Has anyone yet tried to do Pherix Traeleth from the class chronicles ?
That would be great ![]() Thanks in advance
Ah, I see. It's good to hear that he will be present in 4e. Otherwise it would have been quite a short appearance
Wow, this is amazing, Godsent!
I have a request tho, Phaerun Mizzrim ( one of the houses of menzoberanzan, from the War of the Spider Queen) He hasnt been stated anywhere i could see, and i'd like to request it, if possible, ty in advance!
Dose any one have a copy of Gromph Banere's stats as I wish to use him in one of my new games I have planed:D .
yep, found them in dragon magazines, ty
One other thing im wondering about is Evard the Black( the suppoed creator of Evard's Black tentacles) He is supposed to be a conjurer from what i can tell, but im interested in his history more then anything, since im just about clueless about him, and am looking to find out more, anyone got any info on him?
Were is he at? And I'm not sure if he is even Forgotten Realms specific.
Never mind, i found some ppl already trying to stat him out
Evard is from Greyhawk, iirc he was statted as a critical threat in Dungeon sometime.
Yep, Dungeon#107 (February 2004) has him: Evard: Debased Information Broker (by Erik Mona, CR16 Conjuror 16) Evard of Black Tentacles infamy, an information-monger worthy to be Robilar's peer! In addition to the NPC, we're also treated to his nasty divinatory spell, Evard's All Seeing Worm.
Ok, so this request might be a bit big, but here goes...
I'm interested in the Council of Evermeet, which is composed of the following people: -Queen Amlaruil Moonflower-The Sad Queen, the current ruler of Evermeet, a Moon Elf, she is the Chosen of the whole Seldarine pantheon and is over 900 years old... posesses Tahlshara and the Chalice of Labelas, two of the three Great Treasures of Evermeet(female) -Lord Seiveril Miritar-Lord of Elion, over 400 years old, Sun Elf(male) -High Admiral Emardin Elsydar-Sun Elf(male) -Scribe Zaltarish-???( supposedly old)(male) -Princess Jerreda Starcloak-representative of the Wood Elves in the council, Wood Elf(female) -Selsharra Durothil-Sun Elf, matron of the Durothil Clan(female) -Grand Mage Breithel Olithir-grand mage of the tower of the sun...???(male) -High Marshal Keryth Blackhelm-Moon Elf, High Marshal of evermeet(male) -Speaker Meraera Silden-Moon Elf, speaker of Leuthilspar(female) -Governor Ammisyll VeldannSun elf, governor of Nimlith(female) well, thats about all the info i have, any mroe would be appreciated... stats, from what i can tell are nonexistent
very nice! that whole section for elves is amazing, but i still need more of the npc's
I was wondering if I could commision (without pay, lol) someone to stat out Valas Hune of the War of the Spider Queen series. I know he was in Dragon, but I don't have access to it, and I was wondering if anyone could post a similar version, or maybe give me an idea as to what classes/levels in each, he has.
If Green Giant doesn't want the thread to be cluttered with responses, a PM would work just fine. Thanks so much! P.S. Any stats on his magic items would be very helpful as well. P.P.S If anyone has versions of him that differ from those posted in Dragon, I would like them as well! Including home brew classes (as long as a link is posted to the class). Thanks, Cheers! :D
Has anyone tried to stat any of the 13 Princes of Shade?I'm thinking of using some of them in an adventure and i would like to see them fully stated not only in LOD
Wait....why is it illegal to post your own versions of him? Or homebrew versions of magic items like his?
P.S. I'm just curious, I'm not trying to fight it or anything. Thanks, Cheers! :D
Yeah, what is illegal (on the forums, not at home) is to stat up a character that has only appeared in the books. If someone official and sanctioned has statted them up somehow (even if only by mention of level or class) then they are fair game.
However there was something about not fighting the official line - if they had been given a full statblock already, then they should not be statted here, in this thread.
I was talkin about others that wanted to post their own version of their fave characters. Probably have them posted on a different thread and have it titled Fan Fic Characters. That is what I was gettin at.
A complete thread for Fan Fic Characters: The Drizzt Section?? Oh, the humanity. LOL. There would be 20,000 posts within the first week alone on that thread.
Someone mentioned this before but didn't get an answer, I would like to see some stats on Taegan Nightwind from the Rage of Dragons series. I have searched the boards and online without hardly any success.
This is what I found on here so far: Sor3/Ftr4/BldS7/Dsly1. Any help would be appreciated. Many thanks in advance.
great job on the Iakhovas stats Greengiant. the Elder Evil template works great.
I finally got the Elder Evils sourcebook and i thought that it would be perfect for stating out the Ghezneths from the Cormyr saga. It'd be awesome if you could throw something together
Great thread it is been very helpful so far.
We are playing in Neverwinter and i am wondering if i could have some help with some Npcs. I saw that Nasher was allready stated. The ones i am asking about are 1)Ophala Cheldarstorn half-elf the owner of the moonstone mask , she is described in several 2.0 books as a 14 level magic user and that she is a member of the many-starred cloak. 2)The high-priest of tyr in Neverwinter Oleff Uskar who is statted in 2.0 books as a 10 level priest of Tyr. I ask for help because i have not the faintest idea of how to convert an 2.0 to third edition.
-Yeah. Sure. There's a back up, since things I asked moved days ago haven't, but when things get moving, I'll have this one sent away there.
-I put this Thread in my Handy Links Thread. It is in the 3.5 Legacy Section.
18DELTA
-Weird, this thread escaped my grasp. Well, I'll have it moved now.
I was wondering if anyone was willing to do stat blocks for Bellas's Band, the Merchant Dukes of Calaunt, and key NPC's of that city?
Green Giant or Warlockco if you're up for it, I would love to see your work...if of course you are interested They are detailed in the 2e "Forgotten Realms Adventures" game accessory. The role call is as follows as quoted from this source; The Merchant Dukes are; Bellas Thanatar, Supreme Scepter of Calaunt (NE hm F12), known to collect and use many magical weopons and protective items. Iritar "the Dark" (NE hm W15), a cold and sadistic man known for creative butchery of apprentices who have displeased him. It is suspected that Iritar robs and destroys any wizards of power who overstay their welcome in the city. Iritar is also secretly the Night Hood, leader of the thieves' guild known as the Shadowcloaks. (side note: I imagine Iritar would have gained a few levels as he would no doubt be the most active of the Merchant Dukes. I have also considered that he may have discovered the Shadow Weave...perhaps). Saleska Mintharl (CN hf P11), "Shield of Tempest". Alascartha Vyperwood (CN hf F9). Pirithin Alasgost (CN half-e-m T14). Halabankh Ormsarr (NG hm W(Ill)14). Haldyn Stormkin (NG hm F10), possessed of a 9-foot stature and Str 18/76, (considering the name and physical discription, this one has (storm?) giant ancestory. Perhaps he could be a Goliath). Other NPC's... Baron's Uthorn and Wenszrin (two dopplegangers who are under the magical control if Iritar, who appear as two hardened, plain warriors of middling level). Whipmistress Shaleen "Talonkiss" Oomreen (LE hf P14) of the House of Scarlet Hooks, temple to Loviatar. High Priestess, a.k.a. "Moon Mistress" Wyndra Syrrylstone (CG hf P19) of Moonsilver House, temple of Selune. Yathla "Shimmerstar" Oloryn LN hf F2), a highly skilled cosmetic surgeon and makeup maker, skilled in acting and at human disguises of all sorts, available for hire by adventurers. That's it. I have always considered this city a great place to run a campaign wherein the PC's eventually overthrow the evil government. Having these NPC's converted to 3.5e would be a hugh motivator and a great help.
Ah the elusive thread returns!
Can I contribute by trying to convert that last Shimmerstar girl? I plan to make her a fighter/bard then. Spoiler: Show Yathla "Shimmerstar" Oloryn LN hf F2): Female Tethyrian Human Bard1/Fighter1; CR 2; Medium Humanoid (Human); HD 1d6+1d8+4; hp 16; Init +1; Spd 30 ft.; AC 15 (touch 11, flat-footed 14) with Dodge; Base Atk +1; Grp +3; Atk +4 melee (1d8+2/19-20 masterwork longsword) or +4 melee (1d4+2/19-20 masterwork dagger) or +3 ranged (1d8/19-20, light crossbow with masterwork bolts); Face/Reach 5 ft./5 ft.; SQ None AL LN; SV Fort +4, Ref +4, Will +2; Str 14, Dex 13, Con 14, Int 16, Wis 11, Cha 16 Skills and Feats: Bluff +8, Diplomacy +5, Disguise +8 (+10 to act in character) [+10 with disguise kits], Forgery +4, Gather Information +4, Heal +3 [+5 with mw heal tools], Hide +5, Knowledge (nobility) +7, Knowledge (local) +7, Listen +2, Move Silently +5, Perform (act) +7, Speak Language (automatic: Damarran and Common; bonus: Aglarondan, Dwarven, Giant; learned: Elven, Rasheman, Mulhorandi, Chondothan), Use Magic Device +7; Combat Expertise, Dodge, Mercantile Background Special Qualities: Bardic knowledge +4, bardic music 1/day (countersong, fascinate, inspire courage +1, inspire competence). Bard Spells Known (4 0th level bard spells per day; base DC = 13 + spell level; caster level 1st): 0-detect magic, daze (dc13), mending, read magic, resistance, lullaby Possessions: Trade store with Surgery room, masterwork healing tool and 5 masterwork disguise kits, Masterwork chain shirt, masterwork longsword, 2 masterwork daggers (stored in boots), light crossbow, 2 boltcases with 10 masterwork bolts, scroll: disguise self, 34 gp in money belt; 14 gp, 19 sp, 9 cp in belt pouch Description: Yathla "Shimmerstar" Oloryn has a petite build that stands at 5’4” and weighs in at 112 lbs. She is believed to be 25 yrs. old with straw hair and light brown eyes that have excellent nightvision for a human. She likes to dress for the occasion and has a fondness of silver and transparant jewelry. Her steady hand and uncanny knack of noticing character flaws and quirks has aided her in her side life of impersonisation. Sources: PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E). I hope the description is a bit ok. I made that all up ^^.
It's back.
Give me some time, ashen-broadwing and I'll see what I can do.
Thank you Green Giant!
Take all the time you need. I look forward to seeing what you come up with. Btw, you've done an amazing job here. Seriously, you deserve recognition for all your hard work. Bravo sir!
Here are the Merchant Dukes and the barons of Calaunt. I'll finish the rest when I'm able. Enjoy.
Bellas Thanatar CR 12 Male Chondathan Human Fighter 12 NE Medium Humanoid (human) Init +4; Senses Listen +1, Spot +1 Languages Chondathan, Common, Damaran -------------------------------------------------------------------------- AC 24, touch 11, flat-footed 24 (+9 armor, +1 deflection, +3 shield, +1 natural) hp 94 (12 HD); DR 2/- Fort +12, Ref +6, Will +7 -------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 bastard sword +18/+13/+8 (1d10+8/17-20) Melee +1 dagger +16/+11/+6 (1d4+4/19-20) Ranged +1 dagger +13 (1d4+4/19-20) Ranged +1 light crossbow +13 (1d8+1/19-20) Base Atk +12; Grp +15 Atk Options Cleave, Combat Expertise, Intimidating StrikePHBII, Power Attack Combat Gear potion of cure moderate wounds x2, potion of bull’s strength -------------------------------------------------------------------------- Abilities Str 16, Dex 10, Con 14, Int 13, Wis 13, Cha 12 Feats Armor Specialization (heavy)[PHBII], Cleave, Combat Expertise, Exotic Weapon Proficiency (bastard sword), Greater Weapon Focus (bastard sword), Greater Weapon Specialization (bastard sword), Improved Critical (bastard sword), Improved Initiative, Intimidating Strike[PHBII], Mounted Combat, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword) Skills Appraise +1 (+3 with weapons), Climb +3, Craft (weaponsmithing) +8, Intimidate +16, Jump +3, Knowledge (local-the Vast) +5, Listen +1, Ride +9, Spot +1, Swim -4 Possessions combat gear as well as +2 half-plate, +1 heavy steel shield, +1 bastard sword, +1 dagger, amulet of natural armor +1, cloak of resistance +2, ring of protection +1. In his adventures as one of Bellas’ Band, Bellas claimed 2d4 armor/shield augment crystals and 2d6 weapon augment crystals worth at least 8,000 gp in total. (The source of Bellas’ collection of different magic weapons and protective devices.) As the Supreme Scepter and one of the Merchant Dukes, Bellas Thanatar has access to many other equipment, both mundane and magical. -------------------------------------------------------------------------- Hook “It is my will that is Calaunt’s.” Description Unknown Note Bellas Thanatar has the bonuses and penalties associated with middle age. -------------------------------------------------------------------------- Sources Forgotten Realms Adventures (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Player’s Handbook II (3.5E) [PHBII]. Augment crystals can be found in Magic Item Compendium. Iritar “the Dark” CR 16 Male Chondathan Human Wizard 13/Archmage 2/Shadow Adept 1 NE Medium Humanoid (human) Init +2; Senses darkvision 60 ft.; Listen +2, Spot +2 Languages Chondathan, Common, Damaran, Draconic, Dwarven, Elven, Giant, empathic link -------------------------------------------------------------------------- AC 20, touch 14, flat-footed 18 (+2 Dex, +6 armor, +2 deflection) hp 57 (16 HD) Fort +7 (+11 vs. disease), Ref +8, Will +17 -------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork dagger +6/+1 (1d4-2/19-20) Range masterwork dagger +9/+4 (1d4-2/19-20) Base Atk +7; Grp +5 Special Actions mastery of counterspelling Combat Gear potion of cure serious wounds x2, staff of fiendish darkness (20 charges) [CAr], wand of fear (10 charges) Wizard Spells Prepared (CL 17th) 8th–greater shadow evocation* (DC 25), horrid wilting* (DC 25) 7th–finger of death* (DC 24), greater teleport 6th–antimagic field, eyebite* (DC 23), greater dispel magic, permanent image (DC 23) 5th–baleful polymorph (CL 16th, DC 21), cloudkill (DC 21), hold monster (DC 21), nightmare* (DC 22) 4th–bestow curse* (DC 21), charm monster (DC 20), enervation* (+9 ranged touch, DC 21), greater invisibility, stoneskin 3rd–fly (CL 16th), greater mage armor** [SC], lightning bolt (CL 16th, DC 19), protection from energy, vampiric touch* 2nd–blur, death armor [SC], detect thoughts (DC 18), glitterdust (DC 18), protection from arrows, web (DC 18) 1st–magic missile x2 (CL 16th), obscuring mist, protection from good, ray of enfeeblement* (+9 ranged touch), shield 0–detect magic, mage hand (CL 16th), message (CL 16th), read magic *1d20+22 to overcome SR of weave users ** already cast Spell-Like Abilities (CL 13th) 1/day–scrying (on familiar only) -------------------------------------------------------------------------- Abilities Str 7, Dex 14, Con 13, Int 22, Wis 15, Cha 10 SQ familiar (Karok), spell power +1 Feats Alertness {B} (if familiar within 5 ft.), Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Insidious Magic {B}, Pernicious Magic {B}, Quicken Spell, Scribe Scroll {B}, Shadow Weave Magic, Skill Focus (Spellcraft), Spell Focus (illusion), Spell Focus (necromancy), Tenacious Magic {B} Skills Appraise +6 (+8 with alchemical items), Concentration +20 (+24 when casting defensively), Craft (alchemy) +14, Decipher Script +12, Disguise +10, Gather Information +8, Hide +7, Intimidate +6, Knowledge (arcana) +25, Knowledge (history-the Vast) +18, Knowledge (local-the Vast) +15, Knowledge (the planes) +18, Listen +2, Search +9, Spellcraft +30, Spot +2 Possessions combat gear as well as masterwork dagger, headband of intellect +2, night hood, ring of protection +2, scroll: shadow evocation x2, scroll: summon monster VI. As one of the Merchant Dukes, Iritar has access to many other equipment, both mundane and magical. Spellbook As above, plus Iritar knows many of the wizard/sorcerer spells in the Player’s Handbook as well as some of those found in the Spell Compendium. Iritar’s spellbook is spelltrapped with a bestow curse spell every time someone opens the book without speaking the password. -------------------------------------------------------------------------- Hook “Fear the dark.” Description Unknown. Note Iritar has the bonuses and penalties associated with middle age. Iritar has only the benefits of the Night Hood rank from the Shadowcloaks affiliation. -------------------------------------------------------------------------- Mastery of Counterspelling: When Istar counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. Spell Power +1: Istar’s caster level increases by one for purposes of determining level-dependent variables and caster level checks only. -------------------------------------------------------------------------- Sources Forgotten Realms Adventures (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E) [CA], and Spell Compendium (3.5E) [SC]. Karok, Vulture Familiar CR – N Small Magical Beast (augmented animal) Dragon magazine #323 98, Sandstorm 195 Init +2; Senses low-light vision, scent; Listen +2, Spot +6 Languages empathic link, speak with master -------------------------------------------------------------------------- AC 22, touch 13, flat-footed 20 (+1 size, +2 Dex, +9 natural) hp 28 (16 HD) SR 18 Resist improved evasion Fort +7 (+9 vs. normal disease), Ref +6, Will +9 -------------------------------------------------------------------------- Speed 10 ft. (2 squares), fly 60 ft. (average) Melee bite +6 (1d4-1) Base Atk +7; Grp +2 Atk Options deliver touch spells -------------------------------------------------------------------------- Abilities Str 8, Dex 15, Con 17, Int 12, Wis 14, Cha 4 Feats Track Skills Spot +6, Survival +10 Night Hood Price (Item Level): 24,450 gp (15th) Body Slot: Shoulders Caster Level: 16th Aura: Strong; (DC 22) illusion Activation: - and immediate (mental) Weight: 1 lb. This bland, gray cape comes with a hood. As a shadowcloak without the curse as well as allowing the wearer to alter her appearance as with a disguise self spell. Prerequisites: Craft Wondrous Item, darkvision, disguise self, invisibility, resistance. Cost to Create: 12,225 gp, 978 XP, 25 days Shadowcloak Price (Item Level): 10,000 gp (12th) Body Slot: Shoulders Caster Level: 8th Aura: Moderate; (DC 19) illusion Activation: - Weight: 1 lb. This is a bland, gray cape. A shadowcloak has the same properties as a cloak of elvenkind and also gives the wearer darkvision 60 ft. if he doesn’t have it. As well, it provides a +2 resistance bonus to saving throws. These benefits are not without a price. Iritar has woven a potent curse into his creations to prevent them from being abused or turned against him. Once donned, a shadowcloak can be removed only with a remove curse spell or at the will of the Night Hood. If an individual attempts to flee Calaunt, he suffers 1 point of Constitution damage each week. This damage cannot be healed until he returns to the city or a successful remove curse is used on the cloak to remove it. A wearer also suffers from light sensitivity when using the cloak. He is dazzled in bright sunlight or within the radius of a daylight spell. Prerequisites: Craft Wondrous Item, bestow curse, darkvision, invisibility, resistance. Cost to Create: 5,000 gp, 400 XP, 10 days Source: Wizards and Rogues of the Realms (2E) The Shadowcloaks Symbol: A bland, gray cloak Background, Goals, and Dreams: The Shadowcloaks are a mysterious and widespread organization of thieves and spies who are controlled by The Night Hood. Enemies and Allies: Most citizens of Calaunt suspect that the dukes and the Shadowcloaks either work together or have come to some agreement, or the Shadowcloaks would have been ruthlessly exterminated long ago. Members: The membership of the Shadowcloaks consists of nondescript low-level rogues and fighters with some priests of Mask to assist. Secrets: None realize that Iritar and the Night Hood are one and the same. Type: Thieves Guild Scale: 6 (city) Affiliation Score Criteria: Upon joining you are a shadowpad for some months, while the Shadowcloaks survey your work. If you are sufficiently skilled, the Night Hood assigns a dangerous mission to complete and if you are successful, you are gifted with a shadowcloak. Affiliation score criteria Character level +1/2 PC’s level Sneak attack +3d6 or higher +2 10 or more ranks in Disguise, Hide, Move Silently, +2 per skill Open Lock, or Sleight of Hand Completes mission to gain shadowcloak +4 Spends one day per week spying for the guild +1 Performs a heist or swindle for the guild that nets +1 1,000 gp or more Slays arcane spellcaster +1/4 HD Loses or sells shadowcloak -8 Has no ranks in Disguise, Hide, Move Silently, -2 per skill Open Lock, or Sleight of Hand Participates in a nonguild job, first time -8, and an EL 8 team of thugs is dispatched to rough you up Participates in a nonguild job, second time -15, and an EL 12 team of rogues is dispatched to maim or kill you Steals from someone under the guild’s protection -6 Can cast arcane spells of 3rd level or higher -6 Can cast arcane spells of 5th level or higher -12, and you are placed under the surveillance by the Night Hood Titles, Benefits, and Duties: As you advance through the ranks, you improve your skills as a rogue and gain access to equipment that will help you perform cons, heists, rackets, and shakedowns for the Shadowcloaks. Rank Affiliation Score Title: Benefits and Duties 0 3 or lower No affiliation 1 4-10 Shadowpad: Your jobs are sanctioned so you do not incur the affiliation score penalty for an out-of-guild job. You may purchase equipment from the guild, which maintains supply houses selling everything in the Player’s Handbook and items of 500 gp value or less from the Dungeon Master’s Guidebook 2 11-20 Shadowcloak: You receive a shadowcloak and gain an income of 300 gp/month to purchase equipment at supply houses. 3 21-29 Hood: In the city, +4 insight bonus on Hide and Move Silently checks and +2 circumstance bonus on Sleight of Hand checks. You can fence up to 3,000 gp of items for 90% market value each month and your income increases to 500 gp/month to spend at guild supply houses and items of 1,000 gp value or less from the Dungeon Master’s Guidebook are now available. 4 30+ Night Hood: +6 bonus on Gather Information and Intimidate checks in the city. Your income increases to 1,000 gp/month to spend at guild supply houses. Must make a DC 20 Diplomacy check each week or be forced to pay 100 gp in bribes and kickbacks. Must fight off regular assassination attempts. Executive powers: Assassinate, plunder, shadow war Uthorn | Wenszrin CR 8 Doppleganger Warrior 6 N Medium Monstrous Humanoid (shapechanger) Init +2; Senses darkvision 60 ft.; Listen +7, Spot +7 Languages Chondathan, Common, Damaran, Goblin -------------------------------------------------------------------------- AC 25, touch 13, flat-footed 23 (+2 Dex, +6 armor, +1 deflection, +4 natural, +2 shield) hp 78 (10 HD) Immune sleep and charm effects Fort +9, Ref +8, Will +9 -------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 longsword +16/+11 (1d8+5/19-20) Ranged masterwork light crossbow +13/+8 (1d8+1/19-20) Base Atk +10; Grp +14 Atk Options Combat Expertise, Improved Trip Special Actions detect thoughts Combat Gear potion of cure serious wounds, potion of bull’s strength, potion of gaseous form -------------------------------------------------------------------------- Abilities Str 18, Dex 14, Con 16, Int 14, Wis 16, Cha 14 SQ change shape Feats Combat Expertise, Improved Trip, Rapid Reload, Weapon Focus (longsword) Skills Bluff +11, Climb +4, Diplomacy +6, Disguise +13 (+15 when acting), Intimidate +13, Jump +4, Listen +7, Ride +8, Sense Motive +8, Spot +7, Swim +0 Possessions combat gear as well as +1 chainmail, +1 light steel shield, +1 longsword, masterwork light crossbow, case w/10 bolts and 10 +1 bolts, ring of protection +1. As barons of Calaunt, Uthorn and Wenszrin have access to many other equipment, both mundane and magical. -------------------------------------------------------------------------- Hook “Onward to battle.” Description Unknown -------------------------------------------------------------------------- Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based. Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks. *When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks. -------------------------------------------------------------------------- Sources Forgotten Realms Adventures (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E). Saleska Mintharl CR 9 Female Chondathan Human Cleric 9 of Tempus CN Medium Humanoid (human) Init +0; Senses Listen +3, Spot +3 Aura chaos (strong) Languages Common, Damaran -------------------------------------------------------------------------- AC 23, touch 10, flat-footed 23 (+9 armor, +3 shield, +1 natural) hp 53 (9 HD) Fort +7, Ref +4, Will +9 -------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 battleaxe +10/+5 (1d8+8/x3) Melee dagger +8/+3 (1d4+2/19-20) Ranged dagger +6 (1d4+2/19-20) Base Atk +6; Grp +8 Atk Options feat of strength 1/day (+9 enhancement to Strength for 1 round) Special Actions spontaneous casting (inflict spells), rebuke undead 5/day (+4, 2d6+11, 9th) Combat Gear pearl of power (2nd), potion of cure moderate wounds x3, potion of heroism Cleric Spells Prepared (CL 9th) 5th–dispel law, flame strike{D} 4th–cure critical wounds, divine power{D}, greater magic weapon 3rd–cure serious wounds, dispel magic, magic circle against law, magic vestment{D}, protection from energy 2nd–aid, bull’s strength{D}, hold person (DC 15), shatter (DC 15), silence, spiritual weapon (CL 10th) 1st–cure light wounds x2, divine favor, enlarge person{D}, remove fear, shield of faith 0–detect magic, guidance x2, mending, resistance, virtue D: Domain spell. Domains: Strength, War -------------------------------------------------------------------------- Abilities Str 14, Dex 10, Con 12, Int 11, Wis 16, Cha 15 Feats Combat Casting, Craft Magic Arms and Armor, Divine Shield, Holy Warrior [CC], Martial Weapon Proficiency (battleaxe) {B}, Strength Devotion [CC], Weapon Focus (battleaxe) {B} Skills Concentration +13 (+17 when casting defensively), Knowledge (history) +6, Knowledge (religion) +12, Listen +3, Spellcraft +6, Spot +3 Possessions combat gear as well as +1 full plate, +1 heavy steel shield, +1 battleaxe, dagger, amulet of natural armor +1, silver holy symbol (Tempus). As one of the Merchant Dukes, Saleska has access to many other equipment, both mundane and magical. -------------------------------------------------------------------------- Hook “I am the Shield of Tempus.” Description Unknown Note Saleska has the bonuses and penalties associated with middle age. Her affiliation score in the Fortress of the Warrior is 13 and she has the benefits of her ranks (Reflex save for Lance of the Lord). -------------------------------------------------------------------------- Sources Forgotten Realms Adventures (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), and Complete Champion (3.5E) [CC]. Fortress of the Warrior Tempus' teachings forbid cowardice (an offense punishable by eternal death if displayed in Warrior's Rest), require that his followers arm all who have need of arms (even their enemies), and teaches that war should not be feared, for it is fair in that all participants have the chance to rise to prominence or to die in the attempt. In this aspect, Tempus' mindset is somewhat Darwinian. Though Tempus thrives on war, he does not revel in dragged-out slaughter, and teaches that it is best to win a battle decisively rather than engage in a war of attrition. His ways allow for retreats from hopeless battles, but with the admonition that battle must be joined first to determine if it really is hopeless. Tempus and his followers respect valor, and honor their opponents even as they strive to defeat them. Tempus favors honorable tactics, showing favor to those who defeat their opponent on the field of battle without resorting to destruction of the enemy's homes, family, or to attacks from the rear (unless the enemy force is vastly superior). While Tempus encourages battle, he commands that the warriors first consider the consequences and not be reckless or indiscriminate in waging war. He also teaches that cowards and diplomats who are not willing to brandish or consider conflict wreak more damage than even the most violent tyrant, for those who will not fight to defend what they value are bound to lose it. Those who worship Tempus usually do so by praying over the weapon they most often fight with. If a new weapon comes into their possession before a battle — particularly in the form of hard-won booty — it is taken as a sign of good favor, and this weapon is the one used in worship. Clerics of Tempus wear battered armor which they smear and sprinkle with fresh blood before each ceremony. When not in armor, priests of Tempus wear helms (or at the least, metal skullcaps), though they are careful never to cover their faces, and robes. The coloration of these robes differs from place to place and rank to rank, but the color of fresh blood is always a part of any such robe. (See Faiths and Avatars and Faiths and Pantheons for more details). Scale: 15 (continental) Affiliation Score Criteria: Anyone can join the Fortress of the Warrior, but only those who actively pursue physical combat can gain affiliation ranks. Characters who are spellcasters cannot advance within the church unless they use their spellcasting ability only to improve their combat skills. Criterion: One-Time Character level +1/2 levels Marshal +1 Warpriest +1 Base attack bonus +5 to +9 +1 Base attack bonus +10 or higher +2 Proficient with all nonexotic armor and shields +1 Proficient with all martial weapons +1 Weapon Focus +1 Lacks proficiency with at least one martial weapon -2 Base attack bonus +4 or lower -3 Multiple Use Razes a stronghold of one of the church’s enemies +8 Destroys an enemy of the church in combat +1/4 creature’s CR Serves in an army during war for 1-11 months* +1 Serves in an army during war for 1 year* +3 Commands a unit within an army during a major war +2 Commands a unit within an army during a major war +4 and wins a skirmish against an enemy unit with an EL equal to or greater than the EL of own unit Commands an army during a major war +6 Commands an army during a major war and wins +15 Loses a war as commander of an army -20 Loses a skirmish as commander of a smaller unit -6 Fails in combat -2 Fails in combat against a hated foe of the church -4 * Overlaps provided the service is to the same army. Titles, Benefits, and Duties: To gain a new rank and its associated benefit, a church member must defeat a fellow member in single combat (typically with practice weapons). The opponent’s Challenge Rating must be within 1 of the challenger’s character level. Rank Affiliation Score Title: Benefits and Duties 0 3 or lower Not affiliated or junior member 1 4-10 Warpriest: Once per day, you can ignore the armor check penalty, if any, on one skill check. 2 11-20 Lance of the Lord: Choose Fortitude, Reflex, or Will. Gain a +1 bonus on the selected saving throw. (Once made, this choice cannot be changed.) 3 21-29 Battlelady/Battlelord: You can ready a shield as a free action (normally a move action). 4 30+ Lady/Lord of the Field: Once per day, you can reroll an attack roll after you know the result of the roll. Executive powers: Craft (items of war), Crusade, War Alascartha Vyperwood CR 9 Female Chondathan Human Fighter 9 CN Medium Humanoid (human) Init +3; Senses Listen +0, Spot +0 Languages Aglarondan, Chondathan, Common, Damaran -------------------------------------------------------------------------- AC 20, touch 14, flat-footed 17 (+3 Dex, +6 armor, +1 deflection) hp 63 (9 HD) Fort +8, Ref +7, Will +4 -------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 cold iron partisan +11/+6 (2d4+6/19-20/x3) and haft +10 (1d6+3) Melee masterwork short sword +12/+7 (1d6+2/19-20) Melee dagger +11/+6 (1d4+2/19-20) Ranged dagger +12 (1d4+2/19-20) Base Atk +9; Grp +11 Atk Options Combat Expertise, Combat Reflexes, Improved Trip, Lunging Strike [PHBII], Short Haft [PHBII] Combat Gear oil of greater magic weapon +3, potion of cure serious wounds x2 -------------------------------------------------------------------------- Abilities Str 14, Dex 16, Con 13, Int 14, Wis 10, Cha 11 Feats Combat Expertise, Combat Reflexes, Haft Strike [DR331], Improved Critical (partisan), Improved Trip, Lunging Strike [PHBII], Short Haft {PHBII], Two-Weapon Fighting, Weapon Focus (partisan), Weapon Specialization (partisan) Skills Climb +11, Handle Animal +6, Intimidate +7, Jump +11, Listen +0, Ride +17, Spot +0, Swim +6 Possessions combat gear as well as +1 breastplate, +1 cold iron partisan, masterwork short sword, dagger, cloak of resistance +1, ring of protection +1. As one of the Merchant Dukes, Alascartha has access to many other equipment, both mundane and magical. -------------------------------------------------------------------------- Hook “Strike hard and strike fast.” Description Unknown Note Alascartha Vyperwood has the bonuses and penalties associated with middle age. -------------------------------------------------------------------------- Sources Forgotten Realms Adventures (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Player’s Handbook II (3.5E) [PHBII], and Dragon Magazine #331 [DR331]. Martial Weapon Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Two-Handed Melee Weapon Partisan1 12 gp 1d6 2d4 x3 - 12 lbs. Slashing or piercing 1 This weapon has reach; you can use it to strike foes 10 feet away, but not adjacent foes. Source: Dragon Magazine #331. Haft Strike [General] You have learned to fight with both ends of a pole arm. Prerequisite: Two-Weapon Fighting Benefit: When making a full attack action with a polearm that is not a double weapon, you may make an off-hand attack with the haft of the polearm that does damage as if it were a club. All normal Two-Weapon Fighting rules apply. If the Polearm is magical, its haft counts as magic for purposes of overcoming damage reduction. Normal: The haft of a non-double weapon counts as an improvised weapon and cannot be used as part of a full attack action. Source: Dragon Magazine #331. Pirithin Alasgost CR 14 Male Half-Moon Elf Human Rogue 10/Peerless Archer [SM] 4 CN Medium Humanoid (elf) Init +5; Senses low-light vision; Listen +11, Spot +11 Languages Chondathan, Common, Dwarven, Elven, Undercommon -------------------------------------------------------------------------- AC 21, touch 16, flat-footed 21; (+5 Dex, +5 armor, +1 deflection) improved uncanny dodge, uncanny dodge hp 59 (14 HD) Immune sleep Resist evasion Fort +9, Ref +15, Will +6 (+8 against enchantments) -------------------------------------------------------------------------- Speed 30 ft. (6 squares) Ranged +1 composite [+1 Str] longbow +19/+14/+9 (1d8+4/x3) Melee masterwork rapier +13/+8/+3 (1d6+1/18-20) Melee dagger +12/+7/+2 (1d4+1/19-20) Ranged dagger +16/+11/+6 (1d4+1/19-20) Base Atk +11; Grp +12 Atk Options Point Blank Shot, power shot, ranged sneak attack +2d6, sneak attack +5d6 Combat Gear potion of haste, potion of invisibility, wand of cure serious wounds (10 charges) -------------------------------------------------------------------------- Abilities Str 13, Dex 20, Con 11, Int 14, Wis 11, Cha 13 SQ expert bowyer, fletching, rogue special ability (bonus feat), sharp shooting, trap sense +3, trapfinding Feats Far Shot, Martial Weapon Proficiency (longbow), Point Blank Shot, Precise Shot, Quick Draw {B}, Urban Tracking [RoD] Skills Appraise +2 (+4 with bows), Balance +7, Climb +5, Craft (bowmaking) +15, Diplomacy +3, Disable Device +12, Gather Information +16, Hide +18, Jump +8, Listen +11, Move Silently +18, Open Lock +15, Search +9, Sleight of Hand +15, Spot +11, Swim +5, Tumble +20, Use Magic Device +14 Possessions combat gear as well as +1 mithral shirt, +1 composite [+1 Str] longbow, quiver w/10 arrows and 10 +2 arrows, masterwork rapier, 4 daggers, greater bracers of archery, cloak of resistance +2, gloves of dexterity +2, ring of protection +1, arcane scroll: freedom of movement, masterwork thieves’ tools. As one of the Merchant Dukes, Pirithin has access to many other equipment, both mundane and magical. -------------------------------------------------------------------------- Hook “I have the shot.” Description None Note Masterwork thieves’ tools bonus not added to skills. -------------------------------------------------------------------------- Expert Bowyer: Pirithin gains a +3 bonus on all Craft (bowmaking) checks. Fletching (Su): Pirithin may create magic arrows with a +2 enhancement bonus as if he had the Craft Magic Arms and Armor feat. Power Shot: This ability works just like the Power Attack feat except it only effects ranged attacks. Pirithin only gets 1 point of extra damage for every 1 point he subtracts from his attack roll. Ranged Sneak Attack (Ex): In light or no armor, Pirithin gains a +2d6 damage to his ranged attacks to opponents within 30 feet. This bonus stacks with any other sneak attack damage he might have from other classes. Sharp Shooting (Ex): Pirithin is able to overcome 1 point of AC granted to his opponents by cover and 5% of miss chance granted from concealment. -------------------------------------------------------------------------- Sources Forgotten Realms Adventures (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Silver Marches (3E) [SM], and Races of Destiny (3.5E) [RoD]. Halabankh Ormsarr CR 14 Male Chondathan Human Illusionist 4/Master Specialist [CM] 10 NG Medium Humanoid (human) Init +2; Senses Listen +1, Spot +1 Languages Aglarondan, Chondathan, Common, Damaran, Draconic, Elven, Gnome -------------------------------------------------------------------------- AC 17, touch 13, flat-footed 15 (+2 Dex, +4 armor, +1 deflection) hp 36 (14 HD) Fort +5, Ref +7, Will +13 -------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork dagger +8/+3 (1d4/19-20) Ranged masterwork dagger +10/+5 (1d4/19-20) Base Atk +7; Grp +7 Special Actions immediate magic (brief figment) 5/day Combat Gear potion of cure moderate wounds x2, staff of illusion (20 charges) Wizard Spells Prepared (CL 14th) 7th–greater shadow conjuration (CL 17th, DC 26), limited wish, project image (CL 17th, DC 26), solipsism [SC] (CL 17th, DC 24) 6th–greater dispel magic, quickened mirror image (CL 17th), mislead (CL 17th), shadow walk (CL 17th), true seeing 5th–dominate person (DC 20), mirage arcana (CL 17th, DC 24), passwall, Rary’s telepathic bond, shadow evocation x2 (CL 17th, DC 24) 4th–charm monster (DC 19), confusion (DC 19), greater invisibility (CL 17th), phantasmal killer (CL 17th, DC 23), polymorph, shadow conjuration x2 (CL 17th, DC 23) 3rd–clairaudience/clairvoyance, displacement (CL 17th), illusory script (CL 17th, DC 20), gaseous form, major image (CL 17th, DC 22), protection from energy, suggestion (DC 18) 2nd–detect thoughts (DC 17), eagle’s splendor, hypnotic pattern (CL 17th, DC 19), misdirection (CL 17th), phantasmal assailants [SC] (CL 17th, DC 21), pyrotechnics (DC 17), see invisibility 1st–animate rope, color spray (CL 17th, DC 18), comprehend languages, disguise self (CL 17th, DC 20), feather fall, serene visage [SC] (CL 17th), shield, silent image (CL 17th, DC 20) 0–detect magic, fleeting fame [DR326] (CL 17th), ghost sound (CL 17th, DC 19), prestidigitation, read magic, shadowplay [DR326] (CL 17th) Prohibited Schools: conjuration, evocation, necromancy -------------------------------------------------------------------------- Abilities Str 10, Dex 15, Con 10, Int 20, Wis 12, Cha 16 SQ expanded spellbook, focused specialist, major school esoterica (illusion) 3/day, minor school esoterica (illusion), moderate school esoterica (illusion) Feats Combat Casting, Craft Wondrous Item, Dazzling Illusion [CM], Extend Spell, Greater Spell Focus (illusion) {B}, Quicken Spell, Scribe Scroll {B}, Skill Focus (Spellcraft) {B}, Spell Focus (illusion) Skills Appraise +5 (+7 with alchemical items), Bluff +9, Concentration +17 (+21 when casting defensively), Craft (alchemy) +15, Diplomacy +17, Disguise +3 (+5 when acting), Gather Information +5, Knowledge (arcana) +22, Knowledge (history-the Vast) +8, Knowledge (local-the Vast) +11, Knowledge (nobility and royalty) +11, Listen +1, Sense Motive +7, Spellcraft +27, Spot +1 Possessions combat gear as well as masterwork dagger, robe of arcane might (illusion) [MIC], cloak of resistance +1, ring of protection +1, scroll: feeblemind, scroll: fox’s cunning, scroll: knock. As one of the Merchant Dukes, Halabankh has access to many other equipment, both mundane and magical. Spellbook As above, plus Halbankh knows most of the illusion spells in the Player’s Handbook as well as some of those found in the Spell Compendium. Halabankh’s spellbook is glamered and usually appears as a brass pot when he isn’t using it. -------------------------------------------------------------------------- Hook “Do not let Calaunt’s appearance fool you.” Description Unknown. Note Halabankh has the bonuses and penalties associated with middle age. -------------------------------------------------------------------------- Expanded Spellbook: Halabankh has an addition of three more illusion spells in his spell book. Focused Specialist: Halabankh is specialized in the school of Illusion. He can prepare three additional Illusion spells per spell level each per day. He gains a +2 bonus to Spellcraft checks to learn spells from this school. Conjuration, Necromancy and Evocation spells are prohibited to him. Immediate Magic (Sp): In lieu of a familiar, five times per day as an immediate action, Halabankh can use brief figment as a spell-like ability. This creates one figment double of himself as the mirror image spell. Major School Esoterica (Ex): Three times per day, Halabankh can cast any illusion spell as a stilled and silent spell and eschew the materials (per the Still Spell, Silent Spell, and Eschew Materials feats) without an increase in caster level or casting time. Minor School Esoterica (Ex): The save DCs of Halabankh’s illusion spells that have a saving throw of “Will disbelief” increase by 2. Moderate School Esoterica (Ex): When Halabankh casts an illusion spell he gains concealment for a number of rounds equal to the spell’s level. -------------------------------------------------------------------------- Sources Forgotten Realms Adventures (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Complete Mage (3.5E) [CM], Magic Item Compendium (3.5E) [MIC], Spell Compendium (3.5E) [SC], and Dragon magazine #326 [DR326]. Haldyn Stormkin CR 10 Male Illuskan Human Barbarian 10 NG Medium Humanoid (human) Init +1; Senses Listen +1, Spot +1 Languages Common, Illuskan -------------------------------------------------------------------------- AC 16, touch 11, flat-footed 16 (+1 Dex, +5 armor); improved uncanny dodge, uncanny dodge hp 91 (10 HD); DR 2/- Resist electricity 5 Fort +10, Ref +4, Will +4 -------------------------------------------------------------------------- Speed 40 ft. (8 squares) Melee +1 adamantine heavy flail +17/+12 (1d10+8/19-20) Melee dagger +15/+10 (1d4+5/19-20) Ranged dagger +11 (1d4+5/19-20) Base Atk +10; Grp +19 Atk Options Improved Sunder, Power Attack, rage 3/day (8 rounds) Combat Gear potion of cure serious wounds, potion of shield of faith +2 -------------------------------------------------------------------------- Abilities Str 21, Dex 12, Con 16, Int 10, Wis 12, Cha 8 SQ trap sense +3 Feats Improved Sunder, Jotunbrud [RoF], Power Attack, Track, Weapon Focus (heavy flail) Skills Climb +9, Handle Animal +4, Intimidate +8, Jump +9, Listen +1, Ride +13, Speak Language (literacy), Spot +1, Survival +13, Swim +8 Possessions combat gear as well as +1 dragoncraft [Dr] blue scale mail, +1 adamantine heavy flail, dagger, gauntlets of ogre power. As one of the Merchant Dukes, Haldyn has access to many other equipment, both mundane and magical. -------------------------------------------------------------------------- Hook “Feel my thunder.” Description Haldyn possesses a 9-foot stature and great strength. Note Haldyn has the bonuses and penalties associated with middle age. -------------------------------------------------------------------------- Sources Forgotten Realms Adventures (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Races of Faerun (3E) [RoF], and Draconomicon (3.5E) [Dr]. When raging, Haldyn has the following changed statistics AC 14, touch 9, flat-footed 14 (-2 raging, +1 Dex, +5 armor) hp 111 Fort +12, Will +6 Melee +1 adamantine heavy flail +19/+14 (1d10+11/19-20) Melee dagger +17/+12 (1d4+7/19-20) Ranged dagger +11 (1d4+7/19-20) Grp +21 Abilities Str 25, Con 20 Skills Climb +11, Jump +11, Swim +10
:OMG! Wow! I am truely amazed at what you have accomplished Green Giant. This is fantastic stuff...I'm so excited!:bounce:
You have done far more than I expected. Your attention to detail truely marks you as a creative artist and it shows that you love to do this stuff. Such things as Bellas's augment crystals, Iritar having Craft Construct and a vulture familiar (great references to the Calaunt's city gates and the "Fortress of the Five Vultures"), detailing the Shadowcloaks (the guild and the item - just awesome!), the Fortress of the Warrior, Jotunbrud feat for Haldyn Stormkin, the uniqueness of each character, and the "hook" quotes all really add flavour and helped to flesh out the characters and Calaunt as well. Well done! And thank you soooo much!
Here are the remaining NPCs of Calaunt. Enjoy.
Shaleen “Talonkiss” Oomreen CR 14 Female Damaran Human Cleric 14 of Loviatar LE Medium Humanoid (human) Init +2; Senses Listen +6, Spot +6 Aura evil (overwhelming), law (overwhelming) Languages Chondathan, Common, Damaran -------------------------------------------------------------------------- AC 17, touch 12, flat-footed 15 (+2 Dex, +5 armor) hp 80 (14 HD) Fort +12, Ref +8, Will +17 -------------------------------------------------------------------------- Speed 20 ft. (4 squares) Melee +1 vicious barbed whip +13/+8 (1d6+3 plus 2d6/19-20) Melee masterwork dagger +12/+7 (1d4+1/19-20) Ranged masterwork dagger +13 (1d4+1/19-20) Base Atk +10; Grp +11 Atk Options strike of vengeance 1/day Special Actions pain touch 1/day (-2 penalty to Str and Dex for 1 minute), spontaneous casting (inflict spells), rebuke undead 6/day (+5, 2d6+17, 14th) Combat Gear potion of barkskin +3, staff of pain (20 charges) [CD], wand of slashing darkness (6th) (10 charges) Cleric Spells Prepared (CL 14th) 7th–blasphemy (DC 23), destruction (DC 23), spell turning{D} 6th–blade barrier (DC 22), greater dispel magic, harm (DC 22){D}, heal, word of recall 5th–feeblemind (DC 21){D}, flamestrike (DC 21), fleshshiver (DC 21), greater vigor [SC], spell resistance 4th–air walk, cure critical wounds, divine power, enervation (+12 ranged touch, DC 20){D}, greater magic weapon, poison (DC 20) 3rd–bestow curse (DC 19){D}, cure serious wounds, magic circle against good, magic vestment, mystic lash (DC 19), protection from energy 2nd–bear’s endurance{D}, cure moderate wounds, darkness, death knell (DC 18), enthrall (DC 18), hold person (DC 18), Nybor’s gentle reminder (DC 18), spiritual weapon 1st–command (DC 17), cure light wounds, deathwatch, divine favor, doom (DC 17), entropic shield, sanctuary (DC 17), shield of faith{D} 0–detect magic, guidance x2, read magic, virtue D: Domain spell. Domains: Retribution, Suffering -------------------------------------------------------------------------- Abilities Str 13, Dex 14, Con 12, Int 12, Wis 22, Cha 16 Feats Combat Casting, Endurance, Exotic Weapon Proficiency (whip), Initiate of Loviatar [CoR], Skill Focus (Intimidate), Suffering Devotion Skills Concentration +10 (+14 when casting defensively), Intimidate +11, Knowledge (religion) +16, Listen +6, Sense Motive +11, Spellcraft +13, Spot +6 Possessions combat gear as well as +1 scale mail, +1 vicious barbed whip (as whip dagger), masterwork dagger, corset of resistance +2 (as vest), periapt of wisdom +4, divine scroll: summon monster V. silver holy symbol (Loviatar). As Whipmistress of the House of Scarlet Hooks, Shaleen has access to many other equipment, both mundane and magical. -------------------------------------------------------------------------- Hook “Pleasure can bring such pain.” Description Unknown Note Shaleen has the bonuses and penalties associated with middle age. Her affiliation score in the Scourge is 25 and she has the benefits of her ranks. -------------------------------------------------------------------------- Strike of Vengeance: If Shaleen is harmed by someone in combat, she can make a strike of vengeance with a melee or ranged weapon against that foe on her next action. If the strike hits, she deals maximum damage. -------------------------------------------------------------------------- Sources Forgotten Realms Adventures (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Champions of Ruin (3.5E) [CoR], Shining South (3.5E) [SS], Complete Divine (3.5E), Spell Compendium (3.5E), and Player’s Handbook II (3.5E) [PHBII]. Suffering Devotion [Domain] You make your enemies suffer from your attacks. Benefit: Once per day as an immediate action, you can call upon your deity to bring pain to your foes. If you deal damage with a melee attack (but not a melee touch attack) while this ability is active, you temporarily reduce an opponent’s strength or dexterity by 1 (your choice). Reductions from multiple hits stack, to a minimum of 0. Once one ability reaches 0, the other ability automatically gets reduced until it too reaches 0 or the effect ends. This effect lasts for 1 minute, after which all ability scores reduced in this way return to normal. Upon reaching 10th level, you reduce your opponent’s strength or dexterity by 2 per successful hit. Special: You can select this feat multiple times, gaining one additional daily use each time you take it. Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend. The Scourge Bringing pain and suffering is the aim of all Loviatans, either through physical torture or sometimes more subtly and psychologically. Beauty, intelligence and acting are useful attributes of a Loviatan, but the ability to fully understand someone is the best skill a Loviatan can acquire, as knowing someone fully can help a Loviatan inflict maximum pain, one way or another. Loviatar's followers are encouraged to wipe out Ilmater's followers from the face of the Realms. Loviatans often engage in self-flagellation, often in the morning when praying for spells. They celebrate each season with the Rite of Pain and Purity, a ritual that involves followers dancing on glass, thorns or barbed-wire while being whipped by higher-level Loviatans. A smaller ritual occurring every twelve days involves followers passing their bodies through the flames of candles. During warfare, priestesses of Loviatar scourge their naked shoulders or tear their cheeks with their nails to evoke magic. Pain is the simple name given to a high level Loviatan cleric. Enemies and Allies: The church of Ilmater ranks highest among the churches of good that the Scourge comes into conflict often. Their teachings are an anathema to those of Loviatar’s. Scale: 11 (multiregional) Affiliation Score Criteria: Only those who can accept pain and inflict pain on others are welcomed in the church. Criterion: One-Time Character level +1/2 levels Maiden of Pain [PGtF] prestige class +2 Scourge Maiden [SS] prestige class +1 Knowledge (religion) 5 or more ranks +1 5 or more ranks in Intimidate or Sense Motive +2 per skill Can cast spells 3rd level or higher +1 Can cast spells 5th level or higher +2 Has Endurance feat +1 Has Initiate of Loviatar feat +2 Proficiency in whip or scourge +1 No ranks in Intimidate or Sense Motive -2 per skill Lacks proficiency in whip or scourge -2 Multiple Use Converts a new member +1 Tortures to death a CR 8 or higher good creature +1/4 creature’s CR Tortures to death a CR 8 or higher good creature of Ilmater +1/2 creature’s CR Thwarts a plan of Ilmater’s church or assistants +3 Razes a stronghold of Ilmater +8 Deals 30 or more points of damage with a single blow +1/4 creature’s CR Deals 100 or more points of damage with a single blow +1/2 creature’s CR Shows mercy -6 Fails in combat against Ilmatari -4 Associates with known good creatures of Ilmater -10 Titles, Benefits, and Duties: To continue advancing, a priestess of Loviatar must put on a show of torturing an individual to death and then make an Intimidate check with the DC equal to 15+ the rank she wishes to rise. (A successful Sense Motive check against the tortured individual grants the priestess a +2 circumstance bonus to her Intimidate check). Those who fail are instead put to torture until brought to negative hit points. They must then stabilize and recover naturally without any aid or magic, or perish for being weak. Rank Affiliation Score Title: Benefits and Duties 0 3 or lower Not affiliated or junior member 1 4-10 Supremar: +2 bonus on Intimidate checks against creatures whose character level are below yours. 2 11-20 Whiplass/Whiplar: +2 bonus on Constitution checks (but not Constitution-based skill checks or saves). 3 21-29 Whipmistress/Whipmaster: +1 bonus on attacks and damage with whip or scourge. 4 30+ High Whipmistress/Whipmaster: White Wand (as rod of absorption except only 10 spell levels available). Only that individual given the White Wand can use it. In the hands of others, the Wand melts like ice in the sun. To receive another White Wand, a High Whipmistress/Whipmaster must torture to death a good CR 10 creature. Executive powers: Crusade, inquisition, terrorize “Moon Mistress” Wyndra Syrrylstone CR 19 Female Damaran Human Cleric 15/Divine Disciple 4 of Selûne CG Medium Humanoid (human) Init -1; Senses Listen +9, Spot +9 Aura chaos (overwhelming), good (overwhelming) Languages Aglarondan, Celestial, Chondathan, Common, Damaran -------------------------------------------------------------------------- AC 24, touch 12, flat-footed 24 (-1 Dex, +8 armor, +3 deflection, +4 shield) hp 89 (19 HD) Resist 25% vs. critical hits, sneak attacks Fort +16, Ref +8, Will +25 (+2 against divine spells, spell-like abilities and supernatural abilities of outsiders) -------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee +2 spell storing heavy mace +19/+14/+9 (1d8+3) Melee masterwork shortspear +16/+11/+6 (1d6+1) Melee dagger +15/+10/+5 (1d4+1/19-20) Ranged masterwork shortspear +14 (1d6+1) Ranged dagger +13 (1d4+1/19-20) Base Atk +14; Grp +15 Atk Options Blind-Fight, Combat Expertise Special Actions protective ward 1/day (touched subject gains +15 resistance bonus on next saving throw, max. duration 1 hour), spontaneous casting (cure spells), turn lycanthrope 6/day (+3, 2d6+18, 15th), turn undead 6/day (+5, 2d6+18, 15th) Combat Gear moonfire salve [MAG], ring of shooting stars, staff of healing (20 charges) Cleric Spells Prepared (CL 19th) 9th–astral projection, miracle, mass heal, moonfire [SC] (DC 28){D}, summon monster IX 8th–antimagic field, greater spell immunity, holy aura (DC 27), mind blank{D}, stormrage [SC] 7th–control weather, ethereal jaunt, greater scrying, holy word (DC 26){D}, repulsion (DC 26), resurrection 6th–animate objects, blade barrier (DC 25){D}, cometfall (DC 25) [SC], greater dispel magic, heal, word of recall 5th–break enchantment, flame strike (DC 24), greater command (DC 24), moon path [SC] (DC 24), plane shift, spell resistance{D}, true seeing, moonweb [PGtF] 4th–air walk, death ward, dismissal (DC 23), divination (CL 24th), divine power, greater magic weapon, holy smite (DC 23){D}, wall of moonlight 3rd–create food and water, daylight, invisibility purge, moon blade [SC], protection from energy{D}, remove curse, remove disease, wind wall 2nd–bear’s endurance, calm emotions (DC 21), consecrate, eagle’s splendor, enthrall (DC 21), moonbeam [SC] (DC 21){D}, remove paralysis, spiritual weapon 1st–bless, command (DC 20), comprehend languages, detect evil, entropic shield, faerie fire{D}, handfire [PGtF], obscuring mist, remove fear 0–detect magic, detect poison, guidance, light, purify food and drink, read magic D: Domain spell. Domains: Good, Moon, Protection Spell-Like Ability (CL 19th) 1/day–imbue with spell ability -------------------------------------------------------------------------- Abilities Str 12, Dex 8, Con 11, Int 16, Wis 28, Cha 16 SQ divine emissary Feats Blind-Fight, Combat Casting, Combat Expertise, Craft Wondrous Item, Initiate of Selûne [PGtF], Moon Devotion, Quicken Spell, Weapon Focus (heavy mace) Skills Concentration +13 (+17 when casting defensively), Diplomacy +18, Heal +19, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (religion) +25, Knowledge (the planes) +9, Listen +9, Profession (astrology) +13, Spellcraft +27, Spot +9, Survival +9 (+11 on other planes) Possessions combat gear as well as celestial armor, +2 light fortification heavy steel shield, +2 spell storing heavy mace, masterwork shortspear, dagger, mooncloak +3 [MAG], periapt of wisdom +6, ring of protection +3, silver holy symbol (Selûne). As High Priestess of Moonsilver House, Wyndra has access to many other equipment, both mundane and magical. -------------------------------------------------------------------------- Hook “Selûne will light the way.” Description Unknown Note Wyndra has the bonuses and penalties associated with old age. Her affiliation score in the Path of the Moon is 29 and she has the benefits of her ranks. -------------------------------------------------------------------------- Divine Emissary: Wyndra can communicate telepathically with any outsider within 60 feet that is chaotic good or serves Selûne. This is a supernatural ability. She also has a +4 bonus to any Charisma-based skill or ability check when dealing with outsiders that are chaotic good or serve Selûne. -------------------------------------------------------------------------- Sources Forgotten Realms Adventures (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E) [PGtF], Magic of Faerun (3E) [MAG], Faiths and Pantheons (3.5E) [FP], City of Splendors: Waterdeep (3.5E) [CoS], and Spell Compendium (3.5E) [SC]. Moon Devotion [Domain] Your weapon glows with the power of the moon. Benefit: Once per day as a swift action, you can cause one of your melee weapons to glow with the power of the moon. The illumination radius is the same as that of a torch, but the light is true moonlight and affects creatures within a 10-foot radius as such. This effect lasts for 1 minute. While your weapon glows, it counts as silver for the purpose of overcoming damage reduction and deals an additional 1 point of sacred (if your deity is good or neutral) or profane (if your deity is evil) damage per character level you possess to any lycanthrope it strikes. Special: You can select this feat multiple times, gaining one additional daily use each time you take it. Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend. Path of the Moon Revered by witches (a few may worship her) and by all who navigate or must work at night, Selune is continually either growing to full glory or dying. Selune is linked to Mystra; children born under a full moon often exhibit magical ability. Lycanthropes who enjoy their condition (rare though they may be) usually come to worship Selune, for she governs their powers. Selune has been said to aid devout worshippers of her Mystery of the Night by sending aid to those lost by trails of “moondust” (small motes of light similar to dancing lights or tiny will-o’-the-wisps that produce moonlight where none would otherwise be, to give sight to someone engaged in a delicate task, guide the way through treacherous ground or back to a known trail, and the like). The “night-stalk,” or solitary moonlit walk, is the occasion and ritual of worship to, and commune with, Selune. Clerics of Selune seek and prize “drops fallen from the moon,” the offerings of the goddess, for with this precious substance they can make many potions and unguents." The temple also performs fortune-telling, healing, and practices self-reliance and humility. Members: Clerics of Selûne are a very diverse group, including sailors, nonevil lycanthropes, mystics, and female spellcasters. Enemies and Allies: Her church's main objective is to fight evil lycanthropes and summon Shards (blue-haired female planetar servants of Selûne) to battle the minions of her archnemesis (and twin), Shar. Scale: 16 (Multicontinental) Affiliation score criteria: Anyone can join the church of Selûne but those of good and/or chaotic alignments tend to rise higher and faster in the ranks. Criterion: One-Time Character level +1/2 levels Silverstar [FP] or Knight of the Blue Moon [CoS] prestige class +2 Chaotic alignment +1 Knowledge (religion) 5 or more ranks +1 Knowledge (geography) 5 or more ranks +1 Knowledge (the planes) 5 or more ranks +1 Initiate of Selune feat +1 Can cast 3rd-level spells +1 Can cast 5th-level or higher spells +2 Natural lycanthrope +2 Evil alignment -10 Lawful alignment -6 Multiple Use Converts a new member +1 Possesses an Artifact or relic sacred to Selune +1/10,000 gp value Donates gift to church +1/1,000 gp donated Slays an evil minion of Shar or Shadow weave user +1/4 creature’s CR Thwarts a plot of Shar’s church or minions +3 Razes a stronghold of Shar +8 Protects ship on voyage +2 Contracts lycanthropy -4 Character has an evil alignment -10 Fails in combat against Sharrans -4 Associates with known evil minions of Shar -10 Titles, Benefits, and Duties: To gain a new rank and its associate benefit, a member must spend fasting and praying under the light of the full moon. The required tithe must be paid at the end of this time. Rank Affiliation Score Title: Benefits and Duties 0 3 or lower Not affiliated or junior member 1 4-10 Touched: Gain a +2 bonus on Diplomacy checks. 2 11-20 Moonbathed: Under the light of the moon, you gain low-light vision. If you already have low-light vision, you gain improved low-light vision. This is a supernatural ability. 3 21-29 Lunar: When using a heavy mace, characters gain a +1 bonus on attacks and the weapon is considered to be silver for the purposes of overcoming damage reduction. 4 30+ High Initiate: If you contract lycanthropy, you are treated as a natural lycanthrope and you do not change alignment. You are now a prominent member in the Church of Selûne and the Sharrans have targeted you for regular assassination attempts. If you fail to uncover a plot each month with DC 30 Gather information check, you must face a CR 12 assassin (can be simplified: Make DC 15 Fort save or die.) Executive powers: Crusade, Gift, Holiday Thanks to Dargoth for the ideas of the Church of Selûne affiliation. Yathla “Shimmerstar” Oloryn CR 2 Female Chondathan Human Expert 3 LN Medium Humanoid (human) Init +1; Senses Listen -1, Spot -1 Languages Aglarondan, Chondathan, Common, Damaran, -------------------------------------------------------------------------- AC 12, touch 11, flat-footed 11 (+1 Dex, +1 armor) hp 16 (3 HD) Fort +2, Ref +2, Will +4 -------------------------------------------------------------------------- Speed 30 ft. (6 squares) Melee masterwork dagger +3 (1d4/19-20) Ranged masterwork dagger +4 (1d4/19-20) Base Atk +2; Grp +2 Combat Gear potion of cure moderate wounds -------------------------------------------------------------------------- Abilities Str 10, Dex 13, Con 12, Int 15, Wis 8, Cha 14 Feats Iron Will, Skill Focus (Disguise), Skill Focus (Heal) Skills Appraise +8, Bluff +8, Concentration +7, Diplomacy +10, Disguise +11 (+13 acting), Gather Information +4, Heal +8, Intimidate +4, Knowledge (local-the Vast) +8, Listen -1, Perform (act) +8, Search +8, Spot -1 Possessions combat gear as well as masterwork padded armor, masterwork dagger, disguise kit, healer’s kit, various clothing worth 1,500 gp as well as cheap jewelry worth 200 gp. -------------------------------------------------------------------------- Hook “I can make your nose fit your face better.” Description Unknown -------------------------------------------------------------------------- Sources Forgotten Realms Adventures (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), and Player’s Guide to Faerun (3.5E).
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