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-His "transformation" was also spotted in novels. Two that I can think of off-hand would be Son of Thunder and Blackstaff.
I really need to finish Blackstaff sometime. I've picked it up thrice but can never finish it. The Sharn always throw me. It seems like some many things are referenced from that book you almost have to read it to be considered a decent Realmsloreologist. I'm in etymology so I can make words up like "Realmsloreologist" and know they mean the right thing.
Edited Sememmon and Solom some.
Oh and I'm thinking about putting up the entire Sshamath Council. Any thoughts on the subject? Yah, or nah?
Yah :D Yeah, of course, stat them out. There are so many npcs out there that haven't got 4e stats yet.
Btw, I'd recommend making Sememmon's Soul Burn an encounter power, since he already has a daily one.
Hopefully this council is very nice and well placed powerwise. Any tips are apperciated.
Masoj Dhuunyl, Master of Abjuration Masoj has a slim and fragile sight even for a drow, but when he begins to sling spells there is hardly any figure that can touch him, physically and metaphysically. Masoj is neither new or ancient at his post but he has survived a number of assassination attempts from his appointed spot at the head of Abjuration school in Sshamath's Conclave and therefore has cowed his underlings for awhile, securing his statis at the top. ________________________________________ Masoj Dhuunyl Level 21 x Elite Artillery Mediam Fey Humanoid XP 12 x ,500 Male Drow Battle Mage [Monster] ________________________________________ Initiative +14 x Senses Perception +14; Darkvision HP 320 x Bloodied 160 AC 35 x ; Fortitude 28; Reflex 30; Will 30 Saving Throws +2 Speed 6 Action Points 1 ________________________________________ Defensive Staff (standard; at-will) Weapon +28 x vs AC. 1d8+1 damage (5d8+1 on critical hit) ` Supressing Flame (standard; at-will)- Fire Ranged 10 x . +25 vs Will. 2d6+6 fire damage. Target can not use an encounter or daily pwer with the key word "Arcane" during it's next turn. ` Informed Resistance (minor; encounter) Masoj gains 27 x resistance to the next three energy types that damage him. He gains these abilities before the damage is incured. This last until the end of the encounter. ` Frostburn (standard; recharge 4 x 5 6)- Cold, Fire Burst 2 x within 20 squares. +23 vs Fortitude. 3d6+6 cold and fire damage. Until the end of Masoj's next turn the effected area is considarded difficult terrain. Any creature starting it's turn there takes 5 cold and fire damage. ` Time Stop (minor; recharge when bloodied) Masoj gains one extra standard action which he can use to attack. ` Arcane Rejuvination (Immediate inturrupt; Daily)- Healing When Masoj reachs HP he gains a quarter of his maximum hit points back. ` Darkfire (minor; encounter) – x ; Radiant Ranged 10 x ; +25 vs. Reflex; until the end of Masoj’s next turn, the target grants combat advantage to all attackers, and the target cannot benefit from invisibility or concealment. ` Cloud of Darkness (minor; encounter) – x ; Zone Close burst 1 x ; this power creates a zone of darkness that remains in place until the end of Masoj's next turn. The zone blocks line of sight for all creatures except Masoj. Any creature entirely within the area (except Masoj) is blinded. ________________________________________ Alignment Evil Languages Deep Speech, Elven, Common Class Features Arcane Impliments, Cantrips, Ritual Casting, Battle Edge Skills Arcana +21 x , Religion +21, Diplomancy + 18, Dungeonneeing +21 Str 12 x (+11) Dex 19 (+14) Wis 16 (+13) Con 14 x (+12) Int 22 (+16) Cha 12 (+11) ________________________________________ Possessions Defensive Staff, Bracers of Iron Arcana More to come. 8 or so actually...
Hey, this stuff is great, thanks for all of the NPCs! But, isn't Telamont more powerful than Larloch, and shouldn't Aumvor be more powerful too? In the original Lords of Darkness, Telamont was a wizard 20, Archmage 5, and shadow adept 10. That puts him at level 35, which with the Shade template, makes him around CR 39. However, Larloch was Wizard 20, Epic Wizard 12, in the same book. That puts him at level 32, and with lich, CR 34. As for Aumvor, in Champions of Ruin he was a Necromancer 15, Archmage 5, Wizard 7, and Netherese Arcanist 5 which (like Larloch) made him level 32. Similarly, his total CR also matched Larloch at 34. So, if Larloch is a 32 Solo, shouldn't Aumvor be the same, and Telamont at least a level higher?
On a different note, has anyone designed The Keeper of Thaal? He was mentioned in the pre-made adventure Anauroch The Empire of Shade. He was a level 31 Wizard with the demilich template, and the one who all of the remaining tomb tappers worked for. Given that those same tomb tappers all serve Telamont now, I don't have high hopes for his survival, but still, he was a CR 39 dude from Netheril, so how screwed could he be? I understand there is no Demilich template in 4th ed. So, if anybody ever gets around to Thaal, lich seems to be pretty much the only option. Rhaugilath the Ageless, Larloch's shackled scribe would also be a neat NPC to see reborn for 4th ed. He was an archlich (which I am assuming has the same CR increase as a normal lich) Wizard 22, Archmage 5, Netherese Arcanist 2. While that may put him at level 29, his CR still hits 31, and if he were to be translated into 4th ed, I think he should be around level 30. After all, the dude did raise his own city into the sky, which in 4th ed means he had to have access to level 30 rituals. There are a few other NPCs who might be interesting to see: Telbran Nelarn who is a netherese sorceror level 24 hiding out in Waterdeep pretending to be a merchant. Lady Saharel the human netherese ghost wizard 20, archmage 5, netherese arcanist 5, who still haunts the ruins of Spellgard. Everything in this forum has been great, thanks again for all the cool characters. I'll leave with just two more notes, shouldn't Elminster be more powerfull than the Simbul (she split her levels between Sorceror and Wizard and he just went wizard), and while I understand using demigod for Karsus, shouldn't Ioulaum be an archmage? Thanks for everything, peace.
I've got them ranging between 20 and 23 at the moment. And the master mage is hovering around 26, looks as though he is coming up a couple of levels. As of right now I have three others written up I just have to find the time to put them on the boards. Another should be up tonight.
Next one. Took me a bit sorry. Busy at school and what not.
Urlkyn Khalazza, Master of Conjuration Urlkyn is a beefy looking drow who looks as though his stout figure has become even more plump from pampering and lost it's rough edges that developed during his days of surface campaining. Make no mistake though, he is still one of the most fierce and commanding drow you'll likely meet. ________________________________________ Urlkyn Khalazza Level 22 x Elite Artillery Mediam Fey Humanoid XP 13 x ,000 Male Drow Spellstorm Mage[Monster] ________________________________________ Initiative +16 x Senses Perception +16; Darkvision HP 340 x Bloodied 170 AC 36 x ; Fortitude 30; Reflex 33; Will 33 Saving Throws +2 Speed 6 Action Points 1 ________________________________________ Force Staff (standard; at-will) Weapon +29 x vs AC. 1d8+1 damage (5d8+1 on critical hit) ` Painful Provocation (standard; at-will)- Conjuration, Force Ranged 20 x . +27 vs Reflex. 3d4+6 force damage. A successful hit makes the target provoke AoO from threatening creatures. ` Stom Cage (standerd; recharge when bloodied)- Conjuration, Lightening, Thunder Burst 2 x within 20 squares. +25 vs Reflex. 4d6+6 lightening and thunder damage. Create enclosure around burst. This wall inflicts 10 lightening damage and requires an extra move action to pass. ` Bigby's Grasping Hands (standard; recharge 4 x 5 6)- Conjuration, Force Ranged 10 x . One or Two creatures. 2d10+6 force damage. +25 vs Reflex. Creates two 5ft tall hands which grabs targets with successfullhit. If both targets are grabbed then Urlkyn can smash the two together for an extra 2d10+6. Sustain Minor. Reattempt saves at the begining of turn if hands are sustained while holding creatues. ` Battle Teleport. (standard; recharge 4 x 5 6)-Teleportation Urlkyn teleports up to 8 x squares. ` Mael Storm of Chaos (standard; daily)- Force, Teleportation Close burst 10 x . +25 vs Fortitude. Each creature in burst. 3d8+6 force damage and Urlkyn can teleport teh target to a location of your choice within the burst. Miss: Halfdamage and no teleporation. ` Darkfire (minor; encounter) – x ; Radiant Ranged 10 x ; +25 vs. Reflex; until the end of Urlkyn's next turn, the target grants combat advantage to all attackers, and the target cannot benefit from invisibility or concealment. ` Cloud of Darkness (minor; encounter) – x ; Zone Close burst 1 x ; this power creates a zone of darkness that remains in place until the end of Urlkyn's next turn. The zone blocks line of sight for all creatures except Urlkyn's. Any creature entirely within the area (except Urlkyn) is blinded. ________________________________________ Alignment Evil Languages Deep Speech, Elven, Common Class Features Arcane Impliments, Cantrips, Ritual Casting, Storm Spell (regain spent power), Storm Fury Skills Arcana +21 x , Religion +21, Insight +20, History +21 Str 12 x (+11) Dex 15 (+12) Wis 18 (+14) Con 16 x (+13) Int 22 (+16) Cha 13 (+11) ________________________________________ Possessions Force Staff, Blink Ring (teleport 1 x d3 squares each turn)
Next!
Seldszar Elphragh, Master of Divination This master drow diviner has been at the post for quiet a while as his ability to judge the future has kept supposed friend and definent foe at bay. He is never seen with out being accompanied by spheres that wiz around his head and constantly feed him information on ongoing activites from his subjects and fellow master mages. ________________________________________ Seldszar Elpragh Level 21 x Elite Artillery Mediam Fey Humanoid XP 12 x ,500 Male Drow Archmage [Monster] ________________________________________ Initiative +13 x Senses Perception +14; Darkvision HP 328 x Bloodied 164 AC 33 x ; Fortitude 30; Reflex 34; Will 31 Saving Throws +2 Speed 6 Action Points 1 ________________________________________ Destiny Staff (standard; at-will) Weapon +28 x vs AC. 1d8+1 damage (5d8+1 on critical hit) ` Knowledge Overload (standard; at-will)- Psychic Ranged 20 x . +26 vs Will. 3d6+8 psychic damage. ` Occult's Insight (immediate interrupt; recharge when bloodied) Whenever Seldszar would be suprised he instead gains a standard action and +4 x to his AC and Reflex save till the end of the encounter. ` Damning Flame (standard; recharge 4 x 5 6)- Fire (see text) Ranged 10 x . +26 vs Reflex. 4d6+8 fire damage. If the target is immune or resistant to fire then this spell changes to an energy type which the target is not resistant or immune to. If the target is specificly vunerable to an energy type then this spell always takes effect as that energy type against the target. ` Soothsayers Fortune (free action; daily) Whenever Seldszar takes a standard action and does not like the end result he can retake the action as if he forsaw the conclusion and took a different route. ` Anticipate Teleporation (immediate interrupt; encounter)- Teleportation Whenever something trys to teleport within a close burst 5 x centered on Seldszar either to within that space or out of Seldszar can choose to delay this from happening until the creatures next turn. Will save nulls this effect. ` Darkfire (minor; encounter) – x ; Radiant Ranged 10 x ; +26 vs. Reflex; until the end of Seldszar's next turn, the target grants combat advantage to all attackers, and the target cannot benefit from invisibility or concealment. ` Cloud of Darkness (minor; encounter) – x ; Zone Close burst 1 x ; this power creates a zone of darkness that remains in place until the end of Seldszar's next turn. The zone blocks line of sight for all creatures except Seldszar's. Any creature entirely within the area (except Seldszar) is blinded. ________________________________________ Alignment Neutral Languages All Class Features Arcane Impliments, Cantrips, Ritual Casting, Spell Recall Skills Arcana +23 x , Religion +23, Insight +23, History +23 Str 16 x (+13) Dex 17 (+13) Wis 15 (+12) Con 13 x (+11) Int 26 (+18) Cha 12 (+11) ________________________________________ Possessions Destiny Staff, Divining Stones (acts as Headband of Insight, Helm of Vigilent Awareness, Ioun Stone of Perfect Language, and Telepathy Circlet)
Some good stats, man. Though, are all of those drow going to be battle mages?
No. I'm switching Seldszar to archmage. And the vamp is going to be.. a bloodmage :D . Just depends on the flavor. Not all have seemed like typical archmages to me.
Hey Keveras I was curious if you had some way of obtaining Ability Scores? It's probably the most tedious part for me so I was wondering if you were in the know.
Malaggar Xarann, Master of Enchantment Malaggar Xarann has the average looks of a drow but do not be fooled as he is the most powerful of the seated school masters barring Guldor himself. Because of Malaggar's facination with the mind he is said to be prone to long silent spells were he just stares off into the distance, unlocking his brain in more ways than other drow could understand. ________________________________________ Malaggar Xarann Level 23 x Elite Artillery Mediam Fey Humanoid XP 13 x ,750 Male Drow Battle Mage [Monster] ________________________________________ Initiative +15 x Senses Perception +15; Darkvision HP 336 x Bloodied 168 AC 37 x ; Fortitude 29; Reflex 33; Will 34 Saving Throws +2 Speed 6 Action Points 1 ________________________________________ Staff of the Iron Tower (standard; at-will) Weapon +32 x vs AC. 1d8 damage (5d8 on critical hit) ` Cognitive Thump (standard; at-will)- Psychic Ranged 10 x . +30 vs Will. 2d8+9 psychic damage. This may target up to three creatures or just one with a +4 bonus to attack rolls. ` Psychotic Break (immediate interrupt; recharge 4 x 5 6) Whenever Malaggar is attacked via will deffense he can divert the attack to the closest other creature that is not the attacker. ` Mental Overload (standard; recharge when bloodied)- Psychic Ranged 20 x . +30 vs Will. 2d10+9 psychic damage and if the target falls it's save then during it's next turn it can only take one standard action, minor action, or move action. That creature will decide which it is. ` Legion's Grasp (standard; daily)- Psychic Close burst 20 x . +28 vs Will. All creatures in burst that fails it's save takes 3d6+9 psychic damage andis immobilized till the end of Malaggars next turn. Miss: Half damage, no immobilization. ` Psychic Tumble (standard; recharge 4 x 5 6)- Psychic Ranged 10 x . +30 vs Will. 3d8+9 psychic damage and Malaggar can shift the target a number of squares equal to his Intellegince modifier. ` Arcane Rejuvenation (Immediate Interrupt; daily)- Healing When Malaggar is reduced to or fewer hit points then he regains a quater of his total HP. ` Darkfire (minor; encounter) – x ; Radiant Ranged 10 x ; +26 vs. Reflex; until the end of Malaggar's next turn, the target grants combat advantage to all attackers, and the target cannot benefit from invisibility or concealment. ` Cloud of Darkness (minor; encounter) – x ; Zone Close burst 1 x ; this power creates a zone of darkness that remains in place until the end of Malaggar's next turn. The zone blocks line of sight for all creatures except Malaggar's. Any creature entirely within the area (except Malaggar) is blinded. ________________________________________ Alignment Chaotic Evil Languages Common, Deepspeech, Elven, Infernal Class Features Arcane Impliments, Cantrips, Battle Casting Skills Arcana +30 x , Religion +24, Insight +19, History +24, Intimidate +18 Str 10 x (+10) Dex 20 (+15) Wis 19 (+14) Con 12 x (+11) Int 28 (+19) Cha 12 (+11) ________________________________________ Possessions Staff of the Iron Tower, Iron of Spite
Yep. Sounds good. It's just doing all these wizards around the same level is making me feel so repetitve with the scores. And the next one should be up soon, the female illusionist. yayaya...
Hey I got a favor to ask one of you guys who create stat sheets for 4e NPC's. Would someone attempt to make one up for Kimmuriel Obdora? I know its not easy to do but from what I've seen created here(great work one and all) id figure i'd ask. If no one can no worries
Kaanyr Vhok
The Sceptered One is the cunning leader of the Scoured Legion and his long-time goals include the infiltration of certain power groups in the North. ________________________________________ Kaanyr Vhok Level 24 x Elite Controller (Leader) Medium immortal humanoid (devil) XP 12 x ,100 Male Cambion Fighter/Wizard [Monster] ________________________________________ Initiative +17 x Senses Perception +16; darkvision Aura of Fear (Fear) aura 5 x ; enemies in the aura take a –2 penalty to attack rolls. HP 480 x ; Bloodied 240; see also Triumphant Surge AC 40 x (44 against ranged attacks); Fortitude 40, Reflex 37 (41 against ranged attacks), Will 39 Immune fear; Resist 20 x fire Saving Throws +2 Speed 6 x , fly 8 (clumsy); see also Expedient Sacrifice Action Points 1 ________________________________________ Scepter Malevolus (standard; at-will) – x ; Fire, Weapon +30 x vs. AC; 1d8 + 7 damage (critical 3d8 + 15 plus 5d6 fire damage), plus 5d8 damage against a creature that has variable resistance. Miss: 5 damage. Hellfire Ray (standard; at-will) - Fire Ranged 20 x ; +28 vs. Reflex; 3d6 + 8 fire damage, and the target is knocked prone. Ring of Pain (standard; recharge 4 x 5 6) - Psychic Ranged 10 x ; +28 vs. Will; 3d6 + 8 psychic damage, and the target takes ongoing 10 psychic damage (save ends). The first time the target fails a saving throw against this ongoing damage, Kaanyr chooses a second creature within 10 squares of him and deals ongoing 5 psychic damage to it (save ends). Miss: Half damage. Keen Strike (standard; recharge 5 x 6) Requires Scepter Malevolus; Kaanyr uses this power before he makes a melee attack. He can score a critical hit on a roll of 19 x or 20. Expedient Sacrifice (minor; encounter) Targets one ally; until the end of the encounter Kaanyr’ x ;s ally is slowed and he gains a +4 bonus to speed. Infernal Wrath (minor; encounter) Kaanyr can channel his fury to gain a +2 x power bonus to his next attack roll against an enemy that hit him since Kaanyr’s last turn. If his attack hits and deals damage, he deals 12 extra damage. Triumphant Surge Kaanyr gains 24 x temporary hit points each time an ally bloodies an enemy or reduces an enemy to 0 hit points or fewer. One ally (of Kaanyr’s choosing) gains 12 temporary hit points each time Kaanyr bloodies an enemy or reduces an enemy to 0 hit points or fewer. Soul Mantle A mantle of soul energy protects Kaanyr, giving him a +4 x bonus to AC and Reflex defense against ranged attacks (already included in its statistics). ________________________________________ Alignment Evil Languages Chondathan, Common, Deep Speech, Elven, Supernal Class Features Arcane Implement Mastery, Cantrips, Combat Challenge, Combat Superiority (+4 x ), Fighter Weapon Talent, Ritual Casting Skills Arcana +28 x , Athletics +24, Bluff +26, Diplomacy +26, Intimitade +26 Str 25 x (+19) Dex 21 (+17) Wis 19 (+16) Con 20 x (+17) Int 23 (+18) Cha 28 (+21) ________________________________________ Equipment Scepter Malevolus (Keen Strike, +5 x to Arcana)
It's been a long time...
Storm Silverhand The Bard of Shadowdale is famous not only for her merry manner and her bold adventures. Children love her, the common folk adore her, and the elves awarded her with high noble titles never before given to a human. ________________________________________ Ethena Astorma Silverhand Level 32 x Elite Controller Medium immortal humanoid XP 54 x ,000 Female Human Bard/Sorcerer Chosen [Monster] ________________________________________ Initiative +23 x Senses Perception +21; see invisible creatures Song of Beauty (Charm) aura 10 x ; creatures in the aura must succeed on a DC 33 Charisma check or lose one of their actions that result in an attack on their next turn. HP 636 x ; Bloodied 318; see also Divine Recovery, Silver Fire Regeneration 1 x 0 AC 48 x ; Fortitude 45, Reflex 45, Will 49 Immune fear, poison; Resist 30 x thunder Saving Throws +2 Speed 6 x ; see also Shout of Evasion Action Points 1 ________________________________________ Luckblade (standard; at-will) - Force +37 x vs. AC; 1d6 + 7 damage (critical 4d6 + 13 plus 6d8 force damage). When Storm rolls a 1 on an attack roll during combat or when a critical hit is scored on her, this weapon gains a charge. There is no limit on the number of charges, but the weapon resets to 4 charges after an extended rest. Storm can spend a number of charges up to three to gain a power bonus to her next attack roll and damage roll with this weapon equal to the number of expended charges. Miss: 5 damage. Song of Defense (minor, 1 x /round; recharge 3 4 5 6) – Zone Close burst 10 x ; the burst creates a zone of bolstering song that lasts until the end of Storm’s next turn. When she moves, the zone moves with her, remaining centered on her. While within the zone, Storm and any ally gains a +2 power bonus to AC. Shout of Evasion (standard; recharge 4 x 5 6) – Thunder Ranged 15 x ; +36 vs. Reflex; 4d8 + 10 thunder damage, and Storm can shift 3 squares as a free action. Miss: Half damage, and Storm cannot shift a number of squares. Luck of Heroes (free; recharge 5 x 6) Storm rerolls an attack roll she just made. She uses the second result only if it’ x ;s higher. Silver Fire (standard; encounter) – x ; Fire, Radiant Close blast 5 x ; +34 vs. Reflex; or ranged sight; +36 vs. Reflex; 5d10 + 9 plus 6d6 fire and radiant damage, and ongoing 10 fire and radiant damage (save ends). Storm regains hit points equal to the amount of damage. Aftereffect: The target is weakened (save ends). Miss: Half damage, and Storm doesn’t heal hit points. Entropic Whirlwind (standard; encounter) – x ; Psychic, Teleportation Close blast 5 x ; +34 vs. Will; 4d10 + 9 psychic damage, and the target is teleported 7 squares. The target again takes 3d8 + 10 damage whenever it teleports (save ends). Until the end of the encounter, when any creature ends its turn within 5 squares of Storm, she can teleport the creature to any space within 5 squares of her as an immediate reaction. Miss: Half damage, and the target is not teleported. Divine Recovery (immediate reaction, when first reduced to hit points; daily) - Healing Storm regains hit points equal to half her maximum hit points. Divine Miracle When Storm has expended her last remaining encounter power, she regains the use of one encounter power of her choice. In this way, she never runs out of encounter powers. Weave Focus Storm’ x ;s first attack roll during each of her turns determines a benefit she gains in that round. If she rolls an even number, she gains a +1 bonus to attack rolls until the start of her next turn. If she rolls an odd number, she makes a saving throw. ________________________________________ Alignment Good Languages All Class Features Bardic Training, Divine Spark, Majestic Word, Multiclass Versatility, Skill Versatility, Song of Rest (+11 x ), Spell Source, Virtue of Valor (+15), Words of Friendship Skills Athletics +25 x , Arcana +26, Diplomacy +37, Heal +26, History +26, Religion +26 Str 18 x (+20) Dex 24 (+23) Wis 21 (+21) Con 27 x (+24) Int 20 (+21) Cha 33 (+27) ________________________________________ Equipment Luckblade, Storm’ x ;s Garter (darkvision, immune to poison, +5 to Diplomacy)
Cool thread. One question: Are all of the NPC's Epic? Where are the Heroic, and Paragon NPC's?
Please don't stop Keveras, your work here has been absolutely fantastic - it really has!! Thank you so much for your time, will you still be doing any of the cosmic entities that you have been doing so magnificently?
I just stop (for the moment) stating out NPCs, but not with the Cosmics
Hi, Keveras.
I'm wondering if you or someone else would like to take a stab at producing a 4e version of Asbarode (aka) Nith the Entertainer. Asbarode is a Zhentarim and an agent of Ashemmi, consort of Semmemon. Here are Asbarode's 2e stats: NITH THE ENTERTAINER aka "Asbarode" half elf T12; AC 1 (no Armor, Dex bonus -4, cloak of protection +5); MV 12; HP 60; THAC0 16; #AT 1; Dmg 1d8/1d12 (long sword), 1d4+1 (poison dagger +1), 1d4 (hand crossbow); SA backstab x4, poison dagger 2rds 15/0; SD thief abilities and +5 to saving throws; AL N) XP 2000; Abilities: Str 9, Dex 16, Con 17, Int 12, Wis 13, Cha 16. PERSONALITY: Outgoing, charismatic, cunning, manipulative. MAGICL ITEMS: Cloak of protection +5; Dagger +1; Gem of teleport (limits: 20 yards, once per day) PROFICIENCIES: dagger, hand crossbow, long sword, harp, appraising, acrobatics, juggling, singing. thieving skills % Pick pockets 60 Open locks 40 Find / remove traps 20 Move silently 45 Hide in shadows 80 Detect noise 40 Climb walls 70 Read languages 9 Backstab +4atk x4dmg
Hello again, it has been a long while. I was actually cruising the web to see if Wizards had released official stats for Telamont Tanthul yet when I stumbled on a passage from this forum that sounded familiar. It was a question concerning a possible balance issue on the characters posted here. It concerned Telamont and Larloch specifically, as well as Aumvor, Elminster, and the Simbul. Here I was thinking someone out there felt the same as I did about dear Mr. Telamont, that no one has ever provided concrete stats for him, that (given he is the second most powerful wizard in Faerun (tied with Thaal)) someone should do him some justice. Turns out it wasn't someone who agreed with me...it was me...
Anyway, I went ahead and read my old post, and your response. I know it is belated, but I feel the need now to disagree, someone needs to have Lord Shadow's back. Telamont is, most definitly more powerful than Larloch. They posted Telamont's levels and CR in Lards of Darkness right there with Larloch's character sheet. Even with the epic level progression rules Telamont would still have three levels on Larloch. He can still take all the epic level feats, and make all the epic level items and spells Larloch can. The only difference, is where Larloch has levels in epic wizard, Telamont took prestige classes. I know Larloch is the favored child, poor Telamont gets no love, but the only comparison between the two MUST be made in the only book in which information about them was released, that remains Lords of Darkness. Given that Telamont is ranked more powerful in that book, the only one in which the designers released comparable CRs for them, it must be assumed they (the designers) considered him more powerful. Now, I know I've already picked too much of a fight here, I don't want to offend anyone or rock the boat too much, and I am certainly not suggesting that Larloch is anything less than a ****ing dude. I just want to see Telamont get a little credit, the man is the emperor of Netheril reborn. When the game designers made those stats, they made Telamont more powerful. No adjusted comparison has since been released, so that one should stand. In the Forgotten Realms Campaign guide for 4th ed it suggests that all 12 princes of Shade are Elite controllers. I would have Telamont as a level 33 Elite controller to leave room for Larloch AND Aumvor as level 32 elites of appropriate roles. Normally I'd have them all solos, but if Telamont is an elite, by my above logic the others should be too. As for Ioulam...I'd have his ass as a level 34 solo...given his CR was in the 70s before and a level 35 solo is divine. Lastly, I took a second look at your monsters, I don't think they are well balanced according to the rules for monster creation starting on page 172 of the DM's Guide for 4th ed. I tried to make sense of several damage and ability stats using the tables there and found that little matched properly. I know I should just leave it alone, I've gotten negative responses for posting on these forums before, but I think the characters here need to be rebalanced, starting with the Netherese spellcasters. (because I like them the best. :D ) In the spirit of being helpful instead of just yammering suggestions, I would be happy to try my hand at editing one of the above characters, with your permission of course. I could then submit for this sample for your, and everyone else's, review. Or, if you would rather I just leave this forum alone, I understand that as well. My apologies for the message's length, Telamont is a favorite NPC of mine no matter his relative obscurity.
Well, I think I've expressed my stance on Larloch, Shadow, Ioulaum, and all the others, including their 4e level plus role, pretty clear, both here in this thread and everywhere else, too. If you want to further discuss that issue with me, and others, feel free to start a thread in the Realmslore section. Additionally, again if you want, I can also give you the 3e stats my conversions are based on.
That said, I never claimed anything I come up with is balanced. Actually, the NPCs were my first designs for 4e, and I agree with you that some of them got abilities and powers that could be re-worked or re-balanced. And at last, feel free to post your versions of said NPCs here in this thread. 4e offers such a variety of powers that it's quite easy to come up with your own unique and interesting take on Shadow or any other NPC.
Loved your work so far Keveras; conversions seem pretty faithful and wellthought to me.
If you accept comissions and have some spare time, id like to ask you for the Stats on Sarya Dlardrageth, the leader of the daemonfey. I got her 3E stats and ive been trying to convert those for my 4E campaign (takes place on 3E FR). Atm running some events around the Last Mythal trilogy. Cheers
Thank you Delta! I just knew there was a thread around here somewhere with Elminsters 4e Stats. I was thinking he would be a Bard in 4e, but after thinking about it, NPCs dont need classes, hes just Elminster, a 31st level Elminster.
To be honest I find most of your conversion inappropriate and not fitting 4e. First of all, most of your NPC are way too powerful. They might have very high levels in 3e, but that doesn't mean they need to have the same(or similar) levels in 4th edition. Not to mention adding a bit of levels due to time passed (note - I'm not saying that you did that). That's just wrong. The thing is that 4e levels scales differently. So levels should be adjusted to existing 4th edition NPC and monsters. Orcus is 33? Then even the most powerful NPC of Realms shouldn't be stronger than him. In my opinion the source of the problem are overpowered stats of 3ed characters. They never should have had so much power on paper. Most of them were converted from previous edition, but editions differed and the direct approach to conversion produced some highly overpowered NPC. I hated the fact that Realms were filled with so many uber NPC. Really, most of them could be toned down and everything would be perfectly fine. The new edition get rid of that, but you're trying to recreate mistakes of 3ed Realms. Sometimes I get the feeling that people can't uderstand the difference between fluff and stats.
I have said just about the same thing. Read Drizzt. I plan on using his 1E FR5 write up. Drow Ranger 10(skirmisher). Yet people want Epic Characters, then others start complaining that the Epic NPC's "overshadow" my Epic PC...
![]() I say to each their own.
just learning the workings of 4th ed. I'm not sure I understand the stat block you are using here. Is the 3rd part in the block after speed and action points, is that Feats or Powers? I can't fine them so I was tring to find out what they are to know where to look for them at. I know some are new and not in the books.
@ Nalik- I think with the usage of the D&D monster builder, it's pretty simple to create NPCs that do fit the 4E style of play. I mean, look at Drizzt's write up from his article in Dungeon (i forget the issue #) and I think his stats are pretty damn impressive if a bit "broken". And I mean broken in the sense that they do not follow the rules in reguards to starting stats and what-not. And that is the main issue I have with 4E is that the scaling is SOOO damn intristic to staying even. It's as if the system is build for the RPGA and every monster has to have the same grade of Stats (Str, Con, Dex, etc..) as others of it's level and role. But the best thing about Homebrews is that they don't necessarily have to follow that style to the letter. These NPCs should have different-than-normal statistics to PCs since they don't follow the same rules. I think it's what makes them Unique. Even Jarlaxle has powers in his stat block that come from his magical items.
@ Intrepid1708 - After the HP/Speed/Saving Throws/etc. block come the Monster's powers. This is what they do in combat and what-not. At first, I was giving them feats and I probably shouldn't have done that since Monsters blocks in 4E never have a feat section. So if you do want monsters to have feats, then just incorporate those benefits into the stat block above.
Hey i love all the work everyone has put in, I just discovered this page.
But why is Khleben more powerful than Eleminster? im fairly new to the Realms, can somone explain this to me?
Oh thank you, i should have noticed that.
My campaign hasn't moved foreward to the Post-Spellplauge yet, so could sombody please do Bruenor Battlehammer?
Yeah I'm suprised no ones done Bruenor yet. 2e puts him as a leverl 12 fighter, I was thinking that there was some 3e stats for him but cant find any. Well i would assume that he picked up a few more levels, Drizzt picked up 6 leveles between 2e and 3e, so maybe put Bruenor at a 16th level fighter? And he should have a headbut power. What languages does he have? Obviously Dwarven and Common, perhaps Elven as well from hanging out with Drizzt. And I'm sure he would of picked up Chondathan as well, isnt that the native human tongue of the Icewind Dale?
3e stats of Bruenor are in Silver Marches, can't recall the exact level from the top of my head...
King Bruenor Battlehammer; CR 13
hp 163 (HD 13) _________________________________________________________________________________ Male shield dwarf fighter 13 NG Medium humanoid (dwarf) Init +0; Senses darkvision 60 ft.; Listen +1, Spot +3 Languages Common, Dwarven, Giant, Goblin _________________________________________________________________________________ AC 23, touch 10, flat-footed 23; +4 AC against giants (+11 armor, +2 natural) Resist stability (+4 against bull rush and trip) Fort +14 (+16 against poison), Ref +4, Will +8; +2 to saves against spells and spell-like effects _________________________________________________________________________________ Speed 20 ft. (4 squares) Melee +3 keen greataxe +22/+17/+12 (1d12+11/19-20/x3) Base Atk +13; Grp +17 Atk Options Cleave, Great Cleave, Power Attack _________________________________________________________________________________ Abilities Str 18, Dex 10, Con 22, Int 15, Wis 13, Cha 13 SQ stonecunning (PH 15) Feats Blind-Fight, Bull-headed, Cleave, Great Cleave, Greater Weapon Focus (greataxe), Improved Bull Rush, Improved Sunder, Iron Will, Leadership, Power Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe) Skills Climb +5, Craft (weaponsmithing) +15, Diplomacy +7, Handle Animal +3, Intimidate +5, Jump +6, Knowledge (history [the North]) +4, Knowledge (local [the North]) +4, Ride +10 Possessions +3 full plate, +3 keen greataxe, amulet of natural armor +2, gauntlets of ogre power, periapt of wound closure, potion of cure serious wounds, potion of heroism 2 changes: * 1st being I gave him 2 additional languages (giant, goblin) because he already receives common and dwarven as bonus languages and has an Int of 15. * 2nd being Improved Crit and keen weapons don't stack. Rather than have him waste a feat for no reason, I switched out Improved Critical (greataxe) with Greater Weapon Focus (greataxe). It just works better. Hope that's cool for you guys.
wouldnt he of gained a lvl after the hunter's blades??
ALL HAIL BRUENOR EXARCH OF MORADIN!!!!!
And a Cattie-Brie?
I believe I have seen some stats somwhere but not 4e... lvl 16 Ranger?
Don't count Cattie Brie out
I won't say more for fear of spoiling The Ghost King. She gained a few levels in wizarding so should she be multiclass, or as some of you might have seen through Insider, a hybrid?
In 4e, NPCs base their saves off of their stats. You break up the stats into 3 sections STR/CON, DEX/INT, and WIS/CHA. To get a creature's base ability, I believe you add 12 + 1/2 level. So for example, a 2nd level creature would have an average stat of 13. The only exception is the stat they base thier main attacks off of. That is 16 + 1/2 level. So a 8th level creature based on melee attacks using STR should have a STR score of 20.
I'm not entirely sure that's correct since I'm AFB right now but you get the gist. When I do get home, I'll edit the post for the correct info. As for Cattie-brie, I'd make her around level 16-18 and Bruenor at least 18-20. She would be artillery for sure, throwing in alot of Ranger-style attacks using her famous bow (can't remember how to spell the name) and maybe one or two wizard attacks (I'm thinking magic missile or scorching burst as at-will powers). I'd also throw in a cool, teleportation power from her arcane studies. For Bruenor, I'd say Elite Soldier (leader). Let him have a power or two that lets him attack multipul targets and definitly Cleave. I'd even give him a Warlord power or two that allows him to boost his allies attacks, damage, or give extra hit points. He's just that damn inspirational, lol. When I get some time away from work, I'll look into statting both out. As a side note, does anyone know how to post the 4e monster stat blocks onto these posts? I'd love to just throw it up there from my Monster Builder instead of writing it all out.
I'll have to check it out when I get home. I really hate this new 4pm - 12am shift. It sucks!
I do have some cool monsters I'd like to post too, for example my Calzone Golem. I mean, who wouldn't want to fight a walking, steaming, pastry filled with piping hot tomato sauce that belches garlic gas?!?! ok copy image from the adventure tools directly to the forum page doesn't work. Copy image as rich text only makes it look really stupid. Copy image to say...microsoft word then to the forum doens't work either. I'm stumped.
Kids and their Epic Uber Powered Munkins.
I remember back when Drizzit was a 10th level Drow Ranger in FR #5 The Savage Frontier. ![]() Regis was a 5th level Thief, Wulgar was a 6th level Barbarian, and Bruenor was a 8th level fighter! ![]() No stats for Cattie in FR #5... ![]() I will now step off of my soap-box...
Has anyone read Obsidian ridge? Does lvl 17 seem like a good place for Quinn?
I read it 2 years ago. Wasn't Quinn the guy with the Claw Gauntlet?
Is the OP still around? Or should we start this thread over with a regular that can maintain the Thread? Just a thought.
Yeah the PC version i made has Claw Fighter Claws.
Counts as custom equitment. Dont know what to say about the thread
Drizzt is officially Level 21 Solo. Entreri's writeup here is Level 22 Elite.
Looks fine to me. I always believed Entreri had a slight skill advantage on Drizzt. Drizzt is a solo because his durability is off the charts. While their skill levels with the blade are similar, they are completely different animals. Entreri is a assassin/duelist who excels in small alleys and is able to use the virtually everything in the environment to his advantage to keep fights limited to 1 on 1 affairs. Drizzt is an open-field warrior who can fight in the midst of hundreds or thousands of opponents, and can take a preposterous amount of damage and even gets stronger the more damaged he gets (berserk mode), whereas Entreri continues to fade. If Entreri's plan is to get into a straight boxing match with Drizzt he would lose...badly. When he has fought Drizzt he had the environmental and surprise advantage--he was going all out and Drizzt was ambivalent and yet it still ended on a draw, and the only time they fought on neutral ground was on Crenshinibon and Enterei was losing that fight even without Drizzt having to revert to his berserk mode.
Have you read Salvatore's latest book? Entreri is a better tactician than Drizzt, has stood toe to toe with him, but is human. Now he is not so human. I believe Salvatore did this to even the playing field. Drizzt is good in the open field but so to is Entreri, remember Entreri always had more pure fighter levels than Drizzt. And humans are more sturdy than Elves. I think Entreri should be a Solo character. He has survivied in Menzo, Calimport, Luskan, a deranged Herzago, killed dragons and Liches and of course traveled around with the greatest character Salvatore has created...Jarlaxle. I think he is a Solo. Atleast in my book thats the way I would construct him.
Sorry who are we talking about? Do you think Jarlaxle was done justice with his official stats? And I am curious as to what people would design for Zaknafien as far as what his stats would be.
What's missing with his writeup? He was made into basically a pure rogue, which is similar to how he fights. His attacks either daze or disarm, grants combat advantage, and has his globe of darkness. He's a Level 21 Elite, same level as Drizzt except that Drizzt has solo hit points. Drizzt is a pure DPS ranger/tank and no notable abilities other than doing a sh!ton of damage.
The only thing that's probably missing is his ability to call a Nightmare steed, should have + to charm saving throws, or the fact that he can melt into walls when he's running for his life. He thinks Entreri is the most dangerous man in Vaasa, it sounds like he believes Entreri is a far superior warrior to himself.
I think you hate Jarlaxle...I think the way they are portrayed in the books they seem a little weak. Very weak actually. I look at other heroic genres like Marvel and their characters portryal in the comics mirrors who they are on screen. WoTC seems a little weak. I think for all the Bob writes about his characters when they are put on paper seem a little less than what I thought. But I also play Lineage II and had a zerg on Gustin server and an overpowerd Blade Dancer to boot.
...not sure if serious...
Marvel characters are incredibly underpowered in their movie variants
Kane is the strongest in Gareth's party isn't he? And their party defeated Tiamat, a Level 35 Solo. That would put them in the absolute upper tier during the Time of Troubles since they were able to slay an Intermediate Deity themselves.
Even Ancient Copper Dragons (27 Solo) are afraid of him. Obviously he's not in his prime and most of his exploits vs Dragons was based on heresay (since the Dragon Sisters weren't actually there), but I would put him no less than 27-28 Solo. That's about where most of the Dark Sun Sorcerer-Kings are at. The other possibility is he is just a leftover of 2E/3E "save or die" spells and might not actually be that strong, it's just his Quivering Palm can 1-shot a Dragon
Oh yeah, the Gareth's party also took out Orcus in his own lair, in addition to taking out Tiamat and the Witch-King...so they are essentially the equivalent to a 4E party of 30th Level PCs. They've taken on and beaten Deities in the Level 30+ range. Even gaining a couple of levels post-Spell Plague, neither Drizzt nor Artemis are still really in their league.
Drizzt has never gone on any epic level adventures so he's never been exposed to the challenge. It's like the saying, steel sharpens steel (the whole premise of Dragonball Z--get beat up, come back stronger). Drizzt (and Artemis) essentially have been fighting bums most of their career. His most powerful opponents were high 20 level Elites. He's never fought/defeated Level 30+ Solo opponents, or gone into adventures where he would be faced with that kind of challenge.
He's a prodigy and I'm sure if he had been in Gareth's party or a got thrown into the middle of a major struggle between Greater Deities during the Time of Troubles he would be a high epic solo character... But in reality all of Salvatore's adventures involving have been heroic/paragon-level. Drizzt and Artemis and Jarlaxle stand out because they are the equivalent of NBA stars playing in the D-League, but they aren't at superstar/mvp level and never will be because they haven't tasted what high level competition is and as a result can't improve themselves.
Looking up their stats, Kane was a Level 20 Monk, Gareth was a Level 25 Paladin, the rest were unknown. I think back in 3E A Red Dragon was only cr25, rather than Level 30 Solo.
Regardless, it does seem like Kane is basically a typical Monk munchkin, he can one-shot a Dragon with the quivering palm but he's not actually going to be able to just straight up brawl against them. If PCs are to be converted the same way as a monster like the Red Dragon from 3E to 4E (i.e., +5 levels) then Drizzt hasn't increased his skill level at all over the years (Level 16/3E, Level 21/4E), his stat block going to solo represents his increased threshold to take damage due to the beatings he took during the war against Obould.
D&D has never really had any iconic "mortal ninja" swordsmen, it's always been high level spellcasters. Levels 20-30 are almost composed entirely of spellcasters. Gareth at Level 25 is probably as high as you will find.
For mortal melee types in 4E we have: Hamanu, Level 27 Solo (55,000xp) - monk-type Drizzt, Level 21 Solo (16,000xp) – dual scimitars Cradrick Dragonsworn, Level 24 Elite (12,100xp) -axe fighter Madras Kalgore, Level 24 Elite (12,100xp) <-dual dagger assassin Tectuktitlay, Level 22 Elite (8,300xp) -dagger magic warrior Sceptenar Vasabhakti, Level 22 Elite (8,300xp), -dual katana warrior Jarlaxle, Level 21 Elite (6,400xp) – rapier and dagger duelist As you can see there are a couple of characters more skilled than Drizzt, but the reason he's a bigger challenge than Jarlaxle is he can take a hell of a beating, thanks to endless open battlefield skirmishes against Orcs and fighting under severe injury. Entreri meanwhile, just got cut and once by Olwen and slowed down significantly and went completely on the defensive. Durability is not not on the same level. He could be something like a 22-24 Elite though.
I just looked at the stats from the original Bloodstone lands module (2nd ed.) and what was bizarre is Kane is actually one of the lowest level characters on the team. He's a 16th level monk, while Gareth (paladin), Olwen (ranger), Emlyn (wizard), Riordin (bard), Dugald (Cleric) are all 19th Level.
Now Paladins lagged by 2 levels on the experience table, while bards are a level ahead, so what you get is Gareth would be 21st Level, Riordin is 18th, Kane is 16th, and the rest are 19th. How did Kane become the strongest in the party? The next module was written by Salvatore, and Dugald went from 19th to 22nd. Gareth from 19th to 21st (essentially 23rd), Kane went from 16th to 17th. The rest of the party went from 19th to 21st. tl;dr Kane from the modules was the lowest level in the party! He lagged behind by 2 levels from the team average (monks level at the same rate as fighters/clerics). Now in 3rd edition, he was turned into 20th level, and Gareth went to 25th. Kane is said to be the most dangerous man in the Bloodstone Lands, and implied to be ahead of the others. Yet in his adventuring prime, he certainly wasn't any stronger than Olwen, who lost to Artemis Entreri in Road of the Patriarch. Did Salvatore do a retcon here?
I dont know Pip, what I do know is that all of this is kinda a moot point, becasue....they are working on 5th edition and things will probably change again. I read a little and it seems they will be going back to THACO's which is cool...but they (WOTc) probably regret messing with FR and other worlds now that there has been so much backlash. I wonder if this will get rid of the Solo aspects of monsters and all the stuff we have been talking about.
Rereading Road of the Patriarch, I am not convinced Kane is actually that strong at all:
1) Entreri managed to cut Kane, even though Kane was perfectly prepared for the attack and 2) He has no real feats. When he faced Athrogate, he set a trap (loose tiles) so Athrogate missed all his attacks and fell, while against Entreri, asside from obviously losing the exchange against Entreri, his Quivering Palm attack was a spectral ranged touch attack from a magical ring, something only a mage would have the capable of countering. Salvatore's own Bloodstone Lands has Kane as the lowest level character in his party (other than Celedon, who just sucks). Now why did Salvatore say Kane was the most dangerous man in the Bloodstone Lands? I think its a rock-paper-scissors thing. Kimmuriel (the psionicist) easily put away Knellict of the Citadel of Assassin, who according to the Bloodstone Module is a 21st level archmage, the same level as Gareth in 2E! There's absolutely no way Kimmuriel is a mage on the level of Knellict, but he used an ability that human mages do not expect. The same goes for Kane--he has a unique ability that people need to find a direct counter for, but that by no means implies that they are in the top tier in other areas or overall.
Thank you for all your hard work! I've just discovered this website and will be able to include some cool NPCs in my games.
I have got a slightly off-topic comment which I'll be glad to remove afterwards, but most of the NPCs created by Mr. K. have weird links that pop up Magic Cards Backgrounds whenever I move my mouse over them. Is there a way to fix that, or am I missing an app or extension? Thanks!
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