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T O P I C    R E V I E W
warlockco Posted - 06 Aug 2005 : 06:18:27
The Purpose of this Thread is to give full 3.5E stats for any NPC that has not been give a full stat write-up in 3.0E or 3.5E.
So in other worlds this is to be a Thread Devoted to Unofficial Stats for Official NPCs that have not been given Official Stats.

So All NPCs of the Realms (including other parts of the world, such as Kara-Tur, Maztica, and Zakhara) from 1st Edition, 2nd Edition, and 3rd Edition are welcome.

Homebrew NPCs (i.e. NPCs not mentioned in a canon source) or Reinterpretations of NPCs that have been published are asked to be posted elsewhere.
Also it is preferred that canon NPCs have had at least a stat line published in a canon source (name, sex, alignment, race, class/level), thus NPCs that are from a purely novel source shouldn't be posted either.

All NPCs that I personally post will be removed once they have received a full stat write-up in 3E.
I only follow the rules for Epic Magic Items only for items that are truly epic, there are several items, that while "powerful" don't warrant the x10 multiplier of being an Epic item.

Warlockco

Related thread over at wizards.com Realms NPC Characters

and

Kuje's List of 1E and 2E NPCs

Requests for NPCs can be made.
30   L A T E S T    R E P L I E S    (Newest First)
mildwind Posted - 19 Jul 2023 : 19:54:39
quote:
Originally posted by ericlboyd

https://www.yumpu.com/en/document/read/3609865/realms-npc-characters-the-forums-have-been-rolled-back-from-



webarchive link: https://web.archive.org/web/20110213040443/http://community.wizards.com/go/thread/view/75882/19844802/Realms_NPC_Characters
Green Giant Posted - 17 Jul 2023 : 01:10:15
I really need to check more often around here for people requesting the Realms NPC Characters files.
Wooly Rupert Posted - 15 Jul 2023 : 17:12:28
quote:
Originally posted by ericlboyd

https://www.yumpu.com/en/document/read/3609865/realms-npc-characters-the-forums-have-been-rolled-back-from-




Man, I wish that page had some download option, rather than trying to read truncated pages on a site where ads cover part of what you're looking at.
ericlboyd Posted - 15 Jul 2023 : 11:46:26
https://www.yumpu.com/en/document/read/3609865/realms-npc-characters-the-forums-have-been-rolled-back-from-
redking Posted - 10 Jul 2023 : 06:24:16
That's a real shame.
Diffan Posted - 16 Jun 2023 : 14:23:06
Unfortunately, I believe most of that information was lost when they shut down the gleemax forms at WotC.
Wooly Rupert Posted - 15 Jun 2023 : 23:58:23
Green Giant has put in appearances here, though not recently. He may have some contact info listed in his profile.
redking Posted - 15 Jun 2023 : 16:47:34
quote:
Originally posted by George Krashos

If you mean the "Realms Personalities", yes.

-- George Krashos



I mean the NPCs listed here.

http://www.mattdroz.com/RealmsNPC_alpha.html

I'll take what you have though.
George Krashos Posted - 15 Jun 2023 : 15:55:19
quote:
Originally posted by redking

Does anyone have a backup of the NPCs of the Realms from the wizards forum?



If you mean the "Realms Personalities", yes.

-- George Krashos
redking Posted - 15 Jun 2023 : 15:10:21
Does anyone have a backup of the NPCs of the Realms from the wizards forum?
Copper Elven Vampire Posted - 01 Apr 2020 : 14:26:24
quote:
Originally posted by Cards77

I'm interested in the NPC named "Ferret" from the Elaine Cunningham novel Silver Shadows. Also can we get an updated index? Is this thread available in Notepad or Word format so we can search for NPCs? Thanks.



Ferret: CN Wild elf female of the Wealdath Forest. CR 15; Rogue 5/ Assassin 10. Master Assassin of Zassespur. Hero of the Wealdath Forest.

Foxfire: CG Wild elf male of the Wealdath Forest. CR 15; Ranger 5/ Dervish 10. Leader of the Suldusk clan. Hero of the Wealdath Forest.
Diffan Posted - 01 Apr 2020 : 00:19:50
quote:
Originally posted by Delnyn

Very well done. *applause emoji needed* Elaith would have also fit into Skirmisher mode. This example (and the invoker class) inspire me to repurchase the 4e core books and Arcane/Divine/Martial/Primal Power sourcebooks.



Thank you! With Elaith, one of the difficult decisions was what he would be in terms of role. On one hand, I can certainly see him as a Skirmisher because of his dueling and fighting style. But as this was more direction of a conversion/update, and because he had 9 levels of Wizard, I felt Controller was more important. He's a guy who doesn't want to get into unnecessary scrapes and combat, will use spells to try foes or at least keep them at bay.

BTW I love the Invoker class. So conceptually cool and does that Divine wizard aspect in a cool way.
Delnyn Posted - 31 Mar 2020 : 10:01:49
Very well done. *applause emoji needed* Elaith would have also fit into Skirmisher mode. This example (and the invoker class) inspire me to repurchase the 4e core books and Arcane/Divine/Martial/Primal Power sourcebooks.

quote:
Originally posted by Diffan

Because people brought up Elaith and his unknown status in the Realms, I decided to create my version of what he would look like (stat-wise) for 4th Edition in the 1479 to 1487 DR time-frame.

ELAITH "THE SERPENT" CRAULNOBER; Level 18 Controller
Medium fey humanoid (eladrin); XP 2,000
HP 168; Bloodied 84; Initiative +15
AC 32, Fortitude 29, Reflex 31, Will 33; Perception +18
Speed 6; Low-light vision
Saving Throws +1 (ring of protection)

TRAITS
- Duelist’s Poise
Whenever Elaith hits an enemy granting combat advantage to him, the enemy is immobilized until the end of Elaith’s next turn.
STANDARD ACTIONS
(m) Longsword and Dagger (weapon) • At-Will
Attack: Melee 1 or Ranged 5 (dagger) (one creature); +23 vs. AC
Hit: 2d8 + 15 damage.
-
(r) Magic Missile (evocation, force) • At-Will
Effect: Range 20 (one or two creatures)
Hit: 13 force damage.
-
(M) Twin-Sword Style (weapon) • Encounter
Effect: Elaith shifts up to his speed. Each time Elaith enters a square adjacent to an enemy for the first time during the move, he makes a longsword or dagger attack against that enemy.
-
(A) Web (zone) • Daily
Attack Area burst 2 within 20 (creatures in the burst); +22 vs. Reflex
Hit: The targets are immobilized (save ends)
Effect: The burst creates a zone of difficult terrain until the end of the encounter. Any creature that ends its movement in the zone is immobilized (save ends).
-
(A) Heightened Fireball (evocation, fire) • Encounter
Attack: Area burst 3 within 20 (creatures in the burst); +22 vs. Reflex
Hit: 6d6 + 8 fire damage.
Miss: Half-damage.
-
(B) Enhanced Cone of Cold (cold, evocation) • Recharge when first bloodied
Attack: Close blast 5 (creatures in blast); +22 vs. Reflex
Hit: 3d8 + 6 cold damage and each target is slowed (save ends).
Miss: Half-damage and each target is slowed until the end of Elaith's next turn.
MOVE ACTIONS
Dimension Door (arcane, teleportation) • Daily
Effect: Elaith teleports up to 10 squares.
-
Fey Step (teleportation) • Encounter
Effect: Elaith teleports up to 5 squares.
TRIGGERED ACTIONS
Shield (arcane) • Encounter
Trigger: Elaith is hit by an attack.
Effect (No Action): Elaith adds +4 to his AC and Reflex until the end of his next turn.
Skills Acrobatics +20, Arcana +20, Stealth +20
Str 17 (+12); Dex 22 (+15); Wis 16 (+12)
Con 15 (+11); Int 23 (+15); Cha 17 (+12)
Alignment evil; Languages Chondathan, Common, Elven
Equipment bracers of defense (paragon tier), dagger +2, longsword, ring of ramming, ring of protection
Spellbook: In addition to the spells he has shown here, Elaith spent countless decades during the Wailing years perfecting his wizardry and adding spells to his expansive spellbook. He knows most Daily and Utility spells for wizards from 1st through 17th, and can certainly replace these spells with Encounter versions from the same span of levels. He also has a Ritual Book with an unknown amount of Rituals inside.

Things were progressing well for Elaith towards the end of the 14th century on Faerûn. His daughter, well off and taken care of in Evermeet, would receive the finest training and knowledge of elfdom in the world and she was safe from the perils of humankind. After tending to her place on the Island of Elves, Eliath returned to his business ventures in Waterdeep. He maintained his criminal network and activity while continuing to train in both blade and spell, plying both to his trade.

Things were going smoothly for the elf when disaster struck in 1385 DR. The year of Blue Fire ushered in an era of darkness for all of Toril as the Spellplague swept the world. Even as parts of the world burned, and others still vanished completely, Waterdeep suffering was mild by comparison. Considering that a significant portion of the city is warded magically and that there's those who tap into the Weave all over (and under) the area, it's a wonder it wasn't blown off the map entirely. Still, this was little comfort to the moon elf who was struggling to keep his magic abilities under control, not to mention finding a way to travel to Evermeet appeared to be near impossible.

For many years after the ensuing chaos that wrecked the world, Elaith was resourceful throughout. Relying on his cunning, martial prowess with the blade, and fostering what magic he had available, he began to collect the pieces of his criminal entrepreneurship during the Wailing Years. He'd learn that much of his magical abilities were intact, even gaining an ability to let him pass through Faerie for a few small seconds which was similar to many teleport spells he was already accustomed to. Much of the spells he had locked in his spellbook were re-purposed into Ritual abilities and others, still worked as intended.

By gaining these skills quickly he was ahead by most other magic users in the city. And it was through these abilities and his shrewd intellect that he was able to book passage back to the Isle of Elves. The journey was longer than anticipated, more perils awaited him and the crew aboard the Crimson Dawn, but he was victorious and found himself once again among the Tel-quessir. The reunion was more pleasant than he expected, learning that his daughter was fine and excelling in all of her training. Not only that, but he had learned that the veil between Evermeet and that of the Faerie (or as the N-Tel-Quess say, "Feywild") was as thin as gossamer strands.

Soon Elaith found himself back among Humanity and along the bustling streets of a rebuilding, and expanding Waterdeep. What new conquests could the moon elf hope to strive for?

Diffan Posted - 31 Mar 2020 : 06:22:38
Because people brought up Elaith and his unknown status in the Realms, I decided to create my version of what he would look like (stat-wise) for 4th Edition in the 1479 to 1487 DR time-frame.

ELAITH "THE SERPENT" CRAULNOBER; Level 18 Controller
Medium fey humanoid (eladrin); XP 2,000
HP 168; Bloodied 84; Initiative +15
AC 32, Fortitude 29, Reflex 31, Will 33; Perception +18
Speed 6; Low-light vision
Saving Throws +1 (ring of protection)

TRAITS
- Duelist’s Poise
Whenever Elaith hits an enemy granting combat advantage to him, the enemy is immobilized until the end of Elaith’s next turn.
STANDARD ACTIONS
(m) Longsword and Dagger (weapon) • At-Will
Attack: Melee 1 or Ranged 5 (dagger) (one creature); +23 vs. AC
Hit: 2d8 + 15 damage.
-
(r) Magic Missile (evocation, force) • At-Will
Effect: Range 20 (one or two creatures)
Hit: 13 force damage.
-
(M) Twin-Sword Style (weapon) • Encounter
Effect: Elaith shifts up to his speed. Each time Elaith enters a square adjacent to an enemy for the first time during the move, he makes a longsword or dagger attack against that enemy.
-
(A) Web (zone) • Daily
Attack Area burst 2 within 20 (creatures in the burst); +22 vs. Reflex
Hit: The targets are immobilized (save ends)
Effect: The burst creates a zone of difficult terrain until the end of the encounter. Any creature that ends its movement in the zone is immobilized (save ends).
-
(A) Heightened Fireball (evocation, fire) • Encounter
Attack: Area burst 3 within 20 (creatures in the burst); +22 vs. Reflex
Hit: 6d6 + 8 fire damage.
Miss: Half-damage.
-
(B) Enhanced Cone of Cold (cold, evocation) • Recharge when first bloodied
Attack: Close blast 5 (creatures in blast); +22 vs. Reflex
Hit: 3d8 + 6 cold damage and each target is slowed (save ends).
Miss: Half-damage and each target is slowed until the end of Elaith's next turn.
MOVE ACTIONS
Dimension Door (arcane, teleportation) • Daily
Effect: Elaith teleports up to 10 squares.
-
Fey Step (teleportation) • Encounter
Effect: Elaith teleports up to 5 squares.
TRIGGERED ACTIONS
Shield (arcane) • Encounter
Trigger: Elaith is hit by an attack.
Effect (No Action): Elaith adds +4 to his AC and Reflex until the end of his next turn.
Skills Acrobatics +20, Arcana +20, Stealth +20
Str 17 (+12); Dex 22 (+15); Wis 16 (+12)
Con 15 (+11); Int 23 (+15); Cha 17 (+12)
Alignment evil; Languages Chondathan, Common, Elven
Equipment bracers of defense (paragon tier), dagger +2, longsword, ring of ramming, ring of protection
Spellbook: In addition to the spells he has shown here, Elaith spent countless decades during the Wailing years perfecting his wizardry and adding spells to his expansive spellbook. He knows most Daily and Utility spells for wizards from 1st through 17th, and can certainly replace these spells with Encounter versions from the same span of levels. He also has a Ritual Book with an unknown amount of Rituals inside.

Things were progressing well for Elaith towards the end of the 14th century on Faerûn. His daughter, well off and taken care of in Evermeet, would receive the finest training and knowledge of elfdom in the world and she was safe from the perils of humankind. After tending to her place on the Island of Elves, Eliath returned to his business ventures in Waterdeep. He maintained his criminal network and activity while continuing to train in both blade and spell, plying both to his trade.

Things were going smoothly for the elf when disaster struck in 1385 DR. The year of Blue Fire ushered in an era of darkness for all of Toril as the Spellplague swept the world. Even as parts of the world burned, and others still vanished completely, Waterdeep suffering was mild by comparison. Considering that a significant portion of the city is warded magically and that there's those who tap into the Weave all over (and under) the area, it's a wonder it wasn't blown off the map entirely. Still, this was little comfort to the moon elf who was struggling to keep his magic abilities under control, not to mention finding a way to travel to Evermeet appeared to be near impossible.

For many years after the ensuing chaos that wrecked the world, Elaith was resourceful throughout. Relying on his cunning, martial prowess with the blade, and fostering what magic he had available, he began to collect the pieces of his criminal entrepreneurship during the Wailing Years. He'd learn that much of his magical abilities were intact, even gaining an ability to let him pass through Faerie for a few small seconds which was similar to many teleport spells he was already accustomed to. Much of the spells he had locked in his spellbook were re-purposed into Ritual abilities and others, still worked as intended.

By gaining these skills quickly he was ahead by most other magic users in the city. And it was through these abilities and his shrewd intellect that he was able to book passage back to the Isle of Elves. The journey was longer than anticipated, more perils awaited him and the crew aboard the Crimson Dawn, but he was victorious and found himself once again among the Tel-quessir. The reunion was more pleasant than he expected, learning that his daughter was fine and excelling in all of her training. Not only that, but he had learned that the veil between Evermeet and that of the Faerie (or as the N-Tel-Quess say, "Feywild") was as thin as gossamer strands.

Soon Elaith found himself back among Humanity and along the bustling streets of a rebuilding, and expanding Waterdeep. What new conquests could the moon elf hope to strive for?
Vetril Posted - 03 Sep 2018 : 17:33:24
Hi, would anyone be willing to share a copy of those excellent threads? I lost my own!
Diffan Posted - 23 Jun 2017 : 22:45:31
Taken from Champions of Valor supplement, this details the leader of the Red Raven Mercenary company, based out of Arabel. She's the leader of the largest chartered adventuring band in Cormyr. Meet, Rayanna the Rose

RAYANNA THE ROSE; CR 16
hp
141 (16 HD); Fast Healing 4 (when in Combat Focus)
==============================================================================
Female Chondathan human fighter 16
LN Medium humanoid
Init +4; Senses blindsight 5-ft. (when in Combat Focus); Listen +4, Spot +4
Languages Chondathan, Common, Goblin
==============================================================================
AC 29, touch 14, flat-footed 17; DR 2/— (so long as Rayanna is not flat-footed)
(+10 armor, +2 Dex, +5 shield, +2 deflection)
Stability +8 to resist bull rush, disarm, grapple, overrun, and trip attempts, treated as large
Fort +14, Ref +10, Will +8 (+12 when in Combat Focus)
==============================================================================
Speed 20 ft. (4 squares) in +2 mithral full plate; base 30 ft.
Melee flametongue +25/+20/+15/+10 (1d8+10/19-20 plus 1d6 fire)
Ranged +2 composite longbow [Str +4] +20/+15/+10/+5 (1d8+6/x3) or
Ranged +2 composite longbow [Str +4] +21/+16/+11/+6 (1d8+7/x3) within 30-ft. with Point Blank Shot
Base Atk +16; Grp +20
Atk Options Combat Focus (13 rounds), Cleave, Power Attack, Robilar’s Gambit, Shock Trooper
Combat gear belt of battle 3 charges/day
==============================================================================
Abilities Str 20, Dex 14, Con 16, Int 12, Wis 13, Cha 14
Feats Armor Specialization (heavy)*, Blind-Fight, Cleave, Combat Awareness, Combat Focus*, Combat Reflexes*, Combat Stability*, Combat Vigor*, Improved Bull Rush*, Melee Weapon Mastery (slashing)*, Point Blank Shot, Power Attack*, Robilar’s Gambit, Shock Trooper, Weapon Focus (longsword), Weapon Specialization (longsword)*
*: Bonus Fighter feat
Skills Climb +14, Craft (weaponsmithing) +11, Handle Animal +7, Intimidate +12, Jump +14, Listen +4, Ride +13, Spot +4, Swim +5
Possessions combat gear plus flametongue (+1 flaming burst longsword), +2 mithral full-plate, +2 composite longbow [Str +4] with 40 arrows, 10 adamantine arrows, 9 +1 flaming arrows, and 10 silvered arrows, winged shield (+3 heavy wooden shield), cloak of resistance +3, gauntlets of ogre power, ring of protection +2


Sources Used: Player's Handbook; Player's Handbook II; Dungeon Master's Guide; Magic Item Compendium; Complete Warrior; Champions of Valor.


Combat Focus

(Player's Handbook II, p. 87)

[Combat Form, Fighter Bonus Feat]

The way of the warrior requires more than simple, brute strength. Some warriors bring their minds to such keen focus during the heat of battle that they can attain superhuman levels of endurance, perception, and mental toughness. Through intense mental exercise and training, you learn to enter a state of perfect martial clarity.

Prerequisite
WIS 13,

In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of the battle. Fear and pain ebb away as you focus solely on defeating your enemy. The first time you make a successful attack during an encounter, you gain your combat focus. In this state, your mind and body become one, allowing you to overcome mundane physical limits. You can maintain your combat focus for 10 rounds after entering it, +1 additional round per combat form feat you possess aside from this one. You can only gain your combat focus once per encounter. While you are maintaining your combat focus, you gain a +2 bonus on Will saves. If you have three or more combat form feats, this bonus increases to +4.

Special
A fighter can select Combat Focus as one of his fighter bonus feats.
Diffan Posted - 22 Jun 2017 : 22:26:54
This character is from the Neverwinter Nights video game. You encounter him on the 2nd level of the jail during the prison break. His name is Emernik, a half-elf ranger who's apart of the Neverwinter Watch and was helping out the guards when the Prison Break occurred.

EMERNIK; CR 4
hp
33 (4 HD)
=================================================================================
Male moon elf ranger 2/ fighter 2
NG Medium humanoid (elf)
Init +4; Senses low-light vision, Listen +8, Spot +8
Languages Chondathan, Common, Elven
=================================================================================
AC 18, touch 14, flat-footed 14
(+4 armor, +4 Dex)
Immune sleep
Fort +7, Ref +9, Will +1 (+3 against enchantments)
=================================================================================
Speed 40 ft. (8 squares)
Melee mwk longsword +7 (1d8+3/19-20) wielded in two-hands
Ranged mwk composite shortbow [Str +2] +10 (1d6+2/x3) or
Ranged mwk composite shortbow [Str +2] +11 (1d6+7/x3) within 30 ft. with Point Blank Shot or
Ranged mwk composite shortbow [Str +2] +9/+9 (1d6+7/x3) within 30 ft. with Rapid Shot or
Ranged mwk composite shortbow [Str +2] +7/+7 (1d6+7/x3) within 30 ft. with Manyshot
Atk Options Manyshot, Rapid Shot, favored enemy (humans +2)
Base Atk +4; Grp +6
Combat gear 3 potions of cure moderate wounds (CL 3rd), 2 tanglefoot bags
=================================================================================
Abilities Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 6
SQ wild empathy
Feats Dead-Eye, Fleet of Foot, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (shortbow)
Skills Climb +7, Craft (alchemy) +6, Hide +9, Listen +8, Move Silently +8, Spot +8
Possessions combat gear plus masterwork composite shortbow (Str +2) with 18 arrows, 7 Hizkagur arrows, 3 alchemist fire arrows, 9 +1 arrows, guard’s tabard, boots of reflexes*, 150 gp.


New Item!

Boots of Reflexes
Price (Item Level): 1,350 gp
Body Slot: Feet
Caster Level: 5th
Aura: Faint; (DC 17) abjuration
Activation:
Weight: 1 lb.

The designs on these green-dyed, soft leather boots depict a leaping deer along the turned down cuff while elven magical runes are etched in gold along the edge of the sole.

These boots grant you a +2 enhancement bonus to your Reflex saves.

Prerequisites: Craft Wondrous Item, cat's grace or resistance.
Cost to Create: 675 gp, 54 XP, 2 days. Creator's caster level must be at least twice the boot's bonus.
Diffan Posted - 01 May 2017 : 18:54:24
To follow up Chaul, it's stated in Unapproachable East supplement that her second in command is a Half-Orc Cleric named Durakh Haan. So I went ahead and statted her up as well. Enjoy!

DURAKH HAAN; CR 11
hp
99 (9 HD); DR 3/good
==================================================================================
Female half-orc cleric 9 of Luthic
NE Large (with righteous might) humanoid (Orc)
Init +0; Senses darkvision 60-ft.; Listen +5, Spot +5
Aura cold (any enemy within 5-ft. takes 1d6 cold damage)
Languages Abyssal, Common, Rashemi
==================================================================================
AC 27; touch 13, flat-footed 27
(+9 armor, +3 shield, +4 deflection, -1 size, +2 natural)
Resist 20% from ranged weapons (entropic shield)
Fort +10, Ref +5, Will +11
==================================================================================
Speed 20 ft. (4 squares) in +1 full plate; base 30-ft.
Melee +1 claw bracer +21/+16 (1d6+12/x3) or
Melee ice axe +20/+15 melee touch (2d12+10/x3)
Space/Reach 10-ft/10-ft.
Base Atk +9; Grp +24
Atk Options smite 1/day (+4 attack or +8 against any elf or dwarf, +9 damage)
Special Actions rebuke undead 11/day (+4, 2d6+11; 9th)
Combat gear scroll of animate dead (CL 9th) (3), scroll of raise dead (CL 9th) (2)
==================================================================================
Cleric Spells Prepared (CL 9th):
5th—dispel good*†, righteous might
4th—divine power*†, freeze armor (DC 25), wall of evil (DC 25)
3rd—dispel magic, ice axe†, lesser aura of cold†, prayer, ring of blades
2nd—darkway, desecrate*, frostbreath (DC 23), hold person (DC 23), invisibility purge, obscuring snow
1st—cause fear* (DC 22), devastating smite , entropic shield†, lesser vigor, omen of peril, updraft
0—create water, detect magic, light, purify food and drink, read magic (2)
*: Domain spell. Domains: Evil (+1 to caster level for spells with the Evil descriptor), Orc (gain the smite ability 1/day).
†: already cast
==================================================================================
Abilities Str 33, Dex 10, Con 15, Int 10, Wis 16, Cha 14
SQ spontaneously cast inflict spells
Feats Divine Metamagic (Quicken Spell), Extra Turning, Exotic Weapon Proficiency (claw bracer), Lost Tradition (Strength), Quicken Spell, Scribe Scroll
Skills Concentration +13, Knowledge (religion) +5, Spellcraft +9
Flaw murky-eyed (rolls twice when attacking a foe with a miss chance, fails if either roll fails)
Possessions combat gear plus +1 full plate, +1 heavy steel shield, +1 claw bracer with least crystal of energy assault (cold), cloak of resistance +2, reliquary holy symbol, 8 onyx stones worth 25 gp each (used for creating animate undead scrolls), 50 gp.
Diffan Posted - 30 Apr 2017 : 13:00:06
I do have an NPC I just statted up for when my group finally finishes Anauroch: Empire of Shade and moves onto Rasheman to finish up the final piece of their epic journey. In Unapproachable East there's monster, an Annis Hag, that has taken residence in Citadel Rashemar. Her name is Chaul and she's an Annis Hag (Sorcerer 6/ Durthan 7). Now the funny thing about Durthans is that they need both Divine and Arcane spellcasting, something that an Annis hag does not have as Spell-Like Abilities. So this conundrum led me to this particular version of her. I hope it fits in here...

CHAUL; CR 20
hp 123 (21 HD); DR 2/bludgeoning
===========================================================================
Female Annis hag sorcerer 6/ durthan 7
CE Large monstrous humanoid
Init +1; Senses darkvision 60 ft.; Listen +11, Spot +11
Languages Common, Giant, Rashemi
===========================================================================
AC 26, touch 10, flat-footed 25
(+6 armor, +1 Dex, +10 natural, -1 size)
Resist 50% miss chance (displacement)
Fort +17, Ref +14, Will +23
SR 19
===========================================================================
Speed 40 ft. (8 squares)
Melee frost brand (enlarged) +27/+22/+17 (3d6+19/19-20)
Melee 2 claws +24 (1d6+11) or
Melee bite +19 (1d6+5)
Reach 10-ft.
Atk Options Improved Grab, rake 1d6+11, rend 2d6+17
Base Atk +13; Grp +28
Combat gear potion of fly, 2 potions of cure serious wounds (CL 10th), potion of haste
===========================================================================
Spell-like Abilities (CL 22nd):
3/day—disguise self, fog cloud
Sorcerer Spells Known (CL 17th; Chooses spells as CL 13th):
6th (5/day)—greater dispel magic, ray of entropy (+14 ranged touch)
5th (4/day)—cone of cold* (CL 18th; DC 26), dominate person (DC 26), lesser spell matrix††††
4th (8/day)—dimension door, ice storm*(CL 18th; DC 26), polymorph, Sinsabur’s baleful bolt (DC 25)
3rd (5/day)—call lightning (DC 24), displacement†, greater mage armor†, icelance† (+18 ranged attack, CL 18th; DC 24)
2nd (6/day)—bull’s strength†, invisibility, mirror image†, ray of ice (+14 ranged touch), scorching ray† (+14 ranged touch, 3 rays)
1st (8/day)—Knauper’s skittish nerves, magic missile, obscuring mist, true strike, ventriloquism
0 (6/day)—acid splash (+14 ranged touch), detect magic, ghost sound (DC 21), light, mage hand, read magic, resistance
*: Domain spell. Domain: Cold.
†: Already cast. Chaul has cast the spells displacement, icelance, obscuring mist, and scorching ray into four lesser spell matrixes.
On each of her turns for 4 rounds she can cast one of these spells as a swift action.
===========================================================================
Abilities Str 32, Dex 12, Con 14, Int 13, Wis 16, Cha 11
SQ place magic, summon familiar, telthor companions
Feats Alertness (within 5-ft. of familiar), Arcane Disciple (Cold), Improved Counterspell, Iron Will, Lost Tradition (Strength), Practiced Spellcaster, Quicken Spell, Rapid Metamagic, Snowcasting
Skills Bluff +8, Concentration +14, Diplomacy +2, Disguise +1, Hide +2, Intimidate +2, Knowledge (arcana) +9, Knowledge (religion) +5, Listen +9 (+11 within 5-ft. of familiar), Spellcraft +10, Spot +9 (+11 within 5-ft. of familiar), Survival +4
Possessions combat gear plus Frost Brand, cloak of resistance +3, periapt of Wisdom +2

The feat Lost Tradition is found in the 3.0 supplement Bastards and Bloodlines.
Wooly Rupert Posted - 30 Apr 2017 : 05:14:42
The original purpose of the thread was 3.5 statted NPCs, and that's what most people have done, here.

That said, I personally find concepts and backstories much more interesting. To borrow a published NPC from another setting, I don't care how many ranks in what skills Jevicca Nor has, it's the fact that she lost an arm to a dragon and made a magical replacement out of red glass that makes her interesting.
LordXenophon Posted - 30 Apr 2017 : 02:39:35
I have thousands of non-canon NPC's I could share, but only have 2e stats for most of them. Some are still 1e. Still, is it the stats that are important, or the characters? Any takers?
Jeremy Grenemyer Posted - 25 Apr 2015 : 05:19:51
quote:
Originally posted by Peter R

I am creating Rolemaster (RM2/RMC) versions of many NPCs. Would anyone be interested, if so I will happily share them.

i don't know anything about Rolemaster, so I would be curious to see what an NPC write up under that system would look like.
Peter R Posted - 22 Apr 2015 : 16:43:09
I am creating Rolemaster (RM2/RMC) versions of many NPCs. Would anyone be interested, if so I will happily share them.
Cards77 Posted - 15 Jun 2014 : 15:15:53
I'm interested in the NPC named "Ferret" from the Elaine Cunningham novel Silver Shadows. Also can we get an updated index? Is this thread available in Notepad or Word format so we can search for NPCs? Thanks.
Joebing Posted - 27 May 2013 : 17:09:41
Has anyone ever done a 3.5 version of Q'arlynd Melarn? I have a player whose Drow worships Kiaranselee...
Vaeldroth Posted - 21 Aug 2012 : 18:33:59
The topic name really should be changed so that we know it's 3.x specific.
Bladewind Posted - 14 Nov 2010 : 17:28:08
Over on the WotC boards I build Walker from the excellent Ghostwalker novel. Enjoy.



Who is Walker?

Hook: I am tears on the mountain, I am the chill in the night. I hunt with the spirits, and I walk with the dead ... as will you. - Soon.


Walker CR 11
hp 89 (11 + 3d8 + 7d10 + 30; 11 HD)
________________________________________________________________________________

Male halfelf Ranger 4 / Fighter 2/ Ghostwalker 5
N Medium augmented (deathless?) humanoid (halfelf)
Init +2; Senses lowlight vision; Listen +12, Spot +12
Languages Common, Elven
________________________________________________________________________________
AC 18, touch 12, flat-footed 16
(+3 armor, +3 shield, +2 Dex)
Immune magic sleep effects
Fort +13, Ref +7, Will +6 (+8 against enchantments)
Weakness Anonymity
________________________________________________________________________________

Speed 30 ft. (6 squares)
Melee +2 shatterspike +16/+11 (1d8+5) and +14 unarmed strike (1d3+3)
Ranged mwk daggers +14/+9 (1d4+3)
Base Atk +14; Grp +14
Atk Options Painfull Reckoning (+5 to attack and damage rolls vs opponent who attacked him for more than half his HP); Resolute Aura (+5 to intimidate). Favored Enemy +2 humans, Two Weaponfighting Style
Combat Gear none
Ranger Spells Known (CL 2 th):
1st (1/day)-pass without trace
______________________________________________________________________________

Abilities Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 14 (starting stats 28 pt buy: Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 14)
SQ feign death (5 minutes), etherealness 1/day, ghost sight, improved iron will
Feats Power Attack*, Iron Will, Thoughness*, Endurance*, Favoured Power Attack (human), Improved Unarmed Strike, Quick Draw *Bonus Feats
Skills Hide +9, Intimidate +11 (+6 when name known) Jump +10, Knowledge (local) +5, Knowledge (nature) +5, Listen +12, Move Silently +16, Sense Motive +3, Spot +12, Tumble +5
Possessions +2 ghosttouch shatterspike, +2 buckler, cloak of resistance +2, bracers of armor +3, ring of regeneration, boots of striding (+2 con), 5 masterwork daggers, masterwork leather armor
______________________________________________________________________________

Anonymity (Ex): As long as Walker has Anonymity his class powers are active. He loses painfull reckoning, etherealness, improved iron will and resolute aura if Walkers real name is known to those who fight him.




What does he want?


Hook: I am the Spirit of Vengeance. I was born and live in darkness, I breathe retribution, and I sleep to the screams of the damned. I fear no living thing, man or woman.


Walker CR 16
hp 144 (11 + 3d8 + 12d10 + 45; 16 HD)
________________________________________________________________________________

Male halfelf Ranger 4 / Fighter 2/ Ghostwalker 10
N Medium augmented (deathless?) humanoid (halfelf)
Init +6; Senses lowlight vision; Listen +17, Spot +17
Languages Common, Elven
________________________________________________________________________________

AC 18, touch 12, flat-footed 16
(+3 armor, +3 shield, +2 Dex)
Immune magic sleep effects
Fort +16, Ref +9, Will +8 (+10 against enchantments)
Weakness Anonymity
________________________________________________________________________________

Speed 30 ft. (6 squares)
Melee +2 shatterspike +22/+17/+12/+7 (1d8+7) and optional +20 unarmed strike (1d3+4)
Ranged mwk daggers +20/+15/+10/+5 (1d4+4)
Base Atk +18; Grp +18
Atk Options Painfull Reckoning (+10 to attack and damage rolls vs opponent who attacked him for more than half his HP); Resolute Aura (+10 to intimidate). Favored Enemy +2 humans, Two Weapon Fightingstyle
Combat Gear none
Ranger Spells Known (CL 2 th):
1st (1/day)-pass without trace
______________________________________________________________________________

Abilities Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 14 (starting stats 28 pt buy: Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 14)
SQ feign death (10 minutes), etherealness 1/day, ghost sight, ghost walk (as the 5th level shadow walking spell; CL 10)
Feats Power Attack*, Iron Will, Thoughness*, Endurance*, Acrobatic, Favoured Power Attack (human), Quick Draw, Improved Unarmed Strike, Improved Initiative *Bonus Feats
Skills Hide +9, Intimidate +16 (+6 when name known) Jump +10, Knowledge (local) +5, Knowledge (nature) +5, Listen +17, Move Silently +21, Sense Motive +7, Spot +17, Tumble +5
Possessions +2 ghosttouch shatterspike, +2 buckler, cloak of resistance +2, bracers of armor +3, ring of regeneration, boots of striding (+2 con), 5 masterwork daggers, masterwork leather armor
______________________________________________________________________________

Anonymity (Ex): As long as Walker has Anonymity his class powers are active. He loses painfull reckoning, etherealness and resolute aura if Walkers real name is known to those who fight him.
EltonJ Posted - 15 Sep 2010 : 00:51:53
Ashemmi (my version)

Image: http://fav.me/d2xq5cj *


Rolemaster Stats**

Race: Moon Elf/Sun Elf hybrid/Eladrin [She learned the High Elf Way, but has Grey Elf stats]

Mystic 10 (Essence-Mentalism Hybrid)
Training Packages: Adventurer, Lady-in-Waiting (spy)

Stats: Ag 78, Co 85, Me 92, SD 56, Em 95, Pr 98, St 29, Qu 76

Favored Skills: Evereska Swordsmanship (Martial Art)+32, Dagger +25, Climbing +27, Swimming +30, Alertness +29, Observation +36, Attunement +34, First Aid +45, Needle-point +29, Hiding +23, Stalking +25, Trickery +27

Spell Lists: Confusing Ways (lvl 10), Gas Alteration (level 9), Mystical Change (level 9), Fire Law (Magician Base, Level 5), Light Law (Magician Base, Level 2), Illusion Mastery (Essence Closed, Level 10), Self Healing (Mentalism Open, Level 10), Spirit Mastery (Essence Closed, level 7), Living Change (Essence Closed, level 12).

BACKGROUND:

DM's Note: Loremasters should be aware that this is my interpretation of Ashemmi and does not conform to the write outs in the FRCS 3.5 version.

Ashemmi is, or was, a young girl who had a moon elf and a sun elf for her parents. The result was a "hybrid." Ashemmi has light brown hair that has more blonde than brown. However, in Evereska, she was trained in the High Elf way instead of the Sun Elf way; walking in the path of her father. However, everything changed when she was found to have the intelligence of a mage. So she was trained as a mage.

Her master tried to her under control by being harsher with her than her reputation had let on. She wanted to learn shapeshifting, learning as many shapeshifting spells as possible. However, her Master didn't let her grow beyond a general education. But someone strange and handsome made her an offer she couldn't refuse. A chance to actually serve Evereska with everything she desired. But there was a catch. SHE HAD TO DIE!

She accepted, and so they staged her death. She reliquinished her life as Arianwen Gaia Varianos and was given the name Ashemmi instead. Then they trained her to cast spells and to be a spy. She joined one of Evereska's Intelligence Agencies -- the Blackcloaks. She learned Evereskan Swordsmanship and how to use her dagger effectively, she also learned how to shoot a short bow with the black cloak signature arrow: the Black Arrow. She learned everything there is to be an agent. She learned the seductive arts, the arts of interrogation, the arts of extraction, everything.

The Blackcloaks, however, were training her to go up against the organization known as the Zhentarim. After ten missions, her leaders gave her special training in how to be a Lady-in-Waiting. She had to learn the fine arts of womanhood, especially in being a Lover.

Her mission was to go into Darkhold and to go undercover in Darkhold in order to send information on the Zhentarim's movements as they had pertained to Evereska. And the best way to get that information was to be close to Semmemon. She learned how to use Romance in order to control Semmemon and get all that the State needed, even at the expense of her virtue.

Then the TIME OF TROUBLES(tm) struck and Hanali Ceanil took form in Evereska as High Elder Duirsar's mistress. Hanali was being chased by her paramour in Evereska, and Ashemmi helped Hanali Ceanil to safety. Then, Hanali coached Ashemmi in the secrets of love and being a true lover.

After the Time of Troubles, Ashemmi went into Darkhold and gained Semmemon's trust. As time bore on, Ashemmi used her training from Hanali Ceanil and in time, Semmemon fell in love with her. At first, it was the perfect setup, and Ashemmi used Semmemon's trust and love to funnel information on the Zhentarim to Evereska. She would steal certain communiques from Dark Hold to Zhentil Keep and Vice Versa. She'd listen in on conversations regarding the Zhentarim and sent the information to Evereska.

However, as time went on, she started to sincerely fall in love with him. The love between them got in the way of her espionage, and she started to funnel less and less important information to the Black Cloaks. Some of the information was suspect or plainly wrong.

However, Semmemon found out that she was a spy. As his anger and his disappointment were aroused, he moved to slay the young elven vixen. Just as he was planning to confront Ashemmi with her trechery on his appointed day, Manshoon was slain by Fzoul Chembryl. Thus the balance of Power in the Zhentarim was upset, and Semmemon felt uneasy. He received a communique from Zhentil Keep telling him to obey Fzoul Chembryl or else.

Fearing for his life, he turned to Ashemmi. First, he spurned her, but now everything was changed. Ashemmi then convinced him to flee with her and use their power to bring down Fzoul Chembryl. Semmemon and then Ashemmi fled Darkhold with little between them but their love.

Perhaps that was Fzoul's plan all along.



* The picture was one that I did. You will need to set your account to see mature subjects in order to see it, although her necessaries are amply covered (she is dressed in a skirt, boots, and bra). The reason is, mostly all of my pictures are marked "MATURE" in protest against DeviantArt's unneeded censorship.

** The version used is RMFRP.

althen artren Posted - 31 Jul 2010 : 22:10:11
This is a write up for the Nomad of Scars, a character with
a one sentence description in FoMD. That phrase says the emaciated, bitter half elf known as the Nomad of Scars (as of 3.x).

HOMEBREW

The Nomad of Scars NE male gold elf
5'2" 94lbs. Yellow dead looking eyes, sparse mostly bald head.
Wiz 12/ Ooze 6/ Incan 10

Str 14/18 HP: 164/220 Spd: 30ft BA: 15/10/5
Dex 12/16 Int: +1/+3 Fort: +15/+17
Con 8/12 Refl: +14/+16
Int 30/34 Will: +23/+25
Wis 19/23
Cha 5/9

Weapons:
Longsword +3 +20/+15/+10 d8+3+2+d6 19-20/x2 acid, spellcutter(can cut through any types of barrier or magical shields including walls of force and prismatic walls, see Bastion press arms and equipment.)

Boomering +3 +19 d4+3+2 x2 returning, spelltouch (touch spells may be cast into it and released with bommerang hits target.)

Staff of Naxorlytallsxar +19/+14/+9 d6+2+2 x2 striking property see below

Armor: The Nomad usually has layered spell for his personal defense casting Epic Mage Armor, spellskin, shield, or any combination that he feels will protect him in his next encounter.

Skills (these ranks plus misc bonuses):
Alchemy +16, Concentration +28, Craft books +14, Disguise +3,
Diplomacy -3, Heal +9, Know Arcane +36, Know Arch/engi +14, Know geography +14, Know hist +20, Know natu +15, Know Nobi/roya +13, Know planes +20, Know reli +15, Listen +6, Scry +16, Seach +12, Spellcraft +36, Spot +6, Swim +10, Tactile Writing +18

Feats: Scribe Scroll, Transdimensional Spell, Craft Wands, Displace Spell, Explosive Spell, Great Fort, Craft Rings, Craft Belluth, Craft Contingency Spell, Craft Spellmantle, Iron Will, Entwine Spell, Epic Spellcasting, Improved Spell Capasity, Improved Meta-Magic

Lang: Elven, Common, Orc, Goblen, Gnoll, Aragrakh, Loross, Abyssal
Infernal, Netherse, Draconic, Roushoun

Spell Progession:
o level: 4(1) 4 level: 4(3)(1) 7 level: 4(2)(1)
1 level: 4(3)(1) 5 level: 4(3)(1) 8 level: 4(2)(1)
2 level: 4(3)(1) 6 level: 4(3)(1) 9 level: 4(2)(1)
3 level: 4(3)(1) 10 level: 1(2)(1)

Epic spell slots: 3

Special Abilities: At 18th level: Enchantment spells became forbidden
1 extra spell level abjuration, +2 spellcraft abjuration,
+5 profane bonus to Int, +5 Inherent bonus to Int
No longer able to enter Reverie
No longer part of the elven communal mind
Touch of Moander: 2/day as a move-equivalent can reduce hardness of any material by (5)
Gift of Moander: 1/month can cause a disease (dm choice) Fort DC:16 Onset 12 hrs
Aura of Moander: Access Slime Domain
Mouth of Moander: 1/week may absorp molds, ooze, slimes and heal HP based on size or HD

Incantrix abilities:
Send Away: Gains a +2 bonus to all dispel and CL to harm, banish, or overcome SR of outsiders, this includes summoned monsters
See Ethereal: 1/day can see into the Ethereal plane for 10 rounds, 60' range, all things look grey and insubstancial

Will be back to finish later.
Ashe Ravenheart Posted - 31 Jul 2010 : 16:20:31
quote:
Originally posted by Zireael

I soo love Aribeth...
BTW wasn't this thread for 3.5? Maybe we should make a separate thread for 4.0 so that the editions don't get mixed...


I think as long as the poster lists what edition, we should be good.

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