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Diffan
Great Reader

USA
3414 Posts

Posted - 05 Dec 2010 :  02:05:07  Show Profile Send Diffan a Private Message  Reply with Quote
====== Created Using Wizards of the Coast D&D Character Builder ======
A.R.T.U.S, level 1
Warforged, Warlord
Warlord: Commanding Presence
Commanding Presence: Tactical Presence

FINAL ABILITY SCORES
Str 18, Con 14, Dex 10, Int 16, Wis 10, Cha 12.

STARTING ABILITY SCORES
Str 16, Con 12, Dex 10, Int 16, Wis 10, Cha 12.


AC: 16 Fort: 15 Reflex: 13 Will: 13
HP: 26 Surges: 9 Surge Value: 6

TRAINED SKILLS
Intimidate +8, History +8, Athletics +8, Diplomacy +6

UNTRAINED SKILLS
Acrobatics -1, Arcana +3, Bluff +1, Dungeoneering, Endurance +3, Heal, Insight, Nature, Perception, Religion +3, Stealth -1, Streetwise +1, Thievery -1

FEATS
Level 1: Tactical Assault

POWERS
Warlord at-will 1: Wolf Pack Tactics
Warlord at-will 1: Commander's Strike
Warlord encounter 1: Warlord's Favor
Warlord daily 1: Lead the Attack

ITEMS
Adventurer's Kit, Chainmail, Glaive, Javelin (3)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Personality/Traits: A.R.T.U.S is new to the world, having only be activated a very short time ago. His programming has given him the opportunity to put his skills in arms and tactics to the test and he is actively looking for a way to show his usefulness. But try as he might, he cannot re-format his memory bank to access the information of his origins. The only link to his past is his name A.R.T.U.S, which he knows stands for Armored Reconnaissance and Tactical Unit; S-class, which means that he was to be apart of some unit as a supportive leader.

Mannerisms/Appearance: His mannerisms are straight forward and un-biased yet they can come off as arrogant and insensitive. His voice is not like that of a golem but of an actual humanoid that rises in pitch and tone. However, his thought process is one of logic and calculation, giving more to numbers and statistic than random emotions. His appearance is one of metal and cords and he stands at six and a half feet tall. He is rather shiny and no marks yet bare his exterior save the insignia of the word S.W.O.R.D and a blue sword engraved on his chest.

Companions/Allies: None at this present time though he looks forward to finding others of his kind or organics that might help him find more about his past.

4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Diffan
Great Reader

USA
3414 Posts

Posted - 05 Dec 2010 :  04:20:49  Show Profile Send Diffan a Private Message  Reply with Quote
So.........

ideas, requests, positive/negative responses?

Would you rather see a Monster write-up for 4E charactes (like the Tiefling) or the character builder write-up (like A.R.T.U.S)?

More melee style guys? More arcane? Different classes or not as popular classes (Hexblade, Warmage, Scout)?

Just lookin' for feedback.

4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Diffan
Great Reader

USA
3414 Posts

Posted - 05 Dec 2010 :  14:07:56  Show Profile Send Diffan a Private Message  Reply with Quote
Raydin Gloomantle; CR 12
Male Damaran wizard 5/ shadow adept 7
NE Medium humanoid (human)
Init +2; Senses darkvision 60ft; Listen +2, Spot +2
Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal, Orc
========================================================================
AC 19, touch 15, flat-footed 16
(+4 armor, +3 dex, +2 deflection)
hp 63 (12 HD)
Immune detect thoughts, discern lies, spells that detect alignment
Fort +7, Ref +9, Will +14 (+2 all SV against enchantment, illusion, necromancy)
========================================================================
Speed 30ft. (6 squares)
Melee Raydin’s Staff +6/+1 (1d6/x3) or
Ranged Raydin’s Staff +8 touch (darkbolt effect, DC 21, CL 12th; FRCS 58)
Base Atk +6, Grp +6
Atk Options Empower Spell, Sudden Maximize
Special Actions shield of shadows 12 rounds/day (+4 shield, 20% miss chance, absorbs magic missile)
Combat Gear wand of enlarge person (50 charges), wand of charm person (50 charges)
Wizard Spells Prepared (CL 12th; 1d20+14 to overcome SR):
6th—circle of death (DC 25), greater dispel magic, prismatic eye (DC 22)
5th—dominate person (DC 24), magic jar (DC 24), lesser ironguard, teleport
4th—dimension door, enervation (DC 23), empowered touch of idiocy, spell enhancer
3rd—clairaudience/clairvoyance, blacklight, hold person (DC 22), fly, haste, ray of exhaustion (DC 22)
2nd—Aganazzar’s scorcher (DC 18), blindness/deafness (DC 21), knock, invisibility, shadow mask, spectral hand
1st—feather fall, magic missile, net of shadows, nerveskitter, ray of enfeeblement, spirit worm (DC 20)
0—choke (DC 19), daze (DC 19), detect magic, read magic
Spell-Like Abilities (CL 12th):
1/day—shadow walk
========================================================================
Abilities Str 10, Dex 16, Con 13, Int 22, Wis 15, Cha 9
Feats Craft Staff, Discipline, Empower Spell*, Insidious Magic*, Pernicious Magic*, Scribe Scroll*, Shadow Weave Magic, Spell Focus (enchantment), Spell Focus (necromancy), Spellcasting Prodigy, Spell Penetration, Sudden Maximize, Tenacious Magic*
Skills Bluff +8, Concentration +16, Craft (alchemy) +16, Decipher Script +12, Disguise +7, Hide +11, Knowledge (arcana) +18, Knowledge (nature) +12, Knowledge (the plains) +16, Move Silently + 5, Spellcraft +18
Flaw Forlorn (unable to summon a familiar)
Possessions combat gear plus Raydin’s Staff (50 charges), bracers of armor +4, cloak of resistance +3, ring of protection +2, gloves of Dexterity +2, ring of mind shielding, boots of speed, head band of Intellect +2, metamagic rod of lesser empower, standard adventuring gear, 100 gp.
Spellbook spell prepared plus 0-all; 1st-charm person, identify, forcewave, mount, expeditious retreat, magic weapon; 2nd-claws of darkness, scorching ray, Snillok’s snowball swarm; 3rd-blink, Nybor’s mild admonishment; 4th-lesser globe of invulnerability, phantasmal killer, Evard’s black tentacles; 5th- major creation; 6th-chain lightning
========================================================================
Hook “Be wary of the shadows, for I control them!”



4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."

Edited by - Diffan on 12 Feb 2012 06:07:35
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Diffan
Great Reader

USA
3414 Posts

Posted - 05 Dec 2010 :  14:12:42  Show Profile Send Diffan a Private Message  Reply with Quote
Old Stat block.

Stor Heraldsson: Male Illuskan barbarian 1/ fighter 6; CR 7; Medium humanoid (human); HD 1d12+4 plus 6d10+24; hp 75; Init +3; Spd 40 ft.; AC 20, touch 14, flat-footed 17; Base Atk +7; Grp +12; Atk +14 melee (2d6+9/19-20, +1 greatsword) or +11 ranged (1d6+4/x3, mwk composite shortbow [Str +4]); Full Atk +14/+9 melee (2d6+9/19-20, +1 greatsword) or +11/+6 ranged (1d6+4/x3, mwk composite shortbow [Str +4]); SA rage 3/day; SQ fast movement; AL CE; SV Fort +11, Ref +5, Will +3; Str 20, Dex 17, Con 18, Int 10, Wis 12, Cha 9.
Skills and Feats: Climb +10, Handle Animal +4, Jump +12, Listen +4, Ride +3, Survival +4, Spot +1, Swim +5; Cleave[sup]B[/sup], Destructive Rage, Extra Rage*, Improved Bull Rush*, Leap Attack, Power Attack, Shock Trooper*, Weapon Focus (greatsword).
* Bonus feat.
Rage (Ex): Three times per day, Stor can enter a state of fierce rage that lasts for 9 rounds. The following changes are in effect as long as he rages: hp 89; AC 18, touch 12, flat-footed 15; Grp +14; Atk +16 melee (2d6+11/19-20, +1 greatsword); Full Atk +16/+11 (2d6+11/19-20, +1 greatsword); SV Fort +13, Will +5; Str 24, Con 22; Climb +12, Jump +14. At the end of his rage, Stor is fatigued for the duration of the encounter.
Possessions: +1 greatsword, +1 mithral breastplate, cloak of resistance +1, gauntlets of Ogre Power, ring of protection +1, standard adventuring gear, masterwork composite shortbow (Str+4) with 40 arrows, jug of mead, 28 gp.


4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Diffan
Great Reader

USA
3414 Posts

Posted - 05 Dec 2010 :  14:18:07  Show Profile Send Diffan a Private Message  Reply with Quote
Another old stat block style character. Utilizes the Tome of Battle.


Karthrand: Male Shield dwarf fighter 1/ crusader 7 (Dumathoin); CR 8; HD 8d10+40; hp 85; Init +3; Spd 20 ft.; AC 23, touch 14, flat-footed 20; Base Atk +8; Grp +12; Atk +13 melee (1d10+6/x3, mwk maul) or +11 ranged (1d4+4/x3, light hammer); Full Atk +13/+8 melee (1d10+6/x3, mwk maul) or +11/+6 ranged (1d4+4/x3, light hammer); SA furious counterstrike, smite evil 1/day, zealous surge 1/day; SQ darkvision 60 ft., dwarven traits, indomitable soul, steely resolve; AL LN; SV Fort +12, Ref +3, Will +4; Str 18, Dex 16, Con 20, Int 14, Wis 10, Cha 14.
Skills and Feats: Balance +7, Climb +7, Concentration +9, Craft (weaponsmithing) +12, Diplomacy +10, Handle Animal +5, Intimidate +12, Jump +9, Knowledge (history) +3, Knowledge (religion) +4, Listen 0, Martial Lore +3, Ride +4, Spot 0, Swim +2; Improved Bull Rush, Power Attack, Shock Trooper, Weapon Focus (maul).
Dwarven Traits: stonecunning, +2 to saving throws against poison, +2 to saving throws against spells and spell like abilities, +4 dodge bonus to AC against giants.
Languages: Common, Dwarven, Elven, Illuskan, Orc
Furious Counterstrike (Ex): Karthrand can channel his pain into a boiling rage that gives him a +2 to attack and damage for 1 round if he has ten points or more in his delayed damage pool, or a +1 with nine or less in his delayed damage pool.
Indomitable Soul (Ex): Karthrand adds his Charisma bonus to his Will saves. This ability does not stack with a paladin’s divine grace ability.
Smite Evil (Ex): Karthrand can smite evil once per day. He adds a +2 to his attack and +7 to his damage rolls.
Steely Resolve (Ex): Karthrand has a delayed damage pool that can soak up to 10 points of damage every round. At the end of the round, the damage goes through and it resets back to 0.
Zealous Surge (Ex): Once per day, Karthrand can opt to re-roll a saving throw. You must abide by the result of the new, second saving throw, even if it’s lower than the first. You must decide after you roll and before the DM answers.
Maneuvers and Stances (initiate level 7th): Stances-iron guard’s glare (1st), leading the charge (1st); Maneuvers-bone crusher (3rd), charging minotaur (1st), crusader’s strike (1st), divine surge (4th), leading the attack (1st), mountain hammer (2nd), revitalizing strike (3rd), vanguard strike (1st), white raven tactics (3rd).
Possessions: +1 mithral full plate, masterwork maul, light hammers (4), 400 gp in coins.



4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Diffan
Great Reader

USA
3414 Posts

Posted - 05 Dec 2010 :  14:39:45  Show Profile Send Diffan a Private Message  Reply with Quote
Pharaxus Torrendol: Male Halruaan warmage 14/ archmage 2; CR 16; Medium humanoid (human); HD 14d6+14 plus 2d4+2; hp 79; Spd 30 ft.; AC 28, touch 15, flat-footed 25; Base Atk +8; Grp +9; Atk +11 melee (1d6+3/x3, +2 quarterstaff of spell-storing) or +10 melee (1d4+1/19-20, mwk dagger) or +13 ranged touch (disintegrate effect (DC 24), prismatic ray effect (DC 24), or force missiles effect; CL 16th, +2 quarterstaff of spell-storing); Full Atk +11/+6 melee (1d6+3/x3, +2 quarterstaff of spell-storing) or +10/+5 melee (1d4+1/19-20, mwk dagger); SA warmage edge; SQ armored mage (medium), advanced learning (floating disc), eclectic learning (dimension hop, greater invisibility), spell power +1, mastery of shaping; AL LN; SV Fort +8, Ref +11, Will +15; Str 12, Dex 16, Con 12, Int 20, Wis 10, Cha 24
Skills and Feats: Concentration +18, Craft (alchemy) +13, Intimidate +22, Knowledge (arcana) +22, Knowledge (history) +15, Knowledge (the plains) +14, Listen +6, Spellcraft +24, Spot +6; Craft Staff, Skill Focus (spellcraft), Spellcasting Prodigy, Spell Focus (conjuration), Spell Focus (Evocation), Spell Penetration, Sudden Empower, Sudden Enlarge, Sudden Maximize.
Languages: Common, Draconic, Elven, Ignan
Advanced Learning (Ex): Pharaxus has added floating disc to his spell list.
Armored Mage (Ex): Pharaxus can wear medium and light armor with no chance of arcane spell failure.
Eclectic Learning (Ex): Pharaxus has added dimension hop and greater invisibility to his spell list, though they both are one spell level higher than they’re description.
Mastery of Shaping: Pharaxus can alter the area and effect of his spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell.
Spell Power: Pharaxus’s effective caster level is increased by 1.
Warmage Edge (Ex): Pharaxus adds his Int modifier to damage from his spells.
Warmage Spells Known (6/8/8/8/8/7/7/6/4 per day; CL 17th; 1d20+19 to overcome SR): 0-acid splash, disrupt undead, light, ray of frost; 1st-accuracy, burning hands (DC 19), chill touch (DC 18), fist of stone, floating disc, hail of stone, magic missile, orb of acid [lesser], orb of cold [lesser], orb of electricity [lesser], orb of fire [lesser], orb of sound [lesser], shocking grasp, true strike; 2nd-acid arrow, blades of fire, continual flame, fireburst (DC 20), fire trap (DC 19), flaming sphere (DC 20), ice knife (DC 20), pyrotechnics (DC 20), scorching ray, shatter (DC 20), whirling blade; 3rd-dimension hop, fire shield, fireball (DC 21), flame arrow, gust of wind (DC 20), ice storm, lightning bolt (DC 21), poison (DC 20), ring of blades, sleet storm, stinking cloud (DC 21); 4th-black tentacles, blast of flame (DC 22), contagion (DC 21), orb of acid (DC 22), orb of cold (DC 22), orb of electricity (DC 22), orb of fire (DC 22), orb of force (DC 22), orb of sound (DC 22), phantasmal killer (DC 21), shout (DC 22), wall of fire; 5th-arc of lightning (DC 23), cloud kill (DC 23), cone of cold (DC 23), fire shield [mass] (DC 23), fireburst [greater] (DC 23), flamestrike (DC 23), greater invisibility, prismatic ray (DC 23); 6th-acid fog, blade barrier (DC 24), chain lightning (DC 24), circle of death (DC 23), disintegrate (DC 23), fire seeds (DC 24), freezing sphere (DC 24), transformation; 7th-delayed fireball blast (DC 25), earthquake (DC 25), finger of death (DC 24), fire storm (DC 25), mage’s sword, prismatic spray (DC 25), sunbeam (DC 25), waves of exhaustion; 8th-horrid wilting (DC 25), incendiary cloud (DC 26), polar ray, prismatic wall (DC 25), scintillating pattern, shout [greater] (DC 26), sunburst (DC 26).
Possessions: Pharaxus’s Staff (+2 quarterstaff of spellstoring, 50 charges), +5 mithral full-plate of death warding, cloak of charisma +4, headband of intellect +4, gloves of dexterity +2, amulet of health +2, boots of speed, ring of protection +2, ring of feather falling, vest of resistance +4.


Sources Used: Complete Arcane, Player's Handbook, Player's Handbook II, Dungeon Master's Guide, and Spell Compendium.

4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Diffan
Great Reader

USA
3414 Posts

Posted - 05 Dec 2010 :  16:14:40  Show Profile Send Diffan a Private Message  Reply with Quote
Braela Traelstarr: Female Damaran paladin 5 (Mystra)/ knight of the weave 2; CR 7; Medium humanoid (human); HD 5d10+10 plus 2d8+4; hp 57; Init +1; Spd 30 ft.; AC 21, touch 11, flat-footed 20; Base Atk +6; Grp +8; Atk +9 melee (1d8+3/x3, +1 valorous lance) or +9 melee (2d6+3/19-20, mwk greatsword) or +7 ranged (1d8+2/x3, composite longbow [Str +2]); Full Atk +9/+4 melee (1d8+3/x3, +1 valorous lance) or +9/+4 melee (2d6+3/19-20, mwk greatsword) or +7/+2 ranged (1d8+2/x3, composite longbow [Str +2]); SA smite evil 2/day, turn undead 8/day (+5, 2d6+8, 3rd); SQ armored caster, aura of courage, aura of good, detect evil, detect magic, divine grace, divine health, lay on hands 25/day, read magic, special mount 1/day; AL LG; Fort +14, Ref +6, Will +6; Str 15, Dex 13, Con 15, Int 12, Wis 12, Cha 20.
Skills and Feats: Concentration +3, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Diplomacy +10, Handle Animal +8, Heal +4, Intimidate +5, Knowledge (arcana) +2, Knowledge (history) +2, Knowledge (nobility/royalty) +2, Knowledge (religion) +4, Professon (any) +1, Ride +9, Sense Motive +3, Spellcraft +4, Spot +2, Use Magical Device +5; Calvary Charger, Mounted Combat, Spirited Charge, Trample.
Languages: Aglarondan, Common, Elven.
Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Braela gains a +4 moral bonus on saving throws against fear effects.
Armored Spellcaster: Braela can cast her arcane spells while wearing light armor without incurring the normal arcane spell failure chance.
Detect Evil (Sp): Detect evil at will, as the spell.
Detect Magic (Sp): Detect magic at will, as the spell.
Divine Health (Ex): Immune to disease.
Read Magic (Sp): Read Magic, at will, as the spell.
Smite Evil (Su): Twice per day, Braela can attempt to smite evil with one normal melee attack. She adds +5 to her attack roll and deals an extra 5 points of damage.
Special Mount (Sp): Once per day for up to 10 hours, Braela can call upon her heavy warhorse as a full-round action. The creature's abilities and statistics are summarized below:
Knight of the Weave Spells Prepared (caster level 2nd): 1st-magic missile, shield*
*: Already Cast
Paladin Spells Prepared (caster level 2nd): 1st-Rhino's Rush

Heavy Warhorse (special paladin mount); CR -; Large magical beast (extraplanar); 6d8+18; hp 46; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base Atk +4, Grp +12; Atk +8 melee (1d6+4, hoof); Full Atk +8/+8 melee (1d6+4, 2 hooves) and +3 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ improved evasion, low-light vision, scent, share spells, share saving throws; SV Fort +8, Ref +6, Will +3; Str 18, Dex 13, Con 17, Int 6, Wis 13, Cha 6.
Skills and Feats: Jump +13, Listen +5, Spot +5; Dieheard, Endurance, Run.

Possessions: +1 mithral breastplate, +1 valorous lance, cloack of Charisma +2, vest of resistance +1, 2 potions of cure serious wounds (CL 10th), masterwork greatsword, composite longbow [Str +2] with 20 arrows and 10 +1 arrows.



4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Diffan
Great Reader

USA
3414 Posts

Posted - 05 Dec 2010 :  16:24:49  Show Profile Send Diffan a Private Message  Reply with Quote
Male Rashemi: rogue 2/ hexblade 4; CR 6; HD 2d6+4 plus 4d10+8; hp 44; Init +3; Spd 30 ft.; AC 20, touch 14, flat-footed 17; Base Atk +5; Grp +7; Atk +8 melee (1d10+4/19-20, +1 heavy flail) or +9 ranged (1d8+1/19-20, light crossbow); SA hexblade's curse 1/day, sneak attack +1d6; SQ arcane resistance, dark companion, evasion, mettle, trapfinding; AL any; SV Fort +4, Ref +7, Will +5 (+4 to saves against spells and spell-like effects); Str 15, Dex 17, Con 14, Int 13, Wis 12, Cha 18.
Skills and Feats: Appraise +1, Balance +3, Bluff +9, Climb +5, Concentration +9, Craft (any) +2, Decipher Script +3, Diplomacy +8, Disable Device +6, Disguise +4, Escape Artist +2, Forgery +1, Gather Information +4, Hide +5, Intimidate +12, Jump +7, Knowledge (arcana) +2, Knowledge (local Rasheman) +3, Listen +3, Move Silently +4, Open Lock +5, Perform (any) +7, Profession (any) +2, Search +1, Sense Motive +3, Sleight of Hand +5, Spellcraft +6, Spot +3, Swim +2, Tumble +3, Use Magic Device +8, Use Rope +4; Combat Expertise, Dreadful Wrath, Improved Trip, Power Attack.
Languages: Common, Goblin, Rashemi.
Arcane Resistance (Su): Gain a bonus equal to Charisma modifier on saving throws against spells and spell-like effects.
Dark Companion (Ex): You conjure an illusory panther from the darkness of night to be your companion. Any enemy adjacent to your dark companion takes a -2 penalty to saving throws and AC. Your companion's speed equals yours, acts during your turn, and it follows your mental commands perfectly. Since it has no real substance, it cannot attack or otherwise affect creatures or objects. To gain this class feature, the hexblade has given up the ability to summon a familiar.
Evasion (Ex): If the hexblade is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.
Hexblade's Curse (Su): Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target takes a -2 penalty on attacks, saving throws, ability checks, skill checks, and weapon damage rolls for 1 hour. A successful Will save (DC 16) negates the effect. The target must be visable to the hexblade and within 60 feet. Any foe who resist the effect cannot be affected again by the same curse for 24 hours.
Mettle (Ex): If the hexblade is exposed to any effect that normally allows him to attempt a Fortitude or Will saving throw to negate or for half damage, he takes no damge with a successful saving throw.
Sneak Attack (Ex): He does an extra 1d6 points of damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This applies to ranged attacks against targets up to 30 ft. away.
Trapfinding (Ex): You can find, disarm, or bypass traps with a DC of 20 or higher. You can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If your Disable Device result exceeds the trap’s DC by 10 or more, you discover how to bypass the trap without triggering or disarming it.
Hexblade Spells Known (1 per day; caster level 2nd): 1st-distract assailant (DC 15), undectable alignment.
Possessions: +2 chain shirt, +1 heavy flail, armbands of might, ring of protection +1, light crossbow with 20 +1 bolts, 10 silver bolts, 20 masterwork bolts, spell component pouch.



Sources Used: PHB, DMG, Magical Item Compendium[sup]MIC[/sup], Complete Warrior, PHB II, Complete Adventurer, Player's Guide to Faerun.

4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Diffan
Great Reader

USA
3414 Posts

Posted - 05 Dec 2010 :  16:30:59  Show Profile Send Diffan a Private Message  Reply with Quote
Sir Argath Blackblade; CR 4
Male Illuskan knight 4
LE medium humanoid (human)
Init +1; Senses Listen +2, Spot +2
Languages Common, Illuskan
========================================================================
AC 22, touch 12, flat-footed 21; shield block +1
(+8 armor, +2 shield, +1 Dex, +1 deflection)
hp 42 (4 HD)
Fort +5, Ref +3, Will +7
========================================================================
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 bastard sword +9 (1d10+4/19-20) or
Melee dagger +7 (1d4+3/19-20)
Base Atk +4; Grp +7
Atk Options Cleave, Power Attack, fighting challenge (+1), test of mettle
========================================================================
Abilities Str 16, Dex 12, Con 16, Int 10, Wis 14, Cha 16
SQ armor mastery (medium), knight’s challenge 5/day, knight’s code
Feats Cleave, Mounted Combat[sup]B[/sup], Power Attack, Weapon Focus (bastard sword)
Skills Climb +7 (+1 in armor), Handle Animal +4, Intimidate +6, Jump +6 (0 in armor), Knowledge (nobility and royalty) +3, Ride +8, Swim +3 (-3 in armor)
Possessions +1 bastard sword, masterwork heavy steel shield, masterwork full plate, standard adventuring gear, dagger, cloak of resistance+1, 230 gp in coins.
========================================================================
Armor Mastery (Ex): Argath can ignore the standard speed restriction for wearing medium armor.
Fighting Challenge (Ex): As a swift action, Argath can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater or equal to his level minus 2. If the target meets those requirements, Argath gains a +1 moral bonus on Will saves, attacks, and damage rolls for seven rounds against that opponent.
Knight’s Challenge: Argath can issue a fighting challenge or test of mettle five times per day.
Knight’s Code: Argath does not gain bonuses when flanking, never strikes a flat-footed opponent, and never deals lethal damage to a helpless foe. If he violates this code, he looses one of his knight’s challenges for the day, (if he has none, then he takes a -2 on attack rolls and saves for the rest of the day.)
Shield Block (Ex): During his action, Argath can designate a single opponent as the target of this ability and gain a +1 shield bonus against that opponent.
Test of Mettle (Ex): As a swift action, Argath can expend one of his knight’s challenge ability to cause all enemies within 100 ft. with a CR greater than or equal to his level minus 2 to make a Will save DC 15. If they fail, they are forced to attack him with their melee, ranged, or spell attacks in preference over other targets.
========================================================================
Description: Sir Argath is tall and broad shouldered. He boasts much about his prowess and can easily back it up in battle. His ego is large and he never backs down from a fight. In battle, he abides by the rules of fair combat, but when things become dangerous or over his head, he's doesn't have qualms about cheating or taking advantage of his opponent. He’s the leader of the Black Blade gang.


4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."

Edited by - Diffan on 12 Feb 2012 06:08:29
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Diffan
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USA
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Posted - 05 Dec 2010 :  16:36:58  Show Profile Send Diffan a Private Message  Reply with Quote
Luth Beresk; CR 4
Male Chondathan sorcerer 4
LE Medium humanoid (human)
Init +3; Senses Listen +1, Spot +1
Languages Chondathan, Common, Illuskan, Infernal
========================================================================
AC 18, touch 14, flat-footed 15
(+4 armor potion of mage armor, +3 dex, +1 deflection)
hp 18 (4 HD)
Fort +3, Ref +4, Will +5 (+2 to SV against fire and poison spells)
========================================================================
Speed 30 ft. (6 squares)
Melee mwk longspear +4 (1d8+1/x3)
Ranged dart +5 (1d4+1/x2)
Base Atk +2; Grp +3
Atk Options infernal howl (2d6 per level; Fort DC 14+spell level)
Combat Gear wand of no light (20 charges), potion of mage armor (1)
Sorcerer Spells Known (CL 4th, 6th for summon spells)
2nd (4/day)—summon monster II
1st (7/day)—charm person (DC 15), enlarge person, orb of electricity (+5 ranged touch)
0 (6/day)—detect magic, light, open/close, ray of frost (+5 ranged touch), touch of fatigue (DC 14), unnerving gaze (DC 14)
========================================================================
Abilities Str 12, Dex 16, Con 15, Int 15, Wis 13, Cha 18
SQ meta-magic specialist 5/day
Feats Infernal Sorcerer Heritage, Infernal Sorcerer Howl, Still Spell
Skills Bluff +11, Concentration +14, Craft (poisonmaking) +6, Knowledge (arcana) +9, Profession (apothecary) +3, Spellcraft +9
Possessions combat gear plus ring of protection +1, masterwork longspear, (10) darts, tunic of steady spellcasting, standard adventuring gear, spell component pouch, 85 gp.
========================================================================
Metamagic Specialist: Luth can apply metamagic feats that he knows to his sorcerer spells without increasing the casting time five times per day. By gaining this ability, he cannot aquire a familiar
========================================================================
Description: Luth is a secretive and quite person. He usually keeps to himself and rarely talks, even to his other companions. When not wearing his cowl, he is seen with short curly blond hair and a young handsome face. Not much is known about his past but one assumes that he is hiding from something or someone.


4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."

Edited by - Diffan on 24 Sep 2011 14:29:42
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Diffan
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USA
3414 Posts

Posted - 05 Dec 2010 :  17:56:19  Show Profile Send Diffan a Private Message  Reply with Quote
Talindra Wavesilver; CR 4
Female half-moon elf scout[sup]CAd[/sup] 4
LE Medium humanoid (elf)
Init +5; Senses low-light vision; Listen +7, Spot +7
Languages Chrondathan, Common, Elven, Illuskan, Orc
========================================================================
AC 18, touch 14, flat-footed 18; skirmish +1
(+4 armor, +4 dex)
hp 28 (4 HD)
Immune sleep
Fort +4, Ref +8, Will +4 (+6 against enchantments)
========================================================================
Speed 30 ft. (6 squares)
Melee mwk fever iron shortsword +5 (1d6+3, plus 1 fire/19-20) and shortsword +4 (1d6+3/19-20)
Ranged +1 composite shortbow (+2 Str) +8 (1d6+3/x3)
Base Atk +3; Grp +6
Atk Options skirmish (+1d6), Point Blank Shot
========================================================================
Abilities Str 16, Dex 18, Con 14, Int 12, Wis 16, Cha 10
SQ trackless step, trap-finding, uncanny dodge
Feats Point Blank Shot, Precise Shot, Two-Weapon Fighting
Skills Balance +11, Climb +8, Diplomacy +2, Escape Artist +9, Gather Information +2, Hide +13, Jump +10, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +8, Move Silently +11, Ride +6, Search +5, Survival +6, Swim +5, Tumble +9, Use Rope +4
Possessions +1 composite shortbow (+2 Str) with 10 masterwork arrows, masterwork fever iron shortsword, masterwork living metal chain-shirt, shortsword, 20 arrows, standard adventuring gear, camouflage kit (7 uses), flash pellet (2), 35 gp in coins.
========================================================================
Battle Fortitude (Ex): Talindra gains a +1 competence bonus on Fortitude saves and Initiative checks.
Fast Movement (Ex): Talindra gains a +10 foot enchancement bonus to her base land speed.
Skirmish (Ex): Talindra does an extra 1d6 points of damage on any round in which she moves at least 10 feet. Also, she gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet.
Trackless Step (Ex): Talindra cannot be tracked in natural surroundings.
Trapfinding (Ex): Talindra can find, disarm, or bypass traps with a DC of 20 or higher. You can use the Search skill to find, and the Disable Device skill to disarm, magical traps (DC 25 + the level of the spell used to create it). If your Disable Device result exceeds the trap’s DC by 10 or more, you discover how to bypass the trap without triggering or disarming it.
Uncanny Dodge (Ex): Talindra retains her Dexterity bonus to Armor Class even when flat-footed or targeted by an unseen foe (she still loses this bonus if paralyzed or otherwise immobile).
========================================================================
Description: Talindra looks like a short moon elf with pale skin, short black hair with streaks of silver through it, and gold flecked brown eyes. She is petite but rough in a tom-boyish way and her humor would make even a dwarf blush. She helped Sir Argath start the Black Blades.



4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Ayrik
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Canada
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Posted - 05 Dec 2010 :  18:06:52  Show Profile Send Ayrik a Private Message  Reply with Quote
Talindra's interesting, plus Mistress Kethra and Kael'inor Sylellion (and a platoon of no-name mercs) to round off a wandering pack of Zhentish trouble.

[/Ayrik]

Edited by - Ayrik on 07 Dec 2010 03:30:27
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Diffan
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Posted - 05 Dec 2010 :  18:20:29  Show Profile Send Diffan a Private Message  Reply with Quote
Glad you like them Arik!

I'm trying to keep things sort of random, though there is an little bit of an overbundance of Clerics now that I look at the posts, lol.


4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Diffan
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Posted - 05 Dec 2010 :  18:25:26  Show Profile Send Diffan a Private Message  Reply with Quote
Here's one thats sorta interesting. Taking a monster and adding some class levels to it.

Arcadian Avenger; CR 15
Crusader 9 (Tyr)
LG medium outsider (extraplanar, good, lawful)
Init +7; Senses darkvision 60 ft.; Listen +12, Spot +12
Languages Celestial, Common
========================================================================
AC 27, touch 13, flat-footed 24
(+7 armor, +3 Dex, +1 shield, +6 natural)
hp 132 (17 HD)
Fort +15, Ref +12, Will +11; zealous surge
========================================================================
Speed 30 ft. (6 squares); fly 30 ft. (good)
Melee +1 holy longsword +22/+17/+12/+7 (1d8+5 plus 2d6 against evil/19-20) or
Melee +1 holy longsword +20/+15/+10/+5 (1d8+5 plus 2d6 against evil/19-20) and +1 holy longsword +20/+15/+10/+5 (1d8+5 plus 2d6 against evil/19-20)
Base Atk +17; Grp +20
Atk Options aligned strike (good, lawful), blade rend, furious counterstrike, smite evil 1/day (+1 attack, +9 damage), steely reslove 15, wrath
Special Actions elude chance
========================================================================
Maneuvers and Stances (IL 9th):
Stances--bolstering voice (1st), iron guard's glare (1st), thicket of blades (3rd)
Strikes--battle leader's charge (2nd), bonecrusher (3rd)*, charging minotaur (1st), divine surge (4th)*, leading the attack (1st), radiant charge (5th)*, revitilizing strike (3rd)*, white raven strike (4th)*
Boosts--shield block (2nd)
Disciplines: Devoted Spirit, Stone Dragon, White Raven
* Readied maneuver
========================================================================
Abilities Str 18, Dex 16, Con 16, Int 10, Wis 12, Cha 13
Feats Improved Initiative, Improved Two-Weapon Fighting, Oversized Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Pounce, Two-Weapon Fighting
Skills Balance +15, Concentration +9, Diplomacy +12, Intimidate +13, Jump +2, Knowledge (arcana) +5, Knowledge (religion) +6, Knowledge (the planes) +11, Martial Lore +8, Sense Motive +13
Possessions +2 mithral breastplate, 2 +1 holy longswords, gauntlets of Strength +2
========================================================================
Blade Rend (Ex): If an Arcadian avenger hits a single target with at least one attack from each of her swords during a full attack, she deals an extra 2d6 points of damage.
Elude Chance (Su): Three times per day, as an immediate action, an Arcadian avenger can tap directly into the power of law, allowing her to avoid the uncertainty of chance. When an Arcadian avenger activates this ability, her next melee attack or saving throw is treated as if the result of the die roll were 10.
Furious Counterstrike (Ex): The Arcadian avenger can channel her pain into a boiling rage that gives her a +3 to attack and damage for 1 round if she has 15 points or more in her delayed damage pool.
Indomitable Soul (Ex): The Arcadian avenger adds her Charisma bonus to her Will saves. This ability does not stack with a paladin’s divine grace ability.
Smite Evil (Ex): Once per day, the Arcadian avenger can attempt to smite evil with one normal melee attack. She adds +1 to her attack roll and deals an extra 9 points of damage.
Steely Resolve (Ex): The Arcadian avenger has a delayed damage pool that can soak up to 15 points of damage every round. At the end of the round, the damage goes through and it resets back to 0.
Wrath (Ex): Any time an Arcadian avenger sees an ally fall in battle, she gains a +2 morale bonus to melee damage rolls, which lasts for 1 minute.
Zealous Surge (Ex): Once per day, the Arcadian avenger can opt to re-roll a saving throw. You must abide by the result of the new, second saving throw, even if it’s lower than the first. You must decide after you roll and before the DM answers.


Sources Used: PHB, DMG, MM 5, Tome of Battle, PHB 2

4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Diffan
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Posted - 07 Dec 2010 :  03:21:35  Show Profile Send Diffan a Private Message  Reply with Quote
This guy was breifly described in the FRCS as a commander of the Purple Dragon Knights in Thunderstone (or possibly Wheloon). I figured I'd give him a nice stat block instead of just some random levels and classes.


Faril Laheralson, Purple Dragon Commander; CR 10
Male Tethyrian human fighter 7/ ranger 3
LG Medium humanoid
Init +5; Senses Listen +3, Spot +3
Languages Chondathan, Common
========================================================================
AC 24, touch 11, flat-footed 23
(+10 armor, +1 Dex, +3 shield)
hp 87 (10 HD)
Fort +13, Ref +8, Will +6
========================================================================
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 goblinoid bane longsword +16/+11 (1d8+7/19-20) or
Melee +1 goblinoid bane longsword +20/+15 (1d8+11/19-20 plus 2d6) against goblinoids
Ranged mwk composite longbow (Str +4) +12/+7 (1d8+4/x3) or
Ranged mwk composite longbow (Str +4) +10/+10/+5 (1d8+4/x3) with Rapid Shot
Base Atk +10; Grp +14
Atk Options Cleave, Power Attack, Shock Trooper, favored enemy (+2 goblinoids)
Combat Gear 2 potions of cure moderate wounds, 1 potion of restoration
========================================================================
Abilities Str 18, Dex 12, Con 16, Int 11, Wis 12, Cha 13
SQ combat style (archery), wild empathy
Feats Cleave, Endurance, Improved Bull Rush, Improved Initiative, Leadership, Mounted Combat, Power Attack, Rapid Shot, Ride-by-Attack, Shock Trooper, Track, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +9 (+3 in armor), Concentration +4, Craft (weaponsmithing) +5, Handle Animal +5, Heal +4, Intimidate +5, Jump +9 (+6 in armor), Knowledge (Cormyr local) +3, Knowledge (dungeoneering) +2, Knowledge (geography) +2, Profession (soldier) +3, Ride +5, Search +4, Survival +4, Swim +4 (-8 in armor), Use Rope +2
Possessions Cormyrian Goblinthrasher (+1 goblinoid bane longsword), Cormyrian Greatshield (+1 arrow deflection large steel shield), +2 full plate, surcoat of resistance +2, masterwork composite longbow with 10 silvered arrows, 10 cold iron arrows, 20 masterwork arrows



4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."

Edited by - Diffan on 12 Feb 2012 06:09:33
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Rhewtani
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USA
508 Posts

Posted - 07 Dec 2010 :  16:01:07  Show Profile  Send Rhewtani an AOL message Send Rhewtani a Private Message  Reply with Quote
Consider this thread bookmarked. :)
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Diffan
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3414 Posts

Posted - 07 Dec 2010 :  16:42:49  Show Profile Send Diffan a Private Message  Reply with Quote
Well thank you :)!

Requests for a specific character, or maybe some random bandits?

4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Diffan
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3414 Posts

Posted - 07 Dec 2010 :  18:01:22  Show Profile Send Diffan a Private Message  Reply with Quote
Kallious Solinnodel: Male Moon elf fighter 6/ blade dancer 4/ tempest 2; CR 12; Medium humanoid (elf); HD 12d10+12; hp 103; Spd. 30 ft.; AC 25, touch 17, flat-footed 19; Base Atk +12; Grp 15; Atk +19 melee (1d8+4/15-20, +1 keen slimblade) or +16 melee (1d4+2/19-20, mwk silver dagger) or +19 ranged (1d8+4/x3, +1 composite longbow [Str +3]); Full Atk +19/+14 melee (1d8+4/15-20, +1 keen slimblade) and +16/+11 (1d4+2/19-20, mwk silver dagger) or +19/+14 ranged (1d8+4/x3 +1 composite longbow [Str +3]); SA ambidexterity; SQ blade dance +2, blade finesse, elven traits, uncanny dodge; SV Fort +14, Ref +13, Will +6 (+2 against enchantment); Str 16, Dex 23, Con 12, Int 12, Wis 14, Cha 14.
Skills and Feats: Balance +10, Climb +8, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Handle Animal +5, Hide +15, Intimidate +7, Jump +8, Move Silently +15, Ride +8, Tumble +10, Sleight of Hand +8, Swim +6; Combat Expertise, Dodge, Improved Two-Weapon Fighting, Magical Training, Mobility, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (slimblade).
Languages: Common , Dwarven, Elven, Orc.
Ambidexterity (Ex): Kallious's attack penalties for fighting with two weapons is lessened to -1 (if his off hand weapon is a light weapon).
Blade Dance (Ex): Kallious weaves his blades in such fashion as to make physical melee attacks difficult to penetrate, granting him a +2 bonus to his armor class. This ability offers no protection from missile weapons or spells.
Blade Finesse (Ex): Kallious gains the ability to fight with any blade as if he had the feat Weapon Finesse for the weapon. This ability extends to blades that normally would be restricted from the Weapon Finesse feat.
Elven Traits: Kallious is immune to sleep spells and effects, +2 on saves against enchantment spells and effects, +2 bonus on Listen, Search, and Spot checks, can detect secret or concealed doors.
Uncanny Dodge (Ex): Kallious retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Wizard Spells Prepared (CL 10th; Spell Failure 20%): 0-daze (DC 11), detect magic, light
Possessions: +1 keen slimblade, +3 mithral chain shirt, ring of protection+1, vest of resistance+1, cloak of elven kind, boots of elven kind, standard adventuring gear, masterwork silver dagger, +1 composite greatbow [Str +3] with 20 arrows, gloves of Dexterity +2, spell component pouch, 693 gp.
Spellbook: Spells prepared.

Description: Kallious is a stoic elf, priding himself on his battle prowess and knowledge of war. Trained in the arts of dual-wielding weapons, he's considered a paragon by his peers. His stern demeanor is often softened by his mate, a bladesinger named Larissa Steeleaf. Together, the two of them often go out into the more dangerous parts of the forest on patrol or for a secluded interlude.





4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Diffan
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USA
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Posted - 07 Dec 2010 :  18:29:49  Show Profile Send Diffan a Private Message  Reply with Quote
Zhent Cultist
Male Chondathan cleric 4 (Cyric); CR 4
NE medium humanoid (human)
Init +5; Senses Listen +3, Spot +3
Aura evil (faint)
Languages Abyssal, Chondathan, Common
=========================================================================
AC 21, touch 10, flat-footed 21
(+9 armor, +2 shield)
hp 31 (4 HD)
Fort +7, Ref +2, Will +8
=========================================================================
Speed 20 ft. (4 squares); base 30 ft.
Melee mwk heavy mace +7 (1d8+3/x2) or
Melee mwk dagger +7 (1d4+3/19-20)
Ranged light crossbow +3 (1d8/19-20)
Base Atk +3; Grp +6
Special Actions command/rebuke undead 6/day (+3, 2d6+7; 4th)
Combat Gear wand of cure light wounds (50 charges)
Cleric Spells Prepared (CL 4th):
2nd—corrupt doom (DC 16), bull's strength, hold person (DC 15), invisibility
1st—bane (DC 14), cure light wounds(2), disguise self, sign
0—cure minor wounds, detect magic, light, read magic, resistance
Domain Spell. Domains: Illusion (cast illusion spells at +1 caster level), Trickery (Add Bluff, Disguise, and Hide to your list of cleric class skills)
=========================================================================
Abilities Str 16, Dex 10, Con 14, Int 13, Wis 16, Cha 16
Feats Corrupt Spell, Improved Initiative, Spell Focus (evil)
Skills Bluff +6, Concentration +9, Craft (any) +3, Diplomacy +6, Disguise +5, Heal +5, Hide -7, Knowledge (arcana) +3, Knowledge (local Sembia) +2, Knowledge (religion) +4, Knowledge (the planes) +2, Profession (any) +3, Spellcraft +3
Possessions +1 full plate, cloak of resistance +1, masterwork heavy steel shield, masterwork heavy mace, light crossbow with 20 masterwork bolts, silver holy symbol (Cyric)



4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."

Edited by - Diffan on 26 Feb 2012 15:28:59
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Diffan
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USA
3414 Posts

Posted - 07 Dec 2010 :  18:34:33  Show Profile Send Diffan a Private Message  Reply with Quote
Zhent Spy
Female Chondathan bard 3; CR 3
NE medium humanoid (human)
Init +3; Senses Listen +1, Spot +1
Languages Chondathan, Common, Elven, Undercommon
=========================================================================
AC 19, touch 14, flat-footed 16
(+5 armor, +3 Dex, +1 deflection)
hp 17 (3 HD)
Fort +3, Ref +7, Will +5
=========================================================================
Speed 30 ft. (6 squares)
Melee mwk rapier +6 (1d6/18-20) or
Melee dagger +5 (1d4/19-20)
Ranged shortbow +6 (1d6/x3)
Base Atk +2; Grp +2
Special Actions bardic music 6/day (countersong, fasciniate, inspire courage +1, inspire competence)
Bard Spells Known (CL 3rd):
1st (2/day)--cure light wounds, grease (DC 14), lesser confusion (DC 14)
0 (3/day)--dancing lights, detect magic, light, message, read magic, summon instrument
=========================================================================
Abilities Str 11, Dex 16, Con 12, Int 14, Wis 13, Cha 18
SQ bardic knowledge +5
Feats Extra Music, Lingering Song, Weapon Finesse
Skills Appraise +2, Balance +5, Bluff +6, Climb +1, Concentration +6, Craft (any) +3, Decipher Script +4, Diplomacy +7, Disguise +5, Escape Artist +4, Gather Information +4, Hide +6, Jump +1, Knowledge (arcana) +4, Knowledge (local Dalelands) +4, Knowledge (nature) +2, Knowledge (religion) +5, Knowledge (the planes) +3, Move Silently +6, Perform (any) +10, Profession (any) +2, Sense Motive +3, Sleight of Hand +5, Spellcraft +7, Swim +1, Tumble +5, Use Magical Device +8
Possessions cloak of resistance +1, ring of protection +1, +1 living metal chain shirt, masterwork rapier, dagger, light crossbow with 20 bolts, musical instrument
=========================================================================
Bardic Knowledge: She may make a bardic knowledge check, adding +5 to her roll to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places.
Bardic Music: 6 times per day, she can use her songs or poetics to produce magical effects on herself and those around her.
Countersong (Su): She can counter magical effects that depend on sound. Any creature within 30 ft. of her (herself included) may use her Perform check result in place of its saving throw, if the Perform check is higher.
Fascinate (Sp): She can use your music or poetics to cause two creatures to become fascinated with her. Each creature must be within 90 ft, able to see and hear her, and able to pay attention to her. She also must be able to see the creatures. Distractions or combat near the creature prevents the ability from working.
Inspire Courage (Su): She can use her music or poetics to inspire courage in herr allies, bolstering them against fear and improving their combat abilities. Allies able to see and hear her gain a +1 morale bonus to saves against charm and fear effects and a +1 bonus to attack and damage rolls.
Inspire Competence (Su): She can use her music or poetics to help an ally succeed at a task, giving them a +1 competence bonus on skill checks. The ally must be within 30 ft, and able to see and hear her. She must also be able to see the ally.


4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Diffan
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USA
3414 Posts

Posted - 07 Dec 2010 :  20:44:10  Show Profile Send Diffan a Private Message  Reply with Quote
Here's a strange one. Not too sure how solid the build is, but it was pretty fun to do.

The "Bone Collector"; CR 16
Male Chondathan human cleric 3/ wizard 3/ true necromancer 10
LN Medium humanoid
Init +6; Senses Listen +6, Spot +6
Aura desecration (100 ft. radius), lawful (strong)
Languages Chondathan, Common, Elven, Goblin, Orc, Sylvan
=========================================================================
AC 26, touch 14, flat-footed 24
(+7 armor, +2 Dex, +5 shield, +2 deflection)
hp 91 (16 HD)
Fort +12, Ref +10, Will +24
=========================================================================
Speed 30 ft. (6 squares)
Melee +3 heavy mace +12/+7 (1d8+4/x2)
Ranged mwk heavy crossbow +11 (1d10/19-20)
Base Atk +8; Grp +9
Atk Options death touch 1/day (+9 melee touch, 3d6)
Special Actions command/rebuke undead 15/day (+6, 2d6+17; 13th), spontaneously cast cure and inflict spells
Cleric Spells Prepared (CL 15th; choose spells as CL 11th):
6th—contingency*, harm (DC 23), wind walk
5th—flame strike (DC 21), righteous wrath of the faithful, slay living* (DC 22), summon undead V
4th—divine power, freedom of movement*, iron bones, recitation, summon undead IV
3rd—blindness/deafness (DC 20), dispel magic, haste*, prayer, summon undead III (2)
2nd—death knell*, divine protection, lesser restoration, silence (DC 18), spiritual weapon, summon undead II (2)
1st—bless, cause fear* (DC 18), divine favor, obscuring mist, sanctuary (DC 17), sign, summon undead I
0 (orisons)—create water, detect magic, detect poison, light, mending, purify food and drink
*: Domain spells. Deity: Velsharoon. Domains: Death (death touch 1/day), Time (gain Improved Initiative)
Wizard Spells Prepared (CL 15th; choose spells as CL 11th):
6th—chain lightning (DC 21)
5th—duelward, magic jar (DC 21), teleport
4th—dimension door, enervation (DC 20), Evard's black tentacles, polymorph
3rd—chain missile, dispel magic, mass curse of impending blades, sound lance (DC 18), undead torch
2nd—glitterdust (DC 17), mirror image, scare (DC 18), scorching ray (+5 ranged touch), rope trick
1st—magic missile (2), nerveskitter, ray of clumsiness (+5 ranged touch), ray of enfeeblement (+5 ranged touch), spiritworm (DC 17)
0 (cantrips)—dancing lights, flare (DC 15), ray of frost (+5 ranged touch), read magic
Spell-Like Abilities (CL 19):
1/day—create greater undead, horrid wilting (DC 24)
2/day—create undead
=========================================================================
Abilities Str 13, Dex 14, Con 14, Int 20, Wis 22, Cha 18
SQ major desecration, necromantic presence +3
Feats Corpse Crafter, Destruction Retribution, Discipline, Divine Metamagic (Quicken Spell), Extra Turning (2), Improved Initiative, Practiced Spellcaster (cleric), Practiced Spellcaster (wizard), Quicken Spell. Spell Focus (necromancy), Spontaneous Healer
Skills Concentration +17, Craft (alchemy) +18, Decipher Script +10, Diplomacy +11, Heal +11, Knowledge (arcana) +17, Knowledge (dungeoneering) +10, Knowledge (Dalelands local) +9, Knowledge (nature) +6, Knowledge (religion) +18, Knowledge (the planes) +10, Profession (farmer) +12, Search +13, Spellcraft* +24
Flaw Frail (-1 hp at each level)
Possessions +3 heavy mace, +3 twilight mithral chain shirt, ring of protection +2, cloak of Charisma +4, headband of Intellect +2, periapt of Wisdom +2, vest of resistance +3, +3 heavy mithral shield, nightstick.




4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."

Edited by - Diffan on 12 Feb 2012 06:12:13
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Diffan
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USA
3414 Posts

Posted - 08 Dec 2010 :  03:05:52  Show Profile Send Diffan a Private Message  Reply with Quote
Here's a quickie, a character to add some draconic flavor to your campaign.

Deladara; CR 3
Female half-elf mercury dragon shaman 3
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Listen -1, Spot -1
Aura draconic aura +1
Languages Common, Draconic, Elven
=========================================================================
AC 20, touch 12, flat-footed 19
(+6 armor, +2 Dex, +2 shield)
hp 39 (3 HD)
Fort +6, Ref +3, Will +2
=========================================================================
Speed 20 ft. (4 squares) in +1 breastplate; base 30 ft.
Melee mwk heavy mace +7 (1d8+3)
Ranged mwk heavy crossbow +5 (1d10/19-20)
Base Atk +2; Grp +5
Atk Options breath weapon (1d8; DC 16)
Draconic Auras Known: Power, Resistance, Senses, Vigor
Spell-Like Abilities (CL 3rd):
At will—expeditious retreat (self only)
=========================================================================
Abilities Str 16, Dex 14, Con 17, Int 11, Wis 8, Cha 15
Feats Ability Focus (breath weapon), Skill Focus (Disguise)*, Weapon Focus (heavy mace)
Skills Bluff +6, Climb +1 (+5 without armor), Disguise +5, Intimidate +3, Jump +1 (+4 without armor), Knowledge (nature) +1, Search +1
Possessions +1 breastplate, masterwork heavy mace, masterwork heavy steel shield, masterwork heavy crossbow with 20 bolts, 1,550 gp.
=========================================================================
Breath Weapon (Su): 15-ft. cone, once every 1d4 rounds, 1d8 electricity, Reflex DC 16 half


NOTE: It states in the PH2 that Dragon Shamans are dedicated to the "True Dragons" meaning core chromatic and core metallic. I added in some diversity with the Mercury dragon, though it's no more or less balanced than the Core dragons.

4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."

Edited by - Diffan on 12 Feb 2012 06:14:03
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Ayrik
Great Reader

Canada
6398 Posts

Posted - 08 Dec 2010 :  03:39:56  Show Profile Send Ayrik a Private Message  Reply with Quote
I'll request a trio of middling (CR6-CR12ish, perhaps higher) members of the Cult of the Dragon, preferably including one dragonborn bastard and a demented spellcaster/necromancer or two, plus a couple of "black ops" sorts (say ~CR9ish) to deploy in the darkness and keep my players awake at night. A handful of little ones is optional, and probably not worth the time to burn up since they'll just be cloned and killed off in waves anyhow. I'm curious about your ideas, Diffan.

[/Ayrik]
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Diffan
Great Reader

USA
3414 Posts

Posted - 08 Dec 2010 :  05:26:55  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Arik

I'll request a trio of middling (CR6-CR12ish, perhaps higher) members of the Cult of the Dragon, preferably including one dragonborn bastard and a demented spellcaster/necromancer or two,


I'm guessing v3.5 and in that case which sourcebook are Dragonborn found in? I do have Dragon Magic and the Draconomicon but I don't think they're in there. As for the demented spellcaster/necromancer, how about a Necropolitan (or a simple human works) dread necromancer/wyrm wizard? I'll have to check the Prerequisites on the Wyrm Wizard, but I think they'll work since both are Arcane spellcasters. He/She could even have a small, undead dragon Familiar too ! I have access to book involving Taint, but I don't know if you want to use those mechanics or worry about a character's taint score.

quote:
Originally posted by Arik


plus a couple of "black ops" sorts (say ~CR9ish) to deploy in the darkness and keep my players awake at night. A handful of little ones is optional, and probably not worth the time to burn up since they'll just be cloned and killed off in waves anyhow. I'm curious about your ideas, Diffan.



Well, we can either do up an actual character with class stats or advance an existing Monster. Black Ops has so many styles in D&D from the lurking assassin with death attack and a ton of sneak attack die to a drow sniper scout to invisible stalkers lol.

But if your going to burn through them, then you might want to keep it simple so rogue 5/assassin 4 can work in a pinch OR you can go further and make them Shades where darkness makes them darn hard to kill (regeneration, DR, SR all in darkness is rough).

4E Realms = Great Taste, Less Filling.

"If WotC were to put out a box of free money, people would still complain how it was folded."
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Ayrik
Great Reader

Canada
6398 Posts

Posted - 08 Dec 2010 :  05:59:49  Show Profile Send Ayrik a Private Message  Reply with Quote
Hmmm, shades are a bit overkill for this application. The Cult is more of a minor BBEG this time around, just another evil complexity in an already messy situation, almost a side-quest or red-herring sort of idea. Basically, I'm thinking about a small pack - the three leaders already mentioned, the strongest one in charge but the trio probably not working as cooperatively as they really should, plus their little army of several dozen cultists; plus their two "black ops" henchmen (to spy, harass, steal, assassinate, defame the PCs, and cause general Cultish mayhem as required), plus their small stealth teams; plus maybe an adult dragon or dracolich (with perhaps an undead Cult blaster riding bareback) to call upon.

I do any rules, all rules ... chances are I'd tweak a little bit to fit into the homebrew anyhow. These are only intended to be minor villains (but hey, you never know) so extensive workup is probably not needed because half of them will probably die off the first time they bash heads against the PCs.

Like I said, I'm really more interested in ideas and character hooks than fully developed NPC dossiers; though I'll be happy to use whatever you might want to offer. "My" NPC style has apparently become a little bit predictable to my players, so "other" NPC styles keep them off-balance and force me to experiment with new ideas and possibilities. Many of the NPCs you've generated here are interesting, and the three I've already used (again, with some very minor tweaks) proved quite interesting, er sorry, two of them kinda got killed though.

[/Ayrik]

Edited by - Ayrik on 08 Dec 2010 06:08:30
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