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Diffan
Great Reader

USA
3414 Posts

Posted - 10 Jan 2011 :  19:25:42  Show Profile Send Diffan a Private Message  Reply with Quote
Here's another Banite Baddie, though not a Cleric, he's still VERY Destructive

Lord Mordeth CR 12
Male death knight paladin of tyranny 8 (Bane)
LE medium undead
Init +2; Senses Listen -1, Spot -1; darkvision 60 feet, see invisibility
Aura despair (10ft. enemies -2 on saving throws), fear (10ft. enemies 5 HD or fewer Will DC 20 or affected by fear spell)
Languages Abyssal, Common
==========================================================================
AC 28, touch 13, flat-footed 26
(+10 armor, +2 Dex, +5 natural, +2 deflection, -1 misc.)
hp 96 (8 HD)
Immune cold, electricity, polymorph
SR 20
Fort +12 (unless effect works on objects or is harmless), Ref +10, Will +10
==========================================================================
Speed 20 ft. (4 squares); base 30 ft.
Melee +2 wounding keen greatsword +17/+12 (2d6+12 plus 1 con/17-20x2) or
Melee touch attack +15 (1d8+6 plus 1 con Will DC 20)
Base Atk +8; Grp +15
Atk Options Awesome Smite, Power Attack, Ride by Attack, abyssal blast 1/day (DC 20 half), smite good 2/day (+6 attack; +8 damage or +24 while charging)
Special Actions rebuke undead 9/day (+6, 2d6+11; 5th), special mount 1/day for 16 hours, deadly touch 48 points/day (DC 20)
Paladin Spells Prepared (CL 4th):
2nd—knight’s move
1st—bane (DC 14), rhino’s rush
Spell-Like Abilities (CL 8th):
At will—detect good
1/tenday—contagion (DC 20)
==========================================================================
Abilities Str 24, Dex 14, Con -, Int 13, Wis 16, Cha 23
SQ undead traits, moderate aura of evil
Feats Awesome Smite, Death Domain, Improved Sunder, Mounted Combat, Power Attack, Ride by Attack
Flaws Inattentive (-4 on Listen and Spot checks), Reckless (-1 to AC)
Skills Concentration +8, Craft (armorsmithing) +2, Craft (weaponsmithing) +2, Diplomacy +10, Handle Animal +13, Heal +7, Knowledge (royalty and nobility) +3, Knowledge (religion) +3, Profession (noble) +3, Ride +13, Sense Motive +11
Possessions +2 wounding keen greatsword, +2 archaic mithral full plate, cloak of charisma +4, belt of giant strength +4, ring of protection +2
==========================================================================
Abyssal Blast (Su): Once per day, Lord Mordeth can unleash a blast of eldritch fire. The blast fills a 20 foot radius spread anywhere within 720 feet. The blast deals 8d6 points of damage half of which is fire, the other half is divine. A successful Reflex save DC 20 reduces the damage by half. DLCS 212
Aura of Despair (Su): Lord Mordeth radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. UArc 55
Aura of Evil (Su): The power of a paladin of tyranny’s aura of evil (see the detect evil spell) is equal to his paladin level, just like the aura of a cleric of a evil deity.
Aura of Fear (Su): Lord Mordeth is shrouded in a dreadful aura of death and evil. Creatures of fewer than 5 HD within 15 feet of Lord Mordeth must succeed at a Will save DC 20 or be affected as though by a fear spell. Caster level equals Lord Mordeth’s HD. DLCS 213
Cause Disease (Sp): contagion 1/week, as the spell. UArc 55
Charging Smite (Ex): When using the charging action and smiting, Lord Mordeth can triple the smiting damage. If he misses on the attack, the attempt isn’t considered used for the day. PH II 53
Deadly Touch (Su): Lord Mordeth can cause wounds with a successful touch attack, dealing 48 points of damage. A successful Will save DC 20 halves the damage. Alternatively he can use this ability to heal himself or any undead like a paladin’s lay on hands ability. UArc 54
Detect Good (Sp): Detect good at will, as the spell. UArc 54
Discerning Insight (Ex): Lord Mordeth can recognize whether a person is trustworthy or not. He gains a +2 bonus on Sense Motive checks when trying to get a "hunch" about the subject's personality after a 1-minute conversation. Web Enhancement:“Dead Levels” WotC website.
Divine Grace (Ex): Lord Mordeth adds his Charisma modifier, if any to his saving throws. PH 44
Divine Health (Ex): Immunity to disease. PH 44
Smite Good (Su): Twice per day, Lord Mordeth can attempt to smite good with one normal melee attack. He adds +6 to his attack roll and deals an extra 8 points of damage. UArc 54
Summon Mount (Su): Once per day, Lord Mordeth may summon a nightmare with 4 HD for 16 hours.
Turn Immunity (Ex): Lord Mordeth cannot be turned. He can be banished with holy word, however, just as if he were an evil outsider.
Undead Traits: Lord Mordeth has all the traits associated with the undead. MM 350

Sources Used: Player's Handbook, Dragonlance Campaign Setting, Monster Manual II, Unearthed Arcana, WotC web enchancement "dead levels", 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."

Edited by - Diffan on 24 Sep 2011 17:13:07
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Rhewtani
Senior Scribe

USA
508 Posts

Posted - 17 Jan 2011 :  23:52:28  Show Profile  Send Rhewtani an AOL message Send Rhewtani a Private Message  Reply with Quote
Yikes. So, my game with Aesperus featured was going to be this Wednesday, but now I think it's bumped to next Monday night.
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Diffan
Great Reader

USA
3414 Posts

Posted - 23 Jan 2011 :  14:54:14  Show Profile Send Diffan a Private Message  Reply with Quote
Hey Rhewtani, I should have Asperus's stats done up tonight. Sorry it's taking me so long. I've had little time to devote to NPCs and the like in the past two weeks. Sorry for any problems this delay might have caused you.

In the mean time, I'm posting this next character in light of a recent discussion on another thread involing Drizzt and his munchkin or non-munchkiness. So here's my own version of Drizzt, with 2 more levels of Fighter, making him a CR 18. Enjoy!!

Drizzt Do’Urden; CR 19
Male drow barbarian 1/ fighter 12/ ranger 5 (Mielikki)
CG Medium humanoid (elf)
Init +9; Senses darkvision 120 ft.; Listen +5, Spot +5
Languages Common, Drow Sign, Elven, Goblin, Giant, Undercommon
==========================================================================
AC 24, touch 15, flat-footed 19; Dodge
(+8 armor, +5 Dex, +1 shield)
hp 138 (18 HD); DR 5/bludgeoning
Immune sleep
Fort +16, Ref +14, Will +8 (+10 against enchantments);(+2 to saves against spells and spell-like effects)
SR 27
==========================================================================
Speed 40 ft (8 squares); Mobility
Melee +3 frostbrand scimitar +25/+20/+15 (1d6+8, plus 1d6 cold/15-20) or
Melee +2 defending scimitar +24/+19/+14 (1d6+6/15-20) or
Melee +3 frostbrand scimitar +23/+18/+13 (1d6+8, plus 1d6 cold/15-20) and +2 defending scimitar +22/+17 (1d6+6/15-20) with Improved Two-Weapon Fighting
Base Atk +18; Grp +19
Atk Options Distracting attack, favored enemies goblin +4, magical beasts +2, rage 1/day
Spell-Like Abilities (CL 18th)
3/day-deeper darkness
1/day—dancing lights, faerie fire
==========================================================================
Abilities Str 13, Dex 20, Con 15, Int 17, Wis 17, Cha 14
SQ Combat style (two-weapon combat), drow traits, fast movement, wild empathy (+5)
Feats Blind Fight*, Daylight Adaptation, Deepening Darkness, Dodge*, Improved Critical (scimitar), Improved Initiative, Improved Two-Weapon Fighting*, Melee Weapon Mastery (slashing), Mobility*, Oversized Two-Weapon Fighting, Quick Draw, Spring Attack*, Twin Sword Style, Two-Weapon Fighting, Two-Weapon Pounce, Weapon Focus (scimitar)*, Weapon Specialization (scimitar)*.
Skills Climb +11, Handle Animal +9, Heal +5, Hide +17, Intimidate +2, Jump +12, Knowledge (nature) +8, Move Silently+19, Ride+6, Search +12, Survival +13, Swim +1, Tumble +8, Use Rope +5
Possessions Icingdeath (+3 frostbrand scimitar), Twinkle (+2 defending scimitar), +4 mithral chain shirt of axe/spear blocking, anklets of speed (boots of speed), onyx figurine of wondrous power: panther (name Guenhwyvar; see below)
==========================================================================
Distracting Attack (Ex): When ever Drizzt hits with a weapon attack (whether melee or ranged), that enemy is considered flanked by him for the purposes of adjudicating his allies’ attacks. This lasts until either the enemy is attacked by one of his allies or until the start of his next turn, which ever comes first.
Drow Traits: Immune to magic sleep spells and effects, +2 racial bonus on saves against enchantment effects, +2 racial bonus to spells and spell-like effects, able to detect secret or concealed doors, +2 bonus on Listen, Search, and Spot checks.
Rage (Ex): Once per day, Drizzt can enter a state of fierce rage (called the “Hunter” that lasts for 7 rounds. The following changes are in effect as long as he rages: hp 174; AC 22, touch 13, flat-footed 17; Grp +21; Atk +27 melee (1d6+10 plus 1d6 cold/15-20, +3 frostbrand scimitar) or +26 melee (1d6+7/15-20, +2 defending scimitar); Full Atk +25/+20/+15/+10 melee (1d6+10, plus 1d6 cold/15-20, +3 frostbrand scimitar) and +24/+19 melee (1d6+7/15-20, +2 defending scimitar); SV Fort +18, Will +10; Str 17, Con 19; Climb +13, Jump +14. At the end of his rage, Drizzt is fatigued for the duration of the encounter.

Onyx Panther: This magical figurine summons the black panther Guenhwyvar, a friend and loyal companion to Drizzt. She can be summoned every other day for a period of 6 hours. If slain, she reverts to her figurine form and cannot be summoned for 48 hours. Guen understands Common and Undercommon, and has the following statistics:

Guenhwyvar: Female panther; CR 8; Medium animal; HD 9d8+18; hp 57; Init +5; Spd 40 ft., climb 20 ft.; AC 17, touch 15, flat-footed 12; Base Atk +6; Grp +9; Atk +11 melee (1d6+3, bite) and +9 melee (1d3+1, 2 claws); Full Atk +11/+6 melee (1d6+3, bite) and +9 melee (1d3+1, 2 claws); SA Pounce, improved grab, rake 1d3+1; SQ Low-light vision, scent; AL N; SV Fort +8, Ref +11, Will +4; Str 16, Dex 20, Con 15, Int 6, Wis 12, Cha 8.
Skills and Feats: Balance +13, Climb +11, Hide +10*, Jump +12, Listen +6, Move Silently +9, Spot +6; Improved Natural Armor, Multiattack, Weapon Finesse (bite), Weapon Finesse (claw). Includes +4 racial bonus on Hide and Move Silently checks, +8 racial bonus on Balance checks. *In areas of tall grass or heavy undergrowth, her Hide bonus improves to +8.

Sorces Used: PHB, PHB II, DMG, Complete Adventurer, Complete Warrior, FRCS, Spell Compendium, Races of Faerun.

Note: Guen is still in the old stat-block form, hope that's cool. I can change it up, but it'll take longer.

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 23 Jan 2011 14:55:54
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Diffan
Great Reader

USA
3414 Posts

Posted - 23 Jan 2011 :  18:52:46  Show Profile Send Diffan a Private Message  Reply with Quote
Feng Bloodclaw; CR 7
Male half-orc barbarian 7
CN Medium humanoid (orc)
Init +2; Senses darkvision 60 feet; Listen +3, Spot +1
Languages Common, Orc
==========================================================================
AC 19, touch 13, flat-footed 18
(+6 armor, +2 Dex, +1 deflection)
hp 69 (7 HD); DR 1/-
Fort +9, Ref +5, Will +4
==========================================================================
Speed 40 ft. (8 squares)
Melee +1 vicious greataxe +13/+8 (1d12+8/x3 plus 2d6 damage and 1d6 damage to self)
Ranged mwk javelin +10 (1d6+5/x3)
Base Atk +7; Grp +12
Atk Options Power Attack, rage 2/day
==========================================================================
Abilities Str 20, Dex 14, Con 16, Int 8, Wis 13, Cha 11
SQ fast movement, improved uncanny dodge, trap sense +1
Feats Improved Bull Rush, Power Attack, Shock Trooper
Skills Climb +9, Handle Animal +2, Intimidate +8, Jump +10, Ride +5, Survival +6, Swim +5
Possessions +1 vicious greataxe, +2 chain shirt, gauntlets of ogre power, ring of protection +1, cloak of resistance +1



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 23 Jan 2011 18:53:32
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Diffan
Great Reader

USA
3414 Posts

Posted - 23 Jan 2011 :  18:57:34  Show Profile Send Diffan a Private Message  Reply with Quote
Emmera Greycastle; CR 7
Female Chondathan human fighter 7
N Medium humanoid
Init +5; Senses Listen +3, Spot +3
Languages Chondathan, Common, Iluskan
==========================================================================
AC 26, touch 12, flat-footed 24
(+10 armor, +1 Dex, +4 shield, +1 deflection)
hp 61 (7 HD)
Fort +9, Ref +4, Will +4
==========================================================================
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 longsword +12/+7 (1d8+5/19-20)
Ranged mwk composite longbow (Str +4) +9/+4 (1d8+4/x3) or
Ranged mwk composite longbow (Str +4) +7/+7/+2 (1d8+4/x3) with Rapid Shot
Base Atk +7; Grp +11
Atk Options Cleave, Combat Brute, Power Attack
==========================================================================
Abilities Str 18, Dex 13, Con 16, Int 12, Wis 12, Cha 13
Feats Cleave*, Combat Brute*, Improved Bull Rush, Improved Initiative, Point Blank Shot, Power Attack, Precise Shot*, Rapid Shot*
* Bonus fighter feat
Skills Climb +4, Craft (armorsmithing) +5, Craft (weaponsmithing) +5, Handle Animal +5, Intimidate +9, Jump +4, Ride +4, Swim -4
Possessions +1 longsword, +2 full plate, +2 heavy steel shield, cloak of resistance +1, ring of protection +1, gauntlets of ogre power, masterwork composite longbow (Str +4) with 30 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 - 27 Jan 2011 :  20:02:15  Show Profile Send Diffan a Private Message  Reply with Quote
Asperus's stats have been rather frustrating to complete. In the mead time here's another PCs from my one campaign.

SIR IVAN BRIGHTFLAME; CR 13
Male Chondathan human fighter 4/ crusader 3 (Helm)/ purple dragon knight 5/ pegasus knight of Cormyr 1
LN Medium humanoid
Init +1; Senses Listen +5, Spot +5
Languages Chondathan, Common, Damaran
==========================================================================
AC 29, touch 12, flat-footed 28
(+11 armor, +1 Dex, +5 shield, +1 deflection, +1 natural)
hp 127 (13 HD)
Fort +18, Ref +6, Will +14 (+1 to saves against spells and spell-like abilities); zealous surge
SR 13
==========================================================================
Speed 20 ft. (4 squares); base 30 ft.
Melee +2 everbright ghost touch bastard sword +21/+16/+11 (1d10+9/19-20) or
Melee +2 spiked bashing heavy steel shield +19 (2d6+3/x2) or
Melee +2 everbright ghost touch bastard sword +19/+14/+9 (1d10+9/19-20) and +2 spiked bashing heavy steel shield +17 (2d6+3/x2) with Agile Shield Fighter
Ranged +2 composite longbow (Str +2) +16/+11/+6 (1d8+4/x3) or
Ranged +2 spiked bashing heavy steel shield +15 (2d6+3) with Shield Sling
Base Atk +13; Grp +18
Atk Options Shield Sling, furious counterstrike, oath of wrath 1/day, rallying cry 3/day, steely resolve 5
Special Actions inspire courage 2/day, final stand 1/day
Spell-Like Abilities CL 5th:
1/day—fear (DC 18)
==========================================================================
Maneuvers and Stances Known (IL 8th):
Stances—iron guard’s glare (1st), martial spirit (1st), thicket of blades (3rd)
Strikes—crusader’s strike (1st), divine surge (4th), leading the attack (1st), mountain hammer (2nd), tactical strike (2nd)
Boost—white raven tactics (3rd)
Counters—shield block (2nd)
Disciplines: Devoted Spirit, Stone Dragon, White Raven
Readied maneuvers
==========================================================================
Abilities Str 21, Dex 12, Con 16, Int 12, Wis 14, Cha 16
SQ heroic shield, indomitable soul, mounted stance, pegasus mount
Feats Agile Shield Fighter, Discipline, Exotic Weapon Proficiency (bastard sword), Improved Shield Bash, Martial Stance (thicket of blades), Mounted Combat, Negotiator, Shield Sling, Shield Specialization, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Skills Balance +0, Climb +4, Concentration +5, Diplomacy +13, Handle Animal +9, Intimidate +10, Jump +4, Knowledge (Cormyr local) +6, Knowledge (history) +3, Knowledge (religion) +2, Knowledge (tactics) +2, Martial Lore +1, Ride +11, Sense Motive +7, Swim -7
Flaw Qualm: Code of Arms (-4 to melee attack and damage rolls against unarmed opponents or opponents using ranged weapons.)
Possessions Wraithbane (+2 everbright ghost touch bastard sword), Guardian (+2 spiked bashing heavy steel shield [lesser crystal of returning]), +3 full plate of spell resistance 13, gauntlets of ogre power, Mantle of the Brightflames (cloak of Charisma +2), boots of the mountain king, ring of protection +1, tabard of the Purple Dragons (vest of resistance +2), amulet of natural armor +1, +2 composite longbow (Str +2) with 30 arrows, pegasus helm of Kloeth Ironstar, 889 gp.


SKY FIRE (Celestial Pegasus); CR --
NG Large outsider
Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +8, Spot +8
Languages understands common
==========================================================================
AC 19, touch 11, flat-footed 17
(+4 armor, +2 Dex, -1 size, +4 natural)
hp 45 (4 HD); DR 5/magic
Immune disease
Fort +7 (+11 against poison), Ref +6, Will +4
SR 14
==========================================================================
Speed 60 ft. (12 squares), fly 120 ft. (average)
Melee hoof +7 (1d6+4) or
Melee hooves +7 (1d6+4) and bite +2 (1d3+2)
Space 10 ft.; Reach 5 ft.
Base Atk +4; Grp +12
Atk Options Flyby Attack, smite evil 1/day (+4 damage)
Spell-Like Abilities (CL 5th):
At-will—daylight, detect evil, detect good
3/day—protection from evil
1/day—aid, bless
==========================================================================
Abilities Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
SQ magic-aligned weapons
Feats Flyby Attack, Iron Will
Skills Diplomacy +3, Listen +8, Sense Motive +9, Spot +8
Possessions masterwork mithral chain shirt barding

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 04 May 2014 18:30:40
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Rhewtani
Senior Scribe

USA
508 Posts

Posted - 27 Jan 2011 :  23:05:42  Show Profile  Send Rhewtani an AOL message Send Rhewtani a Private Message  Reply with Quote
Did I tell you that fate's conspiring to aide you? Maybe there's a supplement that's just about to come out to make it easier.

Game scheduled for last week - bumped to last night.
Last minute, player cancels because of the snow storm, so we're bumped to Aesperus being featured a week from Monday.

Mind you my birthday is Saturday, so feel free to have him done for that. :)
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Diffan
Great Reader

USA
3414 Posts

Posted - 28 Jan 2011 :  02:10:17  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Rhewtani

Did I tell you that fate's conspiring to aide you? Maybe there's a supplement that's just about to come out to make it easier.

Game scheduled for last week - bumped to last night.
Last minute, player cancels because of the snow storm, so we're bumped to Aesperus being featured a week from Monday.

Mind you my birthday is Saturday, so feel free to have him done for that. :)



Ah, well that is good news. I was afraid I screwed up your campaigns. And it just so happens that I'm off tomorrow and my daugher is going to day-care. Definitly ample time to roll up Asperus's stats. BTW, I was going to go either 15th level Dread Necromancer Lich OR 15th level specialist Wizard (Necromancy) Lich. As for stats, I'm going to roll 4d6, drop the lowest score.

Any special quirks you'd like him to have such as a special magic weapon or ability? If not, then I'm going to have him specialize in Undead Creation and his feats will support that.

And for some addition filler space, a couple of Zhent bad-guys for fun:

Zhentarim Sergeant (Jaris Graves); CR 4
Male Damaran human rogue 3/ fighter 1
NE Medium humanoid
Init +5; Senses Listen +3, Spot +3
Languages Common, Damaran
==========================================================================
AC 17, touch 13, flat-footed 14; Dodge
(+4 armor, +3 Dex)
hp 29 (4 HD)
Resist evasion
Fort +5, Ref +7, Will +2
==========================================================================
Speed 30 ft. (6 squares)
Melee mwk dlarun warblade +8 (1d8+1, plus 1 frost /x2) or
Melee mwk dlarun warblade +6 (1d8+1, plus 1 frost /x2) and
mwk shortsword +6 (1d6+1/19-20) with Two-Weapon Fighting
Ranged mwk light crossbow +6 (1d8/19-20)
Base Atk +3; Grp +4
Atk Options sneak attack +2d6
Combat Gear 2 doses of drow poison (Fort DC 13; unconscious), 2 potions of cure light wounds (CL 5th), wand of magic missile (CL 3rd)
==========================================================================
Abilities Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 14
SQ trapfinding
Feats Dodge, Thug, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (light blades)
Skills Appraise +1, Bluff +7, Balance +4, Climb +3, Craft (poison) +2, Disable Device +5, Gather Information +3, Hide +6, Intimidate +7, Jump +3, Move Silently +6, Ride +7, Sense Motive +1, Tumble +6, Use Magic Device +9, Swim +2
Possessions combat gear plus Ice (masterwork dlarun warblade), masterwork shortsword, masterwork chain shirt, vest of resistance +1, masterwork light crossbow with 20 bolts, adventuring gear.

3 Zhentarim Soldiers (Thom, Lefty, and Harric); CR 1
Male Damaran human fighter 1
LE Medium humanoid
Init +6; Senses Listen +1, Spot +1
Languages Common, Damaran
==========================================================================
AC 20, touch 10, flat-footed 20
(+7 armor, +3 shield)
hp 12 (1 HD)
Fort +3, Ref +0, Will +1
==========================================================================
Speed 20 ft. (4 squares); base 30 feet
Melee longsword +5 (1d8+3/19-20)
Ranged heavy crossbow +1 (1d10/19-20)
Base Atk +1; Grp +4
Combat Gear 2 potions of cure light wounds (CL 2nd)
==========================================================================
Abilities Str 16, Dex 11, Con 15, Int 8, Wis 13, Cha 10
Feats Improved Initiative, Shield Specialization (heavy shields), Thug, Weapon Focus (heavy blades)
Skills Climb -4, Intimidate +5, Jump -4, Ride +3, Swim -13
Possessions (x3) longsword, splint mail, heavy steel shields, heavy crossbows with 20 bolts (60 total), adventuring gear

character notes--

  • 32-point buy

  • Bonus regional feat at 1st level

  • Weapon's formed into groups (light blades, heavy blades, hammers, etc..)

  • Warblade weapon found in v3.5 supplement Warcraft: Roleplaying Game. Treat as light blade, crit modifier x2


Sources Used: PHB, PH2, DMG, Magic of Faerun, Warcraft: The Roleplaying Game, Player's Guide to Forgotten Realms

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 08 Feb 2012 04:31:36
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Rhewtani
Senior Scribe

USA
508 Posts

Posted - 28 Jan 2011 :  06:00:59  Show Profile  Send Rhewtani an AOL message Send Rhewtani a Private Message  Reply with Quote
Rich Baker referred me to his short story in Realms of the Dead when I asked about him about Aespersus and Hulburg, et al. From what I've ready, 15th level sounds plenty good for him at this point. All he really did in the story is send skeletons and spectres in overwhelming numbers to kill some Hillsfar scum. So it sounds like undead creation is the way to go.
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Diffan
Great Reader

USA
3414 Posts

Posted - 28 Jan 2011 :  20:28:56  Show Profile Send Diffan a Private Message  Reply with Quote
AESPERUS, KING IN COPPER; CR 17
Male lich dread necromancer 15
Any Evil Medium (undead)
Init +3; Senses darkvision 60 ft.; Listen +10, Spot +10
Aura fear ( 60 ft.; enemies with 5 HD or less Will save DC 25 or be affected by fear)
Languages Common, Damaran, Elven, Orc
=============================================================================
AC 28, touch 15, flat-footed 25
(+8 armor, +3 Dex, +5 natural, +2 deflection)
hp 96 (15 HD); DR 15/bludgeoning and magic
Immune cold, electricity, polymorph, and mind-affecting attacks
Fort +7, Ref +10, Will +13 (Immunity to any effect that requires a Fortitude save unless the effect also works on objects or is harmless)
=============================================================================
Speed 30 ft. (6 squares)
Melee +1 keen longsword +13/+8 (1d8+6/17-20x2) or
Melee charnel touch +12 (1d8+3/x2)
Ranged touch +10 (by spell)
Base Atk +7; Grp +12
Atk Options charnel touch, enervating touch (up to 7 negative levels), negative energy burst (5-ft.; 15d4 damage; DC=24 Will, half), paralyzing touch (Fort DC=24, permanently paralyzed), scabrous touch 1/day (contagion, Fort DC=24)
Special Actions rebuke undead 14/day (+9, 2d6+22; 15th)
Dread Necromancer Spells per Day/Advanced Learning (CL 15th, +1 DC for necromancy spells):
7th (5/day)—as per dread necromancer list
6th (7/day)—as per dread necromancer list; plus ray of entropy (Spell Compendium)
5th (7/day)—as per dread necromancer list
4th (7/day)—as per dread necromancer list; plus consumptive field (Libris Mortis)
3rd (8/day)—as per dread necromancer list
2nd (8/day)—as per dread necromancer list; plus curse of impending blades (Spell Compendium)
1st (8/day)—as per dread necromancer list
=============================================================================
Abilities Str 20, Dex 16, Con — , Int 13, Wis 15, Cha 25
SQ advanced learning, mental bastion, summon familiar (has not done so), undead mastery, undead traits
Feats Corpsecrafter, Deadly Chill, Fell Drain, Profane Lifeleech, Quicken Spell, Rapid Metamagic, Spell Focus (necromancy)
Skills Bluff +13, Concentration +14, Craft (alchemy) +8, Decipher Script +8, Disguise +13, Hide +10, Intimidate +12, Knowledge (arcana) +9, Knowledge (religion) +7, Profession (any) +4, Spellcraft +17
Possessions +1 keen longsword, +3 mithral breastplate, cloak of Charisma +4, ring of protection +2, girdle of ogre Strength +4, nightstick

starting stats= Int 13, Wis 13, Dex 14, Str 16, Cha 16
current stats= Int 15, Wis 15, Dex 14, Str 16, Cha 25

Sourced Used: PHB, Heroes of Horror, Spell Compendium, Libris Mortis: Book of the Dead, DMG

OR you can use this version which is more conservative in it's approach and is a level 15 Necromancer.

AESPERUS, KING IN COPPER; CR 17
Male lich necromancer 15
Any Evil Medium undead (augmented humanoid)
Init +8; Senses darkvision 60 ft.; Listen +10, Spot +10
Aura fear (60 ft., enemies with 5 HD or less become affected by fear, Will DC=20)
Languages Chondathan, Common, Damaran, Draconic, Dwarven, Elven, Infernal, Orc
===========================================================================
AC 27, touch 16, flat-footed 13
(+6 armor, +4 Dex, +5 natural, +2 deflection)
hp 96 (15 HD); DR 15/bludgeoning and magic
Resist +4 against turning
Immune cold, electricity, polymorph, and mind-affecting attacks
Fort +7, Ref +11, Will +13 (Immunity to any effect that requires a Fortitude save unless the effect also works on objects or is harmless)
===========================================================================
Speed 30 ft. (6 squares)
Melee +1 keen longsword +11/+6 (1d8+4/18-20) or
Melee paralyzing touch +10/+5 touch (Fort DC=20, permanently paralyzed)
Ranged touch +11 (by spell)
Atk Options Acidic Splatter (ranged touch, 6d6 acid damage)
Combat Gear 3 potion of inflict critical wounds (CL 10th), lesser rod of empowered metamagic (3/day), wand of control undead (35 charges; CL 15th)
Wizard Spells Prepared (CL 15th; prohibited schools: enchantment and evocation)
8th—horrid wilting (DC 27), protection from spells
7th—fell shadow evocation (DC 24), greater teleport, quicken dispel magic, waves of exhaustion
6th—acid fog, create undead, extend summon undead V, fell phantasmal killer, quicken mirror image
5th—cloudkill (DC 22), extend consumptive field, quickened ray of enfeeblement (ranged touch), shadow evocation (DC 22), seeming (DC 22), waves of fatigue
4th—animate dead, bestow curse (DC 23), dimension door, greater invisibility, Rary’s mnemonic enhancer, summon undead IV
3rd—blink, extend spectral hand, haste, magic circle against good, stinking cloud, summon undead III, vampiric touch (melee touch)
2nd—acid arrow (ranged touch), blindness/deafness (DC 21), curse of impending blades, ghoul touch (melee touch; DC 21), levitate, see invisibility, summon undead II
1st—chill touch (melee touch; DC 20), enlarge person, grease (DC 18), shield, (2) summon undead I
0 (cantrips)—detect magic, ghost sound, mage hand, no light
===========================================================================
Abilities Str 16, Dex 18, Con — , Int 25, Wis 15, Cha 17
SQ summon familiar (Aesperus has not summoned one), undead traits
Feats Acidic Splatter, Corpsecrafter, Deadly Chill, Extend Spell*, Fell Drain*, Greater Spell Focus (necromancy), Improved Initiative, Militia*, Nimble Bones, Quicken Spell, Scribe Scroll*, Spell Focus (necromancy)
* Bonus Feats
Skills Concentration +18, Craft (alchemy) +18, Craft (poisonmaking) +17, Decipher Script +16, Knowledge (arcane) +18, Knowledge (Damara local) +13, Knowledge (dungeoneering) +15, Knowledge (nature) +15, Knowledge (religion) +16, Knowledge (the planes) +13, Profession (potion-master) +8, Spellcraft +25
Possessions combat gear plus +1 keen longsword, +2 mithral twilight chain shirt, helm of Intellect +4, ring of protection +2, surcoat of resistance +2, gloves of Dexterity +2, spell components for spells and rituals
Spellbook Aesperus has knowledge of all spells from 1st through 8th level that do not include evocation and enchantment. In addition, he has all the prerequisite gems and items to create undead equal to 50 HD of various undead creatures.

Sources Used: PHB, DMG, Libris Mortis: Book of the Dead, 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."

Edited by - Diffan on 29 Jan 2011 16:59:02
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Diffan
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USA
3414 Posts

Posted - 29 Jan 2011 :  17:47:01  Show Profile Send Diffan a Private Message  Reply with Quote
Shayla; CR 14
Female Damaran human paladin 12/ justiciar of Tyr 2
LG Medium humanoid
Init +1; Senses Listen +2, Spot +2
Aura courage (10 ft. allies +4 against fear), good (moderate)
Languags Common, Damaran
===========================================================================
AC 25, touch 12, flat-footed 24
(+10 armor, +1 Dex, +3 shield, +1 deflection)
hp 103 (14 HD)
Immune disease, fear
Fort +18, Ref +10, Will +14
===========================================================================
Speed 20 ft. (4 squares); base 30 ft.
Melee +2 lance +20/+15/+1- (1d8+6/x3) or
Melee mwk longsword +18/+13/+8 (1d8+4/19-20)
Base Atk +13; Grp +17
Atk Options Ride-by-Attack, Spirited Charge, smite anarchy 1/day (+5 attack, +2 damage), smite evil 3/day (+5 attack, +12 damage)
Special Actions lay on hands 60 points/day, special mount 1/day for 24 hours, turn undead 8/day (+7, 2d6+14; 9th)
Combat Gear wand of cure light wounds (50 charges; CL 1st)
Paladin Spells Prepared (CL 7th):
3rd—find the gap
2nd—holy mount, knight's move
1st—divine sacrifice, rhino's rush(2)
Spell-Like Abilities (CL 14th):
At will—detect chaos, detect evil
3/week—remove disease
===========================================================================
Abilities Str 18, Dex 13, Con 14, Int 11, Wis 14, Cha 20
SQ bureaucratic knowledge
Feats Battle Blessing, Cavalry Charger, Mounted Combat, Ride-by-Attack, Trample, Spirited Charge, Weapon Focus (lance)
Skills Concentration +4, Craft (weaponsmithing) +3, Diplomacy +14, Handle Animal +10, Heal +5, Knowledge (arcana) +2, Knowledge (Damara local) +4, Knowledge (the planes) +1, Knowledge (religion) +6, Knowledge (royalty) +1, Profession +3, Ride +11, Sense Motive +7, Spellcraft +3
Flaw Qualm: code of arms (-4 to melee attacks against unarmed opponents or opponents using ranged weapons.)
Possessions +2 full-plate of Strength (+2), +2 lance, +1 heavy steel shield, +1 breastplate barding, masterwork longsword, military saddle

Heavy Warhorse Special Mount; CR -
N Large magical beast
Init +1; Senses low-light vision, scent; Listen +8, Spot +7
Languages empathic link
===========================================================================
AC 29, touch 10, flat-footed 28
(+6 armor, +1 Dex, -1 size, +13 natural)
hp 84 (10 HD)
Resist improved evasion
Fort +15, Ref +8, Will +8
===========================================================================
Speed 50 ft. (10 squares) in +1 breastplate barding; base 60 ft.
Melee 2 hooves +12 (1d6+5) and
bite +7 (1d4+2)
Space 10 ft.; Reach 5 ft.
Base Atk +7; Grp +16
Spell-Like Abilities (CL 7th):
6/day—command (horses only; Will DC 21 negates)
===========================================================================
Abilities Str 21, Dex 13, Con 18, Int 8, Wis 13, Cha 6
Feats Endurance, Improved Natural Armor, Improved Natural Attack, Run
Skills Jump +13, Listen +8, Spot +7
Possessions +1 breastplate barding, military saddle

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 04 Aug 2016 15:04:57
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Diffan
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USA
3414 Posts

Posted - 29 Jan 2011 :  18:27:27  Show Profile Send Diffan a Private Message  Reply with Quote
Melannin; CR 7
Female half-moon elf sorcerer 6/ wild soul 1
N Medium humanoid (elf)
Init +2; Senses low-light vision; Listen +3, Spot +3
Languages Common, Elven, Sylvan
===========================================================================
AC 16, touch 13, flat-footed 13
(+3 armor, +2 Dex, +1 deflection)
hp 37 (7 HD)
Immune sleep
Fort +6, Ref +5, Will +10 (+15 against enchantments)
===========================================================================
Speed 30 ft. (6 squares)
Melee +1 longspear +3 (1d8/x3)
Reach 10 ft. with longspear
Base Atk +3; Grp +2
Special Action spontaneously cast remove fear, Tasha's hideous laughter, invisibility sphere
Sorcerer Spells Known (CL 6th):
3rd (4/day)—lightning bolt (DC 18)
2nd (6/day)—glitterdust (DC 17), levitate
1st (8/day)—magic missile, obscuring mist, shield, true strike
0 (6/day)—acid splash (+5 ranged touch), daze (DC 15), detect magic, ghost sound (DC 15), mage hand, message, read magic
Spell-Like Abilities (CL 7th):
1/day—charm monster (DC 18), deep slumber (DC 18), disguise self
===========================================================================
Abilities Str 9, Dex 15, Con 16, Int 13, Wis 14, Cha 20
SQ seelie path, summon familiar
Feats Combat Casting, Fey Heritage, Fey Presence
Skills Bluff +6 (+8 for fey and magical beasts), Concentration +8 (+12 casting defensively), Craft (alchemy) +3, Diplomacy +5 (+7 for fey and magical beasts), Gather Information +4, Intimidate +5 (+7 against fey and magical beasts), Knowledge (arcana) +9, Knowledge (nature) +5, Knowledge (the planes) +1, Profession (apothacary) +2, Search +2, Spellcraft +9
Possessions Bracers of armor +3, cloak of Charisma +2, vest of resistance +1, +1 longspear, ring of protection +1

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 - 30 Jan 2011 :  13:33:32  Show Profile Send Diffan a Private Message  Reply with Quote
Hu'Jaran; CR 40
LE Male Efreeti sorcerer 20/ epic 3/ fate spinner 4/ archmage 5
Large outsider (extraplanar, fire)
Init +8; Senses darkvision 60 ft.; Listen +15, Spot +15
Languages Auran, Common, Ignan, Infernal
===========================================================================
AC 32, touch 18, flat-footed 28
(+8 armor, +4 Dex, +5 deflection, +5 natural)
hp 306 (42 HD)
Immune fire
Fort +26, Ref +25, Will +35
Weakness vulnerability to cold
===========================================================================
Speed 20 ft., fly 40 ft. (perfect)
Melee +4 keen enervating falchion of wounding +39/+34/+29/+24 (2d4+17 plus 1 con/15-20x2 plus 1 negative level) or
Melee 2 slams +35/+30/+25/+20 (1d8+9 plus 1d6 fire)
Base Atk +26; Grp +39
Special Actions change size, deny fate, fickle finger of fate, resist fate, spin fate 4/day
Sorcerer Spells Known (CL 33rd)
9th (6/day)—meteor swarm (DC 27), time stop, wish
8th (5/day)—polymorph any object (DC 25), symbol of insanity (DC 25), prismatic wall
7th (6/day)—banishment, synostodweomer, symbol of weakness (DC 24)
6th (6/day)—brilliant blade, disintegrate (DC 23), dispel magic [greater]
5th (6/day)—cloudkill (DC 23), permanency, spell matrix [lesser], teleport
4th (7/day)—blast of flame (DC 22), dimension door, evard’s black tentacles, spell enhancer
3rd (8/day)—clairaudience/clairvoyance, dispel magic, fireball (DC 21), haste
2nd (8/day)—baleful transposition (DC 20), blindness/deafness (DC 19), burning sword, mirror image, web (DC 20)
1st (8/day)—grease (DC 19), magic missile, nerveskitter, ray of enfeeblement, true strike
0 (6/day)—acid splash, arcane mark, dancing lights, ghost sound, message, no light, prestidigation, read magic, silent portal
Spell-Like Abilities (CL 44th):
At will—detect magic, produce flame, pyrotechnics (DC 20), scorching ray (1 ray only)
3/day—invisibility, wall of fire (DC 22)
2/day—synostodweomer (CL 33rd)
1/day—grant up to 3 wishes (to non-genies only), gaseous form, permanent image (DC 23), polymorph (self only)
===========================================================================
Abilities Str 29, Dex 18, Con 20, Int 12, Wis 15, Cha 24
SQ arcane reach, heat, mastery of elements, mastery of shaping, plane shift, spell power, telepathy 100 ft.
Feats Awesome Blow, Combat Casting, Combat Reflexes, Dodge, Improved Bull Rush, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Quicken Spell-Like Ability (invisibility), Quicken Spell-Like Ability (scorching ray), Rapid Meta-magic, Shock Trooper, Skill Focus (spellcraft), Spell Focus (evocation), Spell Focus (conjuration)
Skills Bluff +20, Concentration +48 (casting defensively) +52, Craft (alchemy) +28, Diplomacy +9, Disguise +9 (+11 acting), Intimidate +18, Knowledge (arcana) +16, Listen +15, Move Silently +17, Profession (gambler) +7, Sense Motive +15, Spellcraft +46, Spot +15, Sleight of Hand +4
Possessions Last Wish (+4 keen enervating falchion of wounding), amulet of health +6, belt of giant strength +4, bracers of armor +8, cloak of charisma +6, Efreeti bottle, flying carpet 10ft./10ft., ring of protection +5, ring of spell turning, slippers of speed, turban of teleportation, vest of resistance +5
===========================================================================
Arcane Reach (Su): You can use spells with a range of touch on a target up to 30 ft. away.
Change Shape (Sp): Twice per day, the Efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell, except that the ability can work on the Efreeti. A DC 14 Fort save negates the effect.
Deny Fate (Ex): Once per day, on the first occasion the Efreeti needs to make a check to become stable from dying, the check automatically succeeds.
Fickle Finger of Fate (Ex): Once per day, the Efreeti can force any other creature-friend or enemy- to reroll a roll that was just made. The Efreeti must have line of sight.
Heat (Ex): The Efreeti’s body deals 1d6 points of extra fire damage whenever it hits in melee or each round it maintains a hold when grappling.
Mastery of Elements: The Efreeti can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses.
Mastery of Shaping: The Efreeti can alter area and effect spells that use one of the following shapes: bursts, cones, cylinders, emanations, or spread. This consists of creating at least a 5 ft. cube within the spell’s area or effect. Also, any shapeable spells have a minimum dimension of 5 ft. instead of 10 ft.
Plane Shift (Sp): The Efreeti can enter any of the Elemental Planes, the Astral Plane, or Material Plane. This ability transports the Genie and up to eight other creatures, provided they all link hands.
Resist Fate (Ex): Once per day, the Efreeti can reroll a roll it just made. It must abide by the second roll, even if it’s worse than the original.
Spin Fate (Ex): As a free action, the Efreeti can use stored spin points to boost the save DC of a spell it casts, adding some or all of it’s 4 points of spin to the DC, on a point-by-point basis.
Spell Power: The Efreeti’s effective caster level is increased by 1 (for purposes of determining level-dependent spell variables such as damage die or range, and caster level checks only.)


Sources Used: Player's Handbook 3.5, Monster Manual 3.5, Dungeon Master's Guide 3.5, Complete Arcane, Complete Mage, Spel Compendium, and Shining South.


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 30 Jan 2011 13:53:23
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Diffan
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USA
3414 Posts

Posted - 30 Jan 2011 :  14:07:43  Show Profile Send Diffan a Private Message  Reply with Quote
Here's another character I created, though it uses the old-school style stat blocks of 3.0

Valdrake ‘The Black’ Alandrith: Male Damaran fighter 10/ tempest 5/ aristocrat 1; CR 15; Medium humanoid (human); HD 15d10+30 plus 1d8+2; hp 136; Init +4; Spd 40 ft.; AC 32, touch 21, flat-footed 24; Base Atk +16; Grp +23; Atk +26 melee (1d8+9, plus 1d6 fire, plus 1 Con/17-20, +2 flaming sweeping longsword of wounding) or +26 melee (1d6+5, plus 1 Con/19-20, +2 cold iron deflecting hand-axe of wounding) or +24 melee (1d8+7/x3, mwk lance); Full Atk +26/+21/+16/+11 melee (1d8+9, plus 1d6 fire, plus 1 Con/17-20, +2 flaming sweeping longsword of wounding) and +26/+21 melee (1d6+5, plus 1 Con/19-20, +2 cold iron deflecting hand-axe of wounding) or +24/+19/+14/+9 melee (1d10+7/x3, mwk lance); SA ambidexterity, two-weapon versatility; SQ DR 5/bludgeoning, immunity to fear, tempest defense +3; AL LN; SV Fort +17, Ref +12, Will +9; Str 24, Dex 18, Con 14, Int 13, Wis 12, Cha 8.
Skills and Feats: Balance +14 (+12 in armor), Climb +12 (+10 in armor), Handle Animal +5, Intimidate +3, Jump +12(+10 in armor), Listen +5, Profession (teamster) +4, Ride +29, Sleight of Hand +7, Spot +5, Swim +12 (+8 in armor), Tumble +14 (+12 in armor); Bounding Assault, Combat Expertise, Dodge, Fearless, High Sword-Low Axe, Improved Critical (longsword), Improved Trip, Improved Two-Weapon Fighting, Mobility, Mounted Combat, Ride by Attack, Spring Attack, Two- Weapon Fighting, Weapon Focus (longsword).
Languages: Common, Damaran, Elven.
Ambidexterity (Ex): Valdrake’s attack penalties for fighting with two weapons is lessened to +0 (if his off hand weapon is a light weapon).
Tempest Defense (Ex): Valdrake gains a +3 bonus to armor class when wielding a double weapon or two weapons. He loses this ability when fighting in medium or heavy armor.
Two-Weapon Versatility (Ex): When Valdrake fights with two weapons, his Improved Critical (longsword) and Weapon Focus (longsword) feats apply to his second weapon as well as to his longsword.
Two-Weapon Spring Attack (Ex): When Valdrake makes a spring attack, he can attack once each with two different weapons as an attack action. He loses this ability when fighting in medium or heavy armor.
Possessions: Hell-forge (+2 flaming sweeping longsword of wounding), Thresher (+2 cold iron deflecting hand-axe of wounding), +5 elven chain of axe/spear blocking, ring of protection +3, amulet of natural armor +2, vest of resistance +4, belt of giant Strength +4, gloves of Dexterity +2, ring of improved invisibility, storm-rider boots.

Arngrim, Cormyrean destrier (heavy warhorse): Large animal; CR 4; HD 6d8+18; hp 48; Init +1; Spd 50 ft.; AC 20, touch 10, flat-footed 19; Base Atk +4; Grp +13; Atk +8 melee (1d6+5, hoof); Full Atk +8/+8 melee (1d6+5, 2 hooves) and +3 melee (1d4+2, bite); SA -; SQ Low-light vision, scent; AL N; Fort +8, Ref +6, Will +3; Str 20, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +7, Spot +6; Diehard, Endurance, Run.
Possessions: +1 mithral chainmail barding, battle bridal.



Sources used: PHB 3.5, DMG 3.5, Player's Guide to Faerun, Complete Adventurer, Complete Warrior, Magic Item Compendium and PHB II


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 30 Jan 2011 14:11:24
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Diffan
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USA
3414 Posts

Posted - 30 Jan 2011 :  14:29:05  Show Profile Send Diffan a Private Message  Reply with Quote
And another, though this one was very basic in design.

Gisela; CR 14
Female Half-sun elf fighter 2/ sorcerer 12
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Listen +2, Spot +2
Languages Common, Elven, Sylvan
============================================================================
AC 22, touch 16, flat-footed 18; Dodge
(+6 armor, +4 Dex, +2 deflection)
hp 79 (14 HD)
Immune sleep
Fort +11, Ref +10, Will +11 (+16 against enchantments)
============================================================================
Speed 30 ft. (6 squares)
Melee sun blade +14/+9 (1d8+4/19-20) or
Melee sun blade +16/+11 (1d8+6/19-20/x2 [x3 against negative planar creatures and undead]) against evil creatures
Ranged +12 touch (by spell)
Base Atk +8; Grp +10
Atk Options Power Attack
Spell-Like Abilities (CL 14th):
1/day—confusion (DC 20), dimension door, summon nature's ally V
Sorcerer Spells Known (CL 12th):
6th (4/day)—chain lightning (DC 22)
5th (6/day)—arcane fusion, cloudkill (DC 21)
4th (7/day)—greater invisibility, orb of force (ranged touch), polymorph, scrying
3rd (7/day)—dispel magic, fireball (DC 19), fly, mass curse of impending blades
2nd (8/day)—glitterdust (DC 18), knock, mirror image, scorching ray (ranged touch), wraithstrike
1st (8/day)—charm person (DC 17), disguise self, Knauper's skittish nerves, magic missile, shield
0 (8/day)—acid splash (ranged touch), detect magic, light, mage hand, mending, message, open/close, read magic, resistance
===========================================================================
Abilities Str 14, Dex 18, Con 15, Int 12, Wis 13, Cha 23
SQ familiar, share spells
Feats Alertness (if familiar within 5 ft.), Dodge, Empower Spell, Fey Heritage, Fey Legacy, Improved Familiar, Power Attack, Weapon Finesse
Skills Bluff +11, Climb +4, Concentration +11, Craft (alchemy) +6, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Diplomacy +10, Gather Information +3, Handle Animal +9, Intimidate +9, Jump +4, Knowledge (arcana) +8, Profession +2, Ride +6, Search +2, Spellcraft +13, Swim +3
Possessions sun blade (longsword form), +2 twilight mithral chain-shirt, cloak of Charisma +2, ring of protection +2, ring of feather falling, boots of levitation, bracers of arcane freedom, belt of battle, gloves of Dexterity +2, vest of resistance +2

Nethic, Pseudodragon Familiar; CR --
CG Tiny dragon (augmented dragon)
Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Listen +9, Spot +9
Languages empathic link, speak with dragons, speak with master, telepathy 60 ft.
===========================================================================
AC 24, touch 14, flat-footed 22
(+2 size, +2 Dex, +10 natural)
hp 39 (12 HD)
Immune paralysis, sleep
Resist improved evasion
Fort +9, Ref +10, Will +9
SR 19
===========================================================================
Speed 15 ft. (3 squares), fly 60 ft. (good)
Melee sting +12 (1d3-2 plus poison) and
Bite +7 (1)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
Base Atk +8; Grp -2
Atk Options deliver touch spells, poison (Fort DC 14, sleep 1 min/sleep 1d3 hours)
===========================================================================
Abilities Str 6, Dex 15, Con 13, Int 11, Wis 12, Cha 10
Feats Weapon Finesse
Skills Diplomacy +4, Hide +20 (+28 in forests or overgrown areas), Listen +9, Search +8, Sense Motive +9, Spot +9, Survival +3 (+5 following tracks)

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 - 30 Jan 2011 :  19:00:59  Show Profile Send Diffan a Private Message  Reply with Quote
Hunter; CR 11
Wood elf ranger 6/ justice of weald and woe 5
Medium humanoid (elf)
Init +6; Senses low-light vision; Listen +10, Spot +10
Languages Common, Elven, Sylvan
===========================================================================
AC 25, touch 18, flat-footed 19
(+7 armor, +6 Dex, +2 deflection)
hp 73 (11 HD)
Immune sleep
Fort +12, Ref +16, Will +6 (+8 against enchantments)
===========================================================================
Speed 30 ft. (6 squares)
Melee +1 greatsword +13/+8 (2d6+5/19-20)
Ranged +2 deadly precision composite longbow (Str +3) +18/+13 (1d8+7/19-20 +1d6 additional sneak attack damage) or
Ranged +2 deadly precision composite longbow (Str +3) +18/+18/+13 (1d8+7/19-20 +1d6 additional sneak attack damage) with Rapid Shot or
Ranged +2 deadly precision composite longbow (Str +3) +14/+14 (1d8+7/19-20 +1d6 additional sneak attack damage) with Many Shot
Base Atk +9; Grp +12
Atk Options Many Shot, Point Blank Shot, Rapid Shot, favored enemy (+4 against drow, +2 against humans), lucky shot 1/day, sneak attack +1d6
Justice of Weald and Woe Spells Known (CL 5th):
2nd (3/day)—brilliant energy arrow, fog cloud, spider climb
1st (4/day)—camouflage, faerie fire, longstrider, pass without trace, woodwisp arrow
Ranger Spells Prepared (CL 3rd):
1st—entangle (DC 13), resist energy
===========================================================================
Abilities Str 17, Dex 22, Con 14, Int 12, Wis 14, Cha 10
SQ able to notice secret or concealed doors, poison use, trackless step, wild empathy (1d20+8), woodland strde
Feats Endurance, Improved Rapid Shot, Many Shot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (longbow), Weapon Specialization (longbow)
Skills Balance +13, Climb +12, Craft (bowmaking) +9, Handle Animal +5, Heal +5, Hide +21, Jump +9, Knowledege (dungeoneering) +3, Knowledge (nature) +8, Move Silently +20, Ride +10, Search +3, Sense Motive +2, Survival +11 (+13 above ground), Swim +3, Tumble +11, Use Rope +8
Possessions +3 mithral chain-shirt, Bull's Eye (+2 deadly precision composite longbow [Str +3]), +1 greatsword, amulet of health +2, gloves of Dexterity +2, ring of protection +2, boots of elvenkind, cloak of elvenkind, belt of battle, vest of resistance +1, 20 masterwork arrows, 10 cold-iron arrows, 10 silver 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 30 Jan 2011 19:01:58
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Kanya Skulls
Seeker

17 Posts

Posted - 30 Jan 2011 :  19:34:58  Show Profile  Visit Kanya Skulls's Homepage Send Kanya Skulls a Private Message  Reply with Quote
Very good and interesting work, Diffan.
I have a request. I would need stats for some drow followers of Eilistraee. They're living in Silver Marches in a small, hidden community. I need the "grunts" (simple warriors like Fighters or Rangers) and the clerics. The game is in Pathfinder but I'm also using stuff from 3.5. My players will be 4 level, so the NPC's should be around that (to not be stronger then them, but also to not be pushovers because they have to have enough skills to survive on the surface). Maybe the "grunts" CR 1-3, and the clerics 4+?

Disclaimer: I spewed all of this out off the top of my head and make no claim whatsoever that any of it is accurate or even correct.
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Diffan
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Posted - 30 Jan 2011 :  19:52:01  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Kanya Skulls

Very good and interesting work, Diffan.
I have a request. I would need stats for some drow followers of Eilistraee. They're living in Silver Marches in a small, hidden community. I need the "grunts" (simple warriors like Fighters or Rangers) and the clerics. The game is in Pathfinder but I'm also using stuff from 3.5. My players will be 4 level, so the NPC's should be around that (to not be stronger then them, but also to not be pushovers because they have to have enough skills to survive on the surface). Maybe the "grunts" CR 1-3, and the clerics 4+?



Thanks!

As for the Drow, not a problem. I've been working on my Pathfinder stuff so I'll be using the PFd20 site heavily. By grunts I'm assuming fighters? And these drow will be the normal version, with SR and CR+1 right?

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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Kanya Skulls
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Posted - 30 Jan 2011 :  20:02:36  Show Profile  Visit Kanya Skulls's Homepage Send Kanya Skulls a Private Message  Reply with Quote
Yeah. Common drow. I will be using drow nobles for the more prominent and important NPC's.
They have CR+1? Then why is a drow arrior 1 CR 1/3? And drow nobles also don't get any CR increase. At least not in the PFSRD.

Disclaimer: I spewed all of this out off the top of my head and make no claim whatsoever that any of it is accurate or even correct.
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Diffan
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Posted - 30 Jan 2011 :  20:41:54  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Kanya Skulls

Yeah. Common drow. I will be using drow nobles for the more prominent and important NPC's.
They have CR+1? Then why is a drow arrior 1 CR 1/3? And drow nobles also don't get any CR increase. At least not in the PFSRD.



Hmm, it appears your correct. I'd assumed that there wasn't much change from the v3.5 drow to the Pathfinder drow. Well then I'd assume they'd have a CR = class level for regular levels such as Rogue, fighter, wizard, etc... and that the 1/3 CR is from a NPC class, like the Warrior.

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 - 30 Jan 2011 :  21:38:50  Show Profile Send Diffan a Private Message  Reply with Quote
Ok, here's the common house soldier. I can add a regional feat if you'd like but the build doesn't allow for one by RAW.

DROW SOLDIER
XP 400

Drow fighter 1
Any alignment; Medium humanoid (elf)
Init +3; Senses darkvision 120 ft.; Perception +3
===========================================================================
DEFENSE
===========================================================================
AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +1; +2 vs. enchantments
Immune sleep; SR 7
Weaknesses light blindness
===========================================================================
OFFENSE
===========================================================================
Speed 30 ft.
Melee rapier +4 (1d6+2/18-20)
Ranged hand crossbow +4 (1d4/19-20 plus poison)
Spell-Like Abilities (CL 1st)
1/day—dancing lights, darkness, faerie fire
===========================================================================
STATISTICS
===========================================================================
Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 14
Feats Agile Maneuvers, Weapon Finesse
Skills Climb +2, Craft (poison) +0, Handle Animal +1, Intimidate +1, Knowledge (dungeoneering) +4, Knowledge (engineering) +0, Ride +3, Survival +5, Swim +2; Racial Modifiers +2 Perception
SQ poison use
Combat Gear rapier, hand crossbow with 20 bolts, 4 doses of drow poison, leather armor, light steel shield
===========================================================================
SPECIAL ABILITIES
===========================================================================
Poison Use (Ex)

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

Sources Used: Pathfinder_OCG site
Creation Notes:

  • 30 point-buy (stats all start at 8)



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 30 Jan 2011 22:53:00
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Diffan
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3414 Posts

Posted - 30 Jan 2011 :  22:11:07  Show Profile Send Diffan a Private Message  Reply with Quote
DROW SWORDSMAN
XP 1,200

Drow fighter 4
Any alignment; Medium humanoid (elf)
Init +3; Senses darkvision 120 ft.; Perception +3
===========================================================================
DEFENSE
===========================================================================
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 29 (4d10+4)
Fort +5, Ref +4, Will +2 (+3 vs. fear); +2 vs. enchantments
Immune sleep; SR 10
Weaknesses light blindness
===========================================================================
OFFENSE
===========================================================================
Speed 30 ft.
Melee mwk rapier +8 (1d6+2/18-20) or
Melee shortsword +7 (1d6+2/19-20) or
Melee mwk rapier +6 (1d6+2/18-20) and shortsword +5 (1d6+2/19-20) with Two-Weapon Fighting
Ranged hand crossbow +7 (1d4/19-20 plus poison)
Spell-Like Abilities (CL 4th)
1/day—dancing lights, darkness, faerie fire
===========================================================================
STATISTICS
===========================================================================
Str 15, Dex 16, Con 13, Int 12, Wis 12, Cha 12
Base Atk +4; CMB +6; CMD 17
Feats Blind-Fight, Double Slice, Two-Weapon Defense, Two-Weapon Fightng, Weapon Finesse
Skills Climb +7, Craft (poison) +5, Handle Animal +1, Intimidate +7, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Ride +8, Survival +7, Stealth +4, Swim +2; Racial Modifiers +2 Perception
SQ armor training, bravery, poison use (see below)
Equipment masterwork chain shirt, masterwork rapier, shortsword, hand crossbow with 20 bolts, 3 doses of drow poison
===========================================================================
SPECIAL ABILITIES
===========================================================================
Poison Use (Ex)

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

Sources Used: Pathfinder_OCG site
Creation Notes:

  • 30 point-buy (stats all start at 8)


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 - 30 Jan 2011 :  22:46:36  Show Profile Send Diffan a Private Message  Reply with Quote
DROW FORESTER
XP 800

Drow ranger 3 of Elistraee
Any alignment; Medium humanoid (elf)
Init +4; Senses darkvision 120 ft.; Perception +8
===========================================================================
DEFENSE
===========================================================================
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 23 (3d10+3)
Fort +4, Ref +7, Will +3; +2 vs. enchantments
Immune sleep; SR 9
Weaknesses light blindness
===========================================================================
OFFENSE
===========================================================================
Speed 30 ft.
Melee mwk bastardsword +4 (1d10+1/19-20) or
Ranged mwk composite longbow (Str +1) +8 (1d8+1/x3, plus drow poison)
Ranged mwk composite longbow (Str +1) +6/+6 (1d8+1/x3) with Rapid Shot
Atk Options favored enemy humanoid (orc) +2
Spell-Like Abilities (CL 3rd)
1/day—dancing lights, darkness, faerie fire
===========================================================================
STATISTICS
===========================================================================
Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 10
Base Atk +3; CMB +4; CMD 14
Feats Endurance†, Precise Shot, Point Blank Shot, Rapid Shot, Track†
†: Bonus Feat
Skills Climb +7, Craft (poison) +5, Handle Animal +4, Heal +6, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (geography) +2, Knowledge (nature) +5, Profession (tracker) +2, Ride +4, Spellcraft +6, Stealth +9, Survival +8, Swim +5; Racial Modifiers +2 Perception
SQ favored terrain (forest), poison use (see below), wild empathy (+3)
Combat Gear masterwork leather, masterwork bastardsword, masterwork composite longbow with 30 arrows, 3 doses of drow poison
===========================================================================
SPECIAL ABILITIES
===========================================================================
Poison Use (Ex)

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

Sources Used: Pathfinder_OCG site
Creation Notes:

  • 30 point-buy (stats all start at 8)


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 30 Jan 2011 22:51:58
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Diffan
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USA
3414 Posts

Posted - 31 Jan 2011 :  03:39:41  Show Profile Send Diffan a Private Message  Reply with Quote
DROW PRIESTESS
XP 1,600

Drow cleric 5 of Elistraee
Any Chaotic; Medium humanoid (elf)
Init +3; Senses darkvision 120 ft.; Perception +5
===========================================================================
DEFENSE
===========================================================================
AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield)
hp 30 (5d8+5)
Fort +5, Ref +4, Will +7; +2 vs. enchantments
Immune sleep; SR 11
Weaknesses light blindness
===========================================================================
OFFENSE
===========================================================================
Speed 20 ft.
Melee +1 bastardsword +5 (1d10+2/19-20) or
Ranged mwk hand crossbow +7 (1d4/19-20, plus drow poison)
Atk Options channel positive energy (6/day, 3d6, DC 13), dazing touch (6/day), touch of chaos (6/day)
Spell-Like Abilities (CL 5th)
1/day—dancing lights, detect magic, darkness, faerie fire, feather fall, levitate
Cleric Spells Prepared (CL 5th)
3rd—dispel magic, prayer, suggestion (DC 16)
2nd—aid, align weapon (chaos only), bull's strength, spiritual weapon
1st—bless, charm person (DC 14), divine favor, inflict light wounds (DC 14), shield of faith
0—bleed (DC 13), guidance, resistance, stabalize
Domain spell. Domains: Chaos, Charm
===========================================================================
STATISTICS
===========================================================================
Str 12, Dex 16, Con 12, Int 10, Wis 17, Cha 12
Base Atk +3; CMB +4; CMD 14
Feats Dark Adept, Extra Channeling, Selective Channeling
Skills Appraise +4, Diplomacy +6, Heal +7, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (nature) +4,Knowledge (religion) +5, Sense Motive +8, Spellcraft +7 Racial Modifiers +2 Perception
SQ poison use (see below)
Combat Gear masterwork breastplate, +1 bastardsword, masterwork light steel shield, masterwork crossbow with 20 bolts, Drow poison (3)
===========================================================================
SPECIAL ABILITIES
===========================================================================
Poison Use (Ex)

Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

Sources Used: Pathfinder_OCG site
Creation Notes:

  • 30 point-buy (stats all start at 8)


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 31 Jan 2011 03:47:10
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Diffan
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USA
3414 Posts

Posted - 31 Jan 2011 :  04:10:27  Show Profile Send Diffan a Private Message  Reply with Quote
Since we're on the whole Pathfinder theme here I thought I'd share with you guys my 1st pathfinder character. Though he's seen at least 1 revision, he's been with me for quite some time since we started the Rise of the Runelords adventure path (currently still on the Hook Mountain Massacre). But despite the hardships, he's still going strong!


ZAKARUS
XP 9,600
Male human rogue 6/ swashbuckler 3/ swordsage 1
N Medium humanoid (human)
Init +7; Senses Perception +14 (+17 vs. traps)
===========================================================================
DEFENSE
===========================================================================
AC 27, touch 19, flat-footed 19 (+5 armor, +6 Dex, +2 shield, +2 Cha, +1 deflection, +1 natural); Dodge, +2 to AC vs. traps
hp 96 (6d8+6 plus 3d10+3 plus 1d8+1)
Fort +7, Ref +17 (+19 vs. traps), Will +8 (+10 vs. fear)
Resist evasion
===========================================================================
OFFENSE
===========================================================================
Speed 30 ft.
Melee +1 assassinating shortsword of least life drinking +15/+10 (1d6+9/19-20) or
Melee +1 assassinating shortsword of least life drinking +13/+8 (1d6+9/19-20) and +1 shortsword of least life drinking +13/+8 (1d6+8/19-20) with Improved Two-Weapon Fighting or
Melee mwk dagger +15/+10 (1d4+8/19-20)
Ranged +1 shocking elvencraft composite longbow (Str +1) +14/+9 (1d8+2/x3, plus 1d6 electricity)
Atk Options bleeding attack, disruptive attack, sneak attack +5d6
Spell-Like Abilities (CL 6th)
3/day—no light (BoVD)
Skill Tricks nimble stand, shrouded dance
Maneuvers and Stances Known (IL 5th):
Stance—step of the wind (1st)
Strike—fan the flames (3rd), soaring raptor strike (3rd), wolf fang strike (1st)
Boost—burning blade (1st)
Counter—mind over body (2nd)
Other—shadow jaunt (2nd)
Disciplines—Desert Wind, Diamond Mind, Shadow Hand, Tiger Claw
Readied maneuver
===========================================================================
STATISTICS
===========================================================================
Str 10, Dex 22, Con 12, Int 14, Wis 14, Cha 14
Base Atk +7; CMB +7; CMD 23
Feats Combat Reflexes, Daring Outlaw, Dodge, Improved Two-Weapon Fighting, Mobility, Superior Finesse, Two-Weapon Fighting, Weapon Finesse•, Weapon Focus (dagger, shortsword, sai, siangham, unarmed strike, and spiked chain)•
•Bonus feat
Skills Acrobatics +16, Bluff +12, Climb +8, Craft (poison) +10, Diplomacy +7, Disable Device +18 (+21 against traps), Disguise +8, Escape Artist +11, Intimidate +6, Knowledge (dungeoneering) +8, Knowledge (local) +8, Perform (dance) +11, Profession (apothecary) +6, Sense Motive +10, Slight of Hand +10, Stealth +22, Swim +4, Use Magic Device +13
Languages Common, Elven
SQ bravado, bravery +2, insightful strike (+2), trapfinding, trap sense +3, rogue talent (bleeding attack, combat trick, minor magic)
Combat Gear potion of rage, (2) oil of magic weapon +1, 1 potion of tree shape, wand of produce flame (CL 4th; 25 charges), 1 oil of shillelagh, oil of bless weapon, wand of knock (29 charges), eternal wand (ebon eyes) 2/day, 4 acid flasks
Possessions +1 mithral chain shirt, shield ring, sihedron medallion, stalker's mask, +1 shortsword [least crystal of life drinking] with oil chamber, +1 assassinating shortsword [least crystal of life drinking], ring of protection +1, amulet of natural armor +1, gauntlets of ogre power, +1 shocking elvencraft composite longbow with 25 arrows, masterwork thieves tools, masterwork surgeon's tools, masterwork dagger, standard adventuring kit, grappling hook, 7,066 gp, 682 sp, 230 cp.

Sources Used: Pathfinder_OGC, Complete Scoundrel, Book of Vile Darkness, Complete Warrior, Web Enhancement: Cityscape, urban tools part 3, Tome of Battle: Book of Nine Swords

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 08 Feb 2012 04:43:32
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