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Diffan
Great Reader

USA
3335 Posts

Posted - 02 Mar 2012 :  04:16:55  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Lord Karsus

-I have a bunch of NPCs that were created for online projects that were statted out (3e). I can't say how accurate they are, in terms of getting all the rules of character creation correct (I've never used the rules as in in my own games), but if you want to correct them/modify them and include them after giving them the rules look-over, you can "have" them.



Much appreciated LK! Really, it's cool if you want to just cut-paste them here as is. If anything is glaringly out-placed or off stat-wise, I'll let ya know. BThe idea behind the thread is to throw out a bunch of characters DMs can use as a quick fill, a henchman, a NPC character that interacts with PCs, or even a nemesis for the PCs that lasts whole character-careers. I'd pretty much expect these guys to either die in some horrible way or be changed compeletly or even if people just come by to use the names of characters, lol.

So don't feel that you have to conform to some ruleset and if you even want to post 2E/AD&D characters that's cool too. I'd like to keep it within D&D/Pathfinder for the most, however.

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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crazedventurers
Master of Realmslore

United Kingdom
1073 Posts

Posted - 02 Mar 2012 :  09:21:36  Show Profile  Visit crazedventurers's Homepage Send crazedventurers a Private Message  Reply with Quote
Diffan, this is a really really really excellent thread, well done!

Candlekeep needs more work like this, so please keep at it.

Cheers

Damian

So saith Ed. I've never said he was sane, have I?
Gods, all this writing and he's running a constant fantasy version of Coronation Street in his head, too. .
shudder,
love to all,
THO
Candlekeep Forum 7 May 2005
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Diffan
Great Reader

USA
3335 Posts

Posted - 02 Mar 2012 :  12:29:23  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by crazedventurers

Diffan, this is a really really really excellent thread, well done!

Candlekeep needs more work like this, so please keep at it.

Cheers

Damian



Thanks crazedventurers, I appreciate the kind words! For the moment I've just been throwing NPCs out there that I can easily cut'n'paste from my computer (except the E6 ones, but they're easy). Is there any specific class people want to see a little more of (there's dozens I haven't even touched) or a specific style (such as a build or combination) for a cool character concept?

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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crazedventurers
Master of Realmslore

United Kingdom
1073 Posts

Posted - 02 Mar 2012 :  13:39:08  Show Profile  Visit crazedventurers's Homepage Send crazedventurers a Private Message  Reply with Quote
quote:
Originally posted by Diffan
Thanks crazedventurers, I appreciate the kind words! For the moment I've just been throwing NPCs


I would like to see a well rounded NPC nemesis that the players go against over several levels, a mastermind that is clever and stays in the background.

Cheers

Damian

So saith Ed. I've never said he was sane, have I?
Gods, all this writing and he's running a constant fantasy version of Coronation Street in his head, too. .
shudder,
love to all,
THO
Candlekeep Forum 7 May 2005
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Diffan
Great Reader

USA
3335 Posts

Posted - 02 Mar 2012 :  17:10:33  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by crazedventurers

quote:
Originally posted by Diffan
Thanks crazedventurers, I appreciate the kind words! For the moment I've just been throwing NPCs


I would like to see a well rounded NPC nemesis that the players go against over several levels, a mastermind that is clever and stays in the background.

Cheers

Damian



It's funny but when you mentioned this I instantly though "Venger" from the old 80's Dungeons and Dragons cartoon, but that got me thinking. To craft something like this, I'd need just a tad bit information. For one, what level range you looking for? If it's between 1st through 8th, an NPC of about 6th or 7th level is nice. HPs, Saves, and Abilities aren't game breaking and the antagonist might think the PCs "less" than him/her at the earlies levels.

If your looking at the 9th through 14th level then, probably something in the CR 12th range that could even be leveled as the PCs advance as well.

Also, what edition? Some prefer 3.0, others v3.5, and still others like Pathfinder. Dare I suggest 4th Edition ?


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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Lord Karsus
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USA
2881 Posts

Posted - 02 Mar 2012 :  17:22:30  Show Profile  Send Lord Karsus an AOL message Send Lord Karsus a Private Message  Reply with Quote
Damato Blackcloud
CN Human Rogue 2 / Hexblade 12
HP: 98 (14 HD)
Init: +04
Speed: 30 feet
Space/Reach: 5 feet
AC: 17
BAB: +12/+7/+2
Attack: Dancing Rapier (1d6 18-20/x2); +2 Keen Rapier (1d6+2 16-20/x2)
Abilities: STR 16, DEX 18, CON 13, INT 14, WIS 13, CHA 20
Saves: Fort +05, Ref +10, Will +09
Skills: Appraise +05, Bluff +3, Concentration +05, Diplomacy +08, Disguise +11, Escape Artist +09, Hide +10, Intimidate +13, Knowledge (Arcana) +10, Knowledge (Religion) +14, Listen +4, Move Silently +11, Ride +06, Search +05, Sense Motive +06, Slight of Hand +08, Spellcraft +08, Spot +04, Survival +02
Languages: Common, Chondathan, Thieves’ Cant
Feats: Good Karma, Combat Expertise, Weapon Finesse, Unbelievable Luck, Dodge, Mobility, Spring Attack
Flaws: Shaky
Possessions: Cape of the Montebank, Luckstone, Dancing Rapier, +2 Keen Rapier, +1 Studded Leather Armor of Nimbleness, Hexbands, Survival Pouch, Ring of Arming, Boots of Sidestepping, Silver Holy Symbol of Tymora, Silver Holy Symbol of Beshaba
Patron: Tymora / Beshaba
Features:
Human Qualities
Sneak Attack: Damato deals an extra 1d6 points of damage when striking an opponent when the opponent is denied a Dexterity bonus to Armor Class, such as when it is surprised and flat-footed, or when you attack from a flanking position. This extra damage only applies to living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures and creatures immune to extra damage from critical hits are not vulnerable to this extra damage.
Trapfinding: Damato can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. He can use the Disable Device skill to disarm magical traps.
Hexblade’s Curse (Su): Three times per day, as a free action, Damato can unleash a curse upon a foe. The target must be visible to him and within 60 feet. The target of his curse takes a –4 penalty on attack, saves, ability checks, skill checks and weapon damage rolls for one hour thereafter. A successful Will saving throw (DC 21) negates this effect. Multiple curses don’t stack, and any foe that successfully resists the effect cannot be affected again by him for 24 hours. Any spell or effect that removes or dispels a curse eliminates the effect of his Hexblade Curse.
Arcane Resistance (Su): Damato gains a bonus of +5 on all saving throws against spells and spell-like effects.
Mettle (Ex): Damato can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude saving throw against an attack that normally would have a lesser effect on a successful save, he instead completely negates the effect. If he is sleeping or unconscious, he does not gain the benefit of Mettle.
Familiar: Damato can summon a familiar. He has yet to do so.
Hexblade Bonus Feats: Combat Casting, Spell Focus (Enchantment)
Aura of Unluck (Su): Once per day, Damato can create a baleful aura of misfortune. Any ranged or melee attack made against him while this Aura of Unluck is active has a 20% miss chance. Activating the aura is a free action, and the aura lasts for 8 rounds.
Spellcasting
Hexblade Spells Per Day (CL 12): 1 / 1 / 1
Hexblade Spells Known: 4 / 4 / 3

Biography: Damato Blackcloud was born in Harrowdale in 667 DR. He was born under a “bad moon”- his mother died during childbirth, and his father died in a freak accident while riding his horse back home, to witness the birth- and as a result, the most senior priest of The Lady of Good Fortune temple, Darvin Highcastle, declared that Beshaba had tainted the young child’s spirit, and that he needed to be killed. The two priests attending the birth, for whatever reason, felt that they could not comply, and secretly arranged for the child to be brought to the Cormyrian city of Marsember.

Raised by foster parents, Damato continued exhibiting the “taint of Beshaba” that had caused him to receive a death sentence in Harrowdale. Many of the children who played with him commonly had accidents in which they got hurt. This led to most children avoiding him. His foster family also seemed to meet with frequent troubles, as well. His foster mother lost numerous children in the midst of her various pregnancies. All of this led to Damato having a very low self-esteem, and him attending services in Tymora’s church in Marsember as often as possible. No matter what he did, however, the bad luck plagued him for all of his childhood and adolescent years.

When he was a teen, Damato met Selma Dragonmoor, who claimed to be a priestess of Tymora. He had never run into her in the church, however. After the two got to know each other better, Selma told Damato of her true identity- she was a priestess of both Tymora and Beshaba. She, and a select group of others, worshipped both deities as one aspect- Tyche- and not two. They were adherents of the “Two Faces, One Coin” heresy. She also told Damato that his “affliction” was not a curse, as the Tymorans said, but was actually a blessing.

Until he left Marsember in his late twenties, Damato became a member of the “Two Faces, One Coin” heresy, and worshipped Tymora and Beshaba in secret, along with the other heretics. At this point in his life, his self-esteem grew exponentially, and Selma even began teaching him how to harness his ability to affect his own luck, and the luck of others. Eventually, when the church of Tymora in Marsember discovered that there were heretics operating in the city the “Two Faces, One Coin” heresy fled. Damato went with them, to Waterdeep.

Seeking to help put his talents to the use of his church, Damato Blackcloud- the surname he adopted for himself, from the nickname given to him as a child, the ‘Blackcloud’- decided to become an adventurer. In 703 DR, Damato, along with a group of other adventurers who he had met in the city, formed the Company of Eleint.

(A Tri-Partite Arcanist Who Has Forgotten More Than Most Will Ever Know)

Elves of Faerűn
Vol I- The Elves of Faerűn
Vol. III- Spells of the Elves
Vol. VI- Mechanical Compendium

Edited by - Lord Karsus on 02 Mar 2012 17:25:17
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Lord Karsus
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USA
2881 Posts

Posted - 02 Mar 2012 :  17:28:35  Show Profile  Send Lord Karsus an AOL message Send Lord Karsus a Private Message  Reply with Quote
Olspar Grayson
LN Human Cleric (Jergal) 7 / Sacred Exorcist 5
HP: 105 (12 HD)
Init: +2
Speed: 40 feet
Space/Reach: 5 feet
AC: 23
BAB: +8/+3
Attack: +1 Ghost Touch Consumptive Scythe (2d4+1 20/x4)
Abilities: STR 16, DEX 14, CON 16, INT 14, WIS 20, CHA 10
Saves: Fort +14, Ref +10, Will +18 (+21 vs. Magic Jar and similar effects)
Skills: Bluff +5, Concentrate +13, Diplomacy +4, Heal +13, Intimidate +10, Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (The Planes) +12, Knowledge (Religion) +12, Spellcraft 8+10
Languages: Common, Chondathan, Illuskan, Thayvian
Feats: Domain Spontaneity (Death), Domain Spontaneity (Fate), Quicken Turning, Lightning Reflexes, Extra Turning
Possessions: Mask of Lies, Gloves of Fortunate Striking, Cloak of Resistance +3, Ring of Protection +4, Silver Reliquary Holy Symbol of Jergal, Ring of Negative Protection, +2 Ghost Ward Twilight Chainmail, Boots of Springing and Striding, +1 Ghost Touch Consumptive Scythe
Patron: Jergal
Features:
Human Qualities
Cleric Spells: Olspar casts Divine spells, which are drawn from the Cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs. He must choose and prepare his spells in advance. Like other spellcasters, he can cast only a certain number of spells of each spell level per day. He also gets one domain spell of each spell level he can cast, starting at 1st level. When Olspar prepares a spell in a domain spell slot, it must come from one of his domains. Olspar meditates or prays for his spells for one hour at dusk each evening.
Deity, Domains, and Domain Spells: Olspar has chosen ‘Death’ and ‘Fate’ as his Domains. He gains the ability to make a death touch attack once per day, from his ‘Sun’ Domain. He gains the Uncanny Dodge ability of a 3rd Level Rogue from his ‘Fate’ Domain. Each Domain gives him access to a Domain spell at each spell level he can cast, from 1st on up. With access to two Domain spells at a given spell level, Olspar prepares one or the other each day in his Domain spell slot. If a Domain spell is not on his spell list, he can prepare it only in his Domain spell slot.
Spontaneous Casting: Olspar can channel stored spell energy into inflict spells that he did not prepare ahead of time. He can lose any prepared spell that is not a domain spell in order to cast any inflict spell of the same spell level or lower.
Chaotic, Evil, Good, and Lawful Spells: Olspar cannot cast spells that are in opposition of her alignment. He cannot cast spells with ‘Chaotic’ in their spell descriptors.
Turn or Rebuke Undead (Su): Olspar has the power to affect Undead creatures by channeling the power of his faith through his holy symbol. He can rebuke or command such creatures. He may attempt to rebuke or command Undead seven times per day. He gains a +2 bonus on turning checks against Undead.
Exorcism (Su): As a full-round action, Olspar can force a possessing spirit or force out of the body it inhabits. To exorcise a possessing creature, Olspar must make a class level check (adding his Charisma) against a DC 10 + the possessing creature’s HD + the possessing monster’s Charisma bonus (if any). If his result equals or exceeds the DC, he succeeds in forcing the possessor from the body. A spirit so exorcised cannot attempt to possess the victim for 24 hours.
Resist Possession (Su): Olspar gains a +4 sacred bonus on his Will saving throw against Magic Jar or similar abilities (including a ghost’s malevolence ability), and a +2 sacred bonus on dispel checks made to dispel such effects. He also gets a +2 sacred bonus on his saving throws made against all charms and compulsion spells and effects by evil Outsiders and Undead.
Detect Evil (Sp): Olspar can use Detect Evil as a spell-like ability at will.
Chosen Foe (Ex): Olspar has designated Undead as his chosen foe. Extensive study and special training in the proper techniques for combating this foe gives him a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive and Spot checks against Undead, as well as a +1 bonus on caster level to overcome any spell resistance Undead creatures might have.
Dispel Evil (Sp): Olspar can use Dispel Evil as a spell-like ability once per week.
Consecrated Presence (Su): Olspar is surrounded by an aura of Positive Energy that extends 20’ from his presence. This aura duplicates the effects of a Consecrate spell, but it moves with him. If he enters into an area affected by a Desecrate spell, both effects are negated while he remains in the area. If he is the target of a Desecrate spell, the aura is suppressed for the duration of the spell.
Spellcasting
Cleric Spells Per Day (CL 12): 6 / 7+1 / 5+1 / 5+1 / 4+1 / 4+1 / 2+1
History: Olspar Grayson was born in Waterdeep, in 662 DR. His father was an alcoholic who had no real job, and his mother was a serving wench in a tavern in the Trades Ward. Olspar lived with his mother and father in a small rented room for the first three years of his life. When he was almost four, his father outright and left out of the blue, and was never seen by either Olspar or his mother again.

Because his mother was always working to make their meager means meet, the young Olspar had a lot of time to himself, with little parental supervision. As a result, like all little boys, Olspar frequently “went on adventures”, and sometimes got in trouble. Though he was technically forbidden to go, one of his favorite places to “adventure” was in the large cemetery on the eastern edge of the Trades Ward, which would eventually be known colloquially as ‘The City of the Dead’.

Over the years, Olspar got to “know from afar” a particular man who worked in the graveyard, a strange older man by the name of Galstag Ombledore. The older man was a Doomscribe, a Cleric of Jergal. For many years, Olspar never worked up the courage to actually speak with the man. When he was 11, he was able to, and introduced himself. The priest was aware of Olspar having spied on him for the past few years from time to time, and the two struck up an unlikely friendship.

When Olspar was 16, he came home one night and found his mother missing. At first, he did not think anything of it, but after two days passed, he became concerned. Olspar went to Galstag, perhaps his closest friend, and asked for help. Being both a gravedigger and priest of Jergal, Galstag informed Olspar that his mother had been killed. Going against his gut instincts, he cast a divination for the grief-stricken adolescent that identified how she had died, and who had killed her. Secretly, because the money she was making was not enough to support herself and Olspar, she had turned to prostitution as a way to make money. A man who bought her services killed her in a perverse way to get himself off. With revenge in his mind, Olspar found the man and killed him. As he was leaving the home of that man, he found Galstag Ombledore waiting for him. Galstag knew that the man would die by Olspar’s hand, a vision of the future granted to him by Jergal. In order for Olspar not to be put on trial and killed himself for murder, the adolescent would need to be taken out of Waterdeep. Olspar had nothing, and agreed to go with Galstag to Thay, to become a Jergali priest.

Over the course of the next ten years, Olspar would go with Galstag to Bezantur, Thay, and become a priest of the Scribe of the Doomed in the Crypt of Imminent Death. Olspar joined the Companions of the Pallid Mask, an order of Jergali that combated and commanded Undead. It was here that Olspar learned of the Hand of Jergal, a relic holy to the faith that had disappeared. Olspar obtained permission to leave the Crypt of Imminent Death and search Faerűn for it. Olspar returned to his roots, Waterdeep, to begin his search. After a few fruitless leads, he realized that he would not be able to find the item alone.

Overhearing a group of adventurers who had heard that an adventuring company that was just starting up needed a Cleric, Olspar sought out and joined the Company of Eleint.


(A Tri-Partite Arcanist Who Has Forgotten More Than Most Will Ever Know)

Elves of Faerűn
Vol I- The Elves of Faerűn
Vol. III- Spells of the Elves
Vol. VI- Mechanical Compendium
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Lord Karsus
Great Reader

USA
2881 Posts

Posted - 02 Mar 2012 :  17:33:30  Show Profile  Send Lord Karsus an AOL message Send Lord Karsus a Private Message  Reply with Quote
Sundryl Starmantle, the Technomancer
LN Moon Elf Artificer 10 / Sorcerer 2
HP: 98 (12 HD)
Init: +3
Speed: 35 feet
Space/Reach: 5 feet
AC: 16
BAB: +8/+3
Attack: Axiomatic Darksteel Quarterstaff (1d6+1/x2)
Abilities: STR 11, DEX 16, CON 18, INT 18, WIS 16, CHA 13
Saves: Fort +07 (+09), Ref +06 (+08), Will +13 (+15)
Skills: Appraise +14, Concentration +14, Craft (Alchemy) +14, Decipher Script +8, Disable Device +12, Listen +5, Knowledge (Arcana) +16, Knowledge (Architecture & Engineering) +16, Knowledge (The Planes) +16, Open Lock +6, Profession (Architect) +8, Search +5, Sense Motive +5, Spellcraft +14, Spot +5, Use Magic Device +11
Languages: Common, Draconic, Elven, Giant, Gnome, Lantanese, Orc , Sylvan
Feats: Skill Focus (Knowledge [Arcana]), Skill Focus (Knowledge [Architecture & Engineering]), Skill Focus (Knowledge [The Planes]), Technological Implant[sup]DRA 351[/sup], Legendary Artisan[sup]ECS[/sup]
Possessions: Axiomatic Darksteel Quarterstaff, Cloak of Resistance +2, Hand of the Mage, Elven Prosthetic Limb: Arm (EoF), Ring of Protection +3, Technomagical Implant: Cheetah’s Swiftness (DRA 351), Technomagical Implant: Darkeye Lenses (DRA 351)
Features:
Moon Elf Qualities
Summon Familiar: Sundryl can summon a familiar.
Infusions: Sundryl can infuse items with magic. These infusions are drawn from the Artificer Infusion list. He can use his Craft Reserve pool to offset the EXP cost of items he makes, by drawing a portion of this cost from his Craft Reserve Pool and from his total EXP.
Artificer Crafting Feats: Scribe Scroll, Brew Potion, Craft Wondrous Item, Craft Magical Arms and Armor, Craft Wand, Craft Rod
Artificer Bonus Feats: Craft Construct, Extraordinary Artisan
Artificer Knowledge: Sundryl can make a special Artificer knowledge check with a bonus equal to +4, his Artificer Level + INT Bonus, to detect whether or not an item has magical qualities. What these magical qualities are is not revealed. Sundryl must hold and examine the item for 1 minute. A successful check of DC 15 reveals that the item has magical qualities, but not what these magical qualities are. He cannot take 10 or 20 on this check, and it can only be done once. If the check fails, Sundryl can learn no more about the item.
Artisan Bonus: Sundryl gains a +2 Use Magical Device bonus to any skill checks involving the use of potions, wondrous items, magical weapons and armors, wand, and rods.
Disable Trap: Sundryl can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. He can deactivate mundane traps, magical traps, and bypass both mundane and magical traps.
Item Creation (Ex): Sundryl can create magical items, even if he does not have access to the spells that are prerequisites to create them. Sundryl must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st Level Wand of Magic Missile, Sundryl would need a Use Magic Device check of 21 or higher. Sundryl must make a successful Use Magic Device check for each prerequisite for each item he makes. If he fails a check, he must wait a single day before he can attempt it again.
Craft Homunculus (Ex): Sundryl can create a Homunculus. He must emulate the spell requirements for making a magic item, and he must pay the usual gold and EXP costs. Sundryl can also upgrade an existing Homunculus that he has created. Any Homunculus that Sundryl creates can have a total Hit Dice equal to his own Hit Dice minus two.
Retain Essence (Su): Sundryl has the ability to salvage the EXP from a magic item and use those points to create another magic item. He must spend an entire day with the item, and he must have the appropriate Item Creation feat for the item he is salvaging. After one day, the item is destroyed, and Sundryl can add the EXP that it took to create this item to his own Craft Reserve.
Metamagic Spell Trigger (Su): Sundryl has the ability to apply any metamagic feats he knows to a spell trigger item (most commonly wands). He must know the appropriate Item Creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.
Sorcerer Spells Per Day (CL 02): 6 / 4
Sorcerer Spells Known: 5 / 2
Infusions Per Day: 3 / 3 / 3 / 2
Craft Reserve: 400
[b]History: Sundryl was born in -5,450 DR, in the Elven nation of Uvaeren. The young Sundryl grew up as any other Moon Elven boy might, and showed a natural talent towards magic since birth. In fact, it was Sundryl’s budding magical skills that caused his parents, traders who traveled from city to city, to settle down in Uvaeren. They recognized their boy’s potential magical prowess, and decided that he would receive the best education about these powers in Uvaeren.

Shortly after he turned 140, in -5,310 DR, Sundryl, along with a few other traders, including his parents, traveled to the island-nation of Lantan. What Sundryl saw there changed his entire outlook on life. The clockwork mechanisms and technological devices created by the Gnomes and Humans on the island boggled his mind. Sundryl soon became very interested in these devices. In the two trips he made after the initial foray to Lantan, Sundryl became friendly with a Gnome by the name of Schnippa Loopmottin Stumbleduck, and decided, in -5,299 DR to permanently make his residence in Lantan.

While on Lantan, both Sundryl and Schnippa learned of Mechanus, the plane of ultimate law. Wanting to see for themselves some of the exotic clockwork creatures residing on the plane, the two traveled there, in -5,297 DR. After experiencing so many new things, the duo came across the Fortress of Discipled Enlightenment. The pair were granted access into the fortress, and both became members of the Fraternity of Order, the group that maintained the fortress.

At some point during his stay with the Fraternity of Order, Sundryl learned of a theory that was both horrifying and exciting. According to many Guvners in the fortress, there existed a scientific law that governed reality, known as the Metareality Hypothesis. If this law was properly discovered, one could divine the future unerringly. The theory relied heavily on mathematical equations, magical theories, and astronomy.

Sundryl remained on Mechanus for nearly 100 years, finally arriving back on the Material Plane in -5,193 DR. The Sundryl who returned was remarkably different from the Sundryl that had left to go to Mechanus, however. He had replaced numerous parts of his body with technomagical and clockwork devices, in order to aid and expedite his experimentation with the Metareality Hypothesis.

Sundryl settled back in Uvaeren, building a Wizard’s tower that was quite unlike any others in the Elven nation. Known as the Clockwork Tower, Sundryl’s home was powered by technomagical and clockwork devices, included all sorts of machines, and sported a massive telescope at it’s top.

(A Tri-Partite Arcanist Who Has Forgotten More Than Most Will Ever Know)

Elves of Faerűn
Vol I- The Elves of Faerűn
Vol. III- Spells of the Elves
Vol. VI- Mechanical Compendium

Edited by - Lord Karsus on 02 Mar 2012 17:34:26
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Diffan
Great Reader

USA
3335 Posts

Posted - 02 Mar 2012 :  19:11:32  Show Profile Send Diffan a Private Message  Reply with Quote
Excellent job LK. Thanks for posting. I'll add them to the Index right away.

I don't see any glaring problems with the NPCs. Feats seem to be of the correct amout for level, skills are decent though I didn't check for the Synergy listing from the d20 site. The only thing I've noticed is Damato's base attack bonus should be +1 higher (12 hexblade + 1 Rogue). All of it looks good though.

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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Lord Karsus
Great Reader

USA
2881 Posts

Posted - 02 Mar 2012 :  21:20:56  Show Profile  Send Lord Karsus an AOL message Send Lord Karsus a Private Message  Reply with Quote
-Looking at those NPCs, I'm tempted to use one of them instead of the character I expressly created for the purpose of replacing my current character in my on-hiatus game.

-Samurai, Hexblade, or Technomancer? Hard to decide...

(A Tri-Partite Arcanist Who Has Forgotten More Than Most Will Ever Know)

Elves of Faerűn
Vol I- The Elves of Faerűn
Vol. III- Spells of the Elves
Vol. VI- Mechanical Compendium
Go to Top of Page

crazedventurers
Master of Realmslore

United Kingdom
1073 Posts

Posted - 03 Mar 2012 :  00:07:12  Show Profile  Visit crazedventurers's Homepage Send crazedventurers a Private Message  Reply with Quote
quote:
[i]Originally posted by Diffan
It's funny but when you mentioned this I instantly though "Venger"


That is a great choice! not fussed about the edition, am more interested in schemes and dreams and how they 'fit' the character really - so a bit more than just a bunch of numbers if possible

Ta very muchly

cheers

Damian

So saith Ed. I've never said he was sane, have I?
Gods, all this writing and he's running a constant fantasy version of Coronation Street in his head, too. .
shudder,
love to all,
THO
Candlekeep Forum 7 May 2005
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Diffan
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USA
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Posted - 03 Mar 2012 :  21:43:52  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by crazedventurers

quote:
[i]Originally posted by Diffan
It's funny but when you mentioned this I instantly though "Venger"


That is a great choice! not fussed about the edition, am more interested in schemes and dreams and how they 'fit' the character really - so a bit more than just a bunch of numbers if possible

Ta very muchly

cheers

Damian



Gotcha. How about this idea, a Necromancer-esque villian? His desires are to take over a small town (at first). This town is relatively small (less than 500 population) and it's his dream to govern and rule over it. But he knows that they're not just going to overthrow the current city-head/mayor/president for him with no reason. So he starts crafting and making undead. At first, it's small raids against caravans going from and to the town and attacks along the walls. While the battles are fierce, he puts himself into a position to "defeat" them (in reality, he just stops fueling their life energies and commands them to fall dead). This makes him look like a hero. Enter the PCs.

They see the threat as well and take part in actually destroying the undead. Of course, this makes the Necromancer mad because then he has to create more and more to replenish his forces. So he'll takes further measures to creater more powerful undead. These will act like personal guards that are enhanced with magic and disguise spells. He then starts making greater threats against the town but always puts himself into a position to seem heroic. At some point, he might go overboard and create undead he can't control. Perhaps it gets out of hand and starts some undead plague in the town?

So the PCs will need to unveil him as a villian. Defeat his super undead personal guards and then the threat to the town.

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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crazedventurers
Master of Realmslore

United Kingdom
1073 Posts

Posted - 04 Mar 2012 :  00:15:58  Show Profile  Visit crazedventurers's Homepage Send crazedventurers a Private Message  Reply with Quote
quote:
Originally posted by Diffan
Gotcha. How about this idea, a Necromancer-esque villian? His desires are to take over a small town (at first).



I like it, nice and easy to use, and scalable for any level, nice little plot as well when the PC's stick their nose in at the wrong time (if it hadn't been for you pesky adventurers........ )

Cheers

Damian

So saith Ed. I've never said he was sane, have I?
Gods, all this writing and he's running a constant fantasy version of Coronation Street in his head, too. .
shudder,
love to all,
THO
Candlekeep Forum 7 May 2005
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Diffan
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USA
3335 Posts

Posted - 04 Mar 2012 :  14:18:51  Show Profile Send Diffan a Private Message  Reply with Quote
Glad you like the idea. Going forward with the v3.5 mindset and depending on level, certain classes work well for this style of villian. If it's low-level, I'm a fan of the Dread Necromancer (Heroes of Horror, v3.5). His undead making abilities are pretty unparalleled, and then you start adding in Feats from Libris Mortis (such as your undead explode when they die, dealing X damage to every creature in the vacinity or their claw attacks deal cold damage) and of course there are strenghtening spells for undead in the Spell Compendium.

For a more 'magical' style character, I really like the Warlock/Wizard combo. Some spell versatility of the wizard coupled with the direct assault style of the Warlock and some blast-shape invocations. There is even a Prestige Class that combines the two called the Eldritch Theurge from Complete Mage book.

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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crazedventurers
Master of Realmslore

United Kingdom
1073 Posts

Posted - 05 Mar 2012 :  00:02:03  Show Profile  Visit crazedventurers's Homepage Send crazedventurers a Private Message  Reply with Quote
quote:
Originally posted by Diffan

Glad you like the idea. Going forward with the v3.5 mindset and depending on level, certain classes work well for this style of villian. If it's low-level,


Could you stat the villian up, as Level 5/9/13 so we can see how he progresses against how the 'party' pogresses over a series of years of them foiling his plans for world domination

Would be interested to see how things pan out

Thanks Diffan

Cheers

Damian

So saith Ed. I've never said he was sane, have I?
Gods, all this writing and he's running a constant fantasy version of Coronation Street in his head, too. .
shudder,
love to all,
THO
Candlekeep Forum 7 May 2005
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Diffan
Great Reader

USA
3335 Posts

Posted - 06 Mar 2012 :  02:03:46  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by crazedventurers

quote:
Originally posted by Diffan

Glad you like the idea. Going forward with the v3.5 mindset and depending on level, certain classes work well for this style of villian. If it's low-level,


Could you stat the villian up, as Level 5/9/13 so we can see how he progresses against how the 'party' pogresses over a series of years of them foiling his plans for world domination

Would be interested to see how things pan out

Thanks Diffan

Cheers

Damian



I could do that. What class do you want? The Dread Necromancer? A Wizard with a specialized school in Necromancy or even Conjuration? Heck, I could even do a Wizard/Druid that wants civilization to revert back to nature and he has a host of conjured monsters (via Summon Monster spells) AND animals (via Summon Natur's 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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crazedventurers
Master of Realmslore

United Kingdom
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Posted - 06 Mar 2012 :  21:47:05  Show Profile  Visit crazedventurers's Homepage Send crazedventurers a Private Message  Reply with Quote
quote:
Originally posted by Diffan
I could do that. What class do you want? The Dread Necromancer? A Wizard with a specialized school in Necromancy or even Conjuration? Heck, I could even do a Wizard/Druid that wants civilization to revert back to nature and he has a host of conjured monsters (via Summon Monster spells) AND animals (via Summon Natur's Ally).


Could I leave the choice to you? - I am most interested in how the villain develops through the levels.

Cheers

Damian

So saith Ed. I've never said he was sane, have I?
Gods, all this writing and he's running a constant fantasy version of Coronation Street in his head, too. .
shudder,
love to all,
THO
Candlekeep Forum 7 May 2005
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Diffan
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USA
3335 Posts

Posted - 14 Apr 2012 :  16:09:59  Show Profile Send Diffan a Private Message  Reply with Quote
@ xedrick: Ya, I'm still making NPCs. A Evo12/ Ari 8 shouldn't be too hard. Anything restrictive such as Feats, spells, or magic items not in Core? The other one isn't hard either.

@ crazedventurers: I'm gonna have the dreadnecromance statted out for you as soon as I get my heroes of horror book back.

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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xedrick
Learned Scribe

82 Posts

Posted - 14 Apr 2012 :  19:22:21  Show Profile Send xedrick a Private Message  Reply with Quote
He doesn't really need anything too special. We use the magic item compendium for a lot of our treasure, and we've got the moajority of the supplemental material. Just make a notation if anything is from a book other than core?
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Diffan
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USA
3335 Posts

Posted - 03 Oct 2013 :  16:43:20  Show Profile Send Diffan a Private Message  Reply with Quote
BROM, THE MERCENARY; CR 3
Male Chondathan human warblade 3
CG Medium humanoid
Init +2; Senses Listen +2, Spot +2
Languages Chondathan, Common, Elven, Goblin
=====================================================================
AC 18, touch 12, flat-footed 16; uncanny dodge
(+5 armor, +2 Dex, +1 shield)
hp 32 (3 HD)
Fort +5, Ref +4, Will +5
=====================================================================
Speed 20 ft. (4 squares) in masterwork chainmail; base 30 feet
Melee mwk greatsword +8 (2d6+4/19-20)
Ranged javelin +5 (1d6+3/x2)
Base Atk +3; Grp +6
Atk Options Cleave, Power Attack, battle ardor (+2 to confirm critical hits)
Combat Gear 2 acid flasks
=====================================================================
Maneuvers and Stances (IL 3rd):
stances—bolstering voice (1st)
strikes—emerald razor (2nd)†, steel wind (1st)†, stone bones (1st)
boosts—sudden leap (1st)
counter—moment of perfect mind (1st)†
Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven
† Readied maneuvers
=====================================================================
Abilities Str 16, Dex 14, Con 12, Int 15, Wis 12, Cha 8
SQ weapon aptitude
Feats Cleave, Discipline*, Improved Bull Rush, Power Attack, Weapon Focus (heavy blades)
Skills Balance +3, Climb +4, Concentration +9, Craft (weapons) +4, Intimidate +5, Jump +2, Knowledge (nobility) +3, Knowledge (Cormyr local) +3, Martial Lore +3, Swim +0, Tumble +3
Flaw** Qualm: Code of Arms (Trained to only kill other armed warriors, you hesitate when attacking unarmed opponents. You suffer a -4 attack penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against you, you may then attack it without penalty).
Possessions combat gear plus Braemarde’s Blade (masterwork greatsword), masterwork chainmail, plated pauldron (buckler)***, 5 javelins, adventuring gear, Mantle of the White Tiger
(cloak of resistance +1), 5 gp.


HOUSE-RULES
*Bonus Regional feat given at 1st level. If removed, reduce Brom's Will save and Concentration skill by 2.
** Given a flaw at 1st level. This is off-set by providing an additonal feat. If flaws are not allowed or used, remove the flaw and delete Brom's Improved Bull Rush feat.
*** Brom was given a buckler (but is re-flavored as a plated pauldron) and receives a +1 shield bonus from it. By RAW he would need the Improved Buclker Feat to do this but our group found it to be unnecessary. If you play RAW, either remove the item and the +1 bonus to his AC (thus, his AC would be 17) OR exchange out his Cleave feat for Improved Buclker Defesne.

Overall, I think most of his guy is OK in any standard version of v3.5, despite some of the changes I mentioned above.

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
3335 Posts

Posted - 04 Oct 2013 :  22:12:26  Show Profile Send Diffan a Private Message  Reply with Quote
KADEN RATH; CR 10
Male Damaran human hexblade 8/ crusader 2
CN Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages Common, Damaran, Draconic
=====================================================================
AC 20, touch 13, flat-footed 18
(+7 armor, +2 Dex, +1 deflection)
hp 96 (10 HD)
Resist mettle
Fort +10, Ref +5, Will +13 (+6 to saves against spells and spell-like effects)
=====================================================================
Speed 30 ft. (6 squares)
Melee +1 sweeping falchion +14/+9 (2d4+5/18-20) or
Melee +1 dagger +14/+9 (1d4+4/19-20)
Ranged mwk light crossbow +13 (1d8/19-20)
Base Atk +10; Grp +13
Atk Options Dreadful Wrath (DC 21), Improved Trip (+6 bonus), Intimidating Strike, furious counterstrike, steely resolve 5
Special Actions greater hexblade’s curse 2/day (Will DC 23)
Combat Gear dimension stride boots 2/day, eternal wand (mass curse of impending blades) 2/day, hexbands 5/day
=====================================================================
Maneuvers and Stances Known (IL 6th):
Stances—iron guard’s glare (1st), thicket of blades (3rd)
Strikes—douse the flames† (1st), foehammer† (2nd), revitalizing strike† (3rd), vanguard strike† (1st)
Boosts—white raven strike† (3rd)
† maneuver’s readied
Disciplines: Devoted Spirit, Stone Dragon, White Raven
=====================================================================
Hexblade Spells Known (CL 8th):
2nd (2/day)—glitterdust (DC 18), invisibility
1st (3/day)—charm person (DC 17), disguise self, entropic shield, protection from evil
=====================================================================
Abilities Str 16, Dex 14, Con 18, Int 13, Wis 10, Cha 22
SQ arcane resistance, dark companion, indomitable soul
Feats Ability Focus (hexblade’s curse), Combat Casting, Combat Expertise, Dreadful Wrath*, Improved Trip, Intimidating Strike, Practiced Spellcaster
Flaw** Branded
Skills Balance +3, Bluff +4, Concentration +13 (+17 casting defensively), Diplomacy +9, Intimidate +19, Jump +4, Knowledge (arcana) +5, Knowledge (history) +3, Knowledge (religion) +3, Martial Lore +1, Ride +3, Spellcraft +9, Tumble +8
Possessions combat gear plus +2 mithral breastplate, +1 sweeping falchion, gloves of Dexterity +2, cloak of Charisma +2, ring of protection +1, vest of resistance +1, belt of giant strength +2, +1 dagger, masterwork light crossbow with 20 bolts, 1,200gp.

* Dreadful Wrath was given as a free Regional feat at 1st level.
** A Flaw that brands him as an outcast and otherwise unsavory person and thus probably has social interaction problems no matter where he goes. The brand is magical and thus, cannot be concealed with normal clothes or magic. If your campaign doens't feature flaws, remove this and the Improved Trip feat.

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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MalariaMoon
Learned Scribe

324 Posts

Posted - 05 Oct 2013 :  14:36:07  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
Nice to see some more builds!
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Cards77
Senior Scribe

USA
534 Posts

Posted - 05 Oct 2013 :  18:23:50  Show Profile Send Cards77 a Private Message  Reply with Quote
It may already be somewhere but I've been using Amra Clearwater from Querrvar (NG Female half-elf Druid 7 of silvanus). http://dustin.wikidot.com/amra-clearwater

I'm using her in pathfinder.
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Diffan
Great Reader

USA
3335 Posts

Posted - 07 Oct 2013 :  06:23:14  Show Profile Send Diffan a Private Message  Reply with Quote
Thanks MalariaMoon!

Cards77, thanks for the write up of Amra. Loved that book BTW, though I would've liked to see more of a in-depth description of that town.

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
3335 Posts

Posted - 16 Feb 2014 :  21:09:46  Show Profile Send Diffan a Private Message  Reply with Quote
Well I figured I would post my 1st D&D:Next character on here. He's a guy who I've been using in our playtests for a while and has been pretty fun too.

PRAETORIN, DRAGONBORN PALADIN
Medium humanoid
Armor Class 18 (scale, shield)
Hit Points 28 (3d10 + 6)
Speed 30 ft.
Senses normal
Str 19 (+4) Dex 14 (+2) Con 14 (+2)
Int 10 (+0) Wis 13 (+1) Cha 16 (+3)
Alignment lawful good
Languages Common, Draconic
Saves Constitution, Charisma
Skills Athletics (+6), History (+2), Insight (+3), Religion (+2)
Proficiency Bonus: +2

TRAITS
===========================================================================
Damage Resistance: Praetorin has resistance to all fire damage.

Divine Health: Praetorin is immune to disease.

Divine Smite: Whenever Praetorin hits a creature with a weapon attack, he may expend one paladin spell slot to smite, dealing 2d8 extra radiant damage for a 1st-level spell. If the creature is undead or a fiend, the damage increases to 3d8.

Spellcasting: Praetorin is a 2nd-level spellcaster that uses Charisma as his magic ability (spell save DC 13). He has the following spells prepared:
1st Level (3/day)—bless, protection from evil, shield of faith, sanctuary

ACTIONS
===========================================================================
Melee Attack—Battleaxe: +6 to hit (reach 5 ft.; one creature).
Hit: 8 (1d8 + 4) slashing damage.

Ranged Attack—Shortbow: +4 to hit (range 80 ft./320 ft.; one creature).
Hit: 5 (1d6 + 2) piercing damage.

Breath Weapon: Reflex save DC 12, half; 15-ft. cone
Hit: 6 (2d6) fire damage. Praetorin regains this ability after a short or long rest.

Lay on Hands: Praetorin has a pool of healing equal to 15 points, which he can use to heal the wounds of any creature he touches. Alternatively he can expend 5 hit points from the pool to cure a target of one disease or neutralize one poison.

Channel Divinity: Praetorin can use his channel divinity to perform one of two abilities: Sacred Weapon or Turn Undead.

Sacred Weapon: As an action, Praetorin can imbue one weapon with positive energy. For 1 minute he adds his Charisma modifier (+3) to attack rolls made with the weapon and the weapon emits a bright light in a 20-foot radius and dim light 20 feet beyond that.

Turn Undead: As an action, Praetorin presents his holy symbol and speaks a prayer censuring undead. Each undead creature within 25 feet of him must make a Wisdom saving throw (DC 13), unless the creature has total cover. If the creature fails it’s saving throw, it is turned for 1 minute or until it takes damage. If such a creature has hit point maximum equal to or lower than 9, it is destroyed instead.

EQUIPMENT
===========================================================================
Scale armor, battleaxe, shortbow with 30 arrows, adventuring gear, shield emblazoned with holy symbol (Bahamut), holy water, healer’s kit, 9 gp.

History: Praetorin was born from two prolific dragonborn adventurers who hailed from the country of Tymanther. His father, named Patrin, was a noble warrior who at first hated dragons due to his scarred childhood in Returned Abeir. He scorned them all and the Gods they served. It didn't matter if they were metallic or chromatic as he felt they lorded their might and power over all others. His view was opposed by his mate, a female dragonborn sorcererss named Sorin who saw the dragon God Bahamut as a sort of savior for the greater Dragon race. Even though this was between them, their adventuring days led to form a strong bond between and together they produced an offspring, Praetorin.

After the offspring, they settled down in a town south of the Methwood on the outskirts of Tymanther. Their peace, however, didn't last. Their town was raided by marauders and in the fight, Patrin was slain. Sorin attemped to flee West, back to Djerad Thymar with Pratorin but was cut off. Her and a few survivors had to flee further Northeast, across Underchasm and into Chessenta. But the survivors found no love from the Chessentians and many were attacked in the areas around there. Sorin was able to use her limited fame as an adventurer to book passage onto a ship in Mordulkin. Her voyage spanned the Sea of Fallen Star and into the safe harbor of Suzail in Cormyr. The trip, sadly, would seal her fate for she contracted a disease and was slowly passing away. In vain hope for her offspring, she went to a local temple of Torm and offered them her child so that he may have a better future. The Tormites took her in and prayed with her as she passed away a few short days later.

A bit befuddled, the priests of Torm didn't really know what to do with the creature. Sorin was very ill and didn't speak much in ways to care for him. After debating among themselves, they decided it would be best for a priest of Bahamut to look after the child (it was only right, considering the God's nature). Soon the baby was taken to a chapter of Bahamut in Cormyer and he was raised in the years after to be a strong follower of the light. He rose to the rank of Paladin early and decided to leave the temple to spread the word of Bahamut and bring justice to Faerűn.

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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