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LordofBones
Master of Realmslore

1477 Posts

Posted - 15 Jan 2016 :  13:09:33  Show Profile Send LordofBones a Private Message  Reply with Quote  Delete Topic
So, I've been considering rebuilding the Realms NPCs - and some templates - as Pathfinder NPCs. I've run into some roadblocks here and there, but so far, this is a tentative list of what I've come up with.

THE CHOSEN

The Simbul - Crossblooded Sorcerer 30, Eldritch Guardian Fighter 6; Archmage 10
Khelben - Wizard 27 with Staff Magus abilities replacing some bonus feats; Archmage 7
Elminster - Fighter 1, Rogue 2, Cleric 3, Wizard 19, Evangelist 10 of Mystra; Archmage 10

THE ZULKIRS

Szass Tam - Red Wizard (necromancy) 30; Archmage 10;
Druxus - Red Wizard (transmutation) 24; Archmage 7; unique school-based mythic powers
Aznar - Red Wizard (evocation) 23; Archmage 5; unique school-based mythic powers

THE BLACK NETWORK

Manshoon - Wizard 25; Archmage 5
Fzoul - Evangelist (cleric archetype) 10 of Bane, Exalted 9 of Bane

MEGA-MAGES

Shoon VII - awakened demilich Necromancer 36; Archmage 10
Larloch - mythic lich Wizard 46; Archmage 10; gets arcane resovoir and exploits as well.

Ashe Ravenheart
Great Reader

USA
3240 Posts

Posted - 15 Jan 2016 :  13:31:30  Show Profile Send Ashe Ravenheart a Private Message  Reply with Quote
I've got Elminster and a few other statted up in Pathfinder with the Mythic rules and my homebrew conversion of FR material. The fun part about Mythic is that Elminster starts out with Heroic NPC stats (15,14,13,12,10, and 8) and I was able to get all the same stats and (similar) abilities from using the Mythic rules and he's a Fighter 1, Rogue 2, Cleric 3, Wizard 20 with 10 Mythic Ranks (Archmage path). No prestige classes needed.

I actually DO know everything. I just have a very poor index of my knowledge.

Ashe's Character Sheet

Alphabetized Index of Realms NPCs
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LordofBones
Master of Realmslore

1477 Posts

Posted - 15 Jan 2016 :  13:36:04  Show Profile Send LordofBones a Private Message  Reply with Quote
I use 25 point buy, personally.
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valarmorgulis
Learned Scribe

112 Posts

Posted - 15 Jan 2016 :  22:18:30  Show Profile Send valarmorgulis a Private Message  Reply with Quote
They seem to be a bit higher level in your version than in canon. What's the reason for that?
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LordofBones
Master of Realmslore

1477 Posts

Posted - 17 Jan 2016 :  02:00:14  Show Profile Send LordofBones a Private Message  Reply with Quote
The only higher level ones are the Simbul and Szass; the Simbul has her 2e levels restored while Szass has a one level boost for an extra feat.
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valarmorgulis
Learned Scribe

112 Posts

Posted - 17 Jan 2016 :  22:50:49  Show Profile Send valarmorgulis a Private Message  Reply with Quote
Must be that levels have changed since 2ed, which is what I'm looking at. Larloch was 41st level and the Simbul was 30th level in my books.
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Ashe Ravenheart
Great Reader

USA
3240 Posts

Posted - 18 Jan 2016 :  18:15:30  Show Profile Send Ashe Ravenheart a Private Message  Reply with Quote
Elminster CR 34
XP 9,830,400
Male human (Chondathan) cleric of Mystra 3/fighter 1/rogue 2/wizard 20/Archmage 10
CG Medium humanoid (human)
Init +30; Senses arcane eyes; Perception +20
--------------------
Defense
--------------------
AC 28, touch 16, flat-footed 27 (+7 armor, +5 deflection, +1 Dex, +5 natural)
hp 262 (26 HD; 20d6+5d8+1d10+160); regeneration 1
Fort +16, Ref +12, Will +20
Defensive Abilities evasion, hard to kill, immunity (1st-level) (magic missile), immunity (2nd-level) (detect thoughts), immunity (3rd-level) (fireball), immunity (4th-level) (evard's black tentacles), immunity (5th-level) (feeblemind), immunity (6th-level) (disintegrate), immunity (7th-level) (finger of death), immunity (8th-level) (sunburst), immunity (9th-level) (time stop), mythic saving throws, unstoppable; Immune immunity (1st-level) (magic missile), immunity (2nd-level) (detect thoughts), immunity (3rd-level) (fireball), immunity (4th-level) (evard's black tentacles), immunity (5th-level) (feeblemind), immunity (6th-level) (disintegrate), immunity (7th-level) (finger of death), immunity (8th-level) (sunburst), immunity (9th-level) (time stop), aging, bleed, disease, sleep, fear, poison; SR 21
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 thundering longsword +17/+12/+7 (1d8+3/19-20)
Special Attacks channel positive energy 6/day (DC 14, 2d6), hand of the acolyte (7/day), hand of the apprentice (11/day), mythic power (23/day, surge +1d12), silver fire, sneak attack +1d6, wild arcana[MA]
Spell-Like Abilities (CL 26th; concentration +30)
. . 1/day—spell (1st-level), spell (2nd-level), spell (3rd-level), spell (4th-level), spell (5th-level), spell (6th-level), spell (7th-level), spell (8th-level), spell (9th-level)
Cleric Spells Prepared (CL 3rd; concentration +8)
. . 2nd—cure moderate wounds, delay poison, magic mouth[D,M] (DC 16)
. . 1st—bless, cure light wounds, divine favor, mage armor[D]
. . 0 (at will)—detect poison, purify food and drink (DC 14), resistance, stabilize
. . D Domain spell; Domains Magic, Spell
Wizard Spells Prepared (CL 20th; concentration +29)
. . 9th—bigby's crushing hand, elminster's effulgent epuration, elminster's evasion, wish[M]
. . 8th—form of the dragon III[M], mystic shield, otto's irresistible dance (DC 27), protection from spells, greater shadow evocation (DC 26)
. . 7th—greater arcane sight, energy immunity, greater polymorph, greater shadow conjuration, greater teleport
. . 6th—analyze dweomer, antimagic field[M], greater dispel magic, legend lore, mislead[M] (DC 24)
. . 5th—bigby's interposing hand, greater blink, break enchantment, feeblemind (DC 24), lutzaen's frequent jaunt
. . 4th—charm monster (DC 23), confusion (DC 23), hallucinatory terrain (DC 22), greater invisibility, portal view, wall of ice[M] (DC 23)
. . 3rd—explosive runes, fireball[M] (DC 22), fly[M], halt undead (DC 21), haste, suppress breath weapon (DC 22)
. . 2nd—cat's grace, combust (DC 21), darkvision, flaming sphere (DC 21), knock[M], locate object
. . 1st—color spray (DC 19), comprehend languages, damp powder[UC] (DC 19), disguise self, expeditious retreat, feather fall[M]
. . 0 (at will)—detect magic, message, prestidigitation, read magic
. . M mythic spell
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 18, Int 27, Wis 18, Cha 17
Base Atk +14; CMB +12; CMD 28
Feats Additional Traits, Arcane Blast[M], Arcane Builder[UM], Combat Expertise, Craft Staff, Craft Wondrous Item, Delay Spell, Eschew Materials, Forge Ring, Heighten Spell, Improved Initiative[M], Maximize Spell, Mythic Crafter[M], Mythic Paragon[M], Scribe Scroll, Selective Channeling, Selective Spell[APG], Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (evocation), Spell Penetration[M], Twin Spell
Traits arcane temper, luck of heroes
Skills Acrobatics +13, Climb +10, Craft (alchemy) +20 (+25 when crafting non-mythic magic items), Diplomacy +15, Disable Device +12, Handle Animal +15, Heal +16, Intimidate +17, Knowledge (arcana) +37, Knowledge (geography) +29, Knowledge (history) +23, Knowledge (local) +23, Knowledge (nature) +23, Knowledge (nobility) +23, Knowledge (planes) +29, Knowledge (religion) +22, Linguistics +20, Perception +20, Perform (dance) +15, Ride +13, Sense Motive +17, Spellcraft +43, Stealth +13, Survival +16, Swim +10
Languages Aglarondan, Celestial, Chondathan, Common, Dambrathan, Draconic, Dwarven, Elven, Goblin, Halruaan, Illuskan, Infernal, Midani, Netherese, Orc, Shou, Undercommon
SQ amazing initiative, arcane bond (amulet of natural armor +5), arcane metamastery[MA], energy conversion[MA], fearless[MA], flexible counterspell[MA], force of will, immortal, immunity to disintegration, legendary hero, metamagic mastery (7/day), mythic spellcasting[MA], rapid preparation[MA], recuperation, rogue talent (ledge walker), spell sieve[MA], throw spell[MA], trapfinding +1, true archmage
Combat Gear necklace of fireballs vii, ring of spell storing; Other Gear +5 thundering longsword, amulet of natural armor +5, boccob's blessed book, bracers of armor +7, elminster's eversmoking pipe, mantle of spell resistance, ring of protection +5, ring of regeneration
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Blast [Mythic] Half Arcane Blast dam to add trip/bull rush (use Int/Cha for CMB and add 1/2 spell level).
Arcane Bond (Amulet of natural armor +5) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Builder (Wondrous Items) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Arcane eyes (Su) Detect magic to line of sight permanently enchanted on the Chosen's vision.
Arcane Metamastery (level adjustment <= 1) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Cleric Channel Positive Energy 2d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Cleric Domain (Spell)
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Delay Spell Set your spells for 1- to 5-round delay after casting
Energy Conversion (Su) Spend 1 power to change energy type of a spell.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flexible Counterspell (Su) As immediate action, use 1 power and spell of same or higher level to counterspell.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hand of the Acolyte (7/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Hand of the Apprentice (11/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heighten Spell Increases spell level to effective level desired.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity (1st-level, Magic Missile) (Su) Immunity to one 1st-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (2nd-level, Detect Thoughts) (Su) Immunity to one 2nd-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (3rd-level, Fireball) (Su) Immunity to one 3rd-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (4th-level, Evard's Black Tentacles) (Su) Immunity to one 4th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (5th-level, Feeblemind) (Su) Immunity to one 5th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (6th-level, Disintegrate) (Su) Immunity to one 6th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (7th-level, Finger of Death) (Su) Immunity to one 7th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (8th-level, Sunburst) (Su) Immunity to one 8th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (9th-level, Time Stop) (Su) Immunity to one 9th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity to Aging You are immune to aging effects.
Immunity to Bleed You are immune to bleed.
Immunity to Disease You are immune to diseases.
Immunity to Disintegration Immune to disintegrate spells and effects.
Immunity to Magic Sleep You are immune to magic sleep effects.
Immunity to Non-Mythic Fear (Ex) You are immune to fear from non-mythic sources.
Immunity to Poison You are immune to poison.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Ledge Walker (Ex) No penalty to use Acrobatics to move full speed on narrow surfaces & not flat footed.
Legendary Hero (Su) One use of mythic power is regained each hr.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Metamagic Mastery (7/day) (Su) Spend 1 use per spell level increase to apply a known metamagic feat for free.
Mythic Crafter [Mythic] Can create mythic magic items & +5 on any checks when crafting non-mythic magic items.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Rapid Preparation (Su) Prepare all spells in 15 min, fill 1 slot in 1 min or use 1 power to do so as a swift action.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Regeneration 1 Heal HP quickly and cannot die.
Selective Channeling Exclude targets from the area of your Channel Energy.
Selective Spell You can cast a spell that does not affect some targets within its area.
Silver Fire (Su) This powerful supernatural ability is unique to the Chosen of Mystra. Manifesting as a beautiful silver-white flame that surrounds the wielder and fills the area into which it is projected, silver fire can be used for different effects. It can act as
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell (1st-level, Alarm, 1/day) (Sp) Cast a 1st-level spell as a spell-like ability once per day.
Spell (2nd-level, Spider Climb, 1/day) (Sp) Cast a 2nd-level spell as a spell-like ability once per day.
Spell (3rd-level, Dispel Magic, 1/day) (Sp) Cast a 3rd-level spell as a spell-like ability once per day.
Spell (4th-level, Thunderlance, 1/day) (Sp) Cast a 4th-level spell as a spell-like ability once per day.
Spell (5th-level, Ironguard, Lesser, 1/day) (Sp) Cast a 5th-level spell as a spell-like ability once per day.
Spell (6th-level, True Seeing, 1/day) (Sp) Cast a 6th-level spell as a spell-like ability once per day.
Spell (7th-level, Teleport, Greater, 1/day) (Sp) Cast a 7th-level spell as a spell-like ability once per day.
Spell (8th-level, Prying Eyes, Greater, 1/day) (Sp) Cast a 8th-level spell as a spell-like ability once per day.
Spell (9th-level, Shapechange, 1/day) (Sp) Cast a 9th-level spell as a spell-like ability once per day.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (21) You have Spell Resistance.
Spell Sieve (Sp) After countering a spell you can cast, use it as Sp ability on your next turn.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Throw Spell (120 feet) (Su) Spend 1 power to throw a touch spell as a ranged touch attack.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
True Archmage (SR 35 vs. Arcane spells) (Ex) Non-mythic foes save vs. your spells twice. Gain SR, if it blocks a spell, regain 1 power.
Twin Spell Spell takes effect twice on target or area
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
--------------------
Ancient archmage, Chosen of Mystra, Sage of Shadowdale—Elminster is in many ways the symbol of Faerûn and the magic that suffuses the world. For years he has confounded the Zhentarim, the Red Wizards of Thay, and a hundred rival mages, but in his advanced age he now prefers to work through younger and more vigorous heroes rather than moving directly against his foes. He is prone to long reveries in which he sees again
people and places now long vanished.

During his thousand-year life span, Elminster has trained and reared a long succession of apprentices who all became superb spellcasters in their own right, helped found the Harpers, and raised several of the Seven Sisters. During the Time of Troubles, he saved Toril by holding Mystra’s power inside himself, surviving by his wits and the aid of the ranger Sharantyr rather than by his magic. He’s also a passable fighter and thief and a superb dancer.

Elminster is a consummate actor and delights in acts of whimsy, helping the needy and lovelorn, and dispensing poetic justice to those who deserve it. He has a heart of gold, a deep need to bring tyrannical, pompous, and cruel persons low, and a crotchety, “Don’t push me” manner. After knowing the love of the goddess Mystra, nothing awes him or leaves him much afraid.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I actually DO know everything. I just have a very poor index of my knowledge.

Ashe's Character Sheet

Alphabetized Index of Realms NPCs
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Ashe Ravenheart
Great Reader

USA
3240 Posts

Posted - 18 Jan 2016 :  18:16:18  Show Profile Send Ashe Ravenheart a Private Message  Reply with Quote
Khelben "Blackstaff" Arunsun CR 28
XP 4,915,200
Male human (Damaran) wizard 20/Archmage 9
LN Medium humanoid (human)
Init +9; Senses arcane eyes; Perception +13
--------------------
Defense
--------------------
AC 25, touch 17, flat-footed 25 (+8 armor, +5 deflection, +2 luck)
hp 219 (20d6+147)
Fort +13, Ref +8, Will +21
Defensive Abilities hard to kill, immunity (1st-level) (magic missile), immunity (2nd-level) (blindness/deafness), immunity (3rd-level) (lightning bolt), immunity (4th-level) (ice storm), immunity (5th-level) (magic jar), immunity (6th-level) (circle of death), immunity (7th-level) (forcecage), immunity (8th-level) (otto's irresistible dance), immunity (9th-level) (energy drain), mythic saving throws, unstoppable; Immune immunity (1st-level) (magic missile), immunity (2nd-level) (blindness/deafness), immunity (3rd-level) (lightning bolt), immunity (4th-level) (ice storm), immunity (5th-level) (magic jar), immunity (6th-level) (circle of death), immunity (7th-level) (forcecage), immunity (8th-level) (otto's irresistible dance), immunity (9th-level) (energy drain), aging, disease, sleep, poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee blackstaff +14/+9 (1d6+3)
Special Attacks hand of the apprentice (9/day), mythic power (21/day, surge +1d10), silver fire
Spell-Like Abilities (CL 20th; concentration +22)
. . 1/day—spell (1st-level), spell (2nd-level), spell (3rd-level), spell (4th-level), spell (5th-level), spell (6th-level), spell (7th-level), spell (8th-level), spell (9th-level)
Wizard Spells Prepared (CL 20th; concentration +26)
. . 9th—meteor swarm[M] (DC 27), mordenkainen's disjunction (DC 25), time stop, wish
. . 8th—blackstaff, form of the dragon III[M], greater shadow evocation (DC 24), greater shout
. . 7th—prismatic spray[M], greater scrying (DC 23), spell turning, greater teleport
. . 6th—chain lightning[M] (DC 24), guards and wards, otiluke's freezing sphere (DC 24), mass suggestion (DC 22), wall of iron
. . 5th—dragonsight, lightning arc[M,UM] (DC 23), shadow evocation (DC 21), communal stoneskin[UC], telekinesis
. . 4th—dimension door[M], force orb (DC 22), lesser globe of invulnerability, stoneskin[M], thunderlance
. . 3rd—fly[M], lightning bolt (DC 21), greater mage armor (DC 19), skull watch, threesteel (DC 20)
. . 2nd—claws of darkness (DC 18), flaming sphere (DC 20), scorching ray, snilloc's snowball swarm (DC 20), summon swarm, web (DC 18)
. . 1st—feather fall, magic missile[M], protection from chaos, ray of enfeeblement (DC 17), shield, silent image (DC 17)
. . 0 (at will)—arcane mark, detect magic, electric jolt, read magic
. . M mythic spell
--------------------
Statistics
--------------------
Str 9, Dex 10, Con 20, Int 22, Wis 20, Cha 15
Base Atk +10; CMB +9; CMD 26
Feats Craft Staff, Craft Wondrous Item, Forge Ring, Heighten Spell, Improved Counterspell[M], Iron Will[M], Mythic Crafter[M], Persistent Spell[APG], Quicken Spell, Scribe Scroll, Skill Focus[M], Spell Focus[M], Spell Focus (transmutation), Spell Mastery, Still Spell, Twin Spell, Weapon Focus (quarterstaff)
Skills Bluff +10, Craft (alchemy) +29 (+34 when crafting non-mythic magic items), Craft (painting) +15 (+20 when crafting non-mythic magic items), Diplomacy +10, Intimidate +10, Knowledge (arcana) +29, Knowledge (history) +17, Knowledge (local) +25, Knowledge (nature) +17, Knowledge (planes) +25, Knowledge (religion) +17, Perception +13, Perform (oratory) +10, Ride +8, Sense Motive +13, Spellcraft +35
Languages Aglarondan, Celestial, Chondathan, Common, Damaran, Draconic, Elven, Orc
SQ amazing initiative, arcane bond (blackstaff), arcane metamastery[MA], arcane surge[MA], competent caster[MA], crafting mastery[MA], energy conversion[MA], flexible counterspell[MA], force of will, immortal, immunity to disintegration, metamagic mastery (7/day), mythic spellcasting[MA], recuperation, throw spell[MA]
Combat Gear blackstaff, pearl of power (8th level), pearl of power (9th level); Other Gear bracers of armor +8, ring of protection +5, ring of spell turning
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Bond (Blackstaff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane eyes (Su) Detect magic to line of sight permanently enchanted on the Chosen's vision.
Arcane Metamastery (level adjustment <= 1) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
Competent Caster (Ex) Concentration checks for arcane spells auto succeed (unless highest level castable).
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Energy Conversion (Su) Spend 1 power to change energy type of a spell.
Flexible Counterspell (Su) As immediate action, use 1 power and spell of same or higher level to counterspell.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hand of the Apprentice (9/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heighten Spell Increases spell level to effective level desired.
Immortal (Su) Ressurrect next day, unless killed by mythic foe's crit, or an epic weapon.
Immunity (1st-level, Magic Missile) (Su) Immunity to one 1st-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (2nd-level, Blindness/Deafness) (Su) Immunity to one 2nd-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (3rd-level, Lightning Bolt) (Su) Immunity to one 3rd-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (4th-level, Ice Storm) (Su) Immunity to one 4th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (5th-level, Magic Jar) (Su) Immunity to one 5th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (6th-level, Circle of Death) (Su) Immunity to one 6th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (7th-level, Forcecage) (Su) Immunity to one 7th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (8th-level, Otto's Irresistible Dance) (Su) Immunity to one 8th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (9th-level, Energy Drain) (Su) Immunity to one 9th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity to Aging You are immune to aging effects.
Immunity to Disease You are immune to diseases.
Immunity to Disintegration Immune to disintegrate spells and effects.
Immunity to Magic Sleep You are immune to magic sleep effects.
Immunity to Poison You are immune to poison.
Improved Counterspell [Mythic] Spell used to counterspell can be the same level as target spell.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Metamagic Mastery (7/day) (Su) Spend 1 use per spell level increase to apply a known metamagic feat for free.
Mythic Crafter [Mythic] Can create mythic magic items & +5 on any checks when crafting non-mythic magic items.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Silver Fire (Su) This powerful supernatural ability is unique to the Chosen of Mystra. Manifesting as a beautiful silver-white flame that surrounds the wielder and fills the area into which it is projected, silver fire can be used for different effects. It can act as
Skill Focus [Mythic, Spellcraft] Can always take 10 or 20 even when rushed or threatened.
Spell (1st-level, Disguise Self, 1/day) (Sp) Cast a 1st-level spell as a spell-like ability once per day.
Spell (2nd-level, Alustriel's Fang, 1/day) (Sp) Cast a 2nd-level spell as a spell-like ability once per day.
Spell (3rd-level, Fly, 1/day) (Sp) Cast a 3rd-level spell as a spell-like ability once per day.
Spell (4th-level, Simbul's Skeletal Deliquescence, 1/day) (Sp) Cast a 4th-level spell as a spell-like ability once per day.
Spell (5th-level, Muirara's Map, 1/day) (Sp) Cast a 5th-level spell as a spell-like ability once per day.
Spell (6th-level, Antimagic Field, 1/day) (Sp) Cast a 6th-level spell as a spell-like ability once per day.
Spell (7th-level, Simbul's Synostodweomer, 1/day) (Sp) Cast a 7th-level spell as a spell-like ability once per day.
Spell (8th-level, Otiluke's Telekinetic Sphere, 1/day) (Sp) Cast a 8th-level spell as a spell-like ability once per day.
Spell (9th-level, Prismatic Sphere, 1/day) (Sp) Cast a 9th-level spell as a spell-like ability once per day.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Mastery (blackstaff, ch light, fly, mag mis, gr telport) You can prepare the chosen spells without a spellbook.
Still Spell You can cast a spell with no somatic components. +1 Level.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Throw Spell (90 feet) (Su) Spend 1 power to throw a touch spell as a ranged touch attack.
Twin Spell Spell takes effect twice on target or area
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
--------------------
A Chosen of Mystra and a grim, inflexible proponent of law and order, Khelben Arunsun (called “the Blackstaff” for his magic staff and several spells that create stafflike effects) is the Lord Mage of Waterdeep and the husband of Laeral Silverhand of the Seven Sisters. Few know of Khelben’s youth in lost Myth Drannor, or are aware of his true age—but many have learned to fear him.

Khelben dresses in nondescript black robes and never appears in public without his black staff. He has a dignified, imposing manner. He prefers to intimidate or frighten people rather than revealing his dry sense of humor or his keen, playful intelligence and quick wits. More than one shrewd observer of humankind say they see an old, underlying guilt in the Blackstaff, one that eats away at him—but no one knows (or will say) what this may be.

In Khelben’s pursuit of law and order, he has founded or supported organizations (such as the Lords’ Alliance) and then abandoned them (the Harpers) when they no longer suited his purposes. He recently resigned from the Lords of Waterdeep and later broke with the Harpers over a disagreement about his methods. He formed his own group of likeminded ex-Harpers, known as the Moonstars.

Khelben acts as the gravely wise, stern tutor who manipulates agents and adventurers he meets by reluctantly dispensing information on a firm “only what you need to know” basis, never volunteering even paltry tidbits. In his words, “A secret isn’t a secret if you tell anyone.”

His beloved Laeral is probably the only person who is privy to Khelben’s plans. She is a match for him in both intellect and personal power, and their deep bond of true love has created one of the most formidable magical alliances in contemporary Faerûn.

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I actually DO know everything. I just have a very poor index of my knowledge.

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Ashe Ravenheart
Great Reader

USA
3240 Posts

Posted - 18 Jan 2016 :  18:19:03  Show Profile Send Ashe Ravenheart a Private Message  Reply with Quote
Alassra Shentrantra Silverhand CR 28
XP 4,915,200
Female human sorcerer 20/Archmage 10
CN Medium humanoid (human)
Init +25; Senses arcane eyes; Perception +12
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Defense
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AC 21, touch 13, flat-footed 20 (+8 armor, +2 deflection, +1 Dex)
hp 222 (20d6+150)
Fort +13, Ref +9, Will +16; +8 resistance bonus vs. spells and spell-like abilities
Defensive Abilities fated (+5), hard to kill, immunity (1st-level) (charm person), immunity (2nd-level) (misdirection), immunity (3rd-level) (fireball), immunity (4th-level) (fear), immunity (5th-level) (feeblemind), immunity (6th-level) (disintegrate), immunity (7th-level) (finger of death), immunity (8th-level) (maze), immunity (9th-level) (meteor swarm), mythic saving throws, unstoppable, within reach; Immune immunity (1st-level) (charm person), immunity (2nd-level) (misdirection), immunity (3rd-level) (fireball), immunity (4th-level) (fear), immunity (5th-level) (feeblemind), immunity (6th-level) (disintegrate), immunity (7th-level) (finger of death), immunity (8th-level) (maze), immunity (9th-level) (meteor swarm), aging, disease, sleep, poison
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Offense
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Speed 30 ft., fly 60 ft. (good)
Melee +5 dagger +14/+9 (1d4+4/19-20)
Special Attacks it was meant to be 7/day, mythic power (23/day, surge +1d12), silver fire, wild arcana[MA]
Spell-Like Abilities (CL 20th; concentration +25)
. . 1/day—spell (1st-level), spell (2nd-level), spell (3rd-level), spell (4th-level), spell (5th-level), spell (6th-level), spell (7th-level), spell (8th-level), spell (9th-level)
Bloodline Spell-Like Abilities (CL 20th; concentration +25)
. . 13/day—touch of destiny (+12)
Sorcerer Spells Known (CL 20th; concentration +25)
. . 9th (6/day)—foresight, simbul's spell trigger, time stop[M], wish[M]
. . 8th (6/day)—mass charm monster (DC 23), mind blank, moment of prescience, polymorph any object (DC 24)
. . 7th (6/day)—limited wish, prismatic spray[M], simbul's spell sequencer, spell turning
. . 6th (6/day)—chain lightning[M] (DC 22), control water, disintegrate[M] (DC 22), mislead (DC 21)
. . 5th (7/day)—break enchantment, feeblemind (DC 20), telekinesis[M], teleport, wall of force[M]
. . 4th (7/day)—charm monster (DC 19), fire shield[M], freedom of movement, mass reduce person (DC 20), shout[M]
. . 3rd (7/day)—dispel magic, fireball (DC 19), fly[M], protection from energy, wind wall
. . 2nd (7/day)—alter self, blur, cat's grace, locate object, shatter (DC 18), web (DC 17)
. . 1st (8/day)—alarm, burning hands (DC 17), comprehend languages, enlarge person (DC 17), feather fall, magic missile
. . 0 (at will)—arcane mark, dancing lights, detect magic, flare (DC 16), light, mage hand, mending, open/close (DC 16), read magic
. . Bloodline Destined
. . M mythic spell
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Statistics
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Str 8, Dex 13, Con 20, Int 20, Wis 15, Cha 20
Base Atk +10; CMB +9; CMD 22
Feats Acrobatic[M], Arcane Strike, Combat Casting, Craft Wand, Eschew Materials[M], Forge Ring, Improved Counterspell[M], Improved Initiative[M], Leadership, Leadership[M], Magical Aptitude, Maximize Spell, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (transmutation), Twin Spell
Skills Acrobatics +5, Craft (alchemy) +25, Diplomacy +11, Fly +41, Heal +14, Intimidate +17, Knowledge (arcana) +28, Knowledge (history) +25, Knowledge (local) +15, Knowledge (religion) +15, Perception +12, Perform (sing) +14, Profession (herbalist) +12, Spellcraft +31, Swim +2
Languages Aglarondan, Chondathan, Common, Draconic, Elven, Mulhorandi
SQ amazing initiative, bloodline arcana (gain luck bonus on saves when casting personal-range spells), component freedom[MA], component freedom[MA], destiny realized, eldritch flight[MA], energy conversion[MA], force of will, immortal, immunity to disintegration, legendary hero, mythic bloodline[MA], mythic spellcasting[MA], recuperation, spell sieve[MA], true archmage
Combat Gear chaos diamond, potion of cure serious wounds (4), ring of spell storing, staff of passage, wand of lightning bolt (CL 10th, 20 charges), wand of magic missile (CL 9th, 20 charges); Other Gear +5 dagger, bracers of armor +8
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Special Abilities
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Acrobatic [Mythic] Use 1 power to treat your roll for Acrobatics or Fly as a natural 20.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane eyes (Su) Detect magic to line of sight permanently enchanted on the Chosen's vision.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bloodline Arcana: Destined (Ex) When you cast a Personal spell, gain a save bonus of its level for 1 round.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Component Freedom (2 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Destiny Realized (6/day) (Su) Spell threats auto confirm, foe's threat confirms only on 20. Activate to auto overcome SR.
Energy Conversion (Su) Spend 1 power to change energy type of a spell.
Eschew Materials [Mythic] Ignore M components up to 10 gp/tier. Use 1 power for 50 gp/tier or 2 for 100 gp/tier.
Fated +5 +5 (Su) You gain +5 on saves you are unaware of or when surprised.
Flight (60 feet, Good) You can fly!
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity (1st-level, Charm Person) (Su) Immunity to one 1st-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (2nd-level, Misdirection) (Su) Immunity to one 2nd-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (3rd-level, Fireball) (Su) Immunity to one 3rd-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (4th-level, Fear) (Su) Immunity to one 4th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (5th-level, Feeblemind) (Su) Immunity to one 5th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (6th-level, Disintegrate) (Su) Immunity to one 6th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (7th-level, Finger of Death) (Su) Immunity to one 7th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (8th-level, Maze) (Su) Immunity to one 8th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity (9th-level, Meteor Swarm) (Su) Immunity to one 9th-level spell, just as if the spell immunity spell were constantly in effect upon the character.
Immunity to Aging You are immune to aging effects.
Immunity to Disease You are immune to diseases.
Immunity to Disintegration Immune to disintegrate spells and effects.
Immunity to Magic Sleep You are immune to magic sleep effects.
Immunity to Poison You are immune to poison.
Improved Counterspell [Mythic] Spell used to counterspell can be the same level as target spell.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
It Was Meant To Be (7/day) (Su) Reroll an attack, critical confirmation, or spell resistance check.
Leadership (score 25) You attract loyal companions and devoted followers.
Leadership [Mythic] You attract more powerful loyal companions and devoted followers.
Legendary Hero (Su) One use of mythic power is regained each hr.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Silver Fire (Su) This powerful supernatural ability is unique to the Chosen of Mystra. Manifesting as a beautiful silver-white flame that surrounds the wielder and fills the area into which it is projected, silver fire can be used for different effects. It can act as
Spell (1st-level, Feather Fall, 1/day) (Sp) Cast a 1st-level spell as a spell-like ability once per day.
Spell (2nd-level, Web, 1/day) (Sp) Cast a 2nd-level spell as a spell-like ability once per day.
Spell (3rd-level, Fly, 1/day) (Sp) Cast a 3rd-level spell as a spell-like ability once per day.
Spell (4th-level, Simbul's Skeletal Deliquescence, 1/day) (Sp) Cast a 4th-level spell as a spell-like ability once per day.
Spell (5th-level, Hold Monster, 1/day) (Sp) Cast a 5th-level spell as a spell-like ability once per day.
Spell (6th-level, Antimagic Field, 1/day) (Sp) Cast a 6th-level spell as a spell-like ability once per day.
Spell (7th-level, Delayed Blast Fireball, 1/day) (Sp) Cast a 7th-level spell as a spell-like ability once per day.
Spell (8th-level, Prismatic Wall, 1/day) (Sp) Cast a 8th-level spell as a spell-like ability once per day.
Spell (9th-level, Shapechange, 1/day) (Sp) Cast a 9th-level spell as a spell-like ability once per day.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Sieve (Sp) After countering a spell you can cast, use it as Sp ability on your next turn.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Touch of Destiny +12 (13/day) (Sp) As a standard action, touch grants +12 insight bonus to most rolls for 1 rd.
True Archmage (SR 35 vs. Arcane spells) (Ex) Non-mythic foes save vs. your spells twice. Gain SR, if it blocks a spell, regain 1 power.
Twin Spell Spell takes effect twice on target or area
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Within Reach (6/day) (Su) Reduce damage from a killing blow with a DC 20 Will save.
--------------------
Alassra Silverhand, one of the Seven Sisters who are the Chosen of Mystra, is known to Faerûnians today only as the Simbul. She is the Queen of Aglarond (called by some “the Witch-Queen,” and many believe this latter term is part of her official title) and has legendary powers of sorcery and a temper to match.

She mastered metamagic long, long ago, and has single-handedly defeated attacking Thayan armies with titanic combinations of spells. King Azoun IV of Cormyr called the Simbul “a good friend, but a deadly enemy.” She is currently the lover of the famous (or if you prefer, infamous) wizard Elminster of Shadowdale. Thanks to his love, she has mitigated the worst of her dark berserker rages, which makes her even more formidable in battle—she’s still fearless, but no long heedless of the damage she causes. She still seems more driven to master magic than anyone else in Faerûn ... and seems quite likely to continue to do so.

The Simbul flits tirelessly around Toril and even other planes, never adhering to any routine, shapechanging at will (often wearing the form of a black raven). As herself, she’s heedless of personal appearance, and is usually barefoot or adventurer-booted, and clad only in a tattered black robe. Her hair is always a wild, tangled mess. Even in her realm of Aglarond, people fear her, avoid her, and think her insane. Red Wizards have been known to faint at the mere thought effacing her in battle. In this, if in nothing else, their judgment is wise.

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I actually DO know everything. I just have a very poor index of my knowledge.

Ashe's Character Sheet

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LordofBones
Master of Realmslore

1477 Posts

Posted - 19 Jan 2016 :  07:25:55  Show Profile Send LordofBones a Private Message  Reply with Quote
Ashe, these are good, but the first thing that strikes me is that their ability scores are simply too low. Pathfinder's mythic NPCs blow them all out of the water. Old Mage Jatembe, for instance, has Str 14, Dex 16, Con 18, Int 41, Wis 24, Cha 22; after a +6 enhancement bonus to his ability scores and no inherent bonuses.

Also, Elminster is immune to time stop, which means that he's nerfed himself. Time stop only affects the caster.
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George Krashos
Master of Realmslore

Australia
6646 Posts

Posted - 19 Jan 2016 :  09:51:44  Show Profile Send George Krashos a Private Message  Reply with Quote
Mythic NPCs are plot devices in my Realms, not monsters to kill and loot. Don;t reckon they need stats, myself.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Ashe Ravenheart
Great Reader

USA
3240 Posts

Posted - 19 Jan 2016 :  13:40:14  Show Profile Send Ashe Ravenheart a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

Ashe, these are good, but the first thing that strikes me is that their ability scores are simply too low. Pathfinder's mythic NPCs blow them all out of the water. Old Mage Jatembe, for instance, has Str 14, Dex 16, Con 18, Int 41, Wis 24, Cha 22; after a +6 enhancement bonus to his ability scores and no inherent bonuses.

Also, Elminster is immune to time stop, which means that he's nerfed himself. Time stop only affects the caster.


That may well be, but I was building them up to how they were published in 3.5. The time stop, I admit, was an error on my part since temporal stasis in Pathfinder is L8 instead of L9, and I just flaked on it in my head.

quote:
Originally posted by George Krashos

Mythic NPCs are plot devices in my Realms, not monsters to kill and loot. Don;t reckon they need stats, myself.

-- George Krashos

I totally agree.


I actually DO know everything. I just have a very poor index of my knowledge.

Ashe's Character Sheet

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Baltas
Senior Scribe

Poland
955 Posts

Posted - 19 Jan 2016 :  15:44:45  Show Profile Send Baltas a Private Message  Reply with Quote
Great work Ashe, but I don't think Elminter is Chondathan, as he was from Athalantar, which from what I know, were Talfiran, Low Netherese, Illuskan or a mix of the three(which could be represented as Tethyrian).
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