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Lothlos
Learned Scribe

USA
111 Posts

Posted - 25 Feb 2014 :  15:32:03  Show Profile Send Lothlos a Private Message  Reply with Quote
Keep up the great work looking forward to seeing more NPC's

The Road goes ever on and on
Down from the door where it began.
Now far ahead the Road has gone,
And I must follow, if I can,
Pursuing it with eager feet,
Until it joins some larger way
Where many paths and errands meet.
And whither then? I cannot say.
-J.R.R. Tolkien

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MisstressK8120
Acolyte

USA
1 Posts

Posted - 13 May 2014 :  23:16:32  Show Profile Send MisstressK8120 a Private Message  Reply with Quote
Ok, so I have a tall order to fill. I need stats for Hanali Celanil 3.0/3.5
I have her playing a active role in my campaign and I want her to save the group. I tried making the stats myself a few times and got so frustrated. If you can't I totally understand. This one would be real hard.
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Diffan
Great Reader

USA
3806 Posts

Posted - 14 May 2014 :  10:38:53  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by MisstressK8120

Ok, so I have a tall order to fill. I need stats for Hanali Celanil 3.0/3.5
I have her playing a active role in my campaign and I want her to save the group. I tried making the stats myself a few times and got so frustrated. If you can't I totally understand. This one would be real hard.



Gods are.......difficult to say the least. Now I could create an Avatar of her similar to what we saw in the Faiths and Pantheons book. There is at least framework and basics to follow. Obviously she's an elf, but what kind of classes would you associate her with?

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
3806 Posts

Posted - 10 Mar 2016 :  19:26:16  Show Profile Send Diffan a Private Message  Reply with Quote
Been a while since I looked through here but I figured folks could still rummage through it for useful stuff.

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
3806 Posts

Posted - 04 Apr 2017 :  21:27:03  Show Profile Send Diffan a Private Message  Reply with Quote
SIR HALVAR TALLSTAG; CR 14
hp 104 (14 HD)
******************************************************************************
Male Chondathan human crusader of Lathander 6/ warmage 4/ jade phoenix mage 4
NG Medium humanoid
Init +0; Senses Listen +1, Spot +1
Languages Chondathan, Common, Elven,
******************************************************************************
AC 26, touch 11, flat-footed 26
(+11 armor, +4 shield, +2 deflection, -1 misc)
Immune fear
Fort +15, Ref +7, Will +16
******************************************************************************
Speed 20 ft. (4 squares in +3 mithral full plate); base 30-ft.
Melee +4 everbright heavy mace +22/+17/+12 (1d8+10/x2, plus 1d6 against undead) or
Melee +2 halberd +20/+15/+10 (1d10+11/19-20)
Reach 10 feet with +2 halberd
Atk Options Arcane wrath, empowering strike, furious counterstrike, Power Attack, Shock Trooper, smite 1/day (+4 attack, 6 damage), warmage’s edge (+2)
Base Atk +12; Grp +18
Combat gear anklet of translocation 2/day, shadow hands [scholar] (shadow stride), third eye surge 3 charges/day
******************************************************************************
Maneuvers and Stances Known (IL 12th):
stances—bolstering voice (1st), iron guard’s glare (1st), mystic phoenix stance*
strikes—douse the flames (1st), foehammer† (2nd), rallying strike† (6th), revitalizing strike (3rd), searing charge† (4th), stone bones (1st), vanguard strike† (1st)
boosts—burning brand† (1st), white raven tactics† (3rd)
counters—leaping flame† (5th), shield block† (2nd)
Disciplines: Desert Wind, Devoted Spirit, Stone Dragon, White Raven
†Readied maneuvers.
Warmage Spells Known (CL 7th):
3rd (5/day)—as per the warmage spell list.
2nd (7/day)—as per the warmage spell list.
1st (8/day)—as per the warmage spell list plus Shelgarn's persistent blade.
0 (6/day)—as per the warmage spell list.
******************************************************************************
Abilities Str 22, Dex 11, Con 14, Int 14, Wis 13, Cha 21
SQ armored mage (medium), rite of waking, steely resolve 10
Feats Battle Caster, Extra Granted Maneuver, Fearless, Improved Bull Rush, Martial Study (burning brand), Martial Study (searing charge), Power Attack, Shock Trooper
Skills Balance +5, Climb +10, Concentration +19, Diplomacy +5, Intimidate +17, Jump +14, Knowledge (arcana) +9, Knowledge (history) +13, Knowledge (religion) +13, Martial Lore +9, Ride +4, Spellcraft +13, Sense Motive +1, Tumble -4
Flaw vulnerableUA (-1 to armor class)
Possessions combat gear plus +4 everbright heavy mace with lesser crystal of truedeath, +2 halberd, +3 light steel shield, +3 mithral full plate, tabard of resistance +3, ring of protection +2, ring of adamantine touch, cloak of Charisma +4, belt of giant strength +4, masterwork dagger, adventuring gear, spell component pouch, and 185 gp.
******************************************************************************
Arcane Wrath (Su): As a swift action, Sir Halvar can lose any spell slot to gain a +4 bonus on single attack or martial strike, as well as an extra 1d10 points of damage per spell level expended. Both bonuses can be applied only on an attack made before the beginning of his next turn.
Armored Mage (Ex): Sir Halvar's limited focus and specialized training allows him to avoid arcane spell failure as long as he sticks to light and medium armor and light shields.
Empowering Strike (Su): When Sir Halvar successfully attacks an enemy with a martial strike, any spell that he casts before the end of his next turn is empowered (as by the Empower Spell metamagic feat). Casting a spell that has been empowered through this ability does not increase the effective level of a spell you cast.
Furious Counterstrike (Ex): Sir Halvar gains a bonus on attack and damage rolls equal to the current value of his delayed damage pool (1-9 +1; 10 or more +2).
Steely Resolve (Ex): Sir Halvar has a delayed damage pool up to 10 points. This pool begins at 0 with each encounter. When Sir Halvar is attacked, any hit point damage the blow deals is added to his delayed damage pool. At the end of his next turn, he takes damage equal to the total stored in your delayed damage pool (maximum 10), which then resets to 0. Any healing he receives can either increase his current hit point total as normal or reduce the total damage in your delayed damage pool.
Warmage Edge (Ex): Whenever Sir Halvar casts a spell that deals hit point damage, he adds his Intelligence bonus (+2) to the amount of damage dealt.
Zealous Surge (Ex): Once per day Sir Halvar can opt to reroll a single saving throw. He must abide by the result of the new, second saving throw, even if it is lower than the first. This
ability does not require an action.

4E Realms = Great Taste, Less Filling.

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

Edited by - Diffan on 04 Apr 2017 22:16:00
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Diffan
Great Reader

USA
3806 Posts

Posted - 20 Jun 2017 :  21:58:15  Show Profile Send Diffan a Private Message  Reply with Quote
LAN UMBRILSTRYKE; CR 15
hp
119 (15 HD)
==================================================================================
Male Damaran human lion totem barbarian 1/ paladin (of Mystra) 4/ knight of the weave 5/ abjurant champion 5
CG Medium humanoid
Aura resolve (allies within 20-ft. gain +4 on saves against compulsion)
Init +0; Senses Listen +6, Spot +4
Languages Chondathan, Common, Damaran
==================================================================================
AC 24 (or 33 with the shield spell), touch 13, flat-footed 24 (or 33 with the shield spell)
(+9 armor, +9 shield, +2 natural, +3 deflection)
Immune compulsion, disease
Fort +21, Ref +13, Will +19
==================================================================================
Speed 40 ft. (8 squares) in +4 mithral chainmail
Melee +3 valorous adamantine guisarme [lesser truedeath crystal] +21/+16/+11 (2d4+13/x3, plus 1d6 against undead)
Reach 10-ft. with +3 valorous adamantine guisarme [lesser truedeath crystal]
Base Atk +13; Grp +24
Atk Options Arcane boost, Arcane Strike, Divine Might, Leap Attack, pounce, Power Attack, rage 1/day, Shock Trooper, smite evil 1/day (+7 attack, +4 damage)
Special Actions lay on hands 28 points/day, turn undead 10/day (+7, 2d6+8; 1st)
Combat gear armbands of might, corsair’s eyepatch 3/day (see invisibility for 1 round or Blind-Fight for 1 minute), pearl of power (1st)
==================================================================================
Knight of the Weave Spells Known (CL 13th):
6th (4/day)—banishment (DC 23), greater dispel magic, teleport
5th (4/day)—dimension door, spell resistance, true seeing
4th (4/day)—break enchantment, lesser globe of invulnerability, restoration
3rd (6/day)—cure moderate wounds, Darsson’s potion, fly, remove curse
2nd (6/day)—bear’s endurance, darkvision, resist energy, shield other
1st (6/day)—divine favor, magic missile, shield, targeting ray (+13 ranged touch)
Paladin Spell Prepared (CL 2nd):
1st—rhino’s rush
Spell-Like Abilities:
At-will—detect evil (CL 4th); detect magic and read magic (CL 5th)
==================================================================================
Abilities Str 20, Dex 11, Con 14, Int 12, Wis 14, Cha 24
SQ abjurant armor, armored caster (light), code of conduct, extended abjuration, swift abjuration
Feats Arcane Strike, Combat Casting, Divine Might, Improved Bull Rush, Jotunbrud, Leap Attack, Nymph’s Kiss, Power Attack, Shock Trooper
Skills Climb +8, Concentration +15 (+19 casting defensively), Heal +7, Intimidate +16, Jump +12, Knowledge (arcana) +13, Knowledge (history) +2, Knowledge (religion) +3, Listen +6, Ride +3, Sense Motive +4, Spellcraft +13 (+17 deciphering scrolls), Spot +4, Survival +6, Use Magic Device +14 (+16 using scrolls)
Skill Trick Healing hands (successful Heal check to stabilize a creature, gains 1d6 hit points)
Flaw Murky-Eyed (roll twice on melee attacks when attacking a concealed target. If either attack misses, they both do)
Possessions Victory (+3 valorous adamantine guisarme [lesser truedeath crystal]), +4 mithral chainmail, belt of giant’s Strength +4, cloak of Charisma +6, vest of resistance +3, ring of protection +3, amulet of natural armor +2, boots of springing and striding.
==================================================================================
Abjurant Armor (Su): Anytime Lan casts a spell from the Abjuration school that grants an armor or shield bonus, he adds his abjurant champion levels to the bonus (+5).
Arcane Boost (Su): Lan can burn magical energy to empower his martial abilities. As a swift action he can spend an un-cast spell or spell slot to grant him one of the following bonuses for 1 round:
• Bonus on attack rolls equal to the spell level.
• Bonus on damage rolls equal to twice the spell’s level.
• Bonus to AC equal to the spell’s level.
• Bonus on saving throws equal to the spell’s level.
• Resistance to acid, cold, electricity, fire, and sonic equal to 5 x the spell’s level.
Armored Caster (Ex): Lan may wear light armor without incurring the normal arcane spell failure chance.
Code of Conduct: As a Paladin of freedom, Lan must remain Chaotic Good and loses all class abilities if he willingly commits an evil act. His code requires that he respect individual liberty, help those in need, and punish those who threaten or curtail personal liberty.
Extended Abjuration (Su): Anytime Lan casts a spell from the Abjuration school, he applies the Extend Spell feat to them as if he had that feat (but without any change in level or casting time).
Rage (Ex): Once per day, as a free action, Lan can fly into a fit of rage gaining a +4 bonus to his Strength and Constitution scores and a +2 morale bonus to Will saves, but a -2 penalty to his AC. He also gains 2 hit points per level (for a total of 30) however these go away when the rage ends. Lan’s rage lasts for 7 rounds and during his rage he cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magical items that require a command word, a spell trigger, or spell completion to function. Once his rage ends Lan is fatigued for the duration of the current encounter.
Smite Evil (Su): Once per day Lan may make an attack against an evil creature. He adds his Charisma modifier (+7) to the attack roll and his levels in Paladin (4) to damage. If he accidentally smites a creature that isn’t evil, the attempt is wasted.
Swift Abjuration (Su): Anytime Lan casts a spell from the Abjuration school, he applies the Quicken Spell feat to them as if he had that feat (but without any change in level).


Sources: Unearthed Arcana, Complete Champion, Complete Mage, Champions of Valor, Spell Compendium, Magic Item Compendium,
and Unapproachable East
supplements. Stats were 4d6, drop the lowest method. Gave him a free Regional (Damaran) feat called Jotunbrud (treats him as larger for purposes of Strength-based Ability Checks).

4E Realms = Great Taste, Less Filling.

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

Edited by - Diffan on 04 Oct 2017 20:38:41
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Diffan
Great Reader

USA
3806 Posts

Posted - 19 Sep 2017 :  23:29:11  Show Profile Send Diffan a Private Message  Reply with Quote
A cadre of Commoners! I made this with the simple 4d6 in a row for stats and a randomized occupation/race chart (70% chance to be human, 30% chance to be either a Dwarf, Elf, or Halfling). Hit points are a bit underwhelming, even for commoners in the Monster Manual as they only get 1d4 (rolled) plus their Constitution modifier. Lastly they're proficient with their tool of choice/profession and most simple weapons (club, dagger, etc.)

Josie Freeman
Medium humanoid (Chondathan), neutral
=============================================================================
Armor Class 14
Hit Points 6 (1d4)
Speed 30 ft.
=============================================================================

  Str      Dex      Con     Int      Wis      Cha
15 (+2)  18 (+4)  14 (+2)  18 (+4)  12 (+1)  16 (+3)

=============================================================================
Senses passive Perception 11
Languages Chondathan, Common
Challenge 0 (10 xp)
================================================================================
ACTIONS
Pitfork. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) when wielded in two hands.
================================================================================
Possessions pitchfork, chicken (named howie), 35 cp.

Backstory. Josie was destined for great things. Beautiful, strong, and intelligent she wasn't meant for a life on her family's parsnip farm. She wanted to explore the wide world, to adventure, to see the Sea of Swords, and meet exotic people. All that changed when her father became ill and forced her to keep the farm going. So she remained for her family and continues to dream.




Uriel Hanson
Medium humanoid (Chondathan), neutral
=============================================================================
Armor Class 11
Hit Points 2 (1d4)
Speed 30 ft.
=============================================================================

  Str      Dex      Con     Int      Wis      Cha
 7 (-1)  13 (+1)   8 (-1)  11 (+0)  11 (+0)  12 (+1)

=============================================================================
Senses passive Perception 10
Languages Common
Challenge 0 (10 xp)
================================================================================
ACTIONS
Handaxe. Melee or Ranged Weapon Attack: -2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1 (1d6 - 2) slashing damage.
================================================================================
Possessions Bundle of wood, handaxe, 39 cp.

Backstory. The drunken son of a wood cutter, at eighteen winters Uriel spends what money he has drinking and gambling. He's in considerable debt and would take any job to pay that off. He's not a very pleasant person and that's an improvement over his father, a bear of man and the town bully.




Dorn Myrdric
Medium humanoid (Illuskan), neutral
=============================================================================
Armor Class 11
Hit Points 3 (1d4)
Speed 30 ft.
=============================================================================

  Str      Dex      Con     Int      Wis      Cha
17 (+3)  12 (+1)  12 (+1)  13 (+1)  15 (+2)  12 (+1)

=============================================================================
Senses passive Perception 12
Languages Common, Illuskan
Challenge 0 (10 xp)
================================================================================
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
================================================================================
Possessions Black grimoire, dagger, 29 cp.

Backstory. Dorn is fairly new, having taken up residence with the local magician who resides in an old grainery-turned-tower at the edge of town. For a wizard's apprentice he seems pretty strong of body and constitution though he's socially awkward and hasn't seemed to make many friends.

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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DarkExcalibur42
Acolyte

USA
12 Posts

Posted - 21 Sep 2017 :  18:28:59  Show Profile Send DarkExcalibur42 a Private Message  Reply with Quote
If you don't mind, I thought I'd toss a link in here to an NPC I made for my GM! It just seemed neater and more orderly to donate it to your existing and easily searchable thread than starting another.

Tess Evenwood, Healer
https://docs.google.com/document/d/1KeiZ0wBUnY153jiIsyb-17UFZ_G89mhMQ7MgrhscCA4/edit?usp=sharing
She even comes with a couple pages of quick backstory.

We needed a character who could handle being the party's healer without the risk that she would do any of the party's diplomatic or exploratory work. So I made sure her more interactive skills remained weak. That way if we as players pawned off our critical responsibilities, it comes back to bite us.

"I excused myself by saying that I had set down nothing which was not strictly true, and he replied to the effect that therein lay my fault."
--Sir Henry Rider Haggard

Edited by - DarkExcalibur42 on 21 Sep 2017 18:33:25
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Diffan
Great Reader

USA
3806 Posts

Posted - 21 Sep 2017 :  21:46:33  Show Profile Send Diffan a Private Message  Reply with Quote
Cool, thanks for sharing! I'll make sure to update the Index with her basics and page reference.

Edit: I didn't see it in her backstory, but would you say Tess is Chondathan or Illuskan being that she grew up in Waterdeep and has similar characteristics? Also great backstory, I thoroughly enjoyed the read.

4E Realms = Great Taste, Less Filling.

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

Edited by - Diffan on 21 Sep 2017 21:54:22
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DarkExcalibur42
Acolyte

USA
12 Posts

Posted - 22 Sep 2017 :  14:45:25  Show Profile Send DarkExcalibur42 a Private Message  Reply with Quote
quote:
Originally posted by Diffan

Cool, thanks for sharing! I'll make sure to update the Index with her basics and page reference.

Edit: I didn't see it in her backstory, but would you say Tess is Chondathan or Illuskan being that she grew up in Waterdeep and has similar characteristics? Also great backstory, I thoroughly enjoyed the read.



Yes, I'd intended for her to be a Chondathan Waterdhavian. The personality came in when a friend asked "What if the EMH from Star Trek was a cleric in D&D?"

"I excused myself by saying that I had set down nothing which was not strictly true, and he replied to the effect that therein lay my fault."
--Sir Henry Rider Haggard
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Diffan
Great Reader

USA
3806 Posts

Posted - 22 Sep 2017 :  21:14:49  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by DarkExcalibur42

quote:
Originally posted by Diffan

Cool, thanks for sharing! I'll make sure to update the Index with her basics and page reference.

Edit: I didn't see it in her backstory, but would you say Tess is Chondathan or Illuskan being that she grew up in Waterdeep and has similar characteristics? Also great backstory, I thoroughly enjoyed the read.



Yes, I'd intended for her to be a Chondathan Waterdhavian. The personality came in when a friend asked "What if the EMH from Star Trek was a cleric in D&D?"



Haha, good ol' Joe.

"It took you 33 years to come up with Joe?!"
- Tom Paris.

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
3806 Posts

Posted - 22 Feb 2019 :  16:45:34  Show Profile Send Diffan a Private Message  Reply with Quote
I did a conversion of a 3.0 character, Sahbuti Shandardanda, an evil monk of Shar. I assumed that he has some essence of shade or shadow within him that allowed him to live long past most human mortality (similar to Antreri). So here's his 4e write-up. I'm not opposed to converting him to 5th Edition either if someone wants me to.

Sahbuti Shandardanda; Level 15 Elite Lurker
Medium shadow humanoid, human XP 2,400
============================================================================
HP 226; Bloodied 113
AC 29; Fortitude 26, Reflex 31, Will 27
Speed 8
Saving Throws +2; Action Points 1
============================================================================
TRAITS
Combat Advantage
Sahbuti deals 2d6 extra damage to any creature granting combat advantage to him.
Shadow Surge • Healing
Sahbuti regains 20 hit points at the end of his turn if he has remained invisible since the start of his turn.
Flurry of Blows
When Sahbuti hits with either a bastard sword or unarmed strike attack, the target and one adjacent creature takes 5 damage and is slid 1 square adjacent to Sahbuti or 1 square in any direction if the target wasn't targeted by the triggering attack.
============================================================================
STANDARD ACTIONS
(m) Stunning Fist (martial) • Encounter
Attack: +20 vs. AC
Hit: 6d8 + 13 damage and the target is dazed and immobilized (save ends).

(M) Unarmed StrikeAt-Will
Attack: +19 vs. AC
Hit: 4d8 + 5 damage.

Double Attack (weapon, shadow, cold) • At-Will
Effect: Sahbuti makes a bastard sword or unarmed strike attack, shifts up to 2 squares, then makes another bastard sword or unarmed strike attack.

(M) Bastard Sword (weapon, shadow, cold) • At-Will
Attack: +21 vs. AC
Hit: 2d10 + 6 cold damage.
============================================================================
MOVE ACTIONS
Vanish into Shadow (illusion, teleportation) • Recharge 4, 5, 6
Effect: Sahbuti teleports 20 squares and becomes invivible until he attacks or until the end of his next turn.
============================================================================
Skills Arcobatics +18, Endurance +15, Intimidate +15, Stealth +18
Str 14 (+9); Dex 23 (+13); Wis 20 (+12)
Con 17 (+10); Int 17 (+10); Cha 16 (+10)
Alignment evil; Languages Common, Shou
Equipment bastard sword, dark clothes

4E Realms = Great Taste, Less Filling.

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

Edited by - Diffan on 22 Feb 2019 16:52:16
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Diffan
Great Reader

USA
3806 Posts

Posted - 22 Feb 2019 :  22:21:50  Show Profile Send Diffan a Private Message  Reply with Quote
Here's another character I converted to 4e from 3rd edition. Initially this guy was given stats on page 5 (fighte 1/ evoker 6/ spellsword 4) but was then later changed to Evoker 5/ eldritch knight 3/ abjurant champion 5) on a later computer. I really wanted to see how good I could take a pretty interesting character (gish in this case) and turn it into a 4E version that was still pretty true to the original.

In all honestly, I think it turned out pretty awesome! He still retains his whole "evoker-burning" side with the feats chosen and spells like fireball, combust, wall of fire, fire burst but also holds that innate ability to just go to town swinging his signature weapon Static Steel (a +2 shocking greatsword) to a +4 lightning greatsword in 4e. With the change from Spellsword to Abjurant Champion, I felt multiclassing to Swordmage and getting a bunch of powers that help him teleport to people's aid was a pretty good call.

The only thing I left out, which I'll probably add later, is the number of rituals he has known in his book. When I get more time I'll list them by level.

BERGTHOR HALLSTEIN; LEVEL 20 WIZARD
Medium humanoid, human (Illuskan)
===========================================================================
HP 103; Bloodied 51
Surges per Day: 9; Surge Value 27
AC 31; Fortitude 31, Reflex 34, Will 31
Speed 6
Action Points 1 (when used to attack, ignore enemies’ resistances)
===========================================================================
TRAITS
Arcane Spells
Bergthor can prepare an assortment of arcane spells per day. He can prepare 3 additional daily arcane attack spells from his spellbook. Each spell must be of a different level from 19th, 15th, 9th, 5th, or 1st level. Additionally, he can prepare up to 3 additional encounter attack spells from his spellbook. Each spell must be of a different level from 17th, 13th, 7th, 3rd, or 1st level. Lastly, he can prepare 4 additional utility spells from his spellbook. Each spell must be of a different level from 16th, 10th, 6th, and 2nd level.

Burn Everything
Fire spells cast by Bergthor ignores 11 points of fire resistance. Creatures immune to fire are treated as having Resist fire 25.

Cantrips
Bergthor knows the following cantrips and they each can be used at-will: ghost sound, light, and mage hand. He also knows suggestion, which can be used one per encounter or once every 5 minutes.

Combat Casting
Ranged and area attacks don’t provoke opportunity attacks after hitting with a melee power.

Swordbond
Bergthor created a bond with Static Steel and as a standard action, can call to hand Static Steel from up to 10 squares away. If Static Steel is broken, he can mend the blade with 1 hour of focus.

War Wizard’s Expertise
Bergthor takes a -5 to his attacks against allies that are within range of his spells.
===========================================================================
STANDARD ACTON
(M) Static Steel (martial, lightning, weapon) • At-Will
+25 vs. AC. Hit: 1d10 + 1d4 + 16 lightning damage. As a free action, Bergthor can cancel the lightning damage on the weapon.

(R) Magic Missile (arcane, evocation, force, implement) • At-Will
Ranged 20 squares; Hit: 13 + 1d4 force damage.

(b) Scorching Burst (arcane, evocation, fire, implement) • At-Will
Area burst 1 within 10; +22 vs. Reflex; 1d6 + 1d4 + 13 fire damage. Add +3 to damage rolls if two or more creatures were hit with the spell.

(m) Loyal Unto Death (arcane, teleportation, weapon) • Encounter
Before the attack, Bergthor and an ally within 10 squares of him swap places, teleporting into each other’s space. Each enemy adjacent to Bergthor grants combat advantage to him, and each enemy adjacent to the ally grants combat advantage to him or her until the end of Bergthor’s next turn. +25 vs. AC; 3d10 + 1d4 + 12 damage.

(C) Elemental Scourge (arcane, cold, fire, implement, lightning, teleportation, thunder) • Daily
Close burst 5; +22 vs. Reflex; 4d8 + 1d4 + 10 cold, fire, lightning, and thunder damage. The attack ignores any resistances to these damage types. Add +3 to damage rolls if two or more creatures were hit with the spell. Additionally, each ally within the burst can teleport 3 squares.
===========================================================================
TRIGGERED ACTIONS
(C) Ever-Present Escort (arcane, teleportation) • Encounter
Trigger: An ally that’s within 5 squares of Bergthor is hit by an attack that targets AC.
Effect: Bergthor teleports to a square adjacent to the ally and the ally gains a +4 power bonus to AC until the end of Bergthor’s next turn.
===========================================================================
Skills Arcana +24, Dungeoneering +16, Endurance +18, History +21, Nature +16, Religion +21
Feats Burn Everything, Combat Casting, Destructive Wizardry, Energy Recovery, Fiery Blood, Heart of the Blade, Improved Bull Rush, Improved Defenses, Improved Tome of Readiness, Intelligent Blademaster, Power Attack, Ritual Caster, War Wizard’s Expertise, Weapon Focus (heavy blades).
Str 15 (+12); Dex 15 (+12); Wis 13 (+11)
Con 17 (+13); Int 22 (+16); Cha 9 (+9)
Alignment unaligned; Languages Common, Draconic, Elven, Illuskan, Primordial
Equipment acrobat boots, amulet of protection +5, Bergthor’s Circlet (headband of Intellect – Heroic tier), Belt of Vigor (Paragon tier), Bergthor’s Ring (Ring of Fury), bracers of mighty striking (Paragon tier), dagger of distance +2, parchment feyweave cloth armor (+4 parchment armor), Static Steel (+4 lightning greatsword), Strikeback gloves, war ring, 6 pp, 80 gp.
Spellbook all spells prepared plus 1st—burning hands (encounter), grease (daily), and wizard’s fury (daily); 2nd—adisappear (daily), shield (encounter); 3rd—color spray; 5th—fireball, stinking cloud; 6th—dimension door, dispel magic; 7th—fire burst; 9th—phantasmal killer, wall of fire; 10th—mirror image, resistance; 13th—prismatic burst; 15th—Bigby's grasping hands, Otiluke's resilient sphere; 16th—fly, greater invisibility; 17th—combust; 19th—Evard's black tentacles, fragile form

4E Realms = Great Taste, Less Filling.

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

Edited by - Diffan on 03 Mar 2019 22:24:59
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Diffan
Great Reader

USA
3806 Posts

Posted - 18 Mar 2020 :  21:52:09  Show Profile Send Diffan a Private Message  Reply with Quote
So I had created this character for one of our adventures after going on a Destiny 2 bender, falling in love with the Titan class and the Sun Seeker specifically. In the game, basically you turn into a flaming avatar of destruction whilst throwing flaming hammers and floating above your enemies. Maveith, a shadow-stricken Goliath child of the evil fey, he grew up fighting his destiny (hehe) and attempts to combat the darkness within himself by fighting for his friends and preserving nature's beauty. He knows there's a shadow upon his soul so he manifests it's power onto his weapons, allowing him to channel this power to thwart evil.

MAVEITH; LEVEL 5 SEEKER|WARDEN
Medium humanoid, Goliath
===========================================================================
HP 50; Bloodied 25
Surges per Day 9; Surge Value 12
AC 22; Fortitude 19, Reflex 18, Will 19
Speed 6
Action Points 1
===========================================================================
TRAITS
Shadow-Wrought Weapon
Maveith, being touched by the shadow of the Unseelie court at a young age, can manifest this darkness into the form of special weapons or magic weapons. In his case, it assumes the form of a Dwarven Thrower Craghammer he’s named Shadow Sledge. This lasts for as long as he manifests the power or until he becomes unconscious, where he’ll have to take short rest to recover it.
Nature’s Wrath
As a defender of nature, Maveith can mark on adjacent enemy as a free action, until the end of his next turn.
Bludgeon Expertise
When Maveith uses any hammer with a power that pushes or slides a target, he can push or slide the target an additional 5-ft.
Goliath Traits
As a goliath, Maveith has access to the racial abilities Stone’s Endurance, which once per encounter as a minor action, can resist 5 to all damage until the end of his next turn.
Seeker’s Power
As a seeker, Maveith has access to the following invocations: Spirit’s Rebuke and Inevitable Shot.
===========================================================================
STANDARD ACTION
(M) Shadow Sledge (martial, weapon) • At Will
+10 vs. AC, 1d10 + 6 damage.
(R) Guardian Harrier (primal, weapon) • At Will
Ranged 6/12 squares; +10 vs. AC, 1d10 + 6 damage. If the target doesn’t end it’s turn at least 2 squares away from it’s starting position, it takes an extra +4 damage. He must be wielding Shadow Sledge to use this power.
(m) Resilience of Life (primal, weapon) • At Will
+10 vs. AC, 1d10 + 6 damage, and an ally adjacent to Maveith gains 4 temporary hit points.
(c) Stinging Nettles (primal, weapon) • Encounter
Close blast 2, one enemy in the blast; +10 vs. AC, 1d10 + 2 damage and each other enemy in the blast takes 4 damage. As an effect, each enemy in the blast is marked by Maveith until the end of his next turn.
(r) Stampede Shot (primal, weapon) • Encounter
+10 vs. Fortitude, 1d10 + 1d6 + 6 damage, and Maveith pushes the target, and each enemy adjacent to the target, 5 squares.
(m) Form of the Walking Conflagration (fire, polymorph, primal) • Daily
Effect: Maveith assumes the form of the Walking Conflagration, a flaming avatar of destruction, until the end of the encounter. While he is in this form, he gains resist 5 fire. For the remaining of the encounter, when he marks an enemy using his Nature’s Wrath feature, that enemy gains vulnerable 3 fire until the mark ends. Once during the battle, he can use the Walking Conflagration attack while in this form:
—(m) +10 vs. AC, 1d10 + 6 damage. Effect: The target takes ongoing 5 fire damage and is dazed (save ends). While the target is dazed by this effect, whenever an enemy starts its turn in a square adjacent to the target, that enemy takes fire 4 fire damage.
===========================================================================
TRIGGERED ACTIONS
(m) Warden’s Fury (primal, weapon) • At Will
Trigger: An enemy marked by Maveith makes an attack that does not include him as a target.
+10 vs. AC, 1d10 + 6 damage, and the target grants combat advantage to Maveith and any of his allies until the end of his next turn.
(c) Warden’s Grasp (primal) • At Will
Trigger: An enemy marked by Maveith within 5 squares makes an attack that does not include him as a target.
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of it’s next turn.
===========================================================================
Skills Athletics +10, Endurance +5, Perception +11
Feats Weapon Proficiency (craghammer), Hybrid Talent (Warden’s Armored Might), Bludgeon Expertise, Improved Defenses, Weapon Focus (hammer).
Str 19 (+6) Dex 12 (+2) Wis 19 (+6)
Con 12 (+3) Int 8 (+1) Cha 10 (+2)
Alignment unaligned Languages Common, Dwarven, Secret Language of the
Unseelie court
Equipment Dwarven Thrower (craghammer) +1, Pouncing Hide Amor +1, Amulet of Life +1, Flame Bracers (heroic tier), heavy shield, and adventuring gear.

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
3806 Posts

Posted - 19 Mar 2020 :  14:21:45  Show Profile Send Diffan a Private Message  Reply with Quote
I made this character at work because, well we're on lock-down due to the Virus going around and because I found these cool feats called Serenity (Dragon magazine) and Winter's Champion. So I decided to make a Viking-like Paladin of Ulutiu, a deity in the Realms that gets little fan-fare.

THE FROST-KNIGHT OF ULUTIU; CR 16
hp 134 (16 HD)
=================================================================================
Male Damaran human paladin 16 of Ulutiu
LG Medium humanoid
Aura courage (10-ft. allies gain +4 against fear)
Init +1; Senses Listen +6, Spot +6
Languages Common, Damaran
=================================================================================
AC 30, touch 14, flat-footed 29
(+12 armor, +4 shield, +3 deflection, +1 Dex)
Immune disease, fear
Fort +21, Ref +15, Will +20
=================================================================================
Speed 20 ft. (4 squares) in +4 full-plate; base 30 ft.
Melee +4 valorous greatsword +25/+20/+15/+10 (2d6+11/19-20)
Base Atk +16; Grp +21
Atk Options Power Attack, Shock Trooper, smite evil 4/day (+6 attack, 16 damage or 48 when charging)
Special Actions lay on hands 96 points/day, turn undead 9/day (+8, 2d6+19; 13th)
Combat gear armbands of might, winged boots
=================================================================================
Paladins Spells Prepared (CL 12th):
4th—draconic might, ice storm (DC 20), meteoric strike (DC 20)
3rd—diamond steel, find the gap, righteous fury
2nd—chill metal (DC 18), fell the greatest foe, knight’s move, remove paralysis, resist energy
1st—chill touch (+21 melee touch, DC 17), divine favor, rhino’s rush (2), silverbeard
Spell-Like Abilities (CL 16th):
At will—detect evil
4/day—remove curse (two uses to break enchantment)
=================================================================================
Abilities Str 20, Dex 12, Con 14, Int 10, Wis 22, Cha 8
SQ aura of good (overwhelming), code of conduct
Feats Battle Blessing, Improved Bull Rush, Power Attack, Practiced Spellcaster, Serenity, Shock Trooper, Surefooted, Winter’s Champion
Skills Concentration +17, Diplomacy +14, Heal +11, Knowledge (religion) +5, Sense Motive +21
Possessions combat gear plus +4 full-plate, +4 valorous greatsword, +2 animated heavy steel shield, belt of giant strength +6, cloak of resistance +3, periapt of Wisdom +6, ring of holiness, ring of protection +3


Ring of Holiness is a magical item that grants it's wearer the ability to prepare one additional 1st, 2nd, and 3rd level divine spell. I took 1/3 the cost of each ring of Wizardry I, II, and III to come up with the total cost (since it's similar in that it grants an extra slot but not as strong since it doesn't double the number, just gives one).

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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Copper Elven Vampire
Senior Scribe

887 Posts

Posted - 19 Mar 2020 :  14:34:26  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Pheyloo Audark: "The Shadowcat".

Male Shadow-Walker Wild Elf; CN Rogue 5/ Assassin 10/ Quietknife 10. (Grandmaster Assassin of "The Rogues of The Laughing Midnight")

CR: 26; medium size humanoid (elf)
HD: (25) 5d6+10, plus 10d6+20, plus 10d8+20
HP: 190

Init: +7; Spd 40'.
AC: 27 (touch 20, Ff 21)
Attack: +30/+25/+20/+15 melee main hand (1d8+5 plus 2d6 deadly precision/ 18-20, +3 Blurstrike, Deadly precision elven thinblade).
Attack: +30/+25/+20 melee off hand (1d6+5 plus 1d4 vampiric, plus 1-2 negative levels/18-20, +3 Vampiric, Souldrinking elven lightblade.)
Attack: +33/+28/+23/+18/+33 ranged (1d4+7 plus 1d6 elemental/ 18-20, +5 seeking, returning, elemental aura daggers).
Sneak attack: 11d6 damage, plus 2d6 damage with deadly precision thinblade.
Death Attack: Fort save (DC 29 or death/paralysis).
Vengeful Strike: Fort save (DC 27 or stunned and negative levels)

SQ: Shadow-Walker abilities, spells, wild elf traits, rogue abilities, assassin abilities, quietknife abilities.

Saves: Fort +14, Ref +23, Wil +19.
Abilities: (+2 Dex from shadow-walker template, +2 Con from belt of endurance.)
Str: 15.
Dex: 25
Con: 16.
Int: 21.
Wis: 16.
Cha: 15.

Age: 214, Height: 6', Eyes: Amber, Hair: Black, Skin: Light brown.

Wild elf racial traits: immune to magic sleep spells, +2 save vs. enchantment spells, low light vision, +2 bonus on listen, search, and spot checks.

Shadow-Walker abilities:
Shadow mask 3/day, Dimension door 3/day, Darkness 3/day, Shadow spray 3/day, Shadow walk 3/day, Displacement 2/day, Evard's black tentacles 1/day, Darkvision.

Rogue abilities:
Sneak attack, Trapfinding, Evasion, Trap sense +1, Uncanny dodge.

Assassin abilities:
Sneak attack, Death attack, Poison use, Spells, Improved uncanny dodge, Hide in plain sight.

Quietknife abilities:
Rapid daggers, Silent daggers, Sneak attack, Sneaky daggers, returning daggers, Weak spot, Snatch arrows, Fast movement, Palm throw, Vengeful strike, Superior returning daggers, Critical throw, Dagger of death, Hail of daggers.

Skills: Balance (17 ranks), Bluff (10 ranks), Climb (11 ranks), Craft (12 ranks), Decipher Script (10 ranks), Diplomacy (9 ranks), Disable Device (27 ranks), Disguise (20 ranks), Escape Artist (30 ranks), Forgery (10 ranks), Gather Information (15 ranks), Hide (30 ranks), Intimidate (15 ranks), Jump (10 ranks), Listen (20 ranks), Move Silently (30 ranks), Open Lock (27 ranks), Search (20 ranks), Sense Motive (20 ranks), Sleight of Hand (25 ranks), Spot (20 ranks), Swim (10 ranks), Tumble (17 ranks), Use Magic Device (20 ranks), and Use Rope (20 ranks).

Skill Tricks: Acrobatic Backstab, Conceal Spellcasting, Escape Attack, Hidden Blade, Quick Escape, Spot The Weak Point, Never Outnumbered, Twisted Charge, Walk The Walls, Second Impression, Mosquito's bite.

Feats: Point blank shot, Quick draw, Weapon finesse, Combat reflexes, Improved rapid shot, Two-weapon fighting, Improved two-weapon fighting.

Epic feats: Improved death attack


Assassin Spells per day: 5/4/4/4. Base DC = 15 +spell level. Caster Level: 10.

Current Spells:

1st level- Disguise self, Ebon eyes, Obscuring mist, Snipers shot, True strike.

2nd level- Alter self, Cat's grace, Darkness, Phantom foe.

3rd level- Deeper darkness, Deep slumber, Sadism, Wraithstrike.

4th level- Heart ripper, Greater invisibility, Poison, Stop heart.


Possessions: +3 Blurstrike, Deadly Precision elven thinblade. +3 Vampiric, Souldrinking elven lightblade. Four +5 Seeking, Returning, Energy Aura daggers. +5 leather armor of escape and spell resistance (SR19). Ring of protection +4. Ring of Spell turning. Wand of magic missiles (6th level). Wand of ghoul touch (9th level). Cloak of displacement. Bracers of murder. Belt of endurance. Boots of tracklessness. Hat of disguise. Gloves of the balanced hands.

Personal information:
Pheyloo Audark was born in the Winterwood in the year 1272 DR. His father was a powerful ranger of Solonor Thelandira, and his mother was a Hierophant druid of Rillifane Rallathil, and Pheyloo delighted in the stories of his parents deities, though his favorite tales were of Erevan Ilesere and the trickster gods adventures among the Seldarine and other pantheons of Toril. It was in those stories that Pheyloo heard the calling of Erevan Ilesere, much to his parents dismay. In 1286 DR, at the age of 14 though his clan was attacked by a hoard of Orcs, mold men and humans who completely obliterated his small clan of only 100 green elves. His mother cast a powerful spell that transformed her son into a great hawk to hide him from their enemies as he watched the battle from the tree-tops in horror. The last two remaining of the clan was his parents who fought back to back, felling scores of enemies until they were overwhelmed by sheer numbers. The last thing he seen was his mother looking up at him as she smiled and cast her last spell. The tree bough that his hawk form was perching on suddenly opened up and swallowed him whole, transporting him to an ancient oak tree far to the south of the Winterwood. Exiting the tree with screams of terror and rage, Pheyloo ran back to his clans dwelling while praying to Erevan Ilesere to grant him the power to slay his family's murderers. It was back at the site of the massacre three days later that members of the Eldreth Veluuthra found him and brought him into their organization with promises of revenge against the humans and orcs that destroyed his clan. As Pheyloo was leaving the kill-zone of his people, he thought he heard the mischievous laughter of a fellow elf behind him, but when he turned to look there was nobody there. A voice suddenly entered his mind as he followed the Eldreth Veluuthra toward the nearest human and orc settlement. "Now you will find the skills you will need to prepare you for your future."

After many years of professionally killing all types of humanoids and monsters, Pheyloo became a master assassin and earned the well deserved reputation and moniker of "Shadowcat" all across Faerun. Within the ranks of the Eldreth Veluuthra he gained many enemies due to his near-legendary exploits and relentless pranks and jokes on his fellow cell members and the Vel'Nikeryma (or Blade Lords) in the name of Erevan Ilesere. His career with the Eldreth Veluuthra came abruptly to an end in 1347 DR when his cell leaders under the command of the Vel'Nikeryma sent Pheyloo to Everlund to kill a innocent human wizard and his elven wife and half-elf children. After several days of watching and studying his Marks, he came to the conclusion that this family had done no crime or evil against the elven people and that the Eldreth Veluuthra only wanted them dead due to the half-elven children. He decided then that he would renege on his contract and explain himself to the Vel'Nikeryma directly, but before he could even leave his Marks property he was ambushed by all the members of his own cell and caught in the middle of several fireball spells aimed at the family's house and at himself. Pheyloo had nowhere to run, and soon felt himself being blasted back and buried under the burning building. Not long afterwards, Pheyloo came-to and opened his eyes and felt his lungs burning for air. He prayed to his trickster god and asked him to let him survive, so that he could recover from his wounds and seek revenge against the Vel'Nikeryma and his ex-cell members with the most surprising prank and joke he had yet played on them; The joke would certainly be on them all when they died realizing he was still very much alive!

With sheer determination Pheyloo envisioned the tavern down the street and cast a dimension door spell and disappeared from beneath the charred, smoldering house, instantly appearing on his back in front of the tavern. "Well there you are.", said a deep, melodic voice above him. Pheyloo opened his burned eyes to see a very tall moon elf with rakish red hair and piercing, bright blue eyes standing over him. "I was beginning to think that our mutual god was tricking me out of yet another winning game of dice, but alas, his message was true, and here you are." Laughed the strange moon elf as he crouched down and put a hand on Pheyloo's chest and prayed to Erevan Ilesere for a powerful healing spell. "Our mutual god?" asked the severely injured assassin. "We'll talk about that, and your future, after you're healed Shadowcat." said Curudin Ahmaquissar with a wry smile on his face. The wild elf thought he saw a plethora of multi-colored, asymmetrical star bursts floating across the moon elfs eyes before he passed out from his injuries.

Within the next six months, Pheyloo Audark hunted down his ex-cell members of the Eldreth Veluuthra that ambushed him and though him dead, and murdered each and every single one of them with a personal touch, ensuring that they knew who it was ending their life. After Pheyloo assassinated the entire cell, he went back to Everlund to accept Curudin Ahmaquissar's offer to join his thieves guild, and rose swiftly through the ranks of The Rogues of the Laughing Midnight., and ended up becoming great, lifelong friends with Curudin and the other high ranking members of the guild. For a detailed, ongoing story of Pheyloo's adventures and misadventures, click here http://forum.candlekeep.com/topic.asp?TOPIC_ID=21692.


Prestige Classes:

The Quietknife

From the darkest streets of Skullport, to the back alleys of Calimport. From the throne rooms of kings, to the dive bars of Starmantle. No matter what part of Faerun you mention, the bards sing tales of specialized elven assassins known as Quietknives. Little is known about the silent killers, but some bards say that they only appear to take vengeance and revenge upon those who have committed a ghastly act or crime against the elven people.

A Quietknife must be stealthy, quick, and skilled at both ranged and melee combat. The quickest path to this prestige class is to begin with one or two levels of rogue in order to gain the necessary skills and sneak attack ability, and then switch to fighter or ranger to improve overall combat ability (in the form of base attack bonus) and learn the necessary feats.

A few Quietknives acquire some arcane spellcasting in the form of a couple of levels of sorcerer or wizard, because spells such as invisibility or deep slumber can make the deadly work of the Quietknife much easier. A Quietknife of this sort often begins with three or four levels of rogue, then gains five or six levels in an arcane spellcasting class. However, qualifying for the Quietknife class is much easier with the bonus feats offered by either the fighter or ranger class.

Requirements
To qualify to become a Quietknife, a character must fulfill all the following criteria:

Race: Elf or Half elf
Skills: Balance 3 ranks, Climb 3 ranks, Hide 6 ranks, Jump 3 ranks, Move Silently 6 ranks, Tumble 3 ranks
Feats: Point Blank Shot, Quick Draw, Two-Weapon Fighting, Weapon Finesse.
Base Attack Bonus: +4
Special: Sneak attack +2d6.

Class Skills
The Quietknife's class skills are Balance, Bluff, Climb, Disable Device, Handle Animal, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, and Tumble.

Skill Points at Each Level: 6 + Int modifier.

Class Features
As you advance in level, you become better at switching from melee combat to ranged combat in the blink of an eye. You become a mobile and infuriating opponent who can launch a devastating barrage of sneak attacks.

Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.

Rapid Daggers: At 1'st level, whenever you are throwing knives and daggers, you are treated as having the Rapid Shot feat, even if you do not have the normal prerequisites for that feat.

Silent Daggers(Su): At 1'st level, every dagger and knife you throw are treated as if they have a Silence spell placed on them. Most Quietknives, true to their names, throw daggers in this way.

Sneak Attack (Ex): Beginning at 2nd level, you deal an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. At 5th level the extra damage increases to 2d6, and at 8th level it increases to 3d6. See the rogue class feature.

Sneaky Shot (Ex): At 3rd level, just before making a ranged attack, a Quietknife with this ability can use a move action to make a Sleight of Hand check opposed by her target's Spot check. If she wins the opposed check, her opponent is denied his Dexterity bonus to Armor Class against the attack.

Returning Daggers (Su): Also at 3rd level, you become so skilled with thrown weapons that you can cause four knives a day to gain the returning special ability. When you make a ranged attack with a returning dagger, you can move after the attack, and the weapon will still return to you as long as line of sight between you and the weapon exists at the beginning of your next turn.

Weak Spot (Ex): A Quietknife gains this ability only after reaching 4'th level. When using a thrown weapon against a target, the character can make a ranged touch attack instead of a normal attack. If the attack hits, the quietknife adds her Dexterity bonus for the damage instead of her strength bonus.

Snatch Arrows: A Quietknife gains the benefit of the Snatch Arrows feat at 4th level, even if she does not meet the prerequisites.

Fast Movement (Ex): At 6th level, you have mastered the art of unusually swift movement. Your land speed is faster than the norm for elves by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying your speed because of any load carried or armor worn.

Palm Throw (Ex): At 6'th level when using thrown daggers, a Quietknife with this ability may throw two of each weapon with a single attack roll. Damage for each weapon is resolved separately, and the Quietknife applies her Dexterity bonus to either damage roll.

Vengeful Strike (Su): Beginning at 7th level, as a standard action you can execute a single vengeful strike in place of sneak attack. You coldly whisper the name of your intended victim to your weapon, and then you make a single melee or ranged attack. You gain a +2 morale bonus on the attack roll. If you hit, your foe must make a Fortitude save (DC 10 + your class level + your Dex modifier) or be stunned for 1d4 rounds, and bestowed with 1d4 negative levels.

You must know the victim's name in order to make a vengeful strike; "that orc over there" is not good enough. Creatures without names (most creatures of Intelligence 2 or lower) are not subject to a vengeful strike. You usually use this ability against a person or creature you know to have harmed elves. You can use this ability once per day at 7th level and three times per day at 10th level.

Superior Returning Daggers (Ex): When you reach 7th level, your returning daggers ability is extended. You can use two returning daggers for two attacks each in a single round, or you can use one returning dagger for three attacks in the same round, as long as your target is no farther away than one range increment. (If your target is farther away than one range increment, you can still use your superior returning dagger ability, but only for a single attack each turn.)

Dagger of death: At 9'th level, a Quietknife can create a dagger of death that forces the target, if damaged by the dagger’s attack, to make a DC 25 +Dex Mod, Fortitude save or be slain immediately. It takes one day to make an dagger of death, and the dagger only functions for the Quietknife who created it. The dagger of death lasts no longer than one year, and the Quietknife can only have one such dagger in existence at a time. This dagger may be used for both melee and ranged attacks.

Critical Throw (Ex): At 9'th level, a Quietknife gains the Improved Critical feat for any thrown weapon without meeting the prerequisites.

Hail of daggers (Ex): At 10'th level, in lieu of her regular attacks, once per day a Quietknife can throw a dagger at each and every target within range, to a maximum of two targets for every level of this class she has earned. Each attack uses the Quietknifes primary attack bonus, and each enemy may only be targeted by a single dagger.

Quietknife	Hit Die: d8
CL	BAB	Fort	Ref	Will	Special
1st	+1	+0	+2	+0	Rapid Daggers, silent daggers
2nd	+2	+0	+3	+0	Sneak attack +1d6
3rd	+3	+1	+3	+1	Sneaky shot, returning daggers
4th	+4	+1	+4	+1	Weak spot, Snatch arrows
5th	+5	+1	+4	+1	Sneak attack +2d6
6th	+6	+2	+5	+2	Fast movement, palm throw
7th	+7	+2	+5	+2	Vengeful strike 1/day, superior returning daggers
8th	+8	+2	+6	+2	Sneak attack +3d6
9th	+9	+3	+6	+3	Critical throw, dagger of death
10th	+10	+3	+7	+3	Vengeful strike 3/day, hail of daggers


Templates:

Shadow-walkers

Shadow-walkers are people who have experienced a magical ritual of the gods Erevan Ilesere and Mask that attunes a person's body to shadow. Similar to shades, they gain powers in shadow and darkness. Vezzenvazzel Ahmaquissar, high mischiefmaker of Erevan Ilesere in ancient Sharlarion, discovered a rite granted by his deity called the Ritual of Shadow Walking circa -24,000 DR. This ritual exchanges some of the recipient's life force for shadowstuff. The recipient appears exactly the same as before, although her shadow stands out as crisp and dark even in overcast situations. As of 1373 DR it is rumored that Curudin Ahmaquissar had shared the ritual with Jalaunther Ithbreeiur, high priest of the Maskarran temple in Thesk as instructed by his trickster god. The Shadowmasters use this ritual to allow their agents to enter and leave difficult spots with ease, and they normally work in pairs, with two agents transporting together to the site of the intended crime.

Creating a Shadow-walker
"Shadow-walker" is a template that can be applied to any humanoid (referred to hereafter as the "base character"). It uses all of the base character's statistics and special abilities except as noted here.

Special Attacks: A shadow-walker retains all the special attacks of the base character. The shadow-walker also gains the ability to manipulate shadows, granting her access to various spell-like abilities based on her character level, as shown in the table below. These spell-like abilities are as the spells cast by a sorcerer of the base character's level.

Level Abilities
1-2 Shadow mask 3/day
3-4 Dimension door 1/day (self only)
5-6 Darkness 3/day
7-8 Dimension door 2/day
9-10 Shadow spray 3/day
11-12 Shadow walk 1/day
13-14 Displacement 2/day
15-16 Dimension door 3/day
17-18 Evard's black tentacles 1/day
19+ Shadow walk 3/day

A shadow-walker cannot use any of her spell-like abilities in an area of bright light (sunlight or the radius of a daylight spell.

Special Qualities: A shadow-walker retains all the base character's special qualities, and also gains those special qualities listed below.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or daylight spell) blinds a shadow-walker for 1 round. In addition, she takes a -1 penalty on all attack rolls, saves and checks when operating in bright light.

Darkvision (Ex): The character gains darkvision with a 60-foot range if she does not have darkvision already.

Abilities: Adjust from the base character as follows: Dex +2, Con -2.

Skills: Shadow-walkers gain a +4 racial bonus on Hide checks.

Challenge Rating: Same as the base character +1.

Level Adjustment: Same as the base character +1.
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Diffan
Great Reader

USA
3806 Posts

Posted - 20 Mar 2020 :  13:39:40  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Copper Elven Vampire

Pheyloo Audark: "The Shadowcat".



I'll add him into the index

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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Copper Elven Vampire
Senior Scribe

887 Posts

Posted - 21 Mar 2020 :  20:22:13  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by Diffan

quote:
Originally posted by Copper Elven Vampire

Pheyloo Audark: "The Shadowcat".



I'll add him into the index



Thank you Diffan.

As a member of the Rogues of The Laughing Midnight, he is able to contract himself to whomever he wants, as long as the client pays his bill and tab, and the guild gets it's share. The elven guild of Erevan Ilesere is open to all forms of not being a guild at all. It just so happens that like minded elves gather to adventure the old places. Not for loot, unless the loot is elven in nature, in which it becomes a matter of history and pride.

I cannot count how many times Curudin Ahmaquissar took jobs from simple elves, doing simple jobs, asking for help with the human control of the town or how elven High Magic is not allowed in Silverymoon anymore without consent from Evermeet.

These things were a powerful subject among elves in that year.

In such times you want an elven assassin. Who says all assassins are evil? Morals are subject to who sees them. Sometimes you need a job done. What one nation might see as evil, another may see as justice.

If Pheyloo was alive during the Crown Wars, he may have been the one to end the war with a simple or difficult assassination.
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Diffan
Great Reader

USA
3806 Posts

Posted - 22 Mar 2020 :  15:01:39  Show Profile Send Diffan a Private Message  Reply with Quote
SIR DORIAN ODO; CR 11
hp 90 (10 HD)
==============================================================================
Male Chondathan human cleric 6/ Watchknight 5 of Helm
LN Medium humanoid
Init +4; Senses Listen +8, Spot +8
Aura lawful (moderate)
Languages Chondathan, Common
==============================================================================
AC 27, touch 12, flat-footed 7
(+11 armor, +4 shield, +2 deflection)
Fort +12, Ref +5, Will +17; +2 to saves against death effects, energy drain, and ability drain
==============================================================================
Speed 20 ft. (4 squares) in +3 full-plate; base 30 ft.
Melee +2 bastard sword +12/+7 (1d10+5/19-20)
Base Atk +7; Grp +10
Combat gear wand of lesser vigor (50 charges; CL 1st), hammersphere (1/day, spiritual hammer effect with 3d6 damage), boots of swift passage 3/day (teleport 20-ft.)
Special Actions feat of strength 1/day (+6 enhancement bonus to Strength for 1 round), turn undead 22/day (+6, 2d6+10; 6th)
==============================================================================
Cleric Spells Prepared (CL 11th):
6th—blade barrier, heal, stoneskin*
5th—flame strike (DC 21), revivify, righteous might*, righteous wrath of the faithful
4th—divine power, restoration, recitation, restoration, spell immunity*
3rd—daylight, dispel magic (2), mace of odo (DC 19), magic vestments*, prayer
2nd—bull’s strength*, dark way, find traps, hold person (DC 18), lesser restoration, spiritual weapon, warning
1st—bless, divine favor, ebon eyes, enlarge person*, entropic shield, lesser vigor (2), protection from evil
0—amanuensis, detect magic (2), guidance, light (2)
*: Domain spells. Domains: Inquisition (+4 on all dispel checks), Planning (gain Extend Spell feat), Strength (use Feat of Strength 1/day).
Spell-Like Abilities (CL 5th):
1/day—glyph of warding, wall of law
3/day—mace of odo (DC 19)
==============================================================================
Abilities Str 17, Dex 10, Con 13, Int 10, Wis 22, Cha 18
SQ able to spontaneously cast cure spells
Feats Divine Metamagic (Persistent Spell), Exotic Weapon Proficiency (bastard sword)*, Extend Spell*, Extra Turning (3),
Improved Counterspell, Improved Initiative, Initiate of Helm, Persistent Spell, Strong Soul[Regional]
* Bonus Feats
Skills Concentration +10, Heal +11, Knowledge (local [the Dalelands]) +1, Knowledge (religion) +5, Listen +8, Sense Motive +10, Spellcraft +10, Spot +8
Skill Tricks healing hands
Flaws Inattentive (-4 to Listen and Spot checks), Murky-eyed (roll twice on miss chance, either roll misses the attack misses completely)
Possessions combat gear plus +2 bastard sword with lesser truedeath crystal, +3 full-plate, +2 heavy steel shield,
periapt of Wisdom +4, cloak of Charisma +2, tabard of resistance +1, ring of protection +2, reliquary holy symbol of Helm
, plus 1,595 and 1,000 gp worth of diamond dust for Stoneskin spells.

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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Copper Elven Vampire
Senior Scribe

887 Posts

Posted - 24 Mar 2020 :  20:00:26  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
My followers of Erevan Ilesere would have a blast tearing up the structure of your Lawfully based church. lol. It would make for a good game.
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Diffan
Great Reader

USA
3806 Posts

Posted - 25 Mar 2020 :  19:52:19  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Copper Elven Vampire

My followers of Erevan Ilesere would have a blast tearing up the structure of your Lawfully based church. lol. It would make for a good game.



Probably, Ive come to really despise making high/epic level characters, especially in 3.5. I usually only do it by request or if the campaign calls for one. Otherwise, I'll stick to low- and mid-level ones.

Honestly, I'm thinking about sticking to mNPCs for E6 games.

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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Copper Elven Vampire
Senior Scribe

887 Posts

Posted - 27 Mar 2020 :  19:17:58  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by Diffan

quote:
Originally posted by Copper Elven Vampire

My followers of Erevan Ilesere would have a blast tearing up the structure of your Lawfully based church. lol. It would make for a good game.



Probably, Ive come to really despise making high/epic level characters, especially in 3.5. I usually only do it by request or if the campaign calls for one. Otherwise, I'll stick to low- and mid-level ones.

Honestly, I'm thinking about sticking to mNPCs for E6 games.



Very cool. I dig that.
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Diffan
Great Reader

USA
3806 Posts

Posted - 01 Apr 2020 :  00:24:40  Show Profile Send Diffan a Private Message  Reply with Quote
I did Elait Craulnober's stats for 4e HERE.

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
3806 Posts

Posted - 01 Apr 2020 :  14:09:19  Show Profile Send Diffan a Private Message  Reply with Quote
While doing nothing at work, because literally I sit there and look at an empty Casino all night, I found some groups of characters for your 3.5 Realms game.

This is the Garrison of Immersea (Cormyr)

Purple Dragons (10): Female or male Chondathan human fighter 2; CR 2; Medium humanoid (human); HD 2d10+2; hp 17; Init +2; Spd 20 ft.; AC 17 (19 with shield), touch 12, flat-footed 15 (17 with shield); Base Atk +2; Grp +4; Atk or Full Atk +5 melee (1d8+2 or +3 wielded in two-hands/19-20, long sword) or +5 ranged (1d6+1/x3, short bow within 30-ft.); AL any Lawful; SV Fort +4, Ref +2, Will -1; Str 15, Dex 14, Con 13, Int 11, Wis 8, Cha 12.
Skills and Feats: Climb -1, Intimidate +5, Jump -1, Ride +5; Furious Charge°, Mounted Combat, Point Blank Shot*, Precise Shot*, Weapon Focus (heavy blades). °Regional feat, Player’s Guide to Faerûn, *Bonus feats.
Possessions: Chain mail, long sword, heavy steel shield, short bow with 20 arrows, purple dragon
surcoat.

Sergeant Lorren: Female Chondathan human fighter 7; CR 7; Medium humanoid (human); HD 7d10+21; hp 64; Init +5; Spd 20 ft.; AC 18 (20 with shield), touch 11, flat-footed 17 (19 with shield); Base Atk +7; Grp +10; Atk or Full Atk +12/+7 (1d8+6 or +7 wielded in two-hands/19-20,.+1 longsword); SQ apply force (+3), favored enemy (goblinoid +4); AL LG; SV Fort +8, Ref +3, Will +5; Str 17, Dex 12, Con 17, Int 12, Wis 16, Cha 13.
Skills and Feats: Climb +6, Intimidate +11, Jump +6, Listen +5, Ride +5, Spot +5, Swim -3; Cleave, Foe Hunter (goblinoid)°, Improved Bull Rush*, Improved Initiative, Power Attack, Shock Trooper*, Skill Focus (Intimidate), Weapon Focus (longsword)*, Weapon Specialization (longsword)*.
° Regional feat, Player’s Guide to Faerûn. * Bonus feat.
Possessions: +2 chain mail, +1 long sword, masterwork heavy steel shield, purple dragon surcoat.
Applied Force (Ex): Sgt. Lorren gains a +3 bonus to any Strength checks to break items.
Favored Enemy (Ex): Sgt. Lorren gains a +4 bonus to damage rolls against goblinoids, in addition to Bluff, Listen, Sense Motive, Spot, and Survival checks when using them against goblinoids.

Tolmir Mull: Male Chondathan human wizard 6; CR 6; Medium humanoid (human); HD 6d4+12; hp 28; Init +4; Spd 30 ft.; AC 17, touch 14, flat-footed 13; Base Atk +3; Grp +1; Atk or Full Atk +2 (1d6-2/x2, mwk quarterstaff); SQ darkvision 60-ft., summon familiar; AL LG; SV Fort +4, Ref +8, Will +8; Str 7, Dex 18, Con 15, Int 18, Wis 17, Cha 14.
Skills and Feats: Concentration +13 (+17 casting defensively), Craft (alchemy) +10, Decipher Script +10, Diplomacy +4, Knowledge (arcana) +13, Knowledge (nobility and royalty) +13, Knowledge (religion) +13, Listen +3, Spellcraft +16, Spot +4; Combat Casting, Discipline°, Empower Spell*, Scribe Scroll*, Spell Focus (enchantment), Spell Penetration, Unsettling Enchantment. °Regional feat, Player’s Guide to Faerûn., *Bonus feat.
Languages: Chondathan, Common, Damaran, Elven, Goblin, Halfling.
Wizard Spells Prepared: 4/4/4/3. Base DC 14 + spell level or DC 15 + spell level for enchantments: 0—arcane mark, detect magic, light, message; 1st—alarm, charm person, shield, sleep; 2nd—clairaudience / clairvoyance, glitterdust, scorching ray (+7 ranged touch), web; 3rd—dispel magic, hold person, suggestion.
Spellbook: Tolmir knows the spells prepared plus 0—all; 1st—detect evil, grease, Knauper’s skittish nerves, magic missile, mount; 2nd—decastave.
Possessions: bracers of defense +3, wand of fireball (50 charges; DC 14, CL 5th), war wizard’s cloak, masterwork quarterstaff, spell component pouch, slender duskwood wand.

4E Realms = Great Taste, Less Filling.

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

Edited by - Diffan on 02 Apr 2020 20:55:31
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Copper Elven Vampire
Senior Scribe

887 Posts

Posted - 01 Apr 2020 :  20:38:00  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
The Brethren of Autumn

An aggressive band of elves that do not tolerate humans or anyone else encroaching into their realm of Glaurachyndaar

Fairinwyndall Selorn: CN Lythari elf female of Glaurachyndaar. CR; 30. Ranger 20/ Justice of Weald and Woe 10.

Sessethoth Audark: CN Copper elf male of The Misty Forest. CR; 20. Scout 10/ Wildrunner 10.

Fassytath Selorn: CG copper elf male of Glaurachyndaar. CR 10; Rogue 3/ Sorcerer 7.

Melakanath Audark: CN copper elf male of Glaurachyndaar. CR 10; Swashbuckler 5/ Druid 5 of Solonor Thelandira.

Brazzindyll Weepingwood: CG Wild elf male of Glaurachyndaar. CR 20; Druid 20 of Fenmarel Mestarine.

Sarladath Silverspear: CN Moon elf male of Evereska. CR 20; Scout 20.

Darlathillia Selorn: CN copper elf female of Evereska. CR 30; Scout 10/ Assassin 10/ Druid 10 of Sheverash.








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