I've finished a few of the NPCs I needed for my campaign, so I figured I'd share them with you.
This one's liable to be rather one as I'm just going to do them all in on post. Yes, I'm that mean.
These are all original characters and as such have no images to accompany them. Two of them are based off of concepts from one of my players, as they're pertinent to her backstory. So for those two, she pretty much dictated what they're like, I just did stats around them.
As I've used stuff from the books, I'll put links pointing to the books...because I'm lovely like that...
-----------------------------------------
And now for the first two. These character's are my own creations and will serve as antagonists and allies, both. The story currently is that a high-level Wizard the party knows has been captured by Shar's forces and is being held in the Shadow Plane. His eyes have been sown shut, his arms have been cut off and he is chained around his neck. He is naked and tortured constantly, having to life in a cell which isn't cleaned and is ignored when he isn't being tortured...
He isn't in a very good state. He just wants to die or have vengeance but he's not allowed to do eithger.
In a moment of madness and grief, he makes a prayer to anyone that will listen.
Alessa answers...
From the arms which were cut off, she forms two henchman. They're first duty is to help the party reach the Wizard and help him escape (which would make them even and she'd given in to his paryer). Once their task is complete, they will serve as Alessa's followers and do her bidding and what-not.
They are simply called "Left" and "Right," after the arms they were raised from. They both have a deathly pallor about them, except for the arm which originally came from the Wizard, which looks completely normal.
And now, to stats!
~~~
"Left"
Medium,
Corrupted Human
CR = 7
This figure bears a bronze-like helmet exactly like the Pyramid head, although the figure fits the build of a bulky, muscular human. Most of his features are obscured, his face coverred by the helmet, his hands by black leather gloves and his body by long, grey robes. What little skin can be seen is grey and seems dead, except for his left arm which, if you could see it, would look normal enough.
He wields a longsword seemingly too large for him. It is as tall as he is and seems to have endured a lot of use...
He can also be seen riding his utterly horryifying mount...
Alignment = NE
+4 to natural armour bonus
Damage: Claw's lengthen, teeth multiply, and muscles harden.
Natural damage die increases by one type, as if the creature were one size larger.
Special Qualities: Gains Darkvision with a range of 60 ft.
Gains Acid immunity.
Damage Reduction: - 5/+1
Disruptive Attack (Su): The corrupt creature deals additional Vile damage (chapter 2 of
BoVD) when it touches uncorrupted, living, corporeal non-outsiders. [Details are also below]
The amount of Vile Damage dealt is equal to half the creature's Hit Dice (maximum 20 points of damage) [2 in this case.] This applies only to natural attacks.
Enchanced Power (Su): The save DC of any and all of the corrupt creature's special attacks increase by +4.
Fast Healing (Su): Each round, a corrupted creature heals damage equal to half of it's Hit Dice (maximum of 10 points per round healed) [In this case, 2].
Armour Class: -
AC: 10 + Size + Dex + Armour + Natural + Shield
AC =
Touch: 10 + Size + Dex + Deflection
Touch =
Flat: 10 + Size + Armour + Natural + Shield + Deflection
Touch
Cleric 3
Fighter 2
Cleric of Alessa
Str 20 +5
Dex 13 +1
Con 22 +6
Int 12 +1
Wis 14 +2
Cha 14 +2
HD = 3d8 (cleric) + 2d10 (fighter)
Cleric BAB Fort Ref Will
3 +2 +3 +1 +3
Fighter BAB Fort Ref Will
2 +2 +3 +0 +0
--------------------------------------------
Total BAB Fort Ref Will
5 +4 +6 +1 +3
!!!Skills!!!
Cleric
2+Int [1] X 4
2 + Int [1]
2 + Int [1]
18
Fighter
2 + Int [1]
2 + Int [1]
6
Concentration 6 Con
Craft Alchemy 2 Int
Heal 4 Wis
Knowledge Religion 2 Int
Spellcraft 2 Int
Spot 1 Wis
Intimidate 3 Cha
Listen 1 Wis
Ride 1 Dex
Proficiencies: -
Simple,
Martial
Longsword,
All Armour,
All Shields
!!!GEAR!!!
Huge Longsword
60 gp. 3d6 19-20/X2 16lbs Slashing
Armoured Robe (
Ultimate Equipment Guide, Volume 1)
This mundane looking garment appears as a typical grey robe. Small, metal plates are woven in to the fabric. Whilst useful, these slightly limit agility and speed.
Medium Armour
55 gp. +3 AC Max Dex = +3 Check -4 Spell Failure = 25% Speed = 20ft/15ft 30lbs.
Pyramid Helmet.
Fashioned to look like the feared helmets of the
Red Pyramids, this helmet is made from the dire metal, Dahlium, a metal forged by Alessa herself.
This helmet grants a +1 bonus to AC (stackable with other armour, so long as there is no helmet worn already). [See below for Dahlium].
The inside of the helmet is crafted with padding and inlaid with enchantments to allow it to be worn...
(I wil give stats for the normal version of this, and the Dahlium version)
Normal - Medium Armour
10 gp +1 AC Max Dex (Decrease by 3) Ac Penalty (Stackable -3) Arcane Failure (Stackable 10%) Speed 20ft/15ft 10lbs
Dahlium - Light Armour
2,010gp +1 AC (+2 at night, +3 in Otherworld) AC Penalty = 0 Arcane Failure = 0% Speed 30ft/20ft 5lbs.
!!!FEATS!!!
Most of these are taken from the
Libris Mortis, The Book of the Undead.
1st Level - Tomb Tainted Soul
Prerequisite: Non-good Alignment [General]
Benefit: You are healed by negative energy and harmed by positive energy, as if you were an undead creature.
This feat gives no other penalties or benefits of the undead type.
---
Human - Tomb-Born Resilience [General]
The power of undeath taints you, deadening your mind and body to the effects of mind-controlling magic, poison and disease.
Prerequisite: Non-good alignment, Tomb-tainted Soul.
Benefit: You gain a +2 bonus on saving throws made to resist mind-affecting spells and abilities, poison, and disease.
Your nails grow yellow and rotten. Although this change has no efect on the damage of your unarmed strike, most indiviuals find such cretures horrid looking.
---
3rd Level - Tomb-born Fortitude
The Power of undeath taints your body and soul. It's power has hardenned your flesh and given it the foul look of the grave.
Prerequisite: Nongood alignment, Tomb-tainted Soul.
Benefit: You have a 25% chance to resist critical hits. When a critical hit or sneak attack is scored against you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
In addition, you do not risk death from massive damage.
Your skin takes on the pallor and texture of dead human flesh.
---
Fighter Feat 1 -
Huge Weapon Proficiency
Prerequisite = Proficiency with Weapon & Str = 19+
Benefit: You can wield a specific weapon that you
take this proficiency with that is two sizes larger than
you. Wielding this weapon requires two hands and all
attacks suffer a -2 circumstance penalty on the attack
rolls. Increasing a weapon’s size by one category
increases its weight four-fold.
Normal: You fall over backwards.
Special: This feat can be taken multiple times, each
time you take this feat it applies to a new weapon.
---
Fighter Feat 2 - Daunting Presence [General]
Prerequisites: Cha 13, BAB +1
Benefit: You may take a standard action to awe an opponent.
The opponent must be within 30 ft, have line of sight of you, and have an intelligence score.
If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + Cha modifier), it is shaken for 10 minutes. This feat has no effect on a creature that is already taken.
Special: This may be selected as a fighter feat.
---
Speaks:
Infernal
Celestial
Common
!!!SPELLS!!!
Domains: -
Pain (
BoVD)
Granted power: Character converts damage that he deals in one blow per day in to healing for himself, up to 1 point of damage per level.
Death
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect.
You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per
cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
Per Day
0-level = 4
1. Read Magic
2. Detect Magic.
3. Slash Tongue* (
BoVD)4. Resistance.
1-level = 2+1+D
1. Bane.
2. Divine Favour.
3. Doom.
D. Cause Fear.
2-level = 1+1+D
1. Spider Legs*. (
BoVD)
2. Undetectable Alignment.
D. Death Knell.
Extra Spells: -
Slash Tongue
Transmutation [Evil]
Level: Cleric 0, Sorceror/Wizard 0
Components: V, S.
Casting Time: 1 action.
Range: Close (25ft + 5 ft/2 levels)
Target: One living creature with a tongue.
Duration: 1 round
Saving Throw: Fortitude Negates
Spell Resistance: Yes.
The subject's tongue gets a thin cut.
The subject takes 1 point of damage and takes a -1 penalty on attack rolls, saving throws, skill checks, and ability checks on the following round due to the annoying pain.
Spider Legs
Transmutation
Level: Cleric 2.
Components: V, S, DF.
Casting Time: 1 action.
Range: Personal.
Target: Caster.
Duration: 1 minute/level.
The caster grows four long spider legs from the sides of his torso. He can use these legs to move as a speed of 30 feet, no matter what the caster's normal speed is, as long as he carries less than his maximum load.
The caster can also use these extra legs to climb vertical surfaces or even traverse ceilings as well as a spider does, with his hands completely free. The caser has a climb speed of 15 feet.
A creature with a Strength score of at least 20 +1 per caster level can pull the caster off a wall or ceiling.
!!!Extra Rules!!!
Dahlium Material
A bronzey-looking substance, it is imbued with qualities akin to Alessa's Otherworld.
During the day, the material seems like new brass, though is much, much harder.
During darkness (such as night-time, the plane of shadow, etc), however, the blade appears to turn rusty and battered.
In the Otherworld, the metal does the same.
Despite it's appearance, however, there is no reduction in performance...quite the opposite, in fact.
If the metal is used for Armour, the armour gains a +1 Supernatural bonus to AC. If the armour is in the Otherworld, this bonus increases to +2.
Dahlium armour is treated as being one armour-type lighter for the purposes of movement (just like Mithril - 285 DMG). Heavy armour is treated as medium, medium as light, but light is still light armour.
Spell Failure Chance for armour and shields made from Dahlium are decreasd by 10%, maximum Dexterity bonus is increased by 2, and Armour Check Penalties are lessened by 3 (to a minimum of 0).
If the metal is used for a weapon, the weapon gains a +1 supernatural bonus to attacks and a +2 when in Otherworld.
An item made from Dahlium weighs half as much as the same item made from other metals. In the case of weapons, the lighter weight does not change the weapon's size categor or ease with which it can be wielded.
Items not primarily made from metal do not benefit from being made of Dahlium.
Weapons and Armour fashioned from Dahlium are always masterwork items as well; the masterwork cost is included in the prices given below.
Anyone Appraising Dahlium suffers a -10 penalty in darkness or in Otherworld, unless they've witnessed Dahlium changing or pass a Knowledge Arcana check of DC 30 [Base, DM may amend based on circumstance].
Type of Dahlium Item Item Cost Modifier
Light Armour + 2,000gp
Medium Armour + 6,000gp
Heavy Armour + 11,000gp
Shield + 3,000gp
Other Items + 1,500gp/lb
---
Vile DamageVile Damage, like regular damage, results in the loss of hit points or ability score points.
Unlike regular damage, vile damage can only be healed within the area of a Consecreate or Hallow spell. Vile damage represents such an evil violation to a character's body or soul that only in a holy place can healing magic repair the damage.
--------------------------------------------------------------
Corrupted Nymph
Fey Mount
Large Fey
HD = 7D6+21 (53)
Iniative = +3
Speed = 35ft (7 squares), Swim 25ft.
AC = 13(+1 dex, +1 deflection, +2 natural armour, -1 size)
Touch = 11
Flat = 12
Base/Grapple = +3/+3
Attack = 1d8 + Str slam attack.
Full attack = none...
Space/Reach = 10ft/5ft
Special Attacks: -
Blinding Beauty; affects all humanoids within 30 feet of the creature. Those who look directly at the creature must succeed on a DC17 Fortitude save or be blinded permanently as though by the Blindness spell. The creature can supress or resume this ability as a free action. The save DC is Charisma based.
Spell-like abilities; 1/day - dimension door. Caster level 7th.
Stunning glance; As a standard action, the creature can stun another creature within 30 feet with a wrathful look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2D4 rounds. The save is Charisma based.
Special Qualities: - Damage Reduction 10/cold iron
Low-light vision.
Unearthly grace; The creature adds it's charisma modifier as a bonus on all it's saving throws and as a deflection bonus to it's armour class.
Wild empathy; works like a druid's wild-empathy ability, except the creature has a +6 on the check.
Skills: -
+8 racial bonus on any swim check to avoid hazard or take special action. Can run, so long as it's a straight line. Can always take 10 on a swim check.
Saves: -
Fort +7
Ref +12
Will +12
Abilities: -
Str 12
Dex 15
Con 16
Int 10
Wis 08
Cha 12
Feats: - Dodge, Weapon Finesse.
CR = 8
Alignment = LE
The creature has the appearance of a large, naked woman with long coppery hair, perfect skin, large eyes and long, swept back ears.
It was once a nymph, a long time ago but has been corrupted and perverted and now is a haplessly loyal beast of burden, serving as a mount of dark powers.
This once large-fey has been bred with a contorted and strengthened spine and back, leaving it hunched over, therefore it uses it's hands to walk as if it were a quadraped.
This poor creature wears a bondage-esque saddle, which a rider can comfortably sit on. It seems cruel to look at; a vile mix of sexually perverted masochistic apparel and bridle equipment.
Is capable of basic speech and speaks with a slow drawl, with a seductive purr to it.
~~~~~~~~~~~~~~~~~~~~~~~~~~
"Right"
Medium, Shadow Human
Clad in long, black robes with the arcane symbol of the
Halo of the Sun on the back, this figure clasps a bronze dagger and is followed by an undead cat seemingly reconstructed from the parts of formerly living cats.
His beard is shabby and his skin is dead-looking, except for his right arm which looks completely healthy.
CR = 7
Alignment = NE
Speed = 30ft
Special Qualities: -
Resistance to Cold = 11
Darkvision out to 60ft.
Low-light vision.
Shadow Blend (Su): In any other conditions other than full daylight, a shadow creature can dissapear into the shadows, giving it total concealment.
Artificial illuminations, even a Light or Continual Flame spell, does not negate this ability, but a Dalight spell will.
Plane Shift Ability (Sp): He can Plane Shift to or from the Shadow Plane to the Material Plane once a day. Caster Level = 15th.
6 Wizard
Str 11 +0
Con 11 +0
Dex 14 +2
Int 16 +3
Wis 17 +3
Cha 12 +1
HD = 6 X d4 + (Con X Char level [0])
13/13
WIZARD BAB FORT REF WILL
6 +3 +2 +2 +5
---
Skills: -
(2 + Int [3]) X 4 = 20
2 + 3 X 5 = 25
Concentration 9 Con
Decipher Script 6 Int
Knowledge Arcana 5 Int
Knowledge Planes 4 Int
Knowledge Religion 3 Int
Spellcraft 7 Int
Craft Alchemy 5 Int
Spot 1 Wis
Listen 1 Wis
Survival 1 Wis
+6 Racial on Move Silently.
---
Proficiencies: -
Club,
Dagger,
Heavy Crossbow,
Light Crossbow,
Quarterstaff.
No armour or shield.
---
Speaks: -
Sylvan,
Common,
Draconic.
--------------
Gear: -
Shadow Robes - Jet-Black Robes with the
Halo of the Sun on the back in dark grey stylised embroidery.
These robes blur the wearer whenever they try to hide, granting them a +5 competence bonus on Hide checks.
Faint Illusion; CL 5th; Craft Magic Arms and Armour, Invisibility; Price +3,750
Costs 3,800 gp.
---
Dahlium Dagger
Damage 1d4 (1d4+1 in darkness, 1d4+2 in Otherworld) Crit = 19-20/X2 Range inc = 10ft. 0.5lbs
Piercing and Slashing.
1,500gp
---
Spellbook
---
!!!FEATS!!!
Most of these are taken from the Libris Mortis, The Book of the Undead.
1st Level - Tomb Tainted Soul
Prerequisite: Non-good Alignment [Gneral]
Benefit: You are healed by negative energy and harmed by positive energy, as if you were an undead creature.
This feat gives no other penalties or benefits of the undead type.
---
Human - Tomb-Born Resilience [General]
The power of undeath taints you, deadening your mind and body to the effects of mind-controlling magic, poison and disease.
Prerequisite: Non-good alignment, Tomb-tainted Soul.
Benefit: You gain a +2 bonus on saving throws made to resist mind-affecting spells and abilities, poison, and disease.
Your nails grow yellow and rotten. Although this change has no efect on the damage of your unarmed strike, most indiviuals find such cretures horrid looking.
---
3rd Level - Tomb-born Fortitude
The Power of undeath taints your body and soul. It's power has hardenned your flesh and given it the foul look of the grave.
Prerequisite: Nongood alignment, Tomb-tainted Soul.
Benefit: You have a 25% chance to resist critical hits. When a critical hit or sneak attack is scored against you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
In addition, you do not risk death from massive damage.
Your skin takes on the pallor and texture of dead human flesh.
---
6th Level - Stitched Flesh Familiar [General]
When you are ready and able to acquire a nw familiar, you may choose to gain a stitchd flesh familiar.
Prerequisites: Ability to acquire a new familiar, ability to cast three or more necromancy spells.
Benefit: When choosing a familiar, you may choose a stitched flesh familiar.
A stitched flesh familiar appears similar to any of the standard familiars available in the Player's Handbook, except that the stitched flesh familiar is obviously sewn together from many different creatures of that kind and, to the practised eye, is clearly undead.
A stitched flesh familiar is magically linked to it's master in the same way as a normal familiar. A stitched flesh familiar uses the basic statistics for a creature of it's kind, as given in the Monster Manual, except as noted below:
Hit Dice: A stitched flesh famliar has a D12 hit Die and gains no bonus hit points from Constitution (since it is an undead creature). For effects that depend upon Hit Dice, use the master's character level or the familiar's normal Hit Dice total, whichever is higher.
Hit Points: Use 1/2 the master's total or the familiar's normal total, whichever is higher.
Attacks: Use the master's BAB or the familiar's, whichever is higher.
Saving Throws: For each saving throw, use either the familiar's base save bonus or the master's (as calculated from his character level), whichever is higher.
Familiar special abilities: Use the second table in the Familiars sidebar on page 52 on the Player's Handbook to determine additional abilities, just as you would for a normal familiar.
Stitched flesh familiars do not grant their masters any of the benefits that appear on the first table in that sidebar. Instead of the noted special ability, a stitched flesh familiar grants it's master the ability to control 4 more Hit Dice of undead than he is normally capable of controlling (both through the rebuke undead ability and through spells such as Animate Dead).
---
Wizard Bonus - Scribe Scroll
---
Wizard Bonus - Brew Potion
------------------------
Spells per day: -
0-level 4
1-level 3+1
2-level 3+1
3-level 2+1
Spells marked with "¬" are from the
Libris Mortis, The Book of the Undead.
Spells marked with "*" are from the
Book of Vile Deeds.
Spell Book: -
0-level
All cantrips from Player's Handbook.
---
1-level
Summon Undead I¬,
Ectoplasmic Armour¬,
Necrotic Awareness¬,
Endure Elements,
Shield,
Magic Misile,
Identify,
Sleep,
Magic Weapon.,
Tongue Tendrils*,
Darklight*,
Aberrate*
---
2-level
Summon Undead II¬,
Necrotic Cyst¬,
Melf's Acid Arrow,
Web,
Detect Thoughts,
Darkness,
Blindness/Deafness,
Darkvision,
Cat's Grace,
Spiderclimb,
Darkbolt*,
Grazz'zt's Long Grasp*.
---
3-level
Summon Undead III¬,
Phantom Steed,
Tongues,
Clairvoyance,
Hold Person,
Lightning Bolt,
Fly,
Haste,
Keen Edge,
Tongue Serpants*,
Wall of Chains*.
---
!!!Extra Rules!!!
Dahlium Material
A bronzey-looking substance, it is imbued with qualities akin to Alessa's Otherworld.
During the day, the material seems like new brass, though is much, much harder.
During darkness (such as night-time, the plane of shadow, etc), however, the blade appears to turn rusty and battered.
In the Otherworld, the metal does the same.
Despite it's appearance, however, there is no reduction in performance...quite the opposite, in fact.
If the metal is used for Armour, the armour gains a +1 Supernatural bonus to AC. If the armour is in the Otherworld, this bonus increases to +2.
Dahlium armour is treated as being one armour-type lighter for the purposes of movement (just like Mithril - 285 DMG). Heavy armour is treated as medium, medium as light, but light is still light armour.
Spell Failure Chance for armour and shields made from Dahlium are decreasd by 10%, maximum Dexterity bonus is increased by 2, and Armour Check Penalties are lessened by 3 (to a minimum of 0).
If the metal is used for a weapon, the weapon gains a +1 supernatural bonus to attacks and a +2 when in Otherworld.
An item made from Dahlium weighs half as much as the same item made from other metals. In the case of weapons, the lighter weight does not change the weapon's size categor or ease with which it can be wielded.
Items not primarily made from metal do not benefit from being made of Dahlium.
Weapons and Armour fashioned from Dahlium are always masterwork items as well; the masterwork cost is included in the prices given below.
Anyone Appraising Dahlium suffers a -10 penalty in darkness or in Otherworld, unless they've witnessed Dahlium changing or pass a Knowledge Arcana check of DC 30 [Base, DM may amend based on circumstance].
Type of Dahlium Item Item Cost Modifier
Light Armour + 2,000gp
Medium Armour + 6,000gp
Heavy Armour + 11,000gp
Shield + 3,000gp
Other Items + 1,500gp/lb
---------------------------
Familiar: -
Vorador the stitched-flesh Cat.
Ability Granted - Ability to control 4 more Hit Dice of undead than he is normally capable of controlling (both through the rebuke undead ability and through spells such as Animate Dead).
HD = 6 X D12
= 33/33
Use master's BAB and saves.
Tiny Undead
Iniative = +2
Speed = 30ft
AC = 14 (+2 size, +2 dex)
Touch = 14
Flat = 12
Attack = Claw +4 melee (1d2-4)
Full Attack = 2 claws (1d2-4) and bite -1 melee (1d3-4)
Space/Reach = 2-1/2 ft/0 ft.
Special Qualities = Low light Vision, SCcent
Saves: -
Fort +2
Ref +4
Will +5 (Uses Wizard's as it's higher)
Abilities: -
Str 03
Dex 15
Con --
Int 02
Wis 12
Cha 07
Skills: -
Balance +10
Climb +6
Hide +14
Jump +10
Listen +3
Move Silently +6
Spot +3
+4 Racial on Climb, Hide and Move Silently.
+8 Racial on Balance.
Uses Dex mod instead of strength for Climb and Jump checls.
In areas of tall grass or heavy undergrowth, the racial bonus to the Hide skill rises to +8.
Feats: -
Weapon Finesse
CR = 1/4
~~~~~~~~~~~~~~~~~~~~~~
And now on to two NPCs done for the story of the Cleric in my campaign. Finn is an old friend ho went darkside and Kansei is her mentor, a busty, interesting cleric of Mytra. I just did the stats and filled in the blanks.
---
Name - Finn
Left the monastery at about fourteen.
If allowed to repent, he will escape and go looking for the city of Angia...
He knows about it, because he's coordinated the captured of two C.O. agents, who revealed it's existance under torture.
If he doesn't repend, his mission was to seek it out and report it's location to the Clergy, a well as report the new location of the Evosan colony.
N.E.
"Koma" (Real Name = Finn Teel)
Human.
Shaved head.
A little older than Nailo.
Anxious during youth. Was a nervous child and blamed his own bad behaviour as a child for the percieved scorn he feels from dillusions of his mother returning.
He also developed a false persona of a happy child in order to protect his friend, Nailo.
He couldn't take the lies anymore and left.
He didn't get to see the body of his parents and didn't get a chance to say goodbye.
Str 12 +1
Dex 14 +2
Con 12 +1
Int 10 +0
Wis 11 +0
Cha 12 +1
Level 6 human ranger.
Perhaps wanderred for a time and was a ranger...
"Evil rangers, though rare, are much to be
feared. They revel in nature’s thoughtless
cruelty and seek to emulate her most fearsome
predators. They gain divine spells just as good
rangers do, for nature herself is indifferent to
good and evil"
Found himself on the shadow plane...
Will have: -
Knowledge Religion (Low)
Knowledge (Planes)
Survival
!!Skills!!!
54 points.
Knowledge Religion (Low) 1
Knowledge (Planes) 2
Survival 7
Craft Alchemy 4
Healing 2
Listen 7
Spot 7
Search 6
Move Silently 7
Concentration 3
Handle Animal 5
Bitter and cruel. He wants the world to suffer as he suffered. He still has loving feelings for Nailo, which he denies and buries deep down.
Has feral wolf for familiar.
Specialises in diseases...and causing them.
!!!Gear!!!
Blood Glutton [Longsword]
2,560 gp.
+1 to Hit.
1d8 (Medium) 19-20/X2 4lbs Slashing
Everytime this weapon deal damage to a creature with blood, it gains 1 blood point.
When the weapon has 5 blood points, it can deal an aditional 1 point of damage at the user's behest (spending the blood points).
The weapon can stor up to 50 blood points, allowing an aditional 10 points of damage, usable at once or divided up over a number of attacks.
CL = 7th; Prerequisites: Craft Magic Arms and Armour, Bestow Curse; Vampiric Touch; Market Price: +1 bonus
(BoVD)-----
"Defiler"
+1 Battle Axe. [+1 to hit & +1 to damage]
2,510 gp.
1d8 [Medium] X3 6lbs Slashing
---
"Pain Shroud" [Robes marked with the Oricalum Nox emblem on the back. Shifts between black and red colours, almost hypnotically.]
Has a "Masochism" spell in constant effect on the robes.
18,500 gp
Enchantment [Evil]
Level: Assassin 3, Blackguard 3, Cleric 3, Soreceror/Wizard 2.
Components: v, S, M.
Casting Time: 1 action.
Range: Personal.
Target: Caster.
Duraton: 1 round/level.
For every 10 points of damage the caster (or in this case, wearer) takes in a given round, he gains a +1 luck bonus on all attack rolls, saving throws, and skill checks made in the following round.
The more damage the caster takes, the greater the luck bonus.
It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration (as these robes have a constant affect...it's likely).
Material Components: A leather strap that has been soaked in the caster's blood.
!!!Class Feats!!!
Proficiencies: - Simple & Martial Weapons , Light Armour and shields (except tower)
Favoured Enemy - Animal - +4
Favoured Enemy - Undead - +2
Track.
Wild Empathy.
Two-weapon combat fighting style (counts as having two weapon fighting feat.)
Also, Improved Two weapon fighting.
Endurance.
Spells...
Entangle, once a day.
!!!Feats!!!
Human
Lunatic: -
+1 to all attack rolls, fortitude saves, reflex saves and charisma modified checks whenever the moon is more than half full. This bonus rises to +2 during the three night period of the full mon. During thethree night period of the new moon, it's -2. The modifiers are reversed for will saves: +2 during new moon, -1 during more than half full moon, -2 during full moon. Ex. quality.
1st Level
Self Sufficient
At 3rd level.
Feral Animal Companion.
(Champons of Ruin)Instead of calling a normal animal companion, you can call a Feral Animal Companion that foams at the mouth. Any creature harmed by the animal's bite attack must succeed on a DC 15 Fortitude save or contract Red Ache (DM's guide, page 292). This disease has no harmful effect onthe Feral Animal. In addition, your feral animal gains a +2 bonus to Strength and Constitution. Attempts by others to influene your feral companion with Handle Animal checks take a -10 penalty.
Special: This does not transform a normal companion in to a feral one.
6th level
Alertness.
~~~~~~~~~~~~
Kansei
A volumptious woman, (partly)dressed in the garbs indicative of Mystra. She is a lithe figure and beautiful to look at and her demeaner indicates that she, not only isn't afraid to use that, but is proud of her form.
As wel as this, she is a charismatic and good person and is adept and turning evil to good.
Alignment = LG
Medium, Human
Level 7 Cleric of Mystra
Languages: Common
Celestial
Elven
Str 10 +0
Dex 12 +1
Con 12 +1
Int 13 +1
Wis 15 +2
Cha 16 +3
---
HD
7 X d8 + 7 (Con bonus X level)
24
---
Skills
30
Concentration 4 Con
Diplomacy 3 Cha
Bluff 3 Cha
Knowledge Religion 5 Int
Knowledge Arcana 5 Int
Spellcraft 5 Int
Spot 1 Wis
Bonuses: -
+2 Concentration
+2 Spellcraft
+5 Diplomacy
+4 Bluff
+1 Perform
---
Proficiencies: -
Simple,
All Armour,
All Shilds (except Tower).
---
BAB = +5
Fort = +5
Ref = +2
Will = +5
------------------
Spells per day: -
0-level 6
1-level 4+1+D
2-level 3+1+D
3-level 2+D
4-level 1+D
0-level
1. Create Water
2. Detect Magic
3. Guidance
4. Read Magic
5. Light
6. Virtue
1-level
1. Bless
2. Command
3. Detect Evil
4. Divine Favour
5. Shielf of Faith
D. Protection from Evil.
2-level
1. Augury
2. Consecreate
3. Bull's Strength
4. Shield Other
D. Aid.
3-level
1. Prayer
2. Create Food and wWater
D. Magic Circle Against Evil.
4-level
1. Divination
D. Holy Smite.
Domains: -
Good & Spell
---
Good: -
Granted Power: You cast spells at +1 caster level.
---
Spell: -
Granted Power: You get a +2 bonus on Concentration and Spellcraft checks.
-----------
!!!Feats!!!
1-level - Fair Visage (General) (
Ultimate Feats - Mongoose Publishing)
You are unually comely for your race and gender, something you are well skilled in using to your advantage.
Others find you pleasant to look at and you can usually dominate a conversation or gathering through apperance alone.
Benefits: You gain a +1 to Diplomacy and Perform checks if the audience ivolved is primarily made of beings that would find you attractive.
---
Human - Seduction (General) (
Ultimate Feats by Mongoose Publishing)
Benefit: Sex sells and friends can be won by seduction. You get a +4 bonus to Bluff and Diplomacy attempts against people who find your race and gender sexually attractive.
After you use this feat, some people might seek to be itimate with you. They will resent a blunt rejection, worseing their attitude towards you one step.
Notes: Using this feat a lot might give you some notoriety.
---
3-level - Reform (
Book of Hallowed Might) (General)
You bring an evil creature into the light and show it the right
and proper path.
Prerequisites: Charisma 15, good alignment
Benefit: You use logic, moral lessons, persuasion, and
kindness to turn someone from the path of evil. After you
speak with an evil creature individually for at least one hour
per day, for one day per level of the creature, the creature
must make a Will saving throw (Difficulty Class equals your
Diplomacy skill bonus). If the saving throw fails, the creature
moves one step in alignment closer to you. For example, if a
lawful good cleric attempts to reform a captive chaotic evil
umber hulk, a failed save results in the umber hulk’s alignment
changing to either neutral evil or chaotic neutral, as
the DM considers appropriate. Further successful attempts
at reformation move the creature’s alignment closer toward
yours. The reformed creature suffers no penalties for changing
alignment.
The Difficulty Class is further modified by penalties or
bonuses that the DM deems appropriate. Reforming an evil
human may be easier than reforming a dark elf, which may
be easier than reforming a night hag. (Some creatures, like
demons, may very well be impossible to reform.) Further,
conditions can modify the saving throw by +/–2, depending
on how well you treat the creature.
A character can attempt to reform only one creature at a
time. A creature to be reformed must have Intelligence and
Charisma scores of at least 3. Note: DMs should decide for
themselves whether this feat can be used against player characters
in their campaigns.
---
6-level - Reform (
Book of Hallowed Might) (General)
You skillfully bring an evil creature into the light and show it
the right and proper path.
Prerequisites: Reform†, Charisma 15, good alignment
Benefit: As Reform (see above), but you require only half
the number of days listed there to make a check. In addition,
the creature type does not modify the Difficulty Class,
although conditions can still influence the saving throw.
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There you are, all done.
Enjoy ^_^