Magus Darkholme
First Post
Here are some home brewed stats for some of the characters from the Forgotten Realms Campaig Setting. Some I've converted from 2E, while others appeared in 3E material and I just re-wrote them.
Artemis Entreri: Male Human Ftr14/Rog5/Rgr1/Asn1; CR 21; Medium-size humanoid; HD 14d10+28, 5d6+10, 1d6+2; hp 138; Init +9; Spd 30 ft.; AC 22; Atk +22/+17/+12/+7 melee (2d8+7/18-20*3 Charon’s Claw) +23/+18 melee (1d4+8+life stealing/17-20*2 +4 defending dagger of life stealing); SA, death attack (fort DC 14), sneak attack +4d6, fight with two weapons; SQ, bonus feats, evasion, uncanny dodge (can’t be flanked), track, favored enemy (humans+1), locate traps, poison use; AL LE; SV Fort +16, Ref +17, Will +10; Str 14, Dex 20, Con 15, Int 16, Wis 16, Cha 13.
Skills and Feats: Balance+14, bluff+5, climb+12, decipher script+6, diplomacy+5, disable device+5, disguise+9, escape artist+8, forgery+6, gather information+6, handle animal+6, hide+15, intimidate+10, intuit direction+6, jump+12, knowledge (sword coast local)+8, listen+10, move silently+15, open lock+10, pick pocket+13, read lips+6, ride (horse)+13, search+12, sense motive+14, spot+10, swim+8, tumble+15, use magic device+9, use rope+12, wilderness lore+10/ blind-fight, combat reflexes, dodge, expertise, improved critical (dagger), improved critical (longsword), improved initiative, improved 2 weapon fighting, 2 weapon fighting, mobility, quick draw, spring attack, track, weapon focus (dagger), weapon focus (longsword), weapon specialization (dagger), weapon specialization (longsword), ambidexterity.
Special Qualities: Sneak Attack (Ex): Any time that Entreri’s target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks the target, his attack deals extra damage. Should he score a critical hit with a sneak attack, this extra damage is not multiplied. Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Entreri takes no damage with a successful saving throw. Uncanny Dodge (Ex): Entreri retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker or if he is flanked. Death Attack: If Entreri studies a target for 3 or more rounds and then makes a sneak attack against them that successfully deals damage (the sneak attack must be made within 3 rounds after he is done studying the victim), the attack can also either paralyze or kill his opponent (Entreri’s choice). Paralysis lasts for 1d6+1 rounds. Poison Use: Artemis is trained in the use of poison, and never risks poisoning himself when applying poison to a blade. Favored Enemy: Entreri gets a +1 bonus on all bluff, listen, sense motive, spot and wilderness lore checks against humans. He also gets a +1 bonus to damage versus humans.
Spells Prepared: (1) 1st Level – detect poison.
Possessions: Charon’s Claw (minor artifact: +5 keen longsword/ At will, the wielder can make the sword radiate as a Blacklight spell cast by a 15th level sorcerer, with a radius of 20ft / At will, the sword can loose a trail of ash from the blade that provides concealment for the wielder, ¼ cover. This ability counts as a partial action. Each ash trail hangs in the air and lasts for 15 rounds before dissipating. / If a person touches the sword without wearing the protective gauntlet, he must immediately make a will save (DC 23) or be disintegrated, as the spell cast by a 15th level sorcerer. / On a successful critical hit, the victim must make a fortitude save (DC 23) or be disintegrated as the spell cast by a 15th level sorcerer), Magic Gauntlet (automatically absorbs all spells and powers that are only directed at the wielder.), +4 defending dagger of life stealing, , ring of protection +3, ring of protection +4, periapt of health, greater piwafwi (fire resistance 5, acts as a cloak of elvenkind and resistance+2).
Artemis Entreri: Male Human Ftr14/Rog5/Rgr1/Asn1; CR 21; Medium-size humanoid; HD 14d10+28, 5d6+10, 1d6+2; hp 138; Init +9; Spd 30 ft.; AC 22; Atk +22/+17/+12/+7 melee (2d8+7/18-20*3 Charon’s Claw) +23/+18 melee (1d4+8+life stealing/17-20*2 +4 defending dagger of life stealing); SA, death attack (fort DC 14), sneak attack +4d6, fight with two weapons; SQ, bonus feats, evasion, uncanny dodge (can’t be flanked), track, favored enemy (humans+1), locate traps, poison use; AL LE; SV Fort +16, Ref +17, Will +10; Str 14, Dex 20, Con 15, Int 16, Wis 16, Cha 13.
Skills and Feats: Balance+14, bluff+5, climb+12, decipher script+6, diplomacy+5, disable device+5, disguise+9, escape artist+8, forgery+6, gather information+6, handle animal+6, hide+15, intimidate+10, intuit direction+6, jump+12, knowledge (sword coast local)+8, listen+10, move silently+15, open lock+10, pick pocket+13, read lips+6, ride (horse)+13, search+12, sense motive+14, spot+10, swim+8, tumble+15, use magic device+9, use rope+12, wilderness lore+10/ blind-fight, combat reflexes, dodge, expertise, improved critical (dagger), improved critical (longsword), improved initiative, improved 2 weapon fighting, 2 weapon fighting, mobility, quick draw, spring attack, track, weapon focus (dagger), weapon focus (longsword), weapon specialization (dagger), weapon specialization (longsword), ambidexterity.
Special Qualities: Sneak Attack (Ex): Any time that Entreri’s target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks the target, his attack deals extra damage. Should he score a critical hit with a sneak attack, this extra damage is not multiplied. Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Entreri takes no damage with a successful saving throw. Uncanny Dodge (Ex): Entreri retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker or if he is flanked. Death Attack: If Entreri studies a target for 3 or more rounds and then makes a sneak attack against them that successfully deals damage (the sneak attack must be made within 3 rounds after he is done studying the victim), the attack can also either paralyze or kill his opponent (Entreri’s choice). Paralysis lasts for 1d6+1 rounds. Poison Use: Artemis is trained in the use of poison, and never risks poisoning himself when applying poison to a blade. Favored Enemy: Entreri gets a +1 bonus on all bluff, listen, sense motive, spot and wilderness lore checks against humans. He also gets a +1 bonus to damage versus humans.
Spells Prepared: (1) 1st Level – detect poison.
Possessions: Charon’s Claw (minor artifact: +5 keen longsword/ At will, the wielder can make the sword radiate as a Blacklight spell cast by a 15th level sorcerer, with a radius of 20ft / At will, the sword can loose a trail of ash from the blade that provides concealment for the wielder, ¼ cover. This ability counts as a partial action. Each ash trail hangs in the air and lasts for 15 rounds before dissipating. / If a person touches the sword without wearing the protective gauntlet, he must immediately make a will save (DC 23) or be disintegrated, as the spell cast by a 15th level sorcerer. / On a successful critical hit, the victim must make a fortitude save (DC 23) or be disintegrated as the spell cast by a 15th level sorcerer), Magic Gauntlet (automatically absorbs all spells and powers that are only directed at the wielder.), +4 defending dagger of life stealing, , ring of protection +3, ring of protection +4, periapt of health, greater piwafwi (fire resistance 5, acts as a cloak of elvenkind and resistance+2).