CotSQ and other NPC's, etc (My players should stay away)

Zedarr T'sarran, the Bloody Dervish

One of the main NPC's of Szith Morcane, Zedarr has undergone a considerable facelift, going from a platemail wearing, dire flail wielding blackguard to what you see here. I wanted to build a character who had the Bloody Dervish line of feats (like the martial art styles in OA) and Zedarr was the closest there was so I used him.

I'm a little afraid of what he is going to do in hand to hand, and may have to tone back the Double Weapon Mastery feat if I ever plan on letting PC's select it.

Zedarr T’sarran

Male Drow Ftr8/Rog3/M. Cook Rgr1(Kiaransalee) CR:13
Str 16(18) Dex 16 Con 15 Int 10 Wis 12 Cha 12
HD: 8d10+3d6+1d8+24 HP: 102 Init: +3 Spd: 20 AC: 22 (+3 Dex, +8 armor, +1 deflection)
Atk: +2 double shortsword +16/+11/+6 dmg 1d6+9 + mw double shortsword +15 dmg 1d6+7 and +1 double shortsword +15/+10 dmg 1d6+8 + mw double shortsword +15 dmg 1d6+7 or mw mighty (+2) comp shortbow +15 dmg 1d6+2
Saves: Fort +11 Ref +10 Will +4
Skills: Bluff +7, Perform +7, Diplomacy +11, Innuendo +6, intimidate +10, disguise +9, listen +5, Spot +12, Hide +17, move silently +7
Feats: Ambidexterity, Two-Weapon Fighting, Exotic proficiency (double shortsword), Weapon Focus (double shortsword), Strong Off-Hand Attack (off hand dmg at full str bonus), double weapon mastery (use both ends of double weapons one-handed), Leadership, Impressive Flourish (throw opponents off balance in combat), Improved Two-Weapon Fighting, Track, Weapon Specialization (double shortsword), Improved Critical (double shortsword), Martial Mastery: Bloody Dervish (+1 to hit and damage when attacking with both ends of two double weapons)
Class Features: Sneak Attack +2d6, Evasion, Heightened Reflexes (flatfoot), Favored enemy (drow) +1
Gear: +3 mw mithral breastplate, +2/mw double shortsword, +1/mw double shortsword, mw mighty (+2) comp shortbow, 20 arrows, +1 ring of protection, gauntlets of ogre strength (+2), lesser piwafwi (+10 hide), potion of cure serious wds, 4 doses drow sleep venom

His cohort is an advanced fiendish displacer beast.
 

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What's a Longblade? Or a Dungeon Delver?

A trick to do with the ghost: Let him hang around unmanefested, and watch the PCs for 3 rounds. Then let him manifest and BAM! Death attack. Rense, lather, repeat. :D

Had this happen in a person I know's game; the bartender from the origional Elemental Evil adventure was a Rogue/Assassin ghost in the RttToEE. He claimed two.
 

Longblades were a winner of Wizard's prestige class competition not long after the DMG release. They are essentially masters of the polearm. Dungeon Delvers are from Song & Silence and are specialized rogues.

Yes, use the assassin trick all the time. Unfortunately in this case the assassin is the party necromancer's pet and so he is using it on me. Ah well, they'll be running into some fearsomely high level priests before too long - I may yet turn his toy against him.
 



Longblade

original creation by Vernon Putman

Any commoner, farmer, or new recruit can hold a halberd and stand in formation. The pole-axe is a simple weapon to use, but requires a lifetime to master. Like a true master of any weapon, the longblades can utilize every inch of their polearm in combat.

(Note: I have included the original version which I found on the Wizards' site. I've made a minor change to the class skills in my game - this is noted in the description).

Requirements:
BAB 5+
Feats: Weapon Proficiency (any hafted reach weapon), Weapon Focus (any hafted reach weapon), Combat Reflexes
Balance: 4 ranks

Advancement:
HD: d10
BAB: as fighter
Saves: as Rogue
Class Skills: Balance (Dex), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), Tumble (Dex) (why Tumble? doesn't fit IMHO - I've replaced this skill with Climb and Swim)
Skill Points: 2+Int/level
Class Abilities: Weapon and Armor Proficiency: all Light, Medium, and Heavy armor and all hafted reach weapons
1st) Flexible Reach - Longblades can choke up or down on their polearm as a free action. They can use reach weapons against foes adjacent to them, and still threaten the areas they would reach.
Total Usage - The longblade can use his polearm as a double weapon. Normal hafted polearms do d6 with the haft end. When using a polearm as a double weapon, the longblade gains the benefits of ambidexterity and two-weapon fighting, and the polearm is not considered to be a reach weapon. Improved Two-Weapon Fighting may be selected as a bonus feat once the longblade's BAB is +9 or higher. This ability may only be used while wearing light or medium armor.
2nd) Mighty Swing 1/day - Once at 2nd level and once for every even level after, if using the polearm as a reach weapon the longblade can use a full-round action to make a single attack at his highest attack bonus. If the attack succeeds the longblade's Str modifier is tripled for determining damage. Use of this ability provokes an attack of opportunity from any foes threatening the longblade.
3rd) Reach Around Strike - The longblade can ignore cover penalities for using a polearm from behind friendly combatants.
4th) Mighty Swing 2/day
5th) Pushback - If the longblade inflicts damage with an attack of opportunity against an enemy moving through his threatened area, he prevents them from moving in any direction except for directly away from him.
6th) Mighty Swing 3/day
7th) Quick Trip - when using the polearm as a double weapon, if the longbade hits with the haft end of his polearm he may make a trip attack as a free action against the enemy. If the trip attempt fails the opponent may not attempt to trip the longblade in return.
8th) Mighty Swing 4/day
9th) Quick Set - The longblade can set his polearm to receive a charge as a free action usable outside the normal initiative sequence.
10th) Mighty Swing 5/day
 

Next I have a couple of villains from the PBEM I'm running with Dungannon to catch Filthy Ike up with the rest of the party. Ike has made his way back to Travensburg and finds himself tangled in a web of conspiracy, headed by the local nobleman Alexei Travens. Ike suspects something is very wrong with the young noble; he doesn't know how right he is:

Alexei Travens - Doppelganger Aristocrat 1/ Rog 3/ Ftr 4 CR:10
Str 13 Dex 18 Con 12 Int 13 Wis 14 Cha 14 Init +4 Spd 30
HP: 80 AC: (+4 Dex, +4 natural, +6 armour) 24 BAB +9
Attacks: +2 rapier +15/+10 dmg 1d6+3 or mw hand xbow +14 dmg 1d4
Saves: Fort +10 Ref +12 Will +10
Skills: Bluff +15(+19), Disguise +15(+19), listen +12, sense motive +10, Spot +8, Jump +9, Tumble +16, Diplomacy +12, Hide +9, Move silent +19, balance +11, Climb +7
Feats: Alertness, Dodge, Weapon Finesse (rapier), Mobility, Spring Attack, Expertise, Improved Trip, Kick ‘em while they’re down
Race/Class: Detect thoughts at will (DC 14), alter self at will, immune to sleep & charm, sneak attack +2d6, evasion, heightened reflexes (flatfooted)
Gear: +2 rapier, +1 mithral shirt, mw buckler, mw hand xbow, 20 bolts, silvered dagger, boots of silent step (+10 move silent), Necklace of the honeyed tongue (+10 diplomacy), potions: haste, cure serious wounds, cat’s grace, 5 doses of poison (DC 13 dmg paralysis 1 minute/paralysis 10-40 minutes), 40 gp
 

Next a villain Ike thought he had taken care of, someone who should have been hung for his crimes months ago. The false Alexei freed this wicked sorcerer from the town jail and he has taken residence in Duernfast again, served by a small army of brigands, orcs, and gnolls:

Marsem Trember - Male Human Sorcerer 8 CR: 8
Str: 10 Dex: 16 Con: 14 Int: 12 Wis: 14 Cha: 18 Init +3 Spd 30
HP: 38 AC: (+3 Dex, +2 armor, +1 deflection) 16 BAB: +4
Attacks: mw lt xbow +9 dmg 1d8 (mw bolt) or club +4 dmg 1d6
Saves: Fort +4 Ref +5 Will +8
Skills: Alchemy +6, Concentration +13, Craft(carpentry) +4, Knowledge(arcana) +12, scry +4, Spellcraft +12
Feats: Point Blank Shot, Precise Shot, craft wand, empower spell
Spells per Day (DC 14+lvl) 0>6 1>7 2>7 3>6 4>4
Known: 0) arcane mark, detect magic, disrupt undead, light, mage hand, prestidigitation, read magic, open/close 1) endure elements, magic missle, ray of enfeeblement, shield, true strike 2) invisibility, melf’s acid arrow, protection from arrows 3) haste, vampiric touch 4) phantasmal killer
Gear: +2 Bracers of Armor, +1 Ring of Deflection, mw lt xbow, 20 mw bolts, club, silvered dagger, 2 tanglefoot bags, wand of acid arrow (40 c - 3rd caster lvl), Potions: blur, cure moderate wounds, expeditious retreat, jump, 41 gp
Familiar: Nicodemus, tiny viper
 

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