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[Dark Sun] Temple of Elemental Evil: NPCs and Monsters
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<blockquote data-quote="Old Fezziwig" data-source="post: 1850675" data-attributes="member: 59"><p><strong>Design Notes</strong>: I've tried to make him an effective character on his own, just in case he should get caught impersonating a templar, and also to give him the abilities to escape should he get caught. The feat choices here were designed to help with that (Brew Potion to allow him to make <em>cure</em> potions, Eschew Materials and Spell Mastery to make him a little less obvious as a wizard and to mitigate his lack of ranks in Sleight of Hand). At the current time, he has neither a familiar nor animal companion.</p><p></p><p><strong>Burne</strong></p><p>Male Human Drd3/Wiz5; CR 8; Medium Humanoid; HD 3d8+3 plus 5d4+5; hp 40; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); BAB +4; Grp ; Atk +3 melee, +5 ranged; SA psionics, arcane spells, divine spells; AL NG; SV Fort +5 (+1 Con, +1 Wiz, +3 Drd), Ref +3 (+1 Dex, +1 Wiz, +1 Drd), Will +8 (+1 Con, +4 Wiz, +3 Drd); Str 8, Dex 12, Con 12, Int 19 (+1 4th, +1 8th), Wis 13, Cha 10.</p><p></p><p><strong>Skills, Feats, Languages</strong>: Concentration +12 (11 ranks, +1 Con), Diplomacy +6 (6 ranks, +0 Cha), Heal +7 (6 ranks, +1 Wis), Knowledge/Arcana +8 (4 ranks, +4 Int), Knowledge/History +8 (4 ranks, +4 Int), Knowledge/Geography +6 (2 ranks, +4 Int), Knowledge/Planes +8 (4 ranks, +4 Int), Listen +7 (6 ranks, +1 Wis), Sleight of Hand +3 (2 ranks, +1 Dex), Spellcraft +15 (11 ranks, +4 Int), Spot +7 (6 ranks, +1 Wis), Survival +7 (6 ranks, +1 Wis); Spell Focus (Conjuration), Augment Summoning, Eschew Materials, Scribe Scroll, Brew Potion, Spell Mastery (<em>alter self, gaseous form, nondetection, summon monster III</em>); Common, Draconic, Draxa, Gith.</p><p></p><p><strong>Human Abilities</strong>: Bonus feat at 1st level, +4 skill points at 1st level, +1 skill point/level after 1st, inborn powers (<em>synesthete, cloud mind</em>).</p><p></p><p><strong>Druid Abilities</strong>: Animal companion, nature sense, wild empathy, woodland stride, trackless step</p><p></p><p><strong>Wizard Abilities</strong>: Arcane spells, summon familiar.</p><p></p><p><strong>Psionics</strong></p><p>Power Points: (6 racial)</p><p>1st-level: <em>synesthete</em> (Save DC 11)</p><p>2nd-level: <em>cloud mind</em> (Save DC 12)</p><p></p><p><strong>Druid Spells Typically Prepared</strong></p><p>Spells/day: 4/3/1</p><p>0-level: <em>cure minor wounds, detect poison, light, purify food and drink</em> (Save DC 11, 12 Conjuration)</p><p>1st-level: <em>cure light wounds, obscuring mist, shillelagh</em> (Save DC 12, 13 Conjuration)</p><p>2nd-level: <em>owl's wisdom</em> or <em>lesser restoration</em> (Save DC 13, 14 Conjuration)</p><p></p><p><strong>Wizard Spells Typically Prepared</strong></p><p>Spells/day: 4/4/3/2</p><p>0-level: <em>acid splash, detect magic, message, read magic</em> (Save DC 14, 15 Conjuration)</p><p>1st-level: <em>color spray, mage armor, protection from evil, summon monster I</em> (Save DC 15, 16 Conjuration)</p><p>2nd-level: <em>alter self, detect thoughts, Melf's acid arrow</em> (Save DC 16, 17 Conjuration)</p><p>3rd-level: <em>gaseous form, nondetection</em> (Save DC 17, 18 Conjuration)</p><p></p><p><strong>Spellbook</strong></p><p>0-level: All spells [in PHB].</p><p>1st-level: <em>color spray, comprehend languages, identify, mage armor, protection from evil, summon monster I, true strike</em>, plus 4 others</p><p>2nd-level: <em>alter self, blur, detect thoughts, Melf's acid arrow, summon monster II</em>, plus 3 others</p><p>3rd-level: <em>dispel magic, gaseous form, illusory script, nondetection, summon monster III</em>, plus 2 others</p><p></p><p><strong>Equipment</strong>: Coming soon.</p></blockquote><p></p>
[QUOTE="Old Fezziwig, post: 1850675, member: 59"] [b]Design Notes[/b]: I've tried to make him an effective character on his own, just in case he should get caught impersonating a templar, and also to give him the abilities to escape should he get caught. The feat choices here were designed to help with that (Brew Potion to allow him to make [i]cure[/i] potions, Eschew Materials and Spell Mastery to make him a little less obvious as a wizard and to mitigate his lack of ranks in Sleight of Hand). At the current time, he has neither a familiar nor animal companion. [b]Burne[/b] Male Human Drd3/Wiz5; CR 8; Medium Humanoid; HD 3d8+3 plus 5d4+5; hp 40; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); BAB +4; Grp ; Atk +3 melee, +5 ranged; SA psionics, arcane spells, divine spells; AL NG; SV Fort +5 (+1 Con, +1 Wiz, +3 Drd), Ref +3 (+1 Dex, +1 Wiz, +1 Drd), Will +8 (+1 Con, +4 Wiz, +3 Drd); Str 8, Dex 12, Con 12, Int 19 (+1 4th, +1 8th), Wis 13, Cha 10. [b]Skills, Feats, Languages[/b]: Concentration +12 (11 ranks, +1 Con), Diplomacy +6 (6 ranks, +0 Cha), Heal +7 (6 ranks, +1 Wis), Knowledge/Arcana +8 (4 ranks, +4 Int), Knowledge/History +8 (4 ranks, +4 Int), Knowledge/Geography +6 (2 ranks, +4 Int), Knowledge/Planes +8 (4 ranks, +4 Int), Listen +7 (6 ranks, +1 Wis), Sleight of Hand +3 (2 ranks, +1 Dex), Spellcraft +15 (11 ranks, +4 Int), Spot +7 (6 ranks, +1 Wis), Survival +7 (6 ranks, +1 Wis); Spell Focus (Conjuration), Augment Summoning, Eschew Materials, Scribe Scroll, Brew Potion, Spell Mastery ([i]alter self, gaseous form, nondetection, summon monster III[/i]); Common, Draconic, Draxa, Gith. [b]Human Abilities[/b]: Bonus feat at 1st level, +4 skill points at 1st level, +1 skill point/level after 1st, inborn powers ([i]synesthete, cloud mind[/i]). [b]Druid Abilities[/b]: Animal companion, nature sense, wild empathy, woodland stride, trackless step [b]Wizard Abilities[/b]: Arcane spells, summon familiar. [b]Psionics[/b] Power Points: (6 racial) 1st-level: [i]synesthete[/i] (Save DC 11) 2nd-level: [i]cloud mind[/i] (Save DC 12) [b]Druid Spells Typically Prepared[/b] Spells/day: 4/3/1 0-level: [i]cure minor wounds, detect poison, light, purify food and drink[/i] (Save DC 11, 12 Conjuration) 1st-level: [i]cure light wounds, obscuring mist, shillelagh[/i] (Save DC 12, 13 Conjuration) 2nd-level: [i]owl's wisdom[/i] or [i]lesser restoration[/i] (Save DC 13, 14 Conjuration) [b]Wizard Spells Typically Prepared[/b] Spells/day: 4/4/3/2 0-level: [i]acid splash, detect magic, message, read magic[/i] (Save DC 14, 15 Conjuration) 1st-level: [i]color spray, mage armor, protection from evil, summon monster I[/i] (Save DC 15, 16 Conjuration) 2nd-level: [i]alter self, detect thoughts, Melf's acid arrow[/i] (Save DC 16, 17 Conjuration) 3rd-level: [i]gaseous form, nondetection[/i] (Save DC 17, 18 Conjuration) [b]Spellbook[/b] 0-level: All spells [in PHB]. 1st-level: [i]color spray, comprehend languages, identify, mage armor, protection from evil, summon monster I, true strike[/i], plus 4 others 2nd-level: [i]alter self, blur, detect thoughts, Melf's acid arrow, summon monster II[/i], plus 3 others 3rd-level: [i]dispel magic, gaseous form, illusory script, nondetection, summon monster III[/i], plus 2 others [b]Equipment[/b]: Coming soon. [/QUOTE]
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