[FR] Realms Personalities

Ash Mantle

Adventurer
I have decided to take it onto myself the task of making the NPCS of Faerun conform to the rules set out in the Players Handbook, Dungeon Masters Guide and/or the Forgotten Realms Campaign Setting and the other various sourcebooks. These fixed stats, if you will, allow the characters to fulfill what they did in the novels and/or vice versa, and make the characters fulfill all aforementioned rules. I promise I will continue to do this until every region is covered... so be warned. :o

Hope you enjoy them. :D ;)
 
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Drizzt Do’Urden

Male Drow Barbarian 2/Fighter 10/Ranger 6 of Mielikki; CR 19; Medium Humanoid (Elf); HD 2d12+4 plus 10d10+20 plus 6d8+12; 131 hp; Init +9; Spd 50 ft.; AC 24 (+5 Dexterity, +9 armor), touch 15, flat-footed 19; Base Atk +18; Grp +19; Atk Twinkle (+5 defending holy keen scimitar) +29 melee (1d6+8 plus +2d6 holy 16-20/x2) or Icingdeath (+4 fire outsider bane greater frost brand scimitar) +29 melee (1d6+8 plus +1d6 cold 18-20/x2), or masterwork composite longbow +24 ranged (1d8+2 x3); Full Atk Twinkle (+5 defending holy keen scimitar) +29/+24/+19/+14 melee (1d6+8 plus +2d6 holy 16-20/x2) and Icingdeath (+4 fire outsider bane greater frost brand scimitar) +29/+24/+19 melee (1d6+8 plus +1d6 cold 18-20/x2), or masterwork composite longbow +24/+19/+14/+9 ranged (1d8+2 x3); Space/Reach 5 ft./5 ft.; SA Spell-like abilities; SQ Animal companion, combat style (two-weapon combat), drow traits, endurance, fast movement, favored enemy (humanoids) goblinoids +4, favored enemy magical beasts +2, improved combat style, rage 1/day, track, uncanny dodge, wild empathy +10; AL CG; SV Fort +20, Ref +16, Will +11; Str 13, Dex 21, Con 15, Int 17, Wis 17, Cha 14. Height 5 ft. 4 in.; Weight 130 lb.
Languages: Chondathan, Common, Drow Sign, Elven, Goblin, Undercommon
Skills and Feats: Balance +14, Bluff +7, Climb +8, Concentration +5, Diplomacy +6, Gather Information +6, Handle Animal +10, Heal +8, Hide +23, Intimidate +7, Jump +8, Knowledge (dungeoneering) +3, Knowledge (geography) +3, Knowledge (Menzoberranzan local) +4, Knowledge (nature) +10, Knowledge (the North local) +6, Knowledge (the planes) +4, Listen +15, Move Silently +23, Ride (horse) +7, Perform (musings) +8, Perform (rhetoric) +8, Profession (drama queen) +15, Profession (essayist) +8, Search +15, Sense Motive +8, Spot +15, Survival +8 (+10 avoid to natural hazards, +10 in aboveground natural environments, +10 while on another plane, +10 while underground, +10 while tracking), Tumble +13, Use Rope +7; Ambidexterity, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Endurance (B), Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting (B), Mobility, Quick Draw, Spring Attack, Track (B), Twin Sword Style, Two-Weapon Fighting (B), Weapon Finesse, Weapon Focus (scimitar), Weapon Specialization (scimitar)

Rage: During his rage, Drizzt has the following statistics instead of those given above: HD 2d12+8 plus 10d10+40 plus 6d8+24; 167 hp; AC 22 (+5 Dexterity, +9 armor, -2 rage), touch 13, flat-footed 17; Atk Twinkle (+5 defending holy keen scimitar) +29 melee (1d6+10 plus +2d6 holy 16-20/x2) and Icingdeath (+4 fire outsider bane greater frost brand scimitar) +29 melee (1d6+10 plus +1d6 cold 18-20/x2); Full Atk Twinkle (+5 defending holy keen scimitar) +29/+24/+19/+14 melee (1d6+10 plus +2d6 holy 16-20/x2) and Icingdeath (+4 fire outsider bane greater frost brand scimitar) +29/+24/+19 melee (1d6+10 plus +1d6 cold 18-20/x2); SV Fort +22, Will +13; Str 17, Con 19. Skills: Climb +10, Jump +10. The rage lasts 7 rounds, after which Drizzt is fatigued. He can rage once per day.

Ranger Spells per Day: 2; base DC = 13 + spell level.

Possessions*: +4 Celestial Mithral Chain Shirt (10 lb [48900 gp]), +5 Mithral Solanian Truesteel Defending Holy Keen Scimitar (4 lb [82405 gp]), +4 Mithral Solanian Truesteel Fire Outsider Bane Greater Frost Brand Scimitar (4 lb [85780 gp]), Masterwork Composite Longbow (3 lb [400 gp]), 20 Masterwork Arrows (3 lb [7 gp]), Masterwork Dagger (1 lb [302 gp]), Masterwork Silver Dagger (1 lb [322 gp]), Boots of Elvenkind (1 lb [2500 gp]), Bracers of Blinding Strike (1 lb [5500 gp]), Brooch of Shielding [1500 gp], Figurine of Wondrous Power (Onyx Panther [Guenhwyvar]) [28500 gp], Masterwork Scrimshaw Holy Symbol of Mielikki (1 lb [325 gp])

*This is subject to change. I will stipulate NPC Gear Value, instead of Character Wealth, when calculaing total monetary funds.
 
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"In part," she agreed. "But bear in mind that there are two ways for a swordsmith to rise in rank. One, he can work very hard and improve his craft. Two, he can simply kill the better smith." She smiled again, but this time the smile didn't reach her eyes. "That technique also requires good weapons and powerful magic."

"I see," he mused. "Forgive me if I offend, but from what I've heard of the drow, it seems safe to assume that the second method is the one most preferred."

Her smile disappeared completely, and her amber eyes turned grave. "Where drow are concerned, it's never safe to assume anything."


-- Elaine Cunningham

*Please bear in mind that I have yet to read Condemnation. The statistics presented herein are based wholly on Nimor's character profile.

Nimor Imphraezl, Anointed Blade of the Jaezred Chaulssin

Male Drow Assassin 8/Fighter 8/Rogue 1; CR 18; Medium Humanoid (Elf); HD 8d6+8 plus 8d10+8 plus 1d6+1; 92 hp; Init +9; Spd 30 ft.; AC 29 (+5 Dexterity, +9 armor, +5 natural), touch 20, flat-footed 24; Base Atk +14; Grp +17; Atk (+4 defending unholy rapier) +23 melee (1d6+6 plus +2d6 unholy 18-20/x2), or masterwork hand crossbow +16 ranged (1d4+6 19-20/x2); Full Atk (+4 defending unholy rapier) +23/+18/+13 melee (1d6+6 plus +2d6 unholy 18-20/x2) or (+4 defending unholy rapier) +23/+18/+13 melee (1d6+6 plus +2d6 unholy 18-20/x2) and (+4 vicious elf bane dagger) +23/+18 melee (1d4+6 19-20/x2), or masterwork hand crossbow +16 ranged (1d4+6 19-20/x2); Space/Reach 5 ft./5 ft.; SA Death attack (Fort DC 21), sneak attack +5d6, spells, spell-like abilities; SQ +4 save against poison, drow traits, fire resistance 5, hide in plain sight, improved uncanny dodge, poison use, shadow walk, SR 28, trapfinding, uncanny dodge; SV Fort +13, Ref +20, Will +9; AL CE; Str 14 (17), Dex 21, Con 12, Int 17, Wis 8, Cha 16. Height 5 ft. 3 in.
Language: Chondathan, Common, Drow, Drow Sign, Elven, Undercommon
Skills and Feats: Appraise +8, Balance +14, Bluff +16, Climb +8, Craft (gemcutting) +5, Craft (weaponsmithing) +5, Diplomacy +14, Disguise +23, Hide +24, Intimidate +9, Jump +8, Knowledge (Underdark local) +8, Listen +15, Move Silently +21, Perform (dance) +5, Profession (armsman) +3, Profession (merchant) +3, Search +15, Sense Motive +4, Sleight of Hand +5, Spot +15, Survival +8, Tumble +13, Use Rope +7; Alertness, Ambidexterity, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Leadership, Mobility, Quick Draw, Spring Attack, Two-Weapon Fighting (B), Weapon Finesse

Assassin Spells per Day: 0/4/4/4/1; base DC = 13 + spell level.

Possessions*: +5 Adamantine Celestial Shadow Silent Moves Mithral Chain Shirt (10 lb [61250 gp]), +4 Adamantine Defending Unholy Rapier (2 lb [45320 gp]), +4 Adamantine Vicious Elf Bane Dagger (1 lb [39302 gp]), Masterwork Hand Crossbow (2 lb [400 gp]), 50 Masterwork Bolts (1 lb [350 gp]), Amulet of Natural Armor +5 ([50000 gp]), Bag of Holding Type II (25 lb [5000 gp]; Robe of Blending [30000 gp], Dust of Disappearance [3500 gp], Dust of Illusion [1200 gp], Dust of Tracelessness [250 gp]), Bracers of Proof Against Detection and Location ([35000 gp]), Brooch of Shielding ([1500 gp]), Drow Boots of Elvenkind (1 lb [2500 gp]), Greater Piwafwi (2500 lb [1 lb]), Hat of Disguise ([1800 gp]), Nobles Outfit of Resistance +5 (1 lb [25000 gp]), Potion of Invisibility ([300 gp]), Ring of Evasion ([25000 gp]), Ring of Shadows (+3 Str), 300 gp

*This is subject to change. I will stipulate NPC Gear Value, instead of Character Wealth, when calculaing total monetary funds.

The Anointed Blade of the Jaezred Chaulssin, Nimor Imphraezl is the most talented and deadly assassin from a secretive, hidden order of assassins. He and his fellows dream of casting down Lolth's unholy hierarchy in every drow city in the Underdark so that they might make themselves the secret masters of the drow race.

Nimor and the rest of the Jaezred Chaulssin claim descent from the ruling House of the ancient city of Chaulssin, the City of Wyrmshadows. Chaulssin lies in the Northdark about 200 miles east of Menzoberranzan. It is a little more than a forgotten ruin that overhangs a tremendous abyss through which cold wind perpetually screams. The city rests on a great spar of stone that juts out into the emptiness, and its ramparts and galleries overlook a terrifying void. Chaulssin was once a drow city, but fifteen hundred years ago a clan of shadow dragons conquered the city and enslaved its inhabitants.

The Wyrmshadow dragons ruled the city for centuries, but they were finally overthrown by their own half-drow, half-dragon progeny, who had mastered powerful planar magic. By chance or design, sinister magic unleashed by the drow against their draconic overlords (or perhaps a curse laid upon the drow by the vanquished shadow dragons) wrapped the city in the cold embrace of the Plane of Shadow and brought a chill, stalking doom to its streets. To this day Chaulssin exists partially within the Plane of Shadow, and tendrils of shadow-stuff writhe and grope through its empty streets and ruined halls. Whole quarters of the city vanish into the gloom entirely from time to time, not to reappear for years.

Reduced to a mere handful of dragonblooded sorcerers and assassins, the surviving scions of Chaulssin chose to abandon their shadow-tainted city (and its surviving populace) to the cold darkness. They sought shelter in the nearby cities of the dark elves -- places such as Ched Nasad, Eryndlyn, Menzoberranzan, and Sshamath. In a dozen realms, the Jaezred Chaulssin founded minor Houses and secret guilds of assassins. But they did not forget their common kinship. Despite the fact that they were scattered in many new homes, the Jaezred Chaulssin still considered themselves one House -- the ruling House of Chaulssin -- and to Chaulssin they return to take counsel with each other and plot the rise of each cadet House in its own native city.

Unlike most drow Houses, the Jaezred Chaulssin are fiercely patriarchal. The master of each city's secret House is known as a Patron Father, and the grandmaster of the entire order is the Revered Grandfather. None of the assassins permanently reside in Chaulssin, and they do not bring their wives or children to their secret citadel, since the place is far too dangerous for the training of young blades. Nimor, like all the Jaezred Chaulssin, was born in another city (Eryndlyn, in his case) and fostered as a youth with cadet Houses in several other cities until he had demonstrated his competence and loyalty.

As Anointed Blade, Nimor does not rule over any of Jaezred Chaulssin's scattered branches. The Anointed Blade is traditionally the single strongest, deadliest, and most clever assassin of the House. Like the Weapon Master or House mage of a traditional matriarchal drow House, the Anointed Blade is the personal agent and tool of the House's leader; Nimor is a living weapon with which the Revered Grandfather Mauzzkyl can destroy all but the most thoroughly protected individuals. But, in addition to serving as the dark champion of the Revered Grandfather, the Anointed Blade is also expected to foment plots, execute plans, and generally bring mayhem and woe to the enemies of the Jaezred Chaulssin in whatever manner he deems most suitable. The Anointed Blade is the Jaezred Chaulssin, and his every action should forward the House's secret goals. As often as not, the Anointed Blade is the heir-apparent of the Revered Grandfather.

Nimor believes that to “save” the dark elves from the madness and tyranny of Lolth, drow society must be shattered with a hammer. If cities fall and thousands of drow die, then it must be borne, since misery and disaster will turn the drow away from Lolth and to other drow deities. He’s willing to risk centuries of weakness, enslavement, and untold suffering for the drow to root out Lolth’s power over the race and raise the Jaezred Chaulssin as the secret masters of a drow society shaped to their liking.

Nimor uses a variety of guises, and most are magical in origin. He most often appears as a slender, almost boyish drow male of striking good looks, with the easy grace and blinding speed of a professional duelist. He favors the role of a noble rake and can pass himself off as a highborn lad of a great House with ease. He also cultivates some more practical identities, including that of a minor gem merchant or armsman, so that he can move freely and elude observation. Nimor is far stronger than he appears, and he has mastered many of the dark spells and enchantments of the assassin's deadly trade.

As the adoptive son of the Revered Grandfather, the Anointed Blade has no shortage of wealth and valuable magic to use as he sees fit. Nimor prefers the finest dress, but beneath his perfectly tailored clothing he wears an enchanted shirt of dark mithral mail. His rapier and dagger are also highly magical, but his most prized possession is the Ring of Shadows -- a simple band of black platinum that gives him the ability to shadow walk and infuses him with dark strength.
 

Jander Sundstar

Male Sun Elf Vampire Lord Bard 1/Expert 1/Fighter 10/Ranger 1/Rogue 3; CR 21; Medium Undead (Elf);
HD 1d12 plus 1d12 plus 10d12 plus 1d12 plus 3d12 plus 16; 120 hp; Init +10; Spd 30 ft., fly 50 ft. (perfect); AC 34 (+6 Dexterity, +6 armor, +12 natural), touch 28, flat-footed 28; Base Atk +13; Grp +23; Atk Slam +23 melee (1d6+11 plus energy drain), or Light of Hope (+2 disruption undead bane longsword) +26 melee (1d8+12 19-20/x2) or (+2 frost ghost touch dagger) +25 melee (1d4+12 plus +1d6 cold 19-20/x2), or masterwork composite longbow +19 ranged (1d8+10 x3); Full Atk Slam +23 melee (1d6+11 plus energy drain), or Light of Hope (+2 disruption undead bane longsword) +26/+21/+16 melee (1d8+12 19-20/x2) and (+2 frost ghost touch dagger) +25/+20 melee (1d4+12 plus +1d6 cold 19-20/x2), or masterwork composite longbow +19 ranged (1d8+10 x3); Space/Reach 5 ft./5 ft.; SA Blood drain, children of the night, create spawn, dominate (Will save DC 23), energy drain, sneak attack +2d6; SQ +4 turn resistance, alternate form, bardic knowledge +8, bardic music, cold resistance 10, control weather, countersong, damage reduction 10/epic and silver and magic, electricity resistance 10, elf traits, evasion, fascinate, fast healing 8, favored enemy undead +2, gaseous form, inspire courage +1, spider climb, telekinesis at will, telepathy, track, trapfinding, trap sense +1, wild empathy +7; AL NG; SV Fort +18, Ref +25, Will +20; Str 31, Dex 22, Con --, Int 21, Wis 15, Cha 23. Height 5 ft. 5 in.; 130 lb.
Languages: Balok, Chondathan, Common, Damaran, Elven, Illuskan, Orc, Sylvan
Skills and Feats: Appraise +17, Balance +14, Bluff +18, Climb +13, Concentration +5, Craft (painting) +14, Craft (woodworking) +16, Diplomacy +16, Disguise +12, Gather Information +18, Heal +3, Hide +23, Intimidate +16, Jump +13, Knowledge (architecture and engineering) +8, Knowledge (Daggerdale history) +3, Knowledge (Daggerdale local) +3, Knowledge (Evermeet history) +9, Knowledge (Evermeet local) +9, Knowledge (Ravenloft local) +6, Knowledge (Waterdeep history) +6, Knowledge (Waterdeep local) +6, Listen +22, Move Silently +27, Perform (dance) +8, Perform (flute) +26, Perform (melody) +8, Ride (horse) +7, Search +20, Sense Motive +16, Sleight of Hand +13, Spot +24, Survival +8, Tumble +13; Alertness (B), Ambidexterity, Artist, Blind-Fight, Combat Reflexes (B), Dodge (B), Education, Improved Initiative (B), Improved Two-Weapon Fighting, Iron Will (B), Leadership (B), Lightning Reflexes (B), Luck of Heroes, Mobility, Smooth Talk, Spring Attack, Strong Soul, Track (B), Twin Sword Style, Two-Weapon Fighting, Weapon Focus (longsword)

Bard Spell per Day: 2; base DC = 16 + spell level.

Possessions: +2 Celestial Mithral Chain Shirt ([27900 gp]), +2 Silver Disruption Undead Bane Longsword (4 lb [18405 gp]), +2 Silver Frost Ghost Touch Dagger (1 lb [12322 gp]), Masterwork Composite Longbow (+2 Str bonus; 3 lb [1000 gp]), 40 Silver Arrows (6 lb [306 gp]), Boots of Elvenkind (1 lb [2500 gp]), Brooch of Shielding ([1500 gp]), Cloak of Elvenkind (1 lb [2500 gp]), Masterwork Elven Rose Flute (3 lb [300 gp]), White Silk Embroiled Gloves (Glove of Storing [Masterwork Artisan’s Tools, Hammer, Holly and Mistletoe, Holy Water Flask x4, Silver Stake x5, Stone of Alarm; 10259 gp]), 8 gp
 

I think it would be best if we traversed the time stream and went back a couple of years to... the advent of Drizzt's weapons training, and coincidentally the beginning of Drizzt's adventures. :D

The advent of Drizzt's weapons training with Zaknafein

DRIZZT DO’URDEN, Secondboy of House Daermon N’a’shezbaernon

Male Drow Fighter 1; CR 2; Medium Humanoid (Elf); HD 1d10-1; 4 hp; Init +5; Spd 30 ft.; AC 19 (+5 Dexterity, +4 chain shirt), touch 15, flat-footed 14; Base Atk +1; Grp +2; Atk Scimitar +4 melee (1d6+2 18-20/x2) or scimitar +4 melee (1d6+2 18-20/x2), or hand crossbow +6 ranged (1d4 19-20/x2); Full Atk Scimitar +4 melee (1d6+2 18-20/x2) and scimitar +4 melee (1d6+2 18-20/x2), or hand crossbow +6 ranged (1d4 19-20/x2); Space/Reach 5 ft./5 ft.; SA Poison, spell-like abilities; SQ Ambidexterity, drow traits, spell resistance 12, two-weapon style; AL CG; SV Fort +1, Ref +5, Will +1; Str 12, Dex 21, Con 8, Int 16, Wis 12, Cha 10. Height 5 ft. 0 in.; Weight 52 lb.
Languages: Drow, Drow Sign, Goblin, Undercommon
Skills and Feats: Balance +8 (+3 rank, +5 Dex), Hide +10 (+0 rank, +5 Dex, +5 Piwafwi), Knowledge (Lolth religion) +0, Listen +3 (+2 rank, +1 Wis), Move Silently +5 (+5 Boots), Search +4 (+1 rank, +3 Int), Sleight of Hand +8 (+1 rank, +2 feat, +5 Dex), Spot +3 (+2 rank, +1 Wis), Tumble +6 (+1 rank, +5 Dex), Use Rope +2 (+2 feat); Deft Hands, Two-Weapon Fighting;

Possessions: Chain Shirt, Adamantine Scimitar, Adamantine Scimitar, Boots of Elvenkind, Hand Crossbow, House Do’Urden Insignia, Piwafwi

Two-Weapon Style (Ex): The favored melee weapons of Drizzt are the scimitars. While so armed, Drizzt gains a +1 competence bonus to all his melee attacks

Using the 32 Ability Score Point Buy:
Initial --> Str 12 (+4), Dex 19 (+16), Con 10 (+2), Int 14 (+6), Wis 12 (+4), Cha 8
Final --> Str 12, Dex 21 (+2 Dex), Con 8 (-2 Con), Int 16 (+2 Int), Wis 12, Cha 10 (+2 Cha)
 

I wanted to know your opinions concerning the aesthetic qualities of a write-up, in other words what looks, in your opinion, better? The statblock above or the statblock below?

Painless campaign integration, and being easy on the eyes are crucial. ;) :D
 

DRIZZT DO’URDEN, Secondboy of House Daermon N’a’shezbaernon

Drow
Medium Humanoid (Elf)


Hit Dice: 1d10 (Fighter) – 1 (4 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 19 (+5 Dexterity, +4 chain shirt), touch 15, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Scimitar +4 melee (1d6+2 18-20/x2) or scimitar +4 melee (1d6+2 18-20/x2), or hand crossbow +6 ranged (1d4 19-20/x2)
Full Attack: Scimitar +4 melee (1d6+2 18-20/x2) and scimitar +4 melee (1d6+2 18-20/x2), or hand crossbow +6 ranged (1d4 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Ambidexterity, drow traits, spell resistance 12, two-weapon style
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 12, Dex 21, Con 8, Int 16, Wis 12, Cha 10
Height: 5 ft. 0 in.; Weight: 52 lb
Languages: Drow, Drow Sign, Goblin, Undercommon
Skills: Balance +8 (+3 rank, +5 Dex), Hide +10 (+0 rank, +5 Dex, +5 Piwafwi), Knowledge (Lolth religion) +0, Listen +3 (+2 rank, +1 Wis), Move Silently +5 (+5 Boots), Search +4 (+1 rank, +3 Int), Sleight of Hand +8 (+1 rank, +2 feat, +5 Dex), Spot +3 (+2 rank, +1 Wis), Tumble +6 (+1 rank, +5 Dex), Use Rope +2 (+2 feat)
Feats: Deft Hands, Two-Weapon Fighting
Climate/Terrain: Underground
Organization: Unique (solitary)
Challenge Rating: 2
Treasure: Chain Shirt, Adamantine Scimitar, Adamantine Scimitar, Boots of Elvenkind, Hand Crossbow, House Do’Urden Insignia, Piwafwi
Alignment: Chaotic Good

Two-Weapon Style (Ex): The favored melee weapons of Drizzt are the scimitars. While so armed, Drizzt gains a +1 competence bonus to all his melee attacks

Using the 32 Ability Score Point Buy:
Initial --> Str 12 (+4), Dex 19 (+16), Con 10 (+2), Int 14 (+6), Wis 12 (+4), Cha 8
Final --> Str 12, Dex 21 (+2 Dex), Con 8 (-2 Con), Int 16 (+2 Int), Wis 12, Cha 10 (+2 Cha)
 

Amiel said:
I wanted to know your opinions concerning the aesthetic qualities of a write-up, in other words what looks, in your opinion, better? The statblock above or the statblock below?

Painless campaign integration, and being easy on the eyes are crucial. ;) :D

The one below. That's how I've taken to doing it for myself. It's easier to find the info you want.
 

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