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Home Brewed Stats for FR Characters...
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<blockquote data-quote="Magus Darkholme" data-source="post: 190980" data-attributes="member: 3120"><p>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.</p><p></p><p><strong>Artemis Entreri:</strong> 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.</p><p></p><p><strong><em>Skills and Feats:</em></strong> 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.</p><p></p><p><strong><em>Special Qualities:</em></strong> 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. </p><p></p><p><strong><em>Spells Prepared:</em></strong> (1) 1st Level – detect poison.</p><p></p><p><strong><em>Possessions:</em></strong> 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).</p></blockquote><p></p>
[QUOTE="Magus Darkholme, post: 190980, member: 3120"] 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. [b]Artemis Entreri:[/b] 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. [b][i]Skills and Feats:[/i][/b] 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. [b][i]Special Qualities:[/i][/b] 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. [b][i]Spells Prepared:[/i][/b] (1) 1st Level – detect poison. [b][i]Possessions:[/i][/b] 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). [/QUOTE]
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