Hong's Britannia 3E NPC collection

So, what do these shadow spirits look like? Well, Lusifer from Poison Elves comes to mind:

lusifer.jpg


At first my version didn't have the antenna ears, but I have now realised that they are far too cool to ditch. Just think of them as bat ears for echolocation, to keep them from banging into walls in the (Under)dark.

We are also talking serious trenchcoat+katana attitude here. Literally:

posterchic.jpg


Well, they don't have the trenchcoat or the katana, but rest assured that IF trenchcoats and katanas existed in Britannia, these guys would have a monopoly on them. Although the upside-down ankh is uncannily appropriate.
 

log in or register to remove this ad

hong said:
Oops, forgot to mention I have a rule of thumb when it comes to classes:

1st-4th -> CR = level
5th-8th -> CR = level -1
9th-12th -> CR = level -2
13th-16th -> CR = level -3
17th-20th -> CR = level -4

Basically it's been my experience that a single NPC of Nth level generally isn't equal to a CR N encounter, when N is large.

I'd say that comment is probably accurate, but this system does have the odd effect of making a level 5 opponent the same CR as a level 4 opponent (and level 9 = level 8, and so on), which probably isn't accurate. I wonder how you could get around this.
 

Capellan said:
I'd say that comment is probably accurate, but this system does have the odd effect of making a level 5 opponent the same CR as a level 4 opponent (and level 9 = level 8, and so on), which probably isn't accurate. I wonder how you could get around this.

By not worrying about it. ;)

CRs are at high levels have a substantial component of handwaving anyway. I suppose I could do some sort of averaging to ensure strictly increasing XP awards by character level, but the difference isn't something that I consider worth the trouble.
 


More shadow spirits. These are the tough stuff.

I just realised I have a serious infatuation with the word "shadow". So what better way to handle it, than to glom all these instances together?


Jasin, Shadow Warrior: male shadow spirit MA7/rog2/shadow warrior 7; CR 16; Medium Monstrous Humanoid (spirit); HD 14d8+2d6+80 (158 hp); Init +5; Spd 30 ft; AC 27 (touch 23, flat-footed 19); BAB +15; Grap +20; Atk +26/+21/+16 melee (1d10+12/19–20 plus 2d6 unholy plus 2d6 vs humans, +3 unholy, humanbane bastard sword); SA Sneak attack +4d6, Way of the Shadow mastery, grasping darkness, spell-like abilities, smite good (+16 damage); SQ DR 10/magic, SR 21, acrobatics (take 10), uncanny dodge, improved uncanny dodge, evasion, improved evasion, trap sense +2, obscuring shadow, blindsense 60 ft, hide in plain sight, elusive body, resistances, immunities, shadow spirit traits; AL CE; SV Fort +18, Ref +21, Will +11; Str 20, Dex 21, Con 20, Int 13, Wis 18, Cha 13.

Skills and Feats: Balance +30, Hide +15, Jump +20, Move Silently +15, Tumble +20, Blind-Fight, Combat Expertise, Dodge, Improved Rapid Strike, Light Step, Mobility, Rapid Strike, Spring Attack, Weapon Focus (bastard sword).

SA — Spell-Like Abilities: 3/day — spider climb.

SQ — Resistances (Ex): Acid, cold and electricity resistance 10.

SQ — Immunities (Ex): Fire and poison immunity.

Equipment: +3 unholy, humanbane bastard sword; bracers of armour +4; ring of protection +1; belt of resistance +3; boots of the cloudwalker.

Notes:
- See Tarim Val earlier in the thread for details on shadow warrior abilities.

Links:
- Shadow warrior
- Light Step feat

EDIT: BAB should be +15, not +16
 
Last edited:

Wherein I start seriously meddling with Ultima canon.

The shadowlords of Deception, Hate and Fear are the antithesis of the principles of Truth, Love and Courage. Each is a raw force of the subconscious, with only the faintest glimmerings of self-awareness. Just as the principles underlie the societies of humans and spirit folk, the the Underworld is the domain of these shadowlords.

What sort of society or moral code might be created by such forces? An interesting question....


Pellanistra, High Priestess of Astaroth, Shadowlord of Hate: male shadow spirit drd16; CR 16; Medium Monstrous Humanoid (spirit); HD 16d6+80 (144 hp); Init +5; Spd 30 ft; AC 26 (touch 18, flat-footed 21); BAB +12; Grap +17; Atk +22/+17/+12 melee (1d8+11/19–20 plus 1 Con, blade of grasping darkness); SA Spells, rebuke undead, spell-like abilities, smite good (+16 damage); SQ DR 10/—, SR 21, spirits’ favour, resistances, immunities, shadow spirit traits; AL LE; SV Fort +19, Ref +17, Will +25; Str 20, Dex 21, Con 20, Int 15, Wis 22, Cha 18.

Skills and Feats: Concentration +24, Knowledge (religion and philosophy) +20, Spell-craft +20, Combat Reflexes, Divine Might, Dodge, First Strike, Fortune’s Favour, Great Fortitude, Martial Weapon Proficiency (longsword), Mobility, Quick Draw, Quicken Spell, Spring Attack, Still Spell, Weapon Focus (longsword).

SA — Spell-Like Abilities: 3/day — shield.

SQ — Resistances (Ex): Acid, cold and electricity resistance 10.

SQ — Immunities (Ex): Fire and poison immunity.

Equipment: Blade of grasping darkness; +4 chain shirt of nimbleness; ring of resistance +3; ring of protection +3; boots of speed.

Spells Prepared (6/8/8/7/6/6/5/5/3, save DC = 16 + spell level): 0 — cure minor wounds, detect magic (x2), guidance, read magic (x2); 1st — cause fear*, cure light wounds (x3), detect good, divine favor*, shield of faith (x2); 2nd — blindsight, cure moderate wounds (x2), death knell*, rebuke (x2), resist energy, spiritual weapon*; 3rd — bestow curse, blindness/deafness, cure serious wounds, quickened divine favor* (x2), magic circle against good, remove curse; 4th — air walk, cure critical wounds, death ward (x2), divine power*, unholy blight; 5th — commune with greater spirit, ethereal jaunt, flame strike*, slay living (x2), teleport; 6th — blade barrier*, etherealness, greater dispel magic, harm, heal; 7th — blasphemy, quickened greater heroism*, stilled harm, mass cure serious wounds, quickened true seeing; 8th — power word stun*, summon nature’s ally VIII, unholy aura.
* denotes domain spell. Domains: Death, Hero, War.

Powerup Results (shield, quickened divine favor, divine power, quickened greater heroism, unholy aura, boots of speed): 176 hp; Spd 60 ft; AC 32 (touch 20, flat-footed 26); BAB +16; Grap +32; Atk +37/+37/+32/+27/+22 melee (1d8+18/19–20 plus 1 Con, blade of grasping darkness); SQ SR 25; SV Fort +24, Ref +23, Will +30; Str 22; Concentration +28, Spellcraft +24.

Blade of grasping darkness: When wielded by an evil creature, this +4 wounding longsword can be commanded to cast black tentacles as a standard action, 3 times per day. The tentacles never grapple the wielder of the sword.
Strong evocation; CL 15th; Craft Magic Arms and Armour, black tentacles, enervation; Price 100,315 gp; Cost 50,315 gp + 4000 XP.



Istolil, High Captain of Nosfentor, Shadowlord of Fear: male shadow spirit ftr4/ber12; CR 16; Large Monstrous Humanoid (spirit); HD 4d10+12d8+96 (204 hp); Init +4; Spd 50 ft (base 40 ft); AC 23 (touch 15, flat-footed 19); BAB +16; Grap +28; Atk +29/+24/+19/+14 melee (3d6+17/17–20, shadowreaver); S/R 10 ft/10 ft; SA Frenzy 4/day, greater frenzy, smite good (+16 damage); SQ DR 10/—, SR 21, uncanny dodge, improved uncanny dodge, resistances, immunities, shadow spirit traits; AL CE; SV Fort +22, Ref +13, Will +14 (+17 vs mind-influencing effects); Str 26, Dex 18, Con 23, Int 14, Wis 16, Cha 15.

Skills and Feats: Intimidate +20, Jump +25, Knowledge (war) +20, Listen +20, Spot +20, Cleave, Dodge, Fortune’s Favour, Iron Will, Mobility, Power Attack, Spring Attack, Still Mind, Weapon Focus (greatsword).

SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10.

Equipment: Shadowreaver; +4 medium fortification chain shirt; ring of resistance +3; amulet of protection +2; boots of striding and springing.

Powerup Results (greater frenzy): AC 26 (touch 18, flat-footed 19); Grap +31; Atk +32/+27/+22/+17 melee (3d6+21/17–20, shadowreaver), or +30/+30/+25/+20/+15 melee (3d6+21/17–20, shadowreaver); SV Ref +16; Str 32.

Shadowreaver: This +5 keen greatsword has the power to size itself to fit its wielder, provided he or she is evil. In the hands of such a creature, shadowreaver grants its wielder a +1 luck bonus on all saving throws. Once per encounter, shadowreaver’s wielder gains the ability to make a full attack after a charge.
Strong evocation; CL 15th; Craft Magic Arms and Armour, aid, lion’s charge; Price 120,350 gp; Cost 60,350 gp + 4,800 XP.



Charinida, Scion of Faulinei, Shadowlord of Deception: female shadow spirit mag16; CR 16; Medium Monstrous Humanoid (spirit); HD 16d4+80 (128 hp); Init +9; Spd 30 ft, fly 30 ft (average); AC 24 (touch 19, flat-footed 19); BAB +8; Grap +11; Atk +11/+6 melee (1d6+4, staff of falsehoods); SA Spells, spell-like abilities, smite good (+16 damage); SQ DR 10/—, SR 21, resistances, shadow spirit traits; AL NE; SV Fort +14, Ref +14, Will +15; Str 16, Dex 20, Con 20, Int 15, Wis 13, Cha 22.

Skills and Feats: Concentration +25, Knowledge (planes and spirits) +20, Spellcraft +20, Fortune’s Favour, Great Fortitude, Heighten Spell, Improved Initiative, Indomitable, Spell Focus (Enchantment), Silent Spell, Still Spell, Quicken Spell.

Equipment: Staff of falsehoods; bracers of armour +5; ring of resistance +4; amulet of protection +3, boots of speed.

SA — Spell-Like Abilities: 3/day — protection from good.

SQ — Additional Movement (Ex): Fly 30 ft (average).

SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10.

Spells Per Day (6/8/8/7/7/7/7/5/3, save DC = 16 + spell level, or 17 + spell level for Enchantment spells): 0 — arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, prestidigitation, read magic; 1st — magic missile, charm person, obscuring mist, scales of the serpent, shield, true strike; 2nd — acid arrow, blindsight, knock, scorching ray, see invisibility, speak to allies; 3rd — displacement, earthbolt, fireball, greater magic weapon, haste; 4th — charm monster, creeping darkness, dimension door, scrying, stoneskin; 5th — cone of cold, dominate person, hold monster, teleport, wall of force; 6th — greater dispel magic, greater heroism, summon monster VI, transfix; 7th — disintegrate, spell turning; 8th — meteor swarm.

Powerup Results (greater magic weapon, quickened shield, greater heroism, quickened displacement, spell turning, quickened scales of the serpent, boots of speed): 144 hp; Spd 60 ft; AC 34 (touch 20, flat-footed 28); Grap +16; Atk +20/+20/+15 melee (1d6+8, staff of falsehoods); SQ 50% miss chance; SV Fort +18, Ref +19, Will +19; Concentration +29, Spellcraft +24.

Staff of falsehoods: This black iron staff grants its wielder the following abilities:
Charm person (1 charge)
Disguise self (1 charge)
Veil (2 charges)
Dominate person (3 charges)
Mass suggestion (4 charges)
Strong enchantment; CL 15th; Craft Staff, charm person, disguise self, veil, dominate person, mass suggestion; Price 75,000 gp.


Notes:
- Pellanistra, Charinida and Istolil are names of various drow from the G and D modules.
- Astaroth, Nosfentor and Faulinei are the actual names of the shadowlords. Technically they first appeared in Ultima 5, but what the hell.
- The item prices are eyeballed. I'm not going to pretend that setting these numbers is a precise science.
- Yes, they get DR /—, not /magic. These are SPECIAL.
- Meteor swarm is 8th level IMC, but costs 500 XP and 1,000 gp to cast. Dang rager ate one in the face, and came out almost physically unscathed.
 
Last edited:

The notable NPCs from the ball, as detailed here:

http://www.enworld.org/forums/showthread.php?t=91679&page=2#post1708579

First, here's Budd and Elle, I mean Aventyr and Freya, the gatecrashing assassins. They, and one other, are the last known survivors of the Brotherhood of Knives, the assassins' guild of Britannia. They were lured out of retirement for one last job: take out the new owners of Castle Destan.


Freya: female human ftr3/rog3/shadow stalker 10; CR 13; Medium Humanoid (human); HD 3d10+13d6+32 (102 hp); Init +10; Spd 30 ft; AC 23 (touch 19, flat-footed 15); BAB +12; Grap +14; Atk +20/+20/+15/+10 melee (1d6+6/1d6+5/17–20 plus 2d6 vs humans, 2 +2 humanbane, Britannian steel shortswords); SA Sneak attack +7d6, enhanced sneak attack +6d6, safe poison use; SQ Evasion, uncanny dodge, improved uncanny dodge, shadow jump 80 ft, hide in plain sight, chameleon, darkvision 60 ft, invisibility 3/day; AL CE; SV Fort +10, Ref +18, Will +8; Str 15, Dex 22, Con 15, Int 15, Wis 14, Cha 16.

Skills and Feats: Disguise +35 (with chameleon), Bluff +30, Diplomacy +20, Forgery +10, Hide +25, Listen +15, Move Silently +25, Spot +15, Tumble +25, Deceitful, Dodge, Fortune’s Favour, Improved Dodge, Improved Initiative, Persuasive, Quick Draw, Two-Weapon Fighting, Weapon Finesse.

SA — Enhanced Sneak Attack (Ex): If Freya studies her victim for one round and then makes a sneak attack with a melee weapon, she gains a +2 bonus to the attack roll and deals an extra +6d6 points of damage if she hits. The attack bonus and extra damage (over and above her normal sneak attack damage) applies only to the first sneak attack she makes after studying the target, and the attack must be made within 3 rounds or the benefit is lost.

Studying the victim is a full-round action that provokes attacks of opportunity. While Freya is studying her victim, she takes a –4 penalty to AC for that round. The target must be unable to detect her, or fail to recognise the shadow stalker as an enemy.

SA — Safe Poison Use (Ex): Freya can use poison without any risk of poisoning herself.

SQ — Hide in Plain Sight (Su): Freya can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, she can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

SQ — Chameleon (Su): Freya has the supernatural ability to change her appearance at will, as if via the spell disguise self.

SQ — Shadow Jump (Su): Freya has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. She can jump up to a total of 80 feet each day in this way.

SQ — Poison Resistance (Ex): Freya gains a +5 bonus to saving throws against poison.

SQ — Invisibility (Sp): Freya can fade from view exactly as if via the spell invisibility. She can use this ability 3 times per day.

Equipment: 2 +2 humanbane, Britannian steel shortswords; bracers of armour +3; ring of protection +1; amulet of natural armour +1; ring of resistance +1; boots of speed; 3 doses deathblade poison (injury DC 20, initial 1d6 Con, secondary 2d6 Con).

Powerup Results (boots of speed): Spd 60 ft; AC 24 (touch 20, flat-footed 15); Grap +15; Atk +21/+21/+21/+16/+11 melee (1d6+6/17–20, 2 +2 humanbane, Britannian steel shortswords); SV Ref +18.



Aventyr: male human rog2/battlemage 13; CR 11; Medium Humanoid (human); HD 2d6+13d8+60 (133 hp); Init +4; Spd 30 ft; AC 23 (touch 16, flat-footed 19); BAB +10; Grap +12; Atk +20/+15 melee (1d6+6/18–20 plus 2d6 vs humans, +4 humanbane rapier); SA Spells, sneak attack +1d6; SQ Evasion; AL LE; SV Fort +13, Ref +14, Will +13; Str 14, Dex 19, Con 18, Int 10, Wis 15, Cha 20.

Skills and Feats: Bluff +15, Concentration +21, Disguise +10, Move Silently +10, Spellcraft +15, Arcane Strike, Dodge, Great Fortitude, Mobility, Martial Weapon Proficiency (rapier), Quicken Spell, Skill Focus (Concentration), Spring Attack, Still Spell, Weapon Finesse.

Equipment: +4 humanbane rapier; +2 humanbane composite shortbow (+2 damage); +3 chain shirt; ring of protection +2; cloak of resistance +3; luckstone; boots of speed.

Spells Per Day (5/6/6/6/6/6/3, save DC = 15 + spell level): 0 — arcane mark, dancing lights, daze, detect magic, detect poison, ghost sound, read magic, touch of fatigue; 1st — disguise self, magic missile, scales of the serpent, shield, true strike; 2nd — hold person, invisibility, knock, lion’s charge, scorching ray; 3rd — dispel magic, fireball, greater magic weapon, sound lance; 4th — air walk, stoneskin, dimension door, polymorph; 5th — metal skin, passwall; 6th — summon monster VI.

Powerup Results (quickened shield, metal skin, quickened scales of the serpent, boots of speed): Spells/day 5/6/6/4/6/5/3; Init +3; AC 40 (!) (touch 16, flat-footed 36); Atk +20/+20/+15 melee (1d6+6/18–20 plus 2d6 vs humans, +4 humanbane rapier); Dex 17.


Notes:
- Shadow stalker
- Freya can dish it out (60+ points of damage with a super sneak attack) but can't really take it, relatively speaking (14 Con). Which is the point, really.
 

And here's Hattori Hanzo Wulf the smith, and Bill Malachias the retired assassin.

Wulf is the premier weaponsmith in Minoc, a man whose skill is known throughout the empire, and whose mark can be found on the best Britannian steel swords in existence. He finds his fame rather disconcerting; he’s completely devoted to his craft, and hates being disturbed by strangers. In person, he’s inscrutable, gruff, and speaks in an almost impenetrable accent.

Wulf these days is a well-off individual (at least by Minoc standards), and does little day-to-day smithing. He only does commissioned work, and then only if it either pays well, or offers him a real challenge.

Malachias is an ex-senior member of the Brotherhood of Knives, the man who spotted Varimer as an urchin in the streets of Minoc, and recognised her potential. He’s been out of the game for many years now, having retired after an incident which he doesn’t talk about, but left him cynical and burnt out.

Malachias is a shrewd man with a morbidly dry sense of humour. Like most people from Minoc, he’s direct and to the point, and doesn’t have much time for fancy etiquette. Such matters are a source of constant amusement for him; as far as he’s concerned, it doesn’t matter if you’re a noble or a commoner, you bleed just the same.


Wulf: male half-orc ber4/ftr4/rog4; CR 10; Medium Humanoid (orc); HD 4d12+4d10+4d6+36 (105 hp); Init +1; Spd 40 ft; AC 17 (touch 11, flat-footed 16); BAB +11; Grap +15; Atk +19/+14/+9 melee (1d10+11/19–20, +3 Britannian steel greatsword); SA Sneak attack +2d6, rage 2/day; SQ Evasion, uncanny dodge, improved uncanny dodge, partial avatar (Sacrifice); AL N; SV Fort +15, Ref +10, Will +10; Str 18, Dex 13, Con 16, Int 18, Wis 15, Cha 13.

Skills and Feats: Craft (weaponsmithing) +23, Craft (armoursmithing) +23, Intimidate +15, Knowledge (war) +7, Craft Mystic Arms and Armour, Endurance, Leadership, Iron Will, Righteous Wrath, Skill Focus (armoursmithing), Skill Focus (weaponsmithing), Weapon Focus (greatsword), Weapon Specialisation (greatsword).

Equipment: +3 Britannian steel greatsword; excellent quality Britannian steel chain shirt; ring of resistance +2; luckstone.



Malachias: male human rog4/MA1/shadow stalker 9/shadow sniper 4; CR 14; Medium Humanoid (human); HD 17d6+1d8 (73 hp); Init +11; Spd 30 ft; AC 22 (touch 22, flat-footed 14); BAB +13; Grap +15; Atk +26/+21/+16 melee (1d10+8/17–20, +5 Britannian steel bastard sword); SA Sneak attack +7d6, enhanced sneak attack +4d6, ranged sneak attack +2d6, safe poison use; SQ Evasion, uncanny dodge, improved uncanny dodge, trap sense +1, hide in plain sight, chameleon, poison resistance, shadow jump (80 ft), darkvision 60 ft, invisibility 3/day; AL N; SV Fort +12, Ref +28, Will +13; Str 14, Dex 24, Con 11, Int 15, Wis 16, Cha 15.

Skills and Feats: Bluff +20, Disguise +20, Hide +30, Listen +25, Move Silently +30, Sense Motive +15, Spot +25, Tumble +25, Dodge, Far Shot, Improved Initiative, Improved Precise Shot, Martial Finesse (bastard sword), Power Attack, Point Blank Shot, Weapon Focus (bastard sword), Weapon Focus (shortbow).

Equipment: +5 Britannian steel bastard sword; amulet of resistance +5; ring of protection +1.


Notes:
- Poor Malachias. 11 Con just doesn't cut it, even if you are an 18th level badass with a katana. Yes, it says "bastard sword", but we all know it's a (Hanzo) katana.
 
Last edited:

And Mariah, the ex-PC who went over to the dark side, and came back to fight the party. Unfortunately I didn't quite achieve my aim of having her fight the player who used to have her, but them's the breaks.


Mariah: female human ftr4/rog4/mag1/tainted berserker 6; CR 12; Medium Humanoid (human); HD 4d10+4d6+1d4+6d12+60 (164 hp); Init +6; Spd 30 ft; AC 25 (touch 17, flat-footed 19); BAB +13; Grap +17; Atk +20/+15/+10 melee (1d8+8/19–20 plus 2d6 unholy, ashen harbinger), or +18/+13/+8 melee (1d8+6/19–20 plus 2d6 unholy, ashen harbinger) and +18 melee (1d8+4/19–20 plus 2d6 unholy, ashen harbinger), or +26/+21/+16 ranged (1d8+9/x3 plus 2d6 unholy, ashen harbinger), or +24/+24/+19/+14 ranged (1d8+9/x3 plus 2d6 unholy, ashen harbinger); SA Spells, sneak attack +2d6, whirling frenzy 3/day, strike of corruption 1/day, aura of fear; SQ DR 3/good, evasion, uncanny dodge, trap sense +1, accursed, unholy strike; AL CE; SV Fort +18, Ref +16, Will +12; Str 19, Dex 22, Con 18, Int 14, Wis 13, Cha 13.

Skills and Feats: Balance +8, Climb +8, Concentration +5, Craft (Weaponsmithing) +4, Intimidate +18, Jump +15, Knowledge (arcana) +4, Knowledge (war) +8, Listen +2, Ride +9, Search +3, Spot +3, Survival +2, Swim +12, Tumble +15, Use Magic Device +7, Combat Reflexes, Exotic Weapon Proficiency (two-bladed sword), Iron Will, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Two-Weapon Fighting, Weapon Focus (two-bladed sword), Weapon Focus (longbow).

Equipment: Ashen harbinger, +4 Britannian steel chain shirt, cloak of resistance +3, ring of protection +1, greater bracers of archery.

Spells Per Day (4/3, save DC = 11 + spell level): 0 — arcane mark, detect magic, light, resistance; 1st — shield, true strike.

Powerup Results (shield, frenzy): AC 31 (touch 19, flat-footed 23); Grap +19; Atk +22/+17/+12 melee (1d80+11/19–20 plus 2d6 unholy, ashen harbinger), or +20/+15/+10 melee (1d8+8/19–20 plus 2d6 unholy, ashen harbinger) and +20 melee (1d8+5/19–20 plus 2d6 unholy, ashen harbinger), or +26/+26/+21/+16 ranged (1d8+9/x3 plus 2d6 unholy, ashen harbinger), or +24/+24/+24/+19/+14 ranged (1d8+9/x3 plus 2d6 unholy, ashen harbinger); SV Ref +19; Str 23.

Ashen harbinger: This +4 unholy composite longbow (+4 Strength bonus to damage) is fashioned from darkwood carved with eldritch runes of death, and its ends are capped with steel. When wielded by one of the accursed (tainted berserker or bloodmage), it appears wreathed in translucent, dark fire. In addition, its wielder can command the bow to assume an alternate form. Its limbs straighten and stiffen, and its steel caps lengthen into wicked, razor-sharp blades: in this form, it is a +2/+2 unholy two-bladed sword (the unholy enchantment applies to both ends). Transforming from bow to sword form or vice-versa is a free action, but only one transformation is possible per round, and only up to four times per day.
The ashen harbinger’s enchantments, including its ability to change form, function only for the accursed. In other creatures’ hands, it is but a masterwork bow.


Notes:
- Amping her up from her original build was a challenge, I can tell you. Talk about anti-munchkin.
 

hong said:
More shadow spirits. These are the tough stuff.

I just realised I have a serious infatuation with the word "shadow". So what better way to handle it, than to glom all these instances together?
Don't we all, though. :)

This is great stuff, btw. Thanks!
 

Remove ads

Top