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Hong's Britannia 3E NPC collection
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<blockquote data-quote="hong" data-source="post: 1452908" data-attributes="member: 537"><p>The guildmaster of assassins. He caused raised eyebrows by getting two attacks per round while using Spring Attack, and doing craploads of damage, due to unholy + humanbane. Actually went down relatively quickly, when I misjudged the reach of the glaive-wielding fighter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p> </p><p><strong>Tarim Val:</strong> male human MA4/rog3/shadow warrior 9; CR 13; Medium Humanoid (human); HD 13d8+3d6+64 (150 hp); Init +5; Spd 40 ft; AC 28 (touch 24, flat-footed 19); BAB +15; Grap +19; Atk +26/+21/+16 melee (1d10+11/17–20 plus 2d6 unholy, plus 2d6 vs humans, <em>+3 unholy, humanbane Britannian steel bastard sword</em>); SA Sneak attack +4d6, Way of the Shadow mastery, <em>grasping darkness</em>, shadow swarm, weapon of shadow; SQ Evasion, improved evasion, <em>obscuring shadow</em>, uncanny dodge, shadow jump 80 ft, blindsense 60 ft, hide in plain sight, darkvision 60 ft, elusive body; AL LE; SV Fort +18, Ref +21, Will +13; Str 18, Dex 22, Con 19, Int 13, Wis 16, Cha 15.</p><p> </p><p><em>Skills and Feats:</em> Balance +18, Hide +32, Intimidate +22, Move Silently +32, Tumble +25, Blind-Fight, Combat Expertise, Dodge, Fortune’s Favour, Iron Will, Improved Rapid Strike, Light Step, Mobility, Rapid Strike, Spring Attack.</p><p> </p><p><em>SA — Way of the Shadow Mastery (Ex):</em> Tarim gains a +1 bonus to attacks against opponents who are in shadow or darkness. He does not gain this benefit if his opponent has blindsight.</p><p> </p><p><em>SA — Grasping Darkness (Sp):</em> Tarim’s power over shadowstuff is such that he can give it corporeal form, sending it to grapple and constrict his enemies. This duplicates the effect of the <em>black tentacles</em> spell, and his caster level for this ability is 14th. He can use this ability once per day, and he must be within 10 feet of an area with some shadow to create the grasping darkness. This ability only functions in the absence of bright sunlight (not merely a daylight spell).</p><p> </p><p><em>SA — Shadow Swarm (Su):</em> Tarim can summon 2d4 shadows once per day. He must be within 10 feet of an area with some shadow to use this ability. The shadows cannot be turned, rebuked, or commanded by any third party, and are unswervingly loyal to their summoner. The duration of the summoning is one minute, although the shadow warrior can dismiss them at any time. Unlike normal shadows, summoned shadows cannot create spawn.</p><p> </p><p><em>SA — Weapon of Shadow (Su):</em> Tarim gains the ability to channel negative energy to strike his foes. On a successful melee attack, he can inflict 2d6 points of temporary Constitution damage, in addition to his normal damage. A DC 21 Fortitude save halves the Constitution damage. The shadow warrior can use this ability once per day, and he must decide whether to use it before the attack is rolled.</p><p> </p><p><em>SQ — Trap Sense (Ex):</em> Tarim gains a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks made by traps.</p><p> </p><p><em>SQ — Obscuring Shadow (Sp):</em> Three times per day, Tarim can create a cloud of shadowy vapors that obscure sight, as per the spell obscuring mist. The differences are that the mist created is dark and shadowy rather than foglike, and this ability is a Darkness effect (and can thus be countered or dispelled by Light effects).</p><p> </p><p><em>SQ — Blindsense (Ex):</em> Tarim can perceive the locations of those around him, without the need for sight. He has the blindsense extraordinary ability as described in the DMG, with a range of 60 feet.</p><p> </p><p><em>SQ — Hide in Plain Sight (Su):</em> Tarim can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow. This ability only functions in the absence of bright sunlight (not merely a <em>daylight</em> spell).</p><p> </p><p><em>SQ — Elusive Body (Su):</em> Tarim can evade the blows of his enemies with supernatural ease. Attacks against him are subject to a 50% concealment miss chance, as per the spell <em>displacement</em>. Tarim can use this power for up to 10 rounds per day, and the duration need not be consecutive rounds. Activating and deactivating this power takes no time in itself, but he can only do it during his action, not in response to somebody else’s action. This ability only functions in the absence of bright sunlight (not merely a daylight spell).</p><p> </p><p><em>SQ — Shadow Jump (Su):</em> Tarim 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. Tarim can jump up to a total of 80 feet each day in this way. He can split this among many jumps, but each one, no matter how small, counts as a 10-foot increment.</p><p> </p><p><em>Equipment:</em> <em>+3 unholy, humanbane Britannian steel bastard sword</em>; <em>bracers of armour +3</em>; <em>ring of protection +2</em>; <em>amulet of natural armour +1</em>; <em>belt of resistance +3</em>; <em>boots of speed</em>.</p><p> </p><p> </p><p> </p><p>Links:</p><p>- <a href="http://www.zipworld.com.au/~hong/dnd/shadow_warrior.htm" target="_blank">Shadow warrior</a></p><p>- <a href="http://www.zipworld.com.au/~hong/dnd/cha_feats.htm#fortunes_favour" target="_blank">Fortune's Favour feat</a></p><p>- <a href="http://www.zipworld.com.au/~hong/dnd/combatfeats.htm#improved_rapidstrike" target="_blank">Improved Rapid Strike feat</a></p></blockquote><p></p>
[QUOTE="hong, post: 1452908, member: 537"] The guildmaster of assassins. He caused raised eyebrows by getting two attacks per round while using Spring Attack, and doing craploads of damage, due to unholy + humanbane. Actually went down relatively quickly, when I misjudged the reach of the glaive-wielding fighter. :p [b]Tarim Val:[/b] male human MA4/rog3/shadow warrior 9; CR 13; Medium Humanoid (human); HD 13d8+3d6+64 (150 hp); Init +5; Spd 40 ft; AC 28 (touch 24, flat-footed 19); BAB +15; Grap +19; Atk +26/+21/+16 melee (1d10+11/17–20 plus 2d6 unholy, plus 2d6 vs humans, [i]+3 unholy, humanbane Britannian steel bastard sword[/i]); SA Sneak attack +4d6, Way of the Shadow mastery, [i]grasping darkness[/i], shadow swarm, weapon of shadow; SQ Evasion, improved evasion, [i]obscuring shadow[/i], uncanny dodge, shadow jump 80 ft, blindsense 60 ft, hide in plain sight, darkvision 60 ft, elusive body; AL LE; SV Fort +18, Ref +21, Will +13; Str 18, Dex 22, Con 19, Int 13, Wis 16, Cha 15. [i]Skills and Feats:[/i] Balance +18, Hide +32, Intimidate +22, Move Silently +32, Tumble +25, Blind-Fight, Combat Expertise, Dodge, Fortune’s Favour, Iron Will, Improved Rapid Strike, Light Step, Mobility, Rapid Strike, Spring Attack. [i]SA — Way of the Shadow Mastery (Ex):[/i] Tarim gains a +1 bonus to attacks against opponents who are in shadow or darkness. He does not gain this benefit if his opponent has blindsight. [i]SA — Grasping Darkness (Sp):[/i] Tarim’s power over shadowstuff is such that he can give it corporeal form, sending it to grapple and constrict his enemies. This duplicates the effect of the [i]black tentacles[/i] spell, and his caster level for this ability is 14th. He can use this ability once per day, and he must be within 10 feet of an area with some shadow to create the grasping darkness. This ability only functions in the absence of bright sunlight (not merely a daylight spell). [i]SA — Shadow Swarm (Su):[/i] Tarim can summon 2d4 shadows once per day. He must be within 10 feet of an area with some shadow to use this ability. The shadows cannot be turned, rebuked, or commanded by any third party, and are unswervingly loyal to their summoner. The duration of the summoning is one minute, although the shadow warrior can dismiss them at any time. Unlike normal shadows, summoned shadows cannot create spawn. [i]SA — Weapon of Shadow (Su):[/i] Tarim gains the ability to channel negative energy to strike his foes. On a successful melee attack, he can inflict 2d6 points of temporary Constitution damage, in addition to his normal damage. A DC 21 Fortitude save halves the Constitution damage. The shadow warrior can use this ability once per day, and he must decide whether to use it before the attack is rolled. [i]SQ — Trap Sense (Ex):[/i] Tarim gains a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks made by traps. [i]SQ — Obscuring Shadow (Sp):[/i] Three times per day, Tarim can create a cloud of shadowy vapors that obscure sight, as per the spell obscuring mist. The differences are that the mist created is dark and shadowy rather than foglike, and this ability is a Darkness effect (and can thus be countered or dispelled by Light effects). [i]SQ — Blindsense (Ex):[/i] Tarim can perceive the locations of those around him, without the need for sight. He has the blindsense extraordinary ability as described in the DMG, with a range of 60 feet. [i]SQ — Hide in Plain Sight (Su):[/i] Tarim can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow. This ability only functions in the absence of bright sunlight (not merely a [i]daylight[/i] spell). [i]SQ — Elusive Body (Su):[/i] Tarim can evade the blows of his enemies with supernatural ease. Attacks against him are subject to a 50% concealment miss chance, as per the spell [i]displacement[/i]. Tarim can use this power for up to 10 rounds per day, and the duration need not be consecutive rounds. Activating and deactivating this power takes no time in itself, but he can only do it during his action, not in response to somebody else’s action. This ability only functions in the absence of bright sunlight (not merely a daylight spell). [i]SQ — Shadow Jump (Su):[/i] Tarim 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. Tarim can jump up to a total of 80 feet each day in this way. He can split this among many jumps, but each one, no matter how small, counts as a 10-foot increment. [i]Equipment:[/i] [i]+3 unholy, humanbane Britannian steel bastard sword[/i]; [i]bracers of armour +3[/i]; [i]ring of protection +2[/i]; [i]amulet of natural armour +1[/i]; [i]belt of resistance +3[/i]; [i]boots of speed[/i]. Links: - [url="http://www.zipworld.com.au/~hong/dnd/shadow_warrior.htm"]Shadow warrior[/url] - [url="http://www.zipworld.com.au/~hong/dnd/cha_feats.htm#fortunes_favour"]Fortune's Favour feat[/url] - [url="http://www.zipworld.com.au/~hong/dnd/combatfeats.htm#improved_rapidstrike"]Improved Rapid Strike feat[/url] [/QUOTE]
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