Thanks! I like Haddin, he's a magnificent bastard. I hope he survives to come back again and again...
I've converted a bunch of npcs. This time I'll clean up the stat blocks and not post any power information beyond the names, since I'm not sure if that's allowed or not:
Torrent
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Human Cleric level 6
Init +4; Senses Perception +5
Languages: Common
Str 16 (+6) Dex 10 (+3) Wis 14 (+5)
Con 14 (+5) Int 12 (+4) Cha 12 (+4)
AC 22; Fort 20, Ref 18, Will 21
Hit points 62; Bloodied 31; Surge value 15; Healing surges 1
Speed 5 (chainmail)
Skills: Athletics +10, Religion +9, Heal +10
Features:
Channel Divinity (1 per encounter), Healer's Lore (+2 healing), Healing Word, Ritual Casting
Powers:
Basic: Battle Axe; +11 vs AC; 1d10+3 damage
At-Will: Priest’s Shield Cleric Attack 1
Encounter: Split the Sky Cleric Attack 3
Daily: Weapon of the Gods Cleric Attack 5
Utility: Divine Vigor Cleric Utility 6
Rituals: Gentle Repose, Animal Messenger, Endure Elements, Water Walk
Equipment: Chainmail, battle axe, light shield, hand crossbow, money, healing potions
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Tiljann
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Seela (based on elf) Bard (uses warlord powers) Level 6
Init +8; Senses Perception +10
Languages: Common, elven
Str 16 (+6) Dex 16 (+6) Wis 10 (+3)
Con 8 (+2) Int 12 (+4) Cha 18 (+7)
AC 21; Fort 21, Ref 20, Will 22
Hit points 50; Bloodied 25; Surge value 12; Healing surges 1
Speed 6, fly 6 (only for 2 move actions per encounter)
Skills: Diplomacy +12, Nature +10, Perception +10
Features:
Combat Leader (+2 init to self and allies), Inspiring Presence (ally heals 7 hp when using action point), Inspiring Word
Powers:
Basic melee: Rapier; +9 vs AC; 1d8+3 damage
Basic ranged: Shortbow; Ranged 15/30; +8 vs AC; 1d8+3 damage
At-Will: Commander’s Strike Warlord Attack 1
Encounter: Inspiring War Cry Warlord Attack 3
Daily: Turning Point Warlord Attack 5
Utility: Inspiring Reaction Warlord Utility 6 (I think)
Equipment: Leather armor; rapier; shortbow; quiver with arrows; 20 gp.
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Katrina
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Human Sorcerer (based on modified Wizard + multiclass Warlock) level 8
Init +5; Senses Perception +4
Languages: Common, Draconic
Str 10 (+4) Dex 13 (+5) Wis 11 (+4)
Con 16 (+7) Int 12 (+5) Cha 20 (+9)
AC 18; Fort 19, Ref 19, Will 21
Hit points 58; Bloodied 29; Surge value 14; Healing surges 1
Speed 6
Saves: automatic save vs ongoing fire damage (fireburst armor)
Skills: Arcana +10, Diplomacy +14, Intimidate +14
Features:
Cantrips, Ritual Casting, Charismatic Casting (switch Int for Cha on all wizard spells)
Powers
At-Will: Scorching Burst Wizard Attack 1
Encounter: Fire Burst Wizard Attack 7
Encounter: Hellish Rebuke Warlock (Infernal) Attack 1
Daily: Fireball Wizard Attack 5
Rituals: Enchant Magic Item; Knock; Eye of Alarm; Endure Elements
Equipment: Spellbook (for rituals); +2 Fireburst Armor; Dagger
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Crystin
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Crystin is exceptionally useless. She doesn't have a primary class but is "multiclassed" with wizard so she gets a few encounter spells. She might get a proper class once she's freed from Haddin's control.
Human Nothing (wizard) level 4
Init: +5; Senses: Perception +3
Languages: Common
Str 8 (+1) Dex 14 (+4) Wis 12 (+3)
Con 14 (+4) Int 16 (+5) Cha 16 (+5)
AC 17; Fort 15, Ref 17, Will 17
Hit points 38; Bloodied 19; Surge value 9; Healing surges 1
Skills: Arcana +10, History +10, Insight +10
Basic melee: Quarterstaff; +3 vs AC; 1d8-1 damage
Encounter: Magic Missile
Daily: Prophecy; Make up something cryptic and possibly helpful about the current situation.
Utility: Plot Armor; Until the end of the encounter enemies won't attack Crystin unless the plot demands it.
Equipment: quarterstaff, cloth armor
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Haddin
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Lacking proper enchantments and charm spells, I have resorted to ripping stuff straight from the monster manual. Haddin is modelled on a Succubus, with the following alterations:
Human enchanter level 9 XP 400
Initiative +8 Senses Perception +8
HP 90; Bloodied 45; Surge Value 22; Healing surges 1
AC 23; Fortitude 17, Reflex 21, Will 23
Speed 6
M Charming Kiss (standard; at-will) ✦ Charm
Works like the Succubus power. Replace "the Succubus" with "Haddin" in the power description.
If the target is still under the effect of this power at the end of the encounter, Haddin can sustain the effect indefinitely by kissing the target once per day. Haddin can enthrall as many targets as the plot requires with his charming kiss, for example if the DM wants to add some extra enemies to an encounter with Haddin.
R Dominate (standard; at-will) ✦ Charm
Works like the Succubus power.
Disguise Self (minor; at-will) ✦ Illusion
Haddin can cast Disguise Self as a minor action, to escape for example.
Alignment Evil
Languages Common, Draconic
Skills Arcana +15, Bluff +13, Insight +11
Str 11 (+4) Dex 10 (+4) Wis 15 (+6)
Con 10 (+4) Int 22 (+10) Cha 19 (+8)
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Updating some of the quick and dirty solutions for the adventure conversion, I've converted an inquisitor and his special powers, as well as some magic items.
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Damius, Ragesian Inquisitor
Clad only in leather cords, bearskins, and a carved bone mask, this man looks savage. A three-pronged metal claw is strapped to his right hand, and fire seems to burn in his eyes.
Male human cleric 7; 300 xp
Init +4; Senses: Perception +6
Languages: Common, Giant
Str 16 (+6), Dex 12 (+4), Wis 16 (+6)
Con 14 (+5), Int 10 (+3), Cha 12 (+4)
AC 20; Fort 20, Ref 18, Will 22
Speed: 6
Skills: Religion +11, Intimidate +8
Class Features: Channel Divinity (one power), healing word
Inquisitors don't get the normal cleric powers to use with their Channel Divinity feature. Instead they get Rebuke Magic and Reactive Counterspell, which are described below.
Powers:
m: Katar; +12 vs AC; 1d6+3 damage; Off-hand, high crit.
Aw: Righteous Brand; +12 vs AC; 1d6+3 damage; one ally +3 to hit branded creature
En: Channel Divinity (Reactive Counterspell or Rebuke Magic)
En: Healing Word (twice/E); minor; healing surge + 2d6+3 hp
En: Break the Spirit; +9 vs Will; 2d8+3 fire damage; target -1 to hit until end of your next round
Da: Spiritual Weapon; +9 vs AC; 1d10+3 damage; sustain minor; target grants c. adv
Ut: Cure Serious Wounds; heal as if using two healing surges + 3 hp
Equipment: Hide armor, Katar, Inquisitor mask, Tidereaver’s tears, 400 gp
Inquisitor Mask; Level 7
This carved bone mask alters the wearer's voice to sound more menacing and feral.
Item Slot: Head 2,600 gp
Property: You gain a +2 item bonus to Intimidate checks.
Power (Daily): Free Action. Make a saving throw.
Tidereaver’s Tears; Level 5
This glass sphere appears to be filled with blood, and leaks it constantly, though the drips soon evaporate. The bearer of the sphere likewise drips blood, which is eerie but harmless. The bearer can travel through strong winds or water currents as though traveling through calm air or water. The sphere of bloody tears must be held in hand to provide this benefit.
Wondrous Item 1000 gp
Property: Natural winds and water currents can't cause you to move involountarily.
Channel Divinity: Reactive Counterspell Cleric Feature
Ragesian inquisitors are protected from arcane magic by their faith.
Encounter ✦ Divine
Immediate Interrupt Personal
Trigger: You are hit by an arcane attack or effect.
Effect: The attack or effect misses.
Channel Divinity: Rebuke Magic Cleric Feature
You burn arcane mages with your faith, push them back, and root them in place.
Encounter ✦ Divine, Implement, Fire
Standard Action Close burst 2 (5 at 11th level, 8 at 21st level)
Target: Each wizard or warlock (arcane powersources) in burst
Attack: +9 vs. Fort
Hit: 2d10 + 3 fire damage, and you push the target 4 squares. The target is immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.
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