Showing posts with label 3rd Edition DnD NPC. Show all posts
Showing posts with label 3rd Edition DnD NPC. Show all posts

Tuesday, June 28, 2011

Volin Krober from "Murder in Oakbridge"

I don't think that guy's friends are going to get to him in time.

You may remember "Murder in Oakbridge" as one of the best murder mysteries published in the print version of Dungeon Magazine (Issue #129). The story of a mysterious killer with a curved blade who flensed trophies from her victims in the City of Sharn. I remember it as the murder mystery which gave my players quite a bit of trouble the last few sessions. Thankfully they caught up to the killer's plot the day she planned to kill Volin Krober, and hiding in his home (with some darn good checks I might add) they waited for the killer to strike. The problem?

No stats for Mr. Krober, and I had no idea this turn of events was going to happen. So, while I winged it, you simply won't have to as I've decided to help out any fellow DMs who may want to run this great module.


[If you were checking the blog looking for the rest of the Necromorphs don't worry, those are on their way. But I figured I'd post this while I put the finishing touches on the next batch of undead horrors]

Volin Krober                        CR 6
Elven bard 3/ranger 2/expert 2
CG Medium humanoid
Init +3; Senses Listen +1, Spot +1
Languages Common, Elven, Halfling

AC 18, touch 13, flat-footed 15; Two-Weapon Defense
hp 26 (7 HD)
Fort +4, Ref +9, Will +4

Speed 30 ft. (6 squares)
Melee +1 rapier +9 (1d6/18-20) or +1 rapier +7 (1d6/18-20) and mwk dagger +6 (1d4/19-20)
Ranged mwk dagger +6 (1d4/19-20)
Base Atk +4; Grp +4
Atk Options favored enemy animals +2
Special Actions bardic music 3/day (inspire competence, inspire courage +1, fascinate 2 creatures, countersong)
Combat Gear 2 potions of cure light wounds
Bard Spells Known (CL 3rd)
1st (1/day)--cure light wounds, feather fall, hypnotism, ventriloquism (DC 13)
0 (3/day)--ghost sound, mage hand, summon instrument (DC 12)

Abilities Str 10, Dex 16, Con 11, Int 12, Wis 8, Cha 15
SQ bardic knowledge +4, wild empathy +4 (+0 magical beasts)
Feats Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (rapier)
Skills Bluff +5, Concentration +6, Diplomacy +7, Gather Information +7, Handle Animal +12, Listen +1, Knowledge (nature) +7, Perform (string instruments) +12, Ride +6, Search +3, Spot +1, Tumble +5
Possessions combat gear plus +1 chain shirt, +1 rapier, mwk dagger, 228 gp

Not Playing Murder in Oakbridge?
Volin works well as a trainer of wild animals. He could have a lucrative business training foreign beasts and dangerous critters. This works especially well if he hires the PCs to capture a few specimen for him, or perhaps to help him catch a group of monsters that have escaped during their rehabilitation.

Saturday, September 5, 2009

Oswald the Retired Holy Guard



A fellow RPGBN member by the name of Save vs Pointy Stick came up with a great idea for how to come up with characters for your next roleplaying game by using the Television Tropes website. His method consists of clicking the random item button of the tvtropes page until you come up with three character tropes and then tying those together. From my own experience, I suggest searching

So using his method I've detailed the following for your use in 3.5 D&D.

The Paragon
Knight in Sour Armor
Knight Errant


Oswald lived a life of service to the people, as a member of the Holy Guard of Ahrian he served his king with distinction and honor. Oswald stood proud and noble, a fine example for the people of his kingdom to follow. Thus it was a huge disappointment when Oswald discovered the king's goal of war. Unable to pursuade the king of Ahrian to abandon the cuase of war Oswald resigned from the Holy Guard and now travels his homeland preaching peace and protecting the innocent from the ravages of the war that even now threatens the fledgling nation of Ahrian.


Using Oswald in your Campaign
Obviously I've laid a lot of campaign specific detail into Oswalds description, this needn't be the case. I created that background based around the three tropes linked above. I suggest reading the tropes, and then creating your own background, after all as the DM you are the best source of knowledge about your campaign.

My personal suggestions would be to use Oswald as a mentor for the characters, or with a group of neutral or even evil aligned PCs Oswald makes a good adversary or rival.

Oswald the Wanderer CR8
Human Paladin 4/Fighter 4
LG Medium Humanoid (human)
Init +5; Senses Listen +2, Spot +2
Aura courage (10ft, +4 on saves against fear)
Languages Common, Elven

AC 23, touch 11, flat-footed 22
hp 55 (8 HD)
Fort +11, Ref +5, Will +6

Speed 20ft (4 squares)
Melee +1 Longsword +12 (1d8 +4/19-20)
Base +8; Grp +10
Atk Options Improved Disarm, smite good 1/day
Special Actions lay on hands 8 points/day turn undead 5/day (+2, 2d6+4)
Combat Gear wand of cure light wounds (1st)
Paladin Spells Prepared (CL 2nd)
1st---cure light wounds
Spell-Like Abilities
At will---detect evil

Abilities Str 16, Dex 12, Con 13, Int 13, Wis 14, Cha 14
SQ aura of good, divine grace, divine health
Feats Combat Expertise, Improved Disarm, Improved Initiative, Investigator, Knight's Training*, Mounted Combat, Negotiator
Skills Diplomacy +13, Handle Animal +13, Knowledge (nobility and royalty) +6, Knowledge (religion) +6, Ride +14, Sense Motive +9
Possessions combat gear plus +1 Full Plate, +1 Longsword, +1 Heavy Steel Shield, bedroll, explorer's outfit, flint and tinder, signet ring (order of the Holy Guard of Ahrian), silver holy symbol of Heironeous, and a belt pouch containing 80 pp, 182gp, and 9sp.

*Knight's Training is a feat from the Eberron Campaign Setting that allows a paladin to multiclass without penalty, if you are playing without the material from that book feel free to change Knight's Training to Skill Focus: Diplomacy to further enhance Oswald's reason over violence nature.

Whiteheart Heavy Warhorse Mount
Oswald's mount Whiteheart uses the same statistics as a regular heavy warhorse, just change the AC to 20 and he carries the following equipment

Possessions Banged Mail Barding, Bit and Bridle, Military Saddle, Saddlebags, Tent

Sunday, July 5, 2009

Edmund Tendel, Human Wild Mage


*Photography by Darrin Anderson

[The following is the last of three non-player characters (the first being Aelfiriat) made with Monte Cook's Dungeon A Day specifically in mind. Of course you'll be able to use them without running that campaign, but, if you are running it these wonderful gems should fit right in.]

"Welcome and be merry, for I've a favor to ask of you."

Edmund Tendel is a self-stylized nobleman. No one doubts his expensive tastes or his pompous nature, but no one really knows if he is truly of noble blood. The distinction matters little here in Bridenford. What does matter is that Edmund is rich, intelligent, and dedicated to funding groups of adventures who go to Dragon's Delve. Although he claims his goal is to procure items of beauty, his nominal interest in other matters relating to the Delve and his expertise on things magical drive people to wonder what his true angle is.

But he also serves as Altayr, mage and spy. Using his spells (invisibility, disguise self, detect thoughts, clairaudience/clairvoyance and others) he finds out what others are hiding. Of course, Altayr has his reasons for listening in. He seeks the research of the Mages Four, though for what purpose who may know.


Background
Edmund Tendel is rich, powerful, and obsessed with beauty. It wasn't always this way. Tendel's past is something he doesn't share, but if one were to dig deep enough they may find the truth. Edmund is of noble blood, the bastard son of a minor landed noble and a bar maid that shared, for the briefest of moments a bed. Edmund was born with no last name, and a mother who worked diligently cleaning up the muck of a run down tavern in a large trading city. As a child Edmund begged his mother to tell him about his father, but she was either unwilling or unable to tell him.
But, the boy was resilient, and his drive awoke something buried deep within him. An ability to understand things magical, and soon, the ability to understand any language, disguise himself to evade notice, and then, finally the ability to rip into the minds of those around him and pull the knowledge he sought. Thus did the teenage man Edmund learn from his mother the name Tendel, using his sorcerous powers. Others in the city became increasingly uneasy around this boy with the steel blue eyes and his knowing grins, and they began to think about getting rid of Edmund.

It mattered little anyway, Edmund saved them the trouble by packing up and leaving the very night he found out about his father. He marched for days to the lord's keep, far away from the city he once called home. He came ready to accept his father's loves and his wishes, sure that the magic that flowed through him must belong to the nobleman.

What he found was a pathetic and opulent fool, obsessed with the small amount of land he had, and furious to have sired a child with a peasant woman. Lord Tendel summoned guards to seize the boy and planned on imprisoning him below until he could find a way to silence the truth forever. But Edmund was anything if not resourceful, and his magical nature warped, and great orbs of magical energy launched into his opponents, silencing them forever. He then struck down Lord Tendel in a fit of rage. With the blood of his father still covering his arms he bent down to hear the man's last thoughts, and discovered that his magical nature may stem from a mysterious dungeon known as Dragon's Delve.

Intent on uncovering the nature of his ever-evolving magic, Edmund took his father's title, and much of his riches and what retinue he could and traveled to Bridenford. There he set up a new life for himself, always careful to keep his magic in check, while he plumbed the mysteries of his past.

Goals
Edmund desires to uncover the nature of his magic, and how to control it fully. He has heard tales of powerful mages who did research in Dragon's Delve. Seeking to learn more Edmund funds adventurers who go into the dungeon, hoping that they will share with him whatever information they may find.

Using Edmund Tendel in Your Campaign
Edmund serves well as a patron for adventures, giving them a place to stay, using his charisma and leadership to find them opportunities they may not otherwise have access to. He can and will purchase many of the more artistic treasures PCs are likely to find during their career. As Altayr he can identify items, and use his contacts and magic to procure unique items for the players.

In either guise, Edmund has a detailed knowledge of many scholarly subjects, and may be able to point players in the right direction if they find themselves confused by new information.

Appearance and Behavior
Edmund stands tall at 6'1" with rich brown hair and deep steel blue eyes. He plays the role of the affluent nobleman well, wearing saffron clothes, accented by a bright crimson cloak and a velvet blue vest. He wields a masterfully made rapier which is mostly just for show, and has been known to use an equally impressive longbow when riding the countryside.

As Altayr he cloaks himself in dark robes, obscuring his face beneath a mask of shadows. Even if PCs were to get a look at Altayr under the mask, they would only find the scared and broken face of Edmund's father, pale and shattered, a testament to Lord Edmund's past.

Not Playing Dungeon a Day?
Edmund can easily be used as any noble patron for the player's, particularly if one of them happens to be a mage. Tendel may seek to study the player and try to understand how magic in general is supposed to work. Honestly though, there are many things you can do with Tendel. You could play him off as another pretentious noble, as a sorcerous spy for some enemy, as a patron of the arts who seeks to protect precious pieces, or use Altayr independently of Edmund as a mysterious magical salesman. Like the other PCs, change Dragon's Delve to any dungeon, ideally with ties to mages, perhaps a wizard's tower or labratory.

3rd Edition Dungeons and Dragons Stats by Francis Bousho

Lord Edmund Tendel CR 7
Human aristocrat 1/sorcerer 6
CN Medium humanoid
Init +1; Senses: Listen +2 Spot +2
Languages Common, Elven, Dwarven, Goblin, comprehend languages

AC 13, touch 11, flat-footed 12
hp 30 (7 HD)
Fort +4, Ref +3, Will +7

Speed 30 ft. (6 squares)
Melee Masterwork Rapier +6 (1d6+2/18-20)
Ranged Masterwork Longbow +5 (1d8/x3)
Base Atk +3; Grp +5
Sorcerer Spells Known (CL 6th)
3rd (4/day)---clairaudience/clairvoyance
2nd (6/day)---detect thoughts, invisibility
1st (7/day)---comprehend languages, disguise self, identify, magic missile
0 (6/day)---daze, detect magic, ghost sound, light, mending, prestidigitation, read magic

Abilities Str 15, Dex 12, Con 14, Int 16, Wis 10, Cha 16
Feats Combat Casting, Leadership, Skill Focus (Bluff), Skill Focus (Disguise)
Skills Bluff +16, Concentration +12, Diplomacy +11, Disguise +10, Gather Information +7, Knowledge (arcana) +13, Knowledge (history) +7, Knowledge (nobility and royalty) +7, Listen +2, Spellcraft +15, Spot +2
Possessions bracers of armor +2, masterwork rapier, masterwork longbow, 55 gp


Altayr the Midnight Mage CR7
Human aristocrat 1/sorcerer 6
CN Medium humanoid
Init +1; Senses: Listen +2 Spot +2
Languages Common, Elven, Dwarven, Goblin, comprehend languages

AC 13, touch 11, flat-footed 12
hp 30 (7 HD)
Fort +4, Ref +3, Will +7

Speed 30 ft. (6 squares)
Melee Masterwork Rapier +6 (1d6+2/18-20)
Ranged Masterwork Longbow +5 (1d8/x3)
Base Atk +3; Grp +5
Combat Gear wand of summon monster I (1st)
Sorcerer Spells Known (CL 6th)
3rd (4/day)---clairaudience/clairvoyance
2nd (6/day)---detect thoughts, invisibility
1st (7/day)---comprehend languages, disguise self, identify, magic missile
0 (6/day)---daze, detect magic, ghost sound, light, mending, prestidigitation, read magic

Abilities Str 15, Dex 12, Con 14, Int 16, Wis 10, Cha 16
Feats Combat Casting, Leadership, Skill Focus (Bluff), Skill Focus (Disguise)
Skills Bluff +16, Concentration +12, Diplomacy +11, Disguise +10, Gather Information +7, Knowledge (arcana) +13, Knowledge (history) +7, Knowledge (nobility and royalty) +7, Listen +2, Spellcraft +15, Spot +2
Possessions combat gear plus bracers of armor +2, masterwork rapier, masterwork longbow, hand of the mage, diamond dust (worth 800 gp), 55 gp

4th Edition Dungeons and Dragons Stats by Francis Bousho

Detect Thoughts, Farseeing and other Divinations:

In forth edition a lot of the utilitarian spells from former D&D incarnations became Rituals. Many of Edmund's 3.5 spells fall under these categories. To allow him the same versatility and to keep his oracle flavor I would give him access to a ritual book with the following:

Comprehend Languages, Wizard's Sight

If you have access to Arcane Power, I would also give him Object Reading, it definitely fits the flavor of his character, and might be the fourth edition answer to a lack of Detect Thoughts.







Iron Heroes Stats by Jeremy Land
Edumund Tendel, CR 7
Human (Changeling Child, High-Born [well-educated]) spiritualist 7
Med humanoid
Init +1; Senses Listen +10, Spot +10
Languages Common, Ancient Speech, First Speech, Kolorean, Infernal, plus any 9 others; speaking in tongues stigmata

Defense 17, touch 17, ff 10
Hp 59 (7 HD)
Fort +9, Ref +8, Will +7
Speed 30ft (6 sq)
Melee MW shortsword +8 (1d6+2/19-20)
Ranged
MW light crossbow +7 (1d8/19-20, Rg 80ft)
Base Atk +5; Grp +7
Rites
Rite of Second Sight*, Rite of Trickery, Rite of the Mind, Rite of Summoning, Rite of the Spirits, Rite of Traveling
* favored
Pact Check
+11; +13 w/ Rite of Second Sight

Abilities Str 15, Dex 12, Con 14, Int 16, Wis 10, Cha 16
SQ
spirit servant, telepathic link, stigmata (a thousand faces, speaking in tongues)
Feats
(Lore 5/Social 4/Defense 3/Other 2) Skill Focus (Bluff), Skill Focus (Disguise), Alias (Altayr the Midnight Mage) 1, Alias (Altayr the Midnight Mage) 2, Political Mastermind 1.
Skills
ACADEMIA 10 ranks, PERCEPTION 10 ranks; Appraise +13, Bluff +16 (add +2 when Altayr), Concentration +12, Decipher Script +13, Diplomacy +15 (add +2 vs. nobility), Disguise +12 (add +7 as Altayr; add +2 while acting in character), Forgery +13, Gather Information +13, Heal +10, Intimidate +15, Knowledge (arcana, history, nobility/royalty) +11, Listen +10, Perform (acting) +13, Search +13, Sleight of Hand +13, Speak Language (10), Sense Motive +10, Spellcraft +15, Spot +10, Survival +2, Use Magic Device +17.
Possessions
Masterwork short sword, masterwork light crossbow, disguise kit, 55 gp

Due to his stigmatas, Edmund Tendel is extremely pale and possesses a forked tongue. He hides these with makeup and his Rite of Trickery, but as Altayr, he lets these traits shine through, instead changing such things as his facial features, accent, and garb.

Nyarlath
S
pirit servant 7
T
iny outsider
I
nit +9; Senses Darkvision 60 ft.; Listen +11, Spot +11
L
anguages Common, Abyssal, Infernal

Defense 20, touch 17, ff 13; DR 1d4/magic
H
p 35 (7 HD)
F
ort +5, Ref +9, Will +6
Speed 20ft (4 sq), fly 60ft (12 sq) average maneuverability
M
elee slam +12 (1d3-1, 20/x2) and 2 wing buffets +7 (1d2-1, 20/x2); sneak attack +1d6
Base Atk +7; Grp -1
Abilities Str 8, Dex 20, Con 10, Int 12, Wis 12, Cha 10
SQ alter form (appearance, size [tiny, small]), telepathic link
F
eats Weapon Finesse 1, Improved Initiative, Weapon Finesse 3
S
kills MYSTICISM 10 ranks, STEALTH 10 ranks; Concentration +10, Decipher Script +10, Hide +23, Intimidate +10, Listen +11, Move Silently +15, Spellcraft +10, Spot +11, Use Magic Device +12.
Possessions n/a

Nyarlath is not a pleasant creature, and he is rarely in the presence of Edmund, but given their telepathic link, he always knows the whereabouts of his master. When Edmund makes the change to Altayr, though, he nearly always brings the spirit servant with him. Typically, Nyarlath appears simply as a cloud of smoke floating around a vaguely discernible body and flapping, demonic wings.

Note: The Iron Heroes version of Edmund Tendel uses a feat not found in the core books, Alias. It was written and posted to the Okay, Your Turn message boards, but following the conversion to Yuku, it seems to have disappeared.I'm unsure who the original author was, but I will be happy to add their name to this if I find out.

For completion's sake, then, here are the non-core feats that Edmund uses:
Alias
[Social]
You have an alternate identity that allows you to move in society without revealing your true self.
Base Mastery: 1.
Benefit: Create a specific identity, such as "Waldren the rug merchant," with distinct mannerisms and appearances. When you disguise yourself as this identity, you gain various benefits. When making Disguise checks to use your alias, you gain a bonus to the check equal to your level. While in your alias, you gain a +2 bonus to Bluff checks.
Special: You may take this feat more than once. Each time you do, you must create a new alias, and the masteries you have for each alias are tracked separately.
Expanded Mastery: 2. Your alias has become more established as its own person. Any attempt to use Gather Information to discover the true connection between you and your alias suffers a penalty equal to your level. Also, if you fail a Disguise check to assume your alias identity, those who are familiar with your alias identity are less likely to recognize it as a disguise. Any Bluff check to persuade them that your odd appearance is due to something other than a disguise is treated as believable (-5 DC modifier).

Saturday, July 4, 2009

Camilla, Human Druid by Gillian Wiseman

*Photography by Darrin Anderson

[The following is the second of three non-player characters (the first being Aelfiriat) made with Monte Cook's Dungeon A Day specifically in mind. Of course you'll be able to use them without running that campaign, but, if you are running it these wonderful gems should fit right in.]

"If I don't do it myself, it may not get done right."

Camilla is a resourceful druid who seeks to uncover the mystery behind the Beast God's recent activities in the Fallen Duchy.

Background
Camilla comes from a farm family who dwells a few days from Brindendford. They are ordinary folk, and were bemused when their younger daughter grew up with an instinctive love of wild things instead of neat rows of crops. Once she discovered the local druid circle, Camilla knew where fate was guiding her, and her family reluctantly let her go. She tries to return to them once each year, and sends letters home frequently. She is a loving daughter, a caring trustee of nature, and a very practical, competent adventurer.

Camilla wanders the area around Brindenford and regions to the south for about ten days in any direction. Recently her attention has been caught by the upswell of Beast Lord followers, and her explorations into the matter have led her to Chordille Keep as one potential source of the problem. She tried to enter the dungeon alone a few weeks ago, and was quickly forced to retreat, fearing to be cut off from the only entrance she knew of, and be trapped underground. She's now looking for a group of trustworthy cohorts to descend into the dungeon, clear out the Beast Lord's followers and find out where they are coming from.

Camilla's animal companion is a newly recruited Dire Badger. Her previous companion, a pony, felt deeply uncomfortable at being asked to go underground, so Camille released her old friend, and just called Digger to her a few days ago.

Goals

Camilla desires to understand where the Beast God's followers are coming from, why they keep returning to Dungeon Delve, and how to stop them. She fears their spread into the region, and most desires to know how to remove their spreading stain from her community.



Using Camilla in Your Campaign

Camilla is a practical, sensible woman. She will be found recruiting adventurers at the Lost Shepherd Inn, or perhaps lingering near the entrance to the Delve, seeking a group to join as they descend into the dungeon. She will only stay with a group long enough to discover where the Beast God's followers are coming from, and what draws them here. Once she's happy with that answer, she will follow it wherever it takes her. However, if she makes promises to aid a person in a task of their own, she will do her utmost to keep those promises. This may mean she lingers with a party, or comes back at a later time. She might also invite true friends to accompany her on her search for the Beast God's origin.

Appearance and Behavior
Camilla wears a simple brownish-purple dress, marked with symbols of her religion, and covered with a full green cloak, which also serves as her blanket when she sleeps on the hard ground. Her blond hair is worn loose, framing her face in waves. Her favored weapon, a sickle, glows with an inner green light, revealing that it is in some way enchanted. She's sensible, practical, unimaginative and very ordinary.

Not Playing Dungeon a Day?
Camilla is still very easy to play without the Dungeon a Day setting, and with only a few tweaks to the character as presented here. Change the town of Bridenford to any town your players happen to be near. Instead of followers of the Beast God, the people she is interested in could be orcish followers of Gruumsh, aberrations from the Far Realm, or any other group of antagonists that could upset the balance of nature. Finally, just change references to Dragon's Delve into references of said antagonists base. For instance maybe your orc barbarians have been gathering at the Iron Horn Peaks.

3rd Edition Dungeons and Dragons Stats by Gillian Wiseman
Camilla CR 4
Human Druid 4
NG Medium humanoid (human)
Init +3; Senses: Listen +3 Spot +3
Languages Common, Druidic

AC 17, touch 12, flat-footed 15
hp 30 (4 HD)
Fort +6, Ref +3, Will +7
Speed 30 ft. (6 squares)
Melee +1 Sickle +4 (1d6+1)
Base Atk +3; Grp +3
Combat Gear +1 Hide Armor, shield, +1 sickle
Druid Spells (CL 4th)
spells per day 5/4/3
Orisons: cure minor wound, detect magic, detect poison, light, resistance
L1:charm animal, entangle, goodberry, magic fang
L2: flame blade, summon nature's ally II, tree shape

Abilities Str 10, Dex 13, Con 14, Int 11, Wis 16, Cha 10
Feats Brew Potion, Combat Casting, Self-Sufficient
Skills Concentration +9, Diplomacy +3, Handle Animal +7, Heal +12, Knowledge (nature) +8, Survival +7, Swim +2
Possessions mundane camping gear, cure light wounds potion, magic weapon oil, sanctuary potion. 100 gp

4th Edition Dungeons and Dragons Stats by Francis Bousho

Some notes on the 4th Edition Conversion:

To keep the flavor of the character a few things had to change. Camilla is a Shaman in 4th edition, a character class that came out in Player's Handbook 2. However, you don't need that book to use her 4th ed stats.

Spirit: In the 4th edition version of the character, Digger is a spirit companion who can be summoned as a minor action in any unoccupied square within 20 of Camilla. He is a conjuration and is subject to those rules. Camilla can spend her move action to move Digger 6 squares, and Digger shares Camilla's defenses. If Digger takes 12 hit points of damage in a single attack he is dispelled and Camilla takes 7 damage. She can then summon Digger again as a minor action.

Some of Camilla's powers have Melee spirit 1 as the range, these attacks can be made against any enemy adjacent to Digger and represent Digger's attacks.




Iron Heroes Stats by Jeremy Land
Camilla CR 4
Human Spiritualist 4
Medium humanoid (Animal Affinity, Intuitive Learning)
Init +1; Senses low-light vision; Listen +10, Spot +10
Languages Common
---------
Defense 18, touch 15, ff 16
(BDB +4, Dex +1, shield +3)
HP 36 (4 HD)
Fort +6, Ref +5, Will +7
---------
Speed 30 ft (6 sq)
Melee masterwork sickle +5, (1d6+1, 20/x2)
Base Atk +3; Grp +4
Rites Binding, Curses, Heart, Summoning (favored)
Pact Check +8 (add +2 rite/summoning)
---------
Abilities Str 12, Dex 12, Con 14, Int 8, Wis 17, Cha 18
SQ Spirit servant (see below), telepathic link
Feats (Lore 3/Social 2/Defense 1/Other --) Skill affinity (Heal/Survival), Healing Lore 1, Shield Proficiency, Instinctive Defense 1
Skills MYSTICISM 7 ranks, PERCEPTION 7 ranks; Balance +1, Climb +1 [add +2 when climbing with rope], Concentration +9, Decipher Script +6, Disguise +2, Diplomacy +13, Escape Artist -1 [add +2 when escaping rope bonds], Handle Animal +13, Heal +18 [add +2 reserve points restored], Hide +4, Jump -1, Knowledge (arcana) +6, Knowledge (nature) +8, Knowledge (religion) +6, Listen +10, Move Silently +4, Ride +6, Search +6, Sense Motive +10, Spellcraft +8, Spot +10, Survival +12 [add +2 in aboveground, natural environments and to track (doesn't stack); add +2 to hunt/forage], Swim -3, Use Magic Device +13, Use Rope +6.
Class Abilities Spiritualism, spirit servant, stigmata (shadow-eyed), favored ritual (rite/summoning)
Possessions Padded armor, heavy wooden shield, masterwork sickle, healer's kit, torch x3, flint and steel, backpack, bedroll, belt pouch, 3 days' rations, 50 ft. hempen rope, waterskin, 17 gp, 25 sp.
~~
Digger CR n/a
Spirit servant 4
Tiny outsider
Init +3; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages Common, Sylvan
---------
Defense 17, touch 15, ff 14
(Dex +3, size +2, natural +2)
HP 26 (4 HD)
Resist 25% chance to ignore critical hits/sneak attacks
Fort +6, Ref +7, Will +4
---------
Speed 20ft (4 sq), fly 60ft (12 sq)
Melee bite +8 (1d3+3, 20/x2)
Base Atk +4; Grp -2
---------
Abilities Str 14, Dex 16, Con 14, Int 12, Wis 11, Cha 10
SQ Alter form (appearance), telepathic link, natural armor +2, DR 1d4/magic
Feats (Armor 2/Power --) Armor Mastery 1, Armor Mastery 2
Skills MYSTICISM 7 ranks, STEALTH 7 ranks; Bluff +7, Concentration +9, Disguise +7 [add +2 to act in character], Decipher Script +8, Diplomacy +2, Hide +18, Intimidate +2, Knowledge (arcana/nature) +7, Move Silently +10, Spellcraft +10, Survival +0 [add +2 in aboveground, natural environments], Use Magic Device +9
-----
Notes Always appears as a baby badger, though a Spot check vs. Digger's Disguise check reveals that something is not quite right about him.

Thursday, July 2, 2009

Aelfiriat, Elven Ranger


*Photography by Darrin Anderson

[The following is the first of three non-player characters made with Monte Cook's Dungeon A Day specifically in mind. Of course you'll be able to use them without running that campaign, but, if you are these wonderful gems should fit right in.]


"May the gods grant mercy to those who stand between me and my goals, because I will not." --Aelfiriat

When Aelfiriat (Al-feer-y-aht) was a young maiden, she used to amaze the children with her rambunctious attitude and scathing tongue. Even as her mother tried to tame the girl Aelfiriat’s father would smile and secretly encourage the behavior. When she was old enough her father, who was a brave and powerful elven knight, taught her the ways of an archer. She learned quickly and gave great pride to her father. Using his position he sought a place for her amongst the rangers that protected the forest around their home. As she was finishing her training to become a ranger an old friend approached her father with a request for aid. This human friend, named Bareal called in an old favor to acquire her father’s aid in a trip to Dragon’s Delve.

Time passed swiftly, and her father did not return. Aelfiriat decided to make her way to Bridenford and see if she could find out what had delayed her father. Research into the matter brought dark tidings. Her father and Bareal had traveled into Dragon’s Delve many times, but once they did not return. Convinced her father is alive and driven to find him before that changes Aelfiriat may be encountered on the upper levels of the Delve, but more likely players will find her in the corner of the The Lost Shepard Inn, carefully listening for any rumors that could help her find the man who made her the warrior she is today.

Background
Born to Feramar, a powerful elven knight, and his wife after the former had retired from adventuring to serve his people Aelfiriat was in a position of influence before she was old enough to use it. Her father commanded attention wherever he went and not because he demanded it. It was something in his bearing, in his past, in the way he held a sword and fought like a lion. When she was old enough to walk Aelfiriat would follow her father around everywhere, sometimes following him all the way to the Warrior's Hall. Here the young girl sat and watched as her father trained the older elven children in the art of war.

Noting his daughter's interest in his trade Feramar decided he would make her a fine soldier. He would put her to sleep by telling paraboles of elven warriors and there triumphs, their defeats. He taught her to see between the tales and grasp the tactical knowledge they offered, hidden behind the finery of poetry. He taught her the rules of engagement and what it meant to be an elven warrior. He taught her honor, pride, and courage.

The girl grew, she was spunky and full of energy and her father believed she was ready to begin her training in earnest. They would run as a pack of wolves in the morning, hunting the wild stag together and bringing the meat back for the tribe. They would drill combat maneuvers at midday, practicing with both sword and bow. Evening's flickering light would see them talking strategies late into the night. Life continued thus for some time.

Believing his daughter was ready to become a productive member of society Feramar used his influence to secure a position for her in the elven rangers. These warriors protected their homelands with bow and blade, dangerous combatents who could fade into the underbrush and attack guerilla style until their enemy routed or lay dead upon the ground to a man. Ranger training was difficult, but Aelfiriat was more than ready for it. She excelled at all manner of tasks that were set before her and it was believed she would finish her training in record time.

During this time an old friend of Fermar, a human by the name of Bareal came to Aelfiriat's home. No one knows the discussion that took place there, but at the end Feramar packed his bags and left the village. He left a message for his family that he was heading to a town called Bridenford to explore the nearby Dragon's Delve. He left, and he never came back. Once her training was finished Aelfiriat traveled to Bridenford and asked after her father. Telling the tale of a great elven warrior to any who would listen. It was during one of these conversations that she learned the dark news. Her father and Bareal went into the delve many times, but at one time, they never returned. Desperately hoping her father is alive Aelfiriat has tried many times to breach the dangers of the delve. But alone even her mighty ranger training it not enough. So she waits at the Lost Shephard for a party of adventurer's to work with.

Goals
For better or worse, Aelfiriat is tied to her father. Her entire life has been aimed at pleasing the great man and on emulating his prowess in herself. With him gone Aelfiriat has become unsure and confused. A hundred days of tactical drilling and physical excercise save her when battle is joined. But outside the deadly dance of death she doesn't know what to do. She refuses to admit her father's possible death almost fanatacally.

In the short term the elven ranger wishes to find allies powerful enough to travel into Dragon's Delve. To this end she can be found almost universally at the Lost Shephard, watching from the corner of the tavern for any powerful enough to help her on her quest. Although, when night falls Aelfiriat walks to the entrance of the Delve and set up camp near enough to watch the entrance. She is perturbed by the large amount of evil humanoids she sees, but without allies she cannot breach their position and find her father.

Beyond finding her father and getting him to come home safely, Aelfiriat has no idea what to do with her life. She is single-minded and stubborn in her decisions to delve into the dangers the Fallen Duchy provide, but she has no sense of greater purpose beyond that. She is confused and a lonely figure, and if the PCs try to befriend her they will have to prove themselves first. Once they do though, she will gladly give everything she has to keep them safe, rather than be seperated from more people she cares for.

Using Aelfiriat in Your Campaign
For lower-level parties with less than five players Aelfiriat makes a great ally for forays into the dungeon. She is more than proficient with a bow and she has a working knowlede of the types of humanoids in the Bestial Host. As a font for roleplaying you should play up her stubborn nature and her dedication to her father, but also her confusion in regards to what path her life will take.
If the party doesn't interact with Aelfiriat and leaves her to her own devices she may eventually try to tackle the dungeon on her own.

Appearance and Behavior
Aelfiriat is an extraordianrily attractive elf with raven black hair and a powerfully built lithe figure. Her face alternates between showing her courage and the worry she feels when she thinks about the future. She wears a stunning blue cloak that matches her armor and equipment and has her bow strapped to her back when not in use. A hip-worn holster made rests upon her hip, made from leather cured from her first successful hunt with her father.

Not Playing Dungeon a Day?
Dragon's Delve could just be a famous dungeon in your campaign, everything else still works as is. However, if you haven't checked it out, I implore you to check out dungeonaday.com, Monte Cook is doing some truly amazing things, and you can see some of the first floor as a preview without signing up. Take your players for a trip through those first rooms and see if DungeonaDay is for you.

3rd Edition Dungeons and Dragons Stats by Benoist Poiré
Aelfiriat CR 3
Elven Ranger 3
CG Medium humanoid (elf)
Init +3; Senses: Listen +6 Spot +6
Languages Common, Elven, Goblin

AC 17, touch 13, flat-footed 14
hp 28 (3 HD)
Fort +4, Ref +6, Will +1
Speed 30 ft. (6 squares)
Melee Masterwork Longsword +5 (1d8+1/19-20)
Ranged Masterwork Composite Longbow +8 0r +6/+6 using Rapid Shot (1d8/x3)
Base Atk +3; Grp +4

Abilities Str 12, Dex 16, Con 12, Int 12, Wis 11, Cha 10
Feats Point Blank Shot, Precise Shot, Track, Rapid Shot, Weapon Focus (Longbow)
Skills Hide +9, Knowledge (nature) +7, Listen +6, Move Silently +9, Spot +6, Survival +6, Swim +9
Possessions MW composite longbow, MW longsword, Mithral shirt, elixir of hiding, elixir of sneaking, 300 GP, adventurer’s kit (backpack, bedroll, belt pouch, flint and steel, 2 sunrods, ten days worth of rations, 50 ft. of hempen rope, waterskin).

4th Edition Dungeons and Dragons Stats by Francis Bousho






















Castles and Crusades Stats
by Benoist Poiré
Aelfiriat, Female elf ranger 3, HP 28; Prime Attributes: Strength, Dexterity (+2), Wisdom, AC: 16, Attk: Longsword 1d8, Longbow 1d8, ALG: CG, EQP: Longbow, Longsword, Chainmail shirt and leather coif, 300 GP, Adventurer’s kit (backpack, bedroll, belt pouch, flint and steel, 2 sunrods, ten days worth of rations, 50 ft. of hempen rope, waterskin).

Iron Heroes Stats by Jeremy Land
Aelfiriat
Female Human (Dexterous, Forest-Born [ghost in the green])
Archer 3, CR 3
Init +4, Speed 30 ft.
HD 3d4+12+6, HP 27
Defense 17 (touch 17, flat-footed 10); DR 1d3/magic
BDB +3
BAB/Grapple +2/+4
Ranged BAB +3
Attack (add +1 ranged attack/damage within 30 ft.): +9 ranged (MW comp longbow [+2], 1d8+2, 20/x3, range 110 ft.) or +7 ranged (shortspear, 1d6+2, 20/x2, range 20 ft.) or +4 melee (shortspear, 1d6+2, 20/x2).
Full Attack (add +1 ranged attack/damage within 30 ft.): +9 ranged (MW comp longbow [+2], 1d8+2, 20/x3, range 110 ft.) or +7/+7 ranged (MW comp longbow [+2] w/Rapid Shot, 1d8+2, 20/x3, range 110 ft.) or +7 ranged (shortspear, 1d6+2, 20/x2, range 20 ft.) or +4 melee (shortspear, 1d6+2, 20/x2).
Fort +5, Ref +7, Will +5
Str 14, Dex 18, Con 12, Int 14, Wis 15, Cha 10
Skills – AGILITY 6 ranks, ATHLETICS 6 ranks, PERCEPTION 6 ranks; Balance +11, Climb +7, Diplomacy +2, Escape Artist +9, Hide +9, Jump +9, Listen +8, Knowledge (nature) +9, Move Silently +3, Search +7, Sense Motive +8, Spot +8, Survival +8 (add +2 in aboveground, natural environments; add +2 in forested terrain), Swim +6, Tumble +11, Use Rope +4 (add +2 to tie someone up)
Feats (Projectile 3/Defense 2/Finesse 1/Other --) – Point Blank Shot 1, Precise Shot 2, Rapid Shot 2, Weapon Focus (composite longbow) 1.
Class Abilities - Aim pool, deadeye shot (deadly shot), bonus feat (Rapid Shot 2), deadeye shot (accurate shot).
Possessions – Masterwork composite longbow, 3 shortspears, studded leather armor, 28 gp, adventurer’s kit (backpack, bedroll, belt pouch, flint and steel, 2 sunrods, ten days worth of rations, 50 ft. of hempen rope, waterskin).