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Ravenloft ve FoRGOTTEN Realms STATS


Lorgas

Öne çıkan mesajlar

Merhaba
Sizin Ravenloft vede Forgotten Realms daki favori charlarınız nelerdir?Statlarının bulundugu sıteyıde yazarsanız sevnırım.Sıkılmassanız okuyun anlayanlar etkısı altında kalıcaklar.
ALUSTRIEL
Female human (Chosen of Mystra)
Wiz20/Sor2/Acm2: CR 28
Medium-size humanoid (5 ft. 11 in. tall)
Hit Dice 20d4+120
Hit Points: 162
Init +7 (Dex, Improved Initiative); Spd 30 ft.
ArmorClass 23 (touch 15, flat-footed 20)
Atk +10/+5 melee (1d8/crit 19–20, longsword-arm from sword pendant)
SA spells; SQ Archmage special abilities, Chosen bonus spells, Chosen
immunities, Chosen spell immunities, high level benefits, immune to nonmagical
metal (ring of lesser ironguard), silver fire;
Alignment: Chaotic Good
SV Fort +11, Ref +8, Will +19;
Str 11
Dex 16
Con 23
Int 20
Wis 17
Cha 17


Skills and Feats: Appraise +8, Bluff +11, Concentration +33, Craft (gemcutting) +10, Diplomacy +10, Gather Information +11, Intimidate +8, Intuit Direction +5, Knowledge (arcana) +28, Knowledge (religion) +10, Perform (dancing) +8, Profession (herbalist) +8, Scry +20, Search +14, Sense Motive +8, Spellcraft +32; Combat Casting, Craft Rod, Craft Wand, Craft Wondrous Item, Forge Ring, Improved Counterspell, Improved Initiative, Quicken Spell, Scribe Scroll, Silent Spell, Spell Penetration, Spellcasting Prodigy, Still Spell.

Archmage Special Abilities: Mastery of shaping (create safe pockets within a spell's area or effect), spell power +2 (add +2 to her caster level check to overcome SR and to her target's saving throw DCs).

Chosen Bonus Spells (Sp): Alustriel may cast each of the following once per day as a spell-like ability: antimagic field, clairaudience/clairvoyance, comprehend languages, detect thoughts, hold monster, minor creation, polymorph any object, shapechange, teleport without error. She must still provide any necessary material components.

Chosen Immunities (Ex): As one of the Chosen of Mystra, Alustriel is immune to aging, disease, disintegration, and poison. She need not sleep, although she must rest normally to be able to cast spells.

Chosen Spell Immunities (Su): Alustriel is completely unaffected by attacks that duplicate these effects: chill touch, disintegrate, feeblemind, flesh to stone, forcecage, maze, lightning bolt, polymorph other, time stop, web.

Detect Magic (Su): Line of sight range.
High Level Benefits: 4 epic levels of wizard (included in the above totals).
Name and Song Attunement (Su): Whenever Alustriel's name or the rune of the Chosen is spoken, she hears it and the next nine words that person speaks.

Possessions: +8 bracers of armor, boots of elvenkind, cloak of elvenkind, +2 ring of protection, ring of lesser ironguard, wand of light, amulet of proof against detection and location, potion of cure serious wounds x 3, Alustriel's sword pendant (transforms the wearer's arm into a nondisarmable longsword blade for 40 minutes 1/day; dismissable). As a 24th-level character and the ruler of a small country, Alustriel has many other items not listed here at her disposal.

Wizard Spells Per Day (4/6/6/5/5/5/4/3/4/4): Base save DC 17. Wizard caster level 22.
Sorcerer Spells Known (Cast per Day: 6/5; Base DC = 13 + Spell Level): 0—detect magic, detect poison, light, mage hand, read magic; 1st—comprehend languages, feather fall.
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Bu tarz konuları masa üstü bölümüne açarsan daha iyi olur, ki sanırım oraya taşınacaktır yakında.

Evet alustriel gerçekten güçlü tamam da nereye kadar?Hasbro zaten herşeyi sayısallaştırmaya başladı.Cthulhu'yu bile heck&slash yapmışlar.Hiç bi Fr dm inin zaten oyununda chosenları savaşa sokacağını zannetmiyorum.Bence bu statler gereksiz olmuş.Fi tarihinde mimir de Ancient Demon Lord ların statleri verilmişti de vay be demiştik.d20 den sonra iyice cıvıdı bu iş.[hline]There is a void in my chest where I once had a heart, and from this emptiness springs all the sufferings in the Multiverse . . .
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  • 6 ay sonra ...
Artemis Entreri
Human male 11th-level thief/15th-level fighter
ARMOR CLASS: -2(-6)
MOVE: 12
HIT POINTS: 107
THAC0: 5
NO. OF ATTACKS: 5
ALIGNMENT: Lawful evil
STR 13
DEX 18
CON 15
INT 16
WIS 15
CHA 13
Thieving Abilities: PP 80%; OL 65%; F/RT 50%; MS 99%; HS 90%; DN 55%; CW 99%;
RL 20%; SU 75%.
Weapons of Proficiency: Specialized in the two-weapon style and has the ambidexterity proficiency.
Other proficiencies are short bow, light crossbow, dagger (thrown and wielded), rapier, sling, staff,
long sword, short sword; 2 open.
Nonweapon Proficiency: Blind-fighting, direction sense, disguise, endurance, rope use,
survival (northern wilderness and desert), tight rope walking, tracking; 1 open
Equipment: Standard adventuring gear, which in his case includes thieving tools, spare weapons and clothes, rope, and so on.
Magical Items: +4 Cloak of protection, +4 dagger, defender (life stealer), +2 ring of protection,
and a sword of wounding +1 (sometimes referred to as a saber).
Specials: No to hit penalties for using 2 weapons at once. This is attributed to near perfect eye-hand coordination.
Permanent infravision.[hline]
With each kill I grow wiser... with every added wisdom I grow stronger -Artemis Entreri

[Bu mesaj THARKAS tarafından 01 June 2003 23:12 tarihinde değiştirilmiştir]
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Matron Baenre
Drow Female level 25 priestess
Hit Points: 87
A.C.: 5
INT: 18
WIS: 19

Triel Baenre
Drow Female level 16 priestess
Hit Points: 98
A.C.: -3
WIS: 18
DEX: 17
CON: 16

Gromph Baenre
Drow Male level 20 mage
A.C.: -2
Hit Points: 39
INT: 19

Dantrag Baenre
Drow Male level 18 fighter
(no stats given)

Jarlaxle
Drow male 17th-level fighter
ARMOR CLASS: -6
MOVE: 12
HIT POINTS: 99
THAC0: 4
NO. OF ATTACKS: 9/2 or 5 (thrown daggers)
ALIGNMENT: Neutral evil
STR 14
DEX 20
CON 15
INT 18
WIS 15
CHA 18
Spell-like abilities: Dancing lights, darkness, detect magic, faerie fire, know alignment, levitate.
Weapons of Proficiency: Hand crossbow, dagger (melee and thrown), main-gauche (damage as dagger, but +1 to parry and disarm attempts),
rapier (1d6 + 1.1d8 + 1; specialized), long sword, short sword, two-weapon fighting style.
Nonweapon Proficiency: Dancing, direction sense, endurance, etiquette (drow), gaming, light fighting, riding: land-based,
rope use, set snares, singing, survival (Underdark), tracking.
Equipment: As the wealthy leader of the mercenary bard Bregan D'aerthe, he has access to all forms and types of drow items,
equipment, and weapons.
Magical Items: Rumored to be covered, head to toe, in potent magical items. The known (or suspected) items include
a necklace of missiles, drow boots, a cape of scintillating colors (as a robe of the same name), a hat of holding (treat
as smallest bag), a rapier of wounding (+1), a main-gauche of life-stealing continual light pebbles (in the pouch),
his eyepatch of fiery fear (which acts as both a wand of fire and a wand of fear). He also carries in a special bracer
five daggers of throwing +4. He always wears a ring of free action, ring of protection +3, bracers of defense AC 2 and a scarab of protection[hline]
With each kill I grow wiser... with every added wisdom I grow stronger -Artemis Entreri
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Bruenor
Dwarf male
13th-level fighter
AC: -3
Move: 12
Hit Points: 130
THAC0: 8
Number of attacks: 2
Alignment: Neutral good
STR 17
DEX 15
CON 19
INT 12
WIS 15
CHA 15
Weapons of Proficiency: battle-axe; dagger; heavy crossbow; footman's mace; morning star; short sword; war hammer; 1 open
Items:
mithril field plate armor +2
shield +1
notched axe +3 (treat as a hand axe if Bruenor wields it one-handed, and as a battle axe if he wields it two-handed).[hline]
With each kill I grow wiser... with every added wisdom I grow stronger -Artemis Entreri

[Bu mesaj THARKAS tarafından 01 June 2003 23:13 tarihinde değiştirilmiştir]
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Regis
Halfling male 7th-level thief
AC: 4
Move: 12
Hit Points: 35
THAC0: 17
Number of Attacks: 1
Alignment: Neutral
STR 10
DEX 17
CON 15
INT 13
WIS 15
CHA 15 (18 to halflings)
Weapons of Proficiency: footman's mace; dagger; short bow, flight arrow.
Thief Abilities:
Pick Pockets 50
Open Locks 50
Find Traps 55
Move Silently 60
Hide in Shadows 80
Detect Noise 35
Climb Walls 70
Items:
+2 luck stone
ruby pendant of beguiling (functions as a rod of beguiling)
mace +2 (gift from Bruenor)[hline]
With each kill I grow wiser... with every added wisdom I grow stronger -Artemis Entreri
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wulfgar
Human male 9th-level fighter (barbarian)
AC: 5
Move: 15
Hit Points: 87
THAC0: 12
Number of Attacks: 3/2
Alignment: Chaotic good
STR 19
DEX 16
CON 18
INT 15
WIS 14
CHA 15
Weapons of Proficiency: war hammer (thrown and wielded); long sword; two-handed sword; bastard sword; dagger; spear.
Items:
war hammer +5 (Aegis-Fang, a gift from Bruenor, does 2d4+2/2d4 points of damage plus modifiers for Wulfgar's Strength and the weapon's magical bonus applied). Wulfgar may hurl the weapon, and when he does it always reappears in his (and only his) hand whenever he wills it. The hammer was made specifically for Wulfgar; anyone else wields it as a war hammer +3, without the double damage and returning abilities.[hline]
With each kill I grow wiser... with every added wisdom I grow stronger -Artemis Entreri
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zaknafein
Drow male 24th-level fighter
ARMOR CLASS: -4
MOVE: 12
HIT POINTS: 178
THAC0: -3
NO. OF ATTACKS: 5
MAGIC RESISTANCE: 98%
SIZE: M
ALIGNMENT: Chaotic neutral
XP: 19,000
STR 15
DEX 19
CON 16
INT 15
WIS 15
CHA 14
Special Equipment: Drow chain mail +5, two long swords +5
Spell-like Abilities: Dancing lights, faerie fire, darkness, levitate, know alignment, detect magic.[hline]
With each kill I grow wiser... with every added wisdom I grow stronger -Artemis Entreri
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cattie brie
Human female 6th-level fighter
AC: 2
Move: 12
Hit Points: 42
THAC0: 15
Number of Attacks: 1
Alignment: Chaotic good
STR 12
DEX 16
CON 15
INT 14
WIS 16
CHA 17
Weapons of Proficiency: dagger; long bow (specialized); long sword; short sword.
Items:
longsword +4 (Kazea or Cutter, obtained from Dantrag Baenre, which is sentient and intelligent, ability to cut stone easily)
long bow +3(Tamauril The Heartseeker, found in Mithril Hall--has a quiver that never runs out of flight arrows +1)
dagger +1 (balanced to be thrown with a +3 bonus)[hline]
With each kill I grow wiser... with every added wisdom I grow stronger -Artemis Entreri
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guen bılmemne yanı drızztın panteri
AC: 4
Movement: 15
Hit Dice: 6+6 (or 45 Hit Points)
THACO: 13
Number of attacks: 3
Damage: 1d4 (x2) / 1d12, plus read claws rake for 2d4 (x2) if both front paws hit score hits.
Special Defense: never surprised.
Size: Medium (6' long)
Moral: Fanatic (18)
Alignment: Neutral
XP: 1400
Guenhwyvar can be summoned from the figurine 3 times per week, for a total of 24 hours altogether during the week. If she is slain while activated, she returns to the Astral Plane to heal and can be called forth later.[hline]
With each kill I grow wiser... with every added wisdom I grow stronger -Artemis Entreri
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Orcus
Kesinlikle en güçlü Archfiend diil. ama benim favorim.

Orcus, Demon Prince of the Undead
Large Outsider(CE)

HD:37d8+592(758 hp)
Init:+7
Spd:20ft/fly 40ft. (average)
AC:47
Attacks:Wand of Orcus (+6 Chaotic Unholly Greatclub) 57/52/47/42 Melee and Claw +45 melee and horns +45 melee and sting 1d3+7+ poison
SA:Poison, Spell-Like Abilities, Spells
SQ: DR 20/+7, Outsider, See invis. Summon Tanarr'ri, Summon Undead, Tanar'ri Traits
Saves:F+36, R+36, W+26
Abilties:Str 39, Dex25, Con43, Int29, Wis22, Cha21
Skills:Alchemy 46, Bluff 42, Concentracion 53, Diplomacy 40, Escape Artist 26, Forgery 27, Hide 24, Intimidate 46, Kn.(arcana) 41, (Religion) 41, (the Planes) 45, (Undead) 46, Listen 43, Move Silently 44, Spellcraft 46, Spot 43
Feats: Ambidexterity, Cleave, Craft Rod, Dark Speech, Improved Critical, Power Attack, Quicken Spell, Scribe Scroll, Spell Focus(necromancy), Weapon Focus (Great Club)

CR 28
Alignment:CE

Poison: Fort. DC 44. 1d6/2d6 str damage
Spell-Like Abilities: at will- Animate dead, Blasphemy, Charm person, Clutch of Orcus, Create Undead, Create Greater Undead, Deeper Darkness, Desecrate, Detect Good, Detect Law, Detect Toughts, Fear, Feeblemind, Greater dispelling, Lightning Bolt, Read Magic, Suggestion, Stop Heart, Telekinesis, Teleport without Error, Tongues, Unhallow, Unholly Aura, Unholly Blight, Wall of Fire; 1/day-Symbol (any), Shapechange, Time stop.
Caster Level 20th, DC 15+Spell Level.

Spells:Orcus 13. seviye bir necromancer gibi büyü yapabilir.
(5/8/7/7/7/6/4/3; DC 19+Spell Level, Necromancy için 21+ Spell level)

Outsider: Darkvision 60ft.
Summon tanar'ri:1/day otomatik olarak 1d6 vrock, 1d4 hezrou ya da 1 glabrezu ya da %80 şansla 1 nalfeshnee, marilith ya da balor
Summon Undead:1/day otomatik olarak 4d10 wight, 1d8 spectre ya da 1d3 vampire ya da morgh.
Tanar'ri: Telepathy 100ft. Immune to electricity & poison, Acid, cold, fire resistance 20

Yaklaşık 4,5 metre boyunda Muazzam bir demon. Kafası bir koçunkine çok benziyor ve ayakları da koçunki gibi çift tırnaklı. Yarasanınkine benzer kanatlargörünümü tamamlıyor. Aslında insanlar demonlar hakkında düşündüklerinde akıllarına bir gün biryerlderde gördükleri Orcusun görüntüsü yansır.

Orcus herzaman Wandı ile birlikte anılır. Güçlü ve Kötücül bir artifacttir bu. Bu wand -aslında rod- siyah demirden ve obsidiandan yapılmıştır ve tepesindeki kara kafatası aynı zamanda demonprince in sembolüdür.

Wand of Orcus: +6 Unlolly Chaotic Greatclub. Eğer outsider olmayan birisi ya da 15HD dan az bir outsidera wandla vurulursa, bu yaratık derhal ölür (fort. save DC 25). Orcusun iradesinin dışında Wande dokunanlar için de aynı şey geçerlidir.

Wand ayrıca taşıyana +5 AC bonusu sağlar. son olarak taşıyıcı şu güçleri günde bir kere kullanabilir:Abyssal Might, Bodak Birth, Call Nightmare, Clutch of Orcus(save DC 18), Summon Monster VII, Wrack(save DC 18), wretched Blight(15d8 damage, Save DC 23)

Kaynak: Book of Vile Darkness

[hline]Endure. In enduring, grow strong...

[Bu mesaj Grudge tarafından 02 June 2003 01:01 tarihinde değiştirilmiştir]
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Undead dediğin mükemmel bişi zaten genel olarak .. :)

Bu arada Book of Vile Darkness hakkaten "For Mature Audiences Only" kapağında yazdığı gibi, gayet mature olmama rağmen tok karnına bir okuyayım dedim, midem ağzıma geldi .. [hline]"Only then They shall return, for That is Not Dead, which can Eternal Lie, yet with Strange Aeons, Even Death may Die.."

Arab, Abdul Alhazred;
Necronomicon
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  • Genel Yönetici
Drizzt Do’Urden

Male drow Ftr10/Bbn1/Rgr5 of Mielikki: CR 17; Medium-size humanoid (elf); HD 10d10+20 plus 1d12+2 plus 5d10+10; hp 124; Init +9; Spd 40 ft.; AC 23 (touch 14, flat-footed 19); Atk +17/+12/+7/+2 melee (1d6+6 plus 1d6 cold/18–20, +3 frost scimitar), +16/+11 melee (1d6+4/18–20, +2 defending scimitar); SQ Drow traits, favored enemy (goblins +2, magical beasts +1), light blindness, rage, spell-like abilities; SR 27; AL CG; SV Fort +15, Ref +9, Will +7; Str 13, Dex 20, Con 15, Int 17, Wis 17, Cha 14. Height 5 ft. 4 in.

Skills and Feats: Climb +8, Handle Animal +9, Hide +13, Intuit Direction +5, Jump +8, Knowledge (nature) +5, Listen +20, Move Silently +15, Ride (horse) +7, Search +13, Spot +15, Use Rope +7, Wilderness Lore +8; Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Quick Draw, Track, Twin Sword Style, Two-Weapon Fighting, Weapon Focus (scimitar), Weapon Specialization (scimitar).

Special Qualities: Drow Traits (Ex): +2 racial bonus on Will saves against spells and spell-like abilities, darkvision 120 ft. Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they suffer a –1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light. Rage (Ex): During his rage, Drizzt has the following statistics instead of those given above: hp 156; AC 21 (touch 12, flat-footed 17); Atk +19/+14/+9/+4 melee (1d6+8 plus 1d6 cold/18–20, +3 frost brand scimitar) and +18/+13 melee (1d6+5/18–20, +2 defender scimitar); SV Fort +17, Will +9; Str 17, Con 19. Skills: Climb +10, Jump +10. The rage lasts 7 rounds, after which Drizzt is fatigued. He can rage once per day.

Spell-Like Abilities: 1/day—dancing lights, darkness, faerie fire. These abilities are as the spells cast by a 16th-level sorcerer.

Spells Prepared (1; base DC = 14): 1—detect animals or plants.

Possessions: +4 mithral chainmail, Icingdeath (+3 frost scimitar), Twinkle (+2 defending scimitar), figurine of wondrous power: onyx panther (name Guenhwyvar; see below)

Onyx Panther: This magical figurine summons the black panther Guenhwyvar, a friend and loyal companion to Drizzt. She can be summoned every other day for a period of 6 hours. If slain, she reverts to her figurine form and cannot be summoned for 48 hours. Guen understands Common and Undercommon, and has the following statistics:

Guenhwyvar: Female panther; CR 5; Medium-size animal; HD 6d8+12; hp 39; Init +4; Spd 40 ft., climb 20 ft.; AC 15 (touch 14, flat-footed 11); Atk +8 melee (1d6+3, bite), +6 melee (1d3+1, 2 claws); SA Pounce, improved grab, rake 1d3+1; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +9, Will +3; Str 16, Dex 19, Con 15, Int 6, Wis 12, Cha 8.

Skills and Feats: Balance +12, Climb +11, Hide +9*, Listen +6, Move Silently +12, Spot +6; Multiattack, Weapon Finesse (bite), Weapon Finesse (claw). Includes +4 racial bonus on Hide and Move Silently checks, +8 racial bonus on Balance checks. *In areas of tall grass or heavy undergrowth, her Hide bonus improves to +8.

Despite his increasing fame (or infamy) across the Sword Coast North as a drow who dwells on the surface, is deadly in battle, fights with great agility and two enchanted scimitars, and can call on an onyx panther figurine of wondrous power to bring a battle companion to his side, Drizzt Do’Urden remains an enigma.

He worships Mielikki and makes war on the cruel city of his birth (Menzoberranzan), his fellow drow, and all who serve Lolth. He counts as friends human warriors of the North (Wulfgar and Cattie-brie) and the dwarf Bruenor Battlehammer, whom he helped to regain the rulership of Mithral Hall. He has slain dragons and drow matron mothers. He defied fiends (Errtu) and powers (Lolth), battled perhaps the most deadly assassin currently active in Faerûn (Artemis Entreri), and sought to forge his own life on the surface.

Thoughtful and sensitive to others, Drizzt holds himself to the highest ideals but does not expect the same of others. Ever alert for treachery and danger, he speaks little but is apt to be polite (if terse) in his dealings. A perfectionist who yearns to be accepted into places and groups and to make friends widely, Drizzt is haunted by the danger he brings to those he befriends thanks to the scrutiny of Lolth and his other foes (notably Errtu and Entreri). Those he meets see his manner as grim.

Early in his surface travels, Alustriel welcomed him as warmly and personally as she does all in need, but dared not let him openly into Silverymoon at that time. His deeds have, very slowly, made Drizzt Do’Urden more welcome in the Sword Coast North.
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  • Genel Yönetici
Elminster

Elminster
Illustration by Sam Wood
Male human (Chosen of Mystra) Ftr1/Rog2/Clr3/Wiz20/ Acm5/Epic4: CR 45; Medium-size humanoid (human); HD 1d10 plus 2d6 plus 3d8 plus 14d4 plus 140; hp 219; Init +10; Spd 30 ft.; AC 29 (touch 17, flat-footed 25); Atk +17/+12/+7 melee (1d8+6/19-20, +5 thundering longsword) or +15/+10/+5 ranged touch (by spell); SA Sneak attack +1d6, turn undead 6/day; SQ Archmage high arcana, Chosen immunities, Chosen spell-like abilities, detect magic, enhanced Constitution, enhanced Intelligence, epic-level benefits, evasion, silver fire; SR 21; AL CG; SV Fort +17, Ref +13, Will +17; Str 13, Dex 18, Con 24, Int 24, Wis 18, Cha 17. Height 6 ft. 2 in.

Skills and Feats: Alchemy +27, Balance +6, Climb +5, Concentration +34, Decipher Script +9, Diplomacy +6, Handle Animal +7, Heal +8, Hide +8, Intimidate +11, Intuit Direction +6, Jump +5, Knowledge (arcana) +27, Knowledge (geography) +22, Knowledge (history) +17, Knowledge (local) +17, Knowledge (nature) +17, Knowledge (nobility) +17, Knowledge (the planes) +22, Knowledge (religion) +12, Listen +13, Move Silently +8, Open Lock +6, Perform (dance) +6, Ride +8, Scry +27, Search +9, Sense Motive +11, Spellcraft +29, Spot +14, Swim +5, Tumble +5; Blooded, Craft Staff, Craft Wondrous Item, Expertise, Forge Ring, Heighten Spell, Improved Initiative, Luck of Heroes, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Enchantment), Spell Focus (Evocation), Spell Penetration, Twin Spell.

Special Qualities: Archmage High Arcana: Arcane reach, mastery of counterspelling, mastery of elements, spell power +4 (total). Chosen Immunities: Elminster is completely unaffected by attacks that duplicate these effects: detect thoughts, disintegrate, Evard's black tentacles, feeblemind, finger of death, fireball, magic missile, sunburst, time stop. Chosen Spell-like Abilities (all 1/day): dispel magic, lesser ironguard, see invisibility, shapechange, Simbul's synostodweomer (converts prepared spells into 2 points of healing per spell level), spider climb, teleport without error, thunderlance, true seeing. Detect Magic (Su): Line of sight. Enhanced Constitution: The Chosen of Mystra template adds +10 to Elminster's Constitution. Enhanced Intelligence: Elminster used wish spells to increase his Intelligence. His Intelligence score has a +4 inherent bonus included in its value. Epic-Level Benefits: Bonus spell level x4 (included in the listing below), six effective levels of wizard and five of archmage (included in above total). Silver Fire (Su): See Chapter 2 for details.

Cleric Spells per Day: 4/4/3. Base DC = 14 + spell level, 16 + spell level for evocation and enchantment spells. Domains: Magic (use spell trigger or spell completion devices as a 26th-level wizard), Spell (+2 bonus on Concentration and Spellcraft checks). Caster level 3rd.

Wizard Spells per Day: 4/6/6/6/5/4/5/3/3/3/1/1/1/1. Base DC = 21 + spell level, 23 + spell level for evocation and enchantment spells. Caster level 25th.

Signature Possessions: Ring of protection +3, amulet of natural armor +5, bracers of armor +7, ring of regeneration, mantle of spell resistance, +5 thundering longsword, Elminster's eversmoking pipe. As a very powerful wizard, Elminster has access to incredible resources and can acquire or make almost any nonartifact item he might need, given time.

Like his onetime apprentice Vangerdahast, this ancient wizard is finally starting to seem truly old, prone to long reveries in which he sees again people and places now long vanished. The strongest of Mystra's Chosen rarely moves directly against his foes, preferring to work through younger and more vigorous heroes.

The Sage of Shadowdale for years confounded the Zhentarim, the Red Wizards of Thay, and a hundred rival mages while at the same time training and rearing a long succession of apprentices who all became superb spellcasters in their own right. Before that he foiled renegade Chosen, helped found the Harpers, and raised several of the Seven Sisters. During the Time of Troubles, he saved Toril by holding Mystra's power inside himself, surviving by his wits and the aid of the ranger Sharantyr rather than by his magic. He's also a passable fighter and thief and a superb dancer.

Elminster is a consummate actor and delights in acts of whimsy, helping the needy and lovelorn, and dispensing poetic justice to those who deserve it. He has a heart of gold, a deep need to bring tyrannical, pompous, and cruel persons low, and a crotchety, "Don't push me" manner. After knowing the love of the goddess Mystra, nothing awes him or leaves him much afraid.
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baştakiler 2nd a gore o kotu..
bu arada şey eklenmemiş orda
jarlaxle ın dagger +4 lerinin eline geri donmesi özelliği war aegis-fang gibi..aslında eline diil de yerlerine işte...[hline][i]Güçlü ve şanslı olanlar genellikle yalnız olanlardır... -Xar

[Bu mesaj Sly-One tarafından 04 June 2003 17:34 tarihinde değiştirilmiştir]
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