Dragonlance NPC Characters

Post/Author/DateTimePost
#1

green_giant_02

Jun 29, 2004 1:19:55
Here are some character requests. DL is not my strong suit like FR, so please forgive any mistakes. Enjoy.


Fistandantilus: Male Human Demilich Wiz21/Wizard of High Sorcery 10/Acm5; CR 44; Diminutive Undead; HD 36d12; hp 234; Init +2; Spd fly 180 ft. (perfect); AC 57 (touch 52, flat-footed 55); Base Atk +17; Grp +40; Atk +56 melee (10d6+20, touch); Full Atk +56/+51 melee (10d6+20, touch); Face/Reach 1 ft./0 ft.; SA Touch attack, paralyzing touch, fear aura, frightful presence, paralyzing gaze, trap the soul; SQ Turning resistance +20, DR 30/-, undead traits, demilich immunities, magic immunity, phylactery transference, acid, fire, and sonic resistance 20, moon magic, tower resources, arcane research, Secrets of the Black Robes, Archmage high arcana; AL NE; SV Fort +15, Ref +17, Will +33; Str 9, Dex 15, Con -, Int 36, Wis 29, Cha 28
Skills and Feats: Appraise +23 (+25 with alchemical items, written works, and gems), Bluff +19, Concentration +48 (+52 when casting defensively), Craft (alchemy) +38, Craft (calligraphy) +18, Craft (gemcutting) +23, Decipher Script +28, Hide +34, Intimidate +25, Knowledge (arcana) +57, Knowledge (architecture and engineering) +28, Knowledge (dungeoneering) +28, Knowledge (geography) +28, Knowledge (history) +38, Knowledge (local) +38, Knowledge (nature) +28, Knowledge (nobility and royalty) +28, Knowledge (the planes) +43, Listen +29, Move Silently +22, Profession (scribe) +19, Search +41 (+43 with secret or hidden doors), Sense Motive +29, Speak Language (common, ergothian, abyssal, draconic, dwarven, elven, giant, goblin, infernal, kalinese, kolshet, nerakese, nestari, nordmaarian, solamnic), Spellcraft +64, Spot +29; Automatic Quicken Spell, Blinding Speed, Combat Casting, Craft Rod, Craft Staff, Craft Wondrous Item, Enhance Spell, Forge Ring, Improved Metamagic, Improved Spell Capacity x2, Maximize Spell, Multispell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (necromancy), Still Spell, Spell Penetration, Tenacious Magic
Special Qualities: Touch attack, paralyzing touch (DC 54), fear aura (DC 33), trap the soul (DC 54), undead traits, demilich immunities (immunity to cold, electricity, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), perfect automatic still spell, spell-like abilities (as 36th level caster; DC 54) at will – alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispelling, harm, summon monster I-IX, telekinesis, weird; 2/day – greater planar ally, magic immunity, phylactery transference. Moon magic, tower resources, arcane research +5, Secrets of the Black Robes (magic of betrayal 5/day, magic of darkness 5/day, magic of fear, magic of hunger, magic of pain [DC 19 + spell level] 5/day). Archmage high arcana (arcane fire [600 ft., 5d6 plus 1d6 per spell level sacrificed], arcane reach, mastery of elements, mastery of shaping, spell power +1).
Wizard Spells Prepared (4/8/7/7/7/6/5/5/5/5/3/3; base DC = 23 + spell level; DC 24 + spell level with enchantment and necromancy spells; caster level 36th).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown




Yarus: Male Human Clr15/Dis5/Hie3 of Paladine; CR 23; Medium-size Outsider (Good, Law, Native); HD 23d8; hp 95; Init +2; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +13; Grp +15; Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, divine emissary, sacred defense, imbue with spell ability, transcedence, Hierophant abilities, enhanced Wisdom; AL LG; SV Fort +16, Ref +9, Will +24; Str 15, Dex 14, Con 10, Int 17, Wis 26, Cha 13
Skills and Feats: Concentration +23, Diplomacy +21, Heal +26, Knowledge (arcana) +13, Knowledge (history) +13, Knowledge (nature) +8, Knowledge (religion) +29, Knowledge (the planes) +18, Speak Language (common), Spellcraft +31, Survival +8 (+10 aboveground and other planes); Brew Potion, Consecrate Spell, Divine Cleansing, Empower Spell, Extra Turning, Sacred Healing, Sacred Vow, Scribe Scroll, True Believer
Special Qualities: Aura of good (aura equals cleric level), turn undead as 15th-level cleric (+4 to turning checks) 8/day. Divine emissary, sacred defense +2, imbue with spell ability, transcedence (outsider traits, darkvision 60 ft.). Hierophant abilities (divine reach, mastery of energy, spell power +1).
Cleric Spells Prepared (6/7+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1/4+1; base DC = 18 + spell level; caster level 20th).
*Domain spell. Deity: Paladine. Domains: Good (cast good spells at +1 caster level), Protection (1/day, protective ward, touched subject gains +15 resistant bonus on next saving throw, maximum duration 1 hour), Sun (1/day, greater turning).
Possessions: Medallion of faith
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown




Kingpriest of Istar: Male Human Clr20/Righteous Zealot 10 of Paladine; CR 30; Medium-size Humanoid; HD 20d8-20 plus 10d6-10; hp 101; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +18; Grp +18; Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, oration, righteous indignation, resist enchantment, gather followers, martyr’s luck; AL LG; SV Fort +15, Ref +14, Will +24; Str 11, Dex 16, Con 8, Int 14, Wis 20, Cha 23
Skills and Feats: Bluff +20, Concentration +19, Diplomacy +57 (+59 with good creatures), Gather Information +20, Heal +10, Intimidate +10, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (religion) +22, Knowledge (the planes) +17, Perform (oratory) +25, Sense Motive +15 (+17 with good creatures), Speak Language (common, ergothian, celestial, solamnic), Spellcraft +24; Craft Rod, Epic Reputation, Epic Skill Focus (Diplomacy), Holy Radiance, Intuitive Attack, Leadership, Maximize Spell, Nimbus of Light, Purify Spell, Skill Focus (Diplomacy), Spell Focus (law), Toughness
Special Qualities: Aura of good (aura equals cleric level), turn undead as 20th-level cleric (+2 to turning checks) 9/day. Oration (enthralling discourse, compelling argument, condemning tirade, verbal obfuscation, inflammatory oratory), righteous indignation 3/day, resist enchantment +5, gather followers +3, martyr’s luck 7/day.
Cleric Spells Prepared (6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/4+1/4+1; base DC = 15 + spell level; DC 16 + spell level with law spells; caster level 20th).
*Domain spell. Deity: Paladine. Domains: Law (cast law spells at +1 caster level), Protection (1/day, protective ward, touched subject gains +20 resistant bonus on next saving throw, maximum duration 1 hour).
Possessions: Medallion of faith, Miceram
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
#2

quentingeorge

Jun 29, 2004 1:53:41
Nice, but I'd shave off some of Ariakas' cleric levels and pile on Wizard/WOHS.

Then he'd be a Fighter/Cleric/Legendary Tactician/Dragonrider/Warpriest/Wizard/WOHS and fufill the varied RPG/novel descriptions.

#3

jonesy

Jun 29, 2004 2:44:26
Originally posted by QuentinGeorge
Nice, but I'd shave off some of Ariakas' cleric levels and pile on Wizard/WOHS.

Then he'd be a Fighter/Cleric/Legendary Tactician/Dragonrider/Warpriest/Wizard/WOHS and fufill the varied RPG/novel descriptions.


You'll need to add a little Blackguard and Monk as well. :D
#4

green_giant_02

Jan 26, 2005 20:52:54
Q: Someone requested from me to post 3.5E stats of Huma Dragonbane along with other DL NPCs. When I asked him for more info, his reply gave me a Huma with 18 levels as a Crown Knight (don't know which source he used). What I'm wondering is whether this is correct? I have the Dragonlance Adventures hardcover (1E) and the Dungeon adventure Anvil of Time (3E) and both list Huma as an 8th level character. I know Huma couldn't have been that powerful but at that same time he needed to have a high BAB to be able to hit Takhisis.
#5

Dragonhelm

Jan 26, 2005 21:03:47
Q: Someone requested from me to post 3.5E stats of Huma Dragonbane along with other DL NPCs. When I asked him for more info, his reply gave me a Huma with 18 levels as a Crown Knight (don't know which source he used). What I'm wondering is whether this is correct? I have the Dragonlance Adventures hardcover (1E) and the Dungeon adventure Anvil of Time (3E) and both list Huma as an 8th level character. I know Huma couldn't have been that powerful but at that same time he needed to have a high BAB to be able to hit Takhisis.

By no means was Huma 18th level. His legendary status was from his deeds, not his character levels.

I think Anvil of Time has him around 9th or 10th level. I'd say around 8th-10th level would work.

BTW, we have a characters section on the Nexus (link in sig). Feel free to submit those when you have finalized versions.
#6

green_giant_02

Jan 27, 2005 22:24:24
Another Q that came up on Huma. I once read the novel on Huma (found it ok but kinda wished they had left him as a legend) and what I can't remember is whether Huma wielded a sword and shield. I'm asking this because the Anvil of Time adventure has him listed as using a greatsword yet there is the Shield of Huma which he would not be able to use with the greatsword unless he only used it in combination with the dragonlance when he was riding Heart.
#7

Dragonhelm

Jan 27, 2005 23:27:12
Legend of Huma has him wielding a broadsword.
#8

cam_banks

Jan 27, 2005 23:32:10
Legend of Huma has him wielding a broadsword.

AKA in 3.5, a longsword.

Cheers,
Cam
#9

daedavias_dup

Jan 27, 2005 23:38:29
Another solution to the problem would be making his sword a bastard sword. It is what they did to explain Sturm using a greatsword one-handed.
#10

Dragonhelm

Jan 27, 2005 23:44:17
Another solution to the problem would be making his sword a bastard sword. It is what they did to explain Sturm using a greatsword one-handed.

Really, a broadsword is smaller than a bastard sword. As Cam mentions, the longsword is the best comparison since 3.5 doesn't have a broadsword.

The broadsword is a bit wider with a double-edged blade, whereas a longsword proper has a single-edged blade. Broadswords are used more for slashing than for thrusting.

Here's a couple of examples of a broadsword:

Broadsword Pic

Highlander sword (not the samurai)

I think the first one works well for Huma.
#11

daedavias_dup

Jan 27, 2005 23:51:03
I'll go for that. My own sword is a broadsword. I was more going off of the game terms, with the greatsword being used in Anvil, but he had a shield. This reminded me of the Sturm dilemna.
#12

cam_banks

Jan 28, 2005 0:01:37
The broadsword is a bit wider with a double-edged blade, whereas a longsword proper has a single-edged blade. Broadswords are used more for slashing than for thrusting.

There really isn't a weapon called a longsword in real life, at least not by the people who used them. Vikings and Romans had long swords, but they gave them names. It's a descriptive term and includes broadswords. They're as likely to have 2 edges as one.

Cheers,
Cam
#13

frostdawn

Jan 28, 2005 12:15:04
Really, a broadsword is smaller than a bastard sword. As Cam mentions, the longsword is the best comparison since 3.5 doesn't have a broadsword.

The broadsword is a bit wider with a double-edged blade, whereas a longsword proper has a single-edged blade. Broadswords are used more for slashing than for thrusting.

Here's a couple of examples of a broadsword:

Broadsword Pic

Highlander sword (not the samurai)

I think the first one works well for Huma.

Broadswords are actually very well adapted for thrusting (piercing). Indicative especially in the pic you mentioned since it has a blood channel down the length of most of the blade to the hilt. If my history of blades is correct, that feature made it easier to draw a weapon back out of a slain enemy once impaled.

Vikings and Medieval Europe used 'longswords', but as Cam said, they typically went by different names depending on the culture. I thought Romans typically used the Gladius though (more a short sword)- though I could be wrong. I collect swords as one of my hobbies, and used to participate in medieval historical groups in College a number of years ago.
#14

cam_banks

Jan 28, 2005 12:26:04
Vikings and Medieval Europe used 'longswords', but as Cam said, they typically went by different names depending on the culture. I thought Romans typically used the Gladius though (more a short sword)- though I could be wrong. I collect swords as one of my hobbies, and used to participate in medieval historical groups in College a number of years ago.

The Roman cavalry sword, or spatha, was over 2 feet long and was probably the ancestor of the arming sword, the simple one-handed sword used by knights until the evolution of the bastard ("hand-and-a-half") sword and great sword in the 14th centuries. In fact, the D&D longsword is equivalent to the spatha or the arming sword, and the D&D bastard sword is what many military historians refer to when they use the word long-sword. Most of these terms are created centuries after they're actually used, which makes it hard to tell them apart (especially when the same words are used for entirely different things).

Cheers,
Cam
#15

frostdawn

Jan 28, 2005 12:51:45
The Roman cavalry sword, or spatha, was over 2 feet long and was probably the ancestor of the arming sword, the simple one-handed sword used by knights until the evolution of the bastard ("hand-and-a-half") sword and great sword in the 14th centuries. In fact, the D&D longsword is equivalent to the spatha or the arming sword, and the D&D bastard sword is what many military historians refer to when they use the word long-sword. Most of these terms are created centuries after they're actually used, which makes it hard to tell them apart (especially when the same words are used for entirely different things).

Cheers,
Cam

Ahh, gotcha. The Spatha was the evolution of the Gladius (much longer- size does matter ) Forgot about that. Whenever I think of Roman weaponry, I just always think of the Gladius for some reason. Guess it's the influence of all the movies over the years. :D
There's also the falcata, which was a one-sided blade...
#16

zombiegleemax

Jan 28, 2005 13:16:46
Looks a bit overpowered. I mean, Ariakus tougher than Fistandantilus?
#17

brimstone

Jan 28, 2005 15:07:07
"War Sword" is another common name for the long sword. Although in my experience, the "war sword" is really what D&Ders refer to as a bastard sword. THe blad is usually about 3 feet long, it can be weilded with one hand, but it'll get heavy...but the handle is long enough to be used with two hands. However, it doesn't have the super long hilt like a claymore (which is used to get more leverage and power in the swing because of the extremly long blade).

Really...as far as D&D goes...I think the broadsword is closer to the short sword than the longsword. If someone wanted a broadsword, I'd make it the same size a short sword (maybe a little heavier) and change it's type from Piercing to Slashing. (or hacking...whatever it is)
#18

Dragonhelm

Jan 28, 2005 16:04:37
Really...as far as D&D goes...I think the broadsword is closer to the short sword than the longsword. If someone wanted a broadsword, I'd make it the same size a short sword (maybe a little heavier) and change it's type from Piercing to Slashing. (or hacking...whatever it is)

What I had above mostly came from the AD&D PHB. In there at least, the broadsword is listed as having 2d4 damage - just a hair off of the longsword. The pics I've seen in the 2e Arms and equipment guide have it at about that same size.

I guess it's one of those things where a name can mean 10 different things. *shrugs*
#19

frostdawn

Jan 28, 2005 17:28:00
Some other larger blade names are great sword, claymore, bastard sword (hand and a half), flamberge, etc. The Flamberge was alot like a claymore, but approximately 2/3 of the blade was typically the style of a Kriss.
Then of course, there's the DL, Minotaur clabbord sword.
#20

green_giant_02

Jan 28, 2005 18:32:25
Just removed the stats on Ariakus and the mortal Fistandantilus since they've been given full stats in other DL sourcebooks. Here's what I ended up with Huma. Enjoy.


Huma Dragonbane: Male Human Ftr7/Crown Knight 2; CR 9; Medium Humanoid (Human); HD 9d10+18; hp 72; Init +4; Spd 20 ft.; AC 23 (touch 10, flat-footed 23); Base Atk +9; Grp +14; Atk +16 melee (1d8+5/17-20, masterwork longsword) or +18 melee (1d8+11/x3, greater dragonlance); Full Atk +16/+11 melee (1d8+5/17-20, masterwork longsword) or +18/+13 (1d8+11/x3, greater dragonlance); Face/Reach 5 ft./5 ft.; SQ Strength of honor, knightly courage, heroic iniative +1; AL LG; SV Fort +10, Ref +5, Will +4; Str 20, Dex 16, Con 15, Int 8, Wis 14, Cha 13
Skills and Feats: Climb +0, Diplomacy +3, Handle Animal +3, Jump +0, Knowledge (religion) +1, Ride (horse) +8, Ride (dragon) +6, Speak Language (common, solamnic), Swim -6; Combat Reflexes, Honorbound, Improved Critical (longsword), Leadership, Mounted Combat, Power Attack, Resist Dragonfear, Weapon Focus (longsword), Weapon Specialization (longsword).
Special Qualities: Strength of honor 1/day, knightly courage, heroic iniative +1.
Possessions: Solamnic armor, Shield of Huma, masterwork longsword, greater dragonlance.
Height: Unknown, Weight: Unknown, Hair: Chestnut brown, Eyes: Deep brown
Note: Skills included modifiers from armor and shield as well as stats. Used +1 half-plate for Solamnic armor.

Sources: Dragonlance Adventures (1E), Legend of Huma (novel), PHB 3.5, DMG 3.5, Dragonlance Campaign Setting 3.5E, and Dungeon #86.
#21

Dragonhelm

Jan 28, 2005 19:21:49
Huma's dragonlance has stats in Age of Mortals. You might want to check up on that.
#22

green_giant_02

Jan 28, 2005 19:30:11
Huma's dragonlance has stats in Age of Mortals. You might want to check up on that.

Didn't know about that. Is it an epic item because it seems it would be the only way for him to lance Takhisis.
#23

cam_banks

Jan 28, 2005 19:54:35
Huma's dragonlance has stats in Age of Mortals. You might want to check up on that.

Actually, it's in Key of Destiny. It's pretty powerful!

Cheers,
Cam
#24

green_giant_02

Jan 29, 2005 0:25:20
Here is the former Head of the Conclave. Enjoy.


Par-Salian: Male Human Div5/Wizard of High Sorcery 10/Lor5; CR 20; Medium Humanoid (Human); HD 20d4-9 plus 6; hp 48; Init +1; Spd 30 ft.; AC 22 (touch 17, flat-footed 21); Base Atk +9; Grp +7; Atk +8 melee (1d4-1/19-20, +1 dagger); Full Atk +8/+3 melee (1d4-1/19-20, +1 dagger); Face/Reach 5 ft./5 ft.; SQ Enhanced specialization, moon magic, tower resources, arcane research, Secrets of the White Robes, lore, secrets, bonus language; AL LG; SV Fort +8, Ref +10, Will +22; Str 7, Dex 13, Con 9, Int 31, Wis 16, Cha 15
Skills and Feats: Concentration +22 (+26 when casting defensively), Craft (alchemy) +20, Decipher Script +20 (+22 with scrolls), Intimidate +6, Knowledge (arcana) +36, Knowledge (architecture and engineering) +20, Knowledge (dungeoneering) +20, Knowledge (geography) +20, Knowledge (history) +25, Knowledge (local) +25, Knowledge (nature) +20, Knowledge (nobility and royalty) +20, Knowledge (religion) +20, Knowledge (the planes) +20, Sense Motive +7, Speak Language (common, ergot, draconic, dwarven, elven, gnome, kenderspeak, kharolian, solamnic), Spellcraft +35 (+37 with scrolls); Arcane Mastery{B}, Combat Casting, Craft Staff, Craft Wondrous Item, Heighten Spell{B}, Improved Counterspell{B}, Mind Over Body, Quicken Spell, Sanctum Spell, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus (divination)
Special Qualities: Enhanced specialization, moon magic, tower resources, arcane research +5, Secrets of the White Robes (magic of defense 5/day, magic of radiance 5/day, magic of resistance +5, magic of sustenance +5, magic of truth 5/day). Lore +17, secrets (instant mastery [Sense Motive], secret health, applicable knowledge), bonus language (magius).
Wizard Spells Prepared (5/8/8/7/7/7/7/6/6/6; base DC = 20 + spell level; DC 21 + spell level with divination spells; prohibited schools – illusion and necromancy; caster level 20th).
Possessions: +1 dagger, amulet of health +4, headband of intellect +6, robe of the archmagi (white), ring of protection +5, scroll: antimagic field, scroll: magic circle against evil and wall of fire, scroll: Rary’s telepathic bond, staff of divination (25 charges). As Head of the Conclave and Master of the Tower of Wayreth, Par-Salian has access to other incredible resources.
Height: Unknown, Weight: Unknown, Hair: White, Eyes: Blue
Note: Par-Salian has the penalties and benefits associated with venerable age.
Sources: Dragonlance Adventures (1E), PHB 3.5, DMG 3.5, Dragonlance Campaign Setting (3.5E), Player’s Guide to Faerun (3.5E), and Complete Arcane (3.5E).
#25

zombiegleemax

Jan 29, 2005 3:23:47
Huma.

Str 20, Dex 16, Con 15, Int 8, Wis 14, Cha 13

The rest of his stats look fine but Str seems unnaturally high (Huma wasn't portrayed as inhumanely strong in the novel) and Int a bit low. He might not have been one of the great thinkers but he was better than 8 surely?
#26

Dragonhelm

Jan 29, 2005 8:22:42
Actually, it's in Key of Destiny. It's pretty powerful!

Whoops! Sorry about that. Age of Mortals has the Abyssal Lances. :embarrass
#27

green_giant_02

Jan 29, 2005 14:56:00
Here is a DL dwarven hero. Enjoy.


Kharas: Male Mountain Dwarf Ftr10/Def4; CR 14; Medium Humanoid (Dwarf); HD 10d10+40 plus 4d12+16 plus 3; hp 144; Init +4; Spd 20 ft.; AC 30 (touch 14, flat-footed 29); Base Atk +14; Grp +20; Atk +23 melee (1d8+10/x3, Hammer of Kharas) or +17 ranged (1d10+1/19-20, +1 heavy crossbow); Full Atk +23/+18/+13 melee (1d8+10/x3, Hammer of Kharas) or +17 ranged (1d10+1/19-20, +1 heavy crossbow); Face/Reach 5 ft./5 ft.; SQ Dwarf traits, AC bonus +2, defensive stance 2/day, uncanny dodge, trap sense +1; AL LG; SV Fort +22, Ref +10, Will +15; Str 23, Dex 14, Con 18, Int 12, Wis 17, Cha 10
Skills and Feats: Climb +5, Craft (armorsmithing) +11, Craft (weaponsmithing) +11, Intimidate +5, Jump +5, Listen +7, Ride (pony) +7, Sense Motive +5, Speak Language (dwarven, common, hammertalk), Spot +7, Swim -1; Battle Hardened, Cleave, Dodge, Endurance, Great Cleave, Great Fortitude{B}, Honor-bound, Improved Sunder, Power Attack, Toughness, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Special Qualities: Dwarven Traits: 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against goblinoids; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. AC bonus +2, defensive stance 2/day, uncanny dodge, trap sense +1.
Defensive Stance: During his defensive stance, Kharas has the following statistics instead of those given above: hp 172; AC 34 (touch 18, flat-footed 33); Atk +24 melee (1d8+11/x3, Hammer of Kharas); Full Atk +24/+19/+14 melee (1d8+11/x3, Hammer of Kharas); SV Fort +24; Str 25, Con 22. The defensive stance lasts for 9 rounds, after which Kharas is winded (-2 penalty to Str).
Possessions: +2 dwarvencraft full plate, +2 dwarvencraft heavy steel shield, Hammer of Kharas, +1 heavy crossbow, 10 bolts, 5 alchemical silver, 5 adamantine, 5 cold iron, amulet of natural armor +2, belt of endurance, cloak of resistance +2, gauntlets of ogre power, potion of heroism, potion of cure serious wounds, ring of protection +1. 2,696 gp
Height: Unknown, Weight: Unknown, Hair: Dark, Eyes: Unknown
Note: Skills modified by armor and shield as well as racial bonus to Craft with stone or metal and stats.
Sources: Dragonlance Adventures (1E), PHB 3.5, DMG 3.5, Dragonlance Campaign Setting (3.5E), Races of Stone (3.5E), and Arms and Equipment Guide (3E).
#28

green_giant_02

Jan 30, 2005 13:02:13
Have any of these DL NPCs been given 3E stats: Galan Dracos the Renegade Mage, Kaz the Minotaur, Crysania the High Cleric, and Justarius the Head of the Red Robes?
#29

cam_banks

Jan 30, 2005 14:18:43
Have any of these DL NPCs been given 3E stats: Galan Dracos the Renegade Mage, Kaz the Minotaur, Crysania the High Cleric, and Justarius the Head of the Red Robes?

Not yet. The Legends sourcebook comes out later this year.

Cheers,
Cam
#30

Dragonhelm

Jan 30, 2005 17:46:42
There are unofficial stats for Kaz in the Tobril (www.tobrilmagazine.com). Otherwise, I know of no other fan stats for these characters.
#31

zombiegleemax

Jan 30, 2005 21:28:04
Not yet. The Legends sourcebook comes out later this year.

Cheers,
Cam

Speaking of Huma's Dragonalnce, when *IS* the Legends book supposed to come out? Not that that has *ANYTHING* to do with Huma's Lance...
#32

Dragonhelm

Jan 30, 2005 22:29:26
Speaking of Huma's Dragonalnce, when *IS* the Legends book supposed to come out? Not that that has *ANYTHING* to do with Huma's Lance...

I would guess that advanced copies would be at GenCon this year, with books hitting shelves around September.
#33

zombiegleemax

Feb 01, 2005 2:45:49
Thank you very, very much for your help, Green Giant!!
#34

zombiegleemax

Feb 09, 2005 12:08:39
Has Soverign Press given us any release dates or is it still too early?
#35

green_giant_02

Mar 02, 2005 22:58:31
Here is a villain from Legends. Enjoy.


Arack, Master of the Games: Male Mountain Dwarf Ftr6/Gladiator 6/Exp1; CR 12; Medium Humanoid (Dwarf); HD 12d10+24 plus 1d6+2; hp 100; Init +2; Spd 20 ft.; AC 23 (touch 13, flat-footed 21); Base Atk +12; Grp +17; Atk +20 melee (1d10+9/19-20/x3, +1 keen dwarven waraxe); Full Atk +20/+15/+10 melee (1d10+9/19-20/x3, +1 keen dwarven waraxe); Face/Reach 5 ft./5 ft.; SA Improved coup de grace; SQ Dwarf traits, study opponent +2, exhaust opponent, roar of the crowd; AL CE; SV Fort +14, Ref +8, Will +7; Str 23, Dex 15, Con 14, Int 13, Wis 9, Cha 8
Skills and Feats: Bluff +7, Climb +7, Intimidate +12, Jump +9, Listen +3, Perform (weapon drill) +16, Profession (gladiator master) +3, Ride (pony) +8, Speak Language (dwarven, common, hammertalk), Spot +3, Swim +2, Tumble +5; Alertness, Cleave, Endurance, Great Cleave, Improved Feint{B}, Improved Sunder, Persuasive, Power Attack, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Special Qualities: Dwarven Traits: 20 ft. speed in any armor; weapon familiarity (treat dwarven waraxes and dwarven urgroshes as martial weapons); stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 racial bonus on attack rolls against goblinoids; +2 racial bonus on saves against spells and spell-like abilities; +2 racial bonus on saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Study opponent +2, exhaust opponent, roar of the crowd, improved coup de grace.
Possessions: +1 chainmail, +1 heavy steel shield, +1 keen dwarven waraxe, amulet of natural armor +1, cloak of resistance +2, gauntlets of ogre power, potion of cure serious wounds x2, ring of protection +1. 2,700 gp
Height: Unknown, Weight: Unknown, Hair: Dark, Eyes: Unknown
Note: Skills modified by armor and shield. Perform (weapon drill) modified by base attack bonus and feats.
Sources: Dragonlance Adventures (1E), PHB 3.5, DMG 3.5, Dragonlance Campaign Setting (3.5E), Sword and Fist (3E), and Complete Warrior (3.5E).
#36

green_giant_02

Mar 03, 2005 17:54:52
Here are some more DL Characters. Enjoy.


Galen Dracos the Renegade Mage: Male Human Wiz20; CR 20; Medium Humanoid (Human); HD 20d4+20; hp 71; Init +3; Spd 30 ft.; AC 25 (touch 18, flat-footed 22); Base Atk +10; Grp +10; Atk +12 melee (1d6+2, staff of power); Full Atk +12/+7 melee (1d6+2, staff of power); Face/Reach 5 ft./5 ft.; SQ Familiar; AL LE; SV Fort +10, Ref +12, Will +17; Str 10, Dex 16, Con 12, Int 29, Wis 14, Cha 13
Skills and Feats: Concentration +24 (+28 when casting defensively), Craft (alchemy) +19, Decipher Script +19 (+21 with arcane scrolls), Intimidate +6, Knowledge (arcana) +32, Knowledge (architecture and engineering) +14, Knowledge (dungeoneering) +14, Knowledge (geography) +14, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nature) +14, Knowledge (nobility and royalty) +14, Knowledge (religion) +19, Knowledge (the planes) +29, Profession (scribe) +7, Speak Language (common, ergot, abyssal, draconic, elven, infernal, magius, solamnic), Spellcraft +34 (+36 with arcane scrolls); Augment Summoning, Black Lore of Moil, Combat Casting, Craft Magic Arms and Armor, Craft Staff, Craft Wondrous Item, Empower Spell, Extend Spell, Portal Master, Quicken Spell, Scribe Scroll{B}, Spell Focus (conjuration), Spell Focus (necromancy)
Wizard Spells Prepared (4/7/6/6/6/6/5/5/5/5; base DC = 19 + spell level; DC 20 + spell level with conjuration and necromancy spells; caster level 20th).
Possessions: Staff of power (20 charges), amulet of proof against location and detection, belt of many pockets, bracers of armor +7, the Crystal Orb of Power, gloves of dexterity +2, headband of intellect +6, pearl of power (1st-level), potion of barkskin +4, potion of cure serious wounds x2, ring of defense +3, arcane scroll: energy drain, arcane scroll: wall of force, summon monster VI, polymorph, arcane scroll: animate dead, arcane scroll: magic circle against good, bear’s endurance, wand of dispel magic (22 charges), wand of lightning bolt (6th) (18 charges), wand of magic missile (9th) (39 charges). 1,648 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Galen Dracos has a permanent lifeproof spell on him with the Crystal Orb of Power as his container for the Shadow of the Heart. Following Rich Baker’s advice, he gets a 25% discount with any magic item he can craft with his item creation feats.
Sources: Dragonlance Adventures (1E), PHB 3.5, DMG 3.5, Dragonlance Campaign Setting (3.5E), Player’s Guide to Faerun (3.5E), Complete Arcane (3.5E), Al-Qadim: Arabian Adventures (2E), and Dragon #303.

The Crystal Orb of Power (minor artifact): This artifact functions as a crystal ball with telepathy and can be used to absorb arcane spell energy directed at its wielder, as a rod of absorption does. Unlike the rod, the orb does not burn out once its potential has been discharged. It can be used again to absorb more arcane spell energy. It can absorb a maximum of fifty spell levels. The owner knows the orb’s absorbed potential and current amount of stored energy. The orb can also power any metamagic feats the owner knows by substituting spell energy for every level the metamagic feat increases the spell level without changing the spell slot of the altered spell (ie Empower feat increases the spell level of a spell by two, the orb can use two levels of arcane energy to substitute those increased levels and the spell can be cast at normal levels).
Strong (no school); CL 20th; Weight 10 lb.


Lifeproof
Necromancy
Level:
Sorcerer/wizard 8
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One living creature
Duration: 1 day/level
Saving Throw: Will negate
Spell Resistance: Yes

This powerful incantation enables the caster to safely remove an intangible but vital part of the recepient’s life, transporting it through solid objects if need be. The caster places that part – called the Shadow of the Heart – in a closed glass container or a crystal. Once inside, the “shadow” becomes clearly visible as a translucent image of the recipient’s heart beating on its own rhythm while the recipient’s becomes stilled. No apparent change occurs in the recepient himself, although detect magic reveals a strong necromantic spell in operation, centering on his heart.
As long as the Shadow of the Heart remains safely within the container and continues beating, the recipient’s body can endure an incredible amount of damage. He gains damage reduction 10/-. He becomes immune to Constitution ability damage or ability drain, critical hits, death effects (see below, though), disease, exhaustion, fatigue, nonlethal damage, poison, and stunning. He is also immune to any magical effect that inflicts damage without a descriptor such as the various inflict spells. When reduced to 0 or fewer hit points, the character doesn’t become disabled, unconscious, or die; he just keeps on going. Once his hit points drop to –10 or lower, he becomes inert and is unable to move or do anything until he has been brought back to –9 hit points or more. Conversely however the character is unable to recover hit points through natural healing, he must use magical healing if he wishes to remove any damage he has sustained.
Although the subject is effectively immune to many magical and natural attacks, he’s still vulnerable to other types of assault. A death effect cast on the Shadow of the Heart works normally although the character gains a saving throw if there is any.
The vessel or crystal holding the Shadow of the Heart must be within sight of the wizard as he’s casting the spell. Thereafter, the vessel can be any distance from the recipient’s body, without harm to the recipient. Destroying the container kills the recipient, and the spell can be dispelled only at the container’s location without harming the recipient. An unbinding spell can be used at either location to end the spell without harm while a Mordenkainen’s disjunction spell can only be used at the container’s location but doing so kills the recipient.
Wizards often cast lifeproof on themselves as protection against an attack. Some cast it on others as an “insurance policy” – ensuring that a recipient returns from a quest or mission to reclaim that part of his life which the mage holds. Subsequent casting of the spell before the duration expires only increases the duration from when the new spell was cast although if the recipient is unwilling he gains a new saving throw and any spell resistance still applies.
Arcane Material Component: A glass container or crystal that must be transparent worth at least 500 gp. It also must be at least 1 foot in diameter to contain the Shadow of the Heart.
Note: This spell can be made permanent through the permanency spell: Minimum Caster Level 16th, XP Cost 5,000 XP.


Kaz the Minotaur: Male Minotaur Ftr10; CR 10; Medium Humanoid (Minotaur); HD 10d10+30; hp 89; Init +1; Spd 20 ft.; AC 20 (touch 11, flat-footed 19); Base Atk +10; Grp +17; Atk +20 melee (1d12+14/19-20/x3, +2 greataxe) or +17 melee (1d6+7, gore) or +12 ranged (1d10/19-20, masterwork heavy crossbow); Full Atk +20/+15 melee (1d12+14/19-20/x3, +2 greataxe) and +12 melee (1d6+3, gore) or +12 ranged (1d10/19-20, masterwork heavy crossbow); Face/Reach 5 ft./5 ft.; SQ Minotaur traits; AL LG; SV Fort +11, Ref +5, Will +5; Str 24, Dex 12, Con 17, Int 11, Wis 13, Cha 10
Skills and Feats: Climb +9, Intimidate +8, Jump +9, Ride (horse) +6, Speak Language (common, kothian), Swim +8, Use Rope +3; Cleave, Endurance, Great Cleave, Honor-bound, Hulking Brute, Improved Critical (greataxe), Mounted Combat, Power Attack, ScentB, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Special Qualities: Minotaur Traits: Charge (2d6+10 dmg); +2 racial bonus on Intimidate, Swim, and Use Rope checks.
Possessions: +1 breastplate, +2 greataxe, masterwork heavy crossbow, 20 bolts, cloak of resistance +1, gauntlets of ogre power, oil of bless weapon, potion of cure serious wounds. 129 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Skills modified by armor as well as racial bonus.
Sources: Dragonlance Adventures (1E), PHB 3.5, DMG 3.5, MM 3.5, and Dragonlance Campaign Setting (3.5E).


Crysania, Revered Daughter of Paladine: Male Human Clr14/Dis3 of Paladine; CR 17; Medium Humanoid (Human); HD 17d8+51; hp 131; Init +0; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); Base Atk +12; Grp +12; Atk +20 melee (1d8+1, +1 holy heavy mace); Full Atk +20/+15/+10 (1d8+1, +1 holy heavy mace); Face/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura of good, divine emissary, sacred defense +1, imbue with spell ability; AL LG; SV Fort +17, Ref +7, Will +21; Str 10, Dex 11, Con 16, Int 13, Wis 25, Cha 16
Skills and Feats: Concentration +18 (+22 when casting defensively), Diplomacy +13, Heal +17, Knowledge (arcana) +6, Knowledge (religion) +16, Knowledge (the planes) +11, Speak Language (common), Spellcraft +18; Blind-Fight, Combat Casting, Consecrate Spell, Disciple of the Sun, Heighten Spell, Intuitive Attack, Scribe Scroll
Special Qualities: Aura of good (aura equals cleric level), turn undead as 14th-level cleric (+2 to turn checks) 6/day. Divine emissary, sacred defense +1, imbue with spell ability.
Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 17 + spell level; caster level 17th).
*Domain spell. Deity: Paladine. Domains: Good (cast good spells at +1 caster level), Law (cast law spells at +1 caster level).
Possessions: +1 holy heavy mace, bracers of armor +5, cloak of resistance +2, holy medallion of faith +6, potion of cure moderate wounds x2, potion of resist energy (acid), ring of protection +2, divine scroll: heal, holy word, divine scroll: magic circle against chaos, staff of healing (5 charges). 288 gp
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Grey.
Note: Increased her starting Wisdom score by 3, otherwise she wouldn’t be able to cast the high level spells necessary. Following Rich Baker’s advice, she gets a 25% discount with any magic item she can craft with her item creation feats.
Sources: Dragonlance Adventures (1E), PHB 3.5, DMG 3.5, Dragonlance Campaign Setting (3.5E), Complete Divine (3.5E), and Book of Exalted Deeds (3.5E).

Holy Medallion of Faith: The Holy Medallion of Faith is usually given to those faithful who have passed a great test and have proven themselves worthy. Besides functioning similarly as a medallion of faith, it also provides a +2, +4, or +6 enhancement bonus to Wisdom and protects the wearer from any action or item that could adversely affect his alignment and his standing with his deity, including magical effects as a phylactery of faithfulness.
Moderate divination and transmutation [good]; CL 8th; Craft Wondrous Item, detect chaos, detect evil, detect good, detect law, owl’s wisdom, creator must be good; Price 5,500 gp (+2), 17,500 gp (+4), 37,500 gp (+6).


Justarius, Head of the Order of Red Robes: Male Human Tra8/Wizard of High Sorcery 10; CR 18; Medium Humanoid (Human); HD 18d4+18; hp 64; Init +1; Spd 15 ft.; AC 20 (touch 15, flat-footed 17); Base Atk +9; Grp +10; Atk +11 melee (1d4+2/19-20, +1 morphing dagger); Full Atk +11/+6 melee (1d4+2/19-20, +1 morphing dagger); Face/Reach 5 ft./5 ft.; SQ Familiar, enhanced specialization, moon magic, tower resources, arcane research +5, Secrets of the Red Robes; AL LN; SV Fort +10, Ref +12, Will +19; Str 13, Dex 17, Con 12, Int 28, Wis 15, Cha 13
Skills and Feats: Concentration +22 (+26 when casting defensively), Craft (alchemy) +19, Decipher Script +14 (+16 with arcane scrolls), Intimidate +11, Knowledge (arcana) +35, Knowledge (architecture and engineering) +14, Knowledge (dungeoneering) +14, Knowledge (geography) +14, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nature) +14, Knowledge (nobility and royalty) +14, Knowledge (religion) +14, Knowledge (the planes) +19, Profession (scribe) +7, Speak Language (common, ergot, abanasinia, draconic, elven, kharolian, magius, solamnic), Spellcraft +37 (+39 with arcane scrolls); Combat Casting, Craft Staff, Craft Wondrous Item, Eschew Materials, Forge Ring, Quicken Spell, Scribe Scroll{B}, Silent Spell, Spell Focus (transmutation), Spell Reprieve (greater dispel magic), Still Spell
Special Qualities: Enhanced specialization, moon magic, tower resources, arcane research +5, Secrets of the Red Robes (magic of change 5/day, magic of deception 5/day, magic of independence, magic of mystery +5, pure magic 5/day).
Wizard Spells Prepared (5/8/7/7/7/7/6/5/5/4; base DC = 19 + spell level; DC 20 + spell level with transmutation spells; prohibited schools – abjuration, enchantment, and necromancy; caster level 18th).
Possessions: +1 morphing dagger*, gloves of dexterity +2, headband of intellect +6, potion of cure serious wounds x2, potion of spider climb, robe of the archmagi (red [gray]), ring of protection +2, arcane scroll: summon monster V, arcane scroll: greater scrying, greater teleport, Justarius’ Staff of the Red Moon (13 charges). As Head of the Order of the Red Robes, Justarius has access to other incredible resources.
*Item of Power.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Justarius has the penalties and benefits associated with middle age. Skills modified by arcane research bonus. I have also used the optional character flaws found in Unearthed Arcana to give him the Slow flaw (to simulate his pronounced limp) which also grants him a bonus feat. Following Rich Baker’s advice, he gets a 25% discount with any magic item he can craft with his item creation feats.
Sources: Dragonlance Adventures (1E), PHB 3.5, DMG 3.5, Dragonlance Campaign Setting (3.5E), Underdark (3.5E), Lost Empires of Faerun (3.5E), and Unearthed Arcana (3.5E).

Justarius’ Staff of the Red Moon: This staff carved of redwood combines the spells of a staff of illusion and a staff of transmutation.
Strong illusion and transmutation; CL 13th; Craft Staff, alter self, baleful polymorph, blink, disguise self, disintegrate, expeditious retreat, major image, mirror image, persisten image, polymorph, project image, rainbow pattern; Price 162,500 gp.
#37

green_giant_02

Mar 15, 2005 20:12:30
Here are two more DL characters. Enjoy.

Ladonna, Head of the Order of Black Robes: Female Human Enc5/Wizard of High Sorcery 10/Acm3; CR 18; Medium Humanoid (Human); HD 18d4; hp 49; Init +2; Spd 30 ft.; AC 21 (touch 14, flat-footed 17); Base Atk +8; Grp +10; Atk +8 melee (1d4-1/19-20, masterwork dagger); Full Atk +8/+3 melee (1d4-1/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SQ Familiar, enhanced specialization, moon magic, tower resources, arcane research +5, Secrets of the Black Robes, Archmage high arcana; AL LE; SV Fort +9, Ref +11, Will +21; Str 9, Dex 15, Con 11, Int 29, Wis 16, Cha 20
Skills and Feats: Bluff +13, Concentration +22 (+26 when casting defensively), Craft (alchemy) +19, Craft (gemcutting) +14, Decipher Script +14 (+16 with arcane scrolls), Intimidate +20, Knowledge (arcana) +36, Knowledge (architecture and engineering) +14, Knowledge (dungeoneering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (nobility and royalty) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Search +12 (+14 with secret or hidden doors), Speak Language (common, nerakese, draconic, elven, ergot, kharolian, magius, ogre), Spellcraft +41 (+43 with arcane scrolls); Attune Gem, Augment Summoning, Combat Casting, Combat Charm, Craft Wondrous Item, Heighten Spell, Scribe Scroll{B}, Skill Focus (Spellcraft), Spell Focus (enchantment), Spell Focus (conjuration)
Special Qualities: Enhanced specialization, moon magic, tower resources, arcane research +5, Secrets of the Black Robes (magic of betrayal 5/day, magic of darkness 5/day, magic of fear, magic of hunger, magic of pain [DC 10 + spell level] 5/day). Archmage high arcana: arcane reach, mastery of counterspelling, spell power +1.
Wizard Spells Prepared (5/8/7/7/7/6/6/4/6/6; base DC = 19 + spell level; DC 20 + spell level with enchantment and conjuration spells; prohibited schools – evocation, illusion, and transmutation; caster level 18th).
Possessions: Masterwork dagger, gem of antipathy, gem of suggestion, gem of summon monster V, headband of intellect +6, necklace of charming*, potion of cure serious wounds, robe of the archmagi (black), ring of protection +2, arcane scroll: greater teleport, staff of enchantment (22 charges). As Head of the Order of the Black Robes, Ladonna has access to other incredible resources.
* Item of Power.
Height: Unknown, Weight: Unknown, Hair: Iron Gray, Eyes: Unknown
Note: Ladonna has the penalties and benefits associated with old age. Skills modified by arcane research bonus and magic items. Following Rich Baker’s advice, she gets a 25% discount with any magic item she can craft with her item creation feats.
Sources: Dragonlance Adventures (1E), PHB 3.5, DMG 3.5, Dragonlance Campaign Setting (3.5E) Magic of Faerun (3E), and Dragon #312: Thieves of Will.

Necklace of Charming: This silver necklace adorned with rubies functions as a circlet of persuasion and allows the user to cast charm person once a day.
Faint enchantment and transmutation; CL 5th; Craft Wondrous Item, charm person, eagle’s splendor; Price 7,500 gp.



Raag: Male Ogre Brb7/Warkhulk 2; CR 12; Large Giant; HD 4d8+8 plus 9d12+18; hp 106; Init +1; Spd 40 ft.; AC 15 (touch 11, flat-footed 14); Base Atk +10; Grp +20; Atk +22 melee (2d8+16, +1 berserker greatclub); Full Atk +22/+17 melee (2d8+16, +1 berserker greatclub); Face/Reach 10 ft./10 ft.; SA Rage 4/day, great swing; SQ Darkvision 60 ft., low-light vision, DR 1/-, fast movement, uncanny dodge, trap sense +2, improved uncanny dodge, no time to think; AL CE; SV Fort +14, Ref +4, Will +0; Str 31, Dex 12, Con 15, Int 5, Wis 6, Cha 6
Skills and Feats: Climb +0, Intimdate +6, Jump +0, Listen +0, Speak Language (common, ogre), Spot +0, Swim -2; Cleave, Extra Rage, Power Attack, Skill Focus (Intimidate), Weapon Focus (greatclub)
Special Qualities: Rage 4/day, fast movement, uncanny dodge, trap sense +2, improved uncanny dodge, damage reduction 1/-. No time to think, great swing.
Rage: During his rage, Raag has the following statistics instead of those given above: hp 132; AC 13 (touch 9, flat-footed 12); Atk +26 melee (2d8+21, +1 berserker greatclub); Full Atk +26/+21 melee (2d8+21, +1 berserker greatclub); SV Fort +16, Will +2; Str 35, Con 19. Skills: Climb +2, Jump +2, Swim +0. The rage lasts for 7 rounds, after which Raag is fatigued.
Possessions: +1 hide, +1 berserker greatclub, belt of giant strength +4, potion of cure serious wounds, potion of rage. 10 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Skills modified by armor as well as no time to think ability.
Sources: Dragonlance Adventures (1E), PHB 3.5, DMG 3.5, Dragonlance Campaign Setting (3.5E) Unapproachable East (3.5E), Complete Warrior (3.5E), and Miniature’s Handbook (3.5E).
#38

high_illithid_master_dup

Mar 16, 2005 2:43:25
Thank you so much for these Green Giant, they're brilliant and just what I needed. THANK YOU AGAIN!
#39

corellon

Mar 16, 2005 3:44:28
hi Green Giant... can we see iconic characters like tanis, strum, tasslehoff ?
#40

green_giant_02

Mar 16, 2005 13:57:56
hi Green Giant... can we see iconic characters like tanis, strum, tasslehoff ?

I actually have no desire at the moment to post stats on iconic characters. I'll leave that to the professionals.
#41

raistlinrox

Mar 17, 2005 2:34:45
I'm sorry, and probably sound like an idiot, but what is Dis levels? (Crysania). Very good work by the way, thanks a lot!
#42

corellon

Mar 17, 2005 3:43:01
you`r the most professional man i`ve ever seen :D

well thanks for other characters...
#43

green_giant_02

Mar 17, 2005 12:09:20
I'm sorry, and probably sound like an idiot, but what is Dis levels? (Crysania). Very good work by the way, thanks a lot!

Dis stands for Divine Disciple from the Forgotten Realms Campaign Setting and updated in Player's Guide to Faerun. I still use the shorthand for classes to save space in the character's writeup.
#44

Charles_Phipps

Mar 17, 2005 13:31:01
Should Crysannia really be 17th level? Is she actually that powerful?
#45

green_giant_02

Mar 17, 2005 18:26:42
Well she was level 14 in the Dragonlance Adventures (1E) hardcover, my main source of info to statting these characters. I'm just assuming she gained some levels from her adventures in the Legends novels and just able to cast the highest level spells.
#46

zombiegleemax

Mar 17, 2005 20:48:41
Which of the 2000 gladiator classes are you using for Arack? Just curious.
#47

green_giant_02

Mar 17, 2005 22:51:42
I'm using the Gladiator prestige class from Sword and Fist 3.0
#48

zombiegleemax

Mar 19, 2005 0:53:26
Green Giant - Really nice work, thanks for posting here I have one question though, why make Galan Dracos LE instead of CE?
#49

green_giant_02

Apr 21, 2005 0:36:57
Someone requested a 3e conversion of the DL Death Knight Virkus from Dragonlance Classics Volume 3. I got the 2e stats and some info from DL8 that the person who requested him was able to share but I'm wondering if there is more. Specifically, I want to know if he was a knight of Solamnia and when he was turned into a death knight. Thanks for any help.
#50

zombiegleemax

Apr 21, 2005 12:14:52
Wow! Green Giant good idea with putting the ready-made DL stat blocks out there. The ones on the DragonLance site are kind of weak IMO.

Each and every other board has always had their own "ready-made" NPCs thread but this forum didn't. Good thinking, keep up the good work!

~~~
#51

zombiegleemax

Apr 27, 2005 14:48:44
Lifeproof
Necromancy
Level:
Sorcerer/wizard 8
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One living creature
Duration: 1 day/level
Saving Throw: Will negate
Spell Resistance: Yes

This powerful incantation enables the caster to safely remove an intangible but vital part of the recepient’s life, transporting it through solid objects if need be. The caster places that part – called the Shadow of the Heart – in a closed glass container or a crystal. Once inside, the “shadow” becomes clearly visible as a translucent image of the recipient’s heart beating on its own rhythm while the recipient’s becomes stilled. No apparent change occurs in the recepient himself, although detect magic reveals a strong necromantic spell in operation, centering on his heart.
As long as the Shadow of the Heart remains safely within the container and continues beating, the recipient’s body can endure an incredible amount of damage. He gains damage reduction 10/-. He becomes immune to Constitution ability damage or ability drain, critical hits, death effects (see below, though), disease, exhaustion, fatigue, nonlethal damage, poison, and stunning. He is also immune to any magical effect that inflicts damage without a descriptor such as the various inflict spells. When reduced to 0 or fewer hit points, the character doesn’t become disabled, unconscious, or die; he just keeps on going. Once his hit points drop to –10 or lower, he becomes inert and is unable to move or do anything until he has been brought back to –9 hit points or more. Conversely however the character is unable to recover hit points through natural healing, he must use magical healing if he wishes to remove any damage he has sustained.
Although the subject is effectively immune to many magical and natural attacks, he’s still vulnerable to other types of assault. A death effect cast on the Shadow of the Heart works normally although the character gains a saving throw if there is any.
The vessel or crystal holding the Shadow of the Heart must be within sight of the wizard as he’s casting the spell. Thereafter, the vessel can be any distance from the recipient’s body, without harm to the recipient. Destroying the container kills the recipient, and the spell can be dispelled only at the container’s location without harming the recipient. An unbinding spell can be used at either location to end the spell without harm while a Mordenkainen’s disjunction spell can only be used at the container’s location but doing so kills the recipient.
Wizards often cast lifeproof on themselves as protection against an attack. Some cast it on others as an “insurance policy” – ensuring that a recipient returns from a quest or mission to reclaim that part of his life which the mage holds. Subsequent casting of the spell before the duration expires only increases the duration from when the new spell was cast although if the recipient is unwilling he gains a new saving throw and any spell resistance still applies.
Arcane Material Component: A glass container or crystal that must be transparent worth at least 500 gp. It also must be at least 1 foot in diameter to contain the Shadow of the Heart.
Note: This spell can be made permanent through the permanency spell: Minimum Caster Level 16th, XP Cost 5,000 XP.

The spell Heart of Stone is praticialy identical, the same level, weaker, and in Complete Arcane. Just wanted to let you know.


Kaz the Minotaur: Male Minotaur Ftr10; CR 10; Medium Humanoid (Minotaur); HD 10d10+30; hp 89; Init +1; Spd 20 ft.; AC 20 (touch 11, flat-footed 19); Base Atk +10; Grp +17; Atk +20 melee (1d12+14/19-20/x3, +2 greataxe) or +17 melee (1d6+7, gore) or +12 ranged (1d10/19-20, masterwork heavy crossbow); Full Atk +20/+15 melee (1d12+14/19-20/x3, +2 greataxe) and +12 melee (1d6+3, gore) or +12 ranged (1d10/19-20, masterwork heavy crossbow); Face/Reach 5 ft./5 ft.; SQ Minotaur traits; AL LG; SV Fort +11, Ref +5, Will +5; Str 24, Dex 12, Con 17, Int 11, Wis 13, Cha 10
Skills and Feats: Climb +9, Intimidate +8, Jump +9, Ride (horse) +6, Speak Language (common, kothian), Swim +8, Use Rope +3; Cleave, Endurance, Great Cleave, Honor-bound, Hulking Brute, Improved Critical (greataxe), Mounted Combat, Power Attack, ScentB, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Special Qualities: Minotaur Traits: Charge (2d6+10 dmg); +2 racial bonus on Intimidate, Swim, and Use Rope checks.
Possessions: +1 breastplate, +2 greataxe, masterwork heavy crossbow, 20 bolts, cloak of resistance +1, gauntlets of ogre power, oil of bless weapon, potion of cure serious wounds. 129 gp
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Skills modified by armor as well as racial bonus.
Sources: Dragonlance Adventures (1E), PHB 3.5, DMG 3.5, MM 3.5, and Dragonlance Campaign Setting (3.5E).

Kaz should have Honour's Face from Kaz, the Minotaur. It is an enchanted Greataxe that is mirror-bright, but evil people's faces are not reflected.
#52

green_giant_02

Apr 27, 2005 20:42:33
The spell Heart of Stone is praticialy identical, the same level, weaker, and in Complete Arcane. Just wanted to let you know.




Kaz should have Honour's Face from Kaz, the Minotaur. It is an enchanted Greataxe that is mirror-bright, but evil people's faces are not reflected.

Thanks for the heads up on the spell and Kaz's weapon. I have a lot of sourcebooks to go through when creating characters and sometimes things slip by. I knew I had seen a similar spell somewhere but I wasn't able to find it.

DL isn't my strong suit like FR which is why some of the NPCs don't have the right equipment or DL appropriate material since I don't have as many DL sourcebooks as compared with FR. It's why I'm reluctant to stat out DL NPCs because I know that other 3E DL sourcebooks have the stuff I need that can make the NPC better but its a choice between affording FR material or other generic material and DL material and I will choose the former over the latter anytime.
#53

Dragonhelm

Apr 30, 2005 12:01:57
Hey, Green Giant, what else do you have in the works?

Any modern day characters? Perhaps we could see some of the Second Generation characters, such as Tanin, Sturm, and Palin Majere?
#54

raistlinrox

Apr 30, 2005 12:23:59
How about Steel Brightblade?
#55

zombiegleemax

Apr 30, 2005 13:18:20
fistdantlis---if is possible to kill the thing????????

it looks tough
#56

raistlinrox

May 01, 2005 3:49:34
Fisty already has stats....in the Towers of High sorcery book from SP
#57

green_giant_02

May 11, 2005 19:18:24
Hey, Green Giant, what else do you have in the works?

Any modern day characters? Perhaps we could see some of the Second Generation characters, such as Tanin, Sturm, and Palin Majere?

When I get a chance, I'll post them until then here is a Death Knight to tide you over. Enjoy.


Virkus: Male Solamnic Human Death Knight Ftr6/Knight of the Crown 3/Rogue Knight 3; CR 15; Medium Undead (Augmented Humanoid); HD 12d12; hp 83; Init +3; Spd 20 ft.; AC 29 (touch 11, flat-footed 28); Base Atk +12; Grp +19; Atk +22 melee (2d6+14/17-20, +2 greatsword) or +19 melee (1d8+6 plus Con dmg, touch); Full Atk +22/+17/+12 melee (2d6+14/17-20, +2 greatsword) or +19 melee (1d8+6 plus Con dmg, touch); Face/Reach 5 ft./5 ft.; SA Abyssal blast, Constitution damage, desperate strike +1d6, fear aura 15 ft.; SQ DR 15/magic, darkvision 60 ft., dire providence (lethal damage to subdual), fight to the death, hardhearted +6, heroic iniative +1, honor’s price –3/+3, immunities, SR 22, summon mount, undead followers, undead traits; AL LE; SV Fort +11, Ref +6, Will +6; Str 25, Dex 14, Con -, Int 11, Wis 15, Cha 22
Skills and Feats: Climb +4, Diplomacy +8, Intimidate +15, Jump +4, Knowledge (religion) +2, Ride (horse) +12, Speak Language (solamnic, common); Cleave, Diehard{B}, Honor-bound, Improved Critical (greatsword), Improved Sunder, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Special Qualities: Abyssal blast (880 ft., 12d6, Ref DC 22), constitution damage (Will DC 22), fear aura (15 ft. radius, Will DC 22), immunities (immune to turning, cold, electricity, and polymorph). Heroic iniative +1, fight to the death. Honor’s price –3/+3, desperate strike +1d6, dire providence (lethal damage to subdual), hardhearted (+6 to saves vs. fear and despair effects), +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks vs. Knights of Solamnia, +2 bonus on iniative checks vs. Knights of Solamnia.
Possessions: +5 full plate, +2 greatsword.
Description: Unknown.
Note: Virkus has the mental benefits of a venerable human but no physical penalties. Skills modified by armor.
Sources: Dragonlance Classics Vol. 3, DL8 – Dragons of War, PHB 3.5, DMG 3.5, MM 3.5, Dragonlance Campaign Setting (3.5E), Monster Manual II (3E), and Age of Mortals (3.5E).