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#1ividAug 18, 2005 17:17:41 | Hello, Are there 3e updates of the iconic NPCs presented in *Blood Enemies* available somewhere? - I am desperately looking for some of them. Can someone please help me out? Thank you in advance, Rafael |
#2zombiegleemaxAug 18, 2005 18:15:27 | Nothing Official. Lots of fan sites, but as with anything a lot is based on personnel opinion. birthright.net has been updating to 3.5 not sure how far off from completion, but the think tank there may be able to give you some ppointers. I know the BRCS they've been working on has a few stated anwshegh, liek gorgon etc. Hope they help? |
#3ividAug 19, 2005 6:27:59 | Thank you the info. I'll check BR - Net eventually. But from what I saw there, in all honesty, I had the impression that the site was pretty *dead*... So my usual BR discussion headed over to Dragonsfoot... |
#4Raesene_AnduAug 20, 2005 3:27:04 | Just to let you know, birthright.net is not as dead as you might think. It has been fairly quiet for a while due to problem with the forums, but they are now up and running again and certainly compared to this forum they are very active. A post on the Birthright.net forums will certain get you and quicker answer to any BR question than posting here or elsewhere. Birthright.net is also the official BR website and has a license from WotC to publish (in pdf form) new BR material. That said, here are 3rd edition conversions of Awnshegh I did just after 3rd edition was first released. Feel free to use or discard and I'm not interested in comments about improving them, pointing out mistakes, etc. I am sure there are errors, but you asked so I shall provide. THE BANSHEGH Medium Awnshegh Hit Dice: 11d10+43 (103) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 40 ft. AC: 21 (+4 Dex, +7 Natural) Attacks: Banshegh's Touch +12/+7/+2 Damage: Banshegh's Touch 1d8+1 Face/Reach: 5ft. by 5ft/5ft. Special Attacks: Dreams, Wail Special Qualities: Incorporeal, Immunities, Spell Resistance 21 Saves: Fort +10, Ref +7, Will +5 Abilities: Str 12, Dex 18, Con 17, Int 16, Wis 14, Cha 8 Skills: Hide +10, Intimidate +8, Intuit Direction +8, Listen +12, Search +12, Sense Motive +6, Spot +14 Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility Bloodline: Minor (Azrai) 33 Blood Abilities: Bloodform (Major), Fear (Major), Invulnerability (Great), Major Resistance - Magic, Nonmagical Weapons (Major), Wither Touch (Minor) Climate/Terrain: The Banshegh's Realm/Brechtür (Night only) Organization: Solitary Challenge Rating: 11 Treasure: None Advancement: By character class A dark, twisted spirit thought by some to be a wraith from the shadow world, and by others the result of a foul curse, the Banshegh is the alter-ego of Justina Heulough (see NPC page), the kind and just ruler of the tiny mountain province of Pashacht. Although she does all she can to protect her people from the Banshegh's nightly rampages, Justina continues to deny any connection with the Awnshegh, despite divinations and other spells proving that both regents are one in the same. Further proof can be found in the Banshegh's appearance, for she closely resembles Justina in both face and form, though she lack a true physical presence, instead being made up of dark mists and a strange blue-glowing energy. The Banshegh is rarely seen directly, but is visible out of the corners of one's eyes; looking at her most often results in looking through her. Combat As Justina, the Banshegh fights as a skilled elven fighter, and will be ably assisted by her advisors, including the wizard Gastus. At night though, while Justina is sleeping the true Banshegh emerges, a ghostly spirit who haunts the hills around Pashacht, entering the minds of sleeping victims and frightening them to death. The Banshegh rarely engages in true physical combat, but if she does her blood abilities and other powers make her a very dangerous opponent. Dreams (Su): This unique ability allows the Banshegh to enter the minds of sleeping victims and frighten them to death. The few who have encountered her and lived to tell of it aged 10 years in their sleep. The dream-tales she weaves are wild and unbelievable, as the Banshegh can seemingly manipulate dream events and interact with the sleeper's mind, causing damage incurred to a dream-self to happen in the real world (25% of damage done in a dream is incurred by the character's real body). To survive a dream battle with the Banshegh a character must save against Will, difficultly class 21. A successful save results in the character ageing 10 years, while an unsuccessful save means the character has died in his sleep. Wail (Su): The Banshegh also possesses a powerful wail. Any creature within 30 ft. must save vs. Will (DC 16) or die of fright, their faces contorted in terror. The Banshegh may use this terrifying attack once every five rounds. Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magical weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently. Immunities (Su): The Banshegh has immunities similar to an undead creature such as a spectre, including mind-influencing effects, poison, sleep, paralysis (including hold undead and similar spells), stunning, and disease. She is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Her alter-ego Justina Heulough does not possess these immunities or any of the other special powers listed here. THE BASILISK Medium Awnshegh Hit Dice: 16d10+42 (130 hp) Initiative: +3 (-1 Dex, +4 Improved Initiative) Speed: 40 ft. AC: 16 (-1 Dex, +7 Natural) Attacks: Bite +14 melee, tail lash +16 melee, claw (x4) +14 melee Damage: Bite 1d8+6, tail lash 1d4+6, claw (x4) 1d6+6 Face/Reach: 5ft. by 5ft/5ft. Special Attacks: Stench, Poison gaze Special Qualities: Stench Saves: Fort +9, Ref +6, Will +10 Abilities: Str 23, Dex 8, Con 15, Int 3, Wis 12, Cha 10 Skills: Hide +7, Listen +12, Spot +12 Feats: Alertness, Blind-Fight, Great fortitude, Improved initiative, Lightning reflexes, Run, Track. Bloodline: Great (Azrai): 48 Blood Abilities: Bloodform (Great), Death Touch (Major), Invulnerability (Great), Major Resistance - Poison (Great), Poison Sense (Minor), Regeneration (Minor) Climate/Terrain: The Basilisk's Domain/Khinasi Organization: Solitary/Regent Challenge Rating: 16 Treasure: Domain Treasure (approx 12 GB) Once human, the son of a powerful sorcerer, the Basilisk is now a semi-intelligent monster that appears closer to a reptile than its formerly human nature. It is covered with rust-coloured scales that secrete a clear poisonous slime the covers its scaly skin. The same poison drips from its fangs and sharp claws in a more concentrated fashion. The Basilisk's eyes have no irises, its external ears have fallen away, and its spine has extended into a large prehensile tail. The Basilisk has no body hair, and it has a spiny crest running from its head to the small of its back. Combat The Basilisk is a formidable opponent, one of the more powerful of the awnshegh. It has lost much of it's former intellectual faculties to the taint of Azrai's blood, but remains a cunning and malevolent opponent. In combat, the Basilisk will first attempt to use its poison gaze and stench to either kill or paralyse an opponent, before closing an attacking with its brutal claws and bite. The concentrated poison delivered by these attacks requires an immediate save vs. fortitude (DC 20); initial and secondary damage 2d6 temporary constitution. In addition to it's primary attacks, the Basilisk can attack with it's tail, either lashing out to cause 1d4+6 damage, or using it to pin an opponent to the ground (using grapple rules from pg. 137 of Player's Handbook). Stench (Ex): The slime covering the Basilisk's body emits of caustic stench that can be detected miles away, and will linger in an area for up to a month after the Awnshegh has passed through. Within 60 ft. of the Basilisk this stench becomes so powerful that any creature within range must make an immediate fortitude save (DC 20) or fall to the ground paralysed by nausea. This nausea will continue for 1d10 round, or until the creature has moved away. If the save is successful, then the creature effected still suffers a -2 penalty to all attacks and saves while within range. Poison Gaze (Su): The Basilisk's most fearsome weapon is it's powerful gaze attack. Simply by looking at a creature or object the Basilisk can cause any fluid to change into a deadly poison. This attack has a range of 60 ft. and requires a fortitude check (DC 20) to avoid. Pools of water the Basilisk glances at instantly change to deadly poison, while large bodies of water and heavy fogs are temporarily polluted, in the case of a fog, becoming a poisonous mist. If a living creature suffers the effects of the Basilisk's foul gaze then water in the eyes, tear-ducts and mouth become poisonous. In all cases, either drinking poisoned water, or suffering the gaze attack itself, a victims must make a fortitude save (DC 20) or suffer 1d4 temporary strength and constitution damage initially, and an additional 1d4 to both abilities 1 minute later. In addition, this poison will continue to eat it's way through the victim's system and unless he receives aid within four hours another fortitude save (DC 20) is required to avoid certain death. This deadly weapon is the primary reason why the once lush and fertile grazing land of the Basilisk's Realm have been converted into a scarred and poisoned wasteland where even the springs and aquifers are poisonous. THE BOAR Large Awnshegh Hit Dice: 11d12+44 (115 hp) Initiative: +0 Speed: 40 ft. AC: 16 (+6 natural) Attacks: Tusk +19 Damage: Tusk 3d10+8 Face/Reach: 5ft. by 10 ft/5 ft. Special Attacks: Trample, Ferocity Special Qualities: Scent Saves: Fort +11, Ref +7, Will +8 Abilities: Str 27, Dex 10, Con 19, Int 2, Wis 13, Cha 8 Skills: Listen +14, Spot +13. Feats: None. Bloodline: Tainted (Azrai): 16 Blood Abilities: Bloodform (Great), Regeneration (Minor) Climate/Terrain: The Forest of Thuringode Organization: Solitary Challenge Rating: 11 Treasure: None The Boar appeared in the forest of Thuringode approximately 35 years ago and has terrorised the region ever since. A huge white boar with an unusually savage nature, standing 32 hands tall at the shoulder, the Boar is a believed to have resulted from the death of a minor scion of Azrai at the hands of a wild boar. Since then the creature has grown more powerful and more ferocious with every passing year. The druids who live in the forests have attempted to contain the beast, but so far seven of their number have died and the Awnshegh shows no sign of stopping it's rampage. Combat When attacking the Boar uses it's powerful tusks, now the size of small logs. These tusks are often damaged in battle, and shattered pieces have been located from time to time, but the creatures regeneration ability heals any damage. Trample (Ex): When spotting an enemy (or any creature larger than a squirrel) the Boar has the tendency to charge it's opponent and trample it to death. If more than 30 ft. away when it begins it's attack, the Boar can cause 3d12+8 damage to an opponent. There is little that can stand in the way of the creature when it is charging, including trees. Indeed, there are now several paths through the forest where the creature has knocked over a line of trees during one of it's rampages. Ferocity (Ex): The boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. There have been at least two instances recorded when the beast appeared to be killed, only to shrug off apparently mortal wounds and continue to fight. Scent (Ex): The Boar has very acute senses and can detect opponents within 30 ft. by sense of smell. It can also track it's foes, but is unlikely to do so unless hungry as it has a very short attention span and will often forget an opponent after it has move out of range. |
#5ividAug 20, 2005 13:45:32 | Thank you, Raesene! The Boar in particular was the one monster I was searching for! :D He is supposed to be the final enemy in an elvish wood campaign. Also, the Banshegh would a pretty decent high level adversary... I'll check them when I find the time and can post what changes I'd make, if you like. As for Birthright.net, my greatest respect to that site! I just had the impression that there wasn't much going on there anymore. I lurked the boards there a while and finally registered, and I hope it prospers. BR is a great setting that has got far too few attention in the last years. I think about submitting my campaign journal of BR campaign there one day. BTW, did the Wizards - license already bear some fruit, means, was there already material for 3e released via that site... Of course, the 3e conversion, but more than that? - I check the download sections there from time to time, but most there appeared to be fan material... (No offense intended.) |
#6Raesene_AnduAug 20, 2005 20:21:19 | As for Birthright.net, my greatest respect to that site! I just had the impression that there wasn't much going on there anymore. I lurked the boards there a while and finally registered, and I hope it prospers. BR is a great setting that has got far too few attention in the last years. I think about submitting my campaign journal of BR campaign there one day. Things have been a little quiet, but mostly due to the change over of the forum software and the problems that created. Now that most of these have been ironed out, and the script linking the birthright.net forums and the birthright-L mailing list has been redone, then it should get back up to speed again. BTW, did the Wizards - license already bear some fruit, means, was there already material for 3e released via that site... Of course, the 3e conversion, but more than that? - I check the download sections there from time to time, but most there appeared to be fan material... (No offense intended.) Anything published on Birthright.net will, of course, be fan material, as no money can be charged for products released via this license. As an official fan site, birthright.net is permitted to use and expand on the original BR material and publish not-for-profit material. However, the only product to so far be tagged as an "offical" birthright.net release is the BRCS (the d20 Birthright Rulebook). We are currently working on an extensive revision to that book, and an expanded Atlas of Cerilia (The project I'm currently working on). In addition one of our members has been working on a very useful book of minor Awnsheghlien and creatures that I believe is nearing completion. |
#7ividAug 21, 2005 6:44:50 | Things have been a little quiet, but mostly due to the change over of the forum software and the problems that created. Now that most of these have been ironed out, and the script linking the birthright.net forums and the birthright-L mailing list has been redone, then it should get back up to speed again. Very nice to hear. I'll post some stuff there then when I am back from my holidays! Anything published on Birthright.net will, of course, be fan material, as no money can be charged for products released via this license. As an official fan site, birthright.net is permitted to use and expand on the original BR material and publish not-for-profit material. A shame that I am currently more than busy with some Ravenloft projects. If they weren't I'd liked to help if you had allowed me. I hope you'll complete these very prestigeous projects and so do your part to keep that marvellous setting alive. ;) |