Ravenloft NPCs 3E (and/or Pathfinder) stats

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HuManBing
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Post by HuManBing »

The Giamarga wrote: I suggest:
Nachrichtendienst (intelligence service)
This I like very much. I will change the name in all references. :thumbsup:
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Question to the topic creator - is this thread for all homebrew NPCs, or just the ones that are supported by canon?

Because so far I've assumed the latter was true. I have a few non canon NPCs to share too.
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Post by cure »

Victor Mordenheim
Male human Expert 5/Chiurgeon* 10: CR 14?; Size M (6’1” tall); HD 15d6-15; hp 54; Init +3 (Dex); Spd 30’; AC 13 (+3 Dex), (touch 13, flatfooted 10); BAB: +10/+5; Atk: +16/+11 melee (1d4+2, 19-20/x3, +2 razor), +14/+9 (1d6, 18-20/x2 masterwork rapier) or +14 ranged (1d10 x3, masterwork pistol); SA Scalpel attack +5d6; SQ regeneration 5, telepathic bond, undying soul; SR 20 against divine spells and +2 bonus on any save against a divine spell that penetrates this resistance; AL LE; SV Fort +3, Ref +11, Will +12; Str 10, Dex 17, Con 9, Int 22, Wis 8, Cha 12.
Skills [Skill name (ranks + ability mod + [synergy/racial/feat]) = final bonus]: Appraise (1 +6 Int = +7), Bluff (8 +1 Cha = +9), Concentrate (2 - 1 Con = +1), Craft (chemistry) (18 + 6 Int + 3 Skill Focus +10 Chiurgeon 10th lvl +2 chemical lab = +39), Craft (clockmaking) (16 + 6 Int = +22), Decipher Script (1 + 6 Int = +7), Diplomacy (0 +1 Cha +2 Bluff synergy synergy +2 Sense Motive synergy -1 Suspicious = 4), Gather Info (18 +1 Cha +2 Investigator = 21), Handle Animals (14 + 1 Cha = +15), Heal (18 +6 Int + 3 Skill Focus + 2 Self-sufficient + 10 Chiurgeon 10th lvl +2 Healer's Kit = +41), Hide (3 +4 Dex = +7), Knowledge (Architecture & Engineering) (18 + 6 Int = 24), Knowledge (Nature) (18 + 6 Int +3 Skill Focus = + 27), Knowledge (Nobility) (1 + 6 Int = +7), Move Silently (4 +3 Dex = +7), Profession (Herbalism) (18 + Int 6 + 3 Skill Focus + 10 Chiurgen 10th lvl = +37), Search (18 + 6 Int + 2 Investigator +10 Chiurgeon 10th lvl +2 Chirurgery Kit =+38 ), Sense Motive (10 -1 Wis +1 Suscipious = +10).
Bluff: +2 on disguise checks to act in character.
Appraise: +2 for alchemical materials or clockwork devices.
Search: +2 on search checks for secret doors.
Survival: +2 above ground.

Skill Tricks: Healing Hands.

Feats: Exotic Weapon Proficiency (firearms), Godless, Improved Critical (razor), Investigator, Iron Will, Self-sufficient, Skill Focus (chemistry, healing, knowledge (nature), profession (herbalism)), Weapon Finesse, Weapon Focus (razorl)
Trait: Suspicious

Regeneration 5 (Ex): acid and fire damage is not subject to regeneration but instead heals natural
Telepathic bond (Ex): Mordenheim experiences any physical pain that Adam feels. Such pain does not faze Adam but Mordenheim suffers a -2 penalty to all attacks, saves and checks for 1d4 rounds after Adam takes massive damage or is helpless and tortured.
Undying soul (Su): So long as Adam 'lives' Victor regenerates even if killed. Should his body be utterly destroyed, his soul possesses the most recently dead male corpse in Lamordia and it rises as Victor Mordenheim with all his abilities and statistics, morphing to fit his physical appearance in 2d6 days. If Adam is slain, Mordenheim can subsequently be destroyed permanently.

Expert Class Abilities: Skills - Craft (chemistry), Craft (clockmaking), Concentrate, Gather Information, Handle Animals, Heal, Knowledge (nature), Profession (herbalism), Search, Sense Motive.

Chiurgeon Class Abilities*: Proficiency with simple weapons, light martial slashing weapons, and rapier; Scalpel Attack (as Sneak attack but limited to slashing melee weapons), Medical Science (use Int rather than Wis modifier for Heal checks; +1 bonus to Heal checks/chiurgeon lvl), Diagnosis (make a Search check to identify illness or poisoning; +1 bonus to Search checks/chiurgeon lvl; failure to diagnose illness or poisioning removes lvl bonus from Heal checks), Bleeding (+2 bonus to Fort save vs. secondary effects of poison and +1 bonus to daily save against disease), Healing Science (succeed two Heal checks to double healing rate during long term care), Surgery (restore lost/missing functionality to limbs, joints, structures and organs such as tongue, nose, eyes and ears), Chemistry (+1 bonus to Craft (chemistry) skill checks/chiurgeon lvl), Trepanning (drill holes in the head to treat madness), Pharmacology (use Int rather than Wis modifier for Profession (herbalism) checks; +1 bonus to Profession (herbalism) checks/chiurgeon lvl; make plant based medicines/poisons), Deft Surgery (faster/safer surgery; -15% length/+1 of Dex modifier), Obsession (upon failing a Madness check the consequence is invariably an obsession with creating life), Transplantation (reattach or replace from same species extremities, tongue, nose, eyes and ears), Poison Use (safely make medicines/poisons), Advanced Transplantation (replace extremities, tongue, nose, eyes and ears from other humanoid or animal species; replace internal organs from same species), Reanimation (restore to a semblance of life at the cost of human sacrifice the recently dead: permanent life support or twisted in body or twisted in mind or brain in a vat).

Languages: Lamordian, Darkonese, Mordentish, Falkovnian, Balok, Vassi

Signature Possessions: +2 razor (functions as masterwork if using the Smothering of Reason Dread Possibility), masterwork sword cane rapier, masterwork pistol, chirurgery kit, healer's kit, syringe (sleepglass (injury, Fort save 30; initial damage 6d6 subdual, secondary damage 1d6 temporary Dex)), night drops (low light vision, 1 hour), chemical lab, lightning box.

Ability modifications:
Two level ability boosts went into Int & one level ability boost went in Dex
Phyically frozen at 33 years of age.
Mentally became middle aged at L11, old age at L12, venerable at L13.
Str: 10 prime = 10
Dex: 16 born, +1 level = 17
Con: 9 born.
Int: 17 born, +2 levels, +1 midage, +1 old, +1 venerable = 22
Wis: 5 born, +1 midage, +1 old, +1 venerabl = 8
Cha: 9 born, +1 midage, +1 old, +1 venerable, = 12

Skill points:
Expert L1 (6 +3 +1) x4 = 40
Expert L2 through L3 (6 +3 +1) x2 = 20
Expert L4 through L5 (6 +4 +1) x2 = 22
Chiurgeon L6 through L11 (6 +4 + 1) x6 = 66
Chiurgeon L12 through L13 (6+5 +1) x2 = 24
Chiurgeon L14 through L15 (6+6 +1) x2 = 26

Total skill points: 198

Total feats: 3 as expert (1 for L1, 1 for human, 1 for L3), 9 as chiurgeon (L6, L6, L9, L10, L11, L12, L13, L14, L15).

*Please see the 3.5 conversion of Wyatt's original Chiurgeon for a complete and detailed description of the class and its abilities: http://www.fraternityofshadows.com/foru ... 7502#87502
Last edited by cure on Fri Jun 06, 2008 2:05 am, edited 15 times in total.
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Post by HuManBing »

Bravo! At last, a decent stat build for the good Doctor! The whole 0th level Commoner seemed out of place even back in 2nd ed. With NPC classes in 3rd ed, it's even moreso.

Nice work on the aging mods as well... I'm always appreciative of the extra mile ;)
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Post by The Giamarga »

HuManBing wrote:Question to the topic creator - is this thread for all homebrew NPCs, or just the ones that are supported by canon?

Because so far I've assumed the latter was true. I have a few non canon NPCs to share too.
Well seeing that i included a few generic NPCs myself, I say post your homebrews, the more the better!
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Post by The Giamarga »

cure wrote:Victor Mordenheim
Male human Expert 5/Chiurgeon* 10
Interesting. I'll have to finish my Exp5/Scientist10 (from LotB) version of him and post him for comparison.
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Post by cure »

VJORN HORSTMAN

Minister of Science Vjorn Horstman is a creature utterly devoid of compassion and empathy. He is moreover a gifted, indeed insanely so, biologist and possesses unparalleled knowledge of lycanthropy.

Appearance
Vjorn Horstman’s extreme gauntness fosters the illusion of a very tall man when in fact the biologist is an inch short of 6 feet. His rubbery skin bares only a distorted and faint instance of the brand that all Falkovnians carry and is drawn tightly over the protruding bone structure of his bald skull. His eyebrows are bushy, his eyes sunken, and his left eye in particular is but a sightless white orb devoid of both retina and iris. He looks all of his 51 years yet conveys no sense of frailty. Indeed an aura of quiet, restrained menace hangs about the biologist, which goes well beyond his physical appearance, and which he has cultivated unconsciously for decades, initially as a precocious student and the son of a powerful general and now as a recognised genius and favoured servant of Vlad Drakov. In his lab he wears a simple white shirt and like pants underneath a leather apron for light work and an oil skin smock with matching gloves for more dangerous tasks. Outside his laboratory he dresses formally favouring dark jackets and white or yellow ties or ascots.

Background
Vjorn’s father, to his credit, understood and accepted early on that his son was not destined to be a swordswinger. Vjorn was sent to the best schools in Falkovnia, which were of no great quality, but was also tutored by a brilliant Lamordian refugee, who was a chemist driven from his homeland for experiments that went too far even by the dubious standards of that land. Vjorn excelled in the sciences and in medicine, and no doubt had the physical and intellectual attributes to become a renowned chiurgeon, but he was entirely indifferent to the wellbeing of others and his passion was confined to research and experimentation. His father secured for him a position in the Ministry of Science.

His voluntary work in putting an end to the career of a serial killer who he tracked down and unmasked as a wererat, both won him minor fame and accelerated his rise through the ranks. But it also triggered a bout of madness that crystallised in Horstman’s mind his mission in life. He would create a vaccine to cure lycanthropy. This ambitious project, in light of past wererat infestations in Falkovnia itself and of the ongoing infestation in coveted Richemulot, was deemed to be of high priority and Horstman was generously furnished with resources. His rapid progress towards his greatest discovery to date, the primal serum, was repackaged for the consumption of the King-Fuehrer himself as research into the weaponisation of lycanthropy and had the immediate, unexpected, and unwelcome consequence of his promotion to the head of the Ministry of Science.

Horstman, being no fool, accepted the post and crafted a management style that played to his strengths while impinging as little as possible upon his research. The deputy minister was allowed to put the most pressing matter each day and it alone to Horstman and attempting to burden him beyond that was grounds for, at best, dismissal. After going through a handful of deputy ministers, he now has in place a woman competent to attend to the details of running the ministry while he sees to only decisions of policy and crises of the most pressing sort, plus the whims of Drakov.

Current Sketch
The whims of Drakov proved to be, and continue to be, a significant distraction. By far most trying is compulsory attendance at military parades and, more rarely, state balls. Somewhat less irritating, and occasionally even fruitful, is his infrequent attachment as an advisor to diplomatic missions abroad. And least bothersome and most common is his employment as the King-Fuehrer’s personal torturer and executioner. Horstman brings no panache to the roles, at least beyond the sheer menace of his person. It is thanks to his extraordinary medical knowledge and in particular his ability to prolong or end life with ease that he keeps being called back. Vlad is usually quite content to have someone staked. But when he wants a person reduced to a quivering pile of flesh, he calls on his Minister of Science.

Horstman has so far proved to be competent in keeping his sadistic master happy and the ministry functioning well enough despite his growing madness and his embarrassing inability to mass produce the primal serum. That madness has led to significant insights in his work including his voluntary infection of himself with latent lycanthropy as a form of ‘immunity’ from the dread disease. Horstman is increasingly wound up in his work and detached from others. Whereas he used to be willing to urbanely discuss most any topic with a manifestly intelligent counterpart, and indeed maintained a considerable correspondence under assumed names, now his patience quickly frays should the matter fail to bear upon biology and ultimately lycanthropy. He still does take perverse pleasure in baiting Lamordians and positivists in general – in spite of his thorough training in their methods – as to their conviction that magic and the supernatural are but obscurantist superstitions. As he knows these arguments by rote, and knows by heart the counterproofs, he can make good sport of even the cleverest positivist and indeed relishes the notion of some day confronting Victor Mordenheim himself. He does share, however, with his positivist brothers their contempt for, if not their disbelief in, divine magic. Horstman is an avowed atheist and is nowise convinced that ‘gods’ grant clerics the spells that they cast. His conception of what a cure to lycanthropy would be has undergone a considerable evolution of late. A vaccine that simply destroys the disease remains stubbornly elusive. Whereas a vaccine that ‘cures’ the disease by eliminating its uncontrolled aspects seems increasingly feasible.

Combat
Horstman has long nursed a strong distaste for combat and if confronted when alone he is almost certain to flee by taking to the sky with the assistance of his cloak. He is, however, rarely met alone as Drakov has assigned to him a pair of bodyguards. He is slightly more likely to stand his ground, temporarily, if they can occupy the enemy and he can hurl into its midst acid, alchemical fire, or, if at hand, a pair of javelins that deliver sleepingglass poison and the primal serum respectively. If cornered he calmly attempts to impress upon his enemies who he is and what the consequences of further harassment, let alone slaying him, are likely to be. He is willing to bargain for his life. But he will also fight for it if necessary and he makes very respectable use of his razor in particular, which is also his preferred weapon for delivering coup de grâce. The wrinkle with respect to combat, however, is that the latent protostrain of lycanthropy with which he has infected himself has significantly improved his aptitude for fighting and even is beginning to weigh against his unwillingness to be involved in combat.

(The Mad Scientist class is written up here: http://www.fraternityofshadows.com/foru ... php?t=5169)

Vjon Horstman
Male human latent afflicted werebat Expert 5, Mad Scientist (biologist) 8 CR 14?; Size M (5’11” tall); HD 13d6 + 4d8; hp 63; Init +2 (Dex); Spd 30’, Fly 60’ (good; as per spell of same name using his cloak); AC 18 (+2 natural, +2 Dex, +4 bracers), (touch 16, flatfooted 16); BAB: +12/+7; Atk: +16/+11 melee (1d4+4, x3, +3 razor), +14/+9 melee (1d4, x3, masterwork punching dagger), +14/+9 (1d6, 18-20/x2 masterwork rapier), +13/+8 melee (primal serum or sleepingglass, syringe), +9/+4 (1d6/x3 + poison, stingray whip), +17/+12 (1d6+1, 20/x2 + (primal serum or sleepingglass, javelin). SA: Inspired Positivist Obsession, Positivistic Exposé, Disease (primal serum), Poison (sleepingglass); SQ: Curse of Lycanthropy, DR 5/silver, Chemical Bane: skull cap, Lycanthropic Empathy (bats, dire bats), Low-light vision, Scent, Inspired Madness (Madness score -9), Inspired Positivist, Obsession Knowledge, Bat form (using cloak); SR 18 (divine spells); AL LE; SV Fort +6, Ref +13, Will +9 (+13 spells, spell-like effects, supernatural effects, +15 divine spells), Fear +13, Horror +13, Madness +13; Str 12, Dex 15, Con 11, Int 18, Wis 10 (17), Cha 3 (7); Outcast Rating: 1.

Skills [Skill name (ranks + ability mod + [synergy/racial/feat]) = final bonus]: Appraise (5 +4 Int = +9), Balance (0 +2 Dex + ½ Jack of All Trades = +2.5), Bluff (5 -4 Cha -1 OR = 0), Climb (0 +1 Str + ½ Jack of All Trades = +1.5), Concentrate (1 +0 Con = +1), Craft (chemistry) (16 +4 Int = +20), Decipher Script (1 +4 Int = +5), Diplomacy (0 -4 Cha +2 Bluff synergy +2 Knowledge (nobility & royalty) synergy +2 Sense Motive synergy -1 OR = +1), Disable Device (0 +4 Int + ½ Jack of All Trades = +4.5), Disguise (0 -4 Cha + ½ Jack of All Trades = -3.5), Escape Artist (0 +2 Dex + ½ Jack of All Trades = +2.5), Forgery (0 +4 Int + ½ Jack of All Trades = +4.5), Gather Information (16 -4 Cha +2 Investigator -1 OR = +17), Handle Animal (5 -9 Madness score = -4), Heal (16 -9 Madness Score +3 Skill Focus +2 Chirurgery Kit = +12), Hide (0 +2 Dex + ½ Jack of All Trades +5 cloak = +7.5), Hypnosis (0 -4 Cha + ½ Jack of All Trades = -2.5), Intimidate (16 -4 Cha +2 Bluff synergy + 1 OR = +15), Jump (0 +1 Str + ½ Jack of All Trades = +1.5), Knowledge (architecture & engineering) (0 +4 Int + ½ Jack of All Trades = +4.5), Knowledge (arcane) (16 +4 Int +3 Skill Focus +3 Greater Skill Focus (Knowledge (arcane)) +2 Library = +28), Knowledge (dungeoneering) (0 +4 Int + ½ Jack of All Trades = +4.5), Knowledge (geography) (5 +4 Int = +9), Knowledge (history) (0 +4 Int + ½ Jack of All Trades = +4.5), Knowledge (local) (0 +4 Int + ½ Jack of All Trades = +4.5), Knowledge (nature) (16 +4 Int +2 Library = +22), Knowledge (nobility & royalty) (5 +4 Int = +9), Knowledge (Ravenloft) (2 +4 Int = +7), Knowledge (religion) (0 +4 Int + ½ Jack of All Trades = +4.5), Listen (5 -9 Madness score +4 lycanthrope = 0), Move Silently (0 +2 Dex + ½ Jack of All Trades = +2.5), Open Lock (0 +2 Dex + ½ Jack of All Trades = +2.5), Profession (herbalism) (1 -9 Madness score = -8), Ride (0 +2 Dex + ½ Jack of All Trades +2 Bluff synergy = +4.5), Search (16 +4 Int +2 Investigator +4 lycanthrope = +26), Sense Motive (5 -9 Madness score = -4), Sleight of Hand (0 +2 Dex + ½ Jack of All Trades +2 Bluff synergy = +4.5), Spellcraft (0 +4 Int + ½ Jack of All Trades +2 Knowledge (arcane) synergy = +6.5), Spot (5 -9 Madness score +4 lycanthrope = 0), Survival (0 +0 Wis + ½ Jack of All Trades -9 Madness Score = -8.5), Swim (0 +1 Str + ½ Jack of All Trades = +1.5), Tumble (0 +2 Dex + ½ Jack of All Trades = +2.5), Use Magical Device (0 -4 Cha + ½ Jack of All Trades = -3.5) , Use Rope (0 +2 Dex + ½ Jack of All Trades = +2.5).
Bluff: +2 on disguise checks to act in character.
Appraise: +2 for chemical materials.
Search: +2 on search checks for secret doors.
Survival: +2 above ground, +2 to avoid getting lost or avoiding hazards, +2 follow tracks.

Feats: Skill Focus (Heal), Investigator, Logical Mind, Jack of All Trades, Skill Focus (Knowledge (arcane)), Greater Skill Focus (Knowledge (arcane)), Godless, Library (Knowledge (arcane) & Knowledge (nature)), Iron Will, Blind-fight.

Expert Class Abilities: Skills - Craft (chemistry), Concentrate, Gather Information, Handle Animals, Heal, Intimidate, Knowledge (nature), Profession (herbalism), Search, Sense Motive.

Mad Scientist Class Abilities:
Proficiency with simple weapons and rapier;
Inspired Madness (Ex): Horstman is immune to madness effects; he never labours under the consequences of more than one failed Madness save; he redistributes ability score losses, whether from the failed Madness save or other temporary or even permanent sources, from Intelligence to Wisdom and Charisma but may not reduce either below 3; for all Wisdom-based checks, skills, and saves he uses his Madness score in place of his Wisdom modifier; but trice per day he may use his Madness score as a positive rather than a negative modifier replacing the Intelligence, Wisdom or Charisma modifier for one Intelligence-, Wisdom- or Charisma-based check, skill or save;
Inspired Positivist Obsession (Ex): +24 competence bonus to Craft, Gather Information, Knowledge and Search checks tied directly to biology; +6 competence bonus to Fortitude saves versus diseases and animal or plant poisons with use of oil skin gloves and oil skin smock; the DC for any save against a disease or a poison wielded by Horstman increases by 6; .
Knowledge (Ex): as per Bardic Knowledge, but focused either on matter in motion (positivism) 12 or goal oriented action (teleology) 8.
Positivist Exposé (Ex): Horstman can attempt to drive spellcasters to distraction with inflammatory discourse about obscurantist superstition. As a full-round action he makes a Charisma check, adding his class level as a bonus, which becomes the DC for the Will saving throw for spellcasters within hearing. If the save is failed, the spellcaster(s) is so beside himself with rage that he is for 1 round effectively dazed (unable to act, but can defend himself normally). Horstman may attempt to repeat the attack from round to round but suffers a cumulative -3 penalty as his stock of biting insults is exhausted. With a week to prepare new material, the adjustment is reduced to an initial penalty of -3.
Minor Positivistic Transgression (Su): Primal serum (injury, Fort save DC 15 (21 in Horstman’s hands); initial damage involuntary transformation for 1 hour into the hybrid form of either a werebat, wereboar, werejackel, wererat, weretiger or werewolf, secondary damage none))
Major Positivistic Transgression (Su): Lycanthropic elixir (injury, Fort save DC 15 (21 in Horstman’s hands); initial damage infects the user with a protostrain of the Dread Disease that has had its trigger pathways crippled, with the result that he acquires all the elements of the lycanthropic template save for Alternate Form and Shape Control, but could be pushed into animal or hybrid form with the spell Induce Lycanthropy, secondary damage none)).

Languages: Falkovnian*, Darkonese, Lamordian, Mordentish, Balok, Vassi

Signature Possessions: +3 razor, masterwork punching dagger, masterwork rapier, syringe (primal serum (injury, Fort save DC 15 (21 in Horstman’s hands); initial damage involuntary transformation for one hour into the hybrid form of werewolf, secondary damage none)), syringe (sleepglass (injury, Fort save DC 30 (36 in Horstman’s hands); initial damage 6d6 subdual, secondary damage 1d6 temporary Dex)), stingray whip (1d6/x3, poison (injury, Fort save DC 12 (18 in Horstman’s hands); initial damage -1 penalty to attack rolls, damage rolls, and skill checks), ineffective against creatures with +2 or higher armour bonuses or +4 or higher natural armour bonuses), javelin (primal serum (injury, Fort save DC 15 (21 in Horstman’s hands); initial damage involuntary transformation into the hybrid form of werewolf, secondary damage none)), javelin (sleepglass (injury, Fort save DC 30 (36 in Horstman’s hands); initial damage 6d6 subdual, secondary damage 1d6 temporary Dex)), bracer of armour +4, cloak of the bat, oil skin gloves, oil skin smock, antitoxin, chirurgery kit, chemical lab, library.

Ability modifications:
Two level ability boosts went into Int & one level ability boost went in Wis
Age 50.
Became middle aged at L9.
Str: 13 prime, -1 midage = 12
Dex: 16 born, -1 midage = 15
Con: 12 born, -1 midage = 11
Int: 15 born, +2 levels, +1 midage = 18
Wis: 15 born, +1 midage, +1 level = 17
Cha: 6 born, +1 midage = 7
Failed madness check with a failure margin of 5 and losses of -2 Int, -4 Wis -5 Cha but temporary losses redistributed to -7 Wis & - 4 Cha as per Inspired Madness.

Skill points:
Expert L1 (6 +2 +1) x4 = 36
Expert L2 through L3 (6 +2 +1) x2 = 18
Expert L4 through L5 (6 +3 +1) x2 = 20
Chiurgeon L6 through L9 (6 +3 + 1) x6 = 40
Chiurgeon L10 through L13 (6+4 +1) x2 = 44

Total skill points: 158

Total feats: 3 as expert (1 for L1, 1 for human, 1 for L3), 5 as Mad Scientist (L6, L6, L9, L 10, L12).
Last edited by cure on Fri Jun 06, 2008 2:41 am, edited 13 times in total.
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Post by HuManBing »

That looks really good, cure! :thumbsup:

Just one thing to notice and that's the 8) (eight bracket) smiley.

You may want to edit the post and click "disable smilies"!
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Post by cure »

(Deceased) Prof. Abelhous Nicholsi 689-75?
Statistics are of him at age 62 in 751

Male human Expert 2, Scholar (biologist/botanist) 5 CR 6?; Size M (?’?” tall); HD 7d6 - 7; hp 17; Init +2 (Dex); Spd 30’; AC 12 (+2 Dex), (touch 12, flatfooted 10); BAB: +4; Atk: +7 (1d6, x2, masterwork sickle), +7 melee (1d4, 19-20/x2, masterwork dagger), +7 meele (1d6, x2 masterwork light mace), +7 ranged (1d10, 19-20/x2, masterwork heavy crossbow), +6 ranged (1d4, x2, sling); AL LG; SV Fort +0, Ref +3, Will +14, Fear +14, Horror +14, Madness +14; Str 10, Dex 14, Con 8, Int 18, Wis 16, Cha 12.

Skills [Skill name (ranks + ability mod + [synergy/racial/feat]) = final bonus]: Appraise (1 +4 Int = +5), Balance (0 +2 Dex +2 Tumble = 4), Bluff (0 +1 Cha -1 Honest = 0), Climb (1 +0 Str = 1), Concentrate (1 +0 Con = +1), Craft (chemistry) (5 +4 Int = +9), Diplomacy (5 + 1 Cha +2 Knowledge (nobility & royalty) synergy +1 Honest +1 Polite = 10), Disguise (0 +1 Cha = 1), Escape Artist (0 +2 Dex = 2), Gather Information (1 +1 Cha +2 Investigator +1 Easygoing +2 Knowledge (local) synergy = +7), Handle Animal (1 +1 Cha = 2), Heal (5 +3 Wis +3 +2 Healer's Kits = +10), Hide (6 +2 Dex = +8), Intimidate (0 +1 Cha -1 Easygoing -2 Polite =-2), Jump (0 +0 Str + 2 Tumble = +2), Knowledge (arcane) (1 +4 Int + 2 True Scholar Insight bonus = +7), Knowledge (dungeoneering) (1 +4 Int + 2 True Scholar Insight bonus = +7), Knowledge (geography) (5 +4 Int + 2 True Scholar Insight bonus = +11), Knowledge (history) (1 +4 Int + 2 True Scholar Insight bonus = +7), Knowledge (local) (5 +4 Int + 2 True Scholar Insight bonus =+11), Knowledge (nature) (10 +4 Int +2 Survival synergy + 2 True Scholar Insight bonus = +18), Knowledge (nobility & royalty) (5 +4 Int + 2 True Scholar Insight bonus = +11), Knowledge (religion) (1 +4 Int + 2 True Scholar Insight bonus =+7), Listen (1 +3 Wis =+4), Move Silently (5 +2 Dex = +7), Profession (farmer) (1 +3 Wis + = 4), Profession (herbalism) (10 +3 Wis +5 Skill Focus = 18), Profession (scholar) (1 +3 Wis + = 4), Ride (1 +2 Dex = +3), Search (10 +4 Int +2 Investigator = +16), Sense Motive (0 +3 Wis - 1 Easygoing - 1 Honest =1), Spot (10 +3 Wis = 13), Survival (5 +3 Wis = 8), Swim (1 +0 Str = +1), Tumble (5 +2 Dex = 7), Use Rope (1 +2 Dex = +3).
Appraise: +2 for chemical materials.
Search: +2 on search checks for secret doors.
Survival: +2 above ground, +2 to avoid getting lost or avoiding hazards, +2 follow tracks.

Skill Tricks: Collector of Stories, Healing Hands

Feats: Weapon Finesse, Logical Mind, Investigator, Skill Focus (Profession (herbalism)), Eidetic Memory.

Expert Class Abilities: Skills - Appraise, Climb, Handle Animals, Heal, Knowledge (nature), Profession (farmer), Ride, Spot, Survival, Use Rope.

Scholar Class Abilities:
Core Skills - Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all save for Ravenloft/planes, each taken individually) (Int), Listen (Wis), Perform (Cha), Profession (scholar) (Wis), Search (Int), Sense Motive (Wis), Speak Language,
Specialisation: Profession (herbalism), Craft (chemistry), Search.
Expertise: Hide in Shadows, Move Silently, Tumble.
Labyrinth of Knowledge: +4 competence bonus on any check that would be aided by his consulting in personal library

Languages: Darkonese*, Mordentish, Lamordian, Vassi, Balok, Forfan, Rajian.

Signature Possessions: masterwork sickle, masterwork dagger, masterwork light mace, masterwork heavy crossbow, sling, antitoxin, healer's kit, field chemical lab, chemical lab, library.

Ability modifications:
One level ability boosts went into Dex
Age 61.
Became middle aged at L4 and old at L6.
Str: 13 prime, -1 midage -2 old = 10
Dex: 16 born, +1 level -1 midage -2 old = 14
Con: 11 born, -1 midage -2 old = 8
Int: 16 born, +1 midage + 1 old = 18
Wis: 14 born, +1 midage +1 old = 16
Cha: 10 born, +1 midage + 1 old = 12

Skill points:
Expert L1 (6 +3 +1) x4 = 40
Expert L2 (6 +3 +1) x1 = 10
Scholar L3 (6 +3 +1) x1 = 10 +4
Scholar L4 (6 +3 +1) x1 = 10
Scholar L5 (6 +3 +1) x1 = 10 +4
Scholar L6 (6 +3 +1) x1 = 10 +4
Scholar L7 (6 +4 +1) x1 = 11
Total skill points: 113

Total feats: 2 as expert (1 for L1, 1 for human), 2 as Scholar (L3, L6).

718 Studies End 29 Young
724 Killer Vine 35 Middle Age
731 Forlorn 42 Middle Age
743 Meteor 54 Old
750 Sri Raji 61 Old
Last edited by cure on Mon Mar 02, 2009 6:06 am, edited 1 time in total.
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Post by The Giamarga »

I updated my NPC classes post on the first page with some more links.

Also here are some excellent Ravenloft (N)PCs from ENWorld:
[Rogues Gallery] Of Thieves, Nobles, and the Righteous (Philippe Fitzroi "the thief", Leothar Falcqon "the noble", Christopher Van Edefelt "the righteous", all 8th level)
[Rogues Gallery] Delving the Mists (a group of 6th level investigators)
[Rogues Gallery] Paridon: the Dark Metropolis (investigators from a Paridon campaign)

Not necessarily Ravenloft but still interesting and perhaps useful:
iwatt's Varadis Telamon (a low-magic-world fencing master, with a great background story)
a few 3.5 conversions of the old 2E Rogue's Gallery

Some useful NPC archive sites:
d20 NPC wiki
dmtools.org (dmtools has among other things the great Dagger Guild generic Thieves Guild NPCs. For anyone interested here's the compiled backstory of the Dagger Guild)
Index of WotC sample NPCs (from the rulebooks)
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Post by The Giamarga »

An interesting take on Jander's stats by Amiel from this old thread on ENWorld
Jander Sunstar

Male Sun Elf Vampire Lord Bard 1/Expert 1/Fighter 10/Ranger 1/Rogue 3; CR 21; Medium Undead (Elf);
HD 1d12 plus 1d12 plus 10d12 plus 1d12 plus 3d12 plus 16; 120 hp; Init +10; Spd 30 ft., fly 50 ft. (perfect); AC 34 (+6 Dexterity, +6 armor, +12 natural), touch 28, flat-footed 28; Base Atk +13; Grp +23; Atk Slam +23 melee (1d6+11 plus energy drain), or Light of Hope (+2 disruption undead bane longsword) +26 melee (1d8+12 19-20/x2) or (+2 frost ghost touch dagger) +25 melee (1d4+12 plus +1d6 cold 19-20/x2), or masterwork composite longbow +19 ranged (1d8+10 x3); Full Atk Slam +23 melee (1d6+11 plus energy drain), or Light of Hope (+2 disruption undead bane longsword) +26/+21/+16 melee (1d8+12 19-20/x2) and (+2 frost ghost touch dagger) +25/+20 melee (1d4+12 plus +1d6 cold 19-20/x2), or masterwork composite longbow +19 ranged (1d8+10 x3); Space/Reach 5 ft./5 ft.; SA Blood drain, children of the night, create spawn, dominate (Will save DC 23), energy drain, sneak attack +2d6; SQ +4 turn resistance, alternate form, bardic knowledge +8, bardic music, cold resistance 10, control weather, countersong, damage reduction 10/epic and silver and magic, electricity resistance 10, elf traits, evasion, fascinate, fast healing 8, favored enemy undead +2, gaseous form, inspire courage +1, spider climb, telekinesis at will, telepathy, track, trapfinding, trap sense +1, wild empathy +7; AL NG; SV Fort +18, Ref +25, Will +20; Str 31, Dex 22, Con --, Int 21, Wis 15, Cha 23. Height 5 ft. 5 in.; 130 lb.
Languages: Balok, Chondathan, Common, Damaran, Elven, Illuskan, Orc, Sylvan
Skills and Feats: Appraise +17, Balance +14, Bluff +18, Climb +13, Concentration +5, Craft (painting) +14, Craft (woodworking) +16, Diplomacy +16, Disguise +12, Gather Information +18, Heal +3, Hide +23, Intimidate +16, Jump +13, Knowledge (architecture and engineering) +8, Knowledge (Daggerdale history) +3, Knowledge (Daggerdale local) +3, Knowledge (Evermeet history) +9, Knowledge (Evermeet local) +9, Knowledge (Ravenloft local) +6, Knowledge (Waterdeep history) +6, Knowledge (Waterdeep local) +6, Listen +22, Move Silently +27, Perform (dance) +8, Perform (flute) +26, Perform (melody) +8, Ride (horse) +7, Search +20, Sense Motive +16, Sleight of Hand +13, Spot +24, Survival +8, Tumble +13; Alertness (B), Ambidexterity, Artist, Blind-Fight, Combat Reflexes (B), Dodge (B), Education, Improved Initiative (B), Improved Two-Weapon Fighting, Iron Will (B), Leadership (B), Lightning Reflexes (B), Luck of Heroes, Mobility, Smooth Talk, Spring Attack, Strong Soul, Track (B), Twin Sword Style, Two-Weapon Fighting, Weapon Focus (longsword)

Bard Spell per Day: 2; base DC = 16 + spell level.

Possessions: +2 Celestial Mithral Chain Shirt ([27900 gp]), +2 Silver Disruption Undead Bane Longsword (4 lb [18405 gp]), +2 Silver Frost Ghost Touch Dagger (1 lb [12322 gp]), Masterwork Composite Longbow (+2 Str bonus; 3 lb [1000 gp]), 40 Silver Arrows (6 lb [306 gp]), Boots of Elvenkind (1 lb [2500 gp]), Brooch of Shielding ([1500 gp]), Cloak of Elvenkind (1 lb [2500 gp]), Masterwork Elven Rose Flute (3 lb [300 gp]), White Silk Embroiled Gloves (Glove of Storing [Masterwork Artisan’s Tools, Hammer, Holly and Mistletoe, Holy Water Flask x4, Silver Stake x5, Stone of Alarm; 10259 gp]), 8 gp
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Post by Gonzoron of the FoS »

Odd, I haven't yet read the FR Jander stuff, but Exp1/Brd1/Rgr1 seem kind of extraneous, no?
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Post by The Giamarga »

A very old version of 3.0 stats for Jander by Andrew Snow from the Ravenloft-L mailing list
(a bit generic but has some great ideas)
Jander Sunstar
8th level Ranger/3rd Level Rogue, Eminent Vampire Elf Male, Chaotic Neutral
(CR15)
Str 24 (+7)
Dex 25 (+7)
Con -
Int 18 (+4)
Wis 18 (+4)
Cha 16 (+3)

AC: 27 (+8 Nat, +7 Dex, +2 Armor)
HD: 11d12 (72 hp)
Init: +11
Speed: 50ft.
Attack Bonus +10/+5
+2 Short Sword & +1 Dagger +18/+15, 1d6+9, 19-20/x2 (Short Sword), +14 1d4+8, 19-20/x2 (Dagger)*
Fort: +7 Ref: +14 Will: +7
Skills: Hide +29, Move Silently, +29, Wilderness Lore +15, Spot +26, Listen +26, Handle Animal +15, Knowledge (Nature) +15, Knowledge (Undead) +12, Bluff +17, Sense Motive +15, Disguise: +12
Feats: Point Blank Shot, Weapon Focus: Short Sword, Favored Critical: Undead, Supernatural Critical, Alertness, Combat Reflexes, Dodge, Improved initiative, Lightning Reflexes
Special: Favored Foes: Undead +2, Monstrous Humanoids +1, Ranger Feats, Sneak Attack +2d6, Uncanny Dodge (Dex Bonus to AC), Evasion; Elf Abilities, Damage Reduction 25/+3, Fast Healing 8, Turn Resistance +7, Gaseous Form, Cold and Elec Resistance 20, Spider Climb, Alternate Form, Domination, Energy Drain, Blood Drain, Children of the Night, Scent, Fast Shift*, Black Thumb *, Vampiric Weaknesses
Spells: 2/1
Gear: +2 Short Sword, +1 Dagger, Leather Armor, 3 Wooden Stakes
* See Explanation

Explanation: Okay Here I took a common 8th level Ranger from page 55 of the DMG, Added the Stat adjustments of a FR Gold Elf. Added the stats for being an Eminent Vampire. I used a couple of Feats from MotW because they seem to fit him (if anyone should be able to score a critical hit on an undead creature it should be a vampire ranger). I also gave him 3 levels as a Rogue, mostly because I figured he wouldn't stay 8th level for over 700 years, and in Cotn:Vampires he's shown a degree of stealth and subterfuge so I say he's got Rogue levels.
His Attacks?..... I figure you've got 2 weapons and the ability to use them
both, why not do it.
Jander is reputed to have the ability the to use his alternate form ability
quickly, so as a Salient ability I'm claiming he can do this as a free action
1/round
We all remember Jander's ability to kill plants with a touch....well I made
it a Salient weakness
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Post by The Giamarga »

gonzoron wrote:Odd, I haven't yet read the FR Jander stuff, but Exp1/Brd1/Rgr1 seem kind of extraneous, no?
I generally agree, but Jander has a few skills that are hard to put into a pure fighter build. Amiel's version goes a bit over the top though. Sure Jander can play the flute quite well, but does he truly need bard levels or perform skills that high? Also he took a bit of liberty with the knowledge skills. But there are many very cool ideas in that build.

IMHO Jander should be multiclassed a bit. I would definately give him a few Ranger levels. In the 2E FR Villains Lorebook ([used to be] available as a free pdf from WotC) he was portrayed as a Ftr8 but the fluff describes him as a forrester too iirc, which i would convert into a 3E as a Ftr/Rgr. Also as i mentioned several times before, I really want to give him a few levels of Avenger. His vow of revenge in Waterdeep and his later hatred of Strahd just fit that class too well. And he is noted to be a fearsome vampire hunter.
Last edited by The Giamarga on Sun Jan 19, 2014 9:15 am, edited 4 times in total.
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Post by The Giamarga »

Two great threads that i just stumbled upon on Wizard's boards:

Stuck for ideas? Get instant encounters at the Encounter Resource Thread. (Excellent thread on WotC)

Want Lore sections for pre-MMIV monsters? Visit the Monster Lore Compendium. (including many Ravenloft specific contributions by John Mangrum)

WotC Random Encounters Archive.
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