Please note that new user registrations disabled at this time.

The Official Baldur's Gate Series NPC 3.5 Edition Revision Thread!

This forum is to be used for all discussions pertaining to BioWare's Baldur's Gate II: Shadows of Amn.
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

The Official Baldur's Gate Series NPC 3.5 Edition Revision Thread!

Post by Galuf the Dwarf »

The Official Baldur's Gate Series 3.5 Edition NPC Revision Thread! (Spoilers inside)

Well, I PMed fable about this idea a bit earlier so here we go!

This thread's intention is to revise playable NPCs from Baldur's Gate 2 (Throne of Bhaal included) & prominent playable NPCs from Baldur's Gate 1 (that are not normally playable in Baldur's Gate 2) using 3.5 Edition rules

Rules of the thread:
1) Please abide by GameBanshee rules, particularly when it comes to spam, flaming, and trolling. If it deals with either the Baldur's Gate series (particularly NPCs) or materials from D&D or Forgotten Realms sourcebooks, that is totally allowed in this thread. Let's not bother bashing members for their work, the NPCs that are covered, or the current rulesets for D&D at any given time, okay?

2) All NPC levels take place for the lowest level would likely be obtained in Baldur's Gate 2: Shadows of Amn, with the exception of one other who shall remain nameless. ;)

3) I apologize if not everyone reading this thread is familiar with 3.5 Edition Dungeons & Dragons mechanics, but, honestly, there are still some who shall read this thread that will.

4) If you feel compelled to volunteer any stats, you must meet these requirements:
- Must have access to (and understanding of) 3.5 Edition Core rules
- Must list what sourcebooks that are used for these stats, particularly for prestige classes, feats, or other articles pertaining to a certain sourcebook.

5) Any events of the games mentioned in this thread must be marked as spoilers that you highlight and (if available) colored in black.

Anyways, here's the first NPC on my mind to revise: Korgan!

Korgan Bloodaxe
Chaotic Evil Male Shield Dwarf Fighter 6/Barbarian 2/ Battlerager 2* (ECL: 10)
Hit Dice: 6d10+30 plus 4d12+10 (112 hp)

Initiative: +2

Speed: 20 feet in scale mail armor (4 squares), 30 natural

Armor Class: 19 (+2 Dexterity, +5 scale mail, +2 shield), Touch 12, Flat-footed 19

Base Attack/Grapple: +10/+14

Attacks: Battleaxe +16/+11 melee (1d8+7/18-20x2) or throwing axe +12/+7 ranged (1d6+8/x2)

Abilities:
18 Strength
14 Dexterity
20 Constitution
12 Intelligence
9 Wisdom
8 Charisma

Saving throws: Fortitude +16, Reflex +5, Will +2

Special Attacks: Rage 2/day

Special Qualities: Fearless (immune to fear effects, +2 insight bonus to saves against all mind-affecting spells and effects), Gruff (+2 to Intimidate checks & -4 to other Charisma & other Charisma-based skill checks), Rock Gut (additional +2 bonus to saving throws against poison), Shield Dwarf Traits, Uncanny Dodge

Skills and feats: Intimidate +12, Knowledge (Dungeoneering) +7, Knowledge (History) +3, Knowledge (Religion) +3, Listen +3, Perform (Singing) +1, Spot +4; Cleave, Close-Quarter Fighting, Endurance, Improved Critical (Battleaxe), Point Blank Shot, Power Attack, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)

Possessions: +1 Battleaxe, 10 throwing axes, Scale mail, heavy steel shield, steel helmet

Challenge Rating: 11

Books used: 3.5 Edition Player's Handbook, Forgotten Realms Campaign Setting, Races of Faerun(*)
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

Well, here's another BG2 NPC.

Anomen Derlyn
Lawful Neutral Male Tethyrian Human Fighter 4/Cleric of Helm 3 (ECL: 7)
Hit Dice: 4d10+12 plus 3d8+6 (66 hp)

Initiative: +0

Speed: 20 feet in scale mail, 30 natural

Armor Class: 17 (+4 scale mail, +3 Derlyn Family Shield) Touch 10, Flat-footed 17

Base Attack/Grapple: +6/+8

Attacks: Heavy mace +9/6 melee (1d8+7/x2) or sling +6/+1 ranged (1d4+6/x2)

Abilities:
18 Strength
10 Dexterity
16 Constitution
10 Intelligence
14 Wisdom
13 Charisma

Saving throws: Fortitude +10, Reflex +2, Will +6

Special Attacks: Turn Undead 4/day

Special Qualities: +1 to caster level on law spells, 1/day +3 bonus to AC to a touched subject for 1 hour

Skils and Feats: Concentration +11, Diplomacy +3, Heal +8, Knowledge (Amn Local) +5, Knowledge (Religion) +6, Spellcraft +3; Combat Casting, Improved Turning, Point Blank Shot, Spell Penetration, Weapon Focus (Heavy Mace), Weapon Focus (Sling), Weapon Specialization (Heavy Mace)

Cleric Spells Memorized: 0 - Cure Minor Wounds (x2), Guidance; 1st - Cure Light Wounds (x2), Command; 2nd - Cure Moderate Wounds, Delay Poison
Cleric Domains: Law and Protection
Domain Spells Memorized:
1st - Protection from Chaos (Law)
2nd - Shield Other (Protection)

Equipment: Heavy mace, sling, 40 sling bullets, helmet, scale mail armor, Derlyn Family Shield

Derlyn Family Shield (Minor Artifact): This shield has been passed down by generations of the Derlyn family, and was given to Anomen by his father. It functions as a +1 Heavy Steel Shield with 10 cold & fire resistance and can be willed 3 times per day to protect Anomen from non-magical missile attacks. If the shield is used by anyone other than a member of the Derlyn family line, it functions only as a normal heavy steel shield.
Faint abjuration; Caster Level 5th; Craft Wonderous Item, Resist Energy, Protection from Arrows; Price 26,000 gp; Weight 10 lbs.

Challenge Rating: 7

Books Used: 3.5 Ed. Dungeon Master's Guide, 3.5 Ed. Player's Handbook, Forgotten Realms Campaign Setting, Player's Guide to Faerun, Races of Faerun
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

dWell, I guess this is a solo effort. If anyone wants to comment on my work or rate this thread, be my guest, folks!

Anyways, here's the PC's little shadow, Imoen!

Imoen
Neutral Good Female Human Rogue 6/ Wizard 4 (ECL: 10)
Hit Dice: 6d8+24 plus 4d4+16 (63 hp)

Initiative: +4

Speed: 30 feet

Armor Class: 14* (+4 Dexterity) Touch 14, Flat-footed 14 (* AC = 15 when Imoen designates a target for a dodge attempt during an action)

Base Attack/Grapple: +6/+5

Attacks: Unarmed Strike +10/+5 melee (1d3+6/x2, nonlethal)

Abilities:
9 Strength
18 Dexterity
18 Constitution
17 Intelligence
10 Wisdom
15 Charisma

Saving Throws: Fortitude +7, Reflex +10, Will +6

Special Attacks: Sneak Attack +3d6

Special Qualities: Copy scroll, Evasion, Summon familiar, Trapfinding, Trap Sense +2, Uncanny Dodge

Skills and feats: Appraise +7, Balance +12, Climb +4 (+6 for checks that involve climbing a rope), Concentration +11, Craft (Trapmaking) +7, Diplomacy +9, Disable Device +14, Hide +11, Knowledge (Arcana) +10, Listen +5, Move Silently +11, Open Lock +15, Profession (Burglar) +8, Search +12, Sleight of Hand +10, Spellcraft +12, Spot +5, Tumble +13, Use Rope +13; Dodge, Eschew Materials**, Nimble Fingers, Scribe Scroll, Weapon Finesse, Weapon Focus (Dagger)

Wizard spells prepared: 0 - Read Magic (x4); 1st - Identify, Magic Missile (x2), Mage Armor; 2nd - Blur, Invisibility, Melf's Acid Arrow

Possessions: Imoen's Belt, spellbook, spell component pouch, thief's tools

Imoen's Belt: This device was made for the purpose of extracting her soul over time. Due to the mighty magic that created it, it can only be removed by its manufacturer, Jon Irenicus. It also keeps a feeling in her head that causes her feel pain and panic if her hit points drop below 10.
Strong conjuration & faint abjuration; Caster Level 20th; Craft Wonderous Item, Trap the Soul, Alarm; Price 120,000 gp; Weight 4 lbs.

Challenge Rating: 10

Books used: 3.5 Dungeon Master's Guide, 3.5 Player's Handbook

Note: ** = see Edwin's stats for an explanation on this.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
Cuchulain82
Posts: 1229
Joined: Thu Feb 24, 2005 3:44 pm
Location: Law School library, Vermont, USA
Contact:

Post by Cuchulain82 »

Good job Dwarf!
Well, I guess this is a solo effort. If anyone wants to comment on my work or rate this thread, be my guest, folks!
I, for one at least, really like reading these posts. I don't have any contributions because I don't know 3rd ed. well enough, but I like seeing what you come up with.

Using 3rd ed. rules the characters will probably change a lot, especially multi/dual classed, don't you think? I remember looking at the 2nd ed. stats for Drizzt (straight ranger) and then looking at his 3rd ed. stats (10 fighter, a few others) and thinking how different that made things. Do you think this will hurt characters like Anomen and Jaheira who used the multiple classes to game the 2nd ed. system?
Custodia legis
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

[QUOTE=Cuchulain82]I, for one at least, really like reading these posts. I don't have any contributions because I don't know 3rd ed. well enough, but I like seeing what you come up with.

Using 3rd ed. rules the characters will probably change a lot, especially multi/dual classed, don't you think? I remember looking at the 2nd ed. stats for Drizzt (straight ranger) and then looking at his 3rd ed. stats (10 fighter, a few others) and thinking how different that made things. Do you think this will hurt characters like Anomen and Jaheira who used the multiple classes to game the 2nd ed. system?[/QUOTE]

It will definitely hurt them, but it may also give them different options. For instance, Anomen or Jaheira could further progress with the Fighter class to further utilize weaponry. For the most part, though, they may take a beating, depending upon how many levels they may be able to attain throughout a 3.5 Edition rehash of BG2.

Don't forget, though, that since 3rd Edition, characters gain an additional point to an ability that they select, so they aren't as 'stuck with what they got' than previous editions made them out to be. ;)

Still, I the NPCs that are giving the most difficulty to think up their stats are these, from a scale of 1 (hardest) to 7 (easiest).

1) Keldorn

2) Valygar

3) Cernd

4) Yoshimo

5) Minsc (If I had the sourcebook 'Unapproachable East,' he'd likely be easy.)

6) Haer'Dalis

7) Mazzy

Overall, thank you for your comments. Much appreciated. ;)
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
Cuchulain82
Posts: 1229
Joined: Thu Feb 24, 2005 3:44 pm
Location: Law School library, Vermont, USA
Contact:

Post by Cuchulain82 »

Still, I the NPCs that are giving the most difficulty to think up their stats are these, from a scale of 1 (hardest) to 7 (easiest).

1) Keldorn

2) Valygar

3) Cernd

4) Yoshimo

5) Minsc (If I had the sourcebook 'Unapproachable East,' he'd likely be easy.)

6) Haer'Dalis

7) Mazzy

Overall, thank you for your comments. Much appreciated.
I don't think these all those characters will be that difficult. Haer'Dalis should be easy, right? He can be a Tiefling with split levels between bard and duelist... I know that isn't ideal, but it is pretty close. I don't think there is a bard prestiege class that will accomidate blade abilities, but the penalties for being a blade in 2nd ed (less lore, lower bard abilities) will happen because of the fewer levels to bard.

Mazzy could be straightforward too, but she can be a religious warrior from the Faiths and Avatars book. Minsc can split between Ranger (or Fighter)/Barbarian. I think you can make just about anyone work...


...but I see why you started with Korgan :D
Custodia legis
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

[QUOTE=Cuchulain82]I don't think these all those characters will be that difficult. Haer'Dalis should be easy, right? He can be a Tiefling with split levels between bard and duelist... I know that isn't ideal, but it is pretty close. I don't think there is a bard prestiege class that will accomidate blade abilities, but the penalties for being a blade in 2nd ed (less lore, lower bard abilities) will happen because of the fewer levels to bard.

Mazzy could be straightforward too, but she can be a religious warrior from the Faiths and Avatars book. Minsc can split between Ranger (or Fighter)/Barbarian. I think you can make just about anyone work...


...but I see why you started with Korgan :D [/QUOTE]

1) Yeah, I was considering Duelist, so with what you say, he'd likely be easier. Then again, I was wondering if a prestige class from The Complete Warrior or Complete Adventurer (don't have either) may work, but I doubt it.

2) That might work, but I was convinced that she should be a Paladin of Arvoreen, particularly with the special abilities that she has in the game.

3) Yeah, I had Barbarian 1/Ranger X in mind at first for Minsc, but then again, I'm still looking into the whole Rashemi Berserker stuff as well. I'll keep it in mind anyways. ;)

4) Yep. Korgan was easy as pie, especially thanks to Races of Faerun. :cool:
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

Well then, does anyone have any requests for an NPC (including ones from BG1 that take a supporting role in BG2) to be done up?
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
fable
Posts: 30676
Joined: Wed Mar 14, 2001 12:00 pm
Location: The sun, the moon, and the stars.
Contact:

Post by fable »

I think this is a great resource, Galuf. I'm not playing at the moment (my game's suspended, pending some other review work that takes precedence), but I'm sure others will find it very useful.

And I'll get back with you when I'm able. ;)
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
User avatar
Patrick
Posts: 922
Joined: Sun Nov 03, 2002 3:38 am
Location: Phoenix
Contact:

Post by Patrick »

Hey Galuf Just my two gold worth, but I think Korgan would be a dark dwarf.
Looking at the picture I think so. Cool thread by the way.
I did some Icewind dale one conversions to 3.5. Have a lot down on paper, and actually DM'ed it to some friends.
Screamming!!!!!!!!!!!!
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

[QUOTE=Patrick]Hey Galuf Just my two gold worth, but I think Korgan would be a dark dwarf.
Looking at the picture I think so. Cool thread by the way.
I did some Icewind dale one conversions to 3.5. Have a lot down on paper, and actually DM'ed it to some friends.[/QUOTE]

I don't think he's a Duergar. Gray Dwarves have charcoal- or iron-gray skin.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
fable
Posts: 30676
Joined: Wed Mar 14, 2001 12:00 pm
Location: The sun, the moon, and the stars.
Contact:

Post by fable »

Could he possibly be a mix?
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

[QUOTE=fable]Could he possibly be a mix?[/QUOTE]

Not likely. If he was, whatever racial region he favored would determine it. By the looks of him, he's 90% likely to be pure Shield Dwarf. Shield Dwarves have lightly tanned-looking skin. Besides, after reading Races of Faerun some time back, I was under the impression that a Shield Dwarf and Duergar of opposite genders (let alone being of opposite sub-species) would sooner kill each other than think of romance about 100% percent of the time. :eek:


Now that I think of it, though, his grey beard does rather suggest him being of at least Middle Age.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

Well, fable, I have to ask: Is this thread worth stickying? I know we've got a lot of those in this forum already, so I wonder if it's worth making sure that many people can find this resource easily somehow.

Anyways, here's another NPC that wishes to stay with you 'till the end: Jaheira!

Jaheira
True Neutral Female Half-Elf Druid of Silvanus 5/ Fighter 3 (ECL: 8)
Hit Dice: 3d10+9 plus 5d8+15 (58 hp)

Initiative: +3

Speed: 30 feet (6 squares)

Armor Class: 13 (Dexterity +3), Touch 10, Flat-Footed 10

Base Attack Bonus: +6/+8

Attack: Unarmed Strike +8/+3 (1d3/x2, non-lethal)

Abilities:
14 Strength
16 Dexterity
16 Constitution
10 Intelligence
14 Wisdom
12 Charisma

Saving Throws: Fortitude +10, Reflex +5, Will +7

Special Attacks: Wild Shape 1/day (small or medium animal only)

Special Qualities: Animal Companion, Nature Sense, Resist Nature’s Lure, Spontaneous Casting (Summon Nature’s Ally spells), Trackless Step, Woodland Stride

Skills and Feats: Intimidate +7, Heal +8, Knowledge (Nature) +8, Listen +7, Spot +7, Survival +10 (+12 in above-ground areas); Combat Casting, Eschew Materials, Weapon Focus (Club), Weapon Focus (Sling)

Druid Spells Prepared: 0 – Cure Minor Wounds (x3), Guidance, Read Magic; 1st – Charm Animal, Cure Light Wounds (x2), Entangle; 2nd – Barkskin, Delay Poison, Lesser Restoration; 3rd – Cure Moderate Wounds

Possessions: None (Note: Druids in any multi-class combination cannot wear metal armor, including metal shields and studded leather armor; metal helmets are questionable)

Books Used: 3.5 Ed. Player’s Handbook
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
Cuchulain82
Posts: 1229
Joined: Thu Feb 24, 2005 3:44 pm
Location: Law School library, Vermont, USA
Contact:

Post by Cuchulain82 »

Well, fable, I have to ask: Is this thread worth stickying? I know we've got a lot of those in this forum already, so I wonder if it's worth making sure that many people can find this resource easily somehow.
If the thread is sticky, should some of the posts (like most of mine) be removed, just keeping the raw data?
Possessions: None (Note: Druids in any multi-class combination cannot wear metal armor, including metal shields and studded leather armor; metal helmets are questionable)
Wow, this really hurts Jaheira- so much for her rolling tank status. No shields, armor would mean you'd have to play her completely differently in BG II.
Custodia legis
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

Cuchulain82 wrote:If the thread is sticky, should some of the posts (like most of mine) be removed, just keeping the raw data?
Nah, the regular posts will more than likely stay.
Wow, this really hurts Jaheira- so much for her rolling tank status. No shields, armor would mean you'd have to play her completely differently in BG II.
Yeah, but don't forget that the equipment that characters can get is quite a bit more diversified in 3.5 Edition than in BG2. Of course, one other D&D PC game I play has a decent amount of leather and wood armor, but speaking further of the game might be considered "grass is greener" advertising. :o

If we were playing this BG2 with what equipment it has by 3.5 edition rules, then yeah, it would be limiting.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

Well, after buying and reading through the Complete Warrior sourcebook today, I can confirm these things:

1) Minsc does not entirely qualify for the Frenzied Berserker prestige class on the boundaries that he didn't seem completely uncontrollable & taking some form of non-lethal damage as he berserked.

2) At this point, Keldorn, Valygar and Yoshimo may be the biggest trouble spots. Haer'Dalis and Mazzy are getting easier.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

Hope this doesn't hurt your eyes, folks.

Well, here's a very accomplished (and sometimes annoying) NPC, Jan!

Jan Jansen
Chaotic Neutral Male Rock Gnome (Middle-age) Rogue 5/ Illusionist 4 (ECL: 9)
Hit Dice: 5d6+15 plus 4d4+12 (51 hp)

Initiative: +3

Speed: 20 feet (4 squares)

Armor Class: 16 (+1 size, +3 Dexterity, +2 armor), Touch 14, Flat-footed 16

Base Attack/Grapple: +5/+0

Attack: Flasher Master Launcher +9 (1d8+6/19-20x2 plus stun if using Bruiser Mates)

Abilities:
9 Strength
17 Dexterity
16 Constitution
17 Intelligence
12 Wisdom
10 Charisma

Saving Throws: Fortitude +4, Reflex +8, Will +6

Special Attacks: Sneak Attack +3d6

Special Qualities: Copy Scroll, Evasion, Summon Familiar, Trapfinding, Trap Sense +1, Uncanny Dodge, (Rock) Gnome Traits

Spell-like Abilities: 1/day – Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (caster level 1st, DC10)

Skills and Feats: Appraise +11, Balance +9, Bluff +4, Concentration +10, Craft (Tinkering) +11, Craft (Trapmaking) +4, Decipher Script +11, Disable Device +16**, Escape Artist +8 (+10 for checks involving rope binding), Hide +10, Listen +8, Move Silently +7, Open Lock +15*, Search +16**, Sleight of Hand +15*, Spellcraft +9 (+16 when analyzing Illusion spells***), Spot +6, Tumble +11, Use Rope +8; Combat Casting, Craft Wondrous Item, Scribe Scroll, Weapon Finesse

Wizard Spells Prepared: 0 - Read Magic (x4); 1st – Identify, Magic Missile (x2), Color Spray (x2); 2nd – Blur, Glitterdust, Invisibility, Mirror Image (Caster Level: 4th; Prohibited Schools: Necromancy & Enchantment)

Possession: Flasher Master launcher, 5 Flasher Master Bruiser Mates, 20 crossbow bolts, Jansen AdventureWear, Jansen Gadgetizer Gloves ™, Jansen Spectroscopes, thief’s tools, spellbook, spell component pouch

Jansen AdventureWear: This suit of leather armor is extraordinary for its kind. It is soft and as light as silk, yet as protective as magic leather armor. It functions as +1 leather armor with no arcane spell penalty, and the wearer is considered having an additional +5 circumstance armor bonus against missile (excluding exceptional ranged weapons) and melee weapons. The armor is sized for a gnome, so characters of medium size or larger cannot wear it.
Strong Abjuration; CL 15th; Craft Magic Arms & Armor; creator must be a gnome of the Jansen family, Protection from Arrows, Stoneskin; Cost 34,000 gp. Dry Clean only.

Flasher Master Launcher: Jan’s personal weapon functions as a +1 small-sized Heavy Crossbow with the capabilities to launch both crossbow bolts as well as his amazing magical Flasher Master Bruiser Mates.
Strong Evocation; CL 16th; Craft Magic Arms & Armor; creator must be a gnome of the Jansen family, Telekinesis; Cost 34,000 gp.

Flasher Master Bruiser Mate: Jan’s personally-made ammunition, these skull-shaped objects function as +1 crossbow bolts, although when struck, the magical powder inside causes afflicts the target, who must succeed on a DC 12 Fortitude save or be stunned.
Faint Illusion; CL 3rd; Craft Wondrous Item; Only Jan can create, Color Spray; Cost 1,000 gp. (Creates set of 5 at a time)

Jansen Gadgetizer Gloves ™: Jan’s personal gloves, these give him a +5 circumstance bonus on Open Lock & Sleight of Hand checks*. These are sized only for a gnome, so non-gnomes cannot wear them.
Moderate Transmutation; CL 10th; Craft Wondrous Item; creator must be a gnome of the Jansen family, Cat’s Grace, Knock; Cost 5,000 gp.

Jansen Spectroscopes: A peculiar item of Jan’s, these goggles fit a head slot for a character of gnome size. When worn over the eyes, they give the wearer a +5 circumstance bonus to Disable Device and Search checks**, as well as Spellcraft checks for Illusion spells***. Additionally they can be used with a simple command word to detect an invisible character or creature within the sight radius of the wearer. Any character of medium size or larger cannot wear them.
Moderate divination; CL 12th; Craft Wondrous Item; creator must be a gnome of the Jansen family, True Seeing; Cost 6,500 gp.

Challenge Rating: 11


Books Used: 3.5 Edition Player’s Handbook, 3.5 Edition Dungeon Master’s Guide

Notes:
1) Jan also gets a +2 bonus to Spellcraft checks for Illusion spells due to being an Illusionist.

2) Jan (and other small-sized creatures) cannot use medium-sized quarterstaves, so any staves he'd use in a campaign without size adjustments to gear would mean he might not be able to wield the Staff of Magi. In addition, he cannot use Weapon Finesse for light weapons (including short swords) sized for humans except for human-sized daggers, although at a -2 penalty to attack rolls (unless your DM feels like being nice or you use the Epic feat Wield Oversized Weapon presented in the Complete Warrior sourcebook or the Hornblade magical property from Races of Faerun).
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

Well, here are the most notable changes.

1) Fixed Imoen and Jan's Constitution and all that they deal with. When it came to Imoen, I thought that since 2nd Edition non-warrior classes had HP bonuses top out at 16 Con, and now HP are more based on the sides on their hit dice (examples: Imoens 6d6 Rogue and 4d4 Wizard HD), and she was considered getting max HP for her classes, so why not boost her Constitution to 18 since non-warrior classes do benefit from such high Con in 3rd and 3.5 Edition?

When it came to Jan's I bumped his up due to Rock Gnomes initially getting +2 to Constitution since 3rd Edition.

2) Gave Korgan 2 more levels to bring his Effective Character Level up to 8. With that, I fixed a number of details dependent upon his level - skills, feats, etc.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
User avatar
Galuf the Dwarf
Posts: 3160
Joined: Wed May 07, 2003 11:00 am
Location: Connecticut, a place of open land, hills, forests,
Contact:

Post by Galuf the Dwarf »

Alright, here's the NPC I'm currently working (and stuck) on.

Edwin is definitely a Conjurer, and I'm looking at making him a Conj 7/ Red Wizard 2. However, in 3.5 Edition, all specialist mages except for Diviners are required to prohibit 2 spell schools. Taking one level in Red Wizard requires the character to probit a THIRD school of magic. So, I'm wondering which - along w/ Edwin's original prohibited school the game (Divination) should I get rid of. I was thinking of Illusion and either Enchantment or Necromancy.

Any idea which of these spells aren't entirely his style? Please provide evidence if you can.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
Post Reply