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  1. #1
    Danita Kusor

    Level 13 Half Elven Necromancer
    Hit Dice: 13d4+39 (73 hp)
    Initiative: +2 (+2 Dex)
    Speed: 30 ft. (6 squares)
    AC: 16 (+2 Dex, +4 bracers of armor)
    Base Attack/Grapple: +6/+6
    Attack: +1 dagger +7 melee (1d4+1)
    Full Attack +1 dagger +7/+2 melee (1d4+1)
    Face/Reach: 5 ft./5 ft.
    Special Attacks: Spells
    Special Qualities: half elven traits, regeneration 1 (blood abilities)
    Saves: Fort +7, Ref +6, Will +9
    Abilities: Str 11, Dex 15, Con 16, Int 25, Wis 13, Cha 15.
    Skills: Craft (alchemy) +23, Craft (leatherworking) +12, Concentration +18, Control Shape +7, Decipher Script +16, Heal +6, Knowledge (arcana) +23, Profession (herbalist) +17
    Feats: Brew Potion, Craft Construct, Craft Magic Arms and Armor, Craft Wand, Craft Wonderous Item, Greater Spell Focus (necromancy), Scrible Scroll*, Spell Focus (necromancy)
    Bloodline: Minor (Azrai) 38
    Blood Abilities: Bloodform (special; great), Divine Aura (major), Enhanced Senses (minor), Long Life (major), Regeneration - Standard and Major (Great)


    Chimaera

    Large Awnsheghlien
    Hit Dice: 13d4 plus 5d10+108 (169 hp)
    Initiative: +5 (+1 Dex, +4 improved initiative)
    Speed: 50 ft. (10 squares), fly 60 ft. (average)
    AC: 23 (-1 size, +1 Dex, +4 bracers of armor, +9 natural armor)
    Base Attack/Grapple: +11/+20
    Attack: claw +15 melee (1d8+5)
    Full Attack 4 claws +15 melee (1d8+5) and 1 bite +13 melee (1d8+2)
    Face/Reach: 10 ft./5 ft.
    Special Attacks: Spells (under full moon only)
    Special Qualities: damage reduction 2/-, darkvision 60ft., low-light vision, regeneration 1 (blood abilities), scent
    Saves: Fort +14, Ref +9, Will +6
    Abilities: Str 21, Dex 13, Con 22, Int 6 (25 under full moon), Wis 5, Cha 15.
    Skills: Control Shape +3, Listen +5, Spot +5
    Feats: Alertness, Flyby Attack, Hover, Improved Inititative, Improved Natural Attack (claws), Multiattack, Wingover
    Bloodline: Minor (Azrai) 38
    Blood Abilities: Bloodform (special; great), Divine Aura (major), Enhanced Senses (minor), Long Life (major), Regeneration - Standard and Major (Great)

    When under a full moon, Danita has access to all her normal skills and feats in addition to what she has listed in beast form.

    Organization: Solitary
    Challenge Rating: 14 (Danita), 15 (Chimaera normal), 18 (Chimaera under full moon)
    Treasure: See Below.
    Alignment: Chaotic evil

    Danita can change her form under unusual circumstances. When in beast form and under the light of a full moon, Danita retains her intelligence and spellcasting
    ability, but her wisdom remains reduced. In this state she is would be willing to barter with her prey. If insulted, attacked or on a mere whim, make a Wisdom
    Check DC 15 to keep her from immediately attacking. With or Without the presence of a full moon, Danita's two humanoid arms (in beast form) usually wield a wand n each hand. Rarely, they wield two +1 daggers.

    Checks below use the Control Shape skill.
    Humanoid -> Beast (full moon) at will
    Humanoid -> Beast (not full moon) DC 10
    Beast -> Humanoid (full moon) DC 15
    Beast -> Humanoid (not full moon) DC 20

    Possessions: 2 +1 daggers, +4 bracers of armor and 2 wands; usually 10th level Dispel Magic and 10th level Lightning bolt.

    Commonly Memorized Spells:
    0th level: daze, detect magic, ray of frost, touch of fatigue, disrupt undead*
    1st level: cause fear, expeditious retreat, hold portal, magic missle (x2), ray of enfeeblement, chill touch*
    2nd level: bull's strength, locate object, protection from arrows, resist energy, scare, touch of idiocy, false life*
    3rd level: blink, fireball (x2), slow, vampiric touch, water breathing, ray of exhaustion*
    4th level: animate dead, contagion, detect scrying, Rary's mnemonic enhancer, shout, stone skin, bestow curse*
    5th level: baleful polymorph, cone of cold, feeblemind, prying eyes, waves of fatigue*
    6th level: disintegrate, geas/quest, glove of invulnerability, circle of death*
    7th level: limited wish, prismatic spray, finger of death*

    * denotes bonus specialty spell
    Spell DC 17 + spell level. Necromancy spell DC 19 + spell level.


    ---

    Binman

    Medium Awnsheglien (augmented construct)
    Hit Dice: 14d10+20 (82 hp)
    Initiative: +4 (+0 dex, +4 improved initiative)
    Speed: 20 ft. (4 squares)
    AC: 28 (+8 full plate, +10 natural armor)
    Base Attack/Grapple: +11/+17
    Attack: +1 keen greatsword +20 melee (2d6+12 17-20/x2)
    Full Attack +1 keen greatsword +20/+15/+10 melee (2d6+12 17-20/x2)
    Face/Reach: 5 ft./5 ft.
    Special Attacks: none
    Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60ft., immunity to magic, low-light vision, regeneration 1 (blood ability)
    Saves: Fort +7, Ref +4, Will +5
    Abilities: Str 22, Dex 10, Con --, Int 10, Wis 12, Cha 7.
    Skills: Climb +7, Jump +7, Listen +4, Sense Motive +3, Spot +4
    Feats: Alertness, Cleave, Great Cleave, Greater Weapon Focus (greatsword), Improved Initiative, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
    Bloodline: Minor (Azrai) 29
    Blood Abilities: Heightened Ability - Charisma (minor), Regeneration - Standard and Major (Great)

    Organization: Solitary
    Challenge 12
    Treasure: See Below.
    Alignment: Chaotic Neutral

    Possessions: +1 keen greatsword, full plate armor

    Immunity to magic (ex): Binman is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against Binman, as noted below.
    A magical attack that deals cold or fire damage slows Binman (as the slow spell) for 2d6 rounds, with no saving throw.
    A magical attack that deals electicity damage breaks any slow effect on Binman and heals 1 point of damage for every 3 points of damage the attack would otherwise deal.


    ...........

    Thoughts? :blink:
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  2. #2
    Birthright Developer Raesene Andu's Avatar
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    Just so you know, Fiftyone will be helping out with the Atlas, working on the stats/descriptions of various NPCs/Awnsheghlien. Please comment on his ideas as they will become part of the Atlas of Cerilia project.
    Let me claim your Birthright!!

  3. #3
    What do you think Raes? ^_^
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  4. #4
    Birthright Developer irdeggman's Avatar
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    If these are the stats to end up in the d20 Atlas then need to use the revised Chap 2 system. Its sanctioned now so you can pretty much assume that is how it will end up. Will need scion class levels in order to access major or great blood abilities, etc.

    The reason that a 3rd scion class level (for true bloodlines) was left out of the revised Chap 2 was that all of the know true bloodlines belong to awn/ersh and it was my opinion that the true aspect could be captured in the awn/ersh itself. Although it is easy enough to add another scion class level to the mix (your guys call - however awn/ersh are handled will determine how this is handled).
    Duane Eggert

  5. #5
    Site Moderator kgauck's Avatar
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    I used the Binman in a campaign, and made him about half as powerful. He

    was the third blooded entity the characters had encountered directly and was

    their first awnsheghlien. Its useful to have the minor awnsheghlien (those

    at the back of BE) be sufficiently weak that each and every such encounter

    is reserved for high level characters.



    I should note that I used the Binman in the ante-third-edition world, so

    "half" is no more than a rough estimate in this brave new world.



    Kenneth Gauck

    kgauck@mchsi.com

  6. #6
    Senior Member
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    The stats look reasonable, however I still think all awnsheglien should be strong enough. Attack +15 and 13 HD is the lower limit.
    my purpose is now to lead you into the Pallace where you shall have a clear and delightful view of all those various objects, and scattered excellencies, that lye up and down upon the face of creation, which are only seen by those that go down into the Seas, and by no other....

  7. #7
    @rdeggman - I was told to use 2E for the moment.

    @kquack - That version of the Binman is basically a medium sized flesh golem w/ some minor stat adjustments and five levels of fighter. I actually need to redo his feats.

    @Azrai - Chimaera is 18 hit die, I guess I should add those extra HD to Danita's total. I kind of based the 3E version of her off of a Lycanthrope. The Spider conversion I made is also only eighteen hit dice. Aside from that, thirteen wizard hit dice gives +6 base attack bonus and five magical beast hit dice gives +5. +5 str and -1 size and thats what I got, though I was thinking about giving her a permanent greater magic fang bit. ^_^

    Only problem with that is she can't cast Greater magic fang. :lol:
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  8. #8
    she could have found an item with greater magic fang n it

    as for the flesh golem, did you think about using the 1/2 golem template from MM 2, pages 209-212? If, could succeed in making his Will save, which you could have him do anyway, he keeps his original allignement and Con.

    True, the description of the 1/2 golem template basically says that the limbs are added via a magic process ect... however, if the binman was human or humanoid to begin with and not a golem to begin with... not sure how long hes been around either tho, it would be cool if his limbs slowly began to change into a flesh golem's, and that way you would be able to base it off what he was originally a human fighter.
    "Who was the first that forged the deadly blade? Of rugged steel his savage soul was made." --Tibullus

    "Qui desiderat pacem praeparet bellum." --Vegetius

    "Men grow tired of sleep, love, singing and dancing sooner than war." --Homer

  9. #9
    Well, he was assembled from pieces of various dwarves, elves and humans and he's described as very chaotic in nature; sometimes working with adventurers or other awnshegh in quests for power.

    It's hard to tell what he is and what motivates him, but he's tough enough to stand a chance against the Sphinx (2E) or atleast that seems to be the general consensus.

    I liked what I read in the MM that flesh golems were immune to magic. Probably the sole reason he was able to run Danita off. The electric healing part, well, the flesh golem in the MM looks like Frankenstein after a starvation diet ^_^

    Could easily remove that part, but then i'd have to figure a way about which he heals (why i gave him standard and major regeneration), or else every wound he takes would eventually destroy him, even if he is very resistant.

    I'll take a look at the Half-golem when I can find my MM 2 :lol: ^_^

    Probably under my bed heh
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