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  • the_spyderthe_spyder Member Posts: 5,018

    This is actually a character I created for my next BG1:EE playthrough (to be imported in BG2:EE), but I think she would've been an ideal BG2:EE NPC.

    Lucia - Undead Hunter
    image

    Str - 16
    Dex - 17
    Con - 15
    Int - 13
    Wis - 13
    Char - 18

    Where you find her: In the graveyard - she approaches you from the darkness if you've just turned down Bodhi's offer.

    Her story: She's been sent by her paladin clan on a mission to kill the head of the mysterious new guild in Athkatla. She's been staking out Bodhi's headquarters and watched you refuse her offer. She approaches you with an offer to join forces and eventually defeat Bodhi together. She agrees to help you rescue Imoen if you promise to go after Bodhi upon your return. As an Undead Hunter, she's well-suited for taking on Bodhi's clan both from an RP and PG perspective.

    Isn't she also in love with both A vampire and a Werewolf?
  • SouthpawSouthpaw Member Posts: 2,026
    Lateralus said:


    I would introduce the dark hunter kit with an NPC. See the Evil Ranger Kit in the features forum for details.
    An aquatic elf sorcerer who is looking for his missing niece, who ran away from home to be a surface dweller.
    A powerful dwarf fighter who wants to be a monk, but isn't.

    Yes for the Evil Ranger, double Yes for the aquatic elf sorceror. Wasn't the dwarf already in NWN 2?

    I like the half-orc Avenger (finally an usable druid!) and two thumbs up for Lucia.


    However Portgas D. Ace sounds like a power-gamer's wet dream. (And I agree with @FinneousPJ that the japanese bishuojo guy looks like his str score is 6) That character is an over-the-top munchkin abomination that can only be added as a parody, suffer a very bright and very short career as a butt-monkey and die horribly, preferably of diarrhea.
  • KidCarnivalKidCarnival Member Posts: 3,747
    Yep, there was a dwarf monk in NWN (expansion?) and - not sure, I never completed NWN2 - another who started out as a fighter, but had a quest to visit a temple or something to start his monk training.
  • KidCarnivalKidCarnival Member Posts: 3,747
    Nicht

    Nicht
    Male Human
    Bard - Jester
    Neutral Evil
    15/17/15/15/14/18 (slightly OPish stats to make up for drawing the short stick in end game and losing the unique jester song)
    Preferred Weapon: Dagger, melee and ranged
    Spells: Blur, Clairvoyance, Friends, Glitterdust, Invisibility, Improved Invisibility, Knock, Mirror Image, Non-Detection
    Ability/Day: Miscast Magic
    Found: Goverment District, outside the Counsil building

    Backstory: A former political spy from Chondath, escaping a crumbling society in a conflict between three rivaling cities. Posing as a crazy yet harmless poet and philosopher, he played the three city leaders, gained their favor and trust by ridiculing their rivals, sold their secrets to the highest bidder and majorly contributed to the area drowning in anarchy and chaos. The cunning rat he is left the sinking ship to seek new opportunities in the guild war, far from the aftermath of the damage he did in Chondath.
    Nicht, despite being an arcane caster himself, dislikes mages and sorcerers, for no other reason than them being better casters.

    Quest: Regardless which side charname took, Nicht will approach the party with a plan to cross both Bodhi and the Shadow Thieves. (This opens a third path, after finishing the already accepted quest, it will be possible to sell out the thieves or Bodhi to the authorities after getting the reward/their help. This option doesn't give further XP or gold in itself, it's just an alternative for roleplayers who dislike siding with either. If the sell out isn't done, Nicht will leave the party.)

    Relationships with other NPCs:
    Hear'Dalis: friendly rivalry
    Jan: considers him a nutjob, yet shows great interest in Jan's stories - to expand his repertoire when posing as a madman
    Edwin: very mistrusting, but the right conversation path can make Nicht gain respect for the level of control Edwin has over his arcane power. He'll still furiously envy the extend of power though.
    Aerie: will mock her relentlessly; she'll demand charname makes a choice which of them to keep in the party at some point
    Neera: will not join a party with a Wild Mage; sees her as too risky due to local law
    Nalia: will attempt to marry her in order to elevate his political position. If charname agrees it's a good idea, Nalia will be offended and leave the party. If charname disagrees, Nicht won't care and both stay in the party.
    Valygar: genuine friendship, based on their mistrust against arcane magic
    Keldorn: (unsuccessfully) tries to befriend him, sees him as influental enough to be useful in the future.

    ---
    Or in other words - the first charname I'll play BG2 with.

  • kamuizinkamuizin Member Posts: 3,704
    Apparently ppl tend to make more evil characters than any other alignment.
  • KidCarnivalKidCarnival Member Posts: 3,747
    There's a lack of evil characters in BG2. That's why.
  • FinneousPJFinneousPJ Member Posts: 6,455
    Wow there are some really nicely thought out NPCs here. Awesome!
  • elminsterelminster Member, Developer Posts: 16,317
    edited September 2013
    image

    Yeorg, Dragon Disciple
    Half-Dragon
    Chaotic Evil

    STR: 19
    DEX: 8
    CON: 19
    INT: 14
    WIS: 11
    CHR: 7

    *Innate abilities:

    - Flame Breath: Causes 4d8 damage (this increases with level) with no save. Knocks back enemies (save vs breath -2).

    - Shapechange Human: Can change appearance to a human once per day. Grants him +3 charisma. Cannot use Flame Breath while shapechanged.

    Backstory: At a young age Yeorg was traded to be a slave to a Djinni known as Shakiel. He is unsure as to what was traded for his life, though knowing Shakiel it was probably material goods that were lost soon after. He remains unsure of his origins. He knows that his birth name is not Yeorg and that Yeorg was the name of his mothers human husband, a warrior of some renown. It was chosen as a name of failure, cast on him by Shakiel as a means of establishing Yeorgs place in life.

    From what Yeorg has since been able to gather his mothers husband was part of a group of men attacking the lair of a red dragon. The attack ended with everyone except the dragon having been slaughtered. Yeorg's mother, a magic user mostly only interested in her own aims, tipped off the red dragon in exchange for the promise of great wealth and power. Some point later Yeorg came to be, though he personally doesn't like to think too much on those details.

    In any case Yeorg was left broken while in the clutches of Shakiel. In his time as a slave he did gradually gain a small level of power, but in such poor conditions this ended up being largely wasted on examining the assortment of magical items Shakiel came across.

    It was only through his theft of a Ring of Invisibility that Shakiel had acquired that Yeorg gained his freedom. While Shakiel wasn't looking he activated the rings invisibility spell and quietly snuck out of the Djinni's lair.

    Leaving the lair for the first time in his memory wouldn't prove to be easy. The ring it turned out had only that single use left. With no remaining use for it Yeorg tossed it aside shortly after leaving the lair.

    It wasn't long before he realised that he was considerably different than most humans. His increasingly large stature and great strength, along with the wings he had been born with, made him seem unsightly to those he met along the road. Out of a need of supplies and companions he ended up on the streets of Athkatla. It was here that he fully realized the extent and potential, as well as the danger, of his innate magical abilities.

    If you want to survive long on Athkatla's streets minding your own business becomes an important mantra for you to learn quickly. Yeorg himself learned of this shortly after arriving thanks mostly through the well meaning statement of the cities beggers. However, he saw the real reason for its importance while he was scrapping around hoping to find something to eat or pawn off one day. In reality it served as a means of controlling the cities poorest residence and maintaining the power structure that existed in the city. As he stood sifting through the trash someone had left outside of what looked to be a pawn shop, he happened to hear a man yelling out in anger. Despite his best attempts to pay it no concern, he couldn't help to find himself sneaking a peak and listening in.

    Turns out it was a "conversation" between a priest of Talos and a low ranking member of an organization known as the "Shadow Thieves." The Shadow Thieves were trying to blackmail the priest by suggesting that he fathered an illegitimate son, a tactic they often used to extort money out of the cities priesthood. The priest of Talos was having none of this and gave this Shadow Thief a rare opportunity in being able to leave with his life intact. The two fought and the thief crumpled to the ground. No doubt unsure of who in the area represented any other eyes and ears of the Shadow Thieves at this meeting, the priest cast a lightning bolt at Yeorg, clearly hoping it would outright kill him. Yeorg fell to his knees barely clinching to life, but he managed to pick himself up. Intending to yell at the man and charge him, what came next was no doubt a surprise for the both of them. Out of Yeorg's mouth came a torrent of fire that engulfed the priest and knocked him back 30 feet. The priest laid there, his armour largely melted from the intense heat. "Serves him right" Yeorg thought to himself, as walked over and began picking the pockets of what was left of the priest and the shadow thief.

    In time Yeorg's power grew, enough so that he learned a few more spells at least. This included an ability to make his physical appearance appear that of a much older human mage, as well as the ability to hide his lower level spell casting from the Cowled Wizards. In that time he has become obsessed with acquiring power, even going so far as to ally himself with a yet unnamed emerging faction within the city. It was after all this that Yeorg encountered CHARNAME within the Mithrest Inn.
    Post edited by elminster on
  • SkagnetiSkagneti Member Posts: 31
    edited September 2013
    image
    RHOHANA
    Half-elf
    Ranger/Cleric
    Good Neutral

    Stats:
    15
    17
    14
    11
    16
    12

    Racial enemy: Trolls

    Pips in clubs and quarter staff

    Equipment: "Udoaver's remembrance" Club +3, adds one extra spell slot for level 5 priest spells (Only useable by Rhohana)

    Availability: BG2EE only

    Where to find: Forest of Tethir

    Romantic interest: Yes

    Brought up in the woods of Athkatla by her human father Udoaver, she was taught survival methods and how to forage from a young age. Always curious about her elven heritage she always had many questions that either could not or would not be answered, Udoaver tended to cut her off or brush off questions when quizzed about her mother.
    While in her early teens Udoaver was killed from a festering wound he acquired while hunting.
    He died by her side, this moment haunts her considerably to this day and she questions herself why she was not strong enough to leave him to go get help.
    The hopelessness of not being able to aid him in his final days lead her to begin following the Elven deity Vandria Gilmadrith; goddess of war, guardianship and grief.
    Now searching answers for her beginnings and facing a minor identity crisis and sense of being Rhohana decides to join CHARNAME as she can connect with them regarding learning about ones heritage.


    Character reactions:
    Jaheira: will lecture Rhohana on accepting who she is, it will also annoy Jaheira that Rhonana has an identity crisis in being a half elf.

    Anomen: Rhohana will sympthise with Anomen's issues with his Father.

    Mazzy: These 2 will get on great as they both have had struggles with there identity.

    Cernd: Will not last in a group together as will come to clash about family responsibility.

    Keldorn: Will be initially close but will fall out if Keldorn chooses to not return to his family, she will also fall out with CHARNAME too (end romance).
    Post edited by Skagneti on
  • SniiiimonSniiiimon Member Posts: 153
    edited September 2013
    Sigh. Zeherim is... boring. I have to make him *not* boring. In the meantime, how about a lovely, colorful gnomish lass?

    Gordessa [GORE-dess-AH] Gnomehands, NG female gnome bard (vanilla but with a few special abilities)

    Stats:

    10
    17
    16
    18
    10
    17

    (Yes, she is a cousin of *the* Grobnar Gnomehands. No, she is not as annoying as he is. Not in my mind anyway.)

    Looks: Hair of basically every color imaginable, heterochromia (eyes of different colors - one green, one blue), ruddy tan skin, prononuced ears

    Introduction: A small, blurry shape crashes into you and knocks you to the ground. As you try to regain your lost breath, you gaze upon your assailant, who has the decency to blush. She then grins and extends a hand. Taking it, you try to take in the gnome's appearance - her wild mess of a hair sports every color of the rainbow and then some; and her eyes, one emerald green and one deep blue, are large and filled with curiosity.

    Personality: This girl is happiness and quirkiness incarnate. She's always happy and she's even more so when playing an instrument (like the flute, harp or lute), singing or telling a story of yore.

    Most people cannot help but to love her, even if they find her a tad tiresome at times. She is also a hopeless romantic and a flirt. She likes her dwarves burly, her halflings playful and her gnomes wierd. She also has a thing for hair. "You can never have to much of it!" she always says.

    (Yes, she only romance shorties. Yay!)

    How she works with the other NPC's: They all pretty much adore her (or at the very least puts up with her). She falls for Mazzy who, while flattered, are unsure on how to handle the situation. Gordessa also finds Jan quite handsome.

    Story: "Somewhere in Amn an invisible flute of awesome power exist, or so I've heard." Gordessa smiles. "According to all the stories, this flute has the power... to summon the Wendersnaven! I *must* find it! It is crucial, my friend!"
    Post edited by Sniiiimon on
  • SharGuidesMyHandSharGuidesMyHand Member Posts: 2,582
    edited September 2013
    Lindeblom said:



    I was thinking something similar and that means someone should pop-up if you decide to join Bodhi against the Shadow Thieves. If there will be a vampire npc available i guess this is the place to put him/her. But how do you solve daylight issues?

    There was a mod that allowed you to play with a vampirized Valen as an NPC - I don't know how the daylight issues were addressed there, but maybe someone who used that mod can tell us? Perhaps in this case, the vampire could have some magic, unremovable item that allows them to exist in daylight - although perhaps with their powers weakened, like moving at only normal speed or being unable to level drain.

    Perhaps a vampire could join you if you chose against Bodhi? In that case, this vampire could be a renegade who wants to break free of Bodhi's control, or has already broken free (perhaps due to their ability to exist in daylight) and now is being hunted.
    Lindeblom said:


    My best guess would be a human (?) assasin. The vampires convinced him/her to leave the thieves guild to work for them, and now he/she will see her baptism of fire fighting her old friends.

    Str-17
    Dex-18
    Con-13
    Int-12
    Wis-12
    Cha-8

    The only sucky part here, is now you will have two thieves who will abandon you when Bodhi turns on you. ;-)
  • kamuizinkamuizin Member Posts: 3,704

    Lindeblom said:



    I was thinking something similar and that means someone should pop-up if you decide to join Bodhi against the Shadow Thieves. If there will be a vampire npc available i guess this is the place to put him/her. But how do you solve daylight issues?

    There was a mod that allowed you to play with a vampirized Valen as an NPC - I don't know how the daylight issues were addressed there, but maybe someone who used that mod can tell us? Perhaps in this case, the vampire could have some magic, unremovable item that allows them to exist in daylight - although perhaps with their powers weakened, like moving at only normal speed or being unable to level drain.

    Perhaps a vampire could join you if you chose against Bodhi? In that case, this vampire could be a renegade who wants to break free of Bodhi's control, or has already broken free (perhaps due to their ability to exist in daylight) and now is being hunted.
    Lindeblom said:


    My best guess would be a human (?) assasin. The vampires convinced him/her to leave the thieves guild to work for them, and now he/she will see her baptism of fire fighting her old friends.

    Str-17
    Dex-18
    Con-13
    Int-12
    Wis-12
    Cha-8

    The only sucky part here, is now you will have two thieves who will abandon you when Bodhi turns on you. ;-)
    The mod is this one Here. It's Valen Mod from Weimer. To get her you must ally with Bodhi in the begin. There's other vampires NPC mods out there, each with their own issues, but valen is by far the most famous.
  • CorvinoCorvino Member Posts: 2,269
    @KidCarnival
    Good job, that's a nicely balanced character and one of my favorite Dwarf pics, to boot. The +4 axe as a starting weapon might be a little OP though.
  • KidCarnivalKidCarnival Member Posts: 3,747
    Corvino said:

    @KidCarnival
    Good job, that's a nicely balanced character and one of my favorite Dwarf pics, to boot. The +4 axe as a starting weapon might be a little OP though.

    Yeah, I absolutely love that pic. I was undecided about the weapon, but let's assume she'd be found after Umar Hills... it's somewhat alright, compared to Flail of Ages at that point. The alternative would be to give her a personal quest to recover her lost weapon - you meet her without special items and only get the axe a bit later, instead of XP boost or alignment change.
  • AnduinAnduin Member Posts: 5,745


    Yeah, I absolutely love that pic.

    It is from R.Salvatores The Highwayman series... Book 2 if I'm not mistaken...
  • KamigoroshiKamigoroshi Member Posts: 5,870
    @KidCarnival, I love that toddler beholder! :D

    This here has to be my favourite custom NPC I created thus far: the beautiful wolfwere woman Úlfa and her specialty priest of Malar cleric kit!


    image

    Name: Úlfa
    Gender: Female
    Race: Wolfwere
    Alignment: Chaotic Evil
    Kit: Talon of Malar (see spoiler below)

    TALON OF MALAR: Survival of the fittest and winnowing of the weak are Malar's legacy. A brutal, bloody death has great meaning: "May you die an old man" is an insult among Malarites. The hunt is the fulcrum of life and death, and the focus point of life is the challenge between the hunter and the prey, the judgment of who may live or die. Malarites are expected to view every important task as a hunt and to remain ever alert and alive. They must walk the wilderness without trepidation, as Malar does, and must show no fear in the hunt. By being bold, they expect to win the day.

    Malar is not a popular god with many devoted followers. Like Umberlee, he is invoked usually to prevent his intercession (usually heralded by wild beasts) as opposed to beseeching it. Groups devoted to following him are present, however, terrorizing civilized areas and surviving by poaching what they need.

    Advantages:
    - Talons may become Specialized (two slots) in daggers.
    - 3rd level: Talons are able to cast beast claw (as the 2nd-level priest spell) once per day.
    - 7th level: Talons become immune to the effect of charm spells cast by woodland creatures.
    - 7th level: Talons can make three melee attacks every two rounds.
    - 10th level: Talons can cast rage (as the 5th-level priest spell) or animal transfer (as the - 6th-level priest spell) once per day.
    - 13th level: Talons can now make two melee attacks per round.

    Disadvantages:
    - Alignment restricted to Chaotic Evil only.

    Malarite Spells

    2nd Level
    Beast Claw (Alteration, Necromancy)
    Sphere: Combat, Necromantic
    Range: 0
    Components: V, S
    Duration: 1 round/level
    Casting Time: 5
    Area of Effect: The caster's arms
    Saving Throw: None
    This spell temporarily transforms the caster's arms into extremely durable furry limbs with raking talons and gives the caster 18/72 Strength so that she or he can rend and rake for 2d4+4 points of damage (total), striking twice per round (once with each claw, unless holding something) at a +2 bonus to attack. The caster may employ a normal weapon with these limbs if desired, but the limbs only convey their Strength bonus to such attacks, and the caster otherwise follows all normal rules for attacking with the held weapon.
    The spell can be ended at any time at will so that the caster's limbs instantly revert back to normal. The reversion banishes any damage done to the limbs, wiping out both hit point damage and any mutilations or even magical witherings suffered.
    The claws are as dexterous as the casters' own hands and are capable of manipulating small objects and performing any delicate tasks the caster is normally able to do. They are also immune to any magic that transforms physical shape. In other words, if a foe polymorphed the caster into a frog, she or he would retain the two might limbs—or if the caster employed shape change to take another form, the beast claws and their limbs would remain.

    4th Level
    Animal Sight (Alteration)
    Sphere: Animal
    Range: Touch
    Components:
    Duration: 1 turn/level
    Casting Time: 7
    Area of Effect: One touched creature
    Saving Throw: None
    This spell is often employed by priests who have animal companions. By casting this spell upon an animal, the priest literally sees through that creature's eyes. Whenever the animal travels for the duration of the spell, the priest sees whatever it sees.
    During the time the priest is employing this spell she or he must be stationary and concentrate on the animal. Damage caused to the priest interrupts the spell.
    This spell is especially useful when the priest wishes to spy on other individuals or discover the lay of a territory before entering it personally.

    Find Companion (Conjuration/Summoning)
    Sphere: Animal
    Range: 1 mile/two levels of caster
    Components: V, S, M
    Duration: Special
    Casting Time: 1 hour
    Area of Effect: 1 animal companion
    Saving Throw: Special
    This spell is similar to the 1st-level wizard spell find familiar, but it is in some respects more powerful. Priests casting this spell are attempting to summon animals for aid and companionship. Like wizards, priests can each have only one companion at a time, and they have on control over what creatures answer the spell call unless they couple find companion with an animal summoning.
    No matter the creature summoned, it has greater Intelligence and a longer life span than others of its kind. Priest companions have an Intelligence of 4 or 5. Priests gain the heightened senses of their companion, granting them a +1 bonus to all surprise rolls.
    Priests are linked to the animal companion telepathically and can give a directions telepathically or verbally. In return, the priests can understand the thoughts and sounds of their animal companion as if they were using a speak with animals spell.
    If the companion is separated from its linked priest by more than a mile for more than one day, it loses 1 hit point a day until it dies.
    Unlike a wizard's familiar, a priest's companion does not gain the priest's saving throws. Further, a priest does not suffer physical damage if the companion dies.
    Priests can attempt to find a companion once a month until they are successful. The process involves an hour-long prayer session in which a priest must ask his or her deity for a companion and burn 100 gp worth of incense during the process. (At this point, roll 1d20 on the table below.) Immediately after the spell is completed, a priest knows if she or he was successful. The companion arrives at the spot the spell was cast within 1d4 hours if the spell was successful.

    d20 Roll Companion Sensory Powers
    1-3 Wild dog Smell, hearing
    4-6 Eagle Distance vision
    7-9 Wild boar Smell, hearing
    10-12 Fox Smell, hearing
    13-15 Giant Rat Night Vision
    16-18 Badger Smell
    19-20 No companion available in range
    If the priest strikes the companion or withholds its food, the spell fails, at which time the companion is no longer held and can freely depart. That kind of animal will never again become a companion to that priest.
    A priest's companion typically has 3d4 hit points plus 1 hit point per level of the summoning priest and an Armor Class of 7.


    5th Level

    Rage (Alteration)
    Sphere: Combat
    Range: Touch
    Components: V
    Duration: 1 turn + 1 round/level
    Casting Time: 8
    Area of Effect: One touched creature
    Saving Throw: None
    Casting this spell invokes a battle rage that temporarily raises Strength, combat abilities, and hit points. The affected individual's Strength is raised to 18, regardless of racial maximums and to 19 if the individual already has a Strength of 18. The affected individual gains an additional attack per round and gains 10 hit points immediately; if these hit points would exceed the individual's normal hit point maximum, the excess hit points disappear when the spell expires. Further, the affected individual gains a +1 bonus on initiative and a +2 bonus on saving throws made while the spell is in effect.
    Despite the battle fervor, the enraged creature can tell friend from foe with a successful Intelligence ability check at a -2 penalty. However, enraged creatures are so intent on combat that they cannot cast spells.
    After the spell elapses, the formerly enraged individual is exhausted and must rest 1 full turn by lying down and not moving before engaging in combat or other stressful activities again.


    6th Level

    Animal Transfer (Alteration)
    Sphere: Animal
    Range: 60 yards
    Components: V, S
    Duration: 3 turns + 1 turn/level
    Casting Time: 9
    Area of Effect: One creature
    Saving Throw: Special
    Casting this spell transfers the priest's mind into the body of a designated animal. The priest gains all the senses and abilities of the animal, including its hit points, Armor Class, and movement rate, and is in full command of the animal form. For example, a priest could elect to transfer his or her mind into the body of a hawk and fly over an area to determine its terrain, occupants, and other conditions in the locale.
    While the spell is in effect, the priest's body is motionless and vulnerable. The priest is unaware of his or he body or anything that might be happening to it. The animal's mind is suppressed throughout the duration of the spell.
    If the priest's body is killed, the priest's mind is stuck in the animal's body until the animal dies or a wish is cast to alter the priest's situation. If the animal dies while the spell is in effect, the priest's mind returns to his or her body and she or he suffers 1d12 points of damage and must make a successful Wisdom ability check or suffer a mild form of insanity for a number of rounds equal to the elapsed time of the spell. If affected by this mild insanity, the priest behaves as if she or her were the animal, terrified and hurt, and hisses, spits, moves about on all fours or as if trying to fly, howls, meows, or otherwise vocalizes as the animal, and is generally uncontrollable until the insanity passes.
    The spell can be cast on warm-blooded creatures of animal intelligence of less; the creatures do not receive a saving throw. Animals of greater intelligence, such as blink dogs, displacer beasts, animal companions, and other such creatures, receive a saving throw vs. spell. A successful saving throw means that the spell was wasted, and the animal was unaffected. Animal transfer cannot be used to transfer into the body of another priest's animal companion or a wizard's familiar. Such attempts always fail and waste the spell.

    Deity: Malar
    Likes: The taste of blood and the thrill of the hunt.
    Dislikes: Humans and onions.
    Romance Options: Úlfa will romance half-elves and half-orcs of both genders.
    Last Known Location: Anath's cave, near the Temple Ruins.

    Human Form
    Strength: 10
    Dexterity: 13
    Constitution: 11
    Intelligence: 13
    Wisdom: 18
    Charisma: 15

    Innate Racial Abilities:
    As a wolfwere, Úlfa is able to assume a wide variety of shapes at will. Her true form is that of a large wolf. Additionally, she can shift into her hybrid form (same as other Wolfwere), as well as the form of an attractive female human. Transformation from one form to another takes her a single round.

    Wolf Form
    Strength: 18
    Dexterity: 17
    Constitution: 17
    Intelligence: 13
    Wisdom: 18
    Charisma: 15

    Wolfwere Form
    Strength: 19
    Dexterity: 16
    Constitution: 15
    Intelligence: 13
    Wisdom: 18
    Charisma: 15

    Background: Úlfa is the proud daughter of Anath--a wise werewolf woman. Many circles ago when she was still a pup, a group of human poachers seperated Úlfa from her small pack. Without any adults around she was destined to be butchered in cold blood, skinned and robbed from her pelt. It was only thanks to a whim of Malar that Anath catched up the young Úlfa's scent and immediately rushed to the scene. Even though the armed hunting party had fighting experience, they weren't prepared to face a greater werewolf such as herself. The men were shredded to pieces... literally!Regrettable, they later came across the skinless carcasses of Úlfa's pack. Since a pup on its own wouldn't survive another night in the harsh wilderness, Anath decided to take Úlfa back to her cave. It didn't take long for Anath and Úlfa to become a real family. She teached her about Malar, how to hunt, about humans and their cultures and how she could survive on her own amongst them.

    Years later, a group of adventures came into their cave. Their leader smelled... different... than other humans or demi-humans. An unnatural and powerful scent of never ceasing blood. A smell both Anath and Úlfa can respect. That person asked them about the mysterious happenings concerning an ruined temple they wanted to explore. As the walking shadows has also troubled mother and daughter for some time now, Anath offered to help them from the shadows. It was also on this occasion that Úlfa joined the Bhaalspawn's party in order to defeat the Shade Lord.

    Note: If you choose to kill Anath, Úlfa will become hostile towards CHARNAME & Co. Come on, no one of us could even dream of wanting to harm such a lovely lass... right? Right?!



    And now for some laid back ambient music, fitting for such an adorable monster lass. :)
    http://www.youtube.com/watch?v=ZlO_KfVURow
  • rdarkenrdarken Member Posts: 660
    edited September 2013
    Oh I have lots of these from my writing!

    I have a Barbarian, his name is Dorn (I know). I think he's neutral good but I don't know alignments well enough to say for sure...
    Str: 18/90
    Dex: 14
    Con: 18
    Int: 10
    Wis: 9
    Cha: 12

    He uses a two bladed sword, but that's not a thing in bg, so I guess he'd be two handed sword. he also uses a crossbow.


    He's not dumb, but he's not the brightest bulb either. Very nice guy, but will dislike anyone who is in competition for the same woman or who he feels is a threat to his friends. In his youth, he lived to fight to make a name for himself, but now he looks to fight only in the name of good. he would easily sign up to help CHARNAME. He loves to drink and is quite u successful with women, though he purports otherwise. Well, he's pretty good with larger ladies :)

    As far as NPCs... he would try yo flirt with Viconia (and branwen and skie and imoen and safana etc....). he would grow to hate safana and vioncia when they spurned him. I can see him being close with imoen. he would love a good CHARNAME and would probably be buds with keldorn. he and anomen would butt heads until he passed his test at which point they would start to grow close. he and mazzy would be really close.

    he would hate Edwin and korgan. korgan he might like initially until he sees how evil korgan is. really he has no chance of being friends with an evil NPC though he would not attack them under the right leader (cha > 14)
  • kamuizinkamuizin Member Posts: 3,704
    @KidCarnival, now i want to know Argh!!! Just an idea or do you intent to make him in the future?
  • BaldursCatBaldursCat Member Posts: 432

    For the lulz

    Argh

    Argh
    Beholder
    Sorcerer - Abberation Kit
    Chaotic Evil
    15/14/13/14/8/18
    Preferred Weapon: uses weaponless style of monks on main eye, darts
    Special Abilities: 3/day "Aura of Friendship" (AoE version of Friendship spell, 5" radius)
    Found: Dungeon under Spellhold

    Adoption Option: can be adopted by any arcane caster and change alignment to match charname's (i.e. a chaotic good mage can change Argh's alignment from chaotic evil to chaotic good). If charname is not an arcane caster, Argh can be adopted by Edwin (stays chaotic evil), Nalia (changes to chaotic good) or Neera (changes to true neutral).

    Oh gods, that's adorable! Dear Devs, please make it so. Actually, I think it'd be interesting if the one exception to the arcane caster rule was if a cleric of Helm also got to adopt Argh.

  • KidCarnivalKidCarnival Member Posts: 3,747
    kamuizin said:

    @KidCarnival, now i want to know Argh!!! Just an idea or do you intent to make him in the future?

    As much as I'd love to, I fear I can't, at least not as a mod. As EEkeepered sorcerer with gauth sprite, maybe. If a modder wants to tackle the "kit", I'd add more details and all the banters/paths, but I doubt I could learn to make a mod this complex in my remaining lifetime. :D

    The "Abberation" kit would mimic beholder abilities, and each eyestalk would have a spell matching the usual sorcerer/mage spell level, but the selection would be extremly limited. No utility spells like Knock or Identify, no AoE damage (or AoE other than mental effects like Spook), no protections, no summons, no self alterations (Strength, Haste and such), no sequencers.

    *pulls up spell list*

    Selection:

    Level 1 Eyestalks: Blindness, Charm Person, Chromatic Orb, Color Spray, Spook
    Level 2 Eyestalks: Agannazar's Scorcher, Deafness, Horror, Power Word, Sleep, Ray of Enfeeblement
    Level 3 Eyestalks: Dispel Magic, Hold Person, Lightning Bolt, Minor Spell Deflection, Slow
    Level 4 Eyestalks: Confusion, Emotion: Hopelessness, Greater Malison, Polymorph Other, Wizard Eye
    Level 5 Eyestalks: Breach, Chaos, Cone of Cold, Domination, Feeblemind, Lower Resistance
    Level 6 Eyestalks: Disintegrate, Flesh to Stone, Pierce Magic, True Sight
    Level 7 Eyestalks: Finger of Death, Power Word, Stun, Prismatic Spray, Sphere of Chaos
    Level 8 Eyestalks: Abi-Dalzim's Horrid Wilting, Maze, Power Word, Blind
    Level 9 Eyestalks: Energy Drain, Imprisonment, Power Word, Kill, Wish (as a total trap - note his wisdom, lol)
    Level 10 Eyestalks: (none of the regular spells seems right, so it's a special ability instead: "Beam Gambit" - fires all eyestalks at once, with a random spell from each level selected, targeting all hostile creatures in a cone, same as Color Spray; or same as a sequencer with the ability to select the spells)



  • KidCarnivalKidCarnival Member Posts: 3,747


    Oh gods, that's adorable! Dear Devs, please make it so. Actually, I think it'd be interesting if the one exception to the arcane caster rule was if a cleric of Helm also got to adopt Argh.

    If I'm not mistaken, Keldorn is a paladin of Helm, like Ajantis... Hm, this could be interesting... Adoption path that leads to Argh becoming a paladin of Helm, I like the sound of that. In a super-multi-twist, if Keldorn's guidance makes Argh a paladin, Argh can adopt Anomen as his squire. :D

  • ReadingRamboReadingRambo Member Posts: 598
    I just want a good aligned dwarf. I wish they had never made anomen and made his character a dwarf instead.
  • kamuizinkamuizin Member Posts: 3,704

    I just want a good aligned dwarf. I wish they had never made anomen and made his character a dwarf instead.

    And there goes on more Anomen hate. You know, Anomen is a nice guy, you would like to know him better if you give a chance to him on your party.
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