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
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?
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.
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.
Another entry from yours truly. This time it's an BG2:EE NPC which uses a peculiar new Sorcerer kit.
Name: Loreley Gender: Female Race: Halfing Alignment: Lawful Evil Sigil Faction: Sign of One Class: Acolyte of the Skin (see spoiler below)
ACOLYTE OF THE SKIN: The temptation of power drives some people to extreme lengths, regardless of the consequences. Replacing your own skin with that of a living Baatezu or Tanar'ri is a goal that most couldn't even conceive of, let alone consider. But this ghastly fate is exactly what some spellcasters seek in their desperate quest.
The Ritual of Bonding is a blasphemy that was long ago eradicated from most arcane libraries, but a few legible copies survive—or at least references there to—along with promises of great power. Spellcasters who happen upon such documents can choose to destroy or ignore the find, but the temptation has already accurred. Those who give in can eventually stumble upon the complete ritual, usually through extended contact with one or more summoned fiends who are akk too eager to share their terrible knowledge.
Advantages: - 1st level: -1 bonus to AC. - 2nd level: 60-foot infravision. - 3rd level: +1 bonus to Dexterity. - 4th level: Gains 20% innate Fire Resistance. - 5th level: May use Fiendish Glare once per day.
FIENDISH GLARE: The Acolyte of the Skin can unnerve opponents with a ferocious glare once per day. Glaring affects any creature he can see within 100 feet. Opponents must succeed a Paralysis/Poison/Death saving throw or suffer a -2 morale penalty to attack rolls, damage rolls, and saving throws for 10 rounds. A creature with 50 or fewer hit points is also stunned for 3d4 rounds, one with 51 to 100 hit points is stunned for 2d4 rounds, and one with 101 to 150 hit points is stunned for 1d4 rounds. A creature with 151 hit points or more is not stunned, but still suffers the -2 morale penalty if it fails its saving throw.
- 6th level: -1 bonus to AC. - 7th level: May use Poison as a spell-like ability once per day. - 8th level: +1 bonus to Constitution. - 9th level: Gains 20% innate Cold Resistance. - 10th level: -1 bonus to AC. - 11th level: May use Poison as a spell-like ability twice per day. - 12th level: Gains 20% innate Acid Resistance. - 15th level: May use Glare of the Pit once per day.
GLARE OF THE PIT: The Acolyte of the Skin produces fiery rays from his eyes. He can project two rays (one from each eye) with a range of 100 feet. A ray that hits the target deals 8d6 points of fire damage.
- 16th level: May use Summon Nabassu once per day.
SUMMON NABASSU: Once per day the Acolyte of the Skin can call upon the assistance of a Nabassu. The summoned creature does the Acolyte's bidding, but automatically returns whence it came after 1 hour has passed. The fiend cannot use its own summon ability while being called upon.
- 18th level: Gains immunity to "Charm" spells. - 20th level: Becomes immune to non-magical weapons.
Disadvantages: - Alignment restricted to any non-good. - Incurs a -2 penalty to Reputation. - Reputation can never exceed 12.
Familiar: Armpi the Imp Preferred Magic School: Conjuration, Enchantment. Likes: Reading, haggling, and beaverage. Dislikes: Chains, cells, Cowled Wizards and non-alcoholic drinks. Last Known Location: Spellhold Asylum
Background: Born in the Hive Ward where all the unwanted dregs of Sigil gathers, Loreley quickly understood from a very young age that it takes far more than muscles to thrive in this hellish neighbourhood. More than battle prowess, more than lightning fast reflexes... Loreley seeked to aquire a far more greater power - arcane magic!
However, even after years of (purely theoretical) studying under dozen of mages, she couldn't even do one single candle trick. It was quite the dilemma... almost as magic itself hated to go even near her. Even though it was clear as day that her quest of becoming an arcane spellcaster was in vain, she never gave up her dream to someday master the arcane arts.
One fateful day, feeble-minded and tired from her magic lessons, she went to the Smoldering Corpse Bar to grab some much needed beaverage. There, she met a peculiar symphatic Baatorian berk. After drinking some couple of rounds of Lady Pain on the Rocks with him, she tipsily said: "You're a are great pal! You hear me? Big, strong and emiting magic like other berks sweat. Guess there's no way in hell that a halfling like me could ever be like that." "Well, why don't you become a Baatezu then?" said the Baatorian with a wicked grin on his face.
After successfully binding a living Baatezu to her own skin (and surviving the ritual), Loreley was finally able to cast magic for the very first time in her life! O frabjous day! Calooh! Callay!! Sadly, at the very same day she lost her equilibrium and fell right into a portal which was somehow connected to the head office of the Cowled Wizards of Amn. Somehow they didn't take a liking to her and threw Loreley into one of the empty cells of the Spellhold Asylum. Life sucks!
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.
Neville Goodfellow Male Halfing Cleric/Thief Chaotic Neutral 14/17/16/12/16/11 Thief skills: Primarily Pick pockets, find traps & open locks, some in detect illusion
Character biography: "When asked how he got to Athkatla, Neville replies that he took a shortcut on the way to the dairy to get a pint of milk and was distracted along the way. He nominally resides in Gullykin, hundreds of miles to the North so you're not entirely sure you believe this version of events. It is certain that he is very old, and if his tales are true then he has lived quite a life.
Neville is a something of a cantankerous old coot. He is blind as evidenced by his milky pupils and the hefty, iron-bound staff he carries, covered in chipped white paint. There may also be a little dried blood on it, unsurprising since he seems to crack it into the ankles of anyone standing nearby with uncanny accuracy. You feel sorry for any kobolds he encountered on his journey. Despite being blind he has no problem finding his way around by tapping with his staff, and you get the feeling he is very aware of his surroundings. Sometimes he demands that people "speak up!", but you're sure any hardness of hearing is part of an elaborate act.
He claims to be a cleric of Brandobaris, Halfling god of luck, thievery and misadventure. He honours him by telling stories of his deeds, stealing "offerings" from unsuspecting passersby and going on adventures. Neville will not discuss exactly why he asked to travel with you but occasionally mentions "your aura". You feel he may sense your heritage somehow, or just be drawn to the frequent chaos that seems to follow your group.
He enjoys the open road and takes great pleasure in distracting marks with stories or bickering while picking their pockets, but is most comfortable sat in front of a warm fire. Here he proves a surprisingly good listener, and the grumpy old git may actually have a soft heart."
He is most definitely not a romance option, but may act as a sympathetic ear to any PC or NPC who is upset.
Neville will quibble and argue with non-party NPCs over the price of food, the quality of ale, or other trivia and usually comes out better off (you might even get a discount!). He's had a long life to get very good at winning the arguments he picks.
He is likely to come into conflict with NPCs he feels are self-righteous or boring.
During conversation he may mention his "dog whistle", which upon further questioning may or may not be a figurine of wondrous power. He is rather vague on if it actually belongs to him or not. It is possible that he will enlist the PC in trying to recover it, and by extension his "guide dog".
The above picture isn't entirely what I had in mind, but it'll suffice. There aren't many pictures of elderly halflings around. I eventually looked for google images of Geriatrix from the live action Asterix film - found an appropriate image, but not before Rule 34 reared it's ugly head. *shudder*
- 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.
Teer [TEER] Dramondra, CE male aasimar cleric/thief of Cyric (formerly of Ilmater)
Stats:
15 17 15 13 17 15
Looks: Silver-blue hair, lilac eyes, bronze skin, slightly pronounced nose, feathers over his scapulae Place of birth: Unknown, possible Mulhorand
Introduction: A comely man stares at you as you enter the inn. From under his hood you spot bangs of metallic, silver-blue hair and lilac eyes devoid of pupils. An aasimar? As you come closer, the man smiles. It seems that he has been expecting you...
Personality: Madness has claimed this ageless husk of a man. Every now and then you can see hints of pain and sorrow in his eyes... but these moments are rare however and are quickly replaced with nonsesical prayers to his deity, whispers of "boiling blood in (his) head" and rage-filled screaming.
How he works with the other NPC's: He dislikes or outright hates most of the good and neutral-aligned NPC's, seeing them as infidels and weak-minded fools. The only ones who escape his scorn are Minsc, Jan and Aerie (all whom Teer can identify himself with, strangely enough).
He has no trouble working alongside Korgan, seeing as they are just about as bloodthirsty. He finds Viconia beautiful and tries to woo her, in his own way, unsuccessfully. He and Edwin gets along nicely, even if they whisper threats behind each other's backs.
Story: As one of Cyric's chosen (or so the insane Teer would like to believe, at least) he has tasked himself to be your destroyer. As a Bhaalspawn, you might one day prove yourself a threat to the Prince of Lies. This Teer cannot allow.
After joining your party (in order to study you and bring you down when given the chance) he eventually realizes, after several displays of your power, that he is no match for you.
You are now given an option: if you are good-aligned, you can try to redeem him, making him return to his old self (this choice is made easier with Zeherim* in your party). If you are evil-aligned, you can instead convert him to your "faith", earning yourself a loyal albeit twisted servant. If you are neutral-aligned you can do either.
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).
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!"
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.
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. ;-)
Dang, this thread here is getting addictive. :P Another BG2:EE "monster" NPC. This time with a little twist.
Name: Gorbasch Snowmelt Gender: Male Race: Ondonti (Orc subrace) Alignment: True Neutral, with Neutral Good tendencies Class: Druid, Pacifist kit (see spoiler below)
PACIFIST: The Pacifist druid believes in the sanctity of all life, but especially that of the creatures with animal intelligence or higher.
Advantage: Pacifist druids have the ability to speak soothing words to ease tempers and calm savage beasts. This power can remove the effects of a fear spell, calm an enraged animal, or pacify a hostile crowd. The druid can use this power a number of times per day equal to his experience level. Using soothing words accomplishes one of the following: * Negates one fear spell (or similar monster ability) on a single victim; * Halts a single creature's berserker or barbarian rage; or * Temporarily calms down a number of animals, characters, or monsters (whose combined levels or Hit Dice total no more than twice the druid's level). A calmed group usually remains calm for 1d4+1 rounds, as long as others refrain from hostile action against them, their allies, or their property. During this time, the druid or others can attempt to escape or to negotiate a resolution to the situation.
Disadvantages: - Cannot use bladed weapons (scimitars/wakisashi/ninjatou, daggers, and spears). - Cannot become Proficient (one slot) in any fighting style.
Druidic Branch: Mountain Druid
Granted Powers: - Receives a +4 bonus to all saving throws vs. Electrical attacks. - Gains a modifier of +3 to experience level when determining the effects of a spell from the Elemental (earth or air), or Weather spheres cast while in mountain terrain.
Deity: Eldath Preferred Magic School: Abjuration Likes: Placid places, mountains, sunrises and vegetarian diet. Dislikes: Violence, harmful spells, killing and meat. Romance Options: Female dwarves and half-orcs are able to enter a relationship with Gorbasch. Last Known Location: A new wilderness area somewhere near the Druid Grove.
Innate Racial Abilities: All ondontis can use the following spell-like abilities: sanctuary 3/day, and barkskin 1/day. Ondontis also gain a +1 bonus to their saving throws vs. poison and are immune to charm-type spells and spell-like abilities.
Background: Gorbasch was born in a quiet ondonti village far north in the Tortured Land, an alpine region of the Moonsea. He and his tribe lived there in peace, taken only what they needed to survive from nature. But in the year 1340 DR these blissful days came abruptly to an end when a scouting party from Zhentil Keep stumpled across them. The ondontis ever peaceful and collaborative lifestyle hasn't prepared them for treachery. Shortly after the initial meeting between Zhents and ondontis, the majority of the villagers was betrayed by the Zhentarim and kidnapped into slavery.
The young boy Gorbasch was one of the of the few lucky ondontis which were able to escape the merciless raids. In fear of the greedy lords of Zhentil Keep, who views his kind as nothing but superior slaves due to their strength and nonviolent attitude, Gorbasch decided to run south east. He avoided all roads and solely followed small animal trails, which eventually led him deep into the Galena Mountains. Wounded, terrified and utterly exhaused from the difficult hikes... Gorbash fell unconcious.
The next thing he knew was that he was saved. Not by humans or dwarven miners, mind you, but a lone and elderly stone giant under the name of Skoraeus. He carefully nursed Gorbasch back to health and teached him about the ancient history of his people, the inhabitants of the Galena Mountains, how to predict the deceitful clouds and how he could overcome his traumatic past.
Under Skoraeus' guidance, Gorbasch quickly grew up to an respectable druid with a serene heart. A couple of days later disturbing news entered the ears of that wise giant, coming from a Druid Grove far to the south located somewhere in Amn. The old stone giant knew that it was finally time for Gorbasch to widen his horizon of understanding and see more of the world beyond the mountains and investigate the happenings concerning that Amnish Druid Grove. And thus begins another chapter of the ondonti.
@Kamigorishi: Yeah, it's very addictive. So I shall tackle a request I see a lot, female dwarf barbarian:
Kaelen Female Dwarf Barbarian True Neutral 18/45 /15/ 19/ 10/ 12/ 13 Preferred Weapon: Axe - comes with personal axe (returning throwing axe/melee "The Seeker" - +4 axe, 25 % chance to deal either cold or fire damage, 15 % chance to deal both cold & fire damage) Special Abilities: 25 % cold resistance, 50 % fire resistance Found: Umar Hills Romance Option: shorties and half orcs only
Backstory: Kaelen knew from young age on that she didn't belong underground - or in the mountains, for that matter. She always dreamt of open skies and endless tundras. When her clan had to relocate after an earthquake, she took her chance and silently slipt away in the night to start a new life. She left the cold mountains her clan called home and set out to find the places she had seen in her dreams. After many months of wandering, she finally found the tundra - and realized it wasn't what she had truly been looking for. What she had wanted wasn't a new, warmer home on the surface. It had been the journey there, the experiences and the impressions she saw on the way. She remained in her tundra for only a short while, to prepare for a new, longer journey - one that would take her all through Faerun, with no destination at all but the journey self.
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.
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.
@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.
@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.
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).
Abberation Kit: Argh can learn less spells than vanilla sorcerers, and is more limited in the selection. On level ups, the Abberation grows a new eyestalk with one new spell in it. Each spell/eyestalk can be used more often/day than a vanilla sorcerer can cast spells.
Backstory: No-one knows how Argh came to exist. The most believable theory is that it was created by magical means, by a former inmate of Spellhold who tried to escape and got stuck in the dungeon, unable to find a way out through the trapped maze. (Which would also explain it's name.)
Argh, despite being evil by nature, is very naive and adorably so. It will frequently attempt to solve things with ridicolous, often violent use of magic, but can be talked out of it (or, if evil, encouraged to do so). If guided correctly, Argh will accept charname (or Edwin, Nalia or Neera) as adoptive parent.
Relationships with other NPCs:
Dorn: Argh admires Dorn's imposing appearance and strength. It will idolize him and attempt to become a Blackguard. Dorn is mostly annoyed by his fan and refuses to become Argh's mentor/patron.
Keldorn: Keldorn is outraged that charname accepts a beholder, an infant beholder no less, in the party. After a while (if charname is neutral or good and guides Argh in that direction), he comes to see it as a chance to turn evil into something better tho and actively teaches Argh about life and responsibility. Keldorn will leave the party if Edwin adopts Argh.
Edwin: Argh is put off by Edwin's arrogance, but admires his power. It secretly plays Red Wizard whenever it thinks he isn't listening, parroting things Edwin said earlier. Once Edwin catches Argh doing so, he is intrigued by the admiration and decides to tame the abberation for his own purposes.
Neera: Doesn't see the big deal about Argh being an "evil creature". She relates to the fact that Argh is feared just for being a beholder, like she is feared just for being a wild mage. They get along well and after a while, Argh starts calling her "mommy".
Nalia: Her bleeding heart immediately opens when she sees the "orphean" in Spellhold. She is convinced Argh's "evil" nature is a product of the circumstances - growing up abandoned in a prison basement - and that nurture can overcome it. She starts teaching it to use its magic to help others and in the end, she'll be right as her path leads to an alignment change for Argh.
Viconia: gets along well with Argh. As outcasts from the Underdark, they soon become friends and Viconia teaches it about survival on the surface.
Valygar: will leave the party if Argh joins.
Korgan: is delighted once Argh starts to suggest ridicolously violent solutions to simple problems. He'll get Argh drunk a few times, one such occassion results in massive property damage when Argh loses control over an eyestalk and trashes a tavern. The party can no longer rest in this tavern. (Can happen in any inn/tavern in the game.)
Aerie: is mad at first that charname accepts Argh in the party. After a while, it turns out she's just reminded of being able to fly. When Argh hears her story, and assures her it's much better to lose wings if you still have legs, Aerie cheers up and they get along well.
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!
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
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?!
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)
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.
@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.
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)
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.
Comments
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.
Name: Loreley
Gender: Female
Race: Halfing
Alignment: Lawful Evil
Sigil Faction: Sign of One
Class: Acolyte of the Skin (see spoiler below)
ACOLYTE OF THE SKIN: The temptation of power drives some people to extreme lengths, regardless of the consequences. Replacing your own skin with that of a living Baatezu or Tanar'ri is a goal that most couldn't even conceive of, let alone consider. But this ghastly fate is exactly what some spellcasters seek in their desperate quest.
The Ritual of Bonding is a blasphemy that was long ago eradicated from most arcane libraries, but a few legible copies survive—or at least references there to—along with promises of great power. Spellcasters who happen upon such documents can choose to destroy or ignore the find, but the temptation has already accurred. Those who give in can eventually stumble upon the complete ritual, usually through extended contact with one or more summoned fiends who are akk too eager to share their terrible knowledge.
Advantages:
- 1st level: -1 bonus to AC.
- 2nd level: 60-foot infravision.
- 3rd level: +1 bonus to Dexterity.
- 4th level: Gains 20% innate Fire Resistance.
- 5th level: May use Fiendish Glare once per day.
FIENDISH GLARE: The Acolyte of the Skin can unnerve opponents with a ferocious glare once per day. Glaring affects any creature he can see within 100 feet. Opponents must succeed a Paralysis/Poison/Death saving throw or suffer a -2 morale penalty to attack rolls, damage rolls, and saving throws for 10 rounds. A creature with 50 or fewer hit points is also stunned for 3d4 rounds, one with 51 to 100 hit points is stunned for 2d4 rounds, and one with 101 to 150 hit points is stunned for 1d4 rounds. A creature with 151 hit points or more is not stunned, but still suffers the -2 morale penalty if it fails its saving throw.
- 6th level: -1 bonus to AC.
- 7th level: May use Poison as a spell-like ability once per day.
- 8th level: +1 bonus to Constitution.
- 9th level: Gains 20% innate Cold Resistance.
- 10th level: -1 bonus to AC.
- 11th level: May use Poison as a spell-like ability twice per day.
- 12th level: Gains 20% innate Acid Resistance.
- 15th level: May use Glare of the Pit once per day.
GLARE OF THE PIT: The Acolyte of the Skin produces fiery rays from his eyes. He can project two rays (one from each eye) with a range of 100 feet. A ray that hits the target deals 8d6 points of fire damage.
- 16th level: May use Summon Nabassu once per day.
SUMMON NABASSU: Once per day the Acolyte of the Skin can call upon the assistance of a Nabassu. The summoned creature does the Acolyte's bidding, but automatically returns whence it came after 1 hour has passed. The fiend cannot use its own summon ability while being called upon.
- 18th level: Gains immunity to "Charm" spells.
- 20th level: Becomes immune to non-magical weapons.
Disadvantages:
- Alignment restricted to any non-good.
- Incurs a -2 penalty to Reputation.
- Reputation can never exceed 12.
Familiar: Armpi the Imp
Preferred Magic School: Conjuration, Enchantment.
Likes: Reading, haggling, and beaverage.
Dislikes: Chains, cells, Cowled Wizards and non-alcoholic drinks.
Last Known Location: Spellhold Asylum
Strength: 7
Dexterity: 14
Constitution: 15
Intelligence: 17
Wisdom: 6
Charisma: 13
Background: Born in the Hive Ward where all the unwanted dregs of Sigil gathers, Loreley quickly understood from a very young age that it takes far more than muscles to thrive in this hellish neighbourhood. More than battle prowess, more than lightning fast reflexes... Loreley seeked to aquire a far more greater power - arcane magic!
However, even after years of (purely theoretical) studying under dozen of mages, she couldn't even do one single candle trick. It was quite the dilemma... almost as magic itself hated to go even near her. Even though it was clear as day that her quest of becoming an arcane spellcaster was in vain, she never gave up her dream to someday master the arcane arts.
One fateful day, feeble-minded and tired from her magic lessons, she went to the Smoldering Corpse Bar to grab some much needed beaverage. There, she met a peculiar symphatic Baatorian berk. After drinking some couple of rounds of Lady Pain on the Rocks with him, she tipsily
said:
"You're a are great pal! You hear me? Big, strong and emiting magic like other berks sweat. Guess there's no way in hell that a halfling like me could ever be like that."
"Well, why don't you become a Baatezu then?" said the Baatorian with a wicked grin on his face.
After successfully binding a living Baatezu to her own skin (and surviving the ritual), Loreley was finally able to cast magic for the very first time in her life! O frabjous day! Calooh! Callay!! Sadly, at the very same day she lost her equilibrium and fell right into a portal which was somehow connected to the head office of the Cowled Wizards of Amn. Somehow they didn't take a liking to her and threw Loreley into one of the empty cells of the Spellhold Asylum. Life sucks!
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.
Neville Goodfellow
Male Halfing
Cleric/Thief
Chaotic Neutral
14/17/16/12/16/11
Thief skills: Primarily Pick pockets, find traps & open locks, some in detect illusion
Character biography:
"When asked how he got to Athkatla, Neville replies that he took a shortcut on the way to the dairy to get a pint of milk and was distracted along the way. He nominally resides in Gullykin, hundreds of miles to the North so you're not entirely sure you believe this version of events. It is certain that he is very old, and if his tales are true then he has lived quite a life.
Neville is a something of a cantankerous old coot. He is blind as evidenced by his milky pupils and the hefty, iron-bound staff he carries, covered in chipped white paint. There may also be a little dried blood on it, unsurprising since he seems to crack it into the ankles of anyone standing nearby with uncanny accuracy. You feel sorry for any kobolds he encountered on his journey. Despite being blind he has no problem finding his way around by tapping with his staff, and you get the feeling he is very aware of his surroundings. Sometimes he demands that people "speak up!", but you're sure any hardness of hearing is part of an elaborate act.
He claims to be a cleric of Brandobaris, Halfling god of luck, thievery and misadventure. He honours him by telling stories of his deeds, stealing "offerings" from unsuspecting passersby and going on adventures. Neville will not discuss exactly why he asked to travel with you but occasionally mentions "your aura". You feel he may sense your heritage somehow, or just be drawn to the frequent chaos that seems to follow your group.
He enjoys the open road and takes great pleasure in distracting marks with stories or bickering while picking their pockets, but is most comfortable sat in front of a warm fire. Here he proves a surprisingly good listener, and the grumpy old git may actually have a soft heart."
He is most definitely not a romance option, but may act as a sympathetic ear to any PC or NPC who is upset.
Neville will quibble and argue with non-party NPCs over the price of food, the quality of ale, or other trivia and usually comes out better off (you might even get a discount!). He's had a long life to get very good at winning the arguments he picks.
He is likely to come into conflict with NPCs he feels are self-righteous or boring.
During conversation he may mention his "dog whistle", which upon further questioning may or may not be a figurine of wondrous power. He is rather vague on if it actually belongs to him or not. It is possible that he will enlist the PC in trying to recover it, and by extension his "guide dog".
The above picture isn't entirely what I had in mind, but it'll suffice. There aren't many pictures of elderly halflings around. I eventually looked for google images of Geriatrix from the live action Asterix film - found an appropriate image, but not before Rule 34 reared it's ugly head. *shudder*
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.
Teer [TEER] Dramondra, CE male aasimar cleric/thief of Cyric (formerly of Ilmater)
Stats:
15
17
15
13
17
15
Looks: Silver-blue hair, lilac eyes, bronze skin, slightly pronounced nose, feathers over his scapulae
Place of birth: Unknown, possible Mulhorand
Introduction: A comely man stares at you as you enter the inn. From under his hood you spot bangs of metallic, silver-blue hair and lilac eyes devoid of pupils. An aasimar? As you come closer, the man smiles. It seems that he has been expecting you...
Personality: Madness has claimed this ageless husk of a man. Every now and then you can see hints of pain and sorrow in his eyes... but these moments are rare however and are quickly replaced with nonsesical prayers to his deity, whispers of "boiling blood in (his) head" and rage-filled screaming.
How he works with the other NPC's: He dislikes or outright hates most of the good and neutral-aligned NPC's, seeing them as infidels and weak-minded fools. The only ones who escape his scorn are Minsc, Jan and Aerie (all whom Teer can identify himself with, strangely enough).
He has no trouble working alongside Korgan, seeing as they are just about as bloodthirsty. He finds Viconia beautiful and tries to woo her, in his own way, unsuccessfully. He and Edwin gets along nicely, even if they whisper threats behind each other's backs.
Story: As one of Cyric's chosen (or so the insane Teer would like to believe, at least) he has tasked himself to be your destroyer. As a Bhaalspawn, you might one day prove yourself a threat to the Prince of Lies. This Teer cannot allow.
After joining your party (in order to study you and bring you down when given the chance) he eventually realizes, after several displays of your power, that he is no match for you.
You are now given an option: if you are good-aligned, you can try to redeem him, making him return to his old self (this choice is made easier with Zeherim* in your party). If you are evil-aligned, you can instead convert him to your "faith", earning yourself a loyal albeit twisted servant. If you are neutral-aligned you can do either.
*An NPC-to-come. Stay tuned!
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).
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!"
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.
The only sucky part here, is now you will have two thieves who will abandon you when Bodhi turns on you. ;-)
Another BG2:EE "monster" NPC. This time with a little twist.
Name: Gorbasch Snowmelt
Gender: Male
Race: Ondonti (Orc subrace)
Alignment: True Neutral, with Neutral Good tendencies
Class: Druid, Pacifist kit (see spoiler below)
PACIFIST: The Pacifist druid believes in the sanctity of all life, but especially that of the creatures with animal intelligence or higher.
Advantage:
Pacifist druids have the ability to speak soothing words to ease tempers and calm savage beasts. This power can remove the effects of a fear spell, calm an enraged animal, or pacify a hostile crowd. The druid can use this power a number of times per day equal to his experience level. Using soothing words accomplishes one of the following:
* Negates one fear spell (or similar monster ability) on a single victim;
* Halts a single creature's berserker or barbarian rage; or
* Temporarily calms down a number of animals, characters, or monsters (whose combined levels or Hit Dice total no more than twice the druid's level). A calmed group usually remains calm for 1d4+1 rounds, as long as others refrain from hostile action against them, their allies, or their property. During this time, the druid or others can attempt to escape or to negotiate a resolution to the situation.
Disadvantages:
- Cannot use bladed weapons (scimitars/wakisashi/ninjatou, daggers, and spears).
- Cannot become Proficient (one slot) in any fighting style.
Druidic Branch: Mountain Druid
Granted Powers:
- Receives a +4 bonus to all saving throws vs. Electrical attacks.
- Gains a modifier of +3 to experience level when determining the effects of a spell from the Elemental (earth or air), or Weather spheres cast while in mountain terrain.
Deity: Eldath
Preferred Magic School: Abjuration
Likes: Placid places, mountains, sunrises and vegetarian diet.
Dislikes: Violence, harmful spells, killing and meat.
Romance Options: Female dwarves and half-orcs are able to enter a relationship with Gorbasch.
Last Known Location: A new wilderness area somewhere near the Druid Grove.
Ability Scores
Strength: 19
Dexterity: 7
Constitution: 16
Intelligence: 9
Wisdom: 17
Charisma: 15
Innate Racial Abilities:
All ondontis can use the following spell-like abilities: sanctuary 3/day, and barkskin 1/day. Ondontis also gain a +1 bonus to their saving throws vs. poison and are immune to charm-type spells and spell-like abilities.
Background: Gorbasch was born in a quiet ondonti village far north in the Tortured Land, an alpine region of the Moonsea. He and his tribe lived there in peace, taken only what they needed to survive from nature. But in the year 1340 DR these blissful days came abruptly to an end when a scouting party from Zhentil Keep stumpled across them. The ondontis ever peaceful and collaborative lifestyle hasn't prepared them for treachery. Shortly after the initial meeting between Zhents and ondontis, the majority of the villagers was betrayed by the Zhentarim and kidnapped into slavery.
The young boy Gorbasch was one of the of the few lucky ondontis which were able to escape the merciless raids. In fear of the greedy lords of Zhentil Keep, who views his kind as nothing but superior slaves due to their strength and nonviolent attitude, Gorbasch decided to run south east. He avoided all roads and solely followed small animal trails, which eventually led him deep into the Galena Mountains. Wounded, terrified and utterly exhaused from the difficult hikes... Gorbash fell unconcious.
The next thing he knew was that he was saved. Not by humans or dwarven miners, mind you, but a lone and elderly stone giant under the name of Skoraeus. He carefully nursed Gorbasch back to health and teached him about the ancient history of his people, the inhabitants of the Galena Mountains, how to predict the deceitful clouds and how he could overcome his traumatic past.
Under Skoraeus' guidance, Gorbasch quickly grew up to an respectable druid with a serene heart. A couple of days later disturbing news entered the ears of that wise giant, coming from a Druid Grove far to the south located somewhere in Amn. The old stone giant knew that it was finally time for Gorbasch to widen his horizon of understanding and see more of the world beyond the mountains and investigate the happenings concerning that Amnish Druid Grove. And thus begins another chapter of the ondonti.
Kaelen
Female Dwarf
Barbarian
True Neutral
18/45 /15/ 19/ 10/ 12/ 13
Preferred Weapon: Axe - comes with personal axe (returning throwing axe/melee "The Seeker" - +4 axe, 25 % chance to deal either cold or fire damage, 15 % chance to deal both cold & fire damage)
Special Abilities: 25 % cold resistance, 50 % fire resistance
Found: Umar Hills
Romance Option: shorties and half orcs only
Backstory: Kaelen knew from young age on that she didn't belong underground - or in the mountains, for that matter. She always dreamt of open skies and endless tundras. When her clan had to relocate after an earthquake, she took her chance and silently slipt away in the night to start a new life. She left the cold mountains her clan called home and set out to find the places she had seen in her dreams. After many months of wandering, she finally found the tundra - and realized it wasn't what she had truly been looking for. What she had wanted wasn't a new, warmer home on the surface. It had been the journey there, the experiences and the impressions she saw on the way. She remained in her tundra for only a short while, to prepare for a new, longer journey - one that would take her all through Faerun, with no destination at all but the journey self.
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.
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).
Abberation Kit:
Argh can learn less spells than vanilla sorcerers, and is more limited in the selection. On level ups, the Abberation grows a new eyestalk with one new spell in it. Each spell/eyestalk can be used more often/day than a vanilla sorcerer can cast spells.
Backstory: No-one knows how Argh came to exist. The most believable theory is that it was created by magical means, by a former inmate of Spellhold who tried to escape and got stuck in the dungeon, unable to find a way out through the trapped maze. (Which would also explain it's name.)
Argh, despite being evil by nature, is very naive and adorably so. It will frequently attempt to solve things with ridicolous, often violent use of magic, but can be talked out of it (or, if evil, encouraged to do so). If guided correctly, Argh will accept charname (or Edwin, Nalia or Neera) as adoptive parent.
Relationships with other NPCs:
Dorn: Argh admires Dorn's imposing appearance and strength. It will idolize him and attempt to become a Blackguard. Dorn is mostly annoyed by his fan and refuses to become Argh's mentor/patron.
Keldorn: Keldorn is outraged that charname accepts a beholder, an infant beholder no less, in the party. After a while (if charname is neutral or good and guides Argh in that direction), he comes to see it as a chance to turn evil into something better tho and actively teaches Argh about life and responsibility. Keldorn will leave the party if Edwin adopts Argh.
Edwin: Argh is put off by Edwin's arrogance, but admires his power. It secretly plays Red Wizard whenever it thinks he isn't listening, parroting things Edwin said earlier. Once Edwin catches Argh doing so, he is intrigued by the admiration and decides to tame the abberation for his own purposes.
Neera: Doesn't see the big deal about Argh being an "evil creature". She relates to the fact that Argh is feared just for being a beholder, like she is feared just for being a wild mage. They get along well and after a while, Argh starts calling her "mommy".
Nalia: Her bleeding heart immediately opens when she sees the "orphean" in Spellhold. She is convinced Argh's "evil" nature is a product of the circumstances - growing up abandoned in a prison basement - and that nurture can overcome it. She starts teaching it to use its magic to help others and in the end, she'll be right as her path leads to an alignment change for Argh.
Viconia: gets along well with Argh. As outcasts from the Underdark, they soon become friends and Viconia teaches it about survival on the surface.
Valygar: will leave the party if Argh joins.
Korgan: is delighted once Argh starts to suggest ridicolously violent solutions to simple problems. He'll get Argh drunk a few times, one such occassion results in massive property damage when Argh loses control over an eyestalk and trashes a tavern. The party can no longer rest in this tavern. (Can happen in any inn/tavern in the game.)
Aerie: is mad at first that charname accepts Argh in the party. After a while, it turns out she's just reminded of being able to fly. When Argh hears her story, and assures her it's much better to lose wings if you still have legs, Aerie cheers up and they get along well.
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!
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. 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
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)
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)