Race: Elf (Drow) Class: Wizard Alignment: Neutral Good
STR 14 DEX 17 CON 12 INT 18 WIS 9 CHA 14
Background:
When asked about her past SHI'NAYNE says that her mother, Sharillae, died when she was a young child after they were fleeing from a drow hunting party. Shi'nayne was raised by King Hreidmar Stonecrusher and his wife Brynhildr as if she was one of their own. They did this out of honor, Shi'nayne's mother saved their oldest son Magnus from a drow hunting party that was pursuing her and he happened to be at the wrong place at the wrong time. Sharillae had jumped on top of the young dwarf and took a poison tipped drow bolt in the back which proved to be fatal to her. Shi'nayne grew up in a loving home but she did have hardships, being a drow elf growing up in a dwarven city, step daughter of the king or not. One of the king's human friends, a wizard named Tarlach Velnaar, saw potential for magic in the young drow and took her in as an apprentice. Shi'nayne has become a powerful war wizard and has defended her adopted home many times. Over time she has become curious about adventuring and leaving the Stonecrusher Delve, but does not out of the sake of duty to the Stonecrusher Clan. She may be convinced to join your group if you prove yourselves worthy and get the permission from the king.
Race: Human Class: Paladin (Squire) Alignment: Lawful good
STR 16 DEX 16 CON 14 INT 11 WIS 15 CHA 18
A young Squire in the Most Noble Order (blabla), whom you can take under your wing as an experienced and esteemed Paladin. She would start at a slightly lower level than the party and Paladin abilities would come as you progress through her storyline/training so to speak. Definately a romance option.
I guess the Saerileth mod kind of covers exactly this, but the quality of the sound files was so horrid i couldn't stand it. Had to play the mod with speech disabled and that's a bit dull.
These are a pair that I used for one my many "all PC"-runs. Actually haven't used any NPCs the last ten or so games that I've played. And sometimes it's fun to come up with little back stories for your characters even if they're often really short. This is one of the more elaborate ones though.
Hanessar (just made this up but could easily change it to a "real" drow name I guess) Race: Drow Class: Fighter/Mage Alignment: Lawful Evil
STR 15 DEX 18 CON 15 INT 17 WIS 11 CHA 10
(Oh yea, I know "not more drow!" Well, at least they're not good aligned. )
Backstory: When a drow woman was leading a raiding party to intercept a group of elves transporting a valuable artifact things didn't go exactly as planned. The information they had bought turned out to differ slightly from reality in regard to the number of elves in the group - instead of four armed elves as reported there were ten of them. It was supposed to be a clean operation, eight drow, nine with the female leading them, just cut the elves down swiftly with no losses and return with the artifact.
Both sides took had many casualties, in fact only but three of the elves survived and among the drow only the female survived, left for dead by the surviving elves. Lying in the mud, covered in her own blood she wasn't going anywhere soon either way. Call it luck or a cruel twist of fate but a few hours after the incident, the sun slowly creeping up over the tree tops, three figures appear. Behind them is a small caravan with cages. Inside the cages are people.
She was patched up and taken to a healer with little scruples, only to be sold, for an extraordinary sum, to a brothel. The owner saw her as a very valuable piece of merchandise and took great measures in making sure she could not escape by any means. After a few years in service at this whorehouse the drow woman eventually was impregnated.
While all this is happening the drow house the woman belonged to has, for unrelated issues, been slowly deteriorating. Its members murdered one by one until only one was left, one of her sons, Hanessar. He managed to escape the city before joining the rest of his house in certain death. He fled for the surface to follow the tracks of his mater, and spent years on the surface looking for clues to her whereabouts.
As time passes the owner of the brothel becomes aware of child being carried by the drow woman, and he sees an opportunity to increase his incomes even further. Hoping the child will be a girl that he can eventually put to work as she becomes of age. Even if it's a boy he could probably find some use for him or even sell him off for some extra coin. He makes sure that the drow woman does not come to any harm, even by her own hand, that affect the birth of the child negatively. And the child is born, and it is named Silvii. The mother drow looks at the child with contempt and would take any opportunity she could to take slay her mongrel child. All her life Silvii is treated as an object, an object of hate by her mother and an object of pleasure for the patrons of the whorehouse. There was something special about her though, something that no one saw, before it was to late.
Meanwhile, her half-brother had managed collect enough clues to track down his mater. She was sold as a slave to a whorehouse in Calimshan. When he arrived all he could see was blackness. A big charred structure with thick ashen smoke billowing from everywhere. There was no live soul in sight, not until she crawled out, coughing and gasping for breath.
PS: I really don't know enough about the FR or D&D to write detailed stories about it but call it an attempt.
Preferred Weapon: Warhammers, axes, flails/morning stars Deity: Haela Brightaxe, Moradin Romance option: Yes for dwarves, gnomes and humans.
Personality: Haela is brave, stubborn, uncomprimising and loyal. Often not taken very seriously for being short (even for a dwarf) and beardless (since most humans on the surface like to crack jokes about dwarven women and their beards), she has resolved to take herself and her duties extra serious to compensate. At first, she can appear humorless and professional but she will soon loosen up when she feels like she gets the respect she wants. Her sense of humor is dark, the punchline often violent and she doesn't have a problem with mock-threatening to smash someone's kneecaps for phony slights, enjoying the "Ha-ha, but seriously, you won't right?" reaction in people. Once she bonds with people, she will defend them to the death and take on their problems as her own. While she expects the same in return, she will not get noticibly upset when she finds out this is not the case but instead will return to her colder and more professional stance. Getting romantic with her means showing her respect, the ability to take a deaththreat (and dish one out), a show of loyalty, willingness to defend the needy and showing fearlessness in the face of danger.
In game terms, show defiance when confronted with bounty hunters instead of trying to pay them off, accepting your divine power (though not revelling in it or cackling madly with your arms outstretched to the heavens), not making fun of her except when she starts it herself and aiding her on her quest. It will not be a fullblown romance but she will open up more and imply that she would want an actual relationship with Charname if it wasn't for their current haphazed existence.
. History: When asked about her past, HAELA says that while she was originally content with life in her sheltered dwarven community, her endless routines of guard duty, combat practice, guard duty, combat practice, guard duty, etc were starting to wear on her. After being given the chance to join a surface patrol, she marveled at how big the outside world was, was shocked by the injustice and danger surfacers found themselves in and dissappointed by the calousness her fellow dwarves had regarding the safety of non-dwarves. She petitioned to be released from her service and went out into the world to see what good she could do. After hearing about the iron crisis , she ventured to Nashkel to see what she could do about it, figuring that a skilled dwarven defender should have no problems slaying whatever demons would be down in the dark.
Location: She can be found at the Nashkel Mines entrance, argueing with the foreman about being let in.
Development: She will gladly join the party for a chance to discover what is down in the dark of the mines. Afterwards, she will kindly thank the party for solving the issue and will subtly remark that she wouldn't mind staying around. After that, she will loosen up a bit and be less formal. After visiting the area of Durlag's Tower or talking to the Tour Guide in Ulgoth's Beard, she will insist on visiting. She will have many comments to share while travelling down into its depths, empathising especially with Kiel, Durlag's first son (and protector of his family). After the quest is done and Aec'letec is defeated, she will also speak to Hurlag, admiring him for doing his dwarven duty, even in his old age.
She can reappear in Baldur's Gate II, where the player can find her in the slums as she's threatening the slavers. She will welcome any assistance in this matter, tagging along with her friends after. Her gear will have several choice pieces from Durlag's Tower, including Kiel's Helmet. She will strongly support Nalia's quest to retake the keep from trolls, as well as support Charname's mission to rescue Imoen. Eventually, several messengers from her old clan will find her and ask her to return to defend her home. She is given some time to think about it and when she meets up with the messengers she finds them under attack from Drow agents. When the group fights them off, they find they were working for a Drow commander named Sendai. Haelin can now either return to defend her home from these dark forces or lay her loyalty with Charname and his mission, promising to return once that is done. If she is romancing Charname at this point, she will automaticly stay with the party, otherwise some convincing is needed. In Throne of Bhaal, when the group learns Sendai is one of the Bhaalspawn, she will ask Charname to go there as soon as possible to relieve pressure from her home.
Relationships: She will get along mostly with other Lawful or Good NPC's, with some exceptions. Imoen will make fun of her (as she is wont to do) which Haelin won't appreciate at first, though she will eventually find out it's not mean spirited. She will admire Dynaheir's strength (and shares her professional attitude) though she worries about Minsc's uncontrolled nature. She and Yeslick will be a fine match, each respecting the other's strength and wisdom. Her alpha-female attitude can come into conflict with Jaheira (and she is initially unimpressed with Khalid's submissive demeanor) but will eventually come to respect both. Xan will wear on her nerves very quickly and will blow up at him at some point when he states that her quest to do good in the world is doomed, as the world is too full of misery to have any point. She will later apologise but will keep her distance. Kagain's greed and opportunism will grate on her, though she will initially be friendly. When he and Yeslick come to blows, she will try and intervene to keep the peace. Shar-teel will respect her initially, being a strong woman, but it won't take long for Haelin to confront Shar-teel about her sexism which will spawn some bad blood between the two. Haelin will grind Eldoth into the ground soon after meeting him, requiring Charname to intervene multiple times. If he lasts long enough to recruit Skie into the group, Haelin will waste no opportunity to break them apart and toughen Skie up.
In BG2, she will get along fine with Aerie, respecting her strength in continueing on after her ordeal. They will form a quiet but firm friendship. Likewise, she respects Keldorn's wisdom but has no patience for Anomen's tales of grandeur. If he fails his knighthood, she will shame him for acting like his father and taking the easy way out (which will be met with strong hostility from his part) but if he passes, she'll warm up to him. She will have trouble understanding Jan Jansen and will question his motives, likewise with Haer'dalis, who will be frustrated that he doesn't know any burrowing or underground birds, instead settling on 'burrowing owl' or 'mole' but being very displeased with his trouble to link her to a bird. Haelin will eventually suggest a honey badger, which sparks a laugh from the bard. Viconia and Haelin do not go together well but they will tolerate eachother over several snide comments. When she hears of her clan's situation, Viconia is in for a verbal lashing, requiring Charname to make peace. Unlike (possibly) Charname, she will not forgive Yoshimo in the slightest and in ToB will not relent distrusting Sarevok, only giving him 'the benefit of the doubt' when he eventually shifts to Chaotic Good.
Addendum: Thank you @Memm for the stunning portrait
I think we need a sorcerer in BG2:EE - I am also keeping the option open of finding her in BG:EE.
Mariëla (Mɑ-ri-e.-læ) - Elf, Female, Chaotic Good
Character Background: Mariëla is a young (~40 years) and rather naïve Elven sorceress from the Ardeep forest between Waterdeep and Daggerford. As a child she dreamed of becoming a Druid but gave it up because maintaining balance would mean she'd occasionally have to support Evil; however she learned to shapeshift into a Wolf once per day. Instead she chose to nurture her innate magical abilities. Putting the cause of Good above all, she is prone to disregarding rules (sometimes to her own undoing) and is not above breaking the law for a good cause.
Learning of Alaundo's prophesies and having disturbing dreams about her having a role in the matter, she traveled south to learn more of the prophesies in Candlekeep – only then to learn that she'd need to donate a book of great value to be allowed into the library fortress. Mariëla went to Baldur's Gate, hoping she could buy (or "borrow") a book of sufficient value in the city. In order to keep herself alive, and to make money for a suitable book, she has worked odd jobs (barmaid in the Elfsong, housemaid for Ramazith, etc.) but always found that her masters weren't exactly reputable (and, more often than not, had less than reputable designs on her!). When you meet her, she is therefore "between jobs", looking for employment in the largest store of knowledge in Baldur's Gate: the Hall of Wonders.
After the Iron Throne / Sarevok crisis in Baldur's Gate, Mariëla has learned that the Bhaalspawn Crisis will culminate further south in the Land of Tethyr. You can meet her again in Trademeet as she is traveling through on her way south.
Being an Wood Elf, she is rather suspicious of Dwarves and doesn't particularly like Half-Orcs either.
Class: Sorcerer (Level 4 in BG:EE, Level 9 in BG2:EE)
Appearance: Slender, even for an Elf, with light skin and light brown hair.
Proficiencies: Darts, Quarterstaffs
Special ability: Can shapeshift into a Wolf once per day (from level 11: Dread Wolf)
Romance: Yes. Will romance males except Dwarves and Half-Orcs.
How to find: - In BG:EE: In the Hall of Wonders in Western Baldur's Gate during the daytime. - In BG2:EE: In Trademeet near the fountain in the center of town.
Known spells when you find her: In BG:EE: - Level 1: Chromatic Orb, Armor, Blindness - Level 2: Mirror Image In BG2:EE: - Level 1: Chromatic Orb, Armor, Blindness, Magic Missile, Reflected Image - Level 2: Mirror Image, Deafness, Knock, Web - Level 3: Flame Arrow, Lightning Bolt, Slow - Level 4: Stoneskin
Relations with other NPCs
BG:EE
- Kagain: Mariëla doesn't like dwarves, especially evil ones. She will bicker with Kagain constantly, eventually leaving the party permanently (within about a week or so, game time). This may also happen in dungeons. - Yeslick: Still suspicious of dwarves, Mariëla at least tolerates Yeslick's presence in the party, though they will still bicker from time to time. - Shar-Teel: Despite Shar-Teel's evil disposition, Mariëla respects her for her independence and her ability to stand up to men. - Viconia: Is jealous of the pretty Drow but also respects her for her obvious inner strength. - Edwin: Mariëla hates the evil Conjurer and will eventually fight him to the death. - Kivan: She will initially flirt with him but learns (to her dismay) that he is still true to Deheriana's memory. If you wish to romance her, this must be handled diplomatically.
BG2:EE
- Korgan: Another evil dwarf! You have about one week (game time) to decide which of the two you want to keep; otherwise they will fight to the death. And yes, it might also happen in a dungeon. - Edwin: As in BG:EE – Mariëla hates the evil Conjurer and will eventually fight him to the death. - Viconia: Mariëla is still torn between her loathing of Viconia's evil disposition and her respect for her inner strength. If both the Mariëla and Viconia romances are active, she will ultimately give you the "Either she leaves or I leave!" line. You then have to boot Viccy, or Mariëla leaves. Kill either romance and they will at the very least get along. - Jaheira: Learning of Mariëla's original desire to become a Druid, Jaheira tries to teach her the ways of nature. The two women get along well, even if you romance one of them. While both romances are still active, they may bicker. - Aerie: As long as both romances are active, they will hate each other. Once you kill one of the romances, they get along. - Cernd: Also recognizes that Mariëla wanted to be a Druid and tries to teach her the ways of nature. Tries to romance her but she shies away from him after learning of his earlier relationship with Galia.
Having browsed a few hundred pictures on the net, I found this one by SulaMoon at DeviantArt best illustrates how I imagine Mariëla. All rights belong to the original artist.
I do like fighter/clerics, so I thought I'd post one. He's moderately based on one I played a while ago.
Gregor Thrice-Cursed Male Dwarf Fighter/Cleric Neutral Good Deity: Marthammor Duin
Preferred Weapons: Maces, Warhammers, Flails
Stats: 17/16/19/10/16/8
Personal Equipment: Platemail, helmet, two maces
Romance option: Of course not.
Background: To some people there is a fate worse than death. To Gregor it was exile. For a human lifetime he has been barred from Clan and Home, drinking the swill that men call ale and worshipping the God that caused his fall.
Born the second son of a Clan Lord in the foothills of the Cloudpeaks, Gregor found his place as a Cleric of Moradin. He sat at his father and elder brother's side in council and his wise words were heeded. His hammer was feared by every goblin within a weeks march. For years he was content.
One day his brother tasked him with leading a raiding party against the kobolds infesting the far southern tunnels. As battle raged around him he sought out the shaman leading the kobolds and bested him in single combat. As he stood, the shaman's neck grasped in one hand, he looked around the vast central cavern. He saw finely wrought dwarven armor and weapons taken as trophies stacked alongside the crude axes and ragged mail of orcs. He felt the divine presence of Marthammor Duin, god of travellers, exiles and wanderers. In that long moment he knew that the kobolds had been at war with Orcs in the deeper tunnels for centuries. They provided a buffer, and removing them would pit his Clan against a far greater foe. He looked hard at the kobold clutched in his fist, at his mercy, and ordered his raiders to fall back.
Some of his Clan understood his actions but his brother would not forgive them. He stood thrice-cursed: abandoned by his clan, his home and his god. He took solace in Marthammor Duin and the knowledge that he may have saved his family from a more devestating war. So began his exile and his search for absolution, an honorable death, or a decent pint of ale in the lands of men. His sense of humor, like his temper, has become darker with time and his jests now border on morbid.
Found at: The Crooked Crane (The Inn at Athkatla's gate), ground floor. He will ask your party what the chances are of surviving your next adventure. If you answer "Fair to Middling", or "Pretty poor, really" then he will join you.
Interactions with others Gregor despises Korgan, and the feeling is mutual. Korgan thinks Gregor is holier-than-thou and judgmental for an exile. Gregor feels Korgan is a disgrace to Dwarf-kind. The two will almost certainly come to blows.
He is kind to Minsc, deflecting the Ranger's grandiose delusions without putting him down. Gregor does not share his blind optimism, but every Dwarf needs a drinking buddy.
Jaheira and Gregor share a grudging respect for one another. Their backgrounds and faiths are miles apart but they share a pragmatic and rather jaded view of the world.
Gregor does not understand either Haer'dalis or Jan Jansen. Their excessive verbiage and flowery monologues are generally responded to with, "What did he say?" or "Is that even a word?".
Silias Kato Male Human monk Lawful good (duh) Deity: Ilmater
Preferred Weapons: Katana, Staff, Darts, Unarmed
Stats: 14/14/14/10/16/10
Personal Equipment:
Background: There is something odd about the 'being' of this monk of the crying God as you observe him. When asked about his past, Silias gives a story that seems implausible, yet the account is somehow impossible to refute. He implies he was the hero of Neverwinter, when no other tale seems to recall his involvement, yet he is clearly a seasoned traveler and adventurer. His explanation for being here is also vague, as he has no recollection of ever traveling to Amn... nevertheless, he does not seem to question why, and says he is eager to explore and seek out chances to do some good. Perhaps there is a reason he finds himself in this land, and perhaps it involves aiding you.
Found in: Slums
Interactions with other NPCs Generally cordial, but has a strange sense of humour that confuses most. Jaheira and Minsc will get on fine with him, Mages such as Nalia, Imoen and Edwin will sense 'something' out of place in him, often trying to question his motives and nature.
My try on a new monk kit, restricted to half-orcs only to boot. Take that Rasaad yn Bashir! :P
Name: Julakgh Gender: Female Race: Half-Orc Alignment: Lawful Evil. May change alignments, depending on her interactions with the Bhaalspawn. Kit: White Handed Monk (see spoiler below)
WHITE HANDED MONK: The White Handed Monks are a monastic order from Phsant in Thesk, consisting of solely gray orcs and half-orcs who worship the orc deity of death and disease--Yurtrus. The Lord of Maggots teaches that death is inexorable and eventually claims all life. The ravages of plague are simply death claiming victims who have yet to fall in battle, leaving all creatures to simply choose the manner in which death will most likely strike. The White Handed Monks serve the Rotting One by willingly becoming the hosts of his numberless diseases and eventually spreading them throughout the world.
Advantages: - Immune to all diseases. - Receives a +2 bonus to Saving Throws vs. Death. - May use Pale Hands ability once per day every 10 levels.
PALE HANDS: All successful atttacks within the next round force the victim to save or be immediately stricken by a horrible disease. The symptoms of the afflicted may include boils, blotches, lesions, seeping abscesses, rotting sores, greenish decay, or horned flesh-peeling skin. Strength, Dexterity, and Charisma are reduced by 2 and the afflicted is also slowed in the process. The maluses are not cumulative and apply only once per victim. The disease persists until the victim receives a cure disease spell or potion. This special ability automatically modifies normal attacks, no targeting needs to be done.
- 7th Level: May use Ravaging Maggots ability once per day.
RAVAGING MAGGOTS: The victim receives 1 point of damage every two seconds per level. He or she suffers a -2 penalty to both attack rolls and a +2 penalty to Amor Class. The maggots will ferociously eat into the flesh of the victim, making it very difficult to concentrate on casting spells (50% failure).
- 9th Level: May call upon a Carrion Crawler once per day for 1 hour. - 13th Level: May use Cloud Of Pestilence once per day.
CLOUD OF PESTILENCE: The monk's breath transforms the air in a 20-foot radius into sickening, grayish mists. Non-living creatures are immune to the effects of the cloud. Every round of exposure to the disease-ridden air causes the loss of 3 points of Strength and Dexterity, 3 points of damage and blindness. These effects last 1 turn.
- 15th Level: May call upon two Carrion Crawlers once per day for 1 hour.
Disadvantages: - Race restricted to half-orc. - Alignment restricted to lawful neutral and lawful evil. - May not use Stunning Blow ability. - May not use Lay On Hands ability. - May not use Quivering Palm ability. - Does not receive the +2 bonus to Saving Throws vs. Spells.
Deity: Yurtrus Preferred Weapons: Hands, Feets, Headbutts Preferred Martial Art: Wushu Likes: The serenity of death, Kara-Turan cuisines and eastern teas Dislikes: Necromancers and coffee Romance Options: Romanceable by female half-orcs Last Known Location: Saradush
Background: Julakgh hails from the large city known as Phsant in the nation of Thesk, located right on the border between Northeast Faerûn and Kara-Tur. Ever since the defeat of the Tuigan Horde in 1360 DR, the orc clans who aided the battle against the Horselord Yamun Khahan were accepted as members of Phsant's populace. Many of the orc citizens have taken jobs as miners, farmers, guards, mercenaries or other professions. The high populance of orcs also attracted the half-orc women who sought a more civilized lifestyle than that available in most orc settlements. However, the orcs didn't simply abandoned the believes in their deities.
Due to the strong Kara-Turan influence in Phsant, many gray orcs and half-orcs alike were enlightened with entirely new possibilities of worship. It didn't take long for some of them to fuse their orcish traditions and religions with Kara-Turan martial arts. Instead of thristing to conquer others like their savage brethren do in other parts of Faerûn, they sought to conquer themselves and thus becoming closer to their pantheons. The White Handed Monk monastery itself was established in this very manner as well.
Julakgh was an orphan girl in the care of the monastery. She lost her orc father in the war against the Tuigan Horde and her human mother died of illness not long thereafter. It was thanks to the orcish monks and Yurtrus' dogma which helped her to accept the deaths of her parents. As she grew older and strong enough to survive on her own, Julakgh set out on a journery of self-discovery.
Looks: Blond hair, green eyes, no lips, body coated in blood and dirt and feces, extremely emaciated Homeland: Unknown Current location: Athkatla Sewers
Introduction: As you enter one of the round chambers of the sewer, something falls from the ceiling; a large, seemingly formless lump of filth. As it hits the platform below, it cracks open like the shell of an egg - and the stench produced is powerful enough to nauseate you.
From this cocoon of excrement and other bodily fluids, a disgusting creature arises. It looks like a female human or elf at first glance... but surely, it cannot be? As this question burns within your mind, the women-thing looks directly into your tear-filled eyes, nay, your very soul. It looks amused for some reason.
How she works with the other NPC's: ...
Story: "You wisssh... wisssh... to know of Morraghaine... ssstrangest one? Nothing... inssside. Emptinessss. Must fill... with rot. With maggotsss... with death. Nothing... mattersss." Morraghaine's talons sink into the plump rat's abdomen. It soon stops to struggle and scream. "Ssshare it all then... with you. With all... all of you."
Hm, we're kinda making up new kits either way, don't we? At least my version of the Chorister kit is different from the Songs & Silence mod. I see no problem with kits that don't really exist officially. Could always inspire a mod.
Ahh, the Book of Vile Darkness... excellent. It's one of my dear favourite 3rd edition supply books for sure. Gotta love that Demonologist PrC and tasty Thrall of Juiblex PrC in that book!
Yes, the BoVD is brilliant! I'm the kind of guy who usually enjoy being the good guy... but the book is simply delicious when in the mood or need for all things evil.
Phew. There. This is my last NPC for this thread. For now. I wanted to create one from each in-game race (I count Teer as a human... just because) and now I've done so.
Arry [ARRY] Melaro, TN male halfling shadowdancer
Stats:
16 20 12 14 10 12
Looks: Brown hair (with streaks of grey), ice-blue eyes, tan complexion Homeland: Luiren Current location: Adventure Mart, Waukeen's Promenade
Introduction: As you enter the so-called Adventure Mart, you spot several distinct individuals. One of them is a handsome halfling clad in an ugly and garish outfit. "Ribald, ol' buddy ol' pal! Whatcha want for this here dagger? It's MAGNIFICENT!" You cringe; the halfling is loud, too loud, and his shrill voice grating. Perhaps he's one of the clowns from the circus outside?
Personality: This middle-aged halfling is far more intelligent and deadly than he first seems to be. In truth, while he is still a fun-loving man, Arry can be just as serious and cold as the situation requires. He is fearless, adventurous and cares little for life if it "ain't no fun" - a far cry from most of his kin. He also enjoy pulling off pranks and hiding in places even a halfling should be unable to hide in.
In battle he dons a cloak of living shadows, and jumps, tumbles and teleports around faster than most can follow with their naked eyes. He strikes where his foes least expect it and only rarely do they see him coming.
How he works the other NPC's: He will romance Gordessa if you can't or won't. He and Mazzy however will not enjoy each other's company as they are just so radically different. Keldorn scoffs at his questionable attitude towards life. He becomes good friends with Yoshimo and Jan, who shares his love of, um, colorful clothes.
Story: He has traveled far and wide on many an adventure, but most of them haven't been very epic or even that dangerous. Arry has always been on his own... but now he's tired of that. He decides on a whim to travel with you. Or so you initially think. In truth, the reek of death coming from you is nigh-overwhelming for those that can sense it. This is why Arry comes with you: He's certain you can offer him the adventure of a lifetime.
Name: Mink Gender: Female Race: Half-Mercury Dragon/Half-Halfling Alignment: Neutral Good Class: Bard Deity: Hlal Preferred Weapon: Claws, Bite, Breath Weapon Preferred Fighting-Style: Singing Likes: To have friends. Dislikes: Being alone. Romance Options: No way. Last Known Location: A new wilderness area, deep within the Forest of Tethir.
Innate Half-Mercury Dragon Abilities: [spoiler] - As a half-mercury dragon, Mink is immune to fire and blindness. She also reveices a +3 bonus saving throw against light-based attacks and has infravision 90-feet. - Half-Mercury dragons have the innate ability to cast reflected image (once per two levels per day) and mirror image (twice per day). - Furthermore, she can use Dragon Fear (twice per day). Dragon fear aura inspires panic and fear. The fear radius is one yard per level and creatures with 1 HD or fewer than Mink will automatically flee in panic for 2d6 rounds. Creatures with HD equal to or greater than Mink are immune to the effect. - Due to Mink's magical nature, her claws and bite progressively becomes more and more potent to hit monsters with special weapon requirements. Note that these are not damage adjustments. The progression is as following:
- Her breath weapon is a beam of brilliant yellow light, which is 1/2 foot wide and strikes a linear path for heat damage. The heat of the beam is intense enough to ignite flammable objects that fail saving throws vs. Magical Fire with a +2 bonus. At 7th level, Mink uses her breath weapon with an additional dice of damage for every 2 levels and increases in range by an additional foot for every level aboth 7th. The breath has a combat initiative of +1. Mink can use her breath weapon ability twice per day and once every three combat rounds. - Like all half-mercury dragons, Mink reveices a +5% racial bonus on Pick Pockets. [/spoiler]
Background: Mink is a timid, 15 years old half-mercury dragon/half-halfing girl. Which means the human equivalence of both her mental and physical age is roughly that of a 7 years old child. She doesn't know her parents. In fact, she never even met them once in her life. Sixteen years ago, thieves broke into her dragon mother's lair in her absent. It is well known that dragon eggs fetch a high prize on the black market. And that's exactly what the burglars came for: the single egg in which the unborn Mink slept. The joy of the thieves from their successful hoard stealing quest didn't last long though, as suddenly the angrily mother dragon skydived right above them. Her wrath was merciless and terrible. But it was all for naught: her egg wasn't with the burglars at that time.
Mink's first memory is that of an old abandoned shack, located in the deepest parts of an ancient forest. Cold, hungry and all alone, the newborn walked its very first steps. The tiny half-dragon's goal: to get outside and look around, for starters. Slowly but surely, our little Mink explored the environment around her. It didn't take long for one of the more curious forest dwellers to take an interest in the half-dragon toddler.
Suddenly, Mink was startled by an elderly (yet still fairly mischief) faerie dragon. After he satisfied his curiousity by playing with the baby for a bit and gave her both a name (purely for his convenience's sake) and something to eat, the dragonet geezer decided to take the hapless half-dragon under his wings. He teached her many things: starting of how she could get her own food, the ability to speak and write in various languages, the ancient songs and stories of the draconic races, as well as some magic lessons to round it all up. As the years gone by and Mink grew older, so did the elderly faerie dragon. Eventually, the day of parting came. And with the natural death of the faerie dragon, Mink was alone once again.
I dunno, I think my aquatic elf sorcerer looking for his niece that ran away to be a surface dweller is the best one. When he finds her, it would be an emotional encounter.
@Kamigoroshi, I hope you don't mind if I steal your character-format-style? It is much more pleasant for the eyes than my own...
Name: Asheera [ah-SHEER-ah] Title(s): The Clanless One Gender: Female Race: Dragonborn Class: Cavalier (paladin) Alignment: Lawful Good Deity: Bahamut Weapon(s) of choice: Bastard sword and tower shield, breath weapon (ice-blue fire) Likes: Her deity Dislikes: Evil dragons Home: Sigil (formely Abeir) Current location: Unknown Romance option: No
Stats:
18/95 10 18 10 14 18
Abeir: A world so very similar and yet so very different from Toril. A world where dragons rule supreme and the gods are all but silent.
From this world the dragonborn hail. To these draconic humanoids honor means everything. To stain your own honor and that of your clan means nothing less than total condemnation.
This was the price Asheera had to pay for her worship of Bahamut.
As a child, Asheera loathed and feared all dragons, as most of her kin do. For what are the dragonborn but slaves under their tyranny?
As she grew older however a presence deep within her soul made itself heard. It was the voice of the Platinum Dragon himself.
Asheera was aghast and ashamed; what could Bahamut want with her? Did he wish to toy with her? To break her spirit utterly?
Instead he spoke to her with love in his voice; instead he showed her visions of freedom and happiness.
He told her that not all dragons are evil tyrants, that there are other worlds besides her own. "And I have chosen you, my child", he said with warmth. "To prove yourself worthy of becoming the herald of my return."
Slowly but surely Asheera began to trust the deity. And this trust would eventually grow into an unshakable faith in him.
When her clan and kin learned of all this, they cast her aside... and thus she became an outcast. A clanless dragonborn. Bahamut whispered to her: "You must let go of your shame. You must become stronger. Now go. I will show you the way to the city of Sigil... once you are there, my voice cannot reach you. But do not worry. You are never alone. I am with you always."
In Sigil she began to hone her body and her swordplay.
"I will find self-perfection. I will restore my honor. And I will do good in Your name."
Now at long last she is ready. She will travel the planes to the world that Bahamut showed her so long ago: Toril. Asheera's true destiny, whatever it may be, lies there.
Sure thing, @Sniiiimon. Anyone can use my NPC format if they wish to. Formatting any kind of texts has always been a pain in the pantaloons on these forums.
I've had a mod concept for a while now, but dammit, Jim, I'm a writer, not a programmer. So I'll just share this and who knows, maybe someone will figure out how to do it someday.
The character's name is Weruun, a True Neutral female Dwarf Barbarian. Weruun claims that she's been sent to help you by two spirits, Iosa and Kalu, who have followed and advised her throughout most of her life (if Viconia, Anomen or Aerie are in the party, they'll say they don't sense any spirits nearby). If you take her with you, Weruun will occasionally relay bits of information from Iosa (who can see the same place in the past or the future) or Kalu (who can see other places in the present) that foreshadow developments in the plot (ie: Kalu confirms that Imoen is still alive; Iosa will drop hints that can lead you to the Twisted Rune encounter).
Before the trip to Brynnlaw, the party is attacked by a group of dwarves who claim that Weruun is a murderer. When you eliminate them, you can question Weruun - but she'll point out that people say similar things about you in Baldur's Gate and Candlekeep, and that you shouldn't believe everything you hear.
After leaving the Underdark, you're ambushed by a second group of dwarven warriors, led by a female Lawful Neutral Dwarven Defender named Keshri. Keshri is Weruun's daughter, and she tells you that her mother is insane, that she slaughtered most of their clan. Weruun admits this, but claims that Iosa and Kalu told her to do it because they were planning a raid that would have terrible consequences for all of Faerun.
The player then has a choice: if you side with Keshri, Weruun goes hostile and you have to kill her... but Keshri will join you instead. If you side with Weruun, you kill the dwarves and proceed to the SoA endgame.
In ToB, you'll have a random encounter when leaving Saradush: Iosa and Kalu turn out to be a tanar'ri and a baatezu who have been manipulating Weruun all this time. When you kill them, you then have a dialogue with Weruun where you can either convince her that she's free to choose her own path (in which case she remains True Neutral) or you advise her to follow you the way she followed Iosa and Kalu (in which case her alignment changes to CG if the player is Good or CE if the player is Evil).
EDIT: Oh, and if you have Keshri in ToB, she starts hearing the "voices" too - but unlike her mother, she's not so quick to respond to manipulation. You still have the same random encounter with Iosa and Kalu, but this time Keshri avenges her mother and gains a permanent +2 STR as a result.
Gender: Male Race: Human Class: Assassin Alignment: Lawful Evil Weapons of choice: Daggers, Shortswords, Crossbows, Single Weapon Style
Stats: Str 17 Dex 18 Con 16 Int 14 Wis 10 Cha 11
Background: You first meet Harald at the City Gates in Athkatla. He greets you with, "I have heard of you. You are capable and more importantly are about to leave town. I need to leave town for a while, and have skills you may find useful. Scouting, that sort of thing."
Biography: Harald does not look remarkable. While his hands are deft, his face is not particularly memorable and his simple clothes could belong to anyone. When he talks he does not waste words, and his accent has traces of Athkatla, Baldur's Gate and several other places. You cannot say for sure where he might come from. His normal appearance belies a bloody past and sinister choice of profession. As a young man he worked with a mercenary group until he found a role he excelled at, and his current vocation. Harald kills people for money. He is very good at it.
Until recently he had a loose association with the Shadow Thieves, but operated independently. A sharp dagger, light step and no remorse can make a man rich in the City of Coin. But it is a dangerous job, and one of these dangers has led him to travel with you.
His last job was for a fat merchant lord against a member of a rival consortium. He was given specific instructions of the time, place and methods to be used. This was meant to ensure it was public and a message was sent to other members of the rival group. Harald was suspicious, and with good reason. It was a trap, his mark was tipped off to win favor for the fat merchant. With a price on his head and a number of rich enemies in Athkatla, Harald says he needs some time out of town to think, and plan his next step.
Everyone loves an evil assassin, don't they? I've stolen ideas left, right and centre here. His name, and part of the concept of him looking very normal is stolen from Harry Palmer, the spy protagonist from the Ipcress File. The film's producers gave him a "boring name" to differentiate him from glamorous James Bond. I tried to give him the most "normal" portrait I could find. He's not metro-looking, nor is he a lantern-jawed hero, you wouldn't look twice if you saw him on the street. That's the point and one reason he's so good at his job.
Backstory: Deugar society is rough and militant. Karsi, while not the wildcard her kin my claim, was far from able to stay within the dark. Karsi however won't tell you anything about it.
Karsi took to the surface, knowing full well she didn't belong but often felt lonely and without a purpose. She now wanders, looking for odd jobs to earn some pay but won't divulge the deeper truth behind her past. She shrugs it off however and does say she misses her family, as cruel as life was down below.
I can't find all that much for Lady Dark Dwarf pictures...
It's more a balancing feature, but 17 dex, the max for dwarves, it plenty of reflexes.
Her knowing that she wouldn't fit in isn't much smarts as it is intuition, hence the slightly above average wisdom. I suppose I could average her smarts out, but wouldn't go beyond 12.
Here's another hypothetical NPC based on a character I created.
Rhodanna - Archer
Str - 15 Dex - 17 Con - 15 Int - 10 Wis - 16 Char - 18
Racial enemy - Spiders Special ability - Immune to poison
Where you find her - In the Friendly Arm Inn, but only after you've cleared the Nashkel Mines.
Her story - She grew up living on a farm with her parents and siblings, in a remote area of the Sword Coast. One day, her farm was overrun by giant spiders - she managed to escape into the woods, but the rest of her family was killed. Since then she has mastered the use of the longbow and has vowed to rid the Sword Coast of giant spiders.
In her many battles against spiders, she has survived several near-fatal bites (often gulping down a life-saving antidote just in the nick of time), and has developed a natural immunity to poison as a result.
Eventually she traces the source of the region's spider problem to a mysterious den in one of the northern forests. When you meet her, she is preparing to embark on a quest to destroy this den, and asks for you to accompany her. If you accept her into the party, you must destroy the Centeol's den within 14 days or she will leave. Once you have destroyed the den, she will agree to remain in your party from thereon in.
Only daughter to King Anthrus Strongarms, the leader of clan Ironfang. The Ironfang dwarves have been involved in bloody warfare with the Duergar for over a century. The king is aging and looks to his daughter as his successor. Inspired by a vision of the Dwarven god Dumathoin, she leaves the Mountains of Alaoreum on a pilgrimage to the remains of Shanatar. There she is promised what she desires to drive back the Duergar and grant her people peace.
As a priest of Dumathoin, she is willing to give up her life to be a vessel for her god. By gaining his favour, she'll slowly become a Chosen of Dumathoin. A process where the body slowly calcifies, turning her into a priestly archlich of living, moving stone. While Charname is faced with the possibility of becoming a god, she's faced with an eternity filled with endless servitude to her god, king and people. She's pretty much your typical Cleric, except she gains the benefits of slowly turning into stone as she improves her level.
Upon meeting Charname at the Windspear Hills, the calcifying process has already begun. Her storyline involves her pilgrimage to become a warrior that can defend her people but also emerging doubts about her fate. The player could choose to encourage her decision or find a way to reverse the process.
She is a member of the Order of the Silver Chalice, the fighting force of the demigoddess Siamorphe, stationed in Tethyr with the task of protecting Queen Zaranda. Her desire to protect the throne of Tethyr drives her every move and she is easily influenced via her piety. So when a prophecy is handed down to her from above, she dives into enacting it. Unfortunately the prophecy is actually a hitlist of several Bhaalspawn laced with the promise of her purging evil from Tethyr. Upon encountering Charname she has already smited several suspected Bhaalspawn off the list and begins to to make Charname the next vanquished one. When defeated she begs you to finish her off but you can spare her life by asking for her skills as a fighter. She decides to follow you with one eye watching your every move.
Despite being Lawful Good, she has alot of blood on her hands. By being spared by Charname she soon begins to doubt her purpose and the validity of her mission. As she learns that the Bhaalspawn saga isn't so black in white, her perspective of being a Paladin changes. She instead embarks on a journey of repentance. Eventually she finds the true identity of who wrote her false prophecy and used her devotion as a tool for murder.
3. Iblith Forgotten it's true name, so it has adopted a Drow insult as one. Female Gnome (Spriggan/Svirfneblin/Abomination) Fighter (Wizard Slayer) Chaotic Evil Unarmed (Natural Claws)
This creature ambushes you randomly in the Underdark. Each ambush grants you the chance to capture it and subsequently bind it into servitude or convincing it guide you. The creature speaks in a tongue foreign to you and will often resort to gesturing and grunting for communication. Upon traveling it will pick up some words of common language. Due to its' savage nature, it adopts the Wizard Slayer kit.
This NPC is more of an enigma or novelty character, with a personality crossed with Gollum and an intellectually stunted Ravel Puzzlewell. She was once a young svirfneblin from a nearby village that was captured by a mad drow mage who corrupted her mind and twisted her body into something resembling a Spriggan. She manages to break free from her captor but remains closely outside her old village and the Drow city of Ust Natha, as she struggles with a case of Stockholm Syndrome and a desire to kill all with magic potential to sate her need for vengeance. During her capture, she never knew the identity of the being that experimented on her, so she doesn't discriminates.
Helping her with her demons and giving her the chance to experience an emotion other than rage will change her alignment to Chaotic Neutral. Once a follower of Calladuran Smoothhands, she has now been lured into the arms of Urdlen. She manages to travel above the surface by disguising her identity with an eclectic mix of armor that hides everything but her long claws.
18++ idea female elf half-elf for more 18++ evil more 18++ cleric stats 15/15/10/17/13/17 mage specialist 10/16/10/15/17/16 assasin 16/17/10/14/14/17 cleric or mage specialist like xan or assasin likely to seduce and kill/rob innocent guys
Comments
Shi'nayne Auvryndar
Race: Elf (Drow)
Class: Wizard
Alignment: Neutral Good
STR 14
DEX 17
CON 12
INT 18
WIS 9
CHA 14
Background:
When asked about her past SHI'NAYNE says that her mother, Sharillae, died when she was a young child after they were fleeing from a drow hunting party. Shi'nayne was raised by King Hreidmar Stonecrusher and his wife Brynhildr as if she was one of their own. They did this out of honor, Shi'nayne's mother saved their oldest son Magnus from a drow hunting party that was pursuing her and he happened to be at the wrong place at the wrong time. Sharillae had jumped on top of the young dwarf and took a poison tipped drow bolt in the back which proved to be fatal to her. Shi'nayne grew up in a loving home but she did have hardships, being a drow elf growing up in a dwarven city, step daughter of the king or not. One of the king's human friends, a wizard named Tarlach Velnaar, saw potential for magic in the young drow and took her in as an apprentice. Shi'nayne has become a powerful war wizard and has defended her adopted home many times. Over time she has become curious about adventuring and leaving the Stonecrusher Delve, but does not out of the sake of duty to the Stonecrusher Clan. She may be convinced to join your group if you prove yourselves worthy and get the permission from the king.
Class: Paladin (Squire)
Alignment: Lawful good
STR 16
DEX 16
CON 14
INT 11
WIS 15
CHA 18
A young Squire in the Most Noble Order (blabla), whom you can take under your wing as an experienced and esteemed Paladin.
She would start at a slightly lower level than the party and Paladin abilities would come as you progress through her storyline/training so to speak.
Definately a romance option.
I guess the Saerileth mod kind of covers exactly this, but the quality of the sound files was so horrid i couldn't stand it. Had to play the mod with speech disabled and that's a bit dull.
Silvii
Race: Half-Drow
Class: Sorcerer
Alignment: Lawful Evil
STR 9
DEX 17
CON 11
INT 15
WIS 12
CHA 18
Hanessar (just made this up but could easily change it to a "real" drow name I guess)
Race: Drow
Class: Fighter/Mage
Alignment: Lawful Evil
STR 15
DEX 18
CON 15
INT 17
WIS 11
CHA 10
(Oh yea, I know "not more drow!" Well, at least they're not good aligned. )
Backstory:
When a drow woman was leading a raiding party to intercept a group of elves transporting a valuable artifact things didn't go exactly as planned. The information they had bought turned out to differ slightly from reality in regard to the number of elves in the group - instead of four armed elves as reported there were ten of them. It was supposed to be a clean operation, eight drow, nine with the female leading them, just cut the elves down swiftly with no losses and return with the artifact.
Both sides took had many casualties, in fact only but three of the elves survived and among the drow only the female survived, left for dead by the surviving elves. Lying in the mud, covered in her own blood she wasn't going anywhere soon either way. Call it luck or a cruel twist of fate but a few hours after the incident, the sun slowly creeping up over the tree tops, three figures appear. Behind them is a small caravan with cages. Inside the cages are people.
She was patched up and taken to a healer with little scruples, only to be sold, for an extraordinary sum, to a brothel. The owner saw her as a very valuable piece of merchandise and took great measures in making sure she could not escape by any means. After a few years in service at this whorehouse the drow woman eventually was impregnated.
While all this is happening the drow house the woman belonged to has, for unrelated issues, been slowly deteriorating. Its members murdered one by one until only one was left, one of her sons, Hanessar. He managed to escape the city before joining the rest of his house in certain death. He fled for the surface to follow the tracks of his mater, and spent years on the surface looking for clues to her whereabouts.
As time passes the owner of the brothel becomes aware of child being carried by the drow woman, and he sees an opportunity to increase his incomes even further. Hoping the child will be a girl that he can eventually put to work as she becomes of age. Even if it's a boy he could probably find some use for him or even sell him off for some extra coin. He makes sure that the drow woman does not come to any harm, even by her own hand, that affect the birth of the child negatively. And the child is born, and it is named Silvii. The mother drow looks at the child with contempt and would take any opportunity she could to take slay her mongrel child. All her life Silvii is treated as an object, an object of hate by her mother and an object of pleasure for the patrons of the whorehouse. There was something special about her though, something that no one saw, before it was to late.
Meanwhile, her half-brother had managed collect enough clues to track down his mater. She was sold as a slave to a whorehouse in Calimshan. When he arrived all he could see was blackness. A big charred structure with thick ashen smoke billowing from everywhere. There was no live soul in sight, not until she crawled out, coughing and gasping for breath.
PS: I really don't know enough about the FR or D&D to write detailed stories about it but call it an attempt.
Haela Stonemantle
Race: Dwarf
Class: Dwarven Defender
Gender: Female
Alignment: Lawful Good
STR 16
DEX 15
CON 19
INT 11
WIS 15
CHA 10
Preferred Weapon: Warhammers, axes, flails/morning stars
Deity: Haela Brightaxe, Moradin
Romance option: Yes for dwarves, gnomes and humans.
Personality: Haela is brave, stubborn, uncomprimising and loyal. Often not taken very seriously for being short (even for a dwarf) and beardless (since most humans on the surface like to crack jokes about dwarven women and their beards), she has resolved to take herself and her duties extra serious to compensate.
At first, she can appear humorless and professional but she will soon loosen up when she feels like she gets the respect she wants. Her sense of humor is dark, the punchline often violent and she doesn't have a problem with mock-threatening to smash someone's kneecaps for phony slights, enjoying the "Ha-ha, but seriously, you won't right?" reaction in people.
Once she bonds with people, she will defend them to the death and take on their problems as her own. While she expects the same in return, she will not get noticibly upset when she finds out this is not the case but instead will return to her colder and more professional stance.
Getting romantic with her means showing her respect, the ability to take a deaththreat (and dish one out), a show of loyalty, willingness to defend the needy and showing fearlessness in the face of danger.
History: When asked about her past, HAELA says that while she was originally content with life in her sheltered dwarven community, her endless routines of guard duty, combat practice, guard duty, combat practice, guard duty, etc were starting to wear on her. After being given the chance to join a surface patrol, she marveled at how big the outside world was, was shocked by the injustice and danger surfacers found themselves in and dissappointed by the calousness her fellow dwarves had regarding the safety of non-dwarves. She petitioned to be released from her service and went out into the world to see what good she could do.
After hearing about the iron crisis , she ventured to Nashkel to see what she could do about it, figuring that a skilled dwarven defender should have no problems slaying whatever demons would be down in the dark.
Location: She can be found at the Nashkel Mines entrance, argueing with the foreman about being let in.
Development: She will gladly join the party for a chance to discover what is down in the dark of the mines. Afterwards, she will kindly thank the party for solving the issue and will subtly remark that she wouldn't mind staying around. After that, she will loosen up a bit and be less formal.
After visiting the area of Durlag's Tower or talking to the Tour Guide in Ulgoth's Beard, she will insist on visiting. She will have many comments to share while travelling down into its depths, empathising especially with Kiel, Durlag's first son (and protector of his family).
After the quest is done and Aec'letec is defeated, she will also speak to Hurlag, admiring him for doing his dwarven duty, even in his old age.
She can reappear in Baldur's Gate II, where the player can find her in the slums as she's threatening the slavers. She will welcome any assistance in this matter, tagging along with her friends after. Her gear will have several choice pieces from Durlag's Tower, including Kiel's Helmet.
She will strongly support Nalia's quest to retake the keep from trolls, as well as support Charname's mission to rescue Imoen.
Eventually, several messengers from her old clan will find her and ask her to return to defend her home. She is given some time to think about it and when she meets up with the messengers she finds them under attack from Drow agents. When the group fights them off, they find they were working for a Drow commander named Sendai. Haelin can now either return to defend her home from these dark forces or lay her loyalty with Charname and his mission, promising to return once that is done. If she is romancing Charname at this point, she will automaticly stay with the party, otherwise some convincing is needed.
In Throne of Bhaal, when the group learns Sendai is one of the Bhaalspawn, she will ask Charname to go there as soon as possible to relieve pressure from her home.
Relationships:
She will get along mostly with other Lawful or Good NPC's, with some exceptions.
Imoen will make fun of her (as she is wont to do) which Haelin won't appreciate at first, though she will eventually find out it's not mean spirited.
She will admire Dynaheir's strength (and shares her professional attitude) though she worries about Minsc's uncontrolled nature.
She and Yeslick will be a fine match, each respecting the other's strength and wisdom.
Her alpha-female attitude can come into conflict with Jaheira (and she is initially unimpressed with Khalid's submissive demeanor) but will eventually come to respect both.
Xan will wear on her nerves very quickly and will blow up at him at some point when he states that her quest to do good in the world is doomed, as the world is too full of misery to have any point. She will later apologise but will keep her distance.
Kagain's greed and opportunism will grate on her, though she will initially be friendly. When he and Yeslick come to blows, she will try and intervene to keep the peace.
Shar-teel will respect her initially, being a strong woman, but it won't take long for Haelin to confront Shar-teel about her sexism which will spawn some bad blood between the two.
Haelin will grind Eldoth into the ground soon after meeting him, requiring Charname to intervene multiple times. If he lasts long enough to recruit Skie into the group, Haelin will waste no opportunity to break them apart and toughen Skie up.
In BG2, she will get along fine with Aerie, respecting her strength in continueing on after her ordeal. They will form a quiet but firm friendship.
Likewise, she respects Keldorn's wisdom but has no patience for Anomen's tales of grandeur. If he fails his knighthood, she will shame him for acting like his father and taking the easy way out (which will be met with strong hostility from his part) but if he passes, she'll warm up to him.
She will have trouble understanding Jan Jansen and will question his motives, likewise with Haer'dalis, who will be frustrated that he doesn't know any burrowing or underground birds, instead settling on 'burrowing owl' or 'mole' but being very displeased with his trouble to link her to a bird. Haelin will eventually suggest a honey badger, which sparks a laugh from the bard.
Viconia and Haelin do not go together well but they will tolerate eachother over several snide comments. When she hears of her clan's situation, Viconia is in for a verbal lashing, requiring Charname to make peace.
Unlike (possibly) Charname, she will not forgive Yoshimo in the slightest and in ToB will not relent distrusting Sarevok, only giving him 'the benefit of the doubt' when he eventually shifts to Chaotic Good.
Addendum: Thank you @Memm for the stunning portrait
Mariëla (Mɑ-ri-e.-læ) - Elf, Female, Chaotic Good
Character Background: Mariëla is a young (~40 years) and rather naïve Elven sorceress from the Ardeep forest between Waterdeep and Daggerford. As a child she dreamed of becoming a Druid but gave it up because maintaining balance would mean she'd occasionally have to support Evil; however she learned to shapeshift into a Wolf once per day. Instead she chose to nurture her innate magical abilities. Putting the cause of Good above all, she is prone to disregarding rules (sometimes to her own undoing) and is not above breaking the law for a good cause.
Learning of Alaundo's prophesies and having disturbing dreams about her having a role in the matter, she traveled south to learn more of the prophesies in Candlekeep – only then to learn that she'd need to donate a book of great value to be allowed into the library fortress. Mariëla went to Baldur's Gate, hoping she could buy (or "borrow") a book of sufficient value in the city. In order to keep herself alive, and to make money for a suitable book, she has worked odd jobs (barmaid in the Elfsong, housemaid for Ramazith, etc.) but always found that her masters weren't exactly reputable (and, more often than not, had less than reputable designs on her!). When you meet her, she is therefore "between jobs", looking for employment in the largest store of knowledge in Baldur's Gate: the Hall of Wonders.
After the Iron Throne / Sarevok crisis in Baldur's Gate, Mariëla has learned that the Bhaalspawn Crisis will culminate further south in the Land of Tethyr. You can meet her again in Trademeet as she is traveling through on her way south.
Being an Wood Elf, she is rather suspicious of Dwarves and doesn't particularly like Half-Orcs either.
Class: Sorcerer (Level 4 in BG:EE, Level 9 in BG2:EE)
Stats:
- STR: 9
- CON: 15
- DEX: 16
- INT: 17
- WIS: 10
- CHA: 16
Appearance: Slender, even for an Elf, with light skin and light brown hair.
Proficiencies: Darts, Quarterstaffs
Special ability: Can shapeshift into a Wolf once per day (from level 11: Dread Wolf)
Romance: Yes. Will romance males except Dwarves and Half-Orcs.
How to find:
- In BG:EE: In the Hall of Wonders in Western Baldur's Gate during the daytime.
- In BG2:EE: In Trademeet near the fountain in the center of town.
Known spells when you find her:
In BG:EE:
- Level 1: Chromatic Orb, Armor, Blindness
- Level 2: Mirror Image
In BG2:EE:
- Level 1: Chromatic Orb, Armor, Blindness, Magic Missile, Reflected Image
- Level 2: Mirror Image, Deafness, Knock, Web
- Level 3: Flame Arrow, Lightning Bolt, Slow
- Level 4: Stoneskin
Relations with other NPCs
BG:EE
- Kagain: Mariëla doesn't like dwarves, especially evil ones. She will bicker with Kagain constantly, eventually leaving the party permanently (within about a week or so, game time). This may also happen in dungeons.
- Yeslick: Still suspicious of dwarves, Mariëla at least tolerates Yeslick's presence in the party, though they will still bicker from time to time.
- Shar-Teel: Despite Shar-Teel's evil disposition, Mariëla respects her for her independence and her ability to stand up to men.
- Viconia: Is jealous of the pretty Drow but also respects her for her obvious inner strength.
- Edwin: Mariëla hates the evil Conjurer and will eventually fight him to the death.
- Kivan: She will initially flirt with him but learns (to her dismay) that he is still true to Deheriana's memory. If you wish to romance her, this must be handled diplomatically.
BG2:EE
- Korgan: Another evil dwarf! You have about one week (game time) to decide which of the two you want to keep; otherwise they will fight to the death. And yes, it might also happen in a dungeon.
- Edwin: As in BG:EE – Mariëla hates the evil Conjurer and will eventually fight him to the death.
- Viconia: Mariëla is still torn between her loathing of Viconia's evil disposition and her respect for her inner strength. If both the Mariëla and Viconia romances are active, she will ultimately give you the "Either she leaves or I leave!" line. You then have to boot Viccy, or Mariëla leaves. Kill either romance and they will at the very least get along.
- Jaheira: Learning of Mariëla's original desire to become a Druid, Jaheira tries to teach her the ways of nature. The two women get along well, even if you romance one of them. While both romances are still active, they may bicker.
- Aerie: As long as both romances are active, they will hate each other. Once you kill one of the romances, they get along.
- Cernd: Also recognizes that Mariëla wanted to be a Druid and tries to teach her the ways of nature. Tries to romance her but she shies away from him after learning of his earlier relationship with Galia.
Having browsed a few hundred pictures on the net, I found this one by SulaMoon at DeviantArt best illustrates how I imagine Mariëla. All rights belong to the original artist.
Gregor Thrice-Cursed
Male Dwarf Fighter/Cleric
Neutral Good
Deity: Marthammor Duin
Preferred Weapons: Maces, Warhammers, Flails
Stats:
17/16/19/10/16/8
Personal Equipment:
Platemail, helmet, two maces
Romance option:
Of course not.
Background:
To some people there is a fate worse than death. To Gregor it was exile. For a human lifetime he has been barred from Clan and Home, drinking the swill that men call ale and worshipping the God that caused his fall.
Born the second son of a Clan Lord in the foothills of the Cloudpeaks, Gregor found his place as a Cleric of Moradin. He sat at his father and elder brother's side in council and his wise words were heeded. His hammer was feared by every goblin within a weeks march. For years he was content.
One day his brother tasked him with leading a raiding party against the kobolds infesting the far southern tunnels. As battle raged around him he sought out the shaman leading the kobolds and bested him in single combat. As he stood, the shaman's neck grasped in one hand, he looked around the vast central cavern. He saw finely wrought dwarven armor and weapons taken as trophies stacked alongside the crude axes and ragged mail of orcs. He felt the divine presence of Marthammor Duin, god of travellers, exiles and wanderers. In that long moment he knew that the kobolds had been at war with Orcs in the deeper tunnels for centuries. They provided a buffer, and removing them would pit his Clan against a far greater foe. He looked hard at the kobold clutched in his fist, at his mercy, and ordered his raiders to fall back.
Some of his Clan understood his actions but his brother would not forgive them. He stood thrice-cursed: abandoned by his clan, his home and his god. He took solace in Marthammor Duin and the knowledge that he may have saved his family from a more devestating war. So began his exile and his search for absolution, an honorable death, or a decent pint of ale in the lands of men. His sense of humor, like his temper, has become darker with time and his jests now border on morbid.
Found at:
The Crooked Crane (The Inn at Athkatla's gate), ground floor.
He will ask your party what the chances are of surviving your next adventure. If you answer "Fair to Middling", or "Pretty poor, really" then he will join you.
Interactions with others
Gregor despises Korgan, and the feeling is mutual. Korgan thinks Gregor is holier-than-thou and judgmental for an exile. Gregor feels Korgan is a disgrace to Dwarf-kind. The two will almost certainly come to blows.
He is kind to Minsc, deflecting the Ranger's grandiose delusions without putting him down. Gregor does not share his blind optimism, but every Dwarf needs a drinking buddy.
Jaheira and Gregor share a grudging respect for one another. Their backgrounds and faiths are miles apart but they share a pragmatic and rather jaded view of the world.
Gregor does not understand either Haer'dalis or Jan Jansen. Their excessive verbiage and flowery monologues are generally responded to with, "What did he say?" or "Is that even a word?".
Male Human monk
Lawful good (duh)
Deity: Ilmater
Preferred Weapons: Katana, Staff, Darts, Unarmed
Stats: 14/14/14/10/16/10
Personal Equipment:
Background:
There is something odd about the 'being' of this monk of the crying God as you observe him. When asked about his past, Silias gives a story that seems implausible, yet the account is somehow impossible to refute. He implies he was the hero of Neverwinter, when no other tale seems to recall his involvement, yet he is clearly a seasoned traveler and adventurer. His explanation for being here is also vague, as he has no recollection of ever traveling to Amn... nevertheless, he does not seem to question why, and says he is eager to explore and seek out chances to do some good. Perhaps there is a reason he finds himself in this land, and perhaps it involves aiding you.
Found in: Slums
Interactions with other NPCs
Generally cordial, but has a strange sense of humour that confuses most. Jaheira and Minsc will get on fine with him, Mages such as Nalia, Imoen and Edwin will sense 'something' out of place in him, often trying to question his motives and nature.
Will add more later.
Name: Julakgh
Gender: Female
Race: Half-Orc
Alignment: Lawful Evil. May change alignments, depending on her interactions with the Bhaalspawn.
Kit: White Handed Monk (see spoiler below)
WHITE HANDED MONK: The White Handed Monks are a monastic order from Phsant in Thesk, consisting of solely gray orcs and half-orcs who worship the orc deity of death and disease--Yurtrus. The Lord of Maggots teaches that death is inexorable and eventually claims all life. The ravages of plague are simply death claiming victims who have yet to fall in battle, leaving all creatures to simply choose the manner in which death will most likely strike. The White Handed Monks serve the Rotting One by willingly becoming the hosts of his numberless diseases and eventually spreading them throughout the world.
Advantages:
- Immune to all diseases.
- Receives a +2 bonus to Saving Throws vs. Death.
- May use Pale Hands ability once per day every 10 levels.
PALE HANDS: All successful atttacks within the next round force the victim to save or be immediately stricken by a horrible disease. The symptoms of the afflicted may include boils, blotches, lesions, seeping abscesses, rotting sores, greenish decay, or horned flesh-peeling skin. Strength, Dexterity, and Charisma are reduced by 2 and the afflicted is also slowed in the process. The maluses are not cumulative and apply only once per victim. The disease persists until the victim receives a cure disease spell or potion. This special ability automatically modifies normal attacks, no targeting needs to be done.
- 7th Level: May use Ravaging Maggots ability once per day.
RAVAGING MAGGOTS: The victim receives 1 point of damage every two seconds per level. He or she suffers a -2 penalty to both attack rolls and a +2 penalty to Amor Class. The maggots will ferociously eat into the flesh of the victim, making it very difficult to concentrate on casting spells (50% failure).
- 9th Level: May call upon a Carrion Crawler once per day for 1 hour.
- 13th Level: May use Cloud Of Pestilence once per day.
CLOUD OF PESTILENCE: The monk's breath transforms the air in a 20-foot radius into sickening, grayish mists. Non-living creatures are immune to the effects of the cloud. Every round of exposure to the disease-ridden air causes the loss of 3 points of Strength and Dexterity, 3 points of damage and blindness. These effects last 1 turn.
- 15th Level: May call upon two Carrion Crawlers once per day for 1 hour.
Disadvantages:
- Race restricted to half-orc.
- Alignment restricted to lawful neutral and lawful evil.
- May not use Stunning Blow ability.
- May not use Lay On Hands ability.
- May not use Quivering Palm ability.
- Does not receive the +2 bonus to Saving Throws vs. Spells.
Deity: Yurtrus
Preferred Weapons: Hands, Feets, Headbutts
Preferred Martial Art: Wushu
Likes: The serenity of death, Kara-Turan cuisines and eastern teas
Dislikes: Necromancers and coffee
Romance Options: Romanceable by female half-orcs
Last Known Location: Saradush
Ability Scores:
Strength: 17
Dexterity: 15
Constitution: 19
Intelligence: 7
Wisdom: 15
Charisma: 8
Background: Julakgh hails from the large city known as Phsant in the nation of Thesk, located right on the border between Northeast Faerûn and Kara-Tur. Ever since the defeat of the Tuigan Horde in 1360 DR, the orc clans who aided the battle against the Horselord Yamun Khahan were accepted as members of Phsant's populace. Many of the orc citizens have taken jobs as miners, farmers, guards, mercenaries or other professions. The high populance of orcs also attracted the half-orc women who sought a more civilized lifestyle than that available in most orc settlements. However, the orcs didn't simply abandoned the believes in their deities.
Due to the strong Kara-Turan influence in Phsant, many gray orcs and half-orcs alike were enlightened with entirely new possibilities of worship. It didn't take long for some of them to fuse their orcish traditions and religions with Kara-Turan martial arts. Instead of thristing to conquer others like their savage brethren do in other parts of Faerûn, they sought to conquer themselves and thus becoming closer to their pantheons. The White Handed Monk monastery itself was established in this very manner as well.
Julakgh was an orphan girl in the care of the monastery. She lost her orc father in the war against the Tuigan Horde and her human mother died of illness not long thereafter. It was thanks to the orcish monks and Yurtrus' dogma which helped her to accept the deaths of her parents. As she grew older and strong enough to survive on her own, Julakgh set out on a journery of self-discovery.
I don't know why, but this... thing... reminds me of the ghouls from PS:T. Yuck.
Morraghaine [moor-ra-gain] the Vile, NE female half-elf cancer mage
http://forgottenrealms.wikia.com/wiki/Cancer_mage
Stats
8
18
17
19
9
6
Looks: Blond hair, green eyes, no lips, body coated in blood and dirt and feces, extremely emaciated
Homeland: Unknown
Current location: Athkatla Sewers
Introduction: As you enter one of the round chambers of the sewer, something falls from the ceiling; a large, seemingly formless lump of filth. As it hits the platform below, it cracks open like the shell of an egg - and the stench produced is powerful enough to nauseate you.
From this cocoon of excrement and other bodily fluids, a disgusting creature arises. It looks like a female human or elf at first glance... but surely, it cannot be? As this question burns within your mind, the women-thing looks directly into your tear-filled eyes, nay, your very soul. It looks amused for some reason.
How she works with the other NPC's: ...
Story: "You wisssh... wisssh... to know of Morraghaine... ssstrangest one? Nothing... inssside. Emptinessss. Must fill... with rot. With maggotsss... with death. Nothing... mattersss." Morraghaine's talons sink into the plump rat's abdomen. It soon stops to struggle and scream. "Ssshare it all then... with you. With all... all of you."
Yep, it's from the Book of Vile Darkness. And none taken. Official or not, I just wanted to create a vile NPC.
Edit: Speaking of which, now I just have one more NPC to go!
Gotta love that Demonologist PrC and tasty Thrall of Juiblex PrC in that book!
Yes, the BoVD is brilliant! I'm the kind of guy who usually enjoy being the good guy... but the book is simply delicious when in the mood or need for all things evil.
@Everyone
Phew. There. This is my last NPC for this thread. For now. I wanted to create one from each in-game race (I count Teer as a human... just because) and now I've done so.
Arry [ARRY] Melaro, TN male halfling shadowdancer
Stats:
16
20
12
14
10
12
Looks: Brown hair (with streaks of grey), ice-blue eyes, tan complexion
Homeland: Luiren
Current location: Adventure Mart, Waukeen's Promenade
Introduction: As you enter the so-called Adventure Mart, you spot several distinct individuals. One of them is a handsome halfling clad in an ugly and garish outfit. "Ribald, ol' buddy ol' pal! Whatcha want for this here dagger? It's MAGNIFICENT!" You cringe; the halfling is loud, too loud, and his shrill voice grating. Perhaps he's one of the clowns from the circus outside?
Personality: This middle-aged halfling is far more intelligent and deadly than he first seems to be. In truth, while he is still a fun-loving man, Arry can be just as serious and cold as the situation requires. He is fearless, adventurous and cares little for life if it "ain't no fun" - a far cry from most of his kin. He also enjoy pulling off pranks and hiding in places even a halfling should be unable to hide in.
In battle he dons a cloak of living shadows, and jumps, tumbles and teleports around faster than most can follow with their naked eyes. He strikes where his foes least expect it and only rarely do they see him coming.
How he works the other NPC's: He will romance Gordessa if you can't or won't. He and Mazzy however will not enjoy each other's company as they are just so radically different. Keldorn scoffs at his questionable attitude towards life. He becomes good friends with Yoshimo and Jan, who shares his love of, um, colorful clothes.
Story: He has traveled far and wide on many an adventure, but most of them haven't been very epic or even that dangerous. Arry has always been on his own... but now he's tired of that. He decides on a whim to travel with you. Or so you initially think. In truth, the reek of death coming from you is nigh-overwhelming for those that can sense it. This is why Arry comes with you: He's certain you can offer him the adventure of a lifetime.
(Link to the full painting over at deviantart! )
Name: Mink
Gender: Female
Race: Half-Mercury Dragon/Half-Halfling
Alignment: Neutral Good
Class: Bard
Deity: Hlal
Preferred Weapon: Claws, Bite, Breath Weapon
Preferred Fighting-Style: Singing
Likes: To have friends.
Dislikes: Being alone.
Romance Options: No way.
Last Known Location: A new wilderness area, deep within the Forest of Tethir.
Ability Scores:
Strength: 5
Dexterity: 13
Constitution: 11
Intelligence: 7
Wisdom: 6
Charisma: 17
Young Half-Mercury Dragon Ability Adjustments:
+1 Dexterity; +1 Constitution; +3 Charisma
-5 Strength; -3 Intelligence; -4 Wisdom
Innate Half-Mercury Dragon Abilities:
[spoiler]
- As a half-mercury dragon, Mink is immune to fire and blindness. She also reveices a +3 bonus saving throw against light-based attacks and has infravision 90-feet.
- Half-Mercury dragons have the innate ability to cast reflected image (once per two levels per day) and mirror image (twice per day).
- Furthermore, she can use Dragon Fear (twice per day). Dragon fear aura inspires panic and fear. The fear radius is one yard per level and creatures with 1 HD or fewer than Mink will automatically flee in panic for 2d6 rounds. Creatures with HD equal to or greater than Mink are immune to the effect.
- Due to Mink's magical nature, her claws and bite progressively becomes more and more potent to hit monsters with special weapon requirements. Note that these are not damage adjustments. The progression is as following: - Her breath weapon is a beam of brilliant yellow light, which is 1/2 foot wide and strikes a linear path for heat damage. The heat of the beam is intense enough to ignite flammable objects that fail saving throws vs. Magical Fire with a +2 bonus. At 7th level, Mink uses her breath weapon with an additional dice of damage for every 2 levels and increases in range by an additional foot for every level aboth 7th. The breath has a combat initiative of +1. Mink can use her breath weapon ability twice per day and once every three combat rounds.
- Like all half-mercury dragons, Mink reveices a +5% racial bonus on Pick Pockets.
[/spoiler]
Background: Mink is a timid, 15 years old half-mercury dragon/half-halfing girl. Which means the human equivalence of both her mental and physical age is roughly that of a 7 years old child. She doesn't know her parents. In fact, she never even met them once in her life. Sixteen years ago, thieves broke into her dragon mother's lair in her absent. It is well known that dragon eggs fetch a high prize on the black market. And that's exactly what the burglars came for: the single egg in which the unborn Mink slept. The joy of the thieves from their successful hoard stealing quest didn't last long though, as suddenly the angrily mother dragon skydived right above them. Her wrath was merciless and terrible. But it was all for naught: her egg wasn't with the burglars at that time.
Mink's first memory is that of an old abandoned shack, located in the deepest parts of an ancient forest. Cold, hungry and all alone, the newborn walked its very first steps. The tiny half-dragon's goal: to get outside and look around, for starters. Slowly but surely, our little Mink explored the environment around her. It didn't take long for one of the more curious forest dwellers to take an interest in the half-dragon toddler.
Suddenly, Mink was startled by an elderly (yet still fairly mischief) faerie dragon. After he satisfied his curiousity by playing with the baby for a bit and gave her both a name (purely for his convenience's sake) and something to eat, the dragonet geezer decided to take the hapless half-dragon under his wings. He teached her many things: starting of how she could get her own food, the ability to speak and write in various languages, the ancient songs and stories of the draconic races, as well as some magic lessons to round it all up. As the years gone by and Mink grew older, so did the elderly faerie dragon. Eventually, the day of parting came. And with the natural death of the faerie dragon, Mink was alone once again.
@Kamigoroshi, I hope you don't mind if I steal your character-format-style? It is much more pleasant for the eyes than my own...
Name: Asheera [ah-SHEER-ah]
Title(s): The Clanless One
Gender: Female
Race: Dragonborn
Class: Cavalier (paladin)
Alignment: Lawful Good
Deity: Bahamut
Weapon(s) of choice: Bastard sword and tower shield, breath weapon (ice-blue fire)
Likes: Her deity
Dislikes: Evil dragons
Home: Sigil (formely Abeir)
Current location: Unknown
Romance option: No
Stats:
18/95
10
18
10
14
18
Abeir: A world so very similar and yet so very different from Toril. A world where dragons rule supreme and the gods are all but silent.
From this world the dragonborn hail. To these draconic humanoids honor means everything. To stain your own honor and that of your clan means nothing less than total condemnation.
This was the price Asheera had to pay for her worship of Bahamut.
As a child, Asheera loathed and feared all dragons, as most of her kin do. For what are the dragonborn but slaves under their tyranny?
As she grew older however a presence deep within her soul made itself heard. It was the voice of the Platinum Dragon himself.
Asheera was aghast and ashamed; what could Bahamut want with her? Did he wish to toy with her? To break her spirit utterly?
Instead he spoke to her with love in his voice; instead he showed her visions of freedom and happiness.
He told her that not all dragons are evil tyrants, that there are other worlds besides her own. "And I have chosen you, my child", he said with warmth. "To prove yourself worthy of becoming the herald of my return."
Slowly but surely Asheera began to trust the deity. And this trust would eventually grow into an unshakable faith in him.
When her clan and kin learned of all this, they cast her aside... and thus she became an outcast. A clanless dragonborn. Bahamut whispered to her: "You must let go of your shame. You must become stronger. Now go. I will show you the way to the city of Sigil... once you are there, my voice cannot reach you. But do not worry. You are never alone. I am with you always."
In Sigil she began to hone her body and her swordplay.
"I will find self-perfection. I will restore my honor. And I will do good in Your name."
Now at long last she is ready. She will travel the planes to the world that Bahamut showed her so long ago: Toril. Asheera's true destiny, whatever it may be, lies there.
The character's name is Weruun, a True Neutral female Dwarf Barbarian. Weruun claims that she's been sent to help you by two spirits, Iosa and Kalu, who have followed and advised her throughout most of her life (if Viconia, Anomen or Aerie are in the party, they'll say they don't sense any spirits nearby). If you take her with you, Weruun will occasionally relay bits of information from Iosa (who can see the same place in the past or the future) or Kalu (who can see other places in the present) that foreshadow developments in the plot (ie: Kalu confirms that Imoen is still alive; Iosa will drop hints that can lead you to the Twisted Rune encounter).
Before the trip to Brynnlaw, the party is attacked by a group of dwarves who claim that Weruun is a murderer. When you eliminate them, you can question Weruun - but she'll point out that people say similar things about you in Baldur's Gate and Candlekeep, and that you shouldn't believe everything you hear.
After leaving the Underdark, you're ambushed by a second group of dwarven warriors, led by a female Lawful Neutral Dwarven Defender named Keshri. Keshri is Weruun's daughter, and she tells you that her mother is insane, that she slaughtered most of their clan. Weruun admits this, but claims that Iosa and Kalu told her to do it because they were planning a raid that would have terrible consequences for all of Faerun.
The player then has a choice: if you side with Keshri, Weruun goes hostile and you have to kill her... but Keshri will join you instead. If you side with Weruun, you kill the dwarves and proceed to the SoA endgame.
In ToB, you'll have a random encounter when leaving Saradush: Iosa and Kalu turn out to be a tanar'ri and a baatezu who have been manipulating Weruun all this time. When you kill them, you then have a dialogue with Weruun where you can either convince her that she's free to choose her own path (in which case she remains True Neutral) or you advise her to follow you the way she followed Iosa and Kalu (in which case her alignment changes to CG if the player is Good or CE if the player is Evil).
EDIT: Oh, and if you have Keshri in ToB, she starts hearing the "voices" too - but unlike her mother, she's not so quick to respond to manipulation. You still have the same random encounter with Iosa and Kalu, but this time Keshri avenges her mother and gains a permanent +2 STR as a result.
Gender: Male
Race: Human
Class: Assassin
Alignment: Lawful Evil
Weapons of choice: Daggers, Shortswords, Crossbows, Single Weapon Style
Stats:
Str 17
Dex 18
Con 16
Int 14
Wis 10
Cha 11
Background:
You first meet Harald at the City Gates in Athkatla. He greets you with, "I have heard of you. You are capable and more importantly are about to leave town. I need to leave town for a while, and have skills you may find useful. Scouting, that sort of thing."
Biography:
Harald does not look remarkable. While his hands are deft, his face is not particularly memorable and his simple clothes could belong to anyone. When he talks he does not waste words, and his accent has traces of Athkatla, Baldur's Gate and several other places. You cannot say for sure where he might come from. His normal appearance belies a bloody past and sinister choice of profession. As a young man he worked with a mercenary group until he found a role he excelled at, and his current vocation. Harald kills people for money. He is very good at it.
Until recently he had a loose association with the Shadow Thieves, but operated independently. A sharp dagger, light step and no remorse can make a man rich in the City of Coin. But it is a dangerous job, and one of these dangers has led him to travel with you.
His last job was for a fat merchant lord against a member of a rival consortium. He was given specific instructions of the time, place and methods to be used. This was meant to ensure it was public and a message was sent to other members of the rival group. Harald was suspicious, and with good reason. It was a trap, his mark was tipped off to win favor for the fat merchant. With a price on his head and a number of rich enemies in Athkatla, Harald says he needs some time out of town to think, and plan his next step.
Everyone loves an evil assassin, don't they? I've stolen ideas left, right and centre here. His name, and part of the concept of him looking very normal is stolen from Harry Palmer, the spy protagonist from the Ipcress File. The film's producers gave him a "boring name" to differentiate him from glamorous James Bond.
I tried to give him the most "normal" portrait I could find. He's not metro-looking, nor is he a lantern-jawed hero, you wouldn't look twice if you saw him on the street. That's the point and one reason he's so good at his job.
Karsi
Female Deugar
Fighter/Thief
Lawful Neutral
Long Sword ++
Crossbow ++
Axe ++
Club +(9)+(12)
Romance: Male or female shorties and Half Orcs.
15 Str
17 Dex
18 Con
11 Int
13 Wis
9 Chr
Backstory: Deugar society is rough and militant. Karsi, while not the wildcard her kin my claim, was far from able to stay within the dark. Karsi however won't tell you anything about it.
Karsi took to the surface, knowing full well she didn't belong but often felt lonely and without a purpose. She now wanders, looking for odd jobs to earn some pay but won't divulge the deeper truth behind her past. She shrugs it off however and does say she misses her family, as cruel as life was down below.
I can't find all that much for Lady Dark Dwarf pictures...
Her knowing that she wouldn't fit in isn't much smarts as it is intuition, hence the slightly above average wisdom. I suppose I could average her smarts out, but wouldn't go beyond 12.
Rhodanna - Archer
Str - 15
Dex - 17
Con - 15
Int - 10
Wis - 16
Char - 18
Racial enemy - Spiders
Special ability - Immune to poison
Where you find her - In the Friendly Arm Inn, but only after you've cleared the Nashkel Mines.
Her story - She grew up living on a farm with her parents and siblings, in a remote area of the Sword Coast. One day, her farm was overrun by giant spiders - she managed to escape into the woods, but the rest of her family was killed. Since then she has mastered the use of the longbow and has vowed to rid the Sword Coast of giant spiders.
In her many battles against spiders, she has survived several near-fatal bites (often gulping down a life-saving antidote just in the nick of time), and has developed a natural immunity to poison as a result.
Eventually she traces the source of the region's spider problem to a mysterious den in one of the northern forests. When you meet her, she is preparing to embark on a quest to destroy this den, and asks for you to accompany her. If you accept her into the party, you must destroy the Centeol's den within 14 days or she will leave. Once you have destroyed the den, she will agree to remain in your party from thereon in.
1.
Alva Strongarms
Female Dwarf (Shield Dwarf)
Cleric
Lawful Neutral
Warhammer & Shield
Only daughter to King Anthrus Strongarms, the leader of clan Ironfang. The Ironfang dwarves have been involved in bloody warfare with the Duergar for over a century. The king is aging and looks to his daughter as his successor. Inspired by a vision of the Dwarven god Dumathoin, she leaves the Mountains of Alaoreum on a pilgrimage to the remains of Shanatar. There she is promised what she desires to drive back the Duergar and grant her people peace.
As a priest of Dumathoin, she is willing to give up her life to be a vessel for her god. By gaining his favour, she'll slowly become a Chosen of Dumathoin. A process where the body slowly calcifies, turning her into a priestly archlich of living, moving stone. While Charname is faced with the possibility of becoming a god, she's faced with an eternity filled with endless servitude to her god, king and people. She's pretty much your typical Cleric, except she gains the benefits of slowly turning into stone as she improves her level.
Upon meeting Charname at the Windspear Hills, the calcifying process has already begun. Her storyline involves her pilgrimage to become a warrior that can defend her people but also emerging doubts about her fate. The player could choose to encourage her decision or find a way to reverse the process.
2.
Reia LaVaeste
Female Half-Elf
Paladin (Undead Hunter)
Lawful Good
Halberd
She is a member of the Order of the Silver Chalice, the fighting force of the demigoddess Siamorphe, stationed in Tethyr with the task of protecting Queen Zaranda. Her desire to protect the throne of Tethyr drives her every move and she is easily influenced via her piety. So when a prophecy is handed down to her from above, she dives into enacting it. Unfortunately the prophecy is actually a hitlist of several Bhaalspawn laced with the promise of her purging evil from Tethyr. Upon encountering Charname she has already smited several suspected Bhaalspawn off the list and begins to to make Charname the next vanquished one. When defeated she begs you to finish her off but you can spare her life by asking for her skills as a fighter. She decides to follow you with one eye watching your every move.
Despite being Lawful Good, she has alot of blood on her hands. By being spared by Charname she soon begins to doubt her purpose and the validity of her mission. As she learns that the Bhaalspawn saga isn't so black in white, her perspective of being a Paladin changes. She instead embarks on a journey of repentance. Eventually she finds the true identity of who wrote her false prophecy and used her devotion as a tool for murder.
3.
Iblith Forgotten it's true name, so it has adopted a Drow insult as one.
Female Gnome (Spriggan/Svirfneblin/Abomination)
Fighter (Wizard Slayer)
Chaotic Evil
Unarmed (Natural Claws)
This creature ambushes you randomly in the Underdark. Each ambush grants you the chance to capture it and subsequently bind it into servitude or convincing it guide you. The creature speaks in a tongue foreign to you and will often resort to gesturing and grunting for communication. Upon traveling it will pick up some words of common language. Due to its' savage nature, it adopts the Wizard Slayer kit.
This NPC is more of an enigma or novelty character, with a personality crossed with Gollum and an intellectually stunted Ravel Puzzlewell. She was once a young svirfneblin from a nearby village that was captured by a mad drow mage who corrupted her mind and twisted her body into something resembling a Spriggan. She manages to break free from her captor but remains closely outside her old village and the Drow city of Ust Natha, as she struggles with a case of Stockholm Syndrome and a desire to kill all with magic potential to sate her need for vengeance. During her capture, she never knew the identity of the being that experimented on her, so she doesn't discriminates.
Helping her with her demons and giving her the chance to experience an emotion other than rage will change her alignment to Chaotic Neutral. Once a follower of Calladuran Smoothhands, she has now been lured into the arms of Urdlen. She manages to travel above the surface by disguising her identity with an eclectic mix of armor that hides everything but her long claws.
female elf half-elf for more 18++
evil more 18++
cleric stats 15/15/10/17/13/17
mage specialist 10/16/10/15/17/16
assasin 16/17/10/14/14/17
cleric or mage specialist like xan or assasin
likely to seduce and kill/rob innocent guys