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The NPC They Left Out (according to you)

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Death Rabbit, Dec 3, 2003.

  1. Death Rabbit

    Death Rabbit Straight, no chaser Adored Veteran Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    If you worked for Bioware and were responsible to create 1 NPC for the game, one that you thought should've have been included in the game and whom you feel the game suffers because of their absence, who would that NPC be?

    Create him/her here. Try to make something different from what's already available. Mine:

    -----------------------
    Gresh Rhell; Half-Orc Barbarian
    Chaotic Neutral (this can switch later - see below)
    Location: Slave Lord Estate (Government District), imprisoned

    STR - 19
    DEX - 16
    CON - 18
    INT - 8
    WIS - 11
    CHA - 8

    Halberds **
    Axes *
    Long Bow *
    Two Handed Weapon Style **

    Equipment:
    Talisman of Yena Kul - Usable by Gresh Only
    (+2 AC, summons an ethereal winter wolf once per day)

    When asked about his past, Gresh dryly points to the scars that adorn his body as if they told his life story. Before earnig his reputation as a brutal combatant in the gladiator pits of Athkatla's Copper Coronet, Gresh was raised in a small, isolated barbarian tribe who made their home in the mountains near Trademeet. His tribe cared little for his unusual parentage and Gresh became the leader of his tribe even at a young age. His prowess in battle and talent for tactics led him to defeat any would-be challenger to his leadership.

    Some years later, Yerg, a childhood friend and rival tribesman was defeated by Gresh for leadership of the tribe and banished soon after. Yerg took revenge on Gresh by selling him out to the slavers of Athkatla. Yerg knew such a strong slave would catch a fine price, and with his knowledge of the tribe's hunting patterns and camp locations, Yerg led a group of slaver wizards to capture Gresh. With the tribe's new leader out of the way, Yerg returned to the tribe with a curse the wizard's had prepared for him as payment for Gresh's capture. The curse weakened and blinded the strongest members of the tribe, leaving no one to challenge Yerg's power.

    All Gresh was told by his new captors was that his tribe had betrayed him, and that he now belonged to them. The slavers ultimately decided Gresh would be far more profitable - and containable - as an attraction in the Copper Coronet rather than a common laborer. Lehtinan, proprietor of the Copper Coronet, immediately saw his potential and quickly set him up for battle after battle, felling all who opposed him. Gresh's animal instincts, brute strength and furious rage made him one of the most feared and profitable gladiators the pits had ever seen. So much so that the slavers held him captive in their headquarters, where they could not only keep an eye on him and develop his power, but torture him and break his will. He found an ally in Hendak, a fellow gladiator and slave. Gresh vowed to escape one day and crush his enemies, as well as crush his entire tribe for their apparant betrayal. It's because of this that Gresh does not make allies - or bestow trust - easily. Even as he travels with you, he is very wary of your intentions, despite his oath of loyalty to you for defeating his captors.

    ----

    Later in the game, Gresh will take on a morality quest similar to Anomen where his alignment can change. He will return to his tribe for revenge. He can do 3 things here. He can try to discover the truth and save his tribe from Yerg, who has led the tribe to ruin (good path), he can leave the tribe to whatever fate that comes to them (stay neutral), or he can give in to his anger, flip out and kill everyone in the tribe for not standing up to Yerg and/or attempting to find him (evil path, obviously).
     
  2. Mystra's Chosen Gems: 22/31
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    Tithicaa Arathan, Human, Chaotic Good
    Fighter/Thief (Dual-Class lvl 9/10)
    STR 17
    DEX 18
    CON 16
    INT 14
    WIS 09
    CHA 10

    Short Sword - **
    Dagger - **
    Two Weapon Style - **
    Long Sword - *

    Used to be a Fighter in the army of Tethyr, but was discharged because he refused to follow orders and kill a woman in cold blood. He couldn't get a job or make a living because no one would hire him because of his dishonourable discharge. He turned to thieving only out of necessity and only steals from people who can afford it and he tries to help his neighbors. He wants to join you because a guy named Haerl has kidnapped his street adopted daughter who is 15 years old. When you kill Haerl is turns out that he hadn't kidnapped Yaina and that she ran away because she got wind that her real family was in the Circus. When you find her she tells Tithicaa that she's found her birth parents and she wants to stay with them. Tithicaa will stay with you because there's nothing left in his life so he may as well go with his newfound friends.

    [ December 03, 2003, 18:14: Message edited by: Mystra's Chosen ]
     
  3. Strifestrike Gems: 7/31
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    You people sure like your powerful impossible chars dont ya?

    Elena
    Skald

    11
    16
    13
    16
    8
    18

    Roll of 82, a bit high but ahh well.

    Elena is a common theif. She used to use her beauty to pretend to be a prostitute to the rich men passing through the bridge district. She erred when choosing to rob char names party however. No she is your indentured servant, with all her men dead she has no choice but to follow you around and serve you.

    Avaliable to evil chars only (or chars who choose the evil path for her dialouge (sp?)). Possible romance that allows for alignment change for both char name and Elena.
     
  4. Death Rabbit

    Death Rabbit Straight, no chaser Adored Veteran Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    What's so impossible about them? Their stats are no more outlanding then any of the existing NPC's. My half orc is naturally strong and tough (as Barbarians and Half-Orc's are known to be), with an above average dexterity (Barbarians tend to jog everywhere), and his other stats are rather abysmal (as Barbarians and Half-Orcs are dumb and ugly).

    Nothing impossible about that. It's not like I gave him 18's in everything, except 3's in INT and CHA. It's a perfectly reasonable build.
     
  5. dmc

    dmc Speak softly and carry a big briefcase Staff Member Distinguished Member ★ SPS Account Holder Resourceful Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    . . . especially given the history created for him as the survivor of multiple pit fights, etc. I kind of pictured him as a green, porcine, Conan, with less cunning. (Sorry for jumping in Bunny.)
     
  6. Mystra's Chosen Gems: 22/31
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    @Strifestrike...

    My roll is 84 while DR's is 80!

    Besides, Sarevok is an official NPC and he's got very high stats.

    Same with Keldorn, Jahiera, Imoen, Yoshi, Nalia, etc.

    Besides, I purposely made him a dual at level 9, not 12 and I gave him Proficiencies in Short Swords and Daggers.
     
  7. Scythesong Immortal Gems: 19/31
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    This game really needs an Archer.

    Merend Avelrith
    Female Human Archer
    Neutral Good

    Stats:
    Str 13
    Dex 18
    Con 11
    Int 15
    Wis 13
    Cha 11

    Story:
    Merend grew up in the hills of Umar, raised by foster parents when her mother had died of an innate sickness during lean times, and her father never returned from an excursion in the nearby forests. But despite her loss, few sympathized her since she had been born in a time of troubles - when tales of the witch of Umar had been prevalent.
    It was also never known who her father was, and the tales abound that her father was no man, but a dark creature spawned from unholy depths by Umar herself.

    The ranger, Merella, had been Merend's only real friend among the locale, aside from her foster parents. The ranger quickly noted how the young Merend had excellent hand-eye coordination, and an inborn skill with wielding bows, but she also realized that Merend had a sickly streak in her - possibly having inherited the disease of her mother.

    Young Merend's aim was almost infallible, and more than once she'd join the ranger on missions throught the hills, much to the disgust of the mayor and locale.
    She grew up headstrong and independent, wary but open to the belief of others.

    One day, Merella disappeared and an anxious Merend soon began a frantic search for her friend, to no avail.
    The township was also beseiged with an ancient evil.
    Merend would have cared less, but she was concerned, at least, for her parents and Merella, so she ventured with the boy the mayor had asked to go to Athkatla for help, and can be found inside the Government Building, asking for help among the officials.
     
  8. Blackhawk Gems: 14/31
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    Nived Bloodhand, Human, Chaotic Evil
    Cleric of Malar!

    DEX 12
    CON 15
    INT 12
    WIS 17
    CHA 8

    A cleric of Malar would be rather fun!
     
  9. Kyrie Gems: 2/31
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    Notice how BGII has hardly any good thieves...? And there are no evil short people besides Corgan the stereotypical dwarf...

    Terryl Faythold
    NE Halfling Swashbuckler

    STR- 14
    DEX- 17
    CON- 15
    INT- 10
    WIS- 8
    CHA- 13
     
  10. Tassadar Gems: 23/31
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    A female neutral evil assassin who could be redeemed -> true neutral.

    Would backstab Keldorn in his sleep if not redeemed :evil:

    STR - 10
    DEX - 17
    CON - 8
    INT - 14
    WIS - 9
    CHA - 12

    Special abilites:
    Immunity to poison, backstab modifier +1, ***** automatic proficiency in daggers, 20% chance to hide in shadows after each successful hit.

    Disadvantages:
    Stats! Backstabs Keldorn (no wait, that's a good thing)!
     
  11. Mayfairy Gems: 8/31
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    A rather unusual monk.

    Sadok Treadlait
    Lawful Evil
    Lvl. 10 Gnome Monk

    Str: 14
    Dex: 15
    Con: 14
    Int: 9
    Wis: 17
    Cha: 8

    Unarmed combat: **** (If it was a combat skill in Baldur's gate)
    Two-weapon fighting: ** (Again if unarmed combat with two fists counts as two weapons)
    Quarterstaff: **
    Two-handed weapons: **

    Sadok is a fighter monk far from the north. He was separated from his clan as a youngster and was raised by a small group of peasant fleeing before the war. He was raised to believe there is nothing good in the future and he wreak havoc in name of his lord Armagedon (He believes there is a god a destruction named Armagedon).
    Sadok can join any group, but destruction follows him everywhere he goes.
     
  12. Bombur

    Bombur I'm always last and I don't like it

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    I vote for any single-class thief or subclass/kit. Yoshimo would be fine if he didn't get killed off. You can get a single-classed fighter (or ranger or paladin), cleric (or druid), mage, or bard, but not a thief. Why is such a fundamental class missing from the NPC stable? Granted a thief isn't "necessary," but for those of us who want that role-playing and gaming style flexibility, it's a big hole.

    Noteworthy NPC single-classed absences also include the three "new" classes in BG2 (sorcerer, barbarian, monk), but of these, only the monk is really a unique character type. I would argue for the inclusion of a monk on that basis (at least you can get dual- or multi-classed thieves), except that I hate monks and never use them.

    As far as creating him/her, I would use a youthful chaotic neutral halfling with stats about like this:

    STR 14 (strong enough to carry loot, but not to be a beefy fighter)
    INT 15 (pretty good for sneaks trade, and a small lore boost; decent technical and problem-solving skills)
    WIS 8 (lower end of average; reflective of poor socialization, careless curiosity, and immaturity with regard to life decisions)
    DEX 18 (19 is higher than any other PC has in anything, so it is out of the question; but many already have high DEX, and a thief's DEX should be higher than most)
    CON 10 (no bonuses, no penalties; lower hit points force the character to stick to the dark, stay out of most direct combat, and run from area of effect damage spells)
    CHA 8 (a bit on the uncomely side, and without any real leadership ability; perhaps a bit of a loner and somewhat disdainful of others)

    This character would probably spout "unhappy" type scripts at every reputation level and in any party configuration, being a malcontent. The exception would be in situations where the party was engaged in stealing, or was being pursued by authorities, which this character would quite enjoy. He/she would stick with the party for profit and because the party breaks rules and creates chaos in its wake (per the storyline, regardless of alignment or path taken).

    Non-human prevents dual-classing. Neutral alignment allows use by parties of any alignment and reputation.

    I would create a script that would occasionally cause him/her to steal from stores and pick the pockets of passers-by and even of significant NPCs. Thus, using this character's default script might cause a lot of blue-to-red circle conversions and run-ins with the law if you didn't sufficiently pump up his/her pick pocket skills, or otherwise find ways to keep him/her in check.

    It might be fun to make a romance for this character. He or she would be the typical stand-offish boyfriend or girlfriend who never came through on promises, rarely showed proper affection, and perhaps cheated on the protagonist.

    [ December 04, 2003, 18:53: Message edited by: Bombur ]
     
  13. Neeraj the Freak Paladin Gems: 8/31
    Latest gem: Skydrop


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    [​IMG] The NPC they forgot was:

    Neeraj the Freak Paladin

    Str: 17
    Dex: 15
    Con: 14
    Int: 10
    Wis: 18
    Cha: 18

    Long Sword: **
    Two Handed Sword: **
    Single Weapon: **
    Sword/Shield: **
    Sling: **

    When asked about his past, Neeraj tells you he is from Nesme (ottawa) near the Evermoors, and he decided to leave for Athkatla (atlanta) because the winters repeatedly make him wake up daily with his nose full of snot, and he is in dire need of relief from this and other stresses in his hometown of flu-like symptoms.

    He is on a quest to wield one of Carsomyr, Angurvadal or the Answerer. He is a member of the Most Awsome Order of Neeraj's Heart, as other orders would place him in places of cold weather.

    In conversation he is a punk to everyone, but it is all in good fun.

    Neeraj can do some pretty wild things in battle in the hot Tethyr/Calimshan weather. He is on a secondary search for White Dragon Scales and Boots of Cold Resistance to maximize himself in Nesme weather.
     
  14. Elvenblade Gems: 14/31
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    Lethias Enaril

    Chaotic Neutral Elf

    Fighter/Mage (Bladesinger)

    STR 16
    DEX 19
    CON 14
    INT 17
    WIS 10
    CHA 16

    Long Sword **
    Two Handed Sword **
    Bow **

    Please don't make come up with a good history for this guy :aww:
     
  15. Shura Gems: 25/31
    Latest gem: Moonbar


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    [​IMG] Holy crap...I wonder what kind of backstory would my alter-ego Shura the Swordsman have if he becomes an NPC in BG2...

    Charname and his/her companions find a petrified statue in the room just outside Demogorgon's chamber. A stone to flesh scroll causes the statue to shatter and reveal a book. When Charname examines it, it initiates a conversation thread:

    " Summon the greatest warrior in the Multiverse, slayer of dragons, demons, angels, and men. Thou hast to simply give of thyself, and the soul of one of thy companions."

    Charname can choose to ignore this option and decline. If he/she accepts, Charname is prompted to select one of his/her NPCs. That NPC will be removed from the party and 'chunked' immediately. Charname will then lose 4 pts of Con, suffering the necessary HP adjustment, and 1 million experience points.

    Shura, Lawful Evil Male Human (cannot be dual-classed) Kensai LV 36.
    Str 16
    Dex 25
    Con 20
    Int 16
    Wis 12
    Cha 08

    Immune to Timestop, unaffected by Pierce Magic, Psionics, Lower Resistance, and any Enchantment Spells. If Charname is of good alignment, Shura will attack Charname and his/her party immediately. Otherwise, he will join the party until the end of TOB.

    Interaction wise-

    Will kill Keldorn, Mazzy, and Lawful Good Anomen.

    Ambivalent towards Imoen, Nalia, Jan Jansen, and Aerie, and Viconia. Coldly polite towards them, with a few interesting banters here and there.

    Small chance that he will come to blows with Jaheira, Cernd, Valygar, and Minsc (in which case either Nalia or Aerie attack Shura as well).

    Grudging rivalry with Sarevok, Korgan, and Edwin. Badasses never really get along with each other. But no actual conflict will take place.

    Mods-

    Grudging rivalry with Chloe, both of them being Kensai and all.

    Ambivalent towards Kelsey and Tashia. Small chance that Kelsey and Tashia will initiate conversation in which they condemn, and then attack Shura.

    Will request to fight Balthazar alone.

    Equipment: Normal Katana and Wakizashi. Ring of greater Regeneration: regenerate 6 HP every round. Damnation Cloak: +4 to all saves, immunity to fire, lightning, frost.

    Proficiencies:
    Katana *****
    Wakizashi ****
    Dual wield ***

    Abilities:

    Absolute Death 7 times a day-makes his weapons hit as +10 and bypass all spell protections, but with no actual enhancement for 20 rounds.

    The accompanying HLAs for a kensai.
     
  16. Strifestrike Gems: 7/31
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    Okie dokie then!

    Strife Strongheart, the Striker

    10
    20
    14
    25
    10
    25

    Sorcerer

    Special abilities: Forgotten Chosen of Mystra.

    Silver Fire, Bale Fire, Epic spells (every one of them).

    Has the chosen of mystra template just because I said so. Give him a dragon form as well, how about a red.
     
  17. Abomination Gems: 26/31
    Latest gem: Diamond


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    I'll give you an abomination.

    Abbo (Ahb-bow) the Neutral-Good Groger (1/4 goblin, 1/4 orc, 1/4 orge and 1/4 human) Barbarian.

    STR 20
    DEX 17
    CON 19
    INT 10
    WIS 9
    CHA 4
    (Total=80)

    Found in Umar Hills as a member of Madulf's band. Joins after Madulf has been informed that the mayor will accept them as the town's protectors. Leaves because he wants to see more of the world and realises his job as guardian for a small village will not achieve his dream.

    Biography: When asked about his past Abbo confides in you that he was an 'Arrow-Point' in the army of Sythsill. He proudly states that his job was the be at the front of any attack leading the charge of his unit, hoping to break through an opposing army's ranks to get at their leader.

    Although he enjoys combat like nothing else he couldn't stand the aftermath of a victory, being ordered to slaughter the inabitants of a town or settlement. He was demoted for his unwillingness to kill someone who could not defend themselves.

    Abbo proves to live up to his word and enjoys combat. Sadly he is hard to understand sometimes with those two prodominant tusks on his lower jaw impending his speech. He smells horrible!

    Halberd: **
    Spear: **
    Crossbow: *
    Two-handed weapon style: **

    Inventory:
    Helmet of the Charge
    Helm: +2 to AC, +25% resistance to bludegoning damage.
    Special: 2d4 + 3 bludgeon damage, 50% chance of knocking back and stunning opponent for 1 turn (save vs. spells for no knockback and only 1 round stun). Unlimited uses per day.

    Armor of the Charge
    Chainmail
    AC: 0
    Equipped abilities:
    +50% resistance to piercing and missile damage.
    Freedom of movement.

    Will fight with Korgan eventually. Gets along well with Minsc, Valygar and Keldorn. Minsc even allows Abbo to hold Boo for a day!

    Later is called back to Umar Hills to fight off a band from the Sythsillian army seeking the deserters of Madulf's troope.

    End of ToB: If Minsc is in party, becomes a member of Minsc's adventuring party.
    No Minsc, continues his travels exploring north up the sword cost and eventaully settles in Icewind Dale as a warrior in one of the many barbarian tribes.
     
  18. Klorox

    Klorox Baruk Khazad! Khazad ai-mĂȘnu! Veteran

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    A Samurai hailing from Kara-Tur would be a very interesting NPC (I'm not going to sit here and make up his stats). He could be a Fighter with a pretty high proficiency in Katanas.

    An interesting option would be for him to come to blows with any Chaotic characters. It would be nice for the game to address the Law/Chaos axis of alignments, since it seems to concentrate (reputation wise, anyway) on Good/Evil.
     
  19. Blackhawk Gems: 14/31
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    [​IMG] @ Abomination

    Way cool! :thumb: I would love to see that!
     
  20. Skywind Gems: 10/31
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    And here's Skywind.

    Charname and his party were walking around Umar hills at night, when they saw a man named Skywind, fighting some shadows. If Char and his party help Skywind, after that battle, Skywind will shout: "Now you die!", and proceed to attack the nearest party member. But before he reached anyone, he will stop and shout:" No!" and finally calm himself. Charname will ask him what happened to him and he will tell Charname that he is a fallen ranger as he wields two very powerful weapons which were actually cursed by a powerful demon which he defeated before. The curse make the wielder evil and the weapons cannot be removed, even by the "remove curse" spell. Next, Charname can ask Skywind to join his party to see if they can help redeem him. After Skywind is in the party, and the party had changed the dragon's egg in the drow's temple and the demon lord had killed the two drow priests, it will recognize Skywind and tell Skywind that it will revenge it's brethren. So the party will have to attack the demon lord quickly and get out before the drow realize what happened. Next, after Skywind enter the watcher's keep for the first time, he will go berserk again and attack charname and party. When charname and party reduce Skywind to badly injured, Skywind will run away, into the deeper dungeon of watcher's keep. When Charname and party come out of watcher's keep, a spirit of forest will appear and tell charname that Skywind had been mind-controlled by a powerful dark force and ask charname to find Skywind and use a magic rope on Skywind to capture him and bring him outside the watcher's keep where the spirit can try to cure him. It turns out that only when charname and party attack the demon prince, the demon prince will telport Skywind and the regular demons. So charname or any npcs can use the magic rope equipped as a quick item to cast the rope on Skywind which will tie up Skywind, so that he cannot attack, but he will kept running toward the nearest character, as if trying to attack. While fighting the demon prince, if charname or any npcs had his/her hp reduced to less than half, Skywind will suddenly manage to fight back for control over himself and rush over to the character and use his own body to block the next attack from the enemies, thus getting himself killed, as he was tortured by the demon prince(after he had ran away) till he had only 1hp left.
    After the battle, if charname bring Skywind back to life by spells or wands, Skywind will thanks charname and the character(that Skywind block the enemy's attack for) will also thanks Skywind. When they finally exit from the watcher's keep, the spirit will appear and tell Skywind that he had done a honorable act by sacrificing himself to save the character and also ask Skywind if he feel any different from before. Skywind will said that he seems to have much control over himself already. The spirit will then tell Skywind that with the death=>banishment of the demon prince, the impact of the banishment was so great that the curse of his weapons were also absorbed together with the demon prince's banishment into the plane of hades. So, from then on, Skywind is free from the curse and since he had sacrificed himself for a good cause, he is able to redeem himself to a proper ranger.
    Skywind, neutral evil male human (Fallen ranger) (if his quest is done, he become neutral good male human ranger.)
    Str 17
    Dex 18
    Con 16
    Int 12
    Wis 14
    Cha 10

    Proficiencies:
    long sword:**
    short sword:**
    dagger:*
    long bow:*
    two weapons style:**

    racial enemy(after he become a ranger): demonic/fell

    abilities/effects:When he is still a fallen ranger, there is a chance in battle that he will be processed by the curse and turned in to a "savage dancer", whereby he will have the advantages/disadvantages of an undead, +2 to damages/attack and the effect of improved haste. During this time, he will act like Minsc when he is enraged, sometime out of control. After he is a ranger, this ability will not be random, it will not get out of control suddenly and he can use it only once per day.

    The two weapons:
    Chaos-bringer, +3 dagger:
    thaco: +3
    damage: 1d4+3
    random effects: poison, unless save vs spell at -2
    confuse,unless save vs spell at -2
    blind, unless save vs spell at -2
    hold, unless save vs spell at -2
    sleep, unless save vs spell at -2
    silence, unless save vs spell at -2
    slow, unless save vs spell at -2

    Soul Blazer, +4 short sword:
    thaco: +4
    damage: 1d6+4
    effect: will drain 2 points of life with each each.
    ability: 3 times per day, can enpower the sword to become a +5 long sword which deals 2d4+9, but no drain effect.

    other equipments: stuffed-leather armour +2, 2 extra-healing potions, long bow +1, 40 arrows, 46 gold pieces and Cloak of Wind, which give +1 armour, +4 save vs breath, immune to normal missiles and recieve -1 damage/attack bonus from enemies' magical missiles(not the spell, but the arrows. bolts, etc.)

    Gets along well with Mazzy, Minsc and Valgar, respect Keldorn, may come into blows with Korgan.

    End of TOB: Will serve as the ranger of Umar hills since Charname will not be around Umar hills anymore.

    [ December 17, 2003, 11:09: Message edited by: Skywind ]
     
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