Tactics: Gryip is an excellent tactician with an eye for using all the resources she has available to her. If wielding an army of minions is necessary to a particularly effective battle plan, she will go draft a city. She is not particularly cowardly and is willing to go behind enemy lines alone if necessary. Soulless: Gryip has an Intelligence score of 2; Therefore, she doesn't have a soul. Imaginative Camouflage: Gryip gets +5 to Hide in dim or no light, and -5 to Hide in bright light. Cunning: Gryip's bonus skills are calculated by her charisma modifier, not her intelligence modifier.
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| - Tactics: Gryip is an excellent tactician with an eye for using all the resources she has available to her. If wielding an army of minions is necessary to a particularly effective battle plan, she will go draft a city. She is not particularly cowardly and is willing to go behind enemy lines alone if necessary. Soulless: Gryip has an Intelligence score of 2; Therefore, she doesn't have a soul. Imaginative Camouflage: Gryip gets +5 to Hide in dim or no light, and -5 to Hide in bright light. Cunning: Gryip's bonus skills are calculated by her charisma modifier, not her intelligence modifier.
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| Summary
| - A brilliant tactician and powerful mage, she was both the destroyer and the savior of the Enrakkan continent.
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| feats
| - Expert Learning , Eschew Materials, Magical Aptitude, Silent Spell, Still Spell, Sneaky Wizard Fellow
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| Melee
| - +10 bite 1d4+1 damage
- +10 bite 1d4+1 damage, +5 bite 1d4+1 damage
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| - Soulless, Imaginative Camouflage, Cunning, Bark and Paws of the Mage
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| Skills
| - Concentration +20, Spellcraft +15 , Hide +36, Jump +24, Move Silently +36, Use Magic Device +26, Bluff +26, Knowledge +14
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| - +1 size, +3 Dexterity, +3 Natural
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| abstract
| - Tactics: Gryip is an excellent tactician with an eye for using all the resources she has available to her. If wielding an army of minions is necessary to a particularly effective battle plan, she will go draft a city. She is not particularly cowardly and is willing to go behind enemy lines alone if necessary. Soulless: Gryip has an Intelligence score of 2; Therefore, she doesn't have a soul. Imaginative Camouflage: Gryip gets +5 to Hide in dim or no light, and -5 to Hide in bright light. Cunning: Gryip's bonus skills are calculated by her charisma modifier, not her intelligence modifier. Bark and Paws of the Mage: Gryip is capable of casting spells with verbal and somatic components. Equipment: Gryip is wearing an Amulet of Natural Armor +3, Shifting silks with pockets that give +10 to Hide and Move Silently (20000 gp), Cloak of Charisma +2, Portable Hole, Helm of Comprehend Languages and Read Magic, a Scroll of Time Stop, a Scroll of Teleportation Circle, and a Scroll of Major Creation. Note: If you're not using a powerful point buy system, Gryip should probably get +2 CR. If you're not using the Wizard balance point, you should probably toss on another +4 CR. Back to Main Page → 3.5e Homebrew → NPCs
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