Dale Beltre (3.5e NPC)

From D&D Wiki

Jump to: navigation, search


Dale Beltre

Early Life[edit]

Dale Beltre is one of the most powerful illusionary weapons masters. Hailing from Ravnira, he had heard legends about Master Ill'sa. His family was too poor to feed him, and he suffered severely from malnutrition. He was tall for his age, which accentuated his lack of mass. He was extremely well liked among his peers, and they gave him as much of their own food as they could (which wasn't very much). His friends' generosity was the only reason he survived. On his 13th birthday, he was drafted into the Jäger legion for the Second Mortein War, Aasimar Front, which wasn't going well. At the age of 14, he began showing signs of an aptitude for magic. The legion agreed to allow him to train as a mage, since the Mortein Front had gone away after the Battle of Drakon Pass. His friends and parents pooled as much money as they could, and bought him an apprenticeship with a local sorcerer. Under his tutelage, it was discovered that Dale had an unusually high level of skill at creating illusions. The sorcerer asked Dale if he had heard of Master Ill'sa. After Dale expressed admiration for the illusionist, to his surprise his mentor revealed himself to be none other than Master Ill'sa himself! He took Dale to the hidden valley, and trained him there in the art of the quasi-real illusion.

With the Master[edit]

At Merek's castle, Dale learned to make illusionary weapons. Merek informed Dale that he had been observing him since he had begun exhibiting signs of aptitude at arcane arts. Merek had sensed that Dale would be an expert at illusions, and was now able to recruit Dale for training. During this education, the young mage discovered the illusory nature of Merek's castle. He learned to manipulate it himself, bending it to his will. When Merek found out about this, he confided in Dale and gave full disclosure on the nature of the castle and his own illusionary clones. He begin sending him on missions outside of the castle, asking that Dale act as his representative and attempt to foil any plots to invade the castle. Dale agreed, and left to begin his assignments.

Game Stats[edit]

CR 15

Male Human Fighter 1/ Sorcerer 4/ Illusionary Weapons Master 10
Chaotic Good Medium humanoid (human)
Init/Senses +3/Listen −1, Spot +9
Languages Common
AC 35, touch 18, flat-footed 32
(+7 armor, +5 deflection bonus, +3 Dex, +4 natural armor, +6 shield bonus)
Miss Chance 15% displacement
hp 86 (15 HD)
Fort/Ref/Will +7/+7/+10
Speed 30 ft. (6 squares)
Melee illusion weapon +26/+21/+16 (1d8+13 17-20/×3 and improved sharper image)
Base Atk/Grp +13/+12
Atk Options Dodge, Spring Attack
Special Actions illusion weapon, Mobility
Spells Known (CL 11th):
5th (5/day)—telekinesis, teleport
Spell-Like Abilities
at will—bright blade
Abilities Str 8, Dex 16, Con 12, Int 10, Wis 8, Cha 26
SQ Combat Casting, hardened casting, quick summon, refine illusion +5, refine illusion II
Feats Combat Casting, Dodge, Improved Critical (illusion weapon), Mobility, Spell Focus (illusion school), Spring Attack, Toughness, Toughness
Skills Autohypnosis +1, Bluff +11, Concentration +18, Intimidate +13, Knowledge (arcana) +15, Spellcraft +15, Spot +9, Use Magic Device +11
Possessions amulet of natural armor +4, bracers of armor +7, cloak of charisma +6, gloves of dexterity +2, +5 mithral buckler, ring of protection +5, 2985 gp.

Combat[edit]

Dale Beltre uses a simple one-handed illusion weapon and mithral buckler. He will typically buff himself prior to combat with greater invisibility and eagle's splendor, and then open up combat by making an illusory wall around his foes and casting fireball inside the wall. He will then proceed to Spring Attack in and out of the wall, attacking foes inside and then retreating. Once his invisibility and the wall go away, he casts mirror image and continues attacking.



Back to Main Page3.5e HomebrewNPCsCR 15

Back to Main Page3.5e HomebrewNPCsECL 15

Home of user-generated,
homebrew pages!


Advertisements: