Talk:Namfoodle (3.5e NPC)
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Here is Namfoodle for anyone to use in their game as they see fit. He was a PC of mine but is now unplayable, so I am retiring him to the net. Enjoy!--Sand-reckoner 04:17, 14 March 2006 (MST)
Could an admin please lock this page? There is no reason for any of this stuff to be changed in the future. Thanks!--Sand-reckoner 22:11, 14 March 2006 (MST)
- I locked the page. If there are any problem, please just them in this talk page!
- For some reason the page never got unlocked (see below), so I now locked it. Hope this helps. Sorry for the confusion. --Green Dragon 09:34, 30 September 2006 (MDT)
Can someone modify the categories for this guy to the following:
[[Category: DnD]] [[Category: User]] [[Category: NPC]] [[Category: CR18]] [[Category: Forgotten Realms Setting]]
Thanks --Oneiros 08:51, 28 July 2006 (MDT)
- In addition, the locked page prevents me from applying the DnD NPC Template.
- On a completely unrelated note, does anyone know in what book a ring of shielding is? The closest I can find is the ring of force shield in the DMG/SRD. But I'm not sure that's what this character's ring is. —Sledged 23:21, 27 August 2006 (MDT)
- This is the author, and you can unlock the page to make it into the NPC template if you want. Whatever the standard of the Wiki is, if there is any. As long as none of the info is changed. I may add more info if needed in the template. The ring of shielding was probably an error/typo. I'm looking that up right now.--Sand-reckoner 00:17, 29 September 2006 (MDT)
- Unlocked. Other than possible errors, I'm not going to change any information, just reorganize it. Look at any other NPC on the wiki to get an idea of how it will look. —Sledged 07:56, 29 September 2006 (MDT)
- Yeah, its a ring of Force Shield. My mistake.--Sand-reckoner 00:22, 29 September 2006 (MDT)
- I re-locked it, because Sledged can edit locked pages now (Sysop). If you want it permanently unlocked just tell me, and I will unlock it. --Green Dragon 09:45, 30 September 2006 (MDT)
Here's a few discrepencies I found so far with Namfoodle:
- If I'm reading this right, Namfoodle started off with a 16 Int, so he should have started with three bonus languages in addition to Gnome and Common.
- True. Its possible I chose for him to have less languages than the max.
- Ring of force shield acts as a heavy shield which only provides a +2 shield bonus, so the AC one point too high. I recommend changing the ring of shielding to a ring of protection +3 instead of force shield.
- There's no info on the psi dagger, nor does it state in what source to look it up.
- Psi dagger may be a custom item in the campaign world created by the DnD. I think I remember its properties, but either way, I will fix that issue. Thanks!
- Has Namfoodle has chosen not to have a familiar? If so, it should be noted in the write-up.
- In 3.5, the Alchemy skill is now Craft (alchemy).
- (Greater) School Focus should be changed to (Greater) Spell Focus.
- Namfoodle has Greater Spell Penetration without having the prerequisite; Spell Penetration.
- Too many feats; He should have 6 any feats, 3 metamagic/item creation/Spell Mastery feats, Scribe Scroll (which is missing), and Altertness (which is also missing, but is contengent on a familiar). Two of the following feats need to be removed: Combat Casting, Discipline, Greater Spell Focus, Greater Spell Penetration, Improved Initiative, Iron Will, Lightning Reflexes, Spell Focus.
- No infravision in d20. The potion should be one of darkvision.
- The feat Discipline now provides a +2 bonus to will saves (bonus to Concentration remains the same). This was changed in Player's Guide to Faerun.
- So the Tome of Magic says wild mages have a 50% chance to control random items. Why does Namfoodle have
complete control over them?
- You're absolutely right. That will be changed to 50%.
Once I get my hands on a copy of the 2E Tome of Magic, I'll be able to finish putting this character in the new format. —Sledged 15:45, 3 October 2006 (MDT)
- The problem is (I mentioned this on your user page) that this character is created in the 3.0 system with a mishmash of elements from the 2e Wild Mage, plus custom items that will have to be defined and added in the Wiki's Item section. I'm currently trying to sort out all this. Thanks!--Sand-reckoner 00:00, 16 October 2006 (MDT)
- I have fixed all the issues, hopefully everything is kosher now! Perhaps my DM was inattentive?--Sand-reckoner 03:08, 23 October 2006 (MDT)
- Almost. You replaced Energy Substitution with Spell Penetration, but Energy Substitution was one of your 3 metamagic/item creation/Spell Mastery feats (not including Scribe Scroll). So you need to replace one of your any feats with a metamagic/item creation/Spell Mastery feat.
- Do you want the ring of shielding +3 to be a ring of protection +3 or a ring of force shield (which will lower your AC by one). And where can the details of the Flask of Black Wyrm Blood be found? —Sledged 10:00, 23 October 2006 (MDT)
- Yes, he had the ring of protection +3 not the ring of force shield. I changed greater spell penetration to Craft Rod, which he should have had anyway, since he made 2 Rods. I am beginning to think that the Character sheet that I got this stuff from was an outdated character sheet due to all the innacuracies on it, because the fact that he didn't have that feat was completely wrong.
- The Flask of Black Wyrm Blood is just that; a flask of a Black Wyrm's blood. Namfoodle obtained it when he and his party killed a black wyrm.--Sand-reckoner 17:46, 23 October 2006 (MDT)
- Unlocked. Let me know when you've made all the changes you want. Lastly, for any items, feats, spells, etc. that can't be found in the SRD—such as the variant rods of wonder, psi dagger, the Discipline feat, and the like—make a note of where their game rule information can be found. Makes it a lot easier on DMs who may have the source in question, but don't know that the item in question is there. Thanks. —Sledged 10:09, 16 October 2006 (MDT)
Where Info Goes In the Stat Block
Looks like this NPC is shaping up nicely, so I just want to explain a few things about the stat block. It must be noted that a lot of this is based on observations of how the stat blocks have been formatted in the DMG II and the MM IV.
First thing to keep in mind is that the new stat block is designed so that pertinent information is less likely to be overlooked when running the NPC. Personally, this is something I've done with PCs that I used over several gaming sessions, much less one-shot NPCs that I'll never use again.
The stat block is divided into 5 parts: ID & encounter, defensive, offensive, other, and descriptions of special abilities.
ID & Encounter
ID & Encounter encompasses what PCs might see or sense about the NPC, and what means of communication and senses the NPC has to observe the world around him. So arcane sight, detect magic, and see invisibility go in this section under senses with his low-light vision. Also, a gnome's speak with animals SLA goes here under languages.
The defensive section holds the NPC's AC, hp (and HD), saves, resistances, immunities, and weaknesses. So protection from law would go here because it provide a situational AC bonus and save bonus, it makes the character immune to charm and compulsion effects, and it prevents bodily contact from summoned creatures. If fact, because of the multiple effects provide by protection from law, it would be in three different places in the defensive section of the stat block (resistances, immunities, and other AC effects), and under auras in the ID & encounter section. Additionally, either the ring of freedom of movement or the ring of evasion (not both, because he's already wearing a ring of protection) would go in the defensive section.
The offensive section is a bit of misnomer because not everything in this section is always offensive (sometimes it's merely abrasive). This section basically contains all the actions this character may take, whether they be full-round, standard, move, swift, immediate, or free. This includes items that require an action to use. Additionally, this section contains any abilities that can modify or be used in conjunction with actions. Oils, Potions, Rods, Scrolls, Staves, and Wands all go in the offensive section under combat gear along with the boots of speed (free action) and the bag of holding (move action). Combat Casting goes in the offensive section, though in all honesty, I'm not entirely sure which part of the offensive section. I'm thinking in spells and spell-like abilities. Control chaos goes under special actions. If Namfoodle were a spontaneous caster Maximize Spell would go under special actions.
Spells prepared are for prepared casters. Spells known are for spontaneous casters. Since what spells a prepared caster knows (versus what he has prepared) has very little value during combat, a the spells known are specified in the "Other" section (see below).
When the spells are listed, where applicable include with them the caster level (if it's different than the rest of the spells), DC, melee touch bonus, and ranged touch bonus.
When the SLAs are listed, where applicable include with them the caster level (if it's different than the rest of the SLAs), DC, melee touch bonus, and ranged touch bonus.
This all the leftover information that has no place in the other three sections which includes ability scores, skills (including Spot and Listen if the NPC has ranks in either one or gets some kind of bonus not including ability scores), feats (including those that have already been listed in other sections), special abilities and traits that haven't been specified by name already, possessions except those that have already been listed under combat gear, and patron deity if the NPC has one.
Also, if the character maintains a spellbook or something similar, recorded spells are listed here. It does not have to list the spells that have already been specified under spells prepared, nor do any spells here need to have the DC, touch bonuses, and caster level listed with them since they can't be used in combat (because they haven't been prepared).
Description of Unique Special Abilities
This section just describes in detail any unique special abilities the NPC has and, when applicable, whether it's (Su), (Ex), or (Sp).
Lastly, as a side note, it's not always necessary to list abilities/feats/effects by name. For instance, with Spell Penetration, where the caster level goes in the spells section, you only need to put "CL 16th, +2 CL checks against SR".
—Sledged 10:39, 26 October 2006 (MDT)
Changes: 3.5 Updates
- Wands only produce specific spell effects, wand of size alteration is now a staff of size alteration
- polymorph self and polymorph other are rolled into the spell polymorph
- "minor" to "lesser" globe of invulnerability.
- "improved" to "greater" invisibility
- greater dispelling to greater dispel magic
- teleport without error to greater teleport
How many charges do wands, rods, and staffs have? This guy has a rod of wonder I, II, and IV. What happened to rod of wonder III (purely out of curiosity)? At what level was Namfoodle when protection from law made permanent? —Sledged 18:52, 30 November 2006 (MST)
The page says it is about Namfoodle, the write up is for a character with a completely different name, then reverts to calling him Namfoodle halfway down the page. What did I miss? Atypicaloracle 20:22, 1 August 2010 (UTC)
This is the original author. The page was vandalized and I have since reverted.