Stats for Iconics, Where to Find?

DM_Matt

First Post
I want to, as a test, throw some L20 Iconics against my well-optimized L17 party to see what happens. Where can I find states for these folks?
 

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I want to, as a test, throw some L20 Iconics against my well-optimized L17 party to see what happens.

Your party will mop the floor with the Iconics. As you've said, they're well optimized, where as the Iconic characters are intended to be real middle-of-the-road. Generic. That, and you can pretty much bank on the Iconics being core-only.
 

Sejs said:
Your party will mop the floor with the Iconics. As you've said, they're well optimized, where as the Iconic characters are intended to be real middle-of-the-road. Generic. That, and you can pretty much bank on the Iconics being core-only.

Yes, but there are a lot of iconics. I want to know how many they can wipe the floor with at once.
 

The best thing I can tell you is look in the 3.0 Hero Builders Guide Book I think that they were statted out there not sure to what level though.


The Seraph of Earth and Stone
 
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The iconics that dcollins pointed out are not badly built characters. They have their magic items and feats generally well chosen. All of the melee characters have Boots of Speed. The Paladin has Spirited Charge and a Holy Lance, which works well with +18 damage smites. Almost all of the characters have cloaks of resistance, weapons with a high magical plus, stat-boosting items, and AC boost items. Mialee has Time Stop and Wail of the Banshee (and a Tome of Insight +5); the Druid has Elemental Swarm. The value of the magic items for each character seems around 400k (more for some, like Krusk, less for others, like Mialee- this could have to do w/ her spellbook costing gp).

Obviously they aren't as optimal as you can make a character, but I would imagine that 20th level versions of these characters would be equal to 17th level, well-optimized characters. Also, player characters typically become more optimized by getting better at fighting high CR monsters, which these enemies are not. For example, Power Word Kill (which Mialee has) is generally bad against high HD enemies, but a player character who takes a quick 60 damage is in trouble.

These characters are much better than the sample NPCs in the 3.0 DMG (more treasure may be a large part of this).
 


The Living Greyhawk campaign allowed the use of an iconic character to help out at low-level tables. When the campaign converted from 3e rules to 3.5e, iconics were still allowed for a few months, but there were no official 3.5e versions of the iconics. So I updated the iconic characters from 3e to 3.5e:

Tordek, male dwarf, Ftr 1: CR 1; Medium-size humanoid (dwarf); HD 1d10+3; hp 13; Init +1; Spd 20 ft; AC 17 (touch 11, flat-footed 16); BAB +1; Grpl +3; Atks +4 melee (1d10+2/x3, dwarven waraxe), or +2 ranged (1d6/x3 shortbow); SQ Dwarven traits; AL LN; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 6.
Skills and Feats: Climb +0, Jump +0, Combat Reflexes, Weapon Focus (dwarven waraxe).
Posessions: Traveler's outfit, scale mail, heavy wooden shield, dwarven waraxe, shortbow, quiver with 20 arrows, backpack with waterskin, 1 day trail rations, bedroll, sack and flint and steel.

[Changes: Spd 15 ft to Spd 20 ft; Exotic Weapon Proficiency to Combat Reflexes; large wooden shield to heavy wooden shield]

Mialee, female elf Wiz1: CR 1; Medium-size humanoid (elf); HD 1d4; hp 4; Init +7; Spd 30 ft; AC 13 (touch 13, flat-footed 10); BAB +0; Grpl +0; Atks +0 melee (1d6/x2, quarterstaff), or -6 melee (1d6/x2, quarterstaff) and -10 melee (1d6/x2, quarterstaff), or +3 ranged (1d6/x3 shortbow); SQ Elven traits; AL N; SV Fort +0, Ref +3, Will +3; Str 10, Dex 16, Con 10, Int 15, Wis 13, Cha 8.
Skills and Feats: Concentration +4, Knowledge (arcana) +6, Listen +3, Search +5, Spellcraft +6, Spot +3, Tumble +4; Scribe Scroll (virtual), Improved Initiative.
Spells Prepared (3/2; base DC = 12 + spell level): 0--daze, ray of frost, read magic; 1st--enlarge person, sleep.
Spellbook: 0--all of them; 1st--charm person, enlarge person, mage armor, magic missile, sleep.
Posessions: Traveler's outfit, quarterstaff, shortbow, quiver of 20 arrows, backpack with waterskin, 1 day trail rations, bedroll, sack, flint and steel, 10 candles, map case, 3 pages parchment, ink and pen, spell pouch, spellbook.

[Changes: 1 rank of Search to Tumble; Toughness to Improved Initiative; Summon Monster I to Enlarge Person]

Lidda, female halfling Rog1: CR 1; Small-size humanoid (halfling); HD 1d6+1; hp 7; Init +7; Spd 20 ft; AC 16 (touch 14, flat-footed 13); BAB +0; Grpl -4; Atks +1 melee (1d4/19-20x2, small shortsword), or +4 ranged (1d6/x2 small light crossbow); SQ Halfling traits; AL CG; SV Fort +2, Ref +6, Will +1; Str 10, Dex 17, Con 13, Int 14, Wis 10, Cha 8.
Skills and Feats: Climb +6, Disable Device +6, Gather Information +1, Hide +11, Jump +6, Listen +6, Move Silently +9, Open Locks +7, Search +6, Spot +4, Tumble +7, Use Magic Device +1; Improved Initiative.
Posessions: Explorer's outfit, small leather armor, small shortsword, small light crossbow, 10 crossbow bolts, small dagger, backpack with waterskin, 1 day trail rations, bedroll, sack, flint and steel, thieve's tools, hooded lantern, 3 pints of lantern oil.

[Changes: weapons are small]

Jozan, male human Clr1: CR 1; Medium-size humanoid (human); HD 1d8+2; hp 10; Init -1; Spd 20 ft; AC 15 (touch 9, flat-footed 15); BAB +0; Grpl +1; Atks +1 melee (1d8+1/x2, heavy mace), or -1 ranged (1d8/x2 light crossbow); SA Turn Undead 4/day; AL NG; SV Fort +4, Ref -1, Will +4; Str 12, Dex 8, Con 14, Int 10, Wis 15, Cha 13.
Skills and Feats: Concentration +6, Heal +5, Listen +4, Knowledge (religion) +1, Spellcraft +4, Spot +4; Alertness, Scribe Scroll.
Spells Prepared (3/2+1; base DC 12 + spell level); 0--detect poison, guidance, read magic, 1st--bless, protection from evil*, shield of faith.
* Domain spell; Deity: Pelor; Domains: Good and Healing.
Posessions: Cleric's vestments, scale armor, heavy wooden shield, heavy mace, light crossbow, 10 crossbow bolts, backpack with waterskin, 1 day trail rations, bedroll, sack, flint and steel, wooden holy symbol (sun disk of Pelor), 3 torches.

[Changes: 1 rank of Heal to Knowledge (religion); large wooden shield to heavy wooden shield]

In my opinion, these cats should have mounts, Ride and Handle Animal, reach weapons, scrolls, potions, tanglefoot, acid, nets, smokesticks, etc., but I tried for a straightforward 3.5e conversion, changing only the things that were really obvious, like giving the high-DEX wizard a rank of Tumble, giving more than one character a Knowledge skill, etc.

In retrospect, given how Power Attack has become much more important in 3.5e, I'd give Tordek Power Attack instead of Combat Reflexes.
 
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In the 3.5 DMG, there's charts with basic stats for them for each level and then the stat blocks for various levels. The stat blocks only cover level 5 & 10, some 15. But the charts have their stats for every level along with some magic gear. With varying amounts of gold on them. They're listed as "NPCs" for each class but it's the basic iconics.

As for other classes/prestige classes, the books they're in, for the most part, have only basic stats for an NPC/PC of varying levels. None, that Iv'e seen, are anywhere near 20th level so you'd have to do alotta work to modify these to 20th level.
 
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