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NWN CREATURES

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Title  Murkeep - Kobold Henchman
Author  powerboy
Submitted / Updated  11-19-2002 / 11-21-2002
Category  Reptilian
Class3  Fighter /
Class2  Sorcerer /
Class1  Rogue / 01
Challenge Rating  Various
Level1  01
Race  Other
NPC  Yes
Scripts Included?  Yes
Dialog Included?  Yes
Gender  Male
Size  Small
Alignment  Lawful Neutral
Description
Murkeep, abandoned by his Kobold Kin, found hs way into the larger world of Men, Elves, and Dwarves. Finding this surface world to be a wonderful opportunity for gathering wealth from the Dark and Dingy places of the world, he embarked on a career as a professional hireling. A Rogue at 1st Level, he becomes a Sorceror at 2nd. Murkeep alternates between Rogue and Sorceror every level. This import file includes Murkeep at Level 1 to 20. He does have some Magical Equipment to start with and as he increases in levels, his equipment subtly changes as well. This package is based on the Multiple Henchman & Inventory Control base from the Module Builder's Henchman Kit v1.7. So, Murkeep can be used in a Multi-Henchman situation, and his inventory can be controlled by the PC

Files

NameTypeSizeDownloads
powerboy19Murkeep_Henchman.zippowerboy19Murkeep_Henchman.zip
Submitted: 11-19-2002 / Last Updated: 11-19-2002
zip303.4Kb1363
--
SCORE OUT OF 10
7
1 votes
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Comments (8):

Posted by Old_Scores_Transfered at 2004-02-20 10:33:01    Voted 7.00 on 02/20/04
This is a compilation of the old system into a single score. There were 3 that made this score of 6.67 then rounded to 7.

Posted by powerboy ( ..xxx.xxx ) at 2002-11-22 12:06:00    
Yep it looks like I used the 1.27 patch when I exported
the files. Ooops! Sorry about that. I was switching back
and forth between 1.26 & 1.27 and I guess I just got mixed
up, so to use you'll have to be at v 1.27.
But, on the bright side, at least it's something the new
patch won't break...yet :)
I have a couple more Henchmen that I've been creating. One
pretty silly, one not. I'll wait until we get a gold 1.27
patch before I post them. Just in case.

Posted by Chris Herborth ( ..xxx.xxx ) at 2002-11-22 08:36:00    
That's a great idea!

Posted by Anonymous ( ..xxx.xxx ) at 2002-11-22 04:29:00    
Was this made with the 1.27 beta? If so then the people who
arent using the beta patch (like me) cant import the ERF...

Posted by Hmm? ( ..xxx.xxx ) at 2002-11-21 20:18:00    
I have version 1.26, but making a new module and trying to
import the .erf tells me it was made with a newer version??

NWUpdate says I am up-to-date.

Ideas?

Posted by NoMan ( ..xxx.xxx ) at 2002-11-21 17:59:00    
I love this idea, but I probably wouldn't put it in a
module unless I put in some scripting to allow for
different reactions for having a "monster" henchman.

I think it would be well worth the effort for me to do this
though.

Posted by McFly ( ..xxx.xxx ) at 2002-11-21 09:58:00    
Very creative. Cool.

Posted by Arakiel ( ..xxx.xxx ) at 2002-11-21 08:09:00    
LOL! This rules...what a cool idea :) well done.

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