The NPC Guide: The Babies Are Back!

Friday, April 2, 2010

Cave raptors are sated and have finally released me from their grim, stony world—it's time to blog!

NPC Guide

Back when I served as a lowly intern, a weary and overworked Sean K Reynolds offered me my very first Paizo gig. The encroaching Pathfinder Chronicles: NPC Guide would need dozens of generic stat blocks if GMs were to treasure it above even their own families. A not-insignificant portion of my sanity died off as I stared into the abyss of an estimated twelve billion 1st- to 5th-level nonplayer characters, but ultimately the turnover made its way back to Sean and his shiny, shiny knife.

In any creative industry, there's a phrase that goes something like, "Your babies will get cut first." Meaning that in any creative project, your favorite elements or that extra something special you really loved creating will probably end up on the cutting room floor. The NPC Guide was no exception, and several of my favorite characters ended up cold and lifeless at Sean's feet. But now, through the miracle of the Internet, I have the power to bring them back!

So behold these glorious characters, free of charge! Behold the glory that is the Internet!

Er... I mean, check out these sweet NPCs, coming straight to you as a super-sized web enhancement for the NPC Guide. This first installment of five is only the beginning; we'll toss up more batches from time to time, so stay tuned.

ALKENSTAR: GUNMARSHAL CR 3
Hero or villain, the Gunmarshal stands as a proud icon of Alkenstar's victory over the chaotic Mana Wastes. Even gunslinging rogues and bandits are influenced by honor and tradition afforded by that pride.

Spoiler:

XP 800
Dwarf fighter 4
N Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft; Perception +6
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) (+4 dodge vs. giants)
hp 22 (4d10)
Fort +4, Ref +4, Will +3; +2 vs. poison, spells, and spell-like abilities; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 20 ft.
Melee short sword +5 (1d6+1/19–20)
Ranged revolver +8 (1d6) or Rapid Shot +6/+6 (1d6)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
STATISTICS
Str 12, Dex 16, Con 10, Int 14, Wis 15, Cha 8
Base Atk +4; CMB +5; CMD 18 (22 vs. bull rush or trip)
Feats Exotic Weapon Proficiency (firearms), Gunslinger (see below), Point-Blank Shot, Rapid Shot, Weapon Focus (revolver)
Skills Acrobatics +5, Craft (guns) +9, Intimidate +6, Knowledge (engineering) +7, Perception +6 (+8 unusual stonework), Survival +8
Languages Common, Dwarven, Kelish, Osiriani
SQ armor training +1, stonecunning
Gear studded leather, revolver, short sword, gun cleaning kit, cigars (3), smokestick, tindertwigs (3)
SPECIAL ABILITIES
Gunslinger (Ex) This character does not provoke attacks of opportunity when attacking with firearms. See page 59 of the Pathfinder Chronicles Campaign Setting.

BELKZEN: THUNDERING CHOIR MUSICIAN CR 1
Though feared for their swords and the mad gleam in their eyes, the one memory that forever haunts those who've warred against the orcs are the drums. Carried for miles across hills and rocky plains, the ominous drumbeats of orc thundering choir musicians weigh on the minds of men like the heartbeats of tireless predators, never stopping, never slowing. The thundering choir musicians are fierce warriors, but the rhythm of their drumbeats and chants is their foulest weapon, whipping other orcs into murderous frenzies and inspiring terror in the hearts of even the bravest men.

Spoiler:

XP 400
Orc bard 2
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft., low-light vision; Perception –2
DEFENSE
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 13 (2d8+4)
Fort +2, Ref +3, Will +1
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee longsword +4 (1d8+3/19–20)
Ranged masterwork sling +2 (1d4+3)
Special Attacks bardic performance (13 rounds/day, standard action), countersong, distraction, fascinate, inspire courage +1
Spells Known (CL 2nd; concentration +3)
1st (3/day)—cause fear (DC 12), cure light wounds, remove fear
0 (at will)—dancing lights, daze (DC 11), message, resistance, summon instrument
STATISTICS
Str 17, Dex 10, Con 14, Int 10, Wis 6, Cha 13
Base Atk +1; CMB +4; CMD 14
Feats Extra Performance
Skills Appraise +5, Craft (leather) +5, Intimidate +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +0, Perform (Percussion) +6
Languages Common, Orc
SQ bardic knowledge +1, versatile performance (percussion), well-versed
Combat Gear thunderstones (4); Other Gear studded leather, longsword, masterwork sling, bullets (20), lucky human foot, masterwork drums

DRUMA: KALISTRADE PROPHET CR 1
By achieving wealth, the Prophets of Kalistrade prove themselves more righteous than those around them. They travel to discover converts and new business opportunities, furthering their enlightenment. Part entrepreneur, part cultist, they open doors and pull strings for those they consider friends, or financially hinder their detractors.

Spoiler:

XP 400
Human expert 3
LN Medium humanoid (human)
Init +0; Senses Perception +2
DEFENSE
AC 11, touch 10, flat-footed 11 (+1 armor)
hp 10 (3d8–3)
Fort +0, Ref +1, Will +5
OFFENSE
Speed 30 ft.
Melee quarterstaff +2 (1d6)
Ranged light crossbow +2 (1d8/19–20)
STATISTICS
Str 10, Dex 11, Con 9, Int 13, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 12
Feats Persuasive, Skill Focus (Knowledge [religion]), Profits of Kalistrade (see below)
Skills Appraise +7, Bluff +1, Craft (jewelry) +6, Diplomacy +6, Intimidate +7, Knowledge (geography) +5, Knowledge (history) +6, Knowledge (local) +2, Knowledge (nobility) +3, Knowledge (religion) +5, Linguistics +5, Perform (Oratory) +0, Profession (merchant) +7, Ride +1, Sense Motive +8
Languages Common, Dwarven, Elven, Kelish
Other Gear padded armor, light crossbow, quarterstaff, copy of The Prophecies of Kalistrade, mercenary contracts
SPECIAL ABILITIES
Feats The Kalistrade prophet has the Profits of Kalistrade feat, which grants him a "resource pool" of 300 gp, allowing him to obtain goods of this value even in settlements too small to have something that expensive. See page 73 of the Pathfinder Chronicles Campaign Setting.

FIVE KINGS MOUNTAINS: DWARVEN TRADITIONALIST CR 2
In the eyes of some dwarves, the civilizations of the surface world slowly erode dwarven culture and values, tearing away at their heritage like the rain wears away great stone monuments. Elves bear inefficient frippery, while humans buck the social order, and the less said about halflings and gnomes the better. These traditionalist, xenophobic members of dwarf society would love nothing more than complete isolation from other cultures, and perhaps even to return to the depths of the Darklands. While this usually amounts to little more than talk, the numbers of these radical conservatives swell on occasion into dangerous political groups and gangs.

Spoiler:

XP 600
Dwarf expert 2/warrior 2
LN Medium humanoid (dwarf)
Init –1; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield) (+4 dodge vs. giants)
hp 30 (4 HD; 2d8+2d10+10)
Fort +5, Ref –1, Will +4; +2 vs. poison, spells, and spell-like abilities
OFFENSE
Speed 20 ft.
Melee masterwork dwarven waraxe +5 (1d10+1/×3)
Ranged light hammer +2 (1d4+1)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
STATISTICS
Str 13, Dex 8, Con 14, Int 11, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 13 (17 vs. bull rush and trip)
Feats Alertness, Power Attack
Skills Craft (armor) +7, Knowledge (engineering) +3, Knowledge (history) +3, Perception +0 (+2 unusual stonework), Profession (blacksmith) +8, Sense Motive +5
Languages Common, Dwarven
Combat Gear caltrops (3), potion of bull's strength; Other Gear masterwork banded mail, masterwork heavy steel shield, masterwork dwarven waraxe, light hammer (2), genealogy books, masterwork artisan's tools

GEB: BLOOD LORD INITIATE CR 2
The practical seat of power within Geb rests with the Blood Lords. Administrators and necromancers both, any family of repute attempts to position their members within its ranks. The most fortunate embrace undeath, gaining immortality as vampires, ghouls, or other intelligent undead.

Spoiler:

XP 600
Ghoul necromancer 2
NE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 24 (4 HD; 2d8+2d6+8)
Fort +4, Ref +2, Will +7
Defensive Abilities channel resistance +2, undead traits
OFFENSE
Speed 30 ft.
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)
Ranged ray of frost +4 (1d3)
Special Attacks channel negative energy (DC 15, 6/day), grave touch (1 round, 6/day), paralysis
Spells Prepared (CL 2nd; concentration +4)
1st—cause fear (DC 14), shield, reduce person (DC 14), ray of enfeeblement (DC 14)
0 (at will)—arcane mark, bleed (DC 13), detect magic, ray of frost, read magic
Prohibited Schools illusion, conjuration
STATISTICS
Str 12, Dex 15, Con —, Int 17, Wis 11, Cha 14
Base Atk +2; CMB +3; CMD 15
Feats Command Undead, Improved Channel, Scribe Scroll, Weapon Finesse
Skills Acrobatics +4, Climb +6, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (planes) +8, Linguistics +9, Perception +5, Profession (politician) +6, Spellcraft +10, Stealth +7
Languages Aklo, Common, Draconic, Infernal, Kelish, Osiriani, Vudrani
SQ arcane bond (amulet)
Combat Gear scroll of mage armor, wand of true strike (15 charges); Other Gear acolyte robes, government seal, spellbook

Crystal Frasier
Production Specialist

More Paizo Blog.
Tags: Bards Dwarves Fighters Ghouls Monsters Orcs Pathfinder Campaign Setting Undead Web Enhancement Wizards
Silver Crusade

Crystal Frasier wrote:

Dwarf

Gear ...revolver...cigars (3)

Oh hell yes.

This guy/girl needs to turn up in an art order, badly.


Awesome!


Great NPCs!

They can even all put in the same encounter.

As a Golarion Boy Band.


Praise be to the internet and FREE web stuff!


oh...man....wand of true strike?!


Oh my god! Stillborn zombies! Being cut from out of NPC guide's womb before it was born and everything. Now that's sufficiently creepy.

Will you make a PDF out of all the extra NPCs when you're done? Doesn't have to be a fancy affair, just something that makes it easier to print

Sovereign Court

Adventure Path Charter Subscriber

Seconded on the previous post - it'd be good to get a print out of this so it can go into the book itself.

Thanks

J


Finally, Alkenstar represents!

Liberty's Edge

If you don't PDF all these freebies once posted, can you link them with a common tag so we can easily find them in the future?


KaeYoss wrote:
Will you make a PDF out of all the extra NPCs when you're done? Doesn't have to be a fancy affair, just something that makes it easier to print

+1 to this.

AJC


Pathfinder Roleplaying Game Charter Superscriber

Thank you for sharing!

Scarab Sages

cyrusduane wrote:
If you don't PDF all these freebies once posted, can you link them with a common tag so we can easily find them in the future?

Hit the "List This Thread" link on the upper right of your screen.

Or you can go look at my lists and it will be there.

RPG Superstar 2008 Top 32

cyrusduane wrote:
If you don't PDF all these freebies once posted, can you link them with a common tag so we can easily find them in the future?

*adds a note to his to-do list*


SWEET!!! Thanks for doing this you all at Paizo!

Liberty's Edge Contributor

I went ahead and started a public list for these items. I'll add to it as more enhancements are released:

NPC Guide Web Enhancements List

Dark Archive

Well, there goes all of my money.

Scarab Sages RPG Superstar 2009 Top 32

AJCarrington wrote:
KaeYoss wrote:
Will you make a PDF out of all the extra NPCs when you're done? Doesn't have to be a fancy affair, just something that makes it easier to print
+1 to this.

+2

Sovereign Court

Fantastic NPCs! Thanks for sharing. If this is what got cut out of the book, I am very excited.

I think that Gunmarshal is going to have to show up in one of my campaigns. It's just too cool.


Oh look. Someone else likes an Alkenstar native, too.

Hear that, Paizo overlords? *shakes fist*

:P


Quote:
Other Gear studded leather, longsword, masterwork sling, bullets (20), lucky human foot, masterwork drums

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