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Taldor

Well, I got to put some of these up from time to time. Feel free to request certain NPCs if you want. I'm really just making them for my own adventures. If there's a * next to the NPC name though, I plan on using it in a written adventure so I ask that you please don't use them for your own published adventures, but feel free to use them for your own PbP or homebrew campaigns.

When Requesting try and use the following simple format:

- Name (if specified)
- Race, Class, Archetype
- Specific Features Wanted

Oread Fighters:

Watchers of Stone (CR ½) *
Male Oread Fighter 1
N medium humanoid (oread)
Init +2; Senses darkvision 60 ft. ; Perception +4
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 Armor)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +0
Resist acid 5
OFFENSE
Speed 15 ft.
Melee lucerne hammer +4 (1d12+6/ x2) or lucerne hammer +5 (1d12+4/ x2)
Ranged pilum +3 (1d8/ x3; 20 ft.)
Spell-like Abilities: (CL 1st; concentration: +1)
1/day -- Magic Stone
Special Attacks
STATISTICS
Str 17, Dex 14, Con 13, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats (2) Weapon Focus (lucerne hammer), Power Attack
Skills (2) Intimidate +4, Perception +4
Languages Common, Terran
SQ Elemental Affinity,
Gear lucerne hammer, pilum (2), chainmail

===

Baervech, the Sentinel (CR 3) *
Male Oread Fighter 4
N medium humanoid (oread)
Init +2; Senses darkvision 60 ft. ; Perception +7
DEFENSE
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 Armor)
hp 31 (4d10+4)
Fort +6, Ref +4, Will +2
Resist acid 5
Defensive Abilities Bravery +1
OFFENSE
Speed 15 ft.
Melee lucerne hammer +8 (1d12+10/ x2) or lucerne hammer +10 (1d12 +6/ x2)
Ranged pilum +6 (1d8/ x3; 20 ft.)
Spell-like Abilities: (CL 1st; concentration: +1)
1/day -- Magic Stone
Special Attacks
STATISTICS
Str 18, Dex 14, Con 13, Int 10, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 16
Feats (5) Weapon Focus (lucerne hammer), Power Attack, Cleave, Weapon Specialization (lucerne hammer), Dazzling Display
Skills (2) Intimidate +7, Perception +7
Languages Common, Terran
SQ Elemental Affinity
Class Abilities Armor training 1, bonus feat (3)
Gear masterwork lucerne hammer, pilum (2), banded mail, cloak of resistance +1, potion of cure light wounds (2)

Taldor

Elemental:

Steamwater Elemental (CR 6)
Fire-Infused Large Water Elemental
N large outsider (elemental, extraplanar, fire, water)
Init +2; Senses darkvision 60 ft. ; Perception +9
DEFENSE
AC 18, touch 12, flat-footed 15 (+3 Dex, +1 dodge, +6 Natural, -1 size)
hp 60 (8d10+16)
Fort +8, Ref +9, Will +2
DR 5/-; Immune elemental traits
OFFENSE
Speed 20 ft., swim 90 ft.
Melee 2 slams +11 (1d8+4+1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (4d6 fire, DC 17, 30 ft.), drench, heat (1d6), vortex (DC 19, 10-40 ft.), waster mastery
STATISTICS
Str 18, Dex 16, Con 15, Int 10, Wis 11, Cha 13
Base Atk +8; CMB +14; CMD 27
Feats Cleave, Dodge, Great Cleave, Power Attack, Quick Draw
Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24
Languages Aquan
SQ elemental body, fire healing, firewalk

Grand Lodge

I would like to see NPCs without PC classes for a change. Looking at the NPCs in the Game Mastery Guide I noticed that at least half of the NPCs have PC classes.

That doesn't make me feel all too special when the barmaid is a Rogue, the bartender is a Fighter and the Farmer a Druid... PCs are supposed to be a rare breed, but most of the time they are just another face in the crowd when you get down to it.


The Sepulchral Knight
Human Graveguard Antipaladin 11
-Fiendish Boon creature to serve as a mount.
-Sword and Board
-Heavy armor
-Festooned with evil doodads

More Clockwork/Robot monsters!
More Inevitables! Please

Taldor

1 person marked this as a favorite.

@Krome, I'll see to making some generic NPCs but which NPC class were you looking for and what levels?

@NecromanticNate, I'll take 1 request per person for now, even if I'm not too busy. Went with the Sepulchral Knight. He's CR 13 as we went with PC gear to represent his boss status. Also, I think you meant Graveknight and not Graveguard as I couldn't find that name.

The Sepulchral Knight:

The Sepulchral Knight (CR 13)
Male human graveknight antipaladin 11
CE medium undead (augmented)
Init +6; Senses darkvision 60 ft.; Perception +10
Aura aura of cowardice (10 ft.), aura of despair (10 ft.), aura of evil (faint), aura of vengeance, sacrilegious aura (30ft., DC 17)
DEFENSE
AC 31, touch 11, flat-footed 30 (+9 armor, +1 dex, +5 enhancement, +4 natural, +2 shield)
hp 125 (11d10+55)
Fort +18, Ref +12, Will +16
Defensive Abilities Channel resistance +4, rejuvenation; DR 10/magic; Immune cold, fire, electricity, undead traits; SR 23
OFFENSE
Speed 20 ft.
Melee +1 flaming burst longsword +20/+15/+10 (1d8+1d6 fire +8/ x2)
Special Attacks channel destruction, devastating blast (3/day, 6d6 fire; DC 21), smite good (4/day), touch of corruption (5d6, 9/day; Cruelties (DC 21): shaken, diseased, frightened), undead mastery (DC 21)
Antipaladin Spell-like Abilities (CL 8th; concentration +14)
At Will -- detect good
Antipaladin Spells Prepared (CL 8th; concentration + 14)
1st -- (DC 15) bane, death knell, doom, protection from good
2nd -- (DC 16) bull’s strength, hold person, eagle’s splendor
3rd -- (DC 17) bestow curse, deeper darkness
STATISTICS
Str 24, Dex 14, Con -, Int 13, Wis 14, Cha 22
Base Atk +11/+6/+1; CMB +18; CMD 29
Feats Power Attack, Cleave, Great Cleave, Extra Lay on Hands, Weapon Focus (longsword), Dazzling Display, Shatter Defenses, Improved Initiative, Mounted Combat, Ride-by-Attack, Toughness
Skills Handle Animal +20, Intimidate +28, Perception +10, Ride +19; armor check penalty -5
Languages Common
SQ channel negative energy (6d6, DC 21), fiendish boon (fiendish servant, summon monster VI), plague bringer, phantom mount, ruinous revivification (fire), unholy resilience
Gear +1 flaming burst longsword, +3 full plate, +2 spiked heavy steel shield, cloak of resistance +3, boots of speed, headband of alluring charisma +4, belt of physical might +2 (Str, Dex), 1,555 gp


Lord Araris Cumberbatch
Aasimar
Paladin 7/ Cavalier 7
Combine Divine Bond and Mount into one noble steed for the hero to ride upon.

Taldor

Arcanemuses wrote:

Lord Araris Cumberbatch

Aasimar
Paladin 7/ Cavalier 7
Combine Divine Bond and Mount into one noble steed for the hero to ride upon.

Going to work on this though I believe we'll need to stray from the RAW a bit as the cavalier/paladin would technically have two mounts. I'll combine the mount and divine bond but I don't think it would work officially like that. But hey, whatever. Give me an hour or so.


I am building a maze full of summoned monsters with the Summoner as the boss. I am completely lost on what to do for this NPC. The players are Level 5 ish.

Race: Drow or drow noble
Class: either a summoner or a wizard maybe a Magus Yes MAgus if workable
Archtype Not sure

as Much summoning as possible some melee back up.

Taldor

@Arcanemuses: He's done. I left out the mount as it's just the heavy or light horse with the companion features. As for gear, you didn't specify so I'll leave that up to you. You may also switch out the Weapon Focus (lance) if you're not using one.

Lord Araris Cumberbatch:

Lord Araris Cumberbatch (CR 13)
Male human paladin 7/cavalier 7
LG medium humanoid (human)
Init +2; Senses Perception +0
Aura aura of courage (10 ft.), aura of good
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 105 (7d10+7d10+14+14)
Fort +13, Ref +7, Will +11
OFFENSE
Speed 30 ft.
Melee
Paladin Spell-like Abilities
At Will -- detect evil
Paladin Spells (CL 4th; concentration +4)
1st -- (DC 12) bless
Special Attacks cavalier’s charge, challenge (3/day), channel positive energy (4d6, DC 15), lay on hands (4/day, 3d6; Mercies: sickened, diseased), smite evil (1/day)
STATISTICS
Str 16, Dex 14, Con 14, Int 11, Wis 12, Cha 12
Base Atk +14/+4; CMB +17; CMD 29
Feats Mounted Combat, Ride-by-Attack, Spirited Charge, Weapon Focus (lance), Animal Affinity, Power Attack, Cleave, Great Cleave, Precise Strike, Furious Focus
Skills (51, Max 14) Diplomacy +13, Handle Animal +20, Ride +21, Sense Motive +18
Languages Common
SQ banner, divine bond (celestial mount), divine health, expert trainer, mount, order of the lion (lion’s call), tactician
Gear 34,800 gp

Taldor

Thorin2011 wrote:

I am building a maze full of summoned monsters with the Summoner as the boss. I am completely lost on what to do for this NPC. The players are Level 5 ish.

Race: Drow or drow noble
Class: either a summoner or a wizard maybe a Magus Yes MAgus if workable
Archtype Not sure

as Much summoning as possible some melee back up.

Do you prefer many monsters a la Master Summoner or two Eidolons a la Broodmaster?


Broodmaster I think Two Eidolons would mack nice final fight for the players.

Will need plenty of drow henchmen but I can handle that. Thanks

Will

Taldor

Thorin2011 wrote:

Broodmaster I think Two Eidolons would mack nice final fight for the players.

Will need plenty of drow henchmen but I can handle that. Thanks

Will

I'll try and put her up tonight. The Eidolons take a little time.

Taldor

I apologize, I have been overloaded with work and my new job's internship this past weekend. I'll try and have her up tonight.

Once again, I apologize for the late response.


no problem, thank for remembering me.


Matt, Garnished Game Designer wrote:

@Arcanemuses: He's done. I left out the mount as it's just the heavy or light horse with the companion features. As for gear, you didn't specify so I'll leave that up to you. You may also switch out the Weapon Focus (lance) if you're not using one.

** spoiler omitted **

THank you very much! Looks good!


Will you use 3.5 material? I have a cool idea for "thri-kreen" NPC... a bit of expository info if you don't mind:

He was actually some other kind of humanoid, maybe an elf, and a prince but some weird magical implosion caused lots of weird mutations (hence the thri-kreen as the race). His primary tactic is to spring attack/jump into combat and dash away before making another pass. His favorite things to kill are hideous creatures, like aberrations, undead, etc, though he thinks himself a monster now as well. His personal Batman-like crusade against the creatures of his one beautiful homeland is futile, but cathartic.

Class levels and character level don't matter much. I can never settle on any builds.

Taldor

1 person marked this as a favorite.
Thorin2011 wrote:
no problem, thank for remembering me.

And here you go. Sorry for the late reply. As with all my NPCs from here on out, I did not purchase equipment as I feel the choices are too varied for me to choose.

Valishaz Naera, Broodmaster Summoner:

Valishaz Naera (CR 6)
Female drow summoner (broodmaster) 7
NE medium humanoid (elf)
Init +0; Senses darkvision 120 ft.; Perception +4
DEFENSE
AC 10, touch 10, flat-footed 10
hp 35 (7d8)
Fort +2, Ref +2, Will +7
Immune magic sleep effects SR 13
OFFENSE
Speed 30 ft.
Melee quarterstaff +5 (1d6)
Special Attacks Summon monster IV (7/day; concentration +7)
Drow Spell-like Abilities (CL 7th)
1/day -- dancing lights, darkness, faerie fire
Summoner Spells (CL 7th: concentration +7)
0 -- (~) daze, detect magic, guidance, message, read magic, resistance
1st -- (4/day) expeditious retreat, grease, magic fang, reduce person, rejuvenate eidolon (lesser)
2nd -- (3/day) barkskin, bull’s strength, cat’s grace, invisibility
3rd -- (1/day) evolution surge, fly
STATISTICS
Str 10, Dex 10, Con 10, Int 13, Wis 14, Cha 18
Base Atk +5; CMB +5; CMD 15
Feats (4) Focused Eidolon, Defending Eidolon, Resilient Eidolon, Vigilant Eidolon
Skills (21) Fly +10, Spellcraft +11, Use Magic Device +14
Languages Elven, Undercommon, Aklo
SQ eidolon brood, brood link, bond senses, shield ally, maker’s call,
Racial Abilities keen senses, light blindness, poison use
Gear 6,000 gp

Aspeth and Letherys, Eidolons:

Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.;
AC +2 natural armor; Saves Fort (bad), Ref(good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, climb, reach (bite), tail, tail slap.

Aspeth
Eidolons
Init +4; Senses Perception +14
DEFENSE
AC 23, touch 14, flat-footed 19 (+9 natural, +4 dex)
hp 23 (3d10+6)
Fort +4, Ref +9, Will +5
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee bite (1d6) or tail slap (1d6)
STATISTICS
Str 14, Dex 18, Con 14, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +8; CMD 21
Feats (1) Improved Natural Armor
Skills (12) Knowledge (planes) +4, Perception +14, Sense Motive +6, Stealth +10
Evolutions (5) Improved Natural Armor (2), Improved Damage (Bite), bite, climb, reach (bite), tail, tail slap, Scent, Unnatural Aura, Skilled (perception)
Languages
SQ link, share spells, devotion

Letherys
Eidolons
Init +4; Senses Perception +14
DEFENSE
AC 24, touch 14, flat-footed 20 (+10 natural, +4 dex)
hp 20 (3d10+3)
Fort +3, Ref +9, Will +5
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee bite (1d8) or tail slap (1d6)
STATISTICS
Str 13, Dex 18, Con 13, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +7; CMD 20
Feats (2) Improved Natural Armor (2)
Skills (12) Knowledge (planes) +4, Perception +14, Sense Motive +6, Stealth +10
Evolutions (5) Improved Natural Armor (2), Improved Damage (Bite), bite, climb, reach (bite), tail, tail slap, Scent, Unnatural Aura, Skilled (perception)
Languages
SQ link, share spells, devotion

Taldor

Foghammer wrote:

Will you use 3.5 material? I have a cool idea for "thri-kreen" NPC... a bit of expository info if you don't mind:

He was actually some other kind of humanoid, maybe an elf, and a prince but some weird magical implosion caused lots of weird mutations (hence the thri-kreen as the race). His primary tactic is to spring attack/jump into combat and dash away before making another pass. His favorite things to kill are hideous creatures, like aberrations, undead, etc, though he thinks himself a monster now as well. His personal Batman-like crusade against the creatures of his one beautiful homeland is futile, but cathartic.

Class levels and character level don't matter much. I can never settle on any builds.

I haven't looked through 3.5 in a long time. Are you asking for a 3.5 NPC or just using the thri-kreen in PF? If yes, I would need a more detailed build, as in classes for me to make him.


Just a thri-kreen in PF.

I always pegged him for a ranger, but ninja or monk might work better. Actually, I would say a monk/ninja multiclass would be perfect.

I picture him having epic leaps into combat based on the thri-kreen racial bonus to jump, not that there's any real mechanical benefit to it.

Qadira

Hey Matt - Do you mind if we re-post some of these on d20pfsrd?


Matt, Garnished Game Designer wrote:

And here you go. Sorry for the late reply. As with all my NPCs from here on out, I did not purchase equipment as I feel the choices are too varied for me to choose.

Thank you again, I think I have some great ideas for just how to use this NPC She will be a awesome bady. one quick question do the Eidolons have equipment?


Here is an NPC classed Theif for use as a low level member of a guild. They are not great fighters/ combatants, this repesents a less specal theif then a Rouge class does.

Expert Theif
EXPERT THEIF CR 1
Male Human Expert 3
N Medium Humanoid (Human)
Init +2; Senses: Perception +0
DEFENSE: AC 13, touch 13, flat-footed 10(+2 Dex, +1 dodge)
hp: 20 (3d8)Fort +1,Ref +3,Will +2
OFFENSE: Spd 30 ft. Melee Club +3 (1d6/20/x2) and
Unarmed Strike +2 (1d3/20/x2)
Ranged: Crossbow, Light +4 (1d8/19-20/x2)
STATISTICS: Str 10, Dex 15, Con 10,Int 12, Wis 8,Cha 11
Base Atk +2; CMB +2;CMD 15
Feats: Dodge, Enforcer, Weapon Focus: Club
Skills: Acrobatics +7, Appraise +5, Bluff +1, Climb +6, Diplomacy +5, Disable Device +7, Disguise +1, Escape Artist +6, Intimidate +5, Linguistics +3, Perception +0, Sense Motive +1, Sleight of Hand +7, Stealth +8
Languages: Common, Dwarven, Gnome, Orc
Combat Gear: Bolts, Crossbow (10), Club, Crossbow, Light, Padded;
Other Gear: Thieves' tools
SPECIAL ABILITIES: Enforcer- If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Taldor

Foghammer wrote:

Just a thri-kreen in PF.

I always pegged him for a ranger, but ninja or monk might work better. Actually, I would say a monk/ninja multiclass would be perfect.

I picture him having epic leaps into combat based on the thri-kreen racial bonus to jump, not that there's any real mechanical benefit to it.

Thri-Kreen Ninja/Monk is next on my list.

Taldor

d20pfsrd.com wrote:
Hey Matt - Do you mind if we re-post some of these on d20pfsrd?

I'd be honored, your site is the one I use most often when gaming anyways.

Taldor

Thorin2011 wrote:
Matt, Garnished Game Designer wrote:

And here you go. Sorry for the late reply. As with all my NPCs from here on out, I did not purchase equipment as I feel the choices are too varied for me to choose.

Thank you again, I think I have some great ideas for just how to use this NPC She will be a awesome bady. one quick question do the Eidolons have equipment?

The Eidolons were not given any equipment as I believe the Summoner herself must buy it for them. If you're missing a bit on gold pieces, give her wealth equal to a PC of her level. It ups her CR by 1 but you'll have more to play with.

Taldor

WeirdGM66 wrote:

Here is an NPC classed Theif for use as a low level member of a guild. They are not great fighters/ combatants, this repesents a less specal theif then a Rouge class does.

Thanks for putting these guys up. In fact, anyone can put up NPCs they've made I guess. Could you just put them in Spoilers next time to save space?

Aside from that, while I personally don't use HeroLab by principle, I love the idea of using NPC classes to represent more common folk.

Shadow Lodge

How about a request for some bodyguards? I've got two NPCs, an elderly Witch and a Clouded Eyes Oracle, who could stand some protective companions. CR 8-10 ish.

Thanks in advance =)


Matt, Garnished Game Designer wrote:

Valishaz Naera (CR 6)

Melee quarterstaff +5 (1d6)

STATISTICS
Str 10, Dex 10, Con 10, Int 13, Wis 14, Cha 18
Base Atk +5; CMB +5; CMD 15
Feats (4) Focused Eidolon, Defending Eidolon, Resilient Eidolon, Vigilant Eidolon

Note a nick pick but a question My understanding is the the quarterstaff can't be used one handed unless the person has the quarterstaff master feat. Am I wrong?

Taldor

Orthos wrote:

How about a request for some bodyguards? I've got two NPCs, an elderly Witch and a Clouded Eyes Oracle, who could stand some protective companions. CR 8-10 ish.

Thanks in advance =)

I'll put you next on the list after Foghammer's request.

Were you looking for general type bodyguards like Fighters or something else?

Taldor

Thorin2011 wrote:
Matt, Garnished Game Designer wrote:

Valishaz Naera (CR 6)

Melee quarterstaff +5 (1d6)

STATISTICS
Str 10, Dex 10, Con 10, Int 13, Wis 14, Cha 18
Base Atk +5; CMB +5; CMD 15
Feats (4) Focused Eidolon, Defending Eidolon, Resilient Eidolon, Vigilant Eidolon

Note a nick pick but a question My understanding is the the quarterstaff can't be used one handed unless the person has the quarterstaff master feat. Am I wrong?

That is an error on my part, she originally just had the quarterstaff as a placement item. I removed it from her gear but forgot to remove it from her melee slot. She should have no armor or weapon purchased as of writing.


noted and fixed thanks ... I am dropping into combat manager and it did not add up is all ... You do great work thank you it is a big help to have this boss fleshed out.

Taldor

1 person marked this as a favorite.
Thorin2011 wrote:
noted and fixed thanks ... I am dropping into combat manager and it did not add up is all ... You do great work thank you it is a big help to have this boss fleshed out.

As I work by hand, and not using HeroLab, it is entirely possible that some errors may pop up in some calculations. I try and do NPCs level by level to make sure that nothing is missed and then recalculate everything to double check but sometimes I may miss things.

Qadira

1 person marked this as a favorite.
Matt, Garnished Game Designer wrote:
I'd be honored, your site is the one I use most often when gaming anyways.

Woot! Ok, I've spent some time cleaning them up (changing around the order of AC modifiers to match Paizo standards etc.) and bolding/linkifying. As soon as the beastmasters give them a once-over for mechanical accuracy I'll put them up. Thanks!

Shadow Lodge

Matt, Garnished Game Designer wrote:
Orthos wrote:

How about a request for some bodyguards? I've got two NPCs, an elderly Witch and a Clouded Eyes Oracle, who could stand some protective companions. CR 8-10 ish.

Thanks in advance =)

I'll put you next on the list after Foghammer's request.

Were you looking for general type bodyguards like Fighters or something else?

Thanks! No rush =D

Something a little more flexible, maybe Cavalier?

Taldor

d20pfsrd.com wrote:
Matt, Garnished Game Designer wrote:
I'd be honored, your site is the one I use most often when gaming anyways.
Woot! Ok, I've spent some time cleaning them up (changing around the order of AC modifiers to match Paizo standards etc.) and bolding/linkifying. As soon as the beastmasters give them a once-over for mechanical accuracy I'll put them up. Thanks!

Can't wait! The same goes for all future NPCs I put up, you may add them to the site. I make them for others and everyone I know uses d20pfsrd

Taldor

Orthos wrote:
Matt, Garnished Game Designer wrote:
Orthos wrote:

How about a request for some bodyguards? I've got two NPCs, an elderly Witch and a Clouded Eyes Oracle, who could stand some protective companions. CR 8-10 ish.

Thanks in advance =)

I'll put you next on the list after Foghammer's request.

Were you looking for general type bodyguards like Fighters or something else?

Thanks! No rush =D

Something a little more flexible, maybe Cavalier?

Sounds great.


The next one I post I will put the Spoiler code in for the space savings. I made that one as a response to a comment about two many NPC's that where using PC classes. I did not think about that when I posted the theif.

To d20pfsrd.com you may use any ones I post as well if you wish.

Taldor

Foghammer wrote:

Just a thri-kreen in PF.

I always pegged him for a ranger, but ninja or monk might work better. Actually, I would say a monk/ninja multiclass would be perfect.

I picture him having epic leaps into combat based on the thri-kreen racial bonus to jump, not that there's any real mechanical benefit to it.

Still working on your Thri-Kreen, any archetype preferences? He's just basic monk/ninja for now.

As well, what CR do you want?

Taldor

Souls of Old NPC

Fiendfire Thief:

Fiendfire Thief (CR ½)
Male half-elf rogue (cutpurse) 1
N medium humanoid (half-elf)
Init +2; Senses low-light vision; Perception +2
DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +2 dex, +1 shield)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2
Immune elven immunities
OFFENSE
Speed 30 ft.
Melee +2 short sword (1d6; 19-20/x2)
Special Attacks sneak attack +1d6
STATISTICS
Str 10, Dex 15, Con 12, Int 13, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats (1) Weapon Finesse, Skill Focus (Sleight of Hand)
Skills (9) Bluff +4, Climb +6, Disable Device +6, Disguise +4, Escape Artist +6, Knowledge (local) +5, Perception +8, Sleight of Hand +9, Stealth +6
Languages Common, Elven, Ignan
SQ measure the mark
Gear studded leather armor, short sword, buckler

Measure the Mark (Ex)
When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt. This ability replaces trapfinding.

RPG Superstar 2009 Top 32

Matt, Garnished Game Designer wrote:

When Requesting try and use the following simple format:

- Name (if specified)
- Race, Class, Archetype
- Specific Features Wanted

  • Marcello Bianchetti
  • Vampire Spawn (Male), Cleric of Zon-Kuthon (Low Level)
  • Spawn of Vampire Ilnerik Sivanshin (Council of Thieves). He is building a Cult of darkness/death worshipers.
  • Low level boss for a replacement of the “Bastards of Erubus” adventure. PCs will be about 3rd Level.
  • I will be writing a 1st-3rd adventure around the character. I just feel that the Adventure sets the AP off on the wrong foot, as Council of Thieves isn't really about any "resistance movement."

  • Taldor

    Sounds great Lord Fyre. I own Bastards of Erebus myself so I'll see what flavor I can add to this friend of ours.

    You're third on the waiting list.

    RPG Superstar 2009 Top 32

    Matt, Garnished Game Designer wrote:

    Sounds great Lord Fyre. I own Bastards of Erebus myself so I'll see what flavor I can add to this friend of ours.

    You're third on the waiting list.

    Thank You Muchly. :)

    Taldor

    Do you want him more of a solo build, because he sounds to me like someone with henchmen.

    RPG Superstar 2009 Top 32

    Matt, Garnished Game Designer wrote:
    Do you want him more of a solo build, because he sounds to me like someone with henchmen.

    He would have henchmen, but I would be concerned about a possible TPK if he has too much back-up. Hopefully, most of his followers would have been whiped out before the PCs confront him.

    Taldor

    Lord Fyre wrote:
    Matt, Garnished Game Designer wrote:
    Do you want him more of a solo build, because he sounds to me like someone with henchmen.
    He would have henchmen, but I would be concerned about a possible TPK if he has too much back-up. Hopefully, most of his followers would have been whiped out before the PCs confront him.

    Alright, so for level 3 PCs, are we aiming for a Lv4 with more backup or lv5 with minimum backup?

    RPG Superstar 2009 Top 32

    Matt, Garnished Game Designer wrote:
    Lord Fyre wrote:
    Matt, Garnished Game Designer wrote:
    Do you want him more of a solo build, because he sounds to me like someone with henchmen.
    He would have henchmen, but I would be concerned about a possible TPK if he has too much back-up. Hopefully, most of his followers would have been whiped out before the PCs confront him.
    Alright, so for level 3 PCs, are we aiming for a Lv4 with more backup or lv5 with minimum backup?

    Well, he is already CR4 just for being a "free" vampire spawn. And, he needs at least one level of "something" to have some individualization. So, his encounter should have minimal backup if any.

    Total Encounter should be about CR6. So he should be about CR5.


    Matt, Garnished Game Designer wrote:
    Foghammer wrote:

    Just a thri-kreen in PF.

    I always pegged him for a ranger, but ninja or monk might work better. Actually, I would say a monk/ninja multiclass would be perfect.

    I picture him having epic leaps into combat based on the thri-kreen racial bonus to jump, not that there's any real mechanical benefit to it.

    Still working on your Thri-Kreen, any archetype preferences? He's just basic monk/ninja for now.

    As well, what CR do you want?

    No archetypes come to mind. CR 10 or 11 should suffice. Thanks! :D

    Taldor

    @Foghammer: Alright, going for CR 10 for ninja 5/monk 5.

    Taldor

    In the meantime, while I crash 3.5 and PF together and wonder how to balance the race... here's another NPC from my Campaign Exercise.

    As well, the Fiendfire Thief above should have Perception +4.

    Fiendfire Pyromaniac:

    Fiendfire Pyromaniac (CR ½)
    Male half-elf sorcerer 1
    N medium humanoid (half-elf)
    Init +2; Senses low-light vision; Perception +3
    DEFENSE
    AC 17, touch 13, flat-footed 14 (+4 armor, +2 dex, +1 dodge)
    hp 6 (1d6)
    Fort +0, Ref +2, Will +3
    Immune elven immunities
    OFFENSE
    Speed 30 ft.
    Melee -1 dagger (1d4-1; 19-20/x2)
    Bloodline Spell-Like Abilities (CL 1st; concentration +4)
    6/day -- Elemental Ray (1d6 fire)
    Spells Known (CL 1st; concentration +4)
    0 (at-will; DC 13)-- acid splash, daze, flare, light, ray of frost
    1st (5/day; DC 14) -- burning hands, magic missile
    Bloodline elemental (fire)
    STATISTICS
    Str 8, Dex 14, Con 10, Int 12, Wis 13, Cha 17
    Base Atk +0; CMB +0; CMD 12
    Feats (1) Eschew Materials, Dodge, Skill Focus (Spellcraft)
    Skills (3) Knowledge (arcana) +5, Spellcraft +8, Use Magic Device +7
    Languages Common, Elven, Ignan
    Gear dagger, potion of mage armor (included in stat block)


    Matt, Garnished Game Designer wrote:
    In the meantime, while I crash 3.5 and PF together and wonder how to balance the race... here's another NPC from my Campaign Exercise.

    Balance isn't an issue for me, since it's an NPC. He's not something that I intend for my players to fight.

    But they could very easily wind up doing so, in which case, they can handle the CR quite well.

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