Updating major NPCs with new classes (spoilers)


Rise of the Runelords


1 person marked this as a favorite.

After having played around a bit with some of the ACG classes, I couldn't help but think that Justice Ironbriar would make a good Warpriest. I know folks have re-skinned him as an Inquisitor in the past with success.

Also, Mammy Graul as a Gravewalker Witch. It captures the Necromancer feel while eliminating that pesky spellbook she doesn't have.

Anyone have any comments, suggestions, or critiques on the idea? Any other NPC that could benefit from a different class? My party is just starting Book 2, but feel free to chime in wherever.


I made one of the Grauls a Bloodrager and have used other new classes in the game as well for random encounters or rewrites of other people they face. It makes for some interesting encounters really.

I'm thinking of making one of the Stone Giants into an Arcanist (the first spellcaster you face with the ogres). Not sure yet.


I remade Nualia as a Warpriest, Lyrie as an Arcanist, Bruthazmus as a Slayer, Ameiko as a Swashbuckler, Grayst and the Tiefling orderlies as Brawlers. So far, they've all worked out really well. I plan on transitioning more - but haven't done so yet.


slayer_of_gellcor wrote:
I remade Nualia as a Warpriest, Lyrie as an Arcanist, Bruthazmus as a Slayer, Ameiko as a Swashbuckler, Grayst and the Tiefling orderlies as Brawlers. So far, they've all worked out really well. I plan on transitioning more - but haven't done so yet.

Those sound great. I look forward to hearing what else you update and how it goes.


Great ideas on the changes.

I'm just getting started on the AP and think this would be a great way to introduce the new classes.

Has anyone made these changes using HeroLab and willing to share the files?

JD

Grand Lodge

I made Tsuto into a Ninja. He was Monk/Rogue to begin with and it just made sense. He also survived in my campaign, and is now level 11 and stalking the party for ruining his "family."


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

They aren't all new classes, but here are the adjustments I've made in my game.

Bruthazmus:
Bruthazmus
Bugbear Fighter 5/Ranger 3
CE Medium humanoid (goblinoid)
Init +8; Senses darkvision 60 ft., scent; Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 113 (8d10+3d8+36)
Fort +11, Ref +11, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 composite longbow +17/+12 (1d8+10/19-20/×3)
Special Attacks favored enemy (elves +2), weapon trainings (bows +1)
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 16, Int 10, Wis 10, Cha 8
Base Atk +10; CMB +16; CMD 30
Feats Critical Focus, Endurance, Improved Critical (longbow), Improved Initiative, Manyshot, Point-Blank Shot,
Precise Shot, Rapid Shot, Skill Focus (Stealth), Weapon Focus (longbow), Weapon Specialization (longbow)
Skills Acrobatics +8, Climb +11, Escape Artist +6, Intimidate +8, Knowledge (dungeoneering) +4, Knowledge (geography) +4,
Knowledge (nature) +5, Perception +7, Spellcraft +5, Stealth +22, Survival +7 (+8 to track), Swim +11; Racial Modifiers +4 Intimidate,
+4 Stealth
Languages Common, Goblin
SQ armor training 1, combat styles (archery), favored terrain (forest +2), track, wild empathy +2
Combat Gear +1 elves-bane arrows (50); Other Gear +1 mithral chain shirt, +1 composite longbow, 150 gp
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs Favored Enemy (Elves).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track +1 Add the listed bonus to survival checks made to track.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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.

Nualia:
Nualia Tobyn CR 14
XP 38,400
Female Half-Fiend Human Antipaladin 12
CE Medium outsider (humanoid, human, native)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+8 armor, +2 Dex, +2 natural)
hp 146 (12d10+48); fast healing 5
Fort +17, Ref +11, Will +15
DR 10/magic; Immune disease, poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 25
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (good)
Melee +2 shocking burst bastard sword +21/+16/+11 (1d10+9/19-20+1d6 electricity) and
. . bite +14 (1d6+3) and
. . 2 claws +14 (1d4+3)
Special Attacks channel negative energy 5/day (DC 21, 6d6), smite good, smite good
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—detect good
. . 3/day—darkness, poison
. . 1/day—blasphemy, contagion, desecrate, unholy blight
Antipaladin Spells Prepared (CL 9th; concentration +14):
3rd—defile armor (DC 18), dispel magic
2nd—blindness/deafness (DC 17), invisibility, silence (DC 17)
1st—blood blaze, death knell (DC 16), disguise self, protection from good
--------------------
Statistics
--------------------
Str 25, Dex 14, Con 18, Int 10, Wis 14, Cha 20
Base Atk +12; CMB +19; CMD 31
Feats Blind-Fight, Combat Reflexes, Critical Focus, Exotic Weapon Proficiency (bastard sword), Improved Natural Armor, Lamashtu's Mark, Power Attack
Skills Acrobatics +1 (-3 jump), Bluff +10, Climb +8, Fly +3, Intimidate +11, Knowledge (history) +4, Knowledge (planes) +4, Knowledge (religion) +6, Perception +5, Ride +11, Sense Motive +9, Spellcraft +9, Stealth +4, Survival +3, Swim +6, Use Magic Device +7
Languages Common
SQ aura of cowardice, aura of despair, aura of evil, aura of vengeance, channel negative energy, cruelties (cruelty [cursed], cruelty [paralyzed], cruelty [poisoned], cruelty [stunned]), fiendish boons (fiendish boon [weapon]), touch of corruption, unholy resilience
Other Gear +2 agile breastplate, +2 shocking burst bastard sword, belt of giant strength +4, headband of alluring charisma +2
--------------------
Special Abilities
--------------------
Antipaladin Channel Negative Energy 6d6 (5/day) (DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair (Su) Enemies within 10' take a -2 penalty on all saving throws.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Vengeance (Su) You may expend two uses of your Smite Good ability to allow your allies within 10' to Smite Good, using your bonuses.
Blasphemy (1/day) (Sp) Granted by Half-Fiend heritage.

Kills, paralyzes, weakens, or dazes nonevil subjects.
Blind-Fight Re-roll misses because of concealment, other benefits.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Contagion (1/day) (Sp) Granted by Half-Fiend heritage.

Infects subject with chosen disease.
Critical Focus +4 to confirm critical hits.
Cruelty (Cursed) (DC 21) (Su) When you use your touch of corruption ability, the target is cursed, as if you had cast bestow curse, using your antipaladin level as the caster level.

You may only apply a single Cruelty ability to each use of touch of corruption, chosen w
Cruelty (Paralyzed) (1 rd) (DC 21) (Su) When you use your Touch of Corruption ability, you may also paralyze your target for 1 rd.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Poisoned) (DC 21) (Su) When you use your touch of corruption ability, the target is poisoned, as if you had cast poison, using your antipaladin level as the caster level.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when
Cruelty (Stunned) (3 rds) (DC 21) (Su) When you use your Touch of Corruption ability, you may also make your target stunned for 1 rd/4 Antipaladin levels.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.

Fills area with negative energy, making undead stronger.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +3) (12 minutes) (2/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Flight (60 feet, Good) You can fly!
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Lamashtu's Mark (1/day) (DC 27) Melee hit grants deformity to reduce target's CHA by 1d4 for 1 hour (Fort neg).
Poison (3/day) (Sp) Granted by Half-Fiend heritage.

Touch deals 1d10 Con damage, repeats in 1 min.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Smite Good (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Spell Resistance (25) You have Spell Resistance.
Touch of Corruption (6d6) (11/day) (Su) You can inflict 6d6 damage, 11/day
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

Harms and sickens good creatures (1d8 damage/2 levels).
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.

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.

Justice Ironbriar:
Justice Ironbriar
Elf Inquisitor 8
NE Medium Humanoid (elf)
Init +13; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 16 (+4 armor, +2 shield, +6 Dex)
hp 58 (8d8+8); judgement of profane healing 3
Fort +6, Ref +9, Will +8; +2 vs. enchantments
Defensive Abilities judgement of profane protection +2; DR judgement of profane resiliency 2: magic; Immune sleep; Resist elven immunities, judgement of profane purity +2, judgement of profane resistance 6 (fire)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Rapier +14/+9 (1d6+2/18-20/x2)
Special Attacks bane (+2 / 2d6) (8 rounds/day), bleeding touch 4 rounds (5/day), judgement of profane destruction +3, judgement of profane justice +2, judgement of profane piercing +3, judgement of profane smiting (magic), killing blow (4 bleed damage) (1/day)
Spell-Like Abilities Bleeding Touch 4 rounds (5/day), Detect Alignment (At will), Discern Lies (8 rounds/day)
Inquisitor Spells Known (CL 8):
3 (2/day) Keen Edge, Fester (DC 15), Retribution (DC 15)
2 (5/day) Resist Energy, Hold Person (DC 14), Invisibility, See Invisibility
1 (5/day) Doom (DC 13), Shield of Faith, True Strike, Detect Good, Protection from Law
0 (at will) Resistance, Daze (DC 12), Detect Poison, Read Magic, Detect Magic, Bleed (DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 24, Con 11, Int 12, Wis 15, Cha 8
Base Atk +6; CMB +7; CMD 23
Feats Combat Reflexes (8 AoO/round), Coordinated Defense, Improved Initiative, Precise Strike, Toughness +8, Weapon Finesse
Skills Acrobatics +15, Bluff +4, Climb +6, Diplomacy +6, Disable Device +11, Heal +7, Intimidate +10, Knowledge (arcana) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (history) +3 (+5 to identify the abilities and weaknesses of creatures), Knowledge (local) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (planes) +8 (+10 to identify the abilities and weaknesses of creatures), Knowledge (religion) +8 (+10 to identify the abilities and weaknesses of creatures), Perception +11, Sense Motive +12, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +18, Survival +2 (+6 to track), Use Magic Device +2 Modifiers monster lore
Languages Common, Draconic, Elven
SQ domains (murder), elven magic, judgement (3/day), solo tactics, teamwork feat (change 2/day), track
Combat Gear Potion of cat's grace, Potion of undetectable alignment, Wand of cure moderate wounds; Other Gear Mithral Chain shirt, +1 Buckler, +1 Rapier, 150 GP
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6) (8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bleeding Touch 4 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Inquisitor Domain (Murder) Associated Domain: Death
Judgement of Profane Destruction +3 (Su) Weapon Damage bonus.
Judgement of Profane Healing 3 (Su) Fast Healing
Judgement of Profane Justice +2 (Su) Attack bonus
Judgement of Profane Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +2 (Su) AC bonus
Judgement of Profane Purity +2 (Su) Save bonus
Judgement of Profane Resiliency 2: Magic (Su) DR/magic
Judgement of Profane Resistance 6 (Fire) (Su) Energy Resistances
Judgement of Profane Smiting (Magic) (Su) DR bypass
Killing Blow (4 bleed damage) (1/day) (Su) Critical hits deal additional bleed damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +4 Add the listed bonus to survival checks made to track.

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.

Tsuto:
Tsuto Kaijitsu
Half-Elf Monk 4 Rogue 3
LE Medium Humanoid (elf, human)
Init +8; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 19, touch 19, flat-footed 14 (+4 Dex, +1 dodge)
hp 49 (7d8+7)
Fort +6, Ref +11 (+1 bonus vs. traps), Will +8; +2 vs. enchantments, +2 vs. enchantment spells and effects
Defensive Abilities evasion, trap sense; Immune sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 40 ft.
Melee Unarmed strike +7 (1d8+2/x2)
Ranged +1 Shortbow +11 (1d6+1/x3)
Special Attacks flurry of blows +2/+2, ki strike, magic, sneak attack +2d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +8; CMD 26
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Point Blank Shot, Precise Shot, Rapid Shot, Scorpion Style (DC 16), Skill Focus (Acrobatics), Stunning Fist (4/day) (DC 16), Weapon Focus (Shortbow)
Skills Acrobatics +15 (+19 jump), Bluff +4, Climb +10, Diplomacy +3, Disable Device +9, Escape Artist +11, Intimidate +4, Knowledge (history) +4, Knowledge (local) +5, Knowledge (religion) +4, Perception +11 (+12 to locate traps), Sense Motive +9, Sleight of Hand +10, Stealth +10, Swim +6, Use Magic Device +5
Languages Common, Elven
SQ ac bonus +4, elf blood, fast movement (+10'), ki defense, ki pool, maneuver training, rogue talents (weapon training), slow fall 20', stunning fist (stun, fatigue), trapfinding +1, unarmed strike (1d8)
Combat Gear Ring of the ram; Other Gear +1 Shortbow, 150 GP
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of the ram A ring of the ram has a setting crafted to resemble a ram's head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.

The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring's caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.

In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.

Construction
Requirements: Forge Ring, bull’s strength, telekinesis; Cost 4,300 gp
Scorpion Style (DC 16) Standard action: Unarmed strike also reduces target's land speed to 5 ft.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Stunning Fist (4/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.

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.

Orik:
Orik Vancaskerkin
Male Human Fighter 8/Rogue 1
CN Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 24 (+10 armor, +4 shield, +2 Dex)
hp 101 (8d10+1d8+34)
Fort +10, Ref +6, Will +5 (+2 vs. fear)
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 bastard sword +17/+12 (1d10+9/19-20)
Ranged masterwork composite longbow +11/+6 (1d8+4/×3)
Special Attacks sneak attack +1d6, weapon trainings (heavy blades +1)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 8, Wis 12, Cha 10
Base Atk +8; CMB +13; CMD 25
Feats Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Great Fortitude, Greater Weapon Focus (bastard sword), Iron Will, Power Attack, Shield Focus, Toughness, Vital Strike, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Traits dirty fighter, world traveler
Skills Acrobatics +5, Bluff +4, Climb +11, Diplomacy +4, Knowledge (dungeoneering) +4, Knowledge (local) +4, Knowledge (nature) +1, Perception +6 (+7 to locate traps), Sense Motive +5, Stealth +4, Survival +5, Swim +6
Languages Common
SQ armor training 2, trapfinding +1
Combat Gear potion of cure moderate wounds (3), potion of spider climb, oil (6); Other Gear +1 full plate, +1 heavy steel shield, +1 bastard sword, masterwork composite longbow, belt of giant strength +2, bedroll, chain (10 ft.), climber's kit, crowbar, lock, simple, rope, thieves' tools, masterwork, torch, twine (50'), -384 gp, 7 sp, 8 cp
--------------------
Special Abilities
--------------------
Bravery +2 (Ex) +2 to Will save vs. Fear
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dirty Fighter +1 damage when flanking.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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.


I've actually stolen your idea, and I'm going to remake Mammy Graul as a Witch. Additionally, I've made Jakardos a Hunter - mostly due to the bond between him and his Animal Companion, and also to try out the new class. Orik has survived two books so far, and so I'm going to have him replace Vale Temros, and I'm going to level him up with a couple of levels of Slayer. I'm rewriting Teraktinus as a Bloodrager - which I dearly hope won't make him too powerful.


I made Mammy Graul into a Gravewalker Witch with the Flight, Cauldron and Cook People hexes. I think it worked pretty well and fit better with the character background than Necromancer.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Battles Case Subscriber

Man, you guys are going to make me do work on the NPCs who'll die mercilessly at the hands of my party? Poor form.....I agree mammy Graul with the cook people hex sounds pretty snappy though. Darn you!


dotting for use of those awesome upgraded stats!


I'm experimenting with Aldern's build, trying out URogue 3/Slayer 4 (cut-throat archetype).


I made Bruthazsmus a Slayer. The Skinsaw is a slayer too, while the cultists are slayer 2/warpriest 1.

Justice Ironbriar is an Inquisitor, Madam Graul is made a GraveWalker Witch with Bloatmage PRC.

I built Nualia as fighter/Oracle, and Tsuto as Ninja. Koruvus I built him as an alchemist (with mutagen and vestigial arm)

Community / Forums / Pathfinder / Pathfinder Adventure Path / Rise of the Runelords / Updating major NPCs with new classes (spoilers) All Messageboards

Want to post a reply? Sign in.
Recent threads in Rise of the Runelords