Looking for advice on filling out an NPC squad.


Advice


So I have gotten halfway through creating an NPC squad, when I ran into some creative stagnation.

So far I have: dex-magus, arcane archer, conjurer wizard. (these are non-negotiable)

vs.

The PCs: 2-handed warpriest, 2-handed inquisitor, archer ranger, evoker wizard, melee cleric.

Now, I am about to ask a very difficult thing of this board. I am asking that we stick within the limitations given.

Which are: Must be elf, 20 point buy, must be 10th level (PC level wealth), must not be the following (summoner, gunslinger, shaman, druid, barbarian, paladin). All other classes and sources allowed (except Paragon Surge shenanigans).

Initially, I think I need at least one more melee class to avoid the PC beatsticks from ganging up on the magus. Maybe a Slayer or a melee cleric of my own.

Help me overcome this designer's block!

Many thanks.

Sczarni

Well, the first idea popping in my head was a Scarred Witch Doctor, that provides healing, meatiness and crowd control. Another thing would be punishing the 2 handed peeps(and the archer too) by having a polearm master with Stand Still, or a phalanx fighter with combat maneuvers and absurd AC. Bonus points for giving him the halfling feats that let people fight in total defense. Just the 2 ideas I had on the top of my head.


I'd suggest a Witch or Oracle. Both have some really interesting and flexibile options. Given the current NPC team makeup I'd lean toward a Melee-focused oracle, and that leaves things wide open.

An Elven Ancient Lorekeeper archetype means you have load of latitude with spells. Your choice of Arcane Spells, but cast at spell level +1. Mixing in an Archetype like Lunar means this character can have their Charisma bonus to AC/reflex instead of Dex, a full-progression Animal Companion (tank?) and shapeshifting. This character is pretty much a full-progression caster with the options for summoning, healing, buffing etc, but can also wade into melee with medium armor and decent weapons. With a lesser quickening rod they could be deadly.

Witches can be very nasty indeed. Their debuffing and control spells alone are nasty, not to mention the possibilities of Hexes. Taking advantage of the party's weak saves using a combination of spells and Hexes could wreak havoc easily. Not a melee character, but easily capable of summoning a few disposable combat drones.


How about a buffing summoning cleric? Round 1 includes standard action summoning of 1d3+1 hound archons or 1d4+2 lantern archons followed by aura of heroism and inspire courage for +4 attack/+2 damage. Subsequent rounds add more summons to the table and possibly a blessing of fervour. She can move wherever she needs to be with grace and has decent defences. While she carries a weapon she should rarely feel the need to actually employ it. If she must enter actual melee combat she has a few buff spells. She can also drop some spontaneous mind control if need be. Suggestion and greater command are both very powerful.

Summoning Cleric:
Female Elf Cleric (Evangelist) of Iomedae 10
LN Medium humanoid (elf)
Init +10; Senses darkvision 60 ft.; Perception +22
Aura aura of heroism (10 rounds/day)

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Defense
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AC 26, touch 14, flat-footed 22 (+8 armor, +3 shield, +4 Dex, +1 natural)
hp 73 (10d8+20)
Fort +13, Ref +11, Will +16; +2 vs. enchantments

Immune sleep
Weakness light sensitivity

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Offense
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Speed 30 ft.

Melee masterwork longsword +8/+3 (1d8+1/19-20)
Special Attacks fascinate, inspire courage +2, inspire greatness, channel positive energy 1/day (DC 15, 3d6), sermonic performance, countersong

Domain Spell-Like Abilities (CL 10th; concentration +17)
8/day—touch of glory

Cleric (Evangelist) Spells Prepared (CL 10th; concentration +17):

5th—plane shift (DC 21), righteous might [D], summon monster v (2)
4th—blessing of fervor (DC 19), divine power [D], summon monster iv (3)
3rd—dispel magic, heroism [D], invisibility purge, magic vestment (2)
2nd—bless weapon [D], grace (3), resist energy, surmount affliction
1st—liberating command, murderous command (2, DC 16), sanctuary (DC 16), shield of faith [D], shield of faith (2)
0 (at will)—create water, detect magic, light, stabilize
[D] Domain spell; Domains Glory, Heroism

She casts extended magic vestment on her armour and shield every morning.

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Statistics
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Str 12, Dex 18, Con 14, Int 14, Wis 20, Cha 7
Base Atk +7; CMB +8; CMD 22

Feats Augment Summoning, Improved Initiative, Sacred Summons, Spell Focus (conjuration), Superior Summoning

Traits focused mind, reactionary

Skills Diplomacy +11, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +22, Perform (oratory) +2, Sense Motive +18, Spellcraft +9, Stealth +13; Racial Modifiers +2 Perception, silent hunter

Languages Celestial, Common, Elven, Infernal

SQ aura, domains (heroism), weapon familiarity, public speaker, spontaneous casting, variant channeling (rulership variant channeling)

Combat Gear extend metamagic rod, potion of cure serious wounds, potion of fly, potion of gaseous form, scroll of air walk, scroll of death ward, scroll of delay poison(2), potion of remove blindness/deafness, scroll of remove disease, scroll of remove fear(2), scroll of remove paralysis(2), scroll of remove sickness(2), scroll of restoration, lesser(4), scroll of silence(2), scroll of water breathing, wand of cure light wounds (50 charges), wand of obscuring mist (50 charges), wand of protection from evil (50 charges), mithral agile breastplate, mithral buckler, longsword, masterwork, amulet of natural armor +1, belt of physical might (dex & con +2), cloak of resistance +4, eyes of the eagle, feather step slippers, handy haversack, headband of inspired wisdom +2, cleric's kit, everburning torch, holy symbol (2), spell component pouch (2)


If the wizard is a summoner I would consider a bard. All those summons would benefit from bard song and the magus and archer would not mind a bit either.

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