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I'm throwing together a quick rival party for the PCs. Classes and races are as follows:

Human Fighter 3
Human Inquisitor 3
Human Unchained Monk 3
Gnome Alchemist 3

These guys do not, repeat not, have to be optimized -- plain vanilla builds are fine. If they have appropriate WBL that's gravy. I did a quick sweep through the d20PFSRD, and they have a couple of perfectly okay fighter builds, but no alchemists, inquisitors, or Unchained monks of the right levels. (Also, some have correct WBL and some, woo, do not. But that's fixable.)

Suggestions? Anyone?

Doug M.

Dark Archive

http://www.d20pfsrd.com/bestiary/npc-s/npc-db

download excel doc, look at Race and Class columns
there's a column called full text where it has the html complete stat block


You could probably just stat them up faster than you'll find premade ones, especially at those levels. There aren't that many decisions to make.


So you're saying you don't need a fighter build?


chopswil wrote:

http://www.d20pfsrd.com/bestiary/npc-s/npc-db

download excel doc, look at Race and Class columns
there's a column called full text where it has the html complete stat block

Does the Excel ss have a lot more NPCs than are found in that site's NPC Bestiary?

Doug M.


Is there any other large source of PF NPCs out there?

Doug M.

Liberty's Edge

Are these standard array NPCs with NPC WBL? If so, I can probably whip something up over the weekend. Especially with an idea what Alignment this party are supposed to be.

I mean, 3rd level NPCs don't take all that long to make and I enjoy making NPCs...

Liberty's Edge

Here's an Unchained Monk. Probably a former pirate. Usually uses a Potion of Mage Armor before a serious fight, then uses their ability to inflict bleed damage to mess with people. Pretty straightforward. Can use their slippers to spider climb around in combat, which is fun.

CR 2
Human Unchained Monk 3
LN Medium Humanoid
Init +3; Senses Perception +8

DEFENSE
AC 20, touch 16, flat-footed 16 (+4 Armor, +3 Dex, +1 Dodge, +2 Wisdom)
HP 22 (3d10+6)
Fort +4, Ref +6, Will +3
Special evasion

OFFENSE
Spd 40 ft.
Melee Unarmed Combat Flurry w/Power Attack +5/+5 (1d6+3/x2) plus 1d6 Bleed Damage
Ranged Sling +6 (1d4+1/×2)
Special stunning fist (DC 13, 3/day), ki strike (magic),

STATISTICS
Str 13, Dex 17, Con 12, Int 10, Wis 14, Cha 8
BAB +3; CMB +4 (+6 w/Disarm and Sunder); CMD 20
Feats Dodge, Deflect Arrows, Power Attack, Shark Style, Weapon Finesse,
Skills: Acrobatics +9, Climb +5, Knowledge (Religion) +4, Perception +8, Profession (Sailor) +7, Sense Motive +6, Stealth +7, Swim +7,
Languages Common, Tien,
Special ki pool (3 points/day)
Combat Gear potions of mage armor (3), potions of cure light wounds (3),
Gear sling (w/10 bullets), slippers of scampering, ioun torch, assorted other mundane gear worth 74 gp or so,


Do you want published stats or just need npcs? Because I'm sure some forumites, myself included, would be willing to make them for you.

Liberty's Edge

And here's an Archer Fighter (who is so simple as to need no real explanation). Melee Inquisitor and Bomber Alchemist to follow.

CR 2
Human Fighter 3
N Medium Humanoid
Init +3; Senses Perception +1

DEFENSE
AC 19, touch 13, flat-footed 16 (+6 Armor, +3 Dex)
HP 22 (3d10+6)
Fort +4, Ref +4, Will +2 (+1 vs. fear)

OFFENSE
Spd 30 ft.
Melee longsword +5 (1d8+2/19-20)
Ranged masterwork composite longbow +8 (1d8+2/×3) w/Rapid Shot and Deadly Aim +5/+5 (1d8+4/×3)

STATISTICS
Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 8
BAB +3; CMB +5; CMD 18
Feats Deadly Aim, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow),
Skills: Climb +4, Knowledge (Dungeoneering) +6, Profession (Mercenary) +5, Survival +7, Swim +4,
Languages Common, Skald,
Special armor training 1,
Combat Gear potions of cure light wounds (3), oil of magic weapon (2), potion of cat's grace (1),
Gear masterwork composite longbow (+2 Str) w/40 arrows, longsword, dagger, morningstar, masterwork breastplate, 71 gp of mundane gear,

Liberty's Edge

Here's the Inquisitor and face of this party. Casts Shield of Faith and then fights (will also cast Divine Favor and Magic Weapon if given time, stats not included). Moves to flank with the monk and smash faces thereafter (using judgment as a swift action, obviously).

CR 2
Human Inquisitor (Gorum) 3
CN Medium Humanoid
Init +3; Senses Perception +9

DEFENSE
AC 20, touch 13, flat-footed 19 (+7 Armor, +1 Dex, +2 Deflection)
HP 19 (3d8+6)
Fort +3, Ref +2, Will +5

OFFENSE
Spd 20 ft.
Melee masterwork greatsword w/power attack +5 (2d6+7/19-20) +1d6 if flanking
Ranged sling +3 (1d4+3)
Special judgment (1/day),

SPELLS (Concentration +5)
1st: 4/day: Cure Light Wounds, Divine Favor, Magic Weapon, Shield of Faith,
0th: Brand (DC 12), Create Water, Detect Magic, Light, Read Magic, Stabilize,

STATISTICS
Str 16, Dex 13, Con 10, Int 12, Wis 15, Cha 8
BAB +2; CMB +5; CMD 16
Feats Power Attack, Heavy Armor Proficiency, Toughness, Precise Strike,
Skills: Climb +2, Bluff +6, Diplomacy +6, Intimidate +9, Knowledge (Arcana) +5, Knowledge (Dungeoneering) +5, Knowledge (Local) +4, Knowledge (Nature) +5, Knowledge (Planes) +5, Knowledge (Religion) +7, Profession (Mercenary) +6, Sense Motive +9, Survival +8, Swim +2,
Languages Common, Skald, Hallit,
Special conversion inquisition, solo tactics, monster lore (+2), tracking (+1),
Combat Gear potions of cure light wounds (2), wand of cure light wounds (44 charges),
Gear masterwork greatsword, masterwork banded mail, dagger, morningstar, silver holy symbol, sling w/10 bullets, ox with cart and 109 gp of other mundane equipment,


Ahh! I took a few minutes to compose a post, and you totally ninja'd me!

Deadmanwalking wrote:

Are these standard array NPCs with NPC WBL? If so, I can probably whip something up over the weekend. Especially with an idea what Alignment this party are supposed to be.

I mean, 3rd level NPCs don't take all that long to make and I enjoy making NPCs...

Wow, okay. Well, here's the scenario. It's Way of the Wicked. The PCs are out of jail but still 1st level. The Cardinal is giving them a different sort of test. A small tribe of ogres has arrived in the nearby swamp. A group of lawful good adventurers is following after. Both ogres and adventurers are too powerful for the PCs. The Cardinal's test is: ensure that both groups, ogres and adventurers, are wiped out completely. Both groups are much too powerful for five 1st level PCs in a straight-up fight, but of course the idea is that the PCs can maneuver them into a very destructive fight against each other and pick off the survivors. The PCs can ally with either group or lurk on the sidelines. The combat will take place in the swamp.

The PCs:
Antipaladin, UnMonk, cleric, wizard, rogue.
Not superoptimized but reasonably balanced. Competent players. All first level but with some extra gear -- the Cardinal gave them 500 gp to spend on mwk weapons, potions, etc. 20 point builds.

The Ogres:
Last survivors of a tribe that the forces of good have mostly wiped out. Uncle Vern is a normal ogre. Aunt P’Too has a single level of druid and a boar animal companion; in combat she spends a round casting Acid Maw on the boar then throws Entangle. Dud is a Thicken ogre, bloated and deformed: -2 Dex and Int, d8 bite attack. In combat he rushes towards any small sized opponent or, failing that, the opponent with the least armor; eats an AoO in order to grapple; and then starts chewing. Jack is a normal ogre. (If you know the module, Jack is actually Grumblejack.)

Weaknesses: Ogres are morons, overconfident, have no Sense Motive, and are easily fooled. They spend most of their time squabbling, don't post guards, and are easily ambushed. The other ogres treat Jack badly, so he's all sullen and emo, and could easily be convinced to step aside and let the others be massacred. The ogres have no treasure worth mentioning.

Team Good:
Naseby -- level 3 human inquisitor. Hexenhammer archetype, intimidation monkey. LN, harsh, unforgiving, asocial. Has sense motive. Fortunately will not engage much with evil PCs unless they do something to arouse his suspicion. Will open combat with a mass intimidate check.

Spangleway! -- level 3 gnome alchemist. Grenadier, I think. NG, super friendly, asks lots of questions but has no Sense Motive and often doesn't wait to hear the answers. Refers to self in third person sometimes, always with exclamation point: "Well... Spangleway!... thinks we should take the long way around." Dump stat Wis (and the mutagen doesn’t help). Wants to drink a Dex mutagen, get to a height or under partial cover and then throw bombs bombs bombs.

Sir Villiers the Valiant -- level 3 human fighter. LG. Nominal party leader. Hearty, kindly. Dump stat Int. Sword and board. Most straightforward of the group. Prefers to flank with Rising Sun if possible.

Rising Sun Drives Out Shadow -- level 3 human unchained monk. LG, simple, honorable, kind. Tries to be polite but doesn't always know how. Dump state Cha, but socially challenged rather than withdrawn or rude.

Party weaknesses: way too trusting (except for Naseby, and he spends most of his time praying and brooding). Haven't developed tactics more advanced than described above. Won't abandon each other. Everyone is a 15 point build and everyone has WBL give or take 20%.

Nobody but the gnome uses missile weapons much, though the ogres do have javelins if it comes to that. No mounts except a pack mule. This will be complicated enough already.

Cheers,

Doug M.

Liberty's Edge

Cool. I'll revamp some stuff and get that ready to go. The Unchained Monk above probably works fine for Rising Sun Drives Out Shadow with an alignment change alone (and maybe moving a rank from Sense Motive to Stealth).

What's the Inquisitor's deity's Favored Weapon (since that matters a fair bit)?

The others will take a bit but not all that long.


Portfolios: the Sun, judgment, fire, purification, the destruction of evil
Domains: Fire, Good, Strength, Sun, War
Subdomains: Archon, Day, Ferocity, Light, Resolve, Tactics

Preferred Weapon: Warhammer

(And -- thank you!)

Doug M.


Okay the UnMonk works just fine. It's a swamp, there are trees around, he can climb a tree. -- Hm, Stealth. Maybe he carries the gnome up to a safe bombing post? Shark Style is pretty nifty.

Doug M.

Liberty's Edge

Okay, here's the Gnome Alchemist, his stats are sans buffs on the assumption he might go with different ones at different times. His AC is 25(!) with Shield and Mutagen, but that's not exactly optimization, it just happens on alchemists.

Alchemist:
Sprangleway CR 2
Gnome Alchemist (Grenadier) 3
NG Small Humanoid
Init +2; Senses Perception +5, Low Light Vision,

DEFENSE
AC 17, touch 13, flat-footed 15 (+4 Armor, +2 Dex, +1 Size)
HP 22 (3d8+9)
Fort +5, Ref +5, Will +0 (+2 vs. illusions)
Special defensive training (+4 AC vs. giants),

OFFENSE
Spd 20 ft.
Melee dagger +3 (1d4/19-20)
Ranged composite longbow +5 (1d6/x3) or bomb +5 (2d6+2) or alchemist's fire +5 (1d6+2)
Special bombs 5/day,

SPELLS (CL 3, Concentration +5)
1st: Bomber's Eye, Shield, Expeditious Retreat, Cure Light Wounds,

SPELL-LIKE ABILITIES (CL 3, Concentration +4)
1/day - dancing lights, ghost sound, prestidigitation, speak with animals,

STATISTICS
Str 10, Dex 14, Con 15, Int 15, Wis 8, Cha 12
BAB +2; CMB +2; CMD 13
Feats Point Blank Shot, Precise Shot, Throw Anything,
Skills: Appraise +6, Craft (Alchemy) +10/13, Disable Device +8, Knowledge (Arcana) +6, Knowledge (Nature) +6, Perception +7, Stealth +9, Use Magic Device +7,
Languages Common, Gnome, Sylvan, 2 others,
Special mutagen (30 minutes, 1/day), discoveries (acid bomb, precise bombs), alchemical weapons, swift alchemy,
Combat Gear potions of cure light wounds (1), alchemist's fire (7), acid (7),
Gear composite longbow w/40 arrows, masterwork chain shirt, dagger, Formula Book (containing bomber's eye, cure light wounds, endure elements, identify, keen senses, and shield), minor bag of holding 34 gp mundane gear,

Also, just for clarity, here's the revised Monk (remember, this includes Mage Armor):

Monk:
Rising Sun Drives Out Shadow CR 2
Human Unchained Monk 3
LG Medium Humanoid
Init +3; Senses Perception +8

DEFENSE
AC 20, touch 16, flat-footed 16 (+4 Armor, +3 Dex, +1 Dodge, +2 Wisdom)
HP 22 (3d10+6)
Fort +4, Ref +6, Will +3
Special evasion

OFFENSE
Spd 40 ft.
Melee Unarmed Combat Flurry w/Power Attack +5/+5 (1d6+3/x2) plus 1d6 Bleed Damage
Ranged Sling +6 (1d4+1/×2)
Special stunning fist (DC 13, 3/day), ki strike (magic),

STATISTICS
Str 13, Dex 17, Con 12, Int 10, Wis 14, Cha 8
BAB +3; CMB +4 (+6 w/Disarm and Sunder); CMD 20
Feats Dodge, Deflect Arrows, Power Attack, Shark Style, Weapon Finesse,
Skills: Acrobatics +9, Climb +5, Knowledge (Religion) +4, Perception +8, Profession (Sailor) +6, Stealth +9, Swim +7,
Languages Common,
Special ki pool (3 points/day)
Combat Gear potions of mage armor (3), potions of cure light wounds (3),
Gear sling (w/10 bullets), slippers of scampering, ioun torch, assorted other mundane gear worth 74 gp or so,

Inquisitor and Fighter next.


by rival party, do you mean these adventuring NPCs in competition with the PCs, or actual antagonists meaning to hunt down and kill the PCs? Are they a Similar Squad, basically a mirror image of the PCs, same class, lvl, etc. or are you looking for perfect foils, an array of classes meant to equally match and/or upset the tactics of the PCs? Are they meant to be a Goldfish Poop Gang, easily beaten but show up periodically throughout the adventure to annoy the PCs, or an actual threat and possibly one-off encounter?

Liberty's Edge

Okay, modified Inquisitor. If the deity is NG as the Domains indicate, I think he needs to be N rather than LN. Either way the mechanics don't change at all.

This version is more of an offensive caster, though with Divine Favor he can still hold his own in a fight.

Inquisitor:
Naseby CR 2
Human Inquisitor (Hexenhammer) 3
N Medium Humanoid
Init +0; Senses Perception +9

DEFENSE
AC 21, touch 12, flat-footed 21 (+8 Armor, +1 Shield, +2 Deflection)
HP 19 (3d8+6)
Fort +4, Ref +1, Will +6

OFFENSE
Spd 20 ft.
Melee masterwork warhammer w/power attack +4 (1d8+4/x3)
Ranged sling +3 (1d4+2)
Special judgment (1/day), withering gaze, seize the initiative (6/day),

SPELLS (Concentration +5)
1st: 4/day: Cure Light Wounds, Divine Favor, Shield of Faith, Command (DC 14),
0th: Brand (DC 13), Create Water, Detect Magic, Light, Read Magic, Stabilize,

STATISTICS
Str 15, Dex 10, Con 12, Int 13, Wis 16, Cha 8
BAB +2; CMB +5; CMD 16
Feats Power Attack, Heavy Armor Proficiency, Skill Focus (Intimidate),
Skills: Climb +0, Bluff +3, Diplomacy +3, Intimidate +10, Knowledge (Arcana) +5, Knowledge (Dungeoneering) +5, Knowledge (Local) +4, Knowledge (Nature) +5, Knowledge (Planes) +5, Knowledge (Religion) +7, Perception +9, Sense Motive +9, Survival +7, Swim +0,
Languages Common, two more languages,
Special tactics domain, pride and penance, tracking (+1), hexcrafter (slumber, DC 14),
Combat Gear potions of cure light wounds (2), wand of cure light wounds (11 charges),
Gear masterwork warhammer, masterwork half plate, buckler, dagger, morningstar, silver holy symbol, sling w/10 bullets, scary helmet (masterwork tool-Intimidate), 29 gp of other mundane equipment,

And finally the Fighter. He's not optimal but the Bravery Feats are actually helpful and will get much better as his Bravery goes up (if these people recur):

Fighter:
Sir Villiers the Valiant CR 2
Human Fighter 3
NG Medium Humanoid
Init +2; Senses Perception +0

DEFENSE
AC 20, touch 12, flat-footed 18 (+6 Armor, +2 Dex, +2 Shield)
HP 22 (3d10+6)
Fort +4, Ref +3, Will +1 (+1 vs. mind effecting and fear, grants this to all allies within 30 feet)

OFFENSE
Spd 30 ft.
Melee masterwork shortsword +7 (1d6+3/19-20) or shield bash +7 (1d6+3) or both +5/+5.
Ranged composite longbow +5 (1d8+2/x3)

STATISTICS
Str 16, Dex 15, Con 12, Int 8, Wis 10, Cha 13
BAB +3; CMB +6; CMD 18
Feats Double Slice, Improved Bravery, Improved Shield Bash, Inspiring Bravery, Two Weapon Fighting,
Skills: Climb +4, Knowledge (Dungeoneering) +3, Survival +6, Swim +4,
Languages Common,
Special armor training 1,
Combat Gear potions of cure light wounds (2),
Gear composite longbow (+2 Str) w/40 arrows, masterwork shortsword, masterwork heavy steel shield with masterwork shield spikes, dagger, morningstar, masterwork breastplate, 46 gp of mundane gear,

So yeah, that should all be about right.

And, for the record, if buffed with Mutagen and Shield the Gnome almost doesn't need a position to bomb from, since his AC is 29(!) vs. Ogres specifically.


Thoughts on the alchemist. (TBC, I'm not asking for changes here. Can manage that myself -- you've given me a great starting point. Just thinking out loud.)

-- Whoa, I'd forgotten about the defensive training vs. giants. That goes to CMD, right? So he'll be CMB 17, or 19 with a Dex mutagen. That ogre grapple attempt (+9) won't necessarily be an autosuccess.

-- Dang, AC 25. Not easy for a bunch of 1st level PCs to overcome!

-- Huh, "offense" doesn't include bombs? I'm getting 2d6+3 bomb damage, and the acid bombs do another d6 one round later.

-- Is he a Grenadier archetype, then?

-- Bomber's Eye is a rounds/level buff; he'd have to prepare it just one round in advance. Okay. Not sure about Expeditious Retreat, because it raises the possibility of him escaping.

-- Gear is fine except the bag of holding -- they have a mule, and there's a BoH elsewhere in the adventure.

Doug M.

Liberty's Edge

Douglas Muir 406 wrote:
Thoughts on the alchemist. (TBC, I'm not asking for changes here. Can manage that myself -- you've given me a great starting point. Just thinking out loud.)

Glad to be of assistance. :)

Douglas Muir 406 wrote:
-- Whoa, I'd forgotten about the defensive training vs. giants. That goes to CMD, right? So he'll be CMB 17, or 19 with a Dex mutagen. That ogre grapple attempt (+9) won't necessarily be an autosuccess.

Yup.

Douglas Muir 406 wrote:
-- Dang, AC 25. Not easy for a bunch of 1st level PCs to overcome!

Nope. Though it only lasts a minute so they can wait him out if they play it smart.

Douglas Muir 406 wrote:
-- Huh, "offense" doesn't include bombs? I'm getting 2d6+3 bomb damage, and the acid bombs do another d6 one round later.

It's listed under attacks, and yeah it's 2d6+3 if Point Blank Shot applies (something I didn't assume on any attacks, so with Dex Mutagen and PBS his to-hit is +8 on ranged attacks and all get +1 damage).

Douglas Muir 406 wrote:
-- Is he a Grenadier archetype, then?

Yup.

Douglas Muir 406 wrote:
-- Bomber's Eye is a rounds/level buff; he'd have to prepare it just one round in advance. Okay. Not sure about Expeditious Retreat, because it raises the possibility of him escaping.

Feel free to change his choices on Extracts, they were somewhat arbitrary beyond Shield.

Douglas Muir 406 wrote:
-- Gear is fine except the bag of holding -- they have a mule, and there's a BoH elsewhere in the adventure.

He has weight limits on his alchemical weapons. If willing to cut down on those for more potions (or whatever else...maybe have him buy the mule), he could easily have a Cloak of Resistance +1 instead of the Bag.


Inquisitor: hum, all these guys have pretty high ACs, don't they. And it gets worse with Shield of Faith. Fine against the ogres, everone but the antipaladin PC will struggle to hit them. The PC monk does grapple so that's a thing.

-- Withering gaze + Intimidate check is a nice mass debuff, though it burns a standard.

-- Pride and Penance vs. the slumber hex is nice: a DC 14 hex has a flat 50-50 chance of taking out one ogre, but he'd be very reluctant to use it.

-- Potions and wands of CLWs set up an interesting dynamic if Team Good wins (which they should): they'll promptly start curing each other. So the PCs will have to move fast...

Fighter: bravery feats, if these guys recur something has gone very wrong. But that's okay; as noted, I don't need them to be optimized. Why should J. Random Party of Adventurers have feats that are relevant to this particular fight?

This is super helpful. Thank you!

Doug M.

Liberty's Edge

Douglas Muir 406 wrote:
Inquisitor: hum, all these guys have pretty high ACs, don't they. And it gets worse with Shield of Faith. Fine against the ogres, everone but the antipaladin PC will struggle to hit them. The PC monk does grapple so that's a thing.

Yeah...that just sort of happened. I worked a little on it for the Monk but the others it just sorta happened.

Douglas Muir 406 wrote:
-- Withering gaze + Intimidate check is a nice mass debuff, though it burns a standard.

I think he can only do one person at a time, though there might easily be a rule I'm missing.

Douglas Muir 406 wrote:
-- Pride and Penance vs. the slumber hex is nice: a DC 14 hex has a flat 50-50 chance of taking out one ogre, but he'd be very reluctant to use it.

He can actually cheat a little on this. Since his Domain ability only kicks in when initiative rolls, he can thereafter Hex without suffering as much (though he does still lose cunning mind).

Douglas Muir 406 wrote:
-- Potions and wands of CLWs set up an interesting dynamic if Team Good wins (which they should): they'll promptly start curing each other. So the PCs will have to move fast...

Yup. It's also good, non-unbalancing, loot if the PCs defeat them.

Douglas Muir 406 wrote:
Fighter: bravery feats, if these guys recur something has gone very wrong. But that's okay; as noted, I don't need them to be optimized. Why should J. Random Party of Adventurers have feats that are relevant to this particular fight?

They're okay Feats even in a single encounter, just not optimal ones. Plus they're fun. :)

Douglas Muir 406 wrote:
This is super helpful. Thank you!

You're quite welcome. I'm always happy to be of assistance. :)


djdust wrote:
by rival party, do you mean these adventuring NPCs in competition with the PCs, or actual antagonists meaning to hunt down and kill the PCs? Are they a Similar Squad, basically a mirror image of the PCs, same class, lvl, etc. or are you looking for perfect foils, an array of classes meant to equally match and/or upset the tactics of the PCs? Are they meant to be a Goldfish Poop Gang, easily beaten but show up periodically throughout the adventure to annoy the PCs, or an actual threat and possibly one-off encounter?

nvm, i'm realizing now the classes and races you provided are for the NPCs, not the PCs.


Okay, this worked out super well. The PCs hung back and let the ogres and Team Good whale on each other until they were whittled down to just two each (Uncle Vern and Jack vs. Naseby the inquisitor and the gnome alchemist). Then they closed in to help wipe out the good adventurers. The gnome was damn near untouchable thanks to his high AC, but a PC finally nailed him with a grapple check which let Uncle Vern smash him to pieces. Naseby got dogpiled and a successful charisma check neutralized Jack. Then it was the team vs. Uncle Vern, which was touch and go for a bit (seriously, ogres that hit for 2d8+7 are pretty alarming to first level characters) but they finally whittled him down. An unconscious Naseby was dragged back to the mansion and the Cardinal's special re-education program.

Thanks, Deadmanwalking!

Doug M.

Liberty's Edge

You're quite welcome. I'm glad things worked out and the characters were fun! :)

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