Vreeg

Hexmage's page

12 posts. Alias of Windbit.


RSS


It may be just me, but I feel like there's been a strange reluctance to discuss the mysterious First World. So, I'm gonna list all my educated guesses based on published material.

1)The First World of the Fey was originally a beautiful world, but a mysterious event mirroring Golarion's Earthfall inflicted catastrophic damage that the fey were unable to recover from.

2)The First World is now a desolate place devoid of even color.

3)Most fey are no longer able to live in the First World and have evacuated to Golarion. As a consequence they have weakened and lost their immortality.

4)Creatures that spend too much time in the First World become undead.

From what I've seen so far, it seems that the First World of the Pathfinder Chronicles setting is the polar opposite of DnD4E's Feywild. Whereas the Feywild is a place of beauty and untamed nature, the First World seems to be another Plane of Shadow or Negative Energy Plane. Was this intentional?


Christopher Fannin wrote:
Edwin White wrote:
I just finished converting Burnt Offerings today. I'm not on the computer I saved all my info at, but I'll list some noteworthy details.
I'd definitely be interested in seeing your final product.

Back at my computer. Here's my version of Nualia: What do you think?


Though this is an interesting idea, I feel that it would be too big a departure to be used in the PRPG, especially since there are already people who are saying that the PRPG is too different from 3.5.


I just tried posting this, but I don't think it worked, so here I go again. This NPC is different from the others in two ways: One, she's not generic. Two, she's my attempt at making a human character who was raised by dwarves.

Spoiler:

These are the racial traits I came up with for a Dwarf-Raised Human:
* +2 Str
* Bonus Skill Rank/ Level
* Stonecunning
* Dwarven Weapon Familiarity
* Hatred
* Defensive Training
As you can see, she only has the dwarven racial traits that are most likely to be cultural instead of genetic. She also lacks the human bonus feat and weapon proficiency.

MOLONNA BRITORE, FEMALE DWARF-RAISED HUMAN FIGHTER 4 (CR4)
*Senses: Perception +1, Darkvision 12sq (goggles of night)
*Init: +0

*HP: 41
*AC: 18 (T12, FF18)
*Saves: F +5, R +1, W +2 [W+3 vs fear]

*Spd: 4sq (6sq base)
*Melee: +1 dwarven waraxe +8 (1d10+4/x3/wielded double-handed)
or mwk warhammer +8 (1d8+4/x3/wielded double-handed)
*Ranged: mwk heavy crossbow +5 (1d10/19-29/24sq range)
*Combat Options:
*Power Attack - (one round, attack +4, damage +6)
*Overhand Chop - (full attack, single attack w/ two-handed weapon, damage +6)
*Cleave - (full attack, single attack, extra attack vs adjacent foe if successful)

*Abilities: Str 17, Dex 11, Con 14, Int 11, Wis 12, Cha 10
*BA/CMB: +4/+7
*Racial: Stonecunning, Dwarven Weapon Familiarity, Hatred, Defensive Training, Bonus Skill Ranks
*Special Qualities: Bravery, Armor Training +1
*Skills: Climb +8, Intimidate +9, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Profession +5, Swim +7
*Feats: Toughness, Intimidating Prowess, Overhand Chop, Power Attack, Cleave
*Equipment: +1 dwarven waraxe, mwk warhammer, mwk heavy crossbow, 20 bolts, breastplate, dwarven soldier's uniform, goggles of night, ring of protection +1, bracers of armor +1, gold necklace, backpack, 50 ft silk rope, 4 tindertwigs, 2 tanglefoot bags, 3 days' rations, waterskin

Molonna was found and raised by dwarves. Though she is a tall human woman, her powerful build makes her bear at least some resemblance to the dwarves. Because she matured faster than her dwarven neighbors and was much different from them, Molonna developed a stand-offish, aggressive personality. She also feels the need to prove herself as able as a dwarf, leading her to subconsciously partake in self-destructive practices, such as trying to drink as much as a dwarf can or by trying to overcompensate in battle by taking on too many opponents at once.


This next one uses the Heroic ability array given in the PRPG NPC section, so he's a bit tougher than your run-of-the-mill NPC.

Spoiler:

HEROIC SOLDIER, HUMAN FIGHTER 1
*Senses: Perception -1
*Init: +2

*HP: 11
*AC: 16 (T12, FF14)
*Saves: F +3, R +2, W -1

*Spd: 6sq
*Melee: longsword +3 (1d8/19-20)
*Ranged: shortbow +3 (1d6/x3/12sq range)
*Combat Options:
Combat Expertise - (melee attack, atk -2, AC +2)
Combat Reflexes - (2 AoO/round)

*Abilities: Str 12, Dex 15, Con 13, Int 14, Wis 8, Cha 12
*BA/CMB: +1/+2
*Racial: Bonus skill rank/level
*Skills: Climb +5, Handle Animal +5, Knowledge (dungeoneering) +6, Survival +3, Swim +5
*Feats: Weapon Focus (longsword), Combat Expertise, Combat Reflexes
*Equipment:longsword, shortbow, 20 arrows, leather armor, light steel shield


Hmmm, interesting. I wonder if they'll alter the class any, given that the Thaumaturge's corruptions are supposed to represent the Abyss's energies warping the Thaumaturge's body.


Okay, got a few new questions for the Paizonian Gods:

5) Easy one first: Thaumaturges are the corrupted followers of demon lords. I know that the class is demon-themed and from another product, but could followers of devils become some sort of lawful Thaumaturge variant?

6) The issue of Pathinder dealing with the final battle with Karzoug mentions a powerful being called Mhar. Will Mhar be expanded upon in the Campaign Setting hardcover? If not, could you drop a few tidbits of info concerning it?

7) Pathfinder #1 mentions several interesting-sounding monsters in the Thassilon article: the scarlet walkers, inverted giants, and the Oliphaunt of Jandelay. Will the scarlet walkers and/or inverted giants make an appearance in the Pathfinder Bestiary, or better yet, the PRPG monster book? Also, is there any info of the fluff variety on the Oliphaunt of Jandelay? Is the Oliphaunt of Jandelay the Tarrasque of Pathfinder?

(BTW, please let me know if I'm bugging you with all these questions!)


Here's three humans, a dwarf, and a bugbear.

Spoiler:

This NPC has taken a level in Unearthed Arcana's Wilderness Rogue class.

PEASANT OUTLAW, HUMAN COMMONER 2/WILDERNESS ROGUE 1
*Senses: Perception +5
*Init: +0

*HP: 8
*AC: 10 (T10, FF10)
*Saves: F +2, R +2, W +1

*Spd: 6sq (Run x5)
*Melee: staff +2 (1d6/x2)
*Ranged: shortbow +2 (1d6/19-20/x3/12sq range)

*Special Attacks: Sneak Attack +1d6

*Abilities: Str 11, Dex 10, Con 9, Int 10, Wis 12, Cha 10
*BA/CMB: +2/+2
*Skills: Climb +5, Craft (carpentry) +5, Handle animal +5, Profession (woodcutting) +4, Perception +6, Stealth +5, Survival +5
*Feats: Endurance, Great Fortitude, Run
*Equipment: peasant's clothing, staff, shortbow, arrows

Spoiler:

HUMAN CLERIC OF DESNA 2
*Senses: Perception +1
*Init: 0

*HP: 16
*AC: 12 (T10, FF12)
*Saves: F +3, R +0, W +4

*Spd: 6sq
*Melee: kukri +1 (1d4/18-20)
*Ranged: longbow +1 (1d8/x3/20sq)

*Spontaneous: Cure
*Special Attacks:
3/day - channel positive energy (1d6, Will DC 11)
1/day/target - inspiring word
1/day/target - bit of luck
1/day - remove fear
1/day - true strike
*Spells Prepared:
1st (3/day) - bless x2, magic weapon
Orisons (4 at-will/day) - stabilize, light, guidance, read magic, resistance

*Abilities: Str 10, Dex 10, Con 12, Int 9, Wis 13, Cha 11
*BA/CMB: +1/+1
*Racial: Weapon Proficiency (longbow)
*Special Chaotic Good Aura
*Domains: Liberation, Luck
*Skills: Knowledge (religion) +4, Spellcraft +4
*Feats: Combat Casting, Extra Turning
*Equipment:kukri, leather armor, vestments, silver holy symbol

Spoiler:

This Bubear uses the Sow Terror feat from Classic Monsters Revisited.

BUGBEAR ROGUE 2 (CR 4)
*Medium Goblinoid
*Senses: Perception +8, darkvision 12sq, scent
*Initiative: +4

*HP: 35
*AC: 18 (T17, FF14)
*Saves: F +2, R +10, W +1

*Spd: 6sq
*Melee: Small -2 Dogslicer +5 (1d4+4/19-20)
*Combat Options:
Sneak Attack +1d6

*Special Attacks:
Sow Terror (win Stealth by >5, Will DC 11, -2 atk, saves, skills,
abilities 1d4 rounds)

*Special Qualities: Evasion, Trapfinding, Rogue Talent (Fast Stealth)
*Skills: Acrobatics +12, Deception +7, Climb 12, Escape Artist +14,

Knowledge (Local) +5, Intimidate +11, Perception +8, Stealth +18
*Feats: Stealthy, Sow Terror, Intimidating Prowess

Spoiler:

DWARF GRUNT, DWARF WARRIOR 1 (CR 1/2)
*Senses: Perception +2, Darkvision 12sq
*Init: +1

*HP: 7
*AC: 14 (18 vs giants) (T11 (15 vs giants), FF13)
*Saves: F +3, R +1, W +0

*Spd: 4sq
*Melee: dwarven waraxe +2 (1d10+1/x3)

*Abilities: Str 13, Dex 12, Con 13, Int 10, Wis 11, Cha 7
*BA/CMB: +1/+2 (+6 vs bullrush, trip)
*Racial: +2 vs poison, spells, spell-like abilities, +2 stonework Perception, +1 atk vs orcs and goblins,
*Skills: Appraise +1, Intimidate +3, Perception +2
*Feats: Alertness, Toughness
*Equipment: dwarven waraxe, studded leather, commoner's outfit

Spoiler:

This barbarian possesses barbarian chew, an item found in The Rise of the Runelords Player's Guide.

BERSERKER, HUMAN BARBARIAN 2
*Senses: Perception +5
*Init: +1

*HP: 21 [Raging +2]
*AC: 14 [Raging -2] (T11 [Raging -2], FF13 [Raging -2])
*Saves: F +4, R +1, W +0

*Spd: 8sq
*Melee: Warhammer +3 [Raging +2] (1d8+1 [Raging +2])
*Combat Options:
Power Attack - (-1 atk, +2 damage, 1 round)

*Rage Points: 8
*Special Attacks:
Rage 1RP/round - (+4 Str/Con, +2 Will, -2 AC, +2 HP, fatigued for rage duration x2)
Knockback 4RP - (melee knocks opponent back 1sq)

*Abilities: Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 8
*BA/CMB: +2/+3 [+4 bullrush]
*Racial: Weapon Proficiency, extra skill rank/level
*Special Qualities: fast movement, uncanny dodge
*Skills: Acrobatics +6, Climb +6, Perception +5, Ride +5, Survival +4
*Feats: Improved Bull Rush, Power Attack
*Equipment: warhammer, hide armor, traveler's outfit, barbarian chew


Lilith wrote:

While not for the Pathfinder RPG system, there is already such a database for 3.5 NPCs here.

Edit: Majuba sniped me! :O

When you make a PRPG section, you could put the NPCs posted here in it.


Here's a few human warriors. I found them on a blog once, so I converted them to PRPG Alpha 3 rules and reformatted the stat block.

Spoiler:

MELEE GRUNT, HUMAN WARRIOR 1 (CR 1/2)
*Senses: Perception +1
*Init: +1

*HP: 7
*AC: 14 (T11, FF13)
*Saves: F +2, R +1, W -1

*Spd: 6sq
*Melee: longsword +2 (1d8+1/19-20)

*Abilities: Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8
*BA/CMB: +1/+2
*Skills: Appraise +1, Intimidate +4, Perception +1
*Feats: Alertness, Toughness
*Equipment: longsword, studded leather, traveller's outfit

Spoiler:

REACH GRUNT, HUMAN WARRIOR 1 (CR 1/2)
*Senses: Perception -1
*Init: +1

*HP: 7
*AC: 14 (T11, FF13)
*Saves: F +2, R +1, W -1

*Spd: 6sq
*Melee: longspear +2 (1d8+1/x3/only vs 1sq away)
or shortsword +2 (1d6+1/19-20)
*Ranged: dagger +2 (1d4+1/19-20/2sq range)

*Abilities: Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8
*BA/CMB: +1/+2
*Skills: Climb +5, Intimidate +3
*Feats: Quickdraw, Toughness
*Equipment: longspear, shortsword, dagger, studded leather, traveller's outfit

Spoiler:

RANGED GRUNT, HUMAN WARRIOR 1 (CR 1/2)
*Senses: Perception +1
*Init: +1

*HP: 7
*AC: 14 (T11, FF13)
*Saves: F +2, R +1, W -1

*Spd: 6sq
*Melee: shortspear +2 (1d6+1/ range)
*Ranged: shortbow +2 (1d6/x3/ range)

*Abilities: Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8
*BA/CMB: +1/+2
*Skills: Appraise +1, Intimidate +4, Perception +1
*Feats: Alertness, Toughness
*Equipment: shortspear, shortbow, 20 arrows, studded leather, buckler, traveller's outfit

Spoiler:

VERSATILE GRUNT, HUMAN WARRIOR 1 (CR 1/2)
*Senses: Perception -1
*Init: +1

*HP: 7
*AC: 14 (T11, FF13)
*Saves: F +2, R +1, W -1

*Spd: 6sq
*Melee: battleaxe +2 (1d8+1)
*Ranged: shortbow +2 (1d6/x3/ range)

*Abilities: Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8
*BA/CMB: +1/+2
*Skills: Climb +5, Intimidate +3
*Feats: Quickdraw, Toughness
*Equipment: battleaxe, shortbow, 20 arrows, studded leather, buckler, traveller's outfit

Spoiler:

MELEE CORPORAL, HUMAN WARRIOR 2 (CR 1)
*Senses: Perception +2
*Init: +1

*HP: 12
*AC: 16 (T11, FF15)
*Saves: F +3, R +1, W -1

*Spd: 6sq
*Melee: longsword +3 (1d8+1/19-20)

*Abilities: Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8
*BA/CMB: +2/+3
*Skills: Appraise +1, Climb +5, Handle Animal +2, Intimidate +3, Perception +2
*Feats: Alertness, Toughness
*Equipment: longsword, studded leather, heavy wooden shield, 2 flasks of acid, alchemist's fire

Spoiler:

MELEE SERGEANT, HUMAN WARRIOR 3 (CR 2)
*Senses: Perception +2
*Init: +1

*HP: 12
*AC: 17 (T11, FF16)
*Saves: F +3, R +2, W +0

*Spd: 6sq
*Melee: longsword +5 (1d8+1)

*Abilities: Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8
*BA/CMB: +2/+3
*Skills: Appraise +1, Climb +5, Handle Animal +3, Intimidate +4, Perception +2
*Feats: Alertness, Toughness, Weapon Focus (longsword)
*Equipment: longsword, chain shirt, heavy wooden shield, flask of acid, alchemist's fire, tanglefoot bag


I know there are DMs who enjoy statting up NPCs, but unless I have a particularly fun concept in mind I personally find it a chore. I'm sure there are others who feel the same way, so I thought I would throw this out here:

The Plug n' Play Project's goal is to amass an archive of NPCs whose stats can be saved and stored for later use by DMs. If you would like to contribute, post PRPG compatible statblocks for NPCs here. If the NPC uses materials from sources other than the SRD or the PRPG Alpha 3 document, please make a note of which features are from other sources and where they can be found.

With that said, I'll post several of the NPCs that I have created shortly. I and others like myself would appreciate any further input greatly!


Hey, it's still me. I just wanted to try out an alias.

James Jacobs wrote:


The merfolk and the gillmen (who are basically aquatic humans descended from Azlants) do indeed take part in trade with the air-breathing world, but that trade is primarily an Absalom thing. There's not much going on with aquatic races and Varisia. There'll be more info about them in the upcoming Campaign Setting hardcover.

Gillmen, eh...

The WoTC Stormwrack supplement contains an aquatic human race called the aventi. I could use some of the aventi's material for the gillmen.