Scrivenite

completely coincidental's page

86 posts. Alias of Iadel.


RSS

1 to 50 of 86 << first < prev | 1 | 2 | next > last >>

Our group is currently playing:

The One Ring
Pendragon
The Expanse

In the past three years or so, we’ve played:

Mindjammer
The Doctor Who RPG (previously known as Doctor Who Adventures in Time and Space) from Cubicle 7
Castle Falkenstein
Lady Blackbird
Star Trek Adventures
D&D 5E
and several one-off games including Fiasco and Ten Candles

while we also slowly completed two Pathfinder APs.

Out of all these games, I thought that the Doctor Who RPG was the best at enabling player creativity without demanding it at any particular moment. It’s a game that encourages the GM to allow a high proportion of the players’ unexpected and bizarre plans to work. (And it’s our only game (so far) that has contained eels on an airship, digital champagne, a breeding pair of show velociraptors, and rampaging robots disguised as the statuettes from a certain well-known motion picture awards ceremony). I’m thinking of adapting the rules for a swashbuckling style of adventure, if there’s enough interest in our group.


Earlier this year, I finished GMing an Adventure Path that I altered significantly, particularly the second half. The experience inspired a few thoughts, listed below in case they’re interesting, useful or thought-provoking for someone. (I’m not arguing for or against adapting pre-written adventures - there are many different reasons why individual GMs may prefer to run adventures as written or to create their own from scratch.)

1) Adapting an AP gives opportunities to suit the game to the group’s preferences, remove aspects that are unlikely to be fun or interesting for the players, and involve the PCs more closely in the events of the adventure. I’ve also found it useful to alter pre-written adventures whenever something doesn’t make sense to me - it’s much easier to convey what’s going on to the players if I’ve worked out a version that’s logical in my own mind.

2) Many players are very quick to spot patterns in games, especially when it can seem to them that their PCs are repeatedly being punished for taking reasonable actions. If you’re adapting an AP, then you have an opportunity to make changes to NPCs or events that may be notably similar to ones in games your group has played previously. In particular, you may want to look out for in-game consequences that are likely to discourage actions you don’t want to discourage.

3) Even taking into account point 2 above, an AP is long enough that there’s space to explore variations on particular themes. I’ve done this with themes of temptation versus redemption and the different ways that people can be evil - themes like these have lots of scope to be included in various ways in NPC backstories without obvious repetition.

4) Pre-written adventures often contain enemy NPCs who will attack on sight, so that the only way for the PCs to deal with them is by combat. (My understanding is that this is often due to word count limits.) If you want to allow the PCs more options, then a possible approach is to give some of the NPCs different motives. For example, if the NPC wants something and thinks the PCs may be able to acquire it, then the PCs may be able to use diplomacy or deception as alternatives to fighting.

5) It may be feasible to rearrange a linear adventure into one that allows the PCs more choices about the order in which they confront various problems, and about the approaches they take. If the PCs have opportunities to learn useful information about their choices in advance, they can make meaningful decisions. And if the PCs’ choices in one part of the adventure have consequences elsewhere later on, this may help to make the game world seem more real. This style of adventure can be very complex to write in advance, but a GM has the advantage of only needing to track and react to the choices that one group of PCs actually made.

6) If you know your players and their PCs, you can consider including scenarios that AP writers tend to avoid (I’m thinking of situations where an impulsive PC can easily get the entire party killed, or opportunities that may tempt ambitious or avaricious PCs to abandon the party’s goals). But I’d still recommend caution! (GMs don’t always understand the PCs as well as they think they do. And if the players know they’re playing an AP, they may make assumptions about what outcomes are possible.)

7) Some pre-written adventures contain lengthy backgrounds for particular NPCs. I’ve found that it’s easier for me to portray this sort of NPC effectively if I replace the complex background with one or two key events and work out how these have shaped the NPC’s personality.

8) I’ve also found it can be fun and interesting to include some NPCs who are hostile to the PCs but not evil, and some NPCs who are evil but won’t necessarily be hostile to the PCs.

9) I’ve been thinking a bit about how to make setbacks and tests that are determined by roleplaying choices (rather than by the rules and the dice) seem fair to the players. This can be tricky, but in my experience it helps to try to make the logic behind what’s happening clear and built on information that the PCs already have, to avoid the impression that events are occurring arbitrarily.

10) If the PCs are venturing underground, it’s useful for the GM to remember where the water table is. (Hmm… On further reflection, this one is possibly only applicable to our gaming group.)


1 person marked this as a favorite.

My plan for this evening is to GM the final session of our group’s Jade Regent campaign. It’s only taken us four and a half years! (We have played a few other games during this time…)


1 person marked this as a favorite.

Or: The tale of a cultist, an oil, a tuna and a colossal chainmail sock

Background:

Our group had time to playtest parts 1, 2, 4 and 7 of Doomsday Dawn, and we provided feedback through the surveys. One weekend, when several of our group were away, we played a rewritten version of part 6 that was designed to be completed in one evening and focused almost entirely on social interaction and investigation. There were far too many changes for us to respond to the standard surveys for part 6, so I’m posting this report in the hope that it contains a data point or two that will be useful (or at least of some interest).

Key changes:

  • There were various additional ways for the PCs to gain information and get past the kraken without having to fight it.
  • There was no curse for critically failing Gather Information checks.
  • There were no restrictions on spellcasting in the citadel.
  • Kasbeel was not working for Whark - instead, she was staying in Plumetown.
  • Whark wouldn’t assist the PCs directly - if they mentioned the book, she would plan to auction it off to the highest bidder after the gala.
  • The Night Heralds’ message was not designed to be intercepted.
  • Kasbeel obtained details of the citadel’s defences from Whark’s disgraced former first mate. Necerion was actively working on a way to get past the kraken safely - this was still in progress as the PCs arrived, so Necerion was staying in Plumetown rather than hiding in the citadel.
  • Out of all the PCs, only Necerion’s nemesis had met him before (this was just to emphasise the nemesis’s connection, but it ended up having a significant impact on the game because of the details of the locate spell). The nemesis knew that Necerion was an occult caster who frequently used disappearance, lots of aggressive magic and mundane disguises, and who might have infernal support.
  • I set various DCs in advance for Diplomacy and other checks, ranging from DC 5 (to learn that a contract devil is on the island!) to DC 40 (to persuade Whark’s former first mate to reveal anything useful).

    The PCs:

  • goblin bard
  • elven rogue
  • dwarven cleric of Nethys

    The player of the elven rogue commented that she particularly enjoyed playing this character.

    Some numbers:

  • Time taken to create PCs: about 2 hours, according to the player of the rogue (most of this was spent on selecting feats)
  • Time taken to play the session: about 3.5 hours
  • Hero points given out: 6
  • Hero points used: 0
  • PCs reduced to 0 hit points: 0 (there was no real combat)

    Results of some skill checks:

  • The PCs all easily made the DC 17 Deception check to infiltrate the gala without attracting suspicion.
  • The players made multiple Gather Information rolls to pick up general knowledge as they mingled in the gala - the results were all in the 30-35 range.
  • Two of the PCs met the imprisoned first mate and between them made three Diplomacy rolls of 40 or above in a row to convince him to tell them everything.
  • I gave the PCs a couple of opportunities to spot the disguised Necerion in the crowd, but the players all rolled low for this and didn’t get anywhere near his Stealth DC.

    A comment on a couple of feats:

    Glad-Hand and Lengthy Diversion were both used in effective ways during the adventure. The players of the bard and rogue seemed to enjoy having access to a range of social feats.

    Results of some spells:

  • The cleric PC cast locate to try to find the book - this failed because of the vault’s lead lining.
  • Because only the rogue PC had met Necerion before (see Key Changes, above), the cleric couldn’t use locate to determine the direction to him.
  • Necerion critically succeeded on his save against the bard PC’s scrying.
  • Prying eye and ethereal jaunt were both useful for exploring the citadel.
  • Teleport was more useful than it should have been (we forgot to double-check the casting time).
  • Reverse gravity was cast a couple of times near the vault. The water surface was included in the area of the spell. Things got … a little bit damp.

    Necerion’s scheme:

    The PCs interrupted Necerion as he was just starting to implement his plan for getting past the kraken. He was about to set a contraption (consisting of an enormous oily sheet of chainmail connected to a complex spring mechanism encasing a whole tuna) swinging above the water near the vault. (He commissioned this from a master trap-maker visiting Plumetown.) The idea is that the kraken grabs the tuna, triggering the springs that wrap the chainmail around one of the kraken’s tentacles. The chainmail is coated with antimagic oil, which makes the kraken immune to the enchantment that was cast on it, allowing it to escape. (Should this scheme work? Does a creature being encased in chainmail due to a trap count as “wearing” the chainmail? Yes, it works! I’m the GM!)

    The most fun part to GM:

    The PCs stayed at the best (and third worst) inn in Plumetown and found that they were in the room next door to a polite contract devil. They shared a breakfast of white wine and muffins with her on the terrace. The genteel conversation began with pleasantries about the weather but quickly progressed to hints that Kasbeel might not be entirely committed to the success of the Night Heralds’ plans, and then to offers of wishes in exchange for something unspecified. (No souls were sold in the course of this adventure.)

    Reflections:

    Setting DCs for the various checks seemed straightforward.

    GMing this session had a somewhat different feel to it from other Pathfinder games our group has played. In our previous Pathfinder games, there are typically a few PCs with high Diplomacy, and all the other PCs tend to avoid interacting with NPCs if there’s any risk of negative outcomes - in these cases, a diplomacy-focused part of an adventure can be lots of fun to GM but there’s always pressure to move on because some PCs aren’t letting themselves get involved. In this session, all the PCs had high enough Diplomacy to engage with the investigation.

    The results of the various skill checks were a reminder that sequences of random numbers will often have more “clumping” than most people intuitively expect - there were several cases in this session where all three players got similar results for the same check. (This may have a particular impact on adventure design if DCs are set high enough that there’s a significant risk of failure even for PCs with high modifiers for the relevant skill.)

    After I decided that Necerion would not want to risk casting dispel magic while in range of the kraken’s tentacles, it was a bit challenging to work out if there were any feasible alternative approaches - this is probably inevitable given my unfamiliarly with the rules. The oil-coated tuna-baited chainmail trap was the best* option I could think of.

    * the use of the word ‘best’ is not intended to imply ‘good’. :-)

    Trivia:

    Completely unfounded and yet entirely true:
    The best coincidence of the session: The bard PC impulsively started a rumour that Kasbeel had secretly met with Whark’s former first mate. This rumour was repeated to the PCs every time they subsequently made a Gather Information roll. Although they had no way of knowing at the time, the rumour happened to be true.

    Hell’s soundtracks:
    During breakfast on the terrace, the goblin bard PC has been singing random repetitive snippets of goblin songs…
    Kasbeel (not seriously): “This background music reminds me of home.”
    Goblin bard PC: “Sounds great!”
    Elven rogue PC: “No, you get sent to a part that’s full of elves. Singing dirges. That each last for thousands of years.”


  • This giveaway is finally complete! Merry Mikazemas and Happy Gaming to all!


    TriOmegaZero: The PDFs from Package 2 should now be available to download from your account. I hope they’re useful! Merry Mikazemas!


    completely coincidental wrote:
    There are still prizes available! If anyone else is interested: the next four people to join the thread and post their choice (any option from the list at the start of the thread, including ones that have already been selected by someone else) will also be able to claim some PDFs!

    Update: There’s still one prize package left!


    Readerbreeder wrote:
    CC, I'd be willing to bet that there are some who haven't seen this thread because it's on a part of the boards they don't frequent; Would it be OK with you if I gave you a shout-out in some other board sections?

    I’m happy for you to mention this elsewhere, particularly if you know any new or aspiring GMs who are likely to be interested. Thanks!


    Fumarole: Package 4 (Masks) should now be available to download from your account (let me know if this hasn’t worked). I hope it's useful! Merry Mikazemas!


    1 person marked this as a favorite.

    Nudging one more time, in case there’s someone who might be interested and hasn’t seen this thread yet…


    completely coincidental wrote:
    There are still prizes available! If anyone else is interested: the next four people to join the thread and post their choice (any option from the list at the start of the thread, including ones that have already been selected by someone else) will also be able to claim some PDFs!

    Update: two prize packages are still available.


    Keante: The PDFs from Package 6 should now be available to download from your account.

    Merry Mikazemas!


    completely coincidental wrote:
    There are still prizes available! If anyone else is interested: the next four people to join the thread and post their choice (any option from the list at the start of the thread, including ones that have already been selected by someone else) will also be able to claim some PDFs!

    Update: three prize packages are still available.


    Rednal wrote:
    Package 1 sounds neat to me - it's always good to know more about running campaigns. XD

    Rednal: Your PDFs should now be available to download from your account. Merry Mikazemas!


    There are still prizes available! If anyone else is interested: the next four people to join the thread and post their choice (any option from the list at the start of the thread, including ones that have already been selected by someone else) will also be able to claim some PDFs!


    1 person marked this as a favorite.
    Rysky wrote:

    Awesom to see this thread ^w^

    No presents for me, just nudging this since the weekend is over so hopefully more people see it.

    Thanks, Rysky!


    necromental wrote:
    necromental wrote:
    completely coincidental wrote:
    necromental wrote:
    Well, dang, two days too late. Congratulations to the winners.
    necromental: you’re not too late - there are still unclaimed prizes (see this post above). If you reply with your choice of prize package, I’ll purchase it for you…
    Package 4 looks nice. Thank you very much.
    Just seen that 4 has been claimed...No.3 then.

    You can select a package that someone else has also chosen!

    necromental: I’ve purchased Package 4 (Masks) for you - it should be available to download from your Paizo account now. (Let me know if this hasn't worked.)

    Merry Mikazemas!


    There are still prizes available! If anyone else is interested: the next four people to join the thread and post their choice (from the list in at the start of the thread) will also be able to claim some PDFs!


    grimdog73 wrote:
    sweet! I'll pm you the guy to send it to....he's a designer....

    I've sent you another PM.


    djdust wrote:
    completely coincidental wrote:

    Sorry, random number generator. It seems that your services will not be required at this time.

    Alzrius, djdust, grimdog73 and Readerbreeder: You've each won a PDF package! If you reply to let me know your preferred prize, I can begin making purchases…

    There are still prizes available! If anyone else is interested: the next five people to join this thread and post their choice (from the list at the start of the thread) will also be able to claim some PDFs.

    Geez thanks mister!

    I will take Package 1d7

    djdust: Your PDFs should now be available to download from your Paizo account (let me know if this hasn’t worked). Because the Pathfinder PDFs are currently on sale, I’ve thrown in a bonus!

    Merry Mikazemas!


    necromental wrote:
    Well, dang, two days too late. Congratulations to the winners.

    necromental: you’re not too late - there are still unclaimed prizes (see this post above). If you reply with your choice of prize package, I’ll purchase it for you…


    grimdog73 wrote:
    sweet! I'll pm you the guy to send it to....he's a designer....

    I've received your message and sent a reply...


    Alzrius and Readerbreeder: Your choices should now be available to download from your Paizo accounts - let me know if this doesn’t seem to have worked. I hope these PDFs end up being useful (or at least interesting) for you!

    Merry Mikazemas and happy gaming!


    Sorry, random number generator. It seems that your services will not be required at this time.

    Alzrius, djdust, grimdog73 and Readerbreeder: You've each won a PDF package! If you reply to let me know your preferred prize, I can begin making purchases…

    There are still prizes available! If anyone else is interested: the next five people to join this thread and post their choice (from the list at the start of the thread) will also be able to claim some PDFs.


    1 person marked this as a favorite.

    In the spirit of (a slightly early) Mikazemas, I’m planning to buy PDFs for at least nine forum members. If you’d like to enter the draw, please post in this thread by 11:59 pm on Friday the 30th of November 2018 (Seattle time). You don’t need to specify your choice of prize at this stage. Winners will be determined by this forum’s random number generator. Each winner will be able to choose one prize package from the following list:

    Package 1 From Engine Publishing: Odyssey: The Complete Game Master's Guide to Campaign Management (PDF) + Unframed: The Art of Improvisation for Game Masters (PDF)

    Package 2 From Engine Publishing: Focal Point: The Complete Game Master's Guide to Running Extraordinary Sessions (PDF) + Never Unprepared: The Complete Game Master's Guide to Session Prep (PDF)

    Package 3 From Engine Publishing: Eureka: 501 Adventure Plots to Inspire Game Masters (PDF)

    Package 4 From Engine Publishing: Masks: 1,000 Memorable NPCs for Any Roleplaying Game (PDF)

    Package 5 From Kobold Press: Complete KOBOLD Guide to Game Design (PDF)

    Package 6 From Kobold Press: Kobold Guide to Plots and Campaigns (PDF) + The Kobold Guide to Gamemastering (PDF)

    Package 7 From Paizo: Pathfinder Roleplaying Game: GameMastery Guide (PDF) + Pathfinder Roleplaying Game: Villain Codex (PDF)

    (For more by the team who created the books from Engine Publishing, see the Gnome Stew blog. And the Kobold Press website has a list of articles by category.)


    I’m seeing the same issue in old posts. They used to display correctly, but now the dot-points seem to have been shifted to the left so that the first dot falls on or underneath the avatar and the subsequent dots have disappeared off the left edge.

    Example 1

    Example 2

    (I’m using Safari 12.0 with no extensions.)


    2 people marked this as a favorite.
    NobodysHome wrote:

    ...

    In terms of Jade Regent, I think the O-Sayumi story moved ME the most, but it played out fairly as-written for the players, so I wouldn't say it was notable.

    What WAS notable was their treatment of the hobgoblins in the House of Withered Blossoms. Having a redeemed drow as a deity, the paladin believed that the hobgoblins deserved a chance. So the party worked amazingly hard to use Diplomacy with the hobgoblins who would listen...

    Thanks again for posting your thoughts! I particularly like the origin story of the mysterious hobgoblin settlement. (Perhaps one day a group of brave hobgoblins will emerge from hiding and become the PCs for another adventure path…)


    2 people marked this as a favorite.

    And here’s my attempt at creating a variant gargoyle that’s a playable race at a roughly similar power level to drow, dwarves, ifrits and sylphs. Civic gargoyles are notably slower than standard gargoyles and have no natural attacks.

    CIVIC GARGOYLE RACIAL TRAITS
    +2 Strength, +2 Wisdom, -2 Dexterity: Civic gargoyles are strong and insightful but not particularly agile.
    Monstrous humanoid: Civic gargoyles are monstrous humanoids.
    Medium: Civic gargoyles are Medium creatures and receive no bonuses or penalties due to their size.
    Normal speed: Civic gargoyles have a base speed of 30 feet. They also have a fly speed of 30 feet (clumsy).
    Darkvision: Civic gargoyles can see in the dark up to 60 feet.
    Armor: Civic gargoyles have a +1 natural armor bonus.
    Camouflage: Civic gargoyles gain a +4 racial bonus on Stealth checks in urban environments.
    Languages: Civic gargoyles begin play speaking Common and Terran. Civic gargoyles with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Ignan and Undercommon.


    2 people marked this as a favorite.

    This isn’t a particularly original setting, but it seems reasonably easy to explain:

    • The city of immensely tall cathedral-like structures and deep, spiralling underground tunnels was built by a civilisation destroyed centuries ago by a magical catastrophe. Now, no one knows whether the disaster was caused by war, a vast accident or something else. The surrounding landscape was warped and continues to be reshaped violently, but the city was warded - this was enough to save the structures and just five of the many races who lived inside them.
    • The elemental natures of the sylphs, ifrits and gargoyles perhaps protected them, and some dwarves and drow were deep enough underground at the time of the disaster to be shielded from the magical energies. These five races now consider themselves to be a united citizenry.
    • The dwarves are thought of as engineers, recorders of knowledge and researchers trying to reconstruct the history of the civilisation from before the catastrophe. (Common PC classes: wizard, bard)
    • The drow are thought of as inventors and innovators. They’re responsible for complex clockwork machines and other ingenious solutions to the problems that face the modern city. There’s no suggestion in this setting that drow were ever typically evil, although nothing is known about what their society was like before the disaster. Some dwarven historians believe there is linguistic evidence that there once were variant drow adapted to life on the surface. (Common PC classes: rogue, alchemist)
    • The sylphs are thought of as natural sentries and soldiers. They typically live high in the city and can easily watch over the warped landscape for approaching danger. (Common PC classes: swashbuckler, aerokineticist)
    • The gargoyles are thought of as the most naturally magical of the citizens, with an intuitive connection to the power that still wards the city. (Common PC classes: oracle, psychic)
    • Many drow and dwarves dislike heights, while many sylphs and gargoyles dislike being underground. For this reason, the ifrits played a vital role in coordination and negotiations among the survivors during the first few years after the disaster. They still perform much of the leadership, administration and law enforcement, even though many of them don’t feel temperamentally well-suited to these tasks. (Common PC classes: paladin, ranger with a favored terrain of urban)
    • However, individuals from all the races can take on any role. (And in practice, a large proportion of the populace is kept busy supplying food for the city from the giant underground mushroom farms, the small amount of arable land inside the city boundaries and the many rooftop gardens.)
    • The most common alignments for the citizens are lawful good and lawful neutral. There’s a strong sense among the populace that they have to work together to survive. Antagonists in this setting are likely to be devious criminals, corrupt politicians or people secretly trying to discover how to gain control of some of the magic that is still altering the landscape and the creatures outside the city.


    3 people marked this as a favorite.
    completely coincidental wrote:

    ...

    My initial thoughts: a very "vertical" setting, with a maze of underground chambers beneath a vast city of massive cathedral-like structures that were abandoned long ago by their mysterious creators. The drow and dwarves generally live underground, the gargoyles and sylphs inhabit the high structures and the ifrit are at home in both areas, perhaps acting as messengers and heralds between the other groups.

    For some reason (perhaps the visual imagery) I thought it would be fun to introduce this setting with the trailer for an over-the-top blockbuster movie. The special effects may be ground-breaking, but the plot probably won’t win any awards…

    Spoilered for unnecessary length:
    The opening shot shows us the city from a high vantage point. It’s a closely packed, irregular collection of stone buildings like castle towers and cathedrals, but far taller and more spindly than any structures could feasibly be without the support of magic or mysterious technology. The buildings are linked by narrow bridges at dizzying heights.

    The camera zooms in to one of the buildings. A gargoyle sits motionless on a ledge near the roof. As the camera continues to zoom in, the gargoyle mystic turns their head suddenly as if listening to something, then scampers along the ledge, through an open arched window and into a cluttered office. The gargoyle mystic picks up a speaking tube and starts turning a crank.

    The camera’s viewpoint moves rapidly, as if running parallel to the gargoyle mystic’s call, rushing down spiral staircases and shafts, slowing briefly as it passes through an arched doorway into the sunlight at ground level, and then picking up speed again as it travels down a flight of stone steps into a deep maze of underground tunnels. It arrives at a huge cavern containing a crowded technological marketplace, lit by suspended radiant gemstones of many colours.

    Then the camera moves towards an open doorway on a gallery level. Through the doorway is a workshop containing several tables covered with clockwork devices and miniature steam-powered machines. A man with dark purple skin, pointed ears and smoothly tied-back silver hair is standing near a wall. He’s dressed in a high-collared white shirt and dark trousers. He’s listening to the horn of a speaking tube. “And what does this have to do with me?” the drow gadgeteer says into the tube, then listens again for a few moments. “Oh.”

    Cut to: A small, sunlit cobbled square has been cordoned off with blue rope. A man with flame-coloured hair and small horns is standing near the rope. He’s wearing a creased, tan-coloured coat. He watches as two other people, also with flame-coloured hair but much more neatly dressed in blue uniforms, use a stretcher to carry away a body covered by a sheet.

    “Witnesses say he was killed by a machine like one of your hat-drones,” says the ifrit detective to the drow gadgeteer, who has now added a long black coat, a top hat and dark glasses to his outfit.

    A short, stocky, casually dressed woman with long blonde hair ducks under the cordon and runs towards the ifrit detective. “Was he carrying anything?” asks the dwarf professor. “He was donating a book from Before to our library.”

    Cut to: The gargoyle mystic sits on another ledge, high above the the city. Nearby, a dark-skinned woman with blue hair is hovering in the air. This sylph soldier is wearing a blue and white military uniform and is scanning the horizon through a pair of binoculars. “I’ve heard that you can physically sense threats to the city,” the sylph soldier says without turning to look at the gargoyle mystic. “Approaching danger feels like a subtle tremor. Is that true?”

    An unseen force knocks the gargoyle mystic over and then sweeps them sideways off the ledge. The gargoyle mystic ends up clinging to the ledge, beating their wings to stay in place. The sylph soldier continues to look through the binoculars, unaware of what has happened.

    Cut to: an office containing a large desk and matching chairs in the shape of carved wooden furniture, but all made from dark metal. A woman stands behind the desk - she has flame-coloured hair and horns, and she is dressed in a high-collared gray gown. She is frowning at the dwarf professor and the drow gadgeteer, who are standing on the other side of the desk. “This is now a matter of the security of the city. Civilians have no place in this investigation. Is that understood?”

    “Absolutely, ma’am,” says the drow gadgeteer.

    “Of course,” says the dwarf professor.

    Cut to: the dwarf professor and the drow gadgeteer standing in a dimly lit tunnel. The drow gadgeteer is turning the gears of a complex clockwork lock set into a hexagonal recess in the wall. Another part of the wall slides back and then sideways. Beyond the new doorway is a much larger set of gears in a roughly hexagonal shape. The bronze-coloured metal is covered with arcane-looking symbols.

    “It’s a sixth gateway,” whispers the dwarf professor. “And there’s no dust. What would anyone be using this for?”

    “To bring something back from Outside?” suggests the drow gadgeteer.

    “It looks as though someone is going to have to go through and find out.”

    Cut to: The sylph soldier is hovering above turquoise grass that is undulating like the surface of an ocean. A tree branch whips past her face, trailing a miniature cloud that then wraps around the barrel of her rifle, twisting it out of shape. The sylph soldier drops the rifle and smoothly draws a military sabre. The drow gadgeteer is standing on the unsteady ground nearby. He has taken off his top hat and is pulling flat metal bars out from a pocket in its lining. He tosses them into the air and they unfold into contraptions of rotors and blades that fly around the dwarf professor to protect her as she begins chanting words from a metal-bound book. The ifrit detective takes a swig from a hip-flask, sighs, then raises his hands, palms outwards. As a large bird-shaped flying tree swoops towards him, fire begins to form around the ifrit detective’s hands.

    The camera moves back, and the battle scene is framed by a jagged shape cut into a dark wall. In front of the scene appears a silhouetted figure with one pointed ear, one enormous tattered bat’s wing attached to its left shoulder, and a mass of tentacles where its right hand should be.

    “Keep fighting, little heroes, if you want to,” says the silhouette in a voice that switches from low-pitched to high and back again. “But your city is lost, and two of you have already been infected by the Shaping.”

    Cut to the title:
    UNSHAPED CITY

    Cut to: The gargoyle mystic is standing at the end of a cliff with a rope tied around their waist. Some distance down the cliff-face, the ifrit detective is climbing the rope. The drow gadgeteer is further down the rope and the dwarf professor is at the end of the rope. The sylph soldier hovers nearby on watch.

    “This seems like the moment when someone will mention a fear of heights,” says the dwarf professor.

    “If you don’t,” replies the drow gadgeteer, “then I won’t make any remarks about how things could be worse.”

    The camera moves back to the gargoyle mystic, and we see that a large crevasse has opened behind them and is continuing to widen. Sparking purple flames rise from the darkness. Fade to black.


    2 people marked this as a favorite.
    Gary Teter wrote:
    Create Finale

    But if the PCs cast create finale, this may be a sign that the players are very bored with the current plot...


    2 people marked this as a favorite.
    Gary Teter wrote:
    Create Change

    If the PCs cast create change, this may be a sign that the players are a bit bored with the current plot.


    1 person marked this as a favorite.
    Gary Teter wrote:
    Telekinetic Bacle

    ...counters and dispels telekinetic debacle?


    2 people marked this as a favorite.

    Thanks for posting your thoughts on Jade Regent! I’m glad to hear that the adventure at least ended well for your group.

    On Book 2:
    I strongly agree with you about the henchpersons who die when questioned. I don’t want to discourage my players from talking to enemies!


    1 person marked this as a favorite.

    Race 1: 1d100 ⇒ 11 Drow
    Race 2: 1d100 ⇒ 3 Dwarf
    Race 3: 1d100 ⇒ 55 Gargoyle
    Race 4: 1d100 ⇒ 17 Sylph
    Race 5: 1d100 ⇒ 15 Ifrit

    My initial thoughts: a very "vertical" setting, with a maze of underground chambers beneath a vast city of massive cathedral-like structures that were abandoned long ago by their mysterious creators. The drow and dwarves generally live underground, the gargoyles and sylphs inhabit the high structures and the ifrit are at home in both areas, perhaps acting as messengers and heralds between the other groups.


    3 people marked this as a favorite.

    “Don’t scry and drive!”

    (After a player asked whether the wizard PC could start casting a scrying spell while also steering a phantom chariot at high speed.)


    1 person marked this as a favorite.

    Hi! Did your group finish Jade Regent? (I posted in your epic goblins thread some years ago.)

    If so, were there any particularly fun moments? Any surprising outcomes?


    1 person marked this as a favorite.
    Steve Geddes wrote:
    (I'd like to be able to browse all reviews on the site, sorted most recent to oldest, rather than just the most recent ten. Sometimes someone will post a bunch or I won't look for a few days and I suspect I miss seeing some reviews that may have led to sales).

    I would also find this useful - I was planning to post a very similar suggestion once the new website had been in place for a while. I think that making reviews more visible would increase sales (as it's a way for people browsing the site to learn about new products they haven't heard of before) and it may also encourage more people to write reviews.


    I was part of the way through putting together a list as a reference for our gaming group - this thread inspired me to (mostly) complete (I think) the list (so far) of my hardcopy RPGs.

    One asterisk means that our group has played the game. Two asterisks mean we’ve played it for at least five sessions. (Disclaimer: There are a few books on this list that I don’t expect to appeal to our group - I bought them more out of curiosity about the setting or mechanics, or as a source of inspiration for other games.)

    Some games:

    • Castle Falkenstein **
    • 7th Sea (1st edition) *
    • Shadowrun
    • D&D 3.0 **
    • D&D 3.5 **
    • Pathfinder **
    • Star Wars (Saga edition) *
    • various World of Darkness books especially Changeling
    • Fudge
    • The Zorceror of Zo
    • Fate Core *
    • Fate Accelerated
    • Fate: Mindjammer *
    • Fate: Atomic Robo
    • Fate: The Dresden Files
    • various other Fate settings including the ‘Worlds’ series, the Secrets of Cats, Young Centurions, and Romance in the Air
    • The One Ring **
    • Dr Who: Adventures in Time and Space **
    • The Laundry Files
    • Nobilis
    • The Burning Wheel
    • Savage Worlds
    • Savage Worlds: Fantasy Companion
    • Savage Worlds: Deadlands Reloaded
    • Savage Worlds: Rifts
    • some other Savage Worlds settings including East Texas University and Gaslight Victorian Fantasy
    • The Cypher system
    • The Strange
    • Lords of Gossamer & Shadow
    • Mutants & Masterminds
    • 7th Sea (2nd edition)
    • Fiasco *
    • Monster of the Week
    • The Extraordinary Adventures of Baron Munchausen
    • Firefly
    • Star Wars: Force and Destiny
    • Blue Rose
    • Blades in the Dark
    • Star Trek Adventures *


    The witch’s career continues:




    Generic witch level 4:

    Human witch 4
    Medium humanoid (human); Alignment: Neutral

    Init +2; Senses Perception +4
    ——————————
    DEFENSE
    ——————————
    AC 13, touch 12, flat-footed 11 (+0 armor, +2 Dex, +1 natural)
    hp 28 (4d6+12)
    Fort +3, Ref +3, Will +4
    ——————————
    OFFENSE
    ——————————
    Speed 30 ft.
    Melee dagger +1 (1d4/19-20)
    Ranged dagger +4 (1d4/19-20)
    Hexes Evil Eye (-2 penalty, DC 15, 6 rounds), Healing (as cure light wounds), Misfortune (DC 15, 1 round)
    Witch Spells Prepared (CL 4th; concentration +7)
    2nd - blindness/deafness (DC 15), glitterdust (DC 15), hold person (DC 15)
    1st - cause fear (DC 14), command (DC 14), mage armor, sleep (DC 14)
    0 (at will) - daze (DC 13), detect magic, light, message
    (P) Patron spell; Patron Animals
    ——————————
    STATISTICS
    ——————————
    Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 13
    Base Atk +2; CMB +1; CMD 13
    Feats Brew Potion, Eschew Materials, Scribe Scroll
    Skills Heal +7, Intimidate +8, Knowledge (arcana) +10, Knowledge (nature) +10, Perception +4, Spellcraft +10, Stealth +5
    Languages Common, Auran, Sylvan
    SQ Witch’s Familiar (Cat)
    Combat Gear potion of cure light wounds, tanglefoot bag; Other Gear daggers (2), amulet of natural armor +1, elixir of love, antitoxin (vial), 96 gp

    Generic witch level 5:

    Human witch 5
    Medium humanoid (human); Alignment: Neutral

    Init +2; Senses Perception +5
    ——————————
    DEFENSE
    ——————————
    AC 13, touch 12, flat-footed 11 (+0 armor, +2 Dex, +1 natural)
    hp 35 (5d6+15)
    Fort +3, Ref +3, Will +4
    ——————————
    OFFENSE
    ——————————
    Speed 30 ft.
    Melee dagger +1 (1d4/19-20)
    Ranged dagger +4 (1d4/19-20)
    Hexes Evil Eye (-2 penalty, DC 15, 6 rounds), Healing (as cure moderate wounds), Misfortune (DC 15, 1 round)
    Witch Spells Prepared (CL 5th; concentration +8)
    3rd - bestow curse (DC 16), fly
    2nd - blindness/deafness (DC 15), glitterdust (DC 15), hold person (DC 15)
    1st - cause fear (DC 14), command (DC 14), mage armor, sleep (DC 14)
    0 (at will) - daze (DC 13), detect magic, light, message
    (P) Patron spell; Patron Animals
    ——————————
    STATISTICS
    ——————————
    Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 13
    Base Atk +2; CMB +1; CMD 13
    Feats Brew Potion, Combat Casting, Eschew Materials, Scribe Scroll
    Skills Heal +8, Intimidate +9, Knowledge (arcana) +11, Knowledge (nature) +11, Perception +5, Spellcraft +11, Stealth +5
    Languages Common, Auran, Sylvan
    SQ Witch’s Familiar (Cat)
    Combat Gear potion of cure light wounds, tanglefoot bag; Other Gear daggers (2), amulet of natural armor +1, elixir of hiding, elixir of love, feather token (bird), feather token (tree), antitoxin (vial), 196 gp

    Generic witch level 6:

    Human witch 6
    Medium humanoid (human); Alignment: Neutral

    Init +2; Senses Perception +6
    ——————————
    DEFENSE
    ——————————
    AC 13, touch 12, flat-footed 11 (+0 armor, +2 Dex, +1 natural)
    hp 41 (6d6+18)
    Fort +5, Ref +5, Will +6
    ——————————
    OFFENSE
    ——————————
    Speed 30 ft.
    Melee dagger +2 (1d4/19-20)
    Ranged dagger +5 (1d4/19-20)
    Hexes Charm (1 step, DC 16, 3 rounds), Evil Eye (-2 penalty, DC 16, 6 rounds), Healing (as cure moderate wounds), Misfortune (DC 16, 1 round)
    Witch Spells Prepared (CL 6th; concentration +9)
    3rd - bestow curse (DC 16), fly, remove disease
    2nd - blindness/deafness (DC 15), glitterdust (DC 15), hold person (DC 15), summon swarm
    1st - cause fear (DC 14), command (DC 14), mage armor, sleep (DC 14)
    0 (at will) - daze (DC 13), detect magic, light, message
    (P) Patron spell; Patron Animals
    ——————————
    STATISTICS
    ——————————
    Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 13
    Base Atk +3; CMB +2; CMD 14
    Feats Brew Potion, Combat Casting, Eschew Materials, Scribe Scroll
    Skills Heal +9, Intimidate +10, Knowledge (arcana) +12, Knowledge (nature) +12, Perception +6, Spellcraft +12, Stealth +5
    Languages Common, Auran, Sylvan
    SQ Witch’s Familiar (Cat)
    Combat Gear potion of cure light wounds, tanglefoot bag; Other Gear daggers (2), amulet of natural armor +1, cloak of resistance +1, elixir of hiding, elixir of love, elixir of vision, feather token (bird), feather token (tree), antitoxin (vial), 146 gp


    1 person marked this as a favorite.

    Here’s a witch:

    Notes on the numbers:
    The ability scores start at the heroic NPC values (15, 14, 13, 12, 10, 8). The +2 bonus for being human goes to Constitution. The favored class is witch and the favored class bonus always goes into the hit point total.

    The hit point total is calculated by taking the maximum hit die value (6 in this case) at first level, and adding the average hit die value (3.5 in this case) at each subsequent level, plus any bonuses from high constitution etc. The final total is rounded down, if necessary (this seems to be the approach taken in the NPC Codex).

    The total value of the gear is from Table 14-9 in the Core Rulebook, using the heroic level.

    The Cat familiar gives a +3 bonus to Stealth checks.


    Generic witch level 1:

    Human witch 1
    Medium humanoid (human); Alignment: Neutral

    Init +2; Senses Perception +0
    ——————————
    DEFENSE
    ——————————
    AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
    hp 9 (1d6+3)
    Fort +2, Ref +2, Will +2
    ——————————
    OFFENSE
    ——————————
    Speed 30 ft.
    Melee dagger -1 (1d4/19-20)
    Ranged dagger +2 (1d4/19-20)
    Hexes Evil Eye (-2 penalty, DC 12, 5 rounds)
    Witch Spells Prepared (CL 1st; concentration +3)
    1st - cause fear (DC 13), sleep (DC 13)
    0 (at will) - daze (DC 12), detect magic, message
    (P) Patron spell; Patron Animals
    ——————————
    STATISTICS
    ——————————
    Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 13
    Base Atk +0; CMB -1; CMD 11
    Feats Eschew Materials, Scribe Scroll
    Skills Heal +4, Intimidate +5, Knowledge (arcana) +6, Knowledge (nature) +6, Spellcraft +6, Stealth +5
    Languages Common, Auran, Sylvan
    SQ Witch’s Familiar (Cat)
    Combat Gear potions of cure light wounds (3), scroll of obscuring mist, tanglefoot bags (2); Other Gear daggers (2), antitoxin (vial), 61 gp

    Generic witch level 2:

    Human witch 2
    Medium humanoid (human); Alignment: Neutral

    Init +2; Senses Perception +0
    ——————————
    DEFENSE
    ——————————
    AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
    hp 15 (2d6+6)
    Fort +2, Ref +2, Will +3
    ——————————
    OFFENSE
    ——————————
    Speed 30 ft.
    Melee dagger +0 (1d4/19-20)
    Ranged dagger +3 (1d4/19-20)
    Hexes Evil Eye (-2 penalty, DC 13, 5 rounds), Misfortune (DC 13, 1 round)
    Witch Spells Prepared (CL 2nd; concentration +4)
    1st - cause fear (DC 13), mage armor, sleep (DC 13)
    0 (at will) - daze (DC 12), detect magic, light, message
    (P) Patron spell; Patron Animals
    ——————————
    STATISTICS
    ——————————
    Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 13
    Base Atk +1; CMB 0; CMD 12
    Feats Eschew Materials, Scribe Scroll
    Skills Heal +5, Intimidate +6, Knowledge (arcana) +7, Knowledge (nature) +7, Spellcraft +7, Stealth +5
    Languages Common, Auran, Sylvan
    SQ Witch’s Familiar (Cat)
    Combat Gear potions of cure light wounds (3), scroll of obscuring mist, tanglefoot bags (2); Other Gear daggers (2), elixir of love, elixir of hiding, antitoxin (vial), 51 gp

    Generic witch level 3:

    Human witch 3
    Medium humanoid (human); Alignment: Neutral

    Init +2; Senses Perception +0
    ——————————
    DEFENSE
    ——————————
    AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
    hp 22 (3d6+9)
    Fort +3, Ref +3, Will +3
    ——————————
    OFFENSE
    ——————————
    Speed 30 ft.
    Melee dagger +0 (1d4/19-20)
    Ranged dagger +3 (1d4/19-20)
    Hexes Evil Eye (-2 penalty, DC 13, 5 rounds), Misfortune (DC 13, 1 round)
    Witch Spells Prepared (CL 3rd; concentration +5)
    2nd - glitterdust (DC 14), hold person (DC 14)
    1st - cause fear (DC 13), mage armor, sleep (DC 13)
    0 (at will) - daze (DC 12), detect magic, light, message
    (P) Patron spell; Patron Animals
    ——————————
    STATISTICS
    ——————————
    Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 13
    Base Atk +1; CMB 0; CMD 12
    Feats Brew Potion, Eschew Materials, Scribe Scroll
    Skills Heal +6, Intimidate +7, Knowledge (arcana) +8, Knowledge (nature) +8, Spellcraft +8, Stealth +5
    Languages Common, Auran, Sylvan
    SQ Witch’s Familiar (Cat)
    Combat Gear potions of cure light wounds (3), scroll of obscuring mist, tanglefoot bags (2); Other Gear daggers (2), elixir of love, elixir of hiding, elixir of truth, feather token (bird), antitoxin (vial), 121 gp

    To be continued…


    Mark Hoover 330 wrote:

    If you're "dividing up the class list" are you looking for NPCs of every single PC class? Personally I make a lot of NPCs with the NPC classes. That's probably though to do more with the fact that I add NPC levels to either kobolds or very low CR monsters like mites in order to re-flavor them into something new.

    NPC classes are welcome too! Feel free to post NPC-classed monsters or other stat blocks here - your examples sound like useful options for many GMs.

    (It may be a bit ambitious to aim to create NPCs for every PC class - there are a lot of classes now, and I suspect some are used much less frequently than others for NPCs. I'm just hoping to put together some resources that will be useful for some GMs.)


    Asmodeus' Advocate wrote:

    These kinds of NPCs are indeed useful! I used to have a binder full of them but then I lost it somewhere. I've been meaning to remake it, but haven't had the heart. Instead I've been relying on the NPC codex. I'll happily be mooching off your work in the future.

    Though, the NPC codex has the core options more or less covered. What I find myself wishing I had on hand (proceeds to ask someone doing work for free to do more work for free with mind-boggling entitlement) are the later classes like Alchemist and Psychic.

    Question: would you like help statting out generic NPCs? We could get this done faster if we divide up the class list. (And it only seems fair, when benefiting from charitable work, to help a little.)

    Thanks for your response! You'd be most welcome to join in the NPC creation on this thread if you're interested! I'd be happy to divide up the class list, as you suggest.

    I agree that it would be useful to create NPCs for some of the non-core classes. Based on comments I've seen elsewhere on the message boards, I was thinking of working on a set of witches next. But I'd be happy to hear people's views on what sorts of pre-generated NPCs would be most useful to GMs.


    I'll be adding more of these (particularly if people think that this sort of NPC is useful). Feel free to post in this thread if you have any comments, suggestions or corrections (I make no guarantee that these stat blocks are accurate).







    Generic evil cleric level 4:

    Human cleric 4
    Medium humanoid (human); Alignment: Neutral Evil

    Init -1; Senses Perception +3
    ——————————
    DEFENSE
    ——————————
    AC 16, touch 9, flat-footed 16 (+7 armor, -1 Dex)
    hp 37 (4d8+16)
    Fort +7, Ref 0, Will +7
    ——————————
    OFFENSE
    ——————————
    Speed 20 ft.
    Melee mwk morningstar +6 (1d8+1)
    Ranged mwk light crossbow +3 (1d8/19-20)
    Special Attacks channel negative energy 4/day (DC 13, 2d6), destructive smite (+2, 6/day)
    Domain Spell-Like Abilities (CL 4th; concentration +7) 6/day - touch of evil (2 rounds)
    Cleric Spells Prepared (CL 4th; concentration +7)
    2nd - align weapon (evil only) (D), hold person (DC 15), resist energy, spiritual weapon
    1st - cause fear (DC 14), command (DC 14), doom, (DC 14), protection from good (D), shield of faith
    0 (at will) - bleed (DC 13), detect magic, light, read magic
    (D) Domain spell; Domains Destruction, Evil
    ——————————
    STATISTICS
    ——————————
    Str 12, Dex 8, Con 16, Int 10, Wis 16, Cha 13
    Base Atk +3; CMB +4; CMD 13
    Feats Command Undead, Selective Channeling, Weapon Focus (morningstar)
    Skills Heal +10, Knowledge (religion) +7, Sense Motive +10
    Languages Common
    SQ aura
    Combat Gear potion of cure moderate wounds, potion of cure light wounds, alchemist’s fire (2); Other Gear +1 chainmail, masterwork morningstar, masterwork light crossbow with 30 bolts, silver unholy symbol, wooden unholy symbol, 38 gp

    Generic evil cleric level 5:

    Human cleric 5
    Medium humanoid (human); Alignment: Neutral Evil

    Init -1; Senses Perception +3
    ——————————
    DEFENSE
    ——————————
    AC 16, touch 9, flat-footed 16 (+7 armor, -1 Dex)
    hp 46 (5d8+20)
    Fort +8, Ref +1, Will +8
    ——————————
    OFFENSE
    ——————————
    Speed 20 ft.
    Melee mwk morningstar +6 (1d8+1)
    Ranged mwk light crossbow +3 (1d8/19-20)
    Special Attacks channel negative energy 4/day (DC 13, 3d6), destructive smite (+2, 6/day)
    Domain Spell-Like Abilities (CL 5th; concentration +8) 6/day - touch of evil (2 rounds)
    Cleric Spells Prepared (CL 5th; concentration +8)
    3rd - bestow curse (DC 16), deeper darkness, rage (D)
    2nd - align weapon (evil only) (D), hold person (DC 15), resist energy, spiritual weapon
    1st - cause fear (DC 14), command (DC 14), doom, (DC 14), protection from good (D), shield of faith
    0 (at will) - bleed (DC 13), detect magic, light, read magic
    (D) Domain spell; Domains Destruction, Evil
    ——————————
    STATISTICS
    ——————————
    Str 12, Dex 8, Con 16, Int 10, Wis 16, Cha 13
    Base Atk +3; CMB +4; CMD 13
    Feats Blind-Fight, Command Undead, Selective Channeling, Weapon Focus (morningstar)
    Skills Heal +11, Knowledge (religion) +8, Sense Motive +11
    Languages Common
    SQ aura
    Combat Gear potion of cure moderate wounds, potions of cure light wounds (2), alchemist’s fire (2); Other Gear +1 chainmail, masterwork morningstar, masterwork light crossbow with 30 bolts, cloak of resistance +1, silver unholy symbol, wooden unholy symbol, 38 gp

    Generic evil cleric level 6:

    Human cleric 6
    Medium humanoid (human); Alignment: Neutral Evil

    Init -1; Senses Perception +3
    ——————————
    DEFENSE
    ——————————
    AC 16, touch 9, flat-footed 16 (+7 armor, -1 Dex)
    hp 54 (6d8+24)
    Fort +9, Ref +2, Will +9
    ——————————
    OFFENSE
    ——————————
    Speed 20 ft.
    Melee mwk morningstar +7 (1d8+1)
    Ranged mwk light crossbow +4 (1d8/19-20)
    Special Attacks channel negative energy 4/day (DC 14, 3d6), destructive smite (+3, 6/day)
    Domain Spell-Like Abilities (CL 6th; concentration +9) 6/day - touch of evil (3 rounds)
    Cleric Spells Prepared (CL 6th; concentration +9)
    3rd - bestow curse (DC 16), blindness/deafness (DC 16), deeper darkness, rage (D)
    2nd - align weapon (evil only) (D), hold person (DC 15), resist energy, sound burst (DC 15), spiritual weapon
    1st - cause fear (DC 14), command (DC 14), doom, (DC 14), protection from good (D), shield of faith
    0 (at will) - bleed (DC 13), detect magic, light, read magic
    (D) Domain spell; Domains Destruction, Evil
    ——————————
    STATISTICS
    ——————————
    Str 12, Dex 8, Con 16, Int 10, Wis 16, Cha 13
    Base Atk +4; CMB +5; CMD 14
    Feats Blind-Fight, Command Undead, Selective Channeling, Weapon Focus (morningstar)
    Skills Heal +12, Knowledge (religion) +9, Sense Motive +12
    Languages Common
    SQ aura
    Combat Gear +1 human-bane bolts (3), +1 elf-bane bolts (3), potion of cure moderate wounds, potions of cure light wounds (2), alchemist’s fire (2); Other Gear +1 chainmail, masterwork morningstar, masterwork light crossbow with 30 bolts, cloak of resistance +1, silver unholy symbol, wooden unholy symbol, 198 gp







    Generic evil cleric level 1:

    Human cleric 1
    Medium humanoid (human); Alignment: Neutral Evil

    Init -1; Senses Perception +2
    ——————————
    DEFENSE
    ——————————
    AC 14, touch 9, flat-footed 14 (+5 armor, -1 Dex)
    hp 12 (1d8+4)
    Fort +5, Ref -1, Will +4
    ——————————
    OFFENSE
    ——————————
    Speed 20 ft.
    Melee morningstar +1 (1d8+1)
    Ranged light crossbow -1 (1d8/19-20)
    Special Attacks channel negative energy 4/day (DC 11, 1d6), destructive smite (+1, 5/day)
    Domain Spell-Like Abilities (CL 1st; concentration +3) 5/day - touch of evil (1 round)
    Cleric Spells Prepared (CL 1st; concentration +3)
    1st - cause fear (DC 13), command (DC 13), protection from good (D)
    0 (at will) - bleed (DC 12), detect magic, read magic
    (D) Domain spell; Domains Destruction, Evil
    ——————————
    STATISTICS
    ——————————
    Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 13
    Base Atk +0; CMB +1; CMD 10
    Feats Command Undead, Selective Channeling
    Skills Heal +6, Knowledge (religion) +4, Sense Motive +6
    Languages Common
    SQ aura
    Combat Gear potions of cure light wounds (2), alchemist’s fire (2), smokesticks (2), thunderstones (2); Other Gear light crossbow with 30 bolts, morningstar, scale mail, silver unholy symbol, wooden unholy symbol, 28 gp

    Generic evil cleric level 2:

    Human cleric 2
    Medium humanoid (human); Alignment: Neutral Evil

    Init -1; Senses Perception +2
    ——————————
    DEFENSE
    ——————————
    AC 15, touch 9, flat-footed 15 (+6 armor, -1 Dex)
    hp 20 (2d8+8)
    Fort +6, Ref -1, Will +5
    ——————————
    OFFENSE
    ——————————
    Speed 20 ft.
    Melee mwk morningstar +3 (1d8+1)
    Ranged light crossbow +0 (1d8/19-20)
    Special Attacks channel negative energy 4/day (DC 12, 1d6), destructive smite (+1, 5/day)
    Domain Spell-Like Abilities (CL 2nd; concentration +4) 5/day - touch of evil (1 round)
    Cleric Spells Prepared (CL 2nd; concentration +4)
    1st - cause fear (DC 13), command (DC 13), protection from good (D), shield of faith
    0 (at will) - bleed (DC 12), detect magic, light, read magic
    (D) Domain spell; Domains Destruction, Evil
    ——————————
    STATISTICS
    ——————————
    Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 13
    Base Atk +1; CMB +2; CMD 11
    Feats Command Undead, Selective Channeling
    Skills Heal +7, Knowledge (religion) +5, Sense Motive +7
    Languages Common
    SQ aura
    Combat Gear potions of cure light wounds (2); Other Gear masterwork chainmail, masterwork morningstar, light crossbow with 30 bolts, silver unholy symbol, wooden unholy symbol, 8 gp

    Generic evil cleric level 3:

    Human cleric 3
    Medium humanoid (human); Alignment: Neutral Evil

    Init -1; Senses Perception +2
    ——————————
    DEFENSE
    ——————————
    AC 15, touch 9, flat-footed 15 (+6 armor, -1 Dex)
    hp 29 (3d8+12)
    Fort +6, Ref 0, Will +5
    ——————————
    OFFENSE
    ——————————
    Speed 20 ft.
    Melee mwk morningstar +5 (1d8+1)
    Ranged mwk light crossbow +2 (1d8/19-20)
    Special Attacks channel negative energy 4/day (DC 12, 2d6), destructive smite (+1, 5/day)
    Domain Spell-Like Abilities (CL 3rd; concentration +5) 5/day - touch of evil (1 round)
    Cleric Spells Prepared (CL 3rd; concentration +5)
    2nd - align weapon (evil only) (D), hold person (DC 14), spiritual weapon
    1st - cause fear (DC 13), command (DC 13), protection from good (D), shield of faith
    0 (at will) - bleed (DC 12), detect magic, light, read magic
    (D) Domain spell; Domains Destruction, Evil
    ——————————
    STATISTICS
    ——————————
    Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 13
    Base Atk +2; CMB +3; CMD 12
    Feats Command Undead, Selective Channeling, Weapon Focus (morningstar)
    Skills Heal +8, Knowledge (religion) +6, Sense Motive +8
    Languages Common
    SQ aura
    Combat Gear potion of cure moderate wounds, potions of cure light wounds (3), alchemist’s fire (2), smokesticks (2); Other Gear masterwork chainmail, masterwork morningstar, masterwork light crossbow with 30 bolts, silver unholy symbol, wooden unholy symbol, 148 gp


    To begin with, here’s a generic evil cleric progressing through their career. This character could be a member of a secret cult in a city or part of the priesthood in an isolated temple.

    Notes on the numbers:
    The ability scores start at the heroic NPC values (15, 14, 13, 12, 10, 8). The +2 bonus for being human goes to Constitution. The favored class is cleric and the favored class bonus always goes into the hit point total.

    The hit point total is calculated by taking the maximum hit die value (8 in this case) at first level, and adding the average hit die value (4.5 in this case) at each subsequent level, plus any bonuses from high constitution etc. The final total is rounded down, if necessary (this seems to be the approach taken in the NPC Codex).

    The total value of the gear is from Table 14-9 in the Core Rulebook, using the heroic level.

    Checklist for quick customisation:
    • In some settings, the cleric will need a deity. (There are two deities in the Core Rulebook that will work for this cleric without any changes.)
    • The Destruction and Evil domains don’t affect the rest of the stat block. To change the domain, just remove the domain powers (Destructive Smite, Destructive Aura (from level 8 onwards), Touch of Evil and Scythe of Evil (from level 8 onwards)) and the domain spell for each level, and add the new powers and spells granted by the replacement domains.
    • For good clerics and some neutral clerics, change ‘channel negative energy’ to ‘channel positive energy’. (A less aggressive set of prepared spells may also be appropriate.)
    • Some feats can be removed without affecting any of the rest of the stat block, including Blind-Fight, Channel Smite, Command Undead and Selective Channeling.


    5 people marked this as a favorite.

    Hi! I’m starting to put together a set of generic NPCs. These characters will be bland. They’re the vanilla-icecream-made-in-a-time-of-vanilla-rationing option. This set of characters could be considered as a (much more boring) supplement to the NPC Codex.

    Possible uses for these NPCs include:

    • improvised characters that the PCs happen to meet as they take a side-trip from a planned adventure
    • starting-points for less generic NPCs: it should be fairly easy to create a somewhat more distinctive NPC by taking one of these characters, changing their race, adding some unusual gear and so on
    • base characters for templates that can be applied to humanoids


    2 people marked this as a favorite.

    So, a completely astonishing and very intriguing danger exists? Then let's be amazingly adventurous!


    Ambrosia Slaad wrote:
    I blame Cosmo that I'm not smart enough to backronym STARBUCKS into something TARDIS-sounding.

    Spatially Transcendent Anachronistic Rover, Bringing Us Cosmic Kerfuffle Solutions?

    1 to 50 of 86 << first < prev | 1 | 2 | next > last >>