Gestalt added to NPCs (Spoilers)


Rise of the Runelords

RPG Superstar 2012 Top 4

After reading all of the RotRL obituaries I noticed how deadly some of the encounters could be despite many of the PCs being gestalt. I wanted to give my players better chances of survival and more of an edge than just the bonus feats in the player’s guide. I thought about using either action points or gestalt. I decided on gestalt. Our group had used gestalt a few times before when there weren’t many PCs in the group and I really liked the throw back to 2nd Edition multiclass.

After the party handily defeated Bruthazmus, Lyrie, and Orik one of my players reminded me that NPCs should be gestalt too.

Taken from SRD gestalt section:
“NPCs
An important aspect of most campaigns is verisimilitude—which is centered on the notion that everything in the campaign world is obeying the same set of rules. Accordingly, any important NPCs in your game should also be gestalt characters. It’s probably not necessary to have low-level noncombatant NPCs pick two classes, but any NPCs above 1st level should be constructed as gestalt characters. (NPCs with levels only in NPC classes-adept, aristocrat, commoner, expert, and warrior-can remain standard characters.)”

So I began with Nualia adding gestalt classes to the NPCs in the adventure path that had PC classes.

Below are the stats for the NPCs I’ve done and a little description. Some are fully stated others are just the changes to the numbers as written.
From my reading of the message board rules this is ok. If it is not ok, please let me know.

RPG Superstar 2012 Top 4

After the fight with Bruthazmus, Lyrie, and Orik (who arrived after the yeth hounds howled) we broke session. The next time we played I had two new PCs to add to the group who were in the middle of a dungeon. I decided to put them in the prison, and I added a jailor to replace Brunkel, the fallen goblin. Thus was the genesis of Jarvik Vancaskerkin. I was saddened how quickly the party downed Orik, so I created another fighter, this time with gestalt. Jarvik is Orik’s brother who came looking for him since Orik was not to be found in Riddleport. Jarvik’s spell choice favors spells with no somatic components so that the breastplate’s 25% spell failure chance doesn’t come into play. PHB2 is player’s handbook 2, Sp is Spell Compendium, T: is transmuter bonus spell.

Jarvik Vancaskerkin CR 5
Male Human fighter/transmuter 5
CN Medium Humanoid
Init +2; Senses Listen + 1, Spot + 1

DEFENSE
AC 22 ( or 23), touch 12, flat-footed 20 (+2 Dex, +4 shield spell, +6 +1 breastplate 25% Arcane Spell Failure) +1 with lesser deflect
(AC 27 with full combat expertise)
hp 42 (4d10+10+10)
Fort +6, Ref +6, Will +4;

OFFENSE
Spd 20 ft (30 ft. base)
Melee: spiked chain + 9 (2d4+4/x2) (+1d6 energy w/surge)
Ranged: composite +3 Str long bow +7 (1d8+3/x3)
Special Attacks: trip +8 touch, then +3 Str check vs Dex or Str;
disarm +19 (+2 chain, +4 feat, +4 two hands)
Spells Prepared (CL 5th)
3rd-Displacement, Still Mirror Image 1d4+1 AC 12, T: Still Bull's Strength
2nd-Blindness/Deafness Fort DC 15, Still Shield, Lesser Energy Surge (112 PHB2) 1d6 energy swift, T: Still Magic Weapon +1/+1
1st-Truestrike +20, Lesser Deflect (109 PHB2) immediate +1 AC, Lesser Deflect, Alarm (already cast), T: Expeditious Retreat, Swift (85 Sp) +30'
0th-Prestidigitation, Daze DC 13, Ghost Sound DC 13, Open/close, T: Mending

STATISTICS
Str 17, Dex 14, Con 14, Int 16, Wis 9, Cha 9
Base Atk +5, Grp +8
Feats: B: Lone Wolf, H: Combat Reflexes, 1st: Combat Casting, 3rd: Weapon Focus (spiked chain), W1: Scribe Scroll, W1F: Alertness (from weasel familiar), W5: Still Spell, BF1: Exotic Weapon Proficiency (spiked chain), BF2: Combat Expertise, BF4: Improved Disarm
Skills: Concentration +10 (+4 cast defensively or grapple), Gather Information +1, Knowledge (arcana) +11, Knowledge (local) +11, Profession (sailor) +7, Spellcraft +13
Languages Common, Goblin, Draconic, Elven, Undercommon
Other Gear: Scroll of False Life x2, Tile (like potions but just get broken) of Cure Moderate Wounds x2, Wand of Magic Missile 1d4+1 (8 charges), Cloak of Resistance +1,
Amulet of Health +2, Greatsword, Heavy Flail, Elixir of Love (acquired it for his brother’s obsession with Lyrie), Silversheen x2
Spellbook: 14 non evocation or conjuration cantrips, 1st: Truestrike, Alarm, Shield, Lesser Deflect, Magic Weapon, Sleep, Swift Expeditious Retreat, Ventriloquism, 2nd: Blindness/Deafness, Bull's Strength, Mirror Image, Lesser Energy Surge, 3rd: Displacement, Water Breathing; 5 pp, 4 gp

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A 3rd level spell that is available to 5th level evil clerics that should not be ignored is animate dead. That combined with a desecrate spell netted Nualia 20 HD worth of undead allies. The Thistletop dungeon level 2 rooms and hallways had to be enlarged to make this fight even possible.

Nualia
Fighter/Cleric 5
hp 42 (4d10+10) (1d10+5 more with false life)
Fort 7, Ref 1, Will 5
Melee +1 bastard sword +10 (1d10 +4 19-20/x2) and claw +3 (1d6 +1)
Ranged composite longbow +4 (1d8/x3)
Spells Prepared (CL 5th)
3rd - magic circle against good D, bestow curse (DC 15)
2nd - bull's strength D, shatter (DC 14), hold person (DC 14), desecrate
1st - enlarge person D, cause fear (DC 13), cure light wounds, divine favor, shield of faith
0th - cure minor wounds (4), detect magic
*Spontaneous inflict wounds*

Base Atk+5, Grp +8
Feats Exotic Weapon Proficiency (bastard sword), Lamashtu's Mark (p. 56 Path1), Power Attack, Weapon Focus (bastard sword), Combat Casting
Skills Concentrate +10, Knowledge (religion) 1, Spellcraft 7
Lamastu's Mark DC 17 fort p.56
+5 enhancement to Str 1 R
x2 Human Warrior Skeleton 1 HD, x2 Human Commoner Zombie 2 HD, Bugbear Zombie 6 HD, Ogre Zombie 8 HD

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I couldn’t think of a better gestalt class for a bodyguard than monk. So his alignment had to shift.

Grayst Sevilla
Fighter/Monk 4
LN
Init +1
AC 8, touch 8, flat-footed 8
(-3 Dex, +1 Wisdom)
hp 18
Fort +4, Ref +1 , Will +5 (+2 vs enchantment)
Speed 40 ft.
Melee unarmed strike +8 (1d8+5) or Flurry +6/+6 one with Stun DC 13 fort
or power attack up to 4
Base Atk +4; Grp +7
evasion, slow fall, combat reflexes, stunning fist 4/day (only once per round), Diehard (standing until -10), Endurance, Improved Initiative, Power Attack, Weapon Focus (unarmed strike), Toughness
Skills Intimidate +7, Listen +8, Sense Motive +8, Spot +8

RPG Superstar 2012 Top 4

These goblins were only 1st level before becoming ghouls, so I wouldn't have had to give them another class, but I choose to anyway.

Goblin Ghouls (4)
Dread ghoul goblin ranger/rogue 1
+1d6 sneak attack
+skills (climb & balance)

RPG Superstar 2012 Top 4

Aldern Foxglove, The Skinsaw Man CR 6
Male dread ghast human aristocrat 4 - rogue/fighter 3
CE Medium undead (augmented human)
Init +8; Senses darkvision 60'; Listen +1, Spot +1
Aura stench (20'", unnatural aura (30')

DEFENSE
AC 24, touch 15, flat-footed 20 (+1 deflection, +4 Dex, +4 natural, +5 breastplate)
(AC 29 with full Combat Expertise) (AC 32 with fight defensively & full Combat Expertise) (AC 30 total defense)
hp 87 (7d12+6x7)
Fort +10, Ref +8, Will +6; evasion
Defensive Abilities +4 turn resistance, undead traits

OFFENSE
Spd 30', climb 30'
Melee +1 war razor +12 (1d4+3/18-20) and
bite +8 (1d8+3 plus paralysis DC 19 fort 1d4+1 rounds & ghoul fever DC 19 fort secret) and claw +8 (1d6+1 plus paralysis DC 19 fort 1d4+1 rounds)
Special Attacks: command ghasts & ghouls, create spawn, paralysis, sneak attack +2d6, stalkers mask profane +2 bonus attack & damage, Combat Expertise, Intimidate (Demoralize)

STATISTICS
Str 17, Dex 18, Con -, Int 14, Wis 12, Cha 22
Base Atk +6, Grp +9
Feats: Improved Initiative, Multiattack, Weapon Finesse, Weapon Focus (War Razor), Combat Expertise, Improved Feint (move action bluff check vs Sense Motive + BAB) no dex bonus
Skills: Balance +5, Bluff +16, Climb +10, Diplomacy +20, Hide +8, Intimidate +18, Jump +14, Knowledge (local) +8,
Knowledge (nobility & royalty) +9, Ride +10, Sense Motive +11, Sleight of Hand +11, Tumble +12
Languages Common, Elven, Halfling
SQ trapfinding, trap sense +1
Gear: +1 war razor, M mithral breast plate (4200gp) with Foxglove crest on chest, ring of protection +1, stalker's mask, extravagant noble's outfit (200gp), cameo (100gp) containing tiny portrait of PC, iron key to Vorel's Workshop (B29) head of the key is in the shape of a vial, key to manor house iron key with heraldic symbol of a flower surrounded by thorns (DC 15 Knowledge Nobility)
Treasure: PC's personal effects: fork, empty potion bottles

RPG Superstar 2012 Top 4

The PCs subdued Tsuto below the glassworks and threw him in a cell at the Sandpoint barracks, before being transported to Magnimar for trial. As many on these message boards suggested I made a link from Tsuto to Ironbriar. When Ironbriar heard of Lonjiku’s death and that the only heir to Kaijitsu’s holdings was the daughter, he thought of a way to make the situation work to his advantage. When Tsuto Kaijitsu was brought before him for trial, Ironbriar’s eyes widened as the plan fell into his lap. The PCs encountered a higher level Tsuto at the Sawmill with Ironbriar.

Tsuto Kaijitsu CR 6
Male half-elf rogue/monk 6
LE Medium humanoid (elf)
Init +3; Senses low-light vision; Listen +12, Spot +12

DEFENSE
AC 21 (22 dodge), touch 17, flat-footed 18 (+3 Dex, +1 deflection, +2 Wis, +1 monk, +4 mage armor)
Deflect 1 arrow automatically per round or Snatch & shoot back.
hp 25 (6d8–5)
Fort +4, Ref +8, Will +7; +4 vs. enchantment; evasion
Defensive Abilities Dodge, evasion; Immune sleep; uncanny dodge

OFFENSE
Spd 50 ft.
Melee unarmed strike +7 (1d8+1) or flurry of blows +6/+6 (1d8+1)
Ranged composite shortbow +7 (1d6+1/×3)
Special Attacks sneak attack +3d6, stunning fist 6/day (DC 15 fort), Trip (+7 vs touch, then str check +5 vs dex or str)

STATISTICS
Str 12, Dex 16, Con 8, Int 13, Wis 14, Cha 10
Base Atk +4; Grp +5
Feats Deflect Arrows, Dodge, Stunning Fist, Weapon Finesse, Improved Trip, Snatch Arrows
Skills Balance +5, Bluff +0, climb, +10, Diplomacy +2, Disable Device +6, Disguise +0, Gather Information +2, Hide +12, Intimidate +0, Jump +8, Listen +12, Move Silently +12, Open Lock +7, Perform (wind instruments) +6, Search +5, Sense Motive +6, Spot +12, Tumble +14
Languages Common, Elven, Goblin
SQ trapfinding, evasion, trap sense +1, sneak attack +3d6, still mind, Ki strike (magic), slow fall 30', purity of body
Combat Gear tile of cure moderate wounds (2d8+3); 2 tiles of mage armor; Other Gear composite shortbow (+1 Strength), ring of protection +1, masterwork thieves’ tools, 7 pp

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Skinsaw Cultists
Human rogue/cleric 2 (Norgorber)
NE Medium humanoid
Init +6; Senses Listen +2 (+4), Spot +7 (+9)

DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
AC 18 fight defensively, AC 21 total defense
hp 14 (2d8+2)
Fort +4 Ref +5, Will +5 Evasion

OFFENSE
Spd 30'
Melee M war razor +3 [1d4+1 (+1 w/mask)/18-20]
Special Attacks death touch 1/day (2d6 damage), sneak attack +1d6, rebuke undead 2/day (-1, 2d6+1)
Spells Prepared (CL 2nd)
1st - command (DC 13) or divine favor (+1/+1), disguise self, shield of faith, cure light wounds
0 - light, mending, cure minor wounds, guidance
Domains: Death, Trickery

STATISTICS
Str 12, Dex 15, Con 13, Int 10, Wis 14, Cha 8
Base Atk +1, Grp +2
Feats Improved Initiative, Martial Weapon (war razor)
Skills Balance +9, Climb +6, Hide +7, Jump +8, Knowledge (local) +3, Knowledge (religion) +1, Listen +2 (+4 masked), Move Silently +7, Search +5 (+7 masked), Sleight of Hand +3, Spot +7 (+9 masked), Tumble +9
Languages Common, Infernal
SQ spontaneous casting (inflict spells 1d8+2), trapfinding
Other Gear M studded leather armor, masterwork war razor, skinsaw mask, 20 gp, holy symbol Norgorber

RPG Superstar 2012 Top 4

Ironbriar, like most NPCs was easy to choose his gestalt classes because he was already multiclassed. But by the time he was done casting his good cleric spells there wasn’t anybody left to flank with for his sneak attack. So, much of the time he was just doing 1d4 damage.

Justice Ironbriar CR 7
Male elf rogue/cleric 7 (Norgorber)
NE (undetectable alignment) Medium humaniod
Init +6; Senses low-light vision; Listen +14, Spot +14

DEFENSE
AC 23, touch 19, flat-footed 17 (uncanny dodge) [+4 armor, +3 deflection (shield of faith), +6 Dex]
hp 50 (7d8+7+7+1)
Fort +6, Ref +11, Will +7 (+2 vs enchantment) Evasion
Immune sleep effects

OFFENSE
Spd 30'
Melee +1 war razor +12 (1d4/18-20)
Special Attack rebuke undead 4/day (+1, 2d6+8), sneak attack +4d6, confusion 15' rad burst (DC 16) 2/day
Spells Prepared (CL 7th)
4th - good hope D, poison (DC 18)
3rd - summon monster III, cure serious wounds, suggestion D (DC 15)
2nd - bear's endurance (cast), cat's grace (cast), cure moderate wounds, invisibility D, undetectable alignment (cast)
1st - charm person D (DC 13) (boost Cha to get best actions out of thrall), command (DC 13), cure light wounds (2), divine favor, shield of faith (cast)
0th - cure minor wounds (2), light, mending, read magic, virtue (cast)

STATISTICS
Str 8, Dex 22, Con 12, Int 14, Wis 14, Cha 12
Base Atk +5; Grp +4
Feats Combat Casting, Martial Weapon Proficiency (war razor), Weapon Finesse
Skills Bluff +11, Concentration +11 (+15), Decipher Script +3, Diplomacy +15, Escape Artist +16, Jump +6, Knowledge (local) +3, Knowledge (Religion) +3, Listen +14, Move Silently +16, Search +4, Sense Motive +12, Spellcraft +4, Spot +14, Tumble +18
SQ spontaneous casting (inflict spells), trap finding, trap sense +2
Languages Common, Draconic, Elven, Infernal
Combat Gear wand of cure moderate wounds (12 charges);
Other Gear mithral shirt, +1 war razor, reaper's mask

Special Abilities
charm Domain (Ex) Once per day, Justice Ironbriar can boost his Charisma by 4 points. Activating this power is a free action. The Charisma increase lasts 1 minute.

RPG Superstar 2012 Top 4

The PCs have not yet encountered Xanesha. It remains unknown whether she will destroy them or not. I’m thinking she will.

Xanesha CR 10
Lamia matriarch sorcerer/fighter 2
Always CE Large monstrous humanoid (shapechanger)
Init +6; Senses darkvision 60', low-light vision; Listen +2, Spot +2

DEFENSE

AC 26, touch 16, flat-footed 20 (+1 armor, +1 deflection, +6 Dex, +9 natural, –1 size) (haste +1, shield +4, mage armor +3)
hp 148 (12d8+2d10+48) + 1d10+5 with false life
Fort +14 (+16 against poison), Ref +15 (+16 haste), Will +16, +4 vs. visual effects, gaze, & many illusions.
Immune mind-affecting effects; SR 18

OFFENSE

Spd 40' (70' haste), climb 40' (70' haste), swim 40' (70' haste), fly 60' (90' haste)
Melee impaler of thorns +21/+16/+11 (+22/+22/+17/+12 hasted) (2d6+9/19–20/×3 plus 1 Wisdom drain) or touch +19 (+20 haste) (2d4 Wisdom drain)
Space 10 ft.; Reach 5 ft.
Special attacks: 30' Petrify (standard) (DC 15 fort, 1 min), 1/day free action when striking 30' rad burst of despair (DC 16 Will or -2 att, save, ability, skill, weapon dam 6 min) & target (DC 16 Will or nauseated 1R)

Spell-Like Abilities (CL 10th)
At will—charm monster (DC 21) 45' 10 days (+5 save if currently being attacked), ventriloquism (all save DC 18) 50' 8 min

3/day—deep slumber (DC 20), dream, major image (DC 20), mirror image 1d4+3 AC 15, suggestion (DC 20)

Spells Known (CL 8th, +18 ranged touch) (silent +1, extend +1, still +1)
4th (4/day)—dimension door 720'
3rd (7/day)—fly (60' 8 min), haste (8 R)
2nd (8/day)—invisibility (8 min), scorching ray 45' 2 rays (within 30') +19 touch 4d6 fire, silence (20' rad 8 min)
1st (8/day)—cure light wounds 1d8+5, divine favor (+2/+2 1 min), mage armor (8 hr), magic missile (180' 4 missiles within 15'), shield (8 min)
0 (6/day)—acid splash, dancing lights, daze (DC 17), detect magic, ghost sound (DC 17), mage hand, mending, prestidigitation

STATISTICS

Str 22, Dex 23, Con 22, Int 16, Wis 14, Cha 25
Base Atk +14; Grp +24
Feats Extend Spell, Improved Critical (spear), Power Attack, Silent Spell, Weapon Focus (spear), Still Spell, Blind Fight
Skills Bluff +19, Concentration +18, Knowledge (arcana) +15,Knowledge (local) +14, Spellcraft +19, Tumble +15, Use Magic Device +24
Languages Abyssal, Common, Draconic
SQ alternate form
Other Gear impaler of thorns (evocation & mod enchantment, +1 spear), medusa mask, Sihedron medallion (+1 resistance bonus on all saves, false life as free action 1/day at CL
5th; see Pathfinder #1 55), snakeskin tunic, ring of protection +1

Special Abilities

Alternate Form (Su)
Wisdom Drain (Su)
Spells Lamia matriarchs cast spells as 6th-level sorcerers, and can also cast spells from the cleric list. Cleric spells are considered arcane spells for a lamia matriarch, meaning that the creature doesn’t need a divine focus to cast them.

RPG Superstar 2012 Top 4

Shalelu Andosana CR 5
Female elf ranger/fighter 5
CG Medium humanoid
Init +3; Senses low-light vision; Listen +11, Spot +3

DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 42 (5d10+10)
Fort +7, Ref +6, Will +2; +2 against enchantment
Immune sleep

OFFENSE
Spd 30 ft.
Melee mwk short sword +7 (1d6+1/19–20)
Ranged +1 composite longbow +10 (1d8+4/×3) or +1 composite longbow +8/+8 (1d8+4/×3, Rapid Shot)
30' +1 composite longbow +11 (1d8+5/×3) or +1 composite longbow +9/+9 (1d8+5/×3, Rapid Shot)
Special Attacks favored enemy +2 (goblinoid), favored enemy +4 (giant)

STATISTICS
Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 8
Base Atk +5; Grp +6
Feats 1st:Point-Blank Shot, 3rd:Mounted Combat, R1:Track, R2:Rapid Shot, R3:endurance, F1:Precise Shot, F2:Weapon Focus (longbow), F4:Weapon Specialization (longbow)
Skills Climb +9, Hide +11, Listen +11, Move Silently +11, Ride +11, Search +2, Spot +3, Survival +9, Swim +1
Languages Common, elven, Giant, Goblinoid
SQ wild empathy +2
Combat Gear wand of cure light wounds (34 charges); Other Gear +1 studded leather armor, +1 composite longbow (+1 Str) with 20 arrows, masterwork short sword, 125 gp

Animal Companion - Light Horse
N Large animal
Init +1; Senses low-light vision, scent; Listen +4, Spot +4

DEFENSE
AC 13, touch 10, flat-footed 12 (-1 size, +1 Dex, +3 natural)
hp 19 (3d8+6)
Fort +5, Ref +4, Will +2;

OFFENSE
Spd 60 ft.
Melee hoof -2 (1d4+1)
Full Attack 2 hooves -2 (1d4+1)

STATISTICS
Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; Grp +8
Feats Endurance, Run
Skills Listen +4, Spot +4


We're running gestalt in RotRL, but instead of upgrading every NPC in the adventure, we're simply reducing the CRs of all the encounters accordingly and running one level behind. We ran the first adventure as first level, non-gestalt PCs, and then when we hit 1000 XP, we became 1st level gestalt PCs and reset our XP to zero. If you continue from then on, treating the PCs as 1st level (or whatever gestalt level they are at) and reducing the CRs of each encounter as instructed by the SRD, the challenge levels and XP awards actually work out more or less perfectly. We've been having a great time so far.

This way strikes me as a bit time-consuming, and possibly counter-productive - I have a feeling a lot of people went with gestalt because the adventures are so dang hard! But whatever floats your boat!


I strongly recommend finding some way to water Xanesha down. Many people have reported TPKs with Xanesha. My group was very nearly one, but still two of them died and they did not beat her until they went out, leveled, then bought a bunch of buffing potions and scrolls before returning to finish the job.

You could have her and Lucrecia from the Hook Mountain Massacre trade places. I've seen that suggested here somewhere.

You could arrange for them to encounter her somewhere other than at the top of the tower (where she has lots of time to buff and can easily escape them if they do well.)

You'll notice that her statblock does not include all the buffing spells that the adventure says she starts casting when the bell drops. If you actually add them in, she's nigh unbeatable. It's not very realistic, but you could leave the buffs out, deciding that she's too cocky to use them. (But that's pretty cheesy.)


rironin wrote:

We're running gestalt in RotRL, but instead of upgrading every NPC in the adventure, we're simply reducing the CRs of all the encounters accordingly and running one level behind. We ran the first adventure as first level, non-gestalt PCs, and then when we hit 1000 XP, we became 1st level gestalt PCs and reset our XP to zero. If you continue from then on, treating the PCs as 1st level (or whatever gestalt level they are at) and reducing the CRs of each encounter as instructed by the SRD, the challenge levels and XP awards actually work out more or less perfectly. We've been having a great time so far.

My group wants to play Crimson Throne Gestalt. I'll have to use this method.

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