The Pathfinder NPC Plug n' Play Project


Alpha Playtest Feedback General Discussion


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!


Paizo Board's own Lilith maintains a site that does just this - though I don't know if she has a Pathfinder only section yet or not.

http://www.dmtools.org/

There's also a Request section.


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

Edit: Majuba sniped me! :O


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


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 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


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

How about you post them yourself, and include a note in the notes field saying that they are for Pathfinder RPG? :P Also, if these are the work of somebody else, please don't post them - originals only please. :)


Wiki?


Here's some original NPCs.

Mongol-type Horseman

Spoiler:

Male T’Chuck-T’Chi Human Bbn1/Ftr1; CR 2
Medium (5 ft., 5 in. tall) humanoid
HD 1d12 + 1d10 + 12; hp 30
Init +2 (+2 Dex); Spd 40 ft.
AC 16 (+2 Dex, +3 studded leather, +1 buckler)
BAB +2; CMB +3
Melee Saber +3 (1d8+1, Crit 19-20/×2); or
Melee Dagger +3 (1d4+1)
Ranged MW Throwing Dagger +5 (1d4+1, Range 10 ft.); or
Ranged MW Mighty Comp. Shortbow +5 (1d6+1, Range. 70 ft.)
SA Rage (4 pts)
SV Fort +4, Ref +2, Will +0; AL N
Str 13 (+1), Dex 15 (+2), Con 11 (+0), Int 10 (+0), Wis 10 (+0), Cha 10 (+0).
Languages Spoken: T’Chuck-T’Chi
Skills: Climb +5, Handle Animal +4, Stealth +3, Perception +5, Ride +7, Survival +4.
Feats: Mounted Combat, Mounted Archery, Point Blank Shot, Ride-By Attack.
Possessions: Studded leather armor, Mighty MW Composite Shortbow [+1], quiver w/20 arrows, dagger, 2 MW Throwing Daggers, saber, buckler, quality light war horse, saddle, pouch.
Raged (Su) Str 17 (+3) Con 15 (+2), Fort +6, Will +2, HP: 34, AC 14, Melee Saber +5 (1d8+3)

Mongol-type Horseman Officer
Spoiler:

Male T’Chuck-T’Chi Human Bbn1/Ftr3; CR 4
Medium (5 ft., 5 in. tall) humanoid
HD 1d12 + 3d10 +17; hp 56
Init +2 (+2 Dex); Spd 40 ft.
AC 20 (+3 Dex, +5 chainshirt, +1 buckler, +1 AT)
BAB +4; CMB +6
Melee Saber +6 (1d8+2, Crit 19-20/×2); or
Melee Dagger +6 (1d4+2)
Ranged MW Throwing Dagger +8 (1d4+2, Range 10 ft.); or
Ranged MW Mighty Comp. Shortbow +8 (1d6+2, Range. 70 ft.)
SA Rage (5 pts)
SQ Bravery
SV Fort +6, Ref +4, Will +1; AL N
Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 10 (+0).
Languages Spoken: T’Chuck-T’Chi
Skills: Climb +6, Handle Animal +4, Intimidate +7, Perception +5, Stealth +4, Ride +9, Survival +5.
Feats: Mounted Combat, Mounted Archery, Point Blank Shot, Precise Shot, Ride-By Attack.
Possessions: MW Chainshirt, Mighty MW Composite Shortbow [+2], quiver w/20 arrows, dagger, 2 MW Throwing Daggers, saber, buckler, fine light war horse, saddle, pouch.
Raged (Su) Str 18 (+4) Con 16 (+3), Fort +8, Will +3, HP: 64, AC 18, Melee Saber +8 (1d8+4)

Mongol-type Patrol Sorcerer
Spoiler:

Male T’Chuck-T’Chi Human Bbn1/Sor3; CR 4
CE Medium (5 ft. 3 in. tall) humanoid
HD 1d12 + 3d6+ 19; hp 43
Init +0; Spd 40 ft.
AC 14 (+3 studded leather, +1 buckler)
BAB +2; CMB +2
Melee 2 Claws +3 (1d6+1); or
Melee Saber +3 (1d8+1); or
Melee Dagger +3 (1d4+1)
Ranged MW Mighty Composite Shortbow +3 (1d6+1, Range 70 ft.); or
Ranged MW Throwing Daggers +3 (1d4+1, Range 10 ft.)
SA Rage (4 pts)
SQ Demon Resistances, electricity/5, +2 save vs poison
SV Fort +2, Ref +1, Will +3
Str 12 (+1), Dex 11, Con 10, Int 14(+2), WIs 10, Cha 15(+2)
Languages: T’Chuck-T’Chi, Abyssal
Skills: Climb +5, Knowledge (Arcane) +9, Knowledge (Nature) +6, Intimidate +9, Perception +6, Ride +9, Spellcraft +9, Survival +4, Use Magic Device +8.
Feats [Eschew Materials], Mounted Combat, Skill Focus (Ride), Toughness
Possessions: MW Studded Leather Armor, MW Buckler, Mighty MW Composite Shortbow [+1], quiver w/20 arrows, 2 MW Throwing Daggers, saber, fine light war horse, saddle, pouch, Potion of Barkskin +2, Potion of Cure Moderate Wounds, Gray Bag of Tricks, Arcane scroll of Charm Person, Arcane scroll of Enlarge Person, Arcane scroll of Expeditious Retreat, Arcane scroll of acid arrow, Arcane scroll of scorching ray.
Abyssal Bloodline Sorcerer: cause fear (bonus spell); Bloodline Powers: Claws (Ex), Demon Resistances (Ex)
Spells Known: 0th—(DC12) acid splash, daze, detect magic, light, message; 6×1st—(DC13) cause fear, sleep, shield, true strike.
Raged (Su) Str 16 (+3) Con 14 (+2), Fort +4, Will +5, HP: 54, AC 12, Melee 2 Claws +5 (1d6+3)

Paizo Employee Director of Brand Strategy

KaeYoss wrote:
Wiki?

The wiki is, at this point, canon only. We have debated including fan-generated stuff, but have decided to focus more on real stuff first. That said, if you're making conversions of statted NPCs or monsters from the Pathfinder books or modules, those can be added to the wiki under the PRPG portal. I designed a really handy template that formats everything for you once you add it in.


Shouldn't be a problem for someone who has sample characters to put them in. If he has them, anyway, he can put them somewhere, I'd say.


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


Hexmage -- I really do appreciate your contributions -- keep them coming.

Here is a Sorceress-Rogue

Spoiler:

Nan Zhaizy
Female Udani human Rog4/Sor2; CR 6
Size M (4 ft., 8 in. tall)
HD 4d8 + 2d6 +12; hp 43
Init +4 (+4 Dex); Spd 30 ft.
AC 18 (+4 Dex, +4 studded leather armor), touch 14, Flat-footed 14
BAB +4; CMB +5
Melee Magical Rapier +9 (1d6+2); or
Melee Dagger +8 (1d4+1)
Ranged MW Comp. Shortbow +9 (1d6+1, Range 70 ft.); or
Ranged Thrown Dagger +8 (1d4+1, Range 10 ft.)
SA Sneak Attack +2d6
SQ Trapfinding, Trap Sense +1, Rogue Talent: Stand Up
SV Fort +1, Ref +8, Will +4; AL NG
Str 13 (+1), Dex 18 (+4), Con 10 (+0), Int 16 (+3), Wis 10 (+0), Cha 15 (+2).
Languages: Udani Shou, High Shou, T’Chuck-T’Chi, Draconic, Infernal.
Skills: Acrobatics +11, Appraise +10, Bluff +11, Climb +8, Diplomacy +9, Disable Device +10, Knowledge (Arcane) +8, Knowledge (Local) +10, Knowledge (Planes) +8, Perception +7, Perform (Dance) +9, Sleight of Hand +11, Spellcraft +8, Stealth +11, Swim +8, Use Magic Device +9
Feats: [Uncanny Dodge], Combat Expertise, [Evasion], Agile Maneuvers, Improved Trip, Improved Feint, Weapon Finesse, Eschew Materials
Fire Elemental Bloodline Sorcerer; Elemental Ray (Su) 1d6+1 fire, Ranged Touch 30 ft.
Spells per Day: 1st – 4
Spells Known (6/3): 0th (DC12) – Acid Splash, Daze, Detect Magic, Disrupt Undead, Light, Mage Hand. 1st (DC13) – Color Spray, Charm Person, & True Strike.
Possessions: Magical +1 Rapier, MW Might Composite Shortbow [+1], 8× daggers, Potion of Cure Moderate Wounds, Magical +1 Studded Leather Armor, Divine Scroll of Silence, Arcane Scrolls of Lightning Bolt, Fireball, Dispel Magic, and Fly, gear and coins worth 200gp.

I'm sorry for the format -- the NPC generator that I usually start with spits things out in this format and I don't have the skills necessary to re-tool to alter the output format. :(


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.


I haven't seen anyone post anything here in a while, so I figured I would post some of my recent creations for my campaign.

Mounted Fighter

Spoiler:

Bayar Galjin (Sakhayit Clan)
Male T’Chuck-T’Chi human Ftr7; CR 7
Neutral Medium (5 ft., 8 in. tall) Humanoid
HD 7d10+44; hp 90
Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.
AC 24 (+3 Dex, +6 chainshirt, +3 buckler, +2 AT), flat-footed 18, touch 16
BAB +7/+2; CMB +10
Melee Saber +12/+7 (1d8+5); or
Melee Lance +10 (1d8+3); or
Melee MW Dagger +11/+6 (1d4+3); or
Melee MW Warhammer +11/+6 (1d8+3)
Ranged MW Mighty Comp. Shortbow +11/+6 (1d6+3, Rng 70 ft.); or
Ranged Throwing dagger +10/+5 (1d4+3, Rng 10 ft.)
SA Bravery, Weapon Training (Heavy Blades)
SV Fort +7, Ref +5, Will +3
Str 17 (+3), Dex 16 (+3), Con 15 (+2), Int 15 (+2), Wis 13 (+1), Cha 14 (+2).
Languages Spoken: T’Chuck-T’Chi, Udani Shou, High Shou
Skills: Climb +8, Intimidate +11, Knowledge (Engineering) +6, Ride +15, Survival +10, Swim +7.
Feats: Mounted Combat, Mounted Archery, Point Blank Shot, Precise Shot, Ride-By Attack, Improved Initiative, Combat Expertise, Skill Focus (Ride), Leadership, Spirited Charge.
Possessions: Magical +1 Saber, MW Dagger, MW Warhammer, 5 lances, 5 throwing daggers, MW Mighty [+3] Composite Shortbow, 2 quivers w/20 arrows, Magical +2 chainshirt, Magical +1 Buckler, 2 Potions of Cure Moderate Wounds, Potion of Resist Energy (Fire/10), Potion of Bull’s Strength, Fine Light Warhorse.

Human Sorceress

Spoiler:

Vacha (Sakhayit Clan)
Female T’Chuck-T’Chi Human Sor5; CR 5
Chaotic Evil Medium (5’9”) Humanoid
Init +6 (+2 Dex, +4 Imp.Init); Spd 30 ft.
HD 5d6+23; HP 39
AC 15 (+2 Dex, +1 natural, +2 cloak), Touch 12, Flat-footed 13
BAB +2; CMB +2
Melee MW Dagger +3 (1d4)
Melee MW Quarterstaff +3 (1d6/1d6)
Melee 2 Magical Claws +4 (1d6+2)
Ranged Light Crossbow +4 (1d8, Rng 80 ft.)
SA Draconic Bloodline Powers
Fort +2, Ref +5, Will +4
Str 10, Dex 14 (+2), Con 13 (+1), Int 12 (+1), Wis 10, Cha 16 (+3)
Languages Spoken: T’Chuck-T’Chi, Udani Shou
Skills: Appraise +5, Craft (Alchemy) +5, Spellcraft +9, Bluff +10, Disguise +5, Knowledge (arcane) +9, Perception +4, Ride +6, Use Magic Device +7.
Feats: [Eschew Materials], Improved Initiative, Persuasive, Brew Potion
Draconic Sorcerous Bloodline; Class Skill: Perception; Bonus Spells: mage armor, resist energy; Bloodline Powers: Claws, Blue Dragon Resistances Electricity/5, +1 AC
Sorcerer Spells Per Day: 0th—(DC13) Detect Magic, Daze, Light, Acid Splash, Ray of Frost, Message; 7×1st—(DC 14) Charm Person, Magic Missile, Shield, Mage Armor, Shocking Grasp, Enlarge Person; 5×2nd—(DC 15) Bull’s Strength, Resist Energy, Scorching Ray.
Possessions: Magical +2 Claws, Arcane Scroll [Disguise Self, Cause Fear, Sleep, and True Strike], Arcane Scroll [Expeditious Retreat, Magic Weapon, and Jump], Potion of Cure Moderate Wounds, Potion of Mage Armor, Potion of Bull’s Strength, Potion of Enlarge, Ring of Feather Fall, Wand of Shield [20 charges], and Cloak of Protection [+2], MW Quarterstaff, Light Crossbow, quiver w/20 bolts, MW Dagger, Fine Light Warhorse.

Another Mounted Fighter

Spoiler:

Mechin (Sakhayit Clan)
Male T’Chuck-T’Chi Human Ftr4; CR 4
Neutral Evil Medium (5’8”) Humanoid
Init +1 (Dex); Spd 20 ft.
HD 4d10+25; HP 53
AC 21 (+5 Chainmail, +4 heavy shield, +1 Dex, +1 AT), touch 18, flat-footed 16
BAB +4; CMB +8
Melee Dagger +8 (1d4+4); or
Melee Saber +9 (1d8+4); or
Melee Glaive +8 (1d10+6, 10 ft. reach); or
Melee Morningstar +8 (1d8+4)
Ranged MW Mighty Comp. Shortbow +6 (1d6+4, Rng. 70 ft.)
SA Bravery
SV Fort +7, Ref +2, Will +2
Str 18 (+4), Dex 13 (+1), Con 16 (+3), Int 10, Wis 12 (+1), Cha 10
Languages Spoken: T’Chuck-T’Chi
Skills: Climb +9, Intimidate +5, Ride +8, Survival +8
Feats: Mounted Combat, Ride-By Attack, Point Blank Shot, Weapon Focus (Saber), Shield Focus, Shield Mastery
Possessions: Chainmail, Heavy Shield, MW Mighty [+4] Composite Shortbow, quiver w/20 arrows, dagger, saber, glaive, morningstar, average light warhorse.

Human Cleric

Spoiler:

Syandi (Sakhayit Clan)
Female T’Chuck-T’Chi human Clr4; CR 4
Neutral Evil Medium (5 ft., 10 in. tall) Humanoid
HD 4d8+15; hp 38
Init +2 (+2 Dex); Spd 20 ft.
AC 19 (+2 Dex, +5 chainmail, +2 buckler), touch 14, flat-footed 15
BAB +3; CMB +4
Melee Longspear +4 (1d8+1, 10 ft. reach)
Melee Heavy Mace +4 (1d8+1)
Melee Dagger +4 (1d4+1)
Ranged Touch Fire Bolt +5 (1d6+1, Rng. 30 ft.)
Ranged MW Mighty Comp. Shortbow +6 (1d6+1, Rng 70 ft.)
SA Channel Positive energy 6/day (2d6, 30 ft. burst, DC 13)
SV Fort +5, Ref +3, Will +8
Str 13 (+1), Dex 14 (+2), Con 13 (+1), Int 13 (+1), Wis 18 (+4), Cha 13 (+1).
Languages Spoken: T’Chuck-T’Chi, Udani Shou
Skills: Knowledge (Religion) +8, Knowledge (arcane) +8, Riding +6, Spellcraft +8, Heal +8, Sense Motive +9
Feats: Combat Casting, Extra Turning, Born In the Saddle
Possessions: MW Mighty [+1] Composite Shortbow, Quiver w/20 Arrows, dagger, longspear, heavy mace, chainmail, Magical +1 buckler, quality light warhorse, Divine Scroll (Cure Moderate Wounds, Produce Flame, Fly), Potion of Truestrike.
Cleric Domains: Fire: Fire Bolt, 1d6+2, Rng 30 ft; Burning Hands 2/day; Resist Energy 1/day; Travel: Dimensional Hop, 40 ft/day; Expeditious Retreat 2/day; Levitate 1/day.
Cleric Spells: 4×0th—(DC14) Stabilize, Detect Magic, Light, Guidance; (3+1) 1st—(DC15) Bless, Entropic Shield, Inflict Light Wounds, Obscuring Mist; (2+1) 2nd—(DC16) Bull’s Strength, Hold Person, Produce Flame.

Yes, there is a theme here. The campaign I am running draws heavily upon Mongolian, Siberian, and Chinese influences.

CJ

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