Post an NPC


Advice

Liberty's Edge

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As all of us who DM know, it can take forever to create a decent level NPC, only to see it killed in about 5 minutes.

So I thought, we all have Characters we have made, why not start a thread where people can post full builds they have made that can be used as a resource for DM's, as well as a place to just discuss builds.

So post away, preferably with the build behind a spoiler tag to keep it from getting to text heavy.

For example

Harin the Dwarven Inquisitor of Desna

4th Level (4d6 drop lowest)

Spoiler:

18 Str
13 Dex
16 Con
10 Int
17 Wisdom
11 Charisma

41 Hit Points
AC 18 (touch 11, Flat 17)

Fort 7 Ref 2 Will 7
BAB 3
Melee + 7
Range + 4
CMB +7
CMD +18

Feats: Power Attack, Cleave
Dwarven Varient Craftsman (from APG)
Armor Penalty -3
Acrobatic -2, Bluff 4, Climb 5, Craft (Weapons) 6, Diplomacy 4, Disguise 4, Heal 7, Intimidate 5, Knowledge (arcana,dungeoneering, Nature, Planes, Religion) 4, Perception 10, Ride 2, Sense Motive 8, Spellcraft 4, Stealth 2, Survival 7, Swim 5.

Equiptment

+1 Breastplate
Masterwork Starknife, Masterwork Heavy Pick, Masterwork Repeating Crossbow, Masterwork War Hammer, Masterwork Battleaxe. Handy Haversack, Rations (5), Waterskin.

Spells Known
2 - Cure Moderate Wounds, Invisibility, Locate Object (Domain)
1 - Brand, Cure Light, Comprehend Languages, Disguise Self, Magic Weapon, Longstrider (domain)
0 - Create Water, Detect Magic, Light, Read Magic, Sift

Domain: Travel (+10 Movement)

After living most of his life underground working as a Weaponsmith he found himself on the surface going on a trading expedition. As night fell, he was overwhelmed by the the beauty of the blanket of stars that greeted him at night, and realized how much of life he had been missing living a life without exploration and adventure.

Too gruff for the Clergy, he still sought to honor Desna. And so he hunts those who opposed to her, while protecting fellow travelers and explorers.


Might I suggest, if we're going to use this, that we state the character's full progression and the abilities acquired at each level, such that one could 'pluck and play' it at any point desired. (It's pretty much the same format one uses when pre-plotting a leveling progression.)

Liberty's Edge

kyrt-ryder wrote:
Might I suggest, if we're going to use this, that we state the character's full progression and the abilities acquired at each level, such that one could 'pluck and play' it at any point desired. (It's pretty much the same format one uses when pre-plotting a leveling progression.)

I am ok with it, but I'm not going to mandate how anyone posts. I'm just happy to have options as a jump off point rather than starting from scratch.


There's plenty to pick form in the optimization thread. They're worked up to level 5 as well :P


Not all NPCs' work as twenty level builds, there concepts collapse under the weight of illogic, that occures when you have a village scribe with petty criminal leanings, who just happens to be able to cast ninth level spells.

Far better to use the time to make more individual NPCs with a wider range of concepts, so that people are more likely to be able to find something that fits well.

Shadow Lodge

Steampunk Mad Scientist/Inventor Gnome
20th level Rogue

Spoiler:

Gnome Rogue (Trapsmith) 20
NG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +25
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 143 (20d8+40)
Fort +8, Ref +14, Will +6
Defensive Abilities Evasion, Improved Evasion, Trap Sense +6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Special Attacks Master Strike (DC 26), Sneak Attack +10d6
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Major Magic (Feather Fall) (2/day), Minor Magic (Mending) (3/day), Prestidigitation (1/day), Speak with Animals (1/day)
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 22, Wis 10, Cha 12
Base Atk +15; CMB +14; CMD 26
Feats Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Master Craftsman: Armor, Master Craftsman: Craft: Clockwork & Steam Devices, Master Craftsman: Weapons, Rogue Weapon Proficiencies, Skill Focus: Craft: Armor, Skill Focus: Craft: Clockwork & Steam Devices, Skill Focus: Craft: Traps, Skill Focus: Craft: Weapons, Stealthy
Traits Collector: Craft: Clockwork & Steam Devices, Improvisational Equipment
Skills Appraise +29, Bluff +24, Craft: Alchemy +29, Craft: Armor +35, Craft: Clockwork & Steam Devices +41, Craft: Traps +35, Craft: Weapons +35, Disable Device +36, Escape Artist +29, Fly +24, Knowledge: Engineering +27, Perception +25, Profession: Engineer +23, Stealth +33, Use Magic Device +24 Modifiers Careful Disarm, Fast Picks, Quick Trapsmith (max CR 10), Trap Master
Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Sylvan
SQ Fast Stealth (Ex), Frugal Trapsmith (Ex), Gnome Magic, Hero Points (1), Illusion Resistance, Master Tinker, Quick Disable (Ex), Slippery Mind (Ex), Trapfinding +10

--------------------
SPECIAL ABILITIES
--------------------
Careful Disarm (Ex) Failed disarms only set off traps if they fail by -10 or more. Double Trap Sense bonus vs. traps set off while trying to disarm.
Collector: Craft: Clockwork & Steam Devices If have collection within 5 ft gain +2 trait bon to selected skill.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Picks (Ex) A rogue with this talent can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Frugal Trapsmith (Ex) Mechanical traps cost 75% of normal price
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Illusion Resistance +2 racial bonus to saves against illusions.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Major Magic: Feather Fall (2/day) (Sp) 1st-level spell becomes a Spell Like ability
Master Craftsman: Craft: Clockwork & Steam Devices +2 to the selected craft skill, its ranks count as caster level for Craft Magic Arms and Armor and Craft Wondrous.
Master Strike (DC 26) (Ex) Kill, paralyze, or KO the target of a sneak attack.
Master Tinker +1 Disable Device and Knowledge (Engineering), proficient with any weapon you have personally crafted.
Minor Magic: Mending (3/day) (Sp) A Cantrip becomes a Spell Like ability
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Quick Disable (Ex) You can use the disable device ability to disable traps in half the normal time (minimum 1 round).
Quick Trapsmith (max CR 10) (Ex) Setting a pre-constructed trap is a full-round action.
Slippery Mind (Ex) Two saves vs Enchantment spells.
Sneak Attack +10d6 +10d6 damage if you flank your target or your target is flat-footed.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Trap Master (Ex) You can bypass traps with a sucessful Disable Device check, not success + 10, and can redirect magic traps.
Trap Sense +6 (Ex) +6 bonus on reflex saves and AC against traps.
Trapfinding +10 +10 to find or disable traps.

All his spell-like abilities would be explained as coming from various devices. For example, his rogue major magic: feather fall would be a specially designed cloak.

Sovereign Court

Here's Mad Max, Derro Manhunter. Subterranean stalker of humans this wicked hunter likes to set up as a sniper along trade routes in the upper darklands.

Derro Ranger 2 (CR 5):
Mad Max the Manhunter
Derro Ranger 2 CR 5
XP 800
CE Small humanoid (derro)
Init +8; Senses darkvision 60 ft.; Perception +1
Defense
AC 20, touch 15, flat-footed 16 (+3 armor, +4 dex, +2 natural, +1 size)
hp 46 (3d8+2d10+20)
Fort +9, Ref +9, Will +8
SR 14
Weaknesses vulnerability to sunlight
Offense
Speed 20 ft.
Melee mwk aklys +10 (1d6+1)
Ranged mwk repeating light crossbow +10 (1d6/19–20 plus poison) or mwk aklys +10 (1d6+1)
Ranged w/Deadly Aim mwk repeating light crossbow +8 (1d6+4/19-20 plus poison)
Special Att sneak attack +1d6, favored enemy (human +2), M. Spider Venom (DC 14) 1d2 Str, 1/4r, 1 save

Spell-Like Abilities (CL 3rd)
At will—darkness, ghost sound (DC 14)
1/day—daze (DC 14), sound burst (DC 16)
Statistics
Str 13, Dex 19, Con 18, Int 14, Wis 3, Cha 18
Base Atk +4; CMB +4; CMD 18
Feats Deadly Aim, Improved Initiative, Precise Shot, Weapon Finesse
Skills Climb +6, Intimidate +9, Know (dungeon, geo, nature) +7, Perception +1, Stealth +18, Swim +6
Languages Aklo, Undercommon
SQ madness, poison use, combat style (crossbow)
Ecology
Environment any underground
Organization solitary, team (2–4), squad (5–8 plus 1 sorcerer of 3rd–5th level), or band (11–20 plus 30% noncombatants plus 3 sorcerers of 3rd–8th level)
Treasure NPC Gear (+1 leather armor, mwk aklys, mwk repeating light crossbow with 10 poisoned bolts, 10 bolts, cloak of resistance +1, Iron Dungeon Ring, Prisoner, 2 bags of caltrops)

Special Abilities
Madness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex) Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 pre-poisoned bolts at all times.
Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

--Vrock & Load

Liberty's Edge

King of Vrock wrote:

Here's Mad Max, Derro Manhunter. Subterranean stalker of humans this wicked hunter likes to set up as a sniper along trade routes in the upper darklands.

** spoiler omitted **...

I always loved Derros. Thanks!

Sovereign Court

ciretose wrote:
King of Vrock wrote:

Here's Mad Max, Derro Manhunter. Subterranean stalker of humans this wicked hunter likes to set up as a sniper along trade routes in the upper darklands.

** spoiler omitted **...
I always loved Derros. Thanks!

Here's a beefed up version of Max with some Rogue Sniper levels mixed in.

Max CR 8:
Mad Max the Manhunter
Derro Ranger 2/Rogue 3 CR 8
XP
CE Small humanoid (derro)
Init +9; Senses darkvision 60 ft.; Perception +4

Defense
AC 21, touch 16, flat-footed 16 (+3 armor, +5 dex, +2 natural, +1 size)
hp 75 (3d6+3d8+2d10+32)
Fort +10, Ref +13, Will +9; Evasion
SR 14
Weaknesses vulnerability to sunlight

Offense
Speed 20 ft.
Melee mwk aklys +13/+8 (1d6+1)
Ranged +1 repeating light crossbow +14/+9 (1d6+1/19–20 plus poison) or mwk aklys +13 (1d6+1)
Ranged w/Deadly Aim mwk repeating light crossbow +12/+7 (1d6+5/19-20 plus poison)
Special Att sneak attack +2d6 (40ft ranged only), Bleeding attack (2 bleed), favored enemy (human +2), Giant Wasp Venom (DC 18, 1d2 Dex, 1/6r, 1 save), half penalties for range increments
Spell-Like Abilities (CL 3rd, concentration +7)
At will—darkness, ghost sound (DC 14)
1/day—daze (DC 14), sound burst (DC 16)

Statistics
Str 13, Dex 20, Con 18, Int 14, Wis 3, Cha 18
Base Atk +6; CMB +6; CMD 21
Feats Deadly Aim, Improved Initiative, Point Blank Shot, Precise Shot, Weapon Finesse
Skills Acrobatics +11, Climb +9, Intimidate +12, Know (dungeon, geography, nature) +10, Perception +4, Stealth +22, Swim +9
Languages Aklo, Common, Undercommon
SQ madness, poison use, combat style (crossbow)

Ecology
Environment any underground
Organization solitary, team (2–4), squad (5–8 plus 1 sorcerer of 3rd–5th level), or band (11–20 plus 30% noncombatants plus 3 sorcerers of 3rd–8th level)
Treasure NPC Gear (+1 leather armor, mwk aklys, +1 repeating light crossbow with 10 poisoned bolts, 10 bolts, cloak of resistance +1, Iron Dungeon Ring, Prisoner)

Special Abilities
Madness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex) Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 pre-poisoned bolts at all times.
Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

--Vrocktopus

Dark Archive

This thread has a dozen or so NPCs between 3rd and 7th level for use either as Faction patrons, or Faction adversaries, on the 4th and 5th pages of the thread.

Only the flavor text is in the posts, the stats and crunchy stuff are in the profiles. Most are human, with a smattering of halflings, gnomes, dwarves, etc. making them more generally useful as NPCs than the occasional odd bit (awakened oak tree adept, a half-fiend dire worg barbarian, etc.).

That's also a decent way to dig up interesting characters, for NPC use, to raid the profiles of the more prolific PBPers. :)


Tessara is the leader of her town's temple of Erastil, said town being the religious and trade center of its rural region. She was designed mechanically as "a healbot done correctly". She is 8th-level, and was constructed with the Elite Array for her ability scores. Let me know if I made any formatting or mathematical errors.

Temple Priestess Tessara:
TEMPLE PRIESTESS TESSARA (CR 7)
XP 3,200
Female elf cleric of Erastil 8
NG Medium humanoid
Init +4; Senses low-light vision; Perception +6
Aura Good (Strong)
AC 21, touch 11, flat-footed 20 (+7 Armor, +1 Dex, +3 shield)
hp 56 (8d8+16)
Fort +8, Ref +2, Will +10
Speed 30 ft.; 20 ft. in armor
Melee shortspear +7 (1d6+1)
Ranged +1 composite longbow +8 (1d8+1/x3), or shortspear +7 (1d6+1)
Special Attacks channel energy 4d6
Spell-Like Abilities (CL 8th; concentration +12)
7/day—calming touch, touch of good
Spells Prepared (CL 8th; concentration +12)
4th—blessing of fervor, divination, imbue with spell ability1, neutralize poison
3rd—create food and water, dispel magic, prayer1, remove curse, remove disease
2nd—calm emotions, consecrate, gentle repose, lesser restoration, shield other1
1st—bless1, bless water, comprehend languages, endure elements, remove fear, shield of faith
0 (at will)—detect magic, detect poison, purify food and drink, read magic
1 Domain spell; Domains community, good
Str 12, Dex 12, Con 12, Int 10, Wis 18 (16), Cha 14
Base Atk +6; CMB +7; CMD 17
Feats Improved Channel, Improved Initiative, Selective Channeling, Toughness
Skills Diplomacy +9, Heal +15, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +8, Sense Motive +11; Modifiers -3 armor check penalty
Languages Abyssal, Celestial, Common, Draconic, Infernal
Equipment +1 breastplate, +1 composite longbow, +1 heavy wooden shield, headband of inspired wisdom +2; holy symbol of Erastil, quiver with 20 arrows and 2 shortspears.

Liberty's Edge

Set wrote:

This thread has a dozen or so NPCs between 3rd and 7th level for use either as Faction patrons, or Faction adversaries, on the 4th and 5th pages of the thread.

Only the flavor text is in the posts, the stats and crunchy stuff are in the profiles. Most are human, with a smattering of halflings, gnomes, dwarves, etc. making them more generally useful as NPCs than the occasional odd bit (awakened oak tree adept, a half-fiend dire worg barbarian, etc.).

That's also a decent way to dig up interesting characters, for NPC use, to raid the profiles of the more prolific PBPers. :)

Thanks!


ciretose wrote:

As all of us who DM know, it can take forever to create a decent level NPC, only to see it killed in about 5 minutes.

So I thought, we all have Characters we have made, why not start a thread where people can post full builds they have made that can be used as a resource for DM's, as well as a place to just discuss builds.

So post away, preferably with the build behind a spoiler tag to keep it from getting to text heavy.

Sounds like fun.

I made these 2 in PCGen.

Chongo is a frost giant werewolf living in the Five Kings Mountains in Andoran. His current overall goals are to infect Oregent, Carpenden, and Wispil in Taldor with hordes of werewolves. The Knights of the Tail, a secret brotherhood of afflicted wererats who have learned to control their powers, have been seeking out his followers and using their own lycanthropic abilities to eliminate them before they can destroy their families and communities.

Chongo the mighty:

Name: Chongo
Race: Frost Giant (Natural Werewolf)
Player:
Classes: Humanoid14 Fighter6
Hit Points: 374
Experience: 3600000 / 3600001
Alignment: Neutral Evil
Vision: Low-light
Speed: Walk 35 ft.
Languages: Common, Giant
Stat Score Mod
STR 44 (+17)
DEX 15 (+2)
CON 33 (+11)
INT 14 (+2)
WIS 21 (+5)
CHA 11 (+0)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics -11 0.0 2 -13
Appraise 2 0.0 2 0
Bluff 0 0.0 0 0
Climb 9 2.0 17 -10
Craft (Untrained) 2 0.0 2 0
Diplomacy 0 0.0 0 0
Disguise 0 0.0 0 0
Escape Artist -11 0.0 2 -13
Fly -13 0.0 2 -15
Heal 5 0.0 5 0
Intimidate 15 12.0 0 3
Perception 18 10.0 5 3
Perform (Untrained) 0 0.0 0 0
Ride -11 0.0 2 -13
Sense Motive 15 10.0 5 0
Stealth -15 0.0 2 -17
Survival 5 0.0 5 0
Swim 8 1.0 17 -10

-------------------------- Feats ---------------------------
Cleave
You can strike two adjacent foes with a single swing.

Critical Focus
You are trained in the arts of causing pain.

Great Cleave
You can strike many adjacent foes with a single blow.

Greater Vital Strike
You can make a single attack that deals a tremendous amount of damage.

Improved Critical (Longsword)
Attacks made with your chosen weapon are quite deadly.

Improved Iron Will
Your clarity of thought allows you to resist mental attacks.

Improved Natural Attack (Bite)
Attacks made by one natural weapon leaves vicious wounds.

Improved Vital Strike
You can make a single attack that deals a large amount of damage.

Iron Will
You are more resistant to mental effects.

Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Quick Draw
You can draw weapons faster than most.

Vital Strike
You make a single attack that deals significantly more damage than normal.

Weapon Focus (Longsword)
You are especially good at using your chosen weapon.

Weapon Specialization (Longsword)
Armor Proficiency, Heavy
You are skilled at wearing heavy armor.

Armor Proficiency, Light
You are skilled at wearing light armor.

Armor Proficiency, Medium
You are skilled at wearing medium armor.

Martial Weapon Proficiency
You understand how to use your chosen martial weapon in combat.

Shield Proficiency
You are trained in how to properly use a shield.

Simple Weapon Proficiency
You are trained in the use of basic weapons.

Tower Shield Proficiency
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------
Lycanthrope, Lycanthrope (Hybrid Form)
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 48 / 25 / 46
Initiative: +2
BAB: +16/+11/+6/+1
Melee tohit: +32/+27/+22/+17
Ranged tohit: +17/+12/+7/+2
Fortitude: +28
Reflex: +11
Will: +16
Unarmed attack:
to hit: +32/+27/+22/+17
damage: 1d4+17
critical: 20/x2
Axe +3 (Throwing/Distance/Returning) (Large):
to hit: +35/+30/+25/+20
damage: 1d8+20
critical: 20/x2
special properties: when thrown will return just before thrower's next turn, range increment doubled
Axe +3 (Throwing/Distance/Returning) (Large/Thrown):
to hit: +20/+15/+10/+5
damage: 1d8+3
critical: 20/x2
range: 20 ft.
special properties: when thrown will return just before thrower's next turn, range increment doubled
Bite:
to hit: +27
damage: 1d8+8
critical: 20/x2
Longsword +5 (Large/Keen/Shocking Burst):
to hit: +39/+34/+29/+24
damage: 2d6+25
critical: 15-20/x2
special properties: threat range doubled, +1d6 electricity damage, on a critical hit deals +1d10 additional electricity damage
Slam:
to hit: +32/+32
damage: 1d8+17
critical: 20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Axe +3 (Throwing/Distance/Returning) (Large) 1 4lbs Special: when thrown will return just before thrower's next turn, range increment doubled
Belt of Physical Perfection +4 1 1lbs
Cloak of Resistance +3 1 1lbs
Full Plate +5 (Fortification (Heavy)) (Large) 1 100lbs Special: 75% chance to negate Critical and Sneak Attack bonus damage
Longsword +5 (Large/Keen/Shocking Burst) 1 8lbs Special: threat range doubled, +1d6 electricity damage, on a critical hit deals +1d10 additional electricity damage
Necklace of Adaptation 1 1lbs Special: Wraps the wearer in a shell of fresh air
Ring of Energy Resistance (Greater/Fire) 1 0lbs Special: Grants fire resistance 30
Ring of Protection +5 1 0lbs
Shield +5 (Tower/Large/Reflecting) 1 90lbs Special: can grant full cover, reflect spell (as Spell Turning spell) 1/day
Total weight carried:
Current load: Light
Encumbrance
Light: 7466
Medium: 14933
Heavy: 22400

Alatheus is an assassin-for-hire operating out of Riddleport, Varisia. His primary goal is the acquisition of wealth - he kills purely for the money and has no loyalty to anyone or anything. He has one psychological weakness - boats. He will not go near boats, even sitting in dry dock. He will swim, bathe, and even pursue foes in the water, but boats specifically terrify him.

Alatheus:

Name: Alatheus
Race: Human
Player:
Classes: Fighter6 Rogue2 Duelist4
Hit Points: 137
Experience: 220000 / 315000
Alignment: Chaotic Evil
Vision:
Speed: Walk 30 ft.
Languages: Common
Stat Score Mod
STR 21 (+5)
DEX 28 (+9)
CON 16 (+3)
INT 14 (+2)
WIS 15 (+2)
CHA 13 (+1)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 24 12.0 9 3
Appraise 2 0.0 2 0
Bluff 13 9.0 1 3
Climb 13 5.0 5 3
Craft (Untrained) 2 0.0 2 0
Diplomacy 1 0.0 1 0
Disguise 1 0.0 1 0
Escape Artist 24 12.0 9 3
Fly 9 0.0 9 0
Heal 2 0.0 2 0
Intimidate 1 0.0 1 0
Perception 2 0.0 2 0
Perform (Dance) 7 3.0 1 3
Perform (Untrained) 1 0.0 1 0
Ride 9 0.0 9 0
Sense Motive 8 3.0 2 3
Stealth 24 12.0 9 3
Survival 2 0.0 2 0
Swim 5 0.0 5 0

-------------------------- Feats ---------------------------
Combat Expertise
You can increase your defense at the expense of your accuracy.

Dodge
Your training and reflexes allow you to react swiftly to avoid an opponent's attack.

Mobility
You can easily move through a dangerous melee.

Spring Attack
You can deftly move up to a foe, strike, and withdraw before he can react.

Vital Strike
You make a single attack that deals significantly more damage than normal.

Weapon Finesse
You are trained in using your agility in melee combat, as opposed to brute strength.

Weapon Focus (Rapier)
You are especially good at using your chosen weapon.

Weapon Specialization (Rapier)
You deal extra damage when using your chosen weapon.

Whirlwind Attack
You can strike out at every foe within reach.

Wind Stance
Armor Proficiency, Heavy
You are skilled at wearing heavy armor.

Armor Proficiency, Light
You are skilled at wearing light armor.

Armor Proficiency, Medium
You are skilled at wearing medium armor.

Martial Weapon Proficiency
You understand how to use your chosen martial weapon in combat.

Shield Proficiency
You are trained in how to properly use a shield.

Simple Weapon Proficiency
You are trained in the use of basic weapons.

Tower Shield Proficiency
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 33 / 27 / 22
Initiative: +11
BAB: +11/+6/+1
Melee tohit: +16/+11/+6
Ranged tohit: +20/+15/+10
Fortitude: +11
Reflex: +18
Will: +7
Unarmed attack:
to hit: +20/+15/+10
damage: 1d3+5
critical: 20/x2
Rapier +2 (Shocking Burst/Wounding):
to hit: +24/+19/+14
damage: 1d6+10
critical: 18-20/x2
special properties: deals 1 point of Constitution damage per hit, +1d6 electricity damage, on a critical hit deals +1d10 additional electricity damage
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Amulet of Natural Armor +3 1 0lbs
Belt of Physical Might (STR/DEX) +4 1 1lbs
Bracers of Armor +6 1 1lbs
Cloak of Resistance +2 1 1lbs
Rapier +2 (Shocking Burst/Wounding) 1 2lbs Special: deals 1 point of Constitution damage per hit, +1d6 electricity damage, on a critical hit deals +1d10 additional electricity damage
Ring of Protection +2 1 0lbs
Ring of the Ram 1 0lbs
Total weight carried:
Current load: Light
Encumbrance
Light: 153
Medium: 306
Heavy: 460
--------------------------- Magic --------------------------

------------------------ Description -----------------------
Height: 5' 3" Weight: 145 lbs. Gender: Male
Eyes: Blue Hair: Brown,Bowl cut Skin: Pasty
Dominant Hand: Right Quirks: Sensual, Organized
Speech style: Pedantic Quotable: Don't worry, I have a plan...


The pathfinder dm's guide provides a lot of npc's to use. Great tool

Liberty's Edge

sir_shajir wrote:
The pathfinder dm's guide provides a lot of npc's to use. Great tool

Oh I agree. And there is the NPC guide. But more wouldn't hurt.

Sovereign Court

Heres Rahkeg Oathhelm, a possible villain or ally depending on where he is etc. Rahkeg spent dozens of years trapped beneath a Dwarven fort with the last of his followrs, and slowly gave himself over from Torag to Zun-Kuthon, manipulating his fellow Dwarves and killing them off to extend his own life. He is a skeletal champion, and he also uses a 24 point buy to match the PC's of that particular game.

Rahkeg Oathhelm:

Rahkeg Oathhelm, Level 5/2HD Cleric and Skeletal Champion of Zon-Kuthon

CR=(Total HD-1)6

Statistics

Strength- 16 (+3)
Dexterity- 16 (+3)
Constitution- N/A
Intelligence- 11 (+0)
Wisdom- 18 (+4)
Charisma- 13 (+1)

Vital Statistics

HP- 54
Speed- 20 feet
Initiative- +7
BAB- +4

Defences
AC- 25 (+9 Armour, +1 Dodge, +3 Dexterity, +2 Natural Armour)
When Shield of Faith- 27
Flat-Footed- 21 (+9 Armour,+2 Natural Armour)
When Shield of Faith- 23
Touch- 14 (+1 Dodge, +3 Dexterity)
When Shield of Faith- 23
CMB- +7 (+4 BAB, +3 Strength)
CMD- 21 (+4 BAB, +3 Dexterity, +3 Strength, +1 Dodge)
When Shield of Faith- 23
Saving Throws-
Fort +5, Reflex +4, Will +10
Damage Reduction- Damage Reduction 5/Bludgeoning
Immune- Cold, all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning, and to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Special- Channel Resistance +4
Attacks
Melee= +7
Ranged= +7
Masterwork Spiked Chain= +8, 2d4+4 20x2
When power attacking= +6, 2d4+10 20x2
Destructive Smite= +2 Damage 7/day

Note:
Roll twice for miss chance due to blind-fight

Aura, Skill, Concentration, Feats, Languages & Special Abilities

Aura- Strong Evil and Law
Skills- Knowledge (Religion) +8, Linguistics +5, Spellcraft +7, Intimidate +11
Concentration- +9
Feats- Spiked Chain Proficiency, Simple Weapon Proficiency, Dwarven Weapon Proficiency, Medium Armour Proficiency, Blind-Fight, Toughness, Command Undead (up to Class level in HD) (DC13), Improved Initiative, Dodge, Power Attack (-2 attack rolls, +4 damage (+6 with
Spiked Chain).
Languages- Common, Dwarf, Orc, Infernal
Channel Energy 30 feet radius (Inflict)- 3d6 damage, DC13 Will save for half. 4/day.

Domains: Darkness, Destruction

Domain Abilities and Spells (Darkness): Gain Blind Fight as a bonus feat.

Touch of Darkness
(Sp): As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for 2 rounds. You can use this ability a number of times per day equal to 7 times per day.

Domain Spells:
1st—obscuring mist
2nd—blindness/deafness (only to cause blindness) (Prepared)
3rd—deeper darkness (Prepared) (Drops light level by two; usually 50% miss chance) (Cast)
4th—shadow conjuration
5th—summon monster V (summons 1d3 shadows)
6th—shadow walk
7th—power word blind
8th—greater shadow evocation
9th—shades

Domain Abilities and Spells (Destruction): Gain Destructive Smite (Su):
You gain the destructive smite power: the supernatural ability to make a single melee attack
with a +2 morale bonus on damage rolls. You must declare the destructive smite before making the attack. You can use this ability 7 times per day.

Domain Spells:
1st— true strike (Prepared)
2nd— shatter
3rd— rage
4th— inflict critical wounds
5th— shout
6th— harm
7th— disintegrate
8th— earthquake
9th— implosion

Non-Domain Spells Prepared

DC's=14 + Spell Level
Spontaneous Casting: Can spontaneously convert a spell to an Inflict spell of the same level.

0 Level- Bleed, Guidance, Resistance, Stabilise
1st Level- Cause Fear, Command, Shield of Faith (+2) (Cast), Bane
2nd Level- Death Knell, Sound Burst, Spiritual Weapon (Cast)
3rd Level- Bestow Curse, Cure Serious Wounds

Equipment
Fortress Plate (+3 Breastplate Armour)
Masterwork Spiked Chain
Silver Holy Symbol of Zon-Kuthon
Masterwork Dagger
Masterwork Warhammer
Inkpens
Hundreds of sheets of Parchment
1,070 silver coins and 2032 copper coins in a nearby sack
Backpack
The Journal of Rahkeg Oathhelm, servant of (italics is crossed out, theres no strikethrough font on these forums)King Kormar Oathhelm and Torag Zon-Kuthon

Tactics
If he has time to prepare, Rahkeg casts Shield of Faith to increase his AC by 2, and uses animate dead to raise some minions to help defend him and provide flanking. He usually opens combat with a sound burst, and if he gets time a Cause Fear on a strong-looking melee combatant. If things look truly dire, he will Meld into Stone in an effort to escape.

Backstory

Rahkeg was a devout cleric of Torag and proud servant to the Oathhelm Kingdom; but one day the fort under his command was attacked and surrounded by Orcs of the Blooded Tyrants; a subservient clan to the Children of Murder at the time. The Dwarf Assassin, Strugharf Orcbane, had just passed through the fort on his deadly mission to kill Drogheda when the Tyrants attacked. Fighting a last stand, Rahkeg retreated deep into the armoury and lower sections of the fort, barricading with his last handful of followers and preparing to sell their lives dear... Only for no attack to come. Puzzled, but wary of an ambush, the stout Dwarves waited two days for an attack, before carefully approaching the trapdoor leading out of the lower section- only to find that the crafty Tyrants had somehow barricaded or sealed the adamantine door from the outside.

Trapped inside the lower sections, Rahkeg grew melancholy and his faith wavered over the years; until after a decade of doubt and bitterness, he secretly renounced Torag and embraced the teachings of Zon-Kuthon (after hearing his insipid whispers in his dreams for many months), looking for ways to extend his life with Necromancy.

Claiming Torag was granting him fewer and fewer spells, he prepared less and less create food and water spells, weakening the remaining dwarves with him and starving them; and as the weaker members of the dwarves began to succumb to starvation and eventually die, he would secretly animate them after their funeral. One of them became suspicious, and gathered the others to challenge Rahkeg. When confronted he unleashed his Undead and his powers on them; animating them all as his servants and using their life energy to become a Skeletal Champion; Zon-Kuthon was not willing to grant Rahkeg the secrets of Lichdom yet, nor did Rahkeg have the resources. He does see his current state as a temporary one; a form that would last long enough for someone to open the armoury door, and for him to pursue his dreams of Lichdom

Now Rahkeg simply waits for this event to come to pass, praying daily to Zon-Kuthon at a desecrated altar, far into the lower levels of the section. He has grown somewhat tired of his former comrade’s silent, accusing stares and has scattered them across the various rooms and corridors as Burning Skeletons, relinquishing control over them, but leaving two Bloody Skeletons as his personal door guards.

If he hears combat outside his chambers, he prepares himself for trouble; by the time 3 rounds has passed since the sounds of combat, the whole room is enveloped in Deeper Darkness, he has Shield of Faith applied.

Personality

Rahkeg is nothing if not patient; he has waited years for the door to the ruins to open, and he makes plans with exceptional care and intuition, even if they are not particularly tactically astute. He has truly embraced the Lawful Evil methodology, and feels he simply had to rise above ‘the sheep of clan Oathhelm’ he was imprisoned with. If they were worthy of a continued existence, they would have found the strength to defeat him.

He is also acutely aware much time has passed since he was imprisoned, and he would rather make an ally of an evil adversary than fight them; unless their goals do not coincide. Against good adversaries, he enjoys toying with his enemies, Causing Fear and using Death Knell and coup de grace’s to finish off downed enemies. He has lived in Darkness below the ruins for so long that fighting in it is second nature to him; and he loathes the thought of the suns rays; although in actual fact they will not harm him. In combat he always fights inside the protection of a Deeper Darkness spell when possible.

His mighty, shining breastplate armour was a personal gift from King Kormar Oathhelm; and has the words May this mighty fortress plate always protect you from harm- as you have protected my heart from corruption, these past 200 years. Your friend- Kormar Oathhelm inscribed upon it in Dwarven.


Bertric started out life in a small hamlet in Thuvia, and was part of the local militia. His village was hit by a plague of locusts and all were forced to flee, with the majority going to Merab to start a new life. Bertric's parents died soon after he arrived, leaving Bertric without family or a trade, since the city guard considered him to be too inexperienced. he was begging on street corner, still in his militia armor and carrying a falchion, when a recruiter for a local organized crime family, the Ama Cloque, found him and offered him a job as a package boy. That was two years ago. Bertric has since learned the ways of crime and found a niche as an intimidating doorman at a warehouse on the docks.

Bertric:

Name: Bertric
Race: Human
Player: NPC
Classes: Fighter1 Rogue3
Hit Points: 43
Experience: 9000 / 15000
Alignment: Chaotic Neutral
Vision:
Speed: Walk 30 ft.
Languages: Common
Stat Score Mod
STR 20 (+5)
DEX 17 (+3)
CON 15 (+2)
INT 16 (+3)
WIS 14 (+2)
CHA 13 (+1)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 9 4.0 3 2
Appraise 3 0.0 3 0
Bluff 8 4.0 1 3
Climb 9 2.0 5 2
Craft (Untrained) 3 0.0 3 0
Diplomacy 7 3.0 1 3
Disguise 8 4.0 1 3
Escape Artist 2 0.0 3 -1
Fly 2 0.0 3 -1
Heal 6 4.0 2 0
Intimidate 8 4.0 1 3
Perception 8 3.0 2 3
Perception (Trapfinding) 9 3.0 2 4
Perform (Untrained) 1 0.0 1 0
Ride 2 0.0 3 -1
Sense Motive 2 0.0 2 0
Stealth 9 4.0 3 2
Survival 9 4.0 2 3
Swim 9 2.0 5 2

-------------------------- Feats ---------------------------
Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Quick Draw
You can draw weapons faster than most.

Toughness
You have enhanced physical stamina.

Weapon Focus (Falchion)
Armor Proficiency, Heavy
You are skilled at wearing heavy armor.

Armor Proficiency, Light
You are skilled at wearing light armor.

Armor Proficiency, Medium
You are skilled at wearing medium armor.

Martial Weapon Proficiency
You understand how to use your chosen martial weapon in combat.

Shield Proficiency
You are trained in how to properly use a shield.

Simple Weapon Proficiency
You are trained in the use of basic weapons.

Tower Shield Proficiency
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 19 / 14 / 16
Initiative: +3
BAB: +3
Melee tohit: +8
Ranged tohit: +6
Fortitude: +5
Reflex: +6
Will: +3
Unarmed attack:
to hit: +8
damage: 1d3+5
critical: 20/x2
Falchion +1:
to hit: +10
damage: 2d4+8
critical: 18-20/x2
--------------------- Special Abilities --------------------
Sneak Attack +1d6
------------------------- Equipment ------------------------
Name QTY LBS
Chain Shirt +1 1 25lbs
Falchion +1 1 8lbs
Ring of Protection +1 1 0lbs
Total weight carried:
Current load: Light
Encumbrance
Light: 133
Medium: 266
Heavy: 400
--------------------------- Magic --------------------------

------------------------ Description -----------------------
Height: 6' 2" Weight: 240 lbs. Gender: Male
Eyes: Brown Hair: Black,Curly Skin: Dark
Dominant Hand: Right Quirks: Overly critical, Overbearing
Speech style: Uses lots of slang Quotable:
Full Description

Background

Sovereign Court

juanpsantiagoXIV wrote:

Bertric started out life in a small hamlet in Thuvia, and was part of the local militia. His village was hit by a plague of locusts and all were forced to flee, with the majority going to Merab to start a new life. Bertric's parents died soon after he arrived, leaving Bertric without family or a trade, since the city guard considered him to be too inexperienced. he was begging on street corner, still in his militia armor and carrying a falchion, when a recruiter for a local organized crime family, the Ama Cloque, found him and offered him a job as a package boy. That was two years ago. Bertric has since learned the ways of crime and found a niche as an intimidating doorman at a warehouse on the docks.

** spoiler omitted **...

Bertric's stats are ridiculously good. Including the point buy he was built on would be nice, or figuring out the equivalent.


Alexander Kilcoyne wrote:
juanpsantiagoXIV wrote:

Bertric started out life in a small hamlet in Thuvia, and was part of the local militia. His village was hit by a plague of locusts and all were forced to flee, with the majority going to Merab to start a new life. Bertric's parents died soon after he arrived, leaving Bertric without family or a trade, since the city guard considered him to be too inexperienced. he was begging on street corner, still in his militia armor and carrying a falchion, when a recruiter for a local organized crime family, the Ama Cloque, found him and offered him a job as a package boy. That was two years ago. Bertric has since learned the ways of crime and found a niche as an intimidating doorman at a warehouse on the docks.

** spoiler omitted **...

Bertric's stats are ridiculously good. Including the point buy he was built on would be nice, or figuring out the equivalent.

I don't build on point buy. For named NPCs, I use my own default array of 18, 17, 16, 15, 14, 13. My PCs roll for ability scores with the 4d6 method.

Sovereign Court

The array will equate to a point buy though- Rahkeg was built on a GM array but it equated to a 24 point build.

(I won't say anything about it again as I don't want to critiscise someone elses game but OUCH! Named NPC's are inevitably far stronger, faster, tougher etc. than the PC's...)


Alexander Kilcoyne wrote:

The array will equate to a point buy though- Rahkeg was built on a GM array but it equated to a 24 point build.

(I won't say anything about it again as I don't want to critiscise someone elses game but OUCH! Named NPC's are inevitably far stronger, faster, tougher etc. than the PC's...)

Ah - so, include what the point buy would be if I actually used it. Gotcha. If I'm reading the point buy system right, I'm coming up with 55 points, but of course, I may be wrong about that.

And yeh, our games are pretty brutal. They always have been.

Sovereign Court

Sounds it! 55 sounds about right with those stats actually... Roughly 30 points above the average 4d6 drop the lowest :P


Alexander Kilcoyne wrote:
Sounds it! 55 sounds about right with those stats actually... Roughly 30 points above the average 4d6 drop the lowest :P

Well, just remember - if you ever find yourself supernaturally trapped in my subconscious, run from anyone who introduces themselves. ;)


Here's another.

Rikar Tuskblood is a full-blooded orc who was found orphaned after a battle by clerics of Iomedae. Not wanting to kill an infant, they took him to the temple of Iomedae in Absalom, where he grew up learning a love of law and order and also picked up some magical knowledge. As soon as he was old enough, he joined the city guard, where he now serves as a sergeant.

Rikar Tuskblood:

Name: Rikar Tuskblood
Race: Orc
Player:
Classes: Fighter5 Cleric1
Hit Points: 81
Experience: 23000 / 35000
Alignment: Lawful Good
Vision: Darkvision (60 ft.)
Speed: Walk 30 ft.
Languages: Common, Orc
Stat Score Mod
STR 23 (+6)
DEX 15 (+2)
CON 17 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 11 (+0)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics -1 0.0 2 -3
Appraise 1 0.0 1 0
Bluff 0 0.0 0 0
Climb 7 1.0 6 0
Craft (Untrained) 1 0.0 1 0
Diplomacy 0 0.0 0 0
Disguise 0 0.0 0 0
Escape Artist -1 0.0 2 -3
Fly -1 0.0 2 -3
Heal 8 3.0 2 3
Intimidate 0 0.0 0 0
Perception 7 5.0 2 0
Perform (Untrained) 0 0.0 0 0
Ride 3 1.0 2 0
Sense Motive 10 5.0 2 3
Stealth -1 0.0 2 -3
Survival 7 2.0 2 3
Swim 7 1.0 6 0

-------------------------- Feats ---------------------------
Cleave
You can strike two adjacent foes with a single swing.

Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Rapid Reload (Crossbow (Light))
You can reload your chosen type of crossbow quickly.

Toughness
You have enhanced physical stamina.

Weapon Focus (Halberd)
You are especially good at using your chosen weapon.

Weapon Specialization (Halberd)
Armor Proficiency, Heavy
You are skilled at wearing heavy armor.

Armor Proficiency, Light
You are skilled at wearing light armor.

Armor Proficiency, Medium
You are skilled at wearing medium armor.

Martial Weapon Proficiency
You understand how to use your chosen martial weapon in combat.

Shield Proficiency
You are trained in how to properly use a shield.

Simple Weapon Proficiency
You are trained in the use of basic weapons.

Tower Shield Proficiency
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 21 / 13 / 19
Initiative: +2
BAB: +5
Melee tohit: +11
Ranged tohit: +7
Fortitude: +10
Reflex: +4
Will: +6
Unarmed attack:
to hit: +11
damage: 1d3+6
critical: 20/x2
Crossbow, Light:
to hit: +7
damage: 1d8
critical: 19-20/x2
range: 80 ft.
Halberd +1:
to hit: +14
damage: 1d10+13
critical: 20/x3
special properties: Extra damage when set against a charging character (pg. 144), May be used to make trip attacks (pg.145)
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Amulet of Natural Armor +1 1 0lbs
Bolts (Crossbow/10) 1 1lbs
Chainmail +2 1 40lbs
Cloak of Resistance +1 1 1lbs
Halberd +1 1 12lbs Special: Extra damage when set against a charging character (pg. 144), May be used to make trip attacks (pg.145)
Potion of Cure Light Wounds 4 0lbs Special: Cures 1d8+1 points of damage
Crossbow (Light) (4 lbs.)
Total weight carried:
Current load: Light
Encumbrance
Light: 200
Medium: 400
Heavy: 600
--------------------------- Magic --------------------------
Spells Prepared

Level 0
Detect Magic (Divination) - 1 per day
Read Magic (Divination) - 1 per day
Stabilize (Conjuration) - 1 per day

Level 1
Cure Light Wounds (Conjuration) - 1 per day
Deathwatch (Necromancy) - 1 per day
Shield of Faith (Abjuration) - 1 per day

------------------------ Description -----------------------
Height: 6' 5" Weight: 283 lbs. Gender: Male
Eyes: Red Hair: Red,Top knot Skin: Green
Dominant Hand: Right Quirks: Gruff, Sarcastic
Speech style: Broken but capable Quotable: Mind yer manners.

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