Your custom NPC's for RotRL's


Rise of the Runelords


Hey guys,

I realised that a lot of the NPC's who the players will more than likely interact with don't actually have full stats, so I just wondered if you guys had any NPC's that you customised for this campaign, and wouldn't mind sharing?

Here's what I just came up with for Ven (assuming he catches someone in the act):

Ven Vinder:

LN Human Commoner
Age: 42

Level 7

HP: 31
AC: 14 (+2 for Leather Armour)

Str: 16
Dex: 14
Con: 12
Wis: 14
Int: 14
Cha: 9

Languages: Common, Elven, Dwarven

BAB: 3

Attack Bonus: 6
Unarmed Strike damage: 1D3+3 x2

CMB: 6 (+2 Dex) = 8
CMD: 18

Fortitude: 3
Reflex: 4
Will: 4

Feats:

level 1: Armor Proficiency, Light
- Improved Unarmed Strike feat

Level 3: Scorpion Style feat

To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).

Level 5: Alertness +2 bonus on Perception and Sense Motive checks

Level 7: Agile Meneuvers Use your Dex bonus when calculating your CMB

Skills: 2 + Int Mod + 1 per level for being human

Class Skills:

Perception (Wis) = 14
Sense Motive (Wis) = 14
Swim (Str) = 13
Climb (Str) = 13
Craft (Int) = 12

Sense Motive made more sense than ride for being a shopkeeper's class skill.

He'll be in a rage so won't realise his lack of improved grapple will in fact provoke an attack of opportunity.

I gave him light armour as he needs to be able to protect his shop a little, but went with one of the less weighty light armours as it wouldn't make sense for him to wear armour that would prevent him from working to his best potential.


Pathfinder Adventure Path Subscriber

I'm slowly working through every NPC listed in the guide to Sandpoint and giving them their own statblock.

Since you showed me yours, I'll show you mine--although this was pre-Ultimate Combat, so things may change. It's also worth noting I am doing some modification of the NPCs' backgrounds to fit in with my own take on Sandpoint, so they're not always going to cleave closely to the description in the AP.

Spoiler:

VEN VINDER CR 6
Old male human (Chelaxian) commoner 6/expert 1/warrior 1
LN Medium Humanoid (Human)
Init -1; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 9, touch 9, flat-footed 9
. . (-1 Dex)
hp 37 (1d10+1d8+6d6)
Fort +4, Ref +1, Will +7
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee unarmed strike (1d3+3)
--------------------
STATISTICS
--------------------
Str 16, Dex 9, Con 11, Int 10, Wis 12, Cha 15
Base Atk +4; CMB +7; CMD 16
Feats Athletic, Endurance, Focused Discipline, Improved Unarmed Strike, Iron Will
Skills Appraise +5, Climb +11, Handle Animal +6, Intimidate +6, Know: Local: Sandpoint +5, Perception +7, Profession: Merchant +12, Survival +6, Swim +10
Languages Common
SQ Heart of the Fields +4: Profession: Merchant (1/day)

I've pegged Ven as an old militia veteran who sees his current job as a merchant as being 'put out to pasture'. He was injured somehow in his youth, and now resents that he can't keep up with the younger guardsmen any longer--that's the source of much of his temper. He settled down with Solsta in his early thirties (with Katrine being born when he was 35 and Shayliss when he was 39). He's now 58, but keeps up with the training as much as he can. He's not as strong or as tough as in his heyday, but he's still an imposing figure. And a tragic one, by the time the events of Skinsaw roll around.

The PCs will first meet him when they come across him defending his store and family--bare-handed--from a bunch of Mosswood goblins. They'll have to rescue him which should help to establish a link between the PCs and Ven from day 1.


cynarion wrote:

I'm slowly working through every NPC listed in the guide to Sandpoint and giving them their own statblock.

Since you showed me yours, I'll show you mine--although this was pre-Ultimate Combat, so things may change. It's also worth noting I am doing some modification of the NPCs' backgrounds to fit in with my own take on Sandpoint, so they're not always going to cleave closely to the description in the AP.

** spoiler omitted **

I've pegged Ven as an old militia veteran who sees his current job as a merchant as being 'put out to pasture'. He was injured somehow in his youth, and now resents that he can't keep up with the younger guardsmen any longer--that's the source of much of his temper. He settled down with Solsta in his early thirties (with Katrine being born when he was 35 and Shayliss when he was 39). He's now 58, but keeps up with the training as much as he can. He's not as strong or as tough as in his heyday, but he's still an imposing figure. And a tragic one, by the time the events of Skinsaw roll around.
...

Wow. That sounds like an impressive document, man. Do you think it would possibly make its way to these forums?

As for me, I've statted up Ameiko, the good Sherrif and a level 3 shalelu (who has actually been replaced in my first game by a player's family friend, but I'm rather sore about not having an adventuring npc to play with. :P)

Here they are, all built with the heroic array for the fast progression. I tried to keep core-only for simplicities sake, but ended up giving Ameiko some fireworks, for the hell of it.

Ameiko Kaijitsu:
Ameiko Kaijitsu
Female human aristocrat 1/bard 3/rogue 1
CG Medium humanoid (human)
Init +3; Senses Perception +7
--------------------------------------------------
DEFENSE
--------------------------------------------------
AC 18, touch 15, flat-footed 14 (Armour +3, Dex +3, Deflection +1)
hp 32 (1d8+2 plus 4d6+8)
Fort +1, Ref +5, Will +3
Misc +4 vs bardic performance, sonic, and language-dependent effects.
--------------------------------------------------
OFFENSE
--------------------------------------------------
Spd 30 ft.
Melee mwk. rapier +6, (1d6+2);
OR mwk. rapier +5, (1d6+4)
Ranged dagger, +5 (1d4+2)
Special Attacks Sneak attack +1d6
Bard Spells Known (CL 3rd)
1st (4/day) – hideous laughter (DC 13), grease (DC 13), identify, remove fear
0 (3/day) – open/close, ghost sound (DC 12), light, mage hand, prestidigitation, read magic
--------------------------------------------------
STATISTICS
--------------------------------------------------
Str 14 Dex 16 Con 12 Int 10 Wis 8 Cha 15
Base Atk +2; CMB +4 CMD 17
Feats Weapon Focus (rapier), Power Attack, Arcane Strike, Dodge
Skills Acrobatics +12, Climb +6, Diplomacy +11, Stealth +12, Perception +7, Perform (sing) +11, Perform (string) +6, Profession (bartender) +7, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nobility and royalty) +5, Knowledge (religion) +5 Versatile Performance Bluff +11, Sense Motive +11,
Languages Common, Minkai
SQ Bardic knowledge (+4), bardic performance 10 rounds/day (countersong,
fascinate [DC 13], inspire courage +1, inspire competence +2), trapfinding
Combat Gear wand of cure light wounds (CL 3, 9 charges), skyrocket fireworks (2, 2d6 damage, DC 15 Reflex, blinded or deafened [50% chance ea.]
Other Gear mwk rapier, leather armor +1, masterwork shenisen, tindertwigs (3), lantern (hooded), lamp oil (3 vials) spell component pouch, waterskin, entertainer’s outfit, nobles outfit (kimono), Kaijitsu signet ring of protection +1, 25gp

Belor Hemlock:
Sheriff Belor Hemlock
Male human fighter/4
NG Medium humanoid (human)
Init +1; Senses Perception +3
--------------------------------------------------
DEFENSE
--------------------------------------------------
AC 18, touch 16, flat-footed 11 (Armour +7, Dex +1)
hp 34 (4d10+12)
Fort +6, Ref +2, Will +1
Misc +1 vs. fear
--------------------------------------------------
OFFENSE
--------------------------------------------------
Spd 30 ft.
Melee mwk. longsword +9 (1d8+7)
OR mwk. longsword +7 (1d8+11)
OR sap +7 (1d6+3 non-lethal)
Ranged mwk. net +2 touch attack (entangle)
Special Attacks Power Attack
--------------------------------------------------
STATISTICS
--------------------------------------------------
Str 16 Dex 12 Con 14 Int 10 Wis 10 Cha 12
Base Atk +4; CMB +712 CMD 181
1+2 w/ grapple; 2-4 for grapple w/ longsword (total +5)
Feats Improved Unarmed Strike, Improved Grapple, Power Attack, Weapon Focus (longsword), Persuasive, Weapon Specialisation (longsword)
Skills Diplomacy +7, Intimidate +10, Climb +5, Swim +3, Ride +3.
Languages Common, Shoanti
SQ armor training 1
Combat Gear lamp oil (as alchemists fire, 50% chance of lighting), potion of cure light wounds x3,
Other Gear +1 longsword, +1 breastplate, manacles x2 (DC 30 escape artist, DC 26 str), mwk. manacles (DC 35 escape artist, DC 28 str), lantern (hooded) w/ lamp oil, sheriff’s badge worth 1gp, parade armor

Shalelu:
Shalelu
Female elf ranger 2/fighter 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +9 (+11 vs. Goblinoids)
--------------------------------------------------
DEFENSE
--------------------------------------------------
AC 17, touch 13, flat-footed 14 (Armour +4, Dex +3)
hp 26 (3d10+6)
Fort +6, Ref +6, Will +1; +2 vs. enchantment
Immune Sleep
--------------------------------------------------
OFFENSE
--------------------------------------------------
Spd 30 ft.
Melee mwk. longsword +9 (1d8+7)
OR mwk. longsword +7 (1d8+11)
OR sap +7 (1d6+3 non-lethal)
Ranged mwk. composite longbow +5 (1d8+3)
OR rapid shot +4/+4 (1d8+1)
Special Attacks Favored Enemy +2 (goblinoids), Deadly Aim, Point Blank Shot,
--------------------------------------------------
STATISTICS
--------------------------------------------------
Str 13 Dex 17 Con 12 Int 12 Wis 12 Cha 8
Base Atk +3; CMB +4 CMD 17
Feats Point-Blank Shot, Rapid Shot, Precise Shot, Deadly Aim
Skills Climb +6, Heal +6, Knowledge (geography) +6, Knowledge (nature) +5, Perception +9, Stealth +9, Survival +6, Swim +6; Modifiers +1 to Survival checks made to follow tracks; +2 racial bonus to Perception checks (inc.); +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival vs. Goblinoids
Languages Common, Elven, Goblinoid
SQ wild empathy +1, elven traits, favoured enemy
Combat Gear wand of cure light wounds (25 charges); sleep arrow (2) (nonlethal, DC11 sleep), +1 arrows (3) Other Gear +1 studded leather armor, mwk. composite longbow (+1 STR) with 20 arrows, 3 +1 arrows, 2 sleep arrows, short sword, cloak, backpack, waterskin, rations (4 days) rope (silk), bedroll w/ winter blanket, explorers outfit, cold-weather outfit, flint and steel, healers kit, sunrods (4), whetstone, sack, iron pot, one pound of ginger, one pound of pepper, 15gp; total load 48lbs

Ameiko here is as combat effective as I could make her with her +2 BAB. It was fun to try and get a rogue/bard to work. It's a hopelessly ineffective combo that I've always wanted to play, but she pulled her weight quite nicely in combat. She has a few effects that hearken back to her noble life, but her wealth has been poured into her beloved tavern.

The Sherrif I built as a swordsman. As grappling with a weapon imposes a penalty, I've stuck with a longsword for this build. (plus, well... I like longswords. Theres something to be said about using a simple longsword when even the party inquisitor took a greatsword...) He'd first try to talk an aggressor down, before trying to pin and shackle him. He also has a net which he's nonproficient with, for the odd stray animal. Or goblin.

Shalelu is a loner, so I tried to see how much camping gear I could fit on her as a light load, to make her entirely self sufficient. She's even got spices for her stews! It's currently at 48lbs, roughly, while she's encumbered at 50. Not too shabby, though I think she had to lose the tent.

Everybody else I just worked out in my head. Ven should have about 28 hp and deal fairly subpar damage (I think the most str a commoner could have at his level was 16, boosted from 13! I forgot the human bonus in the last thread... Still, yikes. To a first level adventurer, the man can sure take a hit.)

Has anyone else built up these npcs? I'd like to take a peek, as well. See what people have done differently and all of that.


Let's hope they don't end up facing him until they're above level 1 then. :p

My plan was due to not being able to give Ven Improved Grapple (needs a BAB of 6), boost his CMB up, focus in melee, give him a tiny bit of armour (leather seemed fitting for someone working all of the time) to protect his store, and during the fight, if it goes as planned, I'll use him something like this:

My fist is a mountain, your face is the ground. Feel the wrath of my megaton pound!:
Ven starts by smacking the chosen/unfortunate PC about.

After Ven takes the first hit, he grapples the PC and tries to throw him down the wine cellar stairs (which I'm going to say is 10 feet up, so the PC would take 2d6 damage I think it was).

If the PC is still conscious, I'll make him use Scorpion Style and rename it "Haymaker", making sure the PC can't run away, and then Ven would carry on bashing until the PC is out cold.

He won't kill them, but when they're KO'd, he'll just throw a wet towel on their head and tell the other PC's to get him out of his sight.

If the fight gets nasty, I'll get him to pick up a work hammer off of the side, and have him fight for his life while Shayliss runs away crying and screaming to the town guards, or Belor Hemlock himself.

Hopefully this sounds like a good idea.


Pathfinder Adventure Path Subscriber
Twigs wrote:
Wow. That sounds like an impressive document, man. Do you think it would possibly make its way to these forums?

Yeah, sure, if people are actually interested. I'm just building everyone in Hero Lab; so far I've made it up to Mme. Mvashti, who I've converted to an Oracle/Witch/Mystic Theurge (which makes her level 9). I tell you what, I'm sick of building Experts. Selecting ten class skills gets so boring!

But at least I have a warm fuzzy feeling inside knowing that if a PC decides to rob Maver Kesk's jewellery shop, I have the stats for Maver's guards in a handy little folder. : )

CaptainCortez wrote:
Here's what I just came up with for Ven (assuming he catches someone in the act):

I apologise for my post last night without any commentary on your build, I was heading out for the evening and didn't have time for anything more complex. Let me remedy that now.

The light armour makes sense from a thematic standpoint. I'm not so sure about Scorpion Style though; it seems a little odd that Ven would know a formal martial arts style. You could consider Intimidating Prowess though, and use the skill to demoralise his opponents. Ven has always struck me as a forceful kind of guy. Otherwise it looks great.

Twigs wrote:
Ameiko's statblock

Fortunately for me all the hard work on Ameiko has been done; she has a full statblock in The Brinewall Legacy that I plan on using. Yours isn't far off that, although the official version gives her the rake archetype and rearranges her ability scores to be 10/14/13/12/8/18.

For what it's worth, I'm not sure Ameiko's meant to be great in combat, she seems more the 'fight defensively until the combat guys show up' type.

Twigs wrote:
Belor's statblock

I really like your version. I think I will alter mine to make it closer to yours--I gave him a battleaxe and klar, so that when he gets into inevitable arguments with Garridan he can point at his weaponry and say "no, I haven't forsaken our ancestors, I'm still using their weapons!"

I still like my build, but I think yours makes more sense. Nice work.

Twigs wrote:
Shalelu's statblock

Like Ameiko, Shalelu has a statblock in The Brinewall Legacy, albeit at level 6. I think she also has a statblock in Hook Mountain Massacre, not sure what level that is.

...but that noise is my two year old throwing a tantrum, so I'd better come back later!


cynarion wrote:
Twigs wrote:
Wow. That sounds like an impressive document, man. Do you think it would possibly make its way to these forums?

Yeah, sure, if people are actually interested.

But at least I have a warm fuzzy feeling inside knowing that if a PC decides to rob Maver Kesk's jewellery shop, I have the stats for Maver's guards in a handy little folder. : )

Yes please! I'd love to have a resource like that on hand.

cynarion wrote:

Fortunately for me all the hard work on Ameiko has been done; she has a full statblock in The Brinewall Legacy that I plan on using. Yours isn't far off that, although the official version gives her the rake archetype and rearranges her ability scores to be 10/14/13/12/8/18.

For what it's worth, I'm not sure Ameiko's meant to be great in combat, she seems more the 'fight defensively until the combat guys show up' type.

Yeah, I'll be buying the new AP in a few days solely for the info on sandpoint, despite my wallets objections. While I'm interested in the Land of the Linnorm Kings and Irrisen, I'm fairly certain I wont be running Jade Reagent. (Unless my players expressed an interest. Even then, I'd propose they take over the npcs and be centre of the story, instead)

And yes, I tend to build my PCs, and even my NPCs these days solely with combat in mind, with some embellishment for the sake of flavour. After many years of playing gnome swashbucklers to ineffective bards, I've seen the light that is a decent strength score. I like to always have something to fall back on, and as an adventurer that's very important to her.

My Shalelu was based on that HMM version, I just wanted a level 3 version I could use at thistletop, and made a few changes for taste (such as the addition of mundane gear).

I'm waiting eagerly for the pdf to go on sale, but seeing as you seem to have your copy...

How much does the book provide on Sandpoint? Would it be a good purchase for a Runelords dm, or not so much? Thanks a million, in advance.

Edit: I may give Belor a klar and battleaxe for the attack on sandpoint...It's an incredibly badass image.

Only I've not had as much of a chance as I'd like to give many minor npcs any screentime, and Garridan... and by extension, Belor's conflict with his heriatage... Hasn't been played out.


cynarion wrote:
Twigs wrote:
Wow. That sounds like an impressive document, man. Do you think it would possibly make its way to these forums?

Yeah, sure, if people are actually interested. I'm just building everyone in Hero Lab; so far I've made it up to Mme. Mvashti, who I've converted to an Oracle/Witch/Mystic Theurge (which makes her level 9). I tell you what, I'm sick of building Experts. Selecting ten class skills gets so boring!

But at least I have a warm fuzzy feeling inside knowing that if a PC decides to rob Maver Kesk's jewellery shop, I have the stats for Maver's guards in a handy little folder. : )

CaptainCortez wrote:
Here's what I just came up with for Ven (assuming he catches someone in the act):

I apologise for my post last night without any commentary on your build, I was heading out for the evening and didn't have time for anything more complex. Let me remedy that now.

The light armour makes sense from a thematic standpoint. I'm not so sure about Scorpion Style though; it seems a little odd that Ven would know a formal martial arts style. You could consider Intimidating Prowess though, and use the skill to demoralise his opponents. Ven has always struck me as a forceful kind of guy. Otherwise it looks great.

That's alright. :p

Basically why I wanted to rename Scorpion Style solely for Ven was because instead of considering the feat a martial arts move, I'd instead be using it as just a very hard punch.

I mean in real life, if someone hits you hard, you'll probably be stumbling about and not be able to move as fast (due to being dazed), so I was going with that approach, but seeing as Dazed doesn't impact your movement, I felt Scorpion Style would be best to just rename. :p

I'm not really sure what I'd consider Ven's past to be. He could have met his wife at one of the tavern's and being known for his bar brawls, she could have changed his ways, making him all too happy to fight bare handed when the chance comes up (behind Mrs.Vinder's back). :p

As for your characters, I'd like to have a read of what you've got if you don't mind sharing?

There's a few I could tweak myself, but I don't think I'll have to make stats for that many NPC's. Maybe I'd only have to do it for the people that are likely to cross paths with the adventurers, and forget about shopkeepers altogether. Although it's better to start a campaign prepared for most options, than it is preparing for only a few. Even still, there's always going to be someone thinking outside of the box. :p

I know for the Legacy of Fire campaign, everyone started putting fire out with water, and seeing as we were in the middle of a desert, I (my Halfling Fighter, Isaac) started throwing buckets of sand over the fire to put it out.

@Twigs: I'm not really sure what I'll do for Hemlock, but images of him online show him to be a sword and shield wielder, so just for "Badassery" I may just give him a Shield and Falcata with improved critical for a fairly high crit range, as well as trying to boost his AC up somewhat with heavy armour, maybe giving him boots of springing and striding to keep his speed up. Being a fighter, I could even give him fleet several times, but this is all assuming a higher level Hemlock is needed.

Thing is, being a Sheriff, he needs to be able to jump in and out of the action fast, which makes me think those boots, fleet, and the Spring Attack tree is a good way to go.


Edit Man... Your Ven just keeps looking deadlier. Do you plan on using him in the "Shopkeepers Daughter" encounter? Because I think you might just kill one of your poor PCs... Ah! Of course. Non-lethal damage. Knocking the stuffing out of them. Breaking their pride and spirit. That sounds more like the GM's I know! :P

I like that, Cortez. I might just make the switch to a falcata myself. I've been making a point of keeping the offhand free for the sake of his grapple checks, but I'm not so sure a buckler would impose the same penalty... Must remind myself to look that up.

As for the boots, as a 4th level npc, I think you'll find they're well out of his price range. I found full-plate presented him with too glaring of a weakness. (unable to jump and climb and stuff, which hurts in a chase) I also considered that he wouldn't really need it. His main occupation seems to be dealing with drunks and scowling at varisians (chiefly that damned Jubrayl Vishki.)

Of course, go right ahead and give him the boots. I've just been challenging myself to do most of my npc generation by the books this time around seeing Paizo has been so kind in doing the work for me. I'm surprised how easy it comes now with 4-or-so years worth of knowledge of the rules, and how often real world logic can apply thanks to strange little things that fly under the noses of PCs, such as aid another...

As for him grappling... well, that can stay or go. As a sherrif, he probably wants some non-lethal method of dealing with enemies. What is he going to do with that speed when he catches the young street rat that's picked somebodies pocket? Power attack? I also considered disarm, here. But that too is not much good in a chase. Perhaps at a higher level, he could have it.

Of course, grappling could be the domain of his guardsmen. Thanks to aid another, they should be able to easily overpower the local commoners and experts. The sherrif need only stand by.

"Cuff him, boys."


Twigs wrote:
Edit Man... Your Ven just keeps looking deadlier. Do you plan on using him in the "Shopkeepers Daughter" encounter? Because I think you might just kill one of your poor PCs... Ah! Of course. Non-lethal damage. Knocking the stuffing out of them. Breaking their pride and spirit. That sounds more like the GM's I know! :P

Haha, well I've not ever tried to DM an actual adventure path before (always made my own random and awesome stories up that I never finished, but everyone enjoyed), but yea, Non-Lethal damage is the way I'm going with this.

Also, yep. That's the scenario I'm going to use him in, and the funniest thing is he'll most likely be up against a playable Barbarian, so the fight can go either way. It'll be interesting. :p

Quote:

I like that, Cortez. I might just make the switch to a falcata myself. I've been making a point of keeping the offhand free for the sake of his grapple checks, but I'm not so sure a buckler would impose the same penalty... Must remind myself to look that up.

As for the boots, as a 4th level npc, I think you'll find they're well out of his price range.

Yea, see, maybe I'm thinking too much out of the box, but rather than going by his actual level, I'm going by how many years have passed since the original fire.

Hemlock's been Sheriff for 5 years it seems, so I'm pretty confident he would have found some boots in that time, or may have even been given them for doing such a good job.

Either way, something that just sprung to mind was the fact he should actually have two men by his side (who I'll make to be free runners or something similar - guys who can move fast and with ease). So, when a chase begins, my plan would be to set his henchmen to chase the culprit/s while he goes around a different way, hopefully cutting the culprit off by appearing in front of him/them, where he'll simply bash his shield into them, hopefully knocking them onto the floor.

If they resist, the henchmen will drop down from the rooftops behind him, giving a flanking bonus, and if the criminal tries to kill any of them, well, Hemlock and the henchmen can kill him/her/them in self defense. :p

Maybe that's too mean? *smirks*

I'm quite tempted to add a bounty board in the Rusty Dragon, to go alongside the sidequest "Help Wanted" board, just for things like this.

I could give the players additional experience for finding certain "Criminals" who may or may not be falsely accused, and it'll become a test of character for them all.

Spoiler for an optional beast:
One thing I'm stuck on is how to implement The Sandpoint Devil mind. Would I include him at the end of book 1, during book 2 or where? His trample said something like 2D6 + 126. Is that ALL damage, or 2D6 damage, and 126 feet movement?

I was going to have the first glimpse of him fly over Sandpoint just before the Skinsaw Murders take place, as it says he's usually seen right before something bad is about to happen, but if the 2D6 + 126 is all damage, he'll be way too overpowered for a party of 3 at about level 3 (even at CR8). That damage would outright kill anything below level 8 at least I'd have thought.


Pathfinder Adventure Path Subscriber

Morning gents. (Well, it's morning here.)

CaptainCortez wrote:
Basically why I wanted to rename Scorpion Style solely for Ven was because instead of considering the feat a martial arts move, I'd instead be using it as just a very hard punch.

Ah, that's cool. Very nice idea. The mechanics absolutely make sense.

CaptainCortez wrote:
As for your characters, I'd like to have a read of what you've got if you don't mind sharing?

Sure...but it might take a couple of days for me to organise them into a document. Even then, you will have to deal with Hero Lab's formatting, as going through all the statblocks and editing all the capital letters out and italicising all the spells etc. would be a royal pain in the backside. My growing folder of NPCs just uses the full character sheets.

CaptainCortez wrote:

Either way, something that just sprung to mind was the fact he should actually have two men by his side (who I'll make to be free runners or something similar - guys who can move fast and with ease). So, when a chase begins, my plan would be to set his henchmen to chase the culprit/s while he goes around a different way, hopefully cutting the culprit off by appearing in front of him/them, where he'll simply bash his shield into them, hopefully knocking them onto the floor.

If they resist, the henchmen will drop down from the rooftops behind him, giving a flanking bonus, and if the criminal tries to kill any of them, well, Hemlock and the henchmen can kill him/her/them in self defense. :p

Sounds like the roof runner rogue archetype from Ultimate Combat should be right up your alley for those free-running henchmen. The features of that archetype include obviating Dexterity and Reflex save penalties while on rooftops, and being able to make a single Acrobatics check to safely descend from a rooftop so long as there are two walls to bounce between.

I'll have a look at outputting my statblocks to a single document in the next couple of days.

[edit]I'll come back later to talk about the Sandpoint Devil. I have a couple of half-formed ideas that I think might work.


CaptainCortez wrote:
I was going to have the first glimpse of him fly over Sandpoint just before the Skinsaw Murders take place, as it says he's usually seen right before something bad is about to happen

Damnit, why didn't I think of that? Too late for me, I'm afraid.


That'd be awesome if you could copy the NPC stats over, Cyn. :)

As for the roof runners, Ultimate Combat sounds like a pretty cool idea for pulling that off, although I might also try to make them with current archetypes and/or by mixing different classes together. :D

Twigs wrote:
Damnit, why didn't I think of that? Too late for me, I'm afraid.

Haha, I'm sure there's still some way you can incorporate it unless you're completely finished with the campaign now?

I don't know how I thought of it either. I mean I guess it was partially down to luck, as if I hadn't read a preview of the Skinsaw Murders before reading about the Sandpoint Devil, I probably wouldn't have ever thought about it.

I've also just skimmed over book 5, and it seems everything to do with Sin Magic is in there, so I'll try to put that across on all 6 books, and create my own penalties and benefits for any PC doing something repeatedly that can come under being classed as a Sin.


CaptainCortez wrote:
I've also just skimmed over book 5, and it seems everything to do with Sin Magic is in there, so I'll try to put that across on all 6 books, and create my own penalties and benefits for any PC doing something repeatedly that can come under being classed as a Sin.

That sounds awesome. I'd be interested to see what you come up with.

As for my game, we've just cleared Foxglove Manor, and the last few sessions have been less than successful. With such big gaps between sessions, my players couldnt seem to get in the mood... And what I'd planned as a big long thrilling murder mystery (which an omen like that would've fitted into fantastically) was plowed through in the space of an hour by players that stared blankly at me and waited for the plot to happen... I'd even left little white hairs everywhere to set Nualia up as a red herring... nothing.

Dissapointing, yes. For both parties, I'm sure. But s!@% happens, and I can learn from these mistakes.

Currently I'm planning on having a second shot, and extending the investigation in Magnimar somehow. I'll be linking Ironbriar and the Skinsaw Cult to the murder of my player's wife, and I want the homecoming to be a big moment... I'll probably try and use the local Pathfinders, here. I rather doubt they'll need statting though, and perhaps another encounter with the cultists...

Which, back on topic, I plan on restatting. I'll likely do away with the war-razors, I think. I've seen many people on these boards restat Ironbriar as an inquisitor, and I plan on doing the same. His current build leaves much to be desired... And Aldern was far too much of a pushover.

I'm also super excited for Inner Sea Magic, and I'll likely be using it for a lot of my statwork from here on. Rune-mages and tattooed sorcerers? Sign me up right away!


Shouldn't Nualia be dead though? I guess that's the point. You tried to make them think she was still alive. :p

I haven't read anything of book two yet, as book 1 is still my focus to a degree (I've read most of it, but haven't read too much of the actual encounters as I kind of want to experience things at the same time as my players. So, I have no idea who Ironbriar is yet, but did read book 2 takes place in Magnimar at one point.

It's also very tempting to add things in from the second Bestiary. New Archons and Angels look awesome, but I'll have to have a look through the books before adding them as I need to see if higher beings like that will fit into the story at some point.

As for the Sin penalties and benefits, I have already made up the lust version, but I'll make some up quickly in rough now:

Lust:
You are infamous for your experience when it comes to pleasuring others. You gain +4 on Charisma based checks to woo someone you're romantically interested in, but word spreads fast of your actions. As a result, people are sickened by your ways and you take a -4 penalty to diplomacy checks when trying to talk to anyone lawful or big on morals.

Gluttony:
You enjoy your food a little too much. As such, you recognise animals and plant life for the food they offer, granting you +4 on Survival checks to find food. Unfortunately your need to overeat has caught up to you and your metabolism has slowed down. You need double the amount of food to survive each day and move 10 feet slower than you should.

Greed:
Everything is yours, or at least that's how you see it. You gain +4 on Sleight of Hand Checks to steal from others. However, your greed for wealth has no limit and as a result, you can never leave anything you find behind (even if it exceeds your highest encumbrance). Movement slows accordingly and you take a -4 penalty to Wisdom. This doesn't prevent you from selling what you are carrying.

Sloth:
You are incredibly lazy and always fail to reach your full potential. Your body has adjusted to this lifestyle and you are immune to the fatigued condition. However, you take a -4 penalty to Dexterity as a result of this.

Wrath:
You are easily angered, always allowing your emotions to get the best of you. If the sinner is a Barbarian, they gain five additional rounds of rage per day. However, each additional round drains their Strength by 4. This strength drain can be cured by restoration spells or two weeks solid rest, but they are never aware of what caused their loss of strength.

If the sinner is not a Barbarian, they gain +4 on Initiative, but lose all perception of their own injuries and carry on fighting until either they or their target drop.

Envy:
You are envious of people who have been more fortunate than you in life. You gain +4 on Bluff checks to make yourself seem better than what you actually are, but take a -4 penalty to Intelligence and will always go out of your way to steal from the more fortunate people. This can include stealing better weapons, items, deeds to a house/plot of land and other things such as wives, girlfriends, families and even body parts (male or female).

Pride:
You're incredibly confident, having faith in your own abilities and the only person you care about is yourself. You gain +4 Strength (casters of Divine and Arcane magic gain +4 Wisdom or +4 Intelligence) as a result, but can't ever admit to being in pain. As such, you suffer a -4 penalty to constitution and always consider a major wound to be "just a scratch".

These could possibly do with a bit of tweaking, but the effects lean more towards evil than good, so have a read through and play about with them if you want to. It took me about an hour to come up with them, so they weren't quick to create at all. :/


CaptainCortez wrote:

Shouldn't Nualia be dead though? I guess that's the point. You tried to make them think she was still alive. :p

As for the Sin penalties and benefits, I have already made up the lust version, but I'll make some up quickly in rough now:

** spoiler omitted **

Actually, my PCs spared her. One of them was set on redeeming her. I had her escape the Sandpoint prison and brutally stab him and leave him for dead. She's currently at large. I'd hoped to have her show up in Skinsaw Murders, but I may sidetrack my PCs later down the track and take a trip to Kaer Maga, instead. I just got my hands on "City of Strangers" and I'm dying to get stuck into it.

But given her connection to the sihedron rune already, as well as her naturally violent tendancies, I figured she made an excellent red herring for the skinsaw plot... The letters may need some tweaking, though.

As for your sin benefits, your penalties seem a little harsh. -4 to an ability score or -10 speed is absolutely crippling. Just my two cents.


Haha, well yea, that's the point. Being a sinner isn't meant to be a good thing, but while it gives you harsh penalties, it does give you some fairly alright bonuses. :p

I've done it in such a way that each of the 6 stats are included, but feel free to come out with your own version. :D

I was a little unsure on whether or not I should have gone with a -2 to everything instead of 4, but I don't know really. I could do, but then it'll seem like they're getting the better end of the deal. Sinning is meant to be bad (I'm personally not religious, but have knowledge of it - Haha, knowledge of Religion in reality).

How to incorporate it is something else entirely though.

I'm split between the ideas of making each Sinspawn (Lust, Greed, Pride types etc) curse the characters with it, orrrrr just save it for if the characters end up constantly going under one of those sins.

I think I'll prevent them from stacking as otherwise it'd be incredibly unfair AND game breaking.

I was trying to be pretty harsh, and actually sticking to what a Sin could actually do to you physically. :p

They're meant to be more leaning towards penalties than benefits anyway, and the Barbarian one is just funny.....unless I'm just a sadistic GM? Chances are I won't be horrible to the characters unless given a good reason to be.

Oh, and how did you handle the fight with Malfeshnekor? Those abilities he has are ridiculously overpowered.

Spoiler:
How can the characters attack something they can't see, that can use Dimensional Door to teleport anywhere, and use Blink to flicker in and out of both planes? It sounds confusing enough to use him, but would the characters just have to randomly attack the air until they hit something (if they don't have anything that can see invisibility, and chances are at that level, they won't). It's new to me. :/


CaptainCortez wrote:

Oh, and how did you handle the fight with Malfeshnekor? Those abilities he has are ridiculously overpowered.

** spoiler omitted **

I skipped it. Or rather, my PCs skipped it. By the time we'd reached Nualia it had been a long slog, and it was about time to wrap up the session.

Malfeshnekor is essentially meant as a fight the PCs won't win, at least without a casualty or two. If your PCs do fight him and you're worried about him being too deadly, he does seem to be the type to... I don't know, play with his food.

Keep in mind he is confined to his prison, too, and play accordingly. Have him bait the PCs into retreating. Take single attacks and circle around them, gloating all the while. Don't begin full attacking until things look REALLY ugly. I'd ask around in another thread. We've long since derailed this one, so I think it's just the three of us. :P


Pathfinder Adventure Path Subscriber
Twigs wrote:
If it’s your preference to receive invoices split by task then we can do that from the next invoice onwards.

*waves*

Just confirming I'm still here. But also stupid busy. Probably have some time again on Friday night or the weekend--will try to have my NPC doc sorted out by then.

Grand Lodge

2 people marked this as a favorite.

Havent read the entire thread, but I did re-class most of the major npcs/enemies my party has come across, where applicable.

Burnt Offerings:
Erylium: Summoner- Ive seen several people suggest her as a Witch, which I like as well, but I really liked the idea of her gradually shaping her Eidolon to look like her old master (her master is the Scribbler in book 5).

Tsuto Kaijitsu: I really liked the Ninja playtest character, so I gave him levels in that, instead of Rogue/Monk. Flavor was kept the same, but it made him slightly more effective in combat with the choice of ninja power things I gave him.

Goblin King: Statted him out to be a Cavalier of the Cockatrice Order. Made for an interesting combat, as I have a player in my party who is a halfling cavalier who rides a baby t-rex, so he got all excited about getting to face down another cavalier, lol. Stickfoot is now kept at Mayor Deverin's manor in the stables (his parents are servants at the manor), serving as a back-up mount in case the dino dies.

Orik Vancaskerkin: He is still alive in my game, in a relationship with Shelalu, and at Turtleback Ferry with the party. I made him a Shielded Fighter, and have him TWF with the shield as his primary, and a shortsword for his offhand. He's actually pretty cool.

Lyrie: I gave her a specialization, though I dont remember if it was Divination with alot of Evocation spells, or Evocation spec with alot of Divination spells. Either way, she didnt actually get fought in my game til the encounter at the Seven's Sawmill in book 2, so she was higher leveled than the book gave her.

Nualia: Anti-paladin. Between the claw, which she can use to deliver touch attacks with the anti-paladin's abilities (make your enemy fatigued? yes please!) and the sword, she was a hard fight for ahfl my party. The other half got scared away by the dog in the room, lol.

Skinsaw Murders:
Aldern Foxglove: Restatted, added a few extra levels, changed some feats around.

Judge Ironbriar: Restatted as an Inquisitor. Gave him the Trickery Domain power, which didnt really come in handy, but that was because the PCs snuck in during the meeting and didnt get heard. TWF with a pair of war razors made him an interesting combatant, since he could use the judgements and still get a full attack in.

Xanesha: I reworked her, and I think took a couple levels of Sorcerer off so she wouldnt be as horrible as she is originally shown as. I didnt want her to have Dimension Door, which would have made the fight ridiculously hard. Reworked a few feats, and changed a few of the spells around that she had buffed with. Only one I can think of is Rage over Bull's Strength. Same combat bonus, but lowers the AC.
I maybe should have made her easier than I did, cause I still killed two characters, and almost a third, though I think most of the party had a good time, despite the deaths.

Hook Mountain Massacre:

Vale Temros: I made him a level 3 ranger, 4 two-weapon warrior. I think I changed his mental stats around a bit, giving him more Int and less Wis, maxing out ranks in Know: Engineering.

Kaven Windstrike: Not sure what Im going to do with him yet, as the PCs havent seen him fight. Maybe some specialty rogue type.

Head barbarian destroying the dam: Changed from Barbarian to Alchemist at the suggestion of another poster. He uses the bombs to try to blow the dam out. Also allows him to have more levels of alchemist than barbarian and still keep the same CR.

Barl Breakbones: Havent finished statting him out yet, but he is a Oracle of Bones, instead of a Necromancy focused Wizard. Keeps most of the same flavor, but i think it will make him better in melee combat.

Hope that helps.


Twigs wrote:

Malfeshnekor is essentially meant as a fight the PCs won't win, at least without a casualty or two. If your PCs do fight him and you're worried about him being too deadly, he does seem to be the type to... I don't know, play with his food.

Keep in mind he is confined to his prison, too, and play accordingly. Have him bait the PCs into retreating. Take single attacks and circle around them, gloating all the while. Don't begin full attacking until things look REALLY ugly. I'd ask around in another thread. We've long since derailed this one, so I think it's just the three of us. :P

Ah, well I was thinking of flicking on Blink, his invisibility spell (apparently it only lasts until he hits someone) and possibly skip Dimensional Door altogether.

So yea, one swipe and move around (though this will provoke an attack o opportunity unless the room is big enough for it not to? I've not looked at the maps yet), swipe and move again and give the occasional bite. Then do all three attacks (can I do that?), so he bites and scratches with both claws.

I did notice he deals a lot more damage than the standard Greater version of himself, so he does look pretty deadly.

As for derailing the topic, it's something I always seem to end up doing (mainly in my own threads), so I'm okay with it as it keeps up talking about things until we need to post more about NPC stats etc.

Lastly, regarding the Sin things I made, would you say if I halved all of the penalties, it'd be a much better idea? I still need to rework some a little, but I'm really liking the Lust one. Maybe you have some suggestions? ;)

Oh and hey Cynarion. *waves* :p

@GodsDMit - It's definitely interesting to read, but really for me to see how capable each NPC is, I'd have to see the stats. Though don't feel the need to post them just because I've said this. I have this thread going to primarily see stats, but it's also serving quite nicely as a way for other GM's to share what they created and how effectively their NPC's performed. :)

Liberty's Edge

I have a few to add so far:

I never did use this version because I forgot to print her and we were playing away from home. Oh well:

Nualia, Antipaladin, slight edit from others' work:

Nualia (CR 5)
Female aasimar anti-paladin 6
CE Medium outsider (native)
Init -1; Senses darkvision 60 ft.; Perception +4
Aura strong evil, aura of cowardice (10 ft. radius, -4 to saves vs fear)
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17 (19 with Shield/vs. Good with PfG, 21 vs. Good with PfG), touch 9 (11 PfG), flat-footed 17/19/21
(armor +8, Dex -1)
hp 55 (6d10+18)
Fort +9, Ref +3, Will +9
Defensive Abilities plague bringer, unholy resilience; Immune disease; Resist acid 5, cold 5, electricity 5
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 20 ft. (armored)
Melee +1 keen bastard sword +10/+5 (1d10+4, 17-20/x2) and claw +4 (1d6+1, 20/x2)
Ranged mw composite +3 longbow +6/+1 (1d8+3, 20/x3)
Special Attacks channel negative energy (3d6, DC 15), cruelty (DC 15; sickened, staggered), fiendish boon 1/day (+1, 6 minutes), smite good 2/day (+2 attack, +6 damage, +2 AC), touch of corruption 5/day (3d6 plus cruelty)
Spell-Like Abilities (CL 6th):
At will – detect good
1/day – daylight
Spells Prepared (CL 3rd, touch +9, ranged touch +5, concentration +5):
1st –Protection from good, Cause Fear (DC 13, DC17 if enemy within 10’)
------------------------------------------------------------------------
TACTICS
------------------------------------------------------------------------
Before Combat If Nualia suspects combat is imminent, she summons her fiendish spirit into her sword, granting it the keen ability, and casts protection from good.
During Combat Nualia activates her Sihedron medallion as a free action at the start of combat to gain false life. She prefers to fight with her bastard sword and claw, but she will not hesitate to use her touch of corruption to stagger particularly dangerous enemies. If she can, she will move to make sure her aura of cowardice affects as many of her opponents as possible before her yeth hound ally uses its bay.
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 16, Dex 8, Con 14, Int 10, Wis 14, Cha 15
Base Atk +6; CMB +8; CMD 17
Feats Exotic Weapon Proficiency (bastard sword), Lamashtu’s Mark, Channel Smite
Skills Intimidate +10, Knowledge (religion) +6, Linguistics +1, Ride +5 (+2 armored); armor check penalty -3.
Languages Common, Celestial, Goblin
Gear +1 bastard sword, masterwork half plate, Heavy steel shield, Sihedron medallion, masterwork composite +3 longbow and 20 arrows, gold holy symbol (worth 100 gp), 7 pp, 5 gp.

This was part of a mental exercise to prove to myself that I could make a way better archer out of a Fighter than out of a Ranger:

Shalelu Andesona, Badass Archer, F5:

Shalelu Andesona Cr4
Female elf fighter 5
CG Medium Humanoid
Init +3; Senses Low-light Vision; Perception +5
AC 19, Flat Footed 15 (+6 armour, +3 Dex)
HP 47 (5d10+20+5)
Fort +6, Ref +4, Will +1; +2 vs. Enchantment, Immune to sleep, +1 vs. Fear
Speed 30 (including in medium armour)
BAB: +5, CMB: +7, CMD: 20
Melee: mwk long sword +8 (d8+2/19-20)
Ranged +1 composite +2 longbow +11 (1d8+6/x3) or +9/+9 (1d8+6/x3)
Str 14, Dex 17, Con 14, Int 12, Wis 10, Cha 7
Feats: Weapon Focus (bow), Weapon Specialisation (bow), Point Blank Shot, Rapid Shot, Precise Shot, Able Hunter (+2 to Stealth and Survival)
Skills: Climb +5, Swim +5, Perception +7, Survival +8, Stealth +9, Knowledge (local) +2; (-1 Armour Check Penalty not included)
Languages: Common, Elven, Goblin
SQ: Armour Training 1, Weapon Training 1 (Bows), Full Speed in Medium Armour, Bravery +1
Gear: Wand of CLW (CL3, 34 ch); +1 Composite longbow (+2 Str) with 60 Arrows; MW long sword; Mithril Chainmail; 125 gp

This guy was placed among the Birdcruncher Goblins by Xanesha to help Nualia to control the Goblin Clans. He was basically in control of the clan and the PCs did this between the first raid and the Glassworks:

Birdcruncher side-quest boss:

Young Faceless Stalker Sorceror 1 (Ugothol) CR4
XP 1,200
Usually CE Medium aberration (shapechanger)
Init +7; Senses darkvision 60 ft.; Perception +2
DEFENSES
AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural)
hp 48 (5d8+1d4+24)
Fort +5, Ref +7, Will +7
DR 5/piercing or slashing
OFFENSE
Speed 30 ft.
Melee mwk shortsword +7 (1d6+3/19–20) or slam +6 (1d3+6)
Space 5 ft.; Reach 10 ft.
Special Attacks sneak attack +2d6
STATISTICS
Str 16, Dex 22, Con 18, Int 12, Wis 13, Cha 20
Base Atk +3; CMB +10; CMD 23
Feats Combat Reflexes, Improved Initiative, Skill Focus (disguise), Step Up
Skills: Bluff +9, Disguise +11 (+31 when using change shape), Escape Artist +23, Stealth +11, Sleight of Hand +8, Spellcraft +5

Languages Aquan, Common; tongues
SQ change shape (Medium humanoid, alter self), elastic, faceless
Gear masterwork shortsword
SPECIAL ABILITIES
Change Shape (Su), Acidic Ray 30’, 1d6 x 7/day
Spells: 0th(unlimited): Detect Magic, Ghost Sound, Dancing Lights, Mage Hand; 1st (4/day): Color Spray DC 16 (15’ cone, unconscious 2d4 rounds, blinded and stunned 1d4 rounds, stunned 1 round) , Silent Image (DC16).


Greycloak of Bowness wrote:

I have a few to add so far:

I never did use this version because I forgot to print her and we were playing away from home. Oh well:** spoiler omitted **...

Maaan. That Nualia is deadly. Especially Aura of Cowardice... Shame she isn't combat tested. I'm curious as to the kill count. Yikes.

I've a Daverin statted up somewhere, but he's embarassingly combat focused and I'd rather build him as a proper stablemaster.


To be honest, I haven't ever thought about changing the enemies and bosses of the campaign, so I really didn't think about changing Nualia into an Anti-Paladin, but I think the idea really works (more so than the official concept of her).

Her actions all lead down the road to becoming an anti-paladin as she's so loyal to Lamashtu. However, I like some of the Cleric abilities she has, so I'm thinking it might be an idea to make her part Anti-Paladin and part Cleric, but will have to have a look and see what I can come up with.

I really love the concept for this idea though. Even her armour looks more Anti-Paladin than Cleric. It's dark and sinister and has large hands as shoulder plates. :p


Right, I've made my own version of Nualia and I have a horrible feeling she's just going to slaughter the party. She's now an evil b....

Anyway, I'm not entirely sure what stacks and how to work out her DC for Death Knell etc, but if you can have a look and help me correct it, I'll be really thankful as I want to use this build for my parties encounter. Cleric and Anti-Paladin turned out to be a really harsh mix (expecially after making use of subdomains etc).

I feel there's actually too much for you to do when playing her, but here's the build:

Nualia:
Cleric 4/Anti-Paladin of Lamashtu 2

AC: 18, touch 11, flat-footed 17
HP: 41 (4d8+2d10+6)
Alignment: CE
Speed: 20 feet (30 base)

20 point buy

Str 14
Dex 13
Con 13
Int 10
Wis 16
Cha 16

BAB: 5

Fortitude: 11
Reflex: 5
Will: 12

Note: +3 to all saves due to Unholy Resilience.
Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to his Charisma

bonus (if any) on all saving throws.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity

resistance 5.

Masterwork Composite Longbow
+1 Bastard Sword with Weapon Focus
+1 Breastplate (+6 Armour, +1)

Melee Attack: 2 from Str, 5 from BAB, 1 from Weapon Focus, +2 from +1 weapon = 10 (8 when

Power Attacking)
Melee Damage: 2 from Str, 1 from +1 weapon = 1d10+3 (4 when Power Attacking)

Smite good adds: 3 atk bonus, 2 damage
Fury of the Abyss adds: 2 atk, 2 damage
Ferocious Strike adds: 2 damage (if it hits)

Question: I'm not sure if these stack with power attack, but if they do, does attacking two handed with the above two attacks actually increase the two handed bonus as well, or do you add the above damage after the two handed bonus?)

Note: She will always attack two-handed.

Ranged Attack: 8
Ranged Damage: 1d8/x3

Tactics:

Before Combat: If Nualia suspects combat is imminent, she casts Bull’s Strength and shield of faith on herself.

During Combat: Nualia activates her Sihedron medallion as a free action at the start of combat to gain false life and casts divine favor. She prefers to fight her fights with her bastard sword, her face an impassive mask save for her eyes, which blaze with anger. She saves shatter to use on any weapon that seems to be particularly dangerous in an enemy’s hands.

When casting spells: Nualia takes one hand off of her Bastard Sword, takes a step back (5 foot step), holds her fiendish hand up and casts through it.

Upon losing a third of her life: Nualia casts Smite Good against the character which poses the biggest threat.

Upon losing half of her life: Nualia performs a Fury of the Abyss, Ferocious Striking Power Attack and will perfom this action until her Domain Powers have depleted for the day (you may do this 6 times with this build).

Morale: Nualia fights to the death.

Domains:

Evil - Demon Subdomain

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 1st—doom, 3rd—rage, 6th—planar binding (demons only).

Strength - Ferocity Subdomain

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 3rd—rage, 6th—bull's strength (mass).

Spells:

From Cleric:

Spells Prepared (CL 4th)

0—Detect magic, mending, read magic, bleed

1st—Inflict light wounds, divine favor, protection from good, Doom (Domain)

2nd—bull’s strength, death knell (DC???), shatter (DC???), Align Weapon-Evil (Domain)

From Anti-Paladin:

Evil Aura: Strong

Detect Good (Sp): At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good (Su): Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table 2–13, to a maximum of seven times per day at 19th level.

Touch of Corruption (Su): Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Spell-Like Abilities (CL 4th)
1/day—daylight

Lamashtu's Mark - Benefit: Your abdomen bears several ugly scars, as if your belly had been torn open by a clawed hand. Lamashtu’s Mark identifies you as favored of the Mother of Monsters, and if it is visible, you gain a +2 bonus on Intimidate checks but a –2 penalty on Diplomacy checks.
Once per day as a free action, you may invoke Lamashtu’s name as you strike a non-evil foe with any melee attack. As you do, you cause the creature struck to become deformed in some hideous manner (cloven hoof, horns, forked tongues, and vestigal limbs like wings and tails are common deformities). The deformity imparts a penalty of 1d4 points to the target’s Charisma score for 1 hour; the target can resist this effect by making a Fortitude save (DC 10 + your character level + your Charisma modifier). The physical deformity vanishes as soon as the Charisma penalty fades.

Channel Negative Energy: You can use this 6 times a day at 2d6 damage. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier (DC 15).

Special: When channelling negative energy, Nualia raises up her Demonic Arm and channels through her hand (which has Lamashtu's Mark seared into it).

Statistics:

Feats: Exotic Weapon Proficiency (bastard sword), Lamashtu’s Mark
(p 56), Power Attack, Weapon Focus (bastard sword)

Skills (2 per level): Intimidate +11, Knowledge (religion) +9, Ride +4, Perception +8

Languages: Common, Celestial, Goblin

SQ: spontaneous casting (inflict spells)

Gear: +1 breastplate, +1 bastard sword, Sihedron medallion
(p 55), masterwork composite longbow with 20 arrows, gold
holy symbol (100 gp), 7 pp, 5 gp

Liberty's Edge

Twigs wrote:
Greycloak of Bowness wrote:

I have a few to add so far:

I never did use this version because I forgot to print her and we were playing away from home. Oh well:** spoiler omitted **...

Maaan. That Nualia is deadly. Especially Aura of Cowardice... Shame she isn't combat tested. I'm curious as to the kill count. Yikes.

I've a Daverin statted up somewhere, but he's embarassingly combat focused and I'd rather build him as a proper stablemaster.

She's in a small room and I had 6 or 7 PCs so she didn't stand a chance. As it was, I ran her with channel smite subbed into her cleric build and she still lost pretty quickly to action economy.


Pathfinder Adventure Path Subscriber

Gah, looks a lot like it will be some time before I get the chance to sit down and do all this stuff properly. Sorry.

In lieu of any real statblocks, I'll just say that it's my intention to make Erylium a witch (as suggested earlier in this thread) and to make Nualia an Inquisitor.

Actually, here's a statblock I can share; Brodert Quink (although again, this was pre-Ultimate Magic so I might change a thing or two). Rather than posting his whole statblock again, here is my original post.


cynarion wrote:

Gah, looks a lot like it will be some time before I get the chance to sit down and do all this stuff properly. Sorry.

In lieu of any real statblocks, I'll just say that it's my intention to make Erylium a witch (as suggested earlier in this thread) and to make Nualia an Inquisitor.

Actually, here's a statblock I can share; Brodert Quink (although again, this was pre-Ultimate Magic so I might change a thing or two). Rather than posting his whole statblock again, here is my original post.

Gods, cynarion. I hadn't seen this thread yet. Excuse me while I devour your ideas. It's fantastic so far! Great to see someone pouring so much love into their game.


What are your opinions of my Nualia btw? I think she's pretty tough, but there are a few things I don't know, such as her Caster Level (guessing 4 as she's a level 4 Cleric, and am pretty sure Paladin CL's don't stack with it), but I'm not too sure on how many damaging domain powers and spells stack. :/

She just looks pretty tough though, and could probably kill each character in a level 4 party in about three to four hits. :/


CaptainCortez wrote:

What are your opinions of my Nualia btw? I think she's pretty tough, but there are a few things I don't know, such as her Caster Level (guessing 4 as she's a level 4 Cleric, and am pretty sure Paladin CL's don't stack with it), but I'm not too sure on how many damaging domain powers and spells stack. :/

She just looks pretty tough though, and could probably kill each character in a level 4 party in about three to four hits. :/

As a rule, you would be simultaneously treated as a cleric of 4th level and an antipaladin of 2nd. None of your class features (spellcasting progression, domain powers) would stack. She casts her spells as a cleric of 4th level, and if she continues taking Antipaladin levels, she would begin casting antipaladin spells using her antipaladin class levels...

She'll make a good final boss, but I'd consider toning her abilities down if your group is heavily wounded when they reach her. She's scary enough with the yeth hound by her side. Otherwise, I believe each of those abilities stack, which will make for some grisly damage. +10 before strength. Yikes!

Have you checked out the new Divine Scion in Inner Sea Magic? Nualia is essentially the "iconic scion", and it's a really fun class. Check it out if you can. It's a nice little book.

... I'm currently playing over MSN, so I'd best get back to it. I'm finally discovering why spell penetration is such a good feat...


Ah okay, so Caster Level is any magic users character level (provided you stay the same class from 1st to 20th), and yea if you go Anti-Paladin two levels, you still keep 4 caster levels from Cleric, where as if you went Ranger or Fighter, they don't get Caster Level's at all, as they're not magic users?

Example: Cleric 4 (CL 4th Cleric) and Anti-Paladin 2 (CL 2nd Anti-Paladin).

Example 2: Cleric 6 (CL 6th Cleric) and Fighter 2 (CL 6th Cleric as Fighter gives you no Caster Level).

Caster Levels don't stack.

Think I have it then. :p

Also yea, I don't entirely know how you work out a CR, but I'm pretty sure I've taken Nualia up a few CR levels. XD

She's probably still beatable with a party of three level 3's, but she won't be easy. I know I'm still a little bit new to Pathfinder, but I did think I could make her a bit stronger, and I have. So, she should be fun.

If the Changeling Rogue gets behind her and the Barbarian stays in front whilst the Magus casts from afar (or attacks), they should be able to destroy her, but it all depends on what they do, how injured they are when they face her and whether or not they kill her Yeth Hound with ease.

As for Inner Sea Magic, I don't have that so can't look at it, but I've got The Inner Sea Guide somewhere, and I think that might have had a few useful things inside.


CaptainCortez wrote:
Ah okay, so Caster Level is any magic users character level (provided you stay the same class from 1st to 20th), and yea if you go Anti-Paladin two levels, you still keep 4 caster levels from Cleric, where as if you went Ranger or Fighter, they don't get Caster Level's at all, as they're not magic users?

I'd take another look at the ranger, friend. They're spellcasters in the same vein as the paladin. I believe you're thinking of the rogue?

As for CR, it's quite simple with creatures without racial hitdice (most humanoids, including aasimar.)

If they have no PC levels (and posess NPC class levels) their CR is level-2.

If they have PC levels they are level -1.

If they have PC levels and PC-appropriate gear (as per the wealth by level chart, nualia falls under this category) they have a CR of their level. In this case, 6.

Adjust accordingly for terrain, additional creatures, yadayada.

...

As for me, I prefer to have the number crunching done for me. Thank god for Adventure Paths.

As for my game... I believe we're facing an illusion or simulacrum of Mephistopholes. At least I hope so, because I just failed a will save.


Ah really? I thought it was Druid's who had the spells, not Rangers, but ah okay then. Well, Rogue will do then yes. :p

That's a lot of working out to do for characters, so at a guess my Nualia is CR7....possibly 8, but her low life (40-50) isn't a huge problem especially if the PC's Crit once or twice.

Even still, they had better hope they roll well if they don't want to be killed in 2 hits, and they'd better hope she doesn't Crit them.

I've allowed the Barbarian PC to buy two Klar's and get them attached as Shoulder Plates (instead of the thin shoulder plates shown on the Bone Hide Armour), and said that each one would give him an extra 1 armour. I'm only really allowing it as I'm expecting the PC's to die, so they could do with as much help possible.

He's going to be using the Titan Mauler Barbarian Archetype to wield a large weapon, as it allows you to do that, dealing a little extra damage.


You misunderstand. Her CR is 6. With the yeth hound, it's 7. Pretty nasty, for a group of 3rd level PCs.

What is it in the books? Deviate from that and add 1. I'd suggest toning her down a little and dropping one of those domain powers. She can be scary enough as is, and depending on the power and numbers in your group, things could really swing either way.

Edit:Try using THIS in future. It's fantastic. Saves a lot of the headscratching.


Twigs wrote:

You misunderstand. Her CR is 6. With the yeth hound, it's 7. Pretty nasty, for a group of 3rd level PCs.

What is it in the books? Deviate from that and add 1. I'd suggest toning her down a little and dropping one of those domain powers. She can be scary enough as is, and depending on the power and numbers in your group, things could really swing either way.

Ah yea, I had her planned to only start using her domain powers when she loses a third of her life, and then use the rest of her nasty magic when she gets knocked down to half life.

She's CR5 in the book, but I thought with multi-classing her and giving her playable characters stats, she'd probably jump up two.

She'll be hard, but not as hard as The Carrion King we were faced with in LoF. Can't believe the DM went out of his way to kill us, but apparently he was just going by the book, and when the Centipede came out, it jumped up from a CR8 (for a party of 4 level 6 characters) to a CR 18. Crazy.

I think they've got it easy for this, haha. I was planning on swapping a Yeth Hound out for a Hell Hound, but tbh not only would it make things even harder, it wouldn't suit. I think Hell Hound's are for Devil's and Yeth Hounds are for Demons, and seeing as Nualia is working for the Mother of all Demons, it makes sense to keep it that way.

I was tempted to run We Be Goblins!, but don't think it matters if I do or not, as it doesn't seem to add anything to the Rise of the Runelord story.

Also, good job I didn't put an encounter of Goblins in there with her then, as originally, I was going to have her start by using her composite bow from afar, whilst the goblins attacked, but one Yeth Hound and her should probably be enough.


Ah, that sounds like a good plan. I agree on the PC stats, but remember she's multiclassed in the book, too. And I find multiclassing decreases a character's effectiveness.

I believe she'd be CR 6 going by pathfinder rules, which has simplified things a bit, meaning your Nualia would sit around... CR 8? Correct me if I'm wrong, people.

It does seem a little high now that we've crunched the numbers. If you have a group of four or five or more I'd say things should be okay, though. Numbers count for a great deal in these fights. And don't forget everybodies favourite turncoat, Orik!


Twigs wrote:

Ah, that sounds like a good plan. I agree on the PC stats, but remember she's multiclassed in the book, too. And I find multiclassing decreases a character's effectiveness.

I believe she'd be CR 6 going by pathfinder rules, which has simplified things a bit, meaning your Nualia would sit around... CR 8? Correct me if I'm wrong, people.

It does seem a little high now that we've crunched the numbers. If you have a group of four or five or more I'd say things should be okay, though. Numbers count for a great deal in these fights. And don't forget everybodies favourite turncoat, Orik!

Orik? :p

Yea, it's probably a little high, but if I reduced it, I think she'd become a bit of a pushover. I gave the players a 25 point buy anyway, and I could always throw in a few Cure mod potions in the areas before her?

I just want them to know that death is very present in the game, and it won't be a walk in the park for them, but if they think and do things properly, they have a much higher chance of surviving.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
CaptainCortez wrote:

Right, I've made my own version of Nualia and I have a horrible feeling she's just going to slaughter the party. She's now an evil b....

Anyway, I'm not entirely sure what stacks and how to work out her DC for Death Knell etc, but if you can have a look and help me correct it, I'll be really thankful as I want to use this build for my parties encounter. Cleric and Anti-Paladin turned out to be a really harsh mix (expecially after making use of subdomains etc).

I feel there's actually too much for you to do when playing her, but here's the build:

** spoiler omitted **...

I wrote her up as a full Anti-Paladin the other day. Anti-Paladins are always scary; Anti-Paladins accompanied by a monster that takes ruthless advantage of fear effects are absolutely terrifying:

Nualia:
Nualia
CE Female Aasimar Antipaladin 6 [Medium Outsider (Native)]
Initiative -1 Senses: Darkvision 60 ft., Perception +5
Auras: Cowardice (All enemies within 10 ft take a -4 to saves vs. fear, or lose fear immunity)

Defense
AC 15 (+6 Armor, -1 Dex), Touch 9, Flat-footed 15
When smiting, gains a +4 deflection bonus
HP 53 (6d10+18)
Fort +11 Ref +5 Will +12
Defensive Abilities Unholy Resilience, Plague Bringer (Immune to the negative effects of diseases)
Resist Acid 5, Cold 5, Electricity 5

Offense
Spd. 20 ft. (Reduced from 30 ft. base speed by armor)
Melee +1 [Keen] Bastard Sword +9(1d10+8/17-20) and
Claw +2 (1d6+5)
Ranged Composite longbow +5 (1d8+3/x3)
Special Attacks: Smite Good (1/day, gain a +4 to AC and attack rolls, and +6 against a single Good target for the duration of the encounter), Channel Negative Energy (3d6 in a 30 ft. burst; Will save DC 17 for half; consumes 2 uses of Touch of Corruption), Touch of Corruption (7/day touch attack for 3d6 damage. DC 17 Fort save, or be Shaken or Staggered at Nualia’s option)
Special Abilities: Aura of Evil, Detect Good, Fiendish Boon (As a standard action, Nualia may add Flaming, Keen, or Vicious to a weapon she wields for 1 minute.)
Spell Like Abilities: Daylight 1/day
Spells
1st—Cause Fear (DC 15), Murderous Command (DC 15)

Tactics
Before Combat: When Nualia knows combat is imminent, she employs Fiendish Boon to make her Bastard Sword Keen, the better to rip her foes asunder for the glory of her Mother.

During Combat: Nualia activates her Sihedron Medallion as a free action to gain the benefits of a False Life spell on the first round of combat. She tag-teams with her Yeth Hound with ruthless efficiency; she particularly enjoys using her Touch of Corruption to leave foes Shaken, so that the hound’s Sinister Bite can leave them cowering. Nualia prefers to use her Smite against clerics or paladins, against whom she doubles her smite damage on the Bastard Sword blow. If the party contains an Aasimar or a cleric of Desna, this reminder of her past drives Nualia into a rage; she will attack such a party member to the exclusion of all other targets. She employs Power Attack on every blow unless hitting proves routinely difficult; this preference is reflected in her stat block.

Morale: Nualia fights to the death.

Statistics
Str 16 Dex 8 Con 14 Int 10 Wis 16 Cha 18
BAB +6 CMB +9 CMD 18
Feats Exotic Weapon Proficiency (Bastard Sword),Lamashtu’s Mark, Power Attack, Weapon Focus (Bastard Sword)
Skills Diplomacy +4, Intimidate +13, Knowledge (Religion) +9, Perception +5
Languages Abyssal, Common, Celestial, Goblin
Gear +1 Breastplate, +1 Bastard Sword, Sihedron Medallion, Mwk Composite Longbow with 20 arrows, Holy Symbol of Lamashtu (valued at 100 gp for its materials), 7 pp, 5 gp

Also, wrote Tsuto up as a Monk 2/Ninja 2--currently trying to decide if I should turn his monk levels into Flowing Monk levels.


Sounds good, then. If someone kicks the bucket though, prepare to make it as grisly and badass as possible. iirc, Derek's campaign journal on these boards had an PC kick the bucket here.

It left a smile on my face.


Twigs wrote:

Sounds good, then. If someone kicks the bucket though, prepare to make it as grisly and badass as possible. iirc, Derek's campaign journal on these boards had an PC kick the bucket here.

It left a smile on my face.

Ah, I'll have to try and find that. Cynarion's Journal is on this page, but I don't know if it's in there or on the next page. :p

Yea, I'll try to think of something at the time, such as maybe she ripped a PC's head and spine out of their body and threw it to the Yeth Hound (if both survive, and then get the Yeth Hound to shake the body to bits, or get Nualia to thrust her sword through their chest, rip out their heart with her fiend arm and then crush it in her hand etc...

One thing I wondered about though; Her Armour is pretty cool and someone like the Barbarian might want to wear it, so is it actually evil armour or can anyone wear it? It doesn't say anywhere that it's evil, but seeing as she is, surely some of her menace would have passed onto what she wears? Other than that, I could just let whoever wants it to have it, but I don't know if it'd fit a male Barbarian, and would be useless on a Rogue.

I guess I could always do what my usual DM does - If an Armour is magic, it adjusts to the size of the wearer.

Revan - That sounds pretty cool, but her life is crazy high. Still, her AC is pathetic in comparison to that. :p

Making people cower is an awesome thing to do if you got the chance, but I've never played any character like that, so it'd be new to me andmaybe some hard work to get it to pan out just as you want.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Yeah, I think her low AC is the one thing keeping her from being a definite TPK; unlike a Nualia with Cleric levels, Antipaladin Nualia has no way of shoring up her defense against pointy things. Her insistence on baring her midriff will be her downfall. ;P

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