NPCs for a high level game, could use feedback


Homebrew and House Rules


I'm coming up on another move in the next year or so, and so I wanted to run one final game for the guys I play with now. Because we've been playing so many Paizo modules, we have a lot of characters in the 13-17 level range who have influenced events on Golarion. I wanted to do something kind of big as a last hurrah, so I've asked the guys to decide on a character from one of our past games (including Age of Worms, although converted from 3.5 and de-leveled appropriately) and dredge them up to join a 16th level supergroup. I'm planning to allow them to run multiple kingdoms and I expect to have more than one mass combat during the course of things, the rules for both of which I'm lifting from Kingmaker. ;D

I'm pretty excited about the whole thing and it looks like we might even convince some former players to rejoin us for this! Since I'm not using a module this time it's going to require a lot more from me in the way of GM homework than usual, and I could really use more sets of eyes looking over things and telling me what they think. That said, if anyone reading this is in the game, you'd be doing yourself a disservice by reading further...

So, without further ado, this is the first NPC I've come up with. I'm planning to introduce the characters to the campaign by sending them down Candlestone Caverns, and to that end I've created a leader for the Black Claw kobolds. His name is Rakken the Trigger, and he is a peerless trapmaker that I've taken a little license on as far as his equipment is concerned. One of the things I want to do for this campaign is hand out some really unique loot. (I was a big fan of Planescape:Torment back in the day)

Rakken the Trigger, Kobold, NE Rogue 17 Fort: 8 Ref: 19 Will: 8 BA: 12/7/2 AC: 30 HP: 68
CMB: 8 CMD: 24 Spd: 30

Str: 4
Dex: 22
Con: 10
Int: 20
Wis: 10
Cha: 8

Fts:
Skill Focus Stealth
Skill Focus Craft Traps
Skill Focus Disguise
Improved Natural Armor x5
Weapon Finesse

Traits:

Racial Abilities:
Light sensitivity
Common, Dwarven, Gnome, Undercommon, Draconic, Aklo, Terran, Orc, Ignan, Goblin, Giant, Elven, Terran, Abyssal, Infernal
AC+1
Darkvision 60
Small - +1AC, +1att, -1CMD/B, +4stealth

Class Abilities:
Sneak 9d6
Trap Sense +5
Evasion
Improved Uncanny Dodge
Cunning Trigger - set off trap within 30ft.
Fast Stealth
Fast Getaway - Withdraw after successful sneak attack or sleight of hand
Quick Trapsmith - set trap as full round
Powerful Sneak - *
*Deadly Sneak - treat 1s/2s as 3s on sneak
Frugal Trapsmith
Camouflage - natural caves +4stealth

Skills: Bns: Ablty: Rnks: Ttl:
Craft Trap 21 5 17 43
Profession Miner 5 0 17 22
Stealth 42 6 17 65
Perception 5 0 17 22
Acrobatics 3 6 17 26
Disable Device 3 6 17 26
Search 3 0 17 20
Climb 3 -3 17 17
Swim 3 -3 17 17
Bluff 3 -1 17 19
Disguise 9 -1 17 25
Sense Motive 3 0 17 20
UMD 3 -1 17 19
Linguistics 3 5 10 18

Equipment:
15,000 gp worth of mastercrafted trap parts (a relatively small, light collection of parts that is worthless for resale but useful for crafting traps)
Ring of Chameleon Power +10 Stealth/Disguise Self
Greater Shadowed +3 Studded Leather Armor
Cloak of Resistance +3
Trigger's Steel Tooth (Tiny enchanted dagger)
Permanent -1MHP to install
+5 Craft traps, Cast Hungry Pit 2/day
Bonesinger - +4 NE Intelligent Shortsword d6+4, 19-20
10Int 16Wis 12Cha 12Ego 57000gpv
Empathic
120 ft Bonesense (Can only detect creatures with bones,includes constructs/undead)
Teleport to Owner 1/day
Deadly(+1confirm crits)
Bonesinger wants to kill at least one bone-havin' creature per day after 1 week no kills, refuses to teleport or help confirm crits
after 3 weeks will not "speak", will not warn owner of threats
after 1 month, will attempt to control user

Background:
Rakken "the Trigger" was born a member of the deep-cavern dwelling Hatescale tribe of kobolds. Rakken was the son of the clan chief, a particularly sly, old kobold named Rikk. Originally, Rakken's father planned to dispose of the brilliant young kobold when it became clear he was smart enough to be a threat. However, Rakken proved to be so engrossed by, and talented with, the creation and modification of mechanical devices that his father decided to spare him. This was a wise decision, as Rakken's layers upon layers of traps proved to be an increasingly deadly web of defense around the clan's territory. Eventually, a lack of space and material made it difficult for Rakken to further perfect his art, a situation he found intolerable. Rakken's
father attempted to restrict his movements when he made his desire to leave the clan clear but the master trapsmith easily evaded pursuit and left his tribe behind. Rakken spent years exploring progressively deeper caverns, bartering with some inhabitants and avoiding or killing others. His trapmaking skills became uncannily fast and exquisite, and his fame spread throughout the Darklands. Rakken is now retired, following his single-handed orchestration of the defense of Karadh-Nurr, a duergar city under siege by a seemingly-endless army of drow. Unfortunately, Rakken's traps couldn't provide the defenders
with food, and the fortress cavern was eventually overrun. Rakken easily escaped the fall of his dwarven employers and now labors in relative obscurity, quickly having risen to power amongst the Black Claw clan of Candlestone Caverns.

During his youth, barely scrabbling out survival by trapping and killing dangerous darklands fauna, Rakken found it useful to augment his naturally tough kobold hide. His Improved Natural Armor feats are not the result of natural growth, but of replacing many of his dusky, black scales with small bits of iron or stone. He also replaced one of his teeth with a tiny-sized dagger found on the corpse of a dead svirfneblin crushed by a cave-in that Rakken arranged.
The hilt of the dagger stabs painfully into the gums of anyone who does the same, and seems to provide the same bonuses whether wielded by an appropriately sized creature or used as a tooth in a similar fashion to Rakken. When mounted as a tooth, the dagger doesn't take up an item slot.

Bonesinger is Rakken's sword, a loyal companion and the closest thing that Rakken has to a friend. Bonesinger only wishes to feel it's jagged edge grind and chew through bone, and Rakken has never failed to concede to that wish when Bonesinger demanded it. The sword is itself made of ivory from some unknown, deep-dwelling, beast; a single piece carved by a master craftsman and enchanted with a simple, straightforward personality and set of abilities. Bonesinger saves its ability to teleport 1/day in case Rakken is somehow disabled or disarmed, in which case it will attempt to aid him in his escape or
return to his hand. However, Bonesinger does not resent the death of its master, should it occur. It will be slightly more demanding of a new owner, requiring a kill each day for several weeks, just to make certain that they are dedicated to the same ends.

Combat:
Rakken prefers to flee conflict over all other options. Keeping in mind that his ability to lay traps is lightning-fast and cheap, he is more than capable of turning a small lead into a trail of snares, pits, and devices. He will also lurk at the edges of caverns, using his ability to remain undetected in order to trigger traps that an enemy might otherwise avoid or disarm. He has become so accustomed to this tactic of falling back in the face of aggression that Rakken has a slight phobia of being cornered. If he feels he has no option but to turn and fight, the otherwise shy kobold enters a savage frenzy; foaming at the mouth, and screeching curses in Aklo and Draconic while he hurls himself at the least physically-imposing threat in an attempt
to break through his enemies and escape.

One of Rakken's favorite traps for use around a long-term dwelling is the colorfully named "S*@&shaft". The trap is a complicated multi-trap designed to target less nimble invaders (initially). The trigger is well hidden, typically DC25 or higher, depending on the skill of the expected targets. When a character steps on one of the squares designated as the trigger, a pit will typically open 10 or 20 feet to one side of the trigger in order to catch casters and fighters following behind a scout. The pit itself is generally around 40 feet deep and lined with sewage intakes drained from local cesspits. The bottom of the pit will fill to a level of five feet deep within 1d3 rounds of the pit being triggered. The slick, filthy
walls of the shaft are nearly impossible to climb. Once the bottom of the pit has filled with offal and sewage, a second false floor is triggered. This second pit is typically twice as deep as the first and features a number of pieces of jagged, rusted metal that easily break off from their mooring and remain lodged within a victim. Anyone falling to the bottom of pit is automatically hit by 1d3 of these spikes for 1d6 damage apiece. These filth-covered, rusted lengths of iron require a DC20 strength or heal check to remove, and usually carry a highly contagious disease called "S#+%shaft Shakes". If they
are removed via a strength check the spikes deal an additional 2d4 damage to the victim, per spike. S$+&shaft Shakes requires a DC25 Fort save and if contracted has the following stats: (1d8 Dex damage, Frequency 1/day, Cure 2 consecutive saves. In addition to the daily save and ability damage dealt by this disease, a DC20 Fort save must be made each each day or 1 point of ability damage for that day is converted to ability drain.) Two rounds after the second pit trap is triggered, a pair of Headchompers (poisoned bear traps on chains) are released on either side of the top pit in an attempt to snare concerned allies attempting to rescue pit victims. The bottom of the second pit features several drainage shafts to prevent sewage and gore from backing up too much. On a good day, a S%!$shaft can disable or eradicate entire parties of enemies.

***
I'm not sure what CR to set for the described trap, by the way. I've considered going as high as CR17, depending on how effective it proves against the party. I'm aware that it's technically several traps, but I'd rather give one large xp reward than six CR 10s.

I'm planning to add more in the way of NPCs and setting, if anyone cares to comment or make corrections. Appreciate the help.


The basic idea with Rakken and the top layer of the Candlestone Caverns is that I want there to be as few combat encounters as possible. I'm not going to give the rank and file kobolds levels, instead they're going to rely on elaborate mechanical traps under the direction of ol' Trigger. I may occasionally have them dump lamp oil and tindertwigs on people, the sort of thing that I can get by with not rolling an attack for. I want to see if I can successfully bedevil a 16th level party with a bunch of CR nothing monsters.


The plan for Rakken to make his escape if he's caught out by an excellent spotter is to move to an exit as quickly as possible to get out and make more stealth checks. In an emergency, he knows that he can drop Bonesinger as a free action and take a double move away from opponents. The closest threat will generally stop to take, and potentially quarrel over, Bonesinger; giving the kobold a head start to escape. Rakken knows he can trust the sword to return to him if he calls for it. While the sword only has 120 foot "Bonesense", making it a poor observer of terrain or boneless threats, the empathic link it shares with its owner works as long as the sword is on the same plane. Bonesinger considers its owner to be the person who has won at least five tests of will against the sword... but any previous owner must be killed before the sword will bow to a new one. Until the previous owner of the sword is killed, it grants anyone who is not its owner one negative level as long as they attempt to wield it. This is in addition to the negative level Good characters receive for wielding the sword. (Because it's a NE intelligent sword, this level loss is incurred automatically by good characters. It's not a special ability I made up.)


In addition to math help, I could really use suggestions on how to deal with dimensional travel (teleport, plane shift, ethereal jaunt, dimension door) that doesn't require dimension locking every significant standing structure the party enters.

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