List of Homemade Kingmaker NPCs


Kingmaker

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

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This game is such a sandbox for everyone, that I found that having more NPCs to introduce during the game fostered a more organic feel to the game and allowed the PCs a broader choice of who to interact with. In some cases, these NPCs filled a needed niche, like hireling or political figure. In others the NPCs were just there for flavor and would only be seen once if the PCs didn't show any interest in them.

Here we go, listed in no particular order.

Hunters
Maxim Cenek – N Male Human Ranger 4
A trapper that has been in the area just north of Olegs for many years.

Ctibor Hajek – CG Male Human ranger 3
A hunter of rare creatures, he will be in Olegs about once a month to resupply.

Isidora Vancura – NG Female Elf ranger 2
A new trapper who works the area south-east of Olegs

Amálie Marek – NG Female Human expert 4
A long time hunter and guide, she sometimes hires out to people who travel the area.

Dušan Zoya – N Male Half-Orc expert 3
Trying to escape the prejudice he faced in civilization, he mostly sticks to himself.

Armin Yanev – CG Male Half-Elf expert 2
A trapper that hangs out along the river, he is also an herbalist that sells Bokken ingredients.

Aydın Kruno – CN Male Elf ranger 3
Somewhat of a hermit, he will sometime sell other hunters his pelts just to avoid civilization.

Uxío Tallak – N Male Dwarf ranger 3
Probably the most gruff trapper there is.

Olivia Lavinia – NG Female Human ranger 4
Often trying to out do others, she has pushed further into the Greenbelt then any other hunter.

Adrienn Butcher – LN Female Half-Elf expert 3
Feeling at home in the wilderness, she only really hunts when she needs more supplies.

Guards at Oleg's Trading Post
Balduino Segal – LN Male Human warrior 3
A young soldier who hopes to see some action, but can’t seem to do anything right.

Lucas Alvin – NE Male Human warrior 3
Somewhat of a young bully, and was sent out to Oleg’s because he assaulted an officer.

Ruben Dirckx – CG Male Human warrior 3
A victim of unfortunate events, he was blamed for a minor crime that he didn’t commit. Becomes badly burned trying to save the fort.

Gisbert Görög – N Male Human warrior 3
Somewhat of a coward, he volunteered to be at Oleg’s to avoid more dangerous assignments. Ends up dying trying to save the fort.

Yana Petes – LG Female Human warrior 3
While women are not common in the military, they are all assigned to less dangerous posts. Yana hopes to prove that women can be just as effective as women.

Others
Văn Mallory – NG Male Gnome Bard 1
A storyteller who is looking for stories to tell. Arrives a month after the military guard.

Gabriel Metz – LN Male expert 4
A traveling merchant that Oleg uses for supplying his trading post. He comes around the 15 th of every month, but would like to come more often if the bandits are dealt with.

Shemer Kramer – CN Male warrior 2
A guard that keeps Gabriel’s goods protected. He is a bit dim witted.

Britton Hirsch – NG Male warrior 2
A guard that keeps Gabriel’s goods protected. He seems more intimidating then he really is.

Veera Dreyer – N Female adept 3
Camp Follower, came in with the military guard.

Rachel Schmidt – NG Female expert 2
Camp Follower, comes in a little after the military guard.

Vic Plank – N Human Male Commoner 1
A porter that likes to do leather work as a hobby.

Mick Denman – NG half-orc Male Commoner 3
Another strong Porter. He has Orcish Thwacking Sticks that he plays neat rhythms with.

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Political Figures
The Sword Lords
(These of course are not the most influential or powerful, just the ones that would show interest in the new kingdom.)

Lord Mayor Ioseph Sellemius (NG male human aristocrat 3/expert 2)
The mayor of Restov who is forced to bend his knee to the Dragonscale throne.

Zelig Kovac (NG male human expert 3/warrior 2)
A swordlord who believes that patience is better then rash action. He has been a great asset to Mayor Sellemius, in that he has been able to keep both sides of the politics from cutting each other down in the streets.

Borys Reuter (LE male human aristocrat 3/warrior 1)
A huge supporter of a rebellion and a minor swordlord. He secretly has been playing both sides against each other, and has been the hidden cause of some recent fights.

Gerasim Biskup (LG male human expert 3)
While not a swordlord himself, he supports them and often offers his services as a steward, clerk, and scribe. Most find him very pleasant and have used him as a kind of diplomat in delicate situations.

Dragomir Hrabe (CG male human warrior 4)
A swordlord with a significant amount of wealth. While he isn't the best at politics, he is caught in the middle of most plans as people try to convince him to fund their different projects.

Ariel Sherman (N female half-elf aristocrat 3)
Some call her Lady Sherman, but she has no noble blood or a husband. She is pretty influencial though, and if you have her on your side you have the majority of the swordlords.

Maya Novak (LN female human fighter 5)
The one female that has actually gained enough respect to be called a swordlord, Maya knows an underdog when she sees one and will throw her weight behind them.

Andres Aldori (CN male human fighter 6)
A rash and arrogant man, it is suspected that he wasn't born with the last name he currently uses. He often starts fights just to bully people, and isn't very good at keeping his mouth shut. Because of that, he isn't often invited to the more politically sensitive gatherings, but that doesn't stop him from showing up anyway.

Brevoy

House Surtova, motto: "Ours Is the Right"
The current ruling house of Brevoy and Issia.

King Noleski Surtova (N male human aristocrat 5/warrior 3)
The current king of Restov, though it is debatable if he is the rightful heir.

Natala Surtova (LE female human aristocrat 6)
The sister of Noleski, and by tradition and law she rules alongside him as long as he stays unmarried.

Vendelín Surtova (CG male aristocrat 4)
A nephew that believes that his family is acting for the benefit of the people. He hopes that diplomacy and tact will eventually win over those he deals with.

Ayelet Surtova (N female aristocrat 2/ expert 2)
A bit of a mediator for her family, she is respected by even those opposed to the family for her ability to find compromise.

Cosmin Avraham (N male elf expert 6)
A representative for the Surtova noble family, he stays in Restov to ensure that the king's interests are protected. He is good with words, and a subtle politician, which has made it hard for anyone dealing with him to gain any advantage in deals he is involved in.

Mihaita Utkin (LN female human aristocrat 1/ expert 4)
While some accuse her of being a spy, she keeps nothing hidden about her allegiance to the crown. She does have a knack for bedding the competition and learning a few secrets or two during pillow talk though.

House Garess, motto: "Strong as the Mountains"
Lord Howlin Garess (LN male human aristocrat 3/warrior 4)
The head of House Garess. His son disappeared as part of the vanishing.

Toval Golka (N male dwarf aristocrat 2/expert 4)
The adpoted heir to House Garess. He is one of the few remaining dwarves from Golushkin. He has few friends within Greyhaven, but this does not stop him from trying to make some.

Branko Garess (LN male expert 4)
Having been disgusted by the recent events in Castle Greyhaven, he travels as a representative for his family. He hopes to keeps the Garess family name intact, but believes it is only a matter of time before Torval ruins it all.

Ariel Garess (LG female aristocrat 4)
Sister to Branko, she travels with him and is often handling the finer and more delicate matters when representing the noble family. She is unmarried, but she is receiving some pressure to remedy that.

Lazar Markovic (LN male expert 4/ warrior 2)
A tactician and battlefield planner in a time without war, Lazar hopes to be successful in the political battles.

Darja Starosta (N female aristocrat 5)
Darja is married to a successful merchant and noble, but she is far more famous for her ability to predict how the political tide will turn and capitalize on it.

House Lebeda, motto: "Success Through Grace"
Dame Sarrona Lebeda (N female human aristocrat 11)
The head of House Lebeda, she rules until her son comes of age.

Lander Lebeda (LN male human artisocrat 2/warrior 1)
The son of Dame Sarrona, he is only a year from his majority.

Elanna Lebeda(NG female human aristocrat 4)
Daughter of Dame Sarrona. She is currently spending much time with Noleski and it is rumored that she will be married to him within a year.

Alexander Lebeda (N male warrior 4)
A cousin and body guard to Elanna, he fears that her time with Noleski will only endanger her and the family more. He stays quiet about his feelings though and instead makes plans to keep her safe.

Chanah Lebeda (LN female aristocrat 4)
She isn't the biggest supporter of a union between Elanna and Noleski, but this is because she is secretly in love with the king herself.

Beniamin Rose (NG male expert 4)
A talented and well liked representative, he has been spending a good amount of time in Restov representing the family. He makes it very clear that the Lebedas support the king but wish to avoid war.

Agata Waldfogel (LN female aristocrat 3/ expert 1)
A cunning negotiator and diplomat, she mostly represents the trade interests for the family but has also been able to assist in more sensitive political negotiations.

House Lodovka, motto: "The Waters, Our Fields"
Lord Kozek Lodovka (CG male human aristocrat 2/expert 3/warrior 2)
A cunning old pirate who just wants to do best by his people, his family, and his land.

Aharon Lodovka (N male aristocrat 5)
He has made it his life's work to expand and diversify the families holdings, but finds Kozek's soft heart an obstacle in many of his plans. He would never betray his family, but his frustrations are hurting his relationship with them.

Marya Lodovka (N female expert 2)
While she is unmarried, she acts as a diplomat for her family and travels to where they need her. This has made it hard for her to find love, but a Medvyed noble has caught her eye, and she his.

Roman Brož (N male expert 1/ warrior 3)
He is more of a body guard to Naamah then anything else, but he has been helpful in gathering information she needs to gain the edge in her dealings.

Naamah Kolar (CG female aristocrat 4)
A negotiator for trade deals and political agreements, she has been a big help in keeping the interests of her family protected in the south.

House Medvyed, motto: "Endurance Overcomes All"
Lord Gurev Medvyed (NG male human aristocrat 1/warrior 5)
A family man who loves the outdoor life and the thrill of the hunt.

Mircea Medvyed (CN male warrior 6)
While he is a hunter and warrior, he travels and protects his wife Shira. She tries to keep him out of trouble but finds his appetite for adventure a bit strong.

Shira Medvyed (LN female expert 5)
She is the wife of Mircea, and a traveling representative for the family. While he is officially the diplomat, she is much better with writing up agreements and making deals.

Nikodim Gabor (N male aristocrat 2/ warrior 3)
He is one of the minor nobles overlooking the logging and timber rights of House Medvyed. He often finds himself fighting loggers who are not following their agreements.

Elena Sann (NG female aristocrat 4)
Yet unmarried, she left the homeland of House Medvyed to escape pressure to settle down. She now represents House Medvyed in courts and makes sure that trade agreements are kept.

House Orlovsky, motto: "High Above"
Lord Poul Orlovsky (LN male human aristocrat 4/warrior 4)
Has stayed neutral in the politics, but will soon have to choose to support the king or a rebellion against him.

Vassily Orlovsky (N male expert 1/ warrior 2)
A lord who wants to play general, he supports Poul, but feels his neutrality is going tear the family apart.

Liliya Orlovsky (CG female aristocrat 5)
Not pleased at all with House Surtova, she often uses her political power to sabotage their trade and land agreements.

Josef Kramr (NG male aristocrat 1/ expert 2)
A scribe and lawyer, Josef is often called upon to travel and authentisicate contracts for the family. Other families have tried to hire him but he is loyal to House Orlovsky.

Liza Tesar (NG female aristocrat 5)
A representative for the family who lives in Restov, she has been very good at keeping would-be proposals and poor offers from reaching her lord. She has become a key to keeping the house neutral in the recent affairs, but has orders to keep a look out for the golden opportunity to take a side.


This is Fantastic, thanks so much for sharing! I'll definately be liberating some of these folk for use in my Tales from the Stolen Lands game!

Do you mind if others of us add our particular rogues galleries as well?


Nice! thanks!

I'll write up mine when I get home =)


I have been tweaking some of the NPCs from Kingmaker for my game but I have also added a few. The following is the short-list of NPCs for my game that started this week on these boards...

NPCs:

Ioseph Sellemius
  • The current Lord Mayor of Restov and a Rostlandic Swordlord. He has defied House Surtova at every turn since Noleski begun to call himself “king” but Ioseph knows that he does not have long before Noleski turns the armies of Issian against him. It appears that he has chosen to tie himself to a northern Lord much to the dismay of his fellow Swordlords.

Alexis Orlovsky

  • The daughter of Lord Orlovsky.

Poul Orlovsky

  • One of the Issian Lords. He refuses to acknowledge Noleski Surtova as anything other than Lord Regent in the absense of King Urzen or a true Rogarvian heir, but it is becoming increasingly clear which way the political winds are shifting. He will soon be forced to either declare for the man he considers an usurper and opportunist, or seek to overthrow him.

Noleski Surtova

  • House Surtova were renowned as crafty schemers and had ingratiated themselves with the ruling house of Rogarvia and Noleski Surtova, Duke of House Surtova, took advantage of the misfortune of House Rogarvia by quickly establishing a “regency” in the absence of King Urzen. He has only maintained this by allying with former enemies and using fear of the return of Rogarvia as a tool to unite Brevoy and its seven noble families.

    Noleski Surtova's “regency” has quickly become a succession and now he sits upon the Dragonscale Throne and demands that Brevoy recognize him as King. Some of the Brevic noble houses, such as House Orlovsky, only acknowledge Noleski as reigning Lord Regent and diplomatic relations are growing tense. Increasingly, it appears that Brevoy is on the verge of collapsing back into two separate nations.

Natala Surtova

  • The sister of Noleski and unofficial "queen" of Brevoy. Rumors say that she enjoys her role (and her influence over her brother) far too much to embrace the idea of a proper sister-in-law.

Bingo Guessford

  • The proprietor of the Gnarly Hobbit Inn. He is also the family patriarch of the modest family of halflings that run the place. It is a shame that halflings are viewed as no better then rogues or else the Gnarly Hobbit could compete with some of the bigger inns in Restov for service.

Kesten Garess

  • The exiled son of Evan Garess, cousin to Garess family patriarch Lord Howlan. Quite recently became a Swordlord of Restov, the Exiled Blade.

Master Janus

  • The Lord Mayor's attendant and the man that keeps the day to day operations of the city running smoothly while the Lord Mayor focuses on foreign policies.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Jabberwonky wrote:

This is Fantastic, thanks so much for sharing! I'll definately be liberating some of these folk for use in my Tales from the Stolen Lands game!

Do you mind if others of us add our particular rogues galleries as well?

Post away! The more NPC the better. I have about 30 more NPCs to post, but that will have to wait until tomorrow.


Brown Doug – Galtesan soldier and generally unplesant fellow found with a gang of bruisers. I placed him in Restov to kick things off, but he and his gang could be anywhere.

Burrel Tollen – Marshal of Restov. Burrel is a half elven lawyer from a wealthy family in Restov, who has claimed the seat of Marshal though cunning political maneuvering. He was the authority by which the writs of exploration were given to various adventuring groups by way of varying sponsors in Restov, in our game's case, one of the Swordlords has sponsored the party and secured the last writ. Burrel functions as the emisarry of the crown administrating the exploration endeavor on behalf of the king.

Burrel's Story:
Burrel Tir'Tollen is actually a fey agent of Lady N, charged with infiltrating the political spheres of the Swordlords and gathering intelligence to aid her gambit. He takes an active role in attempting to stymie the players from his position in Restov by sending them broken supplies, inept aids, and keeping the Brevic nobility appraised of their newly founded country’s progress.

Sir Hrodgar, Spear of Rostland – a hot headed, unlanded knight and general rabble-rouser, currently attempting to rally the pesants and countryside to his banner in preperation of what he sees as the coming civil war in Brevoy.

Jeoffry Troyer – A soldier murdered by bandits in the Stolen Lands. Originally from Restov, he and the 4 other soldiers (also murdered) are found on the trail to Oleg’s. (used to set the tone in the Stolen Lands)

Constable Hodd – A local sheriff for an area north of Oleg’s who drops in on the Leveton;s from time to time. Hodd is an overweight man with good intentions but lacking in the ability to see thoser intentions through. Left to the wilds without a force to back him, his word carries little weight.

Gaff the Wretched – A former noble from Mivon, Gaff traveled north into the stolen lands to found his own kingdom. He arrived with his wife Sybill and a few families to an area northwest of Oleg’s where he founded the town of Gaffton unknowingly on a site very close to the first world. The site is centered around “the hidden” making the town and its surrounding environs much harder to locate (they stumbled there out of dumb luck).

After his wife took illness in their first year of marriage, Gaff turned his energies on researching ways to prevent her further decline. In his library he discovered an old spellbook that had just the key, or so he thought, in his paranoid state. Unfortunately even with all of Gaff's efforts, Sybill did not heal and perished at the hands of her husband. Maddened by his loss, Gaff fell fully into research in a vain attempt to return his beloved Sybill to his side – sadly the fruits of necromancy are all too often merely shades of what once was.

Gaff the Wretched’s plans:
Currently, Gaff has been wandering the stolen lands investigating the barbarian cairns sattered throughout, and raising a band of undead slaves and soldiers. In doing so he’s recently uncovered some ancient texts from the cyclopean empires and has deduced that to the east, there may be a tomb of an ancient cyclopean magus. He is currently travelling towards the Varnhold region and will be attempting to take over the crypt of Vordrekai (subjgating the lich with a rather nasty magic item below). He’ll be a rough addition to the encounter at the end of varnhold.

Item: Collar of Undead Subjucation:
These heavy metallic collars are inscribed with faint writing in Necrul, and are often corroded to the point where translation is impossible. The back of the collar contains a large and complex locking mechanism. Collars of Undead Subjugation are nasty items of necromantic magic, stories tell of these artifacts being created long ago by a particularly unpleasant wizard researching immortality. Stories also tell tale of this wizard slowly losing his mind and humanity, cursed to wander undead, still looking for the secret to never dying. The secrets of the collar’s creation have since been lost to time, though they are often sought out by necromancers looking to increase their power.

A collar of undead subjugation functions by placing the collar around the neck of an undead creature and locking it in place. Once this is done the person locking the collar becomes the master, and the creature upon which the collar was placed becomes the subject. This item immediately conveys the ability to speak and understand Necrul to both it’s master and it’s subject, both aloud and telepathicly between the master and subject..

The Collar’s first purpose is to allow the master (whomever places the collar on an undead subject) to see and hear through the eyes/ears of the subject. This functions as a continual mental feed to the master, so long as the subject is undead. The collar also allows for the master to take control of the undead in an active manner should they desire. Control checks on the subject are made by the master to use the undead as a puppet. This requires a concentration check of 10 + the undead’s will save, and is a full round action.

The Collar’s second purpose is to allow the master to control unruly undead within 60’ of the subject wearing the collar. Attempting to control unruly undead in this manner also takes a control check, but it’s DC is based off the highest will save of the undead within range. Using this property is also a full round action and its effects are the same as a Dominate spell, save that it effects all undead in range.

There are serious drawbacks to using a Collar of Undead Subjugation, the first of which being that it is an extremely evil, minor artifact. Simply being in the proximity of an item of this sort is enough to change someone’s alignment to evil - this transformation can happen quickly or can take a while (GM’s discretion). Certain things may hamper the item’s ability to corrupt in this manner such as keeping the item in a bag of holding.

Another drawback of using a Collar of Undead Subjugation is that once it is placed on a subject, the only way to interrupt the feed of information that the master gets is to remove the collar. As undead do not sleep, the master is continually assaulted with sensory data from the subject, even when they are trying to rest. This can lead to a myriad of problems, especially for spell casters, and often results in the master slowly loosing their mind from sleep deprivation and in some cases sensory overload.

Additionally there is a far more sinister detriment to using a collar of Undead Subjugation. It is said that some of these collars are intelligent, that they have wills of their own. In fact, every Collar of Undead Subjugation is intelligent, has a personality (usually a wicked and nasty one), and seeks to eventually dominate the master. This process would likely take a very long time, and results must be tailored to one’s individual campaign -- have fun with it!

Molly Magpie – a selfish and quick to anger druidess living in the Stolen Lands, loosely allied and sometimes shacking up with the Stag Lord. She’ll sometimes been seen in animal form (magpie) watching the party from the treetops, keeping an eye on them. She values strength and determination, and is fiercly devoted to personal freedom. She does little for anyone save herself, and sees the Staglord as an easilly manipulated thug who lets her do as she wishes in the woods.

Hookmire residents – The town of Hookmire lies to the southwest of Oleg’s, near the frog pond. It is situated near a large deposit of granite and can be used as a quarry town for building materials. In my campaign, hookmire was recently liberated from the slavers who had been using it as a base of operations, and were mining the granite to send to the staglord’s castle.

Broken Wing – a Giant Hawk who’s wing has been broken. If mended he will become a steadfast ally of the character who healed him, and may even consent to serve as a mount for said character.

Ursula, the Bear God – Primal god of the forest, Ursula stands about 40 feet tall at the shoulder and weighs more than 10 elephants. Ursula is generally in a good disposition, and is usually helpful, though often will only answer questions for a suitable bribe of honey. She can be a wealth of information on the barbarians who used to live in the area and worshipped her, and remembers when this place and the first world were co-terminus. In my campaign, the temple of the elk was changed to the temple of the bear to reflect her presence.

Clem Clemson – An aldolescent who watched his parents murdered by the Stag Lord’s brigands(slavers), and was given the choice to join the slavers or suffer the same fate. He is reticent of this situation and is looking for a way to rid himself of the yoke of banditry.

Jem – Dwarven tinker, escaped slave. Jem, Esther and Vlad were travelling from ustalav into numeria and southern brevoy for a three years, moving from village to village fixing farming equipment, tools, and healing the infirm when they were set upon by the staglord’s men. After burning Jem’s wagon, they were taken as slaves, and were being brought back to Hookmire (Slaver town, Near the frog pond). Before getting to the town, Clem helped them escape but was kept from joining them due to unfortunately tripping over a sleeping guard, waking the camp.

Esther – Varisian lay healer, escaped slave.

Vlad – Varisian bruiser, escaped slave.

Percy Sparkspriggle – a long dead gnome explorer found in the back recesses of a cave with a heavilly scrawled journal. Percy was an adventurer hundreds of years ago, who explored the first world often and wrote of it in his ponderous journal.

The journal of Percy Sparkspriggle:
This journal outlines Percy Sparkspriggle’s travels in The First World from ages past. It speaks of such sights as The Ever-Blooming Honeysuckle Forest, fields swathed in warm yellow pollen tended by Bumblebees the size of houses, Mushroom castles inhabited be diminutive blue dwarves, and crystal grottoes so beautiful they could put the angriest of dragons at ease. He gives detailed accounts of a multitude of picnics, parties, events, and festivals attended in his travels, as well as describing notable luminaries and persons of interest met along his path.

Through it’s reading, the journal gives some indications of lore centered around the first world and its fey denizens.

As the journal goes on, it describes Percy’s exile to Greysky, presumably what is now Golarion, and begins to become dour and morose. It seems that Percy was haunted by the time he spent in the first world, continuously comparing his later experiences with his memories of a better time. This likely began to drive him mad with envy and depression. Eventually he became consumed with finding a way back to The First World, and spent his latter days doing so.

It was on one such excursion he found himself in this cave, really the den of a large lizard. The lizard, returning home from its hunt smelled Percy and chased him into the deeper recesses of its den, where the gnome slipped through a crack the Lizard could not breach. It seemed Percy and the lizard were at an impasse - He could not leave and the lizard could not get to him. Eventually, Percy died from a combination of blanching and starvation (an extremely long and drawn out process for gnomes), the whole time being haunted by the dream of the First World and the hungry eye of his giant lizard captor, which suprisingly never left it’s post watching poor Percy with it’s baleful reptilian eye...

The journal will bestow the skill Knowledge First World on anyone who reads it. After reading it they can add skill points through normal research (leveling). This skill can be used to gather information on the fey and the first world. However, reading this book carries a price -- it instills a permanent -1 to will saves when dealing with Fey creatures, due to it’s powerfully written accounting of the beauty and merits of the Fey, and conveyance of dangerous secrets of the first world.”

In my game I’ve sectioned off knowledge of the first world into its own knowledge, as opposed to rolling it into Knowledge Nature.


Great stuff! I might steal a hunter/trapper of yours for my session tonight and then work up some others of my own this weekend.

Spoiler:
I've got an anti-party planned for my campaign. Once the party encounters them for the first time I'll post a breakdown of them.

They're being set up as another group of explorers that are working for one of the swordlords who is looking to get himself (or maybe herself) a spot in the Greenbelt. Planning on having them causing havoc for the party at a few set encounters.

Scarab Sages

I have a ton of generic nobility I am working on now, so Caleb, I am definitely going to steal most of your NPCS! Excellent writeup and great idea starting this thread.

To keep things going, I will share some of the more key NPCs that I put in the game to create controversy, make the PCs work, or illustrate a point I wished to make about the Stolen lands.

NPCs with a Mission

Ingulf Stormfury – CG Male Human Kellid Barbarian -

details:
Ingulf is from the distant north and arrived in the Stolen lands through a magic portal, chasing an Lovecraftian aberration that slew his tribe. Befriended by the party, who assisted him in hunting down his foe, he now serves as the royal executioner. His tribe was always on the verge of starving, so food and making sure everyone is fed are major concerns of his in the new kingdom. Plot Point – Think Conan with a brain. I introduced Ingulf to assist the party when they get too bogged down in politics, deceit, and civilized treachery. These are the times that Ingulf suggest head bashing as a solution.

Cassandra Sangiovese – CN Female Changeling Barbarian 1/Ranger 2 –
details:
Faced a horrific childhood upbringing, and had her human family destroyed by her hag mother when she was reclaimed. The coven became her home until the Mivonese guards caught up with the murderous hag and slew their coven. She escaped and kept her mother’s axe (a bardiche for her) as her weapon. She serves as a hunter in the Stolen Lands, one of the wardens scout minions. Plot Point – Her backstory will eventually catch up to her and cause inquisitors and guardsmen from Mivon to north and claim her as a criminal. I am anticipating some interesting political discussions between the ruler and Mivon.

Dr. Gregor Olshansky – N Male Dhampyr alchemist (Chirugon) 8 –
details:
A mild mannered quiet scientist from Ustalav who recently arrived at the Stolen Lands after doing pathogen research in Iobaria. He recently saved a mages life and received a magical tower as compensation (basically acts like a feather token- Tower, creating a permanent structure wherever it is placed). He has several homunculi and simulacra he can call on in a pinch to aid him. His minions wear heavy cloaks and scarves to hide their non-human appearance. Plot point- the good doctor is benevolent, but a group of evil necromancers will soon follow him into the Stolen lands and frame him for evil misdeeds. He is very closemouthed about his business as he has been chased by pitchfork wielding peasant hordes before, and the party should notice he hides from the sun. The idea is to make them think he is a vampire.

Niccolo Vanchetti – N Male Human Expert 5 (merchant)
details:
Master deal maker, Niccolo seems to always know how to make money and move goods. Consider him the insider trader of the Stolen Lands and Brevoy. He is a likeable enough fellow, but he specializes in manipulating and gaming the system to maximize his profit, regardless of the cost to others. I plan to have him manipulating the PCs trade markets and treaties, causing problems and wreaking havoc on their kingdom building efforts from time to time, alternating with doing the same to their enemies. Up until the midway point of book 2, he is unnoticed, but then begins working his schemes on the volatile markets of a fledgling kingdom.

Madrae Andozien, Radiant Flame of Sarenrae – NG Female Human (qadiran) Cleric of Sarenrae 9 –
details:
Madrae arrived shortly before the end of Book 1 when the party was constantly in the field hunting the Stag Lord, and patiently waited with her escort of dervishes for an audience. Driven to the Stolen Lands by what she believes to be a vision from her goddess, she is ambitious, ruthless, and driven to see the kingdom succeed. She brokered a deal with the new Baroness to raise several dead party members and do so in the future (party still pays raw costs of material comp.). In exchange, she became High priestess, Sarenrae was declared the official religion of the ruler’s family, and no church in a settlement can be larger than a church of Sarenrae built there. She plans to use this last promise to hinder religions she opposes, like the (in her opinion) corrupt church of Abadar. Plot Point – I introduced Madrae to see how the party and ruler would handle her. The idea was to have great benefits, but it costs them something in compromises for the future Oh, and also to help provide scrolls for the Oracle of Life who was in the party!.

Kir’Gash of the Iron Boot – N(E) Male Redcap Fighter 2 –
details:
Kir’Gash was born in Brevoy near the party’s starting point (town of Tammerling) when a tormented and unloved brownie Kirk Garshon was transformed into a Redcap (IMC, an unappreciated, mistreated, brownie in a house of evil people will eventually become a redcap and slay those who caused it to become tainted). Two of my players an inquisitor and an alchemist wanted to be monster hunters (a la Supernatural) and Kirk was a brownie they were asked to investigate because he was causing bad luck in the house (he was angry!) They tried to save him and convince the humans to stop, but in the end were kicked out, only to hear later of the change in Kirk and the bloodbath he left behind. He followed them into the Stolen Lands and tried to kill them several times before scaring them into saving another brownie who was being tormented by evil hunters in a cabin in the Narlmarches. By scaring I mean he surprised them at night and crit the alchemists horse for 50+ hps of damage with his scythe while he was galloping, neatly slicing the top half of the horse off. After that, the party basically did whatever he asked. Though he is evil, he is fey evil, meaning he has agendas that he wants the party to help with from time to time, or else… Plot Point- Kir’Gash was introduced partly because of backstory tie in, and partly to show what happens when you abuse and fail to respect Fey. I wanted my PCs to take existing Fey in the Stolen Lands into consideration, and thanks to some lucky die rolls, they are extremely respectful 

Scarab Sages

Of course, all of the above listed NPCs also set the stage nicely for this very special encounter that I am so looking forward to aggravating the party with:

Dun-dun-DUN!:
Grigori the rabble rouser, who will have very pointed things to say about the party's dealings with all of these people

I am actually delaying this encounter until closer to the end of Book 2 rather than the beginning.


Alrighty. Here's a few of mine.

Note that my KM game takes place in my own setting rather than Golarion, thus country references won't match up to that region. For example, instead of working for the Swordlords of Brevoy my players are chartered agents of one of the Vanguard Houses of the barony of Olorunium.

AT OLEG'S

Abner Drelveg (TN Male Human Fighter 2)

Spoiler:
Originally a mercenary from Galadae to the far east, he sold his sword to Olorunium during recent conflicts predating the campaign; when the war came to an end, he spent much of his battle-earned gains on relaxing and drinking. A roughhouser by nature, one of his drunken binges ended in a barfight that exploded onto the street and killed two unfortunate bystanders; given the option of conscription and essentially banishment to the Stolen Lands or thirty years hard labor, he joined up with the militia and headed west with Captain Garess. The man is genuinely friendly while sober but loves his liquor, and is a mean hard drunk.

Mara Talvier (LN Female Human Rogue 3)

Spoiler:
Mara is Kesten's right-hand woman, chief scout, informant, and possibly lover, though they've kept a tight lid on anything of that sort going on since being relocated to the relatively privacy-lacking Oleg's. Mara holds no real loyalty or love for Olorunium; she considers herself a true Olori, descended from the migrant gypsy culture that predated the barony, and joined Kesten's corps as an excuse to prove her "allegiance" during the uprising and secession of Naltaskar to the east a few years prior; when he was assigned to the Stolen Lands, she was one of the few in his number excited to be out from beneath the wing of the Vanguard Houses.

Tolin Marka (CN Male Human Barbarian 2)

Spoiler:
Hailing from the mountainous, untamed Northlands beyond the mountains that border the Stolen Lands and northern Olorunium, Tolin heard tales of war in the south and came to prove his worth, fighting for whomever struck his fancy; unfortunately his journey brought him to the region too late, and the war was over before he arrived. Disappointed, he signed on with Captain Garess hoping to see action in the Stolen Lands. As it is, he grumbles regularly of boredom while on watch duty in the outpost, and moreso when adventurers or trappers come and go that he cannot join them in their excursions to the south. He is the only one who seems to see the reduction in bandit activity or alliances with local entities as a bad thing, reducing his chances of seeing a fight.

Delilah Eli (NG Female Human Ranger 2)

Spoiler:
A huntress and archer once living in the savannah of northeast Olorunium, Delilah was conscripted against her will when her family fell into debt to the local Vanguard Lord. After four years serving in the regulated military under an abusive CO, she made the mistake of striking back out of turn; her court-martial sent her to prison for a year, after which she was reassigned to Captain Garess's unit to "complete her sentence in exile". A strong devotee of Artemis, she regularly volunteers for day shifts so that she can sneak out of the trading post by night to hunt under moonlight.

Mikmek (LN Male Kobold Rogue 4)

Spoiler:
Mikmek's role has expanded slightly, promoting him to Chief Sootscale's chief scout and field commander; in-game actions have made him also the primary liason between the party, Oleg's and the people there, and the Sootscale Tribe. At the moment he resides at Oleg's, making arrangements for trade between the post and his tribe and handling financial transactions such as selling moon radishes to interested parties.

Tory (Victoria) Anrech (CN Female Human Ranger 2)

Spoiler:
Once one of the bandits at Kressle's camp, Tory was one of the few who weren't either killed (by the party or the Will-o-Wisp that attacked before they departed) or scared off by the party Oracle's presumed madness or the Magus's exaggerations thereof. Her accent places her origins somewhere in the rural southern regions of Olorunium, or perhaps from one of the coastal port towns such as Faldin. She claims to have spent her entire life scraping by on whatever she could get, being forced further and further west every time her luck turned sour, until at last reaching the Stolen Lands and falling under the hand of the Stag Lord.

Dav (David) Stephenson (CN Male Human Rogue 1/Ranger 1)

Spoiler:
Another of Kressle's crew, Dav hails from the newly-established region of Naltaskar, the secessionist territory that broke from Olorunium during the recent conflict. A trickster and huckster by trade, he plied his luck at the gambling tables in taverns across Galadae and Olorunium until settling in the separatist region; however when he stretched his fortunes too far, a sheriff looking to make an example of him and thereby establish his order on the city persuaded him to take his track further west. The Olori, however, weren't exactly welcoming of a Naltar so soon after the war; nearly every town he tried, someone eventually turned up his history and it wasn't long before he was chased out or convinced to move on. Bouncing from town to town, it was only a matter of time before steady legitimate work petered out and banditry became the only way he could get by. Eventually he reached the Stolen Lands and found like-minded companions, and in turn found himself under the Stag Lord's banner. Dav enjoys gambling and sleight of hand, and can amuse himself for hours with a deck of cards; just don't knock over his tower.

IN THE WILDERNESS

Rannulf of the White Scar (LE Male Worg Cavalier 2)

Spoiler:
A wily old worg the party has encountered on two occasions now, and has an alliance with after much discussion. Significantly more cunning and intellectual than most of his kind, Rannulf claims to control the packs throughout the Kamelands, and to rule the territory between the spider dens and the Old Sycamore; he has convinced the party to clean out the spiders and to cede the stated territory as his own once they begin establishing their kingdom, in exchange for his aid in dealing with their mutual enemy in the Stag Lord.

----

That's all so far, surely more will be coming.


I'll be swiping these, thank you very much.

Silver Crusade

Pathfinder Adventure Path Subscriber

Hollow Graves Human Necromancer

Spoiler:
A member of the Pathfinder Society fascinated with the history of the Stolen Lands. He first appeared in a bonus adventure I threw in called The Legend of Coyote Rock, but he easily can be slotted in to the barbarian cairn in book one, he's seeking the tomb from book 2. He's a bit of an anthropologist and can help the PCs with translating, and makes a good Magister if the PCs don't have one. Hollow Graves has a skeletal familiar, but it wears full-plate armour that covers its face and body. Hollow calls his familiar Sir Clanker and describes him as a body guard.
.

The Nac Mac Feegles

Spoiler:
Kicked out of the First World by Nyrissa. The Feegles don't trust Kings, Queens and nobles. For more information read Terry Pratchett's "Wee Free Men".


DM_aka_Dudemeister wrote:
The Nac Mac Feegles ** spoiler omitted **

PFAHAHAHAHAHAH

That's beautiful! You have stats on these guys?

Silver Crusade

Pathfinder Adventure Path Subscriber

No, they're more plot devices than actual creatures. My PCs have been steadily bribing them with alcohol, most recently to head into the Felnight Realm. The Feegles tend to show up at the best/worst times.

Liberty's Edge

Dotting for later...will definitely add in some of my NPCs at that time.

Liberty's Edge

"Rachella", sister of the guy in control of Varnhold that I worked in to be our king's love interest and eventuiall queen of the realm.


Here's an excerpt from a letter Jhod wrote to the Baron, about 4 Kobolds
who are going to play a part in my game...

Mikmek attached himself early on to Trusk (half-orc barbarian) & there
was a bit of hero worship involved. He's since been trained by Akiros,
who has been doing pennance at the old temple.

Mikmek's clutch-mates have come along for the ride. Each is modelled on
a party member, but in a slightly misguided fashion.
i.e. Trusk = Barbarian / Mikmek = Paladin
Foxglove = Oracle / Craknek = Cleric
Justit = fighter... (& fights with Mikmek about who 'is' Trusk)
Crispin = Alchemist / Crispit = Sorcerer
These 4 have modelled their personas upon the party...

The letter...
I commend these 4 rascals to your keeping for a short while. They need more teaching about responsibility than Akiros or I can seem to give them.

I petition you to take them with you the next time you leave to cleanse the wilds of threats to our nation. Please keep faith with Sootscale – he would take it ill if these 4 were to come to harm, as I believe they are favourites of his and are now often in his counsel.

The 4 are clutch-mates, and your party’s coming to these lands seems to have unleashed the wanderlust in them. I believe they can be of service to Greenland, if only we can tame their wild and often naive ways.

Mikmek I believe you already know. He is the ‘leader’ of their little band – having taken to heart the ‘teachings’ of your boon companion Trusk. Where these ‘teachings’ came from I’m damned if I know…but that’s youth for you. He has been taking tutelage with Akiros for the past year, and I believe that in training him, Akiros has started to tame his own demons. I believe our lord Erastil finds an easy home in Kobold society, and Mikmek shows some promise in his martial worship.

Craknek. What can I say about this one… He too has taken Erastil into his heart, and even though some might say that heart is black – I can find no evil in him. I do not say be wary, for your powers are far beyond his own. However, I do say – do not let him bully those lesser than him, for as often as not, that is his wont should your back be turned. I would appreciate his return whole, as he is good at sweeping, and he would be sorely missed at the temple.

You may want to be careful of Justit’s feelings. He is a likeable fellow, albeit exceedingly simple – perhaps his egg was dropped before he hatched? Where Mikmek leads, Justit follows, and this causes no few arguments between the 2. Friendly arguments I’m sure, but sometimes at inopportune times you see. Justit’s new axe is his pride and joy, he found it helping Akiros and I clear out those old graves close to the keep that Staglord fellow used to inhabit. Make sure you’re not too close when he swings it and you’ll be fine! He’s actually quite good with the thing, and as he’s fond of reminding Mikmek – it makes him more like Trusk.

Crispit. Crispit talks about having found the ‘old ways’ - whatever they are. I believe he found some sort of arcane or historical treatise in the belongings of that sorcerous Tartuk Gnome chap you defeated some time back. Crispit’s natural talents therefore may also be of some use to you. As is the way of such fellows, he is the most fragile of the band – please keep him from harm.


Mine include:

Mikmek: Helped in fighting T and was a steadfast friend of the former baron. After defying Hargulka and siding with the PCs, chief Sootscale sent him off to train and serve as household guard at the PCs capital. The new baron (pally of Iomedae) has taken him under his wings (currently Mikmek is a fighter1/pally2).

Gunther, Abel, Percy: Due to being short one player way too often, I have these accompany my PCs. All are Fighter2 and are commanded by Kesten Garress (warden of Narland and Fighter5). Gunther saved the baron's life once and is a superb marksman.

Belwas, proprietor of the Green Salamander:

Spoiler:

Belwas acts as a fence for a rather unsavory establishment.
Belwas CR 6
XP 3200
Human rogue 4/expert 3
N Medium humanoid
Init +8; Senses Perception +9
________________________________________
DEFENSE
________________________________________
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 Dodge)
hp 46 (7d8+11)
Fort +3, Ref +9, Will +7
Special Defenses evasion, trap sense +1, uncanny dodge
________________________________________
OFFENSE
________________________________________
Speed 30 ft.
Melee masterwork light mace +10 (1d6) or masterwork dagger +10 (1d4/19-20)
Ranged masterwork dagger +10 (1d4)
Special Attacks sneak attack +2d6
________________________________________
STATISTICS
________________________________________
Str 10, Dex 18, Con 12, Int 13, Wis 8, Cha 14
Base Atk +5; CMB +5; CMD 19
Feats Weapon FinesseR, Dodge, Improved Initiative, Improved Feint, Iron Will, Mobility
Skills Acrobatics +13, Appraise +10, Bluff +11, Disable Device +13, Disguise +11, Escape Artist +13, Knowledge (dungeoneering) +8, Knowledge (local) +8, Perception +9 (+13 to find traps), Profession (innkeeper) +11, Sense Motive +8, Sleight of Hand +13, Stealth +14
Languages Common, Abyssal
SQ trapfinding +4, Rogue Talents (fast stealth, finesse rogue)
Gear +1 glamered studded leather armor, masterwork dagger, masterwork mace

His barmaids
Spoiler:

Meriel, Ruth, Sue CR ½
XP 200 each
Human rogue 1
N Medium humanoid
Init +3; Senses Perception +3
________________________________________
DEFENSE
________________________________________
AC 14, touch 12, flat-footed 12 (+1 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will –1
________________________________________
OFFENSE
________________________________________
Speed 30 ft.
Melee sap +0 (1d6 nonlethal)
Ranged dart +3 (1d4)
Special Attacks sneak attack +1d6
________________________________________
STATISTICS
________________________________________
Str 10, Dex 17, Con 12, Int 13, Wis 8, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Deft Hands, Skill Focus (Sleight of Hand)
Skills Acrobatics +7, Appraise +5, Bluff +6, Disable Device +9, Disguise +8, Escape Artist +7, Knowledge (local) +5, Perception +3 (+4 to find traps), Sense Motive +3, Sleight of Hand +12, Stealth +7
Languages Common, Abyssal
SQ trapfinding +1

Eidric the bald:

Spoiler:

Eidric the Bald CR 10
XP 6,400
Human necromancer 11
NE Medium humanoid
Init +5; Senses Perception +12
________________________________________
DEFENSE
________________________________________
AC 19, touch 11, flat-footed 18 (+4 armor, +1 Dex, +4 shield)
hp 89 (11d6+33)
Fort +6, Ref +5, Will +11
________________________________________
OFFENSE
________________________________________
Speed 30 ft.
Melee cold iron or alchemical silver dagger +4 (1d4–1/19–20)
Ranged cold iron or alchemical silver dagger +6 (1d4–1/19–20)
Arcane Spell-Like Abilities (CL 11th; concentration +16)
8/day – Grave Touch (Sp, melee touch attack +6, shaken for 5 rounds or frightened for 1 round), Power over Undead (Su, Will Save DC 18, enslave undead – 11 HD in total – within 30 ft.)
11 rounds/day – Life Sight (Su, as blindsight, but to detect living creatures and undead creatures within 10 ft.)
Wizard Spells Prepared (CL 11th; concentration +16)
6th – eyebite (DC 22), summon monster VI*
5th – cloudkill (DC 20), dominate person (DC 21), feeblemind (DC 21), waves of fatigue (DC 21)
4th – bestow curse (DC 20), black tentacles (DC 19), confusion (DC 20), dimensional anchor, enervation (DC 20), dimension door
3rd – fly, nondetection, protection from energy, ray of exhaustion (DC 19), stinking cloud (DC 18), vampiric touch (DC 19)
2nd – alter self, extended mage armor, false life, ghoul touch (DC 18), glitterdust (DC 17), spectral hand
1st – cause fear (DC 17), charm person (DC 16), grease (DC 16), protection from good, ray of enfeeblement (2x, DC 17), shield
0 (at will) – bleed, detect magic, mage hand, resistance
Prohibited Schools evocation, illusion
________________________________________
STATISTICS
________________________________________
Str 8, Dex 13, Con 14, Int 21, Wis 12, Cha 12
Base Atk +5; CMB +4; CMD 21
Feats Command UndeadB, Craft Wondrous ItemB, Extend SpellB, Scribe ScrollB, Defensive Combat Training, Improved Familiar, Improved Initiative, Iron Will, Spell Focus (enchantment), Spell Focus (necromancy), Quicken Spell
Skills Appraise +10, Craft (traps) +15, Craft (jewelry) +14, Fly +14, Handle Animal +5, Intimidate +14, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (planes) +19, Knowledge (religion) +14, Linguistics +14, Perception +12, Spellcraft +19
Languages Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Terran
SQ arcane bond (quasit familiar)
Combat Gear lesser metamagic rod (silent), scrolls of expeditious retreat, obscuring mist, see invisibility, black tentacles; Other Gear alchemical silver dagger, cold iron dagger, cloak of resistance +1, headband of mental prowress +2 (Int und Wis)

Eidric has cast a mage’s private sanctum spell on his establishment and had it made permanent, too.

Eidric's cronies:
[spoiler]
Krusk CR 3
Half-orc Sorceror 4
NE Male humanoid (half-orc)
Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 18

Pirek (LE male Kobold Sorc 5) CR 4
Kobold Sorceror 5
LE Male humanoid (reptilian)
Str 10, Dex 12, Con 10, Int 8, Wis 13, Cha 16

Jhod Khavken: In my game he a druid with some specials (marked Sp and taken from the Sorc fey bloodline). He is one of the guardians of the land, trying to keep it firmly anchored in the Material plane.

Spoiler:

Jhod Kavken CR 10
XP 9600
Male human druid 10
NG Medium humanoid (human)
Init +7; Senses Perception +19
________________________________________
DEFENSE
________________________________________
AC 23, touch 14, flat-footed 19 (+5 armor, +2 deflection, +3 Dex, +1 dodge +2 natural)
hp 120 (10d8+40)
Fort +11, Ref +8, Will +15
Special Defenses resist nature’s lure, venom immunity
________________________________________
OFFENSE
________________________________________
Speed 30 ft.
Melee +1 quarterstaff +11/+6 (1d6+4/19-20)
Ranged masterwork sling +11 (1d4+3/19-20)
Spell-like Abilities 4/day – laughing touch (DC19), fleeting glance (10 rounds/day)
Special Attacks spells (CL 10th, concentration +20)
5th (3/day) – commune with nature, hallow, stoneskin
4th (4/day) – cure serious wounds, flame strike (DC20), freedom of movement, poisonSp (DC20), reincarnate
3rd (4/day) – cure moderate wounds, deep slumberSp (DC21), greater magic fang, neutralize poison, plant growth
2nd (6/day) – animal messenger, barkskin, bear’s endurance, bull’s strength, cat’s grace, flaming sphere, hideous laughterSp (DC20)
1st (6/day) – longstrider, cure light wounds (2x), speak with animals, entangleSp, fearie fire, obscuring mist
0 (at will) – guidance, stabilize, resistance, create water
________________________________________
STATISTICS
________________________________________
Str 16 Dex 17 Con 15 Int 12 Wis 22 Cha 13
Base Atk +7 CMB +10 CMD 23
Feats Combat Casting, DodgeSp, Imp. Initiative, Natural Spell, Power Attack, Quicken Spell, Toughness
Skills Climb +8, Fly +10, Handle Animal +14, Heal +15, Knowledge (geography) +8, Knowledge (nature) +16, Perception +19, Ride +9, Sense Motive +16, Spellcraft +14, Stealth +10, Survival +17, Swim +10
Languages Common, Sylvan
SQ wild empathy +11, wild shape 5/day, woodland stride, trackless step, nature sense, resist nature’s lure, venom immunity, bloodline (fey), bloodline arcana (+2 DC for spells of the compulsion subschool)
Combat gear wild leaf armor +2 (as studded leather +2), amulet of natural armor +2, cloak of resistance +2, druid’s vestment (+1 wildshape/day), ring of protection +2, brooch of nondetection (DC 25), +1 quarterstaff

Rupert: Rupert was one of Kressle's gang and the only survivor. Rupert has proven a good companion to the PCs so far and is currently studying under Jhod's tutelage.

Spoiler:

Rupert CR 3
Male human fighter 1/cleric of Erastil 3
N Medium humanoid (human)
Init +6; Senses Perception +9
________________________________________
DEFENSE
________________________________________
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, + 1 shield)
hp 28 (1d10+3d8+5)
Fort +5, Ref +3, Will +9
________________________________________
OFFENSE
________________________________________
Speed 20 ft. (in armor)
Melee long sword +4 (1d8+1/19-20)
Ranged longbow +5 (1d8/x3)
Special Attacks channel positive energy (2d6, 6/day, DC 12)
Domain Spell-like abilities (CL 3rd, concentration +7)
7/day – calming touch (heal 1d6+1 non-lethal damage and remove fatigued, shaken, and sickened conditions), touch of good (grant a sacred bonus of half your cleric level for 1 round on attack rolls, skill checks, ability checks, and saving throws)
Spells prepared (CL 3rd, concentration +7)
2nd – calm emotions, lesser restoration, shield otherD
1st – shield of faith (+2 deflection bonus on AC), sanctuary (DC 15), doom (DC 15), blessD
0 – guidance, purify food and drink, stabilize
D domain spells; Domains Community, Good
________________________________________
STATISTICS
________________________________________
Str 12, Dex 15, Con 10, Int 14, Wis 18, Cha 13
Base Atk +3; CMB +4; CMD 16
Feats Imp. Initiative, Iron Will, Toughness, Extra Channel
Skills Appraise +2, Climb +2, Craft (carpenter) +9, Heal +11, Knowledge (arcane) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (local) +5, Knowledge (religion) +8, Perception +9, Profession (carpenter) +6, Ride +5, Sense Motive +9, Spellcraft + 6, Survival +9, Stealth +2
Languages Common, Draconic, Goblin
Gear long sword, spear, longbow, scale armor, light wooden shield

Ruyan.

Liberty's Edge

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Throg: An ogre who was origionaly and encounter added soley to foreshadow the alternative to Pitax as I am running Kingmaker in my own campaign rather than Golarion. He was convinced with diplomacy and good playing to accompany the party instead. i have added two levels of alchemist in between book 2 and 3. He is also the owner of a successful brewhouse/fairly exclusive restaurant.

Sir Balekist Blakemoore: origionally a one shot ambusher to raise curiosity in the dwarven npc i replaced the crazy alchemist hermit with. He is the brother to a human alchemist who was badly harmed when their father sent in thugs to destroy the dwarf's old lab in a large city state in my campaign called Xyr. He was introduced trying to prevent a vital shipment from arriving to the dwarf in the stolen lands. He ended up sacrificing much of his life and limb to restore his sister's life. he is currently in the background but will be coming into the foreground by the end of book 3

Dalgrund Fireaxe: a dwarven machinesmith(Neoexidus) who replaced the crazy hermit as a source of quests because the hermit just did not appeal to me. While his labrotory would have occasional explosions, these were purely accidents and he is actually very meticulous in his methods. He restore his wife using unconventional methods as the accident at his ruined labe rendered her unable to use conventional healing magics. She was in a form of status until mid book 2. He is not the mayor of the city of Industry, mostly labeled Dwarfton th the mayor's disgust.

Lilly Blakemoore-Fireaxe: An alchemist who apprentices with a low status dwarf as an act of rebellion and ended up married. Her father the Count Blakemoore sent several thugs to kill the dwarf. They started by destroying equipment that might be used against them, not noticing the count's daughter in the middle of an experiment. the explosion exposed her to chaotic magical energies rendering standard magics incapable of healing her. after dispatching the thugs, Dalgrund put her in a stasis chamber and moved near Oleg's trading post for the isolation and privacy. Lilly is a mad scientist style bomber alchemist, although i have not pointed this out yet.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

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Even More NPCs! These are to introduce during the kingdom building Phases.

Kóri Segreti (NG halfling male witch 4)
A victim of misfortune, Kori's was raised by family friends after his parents died, but that didn't stop the town from hating him. He was blamed for every unfortunate event that happened around him, and some of them were pretty supernatural. Eventurally he was forced to flee and find his own place in the world. He that he had nothing to do with the plague that hit his hometown right after he left.

Javed Török (LN dhampir male gunslinger 2)
Hailing from the Mana Wastes, Javed travels in search of adventure. His family back home was actually a respected pillar of the community, but Javed found that he had some personal enemies he needed to flee from. He travels with his trusty hound. On the way to the River Kingdom's he was injured in a serious fight. His speed isn't hurt, but he does walk with a limp.

Ayaka Quick (CN sylph female bard 5)
Ayaka is the product of a female fey and a male human, but only knows her mother. Unfortunatly, she had to leave her mother after disagreements and fights created too much tension between them. She has a unique understanding of fey having lived with them.

Javor Lebeda (LN human male expert 5)
Travels to live in Rosewyld as a represenative of his family. He wants to ensure that trade agreements are fulfilled. He is very tactful and looks to create a good relationship with this new nation.

Kiran Garess (LN human female cavalier 3)
A bit out of place in Restov, she travels to Rosewyld to see if she can find more acceptance there. She is also keeping an artifact safe for a friend, and won't tell anyone about it unless she absolutely has to.

Cristina Wilbur (N catfolk female monk 5)
Fancy and worry free, Cristina travels to find adventure. She unfortunately witnessed some companions die in a dangerous monster attack and now looks for a more stable and safe form of adventure.

Robertina Ter Avest (NG human female expert/aristocrat 3/2)
Not finding the courts of Restov in her favor, Robertina has decided to find some kind of life in Rosewyld. She has experience as a steward, but has had some success as a merchant.

Armin Jimenez (NG human male adept 5)
One of many pilgrims moving into the area, Armin has been leading a local farming town, doing what he can to help it grow

Isadora Raynerson (LE halfling female warrior 5)
Isadora came to Stagsfall and found work as one of the town guard. She has set herself apart from all the others, proving to be a tough and no-nonsense guard. She has also started to control some of the local illegal activities.

Euthymius (CG satyr male inquisitor 3)
He is an inquisitor of Erastil, he arrives to make sure that the PCs respect the fey in the area.

Yami Coemans (CG human female aristocrat/cleric Calistria 3/2)
Hearing of the growing church in the area, Yami came to see that everything was running smoothly.

Caprina Aldana (CG undine female summoner 4)
Hearing that Rosewyld had a good relationship with fey, Caprina traveled to see what place the kingdom has for her.

Konul Luther (LG gnome female expert 5)
A traveling merchant, Konul specializes in the odd and the bizarre.

Elle Medvyed (LG human female aristocrat 4)
Elle is sent to live in Rosewyld and make sure that trade agreements are kept.

Luděk Doležal (NG human male warrior 2)
A young swordlord, Ludek wants to train with Omenthal.

Antonie Maas (NE dhampir male inquisitor of Urgathoa 2)
Antonie hunted down and killed an enemy of Urgathoa within the boarders of Rosewyld.

Sílvia Abana (LE half- female fighter 2)
While she has come into the kingdom looking for a job, she also covets the throne and works as a spy for hire.

Dániel Surtova (N human male fighter 4)
He is sent by his family to keep an eye on things, but still isn't sure of aligences.

Lőrinc Salomon (LE undine female witch 5)
The product of a nereid and human relationship, she makes a great agent for Narissa.

Loes Swenhaugen (N human female expert 3)
While new to the nation, she has started a successful tavern that everyone enjoys.

Mali Van Der Berg (CG human female warrior 4)
After her husband was killed defending their farm from wolves, she has developed a reputation around killing them. Some say she is a little over her head and will be killed some day soon.

Naomhán Zaman (CG half-elf male alchemist 2)
He recently wandered into town and set up a street stall that sell potions.

Rohan Pound (NG samsaran male alchemist 2)
A bit of a street performer, he has penchant for flair and tricks.

Eidel Trueman (LG elf female aristocrat 4)
A minor noble who lost everything when he spoke out publicly against the king, he now looks for sanctuary.

Gebhard Hummel (CG elf male magus 5)
Somewhat of a sword-for-hire, he has recently decided to find a better cause to put his sword to.

Karp Leonardsson (CG human male expert 5)
Considered one of the best bookkeepers in Brevoy, he left when he realized there was illegal accounting activity in more then one of his client's books.

Qiu Butts (LE fetchling female cleric Gyronna 5)
Not pleased with the failure of her sisters, she travels as a vagabond, asking for coins along the road. She hopes to spy the rulers and curse them.

Daniela Wilkins (LN elf female ranger 2)
Only recently arrived in the Stolen Lands, she seeks to learn the secrets of the Greenbelt and the many fey that live within.

Myrna Wynne (CN strix female sorcerer 3)
A rare curiosity for most, she arrives in the kingdom with hope of finding a place no one will bother her.

Galahad Lagounov (NG human male aristocrat 5)
Not pleased with the swordlords he had aligned himself with, he hopes this new nation will be less dangerous and full of contention.

Santino Peura (LN elf male expert1 /warrior 4)
A minor monster killer, he recently gained notice when he took down a trollhound that had been waylaying travelers on the road.

Dejan Orlovsky (LG human male aristocrat/expert 2)
Somewhat of an oddity for the Orlovsky house, he has soft hands and grows pale at the sight of blood. He was sent to the new nation to be the house representative.

Tora Vargas (LN dwarf female druid 5)
While she has lived in the greenbelt for many years, she only recently came out of the forest to help some of the growing communities along the tree line.

Endymion Ali (LG half-elf male inquisitor 4)
Having hunted down a criminal to the capital, he enjoyed what he found and decided to set up a home.

Anne Orlovsky (N human female ranger 4)
A bit out of place in her own home, she moved to the Greenbelt to seek adventure and prove herself.

Zornesk (LE kobold male sorcerer 2)
While loyal to the sootscales, he is a little too excited about the assignments that allow him to maim.

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