E6-ing the NPCs - Haunting of Harrowstone


Carrion Crown

Grand Lodge

I've faffed around with the key NPCs in light of a lower level approach I am taking to Haunting and also made some minor changes to their feats or skills that fit their background somewhat...

Gibbs

Spoiler:

In the module he's a level 4 warrior. I've dropped that back to level 3 but moved him from old to middle aged and made his stat allocation a bit more 'physical'. He's about the same handful of trouble he was before. I used the '8' for Wisdom to make him more susceptible to certain 'influences'.

Feats are as is. Skills give him a more complete background

–1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
15 14 13 12 10 8

3rd level Human Warrior
S14(16)[15] D13[12] C15[14] I10[11] W8[9] C12[13]

AC12 HP24 Fort +4, Ref +2, Will +0
BAB +3 CMB +5 CMD 16

Unarmed Attack +5 (1d3+2) War Razor +5 (1d4+2)

Feats: Dodge, Improved Unarmed Strike, Toughness

Skills
Intimidate 2 (6)
Knowledge (local) 1 (1)
Profession: Soldier 1 (3)
Perception 2 (1)
Sense Motive 2 (1)
Stealth 1 (2)

Kendra

Spoiler:

She starts as a level 2 - given she's a supposed 'peer' to the players in terms of experience I felt that 2nd level was a tad too high and took her down a notch. It doesn't hurt her none.

She had improved Iron will... I thought that a tad wasteful. I sort of varied between some sort of skill enhancer feat or something more flavourful. In the end I went with flavour and gave her PBS... good for her crossbow in case she ever gets dragged into a fight and good for her disrupt undead ray attacks.

Aklo had to go but given its the language of the Dark Tapestry I don't see any issues with not having it in Module 1.

Kendra

Human Wizard Level 1 (Diviner)
S8 D10 C12 I15 (17) W13 C14

AC10 HP4 Fort +1, Ref +0, Will +5
BAB +0 CMB -1 CMD 9

Feats: Scribe Scroll, Iron Will, Point Blank Shot

Skills 2+3+1 Fav Class + Human = 7

Craft Alchemy 1 (7)
Diplomacy 1 (3)
Knowledge: Arcana 1 (7)
Knowledge: History 1 (7)
Linguistics 1 (7)
Spellcraft 1 (7)
Use Magic Device 1 (+3)

Languages Taldan and Varisian (Native): Ancient Osiriani, Azlanti, Celestial, Draconic

Father Grimburrow

Spoiler:

He's a bit of a badass for a small village priest - very much so in fact. I play E7, rather than E6, and while there is nothing saying someone who has maxed out their progression CAN'T be a small village preacher, it throws expectations to hell right from Module 1. Heck even for normal levels of play, level 7 for a small village priest is damned good.

I've dropped him to level 3... the rewards of a long life in service of his Goddess with maybe a wee bit of adventuring in his prime.

No stat block is ever given for Grimburrow so this is what I threw together at a lower level.

–1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
–2 to Str, Dex, and Con; +1 to Int, Wis, and Cha

Old Human Cleric of Pharasma (Cl 3)
S13[10] D10[7] C12[9] I8(10)[12] W15[17] C14[16]

AC8 HP9 Fort +2, Ref -1, Will +6
BAB +2 CMB +2 CMD 10

Feats: Turn Undead, Scribe Scroll, Skill Focus Religion

Skill 2+1+Human + 1 favour class x 3 = 15

Diplomacy 2 (+8)
Knowledge Local 1 (+5)
Knowledge History 1 (+5)
Knowledge Nobility 1 (+5)
Knowledge Religion* 3 (+10)
Healing 2 (+8)
Sense Motive 2 (+8)
Profession: Local Priest 1 (+7)
Perception 2 (+5)

I went with Skill Focus: Religion as he is getting closer to his 'final' reward and is spending more time on matters of the spirit.

Suggested Domains: Repose and Healing (Restoration)

The book also notes (iirc) he has four acolytes... I am making only ONE of these four a level 1 Cleric. Unstatted.

Jorfa

Spoiler:

She is also unstated beyond Warrior 2, Expert 3. I've changed her to Fighter 1, Expert 2. Instead of 'Old' I've left her at 'Middle Aged' and approaching 'Old' age.

Her skill levels (and MW Tools) would enable her to create MW items given time or adjust the MW full plate thats for sale at the general store without too much trouble.

Jorfa (LN middle-aged female dwarf fighter 1/expert 2).
[–1 to Str, Dex, and Con; +1 to Int, Wis, and Cha]

AC12 HP16 Fort +3, Ref -2, Will +6
BAB +0 CMB -1 CMD -1

S13[12] D8[7] C12(14)[13] I15[16] W14(16)[17] C10(8)[9]
Feats: Endurance, Skill Focus: Armourer*, Skill Focus: Blacksmith*

Skills (2+3 and 6+3 and 6+3) = 23
Animal Handling 2 (+4)
Appraise 2 (+8)
Craft: Armoursmith* 3 (+12)
Craft: Weaponsmith 3 (+9)
Diplomacy 2 (+4)
Disable Device 2 (+3)
Profession: Blacksmith* 3 (+12)
Profession: Soldier 1 (+7)
Knowledge: Engineering 1 (+7)
Knowledge: Local 1 (+7)
Intimidate 1 (+3)
Perception 1 (+7)
Sense Motive 1 (+7)

Expert Class Skills(10): Animal Handling, Appraise, Diplomacy, Disable Device, Knowledge Local, Sense Motive, Diplomacy, Perception
* Note- Has Masterwork Tools.

Alendru Ghoroven

Spoiler:

Strangely he doesn't appear on the list notable NPCs on Page 57.

I've decided that level 2 works for this worthy... I decided on a sedentary scholarly background in a far away place, maybe even Caliphas and then retirement of a sort here... make as bland a background or as an exciting one laced with scandal as desired. He's been a shopkeep/teacher for some time here and so he's got a wider range of skills in non standard disciplines than you'd normally see.

I've left him at 'old'.

–1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
–2 to Str, Dex, and Con; +1 to Int, Wis, and Cha

S 10(12)[9], D12[9], C13[10], I 15[17], W14[16], C8[10]
Languages: Taldan(Native), Draconic, Elvish, Skald

AC12 HP16 Fort +3, Ref -2, Will +6
BAB +1 CMB -0 CMD 9

Old Human Generalist Wizard (Wiz 2)

Feats: Scribe Scroll, Cosmopolitan (Sense Motive and Diplomacy: Languages: Kelish, Varisian), Scholar (Knowledge Arcana, Knowledge History),

Skills 2+3+1 (favoured class) + 1 human X 2 = 14

Appraise 1 (+7)
Craft: Alchemy 2 (+8)
Diplomacy 1 (+4)
Knowledge (Arcana)* 1 (+10)
Knowledge (Geography) 1 (+7)
Knowledge (History)* 1 (+10)
Knowledge (Local) 1 (+7)
Knowledge (Nobility) 1 (+7)
Knowledge (Planes) 1 (+7)
Profession: Teacher 1 (+7)
Sense Motive 1 (+4)
Spellcraft 2 (+9)

Benjan Caller

Spoiler:

Benjan Caller is listed as a level 2 Ranger... I didn't see fit to change that here. He's a credible if uninspired agent of the law.

–1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
15,14,13,12,10,8

Middle aged Human Ranger 2
S13[12] D15[14] C14[13] I8(10)[11] W12[13] C10[11]

AC 14 (Leather Armour) HP12
CMB +3 CMD 15 Fort +4, Ref +5, Will +1

Favoured Enemy: Human
Feats: Point Blank Shot, Alertness Combat Feat (Crossbow) Precise Shot

Skills 6+Human + Fav Class = 16

Climb 1 (+5)
Handle Animal 1 (+4)
Intimidate 2 (+5)
Knowledge Geography 1 (+4)
Knowledge Local 2 (+2)
Knowledge Nature 1 (+4)
Perception 1 (+7)
Profession: Lawman 1
Ride 1 (+6)
Sense Motive 1 (+4)
Stealth 1 (+6)
Survival 1 (+5)
Swim 1 (+5)

Grand Lodge

Was going over campaign notes and found an NPC not added. Remember these are characters designed for E6 play.

Jorminda is listed as a level 2 Alchemist. I’ve changed this back to level 1 so the players will feel some sort of parity, that said she is a VERY good Alchemist when it comes to crafting (having access to the equivalent of a Masterwork set of equipment), and not a bad impromptu doctor if push comes to shove. She is considered one of the beauties of the town and at 23 is considered more than ready for marriage by Ravengro… which could account for the Sherriffs interest.
Human Alchemist Level 1
S8 D10 C12 I14 (16) W13 C15
AC10 HP6* Fort +3, Ref +2, Will +1
BAB +0 CMB -1 CMD 9
Feats: Brew Potion*, Throw Anything*, Skill Focus: Craft: Alchemy, Human - Deceitful (+2 to Bluff and Disguise)
*Bonus Feats
Skills 4+3+ Human = 8
Craft Alchemy 1 +11 (+13 with MW Equipment)
Diplomacy 1 +3
Knowledge: Arcana 1 +7
Knowledge: Nature 1 +7
Heal 1 +6 (+8 with MW kit)
Appraise 1 +7
Use Magic Device 1 +7
Spellcraft 1 +7
Note that Bluff (Untrained) is +4
Dagger – 1 (1d4-1), Bomb +1 (1d6 + 3). Mutagen is not brewed unless attacks start on the town as she is scared of the results.
Formulae Book (5): Cure Light Wounds, Disguise Self, Expeditious Retreat, Negate Aroma, Shield
Notes: She is a Ravengro native, her Grandfather being an Outlander from Leipidstadt who came out to manage the jail infirmary. He set up a small medical practice after the fire – which business slowly became an Apothecary over the years, though she does manage a small but lucrative practice with ‘personal problems’ from the locals and occasional out of towners. She longs to get out of the town but wants to do it on her terms.
She has been experimenting since she has been a child, is able to brew a few good potions and is now dabbling in the poisons trade, though opportunities to brew poisons are slight given the anxiety she feels over the sheriffs frequent visits. She does sell the occasional set of potions, shipping them via the pawn shop into Leipidstadt and beyond. She is developing a small reputation for her work in criminal circles.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Carrion Crown / E6-ing the NPCs - Haunting of Harrowstone All Messageboards

Want to post a reply? Sign in.
Recent threads in Carrion Crown