DeathQuaker RPG Superstar 2015 Top 8 |
DeathQuaker RPG Superstar 2015 Top 8 |
http://www.d20pfsrd.com/bestiary/npc-s
Look at the CR < 1 section, there are a number of pc characters.
The NPC codex is my go-to location for quick pregens on a busy table.
Edit: Note that first level hp should probably be maxed out instead of rolled.
I was asking for the Advanced Class Guide Playtest (*checks to be sure we are in the ACG forums, and yes we are.*). (I meant it should have been in ACG General Discussion, not ACG Playtest Feedback). I'm looking for pregens for the new classes to be playtested.
I do agree the NPC Codex and Game Mastery NPCs are very useful for other situations (although I prefer to access them from the official PRD). Thanks for trying to help.
Jessie Scott |
Good idea. While I can't devote time to a Pre-Gen right now, I'll throw in a 15 point buy Hunter later tonight. Any level preferences? I'll try to create two different styles, a Ranged and Melee of different animals/races.
Note: 15 point buy is what is assumed for APs, so this is likely the most common buy total. Please let me know if I've been misinformed!
Lemmy |
There a few martial builds in my profile. All of them are built at levels 1, 3, 6 and 10 and with a brief description of their strengths and weaknesses at each level.
They were originally posted in this thread, but I linked them in my profile so I could find them more easily.
Other posters also shared many cool builds on that very same thread. You should check it out.
Hope that helps.
TarkXT |
Alrighty here's our first character Parthus Blackleaf (Half Elf Arcane Bloodrager).
DeathQuaker RPG Superstar 2015 Top 8 |
Lemmy |
2 people marked this as a favorite. |
Lemmy wrote:The fact you took the time to at least post and be helpful means more than someone else who comes in and says "this is a dumb idea". If anything, be proud you tried to help!Ah, just realized you wanted pre-gens of the playtest classes...
I feel really dumb right now... -.-'
Heh. Thanks... Now I feel like a helpful dumbass. ^^
Shisumo |
I have two groups I'm planning to use for parallel playtests using Rise of the Runelords, starting later today. These are all built on 15 points. Here's group 1 (note that the arcanist uses the current Blood Focus rules, since the new stuff hasn't been posted):
Alice
Female elf arcanist 1
Init +6; Senses low-light; Perception +4
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 12, touch 12, flat-footed 10
(Dex +2)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3; +2 vs enchantments
Immune magic sleep
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30 ft.
Melee rapier -1 (1d6-1, 18-20/x2)
Ranged light crossbow +2 (1d8, 19-20/x2)
Special Attacks blood focus 3/day, elemental ray 6/day (+2 atk, 1d6 electicity dam)
Spells Prepared (CL 1st, touch -1, ranged touch +2, concentration +4):
1st (3/day) - color spray (DC 14), mage armor
0 - acid splash, daze (DC 13), detect magic, read magic
Bloodline Elemental (Air)
Focus School Illusion
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 8 (-1), Dex 15 (+2), Con 12 (+1), Int 17 (+3), Wis 12 (+1), Cha 10 (+0)
Base Atk +0; CMB -1; CMD 11
Feats Improved Initiative
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +4, Spellcraft +7 (+9 to identify magic items); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ elven magic
Combat Gear none; Other Gear rapier, light crossbow and 10 bolts, backpack, bedroll, flint and steel, rations (x3), spellbook, spell component pouch, torch (x2), waterskin, 1 gp
Spellbook 0 – all; 1st – color spray, enlarge person, expeditious retreat, mage armor, magic missile, sleep
Helen
Female half-orc hunter 1
Init +1; Senses darkvision 60 ft.; Perception +6
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 16, touch 11, flat-footed 15
(armor +4, Dex +1, shield +1)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30 ft.
Melee scimitar +3 (1d6+3, 18-20/x2)
Ranged javelin +1 (1d6+3, 20/x2)
Special Attacks animal focus 1/day
Spells Prepared (CL 1st, touch +3, ranged touch +1, concentration +3):
1st - faerie fire, magic fang
0 - detect magic, read magic, stabilize
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 17 (+3), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
Base Atk +0; CMB +3; CMD 14
Feats Endurance, Nature Soul
Skills Handle Animal +5 (+9 companion), Knowledge (nature) +6, Perception +6, Survival +8; Racial Modifiers +2 Handle Animal
Languages Common, Orc
SQ animal companion (large cat), beastmaster, shaman’s apprentice
Combat Gear flask of acid, flask of alchemist’s fire; Other Gear scimitar, javelin (x3), klar, leather lamellar armor, druid’s kit, 16 gp
Mountain Lion (Big Cat) Animal Companion
N Medium animal
Init +2; Senses low-light vision, scent; Perception +2
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 14, touch 13, flat-footed 11
(Dex +3, natural +1)
hp 14 (2d8+5)
Fort +4, Ref +6, Will +2
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 40 ft.
Melee bite +2 (1d6+1, 20/x2) and 2 claws +2 (1d4+1, 20/x2)
Special Attacks rake (1d4+1)
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Toughness
Skills Stealth +7, Survival +6
SQ link, share spells, tricks (hunting general purpose, attack all enemies)
Ivan
Male half-elf investigator 1
Init +2; Senses low-light vision; Perception +10
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 14, touch 12, flat-footed 12
(armor +2, Dex +2)
hp 8 (1d8+2)
Fort +1, Ref +4, Will +3; +2 vs enchantments
Immune magical sleep
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30 ft.
Melee rapier +2 (1d6, 18-20/x2)
Ranged sling +2 (1d4, 20/x2)
Extracts Prepared (CL 1st):
1st - cure light wounds, shield
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 17 (+3), Wis 12 (+1), Cha 8 (-1)
Base Atk +0; CMB +0; CMD 12
Feats Skill Focus (Perception), Weapon Finesse
Skills Craft (alchemy) +7 (+8 crafting alchemical items), Disable Device +7, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Perception +10 (+11 finding traps), Sense Motive +5, Spellcraft +7, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven, Giant, Goblin, Orc
SQ inspiration 3/day, trapfinding +1
Combat Gear sunrod (x2); Other Gear rapier, sling and 10 bullets, lamellar cuirass, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, trail rations (x2), waterskin, thieves’ tools, formula book, 6 gp
Formula Book comprehend languages, cure light wounds, disguise self, identify, shield
Sarah
Female human swashbuckler 1
Init +3; Senses Perception +4
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 16, touch 13, flat-footed 13
(armor +3, Dex +3)
hp 12 (1d10+2)
Fort +1, Ref +5, Will +0
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30 ft., other movement types
Melee rapier +2 (1d6+1, 18-20/x2)
Ranged shortbow +4 (1d6, 20/x3)
Special Attacks deeds (derring-do, opportune parry, recovery, riposte)
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 13 (+1), Dex 17 (+3), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 15 (+2)
Base Atk +1; CMB +2; CMD 15
Feats Combat Reflexes
Skills Acrobatics +6, Climb +4, Diplomacy +6, Perception +4; armor check penalty -1
Languages Common
SQ dual talented, panache (3 pts)
Combat Gear flask of acid, flask of alchemist’s fire, potion of cure light wounds; Other Gear rapier, shortbow and 20 arrows, studded leather armor, fighter’s kit, 10 gp
Warren
Male human warpriest of Gorum 1
Init +5; Senses Perception +2
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 16, touch 11, flat-footed 15
(armor +5, Dex +1)
hp 13 (1d8+5)
Fort +3, Ref +1, Will +4
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 20 ft.
Melee greatsword +4 (2d6+4, 19-20/x2)
Ranged shortbow +1 (1d6, 20/x3)
Special Attacks minor blessings 3/day (strength surge +1, war mind)
Spells Prepared (CL 1st, touch +3, ranged touch +1, concentration +3):
1st - bless, divine favor
0 - detect magic, read magic, stabilize
Blessings Strength, War
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 17 (+3), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
Base Atk +0; CMB +3; CMD 14
Feats Improved Initiative, Quick Draw, Toughness, Weapon Focus (greatsword)
Skills Heal +6, Knowledge (religion) +4, Spellcraft +4; armor check penalty -4
Languages Common, Shoanti
SQ spontaneous casting
Combat Gear scroll of cure light wounds; Other Gear greatsword, shortbow and 20 arrows, scale mail, cleric’s kit, 4 gp
And here's group 2:
Brent
Male human bloodrager 1
Init +1; Senses Perception +3
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 16, touch 11, flat-footed 15
(armor +5, Dex +1)
hp 16 (1d10+6)
Fort +4, Ref +1, Will +1
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30 ft
Melee battleaxe +4 (1d8+4, 20/x3)
Ranged javelin +2 (1d6+3, 20/x2)
Special Attacks bloodrage 6 rounds/day
Bloodline Abyssal
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 17 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 13 (+1)
Base Atk +1; CMB +4; CMD 15
Feats Iron Will, Toughness
Skills Acrobatics +1, Climb +3, Intimidate +5, Perception +3, Survival +3; armor check penalty -4
Languages Common
SQ bloodline, fast movement
Combat Gear flask of acid, flask of alchemist’s fire; Other Gear battleaxe, javelin (x3), scale mail, barbarian kit, 3 gp
When raging
AC 14, touch 9, flat-footed 13
(armor +5, Dex +1, rage -2)
hp 18 (1d10+8)
Fort +6, Will +3
Melee battleaxe +6 (1d8+7, 20/x3) or
2 claws +6 (1d6+5, 20/x2) or
battleaxe +6 (1d8+5, 20/x3) and claw +1 (1d6+2, 20/x2)
Ranged javelin +2 (1d6+5, 20/x2)
Str 21 (+5), Con 18 (+4)
CMB +6
Skills Climb +5
Brenda
Female human brawler 1
Init +2; Senses Perception +6
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17, touch 13, flat-footed 14
(armor +4, Dex +2, dodge +1)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +2
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30 ft.
Melee unarmed strike +4 (1d6+3, 20/x2) or
silver brass knuckles +4 (1d3+3, 20/x2) or
cold iron dagger +4 (1d4+3, 19-20/x2)
Ranged sling +3 (1d4+3, 20/x2)
Special Attacks martial maneuvers 1/day (move action)
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 16 (+3), Dex 14 (+2), Con 12 (+1), Int 13 (+1), Wis 14 (+2), Cha 8 (-1)
Base Atk +1; CMB +4; CMD 16
Feats Dodge, Improved Unarmed Strike
Skills Acrobatics +4, Climb +5, Heal +3, Perception +6, Sense Motive +6; armor check penalty -2.
Languages Common, Dwarven
SQ dual talented
Combat Gear flask of acid; Other Gear cold iron dagger, alchemical silver brass knuckles, sling and 10 bullets, leather lamellar armor, fighter’s kit, 1 gp
Sheila
Female dwarf shaman 1
Init +3; Senses darkvision 60 ft.; Perception +3
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 14, touch 9, flat-footed 14
(armor +5, Dex -1)
hp 11 (1d8+3)
Fort +2, Ref -1, Will +5; +2 vs spells and spell-like abilities
Defensive Abilities defensive training, hardy, stability
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 20 ft.
Melee warhammer +1 (1d8+1, 20/x2)
Ranged heavy crossbow -1 (1d10, 19-20/x2)
Special Attacks channel energy 4/day (DC 11, 1d6), giant hunter
Spirit Magic Available (CL 1st, touch +1, ranged touch -1, concentration +4):
1st (1/day) - detect undead
Shaman Spells Prepared (CL 1st, touch +1, ranged touch -1, concentration +4):
1st - bless, divine favor
0 - detect magic, read magic, stabilize
Spirit Life
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 12 (+1), Dex 8 (-1), Con 15 (+2), Int 10 (+0), Wis 17 (+3), Cha 12 (+1)
Base Atk +0; CMB +1; CMD 10 (14 vs bull rush or trip)
Feats Extra Channel
Skills Knowledge (religion) +4, Spellcraft +4; armor check penalty -4
Languages Common, Dwarven
SQ familiar (greensting scorpion named Innit Booster), greed, spirit, spirit magic, stonecunning
Combat Gear none; Other Gear warhammer, heavy crossbow and 10 bolts, kikko armor, a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, soap, a spell component pouch, trail rations, a waterskin, a wooden holy symbol, 1 gp
Scott
Male gnome skald 1
Init +2; Senses low-light vision; Perception +5
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17, touch 13, flat-footed 15
(armor +3, Dex +2, shield +1, size +1)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +1
Defensive Abilities defensive training
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 20 ft.
Melee longsword +2 (1d8+1, 19-20/x2)
Ranged small crossbow +3 (1d6, 19-20/x2)
Special Attacks hatred, raging song +2/+1 (5 rounds/day)
Spell-Like Abilities (CL 1st):
1/day - dancing lights, flare (DC 12), produce flame, prestidigitation
Spells Known (CL 1st, touch +2, ranged touch +3, concentration +3):
1st (2/day) – chord of shards (DC 13), cure light wounds
0 - detect magic, haunted fet aspect, read magic
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 13 (+1), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 15 (+2)
Base Atk +0; CMB +0; CMD 12
Feats Taunt
Skills Acrobatics +4 (+0 jumping), Bluff +6, Knowledge (arcana) +3, Knowledge (all others) +1, Perform (singing) +6, Perception +5; -2 armor check penalty; Racial Modifiers +2 Perception, +2 Knowledge (arcana)
Languages Common, Gnome
SQ bardic knowledge +1, pyromaniac
Combat Gear none; Other Gear longsword, small crossbow and 10 bolts, studded leather armor, buckler, wizard’s kit, 3 gp
Steve
Male halfling slayer 1
Init +3; Senses Perception +7
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 16, touch 14, flat-footed 13
(armor +2, Dex +3, size +1)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2 (+4 vs fear)
Defensive Abilities halfling luck, fearless
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30 ft.
Melee longsword +2 (1d6+1, 19-20/x2)
Ranged longbow +5 (1d6, 20/x3)
Special Attacks favored target +1 (1 target)
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 12 (+1), Dex 17 (+3), Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 9 (-1)
Base Atk +1; CMB +1; CMD 14
Feats Point Blank Shot
Skills Acrobatics +7, Climb +5, Disable Device +4, Perception +7, Stealth +11; Racial Modifiers +2 Perception
Languages Common, Elven, Halfling
SQ fleet of foot
Combat Gear flask of acid; Other Gear longsword, longbow and 20 arrows, leather armor, rogue’s kit, 10 gp
If anyone has any suggestions for build improvements before I start playing tonight, I'd be happy to hear them...
Valkyn Highwind |
Here's the twenty sample npcs that I've created for the playest. All are 15 pt buy.
Sample Non-Player Characters for the Advanced Class Guide Playtest
TarkXT |
Noticed some issues with my blood ragers above and fixed them
Slayers done. Half Orc Slayer using two hander.
KramlmarK |
Fun little build I made while experimenting with the Shaman:
Richard Serpenthelm
Male human shaman 2
N Medium humanoid (human)
Init +8; Senses normal vision; Water Sight; perception +5
------------------------------------------------------------------------
Defense
------------------------------------------------------------------------
AC 16, touch 10, flat-footed 16
(armor +6, dex +0)
Hit points 10 (1d8+2)
Fort +1, Ref +0, Will
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Speed 30 ft
Melee Longspear +5 (1d8+6 x3, reach)
Ranged Heavy Crossbow +1 (1d10, 19-20/x2)
Special Attacks Power attack, Wave strike
Spirit Magic Available
1st hydraulic push
Shaman Spells Prepared
1st - Obscuring Mist x4
0 - Detect Magic,
Hexes
Water Sight
Tactics
During Combat In the first round of combat, he approaches to 15 feet and casts Obscuring Mist or uses his smokestick. In subsequent rounds, he uses the mist's or smoke's concealment to pester his opponents with his longspear.
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 8 (-1) Wis 14 (+2) Cha 14 (+1)
Base Attack +1; CMB +5; CMD 15
Feats Power Attack, Improved Initiative
Skills Spellcraft +3, Stealth -2, Perception +5
Languages Common
SQ familiar (Compsagnathus named Steve, Mobility as bonus feat, can breathe underwater), Skilled, Hex, Spirit (Waves), Spirit Magic
Combat Gear Smokestick Other Gear Longspear, Heavy crossbow and 20 bolts, Breastplate, probably some other junk too
Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Water Sight (Su): The shaman can see through fog and mist without penalty as long as there is enough light to allow her to see normally.
Note: If you feel like advancing this, there are two ways to go. One plan is to stick with the mist gimmick and do Fighter 1/Shaman 4/Fighter X from here, for a final build of Shaman 4/Fighter 16. The other is to continue to be a melee fighter, but gradually become more of a buff-cleric-type as you gain levels in Shaman (in which case, you'll need to put a stat bonus into Wis and grab a +4 headband eventually).
Edit: This is a 20 PB, fwiw
DM_aka_Dudemeister |
Valkyn Highwind |
Valkyn Highwind |
Sample Non-Player Characters for the Advanced Class Guide Playtest
Updated the Arcanist NPCs to reflect the new class abilities. Use this link rather than my prior one.
LazarX |
Here's the twenty sample npcs that I've created for the playest. All are 15 pt buy.
Sample Non-Player Characters for the Advanced Class Guide Playtest
Very nice job of recreating Paizo's style. What were the fonts used?
LazarX |
Iomedan WarPriest... (Since it is the Year of the Demon after all)
20 pt version only, I don't generally multi-class in 15 pt builds and these are essentially multi-class characters mushed into single class.
Aanara
Female Human Warpriest 1
NG Medium humanoid (human)
Init +5; Senses Perception +2
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
hp 14 (1d8+6)
Fort +4, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee light shield bash +3 (1d3+3/×2) and
. . longsword +4 (1d8+3/19-20/×2)
Warpriest Spells Prepared (CL 1st; concentration +3):
1st (2/day)—divine favor, bless
0 (at will)—stabilize, guidance, light
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 13
Base Atk +0; CMB +3; CMD 14
Feats Improved Initiative, Improved Shield Bash, Toughness
Skills Intimidate +5, Knowledge (religion) +4, Sense Motive +6
Languages Common
SQ blessings (good blessing, sun blessing), blinding strike (minor), holy strike (minor), spontaneous casting
Other Gear Chain shirt, Light steel shield, Longsword, Cleric's kit, 10 GP
--------------------
TRACKED RESOURCES
--------------------
Blessings (3/day) (Su) - 0/3
--------------------
Special Abilities
--------------------
Blinding Strike (minor) (DC 12) (Su) Melee touch att blinds foe 1 rd (Ref part, dazzle 1 rd). Light sensitive foes take -4 to save.
Holy Strike (minor) (Su) Touched melee weapon deals +1d6 dam vs. evil foes for 1 min.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
DM_aka_Dudemeister |
Sample Non-Player Characters for the Advanced Class Guide Playtest
Updated the Arcanist NPCs to reflect the new class abilities. Use this link rather than my prior one.
This link only goes to the Hunter.
Valkyn Highwind |
Dammit... I overwrote the wrong file. Doesn't matter really as they are all now out of date.
Haryn Nailo, Lv 10 Hunter (Revised ACG Playtest)