NPC Contest-esque Thread


Pathfinder First Edition General Discussion

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Okay. Here's an interesting and odd thread. I have a character in a PBP game here on the Paizo forums named Aerodus. His backstory is that he's a runaway nobleman from Cheliax. His family is sending Hellknights and bounty hunters to get him back so he can fulfill one of the marriage contracts. What I'm looking for is several female npcs to fill the roles of the betrothed from the marriage contracts. Here's where you guys come in. I would like you to create your own npc for use in this game.

The campaign can be found here.

My character's alias is here.

Here is what I'm looking for in terms of specifics. I'm looking for a statblock with each entry.

Race: Most likely human. But you can have any other acceptable race, such as half-elves, with an appropriate background.
Class: Any NPC class would be aristocrat. But there's no real restriction on this, so the character have a PC class. The number of levels doesn't really matter. Just not too high on the levels.
Place of Origin: You don't have to necessarily come from Cheliax. But your character has to have ties to Cheliax and its nobility.
Ability Scores: If you use an NPC class, use the basic npc stat array. If you use a PC class, use the elite stat array.
Gear: Gear should be appropriate for your level.

Other additions include a backstory, personality, how your npc came to know Aerodus, why she wants to marry Aerodus, how she's taking his running away and new convict status, etc.

Entries will be judged by my GM, Ulgulanoth and those chosen will be used in the game. I'm looking forward to seeing the entries!


Bump.


Bump.


Noblewoman CR 1/3
XP 135
Noblewoman warrior 1
CE Medium humanoid
Init +0; Senses darkvision 60 ft.; Perception –1
Weakness light sensitivity

DEFENSE

AC 13, touch 10, flat-footed 13 (+3 armor)
hp 6 (1d10+1)
Fort +3, Ref +0, Will –1
Defensive Abilities ferocity

OFFENSE

Speed 30 ft.
Melee falchion +5 (2d4+4/18–20)
Ranged javelin +1 (1d6+3)

TACTICS

Before Combat She make few preparations before combat, preferring to charge headlong at any foe that presents itself.

During Combat She prefers to use two-handed weapons to maximize the effectiveness of her great strength. She attacks in ambushes from concealment to take an enemy off-guard and cause as much fear and confusion as possible.

Morale She is bully and a coward. She flees when the odds have turned against her and any nearby leaders are dead— or have already fled. She is prone to surrender and truces if such actions save her skin, although she honors such terms only as long as it is to her benefit to do so. Exceptions to this are dwarves and elves, from whom she neither asks nor gives quarter.

STATISTICS

Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
Base Atk +1; CMB +4; CMD 14
Feats Weapon Focus (falchion)
Skills Intimidate +2
Languages Common
SQ weapon familiarity

SPECIAL ABILITIES

Ferocity (Ex)

A Noblewoman remains conscious and can continue fighting even if its hit point total is below 0. She is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.


CWheezy wrote:


Noblewoman CR 1/3
XP 135
Noblewoman warrior 1
CE Medium humanoid
Init +0; Senses darkvision 60 ft.; Perception –1
Weakness light sensitivity

DEFENSE

AC 13, touch 10, flat-footed 13 (+3 armor)
hp 6 (1d10+1)
Fort +3, Ref +0, Will –1
Defensive Abilities ferocity

OFFENSE

Speed 30 ft.
Melee falchion +5 (2d4+4/18–20)
Ranged javelin +1 (1d6+3)

TACTICS

Before Combat She make few preparations before combat, preferring to charge headlong at any foe that presents itself.

During Combat She prefers to use two-handed weapons to maximize the effectiveness of her great strength. She attacks in ambushes from concealment to take an enemy off-guard and cause as much fear and confusion as possible.

Morale She is bully and a coward. She flees when the odds have turned against her and any nearby leaders are dead— or have already fled. She is prone to surrender and truces if such actions save her skin, although she honors such terms only as long as it is to her benefit to do so. Exceptions to this are dwarves and elves, from whom she neither asks nor gives quarter.

STATISTICS

Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
Base Atk +1; CMB +4; CMD 14
Feats Weapon Focus (falchion)
Skills Intimidate +2
Languages Common
SQ weapon familiarity

SPECIAL ABILITIES

Ferocity (Ex)

A Noblewoman remains conscious and can continue fighting even if its hit point total is below 0. She is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Very good, CWheezy. Anyone else want to give it a try?


I made a brevoy noblewoman for mine Kingmaker campaign as a potentian wife to the ruler, she is a Summoner (Synthesist) with a duble life: the poor lady and the mysterious knight (her biped eidolon suite is a full armor that conceal her true identity).
You can reshape her eidolon as a hellknight plate or a Devil to meke her more Chelish, and change the Noble Born (Lebeda) trait (bonus language: Skald) for something like the Devil's Mark trait

The Lady:

Lady Akilina Lebeda CR 1/2
XP: 200
Human Summoner (Synthesist) 1
LN Medium humanoid (human)
Init +0; Senses Perception +1

DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
HP 10 1d8+5
Fort +2, Ref +0, Will +3

OFFENSE
Speed 20 ft.
Spell-Like Abilities (CL 1st; concentration +4)
6/day - Summon Monster I (1 min./level)
Summoner Spells Known (CL 1st; concentration +4)
1st (2/day)-Rejuvenate Eidolon, Lesser, Shield
0th-Daze (DC 13), Mage Hand, Mending, Read Magic

STATISTICS
Str 8, Dex 10, Con 14, Int 12, Wis 13, Cha 17
Base Atk +0; CMB -1; CMD 9
Feats Additional Traits, Toughness
Traits Merchant, Noble Born (Lebeda: Skald as bonus language)
Skills Appraise +5, Diplomacy +4, Knowledge (nobility) +5, Sense Motive +2
Languages Common, Elven, Skald
SQ Fused Link
Gear Noble's outfit, Chain Shirt, Signed Ring, Jewelry (worth 100 gp), 110 gp

Merchant: You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

the knight:

The Mysterious Knight
Human Summoner (Synthesist) 1 - Fused Eidolon form
LN Medium humanoid (human)/ Outsider
Init +2; Senses Darkvision (60 ft.); Perception +1

DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
HP 10 (1d8+5); 6 temporary Eidolon Point
Fort +3, Ref +2, Will +3

OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d4+3)
Spell-Like Abilities (CL 1st; concentration +4) 6/day - Summon Monster I (1 min./level) (Unusable while fused)
Summoner Spells Known (CL 1st; concentration +4) 1st (2/day)-Rejuvenate Eidolon, Lesser, Shield 0th-Daze (DC 13), Mage Hand, Mending, Read Magic

STATISTICS
Str 16, Dex 14, Con 13, Int 12, Wis 13, Cha 17
Base Atk +1; CMB +4; CMD 16
Feats Additional Traits, Toughness
Traits Merchant, Noble Born (Lebeda: Skald as bonus language)
Skills Appraise +5, Diplomacy +4, Knowledge (nobility) +5, Sense Motive +2
Languages Common, Elven, Skald
SQ Evolutions (3 pools) (Improved Natural Armor (1), Ability Increase +2 dex (2); free evolutions: claws, limbs (arms), limbs (legs)), Fused Link, Share spell
Gear Noble's outfit, Chain Shirt (inactive while fused), Signed Ring, Jewelry (worth 100 gp), 110 gp


Very nice! Keep them coming!


Anyone else?


Whens the deadline?


There really isn't a deadline. At some point, when I feel there are enough applicants, I'll inform my GM of this thread. He'll then look over the applicants and secretly choose some.


Bump

Silver Crusade

Noblewoman CR 1
XP 325
Noblewoman scholar 3
LE Medium humanoid Half-Elf(Drow)
Init +1; Senses low light vision 60 ft.; Perception +3

DEFENSE

AC 15, touch 13, flat-footed 12 (armor +2)
hp 14 (3d8-3)
Fort +4, Ref +5, Will +3

OFFENSE

Speed 30 ft.
Melee scimitar +5 (1d8+3/18–20)
Ranged longbow +3 (1d6+2)

TACTICS

She likes to have studied an opponent before facing them in combat. When this is not possible she may take a round or two to study her opponent for weaknesses, while using bluff to buy time.

She is found of belittling her opponent, and robbing them of confidence.
Once combat starts she will fight defensively at first attempting to tire her opponent, letting them expend themselves on her defenses. Before going full out exploiting the weaknesses she learned about or sensed in the opening rounds.

STATISTICS

Str 13, Dex 15, Con 8, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 14
Feats Weapon Focus (scimitar)
Skills Knowledge:Nobility +4
Languages Common, Elven
SQ spot weakness

SPECIAL ABILITIES

Spot Weakness(Su)

A Noblewoman can make a successful knowledge skill to research her opponent, if the opponent is known to her, before confronting them, or can spend an opening round goading her opponent, and studying them for any weaknesses. If either of these methods are successful noblewoman gains a +2 to attack and damage rolls against that specific opponent.

She met Aerodus at a Noble's party, and agreed to a friendly mock duel. Having studied him for her own purposes, she knew his weakness. She felt confident she could show him up. He however proved more resourceful than she had imagined, and bested her in the duel. She had been fond of him as a prospect before the duel. Now she imagines a union with him could help her rise up through society to the top. This she desires greatly.


Bhaene wrote:

Noblewoman CR 1

XP 325
Noblewoman scholar 3
LE Medium humanoid Half-Elf(Drow)
Init +1; Senses low light vision 60 ft.; Perception +3

DEFENSE

AC 15, touch 13, flat-footed 12 (armor +2)
hp 14 (3d8-3)
Fort +4, Ref +5, Will +3

OFFENSE

Speed 30 ft.
Melee scimitar +5 (1d8+3/18–20)
Ranged longbow +3 (1d6+2)

TACTICS

She likes to have studied an opponent before facing them in combat. When this is not possible she may take a round or two to study her opponent for weaknesses, while using bluff to buy time.

She is found of belittling her opponent, and robbing them of confidence.
Once combat starts she will fight defensively at first attempting to tire her opponent, letting them expend themselves on her defenses. Before going full out exploiting the weaknesses she learned about or sensed in the opening rounds.

STATISTICS

Str 13, Dex 15, Con 8, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 14
Feats Weapon Focus (scimitar)
Skills Knowledge:Nobility +4
Languages Common, Elven
SQ spot weakness

SPECIAL ABILITIES

Spot Weakness(Su)

A Noblewoman can make a successful knowledge skill to research her opponent, if the opponent is known to her, before confronting them, or can spend an opening round goading her opponent, and studying them for any weaknesses. If either of these methods are successful noblewoman gains a +2 to attack and damage rolls against that specific opponent.

She met Aerodus at a Noble's party, and agreed to a friendly mock duel. Having studied him for her own purposes, she knew his weakness. She felt confident she could show him up. He however proved more resourceful than she had imagined, and bested her in the duel. She had been fond of him as a prospect before the duel. Now she imagines a union with him could help her rise up through society to the top. This she desires greatly.

Interesting build, Bhaene. If you don't mind me asking, where does the scholar class come from? Anyone else have anything to add?

Silver Crusade

Interesting build, Bhaene. If you don't mind me asking, where does the scholar class come from? Anyone else have anything to add?

I get scholar from a few different references over my years of gaming. My use of scholar here refers to npc class equivalent of wizard. I just borrowed the alternate word as it appears in the NPC gallery section of Gamemastery Guide page 296. Their example scholar looks like a wujen, and is listed as a commoner 2/wizard 1 cr 4 xp 1,200. I made mine more focused on knowledge skills, and less about the magic, or spells.


Very interesting, Bhaene.

Anyone else have any entries that they want to submit?


Bump?


Anymore submissions?


Anyone else want to give it a shot?


Anymore suggestions?


Anyone?


Do they need to have an NPC class? Be roughly your level? Are they pro-actively involved in the plot?


Prince of Knives wrote:
Do they need to have an NPC class? Be roughly your level? Are they pro-actively involved in the plot?

No, it doesn't have to be NPC class. It can be a NPC class, a PC class, a combination of multiple PC classes, a combination of multiple NPC classes, or a combination of both NPC classes and PC classes. Around my level is encouraged. But if you want to create multiple stat blocks for your character at multiple levels, then that's fine. As for if they'll be pro-actively involved in the plot, I'm not sure. That's up to the GM.


Do you want stat blocks? Fluff? Both? Relative optimization level desired?


Prince of Knives wrote:
Do you want stat blocks? Fluff? Both? Relative optimization level desired?

Both stat-blocks and fluff would be good. I have setup these in the guidelines in the first post. Also, I don't understand what you mean by relative optimization level.


Aight. I'll get back to you tomorrow morning if that's not too late - I'm in class, at the moment.


Okay. See you then.


Pirate Nobles Daughter
Rogue 1
LN Medium humanoid (human)

DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor)
HP 9
Fort 0, Ref +5, Will 0

OFFENSE
Speed 30 ft.
Rapier +3 atk 1d6+1
Daggers(thrown) +3 atk 1d4+1
Pistol +3 atk 1d8

TACTICS
Shoot, throw, stab.

STATISTICS
Str 12, Dex 16, Con 10, Int 13, Wis 10, Cha 14
Base Atk +0; CMB 0; CMD 13
Feats; Weapon Finesse, Exotic Weapons Training
Skills Acrobatics +7, Appraise +5, Bluff +6, Diplomacy +5,
Knowledge (Local) +5, Linguistics +5, Perception +4,
Sleight of Hand +7, Stealth +7
Languages Common, Elven, Aquan

Gear Noble's outfit, Jewelry, Periscope, Tattoos

Sexy pirate noblewoman sent by her father to acquire wealth for the family kitty.

I cheated since you need a base attack of 1 for the Exotic Weapon Trait. What kind of pirate leader doesn't have a pistol.


Oh, I'm going to try this tommorow... I might have some interesting chars.

Do you have any problems with the character being higher level than 1? Is there a limit? Because I have a high-level (around 8-9) noble scion build that might be interesting.

For the fluff, I'm thinking a powerful mercenary (nicknamed "Merc Queen" by her troops) that did a number of "favors" for your parents. Now she's come to get her reward, namely some money & entry into the Cheliax nobility (IE, marriage with you). She'd be a downgraded version of this:

Emrany

Ignore that sheets fluff, it's the mechanics I would keep with the new fluff.


Skullford - Forgive me, I'm nub wrote:

Pirate Nobles Daughter

Rogue 1
LN Medium humanoid (human)

DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor)
HP 9
Fort 0, Ref +5, Will 0

OFFENSE
Speed 30 ft.
Rapier +3 atk 1d6+1
Daggers(thrown) +3 atk 1d4+1
Pistol +3 atk 1d8

TACTICS
Shoot, throw, stab.

STATISTICS
Str 12, Dex 16, Con 10, Int 13, Wis 10, Cha 14
Base Atk +0; CMB 0; CMD 13
Feats; Weapon Finesse, Exotic Weapons Training
Skills Acrobatics +7, Appraise +5, Bluff +6, Diplomacy +5,
Knowledge (Local) +5, Linguistics +5, Perception +4,
Sleight of Hand +7, Stealth +7
Languages Common, Elven, Aquan

Gear Noble's outfit, Jewelry, Periscope, Tattoos

Sexy pirate noblewoman sent by her father to acquire wealth for the family kitty.

I cheated since you need a base attack of 1 for the Exotic Weapon Trait. What kind of pirate leader doesn't have a pistol.

Don't mind at all. Seems to work fine. Glad you entered! :)

williamoak wrote:

Oh, I'm going to try this tommorow... I might have some interesting chars.

Do you have any problems with the character being higher level than 1? Is there a limit? Because I have a high-level (around 8-9) noble scion build that might be interesting.

For the fluff, I'm thinking a powerful mercenary (nicknamed "Merc Queen" by her troops) that did a number of "favors" for your parents. Now she's come to get her reward, namely some money & entry into the Cheliax nobility (IE, marriage with you). She'd be a downgraded version of this:

Emrany

Ignore that sheets fluff, it's the mechanics I would keep with the new fluff.

Very nice! Can't wait to see it!!


Do you mind if I stat out some of the mercenary's men as well? The original sheet is for a "pirate queen" and I already had a crew made up. I will change it for practical purposes (she's a merc, not a pirate now).

Let's just say she's the type that if the hellknights fail, she will go after him HERSELF. And she's got men trained in the use of nets.


1 person marked this as a favorite.

Jeanette Cerange

A young, impressionable girl from a family of lower nobility.
At a tournament Jeanette laid her eyes on Aerodus, and was instantly smitten, as she saw the wind in his dark hair.
That night she spoke to him, and while it was short conversations, she knew their hearts and souls were intertwined. He held a distance, but she understood the pain behind his eyes, and longed for the day when she would ease it.

Although their encounter had been brief, and his words few, Jeanette's feelings spilled out of her, and she told her family of their love. Jumping at an opportunity to marry off their third daugther, her parents sent marriage contracts straight away. Jeanette's happiness was complete.

Days turned to weeks as she waited in her window for his reply. With eager at first, growing to unease as timed passed by. Until the last day, when the dreadful news arrived. He was shunned into exile, hunted by everybody in a scheme to ruin their love.

Life turned grey and bleak, and the madness of lost love to hold of Jeanette, as she threw herself from window, and embraced the hard ground below.

As she rose again the next night, she set out to find him again, and be with him - in life or afterlife.

----
The Sorrowful Lover CR 4
Human ghost aristocrat 4
CE Medium undead (augmented humanoid, incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +18

DEFENSE
AC 17, touch 17, flat-footed 15 (+5 deflection, +1 Dex, +1 dodge)
hp 42 (4d8+24)
Fort +6, Ref +4, Will +6
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

OFFENSE
Speed fly 30 ft. (perfect)
Melee corrupting touch +4 (4d6, Fort. DC 16 half)
Special Attacks

STATISTICS
Str —, Dex 12, Con —, Int 10, Wis 11, Cha 20
Base Atk +3; CMB +3; CMD 20
Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +6, Knowledge (history) +6, Knowledge (nobility) +6, Perception +13, Sense Motive +8, Stealth +9; Racial Modifiers +8 Perception, +8 Stealth
Languages Common

SPECIAL ABILITIES

Corrupting Touch (Su)
By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts 7d6 damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

Rejuvenation (Su)
In most cases, it's difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.


williamoak wrote:

Do you mind if I stat out some of the mercenary's men as well? The original sheet is for a "pirate queen" and I already had a crew made up. I will change it for practical purposes (she's a merc, not a pirate now).

Let's just say she's the type that if the hellknights fail, she will go after him HERSELF. And she's got men trained in the use of nets.

Sure I have no problem with that. Should be interesting to see.

HaraldKlak wrote:

Jeanette Cerange

A young, impressionable girl from a family of lower nobility.
At a tournament Jeanette laid her eyes on Aerodus, and was instantly smitten, as she saw the wind in his dark hair.
That night she spoke to him, and while it was short conversations, she knew their hearts and souls were intertwined. He held a distance, but she understood the pain behind his eyes, and longed for the day when she would ease it.

Although their encounter had been brief, and his words few, Jeanette's feelings spilled out of her, and she told her family of their love. Jumping at an opportunity to marry off their third daugther, her parents sent marriage contracts straight away. Jeanette's happiness was complete.

Days turned to weeks as she waited in her window for his reply. With eager at first, growing to unease as timed passed by. Until the last day, when the dreadful news arrived. He was shunned into exile, hunted by everybody in a scheme to ruin their love.

Life turned grey and bleak, and the madness of lost love to hold of Jeanette, as she threw herself from window, and embraced the hard ground below.

As she rose again the next night, she set out to find him again, and be with him - in life or afterlife.

----
The Sorrowful Lover CR 4
Human ghost aristocrat 4
CE Medium undead (augmented humanoid, incorporeal)
Init +5; Senses darkvision 60 ft.; Perception +18

DEFENSE
AC 17, touch 17, flat-footed 15 (+5 deflection, +1 Dex, +1 dodge)
hp 42 (4d8+24)
Fort +6, Ref +4, Will +6
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits

OFFENSE
Speed fly 30 ft. (perfect)
Melee corrupting touch +4 (4d6, Fort. DC 16 half)
Special Attacks

STATISTICS
Str —, Dex 12, Con —, Int 10, Wis 11, Cha 20
Base Atk +3; CMB +3; CMD 20
Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +6, Knowledge (history) +6, Knowledge (nobility) +6, Perception +13, Sense Motive +8, Stealth +9; Racial Modifiers +8 Perception, +8 Stealth
Languages Common

SPECIAL ABILITIES

Corrupting Touch (Su)
By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts 7d6 damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

Rejuvenation (Su)
In most cases, it's difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.

Wow. A girl who committed suicide and is now a ghost. And she's so smitten that she doesn't know that Aerodus's exile was self-chosen. And that everyone's after him due to his killing of Hellknight recruits and to fulfill marriage contracts. So dark. So tragic... I love it! And it opens various possibilities. Aerodus figuring out that there's a smitten ghost after him. Jeanette's family (maybe) declaring war on the Charthagnion (retaliating by killing Aerodus). The Ceranges coming to kill him themselves or sending mercenaries. So many possibilities!

To everyone:

Again, the first page of the campaign is here. So you can take a look at our progress.

And here is the first page of the recruitment. In the tenth post, my GM says what Adventure Paths and modules would be included. Just in case you guys can use this information for your NPCs.


Mine could even work decently in parallel to the ghost thing... could explain WHY they so desperately need her services. Could make for a weird combo. Emrany isnt the type to let a ghost get in her way.


Could be interesting indeed, williamoak.


So, just waiting on williamoak and Prince of Knives.


Sorry, some...IRL stuff...came up.

[Sigh]

I've got fluff but no crunch.


The fluff & crunch will be up in about an hour. Sorry for the wait


Voila:
Elera the mercenary queen

Wont have time to make her troupe just yet. I decided to make her a bit higher-level to represent her strength & experience.


Prince of Knives wrote:

Sorry, some...IRL stuff...came up.

[Sigh]

I've got fluff but no crunch.

It's alright, Prince of Knives. Take your time. Like I said, there's no deadline.

"williamoak wrote:

Voila:

Elera the mercenary queen

Wont have time to make her troupe just yet. I decided to make her a bit higher-level to represent her strength & experience.

Very nice! Thank you for submitting.


Have you tried the NPC Codex http://paizo.com/pathfinderRPG/prd/ ?


NoncompliAut wrote:
Have you tried the NPC Codex http://paizo.com/pathfinderRPG/prd/ ?

I do own the NPC Codex. And while it does have good NPCs, it seemed to be more interesting to try something like this. To see what ideas that others have.


So, let's recap on applicants:

Noblewoman - CE female Human Falchion using Warrior 1 - CWheezy
Lady Akilina Lebada - LN female Human Summoner (Synthesist) 1 - T.A.U. (Reflavoring for Cheliaxian flavor needed; advice on this in submission post)
Noblewoman - LE female Half-Elf (Half-Drow) Scholar 3 - Bhaene
Pirate Noble's Daughter - LN female Human Rogue 1 - Skullford - Forgive me, I'm nub
Jeanette Cerange (The Sorrowful Lover) - CE female Human Ghost Aristocrat 4 - HaraldKlak
Elera the Mercenary Queen - N female Human Gunslinger (Mysterious Stranger) 7/Noble Scion 4 (age 28 (I'm assuming)) - williamoak

Interested Applicants:
Prince of Knives

Looking good! Anyone else?


The age is indeed correct. She is a slightly older, but by no means old, woman.


I'm also waiting on the stat-blocks for the mercenaries that Elera has in her employ.

Who else has an idea for an NPC?


tieflingwizard wrote:

I'm also waiting on the stat-blocks for the mercenaries that Elera has in her employ.

Who else has an idea for an NPC?

Oh dear... that will take a while. Sorry..


It's okay, williamoak.


Zahava Sarini

Backstory:

Growing up in the Sarini noble family of Cheliax can be a rather unusual and trying experience. The patriarchs and matriarchs of cruel and insane family often devise unique and unusual challenges for their heirs, trying them in unusual ways in theory that such experiences will make the them stronger and better able to survive the cruelties of life in Cheliax.

Zahava Sarini, for instance, faced a particularly gruelling trial at the hands of her family. Of course there was the usual taunts and jeers, but on her 16th birthday they disowned her for the period of a year, casting her out on the streets Egorian's Cheapside District with only a few silver to her name. Their reasoning... if one can truly claim to divine their motives... was that if she could survive on the streets of Egorian, she was fit to survive in the halls of power.

That suited Zahava quite fine, as she had grown tired of the cruel and whimsical jests of her parents, siblings and cousins. After doing a few rather unpleasant jobs in Trick Alley to make enough to eat, she had the good fortune to land a job as an understudy at the Cowering Slave Theatre, capitalizing on beauty, charm, natural acting ability, and noble heritage to convince the owner Tuscone Felone to hire her. In this environment of creativity and art she thrived. Given her upbringing, she was able to ignore the wanton and bloody cruelty of the Chelish theatre and focus on developing the magical arts of song and performance.

Eventually, the family guard was sent to locate Zahava, and she was hauled back to the family estate. It had been decided in her absence that she was to be part of a political marriage with the Charthagnion family. A contract had already been drawn up, much to Zahava's chagrin. One Aerodus Charthagnion was to be the groom. Her family found it particularly funny, as Aerodus was the only non-spellcasting member of the family, and unlikely to achieve true power. As they merely cared for political allegiance, and not the well-being of their daughter, the Sarini family was fine with this arrangement.

Of course, Aerodus decided to flee, as well as to commit murder of Chelish officials along the way, which has soured the contract. In the manner of the insane Sarini patriarchs, they merely gave a collective shrug at the turn of events.

The 17 year old Zahava found the whole situation rather inspiring. Seeing another successfully escape family bonds has inspired her to do likewise. Using a combination of charm, illusion and other skills learned from her time in the theatre, she managed to slip past her guards and attach herself to a Sczarni caravan making their way north. She intends to find her betrothed, out of certain sense of a mixture of curiosity and uncertainty of what to do with her life. Zahava knows going back to Cheliax is not an option.

Personality:

Having grown up in a mercurial and unstable environment, Zahava has adopted many of the same characteristics. Her words can be cruel, her emotions vivid, and her desires petty. However, at the end of the day her anger at her family and her desire to escape their fate keeps her from stepping into the realm of evil. She shows some signs of bipolar disorder, which runs in her family.

Appearance:

Zahava has long, straight black hair and blue eyes. She is lithe and quick-moving, but very slight at 5' and 105 lbs

Crunch:

Zahava Sarini
Female Human (Chelaxian) bard 3
CN Medium humanoid (human)
Init +2, Senses Perception +6
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex, )
hp 16 ((3d8)+3)
Fort +2, Ref +5, Will +3, +4 vs. Bardic Performance, sonic, and language-dependent effects

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OFFENSE
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Speed 30 ft.
Ranged crossbow (light/darkwood) +5 (1d8/19-20)
Melee dagger +1 (1d4-1/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Special Attacks Distraction, Fascinate

Bard Spells Known (CL 3rd; concentration +6)
1st(4/day)-charm person(DC 15), silent image(DC 15), sleep(DC 15), vanish(DC 15)
0th(at will)-dancing lights, daze(DC 14), ghost sound(DC 14), lullaby(DC 14), message, prestidigitation(DC 13)

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TACTICS
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During Combat Zahava prefers to inspire her allies and confuse foes with illusion and enchantment.

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STATISTICS
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Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 17
Base Atk +2; CMB +1; CMD 13
Feats Skill Focus (Perform (Act)), Spell Focus (Enchantment, Illusion)
Skills Acrobatics +8, Bluff +12 (versatile performance), Diplomacy +9, Disguise +12 (versatile performance), Knowledge (Local) +8, Knowledge (Nobility) +8, Perception +6, Perform (Act) +12, Perform (Sing) +9, Sense Motive +6, Stealth +8
Languages Common, Infernal
SQ versatile performance (act), armored casting, bardic knowledge, bardic performance, cantrips, countersong, focused study, inspire competence, inspire courage, skilled, weapon and armor proficiency, well-versed
Combat Gear scroll (invisibility)
Other Gear Disguise Kit (10 charges), crossbow (light/darkwood), sleeves of many garments, outfit (entertainer's), lamellar cuirass (darkleaf cloth), belt pouch, crossbow bolts (10), disguise kit, dagger, 16.0 gp
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SPECIAL ABILITIES
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Versatile Performance (Act) (Ex) You can use your bonus in the Perform (Act) skill in place of your bonus in the Bluff or Disguise skills.

Armored Casting (Ex) A bard can cast spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su) A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su) A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Focused Study (Ex) At 1st, 8th, and 16th level, gain skill focus in a skill of your choice.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.


Did some editing on the story, cause multiple passes is always good...

Backstory:

Growing up in the Sarini noble family of Cheliax can be a rather trying experience. The patriarchs and matriarchs of that cruel and insane family often devise unique and whimsical challenges for their heirs. Their belief is that such experiences will make their heirs stronger and better able to survive the cruelties of life in Cheliax.

Zahava Sarini faced a particularly drastic trial at the hands of her family. Of course there was the usual taunts, jeers and pranks from her kinfolk, but on her 16th birthday they disowned her for the period of a year, casting her out on the streets Egorian's Cheapside District with only a few silver to her name. Surely if she could survive on the streets of Egorian, she was fit for the halls Chelish power.

The situation suited Zahava fine, as she had grown wearisome of the cruel and whimsical nature of her parents, siblings and cousins. After performing a few rather unpleasant jobs in Trick Alley to make enough money to eat, she had the good fortune to land a job as an understudy at the Cowering Slave Theatre. Capitalizing on beauty, charm, natural acting ability, and noble heritage she convinced the owner Tuscone Felone to hire her in serious role, as opposed to one of the "disposable" roles that particular establishment often favors. In this twisted environment of creativity and art she thrived. Given her upbringing, she proved quite skilled at ignoring the wanton and bloody cruelty of the Chelish theatre and focused instead on developing the magical arts of song and performance.

Eventually, the family guard was sent to locate Zahava, and she was hauled back to the family estate. It had been decided in her absence that she was to be part of a political marriage with the Charthagnion family. A contract had already been drawn up, much to Zahava's chagrin; one Aerodus Charthagnion was to be the groom. Her family found a black humor in the arrangement, as Aerodus was the only non-spellcasting member of the family and unlikely to achieve true power. As they merely cared for political allegiance, and not the ultimate well-being of their third daughter, the Sarini family was happy with the arrangement.

Of course, Aerodus took it upon himself to flee his family, as well as to commit murder of Chelish officials along the way. This naturally nulled the contract. In their insane manner, the Sarini family heads were rather disinterested at the turn of events and breaking of contract.

The 17 year old Zahava found the whole situation rather inspiring. Hearing of another successfully escape family bonds inspired her to do likewise. Using a combination of charm, illusion and other skills learned from her time in the theatre, she managed to slip past her family guards and attach herself to a Sczarni caravan making their way north. She intends to find her former betrothed, out of certain sense of a mixture of curiosity and uncertainty of what to do with her life next. She has now desire to return to the madness of her family.

Personality:

Having grown up in a mercurial environment, Zahava has adopted many of the same unstable characteristics. Her words can be cruel, her emotions vivid, and her desires petty. However, her anger at her family and her desire to escape their fate keeps her from stepping wholly into the realm of evil. She shows some signs of bipolar disorder, which might very well run in her family. Given time a chance at stability, she might lose some of her more volatile characteristics.


Tangaroa wrote:

Zahava Sarini

** spoiler omitted **...

Very nice! Very detailed. Thank you, Tangaroa.

Who else wants to give it a try?


Does anyone have anymore ideas?

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