Think of it as a contest . . . . I need your NPC design skills


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I need some help with an NPC. I am rewriting some older Paizo material for PF. The characters visited a kua toan city around level 7 and delve back into the Underdark approximately level 12 or 13. I like random rolls and one of the treasures of a mezzodaemon (yes, its *that* old) is a drow elf.

Which got me thinking . . . I should put this person EARLIER in the plot, where she can help them or even release them from prison. I love work arounds to TPKs anyways.

So, the first time the party meets her, she is a beginner (1 to 3 HD) and they are 7th level or so. She is a guard for a drow caravan. We all know how sneaky the drow are, those pesky lowbies sneaking past, beholders and all those naughty copywrighted monsters we can't talk about. If the party gets captured, rather than have the party served as toast at Tiffany's, she helps them escape. In the confusion, she gets left behind.

When they meet again, she is a bit worse for wear from a tentacle rod, various other battle wounds. Her movement is also hampered due to a bad wound. I am thinking level 7. While the party has been Doing Thier Heroic Thing, she has been in the Underdark and just gotten LOST for the past several months. Her only friends are a group of pech (earth fey), and she was separated from them.

I need a character concept and stats. Use whatever you want but keep the flavor of Eclevdra or Drizzt. I encourage drow attitude and flavor but no "should I have baby livers or kidneys with my eggs today?". No, I don't care if she uses chains or scimitars. She has to be CG or one step from it. No Lawful, sorry no paladin or monk. Encouraged: Crafting Traps for collapsing tunnels, Alchemy for distilling posion from yellow mold, violet fungi, and baisidronds. Ninjas are OK, I don't understand Alchemists.

from the Mezzodaemon cheat sheet:
Treasure: A CG drow female, recently captured. She had 99 pp 59 gp, gems and jewelry, her drow cloak and boots, her drow mail, and sleep venom. She tricked the daemon into teleporting up into daylight. On exposure to sunlight, the drow items disintegrated. The daemon is interested in getting more. [He teleports back down to the Underdark, thinking where there is one drow, there has to be more. It is incorrect.] It has a Gehennan Fell Blade of the Planes (does a base of 2d8 damage) [its only a large sized great sword of the Planes, not an artifact]. The fiend is willing to barter the female if he can; she won’t survive on Gehenna. He wants more drow items. Low level female Good Drow (yes I rolled Good, 0.03%). Typical features (dark skin, white hair, violet eyes). See her story below.

Her story, for the players . . . . .
She says, “Udos ph'feir dal udossta delmah wun Uyl'udith Har'olen d'l'Ilythiiri”. She looks around and sees that no one understands what she says, so she continues in Drow Silent Sign, which someone will more likely know. “We are far from our home in the Greatest Cavern [sic Vault] of the Drow. House Noquar found an ancient portal. I was part of [the] expedition to explore it. We arrived close to but outside of a city of fish men. We traded with the fish men, who had not seen a dark elf in several life times. . . .

except from Her Story, approximately 7 months later . .
She suffered several extremely bad injuries and has the scars to prove it. Her movement is impeded. She is blind in her left eye. She is missing the left pinkie, half her left ring finger, and half her left ear [remember that tentacle rod?]. Her eye is too far gone to be healed and needs a regenerate. When inspected, it’s very painful and <edited to be less graphic>. She whines, cries out, and needs restraint when examined. Afterwards, she quietly sobs, her hace in her hands but careful not to touch her eye.


Myrae'breena Rilynana, level 2:

Female Drow ninja 2
CG Medium humanoid (elf)
Init +3, Senses darkvision (120 ft.); Perception +7
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 ((2d8)+2)
Fort +0, Ref +6, Will +0; +2 vs. enchantment
Immunities sleep, SR 8
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OFFENSE
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Speed 30 ft.
Melee masterwork rapier +5 (1d6-1/18-20)
Melee dagger +4 (1d4-1/19-20)
Ranged hand crossbow +4 (1d4/19-20)
Special Attacks sneak attack +1d6

Spell-Like Abilities (CL 2nd, concentration +5)
1/day - dancing lights, darkness (1/day), faerie fire
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STATISTICS
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Str 8, Dex 17, Con 10, Int 13, Wis 10, Cha 16
Base Atk +1; CMB +0; CMD 13
Feats armor proficiency (light), weapon finesse, weapon proficiency (hand crossbow, rapier, simple, short sword, ninja)
Skills Acrobatics +8, Bluff +8, Climb +4, Craft (Alchemy) +6, Disable Device +10, Escape Artist +8, Perception +7, Sense Motive +5, Stealth +8
Languages Drow Sign Language, Elven, Undercommon
SQ keen senses, ki pool (5 points, vanishing trick), poison use
Combat Gear drow poison (3), antitoxin, greenblood oil, potion of cure light wounds
Other Gear hand crossbow with 10 bolts, leather, mwk. thieves' tools, dagger (2), mwk. rapier, mwk. backpack, grappling hook, 50' silk rope , 9.0 gp
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SPECIAL ABILITIES
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Darkvision (Ex) Range 120 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision Drow can see in the dark up to 120 feet.

Drow Immunities (Ex) Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.

Keen Senses (Ex) Drow receive a +2 racial bonus on Perception checks.

Ki Pool (Su) At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Light Blindness Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Ninja Trick As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. Tricks marked with an asterisk (*) add effects to a ninja's sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

Ninja Weapon Proficiencies Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Poison Use At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual −4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Spell Resistance Drow possess spell resistance equal to 6 plus their class levels.

Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Weapon Familiarity (Ex) Drow are proficient with the hand crossbow, rapier, and short sword.


Wounded Myrae'breena Rilynana, level 7:

Female Drow ninja 7
CG Medium humanoid (elf)
Init +3, Senses darkvision (120 ft.); Perception +12 (-4 to sight based checks)
Conditions loss of an eye, loss of a finger, major scar, one leg
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DEFENSE
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AC 14, touch 14, flat-footed 14 (+4 Dex)
hp 38 ((7d8)+7) (currently 14)
Fort +2, Ref +8, Will +2; +2 vs. enchantments
Defensive Abilities uncanny dodge, Immunities sleep, SR 13
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OFFENSE
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Speed 15 ft., cannot charge
Melee unarmed strike +9 (1d3-1)
Special Attacks sneak attack +4d6

Spell-Like Abilities (CL 7th, concentration +10)
1/day - dancing lights, darkness (1/day), faerie fire
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TACTICS
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Before Combat Myrae'breena is currently suffering from wounds to her eye, leg, fingers
Base Statistics If her injuries are healed, Myrae'breena has Init +4, SensesPerception +12, Ref +9, Speed 30 ft., Melee unarmed strike +8 (1d3-1), Dex[b] 18, [b]CMD 18, Skills Bluff +13, Disable Device +14, Disguise +5, Escape Artist +14, Perception +12
=================================================
STATISTICS
=================================================
Str 8, Dex 17, Con 10, Int 13, Wis 10, Cha 16
Base Atk +5; CMB +4; CMD 17
Feats armor proficiency (light), blind-fight, combat expertise, moonlight stalker, shadow strike, weapon finesse, weapon proficiency (hand crossbow, rapier, simple, short sword, ninja)
Skills Acrobatics +13, Bluff +12, Climb +9, Craft (Alchemy) +11, Disguise +4, Disable Device +13, Escape Artist +13, Perception +12 (-4 to sight based checks), Sense Motive +10, Stealth +14
Languages Drow Sign Language, Elven, Undercommon
SQ combat trick, ki pool (6 points; smoke bomb, vanishing trick), light steps, no trace +2, poison use, weapon familiarity
Combat Gear
Other Gear unarmed strike, 0.0 gp
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SPECIAL ABILITIES
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Amputations
Loss of eye (–4 penalty on all sight-based Perception checks)
Loss of finger (for every 3 fingers lost, –1 Dex)
Major scar - severe cut on face (–1 penalty on Charisma-based skill checks**)
One Leg (speed reduced to half, cannot charge)

Combat Trick You gain a bonus combat feat.

Darkvision (Ex) Range 120 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Drow Immunities (Ex) Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.

Keen Senses (Ex) Drow receive a +2 racial bonus on Perception checks.

Ki Pool (Su) At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Light Blindness Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Light Steps (Ex) At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Ninja Trick As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. Tricks marked with an asterisk (*) add effects to a ninja's sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

Ninja Weapon Proficiencies Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

No Trace (Ex) At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves.

Poison Use At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Smoke Bomb (Ex) This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. Each use of this ability uses up 1 ki point.

Sneak Attack If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual −4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Smoke Bomb (Ex) This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. Each use of this ability uses up 1 ki point.

Spell Resistance Drow possess spell resistance equal to 6 plus their class levels.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so.

Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Weapon Familiarity (Ex) Drow are proficient with the hand crossbow, rapier, and short sword.


I like it! Anyone else?

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