NPC Re-builds using new rules [Spoilers]


Rise of the Runelords


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Many of us have re-built several NPCs and villians using rules published after the AP had hit the shelves. I'd like to use this thread to share that work in one place.

Obviously, this thread will abound with spoilers, so players should stay away.

* * *
Character: Justice Ironbriar

Ironbriar is a well-respected member of Magnimar's elite. He's also the leader of a Skinsaw Cult, and a thrall to the BBEG of The Skinsaw Murders.

Ironbriar's dual nature seems to lend itself perfectly to being a vigilante: By day he's a well-respected judge with a lawful neutral alignment. By night, he's the wanted serial killer called "The Dockside Butcher" by Magnimaran authorities, who mutilates his victims by skinning their faces and carving a strange star-shaped rune in thier bare chests. Little do the authorities know that the Dockside Butcher has intimate knowledge of the investigation...or that he's doing the twisted work of Father Skinsaw.

In my version of Runelords, Ironbriar will be a larger presence, making himself known to the PCs as a chilly ally, but who intereferes with their investigations at night.

Note: I've written a custom Divine Source for Ironbriar that better reflects his devotion to Father Skinsaw. I am hopeful that there will be a Campaign Setting follow-up to Ultimate Intrigue that will provide deity-specific zealot divine sources, akin to what I've done here.

Note: This post was written while Ultimate Intrigue is stil in playtest. This stat block uses the revised playtest version of the vigilante class.

JUSTICE IRONBRIAR/THE DOCKSIDE BUTCHER (CR 7)
Male elf vigilante (zealot or Norgorber) 8
LN/NE Medium humanoid (elf)
Init +4; Senses low-light vision, Perception +14
-------
DEFENSE
AC 22, touch 17, flat-footed 18
(+5 armor, +3 deflection*, +4 Dex)
hp 71 (8d8 + 32)
Fort +3, Ref +10, Will +7; +2 vs enchantment effects
------
OFFENSE
Speed 40 ft*
Melee +1 shortsword +11/+5 (1d6 /19-20 plus poison)
Ranged mwk hand crossbow +11 (1d4 /19-20 plus poison)
Special Attacks channel negative energy 6/day (DC 16, 3d6), hidden strike +2d8/2d4, poison
Zealot Spells (CL 8th; concentration +11):
3rd—2/day: dispel magic, heroism, retribution (APG) (DC 16), suggestion (DC 16)
2nd—5/day: accelerate poison, cure moderate wounds, death knell (DC 15), detect thoughts (DC 15), invisibility
1st—5/day: charm person (DC 14), disguise self, divine power, doom (DC 14), expeditious retreat, shield of faith
0—(at will): acid splash, bleed (DC 13), brand (DC 13), daze DC 13), detect magic, detect poison, guidance, read magic
Divine Source Norgorber**
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STATISTICS
Str 8, Dex 18, Con 16*, Int 12, Wis 12, Cha 16
Base Atk +6; CMB +10; CMD 19
Feats Agile Maneuvers, Channel Smite, Exotic Weapon Proficiency (hand crossbow)***, Weapon Finesse, Weapon Focus (shortsword)
Skills**** Acrobatics +12 (8), Bluff +10 (4), Craft (leather) +6 (2), Diplomacy +10 (4), Disguise +10 (4), Intimidate +14 (8), Know (local) +8 (4), Know (nobility) +7 (6), Know (religion) +8 (4), Perception +14 (6), Profession (barrister) +12 (8), Sense Motive +14 (6), Stealth +20 (8)
Languages Common, Elven, Varisian
Combat Gear 5 smoke pellets, potion of cure serious wounds, potion of bear’s endurance
Other Gear +1 mithril chain shirt, +1 shortsword, Sihedron medallion, cloak of elvenkind, mwk hand crossbow, 20 bolts, 6 doses giant wasp poison (4 applied; see Tactics), 2 doses blue whinnis poison, silver unholy symbol of Norgorber, 5 pp, 20 gp
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SPECIAL ABILITIES
Channel Negative Energy (Su) 6/day. 30 ft. radius centered on self; 3d6 negative energy damage. Will save DC 16 half.
Divine Power I, II, III (Su) Can cast up to 3rd-level spells.
Dual Identity (Ex) Social persona: Justice Ironbriar (LN); Vigilante persona: The Dockside Butcher (NE)
Loyal Aid (Ex) Members of the Skinsaw Cult work to protect Ironbriar’s secret identity.
Poison Use (Ex) Can apply poisons to a weapon with no chance of poisoning self.
Pull Into Shadows (Ex) As a full-round action, can move up to twice speed and make a single attack against someone unaware of presence. If attack hits, can also make a free Drag maneuver with +4 bonus without provoking an AOO. If successful, the movement from the Drag does not count toward total movement that round.
Reknown (Ex) When in Magnimar or its demenses, all social interactions start at one place better in attitude.
Safe House (Ex) The Seven’s Sawmill. Objects in the safe house are warded against detection.
Startling Appearance (Ex) Opponents are considered flat-footed when attacking from unawares.
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TACTICS
Before Combat: In his guise as the Dockside Butcher, Ironbriar casts invisibility to approach a victim unaware. He also uses his Sihedron medallion to cast false life and quaffs his potion of bear’s endurance. He will then cast shield of faith, and expeditious retreat. (These effects have been added to his stat block.) His blade and three bolts are already coated with giant wasp venom.
During Combat: While hiding, Ironbriar will first use Channel Smite, then will use his Pull Into Shadows ability; this makes his successful attack do 1d6 + 2d8 precision + 3d6 negative energy damage + poison. He continues to attack his initial victim until that victim is dead.
Morale: Ironbriar attempts to escape after killing his initial victim; if it’s impossible to escape, he will fight to the death.

*-Spell effect taken into account (See Tactics)
**-New Divine Source (See Below)
***-Bonus feat. (Note: In my campaign world, hand crossbow is a simple weapon)
****-Skill selection uses the optional Background Skill rules from Pathfinder Unchained.

Divine Source: Norgorber
The Reaper of Reputations has blessed your covert devotion to him by granting you unholy power. You are considered to have an Infernal divine power for the purposes of determing which zealot vigilante talents you qualify for.

Poison Use (Ex) You cannot accidentally poison yourself when applying poison to a blade.

Hidden Strike(Ex) Starting at 3rd level, you gain Hidden Strike as a stalker vigilante. Your Hidden Strike damage increases by 1d8 at level 6, and every three levels thereafter.

Stalker Talents Starting at 3rd level, whenver you choose a new vigilante talent, you may select from the list of stalker vigilante talents as well as zealot vigilante talents. For stalker vigilante talents with a minimum level as a prerequisite, consider your stalker vigilante level to be your zealot vigilante level –2.

Spells Add the following spells to you zealot vigilante spells known when you gain the ability to cast spells of the appropriate Divine Source: level: 1st—charm person; 2nd—accelerate poison (APG); 3rd—suggestion; 4th—poison; 5th—slay living; 6th—finger of death


Haladir wrote:

Many of us have re-built several NPCs and villians using rules published after the AP had hit the shelves. I'd like to use this thread to share that work in one place.

Obviously, this thread will abound with spoilers, so players should stay away.

Nice. I saw the thread title and was about to suggest the same thing.

Liberty's Edge

Nualia
Female aasimar warpriest of Lamashtu 6
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5

--------------------------------------------------------
DEFENSE
--------------------------------------------------------

AC 21, touch 14, flat-footed 20
(armor +7, deflection +3, Dex +1)
hp 58 (6d8+28)
Fort +7, Ref +3, Will +8
Resist acid 5, cold 5, electricity 5

--------------------------------------------------------
OFFENSE
--------------------------------------------------------

Spd 20 ft.
Melee +1 bastard sword +9 (1d10+4, 19-20/x2) and claw +3 (1d8+1, 20/x2)
Ranged composite (+3) longbow +6 (1d8+3, 20/x3)
Special Attacks blessings 6/day (strength surge +3, unholy strike), channel negative energy (2d6, DC 16), fervor 6/day (2d6), sacred weapon 6 rounds/day (+1)
Spell-Like Abilities (CL 6th):
1/day – daylight
Warpriest Spells Prepared (CL 6th, touch +7, ranged touch +5, concentration +9):
2nd - bull’s strength, cat’s grace, cure moderate wounds, shatter (DC 15)
1st – divine favor, doom (DC 14), obscuring mist, sanctuary (DC 14), shield of faith
0 - bleed (DC 13), detect magic, mending, resistance, stabilize
Blessings Evil, Strength

--------------------------------------------------------
TACTICS
--------------------------------------------------------

Before Combat If Nualia suspects combat is imminent, she casts bull’s strength, cat’s grace, and shield of faith on herself.
Base Statistics Without her prep spells, Nualia’s statistics change as follows: AC 16, touch 9, flat-footed 16; hp 48; Ref +1, Melee +1 bastard sword +7 (1d10+2, 19–20/x2), claw +1 (1d8, 20/x2); Ranged mwk composite longbow +5 (1d8+1, 20/×3); Str 12, Dex 8; CMB +5, CMD 14.

--------------------------------------------------------
STATISTICS
--------------------------------------------------------

Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 17 (+3)
Base Atk +4; CMB +7; CMD 21
Feats Exotic Weapon Proficiency (bastard sword), Lamashtu’s Mark, Power Attack, Weapon Focus (bastard sword), Weapon Focus (claw)
Skills Diplomacy +5, Intimidate +12, Knowledge (religion) +8, Linguistics +4, Perception +5; armor check penalty -3.
Languages Celestial, Common, Goblin, Abyssal
SQ spontaneous casting
Gear +1 breastplate, +1 bastard sword, masterwork composite longbow with 20 arrows, Sihedron medallion, gold holy symbol (100 gp), 7 pp, 5 gp


Nice version of Nualia (and similar to what I did with her too).

One minor detail: Cat's Grace is not on the Cleric spell list. Best to turn that into a potion that she has on hand, and pick another spell in its place.

Silver Crusade Contributor

Dot.

Liberty's Edge

Bellona wrote:

Nice version of Nualia (and similar to what I did with her too).

One minor detail: Cat's Grace is not on the Cleric spell list. Best to turn that into a potion that she has on hand, and pick another spell in its place.

Her Linguistics check is too high - it should be +1. (In case anyone were to care, ever.) As for cat's grace, it's on her prepped spell list in her original version, so I decided to stick with it - it's a special gift from Lamashtu or something, apparently. YMMV.


Here is my version of Justice Ironbriar and his cultists. I gave them all an extra level of rogue, because I play with a 5-man party. The party encountered him with all 13 cultists present. I would suggest to tone that down to 5-6 cultists. the new Dex to damage rule makes the cultists deadly. All cultists are unchained rogue 4. If you feel particulary evil, give half the deliberating injury for AC penalty and half the attack penalty.
For summon monster III, I would suggest to summon a dretch, because of the stinking cloud spell-like ability.

For my game, the party was almost destroyed by just 6 cultists after the silence + confusion combo. Ironbriar and the other cultists just laughed at them (silently of course).

tactics: Start the combat by casting silence, then let the cultists move in. Next round cast confusion from your mask on the party. Close in and murder them for your mistress!

Unchained Justice Ironbriar
Male elf cleric of Norgorber 6 - unchained rogue 3
NE Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +16
DEFENSE
AC 26, touch 20, flat-footed 19 (+4 armor, +3 deflection, +6 Dex, +1 dodge, +2 shield) +4 vs atk of opp.
hp 80 (9d8+36)
Fort +8, Ref +12, Will +13; +2 vs enchantments
Defensive Abilities evasion; immune sleep
OFFENSE
Speed 30ft.
Melee +1 short sword +16 (1d6+9/19-20)
Ranged mwk hand crossbow +15 (1d4+2/19-20 plus drow poison) (Fort DC 13, unconscious for 1 min)
Special Attacks channel negative energy 4/day (DC14, 3d6), sneak attack +2d6
Spell-Like Abilities (CL6th; concentration +8)
2/day-confusion (DC 18 Will, 15ft. radius burst, 6 rounds)
5/day-copycat (Illusionary double, 50% chance on hitting double), move action to cast
Spells Prepared (CL6th; concentration +8)
3rd-dispel magic, prayer, summon monster III
2nd-bear’s endurance, owl’s wisdom, hold person (DC 16), silence (DC 16)
1st-charm person (DC15), command (DC 15), cure light wounds, divine favor, shield of faith
0-light, mending, read magic, stabilize
Domains Charm, Trickery
STATISTICS
Str 8, Dex 18 (22), Con 12 (16), Int 14, Wis 15 (19), Cha 13
Base Atk +6; CMB +5; CMD 25
Feats Dodge, Iron Will, Mobility, Selective Channelling, Spring Attack, Toughness, Weapon Finesse (short sword), Weapon Focus (short sword)
SQ Rogue tricks (Weapon Training, Combat Trick)
Gear mithril chain shirt, +1 short sword, mwk hand crossbow, potion of cat’s grace, reaper’s mask, +1 buckler, wand of cure moderate wounds 12 charges left, cloak of resistance +1

Skinsaw Cultist
Human unchained rogue 4
NE Medium humanoid (human)
Init +10; Senses Perception +12
DEFENSE
AC 21, touch 18, flat-footed 12 (+3 armor, +6 Dex, +2 deflection)
hp 29 (4d8+8)
Fort +3, Ref +10, Will +5
Defensive Abilities evasion, uncanny dodge
OFFENSE
Speed 30ft.
Melee mwk short sword +11 (1d4+7/19-20)
Ranged mwk hand crossbow +10 (1d4/19-20)
Special Attacks deliberating injury (-4 AC, -2 for other targets), sneak attack +2d6, +1d6 damage when flanking
STATISTICS
Str 8, Dex 18 (22), Con 13, Int 10, Wis 14, Cha 12
Base Atk +3, CMB +2; CMD 20
Feats Improved Initiative, Weapon Finesse, Weapon Focus, Iron Will, Toughness, Precise Strike
SQ rogue talents (Weapon Training, Combat Trick)
Gear potion of shield of faith, potion of cat’s grace, mwk short sword, mwk hand crossbow, +1 leather armor, skinsaw mask

Dark Archive

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Pathfinder Adventure Path Subscriber
Shisumo wrote:
Bellona wrote:

Nice version of Nualia (and similar to what I did with her too).

One minor detail: Cat's Grace is not on the Cleric spell list. Best to turn that into a potion that she has on hand, and pick another spell in its place.

Her Linguistics check is too high - it should be +1. (In case anyone were to care, ever.) As for cat's grace, it's on her prepped spell list in her original version, so I decided to stick with it - it's a special gift from Lamashtu or something, apparently. YMMV.

This is the Internet, Shisumo. Someone will check your numbers and find them wanting eventually.


Does anyone have a re-worked Mammy Graul? I seem to recall a thread somewhere in which someone suggested turning her into a Witch with the Gravewalker (UM) archetype ...


I have a version of her as a gravewalker witch I think. I'll check later at home, but basically use flight hex, use the stuffed hand she has in the picture as ver gravewalker fetish, use touch attack spells as ranged with it (like bestow curse), and animate dead back her sons (and dead Black arrows) as cannon fodder. I will also use 2 kind of minions with her:
Pickled punks (conserved dead fetus she has had)
A Special ogre zombi, which holds a cocroach swarm inside (a sex toy)

I think Mama Graul is going to be memorable


I think I found a rough sketch. Double check the numbers, as I'm not sure this is the revised one, which I know I have done somewhere as well.

Mamma Graul:
CE Medium humanoid (giant, human)
Init -3; Senses low- light vision; Perception +10
DEFENSE
AC 18, touch 7, flat-tooted 18 (+ 4 armor, -3 Dex, +7 natural)
h p 94 (8d6 + 64) +13 (false life)
Fort + 6, Ref -1, Will + 6
OFFENSE
Speed 5 ft., fly 60 ft. (good)
Melee mwk quarterstaff +10 ( 1d6+7)
CL8, conc +11
4th-Black Tentacles, Bestow Curse
3rd- Vampiric Touch x2, Animate Dead, Spit Venom
2nd- Blindness, Vomit Swarm, False Life, Lipstich.
1st Ray of Enfeeblementx2, Web Bolt, Mage Armor, Hex vulnerability.

Hex of flight + Misfortune. + Cackle + cauldron (think about giving "cook people for free)
(Scroll of dimensional door)

Skills and abilities pretty much the pones that come in the book (I doubt she'll need to roll any of them anyways)


Bellona wrote:
Does anyone have a re-worked Mammy Graul? I seem to recall a thread somewhere in which someone suggested turning her into a Witch with the Gravewalker (UM) archetype ...

I didn't change her class, etc. But I gave her new spells from the necromancy school that I thought were appropriately creepy/new for my players with longtime 3.x experience and newer to pathfinder.

Examples: ear-piercing scream, frigid touch, eldritch fever, eruptive pustules, excruciating deformation, howling agony. (Most are from Ultimate Magic)

The secret is to get her out of that bedroom. I had her dimension door to the courtyard where fly and mirror image kept her alive long enough for the spells to actually get used.

The witch approach with cook people, etc. certainly fits - I'm just too lazy. A lot easier to change out some spells than to recreate the character "from scratch."

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