Advice / Help with building enemy NPC <-noob


Advice


Hi there!,

So, ill be running a small campaign to try out being a GM. This will be a small self written campaign.

At the end i want my friends to face a Infernal Bloodrager at a Demonic summoning ritual.

What i am asking of you, how do i build such a character? Cause, i dont think a lvl 2 Bloodrager will be much of a match against 4 lvl 2 PC's

Do i make it lvl 8? Or higher? Or do i need to do something entirely different? With random animal encounters i am good. I Know how to adjust the CR to their lvls. I think.. ( Book says total PC lvl, devided by number of PC's plus 1?)

Can you guys help me out a bit? I am lost in all the rules and texts..


Hello Sunwarrior and welcome to the GM-chair.

I suggest you ask yourself a question:

Do you want the encounter to challenge your players? If yes, then tailor the encounter to be challenging. If not, then make the encounter so its fitting to the world you're playing in.

I'll assume you want it to be challenging, and so we come to another question:

Do you want the infernal bloodrager to be a single boss that challenge the party in 1v4 combat, or are you fine with him having backup?

Depending on which you prefer, the way you create your encounter will change. However, no matter which you prefer, we can look to the rules for help on the basics of how to design the encounter.

If this fight will be against 4 level 2 player characters with standard 15-20 point-buy abilities, then the exp budget for your encounter would look like this:

If the encounter is supposed to be average (which means the challenge rating of the encounter is equal to the average party level) you have an exp budget of 600.

If the encounter is supposed to be challenging (CR = APL+1) you have an exp budget of 800.

A Hard encounter (CR = APL +2) would have 1200 exp.

And finally an Epic encounter (CR = APL +3) would have 1600 exp for its budget.

Depending on your decisions on whether you want the boss to fight solo or with minions, and the decision on the difficulty of the encounter, you build it differently.

If you'll tell me what you prefer, I'll see about helping you build something :)

-Nearyn


Oh sweet! a quick reply! :) Thanks Nearyn !

Well i have drawn my own dungeon, at the entrance i want them to fight 2 very weakling cultists which probably wont even harm them.
With this i want them to become overconfident to build up the giant Slap ill be giving them later ;P

Halfway through the dungeon i would like them to fight of a bit more cultists with a relatively strong cultist leader so they start expending their spells a bit.

And then, at the end i would like for them to face a quite challenging Infernal Bloodrager. He is obiously the leader of the demon worshipping Cult.

I think they would be able to pull it off. One of the players has been in the GM seat multiple times and has a very high IQ.. so he will think of something and WILL be prepared. That is just how he is. One of them is experienced in Pathfinder & D&D (5 AP's so far). the 2 others have the experience of 1 adventure path we will finish soon. So..challenging, but not so challenging that the 2 relatively new players will feel outmatched.


My pleasure =]

Here's a sample character I've made for the infernal bloodrager. I've made a challenging version - if you want a stronger or weaker version, lemme know.

challenging infernal bloodrager:

infernal bloodrager - CR 3
exp 800
Male human bloodrager 4
CE Medium humanoid(human)
Init +2; Senses perception +7
DEFENSES
AC 20, touch 13, flat-footed 17 (+7 armor, +2 dex, +1 dodge)
hp 46 (4d10+12con+4FC+4Toughness)
Fort +6(+2 vs poison), Ref +3, Will +3
Defensive Abilities Uncanny Dodge; resist fire 5;
OFFENSE
Speed 40ft.
Melee mwk glaive +6 (1d10+3/x3)
Ranged javelin +5 (1d6+2/x2)
Special Attacks Hellfire Strike(Su) 3/day
Bloodrager Spells Known (CL 4)
1st(2/day) - enlarge person, shield
STATISTICS
Str 14, Dex 14, Con 16, Int 8, Wis 10, Cha 12
Base Atk +3; CMB +5; CMD 17
Feats Toughness, Dodge, Iron Will
Skills acrobatics +8, intimidate +8, knowledge(arcana) +4, linguistics +0(1 rank for abyssal), perception +7, spellcraft +4; ACP -4
Languages common, abyssal
SQ Bloodline(infernal), bloodline power (hellfire strike), bloodrage (13 rounds/day), uncanny dodge, blood sanctuary, blood casting, eschew materials
Combat Gear potion of cure moderate wounds, potion of bear's endurance, potion of infernal healing, oil of magic weapon; Other Gear +1 chainmail, masterwork glaive, javelin x5, dagger, 5pp 35gp
treasure 550gps worth of treasure

How he plays: If he knows the PCs are on the doorstep he casts shield which last 4 minutes, and downs his potion of bear's endurance which lasts 3 minutes. When he notices the PCs he applies his oil of magic weapon and casts enlarge person on himself before raging and entering melee.

When enlarged, in a bloodrage and under the effects of Shield and Bear's Endurance his statblock looks like this:

infernal bloodrager - CR 3
exp 800
Male human bloodrager 4
CE Medium humanoid(human)
Init +1; Senses perception +7
DEFENSES
AC 22, touch 11, flat-footed 20 (+7 armor,+4 shield, +1 dex, +1 dodge, -1 size)
hp 62 (4d10+28con+4FC+4Toughness); fast healing 1
Fort +10(+2 vs poison), Ref +2, Will +5
Defensive Abilities Uncanny Dodge; resist fire 5;
OFFENSE
Speed 40ft.
Melee mwk glaive +7 (2d8+8/x3)
Ranged javelin +4 (1d6+5/x2)
Special Attacks Hellfire Strike(Su) 3/day
Bloodrager Spells Known (CL 4)
1st(2/day) - enlarge person, shield
STATISTICS
Str 20, Dex 12, Con 24, Int 8, Wis 10, Cha 12
Base Atk +3; CMB +9; CMD 20
Feats Toughness, Dodge, Iron Will
Skills acrobatics +8, intimidate +8, knowledge(arcana) +4, linguistics +0(1 rank for abyssal), perception +7, spellcraft +4; ACP -4
Languages common, abyssal
SQ Bloodline(infernal), bloodline power (hellfire strike), bloodrage (13 rounds/day), uncanny dodge, blood sanctuary, blood casting, eschew materials
Combat Gear potion of cure moderate wounds, potion of bear's endurance, potion of infernal healing, oil of magic weapon; Other Gear +1 chainmail, masterwork glaive, javelin x5, dagger, 5pp 35gp
treasure 550gps worth of treasure

Now he hits pretty hard, his glaive reaches out 20 ft., and he can spend a swift action 3 times during the battle to add 1d6 fire damage to his attacks.

Hope you can use it, or that if you can't, that you'll have found some inspiration in it. As I said, if you need him taken up or down a peg, I may be able to help with that also, just post it here and I'll help if I don't forget to look :P

Have fun.

-Nearyn

EDIT: Fixed his HP, I had gotten it in my mind that he was level 3 for some reason.


Looks good! He looks realy strong :P

Now i looked in the core rulebookbook to try again. I still do not get how to completely create one myself.. Its like the rules bring me so far as almost at the point of understanding.. but not realy there :P

The points i am still missing are,

How to determine CR or difficulty of the fight, like, what NPC lvl do you use for the average PC lvl. Lets say this bloodrager, i have a average class lvl of 2. How do i know what lvl or abilities or whatever i give him? I tried to find this XP budget you talked about but cant find anything about that. Do i need to consult more than the core rulebook?

Is there a handy generator somewhere to dumb things down enoguh for me?

Anyways, thanks for the effort! Bloodrager looks cool :)


I really can't recommend enough using this guide. It has helped me immensely in understanding the best way to craft encounters for the groups I run.


Glad to hear you like it.

The way you calculate exp is on a fixed track depending on the strength of what you want to run. You can see the table HERE

It's the table called Table: Experience Point Awards

This table shows you how much exp an encounter of a certain challenge rating is worth. So let's say you want to design a CR 11 encounter. You just take a look at the table, find CR 11 and see that it awards you a budget of 19.200 experience points. The table further shows how you can split these points between party-members in case you have a party with 1-3 PCs, 4-5 PCs or 6+ PCs, that's not really important to what we're doing, but it's a helpful addition.

Okay so our CR 11 encounter has 19.200 experience points. Well, from here on we can basically do whatever we want. All monsters, NPCs, Traps, Hazards and what have you, has a challenge rating. Monsters and prepublished NPCs will usually have their CR stated up front.

A juvenile Green Dragon is CR 9 and worth 9.600 experience points. So if we wanted to, we could have the party attacked by 2 juvenile green dragons, and we'd have spent our 19.200 experience budget, meaning these two creatures are a CR 11 encounter. There'll be times where you have to eyeball it a bit. For example no matter how you look at it, there is no way a group of 12136 lvl 1 commoners will ever constitute a CR 25 encounter, even though the exp calculation says they do - they'll get wiped out by a single level 9+ wizard. Learning how exactly to judge these things can be hard, but reading guides can help, and its basically something you'll learn the more you try it.

Now the question then becomes, how do we calculate the CR of creatures that do not have it written down in a book? Like when we make a custom bloodrager like the one I did? Well, there are rules for custom monster creation in the bestiary, those can be followed with high hopes of succes, but when creating NPCs it's really easy to do.

If you're making an NPC with levels in an NPC class (commoner, expert, aristocrat, adept or warrior) and give him gear suitable to his level (as noted in the NPC creation tables) his CR will be equal to his HD minus 2. You detract 1 for it being an NPC class (they're weaker than the heroic classes), and 1 for having very little gold to spend on gear.

If an NPC has levels in a heroic class, but you still build him with the suggested wealth (as is the case for the bloodrager I gave you), the CR is equal to his HD minus 1. This time you don't detract 1 for the NPC class, since his class is heroic and he's stronger for it. You still detract the 1 for less GP to use on gear, though. If we had given him gear with a value equal to that of a normal player character of his level (level 4 heroic NPC gets 2400gp, level 4 heroic PC gets 6000gp) then we don't detract 1 from the CR. So if I'd made the bloodrager with 6k worth of gear, he'd be CR 4, instead of 3, and then he'd be a Hard encounter, rather than a challenging encounter.

There are also rules for making combinations of NPC classes and heroic classes - you can find them in the relevant rules chapters :)

You'll also note that normal NPC-classed NPCs are usually constructed with point-buy 3, where heroic NPCs are constructed with point-buy 15.

But these are just minor details when constructing and since we're interested in how we calculate the experience budget, the only thing you really need to remember is the rule that: If it's NPC-classed detract 1 from the CR. If it's has less gp for gear than a player character of the same level detract 1 from CR.

With this knowledge you can make any combination of stuff you want.

So let's make a final example. You have a group of 4 level 2 PCs. Their APL is 2. You want the encounter to be hard, so you want it to be CR=APL+2 or CR 4 in this case. We check the Experience Point Awards table and see we have 1200 experience points to spend.

So we could make this bloodrager dude we just made, who costs 800 exp, and then we have 400 exp left for other stuff. We could give him a bodyguard who was a level 3 warrior (CR 1 = 400 exp) or we could have there be a CR 1 pit trap in the room where the fight is going to be. So as long as we keep track of the experience we have left to use, and what we use it for, we can tinker around with any combination of challenging stuff to spice up the encounter, and give our players a fun and memorable time :)

Hope it helps.

-Nearyn


You have been given great advice of a mechanics nature. I would go with what has been already mentioned.

My suggestion to you is more in the "theatre of the mind" department. Your big bad is going to be a challenge, but without some description, he risks being just a dry stat-block.

Decide on a first impression for the bloodrager. Greasy black hair, or a mangled ear, or a bulbous nose, or missing teeth for example. Then decide on a mannerism for the NPC. He blinks a lot, gesticulates wildly, licks his lips or some other action that you can adopt when you speak as the NPC without being a professional actor. Just one first impression and one mannerism and the NPC is suddenly more than just numbers.

Speaking is a free action, make sure to use it. You don't have to monologue for minutes on end (that will just slow combat to a crawl and annoy your players), just a few words or gestures and you will find players suddenly want to role play out their character's response! Get the players use to interaction and you will be very glad that you did when they meet that NPC that you really don't want them to murder on sight.

Then come up with a list of random names, first impressions and mannerisms that you can use if required. You are wise to keep such a list handy in the event that the players decide they want to talk before they hack and slash. Then when you use one of the names with a first impression and mannerism, jot it down somewhere so that you can refer to it later.

The numbers are important and Nearyn has covered that well. Adding some flavour description to the numbers will facilitate engagement and immersion in the fantasy world your group is creating.


I wish they wrote it like this in the rulebooks :P This is soooo much clearer!
I am going to give it a try tomorrow :)

Many many thanks!

@Nargemn, thanks! Ill take a look at it! :)


Pappy wrote:

You have been given great advice of a mechanics nature. I would go with what has been already mentioned.

My suggestion to you is more in the "theatre of the mind" department. Your big bad is going to be a challenge, but without some description, he risks being just a dry stat-block.

Decide on a first impression for the bloodrager. Greasy black hair, or a mangled ear, or a bulbous nose, or missing teeth for example. Then decide on a mannerism for the NPC. He blinks a lot, gesticulates wildly, licks his lips or some other action that you can adopt when you speak as the NPC without being a professional actor. Just one first impression and one mannerism and the NPC is suddenly more than just numbers.

Speaking is a free action, make sure to use it. You don't have to monologue for minutes on end (that will just slow combat to a crawl and annoy your players), just a few words or gestures and you will find players suddenly want to role play out their character's response! Get the players use to interaction and you will be very glad that you did when they meet that NPC that you really don't want them to murder on sight.

Then come up with a list of random names, first impressions and mannerisms that you can use if required. You are wise to keep such a list handy in the event that the players decide they want to talk before they hack and slash. Then when you use one of the names with a first impression and mannerism, jot it down somewhere so that you can refer to it later.

The numbers are important and Nearyn has covered that well. Adding some flavour description to the numbers will facilitate engagement and immersion in the fantasy world your group is creating.

Oh i worked on that as well! In the dungeon the PC's will find multiple caved in walls and remnants of old sacrificing rituals. The cultists are somewhat driven mad and laugh like a maniac. Their skin is very bleak and their lips full of bloody crusts. The sergeants so to speak are bald and full of tattoos, scars and robed. They also have black paint across their eyes and will look at the PC's like they are tearing down your soul.

The PC's will find the bloodrager speaking to a demonic Minotaur like statue. He is actually talking to Baphomet who is giving him orders to sacrifice more souls. ( The goal of Baphomet is to enter the mortal realms to lay waste to it) Once the PC's enter the sacrificial chamber he will face the statue and have his back faced towards the PC's. I will describe that they see a bare chested man covered with tattoos and scars including red warpaint. He has a bald head and pale skin. He will say ''we've been waiting for you'' Then he turns around with a demonic like grin, bloodlust in his bloodshot eyes. He will then eye every PC, take out his weapon, licks the blade, and point it towards the PC's. The demonic voice of Baphomet will command him '' Deal with them'' and then he charges like a rabid animal, laughing like a maniac. During the fight he will roar and laugh like a maniac


That sounds awesome! Well done.

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