Why's everyone a Rogue? Let's share rebuilt HR NPC stats


Hell's Rebels


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As per the title, while reading trough HR to run it I was really dissatisfied with the choice of classes of 90% of the NPCs: given there were a lot of humanoid enemies, I expected a lot of variety, but instead a lot of them (particularly in the first part of the AP) are either a Rogue, a Fighter, or a Cleric. To spice things up I started working on rebuilding a lot of them, and I figured that I could share them with everyone here. I finished working on the Dottari guards for the first two books, and I'm almost done with the Skinsaw Cultists of book 3 and onward, together with the High Priest of Abadar as an Oracle and the Otyugh Cleric of book 2 for (possible) friendly NPCs.

Note: I'm using Path of War and Psionics from Dreamscarred Press in my game, using them for NPCs, too. I'll mark if I use it for any of the NPCs. For PoW, I'll only bother selecting only prepared maneuvers: it's way too complicated to add a set of other maneuvers that they probably won't use. :/
Herolab munches up the short description of some stuff, so some of that is rewritten by me.

Dottari Guards and Captains (Books 1 and 2, PoW)
I remade the vanilla fighter Dottari into Myrmidon Fighters: it doesn't change the flavor at all, but gives them new tanky toys to spice the combat, namely with the ability to assume a phalanx formation with their shields trough the Phalanx Lancer stance and by using Martial Power to get temporary HP. With the plus Iron Tortoise maneuvers, I aimed to give the idea of them being a unit trained to fight together, more geared toward outlasting the enemy and capturing them alive/dispersing them instead of just killing people.

To give them a little more relevance if the PC fight against them in the later parts of the books, I've also made stats for level 3 and 6 Dottari captains to add to the encounters to up the difficulty: they are built as Warlords focused on Golden Lion maneuvers, with their stance, boosts, and tactical presence there to help the file and rank Dottari.
They are supposed to mostly use PA, Martial Power is there as a feat tax for Imp.Trip and emergencies.

I still have to fix their noncombat equipment: I'm sure they'll have to have manacles on hand, but any idea for anything else? Maybe a Sap?

Dottari Guard, level 1:
Guardia Dottari
Human (Chelaxian) fighter (myrmidon) 1
LN Medium humanoid (human)
Init +1; Senses Perception +6
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +4
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Offense
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Speed 30 ft.
Melee heavy mace +4 (1d8+2)
Ranged longbow +2 (1d8/×3)
Special Attacks 1 angering smash, 1 iron shell, 1 phalanx lancer, 1 primal wrath, deeds (heroic recovery, man of action, unbreakable), grit (2)
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Statistics
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Str 15, Dex 12, Con 14, Int 8, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Iron Will, Martial Power, Weapon Focus (heavy mace)
Skills Acrobatics +1, Intimidate +4, Perception +6, Sense Motive +6
Languages Common
SQ myrmidon maneuver recovery
Other Gear chain shirt, heavy steel shield, heavy mace, longbow, 63 gp
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Special Abilities
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1 Angering Smash (Readied, 1/Encounter) (Ex) Shield bash causes target to take -4 to hit anyone but you
1 Iron Shell (Readied, 1/Encounter) (Ex) Successful shield bash attack negates incoming attack
1 Phalanx Lancer (Ex) Use a two-handed weapon with a shield, and lock shields with allies to increase shield AC by +1 each
1 Primal Wrath (Readied, 1/Encounter) (Ex) Strike: A forceful strike that suffers a -2 penalty to hit but adds +4 to damage, or +6 to damage if used with a two-handed weapon.

Deeds Use Grit to perform special abilities
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Martial Power -1/+3 Take listed penalty to attacks to gain listed temporary HP. They last until the next turn and you must declare to use this feat before you make an attack, like Power Attack. Counts as Combat Expertise for feat taxes.
Myrmidon Maneuver Recovery In order for the myrmidon to recover her maneuvers she must perform one of two actions. The myrmidon may recover a single maneuver as a standard action. She may also spend a full round action to recover her initiating modifier in maneuvers (min 2).

Dottari Guard, level 4:
Guardia Dottari
Human (Chelaxian) fighter (myrmidon) 4
LN Medium humanoid (human)
Init +3; Senses Perception +9
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 40 (4d10+12)
Fort +6, Ref +2, Will +5 (+2 vs fear and compulsion effects, +1 vs. fear)
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Offense
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Speed 30 ft.
Melee mwk heavy mace +9 (1d8+5)
Ranged mwk composite longbow +6 (1d8+1/×3)
Special Attacks 1 iron shell, 1 phalanx lancer, 1 primal wrath, 1 stance of aggression, 2 crippling strike, 2 enraging strike, 2 tactical snap, deeds (heroic recovery, man of action, ready for trouble, unbreakable, utility trick), grit (2)
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Statistics
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Str 16, Dex 12, Con 14, Int 8, Wis 15, Cha 10
Base Atk +4; CMB +7; CMD 18
Feats Iron Will, Martial Power, Tactical Rush, Weapon Focus (heavy mace), Weapon Specialization (heavy mace)
Skills Acrobatics +7, Intimidate +7, Perception +9, Sense Motive +9
Languages Common
SQ armor training 1, myrmidon maneuver recovery
Other Gear mwk chain shirt, mwk heavy steel shield, mwk composite longbow (+1 Str), mwk heavy mace, 63 gp
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Special Abilities
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1 Iron Shell (Readied, 1/Encounter) (Ex) Successful shield bash attack negates incoming attack
1 Phalanx Lancer (Ex) Use a two-handed weapon with a shield, and lock shields with allies to increase shield AC by +1 each
1 Primal Wrath (Readied, 1/Encounter) (Ex) Strike: A forceful strike that suffers a -2 penalty to hit but adds +4 to damage, or +6 to damage if used with a two-handed weapon.
1 Stance of Aggression (Ex) Stance - While in this stance the disciple suffers a -2 penalty to AC and inflicts an additional 1d6 points of damage per eight initiator levels on successful attacks
2 Crippling Strike (Readied, 1/Encounter) (Ex) Strike: Melee attack that adds +2d6 points of damage and the enemy gains the bleeding condition.
2 Enraging Strike (Readied, 1/Encounter) (Ex) Attack deals 10 extra damage, foe must make Will save or be forced to melee attack you at -2
2 Tactical Snap (Readied, 1/Encounter) (Ex) Successful attack allows free trip at +2

Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Deeds Use Grit to perform special abilities
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Martial Power -2/+6 Take listed penalty to attacks to gain listed temporary HP. They last until the next turn and you must declare to use this feat before you make an attack, like Power Attack. Counts as Combat Expertise for feat taxes.
Myrmidon Maneuver Recovery In order for the myrmidon to recover her maneuvers she must perform one of two actions. The myrmidon may recover a single maneuver as a standard action. She may also spend a full round action to recover her initiating modifier in maneuvers (min 2).
Tactical Rush Move up to your speed as a swift action 1/encounter

Dottari Captain, level 3:
Capo Guardia
Human (Chelaxian) warlord 3 ( [PoW])
LN Medium humanoid (human)
Init +1; Senses Perception +6
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 31 (3d10+9)
Fort +5, Ref +2, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk bardiche +8 (1d10+6/19-20)
Ranged mwk longbow +5 (1d8/×3)
Special Attacks 1 encouraging roar, 1 hunting party, 1 pride leader's stance, 2 call to action, 2 defending the pride, 2 pyrite strike
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Statistics
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Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk +3; CMB +7; CMD 18
Feats Combat Reflexes, Martial Power, Paired Opportunists[APG], Phalanx Formation, Power Attack
Skills Acrobatics -3 (-7 to jump), Diplomacy +8, Intimidate +8, Perception +6, Sense Motive +6
Languages Common
SQ force of personality, gambits (sweeping gambit, unbreakable gambit), indomitable presence, tactical presence, warleader, warlord’s gambit
Other Gear mwk chainmail, mwk bardiche[APG], mwk longbow, 150 gp
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Special Abilities
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1 Encouraging Roar (Readied, 1/Encounter) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Hunting Party (Readied, 1/Encounter) (Ex) Strike: Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.
1 Pride Leader's Stance (Ex) Stance: Initiator and allies within 20-ft gain a +4 morale bonus to saves vs fear and demoralization effects.
1 Vigilant Keeper Stance (Su) Stance: Enemy count threatened area difficult terrain
2 Call to Action (Readied, 1/Encounter) (Ex) Strike: Attack inflicts an additional 2d6 points of damage, grant adjacent ally an immediate move action.
2 Defending the Pride (Readied, 1/Encounter) (Ex) Boost - Grant all allies within 60 ft. a +4 bonus to AC for one round.
2 Pyrite Strike (Readied, 1/Encounter) (Ex) Strike: Strike inflicts an additional 1d6 points of damage and moves an opponent 5-ft in a direction of your choosing.

Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Force of Personality (Ex) Add CHA to Will saves
Indomitable Presence Allies gain Die Hard feat and add your CHA to some Fort saves
Martial Power -1/+2 Take listed penalty to attacks to gain listed temporary HP. They last until the next turn and you must declare to use this feat before you make an attack, like Power Attack. Counts as Combat Expertise for feat taxes.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sweeping Gambit Risk: The warlord attempts a successful trip maneuver against an opponent.
Tactical Presence (Ex) Grant bonuses to nearby allies
Unbreakable Gambit Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability.
Warleader (5 rounds, 3/day) Gain a bonus teamwork feat; share teamwork feats with allies
Warlord’s Gambit (Ex) Regain maneuvers by taking risky actions


Dottari Captain, level 6:
Capo Guardia
Human (Chelaxian) warlord 6 ( [PoW])
LN Medium humanoid (human)
Init +1; Senses Perception +9
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 58 (6d10+18)
Fort +7, Ref +3, Will +4
Defensive Abilities battle prowess
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk bardiche +11/+6 (1d10+6/19-20)
Ranged mwk longbow +8/+3 (1d8/×3)
Special Attacks 1 encouraging roar, 1 pride leader's stance, 2 call to action, 2 defending the pride, 2 pyrite strike, 3 circling the prey, 3 golden commander stance, 3 kill the wounded, battle prowess
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Statistics
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Str 19, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk +6; CMB +10 (+12 trip); CMD 21 (23 vs. trip)
Feats - Custom Feat -, Combat Reflexes, Improved Trip, Martial Power, Paired Opportunists[APG], Phalanx Formation, Power Attack
Skills Acrobatics -3 (-7 to jump), Diplomacy +11, Intimidate +11, Perception +9, Sense Motive +9
Languages Common
SQ dual boost, force of personality, gambits (brave gambit, sweeping gambit, unbreakable gambit), indomitable presence, rallying presence, tactical flanker, tactical presence, warleader, warlord’s gambit
Other Gear mwk chainmail, mwk bardiche[APG], mwk longbow, 150 gp
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Special Abilities
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1 Encouraging Roar (Readied, 1/Encounter) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Pride Leader's Stance (Ex) Stance: Initiator and allies within 20-ft gain a +4 morale bonus to saves vs fear and demoralization effects.
2 Call to Action (Readied, 1/Encounter) (Ex) Strike: Attack inflicts an additional 2d6 points of damage, grant adjacent ally an immediate move action.
2 Defending the Pride (Readied, 1/Encounter) (Ex) Boost - Grant all allies within 60 ft. a +4 bonus to AC for one round.
2 Pyrite Strike (Readied, 1/Encounter) (Ex) Strike: Strike inflicts an additional 1d6 points of damage and moves an opponent 5-ft in a direction of your choosing.
3 Circling the Prey (Readied, 1/Encounter) (Ex) Boost: Grant all allies within 60-ft a free 5-ft step.
3 Golden Commander Stance (Ex) Stance: All allies within 30ft. of your position may gain flanking if they are adjacent to an ally when engaged in melee.
3 Kill the Wounded (Readied, 1/Encounter) (Ex) Stance: Target of this strike takes an additional 2d6 points of damage on attacks made upon him by allies.

Battle Prowess +1 (Golden Lion) (Ex) Gain combat bonuses while in stance of chosen discipline
Brave Gambit Risk: The warlord attempts to make a successful charge attack against an opponent (if the character has the ability to make multiple attacks at the end of a charge, the initial first attack must be successful for this gambit’s success).
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dual Boost (1/day) Initiate two boosts with the same swift action
Force of Personality (Ex) Add CHA to Will saves
Improved Trip You don't provoke attacks of opportunity when tripping.
Indomitable Presence Allies gain Die Hard feat and add your CHA to some Fort saves
Martial Power -3/+6 Take listed penalty to attacks to gain listed temporary HP. They last until the next turn and you must declare to use this feat before you make an attack, like Power Attack. Counts as Combat Expertise for feat taxes.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Haft Strike Take a -2 to AC for a round to hit adjacent with a reach weapon.
Rallying Presence Allies add your CHA to some Will saves as a morale bonus
Sweeping Gambit Risk: The warlord attempts a successful trip maneuver against an opponent.
Tactical Flanker (Ex) Use CHA mod for flanking bonus
Tactical Presence (Ex) Grant bonuses to nearby allies
Unbreakable Gambit Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability.
Warleader (5 rounds, 3/day) Gain a bonus teamwork feat; share teamwork feats with allies
Warlord’s Gambit (Ex) Regain maneuvers by taking risky actions

Coming Up
-Skinsaw Cultists
-High Priest of Abadar
-Otyugh cleric

Planned
-Luculla Gens as a Mesmerist
-Lorelu as a cardcaster Magus (I know I'm going to have problems with this one <.<)


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Skinsaw Cultist (Book 4)
Here are the stats for the Skinsaw Cultists that make several appearances in the fourth book: the damage of the Skinsaw mask is alredy factored in the War Razor line.
By making them Sanctified Slayers instead of a Rogue/Cleric monstrosity, they are able to get almost all of the things they get in the book and then some. The cultist can still skulk around and disguise themselves, and now they pack a bigger punch with studied target and bane (both of which can be prepared in advance while they stealthily ambush the PCs), together with Outflank and Precise Strike to mince victims together. Courtesy of the human FCB, they picked some useful spells to ruin the PCs days like Litany of Sloth and Instrument of Agony: the DCs are low enough that the PCs won't be hit by all of them, but some will stick to inconvenience and hamper their tactics.

If you want them to have Craft Wondrous Items to make their own masks like the book says, switch Improved Initiative for it: however, you should probably switch some skill points around to give them some ranks in Spellcraft, or they won't be able to make them. At least, there's the exact same problem in their vanilla HR stablock: they don't have Deathwatch or any rank in Spellcraft. :/

Skinsaw Cultist, level 6:
Skinsaw Cultist
XP 1,600
Human inquisitor (sanctified slayer) of Norgorber 6 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38)
NE Medium humanoid (human)
Init +9; Senses Perception +11
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 50 (6d8+22)
Fort +7, Ref +5, Will +7
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Offense
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Speed 30 ft.
Melee +1 war razor +8 (1d4+3/19-20)
Special Attacks bane (6 rounds/day), sneak attack +1d6, studied target +2 (2nd, move action)
Domain Spell-Like Abilities (CL 6th; concentration +8)
. . 5/day—copycat (6 rounds)
Inquisitor Spell-Like Abilities (CL 6th; concentration +8)
. . At will—detect alignment, discern lies (6 rounds/day)
Inquisitor (Sanctified Slayer) Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—cure moderate wounds, hold person (DC 14), instrument of agony[UC], invisibility
. . 1st (5/day)—bane (DC 13), cure light wounds, disguise self, divine favor, expeditious retreat, litany of sloth[UC] (DC 13)
. . 0 (at will)—bleed (DC 12), daze (DC 12), detect magic, detect poison, guidance, light
. . Domain Trickery
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Statistics
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Str 12, Dex 16, Con 14, Int 8, Wis 15, Cha 10
Base Atk +4; CMB +5; CMD 18
Feats Improved Initiative, Martial Weapon Proficiency (war razor), Outflank[APG], Precise Strike[APG], Toughness, Weapon Finesse
Skills Acrobatics +9, Disguise +9, Intimidate +8, Knowledge (local) +3, Knowledge (religion) +4, Perception +11, Sense Motive +5, Sleight of Hand +7, Stealth +12
Languages Common
SQ monster lore +2, solo tactics, stern gaze +3, track +3
Other Gear mwk studded leather, mwk buckler, +1 war razor[ISWG]
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Special Abilities
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Bane (+2 / 2d6, 6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Copycat (5/day) (Sp) Create a single mirror image duplicate
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Inquisitor (Sanctified Slayer) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to survival checks made to track.

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