Homebrew Challenge: NPC Creator


Homebrew and House Rules


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This thread will be tied in with the Settlement Generator and the Patheon Generator; however this is not a generator, but instead a place where, if one wants to post full statistics for key NPCs of settlements that you have made in the Settlement Generator; or, you can make new NPCs that tie into your settlement, perhaps as an enemy of your settlement.

I'll give examples of the NPCs that I'm going to make that will be tied in with the 3 settlements I have already made:

#1: Shadowlord Xokur (LE male old fetchling oracle (bones mystery) 15/heirophant 5), leader of Umbral Hold

#2: Opprestionist Durcos Blizzardbane (CE male dwarf inquisitor of Hakath 5/ranger (skirmisher) 3), dwarven killer of dragons and enemy of Iaroki

#3: Slumlord Ts'kuu (CN male ratfolk alchemist 10), ratfolk king of the homeless in Cetraiatex

Now, when making the NPCs, you can go in one of three ways: you can either choose to focus on the statistics, the personality/behavior/history, or both. However, give them a behavior/history/personality that fits into their role in the settlement; for example, I will explain why Durcos Blizzardbane is a chaotic evil dwarf and a hunter of dragons, while I will also explain Ts'kuu's role as the leader of the homeless in Cetraiatex.

This is just for some more homebrew challenging, practice for new GM's (like me), or just for plain creative fun.


Marked for tomorrow.


Might want to establish a standard like say 15 or 20 point buy or somesuch so most of these will be made using the same basic framework.


I was thinking of a 15 point buy for NPC classes and 20 point buy for the others.


That'd be good


Though what's the rule for a monster with racial HD when they get class levels when it comes to their statistics? I remember it being like +4, +2, +2,+2, +2, +0 and-2


And add the base total, usnure.


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KoolKobold wrote:
Though what's the rule for a monster with racial HD when they get class levels when it comes to their statistics? I remember it being like +4, +2, +2,+2, +2, +0 and-2

Monsters use the 11/11/11/10/10/10 stat array. NPC's with PC class levels use the 15/14/13/12/10/8 stat array. Look at how much these two arrays differ by: +4, +2, +2, +2, +0, -2. What the rules are actually telling you to do is substitute the monstrous array with the elite array.

Once you know that monsters are using the 11/11/11/10/10/10 stat array, it becomes very easy to figure out their racial stat modifiers. For instance, a Minotaur has 19 strength. He must have had an 11 in that stat, meaning that a Minotaur's racial strength bonus is +8. You can read this off for the rest of his stats quite easily; the racial modifiers of a Minotaur are +8 str, +4 con, -4 int, -2 cha.

If you prefer it (I personally do) you can just treat these as NPC's with an unusual race. You can read off the racial attribute modifiers from the bestiary, then apply the elite array (15/14/13/12/10/8) like you would to any other NPC. This allows you a little more flexibility since you can decide where to put the odd numbers rather than having them stuck where the bestiary stat block put them. This can be important if you're putting spellcaster levels on the monster, since 1 point can be the difference between usable and unusable class features.

Also, while on the subject of monsterous NPC's, you use the NPC wealth based on their CR. So if the monstrous NPC comes out to CR 8, you give them the wealth of an 8th level NPC with PC class levels.


Dasrak wrote:
KoolKobold wrote:
Though what's the rule for a monster with racial HD when they get class levels when it comes to their statistics? I remember it being like +4, +2, +2,+2, +2, +0 and-2

Monsters use the 11/11/11/10/10/10 stat array. NPC's with PC class levels use the 15/14/13/12/10/8 stat array. Look at how much these two arrays differ by: +4, +2, +2, +2, +0, -2. What the rules are actually telling you to do is substitute the monstrous array with the elite array.

Once you know that monsters are using the 11/11/11/10/10/10 stat array, it becomes very easy to figure out their racial stat modifiers. For instance, a Minotaur has 19 strength. He must have had an 11 in that stat, meaning that a Minotaur's racial strength bonus is +8. You can read this off for the rest of his stats quite easily; the racial modifiers of a Minotaur are +8 str, +4 con, -4 int, -2 cha.

If you prefer it (I personally do) you can just treat these as NPC's with an unusual race. You can read off the racial attribute modifiers from the bestiary, then apply the elite array (15/14/13/12/10/8) like you would to any other NPC. This allows you a little more flexibility since you can decide where to put the odd numbers rather than having them stuck where the bestiary stat block put them. This can be important if you're putting spellcaster levels on the monster, since 1 point can be the difference between usable and unusable class features.

Also, while on the subject of monsterous NPC's, you use the NPC wealth based on their CR. So if the monstrous NPC comes out to CR 8, you give them the wealth of an 8th level NPC with PC class levels.

Thank you for that; I always kept thinking that just adding the +4/+2/+2/+2/+0/-2 onto the original stat blocks, rather than using the 11/11/11/10/10/10 stat array.

Also, I do have plans for NPCs involving a minotaur (your example was perfect), a trio of dark nagas, and some vegepygmies. But I just got back from a very stressful day at work, so I'm gonna calm down before submitting my first NPC.


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Okay, I'm feeling ambitious, so let's have it. Presenting, in all her exalted splendor, her majesty the Empress Elizaree the Magnificent!

Build Process:

The first thing you need to do when making an NPC is pick a concept. You can approach this from either a thematic or mechanical point of view. For a more thematic approach you want to have an idea of what kind of person this NPC is and what kind of campaign role they will fulfill. For a more mechanical approach, you might have a specific archetype, feat, or tactic in mind that you're interested in using and want to build the character around those abilities. Both approaches work, the key is to figure out your central concept. Whenever you're in doubt, return to that concept to guide your next design choice.

For Elizaree, this is pretty obvious: she is an Ancient Dragon Empress. Everything about her should exude hubris and power. I will be advancing her with Sorcerer class levels, which is one of the easiest ways to advance dragons since their racial spellcasting stacks with Sorcerer class levels. It fits fairly well with a Dragon Empress, and will allow me to give her some truly impressive spells.

It's also important to think of what kind of encounter this NPC will be encountered in. Elizaree will not be fought alone. She will have a powerful and diverse Imperial Guard that includes other melee and spellcaster characters. With that in mind I probably don't need to focus too much on giving her outrageous offensive capabilities. In fact, I'd prefer for her to primarily focus on "nope" spells, just thwarting the party and shutting them down at every turn. She's in control, the cat playing with the mice.

As it happens bestiary 1 has the Ancient Red Dragon statted, but many dragon age categories are not explicitly listed so I'm going to quickly detail here how you would generate the baseline. The base red dragon statblock lists CR 6, size small, 7d12 hit dice, 40 ft speed, +6 natural armor, a 2d10 fire damage breath weapon in a cone. Teasing out its racial stats, we have +6 strength, +4 dex, and +4 con.

Now we adjust this for the ancient dragon age category; we can look this up on the dragon age categories table. We add +13 to the CR, +4 to size category, +18 hit dice, +27 natural armor, and x10 the power of the breath weapon. This brings us up to CR 19, gargantuan size, 25d12 hit dice, +33 natural armor, and 20d10 fire damage breath weapon. The racial attribute modifiers also change; we go up to +28 to strength, down to -2 dex, up to +16 con, and gain +10 int, +10 wis, +10 cha. As a gargantuan sized dragon, we can also read off her natural attacks and fly speed; 250 ft clumsy fly speed, 1 bite 4d6, 2 claws 2d8, 2 wings 2d6, 1 tail slap 2d8, 1 tail sweep 2d6, and the breath weapon cone is a 60 ft spread.

Now since I'm adding 3 levels of Sorcerer she'll be using the elite array. Given her regal nature, I want to put the highest stats in her mental attributes; I put my 15 in charisma, my 14 in wisdom, my 13 in intelligence. Now I'm concerned about that low dexterity score, so I'll supplement it a little by putting the 12 the there. I don't want to dump constitution so I'll put the 10 there, and that leaves her stat penalty in strength.

Taken together with the racial modifiers, she has 36 strength, 10 dex, 26 con, 23 int, 24 wis, and 25 cha. Since I'm only giving her three levels of Sorcerer there are no further stat progressions.

Next it's time to make class decisions. I've already decided 3 levels of Sorcerer, but that still leaves bloodline and perhaps archetypes open. Draconic bloodline would be the most obvious, but it's also a bit redundant. When in doubt, always go back to the concept. Elizaree has an unusual alignment for a red dragon: lawful evil. She's also unusual in that she is an empire builder and not a loner. I can envision her using charm magic to force her will on others. Lawful Evil with a penchant for charms? Infernal Bloodline looks like a nice fit. I will select this as Elizaree's bloodline.

With class feature decisions made, time to tackle spells! As an Ancient Red Dragon, Elizaree casts spells as a 15th level Sorcerer. Her Sorcerer levels stack with this, taking her up to casting as an 18th level Sorcerer. This gives her nine cantrips known, five 1st and 2nd level spells known, four 3rd-5th spells known, three 6th and 7th spells known, two 8th level spells known, and one 9th level spell known.

Let's start with that 9th level spell. Overwhelming Presence looks like it fits with Elizaree, but it's a pretty terrible spell for 9th level; a maximum of 18 targets means it doesn't even work thematically to cow an army, and it's trivially blocked by protection from evil. I'm going to go with Mage's Disjunction. A giant "nope" button to enemy magic fits a proud Dragon Empress well.

Next up is 8th level spells, of which I have two. Given Elizaree's bloodline and my earlier comments, Mass Charm Monster is an obvious pick. Next I'm going to start thinking about battle tactics, and just a good spell to cause havoc on a party. Stormbolts looks great; it hits an energy type they might not be prepared for when facing a red dragon, and forces a fortitude save on AoE damage so evasion won't protect them.

Now 7th level spells, of which I have three. Forcecage gives a nice strategic option to round out what she currently has, so I'll start with that. As an Empress, she'd want some way to watch her subjects, so Greater Scrying would be a great addition. Finally to round out the 7th level complement I think Caustic Eruption gives her a nice damage-dealing option of a different elemental type.

6th level is up next (yeah, high level spellcasters take a while...), and I've got three of these. True Seeing is a must-have at her CR, so I'll take that. Repulsion would be great for Elizaree on paper, but in practice it's very tricky to apply on such large creatures so I'll pass it. Sirocco is a great spell that slams flying enemies to the ground, and she's immune to most of its effects. Finally, I think Contingency would be a nice fit to round out the load here.

Now 5th levels, where there are four spells to know. Ultimate Intrigue brought us Mass Charm Person which fits Elizaree quite nicely, so I'm putting that in first. Wall of Force is a great disruptive spell. I think another damage-dealing spell is in order, so Cone of Cold to give her that element. Finally Greater Peacebond is absolutely lovely for Elizaree; you are not permitted to strike her. Greater Peacebond and Wall of Force are also great options for Quickened spells.

Next up is 4th level spells (about halfway!) and we've got four of these. Dimension Door is always a good pick for anyone spamming force spells. Black Tentacles synergizes with her forcecage and walls to further add hazards to the field. Charm Monster fits for obvious reasons. Lastly, I'm going to put Detect Scrying on the Empress. Sure, she's a high enough level to use more potent effects, but why does she need to? She's above deceiving such impudent upstarts, she only needs to be made aware of them.

Now we're getting down to 3rd level spells. Haste is always a good one to have, even if there are allies who might be able to cast it as well. Ash Storm is a good ways to quickly shut down threats by blocking line of sight or preventing ranged attacks. Protection from Energy is good for addressing the Empress's fire weakness. Lastly there's Greater Stunning Barrier, a nice defense against melee attackers to shut them down.

2nd level spells, almost done. We got five of these. Elizaree has a half-dragon daughter, so Alter Self helps avoid some very awkward questions of how that came to be. Web is a good one to stop non-airborn enemies, or those forced onto the ground by the Empress's higher level battlefield control spells. Now, if you've been following I have used no illusion spells up until now; the Empress does not hide from her enemies. Her defenses focus on preventing them from acting outright with barriers. Mirror Image, however, seems to fit well with her sense of grandeur and ego so I'll make an exception for that. Glitterdust is a high efficacy spell and still useful even long past the point at which its save has become easy. Gust of Wind is surprisingly handy when Quickened, so I'll go with that. Lastly, I'm going to go with Share Language. The Empress will talk with you directly in the language of her choosing.

1st level spells, of which there are five plus the infernal bloodline spell protection from good. Charm Person is agiven since I'm picking up all the Charm spells. Shield and Mage Armor are always good picks for boosting AC so I'll add those. Magic Missile has miscellaneous usefulness and is a decent use of a quickened action if the Empress just wants to pump out a tad more damage. Lastly, I'm just going to throw Obscuring Mist on there just because I can't think of much else that's useful.

Cantrips I'm mostly just going to throw on without much thought. Detect Magic would be a staple but is unnecessary since she's already got it as an at-will SLA. Read Magic is nice to have. Detect Poison makes sense for an Empress. Mage Hand, Prestidigitation, and Arcane Mark are handy. Open/Close is more dignified than doing it physically. Acid Splash, Dancing Lights and Ghost Sound just because.

Okay, phew. Spells done. Now feats! With a whopping 28 hit dice, Elizaree has 14 feats, so while this won't take quite as long as spells it's still quite an uphill battle. I've already talked extensively about Quicken Spell so that's a gimme. I think Extend Spell can also be nice at times, so I'll put that on. Given Quickened Dimension Door is possible for her, the Dimensional Agility feat could be very helpful so let's add that. Multiattack is generally useful for a dragon. Flyby Attack and Hover are nice for fliers so I'll add those. Still got 8 left... okay, I'm adding Dazing Spell, mostly just for a third metamagic to qualify me for Spell Perfection which I'm going to use on Dimension Door. This makes Quickened Dimension Door a 4th level spell and gives the Empress an effective pounce attack without the draconian (pardon the pun) range limitation of the later feats in the Dimensional Agility feat chain. That said, I still got 6 feats. Uh... Improved Initiative, Combat Casting, Spell Focus (Evocation, Enchantment), Greater Spell Focus (Evocation, Enchantment) DONE

Skills are next. Elizaree has a 23 intelligence, so she gains 12 skill points from each dragon racial hit die and 8 for each Sorcerer hit die. That's 324 skill ranks. I want 1 rank in every knowledge skill and appraise. I also want to max out Bluff, Diplomacy, Intimidate, Fly, Knowledge (History), Perception, Sense Motive, and Use Magic Device. That's 234 skill ranks. I still have 90 left. I guess 25 in spellcraft, knowledge (arcana), and knowledge (nobility)... still have 17 left... bah, just put em in appraise.

Next up, magic items. So Elizaree is a monster with PC class levels. Her CR is 22, which is unfortunately outside of the standard guidelines so we gotta wing it. A 20th level NPC would have 159k in wealth. Wealth typically increases by somewhere around 25% per level so for two above 20th level we should have somewhere around a 33% wealth increase. So probably somewhere around 211k. Headband of Alluring charisma and cloak of protection +5 (worn as a scarf), Belt of Physical Might (Str/Dex) +4, Ring of Protection +4, Amulet of Natural Armor +4, a +1 inherent bonus to charisma, and then maybe another 20k in consumables. While this might be an appropriate NPC to go overboard with wealth, I don't feel it fits. Elizaree is an empire builder, and would rather protect herself with powerful followers at her side than magical trinkets. Let the wealth of the empire serve as the reward for any party that can bring down this draconic tyrant.

With all the decisions made, it's time to write out the statblock of this puppy

Elizaree the Magnificent CR 22
Ancient Red Dragon Sorcerer 3
XP 614,400
LE Gargantuan dragon (fire)
Init +6; Senses dragon senses, smoke vision; perception +38
Aura fire, frightful presence (300 ft., DC 33)

Defense
AC 51, flat-footed 47, touch 14 (+4 dex, +37 natural, +4 deflection, -4 size)
HP 402 (25d12+3d6+227)
Fort +28, Ref +22, Will +29
DR 15/magic; Immune fire, paralysis, sleep; SR 33
Weaknesses vulnerability to cold

Offense
Speed 40 ft., fly 250 ft. (clumsy)
Melee Bite +37 (4d6+22), 2 claws +37 (2d8+15), 2 wings +35 (2d6+7), tail slap +35 (2d8+22)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 35), crush, manipulate flames, melt stone, tail sweep
Spell-Like Abilities (CL 15th, concentration +26)
At Will - detect magic, find the path, pyrotechnics (DC 22), suggestion (DC 25), wall of fire
Spells Known (CL 18th, concentration +29)
9th (4/day) - Mage's Disjunction
8th (6/day) - Mass Charm Monster (DC 31), Stormbolts (DC 31)
7th (8/day) - Forcecage (DC 28), Greater Scrying (DC 28), Caustic Eruption (DC 30)
6th (8/day) - True Seeing, Sirocco (DC 29), Contingency
5th (8/day) - Mass Charm Person (DC 28), Wall of Force (DC 28), Teleport, Greater Peacebond (DC 26)
4th (8/day) - Dimension Door, Charm Monster (DC 27), Black Tentacles, Detect Scrying
3rd (9/day) - Haste, Ash Storm, Greater Stunning Barrier (DC 24), Protection from Energy
2nd (9/day) - Alter Self, Web (DC 23), Mirror Image, Glitterdust (DC 23), Share Language
1st (9/day) - Protection from Good, Charm Person (DC 24), Mage Armor, Shield, Obscuring Mist
0 (at will) - Detect Poison, Read Magic, Mage Hand, Prestidigitation, Arcane Mark, Open/Close, Acid Splash, Ghost Sound, Dancing Lights

Statistics
Str 40; Dex 14; Con 26; Int 23; Wis 24; Cha 32
Base Atk +26; CMB +45; CMD +57 (+62 vs trip)
Feats Combat Casting, Dazing Spell, Dimensional Agility, Extend Spell, Flyby Attack, Greater Spell Focus (Evocation, Enchantment) Hover, Improved Initiative, Multiattack, Quicken Spell, Spell Focus (Evocation, Enchantment)
Skills Appraise +29, Bluff +42, Diplomacy +42, Intimidate +42, Fly +33, Knowledge (Arcana) +34, Knowledge (Dungeoneering) +15, Knowledge (Engineering) +15, Knowledge (Geography) +15, Knowledge (History) +37, Knowledge (Local) +15, Knowledge (Nature) +15, Knowledge (Nobility) +34, Knowledge (Nature) +15, Knowledge (Religion) +15, Perception +38, Sense Motive +38, Spellcraft +34, Use Magic Device +42
Languages Auran, Celestial, Common, Draconic, Ignan, Infernal, Vishkanya
Equipment Amulet of Natural Armor +4, Belt of Physical Might (Str/Dex) +4, Cloak of Protection +5, Headband of Alluring Charisma +6, Ring of Protection +4

Should have about 20k in consumables, but I'm kinda too burnt out at this point to add 'em. This is why I hate statting high-level spellcasters.

The Empress Elizaree rules over the Empire of Grandia, having fulfilled her life's ambition to carve her legacy into these lands and establish the foundations of a civilization that would dominate the coming era of the world. She is surrounded by swooning loyalists who answer to her every whim, and with each passing day her great nation grows stronger, larger, and wealthier. Elizaree has everything, but it was not always that way.

As a young red dragon, Elizaree was hatched and raised by a savage human warrior of the eastern lands who trained her to serve as his mount. The man was a conquering warlord, simple and barely literate, but with a basic understanding of the most fundamental of military tactics: strike with decisive force. Elizaree's master taught her repeatedly that the price of disobedience was pain. Yet the most important lessons Elizaree would learn was from the other slaves of the human tribe - the kobolds. From them Elizaree learned to read and was able to peruse tomes of lore and history. These tomes were taken as plunder by the tribe, hoping they might be magical. When the town mystic determined they were not the tomes were used as kindling, but the Kobolds would often save some. Elizaree came to comprehend just how simple and primitive her master was, and how easily the strong and stupid can overpower a superior mind. She resented his control, but she knew he was powerful even without the chains that held her fast. Starting on her sixteenth year, she frequently saw sorties and saw the might of this aging warrior for herself. It was in her twenty-ninth year that Elizaree was given from the retiring warlord to his son and heir. Seeing a chance at her freedom, Elizaree convinced the Kobold slaves to rig her harness to unlatch. They asked one thing of her in return: that she would find a way to free them from their shackles as well.

In the first battle with her new rider, Elizaree suddenly flipped upside down and the harness slipped loose. The young man held on by a single chain that yet held him to the dragon. After a brief life-and-death struggle between the two, Elizaree slammed the man into a building as she flew past it. When he lost his grip, she gained her freedom. The young dragon sped away into the distance, too quickly to be pursued by the other mounted warriors. She knew she was too weak to defeat the humans who had held her servant for so long, but she had learned many lessons from them. One warrior could be mighty indeed, but there was always a level of force that could overpower them. Her first thought was to find others of her own kind, but they were difficult to locate and roosted in remote locations. Those she did find were territorial and hostile, not at all the intellectual superiors she expected. Turning her attention to other potential followers, Elizaree found a tribe of lizardfolk. Dispossessed and chased into the swamplands by the humans, Elizaree saw them as little different from herself - overpowered by inferior savages and stripped of their dignity.

Elizaree came before these lizardfolk and began to teach them of their own superiority. After nine years of preparation, she assembled her followers for their first military campaign. Elizaree had read much of history, and understood that dividing the enemy was just as important as uniting her own followers. She used diplomacy to play each human tribe against the others, picking them apart one by one as her own followers' strength grew. After thirty years of expansion her Lizardfolk and Kobold followers came to dominate the region. Yet Elizaree was not content to live in this backwater of the world. She wanted to push outwards, towards the greater world, to contact the other great civilizations - the ones that must have written the many tomes she had read. Instead of the lizardfolk nations she expected, she found even more powerful human kingdoms.

Elizaree left her followers with instructions to continue to expand their civilization as she sought out allies abroad. Over the next few centuries Elizaree would establish bastions of scalykind dominance throughout the east. Yet she could find no trace of the scaled empires she expected, and came to believe that the savage humans had overrun them in ages past and only scraps of their wisdom and knowledge remained. It was in this time that she became a devout follower of Quieem, determined to revitalize the lost civilizations of old. Through her continued oversight the scaled kinds of these lands were flourishing once more. Facing ever-stronger resistance from humans and other less civilized races at home, Elizaree began to turn her attention to the rest of the world, and commanded her followers to begin expeditions to the distant southern lands. They found these lands ripe for the plunder, and the influx of gold and other commodities bolstered them. In particular, she found the vast wealth at her disposal finally was bringing draconic support to her side.

In time, Elizaree began to focus her attention to the south. The colonies were prospering, and facing much less organized resistance. She took her most powerful followers to the Plains of Grandia. Despite the frustration of the new beginning, she found the humans here were less organized and more easily turned against each other. When the time came for the Empire of Grandia to march across the plains and establish its power, it was too late for them to unite. Though the war was costlier than she had hoped, she saw her prospering empire of scalykind. With centuries still left in her long draconic lifespan she is now content to watch the slow march of progress she has set in motion.

Elizaree takes great enjoyment over the formalities of court. It is their civilized nature that brings them above the rabble of humanity, and throughout the centuries she has been smitten with dalliances of various sort. The most recent was the Lizardfolk champion Thomas Cabert. The man was a veteran of the war against the humans but was severely wounded in the battle of Ganterton. He became a common feature in court, and his stories of the war drew the admiration of the Empress. He is the father of the Crown Princess Bellaria. Like most of her predecessors, the Crown Princess does not expect to outlive and succeed her mother but will instead found a noble lineage within Grandian society.

The Dragon Empress is determined not to show weakness, but her heart is burdened by all she has lost over the years. She finds little comradery among dragon-kind, and other creatures live but short lives compared to her. Many of the bastions of scalykind in the east have fallen in the centuries since her departure from those lands, and others are now more cosmopolitan, unable to maintain their lizardfolk character amidst increasing emigration to Grandia. Yet a single thought to her origins - a shameful history she has not shared in half a millenia - and all she has achieved since then gives her strength and confidence. She would not trade what she has achieved for anything.

Liberty's Edge

*stares slack-jawed*

Dasrak, that was awesome!

I think I'm going to do some of the Council of Targhuzia when I get home from school.


Yeah. Still trying to figure out the 15th level drop cleric neutral good of redemption properly. Vascilating between channeling specialist and a few other things.


So we add the 11/11/11/10/10/10 to the stat block?


Neither here nor there but herolab has the standard monster being that 11/11/11/10/10/10 thing and 'monster with levels' being 14/14/12/12/10/8 array.


Dasrak, that was an amazing dragon NPC!

With the dwarven dragon hunter (the dwarf inquisitor and infiltrator ranger), I'm trying to get a build to a "dirty fighter" with divine spells. I have to work (again) so I won't be able to get it done until either tonight or tomorrow. But thanks for the answer to my question!

The Exchange

Dasrak wrote:

Okay, I'm feeling ambitious, so let's have it. Presenting, in all her exalted splendor, her majesty the Empress Elizaree the Magnificent!

** spoiler omitted **... **lots of stats**

Wow.

The bar has been set high, people.


Couple of corrections:

1) I forgot to apply Elizaree's bloodline to her statblock. Add +2 to the DC of all her Charm spells, a +2 saving throw bonus against poison, and the corrupting touch ability usable 14 times per day.
2) She should have Cone of Cold instead of Teleport as a 5th level spell (was a last-minute swap on my part). Its DC is 28.
3) Her breath weapon's damage dice aren't listed; should be 20d10
4) Wall of Force doesn't have a save; remove the reference to the DC
5) Ghost Sound allows a save; DC 21

Also some missing commas here and there, but honestly not nearly as many errors as I expected given how rushed I was towards the end.

Civil Engineer Moon wrote:
So we add the 11/11/11/10/10/10 to the stat block?

The bestiary statblocks already have the 11/11/11/10/10/10 array applied.

RDM42 wrote:
Neither here nor there but herolab has the standard monster being that 11/11/11/10/10/10 thing and 'monster with levels' being 14/14/12/12/10/8 array.

That's odd; if you're using the 14/14/12/12/10/8 approach it should be in addition to the 11/11/11/10/10/10 baseline in the bestiary.


So I dont have Hero Lab, any other good places to make a stat block?


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Civil Engineer Moon wrote:
So I dont have Hero Lab, any other good places to make a stat block?

On a budget of $0, I'd suggest PCGen. It's free, it covers most sources, and it does a reasonably good job.


Dasrak wrote:

Couple of corrections:

1) I forgot to apply Elizaree's bloodline to her statblock. Add +2 to the DC of all her Charm spells, a +2 saving throw bonus against poison, and the corrupting touch ability usable 14 times per day.
2) She should have Cone of Cold instead of Teleport as a 5th level spell (was a last-minute swap on my part). Its DC is 28.
3) Her breath weapon's damage dice aren't listed; should be 20d10
4) Wall of Force doesn't have a save; remove the reference to the DC
5) Ghost Sound allows a save; DC 21

Also some missing commas here and there, but honestly not nearly as many errors as I expected given how rushed I was towards the end.

Civil Engineer Moon wrote:
So we add the 11/11/11/10/10/10 to the stat block?

The bestiary statblocks already have the 11/11/11/10/10/10 array applied.

RDM42 wrote:
Neither here nor there but herolab has the standard monster being that 11/11/11/10/10/10 thing and 'monster with levels' being 14/14/12/12/10/8 array.
That's odd; if you're using the 14/14/12/12/10/8 approach it should be in addition to the 11/11/11/10/10/10 baseline in the bestiary.

Eh? It's one of the chosable stat generation thingies, along with roll/pick, various point buys and other arrays.


Dotting.


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Alright, FINALLY got the statistics done for my dwarf dragon hunter. I may have messed up on some parts of the buildup, so if I have let me know what I messed up.

I give you the enemy of my settlement Iaroki, the Dragon Hunter Durcos Blizzardbane!

Durcos Blizzardbane
male dwarf inquisitor of Hakath 5/ranger (infiltrator) 3
CE Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft; Perception +15
DEFENSE
AC 17, touch 11, ff 17 (+4 armor (hide armor), +1 deflect (+1 ring of protection), +1 natural (+1 amulet of natural armor)
hp 79 (8 HD; 5d8 (40) + 3d10 (15) + 16 (Con) + 8 (Toughness)
Fort +9, Ref +4, Will +9; +2 vs poison, spells & spell-like abilities
Defensive Abilities wyrmscourged (+2 dodge vs dragons)
OFFENSE
Speed 20 ft, slow but sturdy
Melee +1 battleaxe +6 (1d8 + 2/x3), mwk battleaxe +6 (1d8 + 1/x3)
Special Attacks favored enemy (dragons +2), wyrmscourged (+1 attack rolls vs dragons), adaptation (dragon-Lunge feat), combat style (two-weapon fighting), judgement (2/day, healing [2 points]; justice [+2 attack rolls]), solo tactics, bane (5 rounds/day), discern lies (5 rounds/day)
Domain Power (Darkness)
touch of darkness (2 rounds, usable 7 times/day)
Spell-Like Abilities (CL 5th; concentration +9)
At will-detect chaos/evil/good/law (one at a time)
Inquisitor Spells per Day (CL 5th; concentration +9)
2nd (3/day)-darkness, hold person (DC 16), silence
1st (5/day)-bane (DC 15), ear-piercing scream (DC 15), protection from good, shield of faith
0 (at will)-acid splash, bleed (DC 14), brand (DC 14), daze (DC 14), detect magic, guidance
STATISTICS
Str 14, Dex 10, Con 14, Int 8, Wis 18, Cha 12
Base ATK +6; CMB +8; CMD 18
Feats Two-Weapon Fighting [bonus], Two-Weapon Defense, Toughness, Endurance [bonus], Diehard, Weapon Focus (battleaxe), Outflank [bonus, teamwork]
Skills (8 ranks ranger, 3 ranks inquisitor) Handle Animal +12 (8 [ranks] + 1 [Cha] + 3 [class skill bonus]), Intimidate +14 (8 [ranks] + 1 [Cha] + 3 [class skill bonus] + 2 [stern gaze]), Knowledge (nature) +10 (8 [ranks] -1 [Int] + 3 [class skill bonus]), Perception +15 (8 [ranks] + 4 [Wis] + 3 [class skill bonus]), Spellcrraft +10 (8 [ranks] - 1 [Int] + 3 [class skill bonus]), Stealth +9 (8 [ranks] + 3 [class skill bonus] -2 [armor check penalty]), Bluff +7 (3 [ranks] + 1 [Cha] + 3 [class skill bonus]), Knowledge (arcana, planes, religion) +5 (3 [ranks] - 1 [Int] + 3 [class skill bonus]), Sense Motive +12 (3 [ranks] + 4 [Wis] + 3 [class skill bonus] + 2 [stern gaze]
Languages Dwarven
SQ wild empathy +4, track +3, monster lore +4, stern gaze +2
Gear +1 battleaxe, mwk battleaxe, mwk hide armor, ring of protection +1, amulet of natural armor +1, 1,015 gp

I'll add some info on him later, I'm just glad I got some statistics for a NPC of mine now.


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Arriana Strong-Tusk, Pirate Queen of the Herox Sea
CN Female Half-Orc Swashbuckler 9/ Sorcerer "Draconic" 8/ Mythic Tier 3 Marshall
Added her some mythic ranks and brought her level up. Wanted to make her overall more powerful while also more thematic for later stuff.

If you ask any sailor, merchant, pirate, or citizen of the city of Nessex whom really runs the city, you'll find it wont be the mayor. In his place you'll find more swear to the colors of the most famous Nessian, the famed Pirate Queen Arriana Strong-Tusk. While not the strongest of the Pirate Lords of Herox, she is beyond a doubt the most influential and successful, boasting a fleet of more than seventy ships and hundreds that flock and align to her banner.

Most assume that the future Pirate Queen of Herox was born forty-seven years ago to parents unknown. Accounts tell her mother was a whore and her father a ship captain but one can only assume as no documents exist. Arriana was doubtless an orphan, living off of donation and thieving from passerby and unsuspecting merchants. When she was about seventeen, she began to work presumably as a prostitute for one of the many brothels in The Commons, but each one will promptly say proudly that she worked for them. Most likely she worked at either the still in operation Naughty Chicken, or the now defunct Golden Scepter.

She only worked as a prostitute for two years as she soon decided to give up the oldest profession and try her hand at being a sailor. The reason for this is unclear whoever it is rather possible she fell into trouble with gangs that had grown in that area of the city and believed it would be an escape from such. This early career was uneventful until a mutiny of which managed to maroon her and other sailors that opposed the mutiny on an unknown tropical island. Few know what truly happened there, but after two months, only Arriana managed to be rescued by a privateer ship. Claims of an island clouded with in ancient ruins persist in that area but none found.

She is relatively scarce in the books until the siege of the Sarinal imperial Fort Alistair, where she took part in defense operations against the now gone abyssal armies, lead by the lich Nixoz. Here, her ship managed to ram the large man'o war and engaged in leading boarding parties. With a deadly battle, somehow the young Arriana slew the lich and ended the siege, looping off Nixoz head with a blow from a cutlass. This act was the beginning of her ascension from legend. Treated like a near celebrity afterwords, the Hal-Orc woman used the many charitable donations she was given and acquired her own ship. This ship, a frigate of Sarinal make would be dubbed The Velvet Sail and would later become her capitol ship.

From then on, her name and status grew as she infamously then kidnapped after a party in her name, the Governor of the of the Sarinal town and demanded ransom. After fleeing with her ship and cadre of crew, ransom money in tow, she successfully evaded capture. She then began a reign of piracy unmatched, raiding and pillaging towns, all the while evading capture again and again by Gov't bounty hunters and navies of various nations. During this time, she famously slew the kraken Helsifer after it attacked the metropolis of Mellora. Later, she successfully slew the Sahaugin war lord Parsada To, an evil pirate whom terrorized the southern Herox sea, but her crowning and most famous is her triumphant defense of her home Nessex and the near destruction through tactical genius of the 2nd Grandian Naval Fleet, by rallying a large chunk of merchant, privateer, and pirate vessels to aide. Her ship itself lead the fight with Arriana at the helm.

She was dubbed the Pirate Queen of Herox, Hero of Nessex and Savior of Mellora. Personal accounts of great charisma and mind,tactical genius and a knowledge of sailing near unsurpassed. Often prone to mood swing and flights of fantasy what to do next. She is known rather well for her beauty as well, and while nearing fifty, looks scant a day after twenty-three mysteriously. She likes to wear a cloak of red velvet with a white feather adorning her tricorn hat, along with various other colorful garb.

Currently she is hunting down the elusive Devil, a monstrous whale that has prayed upon northern shipping lanes for over a year.

I've got some rudimentary stats right now. Hard without a good generator that can make all the math easier. If someone else wants to stat her you got my go ahead, just tell me first. I've got plans for the King of Herox, just need to find the exscuse to make him, eventually.


Bump!

Come on, let's make some more.


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Have an appointment soon today, but I'll put in the background for Durcos Blizzardbane. Tomorrow I may add some more.

DURCOS BLIZZARDBANE BACKGROUND

After the defeat of the dwarven hold on the city now known as Iaroki, many of the dwarves who were held accountable for the various kobold murders were sentenced to jail and put into community service. However, a small number of these dwarves have escaped, and they are planning on another raid, this time to take back control of their once great city from the "taint of the dragons". This group is called the Dragon Hunters, and their leader is Durcos Blizzardbane, the son of Krisha Blizzardbane-the dwarf who killed the silver dragon Alliaroki before dying herself.

Durcos is a stout dwarf, covered in the scars from his punishment of the aasimar prison guards. Even in his imprisonment, he was a rebellious dwarf, constantly bad mouthing the guards and throwing stones at any kobold in sight-and no matter how many stings he felt from the whips, his burning hatred for the aasimars and kobolds would not fade. He blamed them all for his mother's death, and for the downfall of his home. One day, he was able to break the chains that were containing him, and managed to escape the city into the abandoned mines, where his skills of underground maneuvering allowed him to avoid capture. Here, he found an odd place-a shrine of Hakath, abandoned generations ago by a rebellious kobold of the Iron Soul clan. He felt an odd pull to the shrine, and felt that his hatred for the aasimars and the kobolds and the lost of his mother can only be justified by one thing-cold blooded murder. So, he spent many months in the shrine, training himself in Hakath's ways and building his bloodthirst more and more. When he found more dwarves who had escaped before him, he gave them a proposition-join him, and he will lead these dwarves into reclaiming their lost city.

Durcos is, even to the other escaped dwarves, a madman-his beard is completely gone, permanently scarred with Hakath's unholy symbol. He has also gained aid from the cave giants and orcs of the underground-normally enemies to the dwarves, but all in the name of reclaiming the city. What many do not know about him, though, is that he can care less about taking back the city-that goal has long been gone. Instead, he simply wishes to murder all who live in the city-aasimar, kobold, and the dwarves who have repented-all in the name of his demented goddess.

Liberty's Edge

That's awesome! His back story sort of makes me wonder about the Dwarven Disapora. To the generator!


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Military Govenor Lord Aldred Brando
LE Male Human Cavalier "Order of the Lion" 12/ Ranger 4

To some, Lord Aldred Brando is a dastardly man, yet to others one of a great sense of pride and intelligence, and sometimes a streak of passion. Born under the roof of a small merchant family, Aldred was a often lonely child, not getting along with other children his age or his own brothers and sisters. He preoccupied himself with books and caring for his dog, a rather large one he named Buford. The relatively calm and introverted life of young Aldred could be said to be somewhat happy.

However, it wasn't until a group of outlaws on the run beat him terribly while he was on his way home. Robbing him of what he had, he was powerless to stop them from brutally killing his dog as it desperately tried to defend him. From then on, Aldred became more and more introverted, depressed and cold to others. When a recruitment officer came by from the military, Aldred, now a young man of 19, put his name down.

During this time Aldred part in the numerous raids and excursions to flush out bandits and others that preyed on the borders of the Darwish Empire and the trade routes into the Sandsea. Brutal and bloody combat that seemed endless to some degree. After accepting an offer to for an officer position, Aldred career skyrocketed forward. His first major accomplishment ending the reign of the Custler Gang that preyed upon Darwish trade routes to the South. All members were apprehended without a single casualty. The next were similar cases, victories against the daunting bandit and outlaws. The most significant moment however was the defeat of invading mercenary marauders using tactics and strategy never before seen.

For his reward, he was gifted the ruler ship and position of a lord, to command the farthest prospect of the Darwish Empire. Now at the age of 67 however, Brando doesn't seem all that happy. He is quick to anger and otherwise seems tired, yet he is of a clean bill of health. Prisoners under his supervision, depending on the crime, seem to just die in their cells while dogs bark in the night. This is especially so for rapists and murders. Thieves only missing limbs and appendages. The only things that calm him down are his two grandsons, squired to him, and the ever bumbling Senator from the capitol.


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Slumlord Ts'kuu
CN male ratfolk alchemist 10

In the bustling city of Cetraiatex, many people love the merchant squares where tourists can trade and buy various items and see the bards sing and dance. However, various beggars will be wandering around, begging for money, food, or just a place to stay. While some tourists will have a nice heart would help out the homeless, many natives know better than that. And for two reasons; one, many of these beggars are really bandits working for Zatook, the infamous king of thieves. Two, those who truly are in need of help are sent to the Temple of Redemption-a building once holding services to a rebellious god, but now is a home for the homeless. Many of the doctors and staff are kind and generous-but none are more spontaneous on his help than with Ts'kuu-the ratfolk head of the homeless home.

Ts'kuu was born into a warren family that was in poverty for a majority of their lifetime-many were merchants, but this was during the time when cultural clashes were affecting the city's economy, so the warren family-like many ratfolk families-were suffering financially. When various families and business were exiled due to the Trading Rights prohibiting the refusal of service to a customer due to religious, cultural or racial reasons, the warren family began to do better in their work. However, Ts'kuu's family was mainly merchants selling off mundane armor and weapons, many crafted poorly-something that the ratfolk was not keen of. He was more interested in the study of alchemy, and he was surprised to find that most people were willing to buy potions-including a gnome couple who would pay the ratfolk large sums of gold coins for simple healing potions. He agreed to this trade for three years, with more or less support from most of his family; however, he discovered why exactly this gnome couple was willing to pay so much for such simple potions. The gnomes were the head of the Temple of Redemption, and were lacking a potion maker and were desperate. The rest of the potion makers declined their services-either because they demanded more gold than what the gnomes were willing to give, or they were disgusted at the thought of using their skills to help the unfortunate. Ts'kuu went to the gnome couple, and he discovered that they kept this a secret simply because they were afraid of being declined-the ratfolk simply replied with moving into the Temple to be their own potion maker.

After five years of helping out the homeless who were injured or sick, a terrible fire erupted from within the building-it was soon discovered that a local infiltrated the building and attempted to set it ablaze for his belief that the homeless should perish. The gnome couple were severely burned, and their last wish was to give the position of the head of the building to their most trusted employee-Ts'kuu. Ever since, Ts'kuu has hired only the most trustworthy and skilled of doctors and cooks-any lack of inadequacy will result in termination.

The ratfolk is a wildcard of a character-although he is kind and caring to the homeless who had the worst of luck, those who became homeless due to drug addiction or something similar will often get his scolding eye-he will give them a few days before sending them to the city's asylum for addicts if they're too serious for him to take care of. However, those who aren't homeless but need his services will know that he is not so generous-virtually everything has a fee, from needing his potions to simply asking some questions. His title as a slumlord is mainly a negative jab from the locals who believe that he is wasting his time-calling him a Slumlord will immediately bring his bad side out, and although potions are his specialty, he's not above blowing up any who dare call him the Slumlord.


Kobold, I noticed that you have Vortlayr as LG. I find that sort of weird since he did cut off the ears of his subordinates whom disagreed with him having the rest of the Dwarves killed.


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Civil Engineer Moon wrote:
Kobold, I noticed that you have Vortlayr as LG. I find that sort of weird since he did cut off the ears of his subordinates whom disagreed with him having the rest of the Dwarves killed.

Wait, the aasimar leader of Iaroki? He's LG, but he's a very strict one-I may edit his personality later.

But first, I give you one of the allies for Shadowlord Xokur-a trio of dark nagas, and the most powerful of their kind to serve him. Elisil, Axilal, and Curacul-better known as:

The Hexscale Sisters
female dark naga witch 4 CR 12
LE Large aberration
Init +7; Senses darkvision 60 ft, detect thoughts; Perception +21
DEFENSE
AC 26, touch 17, ff 18 (+7 Dex, +1 dodge, +9 natural, -1 size)
hp 127 (14 HD; 10d8 (45) + 4d6 (12) + 70 (Con)
Fort +12, Ref +16, Will +16 (+18 vs charm effects)
Defensive Abilities guarded thoughts; Immune poison
OFFENSE
Speed 40 ft
Melee bite +9 (1d4+1), sting +9 (2d4+1 plus poison)
Space 10 ft; Reach 5 ft
Special Attacks hexes (cackle, evil eye (DC 18), ward), poison (Fort DC 20)
Sorcerer Spells Known (CL 7th; concentration +11)
3rd (5/day)-displacement, lightning bolt (DC 17)
2nd (7/day)-blur, invisibility, scorching ray
1st (7/day)-expeditious retreat, magic missile, ray of enfeeblement (DC 15), shield, silent image
0 (at will)-daze, detect magic, light, mage hand, open/close, ray of frost, read magic
Witch Spells per Day (CL 4th; concentration +10)
2nd (4/day)-false life, glitterdust, levitate, see invisibility, shield of faith*
1st (5/day)-charm person (DC 17), ear-piercing scream (DC 17), enlarge person, mage armor, summon monster I
*Patron spell; Patron wisdom
STATISTICS
Str 12, Dex 24, Con 20, Int 22, Wis 14, Cha 19
Base ATK +9; CMB +11; CMD 28 (can't be tripped)
Feats Alertness, Combat Casting, Dodge, Eschew Materials [bonus], Lightning Reflexes, Stealthy, Spell Focus (enchantment), Spell Focus (evocation)
Skills (racial ranks=100, class ranks=32, total=132) Bluff +17 (10 [ranks] + 4 [Cha] + 3 [CSB]), Diplomacy +17 (10 [ranks] + 4 [Cha] + 3 [CSB]), Disguise +17 (10 [ranks] + 4 [Cha] + 3 [CSB]), Escape Artist +24 (10 [ranks] + 7 [Dex] + 3 [CSB] + 4 [Stealthy]), Intimidate +17 (10 [ranks] + 4 [Cha] + 3 [CSB]), Knowledge (arcana) +23 (14 [ranks] + 6 [Int] + 3 [CSB]), Perception +21 (14 [ranks] + 2 [Wis] + 3 [CSB] + 4 [Alertness]), Sense Motive +17 (10 [ranks] + 2 [Wis] + 3 [CSB] + 4 [Alertness]), Stealth +24 (14 [ranks] + 7 [Dex] + 3 [CSB] + 4 [Stealthy] - 4 [size])
Languages Abyssal, Aklo, Common, Elven, Infernal, Tengu, Undercommon, Vegepygmy
Gear +2 amulet of natural armor, +3 cloak of resistance, 4,000 gp

Ok, I gotta go to work now, so I think I messed up on some of the statistics for them. I'll get some bio on them when I get off work.


Well gonna bump this up, gonna make some more NPCs in the near future. Here's a list of what I'll be building:

Torunun Bejabbers, the Goblin Gunnermage NE advanced male goblin gunslinger (pistolero archetype) 7/sorcerer (destined bloodline) 6; crazy magic using, luck based, pistol blasting goblin; CR 13

Alivarua Meteorchain, Leader of the Shadowlord's Sovereign LE mongrel shadow giant (rune giant ancestry) fighter 3; dictator-like warlord who serves the Shadowlord Xokur as his hidden army of shadow giants, minotaurs, and more creatures of the darkness, with the full purpose of expanding Xokur's reign to other countries; CR 18

Rebel Leader Xabruu Flameheart CN Male Human Barbarian (Invulnerable Rager) 5/Fighter 2; selfish and bold leader of Testrinar; CR 6

Ragnoruin the Chain Breaker CE Awakened Fiendish Male Worg Skald 2; insane, jabbering worg of high intelligence and insanity; CR ??? (might be 3 or 4, but could be as high as 6 or 7 due to the template and the awakened bonus)

anyone wanting to make stats for their own NPCs from their settlements, or even brand new NPCs that match themes from your settlements, go for it!

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