Some generic NPCs for GMs in a hurry


Homebrew and House Rules


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Hi! I’m starting to put together a set of generic NPCs. These characters will be bland. They’re the vanilla-icecream-made-in-a-time-of-vanilla-rationing option. This set of characters could be considered as a (much more boring) supplement to the NPC Codex.

Possible uses for these NPCs include:

  • improvised characters that the PCs happen to meet as they take a side-trip from a planned adventure
  • starting-points for less generic NPCs: it should be fairly easy to create a somewhat more distinctive NPC by taking one of these characters, changing their race, adding some unusual gear and so on
  • base characters for templates that can be applied to humanoids


To begin with, here’s a generic evil cleric progressing through their career. This character could be a member of a secret cult in a city or part of the priesthood in an isolated temple.

Notes on the numbers:
The ability scores start at the heroic NPC values (15, 14, 13, 12, 10, 8). The +2 bonus for being human goes to Constitution. The favored class is cleric and the favored class bonus always goes into the hit point total.

The hit point total is calculated by taking the maximum hit die value (8 in this case) at first level, and adding the average hit die value (4.5 in this case) at each subsequent level, plus any bonuses from high constitution etc. The final total is rounded down, if necessary (this seems to be the approach taken in the NPC Codex).

The total value of the gear is from Table 14-9 in the Core Rulebook, using the heroic level.

Checklist for quick customisation:
  • In some settings, the cleric will need a deity. (There are two deities in the Core Rulebook that will work for this cleric without any changes.)
  • The Destruction and Evil domains don’t affect the rest of the stat block. To change the domain, just remove the domain powers (Destructive Smite, Destructive Aura (from level 8 onwards), Touch of Evil and Scythe of Evil (from level 8 onwards)) and the domain spell for each level, and add the new powers and spells granted by the replacement domains.
  • For good clerics and some neutral clerics, change ‘channel negative energy’ to ‘channel positive energy’. (A less aggressive set of prepared spells may also be appropriate.)
  • Some feats can be removed without affecting any of the rest of the stat block, including Blind-Fight, Channel Smite, Command Undead and Selective Channeling.







Generic evil cleric level 1:

Human cleric 1
Medium humanoid (human); Alignment: Neutral Evil

Init -1; Senses Perception +2
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DEFENSE
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AC 14, touch 9, flat-footed 14 (+5 armor, -1 Dex)
hp 12 (1d8+4)
Fort +5, Ref -1, Will +4
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OFFENSE
——————————
Speed 20 ft.
Melee morningstar +1 (1d8+1)
Ranged light crossbow -1 (1d8/19-20)
Special Attacks channel negative energy 4/day (DC 11, 1d6), destructive smite (+1, 5/day)
Domain Spell-Like Abilities (CL 1st; concentration +3) 5/day - touch of evil (1 round)
Cleric Spells Prepared (CL 1st; concentration +3)
1st - cause fear (DC 13), command (DC 13), protection from good (D)
0 (at will) - bleed (DC 12), detect magic, read magic
(D) Domain spell; Domains Destruction, Evil
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STATISTICS
——————————
Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 13
Base Atk +0; CMB +1; CMD 10
Feats Command Undead, Selective Channeling
Skills Heal +6, Knowledge (religion) +4, Sense Motive +6
Languages Common
SQ aura
Combat Gear potions of cure light wounds (2), alchemist’s fire (2), smokesticks (2), thunderstones (2); Other Gear light crossbow with 30 bolts, morningstar, scale mail, silver unholy symbol, wooden unholy symbol, 28 gp

Generic evil cleric level 2:

Human cleric 2
Medium humanoid (human); Alignment: Neutral Evil

Init -1; Senses Perception +2
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DEFENSE
——————————
AC 15, touch 9, flat-footed 15 (+6 armor, -1 Dex)
hp 20 (2d8+8)
Fort +6, Ref -1, Will +5
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OFFENSE
——————————
Speed 20 ft.
Melee mwk morningstar +3 (1d8+1)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel negative energy 4/day (DC 12, 1d6), destructive smite (+1, 5/day)
Domain Spell-Like Abilities (CL 2nd; concentration +4) 5/day - touch of evil (1 round)
Cleric Spells Prepared (CL 2nd; concentration +4)
1st - cause fear (DC 13), command (DC 13), protection from good (D), shield of faith
0 (at will) - bleed (DC 12), detect magic, light, read magic
(D) Domain spell; Domains Destruction, Evil
——————————
STATISTICS
——————————
Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 13
Base Atk +1; CMB +2; CMD 11
Feats Command Undead, Selective Channeling
Skills Heal +7, Knowledge (religion) +5, Sense Motive +7
Languages Common
SQ aura
Combat Gear potions of cure light wounds (2); Other Gear masterwork chainmail, masterwork morningstar, light crossbow with 30 bolts, silver unholy symbol, wooden unholy symbol, 8 gp

Generic evil cleric level 3:

Human cleric 3
Medium humanoid (human); Alignment: Neutral Evil

Init -1; Senses Perception +2
——————————
DEFENSE
——————————
AC 15, touch 9, flat-footed 15 (+6 armor, -1 Dex)
hp 29 (3d8+12)
Fort +6, Ref 0, Will +5
——————————
OFFENSE
——————————
Speed 20 ft.
Melee mwk morningstar +5 (1d8+1)
Ranged mwk light crossbow +2 (1d8/19-20)
Special Attacks channel negative energy 4/day (DC 12, 2d6), destructive smite (+1, 5/day)
Domain Spell-Like Abilities (CL 3rd; concentration +5) 5/day - touch of evil (1 round)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd - align weapon (evil only) (D), hold person (DC 14), spiritual weapon
1st - cause fear (DC 13), command (DC 13), protection from good (D), shield of faith
0 (at will) - bleed (DC 12), detect magic, light, read magic
(D) Domain spell; Domains Destruction, Evil
——————————
STATISTICS
——————————
Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 13
Base Atk +2; CMB +3; CMD 12
Feats Command Undead, Selective Channeling, Weapon Focus (morningstar)
Skills Heal +8, Knowledge (religion) +6, Sense Motive +8
Languages Common
SQ aura
Combat Gear potion of cure moderate wounds, potions of cure light wounds (3), alchemist’s fire (2), smokesticks (2); Other Gear masterwork chainmail, masterwork morningstar, masterwork light crossbow with 30 bolts, silver unholy symbol, wooden unholy symbol, 148 gp







Generic evil cleric level 4:

Human cleric 4
Medium humanoid (human); Alignment: Neutral Evil

Init -1; Senses Perception +3
——————————
DEFENSE
——————————
AC 16, touch 9, flat-footed 16 (+7 armor, -1 Dex)
hp 37 (4d8+16)
Fort +7, Ref 0, Will +7
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OFFENSE
——————————
Speed 20 ft.
Melee mwk morningstar +6 (1d8+1)
Ranged mwk light crossbow +3 (1d8/19-20)
Special Attacks channel negative energy 4/day (DC 13, 2d6), destructive smite (+2, 6/day)
Domain Spell-Like Abilities (CL 4th; concentration +7) 6/day - touch of evil (2 rounds)
Cleric Spells Prepared (CL 4th; concentration +7)
2nd - align weapon (evil only) (D), hold person (DC 15), resist energy, spiritual weapon
1st - cause fear (DC 14), command (DC 14), doom, (DC 14), protection from good (D), shield of faith
0 (at will) - bleed (DC 13), detect magic, light, read magic
(D) Domain spell; Domains Destruction, Evil
——————————
STATISTICS
——————————
Str 12, Dex 8, Con 16, Int 10, Wis 16, Cha 13
Base Atk +3; CMB +4; CMD 13
Feats Command Undead, Selective Channeling, Weapon Focus (morningstar)
Skills Heal +10, Knowledge (religion) +7, Sense Motive +10
Languages Common
SQ aura
Combat Gear potion of cure moderate wounds, potion of cure light wounds, alchemist’s fire (2); Other Gear +1 chainmail, masterwork morningstar, masterwork light crossbow with 30 bolts, silver unholy symbol, wooden unholy symbol, 38 gp

Generic evil cleric level 5:

Human cleric 5
Medium humanoid (human); Alignment: Neutral Evil

Init -1; Senses Perception +3
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DEFENSE
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AC 16, touch 9, flat-footed 16 (+7 armor, -1 Dex)
hp 46 (5d8+20)
Fort +8, Ref +1, Will +8
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OFFENSE
——————————
Speed 20 ft.
Melee mwk morningstar +6 (1d8+1)
Ranged mwk light crossbow +3 (1d8/19-20)
Special Attacks channel negative energy 4/day (DC 13, 3d6), destructive smite (+2, 6/day)
Domain Spell-Like Abilities (CL 5th; concentration +8) 6/day - touch of evil (2 rounds)
Cleric Spells Prepared (CL 5th; concentration +8)
3rd - bestow curse (DC 16), deeper darkness, rage (D)
2nd - align weapon (evil only) (D), hold person (DC 15), resist energy, spiritual weapon
1st - cause fear (DC 14), command (DC 14), doom, (DC 14), protection from good (D), shield of faith
0 (at will) - bleed (DC 13), detect magic, light, read magic
(D) Domain spell; Domains Destruction, Evil
——————————
STATISTICS
——————————
Str 12, Dex 8, Con 16, Int 10, Wis 16, Cha 13
Base Atk +3; CMB +4; CMD 13
Feats Blind-Fight, Command Undead, Selective Channeling, Weapon Focus (morningstar)
Skills Heal +11, Knowledge (religion) +8, Sense Motive +11
Languages Common
SQ aura
Combat Gear potion of cure moderate wounds, potions of cure light wounds (2), alchemist’s fire (2); Other Gear +1 chainmail, masterwork morningstar, masterwork light crossbow with 30 bolts, cloak of resistance +1, silver unholy symbol, wooden unholy symbol, 38 gp

Generic evil cleric level 6:

Human cleric 6
Medium humanoid (human); Alignment: Neutral Evil

Init -1; Senses Perception +3
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DEFENSE
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AC 16, touch 9, flat-footed 16 (+7 armor, -1 Dex)
hp 54 (6d8+24)
Fort +9, Ref +2, Will +9
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OFFENSE
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Speed 20 ft.
Melee mwk morningstar +7 (1d8+1)
Ranged mwk light crossbow +4 (1d8/19-20)
Special Attacks channel negative energy 4/day (DC 14, 3d6), destructive smite (+3, 6/day)
Domain Spell-Like Abilities (CL 6th; concentration +9) 6/day - touch of evil (3 rounds)
Cleric Spells Prepared (CL 6th; concentration +9)
3rd - bestow curse (DC 16), blindness/deafness (DC 16), deeper darkness, rage (D)
2nd - align weapon (evil only) (D), hold person (DC 15), resist energy, sound burst (DC 15), spiritual weapon
1st - cause fear (DC 14), command (DC 14), doom, (DC 14), protection from good (D), shield of faith
0 (at will) - bleed (DC 13), detect magic, light, read magic
(D) Domain spell; Domains Destruction, Evil
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STATISTICS
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Str 12, Dex 8, Con 16, Int 10, Wis 16, Cha 13
Base Atk +4; CMB +5; CMD 14
Feats Blind-Fight, Command Undead, Selective Channeling, Weapon Focus (morningstar)
Skills Heal +12, Knowledge (religion) +9, Sense Motive +12
Languages Common
SQ aura
Combat Gear +1 human-bane bolts (3), +1 elf-bane bolts (3), potion of cure moderate wounds, potions of cure light wounds (2), alchemist’s fire (2); Other Gear +1 chainmail, masterwork morningstar, masterwork light crossbow with 30 bolts, cloak of resistance +1, silver unholy symbol, wooden unholy symbol, 198 gp


I'll be adding more of these (particularly if people think that this sort of NPC is useful). Feel free to post in this thread if you have any comments, suggestions or corrections (I make no guarantee that these stat blocks are accurate).


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These kinds of NPCs are indeed useful! I used to have a binder full of them but then I lost it somewhere. I've been meaning to remake it, but haven't had the heart. Instead I've been relying on the NPC codex. I'll happily be mooching off your work in the future.

Though, the NPC codex has the core options more or less covered. What I find myself wishing I had on hand (proceeds to ask someone doing work for free to do more work for free with mind-boggling entitlement) are the later classes like Alchemist and Psychic.

Question: would you like help statting out generic NPCs? We could get this done faster if we divide up the class list. (And it only seems fair, when benefiting from charitable work, to help a little.)


Asmodeus' Advocate wrote:

These kinds of NPCs are indeed useful! I used to have a binder full of them but then I lost it somewhere. I've been meaning to remake it, but haven't had the heart. Instead I've been relying on the NPC codex. I'll happily be mooching off your work in the future.

Though, the NPC codex has the core options more or less covered. What I find myself wishing I had on hand (proceeds to ask someone doing work for free to do more work for free with mind-boggling entitlement) are the later classes like Alchemist and Psychic.

Question: would you like help statting out generic NPCs? We could get this done faster if we divide up the class list. (And it only seems fair, when benefiting from charitable work, to help a little.)

Thanks for your response! You'd be most welcome to join in the NPC creation on this thread if you're interested! I'd be happy to divide up the class list, as you suggest.

I agree that it would be useful to create NPCs for some of the non-core classes. Based on comments I've seen elsewhere on the message boards, I was thinking of working on a set of witches next. But I'd be happy to hear people's views on what sorts of pre-generated NPCs would be most useful to GMs.


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Don't forget the NPC Gallery in the Game Mastery Guide.


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There's also a monster codex right? Or something like that? There's monstrous NPCs there for perusal, pre-built with some of the ideas presented in that book.

If you're "dividing up the class list" are you looking for NPCs of every single PC class? Personally I make a lot of NPCs with the NPC classes. That's probably though to do more with the fact that I add NPC levels to either kobolds or very low CR monsters like mites in order to re-flavor them into something new.

For example, before the Hunter hybrid class came out I ran a game with a Mite Adept 6/Warrior 2 as a CR 4 threat. The mite in question had a Scarlet Spider familiar with the Mauler archetype which he rode around on. I swapped out some of the arcane spells for Magic Fang and Magic Stone, then I had this sling-stone flinging "druid/ranger" riding around on his "Vermin Animal Companion."

The mite took the feat Evolved Familiar: Improved Damage as one of his feats so the spider had Str 11 but Dex 19 and, per the rules on Familiars used its Dex to attack. This plus the mite's spell gave it a Bite +10 (1d8 +1 plus Poison). The creature had 28 HP, an AC of 20, ok saves and I rule in my games that Poison on a familiar goes up based on the master's Class Levels in applicable classes.

Tack on hits from a sling at 30' that deal 1d6 +2 and this was a fairly serious threat to the level 2 PCs encountering it!

Anyway, if NPC classes are ok I've probably got some stat-blocks I could contribute. Otherwise I think MAYBE I've got a couple low to mid-level witches, an inquisitor, and a couple other "fairy-tale" styled NPCs with PC levels.


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One thing that the NPC codex is lacking is/are Cavaliers. (Not actually sure how the syntax for that is supposed to work.) It only makes sense for there to be a lot of mounted fighters (royal guard, bandits, mounted police, ect.) in any world where horses are common. I'll stat out cavaliers from level one to six, and post them here later.


Mark Hoover 330 wrote:

If you're "dividing up the class list" are you looking for NPCs of every single PC class? Personally I make a lot of NPCs with the NPC classes. That's probably though to do more with the fact that I add NPC levels to either kobolds or very low CR monsters like mites in order to re-flavor them into something new.

NPC classes are welcome too! Feel free to post NPC-classed monsters or other stat blocks here - your examples sound like useful options for many GMs.

(It may be a bit ambitious to aim to create NPCs for every PC class - there are a lot of classes now, and I suspect some are used much less frequently than others for NPCs. I'm just hoping to put together some resources that will be useful for some GMs.)


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I actually need an evil cleric for a homebrew world I'm working on. That stat block you did will help out a lot! I just need to adjust for the race and higher level, and switch some of the gear.


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Here’s a witch:

Notes on the numbers:
The ability scores start at the heroic NPC values (15, 14, 13, 12, 10, 8). The +2 bonus for being human goes to Constitution. The favored class is witch and the favored class bonus always goes into the hit point total.

The hit point total is calculated by taking the maximum hit die value (6 in this case) at first level, and adding the average hit die value (3.5 in this case) at each subsequent level, plus any bonuses from high constitution etc. The final total is rounded down, if necessary (this seems to be the approach taken in the NPC Codex).

The total value of the gear is from Table 14-9 in the Core Rulebook, using the heroic level.

The Cat familiar gives a +3 bonus to Stealth checks.


Generic witch level 1:

Human witch 1
Medium humanoid (human); Alignment: Neutral

Init +2; Senses Perception +0
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2
——————————
OFFENSE
——————————
Speed 30 ft.
Melee dagger -1 (1d4/19-20)
Ranged dagger +2 (1d4/19-20)
Hexes Evil Eye (-2 penalty, DC 12, 5 rounds)
Witch Spells Prepared (CL 1st; concentration +3)
1st - cause fear (DC 13), sleep (DC 13)
0 (at will) - daze (DC 12), detect magic, message
(P) Patron spell; Patron Animals
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STATISTICS
——————————
Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 13
Base Atk +0; CMB -1; CMD 11
Feats Eschew Materials, Scribe Scroll
Skills Heal +4, Intimidate +5, Knowledge (arcana) +6, Knowledge (nature) +6, Spellcraft +6, Stealth +5
Languages Common, Auran, Sylvan
SQ Witch’s Familiar (Cat)
Combat Gear potions of cure light wounds (3), scroll of obscuring mist, tanglefoot bags (2); Other Gear daggers (2), antitoxin (vial), 61 gp

Generic witch level 2:

Human witch 2
Medium humanoid (human); Alignment: Neutral

Init +2; Senses Perception +0
——————————
DEFENSE
——————————
AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
hp 15 (2d6+6)
Fort +2, Ref +2, Will +3
——————————
OFFENSE
——————————
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged dagger +3 (1d4/19-20)
Hexes Evil Eye (-2 penalty, DC 13, 5 rounds), Misfortune (DC 13, 1 round)
Witch Spells Prepared (CL 2nd; concentration +4)
1st - cause fear (DC 13), mage armor, sleep (DC 13)
0 (at will) - daze (DC 12), detect magic, light, message
(P) Patron spell; Patron Animals
——————————
STATISTICS
——————————
Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 13
Base Atk +1; CMB 0; CMD 12
Feats Eschew Materials, Scribe Scroll
Skills Heal +5, Intimidate +6, Knowledge (arcana) +7, Knowledge (nature) +7, Spellcraft +7, Stealth +5
Languages Common, Auran, Sylvan
SQ Witch’s Familiar (Cat)
Combat Gear potions of cure light wounds (3), scroll of obscuring mist, tanglefoot bags (2); Other Gear daggers (2), elixir of love, elixir of hiding, antitoxin (vial), 51 gp

Generic witch level 3:

Human witch 3
Medium humanoid (human); Alignment: Neutral

Init +2; Senses Perception +0
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DEFENSE
——————————
AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
hp 22 (3d6+9)
Fort +3, Ref +3, Will +3
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OFFENSE
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Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged dagger +3 (1d4/19-20)
Hexes Evil Eye (-2 penalty, DC 13, 5 rounds), Misfortune (DC 13, 1 round)
Witch Spells Prepared (CL 3rd; concentration +5)
2nd - glitterdust (DC 14), hold person (DC 14)
1st - cause fear (DC 13), mage armor, sleep (DC 13)
0 (at will) - daze (DC 12), detect magic, light, message
(P) Patron spell; Patron Animals
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STATISTICS
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Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 13
Base Atk +1; CMB 0; CMD 12
Feats Brew Potion, Eschew Materials, Scribe Scroll
Skills Heal +6, Intimidate +7, Knowledge (arcana) +8, Knowledge (nature) +8, Spellcraft +8, Stealth +5
Languages Common, Auran, Sylvan
SQ Witch’s Familiar (Cat)
Combat Gear potions of cure light wounds (3), scroll of obscuring mist, tanglefoot bags (2); Other Gear daggers (2), elixir of love, elixir of hiding, elixir of truth, feather token (bird), antitoxin (vial), 121 gp

To be continued…


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Sorry it took me so long to finish this, I'm still not entirely happy with the outcome. They look very powerful for their CR.

Generic Cavalier level 1:

Generic Horseman CR 1/2
XP 200

Human Cavalier (order of the warrior) 1
N Medium humanoid (human)
Init -1; Senses Perception +1

DEFENSE

AC 14, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 12 (1d10+2))
Fort +4, Ref +0, Will +0

OFFENSE

Speed 30 ft.
Melee Lance +3 (1d8+2/x3)
Longsword +3 (1d8/19-20)
Ranged Shortbow +0 (1d6/x3)
Special Attacks Challenge

STATISTICS

Str 14, Dex 8, Con 15, Int 13, Wis 12, Cha 12
Base Atk +1; CMB +3; CMD 13
Feats Calvary Formation, Mounted Combat, Skill Focus (Ride)
Skills Bluff +5, Handle Animal +5, Intimidate +5, Ride +4, Sense Motive +5
Languages Common, Other

ECOLOGY

Treasure Chain Shirt, Lance, Light Shield, Longsword, Shortbow, 20 arrows. Other NPC gear.

SPECIAL ABILITIES

Challenge Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal +1 extra damage to the subject of the challenge, the cavalier gains DR 1/-, and the cavalier takes a -2 penalty to AC, except against the target of the challenge. The cavalier can use this ability once per day.
The challenge remains in effect until the target is dead or unconscious or until the combat ends.

Horse CR -
Horse Companion
N Large animal
Init +1; Senses Lowlight vision, Scent; Perception +5

DEFENSE

AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural armor, -1 size)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +1

OFFENSE

Speed 50 ft.
Melee Hoof +4 (1d6+3)
Bite +4 (1d4+3), 2 Hoofs +4 (1d6+3)

STATISTICS

Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +4; CMD 15
Feats Endurance
Skills Perception +5

Generic Cavalier level 2:

Generic Horseman CR 1
XP 400

Human Cavalier (order of the warrior) 2
N Medium humanoid (human)
Init -1; Senses Perception +1

DEFENSE

AC 14, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 19 (2d10+4))
Fort +5, Ref -1, Will +1

OFFENSE

Speed 30 ft.
Melee Lance +4 (1d8+2/x3)
Longsword +4 (1d8/19-20)
Ranged Shortbow +1 (1d6/x3)
Special Attacks Challenge

STATISTICS

Str 14, Dex 8, Con 15, Int 13, Wis 12, Cha 12
Base Atk +2; CMB +4; CMD 14
Feats Calvary Formation, Mounted Combat, Skill Focus (Ride)
Skills Bluff +6, Handle Animal +6, Intimidate +6, Ride +5, Sense Motive +6
Languages Common, Other
SQ Honor in All Things

ECOLOGY

Treasure Chain Shirt, Lance, Light Shield, Longsword, Shortbow, 20 arrows. Other NPC gear.

SPECIAL ABILITIES

Challenge Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal +2 extra damage to the subject of the challenge, the cavalier gains DR 1/-, and the cavalier takes a -2 penalty to AC, except against the target of the challenge. The cavalier can use this ability once per day.
The challenge remains in effect until the target is dead or unconscious or until the combat ends.
Honor in All Things Whenever the cavalier makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ability once per day.

Horse CR -
Horse Companion
N Large animal
Init +1; [b]Senses Lowlight vision, Scent; Perception +5

DEFENSE

AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural armor, -1 size)
hp 17 (3d8+6)
Fort +5, Ref +4, Will +2

OFFENSE

Speed 55 ft.
Melee Hoof +5 (1d6+3)
Bite +5 (1d4+3), 2 Hoofs +5 (1d6+3)

STATISTICS

Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16
Feats Endurance, Fleet
Skills Perception +5

Generic Cavalier level 3:

Generic Horseman CR 2
XP 600

Human Cavalier (order of the warrior) 3
N Medium humanoid (human)
Init -1; Senses Perception +1

DEFENSE

AC 14, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 27 (2d10+4))
Fort +5, Ref -0, Will +2

OFFENSE

Speed 30 ft.
Melee Lance +5 (1d8+2/x3)
Longsword +5 (1d8/19-20)
Ranged Shortbow +2 (1d6/x3)
Special Attacks Cavelier’s Charge, Challenge

STATISTICS

Str 14, [/b]Dex[/b] 8, Con 15, Int 13, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 15
Feats Calvary Formation, Mounted Combat, Skill Focus (Ride)
Skills Bluff +7, Handle Animal +5, Intimidate +7, Ride +6, Sense Motive +7
Languages Common, Other
SQ Honor in All Things

ECOLOGY

Treasure Chain Shirt, Lance, Light Shield, Longsword, Shortbow, 20 arrows. Other NPC gear.

SPECIAL ABILITIES

Cavelier’s Charge The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
Challenge Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal +3 extra damage to the subject of the challenge, the cavalier gains DR 1/-, and the cavalier takes a -2 penalty to AC, except against the target of the challenge. The cavalier can use this ability once per day.
The challenge remains in effect until the target is dead or unconscious or until the combat ends.
Honor in All Things Whenever the cavalier makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ability once per day.

Horse CR -
Horse Companion
N Large animal
Init +2; Senses Lowlight vision, Scent; Perception +5

DEFENSE

AC 17, touch 11, flat-footed 13 (+2 Dex, +6 natural armor, -1 size)
hp 17 (3d8+6)
Fort +5, Ref +4, Will +2

OFFENSE

Speed 55 ft.
Melee Hoof +5 (1d6+3)
Bite +5 (1d4+3), 2 Hoofs +5 (1d6+3)

STATISTICS

Str 17, Dex 14, Con 15, [/b]Int[/b] 2, Wis 12, Cha 6
Base Atk +1; CMB[b] +5; [b]CMD 16
Feats Endurance, Fleet
Skills Perception +5

SPECIAL ABILITIES

Evasion If the horse makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.

To be continued, as well.


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I am also willing to contribute to this


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Here is a sword and board warrior:

Generic Warrior Level 1:

Male Human Warrior 1
None Medium humanoid (human)
Init +1; Senses Perception +2,
DEFENSE

AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield, )
hp 13 (1d10)+3
Fort +4, Ref +1, Will +1
OFFENSE

Speed 20 ft.
Melee longsword +5 (1d8+3/19-20)
Melee shield, heavy steel +4 (1d4+1)
Ranged longbow +2 (1d8/x3)
Ranged tanglefoot bag +2 (/none/x0)
Melee gauntlet +4 (1d3+3)

STATISTICS

Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency, Shield Focus, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Longsword)
Skills Acrobatics -8, Acrobatics (Jump) -12, Bluff -1, Climb -6, Diplomacy -1, Disguise -1, Escape Artist -8, Fly -8, Handle Animal +3, Heal +1, Intimidate +3, Perception +2, Perform (Untrained) -1, Ride -8, Sense Motive +1, Stealth -8, Survival +1, Swim -6,
Languages Common
SQ: Bonus Feat, Skilled,
Possessions longsword; shield, heavy steel; splint mail; uniform (soldier's); arrows (20); fighter's kit; tanglefoot bag; gauntlet; Longbow ;
SPECIAL ABILITIES

Bonus Feat Humans select one extra feat at 1st level.
No Racial Subtype You have chosen no racial subtype.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Generic Warrior Level 2:

Male Human Warrior 2
None Medium humanoid (human)
Init +1; Senses Perception +3,
DEFENSE

AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield, )
hp 22 (2d10)+6
Fort +5, Ref +1, Will +1
OFFENSE

Speed 20 ft.
Melee shield, heavy steel +5 (1d4+1)
Melee masterwork longsword +7 (1d8+3/19-20)
Ranged longbow +3 (1d8/x3)
Ranged tanglefoot bag +3 (/none/x0)
Melee gauntlet +5 (1d3+3) STATISTICS

Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency, Shield Focus, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Longsword)
Skills Acrobatics -8, Acrobatics (Jump) -12, Bluff -1, Climb -6, Diplomacy -1, Disguise -1, Escape Artist -8, Fly -8, Handle Animal +3, Heal +1, Intimidate +4, Perception +3, Perform (Untrained) -1, Ride -4, Sense Motive +1, Stealth -8, Survival +1, Swim -6,
Languages Common
SQ Bonus Feat, Skilled,
Possessions shield, heavy steel; masterwork longsword; splint mail; uniform (soldier's); arrows (20); fighter's kit; tanglefoot bag; gauntlet; Longbow

Generic Warrior level 3:

Male Human Warrior 3
None Medium humanoid (human)
Init +1; Senses Perception +4,
DEFENSE

AC 21, touch 10, flat-footed 21 (+8 armor, +3 shield, )
hp 33 (3d10)+9
Fort +5, Ref +2, Will +2
OFFENSE

Speed 0 ft.
Melee masterwork longsword +8 (1d8+3/19-20)
Melee masterwork shield, heavy steel +6 (1d4+1)
Melee dagger +6 (1d4+3/19-20)
Ranged dagger (thrown) +4 (1d4+3/19-20)
Ranged composite longbow str (+3) +4 (1d8+3/x3)
Melee gauntlet +6 (1d3+3) STATISTICS

Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency, Power Attack, Shield Focus, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Longsword)
Skills Acrobatics -6, Acrobatics (Jump) -18, Bluff -1, Climb -4, Diplomacy -1, Disguise -1, Escape Artist -6, Fly -6, Handle Animal +3, Heal +1, Intimidate +5, Perception +4, Perform (Untrained) -1, Ride -1, Sense Motive +1, Stealth -6, Survival +1, Swim -4,
Languages Common
SQ Bonus Feat, Skilled,
Possessions masterwork longsword; masterwork shield, heavy steel; masterwork lamellar (stone); reversible cloak (common); fighter's kit; arrows (20) (x2); gauntlet; Donkey [ Saddle (Pack); ]; Saddle (Pack) ; Wrist Sheath, Spring Loaded [ Dagger; ]; Composite Longbow STR (+3)


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I just want to say thanks to you guys for doing these writeups. I have a big introductory game for our new campaign coming up and I've not felt too well the last few days. Having these here has made things a lot easier to prepare for it.

Thanks again!


The witch’s career continues:




Generic witch level 4:

Human witch 4
Medium humanoid (human); Alignment: Neutral

Init +2; Senses Perception +4
——————————
DEFENSE
——————————
AC 13, touch 12, flat-footed 11 (+0 armor, +2 Dex, +1 natural)
hp 28 (4d6+12)
Fort +3, Ref +3, Will +4
——————————
OFFENSE
——————————
Speed 30 ft.
Melee dagger +1 (1d4/19-20)
Ranged dagger +4 (1d4/19-20)
Hexes Evil Eye (-2 penalty, DC 15, 6 rounds), Healing (as cure light wounds), Misfortune (DC 15, 1 round)
Witch Spells Prepared (CL 4th; concentration +7)
2nd - blindness/deafness (DC 15), glitterdust (DC 15), hold person (DC 15)
1st - cause fear (DC 14), command (DC 14), mage armor, sleep (DC 14)
0 (at will) - daze (DC 13), detect magic, light, message
(P) Patron spell; Patron Animals
——————————
STATISTICS
——————————
Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 13
Base Atk +2; CMB +1; CMD 13
Feats Brew Potion, Eschew Materials, Scribe Scroll
Skills Heal +7, Intimidate +8, Knowledge (arcana) +10, Knowledge (nature) +10, Perception +4, Spellcraft +10, Stealth +5
Languages Common, Auran, Sylvan
SQ Witch’s Familiar (Cat)
Combat Gear potion of cure light wounds, tanglefoot bag; Other Gear daggers (2), amulet of natural armor +1, elixir of love, antitoxin (vial), 96 gp

Generic witch level 5:

Human witch 5
Medium humanoid (human); Alignment: Neutral

Init +2; Senses Perception +5
——————————
DEFENSE
——————————
AC 13, touch 12, flat-footed 11 (+0 armor, +2 Dex, +1 natural)
hp 35 (5d6+15)
Fort +3, Ref +3, Will +4
——————————
OFFENSE
——————————
Speed 30 ft.
Melee dagger +1 (1d4/19-20)
Ranged dagger +4 (1d4/19-20)
Hexes Evil Eye (-2 penalty, DC 15, 6 rounds), Healing (as cure moderate wounds), Misfortune (DC 15, 1 round)
Witch Spells Prepared (CL 5th; concentration +8)
3rd - bestow curse (DC 16), fly
2nd - blindness/deafness (DC 15), glitterdust (DC 15), hold person (DC 15)
1st - cause fear (DC 14), command (DC 14), mage armor, sleep (DC 14)
0 (at will) - daze (DC 13), detect magic, light, message
(P) Patron spell; Patron Animals
——————————
STATISTICS
——————————
Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 13
Base Atk +2; CMB +1; CMD 13
Feats Brew Potion, Combat Casting, Eschew Materials, Scribe Scroll
Skills Heal +8, Intimidate +9, Knowledge (arcana) +11, Knowledge (nature) +11, Perception +5, Spellcraft +11, Stealth +5
Languages Common, Auran, Sylvan
SQ Witch’s Familiar (Cat)
Combat Gear potion of cure light wounds, tanglefoot bag; Other Gear daggers (2), amulet of natural armor +1, elixir of hiding, elixir of love, feather token (bird), feather token (tree), antitoxin (vial), 196 gp

Generic witch level 6:

Human witch 6
Medium humanoid (human); Alignment: Neutral

Init +2; Senses Perception +6
——————————
DEFENSE
——————————
AC 13, touch 12, flat-footed 11 (+0 armor, +2 Dex, +1 natural)
hp 41 (6d6+18)
Fort +5, Ref +5, Will +6
——————————
OFFENSE
——————————
Speed 30 ft.
Melee dagger +2 (1d4/19-20)
Ranged dagger +5 (1d4/19-20)
Hexes Charm (1 step, DC 16, 3 rounds), Evil Eye (-2 penalty, DC 16, 6 rounds), Healing (as cure moderate wounds), Misfortune (DC 16, 1 round)
Witch Spells Prepared (CL 6th; concentration +9)
3rd - bestow curse (DC 16), fly, remove disease
2nd - blindness/deafness (DC 15), glitterdust (DC 15), hold person (DC 15), summon swarm
1st - cause fear (DC 14), command (DC 14), mage armor, sleep (DC 14)
0 (at will) - daze (DC 13), detect magic, light, message
(P) Patron spell; Patron Animals
——————————
STATISTICS
——————————
Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Brew Potion, Combat Casting, Eschew Materials, Scribe Scroll
Skills Heal +9, Intimidate +10, Knowledge (arcana) +12, Knowledge (nature) +12, Perception +6, Spellcraft +12, Stealth +5
Languages Common, Auran, Sylvan
SQ Witch’s Familiar (Cat)
Combat Gear potion of cure light wounds, tanglefoot bag; Other Gear daggers (2), amulet of natural armor +1, cloak of resistance +1, elixir of hiding, elixir of love, elixir of vision, feather token (bird), feather token (tree), antitoxin (vial), 146 gp


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