My Gm is moving and has requested I build one of the Npc he needs


Advice


Our Gm for our new game is moving (one city over) and He has Requested I build one of the NPC of the starting city

The character is to be an Admiral in this floating city and one of the three military leaders.

I am unsure what to build (I was give free-range Except he needs to be good and level 8)

I don't see how fighting this Npc but he should have some decent combat ability and some good leader ship skills

I'd like him to at least be middle age (Race dose not matter)

I just am unsure what to build

the city is a hub where people come from all around the world to trade and the city has there own military / Navy force but thats all i know


Cavalier.

Order of the Cockatrice gives Dazzling Display as a standard action.

Take COMBAT ADVICE (it's thematic).

Pump your CHA (and some WIS for saves) and you don't need to worry much about your physical stats when you're fighting from the back of a GRIFFON (preferably a FLYING GRIFFON).


No reason not to go with Mr Charisma's idea. Just a few notes - a feat or two building on dazzling display (perhaps disheartening display) could be reasonable, and he should have at least a few ranks in shipboard skills (profession (sailor) and knowledge (geography)) as well as social skills given his likely background.


@ Aver

Ya the idea is good and i,m sure my GM will like it
Sorry my reply to this thread is slow.

Recommend weapon?


Another option would be an Oath of the People’s Council Paladin. You trade out smite evil for some bardic performances. You also get Aura of Courage, and Aura of Resolve. These abilities seem more useful to a leader than dazzling display.

As a paladin he has good fortitude and will save and divine grace gives him CHA to all save. He is also immune to charm, disease and fear. Being immune to charm and fear is a definite advantage for a leader, and makes him very difficult to manipulate. The leader that goes down quickly is not that effective of a leader. So the paladin’s survivability is a huge advantage.

As a paladin he can also heal his troops after a fight. At 8th level his channel energy is only 4d6, but to low level troops that will be enough to make sure they are fully healed after a fight. Make sure that Fatigued is one of your mercies. This is going to mean that his troops can fight a lot longer than other troops.

The paladin’s spells are also going to be very useful for a leader. He gets lesser restoration as a 1st level spell. Some other useful 1st spells are comprehend language, detect charm, honeyed tongue. For second level spells eagle splendor, protection from evil communal, widen auras, and zone of truth. These are in addition to the normal combat focused spell a PC paladin normally uses.

Lastly a paladin is more likely to have a larger army and they will tend to me more loyal to him than a character that is always looking out for himself. The order of the cockatrice is very focused on the characters interests. The edicts of the order state the cavalier must always put his own interests above all others. I often give my NPC’s leadership in a situation like this. The followers from the feat are the followers that will always be loyal to the NPC even when in conflict with others in the government.


What is the city floating in? Is it an Archipalago? Is it artificial: a collection of barges or something all lashed together? Or is it a cloud city floating in the air?

Climate? and how big?


What alignment is the city? The leaders should mostly share the same alignment. You know, its unlikely that a Paladin would be desired as a city leader in a Chaotic Good society, even if he takes his job very seriously. Or maybe, because he takes his job very seriously?

Since this is a NPC...give him NPC stats. I'm going to assume this admiral has a fleet of airships for a floating city? So, going traditional...

Name: Cid. It must be Cid.
Class: Fighter 8 Race: Human
Str 16 Dex 14 Con 14 Int 14 Wis 10 Cha 14
Feats: Fast Learner, EWP: Firearms, Siege Engineer, Shikigami Style, Shikigami Manipulation, Shikigami Mimicry, Catch Off Guard, Throw Anything, Quick Draw.
Traits: Surprise Weapon, Navigator.
Skills: KS: Engineer, KS: Geography, Craft(Ship), PS(Sailor), Survival.
Weapon Training: Hammers
Equipment: Handy Haversack, Collection of exotic tools including a magical two-handed wrench that automatically resizes to fit the nut its being applied to (CL: 12 item, counts as an improvised Earth Breaker), and two enchanted clawed hammers that teleport to the backpack if dropped (CL 12, count as improvised warhammer), boots of flying, Headband of Intellect +4 (skills: fly, diplomacy), Cloak of Resistance +2, Mithril Chainmail +3, Ring of Protection +2, Amulet of Natural Armor +2, Ring of Feather Fall.

Attack:
Wrench Bash: +17/+12 (6d6+7)
or Thrown Hammer +16/+11 (3d6+7) 10' range. Hammers teleport back at the end of the round.

p.s. Cid doesn't carry firearms. The exotic weapon proficency gives him proficency with Cannons. Being proficient with Cannons lets Cid meet the requirements for Siege Engineer. Cid will use ship weapons, but for his personal fights he prefers using his tools. A lot of his tools have minor enchantments which goes along with working on air ship engines and drive components.


Re weapon, probably something not too big - as an admiral he'll be spending a lot of time in cramped shipboard rooms or around the rich and powerful, and the latter tend to ask you to leave carried weapons in the stables. Maybe a one-handed weapon which he can use two-handed like a standard longsword.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / My Gm is moving and has requested I build one of the Npc he needs All Messageboards

Want to post a reply? Sign in.