Michael Talley 759
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I wanted to see if I built these NPC's Well enough for a level 7 Campaign.
House Guard Captain CR7
Human, N, Fighter 8
Init: +2, Senses: Perception +16
AC 21 Touch 12 Flat 19
HP: 69
fort +10, Reflex +5, Will +3 (Bravery +2)
Speed: 30ft
Melee: +1 Scimitar +14/+9 (1d6+6/15-20 S)
Str 16 Dex 14 Con 16 Int 12 Wis 10 Cha 8
BAB +8/+3 CMB +11 CMD 23
Feats
Cosmopolitan (Perception & Sense Motive), Alertness, Shield Focus, Weapon Focus [Scimitar], Skill Focus [Perception], Weapon Specialization [Scimitar], Combat Expertise, Improved Disarm, Critical Focus, Improved Critical [Scimitar]
Skills
Intimidate +10, Knowledge [Engineering] +12, Perception +16, Sense Motive +13
Gear
+1 Scimitar, +1 Chain Shirt, +1 Heavy Wood Shield, Cloak Of Resistance +1, 3 Potions of Cure Moderate Wounds, 3 Antiplague, 2 Antitoxin, 1 Tanglefoot Bag 1 tunderstone, 6 PP, 10 GP
SQ- Armor Training 2
Language- Common, Dwarven, Halfling, Orc
House Guard CR 3 [Groups of 3, Outdoor House Patrol which would be a CR 6]
Human, N, Warrior 5
Init: +1, Senses: Perception +13
AC 19 Touch 11 Flat-footed 18
HP 35
fortitude + 5 reflex +2 Will +1
Speed: 30ft
Melee: MWK Scimitar +7 (1d6 +1/18-20 S)
Str 12 Dex 12 Con 13 Int 11 Wis 10 Cha 8
BAB +5 CMB +6 CMD 17
Feats
Cosmopolitan (Perception & Sense Motive), Alertness, Skill focus (Perception), Shield focus
Skills
Intimidate +7, Perception +13, Sense Motive +10
Gear
+1 Chain Shirt, MWK Wooden Shield, Mwk Scimitar, 1 Potion of Cure Moderate Wounds, 1 Antiplague, 1 Antitoxin, 1 tanglefoot Bag, 1 Thunderstone, Everburning Torch, 4 PP, 10 GP
Languages- common, Dwarven, Halfling
Thunderstones are thrown to alert others of a break in, Likely something each throws on the 2nd round of combat to alert other patrols and/or the House Captain.
The Thieves Guild mission is to steal a painting and replace it with another with Stealth
| MrCharisma |
I looked in your other thread.
I'm not usually a GM, so I'm not quite sure how to balance these things, but I think your captain should deal 1 more damage (1d6 +3STR +2 Specialization +1 Enhancement +1 Weapon Training = 1d6+7). (Also Critical Focus has a BAB+9 prerequisite, but he's an NPC so I wouldn't worry about that one.)
| JiaYou |
My comments will probably depend on how you want the encounter to go down. For instance, if you're looking to truly give the thieves a completely fair chance, then this sounds mostly right, although the gear these NPCs are carrying is higher than average.
Are you looking for the guards to react as quickly as possible to a threat? For instance, instead of Shield Focus or Cosmopolitan, perhaps Quick Draw for at least one of the guards?
Michael Talley 759
|
I looked in your other thread.
I'm not usually a GM, so I'm not quite sure how to balance these things, but I think your captain should deal 1 more damage (1d6 +3STR +2 Specialization +1 Enhancement +1 Weapon Training = 1d6+7). (Also Critical Focus has a BAB+9 prerequisite, but he's an NPC so I wouldn't worry about that one.)
:D Thanks I totally missed that!
My comments will probably depend on how you want the encounter to go down. For instance, if you're looking to truly give the thieves a completely fair chance, then this sounds mostly right, although the gear these NPCs are carrying is higher than average.
Are you looking for the guards to react as quickly as possible to a threat? For instance, instead of Shield Focus or Cosmopolitan, perhaps Quick Draw for at least one of the guards?
The guard patrols (CR 3) are needed to react to problems quickly if they notice the group. So I can see lowering their AC by one to take Quick Draw of the feat Shield Focus