Pimp my NPC


Advice


Hi everyone,

I am looking for quick "realistic" ways to improve NPCs (monsters are usually OK). Things that are within the rules, and easy to calculate. No (drastic) changes to CR. So no rebuilds, no adding levels or giving extra equipment (PCs will loot that afterwards).

So far i have come up with:

- Changing Feats
Most NPCs in the APs have a horrible selection of feats. This is unfortunately already very time consuming to do.
.Replacing power attack -> My PCs have high armor rating, NPCs cant hit with a regular attak, why bother with PA. ANd I do not want to kill my PCs, which is the only effect PA has on a PC.

- Tweak the gear
Add a +1 mithral buckler to every NPC that could need on. Replace odd gear with big 6 items. Add some potions or other single use items.

Do you have some other ideas or specific gear that is very useful for NPCs.
The obvious:
- Potion of Barkskin (+2 Natural armor, 300 GP)
- Potion of bless weapon (Auto.confirm crit! 50 GP)
- Potion of Stat(The poor NPCs equivalent of Stat Belt/Headband)

Thanks

Dran

Grand Lodge

The best way is often to use the terrain intelligently. Cover, consealment, difficult terrain, higher ground.
Thrown or ranged weapons from cover often leads PC to charge forward. Have stealthed enemies with braced weapons in the bushes to greet them is nasty.

Items like tanglefoot bags are very effective on weak reflex PC’s.


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take account of buffing and flexibility.
i had a campaign where the pc made sure to have protection from evil before facing an evil npc bard and his entire selection of spells and most of his abilities were nuffed because of it.

and in another game the big evil npc on the FINAL EPIC BATTLE did not have any way to deal with my warpriest just standing right next to her with silence cast on him. all her spells and get-away movement items needed voice (to cast or activate)... it was the most brutal one sided end-game fight i ever won. (i was as dumbfounded as the gm. he looked up his notes. over and over then goes like "..ok she takes out a dagger and try to stab you...with your 39 ac...")

Shadow Lodge

Here's some random npcs from the npc codex:

Their "CR6" wizard has AC19, 37hp, saves 5-10, save DCs 13-17.
A CR6 is supposed to have AC19, 70hp,5-9, save DCs 11-16
That one's pretty much bang on, except for having half the hps.

Their "CR14" fighter has AC25, 150hp, high attack of +22, ave dam 59, saves of 10-15.
A CR14 is supposed to have AC29, 200hp, high attack of +23, ave dam 65, saves of 12-17.
The fighter's stats are already counting in some temporary buffs from potions, without which he's even weaker. That fighter is actually a CR12.

Their "CR19" druid has AC33, 150hp, attack of +19, saves of 10-22, save DCs of 20-27.
A CR19 should have AC 34, 330hp, attack of +22-29, saves of 16-21, save DCs of 19-26.
Again, mostly good except for less than half the hps.

So not only are npcs built using class levels way off CR, they also drop completely inappropriate amounts of treasure for their CR.

Conclusion, stop using classes to build npcs. Personally, I use the bestiary monster creation rules to create any npc that is going to be a combat challenge. This way they are actually CR appropriate and carry appropriate amounts of treasure as well. This way treasure can also be more interesting instead of another dozen cloaks of resistance +1.

The quick fix solution to not rebuild npcs from pre-written products is to just straight up double their hit points.


I love building characters, and I love using class levels to do so. The time it takes to build characters is its own hobby for me.

Sometimes I want to mess with classes that I will personally never get the chance to play as. There is a lot of fun stuff out there, why not let the enemies have fun things? I even will give enemies gestalt'ed class levels in order to give them neat abilities.

After I have their cool abilities from classes, I adjutst their stats according to the CR average tables. They are still NPC's, after all. Make sure they have high-average everything for their CR.

I find that cool abilities from classes can reduce the amount of expensive gear that an NPC would otherwise require, and inevitably drop as loot when they die.

Silver Crusade

Make use of templates. If you just want a "stronger" NPC slap the advanced template on them.


There's no blanket rule, because different NPCs will need to be improved in different ways. Some have poor AC, some have useless spells, some have a hopeless ranged weapon and so on.

If in doubt, add mooks. The extra round it takes to demolish the rabble gives the star NPC time to do something interesting. The mook(s) might be a pet dog, a gang of hobgoblin mercenaries, a horde of zombies, an animated table, a bunch of cultists or a demon. The mook might even be a hostage...anything to give the NPC time and options.

In zza ni's example above, buffing the main NPC might not have helped...but I expect a Marilith would have done.


Quick and Dirty fix: Give intelligent (as in int 3+) NPCs some form of crowd control. A smoke bomb can screw over a party with a mix of melee and ranged characters. Magical Darkness does the same.

If there are spell casters dropping a Create Pit to alter the terrain can be just as helpful as getting PCs into the pit. Potion of Spider Climb works the same way assuming there is a wall nearby.

Requires a bit more thought: If the NPC has money in their treasure, 'buy' one of the Big 6 items worth double the gold you're subtracting from the encounter. As long as you keep doing this, the party isn't gaining anything. Once everybody has a +1 cloak of resistance any future +1 cloaks are only worth the market value. The party should get a flood of weak items, to the point that before you give them a +2 cloak they probably bought one already. NPCs with more Big 6 items are naturally tougher than giving the same NPC a single expensive item that does the same thing.


Thanks for all the advice so far!

Somehow part of my original post got lost, so some clarification:

- We play the Paizo APs, no time for customizing encounters. NPCs, maps, general background will not be touched.

- Currently lvl 14 but more of a general issue with NPC difficulty vs monster difficulty.

- We play 1/week, so sot much spare time to customize encounters too much. But I already saw that some quick fixes are possible.

Terrain:
Yes, this is overlooked easily. High ground, flanking, cover, etc.
But the PCs can use this, too. SO I consider this a tie.

Equipment:
OMG. Tanglefoot bag is a killer. My DEX based fighter will hate you for proposing this ;)And it targets flat footed, not REF. Even better..

Buffing
Yes, cheap buffs. Aid, Bless, Divine Favor. On Higer levels Heroism, Blessing of fervor, haste.
Often NPCs do not have access to this stuff, but either adding a low level supporting Cleric or a potion could do the trick.

Flexibility
Oh yes, my BBEG with just a sword in his equipment looked bad when he failed his REF vs Grease. Game over.

Monster vs class NPC
Generally yes, But currently no solution

Building "exotic" chars
I love that, too. There are so many options that are "meh" for PCs as they do not scale beyond a certain level or are redundant in a PC party. But for NPCs there are quite some options. Just consider Vital Strike, a perfect NPC feat on low levels.

Templates
Advanced is my favorite template. Simple to add (quick rules). covers almost everything without changing the flavor of a monster or NPC. And "only" CR+1. Compared to 1 more level in the NPC class (also CR+1), this is quite a difference

Adding mooks
Yes, clear. Solid point.
Changing the balance of action economy, giving target priority conflicts, targeting the weak PCs to distract them from buffing the aprty and forcing the melle guys to focus on protecting the cleric/wizard.

Crowd control
Same as terrain. PCs have access, too. But generally a game changer, as this is also one of the strong options for wizard PCs. Can end a fight in 1 rd. I remember killing a bunch of 6 golems with low level pit spells.

Gear:
Yes, thats what I was looking at.
small but effective items
Big6
Mithtal Buckler +1
...

Dran


zza ni wrote:

take account of buffing and flexibility.

i had a campaign where the pc made sure to have protection from evil before facing an evil npc bard and his entire selection of spells and most of his abilities were nuffed because of it.

and in another game the big evil npc on the FINAL EPIC BATTLE did not have any way to deal with my warpriest just standing right next to her with silence cast on him. all her spells and get-away movement items needed voice (to cast or activate)... it was the most brutal one sided end-game fight i ever won. (i was as dumbfounded as the gm. he looked up his notes. over and over then goes like "..ok she takes out a dagger and try to stab you...with your 39 ac...")

Daaaaaang that's effective. I'm ABSOLUTELY stealing this for a future battle "against" my Kingmaker party. Silenced Barbarian or Antipaladin charging at the players.


Dran_Draggore wrote:
Pimp my NPC

Get that sweet ass of yours out on the street and earn my money!


The addition of Traits and flaws come to mind, coupled with the clever use of nonmagical equipment you should get the desired result.

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