Couple of NPCs for review

ChimericDream

First Post
I'm working on fleshing out a city for my campaign. The basic premise is that the city is inhabited by a bunch of wild elves. They are a tribe of wereape barbarians cut off from civilization for centuries (still working on several "whys", so just go with it for now). Basically, the main defense of the community lies in the hands of the elite guard and elite sorcerers. So here they are. I've been looking at these for quite awhile now, so please let me know if you find any typos or math errors. I'm sure at least a couple are in there.

I am still very open to suggestions, but I need to keep this OGC, so whatever I add needs to be in the SRD. Other than that, please let me know what you think!

Aragaldh Elite Guard
Aragaldh Elite Guard, Elven Form CR 16
Male Elf 13th-level Barbarian
N Medium humanoid (Elf, Shapechanger)
Init +7 (+3 Dex, +4 Improved Initiative); Senses Low-light vision; listen +21, spot +9
Languages languages
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AC 25 (23 when raging), touch 13 (11 when raging), flat-footed 22 (20 when raging) (+3 Dex, +8 breastplate [+3], +4 natural); defenses +4 AC vs. traps
HP 1d8+2 plus 4d8+8 plus 13d12+26 (164hp; 218 when raging); DR 3/-
Fort +18 (+21 when raging), Ref +13 (+4 vs. traps), Will +11 (+14 when raging)
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Speed 40 ft. (8 squares)
Melee +2 flaming Greatsword +26/+21/+16 melee (2d6+11 plus 1d6 fire/17-20) (+29/+24/+19 [2d6+15 plus 1d6 fire/17-20] when raging)
Space 5 ft; Reach 5 ft
Base Atk +17; Grp +23 (+26 when raging)
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Abilities Str 22 (28 when raging), Dex 17, Con 15 (21 when raging), Int 14, Wis 15, Cha 12
SQ Alternate Form, Ape empathy, Damage Reduction 3/-, Elven traits, Improved Uncanny Dodge, Low-light vision, Rage 4/day, Trap Sense +4, Scent
Feats Alertness, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Quick Draw, Toughness, Weapon Focus (greatsword)
Skills climb +29 (+32 when raging), hide +3, intimidate +13, jump +18 (+21 when raging), listen +21, search +4, spot +9, survival +14
Possessions +3 shifting breastplate, +2 flaming greatsword, amulet of natural armor +2, gauntlets of ogre power +2, cloak of resistance +2, 7000gp in gems, 3,300gp
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Aragaldh Elite Guard, Ape Form CR 16
Male Elf 13th-level Barbarian
N Large humanoid (Elf, Shapechanger)
Init +9 (+5 Dex, +4 Improved Initiative); Senses Low-light vision; listen +21, spot +9
Languages languages
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AC 29 (27 when raging), touch 14 (12 when raging), flat-footed 24 (22 when raging) (-1 size, +5 Dex, +8 breastplate [+3], +7 natural); defenses +4 AC vs. traps
HP 1d8+4 plus 4d8+16 plus 13d12+52 (200hp; 254 when raging); DR 3/-, DR 10/silver
Fort +19 (+22 when raging), Ref +15 (+4 vs. traps), Will +11 (+14 when raging)
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Speed 40 ft. (8 squares), climb 40 ft.
Melee 2 claws +28 melee (1d6+11) (+31 [1d6+14] when raging) and bite +23 melee (1d8+5) (+26 [1d8+7] when raging)
Space 10 ft; Reach 10 ft
Base Atk +17; Grp +32 (+35 when raging)
Special Atks Curse of lycanthropy
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Abilities Str 32 (38 when raging), Dex 21, Con 19 (25 when raging), Int 14, Wis 15, Cha 12
SQ Alternate Form, Ape empathy, Damage Reduction 10/silver, Damage Reduction 3/-, Elven traits, Improved Uncanny Dodge, Low-light vision, Rage 4/day, Trap Sense +4, Scent
Feats Alertness, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Quick Draw, Toughness, Weapon Focus (greatsword)
Skills climb +34, hide +5, intimidate +13, jump +23, listen +21, search +4, spot +9, survival +14
Possessions +3 shifting breastplate, +2 flaming greatsword, amulet of natural armor +2, gauntlets of ogre power +2, cloak of resistance +2, 7000gp in gems, 3,300gp
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Aragaldh Elite Guard, Hybrid Form CR 16
Male Elf 13th-level Barbarian
N Large humanoid (Elf, Shapechanger)
Init +9 (+5 Dex, +4 Improved Initiative); Senses Low-light vision; listen +21, spot +9
Languages languages
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AC 29 (27 when raging), touch 14 (12 when raging), flat-footed 24 (22 when raging) (-1 size, +5 Dex, +8 breastplate [+3], +7 natural); defenses +4 AC vs. traps
HP 1d8+4 plus 4d8+16 plus 13d12+52 (200hp; 254 when raging); DR 3/-, DR 10/silver
Fort +19 (+22 when raging), Ref +15 (+4 vs. traps), Will +11 (+14 when raging)
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Speed 40 ft. (8 squares)
Melee +2 flaming greatsword +31/+26/+21 melee (2d6+17 plus 1d6 fire/17-20) (+34/+29/+24 [2d6+21 plus 1d6 fire/17-20] when raging) and bite +15 melee (1d8+5) (+18 [1d8+7] when raging) or 2 claws +28 melee (1d6+11) (+31 [1d6+14] when raging) and bite +23 melee (1d8+5) (+26 [1d8+7] when raging)
Space 10 ft; Reach 10 ft
Base Atk +17; Grp +32 (+35 when raging)
Special Atks Curse of lycanthropy
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Abilities Str 32 (38 when raging), Dex 21, Con 19 (25 when raging), Int 14, Wis 15, Cha 12
SQ Alternate Form, Ape empathy, Damage Reduction 10/silver, Damage Reduction 3/-, Elven traits, Improved Uncanny Dodge, Low-light vision, Rage 4/day, Scent, Trap Sense +4
Feats Alertness, Improved Critical (greatsword), Improved Initiative, Iron Will, Power Attack, Quick Draw, Toughness, Weapon Focus (greatsword)
Skills climb +34, hide +5, intimidate +13, jump +23, listen +21, search +4, spot +9, survival +14
Possessions +3 shifting breastplate, +2 flaming greatsword, amulet of natural armor +2, gauntlets of ogre power +2, cloak of resistance +2, 7000gp in gems, 3,300gp
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Environment: Temperate or warm forests
Organization: Solitary or pair, sometimes family (3-4), pack (6-10), or troupe (family plus 3-5 apes)
Treasure: Standard
Advancement: By character class
Level Adjustment: +3
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Special Qualities
Alternate Form (Su): A Wereape can assume the form of an ape or an ape-elf hybrid.

Damage Reduction (Ex): A wereape in ape or hybrid form has damage reduction 10/silver.

Ape Empathy (Ex): Communicate with apes and dire apes, and +4 racial bonus on Charisma-based checks against apes and dire apes.

Low-Light Vision (Ex): A wereape has low-light vision in any form.

Scent (Ex): A wereape has the scent ability in any form.

Fast movement (Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.

A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Uncanny dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Improved uncanny dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.

Greater rage (Ex): At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Damage reduction (Ex): At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Aragaldh Elite Sorcerer
Aragaldh Elite Sorcerer, Elven Form CR 17
Male Elf 14th-level Sorcerer
N Medium humanoid (Elf, Shapechanger)
Init +8 (+4 Dex, +4 Improved Initiative); Senses Low-light vision; listen +9, spot +9
Languages languages
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AC 23, touch 16, flat-footed 19 (+4 Dex, +4 mage's armor, +3 natural, +2 deflection)
HP 1d8+2 plus 4d8+8 plus 14d4+28 (95hp)
Fort +12, Ref +12, Will +14
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Speed 30 ft. (6 squares)
Melee +3 Greatsword +15/+10/+5 melee (2d6+4/17-20)
Space 5 ft; Reach 5 ft
Base Atk +11; Grp +12
Spells CL 14, +12 melee, +15 ranged
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Abilities Str 12, Dex 18, Con 14, Int 14, Wis 15, Cha 24
SQ Elven traits, Alternate Form, Ape empathy, Low-light vision, Scent
Feats Alertness, Combat Casting, Eschew Materials, Improved Initiative, Iron Will, Martial Weapon Proficiency (greatsword), Natural Spell, Toughness
Skills climb +13, concentration +16, hide +4, knowledge (arcana) +15, listen +9, search +5, spellcraft +15, spot +9
Possessions +3 keen greatsword, cloak of charisma +4, +4 shifting mages' armor, amulet of natural armor +3, ring of protection +2, 3,250 gp in gems
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Aragaldh Elite Sorcerer, Ape Form CR 17
Male Elf 14th-level Sorcerer
N Large humanoid (Elf, Shapechanger)
Init +10 (+5 Dex, +4 Improved Initiative); Senses Low-light vision; listen +9, spot +9
Languages languages
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AC 25, touch 15, flat-footed 19 (-1 size, +4 mage's armor, +6 Dex, +6 natural)
HP 1d8+4 plus 4d8+16 plus 14d4+56 (133hp); DR 10/silver
Fort +14, Ref +14, Will +14
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Speed 30 ft. (6 squares), climb 30 ft.
Melee 2 claws +17 melee (1d6+6) and bite +12 melee (1d8+3)
Space 10 ft; Reach 10 ft
Base Atk +11; Grp +21
Special Atks Curse of lycanthropy
Spells CL 14, +17 melee, +17 ranged
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Abilities Str 22, Dex 22, Con 18, Int 14, Wis 15, Cha 24
SQ Elven traits, Alternate Form, Ape empathy, Low-light vision, Scent, Damage Reduction 10/silver
Feats Alertness, Combat Casting, Eschew Materials, Improved Initiative, Iron Will, Martial Weapon Proficiency (greatsword), Natural Spell, Toughness
Skills climb +18, concentration +18, hide +6, knowledge (arcana) +15, listen +9, search +5, spellcraft +15, spot +9
Possessions +3 keen greatsword, cloak of charisma +4, +4 shifting mages' armor, amulet of natural armor +3, ring of protection +2, 3,250 gp in gems
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Aragaldh Elite Sorcerer, Hybrid Form CR 17
Male Elf 14th-level Sorcerer
N Large humanoid (Elf, Shapechanger)
Init +10 (+5 Dex, +4 Improved Initiative); Senses Low-light vision; listen +9, spot +9
Languages languages
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AC 24, touch 15, flat-footed 18 (-1 size, +4 mage's armor, +6 Dex, +5 natural)
HP 1d8+4 plus 4d8+16 plus 14d4+56 (133hp); DR 10/silver
Fort +14, Ref +14, Will +14
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Speed 30 ft. (6 squares)
Melee +3 Greatsword +20/+15/+10 melee (2d6+12/17-20) or 2 claws +17 melee (1d6+6) and bite +12 melee (1d8+3)
Space 10 ft; Reach 10 ft
Base Atk +11; Grp +21
Special Atks Curse of lycanthropy
Spells CL 14, +17 melee, +17 ranged
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Abilities Str 22, Dex 22, Con 18, Int 14, Wis 15, Cha 24
SQ Elven traits, Alternate Form, Ape empathy, Low-light vision, Scent, Damage Reduction 10/silver
Feats Alertness, Combat Casting, Eschew Materials, Improved Initiative, Iron Will, Martial Weapon Proficiency (greatsword), Natural Spell, Toughness
Skills climb +18, concentration +18, hide +6, knowledge (arcana) +15, listen +9, search +5, spellcraft +15, spot +9
Possessions +3 keen greatsword, cloak of charisma +4, +4 shifting mages' armor, amulet of natural armor +3, ring of protection +2, 3,250 gp in gems
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Spells/day: 6/8/8/8/7/7/6/4
Spell saves: 17 + spell level
Spells Known: 0-Level: acid splash; arcane mark; detect magic; ghost sound; light; mage hand; mending; ray of frost; touch of fatigue; 1st-Level: burning hands; chill touch; magic missile; obscuring mist; shield; 2nd-Level: blindness/deafness; darkness; detect thoughts; invisibility; scorching ray; 3rd-Level: dispel magic; fireball; haste; slow; 4th-Level: enlarge person, mass; black tentacles; ice storm; rainbow pattern; 5th-Level: cone of cold; wall of force; waves of fatigue; 6th-Level: chain lightning; eyebite; 7th-Level: shadow conjuration, greater
Environment: Temperate or warm forests
Organization: Solitary or pair, sometimes family (3-4), pack (6-10), or troupe (family plus 3-5 apes)
Treasure: Standard
Advancement: By character class
Level Adjustment: +3
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Special Qualities
Alternate Form (Su): A Wereape can assume the form of an ape or an ape-elf hybrid.

Damage Reduction (Ex): A wereape in ape or hybrid form has damage reduction 10/silver.

Ape Empathy (Ex): Communicate with apes and dire apes, and +4 racial bonus on Charisma-based checks against apes and dire apes.

Low-Light Vision (Ex): A wereape has low-light vision in any form.

Scent (Ex): A wereape has the scent ability in any form.
 

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