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3.5 Stat Blocks Kill my creativity
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2200671" data-attributes="member: 3146"><p>No, you're not the only one, though I rarely spend three hours detailing an NPC.</p><p></p><p>My own practice is to use complete stats as often as possible. I try to note class and level for NPCs that I don't need to stat up (ie. Keldas Griffonheart, the grandmaster of the Order of Saint Cuthbert in my game has this note beside his name (LG Ftr 2/Pal4/Rgr2/Knight of the Chalice 10)). And then there are NPCs who show up because the party went off course--for instance, the party decides to try and organize a defense for the threatened town rather than going off and fighting the orcs by themselves. </p><p></p><p>What are the mayor's stats again? At that point, I generally pull a cookie cutter NPC out of my butt. (Or, I grab a similar character's statblock that I do have prepped and use that, filing off serial numbers as I go).</p><p></p><p>The mayor? 4th level expert/1st level warrior. BAB +4, base saves +3/+1/+4. Modified +3/+0/+6. Skills maxed: Sense Motive, Diplomacy, Bluff, Knowledge: Local, Profession: Innkeeper, Knowledge: Nobility and Royalty, and a few odd skill points. Feats: all non-combat stuff except Rapid Reload. Skill Focus Sense Motive, and Negotiator. Equipment: Standard stuff: Studded Leather, heavy shield, masterwork longsword (or battle axe depending on the area), heavy crossbow, potion of cure light wounds.</p><p></p><p>Based on all that, he'd have an attack of +6 with the longsword (1d8+1) or +3 with the heavy crossbow (1d10) and 26 hit points.</p><p>Str 13, Dex 8, Con 12, Int 13, Wis 14, Cha 16</p><p></p><p>The commoners? Commoner 2 str 13, dex 10, con 12, hp 10, ac 12 (leather armor), atk +2 (1d8+1 spear or longspear) or +1 (1d8 light crossbow). Saves: +1/+0/+0.</p><p>They've got profession skills, and social skills, toughness and one other feat that's not useful in combat. (Skill Focus Bluff or sense motive or profession or craft or Endurance).</p><p></p><p>The guards? War 2 Str 14, Dex 12, con 12, hp 15, AC 17 (heavy wood shield+scale mail), atk +5 melee (1d8+2 hand weapon (longsword, battle axe, warhammer, light flail, or morning star depending on the area), or +3 light crossbow/shortbow (depending on the area). Saves +4/+1/+0; standard feats: weapon focus: melee weapon and (pick one) alertness, iron will, power attack, quickdraw, improved initiative, skill focus sense motive. Skills: Spot and Listen (2 ranks each), profession: soldier 5 ranks, climb, jump, or swim, 2 ranks.</p><p></p><p>That takes me about the time it takes to write it down to pull out of my butt and once I do pull something (like "he power attacks) I try to write it down so that I know.</p><p></p><p>I try not to go into a game with nothing more than faith in my own improv abilities. But sometimes all I have is a set of standard NPC statblocks that I printed up when I came up with the general story that I wanted to tell and some notes about what elements I might put into the game.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2200671, member: 3146"] No, you're not the only one, though I rarely spend three hours detailing an NPC. My own practice is to use complete stats as often as possible. I try to note class and level for NPCs that I don't need to stat up (ie. Keldas Griffonheart, the grandmaster of the Order of Saint Cuthbert in my game has this note beside his name (LG Ftr 2/Pal4/Rgr2/Knight of the Chalice 10)). And then there are NPCs who show up because the party went off course--for instance, the party decides to try and organize a defense for the threatened town rather than going off and fighting the orcs by themselves. What are the mayor's stats again? At that point, I generally pull a cookie cutter NPC out of my butt. (Or, I grab a similar character's statblock that I do have prepped and use that, filing off serial numbers as I go). The mayor? 4th level expert/1st level warrior. BAB +4, base saves +3/+1/+4. Modified +3/+0/+6. Skills maxed: Sense Motive, Diplomacy, Bluff, Knowledge: Local, Profession: Innkeeper, Knowledge: Nobility and Royalty, and a few odd skill points. Feats: all non-combat stuff except Rapid Reload. Skill Focus Sense Motive, and Negotiator. Equipment: Standard stuff: Studded Leather, heavy shield, masterwork longsword (or battle axe depending on the area), heavy crossbow, potion of cure light wounds. Based on all that, he'd have an attack of +6 with the longsword (1d8+1) or +3 with the heavy crossbow (1d10) and 26 hit points. Str 13, Dex 8, Con 12, Int 13, Wis 14, Cha 16 The commoners? Commoner 2 str 13, dex 10, con 12, hp 10, ac 12 (leather armor), atk +2 (1d8+1 spear or longspear) or +1 (1d8 light crossbow). Saves: +1/+0/+0. They've got profession skills, and social skills, toughness and one other feat that's not useful in combat. (Skill Focus Bluff or sense motive or profession or craft or Endurance). The guards? War 2 Str 14, Dex 12, con 12, hp 15, AC 17 (heavy wood shield+scale mail), atk +5 melee (1d8+2 hand weapon (longsword, battle axe, warhammer, light flail, or morning star depending on the area), or +3 light crossbow/shortbow (depending on the area). Saves +4/+1/+0; standard feats: weapon focus: melee weapon and (pick one) alertness, iron will, power attack, quickdraw, improved initiative, skill focus sense motive. Skills: Spot and Listen (2 ranks each), profession: soldier 5 ranks, climb, jump, or swim, 2 ranks. That takes me about the time it takes to write it down to pull out of my butt and once I do pull something (like "he power attacks) I try to write it down so that I know. I try not to go into a game with nothing more than faith in my own improv abilities. But sometimes all I have is a set of standard NPC statblocks that I printed up when I came up with the general story that I wanted to tell and some notes about what elements I might put into the game. [/QUOTE]
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