Evilhalfling
Adventurer
I'm not sure if I posted any this previously - but here is a thread for the collected E6 NPCs
some generic, some specific to a city I was tinkering with as the start of an E6 campaign.
any comments, or other E6 characters are welcome.
Generic Town Priest Cl6 +4
S11,D10, Cn12, Int 13, ws16(18) chr14 (28pts +middle age)
Fts: wf – weapon, skill focus concentration, brew potion, leadership,
1000xp to spend on crafting
Skills: Kn religion+10, diplomacy+11 , spellcraft+10, concentration+13
Non-war priest: AC 18, heavy mace +6 (1d8+1), hp 36
Equipment: +1 mace, +1 chain shirt, +1 shield, Potions: 3 CLW, 1 CMW, 1 lesser restoration.
- Cohort: priest 4th level.
E6: Ability training(wis), ability advancement(wis), restoration, craft arms and armor.
The town priest can be commonly found leading a large temple. Too old for anything like active adventuring he leads religous ceremonies and responds to emergencies. Priests that serve gods of war, spent more time adventuring or in armies will have more combat focused feats.
Guildmaster: Rog6 +9
S10, D16,cn12,I13,w12,Ch14 [16] 29pts
Feats: improve Init. Open Mind, weapon finesses, alertness,
Skills: Bluff, Diplomacy, Disguise, Use Magic Device, Gather info, spot, search, disable trap (9rnks)
Appraise, Listen, Open Lock, Kn Local, Tumble (4-5 ranks)
+1 Rapier +8(1d6+1) & 3d6 SA hp 30
E6: feats ability training (chr), ability advancement (chr); 2xskill focus [any], open minded [5rnks sense motive], Telling Blow (phb2), TWF, Quickdraw, leadership
+1 rapier, +6(1d6+1) and +1 dagger +6(1d4+1) & 3d6 SA
More given to leadership, and delegation then actually stealing things, he still occasionally puts is hand to difficult boxes, as well as keeping an eye out for rebellion in the ranks.
Some guild masters will have hide, move silently or sleight of hand, but the man at the top has no need to keep in pratctice with them.
some generic, some specific to a city I was tinkering with as the start of an E6 campaign.
any comments, or other E6 characters are welcome.
Generic Town Priest Cl6 +4
S11,D10, Cn12, Int 13, ws16(18) chr14 (28pts +middle age)
Fts: wf – weapon, skill focus concentration, brew potion, leadership,
1000xp to spend on crafting
Skills: Kn religion+10, diplomacy+11 , spellcraft+10, concentration+13
Non-war priest: AC 18, heavy mace +6 (1d8+1), hp 36
Equipment: +1 mace, +1 chain shirt, +1 shield, Potions: 3 CLW, 1 CMW, 1 lesser restoration.
- Cohort: priest 4th level.
E6: Ability training(wis), ability advancement(wis), restoration, craft arms and armor.
The town priest can be commonly found leading a large temple. Too old for anything like active adventuring he leads religous ceremonies and responds to emergencies. Priests that serve gods of war, spent more time adventuring or in armies will have more combat focused feats.
Guildmaster: Rog6 +9
S10, D16,cn12,I13,w12,Ch14 [16] 29pts
Feats: improve Init. Open Mind, weapon finesses, alertness,
Skills: Bluff, Diplomacy, Disguise, Use Magic Device, Gather info, spot, search, disable trap (9rnks)
Appraise, Listen, Open Lock, Kn Local, Tumble (4-5 ranks)
+1 Rapier +8(1d6+1) & 3d6 SA hp 30
E6: feats ability training (chr), ability advancement (chr); 2xskill focus [any], open minded [5rnks sense motive], Telling Blow (phb2), TWF, Quickdraw, leadership
+1 rapier, +6(1d6+1) and +1 dagger +6(1d4+1) & 3d6 SA
More given to leadership, and delegation then actually stealing things, he still occasionally puts is hand to difficult boxes, as well as keeping an eye out for rebellion in the ranks.
Some guild masters will have hide, move silently or sleight of hand, but the man at the top has no need to keep in pratctice with them.