E6 NPC's

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.
 

log in or register to remove this ad

HolyKnight of Dalahassa
Paladin6 and @ E6+8
S14 [16], D10,cn12,I10,w14,Ch16 [18] 29pts
Fts: Wf- long Sword, Shield Specizalization, Divine Power, Mt Combat.
AC 23 touch 10, Sword +10/+5 (1d8+3); Hp 44; sv 9/5/7 lay on hands:18hp
Bow +7/+2 (1d6+3)(or varies) Smite evil +3,+6; remove disease
Skills:ride+9, diplomacy+9(+10),kn religion+5, kn outer planes 5, sense motive 6
Equipment: +1 cold iron sword, +1 large shield, +1 full platemail, mw C. shortbow [14]
20 +1 arrows, 10 cold iron arrows, 10 silver arrows, potion Shield of faith,
E6 feats: Ability training [chr] Ability advancement [chr] ride-by attack, power attack, Ability training [str] Ability advancement [str] improved toughness, SF Sense motive
Sword +11/+6 (1d6+4) hp 50, sv 10/6/8, LoH 24hp

Holy knights – besides serving at the shrine, there is at least one at the temple, where they judge ecliastic courts, along with a cardinal. 1-4 are normally on holy quests, with the others off duty, recupertating or training.


Expert Buglar 1/2ling Rog6 + 4
S12, D18 [20],cn12,I14,w12,Ch8 28pts
Fts: improved int. weapon Finess, Skill Focus Search
Skills: Climb+12 , Bluff+8, Disable Trap+11, Hide+17, Move Silently+15, Open Locks +15, Search+14, Spot+10, Tumble+13, Appraise+6, Listen+6
Mw thieves tools, +1 small short sword, mithiril chainshirt, ring of invisibility [what?...]
+10(1d4+2) & 3d6 SA, AC 19, sv 6/10/4
E6 feats : ability focus (Dx), ability advancement (Dx), skill focus Disarm Trap, great fortitutde
 
Last edited:

The City of Dalahassa – Large, religious city.

Residents of Note:
Cl6x 7 : Bishop and 4 cardinals(generic priest), 1 dwarf, 1 demon worshiper
Ari6x 4 : Duke Nattal : ftr3/Aris3 ; 3 other Nobles
Wz6x 2: Scholar Han Wiz6 (advisor to Duke); General Lamberos, rtd. Rng1/ Wiz5
Brd6x 4: Rondell Master of Ceremonies (for Duke); Master Tyson; 2 other bards of lesser renown
Mnk6x 4: the Abbot, Legates of North, East and South,
Pal6x 7: Holy Knights of Dalahassa
Rog6x 5: Guild master, lieutenant. expert burglar, 1 freelance4, 1 young noble
Rng6x 2: Genertal Trieus, Master Jerhemiah,
Ftr6x 6: Captain Elaine Black, Captain Rhys, Lord Ewan, Barkeep Nader, 3 others


Outside the heiarchy
the Jabberwocky Brb6 – human controlled by intelligent sword.
? Sor6- pretending to be someone else, highly placed.
Billy Curio 1/2ling Psi6
Drow Priestess Cl6

The city of Dalahassa is on the northern side of a great lake. A small service town lies on the south side, and has several ferries that provide crossing. A shrine to Saint Neot lies near this town and only pilgrims who have paid their respects at the shrine are allowed passage into the city – by means of a (small cheap) badge. One of the Holy knights keeps watch at the shrine. With several squires or Knight Esquires (P5 or less)
Faintly evil people are passed without comment, by Moderate or Strong evils are interviewed and questioned about business, intentions, and tracked on a list. Those failing the interview are turned away.

Dalahassa Legates are monks chosen to serve the people of the city, They serve as backup for the city watch, and protect the people in crisis situations.
 

the Jabberwock & General Lamberos, rtd.

Jabberwock the man Ftr1/Barb5 + 20
S16[18], D16,cn16[18],I13,w8,Ch8 32pts
Fts: WF:longsword, improved int. Expertise, Extended rage (+5rnds) Power attack
Skills: xBalance +6 Climb+11, xKn Local 5, Intimidate+8, xSpellcraft 2(12) Listen +8
SA: Rage 2/day (13rnds), improved uncanny dodge, fast movement.
Equipment: +1 chain shirt, +1 amulet of NAC,
AC 19 sword +12/+7 (1d8+5) sv 8/4/0 hp 63 mv40
Jabberwock the sword: +2 longsword, CN int 10,ws 15, chr 15 speech, telepathy,
* Detect magic, +10 spellcraft, daze monster 3/day (dc15) : EGO 12
* Dispel Magic (clvl 6)/3 day
* Augment Crystal of returning (lesser): quickdraw, call to hand as move action 30’ range.
E6 Feats: Ability and training (str & con): dodge, mobility, spring attack, whirlwind attack, cleave, improved unarmed attack, improved grapple, dash, lighting reflexes, alertness, improved disarm, open mind (2 ranks xBalance), iron will, improved toughness, SF- intimidate,
AC 20, Sword +13/+8 (1d8+6) sv 8/6/2 hp 75 mv 45

Jabberwock is a man possesed by his sword – he has no better than a 50% chance to win any conflict against it. The sword selected him at a young age for his extraordinary physical prowlness and weak mind. It is the sword that urges him into berserk frenzies, the man has always been a urban dweller, from a civilized land. The sword has thrown him into many difficult situations - bulgery, murder, assisnation, and he has three times acted to save a city and once the world. He moves around frequently as pressed by his swords whims. He travels across rooftops when he can staying out of view, and trying to keep a low profile when he is in control. He has made too many enemies and has grown to relay so heavily on the sword for him to ever give it up, and the sword will fight as it can to return to his possession. The sword was no doubt crafted by a god of Chaos or Sladdi Lord - it tends to make up a variety of stories if asked. Jabberwock will rarely fight for more than a minute, using the last few rounds of rage to flee. Stories of the sword and its wielder have been around for centuries – its not clear how or if the owners life is extended.

General Lamberos, rtd. Rng1/ Wiz5 +10
S6, dx 7,cn 8, in19(21), wis 15, chr 17 (32pt buy) + venerable age modifiers (-6/+3)
Fts: PBS, precocious apprentice (invisibility) , scribe scroll, precise shot, skill focus-intimidate, extend spell,
Skills: survival+6, kn geography+12, ride+3, handle animal+7, spot+6, xDiplomacy+5, listen+6, Intimidate+10 : Spellcraft+14, concentration+9, kn architecture+14,
Equipment: wand of scorching ray (10ch) spy glass, hand of the mage, helm of comprehend language and read magic; 15 spell levels added to book.
Spells known: 1st – sleep, enlarge, truestrike, message, mage armor, shiled, mount, nystu’s aura, ventriquism, disguise self, magic weapon 2nd- invisibility, see invis, glitterdust, minor image, fog cloud, scorching ray, false life 3rd – Fly, dispel, fireball, phantom steed,
E6 feats: leadership, sf-concentrate ; Ability training & advancement (int), improved toughness, open mind (5 rnk Kn:History) ; Extra spell slot +2nd, craft arms and armor, Open mind (decipher script 5 rnks) endurance,
Hp 21, bab +3, sv 2/1/6 ; Spells 5/5/5/2

General Lamberos begain his military career as a scout, but when it was discovered he had a keen mind and a gift for magic, he switched to the academy of magic for training. He lead the armies of Dalahassa for many years, some peaceful, some with skirmishes, and through one major hobgoblin war, He retired when he developed several unspecified medical problems (eyesight, arthritis and incontinence) He still has a sharp mind, and remembers lots of military history, and can enchant magic arms and armor (but does so rarely) and it takes him triple the normal time (3 days per 1000 gp), his current cohort is a grand nephew who serves as apprentice and gopher. Rog1/wiz3
(note - I use intimidate as the most important skill in leading troops in battle, its just a flavor thing)
 
Last edited:

Evilhalfling said:
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
A couple of quick questions:

- I thought the idea of E6 is that 6th level characters are the "Big Damn Heroes" of the setting. Should a generic town priest be so high level?

- I also notice that you use PC classes for non-hero NPC's. Wouldn't an adept be a better choice for a generic town priest?
 

pallen said:
A couple of quick questions:

- I thought the idea of E6 is that 6th level characters are the "Big Damn Heroes" of the setting. Should a generic town priest be so high level?
unless you lower the rate xp is gained getting to 6th level is not much harder than it is a regular game. So in the same type of world, logically you will get a lot of 6th level NPCs.
The way I came up with the numbers for each class was to use the DMG demographics and then make level > 6 , = 6 instead. The Generic priests might be found in large towns, but would mostly occur in cities.
if you cut xp by 1/2 then a 6th lvl character would need 30k xp ie = 8th lvl standard
9th level equivilent might be more fair due to no raise deads, lower powered equipment and
lack of high level NPCs to kill.

Level Distribution
Code:
[U]Size    per DMG     E6     1/2 xp (~8) & (~9)[/U]
Metro   d+12(x4)    12       4-12(7) &   4-12(4)
Lrg Cit d+9(x3)     3-9(6)   3-9(3)  &   3 
Sm Cit  d+6(x2)     2-6      1-2     &   0-2
Lr town d+3         0-1(1)   0-1     &   0-1(0)
Sm town d           0-1(0)   rare    &   0

[SIZE=1]d is the size of the dice: d4 for monks, wiz etc. d8 for rogues and fighters per DMG[/SIZE]

Another solution is not to use the metropolis demographics.

- I also notice that you use PC classes for non-hero NPC's. Wouldn't an adept be a better choice for a generic town priest?
perhaps - but using these demographics means you have both. I tend not to use adepts. If you want to write up an e6 adept and add to the thread - please do.
 
Last edited:

Evilhalfling said:
unless you lower the rate xp is gained getting to 6th level is not much harder than it is a regular game. So in the same type of world, logically you will get a lot of 6th level NPCs.
This assumes that all those NPC's are fighting monsters and saving the world just like the PC's. I'd assume that xp gain for your typical working stiff generic priest would be considerably lower.

Evilhalfling said:
The way I came up with the numbers for each class was to use the DMG demographics and then make level > 6 , = 6 instead. The Generic priests might be found in large towns, but would mostly occur in cities.
Two more quick points:

- E6 is a lot less "Epic" when every small town has a level 6 NPC or two (or ten) in it. This would be the equivalent of a core D&D world where every town has a level 20+ protector.

- Given that the DMG demographics were written with a 1-20 level world in mind, I think you'd have to tweak it considerably to have it work for E6.

To each their own. If your setting has a ton of 6th level characters running around, fair enough. But these NPC's don't seem to match up well with some of the E6 tropes: "Gandalf was a 5th level wizard", for example.
 

You can make either way work, it's a spectrum. I originally envisioned it as "big damn heroes" but I'm really happy to see Evilhalfling's NPCs.
 

Well then feel free to ignore the demographics I have suggested and use the Generic Priest as the patriarch for each faith, and the Holy knight as the head or second of the his order. The head of the order might not be the most powerful of the knights (Ari1/ Pal4 or 5 would be more effective as a leader), and might have a different skill set (like the guildmaster of thieves)

Jabberwocky is a “BDH” and has saved the world, but is too erratic to be counted on to do it again. The retired general’s record could be expanded to provide more support of his high level status without changing his current abilities, or situation. He was the BDH two generations back – and managed to survive it.

There is a thread on Vanilla D&D that explains 1st ed demographics, basically assuming that only 1% of people take levels in adventuring class and assign everyone else the stats of a 0-level commoner. It might be closer to what you want, and very useable with E6

Anyway another NPC:
Drow Priestess cl6+5
S13,dx18,cn12,in10,ws16,chr12 (from 24 pt build) ; hp 33 ; SR 17; svs 6/7/8 AC 23
Fts: TWF, Wp Finesse, improved buckler defense,
[Ability training/advancement (wis), ability training/advancement (dex), SF- kn religion] (for sacrificing people to summon demons – per BoVD)
Skills: Concentration +10, kn Religion +12(14 for sacrifice), hide +7, sneak +7
BAB +4; mace +8(1d6+3) shield +8(1d3+2)
+1 mace, (+1 spiked) +1 buckler, +1 mithril chain mail (all +2 enhancement from drow-craft)
Boots and cloak of elvenkind, sacrificial knife
Spells 5+1/3+1/3+1: DC 13+ lvl
Divine favor, prot good (d), shield of faith, CLW, bless ; Hold person(15) spirit weapon @+7(d8+2); CMW, desecrate; 3: Dispel magic, Cause Blindness(16), Searing Light. Circle Prot. Good (d)

Drow have recently taken an interest in the city. The priestess may be organizing some of the humanoid tribes in the area, but is not capable of passing for normal on the city streets.
 

Remove ads

Top