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Hong's Britannia 3E NPC collection

The first ideal of swordsmanship is achieved when the sword is present in the hand. When this is achieved, even a blade of grass can be a weapon.

“In order to protect the good, to destroy the doers of evil, to ensure the triumph of righteousness, in every age I am born.

“I am death, shatterer of worlds, annihilating all things. With or without you, the warriors in these facing armies will die. Therefore stand up; win glory; conquer the enemy; rule. Already I have struck them down; you are just my instrument.”



Aspect of Light (Courage): Male exalted nature spirit MA6/spirit warrior 10; CR 18; Medium Outsider (spirit); HD 4d6+16d8+120 (216 hp); Init +7; Spd 30 ft; AC 39 (touch 30, flat-footed 29); BAB +18; Grap +24; Atk +32/+27/+22/+17 melee (1d8+13/19–20 plus 2d6 holy plus 1 Con, +4 holy wounding longsword) and +32 melee (1d8+13/19–20 plus 2d6 holy plus 1 Con, +4 holy wounding longsword); S/R 5 ft/5 ft; SA Spell-like abilities, imbued strike +5, martial finesse, instinctive strike, distant strike 3/day, holy power, holy touch; SQ DR 10/evil, SR 25, uncanny dodge, trap sense +2, evasion, improved evasion, greater air walk, healing touch, protective aura, keen vision, tongues, resistances, immunities; AL LG; SV Fort +20, Ref +29, Will +27; Str 20, Dex 26, Con 22, Int 14, Wis 24, Cha 17.

Skills and Feats: Hide +25, Listen +25, Move Silently +25, Spot +25, Survival +15, Tumble +60, Dodge, Iron Will, Light Step, Martial Finesse (longsword), Missile Evasion, Mobility, Oversized Two-Weapon Fighting, Power Attack, Quick-Draw, Spring Attack, Two-Weapon Fighting, Weapon Focus (longsword).

SA — Spell-Like Abilities: At will — air walk, bless, detect good, detect evil, detect magic, guidance, polymorph self, plane shift (self only), resistance, virtue.

SQ — Healing Touch (Sp): 60 hit points per day.

SQ — Protective Aura (Su): As free action, double-strength magic circle against evil and lesser globe of invulnerability.

SQ — Resistances (Ex): +4 racial bonus to saves vs charms and compulsions.

SQ — Immunities (Ex): Immune to fear, cold, fire and death effects.

Equipment: +4 holy wounding longsword (x2); bracers of armour +6; ring of protection +4; ring of freedom of movement; shirt of natural armour +3; cloak of transport; amulet of resistance +4; boots of speed; stone of divine favor +1; luckstone.

Powerup Results (greater heroism, speed, protective aura): 236 hp; Spd 60 ft; AC 40 (touch 31, flat-footed 29); Grap +25; Atk +37/+37/+32/+27/+22 melee (1d8+12/19–20 plus 2d6 holy plus 1 Con, +4 holy wounding longsword) and +37 melee (1d8+12/19–20 plus 2d6 holy plus 1 Con, +4 holy wounding longsword); SQ Immune to 3rd level spells or lower; SV Fort +24, Ref +34, Will +31.


Notes:
- Spirit warrior PrC
- Exalted template
 

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The second ideal of swordsmanship is achieved when the sword is absent from the hand, and present in the heart. When this is achieved, the swordsman can strike down foes from a distance, even with bare hands.

“Knowing others is wisdom; knowing the self is enlightenment. Mastering others requires force; mastering the self needs strength.”


Aspect of Light (Truth): Female exalted nature spirit MA6/master of intuitive archery 10; CR 18; Medium Outsider (spirit); HD 4d6+16d8+100 (196 hp); Init +8; Spd 30 ft; AC 39 (touch 28, flat-footed 28); BAB +18; Grap +22; Atk +34/+29/+24/+19 ranged (1d8+13/x3 plus 2d6 holy, +5 distance holy seeking passage composite longbow), or +36 ranged (1d8+49/x3 plus 5d8 plus 2d6 holy, +5 distance holy seeking passage composite longbow), or +31/+26/+21/+16 melee (1d6+7/18–20 plus 2d6 holy, +3 holy rapier); S/R 5 ft/5 ft; SA Spell-like abilities, intuitive archery mastery, imbued arrow, superior called shot, finding the target, penetrating shot, soul strike, holy power, holy touch; SQ DR 10/evil, SR 25, uncanny dodge, improved uncanny dodge, trap sense +2, true seeing 10 mins/day, healing touch, protective aura, keen vision, tongues, resistances, immunities; AL LG; SV Fort +21, Ref +30, Will +25 (+28 vs charms and compulsions); Str 16, Dex 29, Con 20, Int 14, Wis 24, Cha 16.

Skills and Feats: Hide +25, Listen +37, Move Silently +25, Spot +37, Survival +15, Alertness, Called Shot (longbow), Great Fortitude, Improved Aimed Shot, Improved Precise Shot, In-stinctive Shot (longbow), Instinctive Strike (longbow), Point-Blank Shot, Precise Shot, Weapon Finesse, Weapon Focus (longbow).

SA — Spell-Like Abilities: At will — air walk, bless, detect good, detect evil, detect magic, guidance, polymorph self, plane shift (self only), resistance, virtue.

SA — Soul Strike (Su): 2d6 Con damage, 1/day, Fort half DC 29.

SA — Penetrating Shot (Su): Ignore 5 points of Britannian steel or blacksteel-based DR.

SQ — Healing Touch (Sp): 60 hit points per day.

SQ — Protective Aura (Su): As free action, double-strength magic circle against evil and lesser globe of invulnerability.

SQ — Resistances (Ex): +4 racial bonus to saves vs charms and compulsions.

SQ — Immunities (Ex): Immune to fear, cold, fire and death effects.

Equipment: +5 distance holy seeking passage composite longbow (+2 damage); +3 holy rapier; bracers of armour +4; ring of protection +4; ring of elusiveness; shirt of natural armour +3; cloak of transport; amulet of resistance +4; boots of speed; stone of divine favor +1; luckstone.

Powerup Results (greater heroism, speed, protective aura): 216 hp; Spd 60 ft; AC 40 (touch 29, flat-footed 28); Grap +23; Atk +39/+39/+34/+29/+24 ranged (1d8+13/x3 plus 2d6 holy, +5 distance holy seeking passage composite longbow), or +37 ranged (1d8+49/x3 plus 5d8 plus 2d6 holy, +5 distance holy seeking passage composite longbow), or +32/+32/+27/+22/+17 melee (1d6+7/18–20 plus 2d6 holy, +3 holy rapier); SQ Immune to 3rd level spells or lower; SV Fort +25, Ref +35, Will +29.


Notes:
- Intuitive archer PrC. I toned it down a bit from what's on that page, which was built with the 3.0 OotBI and deepwood sniper in mind.
 

The third ideal of swordsmanship is achieved when the sword is absent from both the hand and the heart. When this is achieved, the swordsman is at peace, and works to bring peace to all.

“Blessed are the poor in spirit, for theirs is the kingdom of heaven; blessed are they that mourn, for they shall be comforted; blessed are the meek, for they shall inherit the earth; blessed are they which do hunger and thirst after righteousness, for they shall be filled; blessed are the merciful, for they shall obtain mercy; blessed are the pure in heart, for they shall see God; blessed are the peacemakers, for they shall be called the children of God.”


Aspect of Light (Love): Male celestial nature spirit mag16; CR 18; Medium Outsider (spirit); HD 4d6+16d4+100 (164 hp); Init +7; Spd 30 ft; AC 36 (touch 23, flat-footed 29); BAB +10; Grap +10; Atk +12/+7 melee (1d6+5 plus 2d6 holy, +2 holy quarterstaff); S/R 5 ft/5 ft; SA Spells, spell-like abilities, holy power, holy touch; SQ DR 10/evil, SR 25, aura of peace, healing touch, protective aura, keen vision, tongues, resistances, immunities; AL LG; SV Fort +19, Ref +24, Will +27; Str 10, Dex 24, Con 20, Int 16, Wis 24, Cha 29.

Skills and Feats: Concentration +25, Diplomacy +35, Hide +10, Listen +10, Move Silently +10, Spellcraft +25, Spot +10, Consecrate Spell, Great Fortitude, Lightning Reflexes, Practiced Spellcaster, Quicken Spell, Sacred Vow, Spell Penetration, Versatile (Diplomacy, Sense Motive), Vow of Nonviolence, Vow of Peace.

SA — Spell-Like Abilities: At will — air walk, bless, detect good, detect evil, detect magic, guidance, polymorph self, plane shift (self only), resistance, virtue.

SQ — Aura of Peace (Su): As calm emotions, range 20 ft, Will DC 35 negates. Weapons striking the aspect of light shatter without causing damage; Fort DC 31 negates.

SQ — Healing Touch (Sp): 180 hit points per day.

SQ — Protective Aura (Su): As free action, double-strength magic circle against evil and lesser globe of invulnerability.

SQ — Resistances (Ex): +4 racial bonus to saves vs charms and compulsions.

SQ — Immunities (Ex): Immune to fear, cold, fire and death effects.

Equipment: +2 holy quarterstaff; bracers of armour +8; ring of protection +4; ring of elusiveness; shirt of natural armour +5; amulet of resistance +5; cloak of major displacement; luckstone.

Spells Per Day (6/9/8/8/8/8/7/6/4, save DC = 21 + spell level, or 25 + spell level for non-damaging spells): 0 — arcane mark, dancing lights, daze, disrupt undead, ghost sound, mage hand, mending, prestidigitation, read magic, touch of fatigue; 1st — accuracy, charm person, endure elements, lesser orb of cold, magic missile, shield; 2nd — acid arrow, arcane lock, blades of fire, detect thoughts, hold person, invisibility; 3rd — earthbolt, fireball, haste, magic circle against evil, magnetism; 4th — air walk, charm monster, dimension door, earth reaver, pain; 5th — cone of cold, dominate person, telekinesis, symbol of sleep, wall of force; 6th — greater dispel magic, greater heroism, mass suggestion, undeath to death; 7th — limited wish, mass hold person; 8th — meteor swarm. Caster level 20th.

Powerup Results (quickened shield, haste, displacement, protective aura): Spd 60 ft; AC 41 (touch 24, flat-footed 33); Grap +11; Atk +13/+13/+8 melee (1d6+5 plus 2d6 holy, +2 holy quarterstaff); SQ 50% miss chance, immune to 3rd level spells or lower; SV Ref +25.
 

Some NPCs who have spent an extended length of time tagging along with the party.

First, Jaana, field leader of the witch hunters. Ain't ever going to be an Iolo or Shamino in my game, but I figure Jaana's obscure enough. Statting up druids is a chore compared to statting up mages, I tell you.


Jaana: Female human drd7/witch hunter 7; CR 11; Medium Humanoid (human); HD 7d6+7d8+56 (126 hp); Init +4; Spd 30 ft; AC 26 (touch 17, flat-footed 20); BAB +12; Grap +15; Atk +19/+14/+9 melee (1d6+6/15–20 plus 1d6/1d10 fire, +3 flaming burst scimitar); SA Spells, turn undead, smite evil (+7 damage); SQ Spirit sight, spirits’ favour, detect evil, aura of courage; AL LG; SV Fort +16, Ref +13, Will +20; Str 16, Dex 18, Con 19, Int 12, Wis 20, Cha 14.

Skills and Feats: Concentration +20, Knowledge (planes and spirits) +15, Spellcraft +15, Survival +20, Cleave, Divine Vigour, Dodge, Extra Turning, Improved Dodge, Indomitable, Power Attack, Practiced Spellcaster, Track, Weapon Focus (scimitar).

Equipment: +3 flaming burst Britannian steel scimitar; +3 death ward chain shirt; ring of protection +1; amulet of natural armour +2; ring of resistance +3; boots of the cloudwalker.

Spells Prepared (6/6+1/5+1/4+1/4+1/3+1, save DC = 15 + spell level): 0 — detect magic (x2), inflict minor wounds, guidance, resistance, virtue; 1st — divine favor*, lion’s charge (x2), protection from evil (x2), shield of faith, trance; 2nd — align weapon (x2), ancestral vengeance, blindsight, bull’s strength*, inflict moderate wounds; 3rd — heroism*, remove curse, protection from energy (x2), substitution; 4th — air walk (x2), restoration, freedom of movement*, holy smite; 5th — dispel evil, greater heroism*, teleport, true seeing. Caster level 14th.
* denotes domain spell. Domains: Hero, Luck.

Powerup Results (substitution, bull’s strength, greater heroism, shield of faith, divine favor): 140 hp; AC 28 (touch 19, flat-footed 22); Grap +23; Atk +27/+22/+17 melee (1d6+10/15–20 plus 1d6/1d10 fire, +3 flaming burst Britannian steel scimitar); SQ Half damage from all attacks; SV Fort +20, Ref +18, Will +24; Str 18.
 

Three trusty witch hunter veterans, corralled in to help storm the bloodmages' stronghold of Stonegate. Malcolm is a TWF ranger, Randall is an archer with a shock bow, and Bishop is an inquisitor with access to the Luck domain including spell turning. Ah me.



Malcolm: Male human rgr2/battlemage 7/witch hunter 4; CR 11; Medium Humanoid (human), HD 13d8+39 (117 hp); Init +3; Spd 30 ft; AC 24 (touch 16, flat-footed 20); BAB +11; Grap +15; Atk +18/+13/+8 melee (1d6+6/17–20, +2 Britannian steel shortsword), or +16/+11/+6 melee (1d6+6/17–20, +2 Britannian steel shortsword) and +16 melee (1d6+4/17–20, +2 Britannian steel shortsword); S/R 5 ft/5 ft; SA Spells, favoured enemy (monstrous humanoids +2), smite evil (+4 damage); SQ Detect evil, aura of courage; AL LN; SV Fort +17, Ref +15, Will +16; Str 18, Dex 18, Con 16, Int 10, Wis 15, Cha 16.

Skills and Feats: Concentration +15, Knowledge (planes and spirits) +10, Spellcraft +10, Survival +15, Arcane Strike, Dodge, Mobility, Quicken Spell, Power Attack, Spring Attack, Practiced Spellcaster, Track, Two-Weapon Fighting, Weapon Focus (shortsword).

Equipment: +2 Britannian steel shortsword (x2); +4 chain shirt; ring of resistance +2; ring of protection +2; boots of speed.

Spells Per Day (5/6/6/5/2, save DC = 13 + spell level): 0 — arcane mark, dancing lights, daze, detect magic, flare, light, mage hand, open/close; 1st — magic missile, protection from evil, scales of the serpent, shield, true strike; 2nd — blindsight, invisibility, lion’s charge; 3rd — displacement; 4th — stoneskin. Caster level 12th.

Powerup Results (shield, scales of the serpent, displacement, speed): Spd 60 ft; AC 34 (touch 17, flat-footed 29); Grap +16; Atk +19/+19/+14/+9 melee (1d6+6/17–20, +2 Britannian steel shortsword), or +17/+17/+12/+7 melee (1d6+6/17–20, +2 Britannian steel shortsword) and +17 melee (1d6+4/17–20, +2 Britannian steel shortsword); SQ 50% miss chance; SV Ref +16.



Randall: Male human ftr1/battlemage 6/witch hunter 5/arcane archer 1; CR 11; Medium Humanoid (human); HD 1d10+11d8+36 (109 hp); Init +5; Spd 30 ft; AC 24 (touch 17, flat-footed 19); BAB +11; Grap +15; Atk +21/+16/+11 ranged (1d8+8/x3 plus 1d6 electricity, +3 shock composite longbow), or +16/+11/+6 melee (1d8+5/19–20, +1 longsword); S/R 5 ft/5 ft; SA Spells, smite evil (+5 damage), enhance arrow +1; SQ Spirits’ favour, detect evil; AL LN; SV Fort +16, Ref +14, Will +15; Str 18, Dex 20, Con 16, Int 10, Wis 14, Cha 15.

Skills and Feats: Concentration +15, Knowledge (arcana) +10, Spellcraft +10, Survival +15, Arcane Strike, Point Blank Shot, Power Attack, Practiced Spellcaster, Precise Shot, Quicken Spell, Rapid Shot, Track, Weapon Focus (longbow).

Equipment: +3 shock composite longbow (+4 damage); +1 longsword; +4 studded leather; ring of protection +2; amulet of resistance +2; boots of speed.

Spells Per Day (5/6/6/4/2, save DC = 12 + spell level): 0 — arcane mark, dancing lights, daze, detect magic, ghost sound, light, mage hand, open/close; 1st — magic missile, protection from evil, scales of the serpent, shield, true strike; 2nd — resist energy, scorching ray, see invisibility; 3rd — fireball; 4th — dimension door. Caster level 12th.

Powerup Results (shield, scales of the serpent, speed): Spd 60 ft; AC 34 (touch 18, flat-footed 28); Grap +16; Atk +22/+22/+17/+12 melee (1d8+8/x3 plus 1d6 electricity, +3 shock composite longbow), or +17/+17/+12/+7 melee (1d8+5/19–20, +1 longsword); SV Ref +15.



Bishop: Male human drd7/druidic inquisitor 8; CR 12; Medium Humanoid (human); HD 15d6+60 (120 hp); Init +3; Spd 30 ft; AC 26 (touch 16, flat-footed 21); BAB +11; Grap +15; Atk +19/+14/+9 melee (1d8+10/19–20/x3 plus 2d6 holy, +3 holy, spell storing Britannian steel spear); S/R 5 ft/5 ft; SA Spells, turn undead, force shapechange; SQ Spirit sight, spirits’ favour, detect evil, immunities, pierce illusion, pierce disguise; AL LN; SV Fort +17, Ref +14, Will +23; Str 20, Dex 16, Con 18, Int 12, Wis 20, Cha 18.

Skills and Feats: Concentration +20, Knowledge (arcana) +15, Knowledge (religion and philosophy) +15, Spellcraft +15, Divine Might, Dodge, Extra Turning, Great Fortitude, Improved Dodge, Indomitable, Power Attack, Sacred Vengeance, Soul of Battle.

SQ — Immunities (Ex): Immune to charms and compulsions.

Equipment: +3 holy, spell storing Britannian steel spear (rebuke); +4 chain shirt; ring of resistance +3; amulet of natural armour +2; boots of speed.

Spells Prepared (6/6+2/5+2/5+2/5+1/5+1/3+1/2+1/1+1, save DC = 15 + spell level): 0 — detect disease, detect magic (x2), mending, read magic (x2); 1st — attraction, bless water, divine favor* (x2), detect undead (x2), shield of faith (x2); 2nd — aid* (x2), align weapon (x2), ancestral vengeance, rebuke, resist energy; 3rd — bestow curse, remove blindness/deafness, substitution, heroism* (x2), inflict serious wounds (x2); 4th — air walk, death ward (x2), divine power*, spell immunity (x2); 5th — commune with greater spirit, dispel evil, greater heroism*, summon nature’s ally V, superior resistance, teleport; 6th — harm, heal, stoneskin*, wind walk; 7th — greater restoration, holy word, spell turning*; 8th — holy aura, moment of prescience*.
* denotes domain spell. Domains: Hero, Luck.

Powerup Results (substitution, stoneskin, shield of faith, greater heroism, divine power, divine favor, speed): 150 hp; Spd 60 ft; AC 30 (touch 20, flat-footed 24); BAB +15; Grap +29; Atk +34/+34/+29/+24 melee (1d8+15/19–20/x3 plus 2d6 holy, +3 holy, spell storing Britannian steel spear); SQ DR 10/blacksteel, half damage from all attacks; SV Fort +21, Ref +19, Will +27; Str 22.
 

The unfortunate Thea, as at the last time the party had access to her stats. Her downfall started here and reached its conclusion (so far) here.


She looks like this, or close enough. Or did, anyway; the next time they meet her, she'll probably be sporting a fetching black and red colour scheme.

76942_CN.jpg


Thea: Female human drd7/druidic inquisitor 6/bloodmage 1; CR 12; Medium Humanoid (human); HD 13d6+1d8+56 (114 hp); Init +8; Spd 30 ft; AC 24 (touch 15, flat-footed 20); BAB +9; Grap +11; Atk +15/+10 melee (1d8+6/19-20/x3, +3 Britannian steel spear); S/R 5 ft/5 ft; SA Spells, rebuke undead, force shapechange; SQ Spirit sight, spirits’ favour, detect evil, immunities, pierce illusion, pierce disguise, accursed, blood magic, bloodpool; AL LG (LE); SV Fort +17, Ref +13, Will +21; Str 15, Dex 18, Con 18, Int 13, Wis 22, Cha 14.

Skills and Feats: Bluff +6, Concentration +20, Knowledge (religion and philosophy) +17, Sense Motive +22, Spellcraft +17, Great Fortitude, Improved Initiative, Indomitable, Quicken Spell, Scribe Scroll, Still Spell, Power Attack, Weapon Focus (spear).

SQ — Immunities (Ex): Immune to charms and compulsions.

SQ — Bloodpool (Su): Thea’s bloodpool can hold up to 140 hit points and 14 Constitution points. She can use it to power 0-level spells.

Equipment: +3 (holy) Britannian steel spear; masterwork heavy mace; +3 chain shirt; ring of resistance +3; ring of protection +1; amulet of natural armour +2; boots of speed.

Spells Prepared (6/6+2/6+2/5+1/5+1/4+1/4+1/2+1, save DC = 16 + spell level): 0 — detect disease (x2), detect magic, detect poison, purify food and drink, read magic; 1st — bless, cure light wounds (x2), divine favor* (x2), entropic shield, shield of faith (x2); 2nd — blindsight, cure moderate wounds, lesser restoration (x2), rebuke, protection from spirits, shatter* (x2); 3rd — cure serious wounds (x2), dispel magic, quickened divine favor*, quickened lion’s charge, substitution; 4th — air walk (x2), death ward, divine power*, improved blindsight, restoration; 5th — quickened ancestral vengeance, ethereal jaunt, greater heroism*, teleport, true seeing; 6th — heal (x2), harm, stoneskin*, wind walk; 7th — quickened divine power*, stilled harm, mass cure serious wounds.
* denotes domain spell. Domains: Fury, Hero.

Powerup Results (substitution, stoneskin, shield of faith, quickened divine favor, greater heroism, divine power, speed): 142 hp; Spd 60 ft; AC 28 (touch 19, flat-footed 23); BAB +14; Grap +26; Atk +30/+30/+25/+20 melee (1d8+12/19–20/x3, +3 Britannian steel spear); SQ Fear immunity, DR 10/blacksteel, half damage from all attacks; SV Fort +21, Ref +18, Will +25; Str 19; Concentration +23, Spellcraft +20.
 


To be true to the concept, Bishop should have been a spellfire wielder, but I was already close enough to making my players' heads explode.

Quote when they were sneaking into Stonegate in disguise: "Bishop calls himself Cable".
 

Into the Woods

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