How do you stat up your NPCs/Villains

Hi,

Long time lurker first time poster...

I think the subject says it all. I've always done it all by hand, typing them up in pretty much the same format as Dungeon magazine, but when doing large groups of foes or high level spell casters, it can take all day. Especially when you're picking spells for a 15th level caster.

So how do you do it? What tools/programs/shortcuts do you find helpful?

Thanks.

AS
 

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Hmmm, depends on the NPC. For important ones I use PCGen. For less important ones I use Jamis Buck's NPC Generator - found on this very site http://www.enworld.org/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=171

For the grunts, guards, bravos and grogs I just cut and paste a few standaedized templates. (I gave them exciting names like Sneaky 1, Alley Basher 4, Thug 3, Bravo 2, Proteagonist 1, and Spear Carrier 57, according to the role they play.. A few others wee named after NPCs from a campaign I played in a couple of decades ago - Red, Jed, Ted, Ned, and Fensterwald... )

The Auld Grump
 


I make them up by hand, but I don't bother fully selecting their skills - only skills which are likely to be significant in interaction with the PC's.

So I choose their attributes, their feats, their magic equipment and their spells (if any). I normally choose their hp too (within the bounds that the class/level would provide).

If I want a large group of non-major NPC's I'll use a generator like Jamis Buck's (although it isn't good for clerics).

If there are grunts for a battle I'll note AC, attack, generic feats and skills and hp.
 

Hi, Andromeda Sprain!

I used to do all my NPCs by hand, that is: stat them individually, even the lowly commoners with just typing them on a word processor. Now, I tend to ignore NPCs that by default will try to avoid combat with the PCs. I all exclusively do my NPCs with James Buck's NPC Generator. Major Villains I still do by hand (because the generator does not support many prestige classes).
 

I use Jamis Buck's online thing or else the cd that came with the 3.0 PHB, then recycle them, changing names and weapons, etc. Unless I'm trying for something specific, then I have to do it by hand.

However I have a trick I found works pretty good to challenge my players and yet not overly award them if I screw up. If I have to give NPCs/monsters character levels, I give them a level(s) of warrior, so they get to use the weapons and armor, somewhat good hit points, but most importantly, they don't get as many feats as a fighter, which means less things I can forget about, and the warrior class is an NPC class and worth less when you calculate the challenge rating. But sense these characters are bound for slaughter, they are generally just as effective as a fighter or whatever.
 

I Hand write them if I think there is going to be a fight, meaning 99% of the write ups are people who will die soon.

Then I type them up in a format I created so I know where everythingis and becuase I have quite horrid hand writing, so bad at times I can't read what I wrote. I summarize all spells including ranges since I know the catser level anything to save me having to look something up mid battle. I also have relevant page numbers so I can more easily access information I forgot which happens.

If I stat out a rogue for example I would spend relavent Skillpoints then list what I hadn't spent incase I needed to add skills on the fly.

Also As a habit running higher level games (started about 8th or so) I added like the first 2-3 rounds of tactics especially for spell caster's After ruining a battle that should have been tough by forgetting the bad guys main spell to screw the players with (Long time knowledgeable enemies of the party) It turned into a push over fight.

I also use the sheets I print out as my scratch paper marking out spells as cast and keeping track of damage and such.

I also use generic sort of poeple when I can. One grunt is like the rest in some cases.

That's my method and I'm sticking to it.
 

For important NPCs I generally use PCGen . It has a bit of a learning curve, but is technically powerful and can handle all sorts of weird multiclass combinations. It can also output the NPC in either character sheet or statblock form. Word is that PCGen will be updated to the 3.5 rules by the end of August. (Although as with many software projects, that date might slip a bit.)

Here's a little trick when making NPCs. For their skills, don't go crazy buying ranks at each level. Instead, just take maximum ranks in key skills -- the way the Player's Handbook recommends for the sample PCs: "Choose a number of skills equal to X + Int bonus" (where X is the base skill points for that class).

So if it's a Ftr10 with Int 13, he could max out 2+1=3 skills at 10+3=13 ranks each.
 

I have been using E-Tools for just about everybody and their evil twin ... unfortunately, the 3.5e update isn't available yet, which means going back to doing it all by hand...

Ugh... :P

-The Gneech :(
 

Depends... BBEGs get what the PCs get: 5d6, 3 highest, arrainge as suits. Villainous henchmen get 4d6, 3 highest.

Gump-fodder get standard array.
 

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