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Need some help with a few 7th level NPC's

Naadia

First Post
im just curious what some of you would use for your bodyguards in the game im currently in. my dm is allowing me 4, 7th level bodyguards with stats based as 15, 14, 13, 12, 11, 10 and an extra 5 points to add so could for example raise the 17 to a 22. using the pathfinder core rule book, advanced players, ultimate magic and ultimate players guides but no black powder and 10,000 in starting items each. (oh yes human only)

the character they would be guarding is an evil but very charismatic (charisma 27) and paranoid Witch Queen
 

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Tinner

First Post
How about something like these?
Fighters with the Phalanx Fighter Archetype, using Halberds and Tower Shields.
They're trip specialists, and make good use of teamwork feats to drop opponents within their reach and then punish them when they rise, or simply slaughter them if they stay down.
Give them some favorable terrain like a nice chokepoint to defend, and let the Witch Queen throw spells and hexes over them while they keep the melee fighters off of her.

BODYGUARDS CR 6
Male Human Fighter (Phalanx Soldier) 7
LE Medium Humanoid (Human)
Init +1; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 27, touch 12, flat-footed 26. . (+10 armor, +5 shield, +1 Dex, +1 deflection)
hp 67 (7d10+14)
Fort +8, Ref +4, Will +6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Halberd +14/+9 (1d10+7/20/x3) and
. . Gauntlet (from Armor) +12/+7 (1d3+6/20/x2) and
. . Unarmed Strike +12/+7 (1d3+6/20/x2)
Special Attacks Phalanx Fighting, Ready Pike +1 (1/day)
--------------------
STATISTICS
--------------------
Str 22, Dex 12, Con 14, Int 13, Wis 12, Cha 10
Base Atk +7; CMB +13 (+15 Tripping); CMD 25 (27 vs. Bull Rush27 vs. Drag27 vs. Overrun29 vs. Trip)
Feats Combat Expertise +/-2, Coordinated Defense, Coordinated Maneuvers, Improved Trip, Iron Will, Power Attack -2/+4, Shield Wall, Tandem Trip, Weapon Focus: Halberd
Skills Acrobatics -12, Climb +3, Escape Artist -12, Fly -12, Intimidate +10, Ride -2, Stealth -12, Swim +3
Languages Common, Infernal
SQ Deft Shield -1 (Ex), Stand Firm +2 (Ex)
Combat Gear +1 Full Plate, +1 Halberd, +1 Tower Shield; Other Gear Cloak of Resistance, +1, Ring of Protection, +1
--------------------
SPECIAL ABILITIES
--------------------
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Deft Shield -1 (Ex) shield -1 check penalty, -1 attack penalty for tower shields.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Phalanx Fighting (Ex) Polearms and spears are one-handed if weilded along with a shield.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ready Pike +1 (1/day) (Ex) +1 to hit and damage if you ready a brace weapon.
Shield Wall If you are wielding a shield and are adjacent to an ally with a shield and this feat, increase the bonus of your shield by +1, or +2 if the ally's shield is a large or tower shield.
Stand Firm +2 (Ex) +2 CMD vs. Bull Rush, Overrun, Push, Pull, Trip, save vs. trample.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
 

Drathir

First Post
since they're tripping and not doing any of the other CMs i'd suggest greater trip for all of them instead of coordinated maneuvers. +2 regardless, as long as its trip, and a free attack if trip succeeds... with the handy +4 bonus or whatever the number is for attacking a prone foe. of course following that you could arguably ditch Weapon Focus... since they'll be dexless and what not alot... of course if used right this could TPK since they need to take an action to stand and as such provoke and the enemy might trip every turn.
other than that go ahead and make a party... with two combat classes instead of a specialist like rogue... or ditch one of the spell casters that could work too.
 

cattoy

First Post
what hexes does the witch queen have? What patron? What spells?

The choices will have an impact on what sort of NPC compliments her powers the best.
 

Naadia

First Post
Hexes: healing, slumber, cauldron, cackle, evil eye
Patron: plague
Spells: Sleep, identify, beguiling gift, charm, cure light wounds, identify, sleep, ear piercing scream, comprehend languages, blood transcription, burning gaze, cure moderate, summon swarm, vomit swarm, zone of truth and detect thought, remove blind/def, bestow curse, cure serious, deep slumber, summon monsters 3, remove disease, remove curse, spite, cape of wasps, cure critical, enervation, poison, neutralize poison, summon monster 4, symbol of healing, touch of slime.
 

Herobizkit

Adventurer
Rule of Cool: Evil characters always get Humanoids.

If the DM is giving you four NPC's, the smart thing might be to build a party like you might build one for PC's.

At 7th-level, spellcasters really start to come into their own. I'm thinking evil Druid (for general bad-azzery), Bard (for buffs), Ranger (and/or Barbarian) for hittin', and maybe Magus.

If nothing else, you'll have quite the Nature theme.
 

cattoy

First Post
Another witch would be a nice addition to the posse. Witches get to share spells for free (more accurately, their familiars do the sharing) which is a nice way to pad your spell selection for both.

A summoner always gives you a numbers advantage because, well - summoner.

If you have a powerful witch (and in this case, you could have a witch with a 22 INT, which yields a 19 DC on slumber hexes, and then that's not even the 'powerful' witch, then you probably want to have a sniper style rogue or assassin to make those slumber hexes a death sentence. If you have two witches, you get to nail the same guy twice. Chances are, there's always somebody on the other side with a crummy Will save.

You'll probably need a little more tank, so add some beef. With those stats, you could make a pretty effective monk, fighter, barbarian, whatever.

1st round, you have your big witch, little witch and summoner pop summon monster IV and then you have a pretty beefy front line to keep heat off your squishies.
 

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