NPC classes

Any progress on putting your Cultist class down, so that we can collectively tear it apart?? (meant in the most constructive way ;) ).
 

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existing ones

Thug NPC class is in FFG's Traps and Treachery I, d4 sneak attack, I don't think they get any evasion or uncanny dodge.

Crimson contracts has three assassin type NPC classes though I can't recall their specifics off the top of my head.

CMG games has a country cleric type npc class.

I think non spellcasting clergy are ripe for npc treatment.

I would keep sorcerer cultists as full spellcasters or use another system caster like CoCd20 or d20 modern caster class.

Occult Lore has an arcane healer npc class though I don't remember thinking it was that good.

What was the name of the original ENWorld magazine? Not Asgard which had the modules but the other one that was free. One of the issues had an NPC class psionics user though it was 3.0.

I personally use racial HD as an NPC class so people can be 1st level humanoids as opposed to commoners or warriors.
 


Crimson Contracts has the Brawler (kind of a thug/enforcer), the Hit Man (a low-powered assassin - gets poison use, sneak attack, and some rogue abilities), and the Thief (sneak attack and some rogue abilities)
 

Oops, sorry -- I doubt I will write up any more of it than I have noted above. I did create it in eTools and it works pretty slick. But tested in actual play, it could be a while.

Regarding spell lists: I may discover that instead of the entire spell list, I want each cult "type" to have its own unique themed spell list. It could work kind of like cleric domains, actually.

When I was building sample characters, I found myself drawn away from blasting type spells and more toward spells that would a) help the cultist be sneaky, b) help the cultist charm/sway/compel/intimidate other people, c) help the cultist (temporarily) be "more like" the thing they venerate, d) bring appropriate summoned help. So Hypnotism yes, Magic Missile no.

Maybe that would be a productive area of discussion. The "types" of cults I have so far as noted above seem to be demon worshipping cults (when WotC's Big Book of Devils comes out that will be helpful for the LE/devil side of things), Cthulhuesque "things man was not meant to know" cults (aberration focus), death/undeath cults, and draconic cults.

I think there are general spells that any cult would find beneficial and fitting for the purposes of controlling/intimidating others, and being sneaky. So let's start with those. Looking at the first two levels of spells as a starting point, a cultist spell list might look like this:

1st--
Bane
Cause Fear
Command
Comprehend Languages (for those forbidden tomes)
Doom
Endure Elements
Obscuring Mist
Protection from Good/Law etc.
Disguise Self
Hypnotism
Confusion, Lesser
Obscure Object
Charm Animal
Charm Person
Pass without Trace
Speak with Animals
Summon Monster I or Summon Undead I (come up with a single suitable monster for each cult -- fiendish are fine for demonic cults, but what about a Cthuluesque cult?)

2nd--
Death Knell
Desecrate (maybe only for undeath cults)
Summon Monster or Undead II
Summon Swarm
Detect Thoughts
Daze Monster
Tasha's Hideous Laughter
Darkness
Hypnotic Pattern
Invisibility
Misdirection
Command Undead (maybe develop similar for Aberrations, Demons, etc. depending on the cult)
Ghoul Touch (undead only)
Scare
Alter Self
Darkvision
Augury
Calm Emotions
Enthrall
Undetectable Alignment

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And then there are lots of interesting spells from other sources that would fit right in to a particular cult.

Ultimately, though, as this is an NPC class, maybe what I want is the freedom to pick and choose any spell I want from whatever source I want, depending on the situation?
 

cultists with summoning spells ... perfect!!

what would spell progression be like? ... rangers/pally (up to 4th level) ... bard (up to 6th lvl) ... or full?

Or even a full progression, but limited spell selection (like you have already) ... and maybe limited spell levels (ie in previous editions a demigod could only grant up to 5th lvl spells). The extra slots could be used with lower level or metamagicked spells (kinda handy actually, extend spell with summoning spells ... helpers for longer periods)
 

Well I have a problem, in general, with NPC classes going over 10th-12th level or so. The idea of a 20th level commoner seems silly to me, and if someone wants to cast really powerful spells they should just become a wizard. Take a look at the attached screenshot to see how the first few levels take shape in eTools, though.
 

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so you're thinking there has to be some benefit to an NPC class to go above 10th level (for example)?

I think a 20th lvl commoner would be okay, especially if you remember to use age categories ... those -'s to str/dex/con would make them a font of knowledge/wisdom/experience but physically not so tough. When I think of a 20th lvl commoner defeating a 4th lvl fighter, I remind myself that the world of D&D isn't nice, and even common folk have to learn to defend themselves to some extent ...

hmm doesn' SW use a Thug class, increases in BAB, skills but not in hp and the such?

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cultist: I like the spell progression, nice and limited ... will they get class features? or is the following of their cult enough rp reason to keep them down.
 

here's a thought to limit the higher levels of cultists ... have their be only a few or one member who can reach that point ala 1e monks, druids, and DL's W's oHS and clerics.

you could do that for each cultist organization
 

And here's an idea for the spell list/magic item issue. Go ahead and let the cultist select any spell they like (that is, the cult's unique list comes from wherever you want) AND let them use scrolls and wands. But they can only use scrolls and wands of spells they actually know, not everything on the list. That severely limits their versatility, but still lets them craft items useful to themselves and others in their cult.
 

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