SnowleopardVK
First Post
Hey there, I'm looking for some opinion on this NPC who I've built for the end of a dungeon (of sorts) in an adventure I'm working on. He's a lot more complicated, stat-wise, than most NPCs I've made so I figured it'd be a good idea to post him up. Both for opinions and because others might spot mistakes that I missed in my proofreading.
He's designed as an eventual ally to the PCs, but the adventure can work just as well if they leave him alive and unfriendly, or even just kill him. The adventure assumes a somewhat balanced party of 4, 15 point-buy, and they're expected to be 3rd level by the time they fight him, possibly even 4th if they've been thorough.
For this combat, he's meant to be only moderately strong, but the owlery is an environment that favours him. (open roof, moderate winds which he can increase to strong, but he still treats them as just moderate winds) I anticipate that this would be a difficult, but not likely lethal battle to 3rd level PCs, especially since he lets enemies flee if they try to.
...
Orris, The Albino Owl
Male Awakened Great Horned Owl Sorcerer 3 CR 3
XP 800
N Small magical beast (augmented animal)
Init + 4; Senses low-light vision; Perception +13
Defense
AC 17, Touch 15, Flat-footed 13 (+4 Dex, +2 Natural, +1 Size)
Hp 35 (3d8 + 3d6 + 12)
Fort + 4, Ref + 7, Will + 4
Resist Electricity 5, Sonic 5
Offense
Speed 10ft, Fly 60ft (average)
Melee 2 claws +7 (1d4)
Bloodline Spell-Like Abilities (CL 3rd, +2 outdoors in precipitation; Concentration +3)
Thunderstaff (4/day)
Stormchild (Resist Electricity 5, Sonic 5, Treat wind as one step less severe)
Socerer Spells Known (CL 3rd, +2 outdoors in precipitation, +1 for Alter Winds; Concentration +3)
1st (6/day)—Charm Person, Shock Shield, Alter Winds, Shocking Grasp
0th (At will)—Ray of Frost, Resistance, Flare, Open/Close, Haunted Fey Aspect
Bloodline Arial (Wildblooded)
Tactics
Before Combat If Orris notices the approach of strangers or enemies he casts Resistance on himself (renewing it if the spell expires before enemies enter the room) and uses Open/Close to open the glass trapdoor roof, exposing the owlery to the wind outside. He also casts Alter Winds to increase the severity of the wind from moderate to strong (-2 ranged attacks, checked size tiny, -2 Fly).
During Combat Orris casts Shock shield on the first round of combat and commands the other inhabitants of the owlery to flee through the open roof (This takes 1d3 rounds). He then attempts to use Charm Person on the most heavily armoured foe, asking them to leave if successful and then continues to harass the PCs from the rafters with Ray of Frost, all the while encouraging them to retreat. He reserves his remaining 1st level spell slots to cast Shocking Grasp on PCs that follow him into the rafters, or to renew his Shock Shield. If any of the PCs are capable of flying Orris retreats outside, hoping to face them alone. He uses his Haunted Fey Aspect if this situation arises, then continues his tactic of using Ray of Frost. Orris never pursues fleeing enemies.
Morale Orris fights to the death if he needs to in order to defend his fellow owls, and initially refuses to listen to all attempts at dimplomacy. If reduced to less than 10HP however he will attempt to bargain once, offering the PCs their choice of whatever treasure they want from the high house so long as they leave the owlery alone.
Development If the PCs accept his bargain, Orris’ attitude changes from Hostile to Unfriendly and they may stay in the house for as long as they want, and can attempt further diplomacy checks to improve his attitude further as long as they stay true to their word of not harming the owlery (Orris’ attitude will not shift back to Hostile upon failed diplomacy checks so long as the owlery is not threatened). Likewise if Orris is defeated but not killed his attitude shifts from Hostile to Unfriendly with the same results as above. If the PCs rescued the owl chick from area A6 and show Orris that the baby creature is unharmed and return it to him he immediately ceases to attack and his attitude shifts from Hostile to Friendly.
Statistics
Str 10, Dex 19, Con 13, Int 16, Wis 13, Cha 14
Base Atk +2; CMB 0; CMD 15
Feats Weapon Finesse, Eschew Materials, Toughness, Point-Blank Shot
Skills Fly +17, Knowledge (Arcana) +7, Knowledge (Local) +6, Knowledge (Nature) +5, Perception +13, Spellcraft +11,
Stealth +13; Racial Modifiers +4 Fly, +4 Perception, +4 Stealth
Languages Common, Auran, Sylvan
SQ Bloodline arcana (CL +2 Outdoors in precipitation)
Trait Gifted Adept (Alter Winds)
...
Quick note: PCs are allowed 2 traits, so it's the general agreement of the table that it's fair for major NPCs to get one.
Anyways, after I get some opinion here I plan to whip up a few simple parties and run them against him to see how it goes.
He's designed as an eventual ally to the PCs, but the adventure can work just as well if they leave him alive and unfriendly, or even just kill him. The adventure assumes a somewhat balanced party of 4, 15 point-buy, and they're expected to be 3rd level by the time they fight him, possibly even 4th if they've been thorough.
For this combat, he's meant to be only moderately strong, but the owlery is an environment that favours him. (open roof, moderate winds which he can increase to strong, but he still treats them as just moderate winds) I anticipate that this would be a difficult, but not likely lethal battle to 3rd level PCs, especially since he lets enemies flee if they try to.
...
Orris, The Albino Owl
Male Awakened Great Horned Owl Sorcerer 3 CR 3
XP 800
N Small magical beast (augmented animal)
Init + 4; Senses low-light vision; Perception +13
Defense
AC 17, Touch 15, Flat-footed 13 (+4 Dex, +2 Natural, +1 Size)
Hp 35 (3d8 + 3d6 + 12)
Fort + 4, Ref + 7, Will + 4
Resist Electricity 5, Sonic 5
Offense
Speed 10ft, Fly 60ft (average)
Melee 2 claws +7 (1d4)
Bloodline Spell-Like Abilities (CL 3rd, +2 outdoors in precipitation; Concentration +3)
Thunderstaff (4/day)
Stormchild (Resist Electricity 5, Sonic 5, Treat wind as one step less severe)
Socerer Spells Known (CL 3rd, +2 outdoors in precipitation, +1 for Alter Winds; Concentration +3)
1st (6/day)—Charm Person, Shock Shield, Alter Winds, Shocking Grasp
0th (At will)—Ray of Frost, Resistance, Flare, Open/Close, Haunted Fey Aspect
Bloodline Arial (Wildblooded)
Tactics
Before Combat If Orris notices the approach of strangers or enemies he casts Resistance on himself (renewing it if the spell expires before enemies enter the room) and uses Open/Close to open the glass trapdoor roof, exposing the owlery to the wind outside. He also casts Alter Winds to increase the severity of the wind from moderate to strong (-2 ranged attacks, checked size tiny, -2 Fly).
During Combat Orris casts Shock shield on the first round of combat and commands the other inhabitants of the owlery to flee through the open roof (This takes 1d3 rounds). He then attempts to use Charm Person on the most heavily armoured foe, asking them to leave if successful and then continues to harass the PCs from the rafters with Ray of Frost, all the while encouraging them to retreat. He reserves his remaining 1st level spell slots to cast Shocking Grasp on PCs that follow him into the rafters, or to renew his Shock Shield. If any of the PCs are capable of flying Orris retreats outside, hoping to face them alone. He uses his Haunted Fey Aspect if this situation arises, then continues his tactic of using Ray of Frost. Orris never pursues fleeing enemies.
Morale Orris fights to the death if he needs to in order to defend his fellow owls, and initially refuses to listen to all attempts at dimplomacy. If reduced to less than 10HP however he will attempt to bargain once, offering the PCs their choice of whatever treasure they want from the high house so long as they leave the owlery alone.
Development If the PCs accept his bargain, Orris’ attitude changes from Hostile to Unfriendly and they may stay in the house for as long as they want, and can attempt further diplomacy checks to improve his attitude further as long as they stay true to their word of not harming the owlery (Orris’ attitude will not shift back to Hostile upon failed diplomacy checks so long as the owlery is not threatened). Likewise if Orris is defeated but not killed his attitude shifts from Hostile to Unfriendly with the same results as above. If the PCs rescued the owl chick from area A6 and show Orris that the baby creature is unharmed and return it to him he immediately ceases to attack and his attitude shifts from Hostile to Friendly.
Statistics
Str 10, Dex 19, Con 13, Int 16, Wis 13, Cha 14
Base Atk +2; CMB 0; CMD 15
Feats Weapon Finesse, Eschew Materials, Toughness, Point-Blank Shot
Skills Fly +17, Knowledge (Arcana) +7, Knowledge (Local) +6, Knowledge (Nature) +5, Perception +13, Spellcraft +11,
Stealth +13; Racial Modifiers +4 Fly, +4 Perception, +4 Stealth
Languages Common, Auran, Sylvan
SQ Bloodline arcana (CL +2 Outdoors in precipitation)
Trait Gifted Adept (Alter Winds)
...
Quick note: PCs are allowed 2 traits, so it's the general agreement of the table that it's fair for major NPCs to get one.
Anyways, after I get some opinion here I plan to whip up a few simple parties and run them against him to see how it goes.
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