NPC Land

kaboom

First Post
I looked at the rogue’s gallery and said to myself "What this needs is a thread for all the NPCs who are created, posted, and then fall without hardly anyone
reading them."

This is such a thread for NPCs.

Post your NPCs, PCs, created monsters, or just your infernal schemes here.
 

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Encoron, human necromancer 14

Encaron: human necromancer 14; CR 14; HD 14d4 +14; init +6(+2 dex +4 improved initiative; AC 16(Bracers of Armor +3, dex +2, amulet of natural armor +1); Spd 30 ft; Atk: dagger +6 melee (1d4-1 Damage); AL: NE; SV fort +5 ref +6 will +9; Str 8 Dex 15 Con 12 Int 23 Wis 11 Cha 16.

Skills and feats: concentration +18, jump +7, Spellcraft +23 knowledge (arcanina) +23 move silently +10 spot+8 listen+8. Extend spell, scribe scroll, leadership, brew potion, improved unarmed strike, deflect arrows, leadership, dodge

Items: Staff of Death, Headband of Intellect +4, dagger, Bracers of Armor +3, amulet of natural armor +1, 3000 GP.

Spells prepared: 4/7/6/6/6/5/4/3:0th-read magic x 2, light, detect magic. 1st-shield x 2, ray of enfeeblement x 2, alarm, obscuring mist x 2. 2nd- mirror image x 2, rope trick, see invisibility x2, extended ray of enfeeblement x 2. 3rd- vampiric touch x 2, fireball, fly, dispel magic x 2. 4th- stone skin x 2, improved invisibility x 2, fear, charm monster. 5th- animate dead x 2, cone of cold x 2, hold monster. 6th- circle of death, disintegrate, mass haste x 2, summon monster VI. 7th- finger of death, power word: stun, spell turning

Spells known: Oth-all 1st ray of enfeeblement, alarm, shield, cause fear, jump, obscuring mist. 2nd - spectral hand, see invisibility, mirror image, rope trick. 3rd- vampiric touch, dispel magic, fireball, fly. 4th-fear, charm monster, stone skin, improved invisibility. 5th-anamate dead, cone of cold, summon monster V, hold monster. 6th- circle of death, disintegrate, mass haste, summon monster VI. 7th- finger of death, power word: stun, summon monster VII, spell turning.

New magic item:

Staff of death:
Having only 25 charges, the staff of death stores less magical energy than other staffs. The staff has the following powers:
Cause fear (1 charge)
Scare (2 charges)
Animate dead (3 charges)

Market price: 15,000 GP
Caster level: 11th
 
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Gastrono: human rog1/ftr2; CR3; HD1d6+2d10+3; HP 18; Init +7 (+3 Dex +4 improved initiative); AC 17 (+3 dex +4 mithral shirt +2 darkwood shield); Spd 30ft; Atk: mtk rapier +6(1d6+1 Dmg) AL: N; SV +4 fort +5 ref +0 will; Str 13 Dex 16 Con 12 Int 13 Wis 10 cha 15

Skills and Feats: hide +8, move silently +8, spot +5, listen +4, tumble +7, bluff +6, balance +7 jump +5, diplomacy +6 (4 points unspent). Improved initiative, weapon finesse: rapier, weapon focus: rapier, dodge

Items: Masterwork rapier, mithral shirt, darkwood shield, potion of cure light wounds x2, 633 GP
 

I hate reading and posting statblocks, cause every DM makes them by himself anyways before putting them into game, so I'll just write about this wicked NPC:
(This is not a character based NPC, I used him as a silent enemy...)

Fasten your seatbelt, cauz' this rocks! :D

Ever thought of giving a Monk several Psychic Warrior levels?
The monk abilities and the many feats accessible to the psychic warrior work together perfectly....
focus your power selection of powers that make a good defense and enhance your strength....
select feats that enhance combat and movement....
I don't have my books right now so I can't tell you details, but imagine this:

This character jumps over 120 ft. and over 30 ft. straight up!!!
He just smashes everything you put into his way and he can chase after you a$$ at a speed of 80 ft........

Have fun!

Greetings
Fedurian
 

No one has NPCs to post?
I'm working on some NPCs for Dalamars game so if you are in it, read no farther!

Old Bert the cook: human com 1; CR 1/2; HD 1d4-1; HP 1; init –1 (-1 Dex); AC 9 (-1 dex); Spd 20ft (limping); Atk: kitchen knife –1 (Dam 1d3-1); AL: N; SV fort –1 ref –1 will +2; str 8, dex 9, con 9, int 16, wis 14 cha 12

Skills and Feats: Profession: sailor +7, Profession: cook +9*, Spot +6, Listen +6, perform (story) +3. Skill focus: Profession: cook.

Items: cooking gear

*Skill focus

Personality: Bert is a kindly old man with a face with so many wrinkles that he looks like he’s wearing a mask. He is the only one of the crew who does not admire Gastrono. He speaks in a creaky voice and often tells stories.

History: Bert grew up the son of a cook in a small fishing town. He always dreamed of becoming a swashbuckling pirate. As soon as he was 16 he ran away with the pirates. However he found that the pirates had tricked him, saying that they needed another fighter, when all they really needed was a cook! He has stayed with the pirate ship ever since, fearing that if he ran away they would find and kill him.
 
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I don't have any stat block, cause many of my NPCs are never used in fights so I don't bother.

Karin and Jacob: Karin and Jacob are brother and sister. Technically, they have different fathers, and it's apperant. Jacob is a half elf. Both fathers and the mother where killed when orcs destroyed their town. Karin has basically raised Jacob herself.

Karin is 21 and Jacob is 16, but becasue of his half elf heritage is is less mature then normal sixteen year olds. They both live in small cottage. Karin is a healer and uses herbs and other natural remidies. She has no magic. Jacob is a woodsguide and spends most of his time under the stars in the forest. Karin is over protective of Jacob, but all Jacob wants to do is live the life of an adventurer.

IMC, the group started in a village near Karin's cottage. Karin did a lot of healing for the locals and Jacob hunts and works as a guide for them. Both were befriended by the group and they allowed Jacob to come on their adventurers dispite the protests of Karin.

That campaing is long over and these NPCs have fallen to the back of my notebook, but they were both very fun for me and populiar with the party.
 

One of the funnest villians I created was an ogre with the half-dragon template. I know, I know every villian I make has the half dragon or half fiend template. Sorry I can't help it, but at least they are never disposable ones, in fact they usually last much longer then the players. Anyway, I digress.

Ogre with half black dragon template. I then added a few levels of dragoon (dragoon/lancer of final fantasy fame, but one I have made from the millions of different versions posted on these boards) and then gave him appropriate equipment.

Anyway, the end result was a villian who used jump attacks, could clear a minimum of 50 feet on a jump if he rolled a 1, did double damage on a successful jump, and he had a few pesky magical powers.

he would have worked just fine as a barbarian, or even a fighter though.

It was a fun villian cause I gave him a large group of various humanoid troops to control and so by the time the party got to him they were pretty hurt. They barely managed to escape with their lives. We haven't done a rematch yet.
 

Here are those stats for my nc villian, as you will most likely notice it is not completely by the book, but so little of what I do is.

Anyway, enjoy.


Half Dragon (black)/Dai Oni
Dragoon 8/Wizard 5

Hit Dice: 8d10+5d6+26 (102 hp)
Initiative: +7 (+3 Dex), (+4 Improved Initiative)
Speed: 30 feet, run 150
AC: 27 (+4 natural) (+3 dex) (-1 size) (+3 ashigaru armor of heavy fortifacation) (+3 lion’s shield)
Attacks: No-Dachi +15/+10 Katana +14/+9, Wakazashi +14/+9, or bite +14, 2 claws +9
Damage: No Dachi 2d6 +10, Katana 1d10+9, Wakazashi 1d6+6, or bite 1d8+6, claw 1d6+3
Face/Reach: 5 foot by 5 foot/10 feet (No Dachi)
Special Attacks: Line of Acid 5x5x60 6d4 (save DC 17 for half) once per day
Special Qualities: Darkvision 60 feet, Low light vision 60 feet, Dai-oni blood, Regeneration 1, Immune to sleep, paralysis and acid, Familiar, Create food and water, Innate spells (Purify food and drink,
Mending three times per day), see below
Saves: Fort +8, Reflex +5, Will +4
Abiities: Str 22, Dex 16, Con 15, Int 16, Wis 10, Cha 13

Sklls:
Climb (Str) 6 +6 (stat), Craft (Int) 6 +3 (stat), Handle Animal (Cha) 6 +0, Intimidate (Cha) 8 +0, +2 (racial),
Jump (Str) 8 +6 (stat) +20 (wings) +15 (dragoon ability) +2 (synergy), Ride (Dex) 6 +3 (stat),
Swim (Str) 7 +6 (stat), Tumble (Dex) 8 +3 (stat) +2 (synergy), Alchemy (Int) 5 +3 (stat),
Concentration (Con) 5 +2 (stat), Knowledge (tactics) (Int) 5 +3 (stat), Scry (Int) 5 +3 (stat),
Spellcraft (Int) 5 +3 (stat) +2 (racial), Listen (Wis) 0 +2 (feat) -1 (stat), Spot (Wis) 0 +2 (feat) -1 (stat),
Wilderness Lore (wis) 0 +2 (racial)

Feats: Alertness, Run, Improved Initiative, Scribe Scroll, Brew Potion, Leadership, Tracking

CR: 15
Alignment: Chaotic Evil

Spells
times per day
Level 0 1 2 3
4 4 3 2

Zero level
Mage Hand
Detect Magic
Read Magic

First level
Shield
True Strike
Ray of Enfeeblement

Second level
Protection from Arrows
See Invisibility
Scare

Third level
Protection from Elements
Clairaudience/Clairvoyance
Vampiric Touch




Equipment
No Dachi (Masterwork, Keen, Mighty Cleaving, +1) 2d6+9
Ashigaru Armor of Moderate Fortifaction +5
Large Shield +3 Lion’s Shield
Katana (masterwork)
Wakazashi (masterwork)
1 Potion Fire resistance
1 potion Cure Moderate Wounds

Class Abilities
Pounce: If a Dragoon leaps upon a foe during combat, he can make a full attack even if he has already taken a move action. This is an extraordinary ability.

Dragoon Jump: The Dragoon may treat any jump as a running jump or running high jump even if they are standing still, they may also use it for jumping backwards. A Dragoon recieves a +5 competency bonus to all his Balance, Jump, and Tumble checks. This bonus improves by +5 every four levels. 1st +5, 4th +10, 8th +15, 12 +20, 16th +25, 20th +30. A Dragoon using this ability does not provoke an attack of oppurtunity unless they pass through a sqaure that is threatened by a flying creature. If a dragoon is hit in this manner they fall to the ground landing in the next sqaure after the flying creature, they also take falling damage without a chance to save. Using this power requires the use of 1 Void Point. This is an extrodinary ability.

Inner Balance: Through dedicated training, the dragoon has learned to find his balance in even the heaviest armors. The character no longer suffers any armor check penalties to jump checks. He may use this ability in any type of armor. This is an extraordinary ability.

Inner Harmony: Harmonizing his body equilibrium, the dragoon's jumping distance (vertical or horizontal) is no longer limited according to his height. This may be performed in light or no armor. This is an extraordinary ability.

Dragon Grip: In an remarkable show of power and dexterity, the dragoon learns to use a two handed weapon in one hand. However, one-handed attacks with a two handed suffer a -2 penalty to their attack rolls and the character's off-hand must be kept free for balance.

Deadly Lancer: The dragoon's expertise in the two handed weaponry reaches a new level of mastery. The character inflicts an additional +1d6 damage with any two handed weapon. He must use the full attack action to use this ability. This ability cannont be used if the dragoon is using a shield.

Twin Dragons Grip: Superseding the Dragon Grip ability, the character can now use a shield in his off-hand while wielding a two handed weapon. The dragoon still suffers a -2 attack penalty with the weapon while using it with one hand.

Strike of the Hyrda: The Dragoon may perform a flurry of blows as per the monk ability. This ability can only be used with a two handed weapon, and the penalty to each attack is made with a -3 penalty to each attack. Using this ability uses 1 Void Point.

Dragon Rush: A Dragoon may use his shield to strike opponents when he jumps rather then attacking them with a weapon. If the Dragoon does this he can push his opponent back as per the feat improved bull rush. However the Dragoon gets an additional +1 to his Strength check for each 10 feet he jumped. If the Dragoon loses the roll he falls prone in the square next to his target and takes falling damage but with the chance to save for half damage.

Scale of the Coiled Dragon: A Dragoon may choose a specific type of Armor and while in that armor they can apply their maximum dexterity bonus to their AC. This is an extrordinary ability.
 
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Mad Randal: human ftr4/ brb1; CR 5; HD 4d10+1d12+15; HP 44(54 in rage); init +1 (+1 dex); AC 14 (12 in rage)(+3 +1 leather armor +1 dex); spd: 40ft; atk +1 greatsword +10 (+12 in rage) (2d6+5 dmg) melee; AL: NE; SV fort +9(+11 in rage) ref +2 will +1; str 16(20 in rage) dex 13 con 16 (20 in rage) int 13 wis 10 cha 12

(Ex) Rage: 1/day Randal can fly into a rage for 8 rounds. Ina this rage he gains a +4 bonus to Strength (heightening his attack to +12 and damage to 2d6+7) and Constitution (heightening his HP to 54 and his fortitude save to +11) and a +2 bonus on will saves but suffers a –2 penalty to AC (lowering it to 12).

Skills and Feats: jump +10, spot +4, listen +5, handle animal +2 intuit direction+2 dodge, mobility, spring attack, expertise, whirlwind attack.

Items: +1 greatsword, +1 leather armor, 790 GP

Personality: Randal suffers from multiple personality crises. He normally acts extraordinary calm and collected but in battle he changes into a mad berserker.
People feel that something is wrong with Randal when they speak to him but can never put their finger on just what.

History: Randal was a simple farmers son until he was drafted into the army. There, he learned to avoid his sickness at the very sight of blood by “losing himself in the fight”. He joined the pirates simply because they fight a lot.
 

Krubto: half-orc monk 3; CR2*; HD 3d8+3; HP 13; init +2 (+2dex); spd 30ft; AC 14 (+ 2 dex +2 wis); Atk unarmed+ 4 (1d6+2 dmg) flurry of blows +2/+2 (1d6+2/1d6+2 dmg); SA: Stunning Attack; SQ: Deflect arrows, still mind, evasion; AL: LN; SV: fort +4 ref +5 will +5; Str 15 Dex 14 Con 12 Int 6 Wis 15 Cha 6

Stunning attack (Ex) 1/day Krubto can declare that he is making a stunning attack. If it hits, the receiver of the stunning attack must make fortitude save DC 13 or be stunned for 1 round.

Evasion (Ex): if Krubto succeeds on a reflex save for half damage, he takes no damage instead.

Still mind: Krubto gets a +2 bonus vs. enchantment spells and spellike abilities from the enchantment school.

Skills and feats: swim +5, profession: sailor +5, jump +5
Power attack, cleave

Items: none

*Krubto is CR2 for lack of items.


Personality: Krubto is a born fighter. However, he is none to smart and was recently swindled out of all his cash. He speaks in a low growl and is about as intimidating as a gnome :).
 

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