Pimp my NPC!!

Greybar

No Trouble at All
francisca said:
Name: Meltrog
Race: Kobold
STR: 9 DEX: 13 CON: 10 INT: 10 Wis: 9 CHA: 8
CR: 1/4
(He's a stock Kobold, per the SRD)

Meltrog is old. So old, that when he first came into being, everything was black and white, and books were a lot thinner. Back in the day, the supreme being in his world wouldn't let him advance himself in any profession, because there were no "rules" to do so. Now that the world has changed, he hopes he can become mighty. Will you help Meltrog?

Meltrog is so old he comes from the Darkness, and as per the SRD, he's a Warrior. :)

Meltrog (Half-Fiend Kobold Warrior1) [Small Native Outsider, Lawful, Evil, Reptilian]
STR: 13, DEX: 17, CON: 12, INT: 14, WIS: 9, CHA: 10
HD: 1d8 +1, hp=5
AC: +2 natural armor
Speed: 30 ft, Fly 30 ft.
Attacks: Bite 1d4+1, 2x Claw 1d3+1
Skills: (10 Outsider Skill Points)
Craft (Trapmaking) +2 race, Profession (Miner) +2 race, Search +2 race
SA: Smite Good
SQ: Light Sensitivity, Darkvision 60", DR 5/magic, Resistance to acid 10, cold 10, electricity 10, and fire 10, Immunity to Poison, SR 11, Spell-like Abilities
Languages: Draconic, Undercommon, Infernal
CR: 1 1/4

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.
Spell Like Abilities: Darkness 3/day (DC12)
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Meltrog's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Addl' Notes:
* New CR = 1.25 (or 2 to be easy)
* First impulse is to try to get his Cha where he could actually use the "favored class: sorcerer" side.
* Half-fiend will complicate rules (sorry) since at some HD his CR will jump by 2 rather than one for crossing the border (ex: at 5HD and 11HD)
 
Last edited:

log in or register to remove this ad

Inspired by the TV show "Pimp my Ride", I bring you: "Pimp my NPC!!"

Here's the idea: I put forth a pretty lame sounding NPC, with a very low CR. You guys add templates, character levels, special abilities, whatever. The goal is to make him the meanest, gaudiest, munchkinest NPC EVAR.

Here are the rules:

1) Each post should add 1 to the CR rating of the NPC. If you add a char class, list out feats and skills, and what new spells are gained.
2) Cite your sources.
3) List the new CR rating in your post.
4) We'll stop when the CR rating is, um, 16.

Here is the first candidate:

Name: Meltrog
Race: Kobold
STR: 9 DEX: 13 CON: 10 INT: 10 Wis: 9 CHA: 8
CR: 1/4
(He's a stock Kobold, per the SRD)

Meltrog is old. So old, that when he first came into being, everything was black and white, and books were a lot thinner. Back in the day, the supreme being in his world wouldn't let him advance himself in any profession, because there were no "rules" to do so. Now that the world has changed, he hopes he can become mighty. Will you help Meltrog?


So, Pimp my NPC!!
 

Name: Meltrog
Race: Vampiric Kobold
HP: 12 (d12)
STR: 15 DEX: 17 CON: - INT: 12 Wis: 11 CHA: 12
Initiative: +7
Armor Class: 23 (+1 size, +3 Dex, +7 natural, +2 leather), touch 13, flat-footed 20
Base Attack/Grapple: +1/–1
Attack: Spear +1 melee (1d6+21/x3) or sling +4 ranged (1d3)
Full Attack: Spear +1 melee (1d6+2/x3) or sling +4 ranged (1d3) or Slam +3 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood Drain: On a successful grapple, can suck blood for 1d4 CON damage and gains 5 temp HP
Children of the Night: Can call for 1d6+1 rat swarms, 1d4+1 bat swarms or 3d6 wolves 1/day as a standard action. Arrive in 2d6 rounds and serve for 1 hour.
Dominate: Can use a gaze attack as a standard action, effect as dominate person cast by a 12th lvl caster.
Create Spawn: Any creature killed by Meltrog's energy drain attack rises as a vampire spawn in 1d4 days, is under control of Meltrog.
Engergy Drain: Creatures hit by Meltrog's slam attack gain 2 negative levels, he gains 10 temp HP.
Special Qualities: Darkvision 60 ft.,
light sensitivity.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance

Saves: Fort +2, Ref +1, Will –1
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes
Skills: Bluff +9, Craft (trapmaking) +3, Hide +16, Listen +12, Move Silently +12, Profession (miner) +3, Search +11, Sense Movite +9, Spot +11
CR: 2 1/4
(He's a stock Kobold, per the SRD)

Meltrog is old. So old, that when he first came into being, everything was black and white, and books were a lot thinner. Back in the day, the supreme being in his world wouldn't let him advance himself in any profession, because there were no "rules" to do so. Now that the world has changed, he hopes he can become mighty. Will you help Meltrog?
 

Looks like this got out of order somehow, are the templates supposed to be added to each other? or compete with each other? I've got some ideas, but don't know which I should modify.

BTW I used in two different settings The Minrothad Guilds, and the Broken Lands, one of the characters came from The Grand Duchy. I'm using them with 3.5 rules however.

GW
 

Yup, the day that the server rebooted and the clock got messed up.

I'd encourage someone to pick up at CR3 based on either of the two CR2 entries so we can get rolling. I think this could be a fun idea.

Either than or Francisca should hurl his axe at this and restart it. :)

john
 

A bit later tonight, I will chuck my axe in this direction, and get this back on track.

Thanks to all of you who have posted so far.
 

Meltrog dies many times

:D Meltrog is old, vampiric and devious, but his memory has many gaps. He doesn't understand why. Perhaps he is an evil gods chew toy on the prime material plane.

He has several memories of being the only monster standing over a chest in a 10x10 room marked #8 in big letters on the floor. He vaguely remembers groups of characters rushing the room and having his guts spray in every direction.

His frustration and anger have built within his soul, bereft of an afterlife or meaningful culture. Now if he is killed, he explodes in a ball of poisonous book binding glue. Damage = 1d6 times # of different D&D editions the DM has actually paid for. Dex save for all PC's that are not actually reusing the same name on a second, or subsiquent character*.


* If a character's name is Elric, Conan, Fafrhd, Grey Mouser, Moonglum, Aragorn or an exact copy of some other fantasy fiction hero the target will suffer an immediate gender change and their prominant magic items will immediately reverse alignments if good or evil, if items are neutral they will turn to straw. There is no saving throw for this affect if the DM has a printed player hand out proving that it wasn't actually his/her idea. Sign such handouts.....


Sigurd


Sorry if thats off topic, but somehow its tremendously cathartic. I now return you to your regular thread. :) :D
 

... and he levels up!

Name: Meltrog
Race: Vampiric Kobold, 1st level Barbarian
HP: 21 (d12 + d12 + toughness)
STR: 15 DEX: 17 CON: - INT: 12 Wis: 11 CHA: 12
Initiative: +7
Speed: 40 ft.
Armor Class: 23 (+1 size, +3 Dex, +7 natural, +2 leather), touch 13, flat-footed 20
Base Attack/Grapple: +2/+0
Attack: Spear +2 melee (1d6+21/x3) or sling +5 ranged (1d3)
Full Attack: Spear +2 melee (1d6+2/x3) or sling +5 ranged (1d3) or Slam +4 melee (1d4+2)
Space/Reach: 5 ft./5 ft.

Special Attacks: Blood Drain: On a successful grapple, can suck blood for 1d4 CON damage and gains 5 temp HP
Children of the Night: Can call for 1d6+1 rat swarms, 1d4+1 bat swarms or 3d6 wolves 1/day as a standard action. Arrive in 2d6 rounds and serve for 1 hour.
Dominate: Can use a gaze attack as a standard action, effect as dominate person cast by a 12th lvl caster.
Create Spawn: Any creature killed by Meltrog's energy drain attack rises as a vampire spawn in 1d4 days, is under control of Meltrog.
Engergy Drain: Creatures hit by Meltrog's slam attack gain 2 negative levels, he gains 10 temp HP.
Special Qualities: Darkvision 60 ft.,
light sensitivity.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength,no CON bonus due to undeath , and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function.
He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for 3 rounds (Meltrog has no CON modifier).
A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day.


Saves: Fort +4, Ref +1, Will –1
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness
Skills: Bluff +9, Craft (trapmaking) +4, Hide +16,Intimidate +4, Listen +13, Move Silently +12, Profession (miner) +3, Search +11, Sense Movite +9, Spot +11
CR: 3 1/4
 
Last edited:

francisca said:
A bit later tonight, I will chuck my axe in this direction, and get this back on track.

Thanks to all of you who have posted so far.
CCCRRRRAAAAPPP!!!

BG beat me to it. We'll soldier on with what he has done!

Thanks BG!

Man, CR 3 1/4 and he's already mutant....
 


Remove ads

Top