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<blockquote data-quote="conanb" data-source="post: 3613373" data-attributes="member: 17930"><p>The stat block I use when I put my NPC's together is as such:</p><p></p><p><strong>Name Class & Levels, Race, Alignment</strong></p><p><strong></strong>Hit Dice, Hit Points</p><p>Grapple, Trip, Disarm (First number is if the player is attempting, second number in parathesis is if they're opposing so +# (+#) ).</p><p>Base Attack (Multiple separated by a slash, so #/#) </p><p></p><p><em>AC</em></p><p><em> Weapon (Dmg, Crit Range, Multiplier)</em></p><p><em> Additional Wepon (Dmg, Crit Range, Multiplier)</em></p><p><em></em></p><p>Saves</p><p>Attributes</p><p>Skills</p><p>Feats</p><p>Spells</p><p>Treasure</p><p>Notes</p><p></p><p>So a sample would be:</p><p></p><p><strong>Genric Bad Guy Fighter Lvl1, Human, Neutral Evil</strong></p><p>1d10+2(Con), 12</p><p>Grapple: +3(+3), Trip: +2(+2), Disarm: +3(+3)</p><p>Base Attack: 3(1+2 str)</p><p></p><p></p><p><em>AC= 17 (10, +5 Armor, +2 Dex)</em></p><p><em> +4 Greataxe (1d12 +2, 20, x3)</em></p><p><em> +3 Dagger (1d3+2, 19-20, x2)</em></p><p><em></em></p><p>Fort +4, Ref +2, Will +0</p><p>Str 17(+2), Dex 14(+2), Con 14 (+2), Int 10, Wis 10, Cha 10</p><p>Skills: Balance -2, Climb 1, Escape Artist -2, Hide -2, Ride 5, Jump 0, Move Silently -2, Sleight of Hand -2, Swim -8</p><p>Feats: Weapon Focus(Greataxe), Power Attack</p><p>Treasure: Salvagable gear, coin purse (1d6g).</p><p></p><p>I usually use a small notepad to keep track of combat. I write the initiative order for the combat on that, the number of badguys, they're starting hit points and any abilities they may have activated or waht not. The reference sheets like the block above I keep in a binder and just refer back to when needed.</p><p></p><p>Edit: Forgot to apply the armor check penalty to skills. ><.</p></blockquote><p></p>
[QUOTE="conanb, post: 3613373, member: 17930"] The stat block I use when I put my NPC's together is as such: [B]Name Class & Levels, Race, Alignment [/B]Hit Dice, Hit Points Grapple, Trip, Disarm (First number is if the player is attempting, second number in parathesis is if they're opposing so +# (+#) ). Base Attack (Multiple separated by a slash, so #/#) [I]AC Weapon (Dmg, Crit Range, Multiplier) Additional Wepon (Dmg, Crit Range, Multiplier) [/I] Saves Attributes Skills Feats Spells Treasure Notes So a sample would be: [B]Genric Bad Guy Fighter Lvl1, Human, Neutral Evil[/B] 1d10+2(Con), 12 Grapple: +3(+3), Trip: +2(+2), Disarm: +3(+3) Base Attack: 3(1+2 str) [I]AC= 17 (10, +5 Armor, +2 Dex) +4 Greataxe (1d12 +2, 20, x3) +3 Dagger (1d3+2, 19-20, x2) [/I] Fort +4, Ref +2, Will +0 Str 17(+2), Dex 14(+2), Con 14 (+2), Int 10, Wis 10, Cha 10 Skills: Balance -2, Climb 1, Escape Artist -2, Hide -2, Ride 5, Jump 0, Move Silently -2, Sleight of Hand -2, Swim -8 Feats: Weapon Focus(Greataxe), Power Attack Treasure: Salvagable gear, coin purse (1d6g). I usually use a small notepad to keep track of combat. I write the initiative order for the combat on that, the number of badguys, they're starting hit points and any abilities they may have activated or waht not. The reference sheets like the block above I keep in a binder and just refer back to when needed. Edit: Forgot to apply the armor check penalty to skills. ><. [/QUOTE]
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