Serpentine
2011-07-11, 03:34 AM
Dunno about other people, but for me one of the hardest parts about DMing is producing NPCs and similar - it's time-consuming, it's tedious, it's complicated, it's boring, and to top it all off you never know whether ultimately your PCs will talk to them, deal with them, fight them, recruit them, or never even notice that they're there!
So I've been thinking for a while that it could be handy to have some resource where people could deposit their old NPCs, use those of others, and/or request new ones - share the burden around a bit, y'know? So here's my attempt at it.
If you put something up, it would be helpful to have some information on it at the start - level, class, race and original purpose (in that approximate order of priority) would probably be the main things.
Clearly I've done this now for my own use (I confess!), so my requests are:
1. Raptoran guards, levels 2, 6 and 10, probably one or two levels in Cleric (it's a theocracy, and they're guarding the combination town hall and high temple), some probably in a Tome of Battle class cuz they may need to be able to function in an anti-magic zone, and Stormtalon levels.
2. Various other winged NPCs, mostly low levels.
3. Several raptoran religious leaders, each devoted to a different aspects of air: Sky (the chief priest-leader), Cloud, Storms, Heavenly Bodies, Winds, annnd... I dunno, the Horizon or something. Not sure about classes, although Skypledged (Races of the Wild) would probably be thematically appropriate.
Also, one or two low to mid level minions for a Rakshasa political manipulator would be handy too.
I ought to give my own contribution too, of course. Lets see now, what do I have lying around...?
Bandits!
All human, leader level 6 Rogue 3/Fighter 3, subordinates level 4 Rogue 1/Fighter 3 or Rogue 3/Fighter 1.
Norag
Male Human rogue 3/fighter 3 NE
Init: +3; Spot: +11, Listen: +11
Languages: Eas
AC 19 (+3 Dex, +4 armour, +2 shield), touch 13, flatfooted 16, Dodge (+1AC vs. 1 opponent), Mobility (+4 AC vs. movement AoO)
HP (6HD): 37;
Fort: +5, Ref: +7, Will: +4; Evasion.
Speed: 30ft (Bandit Plate)
Attack: ranged crossbow +8 1d10\19-20/x2 OR melee mwk longsword +6 1d8+1\19-20/x2
Attack options: Spring attack (move before & after melee attack), combat expertise (take from attack roll to add to AC), Whirlwind attack (full attack vs. all nearby opponents), Sneak attack +2d6.
Space/Reach: 5ft/5ft
Abilities: Str 12, Dex 16, Con 12, Int 15, Wis 14, Cha 12
SQ: trap sense +1
Feats: As above + Leadership
Skills: Bluff +6, Diplomacy +5, Escape artist +12, Gather information +10, Hide +13 (Bandit Plate), Intimidate +10, Listen +11, Move Silently +13 (Bandit Plate), Open lock +8, Ride +7, Search +7, Sense motive +11, Sleight of hand +12, Spot +11
Equipment: Bandit Plate (mwk Shadow & Silent Moves wildwood breastplate AB +4 MD +4 ACP –3), mwk heavy wooden shield (AB +2 ACP –1), mwk longsword, mwk heavy crossbow, dagger, Ring of Chameleon Power.
Bandits 1 & 2
Male Human rogue 1/fighter 3 Non-good, non-lawful
Init: +5; Listen: +9
Languages: Eas
AC 18/16 w/out shield) (+1 Dex, +5 armour, +2 shield), touch 11, flatfooted 17/15
HP (4HD): 26, 32
Fort: + 6, Ref: +4, Will: +1
Speed: 20ft
Attack: ranged crossbow +5 1d10\19-20/x2 OR melee mwk longsword +4 1d8+1\19-20/x2
Attack options: Sneak attack +1d6, Trapfinding
Space/Reach: 5ft/5ft
Abilities: Str 12, Dex 12, Con 16, Int 9 Wis 10, Cha 7
SQ: trap sense +1
Feats: Weapon focus (light crossbow) (+1 attack), Improved initiative (+4), Point blank shot, Rapid reload.
Skills: Hide +10, Intimidate +10, Listen +9, Move Silently +10
Equipment: +1 Chain Shirt (AB +5, MD +4 ACP –1), mwk heavy wooden shield (AB +2, ACP –1), mwk longsword, mwk light crossbow, 50 bolts, dagger.
Bandits 3 & 4
Male Human rogue 3/fighter 1 Non-good, non-lawful
Init: +2; Listen: +9
Languages: Eas
AC 18/16 w/out shield) (+1 Dex, +5 armour, +2 shield), touch 11, flatfooted 17/15
HP (4HD): 28, 39
Fort: +6, Ref: +5, Will: +1; Evasion.
Speed: 20ft
Attack: ranged crossbow +6 1d10\19-20/x2 OR melee mwk longsword +4 1d8+1\19-20/x2
Attack options: Sneak attack +2d6
Space/Reach: 5ft/5ft
Abilities: Str 12, Dex 14, Con 16, Int 9 Wis 10, Cha 7
SQ: trap sense +1, Trapfinding, Trapsense +1
Feats: Weapon focus (light crossbow) (+1 attack), Point blank shot, Rapid reload.
Skills: Hide +15, Intimidate +8, Listen +10, Move Silently +12
Equipment: +1 Chain Shirt (AB +5, MD +4 ACP –1), mwk heavy wooden shield (AB +2, ACP –1), mwk longsword, mwk light crossbow, 50 bolts, dagger.
Lord Jerome Sutchensuch, owner of the Sutchensuch Supernatural Supplies chain of magic item stores. Very rich. (don't have spells worked out here)
Human Sorcerer 6/Diviner 11
Lord Sutchensuch
A shortish, early middle-aged man holds your gaze with his dark brown eyes. Wavy brown hair frames his pleasant-looking, clean-shaven face. He wares tastefully rich robes and a number of rings and necklaces. After staring at you for some time, he suddenly blinks and smiles.
Male human sorcerer 6/Diviner 11
NG Medium humanoid (human)
Init: -1; Senses: Spot: +1; Listen: +1
Languages: Abyssal, Eas, Gnome, Infernal
AC: 9 (-1 dex), touch 9, flat-footed 9
HP: 45
Fort: +5, Ref: +4, Will +15
Speed: 30ft
Attack: +7/+2 quarterstaff 1d6/1d6, x2, 4lb, two-handed, bludgeoning OR +7/+2 dagger 1d4, 19-20/x2, range 10ft, 1lb, light, piercing.
Base Attack: +7/+2 (-1 str)
Other: Spells, Enlarge Spell (double range, +1 level slot), Extend Spell (double time length, +1 level slot)
Combat Gear:
Abilities: Str 8, Dex 9, Con 10, Int 17, Wis 12, Cha 14
Special: Hawk familiar.
Feats: As above + Diligent, Iron Will, Spell Focus (Divination), Spell Penetration, Greater Spell Penetration, Scribe Scroll, Craft Magic Item.
Skills: Appraise +10, Bluff +12, Concentration +13, Decipher Script +15, Diplomacy +9, Knowledge (arcana) +13, Knowledge (history) +13, Knowledge (planes) +13, Sense Motive +6, Spellcraft +18
Possessions:
Spell:
Knowledge Checks relating to Lord Sutchensuch:
DC Knowledge (nobility) Result
15 The Sutchensuch are only very newly noble. They were ennobled because of the great wealth the grandfather of the current patriarch, Lord Simeon Sutchensuch, gained through dealing in magical and unusual items.
20 Much of the older nobility is jealous of the wealth and popularity of the Sutchensuches, whom they consider to be upstart merchants. They are spreading rumours that he was only ennobled through dealings with fiends.
25 Although wealth certainly contributed, a much more important reason for the ennoblement of Lord Simeon was that he recovered almost all of the Crown Treasures. Through the use of his own contacts and employees, he achieved what dozens of rogues, spies and adventurers could not.
30 It is rumoured that some of the more interesting magical items among the Crown Treasures made their way into the personal vaults of the Sutchensuch family.
DC Knowledge (local) Result
12 The Sutchensuch family owns and runs “Sutchensuch Supernatural Supplies”, a chain of magical stores. They buy, sell and make all sorts of magical items, including weapons and armour.
15 There are rumours that the Sutchensuch family owe their great success to dealings with fiends.
18 SSS stores are notoriously difficult to break into and/or steal from, as traps and wards abound and almost everything is magically safeguarded in some way. It’s even rumoured that at least some of the statues found in most stores come to life and crush any interlopers into mush.
23 Although most of SSS’s wares are legitimately bought or made by its various employees, adventurers are often hired to obtain more rare and dangerous or difficult to find items, or even those currently in the possession of someone – though they frown heavily upon stealing from a customer of SSS.
26 Sutchensuch is indeed involved with fiends, but in fact he is collaborating with the Grand High Priest of Odin to seek out and destroy demons and their schemes.
Lanzae, Witchdoctor
Level 10 human Witch
Lanzae, 10th-Level Witch
Size/Type: Humanoid (Human)
Hit Dice: 10d4 (36)
Initiative: +3
Speed: 30ft
Armor Class: 16 (-1 Dex,), touch 9, flatfooted 16
Base Attack/Grapple: +5/+4
Attack: +4 melee (1d4/19-20/ x2) or +4 melee (1d6-1+1d6 fire/x2)
Full Attack:
Space/Reach: 5ft/5ft
Special Attacks:
Spells: 0 6/day cure minor wounds, dancing lights, daze, detect poison, ghost sound, light, lullaby, mending, message, prestidigitation, stench, touch of fatigue; 1 6/day animate rope, bestow wound, cause fear, charm person, command, doom, entangle, obscuring mist; 2 6/day blindness/deafness, curse of ill fortune, eagle’s splendour, enthrall, fog cloud, scare, summon monster II (viper); 3 6/day bestow curse, call lightning, plant growth, gaseous form, sepia snake sigil, suggestion; 4 5/day charm monster, evil eye, mind fog, remove disease, sticks to snakes; 5 3/day blight, dominate person, cloudkill, kiss of death
Special Qualities: Dabble: Curses (1/day cast verbal spell w Eschew Materials/Silent Spell w/out taking higher spell slot), Mist Magic (Pass w/out trace 1/day 10 min), Serpent Magic (+1 Ref +3 saves v. poison)
Familiar: Tiny viper
Vulnerability: silver (imp. Crit w silver)
Bewitch: Charm person 1/day, +2 DC w touch attack
Hex: Bestow curse 1/day, +2 DC w touch attack
Fire Resistance 10 (ring)
Saves: Fort +4, Ref +2, Will +7
Abilities: Str 4 (-3), Dex 8 (-1), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 16 (+3)
Skills: Bluff +13, Concentration +11, Heal +10, Knowledge (arcana) +11, Spellcraft +11, Survival +4
Feats: Brew Potion, Trackless Step, Combat casting, Imp. Initiative, Extend spell, Silent spell, Still spell.
Challenge Rating: 10
Alignment: Lawful Evil
Various human warriors, 1st, 5th and 10th level.
{table=head]|Human, 1st-Level Warrior|Human, 5th-Level Warrior|Human, 10th-Level Warrior
Size/Type:|Humanoid (Human)|Humanoid (Human)|Humanoid (Human)
Hit Dice:|1d8+1 (6)|5d8+10 (23)|10d8+10 (55)
Initiative:|+1|+1|+2
Speed:|30ft|30ft|30ft
Armor Class:|AC 14 (+1 Dex, +2 leather, +1 light wooden shield), touch 11, flat-footed 13|AC 15(+1 Dex, +3 studded leather, +1 light wooden shield), touch 11, flat-footed 14|AC: 19 (+2 Dex, +5 +2 studded leather, +1 light wooden shield,), touch 12, ff 17.
Base Attack/Grapple:|+1/+2|+5/+6|+10/+5 / +11/+6
Attack:|Spear +2 melee (1d6+1/x3) or shortbow +2 ranged (1d6)|Spear +6 melee (1d6+1/x3) or light mace +6 melee (1d6+1/x2) or shortbow +6 ranged (1d6)|+1 Dagger +12 melee (1d4 +2/19-20/x2) or +1 stone light mace +12 (1d6+2/x2) or +1 shortbow +13 ranged (1d6+1/x2) or +1 blowdart ranged +13 (poison 1d6 Dex/2d6 Dex or 1d6 Str/2d6 Str or 1d4 Wis/2d4 Wis)
Full Attack:|||ranged +13/+9 (poison 1d6 Dex/2d6 Dex or 1d6 Str/2d6 Str or 1d4 Wis/2d4 Wis)
Space/Reach:|5ft/5ft|5ft/5ft|5ft/5ft
Special Attacks:
Saves:|Fort +3, Ref +1, Will +0|Fort +5, Ref +2, Will +1|Fort +8, Ref +5, Will +4
Abilities:|Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 8 (-1)|Str 13 (+1), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 8 (-1)|Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 9 (-1)
Skills:|Climb +3, Intimidate +2, Jump +3, Listen +2, Spot +2, Swim +2|Climb +4, Hide +3, Intimidate +2, Jump +4, Listen +1, Move Silently +3, Spot +1, Swim +2|Climb +4, Hide +10, Intimidate +1, Jump +4, Listen +3, Move Silently +10, Spot +3, Swim +2, Survival +3, Use Rope +2
Feats:|Alertness, Dodge|Alertness, Dodge, Blind-fight|Alertness, Dodge, Blind-fight, Mobility, Spring Attack
Challenge Rating:|1|5|10
Treasure:||4 tanglefoot bags, 4 doses antitoxin|Potions pass w/out trace & blur
Alignment:|Neutral|Neutral|Neutral[/table]
Centaur Raiding Party
Centaur Druid 5, Ranger 3, and no class levels.
Abornazine – Centaur Druid 5
Size/Type: Large Monstrous Humanoid
Hit Dice: 4d8+8+5d8+10 (26 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 19 (-1 size, +1 Dex, +4 natural, +5 armour), touch 10, flat-footed 15
Base Attack/Grapple: +7/+15
Attack: +1 Great Swordbow +12 melee (2d8+5/19-20) or +1 Great Swordbow (+4 Str bonus) +9 ranged (2d6+5/×3)
Full Attack: +1 Great Swordbow +12 melee (2d8+5/19-20) and 2 hooves +8 melee (1d6+2); or +1 Great Swordbow (+4 Str bonus) +9 ranged (2d6+5/×3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., wings, animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape S/M 1/day (retains AC), woodwalk 3/day
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 18, Dex 12(-2), Con 14(-1), Int 10(+2), Wis 13, Cha 14(+2)
Skills: Handle Animal +6, Heal +2, Knowledge (nature) +8, Listen +6, Move Silently +3, Spellcraft +2, Spot +3, Survival +7
Feats: Improved Initiative (+4 init), Powerful Charge (+2d6 damage on charge), Expeditious Dodge (+2 dodge after 40ft move), Improved Natural Armour (+1)
Spells: 0 lvl 5/day DC 12: Cure Minor Wounds (1hp), Detect Poison, Guidance, Mending, Resistance (+1 saves), Dawn (swft, wake sleepers); 1st 3/day DC 13: Entangle (Successful Ref means can move but half speed, plants entangle again on caster’s turn. DC 20 str/Escape Artist to escape & move half speed), Longstrider (+10ft), Crabwalk (std, 5min, +4 attack & no AC penalty on charge); 2nd 2/day DC 14: Briar Web (std, 150ft rng, 40ft radius, 5min, difficult terrain, half speed, 1pt piercing dmg/5ft moved), Heartfire (std, 45ft rng, 5ft radius burst, 5rnds, Fort partial, SR, Outlines, if fail save 1d4 fire dmg or half if succeed); 3rd 1/day DC 15: Spike Growth
Environment: Temperate forests
Organization: 1 + 3 rangers + 4 youths.
Challenge Rating: 7
Treasure: Protector’s Armour (+2 wild woodwalk leafweave studded leather armour, AB+2, MaxDex+7, 10%ASF, 9lb), Wand Cure Moderate Wounds
Alignment: True Neutral
Combat: Spike Growth in centre of enemy, Briar Web, bow. If any escape, Crabwalk, charging from one enemy to another, Wild Shape if too closely engaged for charge. Uses wand as necessary.
Level Adjustment: +2
Centaur Ranger 3 x3
Size/Type: Large Monstrous Humanoid
Hit Dice: 4d8+12+3d8+9 (26 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (-1 size, +2 Dex, +4 natural, +3 studded leather armour), touch 11, flat-footed 16
Base Attack/Grapple: +7/+15
Attack: +1 Longspear +11 melee (2d6+7/x3) or shortspear (with atlatl) +9 ranged (1d8+4/×2, 40ft)
Full Attack: +1 Longspear +11 melee (2d6+7/x3) and 2 hooves +6 melee (1d6+2); or shortspear (with atlatl) +9 ranged (1d8+4/×2, 40ft)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +7, Ref +9, Will +6
Abilities: Str 18, Dex 14, Con 16, Int 8, Wis 13, Cha 11
Skills: Listen +8, Move Silently +4, Spot +8, Survival +7
Feats: Dodge, Weapon Focus (hoof), Improved Natural Armour
Environment: Temperate forests
Organization: 3 + 1 Protector + 4 youths.
Challenge Rating: 5
Treasure:
Alignment: Chaotic Neutral
Combat: Hangs back with bow.
Level Adjustment: +2
Centaur youths x 4
Size/Type: Large Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Mwk Longspear +11 melee (2d6+6/x3) or shortspear (with atlatl) +9 ranged (1d8+4/×2, 40ft)
Full Attack: Mwk Longspear +11 melee (2d6+6/x3) and 2 hooves +6 melee (1d6+2); or shortspear (with atlatl) +9 ranged (1d8+4/×2, 40ft)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11
Skills: Listen +3, Move Silently +4, Spot +3, Survival +2
Feats: Dodge, Weapon Focus (hoof)
Environment: Temperate forests
Organization: 4+ 3 rangers + 1 Protector
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Neutral
Combat: Hangs back with bow, occasionally gets overexcited and attacks in melee.
Level Adjustment: +2
Feline thieves.
Catfolk Rogue 6/Shadowdancer 6, catfolk Fighter 2/Rogue 4/Shadowdancer 6 and Naztharune Rakasha Swordsage 5
{table=head]Name:|Misurr - Catfolk Rogue 6/Shadowdancer 6|Sora -
Catfolk Fighter 2/Rogue 4/Shadowdancer 6
Size/Type:|Small humanoid (catfolk)|Small humanoid (catfolk)
Hit Dice:|6d6+6d8+12 (72)|72-16=56 6d6+2d10+5d8+20 (87)
Initiative:|+4|+4
Speed:|30ft|30ft
Armor Class:|25 (+1 natural, +4 Dex, +1 Size, +5 +1 Improved Shadow Chain Shirt, +4 Amulet of Natural Armour), FF 16, T 15|26 (+1 natural, +4 Dex +1 size, +5 +1 Chain Shirt of Speed, +5 Amulet of Natural Armour)
Base Attack/ Grapple:|+9/+6|+9/+8
Attack:|+1 Returning Barbed Bolas +14 Ranged (1d3+1 piercing + Trip) OR Halberd +10 melee (1d8+1/x3 slashing + Trip)|+1 Adamantine Macuahuitl +13 melee (1d6+4/x3 S/B)
Full Attack:|+1 Returning Barbed Bolas +14/+8 Ranged (1d3 piercing + Trip) OR Halberd +10/+4 melee (1d8/x3 slashing + Trip)|+1 Adamantine Macuahuitl +13/+7 melee (1d6+4/x3 S/B) OR Alchemist’s Fire (1d6 Fire, Ref DC 15 w/full-round action or +1d6 fire next round direct hit, 1 w/in 5ft) OR Smokestick (10ft cube smoke as fog cloud) OR Wand Entangle.
Space/Reach:|5ft/5ft|5ft/5ft
Special Attacks/ Abilities:| Sneak Attack +3d6 Shadow illusion – silent image Summon shadow - 4HD Shadow Shadow jump 40ft – dimension door b/w shadows, up to 40ft in 10ft increments Claws (1d4) Armour – Darkness 3/day Cloak of Etherealness – ethereal up to 10min/day Wand Dispel Magic|2 claws (1d4) Sneak Attack +2d6 Shadow illusion – silent image Summon shadow - 4HD Shadow Shadow jump 40ft – dimension door b/w shadows, up to 40ft in 10ft increments Armour – haste: extra attack w/ full attack, +1 attack, +1 AC & Ref, +30ft movement, 10rnds/day Cloak of Etherealness – ethereal up to 10min/day
Special Qualities:| Low-light vision Trapfinding Evasion, Improved – On Ref save for ½, no damage if succeed, ½ damage if fail Trap sense +2 Uncanny dodge, Improved – flanked only by lvl 16+ Rogue Defensive roll – 2nd chance when reduced to 0HP or less. DMG p. 195 Hide in plain sight Darkvision Feline balance - always land on feet Distraction - -2 concentration Aquaphobic - -1 morale when wet or at risk of wet|Low-light vision Trapfinding Evasion, Improved – On Ref save for ½, no damage if succeed, ½ damage if fail Trap sense +1 Uncanny dodge, Improved – flanked only by lvl 16+ Rogue Defensive roll – 2nd chance when reduced to 0HP or less. DMG p. 195 Hide in plain sight Darkvision Feline balance - always land on feet Distraction - -2 concentration Aquaphobic - -1 morale when wet or at risk of wet
Saves:|Fort +5, Ref +14, Will +7|Fort +8, Ref +13, Will +4
Abilities:|Str 13-7=6, Dex 18, Con 12, Int 8, Wis 17, Cha 17|Str 16, Dex 19, Con 14, Int 16, Wis 12, Cha 17
Skills:|Balance +12, Bluff +10, Climb +8, Concentration -1, Disable Device +4, Escape Artist +4, Gather Information +6, Jump +6, Knowledge (local) +10, Open Lock +5, Perception +16, Persuasion +3, Sense Motive +8, Sleight of Hand +14, Stealth +20, Tumble +16|Appraise +8, Balance +16, Bluff +10, Climb +12, Concentration +0, Disable Device +8, Escape Artist +16, Gather Information +8, Stealth +14, Perception +8, Persuasion +6, Jump +16, Knowledge (local) +8, Open Lock +9, Search +8, Sense Motive +6, Sleight of Hand +20, Stealth +12, Tumble +20, Use Magic Device +8
Skill Tricks:
Feats:|Combat reflexes – Extra AoO = Dex mod, Dodge - +1 AC vs. 1 opponent., Mobility - +4 AC vs. AoO, Gloom Strike – w/sneak attack, -4 penalty to Spot for 3 rounds for target, other creatures treated as having concealment.|Combat Expertise – up to -5 to attack for bonus to dodge to AC, Dodge - +1 AC vs. 1 opponent., Mobility - +4 AC vs. AoO, Combat reflexes – Extra AoO = Dex mod, Improved Disarm – No AoO for disarming, enemy doesn’t get to counter-disarm, +4 bonus to disarm., Throw Anything – no -4 for throwing., Snatch Weapon – catch disarmed weapon, make attack w/normal penalties for off-hand attack.
Disciplines:
Organization:
Challenge Rating:|13ish|13ish
Treasure:
Alignment: [/table]
Name: Itza
Naztharune Rakasha Swordsage 5
Size/Type: Medium Outsider (native)
Hit Dice: 16d8+64 (136 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 31 (+5 armor, +7 dex, +5 natural, +4 wisdom), touch 21, flat-footed 24
Base Attack/ Grapple: +14/+15
Attack: +3 Blurstrike adamantine short sword +25 melee (1d6+11) or Claw +21 melee (1d4+8)
Full Attack: 2 +3 Blurstrike adamantine short swords +25/+20/+15/+15 melee (1d6+11), or 2 claws +21 melee (1d4+8)
Space/Reach: 5ft/5ft
Special Attacks/ Abilities: Sneak Attack +6d6
Change shape – Any humanoid form. Cannot be dispelled, reverts to natural form at death, true seeing reveals natural form.
Detect thoughts – Continuous, CL 18th, Will DC 19 Neg
Shadow Jump 20ft - dimension door b/w shadows, up to 20ft in 10ft increments
Winged Boots – Fly up to 3 times/day for up to 5min at a time.
Special Qualities:
DR 15/Good & Piercing
Darkvision 60ft
Evasion, Improved - On Ref save for ½, no damage if succeed, ½ damage if fail
Hide in plain sight
Uncanny Dodge, Improved - – flanked only by lvl 15+ Rogue
Quick to act - +2 Init
Spell Resistance 25
Saves: Fort +12, Ref +18, Will +15
Abilities: Str 13, Dex 25, Con 18, Int 16, Wis 18, Cha 18
Skills: Balance +23, Bluff +27 (+31 detect thoughts), Diplomacy +6, Disguise +27 (+29 stay in character, +33 detect thoughts, +43 change shape), Escape Artist +26, Hide +26, Intimidate +6, Jump +3, Listen +23, Move Silently +26, Search +17, Sleight of Hand +7, Spot +23, Tumble +26
Skill Tricks: Acrobatic Backstab – Consider enemy flat-footed for melee attack if successfully Tumble through its space.
Back On Your Feet – Stand from prone as Immediate action w/out Attacks of Opportunity
Group Fake-Out – Feint against multiple foes w/ -2 penalty per extra enemy Bluffed
Quick Escape – Escape grapple or pin as Swift action, make any full-round Escape Artist check as a Move action
Second Impression – Perform a Bluff check to refool someone who sees through your Disguise, against their successful Spot.
Spot the Weak Point – Standard action, Spot DC = enemy AC to find weak points, make attack w/in 1 turn as a Touch attack.
Timely Misdirection – On a successful Feint, enemy cannot AoO you until next turn.
Feats: Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Perfect Two-Weapon Fighting, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword)(B)
Shadow Blade – When in a Shadow Hand stance, add Dex bonus to damage.
Disciplines: Desert Wind, Setting Sun, Shadow Hand (+4 damage to strikes using this discipline), Tiger Claw
Child of Shadow(SH1), Dance of the Spider (SH3), Island of Blades(SH1)
Boost (swift): Cloak of Deception (SH2), Shadow Jaunt(SH2), Wind Stride(DW1)
Strike: Clinging Shadow Strike(SH1), Counter Charge(SS1), Drain Vitality (SH2), Mighty Throw(SS1), Shadow Blade Technique(SH1), Shadow Garrote(SH3), Wolf Fang Strike(TC1)
Stances: Swift action to change.
Shadow Hand: Child of Shadow – gain concealment vs. all attacks when move at least 10ft til start of your next turn.
Dance of the Spider – 20ft Climb speed, no Climb check needed, keep Dex to AC while climbing, need one free hand for climbing.
Island of Blades – self and ally considered flanking when adjacent to one or more enemies.
Manoeuvres: 5min to ready new ones. Full-round to recover one.
Shadow Hand:
Cloak of Deception – (swift, til end of turn) Invisible, as Greater Invisibility.
Shadow Jaunt – (standard, 50ft range) Teleport up to 50ft w/in line of sight.
Clinging Shadow Strike – (standard, other creature, Fort partial) Extra 1d6 damage w/ melee attack, DC 15 (11+Wis) or 20% Miss Chance on all attacks.
Shadow Blade Technique – (standard, melee) Double weapon conjured. Roll 2d20. If use higher roll, resolve single attack as normal, If use lower or if both are the same, deal extra 1d6 cold damage to normal (single) attack.
Drain Vitality – (standard, Fort neg) On successful melee attack, DC 16 (12+Wis) or 2 Con damage.
Shadow Garrote – (standard, 60ft range, Fort partial) Ranged touch attack vs. enemy in range, 5d6 damage if hits. DC 17 (13+Wis) or flat-footed ‘til next turn.
DW:
Wind Stride – (swift, til end of turn) +10 speed enhancement
SS:
Mighty Throw – (standard, creature touched) Melee touch vs. enemy, resolved as Trip w/out AoO & no counter attempt using Dex or Str w/ +4 bonus. If successful, throw enemy up to 10ft away, prone in target empty space.
Counter Charge – (immediate melee) When charged by enemy, choose Dex or Str for the check – enemy uses same stat. If larger, gain +4 to Str. If smaller, gain +4 to Dex. If successful, enemy does not get attack, moved up to 2 squares in direction of your choice. If fail, enemy gets extra +2 to charge.
TC1:
Wolf Fang Strike – (standard, melee) 2-weapon attack vs. 1 opponent, with -2 penalty.
Organization:
Challenge Rating:
Treasure:
223,500 of 260,000 gp
+3 Blurstrike adamantine short sword x2 - 106,000 gp
Boots, winged - 16,000 gp
Bracers of Armor +5 - 25,000 gp
Manual of Quickness in Action +3 - 82,500 gp
Spell-stones of Raise Dead
Wand Break Enchantment
Alignment:
Here's hoping people other than me find this useful!
So I've been thinking for a while that it could be handy to have some resource where people could deposit their old NPCs, use those of others, and/or request new ones - share the burden around a bit, y'know? So here's my attempt at it.
If you put something up, it would be helpful to have some information on it at the start - level, class, race and original purpose (in that approximate order of priority) would probably be the main things.
Clearly I've done this now for my own use (I confess!), so my requests are:
1. Raptoran guards, levels 2, 6 and 10, probably one or two levels in Cleric (it's a theocracy, and they're guarding the combination town hall and high temple), some probably in a Tome of Battle class cuz they may need to be able to function in an anti-magic zone, and Stormtalon levels.
2. Various other winged NPCs, mostly low levels.
3. Several raptoran religious leaders, each devoted to a different aspects of air: Sky (the chief priest-leader), Cloud, Storms, Heavenly Bodies, Winds, annnd... I dunno, the Horizon or something. Not sure about classes, although Skypledged (Races of the Wild) would probably be thematically appropriate.
Also, one or two low to mid level minions for a Rakshasa political manipulator would be handy too.
I ought to give my own contribution too, of course. Lets see now, what do I have lying around...?
Bandits!
All human, leader level 6 Rogue 3/Fighter 3, subordinates level 4 Rogue 1/Fighter 3 or Rogue 3/Fighter 1.
Norag
Male Human rogue 3/fighter 3 NE
Init: +3; Spot: +11, Listen: +11
Languages: Eas
AC 19 (+3 Dex, +4 armour, +2 shield), touch 13, flatfooted 16, Dodge (+1AC vs. 1 opponent), Mobility (+4 AC vs. movement AoO)
HP (6HD): 37;
Fort: +5, Ref: +7, Will: +4; Evasion.
Speed: 30ft (Bandit Plate)
Attack: ranged crossbow +8 1d10\19-20/x2 OR melee mwk longsword +6 1d8+1\19-20/x2
Attack options: Spring attack (move before & after melee attack), combat expertise (take from attack roll to add to AC), Whirlwind attack (full attack vs. all nearby opponents), Sneak attack +2d6.
Space/Reach: 5ft/5ft
Abilities: Str 12, Dex 16, Con 12, Int 15, Wis 14, Cha 12
SQ: trap sense +1
Feats: As above + Leadership
Skills: Bluff +6, Diplomacy +5, Escape artist +12, Gather information +10, Hide +13 (Bandit Plate), Intimidate +10, Listen +11, Move Silently +13 (Bandit Plate), Open lock +8, Ride +7, Search +7, Sense motive +11, Sleight of hand +12, Spot +11
Equipment: Bandit Plate (mwk Shadow & Silent Moves wildwood breastplate AB +4 MD +4 ACP –3), mwk heavy wooden shield (AB +2 ACP –1), mwk longsword, mwk heavy crossbow, dagger, Ring of Chameleon Power.
Bandits 1 & 2
Male Human rogue 1/fighter 3 Non-good, non-lawful
Init: +5; Listen: +9
Languages: Eas
AC 18/16 w/out shield) (+1 Dex, +5 armour, +2 shield), touch 11, flatfooted 17/15
HP (4HD): 26, 32
Fort: + 6, Ref: +4, Will: +1
Speed: 20ft
Attack: ranged crossbow +5 1d10\19-20/x2 OR melee mwk longsword +4 1d8+1\19-20/x2
Attack options: Sneak attack +1d6, Trapfinding
Space/Reach: 5ft/5ft
Abilities: Str 12, Dex 12, Con 16, Int 9 Wis 10, Cha 7
SQ: trap sense +1
Feats: Weapon focus (light crossbow) (+1 attack), Improved initiative (+4), Point blank shot, Rapid reload.
Skills: Hide +10, Intimidate +10, Listen +9, Move Silently +10
Equipment: +1 Chain Shirt (AB +5, MD +4 ACP –1), mwk heavy wooden shield (AB +2, ACP –1), mwk longsword, mwk light crossbow, 50 bolts, dagger.
Bandits 3 & 4
Male Human rogue 3/fighter 1 Non-good, non-lawful
Init: +2; Listen: +9
Languages: Eas
AC 18/16 w/out shield) (+1 Dex, +5 armour, +2 shield), touch 11, flatfooted 17/15
HP (4HD): 28, 39
Fort: +6, Ref: +5, Will: +1; Evasion.
Speed: 20ft
Attack: ranged crossbow +6 1d10\19-20/x2 OR melee mwk longsword +4 1d8+1\19-20/x2
Attack options: Sneak attack +2d6
Space/Reach: 5ft/5ft
Abilities: Str 12, Dex 14, Con 16, Int 9 Wis 10, Cha 7
SQ: trap sense +1, Trapfinding, Trapsense +1
Feats: Weapon focus (light crossbow) (+1 attack), Point blank shot, Rapid reload.
Skills: Hide +15, Intimidate +8, Listen +10, Move Silently +12
Equipment: +1 Chain Shirt (AB +5, MD +4 ACP –1), mwk heavy wooden shield (AB +2, ACP –1), mwk longsword, mwk light crossbow, 50 bolts, dagger.
Lord Jerome Sutchensuch, owner of the Sutchensuch Supernatural Supplies chain of magic item stores. Very rich. (don't have spells worked out here)
Human Sorcerer 6/Diviner 11
Lord Sutchensuch
A shortish, early middle-aged man holds your gaze with his dark brown eyes. Wavy brown hair frames his pleasant-looking, clean-shaven face. He wares tastefully rich robes and a number of rings and necklaces. After staring at you for some time, he suddenly blinks and smiles.
Male human sorcerer 6/Diviner 11
NG Medium humanoid (human)
Init: -1; Senses: Spot: +1; Listen: +1
Languages: Abyssal, Eas, Gnome, Infernal
AC: 9 (-1 dex), touch 9, flat-footed 9
HP: 45
Fort: +5, Ref: +4, Will +15
Speed: 30ft
Attack: +7/+2 quarterstaff 1d6/1d6, x2, 4lb, two-handed, bludgeoning OR +7/+2 dagger 1d4, 19-20/x2, range 10ft, 1lb, light, piercing.
Base Attack: +7/+2 (-1 str)
Other: Spells, Enlarge Spell (double range, +1 level slot), Extend Spell (double time length, +1 level slot)
Combat Gear:
Abilities: Str 8, Dex 9, Con 10, Int 17, Wis 12, Cha 14
Special: Hawk familiar.
Feats: As above + Diligent, Iron Will, Spell Focus (Divination), Spell Penetration, Greater Spell Penetration, Scribe Scroll, Craft Magic Item.
Skills: Appraise +10, Bluff +12, Concentration +13, Decipher Script +15, Diplomacy +9, Knowledge (arcana) +13, Knowledge (history) +13, Knowledge (planes) +13, Sense Motive +6, Spellcraft +18
Possessions:
Spell:
Knowledge Checks relating to Lord Sutchensuch:
DC Knowledge (nobility) Result
15 The Sutchensuch are only very newly noble. They were ennobled because of the great wealth the grandfather of the current patriarch, Lord Simeon Sutchensuch, gained through dealing in magical and unusual items.
20 Much of the older nobility is jealous of the wealth and popularity of the Sutchensuches, whom they consider to be upstart merchants. They are spreading rumours that he was only ennobled through dealings with fiends.
25 Although wealth certainly contributed, a much more important reason for the ennoblement of Lord Simeon was that he recovered almost all of the Crown Treasures. Through the use of his own contacts and employees, he achieved what dozens of rogues, spies and adventurers could not.
30 It is rumoured that some of the more interesting magical items among the Crown Treasures made their way into the personal vaults of the Sutchensuch family.
DC Knowledge (local) Result
12 The Sutchensuch family owns and runs “Sutchensuch Supernatural Supplies”, a chain of magical stores. They buy, sell and make all sorts of magical items, including weapons and armour.
15 There are rumours that the Sutchensuch family owe their great success to dealings with fiends.
18 SSS stores are notoriously difficult to break into and/or steal from, as traps and wards abound and almost everything is magically safeguarded in some way. It’s even rumoured that at least some of the statues found in most stores come to life and crush any interlopers into mush.
23 Although most of SSS’s wares are legitimately bought or made by its various employees, adventurers are often hired to obtain more rare and dangerous or difficult to find items, or even those currently in the possession of someone – though they frown heavily upon stealing from a customer of SSS.
26 Sutchensuch is indeed involved with fiends, but in fact he is collaborating with the Grand High Priest of Odin to seek out and destroy demons and their schemes.
Lanzae, Witchdoctor
Level 10 human Witch
Lanzae, 10th-Level Witch
Size/Type: Humanoid (Human)
Hit Dice: 10d4 (36)
Initiative: +3
Speed: 30ft
Armor Class: 16 (-1 Dex,), touch 9, flatfooted 16
Base Attack/Grapple: +5/+4
Attack: +4 melee (1d4/19-20/ x2) or +4 melee (1d6-1+1d6 fire/x2)
Full Attack:
Space/Reach: 5ft/5ft
Special Attacks:
Spells: 0 6/day cure minor wounds, dancing lights, daze, detect poison, ghost sound, light, lullaby, mending, message, prestidigitation, stench, touch of fatigue; 1 6/day animate rope, bestow wound, cause fear, charm person, command, doom, entangle, obscuring mist; 2 6/day blindness/deafness, curse of ill fortune, eagle’s splendour, enthrall, fog cloud, scare, summon monster II (viper); 3 6/day bestow curse, call lightning, plant growth, gaseous form, sepia snake sigil, suggestion; 4 5/day charm monster, evil eye, mind fog, remove disease, sticks to snakes; 5 3/day blight, dominate person, cloudkill, kiss of death
Special Qualities: Dabble: Curses (1/day cast verbal spell w Eschew Materials/Silent Spell w/out taking higher spell slot), Mist Magic (Pass w/out trace 1/day 10 min), Serpent Magic (+1 Ref +3 saves v. poison)
Familiar: Tiny viper
Vulnerability: silver (imp. Crit w silver)
Bewitch: Charm person 1/day, +2 DC w touch attack
Hex: Bestow curse 1/day, +2 DC w touch attack
Fire Resistance 10 (ring)
Saves: Fort +4, Ref +2, Will +7
Abilities: Str 4 (-3), Dex 8 (-1), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 16 (+3)
Skills: Bluff +13, Concentration +11, Heal +10, Knowledge (arcana) +11, Spellcraft +11, Survival +4
Feats: Brew Potion, Trackless Step, Combat casting, Imp. Initiative, Extend spell, Silent spell, Still spell.
Challenge Rating: 10
Alignment: Lawful Evil
Various human warriors, 1st, 5th and 10th level.
{table=head]|Human, 1st-Level Warrior|Human, 5th-Level Warrior|Human, 10th-Level Warrior
Size/Type:|Humanoid (Human)|Humanoid (Human)|Humanoid (Human)
Hit Dice:|1d8+1 (6)|5d8+10 (23)|10d8+10 (55)
Initiative:|+1|+1|+2
Speed:|30ft|30ft|30ft
Armor Class:|AC 14 (+1 Dex, +2 leather, +1 light wooden shield), touch 11, flat-footed 13|AC 15(+1 Dex, +3 studded leather, +1 light wooden shield), touch 11, flat-footed 14|AC: 19 (+2 Dex, +5 +2 studded leather, +1 light wooden shield,), touch 12, ff 17.
Base Attack/Grapple:|+1/+2|+5/+6|+10/+5 / +11/+6
Attack:|Spear +2 melee (1d6+1/x3) or shortbow +2 ranged (1d6)|Spear +6 melee (1d6+1/x3) or light mace +6 melee (1d6+1/x2) or shortbow +6 ranged (1d6)|+1 Dagger +12 melee (1d4 +2/19-20/x2) or +1 stone light mace +12 (1d6+2/x2) or +1 shortbow +13 ranged (1d6+1/x2) or +1 blowdart ranged +13 (poison 1d6 Dex/2d6 Dex or 1d6 Str/2d6 Str or 1d4 Wis/2d4 Wis)
Full Attack:|||ranged +13/+9 (poison 1d6 Dex/2d6 Dex or 1d6 Str/2d6 Str or 1d4 Wis/2d4 Wis)
Space/Reach:|5ft/5ft|5ft/5ft|5ft/5ft
Special Attacks:
Saves:|Fort +3, Ref +1, Will +0|Fort +5, Ref +2, Will +1|Fort +8, Ref +5, Will +4
Abilities:|Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 8 (-1)|Str 13 (+1), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 8 (-1)|Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 9 (-1)
Skills:|Climb +3, Intimidate +2, Jump +3, Listen +2, Spot +2, Swim +2|Climb +4, Hide +3, Intimidate +2, Jump +4, Listen +1, Move Silently +3, Spot +1, Swim +2|Climb +4, Hide +10, Intimidate +1, Jump +4, Listen +3, Move Silently +10, Spot +3, Swim +2, Survival +3, Use Rope +2
Feats:|Alertness, Dodge|Alertness, Dodge, Blind-fight|Alertness, Dodge, Blind-fight, Mobility, Spring Attack
Challenge Rating:|1|5|10
Treasure:||4 tanglefoot bags, 4 doses antitoxin|Potions pass w/out trace & blur
Alignment:|Neutral|Neutral|Neutral[/table]
Centaur Raiding Party
Centaur Druid 5, Ranger 3, and no class levels.
Abornazine – Centaur Druid 5
Size/Type: Large Monstrous Humanoid
Hit Dice: 4d8+8+5d8+10 (26 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 19 (-1 size, +1 Dex, +4 natural, +5 armour), touch 10, flat-footed 15
Base Attack/Grapple: +7/+15
Attack: +1 Great Swordbow +12 melee (2d8+5/19-20) or +1 Great Swordbow (+4 Str bonus) +9 ranged (2d6+5/×3)
Full Attack: +1 Great Swordbow +12 melee (2d8+5/19-20) and 2 hooves +8 melee (1d6+2); or +1 Great Swordbow (+4 Str bonus) +9 ranged (2d6+5/×3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., wings, animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape S/M 1/day (retains AC), woodwalk 3/day
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 18, Dex 12(-2), Con 14(-1), Int 10(+2), Wis 13, Cha 14(+2)
Skills: Handle Animal +6, Heal +2, Knowledge (nature) +8, Listen +6, Move Silently +3, Spellcraft +2, Spot +3, Survival +7
Feats: Improved Initiative (+4 init), Powerful Charge (+2d6 damage on charge), Expeditious Dodge (+2 dodge after 40ft move), Improved Natural Armour (+1)
Spells: 0 lvl 5/day DC 12: Cure Minor Wounds (1hp), Detect Poison, Guidance, Mending, Resistance (+1 saves), Dawn (swft, wake sleepers); 1st 3/day DC 13: Entangle (Successful Ref means can move but half speed, plants entangle again on caster’s turn. DC 20 str/Escape Artist to escape & move half speed), Longstrider (+10ft), Crabwalk (std, 5min, +4 attack & no AC penalty on charge); 2nd 2/day DC 14: Briar Web (std, 150ft rng, 40ft radius, 5min, difficult terrain, half speed, 1pt piercing dmg/5ft moved), Heartfire (std, 45ft rng, 5ft radius burst, 5rnds, Fort partial, SR, Outlines, if fail save 1d4 fire dmg or half if succeed); 3rd 1/day DC 15: Spike Growth
Environment: Temperate forests
Organization: 1 + 3 rangers + 4 youths.
Challenge Rating: 7
Treasure: Protector’s Armour (+2 wild woodwalk leafweave studded leather armour, AB+2, MaxDex+7, 10%ASF, 9lb), Wand Cure Moderate Wounds
Alignment: True Neutral
Combat: Spike Growth in centre of enemy, Briar Web, bow. If any escape, Crabwalk, charging from one enemy to another, Wild Shape if too closely engaged for charge. Uses wand as necessary.
Level Adjustment: +2
Centaur Ranger 3 x3
Size/Type: Large Monstrous Humanoid
Hit Dice: 4d8+12+3d8+9 (26 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (-1 size, +2 Dex, +4 natural, +3 studded leather armour), touch 11, flat-footed 16
Base Attack/Grapple: +7/+15
Attack: +1 Longspear +11 melee (2d6+7/x3) or shortspear (with atlatl) +9 ranged (1d8+4/×2, 40ft)
Full Attack: +1 Longspear +11 melee (2d6+7/x3) and 2 hooves +6 melee (1d6+2); or shortspear (with atlatl) +9 ranged (1d8+4/×2, 40ft)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +7, Ref +9, Will +6
Abilities: Str 18, Dex 14, Con 16, Int 8, Wis 13, Cha 11
Skills: Listen +8, Move Silently +4, Spot +8, Survival +7
Feats: Dodge, Weapon Focus (hoof), Improved Natural Armour
Environment: Temperate forests
Organization: 3 + 1 Protector + 4 youths.
Challenge Rating: 5
Treasure:
Alignment: Chaotic Neutral
Combat: Hangs back with bow.
Level Adjustment: +2
Centaur youths x 4
Size/Type: Large Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Mwk Longspear +11 melee (2d6+6/x3) or shortspear (with atlatl) +9 ranged (1d8+4/×2, 40ft)
Full Attack: Mwk Longspear +11 melee (2d6+6/x3) and 2 hooves +6 melee (1d6+2); or shortspear (with atlatl) +9 ranged (1d8+4/×2, 40ft)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11
Skills: Listen +3, Move Silently +4, Spot +3, Survival +2
Feats: Dodge, Weapon Focus (hoof)
Environment: Temperate forests
Organization: 4+ 3 rangers + 1 Protector
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Neutral
Combat: Hangs back with bow, occasionally gets overexcited and attacks in melee.
Level Adjustment: +2
Feline thieves.
Catfolk Rogue 6/Shadowdancer 6, catfolk Fighter 2/Rogue 4/Shadowdancer 6 and Naztharune Rakasha Swordsage 5
{table=head]Name:|Misurr - Catfolk Rogue 6/Shadowdancer 6|Sora -
Catfolk Fighter 2/Rogue 4/Shadowdancer 6
Size/Type:|Small humanoid (catfolk)|Small humanoid (catfolk)
Hit Dice:|6d6+6d8+12 (72)|72-16=56 6d6+2d10+5d8+20 (87)
Initiative:|+4|+4
Speed:|30ft|30ft
Armor Class:|25 (+1 natural, +4 Dex, +1 Size, +5 +1 Improved Shadow Chain Shirt, +4 Amulet of Natural Armour), FF 16, T 15|26 (+1 natural, +4 Dex +1 size, +5 +1 Chain Shirt of Speed, +5 Amulet of Natural Armour)
Base Attack/ Grapple:|+9/+6|+9/+8
Attack:|+1 Returning Barbed Bolas +14 Ranged (1d3+1 piercing + Trip) OR Halberd +10 melee (1d8+1/x3 slashing + Trip)|+1 Adamantine Macuahuitl +13 melee (1d6+4/x3 S/B)
Full Attack:|+1 Returning Barbed Bolas +14/+8 Ranged (1d3 piercing + Trip) OR Halberd +10/+4 melee (1d8/x3 slashing + Trip)|+1 Adamantine Macuahuitl +13/+7 melee (1d6+4/x3 S/B) OR Alchemist’s Fire (1d6 Fire, Ref DC 15 w/full-round action or +1d6 fire next round direct hit, 1 w/in 5ft) OR Smokestick (10ft cube smoke as fog cloud) OR Wand Entangle.
Space/Reach:|5ft/5ft|5ft/5ft
Special Attacks/ Abilities:| Sneak Attack +3d6 Shadow illusion – silent image Summon shadow - 4HD Shadow Shadow jump 40ft – dimension door b/w shadows, up to 40ft in 10ft increments Claws (1d4) Armour – Darkness 3/day Cloak of Etherealness – ethereal up to 10min/day Wand Dispel Magic|2 claws (1d4) Sneak Attack +2d6 Shadow illusion – silent image Summon shadow - 4HD Shadow Shadow jump 40ft – dimension door b/w shadows, up to 40ft in 10ft increments Armour – haste: extra attack w/ full attack, +1 attack, +1 AC & Ref, +30ft movement, 10rnds/day Cloak of Etherealness – ethereal up to 10min/day
Special Qualities:| Low-light vision Trapfinding Evasion, Improved – On Ref save for ½, no damage if succeed, ½ damage if fail Trap sense +2 Uncanny dodge, Improved – flanked only by lvl 16+ Rogue Defensive roll – 2nd chance when reduced to 0HP or less. DMG p. 195 Hide in plain sight Darkvision Feline balance - always land on feet Distraction - -2 concentration Aquaphobic - -1 morale when wet or at risk of wet|Low-light vision Trapfinding Evasion, Improved – On Ref save for ½, no damage if succeed, ½ damage if fail Trap sense +1 Uncanny dodge, Improved – flanked only by lvl 16+ Rogue Defensive roll – 2nd chance when reduced to 0HP or less. DMG p. 195 Hide in plain sight Darkvision Feline balance - always land on feet Distraction - -2 concentration Aquaphobic - -1 morale when wet or at risk of wet
Saves:|Fort +5, Ref +14, Will +7|Fort +8, Ref +13, Will +4
Abilities:|Str 13-7=6, Dex 18, Con 12, Int 8, Wis 17, Cha 17|Str 16, Dex 19, Con 14, Int 16, Wis 12, Cha 17
Skills:|Balance +12, Bluff +10, Climb +8, Concentration -1, Disable Device +4, Escape Artist +4, Gather Information +6, Jump +6, Knowledge (local) +10, Open Lock +5, Perception +16, Persuasion +3, Sense Motive +8, Sleight of Hand +14, Stealth +20, Tumble +16|Appraise +8, Balance +16, Bluff +10, Climb +12, Concentration +0, Disable Device +8, Escape Artist +16, Gather Information +8, Stealth +14, Perception +8, Persuasion +6, Jump +16, Knowledge (local) +8, Open Lock +9, Search +8, Sense Motive +6, Sleight of Hand +20, Stealth +12, Tumble +20, Use Magic Device +8
Skill Tricks:
Feats:|Combat reflexes – Extra AoO = Dex mod, Dodge - +1 AC vs. 1 opponent., Mobility - +4 AC vs. AoO, Gloom Strike – w/sneak attack, -4 penalty to Spot for 3 rounds for target, other creatures treated as having concealment.|Combat Expertise – up to -5 to attack for bonus to dodge to AC, Dodge - +1 AC vs. 1 opponent., Mobility - +4 AC vs. AoO, Combat reflexes – Extra AoO = Dex mod, Improved Disarm – No AoO for disarming, enemy doesn’t get to counter-disarm, +4 bonus to disarm., Throw Anything – no -4 for throwing., Snatch Weapon – catch disarmed weapon, make attack w/normal penalties for off-hand attack.
Disciplines:
Organization:
Challenge Rating:|13ish|13ish
Treasure:
Alignment: [/table]
Name: Itza
Naztharune Rakasha Swordsage 5
Size/Type: Medium Outsider (native)
Hit Dice: 16d8+64 (136 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 31 (+5 armor, +7 dex, +5 natural, +4 wisdom), touch 21, flat-footed 24
Base Attack/ Grapple: +14/+15
Attack: +3 Blurstrike adamantine short sword +25 melee (1d6+11) or Claw +21 melee (1d4+8)
Full Attack: 2 +3 Blurstrike adamantine short swords +25/+20/+15/+15 melee (1d6+11), or 2 claws +21 melee (1d4+8)
Space/Reach: 5ft/5ft
Special Attacks/ Abilities: Sneak Attack +6d6
Change shape – Any humanoid form. Cannot be dispelled, reverts to natural form at death, true seeing reveals natural form.
Detect thoughts – Continuous, CL 18th, Will DC 19 Neg
Shadow Jump 20ft - dimension door b/w shadows, up to 20ft in 10ft increments
Winged Boots – Fly up to 3 times/day for up to 5min at a time.
Special Qualities:
DR 15/Good & Piercing
Darkvision 60ft
Evasion, Improved - On Ref save for ½, no damage if succeed, ½ damage if fail
Hide in plain sight
Uncanny Dodge, Improved - – flanked only by lvl 15+ Rogue
Quick to act - +2 Init
Spell Resistance 25
Saves: Fort +12, Ref +18, Will +15
Abilities: Str 13, Dex 25, Con 18, Int 16, Wis 18, Cha 18
Skills: Balance +23, Bluff +27 (+31 detect thoughts), Diplomacy +6, Disguise +27 (+29 stay in character, +33 detect thoughts, +43 change shape), Escape Artist +26, Hide +26, Intimidate +6, Jump +3, Listen +23, Move Silently +26, Search +17, Sleight of Hand +7, Spot +23, Tumble +26
Skill Tricks: Acrobatic Backstab – Consider enemy flat-footed for melee attack if successfully Tumble through its space.
Back On Your Feet – Stand from prone as Immediate action w/out Attacks of Opportunity
Group Fake-Out – Feint against multiple foes w/ -2 penalty per extra enemy Bluffed
Quick Escape – Escape grapple or pin as Swift action, make any full-round Escape Artist check as a Move action
Second Impression – Perform a Bluff check to refool someone who sees through your Disguise, against their successful Spot.
Spot the Weak Point – Standard action, Spot DC = enemy AC to find weak points, make attack w/in 1 turn as a Touch attack.
Timely Misdirection – On a successful Feint, enemy cannot AoO you until next turn.
Feats: Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Perfect Two-Weapon Fighting, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword)(B)
Shadow Blade – When in a Shadow Hand stance, add Dex bonus to damage.
Disciplines: Desert Wind, Setting Sun, Shadow Hand (+4 damage to strikes using this discipline), Tiger Claw
Child of Shadow(SH1), Dance of the Spider (SH3), Island of Blades(SH1)
Boost (swift): Cloak of Deception (SH2), Shadow Jaunt(SH2), Wind Stride(DW1)
Strike: Clinging Shadow Strike(SH1), Counter Charge(SS1), Drain Vitality (SH2), Mighty Throw(SS1), Shadow Blade Technique(SH1), Shadow Garrote(SH3), Wolf Fang Strike(TC1)
Stances: Swift action to change.
Shadow Hand: Child of Shadow – gain concealment vs. all attacks when move at least 10ft til start of your next turn.
Dance of the Spider – 20ft Climb speed, no Climb check needed, keep Dex to AC while climbing, need one free hand for climbing.
Island of Blades – self and ally considered flanking when adjacent to one or more enemies.
Manoeuvres: 5min to ready new ones. Full-round to recover one.
Shadow Hand:
Cloak of Deception – (swift, til end of turn) Invisible, as Greater Invisibility.
Shadow Jaunt – (standard, 50ft range) Teleport up to 50ft w/in line of sight.
Clinging Shadow Strike – (standard, other creature, Fort partial) Extra 1d6 damage w/ melee attack, DC 15 (11+Wis) or 20% Miss Chance on all attacks.
Shadow Blade Technique – (standard, melee) Double weapon conjured. Roll 2d20. If use higher roll, resolve single attack as normal, If use lower or if both are the same, deal extra 1d6 cold damage to normal (single) attack.
Drain Vitality – (standard, Fort neg) On successful melee attack, DC 16 (12+Wis) or 2 Con damage.
Shadow Garrote – (standard, 60ft range, Fort partial) Ranged touch attack vs. enemy in range, 5d6 damage if hits. DC 17 (13+Wis) or flat-footed ‘til next turn.
DW:
Wind Stride – (swift, til end of turn) +10 speed enhancement
SS:
Mighty Throw – (standard, creature touched) Melee touch vs. enemy, resolved as Trip w/out AoO & no counter attempt using Dex or Str w/ +4 bonus. If successful, throw enemy up to 10ft away, prone in target empty space.
Counter Charge – (immediate melee) When charged by enemy, choose Dex or Str for the check – enemy uses same stat. If larger, gain +4 to Str. If smaller, gain +4 to Dex. If successful, enemy does not get attack, moved up to 2 squares in direction of your choice. If fail, enemy gets extra +2 to charge.
TC1:
Wolf Fang Strike – (standard, melee) 2-weapon attack vs. 1 opponent, with -2 penalty.
Organization:
Challenge Rating:
Treasure:
223,500 of 260,000 gp
+3 Blurstrike adamantine short sword x2 - 106,000 gp
Boots, winged - 16,000 gp
Bracers of Armor +5 - 25,000 gp
Manual of Quickness in Action +3 - 82,500 gp
Spell-stones of Raise Dead
Wand Break Enchantment
Alignment:
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