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Corncracker
2007-02-27, 12:01 AM
I'm new to this forum, but I heard its a good place to get tips on DM'ing. I'm making a few classes for my NPC's to face off against the PC's. I want to make them have an advantage, say one on one with an equal level regular class they would most likely win, yet I don't want them to turn out to be Godly PC crushers. HEre are my two so far, any tips on them would be appriciated. These are both Base Classes, and just ask on anything that doesn't make sense.

I also apologize for the condensing of the LEvel Graphs.

Class: Wind Master
HD: D12
Weapon Proficiencies: Scimatars
Armour: Light Armour.
Skill Points: 4 + INT
Class Skills: Craft, Disable Device, Gather Information, Listen,
Ride, Search, Sense Motive, Spot, Survival.

Lvl BA F R W Special Abilities
1 1 1 1 1 Wind Song (1/Day)
2 2 2 2 2 +10 Ft/ round
3 3 2 2 2 Improved Wind Song
4 4 3 3 3 Tornado Barrier (1/Hour)
5 5 3 3 3 Wind Song (2/Day)
6 6/1 4 4 4
7 7/2 4 4 4 Advanced Wind Song
8 8/3 5 5 5 Forceful wind (1/Day)
9 9/4 5 5 5 Wind Song (3/Day)
10 10/5 6 6 6 +20 Ft/ Round
11 11/6/1 6 6 6 Forceful Wind (2/Day)
12 12/7/2 7 7 7 The Wind Guide + 1
13 13/8/3 7 7 7 Wind Call
14 14/9/4 8 8 8
15 15/10/5 8 8 8 Forceful Wind (3/Day)
16 16/11/6/1 9 9 9 The Wind Guide + 2
17 17/12/7/2 9 9 9 Soothing Wind + 2
18 18/12/8/3 10 10 10 +30 Ft/ Round
19 19/13/9/4 10 10 10 The Wind Guide + 3
20 20/14/10/5 11 11 11 Soothing Wined + 4

Abilityies:

Wind Song: Summons up a wind barrier it improve the users AC by 1.
This ability is called right before an attack is made, before the
damage Calculation.Usabel 1/day at level 1, 2 at level 5, and 3 at level 9.

Improved Wind Song: The AC Bonus of Wind song becomes +2.

Tornado Barrier: For 2 rounds all projectile weapons Automatically miss. The
exceptions being either the ranged weapon is enchanted with True Strike.

Advanced Wind Song: The AC Bonus of Wind Song becomes +3.

Forceful Wind: A powerful wind empowers the Blades, adding your dex to the
damage. Usable 1/dau at level 8. 2/day at level 11, 3/day at level 15.

The Wind Guide: Increases the attack bonus of the attacks of your 2nd, 3rd,
and 4th base attack bonuses by +1 at level 12, +2 at level 16, and +3 at
Level 19.

Wind Call: Once per day a wind Master can use the Wind to send a message
through wind to any one person in a 50 mile Radius. With the wind he
may see all animal lifeforms in the area, though is unable to
get an image of anything else.

Soothing Wind: At 16th level, the Wind Master is constantly surrounded by
a field magic wind that heals 2hp an hour, though in the heat of battle
the wind picks up and restores 1HP per round. At Level 20 the bonuse rise
to +4HP an HOur and +2 a round in battle.

Class: Dark Manipulater
HD: D6
Weapon Proficiencies: Simple
Other Notes: Learns Spells as a Wizard

Lvl BA F R W Special Abilities
1 0 0 0 3
2 0 0 0 4 Cover of Darkness
3 1 1 1 4
4 1 1 1 5
5 2 2 2 5 Dark Enhancer
6 2 2 2 6
7 3 3 3 6 Dark Shroud
8 3 3 3 7
9 4 4 4 7
10 4 4 4 8
11 5 5 5 8
12 5 5 5 9
13 6 6 6 9
14 6 6 6 10 Dark Empowerment
15 7 7 7 10
16 7 7 7 11 Negative Spell (1/Day)
17 8 8 8 11
18 8 8 8 12 Negative Spell (2/Day)
19 9 9 9 12
20 9 9 9 13 Improved Negative Spell

Abilities:

Cover of Darknes: Shrouds all spells in darkness. All spellcraft Checks to determine the spell
have a +10 DC.

Dark Enhancher: The Dark Manipulator may now see 100FT in a no light enviroment, Magic or not.

Dark Shroud: The DC to Check a spell goes up an addition there is a +5 DC to sucseed on a counter
spell against the Dark Manipulators spells.

Dark EMpowerment: When in low-light, increase the damage of all damaging spells by 3D6, in addition
to increasing the Save DC of all spells by 5. In anything less than Low Light Damage is instead
increased by 3D8 and DC's are increased by 10.

Negative spell: Whenever a damaging spell hits a target, roll a 6 sided Die. 1,4=Str. 2,5=Con.
3,6=Dex. If you roll 1-3, reduce the coresponding stat by 1. If you roll 4-6, reduce the
corresponding Stat by 2. With the effects of Dark Empowerment, increase the number by 1 in lowlight,
and 2 in less than lowlight. Dark Manipulator may use this ability 1 per day at leve 16, and
2 per day at leve 18.

Improved Negative Spell: The effects of Negative Spell are increased by 1.

Gralamin
2007-02-27, 12:38 AM
This should be in Homebrew. Check the guide in there for how to make a table.

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