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  1. - Top - End - #1
    Barbarian in the Playground
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    Sep 2012
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    Australia

    Default Needed: A multitude of flavourful NPCs

    Hiya.

    I'm slowly creating a world for an upcoming campaign and am hitting a wall when it comes to creating flavourful and varied NPCs of different levels.

    A majority of builds I've seen that have cool concepts are for level 20. Is there a list or compilation of low-medium level characters? Little tricks or synergies that you can build a character around and don't need to take the full 20 levels to come online?

    Stuff like an auramancer, or flash step, or creating a character around a WoW Rogue's Killing Spree (teflammar, dimension hop, full attack thing).
    Quote Originally Posted by Urpriest View Post
    You could also go on an adventure for the magical strap-on, if you really want to make an adventure out of this.
    Quote Originally Posted by Secret Wizard View Post
    Come at me scrublord I'm ripped

  2. - Top - End - #2
    Barbarian in the Playground
     
    Griffon

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    Default Re: Needed: A multitude of flavourful NPCs

    I don't have specific builds but I do have some advice that will help.

    Come up with a list of 5-6 builds you like and then simply change small things about them like race, weapons, slight level modifications, changing some optional feats or skills or sometimes using 2 or 2 levels of one class to fulfill PrC requirements instead of using a 1 level dip of another that would work. Doing his cuts back on having huge amounts different builds and you can simply have a general build list such as "Ubercharger, Thrower, Mailman, etc" and under each heading have a list of characters with small (or big) differences.

    This is in an effort to keep you sane when trying to remember if Reknar the Fast or Rothgaar the Dancer that's the flash stepper. They both can have the same general build but they can be meaningfully different by a few choices and you can still use both easily in combat if needed.

  3. - Top - End - #3
    Titan in the Playground
     
    Thurbane's Avatar

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    Default Re: Needed: A multitude of flavourful NPCs

    DM Tools has some good pre-generated stat blocks, but they would need some fleshing out as fully fledged NPCs.

    http://www.dmtools.org/

  4. - Top - End - #4
    Dwarf in the Playground
     
    Planetar

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    Apr 2013

    Default Re: Needed: A multitude of flavourful NPCs

    Would it be helpful if I and others post NPCs we have created over the years for other games? I do all my DM work on my computer so it would be a simple matter to go through some files and copy/paste some stats and flavor text.
    Only thing is, we use a few house rules and those are reflected in those stats, so if you use them you would either have to use those house rules or alter the stats just a little.

  5. - Top - End - #5
    Halfling in the Playground
     
    BardGuy

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    Default Re: Needed: A multitude of flavourful NPCs

    I create 1-5 NPCs (including statblocks) every week, and I'd be happy to share. What level ranges / CRs / classes are you working? I can also provide a little blurb about their personality, if that helps.

  6. - Top - End - #6
    Bugbear in the Playground
     
    EisenKreutzer's Avatar

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    Default Re: Needed: A multitude of flavourful NPCs

    Pathfinder has a book called the NPC Codex with tons and tons of NPCs which are all well designed. It's Pathfinder though.
    Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed.
    - G. K. Chesterton

    Quote Originally Posted by Red Fel View Post
    Are you some sort of Wizard?
    This is Æl-Ceald, an ice-age fantasy campaign setting. Updated!

    Avatar by gurgleflep!

  7. - Top - End - #7
    Barbarian in the Playground
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    Australia

    Default Re: Needed: A multitude of flavourful NPCs

    Thanks for all the replies so far

    Any little bit will help. Even at lower levels I find it can take me hours to build up characters, though I'm slowly getting better.


    XionUnborn01 - I do hope to build a generic character layout for 1-20 for most "types" so that I can copy out at the appropriate level and look through a list of feats needed to specialise. My problem, at this stage, is to find those types at lower levels than 20 where they still work and have that concept or flavour that makes them cool or unique.

    Thurbane - Thanks muchly! I'll have a look at that later.

    Someonelse - I'd be extremely grateful if you could

    loodwig - That would be awesome! The campaign will be 1-20 and will need innumerable amounts of characters from all walks of life. Anything that you make in your usual creation routine would be more than enough.

    EisenKreutzer - I'll see if I can source the book. Thanks!


    On reflection I think my primary concern has been creating these "arc boss" type characters. There's a lot of concepts like flash stepping that I want to include into the campaign but they don't work at lower levels.

    I may need to try my hand at rank and file members and concentrate on them.
    Quote Originally Posted by Urpriest View Post
    You could also go on an adventure for the magical strap-on, if you really want to make an adventure out of this.
    Quote Originally Posted by Secret Wizard View Post
    Come at me scrublord I'm ripped

  8. - Top - End - #8
    Titan in the Playground
    Join Date
    Feb 2011

    Default Re: Needed: A multitude of flavourful NPCs

    Originally Posted by Red Rubber Band
    The campaign will be 1-20 and will need innumerable amounts of characters from all walks of life.
    For NPCs at just about every level, you might look at the Published NPC Project, which is a compilation of the NPCs presented in just about every official 3.5 book.

    Most of them will be fairly basic as far as concept and build--but the advantage is that when you need something ready-made, you can just look it up and grab it. Think of this as the 3.5 version of the NPC Codex that EisenKreutzer mentioned.

  9. - Top - End - #9
    Dwarf in the Playground
     
    Planetar

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    Apr 2013

    Default Re: Needed: A multitude of flavourful NPCs

    OK, I only had a few minutes, but I skimmed through some notes just from my most recent campaign and grabbed a couple NPCs. Keep in mind that we have a few house rules in effect, so if you don't use those rules you may need to make some adjustments. Also, I don't follow the rules for NPC gear value very strictly, in general I do, but when a character is particularly wealthy (as is a certain noble found below) I don't give any consideration to money, I just give them the gear I want them to have.

    Sorry if the formatting is a little weird, I'm copying from Omnioutliner and pasting into firefox.

    - [ ] Montgomery Shimmerstone
    - [ ] a gnome lawyer named Montgomery Shimmerstone, this attorney
    is true neutral and will work for anyone if the money is
    right.
    - [ ] (K. Local DC18) This attorney has a reputation of
    representing very wealthy, unscrupulous individuals and
    always getting them off the hook, this is one of the best,
    most high priced lawyers in the empire. He charges 250 gold
    pieces per hour for his time.
    - [ ] Lv16 Gnome Expert, "Montgomery Shimmerstone, attorney at law,
    you can call me Monty!"
    - [ ] Abilities
    - [ ] Str 6.-2
    - [ ] Dex 8.-1
    - [ ] Con 10.0
    - [ ] Int 18.4
    - [ ] Wis 16.3
    - [ ] Cha 22.6
    - [ ] skills
    - [ ] Perform (oratory) (+31)
    - [ ] Diplomacy (+33),
    - [ ] K (Local / law) (+23),
    Intimidate (+27),
    Bluff (+27),
    Gather Information (+25),
    Profession (Lawyer) (+22),
    Sense Motive (+22),
    K (nobility) (+23),
    Appraise (+23)
    - [ ] feats
    - [ ] Negotiator, Leadership, Skill Focus (P. Oratory) x2,
    Skill Focus (Diplomacy) x2
    - [ ] Flaws; shaky and non combatant,
    - [ ] bonus feats from flaws; Persuasive and Run (he is an
    avid jogger, a pass time that is not very popular)
    - [ ] Non Combatant
    - [ ] these scores have been adjusted to balance his extra
    skill points
    - [ ] AC 11
    - [ ] hp 50
    - [ ] Attack +10 (Due to his wealth, reputation and
    tendency to deal with less than lawful individuals,
    he carries a masterwork pistol and magic dagger at
    his hip, both are obvious show pieces, the dagger
    mithral, brilliant energy and is studded with jewels
    and the pistol is ornately crafted black adamantine)
    - [ ] His dwarven assistant is a Lv8 Expert, Lv6 Urban Ranger and
    serves as both secretary and bodyguard.
    - [ ] he wears two weapons at his hip and makes them visible,
    if questioned about them Monty simply says that this is
    his body guard.
    - [ ] his weapons are a pistol at his right hip and a dagger at
    his left
    - [ ] the dagger is a Distant Returning Dagger, total range
    40ft (Max 400ft)
    - [ ] His masterwork pistol is enhanced by feats
    - [ ] Rapid Reload, XWP Pistol, PBS, Far Shot, quickdraw,
    precise shot, Shot on the Run
    - [ ] his favorite enemies are humans and elves


    Female Tiefling
    Rogue 5, Ninja 3, Shadow Dancer 3
    Medium Outsider (Native)
    Hit Dice: 11d6+11
    HP: 77
    Initiative: +4
    Speed: 30 ft.
    Armor Class: AC25, T19, FF18, CE32 (-9 Attk)
    10 + 4 (6) Dex + 2 Wis + 6 Armor + 1 Deflection
    Base Attack: 7 BAB + 6 Dex + 1 Magic + 1 WF + 1 PBS
    Grapple: +9
    Attack: +16 / +1 Returning Distance Black Mithral Dagger of Poison
    Full Attack: Melee or Ranged (20ft / 100ft), +16 / +11, 1d4+4, +5d6 Sneak, DC23 Fort or Paralyzed for 1d10 rounds
    Combat Expertise: AC32, Attack +7 / +2
    Special Attacks: Sneak Attack / Sudden Strike +5d6, Poison Use,
    Special Qualities: Evasion, Uncanny Dodge, Trap Sense +1, Ghost Step (invisible), Ki Power 7/day, Hide in Plain Sight, Darkvision 60ft, Shadow Illusion (as silent image, 1/day),
    Saves: Fort 3+1-3=1, Ref 7+6=13, Will 3+2=5
    Abilities: Str 14 (16), Dex 18 (22), Con 12, Int 16, Wis 14, Cha 12
    Skills: 133 (14/6): (14 ranks in these) Bluff (Cha), Disable Device (Int),Sleight of Hand (+22), Sneak (+20), Tumble (+20), Open Lock (Dex), Perception (Wis), Search (Int),
    (3 ranks in these) Balance (Dex), Climb (Str), Disguise (+4), Escape Artist (Dex), Jump (Str), Knowledge (local) (Int), Sense Motive (Wis), Use Magic Device (Cha), and Use Rope (Dex).
    Feats: 4; Combat Expertise, Quickdraw, Weapon Focus Dagger, PBS, Weapon Finesse,
    Flaws: Meager Fortitude,
    Challenge Rating: 11
    Possessions: +1 Returning Distance Black Mithral Dagger of Poison, +2 leather coat, Gloves of Dex +4, Belt of Str +2, Ring of Prot +1, Ring of Invisibility
    Alignment: CE


    COMBAT
    She fights with poisoned daggers, usually preferring to throw them.

    (this weapon was a plot point and is not balanced as NPC gear) She has a returning dagger that is also continuously magically poisoned with Carrion Crawler Brain Juice, which paralyzes the target for 1d10 rounds if they fail a DC23 Fort save. This weapon is cursed and evil. First, it is chaotically evil aligned, so anyone who is not chaotic who uses it takes a negative level while they hold it, anyone who is not evil who uses it takes another negative level, furthermore, the blade is cursed so that only people with the Poison Use special ability can use this blade without penalty, anyone else who uses this weapon takes 1 point of damage to a random ability score with each attack. This is a +1 Returning Distance Black Mithral Dagger of Poison (Black Mithral is forged by Duergar by infusing it with adamantine, it has a hardness rating of 5 higher, but otherwise possesses no other special qualities).


    Tiefling Werewolf Lord, Hybrid Form, Lv11 Fighter
    Size/Type: Large Outsider (Native Outsider, Shapechanger)
    Hit Dice: 11d10+6d8+85
    HP: 243
    Initiative: +7
    Speed: 30 ft. (Hasted 60ft)
    Armor Class: AC 29 (Buffed AC33), touch 13, flat-footed 15, CE AC 45 / BCEAC 49, Attk -18
    (–1 size, +6 Dex, +6 natural, +6 armor, +2 Deflection, +4 Shield, +16 Combat Expertise & Defensive Fighting),
    Base Attack: 14 / 9 / 4 - (-1 size +2 WF + 12 Str + 2 magic + 1 Haste (+extra attk) - 18 Combat Expertise)
    Grapple: +34 - (14 BAB +4 Imp Grapp +4 size +12 Str)
    Attack: Claw +25 melee (1d6+11) or +2 ghost touch bastard sword +29 melee
    Full Attack: 2 claws +25 melee (1d6+12) and bite +20 melee (1d10+6/20)
    Or +2 ghost touch bastard sword +29/+24/+19 melee (2d8+24, 17–20x2) and bite +20 melee (1d10+6, 20x2)
    combat expertise (-18) +11 / +6 / +1 / +2 (bite)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Curse of lycanthropy (bite), Darkness (Sp),
    Special Qualities: Alternate form, wolf empathy, DR 10/Silver, low-light vision, scent, Immune to critical and sneak attacks, Darkvision 60ft, Resistance 5 (Cold, Electricity & Fire),
    Saves: Fort +17, Ref +15, Will +11
    Abilities: Str 34/+12 (38/+14), Dex 22 (24), Con 20, Int 18, Wis 13, Cha 11
    Skills: 77 (20/10); Bluff +2, Handle Animal +15 (+19 w/wolves and dogs), Sneak +24*, Perception +16, Survival +20*, Tumble +24
    *A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent. Tiefling racial bonus to bluff and hide.
    Feats: Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Natural Armor, Iron Will (B), Power Attack, Run, Track (B), GWF&S (BS), Improved Combat Expertise (x2, limited to BAB), Improved Trip, Improved Disarm, Improved Grapple,
    Challenge Rating: 15
    Alignment: chaotic evil
    Possessions (note that this character was a noble and as such I took no consideration of balanced NPC gear values, rather I just gave him whatever items I wanted him to have because he is wealthy enough to afford it): Glammered +2 Leather Armor of Heavy Fortification, Gloves of Dex +2, Ring of Protection +2, +2 Ghost Touch Bastard Sword, Boots of Dimension Door 3/day, 4 Spider Bombs (potions of Web and Summon Spider Swarm in a glass vial, throw it, it breaks and casts web, the following round thousands of spiders come crawling out of the web, CL 10th, Int 18), Ring of Feather Falling (actually a ring of elemental command but he doesn't know it), Potions (Haste (took one already), Cure Crit x5 (4d8+10), Invisibility x3, Fly, Dispel Magic x3 (dispels harmful spells @ +10), Bull's Str x3 (took one already), True Strike x4, Shield x2 (took one already), Exp Retreat x3),
    Languages: Common, Abyssal, +4
    Tactics: He prefers to take intruders alive for questioning, and he is very cautious, if he doesn't know an opponent's abilities he assumes they are dangerous and uses combat expertise, so his AC would be 45 and he would attack, non-lethally, at +7 / +2 / -3. He usually doesn't bite, he only attempts to make bite attacks against foes he feels are worthy of becoming werewolves and usually only when he thinks he can control them or kill them once they do.
    This noble wears ruffled, baggy clothes that stretch and expand when he changes form. He rarely takes on his Dire Wolf form, preferring instead to remain in his humanoid form when relaxing and use his hybrid form when he fights.

    Ogre Mage Battle Sorcerer Lv10
    Size/Type: Large Giant
    Hit Dice: 5d8+10d4+45 (125 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), fly 40 ft. (perfect)
    Armor Class: 30/34 (-1 size, +5 natural, +6 chain mail, +5 Nat, +5 def, +4 Shield)), touch 14, flat-footed 25/29
    Base Attack/Grapple: +7 / +17

    Attack: Greatsword +18 / +13, 3d6+14 + 1d6 Cold + 2d6 Unholy, 19-20x2

    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Change shape, darkvision 60 ft., low-light vision, regeneration 5, spell resistance 19
    Saves: Fort +10, Ref +4, Will +10
    Abilities: Str 22, Dex 10, Con 17, Int 14, Wis 14, Cha 18
    Skills: Concentration +21, Listen +10, Spellcraft +20, Spot +10, cc Tumble +9,
    Feats: Combat Expertise, Improved Initiative, WF GS, Quicken SLA Invisibility 3/day, Improved Maneuverability, Flyby Attack
    Environment: Cold hills
    Organization: Solitary, pair, or troupe (1-2 plus 2-4 ogres)
    Challenge Rating: 18
    Treasure: Double standard
    Alignment: Usually lawful evil
    Advancement: By character class
    Level Adjustment: +7
    Possessions: Amulet of Nat AC +5, Ring of Prot +5, +5 Frozen Unholy Greatsword, +1 Mithral Chainmail,
    Spells: CL 10th, Cha 18, DC14+SpLv
    5th: 3/day; 1 known
    Greater Dimension Door (5 rounds, D-Door as a move action once per round up to 75ft)
    4th: 6/day; 2 known
    Dimension Door, Orb of Force,
    3rd: 7; 3 known
    Fireball, Lightning Bolt, Haste
    2nd: 7; 4 known
    B Str, See Invisibility, Web, Acid Arrow
    1st: 7; 5 known
    Shield, Identify, Magic Missile, Enlarge, True Strike
    Cantrips: at will, 9 known
    Detect Magic, ray of frost

    The ogre mage is a more intelligent and dangerous variety of its mundane cousin.
    An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.
    Ogre mages speak Giant and Common.

    Combat
    Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.
    Spell-Like Abilities
    At will—darkness, invisibility; 1/day— charm person (DC 14), cone of cold (DC 18), gaseous form, sleep (DC 14). Caster level 19th. The save DCs are Charisma-based.
    Flight (Su)
    An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
    Change Shape (Su)
    An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant.
    Regeneration (Ex)
    Fire and acid deal normal damage to an ogre mage.
    An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

    This is his fiendish mount, granted to him as a trophy by Bl'Mmorphett after he slew it in solo combat.
    Gargantuan Half-Fiend Hydra, 2-headed CR 16
    Neutral Evil Gargantuan Outsider (native)
    Init +7

    AC 31 FF 28 Touch 9
    (-4 size, +3 Dex, +16 natural +6 armor)
    HD: 23d8+230
    HP: 326 (FH 30, DR15/Magic, SR33, Res 15 Cold & Fire)
    Fort +21 Ref +16 Will +13

    Speed: (base) 20ft, swim 20ft, Fly 20ft (Good); (magic) 50ft, Swim 50ft, Fly 50ft (Good)
    Base Atk +23 Grp +

    Attack: 2 Bites +8 2d8+9 / Smite, +3 dmg
    Full Attack: 2 Bites +29, 2d8+10 / Tail Sweep +24, 2d8+15
    Breathe Weapons: Cold (left) and Fire (right), DC33 Reflex, 23d6, 20ft Cone, once per 1d4 rounds

    Space 20 ft. Reach 15 ft. (3 AoOs per round)
    Darkvision(Ex): 120ft
    Fast Healing(Ex): 30
    Damage Reduction(Su): 15/magic
    Cold Resistance(Ex): 15
    Fire Resistance(Ex): 15
    Immunity to Poison(Ex)
    Spell Resistance(Ex): 33
    Scent(Ex): Scent lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
    Smite good(Su): 1/day a half-fiend creature can smite a good foe and add an additional 20 damage (based on HD) to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day. Always the first attack.

    Abilities Str 30 (+10) Dex 16(+3) Con 30 (+10) Int 6(-2) Wis 10(+0) Cha 11(+0) +5
    Feats: Combat ReflexesB, Flyby Attack, Improved Initiative, Track, Improve Maneuverability, Ability Focus, Snatch, Wingover, Hover.

    Skills: 208 (26/13): Perception +26, Tumble +29, Intimidate +36, Survival +26, Climb +36, Sneak +29, Jump +44, Swim +44, (Jump & Swim, Take 10 = 54)

    Possessions: Boots of Speed (+30ft to all movement forms, rear feet, gargantuan sized anklets), Bracers of Armor +6 (forelegs),

  10. - Top - End - #10
    Barbarian in the Playground
    Join Date
    Sep 2012
    Location
    Australia

    Default Re: Needed: A multitude of flavourful NPCs

    Quote Originally Posted by Palanan View Post
    For NPCs at just about every level, you might look at the Published NPC Project, which is a compilation of the NPCs presented in just about every official 3.5 book.

    Most of them will be fairly basic as far as concept and build--but the advantage is that when you need something ready-made, you can just look it up and grab it. Think of this as the 3.5 version of the NPC Codex that EisenKreutzer mentioned.
    Sweet, thanks! And it's electronic! Yay!

    Someonelse - Wow. Thanks. Any one of those characters would have taken me hours to do And that's without magical items
    Last edited by Red Rubber Band; 2014-10-23 at 11:10 PM.
    Quote Originally Posted by Urpriest View Post
    You could also go on an adventure for the magical strap-on, if you really want to make an adventure out of this.
    Quote Originally Posted by Secret Wizard View Post
    Come at me scrublord I'm ripped

  11. - Top - End - #11
    Pixie in the Playground
     
    OldWizardGuy

    Join Date
    Mar 2009
    Location
    Nottingham, England
    Gender
    Male

    Default Re: Needed: A multitude of flavourful NPCs

    Quote Originally Posted by Red Rubber Band View Post
    Sweet, thanks! And it's electronic! Yay!

    Someonelse - Wow. Thanks. Any one of those characters would have taken me hours to do And that's without magical items
    If you want a very quick and easy way of making your own NPCs use an NPC Generator,
    I've got one http://www.dinglesgames.com/tools/Mo...nerator/dnd35/ for D&D 3.5 or http://www.dinglesgames.com/tools/NP...or/pathfinder/ for Pathfinder It's free to use for adding up to 5 class levels to any monster. You can add 20 levels in 3 classes for paid membership.
    You can create quite complex NPCs in a few minutes. Have a go and let me know what you think.
    For D&D 3.5 and Pathfinder RPG Monster and NPC Generators visit
    http://www.dinglesgames.com/

  12. - Top - End - #12
    Dwarf in the Playground
     
    Planetar

    Join Date
    Apr 2013

    Default Re: Needed: A multitude of flavourful NPCs

    Here's the BBEG from a campaign I wrote a few years back, he looks like Tim the Enchanter. His phylactery is in a vault hidden with a secret door, the vault door is trapped with energy drain followed by disintegrate. Inside there is a pedestal with his phylactery on it, surrounding this are 12 stone slabs, each with a human corpse in full plate mail and tower shields laid out with a Gentle Repose spell used to preserve them. If the phylactery is damaged or removed all 12 corpses rise up as zombies and attack. As long as the phylactery is undisturbed, if the lich dies it will inhabit one of these corpses within 1d10 days.

    Zonaiess; The Lich
    Human Wizard Lv20, Archmage Lv5, Lich Lv4
    Medium Human (Undead)
    Hit Dice: 25d12
    Hit Points: 330
    Initiative: +2
    Speed: 30ft. Fly 30ft (Perfect),
    Armor Class: 43
    10 + 5 Nat AC + 2 Dex + 6 Nat AC + 20 Armor
    T12, FF41
    Base Attack: 10 / 5, +4 epic
    Grapple: 12 - freedom of movement
    Full Attack: Touch; +16, 1d8+5, 20x2, Will DC23 for half damage, Fort DC23 or paralyzed
    Dagger +17 / +12, 10ft, 1d4+3 +3d6 Unholy and 1 negative level (DC23 Fort, crit +6d6 and two negative levels), plus a cold fireball DC24, 10d6, he is immune to this damage, this spell only goes off once
    +1 Unholy Power Brilliant Energy Dancing Ghost Touch Spell Storing (electric fireball) Returning Dagger
    Space/Reach: 5ft
    Special Attacks: Fear Aura (5HD or less), Paralyzing Touch (DC23 Fort),
    Special Qualities: SR35 (from daily epic spell), secondary SR25 vs good spells and good spellcasters, SR23 from his staff, DR15/Bludgeoning and Magic, Turn Resistance 4, Immune to cold, electricity, polymorphing and mind affecting effects
    Saves: Fort 11 (object), Ref 13, Will 22
    Abilities: Str 14, Dex 14, Con -, Int 33/+11, Wis 14, Cha 12
    Skills: 224 (28/14) Concentration +29, Knowledge Arcana +39, Planes +39, Nature +39, Dungeoneering +39, Architecture & Engineering +39, Spellcraft +39, Tumble +16
    Feats: 7; Heighten Spell, Eschew Materials, energy substitutions (electricity & cold), Improved Initiative, Combat Casting, combat expertise,
    Epic Feats: 3; Epic Spell Casting, Expanded Spell Capacity, Enhance Spell (+4 levels, damage cap increases by 10)
    Wizard Bonus Feats: 4; craft magic items, quicken Spell, Maximize Spell, Reach Spell
    Alignment: LE
    Possessions:
    Artifact - Staff of Necromantic Power (as staff of necromancy and staff of power combined, P.245 DMG),
    Tools - cubic gate (164K), Mirror of Opposition (92K), Tome of Clear Thought +5 (137.5K),
    Waist - Belt of Battle
    Torso - Vest of the Necromantic Archmage (200K) (+8 Armor, +5 Resistance, +2 vs SR, recall up to 3 9th level spells, expend spell slot for healing (Inflict), SpLvx5
    Throat - Epic Amulet of Nat AC +6 (720K)
    Shoulders - Phoenix Cloak (fly at base land speed with perfect maneuverability) (50K)
    Rings - Ring of Wizardry IX (doubles 9th level spell slots) (810K) & Ring of Ineffable Evil (permanent Unholy Aura, +4 Deflection, 1d6 Str damage to anyone who hits him, DC23 fort negates) (250K), ring of freedom (no slot, double price)
    Head - Headband of Intellect +6 (36K)
    Hands - 2 Gloves of Storing (20K) (free action to retrieve his dagger in his left and staff in his right)
    Feet - Boots of Teleportation 3/day (49K)
    Face - Third Eye of Domination (dominate monster 1/day, 60ft) (120K)
    Body -
    Arms - Armbands of Exception (allows him to cast spells freely within his own lair)
    Weapon - +1 Unholy Power Brilliant Energy Dancing Ghost Touch Spell Storing (fireball) Returning Dagger (+20, 800K)

    - [ ] Spells
    - [ ] CL 25th, Int 33, DC21 + SpLv, Spellcraft +43
    - [ ] Lv0; at will, 6/day
    - [ ] light
    - [ ] no light
    - [ ] detect magic
    - [ ] read magic
    - [ ] mending
    - [ ] Ray of Frost (or electricity)
    - [ ] Lv1; 7/day
    - [ ] Magic Missile x4
    - [ ] Identify
    - [ ] True Strike
    - [ ] Shield
    - [ ] Lv2; 7/day
    - [ ] Dimension Hop
    - [ ] M. Acid Arrow
    - [ ] See Invisibility
    - [ ] Invisibility
    - [ ] Mirror Image
    - [ ] Belker Claws
    - [ ] False Life
    - [ ] Lv3; 7/day
    - [ ] fireball
    - [ ] lightning bolt
    - [ ] Dispel Magic x2
    - [ ] Haste
    - [ ] Slow
    - [ ] Hold Person
    - [ ] Lv4; 6/day
    - [ ] Celerity
    - [ ] Orb of Force x2
    - [ ] Reach Belker Claws (30ft)
    - [ ] Dimension Door
    - [ ] Contagion (warped Touch)
    - [ ] Lv5; 6/day
    - [ ] Greater Blinking
    - [ ] Wall of Stone
    - [ ] Quickened True Strike
    - [ ] Cone of Cold
    - [ ] Baleful Polymorph
    - [ ] Lv6; 6/day
    - [ ] Antimagic Field
    - [ ] Greater Dispel Magic
    - [ ] True Seeing
    - [ ] Disintegrate
    - [ ] Quickened Dimension Hop
    - [ ] Circle of Death
    - [ ] Lv7; 6/day
    - [ ] enhanced fireball 20d6
    - [ ] enhanced lightning bolt 20d6
    - [ ] quickened lightning bolt
    - [ ] quickened fireball
    - [ ] Finger of Death
    - [ ] Force Cage
    - [ ] Lv8; 5/day;
    - [ ] Quickened Reach Belker Claws
    - [ ] Create Greater Undead
    - [ ] Horrid Wilting
    - [ ] Telekinetic Sphere
    - [ ] Polar Ray (or electric)
    - [ ] Lv9; 10/day
    - [ ] Effulgent Epuration
    - [ ] absorb up to 25 targeted spells cast at him
    - [ ] Time Stop
    - [ ] Gate
    - [ ] can call a pit fiend
    - [ ] M. Disjunction
    - [ ] Sphere of Ultimate Destruction
    - [ ] Quickened Teleport
    - [ ] Maximized Disintegrate x2
    - [ ] 240 damage
    - [ ] or 30 dmg
    - [ ] Lv10; 1/day
    - [ ] Quickened Disintegrate
    - [ ] Lv11; 1/day
    - [ ] Enhanced Maximized Orb of Force - 120 points of damage
    - [ ] Epic: 2/day
    - [ ] Epic Mage Armor
    - [ ] DC46 Spellcraft (take ten)
    - [ ] +20 Armor for 20 hours
    - [ ] Greater Spell Resistance
    - [ ] DC45 Spellcraft (take ten)
    - [ ] SR35 for 20 hours
    - [ ] Buffs
    - [ ] Shield
    - [ ] See Invisibility
    - [ ] False Life
    - [ ] Haste
    - [ ] Greater Blinking
    - [ ] True Seeing
    - [ ] Effulgent Epuration
    - [ ] absorb up to 25 targeted spells cast at him
    - [ ] Epic Mage Armor
    - [ ] DC46 Spellcraft (take ten)
    - [ ] +20 Armor for 20 hours
    - [ ] Greater Spell Resistance
    - [ ] DC45 Spellcraft (take ten)
    - [ ] SR35 for 20 hours
    - [ ] Tactics
    - [ ] When the PCs arrive they pass through a permanent silent
    alarm. A necropolitan (LM p.114) enters the room and says
    "Master is busy, what do you want?" then he sees the PCs and
    immediately runs back deeper into the lair.
    - [ ] When he realizes he is under attack Zonaiess casts time stop
    as many times as is needed to cast his buff spells and
    delayed blast fireballs. his next act is to cast Disjunction
    on the party as long as he can avoid the effect, though at
    this point they may have moved into melee with him (he could
    quicken teleport to the other side of the room though)


    I have tons of NPCs, but I don't have a lot of time. When I can I will post more.
    Last edited by Someonelse; 2014-10-24 at 03:41 PM. Reason: clarification

  13. - Top - End - #13
    Titan in the Playground
    Join Date
    Jun 2007
    Location
    Lima, Peru
    Gender
    Male

    Default Re: Needed: A multitude of flavourful NPCs

    I have compiled hundreds of npcs over the years for my campaign, which began at level 8th, so some npcs may be weak, but most are rather strong.

    PM if you're interested and I can send you the links from Mythweavers.

  14. - Top - End - #14
    Dwarf in the Playground
     
    Planetar

    Join Date
    Apr 2013

    Default Re: Needed: A multitude of flavourful NPCs

    You may have noticed that some of these NPCs I'm posting have max hit points. This is because I always give max hit points to major named NPCs who are important to the plot, otherwise they rarely stick around long enough to be useful to me.

    Here are a pair of NPCs I created to be the leaders of a thieves' guild operating in a small port town in the middle of nowhere, hundreds of miles from any major city with only a single small city within 100 miles. I'll add their backstory at the end of this post.
    In this campaign I created at least one major NPC of each alignment, statted them out and determined who they are and what their goals are and how they plan to achieve those goals and what they are doing when (unless the PCs prevent them from doing so). It was a very fun, dynamic campaign; I hope I can find some new players to run it for someday, because my current group of players have all played it once or twice.
    I may post more stats from this campaign but I hope to maybe publish it one day if I ever find the time to organize it in a form that is suitable for public consumption, so I don't want to give too much of it away.


    The Hangrim Twins
    True Neutral
    Janx Hangrim
    Rogue Lv12
    Medium Human
    Hit Dice: 12d6+12
    Hit Points: 84
    Initiative: +3
    Speed: 30 ft.
    Armor Class: 20 T15, FF15
    10 + 3 Nat AC + 2 Armor + 1 Def + 4 Dex
    Base Attack: 9/4
    Grapple: -
    Full Attack: Ranged +13 / +8, 1d4+4 (ignores concealment), Melee +12 / +7, 1d4+3, 19-20x2
    Space/Reach: 5ft
    Special Attacks: Sneak Attack +6d6 (Bluff +16, move action)
    Special Qualities: Trap Sense +4, Improved Uncanny Dodge, Improved Evasion,
    Saves: Fort 5, Ref 11, Will 5
    Abilities: Str 14, Dex 16 (18), Con 13, Int 14, Wis 12, Cha 13
    Skills: 150 (15/7); Tumble (Dex), Open Lock (Dex), Sleight of Hand (Dex), +19
    Sneak (Dex), Bluff (Cha), Use Magic Device (Cha), Disguise (Cha) (+26), +16
    Disable Device (Int), Search (Int), +17
    Perception (Wis), +16
    Feats: combat expertise, combat reflexes, Weapon Finesse, PBS, Improved Feint
    Organization: Thieves' Guild
    Challenge Rating: 12
    Treasure: standard plus gear
    Alignment: TN, verging on CN
    Possessions: Amulet of Nat AC +3, Bracers of armor +2, Ring of Protection +1, ring of freedom, Gloves of the Blade (summons 2 +1 seeking daggers per round, +2 Dex), hat of disguise,

    COMBAT
    He does whatever he can to get his sneak attack but tries to avoid melee if at all possible. He will instead feint from up to 30ft away and throw a dagger.


    Jeanette Hangrim
    Bard Lv12
    Medium Human
    Hit Dice: 12d6+24
    Hit Points: 96
    Initiative: +4
    Speed: 30 ft.
    Armor Class: 20 T15 FF15
    10 + 4 dex + 2 nat + 3 armor + 1 def
    Base Attack: 9/4
    Grapple: FoM
    Full Attack: Whip +14 Touch and trip, +14 / +9 returning dagger, 1d4+2, 19-20x2
    Space/Reach: 5ft / 15ft whip
    Special Attacks: Improved Trip
    Special Qualities: Bardic Music
    Saves: Fort 6, Ref 12, Will 9
    Abilities: Str 13, Dex 18, Con 15, Int 14, Wis 13, Cha 18 (20)
    Skills: 120 (15/7); Diplomacy (Cha), Perform singing (Cha), Disguise (+29), +19
    Knowledge (arcana) (Int), Spellcraft (Int), +17
    Concentration (Con), +16
    Tumble (Dex), Sneak, +19
    Feats: combat expertise, combat reflexes, Weapon Finesse, Weapon Focus Whip, Improved Trip
    Organization: thieves' guild
    Challenge Rating: 12
    Treasure: standard plus gear
    Alignment: TN, verging on CG
    Possessions: Amulet Nat AC +2, Bracers of Armor +3, Ring of Protection +1, Ring of Freedom, +1 Returning Dagger, +1 Whip, Cloak of Charisma +2, Hat of disguise
    Buffs: Inspire Greatness; +2d10 HD, +2 Attk, +1 Fort, 2 targets,


    Backstory
    The twin bandits have been thriving for years under the shadow of imperial rule, always just one step ahead of being caught. They came from the distant capital city just a few months ago and are still acclimating to country life after living their whole lives in the world's largest metropolis. They had been caught stealing from a powerful, but ultimatly mid-level, crime lord and barely managed to escape with their lives. They arrived in West Port just 3 months ago and immediately went to work, doing what they have always done. The twins came along and organized the local rogues of the area. Now they are a single organization, a thieves guild skilled and organized enough to rival that of any city.
    Janx is a rogue specializing in stealth and thievery, in a fight he produces masterwork daggers with a pair of magic gloves. His chief lieutenant is his sister Jeanette, she is a bard specializing in enchantment and non lethal combat. She is a battle dancer. In combat she uses a whip and an animated flying dagger when a blade is called for. This dagger is actually an item familiar.
    While Janx is the brains behind the operation, Jeanette is the face for the public, when a face is needed at all. Many people even come to believe that she is in charge of the operation, and in many ways she is, but she always defers to Janx when he makes a call.
    Captain Vacudo is only vaguely aware of the Hangrim Twins. He suspects that the various gangs of the area have all been united in recent months by a single leader, rumored to be a charismatic human female.
    They operate out of a secret lair below the abandoned village to the south. Recently a band of goblins have moved in and are living in the old houses, unaware that a few houses have hidden trap doors leading to the thieves' hide out. These goblins are actually runaways. They defected from the horde and are now just trying to survive. They outnumber the rogues, so there isn't much the thieves can do about it. They are eager to hire someone who is could clear out these goblins under the guise a developer who wants to revitalize and repopulate the old village.
    The guild often operates out of Westport and actively maintains a lair there, but this is only a ruse. The twins are only in Westport three or four days out of the week and they never sleep there, although they go out of their way to make it seem like they do.
    Last edited by Someonelse; 2014-10-24 at 03:50 PM. Reason: corrected stats

  15. - Top - End - #15
    Dwarf in the Playground
     
    Planetar

    Join Date
    Apr 2013

    Default Re: Needed: A multitude of flavourful NPCs

    Quote Originally Posted by AlanBruce View Post
    I have compiled hundreds of npcs over the years for my campaign, which began at level 8th, so some npcs may be weak, but most are rather strong.

    PM if you're interested and I can send you the links from Mythweavers.
    Why not just peruse your old notes and pull up stats for any NPCs that you think would be useful to another DM, or that are particularly interesting or that you're proud of and want to share and post those in the forum? I believe that's what the OP was attempting to spark up. People just posting their favorite and/or useful NPC stats and associated backstories and personalities.

  16. - Top - End - #16
    Dwarf in the Playground
     
    Planetar

    Join Date
    Apr 2013

    Default Re: Needed: A multitude of flavourful NPCs

    I once ran a high level version of the Red Hand of Doom. Here is Wyrmlord Karn and the Aspect of Tiamat.

    ▼ ❑ General Karn 310K,
    • ❑ He looks like a winged black troll with scaly skin so black it seems to consume light. He wears armor just as black as his skin with a matching shield, sword and lance. The barding on his mount, a Blue Spawned Thunder Lizard, matches as well. His shadow is alive, or rather, undead. This is his fiendish servant and oldest friend, Heinrich Von Peatwick.
    • ❑ He rides his mount through the battle, but once he meets the PCs he recognizes them as major opponents and will only stay on his mount long enough to charge into battle, after that he will dismount by taking flight. While flying he will use his breath weapon from 30ft above (note that a cone used straight down from above is effectively a 15ft radius AoE), if he can't get the whole group he will target the spell casters. He will then make one more charge attack, this time diving out of the sky with his lance. Next he will draw his sword and go toe to toe with the dwarf.
    • ❑ Karn and tiamat fight to the death. If they kill Karn first his minions flee. PCs still get full XP. Tiamat attacks when Karn is dead. Grant XP after Karn dies but before Tiamat attacks, then roll fresh initiative.
    ▼ ❑ Description:
    • ❑ Large Giant (Draconic)
    ▼ ❑ Half Shadow Dragon Troll, Paladin of Tyranny Lv7, Blackguard Lv4
    • ❑ Paladin of Tyranny 7/Blackguard 4.
    • ❑ Hit Dice: 17 (6d8 + 7d10 + 4d6 + 170)
    • ❑ HP: 260
    • ❑ Initiative: +7
    • ❑ Speed: 30ft, Fly 60ft (Average)
    • ❑ ECL: 19
    • ❑ CR: 20
    • ❑ Darkvision 120ft
    ▼ ❑ Defense
    ▼ ❑ AC41
    • ❑ Touch 16
    • ❑ Flat Footed 35
    • ❑ 10 + 14 Nat + 5 Def + 8 Armor + 7 Dex (Max +1) + 3 Shield
    • ❑ HP 260
    • ❑ DR2/- + DR3/- = DR5/-
    ▼ ❑ Saves:
    • ❑ Fort 5+5+4+5+10=29
    • ❑ Reflex 2+2+1-3+5+7=20
    • ❑ Will 2+2+1+5+3=13
    • ❑ Resistance 20 to Fire, Acid, Cold and Electricity
    • ❑ SR25
    • ❑ Regeneration 5 (Only Fire and Acid hurt him)
    • ❑ Aura: 10ft radius, -2 to all saves
    ▼ ❑ Buff
    • ❑ Haste 3/day, 5 rounds
    • ❑ protection from energy (Fire & Acid, absorbs the first 110 points of each),
    ▼ ❑ Offense
    ▼ ❑ Base Attack: 4+7+4=15/10/5
    • ❑ d20 + 15 bab + 16 Str + 3 Weapon
    • ❑ Grapple: +35
    ▼ ❑ Attack Options
    • ❑ +4d6 Electricity to all melee attacks
    • ❑ Sneak Attack +2d6
    • ❑ Smite Good 3/day (+11 dmg)
    • ❑ -2 Ranged Attacks
    • ❑ Deadly Touch (Inflict 10 points per day individually or all at once)
    ▼ ❑ Attacks:
    • ❑ 2 Claws: +31, 1d6+(24)
    • ❑ Bite: +31, 1d8+16
    • ❑ Rend: must hit with both claws, 2d6+(24)
    • ❑ Lance (ride by charge, must have a straight line) +36, 4d6+38, 20x3 (double damage when charging, he only makes charge attacks, AoO attks deal 2d6+19)
    • ❑ Sword +34 / +29 / +24, 19-20x2, 2d8+19 (+27 two handed), +2d6 Unholy
    • ❑ Smite with sneak attack two handed deals: 2d8+27 + 11 Sm + 2d6 SA + 4d6 Electricity
    (46 min, 64 ave, 90 max)
    ▼ ❑ Full Attack
    • ❑ Claw, Claw, Bite: +31 / +31 / +26
    • ❑ Lance; Charge and then ride by with a second move action: +36
    • ❑ Sword: +34 / +29 / +24 & Bite +26
    • ❑ He mostly makes ride by attacks until his mount is injured or if his attacks are ineffective. If he can be made angry he will dismount and attack the one who angered him with the sword. He will not use his blade against anyone he does not deem a worthy opponent, everyone else gets his lance. When he is fighting face to face, his cohort will try to get behind and flank.
    ▼ ❑ stats
    ▼ ❑ Skills: (22/11) 96
    • ❑ cc: Tumble 11+7=18
    • ❑ Ride 22+7=29 (1/round he can make a ride check and use this in place of his mount's AC)
    • ❑ Concentration 13+10=23
    • ❑ Listen 13+3=16
    • ❑ Spot 13+3=16
    • ❑ intimidate 13+16+4 (Size) =29
    ▼ ❑ Abilities:
    • ❑ Str 37 (43/+16)
    • ❑ Dex 18 (24/+7)
    • ❑ Con 30 / +10
    • ❑ Int 12
    • ❑ Wis 16
    • ❑ Cha 9
    ▼ ❑ Feats:
    • ❑ Flaws: Shaky (-2 Ranged) & Poor Reflexes (-3 Reflex)
    • ❑ Mounted Attack
    • ❑ Ride By Attack
    • ❑ P. Attk
    • ❑ Cleave
    • ❑ Imp Sunder
    • ❑ EWP Bastard
    • ❑ Dragon Breath
    ▼ ❑ Spells
    • ❑ Tyrannical Paladin & Blackguard
    • ❑ CL11th, Ability 12, DC13 + SpLv
    ▼ ❑ Lv1; 2/day
    • ❑ Prepared: Bane x2
    • ❑ bane, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, doom, endure elements, inflict light, magic weapon, protection from chaos/good, read magic, resistance, virtue, cause fear, summon monster 1
    ▼ ❑ Lv2; 2/day
    • ❑ Prepared: Cure Light x2
    • ❑ b str, cure light, darkness, delay poison, eagles splendor, hold person, inflict mod, owls wisdom, resist energy, undetectable alignment, death knell, shatter, summon monster 2
    ▼ ❑ Lv3; 1/day
    • ❑ Prepared: Dispel Magic
    • ❑ Bestow curse, Cure mod, deep dark, disc lies, dispel magic, gm weapon, heal mount, prayer, inflict serious, MC vs good/chaos, contagion, cure serious, protection from energy (Fire & Acid, 110 points), summon monster 3
    ▼ ❑ Special
    • ❑ Breath Weapon (30ft Cone of Shadows, 1 negative level, DC28, every 1d4 rounds)
    • ❑ Immune to Energy Drain
    • ❑ Darkvision 120ft
    • ❑ Regeneration 5 (Only Fire and Acid hurt him)
    • ❑ Scent
    • ❑ Cause Disease 1/week
    • ❑ Smite Good 3/day (11+Cha)
    ▼ ❑ Special Mount
    • ❑ Blue Spawn Storm Lizard with 12 HD, Huge size
    • ❑ Command creatures of its kind
    • ❑ Improved Speed +10ft
    • ❑ Empathic Link
    • ❑ Improved Evasion
    • ❑ Share Spells
    • ❑ Share Saving Throws
    • ❑ +3 Str
    • ❑ Int 8
    • ❑ +8 Nat AC
    • ❑ Rebuke Undead
    ▼ ❑ Aura of Despair
    • ❑ 10ft radius, -2 to all saves
    • ❑ Divine Health (Invulnerable to disease)
    • ❑ Deadly Touch (Inflict 11+Cha)
    • ❑ Lay on Hands (11+Cha healing)
    • ❑ Sneak Attack +2d6
    • ❑ Command Undead
    • ❑ Dark Blessing (Cha to saves)
    • ❑ Poison Use
    • ❑ Aura of Evil
    • ❑ Detect Good
    ▼ ❑ Posessions
    • ❑ He usually fights from the back of his mount with a heavy steel shield and a lance. His favored weapon for fighting skilled opponents is a bastard sword enchanted with unholy power.
    • ❑ Large +3 Adamantine Lance
    • ❑ The Black Blade of the Devil: Large Adamantine +3 Unholy Bastard Sword that grants continuous Unholy Aura to its user (SR25, P. F. Good)
    ▼ ❑ Black Adamantine Full Plate (DR3/-)
    • ❑ All touch, rays, lines, cones and burst spells have no effect on him. Spells that target an individual, such as Charm for example, still work normally. Furthermore, he can walk through magical walls, with the exception of Walls of Force and walls made of summoned or conjured material, such as a Wall of Stone; a Wall of Fire however would have no effect on him at all, he could step through it as if it weren't even there.
    • ❑ This is Masterwork Full Plate. The material itself possesses its own natural antimagic field, however this is limited only to the material itself (much like the effects of the spell Antimagic Ray).
    • ❑ By keeping one hand free of a gauntlet and keeping his face mask open he can cast spells, but if he were to wear the other gauntlet or cover his face he would lose the ability to cast spells.
    • ❑ The front of this armor is engraved with an image of a shadow dragon. The drawing is black on black and very hard to see, however with darkvision the image is very clear.
    • ❑ Large +1 Heavy Adamantine Shield (DR2/-)
    • ❑ Belt of Strength +6:
    • ❑ Vest of Resistance +5:
    • ❑ Amulet of Natural Armor +5:
    • ❑ Cloak of Shadows (ethereal jaunt for 10 minutes per day)
    • ❑ Major Ring of Universal Energy Resistance: (Resistance 20 to Fire, Acid, Cold and Electricity)
    • ❑ Ring of Protection +5:
    • ❑ Gloves of Dexterity +6:
    • ❑ Boots of Speed: (Haste 3/day, 5 rounds)
    • ❑ third Eye Sense:
    • ❑ Ghost Shroud: (attacks hit incorporeal - this is a black silk cloak that gently flutters in the wind)
    • ❑ Enhanced Bracers of Lightning: (+4d6 Electricity to all melee attacks)
    • ❑ Lesser Crystal of Return: (call weapon from up to 30ft away as a free action, on his sword)
    • ❑ Holy Symbols of Tiamat and Hrotx
    • ❑ Potions of protection from energy (Fire & Acid, 110 points), these are double potions, drinking this requires a full round action or a standard action with the feat Chug Potion)
    ▼ ❑ Minions
    ▼ ❑ Cohort
    • ❑ He began life as a tiefling, he became a rogue of not insignificant skill before he became the victim of a shadow. All of his life he has been a devout servant of Hrotx and in fact served in a monastery where he learned to murder and scheme. He had devoted his life to working in the temple and took a Vow of Non-Personship, essentially swearing to give all he owns to Hrotx and act only as his agent in the world, thinking only of Hrotx and never of himself. In return for such great service Hrotx grants certain abilities. He now became a slave to the shadow that made him and when a questing paladin of tyranny slew them both he respawned with pure force of will. He rose up as a ghost and offered to serve the paladin who had killed his master, since they shared a deity, Karn, the Half Shadow Dragon Troll, Paladin of Tyranny, Blackguard of Hrotx, accepted his offer.
    • ❑ Fiendish Shadow Ghost, Rogue 10 CR 17 (ad hoc CR18)
    Lawful Evil Medium Incorporeal Undead
    Init 6+4=10

    AC37 FF 26 (UD) Touch 29 / Incorporeal - 50% Miss Chance
    (10 +6 Dex, +8 natural , +5 deflection + 8 Divine)
    HD: 13
    HP: 54 (3d12+0, 10d6+0)
    Fort 4-3+4+3=8 Ref +15 (IE) Will +9 (+11 vs Turning)
    SR18, DR5/Good, Freedom of Movement, Resistance 5 to Electricity and Acid & 10 to Cold and Fire
    Speed Fly 40 ft. (good) (8 squares)
    Base Attk +8 Grp +8 (FoM) Attk: d20 + 8 + 9 + 4 + 1

    Attack: +22 / +17 Touch, 1d6+4 (+5d6 Sneak Attack) +1d6 Str dmg + 1d4 Con or Str Drain (5 points healing),

    Abilities Str -- Dex 28(+9) Con -- Int 10(+0) Wis 14(+2) Cha 20(+5)

    Feats: Alertness, Skill Focus Tumble, Weapon Finesse, Imp Init, Weapon Focus Touch
    Flaws: Shaky (-2 Ranged Attacks) and Meager Fortitude (-3 to Fortitude saves) / Sacred Vow, Vow of Poverty
    VoP: Unholy Strike (smite attack counts as evil damage), Disciple of Evil (+1 luck bonus 1/day)Vow of Obedience, Unholy Martial Strike (+1 dmg to good, +1d4 to good outsiders),
    Skill Points: 104
    Skills: Appraise +2, Balance +6, Bluff +6, Climb +2, Decipher Script +2, Diplomacy +6, Disable Device +2, Disguise +6, Escape Artist +6, Forgery +2, Gather Information +6, Hide +6, Intimidate +6, Jump +2, Knowledge(Local) +2, Listen +2, Move Silently +6, Open Lock +6, Perform(Dance, Oratory, Percussion instruments) +6, Search +2, Sense Motive +2, Sleight of Hand +6, Spot +2, Swim +2, Tumble +11, Use Magic Device +6, Use Rope +6

    Create spawn(Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

    Darkvision(Ex): 60 ft.
    incorporeal traits(Ex): +(Ex): 2 turn resistance
    undead traits(Ex)
    Cold Resistance(Ex): 5
    Fire Resistance(Ex): 5
    Spell Resistance(Ex): 18
    Smite good(Su): 1/day a fiendish creature can smite a good foe and add additional 3(1/HD) damage to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.

    Manifestation(Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost's touch spells don't work on non-ethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

    Turn Resistance(Ex): A ghost has +4 turn resistance.
    Corrupting Touch(Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
    Draining Touch(Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

    Telekinesis(Su): Fortitude save DC 15(+1 HD, +0 Racial, +4 Cha, +0 Feat)
    A ghost can use telekinesis as a standard action (caster level 12th or equal to the creature's HD whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
    Sneak Attack(Ex): +((HD+1)/2)d6 damage while sneak attacking. If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
    Evasion(Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
    Uncanny Dodge(Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
    Trap Sense(Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
    Improved Uncanny Dodge(Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

    Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

    Vow of Non-Personship (Su): Attk +4, Resistance +3, Regeneration, Nat AC +2, 8 Bonus Feats (from BoED or BoVD), AC +9, Ability Scores 6/4/2, DR5/Good, Freedom of Movement, Resistance 5 to Fire, Cold Electricity and Acid, Mind Shielding, Deflection +1, Endure Elements,
    ▼ ❑ Mount
    ▼ ❑ Description:
    • ❑ Huge Magical Beast (Draconic)
    • ❑ Hit Dice: 12d10+96
    • ❑ HP: 163
    • ❑ Speed: 50ft (Run 250ft)
    • ❑ This creature has no twin, it died when they were both babies. Their wrangler put the lone calf with another pair of twins and raised them as triplets. Except that he doesn't share the same bond as the twins (he will not fly into a rage when they die, they will however).
    ▼ ❑ Defense
    ▼ ❑ AC44
    • ❑ Touch
    • ❑ Flat Footed
    • ❑ 10 + 26 Nat - 2 Size + 9 Armor + 1 Dex (max)
    • ❑ HP
    ▼ ❑ Saves:
    • ❑ Fort 8
    • ❑ Reflex 8
    • ❑ Will 4
    • ❑ DR5/Magic
    • ❑ Immune to Electricity
    ▼ ❑ Offense
    ▼ ❑ Base Attack: 12
    • ❑ d20 + 12 bab + 38 Str
    • ❑ Grapple:
    ▼ ❑ Attacks:
    • ❑ Gore
    • ❑ Charge 8d6+42
    ▼ ❑ Full Attack
    • ❑ Charge +52
    • ❑ Gore- +50 / +45 / +40, 4d6+21
    ▼ ❑ stats
    ▼ ❑ Skills: (15/7) 15
    • ❑ Tumble 15 + 1 = 16
    ▼ ❑ Abilities:
    • ❑ Str 38 / +14
    • ❑ Dex 9 (12 / +1)
    • ❑ Con 26 / +8
    • ❑ Int 8
    • ❑ Wis 14
    • ❑ Cha 8
    ▼ ❑ Feats:
    • ❑ Run
    • ❑ Ability Focus Arc
    • ❑ Ability Focus Link
    • ❑ Improved Natural Attack: Gore 4d6
    • ❑ Heavy Armor Proficiency
    • ❑ Skill Proficiency Tumble
    ▼ ❑ Special
    ▼ ❑ Mount
    • ❑ Command Blue Spawn Thunder Lizards
    • ❑ Improved Speed
    • ❑ Share spells and saves
    • ❑ Improved Evasion
    • ❑ Empathic Link
    ▼ ❑ BSSL
    • ❑ Deadly charge: 8d6 damage on a charge
    • ❑ Electric Arc: 100ft line, every 1d4 rounds, 6d6 Electricity damage, Reflex for half DC26 (10+8+6+2)
    • ❑ Electric Link: two or more BSSL within 100ft of each other have electricity arcing between them like a Tesla coil. Anyone who crosses this line gets a reflex save DC26 (or DC19 if the mount isn't connected)
    • ❑ Tiamat's Blessing: All creatures within 5ft of the creature gain Invulnerability to Electricity
    ▼ ❑ Posessions
    • ❑ +1 Huge Adamantine Full Plate Barding
    • ❑ Anklets of Dexterity +3 (designed for a mount of any kind, they will resize within a range of Small to Gargantuan)
    • ❑ 2 more riders accompany him into battle. They are ridden by blackspawn raiders.

    ▼ ❑ The Spawn of Tiamat 460K,
    • ❑ Aspect of Tiamat

    Colossal Dragon (Extraplanar)
    Hit Dice: 20d12+120 (360 hp)
    Initiative: +5
    Speed: 180 ft. Fly 360ft (Good)
    AC46, T9, FF43
    Armor Class: 10 + 37 Nat + 4 Def - 1 Dex + 4 Divine - 8 Size
    Base Attack/Grapple: +20/+55
    Attack: Bite 4d8+28, Claw 4d6+19 & Tale 4d6+27 + Poison
    Full Attack: 5 bites +39 melee, 2 claws +34 melee and +34 Tale
    Space/Reach: 30ft/20ft
    Special Attacks: 5 Breath Weapons (70ft Cones of Corrosive Gas, Cold & Fire & 140ft Lines of Acid & Lightning,), DC33, 10d10, each every 1d4 rounds, Poison DC32, 1d8 Con / 1d8 Con, (She uses two breaths per round along with 3 bits and claw attacks for as long as possible)
    Spell Like Abilities:
    At Will; Darkness, Poison, Unholy Aura, Greater Teleport,
    3/day; Destruction, Summon Monster IX (Dragons and Devils only), Horrid Wilting (DC32) , Unhallow, Blasphemy, Contagion, Unholy Blight, Desecrate
    Special Qualities: Divine Rank 0, DR20/Epic, Darkvision 120ft, SR32, Immune to Sleep, Paralysis, Cold, Fire, Acid, Electricity, Transmutation, Energy Drain, Ability Drain/Damage, Mind Affecting Effects,
    Saves: Fort +24, Ref +11, Will +16
    Abilities: Str 48/+19, Dex 9, Con 34/+12, Int 19, Wis 18, Cha 19
    Skills: 230 (23/11) Jump 50, Listen 27, Move Silently 22, Sense Motive 27, Spot 27, Intimidate 42, Knowledge Arcana 27, Planes 27, Religion 27, Spellcraft 27
    Feats: Imp Init, Hover, Snatch, Wingover, Improved Maneuverability x3
    Challenge Rating: 21
    Alignment: lawful evil

    • ❑ Before engaging in melee she uses Horrid Wilting while still in the air, if there are a lot of low level (<10th Lv) around she will clear them out with Blasphemy.
    • ❑ Every round of combat she uses two breath weapons and makes 3 bite attacks, whenever she connects with a bite she initiates a grapple, though she isn't foolish enough to swallow her food before it dies, she continues to chew until the character is dead.
    Last edited by Someonelse; 2014-10-24 at 08:30 PM.

  17. - Top - End - #17
    Titan in the Playground
    Join Date
    Jun 2007
    Location
    Lima, Peru
    Gender
    Male

    Default Re: Needed: A multitude of flavourful NPCs

    I'll add some of my npcs. I won't go into much detail as for feats and skills- the better for the OP to change at his/her discretion.

    Spoiler: Mother Kalypsia
    Show
    Kalypsia Gastin, High Inquisitor of Justcrown

    Female Zenythri (MM2) cl3/chruch inq. 10

    Kalypsia is a level headed Cuthbertine who has recently taken the mantle of High Inquisitor in the small dutchy of Justcrown after the former Inquisitor, Mother Mathilda, was slain in a salt mummy invasion.

    Kalypsia has perfect skin, if purple colored. It has a slight metallic sheen to it, although she is not made of metal. Her features are flawless, as if sculpted from the very first woman ever created. Her hair is long and straight, falling flawlessly on her shoulders, always combed to perfection.

    Her eyes, however, denote a strong service to the Law, be it in this world or the next.

    As an Inquisitor and Zenythri, Kalypsia is a paragon of the Law. She follows it to the letter, but is careful not to stray too much on the side of zealotry. A difficult task, given her innate nature.

    She is quite willing to converse and listen to any supposed law-breakers before resorting to using her abilities to learn the truth.

    Kalypsia rarely smiles, but is very polite and respectful, speaking in 2nd person, referring to "We", as in the community of the Cudgel.

    Her one stain, however. Her one flaw, is the one inherited by her family. The terrible S'Btoam.


    This is her bodyguard.

    Spoiler: Lord Cinderbolt
    Show
    Kolyarut Ranger2/Bloodhound 6

    Lord Cinderbolt wears the proud emblem of the Cudgel on his red cape, although he does not defer to St. Cuthbert- the Inevitable has a very simple mission: To make sure the High Inquiistor keeps her legacy's taint in check.

    The construct is not even aware of his odd apperance to Prime folk, walking around the dutchy next to the High Inquisitor with his golden body and red cape, looking at possible law breakers through golden eyes as his gears churn in his clockwork body perpetually, something that unnerves the good folk of the duchy, but Kalypsia makes sure he does not go smiting just about anyone- in fact, Cinderbolt is kept in the Cuthbertine fortress, since the church has enough mortals to attend the every day lawlessness that an Inevitable such as he would take to extreme measures.

    Lord Cinderbolt never speaks. The only time he would do so is to address a law breaker and if that is the case, said target best drop any weapons and surrender, lest they find the kolyarut exacting unecessary force.

    His true reason for being in the Prime is to keep an eye out for Kalypsia's tainted legacy.


    And with so much Law, Chaos.

    Spoiler: S'Btoam
    Show
    Anarchic Grey Slaad sorcerer 4/barb1/Rage Mage 7

    The Saccharine Czar, Lord of Sweet Mayhem, S'Btoam is a lesser power in Limbo, not even worthy of attention from big names as Ssendam or Yggorl. However, to those who live in Limbo- especially the githzerai, he was an annoying menace, deciding to turn the entirety of limbo into a candy realm, something that forced a group of githzerai monks and a zenythri priest- Marcelus Gastin- to engage the slaadi in a battle that turned many githzerai into candy statues.

    Finally, in a desperate effort, Marcelus and Lord Cinderbolt brought forth the Lex Captivas, a small non descript black box with the symbol of Ultimate Law and tricked the slaad lord into getting inside, trapping him in body and soul.

    The githzerai were most thankful, but tasked Marcelus to watch over the Lex Captivas. Marcelus, not being an immortal being, signed a pact that would ensure his descendants would inherit such burden and send it to the Prime, where he was certain that under Cuthbertine protection and surrounded by the influence of Law, the slaad would never be able to leave his prison.

    Currently, Kalypsia holds such box and Cinderbolt, who was present at the outsider's imprisonment, remains by her side, making sure that none of a chaotic soul would get near the box- something the slaadi lord could use to possess the wild soul and escape his confinement.

    Were S'Btoam to be released, his influence in the Material would not be immediatly felt- generations of captivity have weakened him and he would most likley usurp a chaotic body and nest within until his powers can manifest entirely.

    Thankfully, Kalypsia keeps the Lex Captivas sealed in a vault deep beneath the Cuthbertine Catacombs, under a Forbiddance spell and, as far as she's aware, nobody knows of this dirty little secret.

    But should someone decide to release S'Btoam, it would be quite a problem for the duchy.
    Last edited by AlanBruce; 2014-10-25 at 05:31 AM.

  18. - Top - End - #18
    Barbarian in the Playground
    Join Date
    Sep 2012
    Location
    Australia

    Default Re: Needed: A multitude of flavourful NPCs

    Thanks for the replies, everyone!

    I was thinking about creating a google docs spreadsheet, or another thread, with a specific layout so that we could have a bastion of NPCs that DMs can use at the drop of a hat.
    However, after consideration of the multitude of houserules/homebrew possibly in effect I was... kinda put off by it

    And holy hell do I have a long way to go. I'm flat out building a basic character and here are these write ups with a thousand abilities and an armada of magical items
    Quote Originally Posted by Urpriest View Post
    You could also go on an adventure for the magical strap-on, if you really want to make an adventure out of this.
    Quote Originally Posted by Secret Wizard View Post
    Come at me scrublord I'm ripped

  19. - Top - End - #19
    Dwarf in the Playground
     
    WhiteWizardGirl

    Join Date
    Jul 2011
    Gender
    Female

    Default Re: Needed: A multitude of flavourful NPCs

    I've got a few as well. The first is from a campaign a friend of mine ran (although the character has since appeared in campaigns run by three other members of the group, including me); the others are mine.

    Felleren, a.k.a. The Tea Wizard
    Male half-elf Wizard 10/Loremaster 4

    Felleren is a scholar through-and-through. He spends most of his time reading and otherwise researching obscure magic, which makes him a great resource for the PCs. Of course, some of his experiments occasionally go awry, and this tends to happen shortly before the PCs show up, such that his abode is always under a different "interesting" effect: reversed gravity, everything in the house being blue (including Felleren himself), etc. Felleren is also a great lover of tea, and collect exotic teas from across the planes, always offering a cup to the party. Some highlights include tea from the City of Brass, which makes steam come out of the drinker's ears, and tea from Celestia ("It's guilt-flavored!").

    Because he's not an adventuring mage, his spell selection isn't optimized for combat, though he does typically keep a few combat-useful spells prepared just in case he ends up having to defend himself. Obviously he has a ton of Knowledge skills, and he also has the Improved Familiar feat--his familiar is a pseudodragon named Millicent.



    Dame Magrane Pursglove
    Female human Marshal 9/Purple Dragon Knight 5

    The commander of the troops in a large city, Dame Pursglove was granted knighthood for her role in repelling an invading army of orcs. Nowadays, she's mostly an administrator, but if the excrement really hits the rotatory air-circulation device, she can put on her Adamantine Full Plate and come to the city's defense once more. If something weird is going on that the official troops are stretched too thin to investigate (or that they can't be seen to be involved in), she may ask the PCs to deal with it.



    Yaela Laelithar
    Female elf Ranger 6/Sorcerer 1/Arcane Archer 2

    Yaela is the leader of a retired elven adventuring party. The group has retreated to a forested mountainside to pursue their interests and hobbies. They even purchased the land on this mountainside from the country's government, and will politely but firmly escort any intruders out of their territory. Problem is, the nation's capital was sacked by an orcish army a couple of years back, and while the city has since been retaken, the Hall of Records (where the government's copy of the deed granted to the elven group was kept) was burned. So when a group of dwarven miners wanted to buy the same forested mountainside, the government happily took their gold and wrote them a deed. When the dwarves tried to set up on the mountainside, the elves chased them out, and they're rather irate. In fact, they're looking to hire a group of adventurers to help them assert their property rights...



    Janna and Alt-Janna
    Janna: Female human Dread Necromancer 10
    Alt-Janna: Female human Wu Jen 10

    It's rumored that spells like Plane Shift and Shadow Walk can, if used properly (or if botched really badly), can take one to alternate versions of the Prime Material Plane. These rumors are true, though it's exceptionally rare for someone to travel between these alternate Material Planes.

    Janna grew up in a coastal town. Her father is a skilled carpenter, so her family was always fairly well-off. Like many young people, Janna left home to become an adventurer. She was particularly fascinated by arcane magic, and with the help of a powerful mentor, eventually mastered it herself. In the PCs' world, she fell under the sway of the dark side of magic, learning how to raise the corpses of the deceased to do her bidding. In another world, she learned an exotic form of magic from the distant lands "beyond the sunrise," one that focused on manipulation of the elements. A malfunctioning artifact has catapulted Alt-Janna into the PCs' world, where she may find herself targeted by the enemies that the "native" Janna has made. To say nothing of how magic itself might react to the sudden presence of two copies of the same person in the world...

  20. - Top - End - #20
    Halfling in the Playground
     
    BardGuy

    Join Date
    Dec 2013
    Gender
    Male

    Default Re: Needed: A multitude of flavourful NPCs

    Here are a few guys I've played with, season to taste with regards of skill and gear placement.

    Joaness the pure - A human Paladin apprentice, age 18. She's pure in thought and mind, but not foolish. Sometimes she's a little naive when it comes to guile and trickery, and will always try to do the right thing, even if it is grossly inconvenient. While she will ride if the situation needs it, her love of nature and all life all but prohibits her from entering combat while mounted. Attempt to max her charisma, penalizing her intelligence. Favor her dex above Strength, and give her about 6 levels in Paladin. As expected, she's LG, and she has about 10,000gp worth of gear. She will not be terribly intimidating, but will be much more inclined to be diplomatic and understanding, even if it conflicts with her alignment. That is not, however, to say that she will oblige criminals, but she will possibly believe that turning the bad guys over to the local authorities is fitting enough punishment.

    Lysander - He's a Dwarf, age 63, with white & orange hair with bald patches. His face is adorned with various warts and moles, and his left eye appears to be suffering from the early stages of glaucoma. He owns the curiosity shop and dabbles in some rudimentary repairs. He stocks just about every item a budding adventurer will need, and even a few rare odds and ends. His store is filled with a great deal of valuable treasures that would fetch a good amount from a local fense. To that end, he was gifted an Adamantine Golem to help guard his wares, that he's nicknamed "Go." While poor Lysander doesn't know the difference between Adamantium and Iron, Go does a good enough job intimidating the locals so that he doesn't worry about shoplifters or even the more crafty thieves.
    He has levels in commoner & skilled NPC classes, and you'll want to punish dex & wisdom while favoring strength & intelligence. He's LN with about 4000 gold worth of gear on his person (mostly in consumable buffs). "Go" wields an earthbreaker, if combat is necessary (and just use the standard Iron Golem template there).

    Ryokan - Another dwarf, age 80. He is bald, slender, and looks young for his age. He has a white thin beard that traces down his simple clothes. He attends the local bar, and never seems to have any issue dispatching anything that causes too much trouble for his patrons. While quiet and calm, he is fiercely opinionated, and downright surly (especially towards outsiders). The only thing that might be of value are his belts and rings, though they do not look particularly ornamental. He has 7 PC ranks in monk and 1 rank in nobility. Greatly favor strength and dexterity, punish intelligence and charisma. He's LG with about 50,000 gp in gear (very few consumables). If encountered early on, I'd make sure the party cannot kill him by giving him extra PC levels (if you're concerned).

    Lukas - A human, age 41. His brown and balding hair covers his frail frame, and he looks malnourished. He has no facial hair, and his clothes are disheveled. In spite of this, he doesn't look like a beggar, though he seems to have the common sense of one. This is a man who's been punished most of his life, and lives dedicated to his mission and masters. One level of commoner will do him, but punish his intelligence and wisdom in favor of charisma and constitution. He's CN with 150 gp worth of gear too, but nothing beyond a knife in terms of combat use.

    Canny - A gnome, age 55. His black hair is marred by lines of white that betray his age, in spite best attempts to conceal it. In spite of this, he is a handsome man, if not an arrogant one. He always dresses better than the occasion calls for, and believes fundamentally that his importance supersedes his surroundings. In spite his arrogant and self-righteous philosophy, he is fundamentally a coward. He's easily intimidated, and will bend strongly when pressed. However, he is vengeful, and his financial capabilities will exact a toll when he is offended. Punish his strength and constitution, but put everything you can in charisma and intelligence. He is LN with 6 ranks in Aristocrat. If need be, give him 100,000gp, but put very little of it to practical combat usage (or purely defensive usage). This is a man who attacks with someone else's hand.

    Captain Dogwhistle - An Orc, age 31. Tall, green, and proud, his jet black hair covers a trimmed stripe down his scalp. His functional but injured left eye typically hides behind an eyepatch, and he's always in combat armor (maybe even when he sleeps). He is proficient in both whips and swords, and carries both as need be. He's not the brightest, but very few people have the courage to tell him otherwise. He commands with extreme capability, and in a fight he's always at the front with his comrades. Brave, vicious, and loyal, you'll want to favor his strength and charisma, but punish his intelligence and wisdom. He's LN with about 10,000gp worth of swag, mostly in the form of enchanted combat gear.

    General Lasica, the Snake Eater - A drow wizard, age 167. He's a young and capable drow who takes particular care to shave his head and remain clean and focused at all times. In spite being a wizard, he's physically capable and willing to take matters in his own hands as need be. As his name implies, he commands an army of Drow who are interested in bringing about a presence on the surface through espionage and indirect conflict. His top lieutenants are skilled axemen, and his brand is a mongoose holding a decapitated cobra in its jaw, adorned on all of his weapons, shields, and crests. Give him 8 levels in wizard, 1 level in rogue, and 3 levels in fighter. As a wizard, he has a mongoose familiar (no surprise there), is LE, and has a favored weapon of Battle Axe (giving him a free hand for a buckler or just to be able to use his trickery as need be). Max Intelligence, and try not to dump anything. This boss needs at least 200,000gp worth of swag, season to taste, and mostly in the form of mage bolstering buffs.

    Indigo the mad - A human warrior, age 48. He's a powerful and brave warrior that will seldom heed the counsel of those he serves (often putting himself in mortal danger by fighting the enemy when they're strongest so no one else has to suffer while others would have planned). Despite his near suicidal bravery, he's managed to work hard and grow as a legendary warrior. His dark brown hair flows at great length down his neck, when it isn't inside a Mithral helmet. He rides a heavy horse with a greatsword on his back, but in spite of this he almost never charges mounted, preferring instead to dismount and cut his enemies down on foot. Grossly favor his strength, but don't ignore charisma. Drop intelligence and wisdom as low as you can without disabling him completely. He's LG with 8 levels in fighter and 8 levels in paladin. Give him half a million GP worth of gear, considering he's epic level anyway.

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