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Dralnu
2010-10-10, 02:07 AM
I'm running a session this coming monday and the encounters are almost done but I'm hopeless when it comes to equipping my NPCs with useful things. I give mooks mundane junk but the more powerful ones deserve to have some nice stuff. The party that will be looting these NPCs are the following: favored soul, scout, assassin, and warblade. Stuff that's usable when they loot it is a bonus.

Any suggestions for what equipment these important NPCs should have would be very appreciated. These are the ones that may likely die this coming monday:

1) Dwarf Prince (lvl8):
- is traveling to meet with an elven ambassador
- is escorted by his top guards
Stats:
Prince Thaladun CR 7
Male dwarf aristocrat 8
NG Medium humanoid
Init +1; Senses Listen +9, Spot +9, Darkvision 60ft.
Languages Common, Dwarven, Halfling
AC 18, touch 11, flat-footed 17
hp 36 (8 HD)
Fort +1, Ref +3, Will +8
Speed: 20 ft. (4 squares)
Melee: +1 dagger +7 (1d4+1) or
Ranged: +1 longbow +9/+4 (1d8+2)
Base Atk: +6; Grp +6
Abilities: Str 10, Dex 12, Con 11, Int 14, Wis 14, Cha 13
Feats: Alertness, Skill Focus (Diplomacy), Weapon Focus (longbow)
Skills: Bluff +14, Diplomacy +16, Knowledge (nobility and royalty) +7, Listen +9, Ride +6, Sense Motive +13, Spot +9
Possessions: +2 breastplate, +1 longbow with 10 arrows, ring of protection +1, amulet of natural armor +1, +1 dagger


2) Dwarf Deepstone Sentinel (lvl12)
- head bodyguard of the dwarf prince
Stats:
Dalrun Stonehammer
Male dwarf crusader 10 / deepstone sentinel 2
LG medium humanoid
Init: +1 Senses: darkvision 60ft.;
Languages Common, Dwarven
AC: 20, touch 11, flat-footed 19
HP: 102 (1d10*12 + CON)
Resist stability (+4 against bull rush and trip)
Fort +13 (+15 against poison), Ref +4, Will +4; +2 on saves against spells and spell-like effects
Speed 20ft.
Melee +1 greataxe +16/+11 (1d12+6/x3)
Ranged mwk light crossbow +12 (1d8/19-20)
Base Atk +11 Grp +15
Atk Options Power Attack, Stone Power
Special Actions crashing mountain juggarnaut, mountain fortress stance, passwall 1/day
Special Abilities: furious counterstrike, steely resolve 15, smite 1/day, indomitable soul, zealous surge, die hard
Maneuvers and Stances Known (IL 12th):
Stances: Iron Guard's Glare, Stonefoot Stance, Thicket of Blades
Strikes: Entangling Blade, Revitalizing Strike, Daunting Strike, Tactical Strike, Stone Vise, White Raven's Tactics, Overwhelming Mountain Strike, Elder Mountain Hammer, Rallying Strike
Readied: Rallying Strike, Elder Mountain Hammer, Overwhelming Mountain Strike, Revitalizing Strike, White Raven's Tactics, Daunting Strike
Abilities: STR 18, DEX 12, CON 16, INT 8, WIS 13, CHA 8 (elite array)
Feats: Extra Granted Maneuver, Stone Power, Shards of Granite, Power Attack, Open
Skills: TBA
Possessions: TBA

3) (2x) Dwarf Wizard (lvl 6)
- part of the prince's escort
- earth-themed conjurors
- will use scrolls of Wall of Stone to wall off the prince from attack and then try to escape through the back "wall" (a Major Image)
Stats:
Wizard Bodyguard
Dwarf Specialist Conjurer 6
Hit Dice: 6d4+12 (27hp)
Initiative:+6
Speed: 20 ft. (6 squares)
Armor Class: 16 (+2 Dex +4 Mage Armor), Touch: 12, Flat-footed: 14
Base Attack/Grapple: +3/+2
Attack: Never!
Full Attack: Nope
Space/Reach: 5 ft./5ft.
Saves: Fort +4, Ref +4, Will +6
Abilities: Str 8, Dex 14, Con 15, Int 16, Wis 12, Cha 8
Skills:
Feats: Spell Focus (Conjuration), Augment Summoning, Improved Initiative, Sculpt Spell
Special Abilities: Rapid Summoning
Spells Prepared (4/3+2/3+2/2+2):
0- detect magic, dancing lights, ghost sounds (x2)
1- grease, mage armor*, benign transposition, magic missile, enlarge person
2- summon monster II, melf's acid arrow, baleful transposition (DC 16), invisiblity, mirror image
3- fireball, major image, summon monster III, stinking cloud
Possessions: scroll of wall of stone x3, scroll of fly x2

4) Halfling Rogue (lvl6)
- leader of a local thieves' guild
- wealthy, well-connected, prepared

5) Elf Dervish (lvl9)
- chubby head magistrate at elven encampment, aka the law
Stats:
Drizz'l
Elf Swashbuckler 3 / Fighter 2 / Dervish 4
Hit Dice: 9d10+9 (58hp)
Initiative:+5
Speed: 35 ft. (7 squares)
Armor Class: 20 (+5 Armour, +4 Dex, +1 dervish), Touch: 15, Flat-footed: 16
Base Attack/Grapple: +9/+9
Attack: +1 Frost Scimitar +15 2d6+6 (18-20 x2)
Full Attack: +1 Frost Scimitar +13/+8 2d6+6 (18-20 x2), and +1 scimitar +13/+8 1d6+6
Space/Reach: 5 ft./5ft.
Saves: Fort +8, Ref +11, Will +5
Abilities: Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha 8
Skills:
Feats: weapon finesse, weapon focus (scimitar), dodge, mobility, combat expertise, two-weapon fighting, improved two-weapon fighting, spring attack
Special Abilities: Grace +1, Insightful Strike, AC Bonus +1, Movement Mastery, Slashing Blades, Dervish Dance 2/day, Fast Movement +5ft, Dance of Death
Dervish Dance: +1 Frost Scimitar +16/+11 2d6+8 (18-20 x2), and +1 scimitar +16/+11 1d6+8
Possessions: +1 frost scimitar ("twinkie"), +1 scimitar ("icingcake"), mithral breastplate, three cupcakes

6) Elf Druid (lvl 9)
- spiritual leader of the elven encampment

7) Elf Ranger (lvl 6)
- leader of elf scouting party
Stats:
Jace
Elf Ranger 6
Hit Dice: 6d8+12 (36hp)
Initiative:+4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 Armour, +4 Dex), Touch: 14, Flat-footed: 14
Base Attack/Grapple: +6/+9
Attack: MW Composite Longbow +11 1d8+3 (x3)
Full Attack: MW Composite Longbow +11/+6 1d8+3 (x3)
Space/Reach: 5 ft./5ft.
Saves: Fort +7, Ref +9, Will +4
Abilities: Str 16, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Skills:
Feats: point blank shot, precise shot, far shot, rapid shot, manyshot, endurance, track

Special Abilities: Animal companion (wolf), Favored Enemy (arcanists), Favored Enemy (humans)
Spells known:
1- Hunter's Mercy (2)
Possessions: bow, chain shirt?

DM notes:
Hunter's Mercy: first hit with a bow in the next round is an automatic critical

8) Gnome Wizard (lvl 10)
- warden for a high-security prison
- will annoy the hell out of the party with spells like Explosive Runes, Confusion, Dominate Person, Backbiter, Backlash, Mirror Image, etc. The more annoying the spell, the better!

They'll all have +1 weapons / armor but I can't really think of more original options. Heeeelp!

Knaight
2010-10-10, 02:17 AM
The prince needs defensive gear, badly. Some save boosters would be good, maybe a +2 Breastplate as well.

Dralnu
2010-10-10, 05:13 PM
Good idea. I gave him a couple things to help his AC. I'm just worried about handing the PCs too much defensive stuff.

Halfway done statting up all the NPCs. The session got bumped to Tuesday which is good for me. I became enlightened when equipping the Dervish so he should be fine, the others still need work.