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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!

Cipher Stars
2011-07-11, 09:50 AM
D&D wiki has a whole mess of NPC's ordered by level.

But, if this was bigger it'd be more useful. Since you don't have to click every individual name just to make sure its not a level seven sorcerer specializing in.... jelly making or something.

Serpentine
2011-07-11, 09:53 AM
Well the only way it can get bigger is for people to contribute to it... Got a link to that other list, though?

Cieyrin
2011-07-11, 10:45 AM
Your table broke for the catfolk but otherwise this is pretty neat. If I can get on my other computer, I should be able to upload some of my old NPCs, though I also have a habit of dropping in old PCs into games as appropriate.

KineticDiplomat
2011-07-11, 10:50 AM
I subscribe heavily to the rule of immediate "that makes sense" for all but key characters. Build a baseline (or modify one from a book), statwise, and then apply skills as appropriate when in play. Why spend 45 minutes statting out a rogue, when you know all you really want him to do is "sneak up on the PCs, and perhaps stab or shoot them." Great. Put down the stats hp, the + to key skills, any feats that will really make a differeand the weapon/spells. If you need anything else, run with 'what would be reasonable for this char?' and flat out make it up on the spot. A farmer probably knows how to farm, even if you forgot to add it. A barkeep probably has some social skills...a knight of the realm most likely knows how to ride.

You need to exercise GM restraint not to make it schrodinger's guardsman who always has just the right skills, items, etc. My general rule is "if it seems reasonable, and doens't have any special effects, fair game' but "if its a nasty fight changing ability...even if it would be really convenient."

Serpentine
2011-07-11, 11:01 AM
Why spend 45 minutes statting out a rogue, when you know all you really want him to do is "sneak up on the PCs, and perhaps stab or shoot them."Well, to use the example of my Raptoran guards, depending on what the players decide to do they may:
1. never even know they exist,
2. attempt to negotiate with them
3. attempt to trick them
4. attempt to kill them
5. attempt to bypass them
6. confess to them and try to make a deal, and end up fighting along side them, or
7. any number of things I haven't thought of.

The only way to take into account all of those possibilities is to pretty much stat them out entirely.

Cieyrin
2011-07-11, 11:03 AM
I subscribe heavily to the rule of immediate "that makes sense" for all but key characters. Build a baseline (or modify one from a book), statwise, and then apply skills as appropriate when in play. Why spend 45 minutes statting out a rogue, when you know all you really want him to do is "sneak up on the PCs, and perhaps stab or shoot them." Great. Put down the stats hp, the + to key skills, any feats that will really make a differeand the weapon/spells. If you need anything else, run with 'what would be reasonable for this char?' and flat out make it up on the spot. A farmer probably knows how to farm, even if you forgot to add it. A barkeep probably has some social skills...a knight of the realm most likely knows how to ride.

You need to exercise GM restraint not to make it schrodinger's guardsman who always has just the right skills, items, etc. My general rule is "if it seems reasonable, and doens't have any special effects, fair game' but "if its a nasty fight changing ability...even if it would be really convenient."

The purpose of the thread is so you don't have to do it and to share out the workload. Why reinvent the wheel every time when someone has a perfectly good set of stats to use, y'know? Maybe make a few adjustments to your preference but yoink what you need and focus on other things DMs have to do.

Serpentine
2011-07-11, 11:04 AM
Also that ^

DracoDei
2011-07-11, 11:58 AM
Ratcatcher
Warlock 1, Human [Uses Homebrew]
Samuel Rat-Killer
Chaotic Neutral/Male/Human/Warlock 1
Init +1, Senses: Listen -1, Spot -1
Languages Common
------------------------------------------------
AC 11 , touch 11, flat-footed 10 (+1 Dex)
hp 4 (1d6+1 HD)
Fort +1, Ref +1, Will +1
------------------------------------------------
Speed 30 ft. (6 squares)
Attack Dagger +0 melee (1d4 damage) OR Eldritch Blast +2 Ranged Touch (1d6 damage) OR Split Blast Eldritch Blast +2/+2 Ranged Touches (1 damage)
Full Attack (As Above)
Base Atk +0, Grp +0
Atk Options Eldritch Blast, Split Blast
Combat Gear Dagger, (and padded armor if the weather is cold, or he expects on crawling into a tight space where he might get attacked by rats etc where he can't get out quickly, or in the very rare case that he is actually expecting a fight from anything other than rats and such).
Supernatural Abilities Eldritch Blast 1d6, Split Blast
-----------------------------------------------
Abilities Str 11, Dex 12, Con 12, Int 10, Wis 8 , Cha 8
Feats Skill Focus (Profession[Rat-Catcher]), Weapon Focus (Eldritch Blast)
Skills Handle Animal +1, Profession [Rat-Catcher] +7
Possessions
Usually with him: 8 rat-traps, 1 trap for critters up to Tiny, Rat Terrier named Bucky, 6' pole with rats usually hanging from it and a very sharp barbed needle (like a gaff) on the end for retrieving rats he has blasted in tight spaces.
Not usually, or never with him: 4 spare rat-traps, Padded Armor (doubles as his colder weather cloths), Soap (never carried unless he is on his way to the creek to bathe, which is rarely), Small Hut (OBVIOUSLY never carried!)

Morty
2011-07-11, 12:06 PM
I'll begin my contribution with providing two minor NPCs I once made for a similar thread:

Father Marcus:

Male Human; Adept 2; CR 1
Medium Humanoid(Human)
HD 2d6; 7 HP
Initiative +0; Speed 60 ft.
AC 11(+1 Dex); Flatfooted 10; Touch 11
Melee Attack +0 (1k6-1, 20/x2 quarterstaff)
Alignment NG; Saving Throws: Fort +0 Ref +1 Will +5
Str 9 Dex 13 Con 11 Int 12 Wis 14 Cha 12
Languages: Common, Elven
Feats: Skill Focus(Heal), Scribe Scroll
Skills: Heal +8, Knowledge(Religion) +4, Spellcraft +6, Diplomacy +3
Equipment: Quarterstaff, robes, holy symbol, Scrolls of Cure Light Wounds
Adept spells prepared:
0- Create Water, Mending, Purify Food and Drink
1- Cure Light Wounds, Bless

Father Marcus is a simple priest from a small village that can't afford having a real cleric. Despite his limited abilities, he helps those under his care as much as he can. Sometimes, he also helps adventurers in exchange for money the village needs.


Sergeant Falkenheyn

Male Human; Fighter 2; CR 2
Medium Humanoid(Human)
HD 2d10+4; 15 HP
Initiative +1; Speed 20 ft.
AC 18 (+5 Mw Breastplate, +2 Shield, +1 Dex)
Melee Attack +7 (Mw Longsword 1d8+3 19-20/x2) Ranged Attack +3 (Light Crossbow 1d8)
Alignment LN; Saving Throws Fort +5 Ref +1 Will +1
Str 16 Dex 12 Con 14 Int 10 Wis 12 Cha 12
Feats: Power Attack, Negotiator, Cleave, Weapon Focus(Longsword)
Skills: Intimidate +3, Jump +5, Sense Motive +3, Diplomacy +2
Sergeant Falkenheyn is a hardened leader of one of the town guard posts in a big city. He is quite a good warrior, capable of holding his own against adventurers. He's not very smart or charismatic, but he's reasonable, down-to-earth and he invokes respect in his men, who follow his orders. He doesn't trust adventurers, but if PCs manage to get on his good side, he can be a valuable ally.


I might or might not come up with more; I don't play D&D anymore but I've always liked coming up with NPC stats.

NeoSeraphi
2011-07-11, 12:14 PM
I'm not much of a DM, I admit, but since it's you Serpentine, consider this a cordial thank you for letting me use this avatar.

....I say that, but as I started to make them, I realized that you hadn't told us which temple was in control of this theocracy. Could you please tell me the god that you want the raptorans to serve?

boomwolf
2011-07-11, 01:55 PM
Well, this seems like a good idea to me, but it needs a responsible person to moderate this and I hope you are willing to pick up the glove Serp...

As for me, I am not home right now (borrowed computer), so away from my notes, but when I do get home (10 days or so) I'll try to find some old notes I have lying around, had quite a few NPC's in my stocks before, altough not listed in a way fitting here (written in hebrew on printed PC sheets...), but I think I can convert some of them and upload them here...

At the very least I promise to upload "The Black Lightbringers", an NPC adventuring party I made as repeating characthers in some of my games, these guys use lots of my homebrew and as such I'll be glad to see others use them...
In short they are a good party of 4 (soon to be 5), although with some faults...and my personal favorite bunch of questionable and partly unwilling heroes..

Serpentine
2011-07-11, 10:48 PM
....I say that, but as I started to make them, I realized that you hadn't told us which temple was in control of this theocracy. Could you please tell me the god that you want the raptorans to serve?No gods, specifically, although the normal raptoran gods could be involved. As I said, they're each devoted to a particular aspect of the sky - Sky itself being the main one, and also Cloud, Storms, Heavenly Bodies, Winds, and maybe the Horizon or something. They're more about spirits, elementals and concepts than specific deities.

Cieyrin
2011-07-12, 08:56 AM
...I say that, but as I started to make them, I realized that you hadn't told us which temple was in control of this theocracy. Could you please tell me the god that you want the raptorans to serve?

Clerics don't have to be devoted to a deity to get their powers, at least as long as we're not in the Realms, they can be devoted to a cause or an ideal, which seems to be what Serp's after. Just choose related domains to the ideal and it should come out alright.

Serpentine
2011-07-12, 12:10 PM
Also, none of them should be Evil. Storms, say, might be Neutral, but that's about it. It's very much a benign theocracy, and they really do their best by their city and their people, even if they're somewhat... narrow minded (in that they don't consider those outside their city and their people all that much).

NeoSeraphi
2011-07-12, 01:39 PM
Raptoran Guard



Shalar, 2nd Level Raptoran Cleric
Size/Type: Medium Humanoid (Raptoran)
Hit Dice: 2d8+3 (12 HP)
Initiative: +2
Speed: 30ft, Glide 25 ft
Armor Class: 17 (+2 Dex, +5 Masterwork Breastplate), touch 12, flatfooted 15
Base Attack/Grapple: +1/+0
Attack: +4 ranged masterwork light crossbow (1d8/19-20/ x2)
Full Attack:
Space/Reach: 5ft/5ft
Special Attacks: Turn Undead 4/day (+2 on turning checks)
Spells: 0 1/day cure minor wounds, detect magic, guidance, create water; 1 1/day detect evil, sanctuary (DC 13), inflict light wounds (DC 13), raptor's sight (D)
Special Qualities: Electricity Resistance 5, Storm Domain, Sky Domain, Glide, spontaneous cure
Saves: Fort +3, Ref +2, Will +5
Abilities: Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 13 (+1), Wis 15 (+2), Cha 12 (+1)
Skills: Jump +9, Spot +4, Climb -2, Knowledge (Religion) +6, Heal +7 (+9 if using healer's kit)
Feats: Toughness
Challenge Rating: 2
Alignment: Neutral Good
Possessions: Masterwork light crossbow, masterwork breastplate, wooden holy symbol, 1 day's rations, healer's kit (8 uses left)
Tactics: Shalar supports his fellow guardsmen from a distance with his crossbow, and then flies up to heal them. He will not actively engage his opponent in melee, and will take the withdraw action if he is surrounded by melee warriors.



Lafnes, 2nd Level Raptoran Cleric/4th level Unarmed Swordsage
Size/Type: Medium Humanoid (Raptoran)
Hit Dice: 6d8+12 (39 HP)
Initiative: +3
Speed: 30ft, 20 ft Glide, 40 ft fly (Average maneuverability, only 2 rounds per day)
Armor Class: 19 (+2 Dex, +2 Wis, +5 +1 Chain Shirt), touch 14, flatfooted 17
Base Attack/Grapple: +4/+6
Attack: Unarmed Strike +6 (1d10+1 [+3 if you're in Child of Night Stance], plus inflict light wounds 1d8+2 (Will 1/2 DC 13)
Full Attack:
Space/Reach: 5ft/5ft
Special Attacks:
Spells: 0 4/day cure minor wounds, 3/day cure light wounds, 1/day fog cloud (CL 3)
Maneuvers Readied: Drain Vitality, Claw at the Moon, Burning Blade, Shadow Blade Technique, Counter Charge, Mighty Throw
Other Maneuvers Known: Sudden Leap, Wind Stride, Sapphire Night Blade
Stances Known: Child of Night, Stance of Clarity
Supernatural: Rebuke Undead 3/day, Turn Earth 3/day
Special Qualities: spontaneously inflict, AC bonus
Extraordinary Qualities: Discipline Focus (Shadow Hand), Insightful Strike (Shadow Hand), Quick to Act +1
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 12 (+1), Dex 14 (+2), Con 14 (+2), Int 8 (-1), Wis 15 (+2), Cha 10 (+0)
Skills: Jump +18, Tumble +8, Spot +4, Climb +9, Concentration +11, Sense Motive +9
Feats: Weapon Focus (unarmed strike) (B), Weapon Focus (siangham) (B), Weapon Focus (dagger) (B), Weapon Focus (Spiked Chain) (B), Weapon Focus (Sai) (B), Weapon Focus (Short Sword) (B), Improved Unarmed Strike (B), Shadow Blade, Extra Readied Maneuver, Superior Unarmed Strike
Challenge Rating: 6
Alignment: Lawful Neutral

Possessions: +1 Chain Shirt, Scroll of cure serious wounds
Tactics: Lafnes fights bare-handed, and combines either inflict light wounds or his maneuvers with his unarmed strike.




Alright, there's the first two. I'll leave the Stormtalon to someone else.

Serpentine
2011-07-12, 11:55 PM
Sweeeeet, thanks. What's up with all the Weapon Focuses, though? Something to do with the class?

NeoSeraphi
2011-07-12, 11:56 PM
Sweeeeet, thanks. What's up with all the Weapon Focuses, though? Something to do with the class?

Swordsages receive a free Weapon Focus feat with every weapon in a chosen discipline at level 1. I chose Shadow Hand. And you're very welcome.

Nopraptor
2011-07-13, 03:51 AM
boomwolf, did you say hebrew? * glee!* are you by chance a fellow israeli?

I might have some good ones buried somewhere * begins to rummage *.... I'll post them if I gotem

I might do some of the raptorans, I have the book, might as well use it...

Serpentine
2011-07-13, 04:25 AM
There's a few Israelis around here. Protip: don't try to make a thread just about Israel. edit: That sounds bitchier than I mean it to be. There's just a policy in place regarding regional threads that isn't put up in the rules - regional only, no single-country threads.

NeoSeraphi: I thought it would be something like that.

elliott20
2011-07-13, 04:57 AM
I'm not so sure this is really such a good idea, mostly because each campaign that the NPC is used for can have drastically different flavors and thus necessitating that you either have a MASSIVE amount of NPCs or that you mod the NPCs that are there. That to me just means that using this thread would be a little difficult.

Now, if we are talking about generating NPCs for say, a specific campaign setting, THAT can work, since there are boundaries already drawn.

Not just that though, there's also the question of what level of optimization the NPC is using, what purpose the NPC is supposed to serve, etc. All of these can be highly specific to a setting, an adventure, or even a single purpose.

If the thread can find some way of getting beyond these difficulties and still make it a robust database for NPCs, then I'm all for it.

Personally though, I cannot imagine something like this to be easily usable without basically dedicated an entire server to just holding character sheets, each organized and categorized by level, race, purpose, optimization level, setting, etc, etc, etc.

Serpentine
2011-07-13, 05:08 AM
necessitating that you either have a MASSIVE amount of NPCs or that you mod the NPCs that are there.That, right there, is exactly the point of this thread. It's a whole lot easier and quicker to tweak NPCs to suit your game than it is to make all of them from scratch.

elliott20
2011-07-13, 06:04 AM
In that particular case, I think there needs to be some formatting rules.

Having, for example, a raptoran warblade (or whatever it was up there) is a highly specific, definitely non-standard combination. If I want to use this but don't want the raptoran attached, I would have to re-examine the stat block, figure out what a raptoran is, and then strip it of the race. This would then require I re-crunch the numbers, meaning that I might as well have just used an excel character sheet generator in the first place and saved myself some time.

That or I could just not use the character, I suppose.

But there are other things that I could think of which can improve usability.

i.e. right now, I see a class/race combo. A little tag noting the optimization level and the character level before the spoiler might be helpful without being too intrusive.

also, you can definitely add a tag that denotes the purpose of an NPC. Is it a mook? a defender? a striker? a major villain? Generally, NPCs will fall into several categories.

- throw away, one use, generic NPC (i.e. shopkeeper stats)
- 1 hit mooks, almost like one use, generic NPCs, but will need more info due to combat
- the four roles in most MMOs can be used here too
- major villain
- ally
- etc

Morph Bark
2011-07-13, 06:30 AM
I was actually going to do something like this for all the NPCs I used in my current campaign once it is over. Hence, I fully support this endeavor.

Serpentine
2011-07-13, 06:56 AM
I think you're overthinking this, elliott20.

NineThePuma
2011-07-13, 08:26 AM
Actually, a simple Class/Race/Level tag wouldn't hurt at all.

Serpentine
2011-07-13, 08:31 AM
Well, I did say at the very start...
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.

DiBastet
2011-07-13, 09:01 AM
Here's my contribution. She's very specific, but was very important to my party.

Clarisse

Female Human; Swordsage 2, Sorcerer (Battle) 4; CR 6
Medium Humanoid (Human)
HD 6d8+12; 36 HP
Initiative +3; Speed 30 ft.

AC 23 (+2 Dex, +3 cha, +4 chain shirt, +4 shield spell); Flatfooted 10; Touch 11

Melee Attack +10 (1d10+6, 19-20/x2 katana)
Power Attack +7 (1d10+12, 19-20/x2 katana)

Alignment NG; Saving Throws: Fort +4 Ref +11 Will +8
Str 18 Dex 14 Con 15 Int 11 Wis 10 Cha 16

Languages: Common.

Feats: Improved Unnarmed Strike, Power attack, Knowledge Devotion, Ascetic Mage

Skills (pathfinder style. Consider all skill rank pre-req as 3 less, minimum 1): Concentration 11 (6 ranks), Spellcraft 9 (6 ranks), Knowledge Arcana 4 (1 rank), Knowledge Religion 1 (1 rank), Knowledge History 4 (1 rank), knowledge local 4 (1 rank), knowledge Nature 4 (1 rank), Knowledge dungeon 1 (1 rank), Tumble 12 (6 ranks), Diplomacy 8 (2 ranks)

Equipment: Masterwork bastard sword, Steadfast boots, brute gauntlet, vest of resistance+1, chronocharm of the horizon walker, healing belt.

Sorcerer spells know:
0- (5) Detect magic, mending, prestidigitation, mage hand, light
1- (5+1) Shield, critical Strike
2- (2+1) Blur

Manuevers Know (* means readied). IL 4
1- Saphire Nightmare Blade*, moment of perfect mind, mighty throw*, counter charge, leading the attack, Burning Blade*
2- Emerald Razor*

Stances Know
Step of the Wind, Island of Blades


Bio: Clarisse (http://diegobastet.deviantart.com/art/Clarisse-redhead-busty-monk-105599026) (click for image) is student of an exotic order of warrior monks, trying to understand her gifts and strange dreams. Clarisse is unkowingly a member of the jade phoenix mages, and while she doesn't know it, her entire training is to let her legacy bloom. While this doesn't happen, she searches the world for a place for herself, never quite fitting in. Now she's a bar wench in a famous tavern in a metropolis, and can fight, beat and put outside anyone who tries to be smart.

Cieyrin
2011-07-13, 12:29 PM
Here's, as promised, a couple of characters I have statted up from 2 different games that didn't go much of anywhere. There are some variants in effect (the first 2 statblocks have Wounds and Vitality rules, the rest have Armor as DR and Class Defense, as well as some ACFs). I think this a good first contribution, though. I have an entire prison detailed, from guards, prisoners, wardens and other creatures around the prison, that I may post at a later time. For now, enjoy! :smallbiggrin:

Ren Wolffriend (Goblin Ranger 3, Initial antagonist and mercenary for a campaign):CR 3; Small Humanoid(Goblinoid); HD 3d8+3 (13/16 hp/12 vp); Init +3; Speed 30’; AC 18, touch 14, flat-footed 14; BAB +3; Grp +3; Atk +5 melee (1d4, MW shortsword) or +8 ranged (1d4, MW shortbow); Full Atk +5 melee (1d4, MW shortsword) or +8 or +6/+6 ranged (1d4, MW shortbow); Space/Reach: 5 ft./5 ft.; SA favored enemy(human) +2, Rapid Shot; SQ darkvision 60’; AL CN; SV Fort +4, Ref +6, Will +1; Str 11, Dex 17, Con 12, Int 8, Wis 10, Cha 12.
Skills and Feats: Handle Animal +7, Hide +7, Knowledge(Geography) +0, Listen +5, Move Silently +7, Ride +15, Spot +5, Survival +5; Mounted Combat, TrackB, Rapid ShotB, Mounted Archery, EnduranceB. Languages: Common, Goblin.
Equipment: Masterwork shortbow (1 lb), 20 arrows (1.5 lbs), Masterwork shortsword (1 lb), Masterwork studded leather (10 lbs), Masterwork buckler (2.5 lbs), Masterwork saddle (15 lbs, on Snarlsnout). 16/28.5 lbs carried (Light load)
Tok Grimtooth (Half-Orc Ranger 1, Local tracker and trapper):CR 1; Medium Humanoid(Orc); HD 1d8+1 (4/9 vp/13 wp); Init +0; Speed 30’; AC 12, touch 10, flat-footed 12; BAB +1; Grp +4; Atk +4 melee or ranged (1d8+4, spear); Space/Reach: 5 ft./5 ft.; SA favored enemy(animal) +2; SQ darkvision 60’, wild empathy -1; AL NG; SV Fort +3, Ref +2, Will +2; Str 17, Dex 10, Con 13, Int 10, Wis 14, Cha 6.
Skills and Feats: Craft(Trapmaking) +3, Knowledge(Geography) +3, Knowledge(Nature) +3, Listen +4, Profession(Trapper) +5, Search +4, Spot +4, Survival +8; Brutal Throw, TrackB.
Equipment: Spear x3 (6/18), Leather Armor (10/15), MW Survival Tool (50/1), Backpack (2/2), Waterskin (1/4), Trapmaking Tools (5/5), 1 week of trail rations (3.5/7)
53/86 lbs carried (Light load).
Elder Phineas (Human Commoner 10, Village Elder of Grainer's Dell): CR 9; Medium Humanoid(Human)]; HD 10d4 (25 hp); Init -3; Speed 30’; AC 12 (+5 defense, -3 Dex), touch 12, flat-footed 12; BAB +5; Grp +4; Atk +4 melee (1d6-1, walking stick); Space/Reach: 5 ft./5 ft.; AL LN; SV Fort +3, Ref +0, Will +9; Str 9, Dex 5, Con 11, Int 16, Wis 18, Cha 12.
Skills and Feats: Diplomacy +8, Handle Animal +10, Listen +16, Profession (Farmer) +20, Sense Motive +8, Spot +16, Use Rope +6; Skill Focus (Profession (Farmer)), Alertness, Negotiator, Iron Will, Skill Focus(Diplomacy). Languages: Common, Orc.
Equipment: Phineas’ Walking Stick, Phineas’ Favorite Pipe.
Phineas the Younger (Human Commoner 5, Son of Elder Phineas, Upstart seeking to take over the town from his father, owns one of the 2 largest farms of Grainer's Dell): CR 4; Medium Humanoid(Human); HD 5d4+5 (18 hp); Init +0; Speed 30’; AC 13 (+3 defense), touch 13, flat-footed 13; BAB +2; Grp +4; Atk +5 melee (1d8+3/x3, MW spear) or +3 ranged (1d8+2/x3, MW spear); Space/Reach: 5 ft./5 ft.; SQ DR 1/-; AL LE; SV Fort +2, Ref +1, Will +0; Str 14, Dex 10, Con 13, Int 12, Wis 8, Cha 16.
Skills and Feats: Bluff +12, Intimidate +9, Listen +7, Profession (Farmer) +10, Sense Motive -1, Spot -1; Skill Focus (Profession (Farmer)), Skill Focus (Bluff), Persuasive. Languages: Common, Orc.
Equipment: Orc Sticker (MW Spear), Studded Leather Armor.
Paul “Swifthand” (Human Commoner 5, Owner of the other large farm in town, doesn't get along at all with Phineas the Younger): CR 4; Medium Humanoid(Human); HD 5d4+10 (23 hp); Init +3; Speed 30’; AC 16 (+3 defense, +3 Dex), touch 16, flat-footed 13; BAB +2; Grp +3; Atk +4 melee (1d4+1/19-20, MW dagger) or +5 ranged (1d4+1/19-20, dagger); Full Atk +3/+3 ranged (1d4+1/19-20, dagger); Space/Reach: 5 ft./5 ft.; SA Point Blank Shot, Rapid Shot; SQ DR 1/-; AL NG; SV Fort +3, Ref +4, Will +1; Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 8.
Skills and Feats: Listen +6, Handle Animal +7, Ride +9, Profession (Shepherd) +6, Spot +6; Point Blank Shot, Quick Draw, Rapid Shot. Languages: Common, Goblin.
Equipment: Paul’s Nettle (MW Dagger), Bandolier of 8 daggers, Leather Armor, Heph (Light Warhorse).

Heph: CR 1; Large Animal; HD 3d8+9 (22 hp); Init +1; Speed 60’; AC 18(+4 defense, -1 size, +1 Dex, +4 NA), touch 14, flat-footed 18; BAB +2; Grp +9; Atk +4 melee (1d4+3, hoof); Full Atk +4 melee (1d4+3, 2 hooves) and +2 melee (1d3+1, bite); Space/Reach: 10 ft./5 ft.; SQ Low-light vision, scent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Jump +15, Listen +4, Spot +4; Multiattack, Run.
Equipment: Riding Saddle.
Hlin Sharpaxe (Dwarf Warrior 3, Grainer's Dell's Sheriff): CR 2; Medium Humanoid(Dwarf); HD 3d8+9 (23 hp); Init +1; Speed 20’; AC 20 (+7 defense, +1 Dex, +2 shield), touch 18, flat-footed 19; BAB +3; Grp +5; Atk +7 melee (1d10+2/x3, MW dwarven waraxe) or +4 ranged (1d6/x3, shortbow); Space/Reach: 5 ft./5 ft.; SA Power Attack; SQ DR 2/-, Dwarf traits; AL LN; SV Fort +6, Ref +2, Will +2; Str 15, Dex 12, Con 16, Int 8, Wis 13, Cha 8.
Skills and Feats: Intimidate +5, Listen +1, Spot +1; Power Attack, WF (Dwarven Waraxe). Languages: Common, Dwarven.
Equipment: The Divider (MW Dwarven Waraxe), Chain Mail, Heavy Steel Shield, Shortbow with 10 Arrows.
Dwarven Militia (Dwarf Warrior 2, Hlin's Right and Left Hand): CR 1/2; Medium Humanoid(Dwarf); HD 1d8+2 (7 hp); Init +0; Speed 20’; AC 18 (+6 defense, +2 shield), touch 16, flat-footed 18; BAB +1; Grp +2; Atk +3 melee (1d10+1, waraxe) or +1 ranged (1d6/x3, shortbow); Space/Reach: 5 ft./5 ft.; SQ DR 2/-, Dwarf traits; AL LN; SV Fort +4, Ref +0, Will -1; Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6.
Skills and Feats: Listen +1, Spot +1; WF (Dwarven Waraxe). Languages: Common, Dwarven.
Equipment: Dwarven Waraxe, Scale Mail, Heavy Steel Shield, Shortbow with 10 Arrows.
Hansen Nimbleheels (Halfling Fighter 1, Militia Scout): CR 1; Small Humanoid(Halfling); HD 1d10+1 (7 hp); Init +3; Speed 20’; AC 20 (+6 defense, +1 size, +3 Dex), touch 20, flat-footed 17; BAB +1; Grp -2; Atk +3 melee (1d6+1/x3, lance) or +3 melee (1d6+1/x3, battleaxe); Space/Reach: 5 ft./5 ft.; SA Ride-By Attack; SQ DR 1/-, Halfling traits; AL NG; SV Fort +4, Ref +4, Will +0; Str 13, Dex 16, Con 13, Int 12, Wis 8, Cha 10.
Skills and Feats: Climb +2, Handle Animal +4, Hide +6, Jump -4, Listen +1, Move Silently +4, Ride +7, Spot +1; Mounted Combat, Ride-By Attack. Languages: Common, Dwarven, Halfling.
Equipment: Lance, Battleaxe, Studded Leather, Marty (Riding Dog).

Marty: CR 1; Medium Animal; HD 2d8+4 (13 hp); Init +2; Speed 40’; AC 20 (+4 defense, +2 Dex, +4 NA), touch 16, flat-footed 18; BAB +1; Grp +3; Atk +3 melee (1d6+3, bite); Space/Reach: 5 ft./5 ft.; SQ DR 1/-, low-light vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Jump +8, Listen +5, Spot +5, Survival +5, Swim +3; Alertness, TrackB.
Equipment: Military Saddle, Leather Barding.
Grok (Scablands Half-Orc Barbarian 3, owner and barkeep of Grok's Bar, ex-clansmember and executioner of a local orc tribe):CR 3; Medium Humanoid(Orc); HD 3d12+15 (35 hp); Init +1; Speed 40’; AC 12 (+5 defense, +1 Dex, -4 rage), touch 12, flat-footed 12; BAB +3; Grp +9; Atk +10 melee (1d10+9/19-20, MW heavy flail); Space/Reach: 5 ft./5 ft.; SA rage 1/day; SQ DR 2/-, scablands half-orc traits, trap sense +1, uncanny dodge; AL CG; SV Fort +8, Ref +2, Will +2; Str 23, Dex 13, Con 20, Int 8, Wis 8, Cha 10.
Skills and Feats: Intimidate +3, Jump +15, Listen +4, Spot -1, Survival +4; Reckless Rage, Heat EnduranceB, Power Attack. Languages: Common, Orc.
Equipment: Shame Crusher (MW heavy flail), MW Chain Shirt.
Rage (Ex): When not raging, stats are as follows: HD 3d12+6 (26 hp); AC 16, touch 16, flat-footed 16; Grp +6; Atk +7 melee (1d10+4/19-20, MW heavy flail); SV Fort +5, Will +0; Str 17, Con 14.
Bar Bouncers (Human Barbarian 1, work for Grok and learned some of his ways): CR 1; Medium Humanoid(Human); HD 1d12+5 (12 hp); Init +5; Speed 40’; AC 11 (+4 defense, +1 Dex, -4 rage), touch 11, flat-footed 10; BAB +1; Grp +6; Atk +6 melee (1d10+7/19-20, heavy flail); Space/Reach: 5 ft./5 ft.; SA rage 1/day; SQ DR 1/-; AL CN; SV Fort +7, Ref +1, Will +3; Str 21, Dex 12, Con 20, Int 8, Wis 13, Cha 10.
Skills and Feats: Intimidate +4, Jump +13, Listen +5, Spot +1, Survival +5; Reckless Rage, Improved Initiative. Languages: Common.
Equipment: Heavy Flail, Leather Armor.
Rage (Ex): When not raging, stats are as follows: HD 1d12+2 (9 hp); AC 15, touch 15, flat-footed 14; Grp +3; Atk +3 melee (1d10+3/19-20, heavy flail); SV Fort +4, Will +1; Str 15, Con 14.
Rene Teniel (Half-Elf Rogue 1, Serving Wench at Grok's Bar): CR 1; Medium Humanoid(Elf); HD 1d6 (4 hp); Init +2; Speed 30’; AC 15 (+3 defense, +2 Dex), touch 15, flat-footed 13; BAB +0; Grp -1; Atk -1 melee (1d4-1/19-20, dagger) or +2 ranged (1d4/19-20, hand crossbow); Space/Reach: 5 ft./5 ft.; SA sneak attack +1d6; SQ half-elf traits, trapfinding; AL CN; SV Fort +0, Ref +4, Will +1; Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 15.
Skills and Feats: Bluff +6, Diplomacy +10, Gather Information +8, Hide +6, Knowledge (Local) +6, Listen +5, Move Silently +6, Sense Motive +5, Slight of Hand +6, Spot +5; Negotiator. Languages: Common, Elven, Orc.
Equipment: Dagger, Hand Crossbow with 10 bolts.
Nualla Phansel (Human Rogue 1/Sorcerer 1, Member of a visiting adventuring party/sellwand): CR 2; Medium Humanoid(Human); HD 1d6+1d4+2 (8 hp); Init +2; Speed 30’; AC 15 (+3 defense, +2 Dex), touch 15, flat-footed 13; BAB +1; Grp +1; Atk +1 melee (1d4/19-20, dagger) or +3 ranged (1d4/19-20, dagger); Space/Reach: 5 ft./5 ft.; SA sneak attack +1d6, spells; SQ trapfinding; AL CE; SV Fort +1, Ref +4, Will +1; Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 15.
Skills and Feats: Appraise +5, Bluff +6, Concentration +3, Forgery +5, Gather Information +6, Hide +6, Listen +3, Move Silently +6, Search +5, Sense Motive +3, Spellcraft +3, Spot +3; Spell Focus(Enchantment). Languages: Common, Halfling.
Equipment: 3 Daggers.
Spells: CL 1; Spell Slots 5/4; Save DC 12+spell level, 13+spell level for Enchantment;
Spells Known:
0 – daze, detect magic, ghost sound, mage hand
1 – charm person, disguise self
Fengh Brokentooth (Half-Orc Fighter 2, Member of a visiting adventuring party/sellsword): CR 2; Medium Humanoid(Orc); HD 2d10+4 (15 hp); Init +1; Speed 30’; AC 17 (+6 defense, +1 Dex), touch 17, flat-footed 16; BAB +2; Grp +5; Atk +6 melee (2d6+4/19-20, MW greatsword) or +3 ranged (1d4+3, sling); Space/Reach: 5 ft./5 ft.; SA Dungeon Crasher (4d6+6), Improved Bull Rush, Power Attack; SQ DR 2/-, half-orc traits; AL TN; SV Fort +5, Ref +1, Will +1; Str 17, Dex 12, Con 14, Int 8, Wis 13, Cha 6.
Skills and Feats: Jump +7, Listen +1, Spot +1; Power Attack, Improved Bull Rush. Languages: Common, Orc.
Equipment: MW greatsword, sling with 10 bullets, finned MW chain shirt.
Wren Keeneyes (Halfling Rogue 3, member of a visiting adventuring party/sellsword): CR 3; Small Humanoid(Halfling); HD 3d6 (11 hp); Init +7; Speed 20’; AC 18 (+4 defense, +1 size, +3 Dex), touch 18, flat-footed 15; BAB +2; Grp -2; Atk +6 melee (1d4/19-20, MW shortsword) or +7 ranged (1d4, MW sling); Space/Reach: 5 ft./5 ft.; SA sneak attack +2d6 ; SQ DR 2/-, evasion, halfling traits, quick fingers, trapfinding; AL LE; SV Fort +2, Ref +7, Will +1; Str 11, Dex 17, Con 10, Int 14, Wis 8, Cha 12.
Skills and Feats: Balance +5, Climb +8, Disable Device +10, Hide +13, Jump +4, Listen +7, Move Silently +11, Open Lock +11, Search +8, Spot +5, Tumble +11; Improved Initiative, Weapon Finesse. Languages: Common, Goblin, Halfling, Orc,
Equipment: MW shortsword, MW sling with 10 bullets, mithral shirt, MW thieves tools.
Nigel Butterworth (Gnome Expert 3, Proprietor of Nigel's Bakery and Explosives Emporium): CR 2; Small Humanoid(Gnome); HD 3d6+3 (14 hp); Init +1; Speed 20’; AC 16 (+4 defense, +1 size, +1 Dex), touch 16, flat-footed 15; BAB +2; Grp -4; Atk +1 melee (1d4-2, rolling pin) or +4 ranged (alchemical item); Space/Reach: 5 ft./5 ft.; SQ gnome traits; AL TN; SV Fort +2, Ref +2, Will +5; Str 6, Dex 12, Con 12, Int 15, Wis 14, Cha 13.
Skills and Feats: Craft(Alchemy) +15, Diplomacy +7, Gather Information +3, Hide +5, Knowledge (Local) +8, Listen +10, Profession (Baker) +13, Sense Motive +8, Spot +8; Skill Focus (Profession (Baker)), Skill Focus (Craft (Alchemy)).
Equipment: Alchemy Lab, MW Bakery, 5 flasks of acid, 5 flasks of alchemist fire, 5 tanglefoot bags, 10 tinder twigs, 5 smokesticks, 5 thunderstones, 5 sunrods.

Sources:Brutal Throw - Complete Adventurer
Reckless Rage - Races of Stone
Scablands Half-Orc, Heat Endurance - Sandstorm
Dungeon Crasher, Quick Fingers - Dungeonscape

Aergoth
2011-07-13, 01:45 PM
A brief sourcelist might help with some statblocks.
Just in case someone wants to use a raptoran warblade (which, incidentally, is depicted in ToB as a Diamond Mind adept of some sort)

Cieyrin
2011-07-13, 07:30 PM
Sources added, as requested.

Serpentine
2011-07-13, 11:07 PM
Those are great, thanks! :biggrin:

mrcarter11
2011-07-13, 11:46 PM
I like the idea and perhaps I can get around to adding some stuff to it, but Serpentine, would it be possible to have you spoiler this in the OP or link from the OP. That way someone could just breeze over a content table of sorts and then have exactly what they need. Instead of digging through the thread looking for something.

The-Mage-King
2011-07-13, 11:54 PM
You folks need a nameless level 5 mook?

This is the stock soldier of an organization I wound up making a while back. For lulz.

TC Mook CR: 5
Human Fighter 5
TN Medium Humanoid (Human)
Init: +5 Senses: Listen +1, Spot +1
Languages: Common
AC: 14
HP: 47
Fort: + 7 Ref: +2 Will: +2
Speed: 30 feet
Melee: +1 Greatsword +9 (2d6+5 19-20/x2)
Base Atk: +5 Grp: +8
Atk Options: Power Attack up to 5 points, Cleave
Combat Gear: 3 Potions of cure moderate wounds.
Str: 17
Dex: 12
Con: 15
Int: 11
Wis: 12
Cha: 11

Feats: Power Attack, Cleave, Improved Initiative, Weapon Focus (Greatsword) , Weapon Specialization (Greatsword), Quick Draw
Skills: Climb +11, Swim +11
Possessions: Chain Shirt, +1 Greatsword, Bracers of Armor +1, 3 potions of cure moderate wounds, 150 Gp

Hook: I’m... a mook. Just a nameless mook...

Serpentine
2011-07-13, 11:55 PM
I am thinking of doing something, even if it's just quoting everyone who contributes in the first post. I'm open to suggestions, but keep in mind that the easier it is the more likely I am to stick with it.

DracoDei
2011-07-14, 01:35 AM
Gilbert Wonder-Smith, Ex-Blind Half-Brass Halfling Smith (Implicit Homebrew/Fiat, but very low power-level)
Commoner 1/Warrior 1/Expert 1
Just putting this in here so I don't forget... Sheet not QUITE finished yet, and even then y'all probably want a shortened stat-block, rather than JUST a link to the full sheet (http://www.myth-weavers.com/sheetview.php?sheetid=312926).

History Summary: Father gave up on finding a dragon mate for the moment, currently married to a halfling. He is one of the results.
Father tried told him never to be a hero of more than the everyday sort. He did it anyway. This resulted him him getting captured by kobolds who ate his eyes.

Father rescued him. Said "I told you so... now I am going to teach you how to punch, NOT CLAW, but PUNCH through iron.... proceeded to teach him breath-weapon control exercises and eventually had him punch his way through a steel plate... which happened to be cherry-red hot at the time due to Gilbert's breath-weapon. Father said "Good, now you have the basics, time you learned something USEFUL." and apprenticed him to a smith.

Gilbert easily learned to tell the temperature of metal by feel (smiths who are not fire-immune tell the temperature by color). When working roughly, he often used his fist rather than the hammer, so he could strike more accurately, despite his blindness. He soon was making horseshoes and then graduated to sculptures of twisted and bent iron bars.

When he started his own smithy, his father paid a priest to return his sight, saying that he felt that he had settled down enough that it wasn't necessary to restrain him from repeating his error. Gilbert has, indeed, not repeated his mistake, although he has made himself some armor and weapons (quite good ones too) in case any trouble comes looking for HIM. His father would hate for an enemy to use Gilbert against him, and so thoroughly approves of this.

The enchantment that regrew his eyes proved imperfect, making his own flame (or, indeed, ordinary daylight) painful for him to look at. He contacted a maker of magical armor through his father, and bartered for 2 pairs of fire-proof pants, and three fire-proof blindfolds. Most of the time he works blind-folded, relying on the skills he learned as an apprentice (and looking quite the badass as he pinches a rough edge onto a paring knife or makes intricate decorative knot-work out of brass wire.


EDIT: The first post is going to run out of room sooner or later... be prepared to restart the thread and reserve some posts if that happens.

Andorax
2011-07-14, 12:59 PM
Hey Serpentine...you're not...serpentine anymore? What happened?

Anyways, you made mention of Rakasha lackeys, try this one on for size:

Malthus Taran, Information Broker of the Wisperlord
Male Human Spellthief 8/Tiger Mask 2

Malthus is generally nondescript...middle-aged, of average height and slightly overweight, you wouldn't think of him as particularly deadly, which is exactly how he wants it. His newest "patron" may be a vile, dispicable incarnation of pure evil, but he keeps Malthus well paid to gather useful information and resources, and that's quite enough.

Male Human Spellthief* 8/Tiger Mask^ 2 LE
Init: +9; Spot: +9, Listen +9
Languages: Common, Infernal
AC 22 (+3 Dex, +5 armor, +3 shield, +1 natural), touch 13, flatfooted 19; +5 vs ranged attacks; DR 5/magic vs arrows and bolts
HP (10 HD): 49
Fort: +6, Ref +5, Will +8; +1 vs spells; Absorb Spell*
Speed: 30ft
Attack: Rapier +12/+7 (1d6+2/18+)
Attack Options: Sneak Attack +2d6, Steal Spell (4th)*, Steal Spell Effect*, Steal Energy Resistance 10*, Steal Spell-Like Ability*
Space/Reach: 5'/5'
Abilities: Str 13, Dex 17, Con 12, Int 12, Wis 14, Cha 14
SQ: Any arrow or bolt fired at a target within 20' of Malthus has a 50% chance of being redirected to target him instead; Trapfinding, Detect Magic 2/day
Feats: Weapon Finesse, Investigator, Improved Initiative, Quick Reconnoiter*, Staggering Strike*
Skills: Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +12, Gather Information +17, Hide +13, Move Silently +13, Open Lock +12, Search +12, Spellcraft +5, Use Rope +5 (bindings)
Equipment: Glamered Mithril Shirt +1, Darkwood Buckler +2 with a Lesser Crystal of Arrow Deflection@, Amulet of Natural Armor +1, Rapier +1, 2x Potion of Cure Serious Wounds, 70 gp.

Spells Known (2/1, DC 12+SL, ASF 15%)
1st: Feather Fall, Color Spray, Charm Person, True Strike
2nd: Locate Object, Invisibility

Tactical: On missions where Malthus is operating a short ways away from the Wisperlord's lair (and the Wisperlord isn't expecting trouble), Malthus will occasionally be permitted to intentionally spellsteal a couple of choice spells from the Wisperlord's repitoire.


*Spellthief, Quick Reconnoiter and Staggering Strike appears in Complete Adventurer. Refer to ability descriptions there.
^Tiger Claw appears in Dragon 300 (specifically, the Vile Content section). All relevant details are noted here.
@Lesser Crystal of Arrow Deflection is from the Magic Item Compendium (and is accounted for above)

Togath
2011-07-15, 01:04 AM
I tried my hand at making a winged guard, I wasn't sure what race you ment as you just said misc winged so I went with a kenku from creatures of rokugan, but it can be changed to any race as needed(using the kenku, the guard is about CR 3);
Kenku Guard
Kenku Guard(any alignment)
Male or Female Kenku Fighter 1(medium fey)
Init: +3; Senses; Listen +7, Spot +7, lowlight vision
Languages: kenku, common, sylven and 1 misc languages(chosen when you use this NPC)
AC: 19(+3 Dex, +4 armour, +1 natural, +1 shield), touch 13, flatfooted 17
HP: 21 (2d6+6, 1d10+3)
Saves; Fort: +4, Ref: +6, Will: +4
Speed: 20ft., fly 50ft.(poor)
Attacks: Melee; +1 spear +7(1d8+4),
or 2 Claws+7(1d4+3), and Bite +2(1d6+1)
Ranged; mwk Composite Longbow +6(1d8+3, x3 damage on crit)
Attack options:
Space/Reach: 5ft/5ft
Abilities: Str 17, Dex 17, Con 16, Int 10, Wis 12, Cha 8
SQ: none
Feats: weapon focus[spear], weapon finesse, Hover
Skills: Handle Animal +2, Intimidate +5, Listen +7, Sense Motive +4, Spot +7, Survival +7, and should this come up; kenku also possess +4 racial bonus to disguise checks
Equipment: mwk Mithral Chain Shirt, mwk Light Wooden Shield,
+1 spear, mwk Composite(+3 str) Longbow, tabard with the sigil of the city’s guard, alarm whistle.

Special;
Kenku can use Invisibility as the spell 1/day
(ability scores before racial adjustments were; str 15, dex 13, con 14, int 10, wis 12, cha 8)

boomwolf
2011-07-18, 10:51 AM
I am thinking of doing something, even if it's just quoting everyone who contributes in the first post. I'm open to suggestions, but keep in mind that the easier it is the more likely I am to stick with it.

Sort by tables of ECL (table for 1, table for 2 etc...) containing name, class, maker and organization (when applies)?
Or maybe giving organizations their own tables?


Anyways, I'm HOME! time to get working of making "The Black Lightbringers" for upload.


and Nopraptor-yes, Israel it is, and I know that there are 3 or 4 more around here (dont remember who though...)

Serpentine
2011-07-19, 09:41 PM
Andorax: Only 2nd level spells known? What level of scrolls and wands can he use without trouble?

Togath: Thanks! :smallbiggrin: Don't think the Kenku I know of are fey, though. What do those ones look like?

Boomwolf: Afraid that'll be too complicated for me to stick with it. But we'll see.

Andorax
2011-07-19, 09:48 PM
Andorax: Only 2nd level spells known? What level of scrolls and wands can he use without trouble?


The spellthief doesn't have the most awe-inspiring caster progression, and the Tiger Mask PrC is only a partial advancement of that already slow progression...though he can still "steal" a 4th level spell and cast it when needed.

He can use wands and scrolls just like any other arcane caster. His "class list" of spells are anything on the sorc/wiz list from the abj, div, ench, ilu and trans schools.

Togath
2011-07-19, 09:58 PM
Edit: The following is a paraphraised version of the description in the source book I got them from;
"A kenku Resembles a humanoid raven standing about 6-7 feet tall, with both arms and wings. A kenku's feathers are either brown with white markings or black, and their eyes tend towards the standard yellow of a bird".

Serpentine
2011-07-19, 10:05 PM
He can use wands and scrolls just like any other arcane caster. His "class list" of spells are anything on the sorc/wiz list from the abj, div, ench, ilu and trans schools.But what level of those spells can he use wands and scrolls of without having trouble with them? Just 2nd? Or 4th-odd?

NineThePuma
2011-07-19, 10:36 PM
But what level of those spells can he use wands and scrolls of without having trouble with them? Just 2nd? Or 4th-odd?

All of them. You only ned to UMD if it's NOT on your spell list.

Serpentine
2011-07-20, 02:55 AM
What, really? You get a level 9 wand and you can use it without risk or something?

NineThePuma
2011-07-20, 03:57 AM
Yup. :smallamused:

Andorax
2011-07-20, 01:20 PM
What, really? You get a level 9 wand and you can use it without risk or something?

Wands only go up to 4. :smallsmile:

You get a STAFF with a 9th level spell in it, and it's on your spell list, and you can use it freely without risk.

Scrolls are a bit trickier, in that you have to have a sufficient casting stat and caster level...so Malthus would be stuck with only 2nd level scrolls, unless he wants to take his chances.

begooler
2011-07-22, 04:37 PM
Okay, I've been watching this for a while. Here's my contribution. I'll leave this here for now and come back to add the gear, fluff, tactics, and fix any errors when I get home from work tonight.

Tiffeninkle Mires
You enter the bakery and are greeted by a chipper gnome woman. She wears a blue gingham dress with an embroidered apron and her long curly black hair is pulled back with a red kerchief.
"Good morning! I'm so pleased you've come to visit. Would you care for a sample of the brioche I just baked? I insist you try some."
Tiffeninkle is an amiable gnome woman who owns the most profitable bakery in town. Everyone raves about her delicious muffins, pies, brioche, and jelly filled pasties. Whenever there is an important social event happening, you can be certain the host has ordered some of Tikkeninkle's delicacies. She is well loved by the townsfolk who never speak ill of her. Never. Because Tiffeninkle's pastries are laced with various enchantments that charm those who eat them. She uses her craft wondrous item feat and her alchemy skills to create these treats.
On a few occasions, another citizen has discovered that Tiffeninkle's secret to success is actually a morally questionable application of sorcery.

"Mmmph… sorry, what were you saying? Would you like to try one of these delicious meat pies?"

CE female gnome Sor4/Rog2/UnseenSeer3
CR 9
Size/Type: Small Humanoid
HD: 6d4+6 + 2d6+2 (35HP)
Init: +2
Spd: 20 ft
AC: 13
BAB/Grapple: +6/+1
Attack: Dagger +6 melee Damage 1d4-1 or
Ray Spell + 9 ranged;
Damage:
Lesser Orb of Acid (7/day) 4d8 Acid + 2d6 Sneak Attack
with spell Hunter's Eye (7/day) adds additional 3d6 Sneak Attack

Saves: Fort +4, Ref +10, Will +7
Str 8, Dex 14, Con 12, Int 16, Wis 8, Cha 18.

Languages Spoken: Common, Gnome, Elven, Draconic, Dwarven

Skills:
Appraise +6; Bluff +19; Concentration +13; Diplomacy +7; Craft: Alchemy +17; Hide +10; Jump 5 +4; Proffesion: Cook (Baker) +8; Spellcraft +13; Search +11; Sense Motive +3; Spot +7; Tumble +8
Feats: Practiced Spellcaster: Sorcerer, Combat Expertise, Improved Feint, Craft Wondrous Item
Special: Evasion (Ex); Trapfinding (Ex); Advanced Learning: Hunter's Eye; Sneak Attack 2d6; Familiar: Tiny Viper

Sorcerer Spells Known (6/7/7/5):
0th -- Resistance, Dancing Lights, Detect Magic, Detect Poison, Ghost Sound, Light, Mage Hand, Read Magic.
1st -- Grease, Nystul's Magic Aura, Lesser Orb of Acid, Charm Person, Undectable Alignment, Appraising Touch
2nd -- Detect Thoughts, Touch of Idiocy, Web, Hunter's Eye
3rd -- Charm Monster, Deep Slumber
Caster Level 10 for Divination, 9 for other schools, DC 14+Spell Level, +1 for Illusions

Note: If the damage potential here is too risky for your party, drop Practiced Spellcaster and add another feat (Point Blank Shot, Deceitful, etc.) This changes CL to 8 for divination, 6, for other schools. Damage for spells is as follows: Lesser Orb of Acid 3d8, Hunter's Eye adds 2d6 SA.

Tactics: Tiffeninkle will initially try to use charms to neutralize a threat. If she finds out someone has the dirt on her (perhaps by detect thoughts) she will at first attempt to lure them into the cellar of her bakery. She then uses deep slumber on one or more of the targets and Grease and Web to prevent targets from closing in to melee. She proceeds to focus fire one target at a time with orbs of acid. Typically, she uses her move action to feint, and her standard action to cast a spell.

Sources: Spell Compendium, Complete Mage