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Vetril
2013-11-11, 04:22 PM
Heya, I was browsing the old collection of dicefreaks NPCs when I stumbled upon an Entreri build.
At first glance I assumed they used Urban Ranger (which I think is a great idea), took away spellcasting and gave him 1d6 sneak attack at level 1, +1d6 for every 4 levels.
Stats don't add up though, so I considered a gestalt build (Urban Ranger// Fighter/Rogue/Tempest?), but that doesn't fit either.
Would you guys have a look? I'm just curious if they just gave him a bunch of free stuff (apart from Finesse and that specific version of Death Attack, as I'm not aware of a way to replicate either of those two abilities) or if they actually built the NPC "by the rules".

ARTEMIS ENTRERI

Medium Humanoid (Human)
Hit Dice: 19d8 + 57 (180 hp)
Initiative: +9
Speed: 30 ft.
Armor Class: 24 (+3 armor, +6 deflection, +5 Dex), touch 21, flat-footed 24
Base Attack/Grapple: +19/+21
Attack: Charon's Claw +30 melee (1d8 + 9 and 2 Con /17-20/x2) or jeweled dagger +29 ranged (1d4 + 8 and 1 negative level /17-20/x2)
Full Attack: Charon's Claw +30/+25/+20/+15 melee (1d8 + 9 and 2 Con /17-20/x2) and jeweled dagger +29/+24/+19/+14 melee (1d4 + 8 and 1 negative level /17-20/x2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Death attack, favored enemy (humans +8, elves +6), sneak attack +5d6
Special Qualities: Ambidextrous, evasion, finesse, hide in plain sight, improved uncanny dodge, poison use, trap sense +6, uncanny dodge
Saves: Fort +14, Ref +18, Will +11
Abilities: Str 15, Dex 21, Con 16, Int 16, Wis 17, Cha 15
Skills: Balance +18, Bluff +13, Climb +13, Decipher Script +8, Diplomacy +6, Disable Device +14, Disguise +13 (+15 acting), Escape Artist +16 (+18 ropes), Forgery +8, Gather Information +28, Hide +29, Intimidate +15, Jump +15, Knowledge (local) +14, Listen +14, Move Silently +29, Open Lock +14, Ride +10, Search +8, Sense Motive +25, Sleight of Hand +18, Spot +14, Survival +8, Swim +13, Tumble +29, Use Magic Device +7, Use Rope +10 (+12 bindings)
Feats: Combat Expertise, Combat Reflexes, Improved Combat Expertise*, Improved Critical (light blades), Improved Feint, Improved Initiative, Iron Will, Lightning Reflexes, Open Minded, Quick Draw, Spring Attack, Stealthy, Street Smart, Telling Blow**, Urban Tracking, Weapon Finesse, Weapon Focus (light blades), Weapon Specialization (light blades)
*Complete Warrior, ** PHB2
Climate/Terrain: Calimport
Organization: Solitary (unique)
Challenge Rating: 18
Treasure: Possessions
Alignment: Lawful Evil

Death Attack (Ex): Artemis can study his target for three rounds and make a Sense Motive check (DC 20 + HD + Wisdom modifier). If he is successful, his next attack against the target when flatfooted is treated as a coup de grace. Sneak attack damage is not added to this save DC. Opponents immune to critical hits are not affected by this ability.

Ambidextrous: Entreri can wield a weapon in each hand as easily as he can wield one.

Finesse (Ex): Artemis treats longswords as light weapons.

Possessions: Charon's Claw is a +5 smoking longsword of greater wounding. Those that touch it are affected by disintegrate (20th caster level, 40d6 damage, Will DC 18). This contact must be for a round or longer, merely getting struck with the blade does not carry this effect.
Entreri's jeweled dagger is a +4 soulstealing dagger. It bestows 1 negative level on those struck by the blade and heals the wielder 10 hit points for each level so bestowed.
Entreri also wears a gauntlet which absorbs magic. He is protected from spells and spell-like abilities by a personal range antimagic field. He may use disjunction on magic items and effects with a touch. (Caster level 20th)