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WarKitty
2014-06-05, 02:58 AM
I've gotten myself a bit against the wire on a game. So I could use some help from the playground either finding or putting together some simple NPC's. I need the following:

Town guard (warrior 1), melee and ranged versions, alignment LN
Temple guard (paladin of tyranny 3), melee, LE
Temple guard (sorcerer 3), LE
Boat guard, level 1, class open, LN

All should be normal humans. Town and boat guards use non-elite array, temple guards use elite array. Any help would be appreciated and will earn e-kittens!

tyriuth
2014-06-05, 03:35 AM
Town Guardsman
Human, 1st-Level Warrior
Medium Humanoid(Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 chainmail, +1 light shield), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Longsword; +2 melee (1d8/19–20) or light crossbow; +2 ranged (1d8/19–20)
Full Attack: Longsword; +2 melee (1d8/19–20) or light crossbow; +1 ranged (1d8/19–20)
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 12, Int 8, Wis 10, Cha 9
Skills: Handle Animal +3, Ride +4, Intimidate +3
Feats: Weapon Focus (longsword/light crossbow), Toughness/Point Blank Shot
Challenge Rating: 1/2

Note: choice of feats determines whether the Guardsman is primarily ranged or melee and the effects of PB shot and toughness have NOT been added into the stats block.

For a little variance; drop out the sword and shield for a long-spear/polearm or replace the crossbows for short/long bows if you are looking for more of a Yeoman militia (who would probably have leather/studded armour). Handle animal and ride may be substituted for either craft or profession.

(Will flick the others up shortly)

tyriuth
2014-06-05, 04:08 AM
Temple Guard (Sorcerer 3)
Hit Dice: 3d4+0 (7 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armour Class: 10
Base Attack/Grapple: +1/+0
Attack: Spear +0 melee (1d8-1, x3) or Light Crossbow +1 ranged (1d8, 19-20/x2)
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 8, Dex 10, Con 11, Int 12, Wis 9, Cha 13
Skills: Concentration +6 (+10), Knowledge (Arcana) +7, Spellcraft +7, Spot +7, Listen +1
Feats: Combat Casting, Eschew Materials, Spell Focus (Evocation)

Notes: Toad familiar (bonuses included in stats block). Possessions: spear/crossbow, scrolls/wands used to buff other combatants.

Spells: (6/6 spells/day)
0 Level:

Detect Magic
Disrupt Undead/Ray of Frost
LIght
Read Magic
Resistance


1st Level:

Burning Hands
Mage Armour
<Buff/Necromantic?>

Coidzor
2014-06-05, 04:10 AM
Town Guardsman
Human, 1st-Level Warrior
Medium Humanoid(Human)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+5 chainmail, +1 light shield), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Longsword; +2(+3 if swordsman, +2 if Crossbowman) melee (1d8/19–20) or light crossbow; +2 (+1 if Swordsman)ranged (1d8/19–20)
Full Attack: Longsword; +2 melee (1d8/19–20) or light crossbow; +1 ranged (1d8/19–20)
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 12, Int 8, Wis 10, Cha 9
Skills: Handle Animal +3, Ride +4, Intimidate +3
Feats: Weapon Focus (longsword/light crossbow), Toughness/Point Blank Shot
Challenge Rating: 1/2

Note: choice of feats determines whether the Guardsman is primarily ranged or melee and the effects of PB shot and toughness have NOT been added into the stats block.

For a little variance; drop out the sword and shield for a long-spear/polearm or replace the crossbows for short/long bows if you are looking for more of a Yeoman militia (who would probably have leather/studded armour). Handle animal and ride may be substituted for either craft or profession.

(Will flick the others up shortly)

Might also include a truncheon(BoED) or sap for each, depending upon the culture. A dog-handler Guard would just be the melee one encountered with a Dog (http://www.d20srd.org/srd/monsters/dog.htm), Re-fluffed Wolf (http://www.d20srd.org/srd/monsters/wolf.htm), or Riding Dog (http://www.d20srd.org/srd/monsters/dogRiding.htm), depending upon how tough you want the canine to be.


Boat guard, level 1, class open, LN

What sort of Boat guard is this? A guard aboard a steamer or large river barge while it's floating down a large, wide river? Someone guarding a boat while it's docked like a Night Watchman?

Edit: Well, here's a shot in the dark.

Boat Guard
Human, 1st-Level Expert
Medium Humanoid(Human)
Hit Dice: 1d6+1 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 leather, +1 Dex), touch 11, flat-footed 13
Base Attack/Grapple: +0/+0
Attack: Longspear; +0 melee (1d8/x3) or light crossbow; +2 ranged (1d8/19–20)
Full Attack: Longspear; +0 melee (1d8/x3) or light crossbow; +2 ranged (1d8/19–20)
Saves: Fort +1, Ref +1, Will +2
Abilities: Str 10, Dex 13, Con 12 Int 9, Wis 11, Cha 8
Skills: Spot +6, Listen +4, Handle Animal +2, Intimidate +2, Swim +2, Use Rope +3, Profession: Sailor +2, Climb +2
Feats: Alertness, Point Blank Shot
Challenge Rating: 1/2

Notes: Has a Morningstar +0 melee (1d8/x2) and heavy wooden shield (+2 shield bonus to AC) for repelling boarders. Also has 1d4 daggers on their person at any given moment.

This is assuming one who also has to earn their keep working on the boat/ship while also pulling guard duty.

Edit 2: And this is a stabby stab at the Pally of Tyranny.

Temple Guard (Paladin of Tyranny 3)
Hit Dice: 3d10+6(22 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armour Class: 21 (+8 Full Plate, +1 Dex, +2 Heavy Steel Shield), touch 11, Flat-footed 20
Base Attack/Grapple: +3/+5
Attack: Longsword +5 melee (1d8+2/19-20) or Lance +5 melee (1d8+2/x3)
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 13
Skills: Spot +2, Listen +2, Craft(Poison Making) +2, Knowledge: Religion +2
Feats: Power Attack, Alertness, Master of Poisons

Notes: Only uses Lance while mounted. Has 1d4 doses of Drow Sleep Poison, 1d4 doses of other minor (http://www.giantitp.com/forums/showthread.php?63130-Poison-(the-end-all-information-list-with-Poison-lists))injury poisons (http://www.d20srd.org/srd/specialAbilities.htm#poison)such as Roach Paste (http://www.minmaxboards.com/index.php?topic=2714.0)(DC 12, nauseates for 1 round), Black Adder Venom, or Small Centipede poison; and 1d6 doses of Salvo (1d4 to a random ability score).

WarKitty
2014-06-05, 05:09 AM
Might also include a truncheon(BoED) or sap for each, depending upon the culture. A dog-handler Guard would just be the melee one encountered with a Dog (http://www.d20srd.org/srd/monsters/dog.htm), Re-fluffed Wolf (http://www.d20srd.org/srd/monsters/wolf.htm), or Riding Dog (http://www.d20srd.org/srd/monsters/dogRiding.htm), depending upon how tough you want the canine to be.



What sort of Boat guard is this? A guard aboard a steamer or large river barge while it's floating down a large, wide river? Someone guarding a boat while it's docked like a Night Watchman?

Edit: Well, here's a shot in the dark.

Boat Guard
Human, 1st-Level Expert
Medium Humanoid(Human)
Hit Dice: 1d6+1 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 leather, +1 Dex), touch 11, flat-footed 13
Base Attack/Grapple: +0/+0
Attack: Longspear; +0 melee (1d8/x3) or light crossbow; +2 ranged (1d8/19–20)
Full Attack: Longspear; +0 melee (1d8/x3) or light crossbow; +2 ranged (1d8/19–20)
Saves: Fort +1, Ref +1, Will +2
Abilities: Str 10, Dex 13, Con 12 Int 9, Wis 11, Cha 8
Skills: Spot +6, Listen +4, Handle Animal +2, Intimidate +2, Swim +2, Use Rope +3, Profession: Sailor +2, Climb +2
Feats: Alertness, Point Blank Shot
Challenge Rating: 1/2

Notes: Has a Morningstar +0 melee (1d8/x2) and heavy wooden shield (+2 shield bonus to AC) for repelling boarders. Also has 1d4 daggers on their person at any given moment.

This is assuming one who also has to earn their keep working on the boat/ship while also pulling guard duty.

That's probably pretty good, actually. The boat guard would probably be a guard for a small cargo ship, meant primarily to prevent theft. He also doubles as an overseer for any laborers during loading and unloading.

As far as the city goes...the temple is in charge of the city and is very LE (but don't tell them that). Guards are more likely to simply make sure wrongdoers disappear than to bother with things like nonlethal force. They're meant to be a suitable challenge for a group of first-level pc's trying to escape the city - with the temple guards to be avoided.

Coidzor
2014-06-05, 05:14 AM
That's probably pretty good, actually. The boat guard would probably be a guard for a small cargo ship, meant primarily to prevent theft. He also doubles as an overseer for any laborers during loading and unloading.

As far as the city goes...the temple is in charge of the city and is very LE (but don't tell them that). Guards are more likely to simply make sure wrongdoers disappear than to bother with things like nonlethal force. They're meant to be a suitable challenge for a group of first-level pc's trying to escape the city - with the temple guards to be avoided.

Ah, in that case maybe add a Whip and Sap into the possessions of every 3rd overseers. And maybe every 4th Town Guard has a whip or spiked chain & proficiency for the sadism factor.

With a box
2014-06-05, 05:56 AM
Town Guardsman

Armor Class: 15 (+5 chainmail, +1 light shield), touch 10, flat-footed 16
)

wait, can flat-footed AC and be higher than normal AC?

Coidzor
2014-06-05, 04:39 PM
wait, can flat-footed AC and be higher than normal AC?

Depends on if being denied Dexterity Bonus to AC takes away a Dexterity Penalty to AC or not.

WarKitty
2014-06-05, 10:05 PM
Thank you!

*now taking requests for kittens*

HighWater
2014-06-06, 05:02 AM
Depends on if being denied Dexterity Bonus to AC takes away a Dexterity Penalty to AC or not.
It doesn't, so Flat-footed can't be higher than normal AC. It was a typo in the stat-block anyhow, because the guard in question didn't have a Dex penalty at all. AC should've been 16.

The statted sorcerer has a few inconsistencies, one of them being that it's much too squishy. The Toad familiar hasn't been included in the statblock and NPC's with PC class levels should get full HP for their first level. Spot and Listen also aren't classskills for sorcerers. I won't optimise feat selection.
The statted Sorcerer also doesn't have the requested elite array
I'd suggest changing it to:

Str 8, Dex 13, Con 14, Int 12, Wis 10, Cha 15

New stat-block:

Temple Guard (Sorcerer 3)
Hit Dice: 4+2d4+6+3 (18 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armour Class: 11 (10 + 1 Dex) (Touch 11, Flatfooted 10)
Base Attack/Grapple: +1/+0
Attack: Spear +0 melee (1d8-1, x3) or Light Crossbow +2 ranged (1d8, 19-20/x2)
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 8, Dex 13, Con 14, Int 12, Wis 10, Cha 15
Skills: Concentration +8 (+12), Knowledge (Arcana) +7, Spellcraft +7
Feats: Combat Casting, Eschew Materials, Spell Focus (Evocation)

Notes: Toad familiar (bonuses included in stats block). Possessions: spear/crossbow, scrolls/wands used to buff other combatants.

Spells: (6/6 spells/day)
0 Level:

Detect Magic
Disrupt Undead/Ray of Frost
Light
Read Magic
Resistance


1st Level:

Burning Hands
Mage Armour
<Buff/Necromantic?> Ray of Enfeeblement? Shocking Grasp (delivered by familiar)?



Edit: the evil paladin should also get full HP for his first level, so 10+2d10+6 (27hp)

tyriuth
2014-06-06, 06:08 PM
wait, can flat-footed AC and be higher than normal AC?

Sorry; that was a mistake I was using another creature's stats block to do that one up.

As for the boat guard, I was thinking a rouge might have been a good fit; who better to look for thieves than a thief?