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Knight Magenta
2017-01-15, 08:23 PM
A couple of days ago, my DM was complaining of how much work it is to stat up maneuver-using npcs and I figured I'd stat some initiators up and share them with the community. I am planning to make an initiator that exemplifies each of the disciplines. Here are the first fruits of my labor.
(my Spreadsheet for whoever is interested (https://docs.google.com/spreadsheets/d/1l1bLSWqDiUgsNukNNKxmIHxMyY_lv9Sm_bqzxBIPIww/edit?usp=sharing))

A note on layout: Since NPCs will rarely get to change their maneuvers, I will only list readied maneuvers. I also won't reproduce class abilities because ain't no body got time for that.
Where I list CR as a range, the left number is the value I get from the monster creation rules, the right number is what I would peg the CR at.
I use fractional saves/BaB and always treat NPC levels as +1/2 CR

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG257.jpg
This wolf has a distinctive scar over her left eye and moves with uncanny grace. Age has left her cunning snd skilled.

Howl-Pack Alpha
CR 2
N Medium animal, Stalker 1
Init +4; Senses low-light vision, scent; Perception +7
Defense
AC 19 , touch 14, flat-footed 12 (+4 Dex, +2 natural, +1 dodge)
hp 26 (3d8+9)
Fort +6, Ref +7, Will +6
Offense
Speed 50 ft.
Melee bite +6 (2d6+4 plus trip)
Statistics
Str 13 Dex 19 Con 17 Int 4 Wis 16 Cha 4
Base Atk +2; CMB +6; CMD 17 (21 vs. trip)
Dodge, stalker art (Killer’s Implements ), Additional Traits (Unorthodox Method [Golden Lion], Practiced Initiator)
Skills Perception +7, Stealth +7, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent
Special abilities
Deadly strike (+1d6), see stalker
Ki pool (3), see stalker
Maneuvers+2 more known


Name
Type
Description


Pugilist Stance (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/broken-blade-maneuvers#TOC-Pugilist-Stance)
Stance
+1d6 damage (included in stats)


Encouraging Roar (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers/encouraging-roar)
Boost
For one round, all allies gain a +2 morale bonus to all attacks and damage.


Defending the Pride (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers/defending-the-pride)
Boost
Grant all allies within 60 ft. a +4 bonus to AC for one round.


Hunting Party (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers/hunting-party)
Strike
Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.


Pyrite Strike (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers/pyrite-strike)
Strike
Strike inflicts an additional 1d6 points of damage and moves an opponent 5 ft. in a direction of your choosing. (provokes AoO)




Tactics
The howl-pack alpha begins combat by using a golden lion boost before moving into melee with enemies and readying a Pyrite Strike or Hunting party for when her pack mates move into position.
This gives her and her pack a good chance to take an enemy out of the fight quickly.
If half the pack is killed or incapacitated, or if the alpha is reduced to 6hp, she will command her pack to fall back. Few creatures can catch a wolf.
If the fight goes long, the alpha can spend a round recovering her boosts and Pyrite Strike, as long as there are still wolves to buff.

This is my more exiting take on the more generic wolf pack encounter.
Animals with class levels may be a little sketchy as far as legality goes, but I think that if any animal could exemplify what it means to study Golden Lion maneuvers, it would be wolves.




http://vignette3.wikia.nocookie.net/ninjagaiden/images/3/39/Dokuinflames.jpg/revision/latest/zoom-crop/width/320/height/320?cb=20101130013245
Before you stands a broad and imposing warrior in black banded mail and an inhuman devil mask covers his face. He invokes his dark god as he draws his axe

Black Knight
CR 2
LE Male human warlord 3
Init +1; Senses Perception +7
Defense
AC 18 touch 11 flat-footed 17
hp 27 (3d10+6) + Die Hard (dies at -16)
Fort +5, Ref +2, Will +2
Offense
Speed 20 ft.
Melee greataxe +7 (1d12+3 / x3)
Melee greataxe Power Attack +6 (1d12+6 / x3)
Statistics
Str 17 Dex 13 Con 14 Int 8 Wis 10 Cha 12
Base Atk +3; CMB +6; CMD 17
Power Attack, Hurtful, Skill Focus , Die Hard*, Precise Strike*
Skills Perception +6, Intimidate +9 (+10 demoralize), Knowledge [martial] +4, Climb +8
Special abilities
Indomitable Presence: All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add the warlord's Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.
Warleader: Share teamwork feats with allies in 30ft for 3+cha round 1+cha times per day
[I]Gambits
Unbreakable Gambit: As an immediate action, the warlord attempts to succeed on a Fortitude or Will save against a hostile extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. On success recover 3*cha hp
Brave Gambit: The warlord attempts to make a successful charge attack against an opponent (if the character has the ability to make multiple attacks at the end of a charge, the initial first attack must be successful for this gambit's success). On success, allies in 60ft gain +cha on next attack
Treasure
Masterwork greatsword, Banded mail, Battle Mask, Tourmaline Sphere (Flawed) Ioun Stone (600gp)
Potion [Protection from Good] x3
100 gp of misc gear relevant to where the encounter takes place, Silver holy symbol of an LE god (100gp), 100gp



[B]Name
Type
Description


Black Seraph's Glare (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/black-seraph-maneuvers/black-seraph-s-glare-1)
Stance
Damage foes to make a demoralization attempt as a free action with a +4 profane bonus.


Savage Stance (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/black-seraph-maneuvers/savage-stance)
Stance
When wielding a weapon in two hands, -2 to attacks and add an additional 1d8 points of damage.


Shadow Feather Strike (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/black-seraph-maneuvers/shadow-feather-strike)
Strike
(30ft) Ranged touch attack that attacks your foe with feathers of shadow doing 4d6 + initiator level profane damage.


Gutstrike (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/black-seraph-maneuvers/gutstrike)
Strike
Make an attack, chance to sicken opponent for one round. Fort DC 14


Crushing Blow (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/primal-fury-maneuvers#TOC-Crushing-Blow)
Strike
A powerful overhand blow that inflicts an additional +1d6 points of damage, enemy is left flat-footed until their next turn. DC 14 fort


Voracious Drive (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/black-seraph-maneuvers/voracious-drive)
Strike
Charging attack, deals an additional 1d6 damage. No AC penalty, no AoOs


Primal Wrath (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/primal-fury-maneuvers#TOC-Primal-Wrath)
Strike
A forceful strike that adds +4 to damage, or +6 to damage if used with a two-handed weapon.




Tactics
The black knight fights in the Black Seraph's Glare stance unless his foe is immune to fear/mine effects. Each turn he will attempt to attack a foe with a damaging strike and then intimidate them with his frankly absurd +14 intimidate.
A successful intimidate allows the black knight to strike his foe again with his hurtful feat as a swift action.
The black knight's soul is damned to the nine hells and he does not fear death. He looks forward to serving his dark master in the afterlife; the black knight fights to the death. Since he has die hard, this means that it is basically impossible to take him prisoner.
If he has time to buff, he will drink a potion of protection from good


This is basically building around Black Seraph's Glare and Hurtful. The knight's staying power is not great, he is vulnerable to many of the low level spells/effects that target fortitude and will saves. He is also quite slow. However, if he is able to fight a non-tank PC alone, he should be able to dish out scary amounts of damage.
The black knight would fit with a number of weaker lackeys, like goblins, that could provide him flanks, aid-another attacks, tanglefoot bags and nets.




http://static4.wikia.nocookie.net/__cb20131126210234/wow/ru/images/7/70/Thrall_WoD.jpeg
This half-orc stands before you in perfect stillness, yet you feel like he is ready to explode into action.

Ass-Kicker-Face-Puncher
CR 2-3
LN Male half-orc UnMonk 1, Warrior 2, Stalker 1
Init +4; Senses Perception +7
Defense
AC 18 touch 16 flat-footed 13 (+4 Dex, +1 Wisdom, +2 stance [shield], +1 dodge)
hp 33 (3d10 + 1d8 + 8)
Fort +5 Ref +5 Will +3
Offense
Speed 30 ft.
Melee Unarmed Strike +7 (1d6+5 / x2)
Melee Broken Blade maneuvers +7 (1d6+7 / x2)
Ranged touch Needle /w Deadly aim +6 (4 + 1 bleed) 6 ammo, range 10, 5 increments
Statistics
Str 13 Dex 18 Con 14 Int 10 Wis 12 Cha 8
Base Atk +3; CMB +4 (7 for disarm, trip); CMD 19
Stalker art (Killer’s Implements [unarmed strike]), Additional Traits (Quain Martial Artist, Practiced Initiator), Deadly Aim, Dodge*
Skills Perception +8, +11 acrobatics + 2 more skill points
Special abilities
Flurry of blows
Stunning fist 1/day DC 11
Deadly strike +1d6
Ki pool (1), see stalker
Orc ferocity
Treasure
Robe of Needles (http://archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Robe%20of%20Ne edles)
Potion [Mage Armor] x5
100 gp of misc gear relevent to where the encounter takes place



Name
Type
Description


Iron Hand Stance (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/broken-blade-maneuvers#TOC-Iron-Hand-Stance)
Stance
(already included in stats) Gain a +2 shield bonus to AC while in this stance, increasing in bonus as the character's initiator level increases.


Bronze Knuckle (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/broken-blade-maneuvers#TOC-Bronze-Knuckle)
Boost
Add an additional 2d6 points of damage to unarmed strikes and discipline weapons and martial strikes ignore damage reduction.


Counter Step (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/broken-blade-maneuvers#TOC-Counter-Step)
Counter
Make an opposed Acrobatics check against target's melee attack roll, 5 ft. step to avoid attack range.


Knuckle to the Blade (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/broken-blade-maneuvers#TOC-Knuckle-to-the-Blade)
Strike
Make an attack against a target, if successful, make a free disarm attempt against the opponent without provoking attacks of opportunity.


Leg Sweeping Hilt (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/broken-blade-maneuvers#TOC-Leg-Sweeping-Hilt)
Strike
Make a trip attempt with a +2 bonus without provoking attacks of opportunity, if successful, make an attack.



Tactics
Face Puncher drinks a potion of mage armor before combat if he thinks that his enemies are particularly dangerous.
In combat, he acts to disable powerful enemies by disarming or tripping them so that his allies can attack effectively. He saves Bronze Knuckle for an opportunity to flurry.
If he has a hard time hitting particularly powerful enemies and he has already used Leg Sweeping Hilt, he can use his robe of needles to apply some damage.


Face puncher is supposed to be a more supportive npc. He does not have as much stopping power but he can apply lots of status effects against the PCs with his maneuvers.
At the DM's discretion, you can declare the robe of needles a monk weapon so that Face puncher can throw out lots of bleed effects.
I am also experimenting with dipping npc classes to reduce the number of good abilities the DM needs to remember.



If you use them, let me know! It would be cool to know all this was useful to someone.

Ninjaxenomorph
2017-01-15, 08:38 PM
... <3

Dotted for further reference.