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Thread: POC Unstatted NPCs

  1. #11
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    Quote Originally Posted by Drakey
    Elves don't, this guy does--side effect of one of the Combat Focus feats that I thought I'd just list once rather than twice.
    Ah, okay. I'm simply unfamiliar with that feat. Carry on!
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  2. #12
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    AXEL UTH SOUTHWARD, OWNER OF THE LAST CHANCE INN CR 5
    N Medium humanoid (human)
    Male Solamnic civilized human expert 6
    Init +2; Senses Listen +3, Spot +3
    Languages Common, Solamnic, Draconic

    AC 16, touch 11, flat-footed 15; Acheron Flurry
    hp 15 (6 HD)
    Fort +1, Ref +4, Will +8

    Speed 20 ft. (4 squares)
    Ranged darkwood masterwork heavy crossbow +7 (1d8/19-20)
    Melee darkwood masterwork longspear +4 (1d8-1/x3); or
    Melee unarmed strike +3 (1d3)
    Space 5 ft.; Reach 5 ft.
    Base Atk +4; Grp +3
    Atk Options Improved Unarmed Strike
    Special Actions Acheron Flurry

    Abilities Str 8, Dex 15, Con 8, Int 12, Wis 16, Cha 13
    Feats Acheron Flurry, Dragonsong, Improved Unarmed Strike, Leadership
    Skills Diplomacy +12, Escape Artist +4, Hide -5, Jump -8, Knowledge (arcana) +10, Knowledge (the planes) +10, Move Silently -5, Perform (song) +12, Sense Motive +12, Sleight of Hand -5, Survival +12, Swim -15, Use Rope +11
    Possessions +1 chain shirt, backpack, bedroll, belt pouch, bolts (10), darkwood masterwork heavy crossbow, darkwood masterwork longspear, dust of illusion, elixir of fire breath, explorer’s outfit, flint and steel, goggles of minute seeing, hempen rope (50 ft.), one square yard of linen, sunrods (2), trail rations (10 days), waterskin

    Acheron Flurry During his turn, Axel may designate an opponent within reach to whom he has dealt damage during this encounter using an unarmed strike. He can spend a standard action to confound and distract his chosen foe with a constant flood of distracting mock attacks. While doing this leaves him open to attacks (applying a -2 penalty to your Armor Class), his foe may take only a single standard action or move action on his foe’s next turn. If Axel moves away (or is otherwise no longer conscious and adjacent to his foe) before his chosen foe's next turn, his foe may act normally.
    Leadership Axel has a 4th-level cohort and no followers.

  3. #13
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    It does not look as fun to me to be Axel as it looks to be some of these other characters. :(

  4. #14
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    Jan 2005
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    470

    Default BARON GRIFYDD UTH JOTUN, LORD OF ERROW’S MANOR

    BARON GRIFYDD UTH JOTUN, LORD OF ERROW’S MANOR CR 7
    LG Medium humanoid (human)
    Male Solamnic civilized human noble 2/urban ranger 5
    Init +3; Senses Listen +3, Spot +13
    Languages Common, Solamnic, intuitive communication, link with companion, voice of the city

    AC 21, touch 12, flat-footed 19
    hp 27 (7 HD)
    Fort +3, Ref +10, Will +5

    Speed 20 ft. (4 squares)
    Melee +9/+4 masterwork longsword (1d8+2/19-20)
    Ranged +9/9/+4 masterwork composite longbow (1d8+2/x3) with Point Blank Shot and
    Rapid Shot; or
    Ranged +8/+8/+3 masterwork composite longbow (1d8+2/x3) with Rapid Shot; or
    Ranged +11/+6 masterwork composite longbow (1d8+2/x3) with Point Blank Shot; or
    Ranged +10/+5 masterwork composite longbow (1d8+2/x3)
    Space 5 ft.; Reach 5 ft.
    Base Atk +6; Grp +8
    Atk Options Point Blank Shot
    Special Actions inspire confidence
    Urban Ranger Spells Prepared (CL 2nd):
    1st—message

    Abilities Str 14, Dex 16, Con 8, Int 10, Wis 12, Cha 14
    SQ bonus class skill, favor, rival organizations, share spells with companion, urban companion
    Feats Alertness, Endurance, Leadership, Point Blank Shot, Rapid Shot, Recognize Imposter, Wanderer’s Diplomacy
    Skills Balance –7, Bluff +7, Climb –8, Diplomacy +11, Disguise +2*, Escape Artist –7, Gather Information +13, Hide -6, Jump –8, Intimidate +4, Knowledge (local) +9, Listen +3, Move Silently -6, Sense Motive +12*, Spot +13*, Tumble -7
    *Baron Grifydd receives an additional +2 bonus to Disguise checks to act in character, as well as a +4 bonus on Spot checks to oppose Disguise checks and on Sense Motive checks to oppose Bluff checks, and a +3 bonus on Spot checks in bright light.
    Possessions +1 tower shield, backpack, belt pouch, bedroll, efficient quiver with 60 arrows, explorer’s outfit, flint and steel, ginger (1 lb), hat of disguise, hempen rope (50 ft.), jewelry (100 gp), masterwork chain shirt, masterwork composite longbow (+2 Strength rating), masterwork longsword, noble’s outfit, signet ring, sunrods (2), oil of greater magic weapon +3, trail rations (10 days), unguent of timelessness, waterskin

    Bonus Class Skill Baron Grifydd treats Spot as a noble class skill. This represents an area of study the Baron has pursued on his own.
    Endurance When reduced to between -1 and -9 hit points, Baron Grifydd automatically become stable. He doesn’t have to roll d% to see if he loses 1 hit point each round.
    When reduced to negative hit points, he may choose to act as if he were disabled, rather than dying. He must make this decision as soon as he is reduced to negative hit points (even if it isn’t his turn). If he does not choose to act as if he were disabled, he immediately falls unconscious.
    When using this feat, he can take either a single move or standard action each turn, but not both, and he cannot take a full round action. He can take a move action without further injuring himself, but if he performs any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) he takes 1 point of damage after completing the act. If he reaches -10 hit points, he immediately dies.
    A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.
    Favor Baron Grifydd has the ability to call in favors from those he knows. By making a favor check, Baron Grifydd can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.
    To call in a favor, Baron Grifydd makes a favor check. Roll a 1d20+1. The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. Baron Grifydd can’t take 10 or take 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check.
    Baron Grifydd can try to call in a single favor per week.
    The DM should carefully monitor Baron Grifydd’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and calling in favors shouldn’t replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the campaign.
    Inspire Confidence Baron Grifydd can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe Baron Grifydd for a full round for the inspiration to take hold. The effects last for 5 rounds. Baron Grifydd can inspire one ally.
    An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.
    Baron Grifydd can’t inspire confidence in himself. The ability only aids his allies.
    Leadership Baron Grifydd has a 5th level cohort and no followers.
    Rival Organizations Baron Grifydd has studied the Knights of Neraka in depth. Due to his knowledge of how the organization operates, he gains a +4 bonus on Bluff, Intimidate, Gather Information, Knowledge (local), and Sense Motive checks made against, or pertaining to, members of that organization. Likewise, due to his heightened awareness around these individuals, he gains a +4 bonus to Armor Class against members of this group.
    Baron Grifydd gains a +2 bonus making any of these checks against members of the Whitescale Society.
    Urban Tracking To find an individual's trail, or to follow a trail for 1 hour, requires a Gather Information check. Baron Grifydd must make another Gather Information check every hour Baron Grifydd searches, as well as each time the trail becomes more difficult to follow, such as when it takes Baron Grifydd to a different part of town. The DC of the check, and the number of checks required to track down Baron Grifydd’s quarry depends on the community size and the prevailing conditions. If Baron Grifydd fails a check, Baron Grifydd can retry after 1 hour of questioning; the DM should roll the number of checks required secretly, so that the player doesn't know exactly how much time the task will require. Baron Grifydd can cut the time between Gather Information checks in halffrom 1 hour to 30 minutes), but Baron Grifydd take a -5 penalty on the check. Obviously, this feat will not allow Baron Grifydd to locate someone who has gone beyond the boundaries of the community, but it could inform Baron Grifydd that they've done so.
    Community Size* — DC — Checks Required
    Thorp, hamlet, or village — 5 — 1d3
    Small town or large town — 10 — 1d4+1
    Small city or large city — 15 — 1d6+1
    Metropolis — 20 — 1d8+2
    *See DMG 137
    Conditions DC Modifier
    Every three creatures in group being sought —2
    Every 24 hours group has been missing/sought +1
    Tracked group "lies low" +2
    Tracked group matches community's primary racial demographic * +2
    Tracked group does not match community's primary racial demographic* —2
    *See DMG 139
    Baron Grifydd gains a +2 bonus on the Gather Information check to use this feat.
    Characters without this feat can use Gather Information to find out about specific individuals, but each check takes ld4+1 hours and doesn't allow for effective trailing.
    Voice of the City Through a combination of body language, tone, and expression, Baron Grifydd can make himself understood by those who do not speak his language, and he can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require his to make a roll: d20 + 8 (if trying to understand someone else) or 9 (if trying to make someone else understand his). Roll each only once per conversation. If he fails, he cannot try to communicate with that specific individual via this ability until he has gained a level. (Thus, it is possible, if he succeeds in one roll but fails in the other, to hold a conversation where he can understand the other speaker but the other speaker cannot understand him, or vice-versa.)
    The DC of the roll depends on creature type and how closely the individual's language is related to any of his own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language he knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.)
    The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, he cannot communicate via this ability.
    If the speaker is deliberately trying to make himself understood, Baron Grifydd gains a +2 circumstance bonus on this roll. If he is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), he takes a -4 penalty on this roll.
    In addition, he gains Speak Language as a class skill.
    Wanderer’s Dipomacy Baron Grifydd excels in using his words and wit to make his way in the world. This feat grants three separate abilities.
    Canny Merchant: Baron Grifydd can make a Diplomacy check to track down an item that is normally too expensive to be purchased in the town or settlement where he is currently located. The DC of this check is 10 + (the item's gp cost minus the community's gp limit, divided by 1,000). If this check succeeds, he learns of a merchant who can supply the item. He must still purchase it as normal.
    Intuitive Communication: When he is faced with a creature whose language he does not understand, he can attempt to communicate with it by making a successful Sense Motive check. This check requires that he spend at least 1 minute listening to the creature and watching its gestures and demeanor. The check's base DC is 20. If the creature is not humanoid, the DC is 30. With a successful check, he learns the basic gist of the creature's speech. This ability gives him no special talent to speak the creature's tongue.
    Social Agility: He can temporarily alter a creature's attitude toward him. He can use Bluff against an unfriendly or less hostile creature in the same way he uses Diplomacy. Using Bluff in this manner is a standard action that takes no special penalties. The target's attitude remains changed for 1 minute. After this time, it becomes one grade more hostile than where it started for 10 minutes.

    Hawk Companion
    N Tiny magical beast
    Init +3; Senses low-light vision, Listen +4, Spot +21
    Languages speak with birds

    AC 18, touch 15, flat-footed 15
    hp 20 (7 HD)
    Fort +4, Ref +10, Will +6

    Speed 10 ft. (2 squares), fly 60 ft. (average)
    Melee +9 talons (1d4-2)
    Space 2 ½ ft.; Reach 0 ft.
    Base Atk +0; Grp -10

    Abilities Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6
    SQ improved evasion
    Feats Alertness, Weapon Finesse
    Skills Bluff +3, Diplomacy +7, Gather Information +9, Hide +12, Knowledge (local) +7, Move Silently +4, Listen +6, Sense Motive +12, Spot +21
    Last edited by Drakey; 03-18-2014 at 05:40 PM.

  5. #15
    Join Date
    Jan 2005
    Posts
    470

    Default BARON HAVGAN GLENDOWER, LORD OF WELMET

    BARON HAVGAN GLENDOWER, LORD OF WELMET CR 7
    LG Solamnic civilized human noble 7
    Medium humanoid (human)
    Init +0; Senses Listen +1, Spot +1
    Languages Common, Solamnic, Ergot, Nerakese

    AC 22, touch 10, flat-footed 22
    hp 20 (7 HD)
    Fort +1, Ref +6, Will +5

    Speed 30 ft. (6 squares)
    Melee +1 rapier +8 (1d6+1/18-20)
    Ranged +1 composite longbow (+1 Str rating) +6 (1d8+1/x3)
    Space 5 ft.; Reach 5 ft.
    Base Atk +5; Grp +6
    Special Actions Inspire confidence

    Abilities Str 12, Dex 10, Con 8, Int 14, Wis 13, Cha 16
    SQ bonus class skill, favor +3
    Feats Able Learner, Heroic Destiny, Power Critical (rapier), Weapon Focus (rapier)
    Skills Balance -10, Bluff +16, Climb -9, Diplomacy +18, Disguise +11, Escape Artist -10, Gather Information +16, Handle Animal +16, Hide -10, Intimidate +18, Jump -9, Move Silently -10, Perform (oratory) +16, Ride +2, Swim -19, Tumble -9, Use Magic Device +11
    +2 to Disguise checks to act in character
    Possessions +1 composite longbow (+1 Str rating), +1 rapier, +2 chain shirt, +2 tower shield, circlet of persuasion, dust of illusion, standard adventurer's kit, quiver with 20 arrows. 6 platinum, 4 stel.

    Coordinate Baron Havgan Glendower, Lord of Welmet has a knack for getting people to work together. When Baron Havgan Glendower, Lord of Welmet can aid others and give directions, he provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus of +2, and it increases as Baron Havgan Glendower, Lord of Welmet gains levels. Therefore, Baron Havgan Glendower, Lord of Welmet provides a total +3 bonus.
    This ability can’t be used to assist in combat.
    Favor Baron Havgan Glendower, Lord of Welmet has the ability to call in favors from those he knows. By making a favor check, Baron Havgan Glendower, Lord of Welmet can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influen- tial acquaintances.
    To call in a favor, Baron Havgan Glendower, Lord of Welmet makes a favor check. Roll a d20+3. The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. Baron Havgan Glendower, Lord of Welmet can’t take 10 or take 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check.
    Baron Havgan Glendower, Lord of Welmet can try to call in a favor three times in a week of game time.
    The DM should carefully monitor Baron Havgan Glendower, Lord of Welmet’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and calling in favors shouldn’t replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the campaign.
    Heroic Destiny Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus on the roll, check, or save.
    Inspire Confidence Baron Havgan Glendower, Lord of Welmet can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe Baron Havgan Glendower, Lord of Welmet for a full round for the inspiration to take hold. The effects last for 5 rounds. Baron Havgan Glendower, Lord of Welmet can inspire four allies.
    An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.
    Baron Havgan Glendower, Lord of Welmet can’t inspire confidence in himself. The ability only aids his allies.
    Power Critical (rapier) When using a rapier, Baron Havgan Glendower, Lord of Welmet gains a +4 bonus on the roll to confirm a threat.

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