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NPC List

1452264962

Edited 1453040588
NPCs are available from the&nbsp; NPC codex OR you can create your own NPC for approval. &nbsp; If you create your own NPC it MUST be approved and it MUST be a generic named NPC (like blacksmith, grove warden, noble guard) When you choose an NPC you MAY reskin the NPC for role playing pursposes. &nbsp; This includes changing anything like race, name and appearance A&nbsp;Reskin will ONLY effect racial scores and abilities tied to race but will not change skill selection etc.&nbsp; If you want to make an NPC of a different level then you can make it and post it here (like guard 4, guard 6, guard 8 etc.) In this way we can build a database of useful NPCs for all players to use. Created NPC's should be given MW tools of their own profession and craft categories <a href="http://paizo.com/pathfinderRPG/prd/coreRulebook/cr" rel="nofollow">http://paizo.com/pathfinderRPG/prd/coreRulebook/cr</a>... An NPC takes a CR of level -2 If you create an NPC with Class levels then the CR is adjusted by level -1 ALL NPCS and CLASS typed characters MUST use BASIC NPC ability scores from the guide linked above. Post created NPCs for approval in the space below. Once approved they will say APPROVED at the top. As you level you might want to improve the NPC you have .. in order to do this you should follow the following steps +1 ability score every 4th level +1 feat every odd level +1 rank in each skill slot but DO NOT assign new skills +1 HD and 5 + Con mod HP +1 CR value
FORMATTING NPCs The acceptable format for posting an NPC is the format used in the NPC codex .. I will post a template below for you to use. I will not accept other formats because they have to be available for all players to use. It should be a simple matter to copy this template and then fill in the information from any other format You may personally use whatever format you want once your NPC is proved but it will remain on here in the correct format for others to use. NPC CLASS CR X Race npc class X Aligmnent Size Type (subtype) Init +X; Senses Perception +X DEFENSE AC &nbsp;XX, touch XX, flat-footed XX (+X armor, +X Dex, etc) hp XX (1dX+X) Fort +X, Ref +X, Will +X OFFENSE Speed XX ft. Melee XX +X (1dX/Crit Range) or XX +X (1dX/Crit Range) Ranged XX +X (1dX/Crit Range) Spells Prepared (CL XX; concentration +X) 1st— XX, XX 0 (at will)— XX, XX, XX etc TACTICS During Combat &nbsp;XX Crafting XX STATISTICS Str XX, Dex XX, Con X, Int X, Wis XX, Cha XX Base Atk +X; CMB +X; CMD XX Feats &nbsp;XXX Skills &nbsp;XXX + X, XXX + X Languages XXX Combat Gear &nbsp; XXX ; Other Gear XXX, XXX gp XXX About NPC XXX XXX Using the NPC XXX
1452368083

Edited 1452703628
&nbsp; &nbsp; &nbsp; Approved &nbsp;&nbsp; T &nbsp; &nbsp;The Speechifyer &nbsp; &nbsp; &nbsp;CR 3 &nbsp; &nbsp; &nbsp;Human bard 2 &nbsp; &nbsp; &nbsp;N Medium humanoid &nbsp; &nbsp; &nbsp; Init +2; Senses Perception +4 &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; DEFENSE &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 shield)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; hp 11 (2d8+2) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Fort +1, Ref +5, Will +2; +4 vs. bardic performance, language dependent, and sonic &nbsp; &nbsp;&nbsp; &nbsp; &nbsp; &nbsp; OFFENSE &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Spd 30 ft. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Melee rapier +1 (1d6/18-20) or whip +1 (1d3) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Ranged shortbow +3 (1d6/x3) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Space 5 ft.; Reach 5 ft. (15 ft. with whip) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Bard Spells Known (CL 2nd; concentration +5) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1st (3/day)— comprehend languages , hideous laughter (DC 14), ventriloquism &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 0 (at will)— dancing lights , daze (DC 13), ghost sound (DC 13), message , prestigiditation &nbsp; &nbsp; &nbsp;STATISTICS &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Base Atk +1; CMB +1; CMD 14 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Feats Dodge, Skill Focus (Perform [Oratory]) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Skills Bluff +8, Diplomacy +11, Disguise +10, Intimidate +8, Knowledge (local) +7, Perception +4, Perform (act) +8, Perform (oratory) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; +11, Sense Motive +11, Sleight of Hand +7, Stealth +6 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Languages Common, Elven &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; SQ bardic knowledge +1, versatile performance (oratory) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Combat Gear masterwork studded leather, buckler, rapier, shortbow with 20 arrows, whip, disguise kit, light horse (combat trained) with &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; riding saddle &nbsp; &nbsp; &nbsp;Tactics During Combat: &nbsp; &nbsp; &nbsp; The Speechifyer tries to use his silver tongue to talk his way out of combat whenever he can. &nbsp;When pressed, he prefers to use his whip &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;to create space while using his Perform (Oratory) to Inspire Courage in his allies. &nbsp;From horseback, he fires his shortbow and &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;utilizes Bardic Performance and spells as necesarry.
1452380066

Edited 1452969806
Approved &nbsp;- &nbsp;NOTE .. Class levels add +1 to the NPC level so this guy counts as CR 2 instead of 1 Grove Guardian XP 600 Kobold druid 3 CN Small humanoid (reptilian) Init +2; Senses &nbsp;Darkvision 60'; Perception +8 DEFENSE AC 19, touch 14, flat-footed 17 (+3 armor, +2 Dex, +2 shield, +1 size, +1 natural) hp 20 (3d8+4) Fort +4, Ref +3, Will +5;&nbsp; Defensive Abilities Scaly Skin +1 Natural Armor OFFENSE Speed 30 ft. Melee sickle +1 (1d4–2) Domain Spell-Like Abilities (CL 3rd; concentration +5) 5/day— lightning arc Druid Spells Prepared (CL 3rd; concentration +5) 2nd— flaming sphere (DC 14), summon swarm , wind wall D 1st— cure light wounds (2), obscuring mist D , speak with animals 0 (at will)— flare (DC 12), light , stabilize , virtue D Domain spell; Domain Air TACTICS During Combat The druid casts spider climb and hides, then casts obscuring mist . FEAT AND SKILL RACIAL TRAITS Crafty : Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception , and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold. STATISTICS Str 6, Dex 15, Con 12, Int 8, Wis 15, Cha 12 Base Atk +2; CMB –1; CMD 11 Feats Augment Summoning , Spell Focus (conjuration) Skills &nbsp; Craft (trapmaking) +7,&nbsp; Handle Animal +5, Heal +5, Knowledge (nature) +6, Perception +10, Profession (miner) +3,&nbsp; Spellcraft +4, Stealth +8, Survival +10 Languages Common, Druidic, Kobold SQ nature bond (Air domain), nature sense, wild empathy +5, woodland stride, trackless step Combat Gear scrolls of cure light wounds (3), scroll of spider climb , tanglefoot bags (2); Other Gear +1 leather armor , masterwork heavy wooden shield, sickle, holly and mistletoe, spell component pouch, 95 gp
1452394297

Edited 1452472420
Approved Home Builder Human Expert 3 XP 200 Neutral Good &nbsp;Medium Humanoid (Human) Init &nbsp;-1,&nbsp; Senses Perception +1 DEFENSE AC &nbsp;13, touch 9, flat-footed 14 (+4 armor, -1 Dex) hp &nbsp;15 (3d8-1) Fort +0, Ref +0, Will +4 OFFENSE Speed &nbsp;30 ft. Melee &nbsp;Masterwork Morning Star +3 (1d8/x2) TACTICS During Combat &nbsp;The Builder attempts to avoid combat when he can, and will run at the first opportunity Crafting &nbsp;Craft Carpentry (+11), Craft Brick Layer (+8) STATISTICS Str &nbsp;10, Dex &nbsp;9, Con 8 , Int &nbsp;15, Wis &nbsp;12, Cha &nbsp;11 Base Atk +2; CMB +2; CMD &nbsp;11 Feats: Skill Focus - Carpentry, Skill Focus - Miner, Skill Focus - Lumberjack Skills &nbsp;Kn. Geography (+8), Kn. Local (+8), Linguistics (+8), Profession - Miner (+10), Profession Lumberjack (+10), Survival (+7) Languages: Dwarvish, Elven, Common Combat Gear &nbsp;Masterwork Morningstar, Chain Shirt&nbsp; Other Gear &nbsp;Masterwork Backpack, Masterwork Miners Tools, Masterwork Lumberjacks Tools, Miners Lantern, Light Horse. (Gear After this is carried by light horse), Masterwork Carpenters Tools, Masterwork Bricklayers tools, Saddlepack (2), Riding Saddle, Lamp Oil (30), Bedroll, Blanket, Dandy Brush, 36 gp The builder is a settler of the new world, looking for a fresh start like everyone else, with his experience in construction he is a boon to the town, but he is well aware he is useless in a fight.
1452524480

Edited 1452526084
Approved Journeyman blacksmith CR 2 Race Human&nbsp; npc class expert 4 Aligmnent N Size Type medium Humanoid (human) Init +0; Senses Perception +4 DEFENSE AC 10, touch 10, flat-footed 10 (+0 armor, +0 Dex, etc) hp 22 (4d8+4) Fort +2, Ref +1, Will +3 OFFENSE Speed 30 ft. Melee Light hammer +4 (1d4+1/20) Ranged light hammer +3 (1d4+1/20) TACTICS During Combat &nbsp;The expert uses the terrain to his advantage, including ladders and narrow ledge2 Crafting Blacksmith STATISTICS Str 13 , Dex 10, Con 12, Int 12, Wis 8, Cha 11 Base Atk +3; CMB +4 CMD 14 Feats Power Attack , Skill Focus ( Craft [blacksmithy]) Skills Acrobatics +6, Bluff +5, Climb +6, Craft (blacksmith) +11, Diplomacy +5, Disable Device +6, Escape Artist +2, Intimidate +9, Knowledge (engineering, local) +8, Perception +4 Languages Common, Dwarf Combat Gear oil of mending (5), potions of cure light wounds (2), potions of spider climb (2); Other Gear light hammer, block and tackle, chain (20 ft.), crowbars (2), everburning torch, hammers (2), ladder, masterwork artisan's tools, bits and bridles (2), mules (2), pack saddles (2), wagon, 561 gp A journeyman blacksmith is skilled with a hammer, but tries to avoid violence except to defend himself and his family. Tools can be rebuilt or replaced, and he will not waste his life protecting mere objects. the npc works at the church of torag as a smith
1452524498

Edited 1452526102
Approved NPC CLASS: Aristocrat&nbsp; CR: &nbsp;1/2 Race:&nbsp; Human npc class: &nbsp;Princess 2 Aligmnent: Neutral Size: &nbsp;Medium Type (subtype):&nbsp; Humanoid(Human) Init: +1; Senses : None,&nbsp; Perception: +0 DEFENSE AC: &nbsp;12, Touch &nbsp;12, Flat-footed 10 (+0 armor, +1 Dex, +1 Dodge) HP: &nbsp;7&nbsp;(2d8-2) Fort: &nbsp;-1, Ref +1, Will +3 OFFENSE Speed: &nbsp;30 ft. Melee: &nbsp;Unarmed, +0 (1d3-1 /20 x2) or Light mace +0 (1d6–1) or Short sword +0 (1d6–1/19–20) Ranged : None Spells Prepared: None TACTICS During Combat: &nbsp;if forced into a fight, the aristocrat borrows, improvises, or steals a weapon such as a light mace or short sword (as an aristocrat, he is proficient with all simple and martial weapons). If he has no allies and believes her life is in danger, he flees. Crafting: None&nbsp; STATISTICS Str &nbsp;8, Dex &nbsp;13, Con &nbsp;9,&nbsp; Int &nbsp;11, Wis &nbsp;10, Cha &nbsp;14 Base Atk:&nbsp; +1; CMB: +0; CMD: &nbsp;+12 Feats: &nbsp;Dodge, Skill focus (Diplomacy) Skills: Bluff +6, Diplomacy +10, Knowdlege (nobility) +5, Knowdlege (religion) +4, Perform (dance) +7, Perform (sing, string instruments) +6, Ride +5, Sense Motive +4 Languages: &nbsp;Common Combat Gear: &nbsp; None. &nbsp; Other Gear noble's outfit, signet ring, 310 gp XXX About NPC XXX XXX Using the NPC XXX
1452699718

Edited 1452728966
Approved Armor Smith CR 3 Human Expert 5 N Medium humanoid (human) Init -1; Senses Perception +9 DEFENSE AC 9, touch 9, flat-footed 10 (+0 armor, -1 Dex) hp 25 (5d8) Fort +1, Ref +0, Will +5 OFFENSE Speed 30 ft. Melee &nbsp; Ranged &nbsp; TACTICS During Combat Runs and hides....he is a crafter, not a fighter. &nbsp; Crafting Armor +18, Weapon +16, Leather +13 STATISTICS Str 9, Dex 8, Con 10, Int 16, Wis 12, Cha 11 Base Atk +3; CMB +3; CMD 12 Feats Skill Focus[Armor, Weapon], Master Craftsman[Armor], Craft Magic Arms and Armor Skills &nbsp;Appraise +11, Craft Armor +18, Craft Weapon +16, Craft Leather +13, Knowledge(Local) +11, Linguistics +11, Perception +9, Profession (Shop Keeper) +9, Sense Motive +9 Languages Common, Elven, Dwarven, Gnomish, Halfling, Orc, Goblin, Draconic, Undercommon Combat Gear &nbsp; Other Gear Masterwork Artisans Tools An Armor smith is most comfortable talking about her craft or creating a new piece. She is proud that her skill allows her to craft everything from mundane items to magic weapons. &nbsp;While she can make weapons too, she prefers creating items which preserve life, not those that take it. Using the NPC: &nbsp;This NPC is a master crafter capable of adding magic to her armor.
1452878571

Edited 1453044819
Approved Old Man CR 4 Human Druid 5 Neutral Init &nbsp;-1; Senses Perception +11 DEFENSE AC &nbsp;10 (18*), touch 10 (13*), flat-footed 10 (18*) (+4* armor, +2* deflection, +1* natural, +1* size, *while buffed and an eagle) hp 28(5d8) Fort +3, Ref +0, Will +7 OFFENSE Speed &nbsp;30 ft. Melee &nbsp;Staff +3 (1d6/20)&nbsp; Ranged &nbsp;Sling +2 (1d4/20) Spells Prepared (CL 5; concentration +8) 3rd - quench, spike growth 2nd - garden of peril,&nbsp; gust of wind, harvest season 1st— blend, entangle, fairy fire, obscuring mist 0 (at will)- create water, purify food and drink, detect poison, detect magic TACTICS Old man avoids combat. Either turning into a bird and flying away or drinking a potion of mage armor and flying away. During Combat Old Man if forced to fight will drink a mage armor potion and shield of faith. Then beast shape into a velociraptor.&nbsp; Crafting &nbsp;Prof (soldier) +18, Craft(armor) +4 STATISTICS Str &nbsp;11, Dex &nbsp;9, Con &nbsp;8, Int &nbsp;10, Wis &nbsp;16, Cha &nbsp;12 Base Atk +3; CMB +2; CMD &nbsp;14 (buffs included) Feats Skill focus, Prodigy, blind fight, combat casting Skills Climb -2, Craft armor +4, Fly +1, Handle Animal +9, Heal +7, K(dungeon) +1, Knowledge(geography) +4, Knowledge(Nature) +6, perception +11, Profession (soldier) + 18, Ride -2, swim -2 Languages &nbsp;Common Combat Gear &nbsp; Ring of protection +1 ,&nbsp; 7&nbsp; Potions of Mage Armor, quarter staff, 2 Potions of shield of faith, oil of shillelagh, potion of cure light wounds, potion of cure moderate wounds. &nbsp;3 Alchemist fire, 3 holy water, 1 alkali flask; Other Gear 12 oils of mending, masterwork tool (prof soldier), &nbsp;Druids kit, collapsible plank, folding ladder, folding pole, a guitar, flute, a drum, 2 flasks of old law whisky and 28&nbsp;gp Old Man is a war veteran who wants to make sure the new recruits are better trained and equipped. He will talk on and on about war stories for the right price (good whisky) and if drunk will play his musical instruments (badly).&nbsp; Old Man is best used to as an adviser or instructor using his magic for an easier life for himself and his friends.
1452921843

Edited 1452969781
Approved Farmer CR 1/2 XP 200 Human commoner 1/ expert 1 N Medium humanoid Init +0; Senses Perception +1 flat-footed 10 hp 10 (2 HD, 1d6+1d8+2) Fort +1, Ref +0, Will +3 club +0 (1d6) or sickle +0 (1d6) Ranged sling +0 (1d4) or club +0 (1d6) STATISTICS Str 11, Dex 10, Con 12, Int 10, Wis 13, Cha 9 Base Atk +0; CMB +0; CMD 10 Skill Focus ( Handle Animal , Heal ) Skills Craft (carpentry) +6, Handle Animal +7, Heal +5, Knowledge (nature) +1, Profession (farmer) +5 Languages Common Gear club , scythe , artisan's tools, pigs (8), bit and bridle, light horse , pack saddle, 251 gp Tactics - The Farmer will seek to avoid trouble, but will fight in defense of his home, his livelihood, or his family. &nbsp;He si capable with scythe and club.
1453137276

Edited 1455071087
Approved - Clemcon Abadaran Adept CR 2 Human Adept 4 Lawful Neutral Medium Humanoid Init +0; Senses Perception +3 DEFENSE AC 18 / 16, touch 10, flat-footed 18 / 16 (+6 armor, +0 Dex, + 2 shield) hp 20 (4d6+8) Fort +2, Ref +0, Will +7 OFFENSE Speed 30 ft. Melee club +2 (1d6/x2 20) or longsword +3 (1d8/19-20 x2) Ranged Crossbow +3 (1d10/19-20 x2) Spells Prepared (CL 4; concentration +5) 2nd-delay poison 1st—cure light wounds, sleep 0 (at will)— create water, purify food and drink, mending TACTICS During Combat casts sleep on weaker enemies, and attempts to defend its holy site using its bow. will not join in melee combat unless forced to do so. STATISTICS Str 10, Dex 8, Con 12, Int 9, Wis 16, Cha 11 Base Atk +2; CMB +2; CMD 12 Feats- skill focus: Knowledge local, skill focus: heal, toughness Skills- Knowledge local + 10, Heal + 15 Languages- Common Combat Gear- masterwork heavy steel shield, masterwork breastplate, club, 2 potions of cure light wounds, 1 masterwork crossbow, 1 masterwork longsword, 30 bolts; Other Gear- Abadar Holy symbol, Clerics outfit,masterwork healers kit, light horse, masterwork saddle, 250 gp Abadaran adepts are usually only found in temples, or other places of law. As priests in training they spend most of their days studying, or working under a higher-priest.
1453320729

Edited 1454001829
Approved - ClemCon Persuasive Merchant&nbsp;&nbsp;CR 1 Human expert 3 Neutral Good Medium Humanoid Init &nbsp;-1; Senses Perception +6 DEFENSE AC 13, touch 9, flat-footed 13 (+4 armor) hp &nbsp;13 (3d8) Fort +1, Ref +0, Will +3 OFFENSE Speed 30ft. Melee Dagger +1 (1d4/19-20) or club +1 (1d6/20)) Ranged Dagger +1 (1d4/19-20) or club +1 (1d6/20) During Combat &nbsp;The merchant will run, scream, and or hide.&nbsp; Crafting Appraise +12,Diplomacy +16, Merchant +8 STATISTICS Str 9, Dex 8, Con &nbsp;10, Int 12, Wis 11, Cha 15 Base Atk +2; CMB +1; CMD &nbsp;10 Feats Skill focus (diplomacy), skill focus (appraise), Persuasive Skills Appraise +12, Climb +0, Diplomacy +16, Perception +6, Profession(merchant) +8, Sense motive +6, Spellcraft +6, Swim +2, Use Magic Device +8. Languages Common, Elven Combat Gear &nbsp; Potion of cure light wounds, Potion of hide from undead ; Other Gear Ioun stone (mulberry pentacle, cracked), Masterwork tool (appraise), masterwork tool (diplomacy), masterwork tool (profession merchant), Backpack, bedroll, belt pouch, fish hook (2), flint and steel, black ink (2), ink pen (2), journal (2), measuring cord 10' (2), mess kit, tankard, paper (10), powder (2), scroll case, sewing needle, signal whistle, string, thread (50'), trail rations (7), waterskin, whetstone, 18gp. Persuasive Merchant prefers to stay in the shop working towards owning her own establishment. Networking and finding deals when she has idle time.
1453356090

Edited 1453383928
Approved Heir Apparent CR 2 XP 600 Half elf aristocrat 4 Lawful Good, Medium humanoid (human, elf) Init +1; Senses Perception +3 Defense AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 22 (4d8+4) Fort +1, Ref +2, Will +3 Offense Speed 20 ft. Melee mwk longsword +4 (1d8/19–20) Ranged dagger +4 (1d4/19–20) Tactics During Combat The aristocrat fights with skill and caution, as suits one whose duty is to the throne. If in the company of others, she suggests clever tactics even if she is not actually in command of the group. Statistics Str 10, Dex 12, Con 10, Int 11, Wis 8, Cha 13 Base Atk +3; CMB +3; CMD 14 Feats Lightning Reflexes , Skill Focus ( Diplomacy ), Toughness Skills Diplomacy +11, Knowledge (engineering, religion) +4, Knowledge (history) +5, Knowledge (nobility) +7, Linguistics +4, Perception +3, Perform (dance) +5, Ride +5, Sense Motive +4, Survival +5 Languages Common, Elven Combat Gear oil of bless weapon , potion of cure moderate wounds , potion of spider climb ; Other Gear masterwork breastplate, dagger, masterwork longsword, noble's outfit, signet ring, 253 gp
1453699418

Edited 1453855294
Approved - Clemcon Child Adept CR 2 LN Human Adept 4 Init +1; Senses Perception +2 DEFENSE AC 13, Touch 11, Flat-footed 10 (+2 Armor, +1 Dex) HP 14 (4d6) Fort -2, Ref +1, Will +1 OFFENSE Speed 30 Melee: masterwork cold iron dagger (1d4) Ranged: darts (6) (1d4) Spells Prepared 1 -&nbsp;Protection from Evil, Burning Hands 0 - Detect Magic, Ghost Sound, Light TACTICS Before Combat: Casts Protection from Evil During Combat: Casts Burning Hands in a panic and Ghost Sound to distract & run away Morale: Always flees STATISTICS Str 6, Dex 12, Con 7, Int 11, Wis 13, Cha 12 Base Atk +2; CMB +0; CMD 11 Skills: Stealth +2, Craft: Whittling +1 Languages: Common Combat Gear: leather armor, darts (6), masterwork cold iron dagger, scrolls of burning hands (2, CL 3rd), scrolls of cure light wounds (2), scroll of obscuring mist (CL 3rd), scroll of sleep (CL 3rd) Other Gear: belt pouch, masterwork manacles, scroll case, silver holy symbol (cracked moon), spell component pouch
1454001643

Edited 1455071117
Approved - Clemcon Elderly Archivist CR 4 Half Elf Universalist Wizard 5 (old) Neutral Medium Humanoid Init -1; Senses Perception +3 DEFENSE AC 14 , touch 9, flat-footed 14 (-1 for Dex, +4 mage armor, +1 natural from amulet) hp 17 (5d6) Fort +1, Ref +2, Will +4 Elven Immunities : Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses : Half-elves receive a +2 racial bonus on Perception checks. Multitalented : Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. OFFENSE Speed 30 ft. Melee: quarterstaff +0 (1d6 -2) Hand of the Apprentice: &nbsp;You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Spells Prepared (CL 5; concentration +5) 3rd- Explosive Runes, Clairaudience-Clairvoyance 2nd- Cat's Grace, Create Treasure Map, Detect Thoughts 1st- Mage Armor, Magic Missile, Mount, See Alignment 0 (at will)- Acid Splash, Detect Magic, Message, prestidigitation TACTICS: The elderly archivist avoid combat at all cost, hobbling away from any danger as quickly as he can. He guards his research with his life, knowing it will make more of an impact than the remaining years of his life. STATISTICS Str 5, Dex 9, Con 7, Int 18, Wis 11, Cha 13 Base Atk +2; CMB -1; CMD 9 Feats- skill focus: spellcraft, craft wonderous items, craft magic arms and armor, toughness, Skill focus: Knowledge (engineering), scribe scroll, craft wand Skills-Spellcraft: 15, Craft (architecture): 12, knowledge (local): 12,Craft (metalworking): 12, Knowledge (history): 12, Profession (archeologist): 8, Knowledge (engineering): 15 Languages- Common, elven, dwarven, halfling, celestial Combat Gear- +1 quarterstaff, 2 scrolls of infernal healing, 1 scroll of expeditious retreat, 3 potions of cure light wounds, amulet of natural armor +1 Other Gear- Bonded Wand, 3 textbooks, writing kit, Scholarly robe, candlestick hat, lantern, 2 spellbooks, 850 GP Spells Known: lvl 0: all 0 lvl spells&nbsp; lvl 1: Unseen Servant, See Alignment, Technomancy, Mage Armor, Magic Missile, Mount, Restore Corpse, Shield, Infernal Healing, Expeditious Retreat lvl 2: Create Treasure map, Cat's Grace, Continual flame, Detect Thoughts lvl 3: Explosive Runes, Clairaudience-Clairvoyance
Apprentice Blacksmith CR 1 Human Expert 3 &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; N Medium humanoid (human) Init -1; Senses Perception +7 DEFENSE: AC&nbsp; 9, touch 9, flat-footed 10 (+0 armor, -1 Dex) hp 15 (3d8) Fort +1, Ref +0, Will +5 OFFENSE: NONE Speed&nbsp; 30 ft. TACTICS: During Combat&nbsp; Runs and hides....he is a crafter, not a fighter. Crafting &nbsp;&nbsp; Armor +11, Weapon +11 STATISTICS Str 9, Dex 8, Con 10, Int 15, Wis 12, Cha 11 Feats Skill Focus[Armor, Weapon], Skills Appraise +8, Craft Armor +11, Craft Weapon +11, Diplomacy +6, Knowledge(Local) +8, Linguistics +8, Perception +7, Sense Motive +7 Languages Common, Elven, Dwarven, Gnomish, Halfling, Combat Gear Other Gear Masterwork Artisans Tools
1454370878

Edited 1454373835
Approved&nbsp; Frontier Hunter CR 2 Elf expert 4 CG Medium Humanoid (elf) Init +2; Senses low-light; Perception +8 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 23 (4d8) Fort +0, Ref +3, Will +3 (+2 against enchantment) Immunity Sleep OFFENSE Speed 30 ft. Melee masterwork dagger +3 (1d4/19-20/x2) Ranged masterwork Longbow +5 (1d8/x3) TACTICS Combat &nbsp;Tries to avoid it, either by riding away on his horse, or by melding with his sorroundings, stealthily observing. If his sleeping spot is threatened, he will fight. During combat, he shoots at enemies with his longbow, while trying to avoid melee. If forced, will attack with his dagger. If the fight is going badly, he will drink his potion of invisibility to run away, even from his holding. Crafting Craft (leatherworking)+15; Craft (traps)+12 STATISTICS Str 10, Dex 14, Con 9, Int 16, Wis 8, Cha 9 Base Atk +3; CMB &nbsp;+3; CMD 15 Feats Skill Focus (Craft Leatherworking), Skill focus (Stealth) Skills Appraise +12, Craft (Leatherworking) +15, Craft (Traps) +12, Diplomacy +6, Knowledge (Nature) +10, Perception +8, Ride +5, Stealth +11, survival +8 Languages Common, Elven, Sylvan, Orc Combat Gear Potion of Cure light wounds x2; Potion of Invisibility Other Gear Artisan tools (leatherworking); Artisan tool (trapmaking); Horse(light); MW survival kit; Cooking Kit; Merchant Scales; 383 gp XXX About NPC XXX These kinds of people are found on the frontiers, hunting wildlife and selling leather products in town. They protect their own home, but usually shy from a fight.
1454608903

Edited 1454610054
Approved Shop Keeper CR 4 Human commoner 6 CN Medium humanoid&nbsp; Init +0; Senses Normal Vision; Perception +9 DEFENSE AC 13, touch 10, flat-footed 13 (+3 armor) hp 15 (6d6–6) Fort +1, Ref +2, Will +5;&nbsp; OFFENSE Speed 30 ft. Melee mwk rapier +3 (1d6–1/18–20) TACTICS During Combat The commoner calls for help, and uses alchemical items to delay attackers. STATISTICS Str 9, Dex 10, Con 8, Int 14, Wis 12, Cha 13 Base Atk +3; CMB +2; CMD 12 Feats Alertness , Iron Will , Skill Focus ( Appraise ), Craft (Alchemy)&nbsp; Skills Appraise +11, Bluff +5, Intimidate +5, Knowledge (history, local) +4, Heal +9, Perception +9, Sense Motive +9, Spellcraft +5 (+7 to identify magic item properties) Languages Common, Elven, Gnome Combat Gear potion of cure light wounds , acid (2), alchemist's fire (2), tanglefoot bag, thunderstone; Other Gear masterwork studded leather, masterwork rapier, magnifying glass, merchant's scale, silver holy symbol, 638 gp A shopkeeper stocks a mix of useful supplies and gear for townsfolk and adventurers alike. The stat block above can be used for any typical merchant in a cosmopolitan settlement.&nbsp;
1454900545

Edited 1455467052
Approved Master Craftsman CR 7 Dwarf: Cleric (Forgemaster) 5 / Wizard (Arcane Crafter) 3 N Medium humanoid (dwarf) Init -1; Senses Perception +3 DEFENSE AC 10, touch 9, flat-footed 10 (-1 Dex) hp 53 (5d8 + 3d6 + 16) Fort +7, Ref +1, Will +10 OFFENSE Speed 20 ft. Melee MW Warhammer +6 (1d8 + 2) Special: Artificers Touch (sp): 6/day (1d6 + 2 damage to constructs) Runeforger (su): 6/day (inscribe a rune upon an armor, shield or weapon) 1 runes = 1 round/cleric level; 2 runes = 1 minute/cleric level 3 runes = 10 minutes/cleric level; 4 runes = 1 hour/cleric level Runes Known: Forgemasters Blessing (acts as masterwork) Durability (increases hardness of item by 3 and it’s hp by 10) Ghostglyph: (weapon shield or armor gains ghost touch) Cleric Spells Prepared (CL 5; concentration +8) 3 rd – Magic Vestments, Keen Edge, Stone Shape(D) 2 nd – Chill metal, Heat metal, Shatter, Wood Shape(D) 1 st – Crafter’s fortune, Crafter’s fortune, Bless, Bless, Animate Rope (D) 0 – Create water, Detect Magic, Mending, Purify Food and Drink (D) domain spell Domain Artifice Wizard Spells Prepared (CL 3; concentration +6) 2 nd – Masterwork Transformation, Masterwork Transformation 1 st – Mage Armor, Shield, Unseen Servant 0 – Read magic, Prestidigitation, Arcane Mark, Acid Splash Arcane school: Universal (Arcane Crafter) Arcane bond: Familiar (Monkey Valet) Crafting Armor +21, Weapon +20, Blacksmithing +18 Scribe Scroll, Brew Potion, Craft Magic Arms and Armor, Craft Wondrous Item STATISTICS Str 14, Dex 8, Con 14, Int 16, Wis 16, Cha 8 Base Atk +4; CMB +6; CMD 15 Feats (1) Skill Focus (Craft Armor), (3) Brew Potion, (5) Master Craftsman (Craft Weapon), (7) Master Craftsman (Profession Blacksmith), (free lvl 5 Forgemaster) Craft Magic Arms and Armor, (free lvl 1 Wizard) Scribe Scrolls, (free lvl 3 Arcane Crafter) Craft Wondrous Item Skills Appraise + 14, Craft Armor +21, Craft Weapon +20, Profession Blacksmith +18, Spellcraft +14 Languages Common, Dwarven, Gnomish, Halfling, Elven SQ aura, Artificers touch, Runeforger, Master Smith Combat Gear MW Warhammer Other Gear Masterwork Artisans Tools TACTICS During Combat&nbsp; Will defend his home if he has to A master craftsman prides himself on mastering the magics necessary to craft almost any item that you might desire and given enough time he will master the creation of them all. &nbsp;Because of his laser like focus on his craft, his personal skills are not as refined and he tends to come off a bit gruff. -------------------------------------------------------------------------------------- Monkey Familiar (Valet) N Tiny(animal) Init : +2; Senses low-light vision, perception +5 Defense AC 16, touch 14, flat-footed 14 (+2 dex, +2 size, +2 natural armor) HP 26 (8 HD, ½ master’s) Fort +2, Ref +4, Will +1 Offense Speed 30ft, climb 30 ft Melee bite +4 melee (1d3-4) Speical 1/hour prestidigitation Space 2-1/2 ft; Reach 0 ft. Statistics Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5 Base Atk +0; CMB +0, CMD 6 Feats Weapon Finesse, Improved Evasaion, Share Spells, Empathic Link, Deliver Touch Spells, Able Assistant Skills Acrobatics +10, Climb +10, Perception +5, Craft Armor +11, Craft Weapon +11, Profession Blacksmith +12 Racial Modifiers +8 acrobatics Gear Masterwork tools for crafting Able Assistant: A vale’ts master treats the valet as if it possessed the Cooperative Crafting feat and shared all craft skills and item creation feats he possesses.
1455645920

Edited 1455713831
Approved. Sapper Human expert 5 LE Medium humanoid (human) Init +1; Senses Perception +8 DEFENSE AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex) hp 27 (5d8+5) Fort +1, Ref +4, Will +4 OFFENSE Speed 30 ft. Melee mwk dagger +3 (1d4–1/19–20) Ranged mwk dagger +5 (1d4–1/19–20) or splash weapon +4 (varies) TACTICS During Combat The sapper throws alchemical splash weapons, avoiding melee combat as long as possible. STATISTICS Str 8, Dex 12, Con 10, Int 16, Wis 11, Cha 9 Base Atk +3; CMB +2; CMD 13 Feats Lightning Reflexes , Point-Blank Shot , Skill Focus ( Knowledge [engineering], Stealth ) Skills Acrobatics +9, Climb +7, Craft (alchemy) +11, Disable Device +9, Escape Artist +9, Knowledge (arcana, geography) +11, Knowledge (engineering) +14, Perception +8, Stealth +12 Languages Common, Dwarven, Goblin Combat Gear elixirs of hiding (2), potion of barkskin , potion of cure moderate wounds , potion of invisibility , acid (4), alchemist's fire (4); Other Gear leather armor, masterwork dagger, alchemist's lab, antitoxin, everburning torch, masterwork thieves' tools, smokestick (2), tindertwig (4), 171 gp Sappers specialize in undermining fortifications and tunneling under walls. Using a combination of time, engineering, and explosives, sappers can rig a tunnel to collapse to protect a retreat or create a path over a mountainside. Their enthusiasm for blowing things up means they take unnecessary risks, and the lifespan of a professional sapper is often cut short in a dramatic blast.
1456153592

Edited 1456169444
Approved. Barracks assistant CR 1 Human Expert 3 Neutral medium Humanoid (human) Init &nbsp;-1; Senses Perception +2 DEFENSE AC 9(13), touch 9, flat-footed 9(+ 0 (4) armor, -1 Dex) hp 21(3d8) Fort +1, Ref +0, Will +5 OFFENSE Speed 30ft. Melee Dagger +2(1d4/19-20)&nbsp; Ranged &nbsp;Dagger +1 (1d4/19-20) TACTICS During Combat &nbsp;He runs for help Crafting Craft (alchemy) +10, Craft (armor and weapons) +13, STATISTICS Str 10, Dex 9, Con 11, Int 15, Wis 14, Cha 8 Base Atk +2; CMB +2; CMD 11 Feats Skill focus (craft armor), Skill focus (Craft weapons) Skills &nbsp;Appraise +6, Craft (Alchemy) +10, Craft (Armor) +13, Craft (weapons) +13, Know(eng) +8, Perform (Comedy)+5, Prof(merchant) +9, Prof (siege engineer) +8, Prof (soldier) +7 Languages common, dwarven, elven Combat Gear &nbsp; dagger, potion of mage armor; Other Gear alchemist's lab, fighter's kit, MW tools (Alchemy, weapons, armor), potion of cure light wounds, 19gp