npc

Ilexor, Innkeeper at the Gentle Bramble Inn

Satyr rog 5: CR 9; Medium fey (spirit); Hit Dice 10d6+10; 44 hp; Init +7; Spd 30 ft.

Harel Spelsen

Human male enchanter 7: CR 7; Medium humanoid (human); Hit Dice 7d4+14; 33 hp; Init +1; Spd 30 ft. (6 squares); AC 11(11 touch, 10 flat-footed); BAB/Grapple +3/+4; Atk +4 melee (1d4/19-20, alchemical silver dagger), or +4 melee (1d6+1, quarterstaff), or +4 ranged (by spell), or +4 ranged (1d8/19-20, light crossbow), or +4 ranged (by spell); SA spells, summon familiar; AL NE; SV Fort +4, Ref +3, Will +6; Str 12, Dex 12, Con 15, Int 17, Wis 12, Cha 15; Weight 186 lbs., Height 5 ft., 9 in.

Gronk, "King" of Strelk

Ogre male ranger 5: CR 8; Large giant (aquatic); Hit Dice 9d8+18; 55 hp; Init +2; Spd 30 ft. (6 squares), swim 40 ft.

Gelinat, Doppelganger Enchanter

Doppelganger male enc 5: CR 8; Medium monstrous humanoid (shapechanger); Hit Dice 4d8+8 plus 5d4+10; 49 hp; Init +0; Spd 30 ft.

Flandargambil “Flittertongue” Boddon

Male gnome bard 3: CR 3; Small humanoid; Hit Dice 3d6+6; 16 hp; Init +2; Spd 20 ft. (4 squares); AC 16 (13 touch, 14 flat-footed); BAB/Grapple +2/-3; Atk Masterwork rapier +5 melee (1d4-1/18-20), or Whip +4 melee (1d2-1 nonlethal); Full atk Masterwork rapier +5 melee (1d4-1/18-20), or Whip +4 melee (1d2-1 nonlethal); SA bardic music, spell-like abilities, spells; SQ bardic knowledge, low-light vision, weapon familiarity, +2 racial bonus to saving throws vs. illusions, +1 bonus to DCs of illusion spells, +1 racial bonus to attack rolls vs.

Human Fighter (CR 1-20)

Human Fighter

Given that the hallmarks of the human PC race presented in the Player's Handbook v3.5 are its extra feat and extra skill point per level, I opted with the following NPC to focus on a build which is feat-intensive even for a fighter. The NPC begins pretty simply, as a tactical battlefield-control unit. You can toss it at your PCs as-is and expect it to inflict credible damage as well as considerable disruption of their ability to move freely across the map. 

Dwarf Fighter (CR 1-20)

Dwarf Fighter

The NPC below gains a slight edge on the human fighter early on, both in damage-dealing capacity and in its ability to absorb damage; the dwarf enjoys higher Con than the human, and its racial familiarity with the dwarven waraxe lends it a slightly more powerful one-handed weapon than the norm without the associated opportunity cost of spending a feat for Exotic Weapon Proficiency. This makes the dwarf a fine choice for builds depending on the waraxe as a one-handed weapon and a shield. 

Half-Elf Fighter (CR 1-20)

Half-Elf Fighters

The half-elf below is designed to emphasize the half-elf's adaptability. As much as humans, the half-elf is supposed to be able to thrive in any situation. To this end, the half-elf fighter thrives by being able to do an adequate job at almost anything.

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