Here are three more characters I used, recent victims of the Juggling Troupe [found elsewhere on this thread], they're currently away on a diplomatic mission to the elves to the north, but when they get back - they'll want there ring back, it's the only thing the Troupe took, apart from a few swigs of brandy - and it's the used brandy glass that will give them away. They've come straight from their adventure and as a result are short on spells. Pree is the sister of Ralph and Half happens to be with them as an embassy of his church. Half has taken informal Vow of Poverty which is why they don't have any gear but the Wizard is only short the feat slot and intending to take it at 12th level. Half is a rather atypical dwarf who has been raised by his church rather than his people as his homeland has agreed to give one dwarf every 20 years over to there care, he was raised by one of the dwarves of the previous generation. Pree had a rather unpromising start to her adventuring career when she was kidnapped by kobolds and held prisoner, leading to her choosing to make sure she knew how to survive if it ever happened again (a backstory reason for her skill choices), Ralph rescured her as soon as he found out, now in to her 7th decade by a few weeks, Pree is a capable Mage and she and Ralph have formed a formidable adventuring party for those scenarios that didn't need other characters, then again they've team up with Half and the BBEG (see below) of my campaign to form an even better party. Even the sibling pairing is found awe-inspiring by most.
Half, male dwarf Clr(Kord)12; CR 12; Medium (3 ft., 9 in. tall); AL NG; type: Humanoid HD 12d8 hp 96 Init +0 Spd 20 ft. AC 10, 14 vs Giants (+4 vs Giants racial) Attack Unarmed Strike +11/+6 1d3+2 Fort +8 Ref +8 Will +11 Str 14, Dex 10, Con 10, Int 8, Wis 16, Cha 18 Languages Spoken: Common, Dwarf. Skills and feats: Heal +18 Improved Unarmed Strike, Brew Potion, Craft Wand, Scribe Scroll Spells memorized: Hallow, Inflict Moderate Wounds, Shield of Faith x3
Possessions: Clerical Vestments
Pree, female human Wiz11; CR 11; Medium (4 ft., 2 in. tall); AL NG; type: Humanoid HD 11d4 hp 44 Init +0 Spd 30 ft. AC 10 Attack +6 Unarmed Strike 1d3+1 Fort +3 Ref +3 Will +7 Str 12, Dex 10, Con 10, Int 19, Wis 10, Cha 10 Languages Spoken: Common, Abysal, Elf, Sylvan, Kobold, Draconic. Skills and feats: Climb +8, Concentration +14, Escape Artist +7, Heal +7, Knowledge (Arcana) +11, Search +11 Improved Unarmed Strike, Brew Potion, Craft Arms and Armor, Craft Wand, Craft Wonderous Item, Still Spell, Scribe Scroll, Sacred Vow
Pree's memorised spells: 2x Magic Missle, Tasha's Hideous Laughter, Knock, Ray of Exhaustion, Stilled Ray of Exhaustion
Ralph, male human Ftr9/Rgr3; CR 12;Medium (6 ft., 11 in. tall); AL NG; type: Humanoid HD 9d10-36 + 3d8-12 hp 60 Init -3 (-3 Dex) Spd 20 ft. AC 15 (+8 Full Plate, -3 Dex) Attack +15/+10/+5 Unarmed Strike 1d3+3 Fort +5 Ref +3 Will +7 Str 16, Dex 4, Con 2, Int 10, Wis 12, Cha 14 Languages Spoken: Common. Skills and feats: Appraise +1, Intimidate +17, Ride +12, Survival +16 Power Attack, Cleave, Great Cleave, Improved Two Weapon Fighting, Improved Shield Bash, Improved Initiative, Improved Unarmed Strike, Combat Reflexes, Direhard, Iron Will, Endurance, Track, Leadership
Possessions: Full Plate
This is the fourth member of the party:
Lesro, male halfling Rog16; CR 16; Small (2 ft., 6 in. tall); AL NG; type: Humanoid HD 16d6+16 hp 56 Init +8 (+4 Dex, +4 Improved Initiative) Spd 20 ft. AC 10 (+9 Vow of Poverty AC Bonus, +2 Vow of Poverty Natural Armor, +2 Vow of Poverty Deflection) Attack +14/+9/+4 Unarmed Strike 1d2+2 Fort +8 Ref +16 Will +9 Str 8, Dex 18, Con 12, Int 6, Wis 14, Cha 14 Languages Spoken: Common, Halfling. Skills and feats: Tumble +23, Balance +23, Forgery +23, Hide +27 Sacred Vow, Vow of Poverty, Improved Unarmed Strike, Gift of Faith*, Subduing Strike*, Holy Subdual*, Nimbus of Light*, Holy Radiance*, Vow of Abstinance*, Vow of Chastity*, Combat Reflexes, Dodge, Mobility
*=Bonus Feat from Vow of Poverty - taken at 3rd Level
Wrangler Wranglers serve as personal, often non-lethal bodyguards for powerful people who do not wish to draw too much attention to themselves if they must end up engaging their enemies in public. By tripping or disarming foes, the wrangler puts their allies in a clear advantage in combat.
Lyra Wardsmith CR 3 Female Human Ranger 3 LN Medium humanoid Initiative: +2; Senses: Spot +7, Listen +7 Languages: Common, sylvan ____________________________________ AC 16, (10 +4 mithral shirt, +2 Dex) touch 12, flat-footed 14 HP 16 (3 HD) Fort +2, Ref +5, Will +2 ___________________________________ Speed: 30 ft. Melee: Whip (masterwork) +6 (+4 TWF/+4 Trip/+2 disarm) (1d3/x2 reach 15ft), Sickle (masterwork) +6 (+4 TWF/+4 Trip) (1d6/19-20 x2) Ranged: Longbow +5 (1d8/x3 range 100ft) Base Attack/Grapple: +3/+5 Class Features: Favored Enemy (human +2), Track, Wild Empathy (+3), Two-Weapon Fighting, Endurance ________________________________ Abilities Str 15 (+2), Dex 14 (+2), Con 8 (-1), Int 13 (+1), Wis 12 (+1), Cha 10 (+0) Feats Exotic Weapon Proficiency: Whip, Combat Expertise, Improved Trip, Skills Spot +7, Listen +7, Hide +8, Move Silent +8, Hide +8, Tumble +8, Handle Animal +6, Use Rope +8 Possessions combat gear: Masterwork whip, sickle, longbow, mithral shirt, 20 arrows other items: bull’s strength potion (2), cure light wounds potion (4), tanglefoot bag (2), travel’s outfit, 15gp, 5sp, 3cp.
Combat If Lyra has time to prepare, she starts by quaffing one of her potions of bull’s strength, to improve her attack rolls and checks for trip and disarm. Otherwise, she will throw a tanglefoot bag and begin attempting to trip her enemies.
Alternative Wranglers Other options for wranglers include giving them two whips with which to trip twice in a round with a reach of 15ft or taking Improved Disarm instead of Improved Trip.
Bards make excellent wranglers because they start with whip proficiency and their illusion and enchantment spells increase their ability to control combat.
This is an orc chief that was used in my game. He ended up killing a PC, actually - my wife's character. He was built using the array mentioned earlier in this thread: 18, 16, 14, 12, 12, 10. As I recall, he was a bit over the wealth numbers for a 6th level NPC; this was OK for me - there were encounters in the same adventure that gave no treasure; and I figured as a chieftan, he'd have a bit more.
Nagrod, Orc ChieftanCR 6 Male orc barbarian 6 CE Medium humanoid (orc) Init +1 Senses Darkvision 60', Listen +3, Spot -1 Languages Common, Orc ---------------------------------------------------- AC 16, touch 11, flat footed 15; Uncanny dodge, Improved uncanny dodge HP 71 (6 HD) Fort +9, Ref +3, Will +1 Weakness light sensitivity ---------------------------------------------------- Speed 40 ft (8 squares) Melee+1 longsword +16/+11 (1d8+13, 19-20/x2) Base Atk +6; Grp +14 Atk Options Rage 2/day, Intimidating Rage, Power Attack Combat Gearpotion of cure critical wounds ---------------------------------------------------- Abilities Str 27, Dex 12, Con 18, Int 8, Wis 8, Cha 10 Feats Intimidating Rage, Power Attack, Weapon Focus (longsword) Skills Climb +13, Intimidate +9, Listen +3, Survival +8 Possessions Combat gear, +1 longsword, +1 mithril chain shirt, guantlets of ogre power ---------------------------------------------------- While raging, alter Nagrod's stats as follows: AC 14, touch 9, flat footed 13 HP 83 Will +3 Melee+1 longsword +18/+13 (1d8+16, 19-20/x2) Grp +16 Abilities Str 31, Con 22 Skills Climb +15
Books used: Core + Complete Warrior for Intimidating Rage feat
A typical native of the city where my campaign is set (also suitable as a generic pickpocket) and an average darts player - since my PCs happened to meet in a tavern where Windwalker (see earlier post) was playing darts...
Books used: PHB
Average Tulinite, male human Rog1; CR 1; Medium (5 ft., 2 in. tall); AL CN; type: Humanoid HD 1d6 hp 7 Init +4 (Improved Initiative) Spd 30 ft. AC 16 (+4 Dex, +2 Leather) Attack Dagger +1 Fort +3 Ref +6 Will +2 Str 14, Dex 18, Con 12, Int 12, Wis 14, Cha 16 Languages Spoken: Common. Skills and feats: Sleight of Hand +8, Spot +6, Listen +6, Appraise +6, Bluff +7, Disguise +7, Diplomacy +7, Escape Artist +8, Gather Information +7 Improved Initative, Great Fortitude Possesions: Dagger, Leather Armor
Average Dart Player, male human Ftr2; CR 2; Medium (5 ft., 2 in. tall); AL N; type: Humanoid HD 2d10 hp 24 Init +0 Spd 30 ft. AC 16 (+1 Dex, +5 Chain) Attack Dart Fort +7 Ref +1 Will +0 Str 16, Dex 12, Con 18, Int 8, Wis 10, Cha 9 Languages Spoken: Common. Skills and feats: Jump +6 Weapon Focus (Dart), Weapon Focus (Dagger), Alertness Possesions: 20 Darts, Chainmail
I just put together and posted this little sweatheart (:D) in this thread as a potential solution to a 1st level PC with a high(ish) AC.
Myrna SpringbottomCR 1 Female halfling rogue 1 N Small humanoid (halfling) Init +5 Senses Listen +7, Spot +5 Languages Common, Goblin, Halfling ---------------------------------------------------- AC 18 (+1 size, +5 Dex, +2 armor), touch 16, flat footed 13 HP 6 (1 HD) Fort +1, Ref +8, Will +2; +2 vs fear ---------------------------------------------------- Speed 20 ft (4 squares) Melee dagger +0 (1d3-1, 19-20/x2) or Ranged dagger +7 (1d3-1, 19-20/x2) Base Atk +0; Grp -5 Atk Options Point Blank Shot, 1d6 sneak attack Combat Gear alchemist's fire ---------------------------------------------------- Abilities Str 8, Dex 20, Con 10, Int 12, Wis 12, Cha 8 SQ trapfinding Feats Point Blank Shot Skills Balance +9, Bluff +3, Climb +1, Gather Information +3, Hide +13, Jump +5, Listen +7, Move Silently +11, Spot +5, Tumble +9 Possessions Combat gear, 6 daggers, leather armor, backpack, 3 gp, 23 sp
Appearance: Myrna is of average build for a female halfling; she has short brown hair and green eyes. She rarely smiles; when she speaks, she's often gruff and to the point.
Tactics: Myrna knows her strengths. She much prefers to attack with her daggers from range. Myrna is quite crafty, and will use terrain to her advantage, attacking and then hiding - only to attack from a different angle a moment later. Myrna is quite adept at moving around and takes advantage of this to find ways of escaping that she hopes others can't possibly follow. Myrna likes to use alchemist's fire or acid to soften up a target before expertly chucking her daggers for the killing blow.
books used: Core
note: Myrna's equipment is only worth 47 gp, 23 sp. Feel free to give her a bit more as suites your campaign. Some minor gems or extra equipment would make excellent additions. Additional alchemist's fire or flasks of acid make her all that much more deadly.
Vainglorious, Bar 1, Bloodscaled Fury 5, Very Old Fang Dragon Gargantuan (15x30) HP: 350 (440 when raging), Init: +0, Speed: 60ft, Fly 120, AC: 40 (-4 size, +26 natural), +4 shield, +4 mage armor Full Attack: Base Attack/Grapple: +27/+49 +29 Bite (4d8+21 + 2d4 con DC 26), +24 2x Claw (4d6+15 19-20), +19 RapidClaw (4d6+15 19-20), +24 2x Wings (2d8+15), +24 Tail Slap (4d6+26), *power attack -10 RAGING: +4 to attack/dmg Abilities: Str 32, Dex 10, Con 21, Int 16, Wis 21, Cha 16 Saves: Fort +20, Ref +15, Will +20 Skills:270 points Listen +30, Search +30, Spot +30, Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge, Sense Motive, Use Magic Device, Jump +27
Feats: Cleave, Blind-Fight, Improved Intitiative, Power Attack, Snatch, Improved Sunder, Dire Charge (if you charge during the 1st round of combat, you may make a full attack), Rapid Strike (claw), Shockwave (full-round action, your tail smashes against a solid object creating a shockwave for 100feet. Bull Rush +22 or knocked prone), Improved Critical (Claw), Improved Overrun (AOO, opponent can not avoid, +26 or knocked down)
Special Attacks: Crush (standard action, Reflex DC 26 or 4d6+15 and pinned, takes 4d6+15 dmg every other round. Save for ½ dmg. Pinned = can’t move), Ability Drain (su), Frightful Presence (DC 33 or shaken for 6d6 rounds), Trip (if hits with claw or tail –trip as a free action)
Snatch (can start a grapple if it hits with a claw or bite. Grapple +49, squeezes each round for automatic bite or claw dmg, drop the creature as a free action or use a standard action to fling it aside. Travels 1d6x10 feet and takes 1d6 dmg per 10 feet.)
Class Features: Rage for 7 rounds (+6 str, +6 con, +3 Will, -2 AC), Fearsome Presence, Draconic Fury (+2 to str and con, +1 to Will when raging), Scales of Blood (when raging, small quantities of blood ooze out of its scales. +6 SR, +5 DR), Rend (If you hit the same opponent with 2 claw attacks, you deal 8d6+15)
Special Immunities: Damage Reduction 20/greater magic, immune to sleep and paralysis, Impale (if hit with a melee attack, 4 dmg), SR 27
Tactics: Round 1: Spell Turning Round 2: Stoneskin, Round 3: Shockwave (full-round action, your tail smashes against a solid object creating a shockwave for 100feet. Bull Rush +22 or knocked prone), Frightful Presence Round 4: Jump and Crush -- (standard action, Reflex DC 26 or 4d6+15 and pinned, takes 4d6+15 dmg every other round. Save for ½ dmg. Pinned = can’t move) Round 5: Rage (+8 str, +8 con, +6SR, +3 will, -2 AC) Full Attack + rend if hit with 2 claws + snatch (grapple +49)
Flavor Text: “ A chunk of phlem gets stuck in your throat as your head slowly pans upward to take in the vision of A dragon of massive size blocking the tunnel in front of you seething with fury. Rows of deadly spikes and spines cover its grayish body. Arcane energies twist about its form. It’s wings are stunted and rock hard – more like weapons, then used for mobility. Small quantities of blood ooze between its scales and it’s claws are about half as long as you are tall.”
Chaucer, Male Shadowvar Lich, Dread Necromancer 20, Epic Dread Necromancer 10 Init: +0, Senses: AC 37 (+4 dex, +10 armor, +4 natural, +5 Deflection, +4 shield ) touch 14, FF 18 HP 30d12, 240hp Fast Healing 2, Negative Energy Resistance (+4 on saves to resist , DR 8/, Undead Traits) Life Ward(reversed of Death Ward), Unholy Aura (DC 25 or take 1d6 str) spell resistance 28, Fort +8, Ref +10, Will +17 Spd: 30ft or 90ft Flying Melee: +19/+14/+9 Gripsoul, Magical Longsword (1d8+9 18-20x2) on critical - imprison Ranged: +14 Ranged Touch Attack or Ray BAB: +10/+13 Atk Options: Enervating Touch 1d8+5 and 2 negative levels Fort 35 (heals undead, max is 30 levels) Scabrous Touch 3xday: 1d8+5 and desease (like contagion DC 35) Negative Energy Burst 4/day: 30d4 dmg to living creatures 5 feet burst. Will 35 for half. Undead are healed Str 16, Dex 18, Con -, Int 30, Wis 18, Cha 30
Feats: Craft Wonderous Item, Quicken Spell, Epic Spellcasting, Automatic Quicken (can cast 1-3 spells as quickened spells without using higher slots), Spell Focus (necromancy), Improved Spell Focus (necromancy), Epic Spell Focus (Necromancy), Improved Spell Capacity (10th), Spell Penatration, Greater Spell Penetration, Corrupt Spell, Surge of Malevolence ( gains +10 on any save), Debilitiating Spell (4x day can deal 4 points of wisdom damage to opponent) Multispell (can cast 2 quickened spells a round)
3rd level: crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion (close,30 min, ray, Fort 26 or exhausted, if saves then only fatigued),, speak with dead, summon undead III, vampiric touch
4th level: Animate Dead , Bestow Curse, contagion, Dispel Magic, enervation, Evard’s black tentacles, giant vermin, inflict critical wounds, phantasmal killer, poison, summon undead IV
5th level: blight, cloudkill, Fire in the blood, greater dispel magic, insect plague, lesser planar binding, magic jar, mass inflict light wounds, nightmare, oath of blood, Slay living, summon undead V, undeath to death, unhallow, waves of fatigue
6th level: Acid fog, circle of death, create undead, eyebite, geas/quest, harm, mass inflict moderate wounds, planar binding, Waves of exhaustion (60ft cone, no save, targets are exhausted), Greater Dispel Magic (+20)
7th level: Control undead, Destruction, Finger of Death, Greater Harm (as harm but deals 20d12 dmg), mass inflict serious wounds, song of discord, vile death, Chain of Sorrow (Close, The target takes 2d10 Cha damage. If he makes his save the spell ends, if fails, then the next time he touches someone, that person takes 2d10 unless a save is made. Will for half, DC 30. Caster takes 2d4 cha dmg), Greater Arcane Sight
8th level: Create greater undead, Horrid Wilting, Mass inflict critical wounds, Symbol of Death
9th level: Energy Drain, Imprison soul, Mass Harm, Plague of Undead, Wail of the Banshee
10th level: Quickened Greater Dispel Magic x3,
Epic Level: Crown of Vermin: active and already used, lasts 5 rounds. 300 insects surround you in a 10ft radius. Victims who make a successful DC 30 reflex save only take 10d10 damage.
Ruin: spellcraft DC 27, You deal 20d6 damage to a single target. Takes a full round action, SR applies, Fortitude for 1/2 .
Possessions: +5 Ring of Protection, Staff of Rapid Barrage (either of the powers activate as a free action, Magic Missile, intensified, quickened 1 charge, 5 missiles dealing 10 points of damage each, Fireball (heightened to 6th, enhanced, quickened 1 charge 20d6, DC 19) 10 charges, Bracers of Armor +10, Ring of Ineffable Evil (perminant unholy aura effect), Pearl of Power (8th), Mantle of the Overlord (25% immunity to critical hits, +4 natural armor, quickened lesser ironguard 1/day, feather fall 2/day, repulsion 1/day, lightning bolt 1/day, Acererak’s Robe (heroes of horror133, death ward,3x day it can cast Finger of Death with a touch and anyone slain rises as a zombie) Gripsoul ( this terrible weapon is enruned with green glowing sigils and is set with a jet black pearl on the crossguard. It is a +6 keen longsword but instead of dealing additional damage on a critical hit, it imprisons the victim in a gem set in the pommel of the sword (DC 25)
Ioun Stones: Scarlet Sphere, Pale Blue Rhomboid, Pearly White Spindle, and Deep Red Sphere
Tactics: Prep: Crown of Vermin, Spectral Hand, Speak with Undead, Greater Arcane Sight Round 1: Plague of Undead (4 Bane Wraiths, pg 139 heroes of horror), Quickened Blindness (+16 spectral hand, Fort 22) + one other Quickened Spell Round 2: Finger of Death (Krom, DC 30), Quickened Blindness or Vampiric Touch (5d6), Round 3: Chain of Sorrow, Quickened Bestow Wound or Inflict Serious Wounds (3d8+15) on himself or ally Round 4: Mass Harm (20d12, 20ft radius burst, Will for 1/2 )