How are these NPCs?
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How are these NPCs?
I have a 5th level party: an Orc Fighter/Barbarian (RoW), a Human Core Sorcerer (that has Eschew Materials for free at 1st level, uses spells per day 1 level higher), a Human Cleric, and a Drow Assassin.
The Cleric is a Child Necromancer that worships a God of Life/Death.
I am planning on setting them up against these NPCs. I want to know if these NPCs have any strengths/weaknesses.
Brugal
Male Human Samurai 7
HP: 69
Init: +3
BAB/Grapple: 7/10
Abilities: Str 16, Dex 14 (16), Con 14, Int 10, Wis 14, Cha 10
Saves: Fort+4, Ref +5, Will +7
Attacks: Ancestral Greatsword +10/+8 (2d6+16, 17-20) w/ 4 point power attack
AC: 22 (+7 armor, +3 dex, +2 deflect)
Skills: Balance 5 (+8), Climb 5 (+8), Craft 5 (+5), Jump 5 (+8), Notice 5 (+7), Stealth 5 (+8), Sense Motive 5 (+7), Swim 5 (+8), Tumble 5 (+8)
Feats: Blind-fighting, Blitz, Combat School (Daggers, Short Swords, Long swords, Greatswords), Great Fortitude, Horde Breaker (B), Insightful Strike, Whirlwind Attack
Equipment: +2 Mithril Shirt, Ancestral Weaponry (+2 Ghost Touch Greatsword), Ring of Protection +2, Gloves of Dexterity +2
Class Features: Ancestral Weaponry (+2 Ghost Touch Greatsword), Pledge of Loyalty (Freeport’s Captain’s Council), Kiai! 5/day, Terrible Blows, Iajutsu
Argaruin
Male Ogre Barbarian 4
HP: 97
Init: +1
BAB/Grapple: 7/18
Abilities: Str 24, Dex 12, Con 18, Int 10, Wis 10, Cha 6
Saves: Fort +15, Ref +3, Will +5
Attacks: +2 Greatclub +12/+10 (2d6+18), 3 point power attack
AC: 20 (+1 dex, +5 natural, +4 armor)
Skills: Climb 6 (+13), Jump 6 (+13), Notice 10 (+10), Survival 2 (+2), Swim 6 (+13)
Feats: Blitz, Great Fortitude, Iron Will
Equipment: Chain Shirt, +2 Greatclub
Class Features: Rage, Fast Healing 1, Battle Hardened, Combat Movement +10, Rage Dice +2d6, Dark-vision 60 feet, low-light vision
Ezerlur
Female Elf Wizard 7
HP: 30
Init: +2
BAB/Grapple: 3/2
Abilities: Str 8, Dex 14, Con 14, Int 17 (21), Wis 10, Cha 14
Saves: Fort +4, Ref +4, Will +5
Attacks: Touch Spell +5, Ranged Touch +5
AC: 20 (+2 dex, +2 natural, +2 deflect, +4 mage armor)
Skills: Craft 10 (+14), Knowledge (Arcana, Religion) 10 (+14), Notice 10 (+10), Spellcraft 10 (+14)
Feats: Body Assemblage, Weapon Finesse, Whispers of the Otherworld
Equipment: Ring of Protection +2, Amulet of Natural Armor +2, 10 Potions of Cure Moderate Wounds, Ring of Blink
Class Features: Spells Per Day (4/5/4/3/2), Spellbook (0- all, 1st- Grease, Jump, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement, 2nd- Command Undead, Darkness, Desecrate, Fox’s Cunning, Invisibility, Spectral Hand, 3rd- Ghoul Touch, Haste, Ray of Exhaustion, 4th- Animate Dead, Fear
Angdul
Female Half-orc Assassin 5
HP: 27
Init: +7
BAB/Grapple: 3/6
Abilities: Str 14, Dex 16 (18), Con 12, Int 14, Wis 12, Cha 10
Saves: Fort +5, Ref +7, Will +2
Attacks: +2 Light Crossbow +8 (1d8+2)
AC: 20 (+5 armor, +1 deflect, +4 dex)
Skills: Balance 8 (+11), Bluff 8 (+8), Disguise 8 (+8), Gather Information 4 (+6), Notice 8 (+9), Search 8 (+10, Stealth 8 (+11), Tumble 8 (+11), Use Magic Device 4 (+4)
Feats: Danger Sense, Sniper
Equipment: +1 Ring of Protection, Gloves of Dexterity +2, Mithril Shirt, +2 Light Crossbow, 6 vials of greenblood oil, 4 vials of antitoxin, masterwork disguise kit, masterwork climber’s kit, 6 vials of drow knock-out poison, 6 vials of large spider venom
Class Features: Poison Use, Death Attack +7d6, Uncanny Dodge I & II, Hide in Plain Sight, Cloak of Discretion, Traps, Trapmaking, Spells Known (0-Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Read Magic, Touch of Fatigue, 1st- Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, 2nd- Blur, Detect Thoughts, Invisibility), Darkvision 60 feet
The Cleric is a Child Necromancer that worships a God of Life/Death.
I am planning on setting them up against these NPCs. I want to know if these NPCs have any strengths/weaknesses.
Brugal
Male Human Samurai 7
HP: 69
Init: +3
BAB/Grapple: 7/10
Abilities: Str 16, Dex 14 (16), Con 14, Int 10, Wis 14, Cha 10
Saves: Fort+4, Ref +5, Will +7
Attacks: Ancestral Greatsword +10/+8 (2d6+16, 17-20) w/ 4 point power attack
AC: 22 (+7 armor, +3 dex, +2 deflect)
Skills: Balance 5 (+8), Climb 5 (+8), Craft 5 (+5), Jump 5 (+8), Notice 5 (+7), Stealth 5 (+8), Sense Motive 5 (+7), Swim 5 (+8), Tumble 5 (+8)
Feats: Blind-fighting, Blitz, Combat School (Daggers, Short Swords, Long swords, Greatswords), Great Fortitude, Horde Breaker (B), Insightful Strike, Whirlwind Attack
Equipment: +2 Mithril Shirt, Ancestral Weaponry (+2 Ghost Touch Greatsword), Ring of Protection +2, Gloves of Dexterity +2
Class Features: Ancestral Weaponry (+2 Ghost Touch Greatsword), Pledge of Loyalty (Freeport’s Captain’s Council), Kiai! 5/day, Terrible Blows, Iajutsu
Argaruin
Male Ogre Barbarian 4
HP: 97
Init: +1
BAB/Grapple: 7/18
Abilities: Str 24, Dex 12, Con 18, Int 10, Wis 10, Cha 6
Saves: Fort +15, Ref +3, Will +5
Attacks: +2 Greatclub +12/+10 (2d6+18), 3 point power attack
AC: 20 (+1 dex, +5 natural, +4 armor)
Skills: Climb 6 (+13), Jump 6 (+13), Notice 10 (+10), Survival 2 (+2), Swim 6 (+13)
Feats: Blitz, Great Fortitude, Iron Will
Equipment: Chain Shirt, +2 Greatclub
Class Features: Rage, Fast Healing 1, Battle Hardened, Combat Movement +10, Rage Dice +2d6, Dark-vision 60 feet, low-light vision
Ezerlur
Female Elf Wizard 7
HP: 30
Init: +2
BAB/Grapple: 3/2
Abilities: Str 8, Dex 14, Con 14, Int 17 (21), Wis 10, Cha 14
Saves: Fort +4, Ref +4, Will +5
Attacks: Touch Spell +5, Ranged Touch +5
AC: 20 (+2 dex, +2 natural, +2 deflect, +4 mage armor)
Skills: Craft 10 (+14), Knowledge (Arcana, Religion) 10 (+14), Notice 10 (+10), Spellcraft 10 (+14)
Feats: Body Assemblage, Weapon Finesse, Whispers of the Otherworld
Equipment: Ring of Protection +2, Amulet of Natural Armor +2, 10 Potions of Cure Moderate Wounds, Ring of Blink
Class Features: Spells Per Day (4/5/4/3/2), Spellbook (0- all, 1st- Grease, Jump, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement, 2nd- Command Undead, Darkness, Desecrate, Fox’s Cunning, Invisibility, Spectral Hand, 3rd- Ghoul Touch, Haste, Ray of Exhaustion, 4th- Animate Dead, Fear
Angdul
Female Half-orc Assassin 5
HP: 27
Init: +7
BAB/Grapple: 3/6
Abilities: Str 14, Dex 16 (18), Con 12, Int 14, Wis 12, Cha 10
Saves: Fort +5, Ref +7, Will +2
Attacks: +2 Light Crossbow +8 (1d8+2)
AC: 20 (+5 armor, +1 deflect, +4 dex)
Skills: Balance 8 (+11), Bluff 8 (+8), Disguise 8 (+8), Gather Information 4 (+6), Notice 8 (+9), Search 8 (+10, Stealth 8 (+11), Tumble 8 (+11), Use Magic Device 4 (+4)
Feats: Danger Sense, Sniper
Equipment: +1 Ring of Protection, Gloves of Dexterity +2, Mithril Shirt, +2 Light Crossbow, 6 vials of greenblood oil, 4 vials of antitoxin, masterwork disguise kit, masterwork climber’s kit, 6 vials of drow knock-out poison, 6 vials of large spider venom
Class Features: Poison Use, Death Attack +7d6, Uncanny Dodge I & II, Hide in Plain Sight, Cloak of Discretion, Traps, Trapmaking, Spells Known (0-Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Read Magic, Touch of Fatigue, 1st- Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, 2nd- Blur, Detect Thoughts, Invisibility), Darkvision 60 feet
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- Knight-Baron
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For Fucks Sake. There are three sticky threads on this forum. That leaves 47 slots open on the first page.Jerry wrote:Is nobody gonna respond?
As of my posting right now, you are the author of 17 of them. In other words, you are the author of over 36% of the threads in this forum!
Calm the fuck down.
There is nothing worse than aggressive stupidity.
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- Knight-Baron
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I don't have a good sense of time.SphereOfFeetMan wrote: Your posts are time-stamped.
Explain to me how less than one day is "like two days ago."
But are you going to answer my question on what you think of my NPCs?
Last edited by Jerry on Thu Jun 19, 2008 7:31 pm, edited 1 time in total.
- JonSetanta
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It is a little impatient to expect responses with even the first week of posting new ideas here but it doesn't warrant that kind of precision nerdrage.SphereOfFeetMan wrote:For Fucks Sake. There are three sticky threads on this forum. That leaves 47 slots open on the first page.Jerry wrote:Is nobody gonna respond?
As of my posting right now, you are the author of 17 of them. In other words, you are the author of over 36% of the threads in this forum!
Calm the fuck down.
Send a private message to Jerry if you believe he's making too many threads, yet I assume FBMF would have done so by now if such a thing were really a problem.
Jerry:
The NPCs look fine but they are lacking in equipment, unless you expect other DMs interested to stat out the rest. A short description of any quirks, notable details, and physical generalities would help.
Last edited by JonSetanta on Thu Jun 19, 2008 7:37 pm, edited 1 time in total.
The Adventurer's Almanac wrote: ↑Fri Oct 01, 2021 10:25 pmNobody gives a flying fuck about Tordek and Regdar.
- JonSetanta
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That is odd since I'm never angry here yet some assume I am. It's a strange assumption that word quantity implies emotional investiture, but sometimes I just have a free evening (or.. more) after work, or I'm bopping back in to TGD while doing anything else online.Jerry wrote: Koumei explained it best: we all pretend to be angry, vindictive people (or we're not pretending).
Usually I write huge pagefulls when I'm being sarcastic or laughing while writing.
However, some things on /tg/ really do incite my nerdrage. Ironically, I type much, much less when it does happen.
The Adventurer's Almanac wrote: ↑Fri Oct 01, 2021 10:25 pmNobody gives a flying fuck about Tordek and Regdar.
Fair enough, Jerry posts a lot. But at the moment, the thread at the bottom of the IMHO forum last got posted to about 2 weeks ago - I think there is still plenty of slack.SphereOfFeetMan wrote:For Fucks Sake. There are three sticky threads on this forum. That leaves 47 slots open on the first page.Jerry wrote:Is nobody gonna respond?
As of my posting right now, you are the author of 17 of them. In other words, you are the author of over 36% of the threads in this forum!
Calm the fuck down.
[edit] and the others all go back months to years.
Last edited by Fwib on Thu Jun 19, 2008 9:21 pm, edited 1 time in total.
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That's awesome. I'm running a Freeport game too, party lineup: male fish-blooded samurai, female human assassin, and male human fire mage. The samurai in my game, however, uses a bow, and the assassin does kusarigama TWFing.
Anyway, the only problem I see is that one of the characters is two levels below the others and the others are two levels above the characters. Why the high level NPCs?
The barbarian and samurai are both kiteable, which might make them less of a challenge.
Anyway, the only problem I see is that one of the characters is two levels below the others and the others are two levels above the characters. Why the high level NPCs?
The barbarian and samurai are both kiteable, which might make them less of a challenge.
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I have never heard or read of kite-able monsters referred to as "hawkable".
However, I have known of it as "fishing" or "congo-lining".
However, I have known of it as "fishing" or "congo-lining".
The Adventurer's Almanac wrote: ↑Fri Oct 01, 2021 10:25 pmNobody gives a flying fuck about Tordek and Regdar.
umm.... I can tell you right now that kiteing and circle-strafing are not at all similar, except in the most abstract sense that they both involve moving to evade damage.
circle-strafing literally means strafing in a circle; you point your self toward the enemy and move sideways while turning to stay pointed at them. so that you're moving and thus less likly to be hit, without increasing distance or moving to a new area.
kiting involves running away, so that the enemy has to follow you instead having time to attack. the premise being that an enemy that you can out range and out run will never be able to attack you unless they're smart enough to stop chasing and take cover somewhere so that you can't attack without coming into their range.
now where does does 'hawking' fit in this?
circle-strafing literally means strafing in a circle; you point your self toward the enemy and move sideways while turning to stay pointed at them. so that you're moving and thus less likly to be hit, without increasing distance or moving to a new area.
kiting involves running away, so that the enemy has to follow you instead having time to attack. the premise being that an enemy that you can out range and out run will never be able to attack you unless they're smart enough to stop chasing and take cover somewhere so that you can't attack without coming into their range.
now where does does 'hawking' fit in this?
After all, when you climb Mt. Kon Foo Sing to fight Grand Master Hung Lo and prove that your "Squirrel Chases the Jam-Coated Tiger" style is better than his "Dead Cockroach Flails Legs" style, you unleash a bunch of your SCtJCT moves, not wait for him to launch DCFL attacks and then just sit there and parry all day. And you certainly don't, having been kicked about, then say "Well you served me shitty tea before our battle" and go home.