My NPCs for Athas



Sep 10, 2006 12:24:48
Working up a large list of NPCs for Athas, I do this for my campaigns nowadays as it saves a lot of trouble having folders with printed NPCs pages I cna slip into my games easily When finished I'll put it on my websites for you all to use in your games if you wish.

This is a sample fleshed-out NPC, made with E-Tools and old fashioned Dm scribbling ;)

Bar-Thovett, Male Human Rog3/Egoist5: CR 8; Medium Humanoid ; (Assassin and legbreaker).
HD 3d6+9(Rogue) , 5d4+15(Psion) ; hp 52; Init +1; Spd 30;
AC:13 (Flatfooted:12 Touch:11);
Atk: +4 BAB, +5 base melee, +5 base ranged; +5 (1d3+1, Unarmed strike); +6 (1d4+2, Dagger of Venom); +6 (1d8+1, +1 Crossbow, light); sneak attack +2d6 damage.
AL NE; SV Fort +5, Ref +5, Will +6;
STR 13 (+1), DEX 13 (+1), CON 17 (+3), INT 18 (+4), WIS 13 (+1), CHA 13 (+1).
Skills: Appraise +7, Balance +2, Bluff +8, Climb +4, Concentration +10, Diplomacy +6, Disable Device +6, Disguise +6, Escape Artist +5, Forgery +6, Gather Information +6, Hide +9, Intimidate +6, Knowledge (Local) +8, Listen +4, Move Silently +9, Open Lock +6, Psicraft +7, Sense Motive +6, Sleight of Hand +9, Spot +4, Tumble +5, Use Magic Device +2, Use Rope +3.
Feats: Armor Proficiency: light, Combat Manifestation, Improved Unarmed Strike, Point Blank Shot (+1 hit/damage at 30’ or less), Psionic Fist (expend psionic focus for +2d6hp melee damage), Psionic Shot (expend psionic focus +2d6 hp), Simple Weapon Proficiency, Precise ShHot
Powers Known (Psion, DC 14+ power level) Power points: 35
1st – Hammer (melee touch attack does 1d8 bludgeon, augmentable 1 point increases duration 1 round), Thicken Skin (+1 natural AC for 50 minutes, augmentable 4 PPs for +2 AC), Vigor (cost 1 PP, +5 hp for 5 minutes, augmentable max is +25 hp for 5 minutes for 5 PPs) ;
2nd -- Animal Affinity (3 PPs, 5 minutes, +4 to one stat), Biofeedback (3 PPs, 5 minutes, 2/- DR), Chameleon (1 PP, 50 minutes, +10 Hide), Elfsight (3 PPs, low light vision +2 Spot/Search, notice concealed/secret doors);
3rd -- Body Adjustment (3 PPs cures 1d12 hp, augmentable for 5 PPs cures 2d12 hp), Ectoplasmic Form (5 PPs, become intangible).
Possessions: leather armour, obsidian Dagger of Venom +1 (poison 1/day DC 14); +1 Crossbow, light, Thieves` tools; Large Scorpion Venom (x5, injected DC 18 1d6/1d6 Str), Arsenic poison (x5,ingested DC 13 1 Con/1d6 Con). Psionic Tattoos: Power Level 1 (Vigor effect); potion of Cure Serious wounds (3d8+5 hp), 150 CP, 1 GP.

Bar-Thovett is a non-descript, ordinary looking man , typically looking like a trader, his dark brown hair and eyes offer no clue to his true work, until he choses it. An assassin, a “leg-breaker with skill”, he is for hire by the more ordinary people, a common man (or thug’s), assassin as it were. Since the not-so-poor can’t really afford justice, they hire men like Bar-Thovett to gain vengeance, just or not.
At home in the slums of Tyr, he doesn’t like the “Higher class” areas, and resents and fears nobles and templars. He has a taste for sweet pastries (a rare luxury indeed but one he can sometimes afford), that and a fondness for beer and courtesans are his vices, he doesn’t care much for the gladiator fights as he sees himself as a professional hunter. After each kill he under takes a ritual he believes will ward him from the dead shades of his victims, and thus aids a cleric or templar at times.

Combat: If he thinks a victim is “easy”, he will do away with them in whatever unnoticed, fast method he can carry it out. On more difficult foes, he may hire some thugs to attack the victim and use his abilities to make sure of the kill from nearby. Using his “Up the Walls” ability he often hides on hidden ledges and roofs with his crossbow, using poisoned bolts and Psionic Shot he can despatch most foes easily.
If expecting a dangerous fight he will use Animal Affinity to gain +4 Dex and Str (+2 attacks/melee damage/AC/Ref saves 6PPs), Biofeedback (DR 2/-, 3PPs), Thicken Skin (augmented for +2 AC, 4 PPs), Vigor (augmented for +25 hp. 5PPs), and Chameleon (+10 hide, 1PP) total cost is 19 PPs, and poison his weapons with large Scorpion venom). He’ll use his psionic focus for Psionic Shot or Psionic Fist, whichever is needed, dangerous targets he’d much rather fight from range and height! If possible he’ll get in position to “snipe” an enemy, or he may sneak into their room using Ectoplasmic Form. He can also use Arsenic poison in an enemy’s food/drink before hand using Sleight of Hand to drop it in their meals.
Prepped for combat: AC 15, hp 77, Init +3, +8 melee attack (1d4+4, Dagger of Venom, plus poison DC 18 1d6 Str/1d6 Str); +8 ranged attack (1d8+1 plus poison DC 18 1d6 Str/1d6 Str, +1 Crossbow, light. +1hit/damage in 30’), PPs left 16, +10 Hide, +2d6 damage with sneak attack, +2d6 damage if uses Psionic Shot, DR 2/-


Sep 19, 2006 15:38:19
Male Human Clr3/Exp2: CR 4; Medium Humanoid ; HD 3d8+3(Cleric) , 2d6+2(Expert) ; hp 34
Init +0; Spd 30’ or 20’ in armour
AC: 10 or 16 (Flatfooted:16 Touch:10) (no armour is usually worn around town, except on guard duty)
Atk; BAB +3, +3 base melee, +3 base ranged; +3 (1d8, Morningstar); +3 (1d4, Dagger);
AL LE; SV Fort +4, Ref +1, Will +8;
STR 10, DEX 10, CON 12, INT 12, WIS 14, CHA 12.
Skills: Bluff +2.5, Concentration +5, Decipher Script +2, Diplomacy +7, Forgery +2, Gather Information +6, Heal +3, Hide +2 (-4 in armour), Intimidate +6, Listen +3, Search +3, Sense Motive +7, Speak Language +2, Spellcraft +2, Spot +4, languages; Common Dwarven, Elven, Infernal.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Casting, Investigator, Negotiator, Shield Proficiency, Simple Weapon Proficiency.
Spells Prepared (Clr 4/3/2, DC 12+ spell level): Domains Tyranny (+1 DC to Compulsion spells) Inquisition (+4 to Dispel attempts)
0 - Cure Minor Wounds, Detect Magic, Detect Poison, Guidance;
1st - Command (d), Entropic Shield, Magic Weapon, Protection from Evil;
2nd - Calm Emotions, Hold Person, Zone of Truth (d).
Possessions: Dagger; Morningstar, Scale mail, Shield, heavy wooden, potion of Cure Moderate Wounds (x2, CL 3)

Templars are the clerics of the sorcerer-kings, and also bureaucrats, diplomats, tax inspectors…you name it. They act as civic functionaries, as well as marshals of the army and such like. Thus, most templars are multi-class. This character represents the typical templar you could meet on the street, over seeing the city gates etc. It’s rare to meet a templar without slaves or allies, and they are both arrogant and full of guile, making them dangerous adversaries.
Combat: a templar will order his slaves and servants to shield him, while he uses spells to boost their efforts. Calm Emotions and Hold Person are ideal to quell enraged citizens or slaves. If things are severe he will cast Protection From Evil, Entropic Shield (20% chance missiles and rays miss), Magic Weapon (+1 hit/damage with morningstar) and Detect Magic.

Male half-giant Ftr2: CR 5; Large Giant ; HD 2d12+8(barbarian) plus 2d8+8 (giant); hp 46;
Init +0; Spd 50;
AC:14 (Flatfooted:14 Touch:9, natural +2);
Atk BAB +3, +2 base ranged; +9 (2d8+9 large Greatclub); or power attack +6 (2d8+15 large greatclub), +4 (1d4+6 unarmed)
AL N; SV Fort +8, Ref +1, Will +0;
STR 23 (+6), DEX 11, CON 18 (+4), INT 8 (-2), WIS 6 (-2), CHA 4 (-3).
SQ; Darkvision 60’, Rage 1/day (+4 Str/Con, +2 Will save, -2AC, 6rounds), Uncanny Dodge
Skills: Listen +3 Spot +3
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Greatclub.
Possessions: Greatclub, studded leather armour.

Half-giants slaves are favoured by templars and other wealthy folk as bodyguards, because they hit very, very hard, and don’t get up to many sneaky betrayals either.
Combat: The half-giant will fly into a Rage and use power Attack to squash his foes to pulp!
Raging, with Power attack mode +8 melee (2d8+19 large greatclub), hp 54, AC 12, Fort +10, Ref +1, Will +2.