Sample NPCs
Here are a few sample NPCs. Feel free to adapt them to be useful to you.
DWARF WARRIOR
CR 4
XP 1,200
Dwarf warrior 5
N Medium human
Init +2; Senses Spot +3, darkvision
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 37 (5d10+10+4)
Fort +6, Ref +2, Will +4
OFFENSE
Speed 25 ft.
Melee Longsword +8 (1d8+4/19–20) or Halberd +7 (1d10+3/×3)
Ranged Heavy Crossbow +6 (1d10+1/19–20)
STATISTICS
Str 15, Dex 12, Con 13, Int 10, Wis 11, Cha 9
Base Atk +5; CMB +7; CMD 18
Feats Weapon Specialization (longsword), Toughness, Weapon Focus (longsword)
Skills Intimidate +8, Spot +6, Appraise +6
Languages Dwarf, Common
Combat Gear potion of cure light wounds, alchemist's fire; Other Gear chainmail, longsword, halberd, heavy crossbow with 20 bolts, wineskin, 15 gp
Special Abilities:
ELF MONK
CR 7
XP 2,400
Elf monk 7
LN Medium elf
Init +7; Senses Low-Light Vision; Spot +10
DEFENSE
AC 21, touch 19, flat-footed 16 (+4 Dex, +3 Wis, +1 monk attack/AC bonus, +1 dodge, +2 bracers)
hp 41 (7d8+7 con +2 elf)
Fort +4, Ref +9, Will +8; -1 vs poison, disease
OFFENSE
Speed 45 ft.
Melee Unarmed strike +8 (1d8+2) or Flurry of Blows +8/+8 (1d8+2) (Crit 19-20/x3)
Ranged Bronze Shuriken +10 (1d2+5) or Flurry of Blows +10/+10 (1d2+5) (Range 10 ft, 20/x2)
STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 16, Cha 8
Base Atk +5; CMB +7; CMD 26 (10 +5BAB +4dex +2str +3wis +1monk +1feat)
Feats Dodge, Weapon Specialization (shuriken), Spring Attack
Skills Handle Animal +5, Heal +7, Knowledge (arcana) +3, Knowledge (nature) +4, Ride +6, Scrivening +3, Spellcraft +3, Search +4, Spot +10, Stealth +12, Survival +7, Tumble +11. +2 elf on Stealth & Survival in nature
Languages Common, Elven
Combat Gear potion of cure moderate wounds, potion of cat's grace; Other Gear 20 bronze shuriken, bracers of armor (soul-linked) +2, monk's robes, 25 gp
Special Abilities:
- Monk: Martial Artist, Eremite, Mantis Style, Disciple, Scorpion Style, Flurry of Blows, Master of Spring
- Elf: Keen Eyes, Frail, with Iron Allergy, One with Nature
- Traits: Caretaker, Highlander
- Spells: CL3; Cast 1-1-4/day: Endure Elements, Speak with Animals; Longstrider, Magic Fang; Bull's Strength, Whispering Lore.
HUMAN SLAVER
CR 1
XP 200
Human expert 2 warrior 1
NE Medium human
Init +2; Senses Spot +3
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 leather armor, +2 Dex)
hp 21 (1d10warrior+2d6expert+5feat+4human)
Fort +3, Ref +3, Will +1
OFFENSE
Speed 30 ft.
Melee Longspear +3 (1d8+2/x3, brace, reach) or Longsword +3 (1d8+2/19-20) +1d6 if precise strike
Ranged Shortbow +3 (1d6+2/×3)
STATISTICS
Str 14, Dex 14, Con 10, Int 10, Wis 12, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Trick Riding, Precise Strike, Toughness
Skills Appraise +2, Intimidate +7, Diplomacy +3, Profession (slaver, merchant) +6, Sense Motive +7, Spot +3, Ride +5, Stealth +4
Languages Human, Common
Combat Gear tanglefoot bag; Other Gear light war horse (combat trained), leather armor, longsword, longspear, shortbow with 20 arrows, horn, 5 gp
Special Abilities:
- Warrior: Teamwork Feat (precise strike)
- Expert: Advanced use of Intimidate & Ride, Interaction (Profession, Appraise)
- Human: +2 Ref and Fort saves; +3 Intimidate, Sense Motive, Prof (Merchant, Slaver); Versatile; Callow; Tinker (weapon cord)
- Trait: Military Vet (+1 ride skill)
- Spells: none
Combat notes: You can use ranged weapons before or after your mount takes a single move with no penalty; during a double move at -4; during a run at -8. With Trick Rider, fighting from horsebask is easy. Fearing liontaurs following them, they focus on riding away from conflict — with Expert Riding, slavers can spur their mounts to get away faster. They shoot when wary of their foe, flank in melee for the teamwork feat precise strike.
