Randomly Generated NPC Allies and Villains [NPCs/City]One of the main things I do with my free time is create NPCs or PCs, and I figured it'd be a waste to let all these things waste away in my computer... So I'll post them here. Praise them, hate them, use them, whatever... I just know I'll be posting one of these here every once and awhile, hopefully for your enjoyment. Here's the first one, tell me if you like it, please. Ignore the poll, that was sort of a screw up of the brain on my part.:
Tezca CR 18
Male Julajimas Ghost-Faced Killer 6
NE Huge Aberration
Init +10, Senses Darkvision 60 ft.
Aura Fear (20 ft., Will DC 28 or be Frightened; Allowed Save each round to resist)
AC 28, touch 16, flat-footed 22
(-2 Size, +6 Dex, +12 Natural)
Hp 219 (22 HD)
Immune Enchantment; DR 10/ Magic
Resist Fire 10
Saves Fort +15, Ref +13, Will +11
Weakness Sunlight (Fortitude DC 20 or paralyzed for 1d4 rounds)
Speed 50 ft.
Melee Bite +27 (2d6+11) and
Melee 2 Claws +22 (1d8+5)
Base Attack +18; Grp +37
Space 15 ft.; Reach 10 ft.
Atk Options Frightful Attack, Sudden Strike +2d6
Abilities Str 32 (+11), Dex 22 (+6), Con 20 (+5), Int 10 (0), Wis 8 (-1), Cha 24 (+7)
Feats Ability Focus (Frightful Attack), Cleave, Dodge, Improved Initiative, Mobility, Power Attack, Roof Jumper, Roof Walker, Spring Attack
Skills Balance +13, Climb +18, Concentration +9, Disguise +17, Hide +8, Intimidate +15, Jump +17, Move Silently +12
Possessions 30 ap, Ring of Freedom of Movement, Necklace of Charisma +2
Frightful Attack (Su): When Tezca uses Power Attack in addition to a Sudden Strike and makes a successful attack, his target must make a Will Save DC 25 or Die. Even when the target makes the save successfully, they are still Shaken for 1d6 rounds. All who witness the attack within 30 ft. are Panicked if they have less than 13 HD, and are shaken if they have 13 HD or more if they fail a Will Save DC 25. He may use this ability 2/day.
Ghost Step (Su): As a Swift action, Tezca may turn invisible for 1 round. He may do that 2/day.
Polymorph (Su): Tezca can assume the form of a small, cuddly animal (he often chooses a Squirrel or Kitten) as the spell Polymorph.
Roar (Su): 3/day, all within 60 ft. must make a Fortitude Save DC 26 or be deafened for 3d6 hours and take 6d6 Subdual damage.
Stunning (Su): When Tezca scores a Critical hit with its Claw attack, the target must make a Fortitude Save DC 26 or be Stunned for 1d4 rounds.
In his natural form, Tezca appears to be a baboon nearly the size of a small house, with a long crocodilian maw with teeth the size of a human thumb. His fur ranges from dark navy running along its spine, to a pale blue on his belly. His wicked four taloned hands are just as dextrous as any humanoid’s, though much more deadly. His tail is something of a scaled rat tail, with a single six inch iron nail sticking strait through the flesh near its end. His eyes glow red, only adding to his horrifying appearance when stalking in the darkness.
Where exactly Tezca came from, no one can be sure, though this isn’t much of a concern for him. He just likes to kill people, drinking in their terror like a starved vampire. Small children are his favorite targets, being that fear (in fact all emotions) radiate much more off of younger targets. His hunting grounds are the poorer neighborhoods of Gull’s Rock*, though he avoids slave quarters, knowing full well that if richer citizens find out about his presence, he’ll surely be driven out of the city or killed.
His most common tactic is to assume the form of a kitten or puppy, to lead the child away from its parents, and into a deep maze of alleyways, which is when he disappears into the shadows, circling around his target, and changing back to normal and snatching child and throwing it about, playing with its “food” before ending its life with a snap of its jaws. When confronted with something stronger than his normal prey, he will often retreat, then transform into something small once again. If he’s pursued, he has no problem picking off his pursuers with hit and run tactics.
*(Coastal Tropical Metropolis where this and all future NPCs made in this thread are from. If you use these characters, this can be taken away and replaced with whatever city you wish that fits. It will be designed fully later.)
Should you do more?
That poll was a mistake. >.>
But I already have someone else in the works... So... Yeah. I'll get back to that.
((I didn't forget! Honest! I just had a writers block!))
Kelian CR 18
Female Rakshasa Master of Masks 8
NE Medium Outsider (Native)
Init +1, Senses Listen +17, Darkvision 60 ft., Spot +17
Language Celestial, Common, Infernal, Sylvan
AC 25, touch 11, flat-footed 24
(+1 Dex, +5 Armor, +9 Natural)
Hp 90 (15 HD)
DR 15/ Good and Piercing
Saves Fort +9, Ref +12, Will +14
Speed 40 ft. (8 squares)
Melee Bite +14 (1d6+3) and
Melee 2 Claws +9 (1d4+1) or
Melee Arsenal (Scythe) +15/+10/+5 (2d4+4/19-20/x4) or
Melee Arsenal (Greathammer) +15/+10/+5 (1d12+4/17-20/x4)
Base Attack +11; Grp +14
Sorcerer Spells Known (CL 14; DC 18 + Spell Level)
0 - (6/day) - Amanuensis, Caltrops, Detect Magic, Flare, Ghost Sound, Mage Hand, Mending, Resistance, Sonic Snap
1 - (6/day) - Mage Armor, Magic Missile, Shield, Swift Expeditious Retreat, True Strike
2 - (8/day) - Invisibility, Scorching Ray, Shatter, Web
3 - (8/day) - Dispel Magic, Hold Person, Stinking Cloud
4 - (7/day) - Bestow Curse, Charm Monster, Force Missiles, Phantasmal Killer
5 - (4/day) - Arcane Fusion, Overland Flight
Abilities Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 16 (+3), Wis 16 (+3), Cha 26 (+8 )
SQ Change Shape, Detect Thoughts, Persona Masks
Feats Extra Spell Slot (5th -1, 4th - 2), Improved Cohort, Leadership, Practiced Spellcaster
Skills Bluff +34, Concentration +11, Diplomacy +11, Disguise +44, Forgery +11, Knowledge (Religion) +8, Listen +17, Move Silently +11, Perform (Act) +19, Sense Motive +13, Sleight of Hand +9, Spellcraft +8, Spot +17
Possessions 1000 Gp, Arsenal (+1 Impact, Keen, Morphing Greathammer), Bracers of Armor +5, Circlet of Rapid Casting
Change Shape (Su): Kelian can assume a humanoid form, or revert to her own as a Standard action. She loses the ability to use her claw and bite attacks in humanoid form, but may stay in it as long as she likes. True Seeing reveals her true form.
Detect Thoughts (Su): Kelian can continuously Detect Thoughts, as the spell (CL 18, Will DC 22 to resist). She may suppress or resume this ability as a free action.
Persona Masks (Su): Kelian may make use of several magical masks, each of which grants her different abilities. She may where up to three at a time, though she may only use the abilities of one such mask at a time. She can switch which mask’s abilities she is using from the masks she is wearing as a Swift action. Switching a mask with one not already being worn is a Standard Action. Kelian may opt to make the masks seem Invisible while being worn as a Swift action. The masks she owns are as follows:
---- Archmage:* This mask gives Kelian the ability to use Charm Person, Dancing Lights, Detect Magic, Invisibility, Lightning Bolt, Magic Missile, Scorching Ray, and Slow 1 per day as a Spell-like ability with a Caster Level of 15. Her Caster Level for her Arcane spells are increased by 2 while she wears this mask. She appears to be Chaotic Good while wearing this mask.
---- Assassin: This mask gives Kelian the ability to Sneak Attack, allowing her to deal +3d6 damage to any blow against an opponent who is denied their Dexterity to AC, or is being flanked. She also gains a +6 Competence bonus to Hide and Move Silently checks. She appears to be Lawful Evil while wearing this mask.
---- Demon: This mask gives Kelian the ability to use Summon Monster IV as a spell like ability once per day, and only to summon Chaotic Evil creatures. She appears to be Chaotic Evil while wearing this mask.
---- Dragon: This mask gives Kelian the ability to breath a 30 ft. cone of flame 3 times per day. It deals 6d8 damage, with a successful Reflex Save DC 22 halving the damage. She appears to be Neutral Evil while wearing this mask.
---- Gladiator:* This mask gives Kelian proficiency with all Martial and Exotic weapons, as well as a +3 bonus to all Weapon Attack and Damage rolls. She appears to be True Neutral while wearing this mask.
---- High Priest:** This mask gives Kelian the ability to cast Aid, Bless, Cure Light Wounds, Cure Serious Wounds, Lesser Restoration, Protection from Evil, Remove Curse, and Sanctuary 1 per day as a Spell-like ability with a Caster Level of 14. She appears to be Neutral Good while wearing this mask.
Mask Specialist (Su): Any mask-related magic item that Kelian wears that grants a Skill Check bonus has the bonus increased by 2. If it has an ability that requires a Saving Throw, the DC is increased by 2. Otherwise, the Caster Level is just increased by 2.
(* mask being currently worn, ** mask’s abilities she’s currently using)
Kiyofar CR 9
Male Wyrmling Chromium Dragon Rogue 5/ Barbarian 1
NE Small Dragon (Cold)
Init +3, Senses Blindsense 60 ft., Darkvision 120 ft., Listen +2, Lowlight Vision, Metalsense, Spot +2
Language Common, Draconic, Infernal
AC 28, touch 14, flat-footed 25; Uncanny Dodge
(+1 Size, +9 Armor, +3 Dex, +5 Natural)
Hp 87 (12 HD)
Immune Cold, Paralyzation, Sleep
Saves Fort +10, Ref +12, Will +7; Evasion
Weakness Fire (150% Damage)
Speed 50 ft., Fly 100 ft. (average), Swim 60 ft.
Melee Bite +14 (1d6+3) and
Melee 2 Claws +9 (1d4+1)
Base Attack +10; Grp +13
Atk Options Breath Weapon, Dragonfire Strike +4d6 cold, Sneak Attack +3d6
Special Actions Rage 1/day (7 rounds; when over, Fatigued for the rest of the encounter)
Abilities Str 16 (+3), Dex 16 (+3), Con 14 (+2), Int 14 (+2), Wis 12 (+1), Cha 18 (+4)
SA Breath Weapon, Sneak Attack
SQ Dragon Traits, Metalsense
Feats Adroit Flyby Attack, Dragonfire Strike, Flyby Attack, Improved Grapple, Throat Punch, Wingover
Skills Appraise +16, Balance -1, Bluff +18, Climb -1, Disable Device +11, Disguise +13, Escape Artist +3, Gather Info +13, Hide +15, Intimidate +14, Jump +5, Listen +2, Move Silently +9, Sleight of Hand -1, Spot +2, Swim -5 (+3 to perform some special action or avoid a hazard), Tumble +12
Possessions Blackiron Suit (Blueshine Shadow Silent Moves +4 Breastplate) w/ Lesser Rubicund Frenzy Crystal
Metalsense (Ex): Kiyofar can detect the location of any non-precious metals within 30 ft.
Breath Weapon (Su): Kiyofar has two breath weapons, a 40 ft. line of Solid Ice, which deals 2d8 Cold damage, with a Reflex Save DC 18 for Half Damage, and a 20 ft. Cone of Freezing Crystals, which deal 1 point of Dexterity Damage if those targeted fail a Fortitude Save DC 18. She may breath once every 1d4 rounds as a free action.
While Raging, Kiyofar’s stats change as follows:
AC 23, touch 12, flat-footed 20
Saves Will +9
Melee Bite +15 (1d6+5) and
Melee 2 Claws +11 (1d4+2)
Skills Jump +11, Swim -3 (+5 to perform some special action or avoid a hazard)
Kelian was spawned in the lower planes roughly 400 years ago, created to be a spy of Graz’zt, demon lord of Tyrants. Kelian was treated rather harshly (even by demon standards) for her failures. The constant punishment for minuscule mistakes led her to betray her master to one of his greatest enemies, Pazuzu, the demon prince of corruption. She brought attention to one of his balor advisers of what she was and why she was on Pazuzu’s layer, and offered to serve as a double agent, if it meant she could lash out at her former master. The Balor agreed, and on several following missions back to Graz’zt’s layer of hell, managed to rouse several of his generals to rebellion, an act which enraged the demon lord to the point where he destroyed Kelian personally once he found who caused it. Pazuzu was impressed by her work, and revived her to so that she would be his personal agent. The job landed her on the material plane, in a city called Gull’s Rock. Pazuzu found their people and government ripe for degeneracy, and if Kelian was careful, the entire city could fall into his taloned hands. Thus, the rakshasa poses as an Elven priest of Ehlonna named Anaharae, using the temple as a base for growing and distributing a hallucinogenic drug called Ashroot, which alters the mind and deforms the body to the point where an addict becomes a bestial mockery of its formal self. Kelian controls the masses of addicts through exchanges of services for bits of the drug, aiming to eventually have the city officials begging for scraps of the abyssal narcotic.
Kiyofar’s appearance into this scheme is sometime later. He appeared inside Kelian’s mock temple one night, and stated that he was to help her in her doings, as was commanded by his lord. Who his lord is not clear; It is the only thing Kiyofar has kept secret from his partner, and Pazuzu is not quite sure himself, though he speculates that it is a lost creators of the Ferrous Dragons, a subrace of the reptilian beings now rare in this day in age.
Kelian is rather short for a rakshasa, though is more lithe and strong than any other of her kind. Her markings are an incredibly deep red, rather than black like a normal tiger’s, and her eyes glow a sickly yellow color. As an elf, she has a curvaceous figure, pale skin, waist-length red hair, and green eyes with slitted pupils. She often wears loose, revealing clothing made from expensive materials, even in Elven form.
Kiyofar would appear to be a silver dragon, to those without knowledge of the lesser known draconic species. He disguises his true nature with this farce by dulling his normally reflective scales by rubbing his hide with sand or powdered paint, which often gives it an oddly splotchy appearance. He almost is always wearing his breastplate, a small suit of armor made from some sort of ink colored metal, fit perfectly to his form.
If found in a situation where she’d have to defend herself, Kelian will take to the air (having cast Overland Flight soon after waking up), and switches to her Archmage mask. She targets arcane casters and ranged combatants first with Phantasmal Killer spells, and then melee combatants with Charm Monster (with her Circlet of Rapid casting, she is able to cast two of either of these in the first round). In subsequent rounds, she often hammers anyone still alive with Arcane Fusion’d Magic Missile/Force Missile, as well as persuading any charmed creature to sit off to the side of the battle until it is over. Often nearing the end of a battle that she believes herself to be winning, she will switch to her Gladiator mask and smack her weakened opponents about in melee.
When Kiyofar is also present, he often harries any opponent divine caster, separating him from the rest of their group and delivering repetitive sneak attacks (making use of Throat Punch) before attempting to pin them, continuing his assault afterward. When Kiyofar is alone, or there are no divine casters present, he Flyby Attacks any opponents present who Kelian or one of her henchmen is already attacking, adding a flanking benefit to his attacks. In either strategy, Kiyofar attacks with his breath weapon as often as possible.
When both combatants have 20 or less Hp (one will not leave without the other), they bolt, making use of their ability to fly to escape the city and regroup before trying a new plan of internally corrupting Gull’s Rock.
Any Divine Casters left alive are often Cursed into acting into slowly becoming more and more evil in nature (specialized curse found in Dragon Magazine) until the are completely overcome with wickedness. Any combatants left alive are imprisoned, and force-fed Ashroot until they are completely addicted, then used as a pawn for later schemes.
Writer's block? Maybe just the fact that it took 3 weeks to write that much...
Actually, I wrote most of that up yesterday.
Oh, uh... I made a miscalculation on how much gold these two have... So I just edited the equipment.