Generic Ravenloft NPCs (Pathfinder)

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brass
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Generic Ravenloft NPCs (Pathfinder)

Post by brass »

I stating up a bunch of generic NPCs for use in my pathfinder / ravenloft campaign. I hope they can be of some use to someone else, I've been inspired to share by the Pathfinder Games Mastery Guides generic npcs.

I run a very low magic game and so have added some optional magic items if you like using them. Also I've marked in italics any feats or features that are not in the core rules but in the Advanced Players Guide (Paizo will eventually be adding these rules to their version of the SRD).

Falkovnian Talon
Human 4th level fighter (Roughrider)

Cruel mounted troops known for running down enemies.

Defense

AC 18, touch 10, flat-footed 18 (+8 armor) (Half-plate)
hp 43 (4d10+2, +4)
Fort +6, Ref +2, Will +2

Offense

Speed 30 ft. (20 ft. in armor); (50ft. mounted)
Melee long spear +8 (1d8+4, x3, reach) Power Attack +6 (1d8+8, x3, reach),
Horse Hoof (1d6 +1)
Ranged light crossbow +1 (1d8/19–20) moving, light crossbow -3 (1d8/19–20) running

Stats

Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 10
Base Atk +4; CMB +7 (Overrun +9); CMD 18
Feats: Mounted Combat, Trample, Ride-By Attack, Improved Overrun, Power Attack, Charge Through, Skill Focus (Ride)

Class Features: Steadfast Mount, Armoured Charger
Skills Handle Animal +4, Intimidate +4, Perception +5, Ride + 10
Languages Falkovnian,

Equipment Barding, Horse (horse feed for 2 weeks), heavy (combat trained), Masterwork Half-Plate, Military Saddle, Tent, Talon signet ring and sealing wax (for sealing documents), Manacles, Lantern (can be fixed to longspear), Masterwork Longspear, Longsword, Provisions for two weeks, Talon Military Papers, 300gp, Raided Goods (candlesticks, jewlery) 200gp.

Suggested Magic Items for Normal Fantasy: 2 potions of Cure Light Wounds, Longspear +1,

Boon Talons may escort an ally or person of note across the Falkovnian border and within Falkovnian territory for a week before returning to border patrols or raiding duties. They will not engage Falkovnian troops on your behalf, but lend legitimacy to your journey and papers in this oppressive despotic state.


Borcan Court Poisoner
Human Alchemist 2 / Bard 2

A young courtesan sponsored by her lord for her skill with poisons and her discrete nature.

Defense

AC 12, touch 12, flat-footed 10
hp 28 (HD 4d8, +2)
Fort +3, Ref +8, Will +4

Offense

Speed 30 ft.
Melee Stiletto ( +2, 1d4-1, x3)
Ranged None

Stats

Str 8, Dex 14, Con 10, Int 15, Wis 12, Cha 14
Base Atk +2; CMB +1; CMD 13
Feats: Persuasive, Alertness, Skill Focus (Performance {Acting}), Skill Focus (Craft {Alchemy}).

Class Features: Alchemy, bomb 1d6, Brew Potion, Mutagen, Throw Anything, Concentrate poison, poison resistance +2, poison use, Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1, Versatile performance (Performance {Acting}), well-versed

Skills Appraise +8, Perform (Acting) +12, Perform (Dance) +6, Diplomacy +11, Craft (Alchemy) +13, Disguise +7, Knowledge (Nobility) +8, Stealth +7, Slight of Hand +9, Perception +9, Spellcraft +8, Sense Motive +5, Linguistics +6, Intimidate +8, Disable device +9.

Languages Borcan, Mordentish, Dementlieuese Darkonese.

Spells Known (CL 2nd Bard)
0 Level: Lullaby, Mage Hand, Message, Daze
1st Level: Beguiling Gift, Innocence, Memory Lapse
Spells per Day: 3 1st level

Formulae Known (CL 2nd Alchemist)
Crafter’s Fortune, Negate Aroma, Disguise Self, Expeditious Retreat, True Strike, Reduce Person
Extracts per Day: 3 1st level


Equipment Poison Pill Ring, Expensive Wardrobe of Clothing, Masterwork Alchemist Lab, Masterwork Disguise Kit, Glamered Bodice (Contains masterwork thieves tools, alchemist flasks & vials and a masterwork stiletto). Jewellery 200gp worth, Carriage and 2 coachmen, 150gp.

Poisons 4 doses Oil of Taggit (DC 17 concentrated), 2 doses Striped Toadstool (DC11), 1 dose Nightmare vapour (DC 20 contained in a treated candle), 4 doses Drow poison (DC13), 1 dose Lich Dust (DC17).

Suggested Magic Items for Normal Fantasy +1 Spell Storing Stiletto (as dagger)

Boon A Borcan Court Poisoner may make introductions to the Borcan court. They will also on request manufacture an illness in a minor noble for the duration of a month or have said noble killed at the cost of 500-1000gp.
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Re: Generic Ravenloft NPCs (Pathfinder)

Post by Higginz »

Nice job Brass; keep up the good work! 8)
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Re: Generic Ravenloft NPCs (Pathfinder)

Post by brass »

Here's another.

Dementlieuse Monster Hunter
Human Inquisitor 6

A young avenger, who’s family was killed by a creature of the night.

Defense

Init +5; Perception 8,

AC 17, Touch 12, Flatfooted 15.
hp 56 (6d8 +18 )
Fort +7, Ref +4, Will +7

Offense

Speed 30 ft. (50ft Mounted)
Melee Longsword +5 (1d8 +1, 19-20/x2)
Ranged Heavy Crossbow +8 ( 1d10 +1, 19-20/x2)
(possible additions to damage 2d6 from Bane Class feature, 1d6 fire from Flames of the Faithful spell)

Stats

Str 10, Dex 14, Con 14, Int 12, Wis 15, Cha 8
Base Atk +4; CMB +4; CMD 16
Feats Rapid Shot, Rapid Reload, Mounted Combat, Mounted Archery
Teamwork Feats Lookout, Duck and Cover (These are feats the hunter is likely to have for the day)

Class Features: Knowledge Domain, Lore Keeper, judgment 2/day, monster lore, orisons, stern gaze, Cunning initiative, detect alignment (functions as detect spoor in Ravenloft), track, Solo tactics, Bane, discern lies

Skills Climb 6, Diplomacy 5, Intimidate 9, Knowledge (arcana) 9, Knowledge (nature) 9, Knowledge (planes) 9, Knowledge (religion) 9, Perception 8, Ride 11, Sense Motive 11, Spellcraft 7, Stealth 8, Survival 10 (tracking 13), Swim 6,

Languages High Mordentish, Low Mordentish, Balok

Spells Known (CL 2nd Bard)
0 Level: Brand, Detect Magic, Create Water, Virtue, Read Magic, Detect Poison.
1st Level: Cure Light Wounds, Expeditious Retreat, Protection from Evil, Tireless Pursuit,
2nd Level Flames of the Faithful, Bloodhound, Perceive Cues, Restoration
Spells per Day: 5, 1st level, 4, 2nd level



Equipment +1 Crossbow, Bayonet, 20 Sliver Bolts, 20 Cold Iron Bolts, 5 Adamantine Bolts, 40 Bolts, Masterwork Armored Coat, +1 Longsword, 4 flasks Holy Water, 4 Flasks Alchemist Fire, 1 Thunderstone, 1 Tanglefoot Bag, Alchemical Greese, Casting Plaster, 2x dose Weapon Blanch (silver), 1 dose Weapon Blanch (cold iron), Climbers Kit, 1 months Provisions (includes provisions for horse), Holy Symbol, Light Horse Combat Trained, Military Saddle, Hooded Lantern, Wooden Stake, Journal, Sliver Barbed Vest, Telescope, 60ft rope, Cameo of Family Portrait, 3 Bear Traps. 100gp.

Suggested Magic Items for Normal Fantasy: +1 Huntsman Crossbow, Ring of Protection +1, +1 Armored Coat, Potion of Cure Moderate Wounds,

Boon A Monster Hunter will aid you for the period of a month hunting and killing a particular monstrous creature; that is known to have killed.
Last edited by brass on Fri Sep 03, 2010 8:13 am, edited 1 time in total.
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Re: Generic Ravenloft NPCs (Pathfinder)

Post by hidajiremi »

I'm totally stealing these. :D And will add some of my own if you're interested in the help. I think we could even turn this into an NPC gallery project for the Fraternity if you were interested (and the Fraternity was interested, of course). What do you think?


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Re: Generic Ravenloft NPCs (Pathfinder)

Post by brass »

hidajiremi wrote:I'm totally stealing these. :D And will add some of my own if you're interested in the help. I think we could even turn this into an NPC gallery project for the Fraternity if you were interested (and the Fraternity was interested, of course). What do you think?


Jeremy Puckett
Love to, I've go a lot more coming and they are all nice and generic. Usable by any Ravenloft GM.
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Re: Generic Ravenloft NPCs (Pathfinder)

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Wandering Friar of Ezra
Human Cleric 2

A wandering priest of Erza, taking their faith to the common people and aiding the community in any small way they can.

Alignment NG

Defense

Init -1; Perception 2,

AC 9, Touch 9, Flatfooted 9.
hp 20 (2d8 +6)
Fort +5, Ref -1, Will +5

Offense

Speed 30 ft. (40ft Mounted)
Melee Quaterstaff +2 (1d6 +1, x2)
Ranged -

Stats

Str 12, Dex 8, Con 14, Int 10, Wis 15, Cha 13
Base Atk +1; CMB +2; CMD 11
Feats Extra Channel, Cosmopolitan

Class Features: Channel Energy (Positive) 1d6 (5/day), Community Domain, Mist Domain*, Orisons.

* (featured in the Mistfinder conversion, I would suggest the Travel Domain if you are not using it.)

Skills Diplomacy 5 , Heal 6 , Knowledge (Local) 4, Knowledge (religion) 4, Sense Motive 6, Survival 6,

Languages Low Mordentish, High Mordentish, Falkovnian

Typical Spells Memorised (CL 2nd Cleric)
0 Level: Detect Poison, Purify Food and Drink, Spark, Stabilize
1st Level: Endure Elements, Sanctuary, Domain Spell Obscuring Mist



Equipment Robes, Holy Symbol of Ezra, Staff, 2 flasks Holy Water, Provisions for a month, Dog, Donkey , 10gp.

Suggested Magic Items for Normal Fantasy: Feather Token (Bird), Potion of Cure Light Wounds.

Boon A wandering friar of Ezra may lower your outcast rating by one.* He will also provide a single casting of cure light wounds per week to a party.

* (featured in the Mistfinder conversion. I suggest that such a friar could make townsfolk of a settlement up to village size friendly)
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Re: Generic Ravenloft NPCs (Pathfinder)

Post by alhoon »

I had a thread about NPCs a few years ago... :|
There quite many such NPCs in there, but I don't remember how long it has been dead. Still you may want to look it up.
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Re: Generic Ravenloft NPCs (Pathfinder)

Post by brass »

alhoon wrote:I had a thread about NPCs a few years ago... :|
There quite many such NPCs in there, but I don't remember how long it has been dead. Still you may want to look it up.
Cool, I check it out. They might just need a very quick update if they're in 3.5.
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Re: Generic Ravenloft NPCs (Pathfinder)

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Drunken Brawlers

A drunken pair of brawlers, usable in any barfight or swashbuckling scene (ala The 1973 Three Musketeers). One nimble and the other a mountain of a man. These two NPCs require the Advanced Players Guide and would have to be completely rebuilt without it.

Nimble Drunken Brawler
Human Monk Drunken Master 5

Alignment LN (But drunk)

Defense

Init +3; Perception 10,

AC 17, Touch 17, Flatfooted 10.
hp 36 (5d8 + 5)
Fort +4, Ref +7, Will +6

Offense

Speed 40 ft.
Melee +3 Fist (1d8, x2), Flurry +3/+3 (1d8, x3)
(Drunken Strength may add +1d6 to this damage for 1 Ki)
Ranged -

Stats

Str 10, Dex 16, Con 10, Int 14, Wis 14, Cha 8

Base Atk +3;
CMB +5, (When Tripping or Using a Dirty Trick +7);
CMD 17, (With Combat Expertise 18)

Feats Combat Reflexes, Improved Trip, Combat Expertise, Improved Dirty Trick, Ki Throw, Dodge.

Class Features: Flurry of blows +3/+3, Stunning Fist, Unarmed Strike, Evasion, Fast Movement, Maneuver Training, Ki Pool 4, Slow Fall 20ft, High Jump, Drunken Ki (up to 2 drunken ki), Drunken Strength 1d6.


Skills Acrobatics 11 (when jumping 15), Climb 8, Escape Artist 11, Intimidate 7, Perception 10, Sense Motive 10, Swim 8.

Languages High Mordentish, Low Mordentish, Falkovnian


Equipment Clothing, 3 Ale Skins, One Roast Chicken, 200gp.

Suggested Magic Items for Normal Fantasy: Bracers of Armor +1, Elixir of Love, Potion of Cure Light Wounds, Feather Token Whip, +300gp.

Boon If beaten will pay for a night drinking and take part in any future non lethal barfights the PC is involved in.
Big Drunken Brawler
Human Barbarian (Drunken Brute / Invulnerable Rager) 5

Alignment CN

Defense

Init +3; Perception 10,

AC 16, Touch 10, Flatfooted 16. (+6 Breastplate)
hp 50 (5d12 + 10), (Raging 70)
Fort +6, Ref +1, Will +2

Damage Reduction 2/- ( 4/- versus Non-Lethal)
Fire Resistance 1; Cold Resistance 1;

Offense

Speed 40 ft.
Melee +8 Improvised Weapons (Varies), (+10 when Raging)
Ranged -

Stats

Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 8

Base Atk +5;
CMB +8 (When bull rushing +10; Raging add +2)
CMD 13, (When Bull rushed 15); Raging add +2)

Feats Catch Off-Guard, Power Attack, Cleave, Improved Bullrush

Class Features:Rage, Raging Drunk, Invulnerability, Extreme Endurance.

Rage Rounds Per Day 14

Rage Powers Good for what ails you, Strength Surge


Skills

Languages Low Mordentish


Equipment Clothing, 6 Ale Skins, One Uncooked Dire Boar (usable as an improvised weapon, {1d10, x2 crit}), 200gp. Breastplate.

Suggested Magic Items for Normal Fantasy: Campfire Bead 4 Potions of Cure Light Wounds, 400gp

Boon If beaten will pay for a night drinking and take part in any future non lethal barfights the PC is involved in.
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Re: Generic Ravenloft NPCs (Pathfinder)

Post by The Giamarga »

alhoon wrote:I had a thread about NPCs a few years ago... :|
There quite many such NPCs in there, but I don't remember how long it has been dead. Still you may want to look it up.
Have a link?
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Re: Generic Ravenloft NPCs (Pathfinder)

Post by Tobias Blackburn »

brass wrote:

Wandering Friar of Ezra
Human Cleric 2

A wandering priest of Erza, taking their faith to the common people and aiding the community in any small way they can.

Alignment NG

Defense

Init -1; Perception 2,

AC 9, Touch 9, Flatfooted 9.
hp 20 (2d8 +6)
Fort +5, Ref -1, Will +5

Offense

Speed 30 ft. (40ft Mounted)
Melee Quaterstaff +2 (1d6 +1, x2)
Ranged -

Stats

Str 12, Dex 8, Con 14, Int 10, Wis 15, Cha 13
Base Atk +1; CMB +2; CMD 11
Feats Extra Channel, Cosmopolitan

Class Features: Channel Energy (Positive) 1d6 (5/day), Community Domain, Mist Domain*, Orisons.

* (featured in the Mistfinder conversion, I would suggest the Travel Domain if you are not using it.)

Skills Diplomacy 5 , Heal 6 , Knowledge (Local) 4, Knowledge (religion) 4, Sense Motive 6, Survival 6,

Languages Low Mordentish, High Mordentish, Falkovnian

Typical Spells Memorised (CL 2nd Cleric)
0 Level: Detect Poison, Purify Food and Drink, Spark, Stabilize
1st Level: Endure Elements, Sanctuary, Domain Spell Obscuring Mist



Equipment Robes, Holy Symbol of Ezra, Staff, 2 flasks Holy Water, Provisions for a month, Dog, Donkey , 10gp.

Suggested Magic Items for Normal Fantasy: Feather Token (Bird), Potion of Cure Light Wounds.

Boon A wandering friar of Ezra may lower your outcast rating by one.* He will also provide a single casting of cure light wounds per week to a party.

* (featured in the Mistfinder conversion. I suggest that such a friar could make townsfolk of a settlement up to village size friendly)
I think the only suggestion would be to adjust the alignment. Since Ezra's a Lawful Neutral Goddess, Neutral Good isn't an option for her Clerics.
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Re: Generic Ravenloft NPCs (Pathfinder)

Post by brass »

Tobias Blackburn wrote:
I think the only suggestion would be to adjust the alignment. Since Ezra's a Lawful Neutral Goddess, Neutral Good isn't an option for her Clerics.
Change away, I think it's just down to my preference for a dieties alignment not to dictate alignment. I was going for a friar who helps communities where they can and is not looking to progress in the church hierarchy. But being faily generic change a spell or two and they could be a LE friar that takes advantage of his control over his flock.
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Re: Generic Ravenloft NPCs (Pathfinder)

Post by Brandi »

Tobias Blackburn wrote: I think the only suggestion would be to adjust the alignment. Since Ezra's a Lawful Neutral Goddess, Neutral Good isn't an option for her Clerics.
Ezra has sects that ethically come out as lawful good, lawful neutral, and lawful evil. (RCS, p. 51). Since followers can have a different ethical (lawful/neutral/chaotic) alignment component one step away from their deities, I'd say such a cleric might be a follower of the lawful good Mordent Ezran sect, possibly with a bit of drift due to being far away from the home church.
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Re: Generic Ravenloft NPCs (Pathfinder)

Post by brass »


Crone
Human Witch 4

This aged woman carries her worldly goods in a pack on her back. She is stooped and has one ruined eye. She chews and spits on the ground if approached. A rat rustles underneath her clothing.

Defense

AC 11, touch 10, flat-footed 11
hp 24 (HD 4d6, +4)
Fort +3, Ref +1, Will +5

Offense

Speed 30 ft.
Melee +1 Quarterstaff (1d6 -1, x2)
Ranged

Stats

Str 9, Dex 11, Con10, Int 18, Wis 12, Cha 10
Age Old
Base Atk +2; CMB +1; CMD 10
Feats: Combat Casting, Silent Spell, Brew Potion, Craft Wondrous Item
Class Features: Cantrips, Familiar (Rat), Patron (Deception), Hexes ( Evil Eye, Cackle, Blight)

Skills Craft (Alchemy) 8, Heal 8, Intimidate 7, Knowledge (arcana) 8, Knowledge (history) 8, Knowledge (nature) 8, Knowledge (planes) 8, Profession (Midwife) 11, Spellcraft 11.

Languages Low Mordentish, High Mordentish, Balok, Vassi,

Spells Known (CL 4th Witch)
0 Level: bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, / stabilize, touch of fatigue.
1st Level: Beguiling Gift, Charm Person, Ill Omen, Mask Dweomer, Ray of Enfeeblement, Obscuring Mist, Cure Light Wounds, Comprehend Languages.
2nd Level: Blindness/Deafness, Feast of Ashes, Fog Cloud, Summon Swarm

Likely Spells Prepared
0 Level: Light, Mending, Putrefy Food and Drink, Read Magic.
1st Level: Cure Light Wounds, Mask Dweomer, Ray of Enfeeblement, Obscuring Mist
2nd Level: Blindness/Deafness, Feast of Ashes, Summon Swarm


Equipment Pack, 2 weeks provision, knick knacks (headless doll, string, broken spindle, etc), Quarter Staff, Dagger, Elixir of Love, Elixir of Hiding Bracers of Armor +1 (Cursed Item, creates a livid scar on the forehead DC13), Masterwork Midwifes kit, Tarroka Deck.


Suggested Magic Items for Normal Fantasy: Apple of Eternal Sleep.

Boon A crone can aid in the birth of a child, blight an enemy’s farm land or just provide one casting of cure light wounds a month for free.
Last edited by brass on Fri Sep 10, 2010 5:57 am, edited 2 times in total.
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Re: Generic Ravenloft NPCs (Pathfinder)

Post by Gonzoron of the FoS »

Brandi wrote:
Tobias Blackburn wrote: I think the only suggestion would be to adjust the alignment. Since Ezra's a Lawful Neutral Goddess, Neutral Good isn't an option for her Clerics.
Ezra has sects that ethically come out as lawful good, lawful neutral, and lawful evil. (RCS, p. 51). Since followers can have a different ethical (lawful/neutral/chaotic) alignment component one step away from their deities, I'd say such a cleric might be a follower of the lawful good Mordent Ezran sect, possibly with a bit of drift due to being far away from the home church.
You forgot true neutral, and that's already taking the one step shift into account, or rather, it's an in-game acknowledgement of the one step shift. Ezra is LN, so like all LN deities, she has LG, LN, LE, and N followers. It's just that in Ezra's case, those four groups have clumped themselves into 4 factions of the church. If you allow followers to be one step away from their faction, then you're really making them 2 steps from their deity. (and really only forbidding 2 of the 9 alignments, CE and CG, in which case you might as well just drop the alignment restriction entirely.)

Now, due to Ravenloft's unique deity situation, I wouldn't be surprised to see a particular cleric drift into an "illegal" alignment and still retain his powers due to DP intervention, but it would probably be an isolated case (with a good story), not a common event.

Of course, if you do want to drop alignment restrictions, as brass said, sure go ahead.
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