Rival Adventurers¶
Below are tables for making quick, simplified NPC adventurers. Each combat, a rival adventurer may use their class abilities (from their level or lower) a number of times as indicated in the relevant column (choose one ability to use each time). Attack bonus is equal to HD, like any monster. Naturally the GM is free to tweak details or create NPC adventurers more consistent with the PC creation rules (note: NPC Luck usually relates to HD; see p.184 for guidance).
| CLASS & STATS | LEVEL | AC | HP | LUCK | CLASS ABILITIES (USES) | WEAPON & ARMOUR |
|---|---|---|---|---|---|---|
| CLASS & STATS | LEVEL | AC | HP | LUCK | CLASS ABILITIES (USES) | WEAPON & ARMOUR |
| ARTIFICER Int 15 Dex 13 Other 10 | 1,2,3 | 14 | 4, 8, 12 | 4, 5, 6 | Hellfire Glass Flash Rig (2) | Spear 1d6+1 Chain shirt |
| 4,5,6 | 14 | 16, 20, 24 | 7, 8, 8 | Fume Flask Mutagen (3) | Hammer 1d8+1 Scale shirt | |
| 7,8,9 | 14 | 28, 32, 36 | 9, 9, 10 | Corroding Spray Thunder Gauntlet (4) | Black powder weapon 4d4 Breastplate | |
| 10,11,12 | 14 | 37, 38, 39 | 10, 11, 12 | Ironward Xray Goggles (5) | Chaintooth 2d4+1 Chain shirt | |
| BARBARIAN Con 15 Str 15 Other 10 | 1,2,3 | 14 | 9, 18, 27 | 4, 5, 6 | Ferocious Rage (2) | Battle axe 1d8+2 Heavy hide, Shield |
| 4,5,6 | 13 | 36, 45, 54 | 7, 8, 8 | Ferocious Rage (3) | Greataxe 1d12+2 Monstrous chitin | |
| 7,8,9 | 14 | 63, 72, 81 | 9, 9, 10 | Ferocious Rage Second Attack (4) | Spear 1d6+3 Chain shirt, Shield | |
| 10,11,12 | 13 | 84, 87, 90 | 10, 11, 12 | Ferocious Rage Second Attack (5) | Flail 1d6+3 Breastplate | |
| BARD Cha 15 Str 13 Other 10 | 1,2,3 | 11 | 5, 10, 15 | 4, 5, 6 | Inspire Greatness (2) | Spear 1d6+2 Leather |
| 4,5,6 | 13 | 20, 25, 30 | 7, 8, 8 | Inspire Greatness (3) | Longsword 1d8+1 Chain shirt | |
| 7,8,9 | 14 | 35, 40, 45 | 9, 9, 10 | Inspire Greatness Rallying Shout (4) | Long bow 1d8 Scale shirt, Shield | |
| 10,11,12 | 13 | 47, 49, 51 | 10, 11, 12 | Inspire Greatness Rallying Shout (5) | Greatsword 1d12+1 Chain shirt | |
| CULTIST Will 15 Str 13 Other 10 | 1,2,3 | 14 | 5, 10, 15 | 4, 5, 6 | Lay On Hands Turning (2) | Mace 1d8+1 Leather, Shield |
| 4,5,6 | 14 | 20, 25, 30 | 7, 8, 8 | Mend Injury Holy Smite (3) | Flail 1d6+2 Chain shirt, Shield | |
| 7,8,9 | 13 | 35, 40, 45 | 9, 9, 10 | Purge Affliction Blessed Weapon (4) | Greathammer 1d12+1 Scale shirt | |
| 10,11,12 | 13 | 47, 49, 51 | 10, 11, 12 | Watched Over Dispel Magic (5) | Staff 1d6+1 Breastplate | |
| FIGHTER Str 15 Con 13 Other 10 | 1,2,3 | 15 | 7, 14, 21 | 4, 5, 6 | Deadly Strikes Charger Two Hander (2) | Greathammer 1d12+2 Chainmail |
| 4,5,6 | 16 | 28, 35, 42 | 7, 8, 8 | Single Weapon Style Ranged (3) | Bastard sword 1d8+2 Splint, Shield | |
| 7,8,9 | 16 | 49, 56, 63 | 9, 9, 10 | Protector Opportunist Second Attack (4) | Heavy mace 1d8+2 Ringmail, Shield | |
| 10,11,12 | 15 | 66, 69, 72 | 4, 5, 6 | Dual Weapons Rearguard (5) | Sword & axe 1d8+2 Platemail | |
| MAGIC USER Int 15 Dex 13 Other 10 | 1,2,3 | 12 | 4, 8, 12 | 4, 5, 6 | Shield, Disguise Self, Hold Person (3) | Spear 1d6+1 Leather |
| 4,5,6 | 12 | 16, 20, 24 | 7, 8, 8 | Lightning Bolt, Ritual Magic, Suggestion (4) | Longsword 1d8 Leather | |
| 7,8,9 | 12 | 28, 32, 36 | 9, 9, 10 | Slow, Cone of Cold, Geas (5) | Shortsword 1d6 Studded leather | |
| 10,11,12 | 11 | 37, 38, 39 | 10, 11, 12 | Conjure Elemental, Animate Object, True Seeing (6) | Dagger No armour | |
| MONK Will 15 Dex 15 Str 13 Other 10 | 1,2,3 | 12 | 5, 10, 15 | 4, 5, 6 | Acrobatics Mind over Matter (2) | 2 x Unarmed 1d6+1 No armour |
| 4,5,6 | 12 | 20, 25, 30 | 7, 8, 8 | Moment of Clarity Redirect Attack (3) | 2 x Unarmed 1d6+1 No armour | |
| 7,8,9 | 12 | 35, 40, 45 | 9, 9, 10 | Deflect Projectile Stunning Fist (4) | 2 x Unarmed 1d6+1 No armour | |
| 10,11,12 | 12 | 47, 49, 51 | 10, 11, 12 | Perfection Of Will Channel Spirit (5) | 2 x Unarmed 1d6+1 No armour | |
| RANGER Perc 15 Dex 13 Str 13 Other 10 | 1,2,3 | 12 | 6, 12, 18 | 4, 5, 6 | Seasoned Explorer Nature's Venom (2) | Throwing axe 1d6+1 Hide |
| 4,5,6 | 14 | 24, 30, 36 | 7, 8, 8 | Sharpshooter Veteran Scout (3) | Short bow 1d6+1 Reinforced leather | |
| 7,8,9 | 14 | 42, 48, 54 | 9, 9, 10 | Ranger's Ointment Cover Fire (4) | Long bow 1d8+1 Chain shirt | |
| 10,11,12 | 14 | 56, 58, 60 | 10, 11, 12 | Off Hand Adept Slip Away (5) | 2 x Axes 1d8+1 Chain shirt | |
| ROGUE Dex 15 Str 13 Other 10 | 1,2,3 | 13 | 5, 10, 15 | 4, 5, 6 | Backstab, Finisher Quick Reflexes Hidden Blade (2) | 2 x Daggers 1d4+1 Leather |
| 4,5,6 | 13 | 20, 25, 30 | 7, 8, 8 | Cat's Grace Unseen Whip (3) | Short bow 1d6+2 Leather | |
| 7,8,9 | 13 | 35, 40, 45 | 9, 9, 10 | Rapid Dose Smoke Bomb (4) | Rapier 1d8+1 & Dagger 1d4+1 Studded leather | |
| 10,11,12 | 13 | 47, 49, 51 | 10, 11, 12 | Blind Sense Glue Pot (5) | 2 x Shortwords 1d6+1 Studded leather |
Special Abilities¶
At the GM's option, an NPC adventurer might exhibit one or more of the following special abilities (GM's choice or roll 1d20):
- Scrapper: Suffers half damage while Staggered.
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Bloodletter: Rolls double the normal number of melee damage dice (eg 2d8 for longsword).
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- Warlord: Advantage on Cha and Will related checks, including Luck saves. Allies within 60 ft gain advantage on morale checks.
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- Eldritch Blood: Advantage on all tests to resist magic, and/or the character's spells impose disadvantage on targets' saves.
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- Ruinous Corruption: Roll on the Dark & Dangerous Magic table, entry 99 or 100 (even chance).
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- True Prodigy: Contrary to the usual rules, this NPC may attempt one Major Exploit per combat. A targeted PC may make an appropriate Luck save to resist.
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- Triple Threat: May use any weapon or armour. Also annoyingly good looking.
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- Shield Master: May use a shield, and can negate up to two attacks before the shield requires repair.
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- Void Conduit: May cast one spell per combat (as Scroll, but only 1 spell).
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- Warden: Contrary to the usual rules, this NPC may attempt one Rescue per combat.
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Infamous: Beheads or otherwise ensures defeated foes are definitely dead. If a PC is reduced to zero hp, the body must be recovered in one round or the adventurer dies.
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Mercurial: Never grants enemies a free attack due to movement, and may turn an opponent's hit into a miss once per combat.
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Auspicious: Once per combat, after the character attempts an action, may reroll any single die (eg attack or damage roll, save, Str check to grapple, etc).
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Back in Black: If reduced to zero hp, unless the party ensures the NPC is definitely dead (eg beheading), she miraculously survives to fight another day.
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Treacherous Dog: Advantage when attempting sneaky tactics or Minor Exploits such as tripping, throwing sand in eyes, using poison, etc.
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Lightning Reflexes: The GM chooses when the NPC takes their turn (instead of the usual initiative rules).
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Monstrous Ally: The NPC has a loyal dire wolf, giant eagle, giant serpent or other monstrous ally that serves and protects them.
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Arcana Equipped: The NPC has a random magical item (60% one shot, 40% permanent).
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Call for Backup: When Staggered, 2d6 allies break from nearby cover to assist the NPC (Mercenaries p.204).
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Doom Pact: When reduced to zero hp, a horrifying monstrosity bursts forth from the corpse! (Entry 11 on the Dark & Dangerous Magic table).