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Title: Generic NPC Feat Progressions: A DM Aid
Post by: Xeviat on August 26, 2006, 11:27:05 PM
I'm looking to create some generic NPC Feat Progressions, similar to the progressions provided in the PHB2 for the PC classes. But these will focus on the NPC classes, mainly the ones you'll see out and about: the Warriors (though I think a few roles, such as scout, and tracker, suit the expert just fine).

So, I would like help on two fronts. First, I'd like your opinions on if my list of warrior archetypes is both small enough and encompasing enough to be useful to DMs. Second, I would like help generating the actual feat progressions.

In the spirit of the PHB2, feats will be done thusly, signifying the level in which a human character will pick them up: H, 1, 3, 6, 9, 12, 15, 18. A non-human character will still follow the same general progression, but will start with H and select 1 at 3rd level instead.

So, to start things off, here are my warrior archetypes:

Archer: A longbowman, trained for fighting on open battlefields.
Cavalry: A mounted warrior; may have a ranged and melee path.
Destroyer: A strength based warrior who focuses on being the best at killing. Uses a two-handed weapon.
Guard: A warrior trained primarily in defense; must be alert.
Martial Artist: A warrior from a formalized environment who learns to use anything, even their hands, as a weapon (this will be the two-weapon fighter). Might be common as a peasent warrior in regions where peasents are not allowed to carry weapons of war.
Pikeman: A spear user, primarily trained in defense.
Skirmisher: A mobile melee and ranged warrior; might have a ranged and a melee path. Also could be noted as a Guerilla tactician.
Soldier: A warrior trained for mass combat and endurance; uses a weapon and shield.
Thug: A street fighter, uses underhanded and unarmed tactics (since many cities would look down on openly displaying a weapon).

In addition to feat progressions, a default array spread for ability scores (15, 14, 13, 12, 10, 8) and a skill spread (choosing a number of skills to maximize equal to 2+Int modifier, with one spare for humans) are also part of this system.

I believe I've completed the archer (with limetom's help), and I'll post empty slots for the others (and I'll fill them in as ideas filter out). Thanks in advance for your help.

Archer (Warrior)
Str: 14, Dex: 15, Con: 13, Int: 10, Wis: 12, Cha: 8
Spot, X, X
H   Weapon Focus (Longbow)
1   Point Blank Shot
3   Far Shot
6   Rapid Shot
9   Precise Shot
12   Improved Precise Shot
15   Improved Critical (Longbow)
18   Improved Rapid Shot

Cavalry (Warrior)
Str: , Dex: , Con: , Int: , Wis: , Cha:
H   
1   
3   
6   
9   
12   
15   
18   

Destroyer (Warrior)
Str: , Dex: , Con: , Int: , Wis: , Cha:
H   
1   
3   
6   
9   
12   
15   
18   

Guard (Warrior)
Str: , Dex: , Con: , Int: , Wis: , Cha:
H   
1   
3   
6   
9   
12   
15   
18   

Martial Artist (Warrior)
Str: , Dex: , Con: , Int: , Wis: , Cha:
H   
1   
3   
6   
9   
12   
15   
18   

Pikeman (Warrior)
Str: , Dex: , Con: , Int: , Wis: , Cha:
H   
1   
3   
6   
9   
12   
15   
18   

Skirmisher (Warrior)
Str: , Dex: , Con: , Int: , Wis: , Cha:
H   
1   
3   
6   
9   
12   
15   
18   

Soldier (Warrior)
Str: , Dex: , Con: , Int: , Wis: , Cha:
H   
1   
3   
6   
9   
12   
15   
18   

Thug (Warrior)
Str: , Dex: , Con: , Int: , Wis: , Cha:
H   
1   
3   
6   
9   
12   
15   
18   

PS: I should note that none of these characters are meant to be heroic characters, they're meant to represent carrier warriors, or otherwise average people who make their living through force of arms. These characters are not meant to be unique.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Matt Larkin (author) on August 27, 2006, 11:09:22 AM
I honestly think that certain of these styles are probably best suited as actual PC class characters.
Skirmisher possibly, martial artist probably, Cavalry absolutely.  Cavalry was always elite troops, which says Fighter to me.

My 2cp.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Xeviat on August 27, 2006, 02:20:10 PM
Well, I don't think farmer dude who learns karate really deserves to be a fighter. Skirmisher neither, they could be resistance warriors. Cavalry, sure, I can see that, but the rest?
Title: Generic NPC Feat Progressions: A DM Aid
Post by: the_taken on August 27, 2006, 03:48:26 PM
Here's a mounted fighter.

Cavalier (fighter 6 )
STR, CON, WIS, CHA, INT, DEX
Hu - Animal Affinity
F1 - Mounted Combat
L1 - Skill Focus (Ride)
F2 - Ride by Attack
L3 - Power Attack
F4 - Improved Sunder
F6 - Spirited Charge
L6 - Skill Focus (Handle Animal)

He charges, moves on, rinses and repeats. At Lvl6, skill focus can be tossed for leadership if there's enough skill points for Diplomacy. Other wise the cavalier is stuck with continuously bigger and bigger animals, like dinosaurs, which are totaly cool. The Human bounus feat is entirely optional and non-esential. Past Lvl6, offence boosting feats like weapon focus and monkey grip are taken, as would multiclassing.

Now skirmishers.

Mounted Archer (fighter 8)
DEX, STR, WIS, CON, INT, CHA
Hu - Skill Focus (Ride)
F1 - Mounted Combat
L1 - Point Blank Shot
F2 - Mounted Archery
L3 - Far Shot
F4 - Rapid Shot
F6 - Precise Shot
L6 - Skill Focus (Handle Animal)

Again, the human bonus feat is non-essential, and leaderhip can be taken in lieu of Skill Focus (Handle Animal) if enough skill points are available for diplomacy. CON is of less imporatance as an archer type is always best kept out of harms way. Imp.Presice Shot can be taken at Lvl8 with DEX boosted race.

Guerilla (Rogue 1, Fighter 6, Rogue +)

DEX, STR, CON, WIS, INT, CHA
Hu - Alertness
L1 - Stealthy
F1 - Point Blank Shot
F2 - Dodge
L3 - Improved Initiative
F4 - Shot on the Run
L6 - Mobility
F6 - Quick Draw
L9 - Skill Focus (Tumble)

This character is a sneak at first, but training (multi-classing) greatly improves it's fighting ability. Get the drop on a guard, eliminate him, kill his friends, wreck some stuff, run away.Focus skill point into hide and silent step, then tumble, next listen, spot, and lastly jump, climb and swim.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Xeviat on August 27, 2006, 04:18:56 PM
I don't want fighter progressions, I want warrior progressions. Sorry.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: brainface on August 27, 2006, 09:12:29 PM
Unarmed Martial Artist (Warrior)
Str: 12, Dex: 15, Con: 10, Int: 13, Wis: 14, Cha: 8
Jump, Climb, Intimidate
H Improved Unarmed Strike
1 Improved Grapple
3 Weapon Finesse
6 Combat Expertise
9 Improved Disarm
12 Stunning Fist
15 Improved Trip
18 Weapon Focus (Unarmed Strike)

eh, i tried. i don't think warrior's gonna make the best martial artist. i think the best they could do is go for the non-damaging battlefield control stuff and ignore damage completely.

I don't think an effective two-weapon fighting + unarmed fighting warrior can be made. That's just too many feats and too many different stats.


Destroyer (Warrior)
Str: 15, Dex: 12, Con: 14, Int: 8, Wis: 10, Cha: 13
Intimidate, Bluff (cc)
H Power Attack
1 Weapon Focus (any two-handed melee weapon)
3 Cleave
6 Improved Overrun
9 Improved Critical (any two-handed melee weapon)
12 Improved Sunder
15 Great Cleave
18 Blindfight

Title: Generic NPC Feat Progressions: A DM Aid
Post by: the_taken on August 28, 2006, 12:54:22 AM
Quote from: XeviatI don't want fighter progressions, I want warrior progressions. Sorry.
Ah...
Doesn't the DMG state that NPC usualy don't atain a Lvl beyound 3? Meh. Doesn't matter.

Professional soldiers take as their first feat Skill Focus (Profession - soldier). Then it's weapon focus.
Quote from: brainfaceUnarmed Martial Artist (Warrior)
Str: 12, Dex: 15, Con: 10, Int: 13, Wis: 14, Cha: 8
Jump, Climb, Intimidate
H Improved Unarmed Strike
1 Combat Expertise
3 Weapon Finesse
6 Improved Disarm
9 Improved Grapple
12 Stunning Fist
15 Improved Trip
18 Weapon Focus (Unarmed Strike)

eh, i tried. i don't think warrior's gonna make the best martial artist. i think the best they could do is go for the non-damaging battlefield control stuff and ignore damage completely.
It looks like you're trying to make a monk build. Allow me...

The career martial artist's path changes depending on his race.

Human/Gnome/Dwarf/Half-Elf Unarmed Martial Artist (Warrior)
DEX, STR, INT, CON, WIS, CHA
Profession (Soldier), Jump, Tumble, Climb
If not human, take the Shaky Flaw
Hu/Fl - Skill Focus (Proffesion - soldier)
L1 - Improved Unarmed Strike
L3 - Two-weapon Fighting
L6 - Combat Expertise
L9 - Improved Two-weapon Fighting
L12 - Improved Disarm/Trip or Imp.Combat Expertise
L15 - Improved Toughness
L18 - Greater Two-weapon Fighting

Half-Orc Unarmed Martial Artist (Warrior)
DEX, STR, CON, INT, WIS, CHA
Profession (Soldier), Intimidate
Fl - Skill Focus (Proffesion - soldier)
L1 - Improved Unarmed Strike
L3 - Two-weapon Fighting
L6 - Two-weapon Defence
L9 - Improved Two-weapon Fighting
L12 - Improved Two-weapon defence
L15 - Improved Toughness
L18 - Greater Two-weapon Fighting

Elf/Halfling Unarmed Martial Artist (Warrior)
DEX, STR, INT, CON, WIS, CHA
Profession (Soldier) Jump, Tumble, Climb
Shaky Flaw
Fl - Skill Focus (Proffesion - soldier)
L1 - Improved Unarmed Strike
L3 - Two-weapon Fighting
L6 - Improved Two-weapon Fighting
L9 - Combat Expertise
L12 - Greater Two-weapon Fighting
L15 - Improved Disarm/Trip or Imp.Combat Expertise
L18 - Improved Toughness

The reason for the shaky flaw is that training exclusively for melee combat is very demanding. Thuss, unamred warriors eschew ranged combat to perfect their primary combat ability. Since they're not intending to enter a battle field, retaliating with ranged attacks is unnescesary. Orcs get shafted in this archetype.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: the_taken on August 28, 2006, 01:10:57 AM
Quote from: brainfaceDestroyer (Warrior)
Str: 15, Dex: 12, Con: 14, Int: 8, Wis: 10, Cha: 13
Intimidate, Bluff (cc)
H Power Attack
1 Weapon Focus (Greatsword/Falchion/Greataxe)
3 Cleave
6 Improved Overrun
9 Improved Critical (Greatsword/Falchion/Greataxe)
12 Improved Sunder
15 Great Cleave
18 Blindfight
Don't forget scyths.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: brainface on August 28, 2006, 01:33:47 AM
QuoteProfessional soldiers take as their first feat Skill Focus (Profession - soldier). Then it's weapon focus.
why[/i]? ;) It seems like that just sucks up a feat and a skill slot. I could see it for an expert, but no one wins a fight with their mad profession skill.

As for the warrior monks, i don't think two-weapon fighting's going to help unless they're doing something besides damage (grapple, trip, disarm, stunning attack). it just doesn't matter how many attacks they get a round if they're just gonna do 1d3+1.

Also: scythes? yeah, sure man. I'm just gonna edit it to "two-handed weapon" though.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Matt Larkin (author) on August 28, 2006, 10:40:42 AM
Why are you using the elite array for NPC class characters?  Shouldn't you use the non-elite array (13,12,11,10,9,8) for NPC class guys?
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Xeviat on August 28, 2006, 11:46:23 AM
I'm using the elite array for mooks because I'm using 32 point buy for the PCs and the Elites. And NPCs do reach levels higher than 3; look at the city generation guides (a city's highest level commoner's level is generated with a 4d6).

And thanks for the ones so far; I'll add them to the first post. Don't forget that you can use stuff out of PHB2 and the Completes.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: the_taken on August 28, 2006, 12:38:10 PM
NPCs purchase ranks in profession, craft and perform skills to make money. They're not going to be satisfied with just 1sp a day, they want multiple GP per week. It's how the profession skill works. Anybody without ranks in profession is going to be as a wealthy a cave man.
Also, Skill Focus in a proffesion, craft or perform wastses a feat like Improved Natural Attack.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: brainface on August 28, 2006, 03:17:05 PM
QuoteNPCs purchase ranks in profession, craft and perform skills to make money. They're not going to be satisfied with just 1sp a day, they want multiple GP per week. It's how the profession skill works. Anybody without ranks in profession is going to be as a wealthy a cave man.
all[/i] their focus in combat would come dirt cheap, regardless of level. Also, correct me if i'm wrong, but isn't npc wealth (that is, equipment value) determined regardless of profession skills?
Title: Generic NPC Feat Progressions: A DM Aid
Post by: the_taken on August 28, 2006, 05:04:12 PM
Quote from: brainface
QuoteNPCs purchase ranks in profession, craft and perform skills to make money. They're not going to be satisfied with just 1sp a day, they want multiple GP per week. It's how the profession skill works. Anybody without ranks in profession is going to be as a wealthy a cave man.
all[/i] their focus in combat would come dirt cheap, regardless of level. Also, correct me if i'm wrong, but isn't npc wealth (that is, equipment value) determined regardless of profession skills?
Actualy, the rules on proffesion are RAW.
Absolutely correct on that equipment is not based apon skill ranks. That's the stuff they get from adventuring/working for an overlord. Besides, what actual skills help combat aside from tumble, bluff and intimidate?
Maneuvers and bonusses granted from feats are not much of an improvement at all at higher levels. "I'm a Lvl 20 warrior with improved sunder. I can't stand up to a Lvl 16 barbarian, or a Lvl 13 mage. At CR 19, I'm free XP. My ass = meat." NPC classes are no challenge beyond lvl8, aside from the adept. PC classes make much more interesting and plausible chalenges.

I've always wondered, how are these guys aquiring XP at all if they're not fighting at they're EL. They can't fight ecounters of they're EL 'cause they're even crappier than regular martial classes. How are they doing it?
Superior numbers doesn't work. It leads to the dilution of XP being handed out. There's not enough adepts/druids/clerics to grant enough healing for their numbers, especialy with the commoner militia involved. High level ecounters usualy have area effects, wether it's an evil dragon or an enemy wizard in the other army.
They lose in strait one on one fights unless it's a very weak creautre, 'cause at Lvl 1 thru 14 they don't have the wealth to purchase resurection. Does the Lvl1 warrior acting as the castle guard fight squirels and cats to level up? WTF?!?
Title: Generic NPC Feat Progressions: A DM Aid
Post by: brainface on August 28, 2006, 05:24:49 PM
QuoteActualy, the rules on proffesion are RAW.
don't[/i] agree that profession is all that can get you money, or that a warrior class should be based around making money, first and foremost. an expert, sure: but not guy who slices things. I especially don't think he should spend his first feat on Skill Focus (skill that can't be used in combat).

QuoteI've always wondered, how are these guys aquiring XP at all if they're not fighting at they're EL. They can't fight ecounters of they're EL 'cause they're even crappier than regular martial classes. How are they doing it?
NPC classes are no challenge beyond lvl8, aside from the adept. PC classes make much more interesting and plausible chalenges.[/quote]do not[/i] need to ever use great cleave. i'll give that at level 15."
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Xeviat on August 28, 2006, 05:32:04 PM
But Profession ranks should allow you to perform certain tasks, as the book says. But that only works for heirlings who actively use their profession skill, and even then there are no hardset rules for what skills each particular profession can mimic. I'll make a list eventually, letting you make checks with +5 to the DC using Profession for specific tasks, but not everything.

I could see millitary people having "profession: soldier", but hirelings hired for combat will be priced based on their level, like the PHB or DMG lists them. A warrior's profession is battle, so their "profession" ranks are their BAB.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: the_taken on August 28, 2006, 05:35:33 PM
Actualy, reading thru, the price of hiring a warrior doesn't change depending on his ranks in profession. It's dependant on his level. All it changes is how much he makes during a week. That is so stupid.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: brainface on August 28, 2006, 05:49:00 PM
Actuallly: reading the profession skill, i'm pretty sure it's used to handle things that aren't modeled already. Innkeeping, shoemaking, etc. You'll notice someone who uses profession untrained is an untrained laborer: that does not describe a warrior at all. I don't the skill is necessary for anyone who has some other valuable resource: whether high skill ranks in spot, spellcasting, or high hd & an attack bonus. Someone like a commoner or expert, they would need it, though, because what else do they have that someone else needs?

(the dmg may disagree with me in some places with skills such as profession (hunter), despite the blantantly similiar and flat out better survival skill. that may have been a 3.0 thing, though.)

I could see profession (warrior) used to model say, tactics or logistics though. Maybe a warrior who has maxed on profession (guardsman) really knows how to run a town guard as an effective body, when to set watches, knowing how often to send out patrols, etc. as opposed to just knowing how to hit things.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Xeviat on August 28, 2006, 07:34:07 PM
Craft is labor, profession is service. A shoemaker has Craft (shoes), a general store owner has Profession (merchant). But that's neither here nor there, and we're getting away from the discussion; don't worry about profession ranks.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Túrin on August 30, 2006, 03:15:28 PM
This NPC feat progressions idea is totally cool. Kudos on that Xeviat!

As a minor point, the_taken's material that assumes fighter class levels could easily be adapted by changing the class levels: the number of feats he gave is the same as you asked for.

As for Profession, it is supposedly used to model being an above-average labour force. This would thus supposedly be most relevant to NPCs (since PCs, in most campaigns, would be expected to have a non-Profession-based occupation, and if they would, it wouldn't be handled by skill checks (that would make the lamest campaign ever)). Interestingly, human commoners get 3+Int skill points per level, that makes 3 points assuming average Intelligence. Given that they have almost no useful class skills, it would be only reasonable to assume that most or all of them have some ranks in a Craft or Profession skill. However, someone with even one rank in Profession OR Craft can earn an average of 5 gp per week (assuming at least 8 points of Wisdom or Intelligence, respectively), which is about seven times the untrained wage of 7 sp per week. This is obviously non-sensical, considering that (as a low estimate) 75% of the population is expected to consist of minimum-wage earners (simple farmers and untraied labour). The whole idea of Craft and Profession does not make sense, at least not with the numbers that are currently attached to them.

Just some random thoughts. Will we be seeing this in the Post and/or the Guide?

Túrin
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Xeviat on August 30, 2006, 08:05:47 PM
It will make it into the Guide when it is complete. I hadn't noticed that Meepo's progressions were designed with the Warrior in mind; I'd assume that an NPC Fighter would be best built following two chains at once for simplicity.

So I'll take the ideas given and see what I can make of them. I'll update the first post soon.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: the_taken on August 31, 2006, 02:44:16 PM
Quote from: TúrinAs a minor point, the_taken's material that assumes fighter class levels could easily be adapted by changing the class levels: the number of feats he gave is the same as you asked for.
Isn't that funny. A lvl 6 fighter knows all the tricks a lvl 18 warrior does.

Quote from: XeviatArcher: A longbowman, trained for fighting on open battlefields.
Cavalry: A mounted warrior; may have a ranged and melee path.
Destroyer: A strength based warrior who focuses on being the best at killing. Uses a two-handed weapon.
Guard: A warrior trained primarily in defense; must be alert.
Martial Artist: A warrior from a formalized environment who learns to use anything, even their hands, as a weapon (this will be the two-weapon fighter). Might be common as a peasent warrior in regions where peasents are not allowed to carry weapons of war.
Pikeman: A spear user, primarily trained in defense.
Skirmisher: A mobile melee and ranged warrior; might have a ranged and a melee path. Also could be noted as a Guerilla tactician.
Soldier: A warrior trained for mass combat and endurance; uses a weapon and shield.
Thug: A street fighter, uses underhanded and unarmed tactics (since many cities would look down on openly displaying a weapon).

For the sake of every one's sanity, I'm going to make builds without the proffesion skill in mind. However, for ease of conversion the feats are placed in the order that a Lvl6 fighter would be able to qualify for.

Cavalier (Warrior)
STR, CON, WIS, CHA, INT, DEX
Hu - Animal Affinity
L1 - Skill Focus (Handle Animal)
L6 - Ride by Attack
L9 - Power Attack
L12 - Skill Focus (Ride)
L15 - Spirited Charge
L18 - Improved Sunder

He charges, moves on, rinses and repeats. A varient of this maneuver is charging and wrecking a shield. This build can also train it's own mount, thanks to the focus in handle animal.

Destroyer (Warrior)
STR, CON, WIS, DEX, CHA, INT
Hu/Fl - Improved Toughness
L1 - Power Attack
L3 - Improved Sunder
L6 - Improved Bull Rush
L9 - Improved Overun
L12 - Monkey Grip
L15 - Shock Trooper
L18 - Combat Brute

Key skill is intimidate. This guy is dumb and tough, and he can be compared to a similaritly built fighter.

Guard (Warrior)
DEX, STR, WIS, INT, CON, CHA
Hu/Fl - Blind-fight
L1 - Alertness
L3 - Combat Expertise
L6 - Improved Disarm
L9 - Skill Focus (Spot)
L12 - Improved Trip
L15 - Improved Toughness
L18 - Skill Focus (Listen)

This build emphasises taking things alive for questioning/torture. It should have enough skill points for both listen and spot. Only a stealthy or magicaly stealthy  character is going to get by. (Which is all of them)

Martial Artist (Warrior)
DEX, STR, INT, CON, WIS, CHA
Flaw - Shaky
Hu/Fl - Combat Expertise
L1 - Improved Unarmed Strike
L3 - Two-weapon Fighting
L6 - Improved Disarm
L9 - Improved Two-weapon Fighting
L12 - Improved Natural Attack (Unarmed Strike)
L15 - Improved Toughness
L18 - Greater Two-weapon Fighting

You've seen this before. Remember to take the shaky flaw if you're not human.

Pikeman (Warrior)
STR, DEX, CON, WIS, INT, CHA
Hu/Fl - Run
L1 - Quick Draw
L3 - Combat Reflexes
L6 - Combat Expertise
L9 - Improved Trip
L12 - Improved Initiative
L15 - Formation Expert
L18 - Exotic Weapon Proficiency (Whip) or (Spiked Chain)

This warrior is especialy effective against mounted warriors. Their equipment is a decent suit of armor, a reach weapon and a single one-handed weapon. EWP is there to keep things interesting in later levels.

Halberdier (Warrior)
DEX, STR, CON, WIS, INT, CHA
Hu - Weapon Focus (Halberd)
L1 - Two-weapon Fighting
L3 - Combat Reflexes
L6 - Hold the Line
L9 - Improved Toughness
L12 - Improved Initiative
L15 - Formation Expert
L18 - Weapon Style [Spinning Halberd]

A varient Pikemen that's more offensive. A halberd is not a reach weapon, but the offensive petential is realized when the fact that a halbed is still treated as a two-handed weapon.

Guerilla (Warrior)
STR, INT, WIS, DEX, CON, CHA
Hu/Fl - Alertness
L1 - Stealthy
L3 - Point Blank Shot
L6 - Dodge
L9 - Improved Initiative
L12 - Mobility
L15 - Shot on the Run
L18 - Quick Draw

This guy is built for hit-and-run tactics. He also has keen senses and can double as a guard. Problem is that he needs alot of skill points. Orcs make terrible guerillas 'cause of the INT penalty.

Mounted Archer (warrior)
DEX, STR, DEX, INT, CHA, WIS, CON
Hu - Skill Focus (Ride)
L1 - Mounted Combat
L3 - Point Blank Shot
L6 - Mounted Archery
L9 - Skill Focus (Handle Animal)
L12 - Far Shot
L15 - Rapid Shot
L18 - Precise Shot

A much more impressive skirmisher than the foot slogger from above, this bastard combines the two best qualities of the guerilla and the cavalier. Speed and evasive offence. Best served atop a T-rex.

Soldier (Warrior)
DEX, CON, STR, WIS, INT, CHA
Hu/Fl - Weapon Finess
L1 - Two-weapon Fighting
L3 - Improved Shield Bash
L6 - Phanlax Fighting
L9 - Improved Toughness
L12 - Shield Charge
L15 - Formation Expert
L18 - Shield Slam

These guys always come in groups of atleast 10. They also stick together lick glue, making a wall of shields and stabbing, hacking and bashing stuff that gets too close, or charging in to the breach in one rolling wave. They are nimble too. Equip them with a light weapon and a light sheild for maximum effect. By virtue of this build, pikemen lose to sword and board warriors.

Thug (Warrior)
STR, CON, DEX, INT, CHA, WIS
Hu/Fl - Lightning Reflexes
L1 - Improved Unarmed Strike
L3 - Improved Grapple
L6 - Improve Intitiative
L9 - Power Attack
L12 - Roundabout Kick
L15 - Prone Attack
L18 - Blind-fight

The best NPC brawler evar!!!
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Xeviat on August 31, 2006, 02:51:01 PM
Wow, thank you so very much taken, that is amazing. A few things seem off, like you gave the guerilla shot on the run before mobility, but that can be fixed. I'll be writing all of these down and seeing how it all works out.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: the_taken on August 31, 2006, 03:43:34 PM
Quote from: XeviatWow, thank you so very much taken, that is amazing. A few things seem off, like you gave the guerilla shot on the run before mobility, but that can be fixed.

Meh, polishings.

Quote from: XeviatI'll be writing all of these down and seeing how it all works out.

Please relay your findings.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: So-Keher on August 31, 2006, 03:45:53 PM
Hehe i maight actually use some of this soon
Great work guys
and the_taken...*shivers*...creepy avatar
i had to say
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Túrin on August 31, 2006, 04:37:12 PM
Wow, the_taken, awesome work! Those one-line flavour texts really make them come to life.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Xeviat on August 31, 2006, 10:00:55 PM
the_taken, I'd like your okay to use these for a "The Post" article. Since you designed the builds, I'll only polish, it's mostly your work, so I wanted your approval.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: the_taken on September 01, 2006, 03:53:43 AM
Quote from: Xeviatthe_taken, I'd like your okay to use these for a "The Post" article. Since you designed the builds, I'll only polish, it's mostly your work, so I wanted your approval.
No problem. (I did noticed some typos on my last overview. Sry.)
Title: Generic NPC Feat Progressions: A DM Aid
Post by: the_taken on September 01, 2006, 04:04:11 AM
Quote from: So-KeherHehe i maight actually use some of this soon
Great work guys
and the_taken...*shivers*...creepy avatar
i had to say
Nice. Thanks. I know. :)

I personaly find the warrior class absolutely boring, even for an NPC. Nothing there to make stuff with but numbers. You'll notice that the feats there are in the exact same order a level 6 fighter would be able to take them. Most of these builds would make awesome lvl6 encounters, but at high levels, you have to pit the PCs against something much more exotic and powerfull.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Elven Doritos on September 01, 2006, 09:39:38 AM
Quote from: the_takenI personaly find the warrior class absolutely boring, even for an NPC. Nothing there to make stuff with but numbers. You'll notice that the feats there are in the exact same order a level 6 fighter would be able to take them. Most of these builds would make awesome lvl6 encounters, but at high levels, you have to pit the PCs against something much more exotic and powerfull.

The same statement could be said about any NPC, really-- after a certain point, they just don't have the phat lewt to compete.
Title: Generic NPC Feat Progressions: A DM Aid
Post by: Xeviat on September 01, 2006, 02:57:13 PM
The Warrior class serves primarily as Mooks; I'd never build a villian with an NPC class, Villianous characters use PC classes, just like Heroic characters do.