NPC Codex | Rules | Core Class NPCs | Fighter | Fighters

Fighters

Superstitious Mercenary

Super Race: human fighter 1. Cr: 1/2. Xp: 200. Alignment: N. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +2. Senses: Perception +2. Ac: 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield).
Hp: 14 (1d10+4).
Fortitude: +3. Reflex: +2. Will: +3.
Speed: 30 ft.. Melee: longsword +4 (1d8+3/19–20) or cold iron dagger +4 (1d4+3/19–20). Ranged: heavy crossbow +3 (1d10/19–20). Strength: 17. Dexterity: 14. Constitution: 12. Intelligence: 8. Wisdom: 13. Charisma: 10.
Base Attack: +1. Cmb: +4. Cmd: 16.
Feats: Iron Will, Power Attack, Toughness.
Skills: Heal +2, Perception +2, Survival +5.
Languages: Common. Combat Gear: potion of cure light wounds, alchemist's fire, holy water, oil (2), healer's kit (2 uses remaining). Other Gear: breastplate, heavy wooden shield, cold iron dagger, heavy crossbow with 20 bolts, longsword, bedroll, tindertwigs (2), whetstone, wooden holy symbol, 3 gp.

Tactics

During Combat The fighter fires his crossbow, then readies his sword and shield. He saves his alchemist's fire for foes he can't harm or can't hit with his sword.

Some mercenaries believe their survival has less to do with skill and more to do with their ability to gain the gods' favor.

Corwyn Klas

When between jobs, Corwyn faithfully maintains his clothes, armor, and weapons, but once hired, he stops keeping up his appearance and grows more disheveled as the days pass.

Corwyn fears the supernatural, and keeps a holy symbol with him at all times. He blows his wages on worthless talismans sold with promises to work against fiends and spirits.

Daring Bravo

Super Race: gnome fighter 2. Cr: 1. Xp: 400. Alignment: CN. Size: Small. Creature Type: Humanoid. Creature Subtype: gnome.
Init: +2. Senses: low-light vision; Perception +2. Ac: 18, touch 14, flat-footed 15 (+3 armor, +2 Dex, +1 dodge, +1 shield, +1 size).
Hp: 21 (2d10+6).
Fortitude: +5. Reflex: +2. Will: +0; +2 vs. illusions, +1 vs. fear. Defensive Abilities: bravery +1, defensive training (+4 dodge bonus to AC vs. giants).
Speed: 20 ft.. Melee: mwk rapier +6 (1d4+1/18–20) or

dagger +5 (1d3+1/18–20)

. Ranged: composite longbow +5 (1d6+1/×3). Special Attacks: +1 on attack rolls against goblinoid and reptilian humanoids. Strength: 12. Dexterity: 15. Constitution: 14. Intelligence: 13. Wisdom: 10. Charisma: 10.
Base Attack: +2. Cmb: +2. Cmd: 15.
Feats: Dodge, Mobility, Weapon Finesse.
Skills: Acrobatics +3 (–1 when jumping), Intimidate +4, Knowledge (nobility) +2, Perception +2, Stealth +7.
Languages: Common, Gnome, Halfling, Sylvan. Combat Gear: tanglefoot bag. Other Gear: studded leather, masterwork buckler, composite longbow with 20 arrows, dagger, masterwork rapier, wineskin, 16 gp.

Tactics

During Combat The fighter shifts to maintain an advantageous position. If facing a similarly mobile foe, she resorts to her tanglefoot bag.

These small, quick warriors are also clever and brave. They know when to strike fast and hard—and when to run.

Tala Hankelthorn

Tala considers her size more an asset than a liability. She knows most enemies underestimate her skills, and takes full advantage.

Traitorous Brigand

Super Race: half-orc fighter 3. Cr: 2. Xp: 600. Alignment: NE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human, orc.
Init: +5. Senses: darkvision 60 ft.; Perception –1. Ac: 17, touch 11, flat-footed 16 (+1 Dex, +6 armor).
Hp: 30 (3d10+9).
Fortitude: +5. Reflex: +2. Will: +2; +1 vs. fear. Defensive Abilities: bravery +1, orc ferocity.
Speed: 30 ft.. Melee: mwk greataxe +7 (1d12+4/×3) or sap +6 (1d6+3 nonlethal). Ranged: javelin +4 (1d6+3). Strength: 17. Dexterity: 12. Constitution: 14. Intelligence: 10. Wisdom: 8. Charisma: 13.
Base Attack: +3. Cmb: +6. Cmd: 17.
Feats: Cleave, Improved Initiative, Iron Will, Power Attack.
Skills: Climb +5, Intimidate +9, Survival +3, Swim +5.
Languages: Common, Orc. Special Qualities: armor training 1, orc blood, weapon familiarity. Combat Gear: potion of bull's strength, potion of cure moderate wounds, potion of enlarge person (CL 3rd). Other Gear: masterwork breastplate, javelins (4), masterwork greataxe, sap, sack, gold necklace (worth 100 gp), 124 gp.

Tactics

During Combat The fighter opens with an Intimidate check to demoralize the nearest enemy, then wades in with his axe using Cleave when possible.

Brigands are hard as nails and always look out for themselves first.

Rorn the Black

Rorn has made a good living as a bandit, but the same can't be said for his allies. Sometimes he runs out on them when their luck turns bad, sometimes he's the only survivor, and sometimes he cuts down his own allies to claim all the loot.

Murderous Halfling

Super Race: halfling fighter 4. Cr: 3. Xp: 800. Alignment: CE. Size: Small. Creature Type: Humanoid. Creature Subtype: halfling.
Init: +4. Senses: Perception +6. Ac: 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size).
Hp: 30 (4d10+4).
Fortitude: +6, Ref +6, Will +2; +3 vs. fear. Defensive Abilities: bravery +1.
Speed: 20 ft.. Melee: mwk dagger +9 (1d3+3/19–20), mwk dagger +9 (1d3+2/19–20). Ranged: dagger +10 (1d3+3/19–20). Strength: 12. Dexterity: 18. Constitution: 12. Intelligence: 13. Wisdom: 10. Charisma: 10.
Base Attack: +4. Cmb: +4. Cmd: 18.
Feats: Deadly Aim, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger), Weapon Specialization (dagger).
Skills: Acrobatics +10 (+6 when jumping), Bluff +4, Climb +3, Perception +6, Sleight of Hand +5, Stealth +11.
Languages: Common, Goblin, Halfling. Special Qualities: armor training 1. Combat Gear: feather token (whip), flask of acid. Other Gear: +1 chain shirt, daggers (6), masterwork daggers (2), 24 gp.

Tactics

During Combat The fighter hurls daggers until her foes close with her. In melee, she fights defensively (and gains a +3 dodge bonus from her ranks in Acrobatics). She keeps her feather token in reserve for dangerous spellcasters or when battle turns against her.

Small, sly, and seemingly innocuous, evil halflings make perfect murderers.

Lisanne Jelansil

At first, Lisanne saved her murderous attentions for those who slighted her in some small fashion. Now, she revels in death for death's sake rather than for vengeance only. Her reputation has grown with her crimes, and she increasingly plies her skills for pay as well as pleasure.

Cautious Archer

Super Race: elf fighter 5. Cr: 4. Xp: 1,200. Alignment: CN. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf.
Init: +4. Senses: low-light vision; Perception +6. Ac: 20, touch 14, flat-footed 16 (+6 armor, +4 Dex).
Hp: 47 (5d10+15).
Fortitude: +7. Reflex: +6. Will: +1; +2 vs. enchantments, +1 vs. fear. Defensive Abilities: bravery +1. Immune: sleep.
Speed: 30 ft.. Melee: mwk elven curve blade +8 (1d10+3/18–20). Ranged: mwk composite longbow +10/+10 (1d8+5/×3). Special Attacks: weapon training (bows +1). Strength: 14. Dexterity: 18. Constitution: 14. Intelligence: 15. Wisdom: 8. Charisma: 10.
Base Attack: +5. Cmb: +7. Cmd: 21.
Feats: Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow).
Skills: Climb +5, Craft (bows) +8, Handle Animal +8, Perception +6, Stealth +6, Survival +3, Swim +5.
Languages: Common, Elven, Gnome, Orc. Special Qualities: armor training 1, elven magic, weapon familiarity. Combat Gear: +1 arrows (5), potion of bear's endurance, potion of cure moderate wound, alchemical silver arrows (5), cold iron arrows (5). Other Gear: masterwork breastplate, masterwork composite longbow (+2 Str) with 35 arrows, masterwork elven curve blade, cloak of resistance +1, masterwork artisan's tools, riding dog, 67 gp.

Tactics

Before Combat The fighter drinks his potion of bear's endurance and finds a prime location for an ambush.

During Combat The fighter keeps his distance and fights at range, sending his dog to harry foes that approach.

Base Statistics Without bear's endurance, the fighter's statistics are

hp 37

Fort +5

Con +10.

Cautious archers are adept at hit-and-run tactics and ambushes.

Danathel Yessillion

Danathel prefers to fight from afar. He counts on brutes to hold the line while he picks and chooses targets from a safe perch up in a tree.

Adventuring Blacksmith

Super Race: half-elf fighter 6. Cr: 5. Xp: 1,600. Alignment: LN. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf, human.
Init: –1. Senses: low-light vision; Perception +3. Ac: 20, touch 9, flat-footed 20 (+9 armor, –1 Dex, +2 shield).
Hp: 61 (6d10+24).
Fortitude: +8. Reflex: +1. Will: +3; +2 vs. enchantments, +2 vs. fear. Defensive Abilities: bravery +2. Immune: sleep.
Speed: 20 ft.. Melee: +1 warhammer +12/+7 (1d8+7/×3). Ranged: warhammer +8 (1d8+6/×3). Special Attacks: weapon training (hammers +1). Strength: 16. Dexterity: 8. Constitution: 16. Intelligence: 13. Wisdom: 12. Charisma: 10.
Base Attack: +6. Cmb: +9. Cmd: 18.
Feats: Diehard, Endurance, Master Craftsman, Skill Focus (Craft [weapons]), Throw Anything, Vital Strike, Weapon Focus (warhammer), Weapon Specialization (warhammer).
Skills: Appraise +7, Craft (armor) +10, Craft (weapons) +17, Perception +3.
Languages: Common, Dwarven, Elven. Special Qualities: armor training 1, elf blood. Combat Gear: potion of cure moderate wounds, potions of endure elements (2). Other Gear: masterwork full plate, masterwork heavy steel shield, +1 warhammer, warhammers (2), masterwork artisan's tools, waterskin, 43 gp.

Tactics

During Combat The fighter stands and deals mighty blows until her foes drop or she dies on her feet.

Smiths who craft weapons may also be skilled in their use.

Vika Beliskar

Apprenticed to a blacksmith in her youth, Vika quit the trade to take up a new life as an adventurer. After a cache of tomes taught her how to mix magic with the forging of steel, she found herself drawn back to her old calling.

Spell Hunter

Super Race: dwarf fighter 7. Cr: 6. Xp: 2,400. Alignment: LE. Size: Medium. Creature Type: Humanoid. Creature Subtype: dwarf.
Init: +2. Senses: Perception +5. Ac: 22, touch 12, flat-footed 20 (+10 armor, +2 Dex).
Hp: 64 (7d10+21).
Fortitude: +9. Reflex: +5. Will: +5; +2 vs. poison, spells, and spell-like abilities; +2 vs. fear. Defensive Abilities: bravery +2, defensive training (+4 dodge bonus to AC vs. giants).
Speed: 20 ft.. Melee: mwk cold iron dwarven waraxe +14/+9 (1d10+9/×3). Ranged: mwk throwing axe +11 (1d6+5) or mwk light crossbow +10 (1d8/19–20). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, weapon training (axes +1). Strength: 19. Dexterity: 14. Constitution: 16. Intelligence: 10. Wisdom: 14. Charisma: 6.
Base Attack: +7. Cmb: +12 (+16 bull rush). Cmd: 23 (29 vs. bull rush, 27 vs. trip).
Feats: Blind-Fight, Disruptive, Greater Bull Rush, Improved Bull Rush, Power Attack, Step Up, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe).
Skills: Climb +10, Intimidate +8, Perception +5 (+7 to notice unusual stonework), Survival +10.
Languages: Common, Dwarven. Special Qualities: armor training 2. Combat Gear: oil of magic weapon (2), potion of aid, potion of bull's strength, potions of cure moderate wounds (2). Other Gear: +1 full plate, masterwork cold iron dwarven waraxe, masterwork light crossbow with 20 bolts, masterwork throwing axe, cloak of resistance +1, 46 gp.

Tactics

Before Combat The fighter drinks her potion of bull's strength.

During Combat When fighting with a group, the fighter uses bull rush to grant attacks of opportunity to her allies. She uses the combination of Step Up and Disruptive to interrupt spellcasting.

Base Statistics Without bull's strength, the fighter's statistics are

Melee mwk cold iron dwarven waraxe +12/+7 (1d10+6/×3)

Ranged mwk throwing axe +11 (1d6+3)

Str 15

CMB +9 (+13 bull rush)

CMD 21 (27 vs. bull rush, 25 vs. trip)

Skills Climb +8.

Spell hunters specialize in locking down and then murdering enemy spellcasters.

Fastidious Sharpshooter

Super Race: gnome fighter 8. Cr: 7. Xp: 3,200. Alignment: NE. Size: Small. Creature Type: Humanoid. Creature Subtype: gnome.
Init: +3. Senses: low-light vision; Perception +10. Ac: 23, touch 17, flat-footed 20 (+6 armor, +3 deflection, +3 Dex, +1 size).
Hp: 76 (8d10+28).
Fortitude: +9. Reflex: +5. Will: +4; +2 vs. illusions, +2 vs. fear. Defensive Abilities: bravery +2, defensive training (+4 dodge bonus to AC vs. giants).
Speed: 25 ft.. Melee: mwk glaive +10/+5 (1d8/×3) or short sword +9/+4 (1d4/19–20). Ranged: mwk light crossbow +13/+13/+8 (1d6+3/17–20) or mwk light crossbow with +1 frost bolts +13/+13/+8 (1d6+4+1d6 cold/17–20). Space: 5 ft.. Reach: 5 ft. (10 ft. with glaive). Special Attacks: +1 on attack rolls against goblinoid and reptilian humanoids, weapon training (crossbows +1). Strength: 10. Dexterity: 16. Constitution: 16. Intelligence: 8. Wisdom: 14. Charisma: 12.
Base Attack: +8. Cmb: +7. Cmd: 23.
Feats: Deadly Aim, Fleet, Improved Critical (light crossbow), Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Focus (light crossbow), Weapon Specialization (light crossbow).
Skills: Perception +10, Profession (soldier) +8, Sense Motive +7.
Languages: Common, Gnome, Sylvan. Special Qualities: armor training 2. Combat Gear: +1 frost bolts (8), potion of haste, potion of shield of faith (CL 7th), screaming bolts (2). Other Gear: mithral breastplate, masterwork glaive, masterwork light crossbow with 40 bolts, short sword, sunrods (2), 27 gp.
gnome spell-like abilities: (CL 8th; concentration +9)

1/day-dancing lights, ghost sound (DC 11), prestidigitation, speak with animals


Tactics

Before Combat The fighter drinks her potion of shield of faith.

During Combat The fighter drinks her potion of haste and launches full attacks with screaming bolts.

Base Statistics Without shield of faith, the fighter's statistics are

AC 20, touch 14, flat-footed 17

CMD 20.

Halfling Slinger

Super Race: halfling fighter 9. Cr: 8. Xp: 4,800. Alignment: N. Size: Small. Creature Type: Humanoid. Creature Subtype: halfling.
Init: +5. Senses: Perception +5. Ac: 22, touch 16, flat-footed 17 (+6 armor, +5 Dex, +1 size).
Hp: 72 (9d10+18).
Fortitude: +11. Reflex: +11. Will: +9; +4 vs. fear. Defensive Abilities: bravery +2.
Speed: 20 ft.. Melee: +1 halfling sling staff +18/+13 (1d4+9/19–20) or short sword +14/+9 (1d4+4/19–20). Ranged: +1 halfling sling staff +22 (1d6+8/19–20/×3). Special Attacks: weapon training (thrown +2, light blades +1). Strength: 16. Dexterity: 20. Constitution: 14. Intelligence: 8. Wisdom: 12. Charisma: 12.
Base Attack: +9. Cmb: +13. Cmd: 26.
Feats: Deadly Aim, Greater Weapon Focus (halfling sling staff), Improved Critical (halfling sling staff), Iron Will, Mounted Combat, Point-Blank Shot, Precise Shot, Vital Strike, Weapon Focus (halfling sling staff), Weapon Specialization (halfling sling staff).
Skills: Acrobatics +7 (+3 when jumping), Climb +5, Perception +5, Ride +17, Survival +15.
Languages: Common, Halfling. Special Qualities: armor training 2. Combat Gear: +1 elf-bane bullets (5), potion of bull's strength, potion of cure moderate wounds, potion of heroism, potion of invisibility. Other Gear: breastplate, +1 halfling sling staff with 20 bullets, short sword, belt of incredible dexterity +2, brooch of shielding (35 points of damage remaining), bit and bridle, masterwork studded leather barding, military saddle, riding dog, saddlebags, 161 gp.

Tactics

Before Combat The fighter drinks his potions of bull's strength and heroism.

During Combat If fighting elves, the fighter stays back from the fight, wielding his sling staff until he's out of elf-bane bullets. Otherwise, he rides into the fray, bashing foes and hurling bulletswith his sling staff while using Deadly Aim and Vital Strike.

Base Statistics Without bull's strength and heroism, the fighter's statistics are

Senses Perception +3

Fort +9

Ref +9

Will +7

Melee +1 halfling sling staff +14/+9 (1d4+6/19-20) or short sword +12/+7 (1d4+2/19-20)

Ranged +1 halfling sling staff +20 (1d6+6/19-20/×3)

Str 12

CMB +9

CMD 24

Skills Acrobatics +5 (+1 when jumping), Climb +1, Perception +3, Ride +15, Survival +13.

Halfling slingers often patrol the areas surrounding halfling settlements. Sometimes they hire themselves out as scouts and skirmishers.

Tomin Blanderbass

The wanderer's life suits Tomin just fine. He roams from town to town looking for mercenary work, and is more than happy to take gold from anyone who offers. Tomin doesn't really care about right or wrong, just about getting paid. He's as likely to guard a caravan as to rob one. He draws the line at hurting those who won't fight back, believing that's what separates him from a petty thug.

When he first started adventuring, Tomin and his companions ran afoul of a band of elves on the hunt for bandits. The elves ran down and slew Tomin's companions one by one, then left him tied up and dangling from a tree as a warning for others. That humiliation still burns in Tomin's belly, and he fears and detests elves to this day.

Combat Encounters

Tomin targets enemy elves first, and often refuses to treat with allies who have elves within their midst.

Roleplaying Suggestions

Tomin is not shy when looking for work—or when he wants to pick a fight with an elf.

Griffon Rider

Super Race: elf fighter 10. Cr: 9. Xp: 6,400. Alignment: LN. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf.
Init: +2. Senses: low-light vision; Perception +15. Ac: 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield).
Hp: 94 (10d10+35).
Fortitude: +11. Reflex: +7. Will: +6; +2 vs. enchantments, +3 vs. fear. Defensive Abilities: bravery +3. Immune: sleep.
Speed: 30 ft.. Melee: mwk lance +18/+13 (1d8+4/×3) or flail +14/+9 (1d8+2). Ranged: mwk composite longbow +16/+11 (1d8+3/×3). Space: 5 ft.. Reach: 5 ft. (10 ft. with lance). Special Attacks: weapon training (spears +2, bows +1). Strength: 15. Dexterity: 14. Constitution: 14. Intelligence: 10. Wisdom: 13. Charisma: 10.
Base Attack: +10. Cmb: +14. Cmd: 24.
Feats: Combat Reflexes, Improved Bull Rush, Mounted Combat, Power Attack, Ride-By Attack, Shield Focus, Skill Focus (Ride), Spirited Charge, Toughness, Unseat, Weapon Focus (lance).
Skills: Handle Animal +10, Perception +15, Ride +19.
Languages: Common, Elven. Special Qualities: armor training 2, elven magic, weapon familiarity. Combat Gear: potions of cure light wounds (2), potion of heroism, alchemist's fire (5). Other Gear: masterwork banded mail, masterwork heavy steel shield, masterwork lance, masterwork composite longbow (Str +2) with 20 arrows, figurine of wondrous power (bronze griffon), bit and bridle, exotic military saddle, masterwork studded leather barding, 47 gp.

Tactics

Before Combat Well in advance of battle, the fighter activates her bronze griffon and saddles and armors it. Before the fighting starts, she mounts her griffon, takes to the air, and quaffs her potion of heroism.

During Combat The fighter flies above the battlefield taking passes with her lance, never flying lower than 10 feet above the ground. If outmatched in melee, she retreats to higher altitude and uses her bow. A griffon rider loves to unseat other mounted combatants, particularly if they're flying. She keeps a plentiful supply of alchemist's fire in case any flammable targets present themselves.

Base Statistics Without heroism, the fighter's statistics are

Senses Perception +13

Fort +9

Ref +5

Will +4

Melee mwk lance +16/+11 (1d8+4/×3) or flail +12/+7 (1d8+2)

Ranged mwk composite longbow +14/+9 (1d8+3/×3)

CMB +12

Skills Handle Animal +8, Perception +13, Ride +17.

Griffon riders patrol the skies around remote elven enclaves. Rare individuals serve powerful spellcasters or serve as mercenary shock troops.

Jalynel Masathal

Scheming Fencer

Super Race: human fighter 11. Cr: 10. Xp: 9,600. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +6. Senses: Perception +0. Ac: 25, touch 16, flat-footed 19 (+7 armor, +6 Dex, +2 natural).
Hp: 98 (11d10+33).
Fortitude: +10. Reflex: +10. Will: +6; +3 vs. fear. Defensive Abilities: bravery +3.
Speed: 30 ft., climb 20 ft.. Melee: +1 rapier +19/+14/+9 (1d6+8/15–20), mwk dagger +18/+13 (1d4+5/19–20). Ranged: dagger +19 (1d4+5/19–20) or mwk composite longbow +19/+14/+9 (1d8+2/×3). Special Attacks: weapon training (light blades +2, bows +1). Strength: 16. Dexterity: 23. Constitution: 14. Intelligence: 13. Wisdom: 10. Charisma: 8.
Base Attack: +11. Cmb: +14 (+16 disarm). Cmd: 30 (+32 vs. disarm).
Feats: Combat Expertise, Critical Focus, Double Slice, Improved Critical (rapier), Improved Disarm, Improved Two-Weapon Fighting, Iron Will, Sickening Critical, Two-Weapon Fighting, Two-Weapon Rend, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier).
Skills: Acrobatics +17, Bluff +10, Climb +15, Knowledge (local) +5, Perform (sing) +5, Sense Motive +9.
Languages: Common, Elven. Special Qualities: armor training 3. Combat Gear: potion of barkskin, potion of bull's strength, potion of cat's grace, potions of cure moderate wounds (2), potions of protection from good (CL 2nd) (2), silversheen. Other Gear: +1 breastplate, +1 rapier, daggers (3), masterwork composite longbow (+1 Str) with 20 arrows, masterwork dagger, belt of incredible dexterity +2, cloak of resistance +1, slippers of spider climbing, 121 gp.

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