TwinDevils/NPCs

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Arcane

Archmage

Challenge: 12
Archmages are members of the upper echelon of arcane power and knowledge. They know at least one 8th-level arcane spell and may know a 9th-level arcane spell, among having access to a broad array of lower-level spells and rituals. Many also know how to create magical items. Most Archmages hold at least some sway with local nobility, and often take up several apprentices, but others are hermits who eschew contact in pursuit of the arcane arts.

Mage

Challenge: 6
Mages are those who spend their lives in the study and practice of magic. They may serve nobles, perform experiments, explore the world, or offer their services for coin.

Civilian

Commoner

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Commoners are any of the many servants, peasants, serfs, slaves, merchants, pilgrims, artisans, and hermits inhabiting the world.

Noble

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Spy

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Clergy

Acolyte

Challenge: 1/4
Acolytes are junior members of a clergy, usually serving under a priest. Most can cast a few spells, but few gain beyond 1st-level divine spells without becoming full-fledged priests.

Priest

Challenge: 2
Priests are devoted servants and preachers of the gods they follow. They may be good or evil, and usually provide divine services to the local populace with the aid of several acolytes. They normally cast up to 3rd-level divine spells, but some powerful priests may know higher-level spells. Priests normally specialize in ceremonial and ritual magic, in keeping with their god's practices of worship.

Criminal

Assassin

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Bandit

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Bandit Captain

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Cultist

Challenge: 1/8
Cultists are those who swear allegiance to dark powers like the elemental princes, demon lords, archdevils, or outer things. Operating in secret, they avoid persecutions such as imprisonment, exile, or execution. Unlike evil acolytes, cultists are usually more prone to madness and insanity in their beliefs and practices. While zealous, they also tend towards recklessness in combat.

Cult Fanatic

Challenge: 2
No ordinary cultist, fanatics are those privy to the secrets of the cult and as such are often leaders of the movement. They are frequently both charismatic and dogmatic, and imbued with power beyond that of the average cultist. The typically can cast 2nd-level arcane spells, but some may know more.

Thug

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Martial

Gladiator

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Guard

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Knight

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Scout

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Veteran

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Outlander

Berserker

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Druid

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Tribal Warrior

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