Monday, January 2, 2017

Inspiration:  Rogue One    

I have a lot of house rules to talk about, but I wanted to start with something practical that any of you out there running Pathfinder could use.  When I played a lot of Villains & Vigilantes in college, one of the most useful things in the book was a gang of tough, but not super-powered, street hoods called the Nicotines.  Every time we needed a bunch of normal types to fight, or thugs that worked for the super villain, we'd bring out the Nicotines, just with different names and outfits.  Having stats for NPCs that can be used in all sorts of situations is helpful, so here are some that are inspired by the movie Rogue One.

One of the great things about Pathfinder is that it allows for an incredible amount of character customization.  You can have, for example, six characters, most of which have the same character class, race, and level, and still tweak them to have different skills and personalities in play.  The major tool that Pathfinder uses for this is the archetype, which I'll be talking (a lot) about in future posts.  However, there are an overwhelming number of archetypes to choose from, and utilizing them with making NPCs can be time consuming.  I've done some of that work for you, so that the next time you need some first level rogues, you have an assortment to choose from.

[Minor spoilers for Rogue One follow!]



Jyn Erso

Jyn is the inspiration for the group, and its leader into dangerous territory.  Her primary skill is her agility, especially her exceptional climbing ability.

Human Rogue 1 (Acrobat)
Neutral Good, Medium, Humanoid
Init +3, Perception +3

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

AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
HP 4 (1d8)
Fort +0, Ref +6, Will -1

Speed 30 ft.
Base Atk +0; CMB +2; CMD 15

Melee: club +2 (1d6+2 damage, x2 critical)
Ranged: lt. crossbow +3 (1d8 damage, 19-20 x2 critical)

Feats and Abilities:  Sneak Attack +1d6, Expert Acrobat, Catch Off-Guard, Dodge

Skills: Acrobatics +7, Bluff +6, Climb +6, Diplomacy +6, Disguise +6, Knowledge (local) +5, Knowledge (religion) +5, Perception +3, Stealth +7, Use Magic Device +6

Combat Gear:  club, lt. crossbow, leather armor, disguise kit, holy symbol


Cassian Andor

Cassian is a spy for the rebellion and is willing to perform dark deeds for the cause he believes in.  He is skilled in deceit and in the use of heavy ranged weapons.

Human Rogue 1 (Spy)
Neutral, Medium, Humanoid
Init +3, Perception +4

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

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 6 (1d8+2)
Fort +2, Ref +6, Will +0

Speed 30 ft.
Base Atk +0; CMB +2; CMD 15

Melee: dagger +2 (1d4+2 damage, 19-20 x2 critical)
Ranged: hvy. crossbow +3 (1d10 damage, 19-20 x2 critical)

Feats and Abilities:  Sneak Attack +1d6, Skilled Liar, Point Blank Shot, Precise Shot

Skills:  Bluff +6, Climb +6, Disguise +5, Escape Artist +7, Handle Animal +5, Knowledge (local) +3, Perception +4, Stealth +7

Combat Gear:  dagger, hvy. crossbow, leather armor, disguise kit

K-2SO

K-2SO is a droid, and Pathfinder has rules for androids if they fit into your game world.  K is very intelligent, but lacks the ability to do some things which come easily to humans, such as lying.  Note:  Folks who have seen the movie might guess why I chose Juggler as K-2SO’s archetype.

Android Rogue 1 (Juggler)
Neutral, Medium, Humanoid
Init +2, Perception +7, Darkvision, Low-Light Vision

Str 14, Dex 14, Con 12, Int 16, Wis 12, Cha 6

AC 16, touch 14, flat-footed 12 (+4 armor, +2 Dex)
HP 5 (1d8+1)
Fort +1, Ref +6, Will +1

Speed 30 ft.
Base Atk +0; CMB +2; CMD 14

Melee: dagger +2 (1d4+2, 19-20 x2 critical)
Ranged: dagger, thrown +2 (1d4+2, 19-20 x2 critical)

Feats and Abilities:  Constructed, Emotionless, Nanite Surge, Sneak Attack +1d6, Trapfinding +1, Deflect Arrows

Skills:  Appraise +7, Disable Device +6, Handle Animal +2, Intimidate +2, Knowledge (dungeoneering) +7, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (planes) +4, Linguistics +7, Perception +7, Sense Motive +1

Combat Gear:  chain shirt, thieves’ tools


Chirrut Imwe

A former temple guard, Chirrut is not a Jedi, but believes strongly in the Force.  I have given him arcane magic to represent the skills he seems to use in the movie.  Additionally tricky is the fact that Pathfinder has little support for blind spellbook users, but that is a post for another day.

Human Rogue 1 (Eldritch Scoundrel)
Lawful Good, Medium, Humanoid
Init +7, Perception +7

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

AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 3 (1d8-1)
Fort -1, Ref +6, Will +3

Speed 30 ft.
Base Atk +0; CMB +2; CMD 15

Melee:  quarterstaff +2 (1d6+2, x2 critical)
Ranged: hvy. crossbow +3 (1d10, x2 critical)

Feats and Abilities:  Sneak Attack +1d6, trapfinding +1, Blind-Fight, Improved Initiative

Skills:  Acrobatics +7, Heal +7, Knowledge (arcana) +5, Perception +7, Sense Motive +7

Spells:  detect magic, true strike

Combat Gear:  quarterstaff, hvy. crossbow


Baze Malbus

We don’t know much about Baze, as compared to the other characters, other than the fact that he is a mercenary and a devoted partner of Chirrut.  I decided to focus on his toughness as his primary attribute.

Human Rogue 1
Lawful Neutral, Medium, Humanoid
Init +2, Perception +5

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

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 7 (1d8+3)
Fort +3, Ref +5, Will +1

Speed 30 ft.
Base Atk +0; CMB +2; CMD 14
Melee: dagger +2 (1d4+2, 19-20 x2 critical)
Ranged: longbow (composite +2) +2 (1d8+2, x3 critical)

Feats and Abilities:  Sneak Attack +1d6, trapfinding +1, Endurance, Diehard

Skills:  Climb +4, Disable Device +4, Heal +5, Intimidate +3, Knowledge (local) +4, Perception +5, Sense Motive +5, Stealth +6, Survival +2

Combat Gear:  dagger, longbow, chain shirt, thieves’ tools


Bodhi Rook

Bodhi is a pilot, which is hard to translate into a fantasy world, but his main strengths seem to come from his knowledge of Imperial protocol and technology.

Human Rogue 1
Chaotic Good, Medium, Humanoid
Init +3, Perception +5

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

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 3 (1d8-1)
Fort -1, Ref +6, Will +1

Speed 30 ft.
Base Atk +0; CMB +0; CMD 13

Melee:  dagger +0 (1d4 damage, 19-20 x2 critical)
Missile:  lt. crossbow +3 (1d8 damage, 19-20 x2 critical)

Feats and Abilities:  Sneak Attack +1d6, trapfinding +1, Deft Hands, Fleet

Skills:  Bluff +6, Disable Device +9, Disguise +6, Handle Animal +6, Knowledge (engineering) +6, Knowledge (local) +6, Knowledge (planes) +6, Perception +5, Sense Motive +5, Sleight of Hand +9, Stealth +7

Combat Gear:  dagger, lt. crossbow, leather armor, thieves’ tools


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