Author Topic: [PoC] Sample NPCs  (Read 2894 times)

Offline Garryl

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[PoC] Sample NPCs
« on: August 26, 2014, 10:26:12 PM »
Space Pirate Conscript      CR 1/2
Urtragian space pirate technician 1
NE Medium monstrous humanoid (cybernetic)
Init +1; Senses Listen -2, Spot -2
Languages Common, Urtragian
_________________________________________
AC 16, touch 11, flat-footed 15
   (+1 Dex, +3 armor, +2 shield)
hp 4 (1 HD); DR 2/-
Fort +1, Ref +1, Will +0; +2 vs. disease, poison, and severe heat or cold; +3 vs. stun and paralysis
_________________________________________
Speed 30 ft. (6 squares)
Melee dagger +1 (1d4+1/19-20)
Ranged nanopistol +1 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +1
Atk Options Point Blank Shot
_________________________________________
AL 1st; Energy pool 1; Energy capacity 1
Energy receptacles:
   Alacritous Reflexes System (0 energy)
Technician modules activated (1 module):
   Archon Plating (1 energy)
Other modules activated:
   Riot Shield (0 energy)
_________________________________________
Abilities Str 12, Dex 13, Con 12, Int 11, Wis 7, Cha 8
Feats Activate Module (Riot Shield), Alacritous Reflexes SystemB
Skills Climb +4, Computer Use +4, Disable Device +4, Jump +4, Knowledge (local) +4, Search +4
Possessions studded leather, 1 nanogun ammo cell with 50 nanogun ammunition, nanopistol, dagger, thieves' tools
_________________________________________
Acrobatic Prowess Space pirates have a +4 racial bonus on all Climb and Jump checks.
Augmentation Affinity Due to extensive genetic engineering, space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
Cybernetic Augmentation The bio-mechanical implants in almost all space pirates grant them a bonus System feat that they qualify for at 1st level.
Environmental Resistance Space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
Weapon Familiarity Space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.



Space Pirate Militia      CR 1
Urtragian space pirate cyberneticist 1
NE Medium monstrous humanoid (cybernetic)
Init +3; Senses Listen -1, Spot -1
Languages Common, Urtragian
_________________________________________
AC 17, touch 12, flat-footed 15
   (+2 Dex, +4 armor, +1 shield)
hp 5 (1 HD); DR 2/-
Fort +3, Ref +2, Will +1; +2 vs. disease, poison, and severe heat or cold; +3 vs. stun and paralysis
_________________________________________
Speed 30 ft. (6 squares)
Melee Urtragian battle scythe +3 (1d8+3/x3, 18-20/x3 on a charge)
Ranged nanopistol +2 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +1
Atk Options Point Blank Shot, Chrono Beam
_________________________________________
AL 1st; Energy pool 2; Energy capacity 1
Energy receptacles:
   Alacritous Reflexes System (0 energy)
Cyberneticist modules activated (2 modules):
   Archon Plating (1 energy)
   Chrono Beam (1 energy)
_________________________________________
Abilities Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 8
Feats Point Blank Shot, Alacritous Reflexes SystemB, Tinkering ActivatorB
Skills Climb +4, Computer Use +5, Disable Device +5, Jump +8, Knowledge (local) +5, Search +5
Possessions light combat armor, 1 nanogun ammo cell with 50 nanogun ammunition, nanopistol, urtragian battle scythe, light steel shield, thieves' tools
_________________________________________
Acrobatic Prowess Space pirates have a +4 racial bonus on all Climb and Jump checks.
Augmentation Affinity Due to extensive genetic engineering, space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
Cybernetic Augmentation The bio-mechanical implants in almost all space pirates grant them a bonus System feat that they qualify for at 1st level.
Environmental Resistance Space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
Weapon Familiarity Space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.
Technical Knowledge (Ex) +2 modifier.



Space Pirate Power Trooper      CR 2
Urtragian space pirate energy warrior 2
NE Medium monstrous humanoid (cybernetic)
Init +2; Senses darkvision 30 ft.; Listen +5, Spot +0
Languages Common, Urtragian
_________________________________________
AC 20, touch 15, flat-footed 18
   (+2 Dex, +4 armor, +1 shield, +3 deflection)
hp 13 (2 HD)
Fort +5, Ref +5, Will +0; +2 vs. disease, poison, and severe heat or cold
_________________________________________
Speed 30 ft. (6 squares)
Melee energy beam Urtragian battle scythe +4 (1d8+2/x3 plus 2d4, 18-20/x3 on a charge)
Ranged energy beam pulse cannon +5 (1d8+3 plus 2d4)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3
Atk Options Point Blank Shot, Power Beam
Combat Gear 1 nutriplast
_________________________________________
AL 2nd; Energy pool 3; Energy capacity 1; Socket attachments 1 (Available: energy emitter)
Energy receptacles:
   Enhanced Targeting System (1 energy)
Energy warrior modules activated (3 modules):
   Dark Visor (0 energy)
   Energy Beam (2 energy) - Attached to energy emitter.
   Space Jump (0 energy)
_________________________________________
Abilities Str 15, Dex 15, Con 14, Int 10, Wis 10, Cha 8
Feats Enhanced Targeting SystemB, Point Blank Shot
Skills Balance +7, Climb +4, Jump +13, Listen +5, Tumble +9
Possessions combat gear plus light combat armor, masterwork light steel shield
_________________________________________
Acrobatic Prowess Space pirates have a +4 racial bonus on all Climb and Jump checks.
Augmentation Affinity Due to extensive genetic engineering, space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
Cybernetic Augmentation The bio-mechanical implants in almost all space pirates grant them a bonus System feat that they qualify for at 1st level.
Environmental Resistance Space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
Weapon Familiarity Space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.
Energy Beam (Su) Masterwork. Free action to change forms. Can use Wis instead of Str/Dex for attack rolls if better. Enhancement bonus equal to energy allocated to energy emitter attachment.
Energy Emitter Socket +1 enhancement to energy capacity for attached receptacles.



Space Pirate Wave Trooper      CR 5
Urtragian space pirate energy warrior 5
NE Medium monstrous humanoid (cybernetic)
Init +3; Senses darkvision 30 ft.; Listen +8, Spot +0
Languages Common, Urtragian
_________________________________________
AC 20, touch 13, flat-footed 17
   (+3 Dex, +5 armor, +2 shield)
hp 38 (5 HD)
Fort +6, Ref +7, Will +3; +2 vs. disease, poison, and severe heat or cold
_________________________________________
Speed 30 ft. (6 squares)
Melee energy beam Urtragian battle scythe +7 (1d8+4/x3 plus 2d6 electricity, 18-20/x3 on a charge)
Ranged energy beam pulse cannon +9 (1d8+5 plus 2d6 electricity)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5
Atk Options Point Blank Shot, Rapid Shot, Wave Beam
Combat Gear 1 nutriplast, 1 shrapnel grenade, 1 smoke grenade
_________________________________________
AL 5th; Energy pool 4; Energy capacity 1; Socket attachments 1 (Available: feet, hands, visor, energy emitter)
Energy receptacles:
   Enhanced Targeting System (1 energy)
Energy warrior modules activated (4 modules):
   Dark Visor (0 energy)
   Energy Tank (0 energy)
   Space Jump (1 energy)
   Wave Beam (2 energy) - Attached to energy emitter.
_________________________________________
Abilities Str 15, Dex 16, Con 14, Int 10, Wis 10, Cha 8
Feats Enhanced Targeting SystemB, Point Blank Shot, Rapid Shot
Skills Balance +12, Climb +5, Jump +15, Listen +8, Tumble +16
Possessions combat gear plus +1 light combat armor, +1 light steel shield
_________________________________________
Acrobatic Prowess Space pirates have a +4 racial bonus on all Climb and Jump checks.
Augmentation Affinity Due to extensive genetic engineering, space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
Cybernetic Augmentation The bio-mechanical implants in almost all space pirates grant them a bonus System feat that they qualify for at 1st level.
Environmental Resistance Space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
Weapon Familiarity Space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.
Energy Beam (Su) Masterwork. Free action to change forms. Can use Wis instead of Str/Dex for attack rolls if better. Enhancement bonus equal to energy allocated to energy emitter attachment.
Energy Emitter Socket +1 enhancement to energy capacity for attached receptacles.
Protected Emitter (Ex) Module attached to energy emitter has +Wis resistance vs. being suppressed.



Space Pirate Ice Trooper      CR 8
Urtragian space pirate energy warrior 8
NE Medium monstrous humanoid (cybernetic)
Init +3; Senses darkvision 30 ft.; Listen +11, Spot +0
Languages Common, Urtragian
_________________________________________
AC 22, touch 14, flat-footed 19
   (+3 Dex, +6 armor, +2 shield, +1 deflection)
Miss Chance 15%
Fortification 30%
hp 60 (8 HD)
Fort +9, Ref +10, Will +3; +2 vs. disease, poison, and severe heat or cold; evasion
_________________________________________
Speed 30 ft. (6 squares)
Melee energy beam Urtragian battle scythe +11/+6 (1d8+5/x3 plus 3d6 cold, 18-20/x3 on a charge)
Ranged energy beam pulse cannon +14/+9 (1d8+7 plus 3d6 cold)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +8
Atk Options Point Blank Shot, Precise Shot, Rapid Shot, Ice Beam
Special Actions Energy Filter, Space Jump
Combat Gear 1 nutriplast, 1 cryogenic grenade, 1 tear gas grenade
_________________________________________
AL 8th; Energy pool 6; Energy capacity 2; Socket attachments 2 (Available: feet, hands, visor, energy emitter)
Energy receptacles:
   Enhanced Targeting System (2 energy)
Energy warrior modules activated (5 modules):
   Dark Visor (0 energy)
   Energy Tank (0 energy)
   Ice Beam (3 energy; Fort DC 15 negates) - Attached to energy emitter.
   Shadow Beam (1 energy; Ref DC 13 half) - Energy filter.
   Space Jump (0 energy) - Attached to feet.
_________________________________________
Abilities Str 15, Dex 17, Con 14, Int 10, Wis 10, Cha 8
Feats Enhanced Targeting SystemB, Point Blank Shot, Precise Shot, Rapid Shot
Skills Balance +15, Climb +5, Jump +16, Listen +11, Tumble +17
Possessions combat gear plus +2 light combat armor, +1 light steel shield, vest of resistance +1, ring of protection +1
_________________________________________
Acrobatic Prowess Space pirates have a +4 racial bonus on all Climb and Jump checks.
Augmentation Affinity Due to extensive genetic engineering, space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
Cybernetic Augmentation The bio-mechanical implants in almost all space pirates grant them a bonus System feat that they qualify for at 1st level.
Environmental Resistance Space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
Weapon Familiarity Space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.
Energy Beam (Su) Masterwork. Free action to change forms. Can use Wis instead of Str/Dex for attack rolls if better. +Wis to damage. Enhancement bonus equal to energy allocated to energy emitter attachment.
Energy Emitter Socket +1 enhancement to energy capacity for attached receptacles.
Protected Emitter (Ex) Module attached to energy emitter has +Wis resistance vs. being suppressed.
Energy Filter (Ex) Pseudo-attach a second module to energy emitter. Can switch which applies as move action.



Space Pirate Plasma Trooper      CR 11
Urtragian space pirate energy warrior 11
NE Medium monstrous humanoid (cybernetic)
Init +6; Senses darkvision 60 ft.; Listen +14, Spot +0
Languages Common, Urtragian
_________________________________________
AC 24, touch 15, flat-footed 20; Plasma Beam
   (+4 Dex, +6 armor, +3 shield, +1 deflection)
hp 104 (11 HD)
Resist fire 15
Immune damage from being on fire, dazzled
Fort +12, Ref +13, Will +5; +2 vs. disease, poison, and severe heat or cold; +2 vs. gaze and Light; evasion
_________________________________________
Speed 30 ft. (6 squares)
Melee energy beam Urtragian battle scythe +14/+9 (1d8+6/x3 plus 4d6 fire, 18-20/x3 on a charge)
Ranged energy beam pulse cannon +18/+13 (1d8+8 plus 4d6 fire)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +10
Atk Options Point Blank Shot, Precise Shot, Rapid Shot, Chrono Beam, Plasma Beam
Special Actions combined energy emission, energy filter, Chrono Beam, Space Jump
Combat Gear 1 nutriplast, 1 singularity grenade, 2 improved dissolver grenades
_________________________________________
AL 11th; Energy pool 9; Energy capacity 2; Socket attachments 3 (Available: arms, back, feet, hands, visor, utility, energy emitter)
Energy receptacles:
   Enhanced Targeting System (2 energy)
Energy warrior modules activated (6 modules):
   Chrono Beam (0 energy) - Attached to back.
   Dark Visor (1 energy)
   Energy Tank (2 energy)
   Flare Beam (0 energy; DC 13) - Energy filter.
   Plasma Beam (4 energy) - Attached to energy emitter. Improved Energy Capacity.
   Space Jump (0 energy) - Attached to feet.
_________________________________________
Abilities Str 15, Dex 19, Con 16, Int 10, Wis 10, Cha 8
Feats Enhanced Targeting SystemB, Improved Energy Capacity, Point Blank Shot, Precise Shot, Rapid Shot
Skills Balance +19, Climb +5, Jump +19, Listen +14, Tumble +21
Possessions combat gear plus +2 light combat armor, +2 light steel shield, gloves of dexterity +2, periapt of health +2, ring of protection +1, vest of resistance +2
_________________________________________
Acrobatic Prowess Space pirates have a +4 racial bonus on all Climb and Jump checks.
Augmentation Affinity Due to extensive genetic engineering, space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
Cybernetic Augmentation The bio-mechanical implants in almost all space pirates grant them a bonus System feat that they qualify for at 1st level.
Environmental Resistance Space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
Weapon Familiarity Space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.
Energy Beam (Su) Masterwork. Free action to change forms. Can use Wis instead of Str/Dex for attack rolls if better. +Wis to damage. Enhancement bonus equal to energy allocated to energy emitter attachment.
Energy Emitter Socket +1 enhancement to energy capacity for attached receptacles.
Protected Emitter (Ex) Module attached to energy emitter has +Wis resistance vs. being suppressed.
Energy Filter (Ex) Pseudo-attach a second module to energy emitter. Can switch which applies as move action.
Energy Absorption (Su) Resist 5/energy to energy emitter module's damage type.
Combined Energy Emission (Su) 1/day, swift action, you can gain the benefits of all of your modules attached to your energy emitter with your energy eilter ability at once for 1 round.
« Last Edit: July 09, 2017, 11:25:03 PM by Garryl »

Offline Garryl

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(Continued) [PoC] Sample NPCs
« Reply #1 on: August 26, 2014, 10:26:24 PM »
For some reason, there is inevitably a federation of some sort, uniting planets and species across the galaxy into a single political whole. For some reason, that federation is always made up of at least dozens of species, yet humans seem to make up 95% of them.



Federation Marine      CR 2
Human dreadnought 2
LN Medium humanoid (cybernetic)
Init +3; Senses Listen +5, Spot +5
Languages Common
_________________________________________
AC 18, touch 12, flat-footed 16
   (+2 Dex, +6 armor)
hp 17 (2 HD); DR 2/-
Fort +5, Ref +2, Will +0; +3 vs. stun and paralysis
_________________________________________
Speed 20 ft. (4 squares)
Melee stun baton +3 (1d6+1)
Ranged mwk nanorifle +5 (1d12, +2 vs. target lock)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +3
Atk Options Advanced Targeting, crossfire, Point Blank Shot, Rapid Shot
Special Actions target lock
Combat Gear 1 nutriplast, 1 concussion grenade, 2 smoke grenades
_________________________________________
AL 2nd; Energy pool 1; Energy capacity 1
Dreadnought modules activated (3 modules):
   Advanced Targeting (0 energy)
   Archon Plating (1 energy)
   Warp Beam (0 energy)
_________________________________________
Abilities Str 13, Dex 15, Con 14, Int 8, Wis 10, Cha 12
Feats Point Blank Shot, Rapid ShotB
Skills Computer Use +4, Knowledge (local) +4, Listen +5, Spot +5
Possessions combat gear plus land warrior armor, 2 nanogun ammo cells with 50 nanogun ammunition each, masterwork nanorifle, stun baton, heavy steel shield
_________________________________________
Marines are the soldiers of the inevitable, nebulously defined Galactic Federation.
Battle Talent (crossfire) (Ex) You can flank your enemies at a distance. While using a ranged projectile or thrown weapon with which you are proficient, you threaten any enemy that you have attacked since the beginning of your last turn (including your current attack), but only for the purposes of flanking, and only if they are within 30 feet. This allows you to both benefit from flanking with ranged weapons, and to flank with your allies (including other dreadnoughts with the crossfire talent).
Combat Intuition (initiative) (Ex) The Federation marine adds his Charisma bonus (+1) on all initiative checks.
Weapon Aptitude (Ex) You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat, prestige class, or other option you possess.



Federation Commando      CR 6
Human dreadnought 6
LN Medium humanoid (cybernetic)
Aura intuition initiative
Init +5; Senses Listen +10, Spot +10
Languages Common
_________________________________________
AC 20, touch 13, flat-footed 17
   (+3 Dex, +7 armor)
Miss Chance 20%
hp 51 (6 HD); DR 2/-
Immune fear
Fort +7, Ref +5, Will +2; +3 vs. stun and paralysis
_________________________________________
Speed 20 ft. (4 squares)
Melee stun baton +7/+2 (1d6+1)
Ranged +1 nanorifle +10/+5 (1d12+1, +3 vs. target lock)
Ranged +1 nanorifle with +1 shocksplinter nanogun ammunition +10/+5 (1d12+1, +3 vs. target lock, plus shocksplinter DC 15)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +7
Atk Options Advanced Targeting, crossfire, pin down, Point Blank Shot, Precise Shot, Rapid Shot
Special Actions target lock
Combat Gear 2 nutriplast, 1 EMP grenade, 1 improved kinetic wave grenade, 2 smoke grenades, 1 tear gas grenade
_________________________________________
AL 6th; Energy pool 3; Energy capacity 2; Socket attachments 1 (Available: feet, hands, visor)
Dreadnought modules activated (4 modules):
   Advanced Targeting (0 energy) - Attached to visor.
   Archon Plating (1 energy)
   Infantry Teleportation (2 energy)
   Warp Beam (0 energy)
_________________________________________
Abilities Str 13, Dex 16, Con 14, Int 8, Wis 10, Cha 12
Feats Nanogun Focus, Point Blank Shot, Precise Shot, Rapid ShotB
Skills Computer Use +8, Knowledge (local) +8, Listen +10, Sense Motive +1, Spot +10
Possessions combat gear plus +1 land warrior armor, 2 nanogun ammo cells with 50 nanogun ammunition each, 1 nanogun ammo cell with 10 +1 shocksplinter nanogun ammunition, +1 nanorifle, stun baton, heavy steel shield
_________________________________________
Commandos are the elite soldiers of the inevitable, nebulously defined Galactic Federation.
Battle Talent (crossfire) (Ex) You can flank your enemies at a distance. While using a ranged projectile or thrown weapon with which you are proficient, you threaten any enemy that you have attacked since the beginning of your last turn (including your current attack), but only for the purposes of flanking, and only if they are within 30 feet. This allows you to both benefit from flanking with ranged weapons, and to flank with your allies (including other dreadnoughts with the crossfire talent).
Battle Talent (pin down) (Ex) You can make attacks of opportunity at a distance. When you threaten a creature with your crossfire ability, you also threaten them for the purpose of making attacks of opportunity. You can use a ranged projectile or thrown weapon with which you are proficient to perform attacks of opportunity against creatures you threaten this way.
Combat Intuition (initiative) (Ex) The Federation commando adds his Charisma bonus (+1) on all initiative checks.
Combat Intuition (awareness) (Ex) The Federation commando adds his Charisma bonus (+1) on all Listen, Sense Motive, and Spot checks.
Weapon Aptitude (Ex) Qualify for fighter feats as fighter 4. You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat, prestige class, or other option you possess.
Protected Equipment (Ex) Dreadnoughts are known for taking better care of their equipment than of themselves. Starting at 5th level, any energy receptacles from objects you wear and any of your active Equipment modules gain a resistance bonus equal to your Charisma modifier to their caster or activator level to resist being suppressed.  This ability counts as the protected modules ability for the purpose of feat prerequisites and other options. However, any such feats or options qualified for in this way only function with respect to the energy receptacles that you wear and to your Equipment modules.
Intuition Aura An intuition aura grants allies a bonus to certain rolls equal to your intuition aura bonus. Your intuition aura bonus is equal to the bonus you gain from your Combat Intuition ability. You know the intuition auras corresponding to all combat intuitions you possess. The bonuses granted by an intuition aura stack with those granted by combat intuition, but not with other intuition auras.
« Last Edit: July 09, 2017, 11:25:21 PM by Garryl »

Offline Garryl

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Re: [PoC] Sample NPCs
« Reply #2 on: August 26, 2014, 10:26:46 PM »
Reserved for future use.
« Last Edit: July 09, 2017, 11:26:08 PM by Garryl »

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Re: [PoC] Sample NPCs
« Reply #3 on: August 26, 2014, 10:26:54 PM »
Reserved for future use.
« Last Edit: July 09, 2017, 11:26:13 PM by Garryl »

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Re: [PoC] Sample NPCs
« Reply #4 on: August 27, 2014, 07:51:40 PM »
Reserved for future use.
« Last Edit: July 09, 2017, 11:26:17 PM by Garryl »

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Re: [PoC] Sample NPCs
« Reply #5 on: August 29, 2014, 12:53:46 AM »
Reserved for future use.
« Last Edit: July 09, 2017, 11:26:22 PM by Garryl »

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Re: [PoC] Sample NPCs
« Reply #6 on: August 29, 2014, 01:17:11 AM »
Reserved for future use.
« Last Edit: July 09, 2017, 11:26:26 PM by Garryl »

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Re: [PoC] Sample NPCs
« Reply #7 on: August 29, 2014, 06:10:57 PM »
Reserved for future use.
« Last Edit: July 09, 2017, 11:26:31 PM by Garryl »