36 NPC blueprints and 6 item blueprints contained in an .erf file which can be imported into any module.
All NPCs in this pack are fully customized regarding armor, appearance, height/weight, skin tone, equipment, feats, voice sets, and local description. They are named p.e Pirate{Female Human Pirate 01}- the text in {} is only seen in the TS for quick reference, ingame this NPC would simply be labelled as ‘Pirate’. Alignment is set to about 75% evil/ 75% chaotic for pirates and 75% evil/ 75% lawful for Corsairs. The faction however is set to defender by default to make it easier viewing the NPCs in a mod before actually using them
All Pirates are Rogue Swashbucklers by default. Weapon focus/specialisation has been added/swapped to the equipped weapons and two-weapon fighting added where needed . The armor is (as always) directly applied in the armor set tab and calculated as natural AC. The CRs are in most cases slightly reduced due to lack of AC. The Pirate Queen is armed with a custom magic weapon (Katana, Att +1, AC +1,CHA +1). All Pirates (including Ship’s Carpenter and Ship’s Cook) are level 3 except for: First Mate and Steersman (4), Pirate Captain and Pirate Queen (5).
The Corsairs are inspired by Guild Wars Nightfall and turned out to get a kind of middle/far east look. They are humans statwise but I used appearances from several races. Opposed to Pirates, Corsairs are strictly organized as a military naval force. They are equipped for land battle rather than for entering ships and use their own ships basically as transports and bases of operation.
The Corsair NPCs have the following stats (AC only takes armor/shields into account, not any modifications based on dex/skills/etc.):
Blackbow — level 2 Ranger (Marksman), AC 1, Shortbow (+2 Might), Kukri
Firethrower — level 3 Ranger (Marksman), AC 1, Shortbow (+2 Might, Fire Arrows), Kukri
Runner — level 3 Fighter (default), AC 3 (+Shield AC 1), Katana
Shieldbearer — level 3 Fighter (Defendert), AC 2 (+Shield AC 3), Katana, Shortbow
Dervish — level 3 Barbarian (Frenzied Berserker), AC 2, two weapons (mixture of Kukri/Kama)
Battlepriest — level 4 Cleric (Battle Priest), AC 2, Kukri
Attendant — level 4 Fighter (default), AC 4, Katana
Infiltrator – level 5 Monk (default), AC 0, Armed with shuriken and bracers that have built-in blades (check the pic). I didn’t use one of the existing monk gloves because they messed up the appearance I wanted so I gave him 16 STR instead to reflect an actual weapon.
Captian — level 5 Figher (default), AC 6, Katana + Kukri
Weapon focus/specialisation has been added/swapped to the appropriate equipped weapons and two-weapon fighting added where needed. The armor is (as always) directly applied in the armor set tab and calculated as natural AC. Adjustment to the CRs have been made based on equipment.
The blueprints open up in the following directories:
Pirat NPCs – Humanoids/Pirates
Corsair NPCs – Humanoids/Corsairs
Weapons – Weapons/Pirate Weapons
Shields – Armor/Corsair Shields
The download includes an .erf file that can be imported into any module, a readme and screenshots with all NPCs for reference: DOWNLOAD
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