[d20 / D&D 3.5] d100 NPCs Thread

Connorsrpg

Adventurer
#76 - Decoy
Commoner2; Source (DMG & Monte Cook’s Arcana Unearthed.)

This guy is a decoy for an important person. He is modelled on the crime lord Imlik I posted earlier, but with adjusted appearance could easily be a decoy for any important NPC. His job is not to fight, just deceive. Once he is found out he simply surrenders.

Alignment: Any neutral or evil

Decoy: Human Commoner 2nd-lvl.
Combat: AC= 14 (touch 12, flat-footed 12); Hit-points: 5; Initiative: +2; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger), ranged: +3 (1d4, 19-20, dagger).
Saves: Fort +0, Ref +2, Will +3.
Abilities: Str 10 (+0), Dex 14 (+2), Con 11 (+0), Int 12 (+1), Wis 16 (+3), Cha 9 (-1).
Racial Traits: Human: 1 Bonus feat, 1 skill point per level, has truename: extra talent feat at first level.
Skills: Bluff +3, Craft (Carpentry) +5, Disguise +6, Hide +2, Listen +3, Move Silently +2, Spot +8, Swim +5.
Feats and Powers: Sensitive [talent] – can sense magic within 5ft 50%, Skill Focus (Bluff), Skill Focus (Disguise).
Equipment: 25sp, golden ring (looks similar to Imlik’s personal seal, but does not have exact design), hidden dagger, antitoxin, neck protector (SS) & buff coat (treat as leather armor)
Note: Languages Spoken: Common & 2 others same as their master. Obviously appears the same as their master. May have had surgical or magic enhancements. In any case it is likely a low level spell has been cast to mask his appearance.
 

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Connorsrpg

Adventurer
I have never really been able to picture or fathom a high level commoner. i was always of the opinion they would become and expert...or something.

Toothless Joe has made me see the light. he is the perfect...well, commoner.

Thanks Elder-basilisk for this awakening. Great addition.

I also agree with rycanada: we need more spellcasters. they are by far the hardest to come up with on the fly or do you intend to make that a whole other thread ;) :)

Turanil, these threads are definately the most useful out there.

If requesting I would like more townsfolk. Shop keepers, traders, bar tenders etc. I know they are boring, BUT PCs intereact with them regularly.

I will try and add more myself, but my dnd and internet are in 2 diff places ;)

Connors
 
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Turanil

First Post
Thanks for all of your contributions!! I must admit that I didn't work on this thread much for about two months now. In any case, feel free to add anything you want, except typical adventurers. More commoners are great, more spellcasters are welcome (I don't intend a specific thread for them), more high level characters, anything. :)
 

Elder-Basilisk

First Post
#77 - Wizard for Hire
Wizard 11; Source (PHB, Complete Arcane)

A wizard for hire is a high level wizard who has attained a degree of power and influence. He may be a ranking member in a wizard's guild, the advisor of a local ruler, or a reclusive sage. Whatever he is, however, knowledge and magic are his stock in trade. Not magic items--he can make some, like any other wizard, but doesn't make a business of that. Not the kind of spells that require risk either. Fireballing groups of orcish raiders isn't his cup of tea either. Instead, he does divinations and answers questions. Like any good wizard, however, he had it drilled into his head that he always ought to be prepared for an assault by those jealous or afraid of his power.

He probably lives in a tower patrolled by bound guardians and warded against entry with Arcane Lock and alarm spells. He may have an apprentice to answer the door and do drudge work or, if he's the more amicable sort, he may have some servants and keep a social calendar. None of that prevents him from taking proper precautions though.

Alignment: Any.

Entry's name: Human Wizard, 11th-lvl.
Combat: AC= 16 (touch 12, flat-footed 15); Hit-points: 34; Initiative: +1; Speed: 30; BAB +5, Grap +5, melee: +6 (1d6, quarterstaff), ranged: +7 (1d4, 19-20, dagger).
Saves: Fort +7, Ref +6, Will +10.
Abilities: Str 10 (+0), Dex 13 (+1), Con 10 (+0), Int 18 (20) (+5), Wis 12 (+1), Cha 14 (+2).
Racial Traits: Human: Bonus Feat and Skill Points, favored class: any.
Skills: Concentration: +8 (+12 to cast defensively or while pinned) 8r, Craft: Alchemy +15 10r, Craft: Glassblowing +9 4r, Decipher Script +10 5r, Diplomacy +6 0r, Knowledge: Arcana +19 14r, Knowledge: Dungeoneering +10 5r, Knowledge: Local +10 5r, Knowledge: History +15 10r, Knowledge: Nature +10 5r, Knowledge: Nobility and Royalty: +10 5r, Knowledge: The Planes +19 14r, Sense Motive +3 0r, Spellcraft +21 14r Use Magic Device +5 (+7 for scrolls) 1r cc.
Feats and Powers: Alertness (familiar), Combat Casting, Cooperative Casting, Craft Wondrous Item, Extend Spell, Negotiator, Quicken Spell, Scribe Scroll (b), Spell Penetration.
Equipment: Rat familiar, masterwork quarterstaff, masterwork cold iron dagger, +1 ring of protection, +2 headband of intellect, +2 cloak of resistance, Amulet proof against detection and location, Heward's Handy Haversack, Wand of Magic Missiles (clvl 7, 21 charges), Wand of Light (clvl 1, 42 charges), Pearl of Power I, Research Library, Alchemical Lab, Spellbook, Scrolls: Identify x2, Shield, Fox's Cunning, Locate Object, Comprehend Languages x3, Analyze Dweomer, Cure Light Wounds x5 (divine), Divine Favor x5 (divine), Lesser Restoration x3 (divine), Shield of Faith x2 (divine).

Spells Prepared 4+1/6+1/5+1/5+1/4+1/3+1/2+1; Base DC 15+spell level (Divination Specialist, Illusion Banned)

0--Detect Magic, Mage Hand, Message, Open Slot, Read Magic; 1st--Comprehend Languages, Endure Elements, Magic Missile, Identify, Open Slot, Unseen Servant; 2nd--Detect Thoughts, Extended Mage Armor, Fox's Cunning, Open Slot, Scorching Ray; 3rd--Clairaudience/Clairvoyance, Lightning Bolt, Magic Circle Against Evil, Open Slot, Suggestion,Tongues, 4th--Detect Scrying, Dimensional Anchor, Fear, Open Slot, Scrying; 5th--Guards and Wards, Open Slot, Quickened Magic Missile, Sending; 6th--Analyze Dweomer, Legend Lore, Quickened Scorching Ray

Spellbook
0--All non-illusion PHB spells
1--Alarm, Cause Fear, Charm Person, Comprehend Languages, Endure Elements, Feather Fall, Identify, Lesser Fire Orb, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, True Strike, Unseen Servant; 2--Arcane Lock, Detect Thoughts, Eagle's Splendor, False Life, Fox's Cunning, Glitterdust, Locate Object, Owl's Wisdom, Resist Energy, See Invisibility, Scorching Ray; 3--Arcane Sight, Clairaudience/Clairvoyance, Daylight, Dispel Magic, Gaseous Form, Heroism, Lightning Bolt, Magic Circle Against Chaos, Magic Circle Against Evil, Magic Circle Against Law, Suggestion, Tongues; 4--Arcane Eye, Bestow Curse, Charm Monster, Detect Scrying, Dimensional Anchor, Fear, Locate Creature, Remove Curse, Scrying; 5--Baleful Polymorph, Break Enchantment, Contact Other Plane, Dismissal, Guards and Wards, Prying Eyes, Sending, Teleport; 6--Analyze Dweomer, Contingency, Geas, Legend Lore, Planar Binding

Note: This character can be adapted to a specialist in any field of study by swapping the knowledge skill with Knowledge: planes. At the moment, he's set up as a kind of knowledge broker and summoner. He will generally use guards and wards on his lair and keeps his extended mage armor and detect scrying up all day as well. His contingency currently casts an appropriate resist energy on him if he is ever in a position ot take damage from acid, cold, electricity, fire, or sonic energy.
 

Elder-Basilisk

First Post
#78 - Gypsy Swordmaster
Swashbuckler 3/Hexblade 7; Source (PHB, Complete Warrior)

Tall, dark, and dangerous. That's how people describe him. The gypsy swordsman is attractive and compelling. He makes a lot of enemies and is too wild and dangerous to have friends outside of his family. He does, however, appeal to the wild and romantic side of women and may be a symbol for the cruelty and unpredicatability of passion. That he is a master swordsman who has mastered the art of curses is the only reason he has survived so many jealous husbands, angry lovers, and vengeful fathers.

Alignment: N, CN, or CE
Gypsy Swordmaster: Male Human Swashbuckler 3/Hexblade 7
Combat: AC= 23 (touch 15, flat-footed 19) [+4 dex, +6 armor, +2 shield, +1 deflection]; Hit-points: 84 (10d10+20); Initiative: +4; Speed: 30 ft.; BAB +10 /+5, Grap +11, melee: +16/ +11 (1d6+5, 15-20, rapier), ranged: +15/+10 (1d4+3, 19-20, dagger).
Saves: Fort +8, Ref +9, Will +7. +3 against spells and spell-like effects.
Abilities: Str 13 (+1), Dex 18 (+4), Con 15 (+2), Int 14 (+2), Wis 11 (+0), Cha 17 (+3).
Racial Traits: Human: Bonus feat, bonus skill points, favored class: any
Skills: Balance +11 6r, Bluff +19 13r, Concentration +9 7r, Diplomacy +16 6r, Escape artist +9 6r, Intimidate +15 7r, Knowledge: Arcana +7 5r, Move Silently +6 0r, Perform: Oratory (poetry) +9 3r cc, Ride +11 7r, Sense motive +6 6r, Spellcraft +6 2r, Tumble +9 6r
Feats and Powers: Arcane Resistance (+3), Combat Expertise, Grace +1, Greater Hexblade's Curse 2/day, Improved Critical: Rapier, Improved Disarm, Improved Trip, Insightful Strike (+2), Mettle, Quickdraw, Spell Focus: Enchantment, Summon Familiar, Weapon Finesse (b),
Equipment: courtier's outfit, disguise kit, +2 rapier, +2 chain shirt, +1 ring of protection, ring of mind shielding, +1 buckler, +1 cloak of resistance, circlet of persuasion, potion of cure serious wounds, potion of lesser restoration, philter of love, light warhorse, black cat familiar, 20 pp, 13 gp, 29sp, 3cp.

Spells Per Day 1st: 2 (DC 13+spell level)
Spells Known 1st: Cause Fear, Charm Person, Phantom Threat

Grace (EX) A swashbuckler gets a +1 competence bonus to reflex saves at 2nd level. A swashbuckler loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Insightful Strike (EX) At 3rd level, a swashbuckler becomes able to place her finesse attacks where they dela greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying amedium or heavy load.
Hexblade's Curse (greater) (SU) Twice per day, the gypsy swordmaster may unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a greater hexblade's curse takes a -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful will save (DC 16) negates the effect. Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.
Arcane Resistance (SU) At 2nd level, a hexblade gainsa bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.
Mettle (EX) At 3rd level and higher, a hexblade who makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconsious or sleeping Hexblade does not gain the beneift of Mettle.
Familiar Treat the Hexblade as a sorceror of three levels lower for determining the familiar's powers and abilities.

Note: A hexblade can cast hexblade spells while wearing light armor without any arcane spell failure chance.

Note on combat challenge: Though I haven't playtested this character and his stats are incredible compared to a normal NPC, I expect that he would actually be equivalent to a CR 9 or so in straight-up combat. Such is the fate of s fighter-type who tries to use finesse without having some kind of sneak attack ability to increase his damage. A good 10th level NPC fighter would probably deal upwards of 1d10+8 (before power attack damage) with a +2 bastard sword and have an AC of 25 or 26 with the same kind of defensive equipment--and that's with standard array stats. With the kind of stats this character has, such a fighter would be very deadly. Alas, the hexblade is a stylish rake, but just doesn't have what it takes to compete on the same level as a fullplate and shield wielding warrior. But he's a cool NPC for your game none-the-less.
 

Lord Morte

First Post
#79 - Country Sheriff
Warrior 3/Fighter 1; Source PHB, Complete Warrior

Theobald Swift is a powerfully built man who has loyally served his lord for many years now, either of the field of battle or by safe-guarding the lifes and property of the people in his shire. When he first accepted the position, he was honoured by his lord with a fine sword and was also given a wand of healing magic by the local church, so that he would be able to heal those victims left near-death by bandit raids and the like.

Alignment: LG, could be any L

Country Sheriff: Human Warrior 3/Fighter 1
Combat: AC= 19 (touch 12, flat-footed 17) [+5 armour, +2 shield, +2 Dex]; Hit-points: 30 [3d8+1d10+12]; Initiative: +2; Speed: 20 ft.; BAB +4, Grap +6, melee: +7 (d8+2, 19-20, longsword), ranged: +6 (d8+2, x3, composite longbow).
Saves: Fort +7, Ref +3, Will +2.
Abilities: Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 13 (+1), Cha 10 (+0).
Racial Traits: Human: Bonus feat at first level, extra skill points.
Skills: Intimidate +7, Spot +3, Survival +4, Use Magic Device +4.
Feats and Powers: Combat Reflexes, Improved Initiative, Improved Toughness, Track.
Equipment: Masterwork long sword, composite longbow, 20 arrows, chain mail, heavy wooden shield, badge of authority, wand of cure moderate wounds, potion of cure moderate wounds.
Note: The number of charges remaining on the wand is entirely dependant of the DM's whim. More importantly, the sheriff will only use the wand on unconcious character (-1 or lower hp) unless a considerable price in gold or trade is paid.
 

Elder-Basilisk

First Post
#80 - Noble Sponsor
Patrician 7; Source (PHB, DMG, Player's Guide to Arcanis)

Sooner or later, the PCs will encounter a noble--not a former warrior or a border warlord, but a skilled politician who can act as a sponsor, informer, and broker, or an untouchable enemy. That NPC is the noble sponsor. In time, he may become known as the PCs' sponsor (in which case, he would provide information, aid, lodging, plot hooks, and possibly might find or broker magic item sales for the PCs) or he may be the man behind the PCs' rivals.

Alignment: LN, LE, LG, or N

Noble Sponsor: Human Patrician 7th-lvl.
Combat: AC= 11 (touch 11, flat-footed 10); Hit-points: 29; Initiative: +1; Speed: 30; BAB +3, Grap +3, melee: +4 (1d6+1, 18-20, rapier), ranged: +4 (1d8, 19-20, light crossbow).
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 10 (+0), Dex 13 (+1), Con 12 (+1), Int 16 (+3), Wis 11 (+0), Cha 14 (16 w/cloak +3).
Racial Traits: Human: Bonus feat and skill points.
Skills: Appraise +8 (5r), Bluff +15 (10r), Diplomacy +20 (8r), Gather Information +10 (5r), Intimidate +17 (10r), Knowledge: Geography +8 (5r), Knowledge: History +8 (5r), Knowledge: Local +8 (5r), Knowledge: Nobility and Royalty +8 (5r), Profession: Merchant +11 (5r), Ride +2, Sense Motive +18 (10r), Speak Language (3r)

Feats and Powers: Gentry (b) [+1 Diplomacy and Ride and they are class skills, character is hereditary nobility], Honeyed Tongue [+2 Bluff, Intimidate], Leadership (b), Negotiator, Skill Focus (Profession: Merchant), Skill Focus (Sense Motive); Educated, Estate, Eyese and Ears (x2), Skilled, Coordinate +2, Allowance, Strength of Nobility, Voice of Authority
Languages Common +5 others. In Greyhawk, a Nyrondese Noble Sponsor might speak Common, Old Oeridian, Elven, Gnomish, Flan, and Dwarven.
Equipment: Noble's outfit, +2 cloak of charisma, ring of mind shielding, +1 ornate rapier, masterwork silver filagreed dagger.

Allowance Starting at 4th level, the Patrician gains a monetary allowance from his family (or business/estates in this case) to help him make the appropriate impression on others. Each adventure, the character receives his charisma bonus modifier times his Patrician level times 10 gold pieces to spend on lifestyle, bribes, and anything else that might increase his standard of living.

As an NPC, it means that the noble sponsor always has 210gp to throw around on things like healing the PCs (if allied with them) or hiring a bard to slander them (if opposed to them). Since NPCs don't go on adventures, it may reset every time the PCs meet the noble sponsor or every adventure as seems appropriate.

Eyes and Ears The Patrician may select a city or province that he has visited in which to establish a netweor of contacts. Within the selected city or province, the Patrician gains a +2 circumstance bonus on Bluff, Gather Information, and Diplomacy skill checks. These bonuses stack with those providedby the Estate class ability. Furthermore, the Patrician may call in favors from his contacts. They may include gaining important information or documetns quickly, gaining temporary legal authority, gaining the loan of equpiment or troops, etc. Calling in a favor requires a charisma check to see if the character has the political clout necessary to gain the avor, and this check can be modified by prior contact with the person granting the favor. The DC is based upon the complexity, danger, and cost of the favor. A DC of 10 is required for simple tasks and inexpensive aid (<50gp), a DC of 25 would be used for dangerous complex, or illegal actions, or for expensive aid (>200gp). DCs over 30 would repreent potentially treasonous actions and extremely expensive aid.

Coordinate Patricians are skilled at organizing large or small groups into workforces with a common purpose. When able to give direction regarding a task, or when able to lend physical support to another, the Patrician can provide a circumstance bonus through the Aid Other action. This bonus is in addition to the usual Aid other bonus and may not be used in combat. The noble sponsor's bonus is currently at +2

Educated Patricians have time to study the intricacies of any subject that they wish to study in depth. Any time a Patrician selects the Skill Focus feat and chooses any skill that is a Patrician class skill, he receives a +6 bonus to that skill instead of the normal +3 bonus from that feat. This bonus only applies if the character's Patrician level is his highest class level.

Estate Every noble has an estate. The Patrician gains a +1 circumstance bonus on all Gather Information skill checks within his home city or province. For an NPC like the Noble Sponsor, the free luxury upkeep benefits are unnecessary, but suffice it to say that he has a palatial estate from which to plot against the PCs or to invite them to.

Strength of Nobility A patrician projects a presence which others find difficult to oppose. In combat, if the Patrician has not attacked or prepared to attack, then anyone seeking to harm the Patrician must succeed on a Will save (DC 16) to do so. Anyone who fails this save cannot cause physical harm to the Patrician for that round. The Will save may be attempted every round to overcome the presence of the Patrician, and once overcome, nor further Will save is needed. In social situations, anyone seeking to verbally assault or abuse the Patrician must also make the Will save or be forced into silence for 1 minute per Patrician level (7 minutes). The Patrician must be present and visible during this interaction for this ability to function.

Skilled The Patrician may select a single new skill to become a class skill at 2nd and 6th level. The Noble Sponsor has not taken ranks in any but could select Use Magic Device and Spellcraft, both of which he would find quite useful.

Voice of Authority A Patrician can call upon his power of oration to influence the mood of groups of people from small gatherins to large mobs. The number of people that may be directly influenced is equal to the Patrician's class level, but this does not preclude him from trying to influence key members of even larger groups. If used on a group that is too large for him to affect every single member, the Patrician may choose those he wishes to influence. Everyone targetted by this speech must make a Will save (DC 16). Failure means that they have been influenced by the speech as per the suggestion spell cast at the Patrician's class level. This ability may not be used once combat has been initiated and the target must be able to see, hear, and understand the Patrician for one full round for this ability to function.

#81 - Bodyguard Cohort
Rogue 3/Fighter 2; Source (PHB, Player's Guide to Arcanis)

The Noble Sponsor is not completely dependent upon the law and his status to defend him. He also has a bodyguard. Depending upon the setting, culture, and Noble Sponsor he might be a cousin, dedicated hireling, or a favored slave.

Alignment: Any, but likely the same as his Noble Sponsor

Bodyguard cohort: Human Rogue/Fighter 5th-lvl.
Combat: AC= 20 (touch 13, flat-footed 18); Hit-points: 37; Initiative: +6; Speed: 30 ft; BAB +4, Grap +7, melee: +9 (1d8+4, 19-20, longsword), ranged: +6 (1d6+3, 20, javalin).
Saves: Fort +6, Ref +6, Will +4.
Abilities: Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 9 (-1).
Racial Traits: Human: Bonus Feat and Skills.
Skills: Appraise +1 (1r), Diplomacy +1, Disable Device +3 (1r), Gather Information +9 (8r), Intimidate +4 5r, Jump +2 (1r), Knowledge: Local +5 (5r), Knowledge: Nobility and Royalty +1 (1rcc), Listen +10 (8r), Open Locks +6 (2r), Ride +6 (4r), Search +4 (4r), Sense Motive +8 (8r), Spot +10 (8r), Tumble +4 (3r)
Feats and Powers: Alertness, Improved Initiative, Iron Will, Quickdraw, Weapon Focus: Longsword; Evasion, Sneak Attack +2d6, Trapfinding.
Equipment: +1 chain shirt, +1 buckler, +1 ring of protection, +1 cloak of resistance, +1 longsword, silver spiked gauntlet, cold iron spiked gauntlet, 4 cold iron javalins, masterwork dagger, masterwork thieves' tools, heavy crossbow and 10 masterwork bolts, potion of cure moderate wounds, potion of cure light wounds, potion of lesser restoration, outfit with the Noble Sponsor's livery, commoner's garb, explorer's garb.

The Cohort bodyguard is the Noble Sponsor's cohort. He is the Noble Sponsor's trusted right hand man and can aid at gathering information or be dispatched for simple acts of sabotage (like rigging a saddle girth to fail halfway through a hunt).
 

Elder-Basilisk

First Post
#82 - Advanced Scout
Scout 3; Source (PHB, Complete Adventurer)

This scout could be a highwaywoman, a scout for a military force, or a simple hunter who lacks a ranger's mystical connection with nature.

Alignment: N

Entry's name: Human Scout, 3rd-lvl.
Combat: AC= 18 (touch 13, flat-footed 18); Hit-points: 21; Initiative: +4; Speed: 40 ft; BAB +2, Grap +4, melee: +5 (1d6+2, x3, hand axe), ranged: +6 (1d6+3, x3, shortbow).
Saves: Fort +3, Ref +6, Will +1.
Abilities: Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 13 (+1), Wis 10 (+0), Cha 8 (-1).
Racial Traits: Human: Bonus Feat and Skill Points.
Skills: Climb +7 6r, Jump +11 6r, Knowledge: Dungeoneering +2 1r, Hide +8 6r, Knowledge: Nature +6 5r, Listen +6 6r, Move Silently +8 6r, Spot +6 6r, Search +6 5r, Survival +6 (+8 when tracking) 6r, Tumble +5 1r
Feats and Powers: Dodge, Mobility, Track; Battle Fortitude +1, Fast Movement +10 ft., Skirmish (+1d6, +1 AC), Trackless Step, Trapfinding, Uncanny Dodge.

Equipment: +1 mighty [+2] composite shortbow, 20 arrows, 10 silver arrows, 10 cold iron arrows, masterwork handaxe, dagger, masterwork chain shirt, masterwork buckler, potion of cure light wounds,

Skirmish (Ex) A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn and only against living creatures that have a discernable anatomy. It can be applied to ranged attacks, but only within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to armor class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts unitl the start of her next turn.

A scout loses this ability when wearing medium or heavy armor or carrying a medium or heavy load.

Battle Fortitude At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Trackless Step A scout cannot be tracked in natural surroundings. See the druid class feature.

Trapfinding As the rogue ability of the same name.

Uncanny Dodge As the barbarian ability of the same name.
 

Elder-Basilisk

First Post
#83 - Elite Scout
Scout 4/Fighter 2; Source (PHB, Complete Adventurer, Complete Warrior)

This scout could be a highwaywoman, a scout for a military force, or a simple hunter who lacks a ranger's mystical connection with nature. This version is more advanced than the 3rd level version and is more suitable as a single combatant against a party of PCs.

Alignment: N

Entry's name: Human Scout/Fighter, 6th-lvl.
Combat: AC= 18 (touch 13, flat-footed 18); Hit-points: 41; Initiative: +4; Speed: 40 ft; BAB +5, Grap +7, melee: +9 (2d4+4, 19-20, Falchion), ranged: +9 (1d6+3, x3, shortbow).
Saves: Fort +6, Ref +7, Will +1.
Abilities: Str 14 (+2), Dex 17 (+3), Con 12 (+1), Int 13 (+1), Wis 10 (+0), Cha 8 (-1).
Racial Traits: Human: Bonus Feat and Skill Points.
Skills: Climb +7 6r, Jump +15 10r, Knowledge: Dungeoneering +2 1r, Hide +11 9r, Knowledge: Nature +6 5r, Listen +8 8r, Move Silently +8 6r, Ride +7 4r, Spot +8 8r, Search +6 5r, Survival +8 (+10 when tracking) 8r, Tumble +5 1r
Feats and Powers: Dodge, Elusive Target, Mobility, Power Attack, Spring Attack, Track, Weapon Focus: Falchion; Battle Fortitude +1, Fast Movement +10 ft., Skirmish (+1d6, +1 AC), Trackless Step, Trapfinding, Uncanny Dodge.

Equipment: +1 mighty [+2] composite shortbow, 20 arrows, 10 silver arrows, 10 cold iron arrows, +1 falchion, masterwork handaxe, dagger, +1 chain shirt, potion of cure serious wounds, 2 potions of cure light wounds,

Skirmish (Ex) A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn and only against living creatures that have a discernable anatomy. It can be applied to ranged attacks, but only within 30 feet.

At 3rd level, a scout gains a +1 competence bonus to armor class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts unitl the start of her next turn.

A scout loses this ability when wearing medium or heavy armor or carrying a medium or heavy load.

Battle Fortitude At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Trackless Step A scout cannot be tracked in natural surroundings. See the druid class feature.

Trapfinding As the rogue ability of the same name.

Uncanny Dodge As the barbarian ability of the same name.

Notes This elite scout will take advantage of the synergy between spring attack, elusive target, and skirmish to avoid ever standing around to get hit by a full attack or placing himself where a PC has a clear line of sight, while at the same time gaining his extra damage and AC from Skirmish and possibly causing PCs to attack each other with Elusive Target.
 
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Elder-Basilisk

First Post
#84 - Hobgoblin Slaver
Rogue 4/Ranger 3/Justicar 2; Source (PHB, Complete Warrior, Player's Guide to Arcanis)

The hobgoblin slaver is not merely a merchant. He is also a raider, travelling the lands in order to secure slaves to sell. Nor does the hobgoblin slaver simply prey upon the weak and defenseless. Orphans, widows, and drunk fools are, of course, his targets from time to time, but he prefers harder prey. Skilled warriors who will provide good sport in the gladiatorial pits. In the world of Arcanis, he exists at the edges of Coryani society, selling the unfortunate, unpopular, and foreign to the slave masters of Grand Coryan and Sicaris. He would not be above selling to the Canceri, had they gladiatorial pits.

Alignment: LE

Entry's name: Hobgoblin Rogue/Ranger/Justicar level 9th level
Combat: AC= 23 (touch 15, flat-footed 23); Hit-points: 72; Initiative: +4; Speed: 30 ft.; BAB +8 /+3, Grap +14, melee: +13/ +8 (1d6+3, 19-20, shortsword), or +11/+6 (1d6+3, 19-20 shortsword) and +11 (1d6+1, x2 sap); ranged: +13/ +8 (1d6+2, x3, composite shortbow).
Saves: Fort +9, Ref +12, Will +8.
Abilities: Str 14 (+2), Dex 18 (+4), Con 16 (+3), Int 13 (+1), Wis 12 (+1), Cha 11 (+0).
Racial Traits: Hobgoblin: Darkvision 60 ft., +2 dex, +2 con (in stats above), +4 move silently
Skills: Appraise +2 1r, Bluff +7 7r, Craft: Alchemy +2 1r, Diplomacy +9 7r, Disguise +2 2r, Gather Information +8 5r, Heal +6 5r, Hide +12 9r, Intimidate +7 5r, Jump +2 1r, Knowledge: Local +3 2r, Listen +10 9r, Move Silently +16 9r, Search +5 5r, Sense Motive +2 1r, Sleight of Hand +10 7r, Spot +10 9r, Survival +10 (+12 tracking) 9r
Feats and Powers: Combat Expertise, Endurance (b), Exotic Armor Proficiency: Lorica Segmentata, Track (b), Improved Grapple (b), Skill Focus: Gather Info, Two Weapon Fighting (b), Weapon Finesse; Bring 'em back alive, Crippling Strike, Favored Enemy: Human +2, nonlethal strike +1d6, Sneak Attack +2d6, Trapfinding, Trap Sense +1, Uncanny Dodge, Wild Empathy +3
Equipment: +2 cloak of resistance, +2 Lorica Segmentata, +1 ring of protection, 2 greater masterwork shortswords, masterwork mighty [+2] composite shortbow, masterwork sap, potion of cure serious wounds, potion of bull's strength 2 potions of cure light wounds, healer's kit, disguise kit, 2 vials of sleep poison (ingested, fort DC 15, initial 1 min unconsciousness, secondary 1 hour unconsciousness), 4 masterwork manacles with average locks, 1 masterwork manacle with amazing lock, heavy warhorse with military saddle, 50' silk rope.

Bring 'em back alive: A justicar does not suffer the usual -4 penalty for dealing non-lethal damage with a melee weapon (other than a sap or unarmed strike).

Nonlethal Strike: A justicar gains an extra 1d6 points of damage whenever using the bring 'em back alive ability under conditions that would allow for a sneak attack.

Crippling strike: A justicar deals 1 point of strength damage each time he uses his non-lethal strike ability.

Note: "Arcanis," "Coryan", etc are not open gaming content and should be edited out of the pdf version.

Equipment Rules from Player's Guide to Arcanis:
Lorica Segmentata is medium exotic armor with an armor bonus of +5, a max dex of +4, and an armor check penalty of -3, and that does not reduce movement (as is usual for medium armor). Without the exotic amor proficiency, it has an armor check penalty of -5 and allows only a 20' move.

Greater Masterwork armor gains +1 hardness, +5 hit points, and has -2 armor check penalty vis a vis a normal suit of armor

Greater Masterwork melee weapons gain a non-magical +1 enhancement bonus to hit and damage, +1 hardness, and +5 hit points.
 
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