NPC Commoner over a lifetime

MavrickWeirdo

First Post
I was inspired by the thread Level Advancement Over A Lifetime
to make characters at many stages of life.

I am using my own advancment formula rather than Seasong's, but his ideas are worth checking-out. My way of advancing NPCs is a bit simpler, I call it "Learn something new every day".

A human starting at age 15 (adulthood per PHB page 93) NPCs get 1 exp/day, 365 exp/year. Their level advancement would look something like this

  • age 15 is level 1
  • age 18 is level 2
  • age 24 is level 3
  • age 32 is level 4
  • age 35 is “middle age” –1 S, D, & Co; +1 I, W, & Ch
  • age 43 is level 5
  • age 53 is “old age” –2 S, D, & Co; +1 I, W, & Ch
  • age 57 is level 6
  • age 70 is “venerable” –3 S, D, & Co; +1 I, W, & Ch
  • age 73 is level 7
  • age 92 is level 8

Maximum age for humans is 110

(I rounded up to the next year on the levels) I also included ageing effects from the PHB page 93.

This thread will give an example of a NCP at each of these stages.

For stats I'm using an 18 point buy, it's low, but then this is only an NPC. For skills; the first number is how many skill points they have, the second number (in parenthesis) is the modified score after all bonuses and penalties.
 
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Human Farmer

John-boy, Human Farm Hand
Commoner L1; med humanoid; AL NG; CR .25; age 15

HD 1d4+1(+3); hp 6;
Init +0; Spd 30 ft; AC 11;
BAB +0; Atk +0 melee or +0 ranged;
SV Fort +1, Ref +0, Will +0;
Str 11, Dex 11, Con 12, Int 12, Wis 11, Cha 9.

Skills (16 points): Bluff +2 (1), Climb +1, Handle Animal +4 (3), Jump +1, Listen +1 (3), Profession: Farmer +4, & Spot +1 (3)
Feats: Toughness, & Alertness
Languages: Celestial & Common

Armor: Padded, +1, speed 30ft, 10 lbs
Weapons: Dagger: Atk -4 melee, -4 thrown, Dmg 1d4, crit 19-20 x2, range 10ft
Sickle: Atk +0 melee, Dmg 1d6, crit x2
 

Human Farmer

John-boy, Human Farm Hand
Commoner L2; med humanoid; AL NG; CR .5; age 18

HD 2d4+2(+3); hp 10;
Init +0; Spd 30 ft; AC 11;
BAB +1; Atk +1 melee or +1 ranged;
SV Fort +1, Ref +0, Will +0;
Str 11, Dex 11, Con 12, Int 12, Wis 11, Cha 9

Skills (20 points): Bluff +2 (1), Climb +2, Handle Animal +4 (3), Jump +2, Listen +2 (4), Profession: Farmer +4, & Spot +2 (4)
Feats: Toughness, & Alertness
Languages: Celestial & Common

Armor: Padded, +1, speed 30ft, 10 lbs
Weapons: Dagger: Atk -3 melee, -3 thrown, Dmg 1d4, crit 19-20 x2, range 10ft
Sickle: Atk +1 melee, Dmg 1d6, crit x2
 


Knight Otu said:
Nice work. :)

Where exactly did he learn to speak celestial? Wouldn't it be more approriate if he spoke, say, Halfling?

He's a good church-going young man. Plus Halflings tend to be private with their language. Gnome would be a good option.
 
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MavrickWeirdo said:
He's a good church-going young man. Plus Halflings tend to be private with their language. Gnome would be a good option.

Yeah I was initially suprised by the inclusion of Celestial and thought gnome (or dwarf) would me more appropriate (dwarf because the farmers trade with them and gnome because gnomes just fit the rustic lifestyle:))

However I also rationalised knowledge of Celestial as coming from his Churchgoing - perhaps 'Celestial' is like Latin was in the Catholic Church, the 'Official' Language in which all Prayers, Holy Text and pslams are composed and perhaps John-boy is lucky enough to have had an education at the Church School (which pretty much equals ability to read prayers and holy text).
 

Human Farmer

John, Human Farmer
Commoner L3; med humanoid; AL NG; CR 1; age 24

HD 3d4+3(+3); hp 13;
Init +0; Spd 30 ft; AC 12;
BAB +1; Atk +1 melee or +1 ranged;
SV Fort +2, Ref +1, Will +1;
Str 11, Dex 11, Con 12, Int 12, Wis 11, Cha 9

Skills (24 points): Bluff +3 (2), Climb +2, Handle Animal +5 (4), Jump +2, Listen +2 (4), Profession: Farmer +5, & Spot +2 (4)
Feats: Alertness, Toughness, & Weapon Focus: Sickle
Languages: Celestial & Common

Armor: Leather, +2, speed 30ft, 15 lbs
Weapons: Dagger: Atk -3 melee, -3 thrown, Dmg 1d4, crit 19-20 x2, range 10ft
Sickle, Masterwork: Atk +3 melee, Dmg 1d6, crit x2
 

quick question

Why would our young john-boy take a feat that wasn't skill focus(farming)? I see he has Weapon Focus but that seems like too much time playing with a sickle and not enough time doing his job.
 

Re: quick question

Gideon said:
Why would our young john-boy take a feat that wasn't skill focus(farming)? I see he has Weapon Focus but that seems like too much time playing with a sickle and not enough time doing his job.

Playing with his sickle?

Isn't that what all healthy teenage boys do when no ones looking?:D :P

Sorry
 

He's a wheat farmer, a sickle is a tool of his trade. After years of using it for clearing and harvesting is it a surprise that he would be good at using it in a fight?
 

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